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You may obtain a copy of the\r\nLicense at http://www.apache.org/licenses/LICENSE-2.0\r\n\r\nTHIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY\r\nKIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED\r\nWARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE,\r\nMERCHANTABLITY OR NON-INFRINGEMENT.\r\n\r\nSee the Apache Version 2.0 License for specific language governing permissions\r\nand limitations under the License.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };\r\n return extendStatics(d, b);\r\n};\r\n\r\nexport function __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? 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d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\r\n return c > 3 && r && Object.defineProperty(target, key, r), r;\r\n}\r\n\r\nexport function __param(paramIndex, decorator) {\r\n return function (target, key) { decorator(target, key, paramIndex); }\r\n}\r\n\r\nexport function __metadata(metadataKey, metadataValue) {\r\n if (typeof Reflect === \"object\" && typeof Reflect.metadata === \"function\") return Reflect.metadata(metadataKey, metadataValue);\r\n}\r\n\r\nexport function __awaiter(thisArg, _arguments, P, generator) {\r\n return new (P || (P = Promise))(function (resolve, reject) {\r\n function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n function step(result) { result.done ? resolve(result.value) : new P(function (resolve) { resolve(result.value); }).then(fulfilled, rejected); }\r\n step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n });\r\n}\r\n\r\nexport function __generator(thisArg, body) {\r\n var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;\r\n return g = { next: verb(0), \"throw\": verb(1), \"return\": verb(2) }, typeof Symbol === \"function\" && (g[Symbol.iterator] = function() { return this; }), g;\r\n function verb(n) { return function (v) { return step([n, v]); }; }\r\n function step(op) {\r\n if (f) throw new TypeError(\"Generator is already executing.\");\r\n while (_) try {\r\n if (f = 1, y && (t = op[0] & 2 ? y[\"return\"] : op[0] ? y[\"throw\"] || ((t = y[\"return\"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;\r\n if (y = 0, t) op = [op[0] & 2, t.value];\r\n switch (op[0]) {\r\n case 0: case 1: t = op; break;\r\n case 4: _.label++; return { value: op[1], done: false };\r\n case 5: _.label++; y = op[1]; op = [0]; continue;\r\n case 7: op = _.ops.pop(); _.trys.pop(); continue;\r\n default:\r\n if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }\r\n if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }\r\n if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }\r\n if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }\r\n if (t[2]) _.ops.pop();\r\n _.trys.pop(); continue;\r\n }\r\n op = body.call(thisArg, _);\r\n } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }\r\n if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };\r\n }\r\n}\r\n\r\nexport function __exportStar(m, exports) {\r\n for (var p in m) if (!exports.hasOwnProperty(p)) exports[p] = m[p];\r\n}\r\n\r\nexport function __values(o) {\r\n var m = typeof Symbol === \"function\" && o[Symbol.iterator], i = 0;\r\n if (m) return m.call(o);\r\n return {\r\n next: function () {\r\n if (o && i >= o.length) o = void 0;\r\n return { value: o && o[i++], done: !o };\r\n }\r\n };\r\n}\r\n\r\nexport function __read(o, n) {\r\n var m = typeof Symbol === \"function\" && o[Symbol.iterator];\r\n if (!m) return o;\r\n var i = m.call(o), r, ar = [], e;\r\n try {\r\n while ((n === void 0 || n-- > 0) && !(r = i.next()).done) ar.push(r.value);\r\n }\r\n catch (error) { e = { error: error }; }\r\n finally {\r\n try {\r\n if (r && !r.done && (m = i[\"return\"])) m.call(i);\r\n }\r\n finally { if (e) throw e.error; }\r\n }\r\n return ar;\r\n}\r\n\r\nexport function __spread() {\r\n for (var ar = [], i = 0; i < arguments.length; i++)\r\n ar = ar.concat(__read(arguments[i]));\r\n return ar;\r\n}\r\n\r\nexport function __spreadArrays() {\r\n for (var s = 0, i = 0, il = arguments.length; i < il; i++) s += arguments[i].length;\r\n for (var r = Array(s), k = 0, i = 0; i < il; i++)\r\n for (var a = arguments[i], j = 0, jl = a.length; j < jl; j++, k++)\r\n r[k] = a[j];\r\n return r;\r\n};\r\n\r\nexport function __await(v) {\r\n return this instanceof __await ? (this.v = v, this) : new __await(v);\r\n}\r\n\r\nexport function __asyncGenerator(thisArg, _arguments, generator) {\r\n if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n var g = generator.apply(thisArg, _arguments || []), i, q = [];\r\n return i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i;\r\n function verb(n) { if (g[n]) i[n] = function (v) { return new Promise(function (a, b) { q.push([n, v, a, b]) > 1 || resume(n, v); }); }; }\r\n function resume(n, v) { try { step(g[n](v)); } catch (e) { settle(q[0][3], e); } }\r\n function step(r) { r.value instanceof __await ? Promise.resolve(r.value.v).then(fulfill, reject) : settle(q[0][2], r); }\r\n function fulfill(value) { resume(\"next\", value); }\r\n function reject(value) { resume(\"throw\", value); }\r\n function settle(f, v) { if (f(v), q.shift(), q.length) resume(q[0][0], q[0][1]); }\r\n}\r\n\r\nexport function __asyncDelegator(o) {\r\n var i, p;\r\n return i = {}, verb(\"next\"), verb(\"throw\", function (e) { throw e; }), verb(\"return\"), i[Symbol.iterator] = function () { return this; }, i;\r\n function verb(n, f) { i[n] = o[n] ? function (v) { return (p = !p) ? { value: __await(o[n](v)), done: n === \"return\" } : f ? f(v) : v; } : f; }\r\n}\r\n\r\nexport function __asyncValues(o) {\r\n if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n var m = o[Symbol.asyncIterator], i;\r\n return m ? m.call(o) : (o = typeof __values === \"function\" ? __values(o) : o[Symbol.iterator](), i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i);\r\n function verb(n) { i[n] = o[n] && function (v) { return new Promise(function (resolve, reject) { v = o[n](v), settle(resolve, reject, v.done, v.value); }); }; }\r\n function settle(resolve, reject, d, v) { Promise.resolve(v).then(function(v) { resolve({ value: v, done: d }); }, reject); }\r\n}\r\n\r\nexport function __makeTemplateObject(cooked, raw) {\r\n if (Object.defineProperty) { Object.defineProperty(cooked, \"raw\", { value: raw }); } else { cooked.raw = raw; }\r\n return cooked;\r\n};\r\n\r\nexport function __importStar(mod) {\r\n if (mod && mod.__esModule) return mod;\r\n var result = {};\r\n if (mod != null) for (var k in mod) if (Object.hasOwnProperty.call(mod, k)) result[k] = mod[k];\r\n result.default = mod;\r\n return result;\r\n}\r\n\r\nexport function __importDefault(mod) {\r\n return (mod && mod.__esModule) ? mod : { default: mod };\r\n}\r\n","var g;\n\n// This works in non-strict mode\ng = (function() {\n\treturn this;\n})();\n\ntry {\n\t// This works if eval is allowed (see CSP)\n\tg = g || new Function(\"return this\")();\n} catch (e) {\n\t// This works if the window reference is available\n\tif (typeof window === \"object\") g = window;\n}\n\n// g can still be undefined, but nothing to do about it...\n// We return undefined, instead of nothing here, so it's\n// easier to handle this case. if(!global) { ...}\n\nmodule.exports = g;\n","import { IDisposable } from \"../scene\";\r\nimport { IActionEvent } from \"./actionEvent\";\r\nimport { IAction } from \"./action\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Nullable } from \"../types\";\r\n\r\n/**\r\n * Abstract class used to decouple action Manager from scene and meshes.\r\n * Do not instantiate.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions\r\n */\r\nexport abstract class AbstractActionManager implements IDisposable {\r\n\r\n /** Gets the list of active triggers */\r\n public static Triggers: { [key: string]: number } = {};\r\n\r\n /** Gets the cursor to use when hovering items */\r\n public hoverCursor: string = '';\r\n\r\n /** Gets the list of actions */\r\n public actions = new Array();\r\n\r\n /**\r\n * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children\r\n */\r\n public isRecursive = false;\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public abstract dispose(): void;\r\n\r\n /**\r\n * Does this action manager has pointer triggers\r\n */\r\n public abstract get hasPointerTriggers(): boolean;\r\n\r\n /**\r\n * Does this action manager has pick triggers\r\n */\r\n public abstract get hasPickTriggers(): boolean;\r\n\r\n /**\r\n * Process a specific trigger\r\n * @param trigger defines the trigger to process\r\n * @param evt defines the event details to be processed\r\n */\r\n public abstract processTrigger(trigger: number, evt?: IActionEvent): void;\r\n\r\n /**\r\n * Does this action manager handles actions of any of the given triggers\r\n * @param triggers defines the triggers to be tested\r\n * @return a boolean indicating whether one (or more) of the triggers is handled\r\n */\r\n public abstract hasSpecificTriggers(triggers: number[]): boolean;\r\n\r\n /**\r\n * Does this action manager handles actions of any of the given triggers. This function takes two arguments for\r\n * speed.\r\n * @param triggerA defines the trigger to be tested\r\n * @param triggerB defines the trigger to be tested\r\n * @return a boolean indicating whether one (or more) of the triggers is handled\r\n */\r\n public abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;\r\n\r\n /**\r\n * Does this action manager handles actions of a given trigger\r\n * @param trigger defines the trigger to be tested\r\n * @param parameterPredicate defines an optional predicate to filter triggers by parameter\r\n * @return whether the trigger is handled\r\n */\r\n public abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;\r\n\r\n /**\r\n * Serialize this manager to a JSON object\r\n * @param name defines the property name to store this manager\r\n * @returns a JSON representation of this manager\r\n */\r\n public abstract serialize(name: string): any;\r\n\r\n /**\r\n * Registers an action to this action manager\r\n * @param action defines the action to be registered\r\n * @return the action amended (prepared) after registration\r\n */\r\n public abstract registerAction(action: IAction): Nullable;\r\n\r\n /**\r\n * Unregisters an action to this action manager\r\n * @param action defines the action to be unregistered\r\n * @return a boolean indicating whether the action has been unregistered\r\n */\r\n public abstract unregisterAction(action: IAction): Boolean;\r\n\r\n /**\r\n * Does exist one action manager with at least one trigger\r\n **/\r\n public static get HasTriggers(): boolean {\r\n for (var t in AbstractActionManager.Triggers) {\r\n if (AbstractActionManager.Triggers.hasOwnProperty(t)) {\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Does exist one action manager with at least one pick trigger\r\n **/\r\n public static get HasPickTriggers(): boolean {\r\n for (var t in AbstractActionManager.Triggers) {\r\n if (AbstractActionManager.Triggers.hasOwnProperty(t)) {\r\n let t_int = parseInt(t);\r\n if (t_int >= Constants.ACTION_OnPickTrigger && t_int <= Constants.ACTION_OnPickUpTrigger) {\r\n return true;\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Does exist one action manager that handles actions of a given trigger\r\n * @param trigger defines the trigger to be tested\r\n * @return a boolean indicating whether the trigger is handeled by at least one action manager\r\n **/\r\n public static HasSpecificTrigger(trigger: number): boolean {\r\n for (var t in AbstractActionManager.Triggers) {\r\n if (AbstractActionManager.Triggers.hasOwnProperty(t)) {\r\n let t_int = parseInt(t);\r\n if (t_int === trigger) {\r\n return true;\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n}","import { Observable } from \"../Misc/observable\";\r\nimport { Vector2, Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport { Condition } from \"./condition\";\r\nimport { _TypeStore } from '../Misc/typeStore';\r\nimport { AbstractActionManager } from './abstractActionManager';\r\n\r\ndeclare type Scene = import(\"../scene\").Scene;\r\ndeclare type ActionManager = import(\"./actionManager\").ActionManager;\r\ndeclare type ActionEvent = import(\"./actionEvent\").ActionEvent;\r\ndeclare type Mesh = import(\"../Meshes/mesh\").Mesh;\r\ndeclare type Light = import(\"../Lights/light\").Light;\r\ndeclare type Camera = import(\"../Cameras/camera\").Camera;\r\ndeclare type Node = import(\"../node\").Node;\r\n\r\n/**\r\n * Interface used to define Action\r\n */\r\nexport interface IAction {\r\n /**\r\n * Trigger for the action\r\n */\r\n trigger: number;\r\n\r\n /** Options of the trigger */\r\n triggerOptions: any;\r\n\r\n /**\r\n * Gets the trigger parameters\r\n * @returns the trigger parameters\r\n */\r\n getTriggerParameter(): any;\r\n\r\n /**\r\n * Internal only - executes current action event\r\n * @hidden\r\n */\r\n _executeCurrent(evt?: ActionEvent): void;\r\n\r\n /**\r\n * Serialize placeholder for child classes\r\n * @param parent of child\r\n * @returns the serialized object\r\n */\r\n serialize(parent: any): any;\r\n\r\n /**\r\n * Internal only\r\n * @hidden\r\n */\r\n _prepare(): void;\r\n\r\n /**\r\n * Internal only - manager for action\r\n * @hidden\r\n */\r\n _actionManager: AbstractActionManager;\r\n\r\n /**\r\n * Adds action to chain of actions, may be a DoNothingAction\r\n * @param action defines the next action to execute\r\n * @returns The action passed in\r\n * @see https://www.babylonjs-playground.com/#1T30HR#0\r\n */\r\n then(action: IAction): IAction;\r\n}\r\n\r\n/**\r\n * The action to be carried out following a trigger\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions\r\n */\r\nexport class Action implements IAction {\r\n /**\r\n * Trigger for the action\r\n */\r\n public trigger: number;\r\n\r\n /**\r\n * Internal only - manager for action\r\n * @hidden\r\n */\r\n public _actionManager: ActionManager;\r\n\r\n private _nextActiveAction: Action;\r\n private _child: Action;\r\n private _condition?: Condition;\r\n private _triggerParameter: any;\r\n\r\n /**\r\n * An event triggered prior to action being executed.\r\n */\r\n public onBeforeExecuteObservable = new Observable();\r\n\r\n /**\r\n * Creates a new Action\r\n * @param triggerOptions the trigger, with or without parameters, for the action\r\n * @param condition an optional determinant of action\r\n */\r\n constructor(\r\n /** the trigger, with or without parameters, for the action */\r\n public triggerOptions: any, condition?: Condition) {\r\n\r\n if (triggerOptions.parameter) {\r\n this.trigger = triggerOptions.trigger;\r\n this._triggerParameter = triggerOptions.parameter;\r\n } else if (triggerOptions.trigger) {\r\n this.trigger = triggerOptions.trigger;\r\n } else {\r\n this.trigger = triggerOptions;\r\n }\r\n\r\n this._nextActiveAction = this;\r\n this._condition = condition;\r\n }\r\n\r\n /**\r\n * Internal only\r\n * @hidden\r\n */\r\n public _prepare(): void {\r\n }\r\n\r\n /**\r\n * Gets the trigger parameters\r\n * @returns the trigger parameters\r\n */\r\n public getTriggerParameter(): any {\r\n return this._triggerParameter;\r\n }\r\n\r\n /**\r\n * Internal only - executes current action event\r\n * @hidden\r\n */\r\n public _executeCurrent(evt?: ActionEvent): void {\r\n if (this._nextActiveAction._condition) {\r\n var condition = this._nextActiveAction._condition;\r\n var currentRenderId = this._actionManager.getScene().getRenderId();\r\n\r\n // We cache the current evaluation for the current frame\r\n if (condition._evaluationId === currentRenderId) {\r\n if (!condition._currentResult) {\r\n return;\r\n }\r\n } else {\r\n condition._evaluationId = currentRenderId;\r\n\r\n if (!condition.isValid()) {\r\n condition._currentResult = false;\r\n return;\r\n }\r\n\r\n condition._currentResult = true;\r\n }\r\n }\r\n\r\n this.onBeforeExecuteObservable.notifyObservers(this);\r\n this._nextActiveAction.execute(evt);\r\n\r\n this.skipToNextActiveAction();\r\n }\r\n\r\n /**\r\n * Execute placeholder for child classes\r\n * @param evt optional action event\r\n */\r\n public execute(evt?: ActionEvent): void {\r\n\r\n }\r\n\r\n /**\r\n * Skips to next active action\r\n */\r\n public skipToNextActiveAction(): void {\r\n if (this._nextActiveAction._child) {\r\n\r\n if (!this._nextActiveAction._child._actionManager) {\r\n this._nextActiveAction._child._actionManager = this._actionManager;\r\n }\r\n\r\n this._nextActiveAction = this._nextActiveAction._child;\r\n } else {\r\n this._nextActiveAction = this;\r\n }\r\n }\r\n\r\n /**\r\n * Adds action to chain of actions, may be a DoNothingAction\r\n * @param action defines the next action to execute\r\n * @returns The action passed in\r\n * @see https://www.babylonjs-playground.com/#1T30HR#0\r\n */\r\n public then(action: Action): Action {\r\n this._child = action;\r\n\r\n action._actionManager = this._actionManager;\r\n action._prepare();\r\n\r\n return action;\r\n }\r\n\r\n /**\r\n * Internal only\r\n * @hidden\r\n */\r\n public _getProperty(propertyPath: string): string {\r\n return this._actionManager._getProperty(propertyPath);\r\n }\r\n\r\n /**\r\n * Internal only\r\n * @hidden\r\n */\r\n public _getEffectiveTarget(target: any, propertyPath: string): any {\r\n return this._actionManager._getEffectiveTarget(target, propertyPath);\r\n }\r\n\r\n /**\r\n * Serialize placeholder for child classes\r\n * @param parent of child\r\n * @returns the serialized object\r\n */\r\n public serialize(parent: any): any {\r\n }\r\n\r\n /**\r\n * Internal only called by serialize\r\n * @hidden\r\n */\r\n protected _serialize(serializedAction: any, parent?: any): any {\r\n var serializationObject: any = {\r\n type: 1,\r\n children: [],\r\n name: serializedAction.name,\r\n properties: serializedAction.properties || []\r\n };\r\n\r\n // Serialize child\r\n if (this._child) {\r\n this._child.serialize(serializationObject);\r\n }\r\n\r\n // Check if \"this\" has a condition\r\n if (this._condition) {\r\n var serializedCondition = this._condition.serialize();\r\n serializedCondition.children.push(serializationObject);\r\n\r\n if (parent) {\r\n parent.children.push(serializedCondition);\r\n }\r\n return serializedCondition;\r\n }\r\n\r\n if (parent) {\r\n parent.children.push(serializationObject);\r\n }\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Internal only\r\n * @hidden\r\n */\r\n public static _SerializeValueAsString = (value: any): string => {\r\n if (typeof value === \"number\") {\r\n return value.toString();\r\n }\r\n\r\n if (typeof value === \"boolean\") {\r\n return value ? \"true\" : \"false\";\r\n }\r\n\r\n if (value instanceof Vector2) {\r\n return value.x + \", \" + value.y;\r\n }\r\n if (value instanceof Vector3) {\r\n return value.x + \", \" + value.y + \", \" + value.z;\r\n }\r\n\r\n if (value instanceof Color3) {\r\n return value.r + \", \" + value.g + \", \" + value.b;\r\n }\r\n if (value instanceof Color4) {\r\n return value.r + \", \" + value.g + \", \" + value.b + \", \" + value.a;\r\n }\r\n\r\n return value; // string\r\n }\r\n\r\n /**\r\n * Internal only\r\n * @hidden\r\n */\r\n public static _GetTargetProperty = (target: Scene | Node) => {\r\n return {\r\n name: \"target\",\r\n targetType: (target)._isMesh ? \"MeshProperties\"\r\n : (target)._isLight ? \"LightProperties\"\r\n : (target)._isCamera ? \"CameraProperties\"\r\n : \"SceneProperties\",\r\n value: (target)._isScene ? \"Scene\" : (target).name\r\n };\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.Action\"] = Action;\r\n","import { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Nullable } from \"../types\";\r\nimport { Sprite } from \"../Sprites/sprite\";\r\nimport { Scene } from \"../scene\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\n\r\n/**\r\n * Interface used to define ActionEvent\r\n */\r\nexport interface IActionEvent {\r\n /** The mesh or sprite that triggered the action */\r\n source: any;\r\n /** The X mouse cursor position at the time of the event */\r\n pointerX: number;\r\n /** The Y mouse cursor position at the time of the event */\r\n pointerY: number;\r\n /** The mesh that is currently pointed at (can be null) */\r\n meshUnderPointer: Nullable;\r\n /** the original (browser) event that triggered the ActionEvent */\r\n sourceEvent?: any;\r\n /** additional data for the event */\r\n additionalData?: any;\r\n}\r\n\r\n/**\r\n * ActionEvent is the event being sent when an action is triggered.\r\n */\r\nexport class ActionEvent implements IActionEvent {\r\n /**\r\n * Creates a new ActionEvent\r\n * @param source The mesh or sprite that triggered the action\r\n * @param pointerX The X mouse cursor position at the time of the event\r\n * @param pointerY The Y mouse cursor position at the time of the event\r\n * @param meshUnderPointer The mesh that is currently pointed at (can be null)\r\n * @param sourceEvent the original (browser) event that triggered the ActionEvent\r\n * @param additionalData additional data for the event\r\n */\r\n constructor(\r\n /** The mesh or sprite that triggered the action */\r\n public source: any,\r\n /** The X mouse cursor position at the time of the event */\r\n public pointerX: number,\r\n /** The Y mouse cursor position at the time of the event */\r\n public pointerY: number,\r\n /** The mesh that is currently pointed at (can be null) */\r\n public meshUnderPointer: Nullable,\r\n /** the original (browser) event that triggered the ActionEvent */\r\n public sourceEvent?: any,\r\n /** additional data for the event */\r\n public additionalData?: any) {\r\n }\r\n\r\n /**\r\n * Helper function to auto-create an ActionEvent from a source mesh.\r\n * @param source The source mesh that triggered the event\r\n * @param evt The original (browser) event\r\n * @param additionalData additional data for the event\r\n * @returns the new ActionEvent\r\n */\r\n public static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent {\r\n var scene = source.getScene();\r\n return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer || source, evt, additionalData);\r\n }\r\n\r\n /**\r\n * Helper function to auto-create an ActionEvent from a source sprite\r\n * @param source The source sprite that triggered the event\r\n * @param scene Scene associated with the sprite\r\n * @param evt The original (browser) event\r\n * @param additionalData additional data for the event\r\n * @returns the new ActionEvent\r\n */\r\n public static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent {\r\n return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);\r\n }\r\n\r\n /**\r\n * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew\r\n * @param scene the scene where the event occurred\r\n * @param evt The original (browser) event\r\n * @returns the new ActionEvent\r\n */\r\n public static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent {\r\n return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);\r\n }\r\n\r\n /**\r\n * Helper function to auto-create an ActionEvent from a primitive\r\n * @param prim defines the target primitive\r\n * @param pointerPos defines the pointer position\r\n * @param evt The original (browser) event\r\n * @param additionalData additional data for the event\r\n * @returns the new ActionEvent\r\n */\r\n public static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent {\r\n return new ActionEvent(prim, pointerPos.x, pointerPos.y, null, evt, additionalData);\r\n }\r\n}","import { Nullable } from \"../types\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Scene } from \"../scene\";\r\nimport { Vector3, Vector4 } from \"../Maths/math.vector\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport { Condition, ValueCondition } from \"./condition\";\r\nimport { Action, IAction } from \"./action\";\r\nimport { DoNothingAction } from \"./directActions\";\r\n\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { IActionEvent } from \"../Actions/actionEvent\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { DeepCopier } from \"../Misc/deepCopier\";\r\nimport { _TypeStore } from \"../Misc/typeStore\";\r\nimport { AbstractActionManager } from './abstractActionManager';\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\n/**\r\n * Action Manager manages all events to be triggered on a given mesh or the global scene.\r\n * A single scene can have many Action Managers to handle predefined actions on specific meshes.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions\r\n */\r\nexport class ActionManager extends AbstractActionManager {\r\n /**\r\n * Nothing\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly NothingTrigger = Constants.ACTION_NothingTrigger;\r\n\r\n /**\r\n * On pick\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnPickTrigger = Constants.ACTION_OnPickTrigger;\r\n\r\n /**\r\n * On left pick\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnLeftPickTrigger = Constants.ACTION_OnLeftPickTrigger;\r\n\r\n /**\r\n * On right pick\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnRightPickTrigger = Constants.ACTION_OnRightPickTrigger;\r\n\r\n /**\r\n * On center pick\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnCenterPickTrigger = Constants.ACTION_OnCenterPickTrigger;\r\n\r\n /**\r\n * On pick down\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnPickDownTrigger = Constants.ACTION_OnPickDownTrigger;\r\n\r\n /**\r\n * On double pick\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnDoublePickTrigger = Constants.ACTION_OnDoublePickTrigger;\r\n\r\n /**\r\n * On pick up\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnPickUpTrigger = Constants.ACTION_OnPickUpTrigger;\r\n /**\r\n * On pick out.\r\n * This trigger will only be raised if you also declared a OnPickDown\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnPickOutTrigger = Constants.ACTION_OnPickOutTrigger;\r\n\r\n /**\r\n * On long press\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnLongPressTrigger = Constants.ACTION_OnLongPressTrigger;\r\n\r\n /**\r\n * On pointer over\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnPointerOverTrigger = Constants.ACTION_OnPointerOverTrigger;\r\n\r\n /**\r\n * On pointer out\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnPointerOutTrigger = Constants.ACTION_OnPointerOutTrigger;\r\n\r\n /**\r\n * On every frame\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnEveryFrameTrigger = Constants.ACTION_OnEveryFrameTrigger;\r\n /**\r\n * On intersection enter\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnIntersectionEnterTrigger = Constants.ACTION_OnIntersectionEnterTrigger;\r\n\r\n /**\r\n * On intersection exit\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnIntersectionExitTrigger = Constants.ACTION_OnIntersectionExitTrigger;\r\n\r\n /**\r\n * On key down\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnKeyDownTrigger = Constants.ACTION_OnKeyDownTrigger;\r\n\r\n /**\r\n * On key up\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnKeyUpTrigger = 15;\r\n\r\n // Members\r\n private _scene: Scene;\r\n\r\n /**\r\n * Creates a new action manager\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(scene: Scene) {\r\n super();\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n\r\n scene.actionManagers.push(this);\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose(): void {\r\n var index = this._scene.actionManagers.indexOf(this);\r\n\r\n for (var i = 0; i < this.actions.length; i++) {\r\n var action = this.actions[i];\r\n ActionManager.Triggers[action.trigger]--;\r\n if (ActionManager.Triggers[action.trigger] === 0) {\r\n delete ActionManager.Triggers[action.trigger];\r\n }\r\n }\r\n\r\n if (index > -1) {\r\n this._scene.actionManagers.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Gets hosting scene\r\n * @returns the hosting scene\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Does this action manager handles actions of any of the given triggers\r\n * @param triggers defines the triggers to be tested\r\n * @return a boolean indicating whether one (or more) of the triggers is handled\r\n */\r\n public hasSpecificTriggers(triggers: number[]): boolean {\r\n for (var index = 0; index < this.actions.length; index++) {\r\n var action = this.actions[index];\r\n\r\n if (triggers.indexOf(action.trigger) > -1) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager handles actions of any of the given triggers. This function takes two arguments for\r\n * speed.\r\n * @param triggerA defines the trigger to be tested\r\n * @param triggerB defines the trigger to be tested\r\n * @return a boolean indicating whether one (or more) of the triggers is handled\r\n */\r\n public hasSpecificTriggers2(triggerA: number, triggerB: number): boolean {\r\n for (var index = 0; index < this.actions.length; index++) {\r\n var action = this.actions[index];\r\n\r\n if (triggerA == action.trigger || triggerB == action.trigger) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager handles actions of a given trigger\r\n * @param trigger defines the trigger to be tested\r\n * @param parameterPredicate defines an optional predicate to filter triggers by parameter\r\n * @return whether the trigger is handled\r\n */\r\n public hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean {\r\n for (var index = 0; index < this.actions.length; index++) {\r\n var action = this.actions[index];\r\n\r\n if (action.trigger === trigger) {\r\n if (parameterPredicate) {\r\n if (parameterPredicate(action.getTriggerParameter())) {\r\n return true;\r\n }\r\n } else {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager has pointer triggers\r\n */\r\n public get hasPointerTriggers(): boolean {\r\n for (var index = 0; index < this.actions.length; index++) {\r\n var action = this.actions[index];\r\n\r\n if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPointerOutTrigger) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager has pick triggers\r\n */\r\n public get hasPickTriggers(): boolean {\r\n for (var index = 0; index < this.actions.length; index++) {\r\n var action = this.actions[index];\r\n\r\n if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPickUpTrigger) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Registers an action to this action manager\r\n * @param action defines the action to be registered\r\n * @return the action amended (prepared) after registration\r\n */\r\n public registerAction(action: IAction): Nullable {\r\n if (action.trigger === ActionManager.OnEveryFrameTrigger) {\r\n if (this.getScene().actionManager !== this) {\r\n Logger.Warn(\"OnEveryFrameTrigger can only be used with scene.actionManager\");\r\n return null;\r\n }\r\n }\r\n\r\n this.actions.push(action);\r\n\r\n if (ActionManager.Triggers[action.trigger]) {\r\n ActionManager.Triggers[action.trigger]++;\r\n }\r\n else {\r\n ActionManager.Triggers[action.trigger] = 1;\r\n }\r\n\r\n action._actionManager = this;\r\n action._prepare();\r\n\r\n return action;\r\n }\r\n\r\n /**\r\n * Unregisters an action to this action manager\r\n * @param action defines the action to be unregistered\r\n * @return a boolean indicating whether the action has been unregistered\r\n */\r\n public unregisterAction(action: IAction): Boolean {\r\n var index = this.actions.indexOf(action);\r\n if (index !== -1) {\r\n this.actions.splice(index, 1);\r\n ActionManager.Triggers[action.trigger] -= 1;\r\n if (ActionManager.Triggers[action.trigger] === 0) {\r\n delete ActionManager.Triggers[action.trigger];\r\n }\r\n delete action._actionManager;\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Process a specific trigger\r\n * @param trigger defines the trigger to process\r\n * @param evt defines the event details to be processed\r\n */\r\n public processTrigger(trigger: number, evt?: IActionEvent): void {\r\n for (var index = 0; index < this.actions.length; index++) {\r\n var action = this.actions[index];\r\n\r\n if (action.trigger === trigger) {\r\n if (evt) {\r\n if (trigger === ActionManager.OnKeyUpTrigger\r\n || trigger === ActionManager.OnKeyDownTrigger) {\r\n var parameter = action.getTriggerParameter();\r\n\r\n if (parameter && parameter !== evt.sourceEvent.keyCode) {\r\n if (!parameter.toLowerCase) {\r\n continue;\r\n }\r\n var lowerCase = parameter.toLowerCase();\r\n\r\n if (lowerCase !== evt.sourceEvent.key) {\r\n var unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;\r\n var actualkey = String.fromCharCode(unicode).toLowerCase();\r\n if (actualkey !== lowerCase) {\r\n continue;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n action._executeCurrent(evt);\r\n }\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _getEffectiveTarget(target: any, propertyPath: string): any {\r\n var properties = propertyPath.split(\".\");\r\n\r\n for (var index = 0; index < properties.length - 1; index++) {\r\n target = target[properties[index]];\r\n }\r\n\r\n return target;\r\n }\r\n\r\n /** @hidden */\r\n public _getProperty(propertyPath: string): string {\r\n var properties = propertyPath.split(\".\");\r\n\r\n return properties[properties.length - 1];\r\n }\r\n\r\n /**\r\n * Serialize this manager to a JSON object\r\n * @param name defines the property name to store this manager\r\n * @returns a JSON representation of this manager\r\n */\r\n public serialize(name: string): any {\r\n var root = {\r\n children: new Array(),\r\n name: name,\r\n type: 3, // Root node\r\n properties: new Array() // Empty for root but required\r\n };\r\n\r\n for (var i = 0; i < this.actions.length; i++) {\r\n var triggerObject = {\r\n type: 0, // Trigger\r\n children: new Array(),\r\n name: ActionManager.GetTriggerName(this.actions[i].trigger),\r\n properties: new Array()\r\n };\r\n\r\n var triggerOptions = this.actions[i].triggerOptions;\r\n\r\n if (triggerOptions && typeof triggerOptions !== \"number\") {\r\n if (triggerOptions.parameter instanceof Node) {\r\n triggerObject.properties.push(Action._GetTargetProperty(triggerOptions.parameter));\r\n }\r\n else {\r\n var parameter = {};\r\n DeepCopier.DeepCopy(triggerOptions.parameter, parameter, [\"mesh\"]);\r\n\r\n if (triggerOptions.parameter && triggerOptions.parameter.mesh) {\r\n parameter._meshId = triggerOptions.parameter.mesh.id;\r\n }\r\n\r\n triggerObject.properties.push({ name: \"parameter\", targetType: null, value: parameter });\r\n }\r\n }\r\n\r\n // Serialize child action, recursively\r\n this.actions[i].serialize(triggerObject);\r\n\r\n // Add serialized trigger\r\n root.children.push(triggerObject);\r\n }\r\n\r\n return root;\r\n }\r\n\r\n /**\r\n * Creates a new ActionManager from a JSON data\r\n * @param parsedActions defines the JSON data to read from\r\n * @param object defines the hosting mesh\r\n * @param scene defines the hosting scene\r\n */\r\n public static Parse(parsedActions: any, object: Nullable, scene: Scene): void {\r\n var actionManager = new ActionManager(scene);\r\n if (object === null) {\r\n scene.actionManager = actionManager;\r\n }\r\n else {\r\n object.actionManager = actionManager;\r\n }\r\n\r\n // instanciate a new object\r\n var instanciate = (name: string, params: Array): any => {\r\n const internalClassType = _TypeStore.GetClass(\"BABYLON.\" + name);\r\n if (internalClassType) {\r\n var newInstance: Object = Object.create(internalClassType.prototype);\r\n newInstance.constructor.apply(newInstance, params);\r\n return newInstance;\r\n }\r\n };\r\n\r\n var parseParameter = (name: string, value: string, target: any, propertyPath: Nullable): any => {\r\n if (propertyPath === null) {\r\n // String, boolean or float\r\n var floatValue = parseFloat(value);\r\n\r\n if (value === \"true\" || value === \"false\") {\r\n return value === \"true\";\r\n }\r\n else {\r\n return isNaN(floatValue) ? value : floatValue;\r\n }\r\n }\r\n\r\n var effectiveTarget = propertyPath.split(\".\");\r\n var values = value.split(\",\");\r\n\r\n // Get effective Target\r\n for (var i = 0; i < effectiveTarget.length; i++) {\r\n target = target[effectiveTarget[i]];\r\n }\r\n\r\n // Return appropriate value with its type\r\n if (typeof (target) === \"boolean\") {\r\n return values[0] === \"true\";\r\n }\r\n\r\n if (typeof (target) === \"string\") {\r\n return values[0];\r\n }\r\n\r\n // Parameters with multiple values such as Vector3 etc.\r\n var split = new Array();\r\n for (var i = 0; i < values.length; i++) {\r\n split.push(parseFloat(values[i]));\r\n }\r\n\r\n if (target instanceof Vector3) {\r\n return Vector3.FromArray(split);\r\n }\r\n\r\n if (target instanceof Vector4) {\r\n return Vector4.FromArray(split);\r\n }\r\n\r\n if (target instanceof Color3) {\r\n return Color3.FromArray(split);\r\n }\r\n\r\n if (target instanceof Color4) {\r\n return Color4.FromArray(split);\r\n }\r\n\r\n return parseFloat(values[0]);\r\n };\r\n\r\n // traverse graph per trigger\r\n var traverse = (parsedAction: any, trigger: any, condition: Nullable, action: Nullable, combineArray: Nullable> = null) => {\r\n if (parsedAction.detached) {\r\n return;\r\n }\r\n\r\n var parameters = new Array();\r\n var target: any = null;\r\n var propertyPath: Nullable = null;\r\n var combine = parsedAction.combine && parsedAction.combine.length > 0;\r\n\r\n // Parameters\r\n if (parsedAction.type === 2) {\r\n parameters.push(actionManager);\r\n }\r\n else {\r\n parameters.push(trigger);\r\n }\r\n\r\n if (combine) {\r\n var actions = new Array();\r\n for (var j = 0; j < parsedAction.combine.length; j++) {\r\n traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);\r\n }\r\n parameters.push(actions);\r\n }\r\n else {\r\n for (var i = 0; i < parsedAction.properties.length; i++) {\r\n var value = parsedAction.properties[i].value;\r\n var name = parsedAction.properties[i].name;\r\n var targetType = parsedAction.properties[i].targetType;\r\n\r\n if (name === \"target\") {\r\n if (targetType !== null && targetType === \"SceneProperties\") {\r\n value = target = scene;\r\n }\r\n else {\r\n value = target = scene.getNodeByName(value);\r\n }\r\n }\r\n else if (name === \"parent\") {\r\n value = scene.getNodeByName(value);\r\n }\r\n else if (name === \"sound\") {\r\n // Can not externalize to component, so only checks for the presence off the API.\r\n if (scene.getSoundByName) {\r\n value = scene.getSoundByName(value);\r\n }\r\n }\r\n else if (name !== \"propertyPath\") {\r\n if (parsedAction.type === 2 && name === \"operator\") {\r\n value = (ValueCondition)[value];\r\n }\r\n else {\r\n value = parseParameter(name, value, target, name === \"value\" ? propertyPath : null);\r\n }\r\n } else {\r\n propertyPath = value;\r\n }\r\n\r\n parameters.push(value);\r\n }\r\n }\r\n\r\n if (combineArray === null) {\r\n parameters.push(condition);\r\n }\r\n else {\r\n parameters.push(null);\r\n }\r\n\r\n // If interpolate value action\r\n if (parsedAction.name === \"InterpolateValueAction\") {\r\n var param = parameters[parameters.length - 2];\r\n parameters[parameters.length - 1] = param;\r\n parameters[parameters.length - 2] = condition;\r\n }\r\n\r\n // Action or condition(s) and not CombineAction\r\n var newAction = instanciate(parsedAction.name, parameters);\r\n\r\n if (newAction instanceof Condition && condition !== null) {\r\n var nothing = new DoNothingAction(trigger, condition);\r\n\r\n if (action) {\r\n action.then(nothing);\r\n }\r\n else {\r\n actionManager.registerAction(nothing);\r\n }\r\n\r\n action = nothing;\r\n }\r\n\r\n if (combineArray === null) {\r\n if (newAction instanceof Condition) {\r\n condition = newAction;\r\n newAction = action;\r\n } else {\r\n condition = null;\r\n if (action) {\r\n action.then(newAction);\r\n }\r\n else {\r\n actionManager.registerAction(newAction);\r\n }\r\n }\r\n }\r\n else {\r\n combineArray.push(newAction);\r\n }\r\n\r\n for (var i = 0; i < parsedAction.children.length; i++) {\r\n traverse(parsedAction.children[i], trigger, condition, newAction, null);\r\n }\r\n };\r\n\r\n // triggers\r\n for (var i = 0; i < parsedActions.children.length; i++) {\r\n var triggerParams: any;\r\n var trigger = parsedActions.children[i];\r\n\r\n if (trigger.properties.length > 0) {\r\n var param = trigger.properties[0].value;\r\n var value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);\r\n\r\n if (value._meshId) {\r\n value.mesh = scene.getMeshByID(value._meshId);\r\n }\r\n\r\n triggerParams = { trigger: (ActionManager)[trigger.name], parameter: value };\r\n }\r\n else {\r\n triggerParams = (ActionManager)[trigger.name];\r\n }\r\n\r\n for (var j = 0; j < trigger.children.length; j++) {\r\n if (!trigger.detached) {\r\n traverse(trigger.children[j], triggerParams, null, null);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Get a trigger name by index\r\n * @param trigger defines the trigger index\r\n * @returns a trigger name\r\n */\r\n public static GetTriggerName(trigger: number): string {\r\n switch (trigger) {\r\n case 0: return \"NothingTrigger\";\r\n case 1: return \"OnPickTrigger\";\r\n case 2: return \"OnLeftPickTrigger\";\r\n case 3: return \"OnRightPickTrigger\";\r\n case 4: return \"OnCenterPickTrigger\";\r\n case 5: return \"OnPickDownTrigger\";\r\n case 6: return \"OnPickUpTrigger\";\r\n case 7: return \"OnLongPressTrigger\";\r\n case 8: return \"OnPointerOverTrigger\";\r\n case 9: return \"OnPointerOutTrigger\";\r\n case 10: return \"OnEveryFrameTrigger\";\r\n case 11: return \"OnIntersectionEnterTrigger\";\r\n case 12: return \"OnIntersectionExitTrigger\";\r\n case 13: return \"OnKeyDownTrigger\";\r\n case 14: return \"OnKeyUpTrigger\";\r\n case 15: return \"OnPickOutTrigger\";\r\n default: return \"\";\r\n }\r\n }\r\n}","import { Action } from \"./action\";\r\nimport { _TypeStore } from \"../Misc/typeStore\";\r\n\r\ndeclare type ActionManager = import(\"./actionManager\").ActionManager;\r\n\r\n/**\r\n * A Condition applied to an Action\r\n */\r\nexport class Condition {\r\n /**\r\n * Internal only - manager for action\r\n * @hidden\r\n */\r\n public _actionManager: ActionManager;\r\n\r\n /**\r\n * Internal only\r\n * @hidden\r\n */\r\n public _evaluationId: number;\r\n\r\n /**\r\n * Internal only\r\n * @hidden\r\n */\r\n public _currentResult: boolean;\r\n\r\n /**\r\n * Creates a new Condition\r\n * @param actionManager the manager of the action the condition is applied to\r\n */\r\n constructor(actionManager: ActionManager) {\r\n this._actionManager = actionManager;\r\n }\r\n\r\n /**\r\n * Check if the current condition is valid\r\n * @returns a boolean\r\n */\r\n public isValid(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Internal only\r\n * @hidden\r\n */\r\n public _getProperty(propertyPath: string): string {\r\n return this._actionManager._getProperty(propertyPath);\r\n }\r\n\r\n /**\r\n * Internal only\r\n * @hidden\r\n */\r\n public _getEffectiveTarget(target: any, propertyPath: string): any {\r\n return this._actionManager._getEffectiveTarget(target, propertyPath);\r\n }\r\n\r\n /**\r\n * Serialize placeholder for child classes\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n }\r\n\r\n /**\r\n * Internal only\r\n * @hidden\r\n */\r\n protected _serialize(serializedCondition: any): any {\r\n return {\r\n type: 2, // Condition\r\n children: [],\r\n name: serializedCondition.name,\r\n properties: serializedCondition.properties\r\n };\r\n }\r\n}\r\n\r\n/**\r\n * Defines specific conditional operators as extensions of Condition\r\n */\r\nexport class ValueCondition extends Condition {\r\n\r\n /**\r\n * Internal only\r\n * @hidden\r\n */\r\n private static _IsEqual = 0;\r\n\r\n /**\r\n * Internal only\r\n * @hidden\r\n */\r\n private static _IsDifferent = 1;\r\n\r\n /**\r\n * Internal only\r\n * @hidden\r\n */\r\n private static _IsGreater = 2;\r\n\r\n /**\r\n * Internal only\r\n * @hidden\r\n */\r\n private static _IsLesser = 3;\r\n\r\n /**\r\n * returns the number for IsEqual\r\n */\r\n public static get IsEqual(): number {\r\n return ValueCondition._IsEqual;\r\n }\r\n\r\n /**\r\n * Returns the number for IsDifferent\r\n */\r\n public static get IsDifferent(): number {\r\n return ValueCondition._IsDifferent;\r\n }\r\n\r\n /**\r\n * Returns the number for IsGreater\r\n */\r\n public static get IsGreater(): number {\r\n return ValueCondition._IsGreater;\r\n }\r\n\r\n /**\r\n * Returns the number for IsLesser\r\n */\r\n public static get IsLesser(): number {\r\n return ValueCondition._IsLesser;\r\n }\r\n\r\n /**\r\n * Internal only The action manager for the condition\r\n * @hidden\r\n */\r\n public _actionManager: ActionManager;\r\n\r\n /**\r\n * Internal only\r\n * @hidden\r\n */\r\n private _target: any;\r\n\r\n /**\r\n * Internal only\r\n * @hidden\r\n */\r\n private _effectiveTarget: any;\r\n\r\n /**\r\n * Internal only\r\n * @hidden\r\n */\r\n private _property: string;\r\n\r\n /**\r\n * Creates a new ValueCondition\r\n * @param actionManager manager for the action the condition applies to\r\n * @param target for the action\r\n * @param propertyPath path to specify the property of the target the conditional operator uses\r\n * @param value the value compared by the conditional operator against the current value of the property\r\n * @param operator the conditional operator, default ValueCondition.IsEqual\r\n */\r\n constructor(actionManager: ActionManager, target: any,\r\n /** path to specify the property of the target the conditional operator uses */\r\n public propertyPath: string,\r\n /** the value compared by the conditional operator against the current value of the property */\r\n public value: any,\r\n /** the conditional operator, default ValueCondition.IsEqual */\r\n public operator: number = ValueCondition.IsEqual) {\r\n super(actionManager);\r\n\r\n this._target = target;\r\n this._effectiveTarget = this._getEffectiveTarget(target, this.propertyPath);\r\n this._property = this._getProperty(this.propertyPath);\r\n }\r\n\r\n /**\r\n * Compares the given value with the property value for the specified conditional operator\r\n * @returns the result of the comparison\r\n */\r\n public isValid(): boolean {\r\n switch (this.operator) {\r\n case ValueCondition.IsGreater:\r\n return this._effectiveTarget[this._property] > this.value;\r\n case ValueCondition.IsLesser:\r\n return this._effectiveTarget[this._property] < this.value;\r\n case ValueCondition.IsEqual:\r\n case ValueCondition.IsDifferent:\r\n var check: boolean;\r\n\r\n if (this.value.equals) {\r\n check = this.value.equals(this._effectiveTarget[this._property]);\r\n } else {\r\n check = this.value === this._effectiveTarget[this._property];\r\n }\r\n return this.operator === ValueCondition.IsEqual ? check : !check;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Serialize the ValueCondition into a JSON compatible object\r\n * @returns serialization object\r\n */\r\n public serialize(): any {\r\n return this._serialize({\r\n name: \"ValueCondition\",\r\n properties: [\r\n Action._GetTargetProperty(this._target),\r\n { name: \"propertyPath\", value: this.propertyPath },\r\n { name: \"value\", value: Action._SerializeValueAsString(this.value) },\r\n { name: \"operator\", value: ValueCondition.GetOperatorName(this.operator) }\r\n ]\r\n });\r\n }\r\n\r\n /**\r\n * Gets the name of the conditional operator for the ValueCondition\r\n * @param operator the conditional operator\r\n * @returns the name\r\n */\r\n public static GetOperatorName(operator: number): string {\r\n switch (operator) {\r\n case ValueCondition._IsEqual: return \"IsEqual\";\r\n case ValueCondition._IsDifferent: return \"IsDifferent\";\r\n case ValueCondition._IsGreater: return \"IsGreater\";\r\n case ValueCondition._IsLesser: return \"IsLesser\";\r\n default: return \"\";\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Defines a predicate condition as an extension of Condition\r\n */\r\nexport class PredicateCondition extends Condition {\r\n\r\n /**\r\n * Internal only - manager for action\r\n * @hidden\r\n */\r\n public _actionManager: ActionManager;\r\n\r\n /**\r\n * Creates a new PredicateCondition\r\n * @param actionManager manager for the action the condition applies to\r\n * @param predicate defines the predicate function used to validate the condition\r\n */\r\n constructor(actionManager: ActionManager,\r\n /** defines the predicate function used to validate the condition */\r\n public predicate: () => boolean) {\r\n super(actionManager);\r\n }\r\n\r\n /**\r\n * @returns the validity of the predicate condition\r\n */\r\n public isValid(): boolean {\r\n return this.predicate();\r\n }\r\n}\r\n\r\n/**\r\n * Defines a state condition as an extension of Condition\r\n */\r\nexport class StateCondition extends Condition {\r\n\r\n /**\r\n * Internal only - manager for action\r\n * @hidden\r\n */\r\n public _actionManager: ActionManager;\r\n\r\n /**\r\n * Internal only\r\n * @hidden\r\n */\r\n private _target: any;\r\n\r\n /**\r\n * Creates a new StateCondition\r\n * @param actionManager manager for the action the condition applies to\r\n * @param target of the condition\r\n * @param value to compare with target state\r\n */\r\n constructor(actionManager: ActionManager, target: any,\r\n /** Value to compare with target state */\r\n public value: string) {\r\n super(actionManager);\r\n\r\n this._target = target;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the current condition is met\r\n * @returns the validity of the state\r\n */\r\n public isValid(): boolean {\r\n return this._target.state === this.value;\r\n }\r\n\r\n /**\r\n * Serialize the StateCondition into a JSON compatible object\r\n * @returns serialization object\r\n */\r\n public serialize(): any {\r\n return this._serialize({\r\n name: \"StateCondition\",\r\n properties: [\r\n Action._GetTargetProperty(this._target),\r\n { name: \"value\", value: this.value }\r\n ]\r\n });\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.ValueCondition\"] = ValueCondition;\r\n_TypeStore.RegisteredTypes[\"BABYLON.PredicateCondition\"] = PredicateCondition;\r\n_TypeStore.RegisteredTypes[\"BABYLON.StateCondition\"] = StateCondition;\r\n","import { Logger } from \"../Misc/logger\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Action } from \"./action\";\r\nimport { Condition } from \"./condition\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { _TypeStore } from '../Misc/typeStore';\r\n\r\ndeclare type ActionEvent = import(\"./actionEvent\").ActionEvent;\r\n\r\n/**\r\n * This defines an action responsible to toggle a boolean once triggered.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions\r\n */\r\nexport class SwitchBooleanAction extends Action {\r\n /**\r\n * The path to the boolean property in the target object\r\n */\r\n public propertyPath: string;\r\n\r\n private _target: any;\r\n private _effectiveTarget: any;\r\n private _property: string;\r\n\r\n /**\r\n * Instantiate the action\r\n * @param triggerOptions defines the trigger options\r\n * @param target defines the object containing the boolean\r\n * @param propertyPath defines the path to the boolean property in the target object\r\n * @param condition defines the trigger related conditions\r\n */\r\n constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition) {\r\n super(triggerOptions, condition);\r\n this.propertyPath = propertyPath;\r\n this._target = this._effectiveTarget = target;\r\n }\r\n\r\n /** @hidden */\r\n public _prepare(): void {\r\n this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);\r\n this._property = this._getProperty(this.propertyPath);\r\n }\r\n\r\n /**\r\n * Execute the action toggle the boolean value.\r\n */\r\n public execute(): void {\r\n this._effectiveTarget[this._property] = !this._effectiveTarget[this._property];\r\n }\r\n\r\n /**\r\n * Serializes the actions and its related information.\r\n * @param parent defines the object to serialize in\r\n * @returns the serialized object\r\n */\r\n public serialize(parent: any): any {\r\n return super._serialize({\r\n name: \"SwitchBooleanAction\",\r\n properties: [\r\n Action._GetTargetProperty(this._target),\r\n { name: \"propertyPath\", value: this.propertyPath }\r\n ]\r\n }, parent);\r\n }\r\n}\r\n\r\n/**\r\n * This defines an action responsible to set a the state field of the target\r\n * to a desired value once triggered.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions\r\n */\r\nexport class SetStateAction extends Action {\r\n /**\r\n * The value to store in the state field.\r\n */\r\n public value: string;\r\n\r\n private _target: any;\r\n\r\n /**\r\n * Instantiate the action\r\n * @param triggerOptions defines the trigger options\r\n * @param target defines the object containing the state property\r\n * @param value defines the value to store in the state field\r\n * @param condition defines the trigger related conditions\r\n */\r\n constructor(triggerOptions: any, target: any, value: string, condition?: Condition) {\r\n super(triggerOptions, condition);\r\n this.value = value;\r\n this._target = target;\r\n }\r\n\r\n /**\r\n * Execute the action and store the value on the target state property.\r\n */\r\n public execute(): void {\r\n this._target.state = this.value;\r\n }\r\n\r\n /**\r\n * Serializes the actions and its related information.\r\n * @param parent defines the object to serialize in\r\n * @returns the serialized object\r\n */\r\n public serialize(parent: any): any {\r\n return super._serialize({\r\n name: \"SetStateAction\",\r\n properties: [\r\n Action._GetTargetProperty(this._target),\r\n { name: \"value\", value: this.value }\r\n ]\r\n }, parent);\r\n }\r\n}\r\n\r\n/**\r\n * This defines an action responsible to set a property of the target\r\n * to a desired value once triggered.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions\r\n */\r\nexport class SetValueAction extends Action {\r\n /**\r\n * The path of the property to set in the target.\r\n */\r\n public propertyPath: string;\r\n\r\n /**\r\n * The value to set in the property\r\n */\r\n public value: any;\r\n\r\n private _target: any;\r\n private _effectiveTarget: any;\r\n private _property: string;\r\n\r\n /**\r\n * Instantiate the action\r\n * @param triggerOptions defines the trigger options\r\n * @param target defines the object containing the property\r\n * @param propertyPath defines the path of the property to set in the target\r\n * @param value defines the value to set in the property\r\n * @param condition defines the trigger related conditions\r\n */\r\n constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition) {\r\n super(triggerOptions, condition);\r\n this.propertyPath = propertyPath;\r\n this.value = value;\r\n this._target = this._effectiveTarget = target;\r\n }\r\n\r\n /** @hidden */\r\n public _prepare(): void {\r\n this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);\r\n this._property = this._getProperty(this.propertyPath);\r\n }\r\n\r\n /**\r\n * Execute the action and set the targetted property to the desired value.\r\n */\r\n public execute(): void {\r\n this._effectiveTarget[this._property] = this.value;\r\n\r\n if (this._target.markAsDirty) {\r\n this._target.markAsDirty(this._property);\r\n }\r\n }\r\n\r\n /**\r\n * Serializes the actions and its related information.\r\n * @param parent defines the object to serialize in\r\n * @returns the serialized object\r\n */\r\n public serialize(parent: any): any {\r\n return super._serialize({\r\n name: \"SetValueAction\",\r\n properties: [\r\n Action._GetTargetProperty(this._target),\r\n { name: \"propertyPath\", value: this.propertyPath },\r\n { name: \"value\", value: Action._SerializeValueAsString(this.value) }\r\n ]\r\n }, parent);\r\n }\r\n}\r\n\r\n/**\r\n * This defines an action responsible to increment the target value\r\n * to a desired value once triggered.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions\r\n */\r\nexport class IncrementValueAction extends Action {\r\n /**\r\n * The path of the property to increment in the target.\r\n */\r\n public propertyPath: string;\r\n\r\n /**\r\n * The value we should increment the property by.\r\n */\r\n public value: any;\r\n\r\n private _target: any;\r\n private _effectiveTarget: any;\r\n private _property: string;\r\n\r\n /**\r\n * Instantiate the action\r\n * @param triggerOptions defines the trigger options\r\n * @param target defines the object containing the property\r\n * @param propertyPath defines the path of the property to increment in the target\r\n * @param value defines the value value we should increment the property by\r\n * @param condition defines the trigger related conditions\r\n */\r\n constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition) {\r\n super(triggerOptions, condition);\r\n this.propertyPath = propertyPath;\r\n this.value = value;\r\n this._target = this._effectiveTarget = target;\r\n }\r\n\r\n /** @hidden */\r\n public _prepare(): void {\r\n this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);\r\n this._property = this._getProperty(this.propertyPath);\r\n\r\n if (typeof this._effectiveTarget[this._property] !== \"number\") {\r\n Logger.Warn(\"Warning: IncrementValueAction can only be used with number values\");\r\n }\r\n }\r\n\r\n /**\r\n * Execute the action and increment the target of the value amount.\r\n */\r\n public execute(): void {\r\n this._effectiveTarget[this._property] += this.value;\r\n\r\n if (this._target.markAsDirty) {\r\n this._target.markAsDirty(this._property);\r\n }\r\n }\r\n\r\n /**\r\n * Serializes the actions and its related information.\r\n * @param parent defines the object to serialize in\r\n * @returns the serialized object\r\n */\r\n public serialize(parent: any): any {\r\n return super._serialize({\r\n name: \"IncrementValueAction\",\r\n properties: [\r\n Action._GetTargetProperty(this._target),\r\n { name: \"propertyPath\", value: this.propertyPath },\r\n { name: \"value\", value: Action._SerializeValueAsString(this.value) }\r\n ]\r\n }, parent);\r\n }\r\n}\r\n\r\n/**\r\n * This defines an action responsible to start an animation once triggered.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions\r\n */\r\nexport class PlayAnimationAction extends Action {\r\n /**\r\n * Where the animation should start (animation frame)\r\n */\r\n public from: number;\r\n\r\n /**\r\n * Where the animation should stop (animation frame)\r\n */\r\n public to: number;\r\n\r\n /**\r\n * Define if the animation should loop or stop after the first play.\r\n */\r\n public loop?: boolean;\r\n\r\n private _target: any;\r\n\r\n /**\r\n * Instantiate the action\r\n * @param triggerOptions defines the trigger options\r\n * @param target defines the target animation or animation name\r\n * @param from defines from where the animation should start (animation frame)\r\n * @param end defines where the animation should stop (animation frame)\r\n * @param loop defines if the animation should loop or stop after the first play\r\n * @param condition defines the trigger related conditions\r\n */\r\n constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition) {\r\n super(triggerOptions, condition);\r\n this.from = from;\r\n this.to = to;\r\n this.loop = loop;\r\n this._target = target;\r\n }\r\n\r\n /** @hidden */\r\n public _prepare(): void {\r\n }\r\n\r\n /**\r\n * Execute the action and play the animation.\r\n */\r\n public execute(): void {\r\n var scene = this._actionManager.getScene();\r\n scene.beginAnimation(this._target, this.from, this.to, this.loop);\r\n }\r\n\r\n /**\r\n * Serializes the actions and its related information.\r\n * @param parent defines the object to serialize in\r\n * @returns the serialized object\r\n */\r\n public serialize(parent: any): any {\r\n return super._serialize({\r\n name: \"PlayAnimationAction\",\r\n properties: [\r\n Action._GetTargetProperty(this._target),\r\n { name: \"from\", value: String(this.from) },\r\n { name: \"to\", value: String(this.to) },\r\n { name: \"loop\", value: Action._SerializeValueAsString(this.loop) || false }\r\n ]\r\n }, parent);\r\n }\r\n}\r\n\r\n/**\r\n * This defines an action responsible to stop an animation once triggered.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions\r\n */\r\nexport class StopAnimationAction extends Action {\r\n private _target: any;\r\n\r\n /**\r\n * Instantiate the action\r\n * @param triggerOptions defines the trigger options\r\n * @param target defines the target animation or animation name\r\n * @param condition defines the trigger related conditions\r\n */\r\n constructor(triggerOptions: any, target: any, condition?: Condition) {\r\n super(triggerOptions, condition);\r\n this._target = target;\r\n }\r\n\r\n /** @hidden */\r\n public _prepare(): void {\r\n }\r\n\r\n /**\r\n * Execute the action and stop the animation.\r\n */\r\n public execute(): void {\r\n var scene = this._actionManager.getScene();\r\n scene.stopAnimation(this._target);\r\n }\r\n\r\n /**\r\n * Serializes the actions and its related information.\r\n * @param parent defines the object to serialize in\r\n * @returns the serialized object\r\n */\r\n public serialize(parent: any): any {\r\n return super._serialize({\r\n name: \"StopAnimationAction\",\r\n properties: [Action._GetTargetProperty(this._target)]\r\n }, parent);\r\n }\r\n}\r\n\r\n/**\r\n * This defines an action responsible that does nothing once triggered.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions\r\n */\r\nexport class DoNothingAction extends Action {\r\n /**\r\n * Instantiate the action\r\n * @param triggerOptions defines the trigger options\r\n * @param condition defines the trigger related conditions\r\n */\r\n constructor(triggerOptions: any = Constants.ACTION_NothingTrigger, condition?: Condition) {\r\n super(triggerOptions, condition);\r\n }\r\n\r\n /**\r\n * Execute the action and do nothing.\r\n */\r\n public execute(): void {\r\n }\r\n\r\n /**\r\n * Serializes the actions and its related information.\r\n * @param parent defines the object to serialize in\r\n * @returns the serialized object\r\n */\r\n public serialize(parent: any): any {\r\n return super._serialize({\r\n name: \"DoNothingAction\",\r\n properties: []\r\n }, parent);\r\n }\r\n}\r\n\r\n/**\r\n * This defines an action responsible to trigger several actions once triggered.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions\r\n */\r\nexport class CombineAction extends Action {\r\n /**\r\n * The list of aggregated animations to run.\r\n */\r\n public children: Action[];\r\n\r\n /**\r\n * Instantiate the action\r\n * @param triggerOptions defines the trigger options\r\n * @param children defines the list of aggregated animations to run\r\n * @param condition defines the trigger related conditions\r\n */\r\n constructor(triggerOptions: any, children: Action[], condition?: Condition) {\r\n super(triggerOptions, condition);\r\n this.children = children;\r\n }\r\n\r\n /** @hidden */\r\n public _prepare(): void {\r\n for (var index = 0; index < this.children.length; index++) {\r\n this.children[index]._actionManager = this._actionManager;\r\n this.children[index]._prepare();\r\n }\r\n }\r\n\r\n /**\r\n * Execute the action and executes all the aggregated actions.\r\n */\r\n public execute(evt: ActionEvent): void {\r\n for (var index = 0; index < this.children.length; index++) {\r\n this.children[index].execute(evt);\r\n }\r\n }\r\n\r\n /**\r\n * Serializes the actions and its related information.\r\n * @param parent defines the object to serialize in\r\n * @returns the serialized object\r\n */\r\n public serialize(parent: any): any {\r\n var serializationObject = super._serialize({\r\n name: \"CombineAction\",\r\n properties: [],\r\n combine: []\r\n }, parent);\r\n\r\n for (var i = 0; i < this.children.length; i++) {\r\n serializationObject.combine.push(this.children[i].serialize(null));\r\n }\r\n\r\n return serializationObject;\r\n }\r\n}\r\n\r\n/**\r\n * This defines an action responsible to run code (external event) once triggered.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions\r\n */\r\nexport class ExecuteCodeAction extends Action {\r\n /**\r\n * The callback function to run.\r\n */\r\n public func: (evt: ActionEvent) => void;\r\n\r\n /**\r\n * Instantiate the action\r\n * @param triggerOptions defines the trigger options\r\n * @param func defines the callback function to run\r\n * @param condition defines the trigger related conditions\r\n */\r\n constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition) {\r\n super(triggerOptions, condition);\r\n this.func = func;\r\n }\r\n\r\n /**\r\n * Execute the action and run the attached code.\r\n */\r\n public execute(evt: ActionEvent): void {\r\n this.func(evt);\r\n }\r\n}\r\n\r\n/**\r\n * This defines an action responsible to set the parent property of the target once triggered.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions\r\n */\r\nexport class SetParentAction extends Action {\r\n private _parent: any;\r\n private _target: any;\r\n\r\n /**\r\n * Instantiate the action\r\n * @param triggerOptions defines the trigger options\r\n * @param target defines the target containing the parent property\r\n * @param parent defines from where the animation should start (animation frame)\r\n * @param condition defines the trigger related conditions\r\n */\r\n constructor(triggerOptions: any, target: any, parent: any, condition?: Condition) {\r\n super(triggerOptions, condition);\r\n this._target = target;\r\n this._parent = parent;\r\n }\r\n\r\n /** @hidden */\r\n public _prepare(): void {\r\n }\r\n\r\n /**\r\n * Execute the action and set the parent property.\r\n */\r\n public execute(): void {\r\n if (this._target.parent === this._parent) {\r\n return;\r\n }\r\n\r\n var invertParentWorldMatrix = this._parent.getWorldMatrix().clone();\r\n invertParentWorldMatrix.invert();\r\n\r\n this._target.position = Vector3.TransformCoordinates(this._target.position, invertParentWorldMatrix);\r\n\r\n this._target.parent = this._parent;\r\n }\r\n\r\n /**\r\n * Serializes the actions and its related information.\r\n * @param parent defines the object to serialize in\r\n * @returns the serialized object\r\n */\r\n public serialize(parent: any): any {\r\n return super._serialize({\r\n name: \"SetParentAction\",\r\n properties: [\r\n Action._GetTargetProperty(this._target),\r\n Action._GetTargetProperty(this._parent),\r\n ]\r\n }, parent);\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.SetParentAction\"] = SetParentAction;\r\n_TypeStore.RegisteredTypes[\"BABYLON.ExecuteCodeAction\"] = ExecuteCodeAction;\r\n_TypeStore.RegisteredTypes[\"BABYLON.DoNothingAction\"] = DoNothingAction;\r\n_TypeStore.RegisteredTypes[\"BABYLON.StopAnimationAction\"] = StopAnimationAction;\r\n_TypeStore.RegisteredTypes[\"BABYLON.PlayAnimationAction\"] = PlayAnimationAction;\r\n_TypeStore.RegisteredTypes[\"BABYLON.IncrementValueAction\"] = IncrementValueAction;\r\n_TypeStore.RegisteredTypes[\"BABYLON.SetValueAction\"] = SetValueAction;\r\n_TypeStore.RegisteredTypes[\"BABYLON.SetStateAction\"] = SetStateAction;\r\n_TypeStore.RegisteredTypes[\"BABYLON.SetParentAction\"] = SetParentAction;","import { Action } from \"./action\";\r\nimport { Condition } from \"./condition\";\r\nimport { _TypeStore } from '../Misc/typeStore';\r\nimport { Sound } from \"../Audio/sound\";\r\n\r\n/**\r\n * This defines an action helpful to play a defined sound on a triggered action.\r\n */\r\nexport class PlaySoundAction extends Action {\r\n private _sound: Sound;\r\n\r\n /**\r\n * Instantiate the action\r\n * @param triggerOptions defines the trigger options\r\n * @param sound defines the sound to play\r\n * @param condition defines the trigger related conditions\r\n */\r\n constructor(triggerOptions: any, sound: Sound, condition?: Condition) {\r\n super(triggerOptions, condition);\r\n this._sound = sound;\r\n }\r\n\r\n /** @hidden */\r\n public _prepare(): void {\r\n }\r\n\r\n /**\r\n * Execute the action and play the sound.\r\n */\r\n public execute(): void {\r\n if (this._sound !== undefined) {\r\n this._sound.play();\r\n }\r\n }\r\n\r\n /**\r\n * Serializes the actions and its related information.\r\n * @param parent defines the object to serialize in\r\n * @returns the serialized object\r\n */\r\n public serialize(parent: any): any {\r\n return super._serialize({\r\n name: \"PlaySoundAction\",\r\n properties: [{ name: \"sound\", value: this._sound.name }]\r\n }, parent);\r\n }\r\n}\r\n\r\n/**\r\n * This defines an action helpful to stop a defined sound on a triggered action.\r\n */\r\nexport class StopSoundAction extends Action {\r\n private _sound: Sound;\r\n\r\n /**\r\n * Instantiate the action\r\n * @param triggerOptions defines the trigger options\r\n * @param sound defines the sound to stop\r\n * @param condition defines the trigger related conditions\r\n */\r\n constructor(triggerOptions: any, sound: Sound, condition?: Condition) {\r\n super(triggerOptions, condition);\r\n this._sound = sound;\r\n }\r\n\r\n /** @hidden */\r\n public _prepare(): void {\r\n }\r\n\r\n /**\r\n * Execute the action and stop the sound.\r\n */\r\n public execute(): void {\r\n if (this._sound !== undefined) {\r\n this._sound.stop();\r\n }\r\n }\r\n\r\n /**\r\n * Serializes the actions and its related information.\r\n * @param parent defines the object to serialize in\r\n * @returns the serialized object\r\n */\r\n public serialize(parent: any): any {\r\n return super._serialize({\r\n name: \"StopSoundAction\",\r\n properties: [{ name: \"sound\", value: this._sound.name }]\r\n }, parent);\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.PlaySoundAction\"] = StopSoundAction;\r\n_TypeStore.RegisteredTypes[\"BABYLON.StopSoundAction\"] = StopSoundAction;\r\n","export * from \"./abstractActionManager\";\r\nexport * from \"./action\";\r\nexport * from \"./actionEvent\";\r\nexport * from \"./actionManager\";\r\nexport * from \"./condition\";\r\nexport * from \"./directActions\";\r\nexport * from \"./directAudioActions\";\r\nexport * from \"./interpolateValueAction\";","import { Action } from \"./action\";\r\nimport { Condition } from \"./condition\";\r\n\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { Vector3, Matrix, Quaternion } from \"../Maths/math.vector\";\r\nimport { Animation } from \"../Animations/animation\";\r\nimport { _TypeStore } from '../Misc/typeStore';\r\n\r\n/**\r\n * This defines an action responsible to change the value of a property\r\n * by interpolating between its current value and the newly set one once triggered.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions\r\n */\r\nexport class InterpolateValueAction extends Action {\r\n /**\r\n * Defines the path of the property where the value should be interpolated\r\n */\r\n public propertyPath: string;\r\n\r\n /**\r\n * Defines the target value at the end of the interpolation.\r\n */\r\n public value: any;\r\n\r\n /**\r\n * Defines the time it will take for the property to interpolate to the value.\r\n */\r\n public duration: number = 1000;\r\n\r\n /**\r\n * Defines if the other scene animations should be stopped when the action has been triggered\r\n */\r\n public stopOtherAnimations?: boolean;\r\n\r\n /**\r\n * Defines a callback raised once the interpolation animation has been done.\r\n */\r\n public onInterpolationDone?: () => void;\r\n\r\n /**\r\n * Observable triggered once the interpolation animation has been done.\r\n */\r\n public onInterpolationDoneObservable = new Observable();\r\n\r\n private _target: any;\r\n private _effectiveTarget: any;\r\n private _property: string;\r\n\r\n /**\r\n * Instantiate the action\r\n * @param triggerOptions defines the trigger options\r\n * @param target defines the object containing the value to interpolate\r\n * @param propertyPath defines the path to the property in the target object\r\n * @param value defines the target value at the end of the interpolation\r\n * @param duration deines the time it will take for the property to interpolate to the value.\r\n * @param condition defines the trigger related conditions\r\n * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered\r\n * @param onInterpolationDone defines a callback raised once the interpolation animation has been done\r\n */\r\n constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration: number = 1000, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void) {\r\n super(triggerOptions, condition);\r\n\r\n this.propertyPath = propertyPath;\r\n this.value = value;\r\n this.duration = duration;\r\n this.stopOtherAnimations = stopOtherAnimations;\r\n this.onInterpolationDone = onInterpolationDone;\r\n this._target = this._effectiveTarget = target;\r\n }\r\n\r\n /** @hidden */\r\n public _prepare(): void {\r\n this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);\r\n this._property = this._getProperty(this.propertyPath);\r\n }\r\n\r\n /**\r\n * Execute the action starts the value interpolation.\r\n */\r\n public execute(): void {\r\n var scene = this._actionManager.getScene();\r\n var keys = [\r\n {\r\n frame: 0,\r\n value: this._effectiveTarget[this._property]\r\n }, {\r\n frame: 100,\r\n value: this.value\r\n }\r\n ];\r\n\r\n var dataType: number;\r\n\r\n if (typeof this.value === \"number\") {\r\n dataType = Animation.ANIMATIONTYPE_FLOAT;\r\n } else if (this.value instanceof Color3) {\r\n dataType = Animation.ANIMATIONTYPE_COLOR3;\r\n } else if (this.value instanceof Vector3) {\r\n dataType = Animation.ANIMATIONTYPE_VECTOR3;\r\n } else if (this.value instanceof Matrix) {\r\n dataType = Animation.ANIMATIONTYPE_MATRIX;\r\n } else if (this.value instanceof Quaternion) {\r\n dataType = Animation.ANIMATIONTYPE_QUATERNION;\r\n } else {\r\n Logger.Warn(\"InterpolateValueAction: Unsupported type (\" + typeof this.value + \")\");\r\n return;\r\n }\r\n\r\n var animation = new Animation(\"InterpolateValueAction\", this._property, 100 * (1000.0 / this.duration), dataType, Animation.ANIMATIONLOOPMODE_CONSTANT);\r\n\r\n animation.setKeys(keys);\r\n\r\n if (this.stopOtherAnimations) {\r\n scene.stopAnimation(this._effectiveTarget);\r\n }\r\n\r\n let wrapper = () => {\r\n this.onInterpolationDoneObservable.notifyObservers(this);\r\n if (this.onInterpolationDone) {\r\n this.onInterpolationDone();\r\n }\r\n };\r\n\r\n scene.beginDirectAnimation(this._effectiveTarget, [animation], 0, 100, false, 1, wrapper);\r\n }\r\n\r\n /**\r\n * Serializes the actions and its related information.\r\n * @param parent defines the object to serialize in\r\n * @returns the serialized object\r\n */\r\n public serialize(parent: any): any {\r\n return super._serialize({\r\n name: \"InterpolateValueAction\",\r\n properties: [\r\n Action._GetTargetProperty(this._target),\r\n { name: \"propertyPath\", value: this.propertyPath },\r\n { name: \"value\", value: Action._SerializeValueAsString(this.value) },\r\n { name: \"duration\", value: Action._SerializeValueAsString(this.duration) },\r\n { name: \"stopOtherAnimations\", value: Action._SerializeValueAsString(this.stopOtherAnimations) || false }\r\n ]\r\n }, parent);\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.InterpolateValueAction\"] = InterpolateValueAction;\r\n","import { Animation } from \"./animation\";\r\nimport { RuntimeAnimation } from \"./runtimeAnimation\";\r\n\r\nimport { Nullable } from \"../types\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Scene } from \"../scene\";\r\nimport { Matrix, Quaternion, Vector3, TmpVectors } from '../Maths/math.vector';\r\nimport { PrecisionDate } from '../Misc/precisionDate';\r\nimport { Bone } from '../Bones/bone';\r\nimport { Node } from \"../node\";\r\n\r\n/**\r\n * Class used to store an actual running animation\r\n */\r\nexport class Animatable {\r\n private _localDelayOffset: Nullable = null;\r\n private _pausedDelay: Nullable = null;\r\n private _runtimeAnimations = new Array();\r\n private _paused = false;\r\n private _scene: Scene;\r\n private _speedRatio = 1;\r\n private _weight = -1.0;\r\n private _syncRoot: Nullable = null;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.\r\n * This will only apply for non looping animation (default is true)\r\n */\r\n public disposeOnEnd = true;\r\n\r\n /**\r\n * Gets a boolean indicating if the animation has started\r\n */\r\n public animationStarted = false;\r\n\r\n /**\r\n * Observer raised when the animation ends\r\n */\r\n public onAnimationEndObservable = new Observable();\r\n\r\n /**\r\n * Observer raised when the animation loops\r\n */\r\n public onAnimationLoopObservable = new Observable();\r\n\r\n /**\r\n * Gets the root Animatable used to synchronize and normalize animations\r\n */\r\n public get syncRoot(): Nullable {\r\n return this._syncRoot;\r\n }\r\n\r\n /**\r\n * Gets the current frame of the first RuntimeAnimation\r\n * Used to synchronize Animatables\r\n */\r\n public get masterFrame(): number {\r\n if (this._runtimeAnimations.length === 0) {\r\n return 0;\r\n }\r\n\r\n return this._runtimeAnimations[0].currentFrame;\r\n }\r\n\r\n /**\r\n * Gets or sets the animatable weight (-1.0 by default meaning not weighted)\r\n */\r\n public get weight(): number {\r\n return this._weight;\r\n }\r\n\r\n public set weight(value: number) {\r\n if (value === -1) { // -1 is ok and means no weight\r\n this._weight = -1;\r\n return;\r\n }\r\n\r\n // Else weight must be in [0, 1] range\r\n this._weight = Math.min(Math.max(value, 0), 1.0);\r\n }\r\n\r\n /**\r\n * Gets or sets the speed ratio to apply to the animatable (1.0 by default)\r\n */\r\n public get speedRatio(): number {\r\n return this._speedRatio;\r\n }\r\n\r\n public set speedRatio(value: number) {\r\n for (var index = 0; index < this._runtimeAnimations.length; index++) {\r\n var animation = this._runtimeAnimations[index];\r\n\r\n animation._prepareForSpeedRatioChange(value);\r\n }\r\n this._speedRatio = value;\r\n }\r\n\r\n /**\r\n * Creates a new Animatable\r\n * @param scene defines the hosting scene\r\n * @param target defines the target object\r\n * @param fromFrame defines the starting frame number (default is 0)\r\n * @param toFrame defines the ending frame number (default is 100)\r\n * @param loopAnimation defines if the animation must loop (default is false)\r\n * @param speedRatio defines the factor to apply to animation speed (default is 1)\r\n * @param onAnimationEnd defines a callback to call when animation ends if it is not looping\r\n * @param animations defines a group of animation to add to the new Animatable\r\n * @param onAnimationLoop defines a callback to call when animation loops\r\n * @param isAdditive defines whether the animation should be evaluated additively\r\n */\r\n constructor(scene: Scene,\r\n /** defines the target object */\r\n public target: any,\r\n /** defines the starting frame number (default is 0) */\r\n public fromFrame: number = 0,\r\n /** defines the ending frame number (default is 100) */\r\n public toFrame: number = 100,\r\n /** defines if the animation must loop (default is false) */\r\n public loopAnimation: boolean = false,\r\n speedRatio: number = 1.0,\r\n /** defines a callback to call when animation ends if it is not looping */\r\n public onAnimationEnd?: Nullable<() => void>,\r\n animations?: Animation[],\r\n /** defines a callback to call when animation loops */\r\n public onAnimationLoop?: Nullable<() => void>,\r\n /** defines whether the animation should be evaluated additively */\r\n public isAdditive: boolean = false) {\r\n this._scene = scene;\r\n if (animations) {\r\n this.appendAnimations(target, animations);\r\n }\r\n\r\n this._speedRatio = speedRatio;\r\n scene._activeAnimatables.push(this);\r\n }\r\n\r\n // Methods\r\n /**\r\n * Synchronize and normalize current Animatable with a source Animatable\r\n * This is useful when using animation weights and when animations are not of the same length\r\n * @param root defines the root Animatable to synchronize with\r\n * @returns the current Animatable\r\n */\r\n public syncWith(root: Animatable): Animatable {\r\n this._syncRoot = root;\r\n\r\n if (root) {\r\n // Make sure this animatable will animate after the root\r\n let index = this._scene._activeAnimatables.indexOf(this);\r\n if (index > -1) {\r\n this._scene._activeAnimatables.splice(index, 1);\r\n this._scene._activeAnimatables.push(this);\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets the list of runtime animations\r\n * @returns an array of RuntimeAnimation\r\n */\r\n public getAnimations(): RuntimeAnimation[] {\r\n return this._runtimeAnimations;\r\n }\r\n\r\n /**\r\n * Adds more animations to the current animatable\r\n * @param target defines the target of the animations\r\n * @param animations defines the new animations to add\r\n */\r\n public appendAnimations(target: any, animations: Animation[]): void {\r\n for (var index = 0; index < animations.length; index++) {\r\n var animation = animations[index];\r\n\r\n let newRuntimeAnimation = new RuntimeAnimation(target, animation, this._scene, this);\r\n newRuntimeAnimation._onLoop = () => {\r\n this.onAnimationLoopObservable.notifyObservers(this);\r\n if (this.onAnimationLoop) {\r\n this.onAnimationLoop();\r\n }\r\n };\r\n\r\n this._runtimeAnimations.push(newRuntimeAnimation);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the source animation for a specific property\r\n * @param property defines the propertyu to look for\r\n * @returns null or the source animation for the given property\r\n */\r\n public getAnimationByTargetProperty(property: string): Nullable {\r\n var runtimeAnimations = this._runtimeAnimations;\r\n\r\n for (var index = 0; index < runtimeAnimations.length; index++) {\r\n if (runtimeAnimations[index].animation.targetProperty === property) {\r\n return runtimeAnimations[index].animation;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets the runtime animation for a specific property\r\n * @param property defines the propertyu to look for\r\n * @returns null or the runtime animation for the given property\r\n */\r\n public getRuntimeAnimationByTargetProperty(property: string): Nullable {\r\n var runtimeAnimations = this._runtimeAnimations;\r\n\r\n for (var index = 0; index < runtimeAnimations.length; index++) {\r\n if (runtimeAnimations[index].animation.targetProperty === property) {\r\n return runtimeAnimations[index];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Resets the animatable to its original state\r\n */\r\n public reset(): void {\r\n var runtimeAnimations = this._runtimeAnimations;\r\n\r\n for (var index = 0; index < runtimeAnimations.length; index++) {\r\n runtimeAnimations[index].reset(true);\r\n }\r\n\r\n this._localDelayOffset = null;\r\n this._pausedDelay = null;\r\n }\r\n\r\n /**\r\n * Allows the animatable to blend with current running animations\r\n * @see http://doc.babylonjs.com/babylon101/animations#animation-blending\r\n * @param blendingSpeed defines the blending speed to use\r\n */\r\n public enableBlending(blendingSpeed: number): void {\r\n var runtimeAnimations = this._runtimeAnimations;\r\n\r\n for (var index = 0; index < runtimeAnimations.length; index++) {\r\n runtimeAnimations[index].animation.enableBlending = true;\r\n runtimeAnimations[index].animation.blendingSpeed = blendingSpeed;\r\n }\r\n }\r\n\r\n /**\r\n * Disable animation blending\r\n * @see http://doc.babylonjs.com/babylon101/animations#animation-blending\r\n */\r\n public disableBlending(): void {\r\n var runtimeAnimations = this._runtimeAnimations;\r\n\r\n for (var index = 0; index < runtimeAnimations.length; index++) {\r\n runtimeAnimations[index].animation.enableBlending = false;\r\n }\r\n }\r\n\r\n /**\r\n * Jump directly to a given frame\r\n * @param frame defines the frame to jump to\r\n */\r\n public goToFrame(frame: number): void {\r\n var runtimeAnimations = this._runtimeAnimations;\r\n\r\n if (runtimeAnimations[0]) {\r\n var fps = runtimeAnimations[0].animation.framePerSecond;\r\n var currentFrame = runtimeAnimations[0].currentFrame;\r\n var delay = this.speedRatio === 0 ? 0 : ((frame - currentFrame) / fps * 1000) / this.speedRatio;\r\n if (this._localDelayOffset === null) {\r\n this._localDelayOffset = 0;\r\n }\r\n this._localDelayOffset -= delay;\r\n }\r\n\r\n for (var index = 0; index < runtimeAnimations.length; index++) {\r\n runtimeAnimations[index].goToFrame(frame);\r\n }\r\n }\r\n\r\n /**\r\n * Pause the animation\r\n */\r\n public pause(): void {\r\n if (this._paused) {\r\n return;\r\n }\r\n this._paused = true;\r\n }\r\n\r\n /**\r\n * Restart the animation\r\n */\r\n public restart(): void {\r\n this._paused = false;\r\n }\r\n\r\n private _raiseOnAnimationEnd() {\r\n if (this.onAnimationEnd) {\r\n this.onAnimationEnd();\r\n }\r\n\r\n this.onAnimationEndObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Stop and delete the current animation\r\n * @param animationName defines a string used to only stop some of the runtime animations instead of all\r\n * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)\r\n */\r\n public stop(animationName?: string, targetMask?: (target: any) => boolean): void {\r\n if (animationName || targetMask) {\r\n var idx = this._scene._activeAnimatables.indexOf(this);\r\n\r\n if (idx > -1) {\r\n\r\n var runtimeAnimations = this._runtimeAnimations;\r\n\r\n for (var index = runtimeAnimations.length - 1; index >= 0; index--) {\r\n const runtimeAnimation = runtimeAnimations[index];\r\n if (animationName && runtimeAnimation.animation.name != animationName) {\r\n continue;\r\n }\r\n if (targetMask && !targetMask(runtimeAnimation.target)) {\r\n continue;\r\n }\r\n\r\n runtimeAnimation.dispose();\r\n runtimeAnimations.splice(index, 1);\r\n }\r\n\r\n if (runtimeAnimations.length == 0) {\r\n this._scene._activeAnimatables.splice(idx, 1);\r\n this._raiseOnAnimationEnd();\r\n }\r\n }\r\n\r\n } else {\r\n\r\n var index = this._scene._activeAnimatables.indexOf(this);\r\n\r\n if (index > -1) {\r\n this._scene._activeAnimatables.splice(index, 1);\r\n var runtimeAnimations = this._runtimeAnimations;\r\n\r\n for (var index = 0; index < runtimeAnimations.length; index++) {\r\n runtimeAnimations[index].dispose();\r\n }\r\n\r\n this._raiseOnAnimationEnd();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Wait asynchronously for the animation to end\r\n * @returns a promise which will be fullfilled when the animation ends\r\n */\r\n public waitAsync(): Promise {\r\n return new Promise((resolve, reject) => {\r\n this.onAnimationEndObservable.add(() => {\r\n resolve(this);\r\n }, undefined, undefined, this, true);\r\n });\r\n }\r\n\r\n /** @hidden */\r\n public _animate(delay: number): boolean {\r\n if (this._paused) {\r\n this.animationStarted = false;\r\n if (this._pausedDelay === null) {\r\n this._pausedDelay = delay;\r\n }\r\n return true;\r\n }\r\n\r\n if (this._localDelayOffset === null) {\r\n this._localDelayOffset = delay;\r\n this._pausedDelay = null;\r\n } else if (this._pausedDelay !== null) {\r\n this._localDelayOffset += delay - this._pausedDelay;\r\n this._pausedDelay = null;\r\n }\r\n\r\n if (this._weight === 0) { // We consider that an animation with a weight === 0 is \"actively\" paused\r\n return true;\r\n }\r\n\r\n // Animating\r\n var running = false;\r\n var runtimeAnimations = this._runtimeAnimations;\r\n var index: number;\r\n\r\n for (index = 0; index < runtimeAnimations.length; index++) {\r\n var animation = runtimeAnimations[index];\r\n var isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame,\r\n this.toFrame, this.loopAnimation, this._speedRatio, this._weight\r\n );\r\n running = running || isRunning;\r\n }\r\n\r\n this.animationStarted = running;\r\n\r\n if (!running) {\r\n if (this.disposeOnEnd) {\r\n // Remove from active animatables\r\n index = this._scene._activeAnimatables.indexOf(this);\r\n this._scene._activeAnimatables.splice(index, 1);\r\n\r\n // Dispose all runtime animations\r\n for (index = 0; index < runtimeAnimations.length; index++) {\r\n runtimeAnimations[index].dispose();\r\n }\r\n }\r\n\r\n this._raiseOnAnimationEnd();\r\n\r\n if (this.disposeOnEnd) {\r\n this.onAnimationEnd = null;\r\n this.onAnimationLoop = null;\r\n this.onAnimationLoopObservable.clear();\r\n this.onAnimationEndObservable.clear();\r\n }\r\n }\r\n\r\n return running;\r\n }\r\n}\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @hidden */\r\n _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;\r\n\r\n /** @hidden */\r\n _processLateAnimationBindingsForMatrices(holder: {\r\n totalWeight: number,\r\n totalAdditiveWeight: number,\r\n animations: RuntimeAnimation[],\r\n additiveAnimations: RuntimeAnimation[],\r\n originalValue: Matrix\r\n }): any;\r\n\r\n /** @hidden */\r\n _processLateAnimationBindingsForQuaternions(holder: {\r\n totalWeight: number,\r\n totalAdditiveWeight: number,\r\n animations: RuntimeAnimation[],\r\n additiveAnimations: RuntimeAnimation[],\r\n originalValue: Quaternion\r\n }, refQuaternion: Quaternion): Quaternion;\r\n\r\n /** @hidden */\r\n _processLateAnimationBindings(): void;\r\n\r\n /**\r\n * Will start the animation sequence of a given target\r\n * @param target defines the target\r\n * @param from defines from which frame should animation start\r\n * @param to defines until which frame should animation run.\r\n * @param weight defines the weight to apply to the animation (1.0 by default)\r\n * @param loop defines if the animation loops\r\n * @param speedRatio defines the speed in which to run the animation (1.0 by default)\r\n * @param onAnimationEnd defines the function to be executed when the animation ends\r\n * @param animatable defines an animatable object. If not provided a new one will be created from the given params\r\n * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)\r\n * @param onAnimationLoop defines the callback to call when an animation loops\r\n * @param isAdditive defines whether the animation should be evaluated additively (false by default)\r\n * @returns the animatable object created for this animation\r\n */\r\n beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number,\r\n onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void, isAdditive?: boolean): Animatable;\r\n\r\n /**\r\n * Will start the animation sequence of a given target\r\n * @param target defines the target\r\n * @param from defines from which frame should animation start\r\n * @param to defines until which frame should animation run.\r\n * @param loop defines if the animation loops\r\n * @param speedRatio defines the speed in which to run the animation (1.0 by default)\r\n * @param onAnimationEnd defines the function to be executed when the animation ends\r\n * @param animatable defines an animatable object. If not provided a new one will be created from the given params\r\n * @param stopCurrent defines if the current animations must be stopped first (true by default)\r\n * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)\r\n * @param onAnimationLoop defines the callback to call when an animation loops\r\n * @param isAdditive defines whether the animation should be evaluated additively (false by default)\r\n * @returns the animatable object created for this animation\r\n */\r\n beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number,\r\n onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean,\r\n targetMask?: (target: any) => boolean, onAnimationLoop?: () => void, isAdditive?: boolean): Animatable;\r\n\r\n /**\r\n * Will start the animation sequence of a given target and its hierarchy\r\n * @param target defines the target\r\n * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.\r\n * @param from defines from which frame should animation start\r\n * @param to defines until which frame should animation run.\r\n * @param loop defines if the animation loops\r\n * @param speedRatio defines the speed in which to run the animation (1.0 by default)\r\n * @param onAnimationEnd defines the function to be executed when the animation ends\r\n * @param animatable defines an animatable object. If not provided a new one will be created from the given params\r\n * @param stopCurrent defines if the current animations must be stopped first (true by default)\r\n * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)\r\n * @param onAnimationLoop defines the callback to call when an animation loops\r\n * @param isAdditive defines whether the animation should be evaluated additively (false by default)\r\n * @returns the list of created animatables\r\n */\r\n beginHierarchyAnimation(target: any, directDescendantsOnly: boolean, from: number, to: number, loop?: boolean, speedRatio?: number,\r\n onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean,\r\n targetMask?: (target: any) => boolean, onAnimationLoop?: () => void, isAdditive?: boolean): Animatable[];\r\n\r\n /**\r\n * Begin a new animation on a given node\r\n * @param target defines the target where the animation will take place\r\n * @param animations defines the list of animations to start\r\n * @param from defines the initial value\r\n * @param to defines the final value\r\n * @param loop defines if you want animation to loop (off by default)\r\n * @param speedRatio defines the speed ratio to apply to all animations\r\n * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)\r\n * @param onAnimationLoop defines the callback to call when an animation loops\r\n * @param isAdditive defines whether the animation should be evaluated additively (false by default)\r\n * @returns the list of created animatables\r\n */\r\n beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void, isAdditive?: boolean): Animatable;\r\n\r\n /**\r\n * Begin a new animation on a given node and its hierarchy\r\n * @param target defines the root node where the animation will take place\r\n * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.\r\n * @param animations defines the list of animations to start\r\n * @param from defines the initial value\r\n * @param to defines the final value\r\n * @param loop defines if you want animation to loop (off by default)\r\n * @param speedRatio defines the speed ratio to apply to all animations\r\n * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)\r\n * @param onAnimationLoop defines the callback to call when an animation loops\r\n * @param isAdditive defines whether the animation should be evaluated additively (false by default)\r\n * @returns the list of animatables created for all nodes\r\n */\r\n beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void, isAdditive?: boolean): Animatable[];\r\n\r\n /**\r\n * Gets the animatable associated with a specific target\r\n * @param target defines the target of the animatable\r\n * @returns the required animatable if found\r\n */\r\n getAnimatableByTarget(target: any): Nullable;\r\n\r\n /**\r\n * Gets all animatables associated with a given target\r\n * @param target defines the target to look animatables for\r\n * @returns an array of Animatables\r\n */\r\n getAllAnimatablesByTarget(target: any): Array;\r\n\r\n /**\r\n * Stops and removes all animations that have been applied to the scene\r\n */\r\n stopAllAnimations(): void;\r\n\r\n /**\r\n * Gets the current delta time used by animation engine\r\n */\r\n deltaTime: number;\r\n }\r\n}\r\n\r\nScene.prototype._animate = function(): void {\r\n if (!this.animationsEnabled) {\r\n return;\r\n }\r\n\r\n // Getting time\r\n var now = PrecisionDate.Now;\r\n if (!this._animationTimeLast) {\r\n if (this._pendingData.length > 0) {\r\n return;\r\n }\r\n this._animationTimeLast = now;\r\n }\r\n\r\n this.deltaTime = this.useConstantAnimationDeltaTime ? 16.0 : (now - this._animationTimeLast) * this.animationTimeScale;\r\n this._animationTimeLast = now;\r\n\r\n const animatables = this._activeAnimatables;\r\n if (animatables.length === 0) {\r\n return;\r\n }\r\n\r\n this._animationTime += this.deltaTime;\r\n const animationTime = this._animationTime;\r\n\r\n for (let index = 0; index < animatables.length; index++) {\r\n let animatable = animatables[index];\r\n\r\n if (!animatable._animate(animationTime) && animatable.disposeOnEnd) {\r\n index--; // Array was updated\r\n }\r\n }\r\n\r\n // Late animation bindings\r\n this._processLateAnimationBindings();\r\n};\r\n\r\nScene.prototype.beginWeightedAnimation = function(target: any, from: number, to: number, weight = 1.0, loop?: boolean, speedRatio: number = 1.0,\r\n onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void, isAdditive = false): Animatable {\r\n\r\n let returnedAnimatable = this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, false, targetMask, onAnimationLoop, isAdditive);\r\n returnedAnimatable.weight = weight;\r\n\r\n return returnedAnimatable;\r\n};\r\n\r\nScene.prototype.beginAnimation = function(target: any, from: number, to: number, loop?: boolean, speedRatio: number = 1.0,\r\n onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent = true,\r\n targetMask?: (target: any) => boolean, onAnimationLoop?: () => void, isAdditive = false): Animatable {\r\n\r\n if (from > to && speedRatio > 0) {\r\n speedRatio *= -1;\r\n }\r\n\r\n if (stopCurrent) {\r\n this.stopAnimation(target, undefined, targetMask);\r\n }\r\n\r\n if (!animatable) {\r\n animatable = new Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, undefined, onAnimationLoop, isAdditive);\r\n }\r\n\r\n const shouldRunTargetAnimations = targetMask ? targetMask(target) : true;\r\n // Local animations\r\n if (target.animations && shouldRunTargetAnimations) {\r\n animatable.appendAnimations(target, target.animations);\r\n }\r\n\r\n // Children animations\r\n if (target.getAnimatables) {\r\n var animatables = target.getAnimatables();\r\n for (var index = 0; index < animatables.length; index++) {\r\n this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask, onAnimationLoop);\r\n }\r\n }\r\n\r\n animatable.reset();\r\n\r\n return animatable;\r\n};\r\n\r\nScene.prototype.beginHierarchyAnimation = function(target: any, directDescendantsOnly: boolean, from: number, to: number, loop?: boolean, speedRatio: number = 1.0,\r\n onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent = true,\r\n targetMask?: (target: any) => boolean, onAnimationLoop?: () => void, isAdditive = false): Animatable[] {\r\n\r\n let children = target.getDescendants(directDescendantsOnly);\r\n\r\n let result = [];\r\n result.push(this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask, undefined, isAdditive));\r\n for (var child of children) {\r\n result.push(this.beginAnimation(child, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask, undefined, isAdditive));\r\n }\r\n\r\n return result;\r\n};\r\n\r\nScene.prototype.beginDirectAnimation = function(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void, isAdditive = false): Animatable {\r\n if (speedRatio === undefined) {\r\n speedRatio = 1.0;\r\n }\r\n\r\n if (from > to && speedRatio > 0) {\r\n speedRatio *= -1;\r\n }\r\n\r\n var animatable = new Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations, onAnimationLoop, isAdditive);\r\n\r\n return animatable;\r\n};\r\n\r\nScene.prototype.beginDirectHierarchyAnimation = function(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void, isAdditive = false): Animatable[] {\r\n let children = target.getDescendants(directDescendantsOnly);\r\n\r\n let result = [];\r\n result.push(this.beginDirectAnimation(target, animations, from, to, loop, speedRatio, onAnimationEnd, onAnimationLoop, isAdditive));\r\n for (var child of children) {\r\n result.push(this.beginDirectAnimation(child, animations, from, to, loop, speedRatio, onAnimationEnd, onAnimationLoop, isAdditive));\r\n }\r\n\r\n return result;\r\n};\r\n\r\nScene.prototype.getAnimatableByTarget = function(target: any): Nullable {\r\n for (var index = 0; index < this._activeAnimatables.length; index++) {\r\n if (this._activeAnimatables[index].target === target) {\r\n return this._activeAnimatables[index];\r\n }\r\n }\r\n\r\n return null;\r\n};\r\n\r\nScene.prototype.getAllAnimatablesByTarget = function(target: any): Array {\r\n let result = [];\r\n for (var index = 0; index < this._activeAnimatables.length; index++) {\r\n if (this._activeAnimatables[index].target === target) {\r\n result.push(this._activeAnimatables[index]);\r\n }\r\n }\r\n\r\n return result;\r\n};\r\n\r\n/**\r\n * Will stop the animation of the given target\r\n * @param target - the target\r\n * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)\r\n * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)\r\n */\r\nScene.prototype.stopAnimation = function(target: any, animationName?: string, targetMask?: (target: any) => boolean): void {\r\n var animatables = this.getAllAnimatablesByTarget(target);\r\n\r\n for (var animatable of animatables) {\r\n animatable.stop(animationName, targetMask);\r\n }\r\n};\r\n\r\n/**\r\n * Stops and removes all animations that have been applied to the scene\r\n */\r\nScene.prototype.stopAllAnimations = function(): void {\r\n if (this._activeAnimatables) {\r\n for (let i = 0; i < this._activeAnimatables.length; i++) {\r\n this._activeAnimatables[i].stop();\r\n }\r\n this._activeAnimatables = [];\r\n }\r\n\r\n for (var group of this.animationGroups) {\r\n group.stop();\r\n }\r\n};\r\n\r\nScene.prototype._registerTargetForLateAnimationBinding = function(runtimeAnimation: RuntimeAnimation, originalValue: any): void {\r\n let target = runtimeAnimation.target;\r\n this._registeredForLateAnimationBindings.pushNoDuplicate(target);\r\n\r\n if (!target._lateAnimationHolders) {\r\n target._lateAnimationHolders = {};\r\n }\r\n\r\n if (!target._lateAnimationHolders[runtimeAnimation.targetPath]) {\r\n target._lateAnimationHolders[runtimeAnimation.targetPath] = {\r\n totalWeight: 0,\r\n totalAdditiveWeight: 0,\r\n animations: [],\r\n additiveAnimations: [],\r\n originalValue: originalValue\r\n };\r\n }\r\n\r\n if (runtimeAnimation.isAdditive) {\r\n target._lateAnimationHolders[runtimeAnimation.targetPath].additiveAnimations.push(runtimeAnimation);\r\n target._lateAnimationHolders[runtimeAnimation.targetPath].totalAdditiveWeight += runtimeAnimation.weight;\r\n } else {\r\n target._lateAnimationHolders[runtimeAnimation.targetPath].animations.push(runtimeAnimation);\r\n target._lateAnimationHolders[runtimeAnimation.targetPath].totalWeight += runtimeAnimation.weight;\r\n }\r\n};\r\n\r\nScene.prototype._processLateAnimationBindingsForMatrices = function(holder: {\r\n totalWeight: number,\r\n totalAdditiveWeight: number,\r\n animations: RuntimeAnimation[],\r\n additiveAnimations: RuntimeAnimation[],\r\n originalValue: Matrix\r\n}): any {\r\n if (holder.totalWeight === 0 && holder.totalAdditiveWeight === 0) {\r\n return holder.originalValue;\r\n }\r\n\r\n let normalizer = 1.0;\r\n let finalPosition = TmpVectors.Vector3[0];\r\n let finalScaling = TmpVectors.Vector3[1];\r\n let finalQuaternion = TmpVectors.Quaternion[0];\r\n let startIndex = 0;\r\n let originalAnimation = holder.animations[0];\r\n let originalValue = holder.originalValue;\r\n\r\n var scale = 1;\r\n let skipOverride = false;\r\n if (holder.totalWeight < 1.0) {\r\n // We need to mix the original value in\r\n scale = 1.0 - holder.totalWeight;\r\n originalValue.decompose(finalScaling, finalQuaternion, finalPosition);\r\n } else {\r\n startIndex = 1;\r\n // We need to normalize the weights\r\n normalizer = holder.totalWeight;\r\n scale = originalAnimation.weight / normalizer;\r\n if (scale == 1) {\r\n if (holder.totalAdditiveWeight) {\r\n skipOverride = true;\r\n } else {\r\n return originalAnimation.currentValue;\r\n }\r\n }\r\n\r\n originalAnimation.currentValue.decompose(finalScaling, finalQuaternion, finalPosition);\r\n }\r\n\r\n // Add up the override animations\r\n if (!skipOverride) {\r\n finalScaling.scaleInPlace(scale);\r\n finalPosition.scaleInPlace(scale);\r\n finalQuaternion.scaleInPlace(scale);\r\n\r\n for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {\r\n var runtimeAnimation = holder.animations[animIndex];\r\n if (runtimeAnimation.weight === 0) {\r\n continue;\r\n }\r\n\r\n var scale = runtimeAnimation.weight / normalizer;\r\n let currentPosition = TmpVectors.Vector3[2];\r\n let currentScaling = TmpVectors.Vector3[3];\r\n let currentQuaternion = TmpVectors.Quaternion[1];\r\n\r\n runtimeAnimation.currentValue.decompose(currentScaling, currentQuaternion, currentPosition);\r\n currentScaling.scaleAndAddToRef(scale, finalScaling);\r\n currentQuaternion.scaleAndAddToRef(scale, finalQuaternion);\r\n currentPosition.scaleAndAddToRef(scale, finalPosition);\r\n }\r\n }\r\n\r\n // Add up the additive animations\r\n for (let animIndex = 0; animIndex < holder.additiveAnimations.length; animIndex++) {\r\n var runtimeAnimation = holder.additiveAnimations[animIndex];\r\n if (runtimeAnimation.weight === 0) {\r\n continue;\r\n }\r\n\r\n let currentPosition = TmpVectors.Vector3[2];\r\n let currentScaling = TmpVectors.Vector3[3];\r\n let currentQuaternion = TmpVectors.Quaternion[1];\r\n\r\n runtimeAnimation.currentValue.decompose(currentScaling, currentQuaternion, currentPosition);\r\n currentScaling.multiplyToRef(finalScaling, currentScaling);\r\n Vector3.LerpToRef(finalScaling, currentScaling, runtimeAnimation.weight, finalScaling);\r\n finalQuaternion.multiplyToRef(currentQuaternion, currentQuaternion);\r\n Quaternion.SlerpToRef(finalQuaternion, currentQuaternion, runtimeAnimation.weight, finalQuaternion);\r\n currentPosition.scaleAndAddToRef(runtimeAnimation.weight, finalPosition);\r\n\r\n }\r\n\r\n let workValue = originalAnimation ? originalAnimation._animationState.workValue : TmpVectors.Matrix[0].clone();\r\n Matrix.ComposeToRef(finalScaling, finalQuaternion, finalPosition, workValue);\r\n return workValue;\r\n};\r\n\r\nScene.prototype._processLateAnimationBindingsForQuaternions = function(holder: {\r\n totalWeight: number,\r\n totalAdditiveWeight: number,\r\n animations: RuntimeAnimation[],\r\n additiveAnimations: RuntimeAnimation[],\r\n originalValue: Quaternion\r\n}, refQuaternion: Quaternion): Quaternion {\r\n if (holder.totalWeight === 0 && holder.totalAdditiveWeight === 0) {\r\n return refQuaternion;\r\n }\r\n\r\n let originalAnimation = holder.animations[0];\r\n let originalValue = holder.originalValue;\r\n let cumulativeQuaternion = refQuaternion;\r\n\r\n if (holder.totalWeight === 0 && holder.totalAdditiveWeight > 0) {\r\n cumulativeQuaternion.copyFrom(originalValue);\r\n } else if (holder.animations.length === 1) {\r\n Quaternion.SlerpToRef(originalValue, originalAnimation.currentValue, Math.min(1.0, holder.totalWeight), cumulativeQuaternion);\r\n\r\n if (holder.totalAdditiveWeight === 0) {\r\n return cumulativeQuaternion;\r\n }\r\n } else if (holder.animations.length > 1) {\r\n // Add up the override animations\r\n let normalizer = 1.0;\r\n let quaternions: Array;\r\n let weights: Array;\r\n\r\n if (holder.totalWeight < 1.0) {\r\n let scale = 1.0 - holder.totalWeight;\r\n\r\n quaternions = [];\r\n weights = [];\r\n\r\n quaternions.push(originalValue);\r\n weights.push(scale);\r\n } else {\r\n if (holder.animations.length === 2) { // Slerp as soon as we can\r\n Quaternion.SlerpToRef(holder.animations[0].currentValue, holder.animations[1].currentValue, holder.animations[1].weight / holder.totalWeight, refQuaternion);\r\n\r\n if (holder.totalAdditiveWeight === 0) {\r\n return refQuaternion;\r\n }\r\n }\r\n\r\n quaternions = [];\r\n weights = [];\r\n normalizer = holder.totalWeight;\r\n }\r\n\r\n for (var animIndex = 0; animIndex < holder.animations.length; animIndex++) {\r\n let runtimeAnimation = holder.animations[animIndex];\r\n quaternions.push(runtimeAnimation.currentValue);\r\n weights.push(runtimeAnimation.weight / normalizer);\r\n }\r\n\r\n // https://gamedev.stackexchange.com/questions/62354/method-for-interpolation-between-3-quaternions\r\n\r\n let cumulativeAmount = 0;\r\n for (var index = 0; index < quaternions.length;) {\r\n if (!index) {\r\n Quaternion.SlerpToRef(quaternions[index], quaternions[index + 1], weights[index + 1] / (weights[index] + weights[index + 1]), refQuaternion);\r\n cumulativeQuaternion = refQuaternion;\r\n cumulativeAmount = weights[index] + weights[index + 1];\r\n index += 2;\r\n continue;\r\n }\r\n cumulativeAmount += weights[index];\r\n Quaternion.SlerpToRef(cumulativeQuaternion, quaternions[index], weights[index] / cumulativeAmount, cumulativeQuaternion);\r\n index++;\r\n }\r\n }\r\n\r\n // Add up the additive animations\r\n for (let animIndex = 0; animIndex < holder.additiveAnimations.length; animIndex++) {\r\n let runtimeAnimation = holder.additiveAnimations[animIndex];\r\n if (runtimeAnimation.weight === 0) {\r\n continue;\r\n }\r\n\r\n cumulativeQuaternion.multiplyToRef(runtimeAnimation.currentValue, TmpVectors.Quaternion[0]);\r\n Quaternion.SlerpToRef(cumulativeQuaternion, TmpVectors.Quaternion[0], runtimeAnimation.weight, cumulativeQuaternion);\r\n }\r\n\r\n return cumulativeQuaternion!;\r\n};\r\n\r\nScene.prototype._processLateAnimationBindings = function(): void {\r\n if (!this._registeredForLateAnimationBindings.length) {\r\n return;\r\n }\r\n for (var index = 0; index < this._registeredForLateAnimationBindings.length; index++) {\r\n var target = this._registeredForLateAnimationBindings.data[index];\r\n\r\n for (var path in target._lateAnimationHolders) {\r\n var holder = target._lateAnimationHolders[path];\r\n let originalAnimation: RuntimeAnimation = holder.animations[0];\r\n let originalValue = holder.originalValue;\r\n\r\n let matrixDecomposeMode = Animation.AllowMatrixDecomposeForInterpolation && originalValue.m; // ie. data is matrix\r\n\r\n let finalValue: any = target[path];\r\n if (matrixDecomposeMode) {\r\n finalValue = this._processLateAnimationBindingsForMatrices(holder);\r\n } else {\r\n let quaternionMode = originalValue.w !== undefined;\r\n if (quaternionMode) {\r\n finalValue = this._processLateAnimationBindingsForQuaternions(holder, finalValue || Quaternion.Identity());\r\n } else {\r\n\r\n let startIndex = 0;\r\n let normalizer = 1.0;\r\n\r\n if (holder.totalWeight < 1.0) {\r\n // We need to mix the original value in\r\n if (originalAnimation && originalValue.scale) {\r\n finalValue = originalValue.scale(1.0 - holder.totalWeight);\r\n } else if (originalAnimation) {\r\n finalValue = originalValue * (1.0 - holder.totalWeight);\r\n } else if (originalValue.clone) {\r\n finalValue = originalValue.clone();\r\n } else {\r\n finalValue = originalValue;\r\n }\r\n } else if (originalAnimation) {\r\n // We need to normalize the weights\r\n normalizer = holder.totalWeight;\r\n let scale = originalAnimation.weight / normalizer;\r\n if (scale !== 1) {\r\n if (originalAnimation.currentValue.scale) {\r\n finalValue = originalAnimation.currentValue.scale(scale);\r\n } else {\r\n finalValue = originalAnimation.currentValue * scale;\r\n }\r\n } else {\r\n finalValue = originalAnimation.currentValue;\r\n }\r\n\r\n startIndex = 1;\r\n }\r\n\r\n // Add up the override animations\r\n for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {\r\n var runtimeAnimation = holder.animations[animIndex];\r\n var scale = runtimeAnimation.weight / normalizer;\r\n\r\n if (!scale) {\r\n continue;\r\n } else if (runtimeAnimation.currentValue.scaleAndAddToRef) {\r\n runtimeAnimation.currentValue.scaleAndAddToRef(scale, finalValue);\r\n } else {\r\n finalValue += runtimeAnimation.currentValue * scale;\r\n }\r\n }\r\n\r\n // Add up the additive animations\r\n for (let animIndex = 0; animIndex < holder.additiveAnimations.length; animIndex++) {\r\n var runtimeAnimation = holder.additiveAnimations[animIndex];\r\n var scale: number = runtimeAnimation.weight;\r\n\r\n if (!scale) {\r\n continue;\r\n } else if (runtimeAnimation.currentValue.scaleAndAddToRef) {\r\n runtimeAnimation.currentValue.scaleAndAddToRef(scale, finalValue);\r\n } else {\r\n finalValue += runtimeAnimation.currentValue * scale;\r\n }\r\n }\r\n }\r\n }\r\n target[path] = finalValue;\r\n }\r\n\r\n target._lateAnimationHolders = {};\r\n }\r\n this._registeredForLateAnimationBindings.reset();\r\n};\r\n\r\ndeclare module \"../Bones/bone\" {\r\n export interface Bone {\r\n /**\r\n * Copy an animation range from another bone\r\n * @param source defines the source bone\r\n * @param rangeName defines the range name to copy\r\n * @param frameOffset defines the frame offset\r\n * @param rescaleAsRequired defines if rescaling must be applied if required\r\n * @param skelDimensionsRatio defines the scaling ratio\r\n * @returns true if operation was successful\r\n */\r\n copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable): boolean;\r\n }\r\n}\r\n\r\nBone.prototype.copyAnimationRange = function(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired = false, skelDimensionsRatio: Nullable = null): boolean {\r\n // all animation may be coming from a library skeleton, so may need to create animation\r\n if (this.animations.length === 0) {\r\n this.animations.push(new Animation(this.name, \"_matrix\", source.animations[0].framePerSecond, Animation.ANIMATIONTYPE_MATRIX, 0));\r\n this.animations[0].setKeys([]);\r\n }\r\n\r\n // get animation info / verify there is such a range from the source bone\r\n var sourceRange = source.animations[0].getRange(rangeName);\r\n if (!sourceRange) {\r\n return false;\r\n }\r\n var from = sourceRange.from;\r\n var to = sourceRange.to;\r\n var sourceKeys = source.animations[0].getKeys();\r\n\r\n // rescaling prep\r\n var sourceBoneLength = source.length;\r\n var sourceParent = source.getParent();\r\n var parent = this.getParent();\r\n var parentScalingReqd = rescaleAsRequired && sourceParent && sourceBoneLength && this.length && sourceBoneLength !== this.length;\r\n var parentRatio = parentScalingReqd && parent && sourceParent ? parent.length / sourceParent.length : 1;\r\n\r\n var dimensionsScalingReqd = rescaleAsRequired && !parent && skelDimensionsRatio && (skelDimensionsRatio.x !== 1 || skelDimensionsRatio.y !== 1 || skelDimensionsRatio.z !== 1);\r\n\r\n var destKeys = this.animations[0].getKeys();\r\n\r\n // loop vars declaration\r\n var orig: { frame: number, value: Matrix };\r\n var origTranslation: Vector3;\r\n var mat: Matrix;\r\n\r\n for (var key = 0, nKeys = sourceKeys.length; key < nKeys; key++) {\r\n orig = sourceKeys[key];\r\n if (orig.frame >= from && orig.frame <= to) {\r\n if (rescaleAsRequired) {\r\n mat = orig.value.clone();\r\n\r\n // scale based on parent ratio, when bone has parent\r\n if (parentScalingReqd) {\r\n origTranslation = mat.getTranslation();\r\n mat.setTranslation(origTranslation.scaleInPlace(parentRatio));\r\n\r\n // scale based on skeleton dimension ratio when root bone, and value is passed\r\n } else if (dimensionsScalingReqd && skelDimensionsRatio) {\r\n origTranslation = mat.getTranslation();\r\n mat.setTranslation(origTranslation.multiplyInPlace(skelDimensionsRatio));\r\n\r\n // use original when root bone, and no data for skelDimensionsRatio\r\n } else {\r\n mat = orig.value;\r\n }\r\n } else {\r\n mat = orig.value;\r\n }\r\n destKeys.push({ frame: orig.frame + frameOffset, value: mat });\r\n }\r\n }\r\n this.animations[0].createRange(rangeName, from + frameOffset, to + frameOffset);\r\n return true;\r\n};","import { IEasingFunction, EasingFunction } from \"./easing\";\r\nimport { Vector3, Quaternion, Vector2, Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Color3, Color4 } from '../Maths/math.color';\r\nimport { Scalar } from \"../Maths/math.scalar\";\r\n\r\nimport { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { SerializationHelper } from \"../Misc/decorators\";\r\nimport { _TypeStore } from '../Misc/typeStore';\r\nimport { IAnimationKey, AnimationKeyInterpolation } from './animationKey';\r\nimport { AnimationRange } from './animationRange';\r\nimport { AnimationEvent } from './animationEvent';\r\nimport { Node } from \"../node\";\r\nimport { IAnimatable } from './animatable.interface';\r\nimport { Size } from '../Maths/math.size';\r\nimport { WebRequest } from '../Misc/webRequest';\r\n\r\ndeclare type Animatable = import(\"./animatable\").Animatable;\r\ndeclare type RuntimeAnimation = import(\"./runtimeAnimation\").RuntimeAnimation;\r\n\r\n/**\r\n * @hidden\r\n */\r\nexport class _IAnimationState {\r\n key: number;\r\n repeatCount: number;\r\n workValue?: any;\r\n loopMode?: number;\r\n offsetValue?: any;\r\n highLimitValue?: any;\r\n}\r\n\r\n/**\r\n * Class used to store any kind of animation\r\n */\r\nexport class Animation {\r\n /**\r\n * Use matrix interpolation instead of using direct key value when animating matrices\r\n */\r\n public static AllowMatricesInterpolation = false;\r\n\r\n /**\r\n * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower\r\n */\r\n public static AllowMatrixDecomposeForInterpolation = true;\r\n\r\n /** Define the Url to load snippets */\r\n public static SnippetUrl = \"https://snippet.babylonjs.com\";\r\n\r\n /** Snippet ID if the animation was created from the snippet server */\r\n public snippetId: string;\r\n\r\n /**\r\n * Stores the key frames of the animation\r\n */\r\n private _keys: Array;\r\n\r\n /**\r\n * Stores the easing function of the animation\r\n */\r\n private _easingFunction: IEasingFunction;\r\n\r\n /**\r\n * @hidden Internal use only\r\n */\r\n public _runtimeAnimations = new Array();\r\n\r\n /**\r\n * The set of event that will be linked to this animation\r\n */\r\n private _events = new Array();\r\n\r\n /**\r\n * Stores an array of target property paths\r\n */\r\n public targetPropertyPath: string[];\r\n\r\n /**\r\n * Stores the blending speed of the animation\r\n */\r\n public blendingSpeed = 0.01;\r\n\r\n /**\r\n * Stores the animation ranges for the animation\r\n */\r\n private _ranges: { [name: string]: Nullable } = {};\r\n\r\n /**\r\n * @hidden Internal use\r\n */\r\n public static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number,\r\n from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable {\r\n var dataType = undefined;\r\n\r\n if (!isNaN(parseFloat(from)) && isFinite(from)) {\r\n dataType = Animation.ANIMATIONTYPE_FLOAT;\r\n } else if (from instanceof Quaternion) {\r\n dataType = Animation.ANIMATIONTYPE_QUATERNION;\r\n } else if (from instanceof Vector3) {\r\n dataType = Animation.ANIMATIONTYPE_VECTOR3;\r\n } else if (from instanceof Vector2) {\r\n dataType = Animation.ANIMATIONTYPE_VECTOR2;\r\n } else if (from instanceof Color3) {\r\n dataType = Animation.ANIMATIONTYPE_COLOR3;\r\n } else if (from instanceof Color4) {\r\n dataType = Animation.ANIMATIONTYPE_COLOR4;\r\n } else if (from instanceof Size) {\r\n dataType = Animation.ANIMATIONTYPE_SIZE;\r\n }\r\n\r\n if (dataType == undefined) {\r\n return null;\r\n }\r\n\r\n var animation = new Animation(name, targetProperty, framePerSecond, dataType, loopMode);\r\n\r\n var keys: Array = [{ frame: 0, value: from }, { frame: totalFrame, value: to }];\r\n animation.setKeys(keys);\r\n\r\n if (easingFunction !== undefined) {\r\n animation.setEasingFunction(easingFunction);\r\n }\r\n\r\n return animation;\r\n }\r\n\r\n /**\r\n * Sets up an animation\r\n * @param property The property to animate\r\n * @param animationType The animation type to apply\r\n * @param framePerSecond The frames per second of the animation\r\n * @param easingFunction The easing function used in the animation\r\n * @returns The created animation\r\n */\r\n public static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation {\r\n var animation: Animation = new Animation(property + \"Animation\",\r\n property,\r\n framePerSecond,\r\n animationType,\r\n Animation.ANIMATIONLOOPMODE_CONSTANT);\r\n\r\n animation.setEasingFunction(easingFunction);\r\n\r\n return animation;\r\n }\r\n\r\n /**\r\n * Create and start an animation on a node\r\n * @param name defines the name of the global animation that will be run on all nodes\r\n * @param node defines the root node where the animation will take place\r\n * @param targetProperty defines property to animate\r\n * @param framePerSecond defines the number of frame per second yo use\r\n * @param totalFrame defines the number of frames in total\r\n * @param from defines the initial value\r\n * @param to defines the final value\r\n * @param loopMode defines which loop mode you want to use (off by default)\r\n * @param easingFunction defines the easing function to use (linear by default)\r\n * @param onAnimationEnd defines the callback to call when animation end\r\n * @returns the animatable created for this animation\r\n */\r\n public static CreateAndStartAnimation(name: string, node: Node, targetProperty: string,\r\n framePerSecond: number, totalFrame: number,\r\n from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable {\r\n\r\n var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);\r\n\r\n if (!animation) {\r\n return null;\r\n }\r\n\r\n return node.getScene().beginDirectAnimation(node, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);\r\n }\r\n\r\n /**\r\n * Create and start an animation on a node and its descendants\r\n * @param name defines the name of the global animation that will be run on all nodes\r\n * @param node defines the root node where the animation will take place\r\n * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used\r\n * @param targetProperty defines property to animate\r\n * @param framePerSecond defines the number of frame per second to use\r\n * @param totalFrame defines the number of frames in total\r\n * @param from defines the initial value\r\n * @param to defines the final value\r\n * @param loopMode defines which loop mode you want to use (off by default)\r\n * @param easingFunction defines the easing function to use (linear by default)\r\n * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)\r\n * @returns the list of animatables created for all nodes\r\n * @example https://www.babylonjs-playground.com/#MH0VLI\r\n */\r\n public static CreateAndStartHierarchyAnimation(name: string, node: Node, directDescendantsOnly: boolean, targetProperty: string,\r\n framePerSecond: number, totalFrame: number,\r\n from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable {\r\n\r\n var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);\r\n\r\n if (!animation) {\r\n return null;\r\n }\r\n\r\n let scene = node.getScene();\r\n return scene.beginDirectHierarchyAnimation(node, directDescendantsOnly, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);\r\n }\r\n\r\n /**\r\n * Creates a new animation, merges it with the existing animations and starts it\r\n * @param name Name of the animation\r\n * @param node Node which contains the scene that begins the animations\r\n * @param targetProperty Specifies which property to animate\r\n * @param framePerSecond The frames per second of the animation\r\n * @param totalFrame The total number of frames\r\n * @param from The frame at the beginning of the animation\r\n * @param to The frame at the end of the animation\r\n * @param loopMode Specifies the loop mode of the animation\r\n * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations\r\n * @param onAnimationEnd Callback to run once the animation is complete\r\n * @returns Nullable animation\r\n */\r\n public static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string,\r\n framePerSecond: number, totalFrame: number,\r\n from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable {\r\n\r\n var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);\r\n\r\n if (!animation) {\r\n return null;\r\n }\r\n\r\n node.animations.push(animation);\r\n\r\n return node.getScene().beginAnimation(node, 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);\r\n }\r\n\r\n /**\r\n * Convert the keyframes for all animations belonging to the group to be relative to a given reference frame.\r\n * @param sourceAnimation defines the Animation containing keyframes to convert\r\n * @param referenceFrame defines the frame that keyframes in the range will be relative to\r\n * @param range defines the name of the AnimationRange belonging to the Animation to convert\r\n * @param cloneOriginal defines whether or not to clone the animation and convert the clone or convert the original animation (default is false)\r\n * @param clonedName defines the name of the resulting cloned Animation if cloneOriginal is true\r\n * @returns a new Animation if cloneOriginal is true or the original Animation if cloneOriginal is false\r\n */\r\n public static MakeAnimationAdditive(sourceAnimation: Animation, referenceFrame = 0, range?: string, cloneOriginal = false, clonedName?: string): Animation {\r\n let animation = sourceAnimation;\r\n\r\n if (cloneOriginal) {\r\n animation = sourceAnimation.clone();\r\n animation.name = clonedName || animation.name;\r\n }\r\n\r\n if (!animation._keys.length) {\r\n return animation;\r\n }\r\n\r\n referenceFrame = referenceFrame >= 0 ? referenceFrame : 0;\r\n let startIndex = 0;\r\n let firstKey = animation._keys[0];\r\n let endIndex = animation._keys.length - 1;\r\n let lastKey = animation._keys[endIndex];\r\n let valueStore = {\r\n referenceValue: firstKey.value,\r\n referencePosition: TmpVectors.Vector3[0],\r\n referenceQuaternion: TmpVectors.Quaternion[0],\r\n referenceScaling: TmpVectors.Vector3[1],\r\n keyPosition: TmpVectors.Vector3[2],\r\n keyQuaternion: TmpVectors.Quaternion[1],\r\n keyScaling: TmpVectors.Vector3[3]\r\n };\r\n let referenceFound = false;\r\n let from = firstKey.frame;\r\n let to = lastKey.frame;\r\n if (range) {\r\n let rangeValue = animation.getRange(range);\r\n\r\n if (rangeValue) {\r\n from = rangeValue.from;\r\n to = rangeValue.to;\r\n }\r\n }\r\n let fromKeyFound = firstKey.frame === from;\r\n let toKeyFound = lastKey.frame === to;\r\n\r\n // There's only one key, so use it\r\n if (animation._keys.length === 1) {\r\n let value = animation._getKeyValue(animation._keys[0]);\r\n valueStore.referenceValue = value.clone ? value.clone() : value;\r\n referenceFound = true;\r\n }\r\n\r\n // Reference frame is before the first frame, so just use the first frame\r\n else if (referenceFrame <= firstKey.frame) {\r\n let value = animation._getKeyValue(firstKey.value);\r\n valueStore.referenceValue = value.clone ? value.clone() : value;\r\n referenceFound = true;\r\n }\r\n\r\n // Reference frame is after the last frame, so just use the last frame\r\n else if (referenceFrame >= lastKey.frame) {\r\n let value = animation._getKeyValue(lastKey.value);\r\n valueStore.referenceValue = value.clone ? value.clone() : value;\r\n referenceFound = true;\r\n }\r\n\r\n // Find key bookends, create them if they don't exist\r\n var index = 0;\r\n while (!referenceFound || !fromKeyFound || !toKeyFound && index < animation._keys.length - 1) {\r\n let currentKey = animation._keys[index];\r\n let nextKey = animation._keys[index + 1];\r\n\r\n // If reference frame wasn't found yet, check if we can interpolate to it\r\n if (!referenceFound && referenceFrame >= currentKey.frame && referenceFrame <= nextKey.frame) {\r\n let value;\r\n\r\n if (referenceFrame === currentKey.frame) {\r\n value = animation._getKeyValue(currentKey.value);\r\n } else if (referenceFrame === nextKey.frame) {\r\n value = animation._getKeyValue(nextKey.value);\r\n } else {\r\n let animationState = {\r\n key: index,\r\n repeatCount: 0,\r\n loopMode: this.ANIMATIONLOOPMODE_CONSTANT\r\n };\r\n value = animation._interpolate(referenceFrame, animationState);\r\n }\r\n\r\n valueStore.referenceValue = value.clone ? value.clone() : value;\r\n referenceFound = true;\r\n }\r\n\r\n // If from key wasn't found yet, check if we can interpolate to it\r\n if (!fromKeyFound && from >= currentKey.frame && from <= nextKey.frame) {\r\n if (from === currentKey.frame) {\r\n startIndex = index;\r\n } else if (from === nextKey.frame) {\r\n startIndex = index + 1;\r\n } else {\r\n let animationState = {\r\n key: index,\r\n repeatCount: 0,\r\n loopMode: this.ANIMATIONLOOPMODE_CONSTANT\r\n };\r\n let value = animation._interpolate(from, animationState);\r\n let key: IAnimationKey = {\r\n frame: from,\r\n value: value.clone ? value.clone() : value\r\n };\r\n animation._keys.splice(index + 1, 0, key);\r\n startIndex = index + 1;\r\n }\r\n\r\n fromKeyFound = true;\r\n }\r\n\r\n // If to key wasn't found yet, check if we can interpolate to it\r\n if (!toKeyFound && to >= currentKey.frame && to <= nextKey.frame) {\r\n if (to === currentKey.frame) {\r\n endIndex = index;\r\n } else if (to === nextKey.frame) {\r\n endIndex = index + 1;\r\n } else {\r\n let animationState = {\r\n key: index,\r\n repeatCount: 0,\r\n loopMode: this.ANIMATIONLOOPMODE_CONSTANT\r\n };\r\n let value = animation._interpolate(to, animationState);\r\n let key: IAnimationKey = {\r\n frame: to,\r\n value: value.clone ? value.clone() : value\r\n };\r\n animation._keys.splice(index + 1, 0, key);\r\n endIndex = index + 1;\r\n }\r\n\r\n toKeyFound = true;\r\n }\r\n\r\n index++;\r\n }\r\n\r\n // Conjugate the quaternion\r\n if (animation.dataType === Animation.ANIMATIONTYPE_QUATERNION) {\r\n valueStore.referenceValue.normalize().conjugateInPlace();\r\n }\r\n\r\n // Decompose matrix and conjugate the quaternion\r\n else if (animation.dataType === Animation.ANIMATIONTYPE_MATRIX) {\r\n valueStore.referenceValue.decompose(valueStore.referenceScaling, valueStore.referenceQuaternion, valueStore.referencePosition);\r\n valueStore.referenceQuaternion.normalize().conjugateInPlace();\r\n }\r\n\r\n // Subtract the reference value from all of the key values\r\n for (var index = startIndex; index <= endIndex; index++) {\r\n let key = animation._keys[index];\r\n\r\n // If this key was duplicated to create a frame 0 key, skip it because its value has already been updated\r\n if (index && animation.dataType !== Animation.ANIMATIONTYPE_FLOAT && key.value === firstKey.value) {\r\n continue;\r\n }\r\n\r\n switch (animation.dataType) {\r\n case Animation.ANIMATIONTYPE_MATRIX:\r\n key.value.decompose(valueStore.keyScaling, valueStore.keyQuaternion, valueStore.keyPosition);\r\n valueStore.keyPosition.subtractInPlace(valueStore.referencePosition);\r\n valueStore.keyScaling.divideInPlace(valueStore.referenceScaling);\r\n valueStore.referenceQuaternion.multiplyToRef(valueStore.keyQuaternion, valueStore.keyQuaternion);\r\n Matrix.ComposeToRef(valueStore.keyScaling, valueStore.keyQuaternion, valueStore.keyPosition, key.value);\r\n break;\r\n\r\n case Animation.ANIMATIONTYPE_QUATERNION:\r\n valueStore.referenceValue.multiplyToRef(key.value, key.value);\r\n break;\r\n\r\n case Animation.ANIMATIONTYPE_VECTOR2:\r\n case Animation.ANIMATIONTYPE_VECTOR3:\r\n case Animation.ANIMATIONTYPE_COLOR3:\r\n case Animation.ANIMATIONTYPE_COLOR4:\r\n key.value.subtractToRef(valueStore.referenceValue, key.value);\r\n break;\r\n\r\n case Animation.ANIMATIONTYPE_SIZE:\r\n key.value.width -= valueStore.referenceValue.width;\r\n key.value.height -= valueStore.referenceValue.height;\r\n break;\r\n\r\n default:\r\n key.value -= valueStore.referenceValue;\r\n }\r\n }\r\n\r\n return animation;\r\n }\r\n\r\n /**\r\n * Transition property of an host to the target Value\r\n * @param property The property to transition\r\n * @param targetValue The target Value of the property\r\n * @param host The object where the property to animate belongs\r\n * @param scene Scene used to run the animation\r\n * @param frameRate Framerate (in frame/s) to use\r\n * @param transition The transition type we want to use\r\n * @param duration The duration of the animation, in milliseconds\r\n * @param onAnimationEnd Callback trigger at the end of the animation\r\n * @returns Nullable animation\r\n */\r\n public static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd: Nullable<() => void> = null): Nullable {\r\n if (duration <= 0) {\r\n host[property] = targetValue;\r\n if (onAnimationEnd) {\r\n onAnimationEnd();\r\n }\r\n return null;\r\n }\r\n\r\n var endFrame: number = frameRate * (duration / 1000);\r\n\r\n transition.setKeys([{\r\n frame: 0,\r\n value: host[property].clone ? host[property].clone() : host[property]\r\n },\r\n {\r\n frame: endFrame,\r\n value: targetValue\r\n }]);\r\n\r\n if (!host.animations) {\r\n host.animations = [];\r\n }\r\n\r\n host.animations.push(transition);\r\n\r\n var animation: Animatable = scene.beginAnimation(host, 0, endFrame, false);\r\n animation.onAnimationEnd = onAnimationEnd;\r\n return animation;\r\n }\r\n\r\n /**\r\n * Return the array of runtime animations currently using this animation\r\n */\r\n public get runtimeAnimations(): RuntimeAnimation[] {\r\n return this._runtimeAnimations;\r\n }\r\n\r\n /**\r\n * Specifies if any of the runtime animations are currently running\r\n */\r\n public get hasRunningRuntimeAnimations(): boolean {\r\n for (var runtimeAnimation of this._runtimeAnimations) {\r\n if (!runtimeAnimation.isStopped) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Initializes the animation\r\n * @param name Name of the animation\r\n * @param targetProperty Property to animate\r\n * @param framePerSecond The frames per second of the animation\r\n * @param dataType The data type of the animation\r\n * @param loopMode The loop mode of the animation\r\n * @param enableBlending Specifies if blending should be enabled\r\n */\r\n constructor(\r\n /**Name of the animation */\r\n public name: string,\r\n /**Property to animate */\r\n public targetProperty: string,\r\n /**The frames per second of the animation */\r\n public framePerSecond: number,\r\n /**The data type of the animation */\r\n public dataType: number,\r\n /**The loop mode of the animation */\r\n public loopMode?: number,\r\n /**Specifies if blending should be enabled */\r\n public enableBlending?: boolean) {\r\n this.targetPropertyPath = targetProperty.split(\".\");\r\n this.dataType = dataType;\r\n this.loopMode = loopMode === undefined ? Animation.ANIMATIONLOOPMODE_CYCLE : loopMode;\r\n }\r\n\r\n // Methods\r\n /**\r\n * Converts the animation to a string\r\n * @param fullDetails support for multiple levels of logging within scene loading\r\n * @returns String form of the animation\r\n */\r\n public toString(fullDetails?: boolean): string {\r\n var ret = \"Name: \" + this.name + \", property: \" + this.targetProperty;\r\n ret += \", datatype: \" + ([\"Float\", \"Vector3\", \"Quaternion\", \"Matrix\", \"Color3\", \"Vector2\"])[this.dataType];\r\n ret += \", nKeys: \" + (this._keys ? this._keys.length : \"none\");\r\n ret += \", nRanges: \" + (this._ranges ? Object.keys(this._ranges).length : \"none\");\r\n if (fullDetails) {\r\n ret += \", Ranges: {\";\r\n var first = true;\r\n for (var name in this._ranges) {\r\n if (first) {\r\n ret += \", \";\r\n first = false;\r\n }\r\n ret += name;\r\n }\r\n ret += \"}\";\r\n }\r\n return ret;\r\n }\r\n\r\n /**\r\n * Add an event to this animation\r\n * @param event Event to add\r\n */\r\n public addEvent(event: AnimationEvent): void {\r\n this._events.push(event);\r\n }\r\n\r\n /**\r\n * Remove all events found at the given frame\r\n * @param frame The frame to remove events from\r\n */\r\n public removeEvents(frame: number): void {\r\n for (var index = 0; index < this._events.length; index++) {\r\n if (this._events[index].frame === frame) {\r\n this._events.splice(index, 1);\r\n index--;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Retrieves all the events from the animation\r\n * @returns Events from the animation\r\n */\r\n public getEvents(): AnimationEvent[] {\r\n return this._events;\r\n }\r\n\r\n /**\r\n * Creates an animation range\r\n * @param name Name of the animation range\r\n * @param from Starting frame of the animation range\r\n * @param to Ending frame of the animation\r\n */\r\n public createRange(name: string, from: number, to: number): void {\r\n // check name not already in use; could happen for bones after serialized\r\n if (!this._ranges[name]) {\r\n this._ranges[name] = new AnimationRange(name, from, to);\r\n }\r\n }\r\n\r\n /**\r\n * Deletes an animation range by name\r\n * @param name Name of the animation range to delete\r\n * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)\r\n */\r\n public deleteRange(name: string, deleteFrames = true): void {\r\n let range = this._ranges[name];\r\n if (!range) {\r\n return;\r\n\r\n }\r\n if (deleteFrames) {\r\n var from = range.from;\r\n var to = range.to;\r\n\r\n // this loop MUST go high to low for multiple splices to work\r\n for (var key = this._keys.length - 1; key >= 0; key--) {\r\n if (this._keys[key].frame >= from && this._keys[key].frame <= to) {\r\n this._keys.splice(key, 1);\r\n }\r\n }\r\n }\r\n this._ranges[name] = null; // said much faster than 'delete this._range[name]'\r\n\r\n }\r\n\r\n /**\r\n * Gets the animation range by name, or null if not defined\r\n * @param name Name of the animation range\r\n * @returns Nullable animation range\r\n */\r\n public getRange(name: string): Nullable {\r\n return this._ranges[name];\r\n }\r\n\r\n /**\r\n * Gets the key frames from the animation\r\n * @returns The key frames of the animation\r\n */\r\n public getKeys(): Array {\r\n return this._keys;\r\n }\r\n\r\n /**\r\n * Gets the highest frame rate of the animation\r\n * @returns Highest frame rate of the animation\r\n */\r\n public getHighestFrame(): number {\r\n var ret = 0;\r\n\r\n for (var key = 0, nKeys = this._keys.length; key < nKeys; key++) {\r\n if (ret < this._keys[key].frame) {\r\n ret = this._keys[key].frame;\r\n }\r\n }\r\n return ret;\r\n }\r\n\r\n /**\r\n * Gets the easing function of the animation\r\n * @returns Easing function of the animation\r\n */\r\n public getEasingFunction(): IEasingFunction {\r\n return this._easingFunction;\r\n }\r\n\r\n /**\r\n * Sets the easing function of the animation\r\n * @param easingFunction A custom mathematical formula for animation\r\n */\r\n public setEasingFunction(easingFunction: EasingFunction): void {\r\n this._easingFunction = easingFunction;\r\n }\r\n\r\n /**\r\n * Interpolates a scalar linearly\r\n * @param startValue Start value of the animation curve\r\n * @param endValue End value of the animation curve\r\n * @param gradient Scalar amount to interpolate\r\n * @returns Interpolated scalar value\r\n */\r\n public floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number {\r\n return Scalar.Lerp(startValue, endValue, gradient);\r\n }\r\n\r\n /**\r\n * Interpolates a scalar cubically\r\n * @param startValue Start value of the animation curve\r\n * @param outTangent End tangent of the animation\r\n * @param endValue End value of the animation curve\r\n * @param inTangent Start tangent of the animation curve\r\n * @param gradient Scalar amount to interpolate\r\n * @returns Interpolated scalar value\r\n */\r\n public floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number {\r\n return Scalar.Hermite(startValue, outTangent, endValue, inTangent, gradient);\r\n }\r\n\r\n /**\r\n * Interpolates a quaternion using a spherical linear interpolation\r\n * @param startValue Start value of the animation curve\r\n * @param endValue End value of the animation curve\r\n * @param gradient Scalar amount to interpolate\r\n * @returns Interpolated quaternion value\r\n */\r\n public quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion {\r\n return Quaternion.Slerp(startValue, endValue, gradient);\r\n }\r\n\r\n /**\r\n * Interpolates a quaternion cubically\r\n * @param startValue Start value of the animation curve\r\n * @param outTangent End tangent of the animation curve\r\n * @param endValue End value of the animation curve\r\n * @param inTangent Start tangent of the animation curve\r\n * @param gradient Scalar amount to interpolate\r\n * @returns Interpolated quaternion value\r\n */\r\n public quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion {\r\n return Quaternion.Hermite(startValue, outTangent, endValue, inTangent, gradient).normalize();\r\n }\r\n\r\n /**\r\n * Interpolates a Vector3 linearl\r\n * @param startValue Start value of the animation curve\r\n * @param endValue End value of the animation curve\r\n * @param gradient Scalar amount to interpolate\r\n * @returns Interpolated scalar value\r\n */\r\n public vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3 {\r\n return Vector3.Lerp(startValue, endValue, gradient);\r\n }\r\n\r\n /**\r\n * Interpolates a Vector3 cubically\r\n * @param startValue Start value of the animation curve\r\n * @param outTangent End tangent of the animation\r\n * @param endValue End value of the animation curve\r\n * @param inTangent Start tangent of the animation curve\r\n * @param gradient Scalar amount to interpolate\r\n * @returns InterpolatedVector3 value\r\n */\r\n public vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3 {\r\n return Vector3.Hermite(startValue, outTangent, endValue, inTangent, gradient);\r\n }\r\n\r\n /**\r\n * Interpolates a Vector2 linearly\r\n * @param startValue Start value of the animation curve\r\n * @param endValue End value of the animation curve\r\n * @param gradient Scalar amount to interpolate\r\n * @returns Interpolated Vector2 value\r\n */\r\n public vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2 {\r\n return Vector2.Lerp(startValue, endValue, gradient);\r\n }\r\n\r\n /**\r\n * Interpolates a Vector2 cubically\r\n * @param startValue Start value of the animation curve\r\n * @param outTangent End tangent of the animation\r\n * @param endValue End value of the animation curve\r\n * @param inTangent Start tangent of the animation curve\r\n * @param gradient Scalar amount to interpolate\r\n * @returns Interpolated Vector2 value\r\n */\r\n public vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2 {\r\n return Vector2.Hermite(startValue, outTangent, endValue, inTangent, gradient);\r\n }\r\n\r\n /**\r\n * Interpolates a size linearly\r\n * @param startValue Start value of the animation curve\r\n * @param endValue End value of the animation curve\r\n * @param gradient Scalar amount to interpolate\r\n * @returns Interpolated Size value\r\n */\r\n public sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size {\r\n return Size.Lerp(startValue, endValue, gradient);\r\n }\r\n\r\n /**\r\n * Interpolates a Color3 linearly\r\n * @param startValue Start value of the animation curve\r\n * @param endValue End value of the animation curve\r\n * @param gradient Scalar amount to interpolate\r\n * @returns Interpolated Color3 value\r\n */\r\n public color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3 {\r\n return Color3.Lerp(startValue, endValue, gradient);\r\n }\r\n\r\n /**\r\n * Interpolates a Color4 linearly\r\n * @param startValue Start value of the animation curve\r\n * @param endValue End value of the animation curve\r\n * @param gradient Scalar amount to interpolate\r\n * @returns Interpolated Color3 value\r\n */\r\n public color4InterpolateFunction(startValue: Color4, endValue: Color4, gradient: number): Color4 {\r\n return Color4.Lerp(startValue, endValue, gradient);\r\n }\r\n\r\n /**\r\n * @hidden Internal use only\r\n */\r\n public _getKeyValue(value: any): any {\r\n if (typeof value === \"function\") {\r\n return value();\r\n }\r\n\r\n return value;\r\n }\r\n\r\n /**\r\n * @hidden Internal use only\r\n */\r\n public _interpolate(currentFrame: number, state: _IAnimationState): any {\r\n if (state.loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && state.repeatCount > 0) {\r\n return state.highLimitValue.clone ? state.highLimitValue.clone() : state.highLimitValue;\r\n }\r\n\r\n const keys = this._keys;\r\n if (keys.length === 1) {\r\n return this._getKeyValue(keys[0].value);\r\n }\r\n\r\n var startKeyIndex = state.key;\r\n\r\n if (keys[startKeyIndex].frame >= currentFrame) {\r\n while (startKeyIndex - 1 >= 0 && keys[startKeyIndex].frame >= currentFrame) {\r\n startKeyIndex--;\r\n }\r\n }\r\n\r\n for (var key = startKeyIndex; key < keys.length; key++) {\r\n var endKey = keys[key + 1];\r\n\r\n if (endKey.frame >= currentFrame) {\r\n state.key = key;\r\n var startKey = keys[key];\r\n var startValue = this._getKeyValue(startKey.value);\r\n if (startKey.interpolation === AnimationKeyInterpolation.STEP) {\r\n return startValue;\r\n }\r\n\r\n var endValue = this._getKeyValue(endKey.value);\r\n\r\n var useTangent = startKey.outTangent !== undefined && endKey.inTangent !== undefined;\r\n var frameDelta = endKey.frame - startKey.frame;\r\n\r\n // gradient : percent of currentFrame between the frame inf and the frame sup\r\n var gradient = (currentFrame - startKey.frame) / frameDelta;\r\n\r\n // check for easingFunction and correction of gradient\r\n let easingFunction = this.getEasingFunction();\r\n if (easingFunction != null) {\r\n gradient = easingFunction.ease(gradient);\r\n }\r\n\r\n switch (this.dataType) {\r\n // Float\r\n case Animation.ANIMATIONTYPE_FLOAT:\r\n var floatValue = useTangent ? this.floatInterpolateFunctionWithTangents(startValue, startKey.outTangent * frameDelta, endValue, endKey.inTangent * frameDelta, gradient) : this.floatInterpolateFunction(startValue, endValue, gradient);\r\n switch (state.loopMode) {\r\n case Animation.ANIMATIONLOOPMODE_CYCLE:\r\n case Animation.ANIMATIONLOOPMODE_CONSTANT:\r\n return floatValue;\r\n case Animation.ANIMATIONLOOPMODE_RELATIVE:\r\n return state.offsetValue * state.repeatCount + floatValue;\r\n }\r\n break;\r\n // Quaternion\r\n case Animation.ANIMATIONTYPE_QUATERNION:\r\n var quatValue = useTangent ? this.quaternionInterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.quaternionInterpolateFunction(startValue, endValue, gradient);\r\n switch (state.loopMode) {\r\n case Animation.ANIMATIONLOOPMODE_CYCLE:\r\n case Animation.ANIMATIONLOOPMODE_CONSTANT:\r\n return quatValue;\r\n case Animation.ANIMATIONLOOPMODE_RELATIVE:\r\n return quatValue.addInPlace(state.offsetValue.scale(state.repeatCount));\r\n }\r\n\r\n return quatValue;\r\n // Vector3\r\n case Animation.ANIMATIONTYPE_VECTOR3:\r\n var vec3Value = useTangent ? this.vector3InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector3InterpolateFunction(startValue, endValue, gradient);\r\n switch (state.loopMode) {\r\n case Animation.ANIMATIONLOOPMODE_CYCLE:\r\n case Animation.ANIMATIONLOOPMODE_CONSTANT:\r\n return vec3Value;\r\n case Animation.ANIMATIONLOOPMODE_RELATIVE:\r\n return vec3Value.add(state.offsetValue.scale(state.repeatCount));\r\n }\r\n // Vector2\r\n case Animation.ANIMATIONTYPE_VECTOR2:\r\n var vec2Value = useTangent ? this.vector2InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector2InterpolateFunction(startValue, endValue, gradient);\r\n switch (state.loopMode) {\r\n case Animation.ANIMATIONLOOPMODE_CYCLE:\r\n case Animation.ANIMATIONLOOPMODE_CONSTANT:\r\n return vec2Value;\r\n case Animation.ANIMATIONLOOPMODE_RELATIVE:\r\n return vec2Value.add(state.offsetValue.scale(state.repeatCount));\r\n }\r\n // Size\r\n case Animation.ANIMATIONTYPE_SIZE:\r\n switch (state.loopMode) {\r\n case Animation.ANIMATIONLOOPMODE_CYCLE:\r\n case Animation.ANIMATIONLOOPMODE_CONSTANT:\r\n return this.sizeInterpolateFunction(startValue, endValue, gradient);\r\n case Animation.ANIMATIONLOOPMODE_RELATIVE:\r\n return this.sizeInterpolateFunction(startValue, endValue, gradient).add(state.offsetValue.scale(state.repeatCount));\r\n }\r\n // Color3\r\n case Animation.ANIMATIONTYPE_COLOR3:\r\n switch (state.loopMode) {\r\n case Animation.ANIMATIONLOOPMODE_CYCLE:\r\n case Animation.ANIMATIONLOOPMODE_CONSTANT:\r\n return this.color3InterpolateFunction(startValue, endValue, gradient);\r\n case Animation.ANIMATIONLOOPMODE_RELATIVE:\r\n return this.color3InterpolateFunction(startValue, endValue, gradient).add(state.offsetValue.scale(state.repeatCount));\r\n }\r\n // Color4\r\n case Animation.ANIMATIONTYPE_COLOR4:\r\n switch (state.loopMode) {\r\n case Animation.ANIMATIONLOOPMODE_CYCLE:\r\n case Animation.ANIMATIONLOOPMODE_CONSTANT:\r\n return this.color4InterpolateFunction(startValue, endValue, gradient);\r\n case Animation.ANIMATIONLOOPMODE_RELATIVE:\r\n return this.color4InterpolateFunction(startValue, endValue, gradient).add(state.offsetValue.scale(state.repeatCount));\r\n }\r\n // Matrix\r\n case Animation.ANIMATIONTYPE_MATRIX:\r\n switch (state.loopMode) {\r\n case Animation.ANIMATIONLOOPMODE_CYCLE:\r\n case Animation.ANIMATIONLOOPMODE_CONSTANT:\r\n if (Animation.AllowMatricesInterpolation) {\r\n return this.matrixInterpolateFunction(startValue, endValue, gradient, state.workValue);\r\n }\r\n case Animation.ANIMATIONLOOPMODE_RELATIVE:\r\n return startValue;\r\n }\r\n default:\r\n break;\r\n }\r\n break;\r\n }\r\n }\r\n\r\n return this._getKeyValue(keys[keys.length - 1].value);\r\n }\r\n\r\n /**\r\n * Defines the function to use to interpolate matrices\r\n * @param startValue defines the start matrix\r\n * @param endValue defines the end matrix\r\n * @param gradient defines the gradient between both matrices\r\n * @param result defines an optional target matrix where to store the interpolation\r\n * @returns the interpolated matrix\r\n */\r\n public matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix {\r\n if (Animation.AllowMatrixDecomposeForInterpolation) {\r\n if (result) {\r\n Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);\r\n return result;\r\n }\r\n return Matrix.DecomposeLerp(startValue, endValue, gradient);\r\n }\r\n\r\n if (result) {\r\n Matrix.LerpToRef(startValue, endValue, gradient, result);\r\n return result;\r\n }\r\n return Matrix.Lerp(startValue, endValue, gradient);\r\n }\r\n\r\n /**\r\n * Makes a copy of the animation\r\n * @returns Cloned animation\r\n */\r\n public clone(): Animation {\r\n var clone = new Animation(this.name, this.targetPropertyPath.join(\".\"), this.framePerSecond, this.dataType, this.loopMode);\r\n\r\n clone.enableBlending = this.enableBlending;\r\n clone.blendingSpeed = this.blendingSpeed;\r\n\r\n if (this._keys) {\r\n clone.setKeys(this._keys);\r\n }\r\n\r\n if (this._ranges) {\r\n clone._ranges = {};\r\n for (var name in this._ranges) {\r\n let range = this._ranges[name];\r\n if (!range) {\r\n continue;\r\n }\r\n clone._ranges[name] = range.clone();\r\n }\r\n }\r\n\r\n return clone;\r\n }\r\n\r\n /**\r\n * Sets the key frames of the animation\r\n * @param values The animation key frames to set\r\n */\r\n public setKeys(values: Array): void {\r\n this._keys = values.slice(0);\r\n }\r\n\r\n /**\r\n * Serializes the animation to an object\r\n * @returns Serialized object\r\n */\r\n public serialize(): any {\r\n var serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.property = this.targetProperty;\r\n serializationObject.framePerSecond = this.framePerSecond;\r\n serializationObject.dataType = this.dataType;\r\n serializationObject.loopBehavior = this.loopMode;\r\n serializationObject.enableBlending = this.enableBlending;\r\n serializationObject.blendingSpeed = this.blendingSpeed;\r\n\r\n var dataType = this.dataType;\r\n serializationObject.keys = [];\r\n var keys = this.getKeys();\r\n for (var index = 0; index < keys.length; index++) {\r\n var animationKey = keys[index];\r\n\r\n var key: any = {};\r\n key.frame = animationKey.frame;\r\n\r\n switch (dataType) {\r\n case Animation.ANIMATIONTYPE_FLOAT:\r\n key.values = [animationKey.value];\r\n break;\r\n case Animation.ANIMATIONTYPE_QUATERNION:\r\n case Animation.ANIMATIONTYPE_MATRIX:\r\n case Animation.ANIMATIONTYPE_VECTOR3:\r\n case Animation.ANIMATIONTYPE_COLOR3:\r\n case Animation.ANIMATIONTYPE_COLOR4:\r\n key.values = animationKey.value.asArray();\r\n break;\r\n }\r\n\r\n serializationObject.keys.push(key);\r\n }\r\n\r\n serializationObject.ranges = [];\r\n for (var name in this._ranges) {\r\n let source = this._ranges[name];\r\n\r\n if (!source) {\r\n continue;\r\n }\r\n var range: any = {};\r\n range.name = name;\r\n range.from = source.from;\r\n range.to = source.to;\r\n serializationObject.ranges.push(range);\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n // Statics\r\n /**\r\n * Float animation type\r\n */\r\n public static readonly ANIMATIONTYPE_FLOAT = 0;\r\n /**\r\n * Vector3 animation type\r\n */\r\n public static readonly ANIMATIONTYPE_VECTOR3 = 1;\r\n /**\r\n * Quaternion animation type\r\n */\r\n public static readonly ANIMATIONTYPE_QUATERNION = 2;\r\n /**\r\n * Matrix animation type\r\n */\r\n public static readonly ANIMATIONTYPE_MATRIX = 3;\r\n /**\r\n * Color3 animation type\r\n */\r\n public static readonly ANIMATIONTYPE_COLOR3 = 4;\r\n /**\r\n * Color3 animation type\r\n */\r\n public static readonly ANIMATIONTYPE_COLOR4 = 7;\r\n /**\r\n * Vector2 animation type\r\n */\r\n public static readonly ANIMATIONTYPE_VECTOR2 = 5;\r\n /**\r\n * Size animation type\r\n */\r\n public static readonly ANIMATIONTYPE_SIZE = 6;\r\n /**\r\n * Relative Loop Mode\r\n */\r\n public static readonly ANIMATIONLOOPMODE_RELATIVE = 0;\r\n /**\r\n * Cycle Loop Mode\r\n */\r\n public static readonly ANIMATIONLOOPMODE_CYCLE = 1;\r\n /**\r\n * Constant Loop Mode\r\n */\r\n public static readonly ANIMATIONLOOPMODE_CONSTANT = 2;\r\n\r\n /** @hidden */\r\n public static _UniversalLerp(left: any, right: any, amount: number): any {\r\n let constructor = left.constructor;\r\n if (constructor.Lerp) { // Lerp supported\r\n return constructor.Lerp(left, right, amount);\r\n } else if (constructor.Slerp) { // Slerp supported\r\n return constructor.Slerp(left, right, amount);\r\n } else if (left.toFixed) { // Number\r\n return left * (1.0 - amount) + amount * right;\r\n } else { // Blending not supported\r\n return right;\r\n }\r\n }\r\n\r\n /**\r\n * Parses an animation object and creates an animation\r\n * @param parsedAnimation Parsed animation object\r\n * @returns Animation object\r\n */\r\n public static Parse(parsedAnimation: any): Animation {\r\n var animation = new Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);\r\n\r\n var dataType = parsedAnimation.dataType;\r\n var keys: Array = [];\r\n var data;\r\n var index: number;\r\n\r\n if (parsedAnimation.enableBlending) {\r\n animation.enableBlending = parsedAnimation.enableBlending;\r\n }\r\n\r\n if (parsedAnimation.blendingSpeed) {\r\n animation.blendingSpeed = parsedAnimation.blendingSpeed;\r\n }\r\n\r\n for (index = 0; index < parsedAnimation.keys.length; index++) {\r\n var key = parsedAnimation.keys[index];\r\n var inTangent: any;\r\n var outTangent: any;\r\n\r\n switch (dataType) {\r\n case Animation.ANIMATIONTYPE_FLOAT:\r\n data = key.values[0];\r\n if (key.values.length >= 1) {\r\n inTangent = key.values[1];\r\n }\r\n if (key.values.length >= 2) {\r\n outTangent = key.values[2];\r\n }\r\n break;\r\n case Animation.ANIMATIONTYPE_QUATERNION:\r\n data = Quaternion.FromArray(key.values);\r\n if (key.values.length >= 8) {\r\n var _inTangent = Quaternion.FromArray(key.values.slice(4, 8));\r\n if (!_inTangent.equals(Quaternion.Zero())) {\r\n inTangent = _inTangent;\r\n }\r\n }\r\n if (key.values.length >= 12) {\r\n var _outTangent = Quaternion.FromArray(key.values.slice(8, 12));\r\n if (!_outTangent.equals(Quaternion.Zero())) {\r\n outTangent = _outTangent;\r\n }\r\n }\r\n break;\r\n case Animation.ANIMATIONTYPE_MATRIX:\r\n data = Matrix.FromArray(key.values);\r\n break;\r\n case Animation.ANIMATIONTYPE_COLOR3:\r\n data = Color3.FromArray(key.values);\r\n break;\r\n case Animation.ANIMATIONTYPE_COLOR4:\r\n data = Color4.FromArray(key.values);\r\n break;\r\n case Animation.ANIMATIONTYPE_VECTOR3:\r\n default:\r\n data = Vector3.FromArray(key.values);\r\n break;\r\n }\r\n\r\n var keyData: any = {};\r\n keyData.frame = key.frame;\r\n keyData.value = data;\r\n\r\n if (inTangent != undefined) {\r\n keyData.inTangent = inTangent;\r\n }\r\n if (outTangent != undefined) {\r\n keyData.outTangent = outTangent;\r\n }\r\n keys.push(keyData);\r\n }\r\n\r\n animation.setKeys(keys);\r\n\r\n if (parsedAnimation.ranges) {\r\n for (index = 0; index < parsedAnimation.ranges.length; index++) {\r\n data = parsedAnimation.ranges[index];\r\n animation.createRange(data.name, data.from, data.to);\r\n }\r\n }\r\n\r\n return animation;\r\n }\r\n\r\n /**\r\n * Appends the serialized animations from the source animations\r\n * @param source Source containing the animations\r\n * @param destination Target to store the animations\r\n */\r\n public static AppendSerializedAnimations(source: IAnimatable, destination: any): void {\r\n SerializationHelper.AppendSerializedAnimations(source, destination);\r\n }\r\n\r\n /**\r\n * Creates a new animation or an array of animations from a snippet saved in a remote file\r\n * @param name defines the name of the animation to create (can be null or empty to use the one from the json data)\r\n * @param url defines the url to load from\r\n * @returns a promise that will resolve to the new animation or an array of animations\r\n */\r\n public static ParseFromFileAsync(name: Nullable, url: string): Promise> {\r\n\r\n return new Promise((resolve, reject) => {\r\n var request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n let serializationObject = JSON.parse(request.responseText);\r\n\r\n if (serializationObject.length) {\r\n let output = new Array();\r\n for (var serializedAnimation of serializationObject) {\r\n output.push(this.Parse(serializedAnimation));\r\n }\r\n\r\n resolve(output);\r\n } else {\r\n let output = this.Parse(serializationObject);\r\n\r\n if (name) {\r\n output.name = name;\r\n }\r\n\r\n resolve(output);\r\n }\r\n } else {\r\n reject(\"Unable to load the animation\");\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", url);\r\n request.send();\r\n });\r\n }\r\n\r\n /**\r\n * Creates an animation or an array of animations from a snippet saved by the Inspector\r\n * @param snippetId defines the snippet to load\r\n * @returns a promise that will resolve to the new animation or a new array of animations\r\n */\r\n public static CreateFromSnippetAsync(snippetId: string): Promise> {\r\n return new Promise((resolve, reject) => {\r\n var request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n var snippet = JSON.parse(JSON.parse(request.responseText).jsonPayload);\r\n\r\n if (snippet.animations) {\r\n let serializationObject = JSON.parse(snippet.animations);\r\n let output = new Array();\r\n for (var serializedAnimation of serializationObject) {\r\n output.push(this.Parse(serializedAnimation));\r\n }\r\n\r\n resolve(output);\r\n } else {\r\n let serializationObject = JSON.parse(snippet.animation);\r\n let output = this.Parse(serializationObject);\r\n\r\n output.snippetId = snippetId;\r\n\r\n resolve(output);\r\n }\r\n } else {\r\n reject(\"Unable to load the snippet \" + snippetId);\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", this.SnippetUrl + \"/\" + snippetId.replace(/#/g, \"/\"));\r\n request.send();\r\n });\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.Animation\"] = Animation;\r\nNode._AnimationRangeFactory = (name: string, from: number, to: number) => new AnimationRange(name, from, to);","/**\r\n * Composed of a frame, and an action function\r\n */\r\nexport class AnimationEvent {\r\n /**\r\n * Specifies if the animation event is done\r\n */\r\n public isDone: boolean = false;\r\n\r\n /**\r\n * Initializes the animation event\r\n * @param frame The frame for which the event is triggered\r\n * @param action The event to perform when triggered\r\n * @param onlyOnce Specifies if the event should be triggered only once\r\n */\r\n constructor(\r\n /** The frame for which the event is triggered **/\r\n public frame: number,\r\n /** The event to perform when triggered **/\r\n public action: (currentFrame: number) => void,\r\n /** Specifies if the event should be triggered only once**/\r\n public onlyOnce?: boolean) {\r\n }\r\n\r\n /** @hidden */\r\n public _clone(): AnimationEvent {\r\n return new AnimationEvent(this.frame, this.action, this.onlyOnce);\r\n }\r\n}\r\n","import { Animatable } from \"./animatable\";\r\nimport { Animation } from \"./animation\";\r\nimport { IAnimationKey } from \"./animationKey\";\r\n\r\nimport { Scene, IDisposable } from \"../scene\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Nullable } from \"../types\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\n\r\nimport \"./animatable\";\r\n\r\n/**\r\n * This class defines the direct association between an animation and a target\r\n */\r\nexport class TargetedAnimation {\r\n /**\r\n * Animation to perform\r\n */\r\n public animation: Animation;\r\n /**\r\n * Target to animate\r\n */\r\n public target: any;\r\n\r\n /**\r\n * Returns the string \"TargetedAnimation\"\r\n * @returns \"TargetedAnimation\"\r\n */\r\n public getClassName(): string {\r\n return \"TargetedAnimation\";\r\n }\r\n\r\n /**\r\n * Serialize the object\r\n * @returns the JSON object representing the current entity\r\n */\r\n public serialize(): any {\r\n var serializationObject: any = {};\r\n serializationObject.animation = this.animation.serialize();\r\n serializationObject.targetId = this.target.id;\r\n\r\n return serializationObject;\r\n }\r\n}\r\n\r\n/**\r\n * Use this class to create coordinated animations on multiple targets\r\n */\r\nexport class AnimationGroup implements IDisposable {\r\n private _scene: Scene;\r\n\r\n private _targetedAnimations = new Array();\r\n private _animatables = new Array();\r\n private _from = Number.MAX_VALUE;\r\n private _to = -Number.MAX_VALUE;\r\n private _isStarted: boolean;\r\n private _isPaused: boolean;\r\n private _speedRatio = 1;\r\n private _loopAnimation = false;\r\n private _isAdditive = false;\r\n\r\n /**\r\n * Gets or sets the unique id of the node\r\n */\r\n public uniqueId: number;\r\n\r\n /**\r\n * This observable will notify when one animation have ended\r\n */\r\n public onAnimationEndObservable = new Observable();\r\n\r\n /**\r\n * Observer raised when one animation loops\r\n */\r\n public onAnimationLoopObservable = new Observable();\r\n\r\n /**\r\n * Observer raised when all animations have looped\r\n */\r\n public onAnimationGroupLoopObservable = new Observable();\r\n\r\n /**\r\n * This observable will notify when all animations have ended.\r\n */\r\n public onAnimationGroupEndObservable = new Observable();\r\n\r\n /**\r\n * This observable will notify when all animations have paused.\r\n */\r\n public onAnimationGroupPauseObservable = new Observable();\r\n\r\n /**\r\n * This observable will notify when all animations are playing.\r\n */\r\n public onAnimationGroupPlayObservable = new Observable();\r\n\r\n /**\r\n * Gets the first frame\r\n */\r\n public get from(): number {\r\n return this._from;\r\n }\r\n\r\n /**\r\n * Gets the last frame\r\n */\r\n public get to(): number {\r\n return this._to;\r\n }\r\n\r\n /**\r\n * Define if the animations are started\r\n */\r\n public get isStarted(): boolean {\r\n return this._isStarted;\r\n }\r\n\r\n /**\r\n * Gets a value indicating that the current group is playing\r\n */\r\n public get isPlaying(): boolean {\r\n return this._isStarted && !this._isPaused;\r\n }\r\n\r\n /**\r\n * Gets or sets the speed ratio to use for all animations\r\n */\r\n public get speedRatio(): number {\r\n return this._speedRatio;\r\n }\r\n\r\n /**\r\n * Gets or sets the speed ratio to use for all animations\r\n */\r\n public set speedRatio(value: number) {\r\n if (this._speedRatio === value) {\r\n return;\r\n }\r\n\r\n this._speedRatio = value;\r\n\r\n for (var index = 0; index < this._animatables.length; index++) {\r\n let animatable = this._animatables[index];\r\n animatable.speedRatio = this._speedRatio;\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets if all animations should loop or not\r\n */\r\n public get loopAnimation(): boolean {\r\n return this._loopAnimation;\r\n }\r\n\r\n public set loopAnimation(value: boolean) {\r\n if (this._loopAnimation === value) {\r\n return;\r\n }\r\n\r\n this._loopAnimation = value;\r\n\r\n for (var index = 0; index < this._animatables.length; index++) {\r\n let animatable = this._animatables[index];\r\n animatable.loopAnimation = this._loopAnimation;\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets if all animations should be evaluated additively\r\n */\r\n public get isAdditive(): boolean {\r\n return this._isAdditive;\r\n }\r\n\r\n public set isAdditive(value: boolean) {\r\n if (this._isAdditive === value) {\r\n return;\r\n }\r\n\r\n this._isAdditive = value;\r\n\r\n for (var index = 0; index < this._animatables.length; index++) {\r\n let animatable = this._animatables[index];\r\n animatable.isAdditive = this._isAdditive;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the targeted animations for this animation group\r\n */\r\n public get targetedAnimations(): Array {\r\n return this._targetedAnimations;\r\n }\r\n\r\n /**\r\n * returning the list of animatables controlled by this animation group.\r\n */\r\n public get animatables(): Array {\r\n return this._animatables;\r\n }\r\n\r\n /**\r\n * Gets the list of target animations\r\n */\r\n public get children() {\r\n return this._targetedAnimations;\r\n }\r\n\r\n /**\r\n * Instantiates a new Animation Group.\r\n * This helps managing several animations at once.\r\n * @see http://doc.babylonjs.com/how_to/group\r\n * @param name Defines the name of the group\r\n * @param scene Defines the scene the group belongs to\r\n */\r\n public constructor(\r\n /** The name of the animation group */\r\n public name: string,\r\n scene: Nullable = null) {\r\n this._scene = scene || EngineStore.LastCreatedScene!;\r\n this.uniqueId = this._scene.getUniqueId();\r\n\r\n this._scene.addAnimationGroup(this);\r\n }\r\n\r\n /**\r\n * Add an animation (with its target) in the group\r\n * @param animation defines the animation we want to add\r\n * @param target defines the target of the animation\r\n * @returns the TargetedAnimation object\r\n */\r\n public addTargetedAnimation(animation: Animation, target: any): TargetedAnimation {\r\n let targetedAnimation = new TargetedAnimation();\r\n targetedAnimation.animation = animation;\r\n targetedAnimation.target = target;\r\n\r\n let keys = animation.getKeys();\r\n if (this._from > keys[0].frame) {\r\n this._from = keys[0].frame;\r\n }\r\n\r\n if (this._to < keys[keys.length - 1].frame) {\r\n this._to = keys[keys.length - 1].frame;\r\n }\r\n\r\n this._targetedAnimations.push(targetedAnimation);\r\n\r\n return targetedAnimation;\r\n }\r\n\r\n /**\r\n * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame\r\n * It can add constant keys at begin or end\r\n * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)\r\n * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)\r\n * @returns the animation group\r\n */\r\n public normalize(beginFrame: Nullable = null, endFrame: Nullable = null): AnimationGroup {\r\n if (beginFrame == null) { beginFrame = this._from; }\r\n if (endFrame == null) { endFrame = this._to; }\r\n\r\n for (var index = 0; index < this._targetedAnimations.length; index++) {\r\n let targetedAnimation = this._targetedAnimations[index];\r\n let keys = targetedAnimation.animation.getKeys();\r\n let startKey = keys[0];\r\n let endKey = keys[keys.length - 1];\r\n\r\n if (startKey.frame > beginFrame) {\r\n let newKey: IAnimationKey = {\r\n frame: beginFrame,\r\n value: startKey.value,\r\n inTangent: startKey.inTangent,\r\n outTangent: startKey.outTangent,\r\n interpolation: startKey.interpolation\r\n };\r\n keys.splice(0, 0, newKey);\r\n }\r\n\r\n if (endKey.frame < endFrame) {\r\n let newKey: IAnimationKey = {\r\n frame: endFrame,\r\n value: endKey.value,\r\n inTangent: endKey.outTangent,\r\n outTangent: endKey.outTangent,\r\n interpolation: endKey.interpolation\r\n };\r\n keys.push(newKey);\r\n }\r\n }\r\n\r\n this._from = beginFrame;\r\n this._to = endFrame;\r\n\r\n return this;\r\n }\r\n\r\n private _animationLoopCount: number;\r\n private _animationLoopFlags: boolean[];\r\n\r\n private _processLoop(animatable: Animatable, targetedAnimation: TargetedAnimation, index: number) {\r\n animatable.onAnimationLoop = () => {\r\n this.onAnimationLoopObservable.notifyObservers(targetedAnimation);\r\n\r\n if (this._animationLoopFlags[index]) {\r\n return;\r\n }\r\n\r\n this._animationLoopFlags[index] = true;\r\n\r\n this._animationLoopCount++;\r\n if (this._animationLoopCount === this._targetedAnimations.length) {\r\n this.onAnimationGroupLoopObservable.notifyObservers(this);\r\n this._animationLoopCount = 0;\r\n this._animationLoopFlags = [];\r\n }\r\n };\r\n }\r\n\r\n /**\r\n * Start all animations on given targets\r\n * @param loop defines if animations must loop\r\n * @param speedRatio defines the ratio to apply to animation speed (1 by default)\r\n * @param from defines the from key (optional)\r\n * @param to defines the to key (optional)\r\n * @param isAdditive defines the additive state for the resulting animatables (optional)\r\n * @returns the current animation group\r\n */\r\n public start(loop = false, speedRatio = 1, from?: number, to?: number, isAdditive?: boolean): AnimationGroup {\r\n if (this._isStarted || this._targetedAnimations.length === 0) {\r\n return this;\r\n }\r\n\r\n this._loopAnimation = loop;\r\n\r\n this._animationLoopCount = 0;\r\n this._animationLoopFlags = [];\r\n\r\n for (var index = 0; index < this._targetedAnimations.length; index++) {\r\n const targetedAnimation = this._targetedAnimations[index];\r\n let animatable = this._scene.beginDirectAnimation(\r\n targetedAnimation.target,\r\n [targetedAnimation.animation],\r\n from !== undefined ? from : this._from,\r\n to !== undefined ? to : this._to,\r\n loop,\r\n speedRatio,\r\n undefined,\r\n undefined,\r\n isAdditive !== undefined ? isAdditive : this._isAdditive\r\n );\r\n animatable.onAnimationEnd = () => {\r\n this.onAnimationEndObservable.notifyObservers(targetedAnimation);\r\n this._checkAnimationGroupEnded(animatable);\r\n };\r\n\r\n this._processLoop(animatable, targetedAnimation, index);\r\n this._animatables.push(animatable);\r\n }\r\n\r\n this._speedRatio = speedRatio;\r\n\r\n if (from !== undefined && to !== undefined) {\r\n if (from < to && this._speedRatio < 0) {\r\n let temp = to;\r\n to = from;\r\n from = temp;\r\n } else if (from > to && this._speedRatio > 0) {\r\n this._speedRatio = -speedRatio;\r\n }\r\n }\r\n\r\n this._isStarted = true;\r\n this._isPaused = false;\r\n\r\n this.onAnimationGroupPlayObservable.notifyObservers(this);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Pause all animations\r\n * @returns the animation group\r\n */\r\n public pause(): AnimationGroup {\r\n if (!this._isStarted) {\r\n return this;\r\n }\r\n\r\n this._isPaused = true;\r\n\r\n for (var index = 0; index < this._animatables.length; index++) {\r\n let animatable = this._animatables[index];\r\n animatable.pause();\r\n }\r\n\r\n this.onAnimationGroupPauseObservable.notifyObservers(this);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Play all animations to initial state\r\n * This function will start() the animations if they were not started or will restart() them if they were paused\r\n * @param loop defines if animations must loop\r\n * @returns the animation group\r\n */\r\n public play(loop?: boolean): AnimationGroup {\r\n // only if all animatables are ready and exist\r\n if (this.isStarted && this._animatables.length === this._targetedAnimations.length) {\r\n if (loop !== undefined) {\r\n this.loopAnimation = loop;\r\n }\r\n this.restart();\r\n } else {\r\n this.stop();\r\n this.start(loop, this._speedRatio);\r\n }\r\n\r\n this._isPaused = false;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Reset all animations to initial state\r\n * @returns the animation group\r\n */\r\n public reset(): AnimationGroup {\r\n if (!this._isStarted) {\r\n return this;\r\n }\r\n\r\n for (var index = 0; index < this._animatables.length; index++) {\r\n let animatable = this._animatables[index];\r\n animatable.reset();\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Restart animations from key 0\r\n * @returns the animation group\r\n */\r\n public restart(): AnimationGroup {\r\n if (!this._isStarted) {\r\n return this;\r\n }\r\n\r\n for (var index = 0; index < this._animatables.length; index++) {\r\n let animatable = this._animatables[index];\r\n animatable.restart();\r\n }\r\n\r\n this.onAnimationGroupPlayObservable.notifyObservers(this);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Stop all animations\r\n * @returns the animation group\r\n */\r\n public stop(): AnimationGroup {\r\n if (!this._isStarted) {\r\n return this;\r\n }\r\n\r\n var list = this._animatables.slice();\r\n for (var index = 0; index < list.length; index++) {\r\n list[index].stop();\r\n }\r\n\r\n this._isStarted = false;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set animation weight for all animatables\r\n * @param weight defines the weight to use\r\n * @return the animationGroup\r\n * @see http://doc.babylonjs.com/babylon101/animations#animation-weights\r\n */\r\n public setWeightForAllAnimatables(weight: number): AnimationGroup {\r\n for (var index = 0; index < this._animatables.length; index++) {\r\n let animatable = this._animatables[index];\r\n animatable.weight = weight;\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Synchronize and normalize all animatables with a source animatable\r\n * @param root defines the root animatable to synchronize with\r\n * @return the animationGroup\r\n * @see http://doc.babylonjs.com/babylon101/animations#animation-weights\r\n */\r\n public syncAllAnimationsWith(root: Animatable): AnimationGroup {\r\n for (var index = 0; index < this._animatables.length; index++) {\r\n let animatable = this._animatables[index];\r\n animatable.syncWith(root);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Goes to a specific frame in this animation group\r\n * @param frame the frame number to go to\r\n * @return the animationGroup\r\n */\r\n public goToFrame(frame: number): AnimationGroup {\r\n if (!this._isStarted) {\r\n return this;\r\n }\r\n\r\n for (var index = 0; index < this._animatables.length; index++) {\r\n let animatable = this._animatables[index];\r\n animatable.goToFrame(frame);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Dispose all associated resources\r\n */\r\n public dispose(): void {\r\n this._targetedAnimations = [];\r\n this._animatables = [];\r\n\r\n var index = this._scene.animationGroups.indexOf(this);\r\n\r\n if (index > -1) {\r\n this._scene.animationGroups.splice(index, 1);\r\n }\r\n\r\n this.onAnimationEndObservable.clear();\r\n this.onAnimationGroupEndObservable.clear();\r\n this.onAnimationGroupPauseObservable.clear();\r\n this.onAnimationGroupPlayObservable.clear();\r\n this.onAnimationLoopObservable.clear();\r\n this.onAnimationGroupLoopObservable.clear();\r\n }\r\n\r\n private _checkAnimationGroupEnded(animatable: Animatable) {\r\n // animatable should be taken out of the array\r\n let idx = this._animatables.indexOf(animatable);\r\n if (idx > -1) {\r\n this._animatables.splice(idx, 1);\r\n }\r\n\r\n // all animatables were removed? animation group ended!\r\n if (this._animatables.length === 0) {\r\n this._isStarted = false;\r\n this.onAnimationGroupEndObservable.notifyObservers(this);\r\n }\r\n }\r\n\r\n /**\r\n * Clone the current animation group and returns a copy\r\n * @param newName defines the name of the new group\r\n * @param targetConverter defines an optional function used to convert current animation targets to new ones\r\n * @returns the new aniamtion group\r\n */\r\n public clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup {\r\n let newGroup = new AnimationGroup(newName || this.name, this._scene);\r\n\r\n for (var targetAnimation of this._targetedAnimations) {\r\n newGroup.addTargetedAnimation(targetAnimation.animation.clone(), targetConverter ? targetConverter(targetAnimation.target) : targetAnimation.target);\r\n }\r\n\r\n return newGroup;\r\n }\r\n\r\n /**\r\n * Serializes the animationGroup to an object\r\n * @returns Serialized object\r\n */\r\n public serialize(): any {\r\n var serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.from = this.from;\r\n serializationObject.to = this.to;\r\n serializationObject.targetedAnimations = [];\r\n for (var targetedAnimationIndex = 0; targetedAnimationIndex < this.targetedAnimations.length; targetedAnimationIndex++) {\r\n var targetedAnimation = this.targetedAnimations[targetedAnimationIndex];\r\n serializationObject.targetedAnimations[targetedAnimationIndex] = targetedAnimation.serialize();\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n // Statics\r\n /**\r\n * Returns a new AnimationGroup object parsed from the source provided.\r\n * @param parsedAnimationGroup defines the source\r\n * @param scene defines the scene that will receive the animationGroup\r\n * @returns a new AnimationGroup\r\n */\r\n public static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup {\r\n var animationGroup = new AnimationGroup(parsedAnimationGroup.name, scene);\r\n for (var i = 0; i < parsedAnimationGroup.targetedAnimations.length; i++) {\r\n var targetedAnimation = parsedAnimationGroup.targetedAnimations[i];\r\n var animation = Animation.Parse(targetedAnimation.animation);\r\n var id = targetedAnimation.targetId;\r\n if (targetedAnimation.animation.property === \"influence\") { // morph target animation\r\n let morphTarget = scene.getMorphTargetById(id);\r\n if (morphTarget) {\r\n animationGroup.addTargetedAnimation(animation, morphTarget);\r\n }\r\n }\r\n else {\r\n var targetNode = scene.getNodeByID(id);\r\n\r\n if (targetNode != null) {\r\n animationGroup.addTargetedAnimation(animation, targetNode);\r\n }\r\n }\r\n }\r\n\r\n if (parsedAnimationGroup.from !== null && parsedAnimationGroup.to !== null) {\r\n animationGroup.normalize(parsedAnimationGroup.from, parsedAnimationGroup.to);\r\n }\r\n\r\n return animationGroup;\r\n }\r\n\r\n /**\r\n * Convert the keyframes for all animations belonging to the group to be relative to a given reference frame.\r\n * @param sourceAnimationGroup defines the AnimationGroup containing animations to convert\r\n * @param referenceFrame defines the frame that keyframes in the range will be relative to\r\n * @param range defines the name of the AnimationRange belonging to the animations in the group to convert\r\n * @param cloneOriginal defines whether or not to clone the group and convert the clone or convert the original group (default is false)\r\n * @param clonedName defines the name of the resulting cloned AnimationGroup if cloneOriginal is true\r\n * @returns a new AnimationGroup if cloneOriginal is true or the original AnimationGroup if cloneOriginal is false\r\n */\r\n public static MakeAnimationAdditive(sourceAnimationGroup: AnimationGroup, referenceFrame = 0, range?: string, cloneOriginal = false, clonedName?: string): AnimationGroup {\r\n let animationGroup = sourceAnimationGroup;\r\n if (cloneOriginal) {\r\n animationGroup = sourceAnimationGroup.clone(clonedName || animationGroup.name);\r\n }\r\n\r\n let targetedAnimations = animationGroup.targetedAnimations;\r\n for (var index = 0; index < targetedAnimations.length; index++) {\r\n let targetedAnimation = targetedAnimations[index];\r\n Animation.MakeAnimationAdditive(targetedAnimation.animation, referenceFrame, range);\r\n }\r\n\r\n animationGroup.isAdditive = true;\r\n\r\n return animationGroup;\r\n }\r\n\r\n /**\r\n * Returns the string \"AnimationGroup\"\r\n * @returns \"AnimationGroup\"\r\n */\r\n public getClassName(): string {\r\n return \"AnimationGroup\";\r\n }\r\n\r\n /**\r\n * Creates a detailled string about the object\r\n * @param fullDetails defines if the output string will support multiple levels of logging within scene loading\r\n * @returns a string representing the object\r\n */\r\n public toString(fullDetails?: boolean): string {\r\n var ret = \"Name: \" + this.name;\r\n ret += \", type: \" + this.getClassName();\r\n if (fullDetails) {\r\n ret += \", from: \" + this._from;\r\n ret += \", to: \" + this._to;\r\n ret += \", isStarted: \" + this._isStarted;\r\n ret += \", speedRatio: \" + this._speedRatio;\r\n ret += \", targetedAnimations length: \" + this._targetedAnimations.length;\r\n ret += \", animatables length: \" + this._animatables;\r\n }\r\n return ret;\r\n }\r\n\r\n}\r\n","/**\r\n * Defines an interface which represents an animation key frame\r\n */\r\nexport interface IAnimationKey {\r\n /**\r\n * Frame of the key frame\r\n */\r\n frame: number;\r\n /**\r\n * Value at the specifies key frame\r\n */\r\n value: any;\r\n /**\r\n * The input tangent for the cubic hermite spline\r\n */\r\n inTangent?: any;\r\n /**\r\n * The output tangent for the cubic hermite spline\r\n */\r\n outTangent?: any;\r\n /**\r\n * The animation interpolation type\r\n */\r\n interpolation?: AnimationKeyInterpolation;\r\n}\r\n\r\n/**\r\n * Enum for the animation key frame interpolation type\r\n */\r\nexport enum AnimationKeyInterpolation {\r\n /**\r\n * Do not interpolate between keys and use the start key value only. Tangents are ignored\r\n */\r\n STEP = 1\r\n}","import { Animation } from \"../Animations/animation\";\r\n\r\n/**\r\n * Class used to override all child animations of a given target\r\n */\r\nexport class AnimationPropertiesOverride {\r\n /**\r\n * Gets or sets a value indicating if animation blending must be used\r\n */\r\n public enableBlending = false;\r\n\r\n /**\r\n * Gets or sets the blending speed to use when enableBlending is true\r\n */\r\n public blendingSpeed = 0.01;\r\n\r\n /**\r\n * Gets or sets the default loop mode to use\r\n */\r\n public loopMode = Animation.ANIMATIONLOOPMODE_CYCLE;\r\n}\r\n","/**\r\n * Represents the range of an animation\r\n */\r\nexport class AnimationRange {\r\n /**\r\n * Initializes the range of an animation\r\n * @param name The name of the animation range\r\n * @param from The starting frame of the animation\r\n * @param to The ending frame of the animation\r\n */\r\n constructor(\r\n /**The name of the animation range**/\r\n public name: string,\r\n /**The starting frame of the animation */\r\n public from: number,\r\n /**The ending frame of the animation*/\r\n public to: number) {\r\n }\r\n\r\n /**\r\n * Makes a copy of the animation range\r\n * @returns A copy of the animation range\r\n */\r\n public clone(): AnimationRange {\r\n return new AnimationRange(this.name, this.from, this.to);\r\n }\r\n}","import { BezierCurve } from \"../Maths/math.path\";\r\n\r\n/**\r\n * This represents the main contract an easing function should follow.\r\n * Easing functions are used throughout the animation system.\r\n * @see http://doc.babylonjs.com/babylon101/animations#easing-functions\r\n */\r\nexport interface IEasingFunction {\r\n /**\r\n * Given an input gradient between 0 and 1, this returns the corrseponding value\r\n * of the easing function.\r\n * The link below provides some of the most common examples of easing functions.\r\n * @see https://easings.net/\r\n * @param gradient Defines the value between 0 and 1 we want the easing value for\r\n * @returns the corresponding value on the curve defined by the easing function\r\n */\r\n ease(gradient: number): number;\r\n}\r\n\r\n/**\r\n * Base class used for every default easing function.\r\n * @see http://doc.babylonjs.com/babylon101/animations#easing-functions\r\n */\r\nexport class EasingFunction implements IEasingFunction {\r\n /**\r\n * Interpolation follows the mathematical formula associated with the easing function.\r\n */\r\n public static readonly EASINGMODE_EASEIN = 0;\r\n\r\n /**\r\n * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.\r\n */\r\n public static readonly EASINGMODE_EASEOUT = 1;\r\n\r\n /**\r\n * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.\r\n */\r\n public static readonly EASINGMODE_EASEINOUT = 2;\r\n\r\n private _easingMode = EasingFunction.EASINGMODE_EASEIN;\r\n\r\n /**\r\n * Sets the easing mode of the current function.\r\n * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)\r\n */\r\n public setEasingMode(easingMode: number) {\r\n var n = Math.min(Math.max(easingMode, 0), 2);\r\n this._easingMode = n;\r\n }\r\n /**\r\n * Gets the current easing mode.\r\n * @returns the easing mode\r\n */\r\n public getEasingMode(): number {\r\n return this._easingMode;\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public easeInCore(gradient: number): number {\r\n throw new Error('You must implement this method');\r\n }\r\n\r\n /**\r\n * Given an input gradient between 0 and 1, this returns the corresponding value\r\n * of the easing function.\r\n * @param gradient Defines the value between 0 and 1 we want the easing value for\r\n * @returns the corresponding value on the curve defined by the easing function\r\n */\r\n public ease(gradient: number): number {\r\n switch (this._easingMode) {\r\n case EasingFunction.EASINGMODE_EASEIN:\r\n return this.easeInCore(gradient);\r\n case EasingFunction.EASINGMODE_EASEOUT:\r\n return (1 - this.easeInCore(1 - gradient));\r\n }\r\n\r\n if (gradient >= 0.5) {\r\n return (((1 - this.easeInCore((1 - gradient) * 2)) * 0.5) + 0.5);\r\n }\r\n\r\n return (this.easeInCore(gradient * 2) * 0.5);\r\n }\r\n}\r\n\r\n/**\r\n * Easing function with a circle shape (see link below).\r\n * @see https://easings.net/#easeInCirc\r\n * @see http://doc.babylonjs.com/babylon101/animations#easing-functions\r\n */\r\nexport class CircleEase extends EasingFunction implements IEasingFunction {\r\n /** @hidden */\r\n public easeInCore(gradient: number): number {\r\n gradient = Math.max(0, Math.min(1, gradient));\r\n return (1.0 - Math.sqrt(1.0 - (gradient * gradient)));\r\n }\r\n}\r\n\r\n/**\r\n * Easing function with a ease back shape (see link below).\r\n * @see https://easings.net/#easeInBack\r\n * @see http://doc.babylonjs.com/babylon101/animations#easing-functions\r\n */\r\nexport class BackEase extends EasingFunction implements IEasingFunction {\r\n /**\r\n * Instantiates a back ease easing\r\n * @see https://easings.net/#easeInBack\r\n * @param amplitude Defines the amplitude of the function\r\n */\r\n constructor(\r\n /** Defines the amplitude of the function */\r\n public amplitude: number = 1) {\r\n super();\r\n }\r\n\r\n /** @hidden */\r\n public easeInCore(gradient: number): number {\r\n var num = Math.max(0, this.amplitude);\r\n return (Math.pow(gradient, 3.0) - ((gradient * num) * Math.sin(3.1415926535897931 * gradient)));\r\n }\r\n}\r\n\r\n/**\r\n * Easing function with a bouncing shape (see link below).\r\n * @see https://easings.net/#easeInBounce\r\n * @see http://doc.babylonjs.com/babylon101/animations#easing-functions\r\n */\r\nexport class BounceEase extends EasingFunction implements IEasingFunction {\r\n /**\r\n * Instantiates a bounce easing\r\n * @see https://easings.net/#easeInBounce\r\n * @param bounces Defines the number of bounces\r\n * @param bounciness Defines the amplitude of the bounce\r\n */\r\n constructor(\r\n /** Defines the number of bounces */\r\n public bounces: number = 3,\r\n /** Defines the amplitude of the bounce */\r\n public bounciness: number = 2) {\r\n super();\r\n }\r\n\r\n /** @hidden */\r\n public easeInCore(gradient: number): number {\r\n var y = Math.max(0.0, this.bounces);\r\n var bounciness = this.bounciness;\r\n if (bounciness <= 1.0) {\r\n bounciness = 1.001;\r\n }\r\n var num9 = Math.pow(bounciness, y);\r\n var num5 = 1.0 - bounciness;\r\n var num4 = ((1.0 - num9) / num5) + (num9 * 0.5);\r\n var num15 = gradient * num4;\r\n var num65 = Math.log((-num15 * (1.0 - bounciness)) + 1.0) / Math.log(bounciness);\r\n var num3 = Math.floor(num65);\r\n var num13 = num3 + 1.0;\r\n var num8 = (1.0 - Math.pow(bounciness, num3)) / (num5 * num4);\r\n var num12 = (1.0 - Math.pow(bounciness, num13)) / (num5 * num4);\r\n var num7 = (num8 + num12) * 0.5;\r\n var num6 = gradient - num7;\r\n var num2 = num7 - num8;\r\n return (((-Math.pow(1.0 / bounciness, y - num3) / (num2 * num2)) * (num6 - num2)) * (num6 + num2));\r\n }\r\n}\r\n\r\n/**\r\n * Easing function with a power of 3 shape (see link below).\r\n * @see https://easings.net/#easeInCubic\r\n * @see http://doc.babylonjs.com/babylon101/animations#easing-functions\r\n */\r\nexport class CubicEase extends EasingFunction implements IEasingFunction {\r\n /** @hidden */\r\n public easeInCore(gradient: number): number {\r\n return (gradient * gradient * gradient);\r\n }\r\n}\r\n\r\n/**\r\n * Easing function with an elastic shape (see link below).\r\n * @see https://easings.net/#easeInElastic\r\n * @see http://doc.babylonjs.com/babylon101/animations#easing-functions\r\n */\r\nexport class ElasticEase extends EasingFunction implements IEasingFunction {\r\n /**\r\n * Instantiates an elastic easing function\r\n * @see https://easings.net/#easeInElastic\r\n * @param oscillations Defines the number of oscillations\r\n * @param springiness Defines the amplitude of the oscillations\r\n */\r\n constructor(\r\n /** Defines the number of oscillations*/\r\n public oscillations: number = 3,\r\n /** Defines the amplitude of the oscillations*/\r\n public springiness: number = 3) {\r\n super();\r\n }\r\n\r\n /** @hidden */\r\n public easeInCore(gradient: number): number {\r\n var num2;\r\n var num3 = Math.max(0.0, this.oscillations);\r\n var num = Math.max(0.0, this.springiness);\r\n\r\n if (num == 0) {\r\n num2 = gradient;\r\n } else {\r\n num2 = (Math.exp(num * gradient) - 1.0) / (Math.exp(num) - 1.0);\r\n }\r\n return (num2 * Math.sin(((6.2831853071795862 * num3) + 1.5707963267948966) * gradient));\r\n }\r\n}\r\n\r\n/**\r\n * Easing function with an exponential shape (see link below).\r\n * @see https://easings.net/#easeInExpo\r\n * @see http://doc.babylonjs.com/babylon101/animations#easing-functions\r\n */\r\nexport class ExponentialEase extends EasingFunction implements IEasingFunction {\r\n /**\r\n * Instantiates an exponential easing function\r\n * @see https://easings.net/#easeInExpo\r\n * @param exponent Defines the exponent of the function\r\n */\r\n constructor(\r\n /** Defines the exponent of the function */\r\n public exponent: number = 2) {\r\n super();\r\n }\r\n\r\n /** @hidden */\r\n public easeInCore(gradient: number): number {\r\n if (this.exponent <= 0) {\r\n return gradient;\r\n }\r\n\r\n return ((Math.exp(this.exponent * gradient) - 1.0) / (Math.exp(this.exponent) - 1.0));\r\n }\r\n}\r\n\r\n/**\r\n * Easing function with a power shape (see link below).\r\n * @see https://easings.net/#easeInQuad\r\n * @see http://doc.babylonjs.com/babylon101/animations#easing-functions\r\n */\r\nexport class PowerEase extends EasingFunction implements IEasingFunction {\r\n /**\r\n * Instantiates an power base easing function\r\n * @see https://easings.net/#easeInQuad\r\n * @param power Defines the power of the function\r\n */\r\n constructor(\r\n /** Defines the power of the function */\r\n public power: number = 2) {\r\n super();\r\n }\r\n\r\n /** @hidden */\r\n public easeInCore(gradient: number): number {\r\n var y = Math.max(0.0, this.power);\r\n return Math.pow(gradient, y);\r\n }\r\n}\r\n\r\n/**\r\n * Easing function with a power of 2 shape (see link below).\r\n * @see https://easings.net/#easeInQuad\r\n * @see http://doc.babylonjs.com/babylon101/animations#easing-functions\r\n */\r\nexport class QuadraticEase extends EasingFunction implements IEasingFunction {\r\n /** @hidden */\r\n public easeInCore(gradient: number): number {\r\n return (gradient * gradient);\r\n }\r\n}\r\n\r\n/**\r\n * Easing function with a power of 4 shape (see link below).\r\n * @see https://easings.net/#easeInQuart\r\n * @see http://doc.babylonjs.com/babylon101/animations#easing-functions\r\n */\r\nexport class QuarticEase extends EasingFunction implements IEasingFunction {\r\n /** @hidden */\r\n public easeInCore(gradient: number): number {\r\n return (gradient * gradient * gradient * gradient);\r\n }\r\n}\r\n\r\n/**\r\n * Easing function with a power of 5 shape (see link below).\r\n * @see https://easings.net/#easeInQuint\r\n * @see http://doc.babylonjs.com/babylon101/animations#easing-functions\r\n */\r\nexport class QuinticEase extends EasingFunction implements IEasingFunction {\r\n /** @hidden */\r\n public easeInCore(gradient: number): number {\r\n return (gradient * gradient * gradient * gradient * gradient);\r\n }\r\n}\r\n\r\n/**\r\n * Easing function with a sin shape (see link below).\r\n * @see https://easings.net/#easeInSine\r\n * @see http://doc.babylonjs.com/babylon101/animations#easing-functions\r\n */\r\nexport class SineEase extends EasingFunction implements IEasingFunction {\r\n /** @hidden */\r\n public easeInCore(gradient: number): number {\r\n return (1.0 - Math.sin(1.5707963267948966 * (1.0 - gradient)));\r\n }\r\n}\r\n\r\n/**\r\n * Easing function with a bezier shape (see link below).\r\n * @see http://cubic-bezier.com/#.17,.67,.83,.67\r\n * @see http://doc.babylonjs.com/babylon101/animations#easing-functions\r\n */\r\nexport class BezierCurveEase extends EasingFunction implements IEasingFunction {\r\n /**\r\n * Instantiates a bezier function\r\n * @see http://cubic-bezier.com/#.17,.67,.83,.67\r\n * @param x1 Defines the x component of the start tangent in the bezier curve\r\n * @param y1 Defines the y component of the start tangent in the bezier curve\r\n * @param x2 Defines the x component of the end tangent in the bezier curve\r\n * @param y2 Defines the y component of the end tangent in the bezier curve\r\n */\r\n constructor(\r\n /** Defines the x component of the start tangent in the bezier curve */\r\n public x1: number = 0,\r\n /** Defines the y component of the start tangent in the bezier curve */\r\n public y1: number = 0,\r\n /** Defines the x component of the end tangent in the bezier curve */\r\n public x2: number = 1,\r\n /** Defines the y component of the end tangent in the bezier curve */\r\n public y2: number = 1) {\r\n super();\r\n }\r\n\r\n /** @hidden */\r\n public easeInCore(gradient: number): number {\r\n return BezierCurve.Interpolate(gradient, this.x1, this.y1, this.x2, this.y2);\r\n }\r\n}\r\n","export * from \"./animatable\";\r\nexport * from \"./animation\";\r\nexport * from \"./animationGroup\";\r\nexport * from \"./animationPropertiesOverride\";\r\nexport * from \"./easing\";\r\nexport * from \"./runtimeAnimation\";\r\nexport * from \"./animationEvent\";\r\nexport * from \"./animationGroup\";\r\nexport * from \"./animationKey\";\r\nexport * from \"./animationRange\";\r\nexport * from \"./animatable.interface\";","import { DeepImmutable, Nullable } from \"../types\";\r\nimport { Quaternion, Vector3, Vector2, Matrix } from \"../Maths/math.vector\";\r\nimport { Color3 } from '../Maths/math.color';\r\nimport { Animation, _IAnimationState } from \"./animation\";\r\nimport { AnimationEvent } from \"./animationEvent\";\r\n\r\ndeclare type Animatable = import(\"./animatable\").Animatable;\r\n\r\nimport { Scene } from \"../scene\";\r\nimport { IAnimationKey } from './animationKey';\r\nimport { Size } from '../Maths/math.size';\r\n\r\n// Static values to help the garbage collector\r\n\r\n// Quaternion\r\nconst _staticOffsetValueQuaternion: DeepImmutable = Object.freeze(new Quaternion(0, 0, 0, 0));\r\n\r\n// Vector3\r\nconst _staticOffsetValueVector3: DeepImmutable = Object.freeze(Vector3.Zero());\r\n\r\n// Vector2\r\nconst _staticOffsetValueVector2: DeepImmutable = Object.freeze(Vector2.Zero());\r\n\r\n// Size\r\nconst _staticOffsetValueSize: DeepImmutable = Object.freeze(Size.Zero());\r\n\r\n// Color3\r\nconst _staticOffsetValueColor3: DeepImmutable = Object.freeze(Color3.Black());\r\n\r\n/**\r\n * Defines a runtime animation\r\n */\r\nexport class RuntimeAnimation {\r\n private _events = new Array();\r\n\r\n /**\r\n * The current frame of the runtime animation\r\n */\r\n private _currentFrame: number = 0;\r\n\r\n /**\r\n * The animation used by the runtime animation\r\n */\r\n private _animation: Animation;\r\n\r\n /**\r\n * The target of the runtime animation\r\n */\r\n private _target: any;\r\n\r\n /**\r\n * The initiating animatable\r\n */\r\n private _host: Animatable;\r\n\r\n /**\r\n * The original value of the runtime animation\r\n */\r\n private _originalValue = new Array();\r\n\r\n /**\r\n * The original blend value of the runtime animation\r\n */\r\n private _originalBlendValue: Nullable = null;\r\n\r\n /**\r\n * The offsets cache of the runtime animation\r\n */\r\n private _offsetsCache: { [key: string]: any } = {};\r\n\r\n /**\r\n * The high limits cache of the runtime animation\r\n */\r\n private _highLimitsCache: { [key: string]: any } = {};\r\n\r\n /**\r\n * Specifies if the runtime animation has been stopped\r\n */\r\n private _stopped = false;\r\n\r\n /**\r\n * The blending factor of the runtime animation\r\n */\r\n private _blendingFactor = 0;\r\n\r\n /**\r\n * The BabylonJS scene\r\n */\r\n private _scene: Scene;\r\n\r\n /**\r\n * The current value of the runtime animation\r\n */\r\n private _currentValue: Nullable = null;\r\n\r\n /** @hidden */\r\n public _animationState: _IAnimationState;\r\n\r\n /**\r\n * The active target of the runtime animation\r\n */\r\n private _activeTargets: any[];\r\n private _currentActiveTarget: Nullable = null;\r\n private _directTarget: Nullable = null;\r\n\r\n /**\r\n * The target path of the runtime animation\r\n */\r\n private _targetPath: string = \"\";\r\n\r\n /**\r\n * The weight of the runtime animation\r\n */\r\n private _weight = 1.0;\r\n\r\n /**\r\n * The ratio offset of the runtime animation\r\n */\r\n private _ratioOffset = 0;\r\n\r\n /**\r\n * The previous delay of the runtime animation\r\n */\r\n private _previousDelay: number = 0;\r\n\r\n /**\r\n * The previous ratio of the runtime animation\r\n */\r\n private _previousRatio: number = 0;\r\n\r\n private _enableBlending: boolean;\r\n\r\n private _keys: IAnimationKey[];\r\n private _minFrame: number;\r\n private _maxFrame: number;\r\n private _minValue: any;\r\n private _maxValue: any;\r\n private _targetIsArray = false;\r\n\r\n /**\r\n * Gets the current frame of the runtime animation\r\n */\r\n public get currentFrame(): number {\r\n return this._currentFrame;\r\n }\r\n\r\n /**\r\n * Gets the weight of the runtime animation\r\n */\r\n public get weight(): number {\r\n return this._weight;\r\n }\r\n\r\n /**\r\n * Gets the current value of the runtime animation\r\n */\r\n public get currentValue(): any {\r\n return this._currentValue;\r\n }\r\n\r\n /**\r\n * Gets the target path of the runtime animation\r\n */\r\n public get targetPath(): string {\r\n return this._targetPath;\r\n }\r\n\r\n /**\r\n * Gets the actual target of the runtime animation\r\n */\r\n public get target(): any {\r\n return this._currentActiveTarget;\r\n }\r\n\r\n /**\r\n * Gets the additive state of the runtime animation\r\n */\r\n public get isAdditive(): boolean {\r\n return this._host && this._host.isAdditive;\r\n }\r\n\r\n /** @hidden */\r\n public _onLoop: () => void;\r\n\r\n /**\r\n * Create a new RuntimeAnimation object\r\n * @param target defines the target of the animation\r\n * @param animation defines the source animation object\r\n * @param scene defines the hosting scene\r\n * @param host defines the initiating Animatable\r\n */\r\n public constructor(target: any, animation: Animation, scene: Scene, host: Animatable) {\r\n this._animation = animation;\r\n this._target = target;\r\n this._scene = scene;\r\n this._host = host;\r\n this._activeTargets = [];\r\n\r\n animation._runtimeAnimations.push(this);\r\n\r\n // State\r\n this._animationState = {\r\n key: 0,\r\n repeatCount: 0,\r\n loopMode: this._getCorrectLoopMode()\r\n };\r\n\r\n if (this._animation.dataType === Animation.ANIMATIONTYPE_MATRIX) {\r\n this._animationState.workValue = Matrix.Zero();\r\n }\r\n\r\n // Limits\r\n this._keys = this._animation.getKeys();\r\n this._minFrame = this._keys[0].frame;\r\n this._maxFrame = this._keys[this._keys.length - 1].frame;\r\n this._minValue = this._keys[0].value;\r\n this._maxValue = this._keys[this._keys.length - 1].value;\r\n\r\n // Add a start key at frame 0 if missing\r\n if (this._minFrame !== 0) {\r\n const newKey = { frame: 0, value: this._minValue };\r\n this._keys.splice(0, 0, newKey);\r\n }\r\n\r\n // Check data\r\n if (this._target instanceof Array) {\r\n var index = 0;\r\n for (const target of this._target) {\r\n this._preparePath(target, index);\r\n this._getOriginalValues(index);\r\n index++;\r\n }\r\n this._targetIsArray = true;\r\n }\r\n else {\r\n this._preparePath(this._target);\r\n this._getOriginalValues();\r\n this._targetIsArray = false;\r\n this._directTarget = this._activeTargets[0];\r\n }\r\n\r\n // Cloning events locally\r\n var events = animation.getEvents();\r\n if (events && events.length > 0) {\r\n events.forEach((e) => {\r\n this._events.push(e._clone());\r\n });\r\n }\r\n\r\n this._enableBlending = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.enableBlending : this._animation.enableBlending;\r\n }\r\n\r\n private _preparePath(target: any, targetIndex = 0) {\r\n let targetPropertyPath = this._animation.targetPropertyPath;\r\n\r\n if (targetPropertyPath.length > 1) {\r\n var property = target[targetPropertyPath[0]];\r\n\r\n for (var index = 1; index < targetPropertyPath.length - 1; index++) {\r\n property = property[targetPropertyPath[index]];\r\n }\r\n\r\n this._targetPath = targetPropertyPath[targetPropertyPath.length - 1];\r\n this._activeTargets[targetIndex] = property;\r\n } else {\r\n this._targetPath = targetPropertyPath[0];\r\n this._activeTargets[targetIndex] = target;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the animation from the runtime animation\r\n */\r\n public get animation(): Animation {\r\n return this._animation;\r\n }\r\n\r\n /**\r\n * Resets the runtime animation to the beginning\r\n * @param restoreOriginal defines whether to restore the target property to the original value\r\n */\r\n public reset(restoreOriginal = false): void {\r\n if (restoreOriginal) {\r\n if (this._target instanceof Array) {\r\n var index = 0;\r\n for (const target of this._target) {\r\n if (this._originalValue[index] !== undefined) {\r\n this._setValue(target, this._activeTargets[index], this._originalValue[index], -1, index);\r\n }\r\n index++;\r\n }\r\n }\r\n else {\r\n if (this._originalValue[0] !== undefined) {\r\n this._setValue(this._target, this._directTarget, this._originalValue[0], -1, 0);\r\n }\r\n }\r\n }\r\n\r\n this._offsetsCache = {};\r\n this._highLimitsCache = {};\r\n this._currentFrame = 0;\r\n this._blendingFactor = 0;\r\n\r\n // Events\r\n for (var index = 0; index < this._events.length; index++) {\r\n this._events[index].isDone = false;\r\n }\r\n }\r\n\r\n /**\r\n * Specifies if the runtime animation is stopped\r\n * @returns Boolean specifying if the runtime animation is stopped\r\n */\r\n public isStopped(): boolean {\r\n return this._stopped;\r\n }\r\n\r\n /**\r\n * Disposes of the runtime animation\r\n */\r\n public dispose(): void {\r\n let index = this._animation.runtimeAnimations.indexOf(this);\r\n\r\n if (index > -1) {\r\n this._animation.runtimeAnimations.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Apply the interpolated value to the target\r\n * @param currentValue defines the value computed by the animation\r\n * @param weight defines the weight to apply to this value (Defaults to 1.0)\r\n */\r\n public setValue(currentValue: any, weight: number) {\r\n if (this._targetIsArray) {\r\n for (var index = 0; index < this._target.length; index++) {\r\n const target = this._target[index];\r\n this._setValue(target, this._activeTargets[index], currentValue, weight, index);\r\n }\r\n return;\r\n }\r\n this._setValue(this._target, this._directTarget, currentValue, weight, 0);\r\n }\r\n\r\n private _getOriginalValues(targetIndex = 0) {\r\n let originalValue: any;\r\n let target = this._activeTargets[targetIndex];\r\n\r\n if (target.getRestPose && this._targetPath === \"_matrix\") { // For bones\r\n originalValue = target.getRestPose();\r\n } else {\r\n originalValue = target[this._targetPath];\r\n }\r\n\r\n if (originalValue && originalValue.clone) {\r\n this._originalValue[targetIndex] = originalValue.clone();\r\n } else {\r\n this._originalValue[targetIndex] = originalValue;\r\n }\r\n }\r\n\r\n private _setValue(target: any, destination: any, currentValue: any, weight: number, targetIndex: number): void {\r\n // Set value\r\n this._currentActiveTarget = destination;\r\n\r\n this._weight = weight;\r\n\r\n if (this._enableBlending && this._blendingFactor <= 1.0) {\r\n if (!this._originalBlendValue) {\r\n let originalValue = destination[this._targetPath];\r\n\r\n if (originalValue.clone) {\r\n this._originalBlendValue = originalValue.clone();\r\n } else {\r\n this._originalBlendValue = originalValue;\r\n }\r\n }\r\n\r\n if (this._originalBlendValue.m) { // Matrix\r\n if (Animation.AllowMatrixDecomposeForInterpolation) {\r\n if (this._currentValue) {\r\n Matrix.DecomposeLerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);\r\n } else {\r\n this._currentValue = Matrix.DecomposeLerp(this._originalBlendValue, currentValue, this._blendingFactor);\r\n }\r\n } else {\r\n if (this._currentValue) {\r\n Matrix.LerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);\r\n } else {\r\n this._currentValue = Matrix.Lerp(this._originalBlendValue, currentValue, this._blendingFactor);\r\n }\r\n }\r\n } else {\r\n this._currentValue = Animation._UniversalLerp(this._originalBlendValue, currentValue, this._blendingFactor);\r\n }\r\n\r\n const blendingSpeed = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.blendingSpeed : this._animation.blendingSpeed;\r\n this._blendingFactor += blendingSpeed;\r\n } else {\r\n this._currentValue = currentValue;\r\n }\r\n\r\n if (weight !== -1.0) {\r\n this._scene._registerTargetForLateAnimationBinding(this, this._originalValue[targetIndex]);\r\n } else {\r\n destination[this._targetPath] = this._currentValue;\r\n }\r\n\r\n if (target.markAsDirty) {\r\n target.markAsDirty(this._animation.targetProperty);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the loop pmode of the runtime animation\r\n * @returns Loop Mode\r\n */\r\n private _getCorrectLoopMode(): number | undefined {\r\n if (this._target && this._target.animationPropertiesOverride) {\r\n return this._target.animationPropertiesOverride.loopMode;\r\n }\r\n\r\n return this._animation.loopMode;\r\n }\r\n\r\n /**\r\n * Move the current animation to a given frame\r\n * @param frame defines the frame to move to\r\n */\r\n public goToFrame(frame: number): void {\r\n let keys = this._animation.getKeys();\r\n\r\n if (frame < keys[0].frame) {\r\n frame = keys[0].frame;\r\n } else if (frame > keys[keys.length - 1].frame) {\r\n frame = keys[keys.length - 1].frame;\r\n }\r\n\r\n // Need to reset animation events\r\n const events = this._events;\r\n if (events.length) {\r\n for (var index = 0; index < events.length; index++) {\r\n if (!events[index].onlyOnce) {\r\n // reset events in the future\r\n events[index].isDone = events[index].frame < frame;\r\n }\r\n }\r\n }\r\n\r\n this._currentFrame = frame;\r\n var currentValue = this._animation._interpolate(frame, this._animationState);\r\n\r\n this.setValue(currentValue, -1);\r\n }\r\n\r\n /**\r\n * @hidden Internal use only\r\n */\r\n public _prepareForSpeedRatioChange(newSpeedRatio: number): void {\r\n let newRatio = this._previousDelay * (this._animation.framePerSecond * newSpeedRatio) / 1000.0;\r\n\r\n this._ratioOffset = this._previousRatio - newRatio;\r\n }\r\n\r\n /**\r\n * Execute the current animation\r\n * @param delay defines the delay to add to the current frame\r\n * @param from defines the lower bound of the animation range\r\n * @param to defines the upper bound of the animation range\r\n * @param loop defines if the current animation must loop\r\n * @param speedRatio defines the current speed ratio\r\n * @param weight defines the weight of the animation (default is -1 so no weight)\r\n * @param onLoop optional callback called when animation loops\r\n * @returns a boolean indicating if the animation is running\r\n */\r\n public animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight = -1.0): boolean {\r\n let animation = this._animation;\r\n let targetPropertyPath = animation.targetPropertyPath;\r\n if (!targetPropertyPath || targetPropertyPath.length < 1) {\r\n this._stopped = true;\r\n return false;\r\n }\r\n\r\n let returnValue = true;\r\n\r\n // Check limits\r\n if (from < this._minFrame || from > this._maxFrame) {\r\n from = this._minFrame;\r\n }\r\n if (to < this._minFrame || to > this._maxFrame) {\r\n to = this._maxFrame;\r\n }\r\n\r\n const range = to - from;\r\n let offsetValue: any;\r\n\r\n // Compute ratio which represents the frame delta between from and to\r\n const ratio = (delay * (animation.framePerSecond * speedRatio) / 1000.0) + this._ratioOffset;\r\n let highLimitValue = 0;\r\n\r\n this._previousDelay = delay;\r\n this._previousRatio = ratio;\r\n\r\n if (!loop && (to >= from && ratio >= range)) { // If we are out of range and not looping get back to caller\r\n returnValue = false;\r\n highLimitValue = animation._getKeyValue(this._maxValue);\r\n } else if (!loop && (from >= to && ratio <= range)) {\r\n returnValue = false;\r\n highLimitValue = animation._getKeyValue(this._minValue);\r\n } else if (this._animationState.loopMode !== Animation.ANIMATIONLOOPMODE_CYCLE) {\r\n var keyOffset = to.toString() + from.toString();\r\n if (!this._offsetsCache[keyOffset]) {\r\n this._animationState.repeatCount = 0;\r\n this._animationState.loopMode = Animation.ANIMATIONLOOPMODE_CYCLE;\r\n var fromValue = animation._interpolate(from, this._animationState);\r\n var toValue = animation._interpolate(to, this._animationState);\r\n\r\n this._animationState.loopMode = this._getCorrectLoopMode();\r\n switch (animation.dataType) {\r\n // Float\r\n case Animation.ANIMATIONTYPE_FLOAT:\r\n this._offsetsCache[keyOffset] = toValue - fromValue;\r\n break;\r\n // Quaternion\r\n case Animation.ANIMATIONTYPE_QUATERNION:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n // Vector3\r\n case Animation.ANIMATIONTYPE_VECTOR3:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n // Vector2\r\n case Animation.ANIMATIONTYPE_VECTOR2:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n // Size\r\n case Animation.ANIMATIONTYPE_SIZE:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n // Color3\r\n case Animation.ANIMATIONTYPE_COLOR3:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n default:\r\n break;\r\n }\r\n\r\n this._highLimitsCache[keyOffset] = toValue;\r\n }\r\n\r\n highLimitValue = this._highLimitsCache[keyOffset];\r\n offsetValue = this._offsetsCache[keyOffset];\r\n }\r\n\r\n if (offsetValue === undefined) {\r\n switch (animation.dataType) {\r\n // Float\r\n case Animation.ANIMATIONTYPE_FLOAT:\r\n offsetValue = 0;\r\n break;\r\n // Quaternion\r\n case Animation.ANIMATIONTYPE_QUATERNION:\r\n offsetValue = _staticOffsetValueQuaternion;\r\n break;\r\n // Vector3\r\n case Animation.ANIMATIONTYPE_VECTOR3:\r\n offsetValue = _staticOffsetValueVector3;\r\n break;\r\n // Vector2\r\n case Animation.ANIMATIONTYPE_VECTOR2:\r\n offsetValue = _staticOffsetValueVector2;\r\n break;\r\n // Size\r\n case Animation.ANIMATIONTYPE_SIZE:\r\n offsetValue = _staticOffsetValueSize;\r\n break;\r\n // Color3\r\n case Animation.ANIMATIONTYPE_COLOR3:\r\n offsetValue = _staticOffsetValueColor3;\r\n }\r\n }\r\n\r\n // Compute value\r\n let currentFrame: number;\r\n\r\n if (this._host && this._host.syncRoot) {\r\n const syncRoot = this._host.syncRoot;\r\n const hostNormalizedFrame = (syncRoot.masterFrame - syncRoot.fromFrame) / (syncRoot.toFrame - syncRoot.fromFrame);\r\n currentFrame = from + (to - from) * hostNormalizedFrame;\r\n } else {\r\n currentFrame = (returnValue && range !== 0) ? from + ratio % range : to;\r\n }\r\n\r\n // Reset events if looping\r\n const events = this._events;\r\n if (range > 0 && this.currentFrame > currentFrame ||\r\n range < 0 && this.currentFrame < currentFrame) {\r\n this._onLoop();\r\n\r\n // Need to reset animation events\r\n if (events.length) {\r\n for (var index = 0; index < events.length; index++) {\r\n if (!events[index].onlyOnce) {\r\n // reset event, the animation is looping\r\n events[index].isDone = false;\r\n }\r\n }\r\n }\r\n }\r\n this._currentFrame = currentFrame;\r\n this._animationState.repeatCount = range === 0 ? 0 : (ratio / range) >> 0;\r\n this._animationState.highLimitValue = highLimitValue;\r\n this._animationState.offsetValue = offsetValue;\r\n\r\n const currentValue = animation._interpolate(currentFrame, this._animationState);\r\n\r\n // Set value\r\n this.setValue(currentValue, weight);\r\n\r\n // Check events\r\n if (events.length) {\r\n for (var index = 0; index < events.length; index++) {\r\n // Make sure current frame has passed event frame and that event frame is within the current range\r\n // Also, handle both forward and reverse animations\r\n if (\r\n (range > 0 && currentFrame >= events[index].frame && events[index].frame >= from) ||\r\n (range < 0 && currentFrame <= events[index].frame && events[index].frame <= from)\r\n ) {\r\n var event = events[index];\r\n if (!event.isDone) {\r\n // If event should be done only once, remove it.\r\n if (event.onlyOnce) {\r\n events.splice(index, 1);\r\n index--;\r\n }\r\n event.isDone = true;\r\n event.action(currentFrame);\r\n } // Don't do anything if the event has already be done.\r\n }\r\n }\r\n }\r\n\r\n if (!returnValue) {\r\n this._stopped = true;\r\n }\r\n\r\n return returnValue;\r\n }\r\n}\r\n","import { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { IAudioEngine } from \"../Audio/audioEngine\";\r\nimport { Engine } from \"../Engines/engine\";\r\n\r\n/**\r\n * Class used to work with sound analyzer using fast fourier transform (FFT)\r\n * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music\r\n */\r\nexport class Analyser {\r\n /**\r\n * Gets or sets the smoothing\r\n * @ignorenaming\r\n */\r\n public SMOOTHING = 0.75;\r\n /**\r\n * Gets or sets the FFT table size\r\n * @ignorenaming\r\n */\r\n public FFT_SIZE = 512;\r\n /**\r\n * Gets or sets the bar graph amplitude\r\n * @ignorenaming\r\n */\r\n public BARGRAPHAMPLITUDE = 256;\r\n /**\r\n * Gets or sets the position of the debug canvas\r\n * @ignorenaming\r\n */\r\n public DEBUGCANVASPOS = { x: 20, y: 20 };\r\n /**\r\n * Gets or sets the debug canvas size\r\n * @ignorenaming\r\n */\r\n public DEBUGCANVASSIZE = { width: 320, height: 200 };\r\n\r\n private _byteFreqs: Uint8Array;\r\n private _byteTime: Uint8Array;\r\n private _floatFreqs: Float32Array;\r\n private _webAudioAnalyser: AnalyserNode;\r\n private _debugCanvas: Nullable;\r\n private _debugCanvasContext: Nullable;\r\n private _scene: Scene;\r\n private _registerFunc: Nullable<() => void>;\r\n private _audioEngine: IAudioEngine;\r\n\r\n /**\r\n * Creates a new analyser\r\n * @param scene defines hosting scene\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n this._audioEngine = Engine.audioEngine;\r\n if (this._audioEngine.canUseWebAudio && this._audioEngine.audioContext) {\r\n this._webAudioAnalyser = this._audioEngine.audioContext.createAnalyser();\r\n this._webAudioAnalyser.minDecibels = -140;\r\n this._webAudioAnalyser.maxDecibels = 0;\r\n this._byteFreqs = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);\r\n this._byteTime = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);\r\n this._floatFreqs = new Float32Array(this._webAudioAnalyser.frequencyBinCount);\r\n }\r\n }\r\n\r\n /**\r\n * Get the number of data values you will have to play with for the visualization\r\n * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount\r\n * @returns a number\r\n */\r\n public getFrequencyBinCount(): number {\r\n if (this._audioEngine.canUseWebAudio) {\r\n return this._webAudioAnalyser.frequencyBinCount;\r\n }\r\n else {\r\n return 0;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the current frequency data as a byte array\r\n * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData\r\n * @returns a Uint8Array\r\n */\r\n public getByteFrequencyData(): Uint8Array {\r\n if (this._audioEngine.canUseWebAudio) {\r\n this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;\r\n this._webAudioAnalyser.fftSize = this.FFT_SIZE;\r\n this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs);\r\n }\r\n return this._byteFreqs;\r\n }\r\n\r\n /**\r\n * Gets the current waveform as a byte array\r\n * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData\r\n * @returns a Uint8Array\r\n */\r\n public getByteTimeDomainData(): Uint8Array {\r\n if (this._audioEngine.canUseWebAudio) {\r\n this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;\r\n this._webAudioAnalyser.fftSize = this.FFT_SIZE;\r\n this._webAudioAnalyser.getByteTimeDomainData(this._byteTime);\r\n }\r\n return this._byteTime;\r\n }\r\n\r\n /**\r\n * Gets the current frequency data as a float array\r\n * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData\r\n * @returns a Float32Array\r\n */\r\n public getFloatFrequencyData(): Float32Array {\r\n if (this._audioEngine.canUseWebAudio) {\r\n this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;\r\n this._webAudioAnalyser.fftSize = this.FFT_SIZE;\r\n this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs);\r\n }\r\n return this._floatFreqs;\r\n }\r\n\r\n /**\r\n * Renders the debug canvas\r\n */\r\n public drawDebugCanvas() {\r\n if (this._audioEngine.canUseWebAudio) {\r\n if (!this._debugCanvas) {\r\n this._debugCanvas = document.createElement(\"canvas\");\r\n this._debugCanvas.width = this.DEBUGCANVASSIZE.width;\r\n this._debugCanvas.height = this.DEBUGCANVASSIZE.height;\r\n this._debugCanvas.style.position = \"absolute\";\r\n this._debugCanvas.style.top = this.DEBUGCANVASPOS.y + \"px\";\r\n this._debugCanvas.style.left = this.DEBUGCANVASPOS.x + \"px\";\r\n this._debugCanvasContext = this._debugCanvas.getContext(\"2d\");\r\n document.body.appendChild(this._debugCanvas);\r\n this._registerFunc = () => {\r\n this.drawDebugCanvas();\r\n };\r\n this._scene.registerBeforeRender(this._registerFunc);\r\n }\r\n if (this._registerFunc && this._debugCanvasContext) {\r\n var workingArray = this.getByteFrequencyData();\r\n\r\n this._debugCanvasContext.fillStyle = 'rgb(0, 0, 0)';\r\n this._debugCanvasContext.fillRect(0, 0, this.DEBUGCANVASSIZE.width, this.DEBUGCANVASSIZE.height);\r\n\r\n // Draw the frequency domain chart.\r\n for (var i = 0; i < this.getFrequencyBinCount(); i++) {\r\n var value = workingArray[i];\r\n var percent = value / this.BARGRAPHAMPLITUDE;\r\n var height = this.DEBUGCANVASSIZE.height * percent;\r\n var offset = this.DEBUGCANVASSIZE.height - height - 1;\r\n var barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount();\r\n var hue = i / this.getFrequencyBinCount() * 360;\r\n this._debugCanvasContext.fillStyle = 'hsl(' + hue + ', 100%, 50%)';\r\n this._debugCanvasContext.fillRect(i * barWidth, offset, barWidth, height);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Stops rendering the debug canvas and removes it\r\n */\r\n public stopDebugCanvas() {\r\n if (this._debugCanvas) {\r\n if (this._registerFunc) {\r\n this._scene.unregisterBeforeRender(this._registerFunc);\r\n this._registerFunc = null;\r\n }\r\n document.body.removeChild(this._debugCanvas);\r\n this._debugCanvas = null;\r\n this._debugCanvasContext = null;\r\n }\r\n }\r\n\r\n /**\r\n * Connects two audio nodes\r\n * @param inputAudioNode defines first node to connect\r\n * @param outputAudioNode defines second node to connect\r\n */\r\n public connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode) {\r\n if (this._audioEngine.canUseWebAudio) {\r\n inputAudioNode.connect(this._webAudioAnalyser);\r\n this._webAudioAnalyser.connect(outputAudioNode);\r\n }\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n if (this._audioEngine.canUseWebAudio) {\r\n this._webAudioAnalyser.disconnect();\r\n }\r\n }\r\n}\r\n","import { IDisposable } from \"../scene\";\nimport { Analyser } from \"./analyser\";\n\nimport { Nullable } from \"../types\";\nimport { Observable } from \"../Misc/observable\";\nimport { Logger } from \"../Misc/logger\";\nimport { Engine } from \"../Engines/engine\";\n\n/**\n * This represents an audio engine and it is responsible\n * to play, synchronize and analyse sounds throughout the application.\n * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music\n */\nexport interface IAudioEngine extends IDisposable {\n /**\n * Gets whether the current host supports Web Audio and thus could create AudioContexts.\n */\n readonly canUseWebAudio: boolean;\n\n /**\n * Gets the current AudioContext if available.\n */\n readonly audioContext: Nullable;\n\n /**\n * The master gain node defines the global audio volume of your audio engine.\n */\n readonly masterGain: GainNode;\n\n /**\n * Gets whether or not mp3 are supported by your browser.\n */\n readonly isMP3supported: boolean;\n\n /**\n * Gets whether or not ogg are supported by your browser.\n */\n readonly isOGGsupported: boolean;\n\n /**\n * Defines if Babylon should emit a warning if WebAudio is not supported.\n * @ignoreNaming\n */\n WarnedWebAudioUnsupported: boolean;\n\n /**\n * Defines if the audio engine relies on a custom unlocked button.\n * In this case, the embedded button will not be displayed.\n */\n useCustomUnlockedButton: boolean;\n\n /**\n * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).\n */\n readonly unlocked: boolean;\n\n /**\n * Event raised when audio has been unlocked on the browser.\n */\n onAudioUnlockedObservable: Observable;\n\n /**\n * Event raised when audio has been locked on the browser.\n */\n onAudioLockedObservable: Observable;\n\n /**\n * Flags the audio engine in Locked state.\n * This happens due to new browser policies preventing audio to autoplay.\n */\n lock(): void;\n\n /**\n * Unlocks the audio engine once a user action has been done on the dom.\n * This is helpful to resume play once browser policies have been satisfied.\n */\n unlock(): void;\n\n /**\n * Gets the global volume sets on the master gain.\n * @returns the global volume if set or -1 otherwise\n */\n getGlobalVolume(): number;\n\n /**\n * Sets the global volume of your experience (sets on the master gain).\n * @param newVolume Defines the new global volume of the application\n */\n setGlobalVolume(newVolume: number): void;\n\n /**\n * Connect the audio engine to an audio analyser allowing some amazing\n * synchornization between the sounds/music and your visualization (VuMeter for instance).\n * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser\n * @param analyser The analyser to connect to the engine\n */\n connectToAnalyser(analyser: Analyser): void;\n}\n\n// Sets the default audio engine to Babylon.js\nEngine.AudioEngineFactory = (hostElement: Nullable) => { return new AudioEngine(hostElement); };\n\n/**\n * This represents the default audio engine used in babylon.\n * It is responsible to play, synchronize and analyse sounds throughout the application.\n * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music\n */\nexport class AudioEngine implements IAudioEngine {\n private _audioContext: Nullable = null;\n private _audioContextInitialized = false;\n private _muteButton: Nullable = null;\n private _hostElement: Nullable;\n\n /**\n * Gets whether the current host supports Web Audio and thus could create AudioContexts.\n */\n public canUseWebAudio: boolean = false;\n\n /**\n * The master gain node defines the global audio volume of your audio engine.\n */\n public masterGain: GainNode;\n\n /**\n * Defines if Babylon should emit a warning if WebAudio is not supported.\n * @ignoreNaming\n */\n public WarnedWebAudioUnsupported: boolean = false;\n\n /**\n * Gets whether or not mp3 are supported by your browser.\n */\n public isMP3supported: boolean = false;\n\n /**\n * Gets whether or not ogg are supported by your browser.\n */\n public isOGGsupported: boolean = false;\n\n /**\n * Gets whether audio has been unlocked on the device.\n * Some Browsers have strong restrictions about Audio and won t autoplay unless\n * a user interaction has happened.\n */\n public unlocked: boolean = true;\n\n /**\n * Defines if the audio engine relies on a custom unlocked button.\n * In this case, the embedded button will not be displayed.\n */\n public useCustomUnlockedButton: boolean = false;\n\n /**\n * Event raised when audio has been unlocked on the browser.\n */\n public onAudioUnlockedObservable = new Observable();\n\n /**\n * Event raised when audio has been locked on the browser.\n */\n public onAudioLockedObservable = new Observable();\n\n /**\n * Gets the current AudioContext if available.\n */\n public get audioContext(): Nullable {\n if (!this._audioContextInitialized) {\n this._initializeAudioContext();\n }\n else {\n if (!this.unlocked && !this._muteButton) {\n this._displayMuteButton();\n }\n }\n return this._audioContext;\n }\n\n private _connectedAnalyser: Nullable;\n\n /**\n * Instantiates a new audio engine.\n *\n * There should be only one per page as some browsers restrict the number\n * of audio contexts you can create.\n * @param hostElement defines the host element where to display the mute icon if necessary\n */\n constructor(hostElement: Nullable = null) {\n if (typeof window.AudioContext !== 'undefined' || typeof window.webkitAudioContext !== 'undefined') {\n window.AudioContext = window.AudioContext || window.webkitAudioContext;\n this.canUseWebAudio = true;\n }\n\n var audioElem = document.createElement('audio');\n this._hostElement = hostElement;\n\n try {\n if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/mpeg; codecs=\"mp3\"').replace(/^no$/, '')) {\n this.isMP3supported = true;\n }\n }\n catch (e) {\n // protect error during capability check.\n }\n\n try {\n if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/ogg; codecs=\"vorbis\"').replace(/^no$/, '')) {\n this.isOGGsupported = true;\n }\n }\n catch (e) {\n // protect error during capability check.\n }\n }\n\n /**\n * Flags the audio engine in Locked state.\n * This happens due to new browser policies preventing audio to autoplay.\n */\n public lock() {\n this._triggerSuspendedState();\n }\n\n /**\n * Unlocks the audio engine once a user action has been done on the dom.\n * This is helpful to resume play once browser policies have been satisfied.\n */\n public unlock() {\n this._triggerRunningState();\n }\n\n private _resumeAudioContext(): Promise {\n let result: Promise;\n if (this._audioContext!.resume) {\n result = this._audioContext!.resume();\n }\n return result! || Promise.resolve();\n }\n\n private _initializeAudioContext() {\n try {\n if (this.canUseWebAudio) {\n this._audioContext = new AudioContext();\n // create a global volume gain node\n this.masterGain = this._audioContext.createGain();\n this.masterGain.gain.value = 1;\n this.masterGain.connect(this._audioContext.destination);\n this._audioContextInitialized = true;\n if (this._audioContext.state === \"running\") {\n // Do not wait for the promise to unlock.\n this._triggerRunningState();\n }\n }\n }\n catch (e) {\n this.canUseWebAudio = false;\n Logger.Error(\"Web Audio: \" + e.message);\n }\n }\n\n private _tryToRun = false;\n private _triggerRunningState() {\n if (this._tryToRun) {\n return;\n }\n this._tryToRun = true;\n\n this._resumeAudioContext()\n .then(() => {\n this._tryToRun = false;\n if (this._muteButton) {\n this._hideMuteButton();\n }\n }).catch(() => {\n this._tryToRun = false;\n this.unlocked = false;\n });\n\n // Notify users that the audio stack is unlocked/unmuted\n this.unlocked = true;\n this.onAudioUnlockedObservable.notifyObservers(this);\n }\n\n private _triggerSuspendedState() {\n this.unlocked = false;\n this.onAudioLockedObservable.notifyObservers(this);\n this._displayMuteButton();\n }\n\n private _displayMuteButton() {\n if (this.useCustomUnlockedButton || this._muteButton) {\n return;\n }\n\n this._muteButton = document.createElement(\"BUTTON\");\n this._muteButton.className = \"babylonUnmuteIcon\";\n this._muteButton.id = \"babylonUnmuteIconBtn\";\n this._muteButton.title = \"Unmute\";\n const imageUrl = !window.SVGSVGElement ? \"https://cdn.babylonjs.com/Assets/audio.png\" : \"data:image/svg+xml;charset=UTF-8,%3Csvg%20version%3D%221.1%22%20xmlns%3D%22http%3A%2F%2Fwww.w3.org%2F2000%2Fsvg%22%20width%3D%2239%22%20height%3D%2232%22%20viewBox%3D%220%200%2039%2032%22%3E%3Cpath%20fill%3D%22white%22%20d%3D%22M9.625%2018.938l-0.031%200.016h-4.953q-0.016%200-0.031-0.016v-12.453q0-0.016%200.031-0.016h4.953q0.031%200%200.031%200.016v12.453zM12.125%207.688l8.719-8.703v27.453l-8.719-8.719-0.016-0.047v-9.938zM23.359%207.875l1.406-1.406%204.219%204.203%204.203-4.203%201.422%201.406-4.219%204.219%204.219%204.203-1.484%201.359-4.141-4.156-4.219%204.219-1.406-1.422%204.219-4.203z%22%3E%3C%2Fpath%3E%3C%2Fsvg%3E\";\n\n var css = \".babylonUnmuteIcon { position: absolute; left: 20px; top: 20px; height: 40px; width: 60px; background-color: rgba(51,51,51,0.7); background-image: url(\" + imageUrl + \"); background-size: 80%; background-repeat:no-repeat; background-position: center; background-position-y: 4px; border: none; outline: none; transition: transform 0.125s ease-out; cursor: pointer; z-index: 9999; } .babylonUnmuteIcon:hover { transform: scale(1.05) } .babylonUnmuteIcon:active { background-color: rgba(51,51,51,1) }\";\n\n var style = document.createElement('style');\n style.appendChild(document.createTextNode(css));\n document.getElementsByTagName('head')[0].appendChild(style);\n\n document.body.appendChild(this._muteButton);\n\n this._moveButtonToTopLeft();\n\n this._muteButton.addEventListener('touchend', () => {\n this._triggerRunningState();\n }, true);\n this._muteButton.addEventListener('click', () => {\n this._triggerRunningState();\n }, true);\n\n window.addEventListener(\"resize\", this._onResize);\n }\n\n private _moveButtonToTopLeft() {\n if (this._hostElement && this._muteButton) {\n this._muteButton.style.top = this._hostElement.offsetTop + 20 + \"px\";\n this._muteButton.style.left = this._hostElement.offsetLeft + 20 + \"px\";\n }\n }\n\n private _onResize = () => {\n this._moveButtonToTopLeft();\n }\n\n private _hideMuteButton() {\n if (this._muteButton) {\n document.body.removeChild(this._muteButton);\n this._muteButton = null;\n }\n }\n\n /**\n * Destroy and release the resources associated with the audio ccontext.\n */\n public dispose(): void {\n if (this.canUseWebAudio && this._audioContextInitialized) {\n if (this._connectedAnalyser && this._audioContext) {\n this._connectedAnalyser.stopDebugCanvas();\n this._connectedAnalyser.dispose();\n this.masterGain.disconnect();\n this.masterGain.connect(this._audioContext.destination);\n this._connectedAnalyser = null;\n }\n this.masterGain.gain.value = 1;\n }\n this.WarnedWebAudioUnsupported = false;\n this._hideMuteButton();\n window.removeEventListener(\"resize\", this._onResize);\n\n this.onAudioUnlockedObservable.clear();\n this.onAudioLockedObservable.clear();\n }\n\n /**\n * Gets the global volume sets on the master gain.\n * @returns the global volume if set or -1 otherwise\n */\n public getGlobalVolume(): number {\n if (this.canUseWebAudio && this._audioContextInitialized) {\n return this.masterGain.gain.value;\n }\n else {\n return -1;\n }\n }\n\n /**\n * Sets the global volume of your experience (sets on the master gain).\n * @param newVolume Defines the new global volume of the application\n */\n public setGlobalVolume(newVolume: number): void {\n if (this.canUseWebAudio && this._audioContextInitialized) {\n this.masterGain.gain.value = newVolume;\n }\n }\n\n /**\n * Connect the audio engine to an audio analyser allowing some amazing\n * synchornization between the sounds/music and your visualization (VuMeter for instance).\n * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser\n * @param analyser The analyser to connect to the engine\n */\n public connectToAnalyser(analyser: Analyser): void {\n if (this._connectedAnalyser) {\n this._connectedAnalyser.stopDebugCanvas();\n }\n if (this.canUseWebAudio && this._audioContextInitialized && this._audioContext) {\n this._connectedAnalyser = analyser;\n this.masterGain.disconnect();\n this._connectedAnalyser.connectAudioNodes(this.masterGain, this._audioContext.destination);\n }\n }\n}\n","import { Sound } from \"./sound\";\r\nimport { SoundTrack } from \"./soundTrack\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Nullable } from \"../types\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { SceneComponentConstants, ISceneSerializableComponent } from \"../sceneComponent\";\r\nimport { Scene } from \"../scene\";\r\nimport { AbstractScene } from \"../abstractScene\";\r\nimport { AssetContainer } from \"../assetContainer\";\r\n\r\nimport \"./audioEngine\";\r\nimport { PrecisionDate } from '../Misc/precisionDate';\r\n\r\n// Adds the parser to the scene parsers.\r\nAbstractScene.AddParser(SceneComponentConstants.NAME_AUDIO, (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => {\r\n // TODO: add sound\r\n var loadedSounds: Sound[] = [];\r\n var loadedSound: Sound;\r\n container.sounds = container.sounds || [];\r\n if (parsedData.sounds !== undefined && parsedData.sounds !== null) {\r\n for (let index = 0, cache = parsedData.sounds.length; index < cache; index++) {\r\n var parsedSound = parsedData.sounds[index];\r\n if (Engine.audioEngine.canUseWebAudio) {\r\n if (!parsedSound.url) { parsedSound.url = parsedSound.name; }\r\n if (!loadedSounds[parsedSound.url]) {\r\n loadedSound = Sound.Parse(parsedSound, scene, rootUrl);\r\n loadedSounds[parsedSound.url] = loadedSound;\r\n container.sounds.push(loadedSound);\r\n }\r\n else {\r\n container.sounds.push(Sound.Parse(parsedSound, scene, rootUrl, loadedSounds[parsedSound.url]));\r\n }\r\n } else {\r\n container.sounds.push(new Sound(parsedSound.name, null, scene));\r\n }\r\n }\r\n }\r\n\r\n loadedSounds = [];\r\n});\r\n\r\ndeclare module \"../abstractScene\" {\r\n export interface AbstractScene {\r\n /**\r\n * The list of sounds used in the scene.\r\n */\r\n sounds: Nullable>;\r\n }\r\n}\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /**\r\n * @hidden\r\n * Backing field\r\n */\r\n _mainSoundTrack: SoundTrack;\r\n /**\r\n * The main sound track played by the scene.\r\n * It cotains your primary collection of sounds.\r\n */\r\n mainSoundTrack: SoundTrack;\r\n /**\r\n * The list of sound tracks added to the scene\r\n * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music\r\n */\r\n soundTracks: Nullable>;\r\n\r\n /**\r\n * Gets a sound using a given name\r\n * @param name defines the name to search for\r\n * @return the found sound or null if not found at all.\r\n */\r\n getSoundByName(name: string): Nullable;\r\n\r\n /**\r\n * Gets or sets if audio support is enabled\r\n * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music\r\n */\r\n audioEnabled: boolean;\r\n\r\n /**\r\n * Gets or sets if audio will be output to headphones\r\n * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music\r\n */\r\n headphone: boolean;\r\n\r\n /**\r\n * Gets or sets custom audio listener position provider\r\n * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music\r\n */\r\n audioListenerPositionProvider: Nullable<() => Vector3>;\r\n\r\n /**\r\n * Gets or sets a refresh rate when using 3D audio positioning\r\n */\r\n audioPositioningRefreshRate: number;\r\n }\r\n}\r\n\r\nObject.defineProperty(Scene.prototype, \"mainSoundTrack\", {\r\n get: function(this: Scene) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n if (!this._mainSoundTrack) {\r\n this._mainSoundTrack = new SoundTrack(this, { mainTrack: true });\r\n }\r\n\r\n return this._mainSoundTrack;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\nScene.prototype.getSoundByName = function(name: string): Nullable {\r\n var index: number;\r\n for (index = 0; index < this.mainSoundTrack.soundCollection.length; index++) {\r\n if (this.mainSoundTrack.soundCollection[index].name === name) {\r\n return this.mainSoundTrack.soundCollection[index];\r\n }\r\n }\r\n\r\n if (this.soundTracks) {\r\n for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) {\r\n for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) {\r\n if (this.soundTracks[sdIndex].soundCollection[index].name === name) {\r\n return this.soundTracks[sdIndex].soundCollection[index];\r\n }\r\n }\r\n }\r\n }\r\n\r\n return null;\r\n};\r\n\r\nObject.defineProperty(Scene.prototype, \"audioEnabled\", {\r\n get: function(this: Scene) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n return compo.audioEnabled;\r\n },\r\n set: function(this: Scene, value: boolean) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n if (value) {\r\n compo.enableAudio();\r\n }\r\n else {\r\n compo.disableAudio();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\nObject.defineProperty(Scene.prototype, \"headphone\", {\r\n get: function(this: Scene) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n return compo.headphone;\r\n },\r\n set: function(this: Scene, value: boolean) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n if (value) {\r\n compo.switchAudioModeForHeadphones();\r\n }\r\n else {\r\n compo.switchAudioModeForNormalSpeakers();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\nObject.defineProperty(Scene.prototype, \"audioListenerPositionProvider\", {\r\n get: function(this: Scene) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n return compo.audioListenerPositionProvider;\r\n },\r\n set: function(this: Scene, value: () => Vector3) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n if (typeof value !== 'function') {\r\n throw new Error('The value passed to [Scene.audioListenerPositionProvider] must be a function that returns a Vector3');\r\n } else {\r\n compo.audioListenerPositionProvider = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\nObject.defineProperty(Scene.prototype, \"audioPositioningRefreshRate\", {\r\n get: function(this: Scene) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n return compo.audioPositioningRefreshRate;\r\n },\r\n set: function(this: Scene, value: number) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n compo.audioPositioningRefreshRate = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\n/**\r\n * Defines the sound scene component responsible to manage any sounds\r\n * in a given scene.\r\n */\r\nexport class AudioSceneComponent implements ISceneSerializableComponent {\r\n /**\r\n * The component name helpfull to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_AUDIO;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n private _audioEnabled = true;\r\n /**\r\n * Gets whether audio is enabled or not.\r\n * Please use related enable/disable method to switch state.\r\n */\r\n public get audioEnabled(): boolean {\r\n return this._audioEnabled;\r\n }\r\n\r\n private _headphone = false;\r\n /**\r\n * Gets whether audio is outputing to headphone or not.\r\n * Please use the according Switch methods to change output.\r\n */\r\n public get headphone(): boolean {\r\n return this._headphone;\r\n }\r\n\r\n /**\r\n * Gets or sets a refresh rate when using 3D audio positioning\r\n */\r\n public audioPositioningRefreshRate = 500;\r\n\r\n private _audioListenerPositionProvider: Nullable<() => Vector3> = null;\r\n /**\r\n * Gets the current audio listener position provider\r\n */\r\n public get audioListenerPositionProvider(): Nullable<() => Vector3> {\r\n return this._audioListenerPositionProvider;\r\n }\r\n /**\r\n * Sets a custom listener position for all sounds in the scene\r\n * By default, this is the position of the first active camera\r\n */\r\n public set audioListenerPositionProvider(value: Nullable<() => Vector3>) {\r\n this._audioListenerPositionProvider = value;\r\n }\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n\r\n scene.soundTracks = new Array();\r\n scene.sounds = new Array();\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._afterRenderStage.registerStep(SceneComponentConstants.STEP_AFTERRENDER_AUDIO, this, this._afterRender);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do here. (Not rendering related)\r\n }\r\n\r\n /**\r\n * Serializes the component data to the specified json object\r\n * @param serializationObject The object to serialize to\r\n */\r\n public serialize(serializationObject: any): void {\r\n serializationObject.sounds = [];\r\n\r\n if (this.scene.soundTracks) {\r\n for (var index = 0; index < this.scene.soundTracks.length; index++) {\r\n var soundtrack = this.scene.soundTracks[index];\r\n\r\n for (var soundId = 0; soundId < soundtrack.soundCollection.length; soundId++) {\r\n serializationObject.sounds.push(soundtrack.soundCollection[soundId].serialize());\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Adds all the elements from the container to the scene\r\n * @param container the container holding the elements\r\n */\r\n public addFromContainer(container: AbstractScene): void {\r\n if (!container.sounds) {\r\n return;\r\n }\r\n container.sounds.forEach((sound) => {\r\n sound.play();\r\n sound.autoplay = true;\r\n this.scene.mainSoundTrack.AddSound(sound);\r\n });\r\n }\r\n\r\n /**\r\n * Removes all the elements in the container from the scene\r\n * @param container contains the elements to remove\r\n * @param dispose if the removed element should be disposed (default: false)\r\n */\r\n public removeFromContainer(container: AbstractScene, dispose = false): void {\r\n if (!container.sounds) {\r\n return;\r\n }\r\n container.sounds.forEach((sound) => {\r\n sound.stop();\r\n sound.autoplay = false;\r\n this.scene.mainSoundTrack.RemoveSound(sound);\r\n if (dispose) {\r\n sound.dispose();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated ressources.\r\n */\r\n public dispose(): void {\r\n const scene = this.scene;\r\n if (scene._mainSoundTrack) {\r\n scene.mainSoundTrack.dispose();\r\n }\r\n\r\n if (scene.soundTracks) {\r\n for (var scIndex = 0; scIndex < scene.soundTracks.length; scIndex++) {\r\n scene.soundTracks[scIndex].dispose();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Disables audio in the associated scene.\r\n */\r\n public disableAudio() {\r\n const scene = this.scene;\r\n this._audioEnabled = false;\r\n\r\n if (Engine.audioEngine && Engine.audioEngine.audioContext) {\r\n Engine.audioEngine.audioContext.suspend();\r\n }\r\n\r\n let i: number;\r\n for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {\r\n scene.mainSoundTrack.soundCollection[i].pause();\r\n }\r\n if (scene.soundTracks) {\r\n for (i = 0; i < scene.soundTracks.length; i++) {\r\n for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {\r\n scene.soundTracks[i].soundCollection[j].pause();\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Enables audio in the associated scene.\r\n */\r\n public enableAudio() {\r\n const scene = this.scene;\r\n this._audioEnabled = true;\r\n\r\n if (Engine.audioEngine && Engine.audioEngine.audioContext) {\r\n Engine.audioEngine.audioContext.resume();\r\n }\r\n\r\n let i: number;\r\n for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {\r\n if (scene.mainSoundTrack.soundCollection[i].isPaused) {\r\n scene.mainSoundTrack.soundCollection[i].play();\r\n }\r\n }\r\n if (scene.soundTracks) {\r\n for (i = 0; i < scene.soundTracks.length; i++) {\r\n for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {\r\n if (scene.soundTracks[i].soundCollection[j].isPaused) {\r\n scene.soundTracks[i].soundCollection[j].play();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Switch audio to headphone output.\r\n */\r\n public switchAudioModeForHeadphones() {\r\n const scene = this.scene;\r\n this._headphone = true;\r\n\r\n scene.mainSoundTrack.switchPanningModelToHRTF();\r\n if (scene.soundTracks) {\r\n for (var i = 0; i < scene.soundTracks.length; i++) {\r\n scene.soundTracks[i].switchPanningModelToHRTF();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Switch audio to normal speakers.\r\n */\r\n public switchAudioModeForNormalSpeakers() {\r\n const scene = this.scene;\r\n this._headphone = false;\r\n\r\n scene.mainSoundTrack.switchPanningModelToEqualPower();\r\n\r\n if (scene.soundTracks) {\r\n for (var i = 0; i < scene.soundTracks.length; i++) {\r\n scene.soundTracks[i].switchPanningModelToEqualPower();\r\n }\r\n }\r\n }\r\n\r\n private _cachedCameraDirection = new Vector3();\r\n private _cachedCameraPosition = new Vector3();\r\n private _lastCheck = 0;\r\n\r\n private _afterRender() {\r\n var now = PrecisionDate.Now;\r\n if (this._lastCheck && now - this._lastCheck < this.audioPositioningRefreshRate) {\r\n return;\r\n }\r\n\r\n this._lastCheck = now;\r\n\r\n const scene = this.scene;\r\n if (!this._audioEnabled || !scene._mainSoundTrack || !scene.soundTracks || (scene._mainSoundTrack.soundCollection.length === 0 && scene.soundTracks.length === 1)) {\r\n return;\r\n }\r\n\r\n var audioEngine = Engine.audioEngine;\r\n\r\n if (audioEngine.audioContext) {\r\n // A custom listener position provider was set\r\n // Use the users provided position instead of camera's\r\n if (this._audioListenerPositionProvider) {\r\n var position: Vector3 = this._audioListenerPositionProvider();\r\n // Make sure all coordinates were provided\r\n position.x = position.x || 0;\r\n position.y = position.y || 0;\r\n position.z = position.z || 0;\r\n // Set the listener position\r\n audioEngine.audioContext.listener.setPosition(position.x, position.y, position.z);\r\n } else {\r\n var listeningCamera: Nullable;\r\n\r\n if (scene.activeCameras.length > 0) {\r\n listeningCamera = scene.activeCameras[0];\r\n } else {\r\n listeningCamera = scene.activeCamera;\r\n }\r\n\r\n // Check if there is a listening camera\r\n if (listeningCamera) {\r\n // Set the listener position to the listening camera global position\r\n if (!this._cachedCameraPosition.equals(listeningCamera.globalPosition)) {\r\n this._cachedCameraPosition.copyFrom(listeningCamera.globalPosition);\r\n audioEngine.audioContext.listener.setPosition(listeningCamera.globalPosition.x, listeningCamera.globalPosition.y, listeningCamera.globalPosition.z);\r\n }\r\n\r\n // for VR cameras\r\n if (listeningCamera.rigCameras && listeningCamera.rigCameras.length > 0) {\r\n listeningCamera = listeningCamera.rigCameras[0];\r\n }\r\n var mat = Matrix.Invert(listeningCamera.getViewMatrix());\r\n var cameraDirection = Vector3.TransformNormal(new Vector3(0, 0, -1), mat);\r\n cameraDirection.normalize();\r\n // To avoid some errors on GearVR\r\n if (!isNaN(cameraDirection.x) && !isNaN(cameraDirection.y) && !isNaN(cameraDirection.z)) {\r\n if (!this._cachedCameraDirection.equals(cameraDirection)) {\r\n this._cachedCameraDirection.copyFrom(cameraDirection);\r\n audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0);\r\n }\r\n }\r\n }\r\n // Otherwise set the listener position to 0, 0 ,0\r\n else {\r\n // Set the listener position\r\n audioEngine.audioContext.listener.setPosition(0, 0, 0);\r\n }\r\n }\r\n\r\n var i: number;\r\n for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {\r\n var sound = scene.mainSoundTrack.soundCollection[i];\r\n if (sound.useCustomAttenuation) {\r\n sound.updateDistanceFromListener();\r\n }\r\n }\r\n if (scene.soundTracks) {\r\n for (i = 0; i < scene.soundTracks.length; i++) {\r\n for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {\r\n sound = scene.soundTracks[i].soundCollection[j];\r\n if (sound.useCustomAttenuation) {\r\n sound.updateDistanceFromListener();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n}\r\n\r\nSound._SceneComponentInitialization = (scene: Scene) => {\r\n let compo = scene._getComponent(SceneComponentConstants.NAME_AUDIO);\r\n if (!compo) {\r\n compo = new AudioSceneComponent(scene);\r\n scene._addComponent(compo);\r\n }\r\n};\r\n","export * from \"./analyser\";\r\nexport * from \"./audioEngine\";\r\nexport * from \"./audioSceneComponent\";\r\nexport * from \"./sound\";\r\nexport * from \"./soundTrack\";\r\nexport * from \"./weightedsound\";","import { Tools } from \"../Misc/tools\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Vector3, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { _DevTools } from '../Misc/devTools';\r\n\r\n/**\r\n * Interface used to define options for Sound class\r\n */\r\nexport interface ISoundOptions {\r\n /**\r\n * Does the sound autoplay once loaded.\r\n */\r\n autoplay?: boolean;\r\n /**\r\n * Does the sound loop after it finishes playing once.\r\n */\r\n loop?: boolean;\r\n /**\r\n * Sound's volume\r\n */\r\n volume?: number;\r\n /**\r\n * Is it a spatial sound?\r\n */\r\n spatialSound?: boolean;\r\n /**\r\n * Maximum distance to hear that sound\r\n */\r\n maxDistance?: number;\r\n /**\r\n * Uses user defined attenuation function\r\n */\r\n useCustomAttenuation?: boolean;\r\n /**\r\n * Define the roll off factor of spatial sounds.\r\n * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound\r\n */\r\n rolloffFactor?: number;\r\n /**\r\n * Define the reference distance the sound should be heard perfectly.\r\n * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound\r\n */\r\n refDistance?: number;\r\n /**\r\n * Define the distance attenuation model the sound will follow.\r\n * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound\r\n */\r\n distanceModel?: string;\r\n /**\r\n * Defines the playback speed (1 by default)\r\n */\r\n playbackRate?: number;\r\n /**\r\n * Defines if the sound is from a streaming source\r\n */\r\n streaming?: boolean;\r\n /**\r\n * Defines an optional length (in seconds) inside the sound file\r\n */\r\n length?: number;\r\n /**\r\n * Defines an optional offset (in seconds) inside the sound file\r\n */\r\n offset?: number;\r\n /**\r\n * If true, URLs will not be required to state the audio file codec to use.\r\n */\r\n skipCodecCheck?: boolean;\r\n}\r\n\r\n/**\r\n * Defines a sound that can be played in the application.\r\n * The sound can either be an ambient track or a simple sound played in reaction to a user action.\r\n * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music\r\n */\r\nexport class Sound {\r\n /**\r\n * The name of the sound in the scene.\r\n */\r\n public name: string;\r\n /**\r\n * Does the sound autoplay once loaded.\r\n */\r\n public autoplay: boolean = false;\r\n /**\r\n * Does the sound loop after it finishes playing once.\r\n */\r\n public loop: boolean = false;\r\n /**\r\n * Does the sound use a custom attenuation curve to simulate the falloff\r\n * happening when the source gets further away from the camera.\r\n * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function\r\n */\r\n public useCustomAttenuation: boolean = false;\r\n /**\r\n * The sound track id this sound belongs to.\r\n */\r\n public soundTrackId: number;\r\n /**\r\n * Is this sound currently played.\r\n */\r\n public isPlaying: boolean = false;\r\n /**\r\n * Is this sound currently paused.\r\n */\r\n public isPaused: boolean = false;\r\n /**\r\n * Does this sound enables spatial sound.\r\n * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound\r\n */\r\n public spatialSound: boolean = false;\r\n /**\r\n * Define the reference distance the sound should be heard perfectly.\r\n * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound\r\n */\r\n public refDistance: number = 1;\r\n /**\r\n * Define the roll off factor of spatial sounds.\r\n * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound\r\n */\r\n public rolloffFactor: number = 1;\r\n /**\r\n * Define the max distance the sound should be heard (intensity just became 0 at this point).\r\n * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound\r\n */\r\n public maxDistance: number = 100;\r\n /**\r\n * Define the distance attenuation model the sound will follow.\r\n * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound\r\n */\r\n public distanceModel: string = \"linear\";\r\n /**\r\n * @hidden\r\n * Back Compat\r\n **/\r\n public onended: () => any;\r\n /**\r\n * Gets or sets an object used to store user defined information for the sound.\r\n */\r\n public metadata: any = null;\r\n\r\n /**\r\n * Observable event when the current playing sound finishes.\r\n */\r\n public onEndedObservable = new Observable();\r\n\r\n private _panningModel: string = \"equalpower\";\r\n private _playbackRate: number = 1;\r\n private _streaming: boolean = false;\r\n private _startTime: number = 0;\r\n private _startOffset: number = 0;\r\n private _position: Vector3 = Vector3.Zero();\r\n /** @hidden */\r\n public _positionInEmitterSpace: boolean = false;\r\n private _localDirection: Vector3 = new Vector3(1, 0, 0);\r\n private _volume: number = 1;\r\n private _isReadyToPlay: boolean = false;\r\n private _isDirectional: boolean = false;\r\n private _readyToPlayCallback: Nullable<() => any>;\r\n private _audioBuffer: Nullable;\r\n private _soundSource: Nullable;\r\n private _streamingSource: AudioNode;\r\n private _soundPanner: Nullable;\r\n private _soundGain: Nullable;\r\n private _inputAudioNode: AudioNode;\r\n private _outputAudioNode: AudioNode;\r\n // Used if you'd like to create a directional sound.\r\n // If not set, the sound will be omnidirectional\r\n private _coneInnerAngle: number = 360;\r\n private _coneOuterAngle: number = 360;\r\n private _coneOuterGain: number = 0;\r\n private _scene: Scene;\r\n private _connectedTransformNode: Nullable;\r\n private _customAttenuationFunction: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number;\r\n private _registerFunc: Nullable<(connectedMesh: TransformNode) => void>;\r\n private _isOutputConnected = false;\r\n private _htmlAudioElement: HTMLAudioElement;\r\n private _urlType: 'Unknown' | 'String' | 'Array' | 'ArrayBuffer' | 'MediaStream' = \"Unknown\";\r\n private _length?: number;\r\n private _offset?: number;\r\n\r\n /** @hidden */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _DevTools.WarnImport(\"AudioSceneComponent\");\r\n }\r\n\r\n /**\r\n * Create a sound and attach it to a scene\r\n * @param name Name of your sound\r\n * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams\r\n * @param scene defines the scene the sound belongs to\r\n * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played\r\n * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming\r\n */\r\n constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback: Nullable<() => void> = null, options?: ISoundOptions) {\r\n this.name = name;\r\n this._scene = scene;\r\n Sound._SceneComponentInitialization(scene);\r\n\r\n this._readyToPlayCallback = readyToPlayCallback;\r\n // Default custom attenuation function is a linear attenuation\r\n this._customAttenuationFunction = (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => {\r\n if (currentDistance < maxDistance) {\r\n return currentVolume * (1 - currentDistance / maxDistance);\r\n }\r\n else {\r\n return 0;\r\n }\r\n };\r\n if (options) {\r\n this.autoplay = options.autoplay || false;\r\n this.loop = options.loop || false;\r\n // if volume === 0, we need another way to check this option\r\n if (options.volume !== undefined) {\r\n this._volume = options.volume;\r\n }\r\n this.spatialSound = options.spatialSound ?? false;\r\n this.maxDistance = options.maxDistance ?? 100;\r\n this.useCustomAttenuation = options.useCustomAttenuation ?? false;\r\n this.rolloffFactor = options.rolloffFactor || 1;\r\n this.refDistance = options.refDistance || 1;\r\n this.distanceModel = options.distanceModel || \"linear\";\r\n this._playbackRate = options.playbackRate || 1;\r\n this._streaming = options.streaming ?? false;\r\n this._length = options.length;\r\n this._offset = options.offset;\r\n }\r\n\r\n if (Engine.audioEngine.canUseWebAudio && Engine.audioEngine.audioContext) {\r\n this._soundGain = Engine.audioEngine.audioContext.createGain();\r\n this._soundGain.gain.value = this._volume;\r\n this._inputAudioNode = this._soundGain;\r\n this._outputAudioNode = this._soundGain;\r\n if (this.spatialSound) {\r\n this._createSpatialParameters();\r\n }\r\n this._scene.mainSoundTrack.AddSound(this);\r\n var validParameter = true;\r\n\r\n // if no parameter is passed, you need to call setAudioBuffer yourself to prepare the sound\r\n if (urlOrArrayBuffer) {\r\n try {\r\n if (typeof (urlOrArrayBuffer) === \"string\") {\r\n this._urlType = \"String\";\r\n } else if (urlOrArrayBuffer instanceof ArrayBuffer) {\r\n this._urlType = \"ArrayBuffer\";\r\n } else if (urlOrArrayBuffer instanceof MediaStream) {\r\n this._urlType = \"MediaStream\";\r\n } else if (Array.isArray(urlOrArrayBuffer)) {\r\n this._urlType = \"Array\";\r\n }\r\n\r\n var urls: string[] = [];\r\n var codecSupportedFound = false;\r\n\r\n switch (this._urlType) {\r\n case \"MediaStream\":\r\n this._streaming = true;\r\n this._isReadyToPlay = true;\r\n this._streamingSource = Engine.audioEngine.audioContext.createMediaStreamSource(urlOrArrayBuffer);\r\n\r\n if (this.autoplay) {\r\n this.play(0, this._offset, this._length);\r\n }\r\n\r\n if (this._readyToPlayCallback) {\r\n this._readyToPlayCallback();\r\n }\r\n break;\r\n case \"ArrayBuffer\":\r\n if ((urlOrArrayBuffer).byteLength > 0) {\r\n codecSupportedFound = true;\r\n this._soundLoaded(urlOrArrayBuffer);\r\n }\r\n break;\r\n case \"String\":\r\n urls.push(urlOrArrayBuffer);\r\n case \"Array\":\r\n if (urls.length === 0) { urls = urlOrArrayBuffer; }\r\n // If we found a supported format, we load it immediately and stop the loop\r\n for (var i = 0; i < urls.length; i++) {\r\n var url = urls[i];\r\n codecSupportedFound = (options && options.skipCodecCheck) ||\r\n (url.indexOf(\".mp3\", url.length - 4) !== -1 && Engine.audioEngine.isMP3supported) ||\r\n (url.indexOf(\".ogg\", url.length - 4) !== -1 && Engine.audioEngine.isOGGsupported) ||\r\n (url.indexOf(\".wav\", url.length - 4) !== -1) ||\r\n (url.indexOf(\"blob:\") !== -1);\r\n if (codecSupportedFound) {\r\n // Loading sound using XHR2\r\n if (!this._streaming) {\r\n this._scene._loadFile(url, (data) => {\r\n this._soundLoaded(data as ArrayBuffer);\r\n }, undefined, true, true, (exception) => {\r\n if (exception) {\r\n Logger.Error(\"XHR \" + exception.status + \" error on: \" + url + \".\");\r\n }\r\n Logger.Error(\"Sound creation aborted.\");\r\n this._scene.mainSoundTrack.RemoveSound(this);\r\n });\r\n }\r\n // Streaming sound using HTML5 Audio tag\r\n else {\r\n this._htmlAudioElement = new Audio(url);\r\n this._htmlAudioElement.controls = false;\r\n this._htmlAudioElement.loop = this.loop;\r\n Tools.SetCorsBehavior(url, this._htmlAudioElement);\r\n this._htmlAudioElement.preload = \"auto\";\r\n this._htmlAudioElement.addEventListener(\"canplaythrough\", () => {\r\n this._isReadyToPlay = true;\r\n if (this.autoplay) {\r\n this.play(0, this._offset, this._length);\r\n }\r\n if (this._readyToPlayCallback) {\r\n this._readyToPlayCallback();\r\n }\r\n });\r\n document.body.appendChild(this._htmlAudioElement);\r\n this._htmlAudioElement.load();\r\n }\r\n break;\r\n }\r\n }\r\n break;\r\n default:\r\n validParameter = false;\r\n break;\r\n }\r\n\r\n if (!validParameter) {\r\n Logger.Error(\"Parameter must be a URL to the sound, an Array of URLs (.mp3 & .ogg) or an ArrayBuffer of the sound.\");\r\n }\r\n else {\r\n if (!codecSupportedFound) {\r\n this._isReadyToPlay = true;\r\n // Simulating a ready to play event to avoid breaking code path\r\n if (this._readyToPlayCallback) {\r\n window.setTimeout(() => {\r\n if (this._readyToPlayCallback) {\r\n this._readyToPlayCallback();\r\n }\r\n }, 1000);\r\n }\r\n }\r\n }\r\n }\r\n catch (ex) {\r\n Logger.Error(\"Unexpected error. Sound creation aborted.\");\r\n this._scene.mainSoundTrack.RemoveSound(this);\r\n }\r\n }\r\n }\r\n else {\r\n // Adding an empty sound to avoid breaking audio calls for non Web Audio browsers\r\n this._scene.mainSoundTrack.AddSound(this);\r\n if (!Engine.audioEngine.WarnedWebAudioUnsupported) {\r\n Logger.Error(\"Web Audio is not supported by your browser.\");\r\n Engine.audioEngine.WarnedWebAudioUnsupported = true;\r\n }\r\n // Simulating a ready to play event to avoid breaking code for non web audio browsers\r\n if (this._readyToPlayCallback) {\r\n window.setTimeout(() => {\r\n if (this._readyToPlayCallback) {\r\n this._readyToPlayCallback();\r\n }\r\n }, 1000);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Release the sound and its associated resources\r\n */\r\n public dispose() {\r\n if (Engine.audioEngine.canUseWebAudio) {\r\n if (this.isPlaying) {\r\n this.stop();\r\n }\r\n this._isReadyToPlay = false;\r\n if (this.soundTrackId === -1) {\r\n this._scene.mainSoundTrack.RemoveSound(this);\r\n }\r\n else if (this._scene.soundTracks) {\r\n this._scene.soundTracks[this.soundTrackId].RemoveSound(this);\r\n }\r\n if (this._soundGain) {\r\n this._soundGain.disconnect();\r\n this._soundGain = null;\r\n }\r\n if (this._soundPanner) {\r\n this._soundPanner.disconnect();\r\n this._soundPanner = null;\r\n }\r\n if (this._soundSource) {\r\n this._soundSource.disconnect();\r\n this._soundSource = null;\r\n }\r\n this._audioBuffer = null;\r\n\r\n if (this._htmlAudioElement) {\r\n this._htmlAudioElement.pause();\r\n this._htmlAudioElement.src = \"\";\r\n document.body.removeChild(this._htmlAudioElement);\r\n }\r\n\r\n if (this._streamingSource) {\r\n this._streamingSource.disconnect();\r\n }\r\n\r\n if (this._connectedTransformNode && this._registerFunc) {\r\n this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);\r\n this._connectedTransformNode = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets if the sounds is ready to be played or not.\r\n * @returns true if ready, otherwise false\r\n */\r\n public isReady(): boolean {\r\n return this._isReadyToPlay;\r\n }\r\n\r\n private _soundLoaded(audioData: ArrayBuffer) {\r\n if (!Engine.audioEngine.audioContext) {\r\n return;\r\n }\r\n Engine.audioEngine.audioContext.decodeAudioData(audioData, (buffer) => {\r\n this._audioBuffer = buffer;\r\n this._isReadyToPlay = true;\r\n if (this.autoplay) { this.play(0, this._offset, this._length); }\r\n if (this._readyToPlayCallback) { this._readyToPlayCallback(); }\r\n }, (err: any) => { Logger.Error(\"Error while decoding audio data for: \" + this.name + \" / Error: \" + err); });\r\n }\r\n\r\n /**\r\n * Sets the data of the sound from an audiobuffer\r\n * @param audioBuffer The audioBuffer containing the data\r\n */\r\n public setAudioBuffer(audioBuffer: AudioBuffer): void {\r\n if (Engine.audioEngine.canUseWebAudio) {\r\n this._audioBuffer = audioBuffer;\r\n this._isReadyToPlay = true;\r\n }\r\n }\r\n\r\n /**\r\n * Updates the current sounds options such as maxdistance, loop...\r\n * @param options A JSON object containing values named as the object properties\r\n */\r\n public updateOptions(options: ISoundOptions): void {\r\n if (options) {\r\n this.loop = options.loop ?? this.loop;\r\n this.maxDistance = options.maxDistance ?? this.maxDistance;\r\n this.useCustomAttenuation = options.useCustomAttenuation ?? this.useCustomAttenuation;\r\n this.rolloffFactor = options.rolloffFactor ?? this.rolloffFactor;\r\n this.refDistance = options.refDistance ?? this.refDistance;\r\n this.distanceModel = options.distanceModel ?? this.distanceModel;\r\n this._playbackRate = options.playbackRate ?? this._playbackRate;\r\n this._length = options.length ?? undefined;\r\n this._offset = options.offset ?? undefined;\r\n this._updateSpatialParameters();\r\n if (this.isPlaying) {\r\n if (this._streaming && this._htmlAudioElement) {\r\n this._htmlAudioElement.playbackRate = this._playbackRate;\r\n }\r\n else {\r\n if (this._soundSource) {\r\n this._soundSource.playbackRate.value = this._playbackRate;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _createSpatialParameters() {\r\n if (Engine.audioEngine.canUseWebAudio && Engine.audioEngine.audioContext) {\r\n if (this._scene.headphone) {\r\n this._panningModel = \"HRTF\";\r\n }\r\n this._soundPanner = Engine.audioEngine.audioContext.createPanner();\r\n this._updateSpatialParameters();\r\n this._soundPanner.connect(this._outputAudioNode);\r\n this._inputAudioNode = this._soundPanner;\r\n }\r\n }\r\n\r\n private _updateSpatialParameters() {\r\n if (this.spatialSound && this._soundPanner) {\r\n if (this.useCustomAttenuation) {\r\n // Tricks to disable in a way embedded Web Audio attenuation\r\n this._soundPanner.distanceModel = \"linear\";\r\n this._soundPanner.maxDistance = Number.MAX_VALUE;\r\n this._soundPanner.refDistance = 1;\r\n this._soundPanner.rolloffFactor = 1;\r\n this._soundPanner.panningModel = this._panningModel as any;\r\n }\r\n else {\r\n this._soundPanner.distanceModel = this.distanceModel as any;\r\n this._soundPanner.maxDistance = this.maxDistance;\r\n this._soundPanner.refDistance = this.refDistance;\r\n this._soundPanner.rolloffFactor = this.rolloffFactor;\r\n this._soundPanner.panningModel = this._panningModel as any;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Switch the panning model to HRTF:\r\n * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.\r\n * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound\r\n */\r\n public switchPanningModelToHRTF() {\r\n this._panningModel = \"HRTF\";\r\n this._switchPanningModel();\r\n }\r\n\r\n /**\r\n * Switch the panning model to Equal Power:\r\n * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.\r\n * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound\r\n */\r\n public switchPanningModelToEqualPower() {\r\n this._panningModel = \"equalpower\";\r\n this._switchPanningModel();\r\n }\r\n\r\n private _switchPanningModel() {\r\n if (Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {\r\n this._soundPanner.panningModel = this._panningModel as any;\r\n }\r\n }\r\n\r\n /**\r\n * Connect this sound to a sound track audio node like gain...\r\n * @param soundTrackAudioNode the sound track audio node to connect to\r\n */\r\n public connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void {\r\n if (Engine.audioEngine.canUseWebAudio) {\r\n if (this._isOutputConnected) {\r\n this._outputAudioNode.disconnect();\r\n }\r\n this._outputAudioNode.connect(soundTrackAudioNode);\r\n this._isOutputConnected = true;\r\n }\r\n }\r\n\r\n /**\r\n * Transform this sound into a directional source\r\n * @param coneInnerAngle Size of the inner cone in degree\r\n * @param coneOuterAngle Size of the outer cone in degree\r\n * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)\r\n */\r\n public setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void {\r\n if (coneOuterAngle < coneInnerAngle) {\r\n Logger.Error(\"setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle.\");\r\n return;\r\n }\r\n this._coneInnerAngle = coneInnerAngle;\r\n this._coneOuterAngle = coneOuterAngle;\r\n this._coneOuterGain = coneOuterGain;\r\n this._isDirectional = true;\r\n\r\n if (this.isPlaying && this.loop) {\r\n this.stop();\r\n this.play(0, this._offset, this._length);\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the inner angle for the directional cone.\r\n */\r\n public get directionalConeInnerAngle(): number {\r\n return this._coneInnerAngle;\r\n }\r\n\r\n /**\r\n * Gets or sets the inner angle for the directional cone.\r\n */\r\n public set directionalConeInnerAngle(value: number) {\r\n if (value != this._coneInnerAngle) {\r\n if (this._coneOuterAngle < value) {\r\n Logger.Error(\"directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.\");\r\n return;\r\n }\r\n\r\n this._coneInnerAngle = value;\r\n if (Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {\r\n this._soundPanner.coneInnerAngle = this._coneInnerAngle;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the outer angle for the directional cone.\r\n */\r\n public get directionalConeOuterAngle(): number {\r\n return this._coneOuterAngle;\r\n }\r\n\r\n /**\r\n * Gets or sets the outer angle for the directional cone.\r\n */\r\n public set directionalConeOuterAngle(value: number) {\r\n if (value != this._coneOuterAngle) {\r\n if (value < this._coneInnerAngle) {\r\n Logger.Error(\"directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.\");\r\n return;\r\n }\r\n\r\n this._coneOuterAngle = value;\r\n if (Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {\r\n this._soundPanner.coneOuterAngle = this._coneOuterAngle;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets the position of the emitter if spatial sound is enabled\r\n * @param newPosition Defines the new posisiton\r\n */\r\n public setPosition(newPosition: Vector3): void {\r\n this._position = newPosition;\r\n\r\n if (Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner && !isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {\r\n this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);\r\n }\r\n }\r\n\r\n /**\r\n * Sets the local direction of the emitter if spatial sound is enabled\r\n * @param newLocalDirection Defines the new local direction\r\n */\r\n public setLocalDirectionToMesh(newLocalDirection: Vector3): void {\r\n this._localDirection = newLocalDirection;\r\n\r\n if (Engine.audioEngine.canUseWebAudio && this._connectedTransformNode && this.isPlaying) {\r\n this._updateDirection();\r\n }\r\n }\r\n\r\n private _updateDirection() {\r\n if (!this._connectedTransformNode || !this._soundPanner) {\r\n return;\r\n }\r\n\r\n var mat = this._connectedTransformNode.getWorldMatrix();\r\n var direction = Vector3.TransformNormal(this._localDirection, mat);\r\n direction.normalize();\r\n this._soundPanner.setOrientation(direction.x, direction.y, direction.z);\r\n }\r\n\r\n /** @hidden */\r\n public updateDistanceFromListener() {\r\n if (Engine.audioEngine.canUseWebAudio && this._connectedTransformNode && this.useCustomAttenuation && this._soundGain && this._scene.activeCamera) {\r\n var distance = this._connectedTransformNode.getDistanceToCamera(this._scene.activeCamera);\r\n this._soundGain.gain.value = this._customAttenuationFunction(this._volume, distance, this.maxDistance, this.refDistance, this.rolloffFactor);\r\n }\r\n }\r\n\r\n /**\r\n * Sets a new custom attenuation function for the sound.\r\n * @param callback Defines the function used for the attenuation\r\n * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function\r\n */\r\n public setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void {\r\n this._customAttenuationFunction = callback;\r\n }\r\n\r\n /**\r\n * Play the sound\r\n * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.\r\n * @param offset (optional) Start the sound at a specific time in seconds\r\n * @param length (optional) Sound duration (in seconds)\r\n */\r\n public play(time?: number, offset?: number, length?: number): void {\r\n if (this._isReadyToPlay && this._scene.audioEnabled && Engine.audioEngine.audioContext) {\r\n try {\r\n if (this._startOffset < 0) {\r\n time = -this._startOffset;\r\n this._startOffset = 0;\r\n }\r\n var startTime = time ? Engine.audioEngine.audioContext.currentTime + time : Engine.audioEngine.audioContext.currentTime;\r\n if (!this._soundSource || !this._streamingSource) {\r\n if (this.spatialSound && this._soundPanner) {\r\n if (!isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {\r\n this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);\r\n }\r\n if (this._isDirectional) {\r\n this._soundPanner.coneInnerAngle = this._coneInnerAngle;\r\n this._soundPanner.coneOuterAngle = this._coneOuterAngle;\r\n this._soundPanner.coneOuterGain = this._coneOuterGain;\r\n if (this._connectedTransformNode) {\r\n this._updateDirection();\r\n }\r\n else {\r\n this._soundPanner.setOrientation(this._localDirection.x, this._localDirection.y, this._localDirection.z);\r\n }\r\n }\r\n }\r\n }\r\n if (this._streaming) {\r\n if (!this._streamingSource) {\r\n this._streamingSource = Engine.audioEngine.audioContext.createMediaElementSource(this._htmlAudioElement);\r\n this._htmlAudioElement.onended = () => { this._onended(); };\r\n this._htmlAudioElement.playbackRate = this._playbackRate;\r\n }\r\n this._streamingSource.disconnect();\r\n this._streamingSource.connect(this._inputAudioNode);\r\n if (this._htmlAudioElement) {\r\n // required to manage properly the new suspended default state of Chrome\r\n // When the option 'streaming: true' is used, we need first to wait for\r\n // the audio engine to be unlocked by a user gesture before trying to play\r\n // an HTML Audio elememt\r\n var tryToPlay = () => {\r\n if (Engine.audioEngine.unlocked) {\r\n var playPromise = this._htmlAudioElement.play();\r\n\r\n // In browsers that don’t yet support this functionality,\r\n // playPromise won’t be defined.\r\n if (playPromise !== undefined) {\r\n playPromise.catch((error) => {\r\n // Automatic playback failed.\r\n // Waiting for the audio engine to be unlocked by user click on unmute\r\n Engine.audioEngine.lock();\r\n if (this.loop || this.autoplay) {\r\n Engine.audioEngine.onAudioUnlockedObservable.addOnce(() => { tryToPlay(); });\r\n }\r\n });\r\n }\r\n }\r\n else {\r\n if (this.loop || this.autoplay) {\r\n Engine.audioEngine.onAudioUnlockedObservable.addOnce(() => { tryToPlay(); });\r\n }\r\n }\r\n };\r\n tryToPlay();\r\n }\r\n }\r\n else {\r\n var tryToPlay = () => {\r\n if (Engine.audioEngine.audioContext) {\r\n length = length || this._length;\r\n offset = offset || this._offset;\r\n\r\n if (this._soundSource) {\r\n const oldSource = this._soundSource;\r\n oldSource.onended = () => {\r\n oldSource.disconnect();\r\n };\r\n }\r\n this._soundSource = Engine.audioEngine.audioContext.createBufferSource();\r\n this._soundSource.buffer = this._audioBuffer;\r\n this._soundSource.connect(this._inputAudioNode);\r\n this._soundSource.loop = this.loop;\r\n if (offset !== undefined) {\r\n this._soundSource.loopStart = offset;\r\n }\r\n if (length !== undefined) {\r\n this._soundSource.loopEnd = (offset! | 0) + length!;\r\n }\r\n this._soundSource.playbackRate.value = this._playbackRate;\r\n this._soundSource.onended = () => { this._onended(); };\r\n startTime = time ? Engine.audioEngine.audioContext!.currentTime + time : Engine.audioEngine.audioContext!.currentTime;\r\n const actualOffset = this.isPaused ? this._startOffset % this._soundSource!.buffer!.duration : offset ? offset : 0;\r\n this._soundSource!.start(startTime, actualOffset, this.loop ? undefined : length);\r\n }\r\n };\r\n\r\n if (Engine.audioEngine.audioContext.state === \"suspended\") {\r\n // Wait a bit for FF as context seems late to be ready.\r\n setTimeout(() => {\r\n if (Engine.audioEngine.audioContext!.state === \"suspended\") {\r\n // Automatic playback failed.\r\n // Waiting for the audio engine to be unlocked by user click on unmute\r\n Engine.audioEngine.lock();\r\n if (this.loop || this.autoplay) {\r\n Engine.audioEngine.onAudioUnlockedObservable.addOnce(() => { tryToPlay(); });\r\n }\r\n }\r\n else {\r\n tryToPlay();\r\n }\r\n }, 500);\r\n }\r\n else {\r\n tryToPlay();\r\n }\r\n }\r\n this._startTime = startTime;\r\n this.isPlaying = true;\r\n this.isPaused = false;\r\n }\r\n catch (ex) {\r\n Logger.Error(\"Error while trying to play audio: \" + this.name + \", \" + ex.message);\r\n }\r\n }\r\n }\r\n\r\n private _onended() {\r\n this.isPlaying = false;\r\n if (this.onended) {\r\n this.onended();\r\n }\r\n this.onEndedObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Stop the sound\r\n * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.\r\n */\r\n public stop(time?: number): void {\r\n if (this.isPlaying) {\r\n if (this._streaming) {\r\n if (this._htmlAudioElement) {\r\n this._htmlAudioElement.pause();\r\n // Test needed for Firefox or it will generate an Invalid State Error\r\n if (this._htmlAudioElement.currentTime > 0) {\r\n this._htmlAudioElement.currentTime = 0;\r\n }\r\n } else {\r\n this._streamingSource.disconnect();\r\n }\r\n this.isPlaying = false;\r\n }\r\n else if (Engine.audioEngine.audioContext && this._soundSource) {\r\n var stopTime = time ? Engine.audioEngine.audioContext.currentTime + time : Engine.audioEngine.audioContext.currentTime;\r\n this._soundSource.stop(stopTime);\r\n this._soundSource.onended = () => { this.isPlaying = false; };\r\n if (!this.isPaused) {\r\n this._startOffset = 0;\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Put the sound in pause\r\n */\r\n public pause(): void {\r\n if (this.isPlaying) {\r\n this.isPaused = true;\r\n if (this._streaming) {\r\n if (this._htmlAudioElement) {\r\n this._htmlAudioElement.pause();\r\n } else {\r\n this._streamingSource.disconnect();\r\n }\r\n }\r\n else if (Engine.audioEngine.audioContext) {\r\n this.stop(0);\r\n this._startOffset += Engine.audioEngine.audioContext.currentTime - this._startTime;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a dedicated volume for this sounds\r\n * @param newVolume Define the new volume of the sound\r\n * @param time Define time for gradual change to new volume\r\n */\r\n public setVolume(newVolume: number, time?: number): void {\r\n if (Engine.audioEngine.canUseWebAudio && this._soundGain) {\r\n if (time && Engine.audioEngine.audioContext) {\r\n this._soundGain.gain.cancelScheduledValues(Engine.audioEngine.audioContext.currentTime);\r\n this._soundGain.gain.setValueAtTime(this._soundGain.gain.value, Engine.audioEngine.audioContext.currentTime);\r\n this._soundGain.gain.linearRampToValueAtTime(newVolume, Engine.audioEngine.audioContext.currentTime + time);\r\n }\r\n else {\r\n this._soundGain.gain.value = newVolume;\r\n }\r\n }\r\n this._volume = newVolume;\r\n }\r\n\r\n /**\r\n * Set the sound play back rate\r\n * @param newPlaybackRate Define the playback rate the sound should be played at\r\n */\r\n public setPlaybackRate(newPlaybackRate: number): void {\r\n this._playbackRate = newPlaybackRate;\r\n if (this.isPlaying) {\r\n if (this._streaming && this._htmlAudioElement) {\r\n this._htmlAudioElement.playbackRate = this._playbackRate;\r\n }\r\n else if (this._soundSource) {\r\n this._soundSource.playbackRate.value = this._playbackRate;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets the volume of the sound.\r\n * @returns the volume of the sound\r\n */\r\n public getVolume(): number {\r\n return this._volume;\r\n }\r\n\r\n /**\r\n * Attach the sound to a dedicated mesh\r\n * @param transformNode The transform node to connect the sound with\r\n * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh\r\n */\r\n public attachToMesh(transformNode: TransformNode): void {\r\n if (this._connectedTransformNode && this._registerFunc) {\r\n this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);\r\n this._registerFunc = null;\r\n }\r\n this._connectedTransformNode = transformNode;\r\n if (!this.spatialSound) {\r\n this.spatialSound = true;\r\n this._createSpatialParameters();\r\n if (this.isPlaying && this.loop) {\r\n this.stop();\r\n this.play(0, this._offset, this._length);\r\n }\r\n }\r\n this._onRegisterAfterWorldMatrixUpdate(this._connectedTransformNode);\r\n this._registerFunc = (transformNode: TransformNode) => this._onRegisterAfterWorldMatrixUpdate(transformNode);\r\n this._connectedTransformNode.registerAfterWorldMatrixUpdate(this._registerFunc);\r\n }\r\n\r\n /**\r\n * Detach the sound from the previously attached mesh\r\n * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh\r\n */\r\n public detachFromMesh() {\r\n if (this._connectedTransformNode && this._registerFunc) {\r\n this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);\r\n this._registerFunc = null;\r\n this._connectedTransformNode = null;\r\n }\r\n }\r\n\r\n private _onRegisterAfterWorldMatrixUpdate(node: TransformNode): void {\r\n if (this._positionInEmitterSpace) {\r\n node.worldMatrixFromCache.invertToRef(TmpVectors.Matrix[0]);\r\n this.setPosition(TmpVectors.Matrix[0].getTranslation());\r\n }\r\n else {\r\n if (!(node).getBoundingInfo) {\r\n this.setPosition(node.absolutePosition);\r\n } else {\r\n let mesh = node as AbstractMesh;\r\n let boundingInfo = mesh.getBoundingInfo();\r\n this.setPosition(boundingInfo.boundingSphere.centerWorld);\r\n }\r\n }\r\n if (Engine.audioEngine.canUseWebAudio && this._isDirectional && this.isPlaying) {\r\n this._updateDirection();\r\n }\r\n }\r\n\r\n /**\r\n * Clone the current sound in the scene.\r\n * @returns the new sound clone\r\n */\r\n public clone(): Nullable {\r\n if (!this._streaming) {\r\n var setBufferAndRun = () => {\r\n if (this._isReadyToPlay) {\r\n clonedSound._audioBuffer = this.getAudioBuffer();\r\n clonedSound._isReadyToPlay = true;\r\n if (clonedSound.autoplay) { clonedSound.play(0, this._offset, this._length); }\r\n }\r\n else {\r\n window.setTimeout(setBufferAndRun, 300);\r\n }\r\n };\r\n\r\n var currentOptions = {\r\n autoplay: this.autoplay, loop: this.loop,\r\n volume: this._volume, spatialSound: this.spatialSound, maxDistance: this.maxDistance,\r\n useCustomAttenuation: this.useCustomAttenuation, rolloffFactor: this.rolloffFactor,\r\n refDistance: this.refDistance, distanceModel: this.distanceModel\r\n };\r\n\r\n var clonedSound = new Sound(this.name + \"_cloned\", new ArrayBuffer(0), this._scene, null, currentOptions);\r\n if (this.useCustomAttenuation) {\r\n clonedSound.setAttenuationFunction(this._customAttenuationFunction);\r\n }\r\n clonedSound.setPosition(this._position);\r\n clonedSound.setPlaybackRate(this._playbackRate);\r\n setBufferAndRun();\r\n\r\n return clonedSound;\r\n }\r\n // Can't clone a streaming sound\r\n else {\r\n return null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the current underlying audio buffer containing the data\r\n * @returns the audio buffer\r\n */\r\n public getAudioBuffer(): Nullable {\r\n return this._audioBuffer;\r\n }\r\n\r\n /**\r\n * Gets the WebAudio AudioBufferSourceNode, lets you keep track of and stop instances of this Sound.\r\n * @returns the source node\r\n */\r\n public getSoundSource(): Nullable {\r\n return this._soundSource;\r\n }\r\n\r\n /**\r\n * Gets the WebAudio GainNode, gives you precise control over the gain of instances of this Sound.\r\n * @returns the gain node\r\n */\r\n public getSoundGain(): Nullable {\r\n return this._soundGain;\r\n }\r\n\r\n /**\r\n * Serializes the Sound in a JSON representation\r\n * @returns the JSON representation of the sound\r\n */\r\n public serialize(): any {\r\n var serializationObject: any = {\r\n name: this.name,\r\n url: this.name,\r\n autoplay: this.autoplay,\r\n loop: this.loop,\r\n volume: this._volume,\r\n spatialSound: this.spatialSound,\r\n maxDistance: this.maxDistance,\r\n rolloffFactor: this.rolloffFactor,\r\n refDistance: this.refDistance,\r\n distanceModel: this.distanceModel,\r\n playbackRate: this._playbackRate,\r\n panningModel: this._panningModel,\r\n soundTrackId: this.soundTrackId,\r\n metadata: this.metadata\r\n };\r\n\r\n if (this.spatialSound) {\r\n if (this._connectedTransformNode) {\r\n serializationObject.connectedMeshId = this._connectedTransformNode.id;\r\n }\r\n\r\n serializationObject.position = this._position.asArray();\r\n serializationObject.refDistance = this.refDistance;\r\n serializationObject.distanceModel = this.distanceModel;\r\n\r\n serializationObject.isDirectional = this._isDirectional;\r\n serializationObject.localDirectionToMesh = this._localDirection.asArray();\r\n serializationObject.coneInnerAngle = this._coneInnerAngle;\r\n serializationObject.coneOuterAngle = this._coneOuterAngle;\r\n serializationObject.coneOuterGain = this._coneOuterGain;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse a JSON representation of a sound to innstantiate in a given scene\r\n * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)\r\n * @param scene Define the scene the new parsed sound should be created in\r\n * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies\r\n * @param sourceSound Define a cound place holder if do not need to instantiate a new one\r\n * @returns the newly parsed sound\r\n */\r\n public static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound {\r\n var soundName = parsedSound.name;\r\n var soundUrl;\r\n\r\n if (parsedSound.url) {\r\n soundUrl = rootUrl + parsedSound.url;\r\n }\r\n else {\r\n soundUrl = rootUrl + soundName;\r\n }\r\n\r\n var options = {\r\n autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume,\r\n spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance,\r\n rolloffFactor: parsedSound.rolloffFactor,\r\n refDistance: parsedSound.refDistance,\r\n distanceModel: parsedSound.distanceModel,\r\n playbackRate: parsedSound.playbackRate\r\n };\r\n\r\n var newSound: Sound;\r\n\r\n if (!sourceSound) {\r\n newSound = new Sound(soundName, soundUrl, scene, () => { scene._removePendingData(newSound); }, options);\r\n scene._addPendingData(newSound);\r\n }\r\n else {\r\n var setBufferAndRun = () => {\r\n if (sourceSound._isReadyToPlay) {\r\n newSound._audioBuffer = sourceSound.getAudioBuffer();\r\n newSound._isReadyToPlay = true;\r\n if (newSound.autoplay) { newSound.play(0, newSound._offset, newSound._length); }\r\n }\r\n else {\r\n window.setTimeout(setBufferAndRun, 300);\r\n }\r\n };\r\n\r\n newSound = new Sound(soundName, new ArrayBuffer(0), scene, null, options);\r\n setBufferAndRun();\r\n }\r\n\r\n if (parsedSound.position) {\r\n var soundPosition = Vector3.FromArray(parsedSound.position);\r\n newSound.setPosition(soundPosition);\r\n }\r\n if (parsedSound.isDirectional) {\r\n newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);\r\n if (parsedSound.localDirectionToMesh) {\r\n var localDirectionToMesh = Vector3.FromArray(parsedSound.localDirectionToMesh);\r\n newSound.setLocalDirectionToMesh(localDirectionToMesh);\r\n }\r\n }\r\n if (parsedSound.connectedMeshId) {\r\n var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId);\r\n if (connectedMesh) {\r\n newSound.attachToMesh(connectedMesh);\r\n }\r\n }\r\n\r\n if (parsedSound.metadata) {\r\n newSound.metadata = parsedSound.metadata;\r\n }\r\n\r\n return newSound;\r\n }\r\n}\r\n","import { Sound } from \"./sound\";\r\nimport { Analyser } from \"./analyser\";\r\nimport { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { Engine } from \"../Engines/engine\";\r\n\r\n/**\r\n * Options allowed during the creation of a sound track.\r\n */\r\nexport interface ISoundTrackOptions {\r\n /**\r\n * The volume the sound track should take during creation\r\n */\r\n volume?: number;\r\n /**\r\n * Define if the sound track is the main sound track of the scene\r\n */\r\n mainTrack?: boolean;\r\n}\r\n\r\n/**\r\n * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.\r\n * It will be also used in a future release to apply effects on a specific track.\r\n * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks\r\n */\r\nexport class SoundTrack {\r\n /**\r\n * The unique identifier of the sound track in the scene.\r\n */\r\n public id: number = -1;\r\n /**\r\n * The list of sounds included in the sound track.\r\n */\r\n public soundCollection: Array;\r\n\r\n private _outputAudioNode: Nullable;\r\n private _scene: Scene;\r\n private _connectedAnalyser: Analyser;\r\n private _options: ISoundTrackOptions;\r\n private _isInitialized = false;\r\n\r\n /**\r\n * Creates a new sound track.\r\n * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks\r\n * @param scene Define the scene the sound track belongs to\r\n * @param options\r\n */\r\n constructor(scene: Scene, options: ISoundTrackOptions = {}) {\r\n this._scene = scene;\r\n this.soundCollection = new Array();\r\n this._options = options;\r\n\r\n if (!this._options.mainTrack && this._scene.soundTracks) {\r\n this._scene.soundTracks.push(this);\r\n this.id = this._scene.soundTracks.length - 1;\r\n }\r\n }\r\n\r\n private _initializeSoundTrackAudioGraph() {\r\n if (Engine.audioEngine.canUseWebAudio && Engine.audioEngine.audioContext) {\r\n this._outputAudioNode = Engine.audioEngine.audioContext.createGain();\r\n this._outputAudioNode.connect(Engine.audioEngine.masterGain);\r\n\r\n if (this._options) {\r\n if (this._options.volume) { this._outputAudioNode.gain.value = this._options.volume; }\r\n }\r\n\r\n this._isInitialized = true;\r\n }\r\n }\r\n\r\n /**\r\n * Release the sound track and its associated resources\r\n */\r\n public dispose(): void {\r\n if (Engine.audioEngine && Engine.audioEngine.canUseWebAudio) {\r\n if (this._connectedAnalyser) {\r\n this._connectedAnalyser.stopDebugCanvas();\r\n }\r\n while (this.soundCollection.length) {\r\n this.soundCollection[0].dispose();\r\n }\r\n if (this._outputAudioNode) {\r\n this._outputAudioNode.disconnect();\r\n }\r\n this._outputAudioNode = null;\r\n }\r\n }\r\n\r\n /**\r\n * Adds a sound to this sound track\r\n * @param sound define the cound to add\r\n * @ignoreNaming\r\n */\r\n public AddSound(sound: Sound): void {\r\n if (!this._isInitialized) {\r\n this._initializeSoundTrackAudioGraph();\r\n }\r\n if (Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {\r\n sound.connectToSoundTrackAudioNode(this._outputAudioNode);\r\n }\r\n if (sound.soundTrackId) {\r\n if (sound.soundTrackId === -1) {\r\n this._scene.mainSoundTrack.RemoveSound(sound);\r\n }\r\n else if (this._scene.soundTracks) {\r\n this._scene.soundTracks[sound.soundTrackId].RemoveSound(sound);\r\n }\r\n }\r\n\r\n this.soundCollection.push(sound);\r\n sound.soundTrackId = this.id;\r\n }\r\n\r\n /**\r\n * Removes a sound to this sound track\r\n * @param sound define the cound to remove\r\n * @ignoreNaming\r\n */\r\n public RemoveSound(sound: Sound): void {\r\n var index = this.soundCollection.indexOf(sound);\r\n if (index !== -1) {\r\n this.soundCollection.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Set a global volume for the full sound track.\r\n * @param newVolume Define the new volume of the sound track\r\n */\r\n public setVolume(newVolume: number): void {\r\n if (Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {\r\n this._outputAudioNode.gain.value = newVolume;\r\n }\r\n }\r\n\r\n /**\r\n * Switch the panning model to HRTF:\r\n * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.\r\n * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound\r\n */\r\n public switchPanningModelToHRTF(): void {\r\n if (Engine.audioEngine.canUseWebAudio) {\r\n for (var i = 0; i < this.soundCollection.length; i++) {\r\n this.soundCollection[i].switchPanningModelToHRTF();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Switch the panning model to Equal Power:\r\n * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.\r\n * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound\r\n */\r\n public switchPanningModelToEqualPower(): void {\r\n if (Engine.audioEngine.canUseWebAudio) {\r\n for (var i = 0; i < this.soundCollection.length; i++) {\r\n this.soundCollection[i].switchPanningModelToEqualPower();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Connect the sound track to an audio analyser allowing some amazing\r\n * synchornization between the sounds/music and your visualization (VuMeter for instance).\r\n * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser\r\n * @param analyser The analyser to connect to the engine\r\n */\r\n public connectToAnalyser(analyser: Analyser): void {\r\n if (this._connectedAnalyser) {\r\n this._connectedAnalyser.stopDebugCanvas();\r\n }\r\n this._connectedAnalyser = analyser;\r\n if (Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {\r\n this._outputAudioNode.disconnect();\r\n this._connectedAnalyser.connectAudioNodes(this._outputAudioNode, Engine.audioEngine.masterGain);\r\n }\r\n }\r\n}\r\n","import { Sound } from \"../Audio/sound\";\r\nimport { Logger } from \"../Misc/logger\";\r\n\r\n/**\r\n * Wraps one or more Sound objects and selects one with random weight for playback.\r\n */\r\nexport class WeightedSound {\r\n /** When true a Sound will be selected and played when the current playing Sound completes. */\r\n public loop: boolean = false;\r\n private _coneInnerAngle: number = 360;\r\n private _coneOuterAngle: number = 360;\r\n private _volume: number = 1;\r\n /** A Sound is currently playing. */\r\n public isPlaying: boolean = false;\r\n /** A Sound is currently paused. */\r\n public isPaused: boolean = false;\r\n\r\n private _sounds: Sound[] = [];\r\n private _weights: number[] = [];\r\n private _currentIndex?: number;\r\n\r\n /**\r\n * Creates a new WeightedSound from the list of sounds given.\r\n * @param loop When true a Sound will be selected and played when the current playing Sound completes.\r\n * @param sounds Array of Sounds that will be selected from.\r\n * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1\r\n */\r\n constructor(loop: boolean, sounds: Sound[], weights: number[]) {\r\n if (sounds.length !== weights.length) {\r\n throw new Error('Sounds length does not equal weights length');\r\n }\r\n\r\n this.loop = loop;\r\n this._weights = weights;\r\n // Normalize the weights\r\n let weightSum = 0;\r\n for (const weight of weights) {\r\n weightSum += weight;\r\n }\r\n const invWeightSum = weightSum > 0 ? 1 / weightSum : 0;\r\n for (let i = 0; i < this._weights.length; i++) {\r\n this._weights[i] *= invWeightSum;\r\n }\r\n this._sounds = sounds;\r\n for (let sound of this._sounds) {\r\n sound.onEndedObservable.add(() => { this._onended(); });\r\n }\r\n }\r\n\r\n /**\r\n * The size of cone in degrees for a directional sound in which there will be no attenuation.\r\n */\r\n public get directionalConeInnerAngle(): number {\r\n return this._coneInnerAngle;\r\n }\r\n\r\n /**\r\n * The size of cone in degress for a directional sound in which there will be no attenuation.\r\n */\r\n public set directionalConeInnerAngle(value: number) {\r\n if (value !== this._coneInnerAngle) {\r\n if (this._coneOuterAngle < value) {\r\n Logger.Error(\"directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.\");\r\n return;\r\n }\r\n\r\n this._coneInnerAngle = value;\r\n for (let sound of this._sounds) {\r\n sound.directionalConeInnerAngle = value;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Size of cone in degrees for a directional sound outside of which there will be no sound.\r\n * Listener angles between innerAngle and outerAngle will falloff linearly.\r\n */\r\n public get directionalConeOuterAngle(): number {\r\n return this._coneOuterAngle;\r\n }\r\n\r\n /**\r\n * Size of cone in degrees for a directional sound outside of which there will be no sound.\r\n * Listener angles between innerAngle and outerAngle will falloff linearly.\r\n */\r\n public set directionalConeOuterAngle(value: number) {\r\n if (value !== this._coneOuterAngle) {\r\n if (value < this._coneInnerAngle) {\r\n Logger.Error(\"directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.\");\r\n return;\r\n }\r\n\r\n this._coneOuterAngle = value;\r\n for (let sound of this._sounds) {\r\n sound.directionalConeOuterAngle = value;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Playback volume.\r\n */\r\n public get volume(): number {\r\n return this._volume;\r\n }\r\n\r\n /**\r\n * Playback volume.\r\n */\r\n public set volume(value: number) {\r\n if (value !== this._volume) {\r\n for (let sound of this._sounds) {\r\n sound.setVolume(value);\r\n }\r\n }\r\n }\r\n\r\n private _onended() {\r\n if (this._currentIndex !== undefined) {\r\n this._sounds[this._currentIndex].autoplay = false;\r\n }\r\n if (this.loop && this.isPlaying) {\r\n this.play();\r\n } else {\r\n this.isPlaying = false;\r\n }\r\n }\r\n\r\n /**\r\n * Suspend playback\r\n */\r\n public pause() {\r\n this.isPaused = true;\r\n if (this._currentIndex !== undefined) {\r\n this._sounds[this._currentIndex].pause();\r\n }\r\n }\r\n\r\n /**\r\n * Stop playback\r\n */\r\n public stop() {\r\n this.isPlaying = false;\r\n if (this._currentIndex !== undefined) {\r\n this._sounds[this._currentIndex].stop();\r\n }\r\n }\r\n\r\n /**\r\n * Start playback.\r\n * @param startOffset Position the clip head at a specific time in seconds.\r\n */\r\n public play(startOffset?: number) {\r\n if (!this.isPaused) {\r\n this.stop();\r\n let randomValue = Math.random();\r\n let total = 0;\r\n for (let i = 0; i < this._weights.length; i++) {\r\n total += this._weights[i];\r\n if (randomValue <= total) {\r\n this._currentIndex = i;\r\n break;\r\n }\r\n }\r\n }\r\n const sound = this._sounds[this._currentIndex!];\r\n if (sound.isReady()) {\r\n sound.play(0, this.isPaused ? undefined : startOffset);\r\n } else {\r\n sound.autoplay = true;\r\n }\r\n this.isPlaying = true;\r\n this.isPaused = false;\r\n }\r\n}\r\n","import { Behavior } from \"../../Behaviors/behavior\";\r\nimport { Camera } from \"../../Cameras/camera\";\r\nimport { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { Nullable } from \"../../types\";\r\nimport { Observer } from \"../../Misc/observable\";\r\nimport { PointerInfoPre, PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { PrecisionDate } from \"../../Misc/precisionDate\";\r\n\r\n/**\r\n * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.\r\n * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior\r\n */\r\nexport class AutoRotationBehavior implements Behavior {\r\n /**\r\n * Gets the name of the behavior.\r\n */\r\n public get name(): string {\r\n return \"AutoRotation\";\r\n }\r\n\r\n private _zoomStopsAnimation = false;\r\n private _idleRotationSpeed = 0.05;\r\n private _idleRotationWaitTime = 2000;\r\n private _idleRotationSpinupTime = 2000;\r\n\r\n /**\r\n * Sets the flag that indicates if user zooming should stop animation.\r\n */\r\n public set zoomStopsAnimation(flag: boolean) {\r\n this._zoomStopsAnimation = flag;\r\n }\r\n\r\n /**\r\n * Gets the flag that indicates if user zooming should stop animation.\r\n */\r\n public get zoomStopsAnimation(): boolean {\r\n return this._zoomStopsAnimation;\r\n }\r\n\r\n /**\r\n * Sets the default speed at which the camera rotates around the model.\r\n */\r\n public set idleRotationSpeed(speed: number) {\r\n this._idleRotationSpeed = speed;\r\n }\r\n\r\n /**\r\n * Gets the default speed at which the camera rotates around the model.\r\n */\r\n public get idleRotationSpeed() {\r\n return this._idleRotationSpeed;\r\n }\r\n\r\n /**\r\n * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.\r\n */\r\n public set idleRotationWaitTime(time: number) {\r\n this._idleRotationWaitTime = time;\r\n }\r\n\r\n /**\r\n * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.\r\n */\r\n public get idleRotationWaitTime() {\r\n return this._idleRotationWaitTime;\r\n }\r\n\r\n /**\r\n * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.\r\n */\r\n public set idleRotationSpinupTime(time: number) {\r\n this._idleRotationSpinupTime = time;\r\n }\r\n\r\n /**\r\n * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.\r\n */\r\n public get idleRotationSpinupTime() {\r\n return this._idleRotationSpinupTime;\r\n }\r\n\r\n /**\r\n * Gets a value indicating if the camera is currently rotating because of this behavior\r\n */\r\n public get rotationInProgress(): boolean {\r\n return Math.abs(this._cameraRotationSpeed) > 0;\r\n }\r\n\r\n // Default behavior functions\r\n private _onPrePointerObservableObserver: Nullable>;\r\n private _onAfterCheckInputsObserver: Nullable>;\r\n private _attachedCamera: Nullable;\r\n private _isPointerDown = false;\r\n private _lastFrameTime: Nullable = null;\r\n private _lastInteractionTime = -Infinity;\r\n private _cameraRotationSpeed: number = 0;\r\n\r\n /**\r\n * Initializes the behavior.\r\n */\r\n public init(): void {\r\n // Do notihng\r\n }\r\n\r\n /**\r\n * Attaches the behavior to its arc rotate camera.\r\n * @param camera Defines the camera to attach the behavior to\r\n */\r\n public attach(camera: ArcRotateCamera): void {\r\n this._attachedCamera = camera;\r\n let scene = this._attachedCamera.getScene();\r\n\r\n this._onPrePointerObservableObserver = scene.onPrePointerObservable.add((pointerInfoPre) => {\r\n if (pointerInfoPre.type === PointerEventTypes.POINTERDOWN) {\r\n this._isPointerDown = true;\r\n return;\r\n }\r\n\r\n if (pointerInfoPre.type === PointerEventTypes.POINTERUP) {\r\n this._isPointerDown = false;\r\n }\r\n });\r\n\r\n this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(() => {\r\n let now = PrecisionDate.Now;\r\n let dt = 0;\r\n if (this._lastFrameTime != null) {\r\n dt = now - this._lastFrameTime;\r\n }\r\n this._lastFrameTime = now;\r\n\r\n // Stop the animation if there is user interaction and the animation should stop for this interaction\r\n this._applyUserInteraction();\r\n\r\n let timeToRotation = now - this._lastInteractionTime - this._idleRotationWaitTime;\r\n let scale = Math.max(Math.min(timeToRotation / (this._idleRotationSpinupTime), 1), 0);\r\n this._cameraRotationSpeed = this._idleRotationSpeed * scale;\r\n\r\n // Step camera rotation by rotation speed\r\n if (this._attachedCamera) {\r\n this._attachedCamera.alpha -= this._cameraRotationSpeed * (dt / 1000);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Detaches the behavior from its current arc rotate camera.\r\n */\r\n public detach(): void {\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n let scene = this._attachedCamera.getScene();\r\n\r\n if (this._onPrePointerObservableObserver) {\r\n scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);\r\n }\r\n\r\n this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);\r\n this._attachedCamera = null;\r\n }\r\n\r\n /**\r\n * Returns true if user is scrolling.\r\n * @return true if user is scrolling.\r\n */\r\n private _userIsZooming(): boolean {\r\n if (!this._attachedCamera) {\r\n return false;\r\n }\r\n return this._attachedCamera.inertialRadiusOffset !== 0;\r\n }\r\n\r\n private _lastFrameRadius = 0;\r\n private _shouldAnimationStopForInteraction(): boolean {\r\n if (!this._attachedCamera) {\r\n return false;\r\n }\r\n\r\n var zoomHasHitLimit = false;\r\n if (this._lastFrameRadius === this._attachedCamera.radius && this._attachedCamera.inertialRadiusOffset !== 0) {\r\n zoomHasHitLimit = true;\r\n }\r\n\r\n // Update the record of previous radius - works as an approx. indicator of hitting radius limits\r\n this._lastFrameRadius = this._attachedCamera.radius;\r\n return this._zoomStopsAnimation ? zoomHasHitLimit : this._userIsZooming();\r\n }\r\n\r\n /**\r\n * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.\r\n */\r\n private _applyUserInteraction(): void {\r\n if (this._userIsMoving() && !this._shouldAnimationStopForInteraction()) {\r\n this._lastInteractionTime = PrecisionDate.Now;\r\n }\r\n }\r\n\r\n // Tools\r\n private _userIsMoving(): boolean {\r\n if (!this._attachedCamera) {\r\n return false;\r\n }\r\n\r\n return this._attachedCamera.inertialAlphaOffset !== 0 ||\r\n this._attachedCamera.inertialBetaOffset !== 0 ||\r\n this._attachedCamera.inertialRadiusOffset !== 0 ||\r\n this._attachedCamera.inertialPanningX !== 0 ||\r\n this._attachedCamera.inertialPanningY !== 0 ||\r\n this._isPointerDown;\r\n }\r\n}\r\n","import { Behavior } from \"../../Behaviors/behavior\";\r\nimport { Camera } from \"../../Cameras/camera\";\r\nimport { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { BackEase, EasingFunction } from \"../../Animations/easing\";\r\nimport { Nullable } from \"../../types\";\r\nimport { Observer } from \"../../Misc/observable\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Animatable } from \"../../Animations/animatable\";\r\nimport { Animation } from \"../../Animations/animation\";\r\n\r\n/**\r\n * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius\r\n * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior\r\n */\r\nexport class BouncingBehavior implements Behavior {\r\n /**\r\n * Gets the name of the behavior.\r\n */\r\n public get name(): string {\r\n return \"Bouncing\";\r\n }\r\n\r\n /**\r\n * The easing function used by animations\r\n */\r\n public static EasingFunction = new BackEase(0.3);\r\n\r\n /**\r\n * The easing mode used by animations\r\n */\r\n public static EasingMode = EasingFunction.EASINGMODE_EASEOUT;\r\n\r\n /**\r\n * The duration of the animation, in milliseconds\r\n */\r\n public transitionDuration = 450;\r\n\r\n /**\r\n * Length of the distance animated by the transition when lower radius is reached\r\n */\r\n public lowerRadiusTransitionRange = 2;\r\n\r\n /**\r\n * Length of the distance animated by the transition when upper radius is reached\r\n */\r\n public upperRadiusTransitionRange = -2;\r\n\r\n private _autoTransitionRange = false;\r\n\r\n /**\r\n * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically\r\n */\r\n public get autoTransitionRange(): boolean {\r\n return this._autoTransitionRange;\r\n }\r\n\r\n /**\r\n * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically\r\n * Transition ranges will be set to 5% of the bounding box diagonal in world space\r\n */\r\n public set autoTransitionRange(value: boolean) {\r\n if (this._autoTransitionRange === value) {\r\n return;\r\n }\r\n\r\n this._autoTransitionRange = value;\r\n\r\n let camera = this._attachedCamera;\r\n if (!camera) {\r\n return;\r\n }\r\n\r\n if (value) {\r\n this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add((mesh) => {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n mesh.computeWorldMatrix(true);\r\n let diagonal = mesh.getBoundingInfo().diagonalLength;\r\n\r\n this.lowerRadiusTransitionRange = diagonal * 0.05;\r\n this.upperRadiusTransitionRange = diagonal * 0.05;\r\n });\r\n } else if (this._onMeshTargetChangedObserver) {\r\n camera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);\r\n }\r\n }\r\n\r\n // Connection\r\n private _attachedCamera: Nullable;\r\n private _onAfterCheckInputsObserver: Nullable>;\r\n private _onMeshTargetChangedObserver: Nullable>>;\r\n\r\n /**\r\n * Initializes the behavior.\r\n */\r\n public init(): void {\r\n // Do notihng\r\n }\r\n\r\n /**\r\n * Attaches the behavior to its arc rotate camera.\r\n * @param camera Defines the camera to attach the behavior to\r\n */\r\n public attach(camera: ArcRotateCamera): void {\r\n this._attachedCamera = camera;\r\n this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(() => {\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n\r\n // Add the bounce animation to the lower radius limit\r\n if (this._isRadiusAtLimit(this._attachedCamera.lowerRadiusLimit)) {\r\n this._applyBoundRadiusAnimation(this.lowerRadiusTransitionRange);\r\n }\r\n\r\n // Add the bounce animation to the upper radius limit\r\n if (this._isRadiusAtLimit(this._attachedCamera.upperRadiusLimit)) {\r\n this._applyBoundRadiusAnimation(this.upperRadiusTransitionRange);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Detaches the behavior from its current arc rotate camera.\r\n */\r\n public detach(): void {\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n if (this._onAfterCheckInputsObserver) {\r\n this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);\r\n }\r\n if (this._onMeshTargetChangedObserver) {\r\n this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);\r\n }\r\n this._attachedCamera = null;\r\n }\r\n\r\n // Animations\r\n private _radiusIsAnimating: boolean = false;\r\n private _radiusBounceTransition: Nullable = null;\r\n private _animatables = new Array();\r\n private _cachedWheelPrecision: number;\r\n\r\n /**\r\n * Checks if the camera radius is at the specified limit. Takes into account animation locks.\r\n * @param radiusLimit The limit to check against.\r\n * @return Bool to indicate if at limit.\r\n */\r\n private _isRadiusAtLimit(radiusLimit: Nullable): boolean {\r\n if (!this._attachedCamera) {\r\n return false;\r\n }\r\n\r\n if (this._attachedCamera.radius === radiusLimit && !this._radiusIsAnimating) {\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Applies an animation to the radius of the camera, extending by the radiusDelta.\r\n * @param radiusDelta The delta by which to animate to. Can be negative.\r\n */\r\n private _applyBoundRadiusAnimation(radiusDelta: number): void {\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n\r\n if (!this._radiusBounceTransition) {\r\n BouncingBehavior.EasingFunction.setEasingMode(BouncingBehavior.EasingMode);\r\n this._radiusBounceTransition = Animation.CreateAnimation(\"radius\", Animation.ANIMATIONTYPE_FLOAT, 60, BouncingBehavior.EasingFunction);\r\n }\r\n // Prevent zoom until bounce has completed\r\n this._cachedWheelPrecision = this._attachedCamera.wheelPrecision;\r\n this._attachedCamera.wheelPrecision = Infinity;\r\n this._attachedCamera.inertialRadiusOffset = 0;\r\n\r\n // Animate to the radius limit\r\n this.stopAllAnimations();\r\n this._radiusIsAnimating = true;\r\n let animatable = Animation.TransitionTo(\"radius\", this._attachedCamera.radius + radiusDelta, this._attachedCamera, this._attachedCamera.getScene(), 60,\r\n this._radiusBounceTransition, this.transitionDuration, () => this._clearAnimationLocks());\r\n\r\n if (animatable) {\r\n this._animatables.push(animatable);\r\n }\r\n }\r\n\r\n /**\r\n * Removes all animation locks. Allows new animations to be added to any of the camera properties.\r\n */\r\n protected _clearAnimationLocks(): void {\r\n this._radiusIsAnimating = false;\r\n\r\n if (this._attachedCamera) {\r\n this._attachedCamera.wheelPrecision = this._cachedWheelPrecision;\r\n }\r\n }\r\n\r\n /**\r\n * Stops and removes all animations that have been applied to the camera\r\n */\r\n public stopAllAnimations(): void {\r\n if (this._attachedCamera) {\r\n this._attachedCamera.animations = [];\r\n }\r\n while (this._animatables.length) {\r\n this._animatables[0].onAnimationEnd = null;\r\n this._animatables[0].stop();\r\n this._animatables.shift();\r\n }\r\n }\r\n}\r\n","import { Behavior } from \"../../Behaviors/behavior\";\r\nimport { Camera } from \"../../Cameras/camera\";\r\nimport { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { ExponentialEase, EasingFunction } from \"../../Animations/easing\";\r\nimport { Nullable } from \"../../types\";\r\nimport { PointerInfoPre, PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { PrecisionDate } from \"../../Misc/precisionDate\";\r\nimport { Observer } from \"../../Misc/observable\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Vector3, Vector2 } from \"../../Maths/math.vector\";\r\nimport { Animatable } from \"../../Animations/animatable\";\r\nimport { Animation } from \"../../Animations/animation\";\r\n\r\n/**\r\n * The framing behavior (FramingBehavior) is designed to automatically position an ArcRotateCamera when its target is set to a mesh. It is also useful if you want to prevent the camera to go under a virtual horizontal plane.\r\n * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior\r\n */\r\nexport class FramingBehavior implements Behavior {\r\n /**\r\n * Gets the name of the behavior.\r\n */\r\n public get name(): string {\r\n return \"Framing\";\r\n }\r\n\r\n private _mode = FramingBehavior.FitFrustumSidesMode;\r\n private _radiusScale = 1.0;\r\n private _positionScale = 0.5;\r\n private _defaultElevation = 0.3;\r\n private _elevationReturnTime = 1500;\r\n private _elevationReturnWaitTime = 1000;\r\n private _zoomStopsAnimation = false;\r\n private _framingTime = 1500;\r\n\r\n /**\r\n * The easing function used by animations\r\n */\r\n public static EasingFunction = new ExponentialEase();\r\n\r\n /**\r\n * The easing mode used by animations\r\n */\r\n public static EasingMode = EasingFunction.EASINGMODE_EASEINOUT;\r\n\r\n /**\r\n * Sets the current mode used by the behavior\r\n */\r\n public set mode(mode: number) {\r\n this._mode = mode;\r\n }\r\n\r\n /**\r\n * Gets current mode used by the behavior.\r\n */\r\n public get mode(): number {\r\n return this._mode;\r\n }\r\n\r\n /**\r\n * Sets the scale applied to the radius (1 by default)\r\n */\r\n public set radiusScale(radius: number) {\r\n this._radiusScale = radius;\r\n }\r\n\r\n /**\r\n * Gets the scale applied to the radius\r\n */\r\n public get radiusScale(): number {\r\n return this._radiusScale;\r\n }\r\n\r\n /**\r\n * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.\r\n */\r\n public set positionScale(scale: number) {\r\n this._positionScale = scale;\r\n }\r\n\r\n /**\r\n * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.\r\n */\r\n public get positionScale(): number {\r\n return this._positionScale;\r\n }\r\n\r\n /**\r\n * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle\r\n * behaviour is triggered, in radians.\r\n */\r\n public set defaultElevation(elevation: number) {\r\n this._defaultElevation = elevation;\r\n }\r\n\r\n /**\r\n * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle\r\n * behaviour is triggered, in radians.\r\n */\r\n public get defaultElevation() {\r\n return this._defaultElevation;\r\n }\r\n\r\n /**\r\n * Sets the time (in milliseconds) taken to return to the default beta position.\r\n * Negative value indicates camera should not return to default.\r\n */\r\n public set elevationReturnTime(speed: number) {\r\n this._elevationReturnTime = speed;\r\n }\r\n\r\n /**\r\n * Gets the time (in milliseconds) taken to return to the default beta position.\r\n * Negative value indicates camera should not return to default.\r\n */\r\n public get elevationReturnTime(): number {\r\n return this._elevationReturnTime;\r\n }\r\n\r\n /**\r\n * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.\r\n */\r\n public set elevationReturnWaitTime(time: number) {\r\n this._elevationReturnWaitTime = time;\r\n }\r\n\r\n /**\r\n * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.\r\n */\r\n public get elevationReturnWaitTime(): number {\r\n return this._elevationReturnWaitTime;\r\n }\r\n\r\n /**\r\n * Sets the flag that indicates if user zooming should stop animation.\r\n */\r\n public set zoomStopsAnimation(flag: boolean) {\r\n this._zoomStopsAnimation = flag;\r\n }\r\n\r\n /**\r\n * Gets the flag that indicates if user zooming should stop animation.\r\n */\r\n public get zoomStopsAnimation(): boolean {\r\n return this._zoomStopsAnimation;\r\n }\r\n\r\n /**\r\n * Sets the transition time when framing the mesh, in milliseconds\r\n */\r\n public set framingTime(time: number) {\r\n this._framingTime = time;\r\n }\r\n\r\n /**\r\n * Gets the transition time when framing the mesh, in milliseconds\r\n */\r\n public get framingTime() {\r\n return this._framingTime;\r\n }\r\n\r\n /**\r\n * Define if the behavior should automatically change the configured\r\n * camera limits and sensibilities.\r\n */\r\n public autoCorrectCameraLimitsAndSensibility = true;\r\n\r\n // Default behavior functions\r\n private _onPrePointerObservableObserver: Nullable>;\r\n private _onAfterCheckInputsObserver: Nullable>;\r\n private _onMeshTargetChangedObserver: Nullable>>;\r\n private _attachedCamera: Nullable;\r\n private _isPointerDown = false;\r\n private _lastInteractionTime = -Infinity;\r\n\r\n /**\r\n * Initializes the behavior.\r\n */\r\n public init(): void {\r\n // Do notihng\r\n }\r\n\r\n /**\r\n * Attaches the behavior to its arc rotate camera.\r\n * @param camera Defines the camera to attach the behavior to\r\n */\r\n public attach(camera: ArcRotateCamera): void {\r\n this._attachedCamera = camera;\r\n let scene = this._attachedCamera.getScene();\r\n\r\n FramingBehavior.EasingFunction.setEasingMode(FramingBehavior.EasingMode);\r\n\r\n this._onPrePointerObservableObserver = scene.onPrePointerObservable.add((pointerInfoPre) => {\r\n if (pointerInfoPre.type === PointerEventTypes.POINTERDOWN) {\r\n this._isPointerDown = true;\r\n return;\r\n }\r\n\r\n if (pointerInfoPre.type === PointerEventTypes.POINTERUP) {\r\n this._isPointerDown = false;\r\n }\r\n });\r\n\r\n this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add((mesh) => {\r\n if (mesh) {\r\n this.zoomOnMesh(mesh);\r\n }\r\n });\r\n\r\n this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(() => {\r\n // Stop the animation if there is user interaction and the animation should stop for this interaction\r\n this._applyUserInteraction();\r\n\r\n // Maintain the camera above the ground. If the user pulls the camera beneath the ground plane, lift it\r\n // back to the default position after a given timeout\r\n this._maintainCameraAboveGround();\r\n });\r\n }\r\n\r\n /**\r\n * Detaches the behavior from its current arc rotate camera.\r\n */\r\n public detach(): void {\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n\r\n let scene = this._attachedCamera.getScene();\r\n\r\n if (this._onPrePointerObservableObserver) {\r\n scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);\r\n }\r\n\r\n if (this._onAfterCheckInputsObserver) {\r\n this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);\r\n }\r\n\r\n if (this._onMeshTargetChangedObserver) {\r\n this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);\r\n }\r\n\r\n this._attachedCamera = null;\r\n }\r\n\r\n // Framing control\r\n private _animatables = new Array();\r\n private _betaIsAnimating = false;\r\n private _betaTransition: Animation;\r\n private _radiusTransition: Animation;\r\n private _vectorTransition: Animation;\r\n\r\n /**\r\n * Targets the given mesh and updates zoom level accordingly.\r\n * @param mesh The mesh to target.\r\n * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh\r\n * @param onAnimationEnd Callback triggered at the end of the framing animation\r\n */\r\n public zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ: boolean = false, onAnimationEnd: Nullable<() => void> = null): void {\r\n mesh.computeWorldMatrix(true);\r\n\r\n let boundingBox = mesh.getBoundingInfo().boundingBox;\r\n this.zoomOnBoundingInfo(boundingBox.minimumWorld, boundingBox.maximumWorld, focusOnOriginXZ, onAnimationEnd);\r\n }\r\n\r\n /**\r\n * Targets the given mesh with its children and updates zoom level accordingly.\r\n * @param mesh The mesh to target.\r\n * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh\r\n * @param onAnimationEnd Callback triggered at the end of the framing animation\r\n */\r\n public zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ: boolean = false, onAnimationEnd: Nullable<() => void> = null): void {\r\n mesh.computeWorldMatrix(true);\r\n\r\n let boundingBox = mesh.getHierarchyBoundingVectors(true);\r\n this.zoomOnBoundingInfo(boundingBox.min, boundingBox.max, focusOnOriginXZ, onAnimationEnd);\r\n }\r\n\r\n /**\r\n * Targets the given meshes with their children and updates zoom level accordingly.\r\n * @param meshes The mesh to target.\r\n * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh\r\n * @param onAnimationEnd Callback triggered at the end of the framing animation\r\n */\r\n public zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ: boolean = false, onAnimationEnd: Nullable<() => void> = null): void {\r\n let min = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n let max = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);\r\n\r\n for (let i = 0; i < meshes.length; i++) {\r\n let boundingInfo = meshes[i].getHierarchyBoundingVectors(true);\r\n Vector3.CheckExtends(boundingInfo.min, min, max);\r\n Vector3.CheckExtends(boundingInfo.max, min, max);\r\n }\r\n\r\n this.zoomOnBoundingInfo(min, max, focusOnOriginXZ, onAnimationEnd);\r\n }\r\n\r\n /**\r\n * Targets the bounding box info defined by its extends and updates zoom level accordingly.\r\n * @param minimumWorld Determines the smaller position of the bounding box extend\r\n * @param maximumWorld Determines the bigger position of the bounding box extend\r\n * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh\r\n * @param onAnimationEnd Callback triggered at the end of the framing animation\r\n */\r\n public zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ: boolean = false, onAnimationEnd: Nullable<() => void> = null): void {\r\n let zoomTarget: Vector3;\r\n\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n\r\n // Find target by interpolating from bottom of bounding box in world-space to top via framingPositionY\r\n let bottom = minimumWorld.y;\r\n let top = maximumWorld.y;\r\n let zoomTargetY = bottom + (top - bottom) * this._positionScale;\r\n let radiusWorld = maximumWorld.subtract(minimumWorld).scale(0.5);\r\n\r\n if (focusOnOriginXZ) {\r\n zoomTarget = new Vector3(0, zoomTargetY, 0);\r\n } else {\r\n let centerWorld = minimumWorld.add(radiusWorld);\r\n zoomTarget = new Vector3(centerWorld.x, zoomTargetY, centerWorld.z);\r\n }\r\n\r\n if (!this._vectorTransition) {\r\n this._vectorTransition = Animation.CreateAnimation(\"target\", Animation.ANIMATIONTYPE_VECTOR3, 60, FramingBehavior.EasingFunction);\r\n }\r\n\r\n this._betaIsAnimating = true;\r\n let animatable = Animation.TransitionTo(\"target\", zoomTarget, this._attachedCamera, this._attachedCamera.getScene(), 60, this._vectorTransition, this._framingTime);\r\n if (animatable) {\r\n this._animatables.push(animatable);\r\n }\r\n\r\n // sets the radius and lower radius bounds\r\n // Small delta ensures camera is not always at lower zoom limit.\r\n let radius = 0;\r\n if (this._mode === FramingBehavior.FitFrustumSidesMode) {\r\n let position = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);\r\n if (this.autoCorrectCameraLimitsAndSensibility) {\r\n this._attachedCamera.lowerRadiusLimit = radiusWorld.length() + this._attachedCamera.minZ;\r\n }\r\n radius = position;\r\n } else if (this._mode === FramingBehavior.IgnoreBoundsSizeMode) {\r\n radius = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);\r\n if (this.autoCorrectCameraLimitsAndSensibility && this._attachedCamera.lowerRadiusLimit === null) {\r\n this._attachedCamera.lowerRadiusLimit = this._attachedCamera.minZ;\r\n }\r\n }\r\n\r\n // Set sensibilities\r\n if (this.autoCorrectCameraLimitsAndSensibility) {\r\n const extend = maximumWorld.subtract(minimumWorld).length();\r\n this._attachedCamera.panningSensibility = 5000 / extend;\r\n this._attachedCamera.wheelPrecision = 100 / radius;\r\n }\r\n\r\n // transition to new radius\r\n if (!this._radiusTransition) {\r\n this._radiusTransition = Animation.CreateAnimation(\"radius\", Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);\r\n }\r\n\r\n animatable = Animation.TransitionTo(\"radius\", radius, this._attachedCamera, this._attachedCamera.getScene(),\r\n 60, this._radiusTransition, this._framingTime, () => {\r\n this.stopAllAnimations();\r\n if (onAnimationEnd) {\r\n onAnimationEnd();\r\n }\r\n\r\n if (this._attachedCamera && this._attachedCamera.useInputToRestoreState) {\r\n this._attachedCamera.storeState();\r\n }\r\n });\r\n\r\n if (animatable) {\r\n this._animatables.push(animatable);\r\n }\r\n }\r\n\r\n /**\r\n * Calculates the lowest radius for the camera based on the bounding box of the mesh.\r\n * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary\r\n *\t\t\t frustum width.\r\n * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order\r\n *\t\t to fully enclose the mesh in the viewing frustum.\r\n */\r\n protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number {\r\n let size = maximumWorld.subtract(minimumWorld);\r\n let boxVectorGlobalDiagonal = size.length();\r\n let frustumSlope: Vector2 = this._getFrustumSlope();\r\n\r\n // Formula for setting distance\r\n // (Good explanation: http://stackoverflow.com/questions/2866350/move-camera-to-fit-3d-scene)\r\n let radiusWithoutFraming = boxVectorGlobalDiagonal * 0.5;\r\n\r\n // Horizon distance\r\n let radius = radiusWithoutFraming * this._radiusScale;\r\n let distanceForHorizontalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.x * frustumSlope.x));\r\n let distanceForVerticalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.y * frustumSlope.y));\r\n let distance = Math.max(distanceForHorizontalFrustum, distanceForVerticalFrustum);\r\n let camera = this._attachedCamera;\r\n\r\n if (!camera) {\r\n return 0;\r\n }\r\n\r\n if (camera.lowerRadiusLimit && this._mode === FramingBehavior.IgnoreBoundsSizeMode) {\r\n // Don't exceed the requested limit\r\n distance = distance < camera.lowerRadiusLimit ? camera.lowerRadiusLimit : distance;\r\n }\r\n\r\n // Don't exceed the upper radius limit\r\n if (camera.upperRadiusLimit) {\r\n distance = distance > camera.upperRadiusLimit ? camera.upperRadiusLimit : distance;\r\n }\r\n\r\n return distance;\r\n }\r\n\r\n /**\r\n * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera\r\n * is automatically returned to its default position (expected to be above ground plane).\r\n */\r\n private _maintainCameraAboveGround(): void {\r\n if (this._elevationReturnTime < 0) {\r\n return;\r\n }\r\n\r\n let timeSinceInteraction = PrecisionDate.Now - this._lastInteractionTime;\r\n let defaultBeta = Math.PI * 0.5 - this._defaultElevation;\r\n let limitBeta = Math.PI * 0.5;\r\n\r\n // Bring the camera back up if below the ground plane\r\n if (this._attachedCamera && !this._betaIsAnimating && this._attachedCamera.beta > limitBeta && timeSinceInteraction >= this._elevationReturnWaitTime) {\r\n this._betaIsAnimating = true;\r\n\r\n //Transition to new position\r\n this.stopAllAnimations();\r\n\r\n if (!this._betaTransition) {\r\n this._betaTransition = Animation.CreateAnimation(\"beta\", Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);\r\n }\r\n\r\n let animatabe = Animation.TransitionTo(\"beta\", defaultBeta, this._attachedCamera, this._attachedCamera.getScene(), 60,\r\n this._betaTransition, this._elevationReturnTime,\r\n () => {\r\n this._clearAnimationLocks();\r\n this.stopAllAnimations();\r\n });\r\n\r\n if (animatabe) {\r\n this._animatables.push(animatabe);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Returns the frustum slope based on the canvas ratio and camera FOV\r\n * @returns The frustum slope represented as a Vector2 with X and Y slopes\r\n */\r\n private _getFrustumSlope(): Vector2 {\r\n // Calculate the viewport ratio\r\n // Aspect Ratio is Height/Width.\r\n let camera = this._attachedCamera;\r\n\r\n if (!camera) {\r\n return Vector2.Zero();\r\n }\r\n\r\n let engine = camera.getScene().getEngine();\r\n var aspectRatio = engine.getAspectRatio(camera);\r\n\r\n // Camera FOV is the vertical field of view (top-bottom) in radians.\r\n // Slope of the frustum top/bottom planes in view space, relative to the forward vector.\r\n var frustumSlopeY = Math.tan(camera.fov / 2);\r\n\r\n // Slope of the frustum left/right planes in view space, relative to the forward vector.\r\n // Provides the amount that one side (e.g. left) of the frustum gets wider for every unit\r\n // along the forward vector.\r\n var frustumSlopeX = frustumSlopeY * aspectRatio;\r\n\r\n return new Vector2(frustumSlopeX, frustumSlopeY);\r\n }\r\n\r\n /**\r\n * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.\r\n */\r\n private _clearAnimationLocks(): void {\r\n this._betaIsAnimating = false;\r\n }\r\n\r\n /**\r\n * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.\r\n */\r\n private _applyUserInteraction(): void {\r\n if (this.isUserIsMoving) {\r\n this._lastInteractionTime = PrecisionDate.Now;\r\n this.stopAllAnimations();\r\n this._clearAnimationLocks();\r\n }\r\n }\r\n\r\n /**\r\n * Stops and removes all animations that have been applied to the camera\r\n */\r\n public stopAllAnimations(): void {\r\n if (this._attachedCamera) {\r\n this._attachedCamera.animations = [];\r\n }\r\n\r\n while (this._animatables.length) {\r\n if (this._animatables[0]) {\r\n this._animatables[0].onAnimationEnd = null;\r\n this._animatables[0].stop();\r\n }\r\n this._animatables.shift();\r\n }\r\n }\r\n\r\n /**\r\n * Gets a value indicating if the user is moving the camera\r\n */\r\n public get isUserIsMoving(): boolean {\r\n if (!this._attachedCamera) {\r\n return false;\r\n }\r\n\r\n return this._attachedCamera.inertialAlphaOffset !== 0 ||\r\n this._attachedCamera.inertialBetaOffset !== 0 ||\r\n this._attachedCamera.inertialRadiusOffset !== 0 ||\r\n this._attachedCamera.inertialPanningX !== 0 ||\r\n this._attachedCamera.inertialPanningY !== 0 ||\r\n this._isPointerDown;\r\n }\r\n\r\n // Statics\r\n\r\n /**\r\n * The camera can move all the way towards the mesh.\r\n */\r\n public static IgnoreBoundsSizeMode = 0;\r\n\r\n /**\r\n * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides\r\n */\r\n public static FitFrustumSidesMode = 1;\r\n}\r\n","export * from \"./autoRotationBehavior\";\r\nexport * from \"./bouncingBehavior\";\r\nexport * from \"./framingBehavior\";","import { Vector3, Matrix, Quaternion } from \"../../Maths/math.vector\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Nullable } from \"../../types\";\r\nimport { Observer } from \"../../Misc/observable\";\r\nimport { Behavior } from \"../../Behaviors/behavior\";\r\n\r\n/**\r\n * @hidden\r\n */\r\nclass FaceDirectionInfo {\r\n constructor(public direction: Vector3, public rotatedDirection = new Vector3(), public diff = 0, public ignore = false) { }\r\n}\r\n\r\n/**\r\n * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera\r\n */\r\nexport class AttachToBoxBehavior implements Behavior {\r\n /**\r\n * The name of the behavior\r\n */\r\n public name = \"AttachToBoxBehavior\";\r\n /**\r\n * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)\r\n */\r\n public distanceAwayFromFace = 0.15;\r\n /**\r\n * The distance from the bottom of the face that the UI should be attached to (default: 0.15)\r\n */\r\n public distanceAwayFromBottomOfFace = 0.15;\r\n private _faceVectors = [new FaceDirectionInfo(Vector3.Up()), new FaceDirectionInfo(Vector3.Down()), new FaceDirectionInfo(Vector3.Left()), new FaceDirectionInfo(Vector3.Right()), new FaceDirectionInfo(Vector3.Forward()), new FaceDirectionInfo(Vector3.Forward().scaleInPlace(-1))];\r\n private _target: Mesh;\r\n private _scene: Scene;\r\n private _onRenderObserver: Nullable>;\r\n private _tmpMatrix = new Matrix();\r\n private _tmpVector = new Vector3();\r\n\r\n /**\r\n * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera\r\n * @param ui The transform node that should be attched to the mesh\r\n */\r\n constructor(private ui: TransformNode) {\r\n /* Does nothing */\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {\r\n /* Does nothing */\r\n }\r\n\r\n private _closestFace(targetDirection: Vector3) {\r\n // Go over each face and calculate the angle between the face's normal and targetDirection\r\n this._faceVectors.forEach((v) => {\r\n if (!this._target.rotationQuaternion) {\r\n this._target.rotationQuaternion = Quaternion.RotationYawPitchRoll(this._target.rotation.y, this._target.rotation.x, this._target.rotation.z);\r\n }\r\n this._target.rotationQuaternion.toRotationMatrix(this._tmpMatrix);\r\n Vector3.TransformCoordinatesToRef(v.direction, this._tmpMatrix, v.rotatedDirection);\r\n v.diff = Vector3.GetAngleBetweenVectors(v.rotatedDirection, targetDirection, Vector3.Cross(v.rotatedDirection, targetDirection));\r\n });\r\n // Return the face information of the one with the normal closeset to target direction\r\n return this._faceVectors.reduce((min, p) => {\r\n if (min.ignore) {\r\n return p;\r\n } else if (p.ignore) {\r\n return min;\r\n } else {\r\n return min.diff < p.diff ? min : p;\r\n }\r\n }, this._faceVectors[0]);\r\n }\r\n\r\n private _zeroVector = Vector3.Zero();\r\n private _lookAtTmpMatrix = new Matrix();\r\n private _lookAtToRef(pos: Vector3, up = new Vector3(0, 1, 0), ref: Quaternion) {\r\n Matrix.LookAtLHToRef(this._zeroVector, pos, up, this._lookAtTmpMatrix);\r\n this._lookAtTmpMatrix.invert();\r\n Quaternion.FromRotationMatrixToRef(this._lookAtTmpMatrix, ref);\r\n }\r\n\r\n /**\r\n * Attaches the AttachToBoxBehavior to the passed in mesh\r\n * @param target The mesh that the specified node will be attached to\r\n */\r\n attach(target: Mesh) {\r\n this._target = target;\r\n this._scene = this._target.getScene();\r\n\r\n // Every frame, update the app bars position\r\n this._onRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n // Find the face closest to the cameras position\r\n var cameraPos = this._scene.activeCamera.position;\r\n if ((this._scene.activeCamera).devicePosition) {\r\n cameraPos = (this._scene.activeCamera).devicePosition;\r\n }\r\n var facing = this._closestFace(cameraPos.subtract(target.position));\r\n if (this._scene.activeCamera.leftCamera) {\r\n this._scene.activeCamera.leftCamera.computeWorldMatrix().getRotationMatrixToRef(this._tmpMatrix);\r\n } else {\r\n this._scene.activeCamera.computeWorldMatrix().getRotationMatrixToRef(this._tmpMatrix);\r\n }\r\n\r\n // Get camera up direction\r\n Vector3.TransformCoordinatesToRef(Vector3.Up(), this._tmpMatrix, this._tmpVector);\r\n // Ignore faces to not select a parrelel face for the up vector of the UI\r\n this._faceVectors.forEach((v) => {\r\n if (facing.direction.x && v.direction.x) {\r\n v.ignore = true;\r\n }\r\n if (facing.direction.y && v.direction.y) {\r\n v.ignore = true;\r\n }\r\n if (facing.direction.z && v.direction.z) {\r\n v.ignore = true;\r\n }\r\n });\r\n var facingUp = this._closestFace(this._tmpVector);\r\n // Unignore faces\r\n this._faceVectors.forEach((v) => {\r\n v.ignore = false;\r\n });\r\n\r\n // Position the app bar on that face\r\n this.ui.position.copyFrom(target.position);\r\n if (facing.direction.x) {\r\n facing.rotatedDirection.scaleToRef((target.scaling.x / 2) + this.distanceAwayFromFace, this._tmpVector);\r\n this.ui.position.addInPlace(this._tmpVector);\r\n }\r\n if (facing.direction.y) {\r\n facing.rotatedDirection.scaleToRef((target.scaling.y / 2) + this.distanceAwayFromFace, this._tmpVector);\r\n this.ui.position.addInPlace(this._tmpVector);\r\n }\r\n if (facing.direction.z) {\r\n facing.rotatedDirection.scaleToRef((target.scaling.z / 2) + this.distanceAwayFromFace, this._tmpVector);\r\n this.ui.position.addInPlace(this._tmpVector);\r\n }\r\n\r\n // Rotate to be oriented properly to the camera\r\n if (!this.ui.rotationQuaternion) {\r\n this.ui.rotationQuaternion = Quaternion.RotationYawPitchRoll(this.ui.rotation.y, this.ui.rotation.x, this.ui.rotation.z);\r\n }\r\n facing.rotatedDirection.scaleToRef(-1, this._tmpVector);\r\n this._lookAtToRef(this._tmpVector, facingUp.rotatedDirection, this.ui.rotationQuaternion);\r\n\r\n // Place ui the correct distance from the bottom of the mesh\r\n if (facingUp.direction.x) {\r\n this.ui.up.scaleToRef(this.distanceAwayFromBottomOfFace - target.scaling.x / 2, this._tmpVector);\r\n }\r\n if (facingUp.direction.y) {\r\n this.ui.up.scaleToRef(this.distanceAwayFromBottomOfFace - target.scaling.y / 2, this._tmpVector);\r\n }\r\n if (facingUp.direction.z) {\r\n this.ui.up.scaleToRef(this.distanceAwayFromBottomOfFace - target.scaling.z / 2, this._tmpVector);\r\n }\r\n this.ui.position.addInPlace(this._tmpVector);\r\n });\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n detach() {\r\n this._scene.onBeforeRenderObservable.remove(this._onRenderObserver);\r\n }\r\n}\r\n","import { Behavior } from \"../behavior\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport { Nullable } from \"../../types\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to fade in and out\r\n */\r\nexport class FadeInOutBehavior implements Behavior {\r\n /**\r\n * Time in milliseconds to delay before fading in (Default: 0)\r\n */\r\n public delay = 0;\r\n /**\r\n * Time in milliseconds for the mesh to fade in (Default: 300)\r\n */\r\n public fadeInTime = 300;\r\n\r\n private _millisecondsPerFrame = 1000 / 60;\r\n private _hovered = false;\r\n private _hoverValue = 0;\r\n private _ownerNode: Nullable = null;\r\n\r\n /**\r\n * Instatiates the FadeInOutBehavior\r\n */\r\n constructor() {\r\n }\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"FadeInOut\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {\r\n }\r\n\r\n /**\r\n * Attaches the fade behavior on the passed in mesh\r\n * @param ownerNode The mesh that will be faded in/out once attached\r\n */\r\n public attach(ownerNode: Mesh): void {\r\n this._ownerNode = ownerNode;\r\n this._setAllVisibility(this._ownerNode, 0);\r\n }\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n this._ownerNode = null;\r\n }\r\n\r\n /**\r\n * Triggers the mesh to begin fading in or out\r\n * @param value if the object should fade in or out (true to fade in)\r\n */\r\n public fadeIn(value: boolean) {\r\n this._hovered = value;\r\n this._update();\r\n }\r\n\r\n private _update = () => {\r\n if (this._ownerNode) {\r\n this._hoverValue += this._hovered ? this._millisecondsPerFrame : -this._millisecondsPerFrame;\r\n\r\n this._setAllVisibility(this._ownerNode, (this._hoverValue - this.delay) / this.fadeInTime);\r\n\r\n if (this._ownerNode.visibility > 1) {\r\n this._setAllVisibility(this._ownerNode, 1);\r\n this._hoverValue = this.fadeInTime + this.delay;\r\n return;\r\n } else if (this._ownerNode.visibility < 0) {\r\n this._setAllVisibility(this._ownerNode, 0);\r\n if (this._hoverValue < 0) {\r\n this._hoverValue = 0;\r\n return;\r\n }\r\n }\r\n setTimeout(this._update, this._millisecondsPerFrame);\r\n }\r\n }\r\n\r\n private _setAllVisibility(mesh: AbstractMesh, value: number) {\r\n mesh.visibility = value;\r\n mesh.getChildMeshes().forEach((c) => {\r\n this._setAllVisibility(c, value);\r\n });\r\n }\r\n\r\n}\r\n","export * from \"./attachToBoxBehavior\";\r\nexport * from \"./fadeInOutBehavior\";\r\nexport * from \"./multiPointerScaleBehavior\";\r\nexport * from \"./pointerDragBehavior\";\r\nexport * from \"./sixDofDragBehavior\";","import { Mesh } from \"../../Meshes/mesh\";\r\nimport { Behavior } from \"../behavior\";\r\nimport { PointerDragBehavior } from \"./pointerDragBehavior\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Nullable } from \"../../types\";\r\nimport { Observer } from \"../../Misc/observable\";\r\nimport { Scene } from \"../../scene\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to be scaled\r\n */\r\nexport class MultiPointerScaleBehavior implements Behavior {\r\n private _dragBehaviorA: PointerDragBehavior;\r\n private _dragBehaviorB: PointerDragBehavior;\r\n private _startDistance = 0;\r\n private _initialScale = new Vector3(0, 0, 0);\r\n private _targetScale = new Vector3(0, 0, 0);\r\n private _ownerNode: Mesh;\r\n private _sceneRenderObserver: Nullable> = null;\r\n\r\n /**\r\n * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled\r\n */\r\n constructor() {\r\n this._dragBehaviorA = new PointerDragBehavior({});\r\n this._dragBehaviorA.moveAttached = false;\r\n this._dragBehaviorB = new PointerDragBehavior({});\r\n this._dragBehaviorB.moveAttached = false;\r\n }\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"MultiPointerScale\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() { }\r\n\r\n private _getCurrentDistance() {\r\n return this._dragBehaviorA.lastDragPosition.subtract(this._dragBehaviorB.lastDragPosition).length();\r\n }\r\n\r\n /**\r\n * Attaches the scale behavior the passed in mesh\r\n * @param ownerNode The mesh that will be scaled around once attached\r\n */\r\n public attach(ownerNode: Mesh): void {\r\n this._ownerNode = ownerNode;\r\n\r\n // Create 2 drag behaviors such that each will only be triggered by a separate pointer\r\n this._dragBehaviorA.onDragStartObservable.add((e) => {\r\n if (this._dragBehaviorA.dragging && this._dragBehaviorB.dragging) {\r\n if (this._dragBehaviorA.currentDraggingPointerID == this._dragBehaviorB.currentDraggingPointerID) {\r\n this._dragBehaviorA.releaseDrag();\r\n } else {\r\n this._initialScale.copyFrom(ownerNode.scaling);\r\n this._startDistance = this._getCurrentDistance();\r\n }\r\n }\r\n });\r\n this._dragBehaviorB.onDragStartObservable.add((e) => {\r\n if (this._dragBehaviorA.dragging && this._dragBehaviorB.dragging) {\r\n if (this._dragBehaviorA.currentDraggingPointerID == this._dragBehaviorB.currentDraggingPointerID) {\r\n this._dragBehaviorB.releaseDrag();\r\n } else {\r\n this._initialScale.copyFrom(ownerNode.scaling);\r\n this._startDistance = this._getCurrentDistance();\r\n }\r\n }\r\n });\r\n\r\n // Once both drag behaviors are active scale based on the distance between the two pointers\r\n [this._dragBehaviorA, this._dragBehaviorB].forEach((behavior) => {\r\n behavior.onDragObservable.add(() => {\r\n if (this._dragBehaviorA.dragging && this._dragBehaviorB.dragging) {\r\n var ratio = this._getCurrentDistance() / this._startDistance;\r\n this._initialScale.scaleToRef(ratio, this._targetScale);\r\n }\r\n });\r\n });\r\n\r\n ownerNode.addBehavior(this._dragBehaviorA);\r\n ownerNode.addBehavior(this._dragBehaviorB);\r\n\r\n // On every frame move towards target scaling to avoid jitter caused by vr controllers\r\n this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(() => {\r\n if (this._dragBehaviorA.dragging && this._dragBehaviorB.dragging) {\r\n var change = this._targetScale.subtract(ownerNode.scaling).scaleInPlace(0.1);\r\n if (change.length() > 0.01) {\r\n ownerNode.scaling.addInPlace(change);\r\n }\r\n }\r\n });\r\n }\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);\r\n [this._dragBehaviorA, this._dragBehaviorB].forEach((behavior) => {\r\n behavior.onDragStartObservable.clear();\r\n behavior.onDragObservable.clear();\r\n this._ownerNode.removeBehavior(behavior);\r\n });\r\n }\r\n}\r\n","import { Behavior } from \"../../Behaviors/behavior\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Nullable } from \"../../types\";\r\nimport { Observer, Observable } from \"../../Misc/observable\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { PointerInfo, PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Ray } from \"../../Culling/ray\";\r\nimport { PivotTools } from '../../Misc/pivotTools';\r\nimport { ArcRotateCamera } from '../../Cameras/arcRotateCamera';\r\nimport \"../../Meshes/Builders/planeBuilder\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events\r\n */\r\nexport class PointerDragBehavior implements Behavior {\r\n private static _AnyMouseID = -2;\r\n /**\r\n * Abstract mesh the behavior is set on\r\n */\r\n public attachedNode: AbstractMesh;\r\n private _dragPlane: Mesh;\r\n private _scene: Scene;\r\n private _pointerObserver: Nullable>;\r\n private _beforeRenderObserver: Nullable>;\r\n private static _planeScene: Scene;\r\n private _useAlternatePickedPointAboveMaxDragAngleDragSpeed = -1.1;\r\n /**\r\n * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)\r\n */\r\n public maxDragAngle = 0;\r\n /**\r\n * @hidden\r\n */\r\n public _useAlternatePickedPointAboveMaxDragAngle = false;\r\n /**\r\n * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)\r\n */\r\n public currentDraggingPointerID = -1;\r\n /**\r\n * The last position where the pointer hit the drag plane in world space\r\n */\r\n public lastDragPosition: Vector3;\r\n /**\r\n * If the behavior is currently in a dragging state\r\n */\r\n public dragging = false;\r\n /**\r\n * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)\r\n */\r\n public dragDeltaRatio = 0.2;\r\n /**\r\n * If the drag plane orientation should be updated during the dragging (Default: true)\r\n */\r\n public updateDragPlane = true;\r\n // Debug mode will display drag planes to help visualize behavior\r\n private _debugMode = false;\r\n private _moving = false;\r\n /**\r\n * Fires each time the attached mesh is dragged with the pointer\r\n * * delta between last drag position and current drag position in world space\r\n * * dragDistance along the drag axis\r\n * * dragPlaneNormal normal of the current drag plane used during the drag\r\n * * dragPlanePoint in world space where the drag intersects the drag plane\r\n */\r\n public onDragObservable = new Observable<{ delta: Vector3, dragPlanePoint: Vector3, dragPlaneNormal: Vector3, dragDistance: number, pointerId: number }>();\r\n /**\r\n * Fires each time a drag begins (eg. mouse down on mesh)\r\n */\r\n public onDragStartObservable = new Observable<{ dragPlanePoint: Vector3, pointerId: number }>();\r\n /**\r\n * Fires each time a drag ends (eg. mouse release after drag)\r\n */\r\n public onDragEndObservable = new Observable<{ dragPlanePoint: Vector3, pointerId: number }>();\r\n /**\r\n * If the attached mesh should be moved when dragged\r\n */\r\n public moveAttached = true;\r\n\r\n /**\r\n * If the drag behavior will react to drag events (Default: true)\r\n */\r\n public enabled = true;\r\n\r\n /**\r\n * If pointer events should start and release the drag (Default: true)\r\n */\r\n public startAndReleaseDragOnPointerEvents = true;\r\n /**\r\n * If camera controls should be detached during the drag\r\n */\r\n public detachCameraControls = true;\r\n\r\n /**\r\n * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)\r\n */\r\n public useObjectOrientationForDragging = true;\r\n\r\n private _options: { dragAxis?: Vector3, dragPlaneNormal?: Vector3 };\r\n\r\n /**\r\n * Gets the options used by the behavior\r\n */\r\n public get options(): { dragAxis?: Vector3, dragPlaneNormal?: Vector3 } {\r\n return this._options;\r\n }\r\n\r\n /**\r\n * Sets the options used by the behavior\r\n */\r\n public set options(options: { dragAxis?: Vector3, dragPlaneNormal?: Vector3 }) {\r\n this._options = options;\r\n }\r\n\r\n /**\r\n * Creates a pointer drag behavior that can be attached to a mesh\r\n * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)\r\n */\r\n constructor(options?: { dragAxis?: Vector3, dragPlaneNormal?: Vector3 }) {\r\n this._options = options ? options : {};\r\n\r\n var optionCount = 0;\r\n if (this._options.dragAxis) {\r\n optionCount++;\r\n }\r\n if (this._options.dragPlaneNormal) {\r\n optionCount++;\r\n }\r\n if (optionCount > 1) {\r\n throw \"Multiple drag modes specified in dragBehavior options. Only one expected\";\r\n }\r\n }\r\n\r\n /**\r\n * Predicate to determine if it is valid to move the object to a new position when it is moved\r\n */\r\n public validateDrag = (targetPosition: Vector3) => { return true; };\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"PointerDrag\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() { }\r\n\r\n private _tmpVector = new Vector3(0, 0, 0);\r\n private _alternatePickedPoint = new Vector3(0, 0, 0);\r\n private _worldDragAxis = new Vector3(0, 0, 0);\r\n private _targetPosition = new Vector3(0, 0, 0);\r\n private _attachedElement: Nullable = null;\r\n /**\r\n * Attaches the drag behavior the passed in mesh\r\n * @param ownerNode The mesh that will be dragged around once attached\r\n * @param predicate Predicate to use for pick filtering\r\n */\r\n public attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void {\r\n this._scene = ownerNode.getScene();\r\n this.attachedNode = ownerNode;\r\n\r\n // Initialize drag plane to not interfere with existing scene\r\n if (!PointerDragBehavior._planeScene) {\r\n if (this._debugMode) {\r\n PointerDragBehavior._planeScene = this._scene;\r\n } else {\r\n PointerDragBehavior._planeScene = new Scene(this._scene.getEngine(), { virtual: true });\r\n PointerDragBehavior._planeScene.detachControl();\r\n this._scene.onDisposeObservable.addOnce(() => {\r\n PointerDragBehavior._planeScene.dispose();\r\n (PointerDragBehavior._planeScene) = null;\r\n });\r\n }\r\n }\r\n this._dragPlane = Mesh.CreatePlane(\"pointerDragPlane\", this._debugMode ? 1 : 10000, PointerDragBehavior._planeScene, false, Mesh.DOUBLESIDE);\r\n\r\n // State of the drag\r\n this.lastDragPosition = new Vector3(0, 0, 0);\r\n\r\n var pickPredicate = !!predicate ? predicate : (m: AbstractMesh) => {\r\n return this.attachedNode == m || m.isDescendantOf(this.attachedNode);\r\n };\r\n\r\n this._pointerObserver = this._scene.onPointerObservable.add((pointerInfo, eventState) => {\r\n if (!this.enabled) {\r\n return;\r\n }\r\n\r\n if (pointerInfo.type == PointerEventTypes.POINTERDOWN) {\r\n\r\n if (this.startAndReleaseDragOnPointerEvents && !this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.pickedPoint && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {\r\n this._startDrag((pointerInfo.event).pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERUP) {\r\n if (this.startAndReleaseDragOnPointerEvents && this.currentDraggingPointerID == (pointerInfo.event).pointerId) {\r\n this.releaseDrag();\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERMOVE) {\r\n var pointerId = (pointerInfo.event).pointerId;\r\n\r\n // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved\r\n if (this.currentDraggingPointerID === PointerDragBehavior._AnyMouseID && pointerId !== PointerDragBehavior._AnyMouseID && (pointerInfo.event).pointerType == \"mouse\") {\r\n if (this._lastPointerRay[this.currentDraggingPointerID]) {\r\n this._lastPointerRay[pointerId] = this._lastPointerRay[this.currentDraggingPointerID];\r\n delete this._lastPointerRay[this.currentDraggingPointerID];\r\n }\r\n this.currentDraggingPointerID = pointerId;\r\n }\r\n\r\n // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()\r\n if (!this._lastPointerRay[pointerId]) {\r\n this._lastPointerRay[pointerId] = new Ray(new Vector3(), new Vector3());\r\n }\r\n if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {\r\n this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);\r\n this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);\r\n\r\n if (this.currentDraggingPointerID == pointerId && this.dragging) {\r\n this._moveDrag(pointerInfo.pickInfo.ray);\r\n }\r\n }\r\n }\r\n });\r\n\r\n this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n if (this._moving && this.moveAttached) {\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Slowly move mesh to avoid jitter\r\n this._targetPosition.subtractToRef((this.attachedNode).absolutePosition, this._tmpVector);\r\n this._tmpVector.scaleInPlace(this.dragDeltaRatio);\r\n (this.attachedNode).getAbsolutePosition().addToRef(this._tmpVector, this._tmpVector);\r\n if (this.validateDrag(this._tmpVector)) {\r\n (this.attachedNode).setAbsolutePosition(this._tmpVector);\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Force relase the drag action by code.\r\n */\r\n public releaseDrag() {\r\n if (this.dragging) {\r\n this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerID });\r\n this.dragging = false;\r\n }\r\n\r\n this.currentDraggingPointerID = -1;\r\n this._moving = false;\r\n\r\n // Reattach camera controls\r\n if (this.detachCameraControls && this._attachedElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.getClassName() === \"ArcRotateCamera\") {\r\n const arcRotateCamera = this._scene.activeCamera as ArcRotateCamera;\r\n arcRotateCamera.attachControl(this._attachedElement, arcRotateCamera.inputs ? arcRotateCamera.inputs.noPreventDefault : true, arcRotateCamera._useCtrlForPanning, arcRotateCamera._panningMouseButton);\r\n } else {\r\n this._scene.activeCamera.attachControl(this._attachedElement, this._scene.activeCamera.inputs ? this._scene.activeCamera.inputs.noPreventDefault : true);\r\n }\r\n }\r\n }\r\n\r\n private _startDragRay = new Ray(new Vector3(), new Vector3());\r\n private _lastPointerRay: { [key: number]: Ray } = {};\r\n /**\r\n * Simulates the start of a pointer drag event on the behavior\r\n * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)\r\n * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)\r\n * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)\r\n */\r\n public startDrag(pointerId: number = PointerDragBehavior._AnyMouseID, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n this._startDrag(pointerId, fromRay, startPickedPoint);\r\n\r\n var lastRay = this._lastPointerRay[pointerId];\r\n if (pointerId === PointerDragBehavior._AnyMouseID) {\r\n lastRay = this._lastPointerRay[Object.keys(this._lastPointerRay)[0]];\r\n }\r\n\r\n if (lastRay) {\r\n // if there was a last pointer ray drag the object there\r\n this._moveDrag(lastRay);\r\n }\r\n }\r\n\r\n private _startDrag(pointerId: number, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n if (!this._scene.activeCamera || this.dragging || !this.attachedNode) {\r\n return;\r\n }\r\n\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Create start ray from the camera to the object\r\n if (fromRay) {\r\n this._startDragRay.direction.copyFrom(fromRay.direction);\r\n this._startDragRay.origin.copyFrom(fromRay.origin);\r\n } else {\r\n this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);\r\n this.attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);\r\n this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);\r\n }\r\n\r\n this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);\r\n\r\n var pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);\r\n if (pickedPoint) {\r\n this.dragging = true;\r\n this.currentDraggingPointerID = pointerId;\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerID });\r\n this._targetPosition.copyFrom((this.attachedNode).absolutePosition);\r\n\r\n // Detatch camera controls\r\n if (this.detachCameraControls && this._scene.activeCamera && this._scene.activeCamera.inputs && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.inputs.attachedElement) {\r\n this._attachedElement = this._scene.activeCamera.inputs.attachedElement;\r\n this._scene.activeCamera.detachControl(this._scene.activeCamera.inputs.attachedElement);\r\n } else {\r\n this._attachedElement = null;\r\n }\r\n }\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n\r\n private _dragDelta = new Vector3();\r\n private _moveDrag(ray: Ray) {\r\n this._moving = true;\r\n var pickedPoint = this._pickWithRayOnDragPlane(ray);\r\n\r\n if (pickedPoint) {\r\n if (this.updateDragPlane) {\r\n this._updateDragPlanePosition(ray, pickedPoint);\r\n }\r\n\r\n var dragLength = 0;\r\n // depending on the drag mode option drag accordingly\r\n if (this._options.dragAxis) {\r\n // Convert local drag axis to world if useObjectOrientationForDragging\r\n this.useObjectOrientationForDragging ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis) : this._worldDragAxis.copyFrom(this._options.dragAxis);\r\n\r\n // Project delta drag from the drag plane onto the drag axis\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);\r\n dragLength = Vector3.Dot(this._tmpVector, this._worldDragAxis);\r\n this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);\r\n } else {\r\n dragLength = this._dragDelta.length();\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);\r\n }\r\n this._targetPosition.addInPlace(this._dragDelta);\r\n this.onDragObservable.notifyObservers({ dragDistance: dragLength, delta: this._dragDelta, dragPlanePoint: pickedPoint, dragPlaneNormal: this._dragPlane.forward, pointerId: this.currentDraggingPointerID });\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n }\r\n }\r\n\r\n private _pickWithRayOnDragPlane(ray: Nullable) {\r\n if (!ray) {\r\n return null;\r\n }\r\n\r\n // Calculate angle between plane normal and ray\r\n var angle = Math.acos(Vector3.Dot(this._dragPlane.forward, ray.direction));\r\n // Correct if ray is casted from oposite side\r\n if (angle > Math.PI / 2) {\r\n angle = Math.PI - angle;\r\n }\r\n\r\n // If the angle is too perpendicular to the plane pick another point on the plane where it is looking\r\n if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {\r\n if (this._useAlternatePickedPointAboveMaxDragAngle) {\r\n // Invert ray direction along the towards object axis\r\n this._tmpVector.copyFrom(ray.direction);\r\n (this.attachedNode).absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);\r\n this._alternatePickedPoint.normalize();\r\n this._alternatePickedPoint.scaleInPlace(this._useAlternatePickedPointAboveMaxDragAngleDragSpeed * Vector3.Dot(this._alternatePickedPoint, this._tmpVector));\r\n this._tmpVector.addInPlace(this._alternatePickedPoint);\r\n\r\n // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point\r\n var dot = Vector3.Dot(this._dragPlane.forward, this._tmpVector);\r\n this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);\r\n this._alternatePickedPoint.addInPlace(this._tmpVector);\r\n this._alternatePickedPoint.addInPlace((this.attachedNode).absolutePosition);\r\n return this._alternatePickedPoint;\r\n } else {\r\n return null;\r\n }\r\n }\r\n\r\n var pickResult = PointerDragBehavior._planeScene.pickWithRay(ray, (m) => { return m == this._dragPlane; });\r\n if (pickResult && pickResult.hit && pickResult.pickedMesh && pickResult.pickedPoint) {\r\n return pickResult.pickedPoint;\r\n } else {\r\n return null;\r\n }\r\n }\r\n\r\n // Variables to avoid instantiation in the below method\r\n private _pointA = new Vector3(0, 0, 0);\r\n private _pointB = new Vector3(0, 0, 0);\r\n private _pointC = new Vector3(0, 0, 0);\r\n private _lineA = new Vector3(0, 0, 0);\r\n private _lineB = new Vector3(0, 0, 0);\r\n private _localAxis = new Vector3(0, 0, 0);\r\n private _lookAt = new Vector3(0, 0, 0);\r\n // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera\r\n private _updateDragPlanePosition(ray: Ray, dragPlanePosition: Vector3) {\r\n this._pointA.copyFrom(dragPlanePosition);\r\n if (this._options.dragAxis) {\r\n this.useObjectOrientationForDragging ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragAxis);\r\n\r\n // Calculate plane normal in direction of camera but perpendicular to drag axis\r\n this._pointA.addToRef(this._localAxis, this._pointB); // towards drag axis\r\n ray.origin.subtractToRef(this._pointA, this._pointC);\r\n this._pointA.addToRef(this._pointC.normalize(), this._pointC); // towards camera\r\n // Get perpendicular line from direction to camera and drag axis\r\n this._pointB.subtractToRef(this._pointA, this._lineA);\r\n this._pointC.subtractToRef(this._pointA, this._lineB);\r\n Vector3.CrossToRef(this._lineA, this._lineB, this._lookAt);\r\n // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendiculat to camera\r\n Vector3.CrossToRef(this._lineA, this._lookAt, this._lookAt);\r\n this._lookAt.normalize();\r\n\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._lookAt, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else if (this._options.dragPlaneNormal) {\r\n this.useObjectOrientationForDragging ? Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragPlaneNormal);\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._localAxis, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else {\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._dragPlane.lookAt(ray.origin);\r\n }\r\n // Update the position of the drag plane so it doesn't get out of sync with the node (eg. when moving back and forth quickly)\r\n this._dragPlane.position.copyFrom(this.attachedNode.absolutePosition);\r\n\r\n this._dragPlane.computeWorldMatrix(true);\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n if (this._pointerObserver) {\r\n this._scene.onPointerObservable.remove(this._pointerObserver);\r\n }\r\n if (this._beforeRenderObserver) {\r\n this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);\r\n }\r\n this.releaseDrag();\r\n }\r\n}\r\n","import { Behavior } from \"../../Behaviors/behavior\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Nullable } from \"../../types\";\r\nimport { PointerInfo, PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Vector3, Quaternion, Matrix } from \"../../Maths/math.vector\";\r\nimport { Observer, Observable } from \"../../Misc/observable\";\r\nimport { Camera } from \"../../Cameras/camera\";\r\nimport { PivotTools } from \"../../Misc/pivotTools\";\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray\r\n */\r\nexport class SixDofDragBehavior implements Behavior {\r\n private static _virtualScene: Scene;\r\n private _ownerNode: Mesh;\r\n private _sceneRenderObserver: Nullable> = null;\r\n private _scene: Scene;\r\n private _targetPosition = new Vector3(0, 0, 0);\r\n private _virtualOriginMesh: AbstractMesh;\r\n private _virtualDragMesh: AbstractMesh;\r\n private _pointerObserver: Nullable>;\r\n private _moving = false;\r\n private _startingOrientation = new Quaternion();\r\n private _attachedElement: Nullable = null;\r\n\r\n /**\r\n * How much faster the object should move when the controller is moving towards it. This is useful to bring objects that are far away from the user to them faster. Set this to 0 to avoid any speed increase. (Default: 3)\r\n */\r\n private zDragFactor = 3;\r\n /**\r\n * If the object should rotate to face the drag origin\r\n */\r\n public rotateDraggedObject = true;\r\n /**\r\n * If the behavior is currently in a dragging state\r\n */\r\n public dragging = false;\r\n /**\r\n * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)\r\n */\r\n public dragDeltaRatio = 0.2;\r\n /**\r\n * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)\r\n */\r\n public currentDraggingPointerID = -1;\r\n /**\r\n * If camera controls should be detached during the drag\r\n */\r\n public detachCameraControls = true;\r\n /**\r\n * Fires each time a drag starts\r\n */\r\n public onDragStartObservable = new Observable<{}>();\r\n /**\r\n * Fires each time a drag ends (eg. mouse release after drag)\r\n */\r\n public onDragEndObservable = new Observable<{}>();\r\n\r\n /**\r\n * Instantiates a behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray\r\n */\r\n constructor() {\r\n }\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"SixDofDrag\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() { }\r\n\r\n /**\r\n * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera\r\n */\r\n private get _pointerCamera() {\r\n if (this._scene.cameraToUseForPointers) {\r\n return this._scene.cameraToUseForPointers;\r\n } else {\r\n return this._scene.activeCamera;\r\n }\r\n }\r\n\r\n /**\r\n * Attaches the scale behavior the passed in mesh\r\n * @param ownerNode The mesh that will be scaled around once attached\r\n */\r\n public attach(ownerNode: Mesh): void {\r\n this._ownerNode = ownerNode;\r\n this._scene = this._ownerNode.getScene();\r\n if (!SixDofDragBehavior._virtualScene) {\r\n SixDofDragBehavior._virtualScene = new Scene(this._scene.getEngine());\r\n SixDofDragBehavior._virtualScene.detachControl();\r\n this._scene.getEngine().scenes.pop();\r\n }\r\n\r\n var pickedMesh: Nullable = null;\r\n var lastSixDofOriginPosition = new Vector3(0, 0, 0);\r\n\r\n // Setup virtual meshes to be used for dragging without dirtying the existing scene\r\n this._virtualOriginMesh = new AbstractMesh(\"\", SixDofDragBehavior._virtualScene);\r\n this._virtualOriginMesh.rotationQuaternion = new Quaternion();\r\n this._virtualDragMesh = new AbstractMesh(\"\", SixDofDragBehavior._virtualScene);\r\n this._virtualDragMesh.rotationQuaternion = new Quaternion();\r\n\r\n var pickPredicate = (m: AbstractMesh) => {\r\n return this._ownerNode == m || m.isDescendantOf(this._ownerNode);\r\n };\r\n this._pointerObserver = this._scene.onPointerObservable.add((pointerInfo, eventState) => {\r\n if (pointerInfo.type == PointerEventTypes.POINTERDOWN) {\r\n if (!this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {\r\n if (this._pointerCamera && this._pointerCamera.cameraRigMode == Camera.RIG_MODE_NONE) {\r\n pointerInfo.pickInfo.ray.origin.copyFrom(this._pointerCamera!.globalPosition);\r\n }\r\n\r\n pickedMesh = this._ownerNode;\r\n PivotTools._RemoveAndStorePivotPoint(pickedMesh);\r\n lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);\r\n\r\n // Set position and orientation of the controller\r\n this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);\r\n this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.add(pointerInfo.pickInfo.ray.direction));\r\n\r\n // Attach the virtual drag mesh to the virtual origin mesh so it can be dragged\r\n this._virtualOriginMesh.removeChild(this._virtualDragMesh);\r\n pickedMesh.computeWorldMatrix();\r\n this._virtualDragMesh.position.copyFrom(pickedMesh.absolutePosition);\r\n if (!pickedMesh.rotationQuaternion) {\r\n pickedMesh.rotationQuaternion = Quaternion.RotationYawPitchRoll(pickedMesh.rotation.y, pickedMesh.rotation.x, pickedMesh.rotation.z);\r\n }\r\n var oldParent = pickedMesh.parent;\r\n pickedMesh.setParent(null);\r\n this._virtualDragMesh.rotationQuaternion!.copyFrom(pickedMesh.rotationQuaternion);\r\n pickedMesh.setParent(oldParent);\r\n this._virtualOriginMesh.addChild(this._virtualDragMesh);\r\n\r\n // Update state\r\n this._targetPosition.copyFrom(this._virtualDragMesh.absolutePosition);\r\n this.dragging = true;\r\n this.currentDraggingPointerID = (pointerInfo.event).pointerId;\r\n\r\n // Detatch camera controls\r\n if (this.detachCameraControls && this._pointerCamera && !this._pointerCamera.leftCamera) {\r\n if (this._pointerCamera.inputs.attachedElement) {\r\n this._attachedElement = this._pointerCamera.inputs.attachedElement;\r\n this._pointerCamera.detachControl(this._pointerCamera.inputs.attachedElement);\r\n } else {\r\n this._attachedElement = null;\r\n }\r\n }\r\n PivotTools._RestorePivotPoint(pickedMesh);\r\n this.onDragStartObservable.notifyObservers({});\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERUP || pointerInfo.type == PointerEventTypes.POINTERDOUBLETAP) {\r\n if (this.currentDraggingPointerID == (pointerInfo.event).pointerId) {\r\n this.dragging = false;\r\n this._moving = false;\r\n this.currentDraggingPointerID = -1;\r\n pickedMesh = null;\r\n this._virtualOriginMesh.removeChild(this._virtualDragMesh);\r\n\r\n // Reattach camera controls\r\n if (this.detachCameraControls && this._attachedElement && this._pointerCamera && !this._pointerCamera.leftCamera) {\r\n this._pointerCamera.attachControl(this._attachedElement, true);\r\n }\r\n this.onDragEndObservable.notifyObservers({});\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERMOVE) {\r\n if (this.currentDraggingPointerID == (pointerInfo.event).pointerId && this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.ray && pickedMesh) {\r\n var zDragFactor = this.zDragFactor;\r\n if (this._pointerCamera && this._pointerCamera.cameraRigMode == Camera.RIG_MODE_NONE) {\r\n pointerInfo.pickInfo.ray.origin.copyFrom(this._pointerCamera!.globalPosition);\r\n zDragFactor = 0;\r\n }\r\n\r\n // Calculate controller drag distance in controller space\r\n var originDragDifference = pointerInfo.pickInfo.ray.origin.subtract(lastSixDofOriginPosition);\r\n lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);\r\n var localOriginDragDifference = -Vector3.Dot(originDragDifference, pointerInfo.pickInfo.ray.direction);\r\n\r\n this._virtualOriginMesh.addChild(this._virtualDragMesh);\r\n // Determine how much the controller moved to/away towards the dragged object and use this to move the object further when its further away\r\n this._virtualDragMesh.position.z -= this._virtualDragMesh.position.z < 1 ? localOriginDragDifference * this.zDragFactor : localOriginDragDifference * zDragFactor * this._virtualDragMesh.position.z;\r\n if (this._virtualDragMesh.position.z < 0) {\r\n this._virtualDragMesh.position.z = 0;\r\n }\r\n\r\n // Update the controller position\r\n this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);\r\n this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.add(pointerInfo.pickInfo.ray.direction));\r\n this._virtualOriginMesh.removeChild(this._virtualDragMesh);\r\n\r\n // Move the virtualObjectsPosition into the picked mesh's space if needed\r\n this._targetPosition.copyFrom(this._virtualDragMesh.absolutePosition);\r\n if (pickedMesh.parent) {\r\n Vector3.TransformCoordinatesToRef(this._targetPosition, Matrix.Invert(pickedMesh.parent.getWorldMatrix()), this._targetPosition);\r\n }\r\n\r\n if (!this._moving) {\r\n this._startingOrientation.copyFrom(this._virtualDragMesh.rotationQuaternion!);\r\n }\r\n this._moving = true;\r\n }\r\n }\r\n });\r\n\r\n var tmpQuaternion = new Quaternion();\r\n // On every frame move towards target scaling to avoid jitter caused by vr controllers\r\n this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(() => {\r\n if (this.dragging && this._moving && pickedMesh) {\r\n PivotTools._RemoveAndStorePivotPoint(pickedMesh);\r\n // Slowly move mesh to avoid jitter\r\n pickedMesh.position.addInPlace(this._targetPosition.subtract(pickedMesh.position).scale(this.dragDeltaRatio));\r\n\r\n if (this.rotateDraggedObject) {\r\n // Get change in rotation\r\n tmpQuaternion.copyFrom(this._startingOrientation);\r\n tmpQuaternion.x = -tmpQuaternion.x;\r\n tmpQuaternion.y = -tmpQuaternion.y;\r\n tmpQuaternion.z = -tmpQuaternion.z;\r\n this._virtualDragMesh.rotationQuaternion!.multiplyToRef(tmpQuaternion, tmpQuaternion);\r\n // Convert change in rotation to only y axis rotation\r\n Quaternion.RotationYawPitchRollToRef(tmpQuaternion.toEulerAngles(\"xyz\").y, 0, 0, tmpQuaternion);\r\n tmpQuaternion.multiplyToRef(this._startingOrientation, tmpQuaternion);\r\n // Slowly move mesh to avoid jitter\r\n var oldParent = pickedMesh.parent;\r\n\r\n // Only rotate the mesh if it's parent has uniform scaling\r\n if (!oldParent || ((oldParent as Mesh).scaling && !(oldParent as Mesh).scaling.isNonUniformWithinEpsilon(0.001))) {\r\n pickedMesh.setParent(null);\r\n Quaternion.SlerpToRef(pickedMesh.rotationQuaternion!, tmpQuaternion, this.dragDeltaRatio, pickedMesh.rotationQuaternion!);\r\n pickedMesh.setParent(oldParent);\r\n }\r\n }\r\n PivotTools._RestorePivotPoint(pickedMesh);\r\n }\r\n });\r\n }\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n if (this._scene) {\r\n if (this.detachCameraControls && this._attachedElement && this._pointerCamera && !this._pointerCamera.leftCamera) {\r\n this._pointerCamera.attachControl(this._attachedElement, true);\r\n }\r\n this._scene.onPointerObservable.remove(this._pointerObserver);\r\n }\r\n if (this._ownerNode) {\r\n this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);\r\n }\r\n if (this._virtualOriginMesh) {\r\n this._virtualOriginMesh.dispose();\r\n }\r\n if (this._virtualDragMesh) {\r\n this._virtualDragMesh.dispose();\r\n }\r\n this.onDragEndObservable.clear();\r\n this.onDragStartObservable.clear();\r\n }\r\n}\r\n","export * from \"./behavior\";\r\nexport * from \"./Cameras/index\";\r\nexport * from \"./Meshes/index\";","import { Skeleton } from \"./skeleton\";\r\n\r\nimport { Vector3, Quaternion, Matrix } from \"../Maths/math.vector\";\r\nimport { ArrayTools } from \"../Misc/arrayTools\";\r\nimport { Nullable } from \"../types\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport { Node } from \"../node\";\r\nimport { Space } from '../Maths/math.axis';\r\n\r\ndeclare type Animation = import(\"../Animations/animation\").Animation;\r\ndeclare type AnimationPropertiesOverride = import(\"../Animations/animationPropertiesOverride\").AnimationPropertiesOverride;\r\n\r\n/**\r\n * Class used to store bone information\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons\r\n */\r\nexport class Bone extends Node {\r\n\r\n private static _tmpVecs: Vector3[] = ArrayTools.BuildArray(2, Vector3.Zero);\r\n private static _tmpQuat = Quaternion.Identity();\r\n private static _tmpMats: Matrix[] = ArrayTools.BuildArray(5, Matrix.Identity);\r\n\r\n /**\r\n * Gets the list of child bones\r\n */\r\n public children = new Array();\r\n\r\n /** Gets the animations associated with this bone */\r\n public animations = new Array();\r\n\r\n /**\r\n * Gets or sets bone length\r\n */\r\n public length: number;\r\n\r\n /**\r\n * @hidden Internal only\r\n * Set this value to map this bone to a different index in the transform matrices\r\n * Set this value to -1 to exclude the bone from the transform matrices\r\n */\r\n public _index: Nullable = null;\r\n\r\n private _skeleton: Skeleton;\r\n private _localMatrix: Matrix;\r\n private _restPose: Matrix;\r\n private _baseMatrix: Matrix;\r\n private _absoluteTransform = new Matrix();\r\n private _invertedAbsoluteTransform = new Matrix();\r\n private _parent: Nullable;\r\n private _scalingDeterminant = 1;\r\n private _worldTransform = new Matrix();\r\n\r\n private _localScaling: Vector3;\r\n private _localRotation: Quaternion;\r\n private _localPosition: Vector3;\r\n private _needToDecompose = true;\r\n private _needToCompose = false;\r\n\r\n /** @hidden */\r\n public _linkedTransformNode: Nullable = null;\r\n\r\n /** @hidden */\r\n public _waitingTransformNodeId: Nullable = null;\r\n\r\n /** @hidden */\r\n get _matrix(): Matrix {\r\n this._compose();\r\n return this._localMatrix;\r\n }\r\n\r\n /** @hidden */\r\n set _matrix(value: Matrix) {\r\n this._localMatrix.copyFrom(value);\r\n this._needToDecompose = true;\r\n }\r\n\r\n /**\r\n * Create a new bone\r\n * @param name defines the bone name\r\n * @param skeleton defines the parent skeleton\r\n * @param parentBone defines the parent (can be null if the bone is the root)\r\n * @param localMatrix defines the local matrix\r\n * @param restPose defines the rest pose matrix\r\n * @param baseMatrix defines the base matrix\r\n * @param index defines index of the bone in the hiearchy\r\n */\r\n constructor(\r\n /**\r\n * defines the bone name\r\n */\r\n public name: string, skeleton: Skeleton, parentBone: Nullable = null, localMatrix: Nullable = null,\r\n restPose: Nullable = null, baseMatrix: Nullable = null, index: Nullable = null) {\r\n super(name, skeleton.getScene());\r\n this._skeleton = skeleton;\r\n this._localMatrix = localMatrix ? localMatrix.clone() : Matrix.Identity();\r\n this._restPose = restPose ? restPose : this._localMatrix.clone();\r\n this._baseMatrix = baseMatrix ? baseMatrix : this._localMatrix.clone();\r\n this._index = index;\r\n\r\n skeleton.bones.push(this);\r\n\r\n this.setParent(parentBone, false);\r\n\r\n if (baseMatrix || localMatrix) {\r\n this._updateDifferenceMatrix();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the current object class name.\r\n * @return the class name\r\n */\r\n public getClassName(): string {\r\n return \"Bone\";\r\n }\r\n\r\n // Members\r\n\r\n /**\r\n * Gets the parent skeleton\r\n * @returns a skeleton\r\n */\r\n public getSkeleton(): Skeleton {\r\n return this._skeleton;\r\n }\r\n\r\n /**\r\n * Gets parent bone\r\n * @returns a bone or null if the bone is the root of the bone hierarchy\r\n */\r\n public getParent(): Nullable {\r\n return this._parent;\r\n }\r\n\r\n /**\r\n * Returns an array containing the root bones\r\n * @returns an array containing the root bones\r\n */\r\n public getChildren(): Array {\r\n return this.children;\r\n }\r\n\r\n /**\r\n * Gets the node index in matrix array generated for rendering\r\n * @returns the node index\r\n */\r\n public getIndex(): number {\r\n return this._index === null ? this.getSkeleton().bones.indexOf(this) : this._index;\r\n }\r\n\r\n /**\r\n * Sets the parent bone\r\n * @param parent defines the parent (can be null if the bone is the root)\r\n * @param updateDifferenceMatrix defines if the difference matrix must be updated\r\n */\r\n public setParent(parent: Nullable, updateDifferenceMatrix: boolean = true): void {\r\n if (this._parent === parent) {\r\n return;\r\n }\r\n\r\n if (this._parent) {\r\n var index = this._parent.children.indexOf(this);\r\n if (index !== -1) {\r\n this._parent.children.splice(index, 1);\r\n }\r\n }\r\n\r\n this._parent = parent;\r\n\r\n if (this._parent) {\r\n this._parent.children.push(this);\r\n }\r\n\r\n if (updateDifferenceMatrix) {\r\n this._updateDifferenceMatrix();\r\n }\r\n\r\n this.markAsDirty();\r\n }\r\n\r\n /**\r\n * Gets the local matrix\r\n * @returns a matrix\r\n */\r\n public getLocalMatrix(): Matrix {\r\n this._compose();\r\n return this._localMatrix;\r\n }\r\n\r\n /**\r\n * Gets the base matrix (initial matrix which remains unchanged)\r\n * @returns a matrix\r\n */\r\n public getBaseMatrix(): Matrix {\r\n return this._baseMatrix;\r\n }\r\n\r\n /**\r\n * Gets the rest pose matrix\r\n * @returns a matrix\r\n */\r\n public getRestPose(): Matrix {\r\n return this._restPose;\r\n }\r\n\r\n /**\r\n * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)\r\n */\r\n public getWorldMatrix(): Matrix {\r\n return this._worldTransform;\r\n }\r\n\r\n /**\r\n * Sets the local matrix to rest pose matrix\r\n */\r\n public returnToRest(): void {\r\n this.updateMatrix(this._restPose.clone());\r\n }\r\n\r\n /**\r\n * Gets the inverse of the absolute transform matrix.\r\n * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)\r\n * @returns a matrix\r\n */\r\n public getInvertedAbsoluteTransform(): Matrix {\r\n return this._invertedAbsoluteTransform;\r\n }\r\n\r\n /**\r\n * Gets the absolute transform matrix (ie base matrix * parent world matrix)\r\n * @returns a matrix\r\n */\r\n public getAbsoluteTransform(): Matrix {\r\n return this._absoluteTransform;\r\n }\r\n\r\n /**\r\n * Links with the given transform node.\r\n * The local matrix of this bone is copied from the transform node every frame.\r\n * @param transformNode defines the transform node to link to\r\n */\r\n public linkTransformNode(transformNode: Nullable): void {\r\n if (this._linkedTransformNode) {\r\n this._skeleton._numBonesWithLinkedTransformNode--;\r\n }\r\n\r\n this._linkedTransformNode = transformNode;\r\n\r\n if (this._linkedTransformNode) {\r\n this._skeleton._numBonesWithLinkedTransformNode++;\r\n }\r\n }\r\n\r\n // Properties (matches AbstractMesh properties)\r\n\r\n /**\r\n * Gets the node used to drive the bone's transformation\r\n * @returns a transform node or null\r\n */\r\n public getTransformNode() {\r\n return this._linkedTransformNode;\r\n }\r\n\r\n /** Gets or sets current position (in local space) */\r\n public get position(): Vector3 {\r\n this._decompose();\r\n return this._localPosition;\r\n }\r\n\r\n public set position(newPosition: Vector3) {\r\n this._decompose();\r\n this._localPosition.copyFrom(newPosition);\r\n\r\n this._markAsDirtyAndCompose();\r\n }\r\n\r\n /** Gets or sets current rotation (in local space) */\r\n public get rotation(): Vector3 {\r\n return this.getRotation();\r\n }\r\n\r\n public set rotation(newRotation: Vector3) {\r\n this.setRotation(newRotation);\r\n }\r\n\r\n /** Gets or sets current rotation quaternion (in local space) */\r\n public get rotationQuaternion() {\r\n this._decompose();\r\n return this._localRotation;\r\n }\r\n\r\n public set rotationQuaternion(newRotation: Quaternion) {\r\n this.setRotationQuaternion(newRotation);\r\n }\r\n\r\n /** Gets or sets current scaling (in local space) */\r\n public get scaling(): Vector3 {\r\n return this.getScale();\r\n }\r\n\r\n public set scaling(newScaling: Vector3) {\r\n this.setScale(newScaling);\r\n }\r\n\r\n /**\r\n * Gets the animation properties override\r\n */\r\n public get animationPropertiesOverride(): Nullable {\r\n return this._skeleton.animationPropertiesOverride;\r\n }\r\n\r\n // Methods\r\n private _decompose() {\r\n if (!this._needToDecompose) {\r\n return;\r\n }\r\n\r\n this._needToDecompose = false;\r\n\r\n if (!this._localScaling) {\r\n this._localScaling = Vector3.Zero();\r\n this._localRotation = Quaternion.Zero();\r\n this._localPosition = Vector3.Zero();\r\n }\r\n this._localMatrix.decompose(this._localScaling, this._localRotation, this._localPosition);\r\n }\r\n\r\n private _compose() {\r\n if (!this._needToCompose) {\r\n return;\r\n }\r\n\r\n if (!this._localScaling) {\r\n this._needToCompose = false;\r\n return;\r\n }\r\n\r\n this._needToCompose = false;\r\n Matrix.ComposeToRef(this._localScaling, this._localRotation, this._localPosition, this._localMatrix);\r\n }\r\n\r\n /**\r\n * Update the base and local matrices\r\n * @param matrix defines the new base or local matrix\r\n * @param updateDifferenceMatrix defines if the difference matrix must be updated\r\n * @param updateLocalMatrix defines if the local matrix should be updated\r\n */\r\n public updateMatrix(matrix: Matrix, updateDifferenceMatrix = true, updateLocalMatrix = true): void {\r\n this._baseMatrix.copyFrom(matrix);\r\n\r\n if (updateDifferenceMatrix) {\r\n this._updateDifferenceMatrix();\r\n }\r\n\r\n if (updateLocalMatrix) {\r\n this._localMatrix.copyFrom(matrix);\r\n this._markAsDirtyAndDecompose();\r\n }\r\n else {\r\n this.markAsDirty();\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren = true): void {\r\n if (!rootMatrix) {\r\n rootMatrix = this._baseMatrix;\r\n }\r\n\r\n if (this._parent) {\r\n rootMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);\r\n } else {\r\n this._absoluteTransform.copyFrom(rootMatrix);\r\n }\r\n\r\n this._absoluteTransform.invertToRef(this._invertedAbsoluteTransform);\r\n\r\n if (updateChildren) {\r\n for (var index = 0; index < this.children.length; index++) {\r\n this.children[index]._updateDifferenceMatrix();\r\n }\r\n }\r\n\r\n this._scalingDeterminant = (this._absoluteTransform.determinant() < 0 ? -1 : 1);\r\n }\r\n\r\n /**\r\n * Flag the bone as dirty (Forcing it to update everything)\r\n */\r\n public markAsDirty(): void {\r\n this._currentRenderId++;\r\n this._childUpdateId++;\r\n this._skeleton._markAsDirty();\r\n }\r\n\r\n /** @hidden */\r\n public _markAsDirtyAndCompose() {\r\n this.markAsDirty();\r\n this._needToCompose = true;\r\n }\r\n\r\n private _markAsDirtyAndDecompose() {\r\n this.markAsDirty();\r\n this._needToDecompose = true;\r\n }\r\n\r\n /**\r\n * Translate the bone in local or world space\r\n * @param vec The amount to translate the bone\r\n * @param space The space that the translation is in\r\n * @param mesh The mesh that this bone is attached to. This is only used in world space\r\n */\r\n public translate(vec: Vector3, space = Space.LOCAL, mesh?: AbstractMesh): void {\r\n var lm = this.getLocalMatrix();\r\n\r\n if (space == Space.LOCAL) {\r\n lm.addAtIndex(12, vec.x);\r\n lm.addAtIndex(13, vec.y);\r\n lm.addAtIndex(14, vec.z);\r\n } else {\r\n var wm: Nullable = null;\r\n\r\n //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()\r\n if (mesh) {\r\n wm = mesh.getWorldMatrix();\r\n }\r\n\r\n this._skeleton.computeAbsoluteTransforms();\r\n var tmat = Bone._tmpMats[0];\r\n var tvec = Bone._tmpVecs[0];\r\n\r\n if (this._parent) {\r\n if (mesh && wm) {\r\n tmat.copyFrom(this._parent.getAbsoluteTransform());\r\n tmat.multiplyToRef(wm, tmat);\r\n } else {\r\n tmat.copyFrom(this._parent.getAbsoluteTransform());\r\n }\r\n }\r\n\r\n tmat.setTranslationFromFloats(0, 0, 0);\r\n tmat.invert();\r\n Vector3.TransformCoordinatesToRef(vec, tmat, tvec);\r\n\r\n lm.addAtIndex(12, tvec.x);\r\n lm.addAtIndex(13, tvec.y);\r\n lm.addAtIndex(14, tvec.z);\r\n }\r\n\r\n this._markAsDirtyAndDecompose();\r\n }\r\n\r\n /**\r\n * Set the postion of the bone in local or world space\r\n * @param position The position to set the bone\r\n * @param space The space that the position is in\r\n * @param mesh The mesh that this bone is attached to. This is only used in world space\r\n */\r\n public setPosition(position: Vector3, space = Space.LOCAL, mesh?: AbstractMesh): void {\r\n var lm = this.getLocalMatrix();\r\n\r\n if (space == Space.LOCAL) {\r\n lm.setTranslationFromFloats(position.x, position.y, position.z);\r\n } else {\r\n var wm: Nullable = null;\r\n\r\n //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()\r\n if (mesh) {\r\n wm = mesh.getWorldMatrix();\r\n }\r\n\r\n this._skeleton.computeAbsoluteTransforms();\r\n\r\n var tmat = Bone._tmpMats[0];\r\n var vec = Bone._tmpVecs[0];\r\n\r\n if (this._parent) {\r\n if (mesh && wm) {\r\n tmat.copyFrom(this._parent.getAbsoluteTransform());\r\n tmat.multiplyToRef(wm, tmat);\r\n } else {\r\n tmat.copyFrom(this._parent.getAbsoluteTransform());\r\n }\r\n }\r\n\r\n tmat.invert();\r\n Vector3.TransformCoordinatesToRef(position, tmat, vec);\r\n lm.setTranslationFromFloats(vec.x, vec.y, vec.z);\r\n }\r\n\r\n this._markAsDirtyAndDecompose();\r\n }\r\n\r\n /**\r\n * Set the absolute position of the bone (world space)\r\n * @param position The position to set the bone\r\n * @param mesh The mesh that this bone is attached to\r\n */\r\n public setAbsolutePosition(position: Vector3, mesh?: AbstractMesh) {\r\n this.setPosition(position, Space.WORLD, mesh);\r\n }\r\n\r\n /**\r\n * Scale the bone on the x, y and z axes (in local space)\r\n * @param x The amount to scale the bone on the x axis\r\n * @param y The amount to scale the bone on the y axis\r\n * @param z The amount to scale the bone on the z axis\r\n * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)\r\n */\r\n public scale(x: number, y: number, z: number, scaleChildren = false): void {\r\n var locMat = this.getLocalMatrix();\r\n\r\n // Apply new scaling on top of current local matrix\r\n var scaleMat = Bone._tmpMats[0];\r\n Matrix.ScalingToRef(x, y, z, scaleMat);\r\n scaleMat.multiplyToRef(locMat, locMat);\r\n\r\n // Invert scaling matrix and apply the inverse to all children\r\n scaleMat.invert();\r\n\r\n for (var child of this.children) {\r\n var cm = child.getLocalMatrix();\r\n cm.multiplyToRef(scaleMat, cm);\r\n cm.multiplyAtIndex(12, x);\r\n cm.multiplyAtIndex(13, y);\r\n cm.multiplyAtIndex(14, z);\r\n\r\n child._markAsDirtyAndDecompose();\r\n }\r\n\r\n this._markAsDirtyAndDecompose();\r\n\r\n if (scaleChildren) {\r\n for (var child of this.children) {\r\n child.scale(x, y, z, scaleChildren);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Set the bone scaling in local space\r\n * @param scale defines the scaling vector\r\n */\r\n public setScale(scale: Vector3): void {\r\n this._decompose();\r\n this._localScaling.copyFrom(scale);\r\n this._markAsDirtyAndCompose();\r\n }\r\n\r\n /**\r\n * Gets the current scaling in local space\r\n * @returns the current scaling vector\r\n */\r\n public getScale(): Vector3 {\r\n this._decompose();\r\n return this._localScaling;\r\n }\r\n\r\n /**\r\n * Gets the current scaling in local space and stores it in a target vector\r\n * @param result defines the target vector\r\n */\r\n public getScaleToRef(result: Vector3) {\r\n this._decompose();\r\n result.copyFrom(this._localScaling);\r\n }\r\n\r\n /**\r\n * Set the yaw, pitch, and roll of the bone in local or world space\r\n * @param yaw The rotation of the bone on the y axis\r\n * @param pitch The rotation of the bone on the x axis\r\n * @param roll The rotation of the bone on the z axis\r\n * @param space The space that the axes of rotation are in\r\n * @param mesh The mesh that this bone is attached to. This is only used in world space\r\n */\r\n public setYawPitchRoll(yaw: number, pitch: number, roll: number, space = Space.LOCAL, mesh?: AbstractMesh): void {\r\n if (space === Space.LOCAL) {\r\n var quat = Bone._tmpQuat;\r\n Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, quat);\r\n this.setRotationQuaternion(quat, space, mesh);\r\n return;\r\n }\r\n\r\n var rotMatInv = Bone._tmpMats[0];\r\n if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {\r\n return;\r\n }\r\n\r\n var rotMat = Bone._tmpMats[1];\r\n Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, rotMat);\r\n\r\n rotMatInv.multiplyToRef(rotMat, rotMat);\r\n this._rotateWithMatrix(rotMat, space, mesh);\r\n\r\n }\r\n\r\n /**\r\n * Add a rotation to the bone on an axis in local or world space\r\n * @param axis The axis to rotate the bone on\r\n * @param amount The amount to rotate the bone\r\n * @param space The space that the axis is in\r\n * @param mesh The mesh that this bone is attached to. This is only used in world space\r\n */\r\n public rotate(axis: Vector3, amount: number, space = Space.LOCAL, mesh?: AbstractMesh): void {\r\n var rmat = Bone._tmpMats[0];\r\n rmat.setTranslationFromFloats(0, 0, 0);\r\n Matrix.RotationAxisToRef(axis, amount, rmat);\r\n this._rotateWithMatrix(rmat, space, mesh);\r\n }\r\n\r\n /**\r\n * Set the rotation of the bone to a particular axis angle in local or world space\r\n * @param axis The axis to rotate the bone on\r\n * @param angle The angle that the bone should be rotated to\r\n * @param space The space that the axis is in\r\n * @param mesh The mesh that this bone is attached to. This is only used in world space\r\n */\r\n public setAxisAngle(axis: Vector3, angle: number, space = Space.LOCAL, mesh?: AbstractMesh): void {\r\n if (space === Space.LOCAL) {\r\n var quat = Bone._tmpQuat;\r\n Quaternion.RotationAxisToRef(axis, angle, quat);\r\n\r\n this.setRotationQuaternion(quat, space, mesh);\r\n return;\r\n }\r\n\r\n var rotMatInv = Bone._tmpMats[0];\r\n if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {\r\n return;\r\n }\r\n\r\n var rotMat = Bone._tmpMats[1];\r\n Matrix.RotationAxisToRef(axis, angle, rotMat);\r\n\r\n rotMatInv.multiplyToRef(rotMat, rotMat);\r\n this._rotateWithMatrix(rotMat, space, mesh);\r\n }\r\n\r\n /**\r\n * Set the euler rotation of the bone in local of world space\r\n * @param rotation The euler rotation that the bone should be set to\r\n * @param space The space that the rotation is in\r\n * @param mesh The mesh that this bone is attached to. This is only used in world space\r\n */\r\n public setRotation(rotation: Vector3, space = Space.LOCAL, mesh?: AbstractMesh): void {\r\n this.setYawPitchRoll(rotation.y, rotation.x, rotation.z, space, mesh);\r\n }\r\n\r\n /**\r\n * Set the quaternion rotation of the bone in local of world space\r\n * @param quat The quaternion rotation that the bone should be set to\r\n * @param space The space that the rotation is in\r\n * @param mesh The mesh that this bone is attached to. This is only used in world space\r\n */\r\n public setRotationQuaternion(quat: Quaternion, space = Space.LOCAL, mesh?: AbstractMesh): void {\r\n if (space === Space.LOCAL) {\r\n this._decompose();\r\n this._localRotation.copyFrom(quat);\r\n\r\n this._markAsDirtyAndCompose();\r\n\r\n return;\r\n }\r\n\r\n var rotMatInv = Bone._tmpMats[0];\r\n if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {\r\n return;\r\n }\r\n\r\n var rotMat = Bone._tmpMats[1];\r\n Matrix.FromQuaternionToRef(quat, rotMat);\r\n\r\n rotMatInv.multiplyToRef(rotMat, rotMat);\r\n\r\n this._rotateWithMatrix(rotMat, space, mesh);\r\n\r\n }\r\n\r\n /**\r\n * Set the rotation matrix of the bone in local of world space\r\n * @param rotMat The rotation matrix that the bone should be set to\r\n * @param space The space that the rotation is in\r\n * @param mesh The mesh that this bone is attached to. This is only used in world space\r\n */\r\n public setRotationMatrix(rotMat: Matrix, space = Space.LOCAL, mesh?: AbstractMesh): void {\r\n if (space === Space.LOCAL) {\r\n var quat = Bone._tmpQuat;\r\n Quaternion.FromRotationMatrixToRef(rotMat, quat);\r\n this.setRotationQuaternion(quat, space, mesh);\r\n return;\r\n }\r\n\r\n var rotMatInv = Bone._tmpMats[0];\r\n if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {\r\n return;\r\n }\r\n\r\n var rotMat2 = Bone._tmpMats[1];\r\n rotMat2.copyFrom(rotMat);\r\n\r\n rotMatInv.multiplyToRef(rotMat, rotMat2);\r\n\r\n this._rotateWithMatrix(rotMat2, space, mesh);\r\n\r\n }\r\n\r\n private _rotateWithMatrix(rmat: Matrix, space = Space.LOCAL, mesh?: AbstractMesh): void {\r\n var lmat = this.getLocalMatrix();\r\n var lx = lmat.m[12];\r\n var ly = lmat.m[13];\r\n var lz = lmat.m[14];\r\n var parent = this.getParent();\r\n var parentScale = Bone._tmpMats[3];\r\n var parentScaleInv = Bone._tmpMats[4];\r\n\r\n if (parent && space == Space.WORLD) {\r\n if (mesh) {\r\n parentScale.copyFrom(mesh.getWorldMatrix());\r\n parent.getAbsoluteTransform().multiplyToRef(parentScale, parentScale);\r\n } else {\r\n parentScale.copyFrom(parent.getAbsoluteTransform());\r\n }\r\n parentScaleInv.copyFrom(parentScale);\r\n parentScaleInv.invert();\r\n lmat.multiplyToRef(parentScale, lmat);\r\n lmat.multiplyToRef(rmat, lmat);\r\n lmat.multiplyToRef(parentScaleInv, lmat);\r\n } else {\r\n if (space == Space.WORLD && mesh) {\r\n parentScale.copyFrom(mesh.getWorldMatrix());\r\n parentScaleInv.copyFrom(parentScale);\r\n parentScaleInv.invert();\r\n lmat.multiplyToRef(parentScale, lmat);\r\n lmat.multiplyToRef(rmat, lmat);\r\n lmat.multiplyToRef(parentScaleInv, lmat);\r\n } else {\r\n lmat.multiplyToRef(rmat, lmat);\r\n }\r\n }\r\n\r\n lmat.setTranslationFromFloats(lx, ly, lz);\r\n\r\n this.computeAbsoluteTransforms();\r\n this._markAsDirtyAndDecompose();\r\n }\r\n\r\n private _getNegativeRotationToRef(rotMatInv: Matrix, mesh?: AbstractMesh): boolean {\r\n var scaleMatrix = Bone._tmpMats[2];\r\n rotMatInv.copyFrom(this.getAbsoluteTransform());\r\n\r\n if (mesh) {\r\n rotMatInv.multiplyToRef(mesh.getWorldMatrix(), rotMatInv);\r\n Matrix.ScalingToRef(mesh.scaling.x, mesh.scaling.y, mesh.scaling.z, scaleMatrix);\r\n }\r\n\r\n rotMatInv.invert();\r\n if (isNaN(rotMatInv.m[0])) {\r\n // Matrix failed to invert.\r\n // This can happen if scale is zero for example.\r\n return false;\r\n }\r\n\r\n scaleMatrix.multiplyAtIndex(0, this._scalingDeterminant);\r\n rotMatInv.multiplyToRef(scaleMatrix, rotMatInv);\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Get the position of the bone in local or world space\r\n * @param space The space that the returned position is in\r\n * @param mesh The mesh that this bone is attached to. This is only used in world space\r\n * @returns The position of the bone\r\n */\r\n public getPosition(space = Space.LOCAL, mesh: Nullable = null): Vector3 {\r\n var pos = Vector3.Zero();\r\n\r\n this.getPositionToRef(space, mesh, pos);\r\n\r\n return pos;\r\n }\r\n\r\n /**\r\n * Copy the position of the bone to a vector3 in local or world space\r\n * @param space The space that the returned position is in\r\n * @param mesh The mesh that this bone is attached to. This is only used in world space\r\n * @param result The vector3 to copy the position to\r\n */\r\n public getPositionToRef(space = Space.LOCAL, mesh: Nullable, result: Vector3): void {\r\n if (space == Space.LOCAL) {\r\n var lm = this.getLocalMatrix();\r\n\r\n result.x = lm.m[12];\r\n result.y = lm.m[13];\r\n result.z = lm.m[14];\r\n } else {\r\n var wm: Nullable = null;\r\n\r\n //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()\r\n if (mesh) {\r\n wm = mesh.getWorldMatrix();\r\n }\r\n\r\n this._skeleton.computeAbsoluteTransforms();\r\n\r\n var tmat = Bone._tmpMats[0];\r\n\r\n if (mesh && wm) {\r\n tmat.copyFrom(this.getAbsoluteTransform());\r\n tmat.multiplyToRef(wm, tmat);\r\n } else {\r\n tmat = this.getAbsoluteTransform();\r\n }\r\n\r\n result.x = tmat.m[12];\r\n result.y = tmat.m[13];\r\n result.z = tmat.m[14];\r\n }\r\n }\r\n\r\n /**\r\n * Get the absolute position of the bone (world space)\r\n * @param mesh The mesh that this bone is attached to\r\n * @returns The absolute position of the bone\r\n */\r\n public getAbsolutePosition(mesh: Nullable = null): Vector3 {\r\n var pos = Vector3.Zero();\r\n\r\n this.getPositionToRef(Space.WORLD, mesh, pos);\r\n\r\n return pos;\r\n }\r\n\r\n /**\r\n * Copy the absolute position of the bone (world space) to the result param\r\n * @param mesh The mesh that this bone is attached to\r\n * @param result The vector3 to copy the absolute position to\r\n */\r\n public getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3) {\r\n this.getPositionToRef(Space.WORLD, mesh, result);\r\n }\r\n\r\n /**\r\n * Compute the absolute transforms of this bone and its children\r\n */\r\n public computeAbsoluteTransforms(): void {\r\n this._compose();\r\n\r\n if (this._parent) {\r\n this._localMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);\r\n } else {\r\n this._absoluteTransform.copyFrom(this._localMatrix);\r\n\r\n var poseMatrix = this._skeleton.getPoseMatrix();\r\n\r\n if (poseMatrix) {\r\n this._absoluteTransform.multiplyToRef(poseMatrix, this._absoluteTransform);\r\n }\r\n }\r\n\r\n var children = this.children;\r\n var len = children.length;\r\n\r\n for (var i = 0; i < len; i++) {\r\n children[i].computeAbsoluteTransforms();\r\n }\r\n }\r\n\r\n /**\r\n * Get the world direction from an axis that is in the local space of the bone\r\n * @param localAxis The local direction that is used to compute the world direction\r\n * @param mesh The mesh that this bone is attached to\r\n * @returns The world direction\r\n */\r\n public getDirection(localAxis: Vector3, mesh: Nullable = null): Vector3 {\r\n var result = Vector3.Zero();\r\n\r\n this.getDirectionToRef(localAxis, mesh, result);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Copy the world direction to a vector3 from an axis that is in the local space of the bone\r\n * @param localAxis The local direction that is used to compute the world direction\r\n * @param mesh The mesh that this bone is attached to\r\n * @param result The vector3 that the world direction will be copied to\r\n */\r\n public getDirectionToRef(localAxis: Vector3, mesh: Nullable = null, result: Vector3): void {\r\n var wm: Nullable = null;\r\n\r\n //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()\r\n if (mesh) {\r\n wm = mesh.getWorldMatrix();\r\n }\r\n\r\n this._skeleton.computeAbsoluteTransforms();\r\n\r\n var mat = Bone._tmpMats[0];\r\n\r\n mat.copyFrom(this.getAbsoluteTransform());\r\n\r\n if (mesh && wm) {\r\n mat.multiplyToRef(wm, mat);\r\n }\r\n\r\n Vector3.TransformNormalToRef(localAxis, mat, result);\r\n\r\n result.normalize();\r\n }\r\n\r\n /**\r\n * Get the euler rotation of the bone in local or world space\r\n * @param space The space that the rotation should be in\r\n * @param mesh The mesh that this bone is attached to. This is only used in world space\r\n * @returns The euler rotation\r\n */\r\n public getRotation(space = Space.LOCAL, mesh: Nullable = null): Vector3 {\r\n var result = Vector3.Zero();\r\n\r\n this.getRotationToRef(space, mesh, result);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space\r\n * @param space The space that the rotation should be in\r\n * @param mesh The mesh that this bone is attached to. This is only used in world space\r\n * @param result The vector3 that the rotation should be copied to\r\n */\r\n public getRotationToRef(space = Space.LOCAL, mesh: Nullable = null, result: Vector3): void {\r\n var quat = Bone._tmpQuat;\r\n\r\n this.getRotationQuaternionToRef(space, mesh, quat);\r\n\r\n quat.toEulerAnglesToRef(result);\r\n }\r\n\r\n /**\r\n * Get the quaternion rotation of the bone in either local or world space\r\n * @param space The space that the rotation should be in\r\n * @param mesh The mesh that this bone is attached to. This is only used in world space\r\n * @returns The quaternion rotation\r\n */\r\n public getRotationQuaternion(space = Space.LOCAL, mesh: Nullable = null): Quaternion {\r\n var result = Quaternion.Identity();\r\n\r\n this.getRotationQuaternionToRef(space, mesh, result);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space\r\n * @param space The space that the rotation should be in\r\n * @param mesh The mesh that this bone is attached to. This is only used in world space\r\n * @param result The quaternion that the rotation should be copied to\r\n */\r\n public getRotationQuaternionToRef(space = Space.LOCAL, mesh: Nullable = null, result: Quaternion): void {\r\n if (space == Space.LOCAL) {\r\n this._decompose();\r\n result.copyFrom(this._localRotation);\r\n } else {\r\n var mat = Bone._tmpMats[0];\r\n var amat = this.getAbsoluteTransform();\r\n\r\n if (mesh) {\r\n amat.multiplyToRef(mesh.getWorldMatrix(), mat);\r\n } else {\r\n mat.copyFrom(amat);\r\n }\r\n\r\n mat.multiplyAtIndex(0, this._scalingDeterminant);\r\n mat.multiplyAtIndex(1, this._scalingDeterminant);\r\n mat.multiplyAtIndex(2, this._scalingDeterminant);\r\n\r\n mat.decompose(undefined, result, undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Get the rotation matrix of the bone in local or world space\r\n * @param space The space that the rotation should be in\r\n * @param mesh The mesh that this bone is attached to. This is only used in world space\r\n * @returns The rotation matrix\r\n */\r\n public getRotationMatrix(space = Space.LOCAL, mesh: AbstractMesh): Matrix {\r\n var result = Matrix.Identity();\r\n\r\n this.getRotationMatrixToRef(space, mesh, result);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space\r\n * @param space The space that the rotation should be in\r\n * @param mesh The mesh that this bone is attached to. This is only used in world space\r\n * @param result The quaternion that the rotation should be copied to\r\n */\r\n public getRotationMatrixToRef(space = Space.LOCAL, mesh: AbstractMesh, result: Matrix): void {\r\n if (space == Space.LOCAL) {\r\n this.getLocalMatrix().getRotationMatrixToRef(result);\r\n } else {\r\n\r\n var mat = Bone._tmpMats[0];\r\n var amat = this.getAbsoluteTransform();\r\n\r\n if (mesh) {\r\n amat.multiplyToRef(mesh.getWorldMatrix(), mat);\r\n } else {\r\n mat.copyFrom(amat);\r\n }\r\n\r\n mat.multiplyAtIndex(0, this._scalingDeterminant);\r\n mat.multiplyAtIndex(1, this._scalingDeterminant);\r\n mat.multiplyAtIndex(2, this._scalingDeterminant);\r\n\r\n mat.getRotationMatrixToRef(result);\r\n }\r\n }\r\n\r\n /**\r\n * Get the world position of a point that is in the local space of the bone\r\n * @param position The local position\r\n * @param mesh The mesh that this bone is attached to\r\n * @returns The world position\r\n */\r\n public getAbsolutePositionFromLocal(position: Vector3, mesh: Nullable = null): Vector3 {\r\n var result = Vector3.Zero();\r\n\r\n this.getAbsolutePositionFromLocalToRef(position, mesh, result);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Get the world position of a point that is in the local space of the bone and copy it to the result param\r\n * @param position The local position\r\n * @param mesh The mesh that this bone is attached to\r\n * @param result The vector3 that the world position should be copied to\r\n */\r\n public getAbsolutePositionFromLocalToRef(position: Vector3, mesh: Nullable = null, result: Vector3): void {\r\n var wm: Nullable = null;\r\n\r\n //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()\r\n if (mesh) {\r\n wm = mesh.getWorldMatrix();\r\n }\r\n\r\n this._skeleton.computeAbsoluteTransforms();\r\n\r\n var tmat = Bone._tmpMats[0];\r\n\r\n if (mesh && wm) {\r\n tmat.copyFrom(this.getAbsoluteTransform());\r\n tmat.multiplyToRef(wm, tmat);\r\n } else {\r\n tmat = this.getAbsoluteTransform();\r\n }\r\n\r\n Vector3.TransformCoordinatesToRef(position, tmat, result);\r\n }\r\n\r\n /**\r\n * Get the local position of a point that is in world space\r\n * @param position The world position\r\n * @param mesh The mesh that this bone is attached to\r\n * @returns The local position\r\n */\r\n public getLocalPositionFromAbsolute(position: Vector3, mesh: Nullable = null): Vector3 {\r\n var result = Vector3.Zero();\r\n\r\n this.getLocalPositionFromAbsoluteToRef(position, mesh, result);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Get the local position of a point that is in world space and copy it to the result param\r\n * @param position The world position\r\n * @param mesh The mesh that this bone is attached to\r\n * @param result The vector3 that the local position should be copied to\r\n */\r\n public getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: Nullable = null, result: Vector3): void {\r\n var wm: Nullable = null;\r\n\r\n //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()\r\n if (mesh) {\r\n wm = mesh.getWorldMatrix();\r\n }\r\n\r\n this._skeleton.computeAbsoluteTransforms();\r\n\r\n var tmat = Bone._tmpMats[0];\r\n\r\n tmat.copyFrom(this.getAbsoluteTransform());\r\n\r\n if (mesh && wm) {\r\n tmat.multiplyToRef(wm, tmat);\r\n }\r\n\r\n tmat.invert();\r\n\r\n Vector3.TransformCoordinatesToRef(position, tmat, result);\r\n }\r\n}\r\n","import { Bone } from \"./bone\";\r\nimport { Vector3, Quaternion, Matrix } from \"../Maths/math.vector\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Nullable } from \"../types\";\r\nimport { Space } from '../Maths/math.axis';\r\n\r\n/**\r\n * Class used to apply inverse kinematics to bones\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller\r\n */\r\nexport class BoneIKController {\r\n\r\n private static _tmpVecs: Vector3[] = [Vector3.Zero(), Vector3.Zero(), Vector3.Zero(), Vector3.Zero(), Vector3.Zero(), Vector3.Zero()];\r\n private static _tmpQuat = Quaternion.Identity();\r\n private static _tmpMats: Matrix[] = [Matrix.Identity(), Matrix.Identity()];\r\n\r\n /**\r\n * Gets or sets the target mesh\r\n */\r\n public targetMesh: AbstractMesh;\r\n\r\n /** Gets or sets the mesh used as pole */\r\n public poleTargetMesh: AbstractMesh;\r\n\r\n /**\r\n * Gets or sets the bone used as pole\r\n */\r\n public poleTargetBone: Nullable;\r\n\r\n /**\r\n * Gets or sets the target position\r\n */\r\n public targetPosition = Vector3.Zero();\r\n\r\n /**\r\n * Gets or sets the pole target position\r\n */\r\n public poleTargetPosition = Vector3.Zero();\r\n\r\n /**\r\n * Gets or sets the pole target local offset\r\n */\r\n public poleTargetLocalOffset = Vector3.Zero();\r\n\r\n /**\r\n * Gets or sets the pole angle\r\n */\r\n public poleAngle = 0;\r\n\r\n /**\r\n * Gets or sets the mesh associated with the controller\r\n */\r\n public mesh: AbstractMesh;\r\n\r\n /**\r\n * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)\r\n */\r\n public slerpAmount = 1;\r\n\r\n private _bone1Quat = Quaternion.Identity();\r\n private _bone1Mat = Matrix.Identity();\r\n private _bone2Ang = Math.PI;\r\n\r\n private _bone1: Nullable;\r\n private _bone2: Bone;\r\n private _bone1Length: number;\r\n private _bone2Length: number;\r\n private _maxAngle = Math.PI;\r\n private _maxReach: number;\r\n\r\n private _rightHandedSystem = false;\r\n\r\n private _bendAxis = Vector3.Right();\r\n private _slerping = false;\r\n\r\n private _adjustRoll = 0;\r\n\r\n /**\r\n * Gets or sets maximum allowed angle\r\n */\r\n public get maxAngle(): number {\r\n return this._maxAngle;\r\n }\r\n\r\n public set maxAngle(value: number) {\r\n this._setMaxAngle(value);\r\n }\r\n\r\n /**\r\n * Creates a new BoneIKController\r\n * @param mesh defines the mesh to control\r\n * @param bone defines the bone to control\r\n * @param options defines options to set up the controller\r\n */\r\n constructor(mesh: AbstractMesh,\r\n bone: Bone,\r\n options?: {\r\n targetMesh?: AbstractMesh,\r\n poleTargetMesh?: AbstractMesh,\r\n poleTargetBone?: Bone,\r\n poleTargetLocalOffset?: Vector3,\r\n poleAngle?: number,\r\n bendAxis?: Vector3,\r\n maxAngle?: number,\r\n slerpAmount?: number\r\n }) {\r\n\r\n this._bone2 = bone;\r\n this._bone1 = bone.getParent();\r\n\r\n if (!this._bone1) {\r\n return;\r\n }\r\n\r\n this.mesh = mesh;\r\n\r\n var bonePos = bone.getPosition();\r\n\r\n if (bone.getAbsoluteTransform().determinant() > 0) {\r\n this._rightHandedSystem = true;\r\n this._bendAxis.x = 0;\r\n this._bendAxis.y = 0;\r\n this._bendAxis.z = -1;\r\n\r\n if (bonePos.x > bonePos.y && bonePos.x > bonePos.z) {\r\n this._adjustRoll = Math.PI * .5;\r\n this._bendAxis.z = 1;\r\n }\r\n }\r\n\r\n if (this._bone1.length) {\r\n\r\n var boneScale1 = this._bone1.getScale();\r\n var boneScale2 = this._bone2.getScale();\r\n\r\n this._bone1Length = this._bone1.length * boneScale1.y * this.mesh.scaling.y;\r\n this._bone2Length = this._bone2.length * boneScale2.y * this.mesh.scaling.y;\r\n\r\n } else if (this._bone1.children[0]) {\r\n\r\n mesh.computeWorldMatrix(true);\r\n\r\n var pos1 = this._bone2.children[0].getAbsolutePosition(mesh);\r\n var pos2 = this._bone2.getAbsolutePosition(mesh);\r\n var pos3 = this._bone1.getAbsolutePosition(mesh);\r\n\r\n this._bone1Length = Vector3.Distance(pos1, pos2);\r\n this._bone2Length = Vector3.Distance(pos2, pos3);\r\n }\r\n\r\n this._bone1.getRotationMatrixToRef(Space.WORLD, mesh, this._bone1Mat);\r\n this.maxAngle = Math.PI;\r\n\r\n if (options) {\r\n\r\n if (options.targetMesh) {\r\n this.targetMesh = options.targetMesh;\r\n this.targetMesh.computeWorldMatrix(true);\r\n }\r\n\r\n if (options.poleTargetMesh) {\r\n\r\n this.poleTargetMesh = options.poleTargetMesh;\r\n this.poleTargetMesh.computeWorldMatrix(true);\r\n\r\n } else if (options.poleTargetBone) {\r\n this.poleTargetBone = options.poleTargetBone;\r\n } else if (this._bone1.getParent()) {\r\n this.poleTargetBone = this._bone1.getParent();\r\n }\r\n\r\n if (options.poleTargetLocalOffset) {\r\n this.poleTargetLocalOffset.copyFrom(options.poleTargetLocalOffset);\r\n }\r\n\r\n if (options.poleAngle) {\r\n this.poleAngle = options.poleAngle;\r\n }\r\n\r\n if (options.bendAxis) {\r\n this._bendAxis.copyFrom(options.bendAxis);\r\n }\r\n\r\n if (options.maxAngle) {\r\n this.maxAngle = options.maxAngle;\r\n }\r\n\r\n if (options.slerpAmount) {\r\n this.slerpAmount = options.slerpAmount;\r\n }\r\n\r\n }\r\n\r\n }\r\n\r\n private _setMaxAngle(ang: number): void {\r\n\r\n if (ang < 0) {\r\n ang = 0;\r\n }\r\n\r\n if (ang > Math.PI || ang == undefined) {\r\n ang = Math.PI;\r\n }\r\n\r\n this._maxAngle = ang;\r\n\r\n var a = this._bone1Length;\r\n var b = this._bone2Length;\r\n\r\n this._maxReach = Math.sqrt(a * a + b * b - 2 * a * b * Math.cos(ang));\r\n\r\n }\r\n\r\n /**\r\n * Force the controller to update the bones\r\n */\r\n public update(): void {\r\n var bone1 = this._bone1;\r\n\r\n if (!bone1) {\r\n return;\r\n }\r\n\r\n var target = this.targetPosition;\r\n var poleTarget = this.poleTargetPosition;\r\n\r\n var mat1 = BoneIKController._tmpMats[0];\r\n var mat2 = BoneIKController._tmpMats[1];\r\n\r\n if (this.targetMesh) {\r\n target.copyFrom(this.targetMesh.getAbsolutePosition());\r\n }\r\n\r\n if (this.poleTargetBone) {\r\n this.poleTargetBone.getAbsolutePositionFromLocalToRef(this.poleTargetLocalOffset, this.mesh, poleTarget);\r\n } else if (this.poleTargetMesh) {\r\n Vector3.TransformCoordinatesToRef(this.poleTargetLocalOffset, this.poleTargetMesh.getWorldMatrix(), poleTarget);\r\n }\r\n\r\n var bonePos = BoneIKController._tmpVecs[0];\r\n var zaxis = BoneIKController._tmpVecs[1];\r\n var xaxis = BoneIKController._tmpVecs[2];\r\n var yaxis = BoneIKController._tmpVecs[3];\r\n var upAxis = BoneIKController._tmpVecs[4];\r\n\r\n var _tmpQuat = BoneIKController._tmpQuat;\r\n\r\n bone1.getAbsolutePositionToRef(this.mesh, bonePos);\r\n\r\n poleTarget.subtractToRef(bonePos, upAxis);\r\n\r\n if (upAxis.x == 0 && upAxis.y == 0 && upAxis.z == 0) {\r\n upAxis.y = 1;\r\n } else {\r\n upAxis.normalize();\r\n }\r\n\r\n target.subtractToRef(bonePos, yaxis);\r\n yaxis.normalize();\r\n\r\n Vector3.CrossToRef(yaxis, upAxis, zaxis);\r\n zaxis.normalize();\r\n\r\n Vector3.CrossToRef(yaxis, zaxis, xaxis);\r\n xaxis.normalize();\r\n\r\n Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, mat1);\r\n\r\n var a = this._bone1Length;\r\n var b = this._bone2Length;\r\n\r\n var c = Vector3.Distance(bonePos, target);\r\n\r\n if (this._maxReach > 0) {\r\n c = Math.min(this._maxReach, c);\r\n }\r\n\r\n var acosa = (b * b + c * c - a * a) / (2 * b * c);\r\n var acosb = (c * c + a * a - b * b) / (2 * c * a);\r\n\r\n if (acosa > 1) {\r\n acosa = 1;\r\n }\r\n\r\n if (acosb > 1) {\r\n acosb = 1;\r\n }\r\n\r\n if (acosa < -1) {\r\n acosa = -1;\r\n }\r\n\r\n if (acosb < -1) {\r\n acosb = -1;\r\n }\r\n\r\n var angA = Math.acos(acosa);\r\n var angB = Math.acos(acosb);\r\n\r\n var angC = -angA - angB;\r\n\r\n if (this._rightHandedSystem) {\r\n\r\n Matrix.RotationYawPitchRollToRef(0, 0, this._adjustRoll, mat2);\r\n mat2.multiplyToRef(mat1, mat1);\r\n\r\n Matrix.RotationAxisToRef(this._bendAxis, angB, mat2);\r\n mat2.multiplyToRef(mat1, mat1);\r\n\r\n } else {\r\n\r\n var _tmpVec = BoneIKController._tmpVecs[5];\r\n\r\n _tmpVec.copyFrom(this._bendAxis);\r\n _tmpVec.x *= -1;\r\n\r\n Matrix.RotationAxisToRef(_tmpVec, -angB, mat2);\r\n mat2.multiplyToRef(mat1, mat1);\r\n\r\n }\r\n\r\n if (this.poleAngle) {\r\n Matrix.RotationAxisToRef(yaxis, this.poleAngle, mat2);\r\n mat1.multiplyToRef(mat2, mat1);\r\n }\r\n\r\n if (this._bone1) {\r\n if (this.slerpAmount < 1) {\r\n if (!this._slerping) {\r\n Quaternion.FromRotationMatrixToRef(this._bone1Mat, this._bone1Quat);\r\n }\r\n Quaternion.FromRotationMatrixToRef(mat1, _tmpQuat);\r\n Quaternion.SlerpToRef(this._bone1Quat, _tmpQuat, this.slerpAmount, this._bone1Quat);\r\n angC = this._bone2Ang * (1.0 - this.slerpAmount) + angC * this.slerpAmount;\r\n this._bone1.setRotationQuaternion(this._bone1Quat, Space.WORLD, this.mesh);\r\n this._slerping = true;\r\n } else {\r\n this._bone1.setRotationMatrix(mat1, Space.WORLD, this.mesh);\r\n this._bone1Mat.copyFrom(mat1);\r\n this._slerping = false;\r\n }\r\n }\r\n\r\n this._bone2.setAxisAngle(this._bendAxis, angC, Space.LOCAL);\r\n this._bone2Ang = angC;\r\n }\r\n}\r\n","import { Nullable } from \"../types\";\r\nimport { ArrayTools } from \"../Misc/arrayTools\";\r\nimport { Vector3, Quaternion, Matrix } from \"../Maths/math.vector\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Bone } from \"./bone\";\r\nimport { Space, Axis } from '../Maths/math.axis';\r\n\r\n/**\r\n * Class used to make a bone look toward a point in space\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller\r\n */\r\nexport class BoneLookController {\r\n\r\n private static _tmpVecs: Vector3[] = ArrayTools.BuildArray(10, Vector3.Zero);\r\n private static _tmpQuat = Quaternion.Identity();\r\n private static _tmpMats: Matrix[] = ArrayTools.BuildArray(5, Matrix.Identity);\r\n\r\n /**\r\n * The target Vector3 that the bone will look at\r\n */\r\n public target: Vector3;\r\n\r\n /**\r\n * The mesh that the bone is attached to\r\n */\r\n public mesh: AbstractMesh;\r\n\r\n /**\r\n * The bone that will be looking to the target\r\n */\r\n public bone: Bone;\r\n\r\n /**\r\n * The up axis of the coordinate system that is used when the bone is rotated\r\n */\r\n public upAxis: Vector3 = Vector3.Up();\r\n\r\n /**\r\n * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD\r\n */\r\n public upAxisSpace: Space = Space.LOCAL;\r\n\r\n /**\r\n * Used to make an adjustment to the yaw of the bone\r\n */\r\n public adjustYaw = 0;\r\n\r\n /**\r\n * Used to make an adjustment to the pitch of the bone\r\n */\r\n public adjustPitch = 0;\r\n\r\n /**\r\n * Used to make an adjustment to the roll of the bone\r\n */\r\n public adjustRoll = 0;\r\n\r\n /**\r\n * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)\r\n */\r\n public slerpAmount = 1;\r\n\r\n private _minYaw: number;\r\n private _maxYaw: number;\r\n private _minPitch: number;\r\n private _maxPitch: number;\r\n private _minYawSin: number;\r\n private _minYawCos: number;\r\n private _maxYawSin: number;\r\n private _maxYawCos: number;\r\n private _midYawConstraint: number;\r\n private _minPitchTan: number;\r\n private _maxPitchTan: number;\r\n\r\n private _boneQuat: Quaternion = Quaternion.Identity();\r\n private _slerping = false;\r\n private _transformYawPitch: Matrix;\r\n private _transformYawPitchInv: Matrix;\r\n private _firstFrameSkipped = false;\r\n private _yawRange: number;\r\n private _fowardAxis: Vector3 = Vector3.Forward();\r\n\r\n /**\r\n * Gets or sets the minimum yaw angle that the bone can look to\r\n */\r\n get minYaw(): number {\r\n return this._minYaw;\r\n }\r\n\r\n set minYaw(value: number) {\r\n this._minYaw = value;\r\n this._minYawSin = Math.sin(value);\r\n this._minYawCos = Math.cos(value);\r\n if (this._maxYaw != null) {\r\n this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;\r\n this._yawRange = this._maxYaw - this._minYaw;\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the maximum yaw angle that the bone can look to\r\n */\r\n get maxYaw(): number {\r\n return this._maxYaw;\r\n }\r\n\r\n set maxYaw(value: number) {\r\n this._maxYaw = value;\r\n this._maxYawSin = Math.sin(value);\r\n this._maxYawCos = Math.cos(value);\r\n if (this._minYaw != null) {\r\n this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;\r\n this._yawRange = this._maxYaw - this._minYaw;\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the minimum pitch angle that the bone can look to\r\n */\r\n get minPitch(): number {\r\n return this._minPitch;\r\n }\r\n\r\n set minPitch(value: number) {\r\n this._minPitch = value;\r\n this._minPitchTan = Math.tan(value);\r\n }\r\n\r\n /**\r\n * Gets or sets the maximum pitch angle that the bone can look to\r\n */\r\n get maxPitch(): number {\r\n return this._maxPitch;\r\n }\r\n\r\n set maxPitch(value: number) {\r\n this._maxPitch = value;\r\n this._maxPitchTan = Math.tan(value);\r\n }\r\n\r\n /**\r\n * Create a BoneLookController\r\n * @param mesh the mesh that the bone belongs to\r\n * @param bone the bone that will be looking to the target\r\n * @param target the target Vector3 to look at\r\n * @param options optional settings:\r\n * * maxYaw: the maximum angle the bone will yaw to\r\n * * minYaw: the minimum angle the bone will yaw to\r\n * * maxPitch: the maximum angle the bone will pitch to\r\n * * minPitch: the minimum angle the bone will yaw to\r\n * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.\r\n * * upAxis: the up axis of the coordinate system\r\n * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.\r\n * * yawAxis: set yawAxis if the bone does not yaw on the y axis\r\n * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis\r\n * * adjustYaw: used to make an adjustment to the yaw of the bone\r\n * * adjustPitch: used to make an adjustment to the pitch of the bone\r\n * * adjustRoll: used to make an adjustment to the roll of the bone\r\n **/\r\n constructor(mesh: AbstractMesh,\r\n bone: Bone,\r\n target: Vector3,\r\n options?: {\r\n maxYaw?: number,\r\n minYaw?: number,\r\n maxPitch?: number,\r\n minPitch?: number,\r\n slerpAmount?: number,\r\n upAxis?: Vector3,\r\n upAxisSpace?: Space,\r\n yawAxis?: Vector3,\r\n pitchAxis?: Vector3,\r\n adjustYaw?: number,\r\n adjustPitch?: number,\r\n adjustRoll?: number,\r\n }) {\r\n\r\n this.mesh = mesh;\r\n this.bone = bone;\r\n this.target = target;\r\n\r\n if (options) {\r\n\r\n if (options.adjustYaw) {\r\n this.adjustYaw = options.adjustYaw;\r\n }\r\n\r\n if (options.adjustPitch) {\r\n this.adjustPitch = options.adjustPitch;\r\n }\r\n\r\n if (options.adjustRoll) {\r\n this.adjustRoll = options.adjustRoll;\r\n }\r\n\r\n if (options.maxYaw != null) {\r\n this.maxYaw = options.maxYaw;\r\n } else {\r\n this.maxYaw = Math.PI;\r\n }\r\n\r\n if (options.minYaw != null) {\r\n this.minYaw = options.minYaw;\r\n } else {\r\n this.minYaw = -Math.PI;\r\n }\r\n\r\n if (options.maxPitch != null) {\r\n this.maxPitch = options.maxPitch;\r\n } else {\r\n this.maxPitch = Math.PI;\r\n }\r\n\r\n if (options.minPitch != null) {\r\n this.minPitch = options.minPitch;\r\n } else {\r\n this.minPitch = -Math.PI;\r\n }\r\n\r\n if (options.slerpAmount != null) {\r\n this.slerpAmount = options.slerpAmount;\r\n }\r\n\r\n if (options.upAxis != null) {\r\n this.upAxis = options.upAxis;\r\n }\r\n\r\n if (options.upAxisSpace != null) {\r\n this.upAxisSpace = options.upAxisSpace;\r\n }\r\n\r\n if (options.yawAxis != null || options.pitchAxis != null) {\r\n\r\n var newYawAxis = Axis.Y;\r\n var newPitchAxis = Axis.X;\r\n\r\n if (options.yawAxis != null) {\r\n newYawAxis = options.yawAxis.clone();\r\n newYawAxis.normalize();\r\n }\r\n\r\n if (options.pitchAxis != null) {\r\n newPitchAxis = options.pitchAxis.clone();\r\n newPitchAxis.normalize();\r\n }\r\n\r\n var newRollAxis = Vector3.Cross(newPitchAxis, newYawAxis);\r\n\r\n this._transformYawPitch = Matrix.Identity();\r\n Matrix.FromXYZAxesToRef(newPitchAxis, newYawAxis, newRollAxis, this._transformYawPitch);\r\n\r\n this._transformYawPitchInv = this._transformYawPitch.clone();\r\n this._transformYawPitch.invert();\r\n\r\n }\r\n\r\n }\r\n\r\n if (!bone.getParent() && this.upAxisSpace == Space.BONE) {\r\n this.upAxisSpace = Space.LOCAL;\r\n }\r\n\r\n }\r\n\r\n /**\r\n * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())\r\n */\r\n public update(): void {\r\n\r\n //skip the first frame when slerping so that the mesh rotation is correct\r\n if (this.slerpAmount < 1 && !this._firstFrameSkipped) {\r\n this._firstFrameSkipped = true;\r\n return;\r\n }\r\n\r\n var bone = this.bone;\r\n var bonePos = BoneLookController._tmpVecs[0];\r\n bone.getAbsolutePositionToRef(this.mesh, bonePos);\r\n\r\n var target = this.target;\r\n var _tmpMat1 = BoneLookController._tmpMats[0];\r\n var _tmpMat2 = BoneLookController._tmpMats[1];\r\n\r\n var mesh = this.mesh;\r\n var parentBone = bone.getParent();\r\n\r\n var upAxis = BoneLookController._tmpVecs[1];\r\n upAxis.copyFrom(this.upAxis);\r\n\r\n if (this.upAxisSpace == Space.BONE && parentBone) {\r\n if (this._transformYawPitch) {\r\n Vector3.TransformCoordinatesToRef(upAxis, this._transformYawPitchInv, upAxis);\r\n }\r\n parentBone.getDirectionToRef(upAxis, this.mesh, upAxis);\r\n } else if (this.upAxisSpace == Space.LOCAL) {\r\n mesh.getDirectionToRef(upAxis, upAxis);\r\n if (mesh.scaling.x != 1 || mesh.scaling.y != 1 || mesh.scaling.z != 1) {\r\n upAxis.normalize();\r\n }\r\n }\r\n\r\n var checkYaw = false;\r\n var checkPitch = false;\r\n\r\n if (this._maxYaw != Math.PI || this._minYaw != -Math.PI) {\r\n checkYaw = true;\r\n }\r\n if (this._maxPitch != Math.PI || this._minPitch != -Math.PI) {\r\n checkPitch = true;\r\n }\r\n\r\n if (checkYaw || checkPitch) {\r\n\r\n var spaceMat = BoneLookController._tmpMats[2];\r\n var spaceMatInv = BoneLookController._tmpMats[3];\r\n\r\n if (this.upAxisSpace == Space.BONE && upAxis.y == 1 && parentBone) {\r\n\r\n parentBone.getRotationMatrixToRef(Space.WORLD, this.mesh, spaceMat);\r\n\r\n } else if (this.upAxisSpace == Space.LOCAL && upAxis.y == 1 && !parentBone) {\r\n\r\n spaceMat.copyFrom(mesh.getWorldMatrix());\r\n\r\n } else {\r\n\r\n var forwardAxis = BoneLookController._tmpVecs[2];\r\n forwardAxis.copyFrom(this._fowardAxis);\r\n\r\n if (this._transformYawPitch) {\r\n Vector3.TransformCoordinatesToRef(forwardAxis, this._transformYawPitchInv, forwardAxis);\r\n }\r\n\r\n if (parentBone) {\r\n parentBone.getDirectionToRef(forwardAxis, this.mesh, forwardAxis);\r\n } else {\r\n mesh.getDirectionToRef(forwardAxis, forwardAxis);\r\n }\r\n\r\n var rightAxis = Vector3.Cross(upAxis, forwardAxis);\r\n rightAxis.normalize();\r\n var forwardAxis = Vector3.Cross(rightAxis, upAxis);\r\n\r\n Matrix.FromXYZAxesToRef(rightAxis, upAxis, forwardAxis, spaceMat);\r\n\r\n }\r\n\r\n spaceMat.invertToRef(spaceMatInv);\r\n\r\n var xzlen: Nullable = null;\r\n\r\n if (checkPitch) {\r\n var localTarget = BoneLookController._tmpVecs[3];\r\n target.subtractToRef(bonePos, localTarget);\r\n Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);\r\n\r\n xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);\r\n var pitch = Math.atan2(localTarget.y, xzlen);\r\n var newPitch = pitch;\r\n\r\n if (pitch > this._maxPitch) {\r\n localTarget.y = this._maxPitchTan * xzlen;\r\n newPitch = this._maxPitch;\r\n } else if (pitch < this._minPitch) {\r\n localTarget.y = this._minPitchTan * xzlen;\r\n newPitch = this._minPitch;\r\n }\r\n\r\n if (pitch != newPitch) {\r\n Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);\r\n localTarget.addInPlace(bonePos);\r\n target = localTarget;\r\n }\r\n }\r\n\r\n if (checkYaw) {\r\n var localTarget = BoneLookController._tmpVecs[4];\r\n target.subtractToRef(bonePos, localTarget);\r\n Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);\r\n\r\n var yaw = Math.atan2(localTarget.x, localTarget.z);\r\n var newYaw = yaw;\r\n\r\n if (yaw > this._maxYaw || yaw < this._minYaw) {\r\n\r\n if (xzlen == null) {\r\n xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);\r\n }\r\n\r\n if (this._yawRange > Math.PI) {\r\n if (this._isAngleBetween(yaw, this._maxYaw, this._midYawConstraint)) {\r\n localTarget.z = this._maxYawCos * xzlen;\r\n localTarget.x = this._maxYawSin * xzlen;\r\n newYaw = this._maxYaw;\r\n } else if (this._isAngleBetween(yaw, this._midYawConstraint, this._minYaw)) {\r\n localTarget.z = this._minYawCos * xzlen;\r\n localTarget.x = this._minYawSin * xzlen;\r\n newYaw = this._minYaw;\r\n }\r\n } else {\r\n if (yaw > this._maxYaw) {\r\n localTarget.z = this._maxYawCos * xzlen;\r\n localTarget.x = this._maxYawSin * xzlen;\r\n newYaw = this._maxYaw;\r\n } else if (yaw < this._minYaw) {\r\n localTarget.z = this._minYawCos * xzlen;\r\n localTarget.x = this._minYawSin * xzlen;\r\n newYaw = this._minYaw;\r\n }\r\n }\r\n }\r\n\r\n if (this._slerping && this._yawRange > Math.PI) {\r\n //are we going to be crossing into the min/max region?\r\n var boneFwd = BoneLookController._tmpVecs[8];\r\n boneFwd.copyFrom(Axis.Z);\r\n if (this._transformYawPitch) {\r\n Vector3.TransformCoordinatesToRef(boneFwd, this._transformYawPitchInv, boneFwd);\r\n }\r\n\r\n var boneRotMat = BoneLookController._tmpMats[4];\r\n this._boneQuat.toRotationMatrix(boneRotMat);\r\n this.mesh.getWorldMatrix().multiplyToRef(boneRotMat, boneRotMat);\r\n Vector3.TransformCoordinatesToRef(boneFwd, boneRotMat, boneFwd);\r\n Vector3.TransformCoordinatesToRef(boneFwd, spaceMatInv, boneFwd);\r\n\r\n var boneYaw = Math.atan2(boneFwd.x, boneFwd.z);\r\n var angBtwTar = this._getAngleBetween(boneYaw, yaw);\r\n var angBtwMidYaw = this._getAngleBetween(boneYaw, this._midYawConstraint);\r\n\r\n if (angBtwTar > angBtwMidYaw) {\r\n\r\n if (xzlen == null) {\r\n xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);\r\n }\r\n\r\n var angBtwMax = this._getAngleBetween(boneYaw, this._maxYaw);\r\n var angBtwMin = this._getAngleBetween(boneYaw, this._minYaw);\r\n\r\n if (angBtwMin < angBtwMax) {\r\n newYaw = boneYaw + Math.PI * .75;\r\n localTarget.z = Math.cos(newYaw) * xzlen;\r\n localTarget.x = Math.sin(newYaw) * xzlen;\r\n } else {\r\n newYaw = boneYaw - Math.PI * .75;\r\n localTarget.z = Math.cos(newYaw) * xzlen;\r\n localTarget.x = Math.sin(newYaw) * xzlen;\r\n }\r\n }\r\n }\r\n\r\n if (yaw != newYaw) {\r\n Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);\r\n localTarget.addInPlace(bonePos);\r\n target = localTarget;\r\n }\r\n }\r\n\r\n }\r\n\r\n var zaxis = BoneLookController._tmpVecs[5];\r\n var xaxis = BoneLookController._tmpVecs[6];\r\n var yaxis = BoneLookController._tmpVecs[7];\r\n var _tmpQuat = BoneLookController._tmpQuat;\r\n\r\n target.subtractToRef(bonePos, zaxis);\r\n zaxis.normalize();\r\n Vector3.CrossToRef(upAxis, zaxis, xaxis);\r\n xaxis.normalize();\r\n Vector3.CrossToRef(zaxis, xaxis, yaxis);\r\n yaxis.normalize();\r\n Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, _tmpMat1);\r\n\r\n if (xaxis.x === 0 && xaxis.y === 0 && xaxis.z === 0) {\r\n return;\r\n }\r\n\r\n if (yaxis.x === 0 && yaxis.y === 0 && yaxis.z === 0) {\r\n return;\r\n }\r\n\r\n if (zaxis.x === 0 && zaxis.y === 0 && zaxis.z === 0) {\r\n return;\r\n }\r\n\r\n if (this.adjustYaw || this.adjustPitch || this.adjustRoll) {\r\n Matrix.RotationYawPitchRollToRef(this.adjustYaw, this.adjustPitch, this.adjustRoll, _tmpMat2);\r\n _tmpMat2.multiplyToRef(_tmpMat1, _tmpMat1);\r\n }\r\n\r\n if (this.slerpAmount < 1) {\r\n if (!this._slerping) {\r\n this.bone.getRotationQuaternionToRef(Space.WORLD, this.mesh, this._boneQuat);\r\n }\r\n if (this._transformYawPitch) {\r\n this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);\r\n }\r\n Quaternion.FromRotationMatrixToRef(_tmpMat1, _tmpQuat);\r\n Quaternion.SlerpToRef(this._boneQuat, _tmpQuat, this.slerpAmount, this._boneQuat);\r\n\r\n this.bone.setRotationQuaternion(this._boneQuat, Space.WORLD, this.mesh);\r\n this._slerping = true;\r\n } else {\r\n if (this._transformYawPitch) {\r\n this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);\r\n }\r\n this.bone.setRotationMatrix(_tmpMat1, Space.WORLD, this.mesh);\r\n this._slerping = false;\r\n }\r\n\r\n }\r\n\r\n private _getAngleDiff(ang1: number, ang2: number): number {\r\n\r\n var angDiff = ang2 - ang1;\r\n angDiff %= Math.PI * 2;\r\n\r\n if (angDiff > Math.PI) {\r\n angDiff -= Math.PI * 2;\r\n } else if (angDiff < -Math.PI) {\r\n angDiff += Math.PI * 2;\r\n }\r\n\r\n return angDiff;\r\n }\r\n\r\n private _getAngleBetween(ang1: number, ang2: number): number {\r\n\r\n ang1 %= (2 * Math.PI);\r\n ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;\r\n\r\n ang2 %= (2 * Math.PI);\r\n ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;\r\n\r\n var ab = 0;\r\n\r\n if (ang1 < ang2) {\r\n ab = ang2 - ang1;\r\n } else {\r\n ab = ang1 - ang2;\r\n }\r\n\r\n if (ab > Math.PI) {\r\n ab = Math.PI * 2 - ab;\r\n }\r\n\r\n return ab;\r\n }\r\n\r\n private _isAngleBetween(ang: number, ang1: number, ang2: number): boolean {\r\n\r\n ang %= (2 * Math.PI);\r\n ang = (ang < 0) ? ang + (2 * Math.PI) : ang;\r\n ang1 %= (2 * Math.PI);\r\n ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;\r\n ang2 %= (2 * Math.PI);\r\n ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;\r\n\r\n if (ang1 < ang2) {\r\n if (ang > ang1 && ang < ang2) {\r\n return true;\r\n }\r\n } else {\r\n if (ang > ang2 && ang < ang1) {\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n}\r\n","export * from \"./bone\";\r\nexport * from \"./boneIKController\";\r\nexport * from \"./boneLookController\";\r\nexport * from \"./skeleton\";","import { Bone } from \"./bone\";\r\n\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Vector3, Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Scene } from \"../scene\";\r\nimport { Nullable } from \"../types\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { RawTexture } from \"../Materials/Textures/rawTexture\";\r\nimport { Animatable } from \"../Animations/animatable\";\r\nimport { AnimationPropertiesOverride } from \"../Animations/animationPropertiesOverride\";\r\nimport { Animation } from \"../Animations/animation\";\r\nimport { AnimationRange } from \"../Animations/animationRange\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { DeepCopier } from \"../Misc/deepCopier\";\r\nimport { IInspectable } from '../Misc/iInspectable';\r\nimport { IAnimatable } from '../Animations/animatable.interface';\r\n\r\n/**\r\n * Class used to handle skinning animations\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons\r\n */\r\nexport class Skeleton implements IAnimatable {\r\n /**\r\n * Defines the list of child bones\r\n */\r\n public bones = new Array();\r\n /**\r\n * Defines an estimate of the dimension of the skeleton at rest\r\n */\r\n public dimensionsAtRest: Vector3;\r\n /**\r\n * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)\r\n */\r\n public needInitialSkinMatrix = false;\r\n /**\r\n * Defines a mesh that override the matrix used to get the world matrix (null by default).\r\n */\r\n public overrideMesh: Nullable = null;\r\n\r\n /**\r\n * Gets the list of animations attached to this skeleton\r\n */\r\n public animations: Array;\r\n\r\n private _scene: Scene;\r\n private _isDirty = true;\r\n private _transformMatrices: Float32Array;\r\n private _transformMatrixTexture: Nullable;\r\n private _meshesWithPoseMatrix = new Array();\r\n private _animatables: IAnimatable[];\r\n private _identity = Matrix.Identity();\r\n private _synchronizedWithMesh: AbstractMesh;\r\n\r\n private _ranges: { [name: string]: Nullable } = {};\r\n\r\n private _lastAbsoluteTransformsUpdateId = -1;\r\n\r\n private _canUseTextureForBones = false;\r\n private _uniqueId = 0;\r\n\r\n /** @hidden */\r\n public _numBonesWithLinkedTransformNode = 0;\r\n\r\n /** @hidden */\r\n public _hasWaitingData: Nullable = null;\r\n\r\n /**\r\n * Specifies if the skeleton should be serialized\r\n */\r\n public doNotSerialize = false;\r\n\r\n private _useTextureToStoreBoneMatrices = true;\r\n /**\r\n * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).\r\n * Please note that this option is not available if the hardware does not support it\r\n */\r\n public get useTextureToStoreBoneMatrices(): boolean {\r\n return this._useTextureToStoreBoneMatrices;\r\n }\r\n\r\n public set useTextureToStoreBoneMatrices(value: boolean) {\r\n this._useTextureToStoreBoneMatrices = value;\r\n this._markAsDirty();\r\n }\r\n\r\n private _animationPropertiesOverride: Nullable = null;\r\n\r\n /**\r\n * Gets or sets the animation properties override\r\n */\r\n public get animationPropertiesOverride(): Nullable {\r\n if (!this._animationPropertiesOverride) {\r\n return this._scene.animationPropertiesOverride;\r\n }\r\n return this._animationPropertiesOverride;\r\n }\r\n\r\n public set animationPropertiesOverride(value: Nullable) {\r\n this._animationPropertiesOverride = value;\r\n }\r\n\r\n /**\r\n * List of inspectable custom properties (used by the Inspector)\r\n * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility\r\n */\r\n public inspectableCustomProperties: IInspectable[];\r\n\r\n // Events\r\n\r\n /**\r\n * An observable triggered before computing the skeleton's matrices\r\n */\r\n public onBeforeComputeObservable = new Observable();\r\n\r\n /**\r\n * Gets a boolean indicating that the skeleton effectively stores matrices into a texture\r\n */\r\n public get isUsingTextureForMatrices() {\r\n return this.useTextureToStoreBoneMatrices && this._canUseTextureForBones;\r\n }\r\n\r\n /**\r\n * Gets the unique ID of this skeleton\r\n */\r\n public get uniqueId(): number {\r\n return this._uniqueId;\r\n }\r\n\r\n /**\r\n * Creates a new skeleton\r\n * @param name defines the skeleton name\r\n * @param id defines the skeleton Id\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(\r\n /** defines the skeleton name */\r\n public name: string,\r\n /** defines the skeleton Id */\r\n public id: string, scene: Scene) {\r\n this.bones = [];\r\n\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n this._uniqueId = this._scene.getUniqueId();\r\n\r\n this._scene.addSkeleton(this);\r\n\r\n //make sure it will recalculate the matrix next time prepare is called.\r\n this._isDirty = true;\r\n\r\n const engineCaps = this._scene.getEngine().getCaps();\r\n this._canUseTextureForBones = engineCaps.textureFloat && engineCaps.maxVertexTextureImageUnits > 0;\r\n }\r\n\r\n /**\r\n * Gets the current object class name.\r\n * @return the class name\r\n */\r\n public getClassName(): string {\r\n return \"Skeleton\";\r\n }\r\n\r\n /**\r\n * Returns an array containing the root bones\r\n * @returns an array containing the root bones\r\n */\r\n public getChildren(): Array {\r\n return this.bones.filter((b) => !b.getParent());\r\n }\r\n\r\n // Members\r\n /**\r\n * Gets the list of transform matrices to send to shaders (one matrix per bone)\r\n * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)\r\n * @returns a Float32Array containing matrices data\r\n */\r\n public getTransformMatrices(mesh: AbstractMesh): Float32Array {\r\n if (this.needInitialSkinMatrix && mesh._bonesTransformMatrices) {\r\n return mesh._bonesTransformMatrices;\r\n }\r\n\r\n if (!this._transformMatrices) {\r\n this.prepare();\r\n }\r\n\r\n return this._transformMatrices;\r\n }\r\n\r\n /**\r\n * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)\r\n * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)\r\n * @returns a raw texture containing the data\r\n */\r\n public getTransformMatrixTexture(mesh: AbstractMesh): Nullable {\r\n if (this.needInitialSkinMatrix && mesh._transformMatrixTexture) {\r\n return mesh._transformMatrixTexture;\r\n }\r\n\r\n return this._transformMatrixTexture;\r\n }\r\n\r\n /**\r\n * Gets the current hosting scene\r\n * @returns a scene object\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Gets a string representing the current skeleton data\r\n * @param fullDetails defines a boolean indicating if we want a verbose version\r\n * @returns a string representing the current skeleton data\r\n */\r\n public toString(fullDetails?: boolean): string {\r\n var ret = `Name: ${this.name}, nBones: ${this.bones.length}`;\r\n ret += `, nAnimationRanges: ${this._ranges ? Object.keys(this._ranges).length : \"none\"}`;\r\n if (fullDetails) {\r\n ret += \", Ranges: {\";\r\n let first = true;\r\n for (let name in this._ranges) {\r\n if (first) {\r\n ret += \", \";\r\n first = false;\r\n }\r\n ret += name;\r\n }\r\n ret += \"}\";\r\n }\r\n return ret;\r\n }\r\n\r\n /**\r\n * Get bone's index searching by name\r\n * @param name defines bone's name to search for\r\n * @return the indice of the bone. Returns -1 if not found\r\n */\r\n public getBoneIndexByName(name: string): number {\r\n for (var boneIndex = 0, cache = this.bones.length; boneIndex < cache; boneIndex++) {\r\n if (this.bones[boneIndex].name === name) {\r\n return boneIndex;\r\n }\r\n }\r\n return -1;\r\n }\r\n\r\n /**\r\n * Creater a new animation range\r\n * @param name defines the name of the range\r\n * @param from defines the start key\r\n * @param to defines the end key\r\n */\r\n public createAnimationRange(name: string, from: number, to: number): void {\r\n // check name not already in use\r\n if (!this._ranges[name]) {\r\n this._ranges[name] = new AnimationRange(name, from, to);\r\n for (var i = 0, nBones = this.bones.length; i < nBones; i++) {\r\n if (this.bones[i].animations[0]) {\r\n this.bones[i].animations[0].createRange(name, from, to);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Delete a specific animation range\r\n * @param name defines the name of the range\r\n * @param deleteFrames defines if frames must be removed as well\r\n */\r\n public deleteAnimationRange(name: string, deleteFrames = true): void {\r\n for (var i = 0, nBones = this.bones.length; i < nBones; i++) {\r\n if (this.bones[i].animations[0]) {\r\n this.bones[i].animations[0].deleteRange(name, deleteFrames);\r\n }\r\n }\r\n this._ranges[name] = null; // said much faster than 'delete this._range[name]'\r\n }\r\n\r\n /**\r\n * Gets a specific animation range\r\n * @param name defines the name of the range to look for\r\n * @returns the requested animation range or null if not found\r\n */\r\n public getAnimationRange(name: string): Nullable {\r\n return this._ranges[name] || null;\r\n }\r\n\r\n /**\r\n * Gets the list of all animation ranges defined on this skeleton\r\n * @returns an array\r\n */\r\n public getAnimationRanges(): Nullable[] {\r\n var animationRanges: Nullable[] = [];\r\n var name: string;\r\n for (name in this._ranges) {\r\n animationRanges.push(this._ranges[name]);\r\n }\r\n return animationRanges;\r\n }\r\n\r\n /**\r\n * Copy animation range from a source skeleton.\r\n * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences\r\n * @param source defines the source skeleton\r\n * @param name defines the name of the range to copy\r\n * @param rescaleAsRequired defines if rescaling must be applied if required\r\n * @returns true if operation was successful\r\n */\r\n public copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired = false): boolean {\r\n if (this._ranges[name] || !source.getAnimationRange(name)) {\r\n return false;\r\n }\r\n var ret = true;\r\n var frameOffset = this._getHighestAnimationFrame() + 1;\r\n\r\n // make a dictionary of source skeleton's bones, so exact same order or doublely nested loop is not required\r\n var boneDict: { [key: string]: Bone } = {};\r\n var sourceBones = source.bones;\r\n var nBones: number;\r\n var i: number;\r\n for (i = 0, nBones = sourceBones.length; i < nBones; i++) {\r\n boneDict[sourceBones[i].name] = sourceBones[i];\r\n }\r\n\r\n if (this.bones.length !== sourceBones.length) {\r\n Logger.Warn(`copyAnimationRange: this rig has ${this.bones.length} bones, while source as ${sourceBones.length}`);\r\n ret = false;\r\n }\r\n\r\n var skelDimensionsRatio = (rescaleAsRequired && this.dimensionsAtRest && source.dimensionsAtRest) ? this.dimensionsAtRest.divide(source.dimensionsAtRest) : null;\r\n\r\n for (i = 0, nBones = this.bones.length; i < nBones; i++) {\r\n var boneName = this.bones[i].name;\r\n var sourceBone = boneDict[boneName];\r\n if (sourceBone) {\r\n ret = ret && this.bones[i].copyAnimationRange(sourceBone, name, frameOffset, rescaleAsRequired, skelDimensionsRatio);\r\n } else {\r\n Logger.Warn(\"copyAnimationRange: not same rig, missing source bone \" + boneName);\r\n ret = false;\r\n }\r\n }\r\n // do not call createAnimationRange(), since it also is done to bones, which was already done\r\n var range = source.getAnimationRange(name);\r\n if (range) {\r\n this._ranges[name] = new AnimationRange(name, range.from + frameOffset, range.to + frameOffset);\r\n }\r\n return ret;\r\n }\r\n\r\n /**\r\n * Forces the skeleton to go to rest pose\r\n */\r\n public returnToRest(): void {\r\n for (var index = 0; index < this.bones.length; index++) {\r\n this.bones[index].returnToRest();\r\n }\r\n }\r\n\r\n private _getHighestAnimationFrame(): number {\r\n var ret = 0;\r\n for (var i = 0, nBones = this.bones.length; i < nBones; i++) {\r\n if (this.bones[i].animations[0]) {\r\n var highest = this.bones[i].animations[0].getHighestFrame();\r\n if (ret < highest) {\r\n ret = highest;\r\n }\r\n }\r\n }\r\n return ret;\r\n }\r\n\r\n /**\r\n * Begin a specific animation range\r\n * @param name defines the name of the range to start\r\n * @param loop defines if looping must be turned on (false by default)\r\n * @param speedRatio defines the speed ratio to apply (1 by default)\r\n * @param onAnimationEnd defines a callback which will be called when animation will end\r\n * @returns a new animatable\r\n */\r\n public beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable {\r\n var range = this.getAnimationRange(name);\r\n\r\n if (!range) {\r\n return null;\r\n }\r\n\r\n return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);\r\n }\r\n\r\n /**\r\n * Convert the keyframes for a range of animation on a skeleton to be relative to a given reference frame.\r\n * @param skeleton defines the Skeleton containing the animation range to convert\r\n * @param referenceFrame defines the frame that keyframes in the range will be relative to\r\n * @param range defines the name of the AnimationRange belonging to the Skeleton to convert\r\n * @returns the original skeleton\r\n */\r\n public static MakeAnimationAdditive(skeleton: Skeleton, referenceFrame = 0, range: string): Nullable {\r\n var rangeValue = skeleton.getAnimationRange(name);\r\n\r\n // We can't make a range additive if it doesn't exist\r\n if (!rangeValue) {\r\n return null;\r\n }\r\n\r\n // Find any current scene-level animatable belonging to the target that matches the range\r\n var sceneAnimatables = skeleton._scene.getAllAnimatablesByTarget(skeleton);\r\n var rangeAnimatable: Nullable = null;\r\n\r\n for (let index = 0; index < sceneAnimatables.length; index++) {\r\n let sceneAnimatable = sceneAnimatables[index];\r\n\r\n if (sceneAnimatable.fromFrame === rangeValue?.from && sceneAnimatable.toFrame === rangeValue?.to) {\r\n rangeAnimatable = sceneAnimatable;\r\n break;\r\n }\r\n }\r\n\r\n // Convert the animations belonging to the skeleton to additive keyframes\r\n var animatables = skeleton.getAnimatables();\r\n\r\n for (let index = 0; index < animatables.length; index++) {\r\n let animatable = animatables[index];\r\n let animations = animatable.animations;\r\n\r\n if (!animations) {\r\n continue;\r\n }\r\n\r\n for (var animIndex = 0; animIndex < animations.length; animIndex++) {\r\n Animation.MakeAnimationAdditive(animations[animIndex], referenceFrame, range);\r\n }\r\n }\r\n\r\n // Mark the scene-level animatable as additive\r\n if (rangeAnimatable) {\r\n rangeAnimatable.isAdditive = true;\r\n }\r\n\r\n return skeleton;\r\n }\r\n\r\n /** @hidden */\r\n public _markAsDirty(): void {\r\n this._isDirty = true;\r\n }\r\n\r\n /** @hidden */\r\n public _registerMeshWithPoseMatrix(mesh: AbstractMesh): void {\r\n this._meshesWithPoseMatrix.push(mesh);\r\n }\r\n\r\n /** @hidden */\r\n public _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void {\r\n var index = this._meshesWithPoseMatrix.indexOf(mesh);\r\n\r\n if (index > -1) {\r\n this._meshesWithPoseMatrix.splice(index, 1);\r\n }\r\n }\r\n\r\n private _computeTransformMatrices(targetMatrix: Float32Array, initialSkinMatrix: Nullable): void {\r\n\r\n this.onBeforeComputeObservable.notifyObservers(this);\r\n\r\n for (var index = 0; index < this.bones.length; index++) {\r\n var bone = this.bones[index];\r\n bone._childUpdateId++;\r\n var parentBone = bone.getParent();\r\n\r\n if (parentBone) {\r\n bone.getLocalMatrix().multiplyToRef(parentBone.getWorldMatrix(), bone.getWorldMatrix());\r\n } else {\r\n if (initialSkinMatrix) {\r\n bone.getLocalMatrix().multiplyToRef(initialSkinMatrix, bone.getWorldMatrix());\r\n } else {\r\n bone.getWorldMatrix().copyFrom(bone.getLocalMatrix());\r\n }\r\n }\r\n\r\n if (bone._index !== -1) {\r\n var mappedIndex = bone._index === null ? index : bone._index;\r\n bone.getInvertedAbsoluteTransform().multiplyToArray(bone.getWorldMatrix(), targetMatrix, mappedIndex * 16);\r\n }\r\n }\r\n\r\n this._identity.copyToArray(targetMatrix, this.bones.length * 16);\r\n }\r\n\r\n /**\r\n * Build all resources required to render a skeleton\r\n */\r\n public prepare(): void {\r\n // Update the local matrix of bones with linked transform nodes.\r\n if (this._numBonesWithLinkedTransformNode > 0) {\r\n for (const bone of this.bones) {\r\n if (bone._linkedTransformNode) {\r\n // Computing the world matrix also computes the local matrix.\r\n bone._linkedTransformNode.computeWorldMatrix();\r\n bone._matrix = bone._linkedTransformNode._localMatrix;\r\n bone.markAsDirty();\r\n }\r\n }\r\n }\r\n\r\n if (!this._isDirty) {\r\n return;\r\n }\r\n\r\n if (this.needInitialSkinMatrix) {\r\n for (var index = 0; index < this._meshesWithPoseMatrix.length; index++) {\r\n var mesh = this._meshesWithPoseMatrix[index];\r\n\r\n var poseMatrix = mesh.getPoseMatrix();\r\n\r\n if (!mesh._bonesTransformMatrices || mesh._bonesTransformMatrices.length !== 16 * (this.bones.length + 1)) {\r\n mesh._bonesTransformMatrices = new Float32Array(16 * (this.bones.length + 1));\r\n }\r\n\r\n if (this._synchronizedWithMesh !== mesh) {\r\n this._synchronizedWithMesh = mesh;\r\n\r\n // Prepare bones\r\n for (var boneIndex = 0; boneIndex < this.bones.length; boneIndex++) {\r\n var bone = this.bones[boneIndex];\r\n\r\n if (!bone.getParent()) {\r\n var matrix = bone.getBaseMatrix();\r\n matrix.multiplyToRef(poseMatrix, TmpVectors.Matrix[1]);\r\n bone._updateDifferenceMatrix(TmpVectors.Matrix[1]);\r\n }\r\n }\r\n\r\n if (this.isUsingTextureForMatrices) {\r\n const textureWidth = (this.bones.length + 1) * 4;\r\n if (!mesh._transformMatrixTexture || mesh._transformMatrixTexture.getSize().width !== textureWidth) {\r\n\r\n if (mesh._transformMatrixTexture) {\r\n mesh._transformMatrixTexture.dispose();\r\n }\r\n\r\n mesh._transformMatrixTexture = RawTexture.CreateRGBATexture(mesh._bonesTransformMatrices, (this.bones.length + 1) * 4, 1, this._scene, false, false, Constants.TEXTURE_NEAREST_SAMPLINGMODE, Constants.TEXTURETYPE_FLOAT);\r\n }\r\n }\r\n }\r\n\r\n this._computeTransformMatrices(mesh._bonesTransformMatrices, poseMatrix);\r\n\r\n if (this.isUsingTextureForMatrices && mesh._transformMatrixTexture) {\r\n mesh._transformMatrixTexture.update(mesh._bonesTransformMatrices);\r\n }\r\n }\r\n } else {\r\n if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {\r\n this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));\r\n\r\n if (this.isUsingTextureForMatrices) {\r\n if (this._transformMatrixTexture) {\r\n this._transformMatrixTexture.dispose();\r\n }\r\n\r\n this._transformMatrixTexture = RawTexture.CreateRGBATexture(this._transformMatrices, (this.bones.length + 1) * 4, 1, this._scene, false, false, Constants.TEXTURE_NEAREST_SAMPLINGMODE, Constants.TEXTURETYPE_FLOAT);\r\n }\r\n }\r\n\r\n this._computeTransformMatrices(this._transformMatrices, null);\r\n\r\n if (this.isUsingTextureForMatrices && this._transformMatrixTexture) {\r\n this._transformMatrixTexture.update(this._transformMatrices);\r\n }\r\n }\r\n\r\n this._isDirty = false;\r\n\r\n this._scene._activeBones.addCount(this.bones.length, false);\r\n }\r\n\r\n /**\r\n * Gets the list of animatables currently running for this skeleton\r\n * @returns an array of animatables\r\n */\r\n public getAnimatables(): IAnimatable[] {\r\n if (!this._animatables || this._animatables.length !== this.bones.length) {\r\n this._animatables = [];\r\n\r\n for (var index = 0; index < this.bones.length; index++) {\r\n this._animatables.push(this.bones[index]);\r\n }\r\n }\r\n\r\n return this._animatables;\r\n }\r\n\r\n /**\r\n * Clone the current skeleton\r\n * @param name defines the name of the new skeleton\r\n * @param id defines the id of the new skeleton\r\n * @returns the new skeleton\r\n */\r\n public clone(name: string, id?: string): Skeleton {\r\n var result = new Skeleton(name, id || name, this._scene);\r\n\r\n result.needInitialSkinMatrix = this.needInitialSkinMatrix;\r\n\r\n result.overrideMesh = this.overrideMesh;\r\n\r\n for (var index = 0; index < this.bones.length; index++) {\r\n var source = this.bones[index];\r\n var parentBone = null;\r\n\r\n let parent = source.getParent();\r\n if (parent) {\r\n var parentIndex = this.bones.indexOf(parent);\r\n parentBone = result.bones[parentIndex];\r\n }\r\n\r\n var bone = new Bone(source.name, result, parentBone, source.getBaseMatrix().clone(), source.getRestPose().clone());\r\n bone._index = source._index;\r\n\r\n if (source._linkedTransformNode) {\r\n bone.linkTransformNode(source._linkedTransformNode);\r\n }\r\n\r\n DeepCopier.DeepCopy(source.animations, bone.animations);\r\n }\r\n\r\n if (this._ranges) {\r\n result._ranges = {};\r\n for (var rangeName in this._ranges) {\r\n let range = this._ranges[rangeName];\r\n\r\n if (range) {\r\n result._ranges[rangeName] = range.clone();\r\n }\r\n }\r\n }\r\n\r\n this._isDirty = true;\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Enable animation blending for this skeleton\r\n * @param blendingSpeed defines the blending speed to apply\r\n * @see http://doc.babylonjs.com/babylon101/animations#animation-blending\r\n */\r\n public enableBlending(blendingSpeed = 0.01) {\r\n this.bones.forEach((bone) => {\r\n bone.animations.forEach((animation: Animation) => {\r\n animation.enableBlending = true;\r\n animation.blendingSpeed = blendingSpeed;\r\n });\r\n });\r\n }\r\n\r\n /**\r\n * Releases all resources associated with the current skeleton\r\n */\r\n public dispose() {\r\n this._meshesWithPoseMatrix = [];\r\n\r\n // Animations\r\n this.getScene().stopAnimation(this);\r\n\r\n // Remove from scene\r\n this.getScene().removeSkeleton(this);\r\n\r\n if (this._transformMatrixTexture) {\r\n this._transformMatrixTexture.dispose();\r\n this._transformMatrixTexture = null;\r\n }\r\n }\r\n\r\n /**\r\n * Serialize the skeleton in a JSON object\r\n * @returns a JSON object\r\n */\r\n public serialize(): any {\r\n var serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.id = this.id;\r\n\r\n if (this.dimensionsAtRest) {\r\n serializationObject.dimensionsAtRest = this.dimensionsAtRest.asArray();\r\n }\r\n\r\n serializationObject.bones = [];\r\n\r\n serializationObject.needInitialSkinMatrix = this.needInitialSkinMatrix;\r\n\r\n for (var index = 0; index < this.bones.length; index++) {\r\n var bone = this.bones[index];\r\n let parent = bone.getParent();\r\n\r\n var serializedBone: any = {\r\n parentBoneIndex: parent ? this.bones.indexOf(parent) : -1,\r\n name: bone.name,\r\n matrix: bone.getBaseMatrix().toArray(),\r\n rest: bone.getRestPose().toArray()\r\n };\r\n\r\n serializationObject.bones.push(serializedBone);\r\n\r\n if (bone.length) {\r\n serializedBone.length = bone.length;\r\n }\r\n\r\n if (bone.metadata) {\r\n serializedBone.metadata = bone.metadata;\r\n }\r\n\r\n if (bone.animations && bone.animations.length > 0) {\r\n serializedBone.animation = bone.animations[0].serialize();\r\n }\r\n\r\n serializationObject.ranges = [];\r\n for (var name in this._ranges) {\r\n let source = this._ranges[name];\r\n\r\n if (!source) {\r\n continue;\r\n }\r\n\r\n var range: any = {};\r\n range.name = name;\r\n range.from = source.from;\r\n range.to = source.to;\r\n serializationObject.ranges.push(range);\r\n }\r\n }\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a new skeleton from serialized data\r\n * @param parsedSkeleton defines the serialized data\r\n * @param scene defines the hosting scene\r\n * @returns a new skeleton\r\n */\r\n public static Parse(parsedSkeleton: any, scene: Scene): Skeleton {\r\n var skeleton = new Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);\r\n if (parsedSkeleton.dimensionsAtRest) {\r\n skeleton.dimensionsAtRest = Vector3.FromArray(parsedSkeleton.dimensionsAtRest);\r\n }\r\n\r\n skeleton.needInitialSkinMatrix = parsedSkeleton.needInitialSkinMatrix;\r\n\r\n let index: number;\r\n for (index = 0; index < parsedSkeleton.bones.length; index++) {\r\n var parsedBone = parsedSkeleton.bones[index];\r\n\r\n var parentBone = null;\r\n if (parsedBone.parentBoneIndex > -1) {\r\n parentBone = skeleton.bones[parsedBone.parentBoneIndex];\r\n }\r\n var rest: Nullable = parsedBone.rest ? Matrix.FromArray(parsedBone.rest) : null;\r\n var bone = new Bone(parsedBone.name, skeleton, parentBone, Matrix.FromArray(parsedBone.matrix), rest);\r\n\r\n if (parsedBone.id !== undefined && parsedBone.id !== null) {\r\n bone.id = parsedBone.id;\r\n }\r\n\r\n if (parsedBone.length) {\r\n bone.length = parsedBone.length;\r\n }\r\n\r\n if (parsedBone.metadata) {\r\n bone.metadata = parsedBone.metadata;\r\n }\r\n\r\n if (parsedBone.animation) {\r\n bone.animations.push(Animation.Parse(parsedBone.animation));\r\n }\r\n\r\n if (parsedBone.linkedTransformNodeId !== undefined && parsedBone.linkedTransformNodeId !== null) {\r\n skeleton._hasWaitingData = true;\r\n bone._waitingTransformNodeId = parsedBone.linkedTransformNodeId;\r\n }\r\n }\r\n\r\n // placed after bones, so createAnimationRange can cascade down\r\n if (parsedSkeleton.ranges) {\r\n for (index = 0; index < parsedSkeleton.ranges.length; index++) {\r\n var data = parsedSkeleton.ranges[index];\r\n skeleton.createAnimationRange(data.name, data.from, data.to);\r\n }\r\n }\r\n return skeleton;\r\n }\r\n\r\n /**\r\n * Compute all node absolute transforms\r\n * @param forceUpdate defines if computation must be done even if cache is up to date\r\n */\r\n public computeAbsoluteTransforms(forceUpdate = false): void {\r\n\r\n var renderId = this._scene.getRenderId();\r\n\r\n if (this._lastAbsoluteTransformsUpdateId != renderId || forceUpdate) {\r\n this.bones[0].computeAbsoluteTransforms();\r\n this._lastAbsoluteTransformsUpdateId = renderId;\r\n }\r\n\r\n }\r\n\r\n /**\r\n * Gets the root pose matrix\r\n * @returns a matrix\r\n */\r\n public getPoseMatrix(): Nullable {\r\n var poseMatrix: Nullable = null;\r\n\r\n if (this._meshesWithPoseMatrix.length > 0) {\r\n poseMatrix = this._meshesWithPoseMatrix[0].getPoseMatrix();\r\n }\r\n\r\n return poseMatrix;\r\n }\r\n\r\n /**\r\n * Sorts bones per internal index\r\n */\r\n public sortBones(): void {\r\n var bones = new Array();\r\n var visited = new Array(this.bones.length);\r\n for (var index = 0; index < this.bones.length; index++) {\r\n this._sortBones(index, bones, visited);\r\n }\r\n\r\n this.bones = bones;\r\n }\r\n\r\n private _sortBones(index: number, bones: Bone[], visited: boolean[]): void {\r\n if (visited[index]) {\r\n return;\r\n }\r\n\r\n visited[index] = true;\r\n\r\n var bone = this.bones[index];\r\n if (bone._index === undefined) {\r\n bone._index = index;\r\n }\r\n\r\n var parentBone = bone.getParent();\r\n if (parentBone) {\r\n this._sortBones(this.bones.indexOf(parentBone), bones, visited);\r\n }\r\n\r\n bones.push(bone);\r\n }\r\n}\r\n","import { Nullable } from \"../../types\";\nimport { serialize } from \"../../Misc/decorators\";\nimport { EventState, Observer } from \"../../Misc/observable\";\nimport { Tools } from \"../../Misc/tools\";\nimport { Camera } from \"../../Cameras/camera\";\nimport { ICameraInput } from \"../../Cameras/cameraInputsManager\";\nimport { PointerInfo, PointerEventTypes, PointerTouch } from \"../../Events/pointerEvents\";\n\n/**\n * Base class for Camera Pointer Inputs.\n * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts\n * for example usage.\n */\nexport abstract class BaseCameraPointersInput implements ICameraInput {\n /**\n * Defines the camera the input is attached to.\n */\n public abstract camera: Camera;\n\n /**\n * Whether keyboard modifier keys are pressed at time of last mouse event.\n */\n protected _altKey: boolean;\n protected _ctrlKey: boolean;\n protected _metaKey: boolean;\n protected _shiftKey: boolean;\n\n /**\n * Which mouse buttons were pressed at time of last mouse event.\n * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons\n */\n protected _buttonsPressed: number;\n\n /**\n * Defines the buttons associated with the input to handle camera move.\n */\n @serialize()\n public buttons = [0, 1, 2];\n\n /**\n * Attach the input controls to a specific dom element to get the input from.\n * @param element Defines the element the controls should be listened from\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\n */\n public attachControl(element: HTMLElement, noPreventDefault?: boolean): void {\n var engine = this.camera.getEngine();\n var previousPinchSquaredDistance = 0;\n var previousMultiTouchPanPosition: Nullable = null;\n\n this.pointA = null;\n this.pointB = null;\n\n this._altKey = false;\n this._ctrlKey = false;\n this._metaKey = false;\n this._shiftKey = false;\n this._buttonsPressed = 0;\n\n this._pointerInput = (p, s) => {\n var evt = p.event;\n let isTouch = evt.pointerType === \"touch\";\n\n if (engine.isInVRExclusivePointerMode) {\n return;\n }\n\n if (p.type !== PointerEventTypes.POINTERMOVE &&\n this.buttons.indexOf(evt.button) === -1) {\n return;\n }\n\n let srcElement = (evt.srcElement || evt.target);\n\n this._altKey = evt.altKey;\n this._ctrlKey = evt.ctrlKey;\n this._metaKey = evt.metaKey;\n this._shiftKey = evt.shiftKey;\n this._buttonsPressed = evt.buttons;\n\n if (engine.isPointerLock) {\n var offsetX = evt.movementX ||\n evt.mozMovementX ||\n evt.webkitMovementX ||\n evt.msMovementX ||\n 0;\n var offsetY = evt.movementY ||\n evt.mozMovementY ||\n evt.webkitMovementY ||\n evt.msMovementY ||\n 0;\n\n this.onTouch(null, offsetX, offsetY);\n this.pointA = null;\n this.pointB = null;\n } else if (p.type === PointerEventTypes.POINTERDOWN && srcElement) {\n try {\n srcElement.setPointerCapture(evt.pointerId);\n } catch (e) {\n //Nothing to do with the error. Execution will continue.\n }\n\n if (this.pointA === null) {\n this.pointA = {x: evt.clientX,\n y: evt.clientY,\n pointerId: evt.pointerId,\n type: evt.pointerType };\n } else if (this.pointB === null) {\n this.pointB = {x: evt.clientX,\n y: evt.clientY,\n pointerId: evt.pointerId,\n type: evt.pointerType };\n }\n\n this.onButtonDown(evt);\n\n if (!noPreventDefault) {\n evt.preventDefault();\n element.focus();\n }\n } else if (p.type === PointerEventTypes.POINTERDOUBLETAP) {\n this.onDoubleTap(evt.pointerType);\n } else if (p.type === PointerEventTypes.POINTERUP && srcElement) {\n try {\n srcElement.releasePointerCapture(evt.pointerId);\n } catch (e) {\n //Nothing to do with the error.\n }\n\n if (!isTouch) {\n this.pointB = null; // Mouse and pen are mono pointer\n }\n\n //would be better to use pointers.remove(evt.pointerId) for multitouch gestures,\n //but emptying completely pointers collection is required to fix a bug on iPhone :\n //when changing orientation while pinching camera,\n //one pointer stay pressed forever if we don't release all pointers\n //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected\n if (engine._badOS) {\n this.pointA = this.pointB = null;\n } else {\n //only remove the impacted pointer in case of multitouch allowing on most\n //platforms switching from rotate to zoom and pan seamlessly.\n if (this.pointB && this.pointA && this.pointA.pointerId == evt.pointerId) {\n this.pointA = this.pointB;\n this.pointB = null;\n } else if (this.pointA && this.pointB &&\n this.pointB.pointerId == evt.pointerId) {\n this.pointB = null;\n } else {\n this.pointA = this.pointB = null;\n }\n }\n\n if (previousPinchSquaredDistance !== 0 || previousMultiTouchPanPosition) {\n // Previous pinch data is populated but a button has been lifted\n // so pinch has ended.\n this.onMultiTouch(\n this.pointA,\n this.pointB,\n previousPinchSquaredDistance,\n 0, // pinchSquaredDistance\n previousMultiTouchPanPosition,\n null // multiTouchPanPosition\n );\n previousPinchSquaredDistance = 0;\n previousMultiTouchPanPosition = null;\n }\n\n this.onButtonUp(evt);\n\n if (!noPreventDefault) {\n evt.preventDefault();\n }\n } else if (p.type === PointerEventTypes.POINTERMOVE) {\n if (!noPreventDefault) {\n evt.preventDefault();\n }\n\n // One button down\n if (this.pointA && this.pointB === null) {\n var offsetX = evt.clientX - this.pointA.x;\n var offsetY = evt.clientY - this.pointA.y;\n this.onTouch(this.pointA, offsetX, offsetY);\n\n this.pointA.x = evt.clientX;\n this.pointA.y = evt.clientY;\n }\n // Two buttons down: pinch\n else if (this.pointA && this.pointB) {\n var ed = (this.pointA.pointerId === evt.pointerId) ?\n this.pointA : this.pointB;\n ed.x = evt.clientX;\n ed.y = evt.clientY;\n var distX = this.pointA.x - this.pointB.x;\n var distY = this.pointA.y - this.pointB.y;\n var pinchSquaredDistance = (distX * distX) + (distY * distY);\n var multiTouchPanPosition = {x: (this.pointA.x + this.pointB.x) / 2,\n y: (this.pointA.y + this.pointB.y) / 2,\n pointerId: evt.pointerId,\n type: p.type};\n\n this.onMultiTouch(\n this.pointA,\n this.pointB,\n previousPinchSquaredDistance,\n pinchSquaredDistance,\n previousMultiTouchPanPosition,\n multiTouchPanPosition);\n\n previousMultiTouchPanPosition = multiTouchPanPosition;\n previousPinchSquaredDistance = pinchSquaredDistance;\n }\n }\n };\n\n this._observer = this.camera.getScene().onPointerObservable.add(\n this._pointerInput,\n PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP |\n PointerEventTypes.POINTERMOVE);\n\n this._onLostFocus = () => {\n this.pointA = this.pointB = null;\n previousPinchSquaredDistance = 0;\n previousMultiTouchPanPosition = null;\n this.onLostFocus();\n };\n\n element.addEventListener(\"contextmenu\",\n this.onContextMenu.bind(this), false);\n\n let hostWindow = this.camera.getScene().getEngine().getHostWindow();\n\n if (hostWindow) {\n Tools.RegisterTopRootEvents(hostWindow, [\n { name: \"blur\", handler: this._onLostFocus }\n ]);\n }\n }\n\n /**\n * Detach the current controls from the specified dom element.\n * @param element Defines the element to stop listening the inputs from\n */\n public detachControl(element: Nullable): void {\n if (this._onLostFocus) {\n let hostWindow = this.camera.getScene().getEngine().getHostWindow();\n if (hostWindow) {\n Tools.UnregisterTopRootEvents(hostWindow, [\n { name: \"blur\", handler: this._onLostFocus }\n ]);\n }\n }\n\n if (element && this._observer) {\n this.camera.getScene().onPointerObservable.remove(this._observer);\n this._observer = null;\n\n if (this.onContextMenu) {\n element.removeEventListener(\"contextmenu\", this.onContextMenu);\n }\n\n this._onLostFocus = null;\n }\n\n this._altKey = false;\n this._ctrlKey = false;\n this._metaKey = false;\n this._shiftKey = false;\n this._buttonsPressed = 0;\n }\n\n /**\n * Gets the class name of the current input.\n * @returns the class name\n */\n public getClassName(): string {\n return \"BaseCameraPointersInput\";\n }\n\n /**\n * Get the friendly name associated with the input class.\n * @returns the input friendly name\n */\n public getSimpleName(): string {\n return \"pointers\";\n }\n\n /**\n * Called on pointer POINTERDOUBLETAP event.\n * Override this method to provide functionality on POINTERDOUBLETAP event.\n */\n protected onDoubleTap(type: string) {\n }\n\n /**\n * Called on pointer POINTERMOVE event if only a single touch is active.\n * Override this method to provide functionality.\n */\n protected onTouch(point: Nullable,\n offsetX: number,\n offsetY: number): void {\n }\n\n /**\n * Called on pointer POINTERMOVE event if multiple touches are active.\n * Override this method to provide functionality.\n */\n protected onMultiTouch(pointA: Nullable,\n pointB: Nullable,\n previousPinchSquaredDistance: number,\n pinchSquaredDistance: number,\n previousMultiTouchPanPosition: Nullable,\n multiTouchPanPosition: Nullable): void {\n }\n\n /**\n * Called on JS contextmenu event.\n * Override this method to provide functionality.\n */\n protected onContextMenu(evt: PointerEvent): void {\n evt.preventDefault();\n }\n\n /**\n * Called each time a new POINTERDOWN event occurs. Ie, for each button\n * press.\n * Override this method to provide functionality.\n */\n protected onButtonDown(evt: PointerEvent): void {\n }\n\n /**\n * Called each time a new POINTERUP event occurs. Ie, for each button\n * release.\n * Override this method to provide functionality.\n */\n protected onButtonUp(evt: PointerEvent): void {\n }\n\n /**\n * Called when window becomes inactive.\n * Override this method to provide functionality.\n */\n protected onLostFocus(): void {\n }\n\n private _pointerInput: (p: PointerInfo, s: EventState) => void;\n private _observer: Nullable>;\n private _onLostFocus: Nullable<(e: FocusEvent) => any>;\n private pointA: Nullable;\n private pointB: Nullable;\n}\n","import { Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { Observer } from \"../../Misc/observable\";\r\nimport { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { Gamepad } from \"../../Gamepads/gamepad\";\r\n/**\r\n * Manage the gamepad inputs to control an arc rotate camera.\r\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nexport class ArcRotateCameraGamepadInput implements ICameraInput {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: ArcRotateCamera;\r\n\r\n /**\r\n * Defines the gamepad the input is gathering event from.\r\n */\r\n public gamepad: Nullable;\r\n\r\n /**\r\n * Defines the gamepad rotation sensiblity.\r\n * This is the threshold from when rotation starts to be accounted for to prevent jittering.\r\n */\r\n @serialize()\r\n public gamepadRotationSensibility = 80;\r\n\r\n /**\r\n * Defines the gamepad move sensiblity.\r\n * This is the threshold from when moving starts to be accounted for for to prevent jittering.\r\n */\r\n @serialize()\r\n public gamepadMoveSensibility = 40;\r\n\r\n private _yAxisScale = 1.0;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted\r\n */\r\n public get invertYAxis() {\r\n return this._yAxisScale !== 1.0;\r\n }\r\n\r\n public set invertYAxis(value: boolean) {\r\n this._yAxisScale = value ? -1.0 : 1.0;\r\n }\r\n\r\n private _onGamepadConnectedObserver: Nullable>;\r\n private _onGamepadDisconnectedObserver: Nullable>;\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param element Defines the element the controls should be listened from\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(element: HTMLElement, noPreventDefault?: boolean): void {\r\n let manager = this.camera.getScene().gamepadManager;\r\n this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add((gamepad) => {\r\n if (gamepad.type !== Gamepad.POSE_ENABLED) {\r\n // prioritize XBOX gamepads.\r\n if (!this.gamepad || gamepad.type === Gamepad.XBOX) {\r\n this.gamepad = gamepad;\r\n }\r\n }\r\n });\r\n\r\n this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add((gamepad) => {\r\n if (this.gamepad === gamepad) {\r\n this.gamepad = null;\r\n }\r\n });\r\n\r\n this.gamepad = manager.getGamepadByType(Gamepad.XBOX);\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n * @param element Defines the element to stop listening the inputs from\r\n */\r\n public detachControl(element: Nullable): void {\r\n this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);\r\n this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);\r\n this.gamepad = null;\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (this.gamepad) {\r\n var camera = this.camera;\r\n var RSValues = this.gamepad.rightStick;\r\n\r\n if (RSValues) {\r\n if (RSValues.x != 0) {\r\n var normalizedRX = RSValues.x / this.gamepadRotationSensibility;\r\n if (normalizedRX != 0 && Math.abs(normalizedRX) > 0.005) {\r\n camera.inertialAlphaOffset += normalizedRX;\r\n }\r\n }\r\n\r\n if (RSValues.y != 0) {\r\n var normalizedRY = (RSValues.y / this.gamepadRotationSensibility) * this._yAxisScale;\r\n if (normalizedRY != 0 && Math.abs(normalizedRY) > 0.005) {\r\n camera.inertialBetaOffset += normalizedRY;\r\n }\r\n }\r\n }\r\n\r\n var LSValues = this.gamepad.leftStick;\r\n if (LSValues && LSValues.y != 0) {\r\n var normalizedLY = LSValues.y / this.gamepadMoveSensibility;\r\n if (normalizedLY != 0 && Math.abs(normalizedLY) > 0.005) {\r\n this.camera.inertialRadiusOffset -= normalizedLY;\r\n }\r\n }\r\n\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current intput.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"ArcRotateCameraGamepadInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"gamepad\";\r\n }\r\n}\r\n\r\n(CameraInputTypes)[\"ArcRotateCameraGamepadInput\"] = ArcRotateCameraGamepadInput;\r\n","import { Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { Observer } from \"../../Misc/observable\";\r\nimport { Scene } from \"../../scene\";\r\nimport { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { Engine } from \"../../Engines/engine\";\r\nimport { KeyboardInfo, KeyboardEventTypes } from \"../../Events/keyboardEvents\";\r\n\r\n/**\r\n * Manage the keyboard inputs to control the movement of an arc rotate camera.\r\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nexport class ArcRotateCameraKeyboardMoveInput implements ICameraInput {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: ArcRotateCamera;\r\n\r\n /**\r\n * Defines the list of key codes associated with the up action (increase alpha)\r\n */\r\n @serialize()\r\n public keysUp = [38];\r\n\r\n /**\r\n * Defines the list of key codes associated with the down action (decrease alpha)\r\n */\r\n @serialize()\r\n public keysDown = [40];\r\n\r\n /**\r\n * Defines the list of key codes associated with the left action (increase beta)\r\n */\r\n @serialize()\r\n public keysLeft = [37];\r\n\r\n /**\r\n * Defines the list of key codes associated with the right action (decrease beta)\r\n */\r\n @serialize()\r\n public keysRight = [39];\r\n\r\n /**\r\n * Defines the list of key codes associated with the reset action.\r\n * Those keys reset the camera to its last stored state (with the method camera.storeState())\r\n */\r\n @serialize()\r\n public keysReset = [220];\r\n\r\n /**\r\n * Defines the panning sensibility of the inputs.\r\n * (How fast is the camera panning)\r\n */\r\n @serialize()\r\n public panningSensibility: number = 50.0;\r\n\r\n /**\r\n * Defines the zooming sensibility of the inputs.\r\n * (How fast is the camera zooming)\r\n */\r\n @serialize()\r\n public zoomingSensibility: number = 25.0;\r\n\r\n /**\r\n * Defines whether maintaining the alt key down switch the movement mode from\r\n * orientation to zoom.\r\n */\r\n @serialize()\r\n public useAltToZoom: boolean = true;\r\n\r\n /**\r\n * Rotation speed of the camera\r\n */\r\n @serialize()\r\n public angularSpeed = 0.01;\r\n\r\n private _keys = new Array();\r\n private _ctrlPressed: boolean;\r\n private _altPressed: boolean;\r\n private _onCanvasBlurObserver: Nullable>;\r\n private _onKeyboardObserver: Nullable>;\r\n private _engine: Engine;\r\n private _scene: Scene;\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param element Defines the element the controls should be listened from\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(element: HTMLElement, noPreventDefault?: boolean): void {\r\n if (this._onCanvasBlurObserver) {\r\n return;\r\n }\r\n\r\n this._scene = this.camera.getScene();\r\n this._engine = this._scene.getEngine();\r\n\r\n this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(() => {\r\n this._keys = [];\r\n });\r\n\r\n this._onKeyboardObserver = this._scene.onKeyboardObservable.add((info) => {\r\n let evt = info.event;\r\n if (!evt.metaKey) {\r\n if (info.type === KeyboardEventTypes.KEYDOWN) {\r\n this._ctrlPressed = evt.ctrlKey;\r\n this._altPressed = evt.altKey;\r\n\r\n if (this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRight.indexOf(evt.keyCode) !== -1 ||\r\n this.keysReset.indexOf(evt.keyCode) !== -1) {\r\n var index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index === -1) {\r\n this._keys.push(evt.keyCode);\r\n }\r\n\r\n if (evt.preventDefault) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n }\r\n else {\r\n if (this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRight.indexOf(evt.keyCode) !== -1 ||\r\n this.keysReset.indexOf(evt.keyCode) !== -1) {\r\n var index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index >= 0) {\r\n this._keys.splice(index, 1);\r\n }\r\n\r\n if (evt.preventDefault) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n * @param element Defines the element to stop listening the inputs from\r\n */\r\n public detachControl(element: Nullable) {\r\n if (this._scene) {\r\n if (this._onKeyboardObserver) {\r\n this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);\r\n }\r\n if (this._onCanvasBlurObserver) {\r\n this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);\r\n }\r\n this._onKeyboardObserver = null;\r\n this._onCanvasBlurObserver = null;\r\n }\r\n\r\n this._keys = [];\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (this._onKeyboardObserver) {\r\n var camera = this.camera;\r\n\r\n for (var index = 0; index < this._keys.length; index++) {\r\n var keyCode = this._keys[index];\r\n if (this.keysLeft.indexOf(keyCode) !== -1) {\r\n if (this._ctrlPressed && this.camera._useCtrlForPanning) {\r\n camera.inertialPanningX -= 1 / this.panningSensibility;\r\n } else {\r\n camera.inertialAlphaOffset -= this.angularSpeed;\r\n }\r\n } else if (this.keysUp.indexOf(keyCode) !== -1) {\r\n if (this._ctrlPressed && this.camera._useCtrlForPanning) {\r\n camera.inertialPanningY += 1 / this.panningSensibility;\r\n }\r\n else if (this._altPressed && this.useAltToZoom) {\r\n camera.inertialRadiusOffset += 1 / this.zoomingSensibility;\r\n }\r\n else {\r\n camera.inertialBetaOffset -= this.angularSpeed;\r\n }\r\n } else if (this.keysRight.indexOf(keyCode) !== -1) {\r\n if (this._ctrlPressed && this.camera._useCtrlForPanning) {\r\n camera.inertialPanningX += 1 / this.panningSensibility;\r\n } else {\r\n camera.inertialAlphaOffset += this.angularSpeed;\r\n }\r\n } else if (this.keysDown.indexOf(keyCode) !== -1) {\r\n if (this._ctrlPressed && this.camera._useCtrlForPanning) {\r\n camera.inertialPanningY -= 1 / this.panningSensibility;\r\n }\r\n else if (this._altPressed && this.useAltToZoom) {\r\n camera.inertialRadiusOffset -= 1 / this.zoomingSensibility;\r\n }\r\n else {\r\n camera.inertialBetaOffset += this.angularSpeed;\r\n }\r\n } else if (this.keysReset.indexOf(keyCode) !== -1) {\r\n if (camera.useInputToRestoreState) {\r\n camera.restoreState();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current intput.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"ArcRotateCameraKeyboardMoveInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"keyboard\";\r\n }\r\n}\r\n\r\n(CameraInputTypes)[\"ArcRotateCameraKeyboardMoveInput\"] = ArcRotateCameraKeyboardMoveInput;\r\n","import { Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { EventState, Observer } from \"../../Misc/observable\";\r\nimport { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { PointerInfo, PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Scalar } from '../../Maths/math.scalar';\r\n\r\n/**\r\n * Manage the mouse wheel inputs to control an arc rotate camera.\r\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nexport class ArcRotateCameraMouseWheelInput implements ICameraInput {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: ArcRotateCamera;\r\n\r\n /**\r\n * Gets or Set the mouse wheel precision or how fast is the camera zooming.\r\n */\r\n @serialize()\r\n public wheelPrecision = 3.0;\r\n\r\n /**\r\n * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.\r\n * It defines the percentage of current camera.radius to use as delta when wheel is used.\r\n */\r\n @serialize()\r\n public wheelDeltaPercentage = 0;\r\n\r\n private _wheel: Nullable<(p: PointerInfo, s: EventState) => void>;\r\n private _observer: Nullable>;\r\n\r\n private computeDeltaFromMouseWheelLegacyEvent(mouseWheelDelta: number, radius: number) {\r\n var delta = 0;\r\n var wheelDelta = (mouseWheelDelta * 0.01 * this.wheelDeltaPercentage) * radius;\r\n if (mouseWheelDelta > 0) {\r\n delta = wheelDelta / (1.0 + this.wheelDeltaPercentage);\r\n } else {\r\n delta = wheelDelta * (1.0 + this.wheelDeltaPercentage);\r\n }\r\n return delta;\r\n }\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param element Defines the element the controls should be listened from\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(element: HTMLElement, noPreventDefault?: boolean): void {\r\n this._wheel = (p, s) => {\r\n //sanity check - this should be a PointerWheel event.\r\n if (p.type !== PointerEventTypes.POINTERWHEEL) { return; }\r\n var event = p.event;\r\n var delta = 0;\r\n\r\n let mouseWheelLegacyEvent = event as any;\r\n let wheelDelta = 0;\r\n\r\n if (mouseWheelLegacyEvent.wheelDelta) {\r\n wheelDelta = mouseWheelLegacyEvent.wheelDelta;\r\n } else {\r\n wheelDelta = -(event.deltaY || event.detail) * 60;\r\n }\r\n\r\n if (this.wheelDeltaPercentage) {\r\n delta = this.computeDeltaFromMouseWheelLegacyEvent(wheelDelta, this.camera.radius);\r\n\r\n // If zooming in, estimate the target radius and use that to compute the delta for inertia\r\n // this will stop multiple scroll events zooming in from adding too much inertia\r\n if (delta > 0) {\r\n var estimatedTargetRadius = this.camera.radius;\r\n var targetInertia = this.camera.inertialRadiusOffset + delta;\r\n for (var i = 0; i < 20 && Math.abs(targetInertia) > 0.001; i++) {\r\n estimatedTargetRadius -= targetInertia;\r\n targetInertia *= this.camera.inertia;\r\n }\r\n estimatedTargetRadius = Scalar.Clamp(estimatedTargetRadius, 0, Number.MAX_VALUE);\r\n delta = this.computeDeltaFromMouseWheelLegacyEvent(wheelDelta, estimatedTargetRadius);\r\n }\r\n } else {\r\n delta = wheelDelta / (this.wheelPrecision * 40);\r\n }\r\n\r\n if (delta) {\r\n this.camera.inertialRadiusOffset += delta;\r\n }\r\n\r\n if (event.preventDefault) {\r\n if (!noPreventDefault) {\r\n event.preventDefault();\r\n }\r\n }\r\n };\r\n\r\n this._observer = this.camera.getScene().onPointerObservable.add(this._wheel, PointerEventTypes.POINTERWHEEL);\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n * @param element Defines the element to stop listening the inputs from\r\n */\r\n public detachControl(element: Nullable): void {\r\n if (this._observer && element) {\r\n this.camera.getScene().onPointerObservable.remove(this._observer);\r\n this._observer = null;\r\n this._wheel = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current intput.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"ArcRotateCameraMouseWheelInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"mousewheel\";\r\n }\r\n}\r\n\r\n(CameraInputTypes)[\"ArcRotateCameraMouseWheelInput\"] = ArcRotateCameraMouseWheelInput;\r\n","import { Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { BaseCameraPointersInput } from \"../../Cameras/Inputs/BaseCameraPointersInput\";\r\nimport { PointerTouch } from \"../../Events/pointerEvents\";\r\n\r\n/**\r\n * Manage the pointers inputs to control an arc rotate camera.\r\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nexport class ArcRotateCameraPointersInput extends BaseCameraPointersInput {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: ArcRotateCamera;\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"ArcRotateCameraPointersInput\";\r\n }\r\n\r\n /**\r\n * Defines the buttons associated with the input to handle camera move.\r\n */\r\n @serialize()\r\n public buttons = [0, 1, 2];\r\n\r\n /**\r\n * Defines the pointer angular sensibility along the X axis or how fast is\r\n * the camera rotating.\r\n */\r\n @serialize()\r\n public angularSensibilityX = 1000.0;\r\n\r\n /**\r\n * Defines the pointer angular sensibility along the Y axis or how fast is\r\n * the camera rotating.\r\n */\r\n @serialize()\r\n public angularSensibilityY = 1000.0;\r\n\r\n /**\r\n * Defines the pointer pinch precision or how fast is the camera zooming.\r\n */\r\n @serialize()\r\n public pinchPrecision = 12.0;\r\n\r\n /**\r\n * pinchDeltaPercentage will be used instead of pinchPrecision if different\r\n * from 0.\r\n * It defines the percentage of current camera.radius to use as delta when\r\n * pinch zoom is used.\r\n */\r\n @serialize()\r\n public pinchDeltaPercentage = 0;\r\n\r\n /**\r\n * When useNaturalPinchZoom is true, multi touch zoom will zoom in such\r\n * that any object in the plane at the camera's target point will scale\r\n * perfectly with finger motion.\r\n * Overrides pinchDeltaPercentage and pinchPrecision.\r\n */\r\n @serialize()\r\n public useNaturalPinchZoom: boolean = false;\r\n\r\n /**\r\n * Defines the pointer panning sensibility or how fast is the camera moving.\r\n */\r\n @serialize()\r\n public panningSensibility: number = 1000.0;\r\n\r\n /**\r\n * Defines whether panning (2 fingers swipe) is enabled through multitouch.\r\n */\r\n @serialize()\r\n public multiTouchPanning: boolean = true;\r\n\r\n /**\r\n * Defines whether panning is enabled for both pan (2 fingers swipe) and\r\n * zoom (pinch) through multitouch.\r\n */\r\n @serialize()\r\n public multiTouchPanAndZoom: boolean = true;\r\n\r\n /**\r\n * Revers pinch action direction.\r\n */\r\n public pinchInwards = true;\r\n\r\n private _isPanClick: boolean = false;\r\n private _twoFingerActivityCount: number = 0;\r\n private _isPinching: boolean = false;\r\n\r\n /**\r\n * Called on pointer POINTERMOVE event if only a single touch is active.\r\n */\r\n protected onTouch(point: Nullable,\r\n offsetX: number,\r\n offsetY: number): void {\r\n if (this.panningSensibility !== 0 &&\r\n ((this._ctrlKey && this.camera._useCtrlForPanning) || this._isPanClick)) {\r\n this.camera.inertialPanningX += -offsetX / this.panningSensibility;\r\n this.camera.inertialPanningY += offsetY / this.panningSensibility;\r\n } else {\r\n this.camera.inertialAlphaOffset -= offsetX / this.angularSensibilityX;\r\n this.camera.inertialBetaOffset -= offsetY / this.angularSensibilityY;\r\n }\r\n }\r\n\r\n /**\r\n * Called on pointer POINTERDOUBLETAP event.\r\n */\r\n protected onDoubleTap(type: string) {\r\n if (this.camera.useInputToRestoreState) {\r\n this.camera.restoreState();\r\n }\r\n }\r\n\r\n /**\r\n * Called on pointer POINTERMOVE event if multiple touches are active.\r\n */\r\n protected onMultiTouch(pointA: Nullable,\r\n pointB: Nullable,\r\n previousPinchSquaredDistance: number,\r\n pinchSquaredDistance: number,\r\n previousMultiTouchPanPosition: Nullable,\r\n multiTouchPanPosition: Nullable): void\r\n {\r\n if (previousPinchSquaredDistance === 0 && previousMultiTouchPanPosition === null) {\r\n // First time this method is called for new pinch.\r\n // Next time this is called there will be a\r\n // previousPinchSquaredDistance and pinchSquaredDistance to compare.\r\n return;\r\n }\r\n if (pinchSquaredDistance === 0 && multiTouchPanPosition === null) {\r\n // Last time this method is called at the end of a pinch.\r\n return;\r\n }\r\n\r\n var direction = this.pinchInwards ? 1 : -1;\r\n\r\n if (this.multiTouchPanAndZoom) {\r\n if (this.useNaturalPinchZoom) {\r\n this.camera.radius = this.camera.radius *\r\n Math.sqrt(previousPinchSquaredDistance) / Math.sqrt(pinchSquaredDistance);\r\n } else if (this.pinchDeltaPercentage) {\r\n this.camera.inertialRadiusOffset +=\r\n (pinchSquaredDistance - previousPinchSquaredDistance) * 0.001 *\r\n this.camera.radius * this.pinchDeltaPercentage;\r\n }\r\n else {\r\n this.camera.inertialRadiusOffset +=\r\n (pinchSquaredDistance - previousPinchSquaredDistance) /\r\n (this.pinchPrecision * direction *\r\n (this.angularSensibilityX + this.angularSensibilityY) / 2);\r\n }\r\n\r\n if (this.panningSensibility !== 0 &&\r\n previousMultiTouchPanPosition && multiTouchPanPosition) {\r\n var moveDeltaX = multiTouchPanPosition.x - previousMultiTouchPanPosition.x;\r\n var moveDeltaY = multiTouchPanPosition.y - previousMultiTouchPanPosition.y;\r\n this.camera.inertialPanningX += -moveDeltaX / this.panningSensibility;\r\n this.camera.inertialPanningY += moveDeltaY / this.panningSensibility;\r\n }\r\n } else {\r\n this._twoFingerActivityCount++;\r\n var previousPinchDistance = Math.sqrt(previousPinchSquaredDistance);\r\n var pinchDistance = Math.sqrt(pinchSquaredDistance);\r\n if (this._isPinching ||\r\n (this._twoFingerActivityCount < 20 &&\r\n Math.abs(pinchDistance - previousPinchDistance) >\r\n this.camera.pinchToPanMaxDistance)) {\r\n // Since pinch has not been active long, assume we intend to zoom.\r\n if (this.pinchDeltaPercentage) {\r\n this.camera.inertialRadiusOffset +=\r\n (pinchSquaredDistance - previousPinchSquaredDistance) * 0.001 *\r\n this.camera.radius * this.pinchDeltaPercentage;\r\n } else {\r\n this.camera.inertialRadiusOffset +=\r\n (pinchSquaredDistance - previousPinchSquaredDistance) /\r\n (this.pinchPrecision * direction *\r\n (this.angularSensibilityX + this.angularSensibilityY) / 2);\r\n }\r\n\r\n // Since we are pinching, remain pinching on next iteration.\r\n this._isPinching = true;\r\n } else {\r\n // Pause between pinch starting and moving implies not a zoom event.\r\n // Pan instead.\r\n if (this.panningSensibility !== 0 && this.multiTouchPanning &&\r\n multiTouchPanPosition && previousMultiTouchPanPosition) {\r\n var moveDeltaX = multiTouchPanPosition.x - previousMultiTouchPanPosition.x;\r\n var moveDeltaY = multiTouchPanPosition.y - previousMultiTouchPanPosition.y;\r\n this.camera.inertialPanningX += -moveDeltaX / this.panningSensibility;\r\n this.camera.inertialPanningY += moveDeltaY / this.panningSensibility;\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Called each time a new POINTERDOWN event occurs. Ie, for each button\r\n * press.\r\n */\r\n protected onButtonDown(evt: PointerEvent): void {\r\n this._isPanClick = evt.button === this.camera._panningMouseButton;\r\n }\r\n\r\n /**\r\n * Called each time a new POINTERUP event occurs. Ie, for each button\r\n * release.\r\n */\r\n protected onButtonUp(evt: PointerEvent): void {\r\n this._twoFingerActivityCount = 0;\r\n this._isPinching = false;\r\n }\r\n\r\n /**\r\n * Called when window becomes inactive.\r\n */\r\n protected onLostFocus(): void {\r\n this._isPanClick = false;\r\n this._twoFingerActivityCount = 0;\r\n this._isPinching = false;\r\n }\r\n}\r\n(CameraInputTypes)[\"ArcRotateCameraPointersInput\"] =\r\n ArcRotateCameraPointersInput;\r\n","import { Nullable } from \"../../types\";\r\nimport { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { ArcRotateCameraInputsManager } from \"../../Cameras/arcRotateCameraInputsManager\";\r\nimport { Tools } from '../../Misc/tools';\r\n\r\n// Module augmentation to abstract orientation inputs from camera.\r\ndeclare module \"../../Cameras/arcRotateCameraInputsManager\" {\r\n export interface ArcRotateCameraInputsManager {\r\n /**\r\n * Add orientation input support to the input manager.\r\n * @returns the current input manager\r\n */\r\n addVRDeviceOrientation(): ArcRotateCameraInputsManager;\r\n }\r\n}\r\n\r\n/**\r\n * Add orientation input support to the input manager.\r\n * @returns the current input manager\r\n */\r\nArcRotateCameraInputsManager.prototype.addVRDeviceOrientation = function(): ArcRotateCameraInputsManager {\r\n this.add(new ArcRotateCameraVRDeviceOrientationInput());\r\n return this;\r\n};\r\n\r\n/**\r\n * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.\r\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nexport class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: ArcRotateCamera;\r\n\r\n /**\r\n * Defines a correction factor applied on the alpha value retrieved from the orientation events.\r\n */\r\n public alphaCorrection = 1;\r\n\r\n /**\r\n * Defines a correction factor applied on the gamma value retrieved from the orientation events.\r\n */\r\n public gammaCorrection = 1;\r\n\r\n private _alpha = 0;\r\n private _gamma = 0;\r\n private _dirty = false;\r\n\r\n private _deviceOrientationHandler: () => void;\r\n\r\n /**\r\n * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.\r\n */\r\n constructor() {\r\n this._deviceOrientationHandler = this._onOrientationEvent.bind(this);\r\n }\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param element Defines the element the controls should be listened from\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(element: HTMLElement, noPreventDefault?: boolean): void {\r\n this.camera.attachControl(element, noPreventDefault);\r\n\r\n let hostWindow = this.camera.getScene().getEngine().getHostWindow();\r\n\r\n if (hostWindow) {\r\n // check iOS 13+ support\r\n if (typeof(DeviceOrientationEvent) !== \"undefined\" && typeof (DeviceOrientationEvent).requestPermission === 'function') {\r\n (DeviceOrientationEvent).requestPermission()\r\n .then((response: string) => {\r\n if (response === 'granted') {\r\n hostWindow!.addEventListener(\"deviceorientation\", this._deviceOrientationHandler);\r\n } else {\r\n Tools.Warn(\"Permission not granted.\");\r\n }\r\n })\r\n .catch((error: any) => {\r\n Tools.Error(error);\r\n });\r\n } else {\r\n hostWindow.addEventListener(\"deviceorientation\", this._deviceOrientationHandler);\r\n }\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _onOrientationEvent(evt: DeviceOrientationEvent): void {\r\n if (evt.alpha !== null) {\r\n this._alpha = (+evt.alpha | 0) * this.alphaCorrection;\r\n }\r\n\r\n if (evt.gamma !== null) {\r\n this._gamma = (+evt.gamma | 0) * this.gammaCorrection;\r\n }\r\n this._dirty = true;\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (this._dirty) {\r\n this._dirty = false;\r\n\r\n if (this._gamma < 0) {\r\n this._gamma = 180 + this._gamma;\r\n }\r\n\r\n this.camera.alpha = (-this._alpha / 180.0 * Math.PI) % Math.PI * 2;\r\n this.camera.beta = (this._gamma / 180.0 * Math.PI);\r\n }\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n * @param element Defines the element to stop listening the inputs from\r\n */\r\n public detachControl(element: Nullable): void {\r\n window.removeEventListener(\"deviceorientation\", this._deviceOrientationHandler);\r\n }\r\n\r\n /**\r\n * Gets the class name of the current intput.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"ArcRotateCameraVRDeviceOrientationInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"VRDeviceOrientation\";\r\n }\r\n}\r\n\r\n(CameraInputTypes)[\"ArcRotateCameraVRDeviceOrientationInput\"] = ArcRotateCameraVRDeviceOrientationInput;\r\n","import { Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { Observer } from \"../../Misc/observable\";\r\nimport { ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { FlyCamera } from \"../../Cameras/flyCamera\";\r\nimport { Engine } from \"../../Engines/engine\";\r\nimport { KeyboardInfo, KeyboardEventTypes } from \"../../Events/keyboardEvents\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\n\r\n/**\r\n * Listen to keyboard events to control the camera.\r\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nexport class FlyCameraKeyboardInput implements ICameraInput {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FlyCamera;\r\n\r\n /**\r\n * The list of keyboard keys used to control the forward move of the camera.\r\n */\r\n @serialize()\r\n public keysForward = [87];\r\n\r\n /**\r\n * The list of keyboard keys used to control the backward move of the camera.\r\n */\r\n @serialize()\r\n public keysBackward = [83];\r\n\r\n /**\r\n * The list of keyboard keys used to control the forward move of the camera.\r\n */\r\n @serialize()\r\n public keysUp = [69];\r\n\r\n /**\r\n * The list of keyboard keys used to control the backward move of the camera.\r\n */\r\n @serialize()\r\n public keysDown = [81];\r\n\r\n /**\r\n * The list of keyboard keys used to control the right strafe move of the camera.\r\n */\r\n @serialize()\r\n public keysRight = [68];\r\n\r\n /**\r\n * The list of keyboard keys used to control the left strafe move of the camera.\r\n */\r\n @serialize()\r\n public keysLeft = [65];\r\n\r\n private _keys = new Array();\r\n private _onCanvasBlurObserver: Nullable>;\r\n private _onKeyboardObserver: Nullable>;\r\n private _engine: Engine;\r\n private _scene: Scene;\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param element Defines the element the controls should be listened from\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(element: HTMLElement, noPreventDefault?: boolean): void {\r\n if (this._onCanvasBlurObserver) {\r\n return;\r\n }\r\n\r\n this._scene = this.camera.getScene();\r\n this._engine = this._scene.getEngine();\r\n\r\n this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(() => {\r\n this._keys = [];\r\n });\r\n\r\n this._onKeyboardObserver = this._scene.onKeyboardObservable.add((info) => {\r\n let evt = info.event;\r\n\r\n if (info.type === KeyboardEventTypes.KEYDOWN) {\r\n if (this.keysForward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysBackward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRight.indexOf(evt.keyCode) !== -1) {\r\n var index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index === -1) {\r\n this._keys.push(evt.keyCode);\r\n }\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n } else {\r\n if (this.keysForward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysBackward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRight.indexOf(evt.keyCode) !== -1) {\r\n var index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index >= 0) {\r\n this._keys.splice(index, 1);\r\n }\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n * @param element Defines the element to stop listening the inputs from\r\n */\r\n public detachControl(element: Nullable): void {\r\n if (this._scene) {\r\n if (this._onKeyboardObserver) {\r\n this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);\r\n }\r\n\r\n if (this._onCanvasBlurObserver) {\r\n this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);\r\n }\r\n this._onKeyboardObserver = null;\r\n this._onCanvasBlurObserver = null;\r\n }\r\n this._keys = [];\r\n }\r\n\r\n /**\r\n * Gets the class name of the current intput.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FlyCameraKeyboardInput\";\r\n }\r\n\r\n /** @hidden */\r\n public _onLostFocus(e: FocusEvent): void {\r\n this._keys = [];\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"keyboard\";\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (this._onKeyboardObserver) {\r\n var camera = this.camera;\r\n // Keyboard\r\n for (var index = 0; index < this._keys.length; index++) {\r\n var keyCode = this._keys[index];\r\n var speed = camera._computeLocalCameraSpeed();\r\n\r\n if (this.keysForward.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, speed);\r\n } else\r\n if (this.keysBackward.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, -speed);\r\n } else\r\n if (this.keysUp.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, speed, 0);\r\n } else\r\n if (this.keysDown.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, -speed, 0);\r\n } else\r\n if (this.keysRight.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(speed, 0, 0);\r\n } else\r\n if (this.keysLeft.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(-speed, 0, 0);\r\n }\r\n\r\n if (camera.getScene().useRightHandedSystem) {\r\n camera._localDirection.z *= -1;\r\n }\r\n\r\n camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);\r\n Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);\r\n camera.cameraDirection.addInPlace(camera._transformedDirection);\r\n }\r\n }\r\n }\r\n}\r\n\r\n(CameraInputTypes)[\"FlyCameraKeyboardInput\"] = FlyCameraKeyboardInput;\r\n","import { Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { Observer } from \"../../Misc/observable\";\r\nimport { ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { FlyCamera } from \"../../Cameras/flyCamera\";\r\nimport { PointerInfo, PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Quaternion } from \"../../Maths/math.vector\";\r\nimport { Axis } from '../../Maths/math.axis';\r\n/**\r\n * Listen to mouse events to control the camera.\r\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nexport class FlyCameraMouseInput implements ICameraInput {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FlyCamera;\r\n\r\n /**\r\n * Defines if touch is enabled. (Default is true.)\r\n */\r\n public touchEnabled: boolean;\r\n\r\n /**\r\n * Defines the buttons associated with the input to handle camera rotation.\r\n */\r\n @serialize()\r\n public buttons = [0, 1, 2];\r\n\r\n /**\r\n * Assign buttons for Yaw control.\r\n */\r\n public buttonsYaw: number[] = [-1, 0, 1];\r\n\r\n /**\r\n * Assign buttons for Pitch control.\r\n */\r\n public buttonsPitch: number[] = [-1, 0, 1];\r\n\r\n /**\r\n * Assign buttons for Roll control.\r\n */\r\n public buttonsRoll: number[] = [2];\r\n\r\n /**\r\n * Detect if any button is being pressed while mouse is moved.\r\n * -1 = Mouse locked.\r\n * 0 = Left button.\r\n * 1 = Middle Button.\r\n * 2 = Right Button.\r\n */\r\n public activeButton: number = -1;\r\n\r\n /**\r\n * Defines the pointer's angular sensibility, to control the camera rotation speed.\r\n * Higher values reduce its sensitivity.\r\n */\r\n @serialize()\r\n public angularSensibility = 1000.0;\r\n\r\n private _mousemoveCallback: (e: MouseEvent) => void;\r\n private _observer: Nullable>;\r\n private _rollObserver: Nullable>;\r\n private previousPosition: Nullable<{ x: number, y: number }> = null;\r\n private noPreventDefault: boolean | undefined;\r\n private element: HTMLElement;\r\n\r\n /**\r\n * Listen to mouse events to control the camera.\r\n * @param touchEnabled Define if touch is enabled. (Default is true.)\r\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\n constructor(touchEnabled = true) {\r\n }\r\n\r\n /**\r\n * Attach the mouse control to the HTML DOM element.\r\n * @param element Defines the element that listens to the input events.\r\n * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().\r\n */\r\n public attachControl(element: HTMLElement, noPreventDefault?: boolean): void {\r\n this.element = element;\r\n this.noPreventDefault = noPreventDefault;\r\n\r\n this._observer = this.camera.getScene().onPointerObservable.add(\r\n (p: any, s: any) => {\r\n this._pointerInput(p, s);\r\n },\r\n PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP | PointerEventTypes.POINTERMOVE\r\n );\r\n\r\n // Correct Roll by rate, if enabled.\r\n this._rollObserver = this.camera.getScene().onBeforeRenderObservable.add(\r\n () => {\r\n if (this.camera.rollCorrect) {\r\n this.camera.restoreRoll(this.camera.rollCorrect);\r\n }\r\n }\r\n );\r\n\r\n // Helper function to keep 'this'.\r\n this._mousemoveCallback = (e: any) => {\r\n this._onMouseMove(e);\r\n };\r\n element.addEventListener(\"mousemove\", this._mousemoveCallback, false);\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n * @param element Defines the element to stop listening the inputs from\r\n */\r\n public detachControl(element: Nullable): void {\r\n if (this._observer && element) {\r\n this.camera.getScene().onPointerObservable.remove(this._observer);\r\n\r\n this.camera.getScene().onBeforeRenderObservable.remove(this._rollObserver);\r\n\r\n if (this._mousemoveCallback) {\r\n element.removeEventListener(\"mousemove\", this._mousemoveCallback);\r\n }\r\n\r\n this._observer = null;\r\n this._rollObserver = null;\r\n this.previousPosition = null;\r\n this.noPreventDefault = undefined;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name.\r\n */\r\n public getClassName(): string {\r\n return \"FlyCameraMouseInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input's friendly name.\r\n */\r\n public getSimpleName(): string {\r\n return \"mouse\";\r\n }\r\n\r\n // Track mouse movement, when the pointer is not locked.\r\n private _pointerInput(p: any, s: any): void {\r\n var e = p.event;\r\n\r\n let camera = this.camera;\r\n let engine = camera.getEngine();\r\n\r\n if (engine.isInVRExclusivePointerMode) {\r\n return;\r\n }\r\n\r\n if (!this.touchEnabled && e.pointerType === \"touch\") {\r\n return;\r\n }\r\n\r\n // Mouse is moved but an unknown mouse button is pressed.\r\n if (p.type !== PointerEventTypes.POINTERMOVE && this.buttons.indexOf(e.button) === -1) {\r\n return;\r\n }\r\n\r\n var srcElement = (e.srcElement || e.target);\r\n\r\n // Mouse down.\r\n if (p.type === PointerEventTypes.POINTERDOWN && srcElement) {\r\n try {\r\n srcElement.setPointerCapture(e.pointerId);\r\n } catch (e) {\r\n // Nothing to do with the error. Execution continues.\r\n }\r\n\r\n this.previousPosition = {\r\n x: e.clientX,\r\n y: e.clientY\r\n };\r\n\r\n this.activeButton = e.button;\r\n\r\n if (!this.noPreventDefault) {\r\n e.preventDefault();\r\n this.element.focus();\r\n }\r\n } else\r\n // Mouse up.\r\n if (p.type === PointerEventTypes.POINTERUP && srcElement) {\r\n try {\r\n srcElement.releasePointerCapture(e.pointerId);\r\n } catch (e) {\r\n // Nothing to do with the error. Execution continues.\r\n }\r\n\r\n this.activeButton = -1;\r\n\r\n this.previousPosition = null;\r\n if (!this.noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n } else\r\n // Mouse move.\r\n if (p.type === PointerEventTypes.POINTERMOVE) {\r\n if (!this.previousPosition || engine.isPointerLock) {\r\n return;\r\n }\r\n\r\n var offsetX = e.clientX - this.previousPosition.x;\r\n var offsetY = e.clientY - this.previousPosition.y;\r\n\r\n this.rotateCamera(offsetX, offsetY);\r\n\r\n this.previousPosition = {\r\n x: e.clientX,\r\n y: e.clientY\r\n };\r\n\r\n if (!this.noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n }\r\n }\r\n\r\n // Track mouse movement, when pointer is locked.\r\n private _onMouseMove(e: any): void {\r\n let camera = this.camera;\r\n let engine = camera.getEngine();\r\n\r\n if (!engine.isPointerLock || engine.isInVRExclusivePointerMode) {\r\n return;\r\n }\r\n\r\n var offsetX = e.movementX || e.mozMovementX || e.webkitMovementX || e.msMovementX || 0;\r\n var offsetY = e.movementY || e.mozMovementY || e.webkitMovementY || e.msMovementY || 0;\r\n\r\n this.rotateCamera(offsetX, offsetY);\r\n\r\n this.previousPosition = null;\r\n\r\n if (!this.noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n }\r\n\r\n /**\r\n * Rotate camera by mouse offset.\r\n */\r\n private rotateCamera(offsetX: number, offsetY: number): void {\r\n let camera = this.camera;\r\n let scene = this.camera.getScene();\r\n\r\n if (scene.useRightHandedSystem) {\r\n offsetX *= -1;\r\n }\r\n\r\n if (camera.parent && camera.parent._getWorldMatrixDeterminant() < 0) {\r\n offsetX *= -1;\r\n }\r\n\r\n var x = offsetX / this.angularSensibility;\r\n var y = offsetY / this.angularSensibility;\r\n\r\n // Initialize to current rotation.\r\n var currentRotation = Quaternion.RotationYawPitchRoll(\r\n camera.rotation.y,\r\n camera.rotation.x,\r\n camera.rotation.z\r\n );\r\n var rotationChange: Quaternion;\r\n\r\n // Pitch.\r\n if (this.buttonsPitch.some((v) => { return v === this.activeButton; })) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.X, y);\r\n // Apply Pitch to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n\r\n // Yaw.\r\n if (this.buttonsYaw.some((v) => { return v === this.activeButton; })) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Y, x);\r\n // Apply Yaw to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n\r\n // Add Roll, if banked turning is enabled, within Roll limit.\r\n let limit = (camera.bankedTurnLimit) + camera._trackRoll; // Defaults to 90° plus manual roll.\r\n if (camera.bankedTurn && -limit < camera.rotation.z && camera.rotation.z < limit) {\r\n let bankingDelta = camera.bankedTurnMultiplier * -x;\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Z, bankingDelta);\r\n // Apply Yaw to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n }\r\n\r\n // Roll.\r\n if (this.buttonsRoll.some((v) => { return v === this.activeButton; })) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Z, -x);\r\n // Track Rolling.\r\n camera._trackRoll -= x;\r\n // Apply Pitch to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n\r\n // Apply rotationQuaternion to Euler camera.rotation.\r\n currentRotation.toEulerAnglesToRef(camera.rotation);\r\n }\r\n}\r\n\r\n(CameraInputTypes)[\"FlyCameraMouseInput\"] = FlyCameraMouseInput;\r\n","import { ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\nimport { FollowCamera } from \"../../Cameras/followCamera\";\nimport { serialize } from \"../../Misc/decorators\";\nimport { Nullable } from \"../../types\";\nimport { Observer } from \"../../Misc/observable\";\nimport { Engine } from \"../../Engines/engine\";\nimport { KeyboardInfo, KeyboardEventTypes } from \"../../Events/keyboardEvents\";\nimport { Scene } from \"../../scene\";\n\n/**\n * Manage the keyboard inputs to control the movement of a follow camera.\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\n */\nexport class FollowCameraKeyboardMoveInput implements ICameraInput {\n /**\n * Defines the camera the input is attached to.\n */\n public camera: FollowCamera;\n\n /**\n * Defines the list of key codes associated with the up action (increase heightOffset)\n */\n @serialize()\n public keysHeightOffsetIncr = [38];\n\n /**\n * Defines the list of key codes associated with the down action (decrease heightOffset)\n */\n @serialize()\n public keysHeightOffsetDecr = [40];\n\n /**\n * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)\n */\n @serialize()\n public keysHeightOffsetModifierAlt: boolean = false;\n\n /**\n * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)\n */\n @serialize()\n public keysHeightOffsetModifierCtrl: boolean = false;\n\n /**\n * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)\n */\n @serialize()\n public keysHeightOffsetModifierShift: boolean = false;\n\n /**\n * Defines the list of key codes associated with the left action (increase rotationOffset)\n */\n @serialize()\n public keysRotationOffsetIncr = [37];\n\n /**\n * Defines the list of key codes associated with the right action (decrease rotationOffset)\n */\n @serialize()\n public keysRotationOffsetDecr = [39];\n\n /**\n * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)\n */\n @serialize()\n public keysRotationOffsetModifierAlt: boolean = false;\n\n /**\n * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)\n */\n @serialize()\n public keysRotationOffsetModifierCtrl: boolean = false;\n\n /**\n * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)\n */\n @serialize()\n public keysRotationOffsetModifierShift: boolean = false;\n\n /**\n * Defines the list of key codes associated with the zoom-in action (decrease radius)\n */\n @serialize()\n public keysRadiusIncr = [40];\n\n /**\n * Defines the list of key codes associated with the zoom-out action (increase radius)\n */\n @serialize()\n public keysRadiusDecr = [38];\n\n /**\n * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)\n */\n @serialize()\n public keysRadiusModifierAlt: boolean = true;\n\n /**\n * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)\n */\n @serialize()\n public keysRadiusModifierCtrl: boolean = false;\n\n /**\n * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)\n */\n @serialize()\n public keysRadiusModifierShift: boolean = false;\n\n /**\n * Defines the rate of change of heightOffset.\n */\n @serialize()\n public heightSensibility: number = 1;\n\n /**\n * Defines the rate of change of rotationOffset.\n */\n @serialize()\n public rotationSensibility: number = 1;\n\n /**\n * Defines the rate of change of radius.\n */\n @serialize()\n public radiusSensibility: number = 1;\n\n private _keys = new Array();\n private _ctrlPressed: boolean;\n private _altPressed: boolean;\n private _shiftPressed: boolean;\n private _onCanvasBlurObserver: Nullable>;\n private _onKeyboardObserver: Nullable>;\n private _engine: Engine;\n private _scene: Scene;\n\n /**\n * Attach the input controls to a specific dom element to get the input from.\n * @param element Defines the element the controls should be listened from\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\n */\n public attachControl(element: HTMLElement, noPreventDefault?: boolean): void {\n if (this._onCanvasBlurObserver) {\n return;\n }\n\n this._scene = this.camera.getScene();\n this._engine = this._scene.getEngine();\n\n this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(() => {\n this._keys = [];\n });\n\n this._onKeyboardObserver = this._scene.onKeyboardObservable.add((info) => {\n let evt = info.event;\n if (!evt.metaKey) {\n if (info.type === KeyboardEventTypes.KEYDOWN) {\n this._ctrlPressed = evt.ctrlKey;\n this._altPressed = evt.altKey;\n this._shiftPressed = evt.shiftKey;\n\n if (this.keysHeightOffsetIncr.indexOf(evt.keyCode) !== -1 ||\n this.keysHeightOffsetDecr.indexOf(evt.keyCode) !== -1 ||\n this.keysRotationOffsetIncr.indexOf(evt.keyCode) !== -1 ||\n this.keysRotationOffsetDecr.indexOf(evt.keyCode) !== -1 ||\n this.keysRadiusIncr.indexOf(evt.keyCode) !== -1 ||\n this.keysRadiusDecr.indexOf(evt.keyCode) !== -1) {\n var index = this._keys.indexOf(evt.keyCode);\n\n if (index === -1) {\n this._keys.push(evt.keyCode);\n }\n\n if (evt.preventDefault) {\n if (!noPreventDefault) {\n evt.preventDefault();\n }\n }\n }\n } else {\n if (this.keysHeightOffsetIncr.indexOf(evt.keyCode) !== -1 ||\n this.keysHeightOffsetDecr.indexOf(evt.keyCode) !== -1 ||\n this.keysRotationOffsetIncr.indexOf(evt.keyCode) !== -1 ||\n this.keysRotationOffsetDecr.indexOf(evt.keyCode) !== -1 ||\n this.keysRadiusIncr.indexOf(evt.keyCode) !== -1 ||\n this.keysRadiusDecr.indexOf(evt.keyCode) !== -1) {\n var index = this._keys.indexOf(evt.keyCode);\n\n if (index >= 0) {\n this._keys.splice(index, 1);\n }\n\n if (evt.preventDefault) {\n if (!noPreventDefault) {\n evt.preventDefault();\n }\n }\n }\n }\n }\n });\n }\n\n /**\n * Detach the current controls from the specified dom element.\n * @param element Defines the element to stop listening the inputs from\n */\n public detachControl(element: Nullable) {\n if (this._scene) {\n if (this._onKeyboardObserver) {\n this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);\n }\n if (this._onCanvasBlurObserver) {\n this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);\n }\n this._onKeyboardObserver = null;\n this._onCanvasBlurObserver = null;\n }\n\n this._keys = [];\n }\n\n /**\n * Update the current camera state depending on the inputs that have been used this frame.\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\n */\n public checkInputs(): void {\n if (this._onKeyboardObserver) {\n this._keys.forEach((keyCode) => {\n if (this.keysHeightOffsetIncr.indexOf(keyCode) !== -1 &&\n this._modifierHeightOffset()) {\n this.camera.heightOffset += this.heightSensibility;\n } else if (this.keysHeightOffsetDecr.indexOf(keyCode) !== -1 &&\n this._modifierHeightOffset()) {\n this.camera.heightOffset -= this.heightSensibility;\n } else if (this.keysRotationOffsetIncr.indexOf(keyCode) !== -1 &&\n this._modifierRotationOffset()) {\n this.camera.rotationOffset += this.rotationSensibility;\n this.camera.rotationOffset %= 360;\n } else if (this.keysRotationOffsetDecr.indexOf(keyCode) !== -1 &&\n this._modifierRotationOffset()) {\n this.camera.rotationOffset -= this.rotationSensibility;\n this.camera.rotationOffset %= 360;\n } else if (this.keysRadiusIncr.indexOf(keyCode) !== -1 &&\n this._modifierRadius()) {\n this.camera.radius += this.radiusSensibility;\n } else if (this.keysRadiusDecr.indexOf(keyCode) !== -1 &&\n this._modifierRadius()) {\n this.camera.radius -= this.radiusSensibility;\n }\n });\n }\n }\n\n /**\n * Gets the class name of the current input.\n * @returns the class name\n */\n public getClassName(): string {\n return \"FollowCameraKeyboardMoveInput\";\n }\n\n /**\n * Get the friendly name associated with the input class.\n * @returns the input friendly name\n */\n public getSimpleName(): string {\n return \"keyboard\";\n }\n\n /**\n * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to\n * allow modification of the heightOffset value.\n */\n private _modifierHeightOffset(): boolean {\n return (this.keysHeightOffsetModifierAlt === this._altPressed &&\n this.keysHeightOffsetModifierCtrl === this._ctrlPressed &&\n this.keysHeightOffsetModifierShift === this._shiftPressed);\n }\n\n /**\n * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to\n * allow modification of the rotationOffset value.\n */\n private _modifierRotationOffset(): boolean {\n return (this.keysRotationOffsetModifierAlt === this._altPressed &&\n this.keysRotationOffsetModifierCtrl === this._ctrlPressed &&\n this.keysRotationOffsetModifierShift === this._shiftPressed);\n }\n\n /**\n * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to\n * allow modification of the radius value.\n */\n private _modifierRadius(): boolean {\n return (this.keysRadiusModifierAlt === this._altPressed &&\n this.keysRadiusModifierCtrl === this._ctrlPressed &&\n this.keysRadiusModifierShift === this._shiftPressed);\n }\n}\n\n(CameraInputTypes)[\"FollowCameraKeyboardMoveInput\"] = FollowCameraKeyboardMoveInput;\n","import { Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { EventState, Observer } from \"../../Misc/observable\";\r\nimport { FollowCamera } from \"../../Cameras/followCamera\";\r\nimport { ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { PointerInfo, PointerEventTypes } from \"../../Events/pointerEvents\";\r\n\r\n/**\r\n * Manage the mouse wheel inputs to control a follow camera.\r\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nexport class FollowCameraMouseWheelInput implements ICameraInput {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FollowCamera;\r\n\r\n /**\r\n * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)\r\n */\r\n @serialize()\r\n public axisControlRadius: boolean = true;\r\n\r\n /**\r\n * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)\r\n */\r\n @serialize()\r\n public axisControlHeight: boolean = false;\r\n\r\n /**\r\n * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)\r\n */\r\n @serialize()\r\n public axisControlRotation: boolean = false;\r\n\r\n /**\r\n * Gets or Set the mouse wheel precision or how fast is the camera moves in\r\n * relation to mouseWheel events.\r\n */\r\n @serialize()\r\n public wheelPrecision = 3.0;\r\n\r\n /**\r\n * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.\r\n * It defines the percentage of current camera.radius to use as delta when wheel is used.\r\n */\r\n @serialize()\r\n public wheelDeltaPercentage = 0;\r\n\r\n private _wheel: Nullable<(p: PointerInfo, s: EventState) => void>;\r\n private _observer: Nullable>;\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param element Defines the element the controls should be listened from\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(element: HTMLElement, noPreventDefault?: boolean): void {\r\n this._wheel = (p, s) => {\r\n // sanity check - this should be a PointerWheel event.\r\n if (p.type !== PointerEventTypes.POINTERWHEEL) { return; }\r\n var event = p.event;\r\n var delta = 0;\r\n\r\n // Chrome, Safari: event.deltaY\r\n // IE: event.wheelDelta\r\n // Firefox: event.detail (inverted)\r\n var wheelDelta = Math.max(-1, Math.min(1,\r\n (event.deltaY || (event).wheelDelta || -event.detail)));\r\n if (this.wheelDeltaPercentage) {\r\n console.assert(((this.axisControlRadius) +\r\n (this.axisControlHeight) +\r\n (this.axisControlRotation)) <= 1,\r\n \"wheelDeltaPercentage only usable when mouse wheel \" +\r\n \"controlls ONE axis. \" +\r\n \"Currently enabled: \" +\r\n \"axisControlRadius: \" + this.axisControlRadius +\r\n \", axisControlHeightOffset: \" + this.axisControlHeight +\r\n \", axisControlRotationOffset: \" + this.axisControlRotation);\r\n\r\n if (this.axisControlRadius) {\r\n delta =\r\n wheelDelta * 0.01 * this.wheelDeltaPercentage *\r\n this.camera.radius;\r\n } else if (this.axisControlHeight) {\r\n delta =\r\n wheelDelta * 0.01 * this.wheelDeltaPercentage *\r\n this.camera.heightOffset;\r\n } else if (this.axisControlRotation) {\r\n delta =\r\n wheelDelta * 0.01 * this.wheelDeltaPercentage *\r\n this.camera.rotationOffset;\r\n }\r\n } else {\r\n delta = wheelDelta * this.wheelPrecision;\r\n }\r\n\r\n if (delta) {\r\n if (this.axisControlRadius) {\r\n this.camera.radius += delta;\r\n } else if (this.axisControlHeight) {\r\n this.camera.heightOffset -= delta;\r\n } else if (this.axisControlRotation) {\r\n this.camera.rotationOffset -= delta;\r\n }\r\n }\r\n\r\n if (event.preventDefault) {\r\n if (!noPreventDefault) {\r\n event.preventDefault();\r\n }\r\n }\r\n };\r\n\r\n this._observer = this.camera.getScene().onPointerObservable.add(this._wheel, PointerEventTypes.POINTERWHEEL);\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n * @param element Defines the element to stop listening the inputs from\r\n */\r\n public detachControl(element: Nullable): void {\r\n if (this._observer && element) {\r\n this.camera.getScene().onPointerObservable.remove(this._observer);\r\n this._observer = null;\r\n this._wheel = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current intput.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"ArcRotateCameraMouseWheelInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"mousewheel\";\r\n }\r\n}\r\n\r\n(CameraInputTypes)[\"FollowCameraMouseWheelInput\"] = FollowCameraMouseWheelInput;\r\n","import { Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { FollowCamera } from \"../../Cameras/followCamera\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { BaseCameraPointersInput } from \"../../Cameras/Inputs/BaseCameraPointersInput\";\r\nimport { PointerTouch } from \"../../Events/pointerEvents\";\r\n\r\n/**\r\n * Manage the pointers inputs to control an follow camera.\r\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nexport class FollowCameraPointersInput extends BaseCameraPointersInput {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FollowCamera;\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FollowCameraPointersInput\";\r\n }\r\n\r\n /**\r\n * Defines the pointer angular sensibility along the X axis or how fast is\r\n * the camera rotating.\r\n * A negative number will reverse the axis direction.\r\n */\r\n @serialize()\r\n public angularSensibilityX = 1;\r\n\r\n /**\r\n * Defines the pointer angular sensibility along the Y axis or how fast is\r\n * the camera rotating.\r\n * A negative number will reverse the axis direction.\r\n */\r\n @serialize()\r\n public angularSensibilityY = 1;\r\n\r\n /**\r\n * Defines the pointer pinch precision or how fast is the camera zooming.\r\n * A negative number will reverse the axis direction.\r\n */\r\n @serialize()\r\n public pinchPrecision = 10000.0;\r\n\r\n /**\r\n * pinchDeltaPercentage will be used instead of pinchPrecision if different\r\n * from 0.\r\n * It defines the percentage of current camera.radius to use as delta when\r\n * pinch zoom is used.\r\n */\r\n @serialize()\r\n public pinchDeltaPercentage = 0;\r\n\r\n /**\r\n * Pointer X axis controls zoom. (X axis modifies camera.radius value.)\r\n */\r\n @serialize()\r\n public axisXControlRadius: boolean = false;\r\n\r\n /**\r\n * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)\r\n */\r\n @serialize()\r\n public axisXControlHeight: boolean = false;\r\n\r\n /**\r\n * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)\r\n */\r\n @serialize()\r\n public axisXControlRotation: boolean = true;\r\n\r\n /**\r\n * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)\r\n */\r\n @serialize()\r\n public axisYControlRadius: boolean = false;\r\n\r\n /**\r\n * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)\r\n */\r\n @serialize()\r\n public axisYControlHeight: boolean = true;\r\n\r\n /**\r\n * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)\r\n */\r\n @serialize()\r\n public axisYControlRotation: boolean = false;\r\n\r\n /**\r\n * Pinch controls zoom. (Pinch modifies camera.radius value.)\r\n */\r\n @serialize()\r\n public axisPinchControlRadius: boolean = true;\r\n\r\n /**\r\n * Pinch controls height. (Pinch modifies camera.heightOffset value.)\r\n */\r\n @serialize()\r\n public axisPinchControlHeight: boolean = false;\r\n\r\n /**\r\n * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)\r\n */\r\n @serialize()\r\n public axisPinchControlRotation: boolean = false;\r\n\r\n /**\r\n * Log error messages if basic misconfiguration has occurred.\r\n */\r\n public warningEnable: boolean = true;\r\n\r\n protected onTouch(pointA: Nullable,\r\n offsetX: number,\r\n offsetY: number): void\r\n {\r\n this._warning();\r\n\r\n if (this.axisXControlRotation) {\r\n this.camera.rotationOffset += offsetX / this.angularSensibilityX;\r\n } else if (this.axisYControlRotation) {\r\n this.camera.rotationOffset += offsetY / this.angularSensibilityX;\r\n }\r\n\r\n if (this.axisXControlHeight) {\r\n this.camera.heightOffset += offsetX / this.angularSensibilityY;\r\n } else if (this.axisYControlHeight) {\r\n this.camera.heightOffset += offsetY / this.angularSensibilityY;\r\n }\r\n\r\n if (this.axisXControlRadius) {\r\n this.camera.radius -= offsetX / this.angularSensibilityY;\r\n } else if (this.axisYControlRadius) {\r\n this.camera.radius -= offsetY / this.angularSensibilityY;\r\n }\r\n }\r\n\r\n protected onMultiTouch(pointA: Nullable,\r\n pointB: Nullable,\r\n previousPinchSquaredDistance: number,\r\n pinchSquaredDistance: number,\r\n previousMultiTouchPanPosition: Nullable,\r\n multiTouchPanPosition: Nullable): void\r\n {\r\n if (previousPinchSquaredDistance === 0 && previousMultiTouchPanPosition === null) {\r\n // First time this method is called for new pinch.\r\n // Next time this is called there will be a\r\n // previousPinchSquaredDistance and pinchSquaredDistance to compare.\r\n return;\r\n }\r\n if (pinchSquaredDistance === 0 && multiTouchPanPosition === null) {\r\n // Last time this method is called at the end of a pinch.\r\n return;\r\n }\r\n var pinchDelta =\r\n (pinchSquaredDistance - previousPinchSquaredDistance) /\r\n (this.pinchPrecision * (this.angularSensibilityX + this.angularSensibilityY) / 2);\r\n\r\n if (this.pinchDeltaPercentage) {\r\n pinchDelta *= 0.01 * this.pinchDeltaPercentage;\r\n if (this.axisPinchControlRotation) {\r\n this.camera.rotationOffset += pinchDelta * this.camera.rotationOffset;\r\n }\r\n if (this.axisPinchControlHeight) {\r\n this.camera.heightOffset += pinchDelta * this.camera.heightOffset;\r\n }\r\n if (this.axisPinchControlRadius) {\r\n this.camera.radius -= pinchDelta * this.camera.radius;\r\n }\r\n } else {\r\n if (this.axisPinchControlRotation) {\r\n this.camera.rotationOffset += pinchDelta;\r\n }\r\n\r\n if (this.axisPinchControlHeight) {\r\n this.camera.heightOffset += pinchDelta;\r\n }\r\n\r\n if (this.axisPinchControlRadius) {\r\n this.camera.radius -= pinchDelta;\r\n }\r\n }\r\n }\r\n\r\n /* Check for obvious misconfiguration. */\r\n private _warningCounter: number = 0;\r\n private _warning(): void {\r\n if (!this.warningEnable || this._warningCounter++ % 100 !== 0) {\r\n return;\r\n }\r\n let warn = \"It probably only makes sense to control ONE camera \" +\r\n \"property with each pointer axis. Set 'warningEnable = false' \" +\r\n \"if you are sure. Currently enabled: \";\r\n\r\n console.assert(((this.axisXControlRotation) +\r\n (this.axisXControlHeight) +\r\n (this.axisXControlRadius)) <= 1,\r\n warn +\r\n \"axisXControlRotation: \" + this.axisXControlRotation +\r\n \", axisXControlHeight: \" + this.axisXControlHeight +\r\n \", axisXControlRadius: \" + this.axisXControlRadius);\r\n console.assert(((this.axisYControlRotation) +\r\n (this.axisYControlHeight) +\r\n (this.axisYControlRadius)) <= 1,\r\n warn +\r\n \"axisYControlRotation: \" + this.axisYControlRotation +\r\n \", axisYControlHeight: \" + this.axisYControlHeight +\r\n \", axisYControlRadius: \" + this.axisYControlRadius);\r\n console.assert(((this.axisPinchControlRotation) +\r\n (this.axisPinchControlHeight) +\r\n (this.axisPinchControlRadius)) <= 1,\r\n warn +\r\n \"axisPinchControlRotation: \" + this.axisPinchControlRotation +\r\n \", axisPinchControlHeight: \" + this.axisPinchControlHeight +\r\n \", axisPinchControlRadius: \" + this.axisPinchControlRadius);\r\n }\r\n}\r\n(CameraInputTypes)[\"FollowCameraPointersInput\"] = FollowCameraPointersInput;\r\n","import { Nullable } from \"../../types\";\r\nimport { ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport { Quaternion } from \"../../Maths/math.vector\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { FreeCameraInputsManager } from \"../../Cameras/freeCameraInputsManager\";\r\nimport { Observable } from '../../Misc/observable';\r\n\r\n// Module augmentation to abstract orientation inputs from camera.\r\ndeclare module \"../../Cameras/freeCameraInputsManager\" {\r\n export interface FreeCameraInputsManager {\r\n /**\r\n * @hidden\r\n */\r\n _deviceOrientationInput: Nullable;\r\n /**\r\n * Add orientation input support to the input manager.\r\n * @returns the current input manager\r\n */\r\n addDeviceOrientation(): FreeCameraInputsManager;\r\n }\r\n}\r\n\r\n/**\r\n * Add orientation input support to the input manager.\r\n * @returns the current input manager\r\n */\r\nFreeCameraInputsManager.prototype.addDeviceOrientation = function(): FreeCameraInputsManager {\r\n if (!this._deviceOrientationInput) {\r\n this._deviceOrientationInput = new FreeCameraDeviceOrientationInput();\r\n this.add(this._deviceOrientationInput);\r\n }\r\n\r\n return this;\r\n};\r\n\r\n/**\r\n * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.\r\n * Screen rotation is taken into account.\r\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nexport class FreeCameraDeviceOrientationInput implements ICameraInput {\r\n private _camera: FreeCamera;\r\n\r\n private _screenOrientationAngle: number = 0;\r\n\r\n private _constantTranform: Quaternion;\r\n private _screenQuaternion: Quaternion = new Quaternion();\r\n\r\n private _alpha: number = 0;\r\n private _beta: number = 0;\r\n private _gamma: number = 0;\r\n\r\n /**\r\n * Can be used to detect if a device orientation sensor is available on a device\r\n * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)\r\n * @returns a promise that will resolve on orientation change\r\n */\r\n public static WaitForOrientationChangeAsync(timeout?: number) {\r\n return new Promise((res, rej) => {\r\n var gotValue = false;\r\n var eventHandler = () => {\r\n window.removeEventListener(\"deviceorientation\", eventHandler);\r\n gotValue = true;\r\n res();\r\n };\r\n\r\n // If timeout is populated reject the promise\r\n if (timeout) {\r\n setTimeout(() => {\r\n if (!gotValue) {\r\n window.removeEventListener(\"deviceorientation\", eventHandler);\r\n rej(\"WaitForOrientationChangeAsync timed out\");\r\n }\r\n }, timeout);\r\n }\r\n\r\n if (typeof(DeviceOrientationEvent) !== \"undefined\" && typeof (DeviceOrientationEvent).requestPermission === 'function') {\r\n (DeviceOrientationEvent).requestPermission()\r\n .then((response: string) => {\r\n if (response == 'granted') {\r\n window.addEventListener(\"deviceorientation\", eventHandler);\r\n } else {\r\n Tools.Warn(\"Permission not granted.\");\r\n }\r\n })\r\n .catch((error: any) => {\r\n Tools.Error(error);\r\n });\r\n } else {\r\n window.addEventListener(\"deviceorientation\", eventHandler);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _onDeviceOrientationChangedObservable = new Observable();\r\n /**\r\n * Instantiates a new input\r\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\n constructor() {\r\n this._constantTranform = new Quaternion(- Math.sqrt(0.5), 0, 0, Math.sqrt(0.5));\r\n this._orientationChanged();\r\n }\r\n\r\n /**\r\n * Define the camera controlled by the input.\r\n */\r\n public get camera(): FreeCamera {\r\n return this._camera;\r\n }\r\n\r\n public set camera(camera: FreeCamera) {\r\n this._camera = camera;\r\n if (this._camera != null && !this._camera.rotationQuaternion) {\r\n this._camera.rotationQuaternion = new Quaternion();\r\n }\r\n if (this._camera) {\r\n this._camera.onDisposeObservable.add(() => {\r\n this._onDeviceOrientationChangedObservable.clear();\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param element Defines the element the controls should be listened from\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(element: HTMLElement, noPreventDefault?: boolean): void {\r\n\r\n let hostWindow = this.camera.getScene().getEngine().getHostWindow();\r\n\r\n if (hostWindow) {\r\n\r\n const eventHandler = () => {\r\n hostWindow!.addEventListener(\"orientationchange\", this._orientationChanged);\r\n hostWindow!.addEventListener(\"deviceorientation\", this._deviceOrientation);\r\n //In certain cases, the attach control is called AFTER orientation was changed,\r\n //So this is needed.\r\n this._orientationChanged();\r\n };\r\n if (typeof(DeviceOrientationEvent) !== \"undefined\" && typeof (DeviceOrientationEvent).requestPermission === 'function') {\r\n (DeviceOrientationEvent).requestPermission()\r\n .then((response: string) => {\r\n if (response === 'granted') {\r\n eventHandler();\r\n } else {\r\n Tools.Warn(\"Permission not granted.\");\r\n }\r\n })\r\n .catch((error: any) => {\r\n Tools.Error(error);\r\n });\r\n } else {\r\n eventHandler();\r\n }\r\n }\r\n }\r\n\r\n private _orientationChanged = () => {\r\n this._screenOrientationAngle = (window.orientation !== undefined ? +window.orientation : ((window.screen).orientation && ((window.screen).orientation)['angle'] ? ((window.screen).orientation).angle : 0));\r\n this._screenOrientationAngle = -Tools.ToRadians(this._screenOrientationAngle / 2);\r\n this._screenQuaternion.copyFromFloats(0, Math.sin(this._screenOrientationAngle), 0, Math.cos(this._screenOrientationAngle));\r\n }\r\n\r\n private _deviceOrientation = (evt: DeviceOrientationEvent) => {\r\n this._alpha = evt.alpha !== null ? evt.alpha : 0;\r\n this._beta = evt.beta !== null ? evt.beta : 0;\r\n this._gamma = evt.gamma !== null ? evt.gamma : 0;\r\n if (evt.alpha !== null) {\r\n this._onDeviceOrientationChangedObservable.notifyObservers();\r\n }\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n * @param element Defines the element to stop listening the inputs from\r\n */\r\n public detachControl(element: Nullable): void {\r\n window.removeEventListener(\"orientationchange\", this._orientationChanged);\r\n window.removeEventListener(\"deviceorientation\", this._deviceOrientation);\r\n this._alpha = 0;\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n //if no device orientation provided, don't update the rotation.\r\n //Only testing against alpha under the assumption thatnorientation will never be so exact when set.\r\n if (!this._alpha) { return; }\r\n Quaternion.RotationYawPitchRollToRef(Tools.ToRadians(this._alpha), Tools.ToRadians(this._beta), -Tools.ToRadians(this._gamma), this.camera.rotationQuaternion);\r\n this._camera.rotationQuaternion.multiplyInPlace(this._screenQuaternion);\r\n this._camera.rotationQuaternion.multiplyInPlace(this._constantTranform);\r\n //Mirror on XY Plane\r\n this._camera.rotationQuaternion.z *= -1;\r\n this._camera.rotationQuaternion.w *= -1;\r\n }\r\n\r\n /**\r\n * Gets the class name of the current intput.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FreeCameraDeviceOrientationInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"deviceOrientation\";\r\n }\r\n}\r\n\r\n(CameraInputTypes)[\"FreeCameraDeviceOrientationInput\"] = FreeCameraDeviceOrientationInput;\r\n","import { serialize } from \"../../Misc/decorators\";\r\nimport { Observer } from \"../../Misc/observable\";\r\nimport { Nullable } from \"../../types\";\r\nimport { ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport { Matrix, Vector3, Vector2 } from \"../../Maths/math.vector\";\r\nimport { Gamepad } from \"../../Gamepads/gamepad\";\r\n\r\n/**\r\n * Manage the gamepad inputs to control a free camera.\r\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nexport class FreeCameraGamepadInput implements ICameraInput {\r\n /**\r\n * Define the camera the input is attached to.\r\n */\r\n public camera: FreeCamera;\r\n\r\n /**\r\n * Define the Gamepad controlling the input\r\n */\r\n public gamepad: Nullable;\r\n\r\n /**\r\n * Defines the gamepad rotation sensiblity.\r\n * This is the threshold from when rotation starts to be accounted for to prevent jittering.\r\n */\r\n @serialize()\r\n public gamepadAngularSensibility = 200;\r\n\r\n /**\r\n * Defines the gamepad move sensiblity.\r\n * This is the threshold from when moving starts to be accounted for for to prevent jittering.\r\n */\r\n @serialize()\r\n public gamepadMoveSensibility = 40;\r\n\r\n private _yAxisScale = 1.0;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted\r\n */\r\n public get invertYAxis() {\r\n return this._yAxisScale !== 1.0;\r\n }\r\n\r\n public set invertYAxis(value: boolean) {\r\n this._yAxisScale = value ? -1.0 : 1.0;\r\n }\r\n\r\n // private members\r\n private _onGamepadConnectedObserver: Nullable>;\r\n private _onGamepadDisconnectedObserver: Nullable>;\r\n private _cameraTransform: Matrix = Matrix.Identity();\r\n private _deltaTransform: Vector3 = Vector3.Zero();\r\n private _vector3: Vector3 = Vector3.Zero();\r\n private _vector2: Vector2 = Vector2.Zero();\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param element Defines the element the controls should be listened from\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(element: HTMLElement, noPreventDefault?: boolean): void {\r\n let manager = this.camera.getScene().gamepadManager;\r\n this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add((gamepad) => {\r\n if (gamepad.type !== Gamepad.POSE_ENABLED) {\r\n // prioritize XBOX gamepads.\r\n if (!this.gamepad || gamepad.type === Gamepad.XBOX) {\r\n this.gamepad = gamepad;\r\n }\r\n }\r\n });\r\n\r\n this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add((gamepad) => {\r\n if (this.gamepad === gamepad) {\r\n this.gamepad = null;\r\n }\r\n });\r\n\r\n this.gamepad = manager.getGamepadByType(Gamepad.XBOX);\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n * @param element Defines the element to stop listening the inputs from\r\n */\r\n public detachControl(element: Nullable): void {\r\n this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);\r\n this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);\r\n this.gamepad = null;\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (this.gamepad && this.gamepad.leftStick) {\r\n var camera = this.camera;\r\n var LSValues = this.gamepad.leftStick;\r\n var normalizedLX = LSValues.x / this.gamepadMoveSensibility;\r\n var normalizedLY = LSValues.y / this.gamepadMoveSensibility;\r\n LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;\r\n LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;\r\n\r\n var RSValues = this.gamepad.rightStick;\r\n if (RSValues) {\r\n var normalizedRX = RSValues.x / this.gamepadAngularSensibility;\r\n var normalizedRY = (RSValues.y / this.gamepadAngularSensibility) * this._yAxisScale;\r\n RSValues.x = Math.abs(normalizedRX) > 0.001 ? 0 + normalizedRX : 0;\r\n RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0;\r\n }\r\n else {\r\n RSValues = { x: 0, y: 0 };\r\n }\r\n\r\n if (!camera.rotationQuaternion) {\r\n Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, this._cameraTransform);\r\n } else {\r\n camera.rotationQuaternion.toRotationMatrix(this._cameraTransform);\r\n }\r\n\r\n var speed = camera._computeLocalCameraSpeed() * 50.0;\r\n this._vector3.copyFromFloats(LSValues.x * speed, 0, -LSValues.y * speed);\r\n\r\n Vector3.TransformCoordinatesToRef(this._vector3, this._cameraTransform, this._deltaTransform);\r\n camera.cameraDirection.addInPlace(this._deltaTransform);\r\n this._vector2.copyFromFloats(RSValues.y, RSValues.x);\r\n camera.cameraRotation.addInPlace(this._vector2);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current intput.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FreeCameraGamepadInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"gamepad\";\r\n }\r\n}\r\n\r\n(CameraInputTypes)[\"FreeCameraGamepadInput\"] = FreeCameraGamepadInput;\r\n","import { serialize } from \"../../Misc/decorators\";\r\nimport { Observer } from \"../../Misc/observable\";\r\nimport { Nullable } from \"../../types\";\r\nimport { ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport { KeyboardInfo, KeyboardEventTypes } from \"../../Events/keyboardEvents\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Engine } from \"../../Engines/engine\";\r\n/**\r\n * Manage the keyboard inputs to control the movement of a free camera.\r\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nexport class FreeCameraKeyboardMoveInput implements ICameraInput {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FreeCamera;\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the forward move of the camera.\r\n */\r\n @serialize()\r\n public keysUp = [38];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the upward move of the camera.\r\n */\r\n @serialize()\r\n public keysUpward = [33];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the backward move of the camera.\r\n */\r\n @serialize()\r\n public keysDown = [40];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the downward move of the camera.\r\n */\r\n @serialize()\r\n public keysDownward = [34];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.\r\n */\r\n @serialize()\r\n public keysLeft = [37];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.\r\n */\r\n @serialize()\r\n public keysRight = [39];\r\n\r\n private _keys = new Array();\r\n private _onCanvasBlurObserver: Nullable>;\r\n private _onKeyboardObserver: Nullable>;\r\n private _engine: Engine;\r\n private _scene: Scene;\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param element Defines the element the controls should be listened from\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(element: HTMLElement, noPreventDefault?: boolean): void {\r\n if (this._onCanvasBlurObserver) {\r\n return;\r\n }\r\n\r\n this._scene = this.camera.getScene();\r\n this._engine = this._scene.getEngine();\r\n\r\n this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(() => {\r\n this._keys = [];\r\n });\r\n\r\n this._onKeyboardObserver = this._scene.onKeyboardObservable.add((info) => {\r\n let evt = info.event;\r\n if (!evt.metaKey) {\r\n if (info.type === KeyboardEventTypes.KEYDOWN) {\r\n if (this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRight.indexOf(evt.keyCode) !== -1 ||\r\n this.keysUpward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDownward.indexOf(evt.keyCode) !== -1) {\r\n var index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index === -1) {\r\n this._keys.push(evt.keyCode);\r\n }\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n } else {\r\n if (this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRight.indexOf(evt.keyCode) !== -1 ||\r\n this.keysUpward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDownward.indexOf(evt.keyCode) !== -1) {\r\n var index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index >= 0) {\r\n this._keys.splice(index, 1);\r\n }\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n * @param element Defines the element to stop listening the inputs from\r\n */\r\n public detachControl(element: Nullable): void {\r\n if (this._scene) {\r\n if (this._onKeyboardObserver) {\r\n this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);\r\n }\r\n\r\n if (this._onCanvasBlurObserver) {\r\n this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);\r\n }\r\n this._onKeyboardObserver = null;\r\n this._onCanvasBlurObserver = null;\r\n }\r\n this._keys = [];\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (this._onKeyboardObserver) {\r\n var camera = this.camera;\r\n // Keyboard\r\n for (var index = 0; index < this._keys.length; index++) {\r\n var keyCode = this._keys[index];\r\n var speed = camera._computeLocalCameraSpeed();\r\n\r\n if (this.keysLeft.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(-speed, 0, 0);\r\n } else if (this.keysUp.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, speed);\r\n } else if (this.keysRight.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(speed, 0, 0);\r\n } else if (this.keysDown.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, -speed);\r\n } else if (this.keysUpward.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, speed, 0);\r\n } else if (this.keysDownward.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, -speed, 0);\r\n }\r\n\r\n if (camera.getScene().useRightHandedSystem) {\r\n camera._localDirection.z *= -1;\r\n }\r\n\r\n camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);\r\n Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);\r\n camera.cameraDirection.addInPlace(camera._transformedDirection);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current intput.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FreeCameraKeyboardMoveInput\";\r\n }\r\n\r\n /** @hidden */\r\n public _onLostFocus(): void {\r\n this._keys = [];\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"keyboard\";\r\n }\r\n}\r\n\r\n(CameraInputTypes)[\"FreeCameraKeyboardMoveInput\"] = FreeCameraKeyboardMoveInput;\r\n","import { Observer, EventState, Observable } from \"../../Misc/observable\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { Nullable } from \"../../types\";\r\nimport { ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport { PointerInfo, PointerEventTypes } from \"../../Events/pointerEvents\";\r\n/**\r\n * Manage the mouse inputs to control the movement of a free camera.\r\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nexport class FreeCameraMouseInput implements ICameraInput {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FreeCamera;\r\n\r\n /**\r\n * Defines the buttons associated with the input to handle camera move.\r\n */\r\n @serialize()\r\n public buttons = [0, 1, 2];\r\n\r\n /**\r\n * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.\r\n */\r\n @serialize()\r\n public angularSensibility = 2000.0;\r\n\r\n private _pointerInput: (p: PointerInfo, s: EventState) => void;\r\n private _onMouseMove: Nullable<(e: MouseEvent) => any>;\r\n private _observer: Nullable>;\r\n private previousPosition: Nullable<{ x: number, y: number }> = null;\r\n\r\n /**\r\n * Observable for when a pointer move event occurs containing the move offset\r\n */\r\n public onPointerMovedObservable = new Observable<{ offsetX: number, offsetY: number }>();\r\n /**\r\n * @hidden\r\n * If the camera should be rotated automatically based on pointer movement\r\n */\r\n public _allowCameraRotation = true;\r\n /**\r\n * Manage the mouse inputs to control the movement of a free camera.\r\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n * @param touchEnabled Defines if touch is enabled or not\r\n */\r\n constructor(\r\n /**\r\n * Define if touch is enabled in the mouse input\r\n */\r\n public touchEnabled = true) {\r\n }\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param element Defines the element the controls should be listened from\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(element: HTMLElement, noPreventDefault?: boolean): void {\r\n var engine = this.camera.getEngine();\r\n\r\n if (!this._pointerInput) {\r\n this._pointerInput = (p) => {\r\n var evt = p.event;\r\n\r\n if (engine.isInVRExclusivePointerMode) {\r\n return;\r\n }\r\n\r\n if (!this.touchEnabled && evt.pointerType === \"touch\") {\r\n return;\r\n }\r\n\r\n if (p.type !== PointerEventTypes.POINTERMOVE && this.buttons.indexOf(evt.button) === -1) {\r\n return;\r\n }\r\n\r\n let srcElement = (evt.srcElement || evt.target);\r\n\r\n if (p.type === PointerEventTypes.POINTERDOWN && srcElement) {\r\n try {\r\n srcElement.setPointerCapture(evt.pointerId);\r\n } catch (e) {\r\n //Nothing to do with the error. Execution will continue.\r\n }\r\n\r\n this.previousPosition = {\r\n x: evt.clientX,\r\n y: evt.clientY\r\n };\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n element.focus();\r\n }\r\n }\r\n else if (p.type === PointerEventTypes.POINTERUP && srcElement) {\r\n try {\r\n srcElement.releasePointerCapture(evt.pointerId);\r\n } catch (e) {\r\n //Nothing to do with the error.\r\n }\r\n\r\n this.previousPosition = null;\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n\r\n else if (p.type === PointerEventTypes.POINTERMOVE) {\r\n if (!this.previousPosition || engine.isPointerLock) {\r\n return;\r\n }\r\n\r\n var offsetX = evt.clientX - this.previousPosition.x;\r\n var offsetY = evt.clientY - this.previousPosition.y;\r\n if (this.camera.getScene().useRightHandedSystem) { offsetX *= -1; }\r\n if (this.camera.parent && this.camera.parent._getWorldMatrixDeterminant() < 0) { offsetX *= -1; }\r\n\r\n if (this._allowCameraRotation) {\r\n this.camera.cameraRotation.y += offsetX / this.angularSensibility;\r\n this.camera.cameraRotation.x += offsetY / this.angularSensibility;\r\n }\r\n this.onPointerMovedObservable.notifyObservers({offsetX: offsetX, offsetY: offsetY});\r\n\r\n this.previousPosition = {\r\n x: evt.clientX,\r\n y: evt.clientY\r\n };\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n };\r\n }\r\n\r\n this._onMouseMove = (evt) => {\r\n if (!engine.isPointerLock) {\r\n return;\r\n }\r\n\r\n if (engine.isInVRExclusivePointerMode) {\r\n return;\r\n }\r\n\r\n var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;\r\n if (this.camera.getScene().useRightHandedSystem) { offsetX *= -1; }\r\n if (this.camera.parent && this.camera.parent._getWorldMatrixDeterminant() < 0) { offsetX *= -1; }\r\n this.camera.cameraRotation.y += offsetX / this.angularSensibility;\r\n\r\n var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;\r\n this.camera.cameraRotation.x += offsetY / this.angularSensibility;\r\n\r\n this.previousPosition = null;\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n };\r\n\r\n this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP | PointerEventTypes.POINTERMOVE);\r\n element.addEventListener(\"mousemove\", this._onMouseMove, false);\r\n\r\n element.addEventListener(\"contextmenu\",\r\n this.onContextMenu.bind(this), false);\r\n }\r\n\r\n /**\r\n * Called on JS contextmenu event.\r\n * Override this method to provide functionality.\r\n */\r\n protected onContextMenu(evt: PointerEvent): void {\r\n evt.preventDefault();\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n * @param element Defines the element to stop listening the inputs from\r\n */\r\n public detachControl(element: Nullable): void {\r\n if (this._observer && element) {\r\n this.camera.getScene().onPointerObservable.remove(this._observer);\r\n\r\n if (this._onMouseMove) {\r\n element.removeEventListener(\"mousemove\", this._onMouseMove);\r\n }\r\n\r\n if (this.onContextMenu) {\r\n element.removeEventListener(\"contextmenu\", this.onContextMenu);\r\n }\r\n\r\n if (this.onPointerMovedObservable) {\r\n this.onPointerMovedObservable.clear();\r\n }\r\n\r\n this._observer = null;\r\n this._onMouseMove = null;\r\n this.previousPosition = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current intput.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FreeCameraMouseInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"mouse\";\r\n }\r\n}\r\n\r\n(CameraInputTypes)[\"FreeCameraMouseInput\"] = FreeCameraMouseInput;\r\n","import { serialize } from \"../../Misc/decorators\";\r\nimport { Observer, EventState } from \"../../Misc/observable\";\r\nimport { Nullable } from \"../../types\";\r\nimport { ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport { PointerInfo, PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Matrix, Vector3 } from \"../../Maths/math.vector\";\r\n/**\r\n * Manage the touch inputs to control the movement of a free camera.\r\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nexport class FreeCameraTouchInput implements ICameraInput {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FreeCamera;\r\n\r\n /**\r\n * Defines the touch sensibility for rotation.\r\n * The higher the faster.\r\n */\r\n @serialize()\r\n public touchAngularSensibility: number = 200000.0;\r\n\r\n /**\r\n * Defines the touch sensibility for move.\r\n * The higher the faster.\r\n */\r\n @serialize()\r\n public touchMoveSensibility: number = 250.0;\r\n\r\n private _offsetX: Nullable = null;\r\n private _offsetY: Nullable = null;\r\n\r\n private _pointerPressed = new Array();\r\n private _pointerInput: (p: PointerInfo, s: EventState) => void;\r\n private _observer: Nullable>;\r\n private _onLostFocus: Nullable<(e: FocusEvent) => any>;\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param element Defines the element the controls should be listened from\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(element: HTMLElement, noPreventDefault?: boolean): void {\r\n var previousPosition: Nullable<{ x: number, y: number }> = null;\r\n\r\n if (this._pointerInput === undefined) {\r\n this._onLostFocus = () => {\r\n this._offsetX = null;\r\n this._offsetY = null;\r\n };\r\n\r\n this._pointerInput = (p) => {\r\n var evt = p.event;\r\n\r\n if (evt.pointerType === \"mouse\") {\r\n return;\r\n }\r\n\r\n if (p.type === PointerEventTypes.POINTERDOWN) {\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n\r\n this._pointerPressed.push(evt.pointerId);\r\n\r\n if (this._pointerPressed.length !== 1) {\r\n return;\r\n }\r\n\r\n previousPosition = {\r\n x: evt.clientX,\r\n y: evt.clientY\r\n };\r\n }\r\n\r\n else if (p.type === PointerEventTypes.POINTERUP) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n\r\n var index: number = this._pointerPressed.indexOf(evt.pointerId);\r\n\r\n if (index === -1) {\r\n return;\r\n }\r\n this._pointerPressed.splice(index, 1);\r\n\r\n if (index != 0) {\r\n return;\r\n }\r\n previousPosition = null;\r\n this._offsetX = null;\r\n this._offsetY = null;\r\n }\r\n\r\n else if (p.type === PointerEventTypes.POINTERMOVE) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n\r\n if (!previousPosition) {\r\n return;\r\n }\r\n\r\n var index: number = this._pointerPressed.indexOf(evt.pointerId);\r\n\r\n if (index != 0) {\r\n return;\r\n }\r\n\r\n this._offsetX = evt.clientX - previousPosition.x;\r\n this._offsetY = -(evt.clientY - previousPosition.y);\r\n }\r\n };\r\n }\r\n\r\n this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP | PointerEventTypes.POINTERMOVE);\r\n\r\n if (this._onLostFocus) {\r\n element.addEventListener(\"blur\", this._onLostFocus);\r\n }\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n * @param element Defines the element to stop listening the inputs from\r\n */\r\n public detachControl(element: Nullable): void {\r\n if (this._pointerInput && element) {\r\n if (this._observer) {\r\n this.camera.getScene().onPointerObservable.remove(this._observer);\r\n this._observer = null;\r\n }\r\n\r\n if (this._onLostFocus) {\r\n element.removeEventListener(\"blur\", this._onLostFocus);\r\n this._onLostFocus = null;\r\n }\r\n this._pointerPressed = [];\r\n this._offsetX = null;\r\n this._offsetY = null;\r\n }\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (this._offsetX && this._offsetY) {\r\n var camera = this.camera;\r\n camera.cameraRotation.y += this._offsetX / this.touchAngularSensibility;\r\n\r\n if (this._pointerPressed.length > 1) {\r\n camera.cameraRotation.x += -this._offsetY / this.touchAngularSensibility;\r\n } else {\r\n var speed = camera._computeLocalCameraSpeed();\r\n var direction = new Vector3(0, 0, speed * this._offsetY / this.touchMoveSensibility);\r\n\r\n Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, camera._cameraRotationMatrix);\r\n camera.cameraDirection.addInPlace(Vector3.TransformCoordinates(direction, camera._cameraRotationMatrix));\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current intput.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FreeCameraTouchInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"touch\";\r\n }\r\n}\r\n\r\n(CameraInputTypes)[\"FreeCameraTouchInput\"] = FreeCameraTouchInput;\r\n","import { VirtualJoystick, JoystickAxis } from \"../../Misc/virtualJoystick\";\r\nimport { Nullable } from \"../../types\";\r\nimport { ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport { Matrix, Vector3 } from \"../../Maths/math.vector\";\r\nimport { FreeCameraInputsManager } from \"../../Cameras/freeCameraInputsManager\";\r\n\r\n// Module augmentation to abstract virtual joystick from camera.\r\ndeclare module \"../../Cameras/freeCameraInputsManager\" {\r\n export interface FreeCameraInputsManager {\r\n /**\r\n * Add virtual joystick input support to the input manager.\r\n * @returns the current input manager\r\n */\r\n addVirtualJoystick(): FreeCameraInputsManager;\r\n }\r\n}\r\n\r\n/**\r\n* Add virtual joystick input support to the input manager.\r\n* @returns the current input manager\r\n*/\r\nFreeCameraInputsManager.prototype.addVirtualJoystick = function(): FreeCameraInputsManager {\r\n this.add(new FreeCameraVirtualJoystickInput());\r\n return this;\r\n};\r\n\r\n/**\r\n * Manage the Virtual Joystick inputs to control the movement of a free camera.\r\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nexport class FreeCameraVirtualJoystickInput implements ICameraInput {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FreeCamera;\r\n\r\n private _leftjoystick: VirtualJoystick;\r\n private _rightjoystick: VirtualJoystick;\r\n\r\n /**\r\n * Gets the left stick of the virtual joystick.\r\n * @returns The virtual Joystick\r\n */\r\n public getLeftJoystick(): VirtualJoystick {\r\n return this._leftjoystick;\r\n }\r\n\r\n /**\r\n * Gets the right stick of the virtual joystick.\r\n * @returns The virtual Joystick\r\n */\r\n public getRightJoystick(): VirtualJoystick {\r\n return this._rightjoystick;\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs() {\r\n if (this._leftjoystick) {\r\n var camera = this.camera;\r\n var speed = camera._computeLocalCameraSpeed() * 50;\r\n var cameraTransform = Matrix.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, 0);\r\n var deltaTransform = Vector3.TransformCoordinates(new Vector3(this._leftjoystick.deltaPosition.x * speed, this._leftjoystick.deltaPosition.y * speed, this._leftjoystick.deltaPosition.z * speed), cameraTransform);\r\n camera.cameraDirection = camera.cameraDirection.add(deltaTransform);\r\n camera.cameraRotation = camera.cameraRotation.addVector3(this._rightjoystick.deltaPosition);\r\n\r\n if (!this._leftjoystick.pressed) {\r\n this._leftjoystick.deltaPosition = this._leftjoystick.deltaPosition.scale(0.9);\r\n }\r\n if (!this._rightjoystick.pressed) {\r\n this._rightjoystick.deltaPosition = this._rightjoystick.deltaPosition.scale(0.9);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param element Defines the element the controls should be listened from\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(element: HTMLElement, noPreventDefault?: boolean): void {\r\n this._leftjoystick = new VirtualJoystick(true);\r\n this._leftjoystick.setAxisForUpDown(JoystickAxis.Z);\r\n this._leftjoystick.setAxisForLeftRight(JoystickAxis.X);\r\n this._leftjoystick.setJoystickSensibility(0.15);\r\n this._rightjoystick = new VirtualJoystick(false);\r\n this._rightjoystick.setAxisForUpDown(JoystickAxis.X);\r\n this._rightjoystick.setAxisForLeftRight(JoystickAxis.Y);\r\n this._rightjoystick.reverseUpDown = true;\r\n this._rightjoystick.setJoystickSensibility(0.05);\r\n this._rightjoystick.setJoystickColor(\"yellow\");\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n * @param element Defines the element to stop listening the inputs from\r\n */\r\n public detachControl(element: Nullable): void {\r\n this._leftjoystick.releaseCanvas();\r\n this._rightjoystick.releaseCanvas();\r\n }\r\n\r\n /**\r\n * Gets the class name of the current intput.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FreeCameraVirtualJoystickInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"virtualJoystick\";\r\n }\r\n}\r\n\r\n(CameraInputTypes)[\"FreeCameraVirtualJoystickInput\"] = FreeCameraVirtualJoystickInput;\r\n","export * from \"./arcRotateCameraGamepadInput\";\r\nexport * from \"./arcRotateCameraKeyboardMoveInput\";\r\nexport * from \"./arcRotateCameraMouseWheelInput\";\r\nexport * from \"./arcRotateCameraPointersInput\";\r\nexport * from \"./arcRotateCameraVRDeviceOrientationInput\";\r\nexport * from \"./flyCameraKeyboardInput\";\r\nexport * from \"./flyCameraMouseInput\";\r\nexport * from \"./followCameraKeyboardMoveInput\";\r\nexport * from \"./followCameraMouseWheelInput\";\r\nexport * from \"./followCameraPointersInput\";\r\nexport * from \"./freeCameraDeviceOrientationInput\";\r\nexport * from \"./freeCameraGamepadInput\";\r\nexport * from \"./freeCameraKeyboardMoveInput\";\r\nexport * from \"./freeCameraMouseInput\";\r\nexport * from \"./freeCameraTouchInput\";\r\nexport * from \"./freeCameraVirtualJoystickInput\";\r\n","import { Camera } from \"../camera\";\r\nimport { PassPostProcess } from \"../../PostProcesses/passPostProcess\";\r\nimport { AnaglyphPostProcess } from \"../../PostProcesses/anaglyphPostProcess\";\r\n\r\nCamera._setStereoscopicAnaglyphRigMode = function(camera: Camera) {\r\n camera._rigCameras[0]._rigPostProcess = new PassPostProcess(camera.name + \"_passthru\", 1.0, camera._rigCameras[0]);\r\n camera._rigCameras[1]._rigPostProcess = new AnaglyphPostProcess(camera.name + \"_anaglyph\", 1.0, camera._rigCameras);\r\n};","import { Camera } from \"../camera\";\r\nimport { Viewport } from '../../Maths/math.viewport';\r\n\r\nCamera._setStereoscopicRigMode = function(camera: Camera) {\r\n var isStereoscopicHoriz = camera.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL || camera.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED;\r\n var isCrossEye = camera.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED;\r\n camera._rigCameras[isCrossEye ? 1 : 0].viewport = new Viewport(0, 0, isStereoscopicHoriz ? 0.5 : 1.0, isStereoscopicHoriz ? 1.0 : 0.5);\r\n camera._rigCameras[isCrossEye ? 0 : 1].viewport = new Viewport(isStereoscopicHoriz ? 0.5 : 0, isStereoscopicHoriz ? 0 : 0.5, isStereoscopicHoriz ? 0.5 : 1.0, isStereoscopicHoriz ? 1.0 : 0.5);\r\n};","import { Camera } from \"../camera\";\r\nimport { Matrix } from \"../../Maths/math.vector\";\r\nimport { VRDistortionCorrectionPostProcess } from \"../../PostProcesses/vrDistortionCorrectionPostProcess\";\r\nimport { VRMultiviewToSingleviewPostProcess } from '../../PostProcesses/vrMultiviewToSingleviewPostProcess';\r\nimport { VRCameraMetrics } from \"../VR/vrCameraMetrics\";\r\nimport { Logger } from '../../Misc/logger';\r\nimport { Viewport } from '../../Maths/math.viewport';\r\n\r\nCamera._setVRRigMode = function(camera: Camera, rigParams: any) {\r\n var metrics = rigParams.vrCameraMetrics || VRCameraMetrics.GetDefault();\r\n\r\n camera._rigCameras[0]._cameraRigParams.vrMetrics = metrics;\r\n camera._rigCameras[0].viewport = new Viewport(0, 0, 0.5, 1.0);\r\n camera._rigCameras[0]._cameraRigParams.vrWorkMatrix = new Matrix();\r\n camera._rigCameras[0]._cameraRigParams.vrHMatrix = metrics.leftHMatrix;\r\n camera._rigCameras[0]._cameraRigParams.vrPreViewMatrix = metrics.leftPreViewMatrix;\r\n camera._rigCameras[0].getProjectionMatrix = camera._rigCameras[0]._getVRProjectionMatrix;\r\n\r\n camera._rigCameras[1]._cameraRigParams.vrMetrics = metrics;\r\n camera._rigCameras[1].viewport = new Viewport(0.5, 0, 0.5, 1.0);\r\n camera._rigCameras[1]._cameraRigParams.vrWorkMatrix = new Matrix();\r\n camera._rigCameras[1]._cameraRigParams.vrHMatrix = metrics.rightHMatrix;\r\n camera._rigCameras[1]._cameraRigParams.vrPreViewMatrix = metrics.rightPreViewMatrix;\r\n camera._rigCameras[1].getProjectionMatrix = camera._rigCameras[1]._getVRProjectionMatrix;\r\n\r\n // For multiview on a webVR camera\r\n // First multiview will be rendered to camera._multiviewTexture\r\n // Then this postprocess will run on each eye to copy the right texture to each eye\r\n if (metrics.multiviewEnabled) {\r\n if (!camera.getScene().getEngine().getCaps().multiview) {\r\n Logger.Warn(\"Multiview is not supported, falling back to standard rendering\");\r\n metrics.multiviewEnabled = false;\r\n } else {\r\n camera._useMultiviewToSingleView = true;\r\n camera._rigPostProcess = new VRMultiviewToSingleviewPostProcess(\"VRMultiviewToSingleview\", camera, metrics.postProcessScaleFactor);\r\n }\r\n }\r\n\r\n if (metrics.compensateDistortion) {\r\n camera._rigCameras[0]._rigPostProcess = new VRDistortionCorrectionPostProcess(\"VR_Distort_Compensation_Left\", camera._rigCameras[0], false, metrics);\r\n camera._rigCameras[1]._rigPostProcess = new VRDistortionCorrectionPostProcess(\"VR_Distort_Compensation_Right\", camera._rigCameras[1], true, metrics);\r\n }\r\n};","import { Camera } from \"../camera\";\r\nimport { Matrix } from \"../../Maths/math.vector\";\r\nimport { Viewport } from '../../Maths/math.viewport';\r\n\r\nCamera._setWebVRRigMode = function(camera: Camera, rigParams: any) {\r\n if (rigParams.vrDisplay) {\r\n var leftEye = rigParams.vrDisplay.getEyeParameters('left');\r\n var rightEye = rigParams.vrDisplay.getEyeParameters('right');\r\n\r\n //Left eye\r\n camera._rigCameras[0].viewport = new Viewport(0, 0, 0.5, 1.0);\r\n camera._rigCameras[0].setCameraRigParameter(\"left\", true);\r\n //leaving this for future reference\r\n camera._rigCameras[0].setCameraRigParameter(\"specs\", rigParams.specs);\r\n camera._rigCameras[0].setCameraRigParameter(\"eyeParameters\", leftEye);\r\n camera._rigCameras[0].setCameraRigParameter(\"frameData\", rigParams.frameData);\r\n camera._rigCameras[0].setCameraRigParameter(\"parentCamera\", rigParams.parentCamera);\r\n camera._rigCameras[0]._cameraRigParams.vrWorkMatrix = new Matrix();\r\n camera._rigCameras[0].getProjectionMatrix = camera._getWebVRProjectionMatrix;\r\n camera._rigCameras[0].parent = camera;\r\n camera._rigCameras[0]._getViewMatrix = camera._getWebVRViewMatrix;\r\n\r\n //Right eye\r\n camera._rigCameras[1].viewport = new Viewport(0.5, 0, 0.5, 1.0);\r\n camera._rigCameras[1].setCameraRigParameter('eyeParameters', rightEye);\r\n camera._rigCameras[1].setCameraRigParameter(\"specs\", rigParams.specs);\r\n camera._rigCameras[1].setCameraRigParameter(\"frameData\", rigParams.frameData);\r\n camera._rigCameras[1].setCameraRigParameter(\"parentCamera\", rigParams.parentCamera);\r\n camera._rigCameras[1]._cameraRigParams.vrWorkMatrix = new Matrix();\r\n camera._rigCameras[1].getProjectionMatrix = camera._getWebVRProjectionMatrix;\r\n camera._rigCameras[1].parent = camera;\r\n camera._rigCameras[1]._getViewMatrix = camera._getWebVRViewMatrix;\r\n }\r\n};","import { Camera } from \"../../Cameras/camera\";\r\nimport { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Node } from \"../../node\";\r\n\r\n// Side effect import to define the stereoscopic mode.\r\nimport \"../RigModes/stereoscopicAnaglyphRigMode\";\r\n\r\nNode.AddNodeConstructor(\"AnaglyphArcRotateCamera\", (name, scene, options) => {\r\n return () => new AnaglyphArcRotateCamera(name, 0, 0, 1.0, Vector3.Zero(), options.interaxial_distance, scene);\r\n});\r\n\r\n/**\r\n * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)\r\n * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras\r\n */\r\nexport class AnaglyphArcRotateCamera extends ArcRotateCamera {\r\n\r\n /**\r\n * Creates a new AnaglyphArcRotateCamera\r\n * @param name defines camera name\r\n * @param alpha defines alpha angle (in radians)\r\n * @param beta defines beta angle (in radians)\r\n * @param radius defines radius\r\n * @param target defines camera target\r\n * @param interaxialDistance defines distance between each color axis\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene) {\r\n super(name, alpha, beta, radius, target, scene);\r\n this.interaxialDistance = interaxialDistance;\r\n this.setCameraRigMode(Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns AnaglyphArcRotateCamera\r\n */\r\n public getClassName(): string {\r\n return \"AnaglyphArcRotateCamera\";\r\n }\r\n}\r\n","import { Camera } from \"../../Cameras/camera\";\r\nimport { FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Node } from \"../../node\";\r\n\r\n// Side effect import to define the stereoscopic mode.\r\nimport \"../RigModes/stereoscopicAnaglyphRigMode\";\r\n\r\nNode.AddNodeConstructor(\"AnaglyphFreeCamera\", (name, scene, options) => {\r\n return () => new AnaglyphFreeCamera(name, Vector3.Zero(), options.interaxial_distance, scene);\r\n});\r\n\r\n/**\r\n * Camera used to simulate anaglyphic rendering (based on FreeCamera)\r\n * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras\r\n */\r\nexport class AnaglyphFreeCamera extends FreeCamera {\r\n /**\r\n * Creates a new AnaglyphFreeCamera\r\n * @param name defines camera name\r\n * @param position defines initial position\r\n * @param interaxialDistance defines distance between each color axis\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene) {\r\n super(name, position, scene);\r\n this.interaxialDistance = interaxialDistance;\r\n this.setCameraRigMode(Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns AnaglyphFreeCamera\r\n */\r\n public getClassName(): string {\r\n return \"AnaglyphFreeCamera\";\r\n }\r\n}\r\n","import { Camera } from \"../../Cameras/camera\";\r\nimport { GamepadCamera } from \"../../Cameras/gamepadCamera\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Node } from \"../../node\";\r\n\r\n// Side effect import to define the stereoscopic mode.\r\nimport \"../RigModes/stereoscopicAnaglyphRigMode\";\r\n\r\nNode.AddNodeConstructor(\"AnaglyphGamepadCamera\", (name, scene, options) => {\r\n return () => new AnaglyphGamepadCamera(name, Vector3.Zero(), options.interaxial_distance, scene);\r\n});\r\n\r\n/**\r\n * Camera used to simulate anaglyphic rendering (based on GamepadCamera)\r\n * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras\r\n */\r\nexport class AnaglyphGamepadCamera extends GamepadCamera {\r\n /**\r\n * Creates a new AnaglyphGamepadCamera\r\n * @param name defines camera name\r\n * @param position defines initial position\r\n * @param interaxialDistance defines distance between each color axis\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene) {\r\n super(name, position, scene);\r\n this.interaxialDistance = interaxialDistance;\r\n this.setCameraRigMode(Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns AnaglyphGamepadCamera\r\n */\r\n public getClassName(): string {\r\n return \"AnaglyphGamepadCamera\";\r\n }\r\n}\r\n","import { Camera } from \"../../Cameras/camera\";\r\nimport { UniversalCamera } from \"../../Cameras/universalCamera\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Node } from \"../../node\";\r\n\r\n// Side effect import to define the stereoscopic mode.\r\nimport \"../RigModes/stereoscopicAnaglyphRigMode\";\r\n\r\nNode.AddNodeConstructor(\"AnaglyphUniversalCamera\", (name, scene, options) => {\r\n return () => new AnaglyphUniversalCamera(name, Vector3.Zero(), options.interaxial_distance, scene);\r\n});\r\n\r\n/**\r\n * Camera used to simulate anaglyphic rendering (based on UniversalCamera)\r\n * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras\r\n */\r\nexport class AnaglyphUniversalCamera extends UniversalCamera {\r\n /**\r\n * Creates a new AnaglyphUniversalCamera\r\n * @param name defines camera name\r\n * @param position defines initial position\r\n * @param interaxialDistance defines distance between each color axis\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene) {\r\n super(name, position, scene);\r\n this.interaxialDistance = interaxialDistance;\r\n this.setCameraRigMode(Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns AnaglyphUniversalCamera\r\n */\r\n public getClassName(): string {\r\n return \"AnaglyphUniversalCamera\";\r\n }\r\n}\r\n","export * from \"./anaglyphArcRotateCamera\";\r\nexport * from \"./anaglyphFreeCamera\";\r\nexport * from \"./anaglyphGamepadCamera\";\r\nexport * from \"./anaglyphUniversalCamera\";\r\nexport * from \"./stereoscopicArcRotateCamera\";\r\nexport * from \"./stereoscopicFreeCamera\";\r\nexport * from \"./stereoscopicGamepadCamera\";\r\nexport * from \"./stereoscopicUniversalCamera\";","import { Camera } from \"../../Cameras/camera\";\r\nimport { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Node } from \"../../node\";\r\n\r\n// Side effect import to define the stereoscopic mode.\r\nimport \"../RigModes/stereoscopicRigMode\";\r\n\r\nNode.AddNodeConstructor(\"StereoscopicArcRotateCamera\", (name, scene, options) => {\r\n return () => new StereoscopicArcRotateCamera(name, 0, 0, 1.0, Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene);\r\n});\r\n\r\n/**\r\n * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)\r\n * @see http://doc.babylonjs.com/features/cameras\r\n */\r\nexport class StereoscopicArcRotateCamera extends ArcRotateCamera {\r\n /**\r\n * Creates a new StereoscopicArcRotateCamera\r\n * @param name defines camera name\r\n * @param alpha defines alpha angle (in radians)\r\n * @param beta defines beta angle (in radians)\r\n * @param radius defines radius\r\n * @param target defines camera target\r\n * @param interaxialDistance defines distance between each color axis\r\n * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene) {\r\n super(name, alpha, beta, radius, target, scene);\r\n this.interaxialDistance = interaxialDistance;\r\n this.isStereoscopicSideBySide = isStereoscopicSideBySide;\r\n this.setCameraRigMode(isStereoscopicSideBySide ? Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns StereoscopicArcRotateCamera\r\n */\r\n public getClassName(): string {\r\n return \"StereoscopicArcRotateCamera\";\r\n }\r\n}\r\n","import { Camera } from \"../../Cameras/camera\";\r\nimport { FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Node } from \"../../node\";\r\n\r\n// Side effect import to define the stereoscopic mode.\r\nimport \"../RigModes/stereoscopicRigMode\";\r\n\r\nNode.AddNodeConstructor(\"StereoscopicFreeCamera\", (name, scene, options) => {\r\n return () => new StereoscopicFreeCamera(name, Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene);\r\n});\r\n\r\n/**\r\n * Camera used to simulate stereoscopic rendering (based on FreeCamera)\r\n * @see http://doc.babylonjs.com/features/cameras\r\n */\r\nexport class StereoscopicFreeCamera extends FreeCamera {\r\n /**\r\n * Creates a new StereoscopicFreeCamera\r\n * @param name defines camera name\r\n * @param position defines initial position\r\n * @param interaxialDistance defines distance between each color axis\r\n * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene) {\r\n super(name, position, scene);\r\n this.interaxialDistance = interaxialDistance;\r\n this.isStereoscopicSideBySide = isStereoscopicSideBySide;\r\n this.setCameraRigMode(isStereoscopicSideBySide ? Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns StereoscopicFreeCamera\r\n */\r\n public getClassName(): string {\r\n return \"StereoscopicFreeCamera\";\r\n }\r\n}\r\n","import { Camera } from \"../../Cameras/camera\";\r\nimport { GamepadCamera } from \"../../Cameras/gamepadCamera\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Node } from \"../../node\";\r\n\r\n// Side effect import to define the stereoscopic mode.\r\nimport \"../RigModes/stereoscopicRigMode\";\r\n\r\nNode.AddNodeConstructor(\"StereoscopicGamepadCamera\", (name, scene, options) => {\r\n return () => new StereoscopicGamepadCamera(name, Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene);\r\n});\r\n\r\n/**\r\n * Camera used to simulate stereoscopic rendering (based on GamepadCamera)\r\n * @see http://doc.babylonjs.com/features/cameras\r\n */\r\nexport class StereoscopicGamepadCamera extends GamepadCamera {\r\n /**\r\n * Creates a new StereoscopicGamepadCamera\r\n * @param name defines camera name\r\n * @param position defines initial position\r\n * @param interaxialDistance defines distance between each color axis\r\n * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene) {\r\n super(name, position, scene);\r\n this.interaxialDistance = interaxialDistance;\r\n this.isStereoscopicSideBySide = isStereoscopicSideBySide;\r\n this.setCameraRigMode(isStereoscopicSideBySide ? Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns StereoscopicGamepadCamera\r\n */\r\n public getClassName(): string {\r\n return \"StereoscopicGamepadCamera\";\r\n }\r\n}\r\n","import { Camera } from \"../../Cameras/camera\";\r\nimport { UniversalCamera } from \"../../Cameras/universalCamera\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Node } from \"../../node\";\r\n\r\n// Side effect import to define the stereoscopic mode.\r\nimport \"../RigModes/stereoscopicRigMode\";\r\n\r\nNode.AddNodeConstructor(\"StereoscopicFreeCamera\", (name, scene, options) => {\r\n return () => new StereoscopicUniversalCamera(name, Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene);\r\n});\r\n/**\r\n * Camera used to simulate stereoscopic rendering (based on UniversalCamera)\r\n * @see http://doc.babylonjs.com/features/cameras\r\n */\r\nexport class StereoscopicUniversalCamera extends UniversalCamera {\r\n /**\r\n * Creates a new StereoscopicUniversalCamera\r\n * @param name defines camera name\r\n * @param position defines initial position\r\n * @param interaxialDistance defines distance between each color axis\r\n * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene) {\r\n super(name, position, scene);\r\n this.interaxialDistance = interaxialDistance;\r\n this.isStereoscopicSideBySide = isStereoscopicSideBySide;\r\n this.setCameraRigMode(isStereoscopicSideBySide ? Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns StereoscopicUniversalCamera\r\n */\r\n public getClassName(): string {\r\n return \"StereoscopicUniversalCamera\";\r\n }\r\n}\r\n","export * from \"./vrCameraMetrics\";\r\nexport * from \"./vrDeviceOrientationArcRotateCamera\";\r\nexport * from \"./vrDeviceOrientationFreeCamera\";\r\nexport * from \"./vrDeviceOrientationGamepadCamera\";\r\nexport * from \"./vrExperienceHelper\";\r\nexport * from \"./webVRCamera\";","import { Matrix } from \"../../Maths/math.vector\";\r\n/**\r\n * This represents all the required metrics to create a VR camera.\r\n * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera\r\n */\r\nexport class VRCameraMetrics {\r\n /**\r\n * Define the horizontal resolution off the screen.\r\n */\r\n public hResolution: number;\r\n /**\r\n * Define the vertical resolution off the screen.\r\n */\r\n public vResolution: number;\r\n /**\r\n * Define the horizontal screen size.\r\n */\r\n public hScreenSize: number;\r\n /**\r\n * Define the vertical screen size.\r\n */\r\n public vScreenSize: number;\r\n /**\r\n * Define the vertical screen center position.\r\n */\r\n public vScreenCenter: number;\r\n /**\r\n * Define the distance of the eyes to the screen.\r\n */\r\n public eyeToScreenDistance: number;\r\n /**\r\n * Define the distance between both lenses\r\n */\r\n public lensSeparationDistance: number;\r\n /**\r\n * Define the distance between both viewer's eyes.\r\n */\r\n public interpupillaryDistance: number;\r\n /**\r\n * Define the distortion factor of the VR postprocess.\r\n * Please, touch with care.\r\n */\r\n public distortionK: number[];\r\n /**\r\n * Define the chromatic aberration correction factors for the VR post process.\r\n */\r\n public chromaAbCorrection: number[];\r\n /**\r\n * Define the scale factor of the post process.\r\n * The smaller the better but the slower.\r\n */\r\n public postProcessScaleFactor: number;\r\n /**\r\n * Define an offset for the lens center.\r\n */\r\n public lensCenterOffset: number;\r\n /**\r\n * Define if the current vr camera should compensate the distortion of the lense or not.\r\n */\r\n public compensateDistortion = true;\r\n\r\n /**\r\n * Defines if multiview should be enabled when rendering (Default: false)\r\n */\r\n public multiviewEnabled = false;\r\n\r\n /**\r\n * Gets the rendering aspect ratio based on the provided resolutions.\r\n */\r\n public get aspectRatio(): number {\r\n return this.hResolution / (2 * this.vResolution);\r\n }\r\n\r\n /**\r\n * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.\r\n */\r\n public get aspectRatioFov(): number {\r\n return (2 * Math.atan((this.postProcessScaleFactor * this.vScreenSize) / (2 * this.eyeToScreenDistance)));\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public get leftHMatrix(): Matrix {\r\n var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);\r\n var h = (4 * meters) / this.hScreenSize;\r\n\r\n return Matrix.Translation(h, 0, 0);\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public get rightHMatrix(): Matrix {\r\n var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);\r\n var h = (4 * meters) / this.hScreenSize;\r\n\r\n return Matrix.Translation(-h, 0, 0);\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public get leftPreViewMatrix(): Matrix {\r\n return Matrix.Translation(0.5 * this.interpupillaryDistance, 0, 0);\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public get rightPreViewMatrix(): Matrix {\r\n return Matrix.Translation(-0.5 * this.interpupillaryDistance, 0, 0);\r\n }\r\n\r\n /**\r\n * Get the default VRMetrics based on the most generic setup.\r\n * @returns the default vr metrics\r\n */\r\n public static GetDefault(): VRCameraMetrics {\r\n var result = new VRCameraMetrics();\r\n\r\n result.hResolution = 1280;\r\n result.vResolution = 800;\r\n result.hScreenSize = 0.149759993;\r\n result.vScreenSize = 0.0935999975;\r\n result.vScreenCenter = 0.0467999987;\r\n result.eyeToScreenDistance = 0.0410000011;\r\n result.lensSeparationDistance = 0.0635000020;\r\n result.interpupillaryDistance = 0.0640000030;\r\n result.distortionK = [1.0, 0.219999999, 0.239999995, 0.0];\r\n result.chromaAbCorrection = [0.995999992, -0.00400000019, 1.01400006, 0.0];\r\n result.postProcessScaleFactor = 1.714605507808412;\r\n result.lensCenterOffset = 0.151976421;\r\n\r\n return result;\r\n }\r\n}\r\n","import { Camera } from \"../../Cameras/camera\";\r\nimport { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { VRCameraMetrics } from \"./vrCameraMetrics\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Node } from \"../../node\";\r\n\r\nimport \"../Inputs/arcRotateCameraVRDeviceOrientationInput\";\r\n\r\n// Side effect import to define the stereoscopic mode.\r\nimport \"../RigModes/vrRigMode\";\r\n\r\nNode.AddNodeConstructor(\"VRDeviceOrientationFreeCamera\", (name, scene) => {\r\n return () => new VRDeviceOrientationArcRotateCamera(name, 0, 0, 1.0, Vector3.Zero(), scene);\r\n});\r\n\r\n/**\r\n * Camera used to simulate VR rendering (based on ArcRotateCamera)\r\n * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras\r\n */\r\nexport class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {\r\n\r\n /**\r\n * Creates a new VRDeviceOrientationArcRotateCamera\r\n * @param name defines camera name\r\n * @param alpha defines the camera rotation along the logitudinal axis\r\n * @param beta defines the camera rotation along the latitudinal axis\r\n * @param radius defines the camera distance from its target\r\n * @param target defines the camera target\r\n * @param scene defines the scene the camera belongs to\r\n * @param compensateDistortion defines if the camera needs to compensate the lens distorsion\r\n * @param vrCameraMetrics defines the vr metrics associated to the camera\r\n */\r\n constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion = true, vrCameraMetrics: VRCameraMetrics = VRCameraMetrics.GetDefault()) {\r\n super(name, alpha, beta, radius, target, scene);\r\n\r\n vrCameraMetrics.compensateDistortion = compensateDistortion;\r\n this.setCameraRigMode(Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });\r\n\r\n this.inputs.addVRDeviceOrientation();\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns VRDeviceOrientationArcRotateCamera\r\n */\r\n public getClassName(): string {\r\n return \"VRDeviceOrientationArcRotateCamera\";\r\n }\r\n}\r\n","import { Camera } from \"../../Cameras/camera\";\r\nimport { DeviceOrientationCamera } from \"../../Cameras/deviceOrientationCamera\";\r\nimport { VRCameraMetrics } from \"./vrCameraMetrics\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Node } from \"../../node\";\r\n\r\n// Side effect import to define the stereoscopic mode.\r\nimport \"../RigModes/vrRigMode\";\r\n\r\nNode.AddNodeConstructor(\"VRDeviceOrientationFreeCamera\", (name, scene) => {\r\n return () => new VRDeviceOrientationFreeCamera(name, Vector3.Zero(), scene);\r\n});\r\n\r\n/**\r\n * Camera used to simulate VR rendering (based on FreeCamera)\r\n * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras\r\n */\r\nexport class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {\r\n\r\n /**\r\n * Creates a new VRDeviceOrientationFreeCamera\r\n * @param name defines camera name\r\n * @param position defines the start position of the camera\r\n * @param scene defines the scene the camera belongs to\r\n * @param compensateDistortion defines if the camera needs to compensate the lens distorsion\r\n * @param vrCameraMetrics defines the vr metrics associated to the camera\r\n */\r\n constructor(name: string, position: Vector3, scene: Scene, compensateDistortion = true, vrCameraMetrics: VRCameraMetrics = VRCameraMetrics.GetDefault()) {\r\n super(name, position, scene);\r\n\r\n vrCameraMetrics.compensateDistortion = compensateDistortion;\r\n this.setCameraRigMode(Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns VRDeviceOrientationFreeCamera\r\n */\r\n public getClassName(): string {\r\n return \"VRDeviceOrientationFreeCamera\";\r\n }\r\n}\r\n","import { VRDeviceOrientationFreeCamera } from \"./vrDeviceOrientationFreeCamera\";\r\nimport { VRCameraMetrics } from \"./vrCameraMetrics\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Node } from \"../../node\";\r\n\r\nimport \"../../Gamepads/gamepadSceneComponent\";\r\n\r\nNode.AddNodeConstructor(\"VRDeviceOrientationGamepadCamera\", (name, scene) => {\r\n return () => new VRDeviceOrientationGamepadCamera(name, Vector3.Zero(), scene);\r\n});\r\n\r\n/**\r\n * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)\r\n * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras\r\n */\r\nexport class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {\r\n\r\n /**\r\n * Creates a new VRDeviceOrientationGamepadCamera\r\n * @param name defines camera name\r\n * @param position defines the start position of the camera\r\n * @param scene defines the scene the camera belongs to\r\n * @param compensateDistortion defines if the camera needs to compensate the lens distorsion\r\n * @param vrCameraMetrics defines the vr metrics associated to the camera\r\n */\r\n constructor(name: string, position: Vector3, scene: Scene, compensateDistortion = true, vrCameraMetrics: VRCameraMetrics = VRCameraMetrics.GetDefault()) {\r\n super(name, position, scene, compensateDistortion, vrCameraMetrics);\r\n\r\n this.inputs.addGamepad();\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns VRDeviceOrientationGamepadCamera\r\n */\r\n public getClassName(): string {\r\n return \"VRDeviceOrientationGamepadCamera\";\r\n }\r\n}\r\n","import { Logger } from \"../../Misc/logger\";\r\nimport { Observer, Observable } from \"../../Misc/observable\";\r\nimport { Nullable } from \"../../types\";\r\nimport { Camera } from \"../../Cameras/camera\";\r\nimport { FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport { TargetCamera } from \"../../Cameras/targetCamera\";\r\nimport { DeviceOrientationCamera } from \"../../Cameras/deviceOrientationCamera\";\r\nimport { VRDeviceOrientationFreeCamera } from \"../../Cameras/VR/vrDeviceOrientationFreeCamera\";\r\nimport { WebVROptions, WebVRFreeCamera } from \"../../Cameras/VR/webVRCamera\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Scene, IDisposable } from \"../../scene\";\r\nimport { Quaternion, Matrix, Vector3 } from \"../../Maths/math.vector\";\r\nimport { Color3, Color4 } from '../../Maths/math.color';\r\nimport { Gamepad, StickValues } from \"../../Gamepads/gamepad\";\r\nimport { PoseEnabledController, PoseEnabledControllerType } from \"../../Gamepads/Controllers/poseEnabledController\";\r\nimport { WebVRController } from \"../../Gamepads/Controllers/webVRController\";\r\nimport { Xbox360Pad, Xbox360Button } from \"../../Gamepads/xboxGamepad\";\r\nimport { IDisplayChangedEventArgs } from \"../../Engines/engine\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport { PickingInfo } from \"../../Collisions/pickingInfo\";\r\nimport { Ray } from \"../../Culling/ray\";\r\nimport { ImageProcessingConfiguration } from \"../../Materials/imageProcessingConfiguration\";\r\nimport { StandardMaterial } from \"../../Materials/standardMaterial\";\r\nimport { DynamicTexture } from \"../../Materials/Textures/dynamicTexture\";\r\nimport { ImageProcessingPostProcess } from \"../../PostProcesses/imageProcessingPostProcess\";\r\nimport { SineEase, EasingFunction, CircleEase } from \"../../Animations/easing\";\r\nimport { Animation } from \"../../Animations/animation\";\r\nimport { VRCameraMetrics } from '../../Cameras/VR/vrCameraMetrics';\r\n\r\nimport \"../../Meshes/Builders/groundBuilder\";\r\nimport \"../../Meshes/Builders/torusBuilder\";\r\nimport \"../../Meshes/Builders/cylinderBuilder\";\r\n\r\nimport \"../../Gamepads/gamepadSceneComponent\";\r\nimport \"../../Animations/animatable\";\r\nimport { Axis } from '../../Maths/math.axis';\r\nimport { WebXRSessionManager } from '../../XR/webXRSessionManager';\r\nimport { WebXRDefaultExperience } from '../../XR/webXRDefaultExperience';\r\nimport { WebXRState } from '../../XR/webXRTypes';\r\n\r\n/**\r\n * Options to modify the vr teleportation behavior.\r\n */\r\nexport interface VRTeleportationOptions {\r\n /**\r\n * The name of the mesh which should be used as the teleportation floor. (default: null)\r\n */\r\n floorMeshName?: string;\r\n /**\r\n * A list of meshes to be used as the teleportation floor. (default: empty)\r\n */\r\n floorMeshes?: Mesh[];\r\n /**\r\n * The teleportation mode. (default: TELEPORTATIONMODE_CONSTANTTIME)\r\n */\r\n teleportationMode?: number;\r\n /**\r\n * The duration of the animation in ms, apply when animationMode is TELEPORTATIONMODE_CONSTANTTIME. (default 122ms)\r\n */\r\n teleportationTime?: number;\r\n /**\r\n * The speed of the animation in distance/sec, apply when animationMode is TELEPORTATIONMODE_CONSTANTSPEED. (default 20 units / sec)\r\n */\r\n teleportationSpeed?: number;\r\n /**\r\n * The easing function used in the animation or null for Linear. (default CircleEase)\r\n */\r\n easingFunction?: EasingFunction;\r\n}\r\n\r\n/**\r\n * Options to modify the vr experience helper's behavior.\r\n */\r\nexport interface VRExperienceHelperOptions extends WebVROptions {\r\n /**\r\n * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)\r\n */\r\n createDeviceOrientationCamera?: boolean;\r\n /**\r\n * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)\r\n */\r\n createFallbackVRDeviceOrientationFreeCamera?: boolean;\r\n /**\r\n * Uses the main button on the controller to toggle the laser casted. (default: true)\r\n */\r\n laserToggle?: boolean;\r\n /**\r\n * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)\r\n */\r\n floorMeshes?: Mesh[];\r\n /**\r\n * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)\r\n */\r\n vrDeviceOrientationCameraMetrics?: VRCameraMetrics;\r\n /**\r\n * Defines if WebXR should be used instead of WebVR (if available)\r\n */\r\n useXR?: boolean;\r\n}\r\n\r\nclass VRExperienceHelperGazer implements IDisposable {\r\n /** @hidden */\r\n public _gazeTracker: Mesh;\r\n\r\n /** @hidden */\r\n public _currentMeshSelected: Nullable;\r\n /** @hidden */\r\n public _currentHit: Nullable;\r\n\r\n public static _idCounter = 0;\r\n /** @hidden */\r\n public _id: number;\r\n\r\n /** @hidden */\r\n public _pointerDownOnMeshAsked: boolean = false;\r\n /** @hidden */\r\n public _isActionableMesh: boolean = false;\r\n\r\n /** @hidden */\r\n public _interactionsEnabled: boolean;\r\n /** @hidden */\r\n public _teleportationEnabled: boolean;\r\n /** @hidden */\r\n public _teleportationRequestInitiated = false;\r\n /** @hidden */\r\n public _teleportationBackRequestInitiated = false;\r\n /** @hidden */\r\n public _rotationRightAsked = false;\r\n /** @hidden */\r\n public _rotationLeftAsked = false;\r\n /** @hidden */\r\n public _dpadPressed = true;\r\n\r\n /** @hidden */\r\n public _activePointer = false;\r\n\r\n constructor(public scene: Scene, gazeTrackerToClone: Nullable = null) {\r\n this._id = VRExperienceHelperGazer._idCounter++;\r\n\r\n // Gaze tracker\r\n if (!gazeTrackerToClone) {\r\n this._gazeTracker = Mesh.CreateTorus(\"gazeTracker\", 0.0035, 0.0025, 20, scene, false);\r\n this._gazeTracker.bakeCurrentTransformIntoVertices();\r\n this._gazeTracker.isPickable = false;\r\n this._gazeTracker.isVisible = false;\r\n var targetMat = new StandardMaterial(\"targetMat\", scene);\r\n targetMat.specularColor = Color3.Black();\r\n targetMat.emissiveColor = new Color3(0.7, 0.7, 0.7);\r\n targetMat.backFaceCulling = false;\r\n this._gazeTracker.material = targetMat;\r\n } else {\r\n this._gazeTracker = gazeTrackerToClone.clone(\"gazeTracker\") as Mesh;\r\n }\r\n\r\n }\r\n\r\n /** @hidden */\r\n public _getForwardRay(length: number): Ray {\r\n return new Ray(Vector3.Zero(), new Vector3(0, 0, length));\r\n }\r\n\r\n /** @hidden */\r\n public _selectionPointerDown() {\r\n this._pointerDownOnMeshAsked = true;\r\n if (this._currentHit) {\r\n this.scene.simulatePointerDown(this._currentHit, { pointerId: this._id });\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _selectionPointerUp() {\r\n if (this._currentHit) {\r\n this.scene.simulatePointerUp(this._currentHit, { pointerId: this._id });\r\n }\r\n this._pointerDownOnMeshAsked = false;\r\n }\r\n\r\n /** @hidden */\r\n public _activatePointer() {\r\n this._activePointer = true;\r\n }\r\n\r\n /** @hidden */\r\n public _deactivatePointer() {\r\n this._activePointer = false;\r\n }\r\n\r\n /** @hidden */\r\n public _updatePointerDistance(distance: number = 100) {\r\n }\r\n\r\n public dispose() {\r\n this._interactionsEnabled = false;\r\n this._teleportationEnabled = false;\r\n if (this._gazeTracker) {\r\n this._gazeTracker.dispose();\r\n }\r\n }\r\n}\r\n\r\nclass VRExperienceHelperControllerGazer extends VRExperienceHelperGazer {\r\n private _laserPointer: Mesh;\r\n private _meshAttachedObserver: Nullable>;\r\n constructor(public webVRController: WebVRController, scene: Scene, gazeTrackerToClone: Mesh) {\r\n super(scene, gazeTrackerToClone);\r\n // Laser pointer\r\n this._laserPointer = Mesh.CreateCylinder(\"laserPointer\", 1, 0.004, 0.0002, 20, 1, scene, false);\r\n var laserPointerMaterial = new StandardMaterial(\"laserPointerMat\", scene);\r\n laserPointerMaterial.emissiveColor = new Color3(0.7, 0.7, 0.7);\r\n laserPointerMaterial.alpha = 0.6;\r\n this._laserPointer.material = laserPointerMaterial;\r\n this._laserPointer.rotation.x = Math.PI / 2;\r\n this._laserPointer.position.z = -0.5;\r\n this._laserPointer.isVisible = false;\r\n this._laserPointer.isPickable = false;\r\n\r\n if (!webVRController.mesh) {\r\n // Create an empty mesh that is used prior to loading the high quality model\r\n var preloadMesh = new Mesh(\"preloadControllerMesh\", scene);\r\n var preloadPointerPose = new Mesh(PoseEnabledController.POINTING_POSE, scene);\r\n preloadPointerPose.rotation.x = -0.7;\r\n preloadMesh.addChild(preloadPointerPose);\r\n webVRController.attachToMesh(preloadMesh);\r\n }\r\n\r\n this._setLaserPointerParent(webVRController.mesh!);\r\n\r\n this._meshAttachedObserver = webVRController._meshAttachedObservable.add((mesh) => {\r\n this._setLaserPointerParent(mesh);\r\n });\r\n }\r\n\r\n _getForwardRay(length: number): Ray {\r\n return this.webVRController.getForwardRay(length);\r\n }\r\n\r\n /** @hidden */\r\n public _activatePointer() {\r\n super._activatePointer();\r\n this._laserPointer.isVisible = true;\r\n }\r\n\r\n /** @hidden */\r\n public _deactivatePointer() {\r\n super._deactivatePointer();\r\n this._laserPointer.isVisible = false;\r\n }\r\n\r\n /** @hidden */\r\n public _setLaserPointerColor(color: Color3) {\r\n (this._laserPointer.material).emissiveColor = color;\r\n }\r\n\r\n /** @hidden */\r\n public _setLaserPointerLightingDisabled(disabled: boolean) {\r\n (this._laserPointer.material).disableLighting = disabled;\r\n }\r\n\r\n /** @hidden */\r\n public _setLaserPointerParent(mesh: AbstractMesh) {\r\n var makeNotPick = (root: AbstractMesh) => {\r\n root.isPickable = false;\r\n root.getChildMeshes().forEach((c) => {\r\n makeNotPick(c);\r\n });\r\n };\r\n makeNotPick(mesh);\r\n var meshChildren = mesh.getChildren(undefined, false);\r\n\r\n let laserParent: TransformNode = mesh;\r\n this.webVRController._pointingPoseNode = null;\r\n for (var i = 0; i < meshChildren.length; i++) {\r\n if (meshChildren[i].name && meshChildren[i].name.indexOf(PoseEnabledController.POINTING_POSE) >= 0) {\r\n laserParent = meshChildren[i];\r\n this.webVRController._pointingPoseNode = laserParent;\r\n break;\r\n }\r\n }\r\n this._laserPointer.parent = laserParent;\r\n }\r\n\r\n public _updatePointerDistance(distance: number = 100) {\r\n this._laserPointer.scaling.y = distance;\r\n this._laserPointer.position.z = -distance / 2;\r\n }\r\n\r\n dispose() {\r\n super.dispose();\r\n this._laserPointer.dispose();\r\n if (this._meshAttachedObserver) {\r\n this.webVRController._meshAttachedObservable.remove(this._meshAttachedObserver);\r\n }\r\n }\r\n}\r\n\r\nclass VRExperienceHelperCameraGazer extends VRExperienceHelperGazer {\r\n constructor(private getCamera: () => Nullable, scene: Scene) {\r\n super(scene);\r\n }\r\n\r\n _getForwardRay(length: number): Ray {\r\n var camera = this.getCamera();\r\n if (camera) {\r\n return camera.getForwardRay(length);\r\n } else {\r\n return new Ray(Vector3.Zero(), Vector3.Forward());\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Event containing information after VR has been entered\r\n */\r\nexport class OnAfterEnteringVRObservableEvent {\r\n /**\r\n * If entering vr was successful\r\n */\r\n public success: boolean;\r\n}\r\n\r\n/**\r\n * Helps to quickly add VR support to an existing scene.\r\n * See http://doc.babylonjs.com/how_to/webvr_helper\r\n */\r\nexport class VRExperienceHelper {\r\n private _scene: Scene;\r\n private _position: Vector3;\r\n private _btnVR: Nullable;\r\n private _btnVRDisplayed: boolean;\r\n\r\n // Can the system support WebVR, even if a headset isn't plugged in?\r\n private _webVRsupported = false;\r\n // If WebVR is supported, is a headset plugged in and are we ready to present?\r\n private _webVRready = false;\r\n // Are we waiting for the requestPresent callback to complete?\r\n private _webVRrequesting = false;\r\n // Are we presenting to the headset right now? (this is the vrDevice state)\r\n private _webVRpresenting = false;\r\n // Have we entered VR? (this is the VRExperienceHelper state)\r\n private _hasEnteredVR: boolean;\r\n\r\n // Are we presenting in the fullscreen fallback?\r\n private _fullscreenVRpresenting = false;\r\n\r\n private _inputElement: Nullable;\r\n private _webVRCamera: WebVRFreeCamera;\r\n private _vrDeviceOrientationCamera: Nullable;\r\n private _deviceOrientationCamera: Nullable;\r\n private _existingCamera: Camera;\r\n\r\n private _onKeyDown: (event: KeyboardEvent) => void;\r\n private _onVrDisplayPresentChange: any;\r\n private _onVRDisplayChanged: (eventArgs: IDisplayChangedEventArgs) => void;\r\n private _onVRRequestPresentStart: () => void;\r\n private _onVRRequestPresentComplete: (success: boolean) => void;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that gaze can be enabled even if pointer lock is not engage (useful on iOS where fullscreen mode and pointer lock are not supported)\r\n */\r\n public enableGazeEvenWhenNoPointerLock = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected\r\n */\r\n public exitVROnDoubleTap = true;\r\n\r\n /**\r\n * Observable raised right before entering VR.\r\n */\r\n public onEnteringVRObservable = new Observable();\r\n\r\n /**\r\n * Observable raised when entering VR has completed.\r\n */\r\n public onAfterEnteringVRObservable = new Observable();\r\n\r\n /**\r\n * Observable raised when exiting VR.\r\n */\r\n public onExitingVRObservable = new Observable();\r\n\r\n /**\r\n * Observable raised when controller mesh is loaded.\r\n */\r\n public onControllerMeshLoadedObservable = new Observable();\r\n\r\n /** Return this.onEnteringVRObservable\r\n * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly\r\n */\r\n public get onEnteringVR(): Observable {\r\n return this.onEnteringVRObservable;\r\n }\r\n\r\n /** Return this.onExitingVRObservable\r\n * Note: This one is for backward compatibility. Please use onExitingVRObservable directly\r\n */\r\n public get onExitingVR(): Observable {\r\n return this.onExitingVRObservable;\r\n }\r\n\r\n /** Return this.onControllerMeshLoadedObservable\r\n * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly\r\n */\r\n public get onControllerMeshLoaded(): Observable {\r\n return this.onControllerMeshLoadedObservable;\r\n }\r\n\r\n private _rayLength: number;\r\n private _useCustomVRButton: boolean = false;\r\n private _teleportationRequested: boolean = false;\r\n private _teleportActive = false;\r\n private _floorMeshName: string;\r\n private _floorMeshesCollection: Mesh[] = [];\r\n private _teleportationMode: number = VRExperienceHelper.TELEPORTATIONMODE_CONSTANTTIME;\r\n private _teleportationTime: number = 122;\r\n private _teleportationSpeed: number = 20;\r\n private _teleportationEasing: EasingFunction;\r\n private _rotationAllowed: boolean = true;\r\n private _teleportBackwardsVector = new Vector3(0, -1, -1);\r\n private _teleportationTarget: Mesh;\r\n private _isDefaultTeleportationTarget = true;\r\n private _postProcessMove: ImageProcessingPostProcess;\r\n private _teleportationFillColor: string = \"#444444\";\r\n private _teleportationBorderColor: string = \"#FFFFFF\";\r\n private _rotationAngle: number = 0;\r\n private _haloCenter = new Vector3(0, 0, 0);\r\n private _cameraGazer: VRExperienceHelperCameraGazer;\r\n private _padSensibilityUp = 0.65;\r\n private _padSensibilityDown = 0.35;\r\n\r\n private _leftController: Nullable = null;\r\n private _rightController: Nullable = null;\r\n\r\n private _gazeColor: Color3 = new Color3(0.7, 0.7, 0.7);\r\n private _laserColor: Color3 = new Color3(0.7, 0.7, 0.7);\r\n private _pickedLaserColor: Color3 = new Color3(0.2, 0.2, 1);\r\n private _pickedGazeColor: Color3 = new Color3(0, 0, 1);\r\n\r\n /**\r\n * Observable raised when a new mesh is selected based on meshSelectionPredicate\r\n */\r\n public onNewMeshSelected = new Observable();\r\n\r\n /**\r\n * Observable raised when a new mesh is selected based on meshSelectionPredicate.\r\n * This observable will provide the mesh and the controller used to select the mesh\r\n */\r\n public onMeshSelectedWithController = new Observable<{ mesh: AbstractMesh, controller: WebVRController }>();\r\n\r\n /**\r\n * Observable raised when a new mesh is picked based on meshSelectionPredicate\r\n */\r\n public onNewMeshPicked = new Observable();\r\n\r\n private _circleEase: CircleEase;\r\n\r\n /**\r\n * Observable raised before camera teleportation\r\n */\r\n public onBeforeCameraTeleport = new Observable();\r\n\r\n /**\r\n * Observable raised after camera teleportation\r\n */\r\n public onAfterCameraTeleport = new Observable();\r\n\r\n /**\r\n * Observable raised when current selected mesh gets unselected\r\n */\r\n public onSelectedMeshUnselected = new Observable();\r\n\r\n private _raySelectionPredicate: (mesh: AbstractMesh) => boolean;\r\n\r\n /**\r\n * To be optionaly changed by user to define custom ray selection\r\n */\r\n public raySelectionPredicate: (mesh: AbstractMesh) => boolean;\r\n\r\n /**\r\n * To be optionaly changed by user to define custom selection logic (after ray selection)\r\n */\r\n public meshSelectionPredicate: (mesh: AbstractMesh) => boolean;\r\n\r\n /**\r\n * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.\r\n */\r\n public teleportationEnabled: boolean = true;\r\n\r\n private _defaultHeight: number;\r\n private _teleportationInitialized = false;\r\n private _interactionsEnabled = false;\r\n private _interactionsRequested = false;\r\n private _displayGaze = true;\r\n private _displayLaserPointer = true;\r\n\r\n /**\r\n * The mesh used to display where the user is going to teleport.\r\n */\r\n public get teleportationTarget(): Mesh {\r\n return this._teleportationTarget;\r\n }\r\n\r\n /**\r\n * Sets the mesh to be used to display where the user is going to teleport.\r\n */\r\n public set teleportationTarget(value: Mesh) {\r\n if (value) {\r\n value.name = \"teleportationTarget\";\r\n this._isDefaultTeleportationTarget = false;\r\n this._teleportationTarget = value;\r\n }\r\n }\r\n\r\n /**\r\n * The mesh used to display where the user is selecting, this mesh will be cloned and set as the gazeTracker for the left and right controller\r\n * when set bakeCurrentTransformIntoVertices will be called on the mesh.\r\n * See http://doc.babylonjs.com/resources/baking_transformations\r\n */\r\n public get gazeTrackerMesh(): Mesh {\r\n return this._cameraGazer._gazeTracker;\r\n }\r\n\r\n public set gazeTrackerMesh(value: Mesh) {\r\n if (value) {\r\n // Dispose of existing meshes\r\n if (this._cameraGazer._gazeTracker) {\r\n this._cameraGazer._gazeTracker.dispose();\r\n }\r\n if (this._leftController && this._leftController._gazeTracker) {\r\n this._leftController._gazeTracker.dispose();\r\n }\r\n if (this._rightController && this._rightController._gazeTracker) {\r\n this._rightController._gazeTracker.dispose();\r\n }\r\n\r\n // Set and create gaze trackers on head and controllers\r\n this._cameraGazer._gazeTracker = value;\r\n this._cameraGazer._gazeTracker.bakeCurrentTransformIntoVertices();\r\n this._cameraGazer._gazeTracker.isPickable = false;\r\n this._cameraGazer._gazeTracker.isVisible = false;\r\n this._cameraGazer._gazeTracker.name = \"gazeTracker\";\r\n if (this._leftController) {\r\n this._leftController._gazeTracker = this._cameraGazer._gazeTracker.clone(\"gazeTracker\") as Mesh;\r\n }\r\n\r\n if (this._rightController) {\r\n this._rightController._gazeTracker = this._cameraGazer._gazeTracker.clone(\"gazeTracker\") as Mesh;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes\r\n */\r\n public updateGazeTrackerScale = true;\r\n /**\r\n * If the gaze trackers color should be updated when selecting meshes\r\n */\r\n public updateGazeTrackerColor = true;\r\n /**\r\n * If the controller laser color should be updated when selecting meshes\r\n */\r\n public updateControllerLaserColor = true;\r\n\r\n /**\r\n * The gaze tracking mesh corresponding to the left controller\r\n */\r\n public get leftControllerGazeTrackerMesh(): Nullable {\r\n if (this._leftController) {\r\n return this._leftController._gazeTracker;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * The gaze tracking mesh corresponding to the right controller\r\n */\r\n public get rightControllerGazeTrackerMesh(): Nullable {\r\n if (this._rightController) {\r\n return this._rightController._gazeTracker;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * If the ray of the gaze should be displayed.\r\n */\r\n public get displayGaze(): boolean {\r\n return this._displayGaze;\r\n }\r\n\r\n /**\r\n * Sets if the ray of the gaze should be displayed.\r\n */\r\n public set displayGaze(value: boolean) {\r\n this._displayGaze = value;\r\n if (!value) {\r\n this._cameraGazer._gazeTracker.isVisible = false;\r\n\r\n if (this._leftController) {\r\n this._leftController._gazeTracker.isVisible = false;\r\n }\r\n\r\n if (this._rightController) {\r\n this._rightController._gazeTracker.isVisible = false;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * If the ray of the LaserPointer should be displayed.\r\n */\r\n public get displayLaserPointer(): boolean {\r\n return this._displayLaserPointer;\r\n }\r\n\r\n /**\r\n * Sets if the ray of the LaserPointer should be displayed.\r\n */\r\n public set displayLaserPointer(value: boolean) {\r\n this._displayLaserPointer = value;\r\n if (!value) {\r\n if (this._rightController) {\r\n this._rightController._deactivatePointer();\r\n this._rightController._gazeTracker.isVisible = false;\r\n }\r\n if (this._leftController) {\r\n this._leftController._deactivatePointer();\r\n this._leftController._gazeTracker.isVisible = false;\r\n }\r\n }\r\n else {\r\n if (this._rightController) {\r\n this._rightController._activatePointer();\r\n }\r\n if (this._leftController) {\r\n this._leftController._activatePointer();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * The deviceOrientationCamera used as the camera when not in VR.\r\n */\r\n public get deviceOrientationCamera(): Nullable {\r\n return this._deviceOrientationCamera;\r\n }\r\n\r\n /**\r\n * Based on the current WebVR support, returns the current VR camera used.\r\n */\r\n public get currentVRCamera(): Nullable {\r\n if (this._webVRready) {\r\n return this._webVRCamera;\r\n }\r\n else {\r\n return this._scene.activeCamera;\r\n }\r\n }\r\n\r\n /**\r\n * The webVRCamera which is used when in VR.\r\n */\r\n public get webVRCamera(): WebVRFreeCamera {\r\n return this._webVRCamera;\r\n }\r\n\r\n /**\r\n * The deviceOrientationCamera that is used as a fallback when vr device is not connected.\r\n */\r\n public get vrDeviceOrientationCamera(): Nullable {\r\n return this._vrDeviceOrientationCamera;\r\n }\r\n\r\n /**\r\n * The html button that is used to trigger entering into VR.\r\n */\r\n public get vrButton(): Nullable {\r\n return this._btnVR;\r\n }\r\n\r\n private get _teleportationRequestInitiated(): boolean {\r\n var result = this._cameraGazer._teleportationRequestInitiated\r\n || (this._leftController !== null && this._leftController._teleportationRequestInitiated)\r\n || (this._rightController !== null && this._rightController._teleportationRequestInitiated);\r\n return result;\r\n }\r\n\r\n /**\r\n * Defines whether or not Pointer lock should be requested when switching to\r\n * full screen.\r\n */\r\n public requestPointerLockOnFullScreen = true;\r\n\r\n // XR\r\n\r\n /**\r\n * If asking to force XR, this will be populated with the default xr experience\r\n */\r\n public xr: WebXRDefaultExperience;\r\n\r\n /**\r\n * Was the XR test done already. If this is true AND this.xr exists, xr is initialized.\r\n * If this is true and no this.xr, xr exists but is not supported, using WebVR.\r\n */\r\n public xrTestDone: boolean = false;\r\n\r\n /**\r\n * Instantiates a VRExperienceHelper.\r\n * Helps to quickly add VR support to an existing scene.\r\n * @param scene The scene the VRExperienceHelper belongs to.\r\n * @param webVROptions Options to modify the vr experience helper's behavior.\r\n */\r\n constructor(scene: Scene,\r\n /** Options to modify the vr experience helper's behavior. */\r\n public webVROptions: VRExperienceHelperOptions = {}) {\r\n this._scene = scene;\r\n this._inputElement = scene.getEngine().getInputElement();\r\n\r\n // check for VR support:\r\n\r\n const vrSupported = 'getVRDisplays' in navigator;\r\n // no VR support? force XR\r\n if (!vrSupported) {\r\n webVROptions.useXR = true;\r\n }\r\n\r\n // Parse options\r\n if (webVROptions.createFallbackVRDeviceOrientationFreeCamera === undefined) {\r\n webVROptions.createFallbackVRDeviceOrientationFreeCamera = true;\r\n }\r\n if (webVROptions.createDeviceOrientationCamera === undefined) {\r\n webVROptions.createDeviceOrientationCamera = true;\r\n }\r\n if (webVROptions.laserToggle === undefined) {\r\n webVROptions.laserToggle = true;\r\n }\r\n if (webVROptions.defaultHeight === undefined) {\r\n webVROptions.defaultHeight = 1.7;\r\n }\r\n if (webVROptions.useCustomVRButton) {\r\n this._useCustomVRButton = true;\r\n if (webVROptions.customVRButton) {\r\n this._btnVR = webVROptions.customVRButton;\r\n }\r\n }\r\n if (webVROptions.rayLength) {\r\n this._rayLength = webVROptions.rayLength;\r\n }\r\n this._defaultHeight = webVROptions.defaultHeight;\r\n\r\n if (webVROptions.positionScale) {\r\n this._rayLength *= webVROptions.positionScale;\r\n this._defaultHeight *= webVROptions.positionScale;\r\n }\r\n\r\n this._hasEnteredVR = false;\r\n\r\n // Set position\r\n if (this._scene.activeCamera) {\r\n this._position = this._scene.activeCamera.position.clone();\r\n } else {\r\n this._position = new Vector3(0, this._defaultHeight, 0);\r\n }\r\n\r\n // Set non-vr camera\r\n if (webVROptions.createDeviceOrientationCamera || !this._scene.activeCamera) {\r\n this._deviceOrientationCamera = new DeviceOrientationCamera(\"deviceOrientationVRHelper\", this._position.clone(), scene);\r\n\r\n // Copy data from existing camera\r\n if (this._scene.activeCamera) {\r\n this._deviceOrientationCamera.minZ = this._scene.activeCamera.minZ;\r\n this._deviceOrientationCamera.maxZ = this._scene.activeCamera.maxZ;\r\n // Set rotation from previous camera\r\n if (this._scene.activeCamera instanceof TargetCamera && this._scene.activeCamera.rotation) {\r\n var targetCamera = this._scene.activeCamera;\r\n if (targetCamera.rotationQuaternion) {\r\n this._deviceOrientationCamera.rotationQuaternion.copyFrom(targetCamera.rotationQuaternion);\r\n } else {\r\n this._deviceOrientationCamera.rotationQuaternion.copyFrom(Quaternion.RotationYawPitchRoll(targetCamera.rotation.y, targetCamera.rotation.x, targetCamera.rotation.z));\r\n }\r\n this._deviceOrientationCamera.rotation = targetCamera.rotation.clone();\r\n }\r\n }\r\n\r\n this._scene.activeCamera = this._deviceOrientationCamera;\r\n if (this._inputElement) {\r\n this._scene.activeCamera.attachControl(this._inputElement);\r\n }\r\n } else {\r\n this._existingCamera = this._scene.activeCamera;\r\n }\r\n\r\n if (this.webVROptions.useXR && (navigator as any).xr) {\r\n // force-check XR session support\r\n WebXRSessionManager.IsSessionSupportedAsync(\"immersive-vr\").then((supported) => {\r\n if (supported) {\r\n Logger.Log(\"Using WebXR. It is recommended to use the WebXRDefaultExperience directly\");\r\n // it is possible to use XR, let's do it!\r\n scene.createDefaultXRExperienceAsync({\r\n floorMeshes: webVROptions.floorMeshes || []\r\n }).then((xr) => {\r\n this.xr = xr;\r\n // connect observables\r\n this.xrTestDone = true;\r\n\r\n this._cameraGazer = new VRExperienceHelperCameraGazer(() => { return this.xr.baseExperience.camera; }, scene);\r\n\r\n this.xr.baseExperience.onStateChangedObservable.add((state) => {\r\n // support for entering / exiting\r\n switch (state) {\r\n case WebXRState.ENTERING_XR:\r\n this.onEnteringVRObservable.notifyObservers(this);\r\n if (!this._interactionsEnabled) {\r\n this.xr.pointerSelection.detach();\r\n }\r\n this.xr.pointerSelection.displayLaserPointer = this._displayLaserPointer;\r\n break;\r\n case WebXRState.EXITING_XR:\r\n this.onExitingVRObservable.notifyObservers(this);\r\n\r\n // resize to update width and height when exiting vr exits fullscreen\r\n this._scene.getEngine().resize();\r\n break;\r\n case WebXRState.IN_XR:\r\n this._hasEnteredVR = true;\r\n break;\r\n case WebXRState.NOT_IN_XR:\r\n this._hasEnteredVR = false;\r\n break;\r\n }\r\n });\r\n });\r\n } else {\r\n // XR not supported (thou exists), continue WebVR init\r\n this.completeVRInit(scene, webVROptions);\r\n }\r\n });\r\n } else {\r\n // no XR, continue init synchronous\r\n this.completeVRInit(scene, webVROptions);\r\n }\r\n\r\n }\r\n\r\n private completeVRInit(scene: Scene,\r\n webVROptions: VRExperienceHelperOptions): void {\r\n this.xrTestDone = true;\r\n // Create VR cameras\r\n if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {\r\n if (webVROptions.useMultiview) {\r\n if (!webVROptions.vrDeviceOrientationCameraMetrics) {\r\n webVROptions.vrDeviceOrientationCameraMetrics = VRCameraMetrics.GetDefault();\r\n }\r\n webVROptions.vrDeviceOrientationCameraMetrics.multiviewEnabled = true;\r\n }\r\n this._vrDeviceOrientationCamera = new VRDeviceOrientationFreeCamera(\"VRDeviceOrientationVRHelper\", this._position, this._scene, true, webVROptions.vrDeviceOrientationCameraMetrics);\r\n this._vrDeviceOrientationCamera.angularSensibility = Number.MAX_VALUE;\r\n }\r\n this._webVRCamera = new WebVRFreeCamera(\"WebVRHelper\", this._position, this._scene, webVROptions);\r\n this._webVRCamera.useStandingMatrix();\r\n\r\n this._cameraGazer = new VRExperienceHelperCameraGazer(() => { return this.currentVRCamera; }, scene);\r\n // Create default button\r\n if (!this._useCustomVRButton) {\r\n this._btnVR = document.createElement(\"BUTTON\");\r\n this._btnVR.className = \"babylonVRicon\";\r\n this._btnVR.id = \"babylonVRiconbtn\";\r\n this._btnVR.title = \"Click to switch to VR\";\r\n const url = !window.SVGSVGElement ? \"https://cdn.babylonjs.com/Assets/vrButton.png\" : \"data:image/svg+xml;charset=UTF-8,%3Csvg%20xmlns%3D%22http%3A//www.w3.org/2000/svg%22%20width%3D%222048%22%20height%3D%221152%22%20viewBox%3D%220%200%202048%201152%22%20version%3D%221.1%22%3E%3Cpath%20transform%3D%22rotate%28180%201024%2C576.0000000000001%29%22%20d%3D%22m1109%2C896q17%2C0%2030%2C-12t13%2C-30t-12.5%2C-30.5t-30.5%2C-12.5l-170%2C0q-18%2C0%20-30.5%2C12.5t-12.5%2C30.5t13%2C30t30%2C12l170%2C0zm-85%2C256q59%2C0%20132.5%2C-1.5t154.5%2C-5.5t164.5%2C-11.5t163%2C-20t150%2C-30t124.5%2C-41.5q23%2C-11%2042%2C-24t38%2C-30q27%2C-25%2041%2C-61.5t14%2C-72.5l0%2C-257q0%2C-123%20-47%2C-232t-128%2C-190t-190%2C-128t-232%2C-47l-81%2C0q-37%2C0%20-68.5%2C14t-60.5%2C34.5t-55.5%2C45t-53%2C45t-53%2C34.5t-55.5%2C14t-55.5%2C-14t-53%2C-34.5t-53%2C-45t-55.5%2C-45t-60.5%2C-34.5t-68.5%2C-14l-81%2C0q-123%2C0%20-232%2C47t-190%2C128t-128%2C190t-47%2C232l0%2C257q0%2C68%2038%2C115t97%2C73q54%2C24%20124.5%2C41.5t150%2C30t163%2C20t164.5%2C11.5t154.5%2C5.5t132.5%2C1.5zm939%2C-298q0%2C39%20-24.5%2C67t-58.5%2C42q-54%2C23%20-122%2C39.5t-143.5%2C28t-155.5%2C19t-157%2C11t-148.5%2C5t-129.5%2C1.5q-59%2C0%20-130%2C-1.5t-148%2C-5t-157%2C-11t-155.5%2C-19t-143.5%2C-28t-122%2C-39.5q-34%2C-14%20-58.5%2C-42t-24.5%2C-67l0%2C-257q0%2C-106%2040.5%2C-199t110%2C-162.5t162.5%2C-109.5t199%2C-40l81%2C0q27%2C0%2052%2C14t50%2C34.5t51%2C44.5t55.5%2C44.5t63.5%2C34.5t74%2C14t74%2C-14t63.5%2C-34.5t55.5%2C-44.5t51%2C-44.5t50%2C-34.5t52%2C-14l14%2C0q37%2C0%2070%2C0.5t64.5%2C4.5t63.5%2C12t68%2C23q71%2C30%20128.5%2C78.5t98.5%2C110t63.5%2C133.5t22.5%2C149l0%2C257z%22%20fill%3D%22white%22%20/%3E%3C/svg%3E%0A\";\r\n var css = \".babylonVRicon { position: absolute; right: 20px; height: 50px; width: 80px; background-color: rgba(51,51,51,0.7); background-image: url(\" + url + \"); background-size: 80%; background-repeat:no-repeat; background-position: center; border: none; outline: none; transition: transform 0.125s ease-out } .babylonVRicon:hover { transform: scale(1.05) } .babylonVRicon:active {background-color: rgba(51,51,51,1) } .babylonVRicon:focus {background-color: rgba(51,51,51,1) }\";\r\n css += \".babylonVRicon.vrdisplaypresenting { display: none; }\";\r\n // TODO: Add user feedback so that they know what state the VRDisplay is in (disconnected, connected, entering-VR)\r\n // css += \".babylonVRicon.vrdisplaysupported { }\";\r\n // css += \".babylonVRicon.vrdisplayready { }\";\r\n // css += \".babylonVRicon.vrdisplayrequesting { }\";\r\n\r\n var style = document.createElement('style');\r\n style.appendChild(document.createTextNode(css));\r\n document.getElementsByTagName('head')[0].appendChild(style);\r\n\r\n this.moveButtonToBottomRight();\r\n }\r\n\r\n // VR button click event\r\n if (this._btnVR) {\r\n this._btnVR.addEventListener(\"click\", () => {\r\n if (!this.isInVRMode) {\r\n this.enterVR();\r\n } else {\r\n this._scene.getEngine().disableVR();\r\n }\r\n });\r\n }\r\n\r\n // Window events\r\n\r\n let hostWindow = this._scene.getEngine().getHostWindow();\r\n if (!hostWindow) {\r\n return;\r\n }\r\n\r\n hostWindow.addEventListener(\"resize\", this._onResize);\r\n document.addEventListener(\"fullscreenchange\", this._onFullscreenChange, false);\r\n document.addEventListener(\"mozfullscreenchange\", this._onFullscreenChange, false);\r\n document.addEventListener(\"webkitfullscreenchange\", this._onFullscreenChange, false);\r\n document.addEventListener(\"msfullscreenchange\", this._onFullscreenChange, false);\r\n (document).onmsfullscreenchange = this._onFullscreenChange;\r\n\r\n // Display vr button when headset is connected\r\n if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {\r\n this.displayVRButton();\r\n } else {\r\n this._scene.getEngine().onVRDisplayChangedObservable.add((e) => {\r\n if (e.vrDisplay) {\r\n this.displayVRButton();\r\n }\r\n });\r\n }\r\n\r\n // Exiting VR mode using 'ESC' key on desktop\r\n this._onKeyDown = (event: KeyboardEvent) => {\r\n if (event.keyCode === 27 && this.isInVRMode) {\r\n this.exitVR();\r\n }\r\n };\r\n document.addEventListener(\"keydown\", this._onKeyDown);\r\n\r\n // Exiting VR mode double tapping the touch screen\r\n this._scene.onPrePointerObservable.add(() => {\r\n if (this._hasEnteredVR && this.exitVROnDoubleTap) {\r\n this.exitVR();\r\n if (this._fullscreenVRpresenting) {\r\n this._scene.getEngine().exitFullscreen();\r\n }\r\n }\r\n }, PointerEventTypes.POINTERDOUBLETAP, false);\r\n\r\n // Listen for WebVR display changes\r\n this._onVRDisplayChanged = (eventArgs: IDisplayChangedEventArgs) => this.onVRDisplayChanged(eventArgs);\r\n this._onVrDisplayPresentChange = () => this.onVrDisplayPresentChange();\r\n this._onVRRequestPresentStart = () => {\r\n this._webVRrequesting = true;\r\n this.updateButtonVisibility();\r\n };\r\n this._onVRRequestPresentComplete = () => {\r\n this._webVRrequesting = false;\r\n this.updateButtonVisibility();\r\n };\r\n scene.getEngine().onVRDisplayChangedObservable.add(this._onVRDisplayChanged);\r\n scene.getEngine().onVRRequestPresentStart.add(this._onVRRequestPresentStart);\r\n scene.getEngine().onVRRequestPresentComplete.add(this._onVRRequestPresentComplete);\r\n hostWindow.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);\r\n\r\n scene.onDisposeObservable.add(() => {\r\n this.dispose();\r\n });\r\n\r\n // Gamepad connection events\r\n this._webVRCamera.onControllerMeshLoadedObservable.add((webVRController) => this._onDefaultMeshLoaded(webVRController));\r\n this._scene.gamepadManager.onGamepadConnectedObservable.add(this._onNewGamepadConnected);\r\n this._scene.gamepadManager.onGamepadDisconnectedObservable.add(this._onNewGamepadDisconnected);\r\n\r\n this.updateButtonVisibility();\r\n\r\n //create easing functions\r\n this._circleEase = new CircleEase();\r\n this._circleEase.setEasingMode(EasingFunction.EASINGMODE_EASEINOUT);\r\n this._teleportationEasing = this._circleEase;\r\n\r\n // Allow clicking in the vrDeviceOrientationCamera\r\n scene.onPointerObservable.add((e) => {\r\n if (this._interactionsEnabled) {\r\n if (scene.activeCamera === this.vrDeviceOrientationCamera && (e.event as PointerEvent).pointerType === \"mouse\") {\r\n if (e.type === PointerEventTypes.POINTERDOWN) {\r\n this._cameraGazer._selectionPointerDown();\r\n } else if (e.type === PointerEventTypes.POINTERUP) {\r\n this._cameraGazer._selectionPointerUp();\r\n }\r\n }\r\n }\r\n });\r\n\r\n if (this.webVROptions.floorMeshes) {\r\n this.enableTeleportation({ floorMeshes: this.webVROptions.floorMeshes });\r\n }\r\n }\r\n\r\n // Raised when one of the controller has loaded successfully its associated default mesh\r\n private _onDefaultMeshLoaded(webVRController: WebVRController) {\r\n if (this._leftController && this._leftController.webVRController == webVRController) {\r\n if (webVRController.mesh) {\r\n this._leftController._setLaserPointerParent(webVRController.mesh);\r\n }\r\n }\r\n if (this._rightController && this._rightController.webVRController == webVRController) {\r\n if (webVRController.mesh) {\r\n this._rightController._setLaserPointerParent(webVRController.mesh);\r\n }\r\n }\r\n\r\n try {\r\n this.onControllerMeshLoadedObservable.notifyObservers(webVRController);\r\n }\r\n catch (err) {\r\n Logger.Warn(\"Error in your custom logic onControllerMeshLoaded: \" + err);\r\n }\r\n }\r\n\r\n private _onResize = () => {\r\n this.moveButtonToBottomRight();\r\n if (this._fullscreenVRpresenting && this._webVRready) {\r\n this.exitVR();\r\n }\r\n }\r\n\r\n private _onFullscreenChange = () => {\r\n let anyDoc = document as any;\r\n if (anyDoc.fullscreen !== undefined) {\r\n this._fullscreenVRpresenting = (document).fullscreen;\r\n } else if (anyDoc.mozFullScreen !== undefined) {\r\n this._fullscreenVRpresenting = anyDoc.mozFullScreen;\r\n } else if (anyDoc.webkitIsFullScreen !== undefined) {\r\n this._fullscreenVRpresenting = anyDoc.webkitIsFullScreen;\r\n } else if (anyDoc.msIsFullScreen !== undefined) {\r\n this._fullscreenVRpresenting = anyDoc.msIsFullScreen;\r\n } else if ((document).msFullscreenElement !== undefined) {\r\n this._fullscreenVRpresenting = (document).msFullscreenElement;\r\n }\r\n if (!this._fullscreenVRpresenting && this._inputElement) {\r\n this.exitVR();\r\n if (!this._useCustomVRButton && this._btnVR) {\r\n this._btnVR.style.top = this._inputElement.offsetTop + this._inputElement.offsetHeight - 70 + \"px\";\r\n this._btnVR.style.left = this._inputElement.offsetLeft + this._inputElement.offsetWidth - 100 + \"px\";\r\n // make sure the button is visible after setting its position\r\n this.updateButtonVisibility();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets a value indicating if we are currently in VR mode.\r\n */\r\n public get isInVRMode(): boolean {\r\n return (this.xr && this.webVROptions.useXR && this.xr.baseExperience.state === WebXRState.IN_XR) || (this._webVRpresenting || this._fullscreenVRpresenting);\r\n }\r\n\r\n private onVrDisplayPresentChange() {\r\n var vrDisplay = this._scene.getEngine().getVRDevice();\r\n if (vrDisplay) {\r\n var wasPresenting = this._webVRpresenting;\r\n this._webVRpresenting = vrDisplay.isPresenting;\r\n\r\n if (wasPresenting && !this._webVRpresenting) {\r\n this.exitVR();\r\n }\r\n } else {\r\n Logger.Warn('Detected VRDisplayPresentChange on an unknown VRDisplay. Did you can enterVR on the vrExperienceHelper?');\r\n }\r\n\r\n this.updateButtonVisibility();\r\n }\r\n\r\n private onVRDisplayChanged(eventArgs: IDisplayChangedEventArgs) {\r\n this._webVRsupported = eventArgs.vrSupported;\r\n this._webVRready = !!eventArgs.vrDisplay;\r\n this._webVRpresenting = eventArgs.vrDisplay && eventArgs.vrDisplay.isPresenting;\r\n\r\n this.updateButtonVisibility();\r\n }\r\n\r\n private moveButtonToBottomRight() {\r\n if (this._inputElement && !this._useCustomVRButton && this._btnVR) {\r\n const rect: ClientRect = this._inputElement.getBoundingClientRect();\r\n this._btnVR.style.top = rect.top + rect.height - 70 + \"px\";\r\n this._btnVR.style.left = rect.left + rect.width - 100 + \"px\";\r\n }\r\n }\r\n\r\n private displayVRButton() {\r\n if (!this._useCustomVRButton && !this._btnVRDisplayed && this._btnVR) {\r\n document.body.appendChild(this._btnVR);\r\n this._btnVRDisplayed = true;\r\n }\r\n }\r\n\r\n private updateButtonVisibility() {\r\n if (!this._btnVR || this._useCustomVRButton) {\r\n return;\r\n }\r\n this._btnVR.className = \"babylonVRicon\";\r\n if (this.isInVRMode) {\r\n this._btnVR.className += \" vrdisplaypresenting\";\r\n } else {\r\n if (this._webVRready) { this._btnVR.className += \" vrdisplayready\"; }\r\n if (this._webVRsupported) { this._btnVR.className += \" vrdisplaysupported\"; }\r\n if (this._webVRrequesting) { this._btnVR.className += \" vrdisplayrequesting\"; }\r\n }\r\n }\r\n\r\n private _cachedAngularSensibility = { angularSensibilityX: null, angularSensibilityY: null, angularSensibility: null };\r\n /**\r\n * Attempt to enter VR. If a headset is connected and ready, will request present on that.\r\n * Otherwise, will use the fullscreen API.\r\n */\r\n public enterVR() {\r\n if (this.xr) {\r\n this.xr.baseExperience.enterXRAsync(\"immersive-vr\", \"local-floor\", this.xr.renderTarget);\r\n return;\r\n }\r\n if (this.onEnteringVRObservable) {\r\n try {\r\n this.onEnteringVRObservable.notifyObservers(this);\r\n }\r\n catch (err) {\r\n Logger.Warn(\"Error in your custom logic onEnteringVR: \" + err);\r\n }\r\n }\r\n\r\n if (this._scene.activeCamera) {\r\n this._position = this._scene.activeCamera.position.clone();\r\n\r\n if (this.vrDeviceOrientationCamera) {\r\n this.vrDeviceOrientationCamera.rotation = Quaternion.FromRotationMatrix(this._scene.activeCamera.getWorldMatrix().getRotationMatrix()).toEulerAngles();\r\n this.vrDeviceOrientationCamera.angularSensibility = 2000;\r\n }\r\n if (this.webVRCamera) {\r\n var currentYRotation = this.webVRCamera.deviceRotationQuaternion.toEulerAngles().y;\r\n var desiredYRotation = Quaternion.FromRotationMatrix(this._scene.activeCamera.getWorldMatrix().getRotationMatrix()).toEulerAngles().y;\r\n var delta = desiredYRotation - currentYRotation;\r\n var currentGlobalRotation = this.webVRCamera.rotationQuaternion.toEulerAngles().y;\r\n this.webVRCamera.rotationQuaternion = Quaternion.FromEulerAngles(0, currentGlobalRotation + delta, 0);\r\n }\r\n\r\n // make sure that we return to the last active camera\r\n this._existingCamera = this._scene.activeCamera;\r\n\r\n // Remove and cache angular sensability to avoid camera rotation when in VR\r\n if ((this._existingCamera).angularSensibilityX) {\r\n this._cachedAngularSensibility.angularSensibilityX = (this._existingCamera).angularSensibilityX;\r\n (this._existingCamera).angularSensibilityX = Number.MAX_VALUE;\r\n }\r\n if ((this._existingCamera).angularSensibilityY) {\r\n this._cachedAngularSensibility.angularSensibilityY = (this._existingCamera).angularSensibilityY;\r\n (this._existingCamera).angularSensibilityY = Number.MAX_VALUE;\r\n }\r\n if ((this._existingCamera).angularSensibility) {\r\n this._cachedAngularSensibility.angularSensibility = (this._existingCamera).angularSensibility;\r\n (this._existingCamera).angularSensibility = Number.MAX_VALUE;\r\n }\r\n }\r\n\r\n if (this._webVRrequesting) {\r\n return;\r\n }\r\n\r\n // If WebVR is supported and a headset is connected\r\n if (this._webVRready) {\r\n if (!this._webVRpresenting) {\r\n this._scene.getEngine().onVRRequestPresentComplete.addOnce((result) => {\r\n this.onAfterEnteringVRObservable.notifyObservers({ success: result });\r\n });\r\n this._webVRCamera.position = this._position;\r\n this._scene.activeCamera = this._webVRCamera;\r\n }\r\n }\r\n else if (this._vrDeviceOrientationCamera) {\r\n this._vrDeviceOrientationCamera.position = this._position;\r\n if (this._scene.activeCamera) {\r\n this._vrDeviceOrientationCamera.minZ = this._scene.activeCamera.minZ;\r\n }\r\n this._scene.activeCamera = this._vrDeviceOrientationCamera;\r\n this._scene.getEngine().enterFullscreen(this.requestPointerLockOnFullScreen);\r\n this.updateButtonVisibility();\r\n this._vrDeviceOrientationCamera.onViewMatrixChangedObservable.addOnce(() => {\r\n this.onAfterEnteringVRObservable.notifyObservers({ success: true });\r\n });\r\n }\r\n\r\n if (this._scene.activeCamera && this._inputElement) {\r\n this._scene.activeCamera.attachControl(this._inputElement);\r\n }\r\n\r\n if (this._interactionsEnabled) {\r\n this._scene.registerBeforeRender(this.beforeRender);\r\n }\r\n\r\n if (this._displayLaserPointer) {\r\n [this._leftController, this._rightController].forEach((controller) => {\r\n if (controller) {\r\n controller._activatePointer();\r\n }\r\n });\r\n }\r\n\r\n this._hasEnteredVR = true;\r\n }\r\n\r\n /**\r\n * Attempt to exit VR, or fullscreen.\r\n */\r\n public exitVR() {\r\n if (this.xr) {\r\n this.xr.baseExperience.exitXRAsync();\r\n return;\r\n }\r\n if (this._hasEnteredVR) {\r\n if (this.onExitingVRObservable) {\r\n try {\r\n this.onExitingVRObservable.notifyObservers(this);\r\n }\r\n catch (err) {\r\n Logger.Warn(\"Error in your custom logic onExitingVR: \" + err);\r\n }\r\n }\r\n if (this._webVRpresenting) {\r\n this._scene.getEngine().disableVR();\r\n }\r\n if (this._scene.activeCamera) {\r\n this._position = this._scene.activeCamera.position.clone();\r\n\r\n }\r\n\r\n if (this.vrDeviceOrientationCamera) {\r\n this.vrDeviceOrientationCamera.angularSensibility = Number.MAX_VALUE;\r\n }\r\n\r\n if (this._deviceOrientationCamera) {\r\n this._deviceOrientationCamera.position = this._position;\r\n this._scene.activeCamera = this._deviceOrientationCamera;\r\n\r\n // Restore angular sensibility\r\n if (this._cachedAngularSensibility.angularSensibilityX) {\r\n (this._deviceOrientationCamera).angularSensibilityX = this._cachedAngularSensibility.angularSensibilityX;\r\n this._cachedAngularSensibility.angularSensibilityX = null;\r\n }\r\n if (this._cachedAngularSensibility.angularSensibilityY) {\r\n (this._deviceOrientationCamera).angularSensibilityY = this._cachedAngularSensibility.angularSensibilityY;\r\n this._cachedAngularSensibility.angularSensibilityY = null;\r\n }\r\n if (this._cachedAngularSensibility.angularSensibility) {\r\n (this._deviceOrientationCamera).angularSensibility = this._cachedAngularSensibility.angularSensibility;\r\n this._cachedAngularSensibility.angularSensibility = null;\r\n }\r\n } else if (this._existingCamera) {\r\n this._existingCamera.position = this._position;\r\n this._scene.activeCamera = this._existingCamera;\r\n if (this._inputElement) {\r\n this._scene.activeCamera.attachControl(this._inputElement);\r\n }\r\n\r\n // Restore angular sensibility\r\n if (this._cachedAngularSensibility.angularSensibilityX) {\r\n (this._existingCamera).angularSensibilityX = this._cachedAngularSensibility.angularSensibilityX;\r\n this._cachedAngularSensibility.angularSensibilityX = null;\r\n }\r\n if (this._cachedAngularSensibility.angularSensibilityY) {\r\n (this._existingCamera).angularSensibilityY = this._cachedAngularSensibility.angularSensibilityY;\r\n this._cachedAngularSensibility.angularSensibilityY = null;\r\n }\r\n if (this._cachedAngularSensibility.angularSensibility) {\r\n (this._existingCamera).angularSensibility = this._cachedAngularSensibility.angularSensibility;\r\n this._cachedAngularSensibility.angularSensibility = null;\r\n }\r\n }\r\n\r\n this.updateButtonVisibility();\r\n\r\n if (this._interactionsEnabled) {\r\n this._scene.unregisterBeforeRender(this.beforeRender);\r\n this._cameraGazer._gazeTracker.isVisible = false;\r\n if (this._leftController) {\r\n this._leftController._gazeTracker.isVisible = false;\r\n }\r\n if (this._rightController) {\r\n this._rightController._gazeTracker.isVisible = false;\r\n }\r\n }\r\n\r\n // resize to update width and height when exiting vr exits fullscreen\r\n this._scene.getEngine().resize();\r\n\r\n [this._leftController, this._rightController].forEach((controller) => {\r\n if (controller) {\r\n controller._deactivatePointer();\r\n }\r\n });\r\n\r\n this._hasEnteredVR = false;\r\n\r\n // Update engine state to re enable non-vr camera input\r\n var engine = this._scene.getEngine();\r\n if (engine._onVrDisplayPresentChange) {\r\n engine._onVrDisplayPresentChange();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * The position of the vr experience helper.\r\n */\r\n public get position(): Vector3 {\r\n return this._position;\r\n }\r\n\r\n /**\r\n * Sets the position of the vr experience helper.\r\n */\r\n public set position(value: Vector3) {\r\n this._position = value;\r\n\r\n if (this._scene.activeCamera) {\r\n this._scene.activeCamera.position = value;\r\n }\r\n }\r\n\r\n /**\r\n * Enables controllers and user interactions such as selecting and object or clicking on an object.\r\n */\r\n public enableInteractions() {\r\n if (!this._interactionsEnabled) {\r\n this._interactionsRequested = true;\r\n\r\n // in XR it is enabled by default, but just to make sure, re-attach\r\n if (this.xr) {\r\n if (this.xr.baseExperience.state === WebXRState.IN_XR) {\r\n this.xr.pointerSelection.attach();\r\n }\r\n return;\r\n }\r\n\r\n if (this._leftController) {\r\n this._enableInteractionOnController(this._leftController);\r\n }\r\n\r\n if (this._rightController) {\r\n this._enableInteractionOnController(this._rightController);\r\n }\r\n\r\n this.raySelectionPredicate = (mesh) => {\r\n return mesh.isVisible && (mesh.isPickable || mesh.name === this._floorMeshName);\r\n };\r\n\r\n this.meshSelectionPredicate = () => {\r\n return true;\r\n };\r\n\r\n this._raySelectionPredicate = (mesh) => {\r\n if (this._isTeleportationFloor(mesh) || (mesh.name.indexOf(\"gazeTracker\") === -1\r\n && mesh.name.indexOf(\"teleportationTarget\") === -1\r\n && mesh.name.indexOf(\"torusTeleportation\") === -1)) {\r\n return this.raySelectionPredicate(mesh);\r\n }\r\n return false;\r\n };\r\n\r\n this._interactionsEnabled = true;\r\n }\r\n }\r\n\r\n private get _noControllerIsActive() {\r\n return !(this._leftController && this._leftController._activePointer) && !(this._rightController && this._rightController._activePointer);\r\n }\r\n\r\n private beforeRender = () => {\r\n if (this._leftController && this._leftController._activePointer) {\r\n this._castRayAndSelectObject(this._leftController);\r\n }\r\n\r\n if (this._rightController && this._rightController._activePointer) {\r\n this._castRayAndSelectObject(this._rightController);\r\n }\r\n\r\n if (this._noControllerIsActive && (this._scene.getEngine().isPointerLock || this.enableGazeEvenWhenNoPointerLock)) {\r\n this._castRayAndSelectObject(this._cameraGazer);\r\n } else {\r\n this._cameraGazer._gazeTracker.isVisible = false;\r\n }\r\n\r\n }\r\n\r\n private _isTeleportationFloor(mesh: AbstractMesh): boolean {\r\n for (var i = 0; i < this._floorMeshesCollection.length; i++) {\r\n if (this._floorMeshesCollection[i].id === mesh.id) {\r\n return true;\r\n }\r\n }\r\n if (this._floorMeshName && mesh.name === this._floorMeshName) {\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Adds a floor mesh to be used for teleportation.\r\n * @param floorMesh the mesh to be used for teleportation.\r\n */\r\n public addFloorMesh(floorMesh: Mesh): void {\r\n if (!this._floorMeshesCollection) {\r\n return;\r\n }\r\n\r\n if (this._floorMeshesCollection.indexOf(floorMesh) > -1) {\r\n return;\r\n }\r\n\r\n this._floorMeshesCollection.push(floorMesh);\r\n }\r\n\r\n /**\r\n * Removes a floor mesh from being used for teleportation.\r\n * @param floorMesh the mesh to be removed.\r\n */\r\n public removeFloorMesh(floorMesh: Mesh): void {\r\n if (!this._floorMeshesCollection) {\r\n return;\r\n }\r\n\r\n const meshIndex = this._floorMeshesCollection.indexOf(floorMesh);\r\n if (meshIndex !== -1) {\r\n this._floorMeshesCollection.splice(meshIndex, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Enables interactions and teleportation using the VR controllers and gaze.\r\n * @param vrTeleportationOptions options to modify teleportation behavior.\r\n */\r\n public enableTeleportation(vrTeleportationOptions: VRTeleportationOptions = {}) {\r\n if (!this._teleportationInitialized) {\r\n this._teleportationRequested = true;\r\n\r\n this.enableInteractions();\r\n\r\n if (this.webVROptions.useXR && (vrTeleportationOptions.floorMeshes || vrTeleportationOptions.floorMeshName)) {\r\n const floorMeshes: AbstractMesh[] = vrTeleportationOptions.floorMeshes || [];\r\n if (!floorMeshes.length) {\r\n const floorMesh = this._scene.getMeshByName(vrTeleportationOptions.floorMeshName!);\r\n if (floorMesh) {\r\n floorMeshes.push(floorMesh);\r\n }\r\n }\r\n if (this.xr) {\r\n floorMeshes.forEach((mesh) => {\r\n this.xr.teleportation.addFloorMesh(mesh);\r\n });\r\n if (!this.xr.teleportation.attached) {\r\n this.xr.teleportation.attach();\r\n }\r\n return;\r\n } else if (!this.xrTestDone) {\r\n const waitForXr = () => {\r\n if (this.xrTestDone) {\r\n this._scene.unregisterBeforeRender(waitForXr);\r\n if (this.xr) {\r\n if (!this.xr.teleportation.attached) {\r\n this.xr.teleportation.attach();\r\n }\r\n } else {\r\n this.enableTeleportation(vrTeleportationOptions);\r\n }\r\n }\r\n };\r\n this._scene.registerBeforeRender(waitForXr);\r\n return;\r\n }\r\n }\r\n\r\n if (vrTeleportationOptions.floorMeshName) {\r\n this._floorMeshName = vrTeleportationOptions.floorMeshName;\r\n }\r\n if (vrTeleportationOptions.floorMeshes) {\r\n this._floorMeshesCollection = vrTeleportationOptions.floorMeshes;\r\n }\r\n\r\n if (vrTeleportationOptions.teleportationMode) {\r\n this._teleportationMode = vrTeleportationOptions.teleportationMode;\r\n }\r\n if (vrTeleportationOptions.teleportationTime && vrTeleportationOptions.teleportationTime > 0) {\r\n this._teleportationTime = vrTeleportationOptions.teleportationTime;\r\n }\r\n if (vrTeleportationOptions.teleportationSpeed && vrTeleportationOptions.teleportationSpeed > 0) {\r\n this._teleportationSpeed = vrTeleportationOptions.teleportationSpeed;\r\n }\r\n if (vrTeleportationOptions.easingFunction !== undefined) {\r\n this._teleportationEasing = vrTeleportationOptions.easingFunction;\r\n }\r\n\r\n if (this._leftController != null) {\r\n this._enableTeleportationOnController(this._leftController);\r\n }\r\n if (this._rightController != null) {\r\n this._enableTeleportationOnController(this._rightController);\r\n }\r\n\r\n // Creates an image processing post process for the vignette not relying\r\n // on the main scene configuration for image processing to reduce setup and spaces\r\n // (gamma/linear) conflicts.\r\n const imageProcessingConfiguration = new ImageProcessingConfiguration();\r\n imageProcessingConfiguration.vignetteColor = new Color4(0, 0, 0, 0);\r\n imageProcessingConfiguration.vignetteEnabled = true;\r\n this._postProcessMove = new ImageProcessingPostProcess(\"postProcessMove\",\r\n 1.0,\r\n this._webVRCamera,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n imageProcessingConfiguration);\r\n\r\n this._webVRCamera.detachPostProcess(this._postProcessMove);\r\n this._teleportationInitialized = true;\r\n if (this._isDefaultTeleportationTarget) {\r\n this._createTeleportationCircles();\r\n this._teleportationTarget.scaling.scaleInPlace(this._webVRCamera.deviceScaleFactor);\r\n }\r\n }\r\n }\r\n\r\n private _onNewGamepadConnected = (gamepad: Gamepad) => {\r\n if (gamepad.type !== Gamepad.POSE_ENABLED) {\r\n if (gamepad.leftStick) {\r\n gamepad.onleftstickchanged((stickValues) => {\r\n if (this._teleportationInitialized && this.teleportationEnabled) {\r\n // Listening to classic/xbox gamepad only if no VR controller is active\r\n if ((!this._leftController && !this._rightController) ||\r\n ((this._leftController && !this._leftController._activePointer) &&\r\n (this._rightController && !this._rightController._activePointer))) {\r\n this._checkTeleportWithRay(stickValues, this._cameraGazer);\r\n this._checkTeleportBackwards(stickValues, this._cameraGazer);\r\n }\r\n }\r\n });\r\n }\r\n if (gamepad.rightStick) {\r\n gamepad.onrightstickchanged((stickValues) => {\r\n if (this._teleportationInitialized) {\r\n this._checkRotate(stickValues, this._cameraGazer);\r\n }\r\n });\r\n }\r\n if (gamepad.type === Gamepad.XBOX) {\r\n (gamepad).onbuttondown((buttonPressed: Xbox360Button) => {\r\n if (this._interactionsEnabled && buttonPressed === Xbox360Button.A) {\r\n this._cameraGazer._selectionPointerDown();\r\n }\r\n });\r\n (gamepad).onbuttonup((buttonPressed: Xbox360Button) => {\r\n if (this._interactionsEnabled && buttonPressed === Xbox360Button.A) {\r\n this._cameraGazer._selectionPointerUp();\r\n }\r\n });\r\n }\r\n } else {\r\n var webVRController = gamepad;\r\n var controller = new VRExperienceHelperControllerGazer(webVRController, this._scene, this._cameraGazer._gazeTracker);\r\n\r\n if (webVRController.hand === \"right\" || (this._leftController && this._leftController.webVRController != webVRController)) {\r\n this._rightController = controller;\r\n } else {\r\n this._leftController = controller;\r\n }\r\n\r\n this._tryEnableInteractionOnController(controller);\r\n }\r\n }\r\n\r\n // This only succeeds if the controller's mesh exists for the controller so this must be called whenever new controller is connected or when mesh is loaded\r\n private _tryEnableInteractionOnController = (controller: VRExperienceHelperControllerGazer) => {\r\n if (this._interactionsRequested && !controller._interactionsEnabled) {\r\n this._enableInteractionOnController(controller);\r\n }\r\n if (this._teleportationRequested && !controller._teleportationEnabled) {\r\n this._enableTeleportationOnController(controller);\r\n }\r\n }\r\n\r\n private _onNewGamepadDisconnected = (gamepad: Gamepad) => {\r\n if (gamepad instanceof WebVRController) {\r\n\r\n if (gamepad.hand === \"left\" && this._leftController != null) {\r\n this._leftController.dispose();\r\n this._leftController = null;\r\n }\r\n if (gamepad.hand === \"right\" && this._rightController != null) {\r\n this._rightController.dispose();\r\n this._rightController = null;\r\n }\r\n }\r\n }\r\n\r\n private _enableInteractionOnController(controller: VRExperienceHelperControllerGazer) {\r\n var controllerMesh = controller.webVRController.mesh;\r\n if (controllerMesh) {\r\n\r\n controller._interactionsEnabled = true;\r\n if (this.isInVRMode && this._displayLaserPointer) {\r\n controller._activatePointer();\r\n }\r\n if (this.webVROptions.laserToggle) {\r\n controller.webVRController.onMainButtonStateChangedObservable.add((stateObject) => {\r\n // Enabling / disabling laserPointer\r\n if (this._displayLaserPointer && stateObject.value === 1) {\r\n if (controller._activePointer) {\r\n controller._deactivatePointer();\r\n } else {\r\n controller._activatePointer();\r\n }\r\n if (this.displayGaze) {\r\n controller._gazeTracker.isVisible = controller._activePointer;\r\n }\r\n }\r\n });\r\n }\r\n controller.webVRController.onTriggerStateChangedObservable.add((stateObject) => {\r\n var gazer: VRExperienceHelperGazer = controller;\r\n if (this._noControllerIsActive) {\r\n gazer = this._cameraGazer;\r\n }\r\n if (!gazer._pointerDownOnMeshAsked) {\r\n if (stateObject.value > this._padSensibilityUp) {\r\n gazer._selectionPointerDown();\r\n }\r\n } else if (stateObject.value < this._padSensibilityDown) {\r\n gazer._selectionPointerUp();\r\n }\r\n });\r\n }\r\n }\r\n\r\n private _checkTeleportWithRay(stateObject: StickValues, gazer: VRExperienceHelperGazer) {\r\n // Dont teleport if another gaze already requested teleportation\r\n if (this._teleportationRequestInitiated && !gazer._teleportationRequestInitiated) {\r\n return;\r\n }\r\n if (!gazer._teleportationRequestInitiated) {\r\n if (stateObject.y < -this._padSensibilityUp && gazer._dpadPressed) {\r\n gazer._activatePointer();\r\n gazer._teleportationRequestInitiated = true;\r\n }\r\n } else {\r\n // Listening to the proper controller values changes to confirm teleportation\r\n if (Math.sqrt(stateObject.y * stateObject.y + stateObject.x * stateObject.x) < this._padSensibilityDown) {\r\n if (this._teleportActive) {\r\n this.teleportCamera(this._haloCenter);\r\n }\r\n\r\n gazer._teleportationRequestInitiated = false;\r\n }\r\n }\r\n }\r\n private _checkRotate(stateObject: StickValues, gazer: VRExperienceHelperGazer) {\r\n // Only rotate when user is not currently selecting a teleportation location\r\n if (gazer._teleportationRequestInitiated) {\r\n return;\r\n }\r\n\r\n if (!gazer._rotationLeftAsked) {\r\n if (stateObject.x < -this._padSensibilityUp && gazer._dpadPressed) {\r\n gazer._rotationLeftAsked = true;\r\n if (this._rotationAllowed) {\r\n this._rotateCamera(false);\r\n }\r\n }\r\n } else {\r\n if (stateObject.x > -this._padSensibilityDown) {\r\n gazer._rotationLeftAsked = false;\r\n }\r\n }\r\n\r\n if (!gazer._rotationRightAsked) {\r\n if (stateObject.x > this._padSensibilityUp && gazer._dpadPressed) {\r\n gazer._rotationRightAsked = true;\r\n if (this._rotationAllowed) {\r\n this._rotateCamera(true);\r\n }\r\n }\r\n } else {\r\n if (stateObject.x < this._padSensibilityDown) {\r\n gazer._rotationRightAsked = false;\r\n }\r\n }\r\n }\r\n private _checkTeleportBackwards(stateObject: StickValues, gazer: VRExperienceHelperGazer) {\r\n // Only teleport backwards when user is not currently selecting a teleportation location\r\n if (gazer._teleportationRequestInitiated) {\r\n return;\r\n }\r\n // Teleport backwards\r\n if (stateObject.y > this._padSensibilityUp && gazer._dpadPressed) {\r\n if (!gazer._teleportationBackRequestInitiated) {\r\n if (!this.currentVRCamera) {\r\n return;\r\n }\r\n\r\n // Get rotation and position of the current camera\r\n var rotation = Quaternion.FromRotationMatrix(this.currentVRCamera.getWorldMatrix().getRotationMatrix());\r\n var position = this.currentVRCamera.position;\r\n\r\n // If the camera has device position, use that instead\r\n if ((this.currentVRCamera).devicePosition && (this.currentVRCamera).deviceRotationQuaternion) {\r\n rotation = (this.currentVRCamera).deviceRotationQuaternion;\r\n position = (this.currentVRCamera).devicePosition;\r\n }\r\n\r\n // Get matrix with only the y rotation of the device rotation\r\n rotation.toEulerAnglesToRef(this._workingVector);\r\n this._workingVector.z = 0;\r\n this._workingVector.x = 0;\r\n Quaternion.RotationYawPitchRollToRef(this._workingVector.y, this._workingVector.x, this._workingVector.z, this._workingQuaternion);\r\n this._workingQuaternion.toRotationMatrix(this._workingMatrix);\r\n\r\n // Rotate backwards ray by device rotation to cast at the ground behind the user\r\n Vector3.TransformCoordinatesToRef(this._teleportBackwardsVector, this._workingMatrix, this._workingVector);\r\n\r\n // Teleport if ray hit the ground and is not to far away eg. backwards off a cliff\r\n var ray = new Ray(position, this._workingVector);\r\n var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);\r\n if (hit && hit.pickedPoint && hit.pickedMesh && this._isTeleportationFloor(hit.pickedMesh) && hit.distance < 5) {\r\n this.teleportCamera(hit.pickedPoint);\r\n }\r\n\r\n gazer._teleportationBackRequestInitiated = true;\r\n }\r\n } else {\r\n gazer._teleportationBackRequestInitiated = false;\r\n }\r\n\r\n }\r\n\r\n private _enableTeleportationOnController(controller: VRExperienceHelperControllerGazer) {\r\n var controllerMesh = controller.webVRController.mesh;\r\n if (controllerMesh) {\r\n if (!controller._interactionsEnabled) {\r\n this._enableInteractionOnController(controller);\r\n }\r\n controller._interactionsEnabled = true;\r\n controller._teleportationEnabled = true;\r\n if (controller.webVRController.controllerType === PoseEnabledControllerType.VIVE) {\r\n controller._dpadPressed = false;\r\n controller.webVRController.onPadStateChangedObservable.add((stateObject) => {\r\n controller._dpadPressed = stateObject.pressed;\r\n if (!controller._dpadPressed) {\r\n controller._rotationLeftAsked = false;\r\n controller._rotationRightAsked = false;\r\n controller._teleportationBackRequestInitiated = false;\r\n }\r\n });\r\n }\r\n controller.webVRController.onPadValuesChangedObservable.add((stateObject) => {\r\n if (this.teleportationEnabled) {\r\n this._checkTeleportBackwards(stateObject, controller);\r\n this._checkTeleportWithRay(stateObject, controller);\r\n }\r\n this._checkRotate(stateObject, controller);\r\n });\r\n }\r\n }\r\n\r\n private _createTeleportationCircles() {\r\n this._teleportationTarget = Mesh.CreateGround(\"teleportationTarget\", 2, 2, 2, this._scene);\r\n this._teleportationTarget.isPickable = false;\r\n\r\n var length = 512;\r\n var dynamicTexture = new DynamicTexture(\"DynamicTexture\", length, this._scene, true);\r\n dynamicTexture.hasAlpha = true;\r\n var context = dynamicTexture.getContext();\r\n\r\n var centerX = length / 2;\r\n var centerY = length / 2;\r\n var radius = 200;\r\n\r\n context.beginPath();\r\n context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);\r\n context.fillStyle = this._teleportationFillColor;\r\n context.fill();\r\n context.lineWidth = 10;\r\n context.strokeStyle = this._teleportationBorderColor;\r\n context.stroke();\r\n context.closePath();\r\n dynamicTexture.update();\r\n\r\n var teleportationCircleMaterial = new StandardMaterial(\"TextPlaneMaterial\", this._scene);\r\n teleportationCircleMaterial.diffuseTexture = dynamicTexture;\r\n this._teleportationTarget.material = teleportationCircleMaterial;\r\n\r\n var torus = Mesh.CreateTorus(\"torusTeleportation\", 0.75, 0.1, 25, this._scene, false);\r\n torus.isPickable = false;\r\n torus.parent = this._teleportationTarget;\r\n\r\n var animationInnerCircle = new Animation(\"animationInnerCircle\", \"position.y\", 30, Animation.ANIMATIONTYPE_FLOAT, Animation.ANIMATIONLOOPMODE_CYCLE);\r\n\r\n var keys = [];\r\n keys.push({\r\n frame: 0,\r\n value: 0\r\n });\r\n keys.push({\r\n frame: 30,\r\n value: 0.4\r\n });\r\n keys.push({\r\n frame: 60,\r\n value: 0\r\n });\r\n\r\n animationInnerCircle.setKeys(keys);\r\n\r\n var easingFunction = new SineEase();\r\n easingFunction.setEasingMode(EasingFunction.EASINGMODE_EASEINOUT);\r\n animationInnerCircle.setEasingFunction(easingFunction);\r\n\r\n torus.animations = [];\r\n torus.animations.push(animationInnerCircle);\r\n\r\n this._scene.beginAnimation(torus, 0, 60, true);\r\n\r\n this._hideTeleportationTarget();\r\n }\r\n\r\n private _displayTeleportationTarget() {\r\n this._teleportActive = true;\r\n if (this._teleportationInitialized) {\r\n this._teleportationTarget.isVisible = true;\r\n if (this._isDefaultTeleportationTarget) {\r\n (this._teleportationTarget.getChildren()[0]).isVisible = true;\r\n }\r\n }\r\n }\r\n\r\n private _hideTeleportationTarget() {\r\n this._teleportActive = false;\r\n if (this._teleportationInitialized) {\r\n this._teleportationTarget.isVisible = false;\r\n if (this._isDefaultTeleportationTarget) {\r\n (this._teleportationTarget.getChildren()[0]).isVisible = false;\r\n }\r\n }\r\n }\r\n\r\n private _rotateCamera(right: boolean) {\r\n if (!(this.currentVRCamera instanceof FreeCamera)) {\r\n return;\r\n }\r\n\r\n if (right) {\r\n this._rotationAngle++;\r\n }\r\n else {\r\n this._rotationAngle--;\r\n }\r\n\r\n this.currentVRCamera.animations = [];\r\n\r\n var target = Quaternion.FromRotationMatrix(Matrix.RotationY(Math.PI / 4 * this._rotationAngle));\r\n\r\n var animationRotation = new Animation(\"animationRotation\", \"rotationQuaternion\", 90, Animation.ANIMATIONTYPE_QUATERNION,\r\n Animation.ANIMATIONLOOPMODE_CONSTANT);\r\n\r\n var animationRotationKeys = [];\r\n animationRotationKeys.push({\r\n frame: 0,\r\n value: this.currentVRCamera.rotationQuaternion\r\n });\r\n animationRotationKeys.push({\r\n frame: 6,\r\n value: target\r\n });\r\n\r\n animationRotation.setKeys(animationRotationKeys);\r\n\r\n animationRotation.setEasingFunction(this._circleEase);\r\n\r\n this.currentVRCamera.animations.push(animationRotation);\r\n\r\n this._postProcessMove.animations = [];\r\n\r\n var animationPP = new Animation(\"animationPP\", \"vignetteWeight\", 90, Animation.ANIMATIONTYPE_FLOAT,\r\n Animation.ANIMATIONLOOPMODE_CONSTANT);\r\n\r\n var vignetteWeightKeys = [];\r\n vignetteWeightKeys.push({\r\n frame: 0,\r\n value: 0\r\n });\r\n vignetteWeightKeys.push({\r\n frame: 3,\r\n value: 4\r\n });\r\n vignetteWeightKeys.push({\r\n frame: 6,\r\n value: 0\r\n });\r\n\r\n animationPP.setKeys(vignetteWeightKeys);\r\n animationPP.setEasingFunction(this._circleEase);\r\n this._postProcessMove.animations.push(animationPP);\r\n\r\n var animationPP2 = new Animation(\"animationPP2\", \"vignetteStretch\", 90, Animation.ANIMATIONTYPE_FLOAT,\r\n Animation.ANIMATIONLOOPMODE_CONSTANT);\r\n\r\n var vignetteStretchKeys = [];\r\n vignetteStretchKeys.push({\r\n frame: 0,\r\n value: 0\r\n });\r\n vignetteStretchKeys.push({\r\n frame: 3,\r\n value: 10\r\n });\r\n vignetteStretchKeys.push({\r\n frame: 6,\r\n value: 0\r\n });\r\n\r\n animationPP2.setKeys(vignetteStretchKeys);\r\n animationPP2.setEasingFunction(this._circleEase);\r\n this._postProcessMove.animations.push(animationPP2);\r\n\r\n this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;\r\n this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;\r\n this._postProcessMove.samples = 4;\r\n this._webVRCamera.attachPostProcess(this._postProcessMove);\r\n this._scene.beginAnimation(this._postProcessMove, 0, 6, false, 1, () => {\r\n this._webVRCamera.detachPostProcess(this._postProcessMove);\r\n });\r\n this._scene.beginAnimation(this.currentVRCamera, 0, 6, false, 1);\r\n }\r\n\r\n private _moveTeleportationSelectorTo(hit: PickingInfo, gazer: VRExperienceHelperGazer, ray: Ray) {\r\n if (hit.pickedPoint) {\r\n if (gazer._teleportationRequestInitiated) {\r\n this._displayTeleportationTarget();\r\n this._haloCenter.copyFrom(hit.pickedPoint);\r\n this._teleportationTarget.position.copyFrom(hit.pickedPoint);\r\n }\r\n\r\n var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(true, false), ray);\r\n if (pickNormal) {\r\n var axis1 = Vector3.Cross(Axis.Y, pickNormal);\r\n var axis2 = Vector3.Cross(pickNormal, axis1);\r\n Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, this._teleportationTarget.rotation);\r\n }\r\n this._teleportationTarget.position.y += 0.1;\r\n }\r\n }\r\n private _workingVector = Vector3.Zero();\r\n private _workingQuaternion = Quaternion.Identity();\r\n private _workingMatrix = Matrix.Identity();\r\n\r\n /**\r\n * Time Constant Teleportation Mode\r\n */\r\n public static readonly TELEPORTATIONMODE_CONSTANTTIME = 0;\r\n /**\r\n * Speed Constant Teleportation Mode\r\n */\r\n public static readonly TELEPORTATIONMODE_CONSTANTSPEED = 1;\r\n\r\n /**\r\n * Teleports the users feet to the desired location\r\n * @param location The location where the user's feet should be placed\r\n */\r\n public teleportCamera(location: Vector3) {\r\n if (!(this.currentVRCamera instanceof FreeCamera)) {\r\n return;\r\n }\r\n // Teleport the hmd to where the user is looking by moving the anchor to where they are looking minus the\r\n // offset of the headset from the anchor.\r\n if (this.webVRCamera.leftCamera) {\r\n this._workingVector.copyFrom(this.webVRCamera.leftCamera.globalPosition);\r\n this._workingVector.subtractInPlace(this.webVRCamera.position);\r\n location.subtractToRef(this._workingVector, this._workingVector);\r\n } else {\r\n this._workingVector.copyFrom(location);\r\n }\r\n // Add height to account for user's height offset\r\n if (this.isInVRMode) {\r\n this._workingVector.y += this.webVRCamera.deviceDistanceToRoomGround() * this._webVRCamera.deviceScaleFactor;\r\n } else {\r\n this._workingVector.y += this._defaultHeight;\r\n }\r\n\r\n this.onBeforeCameraTeleport.notifyObservers(this._workingVector);\r\n\r\n // Animations FPS\r\n const FPS = 90;\r\n var speedRatio, lastFrame;\r\n if (this._teleportationMode == VRExperienceHelper.TELEPORTATIONMODE_CONSTANTSPEED) {\r\n lastFrame = FPS;\r\n var dist = Vector3.Distance(this.currentVRCamera.position, this._workingVector);\r\n speedRatio = this._teleportationSpeed / dist;\r\n } else {\r\n // teleportationMode is TELEPORTATIONMODE_CONSTANTTIME\r\n lastFrame = Math.round(this._teleportationTime * FPS / 1000);\r\n speedRatio = 1;\r\n }\r\n\r\n // Create animation from the camera's position to the new location\r\n this.currentVRCamera.animations = [];\r\n var animationCameraTeleportation = new Animation(\"animationCameraTeleportation\", \"position\", FPS, Animation.ANIMATIONTYPE_VECTOR3, Animation.ANIMATIONLOOPMODE_CONSTANT);\r\n var animationCameraTeleportationKeys = [{\r\n frame: 0,\r\n value: this.currentVRCamera.position\r\n },\r\n {\r\n frame: lastFrame,\r\n value: this._workingVector\r\n }\r\n ];\r\n\r\n animationCameraTeleportation.setKeys(animationCameraTeleportationKeys);\r\n animationCameraTeleportation.setEasingFunction(this._teleportationEasing);\r\n this.currentVRCamera.animations.push(animationCameraTeleportation);\r\n\r\n this._postProcessMove.animations = [];\r\n\r\n // Calculate the mid frame for vignette animations\r\n var midFrame = Math.round(lastFrame / 2);\r\n\r\n var animationPP = new Animation(\"animationPP\", \"vignetteWeight\", FPS, Animation.ANIMATIONTYPE_FLOAT,\r\n Animation.ANIMATIONLOOPMODE_CONSTANT);\r\n\r\n var vignetteWeightKeys = [];\r\n vignetteWeightKeys.push({\r\n frame: 0,\r\n value: 0\r\n });\r\n vignetteWeightKeys.push({\r\n frame: midFrame,\r\n value: 8\r\n });\r\n vignetteWeightKeys.push({\r\n frame: lastFrame,\r\n value: 0\r\n });\r\n\r\n animationPP.setKeys(vignetteWeightKeys);\r\n this._postProcessMove.animations.push(animationPP);\r\n\r\n var animationPP2 = new Animation(\"animationPP2\", \"vignetteStretch\", FPS, Animation.ANIMATIONTYPE_FLOAT,\r\n Animation.ANIMATIONLOOPMODE_CONSTANT);\r\n\r\n var vignetteStretchKeys = [];\r\n vignetteStretchKeys.push({\r\n frame: 0,\r\n value: 0\r\n });\r\n vignetteStretchKeys.push({\r\n frame: midFrame,\r\n value: 10\r\n });\r\n vignetteStretchKeys.push({\r\n frame: lastFrame,\r\n value: 0\r\n });\r\n\r\n animationPP2.setKeys(vignetteStretchKeys);\r\n this._postProcessMove.animations.push(animationPP2);\r\n\r\n this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;\r\n this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;\r\n\r\n this._webVRCamera.attachPostProcess(this._postProcessMove);\r\n this._scene.beginAnimation(this._postProcessMove, 0, lastFrame, false, speedRatio, () => {\r\n this._webVRCamera.detachPostProcess(this._postProcessMove);\r\n });\r\n this._scene.beginAnimation(this.currentVRCamera, 0, lastFrame, false, speedRatio, () => {\r\n this.onAfterCameraTeleport.notifyObservers(this._workingVector);\r\n });\r\n\r\n this._hideTeleportationTarget();\r\n }\r\n\r\n private _convertNormalToDirectionOfRay(normal: Nullable, ray: Ray) {\r\n if (normal) {\r\n var angle = Math.acos(Vector3.Dot(normal, ray.direction));\r\n if (angle < Math.PI / 2) {\r\n normal.scaleInPlace(-1);\r\n }\r\n }\r\n return normal;\r\n }\r\n\r\n private _castRayAndSelectObject(gazer: VRExperienceHelperGazer) {\r\n if (!(this.currentVRCamera instanceof FreeCamera)) {\r\n return;\r\n }\r\n\r\n var ray = gazer._getForwardRay(this._rayLength);\r\n var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);\r\n\r\n if (hit) {\r\n // Populate the controllers mesh that can be used for drag/drop\r\n if ((gazer)._laserPointer) {\r\n hit.originMesh = (gazer)._laserPointer.parent;\r\n }\r\n this._scene.simulatePointerMove(hit, { pointerId: gazer._id });\r\n }\r\n gazer._currentHit = hit;\r\n\r\n // Moving the gazeTracker on the mesh face targetted\r\n if (hit && hit.pickedPoint) {\r\n if (this._displayGaze) {\r\n let multiplier = 1;\r\n\r\n gazer._gazeTracker.isVisible = true;\r\n\r\n if (gazer._isActionableMesh) {\r\n multiplier = 3;\r\n }\r\n if (this.updateGazeTrackerScale) {\r\n gazer._gazeTracker.scaling.x = hit.distance * multiplier;\r\n gazer._gazeTracker.scaling.y = hit.distance * multiplier;\r\n gazer._gazeTracker.scaling.z = hit.distance * multiplier;\r\n }\r\n\r\n var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(), ray);\r\n // To avoid z-fighting\r\n let deltaFighting = 0.002;\r\n\r\n if (pickNormal) {\r\n var axis1 = Vector3.Cross(Axis.Y, pickNormal);\r\n var axis2 = Vector3.Cross(pickNormal, axis1);\r\n Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, gazer._gazeTracker.rotation);\r\n }\r\n gazer._gazeTracker.position.copyFrom(hit.pickedPoint);\r\n\r\n if (gazer._gazeTracker.position.x < 0) {\r\n gazer._gazeTracker.position.x += deltaFighting;\r\n }\r\n else {\r\n gazer._gazeTracker.position.x -= deltaFighting;\r\n }\r\n if (gazer._gazeTracker.position.y < 0) {\r\n gazer._gazeTracker.position.y += deltaFighting;\r\n }\r\n else {\r\n gazer._gazeTracker.position.y -= deltaFighting;\r\n }\r\n if (gazer._gazeTracker.position.z < 0) {\r\n gazer._gazeTracker.position.z += deltaFighting;\r\n }\r\n else {\r\n gazer._gazeTracker.position.z -= deltaFighting;\r\n }\r\n }\r\n\r\n // Changing the size of the laser pointer based on the distance from the targetted point\r\n gazer._updatePointerDistance(hit.distance);\r\n }\r\n else {\r\n gazer._updatePointerDistance();\r\n gazer._gazeTracker.isVisible = false;\r\n }\r\n\r\n if (hit && hit.pickedMesh) {\r\n // The object selected is the floor, we're in a teleportation scenario\r\n if (this._teleportationInitialized && this._isTeleportationFloor(hit.pickedMesh) && hit.pickedPoint) {\r\n // Moving the teleportation area to this targetted point\r\n\r\n //Raise onSelectedMeshUnselected observable if ray collided floor mesh/meshes and a non floor mesh was previously selected\r\n if (gazer._currentMeshSelected && !this._isTeleportationFloor(gazer._currentMeshSelected)) {\r\n this._notifySelectedMeshUnselected(gazer._currentMeshSelected);\r\n }\r\n\r\n gazer._currentMeshSelected = null;\r\n if (gazer._teleportationRequestInitiated) {\r\n this._moveTeleportationSelectorTo(hit, gazer, ray);\r\n }\r\n return;\r\n }\r\n // If not, we're in a selection scenario\r\n //this._teleportationAllowed = false;\r\n if (hit.pickedMesh !== gazer._currentMeshSelected) {\r\n if (this.meshSelectionPredicate(hit.pickedMesh)) {\r\n this.onNewMeshPicked.notifyObservers(hit);\r\n gazer._currentMeshSelected = hit.pickedMesh;\r\n if (hit.pickedMesh.isPickable && hit.pickedMesh.actionManager) {\r\n this.changeGazeColor(this._pickedGazeColor);\r\n this.changeLaserColor(this._pickedLaserColor);\r\n gazer._isActionableMesh = true;\r\n }\r\n else {\r\n this.changeGazeColor(this._gazeColor);\r\n this.changeLaserColor(this._laserColor);\r\n gazer._isActionableMesh = false;\r\n }\r\n try {\r\n this.onNewMeshSelected.notifyObservers(hit.pickedMesh);\r\n let gazerAsControllerGazer = gazer as VRExperienceHelperControllerGazer;\r\n if (gazerAsControllerGazer.webVRController) {\r\n this.onMeshSelectedWithController.notifyObservers({ mesh: hit.pickedMesh, controller: gazerAsControllerGazer.webVRController });\r\n }\r\n }\r\n catch (err) {\r\n Logger.Warn(\"Error while raising onNewMeshSelected or onMeshSelectedWithController: \" + err);\r\n }\r\n }\r\n else {\r\n this._notifySelectedMeshUnselected(gazer._currentMeshSelected);\r\n gazer._currentMeshSelected = null;\r\n this.changeGazeColor(this._gazeColor);\r\n this.changeLaserColor(this._laserColor);\r\n }\r\n }\r\n }\r\n else {\r\n this._notifySelectedMeshUnselected(gazer._currentMeshSelected);\r\n gazer._currentMeshSelected = null;\r\n //this._teleportationAllowed = false;\r\n this.changeGazeColor(this._gazeColor);\r\n this.changeLaserColor(this._laserColor);\r\n }\r\n }\r\n\r\n private _notifySelectedMeshUnselected(mesh: Nullable) {\r\n if (mesh) {\r\n this.onSelectedMeshUnselected.notifyObservers(mesh);\r\n }\r\n }\r\n\r\n /**\r\n * Permanently set new colors for the laser pointer\r\n * @param color the new laser color\r\n * @param pickedColor the new laser color when picked mesh detected\r\n */\r\n public setLaserColor(color: Color3, pickedColor: Color3 = this._pickedLaserColor) {\r\n this._laserColor = color;\r\n this._pickedLaserColor = pickedColor;\r\n }\r\n\r\n /**\r\n * Set lighting enabled / disabled on the laser pointer of both controllers\r\n * @param enabled should the lighting be enabled on the laser pointer\r\n */\r\n public setLaserLightingState(enabled: boolean = true) {\r\n if (this._leftController) {\r\n this._leftController._setLaserPointerLightingDisabled(!enabled);\r\n\r\n }\r\n if (this._rightController) {\r\n this._rightController._setLaserPointerLightingDisabled(!enabled);\r\n }\r\n }\r\n\r\n /**\r\n * Permanently set new colors for the gaze pointer\r\n * @param color the new gaze color\r\n * @param pickedColor the new gaze color when picked mesh detected\r\n */\r\n public setGazeColor(color: Color3, pickedColor: Color3 = this._pickedGazeColor) {\r\n this._gazeColor = color;\r\n this._pickedGazeColor = pickedColor;\r\n }\r\n\r\n /**\r\n * Sets the color of the laser ray from the vr controllers.\r\n * @param color new color for the ray.\r\n */\r\n public changeLaserColor(color: Color3) {\r\n if (!this.updateControllerLaserColor) {\r\n return;\r\n }\r\n\r\n if (this._leftController) {\r\n this._leftController._setLaserPointerColor(color);\r\n\r\n }\r\n if (this._rightController) {\r\n this._rightController._setLaserPointerColor(color);\r\n }\r\n }\r\n\r\n /**\r\n * Sets the color of the ray from the vr headsets gaze.\r\n * @param color new color for the ray.\r\n */\r\n public changeGazeColor(color: Color3) {\r\n if (!this.updateGazeTrackerColor) {\r\n return;\r\n }\r\n if (!(this._cameraGazer._gazeTracker.material)) {\r\n return;\r\n }\r\n (this._cameraGazer._gazeTracker.material).emissiveColor = color;\r\n if (this._leftController) {\r\n (this._leftController._gazeTracker.material).emissiveColor = color;\r\n }\r\n if (this._rightController) {\r\n (this._rightController._gazeTracker.material).emissiveColor = color;\r\n }\r\n }\r\n\r\n /**\r\n * Exits VR and disposes of the vr experience helper\r\n */\r\n public dispose() {\r\n if (this.isInVRMode) {\r\n this.exitVR();\r\n }\r\n\r\n if (this._postProcessMove) {\r\n this._postProcessMove.dispose();\r\n }\r\n\r\n if (this._webVRCamera) {\r\n this._webVRCamera.dispose();\r\n }\r\n if (this._vrDeviceOrientationCamera) {\r\n this._vrDeviceOrientationCamera.dispose();\r\n }\r\n if (!this._useCustomVRButton && this._btnVR && this._btnVR.parentNode) {\r\n document.body.removeChild(this._btnVR);\r\n }\r\n\r\n if (this._deviceOrientationCamera && (this._scene.activeCamera != this._deviceOrientationCamera)) {\r\n this._deviceOrientationCamera.dispose();\r\n }\r\n\r\n if (this._cameraGazer) {\r\n this._cameraGazer.dispose();\r\n }\r\n if (this._leftController) {\r\n this._leftController.dispose();\r\n }\r\n if (this._rightController) {\r\n this._rightController.dispose();\r\n }\r\n\r\n if (this._teleportationTarget) {\r\n this._teleportationTarget.dispose();\r\n }\r\n\r\n if (this.xr) {\r\n this.xr.dispose();\r\n }\r\n\r\n this._floorMeshesCollection = [];\r\n\r\n document.removeEventListener(\"keydown\", this._onKeyDown);\r\n window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);\r\n\r\n window.removeEventListener(\"resize\", this._onResize);\r\n document.removeEventListener(\"fullscreenchange\", this._onFullscreenChange);\r\n document.removeEventListener(\"mozfullscreenchange\", this._onFullscreenChange);\r\n document.removeEventListener(\"webkitfullscreenchange\", this._onFullscreenChange);\r\n document.removeEventListener(\"msfullscreenchange\", this._onFullscreenChange);\r\n (document).onmsfullscreenchange = null;\r\n\r\n this._scene.getEngine().onVRDisplayChangedObservable.removeCallback(this._onVRDisplayChanged);\r\n this._scene.getEngine().onVRRequestPresentStart.removeCallback(this._onVRRequestPresentStart);\r\n this._scene.getEngine().onVRRequestPresentComplete.removeCallback(this._onVRRequestPresentComplete);\r\n window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);\r\n\r\n this._scene.gamepadManager.onGamepadConnectedObservable.removeCallback(this._onNewGamepadConnected);\r\n this._scene.gamepadManager.onGamepadDisconnectedObservable.removeCallback(this._onNewGamepadDisconnected);\r\n\r\n this._scene.unregisterBeforeRender(this.beforeRender);\r\n }\r\n\r\n /**\r\n * Gets the name of the VRExperienceHelper class\r\n * @returns \"VRExperienceHelper\"\r\n */\r\n public getClassName(): string {\r\n return \"VRExperienceHelper\";\r\n }\r\n}\r\n","import { Nullable } from \"../../types\";\r\nimport { Observer, Observable } from \"../../Misc/observable\";\r\nimport { FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport { TargetCamera } from \"../../Cameras/targetCamera\";\r\nimport { Camera } from \"../../Cameras/camera\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Quaternion, Matrix, Vector3 } from \"../../Maths/math.vector\";\r\nimport { Gamepad } from \"../../Gamepads/gamepad\";\r\nimport { PoseEnabledControllerType } from \"../../Gamepads/Controllers/poseEnabledController\";\r\nimport { WebVRController } from \"../../Gamepads/Controllers/webVRController\";\r\nimport { IDisplayChangedEventArgs } from \"../../Engines/engine\";\r\nimport { Node } from \"../../node\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Ray } from \"../../Culling/ray\";\r\nimport { HemisphericLight } from \"../../Lights/hemisphericLight\";\r\nimport { Logger } from '../../Misc/logger';\r\nimport { VRMultiviewToSingleviewPostProcess } from '../../PostProcesses/vrMultiviewToSingleviewPostProcess';\r\n\r\n// Side effect import to define the stereoscopic mode.\r\nimport \"../RigModes/webVRRigMode\";\r\n\r\n// Side effect import to add webvr support to engine\r\nimport \"../../Engines/Extensions/engine.webVR\";\r\n\r\nNode.AddNodeConstructor(\"WebVRFreeCamera\", (name, scene) => {\r\n return () => new WebVRFreeCamera(name, Vector3.Zero(), scene);\r\n});\r\n\r\nNode.AddNodeConstructor(\"WebVRGamepadCamera\", (name, scene) => {\r\n return () => new WebVRFreeCamera(name, Vector3.Zero(), scene);\r\n});\r\n\r\n/**\r\n * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose\r\n * IMPORTANT!! The data is right-hand data.\r\n * @export\r\n * @interface DevicePose\r\n */\r\nexport interface DevicePose {\r\n /**\r\n * The position of the device, values in array are [x,y,z].\r\n */\r\n readonly position: Nullable;\r\n /**\r\n * The linearVelocity of the device, values in array are [x,y,z].\r\n */\r\n readonly linearVelocity: Nullable;\r\n /**\r\n * The linearAcceleration of the device, values in array are [x,y,z].\r\n */\r\n readonly linearAcceleration: Nullable;\r\n\r\n /**\r\n * The orientation of the device in a quaternion array, values in array are [x,y,z,w].\r\n */\r\n readonly orientation: Nullable;\r\n /**\r\n * The angularVelocity of the device, values in array are [x,y,z].\r\n */\r\n readonly angularVelocity: Nullable;\r\n /**\r\n * The angularAcceleration of the device, values in array are [x,y,z].\r\n */\r\n readonly angularAcceleration: Nullable;\r\n}\r\n\r\n/**\r\n* Interface representing a pose controlled object in Babylon.\r\n* A pose controlled object has both regular pose values as well as pose values\r\n* from an external device such as a VR head mounted display\r\n*/\r\nexport interface PoseControlled {\r\n /**\r\n * The position of the object in babylon space.\r\n */\r\n position: Vector3;\r\n /**\r\n * The rotation quaternion of the object in babylon space.\r\n */\r\n rotationQuaternion: Quaternion;\r\n /**\r\n * The position of the device in babylon space.\r\n */\r\n devicePosition?: Vector3;\r\n /**\r\n * The rotation quaternion of the device in babylon space.\r\n */\r\n deviceRotationQuaternion: Quaternion;\r\n /**\r\n * The raw pose coming from the device.\r\n */\r\n rawPose: Nullable;\r\n /**\r\n * The scale of the device to be used when translating from device space to babylon space.\r\n */\r\n deviceScaleFactor: number;\r\n /**\r\n * Updates the poseControlled values based on the input device pose.\r\n * @param poseData the pose data to update the object with\r\n */\r\n updateFromDevice(poseData: DevicePose): void;\r\n}\r\n\r\n/**\r\n * Set of options to customize the webVRCamera\r\n */\r\nexport interface WebVROptions {\r\n /**\r\n * Sets if the webVR camera should be tracked to the vrDevice. (default: true)\r\n */\r\n trackPosition?: boolean;\r\n /**\r\n * Sets the scale of the vrDevice in babylon space. (default: 1)\r\n */\r\n positionScale?: number;\r\n /**\r\n * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)\r\n */\r\n displayName?: string;\r\n /**\r\n * Should the native controller meshes be initialized. (default: true)\r\n */\r\n controllerMeshes?: boolean;\r\n /**\r\n * Creating a default HemiLight only on controllers. (default: true)\r\n */\r\n defaultLightingOnControllers?: boolean;\r\n /**\r\n * If you don't want to use the default VR button of the helper. (default: false)\r\n */\r\n useCustomVRButton?: boolean;\r\n\r\n /**\r\n * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)\r\n */\r\n customVRButton?: HTMLButtonElement;\r\n\r\n /**\r\n * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)\r\n */\r\n rayLength?: number;\r\n\r\n /**\r\n * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)\r\n */\r\n defaultHeight?: number;\r\n\r\n /**\r\n * If multiview should be used if availible (default: false)\r\n */\r\n useMultiview?: boolean;\r\n}\r\n\r\n/**\r\n * This represents a WebVR camera.\r\n * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.\r\n * @example http://doc.babylonjs.com/how_to/webvr_camera\r\n */\r\nexport class WebVRFreeCamera extends FreeCamera implements PoseControlled {\r\n /**\r\n * @hidden\r\n * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay\r\n */\r\n public _vrDevice: any = null;\r\n /**\r\n * The rawPose of the vrDevice.\r\n */\r\n public rawPose: Nullable = null;\r\n private _onVREnabled: (success: boolean) => void;\r\n private _specsVersion: string = \"1.1\";\r\n private _attached: boolean = false;\r\n\r\n private _frameData: any;\r\n\r\n protected _descendants: Array = [];\r\n\r\n // Represents device position and rotation in room space. Should only be used to help calculate babylon space values\r\n private _deviceRoomPosition = Vector3.Zero();\r\n /** @hidden */\r\n public _deviceRoomRotationQuaternion = Quaternion.Identity();\r\n\r\n private _standingMatrix: Nullable = null;\r\n\r\n /**\r\n * Represents device position in babylon space.\r\n */\r\n public devicePosition = Vector3.Zero();\r\n /**\r\n * Represents device rotation in babylon space.\r\n */\r\n public deviceRotationQuaternion = Quaternion.Identity();\r\n\r\n /**\r\n * The scale of the device to be used when translating from device space to babylon space.\r\n */\r\n public deviceScaleFactor: number = 1;\r\n\r\n private _deviceToWorld = Matrix.Identity();\r\n private _worldToDevice = Matrix.Identity();\r\n\r\n /**\r\n * References to the webVR controllers for the vrDevice.\r\n */\r\n public controllers: Array = [];\r\n /**\r\n * Emits an event when a controller is attached.\r\n */\r\n public onControllersAttachedObservable = new Observable>();\r\n /**\r\n * Emits an event when a controller's mesh has been loaded;\r\n */\r\n public onControllerMeshLoadedObservable = new Observable();\r\n /**\r\n * Emits an event when the HMD's pose has been updated.\r\n */\r\n public onPoseUpdatedFromDeviceObservable = new Observable();\r\n private _poseSet = false;\r\n /**\r\n * If the rig cameras be used as parent instead of this camera.\r\n */\r\n public rigParenting: boolean = true;\r\n\r\n private _lightOnControllers: HemisphericLight;\r\n\r\n private _defaultHeight?: number = undefined;\r\n\r\n /**\r\n * Instantiates a WebVRFreeCamera.\r\n * @param name The name of the WebVRFreeCamera\r\n * @param position The starting anchor position for the camera\r\n * @param scene The scene the camera belongs to\r\n * @param webVROptions a set of customizable options for the webVRCamera\r\n */\r\n constructor(name: string, position: Vector3, scene: Scene, private webVROptions: WebVROptions = {}) {\r\n super(name, position, scene);\r\n this._cache.position = Vector3.Zero();\r\n if (webVROptions.defaultHeight) {\r\n this._defaultHeight = webVROptions.defaultHeight;\r\n this.position.y = this._defaultHeight;\r\n }\r\n\r\n this.minZ = 0.1;\r\n\r\n //legacy support - the compensation boolean was removed.\r\n if (arguments.length === 5) {\r\n this.webVROptions = arguments[4];\r\n }\r\n\r\n // default webVR options\r\n if (this.webVROptions.trackPosition == undefined) {\r\n this.webVROptions.trackPosition = true;\r\n }\r\n if (this.webVROptions.controllerMeshes == undefined) {\r\n this.webVROptions.controllerMeshes = true;\r\n }\r\n if (this.webVROptions.defaultLightingOnControllers == undefined) {\r\n this.webVROptions.defaultLightingOnControllers = true;\r\n }\r\n\r\n this.rotationQuaternion = new Quaternion();\r\n\r\n if (this.webVROptions && this.webVROptions.positionScale) {\r\n this.deviceScaleFactor = this.webVROptions.positionScale;\r\n }\r\n\r\n //enable VR\r\n var engine = this.getEngine();\r\n this._onVREnabled = (success: boolean) => { if (success) { this.initControllers(); } };\r\n engine.onVRRequestPresentComplete.add(this._onVREnabled);\r\n engine.initWebVR().add((event: IDisplayChangedEventArgs) => {\r\n if (!event.vrDisplay || this._vrDevice === event.vrDisplay) {\r\n return;\r\n }\r\n\r\n this._vrDevice = event.vrDisplay;\r\n\r\n //reset the rig parameters.\r\n this.setCameraRigMode(Camera.RIG_MODE_WEBVR, { parentCamera: this, vrDisplay: this._vrDevice, frameData: this._frameData, specs: this._specsVersion });\r\n\r\n if (this._attached) {\r\n this.getEngine().enableVR(this.webVROptions);\r\n }\r\n });\r\n\r\n if (typeof (VRFrameData) !== \"undefined\") {\r\n this._frameData = new VRFrameData();\r\n }\r\n\r\n if (webVROptions.useMultiview) {\r\n if (!this.getScene().getEngine().getCaps().multiview) {\r\n Logger.Warn(\"Multiview is not supported, falling back to standard rendering\");\r\n this._useMultiviewToSingleView = false;\r\n } else {\r\n this._useMultiviewToSingleView = true;\r\n this._rigPostProcess = new VRMultiviewToSingleviewPostProcess(\"VRMultiviewToSingleview\", this, 1.0);\r\n }\r\n }\r\n\r\n /**\r\n * The idea behind the following lines:\r\n * objects that have the camera as parent should actually have the rig cameras as a parent.\r\n * BUT, each of those cameras has a different view matrix, which means that if we set the parent to the first rig camera,\r\n * the second will not show it correctly.\r\n *\r\n * To solve this - each object that has the camera as parent will be added to a protected array.\r\n * When the rig camera renders, it will take this array and set all of those to be its children.\r\n * This way, the right camera will be used as a parent, and the mesh will be rendered correctly.\r\n * Amazing!\r\n */\r\n scene.onBeforeCameraRenderObservable.add((camera) => {\r\n if (camera.parent === this && this.rigParenting) {\r\n this._descendants = this.getDescendants(true, (n) => {\r\n // don't take the cameras or the controllers!\r\n let isController = this.controllers.some((controller) => { return controller._mesh === n; });\r\n let isRigCamera = this._rigCameras.indexOf(n) !== -1;\r\n return !isController && !isRigCamera;\r\n });\r\n this._descendants.forEach((node) => {\r\n node.parent = camera;\r\n });\r\n }\r\n });\r\n\r\n scene.onAfterCameraRenderObservable.add((camera) => {\r\n if (camera.parent === this && this.rigParenting) {\r\n this._descendants.forEach((node) => {\r\n node.parent = this;\r\n });\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Gets the device distance from the ground in meters.\r\n * @returns the distance in meters from the vrDevice to ground in device space. If standing matrix is not supported for the vrDevice 0 is returned.\r\n */\r\n public deviceDistanceToRoomGround(): number {\r\n if (this._standingMatrix) {\r\n // Add standing matrix offset to get real offset from ground in room\r\n this._standingMatrix.getTranslationToRef(this._workingVector);\r\n return this._deviceRoomPosition.y + this._workingVector.y;\r\n }\r\n //If VRDisplay does not inform stage parameters and no default height is set we fallback to zero.\r\n return this._defaultHeight || 0;\r\n }\r\n\r\n /**\r\n * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.\r\n * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.\r\n */\r\n public useStandingMatrix(callback = (bool: boolean) => { }) {\r\n // Use standing matrix if available\r\n this.getEngine().initWebVRAsync().then((result) => {\r\n if (!result.vrDisplay || !result.vrDisplay.stageParameters || !result.vrDisplay.stageParameters.sittingToStandingTransform || !this.webVROptions.trackPosition) {\r\n callback(false);\r\n } else {\r\n this._standingMatrix = new Matrix();\r\n Matrix.FromFloat32ArrayToRefScaled(result.vrDisplay.stageParameters.sittingToStandingTransform, 0, 1, this._standingMatrix);\r\n if (!this.getScene().useRightHandedSystem) {\r\n if (this._standingMatrix) {\r\n this._standingMatrix.toggleModelMatrixHandInPlace();\r\n }\r\n }\r\n callback(true);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.\r\n * @returns A promise with a boolean set to if the standing matrix is supported.\r\n */\r\n public useStandingMatrixAsync(): Promise {\r\n return new Promise((res) => {\r\n this.useStandingMatrix((supported) => {\r\n res(supported);\r\n });\r\n });\r\n }\r\n\r\n /**\r\n * Disposes the camera\r\n */\r\n public dispose(): void {\r\n this._detachIfAttached();\r\n this.getEngine().onVRRequestPresentComplete.removeCallback(this._onVREnabled);\r\n if (this._updateCacheWhenTrackingDisabledObserver) {\r\n this._scene.onBeforeRenderObservable.remove(this._updateCacheWhenTrackingDisabledObserver);\r\n }\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Gets a vrController by name.\r\n * @param name The name of the controller to retreive\r\n * @returns the controller matching the name specified or null if not found\r\n */\r\n public getControllerByName(name: string): Nullable {\r\n for (var gp of this.controllers) {\r\n if (gp.hand === name) {\r\n return gp;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n private _leftController: Nullable;\r\n /**\r\n * The controller corresponding to the users left hand.\r\n */\r\n public get leftController(): Nullable {\r\n if (!this._leftController) {\r\n this._leftController = this.getControllerByName(\"left\");\r\n }\r\n\r\n return this._leftController;\r\n }\r\n\r\n private _rightController: Nullable;\r\n /**\r\n * The controller corresponding to the users right hand.\r\n */\r\n public get rightController(): Nullable {\r\n if (!this._rightController) {\r\n this._rightController = this.getControllerByName(\"right\");\r\n }\r\n\r\n return this._rightController;\r\n }\r\n\r\n /**\r\n * Casts a ray forward from the vrCamera's gaze.\r\n * @param length Length of the ray (default: 100)\r\n * @returns the ray corresponding to the gaze\r\n */\r\n public getForwardRay(length = 100): Ray {\r\n if (this.leftCamera) {\r\n // Use left eye to avoid computation to compute center on every call\r\n return super.getForwardRay(length, this.leftCamera.getWorldMatrix(), this.leftCamera.globalPosition); // Need the actual rendered camera\r\n }\r\n else {\r\n return super.getForwardRay(length);\r\n }\r\n }\r\n\r\n /**\r\n * @hidden\r\n * Updates the camera based on device's frame data\r\n */\r\n public _checkInputs(): void {\r\n if (this._vrDevice && this._vrDevice.isPresenting) {\r\n this._vrDevice.getFrameData(this._frameData);\r\n\r\n this.updateFromDevice(this._frameData.pose);\r\n }\r\n\r\n super._checkInputs();\r\n }\r\n\r\n /**\r\n * Updates the poseControlled values based on the input device pose.\r\n * @param poseData Pose coming from the device\r\n */\r\n updateFromDevice(poseData: DevicePose) {\r\n if (poseData && poseData.orientation && poseData.orientation.length === 4) {\r\n this.rawPose = poseData;\r\n this._deviceRoomRotationQuaternion.copyFromFloats(poseData.orientation[0], poseData.orientation[1], -poseData.orientation[2], -poseData.orientation[3]);\r\n\r\n if (this.getScene().useRightHandedSystem) {\r\n this._deviceRoomRotationQuaternion.z *= -1;\r\n this._deviceRoomRotationQuaternion.w *= -1;\r\n }\r\n if (this.webVROptions.trackPosition && this.rawPose.position) {\r\n this._deviceRoomPosition.copyFromFloats(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2]);\r\n if (this.getScene().useRightHandedSystem) {\r\n this._deviceRoomPosition.z *= -1;\r\n }\r\n }\r\n this._poseSet = true;\r\n }\r\n }\r\n\r\n private _htmlElementAttached: Nullable = null;\r\n private _detachIfAttached = () => {\r\n var vrDisplay = this.getEngine().getVRDevice();\r\n if (vrDisplay && !vrDisplay.isPresenting && this._htmlElementAttached) {\r\n this.detachControl(this._htmlElementAttached);\r\n }\r\n }\r\n\r\n /**\r\n * WebVR's attach control will start broadcasting frames to the device.\r\n * Note that in certain browsers (chrome for example) this function must be called\r\n * within a user-interaction callback. Example:\r\n *
 scene.onPointerDown = function() { camera.attachControl(canvas); }
\r\n *\r\n * @param element html element to attach the vrDevice to\r\n * @param noPreventDefault prevent the default html element operation when attaching the vrDevice\r\n */\r\n public attachControl(element: HTMLElement, noPreventDefault?: boolean): void {\r\n super.attachControl(element, noPreventDefault);\r\n this._attached = true;\r\n this._htmlElementAttached = element;\r\n\r\n noPreventDefault = Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;\r\n\r\n if (this._vrDevice) {\r\n this.getEngine().enableVR(this.webVROptions);\r\n }\r\n\r\n let hostWindow = this._scene.getEngine().getHostWindow();\r\n\r\n if (hostWindow) {\r\n hostWindow.addEventListener('vrdisplaypresentchange', this._detachIfAttached);\r\n }\r\n }\r\n\r\n /**\r\n * Detaches the camera from the html element and disables VR\r\n *\r\n * @param element html element to detach from\r\n */\r\n public detachControl(element: HTMLElement): void {\r\n this.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);\r\n this.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);\r\n\r\n super.detachControl(element);\r\n this._attached = false;\r\n this.getEngine().disableVR();\r\n window.removeEventListener('vrdisplaypresentchange', this._detachIfAttached);\r\n }\r\n\r\n /**\r\n * @returns the name of this class\r\n */\r\n public getClassName(): string {\r\n return \"WebVRFreeCamera\";\r\n }\r\n\r\n /**\r\n * Calls resetPose on the vrDisplay\r\n * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose\r\n */\r\n public resetToCurrentRotation() {\r\n //uses the vrDisplay's \"resetPose()\".\r\n //pitch and roll won't be affected.\r\n this._vrDevice.resetPose();\r\n }\r\n\r\n /**\r\n * @hidden\r\n * Updates the rig cameras (left and right eye)\r\n */\r\n public _updateRigCameras() {\r\n var camLeft = this._rigCameras[0];\r\n var camRight = this._rigCameras[1];\r\n camLeft.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);\r\n camRight.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);\r\n\r\n camLeft.position.copyFrom(this._deviceRoomPosition);\r\n camRight.position.copyFrom(this._deviceRoomPosition);\r\n }\r\n\r\n private _workingVector = Vector3.Zero();\r\n private _oneVector = Vector3.One();\r\n private _workingMatrix = Matrix.Identity();\r\n\r\n private updateCacheCalled: boolean;\r\n\r\n // Remove translation from 6dof headset if trackposition is set to false\r\n private _correctPositionIfNotTrackPosition(matrix: Matrix, isViewMatrix = false) {\r\n if (this.rawPose && this.rawPose.position && !this.webVROptions.trackPosition) {\r\n Matrix.TranslationToRef(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2], this._tmpMatrix);\r\n if (!isViewMatrix) {\r\n this._tmpMatrix.invert();\r\n }\r\n this._tmpMatrix.multiplyToRef(matrix, matrix);\r\n }\r\n }\r\n\r\n /**\r\n * @hidden\r\n * Updates the cached values of the camera\r\n * @param ignoreParentClass ignores updating the parent class's cache (default: false)\r\n */\r\n public _updateCache(ignoreParentClass?: boolean): void {\r\n if (!this.rotationQuaternion.equals(this._cache.rotationQuaternion) || !this.position.equals(this._cache.position)) {\r\n // Update to ensure devicePosition is up to date with most recent _deviceRoomPosition\r\n if (!this.updateCacheCalled) {\r\n // make sure it is only called once per loop. this.update() might cause an infinite loop.\r\n this.updateCacheCalled = true;\r\n this.update();\r\n }\r\n\r\n // Set working vector to the device position in room space rotated by the new rotation\r\n this.rotationQuaternion.toRotationMatrix(this._workingMatrix);\r\n Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._workingMatrix, this._workingVector);\r\n\r\n // Subtract this vector from the current device position in world to get the translation for the device world matrix\r\n this.devicePosition.subtractToRef(this._workingVector, this._workingVector);\r\n Matrix.ComposeToRef(this._oneVector, this.rotationQuaternion, this._workingVector, this._deviceToWorld);\r\n\r\n // Add translation from anchor position\r\n this._deviceToWorld.getTranslationToRef(this._workingVector);\r\n this._workingVector.addInPlace(this.position);\r\n this._workingVector.subtractInPlace(this._cache.position);\r\n this._deviceToWorld.setTranslation(this._workingVector);\r\n\r\n // Set an inverted matrix to be used when updating the camera\r\n this._deviceToWorld.invertToRef(this._worldToDevice);\r\n\r\n // Update the gamepad to ensure the mesh is updated on the same frame as camera\r\n this.controllers.forEach((controller) => {\r\n controller._deviceToWorld.copyFrom(this._deviceToWorld);\r\n this._correctPositionIfNotTrackPosition(controller._deviceToWorld);\r\n controller.update();\r\n });\r\n }\r\n\r\n if (!ignoreParentClass) {\r\n super._updateCache();\r\n }\r\n this.updateCacheCalled = false;\r\n }\r\n\r\n /**\r\n * @hidden\r\n * Get current device position in babylon world\r\n */\r\n public _computeDevicePosition() {\r\n Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._deviceToWorld, this.devicePosition);\r\n }\r\n\r\n /**\r\n * Updates the current device position and rotation in the babylon world\r\n */\r\n public update() {\r\n this._computeDevicePosition();\r\n\r\n // Get current device rotation in babylon world\r\n Matrix.FromQuaternionToRef(this._deviceRoomRotationQuaternion, this._workingMatrix);\r\n this._workingMatrix.multiplyToRef(this._deviceToWorld, this._workingMatrix);\r\n Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);\r\n\r\n if (this._poseSet) {\r\n this.onPoseUpdatedFromDeviceObservable.notifyObservers(null);\r\n }\r\n super.update();\r\n }\r\n\r\n /**\r\n * @hidden\r\n * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)\r\n * @returns an identity matrix\r\n */\r\n public _getViewMatrix(): Matrix {\r\n return Matrix.Identity();\r\n }\r\n\r\n private _tmpMatrix = new Matrix();\r\n /**\r\n * This function is called by the two RIG cameras.\r\n * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)\r\n * @hidden\r\n */\r\n public _getWebVRViewMatrix(): Matrix {\r\n // Update the parent camera prior to using a child camera to avoid desynchronization\r\n let parentCamera: WebVRFreeCamera = this._cameraRigParams[\"parentCamera\"];\r\n parentCamera._updateCache();\r\n\r\n //WebVR 1.1\r\n var viewArray = this._cameraRigParams[\"left\"] ? this._cameraRigParams[\"frameData\"].leftViewMatrix : this._cameraRigParams[\"frameData\"].rightViewMatrix;\r\n\r\n Matrix.FromArrayToRef(viewArray, 0, this._webvrViewMatrix);\r\n\r\n if (!this.getScene().useRightHandedSystem) {\r\n this._webvrViewMatrix.toggleModelMatrixHandInPlace();\r\n }\r\n\r\n // update the camera rotation matrix\r\n this._webvrViewMatrix.getRotationMatrixToRef(this._cameraRotationMatrix);\r\n Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);\r\n\r\n // Computing target and final matrix\r\n this.position.addToRef(this._transformedReferencePoint, this._currentTarget);\r\n\r\n // should the view matrix be updated with scale and position offset?\r\n if (parentCamera.deviceScaleFactor !== 1) {\r\n this._webvrViewMatrix.invert();\r\n // scale the position, if set\r\n if (parentCamera.deviceScaleFactor) {\r\n this._webvrViewMatrix.multiplyAtIndex(12, parentCamera.deviceScaleFactor);\r\n this._webvrViewMatrix.multiplyAtIndex(13, parentCamera.deviceScaleFactor);\r\n this._webvrViewMatrix.multiplyAtIndex(14, parentCamera.deviceScaleFactor);\r\n }\r\n\r\n this._webvrViewMatrix.invert();\r\n }\r\n\r\n // Remove translation from 6dof headset if trackposition is set to false\r\n parentCamera._correctPositionIfNotTrackPosition(this._webvrViewMatrix, true);\r\n\r\n parentCamera._worldToDevice.multiplyToRef(this._webvrViewMatrix, this._webvrViewMatrix);\r\n\r\n // Compute global position\r\n this._workingMatrix = this._workingMatrix || Matrix.Identity();\r\n this._webvrViewMatrix.invertToRef(this._workingMatrix);\r\n this._workingMatrix.multiplyToRef(parentCamera.getWorldMatrix(), this._workingMatrix);\r\n this._workingMatrix.getTranslationToRef(this._globalPosition);\r\n this._markSyncedWithParent();\r\n\r\n return this._webvrViewMatrix;\r\n }\r\n\r\n /** @hidden */\r\n public _getWebVRProjectionMatrix(): Matrix {\r\n\r\n let parentCamera = this.parent;\r\n\r\n parentCamera._vrDevice.depthNear = parentCamera.minZ;\r\n parentCamera._vrDevice.depthFar = parentCamera.maxZ;\r\n\r\n var projectionArray = this._cameraRigParams[\"left\"] ? this._cameraRigParams[\"frameData\"].leftProjectionMatrix : this._cameraRigParams[\"frameData\"].rightProjectionMatrix;\r\n Matrix.FromArrayToRef(projectionArray, 0, this._projectionMatrix);\r\n\r\n //babylon compatible matrix\r\n if (!this.getScene().useRightHandedSystem) {\r\n this._projectionMatrix.toggleProjectionMatrixHandInPlace();\r\n }\r\n\r\n return this._projectionMatrix;\r\n }\r\n\r\n private _onGamepadConnectedObserver: Nullable>;\r\n private _onGamepadDisconnectedObserver: Nullable>;\r\n private _updateCacheWhenTrackingDisabledObserver: Nullable>;\r\n /**\r\n * Initializes the controllers and their meshes\r\n */\r\n public initControllers() {\r\n this.controllers = [];\r\n\r\n let manager = this.getScene().gamepadManager;\r\n this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add((gamepad) => {\r\n if (gamepad.type === Gamepad.POSE_ENABLED) {\r\n let webVrController: WebVRController = gamepad;\r\n\r\n if (webVrController.defaultModel) {\r\n webVrController.defaultModel.setEnabled(false);\r\n }\r\n\r\n if (webVrController.hand === \"right\") {\r\n this._rightController = null;\r\n }\r\n if (webVrController.hand === \"left\") {\r\n this._leftController = null;\r\n }\r\n const controllerIndex = this.controllers.indexOf(webVrController);\r\n if (controllerIndex !== -1) {\r\n this.controllers.splice(controllerIndex, 1);\r\n }\r\n }\r\n });\r\n\r\n this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add((gamepad) => {\r\n if (gamepad.type === Gamepad.POSE_ENABLED) {\r\n let webVrController: WebVRController = gamepad;\r\n if (!this.webVROptions.trackPosition) {\r\n webVrController._disableTrackPosition(new Vector3(webVrController.hand == \"left\" ? -0.15 : 0.15, -0.5, 0.25));\r\n // Cache must be updated before rendering controllers to avoid them being one frame behind\r\n if (!this._updateCacheWhenTrackingDisabledObserver) {\r\n this._updateCacheWhenTrackingDisabledObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n this._updateCache();\r\n });\r\n }\r\n }\r\n webVrController.deviceScaleFactor = this.deviceScaleFactor;\r\n webVrController._deviceToWorld.copyFrom(this._deviceToWorld);\r\n this._correctPositionIfNotTrackPosition(webVrController._deviceToWorld);\r\n\r\n if (this.webVROptions.controllerMeshes) {\r\n if (webVrController.defaultModel) {\r\n webVrController.defaultModel.setEnabled(true);\r\n } else {\r\n // Load the meshes\r\n webVrController.initControllerMesh(this.getScene(), (loadedMesh) => {\r\n loadedMesh.scaling.scaleInPlace(this.deviceScaleFactor);\r\n this.onControllerMeshLoadedObservable.notifyObservers(webVrController);\r\n if (this.webVROptions.defaultLightingOnControllers) {\r\n if (!this._lightOnControllers) {\r\n this._lightOnControllers = new HemisphericLight(\"vrControllersLight\", new Vector3(0, 1, 0), this.getScene());\r\n }\r\n let activateLightOnSubMeshes = function(mesh: AbstractMesh, light: HemisphericLight) {\r\n let children = mesh.getChildren();\r\n if (children && children.length !== 0) {\r\n children.forEach((mesh) => {\r\n light.includedOnlyMeshes.push(mesh);\r\n activateLightOnSubMeshes(mesh, light);\r\n });\r\n }\r\n };\r\n this._lightOnControllers.includedOnlyMeshes.push(loadedMesh);\r\n activateLightOnSubMeshes(loadedMesh, this._lightOnControllers);\r\n }\r\n });\r\n }\r\n }\r\n webVrController.attachToPoseControlledCamera(this);\r\n\r\n // since this is async - sanity check. Is the controller already stored?\r\n if (this.controllers.indexOf(webVrController) === -1) {\r\n //add to the controllers array\r\n this.controllers.push(webVrController);\r\n\r\n // Forced to add some control code for Vive as it doesn't always fill properly the \"hand\" property\r\n // Sometimes, both controllers are set correctly (left and right), sometimes none, sometimes only one of them...\r\n // So we're overriding setting left & right manually to be sure\r\n let firstViveWandDetected = false;\r\n\r\n for (let i = 0; i < this.controllers.length; i++) {\r\n if (this.controllers[i].controllerType === PoseEnabledControllerType.VIVE) {\r\n if (!firstViveWandDetected) {\r\n firstViveWandDetected = true;\r\n this.controllers[i].hand = \"left\";\r\n }\r\n else {\r\n this.controllers[i].hand = \"right\";\r\n }\r\n }\r\n }\r\n\r\n //did we find enough controllers? Great! let the developer know.\r\n if (this.controllers.length >= 2) {\r\n this.onControllersAttachedObservable.notifyObservers(this.controllers);\r\n }\r\n }\r\n }\r\n });\r\n }\r\n}\r\n","import { serialize, serializeAsVector3 } from \"../Misc/decorators\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { Matrix, Vector3, Vector2 } from \"../Maths/math.vector\";\r\nimport { Node } from \"../node\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { AutoRotationBehavior } from \"../Behaviors/Cameras/autoRotationBehavior\";\r\nimport { BouncingBehavior } from \"../Behaviors/Cameras/bouncingBehavior\";\r\nimport { FramingBehavior } from \"../Behaviors/Cameras/framingBehavior\";\r\nimport { Camera } from \"./camera\";\r\nimport { TargetCamera } from \"./targetCamera\";\r\nimport { ArcRotateCameraPointersInput } from \"../Cameras/Inputs/arcRotateCameraPointersInput\";\r\nimport { ArcRotateCameraKeyboardMoveInput } from \"../Cameras/Inputs/arcRotateCameraKeyboardMoveInput\";\r\nimport { ArcRotateCameraMouseWheelInput } from \"../Cameras/Inputs/arcRotateCameraMouseWheelInput\";\r\nimport { ArcRotateCameraInputsManager } from \"../Cameras/arcRotateCameraInputsManager\";\r\nimport { Epsilon } from '../Maths/math.constants';\r\n\r\ndeclare type Collider = import(\"../Collisions/collider\").Collider;\r\n\r\nNode.AddNodeConstructor(\"ArcRotateCamera\", (name, scene) => {\r\n return () => new ArcRotateCamera(name, 0, 0, 1.0, Vector3.Zero(), scene);\r\n});\r\n\r\n/**\r\n * This represents an orbital type of camera.\r\n *\r\n * This camera always points towards a given target position and can be rotated around that target with the target as the centre of rotation. It can be controlled with cursors and mouse, or with touch events.\r\n * Think of this camera as one orbiting its target position, or more imaginatively as a spy satellite orbiting the earth. Its position relative to the target (earth) can be set by three parameters, alpha (radians) the longitudinal rotation, beta (radians) the latitudinal rotation and radius the distance from the target position.\r\n * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera\r\n */\r\nexport class ArcRotateCamera extends TargetCamera {\r\n /**\r\n * Defines the rotation angle of the camera along the longitudinal axis.\r\n */\r\n @serialize()\r\n public alpha: number;\r\n\r\n /**\r\n * Defines the rotation angle of the camera along the latitudinal axis.\r\n */\r\n @serialize()\r\n public beta: number;\r\n\r\n /**\r\n * Defines the radius of the camera from it s target point.\r\n */\r\n @serialize()\r\n public radius: number;\r\n\r\n @serializeAsVector3(\"target\")\r\n protected _target: Vector3;\r\n protected _targetHost: Nullable;\r\n\r\n /**\r\n * Defines the target point of the camera.\r\n * The camera looks towards it form the radius distance.\r\n */\r\n public get target(): Vector3 {\r\n return this._target;\r\n }\r\n public set target(value: Vector3) {\r\n this.setTarget(value);\r\n }\r\n\r\n /**\r\n * Define the current local position of the camera in the scene\r\n */\r\n public get position(): Vector3 {\r\n return this._position;\r\n }\r\n\r\n public set position(newPosition: Vector3) {\r\n this.setPosition(newPosition);\r\n }\r\n\r\n @serializeAsVector3(\"upVector\")\r\n protected _upVector = Vector3.Up();\r\n\r\n protected _upToYMatrix: Matrix;\r\n protected _YToUpMatrix: Matrix;\r\n\r\n /**\r\n * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())\r\n * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.\r\n * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.\r\n */\r\n set upVector(vec: Vector3) {\r\n if (!this._upToYMatrix) {\r\n this._YToUpMatrix = new Matrix();\r\n this._upToYMatrix = new Matrix();\r\n\r\n this._upVector = Vector3.Zero();\r\n }\r\n\r\n vec.normalize();\r\n this._upVector.copyFrom(vec);\r\n this.setMatUp();\r\n }\r\n\r\n get upVector() {\r\n return this._upVector;\r\n }\r\n\r\n /**\r\n * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.\r\n */\r\n public setMatUp() {\r\n // from y-up to custom-up (used in _getViewMatrix)\r\n Matrix.RotationAlignToRef(Vector3.UpReadOnly, this._upVector, this._YToUpMatrix);\r\n\r\n // from custom-up to y-up (used in rebuildAnglesAndRadius)\r\n Matrix.RotationAlignToRef(this._upVector, Vector3.UpReadOnly, this._upToYMatrix);\r\n }\r\n\r\n /**\r\n * Current inertia value on the longitudinal axis.\r\n * The bigger this number the longer it will take for the camera to stop.\r\n */\r\n @serialize()\r\n public inertialAlphaOffset = 0;\r\n\r\n /**\r\n * Current inertia value on the latitudinal axis.\r\n * The bigger this number the longer it will take for the camera to stop.\r\n */\r\n @serialize()\r\n public inertialBetaOffset = 0;\r\n\r\n /**\r\n * Current inertia value on the radius axis.\r\n * The bigger this number the longer it will take for the camera to stop.\r\n */\r\n @serialize()\r\n public inertialRadiusOffset = 0;\r\n\r\n /**\r\n * Minimum allowed angle on the longitudinal axis.\r\n * This can help limiting how the Camera is able to move in the scene.\r\n */\r\n @serialize()\r\n public lowerAlphaLimit: Nullable = null;\r\n\r\n /**\r\n * Maximum allowed angle on the longitudinal axis.\r\n * This can help limiting how the Camera is able to move in the scene.\r\n */\r\n @serialize()\r\n public upperAlphaLimit: Nullable = null;\r\n\r\n /**\r\n * Minimum allowed angle on the latitudinal axis.\r\n * This can help limiting how the Camera is able to move in the scene.\r\n */\r\n @serialize()\r\n public lowerBetaLimit = 0.01;\r\n\r\n /**\r\n * Maximum allowed angle on the latitudinal axis.\r\n * This can help limiting how the Camera is able to move in the scene.\r\n */\r\n @serialize()\r\n public upperBetaLimit = Math.PI - 0.01;\r\n\r\n /**\r\n * Minimum allowed distance of the camera to the target (The camera can not get closer).\r\n * This can help limiting how the Camera is able to move in the scene.\r\n */\r\n @serialize()\r\n public lowerRadiusLimit: Nullable = null;\r\n\r\n /**\r\n * Maximum allowed distance of the camera to the target (The camera can not get further).\r\n * This can help limiting how the Camera is able to move in the scene.\r\n */\r\n @serialize()\r\n public upperRadiusLimit: Nullable = null;\r\n\r\n /**\r\n * Defines the current inertia value used during panning of the camera along the X axis.\r\n */\r\n @serialize()\r\n public inertialPanningX: number = 0;\r\n\r\n /**\r\n * Defines the current inertia value used during panning of the camera along the Y axis.\r\n */\r\n @serialize()\r\n public inertialPanningY: number = 0;\r\n\r\n /**\r\n * Defines the distance used to consider the camera in pan mode vs pinch/zoom.\r\n * Basically if your fingers moves away from more than this distance you will be considered\r\n * in pinch mode.\r\n */\r\n @serialize()\r\n public pinchToPanMaxDistance: number = 20;\r\n\r\n /**\r\n * Defines the maximum distance the camera can pan.\r\n * This could help keeping the cammera always in your scene.\r\n */\r\n @serialize()\r\n public panningDistanceLimit: Nullable = null;\r\n\r\n /**\r\n * Defines the target of the camera before paning.\r\n */\r\n @serializeAsVector3()\r\n public panningOriginTarget: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Defines the value of the inertia used during panning.\r\n * 0 would mean stop inertia and one would mean no decelleration at all.\r\n */\r\n @serialize()\r\n public panningInertia = 0.9;\r\n\r\n //-- begin properties for backward compatibility for inputs\r\n\r\n /**\r\n * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.\r\n */\r\n public get angularSensibilityX(): number {\r\n var pointers = this.inputs.attached[\"pointers\"];\r\n if (pointers) {\r\n return pointers.angularSensibilityX;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n public set angularSensibilityX(value: number) {\r\n var pointers = this.inputs.attached[\"pointers\"];\r\n if (pointers) {\r\n pointers.angularSensibilityX = value;\r\n }\r\n }\r\n\r\n /**\r\n * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.\r\n */\r\n public get angularSensibilityY(): number {\r\n var pointers = this.inputs.attached[\"pointers\"];\r\n if (pointers) {\r\n return pointers.angularSensibilityY;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n public set angularSensibilityY(value: number) {\r\n var pointers = this.inputs.attached[\"pointers\"];\r\n if (pointers) {\r\n pointers.angularSensibilityY = value;\r\n }\r\n }\r\n\r\n /**\r\n * Gets or Set the pointer pinch precision or how fast is the camera zooming.\r\n */\r\n public get pinchPrecision(): number {\r\n var pointers = this.inputs.attached[\"pointers\"];\r\n if (pointers) {\r\n return pointers.pinchPrecision;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n public set pinchPrecision(value: number) {\r\n var pointers = this.inputs.attached[\"pointers\"];\r\n if (pointers) {\r\n pointers.pinchPrecision = value;\r\n }\r\n }\r\n\r\n /**\r\n * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.\r\n * It will be used instead of pinchDeltaPrecision if different from 0.\r\n * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.\r\n */\r\n public get pinchDeltaPercentage(): number {\r\n var pointers = this.inputs.attached[\"pointers\"];\r\n if (pointers) {\r\n return pointers.pinchDeltaPercentage;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n public set pinchDeltaPercentage(value: number) {\r\n var pointers = this.inputs.attached[\"pointers\"];\r\n if (pointers) {\r\n pointers.pinchDeltaPercentage = value;\r\n }\r\n }\r\n\r\n /**\r\n * Gets or Set the pointer use natural pinch zoom to override the pinch precision\r\n * and pinch delta percentage.\r\n * When useNaturalPinchZoom is true, multi touch zoom will zoom in such\r\n * that any object in the plane at the camera's target point will scale\r\n * perfectly with finger motion.\r\n */\r\n public get useNaturalPinchZoom(): boolean {\r\n var pointers = this.inputs.attached[\"pointers\"];\r\n if (pointers) {\r\n return pointers.useNaturalPinchZoom;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public set useNaturalPinchZoom(value: boolean) {\r\n var pointers = this.inputs.attached[\"pointers\"];\r\n if (pointers) {\r\n pointers.useNaturalPinchZoom = value;\r\n }\r\n }\r\n\r\n /**\r\n * Gets or Set the pointer panning sensibility or how fast is the camera moving.\r\n */\r\n public get panningSensibility(): number {\r\n var pointers = this.inputs.attached[\"pointers\"];\r\n if (pointers) {\r\n return pointers.panningSensibility;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n public set panningSensibility(value: number) {\r\n var pointers = this.inputs.attached[\"pointers\"];\r\n if (pointers) {\r\n pointers.panningSensibility = value;\r\n }\r\n }\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.\r\n */\r\n public get keysUp(): number[] {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysUp;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysUp(value: number[]) {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysUp = value;\r\n }\r\n }\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.\r\n */\r\n public get keysDown(): number[] {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysDown;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysDown(value: number[]) {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysDown = value;\r\n }\r\n }\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.\r\n */\r\n public get keysLeft(): number[] {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysLeft;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysLeft(value: number[]) {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysLeft = value;\r\n }\r\n }\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.\r\n */\r\n public get keysRight(): number[] {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysRight;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysRight(value: number[]) {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysRight = value;\r\n }\r\n }\r\n\r\n /**\r\n * Gets or Set the mouse wheel precision or how fast is the camera zooming.\r\n */\r\n public get wheelPrecision(): number {\r\n var mousewheel = this.inputs.attached[\"mousewheel\"];\r\n if (mousewheel) {\r\n return mousewheel.wheelPrecision;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n public set wheelPrecision(value: number) {\r\n var mousewheel = this.inputs.attached[\"mousewheel\"];\r\n if (mousewheel) {\r\n mousewheel.wheelPrecision = value;\r\n }\r\n }\r\n\r\n /**\r\n * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.\r\n * It will be used instead of pinchDeltaPrecision if different from 0.\r\n * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.\r\n */\r\n public get wheelDeltaPercentage(): number {\r\n var mousewheel = this.inputs.attached[\"mousewheel\"];\r\n if (mousewheel) {\r\n return mousewheel.wheelDeltaPercentage;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n public set wheelDeltaPercentage(value: number) {\r\n var mousewheel = this.inputs.attached[\"mousewheel\"];\r\n if (mousewheel) {\r\n mousewheel.wheelDeltaPercentage = value;\r\n }\r\n }\r\n\r\n //-- end properties for backward compatibility for inputs\r\n\r\n /**\r\n * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)\r\n */\r\n @serialize()\r\n public zoomOnFactor = 1;\r\n\r\n /**\r\n * Defines a screen offset for the camera position.\r\n */\r\n @serialize()\r\n public targetScreenOffset = Vector2.Zero();\r\n\r\n /**\r\n * Allows the camera to be completely reversed.\r\n * If false the camera can not arrive upside down.\r\n */\r\n @serialize()\r\n public allowUpsideDown = true;\r\n\r\n /**\r\n * Define if double tap/click is used to restore the previously saved state of the camera.\r\n */\r\n @serialize()\r\n public useInputToRestoreState = true;\r\n\r\n /** @hidden */\r\n public _viewMatrix = new Matrix();\r\n /** @hidden */\r\n public _useCtrlForPanning: boolean;\r\n /** @hidden */\r\n public _panningMouseButton: number;\r\n\r\n /**\r\n * Defines the input associated to the camera.\r\n */\r\n public inputs: ArcRotateCameraInputsManager;\r\n\r\n /** @hidden */\r\n public _reset: () => void;\r\n\r\n /**\r\n * Defines the allowed panning axis.\r\n */\r\n public panningAxis: Vector3 = new Vector3(1, 1, 0);\r\n protected _localDirection: Vector3;\r\n protected _transformedDirection: Vector3;\r\n\r\n // Behaviors\r\n private _bouncingBehavior: Nullable;\r\n\r\n /**\r\n * Gets the bouncing behavior of the camera if it has been enabled.\r\n * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior\r\n */\r\n public get bouncingBehavior(): Nullable {\r\n return this._bouncingBehavior;\r\n }\r\n\r\n /**\r\n * Defines if the bouncing behavior of the camera is enabled on the camera.\r\n * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior\r\n */\r\n public get useBouncingBehavior(): boolean {\r\n return this._bouncingBehavior != null;\r\n }\r\n\r\n public set useBouncingBehavior(value: boolean) {\r\n if (value === this.useBouncingBehavior) {\r\n return;\r\n }\r\n\r\n if (value) {\r\n this._bouncingBehavior = new BouncingBehavior();\r\n this.addBehavior(this._bouncingBehavior);\r\n } else if (this._bouncingBehavior) {\r\n this.removeBehavior(this._bouncingBehavior);\r\n this._bouncingBehavior = null;\r\n }\r\n }\r\n\r\n private _framingBehavior: Nullable;\r\n\r\n /**\r\n * Gets the framing behavior of the camera if it has been enabled.\r\n * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior\r\n */\r\n public get framingBehavior(): Nullable {\r\n return this._framingBehavior;\r\n }\r\n\r\n /**\r\n * Defines if the framing behavior of the camera is enabled on the camera.\r\n * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior\r\n */\r\n public get useFramingBehavior(): boolean {\r\n return this._framingBehavior != null;\r\n }\r\n\r\n public set useFramingBehavior(value: boolean) {\r\n if (value === this.useFramingBehavior) {\r\n return;\r\n }\r\n\r\n if (value) {\r\n this._framingBehavior = new FramingBehavior();\r\n this.addBehavior(this._framingBehavior);\r\n } else if (this._framingBehavior) {\r\n this.removeBehavior(this._framingBehavior);\r\n this._framingBehavior = null;\r\n }\r\n }\r\n\r\n private _autoRotationBehavior: Nullable;\r\n\r\n /**\r\n * Gets the auto rotation behavior of the camera if it has been enabled.\r\n * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior\r\n */\r\n public get autoRotationBehavior(): Nullable {\r\n return this._autoRotationBehavior;\r\n }\r\n\r\n /**\r\n * Defines if the auto rotation behavior of the camera is enabled on the camera.\r\n * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior\r\n */\r\n public get useAutoRotationBehavior(): boolean {\r\n return this._autoRotationBehavior != null;\r\n }\r\n\r\n public set useAutoRotationBehavior(value: boolean) {\r\n if (value === this.useAutoRotationBehavior) {\r\n return;\r\n }\r\n\r\n if (value) {\r\n this._autoRotationBehavior = new AutoRotationBehavior();\r\n this.addBehavior(this._autoRotationBehavior);\r\n } else if (this._autoRotationBehavior) {\r\n this.removeBehavior(this._autoRotationBehavior);\r\n this._autoRotationBehavior = null;\r\n }\r\n }\r\n\r\n /**\r\n * Observable triggered when the mesh target has been changed on the camera.\r\n */\r\n public onMeshTargetChangedObservable = new Observable>();\r\n\r\n /**\r\n * Event raised when the camera is colliding with a mesh.\r\n */\r\n public onCollide: (collidedMesh: AbstractMesh) => void;\r\n\r\n /**\r\n * Defines whether the camera should check collision with the objects oh the scene.\r\n * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this\r\n */\r\n public checkCollisions = false;\r\n\r\n /**\r\n * Defines the collision radius of the camera.\r\n * This simulates a sphere around the camera.\r\n * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera\r\n */\r\n public collisionRadius = new Vector3(0.5, 0.5, 0.5);\r\n\r\n protected _collider: Collider;\r\n protected _previousPosition = Vector3.Zero();\r\n protected _collisionVelocity = Vector3.Zero();\r\n protected _newPosition = Vector3.Zero();\r\n protected _previousAlpha: number;\r\n protected _previousBeta: number;\r\n protected _previousRadius: number;\r\n //due to async collision inspection\r\n protected _collisionTriggered: boolean;\r\n\r\n protected _targetBoundingCenter: Nullable;\r\n\r\n private _computationVector: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Instantiates a new ArcRotateCamera in a given scene\r\n * @param name Defines the name of the camera\r\n * @param alpha Defines the camera rotation along the logitudinal axis\r\n * @param beta Defines the camera rotation along the latitudinal axis\r\n * @param radius Defines the camera distance from its target\r\n * @param target Defines the camera target\r\n * @param scene Defines the scene the camera belongs to\r\n * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined\r\n */\r\n constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive = true) {\r\n super(name, Vector3.Zero(), scene, setActiveOnSceneIfNoneActive);\r\n\r\n this._target = Vector3.Zero();\r\n if (target) {\r\n this.setTarget(target);\r\n }\r\n\r\n this.alpha = alpha;\r\n this.beta = beta;\r\n this.radius = radius;\r\n\r\n this.getViewMatrix();\r\n this.inputs = new ArcRotateCameraInputsManager(this);\r\n this.inputs.addKeyboard().addMouseWheel().addPointers();\r\n }\r\n\r\n // Cache\r\n /** @hidden */\r\n public _initCache(): void {\r\n super._initCache();\r\n this._cache._target = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._cache.alpha = undefined;\r\n this._cache.beta = undefined;\r\n this._cache.radius = undefined;\r\n this._cache.targetScreenOffset = Vector2.Zero();\r\n }\r\n\r\n /** @hidden */\r\n public _updateCache(ignoreParentClass?: boolean): void {\r\n if (!ignoreParentClass) {\r\n super._updateCache();\r\n }\r\n\r\n this._cache._target.copyFrom(this._getTargetPosition());\r\n this._cache.alpha = this.alpha;\r\n this._cache.beta = this.beta;\r\n this._cache.radius = this.radius;\r\n this._cache.targetScreenOffset.copyFrom(this.targetScreenOffset);\r\n }\r\n\r\n protected _getTargetPosition(): Vector3 {\r\n if (this._targetHost && this._targetHost.getAbsolutePosition) {\r\n var pos: Vector3 = this._targetHost.absolutePosition;\r\n if (this._targetBoundingCenter) {\r\n pos.addToRef(this._targetBoundingCenter, this._target);\r\n } else {\r\n this._target.copyFrom(pos);\r\n }\r\n }\r\n\r\n var lockedTargetPosition = this._getLockedTargetPosition();\r\n\r\n if (lockedTargetPosition) {\r\n return lockedTargetPosition;\r\n }\r\n\r\n return this._target;\r\n }\r\n\r\n private _storedAlpha: number;\r\n private _storedBeta: number;\r\n private _storedRadius: number;\r\n private _storedTarget: Vector3;\r\n private _storedTargetScreenOffset: Vector2;\r\n\r\n /**\r\n * Stores the current state of the camera (alpha, beta, radius and target)\r\n * @returns the camera itself\r\n */\r\n public storeState(): Camera {\r\n this._storedAlpha = this.alpha;\r\n this._storedBeta = this.beta;\r\n this._storedRadius = this.radius;\r\n this._storedTarget = this._getTargetPosition().clone();\r\n this._storedTargetScreenOffset = this.targetScreenOffset.clone();\r\n\r\n return super.storeState();\r\n }\r\n\r\n /**\r\n * @hidden\r\n * Restored camera state. You must call storeState() first\r\n */\r\n public _restoreStateValues(): boolean {\r\n if (!super._restoreStateValues()) {\r\n return false;\r\n }\r\n\r\n this.setTarget(this._storedTarget.clone());\r\n this.alpha = this._storedAlpha;\r\n this.beta = this._storedBeta;\r\n this.radius = this._storedRadius;\r\n this.targetScreenOffset = this._storedTargetScreenOffset.clone();\r\n\r\n this.inertialAlphaOffset = 0;\r\n this.inertialBetaOffset = 0;\r\n this.inertialRadiusOffset = 0;\r\n this.inertialPanningX = 0;\r\n this.inertialPanningY = 0;\r\n\r\n return true;\r\n }\r\n\r\n // Synchronized\r\n /** @hidden */\r\n public _isSynchronizedViewMatrix(): boolean {\r\n if (!super._isSynchronizedViewMatrix()) {\r\n return false;\r\n }\r\n\r\n return this._cache._target.equals(this._getTargetPosition())\r\n && this._cache.alpha === this.alpha\r\n && this._cache.beta === this.beta\r\n && this._cache.radius === this.radius\r\n && this._cache.targetScreenOffset.equals(this.targetScreenOffset);\r\n }\r\n\r\n /**\r\n * Attached controls to the current camera.\r\n * @param element Defines the element the controls should be listened from\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls\r\n * @param panningMouseButton Defines whether panning is allowed through mouse click button\r\n */\r\n public attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning: boolean = true, panningMouseButton: number = 2): void {\r\n this._useCtrlForPanning = useCtrlForPanning;\r\n this._panningMouseButton = panningMouseButton;\r\n\r\n this.inputs.attachElement(element, noPreventDefault);\r\n\r\n this._reset = () => {\r\n this.inertialAlphaOffset = 0;\r\n this.inertialBetaOffset = 0;\r\n this.inertialRadiusOffset = 0;\r\n this.inertialPanningX = 0;\r\n this.inertialPanningY = 0;\r\n };\r\n }\r\n\r\n /**\r\n * Detach the current controls from the camera.\r\n * The camera will stop reacting to inputs.\r\n * @param element Defines the element to stop listening the inputs from\r\n */\r\n public detachControl(element: HTMLElement): void {\r\n this.inputs.detachElement(element);\r\n\r\n if (this._reset) {\r\n this._reset();\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _checkInputs(): void {\r\n //if (async) collision inspection was triggered, don't update the camera's position - until the collision callback was called.\r\n if (this._collisionTriggered) {\r\n return;\r\n }\r\n\r\n this.inputs.checkInputs();\r\n // Inertia\r\n if (this.inertialAlphaOffset !== 0 || this.inertialBetaOffset !== 0 || this.inertialRadiusOffset !== 0) {\r\n let inertialAlphaOffset = this.inertialAlphaOffset;\r\n if (this.beta <= 0) { inertialAlphaOffset *= -1; }\r\n if (this.getScene().useRightHandedSystem) { inertialAlphaOffset *= -1; }\r\n if (this.parent && this.parent._getWorldMatrixDeterminant() < 0) { inertialAlphaOffset *= -1; }\r\n this.alpha += inertialAlphaOffset;\r\n\r\n this.beta += this.inertialBetaOffset;\r\n\r\n this.radius -= this.inertialRadiusOffset;\r\n this.inertialAlphaOffset *= this.inertia;\r\n this.inertialBetaOffset *= this.inertia;\r\n this.inertialRadiusOffset *= this.inertia;\r\n if (Math.abs(this.inertialAlphaOffset) < Epsilon) {\r\n this.inertialAlphaOffset = 0;\r\n }\r\n if (Math.abs(this.inertialBetaOffset) < Epsilon) {\r\n this.inertialBetaOffset = 0;\r\n }\r\n if (Math.abs(this.inertialRadiusOffset) < this.speed * Epsilon) {\r\n this.inertialRadiusOffset = 0;\r\n }\r\n }\r\n\r\n // Panning inertia\r\n if (this.inertialPanningX !== 0 || this.inertialPanningY !== 0) {\r\n if (!this._localDirection) {\r\n this._localDirection = Vector3.Zero();\r\n this._transformedDirection = Vector3.Zero();\r\n }\r\n\r\n this._localDirection.copyFromFloats(this.inertialPanningX, this.inertialPanningY, this.inertialPanningY);\r\n this._localDirection.multiplyInPlace(this.panningAxis);\r\n this._viewMatrix.invertToRef(this._cameraTransformMatrix);\r\n Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection);\r\n //Eliminate y if map panning is enabled (panningAxis == 1,0,1)\r\n if (!this.panningAxis.y) {\r\n this._transformedDirection.y = 0;\r\n }\r\n\r\n if (!this._targetHost) {\r\n if (this.panningDistanceLimit) {\r\n this._transformedDirection.addInPlace(this._target);\r\n var distanceSquared = Vector3.DistanceSquared(this._transformedDirection, this.panningOriginTarget);\r\n if (distanceSquared <= (this.panningDistanceLimit * this.panningDistanceLimit)) {\r\n this._target.copyFrom(this._transformedDirection);\r\n }\r\n }\r\n else {\r\n this._target.addInPlace(this._transformedDirection);\r\n }\r\n }\r\n\r\n this.inertialPanningX *= this.panningInertia;\r\n this.inertialPanningY *= this.panningInertia;\r\n\r\n if (Math.abs(this.inertialPanningX) < this.speed * Epsilon) {\r\n this.inertialPanningX = 0;\r\n }\r\n if (Math.abs(this.inertialPanningY) < this.speed * Epsilon) {\r\n this.inertialPanningY = 0;\r\n }\r\n }\r\n\r\n // Limits\r\n this._checkLimits();\r\n\r\n super._checkInputs();\r\n }\r\n\r\n protected _checkLimits() {\r\n if (this.lowerBetaLimit === null || this.lowerBetaLimit === undefined) {\r\n if (this.allowUpsideDown && this.beta > Math.PI) {\r\n this.beta = this.beta - (2 * Math.PI);\r\n }\r\n } else {\r\n if (this.beta < this.lowerBetaLimit) {\r\n this.beta = this.lowerBetaLimit;\r\n }\r\n }\r\n\r\n if (this.upperBetaLimit === null || this.upperBetaLimit === undefined) {\r\n if (this.allowUpsideDown && this.beta < -Math.PI) {\r\n this.beta = this.beta + (2 * Math.PI);\r\n }\r\n } else {\r\n if (this.beta > this.upperBetaLimit) {\r\n this.beta = this.upperBetaLimit;\r\n }\r\n }\r\n\r\n if (this.lowerAlphaLimit !== null && this.alpha < this.lowerAlphaLimit) {\r\n this.alpha = this.lowerAlphaLimit;\r\n }\r\n if (this.upperAlphaLimit !== null && this.alpha > this.upperAlphaLimit) {\r\n this.alpha = this.upperAlphaLimit;\r\n }\r\n\r\n if (this.lowerRadiusLimit !== null && this.radius < this.lowerRadiusLimit) {\r\n this.radius = this.lowerRadiusLimit;\r\n this.inertialRadiusOffset = 0;\r\n }\r\n if (this.upperRadiusLimit !== null && this.radius > this.upperRadiusLimit) {\r\n this.radius = this.upperRadiusLimit;\r\n this.inertialRadiusOffset = 0;\r\n }\r\n }\r\n\r\n /**\r\n * Rebuilds angles (alpha, beta) and radius from the give position and target\r\n */\r\n public rebuildAnglesAndRadius(): void {\r\n this._position.subtractToRef(this._getTargetPosition(), this._computationVector);\r\n\r\n // need to rotate to Y up equivalent if up vector not Axis.Y\r\n if (this._upVector.x !== 0 || this._upVector.y !== 1.0 || this._upVector.z !== 0) {\r\n Vector3.TransformCoordinatesToRef(this._computationVector, this._upToYMatrix, this._computationVector);\r\n }\r\n\r\n this.radius = this._computationVector.length();\r\n\r\n if (this.radius === 0) {\r\n this.radius = 0.0001; // Just to avoid division by zero\r\n }\r\n\r\n // Alpha\r\n if (this._computationVector.x === 0 && this._computationVector.z === 0) {\r\n this.alpha = Math.PI / 2; // avoid division by zero when looking along up axis, and set to acos(0)\r\n } else {\r\n this.alpha = Math.acos(this._computationVector.x / Math.sqrt(Math.pow(this._computationVector.x, 2) + Math.pow(this._computationVector.z, 2)));\r\n }\r\n\r\n if (this._computationVector.z < 0) {\r\n this.alpha = 2 * Math.PI - this.alpha;\r\n }\r\n\r\n // Beta\r\n this.beta = Math.acos(this._computationVector.y / this.radius);\r\n\r\n this._checkLimits();\r\n }\r\n\r\n /**\r\n * Use a position to define the current camera related information like alpha, beta and radius\r\n * @param position Defines the position to set the camera at\r\n */\r\n public setPosition(position: Vector3): void {\r\n if (this._position.equals(position)) {\r\n return;\r\n }\r\n this._position.copyFrom(position);\r\n\r\n this.rebuildAnglesAndRadius();\r\n }\r\n\r\n /**\r\n * Defines the target the camera should look at.\r\n * This will automatically adapt alpha beta and radius to fit within the new target.\r\n * @param target Defines the new target as a Vector or a mesh\r\n * @param toBoundingCenter In case of a mesh target, defines whether to target the mesh position or its bounding information center\r\n * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)\r\n */\r\n public setTarget(target: AbstractMesh | Vector3, toBoundingCenter = false, allowSamePosition = false): void {\r\n\r\n if ((target).getBoundingInfo) {\r\n if (toBoundingCenter) {\r\n this._targetBoundingCenter = (target).getBoundingInfo().boundingBox.centerWorld.clone();\r\n } else {\r\n this._targetBoundingCenter = null;\r\n }\r\n (target).computeWorldMatrix();\r\n this._targetHost = target;\r\n this._target = this._getTargetPosition();\r\n\r\n this.onMeshTargetChangedObservable.notifyObservers(this._targetHost);\r\n } else {\r\n var newTarget = target;\r\n var currentTarget = this._getTargetPosition();\r\n if (currentTarget && !allowSamePosition && currentTarget.equals(newTarget)) {\r\n return;\r\n }\r\n this._targetHost = null;\r\n this._target = newTarget;\r\n this._targetBoundingCenter = null;\r\n this.onMeshTargetChangedObservable.notifyObservers(null);\r\n }\r\n\r\n this.rebuildAnglesAndRadius();\r\n }\r\n\r\n /** @hidden */\r\n public _getViewMatrix(): Matrix {\r\n // Compute\r\n var cosa = Math.cos(this.alpha);\r\n var sina = Math.sin(this.alpha);\r\n var cosb = Math.cos(this.beta);\r\n var sinb = Math.sin(this.beta);\r\n\r\n if (sinb === 0) {\r\n sinb = 0.0001;\r\n }\r\n\r\n var target = this._getTargetPosition();\r\n this._computationVector.copyFromFloats(this.radius * cosa * sinb, this.radius * cosb, this.radius * sina * sinb);\r\n\r\n // Rotate according to up vector\r\n if (this._upVector.x !== 0 || this._upVector.y !== 1.0 || this._upVector.z !== 0) {\r\n Vector3.TransformCoordinatesToRef(this._computationVector, this._YToUpMatrix, this._computationVector);\r\n }\r\n\r\n target.addToRef(this._computationVector, this._newPosition);\r\n if (this.getScene().collisionsEnabled && this.checkCollisions) {\r\n const coordinator = this.getScene().collisionCoordinator;\r\n if (!this._collider) {\r\n this._collider = coordinator.createCollider();\r\n }\r\n this._collider._radius = this.collisionRadius;\r\n this._newPosition.subtractToRef(this._position, this._collisionVelocity);\r\n this._collisionTriggered = true;\r\n coordinator.getNewPosition(this._position, this._collisionVelocity, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);\r\n } else {\r\n this._position.copyFrom(this._newPosition);\r\n\r\n var up = this.upVector;\r\n if (this.allowUpsideDown && sinb < 0) {\r\n up = up.negate();\r\n }\r\n\r\n this._computeViewMatrix(this._position, target, up);\r\n\r\n this._viewMatrix.addAtIndex(12, this.targetScreenOffset.x);\r\n this._viewMatrix.addAtIndex(13, this.targetScreenOffset.y);\r\n }\r\n this._currentTarget = target;\r\n return this._viewMatrix;\r\n }\r\n\r\n protected _onCollisionPositionChange = (collisionId: number, newPosition: Vector3, collidedMesh: Nullable = null) => {\r\n\r\n if (!collidedMesh) {\r\n this._previousPosition.copyFrom(this._position);\r\n } else {\r\n this.setPosition(newPosition);\r\n\r\n if (this.onCollide) {\r\n this.onCollide(collidedMesh);\r\n }\r\n }\r\n\r\n // Recompute because of constraints\r\n var cosa = Math.cos(this.alpha);\r\n var sina = Math.sin(this.alpha);\r\n var cosb = Math.cos(this.beta);\r\n var sinb = Math.sin(this.beta);\r\n\r\n if (sinb === 0) {\r\n sinb = 0.0001;\r\n }\r\n\r\n var target = this._getTargetPosition();\r\n this._computationVector.copyFromFloats(this.radius * cosa * sinb, this.radius * cosb, this.radius * sina * sinb);\r\n target.addToRef(this._computationVector, this._newPosition);\r\n this._position.copyFrom(this._newPosition);\r\n\r\n var up = this.upVector;\r\n if (this.allowUpsideDown && this.beta < 0) {\r\n up = up.clone();\r\n up = up.negate();\r\n }\r\n\r\n this._computeViewMatrix(this._position, target, up);\r\n this._viewMatrix.addAtIndex(12, this.targetScreenOffset.x);\r\n this._viewMatrix.addAtIndex(13, this.targetScreenOffset.y);\r\n\r\n this._collisionTriggered = false;\r\n }\r\n\r\n /**\r\n * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.\r\n * @param meshes Defines the mesh to zoom on\r\n * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)\r\n */\r\n public zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ = false): void {\r\n meshes = meshes || this.getScene().meshes;\r\n\r\n var minMaxVector = Mesh.MinMax(meshes);\r\n var distance = Vector3.Distance(minMaxVector.min, minMaxVector.max);\r\n\r\n this.radius = distance * this.zoomOnFactor;\r\n\r\n this.focusOn({ min: minMaxVector.min, max: minMaxVector.max, distance: distance }, doNotUpdateMaxZ);\r\n }\r\n\r\n /**\r\n * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.\r\n * The target will be changed but the radius\r\n * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on\r\n * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)\r\n */\r\n public focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | { min: Vector3, max: Vector3, distance: number }, doNotUpdateMaxZ = false): void {\r\n var meshesOrMinMaxVector: { min: Vector3, max: Vector3 };\r\n var distance: number;\r\n\r\n if ((meshesOrMinMaxVectorAndDistance).min === undefined) { // meshes\r\n var meshes = (meshesOrMinMaxVectorAndDistance) || this.getScene().meshes;\r\n meshesOrMinMaxVector = Mesh.MinMax(meshes);\r\n distance = Vector3.Distance(meshesOrMinMaxVector.min, meshesOrMinMaxVector.max);\r\n }\r\n else { //minMaxVector and distance\r\n var minMaxVectorAndDistance = meshesOrMinMaxVectorAndDistance;\r\n meshesOrMinMaxVector = minMaxVectorAndDistance;\r\n distance = minMaxVectorAndDistance.distance;\r\n }\r\n\r\n this._target = Mesh.Center(meshesOrMinMaxVector);\r\n\r\n if (!doNotUpdateMaxZ) {\r\n this.maxZ = distance * 2;\r\n }\r\n }\r\n\r\n /**\r\n * @override\r\n * Override Camera.createRigCamera\r\n */\r\n public createRigCamera(name: string, cameraIndex: number): Camera {\r\n var alphaShift: number = 0;\r\n switch (this.cameraRigMode) {\r\n case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:\r\n case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:\r\n case Camera.RIG_MODE_STEREOSCOPIC_INTERLACED:\r\n case Camera.RIG_MODE_VR:\r\n alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? 1 : -1);\r\n break;\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:\r\n alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? -1 : 1);\r\n break;\r\n }\r\n var rigCam = new ArcRotateCamera(name, this.alpha + alphaShift, this.beta, this.radius, this._target, this.getScene());\r\n rigCam._cameraRigParams = {};\r\n rigCam.isRigCamera = true;\r\n rigCam.rigParent = this;\r\n rigCam.upVector = this.upVector;\r\n return rigCam;\r\n }\r\n\r\n /**\r\n * @hidden\r\n * @override\r\n * Override Camera._updateRigCameras\r\n */\r\n public _updateRigCameras() {\r\n var camLeft = this._rigCameras[0];\r\n var camRight = this._rigCameras[1];\r\n\r\n camLeft.beta = camRight.beta = this.beta;\r\n\r\n switch (this.cameraRigMode) {\r\n case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:\r\n case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:\r\n case Camera.RIG_MODE_STEREOSCOPIC_INTERLACED:\r\n case Camera.RIG_MODE_VR:\r\n camLeft.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;\r\n camRight.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;\r\n break;\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:\r\n camLeft.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;\r\n camRight.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;\r\n break;\r\n }\r\n super._updateRigCameras();\r\n }\r\n\r\n /**\r\n * Destroy the camera and release the current resources hold by it.\r\n */\r\n public dispose(): void {\r\n this.inputs.clear();\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Gets the current object class name.\r\n * @return the class name\r\n */\r\n public getClassName(): string {\r\n return \"ArcRotateCamera\";\r\n }\r\n}\r\n","import { ArcRotateCamera } from \"./arcRotateCamera\";\r\nimport { ArcRotateCameraPointersInput } from \"../Cameras/Inputs/arcRotateCameraPointersInput\";\r\nimport { ArcRotateCameraKeyboardMoveInput } from \"../Cameras/Inputs/arcRotateCameraKeyboardMoveInput\";\r\nimport { ArcRotateCameraMouseWheelInput } from \"../Cameras/Inputs/arcRotateCameraMouseWheelInput\";\r\nimport { CameraInputsManager } from \"../Cameras/cameraInputsManager\";\r\n\r\n/**\r\n * Default Inputs manager for the ArcRotateCamera.\r\n * It groups all the default supported inputs for ease of use.\r\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nexport class ArcRotateCameraInputsManager extends CameraInputsManager {\r\n /**\r\n * Instantiates a new ArcRotateCameraInputsManager.\r\n * @param camera Defines the camera the inputs belong to\r\n */\r\n constructor(camera: ArcRotateCamera) {\r\n super(camera);\r\n }\r\n\r\n /**\r\n * Add mouse wheel input support to the input manager.\r\n * @returns the current input manager\r\n */\r\n public addMouseWheel(): ArcRotateCameraInputsManager {\r\n this.add(new ArcRotateCameraMouseWheelInput());\r\n return this;\r\n }\r\n\r\n /**\r\n * Add pointers input support to the input manager.\r\n * @returns the current input manager\r\n */\r\n public addPointers(): ArcRotateCameraInputsManager {\r\n this.add(new ArcRotateCameraPointersInput());\r\n return this;\r\n }\r\n\r\n /**\r\n * Add keyboard input support to the input manager.\r\n * @returns the current input manager\r\n */\r\n public addKeyboard(): ArcRotateCameraInputsManager {\r\n this.add(new ArcRotateCameraKeyboardMoveInput());\r\n return this;\r\n }\r\n}\r\n","import { serialize, SerializationHelper, serializeAsVector3 } from \"../Misc/decorators\";\nimport { SmartArray } from \"../Misc/smartArray\";\nimport { Tools } from \"../Misc/tools\";\nimport { Observable } from \"../Misc/observable\";\nimport { Nullable } from \"../types\";\nimport { CameraInputsManager } from \"./cameraInputsManager\";\nimport { Scene } from \"../scene\";\nimport { Matrix, Vector3, Quaternion } from \"../Maths/math.vector\";\nimport { Node } from \"../node\";\nimport { Mesh } from \"../Meshes/mesh\";\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\nimport { ICullable } from \"../Culling/boundingInfo\";\nimport { Logger } from \"../Misc/logger\";\nimport { _TypeStore } from '../Misc/typeStore';\nimport { _DevTools } from '../Misc/devTools';\nimport { Viewport } from '../Maths/math.viewport';\nimport { Frustum } from '../Maths/math.frustum';\nimport { Plane } from '../Maths/math.plane';\n\ndeclare type PostProcess = import(\"../PostProcesses/postProcess\").PostProcess;\ndeclare type RenderTargetTexture = import(\"../Materials/Textures/renderTargetTexture\").RenderTargetTexture;\ndeclare type FreeCamera = import(\"./freeCamera\").FreeCamera;\ndeclare type TargetCamera = import(\"./targetCamera\").TargetCamera;\ndeclare type Ray = import(\"../Culling/ray\").Ray;\n\n/**\n * This is the base class of all the camera used in the application.\n * @see http://doc.babylonjs.com/features/cameras\n */\nexport class Camera extends Node {\n /** @hidden */\n public static _createDefaultParsedCamera = (name: string, scene: Scene): Camera => {\n throw _DevTools.WarnImport(\"UniversalCamera\");\n }\n\n /**\n * This is the default projection mode used by the cameras.\n * It helps recreating a feeling of perspective and better appreciate depth.\n * This is the best way to simulate real life cameras.\n */\n public static readonly PERSPECTIVE_CAMERA = 0;\n /**\n * This helps creating camera with an orthographic mode.\n * Orthographic is commonly used in engineering as a means to produce object specifications that communicate dimensions unambiguously, each line of 1 unit length (cm, meter..whatever) will appear to have the same length everywhere on the drawing. This allows the drafter to dimension only a subset of lines and let the reader know that other lines of that length on the drawing are also that length in reality. Every parallel line in the drawing is also parallel in the object.\n */\n public static readonly ORTHOGRAPHIC_CAMERA = 1;\n\n /**\n * This is the default FOV mode for perspective cameras.\n * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.\n */\n public static readonly FOVMODE_VERTICAL_FIXED = 0;\n /**\n * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.\n */\n public static readonly FOVMODE_HORIZONTAL_FIXED = 1;\n\n /**\n * This specifies ther is no need for a camera rig.\n * Basically only one eye is rendered corresponding to the camera.\n */\n public static readonly RIG_MODE_NONE = 0;\n /**\n * Simulates a camera Rig with one blue eye and one red eye.\n * This can be use with 3d blue and red glasses.\n */\n public static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH = 10;\n /**\n * Defines that both eyes of the camera will be rendered side by side with a parallel target.\n */\n public static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL = 11;\n /**\n * Defines that both eyes of the camera will be rendered side by side with a none parallel target.\n */\n public static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED = 12;\n /**\n * Defines that both eyes of the camera will be rendered over under each other.\n */\n public static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER = 13;\n /**\n * Defines that both eyes of the camera will be rendered on successive lines interlaced for passive 3d monitors.\n */\n public static readonly RIG_MODE_STEREOSCOPIC_INTERLACED = 14;\n /**\n * Defines that both eyes of the camera should be renderered in a VR mode (carbox).\n */\n public static readonly RIG_MODE_VR = 20;\n /**\n * Defines that both eyes of the camera should be renderered in a VR mode (webVR).\n */\n public static readonly RIG_MODE_WEBVR = 21;\n /**\n * Custom rig mode allowing rig cameras to be populated manually with any number of cameras\n */\n public static readonly RIG_MODE_CUSTOM = 22;\n\n /**\n * Defines if by default attaching controls should prevent the default javascript event to continue.\n */\n public static ForceAttachControlToAlwaysPreventDefault = false;\n\n /**\n * Define the input manager associated with the camera.\n */\n public inputs: CameraInputsManager;\n\n /** @hidden */\n @serializeAsVector3(\"position\")\n public _position = Vector3.Zero();\n\n /**\n * Define the current local position of the camera in the scene\n */\n public get position(): Vector3 {\n return this._position;\n }\n\n public set position(newPosition: Vector3) {\n this._position = newPosition;\n }\n\n /**\n * The vector the camera should consider as up.\n * (default is Vector3(0, 1, 0) aka Vector3.Up())\n */\n @serializeAsVector3()\n public upVector = Vector3.Up();\n\n /**\n * Define the current limit on the left side for an orthographic camera\n * In scene unit\n */\n @serialize()\n public orthoLeft: Nullable = null;\n\n /**\n * Define the current limit on the right side for an orthographic camera\n * In scene unit\n */\n @serialize()\n public orthoRight: Nullable = null;\n\n /**\n * Define the current limit on the bottom side for an orthographic camera\n * In scene unit\n */\n @serialize()\n public orthoBottom: Nullable = null;\n\n /**\n * Define the current limit on the top side for an orthographic camera\n * In scene unit\n */\n @serialize()\n public orthoTop: Nullable = null;\n\n /**\n * Field Of View is set in Radians. (default is 0.8)\n */\n @serialize()\n public fov = 0.8;\n\n /**\n * Define the minimum distance the camera can see from.\n * This is important to note that the depth buffer are not infinite and the closer it starts\n * the more your scene might encounter depth fighting issue.\n */\n @serialize()\n public minZ = 1;\n\n /**\n * Define the maximum distance the camera can see to.\n * This is important to note that the depth buffer are not infinite and the further it end\n * the more your scene might encounter depth fighting issue.\n */\n @serialize()\n public maxZ = 10000.0;\n\n /**\n * Define the default inertia of the camera.\n * This helps giving a smooth feeling to the camera movement.\n */\n @serialize()\n public inertia = 0.9;\n\n /**\n * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)\n */\n @serialize()\n public mode = Camera.PERSPECTIVE_CAMERA;\n\n /**\n * Define whether the camera is intermediate.\n * This is useful to not present the output directly to the screen in case of rig without post process for instance\n */\n public isIntermediate = false;\n\n /**\n * Define the viewport of the camera.\n * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.\n */\n public viewport = new Viewport(0, 0, 1.0, 1.0);\n\n /**\n * Restricts the camera to viewing objects with the same layerMask.\n * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0\n */\n @serialize()\n public layerMask: number = 0x0FFFFFFF;\n\n /**\n * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)\n */\n @serialize()\n public fovMode: number = Camera.FOVMODE_VERTICAL_FIXED;\n\n /**\n * Rig mode of the camera.\n * This is useful to create the camera with two \"eyes\" instead of one to create VR or stereoscopic scenes.\n * This is normally controlled byt the camera themselves as internal use.\n */\n @serialize()\n public cameraRigMode = Camera.RIG_MODE_NONE;\n\n /**\n * Defines the distance between both \"eyes\" in case of a RIG\n */\n @serialize()\n public interaxialDistance: number;\n\n /**\n * Defines if stereoscopic rendering is done side by side or over under.\n */\n @serialize()\n public isStereoscopicSideBySide: boolean;\n\n /**\n * Defines the list of custom render target which are rendered to and then used as the input to this camera's render. Eg. display another camera view on a TV in the main scene\n * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere\n * else in the scene. (Eg. security camera)\n *\n * To change the final output target of the camera, camera.outputRenderTarget should be used instead (eg. webXR renders to a render target corrisponding to an HMD)\n */\n public customRenderTargets = new Array();\n /**\n * When set, the camera will render to this render target instead of the default canvas\n *\n * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead\n */\n public outputRenderTarget: Nullable = null;\n\n /**\n * Observable triggered when the camera view matrix has changed.\n */\n public onViewMatrixChangedObservable = new Observable();\n /**\n * Observable triggered when the camera Projection matrix has changed.\n */\n public onProjectionMatrixChangedObservable = new Observable();\n /**\n * Observable triggered when the inputs have been processed.\n */\n public onAfterCheckInputsObservable = new Observable();\n /**\n * Observable triggered when reset has been called and applied to the camera.\n */\n public onRestoreStateObservable = new Observable();\n\n /**\n * Is this camera a part of a rig system?\n */\n public isRigCamera: boolean = false;\n\n /**\n * If isRigCamera set to true this will be set with the parent camera.\n * The parent camera is not (!) necessarily the .parent of this camera (like in the case of XR)\n */\n public rigParent?: Camera;\n\n /** @hidden */\n public _cameraRigParams: any;\n /** @hidden */\n public _rigCameras = new Array();\n /** @hidden */\n public _rigPostProcess: Nullable;\n\n protected _webvrViewMatrix = Matrix.Identity();\n /** @hidden */\n public _skipRendering = false;\n\n /** @hidden */\n public _projectionMatrix = new Matrix();\n\n /** @hidden */\n public _postProcesses = new Array>();\n\n /** @hidden */\n public _activeMeshes = new SmartArray(256);\n\n protected _globalPosition = Vector3.Zero();\n\n /** @hidden */\n public _computedViewMatrix = Matrix.Identity();\n private _doNotComputeProjectionMatrix = false;\n private _transformMatrix = Matrix.Zero();\n private _frustumPlanes: Plane[];\n private _refreshFrustumPlanes = true;\n private _storedFov: number;\n private _stateStored: boolean;\n\n /**\n * Instantiates a new camera object.\n * This should not be used directly but through the inherited cameras: ArcRotate, Free...\n * @see http://doc.babylonjs.com/features/cameras\n * @param name Defines the name of the camera in the scene\n * @param position Defines the position of the camera\n * @param scene Defines the scene the camera belongs too\n * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene\n */\n constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive = true) {\n super(name, scene);\n\n this.getScene().addCamera(this);\n\n if (setActiveOnSceneIfNoneActive && !this.getScene().activeCamera) {\n this.getScene().activeCamera = this;\n }\n\n this.position = position;\n }\n\n /**\n * Store current camera state (fov, position, etc..)\n * @returns the camera\n */\n public storeState(): Camera {\n this._stateStored = true;\n this._storedFov = this.fov;\n\n return this;\n }\n\n /**\n * Restores the camera state values if it has been stored. You must call storeState() first\n */\n protected _restoreStateValues(): boolean {\n if (!this._stateStored) {\n return false;\n }\n\n this.fov = this._storedFov;\n\n return true;\n }\n\n /**\n * Restored camera state. You must call storeState() first.\n * @returns true if restored and false otherwise\n */\n public restoreState(): boolean {\n if (this._restoreStateValues()) {\n this.onRestoreStateObservable.notifyObservers(this);\n return true;\n }\n\n return false;\n }\n\n /**\n * Gets the class name of the camera.\n * @returns the class name\n */\n public getClassName(): string {\n return \"Camera\";\n }\n\n /** @hidden */\n public readonly _isCamera = true;\n\n /**\n * Gets a string representation of the camera useful for debug purpose.\n * @param fullDetails Defines that a more verboe level of logging is required\n * @returns the string representation\n */\n public toString(fullDetails?: boolean): string {\n var ret = \"Name: \" + this.name;\n ret += \", type: \" + this.getClassName();\n if (this.animations) {\n for (var i = 0; i < this.animations.length; i++) {\n ret += \", animation[0]: \" + this.animations[i].toString(fullDetails);\n }\n }\n if (fullDetails) {\n }\n return ret;\n }\n\n /**\n * Gets the current world space position of the camera.\n */\n public get globalPosition(): Vector3 {\n return this._globalPosition;\n }\n\n /**\n * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)\n * @returns the active meshe list\n */\n public getActiveMeshes(): SmartArray {\n return this._activeMeshes;\n }\n\n /**\n * Check whether a mesh is part of the current active mesh list of the camera\n * @param mesh Defines the mesh to check\n * @returns true if active, false otherwise\n */\n public isActiveMesh(mesh: Mesh): boolean {\n return (this._activeMeshes.indexOf(mesh) !== -1);\n }\n\n /**\n * Is this camera ready to be used/rendered\n * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)\n * @return true if the camera is ready\n */\n public isReady(completeCheck = false): boolean {\n if (completeCheck) {\n for (var pp of this._postProcesses) {\n if (pp && !pp.isReady()) {\n return false;\n }\n }\n }\n return super.isReady(completeCheck);\n }\n\n /** @hidden */\n public _initCache() {\n super._initCache();\n\n this._cache.position = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\n this._cache.upVector = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\n\n this._cache.mode = undefined;\n this._cache.minZ = undefined;\n this._cache.maxZ = undefined;\n\n this._cache.fov = undefined;\n this._cache.fovMode = undefined;\n this._cache.aspectRatio = undefined;\n\n this._cache.orthoLeft = undefined;\n this._cache.orthoRight = undefined;\n this._cache.orthoBottom = undefined;\n this._cache.orthoTop = undefined;\n this._cache.renderWidth = undefined;\n this._cache.renderHeight = undefined;\n }\n\n /** @hidden */\n public _updateCache(ignoreParentClass?: boolean): void {\n if (!ignoreParentClass) {\n super._updateCache();\n }\n\n this._cache.position.copyFrom(this.position);\n this._cache.upVector.copyFrom(this.upVector);\n }\n\n /** @hidden */\n public _isSynchronized(): boolean {\n return this._isSynchronizedViewMatrix() && this._isSynchronizedProjectionMatrix();\n }\n\n /** @hidden */\n public _isSynchronizedViewMatrix(): boolean {\n if (!super._isSynchronized()) {\n return false;\n }\n\n return this._cache.position.equals(this.position)\n && this._cache.upVector.equals(this.upVector)\n && this.isSynchronizedWithParent();\n }\n\n /** @hidden */\n public _isSynchronizedProjectionMatrix(): boolean {\n var check = this._cache.mode === this.mode\n && this._cache.minZ === this.minZ\n && this._cache.maxZ === this.maxZ;\n\n if (!check) {\n return false;\n }\n\n var engine = this.getEngine();\n\n if (this.mode === Camera.PERSPECTIVE_CAMERA) {\n check = this._cache.fov === this.fov\n && this._cache.fovMode === this.fovMode\n && this._cache.aspectRatio === engine.getAspectRatio(this);\n }\n else {\n check = this._cache.orthoLeft === this.orthoLeft\n && this._cache.orthoRight === this.orthoRight\n && this._cache.orthoBottom === this.orthoBottom\n && this._cache.orthoTop === this.orthoTop\n && this._cache.renderWidth === engine.getRenderWidth()\n && this._cache.renderHeight === engine.getRenderHeight();\n }\n\n return check;\n }\n\n /**\n * Attach the input controls to a specific dom element to get the input from.\n * @param element Defines the element the controls should be listened from\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\n */\n public attachControl(element: HTMLElement, noPreventDefault?: boolean): void {\n }\n\n /**\n * Detach the current controls from the specified dom element.\n * @param element Defines the element to stop listening the inputs from\n */\n public detachControl(element: HTMLElement): void {\n }\n\n /**\n * Update the camera state according to the different inputs gathered during the frame.\n */\n public update(): void {\n this._checkInputs();\n if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {\n this._updateRigCameras();\n }\n }\n\n /** @hidden */\n public _checkInputs(): void {\n this.onAfterCheckInputsObservable.notifyObservers(this);\n }\n\n /** @hidden */\n public get rigCameras(): Camera[] {\n return this._rigCameras;\n }\n\n /**\n * Gets the post process used by the rig cameras\n */\n public get rigPostProcess(): Nullable {\n return this._rigPostProcess;\n }\n\n /**\n * Internal, gets the first post proces.\n * @returns the first post process to be run on this camera.\n */\n public _getFirstPostProcess(): Nullable {\n for (var ppIndex = 0; ppIndex < this._postProcesses.length; ppIndex++) {\n if (this._postProcesses[ppIndex] !== null) {\n return this._postProcesses[ppIndex];\n }\n }\n return null;\n }\n\n private _cascadePostProcessesToRigCams(): void {\n // invalidate framebuffer\n var firstPostProcess = this._getFirstPostProcess();\n if (firstPostProcess) {\n firstPostProcess.markTextureDirty();\n }\n\n // glue the rigPostProcess to the end of the user postprocesses & assign to each sub-camera\n for (var i = 0, len = this._rigCameras.length; i < len; i++) {\n var cam = this._rigCameras[i];\n var rigPostProcess = cam._rigPostProcess;\n\n // for VR rig, there does not have to be a post process\n if (rigPostProcess) {\n var isPass = rigPostProcess.getEffectName() === \"pass\";\n if (isPass) {\n // any rig which has a PassPostProcess for rig[0], cannot be isIntermediate when there are also user postProcesses\n cam.isIntermediate = this._postProcesses.length === 0;\n }\n cam._postProcesses = this._postProcesses.slice(0).concat(rigPostProcess);\n rigPostProcess.markTextureDirty();\n\n } else {\n cam._postProcesses = this._postProcesses.slice(0);\n }\n }\n }\n\n /**\n * Attach a post process to the camera.\n * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess\n * @param postProcess The post process to attach to the camera\n * @param insertAt The position of the post process in case several of them are in use in the scene\n * @returns the position the post process has been inserted at\n */\n public attachPostProcess(postProcess: PostProcess, insertAt: Nullable = null): number {\n if (!postProcess.isReusable() && this._postProcesses.indexOf(postProcess) > -1) {\n Logger.Error(\"You're trying to reuse a post process not defined as reusable.\");\n return 0;\n }\n\n if (insertAt == null || insertAt < 0) {\n this._postProcesses.push(postProcess);\n } else if (this._postProcesses[insertAt] === null) {\n this._postProcesses[insertAt] = postProcess;\n } else {\n this._postProcesses.splice(insertAt, 0, postProcess);\n }\n this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated\n return this._postProcesses.indexOf(postProcess);\n }\n\n /**\n * Detach a post process to the camera.\n * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess\n * @param postProcess The post process to detach from the camera\n */\n public detachPostProcess(postProcess: PostProcess): void {\n var idx = this._postProcesses.indexOf(postProcess);\n if (idx !== -1) {\n this._postProcesses[idx] = null;\n }\n this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated\n }\n\n /**\n * Gets the current world matrix of the camera\n */\n public getWorldMatrix(): Matrix {\n if (this._isSynchronizedViewMatrix()) {\n return this._worldMatrix;\n }\n\n // Getting the the view matrix will also compute the world matrix.\n this.getViewMatrix();\n\n return this._worldMatrix;\n }\n\n /** @hidden */\n public _getViewMatrix(): Matrix {\n return Matrix.Identity();\n }\n\n /**\n * Gets the current view matrix of the camera.\n * @param force forces the camera to recompute the matrix without looking at the cached state\n * @returns the view matrix\n */\n public getViewMatrix(force?: boolean): Matrix {\n if (!force && this._isSynchronizedViewMatrix()) {\n return this._computedViewMatrix;\n }\n\n this.updateCache();\n this._computedViewMatrix = this._getViewMatrix();\n this._currentRenderId = this.getScene().getRenderId();\n this._childUpdateId++;\n\n this._refreshFrustumPlanes = true;\n\n if (this._cameraRigParams && this._cameraRigParams.vrPreViewMatrix) {\n this._computedViewMatrix.multiplyToRef(this._cameraRigParams.vrPreViewMatrix, this._computedViewMatrix);\n }\n\n // Notify parent camera if rig camera is changed\n if (this.parent && (this.parent as Camera).onViewMatrixChangedObservable) {\n (this.parent as Camera).onViewMatrixChangedObservable.notifyObservers((this.parent as Camera));\n }\n\n this.onViewMatrixChangedObservable.notifyObservers(this);\n\n this._computedViewMatrix.invertToRef(this._worldMatrix);\n\n return this._computedViewMatrix;\n }\n\n /**\n * Freeze the projection matrix.\n * It will prevent the cache check of the camera projection compute and can speed up perf\n * if no parameter of the camera are meant to change\n * @param projection Defines manually a projection if necessary\n */\n public freezeProjectionMatrix(projection?: Matrix): void {\n this._doNotComputeProjectionMatrix = true;\n if (projection !== undefined) {\n this._projectionMatrix = projection;\n }\n }\n\n /**\n * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.\n */\n public unfreezeProjectionMatrix(): void {\n this._doNotComputeProjectionMatrix = false;\n }\n\n /**\n * Gets the current projection matrix of the camera.\n * @param force forces the camera to recompute the matrix without looking at the cached state\n * @returns the projection matrix\n */\n public getProjectionMatrix(force?: boolean): Matrix {\n if (this._doNotComputeProjectionMatrix || (!force && this._isSynchronizedProjectionMatrix())) {\n return this._projectionMatrix;\n }\n\n // Cache\n this._cache.mode = this.mode;\n this._cache.minZ = this.minZ;\n this._cache.maxZ = this.maxZ;\n\n // Matrix\n this._refreshFrustumPlanes = true;\n\n var engine = this.getEngine();\n var scene = this.getScene();\n if (this.mode === Camera.PERSPECTIVE_CAMERA) {\n this._cache.fov = this.fov;\n this._cache.fovMode = this.fovMode;\n this._cache.aspectRatio = engine.getAspectRatio(this);\n\n if (this.minZ <= 0) {\n this.minZ = 0.1;\n }\n\n const reverseDepth = engine.useReverseDepthBuffer;\n let getProjectionMatrix: (fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed: boolean) => void;\n if (scene.useRightHandedSystem) {\n getProjectionMatrix = reverseDepth ? Matrix.PerspectiveFovReverseRHToRef : Matrix.PerspectiveFovRHToRef;\n } else {\n getProjectionMatrix = reverseDepth ? Matrix.PerspectiveFovReverseLHToRef : Matrix.PerspectiveFovLHToRef;\n }\n\n getProjectionMatrix(this.fov,\n engine.getAspectRatio(this),\n this.minZ,\n this.maxZ,\n this._projectionMatrix,\n this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);\n } else {\n var halfWidth = engine.getRenderWidth() / 2.0;\n var halfHeight = engine.getRenderHeight() / 2.0;\n if (scene.useRightHandedSystem) {\n Matrix.OrthoOffCenterRHToRef(this.orthoLeft ?? -halfWidth,\n this.orthoRight ?? halfWidth,\n this.orthoBottom ?? -halfHeight,\n this.orthoTop ?? halfHeight,\n this.minZ,\n this.maxZ,\n this._projectionMatrix);\n } else {\n Matrix.OrthoOffCenterLHToRef(this.orthoLeft ?? -halfWidth,\n this.orthoRight ?? halfWidth,\n this.orthoBottom ?? -halfHeight,\n this.orthoTop ?? halfHeight,\n this.minZ,\n this.maxZ,\n this._projectionMatrix);\n }\n\n this._cache.orthoLeft = this.orthoLeft;\n this._cache.orthoRight = this.orthoRight;\n this._cache.orthoBottom = this.orthoBottom;\n this._cache.orthoTop = this.orthoTop;\n this._cache.renderWidth = engine.getRenderWidth();\n this._cache.renderHeight = engine.getRenderHeight();\n }\n\n this.onProjectionMatrixChangedObservable.notifyObservers(this);\n\n return this._projectionMatrix;\n }\n\n /**\n * Gets the transformation matrix (ie. the multiplication of view by projection matrices)\n * @returns a Matrix\n */\n public getTransformationMatrix(): Matrix {\n this._computedViewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);\n return this._transformMatrix;\n }\n\n private _updateFrustumPlanes(): void {\n if (!this._refreshFrustumPlanes) {\n return;\n }\n\n this.getTransformationMatrix();\n\n if (!this._frustumPlanes) {\n this._frustumPlanes = Frustum.GetPlanes(this._transformMatrix);\n } else {\n Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);\n }\n\n this._refreshFrustumPlanes = false;\n }\n\n /**\n * Checks if a cullable object (mesh...) is in the camera frustum\n * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check\n * @param target The object to check\n * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)\n * @returns true if the object is in frustum otherwise false\n */\n public isInFrustum(target: ICullable, checkRigCameras = false): boolean {\n this._updateFrustumPlanes();\n\n if (checkRigCameras && this.rigCameras.length > 0) {\n var result = false;\n this.rigCameras.forEach((cam) => {\n cam._updateFrustumPlanes();\n result = result || target.isInFrustum(cam._frustumPlanes);\n });\n return result;\n } else {\n return target.isInFrustum(this._frustumPlanes);\n }\n }\n\n /**\n * Checks if a cullable object (mesh...) is in the camera frustum\n * Unlike isInFrustum this cheks the full bounding box\n * @param target The object to check\n * @returns true if the object is in frustum otherwise false\n */\n public isCompletelyInFrustum(target: ICullable): boolean {\n this._updateFrustumPlanes();\n\n return target.isCompletelyInFrustum(this._frustumPlanes);\n }\n\n /**\n * Gets a ray in the forward direction from the camera.\n * @param length Defines the length of the ray to create\n * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray\n * @param origin Defines the start point of the ray which defaults to the camera position\n * @returns the forward ray\n */\n public getForwardRay(length = 100, transform?: Matrix, origin?: Vector3): Ray {\n throw _DevTools.WarnImport(\"Ray\");\n }\n\n /**\n * Releases resources associated with this node.\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\n * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\n */\n public dispose(doNotRecurse?: boolean, disposeMaterialAndTextures = false): void {\n // Observables\n this.onViewMatrixChangedObservable.clear();\n this.onProjectionMatrixChangedObservable.clear();\n this.onAfterCheckInputsObservable.clear();\n this.onRestoreStateObservable.clear();\n\n // Inputs\n if (this.inputs) {\n this.inputs.clear();\n }\n\n // Animations\n this.getScene().stopAnimation(this);\n\n // Remove from scene\n this.getScene().removeCamera(this);\n while (this._rigCameras.length > 0) {\n let camera = this._rigCameras.pop();\n if (camera) {\n camera.dispose();\n }\n }\n\n // Postprocesses\n if (this._rigPostProcess) {\n this._rigPostProcess.dispose(this);\n this._rigPostProcess = null;\n this._postProcesses = [];\n }\n else if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {\n this._rigPostProcess = null;\n this._postProcesses = [];\n } else {\n var i = this._postProcesses.length;\n while (--i >= 0) {\n var postProcess = this._postProcesses[i];\n if (postProcess) {\n postProcess.dispose(this);\n }\n }\n }\n\n // Render targets\n var i = this.customRenderTargets.length;\n while (--i >= 0) {\n this.customRenderTargets[i].dispose();\n }\n this.customRenderTargets = [];\n\n // Active Meshes\n this._activeMeshes.dispose();\n\n super.dispose(doNotRecurse, disposeMaterialAndTextures);\n }\n\n /** @hidden */\n public _isLeftCamera = false;\n /**\n * Gets the left camera of a rig setup in case of Rigged Camera\n */\n public get isLeftCamera(): boolean {\n return this._isLeftCamera;\n }\n\n /** @hidden */\n public _isRightCamera = false;\n /**\n * Gets the right camera of a rig setup in case of Rigged Camera\n */\n public get isRightCamera(): boolean {\n return this._isRightCamera;\n }\n\n /**\n * Gets the left camera of a rig setup in case of Rigged Camera\n */\n public get leftCamera(): Nullable {\n if (this._rigCameras.length < 1) {\n return null;\n }\n return (this._rigCameras[0]);\n }\n\n /**\n * Gets the right camera of a rig setup in case of Rigged Camera\n */\n public get rightCamera(): Nullable {\n if (this._rigCameras.length < 2) {\n return null;\n }\n return (this._rigCameras[1]);\n }\n\n /**\n * Gets the left camera target of a rig setup in case of Rigged Camera\n * @returns the target position\n */\n public getLeftTarget(): Nullable {\n if (this._rigCameras.length < 1) {\n return null;\n }\n return (this._rigCameras[0]).getTarget();\n }\n\n /**\n * Gets the right camera target of a rig setup in case of Rigged Camera\n * @returns the target position\n */\n public getRightTarget(): Nullable {\n if (this._rigCameras.length < 2) {\n return null;\n }\n return (this._rigCameras[1]).getTarget();\n }\n\n /**\n * @hidden\n */\n public setCameraRigMode(mode: number, rigParams: any): void {\n if (this.cameraRigMode === mode) {\n return;\n }\n\n while (this._rigCameras.length > 0) {\n let camera = this._rigCameras.pop();\n\n if (camera) {\n camera.dispose();\n }\n }\n this.cameraRigMode = mode;\n this._cameraRigParams = {};\n //we have to implement stereo camera calcultating left and right viewpoints from interaxialDistance and target,\n //not from a given angle as it is now, but until that complete code rewriting provisional stereoHalfAngle value is introduced\n this._cameraRigParams.interaxialDistance = rigParams.interaxialDistance || 0.0637;\n this._cameraRigParams.stereoHalfAngle = Tools.ToRadians(this._cameraRigParams.interaxialDistance / 0.0637);\n\n // create the rig cameras, unless none\n if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {\n let leftCamera = this.createRigCamera(this.name + \"_L\", 0);\n if (leftCamera) {\n leftCamera._isLeftCamera = true;\n }\n let rightCamera = this.createRigCamera(this.name + \"_R\", 1);\n if (rightCamera) {\n rightCamera._isRightCamera = true;\n }\n if (leftCamera && rightCamera) {\n this._rigCameras.push(leftCamera);\n this._rigCameras.push(rightCamera);\n }\n }\n\n switch (this.cameraRigMode) {\n case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:\n Camera._setStereoscopicAnaglyphRigMode(this);\n break;\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:\n case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:\n case Camera.RIG_MODE_STEREOSCOPIC_INTERLACED:\n Camera._setStereoscopicRigMode(this);\n break;\n case Camera.RIG_MODE_VR:\n Camera._setVRRigMode(this, rigParams);\n break;\n case Camera.RIG_MODE_WEBVR:\n Camera._setWebVRRigMode(this, rigParams);\n break;\n }\n\n this._cascadePostProcessesToRigCams();\n this.update();\n }\n\n /** @hidden */\n public static _setStereoscopicRigMode(camera: Camera) {\n throw \"Import Cameras/RigModes/stereoscopicRigMode before using stereoscopic rig mode\";\n }\n\n /** @hidden */\n public static _setStereoscopicAnaglyphRigMode(camera: Camera) {\n throw \"Import Cameras/RigModes/stereoscopicAnaglyphRigMode before using stereoscopic anaglyph rig mode\";\n }\n\n /** @hidden */\n public static _setVRRigMode(camera: Camera, rigParams: any) {\n throw \"Import Cameras/RigModes/vrRigMode before using VR rig mode\";\n }\n\n /** @hidden */\n public static _setWebVRRigMode(camera: Camera, rigParams: any) {\n throw \"Import Cameras/RigModes/WebVRRigMode before using Web VR rig mode\";\n }\n\n /** @hidden */\n public _getVRProjectionMatrix(): Matrix {\n Matrix.PerspectiveFovLHToRef(this._cameraRigParams.vrMetrics.aspectRatioFov, this._cameraRigParams.vrMetrics.aspectRatio, this.minZ, this.maxZ, this._cameraRigParams.vrWorkMatrix);\n this._cameraRigParams.vrWorkMatrix.multiplyToRef(this._cameraRigParams.vrHMatrix, this._projectionMatrix);\n return this._projectionMatrix;\n }\n\n protected _updateCameraRotationMatrix() {\n //Here for WebVR\n }\n\n protected _updateWebVRCameraRotationMatrix() {\n //Here for WebVR\n }\n\n /**\n * This function MUST be overwritten by the different WebVR cameras available.\n * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.\n * @hidden\n */\n public _getWebVRProjectionMatrix(): Matrix {\n return Matrix.Identity();\n }\n\n /**\n * This function MUST be overwritten by the different WebVR cameras available.\n * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.\n * @hidden\n */\n public _getWebVRViewMatrix(): Matrix {\n return Matrix.Identity();\n }\n\n /** @hidden */\n public setCameraRigParameter(name: string, value: any) {\n if (!this._cameraRigParams) {\n this._cameraRigParams = {};\n }\n this._cameraRigParams[name] = value;\n //provisionnally:\n if (name === \"interaxialDistance\") {\n this._cameraRigParams.stereoHalfAngle = Tools.ToRadians(value / 0.0637);\n }\n }\n\n /**\n * needs to be overridden by children so sub has required properties to be copied\n * @hidden\n */\n public createRigCamera(name: string, cameraIndex: number): Nullable {\n return null;\n }\n\n /**\n * May need to be overridden by children\n * @hidden\n */\n public _updateRigCameras() {\n for (var i = 0; i < this._rigCameras.length; i++) {\n this._rigCameras[i].minZ = this.minZ;\n this._rigCameras[i].maxZ = this.maxZ;\n this._rigCameras[i].fov = this.fov;\n this._rigCameras[i].upVector.copyFrom(this.upVector);\n }\n\n // only update viewport when ANAGLYPH\n if (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH) {\n this._rigCameras[0].viewport = this._rigCameras[1].viewport = this.viewport;\n }\n }\n\n /** @hidden */\n public _setupInputs() {\n }\n\n /**\n * Serialiaze the camera setup to a json represention\n * @returns the JSON representation\n */\n public serialize(): any {\n var serializationObject = SerializationHelper.Serialize(this);\n\n // Type\n serializationObject.type = this.getClassName();\n\n // Parent\n if (this.parent) {\n serializationObject.parentId = this.parent.id;\n }\n\n if (this.inputs) {\n this.inputs.serialize(serializationObject);\n }\n // Animations\n SerializationHelper.AppendSerializedAnimations(this, serializationObject);\n serializationObject.ranges = this.serializeAnimationRanges();\n\n return serializationObject;\n }\n\n /**\n * Clones the current camera.\n * @param name The cloned camera name\n * @returns the cloned camera\n */\n public clone(name: string): Camera {\n return SerializationHelper.Clone(Camera.GetConstructorFromName(this.getClassName(), name, this.getScene(), this.interaxialDistance, this.isStereoscopicSideBySide), this);\n }\n\n /**\n * Gets the direction of the camera relative to a given local axis.\n * @param localAxis Defines the reference axis to provide a relative direction.\n * @return the direction\n */\n public getDirection(localAxis: Vector3): Vector3 {\n var result = Vector3.Zero();\n\n this.getDirectionToRef(localAxis, result);\n\n return result;\n }\n\n /**\n * Returns the current camera absolute rotation\n */\n public get absoluteRotation(): Quaternion {\n var result = Quaternion.Zero();\n\n this.getWorldMatrix().decompose(undefined, result);\n\n return result;\n }\n\n /**\n * Gets the direction of the camera relative to a given local axis into a passed vector.\n * @param localAxis Defines the reference axis to provide a relative direction.\n * @param result Defines the vector to store the result in\n */\n public getDirectionToRef(localAxis: Vector3, result: Vector3): void {\n Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);\n }\n\n /**\n * Gets a camera constructor for a given camera type\n * @param type The type of the camera to construct (should be equal to one of the camera class name)\n * @param name The name of the camera the result will be able to instantiate\n * @param scene The scene the result will construct the camera in\n * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes\n * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side\n * @returns a factory method to construc the camera\n */\n static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance: number = 0, isStereoscopicSideBySide: boolean = true): () => Camera {\n let constructorFunc = Node.Construct(type, name, scene, {\n interaxial_distance: interaxial_distance,\n isStereoscopicSideBySide: isStereoscopicSideBySide\n });\n\n if (constructorFunc) {\n return <() => Camera>constructorFunc;\n }\n\n // Default to universal camera\n return () => Camera._createDefaultParsedCamera(name, scene);\n }\n\n /**\n * Compute the world matrix of the camera.\n * @returns the camera world matrix\n */\n public computeWorldMatrix(): Matrix {\n return this.getWorldMatrix();\n }\n\n /**\n * Parse a JSON and creates the camera from the parsed information\n * @param parsedCamera The JSON to parse\n * @param scene The scene to instantiate the camera in\n * @returns the newly constructed camera\n */\n public static Parse(parsedCamera: any, scene: Scene): Camera {\n var type = parsedCamera.type;\n var construct = Camera.GetConstructorFromName(type, parsedCamera.name, scene, parsedCamera.interaxial_distance, parsedCamera.isStereoscopicSideBySide);\n\n var camera = SerializationHelper.Parse(construct, parsedCamera, scene);\n\n // Parent\n if (parsedCamera.parentId) {\n camera._waitingParentId = parsedCamera.parentId;\n }\n\n //If camera has an input manager, let it parse inputs settings\n if (camera.inputs) {\n camera.inputs.parse(parsedCamera);\n\n camera._setupInputs();\n }\n\n if ((camera).setPosition) { // need to force position\n camera.position.copyFromFloats(0, 0, 0);\n (camera).setPosition(Vector3.FromArray(parsedCamera.position));\n }\n\n // Target\n if (parsedCamera.target) {\n if ((camera).setTarget) {\n (camera).setTarget(Vector3.FromArray(parsedCamera.target));\n }\n }\n\n // Apply 3d rig, when found\n if (parsedCamera.cameraRigMode) {\n var rigParams = (parsedCamera.interaxial_distance) ? { interaxialDistance: parsedCamera.interaxial_distance } : {};\n camera.setCameraRigMode(parsedCamera.cameraRigMode, rigParams);\n }\n\n // Animations\n if (parsedCamera.animations) {\n for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {\n var parsedAnimation = parsedCamera.animations[animationIndex];\n const internalClass = _TypeStore.GetClass(\"BABYLON.Animation\");\n if (internalClass) {\n camera.animations.push(internalClass.Parse(parsedAnimation));\n }\n }\n Node.ParseAnimationRanges(camera, parsedCamera, scene);\n }\n\n if (parsedCamera.autoAnimate) {\n scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, parsedCamera.autoAnimateSpeed || 1.0);\n }\n\n return camera;\n }\n}\n","import { Logger } from \"../Misc/logger\";\r\nimport { SerializationHelper } from \"../Misc/decorators\";\r\nimport { Nullable } from \"../types\";\r\nimport { Camera } from \"./camera\";\r\n/**\r\n * @ignore\r\n * This is a list of all the different input types that are available in the application.\r\n * Fo instance: ArcRotateCameraGamepadInput...\r\n */\r\nexport var CameraInputTypes = {};\r\n\r\n/**\r\n * This is the contract to implement in order to create a new input class.\r\n * Inputs are dealing with listening to user actions and moving the camera accordingly.\r\n */\r\nexport interface ICameraInput {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n camera: Nullable;\r\n /**\r\n * Gets the class name of the current intput.\r\n * @returns the class name\r\n */\r\n getClassName(): string;\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n getSimpleName(): string;\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param element Defines the element the controls should be listened from\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n attachControl(element: HTMLElement, noPreventDefault?: boolean): void;\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n * @param element Defines the element to stop listening the inputs from\r\n */\r\n detachControl(element: Nullable): void;\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n checkInputs?: () => void;\r\n}\r\n\r\n/**\r\n * Represents a map of input types to input instance or input index to input instance.\r\n */\r\nexport interface CameraInputsMap {\r\n /**\r\n * Accessor to the input by input type.\r\n */\r\n [name: string]: ICameraInput;\r\n /**\r\n * Accessor to the input by input index.\r\n */\r\n [idx: number]: ICameraInput;\r\n}\r\n\r\n/**\r\n * This represents the input manager used within a camera.\r\n * It helps dealing with all the different kind of input attached to a camera.\r\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nexport class CameraInputsManager {\r\n /**\r\n * Defines the list of inputs attahed to the camera.\r\n */\r\n public attached: CameraInputsMap;\r\n\r\n /**\r\n * Defines the dom element the camera is collecting inputs from.\r\n * This is null if the controls have not been attached.\r\n */\r\n public attachedElement: Nullable;\r\n\r\n /**\r\n * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public noPreventDefault: boolean;\r\n\r\n /**\r\n * Defined the camera the input manager belongs to.\r\n */\r\n public camera: TCamera;\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs: () => void;\r\n\r\n /**\r\n * Instantiate a new Camera Input Manager.\r\n * @param camera Defines the camera the input manager blongs to\r\n */\r\n constructor(camera: TCamera) {\r\n this.attached = {};\r\n this.camera = camera;\r\n this.checkInputs = () => { };\r\n }\r\n\r\n /**\r\n * Add an input method to a camera\r\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n * @param input camera input method\r\n */\r\n public add(input: ICameraInput): void {\r\n var type = input.getSimpleName();\r\n if (this.attached[type]) {\r\n Logger.Warn(\"camera input of type \" + type + \" already exists on camera\");\r\n return;\r\n }\r\n\r\n this.attached[type] = input;\r\n\r\n input.camera = this.camera;\r\n\r\n //for checkInputs, we are dynamically creating a function\r\n //the goal is to avoid the performance penalty of looping for inputs in the render loop\r\n if (input.checkInputs) {\r\n this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));\r\n }\r\n\r\n if (this.attachedElement) {\r\n input.attachControl(this.attachedElement);\r\n }\r\n }\r\n\r\n /**\r\n * Remove a specific input method from a camera\r\n * example: camera.inputs.remove(camera.inputs.attached.mouse);\r\n * @param inputToRemove camera input method\r\n */\r\n public remove(inputToRemove: ICameraInput): void {\r\n for (var cam in this.attached) {\r\n var input = this.attached[cam];\r\n if (input === inputToRemove) {\r\n input.detachControl(this.attachedElement);\r\n input.camera = null;\r\n delete this.attached[cam];\r\n this.rebuildInputCheck();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Remove a specific input type from a camera\r\n * example: camera.inputs.remove(\"ArcRotateCameraGamepadInput\");\r\n * @param inputType the type of the input to remove\r\n */\r\n public removeByType(inputType: string): void {\r\n for (var cam in this.attached) {\r\n var input = this.attached[cam];\r\n if (input.getClassName() === inputType) {\r\n input.detachControl(this.attachedElement);\r\n input.camera = null;\r\n delete this.attached[cam];\r\n this.rebuildInputCheck();\r\n }\r\n }\r\n }\r\n\r\n private _addCheckInputs(fn: () => void) {\r\n var current = this.checkInputs;\r\n return () => {\r\n current();\r\n fn();\r\n };\r\n }\r\n\r\n /**\r\n * Attach the input controls to the currently attached dom element to listen the events from.\r\n * @param input Defines the input to attach\r\n */\r\n public attachInput(input: ICameraInput): void {\r\n if (this.attachedElement) {\r\n input.attachControl(this.attachedElement, this.noPreventDefault);\r\n }\r\n }\r\n\r\n /**\r\n * Attach the current manager inputs controls to a specific dom element to listen the events from.\r\n * @param element Defines the dom element to collect the events from\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachElement(element: HTMLElement, noPreventDefault: boolean = false): void {\r\n if (this.attachedElement) {\r\n return;\r\n }\r\n\r\n noPreventDefault = Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;\r\n this.attachedElement = element;\r\n this.noPreventDefault = noPreventDefault;\r\n\r\n for (var cam in this.attached) {\r\n this.attached[cam].attachControl(element, noPreventDefault);\r\n }\r\n }\r\n\r\n /**\r\n * Detach the current manager inputs controls from a specific dom element.\r\n * @param element Defines the dom element to collect the events from\r\n * @param disconnect Defines whether the input should be removed from the current list of attached inputs\r\n */\r\n public detachElement(element: HTMLElement, disconnect = false): void {\r\n if (this.attachedElement !== element) {\r\n return;\r\n }\r\n\r\n for (var cam in this.attached) {\r\n this.attached[cam].detachControl(element);\r\n\r\n if (disconnect) {\r\n this.attached[cam].camera = null;\r\n }\r\n }\r\n\r\n this.attachedElement = null;\r\n }\r\n\r\n /**\r\n * Rebuild the dynamic inputCheck function from the current list of\r\n * defined inputs in the manager.\r\n */\r\n public rebuildInputCheck(): void {\r\n this.checkInputs = () => { };\r\n\r\n for (var cam in this.attached) {\r\n var input = this.attached[cam];\r\n if (input.checkInputs) {\r\n this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Remove all attached input methods from a camera\r\n */\r\n public clear(): void {\r\n if (this.attachedElement) {\r\n this.detachElement(this.attachedElement, true);\r\n }\r\n this.attached = {};\r\n this.attachedElement = null;\r\n this.checkInputs = () => { };\r\n }\r\n\r\n /**\r\n * Serialize the current input manager attached to a camera.\r\n * This ensures than once parsed,\r\n * the input associated to the camera will be identical to the current ones\r\n * @param serializedCamera Defines the camera serialization JSON the input serialization should write to\r\n */\r\n public serialize(serializedCamera: any): void {\r\n var inputs: { [key: string]: any } = {};\r\n for (var cam in this.attached) {\r\n var input = this.attached[cam];\r\n var res = SerializationHelper.Serialize(input);\r\n inputs[input.getClassName()] = res;\r\n }\r\n\r\n serializedCamera.inputsmgr = inputs;\r\n }\r\n\r\n /**\r\n * Parses an input manager serialized JSON to restore the previous list of inputs\r\n * and states associated to a camera.\r\n * @param parsedCamera Defines the JSON to parse\r\n */\r\n public parse(parsedCamera: any): void {\r\n var parsedInputs = parsedCamera.inputsmgr;\r\n if (parsedInputs) {\r\n this.clear();\r\n\r\n for (var n in parsedInputs) {\r\n var construct = (CameraInputTypes)[n];\r\n if (construct) {\r\n var parsedinput = parsedInputs[n];\r\n var input = SerializationHelper.Parse(() => { return new construct(); }, parsedinput, null);\r\n this.add(input as any);\r\n }\r\n }\r\n } else {\r\n //2016-03-08 this part is for managing backward compatibility\r\n for (var n in this.attached) {\r\n var construct = (CameraInputTypes)[this.attached[n].getClassName()];\r\n if (construct) {\r\n var input = SerializationHelper.Parse(() => { return new construct(); }, parsedCamera, null);\r\n this.remove(this.attached[n]);\r\n this.add(input as any);\r\n }\r\n }\r\n }\r\n }\r\n}\r\n","import { FreeCamera } from \"./freeCamera\";\r\nimport { Scene } from \"../scene\";\r\nimport { Quaternion, Vector3 } from \"../Maths/math.vector\";\r\nimport { Node } from \"../node\";\r\n\r\nimport \"./Inputs/freeCameraDeviceOrientationInput\";\r\nimport { Axis } from '../Maths/math.axis';\r\n\r\nNode.AddNodeConstructor(\"DeviceOrientationCamera\", (name, scene) => {\r\n return () => new DeviceOrientationCamera(name, Vector3.Zero(), scene);\r\n});\r\n\r\n// We're mainly based on the logic defined into the FreeCamera code\r\n/**\r\n * This is a camera specifically designed to react to device orientation events such as a modern mobile device\r\n * being tilted forward or back and left or right.\r\n */\r\nexport class DeviceOrientationCamera extends FreeCamera {\r\n\r\n private _initialQuaternion: Quaternion;\r\n private _quaternionCache: Quaternion;\r\n private _tmpDragQuaternion = new Quaternion();\r\n private _disablePointerInputWhenUsingDeviceOrientation = true;\r\n\r\n /**\r\n * Creates a new device orientation camera\r\n * @param name The name of the camera\r\n * @param position The start position camera\r\n * @param scene The scene the camera belongs to\r\n */\r\n constructor(name: string, position: Vector3, scene: Scene) {\r\n super(name, position, scene);\r\n this._quaternionCache = new Quaternion();\r\n this.inputs.addDeviceOrientation();\r\n\r\n // When the orientation sensor fires it's first event, disable mouse input\r\n if (this.inputs._deviceOrientationInput) {\r\n this.inputs._deviceOrientationInput._onDeviceOrientationChangedObservable.addOnce(() => {\r\n if (this._disablePointerInputWhenUsingDeviceOrientation) {\r\n if (this.inputs._mouseInput) {\r\n this.inputs._mouseInput._allowCameraRotation = false;\r\n this.inputs._mouseInput.onPointerMovedObservable.add((e) => {\r\n if (this._dragFactor != 0) {\r\n if (!this._initialQuaternion) {\r\n this._initialQuaternion = new Quaternion();\r\n }\r\n // Rotate the initial space around the y axis to allow users to \"turn around\" via touch/mouse\r\n Quaternion.FromEulerAnglesToRef(0, e.offsetX * this._dragFactor, 0, this._tmpDragQuaternion);\r\n this._initialQuaternion.multiplyToRef(this._tmpDragQuaternion, this._initialQuaternion);\r\n }\r\n });\r\n }\r\n }\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)\r\n */\r\n public get disablePointerInputWhenUsingDeviceOrientation() {\r\n return this._disablePointerInputWhenUsingDeviceOrientation;\r\n }\r\n\r\n public set disablePointerInputWhenUsingDeviceOrientation(value: boolean) {\r\n this._disablePointerInputWhenUsingDeviceOrientation = value;\r\n }\r\n\r\n private _dragFactor = 0;\r\n /**\r\n * Enabled turning on the y axis when the orientation sensor is active\r\n * @param dragFactor the factor that controls the turn speed (default: 1/300)\r\n */\r\n public enableHorizontalDragging(dragFactor = 1 / 300) {\r\n this._dragFactor = dragFactor;\r\n }\r\n\r\n /**\r\n * Gets the current instance class name (\"DeviceOrientationCamera\").\r\n * This helps avoiding instanceof at run time.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"DeviceOrientationCamera\";\r\n }\r\n\r\n /**\r\n * @hidden\r\n * Checks and applies the current values of the inputs to the camera. (Internal use only)\r\n */\r\n public _checkInputs(): void {\r\n super._checkInputs();\r\n this._quaternionCache.copyFrom(this.rotationQuaternion);\r\n if (this._initialQuaternion) {\r\n this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);\r\n }\r\n }\r\n\r\n /**\r\n * Reset the camera to its default orientation on the specified axis only.\r\n * @param axis The axis to reset\r\n */\r\n public resetToCurrentRotation(axis: Axis = Axis.Y): void {\r\n\r\n //can only work if this camera has a rotation quaternion already.\r\n if (!this.rotationQuaternion) { return; }\r\n\r\n if (!this._initialQuaternion) {\r\n this._initialQuaternion = new Quaternion();\r\n }\r\n\r\n this._initialQuaternion.copyFrom(this._quaternionCache || this.rotationQuaternion);\r\n\r\n ['x', 'y', 'z'].forEach((axisName) => {\r\n if (!(axis)[axisName]) {\r\n (this._initialQuaternion)[axisName] = 0;\r\n } else {\r\n (this._initialQuaternion)[axisName] *= -1;\r\n }\r\n });\r\n this._initialQuaternion.normalize();\r\n //force rotation update\r\n this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);\r\n }\r\n}\r\n","import { serialize, serializeAsVector3 } from \"../Misc/decorators\";\r\nimport { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { Vector3, Quaternion } from \"../Maths/math.vector\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { TargetCamera } from \"./targetCamera\";\r\nimport { FlyCameraInputsManager } from \"./flyCameraInputsManager\";\r\nimport { FlyCameraMouseInput } from \"../Cameras/Inputs/flyCameraMouseInput\";\r\nimport { FlyCameraKeyboardInput } from \"../Cameras/Inputs/flyCameraKeyboardInput\";\r\n\r\ndeclare type Collider = import(\"../Collisions/collider\").Collider;\r\n\r\n/**\r\n * This is a flying camera, designed for 3D movement and rotation in all directions,\r\n * such as in a 3D Space Shooter or a Flight Simulator.\r\n */\r\nexport class FlyCamera extends TargetCamera {\r\n /**\r\n * Define the collision ellipsoid of the camera.\r\n * This is helpful for simulating a camera body, like a player's body.\r\n * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera\r\n */\r\n @serializeAsVector3()\r\n public ellipsoid = new Vector3(1, 1, 1);\r\n\r\n /**\r\n * Define an offset for the position of the ellipsoid around the camera.\r\n * This can be helpful if the camera is attached away from the player's body center,\r\n * such as at its head.\r\n */\r\n @serializeAsVector3()\r\n public ellipsoidOffset = new Vector3(0, 0, 0);\r\n\r\n /**\r\n * Enable or disable collisions of the camera with the rest of the scene objects.\r\n */\r\n @serialize()\r\n public checkCollisions = false;\r\n\r\n /**\r\n * Enable or disable gravity on the camera.\r\n */\r\n @serialize()\r\n public applyGravity = false;\r\n\r\n /**\r\n * Define the current direction the camera is moving to.\r\n */\r\n public cameraDirection = Vector3.Zero();\r\n\r\n /**\r\n * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.\r\n * This overrides and empties cameraRotation.\r\n */\r\n public rotationQuaternion: Quaternion;\r\n\r\n /**\r\n * Track Roll to maintain the wanted Rolling when looking around.\r\n */\r\n public _trackRoll: number = 0;\r\n\r\n /**\r\n * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.\r\n */\r\n public rollCorrect: number = 100;\r\n\r\n /**\r\n * Mimic a banked turn, Rolling the camera when Yawing.\r\n * It's recommended to use rollCorrect = 10 for faster banking correction.\r\n */\r\n public bankedTurn: boolean = false;\r\n\r\n /**\r\n * Limit in radians for how much Roll banking will add. (Default: 90°)\r\n */\r\n public bankedTurnLimit: number = Math.PI / 2;\r\n\r\n /**\r\n * Value of 0 disables the banked Roll.\r\n * Value of 1 is equal to the Yaw angle in radians.\r\n */\r\n public bankedTurnMultiplier: number = 1;\r\n\r\n /**\r\n * The inputs manager loads all the input sources, such as keyboard and mouse.\r\n */\r\n public inputs: FlyCameraInputsManager;\r\n\r\n /**\r\n * Gets the input sensibility for mouse input.\r\n * Higher values reduce sensitivity.\r\n */\r\n public get angularSensibility(): number {\r\n var mouse = this.inputs.attached[\"mouse\"];\r\n if (mouse) {\r\n return mouse.angularSensibility;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n /**\r\n * Sets the input sensibility for a mouse input.\r\n * Higher values reduce sensitivity.\r\n */\r\n public set angularSensibility(value: number) {\r\n var mouse = this.inputs.attached[\"mouse\"];\r\n if (mouse) {\r\n mouse.angularSensibility = value;\r\n }\r\n }\r\n\r\n /**\r\n * Get the keys for camera movement forward.\r\n */\r\n public get keysForward(): number[] {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysForward;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Set the keys for camera movement forward.\r\n */\r\n public set keysForward(value: number[]) {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysForward = value;\r\n }\r\n }\r\n\r\n /**\r\n * Get the keys for camera movement backward.\r\n */\r\n public get keysBackward(): number[] {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysBackward;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysBackward(value: number[]) {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysBackward = value;\r\n }\r\n }\r\n\r\n /**\r\n * Get the keys for camera movement up.\r\n */\r\n public get keysUp(): number[] {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysUp;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Set the keys for camera movement up.\r\n */\r\n public set keysUp(value: number[]) {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysUp = value;\r\n }\r\n }\r\n\r\n /**\r\n * Get the keys for camera movement down.\r\n */\r\n public get keysDown(): number[] {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysDown;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Set the keys for camera movement down.\r\n */\r\n public set keysDown(value: number[]) {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysDown = value;\r\n }\r\n }\r\n\r\n /**\r\n * Get the keys for camera movement left.\r\n */\r\n public get keysLeft(): number[] {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysLeft;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Set the keys for camera movement left.\r\n */\r\n public set keysLeft(value: number[]) {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysLeft = value;\r\n }\r\n }\r\n\r\n /**\r\n * Set the keys for camera movement right.\r\n */\r\n public get keysRight(): number[] {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysRight;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Set the keys for camera movement right.\r\n */\r\n public set keysRight(value: number[]) {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysRight = value;\r\n }\r\n }\r\n\r\n /**\r\n * Event raised when the camera collides with a mesh in the scene.\r\n */\r\n public onCollide: (collidedMesh: AbstractMesh) => void;\r\n\r\n private _collider: Collider;\r\n private _needMoveForGravity = false;\r\n private _oldPosition = Vector3.Zero();\r\n private _diffPosition = Vector3.Zero();\r\n private _newPosition = Vector3.Zero();\r\n\r\n /** @hidden */\r\n public _localDirection: Vector3;\r\n /** @hidden */\r\n public _transformedDirection: Vector3;\r\n\r\n /**\r\n * Instantiates a FlyCamera.\r\n * This is a flying camera, designed for 3D movement and rotation in all directions,\r\n * such as in a 3D Space Shooter or a Flight Simulator.\r\n * @param name Define the name of the camera in the scene.\r\n * @param position Define the starting position of the camera in the scene.\r\n * @param scene Define the scene the camera belongs to.\r\n * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.\r\n */\r\n constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive = true) {\r\n super(name, position, scene, setActiveOnSceneIfNoneActive);\r\n this.inputs = new FlyCameraInputsManager(this);\r\n this.inputs.addKeyboard().addMouse();\r\n }\r\n\r\n /**\r\n * Attach a control to the HTML DOM element.\r\n * @param element Defines the element that listens to the input events.\r\n * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault\r\n */\r\n public attachControl(element: HTMLElement, noPreventDefault?: boolean): void {\r\n this.inputs.attachElement(element, noPreventDefault);\r\n }\r\n\r\n /**\r\n * Detach a control from the HTML DOM element.\r\n * The camera will stop reacting to that input.\r\n * @param element Defines the element that listens to the input events.\r\n */\r\n public detachControl(element: HTMLElement): void {\r\n this.inputs.detachElement(element);\r\n\r\n this.cameraDirection = new Vector3(0, 0, 0);\r\n }\r\n\r\n // Collisions.\r\n private _collisionMask = -1;\r\n\r\n /**\r\n * Get the mask that the camera ignores in collision events.\r\n */\r\n public get collisionMask(): number {\r\n return this._collisionMask;\r\n }\r\n\r\n /**\r\n * Set the mask that the camera ignores in collision events.\r\n */\r\n public set collisionMask(mask: number) {\r\n this._collisionMask = !isNaN(mask) ? mask : -1;\r\n }\r\n\r\n /** @hidden */\r\n public _collideWithWorld(displacement: Vector3): void {\r\n var globalPosition: Vector3;\r\n\r\n if (this.parent) {\r\n globalPosition = Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());\r\n } else {\r\n globalPosition = this.position;\r\n }\r\n\r\n globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);\r\n this._oldPosition.addInPlace(this.ellipsoidOffset);\r\n let coordinator = this.getScene().collisionCoordinator;\r\n\r\n if (!this._collider) {\r\n this._collider = coordinator.createCollider();\r\n }\r\n\r\n this._collider._radius = this.ellipsoid;\r\n this._collider.collisionMask = this._collisionMask;\r\n\r\n // No need for clone, as long as gravity is not on.\r\n var actualDisplacement = displacement;\r\n\r\n // Add gravity to direction to prevent dual-collision checking.\r\n if (this.applyGravity) {\r\n // This prevents mending with cameraDirection, a global variable of the fly camera class.\r\n actualDisplacement = displacement.add(this.getScene().gravity);\r\n }\r\n\r\n coordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);\r\n }\r\n\r\n /** @hidden */\r\n private _onCollisionPositionChange = (collisionId: number, newPosition: Vector3, collidedMesh: Nullable = null) => {\r\n\r\n var updatePosition = (newPos: Vector3) => {\r\n this._newPosition.copyFrom(newPos);\r\n\r\n this._newPosition.subtractToRef(this._oldPosition, this._diffPosition);\r\n\r\n if (this._diffPosition.length() > Engine.CollisionsEpsilon) {\r\n this.position.addInPlace(this._diffPosition);\r\n if (this.onCollide && collidedMesh) {\r\n this.onCollide(collidedMesh);\r\n }\r\n }\r\n };\r\n\r\n updatePosition(newPosition);\r\n }\r\n\r\n /** @hidden */\r\n public _checkInputs(): void {\r\n if (!this._localDirection) {\r\n this._localDirection = Vector3.Zero();\r\n this._transformedDirection = Vector3.Zero();\r\n }\r\n\r\n this.inputs.checkInputs();\r\n\r\n super._checkInputs();\r\n }\r\n\r\n /** @hidden */\r\n public _decideIfNeedsToMove(): boolean {\r\n return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;\r\n }\r\n\r\n /** @hidden */\r\n public _updatePosition(): void {\r\n if (this.checkCollisions && this.getScene().collisionsEnabled) {\r\n this._collideWithWorld(this.cameraDirection);\r\n } else {\r\n super._updatePosition();\r\n }\r\n }\r\n\r\n /**\r\n * Restore the Roll to its target value at the rate specified.\r\n * @param rate - Higher means slower restoring.\r\n * @hidden\r\n */\r\n public restoreRoll(rate: number): void {\r\n let limit = this._trackRoll; // Target Roll.\r\n let z = this.rotation.z; // Current Roll.\r\n let delta = limit - z; // Difference in Roll.\r\n\r\n let minRad = 0.001; // Tenth of a radian is a barely noticable difference.\r\n\r\n // If the difference is noticable, restore the Roll.\r\n if (Math.abs(delta) >= minRad) {\r\n // Change Z rotation towards the target Roll.\r\n this.rotation.z += delta / rate;\r\n\r\n // Match when near enough.\r\n if (Math.abs(limit - this.rotation.z) <= minRad) {\r\n this.rotation.z = limit;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Destroy the camera and release the current resources held by it.\r\n */\r\n public dispose(): void {\r\n this.inputs.clear();\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Get the current object class name.\r\n * @returns the class name.\r\n */\r\n public getClassName(): string {\r\n return \"FlyCamera\";\r\n }\r\n}\r\n","import { FlyCamera } from \"./flyCamera\";\r\nimport { CameraInputsManager } from \"./cameraInputsManager\";\r\nimport { FlyCameraMouseInput } from \"../Cameras/Inputs/flyCameraMouseInput\";\r\nimport { FlyCameraKeyboardInput } from \"../Cameras/Inputs/flyCameraKeyboardInput\";\r\n\r\n/**\r\n * Default Inputs manager for the FlyCamera.\r\n * It groups all the default supported inputs for ease of use.\r\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nexport class FlyCameraInputsManager extends CameraInputsManager {\r\n /**\r\n * Instantiates a new FlyCameraInputsManager.\r\n * @param camera Defines the camera the inputs belong to.\r\n */\r\n constructor(camera: FlyCamera) {\r\n super(camera);\r\n }\r\n\r\n /**\r\n * Add keyboard input support to the input manager.\r\n * @returns the new FlyCameraKeyboardMoveInput().\r\n */\r\n addKeyboard(): FlyCameraInputsManager {\r\n this.add(new FlyCameraKeyboardInput());\r\n return this;\r\n }\r\n\r\n /**\r\n * Add mouse input support to the input manager.\r\n * @param touchEnabled Enable touch screen support.\r\n * @returns the new FlyCameraMouseInput().\r\n */\r\n addMouse(touchEnabled = true): FlyCameraInputsManager {\r\n this.add(new FlyCameraMouseInput(touchEnabled));\r\n return this;\r\n }\r\n}\r\n","import { Nullable } from \"../types\";\r\nimport { serialize, serializeAsMeshReference } from \"../Misc/decorators\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { TargetCamera } from \"./targetCamera\";\r\nimport { Scene } from \"../scene\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Node } from \"../node\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { FollowCameraInputsManager } from './followCameraInputsManager';\r\nNode.AddNodeConstructor(\"FollowCamera\", (name, scene) => {\r\n return () => new FollowCamera(name, Vector3.Zero(), scene);\r\n});\r\n\r\nNode.AddNodeConstructor(\"ArcFollowCamera\", (name, scene) => {\r\n return () => new ArcFollowCamera(name, 0, 0, 1.0, null, scene);\r\n});\r\n\r\n/**\r\n * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and\r\n * an arc rotate version arcFollowCamera are available.\r\n * @see http://doc.babylonjs.com/features/cameras#follow-camera\r\n */\r\nexport class FollowCamera extends TargetCamera {\r\n /**\r\n * Distance the follow camera should follow an object at\r\n */\r\n @serialize()\r\n public radius: number = 12;\r\n\r\n /**\r\n * Minimum allowed distance of the camera to the axis of rotation\r\n * (The camera can not get closer).\r\n * This can help limiting how the Camera is able to move in the scene.\r\n */\r\n @serialize()\r\n public lowerRadiusLimit: Nullable = null;\r\n\r\n /**\r\n * Maximum allowed distance of the camera to the axis of rotation\r\n * (The camera can not get further).\r\n * This can help limiting how the Camera is able to move in the scene.\r\n */\r\n @serialize()\r\n public upperRadiusLimit: Nullable = null;\r\n\r\n /**\r\n * Define a rotation offset between the camera and the object it follows\r\n */\r\n @serialize()\r\n public rotationOffset: number = 0;\r\n\r\n /**\r\n * Minimum allowed angle to camera position relative to target object.\r\n * This can help limiting how the Camera is able to move in the scene.\r\n */\r\n @serialize()\r\n public lowerRotationOffsetLimit: Nullable = null;\r\n\r\n /**\r\n * Maximum allowed angle to camera position relative to target object.\r\n * This can help limiting how the Camera is able to move in the scene.\r\n */\r\n @serialize()\r\n public upperRotationOffsetLimit: Nullable = null;\r\n\r\n /**\r\n * Define a height offset between the camera and the object it follows.\r\n * It can help following an object from the top (like a car chaing a plane)\r\n */\r\n @serialize()\r\n public heightOffset: number = 4;\r\n\r\n /**\r\n * Minimum allowed height of camera position relative to target object.\r\n * This can help limiting how the Camera is able to move in the scene.\r\n */\r\n @serialize()\r\n public lowerHeightOffsetLimit: Nullable = null;\r\n\r\n /**\r\n * Maximum allowed height of camera position relative to target object.\r\n * This can help limiting how the Camera is able to move in the scene.\r\n */\r\n @serialize()\r\n public upperHeightOffsetLimit: Nullable = null;\r\n\r\n /**\r\n * Define how fast the camera can accelerate to follow it s target.\r\n */\r\n @serialize()\r\n public cameraAcceleration: number = 0.05;\r\n\r\n /**\r\n * Define the speed limit of the camera following an object.\r\n */\r\n @serialize()\r\n public maxCameraSpeed: number = 20;\r\n\r\n /**\r\n * Define the target of the camera.\r\n */\r\n @serializeAsMeshReference(\"lockedTargetId\")\r\n public lockedTarget: Nullable;\r\n\r\n /**\r\n * Defines the input associated with the camera.\r\n */\r\n public inputs: FollowCameraInputsManager;\r\n\r\n /**\r\n * Instantiates the follow camera.\r\n * @see http://doc.babylonjs.com/features/cameras#follow-camera\r\n * @param name Define the name of the camera in the scene\r\n * @param position Define the position of the camera\r\n * @param scene Define the scene the camera belong to\r\n * @param lockedTarget Define the target of the camera\r\n */\r\n constructor(name: string, position: Vector3, scene: Scene, lockedTarget: Nullable = null) {\r\n super(name, position, scene);\r\n\r\n this.lockedTarget = lockedTarget;\r\n this.inputs = new FollowCameraInputsManager(this);\r\n this.inputs.addKeyboard().addMouseWheel().addPointers();\r\n // Uncomment the following line when the relevant handlers have been implemented.\r\n // this.inputs.addKeyboard().addMouseWheel().addPointers().addVRDeviceOrientation();\r\n }\r\n\r\n private _follow(cameraTarget: AbstractMesh) {\r\n if (!cameraTarget) {\r\n return;\r\n }\r\n\r\n var yRotation;\r\n if (cameraTarget.rotationQuaternion) {\r\n var rotMatrix = new Matrix();\r\n cameraTarget.rotationQuaternion.toRotationMatrix(rotMatrix);\r\n yRotation = Math.atan2(rotMatrix.m[8], rotMatrix.m[10]);\r\n } else {\r\n yRotation = cameraTarget.rotation.y;\r\n }\r\n var radians = Tools.ToRadians(this.rotationOffset) + yRotation;\r\n var targetPosition = cameraTarget.getAbsolutePosition();\r\n var targetX: number = targetPosition.x + Math.sin(radians) * this.radius;\r\n\r\n var targetZ: number = targetPosition.z + Math.cos(radians) * this.radius;\r\n var dx: number = targetX - this.position.x;\r\n var dy: number = (targetPosition.y + this.heightOffset) - this.position.y;\r\n var dz: number = (targetZ) - this.position.z;\r\n var vx: number = dx * this.cameraAcceleration * 2; //this is set to .05\r\n var vy: number = dy * this.cameraAcceleration;\r\n var vz: number = dz * this.cameraAcceleration * 2;\r\n\r\n if (vx > this.maxCameraSpeed || vx < -this.maxCameraSpeed) {\r\n vx = vx < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;\r\n }\r\n\r\n if (vy > this.maxCameraSpeed || vy < -this.maxCameraSpeed) {\r\n vy = vy < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;\r\n }\r\n\r\n if (vz > this.maxCameraSpeed || vz < -this.maxCameraSpeed) {\r\n vz = vz < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;\r\n }\r\n\r\n this.position = new Vector3(this.position.x + vx, this.position.y + vy, this.position.z + vz);\r\n this.setTarget(targetPosition);\r\n }\r\n\r\n /**\r\n * Attached controls to the current camera.\r\n * @param element Defines the element the controls should be listened from\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(element: HTMLElement, noPreventDefault?: boolean): void {\r\n this.inputs.attachElement(element, noPreventDefault);\r\n\r\n this._reset = () => {\r\n };\r\n }\r\n\r\n /**\r\n * Detach the current controls from the camera.\r\n * The camera will stop reacting to inputs.\r\n * @param element Defines the element to stop listening the inputs from\r\n */\r\n public detachControl(element: HTMLElement): void {\r\n this.inputs.detachElement(element);\r\n\r\n if (this._reset) {\r\n this._reset();\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _checkInputs(): void {\r\n this.inputs.checkInputs();\r\n this._checkLimits();\r\n super._checkInputs();\r\n if (this.lockedTarget) {\r\n this._follow(this.lockedTarget);\r\n }\r\n }\r\n\r\n private _checkLimits() {\r\n if (this.lowerRadiusLimit !== null && this.radius < this.lowerRadiusLimit) {\r\n this.radius = this.lowerRadiusLimit;\r\n }\r\n if (this.upperRadiusLimit !== null && this.radius > this.upperRadiusLimit) {\r\n this.radius = this.upperRadiusLimit;\r\n }\r\n\r\n if (this.lowerHeightOffsetLimit !== null &&\r\n this.heightOffset < this.lowerHeightOffsetLimit) {\r\n this.heightOffset = this.lowerHeightOffsetLimit;\r\n }\r\n if (this.upperHeightOffsetLimit !== null &&\r\n this.heightOffset > this.upperHeightOffsetLimit) {\r\n this.heightOffset = this.upperHeightOffsetLimit;\r\n }\r\n\r\n if (this.lowerRotationOffsetLimit !== null &&\r\n this.rotationOffset < this.lowerRotationOffsetLimit) {\r\n this.rotationOffset = this.lowerRotationOffsetLimit;\r\n }\r\n if (this.upperRotationOffsetLimit !== null &&\r\n this.rotationOffset > this.upperRotationOffsetLimit) {\r\n this.rotationOffset = this.upperRotationOffsetLimit;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the camera class name.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FollowCamera\";\r\n }\r\n}\r\n\r\n/**\r\n * Arc Rotate version of the follow camera.\r\n * It still follows a Defined mesh but in an Arc Rotate Camera fashion.\r\n * @see http://doc.babylonjs.com/features/cameras#follow-camera\r\n */\r\nexport class ArcFollowCamera extends TargetCamera {\r\n\r\n private _cartesianCoordinates: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Instantiates a new ArcFollowCamera\r\n * @see http://doc.babylonjs.com/features/cameras#follow-camera\r\n * @param name Define the name of the camera\r\n * @param alpha Define the rotation angle of the camera around the logitudinal axis\r\n * @param beta Define the rotation angle of the camera around the elevation axis\r\n * @param radius Define the radius of the camera from its target point\r\n * @param target Define the target of the camera\r\n * @param scene Define the scene the camera belongs to\r\n */\r\n constructor(name: string,\r\n /** The longitudinal angle of the camera */\r\n public alpha: number,\r\n /** The latitudinal angle of the camera */\r\n public beta: number,\r\n /** The radius of the camera from its target */\r\n public radius: number,\r\n /** Define the camera target (the mesh it should follow) */\r\n public target: Nullable,\r\n scene: Scene) {\r\n super(name, Vector3.Zero(), scene);\r\n this._follow();\r\n }\r\n\r\n private _follow(): void {\r\n if (!this.target) {\r\n return;\r\n }\r\n this._cartesianCoordinates.x = this.radius * Math.cos(this.alpha) * Math.cos(this.beta);\r\n this._cartesianCoordinates.y = this.radius * Math.sin(this.beta);\r\n this._cartesianCoordinates.z = this.radius * Math.sin(this.alpha) * Math.cos(this.beta);\r\n\r\n var targetPosition = this.target.getAbsolutePosition();\r\n this.position = targetPosition.add(this._cartesianCoordinates);\r\n this.setTarget(targetPosition);\r\n }\r\n\r\n /** @hidden */\r\n public _checkInputs(): void {\r\n super._checkInputs();\r\n this._follow();\r\n }\r\n\r\n /**\r\n * Returns the class name of the object.\r\n * It is mostly used internally for serialization purposes.\r\n */\r\n public getClassName(): string {\r\n return \"ArcFollowCamera\";\r\n }\r\n}\r\n","import { CameraInputsManager } from \"./cameraInputsManager\";\nimport { FollowCamera } from \"./followCamera\";\nimport { FollowCameraKeyboardMoveInput } from './Inputs/followCameraKeyboardMoveInput';\nimport { FollowCameraMouseWheelInput } from './Inputs/followCameraMouseWheelInput';\nimport { FollowCameraPointersInput } from './Inputs/followCameraPointersInput';\n\n/**\n * Default Inputs manager for the FollowCamera.\n * It groups all the default supported inputs for ease of use.\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\n */\nexport class FollowCameraInputsManager extends CameraInputsManager {\n /**\n * Instantiates a new FollowCameraInputsManager.\n * @param camera Defines the camera the inputs belong to\n */\n constructor(camera: FollowCamera) {\n super(camera);\n }\n\n /**\n * Add keyboard input support to the input manager.\n * @returns the current input manager\n */\n public addKeyboard(): FollowCameraInputsManager {\n this.add(new FollowCameraKeyboardMoveInput());\n return this;\n }\n\n /**\n * Add mouse wheel input support to the input manager.\n * @returns the current input manager\n */\n public addMouseWheel(): FollowCameraInputsManager {\n this.add(new FollowCameraMouseWheelInput());\n return this;\n }\n\n /**\n * Add pointers input support to the input manager.\n * @returns the current input manager\n */\n public addPointers(): FollowCameraInputsManager {\n this.add(new FollowCameraPointersInput());\n return this;\n }\n\n /**\n * Add orientation input support to the input manager.\n * @returns the current input manager\n */\n public addVRDeviceOrientation(): FollowCameraInputsManager {\n console.warn(\"DeviceOrientation support not yet implemented for FollowCamera.\");\n return this;\n }\n}\n","import { Nullable } from \"../types\";\r\nimport { serializeAsVector3, serialize } from \"../Misc/decorators\";\r\nimport { Vector3, Vector2 } from \"../Maths/math.vector\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Scene } from \"../scene\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { TargetCamera } from \"./targetCamera\";\r\nimport { FreeCameraInputsManager } from \"./freeCameraInputsManager\";\r\nimport { FreeCameraMouseInput } from \"../Cameras/Inputs/freeCameraMouseInput\";\r\nimport { FreeCameraKeyboardMoveInput } from \"../Cameras/Inputs/freeCameraKeyboardMoveInput\";\r\n\r\ndeclare type Collider = import(\"../Collisions/collider\").Collider;\r\n\r\n/**\r\n * This represents a free type of camera. It can be useful in First Person Shooter game for instance.\r\n * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.\r\n * @see http://doc.babylonjs.com/features/cameras#universal-camera\r\n */\r\nexport class FreeCamera extends TargetCamera {\r\n /**\r\n * Define the collision ellipsoid of the camera.\r\n * This is helpful to simulate a camera body like the player body around the camera\r\n * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera\r\n */\r\n @serializeAsVector3()\r\n public ellipsoid = new Vector3(0.5, 1, 0.5);\r\n\r\n /**\r\n * Define an offset for the position of the ellipsoid around the camera.\r\n * This can be helpful to determine the center of the body near the gravity center of the body\r\n * instead of its head.\r\n */\r\n @serializeAsVector3()\r\n public ellipsoidOffset = new Vector3(0, 0, 0);\r\n\r\n /**\r\n * Enable or disable collisions of the camera with the rest of the scene objects.\r\n */\r\n @serialize()\r\n public checkCollisions = false;\r\n\r\n /**\r\n * Enable or disable gravity on the camera.\r\n */\r\n @serialize()\r\n public applyGravity = false;\r\n\r\n /**\r\n * Define the input manager associated to the camera.\r\n */\r\n public inputs: FreeCameraInputsManager;\r\n\r\n /**\r\n * Gets the input sensibility for a mouse input. (default is 2000.0)\r\n * Higher values reduce sensitivity.\r\n */\r\n public get angularSensibility(): number {\r\n var mouse = this.inputs.attached[\"mouse\"];\r\n if (mouse) {\r\n return mouse.angularSensibility;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n /**\r\n * Sets the input sensibility for a mouse input. (default is 2000.0)\r\n * Higher values reduce sensitivity.\r\n */\r\n public set angularSensibility(value: number) {\r\n var mouse = this.inputs.attached[\"mouse\"];\r\n if (mouse) {\r\n mouse.angularSensibility = value;\r\n }\r\n }\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the forward move of the camera.\r\n */\r\n public get keysUp(): number[] {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysUp;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysUp(value: number[]) {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysUp = value;\r\n }\r\n }\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the upward move of the camera.\r\n */\r\n public get keysUpward(): number[] {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysUpward;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysUpward(value: number[]) {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysUpward = value;\r\n }\r\n }\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the backward move of the camera.\r\n */\r\n public get keysDown(): number[] {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysDown;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysDown(value: number[]) {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysDown = value;\r\n }\r\n }\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the downward move of the camera.\r\n */\r\n public get keysDownward(): number[] {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysDownward;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysDownward(value: number[]) {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysDownward = value;\r\n }\r\n }\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.\r\n */\r\n public get keysLeft(): number[] {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysLeft;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysLeft(value: number[]) {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysLeft = value;\r\n }\r\n }\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.\r\n */\r\n public get keysRight(): number[] {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysRight;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysRight(value: number[]) {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysRight = value;\r\n }\r\n }\r\n\r\n /**\r\n * Event raised when the camera collide with a mesh in the scene.\r\n */\r\n public onCollide: (collidedMesh: AbstractMesh) => void;\r\n\r\n private _collider: Collider;\r\n private _needMoveForGravity = false;\r\n private _oldPosition = Vector3.Zero();\r\n private _diffPosition = Vector3.Zero();\r\n private _newPosition = Vector3.Zero();\r\n\r\n /** @hidden */\r\n public _localDirection: Vector3;\r\n /** @hidden */\r\n public _transformedDirection: Vector3;\r\n\r\n /**\r\n * Instantiates a Free Camera.\r\n * This represents a free type of camera. It can be useful in First Person Shooter game for instance.\r\n * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.\r\n * @see http://doc.babylonjs.com/features/cameras#universal-camera\r\n * @param name Define the name of the camera in the scene\r\n * @param position Define the start position of the camera in the scene\r\n * @param scene Define the scene the camera belongs to\r\n * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined\r\n */\r\n constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive = true) {\r\n super(name, position, scene, setActiveOnSceneIfNoneActive);\r\n this.inputs = new FreeCameraInputsManager(this);\r\n this.inputs.addKeyboard().addMouse();\r\n }\r\n\r\n /**\r\n * Attached controls to the current camera.\r\n * @param element Defines the element the controls should be listened from\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(element: HTMLElement, noPreventDefault?: boolean): void {\r\n this.inputs.attachElement(element, noPreventDefault);\r\n }\r\n\r\n /**\r\n * Detach the current controls from the camera.\r\n * The camera will stop reacting to inputs.\r\n * @param element Defines the element to stop listening the inputs from\r\n */\r\n public detachControl(element: HTMLElement): void {\r\n this.inputs.detachElement(element);\r\n\r\n this.cameraDirection = new Vector3(0, 0, 0);\r\n this.cameraRotation = new Vector2(0, 0);\r\n }\r\n\r\n // Collisions\r\n private _collisionMask = -1;\r\n\r\n /**\r\n * Define a collision mask to limit the list of object the camera can collide with\r\n */\r\n public get collisionMask(): number {\r\n return this._collisionMask;\r\n }\r\n\r\n public set collisionMask(mask: number) {\r\n this._collisionMask = !isNaN(mask) ? mask : -1;\r\n }\r\n\r\n /** @hidden */\r\n public _collideWithWorld(displacement: Vector3): void {\r\n var globalPosition: Vector3;\r\n\r\n if (this.parent) {\r\n globalPosition = Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());\r\n } else {\r\n globalPosition = this.position;\r\n }\r\n\r\n globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);\r\n this._oldPosition.addInPlace(this.ellipsoidOffset);\r\n\r\n let coordinator = this.getScene().collisionCoordinator;\r\n if (!this._collider) {\r\n this._collider = coordinator.createCollider();\r\n }\r\n\r\n this._collider._radius = this.ellipsoid;\r\n this._collider.collisionMask = this._collisionMask;\r\n\r\n //no need for clone, as long as gravity is not on.\r\n var actualDisplacement = displacement;\r\n\r\n //add gravity to the direction to prevent the dual-collision checking\r\n if (this.applyGravity) {\r\n //this prevents mending with cameraDirection, a global variable of the free camera class.\r\n actualDisplacement = displacement.add(this.getScene().gravity);\r\n }\r\n\r\n coordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);\r\n\r\n }\r\n\r\n private _onCollisionPositionChange = (collisionId: number, newPosition: Vector3, collidedMesh: Nullable = null) => {\r\n\r\n var updatePosition = (newPos: Vector3) => {\r\n this._newPosition.copyFrom(newPos);\r\n\r\n this._newPosition.subtractToRef(this._oldPosition, this._diffPosition);\r\n\r\n if (this._diffPosition.length() > Engine.CollisionsEpsilon) {\r\n this.position.addInPlace(this._diffPosition);\r\n if (this.onCollide && collidedMesh) {\r\n this.onCollide(collidedMesh);\r\n }\r\n }\r\n };\r\n\r\n updatePosition(newPosition);\r\n }\r\n\r\n /** @hidden */\r\n public _checkInputs(): void {\r\n if (!this._localDirection) {\r\n this._localDirection = Vector3.Zero();\r\n this._transformedDirection = Vector3.Zero();\r\n }\r\n\r\n this.inputs.checkInputs();\r\n\r\n super._checkInputs();\r\n }\r\n\r\n /** @hidden */\r\n public _decideIfNeedsToMove(): boolean {\r\n return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;\r\n }\r\n\r\n /** @hidden */\r\n public _updatePosition(): void {\r\n if (this.checkCollisions && this.getScene().collisionsEnabled) {\r\n this._collideWithWorld(this.cameraDirection);\r\n } else {\r\n super._updatePosition();\r\n }\r\n }\r\n\r\n /**\r\n * Destroy the camera and release the current resources hold by it.\r\n */\r\n public dispose(): void {\r\n this.inputs.clear();\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Gets the current object class name.\r\n * @return the class name\r\n */\r\n public getClassName(): string {\r\n return \"FreeCamera\";\r\n }\r\n}\r\n","import { FreeCamera } from \"./freeCamera\";\r\nimport { CameraInputsManager } from \"./cameraInputsManager\";\r\nimport { FreeCameraKeyboardMoveInput } from \"../Cameras/Inputs/freeCameraKeyboardMoveInput\";\r\nimport { FreeCameraMouseInput } from \"../Cameras/Inputs/freeCameraMouseInput\";\r\nimport { FreeCameraTouchInput } from \"../Cameras/Inputs/freeCameraTouchInput\";\r\nimport { Nullable } from '../types';\r\n\r\n/**\r\n * Default Inputs manager for the FreeCamera.\r\n * It groups all the default supported inputs for ease of use.\r\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nexport class FreeCameraInputsManager extends CameraInputsManager {\r\n /**\r\n * @hidden\r\n */\r\n public _mouseInput: Nullable = null;\r\n /**\r\n * Instantiates a new FreeCameraInputsManager.\r\n * @param camera Defines the camera the inputs belong to\r\n */\r\n constructor(camera: FreeCamera) {\r\n super(camera);\r\n }\r\n\r\n /**\r\n * Add keyboard input support to the input manager.\r\n * @returns the current input manager\r\n */\r\n addKeyboard(): FreeCameraInputsManager {\r\n this.add(new FreeCameraKeyboardMoveInput());\r\n return this;\r\n }\r\n\r\n /**\r\n * Add mouse input support to the input manager.\r\n * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)\r\n * @returns the current input manager\r\n */\r\n addMouse(touchEnabled = true): FreeCameraInputsManager {\r\n if (!this._mouseInput) {\r\n this._mouseInput = new FreeCameraMouseInput(touchEnabled);\r\n this.add(this._mouseInput);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Removes the mouse input support from the manager\r\n * @returns the current input manager\r\n */\r\n removeMouse(): FreeCameraInputsManager {\r\n if (this._mouseInput) {\r\n this.remove(this._mouseInput);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Add touch input support to the input manager.\r\n * @returns the current input manager\r\n */\r\n addTouch(): FreeCameraInputsManager {\r\n this.add(new FreeCameraTouchInput());\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove all attached input methods from a camera\r\n */\r\n public clear(): void {\r\n super.clear();\r\n this._mouseInput = null;\r\n }\r\n}\r\n","import { UniversalCamera } from \"./universalCamera\";\r\nimport { Scene } from \"../scene\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Node } from \"../node\";\r\nNode.AddNodeConstructor(\"GamepadCamera\", (name, scene) => {\r\n return () => new GamepadCamera(name, Vector3.Zero(), scene);\r\n});\r\n\r\n/**\r\n * This represents a FPS type of camera. This is only here for back compat purpose.\r\n * Please use the UniversalCamera instead as both are identical.\r\n * @see http://doc.babylonjs.com/features/cameras#universal-camera\r\n */\r\nexport class GamepadCamera extends UniversalCamera {\r\n /**\r\n * Instantiates a new Gamepad Camera\r\n * This represents a FPS type of camera. This is only here for back compat purpose.\r\n * Please use the UniversalCamera instead as both are identical.\r\n * @see http://doc.babylonjs.com/features/cameras#universal-camera\r\n * @param name Define the name of the camera in the scene\r\n * @param position Define the start position of the camera in the scene\r\n * @param scene Define the scene the camera belongs to\r\n */\r\n constructor(name: string, position: Vector3, scene: Scene) {\r\n super(name, position, scene);\r\n }\r\n\r\n /**\r\n * Gets the current object class name.\r\n * @return the class name\r\n */\r\n public getClassName(): string {\r\n return \"GamepadCamera\";\r\n }\r\n}\r\n","export * from \"./Inputs/index\";\r\nexport * from \"./cameraInputsManager\";\r\nexport * from \"./camera\";\r\nexport * from \"./targetCamera\";\r\nexport * from \"./freeCamera\";\r\nexport * from \"./freeCameraInputsManager\";\r\nexport * from \"./touchCamera\";\r\nexport * from \"./arcRotateCamera\";\r\nexport * from \"./arcRotateCameraInputsManager\";\r\nexport * from \"./deviceOrientationCamera\";\r\nexport * from \"./flyCamera\";\r\nexport * from \"./flyCameraInputsManager\";\r\nexport * from \"./followCamera\";\r\nexport * from \"./followCameraInputsManager\";\r\nexport * from \"./gamepadCamera\";\r\nexport * from \"./Stereoscopic/index\";\r\nexport * from \"./universalCamera\";\r\nexport * from \"./virtualJoysticksCamera\";\r\nexport * from \"./VR/index\";\r\nexport * from \"./RigModes/index\";","import { serialize, serializeAsVector3, serializeAsMeshReference } from \"../Misc/decorators\";\r\nimport { Nullable } from \"../types\";\r\nimport { Camera } from \"./camera\";\r\nimport { Scene } from \"../scene\";\r\nimport { Quaternion, Matrix, Vector3, Vector2, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Epsilon } from '../Maths/math.constants';\r\nimport { Axis } from '../Maths/math.axis';\r\n/**\r\n * A target camera takes a mesh or position as a target and continues to look at it while it moves.\r\n * This is the base of the follow, arc rotate cameras and Free camera\r\n * @see http://doc.babylonjs.com/features/cameras\r\n */\r\nexport class TargetCamera extends Camera {\r\n private static _RigCamTransformMatrix = new Matrix();\r\n private static _TargetTransformMatrix = new Matrix();\r\n private static _TargetFocalPoint = new Vector3();\r\n\r\n /**\r\n * Define the current direction the camera is moving to\r\n */\r\n public cameraDirection = new Vector3(0, 0, 0);\r\n /**\r\n * Define the current rotation the camera is rotating to\r\n */\r\n public cameraRotation = new Vector2(0, 0);\r\n /**\r\n * When set, the up vector of the camera will be updated by the rotation of the camera\r\n */\r\n public updateUpVectorFromRotation = false;\r\n private _tmpQuaternion = new Quaternion();\r\n\r\n /**\r\n * Define the current rotation of the camera\r\n */\r\n @serializeAsVector3()\r\n public rotation = new Vector3(0, 0, 0);\r\n\r\n /**\r\n * Define the current rotation of the camera as a quaternion to prevent Gimbal lock\r\n */\r\n public rotationQuaternion: Quaternion;\r\n\r\n /**\r\n * Define the current speed of the camera\r\n */\r\n @serialize()\r\n public speed = 2.0;\r\n\r\n /**\r\n * Add constraint to the camera to prevent it to move freely in all directions and\r\n * around all axis.\r\n */\r\n public noRotationConstraint = false;\r\n\r\n /**\r\n * Reverses mouselook direction to 'natural' panning as opposed to traditional direct\r\n * panning\r\n */\r\n public invertRotation = false;\r\n\r\n /**\r\n * Speed multiplier for inverse camera panning\r\n */\r\n public inverseRotationSpeed = 0.2;\r\n\r\n /**\r\n * Define the current target of the camera as an object or a position.\r\n */\r\n @serializeAsMeshReference(\"lockedTargetId\")\r\n public lockedTarget: any = null;\r\n\r\n /** @hidden */\r\n public _currentTarget = Vector3.Zero();\r\n /** @hidden */\r\n public _initialFocalDistance = 1;\r\n /** @hidden */\r\n public _viewMatrix = Matrix.Zero();\r\n /** @hidden */\r\n public _camMatrix = Matrix.Zero();\r\n /** @hidden */\r\n public _cameraTransformMatrix = Matrix.Zero();\r\n /** @hidden */\r\n public _cameraRotationMatrix = Matrix.Zero();\r\n\r\n /** @hidden */\r\n public _referencePoint = new Vector3(0, 0, 1);\r\n /** @hidden */\r\n public _transformedReferencePoint = Vector3.Zero();\r\n\r\n protected _globalCurrentTarget = Vector3.Zero();\r\n protected _globalCurrentUpVector = Vector3.Zero();\r\n\r\n /** @hidden */\r\n public _reset: () => void;\r\n\r\n private _defaultUp = Vector3.Up();\r\n\r\n /**\r\n * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.\r\n * This is the base of the follow, arc rotate cameras and Free camera\r\n * @see http://doc.babylonjs.com/features/cameras\r\n * @param name Defines the name of the camera in the scene\r\n * @param position Defines the start position of the camera in the scene\r\n * @param scene Defines the scene the camera belongs to\r\n * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined\r\n */\r\n constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive = true) {\r\n super(name, position, scene, setActiveOnSceneIfNoneActive);\r\n }\r\n\r\n /**\r\n * Gets the position in front of the camera at a given distance.\r\n * @param distance The distance from the camera we want the position to be\r\n * @returns the position\r\n */\r\n public getFrontPosition(distance: number): Vector3 {\r\n this.getWorldMatrix();\r\n var direction = this.getTarget().subtract(this.position);\r\n direction.normalize();\r\n direction.scaleInPlace(distance);\r\n return this.globalPosition.add(direction);\r\n }\r\n\r\n /** @hidden */\r\n public _getLockedTargetPosition(): Nullable {\r\n if (!this.lockedTarget) {\r\n return null;\r\n }\r\n\r\n if (this.lockedTarget.absolutePosition) {\r\n this.lockedTarget.computeWorldMatrix();\r\n }\r\n\r\n return this.lockedTarget.absolutePosition || this.lockedTarget;\r\n }\r\n\r\n private _storedPosition: Vector3;\r\n private _storedRotation: Vector3;\r\n private _storedRotationQuaternion: Quaternion;\r\n\r\n /**\r\n * Store current camera state of the camera (fov, position, rotation, etc..)\r\n * @returns the camera\r\n */\r\n public storeState(): Camera {\r\n this._storedPosition = this.position.clone();\r\n this._storedRotation = this.rotation.clone();\r\n if (this.rotationQuaternion) {\r\n this._storedRotationQuaternion = this.rotationQuaternion.clone();\r\n }\r\n\r\n return super.storeState();\r\n }\r\n\r\n /**\r\n * Restored camera state. You must call storeState() first\r\n * @returns whether it was successful or not\r\n * @hidden\r\n */\r\n public _restoreStateValues(): boolean {\r\n if (!super._restoreStateValues()) {\r\n return false;\r\n }\r\n\r\n this.position = this._storedPosition.clone();\r\n this.rotation = this._storedRotation.clone();\r\n\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion = this._storedRotationQuaternion.clone();\r\n }\r\n\r\n this.cameraDirection.copyFromFloats(0, 0, 0);\r\n this.cameraRotation.copyFromFloats(0, 0);\r\n\r\n return true;\r\n }\r\n\r\n /** @hidden */\r\n public _initCache() {\r\n super._initCache();\r\n this._cache.lockedTarget = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._cache.rotation = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._cache.rotationQuaternion = new Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n }\r\n\r\n /** @hidden */\r\n public _updateCache(ignoreParentClass?: boolean): void {\r\n if (!ignoreParentClass) {\r\n super._updateCache();\r\n }\r\n\r\n var lockedTargetPosition = this._getLockedTargetPosition();\r\n if (!lockedTargetPosition) {\r\n this._cache.lockedTarget = null;\r\n }\r\n else {\r\n if (!this._cache.lockedTarget) {\r\n this._cache.lockedTarget = lockedTargetPosition.clone();\r\n }\r\n else {\r\n this._cache.lockedTarget.copyFrom(lockedTargetPosition);\r\n }\r\n }\r\n\r\n this._cache.rotation.copyFrom(this.rotation);\r\n if (this.rotationQuaternion) {\r\n this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n }\r\n }\r\n\r\n // Synchronized\r\n /** @hidden */\r\n public _isSynchronizedViewMatrix(): boolean {\r\n if (!super._isSynchronizedViewMatrix()) {\r\n return false;\r\n }\r\n\r\n var lockedTargetPosition = this._getLockedTargetPosition();\r\n\r\n return (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition)\r\n && (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation));\r\n }\r\n\r\n // Methods\r\n /** @hidden */\r\n public _computeLocalCameraSpeed(): number {\r\n var engine = this.getEngine();\r\n return this.speed * Math.sqrt((engine.getDeltaTime() / (engine.getFps() * 100.0)));\r\n }\r\n\r\n // Target\r\n\r\n /**\r\n * Defines the target the camera should look at.\r\n * @param target Defines the new target as a Vector or a mesh\r\n */\r\n public setTarget(target: Vector3): void {\r\n this.upVector.normalize();\r\n\r\n this._initialFocalDistance = target.subtract(this.position).length();\r\n\r\n if (this.position.z === target.z) {\r\n this.position.z += Epsilon;\r\n }\r\n\r\n Matrix.LookAtLHToRef(this.position, target, this._defaultUp, this._camMatrix);\r\n this._camMatrix.invert();\r\n\r\n this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);\r\n\r\n var vDir = target.subtract(this.position);\r\n\r\n if (vDir.x >= 0.0) {\r\n this.rotation.y = (-Math.atan(vDir.z / vDir.x) + Math.PI / 2.0);\r\n } else {\r\n this.rotation.y = (-Math.atan(vDir.z / vDir.x) - Math.PI / 2.0);\r\n }\r\n\r\n this.rotation.z = 0;\r\n\r\n if (isNaN(this.rotation.x)) {\r\n this.rotation.x = 0;\r\n }\r\n\r\n if (isNaN(this.rotation.y)) {\r\n this.rotation.y = 0;\r\n }\r\n\r\n if (isNaN(this.rotation.z)) {\r\n this.rotation.z = 0;\r\n }\r\n\r\n if (this.rotationQuaternion) {\r\n Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);\r\n }\r\n }\r\n\r\n /**\r\n * Return the current target position of the camera. This value is expressed in local space.\r\n * @returns the target position\r\n */\r\n public getTarget(): Vector3 {\r\n return this._currentTarget;\r\n }\r\n\r\n /** @hidden */\r\n public _decideIfNeedsToMove(): boolean {\r\n return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;\r\n }\r\n\r\n /** @hidden */\r\n public _updatePosition(): void {\r\n if (this.parent) {\r\n this.parent.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);\r\n Vector3.TransformNormalToRef(this.cameraDirection, TmpVectors.Matrix[0], TmpVectors.Vector3[0]);\r\n this.position.addInPlace(TmpVectors.Vector3[0]);\r\n return;\r\n }\r\n this.position.addInPlace(this.cameraDirection);\r\n }\r\n\r\n /** @hidden */\r\n public _checkInputs(): void {\r\n var directionMultiplier = this.invertRotation ? -this.inverseRotationSpeed : 1.0;\r\n var needToMove = this._decideIfNeedsToMove();\r\n var needToRotate = Math.abs(this.cameraRotation.x) > 0 || Math.abs(this.cameraRotation.y) > 0;\r\n\r\n // Move\r\n if (needToMove) {\r\n this._updatePosition();\r\n }\r\n\r\n // Rotate\r\n if (needToRotate) {\r\n //rotate, if quaternion is set and rotation was used\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion.toEulerAnglesToRef(this.rotation);\r\n }\r\n\r\n this.rotation.x += this.cameraRotation.x * directionMultiplier;\r\n this.rotation.y += this.cameraRotation.y * directionMultiplier;\r\n\r\n //rotate, if quaternion is set and rotation was used\r\n if (this.rotationQuaternion) {\r\n var len = this.rotation.lengthSquared();\r\n if (len) {\r\n Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);\r\n }\r\n }\r\n\r\n if (!this.noRotationConstraint) {\r\n var limit = 1.570796;\r\n\r\n if (this.rotation.x > limit) {\r\n this.rotation.x = limit;\r\n }\r\n if (this.rotation.x < -limit) {\r\n this.rotation.x = -limit;\r\n }\r\n }\r\n }\r\n\r\n // Inertia\r\n if (needToMove) {\r\n if (Math.abs(this.cameraDirection.x) < this.speed * Epsilon) {\r\n this.cameraDirection.x = 0;\r\n }\r\n\r\n if (Math.abs(this.cameraDirection.y) < this.speed * Epsilon) {\r\n this.cameraDirection.y = 0;\r\n }\r\n\r\n if (Math.abs(this.cameraDirection.z) < this.speed * Epsilon) {\r\n this.cameraDirection.z = 0;\r\n }\r\n\r\n this.cameraDirection.scaleInPlace(this.inertia);\r\n }\r\n if (needToRotate) {\r\n if (Math.abs(this.cameraRotation.x) < this.speed * Epsilon) {\r\n this.cameraRotation.x = 0;\r\n }\r\n\r\n if (Math.abs(this.cameraRotation.y) < this.speed * Epsilon) {\r\n this.cameraRotation.y = 0;\r\n }\r\n this.cameraRotation.scaleInPlace(this.inertia);\r\n }\r\n\r\n super._checkInputs();\r\n }\r\n\r\n protected _updateCameraRotationMatrix() {\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);\r\n } else {\r\n Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);\r\n }\r\n }\r\n\r\n /**\r\n * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)\r\n * @returns the current camera\r\n */\r\n private _rotateUpVectorWithCameraRotationMatrix(): TargetCamera {\r\n Vector3.TransformNormalToRef(this._defaultUp, this._cameraRotationMatrix, this.upVector);\r\n return this;\r\n }\r\n\r\n private _cachedRotationZ = 0;\r\n private _cachedQuaternionRotationZ = 0;\r\n /** @hidden */\r\n public _getViewMatrix(): Matrix {\r\n if (this.lockedTarget) {\r\n this.setTarget(this._getLockedTargetPosition()!);\r\n }\r\n\r\n // Compute\r\n this._updateCameraRotationMatrix();\r\n\r\n // Apply the changed rotation to the upVector\r\n if (this.rotationQuaternion && this._cachedQuaternionRotationZ != this.rotationQuaternion.z) {\r\n this._rotateUpVectorWithCameraRotationMatrix();\r\n this._cachedQuaternionRotationZ = this.rotationQuaternion.z;\r\n } else if (this._cachedRotationZ != this.rotation.z) {\r\n this._rotateUpVectorWithCameraRotationMatrix();\r\n this._cachedRotationZ = this.rotation.z;\r\n }\r\n\r\n Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);\r\n\r\n // Computing target and final matrix\r\n this.position.addToRef(this._transformedReferencePoint, this._currentTarget);\r\n if (this.updateUpVectorFromRotation) {\r\n if (this.rotationQuaternion) {\r\n Axis.Y.rotateByQuaternionToRef(this.rotationQuaternion, this.upVector);\r\n } else {\r\n Quaternion.FromEulerVectorToRef(this.rotation, this._tmpQuaternion);\r\n Axis.Y.rotateByQuaternionToRef(this._tmpQuaternion, this.upVector);\r\n }\r\n }\r\n this._computeViewMatrix(this.position, this._currentTarget, this.upVector);\r\n return this._viewMatrix;\r\n }\r\n\r\n protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void {\r\n if (this.parent) {\r\n const parentWorldMatrix = this.parent.getWorldMatrix();\r\n Vector3.TransformCoordinatesToRef(position, parentWorldMatrix, this._globalPosition);\r\n Vector3.TransformCoordinatesToRef(target, parentWorldMatrix, this._globalCurrentTarget);\r\n Vector3.TransformNormalToRef(up, parentWorldMatrix, this._globalCurrentUpVector);\r\n this._markSyncedWithParent();\r\n } else {\r\n this._globalPosition.copyFrom(position);\r\n this._globalCurrentTarget.copyFrom(target);\r\n this._globalCurrentUpVector.copyFrom(up);\r\n }\r\n\r\n if (this.getScene().useRightHandedSystem) {\r\n Matrix.LookAtRHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);\r\n } else {\r\n Matrix.LookAtLHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);\r\n }\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public createRigCamera(name: string, cameraIndex: number): Nullable {\r\n if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {\r\n var rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());\r\n rigCamera.isRigCamera = true;\r\n rigCamera.rigParent = this;\r\n if (this.cameraRigMode === Camera.RIG_MODE_VR || this.cameraRigMode === Camera.RIG_MODE_WEBVR) {\r\n if (!this.rotationQuaternion) {\r\n this.rotationQuaternion = new Quaternion();\r\n }\r\n rigCamera._cameraRigParams = {};\r\n rigCamera.rotationQuaternion = new Quaternion();\r\n }\r\n return rigCamera;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _updateRigCameras() {\r\n var camLeft = this._rigCameras[0];\r\n var camRight = this._rigCameras[1];\r\n\r\n this.computeWorldMatrix();\r\n\r\n switch (this.cameraRigMode) {\r\n case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:\r\n case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:\r\n case Camera.RIG_MODE_STEREOSCOPIC_INTERLACED:\r\n //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:\r\n var leftSign = (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? 1 : -1;\r\n var rightSign = (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? -1 : 1;\r\n this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft);\r\n this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * rightSign, camRight);\r\n break;\r\n\r\n case Camera.RIG_MODE_VR:\r\n if (camLeft.rotationQuaternion) {\r\n camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n } else {\r\n camLeft.rotation.copyFrom(this.rotation);\r\n camRight.rotation.copyFrom(this.rotation);\r\n }\r\n camLeft.position.copyFrom(this.position);\r\n camRight.position.copyFrom(this.position);\r\n\r\n break;\r\n }\r\n super._updateRigCameras();\r\n }\r\n\r\n private _getRigCamPositionAndTarget(halfSpace: number, rigCamera: TargetCamera) {\r\n var target = this.getTarget();\r\n target.subtractToRef(this.position, TargetCamera._TargetFocalPoint);\r\n\r\n TargetCamera._TargetFocalPoint.normalize().scaleInPlace(this._initialFocalDistance);\r\n var newFocalTarget = TargetCamera._TargetFocalPoint.addInPlace(this.position);\r\n\r\n Matrix.TranslationToRef(-newFocalTarget.x, -newFocalTarget.y, -newFocalTarget.z, TargetCamera._TargetTransformMatrix);\r\n TargetCamera._TargetTransformMatrix.multiplyToRef(Matrix.RotationAxis(rigCamera.upVector, halfSpace), TargetCamera._RigCamTransformMatrix);\r\n Matrix.TranslationToRef(newFocalTarget.x, newFocalTarget.y, newFocalTarget.z, TargetCamera._TargetTransformMatrix);\r\n\r\n TargetCamera._RigCamTransformMatrix.multiplyToRef(TargetCamera._TargetTransformMatrix, TargetCamera._RigCamTransformMatrix);\r\n\r\n Vector3.TransformCoordinatesToRef(this.position, TargetCamera._RigCamTransformMatrix, rigCamera.position);\r\n rigCamera.setTarget(newFocalTarget);\r\n }\r\n\r\n /**\r\n * Gets the current object class name.\r\n * @return the class name\r\n */\r\n public getClassName(): string {\r\n return \"TargetCamera\";\r\n }\r\n}\r\n","import { FreeCamera } from \"./freeCamera\";\r\nimport { FreeCameraTouchInput } from \"../Cameras/Inputs/freeCameraTouchInput\";\r\nimport { FreeCameraMouseInput } from \"../Cameras/Inputs/freeCameraMouseInput\";\r\nimport { Scene } from \"../scene\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Node } from \"../node\";\r\n\r\nNode.AddNodeConstructor(\"TouchCamera\", (name, scene) => {\r\n return () => new TouchCamera(name, Vector3.Zero(), scene);\r\n});\r\n\r\n/**\r\n * This represents a FPS type of camera controlled by touch.\r\n * This is like a universal camera minus the Gamepad controls.\r\n * @see http://doc.babylonjs.com/features/cameras#universal-camera\r\n */\r\nexport class TouchCamera extends FreeCamera {\r\n /**\r\n * Defines the touch sensibility for rotation.\r\n * The higher the faster.\r\n */\r\n public get touchAngularSensibility(): number {\r\n var touch = this.inputs.attached[\"touch\"];\r\n if (touch) {\r\n return touch.touchAngularSensibility;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n public set touchAngularSensibility(value: number) {\r\n var touch = this.inputs.attached[\"touch\"];\r\n if (touch) {\r\n touch.touchAngularSensibility = value;\r\n }\r\n }\r\n\r\n /**\r\n * Defines the touch sensibility for move.\r\n * The higher the faster.\r\n */\r\n public get touchMoveSensibility(): number {\r\n var touch = this.inputs.attached[\"touch\"];\r\n if (touch) {\r\n return touch.touchMoveSensibility;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n public set touchMoveSensibility(value: number) {\r\n var touch = this.inputs.attached[\"touch\"];\r\n if (touch) {\r\n touch.touchMoveSensibility = value;\r\n }\r\n }\r\n\r\n /**\r\n * Instantiates a new touch camera.\r\n * This represents a FPS type of camera controlled by touch.\r\n * This is like a universal camera minus the Gamepad controls.\r\n * @see http://doc.babylonjs.com/features/cameras#universal-camera\r\n * @param name Define the name of the camera in the scene\r\n * @param position Define the start position of the camera in the scene\r\n * @param scene Define the scene the camera belongs to\r\n */\r\n constructor(name: string, position: Vector3, scene: Scene) {\r\n super(name, position, scene);\r\n this.inputs.addTouch();\r\n\r\n this._setupInputs();\r\n }\r\n\r\n /**\r\n * Gets the current object class name.\r\n * @return the class name\r\n */\r\n public getClassName(): string {\r\n return \"TouchCamera\";\r\n }\r\n\r\n /** @hidden */\r\n public _setupInputs() {\r\n var mouse = this.inputs.attached[\"mouse\"];\r\n if (mouse) {\r\n mouse.touchEnabled = false;\r\n }\r\n }\r\n}\r\n","import { TouchCamera } from \"./touchCamera\";\r\nimport { Node } from \"../node\";\r\nimport { FreeCameraGamepadInput } from \"../Cameras/Inputs/freeCameraGamepadInput\";\r\nimport { Scene } from \"../scene\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Camera } from \"./camera\";\r\n\r\nimport \"../Gamepads/gamepadSceneComponent\";\r\n\r\nNode.AddNodeConstructor(\"FreeCamera\", (name, scene) => {\r\n // Forcing to use the Universal camera\r\n return () => new UniversalCamera(name, Vector3.Zero(), scene);\r\n});\r\n\r\n/**\r\n * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,\r\n * which still works and will still be found in many Playgrounds.\r\n * @see http://doc.babylonjs.com/features/cameras#universal-camera\r\n */\r\nexport class UniversalCamera extends TouchCamera {\r\n /**\r\n * Defines the gamepad rotation sensiblity.\r\n * This is the threshold from when rotation starts to be accounted for to prevent jittering.\r\n */\r\n public get gamepadAngularSensibility(): number {\r\n var gamepad = this.inputs.attached[\"gamepad\"];\r\n if (gamepad) {\r\n return gamepad.gamepadAngularSensibility;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n public set gamepadAngularSensibility(value: number) {\r\n var gamepad = this.inputs.attached[\"gamepad\"];\r\n if (gamepad) {\r\n gamepad.gamepadAngularSensibility = value;\r\n }\r\n }\r\n\r\n /**\r\n * Defines the gamepad move sensiblity.\r\n * This is the threshold from when moving starts to be accounted for for to prevent jittering.\r\n */\r\n public get gamepadMoveSensibility(): number {\r\n var gamepad = this.inputs.attached[\"gamepad\"];\r\n if (gamepad) {\r\n return gamepad.gamepadMoveSensibility;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n public set gamepadMoveSensibility(value: number) {\r\n var gamepad = this.inputs.attached[\"gamepad\"];\r\n if (gamepad) {\r\n gamepad.gamepadMoveSensibility = value;\r\n }\r\n }\r\n\r\n /**\r\n * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,\r\n * which still works and will still be found in many Playgrounds.\r\n * @see http://doc.babylonjs.com/features/cameras#universal-camera\r\n * @param name Define the name of the camera in the scene\r\n * @param position Define the start position of the camera in the scene\r\n * @param scene Define the scene the camera belongs to\r\n */\r\n constructor(name: string, position: Vector3, scene: Scene) {\r\n super(name, position, scene);\r\n this.inputs.addGamepad();\r\n }\r\n\r\n /**\r\n * Gets the current object class name.\r\n * @return the class name\r\n */\r\n public getClassName(): string {\r\n return \"UniversalCamera\";\r\n }\r\n}\r\n\r\nCamera._createDefaultParsedCamera = (name: string, scene: Scene) => {\r\n return new UniversalCamera(name, Vector3.Zero(), scene);\r\n};\r\n","import { FreeCamera } from \"./freeCamera\";\r\nimport { Scene } from \"../scene\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Node } from \"../node\";\r\n\r\nimport \"./Inputs/freeCameraVirtualJoystickInput\";\r\n\r\nNode.AddNodeConstructor(\"VirtualJoysticksCamera\", (name, scene) => {\r\n return () => new VirtualJoysticksCamera(name, Vector3.Zero(), scene);\r\n});\r\n\r\n/**\r\n * This represents a free type of camera. It can be useful in First Person Shooter game for instance.\r\n * It is identical to the Free Camera and simply adds by default a virtual joystick.\r\n * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.\r\n * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera\r\n */\r\nexport class VirtualJoysticksCamera extends FreeCamera {\r\n\r\n /**\r\n * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.\r\n * It is identical to the Free Camera and simply adds by default a virtual joystick.\r\n * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.\r\n * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera\r\n * @param name Define the name of the camera in the scene\r\n * @param position Define the start position of the camera in the scene\r\n * @param scene Define the scene the camera belongs to\r\n */\r\n constructor(name: string, position: Vector3, scene: Scene) {\r\n super(name, position, scene);\r\n this.inputs.addVirtualJoystick();\r\n }\r\n\r\n /**\r\n * Gets the current object class name.\r\n * @return the class name\r\n */\r\n public getClassName(): string {\r\n return \"VirtualJoysticksCamera\";\r\n }\r\n}\r\n","import { Nullable, IndicesArray } from \"../types\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Plane } from '../Maths/math.plane';\r\n\r\nvar intersectBoxAASphere = (boxMin: Vector3, boxMax: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean => {\r\n if (boxMin.x > sphereCenter.x + sphereRadius) {\r\n return false;\r\n }\r\n\r\n if (sphereCenter.x - sphereRadius > boxMax.x) {\r\n return false;\r\n }\r\n\r\n if (boxMin.y > sphereCenter.y + sphereRadius) {\r\n return false;\r\n }\r\n\r\n if (sphereCenter.y - sphereRadius > boxMax.y) {\r\n return false;\r\n }\r\n\r\n if (boxMin.z > sphereCenter.z + sphereRadius) {\r\n return false;\r\n }\r\n\r\n if (sphereCenter.z - sphereRadius > boxMax.z) {\r\n return false;\r\n }\r\n\r\n return true;\r\n};\r\n\r\nvar getLowestRoot: (a: number, b: number, c: number, maxR: number) => { root: number, found: boolean } =\r\n (function() {\r\n var result = { root: 0, found: false };\r\n return function(a: number, b: number, c: number, maxR: number) {\r\n result.root = 0; result.found = false;\r\n var determinant = b * b - 4.0 * a * c;\r\n if (determinant < 0) {\r\n return result;\r\n }\r\n\r\n var sqrtD = Math.sqrt(determinant);\r\n var r1 = (-b - sqrtD) / (2.0 * a);\r\n var r2 = (-b + sqrtD) / (2.0 * a);\r\n\r\n if (r1 > r2) {\r\n var temp = r2;\r\n r2 = r1;\r\n r1 = temp;\r\n }\r\n\r\n if (r1 > 0 && r1 < maxR) {\r\n result.root = r1;\r\n result.found = true;\r\n return result;\r\n }\r\n\r\n if (r2 > 0 && r2 < maxR) {\r\n result.root = r2;\r\n result.found = true;\r\n return result;\r\n }\r\n\r\n return result;\r\n };\r\n }\r\n )();\r\n\r\n/** @hidden */\r\nexport class Collider {\r\n // Implementation of the \"Improved Collision detection and Response\" algorithm proposed by Kasper Fauerby\r\n // https://www.peroxide.dk/papers/collision/collision.pdf\r\n\r\n /** Define if a collision was found */\r\n public collisionFound: boolean;\r\n\r\n /**\r\n * Define last intersection point in local space\r\n */\r\n public intersectionPoint: Vector3;\r\n\r\n /**\r\n * Define last collided mesh\r\n */\r\n public collidedMesh: Nullable;\r\n\r\n private _collisionPoint = Vector3.Zero();\r\n private _planeIntersectionPoint = Vector3.Zero();\r\n private _tempVector = Vector3.Zero();\r\n private _tempVector2 = Vector3.Zero();\r\n private _tempVector3 = Vector3.Zero();\r\n private _tempVector4 = Vector3.Zero();\r\n private _edge = Vector3.Zero();\r\n private _baseToVertex = Vector3.Zero();\r\n private _destinationPoint = Vector3.Zero();\r\n private _slidePlaneNormal = Vector3.Zero();\r\n private _displacementVector = Vector3.Zero();\r\n\r\n /** @hidden */\r\n public _radius = Vector3.One();\r\n /** @hidden */\r\n public _retry = 0;\r\n private _velocity: Vector3;\r\n private _basePoint: Vector3;\r\n private _epsilon: number;\r\n /** @hidden */\r\n public _velocityWorldLength: number;\r\n /** @hidden */\r\n public _basePointWorld = Vector3.Zero();\r\n private _velocityWorld = Vector3.Zero();\r\n private _normalizedVelocity = Vector3.Zero();\r\n /** @hidden */\r\n public _initialVelocity: Vector3;\r\n /** @hidden */\r\n public _initialPosition: Vector3;\r\n private _nearestDistance: number;\r\n\r\n private _collisionMask = -1;\r\n\r\n public get collisionMask(): number {\r\n return this._collisionMask;\r\n }\r\n\r\n public set collisionMask(mask: number) {\r\n this._collisionMask = !isNaN(mask) ? mask : -1;\r\n }\r\n\r\n /**\r\n * Gets the plane normal used to compute the sliding response (in local space)\r\n */\r\n public get slidePlaneNormal(): Vector3 {\r\n return this._slidePlaneNormal;\r\n }\r\n\r\n // Methods\r\n /** @hidden */\r\n public _initialize(source: Vector3, dir: Vector3, e: number): void {\r\n this._velocity = dir;\r\n Vector3.NormalizeToRef(dir, this._normalizedVelocity);\r\n this._basePoint = source;\r\n\r\n source.multiplyToRef(this._radius, this._basePointWorld);\r\n dir.multiplyToRef(this._radius, this._velocityWorld);\r\n\r\n this._velocityWorldLength = this._velocityWorld.length();\r\n\r\n this._epsilon = e;\r\n this.collisionFound = false;\r\n }\r\n\r\n /** @hidden */\r\n public _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean {\r\n pa.subtractToRef(point, this._tempVector);\r\n pb.subtractToRef(point, this._tempVector2);\r\n\r\n Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);\r\n var d = Vector3.Dot(this._tempVector4, n);\r\n if (d < 0) {\r\n return false;\r\n }\r\n\r\n pc.subtractToRef(point, this._tempVector3);\r\n Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);\r\n d = Vector3.Dot(this._tempVector4, n);\r\n if (d < 0) {\r\n return false;\r\n }\r\n\r\n Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);\r\n d = Vector3.Dot(this._tempVector4, n);\r\n return d >= 0;\r\n }\r\n\r\n /** @hidden */\r\n public _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean {\r\n var distance = Vector3.Distance(this._basePointWorld, sphereCenter);\r\n\r\n var max = Math.max(this._radius.x, this._radius.y, this._radius.z);\r\n\r\n if (distance > this._velocityWorldLength + max + sphereRadius) {\r\n return false;\r\n }\r\n\r\n if (!intersectBoxAASphere(vecMin, vecMax, this._basePointWorld, this._velocityWorldLength + max)) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /** @hidden */\r\n public _testTriangle(faceIndex: number, trianglePlaneArray: Array, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void {\r\n var t0;\r\n var embeddedInPlane = false;\r\n\r\n //defensive programming, actually not needed.\r\n if (!trianglePlaneArray) {\r\n trianglePlaneArray = [];\r\n }\r\n\r\n if (!trianglePlaneArray[faceIndex]) {\r\n trianglePlaneArray[faceIndex] = new Plane(0, 0, 0, 0);\r\n trianglePlaneArray[faceIndex].copyFromPoints(p1, p2, p3);\r\n }\r\n\r\n var trianglePlane = trianglePlaneArray[faceIndex];\r\n\r\n if ((!hasMaterial) && !trianglePlane.isFrontFacingTo(this._normalizedVelocity, 0)) {\r\n return;\r\n }\r\n\r\n var signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this._basePoint);\r\n var normalDotVelocity = Vector3.Dot(trianglePlane.normal, this._velocity);\r\n\r\n if (normalDotVelocity == 0) {\r\n if (Math.abs(signedDistToTrianglePlane) >= 1.0) {\r\n return;\r\n }\r\n embeddedInPlane = true;\r\n t0 = 0;\r\n }\r\n else {\r\n t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;\r\n var t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;\r\n\r\n if (t0 > t1) {\r\n var temp = t1;\r\n t1 = t0;\r\n t0 = temp;\r\n }\r\n\r\n if (t0 > 1.0 || t1 < 0.0) {\r\n return;\r\n }\r\n\r\n if (t0 < 0) {\r\n t0 = 0;\r\n }\r\n if (t0 > 1.0) {\r\n t0 = 1.0;\r\n }\r\n }\r\n\r\n this._collisionPoint.copyFromFloats(0, 0, 0);\r\n\r\n var found = false;\r\n var t = 1.0;\r\n\r\n if (!embeddedInPlane) {\r\n this._basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);\r\n this._velocity.scaleToRef(t0, this._tempVector);\r\n this._planeIntersectionPoint.addInPlace(this._tempVector);\r\n\r\n if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {\r\n found = true;\r\n t = t0;\r\n this._collisionPoint.copyFrom(this._planeIntersectionPoint);\r\n }\r\n }\r\n\r\n if (!found) {\r\n var velocitySquaredLength = this._velocity.lengthSquared();\r\n\r\n var a = velocitySquaredLength;\r\n\r\n this._basePoint.subtractToRef(p1, this._tempVector);\r\n var b = 2.0 * (Vector3.Dot(this._velocity, this._tempVector));\r\n var c = this._tempVector.lengthSquared() - 1.0;\r\n\r\n var lowestRoot = getLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._collisionPoint.copyFrom(p1);\r\n }\r\n\r\n this._basePoint.subtractToRef(p2, this._tempVector);\r\n b = 2.0 * (Vector3.Dot(this._velocity, this._tempVector));\r\n c = this._tempVector.lengthSquared() - 1.0;\r\n\r\n lowestRoot = getLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._collisionPoint.copyFrom(p2);\r\n }\r\n\r\n this._basePoint.subtractToRef(p3, this._tempVector);\r\n b = 2.0 * (Vector3.Dot(this._velocity, this._tempVector));\r\n c = this._tempVector.lengthSquared() - 1.0;\r\n\r\n lowestRoot = getLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._collisionPoint.copyFrom(p3);\r\n }\r\n\r\n p2.subtractToRef(p1, this._edge);\r\n p1.subtractToRef(this._basePoint, this._baseToVertex);\r\n var edgeSquaredLength = this._edge.lengthSquared();\r\n var edgeDotVelocity = Vector3.Dot(this._edge, this._velocity);\r\n var edgeDotBaseToVertex = Vector3.Dot(this._edge, this._baseToVertex);\r\n\r\n a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;\r\n b = edgeSquaredLength * (2.0 * Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;\r\n c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;\r\n\r\n lowestRoot = getLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n var f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;\r\n\r\n if (f >= 0.0 && f <= 1.0) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._edge.scaleInPlace(f);\r\n p1.addToRef(this._edge, this._collisionPoint);\r\n }\r\n }\r\n\r\n p3.subtractToRef(p2, this._edge);\r\n p2.subtractToRef(this._basePoint, this._baseToVertex);\r\n edgeSquaredLength = this._edge.lengthSquared();\r\n edgeDotVelocity = Vector3.Dot(this._edge, this._velocity);\r\n edgeDotBaseToVertex = Vector3.Dot(this._edge, this._baseToVertex);\r\n\r\n a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;\r\n b = edgeSquaredLength * (2.0 * Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;\r\n c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;\r\n lowestRoot = getLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;\r\n\r\n if (f >= 0.0 && f <= 1.0) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._edge.scaleInPlace(f);\r\n p2.addToRef(this._edge, this._collisionPoint);\r\n }\r\n }\r\n\r\n p1.subtractToRef(p3, this._edge);\r\n p3.subtractToRef(this._basePoint, this._baseToVertex);\r\n edgeSquaredLength = this._edge.lengthSquared();\r\n edgeDotVelocity = Vector3.Dot(this._edge, this._velocity);\r\n edgeDotBaseToVertex = Vector3.Dot(this._edge, this._baseToVertex);\r\n\r\n a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;\r\n b = edgeSquaredLength * (2.0 * Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;\r\n c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;\r\n\r\n lowestRoot = getLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;\r\n\r\n if (f >= 0.0 && f <= 1.0) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._edge.scaleInPlace(f);\r\n p3.addToRef(this._edge, this._collisionPoint);\r\n }\r\n }\r\n }\r\n\r\n if (found) {\r\n var distToCollision = t * this._velocity.length();\r\n\r\n if (!this.collisionFound || distToCollision < this._nearestDistance) {\r\n if (!this.intersectionPoint) {\r\n this.intersectionPoint = this._collisionPoint.clone();\r\n } else {\r\n this.intersectionPoint.copyFrom(this._collisionPoint);\r\n }\r\n this._nearestDistance = distToCollision;\r\n this.collisionFound = true;\r\n this.collidedMesh = hostMesh;\r\n }\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _collide(trianglePlaneArray: Array, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void {\r\n for (var i = indexStart; i < indexEnd; i += 3) {\r\n var p1 = pts[indices[i] - decal];\r\n var p2 = pts[indices[i + 1] - decal];\r\n var p3 = pts[indices[i + 2] - decal];\r\n\r\n this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial, hostMesh);\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _getResponse(pos: Vector3, vel: Vector3): void {\r\n pos.addToRef(vel, this._destinationPoint);\r\n vel.scaleInPlace((this._nearestDistance / vel.length()));\r\n\r\n this._basePoint.addToRef(vel, pos);\r\n pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);\r\n this._slidePlaneNormal.normalize();\r\n this._slidePlaneNormal.scaleToRef(this._epsilon, this._displacementVector);\r\n\r\n pos.addInPlace(this._displacementVector);\r\n this.intersectionPoint.addInPlace(this._displacementVector);\r\n\r\n this._slidePlaneNormal.scaleInPlace(Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));\r\n this._destinationPoint.subtractInPlace(this._slidePlaneNormal);\r\n\r\n this._destinationPoint.subtractToRef(this.intersectionPoint, vel);\r\n }\r\n}\r\n","import { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { Collider } from \"./collider\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\n\r\n/** @hidden */\r\nexport interface ICollisionCoordinator {\r\n createCollider(): Collider;\r\n getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable) => void, collisionIndex: number): void;\r\n init(scene: Scene): void;\r\n}\r\n\r\n/** @hidden */\r\nexport class DefaultCollisionCoordinator implements ICollisionCoordinator {\r\n\r\n private _scene: Scene;\r\n\r\n private _scaledPosition = Vector3.Zero();\r\n private _scaledVelocity = Vector3.Zero();\r\n\r\n private _finalPosition = Vector3.Zero();\r\n\r\n public getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable) => void, collisionIndex: number): void {\r\n position.divideToRef(collider._radius, this._scaledPosition);\r\n displacement.divideToRef(collider._radius, this._scaledVelocity);\r\n collider.collidedMesh = null;\r\n collider._retry = 0;\r\n collider._initialVelocity = this._scaledVelocity;\r\n collider._initialPosition = this._scaledPosition;\r\n this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, this._finalPosition, excludedMesh);\r\n\r\n this._finalPosition.multiplyInPlace(collider._radius);\r\n //run the callback\r\n onNewPosition(collisionIndex, this._finalPosition, collider.collidedMesh);\r\n }\r\n\r\n public createCollider(): Collider {\r\n return new Collider();\r\n }\r\n\r\n public init(scene: Scene): void {\r\n this._scene = scene;\r\n }\r\n\r\n private _collideWithWorld(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, finalPosition: Vector3, excludedMesh: Nullable = null): void {\r\n var closeDistance = Engine.CollisionsEpsilon * 10.0;\r\n\r\n if (collider._retry >= maximumRetry) {\r\n finalPosition.copyFrom(position);\r\n return;\r\n }\r\n\r\n // Check if this is a mesh else camera or -1\r\n var collisionMask = (excludedMesh ? excludedMesh.collisionMask : collider.collisionMask);\r\n\r\n collider._initialize(position, velocity, closeDistance);\r\n\r\n // Check if collision detection should happen against specified list of meshes or,\r\n // if not specified, against all meshes in the scene\r\n var meshes = (excludedMesh && excludedMesh.surroundingMeshes) || this._scene.meshes;\r\n\r\n for (var index = 0; index < meshes.length; index++) {\r\n var mesh = meshes[index];\r\n if (mesh.isEnabled() && mesh.checkCollisions && mesh.subMeshes && mesh !== excludedMesh && ((collisionMask & mesh.collisionGroup) !== 0)) {\r\n mesh._checkCollision(collider);\r\n }\r\n }\r\n\r\n if (!collider.collisionFound) {\r\n position.addToRef(velocity, finalPosition);\r\n return;\r\n }\r\n\r\n if (velocity.x !== 0 || velocity.y !== 0 || velocity.z !== 0) {\r\n collider._getResponse(position, velocity);\r\n }\r\n\r\n if (velocity.length() <= closeDistance) {\r\n finalPosition.copyFrom(position);\r\n return;\r\n }\r\n\r\n collider._retry++;\r\n this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);\r\n }\r\n}\r\n\r\nScene.CollisionCoordinatorFactory = () => {\r\n return new DefaultCollisionCoordinator();\r\n};\r\n","export * from \"./collider\";\r\nexport * from \"./collisionCoordinator\";\r\nexport * from \"./pickingInfo\";\r\nexport * from \"./intersectionInfo\";\r\nexport * from \"./meshCollisionData\";","import { Nullable } from \"../types\";\r\n\r\n/**\r\n * @hidden\r\n */\r\nexport class IntersectionInfo {\r\n public faceId = 0;\r\n public subMeshId = 0;\r\n\r\n constructor(\r\n public bu: Nullable,\r\n public bv: Nullable,\r\n public distance: number) {\r\n }\r\n}\r\n","import { Collider } from './collider';\r\nimport { Vector3 } from '../Maths/math.vector';\r\nimport { Nullable } from '../types';\r\nimport { Observer } from '../Misc/observable';\r\n\r\ndeclare type AbstractMesh = import(\"../Meshes/abstractMesh\").AbstractMesh;\r\n\r\n/**\r\n * @hidden\r\n */\r\nexport class _MeshCollisionData {\r\n public _checkCollisions = false;\r\n public _collisionMask = -1;\r\n public _collisionGroup = -1;\r\n public _surroundingMeshes: Nullable = null;\r\n public _collider: Nullable = null;\r\n public _oldPositionForCollisions = new Vector3(0, 0, 0);\r\n public _diffPositionForCollisions = new Vector3(0, 0, 0);\r\n public _onCollideObserver: Nullable>;\r\n public _onCollisionPositionChangeObserver: Nullable>;\r\n}","import { Nullable, FloatArray } from \"../types\";\r\nimport { Vector3, Vector2, TmpVectors } from \"../Maths/math.vector\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { Sprite } from \"../Sprites/sprite\";\r\n\r\ndeclare type Ray = import(\"../Culling/ray\").Ray;\r\n\r\n/**\r\n * Information about the result of picking within a scene\r\n * @see https://doc.babylonjs.com/babylon101/picking_collisions\r\n */\r\nexport class PickingInfo {\r\n /** @hidden */\r\n public _pickingUnavailable = false;\r\n\r\n /**\r\n * If the pick collided with an object\r\n */\r\n public hit = false;\r\n /**\r\n * Distance away where the pick collided\r\n */\r\n public distance = 0;\r\n /**\r\n * The location of pick collision\r\n */\r\n public pickedPoint: Nullable = null;\r\n /**\r\n * The mesh corresponding the the pick collision\r\n */\r\n public pickedMesh: Nullable = null;\r\n /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/\r\n public bu = 0;\r\n /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/\r\n public bv = 0;\r\n /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */\r\n public faceId = -1;\r\n /** The index of the face on the subMesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */\r\n public subMeshFaceId = -1;\r\n /** Id of the the submesh that was picked */\r\n public subMeshId = 0;\r\n /** If a sprite was picked, this will be the sprite the pick collided with */\r\n public pickedSprite: Nullable = null;\r\n /**\r\n * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.\r\n */\r\n public originMesh: Nullable = null;\r\n /**\r\n * The ray that was used to perform the picking.\r\n */\r\n public ray: Nullable = null;\r\n\r\n /**\r\n * Gets the normal correspodning to the face the pick collided with\r\n * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)\r\n * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map\r\n * @returns The normal correspodning to the face the pick collided with\r\n */\r\n public getNormal(useWorldCoordinates = false, useVerticesNormals = true): Nullable {\r\n if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(VertexBuffer.NormalKind)) {\r\n return null;\r\n }\r\n\r\n var indices = this.pickedMesh.getIndices();\r\n\r\n if (!indices) {\r\n return null;\r\n }\r\n\r\n var result: Vector3;\r\n\r\n if (useVerticesNormals) {\r\n var normals = (this.pickedMesh.getVerticesData(VertexBuffer.NormalKind));\r\n\r\n var normal0 = Vector3.FromArray(normals, indices[this.faceId * 3] * 3);\r\n var normal1 = Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);\r\n var normal2 = Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);\r\n\r\n normal0 = normal0.scale(this.bu);\r\n normal1 = normal1.scale(this.bv);\r\n normal2 = normal2.scale(1.0 - this.bu - this.bv);\r\n\r\n result = new Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);\r\n } else {\r\n var positions = (this.pickedMesh.getVerticesData(VertexBuffer.PositionKind));\r\n\r\n var vertex1 = Vector3.FromArray(positions, indices[this.faceId * 3] * 3);\r\n var vertex2 = Vector3.FromArray(positions, indices[this.faceId * 3 + 1] * 3);\r\n var vertex3 = Vector3.FromArray(positions, indices[this.faceId * 3 + 2] * 3);\r\n\r\n var p1p2 = vertex1.subtract(vertex2);\r\n var p3p2 = vertex3.subtract(vertex2);\r\n\r\n result = Vector3.Cross(p1p2, p3p2);\r\n }\r\n\r\n if (useWorldCoordinates) {\r\n let wm = this.pickedMesh.getWorldMatrix();\r\n\r\n if (this.pickedMesh.nonUniformScaling) {\r\n TmpVectors.Matrix[0].copyFrom(wm);\r\n wm = TmpVectors.Matrix[0];\r\n wm.setTranslationFromFloats(0, 0, 0);\r\n wm.invert();\r\n wm.transposeToRef(TmpVectors.Matrix[1]);\r\n\r\n wm = TmpVectors.Matrix[1];\r\n }\r\n\r\n result = Vector3.TransformNormal(result, wm);\r\n }\r\n\r\n result.normalize();\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Gets the texture coordinates of where the pick occured\r\n * @returns the vector containing the coordnates of the texture\r\n */\r\n public getTextureCoordinates(): Nullable {\r\n if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n return null;\r\n }\r\n\r\n var indices = this.pickedMesh.getIndices();\r\n if (!indices) {\r\n return null;\r\n }\r\n\r\n var uvs = this.pickedMesh.getVerticesData(VertexBuffer.UVKind);\r\n if (!uvs) {\r\n return null;\r\n }\r\n\r\n var uv0 = Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);\r\n var uv1 = Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);\r\n var uv2 = Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);\r\n\r\n uv0 = uv0.scale(this.bu);\r\n uv1 = uv1.scale(this.bv);\r\n uv2 = uv2.scale(1.0 - this.bu - this.bv);\r\n\r\n return new Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);\r\n }\r\n}\r\n","export * from \"./octree\";\r\nexport * from \"./octreeBlock\";\r\nexport * from \"./octreeSceneComponent\";","import { SmartArray, SmartArrayNoDuplicate } from \"../../Misc/smartArray\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { SubMesh } from \"../../Meshes/subMesh\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Ray } from \"../../Culling/ray\";\r\nimport { OctreeBlock } from \"./octreeBlock\";\r\nimport { Plane } from '../../Maths/math.plane';\r\n\r\n/**\r\n * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.\r\n * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees\r\n */\r\nexport class Octree {\r\n /**\r\n * Blocks within the octree containing objects\r\n */\r\n public blocks: Array>;\r\n /**\r\n * Content stored in the octree\r\n */\r\n public dynamicContent = new Array();\r\n\r\n private _maxBlockCapacity: number;\r\n private _selectionContent: SmartArrayNoDuplicate;\r\n private _creationFunc: (entry: T, block: OctreeBlock) => void;\r\n\r\n /**\r\n * Creates a octree\r\n * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees\r\n * @param creationFunc function to be used to instatiate the octree\r\n * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)\r\n * @param maxDepth defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.)\r\n */\r\n constructor(creationFunc: (\r\n entry: T,\r\n block: OctreeBlock) => void,\r\n maxBlockCapacity?: number,\r\n /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */\r\n public maxDepth = 2\r\n ) {\r\n this._maxBlockCapacity = maxBlockCapacity || 64;\r\n this._selectionContent = new SmartArrayNoDuplicate(1024);\r\n this._creationFunc = creationFunc;\r\n }\r\n\r\n // Methods\r\n /**\r\n * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters\r\n * @param worldMin worldMin for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);\r\n * @param worldMax worldMax for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);\r\n * @param entries meshes to be added to the octree blocks\r\n */\r\n public update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void {\r\n OctreeBlock._CreateBlocks(worldMin, worldMax, entries, this._maxBlockCapacity, 0, this.maxDepth, this, this._creationFunc);\r\n }\r\n\r\n /**\r\n * Adds a mesh to the octree\r\n * @param entry Mesh to add to the octree\r\n */\r\n public addMesh(entry: T): void {\r\n for (var index = 0; index < this.blocks.length; index++) {\r\n var block = this.blocks[index];\r\n block.addEntry(entry);\r\n }\r\n }\r\n\r\n /**\r\n * Remove an element from the octree\r\n * @param entry defines the element to remove\r\n */\r\n public removeMesh(entry: T): void {\r\n for (var index = 0; index < this.blocks.length; index++) {\r\n var block = this.blocks[index];\r\n block.removeEntry(entry);\r\n }\r\n }\r\n\r\n /**\r\n * Selects an array of meshes within the frustum\r\n * @param frustumPlanes The frustum planes to use which will select all meshes within it\r\n * @param allowDuplicate If duplicate objects are allowed in the resulting object array\r\n * @returns array of meshes within the frustum\r\n */\r\n public select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray {\r\n this._selectionContent.reset();\r\n\r\n for (var index = 0; index < this.blocks.length; index++) {\r\n var block = this.blocks[index];\r\n block.select(frustumPlanes, this._selectionContent, allowDuplicate);\r\n }\r\n\r\n if (allowDuplicate) {\r\n this._selectionContent.concat(this.dynamicContent);\r\n } else {\r\n this._selectionContent.concatWithNoDuplicate(this.dynamicContent);\r\n }\r\n\r\n return this._selectionContent;\r\n }\r\n\r\n /**\r\n * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array\r\n * @param sphereCenter defines the bounding sphere center\r\n * @param sphereRadius defines the bounding sphere radius\r\n * @param allowDuplicate defines if the selection array can contains duplicated entries\r\n * @returns an array of objects that intersect the sphere\r\n */\r\n public intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray {\r\n this._selectionContent.reset();\r\n\r\n for (var index = 0; index < this.blocks.length; index++) {\r\n var block = this.blocks[index];\r\n block.intersects(sphereCenter, sphereRadius, this._selectionContent, allowDuplicate);\r\n }\r\n\r\n if (allowDuplicate) {\r\n this._selectionContent.concat(this.dynamicContent);\r\n } else {\r\n this._selectionContent.concatWithNoDuplicate(this.dynamicContent);\r\n }\r\n\r\n return this._selectionContent;\r\n }\r\n\r\n /**\r\n * Test if the octree intersect with the given ray and if yes, then add its content to resulting array\r\n * @param ray defines the ray to test with\r\n * @returns array of intersected objects\r\n */\r\n public intersectsRay(ray: Ray): SmartArray {\r\n this._selectionContent.reset();\r\n\r\n for (var index = 0; index < this.blocks.length; index++) {\r\n var block = this.blocks[index];\r\n block.intersectsRay(ray, this._selectionContent);\r\n }\r\n\r\n this._selectionContent.concatWithNoDuplicate(this.dynamicContent);\r\n\r\n return this._selectionContent;\r\n }\r\n\r\n /**\r\n * Adds a mesh into the octree block if it intersects the block\r\n */\r\n public static CreationFuncForMeshes = (entry: AbstractMesh, block: OctreeBlock): void => {\r\n let boundingInfo = entry.getBoundingInfo();\r\n if (!entry.isBlocked && boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {\r\n block.entries.push(entry);\r\n }\r\n }\r\n\r\n /**\r\n * Adds a submesh into the octree block if it intersects the block\r\n */\r\n public static CreationFuncForSubMeshes = (entry: SubMesh, block: OctreeBlock): void => {\r\n let boundingInfo = entry.getBoundingInfo();\r\n if (boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {\r\n block.entries.push(entry);\r\n }\r\n }\r\n}\r\n","import { SmartArrayNoDuplicate } from \"../../Misc/smartArray\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Ray } from \"../../Culling/ray\";\r\nimport { BoundingBox } from \"../../Culling/boundingBox\";\r\nimport { Plane } from '../../Maths/math.plane';\r\n\r\n/**\r\n * Contains an array of blocks representing the octree\r\n */\r\nexport interface IOctreeContainer {\r\n /**\r\n * Blocks within the octree\r\n */\r\n blocks: Array>;\r\n}\r\n\r\n/**\r\n * Class used to store a cell in an octree\r\n * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees\r\n */\r\nexport class OctreeBlock {\r\n /**\r\n * Gets the content of the current block\r\n */\r\n public entries = new Array();\r\n\r\n /**\r\n * Gets the list of block children\r\n */\r\n public blocks: Array>;\r\n\r\n private _depth: number;\r\n private _maxDepth: number;\r\n private _capacity: number;\r\n private _minPoint: Vector3;\r\n private _maxPoint: Vector3;\r\n private _boundingVectors = new Array();\r\n private _creationFunc: (entry: T, block: OctreeBlock) => void;\r\n\r\n /**\r\n * Creates a new block\r\n * @param minPoint defines the minimum vector (in world space) of the block's bounding box\r\n * @param maxPoint defines the maximum vector (in world space) of the block's bounding box\r\n * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)\r\n * @param depth defines the current depth of this block in the octree\r\n * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)\r\n * @param creationFunc defines a callback to call when an element is added to the block\r\n */\r\n constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock) => void) {\r\n this._capacity = capacity;\r\n this._depth = depth;\r\n this._maxDepth = maxDepth;\r\n this._creationFunc = creationFunc;\r\n\r\n this._minPoint = minPoint;\r\n this._maxPoint = maxPoint;\r\n\r\n this._boundingVectors.push(minPoint.clone());\r\n this._boundingVectors.push(maxPoint.clone());\r\n\r\n this._boundingVectors.push(minPoint.clone());\r\n this._boundingVectors[2].x = maxPoint.x;\r\n\r\n this._boundingVectors.push(minPoint.clone());\r\n this._boundingVectors[3].y = maxPoint.y;\r\n\r\n this._boundingVectors.push(minPoint.clone());\r\n this._boundingVectors[4].z = maxPoint.z;\r\n\r\n this._boundingVectors.push(maxPoint.clone());\r\n this._boundingVectors[5].z = minPoint.z;\r\n\r\n this._boundingVectors.push(maxPoint.clone());\r\n this._boundingVectors[6].x = minPoint.x;\r\n\r\n this._boundingVectors.push(maxPoint.clone());\r\n this._boundingVectors[7].y = minPoint.y;\r\n }\r\n\r\n // Property\r\n\r\n /**\r\n * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)\r\n */\r\n public get capacity(): number {\r\n return this._capacity;\r\n }\r\n\r\n /**\r\n * Gets the minimum vector (in world space) of the block's bounding box\r\n */\r\n public get minPoint(): Vector3 {\r\n return this._minPoint;\r\n }\r\n\r\n /**\r\n * Gets the maximum vector (in world space) of the block's bounding box\r\n */\r\n public get maxPoint(): Vector3 {\r\n return this._maxPoint;\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Add a new element to this block\r\n * @param entry defines the element to add\r\n */\r\n public addEntry(entry: T): void {\r\n if (this.blocks) {\r\n for (var index = 0; index < this.blocks.length; index++) {\r\n var block = this.blocks[index];\r\n block.addEntry(entry);\r\n }\r\n return;\r\n }\r\n\r\n this._creationFunc(entry, this);\r\n\r\n if (this.entries.length > this.capacity && this._depth < this._maxDepth) {\r\n this.createInnerBlocks();\r\n }\r\n }\r\n\r\n /**\r\n * Remove an element from this block\r\n * @param entry defines the element to remove\r\n */\r\n public removeEntry(entry: T): void {\r\n if (this.blocks) {\r\n for (var index = 0; index < this.blocks.length; index++) {\r\n var block = this.blocks[index];\r\n block.removeEntry(entry);\r\n }\r\n return;\r\n }\r\n\r\n const entryIndex = this.entries.indexOf(entry);\r\n\r\n if (entryIndex > -1) {\r\n this.entries.splice(entryIndex, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Add an array of elements to this block\r\n * @param entries defines the array of elements to add\r\n */\r\n public addEntries(entries: T[]): void {\r\n for (var index = 0; index < entries.length; index++) {\r\n var mesh = entries[index];\r\n this.addEntry(mesh);\r\n }\r\n }\r\n\r\n /**\r\n * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array\r\n * @param frustumPlanes defines the frustum planes to test\r\n * @param selection defines the array to store current content if selection is positive\r\n * @param allowDuplicate defines if the selection array can contains duplicated entries\r\n */\r\n public select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate, allowDuplicate?: boolean): void {\r\n if (BoundingBox.IsInFrustum(this._boundingVectors, frustumPlanes)) {\r\n if (this.blocks) {\r\n for (var index = 0; index < this.blocks.length; index++) {\r\n var block = this.blocks[index];\r\n block.select(frustumPlanes, selection, allowDuplicate);\r\n }\r\n return;\r\n }\r\n\r\n if (allowDuplicate) {\r\n selection.concat(this.entries);\r\n } else {\r\n selection.concatWithNoDuplicate(this.entries);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array\r\n * @param sphereCenter defines the bounding sphere center\r\n * @param sphereRadius defines the bounding sphere radius\r\n * @param selection defines the array to store current content if selection is positive\r\n * @param allowDuplicate defines if the selection array can contains duplicated entries\r\n */\r\n public intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate, allowDuplicate?: boolean): void {\r\n if (BoundingBox.IntersectsSphere(this._minPoint, this._maxPoint, sphereCenter, sphereRadius)) {\r\n if (this.blocks) {\r\n for (var index = 0; index < this.blocks.length; index++) {\r\n var block = this.blocks[index];\r\n block.intersects(sphereCenter, sphereRadius, selection, allowDuplicate);\r\n }\r\n return;\r\n }\r\n\r\n if (allowDuplicate) {\r\n selection.concat(this.entries);\r\n } else {\r\n selection.concatWithNoDuplicate(this.entries);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Test if the current block intersect with the given ray and if yes, then add its content to the selection array\r\n * @param ray defines the ray to test with\r\n * @param selection defines the array to store current content if selection is positive\r\n */\r\n public intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate): void {\r\n if (ray.intersectsBoxMinMax(this._minPoint, this._maxPoint)) {\r\n if (this.blocks) {\r\n for (var index = 0; index < this.blocks.length; index++) {\r\n var block = this.blocks[index];\r\n block.intersectsRay(ray, selection);\r\n }\r\n return;\r\n }\r\n selection.concatWithNoDuplicate(this.entries);\r\n }\r\n }\r\n\r\n /**\r\n * Subdivide the content into child blocks (this block will then be empty)\r\n */\r\n public createInnerBlocks(): void {\r\n OctreeBlock._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc);\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public static _CreateBlocks(worldMin: Vector3, worldMax: Vector3, entries: T[], maxBlockCapacity: number, currentDepth: number, maxDepth: number, target: IOctreeContainer, creationFunc: (entry: T, block: OctreeBlock) => void): void {\r\n target.blocks = new Array>();\r\n var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);\r\n\r\n // Segmenting space\r\n for (var x = 0; x < 2; x++) {\r\n for (var y = 0; y < 2; y++) {\r\n for (var z = 0; z < 2; z++) {\r\n var localMin = worldMin.add(blockSize.multiplyByFloats(x, y, z));\r\n var localMax = worldMin.add(blockSize.multiplyByFloats(x + 1, y + 1, z + 1));\r\n\r\n var block = new OctreeBlock(localMin, localMax, maxBlockCapacity, currentDepth + 1, maxDepth, creationFunc);\r\n block.addEntries(entries);\r\n target.blocks.push(block);\r\n }\r\n }\r\n }\r\n }\r\n}\r\n","import { ISmartArrayLike } from \"../../Misc/smartArray\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { SubMesh } from \"../../Meshes/subMesh\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Ray } from \"../../Culling/ray\";\r\nimport { SceneComponentConstants } from \"../../sceneComponent\";\r\n\r\nimport { Octree } from \"./octree\";\r\n\r\ndeclare type Collider = import(\"../../Collisions/collider\").Collider;\r\n\r\ndeclare module \"../../scene\" {\r\n export interface Scene {\r\n /**\r\n * @hidden\r\n * Backing Filed\r\n */\r\n _selectionOctree: Octree;\r\n\r\n /**\r\n * Gets the octree used to boost mesh selection (picking)\r\n * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees\r\n */\r\n selectionOctree: Octree;\r\n\r\n /**\r\n * Creates or updates the octree used to boost selection (picking)\r\n * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees\r\n * @param maxCapacity defines the maximum capacity per leaf\r\n * @param maxDepth defines the maximum depth of the octree\r\n * @returns an octree of AbstractMesh\r\n */\r\n createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree;\r\n }\r\n}\r\n\r\nScene.prototype.createOrUpdateSelectionOctree = function(maxCapacity = 64, maxDepth = 2): Octree {\r\n let component = this._getComponent(SceneComponentConstants.NAME_OCTREE);\r\n if (!component) {\r\n component = new OctreeSceneComponent(this);\r\n this._addComponent(component);\r\n }\r\n\r\n if (!this._selectionOctree) {\r\n this._selectionOctree = new Octree(Octree.CreationFuncForMeshes, maxCapacity, maxDepth);\r\n }\r\n\r\n var worldExtends = this.getWorldExtends();\r\n\r\n // Update octree\r\n this._selectionOctree.update(worldExtends.min, worldExtends.max, this.meshes);\r\n\r\n return this._selectionOctree;\r\n};\r\n\r\nObject.defineProperty(Scene.prototype, \"selectionOctree\", {\r\n get: function(this: Scene) {\r\n return this._selectionOctree;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\ndeclare module \"../../Meshes/abstractMesh\" {\r\n export interface AbstractMesh {\r\n /**\r\n * @hidden\r\n * Backing Field\r\n */\r\n _submeshesOctree: Octree;\r\n\r\n /**\r\n * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.\r\n * Please note that you must have a decent number of submeshes to get performance improvements when using an octree\r\n * @param maxCapacity defines the maximum size of each block (64 by default)\r\n * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)\r\n * @returns the new octree\r\n * @see https://www.babylonjs-playground.com/#NA4OQ#12\r\n * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees\r\n */\r\n createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree;\r\n }\r\n}\r\n\r\n/**\r\n * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.\r\n * Please note that you must have a decent number of submeshes to get performance improvements when using an octree\r\n * @param maxCapacity defines the maximum size of each block (64 by default)\r\n * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)\r\n * @returns the new octree\r\n * @see https://www.babylonjs-playground.com/#NA4OQ#12\r\n * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees\r\n */\r\nAbstractMesh.prototype.createOrUpdateSubmeshesOctree = function(maxCapacity = 64, maxDepth = 2): Octree {\r\n const scene = this.getScene();\r\n let component = scene._getComponent(SceneComponentConstants.NAME_OCTREE);\r\n if (!component) {\r\n component = new OctreeSceneComponent(scene);\r\n scene._addComponent(component);\r\n }\r\n\r\n if (!this._submeshesOctree) {\r\n this._submeshesOctree = new Octree(Octree.CreationFuncForSubMeshes, maxCapacity, maxDepth);\r\n }\r\n\r\n this.computeWorldMatrix(true);\r\n\r\n let boundingInfo = this.getBoundingInfo();\r\n\r\n // Update octree\r\n var bbox = boundingInfo.boundingBox;\r\n this._submeshesOctree.update(bbox.minimumWorld, bbox.maximumWorld, this.subMeshes);\r\n\r\n return this._submeshesOctree;\r\n};\r\n\r\n/**\r\n * Defines the octree scene component responsible to manage any octrees\r\n * in a given scene.\r\n */\r\nexport class OctreeSceneComponent {\r\n /**\r\n * The component name help to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_OCTREE;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Indicates if the meshes have been checked to make sure they are isEnabled()\r\n */\r\n public readonly checksIsEnabled = true;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n\r\n this.scene.getActiveMeshCandidates = this.getActiveMeshCandidates.bind(this);\r\n\r\n this.scene.getActiveSubMeshCandidates = this.getActiveSubMeshCandidates.bind(this);\r\n this.scene.getCollidingSubMeshCandidates = this.getCollidingSubMeshCandidates.bind(this);\r\n this.scene.getIntersectingSubMeshCandidates = this.getIntersectingSubMeshCandidates.bind(this);\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene.onMeshRemovedObservable.add((mesh: AbstractMesh) => {\r\n const sceneOctree = this.scene.selectionOctree;\r\n if (sceneOctree !== undefined && sceneOctree !== null) {\r\n var index = sceneOctree.dynamicContent.indexOf(mesh);\r\n\r\n if (index !== -1) {\r\n sceneOctree.dynamicContent.splice(index, 1);\r\n }\r\n }\r\n });\r\n\r\n this.scene.onMeshImportedObservable.add((mesh: AbstractMesh) => {\r\n const sceneOctree = this.scene.selectionOctree;\r\n if (sceneOctree !== undefined && sceneOctree !== null) {\r\n sceneOctree.addMesh(mesh);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Return the list of active meshes\r\n * @returns the list of active meshes\r\n */\r\n public getActiveMeshCandidates(): ISmartArrayLike {\r\n if (this.scene._selectionOctree) {\r\n var selection = this.scene._selectionOctree.select(this.scene.frustumPlanes);\r\n return selection;\r\n }\r\n return this.scene._getDefaultMeshCandidates();\r\n }\r\n\r\n /**\r\n * Return the list of active sub meshes\r\n * @param mesh The mesh to get the candidates sub meshes from\r\n * @returns the list of active sub meshes\r\n */\r\n public getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike {\r\n if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {\r\n var intersections = mesh._submeshesOctree.select(this.scene.frustumPlanes);\r\n return intersections;\r\n }\r\n return this.scene._getDefaultSubMeshCandidates(mesh);\r\n }\r\n\r\n private _tempRay = new Ray(Vector3.Zero(), new Vector3(1, 1, 1));\r\n /**\r\n * Return the list of sub meshes intersecting with a given local ray\r\n * @param mesh defines the mesh to find the submesh for\r\n * @param localRay defines the ray in local space\r\n * @returns the list of intersecting sub meshes\r\n */\r\n public getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike {\r\n if (mesh._submeshesOctree && mesh.useOctreeForPicking) {\r\n Ray.TransformToRef(localRay, mesh.getWorldMatrix(), this._tempRay);\r\n var intersections = mesh._submeshesOctree.intersectsRay(this._tempRay);\r\n\r\n return intersections;\r\n }\r\n return this.scene._getDefaultSubMeshCandidates(mesh);\r\n }\r\n\r\n /**\r\n * Return the list of sub meshes colliding with a collider\r\n * @param mesh defines the mesh to find the submesh for\r\n * @param collider defines the collider to evaluate the collision against\r\n * @returns the list of colliding sub meshes\r\n */\r\n public getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike {\r\n if (mesh._submeshesOctree && mesh.useOctreeForCollisions) {\r\n var radius = collider._velocityWorldLength + Math.max(collider._radius.x, collider._radius.y, collider._radius.z);\r\n var intersections = mesh._submeshesOctree.intersects(collider._basePointWorld, radius);\r\n\r\n return intersections;\r\n }\r\n return this.scene._getDefaultSubMeshCandidates(mesh);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do here.\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated ressources.\r\n */\r\n public dispose(): void {\r\n // Nothing to do here.\r\n }\r\n}\r\n","import { DeepImmutable } from \"../types\";\r\nimport { ArrayTools } from \"../Misc/arrayTools\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { BoundingSphere } from \"../Culling/boundingSphere\";\r\n\r\nimport { ICullable } from \"./boundingInfo\";\r\nimport { Epsilon } from '../Maths/math.constants';\r\nimport { Plane } from '../Maths/math.plane';\r\n\r\n/**\r\n * Class used to store bounding box information\r\n */\r\nexport class BoundingBox implements ICullable {\r\n /**\r\n * Gets the 8 vectors representing the bounding box in local space\r\n */\r\n public readonly vectors: Vector3[] = ArrayTools.BuildArray(8, Vector3.Zero);\r\n /**\r\n * Gets the center of the bounding box in local space\r\n */\r\n public readonly center: Vector3 = Vector3.Zero();\r\n /**\r\n * Gets the center of the bounding box in world space\r\n */\r\n public readonly centerWorld: Vector3 = Vector3.Zero();\r\n /**\r\n * Gets the extend size in local space\r\n */\r\n public readonly extendSize: Vector3 = Vector3.Zero();\r\n /**\r\n * Gets the extend size in world space\r\n */\r\n public readonly extendSizeWorld: Vector3 = Vector3.Zero();\r\n /**\r\n * Gets the OBB (object bounding box) directions\r\n */\r\n public readonly directions: Vector3[] = ArrayTools.BuildArray(3, Vector3.Zero);\r\n /**\r\n * Gets the 8 vectors representing the bounding box in world space\r\n */\r\n public readonly vectorsWorld: Vector3[] = ArrayTools.BuildArray(8, Vector3.Zero);\r\n /**\r\n * Gets the minimum vector in world space\r\n */\r\n public readonly minimumWorld: Vector3 = Vector3.Zero();\r\n /**\r\n * Gets the maximum vector in world space\r\n */\r\n public readonly maximumWorld: Vector3 = Vector3.Zero();\r\n /**\r\n * Gets the minimum vector in local space\r\n */\r\n public readonly minimum: Vector3 = Vector3.Zero();\r\n /**\r\n * Gets the maximum vector in local space\r\n */\r\n public readonly maximum: Vector3 = Vector3.Zero();\r\n\r\n private _worldMatrix: DeepImmutable;\r\n private static readonly TmpVector3 = ArrayTools.BuildArray(3, Vector3.Zero);\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _tag: number;\r\n\r\n /**\r\n * Creates a new bounding box\r\n * @param min defines the minimum vector (in local space)\r\n * @param max defines the maximum vector (in local space)\r\n * @param worldMatrix defines the new world matrix\r\n */\r\n constructor(min: DeepImmutable, max: DeepImmutable, worldMatrix?: DeepImmutable) {\r\n this.reConstruct(min, max, worldMatrix);\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Recreates the entire bounding box from scratch as if we call the constructor in place\r\n * @param min defines the new minimum vector (in local space)\r\n * @param max defines the new maximum vector (in local space)\r\n * @param worldMatrix defines the new world matrix\r\n */\r\n public reConstruct(min: DeepImmutable, max: DeepImmutable, worldMatrix?: DeepImmutable) {\r\n const minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;\r\n const vectors = this.vectors;\r\n\r\n this.minimum.copyFromFloats(minX, minY, minZ);\r\n this.maximum.copyFromFloats(maxX, maxY, maxZ);\r\n vectors[0].copyFromFloats(minX, minY, minZ);\r\n vectors[1].copyFromFloats(maxX, maxY, maxZ);\r\n vectors[2].copyFromFloats(maxX, minY, minZ);\r\n vectors[3].copyFromFloats(minX, maxY, minZ);\r\n vectors[4].copyFromFloats(minX, minY, maxZ);\r\n vectors[5].copyFromFloats(maxX, maxY, minZ);\r\n vectors[6].copyFromFloats(minX, maxY, maxZ);\r\n vectors[7].copyFromFloats(maxX, minY, maxZ);\r\n\r\n // OBB\r\n max.addToRef(min, this.center).scaleInPlace(0.5);\r\n max.subtractToRef(min, this.extendSize).scaleInPlace(0.5);\r\n\r\n this._worldMatrix = worldMatrix || Matrix.IdentityReadOnly;\r\n\r\n this._update(this._worldMatrix);\r\n }\r\n\r\n /**\r\n * Scale the current bounding box by applying a scale factor\r\n * @param factor defines the scale factor to apply\r\n * @returns the current bounding box\r\n */\r\n public scale(factor: number): BoundingBox {\r\n const tmpVectors = BoundingBox.TmpVector3;\r\n const diff = this.maximum.subtractToRef(this.minimum, tmpVectors[0]);\r\n const len = diff.length();\r\n diff.normalizeFromLength(len);\r\n const distance = len * factor;\r\n const newRadius = diff.scaleInPlace(distance * 0.5);\r\n\r\n const min = this.center.subtractToRef(newRadius, tmpVectors[1]);\r\n const max = this.center.addToRef(newRadius, tmpVectors[2]);\r\n\r\n this.reConstruct(min, max, this._worldMatrix);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets the world matrix of the bounding box\r\n * @returns a matrix\r\n */\r\n public getWorldMatrix(): DeepImmutable {\r\n return this._worldMatrix;\r\n }\r\n\r\n /** @hidden */\r\n public _update(world: DeepImmutable): void {\r\n const minWorld = this.minimumWorld;\r\n const maxWorld = this.maximumWorld;\r\n const directions = this.directions;\r\n const vectorsWorld = this.vectorsWorld;\r\n const vectors = this.vectors;\r\n\r\n if (!world.isIdentity()) {\r\n minWorld.setAll(Number.MAX_VALUE);\r\n maxWorld.setAll(-Number.MAX_VALUE);\r\n\r\n for (let index = 0; index < 8; ++index) {\r\n const v = vectorsWorld[index];\r\n Vector3.TransformCoordinatesToRef(vectors[index], world, v);\r\n minWorld.minimizeInPlace(v);\r\n maxWorld.maximizeInPlace(v);\r\n }\r\n\r\n // Extend\r\n maxWorld.subtractToRef(minWorld, this.extendSizeWorld).scaleInPlace(0.5);\r\n maxWorld.addToRef(minWorld, this.centerWorld).scaleInPlace(0.5);\r\n }\r\n else {\r\n minWorld.copyFrom(this.minimum);\r\n maxWorld.copyFrom(this.maximum);\r\n for (let index = 0; index < 8; ++index) {\r\n vectorsWorld[index].copyFrom(vectors[index]);\r\n }\r\n\r\n // Extend\r\n this.extendSizeWorld.copyFrom(this.extendSize);\r\n this.centerWorld.copyFrom(this.center);\r\n }\r\n\r\n Vector3.FromArrayToRef(world.m, 0, directions[0]);\r\n Vector3.FromArrayToRef(world.m, 4, directions[1]);\r\n Vector3.FromArrayToRef(world.m, 8, directions[2]);\r\n\r\n this._worldMatrix = world;\r\n }\r\n\r\n /**\r\n * Tests if the bounding box is intersecting the frustum planes\r\n * @param frustumPlanes defines the frustum planes to test\r\n * @returns true if there is an intersection\r\n */\r\n public isInFrustum(frustumPlanes: Array>): boolean {\r\n return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);\r\n }\r\n\r\n /**\r\n * Tests if the bounding box is entirely inside the frustum planes\r\n * @param frustumPlanes defines the frustum planes to test\r\n * @returns true if there is an inclusion\r\n */\r\n public isCompletelyInFrustum(frustumPlanes: Array>): boolean {\r\n return BoundingBox.IsCompletelyInFrustum(this.vectorsWorld, frustumPlanes);\r\n }\r\n\r\n /**\r\n * Tests if a point is inside the bounding box\r\n * @param point defines the point to test\r\n * @returns true if the point is inside the bounding box\r\n */\r\n public intersectsPoint(point: DeepImmutable): boolean {\r\n const min = this.minimumWorld;\r\n const max = this.maximumWorld;\r\n const minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;\r\n const pointX = point.x, pointY = point.y, pointZ = point.z;\r\n var delta = -Epsilon;\r\n\r\n if (maxX - pointX < delta || delta > pointX - minX) {\r\n return false;\r\n }\r\n\r\n if (maxY - pointY < delta || delta > pointY - minY) {\r\n return false;\r\n }\r\n\r\n if (maxZ - pointZ < delta || delta > pointZ - minZ) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Tests if the bounding box intersects with a bounding sphere\r\n * @param sphere defines the sphere to test\r\n * @returns true if there is an intersection\r\n */\r\n public intersectsSphere(sphere: DeepImmutable): boolean {\r\n return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld);\r\n }\r\n\r\n /**\r\n * Tests if the bounding box intersects with a box defined by a min and max vectors\r\n * @param min defines the min vector to use\r\n * @param max defines the max vector to use\r\n * @returns true if there is an intersection\r\n */\r\n public intersectsMinMax(min: DeepImmutable, max: DeepImmutable): boolean {\r\n const myMin = this.minimumWorld;\r\n const myMax = this.maximumWorld;\r\n const myMinX = myMin.x, myMinY = myMin.y, myMinZ = myMin.z, myMaxX = myMax.x, myMaxY = myMax.y, myMaxZ = myMax.z;\r\n const minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;\r\n if (myMaxX < minX || myMinX > maxX) {\r\n return false;\r\n }\r\n\r\n if (myMaxY < minY || myMinY > maxY) {\r\n return false;\r\n }\r\n\r\n if (myMaxZ < minZ || myMinZ > maxZ) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n // Statics\r\n\r\n /**\r\n * Tests if two bounding boxes are intersections\r\n * @param box0 defines the first box to test\r\n * @param box1 defines the second box to test\r\n * @returns true if there is an intersection\r\n */\r\n public static Intersects(box0: DeepImmutable, box1: DeepImmutable): boolean {\r\n return box0.intersectsMinMax(box1.minimumWorld, box1.maximumWorld);\r\n }\r\n\r\n /**\r\n * Tests if a bounding box defines by a min/max vectors intersects a sphere\r\n * @param minPoint defines the minimum vector of the bounding box\r\n * @param maxPoint defines the maximum vector of the bounding box\r\n * @param sphereCenter defines the sphere center\r\n * @param sphereRadius defines the sphere radius\r\n * @returns true if there is an intersection\r\n */\r\n public static IntersectsSphere(minPoint: DeepImmutable, maxPoint: DeepImmutable, sphereCenter: DeepImmutable, sphereRadius: number): boolean {\r\n const vector = BoundingBox.TmpVector3[0];\r\n Vector3.ClampToRef(sphereCenter, minPoint, maxPoint, vector);\r\n var num = Vector3.DistanceSquared(sphereCenter, vector);\r\n return (num <= (sphereRadius * sphereRadius));\r\n }\r\n\r\n /**\r\n * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes\r\n * @param boundingVectors defines an array of 8 vectors representing a bounding box\r\n * @param frustumPlanes defines the frustum planes to test\r\n * @return true if there is an inclusion\r\n */\r\n public static IsCompletelyInFrustum(boundingVectors: Array>, frustumPlanes: Array>): boolean {\r\n for (var p = 0; p < 6; ++p) {\r\n const frustumPlane = frustumPlanes[p];\r\n for (var i = 0; i < 8; ++i) {\r\n if (frustumPlane.dotCoordinate(boundingVectors[i]) < 0) {\r\n return false;\r\n }\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Tests if a bounding box defined with 8 vectors intersects frustum planes\r\n * @param boundingVectors defines an array of 8 vectors representing a bounding box\r\n * @param frustumPlanes defines the frustum planes to test\r\n * @return true if there is an intersection\r\n */\r\n public static IsInFrustum(boundingVectors: Array>, frustumPlanes: Array>): boolean {\r\n for (var p = 0; p < 6; ++p) {\r\n let canReturnFalse = true;\r\n const frustumPlane = frustumPlanes[p];\r\n for (var i = 0; i < 8; ++i) {\r\n if (frustumPlane.dotCoordinate(boundingVectors[i]) >= 0) {\r\n canReturnFalse = false;\r\n break;\r\n }\r\n }\r\n if (canReturnFalse) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n}\r\n","import { DeepImmutable } from \"../types\";\r\nimport { ArrayTools } from \"../Misc/arrayTools\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { BoundingBox } from \"./boundingBox\";\r\nimport { BoundingSphere } from \"./boundingSphere\";\r\nimport { Plane } from '../Maths/math.plane';\r\n\r\ndeclare type Collider = import(\"../Collisions/collider\").Collider;\r\n\r\nconst _result0 = { min: 0, max: 0 };\r\nconst _result1 = { min: 0, max: 0 };\r\nconst computeBoxExtents = (axis: DeepImmutable, box: DeepImmutable, result: { min: number, max: number }) => {\r\n const p = Vector3.Dot(box.centerWorld, axis);\r\n\r\n const r0 = Math.abs(Vector3.Dot(box.directions[0], axis)) * box.extendSize.x;\r\n const r1 = Math.abs(Vector3.Dot(box.directions[1], axis)) * box.extendSize.y;\r\n const r2 = Math.abs(Vector3.Dot(box.directions[2], axis)) * box.extendSize.z;\r\n\r\n const r = r0 + r1 + r2;\r\n result.min = p - r;\r\n result.max = p + r;\r\n};\r\n\r\nconst axisOverlap = (axis: DeepImmutable, box0: DeepImmutable, box1: DeepImmutable): boolean => {\r\n computeBoxExtents(axis, box0, _result0);\r\n computeBoxExtents(axis, box1, _result1);\r\n return !(_result0.min > _result1.max || _result1.min > _result0.max);\r\n};\r\n\r\n/**\r\n * Interface for cullable objects\r\n * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling\r\n */\r\nexport interface ICullable {\r\n /**\r\n * Checks if the object or part of the object is in the frustum\r\n * @param frustumPlanes Camera near/planes\r\n * @returns true if the object is in frustum otherwise false\r\n */\r\n isInFrustum(frustumPlanes: Plane[]): boolean;\r\n /**\r\n * Checks if a cullable object (mesh...) is in the camera frustum\r\n * Unlike isInFrustum this cheks the full bounding box\r\n * @param frustumPlanes Camera near/planes\r\n * @returns true if the object is in frustum otherwise false\r\n */\r\n isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;\r\n}\r\n\r\n/**\r\n * Info for a bounding data of a mesh\r\n */\r\nexport class BoundingInfo implements ICullable {\r\n /**\r\n * Bounding box for the mesh\r\n */\r\n public readonly boundingBox: BoundingBox;\r\n /**\r\n * Bounding sphere for the mesh\r\n */\r\n public readonly boundingSphere: BoundingSphere;\r\n\r\n private _isLocked = false;\r\n\r\n private static readonly TmpVector3 = ArrayTools.BuildArray(2, Vector3.Zero);\r\n\r\n /**\r\n * Constructs bounding info\r\n * @param minimum min vector of the bounding box/sphere\r\n * @param maximum max vector of the bounding box/sphere\r\n * @param worldMatrix defines the new world matrix\r\n */\r\n constructor(minimum: DeepImmutable, maximum: DeepImmutable, worldMatrix?: DeepImmutable) {\r\n this.boundingBox = new BoundingBox(minimum, maximum, worldMatrix);\r\n this.boundingSphere = new BoundingSphere(minimum, maximum, worldMatrix);\r\n }\r\n\r\n /**\r\n * Recreates the entire bounding info from scratch as if we call the constructor in place\r\n * @param min defines the new minimum vector (in local space)\r\n * @param max defines the new maximum vector (in local space)\r\n * @param worldMatrix defines the new world matrix\r\n */\r\n public reConstruct(min: DeepImmutable, max: DeepImmutable, worldMatrix?: DeepImmutable) {\r\n this.boundingBox.reConstruct(min, max, worldMatrix);\r\n this.boundingSphere.reConstruct(min, max, worldMatrix);\r\n }\r\n\r\n /**\r\n * min vector of the bounding box/sphere\r\n */\r\n public get minimum(): Vector3 {\r\n return this.boundingBox.minimum;\r\n }\r\n\r\n /**\r\n * max vector of the bounding box/sphere\r\n */\r\n public get maximum(): Vector3 {\r\n return this.boundingBox.maximum;\r\n }\r\n\r\n /**\r\n * If the info is locked and won't be updated to avoid perf overhead\r\n */\r\n public get isLocked(): boolean {\r\n return this._isLocked;\r\n }\r\n\r\n public set isLocked(value: boolean) {\r\n this._isLocked = value;\r\n }\r\n\r\n // Methods\r\n /**\r\n * Updates the bounding sphere and box\r\n * @param world world matrix to be used to update\r\n */\r\n public update(world: DeepImmutable) {\r\n if (this._isLocked) {\r\n return;\r\n }\r\n this.boundingBox._update(world);\r\n this.boundingSphere._update(world);\r\n }\r\n\r\n /**\r\n * Recreate the bounding info to be centered around a specific point given a specific extend.\r\n * @param center New center of the bounding info\r\n * @param extend New extend of the bounding info\r\n * @returns the current bounding info\r\n */\r\n public centerOn(center: DeepImmutable, extend: DeepImmutable): BoundingInfo {\r\n\r\n const minimum = BoundingInfo.TmpVector3[0].copyFrom(center).subtractInPlace(extend);\r\n const maximum = BoundingInfo.TmpVector3[1].copyFrom(center).addInPlace(extend);\r\n\r\n this.boundingBox.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());\r\n this.boundingSphere.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Scale the current bounding info by applying a scale factor\r\n * @param factor defines the scale factor to apply\r\n * @returns the current bounding info\r\n */\r\n public scale(factor: number): BoundingInfo {\r\n this.boundingBox.scale(factor);\r\n this.boundingSphere.scale(factor);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.\r\n * @param frustumPlanes defines the frustum to test\r\n * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)\r\n * @returns true if the bounding info is in the frustum planes\r\n */\r\n public isInFrustum(frustumPlanes: Array>, strategy: number = Constants.MESHES_CULLINGSTRATEGY_STANDARD): boolean {\r\n let inclusionTest = (strategy === Constants.MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION || strategy === Constants.MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY);\r\n if (inclusionTest) {\r\n if (this.boundingSphere.isCenterInFrustum(frustumPlanes)) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!this.boundingSphere.isInFrustum(frustumPlanes)) {\r\n return false;\r\n }\r\n\r\n let bSphereOnlyTest = (strategy === Constants.MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY || strategy === Constants.MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY);\r\n if (bSphereOnlyTest) {\r\n return true;\r\n }\r\n\r\n return this.boundingBox.isInFrustum(frustumPlanes);\r\n }\r\n\r\n /**\r\n * Gets the world distance between the min and max points of the bounding box\r\n */\r\n public get diagonalLength(): number {\r\n const boundingBox = this.boundingBox;\r\n const diag = boundingBox.maximumWorld.subtractToRef(boundingBox.minimumWorld, BoundingInfo.TmpVector3[0]);\r\n return diag.length();\r\n }\r\n\r\n /**\r\n * Checks if a cullable object (mesh...) is in the camera frustum\r\n * Unlike isInFrustum this cheks the full bounding box\r\n * @param frustumPlanes Camera near/planes\r\n * @returns true if the object is in frustum otherwise false\r\n */\r\n public isCompletelyInFrustum(frustumPlanes: Array>): boolean {\r\n return this.boundingBox.isCompletelyInFrustum(frustumPlanes);\r\n }\r\n /** @hidden */\r\n public _checkCollision(collider: Collider): boolean {\r\n return collider._canDoCollision(this.boundingSphere.centerWorld, this.boundingSphere.radiusWorld, this.boundingBox.minimumWorld, this.boundingBox.maximumWorld);\r\n }\r\n\r\n /**\r\n * Checks if a point is inside the bounding box and bounding sphere or the mesh\r\n * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh\r\n * @param point the point to check intersection with\r\n * @returns if the point intersects\r\n */\r\n public intersectsPoint(point: DeepImmutable): boolean {\r\n if (!this.boundingSphere.centerWorld) {\r\n return false;\r\n }\r\n\r\n if (!this.boundingSphere.intersectsPoint(point)) {\r\n return false;\r\n }\r\n\r\n if (!this.boundingBox.intersectsPoint(point)) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh\r\n * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh\r\n * @param boundingInfo the bounding info to check intersection with\r\n * @param precise if the intersection should be done using OBB\r\n * @returns if the bounding info intersects\r\n */\r\n public intersects(boundingInfo: DeepImmutable, precise: boolean): boolean {\r\n if (!BoundingSphere.Intersects(this.boundingSphere, boundingInfo.boundingSphere)) {\r\n return false;\r\n }\r\n\r\n if (!BoundingBox.Intersects(this.boundingBox, boundingInfo.boundingBox)) {\r\n return false;\r\n }\r\n\r\n if (!precise) {\r\n return true;\r\n }\r\n\r\n var box0 = this.boundingBox;\r\n var box1 = boundingInfo.boundingBox;\r\n\r\n if (!axisOverlap(box0.directions[0], box0, box1)) { return false; }\r\n if (!axisOverlap(box0.directions[1], box0, box1)) { return false; }\r\n if (!axisOverlap(box0.directions[2], box0, box1)) { return false; }\r\n if (!axisOverlap(box1.directions[0], box0, box1)) { return false; }\r\n if (!axisOverlap(box1.directions[1], box0, box1)) { return false; }\r\n if (!axisOverlap(box1.directions[2], box0, box1)) { return false; }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[0], box1.directions[0]), box0, box1)) { return false; }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[0], box1.directions[1]), box0, box1)) { return false; }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[0], box1.directions[2]), box0, box1)) { return false; }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[1], box1.directions[0]), box0, box1)) { return false; }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[1], box1.directions[1]), box0, box1)) { return false; }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[1], box1.directions[2]), box0, box1)) { return false; }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[2], box1.directions[0]), box0, box1)) { return false; }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[2], box1.directions[1]), box0, box1)) { return false; }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[2], box1.directions[2]), box0, box1)) { return false; }\r\n\r\n return true;\r\n }\r\n}\r\n","import { DeepImmutable } from \"../types\";\r\nimport { ArrayTools } from \"../Misc/arrayTools\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Plane } from '../Maths/math.plane';\r\n\r\n/**\r\n * Class used to store bounding sphere information\r\n */\r\nexport class BoundingSphere {\r\n /**\r\n * Gets the center of the bounding sphere in local space\r\n */\r\n public readonly center = Vector3.Zero();\r\n /**\r\n * Radius of the bounding sphere in local space\r\n */\r\n public radius: number;\r\n /**\r\n * Gets the center of the bounding sphere in world space\r\n */\r\n public readonly centerWorld = Vector3.Zero();\r\n /**\r\n * Radius of the bounding sphere in world space\r\n */\r\n public radiusWorld: number;\r\n /**\r\n * Gets the minimum vector in local space\r\n */\r\n public readonly minimum = Vector3.Zero();\r\n /**\r\n * Gets the maximum vector in local space\r\n */\r\n public readonly maximum = Vector3.Zero();\r\n\r\n private _worldMatrix: DeepImmutable;\r\n private static readonly TmpVector3 = ArrayTools.BuildArray(3, Vector3.Zero);\r\n\r\n /**\r\n * Creates a new bounding sphere\r\n * @param min defines the minimum vector (in local space)\r\n * @param max defines the maximum vector (in local space)\r\n * @param worldMatrix defines the new world matrix\r\n */\r\n constructor(min: DeepImmutable, max: DeepImmutable, worldMatrix?: DeepImmutable) {\r\n this.reConstruct(min, max, worldMatrix);\r\n }\r\n\r\n /**\r\n * Recreates the entire bounding sphere from scratch as if we call the constructor in place\r\n * @param min defines the new minimum vector (in local space)\r\n * @param max defines the new maximum vector (in local space)\r\n * @param worldMatrix defines the new world matrix\r\n */\r\n public reConstruct(min: DeepImmutable, max: DeepImmutable, worldMatrix?: DeepImmutable) {\r\n this.minimum.copyFrom(min);\r\n this.maximum.copyFrom(max);\r\n\r\n var distance = Vector3.Distance(min, max);\r\n\r\n max.addToRef(min, this.center).scaleInPlace(0.5);\r\n this.radius = distance * 0.5;\r\n\r\n this._update(worldMatrix || Matrix.IdentityReadOnly);\r\n }\r\n\r\n /**\r\n * Scale the current bounding sphere by applying a scale factor\r\n * @param factor defines the scale factor to apply\r\n * @returns the current bounding box\r\n */\r\n public scale(factor: number): BoundingSphere {\r\n const newRadius = this.radius * factor;\r\n const tmpVectors = BoundingSphere.TmpVector3;\r\n const tempRadiusVector = tmpVectors[0].setAll(newRadius);\r\n const min = this.center.subtractToRef(tempRadiusVector, tmpVectors[1]);\r\n const max = this.center.addToRef(tempRadiusVector, tmpVectors[2]);\r\n\r\n this.reConstruct(min, max, this._worldMatrix);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets the world matrix of the bounding box\r\n * @returns a matrix\r\n */\r\n public getWorldMatrix(): DeepImmutable {\r\n return this._worldMatrix;\r\n }\r\n\r\n // Methods\r\n /** @hidden */\r\n public _update(worldMatrix: DeepImmutable): void {\r\n if (!worldMatrix.isIdentity()) {\r\n Vector3.TransformCoordinatesToRef(this.center, worldMatrix, this.centerWorld);\r\n const tempVector = BoundingSphere.TmpVector3[0];\r\n Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, worldMatrix, tempVector);\r\n this.radiusWorld = Math.max(Math.abs(tempVector.x), Math.abs(tempVector.y), Math.abs(tempVector.z)) * this.radius;\r\n }\r\n else {\r\n this.centerWorld.copyFrom(this.center);\r\n this.radiusWorld = this.radius;\r\n }\r\n }\r\n\r\n /**\r\n * Tests if the bounding sphere is intersecting the frustum planes\r\n * @param frustumPlanes defines the frustum planes to test\r\n * @returns true if there is an intersection\r\n */\r\n public isInFrustum(frustumPlanes: Array>): boolean {\r\n let center = this.centerWorld;\r\n let radius = this.radiusWorld;\r\n for (let i = 0; i < 6; i++) {\r\n if (frustumPlanes[i].dotCoordinate(center) <= -radius) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Tests if the bounding sphere center is in between the frustum planes.\r\n * Used for optimistic fast inclusion.\r\n * @param frustumPlanes defines the frustum planes to test\r\n * @returns true if the sphere center is in between the frustum planes\r\n */\r\n public isCenterInFrustum(frustumPlanes: Array>): boolean {\r\n let center = this.centerWorld;\r\n for (let i = 0; i < 6; i++) {\r\n if (frustumPlanes[i].dotCoordinate(center) < 0) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Tests if a point is inside the bounding sphere\r\n * @param point defines the point to test\r\n * @returns true if the point is inside the bounding sphere\r\n */\r\n public intersectsPoint(point: DeepImmutable): boolean {\r\n const squareDistance = Vector3.DistanceSquared(this.centerWorld, point);\r\n if (this.radiusWorld * this.radiusWorld < squareDistance) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n // Statics\r\n /**\r\n * Checks if two sphere intersct\r\n * @param sphere0 sphere 0\r\n * @param sphere1 sphere 1\r\n * @returns true if the speres intersect\r\n */\r\n public static Intersects(sphere0: DeepImmutable, sphere1: DeepImmutable): boolean {\r\n const squareDistance = Vector3.DistanceSquared(sphere0.centerWorld, sphere1.centerWorld);\r\n const radiusSum = sphere0.radiusWorld + sphere1.radiusWorld;\r\n\r\n if (radiusSum * radiusSum < squareDistance) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n}\r\n","export * from \"./boundingBox\";\r\nexport * from \"./boundingInfo\";\r\nexport * from \"./boundingSphere\";\r\nexport * from \"./Octrees/index\";\r\nexport * from \"./ray\";","import { DeepImmutable, Nullable, float } from \"../types\";\r\nimport { ArrayTools } from \"../Misc/arrayTools\";\r\nimport { Matrix, Vector3, TmpVectors } from \"../Maths/math.vector\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport { IntersectionInfo } from \"../Collisions/intersectionInfo\";\r\nimport { BoundingBox } from \"./boundingBox\";\r\nimport { BoundingSphere } from \"./boundingSphere\";\r\nimport { Scene } from '../scene';\r\nimport { Camera } from '../Cameras/camera';\r\nimport { Plane } from '../Maths/math.plane';\r\n/**\r\n * Class representing a ray with position and direction\r\n */\r\nexport class Ray {\r\n private static readonly TmpVector3 = ArrayTools.BuildArray(6, Vector3.Zero);\r\n private _tmpRay: Ray;\r\n\r\n /**\r\n * Creates a new ray\r\n * @param origin origin point\r\n * @param direction direction\r\n * @param length length of the ray\r\n */\r\n constructor(\r\n /** origin point */\r\n public origin: Vector3,\r\n /** direction */\r\n public direction: Vector3,\r\n /** length of the ray */\r\n public length: number = Number.MAX_VALUE) {\r\n }\r\n\r\n // Methods\r\n /**\r\n * Checks if the ray intersects a box\r\n * This does not account for the ray lenght by design to improve perfs.\r\n * @param minimum bound of the box\r\n * @param maximum bound of the box\r\n * @param intersectionTreshold extra extend to be added to the box in all direction\r\n * @returns if the box was hit\r\n */\r\n public intersectsBoxMinMax(minimum: DeepImmutable, maximum: DeepImmutable, intersectionTreshold: number = 0): boolean {\r\n const newMinimum = Ray.TmpVector3[0].copyFromFloats(minimum.x - intersectionTreshold, minimum.y - intersectionTreshold, minimum.z - intersectionTreshold);\r\n const newMaximum = Ray.TmpVector3[1].copyFromFloats(maximum.x + intersectionTreshold, maximum.y + intersectionTreshold, maximum.z + intersectionTreshold);\r\n var d = 0.0;\r\n var maxValue = Number.MAX_VALUE;\r\n var inv: number;\r\n var min: number;\r\n var max: number;\r\n var temp: number;\r\n if (Math.abs(this.direction.x) < 0.0000001) {\r\n if (this.origin.x < newMinimum.x || this.origin.x > newMaximum.x) {\r\n return false;\r\n }\r\n }\r\n else {\r\n inv = 1.0 / this.direction.x;\r\n min = (newMinimum.x - this.origin.x) * inv;\r\n max = (newMaximum.x - this.origin.x) * inv;\r\n if (max === -Infinity) {\r\n max = Infinity;\r\n }\r\n\r\n if (min > max) {\r\n temp = min;\r\n min = max;\r\n max = temp;\r\n }\r\n\r\n d = Math.max(min, d);\r\n maxValue = Math.min(max, maxValue);\r\n\r\n if (d > maxValue) {\r\n return false;\r\n }\r\n }\r\n\r\n if (Math.abs(this.direction.y) < 0.0000001) {\r\n if (this.origin.y < newMinimum.y || this.origin.y > newMaximum.y) {\r\n return false;\r\n }\r\n }\r\n else {\r\n inv = 1.0 / this.direction.y;\r\n min = (newMinimum.y - this.origin.y) * inv;\r\n max = (newMaximum.y - this.origin.y) * inv;\r\n\r\n if (max === -Infinity) {\r\n max = Infinity;\r\n }\r\n\r\n if (min > max) {\r\n temp = min;\r\n min = max;\r\n max = temp;\r\n }\r\n\r\n d = Math.max(min, d);\r\n maxValue = Math.min(max, maxValue);\r\n\r\n if (d > maxValue) {\r\n return false;\r\n }\r\n }\r\n\r\n if (Math.abs(this.direction.z) < 0.0000001) {\r\n if (this.origin.z < newMinimum.z || this.origin.z > newMaximum.z) {\r\n return false;\r\n }\r\n }\r\n else {\r\n inv = 1.0 / this.direction.z;\r\n min = (newMinimum.z - this.origin.z) * inv;\r\n max = (newMaximum.z - this.origin.z) * inv;\r\n\r\n if (max === -Infinity) {\r\n max = Infinity;\r\n }\r\n\r\n if (min > max) {\r\n temp = min;\r\n min = max;\r\n max = temp;\r\n }\r\n\r\n d = Math.max(min, d);\r\n maxValue = Math.min(max, maxValue);\r\n\r\n if (d > maxValue) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Checks if the ray intersects a box\r\n * This does not account for the ray lenght by design to improve perfs.\r\n * @param box the bounding box to check\r\n * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction\r\n * @returns if the box was hit\r\n */\r\n public intersectsBox(box: DeepImmutable, intersectionTreshold: number = 0): boolean {\r\n return this.intersectsBoxMinMax(box.minimum, box.maximum, intersectionTreshold);\r\n }\r\n\r\n /**\r\n * If the ray hits a sphere\r\n * @param sphere the bounding sphere to check\r\n * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction\r\n * @returns true if it hits the sphere\r\n */\r\n public intersectsSphere(sphere: DeepImmutable, intersectionTreshold: number = 0): boolean {\r\n var x = sphere.center.x - this.origin.x;\r\n var y = sphere.center.y - this.origin.y;\r\n var z = sphere.center.z - this.origin.z;\r\n var pyth = (x * x) + (y * y) + (z * z);\r\n const radius = sphere.radius + intersectionTreshold;\r\n var rr = radius * radius;\r\n\r\n if (pyth <= rr) {\r\n return true;\r\n }\r\n\r\n var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);\r\n if (dot < 0.0) {\r\n return false;\r\n }\r\n\r\n var temp = pyth - (dot * dot);\r\n\r\n return temp <= rr;\r\n }\r\n\r\n /**\r\n * If the ray hits a triange\r\n * @param vertex0 triangle vertex\r\n * @param vertex1 triangle vertex\r\n * @param vertex2 triangle vertex\r\n * @returns intersection information if hit\r\n */\r\n public intersectsTriangle(vertex0: DeepImmutable, vertex1: DeepImmutable, vertex2: DeepImmutable): Nullable {\r\n const edge1 = Ray.TmpVector3[0];\r\n const edge2 = Ray.TmpVector3[1];\r\n const pvec = Ray.TmpVector3[2];\r\n const tvec = Ray.TmpVector3[3];\r\n const qvec = Ray.TmpVector3[4];\r\n\r\n vertex1.subtractToRef(vertex0, edge1);\r\n vertex2.subtractToRef(vertex0, edge2);\r\n Vector3.CrossToRef(this.direction, edge2, pvec);\r\n var det = Vector3.Dot(edge1, pvec);\r\n\r\n if (det === 0) {\r\n return null;\r\n }\r\n\r\n var invdet = 1 / det;\r\n\r\n this.origin.subtractToRef(vertex0, tvec);\r\n\r\n var bv = Vector3.Dot(tvec, pvec) * invdet;\r\n\r\n if (bv < 0 || bv > 1.0) {\r\n return null;\r\n }\r\n\r\n Vector3.CrossToRef(tvec, edge1, qvec);\r\n\r\n var bw = Vector3.Dot(this.direction, qvec) * invdet;\r\n\r\n if (bw < 0 || bv + bw > 1.0) {\r\n return null;\r\n }\r\n\r\n //check if the distance is longer than the predefined length.\r\n var distance = Vector3.Dot(edge2, qvec) * invdet;\r\n if (distance > this.length) {\r\n return null;\r\n }\r\n\r\n return new IntersectionInfo(1 - bv - bw, bv, distance);\r\n }\r\n\r\n /**\r\n * Checks if ray intersects a plane\r\n * @param plane the plane to check\r\n * @returns the distance away it was hit\r\n */\r\n public intersectsPlane(plane: DeepImmutable): Nullable {\r\n var distance: number;\r\n var result1 = Vector3.Dot(plane.normal, this.direction);\r\n if (Math.abs(result1) < 9.99999997475243E-07) {\r\n return null;\r\n }\r\n else {\r\n var result2 = Vector3.Dot(plane.normal, this.origin);\r\n distance = (-plane.d - result2) / result1;\r\n if (distance < 0.0) {\r\n if (distance < -9.99999997475243E-07) {\r\n return null;\r\n } else {\r\n return 0;\r\n }\r\n }\r\n\r\n return distance;\r\n }\r\n }\r\n /**\r\n * Calculate the intercept of a ray on a given axis\r\n * @param axis to check 'x' | 'y' | 'z'\r\n * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)\r\n * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.\r\n */\r\n public intersectsAxis(axis: string, offset: number = 0): Nullable {\r\n switch (axis) {\r\n case 'y':\r\n var t = (this.origin.y - offset) / this.direction.y;\r\n if (t > 0) {\r\n return null;\r\n }\r\n return new Vector3(this.origin.x + (this.direction.x * -t), offset, this.origin.z + (this.direction.z * -t));\r\n case 'x':\r\n var t = (this.origin.x - offset) / this.direction.x;\r\n if (t > 0) {\r\n return null;\r\n }\r\n return new Vector3(offset, this.origin.y + (this.direction.y * -t), this.origin.z + (this.direction.z * -t));\r\n case 'z':\r\n var t = (this.origin.z - offset) / this.direction.z;\r\n if (t > 0) {\r\n return null;\r\n }\r\n return new Vector3(this.origin.x + (this.direction.x * -t), this.origin.y + (this.direction.y * -t), offset);\r\n default:\r\n return null;\r\n }\r\n }\r\n\r\n /**\r\n * Checks if ray intersects a mesh\r\n * @param mesh the mesh to check\r\n * @param fastCheck defines if the first intersection will be used (and not the closest)\r\n * @returns picking info of the intersecton\r\n */\r\n public intersectsMesh(mesh: DeepImmutable, fastCheck?: boolean): PickingInfo {\r\n\r\n var tm = TmpVectors.Matrix[0];\r\n\r\n mesh.getWorldMatrix().invertToRef(tm);\r\n\r\n if (this._tmpRay) {\r\n Ray.TransformToRef(this, tm, this._tmpRay);\r\n } else {\r\n this._tmpRay = Ray.Transform(this, tm);\r\n }\r\n\r\n return mesh.intersects(this._tmpRay, fastCheck);\r\n\r\n }\r\n\r\n /**\r\n * Checks if ray intersects a mesh\r\n * @param meshes the meshes to check\r\n * @param fastCheck defines if the first intersection will be used (and not the closest)\r\n * @param results array to store result in\r\n * @returns Array of picking infos\r\n */\r\n public intersectsMeshes(meshes: Array>, fastCheck?: boolean, results?: Array): Array {\r\n\r\n if (results) {\r\n results.length = 0;\r\n } else {\r\n results = [];\r\n }\r\n\r\n for (var i = 0; i < meshes.length; i++) {\r\n var pickInfo = this.intersectsMesh(meshes[i], fastCheck);\r\n\r\n if (pickInfo.hit) {\r\n results.push(pickInfo);\r\n }\r\n }\r\n\r\n results.sort(this._comparePickingInfo);\r\n\r\n return results;\r\n\r\n }\r\n\r\n private _comparePickingInfo(pickingInfoA: DeepImmutable, pickingInfoB: DeepImmutable): number {\r\n\r\n if (pickingInfoA.distance < pickingInfoB.distance) {\r\n return -1;\r\n } else if (pickingInfoA.distance > pickingInfoB.distance) {\r\n return 1;\r\n } else {\r\n return 0;\r\n }\r\n\r\n }\r\n\r\n private static smallnum = 0.00000001;\r\n private static rayl = 10e8;\r\n\r\n /**\r\n * Intersection test between the ray and a given segment whithin a given tolerance (threshold)\r\n * @param sega the first point of the segment to test the intersection against\r\n * @param segb the second point of the segment to test the intersection against\r\n * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful\r\n * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection\r\n */\r\n intersectionSegment(sega: DeepImmutable, segb: DeepImmutable, threshold: number): number {\r\n const o = this.origin;\r\n const u = TmpVectors.Vector3[0];\r\n const rsegb = TmpVectors.Vector3[1];\r\n const v = TmpVectors.Vector3[2];\r\n const w = TmpVectors.Vector3[3];\r\n\r\n segb.subtractToRef(sega, u);\r\n\r\n this.direction.scaleToRef(Ray.rayl, v);\r\n o.addToRef(v, rsegb);\r\n\r\n sega.subtractToRef(o, w);\r\n\r\n var a = Vector3.Dot(u, u); // always >= 0\r\n var b = Vector3.Dot(u, v);\r\n var c = Vector3.Dot(v, v); // always >= 0\r\n var d = Vector3.Dot(u, w);\r\n var e = Vector3.Dot(v, w);\r\n var D = a * c - b * b; // always >= 0\r\n var sc: number, sN: number, sD = D; // sc = sN / sD, default sD = D >= 0\r\n var tc: number, tN: number, tD = D; // tc = tN / tD, default tD = D >= 0\r\n\r\n // compute the line parameters of the two closest points\r\n if (D < Ray.smallnum) { // the lines are almost parallel\r\n sN = 0.0; // force using point P0 on segment S1\r\n sD = 1.0; // to prevent possible division by 0.0 later\r\n tN = e;\r\n tD = c;\r\n }\r\n else { // get the closest points on the infinite lines\r\n sN = (b * e - c * d);\r\n tN = (a * e - b * d);\r\n if (sN < 0.0) { // sc < 0 => the s=0 edge is visible\r\n sN = 0.0;\r\n tN = e;\r\n tD = c;\r\n } else if (sN > sD) { // sc > 1 => the s=1 edge is visible\r\n sN = sD;\r\n tN = e + b;\r\n tD = c;\r\n }\r\n }\r\n\r\n if (tN < 0.0) { // tc < 0 => the t=0 edge is visible\r\n tN = 0.0;\r\n // recompute sc for this edge\r\n if (-d < 0.0) {\r\n sN = 0.0;\r\n } else if (-d > a) {\r\n sN = sD;\r\n }\r\n else {\r\n sN = -d;\r\n sD = a;\r\n }\r\n } else if (tN > tD) { // tc > 1 => the t=1 edge is visible\r\n tN = tD;\r\n // recompute sc for this edge\r\n if ((-d + b) < 0.0) {\r\n sN = 0;\r\n } else if ((-d + b) > a) {\r\n sN = sD;\r\n } else {\r\n sN = (-d + b);\r\n sD = a;\r\n }\r\n }\r\n // finally do the division to get sc and tc\r\n sc = (Math.abs(sN) < Ray.smallnum ? 0.0 : sN / sD);\r\n tc = (Math.abs(tN) < Ray.smallnum ? 0.0 : tN / tD);\r\n\r\n // get the difference of the two closest points\r\n const qtc = TmpVectors.Vector3[4];\r\n v.scaleToRef(tc, qtc);\r\n const qsc = TmpVectors.Vector3[5];\r\n u.scaleToRef(sc, qsc);\r\n qsc.addInPlace(w);\r\n const dP = TmpVectors.Vector3[6];\r\n qsc.subtractToRef(qtc, dP); // = S1(sc) - S2(tc)\r\n\r\n var isIntersected = (tc > 0) && (tc <= this.length) && (dP.lengthSquared() < (threshold * threshold)); // return intersection result\r\n\r\n if (isIntersected) {\r\n return qsc.length();\r\n }\r\n return -1;\r\n }\r\n\r\n /**\r\n * Update the ray from viewport position\r\n * @param x position\r\n * @param y y position\r\n * @param viewportWidth viewport width\r\n * @param viewportHeight viewport height\r\n * @param world world matrix\r\n * @param view view matrix\r\n * @param projection projection matrix\r\n * @returns this ray updated\r\n */\r\n public update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable, view: DeepImmutable, projection: DeepImmutable): Ray {\r\n this.unprojectRayToRef(x, y, viewportWidth, viewportHeight, world, view, projection);\r\n return this;\r\n }\r\n\r\n // Statics\r\n /**\r\n * Creates a ray with origin and direction of 0,0,0\r\n * @returns the new ray\r\n */\r\n public static Zero(): Ray {\r\n return new Ray(Vector3.Zero(), Vector3.Zero());\r\n }\r\n\r\n /**\r\n * Creates a new ray from screen space and viewport\r\n * @param x position\r\n * @param y y position\r\n * @param viewportWidth viewport width\r\n * @param viewportHeight viewport height\r\n * @param world world matrix\r\n * @param view view matrix\r\n * @param projection projection matrix\r\n * @returns new ray\r\n */\r\n public static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable, view: DeepImmutable, projection: DeepImmutable): Ray {\r\n let result = Ray.Zero();\r\n\r\n return result.update(x, y, viewportWidth, viewportHeight, world, view, projection);\r\n }\r\n\r\n /**\r\n * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be\r\n * transformed to the given world matrix.\r\n * @param origin The origin point\r\n * @param end The end point\r\n * @param world a matrix to transform the ray to. Default is the identity matrix.\r\n * @returns the new ray\r\n */\r\n public static CreateNewFromTo(origin: DeepImmutable, end: DeepImmutable, world: DeepImmutable = Matrix.IdentityReadOnly): Ray {\r\n var direction = end.subtract(origin);\r\n var length = Math.sqrt((direction.x * direction.x) + (direction.y * direction.y) + (direction.z * direction.z));\r\n direction.normalize();\r\n\r\n return Ray.Transform(new Ray(origin, direction, length), world);\r\n }\r\n\r\n /**\r\n * Transforms a ray by a matrix\r\n * @param ray ray to transform\r\n * @param matrix matrix to apply\r\n * @returns the resulting new ray\r\n */\r\n public static Transform(ray: DeepImmutable, matrix: DeepImmutable): Ray {\r\n var result = new Ray(new Vector3(0, 0, 0), new Vector3(0, 0, 0));\r\n Ray.TransformToRef(ray, matrix, result);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Transforms a ray by a matrix\r\n * @param ray ray to transform\r\n * @param matrix matrix to apply\r\n * @param result ray to store result in\r\n */\r\n public static TransformToRef(ray: DeepImmutable, matrix: DeepImmutable, result: Ray): void {\r\n Vector3.TransformCoordinatesToRef(ray.origin, matrix, result.origin);\r\n Vector3.TransformNormalToRef(ray.direction, matrix, result.direction);\r\n result.length = ray.length;\r\n\r\n var dir = result.direction;\r\n var len = dir.length();\r\n\r\n if (!(len === 0 || len === 1)) {\r\n var num = 1.0 / len;\r\n dir.x *= num;\r\n dir.y *= num;\r\n dir.z *= num;\r\n result.length *= len;\r\n }\r\n }\r\n\r\n /**\r\n * Unproject a ray from screen space to object space\r\n * @param sourceX defines the screen space x coordinate to use\r\n * @param sourceY defines the screen space y coordinate to use\r\n * @param viewportWidth defines the current width of the viewport\r\n * @param viewportHeight defines the current height of the viewport\r\n * @param world defines the world matrix to use (can be set to Identity to go to world space)\r\n * @param view defines the view matrix to use\r\n * @param projection defines the projection matrix to use\r\n */\r\n public unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable, view: DeepImmutable, projection: DeepImmutable): void {\r\n var matrix = TmpVectors.Matrix[0];\r\n world.multiplyToRef(view, matrix);\r\n matrix.multiplyToRef(projection, matrix);\r\n matrix.invert();\r\n var nearScreenSource = TmpVectors.Vector3[0];\r\n nearScreenSource.x = sourceX / viewportWidth * 2 - 1;\r\n nearScreenSource.y = -(sourceY / viewportHeight * 2 - 1);\r\n nearScreenSource.z = -1.0;\r\n var farScreenSource = TmpVectors.Vector3[1].copyFromFloats(nearScreenSource.x, nearScreenSource.y, 1.0);\r\n const nearVec3 = TmpVectors.Vector3[2];\r\n const farVec3 = TmpVectors.Vector3[3];\r\n Vector3._UnprojectFromInvertedMatrixToRef(nearScreenSource, matrix, nearVec3);\r\n Vector3._UnprojectFromInvertedMatrixToRef(farScreenSource, matrix, farVec3);\r\n\r\n this.origin.copyFrom(nearVec3);\r\n farVec3.subtractToRef(nearVec3, this.direction);\r\n this.direction.normalize();\r\n }\r\n}\r\n\r\n// Picking\r\n/**\r\n * Type used to define predicate used to select faces when a mesh intersection is detected\r\n */\r\nexport type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @hidden */\r\n _tempPickingRay: Nullable;\r\n\r\n /** @hidden */\r\n _cachedRayForTransform: Ray;\r\n\r\n /** @hidden */\r\n _pickWithRayInverseMatrix: Matrix;\r\n\r\n /** @hidden */\r\n _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, onlyBoundingInfo?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable;\r\n\r\n /** @hidden */\r\n _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable;\r\n\r\n }\r\n}\r\n\r\nScene.prototype.createPickingRay = function(x: number, y: number, world: Matrix, camera: Nullable, cameraViewSpace = false): Ray {\r\n let result = Ray.Zero();\r\n\r\n this.createPickingRayToRef(x, y, world, result, camera, cameraViewSpace);\r\n\r\n return result;\r\n};\r\n\r\nScene.prototype.createPickingRayToRef = function(x: number, y: number, world: Matrix, result: Ray, camera: Nullable, cameraViewSpace = false): Scene {\r\n var engine = this.getEngine();\r\n\r\n if (!camera) {\r\n if (!this.activeCamera) {\r\n return this;\r\n }\r\n\r\n camera = this.activeCamera;\r\n }\r\n\r\n var cameraViewport = camera.viewport;\r\n var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());\r\n\r\n // Moving coordinates to local viewport world\r\n x = x / engine.getHardwareScalingLevel() - viewport.x;\r\n y = y / engine.getHardwareScalingLevel() - (engine.getRenderHeight() - viewport.y - viewport.height);\r\n\r\n result.update(x, y, viewport.width, viewport.height, world ? world : Matrix.IdentityReadOnly, cameraViewSpace ? Matrix.IdentityReadOnly : camera.getViewMatrix(), camera.getProjectionMatrix());\r\n return this;\r\n};\r\n\r\nScene.prototype.createPickingRayInCameraSpace = function(x: number, y: number, camera?: Camera): Ray {\r\n let result = Ray.Zero();\r\n\r\n this.createPickingRayInCameraSpaceToRef(x, y, result, camera);\r\n\r\n return result;\r\n};\r\n\r\nScene.prototype.createPickingRayInCameraSpaceToRef = function(x: number, y: number, result: Ray, camera?: Camera): Scene {\r\n if (!PickingInfo) {\r\n return this;\r\n }\r\n\r\n var engine = this.getEngine();\r\n\r\n if (!camera) {\r\n if (!this.activeCamera) {\r\n throw new Error(\"Active camera not set\");\r\n }\r\n\r\n camera = this.activeCamera;\r\n }\r\n\r\n var cameraViewport = camera.viewport;\r\n var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());\r\n var identity = Matrix.Identity();\r\n\r\n // Moving coordinates to local viewport world\r\n x = x / engine.getHardwareScalingLevel() - viewport.x;\r\n y = y / engine.getHardwareScalingLevel() - (engine.getRenderHeight() - viewport.y - viewport.height);\r\n result.update(x, y, viewport.width, viewport.height, identity, identity, camera.getProjectionMatrix());\r\n return this;\r\n};\r\n\r\nScene.prototype._internalPick = function(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean,\r\n fastCheck?: boolean,\r\n onlyBoundingInfo?: boolean,\r\n trianglePredicate?: TrianglePickingPredicate): Nullable {\r\n if (!PickingInfo) {\r\n return null;\r\n }\r\n\r\n var pickingInfo = null;\r\n\r\n for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {\r\n var mesh = this.meshes[meshIndex];\r\n\r\n if (predicate) {\r\n if (!predicate(mesh)) {\r\n continue;\r\n }\r\n } else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {\r\n continue;\r\n }\r\n\r\n var world = mesh.skeleton && mesh.skeleton.overrideMesh ? mesh.skeleton.overrideMesh.getWorldMatrix() : mesh.getWorldMatrix();\r\n var ray = rayFunction(world);\r\n\r\n var result = mesh.intersects(ray, fastCheck, trianglePredicate, onlyBoundingInfo);\r\n if (!result || !result.hit) {\r\n continue;\r\n }\r\n\r\n if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {\r\n continue;\r\n }\r\n\r\n pickingInfo = result;\r\n\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n\r\n return pickingInfo || new PickingInfo();\r\n};\r\n\r\nScene.prototype._internalMultiPick = function(rayFunction: (world: Matrix) => Ray,\r\n predicate?: (mesh: AbstractMesh) => boolean,\r\n trianglePredicate?: TrianglePickingPredicate): Nullable {\r\n if (!PickingInfo) {\r\n return null;\r\n }\r\n var pickingInfos = new Array();\r\n\r\n for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {\r\n var mesh = this.meshes[meshIndex];\r\n\r\n if (predicate) {\r\n if (!predicate(mesh)) {\r\n continue;\r\n }\r\n } else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {\r\n continue;\r\n }\r\n\r\n var world = mesh.getWorldMatrix();\r\n var ray = rayFunction(world);\r\n\r\n var result = mesh.intersects(ray, false, trianglePredicate);\r\n if (!result || !result.hit) {\r\n continue;\r\n }\r\n\r\n pickingInfos.push(result);\r\n }\r\n\r\n return pickingInfos;\r\n};\r\n\r\nScene.prototype.pickWithBoundingInfo = function(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean,\r\n fastCheck?: boolean, camera?: Nullable): Nullable {\r\n if (!PickingInfo) {\r\n return null;\r\n }\r\n var result = this._internalPick((world) => {\r\n if (!this._tempPickingRay) {\r\n this._tempPickingRay = Ray.Zero();\r\n }\r\n\r\n this.createPickingRayToRef(x, y, world, this._tempPickingRay, camera || null);\r\n return this._tempPickingRay;\r\n }, predicate, fastCheck, true);\r\n if (result) {\r\n result.ray = this.createPickingRay(x, y, Matrix.Identity(), camera || null);\r\n }\r\n return result;\r\n};\r\n\r\nScene.prototype.pick = function(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean,\r\n fastCheck?: boolean, camera?: Nullable,\r\n trianglePredicate?: TrianglePickingPredicate): Nullable {\r\n if (!PickingInfo) {\r\n return null;\r\n }\r\n var result = this._internalPick((world) => {\r\n if (!this._tempPickingRay) {\r\n this._tempPickingRay = Ray.Zero();\r\n }\r\n\r\n this.createPickingRayToRef(x, y, world, this._tempPickingRay, camera || null);\r\n return this._tempPickingRay;\r\n }, predicate, fastCheck, false, trianglePredicate);\r\n if (result) {\r\n result.ray = this.createPickingRay(x, y, Matrix.Identity(), camera || null);\r\n }\r\n return result;\r\n};\r\n\r\nScene.prototype.pickWithRay = function(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean,\r\n fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable {\r\n var result = this._internalPick((world) => {\r\n if (!this._pickWithRayInverseMatrix) {\r\n this._pickWithRayInverseMatrix = Matrix.Identity();\r\n }\r\n world.invertToRef(this._pickWithRayInverseMatrix);\r\n\r\n if (!this._cachedRayForTransform) {\r\n this._cachedRayForTransform = Ray.Zero();\r\n }\r\n\r\n Ray.TransformToRef(ray, this._pickWithRayInverseMatrix, this._cachedRayForTransform);\r\n return this._cachedRayForTransform;\r\n }, predicate, fastCheck, false, trianglePredicate);\r\n if (result) {\r\n result.ray = ray;\r\n }\r\n return result;\r\n};\r\n\r\nScene.prototype.multiPick = function(x: number, y: number,\r\n predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable {\r\n return this._internalMultiPick((world) => this.createPickingRay(x, y, world, camera || null), predicate, trianglePredicate);\r\n};\r\n\r\nScene.prototype.multiPickWithRay = function(ray: Ray,\r\n predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable {\r\n return this._internalMultiPick((world) => {\r\n if (!this._pickWithRayInverseMatrix) {\r\n this._pickWithRayInverseMatrix = Matrix.Identity();\r\n }\r\n world.invertToRef(this._pickWithRayInverseMatrix);\r\n\r\n if (!this._cachedRayForTransform) {\r\n this._cachedRayForTransform = Ray.Zero();\r\n }\r\n\r\n Ray.TransformToRef(ray, this._pickWithRayInverseMatrix, this._cachedRayForTransform);\r\n return this._cachedRayForTransform;\r\n }, predicate, trianglePredicate);\r\n};\r\n\r\nCamera.prototype.getForwardRay = function(length = 100, transform?: Matrix, origin?: Vector3): Ray {\r\n if (!transform) {\r\n transform = this.getWorldMatrix();\r\n }\r\n\r\n if (!origin) {\r\n origin = this.position;\r\n }\r\n var forward = this._scene.useRightHandedSystem ? new Vector3(0, 0, -1) : new Vector3(0, 0, 1);\r\n var forwardWorld = Vector3.TransformNormal(forward, transform);\r\n\r\n var direction = Vector3.Normalize(forwardWorld);\r\n\r\n return new Ray(origin, direction, length);\r\n};\r\n","import { Vector3 } from \"../Maths/math.vector\";\r\nimport { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport { AxisDragGizmo } from \"../Gizmos/axisDragGizmo\";\r\nimport { Color3 } from '../Maths/math.color';\r\n\r\n/**\r\n * The Axes viewer will show 3 axes in a specific point in space\r\n */\r\nexport class AxesViewer {\r\n private _xAxis: TransformNode;\r\n private _yAxis: TransformNode;\r\n private _zAxis: TransformNode;\r\n private _scaleLinesFactor = 4;\r\n private _instanced = false;\r\n\r\n /**\r\n * Gets the hosting scene\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Gets or sets a number used to scale line length\r\n */\r\n public scaleLines = 1;\r\n\r\n /** Gets the node hierarchy used to render x-axis */\r\n public get xAxis(): TransformNode {\r\n return this._xAxis;\r\n }\r\n\r\n /** Gets the node hierarchy used to render y-axis */\r\n public get yAxis(): TransformNode {\r\n return this._yAxis;\r\n }\r\n\r\n /** Gets the node hierarchy used to render z-axis */\r\n public get zAxis(): TransformNode {\r\n return this._zAxis;\r\n }\r\n\r\n /**\r\n * Creates a new AxesViewer\r\n * @param scene defines the hosting scene\r\n * @param scaleLines defines a number used to scale line length (1 by default)\r\n * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)\r\n * @param xAxis defines the node hierarchy used to render the x-axis\r\n * @param yAxis defines the node hierarchy used to render the y-axis\r\n * @param zAxis defines the node hierarchy used to render the z-axis\r\n */\r\n constructor(scene: Scene, scaleLines = 1, renderingGroupId: Nullable = 2, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode) {\r\n this.scaleLines = scaleLines;\r\n\r\n if (!xAxis) {\r\n var redColoredMaterial = new StandardMaterial(\"\", scene);\r\n redColoredMaterial.disableLighting = true;\r\n redColoredMaterial.emissiveColor = Color3.Red().scale(0.5);\r\n xAxis = AxisDragGizmo._CreateArrow(scene, redColoredMaterial);\r\n }\r\n\r\n if (!yAxis) {\r\n var greenColoredMaterial = new StandardMaterial(\"\", scene);\r\n greenColoredMaterial.disableLighting = true;\r\n greenColoredMaterial.emissiveColor = Color3.Green().scale(0.5);\r\n yAxis = AxisDragGizmo._CreateArrow(scene, greenColoredMaterial);\r\n }\r\n\r\n if (!zAxis) {\r\n var blueColoredMaterial = new StandardMaterial(\"\", scene);\r\n blueColoredMaterial.disableLighting = true;\r\n blueColoredMaterial.emissiveColor = Color3.Blue().scale(0.5);\r\n zAxis = AxisDragGizmo._CreateArrow(scene, blueColoredMaterial);\r\n }\r\n\r\n this._xAxis = xAxis;\r\n this._xAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);\r\n this._yAxis = yAxis;\r\n this._yAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);\r\n this._zAxis = zAxis;\r\n this._zAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);\r\n\r\n if (renderingGroupId != null) {\r\n AxesViewer._SetRenderingGroupId(this._xAxis, renderingGroupId);\r\n AxesViewer._SetRenderingGroupId(this._yAxis, renderingGroupId);\r\n AxesViewer._SetRenderingGroupId(this._zAxis, renderingGroupId);\r\n }\r\n\r\n this.scene = scene;\r\n this.update(new Vector3(), Vector3.Right(), Vector3.Up(), Vector3.Forward());\r\n }\r\n\r\n /**\r\n * Force the viewer to update\r\n * @param position defines the position of the viewer\r\n * @param xaxis defines the x axis of the viewer\r\n * @param yaxis defines the y axis of the viewer\r\n * @param zaxis defines the z axis of the viewer\r\n */\r\n public update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void {\r\n this._xAxis.position.copyFrom(position);\r\n this._xAxis.setDirection(xaxis);\r\n this._xAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);\r\n\r\n this._yAxis.position.copyFrom(position);\r\n this._yAxis.setDirection(yaxis);\r\n this._yAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);\r\n\r\n this._zAxis.position.copyFrom(position);\r\n this._zAxis.setDirection(zaxis);\r\n this._zAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);\r\n }\r\n\r\n /**\r\n * Creates an instance of this axes viewer.\r\n * @returns a new axes viewer with instanced meshes\r\n */\r\n public createInstance(): AxesViewer {\r\n const xAxis = AxisDragGizmo._CreateArrowInstance(this.scene, this._xAxis);\r\n const yAxis = AxisDragGizmo._CreateArrowInstance(this.scene, this._yAxis);\r\n const zAxis = AxisDragGizmo._CreateArrowInstance(this.scene, this._zAxis);\r\n const axesViewer = new AxesViewer(this.scene, this.scaleLines, null, xAxis, yAxis, zAxis);\r\n axesViewer._instanced = true;\r\n return axesViewer;\r\n }\r\n\r\n /** Releases resources */\r\n public dispose() {\r\n if (this._xAxis) {\r\n this._xAxis.dispose(false, !this._instanced);\r\n delete this._xAxis;\r\n }\r\n\r\n if (this._yAxis) {\r\n this._yAxis.dispose(false, !this._instanced);\r\n delete this._yAxis;\r\n }\r\n\r\n if (this._zAxis) {\r\n this._zAxis.dispose(false, !this._instanced);\r\n delete this._zAxis;\r\n }\r\n\r\n delete this.scene;\r\n }\r\n\r\n private static _SetRenderingGroupId(node: TransformNode, id: number) {\r\n node.getChildMeshes().forEach((mesh) => {\r\n mesh.renderingGroupId = id;\r\n });\r\n }\r\n}\r\n","import { Nullable } from \"../types\";\r\nimport { AxesViewer } from \"../Debug/axesViewer\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Bone } from \"../Bones/bone\";\r\nimport { Scene } from \"../scene\";\r\nimport { Axis } from '../Maths/math.axis';\r\n\r\n/**\r\n * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh\r\n * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8\r\n */\r\nexport class BoneAxesViewer extends AxesViewer {\r\n\r\n /**\r\n * Gets or sets the target mesh where to display the axes viewer\r\n */\r\n public mesh: Nullable;\r\n /**\r\n * Gets or sets the target bone where to display the axes viewer\r\n */\r\n public bone: Nullable;\r\n\r\n /** Gets current position */\r\n public pos = Vector3.Zero();\r\n /** Gets direction of X axis */\r\n public xaxis = Vector3.Zero();\r\n /** Gets direction of Y axis */\r\n public yaxis = Vector3.Zero();\r\n /** Gets direction of Z axis */\r\n public zaxis = Vector3.Zero();\r\n\r\n /**\r\n * Creates a new BoneAxesViewer\r\n * @param scene defines the hosting scene\r\n * @param bone defines the target bone\r\n * @param mesh defines the target mesh\r\n * @param scaleLines defines a scaling factor for line length (1 by default)\r\n */\r\n constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines = 1) {\r\n\r\n super(scene, scaleLines);\r\n\r\n this.mesh = mesh;\r\n this.bone = bone;\r\n\r\n }\r\n\r\n /**\r\n * Force the viewer to update\r\n */\r\n public update(): void {\r\n\r\n if (!this.mesh || !this.bone) {\r\n return;\r\n }\r\n\r\n var bone = this.bone;\r\n bone._markAsDirtyAndCompose();\r\n bone.getAbsolutePositionToRef(this.mesh, this.pos);\r\n bone.getDirectionToRef(Axis.X, this.mesh, this.xaxis);\r\n bone.getDirectionToRef(Axis.Y, this.mesh, this.yaxis);\r\n bone.getDirectionToRef(Axis.Z, this.mesh, this.zaxis);\r\n\r\n super.update(this.pos, this.xaxis, this.yaxis, this.zaxis);\r\n\r\n }\r\n\r\n /** Releases resources */\r\n public dispose() {\r\n\r\n if (this.mesh) {\r\n this.mesh = null;\r\n this.bone = null;\r\n\r\n super.dispose();\r\n\r\n }\r\n }\r\n\r\n}","import { Tools } from \"../Misc/tools\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Scene } from \"../scene\";\r\nimport { Engine } from \"../Engines/engine\";\r\n\r\n// declare INSPECTOR namespace for compilation issue\r\ndeclare var INSPECTOR: any;\r\ndeclare var BABYLON: any;\r\n// load the inspector using require, if not present in the global namespace.\r\n\r\n/**\r\n * Interface used to define scene explorer extensibility option\r\n */\r\nexport interface IExplorerExtensibilityOption {\r\n /**\r\n * Define the option label\r\n */\r\n label: string;\r\n /**\r\n * Defines the action to execute on click\r\n */\r\n action: (entity: any) => void;\r\n}\r\n\r\n/**\r\n * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer\r\n */\r\nexport interface IExplorerExtensibilityGroup {\r\n /**\r\n * Defines a predicate to test if a given type mut be extended\r\n */\r\n predicate: (entity: any) => boolean;\r\n /**\r\n * Gets the list of options added to a type\r\n */\r\n entries: IExplorerExtensibilityOption[];\r\n}\r\n\r\n/**\r\n * Interface used to define the options to use to create the Inspector\r\n */\r\nexport interface IInspectorOptions {\r\n /**\r\n * Display in overlay mode (default: false)\r\n */\r\n overlay?: boolean;\r\n /**\r\n * HTML element to use as root (the parent of the rendering canvas will be used as default value)\r\n */\r\n globalRoot?: HTMLElement;\r\n /**\r\n * Display the Scene explorer\r\n */\r\n showExplorer?: boolean;\r\n /**\r\n * Display the property inspector\r\n */\r\n showInspector?: boolean;\r\n /**\r\n * Display in embed mode (both panes on the right)\r\n */\r\n embedMode?: boolean;\r\n /**\r\n * let the Inspector handles resize of the canvas when panes are resized (default to true)\r\n */\r\n handleResize?: boolean;\r\n /**\r\n * Allow the panes to popup (default: true)\r\n */\r\n enablePopup?: boolean;\r\n /**\r\n * Allow the panes to be closed by users (default: true)\r\n */\r\n enableClose?: boolean;\r\n /**\r\n * Optional list of extensibility entries\r\n */\r\n explorerExtensibility?: IExplorerExtensibilityGroup[];\r\n /**\r\n * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).\r\n */\r\n inspectorURL?: string;\r\n /**\r\n * Optional initial tab (default to DebugLayerTab.Properties)\r\n */\r\n initialTab?: DebugLayerTab;\r\n}\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /**\r\n * @hidden\r\n * Backing field\r\n */\r\n _debugLayer: DebugLayer;\r\n\r\n /**\r\n * Gets the debug layer (aka Inspector) associated with the scene\r\n * @see http://doc.babylonjs.com/features/playground_debuglayer\r\n */\r\n debugLayer: DebugLayer;\r\n }\r\n}\r\nObject.defineProperty(Scene.prototype, \"debugLayer\", {\r\n get: function(this: Scene) {\r\n if (!this._debugLayer) {\r\n this._debugLayer = new DebugLayer(this);\r\n }\r\n return this._debugLayer;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\n/**\r\n * Enum of inspector action tab\r\n */\r\nexport enum DebugLayerTab {\r\n /**\r\n * Properties tag (default)\r\n */\r\n Properties = 0,\r\n /**\r\n * Debug tab\r\n */\r\n Debug = 1,\r\n /**\r\n * Statistics tab\r\n */\r\n Statistics = 2,\r\n /**\r\n * Tools tab\r\n */\r\n Tools = 3,\r\n /**\r\n * Settings tab\r\n */\r\n Settings = 4\r\n}\r\n\r\n/**\r\n * The debug layer (aka Inspector) is the go to tool in order to better understand\r\n * what is happening in your scene\r\n * @see http://doc.babylonjs.com/features/playground_debuglayer\r\n */\r\nexport class DebugLayer {\r\n /**\r\n * Define the url to get the inspector script from.\r\n * By default it uses the babylonjs CDN.\r\n * @ignoreNaming\r\n */\r\n public static InspectorURL = `https://unpkg.com/babylonjs-inspector@${Engine.Version}/babylon.inspector.bundle.js`;\r\n\r\n private _scene: Scene;\r\n\r\n private BJSINSPECTOR = this._getGlobalInspector();\r\n\r\n private _onPropertyChangedObservable?: Observable<{ object: any, property: string, value: any, initialValue: any }>;\r\n /**\r\n * Observable triggered when a property is changed through the inspector.\r\n */\r\n public get onPropertyChangedObservable() {\r\n if (this.BJSINSPECTOR && this.BJSINSPECTOR.Inspector) {\r\n return this.BJSINSPECTOR.Inspector.OnPropertyChangedObservable;\r\n }\r\n\r\n if (!this._onPropertyChangedObservable) {\r\n this._onPropertyChangedObservable = new Observable<{ object: any, property: string, value: any, initialValue: any }>();\r\n }\r\n\r\n return this._onPropertyChangedObservable;\r\n }\r\n\r\n /**\r\n * Instantiates a new debug layer.\r\n * The debug layer (aka Inspector) is the go to tool in order to better understand\r\n * what is happening in your scene\r\n * @see http://doc.babylonjs.com/features/playground_debuglayer\r\n * @param scene Defines the scene to inspect\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n this._scene.onDisposeObservable.add(() => {\r\n // Debug layer\r\n if (this._scene._debugLayer) {\r\n this._scene._debugLayer.hide();\r\n }\r\n });\r\n }\r\n\r\n /** Creates the inspector window. */\r\n private _createInspector(config?: Partial) {\r\n if (this.isVisible()) {\r\n return;\r\n }\r\n\r\n if (this._onPropertyChangedObservable) {\r\n for (var observer of this._onPropertyChangedObservable!.observers) {\r\n this.BJSINSPECTOR.Inspector.OnPropertyChangedObservable.add(observer);\r\n }\r\n this._onPropertyChangedObservable.clear();\r\n this._onPropertyChangedObservable = undefined;\r\n }\r\n\r\n const userOptions: IInspectorOptions = {\r\n overlay: false,\r\n showExplorer: true,\r\n showInspector: true,\r\n embedMode: false,\r\n handleResize: true,\r\n enablePopup: true,\r\n ...config\r\n };\r\n\r\n this.BJSINSPECTOR = this.BJSINSPECTOR || this._getGlobalInspector();\r\n\r\n this.BJSINSPECTOR.Inspector.Show(this._scene, userOptions);\r\n }\r\n\r\n /**\r\n * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid\r\n * @param entity defines the entity to select\r\n * @param lineContainerTitles defines the specific blocks to highlight (could be a string or an array of strings)\r\n */\r\n public select(entity: any, lineContainerTitles?: string | string[]) {\r\n if (this.BJSINSPECTOR) {\r\n\r\n if (lineContainerTitles) {\r\n if (Object.prototype.toString.call(lineContainerTitles) == '[object String]') {\r\n this.BJSINSPECTOR.Inspector.MarkLineContainerTitleForHighlighting(lineContainerTitles);\r\n } else {\r\n this.BJSINSPECTOR.Inspector.MarkMultipleLineContainerTitlesForHighlighting(lineContainerTitles);\r\n }\r\n }\r\n this.BJSINSPECTOR.Inspector.OnSelectionChangeObservable.notifyObservers(entity);\r\n }\r\n }\r\n\r\n /** Get the inspector from bundle or global */\r\n private _getGlobalInspector(): any {\r\n // UMD Global name detection from Webpack Bundle UMD Name.\r\n if (typeof INSPECTOR !== 'undefined') {\r\n return INSPECTOR;\r\n }\r\n\r\n // In case of module let s check the global emitted from the Inspector entry point.\r\n if (typeof BABYLON !== 'undefined' && typeof BABYLON.Inspector !== 'undefined') {\r\n return BABYLON;\r\n }\r\n\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Get if the inspector is visible or not.\r\n * @returns true if visible otherwise, false\r\n */\r\n public isVisible(): boolean {\r\n return this.BJSINSPECTOR && this.BJSINSPECTOR.Inspector.IsVisible;\r\n }\r\n\r\n /**\r\n * Hide the inspector and close its window.\r\n */\r\n public hide() {\r\n if (this.BJSINSPECTOR) {\r\n this.BJSINSPECTOR.Inspector.Hide();\r\n }\r\n }\r\n\r\n /**\r\n * Update the scene in the inspector\r\n */\r\n public setAsActiveScene() {\r\n if (this.BJSINSPECTOR) {\r\n this.BJSINSPECTOR.Inspector._SetNewScene(this._scene);\r\n }\r\n }\r\n\r\n /**\r\n * Launch the debugLayer.\r\n * @param config Define the configuration of the inspector\r\n * @return a promise fulfilled when the debug layer is visible\r\n */\r\n public show(config?: IInspectorOptions): Promise {\r\n return new Promise((resolve, reject) => {\r\n if (typeof this.BJSINSPECTOR == 'undefined') {\r\n const inspectorUrl = config && config.inspectorURL ? config.inspectorURL : DebugLayer.InspectorURL;\r\n\r\n // Load inspector and add it to the DOM\r\n Tools.LoadScript(inspectorUrl, () => {\r\n this._createInspector(config);\r\n resolve(this);\r\n });\r\n } else {\r\n // Otherwise creates the inspector\r\n this._createInspector(config);\r\n resolve(this);\r\n }\r\n });\r\n }\r\n}\r\n","export * from \"./axesViewer\";\r\nexport * from \"./boneAxesViewer\";\r\nexport * from \"./debugLayer\";\r\nexport * from \"./physicsViewer\";\r\nexport * from \"./rayHelper\";\r\nexport * from \"./skeletonViewer\";","import { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { BoxBuilder } from \"../Meshes/Builders/boxBuilder\";\r\nimport { SphereBuilder } from \"../Meshes/Builders/sphereBuilder\";\r\nimport { Quaternion, Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3 } from '../Maths/math.color';\r\nimport { Material } from \"../Materials/material\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport { IPhysicsEnginePlugin } from \"../Physics/IPhysicsEngine\";\r\nimport { PhysicsImpostor } from \"../Physics/physicsImpostor\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { CylinderBuilder } from '../Meshes/Builders/cylinderBuilder';\r\n\r\n/**\r\n * Used to show the physics impostor around the specific mesh\r\n */\r\nexport class PhysicsViewer {\r\n\r\n /** @hidden */\r\n protected _impostors: Array> = [];\r\n /** @hidden */\r\n protected _meshes: Array> = [];\r\n /** @hidden */\r\n protected _scene: Nullable;\r\n /** @hidden */\r\n protected _numMeshes = 0;\r\n /** @hidden */\r\n protected _physicsEnginePlugin: Nullable;\r\n private _renderFunction: () => void;\r\n private _utilityLayer: Nullable;\r\n\r\n private _debugBoxMesh: Mesh;\r\n private _debugSphereMesh: Mesh;\r\n private _debugCylinderMesh: Mesh;\r\n private _debugMaterial: StandardMaterial;\r\n private _debugMeshMeshes = new Array();\r\n\r\n /**\r\n * Creates a new PhysicsViewer\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n let physicEngine = this._scene.getPhysicsEngine();\r\n\r\n if (physicEngine) {\r\n this._physicsEnginePlugin = physicEngine.getPhysicsPlugin();\r\n }\r\n\r\n this._utilityLayer = new UtilityLayerRenderer(this._scene, false);\r\n this._utilityLayer.pickUtilitySceneFirst = false;\r\n this._utilityLayer.utilityLayerScene.autoClearDepthAndStencil = true;\r\n }\r\n\r\n /** @hidden */\r\n protected _updateDebugMeshes(): void {\r\n var plugin = this._physicsEnginePlugin;\r\n\r\n for (var i = 0; i < this._numMeshes; i++) {\r\n let impostor = this._impostors[i];\r\n\r\n if (!impostor) {\r\n continue;\r\n }\r\n\r\n if (impostor.isDisposed) {\r\n this.hideImpostor(this._impostors[i--]);\r\n } else {\r\n if (impostor.type === PhysicsImpostor.MeshImpostor) {\r\n continue;\r\n }\r\n let mesh = this._meshes[i];\r\n\r\n if (mesh && plugin) {\r\n plugin.syncMeshWithImpostor(mesh, impostor);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Renders a specified physic impostor\r\n * @param impostor defines the impostor to render\r\n * @param targetMesh defines the mesh represented by the impostor\r\n * @returns the new debug mesh used to render the impostor\r\n */\r\n public showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable {\r\n\r\n if (!this._scene) {\r\n return null;\r\n }\r\n\r\n for (var i = 0; i < this._numMeshes; i++) {\r\n if (this._impostors[i] == impostor) {\r\n return null;\r\n }\r\n }\r\n\r\n var debugMesh = this._getDebugMesh(impostor, targetMesh);\r\n\r\n if (debugMesh) {\r\n this._impostors[this._numMeshes] = impostor;\r\n this._meshes[this._numMeshes] = debugMesh;\r\n\r\n if (this._numMeshes === 0) {\r\n this._renderFunction = this._updateDebugMeshes.bind(this);\r\n this._scene.registerBeforeRender(this._renderFunction);\r\n }\r\n\r\n this._numMeshes++;\r\n }\r\n\r\n return debugMesh;\r\n }\r\n\r\n /**\r\n * Hides a specified physic impostor\r\n * @param impostor defines the impostor to hide\r\n */\r\n public hideImpostor(impostor: Nullable) {\r\n\r\n if (!impostor || !this._scene || !this._utilityLayer) {\r\n return;\r\n }\r\n\r\n var removed = false;\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n for (var i = 0; i < this._numMeshes; i++) {\r\n if (this._impostors[i] == impostor) {\r\n let mesh = this._meshes[i];\r\n\r\n if (!mesh) {\r\n continue;\r\n }\r\n\r\n utilityLayerScene.removeMesh(mesh);\r\n mesh.dispose();\r\n\r\n let index = this._debugMeshMeshes.indexOf(mesh as Mesh);\r\n if (index > -1) {\r\n this._debugMeshMeshes.splice(index, 1);\r\n }\r\n\r\n this._numMeshes--;\r\n if (this._numMeshes > 0) {\r\n this._meshes[i] = this._meshes[this._numMeshes];\r\n this._impostors[i] = this._impostors[this._numMeshes];\r\n this._meshes[this._numMeshes] = null;\r\n this._impostors[this._numMeshes] = null;\r\n } else {\r\n this._meshes[0] = null;\r\n this._impostors[0] = null;\r\n }\r\n removed = true;\r\n break;\r\n }\r\n }\r\n\r\n if (removed && this._numMeshes === 0) {\r\n this._scene.unregisterBeforeRender(this._renderFunction);\r\n }\r\n\r\n }\r\n\r\n private _getDebugMaterial(scene: Scene): Material {\r\n if (!this._debugMaterial) {\r\n this._debugMaterial = new StandardMaterial('', scene);\r\n this._debugMaterial.wireframe = true;\r\n this._debugMaterial.emissiveColor = Color3.White();\r\n this._debugMaterial.disableLighting = true;\r\n }\r\n\r\n return this._debugMaterial;\r\n }\r\n\r\n private _getDebugBoxMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugBoxMesh) {\r\n this._debugBoxMesh = BoxBuilder.CreateBox('physicsBodyBoxViewMesh', { size: 1 }, scene);\r\n this._debugBoxMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugBoxMesh.material = this._getDebugMaterial(scene);\r\n this._debugBoxMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugBoxMesh.createInstance('physicsBodyBoxViewInstance');\r\n }\r\n\r\n private _getDebugSphereMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugSphereMesh) {\r\n this._debugSphereMesh = SphereBuilder.CreateSphere('physicsBodySphereViewMesh', { diameter: 1 }, scene);\r\n this._debugSphereMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugSphereMesh.material = this._getDebugMaterial(scene);\r\n this._debugSphereMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugSphereMesh.createInstance('physicsBodyBoxViewInstance');\r\n }\r\n\r\n private _getDebugCylinderMesh(scene: Scene): AbstractMesh {\r\n if (!this._debugCylinderMesh) {\r\n this._debugCylinderMesh = CylinderBuilder.CreateCylinder('physicsBodyCylinderViewMesh', { diameterTop: 1, diameterBottom: 1, height: 1 }, scene);\r\n this._debugCylinderMesh.rotationQuaternion = Quaternion.Identity();\r\n this._debugCylinderMesh.material = this._getDebugMaterial(scene);\r\n this._debugCylinderMesh.setEnabled(false);\r\n }\r\n\r\n return this._debugCylinderMesh.createInstance('physicsBodyBoxViewInstance');\r\n }\r\n\r\n private _getDebugMeshMesh(mesh: Mesh, scene: Scene): AbstractMesh {\r\n var wireframeOver = new Mesh(mesh.name, scene, null, mesh);\r\n wireframeOver.position = Vector3.Zero();\r\n wireframeOver.setParent(mesh);\r\n wireframeOver.material = this._getDebugMaterial(scene);\r\n\r\n this._debugMeshMeshes.push(wireframeOver);\r\n\r\n return wireframeOver;\r\n }\r\n\r\n private _getDebugMesh(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable {\r\n if (!this._utilityLayer) {\r\n return null;\r\n }\r\n\r\n // Only create child impostor debug meshes when evaluating the parent\r\n if (targetMesh && targetMesh.parent && (targetMesh.parent as Mesh).physicsImpostor) {\r\n return null;\r\n }\r\n\r\n var mesh: Nullable = null;\r\n const utilityLayerScene = this._utilityLayer.utilityLayerScene;\r\n\r\n switch (impostor.type) {\r\n case PhysicsImpostor.BoxImpostor:\r\n mesh = this._getDebugBoxMesh(utilityLayerScene);\r\n impostor.getBoxSizeToRef(mesh.scaling);\r\n break;\r\n case PhysicsImpostor.SphereImpostor:\r\n mesh = this._getDebugSphereMesh(utilityLayerScene);\r\n var radius = impostor.getRadius();\r\n mesh.scaling.x = radius * 2;\r\n mesh.scaling.y = radius * 2;\r\n mesh.scaling.z = radius * 2;\r\n break;\r\n case PhysicsImpostor.MeshImpostor:\r\n if (targetMesh) {\r\n mesh = this._getDebugMeshMesh(targetMesh, utilityLayerScene);\r\n }\r\n break;\r\n case PhysicsImpostor.NoImpostor:\r\n if (targetMesh) {\r\n // Handle compound impostors\r\n var childMeshes = targetMesh.getChildMeshes().filter((c) => { return c.physicsImpostor ? 1 : 0; });\r\n childMeshes.forEach((m) => {\r\n var a = this._getDebugBoxMesh(utilityLayerScene);\r\n a.parent = m;\r\n });\r\n }\r\n break;\r\n case PhysicsImpostor.CylinderImpostor:\r\n mesh = this._getDebugCylinderMesh(utilityLayerScene);\r\n var bi = impostor.object.getBoundingInfo();\r\n mesh.scaling.x = bi.boundingBox.maximum.x - bi.boundingBox.minimum.x;\r\n mesh.scaling.y = bi.boundingBox.maximum.y - bi.boundingBox.minimum.y;\r\n mesh.scaling.z = bi.boundingBox.maximum.z - bi.boundingBox.minimum.z;\r\n break;\r\n }\r\n return mesh;\r\n }\r\n\r\n /** Releases all resources */\r\n public dispose() {\r\n let count = this._numMeshes;\r\n for (var index = 0; index < count; index++) {\r\n this.hideImpostor(this._impostors[0]);\r\n }\r\n\r\n if (this._debugBoxMesh) {\r\n this._debugBoxMesh.dispose();\r\n }\r\n if (this._debugSphereMesh) {\r\n this._debugSphereMesh.dispose();\r\n }\r\n if (this._debugCylinderMesh) {\r\n this._debugCylinderMesh.dispose();\r\n }\r\n if (this._debugMaterial) {\r\n this._debugMaterial.dispose();\r\n }\r\n\r\n this._impostors.length = 0;\r\n this._scene = null;\r\n this._physicsEnginePlugin = null;\r\n\r\n if (this._utilityLayer) {\r\n this._utilityLayer.dispose();\r\n this._utilityLayer = null;\r\n }\r\n }\r\n}","import { Nullable } from \"../types\";\r\nimport { Ray } from \"../Culling/ray\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3 } from '../Maths/math.color';\r\nimport { Scene } from \"../scene\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { LinesMesh } from \"../Meshes/linesMesh\";\r\n\r\nimport \"../Meshes/Builders/linesBuilder\";\r\n\r\n/**\r\n * As raycast might be hard to debug, the RayHelper can help rendering the different rays\r\n * in order to better appreciate the issue one might have.\r\n * @see http://doc.babylonjs.com/babylon101/raycasts#debugging\r\n */\r\nexport class RayHelper {\r\n\r\n /**\r\n * Defines the ray we are currently tryin to visualize.\r\n */\r\n public ray: Nullable;\r\n\r\n private _renderPoints: Vector3[];\r\n private _renderLine: Nullable;\r\n private _renderFunction: Nullable<() => void>;\r\n private _scene: Nullable;\r\n\r\n private _updateToMeshFunction: Nullable<() => void>;\r\n private _attachedToMesh: Nullable;\r\n private _meshSpaceDirection: Vector3;\r\n private _meshSpaceOrigin: Vector3;\r\n\r\n /**\r\n * Helper function to create a colored helper in a scene in one line.\r\n * @param ray Defines the ray we are currently tryin to visualize\r\n * @param scene Defines the scene the ray is used in\r\n * @param color Defines the color we want to see the ray in\r\n * @returns The newly created ray helper.\r\n */\r\n public static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper {\r\n var helper = new RayHelper(ray);\r\n\r\n helper.show(scene, color);\r\n\r\n return helper;\r\n }\r\n\r\n /**\r\n * Instantiate a new ray helper.\r\n * As raycast might be hard to debug, the RayHelper can help rendering the different rays\r\n * in order to better appreciate the issue one might have.\r\n * @see http://doc.babylonjs.com/babylon101/raycasts#debugging\r\n * @param ray Defines the ray we are currently tryin to visualize\r\n */\r\n constructor(ray: Ray) {\r\n this.ray = ray;\r\n }\r\n\r\n /**\r\n * Shows the ray we are willing to debug.\r\n * @param scene Defines the scene the ray needs to be rendered in\r\n * @param color Defines the color the ray needs to be rendered in\r\n */\r\n public show(scene: Scene, color?: Color3): void {\r\n\r\n if (!this._renderFunction && this.ray) {\r\n\r\n var ray = this.ray;\r\n\r\n this._renderFunction = this._render.bind(this);\r\n this._scene = scene;\r\n this._renderPoints = [ray.origin, ray.origin.add(ray.direction.scale(ray.length))];\r\n this._renderLine = Mesh.CreateLines(\"ray\", this._renderPoints, scene, true);\r\n\r\n if (this._renderFunction) {\r\n this._scene.registerBeforeRender(this._renderFunction);\r\n }\r\n }\r\n\r\n if (color && this._renderLine) {\r\n this._renderLine.color.copyFrom(color);\r\n }\r\n\r\n }\r\n\r\n /**\r\n * Hides the ray we are debugging.\r\n */\r\n public hide(): void {\r\n\r\n if (this._renderFunction && this._scene) {\r\n this._scene.unregisterBeforeRender(this._renderFunction);\r\n this._scene = null;\r\n this._renderFunction = null;\r\n if (this._renderLine) {\r\n this._renderLine.dispose();\r\n this._renderLine = null;\r\n }\r\n\r\n this._renderPoints = [];\r\n }\r\n\r\n }\r\n\r\n private _render(): void {\r\n\r\n var ray = this.ray;\r\n\r\n if (!ray) {\r\n return;\r\n }\r\n\r\n var point = this._renderPoints[1];\r\n var len = Math.min(ray.length, 1000000);\r\n\r\n point.copyFrom(ray.direction);\r\n point.scaleInPlace(len);\r\n point.addInPlace(ray.origin);\r\n\r\n Mesh.CreateLines(\"ray\", this._renderPoints, this._scene, true, this._renderLine);\r\n\r\n }\r\n\r\n /**\r\n * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.\r\n * @param mesh Defines the mesh we want the helper attached to\r\n * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)\r\n * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)\r\n * @param length Defines the length of the ray\r\n */\r\n public attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void {\r\n\r\n this._attachedToMesh = mesh;\r\n\r\n var ray = this.ray;\r\n\r\n if (!ray) {\r\n return;\r\n }\r\n\r\n if (!ray.direction) {\r\n ray.direction = Vector3.Zero();\r\n }\r\n\r\n if (!ray.origin) {\r\n ray.origin = Vector3.Zero();\r\n }\r\n\r\n if (length) {\r\n ray.length = length;\r\n }\r\n\r\n if (!meshSpaceOrigin) {\r\n meshSpaceOrigin = Vector3.Zero();\r\n }\r\n\r\n if (!meshSpaceDirection) {\r\n // -1 so that this will work with Mesh.lookAt\r\n meshSpaceDirection = new Vector3(0, 0, -1);\r\n }\r\n\r\n if (!this._meshSpaceDirection) {\r\n this._meshSpaceDirection = meshSpaceDirection.clone();\r\n this._meshSpaceOrigin = meshSpaceOrigin.clone();\r\n } else {\r\n this._meshSpaceDirection.copyFrom(meshSpaceDirection);\r\n this._meshSpaceOrigin.copyFrom(meshSpaceOrigin);\r\n }\r\n\r\n if (!this._updateToMeshFunction) {\r\n this._updateToMeshFunction = (<() => void>this._updateToMesh.bind(this));\r\n this._attachedToMesh.getScene().registerBeforeRender(this._updateToMeshFunction);\r\n }\r\n\r\n this._updateToMesh();\r\n }\r\n\r\n /**\r\n * Detach the ray helper from the mesh it has previously been attached to.\r\n */\r\n public detachFromMesh(): void {\r\n\r\n if (this._attachedToMesh) {\r\n if (this._updateToMeshFunction) {\r\n this._attachedToMesh.getScene().unregisterBeforeRender(this._updateToMeshFunction);\r\n }\r\n this._attachedToMesh = null;\r\n this._updateToMeshFunction = null;\r\n }\r\n\r\n }\r\n\r\n private _updateToMesh(): void {\r\n\r\n var ray = this.ray;\r\n\r\n if (!this._attachedToMesh || !ray) {\r\n return;\r\n }\r\n\r\n if (this._attachedToMesh._isDisposed) {\r\n this.detachFromMesh();\r\n return;\r\n }\r\n\r\n this._attachedToMesh.getDirectionToRef(this._meshSpaceDirection, ray.direction);\r\n Vector3.TransformCoordinatesToRef(this._meshSpaceOrigin, this._attachedToMesh.getWorldMatrix(), ray.origin);\r\n }\r\n\r\n /**\r\n * Dispose the helper and release its associated resources.\r\n */\r\n public dispose(): void {\r\n\r\n this.hide();\r\n this.detachFromMesh();\r\n this.ray = null;\r\n }\r\n}\r\n","import { Vector3, Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Color3 } from '../Maths/math.color';\r\nimport { Scene } from \"../scene\";\r\nimport { Nullable } from \"../types\";\r\nimport { Bone } from \"../Bones/bone\";\r\nimport { Skeleton } from \"../Bones/skeleton\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { LinesMesh } from \"../Meshes/linesMesh\";\r\nimport { LinesBuilder } from \"../Meshes/Builders/linesBuilder\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\n\r\n/**\r\n * Class used to render a debug view of a given skeleton\r\n * @see http://www.babylonjs-playground.com/#1BZJVJ#8\r\n */\r\nexport class SkeletonViewer {\r\n /** Gets or sets the color used to render the skeleton */\r\n public color: Color3 = Color3.White();\r\n\r\n private _scene: Scene;\r\n private _debugLines = new Array>();\r\n private _debugMesh: Nullable;\r\n private _isEnabled = false;\r\n private _renderFunction: () => void;\r\n private _utilityLayer: Nullable;\r\n\r\n /**\r\n * Returns the mesh used to render the bones\r\n */\r\n public get debugMesh(): Nullable {\r\n return this._debugMesh;\r\n }\r\n\r\n /**\r\n * Creates a new SkeletonViewer\r\n * @param skeleton defines the skeleton to render\r\n * @param mesh defines the mesh attached to the skeleton\r\n * @param scene defines the hosting scene\r\n * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)\r\n * @param renderingGroupId defines the rendering group id to use with the viewer\r\n */\r\n constructor(\r\n /** defines the skeleton to render */\r\n public skeleton: Skeleton,\r\n /** defines the mesh attached to the skeleton */\r\n public mesh: AbstractMesh,\r\n scene: Scene,\r\n /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */\r\n public autoUpdateBonesMatrices = true,\r\n /** defines the rendering group id to use with the viewer */\r\n public renderingGroupId = 1,\r\n /** defines an optional utility layer to render the helper on */\r\n ) {\r\n this._scene = scene;\r\n\r\n this._utilityLayer = new UtilityLayerRenderer(this._scene, false);\r\n this._utilityLayer.pickUtilitySceneFirst = false;\r\n this._utilityLayer.utilityLayerScene.autoClearDepthAndStencil = true;\r\n\r\n this.update();\r\n\r\n this._renderFunction = this.update.bind(this);\r\n }\r\n\r\n /** Gets or sets a boolean indicating if the viewer is enabled */\r\n public set isEnabled(value: boolean) {\r\n if (this._isEnabled === value) {\r\n return;\r\n }\r\n\r\n this._isEnabled = value;\r\n\r\n if (value) {\r\n this._scene.registerBeforeRender(this._renderFunction);\r\n } else {\r\n this._scene.unregisterBeforeRender(this._renderFunction);\r\n }\r\n }\r\n\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n\r\n private _getBonePosition(position: Vector3, bone: Bone, meshMat: Matrix, x = 0, y = 0, z = 0): void {\r\n var tmat = TmpVectors.Matrix[0];\r\n var parentBone = bone.getParent();\r\n tmat.copyFrom(bone.getLocalMatrix());\r\n\r\n if (x !== 0 || y !== 0 || z !== 0) {\r\n var tmat2 = TmpVectors.Matrix[1];\r\n Matrix.IdentityToRef(tmat2);\r\n tmat2.setTranslationFromFloats(x, y, z);\r\n tmat2.multiplyToRef(tmat, tmat);\r\n }\r\n\r\n if (parentBone) {\r\n tmat.multiplyToRef(parentBone.getAbsoluteTransform(), tmat);\r\n }\r\n\r\n tmat.multiplyToRef(meshMat, tmat);\r\n\r\n position.x = tmat.m[12];\r\n position.y = tmat.m[13];\r\n position.z = tmat.m[14];\r\n }\r\n\r\n private _getLinesForBonesWithLength(bones: Bone[], meshMat: Matrix): void {\r\n var len = bones.length;\r\n\r\n let mesh = this.mesh._effectiveMesh;\r\n var meshPos = mesh.position;\r\n for (var i = 0; i < len; i++) {\r\n var bone = bones[i];\r\n var points = this._debugLines[i];\r\n if (!points) {\r\n points = [Vector3.Zero(), Vector3.Zero()];\r\n this._debugLines[i] = points;\r\n }\r\n this._getBonePosition(points[0], bone, meshMat);\r\n this._getBonePosition(points[1], bone, meshMat, 0, bone.length, 0);\r\n points[0].subtractInPlace(meshPos);\r\n points[1].subtractInPlace(meshPos);\r\n }\r\n }\r\n\r\n private _getLinesForBonesNoLength(bones: Bone[], meshMat: Matrix): void {\r\n var len = bones.length;\r\n var boneNum = 0;\r\n\r\n let mesh = this.mesh._effectiveMesh;\r\n var meshPos = mesh.position;\r\n for (var i = len - 1; i >= 0; i--) {\r\n var childBone = bones[i];\r\n var parentBone = childBone.getParent();\r\n if (!parentBone) {\r\n continue;\r\n }\r\n var points = this._debugLines[boneNum];\r\n if (!points) {\r\n points = [Vector3.Zero(), Vector3.Zero()];\r\n this._debugLines[boneNum] = points;\r\n }\r\n childBone.getAbsolutePositionToRef(mesh, points[0]);\r\n parentBone.getAbsolutePositionToRef(mesh, points[1]);\r\n points[0].subtractInPlace(meshPos);\r\n points[1].subtractInPlace(meshPos);\r\n boneNum++;\r\n }\r\n }\r\n\r\n /** Update the viewer to sync with current skeleton state */\r\n public update() {\r\n if (!this._utilityLayer) {\r\n return;\r\n }\r\n\r\n if (this.autoUpdateBonesMatrices) {\r\n this.skeleton.computeAbsoluteTransforms();\r\n }\r\n\r\n let mesh = this.mesh._effectiveMesh;\r\n\r\n if (this.skeleton.bones[0].length === undefined) {\r\n this._getLinesForBonesNoLength(this.skeleton.bones, mesh.getWorldMatrix());\r\n } else {\r\n this._getLinesForBonesWithLength(this.skeleton.bones, mesh.getWorldMatrix());\r\n }\r\n const targetScene = this._utilityLayer.utilityLayerScene;\r\n\r\n if (!this._debugMesh) {\r\n this._debugMesh = LinesBuilder.CreateLineSystem(\"\", { lines: this._debugLines, updatable: true, instance: null }, targetScene);\r\n this._debugMesh.renderingGroupId = this.renderingGroupId;\r\n } else {\r\n LinesBuilder.CreateLineSystem(\"\", { lines: this._debugLines, updatable: true, instance: this._debugMesh }, targetScene);\r\n }\r\n this._debugMesh.position.copyFrom(this.mesh.position);\r\n this._debugMesh.color = this.color;\r\n }\r\n\r\n /** Release associated resources */\r\n public dispose() {\r\n\r\n this.isEnabled = false;\r\n\r\n if (this._debugMesh) {\r\n this.isEnabled = false;\r\n this._debugMesh.dispose();\r\n this._debugMesh = null;\r\n }\r\n\r\n if (this._utilityLayer) {\r\n this._utilityLayer.dispose();\r\n this._utilityLayer = null;\r\n }\r\n }\r\n}","/**\r\n * Enum for Device Types\r\n */\r\nexport enum DeviceType {\r\n /** Generic */\r\n Generic = 0,\r\n /** Keyboard */\r\n Keyboard = 1,\r\n /** Mouse */\r\n Mouse = 2,\r\n /** Touch Pointers */\r\n Touch = 3,\r\n /** PS4 Dual Shock */\r\n DualShock = 4,\r\n /** Xbox */\r\n Xbox = 5,\r\n /** Switch Controller */\r\n Switch = 6\r\n}\r\n\r\n// Device Enums\r\n/**\r\n * Enum for All Pointers (Touch/Mouse)\r\n */\r\nexport enum PointerInput {\r\n /** Horizontal Axis */\r\n Horizontal = 0,\r\n /** Vertical Axis */\r\n Vertical = 1,\r\n /** Left Click or Touch */\r\n LeftClick = 2,\r\n /** Middle Click */\r\n MiddleClick = 3,\r\n /** Right Click */\r\n RightClick = 4,\r\n /** Browser Back */\r\n BrowserBack = 5,\r\n /** Browser Forward */\r\n BrowserForward = 6\r\n}\r\n\r\n/**\r\n * Enum for Dual Shock Gamepad\r\n */\r\nexport enum DualShockInput {\r\n /** Cross */\r\n Cross = 0,\r\n /** Circle */\r\n Circle = 1,\r\n /** Square */\r\n Square = 2,\r\n /** Triangle */\r\n Triangle = 3,\r\n /** L1 */\r\n L1 = 4,\r\n /** R1 */\r\n R1 = 5,\r\n /** L2 */\r\n L2 = 6,\r\n /** R2 */\r\n R2 = 7,\r\n /** Share */\r\n Share = 8,\r\n /** Options */\r\n Options = 9,\r\n /** L3 */\r\n L3 = 10,\r\n /** R3 */\r\n R3 = 11,\r\n /** DPadUp */\r\n DPadUp = 12,\r\n /** DPadDown */\r\n DPadDown = 13,\r\n /** DPadLeft */\r\n DPadLeft = 14,\r\n /** DRight */\r\n DPadRight = 15,\r\n /** Home */\r\n Home = 16,\r\n /** TouchPad */\r\n TouchPad = 17,\r\n /** LStickXAxis */\r\n LStickXAxis = 18,\r\n /** LStickYAxis */\r\n LStickYAxis = 19,\r\n /** RStickXAxis */\r\n RStickXAxis = 20,\r\n /** RStickYAxis */\r\n RStickYAxis = 21\r\n}\r\n\r\n/**\r\n * Enum for Xbox Gamepad\r\n */\r\nexport enum XboxInput {\r\n /** A */\r\n A = 0,\r\n /** B */\r\n B = 1,\r\n /** X */\r\n X = 2,\r\n /** Y */\r\n Y = 3,\r\n /** LB */\r\n LB = 4,\r\n /** RB */\r\n RB = 5,\r\n /** LT */\r\n LT = 6,\r\n /** RT */\r\n RT = 7,\r\n /** Back */\r\n Back = 8,\r\n /** Start */\r\n Start = 9,\r\n /** LS */\r\n LS = 10,\r\n /** RS */\r\n RS = 11,\r\n /** DPadUp */\r\n DPadUp = 12,\r\n /** DPadDown */\r\n DPadDown = 13,\r\n /** DPadLeft */\r\n DPadLeft = 14,\r\n /** DRight */\r\n DPadRight = 15,\r\n /** Home */\r\n Home = 16,\r\n /** LStickXAxis */\r\n LStickXAxis = 17,\r\n /** LStickYAxis */\r\n LStickYAxis = 18,\r\n /** RStickXAxis */\r\n RStickXAxis = 19,\r\n /** RStickYAxis */\r\n RStickYAxis = 20\r\n}\r\n\r\n/**\r\n * Enum for Switch (Pro/JoyCon L+R) Gamepad\r\n */\r\nexport enum SwitchInput {\r\n /** B */\r\n B = 0,\r\n /** A */\r\n A = 1,\r\n /** Y */\r\n Y = 2,\r\n /** X */\r\n X = 3,\r\n /** L */\r\n L = 4,\r\n /** R */\r\n R = 5,\r\n /** ZL */\r\n ZL = 6,\r\n /** ZR */\r\n ZR = 7,\r\n /** Minus */\r\n Minus = 8,\r\n /** Plus */\r\n Plus = 9,\r\n /** LS */\r\n LS = 10,\r\n /** RS */\r\n RS = 11,\r\n /** DPadUp */\r\n DPadUp = 12,\r\n /** DPadDown */\r\n DPadDown = 13,\r\n /** DPadLeft */\r\n DPadLeft = 14,\r\n /** DRight */\r\n DPadRight = 15,\r\n /** Home */\r\n Home = 16,\r\n /** Capture */\r\n Capture = 17,\r\n /** LStickXAxis */\r\n LStickXAxis = 18,\r\n /** LStickYAxis */\r\n LStickYAxis = 19,\r\n /** RStickXAxis */\r\n RStickXAxis = 20,\r\n /** RStickYAxis */\r\n RStickYAxis = 21\r\n}","import { DeviceInputSystem } from '../deviceInputSystem';\r\nimport { Engine } from '../../Engines/engine';\r\nimport { IDisposable } from '../../scene';\r\nimport { DeviceType } from './deviceEnums';\r\nimport { Nullable } from '../../types';\r\nimport { Observable } from '../../Misc/observable';\r\nimport { DeviceInput } from './deviceTypes';\r\n\r\n/**\r\n * Class that handles all input for a specific device\r\n */\r\nexport class DeviceSource {\r\n // Public Members\r\n /**\r\n * Observable to handle device input changes per device\r\n */\r\n public readonly onInputChangedObservable = new Observable<{ inputIndex: DeviceInput, previousState: Nullable, currentState: Nullable }>();\r\n\r\n // Private Members\r\n private readonly _deviceInputSystem: DeviceInputSystem;\r\n\r\n /**\r\n * Default Constructor\r\n * @param deviceInputSystem Reference to DeviceInputSystem\r\n * @param deviceType Type of device\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n */\r\n constructor(deviceInputSystem: DeviceInputSystem,\r\n /** Type of device */\r\n public readonly deviceType: DeviceType,\r\n /** \"Slot\" or index that device is referenced in */\r\n public readonly deviceSlot: number = 0) {\r\n this._deviceInputSystem = deviceInputSystem;\r\n }\r\n\r\n /**\r\n * Get input for specific input\r\n * @param inputIndex index of specific input on device\r\n * @returns Input value from DeviceInputSystem\r\n */\r\n public getInput(inputIndex: DeviceInput): Nullable {\r\n return this._deviceInputSystem.pollInput(this.deviceType, this.deviceSlot, inputIndex);\r\n }\r\n}\r\n\r\n/**\r\n * Class to keep track of devices\r\n */\r\nexport class DeviceSourceManager implements IDisposable {\r\n // Public Members\r\n /**\r\n * Observable to be triggered when before a device is connected\r\n */\r\n public readonly onBeforeDeviceConnectedObservable = new Observable<{ deviceType: DeviceType, deviceSlot: number }>();\r\n\r\n /**\r\n * Observable to be triggered when before a device is disconnected\r\n */\r\n public readonly onBeforeDeviceDisconnectedObservable = new Observable<{ deviceType: DeviceType, deviceSlot: number }>();\r\n\r\n /**\r\n * Observable to be triggered when after a device is connected\r\n */\r\n public readonly onAfterDeviceConnectedObservable = new Observable<{ deviceType: DeviceType, deviceSlot: number }>();\r\n\r\n /**\r\n * Observable to be triggered when after a device is disconnected\r\n */\r\n public readonly onAfterDeviceDisconnectedObservable = new Observable<{ deviceType: DeviceType, deviceSlot: number }>();\r\n\r\n // Private Members\r\n private readonly _devices: Array>>;\r\n private readonly _firstDevice: Array;\r\n private readonly _deviceInputSystem: DeviceInputSystem;\r\n\r\n /**\r\n * Default Constructor\r\n * @param engine engine to pull input element from\r\n */\r\n constructor(engine: Engine) {\r\n const numberOfDeviceTypes = Object.keys(DeviceType).length / 2;\r\n this._devices = new Array>>(numberOfDeviceTypes);\r\n this._firstDevice = new Array(numberOfDeviceTypes);\r\n this._deviceInputSystem = DeviceInputSystem.Create(engine);\r\n\r\n this._deviceInputSystem.onDeviceConnected = (deviceType, deviceSlot) => {\r\n this.onBeforeDeviceConnectedObservable.notifyObservers({ deviceType, deviceSlot });\r\n this._addDevice(deviceType, deviceSlot);\r\n this.onAfterDeviceConnectedObservable.notifyObservers({ deviceType, deviceSlot });\r\n };\r\n this._deviceInputSystem.onDeviceDisconnected = (deviceType, deviceSlot) => {\r\n this.onBeforeDeviceDisconnectedObservable.notifyObservers({ deviceType, deviceSlot });\r\n this._removeDevice(deviceType, deviceSlot);\r\n this.onAfterDeviceDisconnectedObservable.notifyObservers({ deviceType, deviceSlot });\r\n };\r\n\r\n if (!this._deviceInputSystem.onInputChanged) {\r\n this._deviceInputSystem.onInputChanged = (deviceType, deviceSlot, inputIndex, previousState, currentState) => {\r\n this.getDeviceSource(deviceType, deviceSlot)?.onInputChangedObservable.notifyObservers({ inputIndex, previousState, currentState });\r\n };\r\n }\r\n }\r\n\r\n // Public Functions\r\n /**\r\n * Gets a DeviceSource, given a type and slot\r\n * @param deviceType Enum specifying device type\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n * @returns DeviceSource object\r\n */\r\n public getDeviceSource(deviceType: T, deviceSlot?: number): Nullable> {\r\n if (deviceSlot === undefined) {\r\n if (this._firstDevice[deviceType] === undefined) {\r\n return null;\r\n }\r\n\r\n deviceSlot = this._firstDevice[deviceType];\r\n }\r\n\r\n if (!this._devices[deviceType] || this._devices[deviceType][deviceSlot] === undefined) {\r\n return null;\r\n }\r\n\r\n return this._devices[deviceType][deviceSlot];\r\n }\r\n\r\n /**\r\n * Gets an array of DeviceSource objects for a given device type\r\n * @param deviceType Enum specifying device type\r\n * @returns Array of DeviceSource objects\r\n */\r\n public getDeviceSources(deviceType: T): ReadonlyArray> {\r\n return this._devices[deviceType];\r\n }\r\n\r\n /**\r\n * Dispose of DeviceInputSystem and other parts\r\n */\r\n public dispose() {\r\n this._deviceInputSystem.dispose();\r\n }\r\n\r\n // Private Functions\r\n /**\r\n * Function to add device name to device list\r\n * @param deviceType Enum specifying device type\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n */\r\n private _addDevice(deviceType: DeviceType, deviceSlot: number) {\r\n if (!this._devices[deviceType]) {\r\n this._devices[deviceType] = new Array>();\r\n }\r\n\r\n this._devices[deviceType][deviceSlot] = new DeviceSource(this._deviceInputSystem, deviceType, deviceSlot);\r\n this._updateFirstDevices(deviceType);\r\n }\r\n\r\n /**\r\n * Function to remove device name to device list\r\n * @param deviceType Enum specifying device type\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n */\r\n private _removeDevice(deviceType: DeviceType, deviceSlot: number) {\r\n delete this._devices[deviceType][deviceSlot];\r\n this._updateFirstDevices(deviceType);\r\n }\r\n\r\n /**\r\n * Updates array storing first connected device of each type\r\n * @param type Type of Device\r\n */\r\n private _updateFirstDevices(type: DeviceType) {\r\n switch (type) {\r\n case DeviceType.Keyboard:\r\n case DeviceType.Mouse:\r\n this._firstDevice[type] = 0;\r\n break;\r\n case DeviceType.Touch:\r\n case DeviceType.DualShock:\r\n case DeviceType.Xbox:\r\n case DeviceType.Switch:\r\n case DeviceType.Generic:\r\n const devices = this._devices[type];\r\n delete this._firstDevice[type];\r\n for (let i = 0; i < devices.length; i++) {\r\n if (devices[i]) {\r\n this._firstDevice[type] = i;\r\n break;\r\n }\r\n }\r\n break;\r\n }\r\n }\r\n}\r\n","import { Engine } from '../Engines/engine';\r\nimport { IDisposable } from '../scene';\r\nimport { Nullable } from '../types';\r\nimport { DeviceType } from './InputDevices/deviceEnums';\r\n\r\n/** @hidden */\r\ndeclare const _native: any;\r\n\r\n/**\r\n * This class will take all inputs from Keyboard, Pointer, and\r\n * any Gamepads and provide a polling system that all devices\r\n * will use. This class assumes that there will only be one\r\n * pointer device and one keyboard.\r\n */\r\nexport class DeviceInputSystem implements IDisposable {\r\n /**\r\n * Callback to be triggered when a device is connected\r\n */\r\n public onDeviceConnected: (deviceType: DeviceType, deviceSlot: number) => void = () => { };\r\n\r\n /**\r\n * Callback to be triggered when a device is disconnected\r\n */\r\n public onDeviceDisconnected: (deviceType: DeviceType, deviceSlot: number) => void = () => { };\r\n\r\n /**\r\n * Callback to be triggered when event driven input is updated\r\n */\r\n public onInputChanged: (deviceType: DeviceType, deviceSlot: number, inputIndex: number, previousState: Nullable, currentState: Nullable) => void;\r\n\r\n // Private Members\r\n private _inputs: Array>>> = [];\r\n private _gamepads: Array;\r\n private _keyboardActive: boolean = false;\r\n private _pointerActive: boolean = false;\r\n private _elementToAttachTo: HTMLElement;\r\n\r\n private _keyboardDownEvent = (evt: any) => { };\r\n private _keyboardUpEvent = (evt: any) => { };\r\n\r\n private _pointerMoveEvent = (evt: any) => { };\r\n private _pointerDownEvent = (evt: any) => { };\r\n private _pointerUpEvent = (evt: any) => { };\r\n\r\n private _gamepadConnectedEvent = (evt: any) => { };\r\n private _gamepadDisconnectedEvent = (evt: any) => { };\r\n\r\n private static _MAX_KEYCODES: number = 255;\r\n private static _MAX_POINTER_INPUTS: number = 7;\r\n\r\n private constructor(engine: Engine) {\r\n const inputElement = engine.getInputElement();\r\n if (inputElement) {\r\n this._elementToAttachTo = inputElement;\r\n this._handleKeyActions();\r\n this._handlePointerActions();\r\n this._handleGamepadActions();\r\n }\r\n }\r\n\r\n /**\r\n * Creates a new DeviceInputSystem instance\r\n * @param engine Engine to pull input element from\r\n * @returns The new instance\r\n */\r\n public static Create(engine: Engine): DeviceInputSystem {\r\n // If running in Babylon Native, then defer to the native input system, which has the same public contract\r\n if (typeof _native !== 'undefined' && _native.DeviceInputSystem) {\r\n return new _native.DeviceInputSystem(engine);\r\n }\r\n\r\n return new DeviceInputSystem(engine);\r\n }\r\n\r\n // Public functions\r\n /**\r\n * Checks for current device input value, given an id and input index\r\n * @param deviceName Id of connected device\r\n * @param inputIndex Index of device input\r\n * @returns Current value of input\r\n */\r\n\r\n /**\r\n * Checks for current device input value, given an id and input index\r\n * @param deviceType Enum specifiying device type\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n * @param inputIndex Id of input to be checked\r\n * @returns Current value of input\r\n */\r\n public pollInput(deviceType: DeviceType, deviceSlot: number, inputIndex: number): Nullable {\r\n const device = this._inputs[deviceType][deviceSlot];\r\n\r\n if (!device) {\r\n throw `Unable to find device ${DeviceType[deviceType]}`;\r\n }\r\n\r\n this._updateDevice(deviceType, deviceSlot, inputIndex);\r\n\r\n if (device[inputIndex] === undefined) {\r\n throw `Unable to find input ${inputIndex} for device ${DeviceType[deviceType]} in slot ${deviceSlot}`;\r\n }\r\n\r\n return device[inputIndex];\r\n }\r\n\r\n /**\r\n * Dispose of all the eventlisteners\r\n */\r\n public dispose() {\r\n // Keyboard Events\r\n if (this._keyboardActive) {\r\n window.removeEventListener(\"keydown\", this._keyboardDownEvent);\r\n window.removeEventListener(\"keyup\", this._keyboardUpEvent);\r\n }\r\n\r\n // Pointer Events\r\n if (this._pointerActive) {\r\n this._elementToAttachTo.removeEventListener(\"pointermove\", this._pointerMoveEvent);\r\n this._elementToAttachTo.removeEventListener(\"pointerdown\", this._pointerDownEvent);\r\n this._elementToAttachTo.removeEventListener(\"pointerup\", this._pointerUpEvent);\r\n }\r\n\r\n // Gamepad Events\r\n window.removeEventListener(\"gamepadconnected\", this._gamepadConnectedEvent);\r\n window.removeEventListener(\"gamepaddisconnected\", this._gamepadDisconnectedEvent);\r\n }\r\n\r\n // Private functions\r\n /**\r\n * Add device and inputs to device array\r\n * @param deviceType Enum specifiying device type\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n * @param numberOfInputs Number of input entries to create for given device\r\n */\r\n private _registerDevice(deviceType: DeviceType, deviceSlot: number, numberOfInputs: number) {\r\n if (!this._inputs[deviceType]) {\r\n this._inputs[deviceType] = [];\r\n }\r\n\r\n if (!this._inputs[deviceType][deviceSlot]) {\r\n const device = new Array>(numberOfInputs);\r\n\r\n for (let i = 0; i < numberOfInputs; i++) {\r\n device[i] = null;\r\n }\r\n\r\n this._inputs[deviceType][deviceSlot] = device;\r\n this.onDeviceConnected(deviceType, deviceSlot);\r\n }\r\n }\r\n\r\n /**\r\n * Given a specific device name, remove that device from the device map\r\n * @param deviceType Enum specifiying device type\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n */\r\n private _unregisterDevice(deviceType: DeviceType, deviceSlot: number) {\r\n if (this._inputs[deviceType][deviceSlot]) {\r\n delete this._inputs[deviceType][deviceSlot];\r\n this.onDeviceDisconnected(deviceType, deviceSlot);\r\n }\r\n }\r\n\r\n /**\r\n * Handle all actions that come from keyboard interaction\r\n */\r\n private _handleKeyActions() {\r\n this._keyboardDownEvent = ((evt) => {\r\n if (!this._keyboardActive) {\r\n this._keyboardActive = true;\r\n this._registerDevice(DeviceType.Keyboard, 0, DeviceInputSystem._MAX_KEYCODES);\r\n }\r\n\r\n const kbKey = this._inputs[DeviceType.Keyboard][0];\r\n if (kbKey) {\r\n if (this.onInputChanged) {\r\n this.onInputChanged(DeviceType.Keyboard, 0, evt.keyCode, kbKey[evt.keyCode], 1);\r\n }\r\n kbKey[evt.keyCode] = 1;\r\n }\r\n });\r\n\r\n this._keyboardUpEvent = ((evt) => {\r\n const kbKey = this._inputs[DeviceType.Keyboard][0];\r\n if (kbKey) {\r\n if (this.onInputChanged) {\r\n this.onInputChanged(DeviceType.Keyboard, 0, evt.keyCode, kbKey[evt.keyCode], 0);\r\n }\r\n kbKey[evt.keyCode] = 0;\r\n }\r\n });\r\n\r\n window.addEventListener(\"keydown\", this._keyboardDownEvent);\r\n window.addEventListener(\"keyup\", this._keyboardUpEvent);\r\n }\r\n\r\n /**\r\n * Handle all actions that come from pointer interaction\r\n */\r\n private _handlePointerActions() {\r\n this._pointerMoveEvent = ((evt) => {\r\n const deviceType = (evt.pointerType == \"mouse\") ? DeviceType.Mouse : DeviceType.Touch;\r\n const deviceSlot = (evt.pointerType == \"mouse\") ? 0 : evt.pointerId;\r\n\r\n if (!this._inputs[deviceType]) {\r\n this._inputs[deviceType] = [];\r\n }\r\n\r\n if (!this._inputs[deviceType][deviceSlot]) {\r\n this._pointerActive = true;\r\n this._registerDevice(deviceType, deviceSlot, DeviceInputSystem._MAX_POINTER_INPUTS);\r\n }\r\n\r\n const pointer = this._inputs[deviceType][deviceSlot];\r\n if (pointer) {\r\n if (this.onInputChanged) {\r\n this.onInputChanged(deviceType, deviceSlot, 0, pointer[0], evt.clientX);\r\n this.onInputChanged(deviceType, deviceSlot, 1, pointer[1], evt.clientY);\r\n }\r\n pointer[0] = evt.clientX;\r\n pointer[1] = evt.clientY;\r\n }\r\n });\r\n\r\n this._pointerDownEvent = ((evt) => {\r\n const deviceType = (evt.pointerType == \"mouse\") ? DeviceType.Mouse : DeviceType.Touch;\r\n const deviceSlot = (evt.pointerType == \"mouse\") ? 0 : evt.pointerId;\r\n\r\n if (!this._inputs[deviceType]) {\r\n this._inputs[deviceType] = [];\r\n }\r\n\r\n if (!this._inputs[deviceType][deviceSlot]) {\r\n this._pointerActive = true;\r\n this._registerDevice(deviceType, deviceSlot, DeviceInputSystem._MAX_POINTER_INPUTS);\r\n }\r\n\r\n const pointer = this._inputs[deviceType][deviceSlot];\r\n if (pointer) {\r\n if (this.onInputChanged) {\r\n this.onInputChanged(deviceType, deviceSlot, 0, pointer[0], evt.clientX);\r\n this.onInputChanged(deviceType, deviceSlot, 1, pointer[1], evt.clientY);\r\n this.onInputChanged(deviceType, deviceSlot, evt.button + 2, pointer[evt.button + 2], 1);\r\n }\r\n pointer[0] = evt.clientX;\r\n pointer[1] = evt.clientY;\r\n pointer[evt.button + 2] = 1;\r\n }\r\n });\r\n\r\n this._pointerUpEvent = ((evt) => {\r\n const deviceType = (evt.pointerType == \"mouse\") ? DeviceType.Mouse : DeviceType.Touch;\r\n const deviceSlot = (evt.pointerType == \"mouse\") ? 0 : evt.pointerId;\r\n\r\n const pointer = this._inputs[deviceType][deviceSlot];\r\n if (pointer) {\r\n if (this.onInputChanged) {\r\n this.onInputChanged(deviceType, deviceSlot, evt.button + 2, pointer[evt.button + 2], 0);\r\n }\r\n pointer[evt.button + 2] = 0;\r\n }\r\n // We don't want to unregister the mouse because we may miss input data when a mouse is moving after a click\r\n if (evt.pointerType != \"mouse\") {\r\n this._unregisterDevice(deviceType, deviceSlot);\r\n }\r\n\r\n });\r\n\r\n this._elementToAttachTo.addEventListener(\"pointermove\", this._pointerMoveEvent);\r\n this._elementToAttachTo.addEventListener(\"pointerdown\", this._pointerDownEvent);\r\n this._elementToAttachTo.addEventListener(\"pointerup\", this._pointerUpEvent);\r\n }\r\n\r\n /**\r\n * Handle all actions that come from gamepad interaction\r\n */\r\n private _handleGamepadActions() {\r\n this._gamepadConnectedEvent = ((evt: any) => {\r\n const deviceType = this._getGamepadDeviceType(evt.gamepad.id);\r\n const deviceSlot = evt.gamepad.index;\r\n\r\n this._registerDevice(deviceType, deviceSlot, evt.gamepad.buttons.length + evt.gamepad.axes.length);\r\n this._gamepads = this._gamepads || new Array(evt.gamepad.index + 1);\r\n this._gamepads[deviceSlot] = deviceType;\r\n });\r\n\r\n this._gamepadDisconnectedEvent = ((evt: any) => {\r\n if (this._gamepads) {\r\n const deviceType = this._getGamepadDeviceType(evt.gamepad.id);\r\n const deviceSlot = evt.gamepad.index;\r\n\r\n this._unregisterDevice(deviceType, deviceSlot);\r\n delete this._gamepads[deviceSlot];\r\n }\r\n });\r\n\r\n window.addEventListener(\"gamepadconnected\", this._gamepadConnectedEvent);\r\n window.addEventListener(\"gamepaddisconnected\", this._gamepadDisconnectedEvent);\r\n }\r\n\r\n /**\r\n * Update all non-event based devices with each frame\r\n * @param deviceType Enum specifiying device type\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n * @param inputIndex Id of input to be checked\r\n */\r\n private _updateDevice(deviceType: DeviceType, deviceSlot: number, inputIndex: number) {\r\n // Gamepads\r\n const gp = navigator.getGamepads()[deviceSlot];\r\n\r\n if (gp && deviceType == this._gamepads[deviceSlot]) {\r\n const device = this._inputs[deviceType][deviceSlot];\r\n\r\n if (inputIndex >= gp.buttons.length) {\r\n device[inputIndex] = gp.axes[inputIndex - gp.buttons.length].valueOf();\r\n }\r\n else {\r\n device[inputIndex] = gp.buttons[inputIndex].value;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets DeviceType from the device name\r\n * @param deviceName Name of Device from DeviceInputSystem\r\n * @returns DeviceType enum value\r\n */\r\n private _getGamepadDeviceType(deviceName: string): DeviceType {\r\n if (deviceName.indexOf(\"054c\") !== -1) { // DualShock 4 Gamepad\r\n return DeviceType.DualShock;\r\n }\r\n else if (deviceName.indexOf(\"Xbox One\") !== -1 || deviceName.search(\"Xbox 360\") !== -1 || deviceName.search(\"xinput\") !== -1) { // Xbox Gamepad\r\n return DeviceType.Xbox;\r\n }\r\n else if (deviceName.indexOf(\"057e\") !== -1) { // Switch Gamepad\r\n return DeviceType.Switch;\r\n }\r\n\r\n return DeviceType.Generic;\r\n }\r\n}\r\n","export * from \"./deviceInputSystem\";\r\nexport * from \"./InputDevices/deviceEnums\";\r\nexport * from \"./InputDevices/deviceTypes\";\r\n\r\nimport \"./InputDevices/deviceSourceManager\";\r\nexport * from \"./InputDevices/deviceSourceManager\";\r\n","import { ThinEngine } from \"../../Engines/thinEngine\";\r\nimport { Constants } from '../constants';\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Sets alpha constants used by some alpha blending modes\r\n * @param r defines the red component\r\n * @param g defines the green component\r\n * @param b defines the blue component\r\n * @param a defines the alpha component\r\n */\r\n setAlphaConstants(r: number, g: number, b: number, a: number): void;\r\n\r\n /**\r\n * Sets the current alpha mode\r\n * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)\r\n * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)\r\n * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered\r\n */\r\n setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;\r\n\r\n /**\r\n * Gets the current alpha mode\r\n * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered\r\n * @returns the current alpha mode\r\n */\r\n getAlphaMode(): number;\r\n\r\n /**\r\n * Sets the current alpha equation\r\n * @param equation defines the equation to use (one of the Engine.ALPHA_EQUATION_XXX)\r\n */\r\n setAlphaEquation(equation: number): void;\r\n\r\n /**\r\n * Gets the current alpha equation.\r\n * @returns the current alpha equation\r\n */\r\n getAlphaEquation(): number;\r\n }\r\n}\r\n\r\nThinEngine.prototype.setAlphaConstants = function(r: number, g: number, b: number, a: number) {\r\n this._alphaState.setAlphaBlendConstants(r, g, b, a);\r\n};\r\n\r\nThinEngine.prototype.setAlphaMode = function(mode: number, noDepthWriteChange: boolean = false): void {\r\n if (this._alphaMode === mode) {\r\n return;\r\n }\r\n\r\n switch (mode) {\r\n case Constants.ALPHA_DISABLE:\r\n this._alphaState.alphaBlend = false;\r\n break;\r\n case Constants.ALPHA_PREMULTIPLIED:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_PREMULTIPLIED_PORTERDUFF:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_COMBINE:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_ONEONE:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_ADD:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_SUBTRACT:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ZERO, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_MULTIPLY:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_COLOR, this._gl.ZERO, this._gl.ONE, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_MAXIMIZED:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_INTERPOLATE:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.CONSTANT_COLOR, this._gl.ONE_MINUS_CONSTANT_COLOR, this._gl.CONSTANT_ALPHA, this._gl.ONE_MINUS_CONSTANT_ALPHA);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_SCREENMODE:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_ONEONE_ONEONE:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ONE, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_ALPHATOCOLOR:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ZERO);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_REVERSEONEMINUS:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE_MINUS_DST_COLOR, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE_MINUS_DST_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_SRC_DSTONEMINUSSRCALPHA:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_ONEONE_ONEZERO:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ONE, this._gl.ZERO);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_EXCLUSION:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE_MINUS_DST_COLOR, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ZERO, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n }\r\n if (!noDepthWriteChange) {\r\n this.depthCullingState.depthMask = (mode === Constants.ALPHA_DISABLE);\r\n }\r\n this._alphaMode = mode;\r\n};\r\n\r\nThinEngine.prototype.getAlphaMode = function(): number {\r\n return this._alphaMode;\r\n};\r\n\r\nThinEngine.prototype.setAlphaEquation = function(equation: number): void {\r\n if (this._alphaEquation === equation) {\r\n return;\r\n }\r\n\r\n switch (equation) {\r\n case Constants.ALPHA_EQUATION_ADD:\r\n this._alphaState.setAlphaEquationParameters(this._gl.FUNC_ADD, this._gl.FUNC_ADD);\r\n break;\r\n case Constants.ALPHA_EQUATION_SUBSTRACT:\r\n this._alphaState.setAlphaEquationParameters(this._gl.FUNC_SUBTRACT, this._gl.FUNC_SUBTRACT);\r\n break;\r\n case Constants.ALPHA_EQUATION_REVERSE_SUBTRACT:\r\n this._alphaState.setAlphaEquationParameters(this._gl.FUNC_REVERSE_SUBTRACT, this._gl.FUNC_REVERSE_SUBTRACT);\r\n break;\r\n case Constants.ALPHA_EQUATION_MAX:\r\n this._alphaState.setAlphaEquationParameters(this._gl.MAX, this._gl.MAX);\r\n break;\r\n case Constants.ALPHA_EQUATION_MIN:\r\n this._alphaState.setAlphaEquationParameters(this._gl.MIN, this._gl.MIN);\r\n break;\r\n case Constants.ALPHA_EQUATION_DARKEN:\r\n this._alphaState.setAlphaEquationParameters(this._gl.MIN, this._gl.FUNC_ADD);\r\n break;\r\n }\r\n this._alphaEquation = equation;\r\n};\r\n\r\nThinEngine.prototype.getAlphaEquation = function() {\r\n return this._alphaEquation;\r\n};","import { ThinEngine } from \"../../Engines/thinEngine\";\r\nimport { InternalTexture, InternalTextureSource } from '../../Materials/Textures/internalTexture';\r\nimport { Logger } from '../../Misc/logger';\r\nimport { Nullable } from '../../types';\r\nimport { Scene } from '../../scene';\r\nimport { IInternalTextureLoader } from '../../Materials/Textures/internalTextureLoader';\r\nimport { FileTools } from '../../Misc/fileTools';\r\nimport { DepthTextureCreationOptions } from '../depthTextureCreationOptions';\r\nimport { IWebRequest } from '../../Misc/interfaces/iWebRequest';\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Creates a depth stencil cube texture.\r\n * This is only available in WebGL 2.\r\n * @param size The size of face edge in the cube texture.\r\n * @param options The options defining the cube texture.\r\n * @returns The cube texture\r\n */\r\n _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;\r\n\r\n /**\r\n * Creates a cube texture\r\n * @param rootUrl defines the url where the files to load is located\r\n * @param scene defines the current scene\r\n * @param files defines the list of files to load (1 per face)\r\n * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)\r\n * @param onLoad defines an optional callback raised when the texture is loaded\r\n * @param onError defines an optional callback raised if there is an issue to load the texture\r\n * @param format defines the format of the data\r\n * @param forcedExtension defines the extension to use to pick the right loader\r\n * @param createPolynomials if a polynomial sphere should be created for the cube texture\r\n * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness\r\n * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness\r\n * @param fallback defines texture to use while falling back when (compressed) texture file not found.\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createCubeTexture(rootUrl: string, scene: Nullable, files: Nullable, noMipmap: boolean | undefined,\r\n onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>,\r\n format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number, fallback: Nullable): InternalTexture;\r\n\r\n /**\r\n * Creates a cube texture\r\n * @param rootUrl defines the url where the files to load is located\r\n * @param scene defines the current scene\r\n * @param files defines the list of files to load (1 per face)\r\n * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)\r\n * @param onLoad defines an optional callback raised when the texture is loaded\r\n * @param onError defines an optional callback raised if there is an issue to load the texture\r\n * @param format defines the format of the data\r\n * @param forcedExtension defines the extension to use to pick the right loader\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createCubeTexture(rootUrl: string, scene: Nullable, files: Nullable, noMipmap: boolean,\r\n onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>,\r\n format: number | undefined, forcedExtension: any): InternalTexture;\r\n\r\n /**\r\n * Creates a cube texture\r\n * @param rootUrl defines the url where the files to load is located\r\n * @param scene defines the current scene\r\n * @param files defines the list of files to load (1 per face)\r\n * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)\r\n * @param onLoad defines an optional callback raised when the texture is loaded\r\n * @param onError defines an optional callback raised if there is an issue to load the texture\r\n * @param format defines the format of the data\r\n * @param forcedExtension defines the extension to use to pick the right loader\r\n * @param createPolynomials if a polynomial sphere should be created for the cube texture\r\n * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness\r\n * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createCubeTexture(rootUrl: string, scene: Nullable, files: Nullable, noMipmap: boolean,\r\n onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>,\r\n format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number): InternalTexture;\r\n\r\n /** @hidden */\r\n _partialLoadFile(url: string, index: number, loadedFiles: ArrayBuffer[], onfinish: (files: ArrayBuffer[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;\r\n\r\n /** @hidden */\r\n _cascadeLoadFiles(scene: Nullable, onfinish: (images: ArrayBuffer[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;\r\n\r\n /** @hidden */\r\n _cascadeLoadImgs(scene: Nullable, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;\r\n\r\n /** @hidden */\r\n _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;\r\n\r\n /**\r\n * @hidden\r\n */\r\n _setCubeMapTextureParams(loadMipmap: boolean): void;\r\n }\r\n}\r\n\r\nThinEngine.prototype._createDepthStencilCubeTexture = function(size: number, options: DepthTextureCreationOptions): InternalTexture {\r\n var internalTexture = new InternalTexture(this, InternalTextureSource.Unknown);\r\n internalTexture.isCube = true;\r\n\r\n if (this.webGLVersion === 1) {\r\n Logger.Error(\"Depth cube texture is not supported by WebGL 1.\");\r\n return internalTexture;\r\n }\r\n\r\n var internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n ...options\r\n };\r\n\r\n var gl = this._gl;\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, internalTexture, true);\r\n\r\n this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);\r\n\r\n // Create the depth/stencil buffer\r\n for (var face = 0; face < 6; face++) {\r\n if (internalOptions.generateStencil) {\r\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.DEPTH24_STENCIL8, size, size, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);\r\n }\r\n else {\r\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.DEPTH_COMPONENT24, size, size, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);\r\n }\r\n }\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);\r\n\r\n return internalTexture;\r\n};\r\n\r\nThinEngine.prototype._partialLoadFile = function(url: string, index: number, loadedFiles: ArrayBuffer[],\r\n onfinish: (files: ArrayBuffer[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void> = null): void {\r\n var onload = (data: ArrayBuffer) => {\r\n loadedFiles[index] = data;\r\n (loadedFiles)._internalCount++;\r\n\r\n if ((loadedFiles)._internalCount === 6) {\r\n onfinish(loadedFiles);\r\n }\r\n };\r\n\r\n const onerror = (request?: IWebRequest, exception?: any) => {\r\n if (onErrorCallBack && request) {\r\n onErrorCallBack(request.status + \" \" + request.statusText, exception);\r\n }\r\n };\r\n\r\n this._loadFile(url, onload as (data: string | ArrayBuffer) => void, undefined, undefined, true, onerror);\r\n};\r\n\r\nThinEngine.prototype._cascadeLoadFiles = function(scene: Nullable, onfinish: (images: ArrayBuffer[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void> = null): void {\r\n var loadedFiles: ArrayBuffer[] = [];\r\n (loadedFiles)._internalCount = 0;\r\n\r\n for (let index = 0; index < 6; index++) {\r\n this._partialLoadFile(files[index], index, loadedFiles, onfinish, onError);\r\n }\r\n};\r\n\r\nThinEngine.prototype._cascadeLoadImgs = function(scene: Nullable,\r\n onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void> = null, mimeType?: string) {\r\n\r\n var loadedImages: HTMLImageElement[] = [];\r\n (loadedImages)._internalCount = 0;\r\n\r\n for (let index = 0; index < 6; index++) {\r\n this._partialLoadImg(files[index], index, loadedImages, scene, onfinish, onError, mimeType);\r\n }\r\n};\r\n\r\nThinEngine.prototype._partialLoadImg = function(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable,\r\n onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void> = null, mimeType?: string) {\r\n\r\n var img: Nullable;\r\n\r\n var onload = () => {\r\n if (img) {\r\n loadedImages[index] = img;\r\n (loadedImages)._internalCount++;\r\n\r\n if (scene) {\r\n scene._removePendingData(img);\r\n }\r\n }\r\n\r\n if ((loadedImages)._internalCount === 6) {\r\n onfinish(loadedImages);\r\n }\r\n };\r\n\r\n var onerror = (message?: string, exception?: any) => {\r\n if (scene) {\r\n scene._removePendingData(img);\r\n }\r\n\r\n if (onErrorCallBack) {\r\n onErrorCallBack(message, exception);\r\n }\r\n };\r\n\r\n img = FileTools.LoadImage(url, onload, onerror, scene ? scene.offlineProvider : null, mimeType);\r\n if (scene && img) {\r\n scene._addPendingData(img);\r\n }\r\n};\r\n\r\nThinEngine.prototype._setCubeMapTextureParams = function(loadMipmap: boolean): void {\r\n var gl = this._gl;\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);\r\n};\r\n\r\nThinEngine.prototype.createCubeTexture = function(rootUrl: string, scene: Nullable, files: Nullable, noMipmap?: boolean, onLoad: Nullable<(data?: any) => void> = null, onError: Nullable<(message?: string, exception?: any) => void> = null, format?: number, forcedExtension: any = null, createPolynomials: boolean = false, lodScale: number = 0, lodOffset: number = 0, fallback: Nullable = null): InternalTexture {\r\n const gl = this._gl;\r\n\r\n const texture = fallback ? fallback : new InternalTexture(this, InternalTextureSource.Cube);\r\n texture.isCube = true;\r\n texture.url = rootUrl;\r\n texture.generateMipMaps = !noMipmap;\r\n texture._lodGenerationScale = lodScale;\r\n texture._lodGenerationOffset = lodOffset;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._extension = forcedExtension;\r\n texture._files = files;\r\n }\r\n\r\n const originalRootUrl = rootUrl;\r\n if (this._transformTextureUrl && !fallback) {\r\n rootUrl = this._transformTextureUrl(rootUrl);\r\n }\r\n\r\n const lastDot = rootUrl.lastIndexOf('.');\r\n const extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : \"\");\r\n\r\n let loader: Nullable = null;\r\n for (let availableLoader of ThinEngine._TextureLoaders) {\r\n if (availableLoader.canLoad(extension)) {\r\n loader = availableLoader;\r\n break;\r\n }\r\n }\r\n\r\n const onInternalError = (request?: IWebRequest, exception?: any) => {\r\n if (rootUrl === originalRootUrl) {\r\n if (onError && request) {\r\n onError(request.status + \" \" + request.statusText, exception);\r\n }\r\n }\r\n else {\r\n // fall back to the original url if the transformed url fails to load\r\n Logger.Warn(`Failed to load ${rootUrl}, falling back to the ${originalRootUrl}`);\r\n this.createCubeTexture(originalRootUrl, scene, files, noMipmap, onLoad, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset, texture);\r\n }\r\n };\r\n\r\n if (loader) {\r\n const onloaddata = (data: ArrayBufferView | ArrayBufferView[]) => {\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);\r\n loader!.loadCubeData(data, texture, createPolynomials, onLoad, onError);\r\n };\r\n if (files && files.length === 6) {\r\n if (loader.supportCascades) {\r\n this._cascadeLoadFiles(scene, (images) => onloaddata(images.map((image) => new Uint8Array(image))), files, onError);\r\n }\r\n else {\r\n if (onError) {\r\n onError(\"Textures type does not support cascades.\");\r\n } else {\r\n Logger.Warn(\"Texture loader does not support cascades.\");\r\n }\r\n }\r\n }\r\n else {\r\n this._loadFile(rootUrl, (data) => onloaddata(new Uint8Array(data as ArrayBuffer)), undefined, undefined, true, onInternalError);\r\n }\r\n }\r\n else {\r\n if (!files) {\r\n throw new Error(\"Cannot load cubemap because files were not defined\");\r\n }\r\n\r\n this._cascadeLoadImgs(scene, (imgs) => {\r\n const width = this.needPOTTextures ? ThinEngine.GetExponentOfTwo(imgs[0].width, this._caps.maxCubemapTextureSize) : imgs[0].width;\r\n const height = width;\r\n\r\n const faces = [\r\n gl.TEXTURE_CUBE_MAP_POSITIVE_X, gl.TEXTURE_CUBE_MAP_POSITIVE_Y, gl.TEXTURE_CUBE_MAP_POSITIVE_Z,\r\n gl.TEXTURE_CUBE_MAP_NEGATIVE_X, gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, gl.TEXTURE_CUBE_MAP_NEGATIVE_Z\r\n ];\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);\r\n this._unpackFlipY(false);\r\n\r\n const internalFormat = format ? this._getInternalFormat(format) : this._gl.RGBA;\r\n for (var index = 0; index < faces.length; index++) {\r\n if (imgs[index].width !== width || imgs[index].height !== height) {\r\n\r\n this._prepareWorkingCanvas();\r\n\r\n if (!this._workingCanvas || !this._workingContext) {\r\n Logger.Warn(\"Cannot create canvas to resize texture.\");\r\n return;\r\n }\r\n this._workingCanvas.width = width;\r\n this._workingCanvas.height = height;\r\n\r\n this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);\r\n gl.texImage2D(faces[index], 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, this._workingCanvas);\r\n } else {\r\n gl.texImage2D(faces[index], 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, imgs[index]);\r\n }\r\n }\r\n\r\n if (!noMipmap) {\r\n gl.generateMipmap(gl.TEXTURE_CUBE_MAP);\r\n }\r\n\r\n this._setCubeMapTextureParams(!noMipmap);\r\n\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = true;\r\n if (format) {\r\n texture.format = format;\r\n }\r\n\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n }, files, onError);\r\n }\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n","import { ThinEngine } from \"../../Engines/thinEngine\";\r\nimport { InternalTexture, InternalTextureSource } from '../../Materials/Textures/internalTexture';\r\nimport { Nullable } from '../../types';\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Creates a dynamic texture\r\n * @param width defines the width of the texture\r\n * @param height defines the height of the texture\r\n * @param generateMipMaps defines if the engine should generate the mip levels\r\n * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)\r\n * @returns the dynamic texture inside an InternalTexture\r\n */\r\n createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;\r\n\r\n /**\r\n * Update the content of a dynamic texture\r\n * @param texture defines the texture to update\r\n * @param canvas defines the canvas containing the source\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param premulAlpha defines if alpha is stored as premultiplied\r\n * @param format defines the format of the data\r\n * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)\r\n */\r\n updateDynamicTexture(texture: Nullable, canvas: HTMLCanvasElement | OffscreenCanvas, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;\r\n }\r\n}\r\n\r\nThinEngine.prototype.createDynamicTexture = function(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture {\r\n var texture = new InternalTexture(this, InternalTextureSource.Dynamic);\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n\r\n if (generateMipMaps) {\r\n width = this.needPOTTextures ? ThinEngine.GetExponentOfTwo(width, this._caps.maxTextureSize) : width;\r\n height = this.needPOTTextures ? ThinEngine.GetExponentOfTwo(height, this._caps.maxTextureSize) : height;\r\n }\r\n\r\n // this.resetTextureCache();\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = false;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n\r\n this.updateTextureSamplingMode(samplingMode, texture);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nThinEngine.prototype.updateDynamicTexture = function(texture: Nullable, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha: boolean = false, format?: number, forceBindTexture: boolean = false): void {\r\n if (!texture) {\r\n return;\r\n }\r\n\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true, forceBindTexture);\r\n this._unpackFlipY(invertY);\r\n if (premulAlpha) {\r\n this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1);\r\n }\r\n let internalFormat = format ? this._getInternalFormat(format) : this._gl.RGBA;\r\n this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, internalFormat, this._gl.UNSIGNED_BYTE, canvas);\r\n if (texture.generateMipMaps) {\r\n this._gl.generateMipmap(this._gl.TEXTURE_2D);\r\n }\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, null);\r\n if (premulAlpha) {\r\n this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);\r\n }\r\n texture.isReady = true;\r\n};","import { InternalTexture, InternalTextureSource } from '../../Materials/Textures/internalTexture';\r\nimport { IMultiRenderTargetOptions } from '../../Materials/Textures/multiRenderTarget';\r\nimport { Logger } from '../../Misc/logger';\r\nimport { Nullable } from '../../types';\r\nimport { Constants } from '../constants';\r\nimport { ThinEngine } from '../thinEngine';\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Unbind a list of render target textures from the webGL context\r\n * This is used only when drawBuffer extension or webGL2 are active\r\n * @param textures defines the render target textures to unbind\r\n * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated\r\n * @param onBeforeUnbind defines a function which will be called before the effective unbind\r\n */\r\n unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;\r\n\r\n /**\r\n * Create a multi render target texture\r\n * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target\r\n * @param size defines the size of the texture\r\n * @param options defines the creation options\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];\r\n\r\n /**\r\n * Update the sample count for a given multiple render target texture\r\n * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets\r\n * @param textures defines the textures to update\r\n * @param samples defines the sample count to set\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateMultipleRenderTargetTextureSampleCount(textures: Nullable, samples: number): number;\r\n }\r\n}\r\n\r\nThinEngine.prototype.unBindMultiColorAttachmentFramebuffer = function(textures: InternalTexture[], disableGenerateMipMaps: boolean = false, onBeforeUnbind?: () => void): void {\r\n this._currentRenderTarget = null;\r\n\r\n // If MSAA, we need to bitblt back to main texture\r\n var gl = this._gl;\r\n\r\n if (textures[0]._MSAAFramebuffer) {\r\n gl.bindFramebuffer(gl.READ_FRAMEBUFFER, textures[0]._MSAAFramebuffer);\r\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, textures[0]._framebuffer);\r\n\r\n var attachments = textures[0]._attachments;\r\n if (!attachments) {\r\n attachments = new Array(textures.length);\r\n textures[0]._attachments = attachments;\r\n }\r\n\r\n for (var i = 0; i < textures.length; i++) {\r\n var texture = textures[i];\r\n\r\n for (var j = 0; j < attachments.length; j++) {\r\n attachments[j] = gl.NONE;\r\n }\r\n\r\n attachments[i] = (gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n gl.readBuffer(attachments[i]);\r\n gl.drawBuffers(attachments);\r\n gl.blitFramebuffer(0, 0, texture.width, texture.height,\r\n 0, 0, texture.width, texture.height,\r\n gl.COLOR_BUFFER_BIT, gl.NEAREST);\r\n\r\n }\r\n for (var i = 0; i < attachments.length; i++) {\r\n attachments[i] = (gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n }\r\n gl.drawBuffers(attachments);\r\n }\r\n\r\n for (var i = 0; i < textures.length; i++) {\r\n var texture = textures[i];\r\n if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {\r\n this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);\r\n gl.generateMipmap(gl.TEXTURE_2D);\r\n this._bindTextureDirectly(gl.TEXTURE_2D, null);\r\n }\r\n }\r\n\r\n if (onBeforeUnbind) {\r\n if (textures[0]._MSAAFramebuffer) {\r\n // Bind the correct framebuffer\r\n this._bindUnboundFramebuffer(textures[0]._framebuffer);\r\n }\r\n onBeforeUnbind();\r\n }\r\n\r\n this._bindUnboundFramebuffer(null);\r\n};\r\n\r\nThinEngine.prototype.createMultipleRenderTarget = function(size: any, options: IMultiRenderTargetOptions): InternalTexture[] {\r\n var generateMipMaps = false;\r\n var generateDepthBuffer = true;\r\n var generateStencilBuffer = false;\r\n var generateDepthTexture = false;\r\n var textureCount = 1;\r\n\r\n var defaultType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n var defaultSamplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n\r\n var types = new Array();\r\n var samplingModes = new Array();\r\n\r\n if (options !== undefined) {\r\n generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;\r\n generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;\r\n generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;\r\n textureCount = options.textureCount || 1;\r\n\r\n if (options.types) {\r\n types = options.types;\r\n }\r\n if (options.samplingModes) {\r\n samplingModes = options.samplingModes;\r\n }\r\n\r\n }\r\n var gl = this._gl;\r\n // Create the framebuffer\r\n var framebuffer = gl.createFramebuffer();\r\n this._bindUnboundFramebuffer(framebuffer);\r\n\r\n var width = size.width || size;\r\n var height = size.height || size;\r\n\r\n var textures = [];\r\n var attachments = [];\r\n\r\n var depthStencilBuffer = this._setupFramebufferDepthAttachments(generateStencilBuffer, generateDepthBuffer, width, height);\r\n\r\n for (var i = 0; i < textureCount; i++) {\r\n var samplingMode = samplingModes[i] || defaultSamplingMode;\r\n var type = types[i] || defaultType;\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n }\r\n else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n }\r\n\r\n var filters = this._getSamplingParameters(samplingMode, generateMipMaps);\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {\r\n type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n Logger.Warn(\"Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type\");\r\n }\r\n\r\n var texture = new InternalTexture(this, InternalTextureSource.MultiRenderTarget);\r\n var attachment = (gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n\r\n textures.push(texture);\r\n attachments.push(attachment);\r\n\r\n gl.activeTexture((gl)[\"TEXTURE\" + i]);\r\n gl.bindTexture(gl.TEXTURE_2D, texture._webGLTexture);\r\n\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n\r\n gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), width, height, 0, gl.RGBA, this._getWebGLTextureType(type), null);\r\n\r\n gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, attachment, gl.TEXTURE_2D, texture._webGLTexture, 0);\r\n\r\n if (generateMipMaps) {\r\n this._gl.generateMipmap(this._gl.TEXTURE_2D);\r\n }\r\n\r\n // Unbind\r\n this._bindTextureDirectly(gl.TEXTURE_2D, null);\r\n\r\n texture._framebuffer = framebuffer;\r\n texture._depthStencilBuffer = depthStencilBuffer;\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = true;\r\n texture.samples = 1;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.type = type;\r\n texture._generateDepthBuffer = generateDepthBuffer;\r\n texture._generateStencilBuffer = generateStencilBuffer;\r\n texture._attachments = attachments;\r\n\r\n this._internalTexturesCache.push(texture);\r\n }\r\n\r\n if (generateDepthTexture && this._caps.depthTextureExtension) {\r\n // Depth texture\r\n var depthTexture = new InternalTexture(this, InternalTextureSource.MultiRenderTarget);\r\n\r\n gl.activeTexture(gl.TEXTURE0);\r\n gl.bindTexture(gl.TEXTURE_2D, depthTexture._webGLTexture);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n gl.texImage2D(\r\n gl.TEXTURE_2D,\r\n 0,\r\n this.webGLVersion < 2 ? gl.DEPTH_COMPONENT : gl.DEPTH_COMPONENT16,\r\n width,\r\n height,\r\n 0,\r\n gl.DEPTH_COMPONENT,\r\n gl.UNSIGNED_SHORT,\r\n null\r\n );\r\n\r\n gl.framebufferTexture2D(\r\n gl.FRAMEBUFFER,\r\n gl.DEPTH_ATTACHMENT,\r\n gl.TEXTURE_2D,\r\n depthTexture._webGLTexture,\r\n 0\r\n );\r\n\r\n depthTexture._framebuffer = framebuffer;\r\n depthTexture.baseWidth = width;\r\n depthTexture.baseHeight = height;\r\n depthTexture.width = width;\r\n depthTexture.height = height;\r\n depthTexture.isReady = true;\r\n depthTexture.samples = 1;\r\n depthTexture.generateMipMaps = generateMipMaps;\r\n depthTexture.samplingMode = gl.NEAREST;\r\n depthTexture._generateDepthBuffer = generateDepthBuffer;\r\n depthTexture._generateStencilBuffer = generateStencilBuffer;\r\n\r\n textures.push(depthTexture);\r\n this._internalTexturesCache.push(depthTexture);\r\n }\r\n\r\n gl.drawBuffers(attachments);\r\n this._bindUnboundFramebuffer(null);\r\n\r\n this.resetTextureCache();\r\n\r\n return textures;\r\n};\r\n\r\nThinEngine.prototype.updateMultipleRenderTargetTextureSampleCount = function(textures: Nullable, samples: number): number {\r\n if (this.webGLVersion < 2 || !textures || textures.length == 0) {\r\n return 1;\r\n }\r\n\r\n if (textures[0].samples === samples) {\r\n return samples;\r\n }\r\n\r\n var gl = this._gl;\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n // Dispose previous render buffers\r\n if (textures[0]._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(textures[0]._depthStencilBuffer);\r\n textures[0]._depthStencilBuffer = null;\r\n }\r\n\r\n if (textures[0]._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(textures[0]._MSAAFramebuffer);\r\n textures[0]._MSAAFramebuffer = null;\r\n }\r\n\r\n for (var i = 0; i < textures.length; i++) {\r\n if (textures[i]._MSAARenderBuffer) {\r\n gl.deleteRenderbuffer(textures[i]._MSAARenderBuffer);\r\n textures[i]._MSAARenderBuffer = null;\r\n }\r\n }\r\n\r\n if (samples > 1 && gl.renderbufferStorageMultisample) {\r\n let framebuffer = gl.createFramebuffer();\r\n\r\n if (!framebuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n this._bindUnboundFramebuffer(framebuffer);\r\n\r\n let depthStencilBuffer = this._setupFramebufferDepthAttachments(textures[0]._generateStencilBuffer, textures[0]._generateDepthBuffer, textures[0].width, textures[0].height, samples);\r\n\r\n var attachments = [];\r\n\r\n for (var i = 0; i < textures.length; i++) {\r\n var texture = textures[i];\r\n var attachment = (gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n\r\n var colorRenderbuffer = gl.createRenderbuffer();\r\n\r\n if (!colorRenderbuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);\r\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);\r\n\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, colorRenderbuffer);\r\n\r\n texture._MSAAFramebuffer = framebuffer;\r\n texture._MSAARenderBuffer = colorRenderbuffer;\r\n texture.samples = samples;\r\n texture._depthStencilBuffer = depthStencilBuffer;\r\n gl.bindRenderbuffer(gl.RENDERBUFFER, null);\r\n attachments.push(attachment);\r\n }\r\n gl.drawBuffers(attachments);\r\n } else {\r\n this._bindUnboundFramebuffer(textures[0]._framebuffer);\r\n }\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n return samples;\r\n};\r\n","import { Camera } from \"../../Cameras/camera\";\r\nimport { Engine } from \"../../Engines/engine\";\r\nimport { Scene } from \"../../scene\";\r\nimport { InternalTexture, InternalTextureSource } from '../../Materials/Textures/internalTexture';\r\nimport { Nullable } from '../../types';\r\nimport { RenderTargetTexture } from '../../Materials/Textures/renderTargetTexture';\r\nimport { Matrix, TmpVectors } from '../../Maths/math.vector';\r\nimport { UniformBuffer } from '../../Materials/uniformBuffer';\r\nimport { MultiviewRenderTarget } from '../../Materials/Textures/MultiviewRenderTarget';\r\nimport { Frustum } from '../../Maths/math.frustum';\r\n\r\ndeclare module \"../../Engines/engine\" {\r\n export interface Engine {\r\n /**\r\n * Creates a new multiview render target\r\n * @param width defines the width of the texture\r\n * @param height defines the height of the texture\r\n * @returns the created multiview texture\r\n */\r\n createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;\r\n\r\n /**\r\n * Binds a multiview framebuffer to be drawn to\r\n * @param multiviewTexture texture to bind\r\n */\r\n bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;\r\n }\r\n}\r\n\r\nEngine.prototype.createMultiviewRenderTargetTexture = function(width: number, height: number) {\r\n var gl = this._gl;\r\n\r\n if (!this.getCaps().multiview) {\r\n throw \"Multiview is not supported\";\r\n }\r\n\r\n var internalTexture = new InternalTexture(this, InternalTextureSource.Unknown, true);\r\n internalTexture.width = width;\r\n internalTexture.height = height;\r\n internalTexture._framebuffer = gl.createFramebuffer();\r\n\r\n internalTexture._colorTextureArray = gl.createTexture();\r\n gl.bindTexture(gl.TEXTURE_2D_ARRAY, internalTexture._colorTextureArray);\r\n (gl as any).texStorage3D(gl.TEXTURE_2D_ARRAY, 1, gl.RGBA8, width, height, 2);\r\n\r\n internalTexture._depthStencilTextureArray = gl.createTexture();\r\n gl.bindTexture(gl.TEXTURE_2D_ARRAY, internalTexture._depthStencilTextureArray);\r\n (gl as any).texStorage3D(gl.TEXTURE_2D_ARRAY, 1, (gl as any).DEPTH32F_STENCIL8, width, height, 2);\r\n internalTexture.isReady = true;\r\n return internalTexture;\r\n};\r\n\r\nEngine.prototype.bindMultiviewFramebuffer = function(multiviewTexture: InternalTexture) {\r\n var gl: any = this._gl;\r\n var ext = this.getCaps().oculusMultiview || this.getCaps().multiview;\r\n\r\n this.bindFramebuffer(multiviewTexture, undefined, undefined, undefined, true);\r\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, multiviewTexture._framebuffer);\r\n if (multiviewTexture._colorTextureArray && multiviewTexture._depthStencilTextureArray) {\r\n if (this.getCaps().oculusMultiview) {\r\n ext.framebufferTextureMultisampleMultiviewOVR(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, multiviewTexture._colorTextureArray, 0, multiviewTexture.samples, 0, 2);\r\n ext.framebufferTextureMultisampleMultiviewOVR(gl.DRAW_FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, multiviewTexture._depthStencilTextureArray, 0, multiviewTexture.samples, 0, 2);\r\n } else {\r\n ext.framebufferTextureMultiviewOVR(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, multiviewTexture._colorTextureArray, 0, 0, 2);\r\n ext.framebufferTextureMultiviewOVR(gl.DRAW_FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, multiviewTexture._depthStencilTextureArray, 0, 0, 2);\r\n }\r\n } else {\r\n throw \"Invalid multiview frame buffer\";\r\n }\r\n};\r\n\r\ndeclare module \"../../Cameras/camera\" {\r\n export interface Camera {\r\n /**\r\n * @hidden\r\n * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)\r\n */\r\n _useMultiviewToSingleView: boolean;\r\n /**\r\n * @hidden\r\n * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)\r\n */\r\n _multiviewTexture: Nullable;\r\n\r\n /**\r\n * @hidden\r\n * ensures the multiview texture of the camera exists and has the specified width/height\r\n * @param width height to set on the multiview texture\r\n * @param height width to set on the multiview texture\r\n */\r\n _resizeOrCreateMultiviewTexture(width: number, height: number): void;\r\n }\r\n}\r\n\r\nCamera.prototype._useMultiviewToSingleView = false;\r\n\r\nCamera.prototype._multiviewTexture = null;\r\n\r\nCamera.prototype._resizeOrCreateMultiviewTexture = function(width: number, height: number) {\r\n if (!this._multiviewTexture) {\r\n this._multiviewTexture = new MultiviewRenderTarget(this.getScene(), { width: width, height: height });\r\n } else if (this._multiviewTexture.getRenderWidth() != width || this._multiviewTexture.getRenderHeight() != height) {\r\n this._multiviewTexture.dispose();\r\n this._multiviewTexture = new MultiviewRenderTarget(this.getScene(), { width: width, height: height });\r\n }\r\n};\r\n\r\ndeclare module \"../../scene\" {\r\n export interface Scene {\r\n /** @hidden */\r\n _transformMatrixR: Matrix;\r\n /** @hidden */\r\n _multiviewSceneUbo: Nullable;\r\n /** @hidden */\r\n _createMultiviewUbo(): void;\r\n /** @hidden */\r\n _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;\r\n /** @hidden */\r\n _renderMultiviewToSingleView(camera: Camera): void;\r\n }\r\n}\r\n\r\nScene.prototype._transformMatrixR = Matrix.Zero();\r\nScene.prototype._multiviewSceneUbo = null;\r\nScene.prototype._createMultiviewUbo = function() {\r\n this._multiviewSceneUbo = new UniformBuffer(this.getEngine(), undefined, true);\r\n this._multiviewSceneUbo.addUniform(\"viewProjection\", 16);\r\n this._multiviewSceneUbo.addUniform(\"viewProjectionR\", 16);\r\n this._multiviewSceneUbo.addUniform(\"view\", 16);\r\n};\r\nScene.prototype._updateMultiviewUbo = function(viewR?: Matrix, projectionR?: Matrix) {\r\n if (viewR && projectionR) {\r\n viewR.multiplyToRef(projectionR, this._transformMatrixR);\r\n }\r\n\r\n if (viewR && projectionR) {\r\n viewR.multiplyToRef(projectionR, TmpVectors.Matrix[0]);\r\n Frustum.GetRightPlaneToRef(TmpVectors.Matrix[0], this._frustumPlanes[3]); // Replace right plane by second camera right plane\r\n }\r\n\r\n if (this._multiviewSceneUbo) {\r\n this._multiviewSceneUbo.updateMatrix(\"viewProjection\", this.getTransformMatrix());\r\n this._multiviewSceneUbo.updateMatrix(\"viewProjectionR\", this._transformMatrixR);\r\n this._multiviewSceneUbo.updateMatrix(\"view\", this._viewMatrix);\r\n this._multiviewSceneUbo.update();\r\n }\r\n};\r\nScene.prototype._renderMultiviewToSingleView = function(camera: Camera) {\r\n // Multiview is only able to be displayed directly for API's such as webXR\r\n // This displays a multiview image by rendering to the multiview image and then\r\n // copying the result into the sub cameras instead of rendering them and proceeding as normal from there\r\n\r\n // Render to a multiview texture\r\n camera._resizeOrCreateMultiviewTexture(\r\n (camera._rigPostProcess && camera._rigPostProcess && camera._rigPostProcess.width > 0) ? camera._rigPostProcess.width : this.getEngine().getRenderWidth(true),\r\n (camera._rigPostProcess && camera._rigPostProcess && camera._rigPostProcess.height > 0) ? camera._rigPostProcess.height : this.getEngine().getRenderHeight(true)\r\n );\r\n if (!this._multiviewSceneUbo) {\r\n this._createMultiviewUbo();\r\n }\r\n camera.outputRenderTarget = camera._multiviewTexture;\r\n this._renderForCamera(camera);\r\n camera.outputRenderTarget = null;\r\n\r\n // Consume the multiview texture through a shader for each eye\r\n for (var index = 0; index < camera._rigCameras.length; index++) {\r\n var engine = this.getEngine();\r\n this._activeCamera = camera._rigCameras[index];\r\n engine.setViewport(this._activeCamera.viewport);\r\n if (this.postProcessManager) {\r\n this.postProcessManager._prepareFrame();\r\n this.postProcessManager._finalizeFrame(this._activeCamera.isIntermediate);\r\n }\r\n }\r\n};","import { Nullable, int } from \"../../types\";\r\nimport { Engine } from \"../../Engines/engine\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { _TimeToken } from \"../../Instrumentation/timeToken\";\r\n\r\n/** @hidden */\r\nexport class _OcclusionDataStorage {\r\n /** @hidden */\r\n public occlusionInternalRetryCounter = 0;\r\n\r\n /** @hidden */\r\n public isOcclusionQueryInProgress = false;\r\n\r\n /** @hidden */\r\n public isOccluded = false;\r\n\r\n /** @hidden */\r\n public occlusionRetryCount = -1;\r\n\r\n /** @hidden */\r\n public occlusionType = AbstractMesh.OCCLUSION_TYPE_NONE;\r\n\r\n /** @hidden */\r\n public occlusionQueryAlgorithmType = AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE;\r\n}\r\n\r\ndeclare module \"../../Engines/engine\" {\r\n export interface Engine {\r\n /**\r\n * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)\r\n * @return the new query\r\n */\r\n createQuery(): WebGLQuery;\r\n\r\n /**\r\n * Delete and release a webGL query\r\n * @param query defines the query to delete\r\n * @return the current engine\r\n */\r\n deleteQuery(query: WebGLQuery): Engine;\r\n\r\n /**\r\n * Check if a given query has resolved and got its value\r\n * @param query defines the query to check\r\n * @returns true if the query got its value\r\n */\r\n isQueryResultAvailable(query: WebGLQuery): boolean;\r\n\r\n /**\r\n * Gets the value of a given query\r\n * @param query defines the query to check\r\n * @returns the value of the query\r\n */\r\n getQueryResult(query: WebGLQuery): number;\r\n\r\n /**\r\n * Initiates an occlusion query\r\n * @param algorithmType defines the algorithm to use\r\n * @param query defines the query to use\r\n * @returns the current engine\r\n * @see http://doc.babylonjs.com/features/occlusionquery\r\n */\r\n beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;\r\n\r\n /**\r\n * Ends an occlusion query\r\n * @see http://doc.babylonjs.com/features/occlusionquery\r\n * @param algorithmType defines the algorithm to use\r\n * @returns the current engine\r\n */\r\n endOcclusionQuery(algorithmType: number): Engine;\r\n\r\n /**\r\n * Starts a time query (used to measure time spent by the GPU on a specific frame)\r\n * Please note that only one query can be issued at a time\r\n * @returns a time token used to track the time span\r\n */\r\n startTimeQuery(): Nullable<_TimeToken>;\r\n\r\n /**\r\n * Ends a time query\r\n * @param token defines the token used to measure the time span\r\n * @returns the time spent (in ns)\r\n */\r\n endTimeQuery(token: _TimeToken): int;\r\n\r\n /** @hidden */\r\n _currentNonTimestampToken: Nullable<_TimeToken>;\r\n\r\n /** @hidden */\r\n _createTimeQuery(): WebGLQuery;\r\n\r\n /** @hidden */\r\n _deleteTimeQuery(query: WebGLQuery): void;\r\n\r\n /** @hidden */\r\n _getGlAlgorithmType(algorithmType: number): number;\r\n\r\n /** @hidden */\r\n _getTimeQueryResult(query: WebGLQuery): any;\r\n\r\n /** @hidden */\r\n _getTimeQueryAvailability(query: WebGLQuery): any;\r\n }\r\n}\r\n\r\nEngine.prototype.createQuery = function(): WebGLQuery {\r\n return this._gl.createQuery();\r\n};\r\n\r\nEngine.prototype.deleteQuery = function(query: WebGLQuery): Engine {\r\n this._gl.deleteQuery(query);\r\n\r\n return this;\r\n};\r\n\r\nEngine.prototype.isQueryResultAvailable = function(query: WebGLQuery): boolean {\r\n return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT_AVAILABLE) as boolean;\r\n};\r\n\r\nEngine.prototype.getQueryResult = function(query: WebGLQuery): number {\r\n return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT) as number;\r\n};\r\n\r\nEngine.prototype.beginOcclusionQuery = function(algorithmType: number, query: WebGLQuery): Engine {\r\n var glAlgorithm = this._getGlAlgorithmType(algorithmType);\r\n this._gl.beginQuery(glAlgorithm, query);\r\n\r\n return this;\r\n};\r\n\r\nEngine.prototype.endOcclusionQuery = function(algorithmType: number): Engine {\r\n var glAlgorithm = this._getGlAlgorithmType(algorithmType);\r\n this._gl.endQuery(glAlgorithm);\r\n\r\n return this;\r\n};\r\n\r\nEngine.prototype._createTimeQuery = function(): WebGLQuery {\r\n let timerQuery = this.getCaps().timerQuery;\r\n\r\n if (timerQuery.createQueryEXT) {\r\n return timerQuery.createQueryEXT();\r\n }\r\n\r\n return this.createQuery();\r\n};\r\n\r\nEngine.prototype._deleteTimeQuery = function(query: WebGLQuery): void {\r\n let timerQuery = this.getCaps().timerQuery;\r\n\r\n if (timerQuery.deleteQueryEXT) {\r\n timerQuery.deleteQueryEXT(query);\r\n return;\r\n }\r\n\r\n this.deleteQuery(query);\r\n};\r\n\r\nEngine.prototype._getTimeQueryResult = function(query: WebGLQuery): any {\r\n let timerQuery = this.getCaps().timerQuery;\r\n\r\n if (timerQuery.getQueryObjectEXT) {\r\n return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_EXT);\r\n }\r\n return this.getQueryResult(query);\r\n};\r\n\r\nEngine.prototype._getTimeQueryAvailability = function(query: WebGLQuery): any {\r\n let timerQuery = this.getCaps().timerQuery;\r\n\r\n if (timerQuery.getQueryObjectEXT) {\r\n return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_AVAILABLE_EXT);\r\n }\r\n return this.isQueryResultAvailable(query);\r\n};\r\n\r\nEngine.prototype.startTimeQuery = function(): Nullable<_TimeToken> {\r\n let caps = this.getCaps();\r\n let timerQuery = caps.timerQuery;\r\n if (!timerQuery) {\r\n return null;\r\n }\r\n\r\n let token = new _TimeToken();\r\n this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);\r\n if (caps.canUseTimestampForTimerQuery) {\r\n token._startTimeQuery = this._createTimeQuery();\r\n\r\n timerQuery.queryCounterEXT(token._startTimeQuery, timerQuery.TIMESTAMP_EXT);\r\n } else {\r\n if (this._currentNonTimestampToken) {\r\n return this._currentNonTimestampToken;\r\n }\r\n\r\n token._timeElapsedQuery = this._createTimeQuery();\r\n if (timerQuery.beginQueryEXT) {\r\n timerQuery.beginQueryEXT(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);\r\n } else {\r\n this._gl.beginQuery(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);\r\n }\r\n\r\n this._currentNonTimestampToken = token;\r\n }\r\n return token;\r\n};\r\n\r\nEngine.prototype.endTimeQuery = function(token: _TimeToken): int {\r\n let caps = this.getCaps();\r\n let timerQuery = caps.timerQuery;\r\n if (!timerQuery || !token) {\r\n return -1;\r\n }\r\n\r\n if (caps.canUseTimestampForTimerQuery) {\r\n if (!token._startTimeQuery) {\r\n return -1;\r\n }\r\n if (!token._endTimeQuery) {\r\n token._endTimeQuery = this._createTimeQuery();\r\n timerQuery.queryCounterEXT(token._endTimeQuery, timerQuery.TIMESTAMP_EXT);\r\n }\r\n } else if (!token._timeElapsedQueryEnded) {\r\n if (!token._timeElapsedQuery) {\r\n return -1;\r\n }\r\n if (timerQuery.endQueryEXT) {\r\n timerQuery.endQueryEXT(timerQuery.TIME_ELAPSED_EXT);\r\n } else {\r\n this._gl.endQuery(timerQuery.TIME_ELAPSED_EXT);\r\n }\r\n token._timeElapsedQueryEnded = true;\r\n }\r\n\r\n let disjoint = this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);\r\n let available: boolean = false;\r\n if (token._endTimeQuery) {\r\n available = this._getTimeQueryAvailability(token._endTimeQuery);\r\n } else if (token._timeElapsedQuery) {\r\n available = this._getTimeQueryAvailability(token._timeElapsedQuery);\r\n }\r\n\r\n if (available && !disjoint) {\r\n let result = 0;\r\n if (caps.canUseTimestampForTimerQuery) {\r\n if (!token._startTimeQuery || !token._endTimeQuery) {\r\n return -1;\r\n }\r\n let timeStart = this._getTimeQueryResult(token._startTimeQuery);\r\n let timeEnd = this._getTimeQueryResult(token._endTimeQuery);\r\n\r\n result = timeEnd - timeStart;\r\n this._deleteTimeQuery(token._startTimeQuery);\r\n this._deleteTimeQuery(token._endTimeQuery);\r\n token._startTimeQuery = null;\r\n token._endTimeQuery = null;\r\n } else {\r\n if (!token._timeElapsedQuery) {\r\n return -1;\r\n }\r\n\r\n result = this._getTimeQueryResult(token._timeElapsedQuery);\r\n this._deleteTimeQuery(token._timeElapsedQuery);\r\n token._timeElapsedQuery = null;\r\n token._timeElapsedQueryEnded = false;\r\n this._currentNonTimestampToken = null;\r\n }\r\n return result;\r\n }\r\n\r\n return -1;\r\n};\r\n\r\nEngine.prototype._getGlAlgorithmType = function(algorithmType: number): number {\r\n return algorithmType === AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE ? this._gl.ANY_SAMPLES_PASSED_CONSERVATIVE : this._gl.ANY_SAMPLES_PASSED;\r\n};\r\n\r\ndeclare module \"../../Meshes/abstractMesh\" {\r\n export interface AbstractMesh {\r\n /**\r\n * Backing filed\r\n * @hidden\r\n */\r\n __occlusionDataStorage: _OcclusionDataStorage;\r\n\r\n /**\r\n * Access property\r\n * @hidden\r\n */\r\n _occlusionDataStorage: _OcclusionDataStorage;\r\n\r\n /**\r\n * This number indicates the number of allowed retries before stop the occlusion query, this is useful if the occlusion query is taking long time before to the query result is retireved, the query result indicates if the object is visible within the scene or not and based on that Babylon.Js engine decideds to show or hide the object.\r\n * The default value is -1 which means don't break the query and wait till the result\r\n * @see http://doc.babylonjs.com/features/occlusionquery\r\n */\r\n occlusionRetryCount: number;\r\n\r\n /**\r\n * This property is responsible for starting the occlusion query within the Mesh or not, this property is also used to determine what should happen when the occlusionRetryCount is reached. It has supports 3 values:\r\n * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.\r\n * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.\r\n * * OCCLUSION_TYPE_STRICT: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken restore the last state of the mesh occlusion if the mesh was visible then show the mesh if was hidden then hide don't show.\r\n * @see http://doc.babylonjs.com/features/occlusionquery\r\n */\r\n occlusionType: number;\r\n\r\n /**\r\n * This property determines the type of occlusion query algorithm to run in WebGl, you can use:\r\n * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.\r\n * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE (Default Value) which is mapped to GL_ANY_SAMPLES_PASSED_CONSERVATIVE which is a false positive algorithm that is faster than GL_ANY_SAMPLES_PASSED but less accurate.\r\n * @see http://doc.babylonjs.com/features/occlusionquery\r\n */\r\n occlusionQueryAlgorithmType: number;\r\n\r\n /**\r\n * Gets or sets whether the mesh is occluded or not, it is used also to set the intial state of the mesh to be occluded or not\r\n * @see http://doc.babylonjs.com/features/occlusionquery\r\n */\r\n isOccluded: boolean;\r\n\r\n /**\r\n * Flag to check the progress status of the query\r\n * @see http://doc.babylonjs.com/features/occlusionquery\r\n */\r\n isOcclusionQueryInProgress: boolean;\r\n }\r\n}\r\nObject.defineProperty(AbstractMesh.prototype, \"isOcclusionQueryInProgress\", {\r\n get: function(this: AbstractMesh) {\r\n return this._occlusionDataStorage.isOcclusionQueryInProgress;\r\n },\r\n set: function(this: AbstractMesh, value: boolean) {\r\n this._occlusionDataStorage.isOcclusionQueryInProgress = value;\r\n },\r\n enumerable: false,\r\n configurable: true\r\n});\r\n\r\nObject.defineProperty(AbstractMesh.prototype, \"_occlusionDataStorage\", {\r\n get: function(this: AbstractMesh) {\r\n if (!this.__occlusionDataStorage) {\r\n this.__occlusionDataStorage = new _OcclusionDataStorage();\r\n }\r\n return this.__occlusionDataStorage;\r\n },\r\n enumerable: false,\r\n configurable: true\r\n});\r\n\r\nObject.defineProperty(AbstractMesh.prototype, \"isOccluded\", {\r\n get: function(this: AbstractMesh) {\r\n return this._occlusionDataStorage.isOccluded;\r\n },\r\n set: function(this: AbstractMesh, value: boolean) {\r\n this._occlusionDataStorage.isOccluded = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\nObject.defineProperty(AbstractMesh.prototype, \"occlusionQueryAlgorithmType\", {\r\n get: function(this: AbstractMesh) {\r\n return this._occlusionDataStorage.occlusionQueryAlgorithmType;\r\n },\r\n set: function(this: AbstractMesh, value: number) {\r\n this._occlusionDataStorage.occlusionQueryAlgorithmType = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\nObject.defineProperty(AbstractMesh.prototype, \"occlusionType\", {\r\n get: function(this: AbstractMesh) {\r\n return this._occlusionDataStorage.occlusionType;\r\n },\r\n set: function(this: AbstractMesh, value: number) {\r\n this._occlusionDataStorage.occlusionType = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\nObject.defineProperty(AbstractMesh.prototype, \"occlusionRetryCount\", {\r\n get: function(this: AbstractMesh) {\r\n return this._occlusionDataStorage.occlusionRetryCount;\r\n },\r\n set: function(this: AbstractMesh, value: number) {\r\n this._occlusionDataStorage.occlusionRetryCount = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\n// We also need to update AbstractMesh as there is a portion of the code there\r\nAbstractMesh.prototype._checkOcclusionQuery = function() {\r\n let dataStorage = this._occlusionDataStorage;\r\n\r\n if (dataStorage.occlusionType === AbstractMesh.OCCLUSION_TYPE_NONE) {\r\n dataStorage.isOccluded = false;\r\n return false;\r\n }\r\n\r\n var engine = this.getEngine();\r\n\r\n if (engine.webGLVersion < 2) {\r\n dataStorage.isOccluded = false;\r\n return false;\r\n }\r\n\r\n if (!engine.isQueryResultAvailable) { // Occlusion query where not referenced\r\n dataStorage.isOccluded = false;\r\n return false;\r\n }\r\n\r\n if (this.isOcclusionQueryInProgress && this._occlusionQuery) {\r\n\r\n var isOcclusionQueryAvailable = engine.isQueryResultAvailable(this._occlusionQuery);\r\n if (isOcclusionQueryAvailable) {\r\n var occlusionQueryResult = engine.getQueryResult(this._occlusionQuery);\r\n\r\n dataStorage.isOcclusionQueryInProgress = false;\r\n dataStorage.occlusionInternalRetryCounter = 0;\r\n dataStorage.isOccluded = occlusionQueryResult === 1 ? false : true;\r\n }\r\n else {\r\n\r\n dataStorage.occlusionInternalRetryCounter++;\r\n\r\n if (dataStorage.occlusionRetryCount !== -1 && dataStorage.occlusionInternalRetryCounter > dataStorage.occlusionRetryCount) {\r\n dataStorage.isOcclusionQueryInProgress = false;\r\n dataStorage.occlusionInternalRetryCounter = 0;\r\n\r\n // if optimistic set isOccluded to false regardless of the status of isOccluded. (Render in the current render loop)\r\n // if strict continue the last state of the object.\r\n dataStorage.isOccluded = dataStorage.occlusionType === AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC ? false : dataStorage.isOccluded;\r\n }\r\n else {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n var scene = this.getScene();\r\n if (scene.getBoundingBoxRenderer) {\r\n var occlusionBoundingBoxRenderer = scene.getBoundingBoxRenderer();\r\n\r\n if (!this._occlusionQuery) {\r\n this._occlusionQuery = engine.createQuery();\r\n }\r\n\r\n engine.beginOcclusionQuery(dataStorage.occlusionQueryAlgorithmType, this._occlusionQuery);\r\n occlusionBoundingBoxRenderer.renderOcclusionBoundingBox(this);\r\n engine.endOcclusionQuery(dataStorage.occlusionQueryAlgorithmType);\r\n this._occlusionDataStorage.isOcclusionQueryInProgress = true;\r\n }\r\n\r\n return dataStorage.isOccluded;\r\n};\r\n","import { Nullable } from \"../../types\";\r\nimport { InternalTexture, InternalTextureSource } from '../../Materials/Textures/internalTexture';\r\nimport { Logger } from '../../Misc/logger';\r\nimport { Tools } from '../../Misc/tools';\r\nimport { Scene } from '../../scene';\r\nimport { Constants } from '../constants';\r\nimport { ThinEngine } from '../thinEngine';\r\nimport { IWebRequest } from '../../Misc/interfaces/iWebRequest';\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Creates a raw texture\r\n * @param data defines the data to store in the texture\r\n * @param width defines the width of the texture\r\n * @param height defines the height of the texture\r\n * @param format defines the format of the data\r\n * @param generateMipMaps defines if the engine should generate the mip levels\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)\r\n * @param compression defines the compression used (null by default)\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @returns the raw texture inside an InternalTexture\r\n */\r\n createRawTexture(data: Nullable, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable, type: number): InternalTexture;\r\n\r\n /**\r\n * Update a raw texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store in the texture\r\n * @param format defines the format of the data\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawTexture(texture: Nullable, data: Nullable, format: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store in the texture\r\n * @param format defines the format of the data\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the compression used (null by default)\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n */\r\n updateRawTexture(texture: Nullable, data: Nullable, format: number, invertY: boolean, compression: Nullable, type: number): void;\r\n\r\n /**\r\n * Creates a new raw cube texture\r\n * @param data defines the array of data to use to create each face\r\n * @param size defines the size of the textures\r\n * @param format defines the format of the data\r\n * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)\r\n * @param generateMipMaps defines if the engine should generate the mip levels\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param compression defines the compression used (null by default)\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createRawCubeTexture(data: Nullable, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable): InternalTexture;\r\n\r\n /**\r\n * Update a raw cube texture\r\n * @param texture defines the texture to udpdate\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw cube texture\r\n * @param texture defines the texture to udpdate\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the compression used (null by default)\r\n */\r\n updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable): void;\r\n\r\n /**\r\n * Update a raw cube texture\r\n * @param texture defines the texture to udpdate\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the compression used (null by default)\r\n * @param level defines which level of the texture to update\r\n */\r\n updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable, level: number): void;\r\n\r\n /**\r\n * Creates a new raw cube texture from a specified url\r\n * @param url defines the url where the data is located\r\n * @param scene defines the current scene\r\n * @param size defines the size of the textures\r\n * @param format defines the format of the data\r\n * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)\r\n * @param noMipmap defines if the engine should avoid generating the mip levels\r\n * @param callback defines a callback used to extract texture data from loaded data\r\n * @param mipmapGenerator defines to provide an optional tool to generate mip levels\r\n * @param onLoad defines a callback called when texture is loaded\r\n * @param onError defines a callback called if there is an error\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createRawCubeTextureFromUrl(url: string, scene: Nullable, size: number, format: number, type: number, noMipmap: boolean,\r\n callback: (ArrayBuffer: ArrayBuffer) => Nullable,\r\n mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>,\r\n onLoad: Nullable<() => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>): InternalTexture;\r\n\r\n /**\r\n * Creates a new raw cube texture from a specified url\r\n * @param url defines the url where the data is located\r\n * @param scene defines the current scene\r\n * @param size defines the size of the textures\r\n * @param format defines the format of the data\r\n * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)\r\n * @param noMipmap defines if the engine should avoid generating the mip levels\r\n * @param callback defines a callback used to extract texture data from loaded data\r\n * @param mipmapGenerator defines to provide an optional tool to generate mip levels\r\n * @param onLoad defines a callback called when texture is loaded\r\n * @param onError defines a callback called if there is an error\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createRawCubeTextureFromUrl(url: string, scene: Nullable, size: number, format: number, type: number, noMipmap: boolean,\r\n callback: (ArrayBuffer: ArrayBuffer) => Nullable,\r\n mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>,\r\n onLoad: Nullable<() => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n samplingMode: number,\r\n invertY: boolean): InternalTexture;\r\n\r\n /**\r\n * Creates a new raw 3D texture\r\n * @param data defines the data used to create the texture\r\n * @param width defines the width of the texture\r\n * @param height defines the height of the texture\r\n * @param depth defines the depth of the texture\r\n * @param format defines the format of the texture\r\n * @param generateMipMaps defines if the engine must generate mip levels\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param compression defines the compressed used (can be null)\r\n * @param textureType defines the compressed used (can be null)\r\n * @returns a new raw 3D texture (stored in an InternalTexture)\r\n */\r\n createRawTexture3D(data: Nullable, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable, textureType: number): InternalTexture;\r\n\r\n /**\r\n * Update a raw 3D texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawTexture3D(texture: InternalTexture, data: Nullable, format: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw 3D texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the used compression (can be null)\r\n * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)\r\n */\r\n updateRawTexture3D(texture: InternalTexture, data: Nullable, format: number, invertY: boolean, compression: Nullable, textureType: number): void;\r\n\r\n /**\r\n * Creates a new raw 2D array texture\r\n * @param data defines the data used to create the texture\r\n * @param width defines the width of the texture\r\n * @param height defines the height of the texture\r\n * @param depth defines the number of layers of the texture\r\n * @param format defines the format of the texture\r\n * @param generateMipMaps defines if the engine must generate mip levels\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param compression defines the compressed used (can be null)\r\n * @param textureType defines the compressed used (can be null)\r\n * @returns a new raw 2D array texture (stored in an InternalTexture)\r\n */\r\n createRawTexture2DArray(data: Nullable, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable, textureType: number): InternalTexture;\r\n\r\n /**\r\n * Update a raw 2D array texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawTexture2DArray(texture: InternalTexture, data: Nullable, format: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw 2D array texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the used compression (can be null)\r\n * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)\r\n */\r\n updateRawTexture2DArray(texture: InternalTexture, data: Nullable, format: number, invertY: boolean, compression: Nullable, textureType: number): void;\r\n }\r\n}\r\n\r\nThinEngine.prototype.updateRawTexture = function(texture: Nullable, data: Nullable, format: number, invertY: boolean, compression: Nullable = null, type: number = Constants.TEXTURETYPE_UNSIGNED_INT): void {\r\n if (!texture) {\r\n return;\r\n }\r\n // Babylon's internalSizedFomat but gl's texImage2D internalFormat\r\n var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type, format);\r\n\r\n // Babylon's internalFormat but gl's texImage2D format\r\n var internalFormat = this._getInternalFormat(format);\r\n var textureType = this._getWebGLTextureType(type);\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);\r\n this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n texture.format = format;\r\n texture.type = type;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n }\r\n\r\n if (texture.width % 4 !== 0) {\r\n this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);\r\n }\r\n\r\n if (compression && data) {\r\n this._gl.compressedTexImage2D(this._gl.TEXTURE_2D, 0, (this.getCaps().s3tc)[compression], texture.width, texture.height, 0, data);\r\n } else {\r\n this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, data);\r\n }\r\n\r\n if (texture.generateMipMaps) {\r\n this._gl.generateMipmap(this._gl.TEXTURE_2D);\r\n }\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, null);\r\n // this.resetTextureCache();\r\n texture.isReady = true;\r\n};\r\n\r\nThinEngine.prototype.createRawTexture = function(data: Nullable, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable = null, type: number = Constants.TEXTURETYPE_UNSIGNED_INT): InternalTexture {\r\n var texture = new InternalTexture(this, InternalTextureSource.Raw);\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.format = format;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture.type = type;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this.updateRawTexture(texture, data, format, invertY, compression, type);\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);\r\n\r\n // Filters\r\n var filters = this._getSamplingParameters(samplingMode, generateMipMaps);\r\n\r\n this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);\r\n this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);\r\n\r\n if (generateMipMaps) {\r\n this._gl.generateMipmap(this._gl.TEXTURE_2D);\r\n }\r\n\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, null);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nThinEngine.prototype.createRawCubeTexture = function(data: Nullable, size: number, format: number, type: number,\r\n generateMipMaps: boolean, invertY: boolean, samplingMode: number,\r\n compression: Nullable = null): InternalTexture {\r\n var gl = this._gl;\r\n var texture = new InternalTexture(this, InternalTextureSource.CubeRaw);\r\n texture.isCube = true;\r\n texture.format = format;\r\n texture.type = type;\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferViewArray = data;\r\n }\r\n\r\n var textureType = this._getWebGLTextureType(type);\r\n var internalFormat = this._getInternalFormat(format);\r\n\r\n if (internalFormat === gl.RGB) {\r\n internalFormat = gl.RGBA;\r\n }\r\n\r\n // Mipmap generation needs a sized internal format that is both color-renderable and texture-filterable\r\n if (textureType === gl.FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n generateMipMaps = false;\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n Logger.Warn(\"Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.\");\r\n }\r\n else if (textureType === this._gl.HALF_FLOAT_OES && !this._caps.textureHalfFloatLinearFiltering) {\r\n generateMipMaps = false;\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n Logger.Warn(\"Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.\");\r\n }\r\n else if (textureType === gl.FLOAT && !this._caps.textureFloatRender) {\r\n generateMipMaps = false;\r\n Logger.Warn(\"Render to float textures is not supported. Mipmap generation forced to false.\");\r\n }\r\n else if (textureType === gl.HALF_FLOAT && !this._caps.colorBufferFloat) {\r\n generateMipMaps = false;\r\n Logger.Warn(\"Render to half float textures is not supported. Mipmap generation forced to false.\");\r\n }\r\n\r\n var width = size;\r\n var height = width;\r\n\r\n texture.width = width;\r\n texture.height = height;\r\n\r\n // Double check on POT to generate Mips.\r\n var isPot = !this.needPOTTextures || (Tools.IsExponentOfTwo(texture.width) && Tools.IsExponentOfTwo(texture.height));\r\n if (!isPot) {\r\n generateMipMaps = false;\r\n }\r\n\r\n // Upload data if needed. The texture won't be ready until then.\r\n if (data) {\r\n this.updateRawCubeTexture(texture, data, format, type, invertY, compression);\r\n }\r\n\r\n this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);\r\n\r\n // Filters\r\n if (data && generateMipMaps) {\r\n this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);\r\n }\r\n\r\n var filters = this._getSamplingParameters(samplingMode, generateMipMaps);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);\r\n\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);\r\n\r\n texture.generateMipMaps = generateMipMaps;\r\n\r\n return texture;\r\n};\r\n\r\nThinEngine.prototype.updateRawCubeTexture = function(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable = null, level: number = 0): void {\r\n texture._bufferViewArray = data;\r\n texture.format = format;\r\n texture.type = type;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n\r\n var gl = this._gl;\r\n var textureType = this._getWebGLTextureType(type);\r\n var internalFormat = this._getInternalFormat(format);\r\n var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type);\r\n\r\n var needConversion = false;\r\n if (internalFormat === gl.RGB) {\r\n internalFormat = gl.RGBA;\r\n needConversion = true;\r\n }\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);\r\n this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));\r\n\r\n if (texture.width % 4 !== 0) {\r\n gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);\r\n }\r\n\r\n // Data are known to be in +X +Y +Z -X -Y -Z\r\n for (let faceIndex = 0; faceIndex < 6; faceIndex++) {\r\n let faceData = data[faceIndex];\r\n\r\n if (compression) {\r\n gl.compressedTexImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, ((this.getCaps().s3tc))[compression], texture.width, texture.height, 0, faceData);\r\n } else {\r\n if (needConversion) {\r\n faceData = _convertRGBtoRGBATextureData(faceData, texture.width, texture.height, type);\r\n }\r\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, faceData);\r\n }\r\n }\r\n\r\n var isPot = !this.needPOTTextures || (Tools.IsExponentOfTwo(texture.width) && Tools.IsExponentOfTwo(texture.height));\r\n if (isPot && texture.generateMipMaps && level === 0) {\r\n this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);\r\n }\r\n this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);\r\n\r\n // this.resetTextureCache();\r\n texture.isReady = true;\r\n};\r\n\r\nThinEngine.prototype.createRawCubeTextureFromUrl = function(url: string, scene: Nullable, size: number, format: number, type: number, noMipmap: boolean,\r\n callback: (ArrayBuffer: ArrayBuffer) => Nullable,\r\n mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>,\r\n onLoad: Nullable<() => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n invertY: boolean = false): InternalTexture {\r\n\r\n var gl = this._gl;\r\n var texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode, null);\r\n scene?._addPendingData(texture);\r\n texture.url = url;\r\n this._internalTexturesCache.push(texture);\r\n\r\n var onerror = (request?: IWebRequest, exception?: any) => {\r\n scene?._removePendingData(texture);\r\n if (onError && request) {\r\n onError(request.status + \" \" + request.statusText, exception);\r\n }\r\n };\r\n\r\n var internalCallback = (data: any) => {\r\n var width = texture.width;\r\n var faceDataArrays = callback(data);\r\n\r\n if (!faceDataArrays) {\r\n return;\r\n }\r\n\r\n if (mipmapGenerator) {\r\n var textureType = this._getWebGLTextureType(type);\r\n var internalFormat = this._getInternalFormat(format);\r\n var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type);\r\n\r\n var needConversion = false;\r\n if (internalFormat === gl.RGB) {\r\n internalFormat = gl.RGBA;\r\n needConversion = true;\r\n }\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);\r\n this._unpackFlipY(false);\r\n\r\n var mipData = mipmapGenerator(faceDataArrays);\r\n for (var level = 0; level < mipData.length; level++) {\r\n var mipSize = width >> level;\r\n\r\n for (var faceIndex = 0; faceIndex < 6; faceIndex++) {\r\n let mipFaceData = mipData[level][faceIndex];\r\n if (needConversion) {\r\n mipFaceData = _convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);\r\n }\r\n gl.texImage2D(faceIndex, level, internalSizedFomat, mipSize, mipSize, 0, internalFormat, textureType, mipFaceData);\r\n }\r\n }\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);\r\n }\r\n else {\r\n this.updateRawCubeTexture(texture, faceDataArrays, format, type, invertY);\r\n }\r\n\r\n texture.isReady = true;\r\n // this.resetTextureCache();\r\n scene?._removePendingData(texture);\r\n\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n };\r\n\r\n this._loadFile(url, (data) => {\r\n internalCallback(data);\r\n }, undefined, scene?.offlineProvider, true, onerror);\r\n\r\n return texture;\r\n};\r\n\r\n/** @hidden */\r\nfunction _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView {\r\n // Create new RGBA data container.\r\n var rgbaData: any;\r\n if (textureType === Constants.TEXTURETYPE_FLOAT) {\r\n rgbaData = new Float32Array(width * height * 4);\r\n }\r\n else {\r\n rgbaData = new Uint32Array(width * height * 4);\r\n }\r\n\r\n // Convert each pixel.\r\n for (let x = 0; x < width; x++) {\r\n for (let y = 0; y < height; y++) {\r\n let index = (y * width + x) * 3;\r\n let newIndex = (y * width + x) * 4;\r\n\r\n // Map Old Value to new value.\r\n rgbaData[newIndex + 0] = rgbData[index + 0];\r\n rgbaData[newIndex + 1] = rgbData[index + 1];\r\n rgbaData[newIndex + 2] = rgbData[index + 2];\r\n\r\n // Add fully opaque alpha channel.\r\n rgbaData[newIndex + 3] = 1;\r\n }\r\n }\r\n\r\n return rgbaData;\r\n}\r\n\r\n/**\r\n * Create a function for createRawTexture3D/createRawTexture2DArray\r\n * @param is3D true for TEXTURE_3D and false for TEXTURE_2D_ARRAY\r\n * @hidden\r\n */\r\nfunction _makeCreateRawTextureFunction(is3D: boolean) {\r\n return function(this: ThinEngine, data: Nullable, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable = null, textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT): InternalTexture {\r\n var target = is3D ? this._gl.TEXTURE_3D : this._gl.TEXTURE_2D_ARRAY;\r\n var source = is3D ? InternalTextureSource.Raw3D : InternalTextureSource.Raw2DArray;\r\n var texture = new InternalTexture(this, source);\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.baseDepth = depth;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.depth = depth;\r\n texture.format = format;\r\n texture.type = textureType;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n if (is3D) {\r\n texture.is3D = true;\r\n } else {\r\n texture.is2DArray = true;\r\n }\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n if (is3D) {\r\n this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);\r\n } else {\r\n this.updateRawTexture2DArray(texture, data, format, invertY, compression, textureType);\r\n }\r\n this._bindTextureDirectly(target, texture, true);\r\n\r\n // Filters\r\n var filters = this._getSamplingParameters(samplingMode, generateMipMaps);\r\n\r\n this._gl.texParameteri(target, this._gl.TEXTURE_MAG_FILTER, filters.mag);\r\n this._gl.texParameteri(target, this._gl.TEXTURE_MIN_FILTER, filters.min);\r\n\r\n if (generateMipMaps) {\r\n this._gl.generateMipmap(target);\r\n }\r\n\r\n this._bindTextureDirectly(target, null);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n };\r\n}\r\n\r\nThinEngine.prototype.createRawTexture2DArray = _makeCreateRawTextureFunction(false);\r\nThinEngine.prototype.createRawTexture3D = _makeCreateRawTextureFunction(true);\r\n\r\n/**\r\n * Create a function for updateRawTexture3D/updateRawTexture2DArray\r\n * @param is3D true for TEXTURE_3D and false for TEXTURE_2D_ARRAY\r\n * @hidden\r\n */\r\nfunction _makeUpdateRawTextureFunction(is3D: boolean) {\r\n return function(this: ThinEngine, texture: InternalTexture, data: Nullable, format: number, invertY: boolean, compression: Nullable = null, textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT): void {\r\n var target = is3D ? this._gl.TEXTURE_3D : this._gl.TEXTURE_2D_ARRAY;\r\n var internalType = this._getWebGLTextureType(textureType);\r\n var internalFormat = this._getInternalFormat(format);\r\n var internalSizedFomat = this._getRGBABufferInternalSizedFormat(textureType, format);\r\n\r\n this._bindTextureDirectly(target, texture, true);\r\n this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n texture.format = format;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n }\r\n\r\n if (texture.width % 4 !== 0) {\r\n this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);\r\n }\r\n\r\n if (compression && data) {\r\n this._gl.compressedTexImage3D(target, 0, (this.getCaps().s3tc)[compression], texture.width, texture.height, texture.depth, 0, data);\r\n } else {\r\n this._gl.texImage3D(target, 0, internalSizedFomat, texture.width, texture.height, texture.depth, 0, internalFormat, internalType, data);\r\n }\r\n\r\n if (texture.generateMipMaps) {\r\n this._gl.generateMipmap(target);\r\n }\r\n this._bindTextureDirectly(target, null);\r\n // this.resetTextureCache();\r\n texture.isReady = true;\r\n };\r\n}\r\n\r\nThinEngine.prototype.updateRawTexture2DArray = _makeUpdateRawTextureFunction(false);\r\nThinEngine.prototype.updateRawTexture3D = _makeUpdateRawTextureFunction(true);\r\n","import { ThinEngine } from \"../../Engines/thinEngine\";\r\nimport { InternalTexture } from '../../Materials/Textures/internalTexture';\r\nimport { Nullable } from '../../types';\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /** @hidden */\r\n _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable): ArrayBufferView;\r\n }\r\n}\r\n\r\nThinEngine.prototype._readTexturePixels = function(texture: InternalTexture, width: number, height: number, faceIndex = -1, level = 0, buffer: Nullable = null): ArrayBufferView {\r\n let gl = this._gl;\r\n if (!gl) {\r\n throw new Error (\"Engine does not have gl rendering context.\");\r\n }\r\n if (!this._dummyFramebuffer) {\r\n let dummy = gl.createFramebuffer();\r\n\r\n if (!dummy) {\r\n throw new Error(\"Unable to create dummy framebuffer\");\r\n }\r\n\r\n this._dummyFramebuffer = dummy;\r\n }\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, this._dummyFramebuffer);\r\n\r\n if (faceIndex > -1) {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, level);\r\n } else {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, level);\r\n }\r\n\r\n let readType = (texture.type !== undefined) ? this._getWebGLTextureType(texture.type) : gl.UNSIGNED_BYTE;\r\n\r\n switch (readType) {\r\n case gl.UNSIGNED_BYTE:\r\n if (!buffer) {\r\n buffer = new Uint8Array(4 * width * height);\r\n }\r\n readType = gl.UNSIGNED_BYTE;\r\n break;\r\n default:\r\n if (!buffer) {\r\n buffer = new Float32Array(4 * width * height);\r\n }\r\n readType = gl.FLOAT;\r\n break;\r\n }\r\n\r\n gl.readPixels(0, 0, width, height, gl.RGBA, readType, buffer);\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, this._currentFramebuffer);\r\n\r\n return buffer;\r\n};","import { InternalTexture, InternalTextureSource } from '../../Materials/Textures/internalTexture';\r\nimport { Logger } from '../../Misc/logger';\r\nimport { RenderTargetCreationOptions } from '../../Materials/Textures/renderTargetCreationOptions';\r\nimport { Constants } from '../constants';\r\nimport { ThinEngine } from '../thinEngine';\r\nimport { DepthTextureCreationOptions } from '../depthTextureCreationOptions';\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Creates a new render target texture\r\n * @param size defines the size of the texture\r\n * @param options defines the options used to create the texture\r\n * @returns a new render target texture stored in an InternalTexture\r\n */\r\n createRenderTargetTexture(size: number | { width: number, height: number, layers?: number }, options: boolean | RenderTargetCreationOptions): InternalTexture;\r\n\r\n /**\r\n * Creates a depth stencil texture.\r\n * This is only available in WebGL 2 or with the depth texture extension available.\r\n * @param size The size of face edge in the texture.\r\n * @param options The options defining the texture.\r\n * @returns The texture\r\n */\r\n createDepthStencilTexture(size: number | { width: number, height: number, layers?: number }, options: DepthTextureCreationOptions): InternalTexture;\r\n\r\n /** @hidden */\r\n _createDepthStencilTexture(size: number | { width: number, height: number, layers?: number }, options: DepthTextureCreationOptions): InternalTexture;\r\n }\r\n}\r\n\r\nThinEngine.prototype.createRenderTargetTexture = function(this: ThinEngine, size: number | { width: number, height: number, layers?: number }, options: boolean | RenderTargetCreationOptions): InternalTexture {\r\n const fullOptions = new RenderTargetCreationOptions();\r\n if (options !== undefined && typeof options === \"object\") {\r\n fullOptions.generateMipMaps = options.generateMipMaps;\r\n fullOptions.generateDepthBuffer = !!options.generateDepthBuffer;\r\n fullOptions.generateStencilBuffer = !!options.generateStencilBuffer;\r\n fullOptions.type = options.type === undefined ? Constants.TEXTURETYPE_UNSIGNED_INT : options.type;\r\n fullOptions.samplingMode = options.samplingMode === undefined ? Constants.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;\r\n fullOptions.format = options.format === undefined ? Constants.TEXTUREFORMAT_RGBA : options.format;\r\n } else {\r\n fullOptions.generateMipMaps = options;\r\n fullOptions.generateDepthBuffer = true;\r\n fullOptions.generateStencilBuffer = false;\r\n fullOptions.type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n fullOptions.samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n fullOptions.format = Constants.TEXTUREFORMAT_RGBA;\r\n }\r\n\r\n if (fullOptions.type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE\r\n fullOptions.samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n }\r\n else if (fullOptions.type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE\r\n fullOptions.samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n }\r\n if (fullOptions.type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {\r\n fullOptions.type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n Logger.Warn(\"Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type\");\r\n }\r\n\r\n const gl = this._gl;\r\n const texture = new InternalTexture(this, InternalTextureSource.RenderTarget);\r\n const width = (<{ width: number, height: number, layers?: number }>size).width || size;\r\n const height = (<{ width: number, height: number, layers?: number }>size).height || size;\r\n const layers = (<{ width: number, height: number, layers?: number }>size).layers || 0;\r\n const filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps ? true : false);\r\n const target = layers !== 0 ? gl.TEXTURE_2D_ARRAY : gl.TEXTURE_2D;\r\n const sizedFormat = this._getRGBABufferInternalSizedFormat(fullOptions.type, fullOptions.format);\r\n const internalFormat = this._getInternalFormat(fullOptions.format);\r\n const type = this._getWebGLTextureType(fullOptions.type);\r\n\r\n // Bind\r\n this._bindTextureDirectly(target, texture);\r\n\r\n if (layers !== 0) {\r\n texture.is2DArray = true;\r\n gl.texImage3D(target, 0, sizedFormat, width, height, layers, 0, internalFormat, type, null);\r\n }\r\n else {\r\n gl.texImage2D(target, 0, sizedFormat, width, height, 0, internalFormat, type, null);\r\n }\r\n\r\n gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, filters.mag);\r\n gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, filters.min);\r\n gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n\r\n // MipMaps\r\n if (fullOptions.generateMipMaps) {\r\n this._gl.generateMipmap(target);\r\n }\r\n\r\n this._bindTextureDirectly(target, null);\r\n\r\n // Create the framebuffer\r\n const framebuffer = gl.createFramebuffer();\r\n this._bindUnboundFramebuffer(framebuffer);\r\n texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer ? true : false, fullOptions.generateDepthBuffer, width, height);\r\n\r\n // No need to rebind on every frame\r\n if (!texture.is2DArray) {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, 0);\r\n }\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n texture._framebuffer = framebuffer;\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.depth = layers;\r\n texture.isReady = true;\r\n texture.samples = 1;\r\n texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;\r\n texture.samplingMode = fullOptions.samplingMode;\r\n texture.type = fullOptions.type;\r\n texture.format = fullOptions.format;\r\n texture._generateDepthBuffer = fullOptions.generateDepthBuffer;\r\n texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nThinEngine.prototype.createDepthStencilTexture = function(size: number | { width: number, height: number, layers?: number }, options: DepthTextureCreationOptions): InternalTexture {\r\n if (options.isCube) {\r\n let width = (<{ width: number, height: number }>size).width || size;\r\n return this._createDepthStencilCubeTexture(width, options);\r\n }\r\n else {\r\n return this._createDepthStencilTexture(size, options);\r\n }\r\n};\r\n\r\nThinEngine.prototype._createDepthStencilTexture = function(size: number | { width: number, height: number, layers?: number }, options: DepthTextureCreationOptions): InternalTexture {\r\n const gl = this._gl;\r\n const layers = (<{ width: number, height: number, layers?: number }>size).layers || 0;\r\n const target = layers !== 0 ? gl.TEXTURE_2D_ARRAY : gl.TEXTURE_2D;\r\n const internalTexture = new InternalTexture(this, InternalTextureSource.Depth);\r\n if (!this._caps.depthTextureExtension) {\r\n Logger.Error(\"Depth texture is not supported by your browser or hardware.\");\r\n return internalTexture;\r\n }\r\n\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n ...options\r\n };\r\n\r\n this._bindTextureDirectly(target, internalTexture, true);\r\n\r\n this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);\r\n\r\n const type = internalOptions.generateStencil ? gl.UNSIGNED_INT_24_8 : gl.UNSIGNED_INT;\r\n const internalFormat = internalOptions.generateStencil ? gl.DEPTH_STENCIL : gl.DEPTH_COMPONENT;\r\n let sizedFormat = internalFormat;\r\n if (this.webGLVersion > 1) {\r\n sizedFormat = internalOptions.generateStencil ? gl.DEPTH24_STENCIL8 : gl.DEPTH_COMPONENT24;\r\n }\r\n\r\n if (internalTexture.is2DArray) {\r\n gl.texImage3D(target, 0, sizedFormat, internalTexture.width, internalTexture.height, layers, 0, internalFormat, type, null);\r\n }\r\n else {\r\n gl.texImage2D(target, 0, sizedFormat, internalTexture.width, internalTexture.height, 0, internalFormat, type, null);\r\n }\r\n\r\n this._bindTextureDirectly(target, null);\r\n\r\n return internalTexture;\r\n};","import { InternalTexture, InternalTextureSource } from '../../Materials/Textures/internalTexture';\r\nimport { Logger } from '../../Misc/logger';\r\nimport { RenderTargetCreationOptions } from '../../Materials/Textures/renderTargetCreationOptions';\r\nimport { Constants } from '../constants';\r\nimport { ThinEngine } from '../thinEngine';\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Creates a new render target cube texture\r\n * @param size defines the size of the texture\r\n * @param options defines the options used to create the texture\r\n * @returns a new render target cube texture stored in an InternalTexture\r\n */\r\n createRenderTargetCubeTexture(size: number, options?: Partial): InternalTexture;\r\n }\r\n}\r\n\r\nThinEngine.prototype.createRenderTargetCubeTexture = function(size: number, options?: Partial): InternalTexture {\r\n let fullOptions = {\r\n generateMipMaps: true,\r\n generateDepthBuffer: true,\r\n generateStencilBuffer: false,\r\n type: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n samplingMode: Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n ...options\r\n };\r\n fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && fullOptions.generateStencilBuffer;\r\n\r\n if (fullOptions.type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE\r\n fullOptions.samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n }\r\n else if (fullOptions.type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE\r\n fullOptions.samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n }\r\n var gl = this._gl;\r\n\r\n var texture = new InternalTexture(this, InternalTextureSource.RenderTarget);\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);\r\n\r\n var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps);\r\n\r\n if (fullOptions.type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {\r\n fullOptions.type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n Logger.Warn(\"Float textures are not supported. Cube render target forced to TEXTURETYPE_UNESIGNED_BYTE type\");\r\n }\r\n\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n\r\n for (var face = 0; face < 6; face++) {\r\n gl.texImage2D((gl.TEXTURE_CUBE_MAP_POSITIVE_X + face), 0, this._getRGBABufferInternalSizedFormat(fullOptions.type, fullOptions.format), size, size, 0, this._getInternalFormat(fullOptions.format), this._getWebGLTextureType(fullOptions.type), null);\r\n }\r\n\r\n // Create the framebuffer\r\n var framebuffer = gl.createFramebuffer();\r\n this._bindUnboundFramebuffer(framebuffer);\r\n\r\n texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer, fullOptions.generateDepthBuffer, size, size);\r\n\r\n // MipMaps\r\n if (fullOptions.generateMipMaps) {\r\n gl.generateMipmap(gl.TEXTURE_CUBE_MAP);\r\n }\r\n\r\n // Unbind\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);\r\n this._bindUnboundFramebuffer(null);\r\n\r\n texture._framebuffer = framebuffer;\r\n texture.width = size;\r\n texture.height = size;\r\n texture.isReady = true;\r\n texture.isCube = true;\r\n texture.samples = 1;\r\n texture.generateMipMaps = fullOptions.generateMipMaps;\r\n texture.samplingMode = fullOptions.samplingMode;\r\n texture.type = fullOptions.type;\r\n texture.format = fullOptions.format;\r\n texture._generateDepthBuffer = fullOptions.generateDepthBuffer;\r\n texture._generateStencilBuffer = fullOptions.generateStencilBuffer;\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};","import { Nullable } from '../../types';\r\nimport { Engine } from '../engine';\r\n\r\ndeclare module \"../../Engines/engine\" {\r\n export interface Engine {\r\n /** @hidden */\r\n _excludedCompressedTextures: string[];\r\n\r\n /** @hidden */\r\n _textureFormatInUse: string;\r\n\r\n /**\r\n * Gets the list of texture formats supported\r\n */\r\n readonly texturesSupported: Array;\r\n\r\n /**\r\n * Gets the texture format in use\r\n */\r\n readonly textureFormatInUse: Nullable;\r\n\r\n /**\r\n * Set the compressed texture extensions or file names to skip.\r\n *\r\n * @param skippedFiles defines the list of those texture files you want to skip\r\n * Example: [\".dds\", \".env\", \"myfile.png\"]\r\n */\r\n setCompressedTextureExclusions(skippedFiles: Array): void;\r\n\r\n /**\r\n * Set the compressed texture format to use, based on the formats you have, and the formats\r\n * supported by the hardware / browser.\r\n *\r\n * Khronos Texture Container (.ktx) files are used to support this. This format has the\r\n * advantage of being specifically designed for OpenGL. Header elements directly correspond\r\n * to API arguments needed to compressed textures. This puts the burden on the container\r\n * generator to house the arcane code for determining these for current & future formats.\r\n *\r\n * for description see https://www.khronos.org/opengles/sdk/tools/KTX/\r\n * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/\r\n *\r\n * Note: The result of this call is not taken into account when a texture is base64.\r\n *\r\n * @param formatsAvailable defines the list of those format families you have created\r\n * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)\r\n *\r\n * Current families are astc, dxt, pvrtc, etc2, & etc1.\r\n * @returns The extension selected.\r\n */\r\n setTextureFormatToUse(formatsAvailable: Array): Nullable;\r\n }\r\n}\r\n\r\nfunction transformTextureUrl(this: Engine, url: string): string {\r\n const excludeFn = (entry: string) => {\r\n const strRegExPattern: string = '\\\\b' + entry + '\\\\b';\r\n return (url && (url === entry || url.match(new RegExp(strRegExPattern, 'g'))));\r\n };\r\n\r\n if (this._excludedCompressedTextures && this._excludedCompressedTextures.some(excludeFn)) {\r\n return url;\r\n }\r\n\r\n const lastDot = url.lastIndexOf('.');\r\n return (lastDot > -1 ? url.substring(0, lastDot) : url) + this._textureFormatInUse;\r\n}\r\n\r\nObject.defineProperty(Engine.prototype, \"texturesSupported\", {\r\n get: function(this: Engine) {\r\n // Intelligently add supported compressed formats in order to check for.\r\n // Check for ASTC support first as it is most powerful and to be very cross platform.\r\n // Next PVRTC & DXT, which are probably superior to ETC1/2.\r\n // Likely no hardware which supports both PVR & DXT, so order matters little.\r\n // ETC2 is newer and handles ETC1 (no alpha capability), so check for first.\r\n const texturesSupported = new Array();\r\n if (this._caps.astc) { texturesSupported.push('-astc.ktx'); }\r\n if (this._caps.s3tc) { texturesSupported.push('-dxt.ktx'); }\r\n if (this._caps.pvrtc) { texturesSupported.push('-pvrtc.ktx'); }\r\n if (this._caps.etc2) { texturesSupported.push('-etc2.ktx'); }\r\n if (this._caps.etc1) { texturesSupported.push('-etc1.ktx'); }\r\n return texturesSupported;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\nObject.defineProperty(Engine.prototype, \"textureFormatInUse\", {\r\n get: function(this: Engine) {\r\n return this._textureFormatInUse || null;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\nEngine.prototype.setCompressedTextureExclusions = function(skippedFiles: Array): void {\r\n this._excludedCompressedTextures = skippedFiles;\r\n};\r\n\r\nEngine.prototype.setTextureFormatToUse = function(formatsAvailable: Array): Nullable {\r\n const texturesSupported = this.texturesSupported;\r\n for (let i = 0, len1 = texturesSupported.length; i < len1; i++) {\r\n for (let j = 0, len2 = formatsAvailable.length; j < len2; j++) {\r\n if (texturesSupported[i] === formatsAvailable[j].toLowerCase()) {\r\n this._transformTextureUrl = transformTextureUrl.bind(this);\r\n return this._textureFormatInUse = texturesSupported[i];\r\n }\r\n }\r\n }\r\n // actively set format to nothing, to allow this to be called more than once\r\n // and possibly fail the 2nd time\r\n delete this._textureFormatInUse;\r\n delete this._transformTextureUrl;\r\n return null;\r\n};\r\n","import { Nullable } from \"../../types\";\r\nimport { Engine } from \"../../Engines/engine\";\r\nimport { DataBuffer } from '../../Meshes/dataBuffer';\r\n\r\n/** @hidden */\r\nexport var _forceTransformFeedbackToBundle = true;\r\n\r\ndeclare module \"../../Engines/engine\" {\r\n export interface Engine {\r\n /**\r\n * Creates a webGL transform feedback object\r\n * Please makes sure to check webGLVersion property to check if you are running webGL 2+\r\n * @returns the webGL transform feedback object\r\n */\r\n createTransformFeedback(): WebGLTransformFeedback;\r\n\r\n /**\r\n * Delete a webGL transform feedback object\r\n * @param value defines the webGL transform feedback object to delete\r\n */\r\n deleteTransformFeedback(value: WebGLTransformFeedback): void;\r\n\r\n /**\r\n * Bind a webGL transform feedback object to the webgl context\r\n * @param value defines the webGL transform feedback object to bind\r\n */\r\n bindTransformFeedback(value: Nullable): void;\r\n\r\n /**\r\n * Begins a transform feedback operation\r\n * @param usePoints defines if points or triangles must be used\r\n */\r\n beginTransformFeedback(usePoints: boolean): void;\r\n\r\n /**\r\n * Ends a transform feedback operation\r\n */\r\n endTransformFeedback(): void;\r\n\r\n /**\r\n * Specify the varyings to use with transform feedback\r\n * @param program defines the associated webGL program\r\n * @param value defines the list of strings representing the varying names\r\n */\r\n setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;\r\n\r\n /**\r\n * Bind a webGL buffer for a transform feedback operation\r\n * @param value defines the webGL buffer to bind\r\n */\r\n bindTransformFeedbackBuffer(value: Nullable): void;\r\n }\r\n}\r\n\r\nEngine.prototype.createTransformFeedback = function(): WebGLTransformFeedback {\r\n return this._gl.createTransformFeedback();\r\n};\r\n\r\nEngine.prototype.deleteTransformFeedback = function(value: WebGLTransformFeedback): void {\r\n this._gl.deleteTransformFeedback(value);\r\n};\r\n\r\nEngine.prototype.bindTransformFeedback = function(value: Nullable): void {\r\n this._gl.bindTransformFeedback(this._gl.TRANSFORM_FEEDBACK, value);\r\n};\r\n\r\nEngine.prototype.beginTransformFeedback = function(usePoints: boolean = true): void {\r\n this._gl.beginTransformFeedback(usePoints ? this._gl.POINTS : this._gl.TRIANGLES);\r\n};\r\n\r\nEngine.prototype.endTransformFeedback = function(): void {\r\n this._gl.endTransformFeedback();\r\n};\r\n\r\nEngine.prototype.setTranformFeedbackVaryings = function(program: WebGLProgram, value: string[]): void {\r\n this._gl.transformFeedbackVaryings(program, value, this._gl.INTERLEAVED_ATTRIBS);\r\n};\r\n\r\nEngine.prototype.bindTransformFeedbackBuffer = function(value: Nullable): void {\r\n this._gl.bindBufferBase(this._gl.TRANSFORM_FEEDBACK_BUFFER, 0, value ? value.underlyingResource : null);\r\n};\r\n","import { ThinEngine } from \"../../Engines/thinEngine\";\r\nimport { FloatArray, Nullable } from '../../types';\r\nimport { DataBuffer } from '../../Meshes/dataBuffer';\r\nimport { WebGLDataBuffer } from '../../Meshes/WebGL/webGLDataBuffer';\r\nimport { IPipelineContext } from '../IPipelineContext';\r\nimport { WebGLPipelineContext } from '../WebGL/webGLPipelineContext';\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Create an uniform buffer\r\n * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets\r\n * @param elements defines the content of the uniform buffer\r\n * @returns the webGL uniform buffer\r\n */\r\n createUniformBuffer(elements: FloatArray): DataBuffer;\r\n\r\n /**\r\n * Create a dynamic uniform buffer\r\n * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets\r\n * @param elements defines the content of the uniform buffer\r\n * @returns the webGL uniform buffer\r\n */\r\n createDynamicUniformBuffer(elements: FloatArray): DataBuffer;\r\n\r\n /**\r\n * Update an existing uniform buffer\r\n * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets\r\n * @param uniformBuffer defines the target uniform buffer\r\n * @param elements defines the content to update\r\n * @param offset defines the offset in the uniform buffer where update should start\r\n * @param count defines the size of the data to update\r\n */\r\n updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;\r\n\r\n /**\r\n * Bind an uniform buffer to the current webGL context\r\n * @param buffer defines the buffer to bind\r\n */\r\n bindUniformBuffer(buffer: Nullable): void;\r\n\r\n /**\r\n * Bind a buffer to the current webGL context at a given location\r\n * @param buffer defines the buffer to bind\r\n * @param location defines the index where to bind the buffer\r\n */\r\n bindUniformBufferBase(buffer: DataBuffer, location: number): void;\r\n\r\n /**\r\n * Bind a specific block at a given index in a specific shader program\r\n * @param pipelineContext defines the pipeline context to use\r\n * @param blockName defines the block name\r\n * @param index defines the index where to bind the block\r\n */\r\n bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;\r\n }\r\n}\r\n\r\nThinEngine.prototype.createUniformBuffer = function(elements: FloatArray): DataBuffer {\r\n var ubo = this._gl.createBuffer();\r\n\r\n if (!ubo) {\r\n throw new Error(\"Unable to create uniform buffer\");\r\n }\r\n let result = new WebGLDataBuffer(ubo);\r\n\r\n this.bindUniformBuffer(result);\r\n\r\n if (elements instanceof Float32Array) {\r\n this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.STATIC_DRAW);\r\n } else {\r\n this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.STATIC_DRAW);\r\n }\r\n\r\n this.bindUniformBuffer(null);\r\n\r\n result.references = 1;\r\n return result;\r\n};\r\n\r\nThinEngine.prototype.createDynamicUniformBuffer = function(elements: FloatArray): DataBuffer {\r\n var ubo = this._gl.createBuffer();\r\n\r\n if (!ubo) {\r\n throw new Error(\"Unable to create dynamic uniform buffer\");\r\n }\r\n\r\n let result = new WebGLDataBuffer(ubo);\r\n this.bindUniformBuffer(result);\r\n\r\n if (elements instanceof Float32Array) {\r\n this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.DYNAMIC_DRAW);\r\n } else {\r\n this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.DYNAMIC_DRAW);\r\n }\r\n\r\n this.bindUniformBuffer(null);\r\n\r\n result.references = 1;\r\n return result;\r\n};\r\n\r\nThinEngine.prototype.updateUniformBuffer = function(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void {\r\n this.bindUniformBuffer(uniformBuffer);\r\n\r\n if (offset === undefined) {\r\n offset = 0;\r\n }\r\n\r\n if (count === undefined) {\r\n if (elements instanceof Float32Array) {\r\n this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, elements);\r\n } else {\r\n this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, new Float32Array(elements));\r\n }\r\n } else {\r\n if (elements instanceof Float32Array) {\r\n this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, elements.subarray(offset, offset + count));\r\n } else {\r\n this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, new Float32Array(elements).subarray(offset, offset + count));\r\n }\r\n }\r\n\r\n this.bindUniformBuffer(null);\r\n};\r\n\r\nThinEngine.prototype.bindUniformBuffer = function(buffer: Nullable): void {\r\n this._gl.bindBuffer(this._gl.UNIFORM_BUFFER, buffer ? buffer.underlyingResource : null);\r\n};\r\n\r\nThinEngine.prototype.bindUniformBufferBase = function(buffer: DataBuffer, location: number): void {\r\n this._gl.bindBufferBase(this._gl.UNIFORM_BUFFER, location, buffer ? buffer.underlyingResource : null);\r\n};\r\n\r\nThinEngine.prototype.bindUniformBlock = function(pipelineContext: IPipelineContext, blockName: string, index: number): void {\r\n let program = (pipelineContext as WebGLPipelineContext).program!;\r\n\r\n var uniformLocation = this._gl.getUniformBlockIndex(program, blockName);\r\n\r\n this._gl.uniformBlockBinding(program, uniformLocation, index);\r\n};","import { ThinEngine } from \"../../Engines/thinEngine\";\r\nimport { InternalTexture } from '../../Materials/Textures/internalTexture';\r\nimport { Nullable } from '../../types';\r\nimport { CanvasGenerator } from '../../Misc/canvasGenerator';\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Update a video texture\r\n * @param texture defines the texture to update\r\n * @param video defines the video element to use\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateVideoTexture(texture: Nullable, video: HTMLVideoElement, invertY: boolean): void;\r\n }\r\n}\r\n\r\nThinEngine.prototype.updateVideoTexture = function(texture: Nullable, video: HTMLVideoElement, invertY: boolean): void {\r\n if (!texture || texture._isDisabled) {\r\n return;\r\n }\r\n\r\n var wasPreviouslyBound = this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);\r\n this._unpackFlipY(!invertY); // Video are upside down by default\r\n\r\n try {\r\n // Testing video texture support\r\n if (this._videoTextureSupported === undefined) {\r\n // clear old errors just in case.\r\n this._gl.getError();\r\n\r\n this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);\r\n\r\n if (this._gl.getError() !== 0) {\r\n this._videoTextureSupported = false;\r\n } else {\r\n this._videoTextureSupported = true;\r\n }\r\n }\r\n\r\n // Copy video through the current working canvas if video texture is not supported\r\n if (!this._videoTextureSupported) {\r\n if (!texture._workingCanvas) {\r\n texture._workingCanvas = CanvasGenerator.CreateCanvas(texture.width, texture.height);\r\n let context = texture._workingCanvas.getContext(\"2d\");\r\n\r\n if (!context) {\r\n throw new Error(\"Unable to get 2d context\");\r\n }\r\n\r\n texture._workingContext = context;\r\n texture._workingCanvas.width = texture.width;\r\n texture._workingCanvas.height = texture.height;\r\n }\r\n\r\n texture._workingContext!.clearRect(0, 0, texture.width, texture.height);\r\n texture._workingContext!.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture.width, texture.height);\r\n\r\n this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);\r\n } else {\r\n this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);\r\n }\r\n\r\n if (texture.generateMipMaps) {\r\n this._gl.generateMipmap(this._gl.TEXTURE_2D);\r\n }\r\n\r\n if (!wasPreviouslyBound) {\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, null);\r\n }\r\n // this.resetTextureCache();\r\n texture.isReady = true;\r\n\r\n } catch (ex) {\r\n // Something unexpected\r\n // Let's disable the texture\r\n texture._isDisabled = true;\r\n }\r\n};","import { Engine } from \"../engine\";\r\nimport { Camera } from '../../Cameras/camera';\r\nimport { Nullable } from '../../types';\r\nimport { Scene } from '../../scene';\r\n\r\n/**\r\n * Class used to define an additional view for the engine\r\n * @see https://doc.babylonjs.com/how_to/multi_canvases\r\n */\r\nexport class EngineView {\r\n /** Defines the canvas where to render the view */\r\n target: HTMLCanvasElement;\r\n /** Defines an optional camera used to render the view (will use active camera else) */\r\n camera?: Camera;\r\n}\r\n\r\ndeclare module \"../../Engines/engine\" {\r\n export interface Engine {\r\n\r\n /**\r\n * Gets or sets the HTML element to use for attaching events\r\n */\r\n inputElement: Nullable;\r\n\r\n /**\r\n * Gets the current engine view\r\n * @see https://doc.babylonjs.com/how_to/multi_canvases\r\n */\r\n activeView: Nullable;\r\n\r\n /** Gets or sets the list of views */\r\n views: EngineView[];\r\n\r\n /**\r\n * Register a new child canvas\r\n * @param canvas defines the canvas to register\r\n * @param camera defines an optional camera to use with this canvas (it will overwrite the scene.camera for this view)\r\n * @returns the associated view\r\n */\r\n registerView(canvas: HTMLCanvasElement, camera?: Camera): EngineView;\r\n\r\n /**\r\n * Remove a registered child canvas\r\n * @param canvas defines the canvas to remove\r\n * @returns the current engine\r\n */\r\n unRegisterView(canvas: HTMLCanvasElement): Engine;\r\n }\r\n}\r\n\r\nEngine.prototype.getInputElement = function(): Nullable {\r\n return this.inputElement || this.getRenderingCanvas();\r\n};\r\n\r\nEngine.prototype.registerView = function(canvas: HTMLCanvasElement, camera?: Camera): EngineView {\r\n if (!this.views) {\r\n this.views = [];\r\n }\r\n\r\n for (var view of this.views) {\r\n if (view.target === canvas) {\r\n return view;\r\n }\r\n }\r\n\r\n let masterCanvas = this.getRenderingCanvas();\r\n if (masterCanvas) {\r\n canvas.width = masterCanvas.width;\r\n canvas.height = masterCanvas.height;\r\n }\r\n\r\n let newView = {target: canvas, camera: camera};\r\n this.views.push(newView);\r\n\r\n if (camera) {\r\n camera.onDisposeObservable.add(() => {\r\n this.unRegisterView(canvas);\r\n });\r\n }\r\n\r\n return newView;\r\n};\r\n\r\nEngine.prototype.unRegisterView = function(canvas: HTMLCanvasElement): Engine {\r\n if (!this.views) {\r\n return this;\r\n }\r\n\r\n for (var view of this.views) {\r\n if (view.target === canvas) {\r\n let index = this.views.indexOf(view);\r\n\r\n if (index !== -1) {\r\n this.views.splice(index, 1);\r\n }\r\n break;\r\n }\r\n }\r\n\r\n return this;\r\n};\r\n\r\nEngine.prototype._renderViews = function() {\r\n if (!this.views) {\r\n return false;\r\n }\r\n\r\n let parent = this.getRenderingCanvas();\r\n\r\n if (!parent) {\r\n return false;\r\n }\r\n\r\n for (var view of this.views) {\r\n let canvas = view.target;\r\n let context = canvas.getContext(\"2d\");\r\n if (!context) {\r\n continue;\r\n }\r\n let camera = view.camera;\r\n let previewCamera: Nullable = null;\r\n let scene: Nullable = null;\r\n if (camera) {\r\n scene = camera.getScene();\r\n\r\n if (scene.activeCameras.length) {\r\n continue;\r\n }\r\n\r\n this.activeView = view;\r\n\r\n previewCamera = scene.activeCamera;\r\n scene.activeCamera = camera;\r\n }\r\n\r\n // Set sizes\r\n if (canvas.clientWidth && canvas.clientHeight) {\r\n canvas.width = canvas.clientWidth;\r\n canvas.height = canvas.clientHeight;\r\n parent.width = canvas.clientWidth;\r\n parent.height = canvas.clientHeight;\r\n this.resize();\r\n }\r\n\r\n if (!parent.width || !parent.height) {\r\n return false;\r\n }\r\n\r\n // Render the frame\r\n this._renderFrame();\r\n\r\n // Copy to target\r\n context.drawImage(parent, 0, 0);\r\n\r\n // Restore\r\n if (previewCamera && scene) {\r\n scene.activeCamera = previewCamera;\r\n }\r\n }\r\n\r\n this.activeView = null;\r\n\r\n return true;\r\n};\r\n","import { Nullable } from \"../../types\";\r\nimport { Engine, IDisplayChangedEventArgs } from \"../../Engines/engine\";\r\nimport { Size } from '../../Maths/math.size';\r\nimport { Observable } from '../../Misc/observable';\r\nimport { Tools } from '../../Misc/tools';\r\nimport { DomManagement } from '../../Misc/domManagement';\r\nimport { WebVROptions } from '../../Cameras/VR/webVRCamera';\r\n\r\n/**\r\n * Interface used to define additional presentation attributes\r\n */\r\nexport interface IVRPresentationAttributes {\r\n /**\r\n * Defines a boolean indicating that we want to get 72hz mode on Oculus Browser (default is off eg. 60hz)\r\n */\r\n highRefreshRate: boolean;\r\n /**\r\n * Enables foveation in VR to improve perf. 0 none, 1 low, 2 medium, 3 high (Default is 1)\r\n */\r\n foveationLevel: number;\r\n}\r\n\r\ndeclare module \"../../Engines/engine\" {\r\n export interface Engine {\r\n /** @hidden */\r\n _vrDisplay: any;\r\n /** @hidden */\r\n _vrSupported: boolean;\r\n /** @hidden */\r\n _oldSize: Size;\r\n /** @hidden */\r\n _oldHardwareScaleFactor: number;\r\n /** @hidden */\r\n _vrExclusivePointerMode: boolean;\r\n /** @hidden */\r\n _webVRInitPromise: Promise;\r\n\r\n /** @hidden */\r\n _onVRDisplayPointerRestricted: () => void;\r\n /** @hidden */\r\n _onVRDisplayPointerUnrestricted: () => void;\r\n\r\n /** @hidden */\r\n _onVrDisplayConnect: Nullable<(display: any) => void>;\r\n /** @hidden */\r\n _onVrDisplayDisconnect: Nullable<() => void>;\r\n /** @hidden */\r\n _onVrDisplayPresentChange: Nullable<() => void>;\r\n\r\n /**\r\n * Observable signaled when VR display mode changes\r\n */\r\n onVRDisplayChangedObservable: Observable;\r\n /**\r\n * Observable signaled when VR request present is complete\r\n */\r\n onVRRequestPresentComplete: Observable;\r\n /**\r\n * Observable signaled when VR request present starts\r\n */\r\n onVRRequestPresentStart: Observable;\r\n\r\n /**\r\n * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers\r\n * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input\r\n */\r\n isInVRExclusivePointerMode: boolean;\r\n\r\n /**\r\n * Gets a boolean indicating if a webVR device was detected\r\n * @returns true if a webVR device was detected\r\n */\r\n isVRDevicePresent(): boolean;\r\n\r\n /**\r\n * Gets the current webVR device\r\n * @returns the current webVR device (or null)\r\n */\r\n getVRDevice(): any;\r\n\r\n /**\r\n * Initializes a webVR display and starts listening to display change events\r\n * The onVRDisplayChangedObservable will be notified upon these changes\r\n * @returns A promise containing a VRDisplay and if vr is supported\r\n */\r\n initWebVRAsync(): Promise;\r\n\r\n /** @hidden */\r\n _getVRDisplaysAsync(): Promise;\r\n\r\n /**\r\n * Gets or sets the presentation attributes used to configure VR rendering\r\n */\r\n vrPresentationAttributes?: IVRPresentationAttributes;\r\n\r\n /**\r\n * Call this function to switch to webVR mode\r\n * Will do nothing if webVR is not supported or if there is no webVR device\r\n * @param options the webvr options provided to the camera. mainly used for multiview\r\n * @see http://doc.babylonjs.com/how_to/webvr_camera\r\n */\r\n enableVR(options: WebVROptions): void;\r\n\r\n /** @hidden */\r\n _onVRFullScreenTriggered(): void;\r\n }\r\n}\r\n\r\nObject.defineProperty(Engine.prototype, \"isInVRExclusivePointerMode\", {\r\n get: function(this: Engine) {\r\n return this._vrExclusivePointerMode;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\nEngine.prototype._prepareVRComponent = function() {\r\n this._vrSupported = false;\r\n this._vrExclusivePointerMode = false;\r\n this.onVRDisplayChangedObservable = new Observable();\r\n this.onVRRequestPresentComplete = new Observable();\r\n this.onVRRequestPresentStart = new Observable();\r\n};\r\n\r\nEngine.prototype.isVRDevicePresent = function() {\r\n return !!this._vrDisplay;\r\n};\r\n\r\nEngine.prototype.getVRDevice = function(): any {\r\n return this._vrDisplay;\r\n};\r\n\r\nEngine.prototype.initWebVR = function(): Observable {\r\n this.initWebVRAsync();\r\n return this.onVRDisplayChangedObservable;\r\n};\r\n\r\nEngine.prototype.initWebVRAsync = function(): Promise {\r\n var notifyObservers = () => {\r\n var eventArgs = {\r\n vrDisplay: this._vrDisplay,\r\n vrSupported: this._vrSupported\r\n };\r\n this.onVRDisplayChangedObservable.notifyObservers(eventArgs);\r\n this._webVRInitPromise = new Promise((res) => { res(eventArgs); });\r\n };\r\n\r\n if (!this._onVrDisplayConnect) {\r\n this._onVrDisplayConnect = (event) => {\r\n this._vrDisplay = event.display;\r\n notifyObservers();\r\n };\r\n this._onVrDisplayDisconnect = () => {\r\n this._vrDisplay.cancelAnimationFrame(this._frameHandler);\r\n this._vrDisplay = undefined;\r\n this._frameHandler = Engine.QueueNewFrame(this._boundRenderFunction);\r\n notifyObservers();\r\n };\r\n this._onVrDisplayPresentChange = () => {\r\n this._vrExclusivePointerMode = this._vrDisplay && this._vrDisplay.isPresenting;\r\n };\r\n let hostWindow = this.getHostWindow();\r\n if (hostWindow) {\r\n hostWindow.addEventListener('vrdisplayconnect', this._onVrDisplayConnect);\r\n hostWindow.addEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);\r\n hostWindow.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);\r\n }\r\n }\r\n this._webVRInitPromise = this._webVRInitPromise || this._getVRDisplaysAsync();\r\n this._webVRInitPromise.then(notifyObservers);\r\n return this._webVRInitPromise;\r\n};\r\n\r\nEngine.prototype._getVRDisplaysAsync = function(): Promise {\r\n return new Promise((res) => {\r\n if (navigator.getVRDisplays) {\r\n navigator.getVRDisplays().then((devices: Array) => {\r\n this._vrSupported = true;\r\n // note that devices may actually be an empty array. This is fine;\r\n // we expect this._vrDisplay to be undefined in this case.\r\n this._vrDisplay = devices[0];\r\n res({\r\n vrDisplay: this._vrDisplay,\r\n vrSupported: this._vrSupported\r\n });\r\n });\r\n } else {\r\n this._vrDisplay = undefined;\r\n this._vrSupported = false;\r\n res({\r\n vrDisplay: this._vrDisplay,\r\n vrSupported: this._vrSupported\r\n });\r\n }\r\n });\r\n};\r\n\r\nEngine.prototype.enableVR = function(options: WebVROptions) {\r\n if (this._vrDisplay && !this._vrDisplay.isPresenting) {\r\n var onResolved = () => {\r\n this.onVRRequestPresentComplete.notifyObservers(true);\r\n this._onVRFullScreenTriggered();\r\n };\r\n var onRejected = () => {\r\n this.onVRRequestPresentComplete.notifyObservers(false);\r\n };\r\n\r\n this.onVRRequestPresentStart.notifyObservers(this);\r\n\r\n var presentationAttributes = {\r\n highRefreshRate: this.vrPresentationAttributes ? this.vrPresentationAttributes.highRefreshRate : false,\r\n foveationLevel: this.vrPresentationAttributes ? this.vrPresentationAttributes.foveationLevel : 1,\r\n multiview: (this.getCaps().multiview || this.getCaps().oculusMultiview) && options.useMultiview\r\n };\r\n\r\n this._vrDisplay.requestPresent([{\r\n source: this.getRenderingCanvas(),\r\n attributes: presentationAttributes,\r\n ...presentationAttributes\r\n }]).then(onResolved).catch(onRejected);\r\n }\r\n};\r\n\r\nEngine.prototype._onVRFullScreenTriggered = function() {\r\n if (this._vrDisplay && this._vrDisplay.isPresenting) {\r\n //get the old size before we change\r\n this._oldSize = new Size(this.getRenderWidth(), this.getRenderHeight());\r\n this._oldHardwareScaleFactor = this.getHardwareScalingLevel();\r\n\r\n //get the width and height, change the render size\r\n var leftEye = this._vrDisplay.getEyeParameters('left');\r\n this.setHardwareScalingLevel(1);\r\n this.setSize(leftEye.renderWidth * 2, leftEye.renderHeight);\r\n } else {\r\n this.setHardwareScalingLevel(this._oldHardwareScaleFactor);\r\n this.setSize(this._oldSize.width, this._oldSize.height);\r\n }\r\n};\r\n\r\nEngine.prototype.disableVR = function() {\r\n if (this._vrDisplay && this._vrDisplay.isPresenting) {\r\n this._vrDisplay.exitPresent()\r\n .then(() => this._onVRFullScreenTriggered())\r\n .catch(() => this._onVRFullScreenTriggered());\r\n }\r\n\r\n if (DomManagement.IsWindowObjectExist()) {\r\n window.removeEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted);\r\n window.removeEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted);\r\n\r\n if (this._onVrDisplayConnect) {\r\n window.removeEventListener('vrdisplayconnect', this._onVrDisplayConnect);\r\n if (this._onVrDisplayDisconnect) {\r\n window.removeEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);\r\n }\r\n\r\n if (this._onVrDisplayPresentChange) {\r\n window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);\r\n }\r\n this._onVrDisplayConnect = null;\r\n this._onVrDisplayDisconnect = null;\r\n }\r\n }\r\n};\r\n\r\nEngine.prototype._connectVREvents = function(canvas?: HTMLCanvasElement, document?: any) {\r\n this._onVRDisplayPointerRestricted = () => {\r\n if (canvas) {\r\n canvas.requestPointerLock();\r\n }\r\n };\r\n\r\n this._onVRDisplayPointerUnrestricted = () => {\r\n // Edge fix - for some reason document is not present and this is window\r\n if (!document) {\r\n let hostWindow = this.getHostWindow()!;\r\n if (hostWindow.document && hostWindow.document.exitPointerLock) {\r\n hostWindow.document.exitPointerLock();\r\n }\r\n return;\r\n }\r\n if (!document.exitPointerLock) {\r\n return;\r\n }\r\n document.exitPointerLock();\r\n };\r\n\r\n if (DomManagement.IsWindowObjectExist()) {\r\n let hostWindow = this.getHostWindow()!;\r\n hostWindow.addEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted, false);\r\n hostWindow.addEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted, false);\r\n }\r\n};\r\n\r\nEngine.prototype._submitVRFrame = function() {\r\n // Submit frame to the vr device, if enabled\r\n if (this._vrDisplay && this._vrDisplay.isPresenting) {\r\n // TODO: We should only submit the frame if we read frameData successfully.\r\n try {\r\n this._vrDisplay.submitFrame();\r\n } catch (e) {\r\n Tools.Warn(\"webVR submitFrame has had an unexpected failure: \" + e);\r\n }\r\n }\r\n};\r\n\r\nEngine.prototype.isVRPresenting = function() {\r\n return this._vrDisplay && this._vrDisplay.isPresenting;\r\n};\r\n\r\nEngine.prototype._requestVRFrame = function() {\r\n this._frameHandler = Engine.QueueNewFrame(this._boundRenderFunction, this._vrDisplay);\r\n};","export * from \"./engine.alpha\";\r\nexport * from \"./engine.occlusionQuery\";\r\nexport * from \"./engine.transformFeedback\";\r\nexport * from \"./engine.multiview\";\r\nexport * from \"./engine.rawTexture\";\r\nexport * from \"./engine.dynamicTexture\";\r\nexport * from \"./engine.videoTexture\";\r\nexport * from \"./engine.multiRender\";\r\nexport * from \"./engine.cubeTexture\";\r\nexport * from \"./engine.renderTarget\";\r\nexport * from \"./engine.renderTargetCube\";\r\nexport * from \"./engine.webVR\";\r\nexport * from \"./engine.uniformBuffer\";\r\nexport * from \"./engine.views\";\r\nexport * from \"./engine.readTexture\";\r\n\r\n// must import first since nothing references the exports\r\nimport \"./engine.textureSelector\";\r\nexport * from \"./engine.textureSelector\";","import { WebGL2ShaderProcessor } from \"../WebGL/webGL2ShaderProcessors\";\r\nimport { VertexBuffer } from \"../../Meshes/buffer\";\r\n\r\n// These numbers must match the values for bgfx::Attrib::Enum\r\nconst attributeLocations: { [kind: string]: number } = {\r\n [VertexBuffer.PositionKind]: 0,\r\n [VertexBuffer.NormalKind]: 1,\r\n [VertexBuffer.TangentKind]: 2,\r\n [VertexBuffer.UVKind]: 10,\r\n [VertexBuffer.UV2Kind]: 11,\r\n [VertexBuffer.UV3Kind]: 12,\r\n [VertexBuffer.UV4Kind]: 13,\r\n [VertexBuffer.ColorKind]: 4,\r\n [VertexBuffer.MatricesIndicesKind]: 8,\r\n [VertexBuffer.MatricesWeightsKind]: 9,\r\n};\r\n// Remap BJS names to bgfx names\r\nconst attributeBGFXName: { [kind: string]: string } = {\r\n [VertexBuffer.PositionKind]: \"a_position\",\r\n [VertexBuffer.NormalKind]: \"a_normal\",\r\n [VertexBuffer.TangentKind]: \"a_tangent\",\r\n [VertexBuffer.UVKind]: \"a_texcoord0\",\r\n [VertexBuffer.UV2Kind]: \"a_texcoord1\",\r\n [VertexBuffer.UV3Kind]: \"a_texcoord2\",\r\n [VertexBuffer.UV4Kind]: \"a_texcoord3\",\r\n [VertexBuffer.ColorKind]: \"a_color0\",\r\n [VertexBuffer.MatricesIndicesKind]: \"a_indices\",\r\n [VertexBuffer.MatricesWeightsKind]: \"a_weight\",\r\n};\r\n\r\n// Must match bgfx::Attrib::TexCoord0\r\nconst firstGenericAttributeLocation = 10;\r\n\r\n// Must match bgfx::Attrib::TexCoord7\r\nconst lastGenericAttributeLocation = 17;\r\n\r\n/** @hidden */\r\nexport class NativeShaderProcessor extends WebGL2ShaderProcessor {\r\n private _genericAttributeLocation: number;\r\n private _varyingLocationCount: number;\r\n private _varyingLocationMap: { [name: string]: number };\r\n private _replacements: Array<{ searchValue: RegExp, replaceValue: string }>;\r\n private _textureCount: number;\r\n private _uniforms: Array;\r\n\r\n public lineProcessor(line: string): string {\r\n for (const replacement of this._replacements) {\r\n line = line.replace(replacement.searchValue, replacement.replaceValue);\r\n }\r\n\r\n return line;\r\n }\r\n\r\n public attributeProcessor(attribute: string): string {\r\n const match = attribute.match(/attribute\\s+[^\\s]+\\s+([^\\s]+)\\s*(?:\\[.+\\])?\\s*;/)!;\r\n const name = match[1];\r\n\r\n let location = attributeLocations[name];\r\n if (location === undefined) {\r\n location = this._genericAttributeLocation++;\r\n if (location > lastGenericAttributeLocation) {\r\n throw new Error(\"Exceeded maximum custom attributes\");\r\n }\r\n }\r\n let newName = attributeBGFXName[name];\r\n if (newName === undefined) {\r\n throw new Error(\"Can't find bgfx name mapping\");\r\n }\r\n attribute = attribute.replace(name, newName);\r\n this._replacements.push({ searchValue: new RegExp(`\\\\b${name}\\\\b`, 'g'), replaceValue: `${newName}` });\r\n return `layout(location=${location}) ${super.attributeProcessor(attribute)}`;\r\n }\r\n\r\n public varyingProcessor(varying: string, isFragment: boolean): string {\r\n let location: number;\r\n\r\n if (isFragment) {\r\n location = this._varyingLocationMap[varying];\r\n }\r\n else {\r\n location = this._varyingLocationCount++;\r\n this._varyingLocationMap[varying] = location;\r\n }\r\n\r\n return `layout(location=${location}) ${super.varyingProcessor(varying, isFragment)}`;\r\n }\r\n\r\n public uniformProcessor(uniform: string): string {\r\n const match = uniform.match(/uniform\\s+([^\\s]+)\\s+([^\\s]+)\\s*(?:\\[.+\\])?\\s*;/)!;\r\n const type = match[1];\r\n const name = match[2];\r\n\r\n switch (type) {\r\n case \"sampler2D\":\r\n case \"samplerCube\": {\r\n const suffix = type.substr(7);\r\n const binding = this._textureCount++;\r\n this._replacements.push({ searchValue: new RegExp(`\\\\b${name}\\\\b`), replaceValue: `sampler${suffix}(${name}Texture, ${name})` });\r\n return `layout(binding=${binding}) uniform texture${suffix} ${name}Texture;\\nlayout(binding=${binding}) uniform sampler ${name};`;\r\n }\r\n case \"float\": {\r\n this._replacements.push({ searchValue: new RegExp(`\\\\b${name}\\\\b`), replaceValue: `${name}.x` });\r\n uniform = `uniform vec4 ${name};`;\r\n break;\r\n }\r\n case \"vec2\": {\r\n this._replacements.push({ searchValue: new RegExp(`\\\\b${name}\\\\b`), replaceValue: `${name}.xy` });\r\n uniform = `uniform vec4 ${name};`;\r\n break;\r\n }\r\n case \"vec3\": {\r\n this._replacements.push({ searchValue: new RegExp(`\\\\b${name}\\\\b`), replaceValue: `${name}.xyz` });\r\n uniform = `uniform vec4 ${name};`;\r\n break;\r\n }\r\n }\r\n\r\n this._uniforms.push(uniform);\r\n return this._uniforms.length === 1 ? \"\" : \"\";\r\n }\r\n\r\n public preProcessor(code: string, defines: string[], isFragment: boolean): string {\r\n this._genericAttributeLocation = firstGenericAttributeLocation;\r\n\r\n if (!isFragment) {\r\n this._varyingLocationCount = 0;\r\n this._varyingLocationMap = {};\r\n }\r\n\r\n this._replacements = [];\r\n this._textureCount = 0;\r\n this._uniforms = [];\r\n return code;\r\n }\r\n\r\n public postProcessor(code: string, defines: string[], isFragment: boolean): string {\r\n code = super.postProcessor(code, defines, isFragment);\r\n code = code.replace(\"\", `layout(binding=0) uniform Frame {\\n${this._uniforms.join(\"\\n\")}\\n};`);\r\n code = code.replace(\"out vec4 glFragColor\", \"layout(location=0) out vec4 glFragColor\");\r\n return code;\r\n }\r\n}","import { ShaderDefineExpression } from '../shaderDefineExpression';\r\n\r\n/** @hidden */\r\nexport class ShaderDefineAndOperator extends ShaderDefineExpression {\r\n public leftOperand: ShaderDefineExpression;\r\n public rightOperand: ShaderDefineExpression;\r\n\r\n public isTrue(preprocessors: { [key: string]: string }): boolean {\r\n return this.leftOperand.isTrue(preprocessors) && this.rightOperand.isTrue(preprocessors);\r\n }\r\n}","import { ShaderDefineExpression } from '../shaderDefineExpression';\r\n\r\n/** @hidden */\r\nexport class ShaderDefineArithmeticOperator extends ShaderDefineExpression {\r\n public constructor(public define: string, public operand: string, public testValue: string) {\r\n super();\r\n }\r\n\r\n public isTrue(preprocessors: { [key: string]: string }) {\r\n let value = preprocessors[this.define];\r\n\r\n if (value === undefined) {\r\n value = this.define;\r\n }\r\n\r\n let condition = false;\r\n let left = parseInt(value);\r\n let right = parseInt(this.testValue);\r\n\r\n switch (this.operand) {\r\n case \">\":\r\n condition = left > right;\r\n break;\r\n case \"<\":\r\n condition = left < right;\r\n break;\r\n case \"<=\":\r\n condition = left <= right;\r\n break;\r\n case \">=\":\r\n condition = left >= right;\r\n break;\r\n case \"==\":\r\n condition = left === right;\r\n break;\r\n }\r\n\r\n return condition;\r\n }\r\n}","import { ShaderDefineExpression } from \"../shaderDefineExpression\";\r\n\r\n/** @hidden */\r\nexport class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {\r\n\r\n public constructor(public define: string, public not: boolean = false) {\r\n super();\r\n }\r\n\r\n public isTrue(preprocessors: { [key: string]: string }) {\r\n let condition = preprocessors[this.define] !== undefined;\r\n\r\n if (this.not) {\r\n condition = !condition;\r\n }\r\n\r\n return condition;\r\n }\r\n}","import { ShaderDefineExpression } from '../shaderDefineExpression';\r\n\r\n/** @hidden */\r\nexport class ShaderDefineOrOperator extends ShaderDefineExpression {\r\n public leftOperand: ShaderDefineExpression;\r\n public rightOperand: ShaderDefineExpression;\r\n\r\n public isTrue(preprocessors: { [key: string]: string }): boolean {\r\n return this.leftOperand.isTrue(preprocessors) || this.rightOperand.isTrue(preprocessors);\r\n }\r\n}","/** @hidden */\r\nexport class ShaderDefineExpression {\r\n public isTrue(preprocessors: { [key: string]: string }): boolean {\r\n return true;\r\n }\r\n\r\n private static _OperatorPriority: { [name: string]: number } = {\r\n \")\": 0,\r\n \"(\": 1,\r\n \"||\": 2,\r\n \"&&\": 3,\r\n };\r\n\r\n private static _Stack = ['', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', ''];\r\n\r\n public static postfixToInfix(postfix: string[]): string {\r\n const stack: string[] = [];\r\n\r\n for (let c of postfix) {\r\n if (ShaderDefineExpression._OperatorPriority[c] === undefined) {\r\n stack.push(c);\r\n } else {\r\n const v1 = stack[stack.length - 1],\r\n v2 = stack[stack.length - 2];\r\n\r\n stack.length -= 2;\r\n stack.push(`(${v2}${c}${v1})`);\r\n }\r\n }\r\n\r\n return stack[stack.length - 1];\r\n }\r\n\r\n public static infixToPostfix(infix: string): string[] {\r\n const result: string[] = [];\r\n\r\n let stackIdx = -1;\r\n\r\n const pushOperand = () => {\r\n operand = operand.trim();\r\n if (operand !== '') {\r\n result.push(operand);\r\n operand = '';\r\n }\r\n };\r\n\r\n const push = (s: string) => {\r\n if (stackIdx < ShaderDefineExpression._Stack.length - 1) {\r\n ShaderDefineExpression._Stack[++stackIdx] = s;\r\n }\r\n };\r\n\r\n const peek = () => ShaderDefineExpression._Stack[stackIdx];\r\n\r\n const pop = () => stackIdx === -1 ? '!!INVALID EXPRESSION!!' : ShaderDefineExpression._Stack[stackIdx--];\r\n\r\n let idx = 0,\r\n operand = '';\r\n\r\n while (idx < infix.length) {\r\n const c = infix.charAt(idx),\r\n token = idx < infix.length - 1 ? infix.substr(idx, 2) : '';\r\n\r\n if (c === '(') {\r\n operand = '';\r\n push(c);\r\n } else if (c === ')') {\r\n pushOperand();\r\n while (stackIdx !== -1 && peek() !== '(') {\r\n result.push(pop());\r\n }\r\n pop();\r\n } else if (ShaderDefineExpression._OperatorPriority[token] > 1) {\r\n pushOperand();\r\n while (stackIdx !== -1 && ShaderDefineExpression._OperatorPriority[peek()] >= ShaderDefineExpression._OperatorPriority[token]) {\r\n result.push(pop());\r\n }\r\n push(token);\r\n idx++;\r\n } else {\r\n operand += c;\r\n }\r\n idx++;\r\n }\r\n\r\n pushOperand();\r\n\r\n while (stackIdx !== -1) {\r\n if (peek() === '(') {\r\n pop();\r\n } else {\r\n result.push(pop());\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n}","import { ShaderCodeNode } from './shaderCodeNode';\r\nimport { ProcessingOptions } from './shaderProcessingOptions';\r\n\r\n/** @hidden */\r\nexport class ShaderCodeConditionNode extends ShaderCodeNode {\r\n process(preprocessors: { [key: string]: string }, options: ProcessingOptions) {\r\n for (var index = 0; index < this.children.length; index++) {\r\n let node = this.children[index];\r\n\r\n if (node.isValid(preprocessors)) {\r\n return node.process(preprocessors, options);\r\n }\r\n }\r\n\r\n return \"\";\r\n }\r\n}","/** @hidden */\r\nexport class ShaderCodeCursor {\r\n private _lines: string[];\r\n lineIndex: number;\r\n\r\n get currentLine(): string {\r\n return this._lines[this.lineIndex];\r\n }\r\n\r\n get canRead(): boolean {\r\n return this.lineIndex < this._lines.length - 1;\r\n }\r\n\r\n set lines(value: string[]) {\r\n this._lines = [];\r\n\r\n for (var line of value) {\r\n // Prevent removing line break in macros.\r\n if (line[0] === \"#\") {\r\n this._lines.push(line);\r\n continue;\r\n }\r\n\r\n const split = line.split(\";\");\r\n\r\n for (var index = 0; index < split.length; index++) {\r\n let subLine = split[index];\r\n subLine = subLine.trim();\r\n\r\n if (!subLine) {\r\n continue;\r\n }\r\n\r\n this._lines.push(subLine + (index !== split.length - 1 ? \";\" : \"\"));\r\n }\r\n }\r\n }\r\n}","interface IInlineFunctionDescr {\r\n name: string;\r\n type: string;\r\n parameters: string[];\r\n body: string;\r\n callIndex: number;\r\n}\r\n\r\n/**\r\n * Class used to inline functions in shader code\r\n*/\r\nexport class ShaderCodeInliner {\r\n\r\n private static readonly _RegexpFindFunctionNameAndType = /((\\s+?)(\\w+)\\s+(\\w+)\\s*?)$/;\r\n\r\n private _sourceCode: string;\r\n private _functionDescr: IInlineFunctionDescr[];\r\n private _numMaxIterations: number;\r\n\r\n /** Gets or sets the token used to mark the functions to inline */\r\n public inlineToken: string;\r\n\r\n /** Gets or sets the debug mode */\r\n public debug: boolean = false;\r\n\r\n /** Gets the code after the inlining process */\r\n public get code(): string {\r\n return this._sourceCode;\r\n }\r\n\r\n /**\r\n * Initializes the inliner\r\n * @param sourceCode shader code source to inline\r\n * @param numMaxIterations maximum number of iterations (used to detect recursive calls)\r\n */\r\n constructor(sourceCode: string, numMaxIterations = 20) {\r\n this._sourceCode = sourceCode;\r\n this._numMaxIterations = numMaxIterations;\r\n this._functionDescr = [];\r\n this.inlineToken = \"#define inline\";\r\n }\r\n\r\n /**\r\n * Start the processing of the shader code\r\n */\r\n public processCode() {\r\n if (this.debug) {\r\n console.log(`Start inlining process (code size=${this._sourceCode.length})...`);\r\n }\r\n this._collectFunctions();\r\n this._processInlining(this._numMaxIterations);\r\n if (this.debug) {\r\n console.log(\"End of inlining process.\");\r\n }\r\n }\r\n\r\n private _collectFunctions() {\r\n let startIndex = 0;\r\n\r\n while (startIndex < this._sourceCode.length) {\r\n // locate the function to inline and extract its name\r\n const inlineTokenIndex = this._sourceCode.indexOf(this.inlineToken, startIndex);\r\n if (inlineTokenIndex < 0) {\r\n break;\r\n }\r\n\r\n const funcParamsStartIndex = this._sourceCode.indexOf(\"(\", inlineTokenIndex + this.inlineToken.length);\r\n if (funcParamsStartIndex < 0) {\r\n if (this.debug) {\r\n console.warn(`Could not find the opening parenthesis after the token. startIndex=${startIndex}`);\r\n }\r\n startIndex = inlineTokenIndex + this.inlineToken.length;\r\n continue;\r\n }\r\n\r\n const funcNameMatch = ShaderCodeInliner._RegexpFindFunctionNameAndType.exec(this._sourceCode.substring(inlineTokenIndex + this.inlineToken.length, funcParamsStartIndex));\r\n if (!funcNameMatch) {\r\n if (this.debug) {\r\n console.warn(`Could not extract the name/type of the function from: ${this._sourceCode.substring(inlineTokenIndex + this.inlineToken.length, funcParamsStartIndex)}`);\r\n }\r\n startIndex = inlineTokenIndex + this.inlineToken.length;\r\n continue;\r\n }\r\n const [funcType, funcName] = [funcNameMatch[3], funcNameMatch[4]];\r\n\r\n // extract the parameters of the function as a whole string (without the leading / trailing parenthesis)\r\n const funcParamsEndIndex = this._extractBetweenMarkers('(', ')', this._sourceCode, funcParamsStartIndex);\r\n if (funcParamsEndIndex < 0) {\r\n if (this.debug) {\r\n console.warn(`Could not extract the parameters the function '${funcName}' (type=${funcType}). funcParamsStartIndex=${funcParamsStartIndex}`);\r\n }\r\n startIndex = inlineTokenIndex + this.inlineToken.length;\r\n continue;\r\n }\r\n const funcParams = this._sourceCode.substring(funcParamsStartIndex + 1, funcParamsEndIndex);\r\n\r\n // extract the body of the function (with the curly brackets)\r\n const funcBodyStartIndex = this._skipWhitespaces(this._sourceCode, funcParamsEndIndex + 1);\r\n if (funcBodyStartIndex === this._sourceCode.length) {\r\n if (this.debug) {\r\n console.warn(`Could not extract the body of the function '${funcName}' (type=${funcType}). funcParamsEndIndex=${funcParamsEndIndex}`);\r\n }\r\n startIndex = inlineTokenIndex + this.inlineToken.length;\r\n continue;\r\n }\r\n\r\n const funcBodyEndIndex = this._extractBetweenMarkers('{', '}', this._sourceCode, funcBodyStartIndex);\r\n if (funcBodyEndIndex < 0) {\r\n if (this.debug) {\r\n console.warn(`Could not extract the body of the function '${funcName}' (type=${funcType}). funcBodyStartIndex=${funcBodyStartIndex}`);\r\n }\r\n startIndex = inlineTokenIndex + this.inlineToken.length;\r\n continue;\r\n }\r\n const funcBody = this._sourceCode.substring(funcBodyStartIndex, funcBodyEndIndex + 1);\r\n\r\n // process the parameters: extract each names\r\n const params = this._removeComments(funcParams).split(\",\");\r\n const paramNames = [];\r\n\r\n for (let p = 0; p < params.length; ++p) {\r\n const param = params[p].trim();\r\n const idx = param.lastIndexOf(\" \");\r\n\r\n if (idx >= 0) {\r\n paramNames.push(param.substring(idx + 1));\r\n }\r\n }\r\n\r\n if (funcType !== 'void') {\r\n // for functions that return a value, we will replace \"return\" by \"tempvarname = \", tempvarname being a unique generated name\r\n paramNames.push('return');\r\n }\r\n\r\n // collect the function\r\n this._functionDescr.push({\r\n \"name\": funcName,\r\n \"type\": funcType,\r\n \"parameters\": paramNames,\r\n \"body\": funcBody,\r\n \"callIndex\": 0,\r\n });\r\n\r\n startIndex = funcBodyEndIndex + 1;\r\n\r\n // remove the function from the source code\r\n const partBefore = inlineTokenIndex > 0 ? this._sourceCode.substring(0, inlineTokenIndex) : \"\";\r\n const partAfter = funcBodyEndIndex + 1 < this._sourceCode.length - 1 ? this._sourceCode.substring(funcBodyEndIndex + 1) : \"\";\r\n\r\n this._sourceCode = partBefore + partAfter;\r\n\r\n startIndex -= funcBodyEndIndex + 1 - inlineTokenIndex;\r\n }\r\n\r\n if (this.debug) {\r\n console.log(`Collect functions: ${this._functionDescr.length} functions found. functionDescr=`, this._functionDescr);\r\n }\r\n }\r\n\r\n private _processInlining(numMaxIterations: number = 20): boolean {\r\n while (numMaxIterations-- >= 0) {\r\n if (!this._replaceFunctionCallsByCode()) {\r\n break;\r\n }\r\n }\r\n\r\n if (this.debug) {\r\n console.log(`numMaxIterations is ${numMaxIterations} after inlining process`);\r\n }\r\n\r\n return numMaxIterations >= 0;\r\n }\r\n\r\n private _extractBetweenMarkers(markerOpen: string, markerClose: string, block: string, startIndex: number): number {\r\n let currPos = startIndex,\r\n openMarkers = 0,\r\n waitForChar = '';\r\n\r\n while (currPos < block.length) {\r\n let currChar = block.charAt(currPos);\r\n\r\n if (!waitForChar) {\r\n switch (currChar) {\r\n case markerOpen:\r\n openMarkers++;\r\n break;\r\n case markerClose:\r\n openMarkers--;\r\n break;\r\n case '\"':\r\n case \"'\":\r\n case \"`\":\r\n waitForChar = currChar;\r\n break;\r\n case '/':\r\n if (currPos + 1 < block.length) {\r\n const nextChar = block.charAt(currPos + 1);\r\n if (nextChar === '/') {\r\n waitForChar = '\\n';\r\n } else if (nextChar === '*') {\r\n waitForChar = '*/';\r\n }\r\n }\r\n break;\r\n }\r\n } else {\r\n if (currChar === waitForChar) {\r\n if (waitForChar === '\"' || waitForChar === \"'\") {\r\n block.charAt(currPos - 1) !== '\\\\' && (waitForChar = '');\r\n } else {\r\n waitForChar = '';\r\n }\r\n } else if (waitForChar === '*/' && currChar === '*' && currPos + 1 < block.length) {\r\n block.charAt(currPos + 1) === '/' && (waitForChar = '');\r\n if (waitForChar === '') {\r\n currPos++;\r\n }\r\n }\r\n }\r\n\r\n currPos++ ;\r\n if (openMarkers === 0) {\r\n break;\r\n }\r\n }\r\n\r\n return openMarkers === 0 ? currPos - 1 : -1;\r\n }\r\n\r\n private _skipWhitespaces(s: string, index: number): number {\r\n while (index < s.length) {\r\n const c = s[index];\r\n if (c !== ' ' && c !== '\\n' && c !== '\\r' && c !== '\\t' && c !== '\\u000a' && c !== '\\u00a0') {\r\n break;\r\n }\r\n index++;\r\n }\r\n\r\n return index;\r\n }\r\n\r\n private _removeComments(block: string): string {\r\n let currPos = 0,\r\n waitForChar = '',\r\n inComments = false,\r\n s = [];\r\n\r\n while (currPos < block.length) {\r\n let currChar = block.charAt(currPos);\r\n\r\n if (!waitForChar) {\r\n switch (currChar) {\r\n case '\"':\r\n case \"'\":\r\n case \"`\":\r\n waitForChar = currChar;\r\n break;\r\n case '/':\r\n if (currPos + 1 < block.length) {\r\n const nextChar = block.charAt(currPos + 1);\r\n if (nextChar === '/') {\r\n waitForChar = '\\n';\r\n inComments = true;\r\n } else if (nextChar === '*') {\r\n waitForChar = '*/';\r\n inComments = true;\r\n }\r\n }\r\n break;\r\n }\r\n if (!inComments) {\r\n s.push(currChar);\r\n }\r\n } else {\r\n if (currChar === waitForChar) {\r\n if (waitForChar === '\"' || waitForChar === \"'\") {\r\n block.charAt(currPos - 1) !== '\\\\' && (waitForChar = '');\r\n s.push(currChar);\r\n } else {\r\n waitForChar = '';\r\n inComments = false;\r\n }\r\n } else if (waitForChar === '*/' && currChar === '*' && currPos + 1 < block.length) {\r\n block.charAt(currPos + 1) === '/' && (waitForChar = '');\r\n if (waitForChar === '') {\r\n inComments = false;\r\n currPos++;\r\n }\r\n } else {\r\n if (!inComments) {\r\n s.push(currChar);\r\n }\r\n }\r\n }\r\n\r\n currPos++ ;\r\n }\r\n\r\n return s.join('');\r\n }\r\n\r\n private _replaceFunctionCallsByCode(): boolean {\r\n let doAgain = false;\r\n\r\n for (const func of this._functionDescr) {\r\n const { name, type, parameters, body } = func;\r\n\r\n let startIndex = 0;\r\n\r\n while (startIndex < this._sourceCode.length) {\r\n // Look for the function name in the source code\r\n const functionCallIndex = this._sourceCode.indexOf(name, startIndex);\r\n\r\n if (functionCallIndex < 0) {\r\n break;\r\n }\r\n\r\n // Find the opening parenthesis\r\n const callParamsStartIndex = this._skipWhitespaces(this._sourceCode, functionCallIndex + name.length);\r\n if (callParamsStartIndex === this._sourceCode.length || this._sourceCode.charAt(callParamsStartIndex) !== '(') {\r\n startIndex = functionCallIndex + name.length;\r\n continue;\r\n }\r\n\r\n // extract the parameters of the function call as a whole string (without the leading / trailing parenthesis)\r\n const callParamsEndIndex = this._extractBetweenMarkers('(', ')', this._sourceCode, callParamsStartIndex);\r\n if (callParamsEndIndex < 0) {\r\n if (this.debug) {\r\n console.warn(`Could not extract the parameters of the function call. Function '${name}' (type=${type}). callParamsStartIndex=${callParamsStartIndex}`);\r\n }\r\n startIndex = functionCallIndex + name.length;\r\n continue;\r\n }\r\n const callParams = this._sourceCode.substring(callParamsStartIndex + 1, callParamsEndIndex);\r\n\r\n // process the parameter call: extract each names\r\n const params = this._removeComments(callParams).split(\",\");\r\n const paramNames = [];\r\n\r\n for (let p = 0; p < params.length; ++p) {\r\n const param = params[p].trim();\r\n paramNames.push(param);\r\n }\r\n\r\n const retParamName = type !== 'void' ? name + '_' + (func.callIndex++) : null;\r\n\r\n if (retParamName) {\r\n paramNames.push(retParamName + ' =');\r\n }\r\n\r\n if (paramNames.length !== parameters.length) {\r\n if (this.debug) {\r\n console.warn(`Invalid function call: not the same number of parameters for the call than the number expected by the function. Function '${name}' (type=${type}). function parameters=${parameters}, call parameters=${paramNames}`);\r\n }\r\n startIndex = functionCallIndex + name.length;\r\n continue;\r\n }\r\n\r\n startIndex = callParamsEndIndex + 1;\r\n\r\n // replace the function call by the body function\r\n const funcBody = this._replaceNames(body, parameters, paramNames);\r\n\r\n let partBefore = functionCallIndex > 0 ? this._sourceCode.substring(0, functionCallIndex) : \"\";\r\n let partAfter = callParamsEndIndex + 1 < this._sourceCode.length - 1 ? this._sourceCode.substring(callParamsEndIndex + 1) : \"\";\r\n\r\n if (retParamName) {\r\n // case where the function returns a value. We generate:\r\n // FUNCTYPE retParamName;\r\n // {function body}\r\n // and replace the function call by retParamName\r\n const injectDeclarationIndex = this._findBackward(this._sourceCode, functionCallIndex - 1, '\\n');\r\n\r\n partBefore = this._sourceCode.substring(0, injectDeclarationIndex + 1);\r\n let partBetween = this._sourceCode.substring(injectDeclarationIndex + 1, functionCallIndex);\r\n\r\n this._sourceCode = partBefore + type + \" \" + retParamName + \";\\n\" + funcBody + \"\\n\" + partBetween + retParamName + partAfter;\r\n\r\n if (this.debug) {\r\n console.log(`Replace function call by code. Function '${name}' (type=${type}). injectDeclarationIndex=${injectDeclarationIndex}`);\r\n }\r\n } else {\r\n // simple case where the return value of the function is \"void\"\r\n this._sourceCode = partBefore + funcBody + partAfter;\r\n\r\n startIndex += funcBody.length - (callParamsEndIndex + 1 - functionCallIndex);\r\n\r\n if (this.debug) {\r\n console.log(`Replace function call by code. Function '${name}' (type=${type}). functionCallIndex=${functionCallIndex}`);\r\n }\r\n }\r\n\r\n doAgain = true;\r\n }\r\n }\r\n\r\n return doAgain;\r\n }\r\n\r\n private _findBackward(s: string, index: number, c: string): number {\r\n while (index >= 0 && s.charAt(index) !== c) {\r\n index--;\r\n }\r\n\r\n return index;\r\n }\r\n\r\n private _escapeRegExp(s: string): string {\r\n return s.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\$&');\r\n }\r\n\r\n private _replaceNames(code: string, sources: string[], destinations: string[]): string {\r\n\r\n for (let i = 0; i < sources.length; ++i) {\r\n const source = new RegExp(this._escapeRegExp(sources[i]), 'g'),\r\n destination = destinations[i];\r\n\r\n code = code.replace(source, destination);\r\n }\r\n\r\n return code;\r\n }\r\n}\r\n","import { ProcessingOptions } from './shaderProcessingOptions';\r\nimport { StringTools } from '../../Misc/stringTools';\r\n\r\n/** @hidden */\r\nexport class ShaderCodeNode {\r\n line: string;\r\n children: ShaderCodeNode[] = [];\r\n additionalDefineKey?: string;\r\n additionalDefineValue?: string;\r\n\r\n isValid(preprocessors: { [key: string]: string }): boolean {\r\n return true;\r\n }\r\n\r\n process(preprocessors: { [key: string]: string }, options: ProcessingOptions): string {\r\n let result = \"\";\r\n if (this.line) {\r\n let value: string = this.line;\r\n let processor = options.processor;\r\n if (processor) {\r\n // This must be done before other replacements to avoid mistakenly changing something that was already changed.\r\n if (processor.lineProcessor) {\r\n value = processor.lineProcessor(value, options.isFragment);\r\n }\r\n\r\n if (processor.attributeProcessor && StringTools.StartsWith(this.line, \"attribute\")) {\r\n value = processor.attributeProcessor(this.line);\r\n } else if (processor.varyingProcessor && StringTools.StartsWith(this.line, \"varying\")) {\r\n value = processor.varyingProcessor(this.line, options.isFragment);\r\n } else if ((processor.uniformProcessor || processor.uniformBufferProcessor) && StringTools.StartsWith(this.line, \"uniform\")) {\r\n let regex = /uniform (.+) (.+)/;\r\n\r\n if (regex.test(this.line)) { // uniform\r\n if (processor.uniformProcessor) {\r\n value = processor.uniformProcessor(this.line, options.isFragment);\r\n }\r\n } else { // Uniform buffer\r\n if (processor.uniformBufferProcessor) {\r\n value = processor.uniformBufferProcessor(this.line, options.isFragment);\r\n options.lookForClosingBracketForUniformBuffer = true;\r\n }\r\n }\r\n }\r\n\r\n if (processor.endOfUniformBufferProcessor) {\r\n if (options.lookForClosingBracketForUniformBuffer && this.line.indexOf(\"}\") !== -1) {\r\n options.lookForClosingBracketForUniformBuffer = false;\r\n value = processor.endOfUniformBufferProcessor(this.line, options.isFragment);\r\n }\r\n }\r\n }\r\n\r\n result += value + \"\\r\\n\";\r\n }\r\n\r\n this.children.forEach((child) => {\r\n result += child.process(preprocessors, options);\r\n });\r\n\r\n if (this.additionalDefineKey) {\r\n preprocessors[this.additionalDefineKey] = this.additionalDefineValue || \"true\";\r\n }\r\n\r\n return result;\r\n }\r\n}","import { ShaderCodeNode } from './shaderCodeNode';\r\nimport { ShaderDefineExpression } from './Expressions/shaderDefineExpression';\r\n\r\n/** @hidden */\r\nexport class ShaderCodeTestNode extends ShaderCodeNode {\r\n public testExpression: ShaderDefineExpression;\r\n\r\n public isValid(preprocessors: { [key: string]: string }) {\r\n return this.testExpression.isTrue(preprocessors);\r\n }\r\n}","import { ShaderCodeNode } from './shaderCodeNode';\r\nimport { ShaderCodeCursor } from './shaderCodeCursor';\r\nimport { ShaderCodeConditionNode } from './shaderCodeConditionNode';\r\nimport { ShaderCodeTestNode } from './shaderCodeTestNode';\r\nimport { ShaderDefineIsDefinedOperator } from './Expressions/Operators/shaderDefineIsDefinedOperator';\r\nimport { ShaderDefineOrOperator } from './Expressions/Operators/shaderDefineOrOperator';\r\nimport { ShaderDefineAndOperator } from './Expressions/Operators/shaderDefineAndOperator';\r\nimport { ShaderDefineExpression } from './Expressions/shaderDefineExpression';\r\nimport { ShaderDefineArithmeticOperator } from './Expressions/Operators/shaderDefineArithmeticOperator';\r\nimport { ProcessingOptions } from './shaderProcessingOptions';\r\nimport { _DevTools } from '../../Misc/devTools';\r\n\r\ndeclare type WebRequest = import(\"../../Misc/webRequest\").WebRequest;\r\ndeclare type LoadFileError = import(\"../../Misc/fileTools\").LoadFileError;\r\ndeclare type IOfflineProvider = import(\"../../Offline/IOfflineProvider\").IOfflineProvider;\r\ndeclare type IFileRequest = import(\"../../Misc/fileRequest\").IFileRequest;\r\n\r\nconst regexSE = /defined\\s*?\\((.+?)\\)/g;\r\nconst regexSERevert = /defined\\s*?\\[(.+?)\\]/g;\r\n\r\n/** @hidden */\r\nexport class ShaderProcessor {\r\n public static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void) {\r\n this._ProcessIncludes(sourceCode, options, (codeWithIncludes) => {\r\n let migratedCode = this._ProcessShaderConversion(codeWithIncludes, options);\r\n callback(migratedCode);\r\n });\r\n }\r\n\r\n private static _ProcessPrecision(source: string, options: ProcessingOptions): string {\r\n const shouldUseHighPrecisionShader = options.shouldUseHighPrecisionShader;\r\n\r\n if (source.indexOf(\"precision highp float\") === -1) {\r\n if (!shouldUseHighPrecisionShader) {\r\n source = \"precision mediump float;\\n\" + source;\r\n } else {\r\n source = \"precision highp float;\\n\" + source;\r\n }\r\n } else {\r\n if (!shouldUseHighPrecisionShader) { // Moving highp to mediump\r\n source = source.replace(\"precision highp float\", \"precision mediump float\");\r\n }\r\n }\r\n\r\n return source;\r\n }\r\n\r\n private static _ExtractOperation(expression: string) {\r\n let regex = /defined\\((.+)\\)/;\r\n\r\n let match = regex.exec(expression);\r\n\r\n if (match && match.length) {\r\n return new ShaderDefineIsDefinedOperator(match[1].trim(), expression[0] === \"!\");\r\n }\r\n\r\n let operators = [\"==\", \">=\", \"<=\", \"<\", \">\"];\r\n let operator = \"\";\r\n let indexOperator = 0;\r\n\r\n for (operator of operators) {\r\n indexOperator = expression.indexOf(operator);\r\n\r\n if (indexOperator > -1) {\r\n break;\r\n }\r\n }\r\n\r\n if (indexOperator === -1) {\r\n return new ShaderDefineIsDefinedOperator(expression);\r\n }\r\n\r\n let define = expression.substring(0, indexOperator).trim();\r\n let value = expression.substring(indexOperator + operator.length).trim();\r\n\r\n return new ShaderDefineArithmeticOperator(define, operator, value);\r\n }\r\n\r\n private static _BuildSubExpression(expression: string): ShaderDefineExpression {\r\n expression = expression.replace(regexSE, \"defined[$1]\");\r\n\r\n const postfix = ShaderDefineExpression.infixToPostfix(expression);\r\n\r\n const stack: (string | ShaderDefineExpression)[] = [];\r\n\r\n for (let c of postfix) {\r\n if (c !== '||' && c !== '&&') {\r\n stack.push(c);\r\n } else if (stack.length >= 2) {\r\n let v1 = stack[stack.length - 1],\r\n v2 = stack[stack.length - 2];\r\n\r\n stack.length -= 2;\r\n\r\n let operator = c == '&&' ? new ShaderDefineAndOperator() : new ShaderDefineOrOperator();\r\n\r\n if (typeof(v1) === 'string') {\r\n v1 = v1.replace(regexSERevert, \"defined($1)\");\r\n }\r\n\r\n if (typeof(v2) === 'string') {\r\n v2 = v2.replace(regexSERevert, \"defined($1)\");\r\n }\r\n\r\n operator.leftOperand = typeof(v2) === 'string' ? this._ExtractOperation(v2) : v2;\r\n operator.rightOperand = typeof(v1) === 'string' ? this._ExtractOperation(v1) : v1;\r\n\r\n stack.push(operator);\r\n }\r\n }\r\n\r\n let result = stack[stack.length - 1];\r\n\r\n if (typeof(result) === 'string') {\r\n result = result.replace(regexSERevert, \"defined($1)\");\r\n }\r\n\r\n // note: stack.length !== 1 if there was an error in the parsing\r\n\r\n return typeof(result) === 'string' ? this._ExtractOperation(result) : result;\r\n }\r\n\r\n private static _BuildExpression(line: string, start: number): ShaderCodeTestNode {\r\n let node = new ShaderCodeTestNode();\r\n let command = line.substring(0, start);\r\n let expression = line.substring(start);\r\n\r\n expression = expression.substring(0, ((expression.indexOf(\"//\") + 1) || (expression.length + 1)) - 1).trim();\r\n\r\n if (command === \"#ifdef\") {\r\n node.testExpression = new ShaderDefineIsDefinedOperator(expression);\r\n } else if (command === \"#ifndef\") {\r\n node.testExpression = new ShaderDefineIsDefinedOperator(expression, true);\r\n } else {\r\n node.testExpression = this._BuildSubExpression(expression);\r\n }\r\n\r\n return node;\r\n }\r\n\r\n private static _MoveCursorWithinIf(cursor: ShaderCodeCursor, rootNode: ShaderCodeConditionNode, ifNode: ShaderCodeNode) {\r\n let line = cursor.currentLine;\r\n while (this._MoveCursor(cursor, ifNode)) {\r\n line = cursor.currentLine;\r\n let first5 = line.substring(0, 5).toLowerCase();\r\n\r\n if (first5 === \"#else\") {\r\n let elseNode = new ShaderCodeNode();\r\n rootNode.children.push(elseNode);\r\n this._MoveCursor(cursor, elseNode);\r\n return;\r\n } else if (first5 === \"#elif\") {\r\n let elifNode = this._BuildExpression(line, 5);\r\n\r\n rootNode.children.push(elifNode);\r\n ifNode = elifNode;\r\n }\r\n }\r\n }\r\n\r\n private static _MoveCursor(cursor: ShaderCodeCursor, rootNode: ShaderCodeNode): boolean {\r\n while (cursor.canRead) {\r\n cursor.lineIndex++;\r\n let line = cursor.currentLine;\r\n const keywords = /(#ifdef)|(#else)|(#elif)|(#endif)|(#ifndef)|(#if)/;\r\n const matches = keywords.exec(line);\r\n\r\n if (matches && matches.length) {\r\n let keyword = matches[0];\r\n\r\n switch (keyword) {\r\n case \"#ifdef\": {\r\n let newRootNode = new ShaderCodeConditionNode();\r\n rootNode.children.push(newRootNode);\r\n\r\n let ifNode = this._BuildExpression(line, 6);\r\n newRootNode.children.push(ifNode);\r\n this._MoveCursorWithinIf(cursor, newRootNode, ifNode);\r\n break;\r\n }\r\n case \"#else\":\r\n case \"#elif\":\r\n return true;\r\n case \"#endif\":\r\n return false;\r\n case \"#ifndef\": {\r\n let newRootNode = new ShaderCodeConditionNode();\r\n rootNode.children.push(newRootNode);\r\n\r\n let ifNode = this._BuildExpression(line, 7);\r\n newRootNode.children.push(ifNode);\r\n this._MoveCursorWithinIf(cursor, newRootNode, ifNode);\r\n break;\r\n }\r\n case \"#if\": {\r\n let newRootNode = new ShaderCodeConditionNode();\r\n let ifNode = this._BuildExpression(line, 3);\r\n rootNode.children.push(newRootNode);\r\n\r\n newRootNode.children.push(ifNode);\r\n this._MoveCursorWithinIf(cursor, newRootNode, ifNode);\r\n break;\r\n }\r\n }\r\n }\r\n else {\r\n let newNode = new ShaderCodeNode();\r\n newNode.line = line;\r\n rootNode.children.push(newNode);\r\n\r\n // Detect additional defines\r\n if (line[0] === \"#\" && line[1] === \"d\") {\r\n let split = line.replace(\";\", \"\").split(\" \");\r\n newNode.additionalDefineKey = split[1];\r\n\r\n if (split.length === 3) {\r\n newNode.additionalDefineValue = split[2];\r\n }\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n private static _EvaluatePreProcessors(sourceCode: string, preprocessors: { [key: string]: string }, options: ProcessingOptions): string {\r\n const rootNode = new ShaderCodeNode();\r\n let cursor = new ShaderCodeCursor();\r\n\r\n cursor.lineIndex = -1;\r\n cursor.lines = sourceCode.split(\"\\n\");\r\n\r\n // Decompose (We keep it in 2 steps so it is easier to maintain and perf hit is insignificant)\r\n this._MoveCursor(cursor, rootNode);\r\n\r\n // Recompose\r\n return rootNode.process(preprocessors, options);\r\n }\r\n\r\n private static _PreparePreProcessors(options: ProcessingOptions): { [key: string]: string } {\r\n let defines = options.defines;\r\n let preprocessors: { [key: string]: string } = {};\r\n\r\n for (var define of defines) {\r\n let keyValue = define.replace(\"#define\", \"\").replace(\";\", \"\").trim();\r\n let split = keyValue.split(\" \");\r\n preprocessors[split[0]] = split.length > 1 ? split[1] : \"\";\r\n }\r\n\r\n preprocessors[\"GL_ES\"] = \"true\";\r\n preprocessors[\"__VERSION__\"] = options.version;\r\n preprocessors[options.platformName] = \"true\";\r\n\r\n return preprocessors;\r\n }\r\n\r\n private static _ProcessShaderConversion(sourceCode: string, options: ProcessingOptions): string {\r\n\r\n var preparedSourceCode = this._ProcessPrecision(sourceCode, options);\r\n\r\n if (!options.processor) {\r\n return preparedSourceCode;\r\n }\r\n\r\n // Already converted\r\n if (preparedSourceCode.indexOf(\"#version 3\") !== -1) {\r\n return preparedSourceCode.replace(\"#version 300 es\", \"\");\r\n }\r\n\r\n let defines = options.defines;\r\n\r\n let preprocessors = this._PreparePreProcessors(options);\r\n\r\n // General pre processing\r\n if (options.processor.preProcessor) {\r\n preparedSourceCode = options.processor.preProcessor(preparedSourceCode, defines, options.isFragment);\r\n }\r\n\r\n preparedSourceCode = this._EvaluatePreProcessors(preparedSourceCode, preprocessors, options);\r\n\r\n // Post processing\r\n if (options.processor.postProcessor) {\r\n preparedSourceCode = options.processor.postProcessor(preparedSourceCode, defines, options.isFragment);\r\n }\r\n\r\n return preparedSourceCode;\r\n }\r\n\r\n private static _ProcessIncludes(sourceCode: string, options: ProcessingOptions, callback: (data: any) => void): void {\r\n var regex = /#include<(.+)>(\\((.*)\\))*(\\[(.*)\\])*/g;\r\n var match = regex.exec(sourceCode);\r\n\r\n var returnValue = new String(sourceCode);\r\n var keepProcessing = false;\r\n\r\n while (match != null) {\r\n var includeFile = match[1];\r\n\r\n // Uniform declaration\r\n if (includeFile.indexOf(\"__decl__\") !== -1) {\r\n includeFile = includeFile.replace(/__decl__/, \"\");\r\n if (options.supportsUniformBuffers) {\r\n includeFile = includeFile.replace(/Vertex/, \"Ubo\");\r\n includeFile = includeFile.replace(/Fragment/, \"Ubo\");\r\n }\r\n includeFile = includeFile + \"Declaration\";\r\n }\r\n\r\n if (options.includesShadersStore[includeFile]) {\r\n // Substitution\r\n var includeContent = options.includesShadersStore[includeFile];\r\n if (match[2]) {\r\n var splits = match[3].split(\",\");\r\n\r\n for (var index = 0; index < splits.length; index += 2) {\r\n var source = new RegExp(splits[index], \"g\");\r\n var dest = splits[index + 1];\r\n\r\n includeContent = includeContent.replace(source, dest);\r\n }\r\n }\r\n\r\n if (match[4]) {\r\n var indexString = match[5];\r\n\r\n if (indexString.indexOf(\"..\") !== -1) {\r\n var indexSplits = indexString.split(\"..\");\r\n var minIndex = parseInt(indexSplits[0]);\r\n var maxIndex = parseInt(indexSplits[1]);\r\n var sourceIncludeContent = includeContent.slice(0);\r\n includeContent = \"\";\r\n\r\n if (isNaN(maxIndex)) {\r\n maxIndex = options.indexParameters[indexSplits[1]];\r\n }\r\n\r\n for (var i = minIndex; i < maxIndex; i++) {\r\n if (!options.supportsUniformBuffers) {\r\n // Ubo replacement\r\n sourceIncludeContent = sourceIncludeContent.replace(/light\\{X\\}.(\\w*)/g, (str: string, p1: string) => {\r\n return p1 + \"{X}\";\r\n });\r\n }\r\n includeContent += sourceIncludeContent.replace(/\\{X\\}/g, i.toString()) + \"\\n\";\r\n }\r\n } else {\r\n if (!options.supportsUniformBuffers) {\r\n // Ubo replacement\r\n includeContent = includeContent.replace(/light\\{X\\}.(\\w*)/g, (str: string, p1: string) => {\r\n return p1 + \"{X}\";\r\n });\r\n }\r\n includeContent = includeContent.replace(/\\{X\\}/g, indexString);\r\n }\r\n }\r\n\r\n // Replace\r\n returnValue = returnValue.replace(match[0], includeContent);\r\n\r\n keepProcessing = keepProcessing || includeContent.indexOf(\"#include<\") >= 0;\r\n } else {\r\n var includeShaderUrl = options.shadersRepository + \"ShadersInclude/\" + includeFile + \".fx\";\r\n\r\n ShaderProcessor._FileToolsLoadFile(includeShaderUrl, (fileContent) => {\r\n options.includesShadersStore[includeFile] = fileContent as string;\r\n this._ProcessIncludes(returnValue, options, callback);\r\n });\r\n return;\r\n }\r\n\r\n match = regex.exec(sourceCode);\r\n }\r\n\r\n if (keepProcessing) {\r\n this._ProcessIncludes(returnValue.toString(), options, callback);\r\n } else {\r\n callback(returnValue);\r\n }\r\n }\r\n\r\n /**\r\n * Loads a file from a url\r\n * @param url url to load\r\n * @param onSuccess callback called when the file successfully loads\r\n * @param onProgress callback called while file is loading (if the server supports this mode)\r\n * @param offlineProvider defines the offline provider for caching\r\n * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer\r\n * @param onError callback called when the file fails to load\r\n * @returns a file request object\r\n * @hidden\r\n */\r\n public static _FileToolsLoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest {\r\n throw _DevTools.WarnImport(\"FileTools\");\r\n }\r\n}","import { IShaderProcessor } from '../Processors/iShaderProcessor';\r\n\r\n/** @hidden */\r\nexport class WebGL2ShaderProcessor implements IShaderProcessor {\r\n public attributeProcessor(attribute: string) {\r\n return attribute.replace(\"attribute\", \"in\");\r\n }\r\n\r\n public varyingProcessor(varying: string, isFragment: boolean) {\r\n return varying.replace(\"varying\", isFragment ? \"in\" : \"out\");\r\n }\r\n\r\n public postProcessor(code: string, defines: string[], isFragment: boolean) {\r\n const hasDrawBuffersExtension = code.search(/#extension.+GL_EXT_draw_buffers.+require/) !== -1;\r\n\r\n // Remove extensions\r\n var regex = /#extension.+(GL_OVR_multiview2|GL_OES_standard_derivatives|GL_EXT_shader_texture_lod|GL_EXT_frag_depth|GL_EXT_draw_buffers).+(enable|require)/g;\r\n code = code.replace(regex, \"\");\r\n\r\n // Replace instructions\r\n code = code.replace(/texture2D\\s*\\(/g, \"texture(\");\r\n if (isFragment) {\r\n code = code.replace(/texture2DLodEXT\\s*\\(/g, \"textureLod(\");\r\n code = code.replace(/textureCubeLodEXT\\s*\\(/g, \"textureLod(\");\r\n code = code.replace(/textureCube\\s*\\(/g, \"texture(\");\r\n code = code.replace(/gl_FragDepthEXT/g, \"gl_FragDepth\");\r\n code = code.replace(/gl_FragColor/g, \"glFragColor\");\r\n code = code.replace(/gl_FragData/g, \"glFragData\");\r\n code = code.replace(/void\\s+?main\\s*\\(/g, (hasDrawBuffersExtension ? \"\" : \"out vec4 glFragColor;\\n\") + \"void main(\");\r\n } else {\r\n var hasMultiviewExtension = defines.indexOf(\"#define MULTIVIEW\") !== -1;\r\n if (hasMultiviewExtension) {\r\n return \"#extension GL_OVR_multiview2 : require\\nlayout (num_views = 2) in;\\n\" + code;\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n}","import { IPipelineContext } from '../IPipelineContext';\r\nimport { Nullable } from '../../types';\r\nimport { ThinEngine } from '../thinEngine';\r\n\r\n/** @hidden */\r\nexport class WebGLPipelineContext implements IPipelineContext {\r\n public engine: ThinEngine;\r\n public program: Nullable;\r\n public context?: WebGLRenderingContext;\r\n public vertexShader?: WebGLShader;\r\n public fragmentShader?: WebGLShader;\r\n public isParallelCompiled: boolean;\r\n public onCompiled?: () => void;\r\n public transformFeedback?: WebGLTransformFeedback | null;\r\n\r\n public vertexCompilationError: Nullable = null;\r\n public fragmentCompilationError: Nullable = null;\r\n public programLinkError: Nullable = null;\r\n public programValidationError: Nullable = null;\r\n\r\n public get isAsync() {\r\n return this.isParallelCompiled;\r\n }\r\n\r\n public get isReady(): boolean {\r\n if (this.program) {\r\n if (this.isParallelCompiled) {\r\n return this.engine._isRenderingStateCompiled(this);\r\n }\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void {\r\n if (onCompiled && this.program) {\r\n onCompiled(this.program);\r\n }\r\n }\r\n\r\n public _getVertexShaderCode(): string | null {\r\n return this.vertexShader ? this.engine._getShaderSource(this.vertexShader) : null;\r\n }\r\n\r\n public _getFragmentShaderCode(): string | null {\r\n return this.fragmentShader ? this.engine._getShaderSource(this.fragmentShader) : null;\r\n }\r\n}","/** Defines the cross module used constants to avoid circular dependncies */\r\nexport class Constants {\r\n /** Defines that alpha blending is disabled */\r\n public static readonly ALPHA_DISABLE = 0;\r\n /** Defines that alpha blending is SRC ALPHA * SRC + DEST */\r\n public static readonly ALPHA_ADD = 1;\r\n /** Defines that alpha blending is SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */\r\n public static readonly ALPHA_COMBINE = 2;\r\n /** Defines that alpha blending is DEST - SRC * DEST */\r\n public static readonly ALPHA_SUBTRACT = 3;\r\n /** Defines that alpha blending is SRC * DEST */\r\n public static readonly ALPHA_MULTIPLY = 4;\r\n /** Defines that alpha blending is SRC ALPHA * SRC + (1 - SRC) * DEST */\r\n public static readonly ALPHA_MAXIMIZED = 5;\r\n /** Defines that alpha blending is SRC + DEST */\r\n public static readonly ALPHA_ONEONE = 6;\r\n /** Defines that alpha blending is SRC + (1 - SRC ALPHA) * DEST */\r\n public static readonly ALPHA_PREMULTIPLIED = 7;\r\n /**\r\n * Defines that alpha blending is SRC + (1 - SRC ALPHA) * DEST\r\n * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA\r\n */\r\n public static readonly ALPHA_PREMULTIPLIED_PORTERDUFF = 8;\r\n /** Defines that alpha blending is CST * SRC + (1 - CST) * DEST */\r\n public static readonly ALPHA_INTERPOLATE = 9;\r\n /**\r\n * Defines that alpha blending is SRC + (1 - SRC) * DEST\r\n * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA\r\n */\r\n public static readonly ALPHA_SCREENMODE = 10;\r\n /**\r\n * Defines that alpha blending is SRC + DST\r\n * Alpha will be set to SRC ALPHA + DST ALPHA\r\n */\r\n public static readonly ALPHA_ONEONE_ONEONE = 11;\r\n /**\r\n * Defines that alpha blending is SRC * DST ALPHA + DST\r\n * Alpha will be set to 0\r\n */\r\n public static readonly ALPHA_ALPHATOCOLOR = 12;\r\n /**\r\n * Defines that alpha blending is SRC * (1 - DST) + DST * (1 - SRC)\r\n */\r\n public static readonly ALPHA_REVERSEONEMINUS = 13;\r\n /**\r\n * Defines that alpha blending is SRC + DST * (1 - SRC ALPHA)\r\n * Alpha will be set to SRC ALPHA + DST ALPHA * (1 - SRC ALPHA)\r\n */\r\n public static readonly ALPHA_SRC_DSTONEMINUSSRCALPHA = 14;\r\n /**\r\n * Defines that alpha blending is SRC + DST\r\n * Alpha will be set to SRC ALPHA\r\n */\r\n public static readonly ALPHA_ONEONE_ONEZERO = 15;\r\n /**\r\n * Defines that alpha blending is SRC * (1 - DST) + DST * (1 - SRC)\r\n * Alpha will be set to DST ALPHA\r\n */\r\n public static readonly ALPHA_EXCLUSION = 16;\r\n\r\n /** Defines that alpha blending equation a SUM */\r\n public static readonly ALPHA_EQUATION_ADD = 0;\r\n /** Defines that alpha blending equation a SUBSTRACTION */\r\n public static readonly ALPHA_EQUATION_SUBSTRACT = 1;\r\n /** Defines that alpha blending equation a REVERSE SUBSTRACTION */\r\n public static readonly ALPHA_EQUATION_REVERSE_SUBTRACT = 2;\r\n /** Defines that alpha blending equation a MAX operation */\r\n public static readonly ALPHA_EQUATION_MAX = 3;\r\n /** Defines that alpha blending equation a MIN operation */\r\n public static readonly ALPHA_EQUATION_MIN = 4;\r\n /**\r\n * Defines that alpha blending equation a DARKEN operation:\r\n * It takes the min of the src and sums the alpha channels.\r\n */\r\n public static readonly ALPHA_EQUATION_DARKEN = 5;\r\n\r\n /** Defines that the ressource is not delayed*/\r\n public static readonly DELAYLOADSTATE_NONE = 0;\r\n /** Defines that the ressource was successfully delay loaded */\r\n public static readonly DELAYLOADSTATE_LOADED = 1;\r\n /** Defines that the ressource is currently delay loading */\r\n public static readonly DELAYLOADSTATE_LOADING = 2;\r\n /** Defines that the ressource is delayed and has not started loading */\r\n public static readonly DELAYLOADSTATE_NOTLOADED = 4;\r\n\r\n // Depht or Stencil test Constants.\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */\r\n public static readonly NEVER = 0x0200;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */\r\n public static readonly ALWAYS = 0x0207;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */\r\n public static readonly LESS = 0x0201;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */\r\n public static readonly EQUAL = 0x0202;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */\r\n public static readonly LEQUAL = 0x0203;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */\r\n public static readonly GREATER = 0x0204;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */\r\n public static readonly GEQUAL = 0x0206;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */\r\n public static readonly NOTEQUAL = 0x0205;\r\n\r\n // Stencil Actions Constants.\r\n /** Passed to stencilOperation to specify that stencil value must be kept */\r\n public static readonly KEEP = 0x1E00;\r\n /** Passed to stencilOperation to specify that stencil value must be replaced */\r\n public static readonly REPLACE = 0x1E01;\r\n /** Passed to stencilOperation to specify that stencil value must be incremented */\r\n public static readonly INCR = 0x1E02;\r\n /** Passed to stencilOperation to specify that stencil value must be decremented */\r\n public static readonly DECR = 0x1E03;\r\n /** Passed to stencilOperation to specify that stencil value must be inverted */\r\n public static readonly INVERT = 0x150A;\r\n /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */\r\n public static readonly INCR_WRAP = 0x8507;\r\n /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */\r\n public static readonly DECR_WRAP = 0x8508;\r\n\r\n /** Texture is not repeating outside of 0..1 UVs */\r\n public static readonly TEXTURE_CLAMP_ADDRESSMODE = 0;\r\n /** Texture is repeating outside of 0..1 UVs */\r\n public static readonly TEXTURE_WRAP_ADDRESSMODE = 1;\r\n /** Texture is repeating and mirrored */\r\n public static readonly TEXTURE_MIRROR_ADDRESSMODE = 2;\r\n\r\n /** ALPHA */\r\n public static readonly TEXTUREFORMAT_ALPHA = 0;\r\n /** LUMINANCE */\r\n public static readonly TEXTUREFORMAT_LUMINANCE = 1;\r\n /** LUMINANCE_ALPHA */\r\n public static readonly TEXTUREFORMAT_LUMINANCE_ALPHA = 2;\r\n /** RGB */\r\n public static readonly TEXTUREFORMAT_RGB = 4;\r\n /** RGBA */\r\n public static readonly TEXTUREFORMAT_RGBA = 5;\r\n /** RED */\r\n public static readonly TEXTUREFORMAT_RED = 6;\r\n /** RED (2nd reference) */\r\n public static readonly TEXTUREFORMAT_R = 6;\r\n /** RG */\r\n public static readonly TEXTUREFORMAT_RG = 7;\r\n /** RED_INTEGER */\r\n public static readonly TEXTUREFORMAT_RED_INTEGER = 8;\r\n /** RED_INTEGER (2nd reference) */\r\n public static readonly TEXTUREFORMAT_R_INTEGER = 8;\r\n /** RG_INTEGER */\r\n public static readonly TEXTUREFORMAT_RG_INTEGER = 9;\r\n /** RGB_INTEGER */\r\n public static readonly TEXTUREFORMAT_RGB_INTEGER = 10;\r\n /** RGBA_INTEGER */\r\n public static readonly TEXTUREFORMAT_RGBA_INTEGER = 11;\r\n\r\n /** UNSIGNED_BYTE */\r\n public static readonly TEXTURETYPE_UNSIGNED_BYTE = 0;\r\n /** UNSIGNED_BYTE (2nd reference) */\r\n public static readonly TEXTURETYPE_UNSIGNED_INT = 0;\r\n /** FLOAT */\r\n public static readonly TEXTURETYPE_FLOAT = 1;\r\n /** HALF_FLOAT */\r\n public static readonly TEXTURETYPE_HALF_FLOAT = 2;\r\n /** BYTE */\r\n public static readonly TEXTURETYPE_BYTE = 3;\r\n /** SHORT */\r\n public static readonly TEXTURETYPE_SHORT = 4;\r\n /** UNSIGNED_SHORT */\r\n public static readonly TEXTURETYPE_UNSIGNED_SHORT = 5;\r\n /** INT */\r\n public static readonly TEXTURETYPE_INT = 6;\r\n /** UNSIGNED_INT */\r\n public static readonly TEXTURETYPE_UNSIGNED_INTEGER = 7;\r\n /** UNSIGNED_SHORT_4_4_4_4 */\r\n public static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4 = 8;\r\n /** UNSIGNED_SHORT_5_5_5_1 */\r\n public static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1 = 9;\r\n /** UNSIGNED_SHORT_5_6_5 */\r\n public static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5 = 10;\r\n /** UNSIGNED_INT_2_10_10_10_REV */\r\n public static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV = 11;\r\n /** UNSIGNED_INT_24_8 */\r\n public static readonly TEXTURETYPE_UNSIGNED_INT_24_8 = 12;\r\n /** UNSIGNED_INT_10F_11F_11F_REV */\r\n public static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV = 13;\r\n /** UNSIGNED_INT_5_9_9_9_REV */\r\n public static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV = 14;\r\n /** FLOAT_32_UNSIGNED_INT_24_8_REV */\r\n public static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV = 15;\r\n\r\n /** nearest is mag = nearest and min = nearest and no mip */\r\n public static readonly TEXTURE_NEAREST_SAMPLINGMODE = 1;\r\n /** mag = nearest and min = nearest and mip = none */\r\n public static readonly TEXTURE_NEAREST_NEAREST = 1;\r\n\r\n /** Bilinear is mag = linear and min = linear and no mip */\r\n public static readonly TEXTURE_BILINEAR_SAMPLINGMODE = 2;\r\n /** mag = linear and min = linear and mip = none */\r\n public static readonly TEXTURE_LINEAR_LINEAR = 2;\r\n\r\n /** Trilinear is mag = linear and min = linear and mip = linear */\r\n public static readonly TEXTURE_TRILINEAR_SAMPLINGMODE = 3;\r\n /** Trilinear is mag = linear and min = linear and mip = linear */\r\n public static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR = 3;\r\n\r\n /** mag = nearest and min = nearest and mip = nearest */\r\n public static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST = 4;\r\n /** mag = nearest and min = linear and mip = nearest */\r\n public static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST = 5;\r\n /** mag = nearest and min = linear and mip = linear */\r\n public static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR = 6;\r\n /** mag = nearest and min = linear and mip = none */\r\n public static readonly TEXTURE_NEAREST_LINEAR = 7;\r\n /** nearest is mag = nearest and min = nearest and mip = linear */\r\n public static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR = 8;\r\n /** mag = linear and min = nearest and mip = nearest */\r\n public static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST = 9;\r\n /** mag = linear and min = nearest and mip = linear */\r\n public static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR = 10;\r\n /** Bilinear is mag = linear and min = linear and mip = nearest */\r\n public static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST = 11;\r\n /** mag = linear and min = nearest and mip = none */\r\n public static readonly TEXTURE_LINEAR_NEAREST = 12;\r\n\r\n /** Explicit coordinates mode */\r\n public static readonly TEXTURE_EXPLICIT_MODE = 0;\r\n /** Spherical coordinates mode */\r\n public static readonly TEXTURE_SPHERICAL_MODE = 1;\r\n /** Planar coordinates mode */\r\n public static readonly TEXTURE_PLANAR_MODE = 2;\r\n /** Cubic coordinates mode */\r\n public static readonly TEXTURE_CUBIC_MODE = 3;\r\n /** Projection coordinates mode */\r\n public static readonly TEXTURE_PROJECTION_MODE = 4;\r\n /** Skybox coordinates mode */\r\n public static readonly TEXTURE_SKYBOX_MODE = 5;\r\n /** Inverse Cubic coordinates mode */\r\n public static readonly TEXTURE_INVCUBIC_MODE = 6;\r\n /** Equirectangular coordinates mode */\r\n public static readonly TEXTURE_EQUIRECTANGULAR_MODE = 7;\r\n /** Equirectangular Fixed coordinates mode */\r\n public static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE = 8;\r\n /** Equirectangular Fixed Mirrored coordinates mode */\r\n public static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE = 9;\r\n\r\n /** Offline (baking) quality for texture filtering */\r\n public static readonly TEXTURE_FILTERING_QUALITY_OFFLINE = 4096;\r\n\r\n /** High quality for texture filtering */\r\n public static readonly TEXTURE_FILTERING_QUALITY_HIGH = 64;\r\n\r\n /** Medium quality for texture filtering */\r\n public static readonly TEXTURE_FILTERING_QUALITY_MEDIUM = 16;\r\n\r\n /** Low quality for texture filtering */\r\n public static readonly TEXTURE_FILTERING_QUALITY_LOW = 8;\r\n\r\n // Texture rescaling mode\r\n /** Defines that texture rescaling will use a floor to find the closer power of 2 size */\r\n public static readonly SCALEMODE_FLOOR = 1;\r\n /** Defines that texture rescaling will look for the nearest power of 2 size */\r\n public static readonly SCALEMODE_NEAREST = 2;\r\n /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */\r\n public static readonly SCALEMODE_CEILING = 3;\r\n\r\n /**\r\n * The dirty texture flag value\r\n */\r\n public static readonly MATERIAL_TextureDirtyFlag = 1;\r\n /**\r\n * The dirty light flag value\r\n */\r\n public static readonly MATERIAL_LightDirtyFlag = 2;\r\n /**\r\n * The dirty fresnel flag value\r\n */\r\n public static readonly MATERIAL_FresnelDirtyFlag = 4;\r\n /**\r\n * The dirty attribute flag value\r\n */\r\n public static readonly MATERIAL_AttributesDirtyFlag = 8;\r\n /**\r\n * The dirty misc flag value\r\n */\r\n public static readonly MATERIAL_MiscDirtyFlag = 16;\r\n /**\r\n * The all dirty flag value\r\n */\r\n public static readonly MATERIAL_AllDirtyFlag = 31;\r\n\r\n /**\r\n * Returns the triangle fill mode\r\n */\r\n public static readonly MATERIAL_TriangleFillMode = 0;\r\n /**\r\n * Returns the wireframe mode\r\n */\r\n public static readonly MATERIAL_WireFrameFillMode = 1;\r\n /**\r\n * Returns the point fill mode\r\n */\r\n public static readonly MATERIAL_PointFillMode = 2;\r\n /**\r\n * Returns the point list draw mode\r\n */\r\n public static readonly MATERIAL_PointListDrawMode = 3;\r\n /**\r\n * Returns the line list draw mode\r\n */\r\n public static readonly MATERIAL_LineListDrawMode = 4;\r\n /**\r\n * Returns the line loop draw mode\r\n */\r\n public static readonly MATERIAL_LineLoopDrawMode = 5;\r\n /**\r\n * Returns the line strip draw mode\r\n */\r\n public static readonly MATERIAL_LineStripDrawMode = 6;\r\n\r\n /**\r\n * Returns the triangle strip draw mode\r\n */\r\n public static readonly MATERIAL_TriangleStripDrawMode = 7;\r\n /**\r\n * Returns the triangle fan draw mode\r\n */\r\n public static readonly MATERIAL_TriangleFanDrawMode = 8;\r\n\r\n /**\r\n * Stores the clock-wise side orientation\r\n */\r\n public static readonly MATERIAL_ClockWiseSideOrientation = 0;\r\n /**\r\n * Stores the counter clock-wise side orientation\r\n */\r\n public static readonly MATERIAL_CounterClockWiseSideOrientation = 1;\r\n\r\n /**\r\n * Nothing\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly ACTION_NothingTrigger = 0;\r\n /**\r\n * On pick\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly ACTION_OnPickTrigger = 1;\r\n /**\r\n * On left pick\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly ACTION_OnLeftPickTrigger = 2;\r\n /**\r\n * On right pick\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly ACTION_OnRightPickTrigger = 3;\r\n /**\r\n * On center pick\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly ACTION_OnCenterPickTrigger = 4;\r\n /**\r\n * On pick down\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly ACTION_OnPickDownTrigger = 5;\r\n /**\r\n * On double pick\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly ACTION_OnDoublePickTrigger = 6;\r\n /**\r\n * On pick up\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly ACTION_OnPickUpTrigger = 7;\r\n /**\r\n * On pick out.\r\n * This trigger will only be raised if you also declared a OnPickDown\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly ACTION_OnPickOutTrigger = 16;\r\n /**\r\n * On long press\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly ACTION_OnLongPressTrigger = 8;\r\n /**\r\n * On pointer over\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly ACTION_OnPointerOverTrigger = 9;\r\n /**\r\n * On pointer out\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly ACTION_OnPointerOutTrigger = 10;\r\n /**\r\n * On every frame\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly ACTION_OnEveryFrameTrigger = 11;\r\n /**\r\n * On intersection enter\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly ACTION_OnIntersectionEnterTrigger = 12;\r\n /**\r\n * On intersection exit\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly ACTION_OnIntersectionExitTrigger = 13;\r\n /**\r\n * On key down\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly ACTION_OnKeyDownTrigger = 14;\r\n /**\r\n * On key up\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly ACTION_OnKeyUpTrigger = 15;\r\n\r\n /**\r\n * Billboard mode will only apply to Y axis\r\n */\r\n public static readonly PARTICLES_BILLBOARDMODE_Y = 2;\r\n /**\r\n * Billboard mode will apply to all axes\r\n */\r\n public static readonly PARTICLES_BILLBOARDMODE_ALL = 7;\r\n /**\r\n * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction\r\n */\r\n public static readonly PARTICLES_BILLBOARDMODE_STRETCHED = 8;\r\n\r\n /** Default culling strategy : this is an exclusion test and it's the more accurate.\r\n * Test order :\r\n * Is the bounding sphere outside the frustum ?\r\n * If not, are the bounding box vertices outside the frustum ?\r\n * It not, then the cullable object is in the frustum.\r\n */\r\n public static readonly MESHES_CULLINGSTRATEGY_STANDARD = 0;\r\n /** Culling strategy : Bounding Sphere Only.\r\n * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.\r\n * It's also less accurate than the standard because some not visible objects can still be selected.\r\n * Test : is the bounding sphere outside the frustum ?\r\n * If not, then the cullable object is in the frustum.\r\n */\r\n public static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY = 1;\r\n /** Culling strategy : Optimistic Inclusion.\r\n * This in an inclusion test first, then the standard exclusion test.\r\n * This can be faster when a cullable object is expected to be almost always in the camera frustum.\r\n * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.\r\n * Anyway, it's as accurate as the standard strategy.\r\n * Test :\r\n * Is the cullable object bounding sphere center in the frustum ?\r\n * If not, apply the default culling strategy.\r\n */\r\n public static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION = 2;\r\n /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.\r\n * This in an inclusion test first, then the bounding sphere only exclusion test.\r\n * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.\r\n * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.\r\n * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.\r\n * Test :\r\n * Is the cullable object bounding sphere center in the frustum ?\r\n * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.\r\n */\r\n public static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY = 3;\r\n\r\n /**\r\n * No logging while loading\r\n */\r\n public static readonly SCENELOADER_NO_LOGGING = 0;\r\n /**\r\n * Minimal logging while loading\r\n */\r\n public static readonly SCENELOADER_MINIMAL_LOGGING = 1;\r\n /**\r\n * Summary logging while loading\r\n */\r\n public static readonly SCENELOADER_SUMMARY_LOGGING = 2;\r\n /**\r\n * Detailled logging while loading\r\n */\r\n public static readonly SCENELOADER_DETAILED_LOGGING = 3;\r\n}","import { Observable } from \"../Misc/observable\";\r\nimport { Nullable, IndicesArray, DataArray } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { IAudioEngine } from \"../Audio/audioEngine\";\r\nimport { IOfflineProvider } from \"../Offline/IOfflineProvider\";\r\nimport { ILoadingScreen } from \"../Loading/loadingScreen\";\r\nimport { DomManagement } from \"../Misc/domManagement\";\r\nimport { EngineStore } from \"./engineStore\";\r\nimport { _DevTools } from '../Misc/devTools';\r\nimport { WebGLPipelineContext } from './WebGL/webGLPipelineContext';\r\nimport { IPipelineContext } from './IPipelineContext';\r\nimport { ICustomAnimationFrameRequester } from '../Misc/customAnimationFrameRequester';\r\nimport { ThinEngine, EngineOptions } from './thinEngine';\r\nimport { Constants } from './constants';\r\nimport { IViewportLike, IColor4Like } from '../Maths/math.like';\r\nimport { RenderTargetTexture } from '../Materials/Textures/renderTargetTexture';\r\nimport { PerformanceMonitor } from '../Misc/performanceMonitor';\r\nimport { DataBuffer } from '../Meshes/dataBuffer';\r\nimport { PerfCounter } from '../Misc/perfCounter';\r\nimport { WebGLDataBuffer } from '../Meshes/WebGL/webGLDataBuffer';\r\nimport { Logger } from '../Misc/logger';\r\n\r\nimport \"./Extensions/engine.alpha\";\r\nimport \"./Extensions/engine.readTexture\";\r\n\r\ndeclare type Material = import(\"../Materials/material\").Material;\r\ndeclare type PostProcess = import(\"../PostProcesses/postProcess\").PostProcess;\r\n\r\n/**\r\n * Defines the interface used by display changed events\r\n */\r\nexport interface IDisplayChangedEventArgs {\r\n /** Gets the vrDisplay object (if any) */\r\n vrDisplay: Nullable;\r\n /** Gets a boolean indicating if webVR is supported */\r\n vrSupported: boolean;\r\n}\r\n\r\n/**\r\n * Defines the interface used by objects containing a viewport (like a camera)\r\n */\r\ninterface IViewportOwnerLike {\r\n /**\r\n * Gets or sets the viewport\r\n */\r\n viewport: IViewportLike;\r\n}\r\n\r\n/**\r\n * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio\r\n */\r\nexport class Engine extends ThinEngine {\r\n // Const statics\r\n\r\n /** Defines that alpha blending is disabled */\r\n public static readonly ALPHA_DISABLE = Constants.ALPHA_DISABLE;\r\n /** Defines that alpha blending to SRC ALPHA * SRC + DEST */\r\n public static readonly ALPHA_ADD = Constants.ALPHA_ADD;\r\n /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */\r\n public static readonly ALPHA_COMBINE = Constants.ALPHA_COMBINE;\r\n /** Defines that alpha blending to DEST - SRC * DEST */\r\n public static readonly ALPHA_SUBTRACT = Constants.ALPHA_SUBTRACT;\r\n /** Defines that alpha blending to SRC * DEST */\r\n public static readonly ALPHA_MULTIPLY = Constants.ALPHA_MULTIPLY;\r\n /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */\r\n public static readonly ALPHA_MAXIMIZED = Constants.ALPHA_MAXIMIZED;\r\n /** Defines that alpha blending to SRC + DEST */\r\n public static readonly ALPHA_ONEONE = Constants.ALPHA_ONEONE;\r\n /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */\r\n public static readonly ALPHA_PREMULTIPLIED = Constants.ALPHA_PREMULTIPLIED;\r\n /**\r\n * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST\r\n * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA\r\n */\r\n public static readonly ALPHA_PREMULTIPLIED_PORTERDUFF = Constants.ALPHA_PREMULTIPLIED_PORTERDUFF;\r\n /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */\r\n public static readonly ALPHA_INTERPOLATE = Constants.ALPHA_INTERPOLATE;\r\n /**\r\n * Defines that alpha blending to SRC + (1 - SRC) * DEST\r\n * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA\r\n */\r\n public static readonly ALPHA_SCREENMODE = Constants.ALPHA_SCREENMODE;\r\n\r\n /** Defines that the ressource is not delayed*/\r\n public static readonly DELAYLOADSTATE_NONE = Constants.DELAYLOADSTATE_NONE;\r\n /** Defines that the ressource was successfully delay loaded */\r\n public static readonly DELAYLOADSTATE_LOADED = Constants.DELAYLOADSTATE_LOADED;\r\n /** Defines that the ressource is currently delay loading */\r\n public static readonly DELAYLOADSTATE_LOADING = Constants.DELAYLOADSTATE_LOADING;\r\n /** Defines that the ressource is delayed and has not started loading */\r\n public static readonly DELAYLOADSTATE_NOTLOADED = Constants.DELAYLOADSTATE_NOTLOADED;\r\n\r\n // Depht or Stencil test Constants.\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */\r\n public static readonly NEVER = Constants.NEVER;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */\r\n public static readonly ALWAYS = Constants.ALWAYS;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */\r\n public static readonly LESS = Constants.LESS;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */\r\n public static readonly EQUAL = Constants.EQUAL;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */\r\n public static readonly LEQUAL = Constants.LEQUAL;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */\r\n public static readonly GREATER = Constants.GREATER;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */\r\n public static readonly GEQUAL = Constants.GEQUAL;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */\r\n public static readonly NOTEQUAL = Constants.NOTEQUAL;\r\n\r\n // Stencil Actions Constants.\r\n /** Passed to stencilOperation to specify that stencil value must be kept */\r\n public static readonly KEEP = Constants.KEEP;\r\n /** Passed to stencilOperation to specify that stencil value must be replaced */\r\n public static readonly REPLACE = Constants.REPLACE;\r\n /** Passed to stencilOperation to specify that stencil value must be incremented */\r\n public static readonly INCR = Constants.INCR;\r\n /** Passed to stencilOperation to specify that stencil value must be decremented */\r\n public static readonly DECR = Constants.DECR;\r\n /** Passed to stencilOperation to specify that stencil value must be inverted */\r\n public static readonly INVERT = Constants.INVERT;\r\n /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */\r\n public static readonly INCR_WRAP = Constants.INCR_WRAP;\r\n /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */\r\n public static readonly DECR_WRAP = Constants.DECR_WRAP;\r\n\r\n /** Texture is not repeating outside of 0..1 UVs */\r\n public static readonly TEXTURE_CLAMP_ADDRESSMODE = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n /** Texture is repeating outside of 0..1 UVs */\r\n public static readonly TEXTURE_WRAP_ADDRESSMODE = Constants.TEXTURE_WRAP_ADDRESSMODE;\r\n /** Texture is repeating and mirrored */\r\n public static readonly TEXTURE_MIRROR_ADDRESSMODE = Constants.TEXTURE_MIRROR_ADDRESSMODE;\r\n\r\n /** ALPHA */\r\n public static readonly TEXTUREFORMAT_ALPHA = Constants.TEXTUREFORMAT_ALPHA;\r\n /** LUMINANCE */\r\n public static readonly TEXTUREFORMAT_LUMINANCE = Constants.TEXTUREFORMAT_LUMINANCE;\r\n /** LUMINANCE_ALPHA */\r\n public static readonly TEXTUREFORMAT_LUMINANCE_ALPHA = Constants.TEXTUREFORMAT_LUMINANCE_ALPHA;\r\n /** RGB */\r\n public static readonly TEXTUREFORMAT_RGB = Constants.TEXTUREFORMAT_RGB;\r\n /** RGBA */\r\n public static readonly TEXTUREFORMAT_RGBA = Constants.TEXTUREFORMAT_RGBA;\r\n /** RED */\r\n public static readonly TEXTUREFORMAT_RED = Constants.TEXTUREFORMAT_RED;\r\n /** RED (2nd reference) */\r\n public static readonly TEXTUREFORMAT_R = Constants.TEXTUREFORMAT_R;\r\n /** RG */\r\n public static readonly TEXTUREFORMAT_RG = Constants.TEXTUREFORMAT_RG;\r\n /** RED_INTEGER */\r\n public static readonly TEXTUREFORMAT_RED_INTEGER = Constants.TEXTUREFORMAT_RED_INTEGER;\r\n /** RED_INTEGER (2nd reference) */\r\n public static readonly TEXTUREFORMAT_R_INTEGER = Constants.TEXTUREFORMAT_R_INTEGER;\r\n /** RG_INTEGER */\r\n public static readonly TEXTUREFORMAT_RG_INTEGER = Constants.TEXTUREFORMAT_RG_INTEGER;\r\n /** RGB_INTEGER */\r\n public static readonly TEXTUREFORMAT_RGB_INTEGER = Constants.TEXTUREFORMAT_RGB_INTEGER;\r\n /** RGBA_INTEGER */\r\n public static readonly TEXTUREFORMAT_RGBA_INTEGER = Constants.TEXTUREFORMAT_RGBA_INTEGER;\r\n\r\n /** UNSIGNED_BYTE */\r\n public static readonly TEXTURETYPE_UNSIGNED_BYTE = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n /** UNSIGNED_BYTE (2nd reference) */\r\n public static readonly TEXTURETYPE_UNSIGNED_INT = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n /** FLOAT */\r\n public static readonly TEXTURETYPE_FLOAT = Constants.TEXTURETYPE_FLOAT;\r\n /** HALF_FLOAT */\r\n public static readonly TEXTURETYPE_HALF_FLOAT = Constants.TEXTURETYPE_HALF_FLOAT;\r\n /** BYTE */\r\n public static readonly TEXTURETYPE_BYTE = Constants.TEXTURETYPE_BYTE;\r\n /** SHORT */\r\n public static readonly TEXTURETYPE_SHORT = Constants.TEXTURETYPE_SHORT;\r\n /** UNSIGNED_SHORT */\r\n public static readonly TEXTURETYPE_UNSIGNED_SHORT = Constants.TEXTURETYPE_UNSIGNED_SHORT;\r\n /** INT */\r\n public static readonly TEXTURETYPE_INT = Constants.TEXTURETYPE_INT;\r\n /** UNSIGNED_INT */\r\n public static readonly TEXTURETYPE_UNSIGNED_INTEGER = Constants.TEXTURETYPE_UNSIGNED_INTEGER;\r\n /** UNSIGNED_SHORT_4_4_4_4 */\r\n public static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4 = Constants.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4;\r\n /** UNSIGNED_SHORT_5_5_5_1 */\r\n public static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1 = Constants.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1;\r\n /** UNSIGNED_SHORT_5_6_5 */\r\n public static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5 = Constants.TEXTURETYPE_UNSIGNED_SHORT_5_6_5;\r\n /** UNSIGNED_INT_2_10_10_10_REV */\r\n public static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV = Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV;\r\n /** UNSIGNED_INT_24_8 */\r\n public static readonly TEXTURETYPE_UNSIGNED_INT_24_8 = Constants.TEXTURETYPE_UNSIGNED_INT_24_8;\r\n /** UNSIGNED_INT_10F_11F_11F_REV */\r\n public static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV = Constants.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV;\r\n /** UNSIGNED_INT_5_9_9_9_REV */\r\n public static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV = Constants.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV;\r\n /** FLOAT_32_UNSIGNED_INT_24_8_REV */\r\n public static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV = Constants.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV;\r\n\r\n /** nearest is mag = nearest and min = nearest and mip = linear */\r\n public static readonly TEXTURE_NEAREST_SAMPLINGMODE = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n /** Bilinear is mag = linear and min = linear and mip = nearest */\r\n public static readonly TEXTURE_BILINEAR_SAMPLINGMODE = Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n /** Trilinear is mag = linear and min = linear and mip = linear */\r\n public static readonly TEXTURE_TRILINEAR_SAMPLINGMODE = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n /** nearest is mag = nearest and min = nearest and mip = linear */\r\n public static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR = Constants.TEXTURE_NEAREST_NEAREST_MIPLINEAR;\r\n /** Bilinear is mag = linear and min = linear and mip = nearest */\r\n public static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST = Constants.TEXTURE_LINEAR_LINEAR_MIPNEAREST;\r\n /** Trilinear is mag = linear and min = linear and mip = linear */\r\n public static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR = Constants.TEXTURE_LINEAR_LINEAR_MIPLINEAR;\r\n /** mag = nearest and min = nearest and mip = nearest */\r\n public static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST = Constants.TEXTURE_NEAREST_NEAREST_MIPNEAREST;\r\n /** mag = nearest and min = linear and mip = nearest */\r\n public static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST = Constants.TEXTURE_NEAREST_LINEAR_MIPNEAREST;\r\n /** mag = nearest and min = linear and mip = linear */\r\n public static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR = Constants.TEXTURE_NEAREST_LINEAR_MIPLINEAR;\r\n /** mag = nearest and min = linear and mip = none */\r\n public static readonly TEXTURE_NEAREST_LINEAR = Constants.TEXTURE_NEAREST_LINEAR;\r\n /** mag = nearest and min = nearest and mip = none */\r\n public static readonly TEXTURE_NEAREST_NEAREST = Constants.TEXTURE_NEAREST_NEAREST;\r\n /** mag = linear and min = nearest and mip = nearest */\r\n public static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST = Constants.TEXTURE_LINEAR_NEAREST_MIPNEAREST;\r\n /** mag = linear and min = nearest and mip = linear */\r\n public static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR = Constants.TEXTURE_LINEAR_NEAREST_MIPLINEAR;\r\n /** mag = linear and min = linear and mip = none */\r\n public static readonly TEXTURE_LINEAR_LINEAR = Constants.TEXTURE_LINEAR_LINEAR;\r\n /** mag = linear and min = nearest and mip = none */\r\n public static readonly TEXTURE_LINEAR_NEAREST = Constants.TEXTURE_LINEAR_NEAREST;\r\n\r\n /** Explicit coordinates mode */\r\n public static readonly TEXTURE_EXPLICIT_MODE = Constants.TEXTURE_EXPLICIT_MODE;\r\n /** Spherical coordinates mode */\r\n public static readonly TEXTURE_SPHERICAL_MODE = Constants.TEXTURE_SPHERICAL_MODE;\r\n /** Planar coordinates mode */\r\n public static readonly TEXTURE_PLANAR_MODE = Constants.TEXTURE_PLANAR_MODE;\r\n /** Cubic coordinates mode */\r\n public static readonly TEXTURE_CUBIC_MODE = Constants.TEXTURE_CUBIC_MODE;\r\n /** Projection coordinates mode */\r\n public static readonly TEXTURE_PROJECTION_MODE = Constants.TEXTURE_PROJECTION_MODE;\r\n /** Skybox coordinates mode */\r\n public static readonly TEXTURE_SKYBOX_MODE = Constants.TEXTURE_SKYBOX_MODE;\r\n /** Inverse Cubic coordinates mode */\r\n public static readonly TEXTURE_INVCUBIC_MODE = Constants.TEXTURE_INVCUBIC_MODE;\r\n /** Equirectangular coordinates mode */\r\n public static readonly TEXTURE_EQUIRECTANGULAR_MODE = Constants.TEXTURE_EQUIRECTANGULAR_MODE;\r\n /** Equirectangular Fixed coordinates mode */\r\n public static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE = Constants.TEXTURE_FIXED_EQUIRECTANGULAR_MODE;\r\n /** Equirectangular Fixed Mirrored coordinates mode */\r\n public static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE = Constants.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE;\r\n\r\n // Texture rescaling mode\r\n /** Defines that texture rescaling will use a floor to find the closer power of 2 size */\r\n public static readonly SCALEMODE_FLOOR = Constants.SCALEMODE_FLOOR;\r\n /** Defines that texture rescaling will look for the nearest power of 2 size */\r\n public static readonly SCALEMODE_NEAREST = Constants.SCALEMODE_NEAREST;\r\n /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */\r\n public static readonly SCALEMODE_CEILING = Constants.SCALEMODE_CEILING;\r\n\r\n /**\r\n * Returns the current npm package of the sdk\r\n */\r\n // Not mixed with Version for tooling purpose.\r\n public static get NpmPackage(): string {\r\n return ThinEngine.NpmPackage;\r\n }\r\n\r\n /**\r\n * Returns the current version of the framework\r\n */\r\n public static get Version(): string {\r\n return ThinEngine.Version;\r\n }\r\n\r\n /** Gets the list of created engines */\r\n public static get Instances(): Engine[] {\r\n return EngineStore.Instances;\r\n }\r\n\r\n /**\r\n * Gets the latest created engine\r\n */\r\n public static get LastCreatedEngine(): Nullable {\r\n return EngineStore.LastCreatedEngine;\r\n }\r\n\r\n /**\r\n * Gets the latest created scene\r\n */\r\n public static get LastCreatedScene(): Nullable {\r\n return EngineStore.LastCreatedScene;\r\n }\r\n\r\n /**\r\n * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation\r\n * @param flag defines which part of the materials must be marked as dirty\r\n * @param predicate defines a predicate used to filter which materials should be affected\r\n */\r\n public static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void {\r\n for (var engineIndex = 0; engineIndex < Engine.Instances.length; engineIndex++) {\r\n var engine = Engine.Instances[engineIndex];\r\n\r\n for (var sceneIndex = 0; sceneIndex < engine.scenes.length; sceneIndex++) {\r\n engine.scenes[sceneIndex].markAllMaterialsAsDirty(flag, predicate);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Method called to create the default loading screen.\r\n * This can be overriden in your own app.\r\n * @param canvas The rendering canvas element\r\n * @returns The loading screen\r\n */\r\n public static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen {\r\n throw _DevTools.WarnImport(\"LoadingScreen\");\r\n }\r\n\r\n /**\r\n * Method called to create the default rescale post process on each engine.\r\n */\r\n public static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess> = null;\r\n\r\n // Members\r\n\r\n /**\r\n * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest\r\n **/\r\n public enableOfflineSupport = false;\r\n\r\n /**\r\n * Gets or sets a boolean to enable/disable checking manifest if IndexedDB support is enabled (js will always consider the database is up to date)\r\n **/\r\n public disableManifestCheck = false;\r\n\r\n /**\r\n * Gets the list of created scenes\r\n */\r\n public scenes = new Array();\r\n\r\n /**\r\n * Event raised when a new scene is created\r\n */\r\n public onNewSceneAddedObservable = new Observable();\r\n\r\n /**\r\n * Gets the list of created postprocesses\r\n */\r\n public postProcesses = new Array();\r\n\r\n /**\r\n * Gets a boolean indicating if the pointer is currently locked\r\n */\r\n public isPointerLock = false;\r\n\r\n // Observables\r\n\r\n /**\r\n * Observable event triggered each time the rendering canvas is resized\r\n */\r\n public onResizeObservable = new Observable();\r\n\r\n /**\r\n * Observable event triggered each time the canvas loses focus\r\n */\r\n public onCanvasBlurObservable = new Observable();\r\n\r\n /**\r\n * Observable event triggered each time the canvas gains focus\r\n */\r\n public onCanvasFocusObservable = new Observable();\r\n\r\n /**\r\n * Observable event triggered each time the canvas receives pointerout event\r\n */\r\n public onCanvasPointerOutObservable = new Observable();\r\n\r\n /**\r\n * Observable raised when the engine begins a new frame\r\n */\r\n public onBeginFrameObservable = new Observable();\r\n\r\n /**\r\n * If set, will be used to request the next animation frame for the render loop\r\n */\r\n public customAnimationFrameRequester: Nullable = null;\r\n\r\n /**\r\n * Observable raised when the engine ends the current frame\r\n */\r\n public onEndFrameObservable = new Observable();\r\n\r\n /**\r\n * Observable raised when the engine is about to compile a shader\r\n */\r\n public onBeforeShaderCompilationObservable = new Observable();\r\n\r\n /**\r\n * Observable raised when the engine has jsut compiled a shader\r\n */\r\n public onAfterShaderCompilationObservable = new Observable();\r\n\r\n /**\r\n * Gets the audio engine\r\n * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music\r\n * @ignorenaming\r\n */\r\n public static audioEngine: IAudioEngine;\r\n\r\n /**\r\n * Default AudioEngine factory responsible of creating the Audio Engine.\r\n * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.\r\n */\r\n public static AudioEngineFactory: (hostElement: Nullable) => IAudioEngine;\r\n\r\n /**\r\n * Default offline support factory responsible of creating a tool used to store data locally.\r\n * By default, this will create a Database object if the workload has been embedded.\r\n */\r\n public static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;\r\n\r\n private _loadingScreen: ILoadingScreen;\r\n private _pointerLockRequested: boolean;\r\n private _rescalePostProcess: PostProcess;\r\n\r\n // Deterministic lockstepMaxSteps\r\n private _deterministicLockstep: boolean = false;\r\n private _lockstepMaxSteps: number = 4;\r\n private _timeStep: number = 1 / 60;\r\n\r\n protected get _supportsHardwareTextureRescaling() {\r\n return !!Engine._RescalePostProcessFactory;\r\n }\r\n\r\n // FPS\r\n private _fps = 60;\r\n private _deltaTime = 0;\r\n\r\n /** @hidden */\r\n public _drawCalls = new PerfCounter();\r\n\r\n /** Gets or sets the tab index to set to the rendering canvas. 1 is the minimum value to set to be able to capture keyboard events */\r\n public canvasTabIndex = 1;\r\n\r\n /**\r\n * Turn this value on if you want to pause FPS computation when in background\r\n */\r\n public disablePerformanceMonitorInBackground = false;\r\n\r\n private _performanceMonitor = new PerformanceMonitor();\r\n /**\r\n * Gets the performance monitor attached to this engine\r\n * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation\r\n */\r\n public get performanceMonitor(): PerformanceMonitor {\r\n return this._performanceMonitor;\r\n }\r\n\r\n // Focus\r\n private _onFocus: () => void;\r\n private _onBlur: () => void;\r\n private _onCanvasPointerOut: (event: PointerEvent) => void;\r\n private _onCanvasBlur: () => void;\r\n private _onCanvasFocus: () => void;\r\n\r\n private _onFullscreenChange: () => void;\r\n private _onPointerLockChange: () => void;\r\n\r\n // Events\r\n\r\n /**\r\n * Gets the HTML element used to attach event listeners\r\n * @returns a HTML element\r\n */\r\n public getInputElement(): Nullable {\r\n return this._renderingCanvas;\r\n }\r\n\r\n /**\r\n * Creates a new engine\r\n * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context\r\n * @param antialias defines enable antialiasing (default: false)\r\n * @param options defines further options to be sent to the getContext() function\r\n * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)\r\n */\r\n constructor(canvasOrContext: Nullable, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio: boolean = false) {\r\n super(canvasOrContext, antialias, options, adaptToDeviceRatio);\r\n\r\n if (!canvasOrContext) {\r\n return;\r\n }\r\n\r\n options = this._creationOptions;\r\n\r\n Engine.Instances.push(this);\r\n\r\n if ((canvasOrContext).getContext) {\r\n let canvas = canvasOrContext;\r\n\r\n this._onCanvasFocus = () => {\r\n this.onCanvasFocusObservable.notifyObservers(this);\r\n };\r\n\r\n this._onCanvasBlur = () => {\r\n this.onCanvasBlurObservable.notifyObservers(this);\r\n };\r\n\r\n canvas.addEventListener(\"focus\", this._onCanvasFocus);\r\n canvas.addEventListener(\"blur\", this._onCanvasBlur);\r\n\r\n this._onBlur = () => {\r\n if (this.disablePerformanceMonitorInBackground) {\r\n this._performanceMonitor.disable();\r\n }\r\n this._windowIsBackground = true;\r\n };\r\n\r\n this._onFocus = () => {\r\n if (this.disablePerformanceMonitorInBackground) {\r\n this._performanceMonitor.enable();\r\n }\r\n this._windowIsBackground = false;\r\n };\r\n\r\n this._onCanvasPointerOut = (ev) => {\r\n this.onCanvasPointerOutObservable.notifyObservers(ev);\r\n };\r\n\r\n canvas.addEventListener(\"pointerout\", this._onCanvasPointerOut);\r\n\r\n if (DomManagement.IsWindowObjectExist()) {\r\n let hostWindow = this.getHostWindow()!;\r\n hostWindow.addEventListener(\"blur\", this._onBlur);\r\n hostWindow.addEventListener(\"focus\", this._onFocus);\r\n\r\n let anyDoc = document as any;\r\n\r\n // Fullscreen\r\n this._onFullscreenChange = () => {\r\n\r\n if (anyDoc.fullscreen !== undefined) {\r\n this.isFullscreen = anyDoc.fullscreen;\r\n } else if (anyDoc.mozFullScreen !== undefined) {\r\n this.isFullscreen = anyDoc.mozFullScreen;\r\n } else if (anyDoc.webkitIsFullScreen !== undefined) {\r\n this.isFullscreen = anyDoc.webkitIsFullScreen;\r\n } else if (anyDoc.msIsFullScreen !== undefined) {\r\n this.isFullscreen = anyDoc.msIsFullScreen;\r\n }\r\n\r\n // Pointer lock\r\n if (this.isFullscreen && this._pointerLockRequested && canvas) {\r\n Engine._RequestPointerlock(canvas);\r\n }\r\n };\r\n\r\n document.addEventListener(\"fullscreenchange\", this._onFullscreenChange, false);\r\n document.addEventListener(\"mozfullscreenchange\", this._onFullscreenChange, false);\r\n document.addEventListener(\"webkitfullscreenchange\", this._onFullscreenChange, false);\r\n document.addEventListener(\"msfullscreenchange\", this._onFullscreenChange, false);\r\n\r\n // Pointer lock\r\n this._onPointerLockChange = () => {\r\n this.isPointerLock = (anyDoc.mozPointerLockElement === canvas ||\r\n anyDoc.webkitPointerLockElement === canvas ||\r\n anyDoc.msPointerLockElement === canvas ||\r\n anyDoc.pointerLockElement === canvas\r\n );\r\n };\r\n\r\n document.addEventListener(\"pointerlockchange\", this._onPointerLockChange, false);\r\n document.addEventListener(\"mspointerlockchange\", this._onPointerLockChange, false);\r\n document.addEventListener(\"mozpointerlockchange\", this._onPointerLockChange, false);\r\n document.addEventListener(\"webkitpointerlockchange\", this._onPointerLockChange, false);\r\n\r\n // Create Audio Engine if needed.\r\n if (!Engine.audioEngine && options.audioEngine && Engine.AudioEngineFactory) {\r\n Engine.audioEngine = Engine.AudioEngineFactory(this.getRenderingCanvas());\r\n }\r\n }\r\n\r\n this._connectVREvents();\r\n\r\n this.enableOfflineSupport = Engine.OfflineProviderFactory !== undefined;\r\n\r\n if (!options.doNotHandleTouchAction) {\r\n this._disableTouchAction();\r\n }\r\n\r\n this._deterministicLockstep = !!options.deterministicLockstep;\r\n this._lockstepMaxSteps = options.lockstepMaxSteps || 0;\r\n this._timeStep = options.timeStep || 1 / 60;\r\n\r\n }\r\n\r\n // Load WebVR Devices\r\n this._prepareVRComponent();\r\n if (options.autoEnableWebVR) {\r\n this.initWebVR();\r\n }\r\n }\r\n\r\n /**\r\n * Gets current aspect ratio\r\n * @param viewportOwner defines the camera to use to get the aspect ratio\r\n * @param useScreen defines if screen size must be used (or the current render target if any)\r\n * @returns a number defining the aspect ratio\r\n */\r\n public getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen = false): number {\r\n var viewport = viewportOwner.viewport;\r\n return (this.getRenderWidth(useScreen) * viewport.width) / (this.getRenderHeight(useScreen) * viewport.height);\r\n }\r\n\r\n /**\r\n * Gets current screen aspect ratio\r\n * @returns a number defining the aspect ratio\r\n */\r\n public getScreenAspectRatio(): number {\r\n return (this.getRenderWidth(true)) / (this.getRenderHeight(true));\r\n }\r\n\r\n /**\r\n * Gets the client rect of the HTML canvas attached with the current webGL context\r\n * @returns a client rectanglee\r\n */\r\n public getRenderingCanvasClientRect(): Nullable {\r\n if (!this._renderingCanvas) {\r\n return null;\r\n }\r\n return this._renderingCanvas.getBoundingClientRect();\r\n }\r\n\r\n /**\r\n * Gets the client rect of the HTML element used for events\r\n * @returns a client rectanglee\r\n */\r\n public getInputElementClientRect(): Nullable {\r\n if (!this._renderingCanvas) {\r\n return null;\r\n }\r\n return this.getInputElement()!.getBoundingClientRect();\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the engine is running in deterministic lock step mode\r\n * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep\r\n * @returns true if engine is in deterministic lock step mode\r\n */\r\n public isDeterministicLockStep(): boolean {\r\n return this._deterministicLockstep;\r\n }\r\n\r\n /**\r\n * Gets the max steps when engine is running in deterministic lock step\r\n * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep\r\n * @returns the max steps\r\n */\r\n public getLockstepMaxSteps(): number {\r\n return this._lockstepMaxSteps;\r\n }\r\n\r\n /**\r\n * Returns the time in ms between steps when using deterministic lock step.\r\n * @returns time step in (ms)\r\n */\r\n public getTimeStep(): number {\r\n return this._timeStep * 1000;\r\n }\r\n\r\n /**\r\n * Force the mipmap generation for the given render target texture\r\n * @param texture defines the render target texture to use\r\n * @param unbind defines whether or not to unbind the texture after generation. Defaults to true.\r\n */\r\n public generateMipMapsForCubemap(texture: InternalTexture, unbind = true) {\r\n if (texture.generateMipMaps) {\r\n var gl = this._gl;\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);\r\n gl.generateMipmap(gl.TEXTURE_CUBE_MAP);\r\n if (unbind) {\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);\r\n }\r\n }\r\n }\r\n\r\n /** States */\r\n\r\n /**\r\n * Set various states to the webGL context\r\n * @param culling defines backface culling state\r\n * @param zOffset defines the value to apply to zOffset (0 by default)\r\n * @param force defines if states must be applied even if cache is up to date\r\n * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)\r\n */\r\n public setState(culling: boolean, zOffset: number = 0, force?: boolean, reverseSide = false): void {\r\n // Culling\r\n if (this._depthCullingState.cull !== culling || force) {\r\n this._depthCullingState.cull = culling;\r\n }\r\n\r\n // Cull face\r\n var cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;\r\n if (this._depthCullingState.cullFace !== cullFace || force) {\r\n this._depthCullingState.cullFace = cullFace;\r\n }\r\n\r\n // Z offset\r\n this.setZOffset(zOffset);\r\n\r\n // Front face\r\n var frontFace = reverseSide ? this._gl.CW : this._gl.CCW;\r\n if (this._depthCullingState.frontFace !== frontFace || force) {\r\n this._depthCullingState.frontFace = frontFace;\r\n }\r\n }\r\n\r\n /**\r\n * Set the z offset to apply to current rendering\r\n * @param value defines the offset to apply\r\n */\r\n public setZOffset(value: number): void {\r\n this._depthCullingState.zOffset = value;\r\n }\r\n\r\n /**\r\n * Gets the current value of the zOffset\r\n * @returns the current zOffset state\r\n */\r\n public getZOffset(): number {\r\n return this._depthCullingState.zOffset;\r\n }\r\n\r\n /**\r\n * Enable or disable depth buffering\r\n * @param enable defines the state to set\r\n */\r\n public setDepthBuffer(enable: boolean): void {\r\n this._depthCullingState.depthTest = enable;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if depth writing is enabled\r\n * @returns the current depth writing state\r\n */\r\n public getDepthWrite(): boolean {\r\n return this._depthCullingState.depthMask;\r\n }\r\n\r\n /**\r\n * Enable or disable depth writing\r\n * @param enable defines the state to set\r\n */\r\n public setDepthWrite(enable: boolean): void {\r\n this._depthCullingState.depthMask = enable;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if stencil buffer is enabled\r\n * @returns the current stencil buffer state\r\n */\r\n public getStencilBuffer(): boolean {\r\n return this._stencilState.stencilTest;\r\n }\r\n\r\n /**\r\n * Enable or disable the stencil buffer\r\n * @param enable defines if the stencil buffer must be enabled or disabled\r\n */\r\n public setStencilBuffer(enable: boolean): void {\r\n this._stencilState.stencilTest = enable;\r\n }\r\n\r\n /**\r\n * Gets the current stencil mask\r\n * @returns a number defining the new stencil mask to use\r\n */\r\n public getStencilMask(): number {\r\n return this._stencilState.stencilMask;\r\n }\r\n\r\n /**\r\n * Sets the current stencil mask\r\n * @param mask defines the new stencil mask to use\r\n */\r\n public setStencilMask(mask: number): void {\r\n this._stencilState.stencilMask = mask;\r\n }\r\n\r\n /**\r\n * Gets the current stencil function\r\n * @returns a number defining the stencil function to use\r\n */\r\n public getStencilFunction(): number {\r\n return this._stencilState.stencilFunc;\r\n }\r\n\r\n /**\r\n * Gets the current stencil reference value\r\n * @returns a number defining the stencil reference value to use\r\n */\r\n public getStencilFunctionReference(): number {\r\n return this._stencilState.stencilFuncRef;\r\n }\r\n\r\n /**\r\n * Gets the current stencil mask\r\n * @returns a number defining the stencil mask to use\r\n */\r\n public getStencilFunctionMask(): number {\r\n return this._stencilState.stencilFuncMask;\r\n }\r\n\r\n /**\r\n * Sets the current stencil function\r\n * @param stencilFunc defines the new stencil function to use\r\n */\r\n public setStencilFunction(stencilFunc: number) {\r\n this._stencilState.stencilFunc = stencilFunc;\r\n }\r\n\r\n /**\r\n * Sets the current stencil reference\r\n * @param reference defines the new stencil reference to use\r\n */\r\n public setStencilFunctionReference(reference: number) {\r\n this._stencilState.stencilFuncRef = reference;\r\n }\r\n\r\n /**\r\n * Sets the current stencil mask\r\n * @param mask defines the new stencil mask to use\r\n */\r\n public setStencilFunctionMask(mask: number) {\r\n this._stencilState.stencilFuncMask = mask;\r\n }\r\n\r\n /**\r\n * Gets the current stencil operation when stencil fails\r\n * @returns a number defining stencil operation to use when stencil fails\r\n */\r\n public getStencilOperationFail(): number {\r\n return this._stencilState.stencilOpStencilFail;\r\n }\r\n\r\n /**\r\n * Gets the current stencil operation when depth fails\r\n * @returns a number defining stencil operation to use when depth fails\r\n */\r\n public getStencilOperationDepthFail(): number {\r\n return this._stencilState.stencilOpDepthFail;\r\n }\r\n\r\n /**\r\n * Gets the current stencil operation when stencil passes\r\n * @returns a number defining stencil operation to use when stencil passes\r\n */\r\n public getStencilOperationPass(): number {\r\n return this._stencilState.stencilOpStencilDepthPass;\r\n }\r\n\r\n /**\r\n * Sets the stencil operation to use when stencil fails\r\n * @param operation defines the stencil operation to use when stencil fails\r\n */\r\n public setStencilOperationFail(operation: number): void {\r\n this._stencilState.stencilOpStencilFail = operation;\r\n }\r\n\r\n /**\r\n * Sets the stencil operation to use when depth fails\r\n * @param operation defines the stencil operation to use when depth fails\r\n */\r\n public setStencilOperationDepthFail(operation: number): void {\r\n this._stencilState.stencilOpDepthFail = operation;\r\n }\r\n\r\n /**\r\n * Sets the stencil operation to use when stencil passes\r\n * @param operation defines the stencil operation to use when stencil passes\r\n */\r\n public setStencilOperationPass(operation: number): void {\r\n this._stencilState.stencilOpStencilDepthPass = operation;\r\n }\r\n\r\n /**\r\n * Sets a boolean indicating if the dithering state is enabled or disabled\r\n * @param value defines the dithering state\r\n */\r\n public setDitheringState(value: boolean): void {\r\n if (value) {\r\n this._gl.enable(this._gl.DITHER);\r\n } else {\r\n this._gl.disable(this._gl.DITHER);\r\n }\r\n }\r\n\r\n /**\r\n * Sets a boolean indicating if the rasterizer state is enabled or disabled\r\n * @param value defines the rasterizer state\r\n */\r\n public setRasterizerState(value: boolean): void {\r\n if (value) {\r\n this._gl.disable(this._gl.RASTERIZER_DISCARD);\r\n } else {\r\n this._gl.enable(this._gl.RASTERIZER_DISCARD);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the current depth function\r\n * @returns a number defining the depth function\r\n */\r\n public getDepthFunction(): Nullable {\r\n return this._depthCullingState.depthFunc;\r\n }\r\n\r\n /**\r\n * Sets the current depth function\r\n * @param depthFunc defines the function to use\r\n */\r\n public setDepthFunction(depthFunc: number) {\r\n this._depthCullingState.depthFunc = depthFunc;\r\n }\r\n\r\n /**\r\n * Sets the current depth function to GREATER\r\n */\r\n public setDepthFunctionToGreater(): void {\r\n this._depthCullingState.depthFunc = this._gl.GREATER;\r\n }\r\n\r\n /**\r\n * Sets the current depth function to GEQUAL\r\n */\r\n public setDepthFunctionToGreaterOrEqual(): void {\r\n this._depthCullingState.depthFunc = this._gl.GEQUAL;\r\n }\r\n\r\n /**\r\n * Sets the current depth function to LESS\r\n */\r\n public setDepthFunctionToLess(): void {\r\n this._depthCullingState.depthFunc = this._gl.LESS;\r\n }\r\n\r\n /**\r\n * Sets the current depth function to LEQUAL\r\n */\r\n public setDepthFunctionToLessOrEqual(): void {\r\n this._depthCullingState.depthFunc = this._gl.LEQUAL;\r\n }\r\n\r\n private _cachedStencilBuffer: boolean;\r\n private _cachedStencilFunction: number;\r\n private _cachedStencilMask: number;\r\n private _cachedStencilOperationPass: number;\r\n private _cachedStencilOperationFail: number;\r\n private _cachedStencilOperationDepthFail: number;\r\n private _cachedStencilReference: number;\r\n\r\n /**\r\n * Caches the the state of the stencil buffer\r\n */\r\n public cacheStencilState() {\r\n this._cachedStencilBuffer = this.getStencilBuffer();\r\n this._cachedStencilFunction = this.getStencilFunction();\r\n this._cachedStencilMask = this.getStencilMask();\r\n this._cachedStencilOperationPass = this.getStencilOperationPass();\r\n this._cachedStencilOperationFail = this.getStencilOperationFail();\r\n this._cachedStencilOperationDepthFail = this.getStencilOperationDepthFail();\r\n this._cachedStencilReference = this.getStencilFunctionReference();\r\n }\r\n\r\n /**\r\n * Restores the state of the stencil buffer\r\n */\r\n public restoreStencilState() {\r\n this.setStencilFunction(this._cachedStencilFunction);\r\n this.setStencilMask(this._cachedStencilMask);\r\n this.setStencilBuffer(this._cachedStencilBuffer);\r\n this.setStencilOperationPass(this._cachedStencilOperationPass);\r\n this.setStencilOperationFail(this._cachedStencilOperationFail);\r\n this.setStencilOperationDepthFail(this._cachedStencilOperationDepthFail);\r\n this.setStencilFunctionReference(this._cachedStencilReference);\r\n }\r\n\r\n /**\r\n * Directly set the WebGL Viewport\r\n * @param x defines the x coordinate of the viewport (in screen space)\r\n * @param y defines the y coordinate of the viewport (in screen space)\r\n * @param width defines the width of the viewport (in screen space)\r\n * @param height defines the height of the viewport (in screen space)\r\n * @return the current viewport Object (if any) that is being replaced by this call. You can restore this viewport later on to go back to the original state\r\n */\r\n public setDirectViewport(x: number, y: number, width: number, height: number): Nullable {\r\n let currentViewport = this._cachedViewport;\r\n this._cachedViewport = null;\r\n\r\n this._viewport(x, y, width, height);\r\n\r\n return currentViewport;\r\n }\r\n\r\n /**\r\n * Executes a scissor clear (ie. a clear on a specific portion of the screen)\r\n * @param x defines the x-coordinate of the top left corner of the clear rectangle\r\n * @param y defines the y-coordinate of the corner of the clear rectangle\r\n * @param width defines the width of the clear rectangle\r\n * @param height defines the height of the clear rectangle\r\n * @param clearColor defines the clear color\r\n */\r\n public scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void {\r\n this.enableScissor(x, y, width, height);\r\n this.clear(clearColor, true, true, true);\r\n this.disableScissor();\r\n }\r\n\r\n /**\r\n * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)\r\n * @param x defines the x-coordinate of the top left corner of the clear rectangle\r\n * @param y defines the y-coordinate of the corner of the clear rectangle\r\n * @param width defines the width of the clear rectangle\r\n * @param height defines the height of the clear rectangle\r\n */\r\n public enableScissor(x: number, y: number, width: number, height: number): void {\r\n let gl = this._gl;\r\n\r\n // Change state\r\n gl.enable(gl.SCISSOR_TEST);\r\n gl.scissor(x, y, width, height);\r\n }\r\n\r\n /**\r\n * Disable previously set scissor test rectangle\r\n */\r\n public disableScissor() {\r\n let gl = this._gl;\r\n\r\n gl.disable(gl.SCISSOR_TEST);\r\n }\r\n\r\n protected _reportDrawCall() {\r\n this._drawCalls.addCount(1, false);\r\n }\r\n\r\n /**\r\n * Initializes a webVR display and starts listening to display change events\r\n * The onVRDisplayChangedObservable will be notified upon these changes\r\n * @returns The onVRDisplayChangedObservable\r\n */\r\n public initWebVR(): Observable {\r\n throw _DevTools.WarnImport(\"WebVRCamera\");\r\n }\r\n\r\n /** @hidden */\r\n public _prepareVRComponent() {\r\n // Do nothing as the engine side effect will overload it\r\n }\r\n\r\n /** @hidden */\r\n public _connectVREvents(canvas?: HTMLCanvasElement, document?: any) {\r\n // Do nothing as the engine side effect will overload it\r\n }\r\n\r\n /** @hidden */\r\n public _submitVRFrame() {\r\n // Do nothing as the engine side effect will overload it\r\n }\r\n /**\r\n * Call this function to leave webVR mode\r\n * Will do nothing if webVR is not supported or if there is no webVR device\r\n * @see http://doc.babylonjs.com/how_to/webvr_camera\r\n */\r\n public disableVR() {\r\n // Do nothing as the engine side effect will overload it\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the system is in VR mode and is presenting\r\n * @returns true if VR mode is engaged\r\n */\r\n public isVRPresenting() {\r\n return false;\r\n }\r\n\r\n /** @hidden */\r\n public _requestVRFrame() {\r\n // Do nothing as the engine side effect will overload it\r\n }\r\n\r\n /** @hidden */\r\n public _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise {\r\n return new Promise((resolve, reject) => {\r\n this._loadFile(url, (data) => {\r\n resolve(data);\r\n }, undefined, offlineProvider, useArrayBuffer, (request, exception) => {\r\n reject(exception);\r\n });\r\n });\r\n }\r\n\r\n /**\r\n * Gets the source code of the vertex shader associated with a specific webGL program\r\n * @param program defines the program to use\r\n * @returns a string containing the source code of the vertex shader associated with the program\r\n */\r\n public getVertexShaderSource(program: WebGLProgram): Nullable {\r\n var shaders = this._gl.getAttachedShaders(program);\r\n\r\n if (!shaders) {\r\n return null;\r\n }\r\n\r\n return this._gl.getShaderSource(shaders[0]);\r\n }\r\n\r\n /**\r\n * Gets the source code of the fragment shader associated with a specific webGL program\r\n * @param program defines the program to use\r\n * @returns a string containing the source code of the fragment shader associated with the program\r\n */\r\n public getFragmentShaderSource(program: WebGLProgram): Nullable {\r\n var shaders = this._gl.getAttachedShaders(program);\r\n\r\n if (!shaders) {\r\n return null;\r\n }\r\n\r\n return this._gl.getShaderSource(shaders[1]);\r\n }\r\n\r\n /**\r\n * Sets a depth stencil texture from a render target to the according uniform.\r\n * @param channel The texture channel\r\n * @param uniform The uniform to set\r\n * @param texture The render target texture containing the depth stencil texture to apply\r\n */\r\n public setDepthStencilTexture(channel: number, uniform: Nullable, texture: Nullable): void {\r\n if (channel === undefined) {\r\n return;\r\n }\r\n\r\n if (uniform) {\r\n this._boundUniforms[channel] = uniform;\r\n }\r\n\r\n if (!texture || !texture.depthStencilTexture) {\r\n this._setTexture(channel, null);\r\n }\r\n else {\r\n this._setTexture(channel, texture, false, true);\r\n }\r\n }\r\n\r\n /**\r\n * Sets a texture to the webGL context from a postprocess\r\n * @param channel defines the channel to use\r\n * @param postProcess defines the source postprocess\r\n */\r\n public setTextureFromPostProcess(channel: number, postProcess: Nullable): void {\r\n this._bindTexture(channel, postProcess ? postProcess._textures.data[postProcess._currentRenderTextureInd] : null);\r\n }\r\n\r\n /**\r\n * Binds the output of the passed in post process to the texture channel specified\r\n * @param channel The channel the texture should be bound to\r\n * @param postProcess The post process which's output should be bound\r\n */\r\n public setTextureFromPostProcessOutput(channel: number, postProcess: Nullable): void {\r\n this._bindTexture(channel, postProcess ? postProcess._outputTexture : null);\r\n }\r\n\r\n protected _rebuildBuffers(): void {\r\n // Index / Vertex\r\n for (var scene of this.scenes) {\r\n scene.resetCachedMaterial();\r\n scene._rebuildGeometries();\r\n scene._rebuildTextures();\r\n }\r\n\r\n super._rebuildBuffers();\r\n }\r\n\r\n /** @hidden */\r\n public _renderFrame() {\r\n for (var index = 0; index < this._activeRenderLoops.length; index++) {\r\n var renderFunction = this._activeRenderLoops[index];\r\n\r\n renderFunction();\r\n }\r\n }\r\n\r\n public _renderLoop(): void {\r\n if (!this._contextWasLost) {\r\n var shouldRender = true;\r\n if (!this.renderEvenInBackground && this._windowIsBackground) {\r\n shouldRender = false;\r\n }\r\n\r\n if (shouldRender) {\r\n // Start new frame\r\n this.beginFrame();\r\n\r\n // Child canvases\r\n if (!this._renderViews()) {\r\n // Main frame\r\n this._renderFrame();\r\n }\r\n\r\n // Present\r\n this.endFrame();\r\n }\r\n }\r\n\r\n if (this._activeRenderLoops.length > 0) {\r\n // Register new frame\r\n if (this.customAnimationFrameRequester) {\r\n this.customAnimationFrameRequester.requestID = this._queueNewFrame(this.customAnimationFrameRequester.renderFunction || this._boundRenderFunction, this.customAnimationFrameRequester);\r\n this._frameHandler = this.customAnimationFrameRequester.requestID;\r\n } else if (this.isVRPresenting()) {\r\n this._requestVRFrame();\r\n } else {\r\n this._frameHandler = this._queueNewFrame(this._boundRenderFunction, this.getHostWindow());\r\n }\r\n } else {\r\n this._renderingQueueLaunched = false;\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _renderViews() {\r\n return false;\r\n }\r\n\r\n /**\r\n * Toggle full screen mode\r\n * @param requestPointerLock defines if a pointer lock should be requested from the user\r\n */\r\n public switchFullscreen(requestPointerLock: boolean): void {\r\n if (this.isFullscreen) {\r\n this.exitFullscreen();\r\n } else {\r\n this.enterFullscreen(requestPointerLock);\r\n }\r\n }\r\n\r\n /**\r\n * Enters full screen mode\r\n * @param requestPointerLock defines if a pointer lock should be requested from the user\r\n */\r\n public enterFullscreen(requestPointerLock: boolean): void {\r\n if (!this.isFullscreen) {\r\n this._pointerLockRequested = requestPointerLock;\r\n if (this._renderingCanvas) {\r\n Engine._RequestFullscreen(this._renderingCanvas);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Exits full screen mode\r\n */\r\n public exitFullscreen(): void {\r\n if (this.isFullscreen) {\r\n Engine._ExitFullscreen();\r\n }\r\n }\r\n\r\n /**\r\n * Enters Pointerlock mode\r\n */\r\n public enterPointerlock(): void {\r\n if (this._renderingCanvas) {\r\n Engine._RequestPointerlock(this._renderingCanvas);\r\n }\r\n }\r\n\r\n /**\r\n * Exits Pointerlock mode\r\n */\r\n public exitPointerlock(): void {\r\n Engine._ExitPointerlock();\r\n }\r\n\r\n /**\r\n * Begin a new frame\r\n */\r\n public beginFrame(): void {\r\n this._measureFps();\r\n\r\n this.onBeginFrameObservable.notifyObservers(this);\r\n super.beginFrame();\r\n }\r\n\r\n /**\r\n * Enf the current frame\r\n */\r\n public endFrame(): void {\r\n super.endFrame();\r\n this._submitVRFrame();\r\n\r\n this.onEndFrameObservable.notifyObservers(this);\r\n }\r\n\r\n public resize(): void {\r\n // We're not resizing the size of the canvas while in VR mode & presenting\r\n if (this.isVRPresenting()) {\r\n return;\r\n }\r\n\r\n super.resize();\r\n }\r\n\r\n /**\r\n * Force a specific size of the canvas\r\n * @param width defines the new canvas' width\r\n * @param height defines the new canvas' height\r\n */\r\n public setSize(width: number, height: number): void {\r\n if (!this._renderingCanvas) {\r\n return;\r\n }\r\n\r\n super.setSize(width, height);\r\n\r\n if (this.scenes) {\r\n for (var index = 0; index < this.scenes.length; index++) {\r\n var scene = this.scenes[index];\r\n\r\n for (var camIndex = 0; camIndex < scene.cameras.length; camIndex++) {\r\n var cam = scene.cameras[camIndex];\r\n\r\n cam._currentRenderId = 0;\r\n }\r\n }\r\n\r\n if (this.onResizeObservable.hasObservers) {\r\n this.onResizeObservable.notifyObservers(this);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Updates a dynamic vertex buffer.\r\n * @param vertexBuffer the vertex buffer to update\r\n * @param data the data used to update the vertex buffer\r\n * @param byteOffset the byte offset of the data\r\n * @param byteLength the byte length of the data\r\n */\r\n public updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void {\r\n this.bindArrayBuffer(vertexBuffer);\r\n\r\n if (byteOffset === undefined) {\r\n byteOffset = 0;\r\n }\r\n\r\n const dataLength = (data as number[]).length || (data as ArrayBuffer).byteLength;\r\n\r\n if (byteLength === undefined || byteLength >= dataLength && byteOffset === 0) {\r\n if (data instanceof Array) {\r\n this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, new Float32Array(data));\r\n } else {\r\n this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, data);\r\n }\r\n } else {\r\n if (data instanceof Array) {\r\n this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, new Float32Array(data).subarray(byteOffset, byteOffset + byteLength));\r\n } else {\r\n if (data instanceof ArrayBuffer) {\r\n data = new Uint8Array(data, byteOffset, byteLength);\r\n } else {\r\n data = new Uint8Array(data.buffer, data.byteOffset + byteOffset, byteLength);\r\n }\r\n\r\n this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);\r\n }\r\n }\r\n\r\n this._resetVertexBufferBinding();\r\n }\r\n\r\n public _deletePipelineContext(pipelineContext: IPipelineContext): void {\r\n let webGLPipelineContext = pipelineContext as WebGLPipelineContext;\r\n if (webGLPipelineContext && webGLPipelineContext.program) {\r\n if (webGLPipelineContext.transformFeedback) {\r\n this.deleteTransformFeedback(webGLPipelineContext.transformFeedback);\r\n webGLPipelineContext.transformFeedback = null;\r\n }\r\n }\r\n super._deletePipelineContext(pipelineContext);\r\n }\r\n\r\n public createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable, context?: WebGLRenderingContext, transformFeedbackVaryings: Nullable = null): WebGLProgram {\r\n context = context || this._gl;\r\n\r\n this.onBeforeShaderCompilationObservable.notifyObservers(this);\r\n\r\n let program = super.createShaderProgram(pipelineContext, vertexCode, fragmentCode, defines, context, transformFeedbackVaryings);\r\n this.onAfterShaderCompilationObservable.notifyObservers(this);\r\n\r\n return program;\r\n }\r\n\r\n protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings: Nullable = null): WebGLProgram {\r\n var shaderProgram = context.createProgram();\r\n pipelineContext.program = shaderProgram;\r\n\r\n if (!shaderProgram) {\r\n throw new Error(\"Unable to create program\");\r\n }\r\n\r\n context.attachShader(shaderProgram, vertexShader);\r\n context.attachShader(shaderProgram, fragmentShader);\r\n\r\n if (this.webGLVersion > 1 && transformFeedbackVaryings) {\r\n let transformFeedback = this.createTransformFeedback();\r\n\r\n this.bindTransformFeedback(transformFeedback);\r\n this.setTranformFeedbackVaryings(shaderProgram, transformFeedbackVaryings);\r\n pipelineContext.transformFeedback = transformFeedback;\r\n }\r\n\r\n context.linkProgram(shaderProgram);\r\n\r\n if (this.webGLVersion > 1 && transformFeedbackVaryings) {\r\n this.bindTransformFeedback(null);\r\n }\r\n\r\n pipelineContext.context = context;\r\n pipelineContext.vertexShader = vertexShader;\r\n pipelineContext.fragmentShader = fragmentShader;\r\n\r\n if (!pipelineContext.isParallelCompiled) {\r\n this._finalizePipelineContext(pipelineContext);\r\n }\r\n\r\n return shaderProgram;\r\n }\r\n\r\n public _releaseTexture(texture: InternalTexture): void {\r\n super._releaseTexture(texture);\r\n\r\n // Set output texture of post process to null if the texture has been released/disposed\r\n this.scenes.forEach((scene) => {\r\n scene.postProcesses.forEach((postProcess) => {\r\n if (postProcess._outputTexture == texture) {\r\n postProcess._outputTexture = null;\r\n }\r\n });\r\n scene.cameras.forEach((camera) => {\r\n camera._postProcesses.forEach((postProcess) => {\r\n if (postProcess) {\r\n if (postProcess._outputTexture == texture) {\r\n postProcess._outputTexture = null;\r\n }\r\n }\r\n });\r\n });\r\n });\r\n }\r\n\r\n /**\r\n * @hidden\r\n * Rescales a texture\r\n * @param source input texutre\r\n * @param destination destination texture\r\n * @param scene scene to use to render the resize\r\n * @param internalFormat format to use when resizing\r\n * @param onComplete callback to be called when resize has completed\r\n */\r\n public _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable, internalFormat: number, onComplete: () => void): void {\r\n this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, this._gl.LINEAR);\r\n this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, this._gl.LINEAR);\r\n this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.CLAMP_TO_EDGE);\r\n this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.CLAMP_TO_EDGE);\r\n\r\n let rtt = this.createRenderTargetTexture({\r\n width: destination.width,\r\n height: destination.height,\r\n }, {\r\n generateMipMaps: false,\r\n type: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n generateDepthBuffer: false,\r\n generateStencilBuffer: false\r\n }\r\n );\r\n\r\n if (!this._rescalePostProcess && Engine._RescalePostProcessFactory) {\r\n this._rescalePostProcess = Engine._RescalePostProcessFactory(this);\r\n }\r\n\r\n this._rescalePostProcess.getEffect().executeWhenCompiled(() => {\r\n this._rescalePostProcess.onApply = function(effect) {\r\n effect._bindTexture(\"textureSampler\", source);\r\n };\r\n\r\n let hostingScene: Scene = scene;\r\n\r\n if (!hostingScene) {\r\n hostingScene = this.scenes[this.scenes.length - 1];\r\n }\r\n hostingScene.postProcessManager.directRender([this._rescalePostProcess], rtt, true);\r\n\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, destination, true);\r\n this._gl.copyTexImage2D(this._gl.TEXTURE_2D, 0, internalFormat, 0, 0, destination.width, destination.height, 0);\r\n\r\n this.unBindFramebuffer(rtt);\r\n this._releaseTexture(rtt);\r\n\r\n if (onComplete) {\r\n onComplete();\r\n }\r\n });\r\n }\r\n\r\n // FPS\r\n\r\n /**\r\n * Gets the current framerate\r\n * @returns a number representing the framerate\r\n */\r\n public getFps(): number {\r\n return this._fps;\r\n }\r\n\r\n /**\r\n * Gets the time spent between current and previous frame\r\n * @returns a number representing the delta time in ms\r\n */\r\n public getDeltaTime(): number {\r\n return this._deltaTime;\r\n }\r\n\r\n private _measureFps(): void {\r\n this._performanceMonitor.sampleFrame();\r\n this._fps = this._performanceMonitor.averageFPS;\r\n this._deltaTime = this._performanceMonitor.instantaneousFrameTime || 0;\r\n }\r\n\r\n /** @hidden */\r\n public _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement | ImageBitmap, faceIndex: number = 0, lod: number = 0) {\r\n var gl = this._gl;\r\n\r\n var textureType = this._getWebGLTextureType(texture.type);\r\n var format = this._getInternalFormat(texture.format);\r\n var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);\r\n\r\n var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;\r\n\r\n this._bindTextureDirectly(bindTarget, texture, true);\r\n this._unpackFlipY(texture.invertY);\r\n\r\n var target = gl.TEXTURE_2D;\r\n if (texture.isCube) {\r\n target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;\r\n }\r\n\r\n gl.texImage2D(target, lod, internalFormat, format, textureType, image);\r\n this._bindTextureDirectly(bindTarget, null, true);\r\n }\r\n\r\n /**\r\n * Update a dynamic index buffer\r\n * @param indexBuffer defines the target index buffer\r\n * @param indices defines the data to update\r\n * @param offset defines the offset in the target index buffer where update should start\r\n */\r\n public updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset: number = 0): void {\r\n // Force cache update\r\n this._currentBoundBuffer[this._gl.ELEMENT_ARRAY_BUFFER] = null;\r\n this.bindIndexBuffer(indexBuffer);\r\n var arrayBuffer;\r\n\r\n if (indices instanceof Uint16Array || indices instanceof Uint32Array) {\r\n arrayBuffer = indices;\r\n } else {\r\n arrayBuffer = indexBuffer.is32Bits ? new Uint32Array(indices) : new Uint16Array(indices);\r\n }\r\n\r\n this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.DYNAMIC_DRAW);\r\n\r\n this._resetIndexBufferBinding();\r\n }\r\n\r\n /**\r\n * Updates the sample count of a render target texture\r\n * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets\r\n * @param texture defines the texture to update\r\n * @param samples defines the sample count to set\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n public updateRenderTargetTextureSampleCount(texture: Nullable, samples: number): number {\r\n if (this.webGLVersion < 2 || !texture) {\r\n return 1;\r\n }\r\n\r\n if (texture.samples === samples) {\r\n return samples;\r\n }\r\n\r\n var gl = this._gl;\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n // Dispose previous render buffers\r\n if (texture._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(texture._depthStencilBuffer);\r\n texture._depthStencilBuffer = null;\r\n }\r\n\r\n if (texture._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(texture._MSAAFramebuffer);\r\n texture._MSAAFramebuffer = null;\r\n }\r\n\r\n if (texture._MSAARenderBuffer) {\r\n gl.deleteRenderbuffer(texture._MSAARenderBuffer);\r\n texture._MSAARenderBuffer = null;\r\n }\r\n\r\n if (samples > 1 && gl.renderbufferStorageMultisample) {\r\n let framebuffer = gl.createFramebuffer();\r\n\r\n if (!framebuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n texture._MSAAFramebuffer = framebuffer;\r\n this._bindUnboundFramebuffer(texture._MSAAFramebuffer);\r\n\r\n var colorRenderbuffer = gl.createRenderbuffer();\r\n\r\n if (!colorRenderbuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);\r\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);\r\n\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRenderbuffer);\r\n\r\n texture._MSAARenderBuffer = colorRenderbuffer;\r\n } else {\r\n this._bindUnboundFramebuffer(texture._framebuffer);\r\n }\r\n\r\n texture.samples = samples;\r\n texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(texture._generateStencilBuffer, texture._generateDepthBuffer, texture.width, texture.height, samples);\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n return samples;\r\n }\r\n\r\n /**\r\n * Updates a depth texture Comparison Mode and Function.\r\n * If the comparison Function is equal to 0, the mode will be set to none.\r\n * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.\r\n * @param texture The texture to set the comparison function for\r\n * @param comparisonFunction The comparison function to set, 0 if no comparison required\r\n */\r\n public updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void {\r\n if (this.webGLVersion === 1) {\r\n Logger.Error(\"WebGL 1 does not support texture comparison.\");\r\n return;\r\n }\r\n\r\n var gl = this._gl;\r\n\r\n if (texture.isCube) {\r\n this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);\r\n\r\n if (comparisonFunction === 0) {\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, Constants.LEQUAL);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.NONE);\r\n }\r\n else {\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);\r\n }\r\n\r\n this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);\r\n } else {\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);\r\n\r\n if (comparisonFunction === 0) {\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, Constants.LEQUAL);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.NONE);\r\n }\r\n else {\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);\r\n }\r\n\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, null);\r\n }\r\n\r\n texture._comparisonFunction = comparisonFunction;\r\n }\r\n\r\n /**\r\n * Creates a webGL buffer to use with instanciation\r\n * @param capacity defines the size of the buffer\r\n * @returns the webGL buffer\r\n */\r\n public createInstancesBuffer(capacity: number): DataBuffer {\r\n var buffer = this._gl.createBuffer();\r\n\r\n if (!buffer) {\r\n throw new Error(\"Unable to create instance buffer\");\r\n }\r\n\r\n var result = new WebGLDataBuffer(buffer);\r\n result.capacity = capacity;\r\n\r\n this.bindArrayBuffer(result);\r\n this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);\r\n return result;\r\n }\r\n\r\n /**\r\n * Delete a webGL buffer used with instanciation\r\n * @param buffer defines the webGL buffer to delete\r\n */\r\n public deleteInstancesBuffer(buffer: WebGLBuffer): void {\r\n this._gl.deleteBuffer(buffer);\r\n }\r\n\r\n private _clientWaitAsync(sync: WebGLSync, flags = 0, interval_ms = 10) {\r\n let gl = (this._gl as any);\r\n return new Promise((resolve, reject) => {\r\n let check = () => {\r\n const res = gl.clientWaitSync(sync, flags, 0);\r\n if (res == gl.WAIT_FAILED) {\r\n reject();\r\n return;\r\n }\r\n if (res == gl.TIMEOUT_EXPIRED) {\r\n setTimeout(check, interval_ms);\r\n return;\r\n }\r\n resolve();\r\n };\r\n\r\n check();\r\n });\r\n }\r\n\r\n /** @hidden */\r\n public _readPixelsAsync(x: number, y: number, w: number, h: number, format: number, type: number, outputBuffer: ArrayBufferView) {\r\n if (this._webGLVersion < 2) {\r\n throw new Error(\"_readPixelsAsync only work on WebGL2+\");\r\n }\r\n\r\n let gl = (this._gl as any);\r\n const buf = gl.createBuffer();\r\n gl.bindBuffer(gl.PIXEL_PACK_BUFFER, buf);\r\n gl.bufferData(gl.PIXEL_PACK_BUFFER, outputBuffer.byteLength, gl.STREAM_READ);\r\n gl.readPixels(x, y, w, h, format, type, 0);\r\n gl.bindBuffer(gl.PIXEL_PACK_BUFFER, null);\r\n\r\n const sync = gl.fenceSync(gl.SYNC_GPU_COMMANDS_COMPLETE, 0);\r\n if (!sync) {\r\n return null;\r\n }\r\n\r\n gl.flush();\r\n\r\n return this._clientWaitAsync(sync, 0, 10).then(() => {\r\n gl.deleteSync(sync);\r\n\r\n gl.bindBuffer(gl.PIXEL_PACK_BUFFER, buf);\r\n gl.getBufferSubData(gl.PIXEL_PACK_BUFFER, 0, outputBuffer);\r\n gl.bindBuffer(gl.PIXEL_PACK_BUFFER, null);\r\n gl.deleteBuffer(buf);\r\n\r\n return outputBuffer;\r\n });\r\n }\r\n\r\n public dispose(): void {\r\n this.hideLoadingUI();\r\n\r\n this.onNewSceneAddedObservable.clear();\r\n\r\n // Release postProcesses\r\n while (this.postProcesses.length) {\r\n this.postProcesses[0].dispose();\r\n }\r\n\r\n // Rescale PP\r\n if (this._rescalePostProcess) {\r\n this._rescalePostProcess.dispose();\r\n }\r\n\r\n // Release scenes\r\n while (this.scenes.length) {\r\n this.scenes[0].dispose();\r\n }\r\n\r\n // Release audio engine\r\n if (Engine.Instances.length === 1 && Engine.audioEngine) {\r\n Engine.audioEngine.dispose();\r\n }\r\n\r\n //WebVR\r\n this.disableVR();\r\n\r\n // Events\r\n if (DomManagement.IsWindowObjectExist()) {\r\n window.removeEventListener(\"blur\", this._onBlur);\r\n window.removeEventListener(\"focus\", this._onFocus);\r\n\r\n if (this._renderingCanvas) {\r\n this._renderingCanvas.removeEventListener(\"focus\", this._onCanvasFocus);\r\n this._renderingCanvas.removeEventListener(\"blur\", this._onCanvasBlur);\r\n this._renderingCanvas.removeEventListener(\"pointerout\", this._onCanvasPointerOut);\r\n }\r\n\r\n if (DomManagement.IsDocumentAvailable()) {\r\n document.removeEventListener(\"fullscreenchange\", this._onFullscreenChange);\r\n document.removeEventListener(\"mozfullscreenchange\", this._onFullscreenChange);\r\n document.removeEventListener(\"webkitfullscreenchange\", this._onFullscreenChange);\r\n document.removeEventListener(\"msfullscreenchange\", this._onFullscreenChange);\r\n document.removeEventListener(\"pointerlockchange\", this._onPointerLockChange);\r\n document.removeEventListener(\"mspointerlockchange\", this._onPointerLockChange);\r\n document.removeEventListener(\"mozpointerlockchange\", this._onPointerLockChange);\r\n document.removeEventListener(\"webkitpointerlockchange\", this._onPointerLockChange);\r\n }\r\n }\r\n\r\n super.dispose();\r\n\r\n // Remove from Instances\r\n var index = Engine.Instances.indexOf(this);\r\n\r\n if (index >= 0) {\r\n Engine.Instances.splice(index, 1);\r\n }\r\n\r\n // Observables\r\n this.onResizeObservable.clear();\r\n this.onCanvasBlurObservable.clear();\r\n this.onCanvasFocusObservable.clear();\r\n this.onCanvasPointerOutObservable.clear();\r\n this.onBeginFrameObservable.clear();\r\n this.onEndFrameObservable.clear();\r\n }\r\n\r\n private _disableTouchAction(): void {\r\n if (!this._renderingCanvas || !this._renderingCanvas.setAttribute) {\r\n return;\r\n }\r\n\r\n this._renderingCanvas.setAttribute(\"touch-action\", \"none\");\r\n this._renderingCanvas.style.touchAction = \"none\";\r\n this._renderingCanvas.style.msTouchAction = \"none\";\r\n }\r\n\r\n // Loading screen\r\n\r\n /**\r\n * Display the loading screen\r\n * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen\r\n */\r\n public displayLoadingUI(): void {\r\n if (!DomManagement.IsWindowObjectExist()) {\r\n return;\r\n }\r\n const loadingScreen = this.loadingScreen;\r\n if (loadingScreen) {\r\n loadingScreen.displayLoadingUI();\r\n }\r\n }\r\n\r\n /**\r\n * Hide the loading screen\r\n * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen\r\n */\r\n public hideLoadingUI(): void {\r\n if (!DomManagement.IsWindowObjectExist()) {\r\n return;\r\n }\r\n const loadingScreen = this._loadingScreen;\r\n if (loadingScreen) {\r\n loadingScreen.hideLoadingUI();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the current loading screen object\r\n * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen\r\n */\r\n public get loadingScreen(): ILoadingScreen {\r\n if (!this._loadingScreen && this._renderingCanvas) {\r\n this._loadingScreen = Engine.DefaultLoadingScreenFactory(this._renderingCanvas);\r\n }\r\n return this._loadingScreen;\r\n }\r\n\r\n /**\r\n * Sets the current loading screen object\r\n * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen\r\n */\r\n public set loadingScreen(loadingScreen: ILoadingScreen) {\r\n this._loadingScreen = loadingScreen;\r\n }\r\n\r\n /**\r\n * Sets the current loading screen text\r\n * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen\r\n */\r\n public set loadingUIText(text: string) {\r\n this.loadingScreen.loadingUIText = text;\r\n }\r\n\r\n /**\r\n * Sets the current loading screen background color\r\n * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen\r\n */\r\n public set loadingUIBackgroundColor(color: string) {\r\n this.loadingScreen.loadingUIBackgroundColor = color;\r\n }\r\n\r\n /** Pointerlock and fullscreen */\r\n\r\n /**\r\n * Ask the browser to promote the current element to pointerlock mode\r\n * @param element defines the DOM element to promote\r\n */\r\n static _RequestPointerlock(element: HTMLElement): void {\r\n element.requestPointerLock = element.requestPointerLock || (element).msRequestPointerLock || (element).mozRequestPointerLock || (element).webkitRequestPointerLock;\r\n if (element.requestPointerLock) {\r\n element.requestPointerLock();\r\n }\r\n }\r\n\r\n /**\r\n * Asks the browser to exit pointerlock mode\r\n */\r\n static _ExitPointerlock(): void {\r\n let anyDoc = document as any;\r\n document.exitPointerLock = document.exitPointerLock || anyDoc.msExitPointerLock || anyDoc.mozExitPointerLock || anyDoc.webkitExitPointerLock;\r\n\r\n if (document.exitPointerLock) {\r\n document.exitPointerLock();\r\n }\r\n }\r\n\r\n /**\r\n * Ask the browser to promote the current element to fullscreen rendering mode\r\n * @param element defines the DOM element to promote\r\n */\r\n static _RequestFullscreen(element: HTMLElement): void {\r\n var requestFunction = element.requestFullscreen || (element).msRequestFullscreen || (element).webkitRequestFullscreen || (element).mozRequestFullScreen;\r\n if (!requestFunction) { return; }\r\n requestFunction.call(element);\r\n }\r\n\r\n /**\r\n * Asks the browser to exit fullscreen mode\r\n */\r\n static _ExitFullscreen(): void {\r\n let anyDoc = document as any;\r\n\r\n if (document.exitFullscreen) {\r\n document.exitFullscreen();\r\n }\r\n else if (anyDoc.mozCancelFullScreen) {\r\n anyDoc.mozCancelFullScreen();\r\n }\r\n else if (anyDoc.webkitCancelFullScreen) {\r\n anyDoc.webkitCancelFullScreen();\r\n }\r\n else if (anyDoc.msCancelFullScreen) {\r\n anyDoc.msCancelFullScreen();\r\n }\r\n }\r\n}\r\n","import { Nullable } from \"../types\";\r\n\r\ndeclare type Engine = import(\"./engine\").Engine;\r\ndeclare type Scene = import(\"../scene\").Scene;\r\n\r\n/**\r\n * The engine store class is responsible to hold all the instances of Engine and Scene created\r\n * during the life time of the application.\r\n */\r\nexport class EngineStore {\r\n /** Gets the list of created engines */\r\n public static Instances = new Array();\r\n\r\n /** @hidden */\r\n public static _LastCreatedScene: Nullable = null;\r\n\r\n /**\r\n * Gets the latest created engine\r\n */\r\n public static get LastCreatedEngine(): Nullable {\r\n if (this.Instances.length === 0) {\r\n return null;\r\n }\r\n\r\n return this.Instances[this.Instances.length - 1];\r\n }\r\n\r\n /**\r\n * Gets the latest created scene\r\n */\r\n public static get LastCreatedScene(): Nullable {\r\n return this._LastCreatedScene;\r\n }\r\n\r\n /**\r\n * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded\r\n * @ignorenaming\r\n */\r\n public static UseFallbackTexture = true;\r\n\r\n /**\r\n * Texture content used if a texture cannot loaded\r\n * @ignorenaming\r\n */\r\n public static FallbackTexture = \"\";\r\n}\r\n","export * from \"./constants\";\r\nexport * from \"./engineCapabilities\";\r\nexport * from \"./instancingAttributeInfo\";\r\nexport * from \"./thinEngine\";\r\nexport * from \"./engine\";\r\nexport * from \"./engineStore\";\r\nexport * from \"./nullEngine\";\r\nexport * from \"./Extensions/index\";\r\nexport * from \"./IPipelineContext\";\r\nexport * from \"./WebGL/webGLPipelineContext\";\r\nexport * from \"./WebGL/webGL2ShaderProcessors\";\r\nexport * from \"./nativeEngine\";\r\nexport * from \"./Processors/shaderCodeInliner\";\r\n","import { Nullable, IndicesArray, DataArray } from \"../types\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { InternalTexture, InternalTextureSource } from \"../Materials/Textures/internalTexture\";\r\nimport { IInternalTextureLoader } from \"../Materials/Textures/internalTextureLoader\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { VideoTexture } from \"../Materials/Textures/videoTexture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { DataBuffer } from '../Meshes/dataBuffer';\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { Observer } from \"../Misc/observable\";\r\nimport { EnvironmentTextureTools, EnvironmentTextureSpecularInfoV1 } from \"../Misc/environmentTextureTools\";\r\nimport { Matrix, Viewport, Color3 } from \"../Maths/math\";\r\nimport { IColor4Like } from '../Maths/math.like';\r\nimport { Scene } from \"../scene\";\r\nimport { RenderTargetCreationOptions } from \"../Materials/Textures/renderTargetCreationOptions\";\r\nimport { IPipelineContext } from './IPipelineContext';\r\nimport { NativeShaderProcessor } from './Native/nativeShaderProcessor';\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Constants } from './constants';\r\nimport { ThinEngine, ISceneLike } from './thinEngine';\r\nimport { IWebRequest } from '../Misc/interfaces/iWebRequest';\r\nimport { EngineStore } from './engineStore';\r\nimport { ShaderCodeInliner } from \"./Processors/shaderCodeInliner\";\r\n\r\ninterface INativeEngine {\r\n dispose(): void;\r\n\r\n requestAnimationFrame(callback: () => void): void;\r\n\r\n createVertexArray(): any;\r\n deleteVertexArray(vertexArray: any): void;\r\n bindVertexArray(vertexArray: any): void;\r\n\r\n createIndexBuffer(data: ArrayBufferView, dynamic: boolean): any;\r\n deleteIndexBuffer(buffer: any): void;\r\n recordIndexBuffer(vertexArray: any, buffer: any): void;\r\n updateDynamicIndexBuffer(buffer: any, data: ArrayBufferView, startingIndex: number): void;\r\n\r\n createVertexBuffer(data: ArrayBufferView, dynamic: boolean): any;\r\n deleteVertexBuffer(buffer: any): void;\r\n recordVertexBuffer(vertexArray: any, buffer: any, location: number, byteOffset: number, byteStride: number, numElements: number, type: number, normalized: boolean): void;\r\n updateDynamicVertexBuffer(buffer: any, data: ArrayBufferView, byteOffset: number, byteLength: number): void;\r\n\r\n createProgram(vertexShader: string, fragmentShader: string): any;\r\n getUniforms(shaderProgram: any, uniformsNames: string[]): WebGLUniformLocation[];\r\n getAttributes(shaderProgram: any, attributeNames: string[]): number[];\r\n setProgram(program: any): void;\r\n\r\n setState(culling: boolean, zOffset: number, reverseSide: boolean): void;\r\n setZOffset(zOffset: number): void;\r\n getZOffset(): number;\r\n setDepthTest(enable: boolean): void;\r\n getDepthWrite(): boolean;\r\n setDepthWrite(enable: boolean): void;\r\n setColorWrite(enable: boolean): void;\r\n setBlendMode(blendMode: number): void;\r\n\r\n setMatrix(uniform: WebGLUniformLocation, matrix: Float32Array): void;\r\n setInt(uniform: WebGLUniformLocation, int: number): void;\r\n setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;\r\n setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;\r\n setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;\r\n setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;\r\n setFloatArray(uniform: WebGLUniformLocation, array: Float32Array | number[]): void;\r\n setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array | number[]): void;\r\n setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array | number[]): void;\r\n setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array | number[]): void;\r\n setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;\r\n setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;\r\n setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;\r\n setFloat(uniform: WebGLUniformLocation, value: number): void;\r\n setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;\r\n setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;\r\n setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;\r\n\r\n createTexture(): WebGLTexture;\r\n loadTexture(texture: WebGLTexture, data: ArrayBufferView, generateMips: boolean, invertY: boolean, onSuccess: () => void, onError: () => void): void;\r\n loadCubeTexture(texture: WebGLTexture, data: Array, generateMips: boolean, onSuccess: () => void, onError: () => void): void;\r\n loadCubeTextureWithMips(texture: WebGLTexture, data: Array>, onSuccess: () => void, onError: () => void): void;\r\n getTextureWidth(texture: WebGLTexture): number;\r\n getTextureHeight(texture: WebGLTexture): number;\r\n setTextureSampling(texture: WebGLTexture, filter: number): void; // filter is a NativeFilter.XXXX value.\r\n setTextureWrapMode(texture: WebGLTexture, addressModeU: number, addressModeV: number, addressModeW: number): void; // addressModes are NativeAddressMode.XXXX values.\r\n setTextureAnisotropicLevel(texture: WebGLTexture, value: number): void;\r\n setTexture(uniform: WebGLUniformLocation, texture: Nullable): void;\r\n deleteTexture(texture: Nullable): void;\r\n\r\n createFramebuffer(texture: WebGLTexture, width: number, height: number, format: number, samplingMode: number, generateStencilBuffer: boolean, generateDepthBuffer: boolean, generateMips: boolean): WebGLFramebuffer;\r\n deleteFramebuffer(framebuffer: WebGLFramebuffer): void;\r\n bindFramebuffer(framebuffer: WebGLFramebuffer): void;\r\n unbindFramebuffer(framebuffer: WebGLFramebuffer): void;\r\n\r\n drawIndexed(fillMode: number, indexStart: number, indexCount: number): void;\r\n draw(fillMode: number, vertexStart: number, vertexCount: number): void;\r\n\r\n clear(flags: number): void;\r\n clearColor(r: number, g: number, b: number, a: number): void;\r\n clearDepth(depth: number): void;\r\n clearStencil(stencil: number): void;\r\n\r\n getRenderWidth(): number;\r\n getRenderHeight(): number;\r\n\r\n setViewPort(x: number, y: number, width: number, height: number): void;\r\n}\r\n\r\nclass NativePipelineContext implements IPipelineContext {\r\n // TODO: async should be true?\r\n public isAsync = false;\r\n public isReady = false;\r\n\r\n public _getVertexShaderCode(): string | null {\r\n return null;\r\n }\r\n\r\n public _getFragmentShaderCode(): string | null {\r\n return null;\r\n }\r\n\r\n // TODO: what should this do?\r\n public _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void {\r\n throw new Error(\"Not implemented\");\r\n }\r\n\r\n public nativeProgram: any;\r\n}\r\n\r\n/**\r\n * Container for accessors for natively-stored mesh data buffers.\r\n */\r\nclass NativeDataBuffer extends DataBuffer {\r\n /**\r\n * Accessor value used to identify/retrieve a natively-stored index buffer.\r\n */\r\n public nativeIndexBuffer?: any;\r\n\r\n /**\r\n * Accessor value used to identify/retrieve a natively-stored vertex buffer.\r\n */\r\n public nativeVertexBuffer?: any;\r\n}\r\n\r\n// TODO: change this to match bgfx.\r\n// Must match Filter enum in SpectreEngine.h.\r\nclass NativeFilter {\r\n public static readonly POINT = 0;\r\n public static readonly MINPOINT_MAGPOINT_MIPPOINT = NativeFilter.POINT;\r\n public static readonly BILINEAR = 1;\r\n public static readonly MINLINEAR_MAGLINEAR_MIPPOINT = NativeFilter.BILINEAR;\r\n public static readonly TRILINEAR = 2;\r\n public static readonly MINLINEAR_MAGLINEAR_MIPLINEAR = NativeFilter.TRILINEAR;\r\n public static readonly ANISOTROPIC = 3;\r\n public static readonly POINT_COMPARE = 4;\r\n public static readonly TRILINEAR_COMPARE = 5;\r\n public static readonly MINBILINEAR_MAGPOINT = 6;\r\n public static readonly MINLINEAR_MAGPOINT_MIPLINEAR = NativeFilter.MINBILINEAR_MAGPOINT;\r\n public static readonly MINPOINT_MAGPOINT_MIPLINEAR = 7;\r\n public static readonly MINPOINT_MAGLINEAR_MIPPOINT = 8;\r\n public static readonly MINPOINT_MAGLINEAR_MIPLINEAR = 9;\r\n public static readonly MINLINEAR_MAGPOINT_MIPPOINT = 10;\r\n}\r\n\r\n// these flags match bgfx.\r\nclass NativeClearFlags\r\n{\r\n public static readonly CLEAR_COLOR = 1;\r\n public static readonly CLEAR_DEPTH = 2;\r\n public static readonly CLEAR_STENCIL = 4;\r\n}\r\n// TODO: change this to match bgfx.\r\n// Must match AddressMode enum in SpectreEngine.h.\r\nclass NativeAddressMode {\r\n public static readonly WRAP = 0;\r\n public static readonly MIRROR = 1;\r\n public static readonly CLAMP = 2;\r\n public static readonly BORDER = 3;\r\n public static readonly MIRROR_ONCE = 4;\r\n}\r\n\r\nclass NativeTextureFormat {\r\n public static readonly RGBA8 = 0;\r\n public static readonly RGBA32F = 1;\r\n}\r\n\r\n/** @hidden */\r\nclass NativeTexture extends InternalTexture {\r\n public getInternalTexture(): InternalTexture {\r\n return this;\r\n }\r\n\r\n public getViewCount(): number {\r\n return 1;\r\n }\r\n}\r\n\r\n/** @hidden */\r\ndeclare var _native: any;\r\n\r\n/** @hidden */\r\nexport class NativeEngine extends Engine {\r\n private readonly _native: INativeEngine = new _native.Engine();\r\n /** Defines the invalid handle returned by bgfx when resource creation goes wrong */\r\n private readonly INVALID_HANDLE = 65535;\r\n\r\n public getHardwareScalingLevel(): number {\r\n return 1.0;\r\n }\r\n\r\n public constructor() {\r\n super(null);\r\n\r\n this._webGLVersion = 2;\r\n this.disableUniformBuffers = true;\r\n\r\n // TODO: Initialize this more correctly based on the hardware capabilities.\r\n // Init caps\r\n\r\n this._caps = {\r\n maxTexturesImageUnits: 16,\r\n maxVertexTextureImageUnits: 16,\r\n maxCombinedTexturesImageUnits: 32,\r\n maxTextureSize: 512,\r\n maxCubemapTextureSize: 512,\r\n maxRenderTextureSize: 512,\r\n maxVertexAttribs: 16,\r\n maxVaryingVectors: 16,\r\n maxFragmentUniformVectors: 16,\r\n maxVertexUniformVectors: 16,\r\n standardDerivatives: true,\r\n astc: null,\r\n pvrtc: null,\r\n etc1: null,\r\n etc2: null,\r\n maxAnisotropy: 16, // TODO: Retrieve this smartly. Currently set to D3D11 maximum allowable value.\r\n uintIndices: false,\r\n fragmentDepthSupported: false,\r\n highPrecisionShaderSupported: true,\r\n colorBufferFloat: false,\r\n textureFloat: false,\r\n textureFloatLinearFiltering: false,\r\n textureFloatRender: false,\r\n textureHalfFloat: false,\r\n textureHalfFloatLinearFiltering: false,\r\n textureHalfFloatRender: false,\r\n textureLOD: true,\r\n drawBuffersExtension: false,\r\n depthTextureExtension: false,\r\n vertexArrayObject: true,\r\n instancedArrays: false,\r\n canUseTimestampForTimerQuery: false,\r\n blendMinMax: false,\r\n maxMSAASamples: 1\r\n };\r\n\r\n Tools.Log(\"Babylon Native (v\" + Engine.Version + \") launched\");\r\n\r\n // Wrappers\r\n if (typeof URL === \"undefined\") {\r\n (window.URL as any) = {\r\n createObjectURL: function() { },\r\n revokeObjectURL: function() { }\r\n };\r\n }\r\n\r\n if (typeof Blob === \"undefined\") {\r\n (window.Blob as any) = function() { };\r\n }\r\n\r\n // Shader processor\r\n this._shaderProcessor = new NativeShaderProcessor();\r\n }\r\n\r\n public dispose(): void {\r\n super.dispose();\r\n this._native.dispose();\r\n }\r\n\r\n /**\r\n * Can be used to override the current requestAnimationFrame requester.\r\n * @hidden\r\n */\r\n protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number {\r\n // Use the provided requestAnimationFrame, unless the requester is the window. In that case, we will default to the Babylon Native version of requestAnimationFrame.\r\n if (requester.requestAnimationFrame && requester !== window) {\r\n requester.requestAnimationFrame(bindedRenderFunction);\r\n } else {\r\n this._native.requestAnimationFrame(bindedRenderFunction);\r\n }\r\n return 0;\r\n }\r\n\r\n /**\r\n * Override default engine behavior.\r\n * @param color\r\n * @param backBuffer\r\n * @param depth\r\n * @param stencil\r\n */\r\n public _bindUnboundFramebuffer(framebuffer: Nullable) {\r\n if (this._currentFramebuffer !== framebuffer) {\r\n if (this._currentFramebuffer) {\r\n this._native.unbindFramebuffer(this._currentFramebuffer!);\r\n }\r\n\r\n if (framebuffer) {\r\n this._native.bindFramebuffer(framebuffer);\r\n }\r\n\r\n this._currentFramebuffer = framebuffer;\r\n }\r\n }\r\n\r\n /**\r\n * Gets host document\r\n * @returns the host document object\r\n */\r\n public getHostDocument(): Nullable {\r\n return null;\r\n }\r\n\r\n public clear(color: Nullable, backBuffer: boolean, depth: boolean, stencil: boolean = false): void {\r\n var mode = 0;\r\n if (backBuffer && color) {\r\n this._native.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);\r\n mode |= NativeClearFlags.CLEAR_COLOR;\r\n }\r\n if (depth) {\r\n this._native.clearDepth(1.0);\r\n mode |= NativeClearFlags.CLEAR_DEPTH;\r\n }\r\n if (stencil) {\r\n this._native.clearStencil(0);\r\n mode |= NativeClearFlags.CLEAR_STENCIL;\r\n }\r\n this._native.clear(mode);\r\n }\r\n\r\n public createIndexBuffer(indices: IndicesArray, updateable?: boolean): NativeDataBuffer {\r\n const data = this._normalizeIndexData(indices);\r\n const buffer = new NativeDataBuffer();\r\n buffer.references = 1;\r\n buffer.is32Bits = (data.BYTES_PER_ELEMENT === 4);\r\n buffer.nativeIndexBuffer = this._native.createIndexBuffer(data, updateable ?? false);\r\n if (buffer.nativeVertexBuffer === this.INVALID_HANDLE) {\r\n throw new Error(\"Could not create a native index buffer.\");\r\n }\r\n return buffer;\r\n }\r\n\r\n public createVertexBuffer(data: DataArray, updateable?: boolean): NativeDataBuffer {\r\n const buffer = new NativeDataBuffer();\r\n buffer.references = 1;\r\n buffer.nativeVertexBuffer = this._native.createVertexBuffer(ArrayBuffer.isView(data) ? data : new Float32Array(data), updateable ?? false);\r\n if (buffer.nativeVertexBuffer === this.INVALID_HANDLE) {\r\n throw new Error(\"Could not create a native vertex buffer.\");\r\n }\r\n return buffer;\r\n }\r\n\r\n public recordVertexArrayObject(vertexBuffers: { [key: string]: VertexBuffer; }, indexBuffer: Nullable, effect: Effect): WebGLVertexArrayObject {\r\n const vertexArray = this._native.createVertexArray();\r\n\r\n if (indexBuffer) {\r\n this._native.recordIndexBuffer(vertexArray, indexBuffer.nativeIndexBuffer);\r\n }\r\n\r\n const attributes = effect.getAttributesNames();\r\n for (let index = 0; index < attributes.length; index++) {\r\n const location = effect.getAttributeLocation(index);\r\n if (location >= 0) {\r\n const kind = attributes[index];\r\n const vertexBuffer = vertexBuffers[kind];\r\n if (vertexBuffer) {\r\n const buffer = vertexBuffer.getBuffer() as Nullable;\r\n if (buffer) {\r\n this._native.recordVertexBuffer(\r\n vertexArray,\r\n buffer.nativeVertexBuffer,\r\n location,\r\n vertexBuffer.byteOffset,\r\n vertexBuffer.byteStride,\r\n vertexBuffer.getSize(),\r\n vertexBuffer.type,\r\n vertexBuffer.normalized);\r\n }\r\n }\r\n }\r\n }\r\n\r\n return vertexArray;\r\n }\r\n\r\n public bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void {\r\n this._native.bindVertexArray(vertexArray);\r\n }\r\n\r\n public releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject) {\r\n this._native.deleteVertexArray(vertexArray);\r\n }\r\n\r\n public getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[] {\r\n const nativePipelineContext = pipelineContext as NativePipelineContext;\r\n return this._native.getAttributes(nativePipelineContext.nativeProgram, attributesNames);\r\n }\r\n\r\n /**\r\n * Draw a list of indexed primitives\r\n * @param fillMode defines the primitive to use\r\n * @param indexStart defines the starting index\r\n * @param indexCount defines the number of index to draw\r\n * @param instancesCount defines the number of instances to draw (if instanciation is enabled)\r\n */\r\n public drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void {\r\n // Apply states\r\n this._drawCalls.addCount(1, false);\r\n\r\n // TODO: Make this implementation more robust like core Engine version.\r\n\r\n // Render\r\n //var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;\r\n\r\n //var mult = this._uintIndicesCurrentlySet ? 4 : 2;\r\n // if (instancesCount) {\r\n // this._gl.drawElementsInstanced(drawMode, indexCount, indexFormat, indexStart * mult, instancesCount);\r\n // } else {\r\n this._native.drawIndexed(fillMode, indexStart, indexCount);\r\n // }\r\n }\r\n\r\n /**\r\n * Draw a list of unindexed primitives\r\n * @param fillMode defines the primitive to use\r\n * @param verticesStart defines the index of first vertex to draw\r\n * @param verticesCount defines the count of vertices to draw\r\n * @param instancesCount defines the number of instances to draw (if instanciation is enabled)\r\n */\r\n public drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void {\r\n // Apply states\r\n this._drawCalls.addCount(1, false);\r\n\r\n // TODO: Make this implementation more robust like core Engine version.\r\n\r\n // if (instancesCount) {\r\n // this._gl.drawArraysInstanced(drawMode, verticesStart, verticesCount, instancesCount);\r\n // } else {\r\n this._native.draw(fillMode, verticesStart, verticesCount);\r\n // }\r\n }\r\n\r\n public createPipelineContext(): IPipelineContext {\r\n return new NativePipelineContext();\r\n }\r\n\r\n public _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable, transformFeedbackVaryings: Nullable) {\r\n const nativePipelineContext = pipelineContext as NativePipelineContext;\r\n\r\n if (createAsRaw) {\r\n nativePipelineContext.nativeProgram = this.createRawShaderProgram(pipelineContext, vertexSourceCode, fragmentSourceCode, undefined, transformFeedbackVaryings);\r\n }\r\n else {\r\n nativePipelineContext.nativeProgram = this.createShaderProgram(pipelineContext, vertexSourceCode, fragmentSourceCode, defines, undefined, transformFeedbackVaryings);\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean {\r\n // TODO: support async shader compilcation\r\n return true;\r\n }\r\n\r\n /** @hidden */\r\n public _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void) {\r\n // TODO: support async shader compilcation\r\n action();\r\n }\r\n\r\n public createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings: Nullable = null): any {\r\n throw new Error(\"Not Supported\");\r\n }\r\n\r\n public createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable, context?: WebGLRenderingContext, transformFeedbackVaryings: Nullable = null): any {\r\n this.onBeforeShaderCompilationObservable.notifyObservers(this);\r\n\r\n const vertexInliner = new ShaderCodeInliner(vertexCode);\r\n vertexInliner.processCode();\r\n vertexCode = vertexInliner.code;\r\n\r\n const fragmentInliner = new ShaderCodeInliner(fragmentCode);\r\n fragmentInliner.processCode();\r\n fragmentCode = fragmentInliner.code;\r\n\r\n vertexCode = ThinEngine._ConcatenateShader(vertexCode, defines);\r\n fragmentCode = ThinEngine._ConcatenateShader(fragmentCode, defines);\r\n\r\n const program = this._native.createProgram(vertexCode, fragmentCode);\r\n this.onAfterShaderCompilationObservable.notifyObservers(this);\r\n return program;\r\n }\r\n\r\n protected _setProgram(program: WebGLProgram): void {\r\n if (this._currentProgram !== program) {\r\n this._native.setProgram(program);\r\n this._currentProgram = program;\r\n }\r\n }\r\n\r\n public _releaseEffect(effect: Effect): void {\r\n // TODO\r\n }\r\n\r\n public _deletePipelineContext(pipelineContext: IPipelineContext): void {\r\n // TODO\r\n }\r\n\r\n public getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[] {\r\n const nativePipelineContext = pipelineContext as NativePipelineContext;\r\n return this._native.getUniforms(nativePipelineContext.nativeProgram, uniformsNames);\r\n }\r\n\r\n public bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void {\r\n // TODO\r\n throw new Error(\"Not Implemented\");\r\n }\r\n\r\n public bindSamplers(effect: Effect): void {\r\n const nativePipelineContext = effect.getPipelineContext() as NativePipelineContext;\r\n this._setProgram(nativePipelineContext.nativeProgram);\r\n\r\n // TODO: share this with engine?\r\n var samplers = effect.getSamplers();\r\n for (var index = 0; index < samplers.length; index++) {\r\n var uniform = effect.getUniform(samplers[index]);\r\n\r\n if (uniform) {\r\n this._boundUniforms[index] = uniform;\r\n }\r\n }\r\n this._currentEffect = null;\r\n }\r\n\r\n public setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void {\r\n if (!uniform) {\r\n return;\r\n }\r\n\r\n this._native.setMatrix(uniform, matrix.toArray() as Float32Array);\r\n }\r\n\r\n public getRenderWidth(useScreen = false): number {\r\n if (!useScreen && this._currentRenderTarget) {\r\n return this._currentRenderTarget.width;\r\n }\r\n\r\n return this._native.getRenderWidth();\r\n }\r\n\r\n public getRenderHeight(useScreen = false): number {\r\n if (!useScreen && this._currentRenderTarget) {\r\n return this._currentRenderTarget.height;\r\n }\r\n\r\n return this._native.getRenderHeight();\r\n }\r\n\r\n public setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void {\r\n this._cachedViewport = viewport;\r\n this._native.setViewPort(viewport.x, viewport.y, viewport.width, viewport.height);\r\n }\r\n\r\n public setState(culling: boolean, zOffset: number = 0, force?: boolean, reverseSide = false): void {\r\n this._native.setState(culling, zOffset, reverseSide);\r\n }\r\n\r\n /**\r\n * Set the z offset to apply to current rendering\r\n * @param value defines the offset to apply\r\n */\r\n public setZOffset(value: number): void {\r\n this._native.setZOffset(value);\r\n }\r\n\r\n /**\r\n * Gets the current value of the zOffset\r\n * @returns the current zOffset state\r\n */\r\n public getZOffset(): number {\r\n return this._native.getZOffset();\r\n }\r\n\r\n /**\r\n * Enable or disable depth buffering\r\n * @param enable defines the state to set\r\n */\r\n public setDepthBuffer(enable: boolean): void {\r\n this._native.setDepthTest(enable);\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if depth writing is enabled\r\n * @returns the current depth writing state\r\n */\r\n public getDepthWrite(): boolean {\r\n return this._native.getDepthWrite();\r\n }\r\n\r\n /**\r\n * Enable or disable depth writing\r\n * @param enable defines the state to set\r\n */\r\n public setDepthWrite(enable: boolean): void {\r\n this._native.setDepthWrite(enable);\r\n }\r\n\r\n /**\r\n * Enable or disable color writing\r\n * @param enable defines the state to set\r\n */\r\n public setColorWrite(enable: boolean): void {\r\n this._native.setColorWrite(enable);\r\n this._colorWrite = enable;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if color writing is enabled\r\n * @returns the current color writing state\r\n */\r\n public getColorWrite(): boolean {\r\n return this._colorWrite;\r\n }\r\n\r\n /**\r\n * Sets alpha constants used by some alpha blending modes\r\n * @param r defines the red component\r\n * @param g defines the green component\r\n * @param b defines the blue component\r\n * @param a defines the alpha component\r\n */\r\n public setAlphaConstants(r: number, g: number, b: number, a: number) {\r\n throw new Error(\"Setting alpha blend constant color not yet implemented.\");\r\n }\r\n\r\n /**\r\n * Sets the current alpha mode\r\n * @param mode defines the mode to use (one of the BABYLON.Constants.ALPHA_XXX)\r\n * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)\r\n * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered\r\n */\r\n public setAlphaMode(mode: number, noDepthWriteChange: boolean = false): void {\r\n if (this._alphaMode === mode) {\r\n return;\r\n }\r\n\r\n this._native.setBlendMode(mode);\r\n\r\n if (!noDepthWriteChange) {\r\n this.setDepthWrite(mode === Constants.ALPHA_DISABLE);\r\n }\r\n\r\n this._alphaMode = mode;\r\n }\r\n\r\n /**\r\n * Gets the current alpha mode\r\n * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered\r\n * @returns the current alpha mode\r\n */\r\n public getAlphaMode(): number {\r\n return this._alphaMode;\r\n }\r\n\r\n public setInt(uniform: WebGLUniformLocation, int: number): void {\r\n if (!uniform) {\r\n return;\r\n }\r\n\r\n this._native.setInt(uniform, int);\r\n }\r\n\r\n public setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void {\r\n if (!uniform) {\r\n return;\r\n }\r\n\r\n this._native.setIntArray(uniform, array);\r\n }\r\n\r\n public setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void {\r\n if (!uniform) {\r\n return;\r\n }\r\n\r\n this._native.setIntArray2(uniform, array);\r\n }\r\n\r\n public setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void {\r\n if (!uniform) {\r\n return;\r\n }\r\n\r\n this._native.setIntArray3(uniform, array);\r\n }\r\n\r\n public setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void {\r\n if (!uniform) {\r\n return;\r\n }\r\n\r\n this._native.setIntArray4(uniform, array);\r\n }\r\n\r\n public setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void {\r\n if (!uniform) {\r\n return;\r\n }\r\n\r\n this._native.setFloatArray(uniform, array);\r\n }\r\n\r\n public setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void {\r\n if (!uniform) {\r\n return;\r\n }\r\n\r\n this._native.setFloatArray2(uniform, array);\r\n }\r\n\r\n public setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void {\r\n if (!uniform) {\r\n return;\r\n }\r\n\r\n this._native.setFloatArray3(uniform, array);\r\n }\r\n\r\n public setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void {\r\n if (!uniform) {\r\n return;\r\n }\r\n\r\n this._native.setFloatArray4(uniform, array);\r\n }\r\n\r\n public setArray(uniform: WebGLUniformLocation, array: number[]): void {\r\n if (!uniform) {\r\n return;\r\n }\r\n\r\n this._native.setFloatArray(uniform, array);\r\n }\r\n\r\n public setArray2(uniform: WebGLUniformLocation, array: number[]): void {\r\n if (!uniform) {\r\n return;\r\n }\r\n\r\n this._native.setFloatArray2(uniform, array);\r\n }\r\n\r\n public setArray3(uniform: WebGLUniformLocation, array: number[]): void {\r\n if (!uniform) {\r\n return;\r\n }\r\n\r\n this._native.setFloatArray3(uniform, array);\r\n }\r\n\r\n public setArray4(uniform: WebGLUniformLocation, array: number[]): void {\r\n if (!uniform) {\r\n return;\r\n }\r\n\r\n this._native.setFloatArray4(uniform, array);\r\n }\r\n\r\n public setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void {\r\n if (!uniform) {\r\n return;\r\n }\r\n\r\n this._native.setMatrices(uniform, matrices);\r\n }\r\n\r\n public setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void {\r\n if (!uniform) {\r\n return;\r\n }\r\n\r\n this._native.setMatrix3x3(uniform, matrix);\r\n }\r\n\r\n public setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void {\r\n if (!uniform) {\r\n return;\r\n }\r\n\r\n this._native.setMatrix2x2(uniform, matrix);\r\n }\r\n\r\n public setFloat(uniform: WebGLUniformLocation, value: number): void {\r\n if (!uniform) {\r\n return;\r\n }\r\n\r\n this._native.setFloat(uniform, value);\r\n }\r\n\r\n public setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void {\r\n if (!uniform) {\r\n return;\r\n }\r\n\r\n this._native.setFloat2(uniform, x, y);\r\n }\r\n\r\n public setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void {\r\n if (!uniform) {\r\n return;\r\n }\r\n\r\n this._native.setFloat3(uniform, x, y, z);\r\n }\r\n\r\n public setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void {\r\n if (!uniform) {\r\n return;\r\n }\r\n\r\n this._native.setFloat4(uniform, x, y, z, w);\r\n }\r\n\r\n public setColor3(uniform: WebGLUniformLocation, color3: Color3): void {\r\n if (!uniform) {\r\n return;\r\n }\r\n\r\n this._native.setFloat3(uniform, color3.r, color3.g, color3.b);\r\n }\r\n\r\n public setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void {\r\n if (!uniform) {\r\n return;\r\n }\r\n\r\n this._native.setFloat4(uniform, color3.r, color3.g, color3.b, alpha);\r\n }\r\n\r\n public wipeCaches(bruteForce?: boolean): void {\r\n if (this.preventCacheWipeBetweenFrames) {\r\n return;\r\n }\r\n this.resetTextureCache();\r\n this._currentEffect = null;\r\n\r\n if (bruteForce) {\r\n this._currentProgram = null;\r\n\r\n this._stencilState.reset();\r\n this._depthCullingState.reset();\r\n this._alphaState.reset();\r\n }\r\n\r\n this._cachedVertexBuffers = null;\r\n this._cachedIndexBuffer = null;\r\n this._cachedEffectForVertexBuffers = null;\r\n }\r\n\r\n public _createTexture(): WebGLTexture {\r\n return this._native.createTexture();\r\n }\r\n\r\n protected _deleteTexture(texture: Nullable): void {\r\n this._native.deleteTexture(texture);\r\n }\r\n\r\n // TODO: Refactor to share more logic with babylon.engine.ts version.\r\n /**\r\n * Usually called from Texture.ts.\r\n * Passed information to create a WebGLTexture\r\n * @param url defines a value which contains one of the following:\r\n * * A conventional http URL, e.g. 'http://...' or 'file://...'\r\n * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'\r\n * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'\r\n * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file\r\n * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)\r\n * @param scene needed for loading to the correct scene\r\n * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)\r\n * @param onLoad optional callback to be called upon successful completion\r\n * @param onError optional callback to be called upon failure\r\n * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob\r\n * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities\r\n * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures\r\n * @param forcedExtension defines the extension to use to pick the right loader\r\n * @param mimeType defines an optional mime type\r\n * @returns a InternalTexture for assignment back into BABYLON.Texture\r\n */\r\n public createTexture(url: Nullable, noMipmap: boolean, invertY: boolean, scene: Nullable, samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n onLoad: Nullable<() => void> = null, onError: Nullable<(message: string, exception: any) => void> = null,\r\n buffer: Nullable = null, fallback: Nullable = null, format: Nullable = null,\r\n forcedExtension: Nullable = null, mimeType?: string): InternalTexture {\r\n url = url || \"\";\r\n const fromData = url.substr(0, 5) === \"data:\";\r\n //const fromBlob = url.substr(0, 5) === \"blob:\";\r\n const isBase64 = fromData && url.indexOf(\";base64,\") !== -1;\r\n\r\n let texture = fallback ? fallback : new InternalTexture(this, InternalTextureSource.Url);\r\n\r\n const originalUrl = url;\r\n if (this._transformTextureUrl && !isBase64 && !fallback && !buffer) {\r\n url = this._transformTextureUrl(url);\r\n }\r\n\r\n // establish the file extension, if possible\r\n var lastDot = url.lastIndexOf('.');\r\n var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? url.substring(lastDot).toLowerCase() : \"\");\r\n\r\n let loader: Nullable = null;\r\n for (let availableLoader of Engine._TextureLoaders) {\r\n if (availableLoader.canLoad(extension)) {\r\n loader = availableLoader;\r\n break;\r\n }\r\n }\r\n\r\n if (scene) {\r\n scene._addPendingData(texture);\r\n }\r\n texture.url = url;\r\n texture.generateMipMaps = !noMipmap;\r\n texture.samplingMode = samplingMode;\r\n texture.invertY = invertY;\r\n\r\n if (!this.doNotHandleContextLost) {\r\n // Keep a link to the buffer only if we plan to handle context lost\r\n texture._buffer = buffer;\r\n }\r\n\r\n let onLoadObserver: Nullable> = null;\r\n if (onLoad && !fallback) {\r\n onLoadObserver = texture.onLoadedObservable.add(onLoad);\r\n }\r\n\r\n if (!fallback) { this._internalTexturesCache.push(texture); }\r\n\r\n let onInternalError = (message?: string, exception?: any) => {\r\n if (scene) {\r\n scene._removePendingData(texture);\r\n }\r\n\r\n if (url === originalUrl) {\r\n if (onLoadObserver) {\r\n texture.onLoadedObservable.remove(onLoadObserver);\r\n }\r\n\r\n if (EngineStore.UseFallbackTexture) {\r\n this.createTexture(EngineStore.FallbackTexture, noMipmap, texture.invertY, scene, samplingMode, null, onError, buffer, texture);\r\n }\r\n\r\n if (onError) {\r\n onError((message || \"Unknown error\") + (EngineStore.UseFallbackTexture ? \" - Fallback texture was used\" : \"\"), exception);\r\n }\r\n }\r\n else {\r\n // fall back to the original url if the transformed url fails to load\r\n Logger.Warn(`Failed to load ${url}, falling back to ${originalUrl}`);\r\n this.createTexture(originalUrl, noMipmap, texture.invertY, scene, samplingMode, onLoad, onError, buffer, texture, format, forcedExtension, mimeType);\r\n }\r\n };\r\n\r\n // processing for non-image formats\r\n if (loader) {\r\n throw new Error(\"Loading textures from IInternalTextureLoader not yet implemented.\");\r\n } else {\r\n const onload = (data: ArrayBufferView) => {\r\n const webGLTexture = texture._webGLTexture;\r\n if (!webGLTexture) {\r\n if (scene) {\r\n scene._removePendingData(texture);\r\n }\r\n\r\n return;\r\n }\r\n\r\n this._native.loadTexture(webGLTexture, data, !noMipmap, invertY, () => {\r\n texture.baseWidth = this._native.getTextureWidth(webGLTexture);\r\n texture.baseHeight = this._native.getTextureHeight(webGLTexture);\r\n texture.width = texture.baseWidth;\r\n texture.height = texture.baseHeight;\r\n texture.isReady = true;\r\n\r\n var filter = this._getSamplingFilter(samplingMode);\r\n this._native.setTextureSampling(webGLTexture, filter);\r\n\r\n if (scene) {\r\n scene._removePendingData(texture);\r\n }\r\n\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n }, () => {\r\n throw new Error(\"Could not load a native texture.\");\r\n });\r\n };\r\n\r\n if (fromData) {\r\n if (buffer instanceof ArrayBuffer) {\r\n onload(new Uint8Array(buffer));\r\n } else if (ArrayBuffer.isView(buffer)) {\r\n onload(buffer);\r\n } else if (typeof buffer === \"string\") {\r\n onload(new Uint8Array(Tools.DecodeBase64(buffer)));\r\n } else {\r\n throw new Error(\"Unsupported buffer type\");\r\n }\r\n }\r\n else {\r\n if (isBase64) {\r\n onload(new Uint8Array(Tools.DecodeBase64(url)));\r\n }\r\n else {\r\n this._loadFile(url, (data) => onload(new Uint8Array(data as ArrayBuffer)), undefined, undefined, true, (request?: IWebRequest, exception?: any) => {\r\n onInternalError(\"Unable to load \" + (request ? request.responseURL : url, exception));\r\n });\r\n }\r\n }\r\n }\r\n\r\n return texture;\r\n }\r\n\r\n /**\r\n * Creates a cube texture\r\n * @param rootUrl defines the url where the files to load is located\r\n * @param scene defines the current scene\r\n * @param files defines the list of files to load (1 per face)\r\n * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)\r\n * @param onLoad defines an optional callback raised when the texture is loaded\r\n * @param onError defines an optional callback raised if there is an issue to load the texture\r\n * @param format defines the format of the data\r\n * @param forcedExtension defines the extension to use to pick the right loader\r\n * @param createPolynomials if a polynomial sphere should be created for the cube texture\r\n * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness\r\n * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness\r\n * @param fallback defines texture to use while falling back when (compressed) texture file not found.\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n public createCubeTexture(\r\n rootUrl: string,\r\n scene: Nullable,\r\n files: Nullable,\r\n noMipmap?: boolean,\r\n onLoad: Nullable<(data?: any) => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n format?: number,\r\n forcedExtension: any = null,\r\n createPolynomials = false,\r\n lodScale: number = 0,\r\n lodOffset: number = 0,\r\n fallback: Nullable = null): InternalTexture\r\n {\r\n var texture = fallback ? fallback : new InternalTexture(this, InternalTextureSource.Cube);\r\n texture.isCube = true;\r\n texture.url = rootUrl;\r\n texture.generateMipMaps = !noMipmap;\r\n texture._lodGenerationScale = lodScale;\r\n texture._lodGenerationOffset = lodOffset;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._extension = forcedExtension;\r\n texture._files = files;\r\n }\r\n\r\n var lastDot = rootUrl.lastIndexOf('.');\r\n var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : \"\");\r\n\r\n // TODO: use texture loader to load env files?\r\n if (extension === \".env\") {\r\n const onloaddata = (data: ArrayBufferView) => {\r\n var info = EnvironmentTextureTools.GetEnvInfo(data)!;\r\n texture.width = info.width;\r\n texture.height = info.width;\r\n\r\n EnvironmentTextureTools.UploadEnvSpherical(texture, info);\r\n\r\n if (info.version !== 1) {\r\n throw new Error(`Unsupported babylon environment map version \"${info.version}\"`);\r\n }\r\n\r\n let specularInfo = info.specular as EnvironmentTextureSpecularInfoV1;\r\n if (!specularInfo) {\r\n throw new Error(`Nothing else parsed so far`);\r\n }\r\n\r\n texture._lodGenerationScale = specularInfo.lodGenerationScale;\r\n const imageData = EnvironmentTextureTools.CreateImageDataArrayBufferViews(data, info);\r\n\r\n texture.format = Constants.TEXTUREFORMAT_RGBA;\r\n texture.type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n texture.generateMipMaps = true;\r\n texture.getEngine().updateTextureSamplingMode(Texture.TRILINEAR_SAMPLINGMODE, texture);\r\n texture._isRGBD = true;\r\n texture.invertY = true;\r\n\r\n this._native.loadCubeTextureWithMips(texture._webGLTexture!, imageData, () => {\r\n texture.isReady = true;\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n }, () => {\r\n throw new Error(\"Could not load a native cube texture.\");\r\n });\r\n };\r\n\r\n if (files && files.length === 6) {\r\n throw new Error(`Multi-file loading not allowed on env files.`);\r\n }\r\n else {\r\n let onInternalError = (request?: IWebRequest, exception?: any) => {\r\n if (onError && request) {\r\n onError(request.status + \" \" + request.statusText, exception);\r\n }\r\n };\r\n\r\n this._loadFile(rootUrl, (data) => onloaddata(new Uint8Array(data as ArrayBuffer)), undefined, undefined, true, onInternalError);\r\n }\r\n }\r\n else {\r\n if (!files || files.length !== 6) {\r\n throw new Error(\"Cannot load cubemap because 6 files were not defined\");\r\n }\r\n\r\n // Reorder from [+X, +Y, +Z, -X, -Y, -Z] to [+X, -X, +Y, -Y, +Z, -Z].\r\n const reorderedFiles = [files[0], files[3], files[1], files[4], files[2], files[5]];\r\n Promise.all(reorderedFiles.map((file) => Tools.LoadFileAsync(file).then((data) => new Uint8Array(data as ArrayBuffer)))).then((data) => {\r\n return new Promise((resolve, reject) => {\r\n this._native.loadCubeTexture(texture._webGLTexture!, data, !noMipmap, resolve, reject);\r\n });\r\n }).then(() => {\r\n texture.isReady = true;\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n }, (error) => {\r\n if (onError) {\r\n onError(`Failed to load cubemap: ${error.message}`, error);\r\n }\r\n });\r\n }\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n }\r\n\r\n // Returns a NativeFilter.XXXX value.\r\n private _getSamplingFilter(samplingMode: number): number {\r\n switch (samplingMode) {\r\n case Constants.TEXTURE_BILINEAR_SAMPLINGMODE:\r\n return NativeFilter.MINLINEAR_MAGLINEAR_MIPPOINT;\r\n case Constants.TEXTURE_TRILINEAR_SAMPLINGMODE:\r\n return NativeFilter.MINLINEAR_MAGLINEAR_MIPLINEAR;\r\n case Constants.TEXTURE_NEAREST_SAMPLINGMODE:\r\n return NativeFilter.MINPOINT_MAGPOINT_MIPLINEAR;\r\n case Constants.TEXTURE_NEAREST_NEAREST_MIPNEAREST:\r\n return NativeFilter.MINPOINT_MAGPOINT_MIPPOINT;\r\n case Constants.TEXTURE_NEAREST_LINEAR_MIPNEAREST:\r\n return NativeFilter.MINLINEAR_MAGPOINT_MIPPOINT;\r\n case Constants.TEXTURE_NEAREST_LINEAR_MIPLINEAR:\r\n return NativeFilter.MINLINEAR_MAGPOINT_MIPLINEAR;\r\n case Constants.TEXTURE_NEAREST_LINEAR:\r\n return NativeFilter.MINLINEAR_MAGPOINT_MIPLINEAR;\r\n case Constants.TEXTURE_NEAREST_NEAREST:\r\n return NativeFilter.MINPOINT_MAGPOINT_MIPPOINT;\r\n case Constants.TEXTURE_LINEAR_NEAREST_MIPNEAREST:\r\n return NativeFilter.MINPOINT_MAGLINEAR_MIPPOINT;\r\n case Constants.TEXTURE_LINEAR_NEAREST_MIPLINEAR:\r\n return NativeFilter.MINPOINT_MAGLINEAR_MIPLINEAR;\r\n case Constants.TEXTURE_LINEAR_LINEAR:\r\n return NativeFilter.MINLINEAR_MAGLINEAR_MIPLINEAR;\r\n case Constants.TEXTURE_LINEAR_NEAREST:\r\n return NativeFilter.MINPOINT_MAGLINEAR_MIPLINEAR;\r\n default:\r\n throw new Error(\"Unexpected sampling mode: \" + samplingMode + \".\");\r\n }\r\n }\r\n\r\n private static _GetNativeTextureFormat(format: number, type: number): number {\r\n if (format == Constants.TEXTUREFORMAT_RGBA && type == Constants.TEXTURETYPE_UNSIGNED_INT) {\r\n return NativeTextureFormat.RGBA8;\r\n }\r\n else if (format == Constants.TEXTUREFORMAT_RGBA && type == Constants.TEXTURETYPE_FLOAT) {\r\n return NativeTextureFormat.RGBA32F;\r\n }\r\n else {\r\n throw new Error(\"Unexpected texture format or type: format \" + format + \", type \" + type + \".\");\r\n }\r\n }\r\n\r\n public createRenderTargetTexture(size: number | { width: number, height: number }, options: boolean | RenderTargetCreationOptions): NativeTexture {\r\n let fullOptions = new RenderTargetCreationOptions();\r\n\r\n if (options !== undefined && typeof options === \"object\") {\r\n fullOptions.generateMipMaps = options.generateMipMaps;\r\n fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;\r\n fullOptions.type = options.type === undefined ? Constants.TEXTURETYPE_UNSIGNED_INT : options.type;\r\n fullOptions.samplingMode = options.samplingMode === undefined ? Constants.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;\r\n fullOptions.format = options.format === undefined ? Constants.TEXTUREFORMAT_RGBA : options.format;\r\n } else {\r\n fullOptions.generateMipMaps = options;\r\n fullOptions.generateDepthBuffer = true;\r\n fullOptions.generateStencilBuffer = false;\r\n fullOptions.type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n fullOptions.samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n fullOptions.format = Constants.TEXTUREFORMAT_RGBA;\r\n }\r\n\r\n if (fullOptions.type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE\r\n fullOptions.samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n }\r\n else if (fullOptions.type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE\r\n fullOptions.samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n }\r\n var texture = new NativeTexture(this, InternalTextureSource.RenderTarget);\r\n\r\n var width = (<{ width: number, height: number }>size).width || size;\r\n var height = (<{ width: number, height: number }>size).height || size;\r\n\r\n if (fullOptions.type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {\r\n fullOptions.type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n Logger.Warn(\"Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type\");\r\n }\r\n\r\n var framebuffer = this._native.createFramebuffer(\r\n texture._webGLTexture!,\r\n width,\r\n height,\r\n NativeEngine._GetNativeTextureFormat(fullOptions.format, fullOptions.type),\r\n fullOptions.samplingMode!,\r\n fullOptions.generateStencilBuffer ? true : false,\r\n fullOptions.generateDepthBuffer,\r\n fullOptions.generateMipMaps ? true : false);\r\n\r\n texture._framebuffer = framebuffer;\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = true;\r\n texture.samples = 1;\r\n texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;\r\n texture.samplingMode = fullOptions.samplingMode;\r\n texture.type = fullOptions.type;\r\n texture.format = fullOptions.format;\r\n texture._generateDepthBuffer = fullOptions.generateDepthBuffer;\r\n texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n }\r\n\r\n public updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void {\r\n if (texture._webGLTexture) {\r\n var filter = this._getSamplingFilter(samplingMode);\r\n this._native.setTextureSampling(texture._webGLTexture, filter);\r\n }\r\n texture.samplingMode = samplingMode;\r\n }\r\n\r\n public bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void {\r\n if (faceIndex) {\r\n throw new Error(\"Cuboid frame buffers are not yet supported in NativeEngine.\");\r\n }\r\n\r\n if (requiredWidth || requiredHeight) {\r\n throw new Error(\"Required width/height for frame buffers not yet supported in NativeEngine.\");\r\n }\r\n\r\n if (forceFullscreenViewport) {\r\n throw new Error(\"forceFullscreenViewport for frame buffers not yet supported in NativeEngine.\");\r\n }\r\n\r\n this._bindUnboundFramebuffer(texture._framebuffer);\r\n }\r\n\r\n public unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps = false, onBeforeUnbind?: () => void): void {\r\n if (disableGenerateMipMaps) {\r\n Logger.Warn(\"Disabling mipmap generation not yet supported in NativeEngine. Ignoring.\");\r\n }\r\n\r\n if (onBeforeUnbind) {\r\n onBeforeUnbind();\r\n }\r\n\r\n this._bindUnboundFramebuffer(null);\r\n }\r\n\r\n public createDynamicVertexBuffer(data: DataArray): DataBuffer {\r\n return this.createVertexBuffer(data, true);\r\n }\r\n\r\n public updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset: number = 0): void {\r\n const buffer = indexBuffer as NativeDataBuffer;\r\n const data = this._normalizeIndexData(indices);\r\n buffer.is32Bits = (data.BYTES_PER_ELEMENT === 4);\r\n this._native.updateDynamicIndexBuffer(buffer.nativeIndexBuffer, data, offset);\r\n }\r\n\r\n /**\r\n * Updates a dynamic vertex buffer.\r\n * @param vertexBuffer the vertex buffer to update\r\n * @param data the data used to update the vertex buffer\r\n * @param byteOffset the byte offset of the data (optional)\r\n * @param byteLength the byte length of the data (optional)\r\n */\r\n public updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void {\r\n const buffer = vertexBuffer as NativeDataBuffer;\r\n const dataView = ArrayBuffer.isView(data) ? data : new Float32Array(data);\r\n this._native.updateDynamicVertexBuffer(\r\n buffer.nativeVertexBuffer,\r\n dataView,\r\n byteOffset ?? 0,\r\n byteLength ?? dataView.byteLength);\r\n }\r\n\r\n // TODO: Refactor to share more logic with base Engine implementation.\r\n protected _setTexture(channel: number, texture: Nullable, isPartOfTextureArray = false, depthStencilTexture = false): boolean {\r\n let uniform = this._boundUniforms[channel];\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n // Not ready?\r\n if (!texture) {\r\n if (this._boundTexturesCache[channel] != null) {\r\n this._activeChannel = channel;\r\n this._native.setTexture(uniform, null);\r\n }\r\n return false;\r\n }\r\n\r\n // Video\r\n if ((texture).video) {\r\n this._activeChannel = channel;\r\n (texture).update();\r\n } else if (texture.delayLoadState === Constants.DELAYLOADSTATE_NOTLOADED) { // Delay loading\r\n texture.delayLoad();\r\n return false;\r\n }\r\n\r\n let internalTexture: InternalTexture;\r\n if (depthStencilTexture) {\r\n internalTexture = (texture).depthStencilTexture!;\r\n } else if (texture.isReady()) {\r\n internalTexture = texture.getInternalTexture();\r\n } else if (texture.isCube) {\r\n internalTexture = this.emptyCubeTexture;\r\n } else if (texture.is3D) {\r\n internalTexture = this.emptyTexture3D;\r\n } else if (texture.is2DArray) {\r\n internalTexture = this.emptyTexture2DArray;\r\n } else {\r\n internalTexture = this.emptyTexture;\r\n }\r\n\r\n this._activeChannel = channel;\r\n\r\n if (!internalTexture ||\r\n !internalTexture._webGLTexture) {\r\n return false;\r\n }\r\n\r\n this._native.setTextureWrapMode(\r\n internalTexture._webGLTexture,\r\n this._getAddressMode(texture.wrapU),\r\n this._getAddressMode(texture.wrapV),\r\n this._getAddressMode(texture.wrapR));\r\n this._updateAnisotropicLevel(texture);\r\n\r\n this._native.setTexture(uniform, internalTexture._webGLTexture);\r\n\r\n return true;\r\n }\r\n\r\n // TODO: Share more of this logic with the base implementation.\r\n // TODO: Rename to match naming in base implementation once refactoring allows different parameters.\r\n private _updateAnisotropicLevel(texture: BaseTexture) {\r\n var internalTexture = texture.getInternalTexture();\r\n var value = texture.anisotropicFilteringLevel;\r\n\r\n if (!internalTexture || !internalTexture._webGLTexture) {\r\n return;\r\n }\r\n\r\n if (internalTexture._cachedAnisotropicFilteringLevel !== value) {\r\n this._native.setTextureAnisotropicLevel(internalTexture._webGLTexture, value);\r\n internalTexture._cachedAnisotropicFilteringLevel = value;\r\n }\r\n }\r\n\r\n // Returns a NativeAddressMode.XXX value.\r\n private _getAddressMode(wrapMode: number): number {\r\n switch (wrapMode) {\r\n case Constants.TEXTURE_WRAP_ADDRESSMODE:\r\n return NativeAddressMode.WRAP;\r\n case Constants.TEXTURE_CLAMP_ADDRESSMODE:\r\n return NativeAddressMode.CLAMP;\r\n case Constants.TEXTURE_MIRROR_ADDRESSMODE:\r\n return NativeAddressMode.MIRROR;\r\n default:\r\n throw new Error(\"Unexpected wrap mode: \" + wrapMode + \".\");\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _bindTexture(channel: number, texture: InternalTexture): void {\r\n throw new Error(\"_bindTexture not implemented.\");\r\n }\r\n\r\n protected _deleteBuffer(buffer: NativeDataBuffer): void {\r\n if (buffer.nativeIndexBuffer) {\r\n this._native.deleteIndexBuffer(buffer.nativeIndexBuffer);\r\n delete buffer.nativeIndexBuffer;\r\n }\r\n\r\n if (buffer.nativeVertexBuffer) {\r\n this._native.deleteVertexBuffer(buffer.nativeVertexBuffer);\r\n delete buffer.nativeVertexBuffer;\r\n }\r\n }\r\n\r\n public releaseEffects() {\r\n // TODO\r\n }\r\n\r\n /** @hidden */\r\n public _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex: number = 0, lod: number = 0) {\r\n throw new Error(\"_uploadCompressedDataToTextureDirectly not implemented.\");\r\n }\r\n\r\n /** @hidden */\r\n public _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex: number = 0, lod: number = 0): void {\r\n throw new Error(\"_uploadDataToTextureDirectly not implemented.\");\r\n }\r\n\r\n /** @hidden */\r\n public _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex: number = 0, lod: number = 0): void {\r\n throw new Error(\"_uploadArrayBufferViewToTexture not implemented.\");\r\n }\r\n\r\n /** @hidden */\r\n public _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex: number = 0, lod: number = 0) {\r\n throw new Error(\"_uploadArrayBufferViewToTexture not implemented.\");\r\n }\r\n}\r\n","import { Logger } from \"../Misc/logger\";\r\nimport { Nullable, FloatArray, IndicesArray } from \"../types\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { RenderTargetCreationOptions } from \"../Materials/Textures/renderTargetCreationOptions\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { InternalTexture, InternalTextureSource } from \"../Materials/Textures/internalTexture\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { Constants } from \"./constants\";\r\nimport { IPipelineContext } from './IPipelineContext';\r\nimport { DataBuffer } from '../Meshes/dataBuffer';\r\nimport { IColor4Like, IViewportLike } from '../Maths/math.like';\r\nimport { ISceneLike } from './thinEngine';\r\n\r\ndeclare const global: any;\r\n\r\n/**\r\n * Options to create the null engine\r\n */\r\nexport class NullEngineOptions {\r\n /**\r\n * Render width (Default: 512)\r\n */\r\n public renderWidth = 512;\r\n /**\r\n * Render height (Default: 256)\r\n */\r\n public renderHeight = 256;\r\n\r\n /**\r\n * Texture size (Default: 512)\r\n */\r\n public textureSize = 512;\r\n\r\n /**\r\n * If delta time between frames should be constant\r\n * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep\r\n */\r\n public deterministicLockstep = false;\r\n\r\n /**\r\n * Maximum about of steps between frames (Default: 4)\r\n * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep\r\n */\r\n public lockstepMaxSteps = 4;\r\n}\r\n\r\n/**\r\n * The null engine class provides support for headless version of babylon.js.\r\n * This can be used in server side scenario or for testing purposes\r\n */\r\nexport class NullEngine extends Engine {\r\n private _options: NullEngineOptions;\r\n\r\n /**\r\n * Gets a boolean indicating that the engine is running in deterministic lock step mode\r\n * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep\r\n * @returns true if engine is in deterministic lock step mode\r\n */\r\n public isDeterministicLockStep(): boolean {\r\n return this._options.deterministicLockstep;\r\n }\r\n\r\n /**\r\n * Gets the max steps when engine is running in deterministic lock step\r\n * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep\r\n * @returns the max steps\r\n */\r\n public getLockstepMaxSteps(): number {\r\n return this._options.lockstepMaxSteps;\r\n }\r\n\r\n /**\r\n * Gets the current hardware scaling level.\r\n * By default the hardware scaling level is computed from the window device ratio.\r\n * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.\r\n * @returns a number indicating the current hardware scaling level\r\n */\r\n public getHardwareScalingLevel(): number {\r\n return 1.0;\r\n }\r\n\r\n public constructor(options: NullEngineOptions = new NullEngineOptions()) {\r\n super(null);\r\n\r\n Engine.Instances.push(this);\r\n\r\n if (options.deterministicLockstep === undefined) {\r\n options.deterministicLockstep = false;\r\n }\r\n\r\n if (options.lockstepMaxSteps === undefined) {\r\n options.lockstepMaxSteps = 4;\r\n }\r\n\r\n this._options = options;\r\n\r\n // Init caps\r\n // We consider we are on a webgl1 capable device\r\n\r\n this._caps = {\r\n maxTexturesImageUnits: 16,\r\n maxVertexTextureImageUnits: 16,\r\n maxCombinedTexturesImageUnits: 32,\r\n maxTextureSize: 512,\r\n maxCubemapTextureSize: 512,\r\n maxRenderTextureSize: 512,\r\n maxVertexAttribs: 16,\r\n maxVaryingVectors: 16,\r\n maxFragmentUniformVectors: 16,\r\n maxVertexUniformVectors: 16,\r\n standardDerivatives: false,\r\n astc: null,\r\n pvrtc: null,\r\n etc1: null,\r\n etc2: null,\r\n maxAnisotropy: 0,\r\n uintIndices: false,\r\n fragmentDepthSupported: false,\r\n highPrecisionShaderSupported: true,\r\n colorBufferFloat: false,\r\n textureFloat: false,\r\n textureFloatLinearFiltering: false,\r\n textureFloatRender: false,\r\n textureHalfFloat: false,\r\n textureHalfFloatLinearFiltering: false,\r\n textureHalfFloatRender: false,\r\n textureLOD: false,\r\n drawBuffersExtension: false,\r\n depthTextureExtension: false,\r\n vertexArrayObject: false,\r\n instancedArrays: false,\r\n canUseTimestampForTimerQuery: false,\r\n maxMSAASamples: 1,\r\n blendMinMax: false\r\n };\r\n\r\n Logger.Log(`Babylon.js v${Engine.Version} - Null engine`);\r\n\r\n // Wrappers\r\n const theCurrentGlobal = (typeof self !== \"undefined\" ? self : typeof global !== \"undefined\" ? global : window);\r\n if (typeof URL === \"undefined\") {\r\n theCurrentGlobal.URL = {\r\n createObjectURL: function() { },\r\n revokeObjectURL: function() { }\r\n };\r\n }\r\n if (typeof Blob === \"undefined\") {\r\n theCurrentGlobal.Blob = function() { };\r\n }\r\n }\r\n\r\n /**\r\n * Creates a vertex buffer\r\n * @param vertices the data for the vertex buffer\r\n * @returns the new WebGL static buffer\r\n */\r\n public createVertexBuffer(vertices: FloatArray): DataBuffer {\r\n let buffer = new DataBuffer();\r\n buffer.references = 1;\r\n return buffer;\r\n }\r\n\r\n /**\r\n * Creates a new index buffer\r\n * @param indices defines the content of the index buffer\r\n * @param updatable defines if the index buffer must be updatable\r\n * @returns a new webGL buffer\r\n */\r\n public createIndexBuffer(indices: IndicesArray): DataBuffer {\r\n let buffer = new DataBuffer();\r\n buffer.references = 1;\r\n return buffer;\r\n }\r\n\r\n /**\r\n * Clear the current render buffer or the current render target (if any is set up)\r\n * @param color defines the color to use\r\n * @param backBuffer defines if the back buffer must be cleared\r\n * @param depth defines if the depth buffer must be cleared\r\n * @param stencil defines if the stencil buffer must be cleared\r\n */\r\n public clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil: boolean = false): void {\r\n }\r\n\r\n /**\r\n * Gets the current render width\r\n * @param useScreen defines if screen size must be used (or the current render target if any)\r\n * @returns a number defining the current render width\r\n */\r\n public getRenderWidth(useScreen = false): number {\r\n if (!useScreen && this._currentRenderTarget) {\r\n return this._currentRenderTarget.width;\r\n }\r\n\r\n return this._options.renderWidth;\r\n }\r\n\r\n /**\r\n * Gets the current render height\r\n * @param useScreen defines if screen size must be used (or the current render target if any)\r\n * @returns a number defining the current render height\r\n */\r\n public getRenderHeight(useScreen = false): number {\r\n if (!useScreen && this._currentRenderTarget) {\r\n return this._currentRenderTarget.height;\r\n }\r\n\r\n return this._options.renderHeight;\r\n }\r\n\r\n /**\r\n * Set the WebGL's viewport\r\n * @param viewport defines the viewport element to be used\r\n * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used\r\n * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used\r\n */\r\n public setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void {\r\n this._cachedViewport = viewport;\r\n }\r\n\r\n public createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram {\r\n return {\r\n __SPECTOR_rebuildProgram: null,\r\n };\r\n }\r\n\r\n /**\r\n * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names\r\n * @param pipelineContext defines the pipeline context to use\r\n * @param uniformsNames defines the list of uniform names\r\n * @returns an array of webGL uniform locations\r\n */\r\n public getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable[] {\r\n return [];\r\n }\r\n\r\n /**\r\n * Gets the lsit of active attributes for a given webGL program\r\n * @param pipelineContext defines the pipeline context to use\r\n * @param attributesNames defines the list of attribute names to get\r\n * @returns an array of indices indicating the offset of each attribute\r\n */\r\n public getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[] {\r\n return [];\r\n }\r\n\r\n /**\r\n * Binds an effect to the webGL context\r\n * @param effect defines the effect to bind\r\n */\r\n public bindSamplers(effect: Effect): void {\r\n this._currentEffect = null;\r\n }\r\n\r\n /**\r\n * Activates an effect, mkaing it the current one (ie. the one used for rendering)\r\n * @param effect defines the effect to activate\r\n */\r\n public enableEffect(effect: Effect): void {\r\n this._currentEffect = effect;\r\n\r\n if (effect.onBind) {\r\n effect.onBind(effect);\r\n }\r\n if (effect._onBindObservable) {\r\n effect._onBindObservable.notifyObservers(effect);\r\n }\r\n }\r\n\r\n /**\r\n * Set various states to the webGL context\r\n * @param culling defines backface culling state\r\n * @param zOffset defines the value to apply to zOffset (0 by default)\r\n * @param force defines if states must be applied even if cache is up to date\r\n * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)\r\n */\r\n public setState(culling: boolean, zOffset: number = 0, force?: boolean, reverseSide = false): void {\r\n }\r\n\r\n /**\r\n * Set the value of an uniform to an array of int32\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of int32 to store\r\n */\r\n public setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void {\r\n }\r\n\r\n /**\r\n * Set the value of an uniform to an array of int32 (stored as vec2)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of int32 to store\r\n */\r\n public setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void {\r\n }\r\n\r\n /**\r\n * Set the value of an uniform to an array of int32 (stored as vec3)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of int32 to store\r\n */\r\n public setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void {\r\n }\r\n\r\n /**\r\n * Set the value of an uniform to an array of int32 (stored as vec4)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of int32 to store\r\n */\r\n public setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void {\r\n }\r\n\r\n /**\r\n * Set the value of an uniform to an array of float32\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of float32 to store\r\n */\r\n public setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void {\r\n }\r\n\r\n /**\r\n * Set the value of an uniform to an array of float32 (stored as vec2)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of float32 to store\r\n */\r\n public setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void {\r\n }\r\n\r\n /**\r\n * Set the value of an uniform to an array of float32 (stored as vec3)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of float32 to store\r\n */\r\n public setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void {\r\n }\r\n\r\n /**\r\n * Set the value of an uniform to an array of float32 (stored as vec4)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of float32 to store\r\n */\r\n public setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void {\r\n }\r\n\r\n /**\r\n * Set the value of an uniform to an array of number\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of number to store\r\n */\r\n public setArray(uniform: WebGLUniformLocation, array: number[]): void {\r\n }\r\n\r\n /**\r\n * Set the value of an uniform to an array of number (stored as vec2)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of number to store\r\n */\r\n public setArray2(uniform: WebGLUniformLocation, array: number[]): void {\r\n }\r\n\r\n /**\r\n * Set the value of an uniform to an array of number (stored as vec3)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of number to store\r\n */\r\n public setArray3(uniform: WebGLUniformLocation, array: number[]): void {\r\n }\r\n\r\n /**\r\n * Set the value of an uniform to an array of number (stored as vec4)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of number to store\r\n */\r\n public setArray4(uniform: WebGLUniformLocation, array: number[]): void {\r\n }\r\n\r\n /**\r\n * Set the value of an uniform to an array of float32 (stored as matrices)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param matrices defines the array of float32 to store\r\n */\r\n public setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void {\r\n }\r\n\r\n /**\r\n * Set the value of an uniform to a matrix (3x3)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param matrix defines the Float32Array representing the 3x3 matrix to store\r\n */\r\n public setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void {\r\n }\r\n\r\n /**\r\n * Set the value of an uniform to a matrix (2x2)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param matrix defines the Float32Array representing the 2x2 matrix to store\r\n */\r\n public setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void {\r\n }\r\n\r\n /**\r\n * Set the value of an uniform to a number (float)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param value defines the float number to store\r\n */\r\n public setFloat(uniform: WebGLUniformLocation, value: number): void {\r\n }\r\n\r\n /**\r\n * Set the value of an uniform to a vec2\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param x defines the 1st component of the value\r\n * @param y defines the 2nd component of the value\r\n */\r\n public setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void {\r\n }\r\n\r\n /**\r\n * Set the value of an uniform to a vec3\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param x defines the 1st component of the value\r\n * @param y defines the 2nd component of the value\r\n * @param z defines the 3rd component of the value\r\n */\r\n public setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void {\r\n }\r\n\r\n /**\r\n * Set the value of an uniform to a boolean\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param bool defines the boolean to store\r\n */\r\n public setBool(uniform: WebGLUniformLocation, bool: number): void {\r\n }\r\n\r\n /**\r\n * Set the value of an uniform to a vec4\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param x defines the 1st component of the value\r\n * @param y defines the 2nd component of the value\r\n * @param z defines the 3rd component of the value\r\n * @param w defines the 4th component of the value\r\n */\r\n public setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void {\r\n }\r\n\r\n /**\r\n * Sets the current alpha mode\r\n * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)\r\n * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)\r\n * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered\r\n */\r\n public setAlphaMode(mode: number, noDepthWriteChange: boolean = false): void {\r\n if (this._alphaMode === mode) {\r\n return;\r\n }\r\n\r\n this.alphaState.alphaBlend = (mode !== Constants.ALPHA_DISABLE);\r\n\r\n if (!noDepthWriteChange) {\r\n this.setDepthWrite(mode === Constants.ALPHA_DISABLE);\r\n }\r\n this._alphaMode = mode;\r\n }\r\n\r\n /**\r\n * Bind webGl buffers directly to the webGL context\r\n * @param vertexBuffers defines the vertex buffer to bind\r\n * @param indexBuffer defines the index buffer to bind\r\n * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer\r\n * @param vertexStrideSize defines the vertex stride of the vertex buffer\r\n * @param effect defines the effect associated with the vertex buffer\r\n */\r\n public bindBuffers(vertexBuffers: { [key: string]: VertexBuffer; }, indexBuffer: DataBuffer, effect: Effect): void {\r\n }\r\n\r\n /**\r\n * Force the entire cache to be cleared\r\n * You should not have to use this function unless your engine needs to share the webGL context with another engine\r\n * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)\r\n */\r\n public wipeCaches(bruteForce?: boolean): void {\r\n if (this.preventCacheWipeBetweenFrames) {\r\n return;\r\n }\r\n this.resetTextureCache();\r\n this._currentEffect = null;\r\n\r\n if (bruteForce) {\r\n this._currentProgram = null;\r\n\r\n this.stencilState.reset();\r\n this.depthCullingState.reset();\r\n this.alphaState.reset();\r\n }\r\n\r\n this._cachedVertexBuffers = null;\r\n this._cachedIndexBuffer = null;\r\n this._cachedEffectForVertexBuffers = null;\r\n }\r\n\r\n /**\r\n * Send a draw order\r\n * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)\r\n * @param indexStart defines the starting index\r\n * @param indexCount defines the number of index to draw\r\n * @param instancesCount defines the number of instances to draw (if instanciation is enabled)\r\n */\r\n public draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void {\r\n }\r\n\r\n /**\r\n * Draw a list of indexed primitives\r\n * @param fillMode defines the primitive to use\r\n * @param indexStart defines the starting index\r\n * @param indexCount defines the number of index to draw\r\n * @param instancesCount defines the number of instances to draw (if instanciation is enabled)\r\n */\r\n public drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void {\r\n }\r\n\r\n /**\r\n * Draw a list of unindexed primitives\r\n * @param fillMode defines the primitive to use\r\n * @param verticesStart defines the index of first vertex to draw\r\n * @param verticesCount defines the count of vertices to draw\r\n * @param instancesCount defines the number of instances to draw (if instanciation is enabled)\r\n */\r\n public drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void {\r\n }\r\n\r\n /** @hidden */\r\n public _createTexture(): WebGLTexture {\r\n return {};\r\n }\r\n\r\n /** @hidden */\r\n public _releaseTexture(texture: InternalTexture): void {\r\n }\r\n\r\n /**\r\n * Usually called from Texture.ts.\r\n * Passed information to create a WebGLTexture\r\n * @param urlArg defines a value which contains one of the following:\r\n * * A conventional http URL, e.g. 'http://...' or 'file://...'\r\n * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'\r\n * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'\r\n * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file\r\n * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)\r\n * @param scene needed for loading to the correct scene\r\n * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)\r\n * @param onLoad optional callback to be called upon successful completion\r\n * @param onError optional callback to be called upon failure\r\n * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob\r\n * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities\r\n * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures\r\n * @param forcedExtension defines the extension to use to pick the right loader\r\n * @param mimeType defines an optional mime type\r\n * @returns a InternalTexture for assignment back into BABYLON.Texture\r\n */\r\n public createTexture(urlArg: Nullable, noMipmap: boolean, invertY: boolean, scene: Nullable, samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n onLoad: Nullable<() => void> = null, onError: Nullable<(message: string, exception: any) => void> = null,\r\n buffer: Nullable = null, fallback: Nullable = null, format: Nullable = null,\r\n forcedExtension: Nullable = null, mimeType?: string): InternalTexture {\r\n var texture = new InternalTexture(this, InternalTextureSource.Url);\r\n var url = String(urlArg);\r\n\r\n texture.url = url;\r\n texture.generateMipMaps = !noMipmap;\r\n texture.samplingMode = samplingMode;\r\n texture.invertY = invertY;\r\n texture.baseWidth = this._options.textureSize;\r\n texture.baseHeight = this._options.textureSize;\r\n texture.width = this._options.textureSize;\r\n texture.height = this._options.textureSize;\r\n if (format) {\r\n texture.format = format;\r\n }\r\n\r\n texture.isReady = true;\r\n\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n }\r\n\r\n /**\r\n * Creates a new render target texture\r\n * @param size defines the size of the texture\r\n * @param options defines the options used to create the texture\r\n * @returns a new render target texture stored in an InternalTexture\r\n */\r\n public createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture {\r\n let fullOptions = new RenderTargetCreationOptions();\r\n\r\n if (options !== undefined && typeof options === \"object\") {\r\n fullOptions.generateMipMaps = options.generateMipMaps;\r\n fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;\r\n fullOptions.type = options.type === undefined ? Constants.TEXTURETYPE_UNSIGNED_INT : options.type;\r\n fullOptions.samplingMode = options.samplingMode === undefined ? Constants.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;\r\n } else {\r\n fullOptions.generateMipMaps = options;\r\n fullOptions.generateDepthBuffer = true;\r\n fullOptions.generateStencilBuffer = false;\r\n fullOptions.type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n fullOptions.samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n }\r\n var texture = new InternalTexture(this, InternalTextureSource.RenderTarget);\r\n\r\n var width = size.width || size;\r\n var height = size.height || size;\r\n\r\n texture._depthStencilBuffer = {};\r\n texture._framebuffer = {};\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = true;\r\n texture.samples = 1;\r\n texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;\r\n texture.samplingMode = fullOptions.samplingMode;\r\n texture.type = fullOptions.type;\r\n texture._generateDepthBuffer = fullOptions.generateDepthBuffer;\r\n texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n }\r\n\r\n /**\r\n * Update the sampling mode of a given texture\r\n * @param samplingMode defines the required sampling mode\r\n * @param texture defines the texture to update\r\n */\r\n public updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void {\r\n texture.samplingMode = samplingMode;\r\n }\r\n\r\n /**\r\n * Binds the frame buffer to the specified texture.\r\n * @param texture The texture to render to or null for the default canvas\r\n * @param faceIndex The face of the texture to render to in case of cube texture\r\n * @param requiredWidth The width of the target to render to\r\n * @param requiredHeight The height of the target to render to\r\n * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true\r\n * @param lodLevel defines le lod level to bind to the frame buffer\r\n */\r\n public bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void {\r\n if (this._currentRenderTarget) {\r\n this.unBindFramebuffer(this._currentRenderTarget);\r\n }\r\n this._currentRenderTarget = texture;\r\n this._currentFramebuffer = texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer;\r\n if (this._cachedViewport && !forceFullscreenViewport) {\r\n this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);\r\n }\r\n }\r\n\r\n /**\r\n * Unbind the current render target texture from the webGL context\r\n * @param texture defines the render target texture to unbind\r\n * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated\r\n * @param onBeforeUnbind defines a function which will be called before the effective unbind\r\n */\r\n public unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps = false, onBeforeUnbind?: () => void): void {\r\n this._currentRenderTarget = null;\r\n\r\n if (onBeforeUnbind) {\r\n if (texture._MSAAFramebuffer) {\r\n this._currentFramebuffer = texture._framebuffer;\r\n }\r\n onBeforeUnbind();\r\n }\r\n this._currentFramebuffer = null;\r\n }\r\n\r\n /**\r\n * Creates a dynamic vertex buffer\r\n * @param vertices the data for the dynamic vertex buffer\r\n * @returns the new WebGL dynamic buffer\r\n */\r\n public createDynamicVertexBuffer(vertices: FloatArray): DataBuffer {\r\n let buffer = new DataBuffer();\r\n buffer.references = 1;\r\n buffer.capacity = 1;\r\n return buffer;\r\n }\r\n\r\n /**\r\n * Update the content of a dynamic texture\r\n * @param texture defines the texture to update\r\n * @param canvas defines the canvas containing the source\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param premulAlpha defines if alpha is stored as premultiplied\r\n * @param format defines the format of the data\r\n * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)\r\n */\r\n public updateDynamicTexture(texture: Nullable, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha: boolean = false, format?: number): void {\r\n\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if all created effects are ready\r\n * @returns true if all effects are ready\r\n */\r\n public areAllEffectsReady(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * @hidden\r\n * Get the current error code of the webGL context\r\n * @returns the error code\r\n * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError\r\n */\r\n public getError(): number {\r\n return 0;\r\n }\r\n\r\n /** @hidden */\r\n public _getUnpackAlignement(): number {\r\n return 1;\r\n }\r\n\r\n /** @hidden */\r\n public _unpackFlipY(value: boolean) {\r\n }\r\n\r\n /**\r\n * Update a dynamic index buffer\r\n * @param indexBuffer defines the target index buffer\r\n * @param indices defines the data to update\r\n * @param offset defines the offset in the target index buffer where update should start\r\n */\r\n public updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset: number = 0): void {\r\n }\r\n\r\n /**\r\n * Updates a dynamic vertex buffer.\r\n * @param vertexBuffer the vertex buffer to update\r\n * @param vertices the data used to update the vertex buffer\r\n * @param byteOffset the byte offset of the data (optional)\r\n * @param byteLength the byte length of the data (optional)\r\n */\r\n public updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void {\r\n }\r\n\r\n /** @hidden */\r\n public _bindTextureDirectly(target: number, texture: InternalTexture): boolean {\r\n if (this._boundTexturesCache[this._activeChannel] !== texture) {\r\n this._boundTexturesCache[this._activeChannel] = texture;\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /** @hidden */\r\n public _bindTexture(channel: number, texture: InternalTexture): void {\r\n if (channel < 0) {\r\n return;\r\n }\r\n\r\n this._bindTextureDirectly(0, texture);\r\n }\r\n\r\n protected _deleteBuffer(buffer: WebGLBuffer): void {\r\n }\r\n\r\n /**\r\n * Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled\r\n */\r\n public releaseEffects() {\r\n }\r\n\r\n public displayLoadingUI(): void {\r\n }\r\n\r\n public hideLoadingUI(): void {\r\n }\r\n\r\n /** @hidden */\r\n public _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex: number = 0, lod: number = 0) {\r\n }\r\n\r\n /** @hidden */\r\n public _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex: number = 0, lod: number = 0): void {\r\n }\r\n\r\n /** @hidden */\r\n public _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex: number = 0, lod: number = 0): void {\r\n }\r\n\r\n /** @hidden */\r\n public _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex: number = 0, lod: number = 0) {\r\n }\r\n}\r\n","import { EngineStore } from './engineStore';\r\nimport { IInternalTextureLoader } from '../Materials/Textures/internalTextureLoader';\r\nimport { Effect, IEffectCreationOptions } from '../Materials/effect';\r\nimport { _DevTools } from '../Misc/devTools';\r\nimport { IShaderProcessor } from './Processors/iShaderProcessor';\r\nimport { UniformBuffer } from '../Materials/uniformBuffer';\r\nimport { Nullable, DataArray, IndicesArray } from '../types';\r\nimport { EngineCapabilities } from './engineCapabilities';\r\nimport { Observable } from '../Misc/observable';\r\nimport { DepthCullingState } from '../States/depthCullingState';\r\nimport { StencilState } from '../States/stencilState';\r\nimport { AlphaState } from '../States/alphaCullingState';\r\nimport { Constants } from './constants';\r\nimport { InternalTexture, InternalTextureSource } from '../Materials/Textures/internalTexture';\r\nimport { IViewportLike, IColor4Like } from '../Maths/math.like';\r\nimport { DataBuffer } from '../Meshes/dataBuffer';\r\nimport { IFileRequest } from '../Misc/fileRequest';\r\nimport { Logger } from '../Misc/logger';\r\nimport { DomManagement } from '../Misc/domManagement';\r\nimport { WebGL2ShaderProcessor } from './WebGL/webGL2ShaderProcessors';\r\nimport { WebGLDataBuffer } from '../Meshes/WebGL/webGLDataBuffer';\r\nimport { IPipelineContext } from './IPipelineContext';\r\nimport { WebGLPipelineContext } from './WebGL/webGLPipelineContext';\r\nimport { VertexBuffer } from '../Meshes/buffer';\r\nimport { InstancingAttributeInfo } from './instancingAttributeInfo';\r\nimport { BaseTexture } from '../Materials/Textures/baseTexture';\r\nimport { IOfflineProvider } from '../Offline/IOfflineProvider';\r\nimport { IEffectFallbacks } from '../Materials/iEffectFallbacks';\r\nimport { IWebRequest } from '../Misc/interfaces/iWebRequest';\r\nimport { CanvasGenerator } from '../Misc/canvasGenerator';\r\n\r\ndeclare type WebRequest = import(\"../Misc/webRequest\").WebRequest;\r\ndeclare type LoadFileError = import(\"../Misc/fileTools\").LoadFileError;\r\ndeclare type Observer = import(\"../Misc/observable\").Observer;\r\ndeclare type VideoTexture = import(\"../Materials/Textures/videoTexture\").VideoTexture;\r\ndeclare type RenderTargetTexture = import(\"../Materials/Textures/renderTargetTexture\").RenderTargetTexture;\r\ndeclare type Texture = import(\"../Materials/Textures/texture\").Texture;\r\n\r\n/**\r\n * Defines the interface used by objects working like Scene\r\n * @hidden\r\n */\r\nexport interface ISceneLike {\r\n _addPendingData(data: any): void;\r\n _removePendingData(data: any): void;\r\n offlineProvider: IOfflineProvider;\r\n}\r\n\r\n/**\r\n * Keeps track of all the buffer info used in engine.\r\n */\r\nclass BufferPointer {\r\n public active: boolean;\r\n public index: number;\r\n public size: number;\r\n public type: number;\r\n public normalized: boolean;\r\n public stride: number;\r\n public offset: number;\r\n public buffer: WebGLBuffer;\r\n}\r\n\r\n/** Interface defining initialization parameters for Engine class */\r\nexport interface EngineOptions extends WebGLContextAttributes {\r\n /**\r\n * Defines if the engine should no exceed a specified device ratio\r\n * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio\r\n */\r\n limitDeviceRatio?: number;\r\n /**\r\n * Defines if webvr should be enabled automatically\r\n * @see http://doc.babylonjs.com/how_to/webvr_camera\r\n */\r\n autoEnableWebVR?: boolean;\r\n /**\r\n * Defines if webgl2 should be turned off even if supported\r\n * @see http://doc.babylonjs.com/features/webgl2\r\n */\r\n disableWebGL2Support?: boolean;\r\n /**\r\n * Defines if webaudio should be initialized as well\r\n * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music\r\n */\r\n audioEngine?: boolean;\r\n /**\r\n * Defines if animations should run using a deterministic lock step\r\n * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep\r\n */\r\n deterministicLockstep?: boolean;\r\n /** Defines the maximum steps to use with deterministic lock step mode */\r\n lockstepMaxSteps?: number;\r\n /** Defines the seconds between each deterministic lock step */\r\n timeStep?: number;\r\n /**\r\n * Defines that engine should ignore context lost events\r\n * If this event happens when this parameter is true, you will have to reload the page to restore rendering\r\n */\r\n\r\n doNotHandleContextLost?: boolean;\r\n /**\r\n * Defines that engine should ignore modifying touch action attribute and style\r\n * If not handle, you might need to set it up on your side for expected touch devices behavior.\r\n */\r\n doNotHandleTouchAction?: boolean;\r\n /**\r\n * Defines that engine should compile shaders with high precision floats (if supported). True by default\r\n */\r\n useHighPrecisionFloats?: boolean;\r\n /**\r\n * Make the canvas XR Compatible for XR sessions\r\n */\r\n xrCompatible?: boolean;\r\n}\r\n\r\n/**\r\n * The base engine class (root of all engines)\r\n */\r\nexport class ThinEngine {\r\n /** Use this array to turn off some WebGL2 features on known buggy browsers version */\r\n public static ExceptionList = [\r\n { key: \"Chrome\\/63\\.0\", capture: \"63\\\\.0\\\\.3239\\\\.(\\\\d+)\", captureConstraint: 108, targets: [\"uniformBuffer\"] },\r\n { key: \"Firefox\\/58\", capture: null, captureConstraint: null, targets: [\"uniformBuffer\"] },\r\n { key: \"Firefox\\/59\", capture: null, captureConstraint: null, targets: [\"uniformBuffer\"] },\r\n { key: \"Chrome\\/72.+?Mobile\", capture: null, captureConstraint: null, targets: [\"vao\"] },\r\n { key: \"Chrome\\/73.+?Mobile\", capture: null, captureConstraint: null, targets: [\"vao\"] },\r\n { key: \"Chrome\\/74.+?Mobile\", capture: null, captureConstraint: null, targets: [\"vao\"] },\r\n { key: \"Mac OS.+Chrome\\/71\", capture: null, captureConstraint: null, targets: [\"vao\"] },\r\n { key: \"Mac OS.+Chrome\\/72\", capture: null, captureConstraint: null, targets: [\"vao\"] }\r\n ];\r\n\r\n /** @hidden */\r\n public static _TextureLoaders: IInternalTextureLoader[] = [];\r\n\r\n /**\r\n * Returns the current npm package of the sdk\r\n */\r\n // Not mixed with Version for tooling purpose.\r\n public static get NpmPackage(): string {\r\n return \"babylonjs@4.2.0-alpha.18\";\r\n }\r\n\r\n /**\r\n * Returns the current version of the framework\r\n */\r\n public static get Version(): string {\r\n return \"4.2.0-alpha.18\";\r\n }\r\n\r\n /**\r\n * Returns a string describing the current engine\r\n */\r\n public get description(): string {\r\n let description = \"WebGL\" + this.webGLVersion;\r\n\r\n if (this._caps.parallelShaderCompile) {\r\n description += \" - Parallel shader compilation\";\r\n }\r\n\r\n return description;\r\n }\r\n\r\n // Updatable statics so stick with vars here\r\n\r\n /**\r\n * Gets or sets the epsilon value used by collision engine\r\n */\r\n public static CollisionsEpsilon = 0.001;\r\n\r\n /**\r\n * Gets or sets the relative url used to load shaders if using the engine in non-minified mode\r\n */\r\n public static get ShadersRepository(): string {\r\n return Effect.ShadersRepository;\r\n }\r\n public static set ShadersRepository(value: string) {\r\n Effect.ShadersRepository = value;\r\n }\r\n\r\n // Public members\r\n\r\n /** @hidden */\r\n public _shaderProcessor: IShaderProcessor;\r\n\r\n /**\r\n * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required\r\n */\r\n public forcePOTTextures = false;\r\n\r\n /**\r\n * Gets a boolean indicating if the engine is currently rendering in fullscreen mode\r\n */\r\n public isFullscreen = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if back faces must be culled (true by default)\r\n */\r\n public cullBackFaces = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun\r\n */\r\n public renderEvenInBackground = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that cache can be kept between frames\r\n */\r\n public preventCacheWipeBetweenFrames = false;\r\n\r\n /** Gets or sets a boolean indicating if the engine should validate programs after compilation */\r\n public validateShaderPrograms = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if depth buffer should be reverse, going from far to near.\r\n * This can provide greater z depth for distant objects.\r\n */\r\n public useReverseDepthBuffer = false;\r\n // Uniform buffers list\r\n\r\n /**\r\n * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported\r\n */\r\n public disableUniformBuffers = false;\r\n\r\n /** @hidden */\r\n public _uniformBuffers = new Array();\r\n\r\n /**\r\n * Gets a boolean indicating that the engine supports uniform buffers\r\n * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets\r\n */\r\n public get supportsUniformBuffers(): boolean {\r\n return this.webGLVersion > 1 && !this.disableUniformBuffers;\r\n }\r\n\r\n // Private Members\r\n\r\n /** @hidden */\r\n public _gl: WebGLRenderingContext;\r\n /** @hidden */\r\n public _webGLVersion = 1.0;\r\n protected _renderingCanvas: Nullable;\r\n protected _windowIsBackground = false;\r\n protected _creationOptions: EngineOptions;\r\n\r\n protected _highPrecisionShadersAllowed = true;\r\n /** @hidden */\r\n public get _shouldUseHighPrecisionShader(): boolean {\r\n return !!(this._caps.highPrecisionShaderSupported && this._highPrecisionShadersAllowed);\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that only power of 2 textures are supported\r\n * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them\r\n */\r\n public get needPOTTextures(): boolean {\r\n return this._webGLVersion < 2 || this.forcePOTTextures;\r\n }\r\n\r\n /** @hidden */\r\n public _badOS = false;\r\n\r\n /** @hidden */\r\n public _badDesktopOS = false;\r\n\r\n private _hardwareScalingLevel: number;\r\n /** @hidden */\r\n public _caps: EngineCapabilities;\r\n private _isStencilEnable: boolean;\r\n\r\n private _glVersion: string;\r\n private _glRenderer: string;\r\n private _glVendor: string;\r\n\r\n /** @hidden */\r\n public _videoTextureSupported: boolean;\r\n\r\n protected _renderingQueueLaunched = false;\r\n protected _activeRenderLoops = new Array<() => void>();\r\n\r\n // Lost context\r\n /**\r\n * Observable signaled when a context lost event is raised\r\n */\r\n public onContextLostObservable = new Observable();\r\n /**\r\n * Observable signaled when a context restored event is raised\r\n */\r\n public onContextRestoredObservable = new Observable();\r\n private _onContextLost: (evt: Event) => void;\r\n private _onContextRestored: (evt: Event) => void;\r\n protected _contextWasLost = false;\r\n\r\n /** @hidden */\r\n public _doNotHandleContextLost = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events\r\n * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost\r\n */\r\n public get doNotHandleContextLost(): boolean {\r\n return this._doNotHandleContextLost;\r\n }\r\n\r\n public set doNotHandleContextLost(value: boolean) {\r\n this._doNotHandleContextLost = value;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported\r\n */\r\n public disableVertexArrayObjects = false;\r\n\r\n // States\r\n /** @hidden */\r\n protected _colorWrite = true;\r\n /** @hidden */\r\n protected _colorWriteChanged = true;\r\n /** @hidden */\r\n protected _depthCullingState = new DepthCullingState();\r\n /** @hidden */\r\n protected _stencilState = new StencilState();\r\n /** @hidden */\r\n public _alphaState = new AlphaState();\r\n /** @hidden */\r\n public _alphaMode = Constants.ALPHA_ADD;\r\n /** @hidden */\r\n public _alphaEquation = Constants.ALPHA_DISABLE;\r\n\r\n // Cache\r\n /** @hidden */\r\n public _internalTexturesCache = new Array();\r\n /** @hidden */\r\n protected _activeChannel = 0;\r\n private _currentTextureChannel = -1;\r\n /** @hidden */\r\n protected _boundTexturesCache: { [key: string]: Nullable } = {};\r\n /** @hidden */\r\n protected _currentEffect: Nullable;\r\n /** @hidden */\r\n protected _currentProgram: Nullable;\r\n private _compiledEffects: { [key: string]: Effect } = {};\r\n private _vertexAttribArraysEnabled: boolean[] = [];\r\n /** @hidden */\r\n protected _cachedViewport: Nullable;\r\n private _cachedVertexArrayObject: Nullable;\r\n /** @hidden */\r\n protected _cachedVertexBuffers: any;\r\n /** @hidden */\r\n protected _cachedIndexBuffer: Nullable;\r\n /** @hidden */\r\n protected _cachedEffectForVertexBuffers: Nullable;\r\n /** @hidden */\r\n public _currentRenderTarget: Nullable;\r\n private _uintIndicesCurrentlySet = false;\r\n protected _currentBoundBuffer = new Array>();\r\n /** @hidden */\r\n public _currentFramebuffer: Nullable = null;\r\n /** @hidden */\r\n public _dummyFramebuffer: Nullable = null;\r\n private _currentBufferPointers = new Array();\r\n private _currentInstanceLocations = new Array();\r\n private _currentInstanceBuffers = new Array();\r\n private _textureUnits: Int32Array;\r\n\r\n /** @hidden */\r\n public _workingCanvas: Nullable;\r\n /** @hidden */\r\n public _workingContext: Nullable;\r\n\r\n /** @hidden */\r\n public _boundRenderFunction: any;\r\n\r\n private _vaoRecordInProgress = false;\r\n private _mustWipeVertexAttributes = false;\r\n\r\n private _emptyTexture: Nullable;\r\n private _emptyCubeTexture: Nullable;\r\n private _emptyTexture3D: Nullable;\r\n private _emptyTexture2DArray: Nullable;\r\n\r\n /** @hidden */\r\n public _frameHandler: number;\r\n\r\n private _nextFreeTextureSlots = new Array();\r\n private _maxSimultaneousTextures = 0;\r\n\r\n private _activeRequests = new Array();\r\n\r\n /** @hidden */\r\n public _transformTextureUrl: Nullable<(url: string) => string> = null;\r\n\r\n protected get _supportsHardwareTextureRescaling() {\r\n return false;\r\n }\r\n\r\n private _framebufferDimensionsObject: Nullable<{framebufferWidth: number, framebufferHeight: number}>;\r\n\r\n /**\r\n * sets the object from which width and height will be taken from when getting render width and height\r\n * Will fallback to the gl object\r\n * @param dimensions the framebuffer width and height that will be used.\r\n */\r\n public set framebufferDimensionsObject(dimensions: Nullable<{framebufferWidth: number, framebufferHeight: number}>) {\r\n this._framebufferDimensionsObject = dimensions;\r\n }\r\n\r\n /**\r\n * Gets the current viewport\r\n */\r\n public get currentViewport(): Nullable {\r\n return this._cachedViewport;\r\n }\r\n\r\n /**\r\n * Gets the default empty texture\r\n */\r\n public get emptyTexture(): InternalTexture {\r\n if (!this._emptyTexture) {\r\n this._emptyTexture = this.createRawTexture(new Uint8Array(4), 1, 1, Constants.TEXTUREFORMAT_RGBA, false, false, Constants.TEXTURE_NEAREST_SAMPLINGMODE);\r\n }\r\n\r\n return this._emptyTexture;\r\n }\r\n\r\n /**\r\n * Gets the default empty 3D texture\r\n */\r\n public get emptyTexture3D(): InternalTexture {\r\n if (!this._emptyTexture3D) {\r\n this._emptyTexture3D = this.createRawTexture3D(new Uint8Array(4), 1, 1, 1, Constants.TEXTUREFORMAT_RGBA, false, false, Constants.TEXTURE_NEAREST_SAMPLINGMODE);\r\n }\r\n\r\n return this._emptyTexture3D;\r\n }\r\n\r\n /**\r\n * Gets the default empty 2D array texture\r\n */\r\n public get emptyTexture2DArray(): InternalTexture {\r\n if (!this._emptyTexture2DArray) {\r\n this._emptyTexture2DArray = this.createRawTexture2DArray(new Uint8Array(4), 1, 1, 1, Constants.TEXTUREFORMAT_RGBA, false, false, Constants.TEXTURE_NEAREST_SAMPLINGMODE);\r\n }\r\n\r\n return this._emptyTexture2DArray;\r\n }\r\n\r\n /**\r\n * Gets the default empty cube texture\r\n */\r\n public get emptyCubeTexture(): InternalTexture {\r\n if (!this._emptyCubeTexture) {\r\n var faceData = new Uint8Array(4);\r\n var cubeData = [faceData, faceData, faceData, faceData, faceData, faceData];\r\n this._emptyCubeTexture = this.createRawCubeTexture(cubeData, 1, Constants.TEXTUREFORMAT_RGBA, Constants.TEXTURETYPE_UNSIGNED_INT, false, false, Constants.TEXTURE_NEAREST_SAMPLINGMODE);\r\n }\r\n\r\n return this._emptyCubeTexture;\r\n }\r\n\r\n /**\r\n * Defines whether the engine has been created with the premultipliedAlpha option on or not.\r\n */\r\n public readonly premultipliedAlpha: boolean = true;\r\n\r\n /**\r\n * Observable event triggered before each texture is initialized\r\n */\r\n public onBeforeTextureInitObservable = new Observable();\r\n\r\n /**\r\n * Creates a new engine\r\n * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context\r\n * @param antialias defines enable antialiasing (default: false)\r\n * @param options defines further options to be sent to the getContext() function\r\n * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)\r\n */\r\n constructor(canvasOrContext: Nullable, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio: boolean = false) {\r\n\r\n let canvas: Nullable = null;\r\n\r\n if (!canvasOrContext) {\r\n return;\r\n }\r\n\r\n options = options || {};\r\n\r\n if ((canvasOrContext).getContext) {\r\n canvas = canvasOrContext;\r\n this._renderingCanvas = canvas;\r\n\r\n if (antialias != null) {\r\n options.antialias = antialias;\r\n }\r\n\r\n if (options.deterministicLockstep === undefined) {\r\n options.deterministicLockstep = false;\r\n }\r\n\r\n if (options.lockstepMaxSteps === undefined) {\r\n options.lockstepMaxSteps = 4;\r\n }\r\n\r\n if (options.timeStep === undefined) {\r\n options.timeStep = 1 / 60;\r\n }\r\n\r\n if (options.preserveDrawingBuffer === undefined) {\r\n options.preserveDrawingBuffer = false;\r\n }\r\n\r\n if (options.audioEngine === undefined) {\r\n options.audioEngine = true;\r\n }\r\n\r\n if (options.stencil === undefined) {\r\n options.stencil = true;\r\n }\r\n\r\n if (options.premultipliedAlpha === false) {\r\n this.premultipliedAlpha = false;\r\n }\r\n\r\n if (options.xrCompatible === undefined) {\r\n options.xrCompatible = true;\r\n }\r\n\r\n this._doNotHandleContextLost = options.doNotHandleContextLost ? true : false;\r\n\r\n // Exceptions\r\n if (navigator && navigator.userAgent) {\r\n let ua = navigator.userAgent;\r\n\r\n for (var exception of ThinEngine.ExceptionList) {\r\n let key = exception.key;\r\n let targets = exception.targets;\r\n let check = new RegExp(key);\r\n\r\n if (check.test(ua)) {\r\n if (exception.capture && exception.captureConstraint) {\r\n let capture = exception.capture;\r\n let constraint = exception.captureConstraint;\r\n\r\n let regex = new RegExp(capture);\r\n let matches = regex.exec(ua);\r\n\r\n if (matches && matches.length > 0) {\r\n let capturedValue = parseInt(matches[matches.length - 1]);\r\n if (capturedValue >= constraint) {\r\n continue;\r\n }\r\n }\r\n }\r\n\r\n for (var target of targets) {\r\n switch (target) {\r\n case \"uniformBuffer\":\r\n this.disableUniformBuffers = true;\r\n break;\r\n case \"vao\":\r\n this.disableVertexArrayObjects = true;\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Context lost\r\n if (!this._doNotHandleContextLost) {\r\n this._onContextLost = (evt: Event) => {\r\n evt.preventDefault();\r\n this._contextWasLost = true;\r\n Logger.Warn(\"WebGL context lost.\");\r\n\r\n this.onContextLostObservable.notifyObservers(this);\r\n };\r\n\r\n this._onContextRestored = () => {\r\n // Adding a timeout to avoid race condition at browser level\r\n setTimeout(() => {\r\n // Rebuild gl context\r\n this._initGLContext();\r\n // Rebuild effects\r\n this._rebuildEffects();\r\n // Rebuild textures\r\n this._rebuildInternalTextures();\r\n // Rebuild buffers\r\n this._rebuildBuffers();\r\n // Cache\r\n this.wipeCaches(true);\r\n Logger.Warn(\"WebGL context successfully restored.\");\r\n this.onContextRestoredObservable.notifyObservers(this);\r\n this._contextWasLost = false;\r\n }, 0);\r\n };\r\n\r\n canvas.addEventListener(\"webglcontextlost\", this._onContextLost, false);\r\n canvas.addEventListener(\"webglcontextrestored\", this._onContextRestored, false);\r\n\r\n options.powerPreference = \"high-performance\";\r\n }\r\n\r\n // GL\r\n if (!options.disableWebGL2Support) {\r\n try {\r\n this._gl = (canvas.getContext(\"webgl2\", options) || canvas.getContext(\"experimental-webgl2\", options));\r\n if (this._gl) {\r\n this._webGLVersion = 2.0;\r\n\r\n // Prevent weird browsers to lie (yeah that happens!)\r\n if (!this._gl.deleteQuery) {\r\n this._webGLVersion = 1.0;\r\n }\r\n }\r\n } catch (e) {\r\n // Do nothing\r\n }\r\n }\r\n\r\n if (!this._gl) {\r\n if (!canvas) {\r\n throw new Error(\"The provided canvas is null or undefined.\");\r\n }\r\n try {\r\n this._gl = (canvas.getContext(\"webgl\", options) || canvas.getContext(\"experimental-webgl\", options));\r\n } catch (e) {\r\n throw new Error(\"WebGL not supported\");\r\n }\r\n }\r\n\r\n if (!this._gl) {\r\n throw new Error(\"WebGL not supported\");\r\n }\r\n } else {\r\n this._gl = canvasOrContext;\r\n this._renderingCanvas = this._gl.canvas as HTMLCanvasElement;\r\n\r\n if (this._gl.renderbufferStorageMultisample) {\r\n this._webGLVersion = 2.0;\r\n }\r\n\r\n const attributes = this._gl.getContextAttributes();\r\n if (attributes) {\r\n options.stencil = attributes.stencil;\r\n }\r\n }\r\n\r\n // Ensures a consistent color space unpacking of textures cross browser.\r\n this._gl.pixelStorei(this._gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, this._gl.NONE);\r\n\r\n if (options.useHighPrecisionFloats !== undefined) {\r\n this._highPrecisionShadersAllowed = options.useHighPrecisionFloats;\r\n }\r\n\r\n // Viewport\r\n const devicePixelRatio = DomManagement.IsWindowObjectExist() ? (window.devicePixelRatio || 1.0) : 1.0;\r\n\r\n var limitDeviceRatio = options.limitDeviceRatio || devicePixelRatio;\r\n this._hardwareScalingLevel = adaptToDeviceRatio ? 1.0 / Math.min(limitDeviceRatio, devicePixelRatio) : 1.0;\r\n this.resize();\r\n\r\n this._isStencilEnable = options.stencil ? true : false;\r\n this._initGLContext();\r\n\r\n // Prepare buffer pointers\r\n for (var i = 0; i < this._caps.maxVertexAttribs; i++) {\r\n this._currentBufferPointers[i] = new BufferPointer();\r\n }\r\n\r\n // Shader processor\r\n if (this.webGLVersion > 1) {\r\n this._shaderProcessor = new WebGL2ShaderProcessor();\r\n }\r\n\r\n // Detect if we are running on a faulty buggy OS.\r\n this._badOS = /iPad/i.test(navigator.userAgent) || /iPhone/i.test(navigator.userAgent);\r\n\r\n // Detect if we are running on a faulty buggy desktop OS.\r\n this._badDesktopOS = /^((?!chrome|android).)*safari/i.test(navigator.userAgent);\r\n\r\n this._creationOptions = options;\r\n console.log(`Babylon.js v${ThinEngine.Version} - ${this.description}`);\r\n }\r\n\r\n private _rebuildInternalTextures(): void {\r\n let currentState = this._internalTexturesCache.slice(); // Do a copy because the rebuild will add proxies\r\n\r\n for (var internalTexture of currentState) {\r\n internalTexture._rebuild();\r\n }\r\n }\r\n\r\n private _rebuildEffects(): void {\r\n for (var key in this._compiledEffects) {\r\n let effect = this._compiledEffects[key];\r\n\r\n effect._prepareEffect();\r\n }\r\n\r\n Effect.ResetCache();\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if all created effects are ready\r\n * @returns true if all effects are ready\r\n */\r\n public areAllEffectsReady(): boolean {\r\n for (var key in this._compiledEffects) {\r\n let effect = this._compiledEffects[key];\r\n\r\n if (!effect.isReady()) {\r\n return false;\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n protected _rebuildBuffers(): void {\r\n // Uniforms\r\n for (var uniformBuffer of this._uniformBuffers) {\r\n uniformBuffer._rebuild();\r\n }\r\n }\r\n\r\n protected _initGLContext(): void {\r\n // Caps\r\n this._caps = {\r\n maxTexturesImageUnits: this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS),\r\n maxCombinedTexturesImageUnits: this._gl.getParameter(this._gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS),\r\n maxVertexTextureImageUnits: this._gl.getParameter(this._gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS),\r\n maxTextureSize: this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE),\r\n maxSamples: this._webGLVersion > 1 ? this._gl.getParameter(this._gl.MAX_SAMPLES) : 1,\r\n maxCubemapTextureSize: this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE),\r\n maxRenderTextureSize: this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE),\r\n maxVertexAttribs: this._gl.getParameter(this._gl.MAX_VERTEX_ATTRIBS),\r\n maxVaryingVectors: this._gl.getParameter(this._gl.MAX_VARYING_VECTORS),\r\n maxFragmentUniformVectors: this._gl.getParameter(this._gl.MAX_FRAGMENT_UNIFORM_VECTORS),\r\n maxVertexUniformVectors: this._gl.getParameter(this._gl.MAX_VERTEX_UNIFORM_VECTORS),\r\n parallelShaderCompile: this._gl.getExtension('KHR_parallel_shader_compile'),\r\n standardDerivatives: this._webGLVersion > 1 || (this._gl.getExtension('OES_standard_derivatives') !== null),\r\n maxAnisotropy: 1,\r\n astc: this._gl.getExtension('WEBGL_compressed_texture_astc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_astc'),\r\n s3tc: this._gl.getExtension('WEBGL_compressed_texture_s3tc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc'),\r\n pvrtc: this._gl.getExtension('WEBGL_compressed_texture_pvrtc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'),\r\n etc1: this._gl.getExtension('WEBGL_compressed_texture_etc1') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc1'),\r\n etc2: this._gl.getExtension('WEBGL_compressed_texture_etc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc') ||\r\n this._gl.getExtension('WEBGL_compressed_texture_es3_0'), // also a requirement of OpenGL ES 3\r\n textureAnisotropicFilterExtension: this._gl.getExtension('EXT_texture_filter_anisotropic') || this._gl.getExtension('WEBKIT_EXT_texture_filter_anisotropic') || this._gl.getExtension('MOZ_EXT_texture_filter_anisotropic'),\r\n uintIndices: this._webGLVersion > 1 || this._gl.getExtension('OES_element_index_uint') !== null,\r\n fragmentDepthSupported: this._webGLVersion > 1 || this._gl.getExtension('EXT_frag_depth') !== null,\r\n highPrecisionShaderSupported: false,\r\n timerQuery: this._gl.getExtension('EXT_disjoint_timer_query_webgl2') || this._gl.getExtension(\"EXT_disjoint_timer_query\"),\r\n canUseTimestampForTimerQuery: false,\r\n drawBuffersExtension: false,\r\n maxMSAASamples: 1,\r\n colorBufferFloat: this._webGLVersion > 1 && this._gl.getExtension('EXT_color_buffer_float'),\r\n textureFloat: (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_float')) ? true : false,\r\n textureHalfFloat: (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_half_float')) ? true : false,\r\n textureHalfFloatRender: false,\r\n textureFloatLinearFiltering: false,\r\n textureFloatRender: false,\r\n textureHalfFloatLinearFiltering: false,\r\n vertexArrayObject: false,\r\n instancedArrays: false,\r\n textureLOD: (this._webGLVersion > 1 || this._gl.getExtension('EXT_shader_texture_lod')) ? true : false,\r\n blendMinMax: false,\r\n multiview: this._gl.getExtension('OVR_multiview2'),\r\n oculusMultiview: this._gl.getExtension('OCULUS_multiview'),\r\n depthTextureExtension: false\r\n };\r\n\r\n // Infos\r\n this._glVersion = this._gl.getParameter(this._gl.VERSION);\r\n\r\n var rendererInfo: any = this._gl.getExtension(\"WEBGL_debug_renderer_info\");\r\n if (rendererInfo != null) {\r\n this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL);\r\n this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL);\r\n }\r\n\r\n if (!this._glVendor) {\r\n this._glVendor = \"Unknown vendor\";\r\n }\r\n\r\n if (!this._glRenderer) {\r\n this._glRenderer = \"Unknown renderer\";\r\n }\r\n\r\n // Constants\r\n this._gl.HALF_FLOAT_OES = 0x8D61; // Half floating-point type (16-bit).\r\n if (this._gl.RGBA16F !== 0x881A) {\r\n this._gl.RGBA16F = 0x881A; // RGBA 16-bit floating-point color-renderable internal sized format.\r\n }\r\n if (this._gl.RGBA32F !== 0x8814) {\r\n this._gl.RGBA32F = 0x8814; // RGBA 32-bit floating-point color-renderable internal sized format.\r\n }\r\n if (this._gl.DEPTH24_STENCIL8 !== 35056) {\r\n this._gl.DEPTH24_STENCIL8 = 35056;\r\n }\r\n\r\n // Extensions\r\n if (this._caps.timerQuery) {\r\n if (this._webGLVersion === 1) {\r\n this._gl.getQuery = (this._caps.timerQuery).getQueryEXT.bind(this._caps.timerQuery);\r\n }\r\n this._caps.canUseTimestampForTimerQuery = this._gl.getQuery(this._caps.timerQuery.TIMESTAMP_EXT, this._caps.timerQuery.QUERY_COUNTER_BITS_EXT) > 0;\r\n }\r\n\r\n this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;\r\n this._caps.textureFloatLinearFiltering = this._caps.textureFloat && this._gl.getExtension('OES_texture_float_linear') ? true : false;\r\n this._caps.textureFloatRender = this._caps.textureFloat && this._canRenderToFloatFramebuffer() ? true : false;\r\n this._caps.textureHalfFloatLinearFiltering = (this._webGLVersion > 1 || (this._caps.textureHalfFloat && this._gl.getExtension('OES_texture_half_float_linear'))) ? true : false;\r\n\r\n // Checks if some of the format renders first to allow the use of webgl inspector.\r\n if (this._webGLVersion > 1) {\r\n this._gl.HALF_FLOAT_OES = 0x140B;\r\n }\r\n this._caps.textureHalfFloatRender = this._caps.textureHalfFloat && this._canRenderToHalfFloatFramebuffer();\r\n // Draw buffers\r\n if (this._webGLVersion > 1) {\r\n this._caps.drawBuffersExtension = true;\r\n this._caps.maxMSAASamples = this._gl.getParameter(this._gl.MAX_SAMPLES);\r\n } else {\r\n var drawBuffersExtension = this._gl.getExtension('WEBGL_draw_buffers');\r\n\r\n if (drawBuffersExtension !== null) {\r\n this._caps.drawBuffersExtension = true;\r\n this._gl.drawBuffers = drawBuffersExtension.drawBuffersWEBGL.bind(drawBuffersExtension);\r\n this._gl.DRAW_FRAMEBUFFER = this._gl.FRAMEBUFFER;\r\n\r\n for (var i = 0; i < 16; i++) {\r\n (this._gl)[\"COLOR_ATTACHMENT\" + i + \"_WEBGL\"] = (drawBuffersExtension)[\"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n }\r\n }\r\n }\r\n\r\n // Depth Texture\r\n if (this._webGLVersion > 1) {\r\n this._caps.depthTextureExtension = true;\r\n } else {\r\n var depthTextureExtension = this._gl.getExtension('WEBGL_depth_texture');\r\n\r\n if (depthTextureExtension != null) {\r\n this._caps.depthTextureExtension = true;\r\n this._gl.UNSIGNED_INT_24_8 = depthTextureExtension.UNSIGNED_INT_24_8_WEBGL;\r\n }\r\n }\r\n\r\n // Vertex array object\r\n if (this.disableVertexArrayObjects) {\r\n this._caps.vertexArrayObject = false;\r\n } else if (this._webGLVersion > 1) {\r\n this._caps.vertexArrayObject = true;\r\n } else {\r\n var vertexArrayObjectExtension = this._gl.getExtension('OES_vertex_array_object');\r\n\r\n if (vertexArrayObjectExtension != null) {\r\n this._caps.vertexArrayObject = true;\r\n this._gl.createVertexArray = vertexArrayObjectExtension.createVertexArrayOES.bind(vertexArrayObjectExtension);\r\n this._gl.bindVertexArray = vertexArrayObjectExtension.bindVertexArrayOES.bind(vertexArrayObjectExtension);\r\n this._gl.deleteVertexArray = vertexArrayObjectExtension.deleteVertexArrayOES.bind(vertexArrayObjectExtension);\r\n }\r\n }\r\n\r\n // Instances count\r\n if (this._webGLVersion > 1) {\r\n this._caps.instancedArrays = true;\r\n } else {\r\n var instanceExtension = this._gl.getExtension('ANGLE_instanced_arrays');\r\n\r\n if (instanceExtension != null) {\r\n this._caps.instancedArrays = true;\r\n this._gl.drawArraysInstanced = instanceExtension.drawArraysInstancedANGLE.bind(instanceExtension);\r\n this._gl.drawElementsInstanced = instanceExtension.drawElementsInstancedANGLE.bind(instanceExtension);\r\n this._gl.vertexAttribDivisor = instanceExtension.vertexAttribDivisorANGLE.bind(instanceExtension);\r\n } else {\r\n this._caps.instancedArrays = false;\r\n }\r\n }\r\n\r\n if (this._gl.getShaderPrecisionFormat) {\r\n var vertex_highp = this._gl.getShaderPrecisionFormat(this._gl.VERTEX_SHADER, this._gl.HIGH_FLOAT);\r\n var fragment_highp = this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER, this._gl.HIGH_FLOAT);\r\n\r\n if (vertex_highp && fragment_highp) {\r\n this._caps.highPrecisionShaderSupported = vertex_highp.precision !== 0 && fragment_highp.precision !== 0;\r\n }\r\n }\r\n\r\n if (this._webGLVersion > 1) {\r\n this._caps.blendMinMax = true;\r\n }\r\n else {\r\n const blendMinMaxExtension = this._gl.getExtension('EXT_blend_minmax');\r\n if (blendMinMaxExtension != null) {\r\n this._caps.blendMinMax = true;\r\n this._gl.MAX = blendMinMaxExtension.MAX_EXT;\r\n this._gl.MIN = blendMinMaxExtension.MIN_EXT;\r\n }\r\n }\r\n\r\n // Depth buffer\r\n this._depthCullingState.depthTest = true;\r\n this._depthCullingState.depthFunc = this._gl.LEQUAL;\r\n this._depthCullingState.depthMask = true;\r\n\r\n // Texture maps\r\n this._maxSimultaneousTextures = this._caps.maxCombinedTexturesImageUnits;\r\n for (let slot = 0; slot < this._maxSimultaneousTextures; slot++) {\r\n this._nextFreeTextureSlots.push(slot);\r\n }\r\n }\r\n\r\n /**\r\n * Gets version of the current webGL context\r\n */\r\n public get webGLVersion(): number {\r\n return this._webGLVersion;\r\n }\r\n\r\n /**\r\n * Gets a string idenfifying the name of the class\r\n * @returns \"Engine\" string\r\n */\r\n public getClassName(): string {\r\n return \"ThinEngine\";\r\n }\r\n\r\n /**\r\n * Returns true if the stencil buffer has been enabled through the creation option of the context.\r\n */\r\n public get isStencilEnable(): boolean {\r\n return this._isStencilEnable;\r\n }\r\n\r\n /** @hidden */\r\n public _prepareWorkingCanvas(): void {\r\n if (this._workingCanvas) {\r\n return;\r\n }\r\n\r\n this._workingCanvas = CanvasGenerator.CreateCanvas(1, 1);\r\n let context = this._workingCanvas.getContext(\"2d\");\r\n\r\n if (context) {\r\n this._workingContext = context;\r\n }\r\n }\r\n\r\n /**\r\n * Reset the texture cache to empty state\r\n */\r\n public resetTextureCache() {\r\n for (var key in this._boundTexturesCache) {\r\n if (!this._boundTexturesCache.hasOwnProperty(key)) {\r\n continue;\r\n }\r\n this._boundTexturesCache[key] = null;\r\n }\r\n\r\n this._currentTextureChannel = -1;\r\n }\r\n\r\n /**\r\n * Gets an object containing information about the current webGL context\r\n * @returns an object containing the vender, the renderer and the version of the current webGL context\r\n */\r\n public getGlInfo() {\r\n return {\r\n vendor: this._glVendor,\r\n renderer: this._glRenderer,\r\n version: this._glVersion\r\n };\r\n }\r\n\r\n /**\r\n * Defines the hardware scaling level.\r\n * By default the hardware scaling level is computed from the window device ratio.\r\n * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.\r\n * @param level defines the level to use\r\n */\r\n public setHardwareScalingLevel(level: number): void {\r\n this._hardwareScalingLevel = level;\r\n this.resize();\r\n }\r\n\r\n /**\r\n * Gets the current hardware scaling level.\r\n * By default the hardware scaling level is computed from the window device ratio.\r\n * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.\r\n * @returns a number indicating the current hardware scaling level\r\n */\r\n public getHardwareScalingLevel(): number {\r\n return this._hardwareScalingLevel;\r\n }\r\n\r\n /**\r\n * Gets the list of loaded textures\r\n * @returns an array containing all loaded textures\r\n */\r\n public getLoadedTexturesCache(): InternalTexture[] {\r\n return this._internalTexturesCache;\r\n }\r\n\r\n /**\r\n * Gets the object containing all engine capabilities\r\n * @returns the EngineCapabilities object\r\n */\r\n public getCaps(): EngineCapabilities {\r\n return this._caps;\r\n }\r\n\r\n /**\r\n * stop executing a render loop function and remove it from the execution array\r\n * @param renderFunction defines the function to be removed. If not provided all functions will be removed.\r\n */\r\n public stopRenderLoop(renderFunction?: () => void): void {\r\n if (!renderFunction) {\r\n this._activeRenderLoops = [];\r\n return;\r\n }\r\n\r\n var index = this._activeRenderLoops.indexOf(renderFunction);\r\n\r\n if (index >= 0) {\r\n this._activeRenderLoops.splice(index, 1);\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _renderLoop(): void {\r\n if (!this._contextWasLost) {\r\n var shouldRender = true;\r\n if (!this.renderEvenInBackground && this._windowIsBackground) {\r\n shouldRender = false;\r\n }\r\n\r\n if (shouldRender) {\r\n // Start new frame\r\n this.beginFrame();\r\n\r\n for (var index = 0; index < this._activeRenderLoops.length; index++) {\r\n var renderFunction = this._activeRenderLoops[index];\r\n\r\n renderFunction();\r\n }\r\n\r\n // Present\r\n this.endFrame();\r\n }\r\n }\r\n\r\n if (this._activeRenderLoops.length > 0) {\r\n this._frameHandler = this._queueNewFrame(this._boundRenderFunction, this.getHostWindow());\r\n } else {\r\n this._renderingQueueLaunched = false;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the HTML canvas attached with the current webGL context\r\n * @returns a HTML canvas\r\n */\r\n public getRenderingCanvas(): Nullable {\r\n return this._renderingCanvas;\r\n }\r\n\r\n /**\r\n * Gets host window\r\n * @returns the host window object\r\n */\r\n public getHostWindow(): Nullable {\r\n if (!DomManagement.IsWindowObjectExist()) {\r\n return null;\r\n }\r\n\r\n if (this._renderingCanvas && this._renderingCanvas.ownerDocument && this._renderingCanvas.ownerDocument.defaultView) {\r\n return this._renderingCanvas.ownerDocument.defaultView;\r\n }\r\n\r\n return window;\r\n }\r\n\r\n /**\r\n * Gets the current render width\r\n * @param useScreen defines if screen size must be used (or the current render target if any)\r\n * @returns a number defining the current render width\r\n */\r\n public getRenderWidth(useScreen = false): number {\r\n if (!useScreen && this._currentRenderTarget) {\r\n return this._currentRenderTarget.width;\r\n }\r\n\r\n return this._framebufferDimensionsObject ? this._framebufferDimensionsObject.framebufferWidth : this._gl.drawingBufferWidth;\r\n }\r\n\r\n /**\r\n * Gets the current render height\r\n * @param useScreen defines if screen size must be used (or the current render target if any)\r\n * @returns a number defining the current render height\r\n */\r\n public getRenderHeight(useScreen = false): number {\r\n if (!useScreen && this._currentRenderTarget) {\r\n return this._currentRenderTarget.height;\r\n }\r\n\r\n return this._framebufferDimensionsObject ? this._framebufferDimensionsObject.framebufferHeight : this._gl.drawingBufferHeight;\r\n }\r\n\r\n /**\r\n * Can be used to override the current requestAnimationFrame requester.\r\n * @hidden\r\n */\r\n protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number {\r\n return ThinEngine.QueueNewFrame(bindedRenderFunction, requester);\r\n }\r\n\r\n /**\r\n * Register and execute a render loop. The engine can have more than one render function\r\n * @param renderFunction defines the function to continuously execute\r\n */\r\n public runRenderLoop(renderFunction: () => void): void {\r\n if (this._activeRenderLoops.indexOf(renderFunction) !== -1) {\r\n return;\r\n }\r\n\r\n this._activeRenderLoops.push(renderFunction);\r\n\r\n if (!this._renderingQueueLaunched) {\r\n this._renderingQueueLaunched = true;\r\n this._boundRenderFunction = this._renderLoop.bind(this);\r\n this._frameHandler = this._queueNewFrame(this._boundRenderFunction, this.getHostWindow());\r\n }\r\n }\r\n\r\n /**\r\n * Clear the current render buffer or the current render target (if any is set up)\r\n * @param color defines the color to use\r\n * @param backBuffer defines if the back buffer must be cleared\r\n * @param depth defines if the depth buffer must be cleared\r\n * @param stencil defines if the stencil buffer must be cleared\r\n */\r\n public clear(color: Nullable, backBuffer: boolean, depth: boolean, stencil: boolean = false): void {\r\n this.applyStates();\r\n\r\n var mode = 0;\r\n if (backBuffer && color) {\r\n this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);\r\n mode |= this._gl.COLOR_BUFFER_BIT;\r\n }\r\n if (depth) {\r\n if (this.useReverseDepthBuffer) {\r\n this._depthCullingState.depthFunc = this._gl.GREATER;\r\n this._gl.clearDepth(0.0);\r\n } else {\r\n this._gl.clearDepth(1.0);\r\n }\r\n mode |= this._gl.DEPTH_BUFFER_BIT;\r\n }\r\n if (stencil) {\r\n this._gl.clearStencil(0);\r\n mode |= this._gl.STENCIL_BUFFER_BIT;\r\n }\r\n this._gl.clear(mode);\r\n }\r\n\r\n private _viewportCached = { x: 0, y: 0, z: 0, w: 0 };\r\n\r\n /** @hidden */\r\n public _viewport(x: number, y: number, width: number, height: number): void {\r\n if (x !== this._viewportCached.x ||\r\n y !== this._viewportCached.y ||\r\n width !== this._viewportCached.z ||\r\n height !== this._viewportCached.w) {\r\n this._viewportCached.x = x;\r\n this._viewportCached.y = y;\r\n this._viewportCached.z = width;\r\n this._viewportCached.w = height;\r\n\r\n this._gl.viewport(x, y, width, height);\r\n }\r\n }\r\n\r\n /**\r\n * Set the WebGL's viewport\r\n * @param viewport defines the viewport element to be used\r\n * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used\r\n * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used\r\n */\r\n public setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void {\r\n var width = requiredWidth || this.getRenderWidth();\r\n var height = requiredHeight || this.getRenderHeight();\r\n var x = viewport.x || 0;\r\n var y = viewport.y || 0;\r\n\r\n this._cachedViewport = viewport;\r\n\r\n this._viewport(x * width, y * height, width * viewport.width, height * viewport.height);\r\n }\r\n\r\n /**\r\n * Begin a new frame\r\n */\r\n public beginFrame(): void {\r\n }\r\n\r\n /**\r\n * Enf the current frame\r\n */\r\n public endFrame(): void {\r\n // Force a flush in case we are using a bad OS.\r\n if (this._badOS) {\r\n this.flushFramebuffer();\r\n }\r\n }\r\n\r\n /**\r\n * Resize the view according to the canvas' size\r\n */\r\n public resize(): void {\r\n let width: number;\r\n let height: number;\r\n\r\n if (DomManagement.IsWindowObjectExist()) {\r\n width = this._renderingCanvas ? (this._renderingCanvas.clientWidth || this._renderingCanvas.width) : window.innerWidth;\r\n height = this._renderingCanvas ? (this._renderingCanvas.clientHeight || this._renderingCanvas.height) : window.innerHeight;\r\n } else {\r\n width = this._renderingCanvas ? this._renderingCanvas.width : 100;\r\n height = this._renderingCanvas ? this._renderingCanvas.height : 100;\r\n }\r\n\r\n this.setSize(width / this._hardwareScalingLevel, height / this._hardwareScalingLevel);\r\n }\r\n\r\n /**\r\n * Force a specific size of the canvas\r\n * @param width defines the new canvas' width\r\n * @param height defines the new canvas' height\r\n */\r\n public setSize(width: number, height: number): void {\r\n if (!this._renderingCanvas) {\r\n return;\r\n }\r\n\r\n width = width | 0;\r\n height = height | 0;\r\n\r\n if (this._renderingCanvas.width === width && this._renderingCanvas.height === height) {\r\n return;\r\n }\r\n\r\n this._renderingCanvas.width = width;\r\n this._renderingCanvas.height = height;\r\n }\r\n\r\n /**\r\n * Binds the frame buffer to the specified texture.\r\n * @param texture The texture to render to or null for the default canvas\r\n * @param faceIndex The face of the texture to render to in case of cube texture\r\n * @param requiredWidth The width of the target to render to\r\n * @param requiredHeight The height of the target to render to\r\n * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true\r\n * @param lodLevel defines the lod level to bind to the frame buffer\r\n * @param layer defines the 2d array index to bind to frame buffer to\r\n */\r\n public bindFramebuffer(texture: InternalTexture, faceIndex: number = 0, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, lodLevel = 0, layer = 0): void {\r\n if (this._currentRenderTarget) {\r\n this.unBindFramebuffer(this._currentRenderTarget);\r\n }\r\n this._currentRenderTarget = texture;\r\n this._bindUnboundFramebuffer(texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer);\r\n\r\n const gl = this._gl;\r\n if (texture.is2DArray) {\r\n gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, texture._webGLTexture, lodLevel, layer);\r\n }\r\n else if (texture.isCube) {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, lodLevel);\r\n }\r\n\r\n const depthStencilTexture = texture._depthStencilTexture;\r\n if (depthStencilTexture) {\r\n const attachment = (depthStencilTexture._generateStencilBuffer) ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;\r\n if (texture.is2DArray) {\r\n gl.framebufferTextureLayer(gl.FRAMEBUFFER, attachment, depthStencilTexture._webGLTexture, lodLevel, layer);\r\n }\r\n else if (texture.isCube) {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);\r\n }\r\n else {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, lodLevel);\r\n }\r\n }\r\n\r\n if (this._cachedViewport && !forceFullscreenViewport) {\r\n this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);\r\n } else {\r\n if (!requiredWidth) {\r\n requiredWidth = texture.width;\r\n if (lodLevel) {\r\n requiredWidth = requiredWidth / Math.pow(2, lodLevel);\r\n }\r\n }\r\n if (!requiredHeight) {\r\n requiredHeight = texture.height;\r\n if (lodLevel) {\r\n requiredHeight = requiredHeight / Math.pow(2, lodLevel);\r\n }\r\n }\r\n\r\n this._viewport(0, 0, requiredWidth, requiredHeight);\r\n }\r\n\r\n this.wipeCaches();\r\n }\r\n\r\n /** @hidden */\r\n public _bindUnboundFramebuffer(framebuffer: Nullable) {\r\n if (this._currentFramebuffer !== framebuffer) {\r\n this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, framebuffer);\r\n this._currentFramebuffer = framebuffer;\r\n }\r\n }\r\n\r\n /**\r\n * Unbind the current render target texture from the webGL context\r\n * @param texture defines the render target texture to unbind\r\n * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated\r\n * @param onBeforeUnbind defines a function which will be called before the effective unbind\r\n */\r\n public unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps = false, onBeforeUnbind?: () => void): void {\r\n this._currentRenderTarget = null;\r\n\r\n // If MSAA, we need to bitblt back to main texture\r\n var gl = this._gl;\r\n\r\n if (texture._MSAAFramebuffer) {\r\n gl.bindFramebuffer(gl.READ_FRAMEBUFFER, texture._MSAAFramebuffer);\r\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, texture._framebuffer);\r\n gl.blitFramebuffer(0, 0, texture.width, texture.height,\r\n 0, 0, texture.width, texture.height,\r\n gl.COLOR_BUFFER_BIT, gl.NEAREST);\r\n }\r\n\r\n if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {\r\n this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);\r\n gl.generateMipmap(gl.TEXTURE_2D);\r\n this._bindTextureDirectly(gl.TEXTURE_2D, null);\r\n }\r\n\r\n if (onBeforeUnbind) {\r\n if (texture._MSAAFramebuffer) {\r\n // Bind the correct framebuffer\r\n this._bindUnboundFramebuffer(texture._framebuffer);\r\n }\r\n onBeforeUnbind();\r\n }\r\n\r\n this._bindUnboundFramebuffer(null);\r\n }\r\n\r\n /**\r\n * Force a webGL flush (ie. a flush of all waiting webGL commands)\r\n */\r\n public flushFramebuffer(): void {\r\n this._gl.flush();\r\n }\r\n\r\n /**\r\n * Unbind the current render target and bind the default framebuffer\r\n */\r\n public restoreDefaultFramebuffer(): void {\r\n if (this._currentRenderTarget) {\r\n this.unBindFramebuffer(this._currentRenderTarget);\r\n } else {\r\n this._bindUnboundFramebuffer(null);\r\n }\r\n if (this._cachedViewport) {\r\n this.setViewport(this._cachedViewport);\r\n }\r\n\r\n this.wipeCaches();\r\n }\r\n\r\n // VBOs\r\n\r\n /** @hidden */\r\n protected _resetVertexBufferBinding(): void {\r\n this.bindArrayBuffer(null);\r\n this._cachedVertexBuffers = null;\r\n }\r\n\r\n /**\r\n * Creates a vertex buffer\r\n * @param data the data for the vertex buffer\r\n * @returns the new WebGL static buffer\r\n */\r\n public createVertexBuffer(data: DataArray): DataBuffer {\r\n return this._createVertexBuffer(data, this._gl.STATIC_DRAW);\r\n }\r\n\r\n private _createVertexBuffer(data: DataArray, usage: number): DataBuffer {\r\n var vbo = this._gl.createBuffer();\r\n\r\n if (!vbo) {\r\n throw new Error(\"Unable to create vertex buffer\");\r\n }\r\n\r\n let dataBuffer = new WebGLDataBuffer(vbo);\r\n this.bindArrayBuffer(dataBuffer);\r\n\r\n if (data instanceof Array) {\r\n this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.STATIC_DRAW);\r\n } else {\r\n this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.STATIC_DRAW);\r\n }\r\n\r\n this._resetVertexBufferBinding();\r\n\r\n dataBuffer.references = 1;\r\n return dataBuffer;\r\n }\r\n\r\n /**\r\n * Creates a dynamic vertex buffer\r\n * @param data the data for the dynamic vertex buffer\r\n * @returns the new WebGL dynamic buffer\r\n */\r\n public createDynamicVertexBuffer(data: DataArray): DataBuffer {\r\n return this._createVertexBuffer(data, this._gl.DYNAMIC_DRAW);\r\n }\r\n\r\n protected _resetIndexBufferBinding(): void {\r\n this.bindIndexBuffer(null);\r\n this._cachedIndexBuffer = null;\r\n }\r\n\r\n /**\r\n * Creates a new index buffer\r\n * @param indices defines the content of the index buffer\r\n * @param updatable defines if the index buffer must be updatable\r\n * @returns a new webGL buffer\r\n */\r\n public createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer {\r\n var vbo = this._gl.createBuffer();\r\n let dataBuffer = new WebGLDataBuffer(vbo!);\r\n\r\n if (!vbo) {\r\n throw new Error(\"Unable to create index buffer\");\r\n }\r\n\r\n this.bindIndexBuffer(dataBuffer);\r\n\r\n const data = this._normalizeIndexData(indices);\r\n this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, data, updatable ? this._gl.DYNAMIC_DRAW : this._gl.STATIC_DRAW);\r\n this._resetIndexBufferBinding();\r\n dataBuffer.references = 1;\r\n dataBuffer.is32Bits = (data.BYTES_PER_ELEMENT === 4);\r\n return dataBuffer;\r\n }\r\n\r\n protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array {\r\n if (indices instanceof Uint16Array) {\r\n return indices;\r\n }\r\n\r\n // Check 32 bit support\r\n if (this._caps.uintIndices) {\r\n if (indices instanceof Uint32Array) {\r\n return indices;\r\n } else {\r\n // number[] or Int32Array, check if 32 bit is necessary\r\n for (var index = 0; index < indices.length; index++) {\r\n if (indices[index] >= 65535) {\r\n return new Uint32Array(indices);\r\n }\r\n }\r\n\r\n return new Uint16Array(indices);\r\n }\r\n }\r\n\r\n // No 32 bit support, force conversion to 16 bit (values greater 16 bit are lost)\r\n return new Uint16Array(indices);\r\n }\r\n\r\n /**\r\n * Bind a webGL buffer to the webGL context\r\n * @param buffer defines the buffer to bind\r\n */\r\n public bindArrayBuffer(buffer: Nullable): void {\r\n if (!this._vaoRecordInProgress) {\r\n this._unbindVertexArrayObject();\r\n }\r\n this.bindBuffer(buffer, this._gl.ARRAY_BUFFER);\r\n }\r\n\r\n /**\r\n * Bind a specific block at a given index in a specific shader program\r\n * @param pipelineContext defines the pipeline context to use\r\n * @param blockName defines the block name\r\n * @param index defines the index where to bind the block\r\n */\r\n public bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void {\r\n let program = (pipelineContext as WebGLPipelineContext).program!;\r\n\r\n var uniformLocation = this._gl.getUniformBlockIndex(program, blockName);\r\n\r\n this._gl.uniformBlockBinding(program, uniformLocation, index);\r\n }\r\n\r\n protected bindIndexBuffer(buffer: Nullable): void {\r\n if (!this._vaoRecordInProgress) {\r\n this._unbindVertexArrayObject();\r\n }\r\n this.bindBuffer(buffer, this._gl.ELEMENT_ARRAY_BUFFER);\r\n }\r\n\r\n private bindBuffer(buffer: Nullable, target: number): void {\r\n if (this._vaoRecordInProgress || this._currentBoundBuffer[target] !== buffer) {\r\n this._gl.bindBuffer(target, buffer ? buffer.underlyingResource : null);\r\n this._currentBoundBuffer[target] = buffer;\r\n }\r\n }\r\n\r\n /**\r\n * update the bound buffer with the given data\r\n * @param data defines the data to update\r\n */\r\n public updateArrayBuffer(data: Float32Array): void {\r\n this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);\r\n }\r\n\r\n private _vertexAttribPointer(buffer: DataBuffer, indx: number, size: number, type: number, normalized: boolean, stride: number, offset: number): void {\r\n var pointer = this._currentBufferPointers[indx];\r\n\r\n var changed = false;\r\n if (!pointer.active) {\r\n changed = true;\r\n pointer.active = true;\r\n pointer.index = indx;\r\n pointer.size = size;\r\n pointer.type = type;\r\n pointer.normalized = normalized;\r\n pointer.stride = stride;\r\n pointer.offset = offset;\r\n pointer.buffer = buffer;\r\n } else {\r\n if (pointer.buffer !== buffer) { pointer.buffer = buffer; changed = true; }\r\n if (pointer.size !== size) { pointer.size = size; changed = true; }\r\n if (pointer.type !== type) { pointer.type = type; changed = true; }\r\n if (pointer.normalized !== normalized) { pointer.normalized = normalized; changed = true; }\r\n if (pointer.stride !== stride) { pointer.stride = stride; changed = true; }\r\n if (pointer.offset !== offset) { pointer.offset = offset; changed = true; }\r\n }\r\n\r\n if (changed || this._vaoRecordInProgress) {\r\n this.bindArrayBuffer(buffer);\r\n this._gl.vertexAttribPointer(indx, size, type, normalized, stride, offset);\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _bindIndexBufferWithCache(indexBuffer: Nullable): void {\r\n if (indexBuffer == null) {\r\n return;\r\n }\r\n if (this._cachedIndexBuffer !== indexBuffer) {\r\n this._cachedIndexBuffer = indexBuffer;\r\n this.bindIndexBuffer(indexBuffer);\r\n this._uintIndicesCurrentlySet = indexBuffer.is32Bits;\r\n }\r\n }\r\n\r\n private _bindVertexBuffersAttributes(vertexBuffers: { [key: string]: Nullable }, effect: Effect): void {\r\n var attributes = effect.getAttributesNames();\r\n\r\n if (!this._vaoRecordInProgress) {\r\n this._unbindVertexArrayObject();\r\n }\r\n\r\n this.unbindAllAttributes();\r\n\r\n for (var index = 0; index < attributes.length; index++) {\r\n var order = effect.getAttributeLocation(index);\r\n\r\n if (order >= 0) {\r\n var vertexBuffer = vertexBuffers[attributes[index]];\r\n\r\n if (!vertexBuffer) {\r\n continue;\r\n }\r\n\r\n this._gl.enableVertexAttribArray(order);\r\n if (!this._vaoRecordInProgress) {\r\n this._vertexAttribArraysEnabled[order] = true;\r\n }\r\n\r\n var buffer = vertexBuffer.getBuffer();\r\n if (buffer) {\r\n this._vertexAttribPointer(buffer, order, vertexBuffer.getSize(), vertexBuffer.type, vertexBuffer.normalized, vertexBuffer.byteStride, vertexBuffer.byteOffset);\r\n\r\n if (vertexBuffer.getIsInstanced()) {\r\n this._gl.vertexAttribDivisor(order, vertexBuffer.getInstanceDivisor());\r\n if (!this._vaoRecordInProgress) {\r\n this._currentInstanceLocations.push(order);\r\n this._currentInstanceBuffers.push(buffer);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Records a vertex array object\r\n * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects\r\n * @param vertexBuffers defines the list of vertex buffers to store\r\n * @param indexBuffer defines the index buffer to store\r\n * @param effect defines the effect to store\r\n * @returns the new vertex array object\r\n */\r\n public recordVertexArrayObject(vertexBuffers: { [key: string]: VertexBuffer; }, indexBuffer: Nullable, effect: Effect): WebGLVertexArrayObject {\r\n var vao = this._gl.createVertexArray();\r\n\r\n this._vaoRecordInProgress = true;\r\n\r\n this._gl.bindVertexArray(vao);\r\n\r\n this._mustWipeVertexAttributes = true;\r\n this._bindVertexBuffersAttributes(vertexBuffers, effect);\r\n\r\n this.bindIndexBuffer(indexBuffer);\r\n\r\n this._vaoRecordInProgress = false;\r\n this._gl.bindVertexArray(null);\r\n\r\n return vao;\r\n }\r\n\r\n /**\r\n * Bind a specific vertex array object\r\n * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects\r\n * @param vertexArrayObject defines the vertex array object to bind\r\n * @param indexBuffer defines the index buffer to bind\r\n */\r\n public bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable): void {\r\n if (this._cachedVertexArrayObject !== vertexArrayObject) {\r\n this._cachedVertexArrayObject = vertexArrayObject;\r\n\r\n this._gl.bindVertexArray(vertexArrayObject);\r\n this._cachedVertexBuffers = null;\r\n this._cachedIndexBuffer = null;\r\n\r\n this._uintIndicesCurrentlySet = indexBuffer != null && indexBuffer.is32Bits;\r\n this._mustWipeVertexAttributes = true;\r\n }\r\n }\r\n\r\n /**\r\n * Bind webGl buffers directly to the webGL context\r\n * @param vertexBuffer defines the vertex buffer to bind\r\n * @param indexBuffer defines the index buffer to bind\r\n * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer\r\n * @param vertexStrideSize defines the vertex stride of the vertex buffer\r\n * @param effect defines the effect associated with the vertex buffer\r\n */\r\n public bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void {\r\n if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {\r\n this._cachedVertexBuffers = vertexBuffer;\r\n this._cachedEffectForVertexBuffers = effect;\r\n\r\n let attributesCount = effect.getAttributesCount();\r\n\r\n this._unbindVertexArrayObject();\r\n this.unbindAllAttributes();\r\n\r\n var offset = 0;\r\n for (var index = 0; index < attributesCount; index++) {\r\n\r\n if (index < vertexDeclaration.length) {\r\n\r\n var order = effect.getAttributeLocation(index);\r\n\r\n if (order >= 0) {\r\n this._gl.enableVertexAttribArray(order);\r\n this._vertexAttribArraysEnabled[order] = true;\r\n this._vertexAttribPointer(vertexBuffer, order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);\r\n }\r\n\r\n offset += vertexDeclaration[index] * 4;\r\n }\r\n }\r\n }\r\n\r\n this._bindIndexBufferWithCache(indexBuffer);\r\n }\r\n\r\n private _unbindVertexArrayObject(): void {\r\n if (!this._cachedVertexArrayObject) {\r\n return;\r\n }\r\n\r\n this._cachedVertexArrayObject = null;\r\n this._gl.bindVertexArray(null);\r\n }\r\n\r\n /**\r\n * Bind a list of vertex buffers to the webGL context\r\n * @param vertexBuffers defines the list of vertex buffers to bind\r\n * @param indexBuffer defines the index buffer to bind\r\n * @param effect defines the effect associated with the vertex buffers\r\n */\r\n public bindBuffers(vertexBuffers: { [key: string]: Nullable }, indexBuffer: Nullable, effect: Effect): void {\r\n if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {\r\n this._cachedVertexBuffers = vertexBuffers;\r\n this._cachedEffectForVertexBuffers = effect;\r\n\r\n this._bindVertexBuffersAttributes(vertexBuffers, effect);\r\n }\r\n\r\n this._bindIndexBufferWithCache(indexBuffer);\r\n }\r\n\r\n /**\r\n * Unbind all instance attributes\r\n */\r\n public unbindInstanceAttributes() {\r\n var boundBuffer;\r\n for (var i = 0, ul = this._currentInstanceLocations.length; i < ul; i++) {\r\n var instancesBuffer = this._currentInstanceBuffers[i];\r\n if (boundBuffer != instancesBuffer && instancesBuffer.references) {\r\n boundBuffer = instancesBuffer;\r\n this.bindArrayBuffer(instancesBuffer);\r\n }\r\n var offsetLocation = this._currentInstanceLocations[i];\r\n this._gl.vertexAttribDivisor(offsetLocation, 0);\r\n }\r\n this._currentInstanceBuffers.length = 0;\r\n this._currentInstanceLocations.length = 0;\r\n }\r\n\r\n /**\r\n * Release and free the memory of a vertex array object\r\n * @param vao defines the vertex array object to delete\r\n */\r\n public releaseVertexArrayObject(vao: WebGLVertexArrayObject) {\r\n this._gl.deleteVertexArray(vao);\r\n }\r\n\r\n /** @hidden */\r\n public _releaseBuffer(buffer: DataBuffer): boolean {\r\n buffer.references--;\r\n\r\n if (buffer.references === 0) {\r\n this._deleteBuffer(buffer);\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n protected _deleteBuffer(buffer: DataBuffer): void {\r\n this._gl.deleteBuffer(buffer.underlyingResource);\r\n }\r\n\r\n /**\r\n * Update the content of a webGL buffer used with instanciation and bind it to the webGL context\r\n * @param instancesBuffer defines the webGL buffer to update and bind\r\n * @param data defines the data to store in the buffer\r\n * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer\r\n */\r\n public updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void {\r\n this.bindArrayBuffer(instancesBuffer);\r\n if (data) {\r\n this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);\r\n }\r\n\r\n if ((offsetLocations[0]).index !== undefined) {\r\n this.bindInstancesBuffer(instancesBuffer, offsetLocations as any, true);\r\n } else {\r\n for (let index = 0; index < 4; index++) {\r\n let offsetLocation = offsetLocations[index];\r\n\r\n if (!this._vertexAttribArraysEnabled[offsetLocation]) {\r\n this._gl.enableVertexAttribArray(offsetLocation);\r\n this._vertexAttribArraysEnabled[offsetLocation] = true;\r\n }\r\n\r\n this._vertexAttribPointer(instancesBuffer, offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);\r\n this._gl.vertexAttribDivisor(offsetLocation, 1);\r\n this._currentInstanceLocations.push(offsetLocation);\r\n this._currentInstanceBuffers.push(instancesBuffer);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Bind the content of a webGL buffer used with instantiation\r\n * @param instancesBuffer defines the webGL buffer to bind\r\n * @param attributesInfo defines the offsets or attributes information used to determine where data must be stored in the buffer\r\n * @param computeStride defines Whether to compute the strides from the info or use the default 0\r\n */\r\n public bindInstancesBuffer(instancesBuffer: DataBuffer, attributesInfo: InstancingAttributeInfo[], computeStride = true): void {\r\n this.bindArrayBuffer(instancesBuffer);\r\n\r\n let stride = 0;\r\n if (computeStride) {\r\n for (let i = 0; i < attributesInfo.length; i++) {\r\n let ai = attributesInfo[i];\r\n stride += ai.attributeSize * 4;\r\n }\r\n }\r\n\r\n for (let i = 0; i < attributesInfo.length; i++) {\r\n let ai = attributesInfo[i];\r\n if (ai.index === undefined) {\r\n ai.index = this._currentEffect!.getAttributeLocationByName(ai.attributeName);\r\n }\r\n\r\n if (!this._vertexAttribArraysEnabled[ai.index]) {\r\n this._gl.enableVertexAttribArray(ai.index);\r\n this._vertexAttribArraysEnabled[ai.index] = true;\r\n }\r\n\r\n this._vertexAttribPointer(instancesBuffer, ai.index, ai.attributeSize, ai.attributeType || this._gl.FLOAT, ai.normalized || false, stride, ai.offset);\r\n this._gl.vertexAttribDivisor(ai.index, ai.divisor === undefined ? 1 : ai.divisor);\r\n this._currentInstanceLocations.push(ai.index);\r\n this._currentInstanceBuffers.push(instancesBuffer);\r\n }\r\n }\r\n\r\n /**\r\n * Disable the instance attribute corresponding to the name in parameter\r\n * @param name defines the name of the attribute to disable\r\n */\r\n public disableInstanceAttributeByName(name: string) {\r\n if (!this._currentEffect) {\r\n return;\r\n }\r\n\r\n const attributeLocation = this._currentEffect.getAttributeLocationByName(name);\r\n this.disableInstanceAttribute(attributeLocation);\r\n }\r\n\r\n /**\r\n * Disable the instance attribute corresponding to the location in parameter\r\n * @param attributeLocation defines the attribute location of the attribute to disable\r\n */\r\n public disableInstanceAttribute(attributeLocation: number) {\r\n let shouldClean = false;\r\n let index: number;\r\n while ((index = this._currentInstanceLocations.indexOf(attributeLocation)) !== -1) {\r\n this._currentInstanceLocations.splice(index, 1);\r\n this._currentInstanceBuffers.splice(index, 1);\r\n\r\n shouldClean = true;\r\n index = this._currentInstanceLocations.indexOf(attributeLocation);\r\n }\r\n\r\n if (shouldClean) {\r\n this._gl.vertexAttribDivisor(attributeLocation, 0);\r\n this.disableAttributeByIndex(attributeLocation);\r\n }\r\n }\r\n\r\n /**\r\n * Disable the attribute corresponding to the location in parameter\r\n * @param attributeLocation defines the attribute location of the attribute to disable\r\n */\r\n public disableAttributeByIndex(attributeLocation: number) {\r\n this._gl.disableVertexAttribArray(attributeLocation);\r\n this._vertexAttribArraysEnabled[attributeLocation] = false;\r\n this._currentBufferPointers[attributeLocation].active = false;\r\n }\r\n\r\n /**\r\n * Send a draw order\r\n * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)\r\n * @param indexStart defines the starting index\r\n * @param indexCount defines the number of index to draw\r\n * @param instancesCount defines the number of instances to draw (if instanciation is enabled)\r\n */\r\n public draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void {\r\n this.drawElementsType(useTriangles ? Constants.MATERIAL_TriangleFillMode : Constants.MATERIAL_WireFrameFillMode, indexStart, indexCount, instancesCount);\r\n }\r\n\r\n /**\r\n * Draw a list of points\r\n * @param verticesStart defines the index of first vertex to draw\r\n * @param verticesCount defines the count of vertices to draw\r\n * @param instancesCount defines the number of instances to draw (if instanciation is enabled)\r\n */\r\n public drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void {\r\n this.drawArraysType(Constants.MATERIAL_PointFillMode, verticesStart, verticesCount, instancesCount);\r\n }\r\n\r\n /**\r\n * Draw a list of unindexed primitives\r\n * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)\r\n * @param verticesStart defines the index of first vertex to draw\r\n * @param verticesCount defines the count of vertices to draw\r\n * @param instancesCount defines the number of instances to draw (if instanciation is enabled)\r\n */\r\n public drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void {\r\n this.drawArraysType(useTriangles ? Constants.MATERIAL_TriangleFillMode : Constants.MATERIAL_WireFrameFillMode, verticesStart, verticesCount, instancesCount);\r\n }\r\n\r\n /**\r\n * Draw a list of indexed primitives\r\n * @param fillMode defines the primitive to use\r\n * @param indexStart defines the starting index\r\n * @param indexCount defines the number of index to draw\r\n * @param instancesCount defines the number of instances to draw (if instanciation is enabled)\r\n */\r\n public drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void {\r\n // Apply states\r\n this.applyStates();\r\n\r\n this._reportDrawCall();\r\n\r\n // Render\r\n\r\n const drawMode = this._drawMode(fillMode);\r\n var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;\r\n var mult = this._uintIndicesCurrentlySet ? 4 : 2;\r\n if (instancesCount) {\r\n this._gl.drawElementsInstanced(drawMode, indexCount, indexFormat, indexStart * mult, instancesCount);\r\n } else {\r\n this._gl.drawElements(drawMode, indexCount, indexFormat, indexStart * mult);\r\n }\r\n }\r\n\r\n /**\r\n * Draw a list of unindexed primitives\r\n * @param fillMode defines the primitive to use\r\n * @param verticesStart defines the index of first vertex to draw\r\n * @param verticesCount defines the count of vertices to draw\r\n * @param instancesCount defines the number of instances to draw (if instanciation is enabled)\r\n */\r\n public drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void {\r\n // Apply states\r\n this.applyStates();\r\n\r\n this._reportDrawCall();\r\n\r\n const drawMode = this._drawMode(fillMode);\r\n if (instancesCount) {\r\n this._gl.drawArraysInstanced(drawMode, verticesStart, verticesCount, instancesCount);\r\n } else {\r\n this._gl.drawArrays(drawMode, verticesStart, verticesCount);\r\n }\r\n }\r\n\r\n private _drawMode(fillMode: number): number {\r\n switch (fillMode) {\r\n // Triangle views\r\n case Constants.MATERIAL_TriangleFillMode:\r\n return this._gl.TRIANGLES;\r\n case Constants.MATERIAL_PointFillMode:\r\n return this._gl.POINTS;\r\n case Constants.MATERIAL_WireFrameFillMode:\r\n return this._gl.LINES;\r\n // Draw modes\r\n case Constants.MATERIAL_PointListDrawMode:\r\n return this._gl.POINTS;\r\n case Constants.MATERIAL_LineListDrawMode:\r\n return this._gl.LINES;\r\n case Constants.MATERIAL_LineLoopDrawMode:\r\n return this._gl.LINE_LOOP;\r\n case Constants.MATERIAL_LineStripDrawMode:\r\n return this._gl.LINE_STRIP;\r\n case Constants.MATERIAL_TriangleStripDrawMode:\r\n return this._gl.TRIANGLE_STRIP;\r\n case Constants.MATERIAL_TriangleFanDrawMode:\r\n return this._gl.TRIANGLE_FAN;\r\n default:\r\n return this._gl.TRIANGLES;\r\n }\r\n }\r\n\r\n /** @hidden */\r\n protected _reportDrawCall() {\r\n // Will be implemented by children\r\n }\r\n\r\n // Shaders\r\n\r\n /** @hidden */\r\n public _releaseEffect(effect: Effect): void {\r\n if (this._compiledEffects[effect._key]) {\r\n delete this._compiledEffects[effect._key];\r\n\r\n this._deletePipelineContext(effect.getPipelineContext() as WebGLPipelineContext);\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _deletePipelineContext(pipelineContext: IPipelineContext): void {\r\n let webGLPipelineContext = pipelineContext as WebGLPipelineContext;\r\n if (webGLPipelineContext && webGLPipelineContext.program) {\r\n webGLPipelineContext.program.__SPECTOR_rebuildProgram = null;\r\n\r\n this._gl.deleteProgram(webGLPipelineContext.program);\r\n }\r\n }\r\n\r\n /**\r\n * Create a new effect (used to store vertex/fragment shaders)\r\n * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)\r\n * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object\r\n * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use\r\n * @param samplers defines an array of string used to represent textures\r\n * @param defines defines the string containing the defines to use to compile the shaders\r\n * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails\r\n * @param onCompiled defines a function to call when the effect creation is successful\r\n * @param onError defines a function to call when the effect creation has failed\r\n * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)\r\n * @returns the new Effect\r\n */\r\n public createEffect(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: string[], defines?: string,\r\n fallbacks?: IEffectFallbacks,\r\n onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect {\r\n var vertex = baseName.vertexElement || baseName.vertex || baseName.vertexToken || baseName;\r\n var fragment = baseName.fragmentElement || baseName.fragment || baseName.fragmentToken || baseName;\r\n\r\n var name = vertex + \"+\" + fragment + \"@\" + (defines ? defines : (attributesNamesOrOptions).defines);\r\n if (this._compiledEffects[name]) {\r\n var compiledEffect = this._compiledEffects[name];\r\n if (onCompiled && compiledEffect.isReady()) {\r\n onCompiled(compiledEffect);\r\n }\r\n\r\n return compiledEffect;\r\n }\r\n var effect = new Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, this, defines, fallbacks, onCompiled, onError, indexParameters);\r\n effect._key = name;\r\n this._compiledEffects[name] = effect;\r\n\r\n return effect;\r\n }\r\n\r\n protected static _ConcatenateShader(source: string, defines: Nullable, shaderVersion: string = \"\"): string {\r\n return shaderVersion + (defines ? defines + \"\\n\" : \"\") + source;\r\n }\r\n\r\n private _compileShader(source: string, type: string, defines: Nullable, shaderVersion: string): WebGLShader {\r\n return this._compileRawShader(ThinEngine._ConcatenateShader(source, defines, shaderVersion), type);\r\n }\r\n\r\n private _compileRawShader(source: string, type: string): WebGLShader {\r\n var gl = this._gl;\r\n var shader = gl.createShader(type === \"vertex\" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);\r\n\r\n if (!shader) {\r\n throw new Error(\"Something went wrong while compile the shader.\");\r\n }\r\n\r\n gl.shaderSource(shader, source);\r\n gl.compileShader(shader);\r\n\r\n return shader;\r\n }\r\n\r\n /** @hidden */\r\n public _getShaderSource(shader: WebGLShader): Nullable {\r\n return this._gl.getShaderSource(shader);\r\n }\r\n\r\n /**\r\n * Directly creates a webGL program\r\n * @param pipelineContext defines the pipeline context to attach to\r\n * @param vertexCode defines the vertex shader code to use\r\n * @param fragmentCode defines the fragment shader code to use\r\n * @param context defines the webGL context to use (if not set, the current one will be used)\r\n * @param transformFeedbackVaryings defines the list of transform feedback varyings to use\r\n * @returns the new webGL program\r\n */\r\n public createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings: Nullable = null): WebGLProgram {\r\n context = context || this._gl;\r\n\r\n var vertexShader = this._compileRawShader(vertexCode, \"vertex\");\r\n var fragmentShader = this._compileRawShader(fragmentCode, \"fragment\");\r\n\r\n return this._createShaderProgram(pipelineContext as WebGLPipelineContext, vertexShader, fragmentShader, context, transformFeedbackVaryings);\r\n }\r\n\r\n /**\r\n * Creates a webGL program\r\n * @param pipelineContext defines the pipeline context to attach to\r\n * @param vertexCode defines the vertex shader code to use\r\n * @param fragmentCode defines the fragment shader code to use\r\n * @param defines defines the string containing the defines to use to compile the shaders\r\n * @param context defines the webGL context to use (if not set, the current one will be used)\r\n * @param transformFeedbackVaryings defines the list of transform feedback varyings to use\r\n * @returns the new webGL program\r\n */\r\n public createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable, context?: WebGLRenderingContext, transformFeedbackVaryings: Nullable = null): WebGLProgram {\r\n context = context || this._gl;\r\n\r\n var shaderVersion = (this._webGLVersion > 1) ? \"#version 300 es\\n#define WEBGL2 \\n\" : \"\";\r\n var vertexShader = this._compileShader(vertexCode, \"vertex\", defines, shaderVersion);\r\n var fragmentShader = this._compileShader(fragmentCode, \"fragment\", defines, shaderVersion);\r\n\r\n return this._createShaderProgram(pipelineContext as WebGLPipelineContext, vertexShader, fragmentShader, context, transformFeedbackVaryings);\r\n }\r\n\r\n /**\r\n * Creates a new pipeline context\r\n * @returns the new pipeline\r\n */\r\n public createPipelineContext(): IPipelineContext {\r\n var pipelineContext = new WebGLPipelineContext();\r\n pipelineContext.engine = this;\r\n\r\n if (this._caps.parallelShaderCompile) {\r\n pipelineContext.isParallelCompiled = true;\r\n }\r\n\r\n return pipelineContext;\r\n }\r\n\r\n protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings: Nullable = null): WebGLProgram {\r\n var shaderProgram = context.createProgram();\r\n pipelineContext.program = shaderProgram;\r\n\r\n if (!shaderProgram) {\r\n throw new Error(\"Unable to create program\");\r\n }\r\n\r\n context.attachShader(shaderProgram, vertexShader);\r\n context.attachShader(shaderProgram, fragmentShader);\r\n\r\n context.linkProgram(shaderProgram);\r\n\r\n pipelineContext.context = context;\r\n pipelineContext.vertexShader = vertexShader;\r\n pipelineContext.fragmentShader = fragmentShader;\r\n\r\n if (!pipelineContext.isParallelCompiled) {\r\n this._finalizePipelineContext(pipelineContext);\r\n }\r\n\r\n return shaderProgram;\r\n }\r\n\r\n protected _finalizePipelineContext(pipelineContext: WebGLPipelineContext) {\r\n const context = pipelineContext.context!;\r\n const vertexShader = pipelineContext.vertexShader!;\r\n const fragmentShader = pipelineContext.fragmentShader!;\r\n const program = pipelineContext.program!;\r\n\r\n var linked = context.getProgramParameter(program, context.LINK_STATUS);\r\n if (!linked) { // Get more info\r\n // Vertex\r\n if (!this._gl.getShaderParameter(vertexShader, this._gl.COMPILE_STATUS)) {\r\n const log = this._gl.getShaderInfoLog(vertexShader);\r\n if (log) {\r\n pipelineContext.vertexCompilationError = log;\r\n throw new Error(\"VERTEX SHADER \" + log);\r\n }\r\n }\r\n\r\n // Fragment\r\n if (!this._gl.getShaderParameter(fragmentShader, this._gl.COMPILE_STATUS)) {\r\n const log = this._gl.getShaderInfoLog(fragmentShader);\r\n if (log) {\r\n pipelineContext.fragmentCompilationError = log;\r\n throw new Error(\"FRAGMENT SHADER \" + log);\r\n }\r\n }\r\n\r\n var error = context.getProgramInfoLog(program);\r\n if (error) {\r\n pipelineContext.programLinkError = error;\r\n throw new Error(error);\r\n }\r\n }\r\n\r\n if (this.validateShaderPrograms) {\r\n context.validateProgram(program);\r\n var validated = context.getProgramParameter(program, context.VALIDATE_STATUS);\r\n\r\n if (!validated) {\r\n var error = context.getProgramInfoLog(program);\r\n if (error) {\r\n pipelineContext.programValidationError = error;\r\n throw new Error(error);\r\n }\r\n }\r\n }\r\n\r\n context.deleteShader(vertexShader);\r\n context.deleteShader(fragmentShader);\r\n\r\n pipelineContext.vertexShader = undefined;\r\n pipelineContext.fragmentShader = undefined;\r\n\r\n if (pipelineContext.onCompiled) {\r\n pipelineContext.onCompiled();\r\n pipelineContext.onCompiled = undefined;\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean,\r\n rebuildRebind: any,\r\n defines: Nullable,\r\n transformFeedbackVaryings: Nullable) {\r\n let webGLRenderingState = pipelineContext as WebGLPipelineContext;\r\n\r\n if (createAsRaw) {\r\n webGLRenderingState.program = this.createRawShaderProgram(webGLRenderingState, vertexSourceCode, fragmentSourceCode, undefined, transformFeedbackVaryings);\r\n }\r\n else {\r\n webGLRenderingState.program = this.createShaderProgram(webGLRenderingState, vertexSourceCode, fragmentSourceCode, defines, undefined, transformFeedbackVaryings);\r\n }\r\n webGLRenderingState.program.__SPECTOR_rebuildProgram = rebuildRebind;\r\n }\r\n\r\n /** @hidden */\r\n public _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean {\r\n let webGLPipelineContext = pipelineContext as WebGLPipelineContext;\r\n if (this._gl.getProgramParameter(webGLPipelineContext.program!, this._caps.parallelShaderCompile!.COMPLETION_STATUS_KHR)) {\r\n this._finalizePipelineContext(webGLPipelineContext);\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @hidden */\r\n public _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void) {\r\n let webGLPipelineContext = pipelineContext as WebGLPipelineContext;\r\n\r\n if (!webGLPipelineContext.isParallelCompiled) {\r\n action();\r\n return;\r\n }\r\n\r\n let oldHandler = webGLPipelineContext.onCompiled;\r\n\r\n if (oldHandler) {\r\n webGLPipelineContext.onCompiled = () => {\r\n oldHandler!();\r\n action();\r\n };\r\n } else {\r\n webGLPipelineContext.onCompiled = action;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names\r\n * @param pipelineContext defines the pipeline context to use\r\n * @param uniformsNames defines the list of uniform names\r\n * @returns an array of webGL uniform locations\r\n */\r\n public getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable[] {\r\n var results = new Array>();\r\n let webGLPipelineContext = pipelineContext as WebGLPipelineContext;\r\n\r\n for (var index = 0; index < uniformsNames.length; index++) {\r\n results.push(this._gl.getUniformLocation(webGLPipelineContext.program!, uniformsNames[index]));\r\n }\r\n\r\n return results;\r\n }\r\n\r\n /**\r\n * Gets the lsit of active attributes for a given webGL program\r\n * @param pipelineContext defines the pipeline context to use\r\n * @param attributesNames defines the list of attribute names to get\r\n * @returns an array of indices indicating the offset of each attribute\r\n */\r\n public getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[] {\r\n var results = [];\r\n let webGLPipelineContext = pipelineContext as WebGLPipelineContext;\r\n\r\n for (var index = 0; index < attributesNames.length; index++) {\r\n try {\r\n results.push(this._gl.getAttribLocation(webGLPipelineContext.program!, attributesNames[index]));\r\n } catch (e) {\r\n results.push(-1);\r\n }\r\n }\r\n\r\n return results;\r\n }\r\n\r\n /**\r\n * Activates an effect, mkaing it the current one (ie. the one used for rendering)\r\n * @param effect defines the effect to activate\r\n */\r\n public enableEffect(effect: Nullable): void {\r\n if (!effect || effect === this._currentEffect) {\r\n return;\r\n }\r\n\r\n // Use program\r\n this.bindSamplers(effect);\r\n\r\n this._currentEffect = effect;\r\n\r\n if (effect.onBind) {\r\n effect.onBind(effect);\r\n }\r\n if (effect._onBindObservable) {\r\n effect._onBindObservable.notifyObservers(effect);\r\n }\r\n }\r\n\r\n /**\r\n * Set the value of an uniform to a number (int)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param value defines the int number to store\r\n */\r\n public setInt(uniform: Nullable, value: number): void {\r\n if (!uniform) {\r\n return;\r\n }\r\n\r\n this._gl.uniform1i(uniform, value);\r\n }\r\n\r\n /**\r\n * Set the value of an uniform to an array of int32\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of int32 to store\r\n */\r\n public setIntArray(uniform: Nullable, array: Int32Array): void {\r\n if (!uniform) {\r\n return;\r\n }\r\n\r\n this._gl.uniform1iv(uniform, array);\r\n }\r\n\r\n /**\r\n * Set the value of an uniform to an array of int32 (stored as vec2)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of int32 to store\r\n */\r\n public setIntArray2(uniform: Nullable, array: Int32Array): void {\r\n if (!uniform || array.length % 2 !== 0) {\r\n return;\r\n }\r\n\r\n this._gl.uniform2iv(uniform, array);\r\n }\r\n\r\n /**\r\n * Set the value of an uniform to an array of int32 (stored as vec3)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of int32 to store\r\n */\r\n public setIntArray3(uniform: Nullable, array: Int32Array): void {\r\n if (!uniform || array.length % 3 !== 0) {\r\n return;\r\n }\r\n\r\n this._gl.uniform3iv(uniform, array);\r\n }\r\n\r\n /**\r\n * Set the value of an uniform to an array of int32 (stored as vec4)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of int32 to store\r\n */\r\n public setIntArray4(uniform: Nullable, array: Int32Array): void {\r\n if (!uniform || array.length % 4 !== 0) {\r\n return;\r\n }\r\n\r\n this._gl.uniform4iv(uniform, array);\r\n }\r\n\r\n /**\r\n * Set the value of an uniform to an array of number\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of number to store\r\n */\r\n public setArray(uniform: Nullable, array: number[] | Float32Array): void {\r\n if (!uniform) {\r\n return;\r\n }\r\n\r\n this._gl.uniform1fv(uniform, array);\r\n }\r\n\r\n /**\r\n * Set the value of an uniform to an array of number (stored as vec2)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of number to store\r\n */\r\n public setArray2(uniform: Nullable, array: number[] | Float32Array): void {\r\n if (!uniform || array.length % 2 !== 0) {\r\n return;\r\n }\r\n\r\n this._gl.uniform2fv(uniform, array);\r\n }\r\n\r\n /**\r\n * Set the value of an uniform to an array of number (stored as vec3)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of number to store\r\n */\r\n public setArray3(uniform: Nullable, array: number[] | Float32Array): void {\r\n if (!uniform || array.length % 3 !== 0) {\r\n return;\r\n }\r\n\r\n this._gl.uniform3fv(uniform, array);\r\n }\r\n\r\n /**\r\n * Set the value of an uniform to an array of number (stored as vec4)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of number to store\r\n */\r\n public setArray4(uniform: Nullable, array: number[] | Float32Array): void {\r\n if (!uniform || array.length % 4 !== 0) {\r\n return;\r\n }\r\n\r\n this._gl.uniform4fv(uniform, array);\r\n }\r\n\r\n /**\r\n * Set the value of an uniform to an array of float32 (stored as matrices)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param matrices defines the array of float32 to store\r\n */\r\n public setMatrices(uniform: Nullable, matrices: Float32Array): void {\r\n if (!uniform) {\r\n return;\r\n }\r\n\r\n this._gl.uniformMatrix4fv(uniform, false, matrices);\r\n }\r\n\r\n /**\r\n * Set the value of an uniform to a matrix (3x3)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param matrix defines the Float32Array representing the 3x3 matrix to store\r\n */\r\n public setMatrix3x3(uniform: Nullable, matrix: Float32Array): void {\r\n if (!uniform) {\r\n return;\r\n }\r\n\r\n this._gl.uniformMatrix3fv(uniform, false, matrix);\r\n }\r\n\r\n /**\r\n * Set the value of an uniform to a matrix (2x2)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param matrix defines the Float32Array representing the 2x2 matrix to store\r\n */\r\n public setMatrix2x2(uniform: Nullable, matrix: Float32Array): void {\r\n if (!uniform) {\r\n return;\r\n }\r\n\r\n this._gl.uniformMatrix2fv(uniform, false, matrix);\r\n }\r\n\r\n /**\r\n * Set the value of an uniform to a number (float)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param value defines the float number to store\r\n */\r\n public setFloat(uniform: Nullable, value: number): void {\r\n if (!uniform) {\r\n return;\r\n }\r\n\r\n this._gl.uniform1f(uniform, value);\r\n }\r\n\r\n /**\r\n * Set the value of an uniform to a vec2\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param x defines the 1st component of the value\r\n * @param y defines the 2nd component of the value\r\n */\r\n public setFloat2(uniform: Nullable, x: number, y: number): void {\r\n if (!uniform) {\r\n return;\r\n }\r\n\r\n this._gl.uniform2f(uniform, x, y);\r\n }\r\n\r\n /**\r\n * Set the value of an uniform to a vec3\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param x defines the 1st component of the value\r\n * @param y defines the 2nd component of the value\r\n * @param z defines the 3rd component of the value\r\n */\r\n public setFloat3(uniform: Nullable, x: number, y: number, z: number): void {\r\n if (!uniform) {\r\n return;\r\n }\r\n\r\n this._gl.uniform3f(uniform, x, y, z);\r\n }\r\n\r\n /**\r\n * Set the value of an uniform to a vec4\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param x defines the 1st component of the value\r\n * @param y defines the 2nd component of the value\r\n * @param z defines the 3rd component of the value\r\n * @param w defines the 4th component of the value\r\n */\r\n public setFloat4(uniform: Nullable, x: number, y: number, z: number, w: number): void {\r\n if (!uniform) {\r\n return;\r\n }\r\n\r\n this._gl.uniform4f(uniform, x, y, z, w);\r\n }\r\n\r\n // States\r\n\r\n /**\r\n * Apply all cached states (depth, culling, stencil and alpha)\r\n */\r\n public applyStates() {\r\n this._depthCullingState.apply(this._gl);\r\n this._stencilState.apply(this._gl);\r\n this._alphaState.apply(this._gl);\r\n\r\n if (this._colorWriteChanged) {\r\n this._colorWriteChanged = false;\r\n const enable = this._colorWrite;\r\n this._gl.colorMask(enable, enable, enable, enable);\r\n }\r\n }\r\n\r\n /**\r\n * Enable or disable color writing\r\n * @param enable defines the state to set\r\n */\r\n public setColorWrite(enable: boolean): void {\r\n if (enable !== this._colorWrite) {\r\n this._colorWriteChanged = true;\r\n this._colorWrite = enable;\r\n }\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if color writing is enabled\r\n * @returns the current color writing state\r\n */\r\n public getColorWrite(): boolean {\r\n return this._colorWrite;\r\n }\r\n\r\n /**\r\n * Gets the depth culling state manager\r\n */\r\n public get depthCullingState(): DepthCullingState {\r\n return this._depthCullingState;\r\n }\r\n\r\n /**\r\n * Gets the alpha state manager\r\n */\r\n public get alphaState(): AlphaState {\r\n return this._alphaState;\r\n }\r\n\r\n /**\r\n * Gets the stencil state manager\r\n */\r\n public get stencilState(): StencilState {\r\n return this._stencilState;\r\n }\r\n\r\n // Textures\r\n\r\n /**\r\n * Clears the list of texture accessible through engine.\r\n * This can help preventing texture load conflict due to name collision.\r\n */\r\n public clearInternalTexturesCache() {\r\n this._internalTexturesCache = [];\r\n }\r\n\r\n /**\r\n * Force the entire cache to be cleared\r\n * You should not have to use this function unless your engine needs to share the webGL context with another engine\r\n * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)\r\n */\r\n public wipeCaches(bruteForce?: boolean): void {\r\n if (this.preventCacheWipeBetweenFrames && !bruteForce) {\r\n return;\r\n }\r\n this._currentEffect = null;\r\n this._viewportCached.x = 0;\r\n this._viewportCached.y = 0;\r\n this._viewportCached.z = 0;\r\n this._viewportCached.w = 0;\r\n\r\n // Done before in case we clean the attributes\r\n this._unbindVertexArrayObject();\r\n\r\n if (bruteForce) {\r\n this._currentProgram = null;\r\n this.resetTextureCache();\r\n\r\n this._stencilState.reset();\r\n\r\n this._depthCullingState.reset();\r\n this._depthCullingState.depthFunc = this._gl.LEQUAL;\r\n\r\n this._alphaState.reset();\r\n this._alphaMode = Constants.ALPHA_ADD;\r\n this._alphaEquation = Constants.ALPHA_DISABLE;\r\n\r\n this._colorWrite = true;\r\n this._colorWriteChanged = true;\r\n\r\n this._unpackFlipYCached = null;\r\n\r\n this._gl.pixelStorei(this._gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, this._gl.NONE);\r\n this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);\r\n\r\n this._mustWipeVertexAttributes = true;\r\n this.unbindAllAttributes();\r\n }\r\n\r\n this._resetVertexBufferBinding();\r\n this._cachedIndexBuffer = null;\r\n this._cachedEffectForVertexBuffers = null;\r\n this.bindIndexBuffer(null);\r\n }\r\n\r\n /** @hidden */\r\n public _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): { min: number; mag: number } {\r\n var gl = this._gl;\r\n var magFilter = gl.NEAREST;\r\n var minFilter = gl.NEAREST;\r\n\r\n switch (samplingMode) {\r\n case Constants.TEXTURE_LINEAR_LINEAR_MIPNEAREST:\r\n magFilter = gl.LINEAR;\r\n if (generateMipMaps) {\r\n minFilter = gl.LINEAR_MIPMAP_NEAREST;\r\n } else {\r\n minFilter = gl.LINEAR;\r\n }\r\n break;\r\n case Constants.TEXTURE_LINEAR_LINEAR_MIPLINEAR:\r\n magFilter = gl.LINEAR;\r\n if (generateMipMaps) {\r\n minFilter = gl.LINEAR_MIPMAP_LINEAR;\r\n } else {\r\n minFilter = gl.LINEAR;\r\n }\r\n break;\r\n case Constants.TEXTURE_NEAREST_NEAREST_MIPLINEAR:\r\n magFilter = gl.NEAREST;\r\n if (generateMipMaps) {\r\n minFilter = gl.NEAREST_MIPMAP_LINEAR;\r\n } else {\r\n minFilter = gl.NEAREST;\r\n }\r\n break;\r\n case Constants.TEXTURE_NEAREST_NEAREST_MIPNEAREST:\r\n magFilter = gl.NEAREST;\r\n if (generateMipMaps) {\r\n minFilter = gl.NEAREST_MIPMAP_NEAREST;\r\n } else {\r\n minFilter = gl.NEAREST;\r\n }\r\n break;\r\n case Constants.TEXTURE_NEAREST_LINEAR_MIPNEAREST:\r\n magFilter = gl.NEAREST;\r\n if (generateMipMaps) {\r\n minFilter = gl.LINEAR_MIPMAP_NEAREST;\r\n } else {\r\n minFilter = gl.LINEAR;\r\n }\r\n break;\r\n case Constants.TEXTURE_NEAREST_LINEAR_MIPLINEAR:\r\n magFilter = gl.NEAREST;\r\n if (generateMipMaps) {\r\n minFilter = gl.LINEAR_MIPMAP_LINEAR;\r\n } else {\r\n minFilter = gl.LINEAR;\r\n }\r\n break;\r\n case Constants.TEXTURE_NEAREST_LINEAR:\r\n magFilter = gl.NEAREST;\r\n minFilter = gl.LINEAR;\r\n break;\r\n case Constants.TEXTURE_NEAREST_NEAREST:\r\n magFilter = gl.NEAREST;\r\n minFilter = gl.NEAREST;\r\n break;\r\n case Constants.TEXTURE_LINEAR_NEAREST_MIPNEAREST:\r\n magFilter = gl.LINEAR;\r\n if (generateMipMaps) {\r\n minFilter = gl.NEAREST_MIPMAP_NEAREST;\r\n } else {\r\n minFilter = gl.NEAREST;\r\n }\r\n break;\r\n case Constants.TEXTURE_LINEAR_NEAREST_MIPLINEAR:\r\n magFilter = gl.LINEAR;\r\n if (generateMipMaps) {\r\n minFilter = gl.NEAREST_MIPMAP_LINEAR;\r\n } else {\r\n minFilter = gl.NEAREST;\r\n }\r\n break;\r\n case Constants.TEXTURE_LINEAR_LINEAR:\r\n magFilter = gl.LINEAR;\r\n minFilter = gl.LINEAR;\r\n break;\r\n case Constants.TEXTURE_LINEAR_NEAREST:\r\n magFilter = gl.LINEAR;\r\n minFilter = gl.NEAREST;\r\n break;\r\n }\r\n\r\n return {\r\n min: minFilter,\r\n mag: magFilter\r\n };\r\n }\r\n\r\n /** @hidden */\r\n public _createTexture(): WebGLTexture {\r\n let texture = this._gl.createTexture();\r\n\r\n if (!texture) {\r\n throw new Error(\"Unable to create texture\");\r\n }\r\n\r\n return texture;\r\n }\r\n\r\n /**\r\n * Usually called from Texture.ts.\r\n * Passed information to create a WebGLTexture\r\n * @param url defines a value which contains one of the following:\r\n * * A conventional http URL, e.g. 'http://...' or 'file://...'\r\n * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'\r\n * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'\r\n * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file\r\n * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)\r\n * @param scene needed for loading to the correct scene\r\n * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)\r\n * @param onLoad optional callback to be called upon successful completion\r\n * @param onError optional callback to be called upon failure\r\n * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob\r\n * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities\r\n * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures\r\n * @param forcedExtension defines the extension to use to pick the right loader\r\n * @param mimeType defines an optional mime type\r\n * @returns a InternalTexture for assignment back into BABYLON.Texture\r\n */\r\n public createTexture(url: Nullable, noMipmap: boolean, invertY: boolean, scene: Nullable, samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n onLoad: Nullable<() => void> = null, onError: Nullable<(message: string, exception: any) => void> = null,\r\n buffer: Nullable = null, fallback: Nullable = null, format: Nullable = null,\r\n forcedExtension: Nullable = null, mimeType?: string): InternalTexture {\r\n url = url || \"\";\r\n const fromData = url.substr(0, 5) === \"data:\";\r\n const fromBlob = url.substr(0, 5) === \"blob:\";\r\n const isBase64 = fromData && url.indexOf(\";base64,\") !== -1;\r\n\r\n let texture = fallback ? fallback : new InternalTexture(this, InternalTextureSource.Url);\r\n\r\n const originalUrl = url;\r\n if (this._transformTextureUrl && !isBase64 && !fallback && !buffer) {\r\n url = this._transformTextureUrl(url);\r\n }\r\n\r\n // establish the file extension, if possible\r\n const lastDot = url.lastIndexOf('.');\r\n const extension = forcedExtension ? forcedExtension : (lastDot > -1 ? url.substring(lastDot).toLowerCase() : \"\");\r\n let loader: Nullable = null;\r\n\r\n for (let availableLoader of ThinEngine._TextureLoaders) {\r\n if (availableLoader.canLoad(extension)) {\r\n loader = availableLoader;\r\n break;\r\n }\r\n }\r\n\r\n if (scene) {\r\n scene._addPendingData(texture);\r\n }\r\n texture.url = url;\r\n texture.generateMipMaps = !noMipmap;\r\n texture.samplingMode = samplingMode;\r\n texture.invertY = invertY;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n // Keep a link to the buffer only if we plan to handle context lost\r\n texture._buffer = buffer;\r\n }\r\n\r\n let onLoadObserver: Nullable> = null;\r\n if (onLoad && !fallback) {\r\n onLoadObserver = texture.onLoadedObservable.add(onLoad);\r\n }\r\n\r\n if (!fallback) { this._internalTexturesCache.push(texture); }\r\n\r\n const onInternalError = (message?: string, exception?: any) => {\r\n if (scene) {\r\n scene._removePendingData(texture);\r\n }\r\n\r\n if (url === originalUrl) {\r\n if (onLoadObserver) {\r\n texture.onLoadedObservable.remove(onLoadObserver);\r\n }\r\n\r\n if (EngineStore.UseFallbackTexture) {\r\n this.createTexture(EngineStore.FallbackTexture, noMipmap, texture.invertY, scene, samplingMode, null, onError, buffer, texture);\r\n }\r\n\r\n if (onError) {\r\n onError((message || \"Unknown error\") + (EngineStore.UseFallbackTexture ? \" - Fallback texture was used\" : \"\"), exception);\r\n }\r\n }\r\n else {\r\n // fall back to the original url if the transformed url fails to load\r\n Logger.Warn(`Failed to load ${url}, falling back to ${originalUrl}`);\r\n this.createTexture(originalUrl, noMipmap, texture.invertY, scene, samplingMode, onLoad, onError, buffer, texture, format, forcedExtension, mimeType);\r\n }\r\n };\r\n\r\n // processing for non-image formats\r\n if (loader) {\r\n const callback = (data: ArrayBufferView) => {\r\n loader!.loadData(data, texture, (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed) => {\r\n if (loadFailed) {\r\n onInternalError(\"TextureLoader failed to load data\");\r\n } else {\r\n this._prepareWebGLTexture(texture, scene, width, height, texture.invertY, !loadMipmap, isCompressed, () => {\r\n done();\r\n return false;\r\n }, samplingMode);\r\n }\r\n });\r\n };\r\n\r\n if (!buffer) {\r\n this._loadFile(url, (data) => callback(new Uint8Array(data as ArrayBuffer)), undefined, scene ? scene.offlineProvider : undefined, true, (request?: IWebRequest, exception?: any) => {\r\n onInternalError(\"Unable to load \" + (request ? request.responseURL : url, exception));\r\n });\r\n } else {\r\n if (buffer instanceof ArrayBuffer) {\r\n callback(new Uint8Array(buffer));\r\n }\r\n else if (ArrayBuffer.isView(buffer)) {\r\n callback(buffer);\r\n }\r\n else {\r\n if (onError) {\r\n onError(\"Unable to load: only ArrayBuffer or ArrayBufferView is supported\", null);\r\n }\r\n }\r\n }\r\n } else {\r\n const onload = (img: HTMLImageElement | ImageBitmap) => {\r\n if (fromBlob && !this._doNotHandleContextLost) {\r\n // We need to store the image if we need to rebuild the texture\r\n // in case of a webgl context lost\r\n texture._buffer = img;\r\n }\r\n\r\n this._prepareWebGLTexture(texture, scene, img.width, img.height, texture.invertY, noMipmap, false, (potWidth, potHeight, continuationCallback) => {\r\n let gl = this._gl;\r\n var isPot = (img.width === potWidth && img.height === potHeight);\r\n let internalFormat = format ? this._getInternalFormat(format) : ((extension === \".jpg\") ? gl.RGB : gl.RGBA);\r\n\r\n if (isPot) {\r\n gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);\r\n return false;\r\n }\r\n\r\n let maxTextureSize = this._caps.maxTextureSize;\r\n\r\n if (img.width > maxTextureSize || img.height > maxTextureSize || !this._supportsHardwareTextureRescaling) {\r\n this._prepareWorkingCanvas();\r\n if (!this._workingCanvas || !this._workingContext) {\r\n return false;\r\n }\r\n\r\n this._workingCanvas.width = potWidth;\r\n this._workingCanvas.height = potHeight;\r\n\r\n this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);\r\n gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, this._workingCanvas);\r\n\r\n texture.width = potWidth;\r\n texture.height = potHeight;\r\n\r\n return false;\r\n } else {\r\n // Using shaders when possible to rescale because canvas.drawImage is lossy\r\n let source = new InternalTexture(this, InternalTextureSource.Temp);\r\n this._bindTextureDirectly(gl.TEXTURE_2D, source, true);\r\n gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);\r\n\r\n this._rescaleTexture(source, texture, scene, internalFormat, () => {\r\n this._releaseTexture(source);\r\n this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);\r\n\r\n continuationCallback();\r\n });\r\n }\r\n\r\n return true;\r\n }, samplingMode);\r\n };\r\n\r\n if (!fromData || isBase64) {\r\n if (buffer && ((buffer).decoding || (buffer).close)) {\r\n onload(buffer);\r\n } else {\r\n ThinEngine._FileToolsLoadImage(url, onload, onInternalError, scene ? scene.offlineProvider : null, mimeType);\r\n }\r\n }\r\n else if (typeof buffer === \"string\" || buffer instanceof ArrayBuffer || ArrayBuffer.isView(buffer) || buffer instanceof Blob) {\r\n ThinEngine._FileToolsLoadImage(buffer, onload, onInternalError, scene ? scene.offlineProvider : null, mimeType);\r\n }\r\n else if (buffer) {\r\n onload(buffer);\r\n }\r\n }\r\n\r\n return texture;\r\n }\r\n\r\n /**\r\n * Loads an image as an HTMLImageElement.\r\n * @param input url string, ArrayBuffer, or Blob to load\r\n * @param onLoad callback called when the image successfully loads\r\n * @param onError callback called when the image fails to load\r\n * @param offlineProvider offline provider for caching\r\n * @param mimeType optional mime type\r\n * @returns the HTMLImageElement of the loaded image\r\n * @hidden\r\n */\r\n public static _FileToolsLoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable, mimeType?: string): Nullable {\r\n throw _DevTools.WarnImport(\"FileTools\");\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable, internalFormat: number, onComplete: () => void): void {\r\n }\r\n\r\n /**\r\n * Creates a raw texture\r\n * @param data defines the data to store in the texture\r\n * @param width defines the width of the texture\r\n * @param height defines the height of the texture\r\n * @param format defines the format of the data\r\n * @param generateMipMaps defines if the engine should generate the mip levels\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)\r\n * @param compression defines the compression used (null by default)\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @returns the raw texture inside an InternalTexture\r\n */\r\n public createRawTexture(data: Nullable, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable = null, type: number = Constants.TEXTURETYPE_UNSIGNED_INT): InternalTexture {\r\n throw _DevTools.WarnImport(\"Engine.RawTexture\");\r\n }\r\n\r\n /**\r\n * Creates a new raw cube texture\r\n * @param data defines the array of data to use to create each face\r\n * @param size defines the size of the textures\r\n * @param format defines the format of the data\r\n * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)\r\n * @param generateMipMaps defines if the engine should generate the mip levels\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param compression defines the compression used (null by default)\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n public createRawCubeTexture(data: Nullable, size: number, format: number, type: number,\r\n generateMipMaps: boolean, invertY: boolean, samplingMode: number,\r\n compression: Nullable = null): InternalTexture {\r\n throw _DevTools.WarnImport(\"Engine.RawTexture\");\r\n }\r\n\r\n /**\r\n * Creates a new raw 3D texture\r\n * @param data defines the data used to create the texture\r\n * @param width defines the width of the texture\r\n * @param height defines the height of the texture\r\n * @param depth defines the depth of the texture\r\n * @param format defines the format of the texture\r\n * @param generateMipMaps defines if the engine must generate mip levels\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param compression defines the compressed used (can be null)\r\n * @param textureType defines the compressed used (can be null)\r\n * @returns a new raw 3D texture (stored in an InternalTexture)\r\n */\r\n public createRawTexture3D(data: Nullable, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable = null, textureType = Constants.TEXTURETYPE_UNSIGNED_INT): InternalTexture {\r\n throw _DevTools.WarnImport(\"Engine.RawTexture\");\r\n }\r\n\r\n /**\r\n * Creates a new raw 2D array texture\r\n * @param data defines the data used to create the texture\r\n * @param width defines the width of the texture\r\n * @param height defines the height of the texture\r\n * @param depth defines the number of layers of the texture\r\n * @param format defines the format of the texture\r\n * @param generateMipMaps defines if the engine must generate mip levels\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param compression defines the compressed used (can be null)\r\n * @param textureType defines the compressed used (can be null)\r\n * @returns a new raw 2D array texture (stored in an InternalTexture)\r\n */\r\n public createRawTexture2DArray(data: Nullable, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable = null, textureType = Constants.TEXTURETYPE_UNSIGNED_INT): InternalTexture {\r\n throw _DevTools.WarnImport(\"Engine.RawTexture\");\r\n }\r\n\r\n private _unpackFlipYCached: Nullable = null;\r\n\r\n /**\r\n * In case you are sharing the context with other applications, it might\r\n * be interested to not cache the unpack flip y state to ensure a consistent\r\n * value would be set.\r\n */\r\n public enableUnpackFlipYCached = true;\r\n\r\n /** @hidden */\r\n public _unpackFlipY(value: boolean): void {\r\n if (this._unpackFlipYCached !== value) {\r\n this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, value ? 1 : 0);\r\n\r\n if (this.enableUnpackFlipYCached) {\r\n this._unpackFlipYCached = value;\r\n }\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _getUnpackAlignement(): number {\r\n return this._gl.getParameter(this._gl.UNPACK_ALIGNMENT);\r\n }\r\n\r\n private _getTextureTarget(texture: InternalTexture): number {\r\n if (texture.isCube) {\r\n return this._gl.TEXTURE_CUBE_MAP;\r\n } else if (texture.is3D) {\r\n return this._gl.TEXTURE_3D;\r\n } else if (texture.is2DArray || texture.isMultiview) {\r\n return this._gl.TEXTURE_2D_ARRAY;\r\n }\r\n return this._gl.TEXTURE_2D;\r\n }\r\n\r\n /**\r\n * Update the sampling mode of a given texture\r\n * @param samplingMode defines the required sampling mode\r\n * @param texture defines the texture to update\r\n * @param generateMipMaps defines whether to generate mipmaps for the texture\r\n */\r\n public updateTextureSamplingMode(samplingMode: number, texture: InternalTexture, generateMipMaps: boolean = false): void {\r\n const target = this._getTextureTarget(texture);\r\n var filters = this._getSamplingParameters(samplingMode, texture.generateMipMaps || generateMipMaps);\r\n\r\n this._setTextureParameterInteger(target, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);\r\n this._setTextureParameterInteger(target, this._gl.TEXTURE_MIN_FILTER, filters.min);\r\n\r\n if (generateMipMaps) {\r\n texture.generateMipMaps = true;\r\n this._gl.generateMipmap(target);\r\n }\r\n\r\n this._bindTextureDirectly(target, null);\r\n\r\n texture.samplingMode = samplingMode;\r\n }\r\n\r\n /**\r\n * Update the sampling mode of a given texture\r\n * @param texture defines the texture to update\r\n * @param wrapU defines the texture wrap mode of the u coordinates\r\n * @param wrapV defines the texture wrap mode of the v coordinates\r\n * @param wrapR defines the texture wrap mode of the r coordinates\r\n */\r\n public updateTextureWrappingMode(texture: InternalTexture, wrapU: Nullable, wrapV: Nullable = null, wrapR: Nullable = null): void {\r\n const target = this._getTextureTarget(texture);\r\n\r\n if (wrapU !== null) {\r\n this._setTextureParameterInteger(target, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(wrapU), texture);\r\n texture._cachedWrapU = wrapU;\r\n }\r\n if (wrapV !== null) {\r\n this._setTextureParameterInteger(target, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(wrapV), texture);\r\n texture._cachedWrapV = wrapV;\r\n }\r\n if ((texture.is2DArray || texture.is3D) && (wrapR !== null)) {\r\n this._setTextureParameterInteger(target, this._gl.TEXTURE_WRAP_R, this._getTextureWrapMode(wrapR), texture);\r\n texture._cachedWrapR = wrapR;\r\n }\r\n\r\n this._bindTextureDirectly(target, null);\r\n }\r\n\r\n /** @hidden */\r\n public _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | { width: number, height: number, layers?: number }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void {\r\n const width = (<{ width: number, height: number, layers?: number }>size).width || size;\r\n const height = (<{ width: number, height: number, layers?: number }>size).height || size;\r\n const layers = (<{ width: number, height: number, layers?: number }>size).layers || 0;\r\n\r\n internalTexture.baseWidth = width;\r\n internalTexture.baseHeight = height;\r\n internalTexture.width = width;\r\n internalTexture.height = height;\r\n internalTexture.is2DArray = layers > 0;\r\n internalTexture.depth = layers;\r\n internalTexture.isReady = true;\r\n internalTexture.samples = 1;\r\n internalTexture.generateMipMaps = false;\r\n internalTexture._generateDepthBuffer = true;\r\n internalTexture._generateStencilBuffer = generateStencil;\r\n internalTexture.samplingMode = bilinearFiltering ? Constants.TEXTURE_BILINEAR_SAMPLINGMODE : Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n internalTexture.type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n internalTexture._comparisonFunction = comparisonFunction;\r\n\r\n const gl = this._gl;\r\n const target = this._getTextureTarget(internalTexture);\r\n const samplingParameters = this._getSamplingParameters(internalTexture.samplingMode, false);\r\n gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, samplingParameters.mag);\r\n gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, samplingParameters.min);\r\n gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n\r\n if (comparisonFunction === 0) {\r\n gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, Constants.LEQUAL);\r\n gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.NONE);\r\n }\r\n else {\r\n gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);\r\n gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex: number = 0, lod: number = 0) {\r\n var gl = this._gl;\r\n\r\n var target = gl.TEXTURE_2D;\r\n if (texture.isCube) {\r\n target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;\r\n }\r\n\r\n this._gl.compressedTexImage2D(target, lod, internalFormat, width, height, 0, data);\r\n }\r\n\r\n /** @hidden */\r\n public _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex: number = 0, lod: number = 0, babylonInternalFormat?: number, useTextureWidthAndHeight = false): void {\r\n var gl = this._gl;\r\n\r\n var textureType = this._getWebGLTextureType(texture.type);\r\n var format = this._getInternalFormat(texture.format);\r\n var internalFormat = babylonInternalFormat === undefined ? this._getRGBABufferInternalSizedFormat(texture.type, texture.format) : this._getInternalFormat(babylonInternalFormat);\r\n\r\n this._unpackFlipY(texture.invertY);\r\n\r\n var target = gl.TEXTURE_2D;\r\n if (texture.isCube) {\r\n target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;\r\n }\r\n\r\n const lodMaxWidth = Math.round(Math.log(texture.width) * Math.LOG2E);\r\n const lodMaxHeight = Math.round(Math.log(texture.height) * Math.LOG2E);\r\n const width = useTextureWidthAndHeight ? texture.width : Math.pow(2, Math.max(lodMaxWidth - lod, 0));\r\n const height = useTextureWidthAndHeight ? texture.height : Math.pow(2, Math.max(lodMaxHeight - lod, 0));\r\n\r\n gl.texImage2D(target, lod, internalFormat, width, height, 0, format, textureType, imageData);\r\n }\r\n\r\n /**\r\n * Update a portion of an internal texture\r\n * @param texture defines the texture to update\r\n * @param imageData defines the data to store into the texture\r\n * @param xOffset defines the x coordinates of the update rectangle\r\n * @param yOffset defines the y coordinates of the update rectangle\r\n * @param width defines the width of the update rectangle\r\n * @param height defines the height of the update rectangle\r\n * @param faceIndex defines the face index if texture is a cube (0 by default)\r\n * @param lod defines the lod level to update (0 by default)\r\n */\r\n public updateTextureData(texture: InternalTexture, imageData: ArrayBufferView, xOffset: number, yOffset: number, width: number, height: number, faceIndex: number = 0, lod: number = 0): void {\r\n var gl = this._gl;\r\n\r\n var textureType = this._getWebGLTextureType(texture.type);\r\n var format = this._getInternalFormat(texture.format);\r\n\r\n this._unpackFlipY(texture.invertY);\r\n\r\n var target = gl.TEXTURE_2D;\r\n if (texture.isCube) {\r\n target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;\r\n }\r\n\r\n gl.texSubImage2D(target, lod, xOffset, yOffset, width, height, format, textureType, imageData);\r\n }\r\n\r\n /** @hidden */\r\n public _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex: number = 0, lod: number = 0): void {\r\n var gl = this._gl;\r\n var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;\r\n\r\n this._bindTextureDirectly(bindTarget, texture, true);\r\n\r\n this._uploadDataToTextureDirectly(texture, imageData, faceIndex, lod);\r\n\r\n this._bindTextureDirectly(bindTarget, null, true);\r\n }\r\n\r\n protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void {\r\n var gl = this._gl;\r\n if (!gl) {\r\n return;\r\n }\r\n\r\n var filters = this._getSamplingParameters(samplingMode, !noMipmap);\r\n\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);\r\n\r\n if (!noMipmap && !isCompressed) {\r\n gl.generateMipmap(gl.TEXTURE_2D);\r\n }\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_2D, null);\r\n\r\n // this.resetTextureCache();\r\n if (scene) {\r\n scene._removePendingData(texture);\r\n }\r\n\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n }\r\n\r\n private _prepareWebGLTexture(texture: InternalTexture, scene: Nullable, width: number, height: number, invertY: boolean, noMipmap: boolean, isCompressed: boolean,\r\n processFunction: (width: number, height: number, continuationCallback: () => void) => boolean, samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE): void {\r\n var maxTextureSize = this.getCaps().maxTextureSize;\r\n var potWidth = Math.min(maxTextureSize, this.needPOTTextures ? ThinEngine.GetExponentOfTwo(width, maxTextureSize) : width);\r\n var potHeight = Math.min(maxTextureSize, this.needPOTTextures ? ThinEngine.GetExponentOfTwo(height, maxTextureSize) : height);\r\n\r\n var gl = this._gl;\r\n if (!gl) {\r\n return;\r\n }\r\n\r\n if (!texture._webGLTexture) {\r\n // this.resetTextureCache();\r\n if (scene) {\r\n scene._removePendingData(texture);\r\n }\r\n\r\n return;\r\n }\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);\r\n this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = potWidth;\r\n texture.height = potHeight;\r\n texture.isReady = true;\r\n\r\n if (processFunction(potWidth, potHeight, () => {\r\n this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);\r\n })) {\r\n // Returning as texture needs extra async steps\r\n return;\r\n }\r\n\r\n this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);\r\n }\r\n\r\n /** @hidden */\r\n public _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples = 1): Nullable {\r\n var gl = this._gl;\r\n\r\n // Create the depth/stencil buffer\r\n if (generateStencilBuffer && generateDepthBuffer) {\r\n return this._getDepthStencilBuffer(width, height, samples, gl.DEPTH_STENCIL, gl.DEPTH24_STENCIL8, gl.DEPTH_STENCIL_ATTACHMENT);\r\n }\r\n if (generateDepthBuffer) {\r\n let depthFormat = gl.DEPTH_COMPONENT16;\r\n if (this._webGLVersion > 1) {\r\n depthFormat = gl.DEPTH_COMPONENT32F;\r\n }\r\n\r\n return this._getDepthStencilBuffer(width, height, samples, depthFormat, depthFormat, gl.DEPTH_ATTACHMENT);\r\n }\r\n if (generateStencilBuffer) {\r\n return this._getDepthStencilBuffer(width, height, samples, gl.STENCIL_INDEX8, gl.STENCIL_INDEX8, gl.STENCIL_ATTACHMENT);\r\n }\r\n\r\n return null;\r\n }\r\n\r\n private _getDepthStencilBuffer = (width: number, height: number, samples: number, internalFormat: number, msInternalFormat: number, attachment: number) => {\r\n var gl = this._gl;\r\n const depthStencilBuffer = gl.createRenderbuffer();\r\n\r\n gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);\r\n\r\n if (samples > 1 && gl.renderbufferStorageMultisample) {\r\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, msInternalFormat, width, height);\r\n } else {\r\n gl.renderbufferStorage(gl.RENDERBUFFER, internalFormat, width, height);\r\n }\r\n\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, depthStencilBuffer);\r\n\r\n gl.bindRenderbuffer(gl.RENDERBUFFER, null);\r\n\r\n return depthStencilBuffer;\r\n }\r\n\r\n /** @hidden */\r\n public _releaseFramebufferObjects(texture: InternalTexture): void {\r\n var gl = this._gl;\r\n\r\n if (texture._framebuffer) {\r\n gl.deleteFramebuffer(texture._framebuffer);\r\n texture._framebuffer = null;\r\n }\r\n\r\n if (texture._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(texture._depthStencilBuffer);\r\n texture._depthStencilBuffer = null;\r\n }\r\n\r\n if (texture._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(texture._MSAAFramebuffer);\r\n texture._MSAAFramebuffer = null;\r\n }\r\n\r\n if (texture._MSAARenderBuffer) {\r\n gl.deleteRenderbuffer(texture._MSAARenderBuffer);\r\n texture._MSAARenderBuffer = null;\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _releaseTexture(texture: InternalTexture): void {\r\n this._releaseFramebufferObjects(texture);\r\n\r\n this._deleteTexture(texture._webGLTexture);\r\n\r\n // Unbind channels\r\n this.unbindAllTextures();\r\n\r\n var index = this._internalTexturesCache.indexOf(texture);\r\n if (index !== -1) {\r\n this._internalTexturesCache.splice(index, 1);\r\n }\r\n\r\n // Integrated fixed lod samplers.\r\n if (texture._lodTextureHigh) {\r\n texture._lodTextureHigh.dispose();\r\n }\r\n if (texture._lodTextureMid) {\r\n texture._lodTextureMid.dispose();\r\n }\r\n if (texture._lodTextureLow) {\r\n texture._lodTextureLow.dispose();\r\n }\r\n\r\n // Integrated irradiance map.\r\n if (texture._irradianceTexture) {\r\n texture._irradianceTexture.dispose();\r\n }\r\n }\r\n\r\n protected _deleteTexture(texture: Nullable): void {\r\n this._gl.deleteTexture(texture);\r\n }\r\n\r\n protected _setProgram(program: WebGLProgram): void {\r\n if (this._currentProgram !== program) {\r\n this._gl.useProgram(program);\r\n this._currentProgram = program;\r\n }\r\n }\r\n\r\n protected _boundUniforms: { [key: number]: WebGLUniformLocation } = {};\r\n\r\n /**\r\n * Binds an effect to the webGL context\r\n * @param effect defines the effect to bind\r\n */\r\n public bindSamplers(effect: Effect): void {\r\n let webGLPipelineContext = effect.getPipelineContext() as WebGLPipelineContext;\r\n this._setProgram(webGLPipelineContext.program!);\r\n var samplers = effect.getSamplers();\r\n for (var index = 0; index < samplers.length; index++) {\r\n var uniform = effect.getUniform(samplers[index]);\r\n\r\n if (uniform) {\r\n this._boundUniforms[index] = uniform;\r\n }\r\n }\r\n this._currentEffect = null;\r\n }\r\n\r\n private _activateCurrentTexture() {\r\n if (this._currentTextureChannel !== this._activeChannel) {\r\n this._gl.activeTexture(this._gl.TEXTURE0 + this._activeChannel);\r\n this._currentTextureChannel = this._activeChannel;\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _bindTextureDirectly(target: number, texture: Nullable, forTextureDataUpdate = false, force = false): boolean {\r\n var wasPreviouslyBound = false;\r\n let isTextureForRendering = texture && texture._associatedChannel > -1;\r\n if (forTextureDataUpdate && isTextureForRendering) {\r\n this._activeChannel = texture!._associatedChannel;\r\n }\r\n\r\n let currentTextureBound = this._boundTexturesCache[this._activeChannel];\r\n\r\n if (currentTextureBound !== texture || force) {\r\n this._activateCurrentTexture();\r\n\r\n if (texture && texture.isMultiview) {\r\n this._gl.bindTexture(target, texture ? texture._colorTextureArray : null);\r\n } else {\r\n this._gl.bindTexture(target, texture ? texture._webGLTexture : null);\r\n }\r\n\r\n this._boundTexturesCache[this._activeChannel] = texture;\r\n\r\n if (texture) {\r\n texture._associatedChannel = this._activeChannel;\r\n }\r\n } else if (forTextureDataUpdate) {\r\n wasPreviouslyBound = true;\r\n this._activateCurrentTexture();\r\n }\r\n\r\n if (isTextureForRendering && !forTextureDataUpdate) {\r\n this._bindSamplerUniformToChannel(texture!._associatedChannel, this._activeChannel);\r\n }\r\n\r\n return wasPreviouslyBound;\r\n }\r\n\r\n /** @hidden */\r\n public _bindTexture(channel: number, texture: Nullable): void {\r\n if (channel === undefined) {\r\n return;\r\n }\r\n\r\n if (texture) {\r\n texture._associatedChannel = channel;\r\n }\r\n\r\n this._activeChannel = channel;\r\n const target = texture ? this._getTextureTarget(texture) : this._gl.TEXTURE_2D;\r\n this._bindTextureDirectly(target, texture);\r\n }\r\n\r\n /**\r\n * Unbind all textures from the webGL context\r\n */\r\n public unbindAllTextures(): void {\r\n for (var channel = 0; channel < this._maxSimultaneousTextures; channel++) {\r\n this._activeChannel = channel;\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, null);\r\n this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);\r\n if (this.webGLVersion > 1) {\r\n this._bindTextureDirectly(this._gl.TEXTURE_3D, null);\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D_ARRAY, null);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a texture to the according uniform.\r\n * @param channel The texture channel\r\n * @param uniform The uniform to set\r\n * @param texture The texture to apply\r\n */\r\n public setTexture(channel: number, uniform: Nullable, texture: Nullable): void {\r\n if (channel === undefined) {\r\n return;\r\n }\r\n\r\n if (uniform) {\r\n this._boundUniforms[channel] = uniform;\r\n }\r\n\r\n this._setTexture(channel, texture);\r\n }\r\n\r\n private _bindSamplerUniformToChannel(sourceSlot: number, destination: number) {\r\n let uniform = this._boundUniforms[sourceSlot];\r\n if (!uniform || uniform._currentState === destination) {\r\n return;\r\n }\r\n this._gl.uniform1i(uniform, destination);\r\n uniform._currentState = destination;\r\n }\r\n\r\n private _getTextureWrapMode(mode: number): number {\r\n switch (mode) {\r\n case Constants.TEXTURE_WRAP_ADDRESSMODE:\r\n return this._gl.REPEAT;\r\n case Constants.TEXTURE_CLAMP_ADDRESSMODE:\r\n return this._gl.CLAMP_TO_EDGE;\r\n case Constants.TEXTURE_MIRROR_ADDRESSMODE:\r\n return this._gl.MIRRORED_REPEAT;\r\n }\r\n return this._gl.REPEAT;\r\n }\r\n\r\n protected _setTexture(channel: number, texture: Nullable, isPartOfTextureArray = false, depthStencilTexture = false): boolean {\r\n // Not ready?\r\n if (!texture) {\r\n if (this._boundTexturesCache[channel] != null) {\r\n this._activeChannel = channel;\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, null);\r\n this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);\r\n if (this.webGLVersion > 1) {\r\n this._bindTextureDirectly(this._gl.TEXTURE_3D, null);\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D_ARRAY, null);\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n // Video\r\n if ((texture).video) {\r\n this._activeChannel = channel;\r\n (texture).update();\r\n } else if (texture.delayLoadState === Constants.DELAYLOADSTATE_NOTLOADED) { // Delay loading\r\n texture.delayLoad();\r\n return false;\r\n }\r\n\r\n let internalTexture: InternalTexture;\r\n if (depthStencilTexture) {\r\n internalTexture = (texture).depthStencilTexture!;\r\n }\r\n else if (texture.isReady()) {\r\n internalTexture = texture.getInternalTexture();\r\n }\r\n else if (texture.isCube) {\r\n internalTexture = this.emptyCubeTexture;\r\n }\r\n else if (texture.is3D) {\r\n internalTexture = this.emptyTexture3D;\r\n }\r\n else if (texture.is2DArray) {\r\n internalTexture = this.emptyTexture2DArray;\r\n }\r\n else {\r\n internalTexture = this.emptyTexture;\r\n }\r\n\r\n if (!isPartOfTextureArray && internalTexture) {\r\n internalTexture._associatedChannel = channel;\r\n }\r\n\r\n let needToBind = true;\r\n if (this._boundTexturesCache[channel] === internalTexture) {\r\n if (!isPartOfTextureArray) {\r\n this._bindSamplerUniformToChannel(internalTexture._associatedChannel, channel);\r\n }\r\n\r\n needToBind = false;\r\n }\r\n\r\n this._activeChannel = channel;\r\n const target = this._getTextureTarget(internalTexture);\r\n if (needToBind) {\r\n this._bindTextureDirectly(target, internalTexture, isPartOfTextureArray);\r\n }\r\n\r\n if (internalTexture && !internalTexture.isMultiview) {\r\n // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.\r\n if (internalTexture.isCube && internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {\r\n internalTexture._cachedCoordinatesMode = texture.coordinatesMode;\r\n\r\n var textureWrapMode = (texture.coordinatesMode !== Constants.TEXTURE_CUBIC_MODE && texture.coordinatesMode !== Constants.TEXTURE_SKYBOX_MODE) ? Constants.TEXTURE_WRAP_ADDRESSMODE : Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture.wrapU = textureWrapMode;\r\n texture.wrapV = textureWrapMode;\r\n }\r\n\r\n if (internalTexture._cachedWrapU !== texture.wrapU) {\r\n internalTexture._cachedWrapU = texture.wrapU;\r\n this._setTextureParameterInteger(target, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);\r\n }\r\n\r\n if (internalTexture._cachedWrapV !== texture.wrapV) {\r\n internalTexture._cachedWrapV = texture.wrapV;\r\n this._setTextureParameterInteger(target, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);\r\n }\r\n\r\n if (internalTexture.is3D && internalTexture._cachedWrapR !== texture.wrapR) {\r\n internalTexture._cachedWrapR = texture.wrapR;\r\n this._setTextureParameterInteger(target, this._gl.TEXTURE_WRAP_R, this._getTextureWrapMode(texture.wrapR), internalTexture);\r\n }\r\n\r\n this._setAnisotropicLevel(target, internalTexture, texture.anisotropicFilteringLevel);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Sets an array of texture to the webGL context\r\n * @param channel defines the channel where the texture array must be set\r\n * @param uniform defines the associated uniform location\r\n * @param textures defines the array of textures to bind\r\n */\r\n public setTextureArray(channel: number, uniform: Nullable, textures: BaseTexture[]): void {\r\n if (channel === undefined || !uniform) {\r\n return;\r\n }\r\n\r\n if (!this._textureUnits || this._textureUnits.length !== textures.length) {\r\n this._textureUnits = new Int32Array(textures.length);\r\n }\r\n for (let i = 0; i < textures.length; i++) {\r\n let texture = textures[i].getInternalTexture();\r\n\r\n if (texture) {\r\n this._textureUnits[i] = channel + i;\r\n texture._associatedChannel = channel + i;\r\n } else {\r\n this._textureUnits[i] = -1;\r\n }\r\n }\r\n this._gl.uniform1iv(uniform, this._textureUnits);\r\n\r\n for (var index = 0; index < textures.length; index++) {\r\n this._setTexture(this._textureUnits[index], textures[index], true);\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _setAnisotropicLevel(target: number, internalTexture: InternalTexture, anisotropicFilteringLevel: number) {\r\n var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;\r\n if (internalTexture.samplingMode !== Constants.TEXTURE_LINEAR_LINEAR_MIPNEAREST\r\n && internalTexture.samplingMode !== Constants.TEXTURE_LINEAR_LINEAR_MIPLINEAR\r\n && internalTexture.samplingMode !== Constants.TEXTURE_LINEAR_LINEAR) {\r\n anisotropicFilteringLevel = 1; // Forcing the anisotropic to 1 because else webgl will force filters to linear\r\n }\r\n\r\n if (anisotropicFilterExtension && internalTexture._cachedAnisotropicFilteringLevel !== anisotropicFilteringLevel) {\r\n this._setTextureParameterFloat(target, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(anisotropicFilteringLevel, this._caps.maxAnisotropy), internalTexture);\r\n internalTexture._cachedAnisotropicFilteringLevel = anisotropicFilteringLevel;\r\n }\r\n }\r\n\r\n private _setTextureParameterFloat(target: number, parameter: number, value: number, texture: InternalTexture): void {\r\n this._bindTextureDirectly(target, texture, true, true);\r\n this._gl.texParameterf(target, parameter, value);\r\n }\r\n\r\n private _setTextureParameterInteger(target: number, parameter: number, value: number, texture?: InternalTexture) {\r\n if (texture) {\r\n this._bindTextureDirectly(target, texture, true, true);\r\n }\r\n this._gl.texParameteri(target, parameter, value);\r\n }\r\n\r\n /**\r\n * Unbind all vertex attributes from the webGL context\r\n */\r\n public unbindAllAttributes() {\r\n if (this._mustWipeVertexAttributes) {\r\n this._mustWipeVertexAttributes = false;\r\n\r\n for (var i = 0; i < this._caps.maxVertexAttribs; i++) {\r\n this.disableAttributeByIndex(i);\r\n }\r\n return;\r\n }\r\n\r\n for (var i = 0, ul = this._vertexAttribArraysEnabled.length; i < ul; i++) {\r\n if (i >= this._caps.maxVertexAttribs || !this._vertexAttribArraysEnabled[i]) {\r\n continue;\r\n }\r\n\r\n this.disableAttributeByIndex(i);\r\n }\r\n }\r\n\r\n /**\r\n * Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled\r\n */\r\n public releaseEffects() {\r\n for (var name in this._compiledEffects) {\r\n let webGLPipelineContext = this._compiledEffects[name].getPipelineContext() as WebGLPipelineContext;\r\n this._deletePipelineContext(webGLPipelineContext);\r\n }\r\n\r\n this._compiledEffects = {};\r\n }\r\n\r\n /**\r\n * Dispose and release all associated resources\r\n */\r\n public dispose(): void {\r\n this.stopRenderLoop();\r\n\r\n // Clear observables\r\n if (this.onBeforeTextureInitObservable) {\r\n this.onBeforeTextureInitObservable.clear();\r\n }\r\n\r\n // Empty texture\r\n if (this._emptyTexture) {\r\n this._releaseTexture(this._emptyTexture);\r\n this._emptyTexture = null;\r\n }\r\n if (this._emptyCubeTexture) {\r\n this._releaseTexture(this._emptyCubeTexture);\r\n this._emptyCubeTexture = null;\r\n }\r\n\r\n if (this._dummyFramebuffer) {\r\n this._gl.deleteFramebuffer(this._dummyFramebuffer);\r\n }\r\n\r\n // Release effects\r\n this.releaseEffects();\r\n\r\n // Unbind\r\n this.unbindAllAttributes();\r\n this._boundUniforms = [];\r\n\r\n // Events\r\n if (DomManagement.IsWindowObjectExist()) {\r\n if (this._renderingCanvas) {\r\n if (!this._doNotHandleContextLost) {\r\n this._renderingCanvas.removeEventListener(\"webglcontextlost\", this._onContextLost);\r\n this._renderingCanvas.removeEventListener(\"webglcontextrestored\", this._onContextRestored);\r\n }\r\n }\r\n }\r\n\r\n this._workingCanvas = null;\r\n this._workingContext = null;\r\n this._currentBufferPointers = [];\r\n this._renderingCanvas = null;\r\n this._currentProgram = null;\r\n this._boundRenderFunction = null;\r\n\r\n Effect.ResetCache();\r\n\r\n // Abort active requests\r\n for (let request of this._activeRequests) {\r\n request.abort();\r\n }\r\n }\r\n\r\n /**\r\n * Attach a new callback raised when context lost event is fired\r\n * @param callback defines the callback to call\r\n */\r\n public attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void {\r\n if (this._renderingCanvas) {\r\n this._renderingCanvas.addEventListener(\"webglcontextlost\", callback, false);\r\n }\r\n }\r\n\r\n /**\r\n * Attach a new callback raised when context restored event is fired\r\n * @param callback defines the callback to call\r\n */\r\n public attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void {\r\n if (this._renderingCanvas) {\r\n this._renderingCanvas.addEventListener(\"webglcontextrestored\", callback, false);\r\n }\r\n }\r\n\r\n /**\r\n * Get the current error code of the webGL context\r\n * @returns the error code\r\n * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError\r\n */\r\n public getError(): number {\r\n return this._gl.getError();\r\n }\r\n\r\n private _canRenderToFloatFramebuffer(): boolean {\r\n if (this._webGLVersion > 1) {\r\n return this._caps.colorBufferFloat;\r\n }\r\n return this._canRenderToFramebuffer(Constants.TEXTURETYPE_FLOAT);\r\n }\r\n\r\n private _canRenderToHalfFloatFramebuffer(): boolean {\r\n if (this._webGLVersion > 1) {\r\n return this._caps.colorBufferFloat;\r\n }\r\n return this._canRenderToFramebuffer(Constants.TEXTURETYPE_HALF_FLOAT);\r\n }\r\n\r\n // Thank you : http://stackoverflow.com/questions/28827511/webgl-ios-render-to-floating-point-texture\r\n private _canRenderToFramebuffer(type: number): boolean {\r\n let gl = this._gl;\r\n\r\n //clear existing errors\r\n while (gl.getError() !== gl.NO_ERROR) { }\r\n\r\n let successful = true;\r\n\r\n let texture = gl.createTexture();\r\n gl.bindTexture(gl.TEXTURE_2D, texture);\r\n gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), 1, 1, 0, gl.RGBA, this._getWebGLTextureType(type), null);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);\r\n\r\n let fb = gl.createFramebuffer();\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, fb);\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);\r\n let status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);\r\n\r\n successful = successful && (status === gl.FRAMEBUFFER_COMPLETE);\r\n successful = successful && (gl.getError() === gl.NO_ERROR);\r\n\r\n //try render by clearing frame buffer's color buffer\r\n if (successful) {\r\n gl.clear(gl.COLOR_BUFFER_BIT);\r\n successful = successful && (gl.getError() === gl.NO_ERROR);\r\n }\r\n\r\n //try reading from frame to ensure render occurs (just creating the FBO is not sufficient to determine if rendering is supported)\r\n if (successful) {\r\n //in practice it's sufficient to just read from the backbuffer rather than handle potentially issues reading from the texture\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\r\n let readFormat = gl.RGBA;\r\n let readType = gl.UNSIGNED_BYTE;\r\n let buffer = new Uint8Array(4);\r\n gl.readPixels(0, 0, 1, 1, readFormat, readType, buffer);\r\n successful = successful && (gl.getError() === gl.NO_ERROR);\r\n }\r\n\r\n //clean up\r\n gl.deleteTexture(texture);\r\n gl.deleteFramebuffer(fb);\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\r\n\r\n //clear accumulated errors\r\n while (!successful && (gl.getError() !== gl.NO_ERROR)) { }\r\n\r\n return successful;\r\n }\r\n\r\n /** @hidden */\r\n public _getWebGLTextureType(type: number): number {\r\n if (this._webGLVersion === 1) {\r\n switch (type) {\r\n case Constants.TEXTURETYPE_FLOAT:\r\n return this._gl.FLOAT;\r\n case Constants.TEXTURETYPE_HALF_FLOAT:\r\n return this._gl.HALF_FLOAT_OES;\r\n case Constants.TEXTURETYPE_UNSIGNED_BYTE:\r\n return this._gl.UNSIGNED_BYTE;\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:\r\n return this._gl.UNSIGNED_SHORT_4_4_4_4;\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:\r\n return this._gl.UNSIGNED_SHORT_5_5_5_1;\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:\r\n return this._gl.UNSIGNED_SHORT_5_6_5;\r\n }\r\n return this._gl.UNSIGNED_BYTE;\r\n }\r\n\r\n switch (type) {\r\n case Constants.TEXTURETYPE_BYTE:\r\n return this._gl.BYTE;\r\n case Constants.TEXTURETYPE_UNSIGNED_BYTE:\r\n return this._gl.UNSIGNED_BYTE;\r\n case Constants.TEXTURETYPE_SHORT:\r\n return this._gl.SHORT;\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT:\r\n return this._gl.UNSIGNED_SHORT;\r\n case Constants.TEXTURETYPE_INT:\r\n return this._gl.INT;\r\n case Constants.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT\r\n return this._gl.UNSIGNED_INT;\r\n case Constants.TEXTURETYPE_FLOAT:\r\n return this._gl.FLOAT;\r\n case Constants.TEXTURETYPE_HALF_FLOAT:\r\n return this._gl.HALF_FLOAT;\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:\r\n return this._gl.UNSIGNED_SHORT_4_4_4_4;\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:\r\n return this._gl.UNSIGNED_SHORT_5_5_5_1;\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:\r\n return this._gl.UNSIGNED_SHORT_5_6_5;\r\n case Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:\r\n return this._gl.UNSIGNED_INT_2_10_10_10_REV;\r\n case Constants.TEXTURETYPE_UNSIGNED_INT_24_8:\r\n return this._gl.UNSIGNED_INT_24_8;\r\n case Constants.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:\r\n return this._gl.UNSIGNED_INT_10F_11F_11F_REV;\r\n case Constants.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:\r\n return this._gl.UNSIGNED_INT_5_9_9_9_REV;\r\n case Constants.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV:\r\n return this._gl.FLOAT_32_UNSIGNED_INT_24_8_REV;\r\n }\r\n\r\n return this._gl.UNSIGNED_BYTE;\r\n }\r\n\r\n /** @hidden */\r\n public _getInternalFormat(format: number): number {\r\n var internalFormat = this._gl.RGBA;\r\n\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_ALPHA:\r\n internalFormat = this._gl.ALPHA;\r\n break;\r\n case Constants.TEXTUREFORMAT_LUMINANCE:\r\n internalFormat = this._gl.LUMINANCE;\r\n break;\r\n case Constants.TEXTUREFORMAT_LUMINANCE_ALPHA:\r\n internalFormat = this._gl.LUMINANCE_ALPHA;\r\n break;\r\n case Constants.TEXTUREFORMAT_RED:\r\n internalFormat = this._gl.RED;\r\n break;\r\n case Constants.TEXTUREFORMAT_RG:\r\n internalFormat = this._gl.RG;\r\n break;\r\n case Constants.TEXTUREFORMAT_RGB:\r\n internalFormat = this._gl.RGB;\r\n break;\r\n case Constants.TEXTUREFORMAT_RGBA:\r\n internalFormat = this._gl.RGBA;\r\n break;\r\n }\r\n\r\n if (this._webGLVersion > 1) {\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_RED_INTEGER:\r\n internalFormat = this._gl.RED_INTEGER;\r\n break;\r\n case Constants.TEXTUREFORMAT_RG_INTEGER:\r\n internalFormat = this._gl.RG_INTEGER;\r\n break;\r\n case Constants.TEXTUREFORMAT_RGB_INTEGER:\r\n internalFormat = this._gl.RGB_INTEGER;\r\n break;\r\n case Constants.TEXTUREFORMAT_RGBA_INTEGER:\r\n internalFormat = this._gl.RGBA_INTEGER;\r\n break;\r\n }\r\n }\r\n\r\n return internalFormat;\r\n }\r\n\r\n /** @hidden */\r\n public _getRGBABufferInternalSizedFormat(type: number, format?: number): number {\r\n if (this._webGLVersion === 1) {\r\n if (format !== undefined) {\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_ALPHA:\r\n return this._gl.ALPHA;\r\n case Constants.TEXTUREFORMAT_LUMINANCE:\r\n return this._gl.LUMINANCE;\r\n case Constants.TEXTUREFORMAT_LUMINANCE_ALPHA:\r\n return this._gl.LUMINANCE_ALPHA;\r\n case Constants.TEXTUREFORMAT_RGB:\r\n return this._gl.RGB;\r\n }\r\n }\r\n return this._gl.RGBA;\r\n }\r\n\r\n switch (type) {\r\n case Constants.TEXTURETYPE_BYTE:\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_RED:\r\n return this._gl.R8_SNORM;\r\n case Constants.TEXTUREFORMAT_RG:\r\n return this._gl.RG8_SNORM;\r\n case Constants.TEXTUREFORMAT_RGB:\r\n return this._gl.RGB8_SNORM;\r\n case Constants.TEXTUREFORMAT_RED_INTEGER:\r\n return this._gl.R8I;\r\n case Constants.TEXTUREFORMAT_RG_INTEGER:\r\n return this._gl.RG8I;\r\n case Constants.TEXTUREFORMAT_RGB_INTEGER:\r\n return this._gl.RGB8I;\r\n case Constants.TEXTUREFORMAT_RGBA_INTEGER:\r\n return this._gl.RGBA8I;\r\n default:\r\n return this._gl.RGBA8_SNORM;\r\n }\r\n case Constants.TEXTURETYPE_UNSIGNED_BYTE:\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_RED:\r\n return this._gl.R8;\r\n case Constants.TEXTUREFORMAT_RG:\r\n return this._gl.RG8;\r\n case Constants.TEXTUREFORMAT_RGB:\r\n return this._gl.RGB8; // By default. Other possibilities are RGB565, SRGB8.\r\n case Constants.TEXTUREFORMAT_RGBA:\r\n return this._gl.RGBA8; // By default. Other possibilities are RGB5_A1, RGBA4, SRGB8_ALPHA8.\r\n case Constants.TEXTUREFORMAT_RED_INTEGER:\r\n return this._gl.R8UI;\r\n case Constants.TEXTUREFORMAT_RG_INTEGER:\r\n return this._gl.RG8UI;\r\n case Constants.TEXTUREFORMAT_RGB_INTEGER:\r\n return this._gl.RGB8UI;\r\n case Constants.TEXTUREFORMAT_RGBA_INTEGER:\r\n return this._gl.RGBA8UI;\r\n case Constants.TEXTUREFORMAT_ALPHA:\r\n return this._gl.ALPHA;\r\n case Constants.TEXTUREFORMAT_LUMINANCE:\r\n return this._gl.LUMINANCE;\r\n case Constants.TEXTUREFORMAT_LUMINANCE_ALPHA:\r\n return this._gl.LUMINANCE_ALPHA;\r\n default:\r\n return this._gl.RGBA8;\r\n }\r\n case Constants.TEXTURETYPE_SHORT:\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_RED_INTEGER:\r\n return this._gl.R16I;\r\n case Constants.TEXTUREFORMAT_RG_INTEGER:\r\n return this._gl.RG16I;\r\n case Constants.TEXTUREFORMAT_RGB_INTEGER:\r\n return this._gl.RGB16I;\r\n case Constants.TEXTUREFORMAT_RGBA_INTEGER:\r\n return this._gl.RGBA16I;\r\n default:\r\n return this._gl.RGBA16I;\r\n }\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT:\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_RED_INTEGER:\r\n return this._gl.R16UI;\r\n case Constants.TEXTUREFORMAT_RG_INTEGER:\r\n return this._gl.RG16UI;\r\n case Constants.TEXTUREFORMAT_RGB_INTEGER:\r\n return this._gl.RGB16UI;\r\n case Constants.TEXTUREFORMAT_RGBA_INTEGER:\r\n return this._gl.RGBA16UI;\r\n default:\r\n return this._gl.RGBA16UI;\r\n }\r\n case Constants.TEXTURETYPE_INT:\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_RED_INTEGER:\r\n return this._gl.R32I;\r\n case Constants.TEXTUREFORMAT_RG_INTEGER:\r\n return this._gl.RG32I;\r\n case Constants.TEXTUREFORMAT_RGB_INTEGER:\r\n return this._gl.RGB32I;\r\n case Constants.TEXTUREFORMAT_RGBA_INTEGER:\r\n return this._gl.RGBA32I;\r\n default:\r\n return this._gl.RGBA32I;\r\n }\r\n case Constants.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_RED_INTEGER:\r\n return this._gl.R32UI;\r\n case Constants.TEXTUREFORMAT_RG_INTEGER:\r\n return this._gl.RG32UI;\r\n case Constants.TEXTUREFORMAT_RGB_INTEGER:\r\n return this._gl.RGB32UI;\r\n case Constants.TEXTUREFORMAT_RGBA_INTEGER:\r\n return this._gl.RGBA32UI;\r\n default:\r\n return this._gl.RGBA32UI;\r\n }\r\n case Constants.TEXTURETYPE_FLOAT:\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_RED:\r\n return this._gl.R32F; // By default. Other possibility is R16F.\r\n case Constants.TEXTUREFORMAT_RG:\r\n return this._gl.RG32F; // By default. Other possibility is RG16F.\r\n case Constants.TEXTUREFORMAT_RGB:\r\n return this._gl.RGB32F; // By default. Other possibilities are RGB16F, R11F_G11F_B10F, RGB9_E5.\r\n case Constants.TEXTUREFORMAT_RGBA:\r\n return this._gl.RGBA32F; // By default. Other possibility is RGBA16F.\r\n default:\r\n return this._gl.RGBA32F;\r\n }\r\n case Constants.TEXTURETYPE_HALF_FLOAT:\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_RED:\r\n return this._gl.R16F;\r\n case Constants.TEXTUREFORMAT_RG:\r\n return this._gl.RG16F;\r\n case Constants.TEXTUREFORMAT_RGB:\r\n return this._gl.RGB16F; // By default. Other possibilities are R11F_G11F_B10F, RGB9_E5.\r\n case Constants.TEXTUREFORMAT_RGBA:\r\n return this._gl.RGBA16F;\r\n default:\r\n return this._gl.RGBA16F;\r\n }\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:\r\n return this._gl.RGB565;\r\n case Constants.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:\r\n return this._gl.R11F_G11F_B10F;\r\n case Constants.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:\r\n return this._gl.RGB9_E5;\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:\r\n return this._gl.RGBA4;\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:\r\n return this._gl.RGB5_A1;\r\n case Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_RGBA:\r\n return this._gl.RGB10_A2; // By default. Other possibility is RGB5_A1.\r\n case Constants.TEXTUREFORMAT_RGBA_INTEGER:\r\n return this._gl.RGB10_A2UI;\r\n default:\r\n return this._gl.RGB10_A2;\r\n }\r\n }\r\n\r\n return this._gl.RGBA8;\r\n }\r\n\r\n /** @hidden */\r\n public _getRGBAMultiSampleBufferFormat(type: number): number {\r\n if (type === Constants.TEXTURETYPE_FLOAT) {\r\n return this._gl.RGBA32F;\r\n }\r\n else if (type === Constants.TEXTURETYPE_HALF_FLOAT) {\r\n return this._gl.RGBA16F;\r\n }\r\n\r\n return this._gl.RGBA8;\r\n }\r\n\r\n /** @hidden */\r\n public _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void,\r\n offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: IWebRequest, exception?: any) => void): IFileRequest {\r\n let request = ThinEngine._FileToolsLoadFile(url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError);\r\n this._activeRequests.push(request);\r\n request.onCompleteObservable.add((request) => {\r\n this._activeRequests.splice(this._activeRequests.indexOf(request), 1);\r\n });\r\n return request;\r\n }\r\n\r\n /**\r\n * Loads a file from a url\r\n * @param url url to load\r\n * @param onSuccess callback called when the file successfully loads\r\n * @param onProgress callback called while file is loading (if the server supports this mode)\r\n * @param offlineProvider defines the offline provider for caching\r\n * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer\r\n * @param onError callback called when the file fails to load\r\n * @returns a file request object\r\n * @hidden\r\n */\r\n public static _FileToolsLoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest {\r\n throw _DevTools.WarnImport(\"FileTools\");\r\n }\r\n\r\n /**\r\n * Reads pixels from the current frame buffer. Please note that this function can be slow\r\n * @param x defines the x coordinate of the rectangle where pixels must be read\r\n * @param y defines the y coordinate of the rectangle where pixels must be read\r\n * @param width defines the width of the rectangle where pixels must be read\r\n * @param height defines the height of the rectangle where pixels must be read\r\n * @param hasAlpha defines whether the output should have alpha or not (defaults to true)\r\n * @returns a Uint8Array containing RGBA colors\r\n */\r\n public readPixels(x: number, y: number, width: number, height: number, hasAlpha = true): Uint8Array {\r\n const numChannels = hasAlpha ? 4 : 3;\r\n const format = hasAlpha ? this._gl.RGBA : this._gl.RGB;\r\n const data = new Uint8Array(height * width * numChannels);\r\n this._gl.readPixels(x, y, width, height, format, this._gl.UNSIGNED_BYTE, data);\r\n return data;\r\n }\r\n\r\n // Statics\r\n\r\n private static _isSupported: Nullable = null;\r\n /**\r\n * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)\r\n * @returns true if the engine can be created\r\n * @ignorenaming\r\n */\r\n public static isSupported(): boolean {\r\n if (this._isSupported === null) {\r\n try {\r\n var tempcanvas = CanvasGenerator.CreateCanvas(1, 1);\r\n var gl = tempcanvas.getContext(\"webgl\") || (tempcanvas as any).getContext(\"experimental-webgl\");\r\n\r\n this._isSupported = gl != null && !!window.WebGLRenderingContext;\r\n } catch (e) {\r\n this._isSupported = false;\r\n }\r\n }\r\n\r\n return this._isSupported;\r\n }\r\n\r\n /**\r\n * Find the next highest power of two.\r\n * @param x Number to start search from.\r\n * @return Next highest power of two.\r\n */\r\n public static CeilingPOT(x: number): number {\r\n x--;\r\n x |= x >> 1;\r\n x |= x >> 2;\r\n x |= x >> 4;\r\n x |= x >> 8;\r\n x |= x >> 16;\r\n x++;\r\n return x;\r\n }\r\n\r\n /**\r\n * Find the next lowest power of two.\r\n * @param x Number to start search from.\r\n * @return Next lowest power of two.\r\n */\r\n public static FloorPOT(x: number): number {\r\n x = x | (x >> 1);\r\n x = x | (x >> 2);\r\n x = x | (x >> 4);\r\n x = x | (x >> 8);\r\n x = x | (x >> 16);\r\n return x - (x >> 1);\r\n }\r\n\r\n /**\r\n * Find the nearest power of two.\r\n * @param x Number to start search from.\r\n * @return Next nearest power of two.\r\n */\r\n public static NearestPOT(x: number): number {\r\n var c = ThinEngine.CeilingPOT(x);\r\n var f = ThinEngine.FloorPOT(x);\r\n return (c - x) > (x - f) ? f : c;\r\n }\r\n\r\n /**\r\n * Get the closest exponent of two\r\n * @param value defines the value to approximate\r\n * @param max defines the maximum value to return\r\n * @param mode defines how to define the closest value\r\n * @returns closest exponent of two of the given value\r\n */\r\n public static GetExponentOfTwo(value: number, max: number, mode = Constants.SCALEMODE_NEAREST): number {\r\n let pot;\r\n\r\n switch (mode) {\r\n case Constants.SCALEMODE_FLOOR:\r\n pot = ThinEngine.FloorPOT(value);\r\n break;\r\n case Constants.SCALEMODE_NEAREST:\r\n pot = ThinEngine.NearestPOT(value);\r\n break;\r\n case Constants.SCALEMODE_CEILING:\r\n default:\r\n pot = ThinEngine.CeilingPOT(value);\r\n break;\r\n }\r\n\r\n return Math.min(pot, max);\r\n }\r\n\r\n /**\r\n * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)\r\n * @param func - the function to be called\r\n * @param requester - the object that will request the next frame. Falls back to window.\r\n * @returns frame number\r\n */\r\n public static QueueNewFrame(func: () => void, requester?: any): number {\r\n if (!DomManagement.IsWindowObjectExist()) {\r\n if (typeof requestAnimationFrame !== \"undefined\") {\r\n return requestAnimationFrame(func);\r\n }\r\n\r\n return setTimeout(func, 16);\r\n }\r\n\r\n if (!requester) {\r\n requester = window;\r\n }\r\n\r\n if (requester.requestPostAnimationFrame) {\r\n return requester.requestPostAnimationFrame(func);\r\n }\r\n else if (requester.requestAnimationFrame) {\r\n return requester.requestAnimationFrame(func);\r\n }\r\n else if (requester.msRequestAnimationFrame) {\r\n return requester.msRequestAnimationFrame(func);\r\n }\r\n else if (requester.webkitRequestAnimationFrame) {\r\n return requester.webkitRequestAnimationFrame(func);\r\n }\r\n else if (requester.mozRequestAnimationFrame) {\r\n return requester.mozRequestAnimationFrame(func);\r\n }\r\n else if (requester.oRequestAnimationFrame) {\r\n return requester.oRequestAnimationFrame(func);\r\n }\r\n else {\r\n return window.setTimeout(func, 16);\r\n }\r\n }\r\n\r\n /**\r\n * Gets host document\r\n * @returns the host document object\r\n */\r\n public getHostDocument(): Nullable {\r\n if (this._renderingCanvas && this._renderingCanvas.ownerDocument) {\r\n return this._renderingCanvas.ownerDocument;\r\n }\r\n\r\n return document;\r\n }\r\n}\r\n","/**\n * Gather the list of clipboard event types as constants.\n */\nexport class ClipboardEventTypes {\n /**\n * The clipboard event is fired when a copy command is active (pressed).\n */\n public static readonly COPY = 0x01; //\n /**\n * The clipboard event is fired when a cut command is active (pressed).\n */\n public static readonly CUT = 0x02;\n\n /**\n * The clipboard event is fired when a paste command is active (pressed).\n */\n public static readonly PASTE = 0x03;\n}\n/**\n * This class is used to store clipboard related info for the onClipboardObservable event.\n */\nexport class ClipboardInfo {\n /**\n *Creates an instance of ClipboardInfo.\n * @param type Defines the type of event (BABYLON.ClipboardEventTypes)\n * @param event Defines the related dom event\n */\n constructor(\n /**\n * Defines the type of event (BABYLON.ClipboardEventTypes)\n */\n public type: number,\n /**\n * Defines the related dom event\n */\n public event: ClipboardEvent) {\n }\n\n /**\n * Get the clipboard event's type from the keycode.\n * @param keyCode Defines the keyCode for the current keyboard event.\n * @return {number}\n */\n public static GetTypeFromCharacter(keyCode: number): number {\n let charCode = keyCode;\n //TODO: add codes for extended ASCII\n switch (charCode) {\n case 67: return ClipboardEventTypes.COPY;\n case 86: return ClipboardEventTypes.PASTE;\n case 88: return ClipboardEventTypes.CUT;\n default: return -1;\n }\n }\n}","export * from \"./keyboardEvents\";\r\nexport * from \"./pointerEvents\";\r\nexport * from \"./clipboardEvents\";","/**\r\n * Gather the list of keyboard event types as constants.\r\n */\r\nexport class KeyboardEventTypes {\r\n /**\r\n * The keydown event is fired when a key becomes active (pressed).\r\n */\r\n public static readonly KEYDOWN = 0x01;\r\n /**\r\n * The keyup event is fired when a key has been released.\r\n */\r\n public static readonly KEYUP = 0x02;\r\n}\r\n\r\n/**\r\n * This class is used to store keyboard related info for the onKeyboardObservable event.\r\n */\r\nexport class KeyboardInfo {\r\n /**\r\n * Instantiates a new keyboard info.\r\n * This class is used to store keyboard related info for the onKeyboardObservable event.\r\n * @param type Defines the type of event (KeyboardEventTypes)\r\n * @param event Defines the related dom event\r\n */\r\n constructor(\r\n /**\r\n * Defines the type of event (KeyboardEventTypes)\r\n */\r\n public type: number,\r\n /**\r\n * Defines the related dom event\r\n */\r\n public event: KeyboardEvent) {\r\n }\r\n}\r\n\r\n/**\r\n * This class is used to store keyboard related info for the onPreKeyboardObservable event.\r\n * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable\r\n */\r\nexport class KeyboardInfoPre extends KeyboardInfo {\r\n /**\r\n * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.\r\n */\r\n public skipOnPointerObservable: boolean;\r\n\r\n /**\r\n * Instantiates a new keyboard pre info.\r\n * This class is used to store keyboard related info for the onPreKeyboardObservable event.\r\n * @param type Defines the type of event (KeyboardEventTypes)\r\n * @param event Defines the related dom event\r\n */\r\n constructor(\r\n /**\r\n * Defines the type of event (KeyboardEventTypes)\r\n */\r\n public type: number,\r\n /**\r\n * Defines the related dom event\r\n */\r\n public event: KeyboardEvent) {\r\n super(type, event);\r\n this.skipOnPointerObservable = false;\r\n }\r\n}\r\n","import { Nullable } from \"../types\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport { PickingInfo } from \"../Collisions/pickingInfo\";\r\n\r\ndeclare type Ray = import(\"../Culling/ray\").Ray;\r\n\r\n/**\r\n * Gather the list of pointer event types as constants.\r\n */\r\nexport class PointerEventTypes {\r\n /**\r\n * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.\r\n */\r\n public static readonly POINTERDOWN = 0x01;\r\n /**\r\n * The pointerup event is fired when a pointer is no longer active.\r\n */\r\n public static readonly POINTERUP = 0x02;\r\n /**\r\n * The pointermove event is fired when a pointer changes coordinates.\r\n */\r\n public static readonly POINTERMOVE = 0x04;\r\n /**\r\n * The pointerwheel event is fired when a mouse wheel has been rotated.\r\n */\r\n public static readonly POINTERWHEEL = 0x08;\r\n /**\r\n * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.\r\n */\r\n public static readonly POINTERPICK = 0x10;\r\n /**\r\n * The pointertap event is fired when a the object has been touched and released without drag.\r\n */\r\n public static readonly POINTERTAP = 0x20;\r\n /**\r\n * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.\r\n */\r\n public static readonly POINTERDOUBLETAP = 0x40;\r\n}\r\n\r\n/**\r\n * Base class of pointer info types.\r\n */\r\nexport class PointerInfoBase {\r\n /**\r\n * Instantiates the base class of pointers info.\r\n * @param type Defines the type of event (PointerEventTypes)\r\n * @param event Defines the related dom event\r\n */\r\n constructor(\r\n /**\r\n * Defines the type of event (PointerEventTypes)\r\n */\r\n public type: number,\r\n /**\r\n * Defines the related dom event\r\n */\r\n public event: PointerEvent | MouseWheelEvent) {\r\n }\r\n}\r\n\r\n/**\r\n * This class is used to store pointer related info for the onPrePointerObservable event.\r\n * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable\r\n */\r\nexport class PointerInfoPre extends PointerInfoBase {\r\n /**\r\n * Ray from a pointer if availible (eg. 6dof controller)\r\n */\r\n public ray: Nullable = null;\r\n\r\n /**\r\n * Defines the local position of the pointer on the canvas.\r\n */\r\n public localPosition: Vector2;\r\n\r\n /**\r\n * Defines whether the engine should skip the next OnPointerObservable associated to this pre.\r\n */\r\n public skipOnPointerObservable: boolean;\r\n\r\n /**\r\n * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.\r\n * @param type Defines the type of event (PointerEventTypes)\r\n * @param event Defines the related dom event\r\n * @param localX Defines the local x coordinates of the pointer when the event occured\r\n * @param localY Defines the local y coordinates of the pointer when the event occured\r\n */\r\n constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number) {\r\n super(type, event);\r\n this.skipOnPointerObservable = false;\r\n this.localPosition = new Vector2(localX, localY);\r\n }\r\n}\r\n\r\n/**\r\n * This type contains all the data related to a pointer event in Babylon.js.\r\n * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.\r\n */\r\nexport class PointerInfo extends PointerInfoBase {\r\n /**\r\n * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.\r\n * @param type Defines the type of event (PointerEventTypes)\r\n * @param event Defines the related dom event\r\n * @param pickInfo Defines the picking info associated to the info (if any)\\\r\n */\r\n constructor(type: number,\r\n event: PointerEvent | MouseWheelEvent,\r\n /**\r\n * Defines the picking info associated to the info (if any)\\\r\n */\r\n public pickInfo: Nullable) {\r\n super(type, event);\r\n }\r\n}\r\n\r\n/**\r\n * Data relating to a touch event on the screen.\r\n */\r\nexport interface PointerTouch {\r\n /**\r\n * X coordinate of touch.\r\n */\r\n x: number;\r\n /**\r\n * Y coordinate of touch.\r\n */\r\n y: number;\r\n /**\r\n * Id of touch. Unique for each finger.\r\n */\r\n pointerId: number;\r\n /**\r\n * Event type passed from DOM.\r\n */\r\n type: any;\r\n}\r\n","import { Logger } from \"../../Misc/logger\";\r\nimport { Scene } from \"../../scene\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { SceneLoader } from \"../../Loading/sceneLoader\";\r\n\r\nimport { GamepadButtonChanges } from \"../../Gamepads/gamepad\";\r\nimport { WebVRController } from \"./webVRController\";\r\nimport { PoseEnabledControllerType, ExtendedGamepadButton, PoseEnabledControllerHelper } from \"./poseEnabledController\";\r\n\r\n/**\r\n * Google Daydream controller\r\n */\r\nexport class DaydreamController extends WebVRController {\r\n /**\r\n * Base Url for the controller model.\r\n */\r\n public static MODEL_BASE_URL: string = 'https://controllers.babylonjs.com/generic/';\r\n\r\n /**\r\n * File name for the controller model.\r\n */\r\n public static MODEL_FILENAME: string = 'generic.babylon';\r\n\r\n /**\r\n * Gamepad Id prefix used to identify Daydream Controller.\r\n */\r\n public static readonly GAMEPAD_ID_PREFIX: string = 'Daydream'; // id is 'Daydream Controller'\r\n\r\n /**\r\n * Creates a new DaydreamController from a gamepad\r\n * @param vrGamepad the gamepad that the controller should be created from\r\n */\r\n constructor(vrGamepad: any) {\r\n super(vrGamepad);\r\n this.controllerType = PoseEnabledControllerType.DAYDREAM;\r\n }\r\n\r\n /**\r\n * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.\r\n * @param scene scene in which to add meshes\r\n * @param meshLoaded optional callback function that will be called if the mesh loads successfully.\r\n */\r\n public initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void) {\r\n SceneLoader.ImportMesh(\"\", DaydreamController.MODEL_BASE_URL, DaydreamController.MODEL_FILENAME, scene, (newMeshes) => {\r\n this._defaultModel = newMeshes[1];\r\n this.attachToMesh(this._defaultModel);\r\n\r\n if (meshLoaded) {\r\n meshLoaded(this._defaultModel);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Called once for each button that changed state since the last frame\r\n * @param buttonIdx Which button index changed\r\n * @param state New state of the button\r\n * @param changes Which properties on the state changed since last frame\r\n */\r\n protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges) {\r\n // Daydream controller only has 1 GamepadButton (on the trackpad).\r\n if (buttonIdx === 0) {\r\n let observable = this.onTriggerStateChangedObservable;\r\n if (observable) {\r\n observable.notifyObservers(state);\r\n }\r\n } else {\r\n // If the app or home buttons are ever made available\r\n Logger.Warn(`Unrecognized Daydream button index: ${buttonIdx}`);\r\n }\r\n }\r\n}\r\n\r\nPoseEnabledControllerHelper._ControllerFactories.push({\r\n canCreate: (gamepadInfo) => {\r\n return gamepadInfo.id.indexOf(DaydreamController.GAMEPAD_ID_PREFIX) === 0;\r\n },\r\n create: (gamepadInfo) => {\r\n return new DaydreamController(gamepadInfo);\r\n }\r\n});","import { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport { SceneLoader } from \"../../Loading/sceneLoader\";\r\nimport { GamepadButtonChanges } from \"../../Gamepads/gamepad\";\r\nimport { WebVRController } from \"./webVRController\";\r\nimport { PoseEnabledControllerType, ExtendedGamepadButton, PoseEnabledControllerHelper } from \"./poseEnabledController\";\r\n\r\n/**\r\n * Gear VR Controller\r\n */\r\nexport class GearVRController extends WebVRController {\r\n /**\r\n * Base Url for the controller model.\r\n */\r\n public static MODEL_BASE_URL: string = 'https://controllers.babylonjs.com/generic/';\r\n /**\r\n * File name for the controller model.\r\n */\r\n public static MODEL_FILENAME: string = 'generic.babylon';\r\n\r\n /**\r\n * Gamepad Id prefix used to identify this controller.\r\n */\r\n public static readonly GAMEPAD_ID_PREFIX: string = 'Gear VR'; // id is 'Gear VR Controller'\r\n\r\n private readonly _buttonIndexToObservableNameMap = [\r\n 'onPadStateChangedObservable', // Pad\r\n 'onTriggerStateChangedObservable' // Trigger\r\n ];\r\n\r\n /**\r\n * Creates a new GearVRController from a gamepad\r\n * @param vrGamepad the gamepad that the controller should be created from\r\n */\r\n constructor(vrGamepad: any) {\r\n super(vrGamepad);\r\n this.controllerType = PoseEnabledControllerType.GEAR_VR;\r\n // Initial starting position defaults to where hand would be (incase of only 3dof controller)\r\n this._calculatedPosition = new Vector3(this.hand == \"left\" ? -0.15 : 0.15, -0.5, 0.25);\r\n this._disableTrackPosition(this._calculatedPosition);\r\n }\r\n\r\n /**\r\n * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.\r\n * @param scene scene in which to add meshes\r\n * @param meshLoaded optional callback function that will be called if the mesh loads successfully.\r\n */\r\n public initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void) {\r\n SceneLoader.ImportMesh(\"\", GearVRController.MODEL_BASE_URL, GearVRController.MODEL_FILENAME, scene, (newMeshes) => {\r\n // Offset the controller so it will rotate around the users wrist\r\n var mesh = new Mesh(\"\", scene);\r\n newMeshes[1].parent = mesh;\r\n newMeshes[1].position.z = -0.15;\r\n this._defaultModel = mesh;\r\n this.attachToMesh(this._defaultModel);\r\n if (meshLoaded) {\r\n meshLoaded(this._defaultModel);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Called once for each button that changed state since the last frame\r\n * @param buttonIdx Which button index changed\r\n * @param state New state of the button\r\n * @param changes Which properties on the state changed since last frame\r\n */\r\n protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges) {\r\n if (buttonIdx < this._buttonIndexToObservableNameMap.length) {\r\n const observableName: string = this._buttonIndexToObservableNameMap[buttonIdx];\r\n\r\n // Only emit events for buttons that we know how to map from index to observable\r\n let observable = (this)[observableName];\r\n if (observable) {\r\n observable.notifyObservers(state);\r\n }\r\n }\r\n }\r\n}\r\n\r\nPoseEnabledControllerHelper._ControllerFactories.push({\r\n canCreate: (gamepadInfo) => {\r\n return gamepadInfo.id.indexOf(GearVRController.GAMEPAD_ID_PREFIX) === 0 ||\r\n gamepadInfo.id.indexOf('Oculus Go') !== -1 ||\r\n gamepadInfo.id.indexOf('Vive Focus') !== -1;\r\n },\r\n create: (gamepadInfo) => {\r\n return new GearVRController(gamepadInfo);\r\n }\r\n});\r\n","import { Scene } from \"../../scene\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { SceneLoader } from \"../../Loading/sceneLoader\";\r\n\r\nimport { WebVRController } from \"./webVRController\";\r\nimport { ExtendedGamepadButton, PoseEnabledControllerHelper } from \"./poseEnabledController\";\r\nimport { GamepadButtonChanges } from \"../../Gamepads/gamepad\";\r\n\r\n/**\r\n * Generic Controller\r\n */\r\nexport class GenericController extends WebVRController {\r\n /**\r\n * Base Url for the controller model.\r\n */\r\n public static readonly MODEL_BASE_URL: string = 'https://controllers.babylonjs.com/generic/';\r\n /**\r\n * File name for the controller model.\r\n */\r\n public static readonly MODEL_FILENAME: string = 'generic.babylon';\r\n\r\n /**\r\n * Creates a new GenericController from a gamepad\r\n * @param vrGamepad the gamepad that the controller should be created from\r\n */\r\n constructor(vrGamepad: any) {\r\n super(vrGamepad);\r\n }\r\n\r\n /**\r\n * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.\r\n * @param scene scene in which to add meshes\r\n * @param meshLoaded optional callback function that will be called if the mesh loads successfully.\r\n */\r\n public initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void) {\r\n SceneLoader.ImportMesh(\"\", GenericController.MODEL_BASE_URL, GenericController.MODEL_FILENAME, scene, (newMeshes) => {\r\n this._defaultModel = newMeshes[1];\r\n this.attachToMesh(this._defaultModel);\r\n if (meshLoaded) {\r\n meshLoaded(this._defaultModel);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Called once for each button that changed state since the last frame\r\n * @param buttonIdx Which button index changed\r\n * @param state New state of the button\r\n * @param changes Which properties on the state changed since last frame\r\n */\r\n protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges) {\r\n console.log(\"Button id: \" + buttonIdx + \"state: \");\r\n console.dir(state);\r\n }\r\n}\r\n\r\nPoseEnabledControllerHelper._DefaultControllerFactory = (gamepadInfo: any) => new GenericController(gamepadInfo);\r\n","export * from \"./daydreamController\";\r\nexport * from \"./gearVRController\";\r\nexport * from \"./genericController\";\r\nexport * from \"./oculusTouchController\";\r\nexport * from \"./poseEnabledController\";\r\nexport * from \"./viveController\";\r\nexport * from \"./webVRController\";\r\nexport * from \"./windowsMotionController\";","import { Observable } from \"../../Misc/observable\";\r\nimport { Scene } from \"../../scene\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { SceneLoader } from \"../../Loading/sceneLoader\";\r\nimport { WebVRController } from \"./webVRController\";\r\nimport { PoseEnabledControllerType, ExtendedGamepadButton, PoseEnabledControllerHelper } from \"./poseEnabledController\";\r\nimport { GamepadButtonChanges } from \"../../Gamepads/gamepad\";\r\nimport { Engine } from '../../Engines/engine';\r\n/**\r\n * Oculus Touch Controller\r\n */\r\nexport class OculusTouchController extends WebVRController {\r\n /**\r\n * Base Url for the controller model.\r\n */\r\n public static MODEL_BASE_URL: string = 'https://controllers.babylonjs.com/oculus/';\r\n /**\r\n * File name for the left controller model.\r\n */\r\n public static MODEL_LEFT_FILENAME: string = 'left.babylon';\r\n /**\r\n * File name for the right controller model.\r\n */\r\n public static MODEL_RIGHT_FILENAME: string = 'right.babylon';\r\n\r\n /**\r\n * Base Url for the Quest controller model.\r\n */\r\n public static QUEST_MODEL_BASE_URL: string = 'https://controllers.babylonjs.com/oculusQuest/';\r\n\r\n /**\r\n * @hidden\r\n * If the controllers are running on a device that needs the updated Quest controller models\r\n */\r\n public static _IsQuest = false;\r\n\r\n /**\r\n * Fired when the secondary trigger on this controller is modified\r\n */\r\n public onSecondaryTriggerStateChangedObservable = new Observable();\r\n\r\n /**\r\n * Fired when the thumb rest on this controller is modified\r\n */\r\n public onThumbRestChangedObservable = new Observable();\r\n\r\n /**\r\n * Creates a new OculusTouchController from a gamepad\r\n * @param vrGamepad the gamepad that the controller should be created from\r\n */\r\n constructor(vrGamepad: any) {\r\n super(vrGamepad);\r\n this.controllerType = PoseEnabledControllerType.OCULUS;\r\n }\r\n\r\n /**\r\n * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.\r\n * @param scene scene in which to add meshes\r\n * @param meshLoaded optional callback function that will be called if the mesh loads successfully.\r\n */\r\n public initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void) {\r\n let meshName;\r\n\r\n // Hand\r\n if (this.hand === 'left') {\r\n meshName = OculusTouchController.MODEL_LEFT_FILENAME;\r\n }\r\n else { // Right is the default if no hand is specified\r\n meshName = OculusTouchController.MODEL_RIGHT_FILENAME;\r\n }\r\n\r\n SceneLoader.ImportMesh(\"\", OculusTouchController._IsQuest ? OculusTouchController.QUEST_MODEL_BASE_URL : OculusTouchController.MODEL_BASE_URL, meshName, scene, (newMeshes) => {\r\n /*\r\n Parent Mesh name: oculus_touch_left\r\n - body\r\n - trigger\r\n - thumbstick\r\n - grip\r\n - button_y\r\n - button_x\r\n - button_enter\r\n */\r\n\r\n this._defaultModel = OculusTouchController._IsQuest ? newMeshes[0] : newMeshes[1];\r\n this.attachToMesh(this._defaultModel);\r\n if (meshLoaded) {\r\n meshLoaded(this._defaultModel);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Fired when the A button on this controller is modified\r\n */\r\n public get onAButtonStateChangedObservable() {\r\n if (this.hand === 'right') {\r\n return this.onMainButtonStateChangedObservable;\r\n } else {\r\n throw new Error('No A button on left hand');\r\n }\r\n }\r\n\r\n /**\r\n * Fired when the B button on this controller is modified\r\n */\r\n public get onBButtonStateChangedObservable() {\r\n if (this.hand === 'right') {\r\n return this.onSecondaryButtonStateChangedObservable;\r\n } else {\r\n throw new Error('No B button on left hand');\r\n }\r\n }\r\n\r\n /**\r\n * Fired when the X button on this controller is modified\r\n */\r\n public get onXButtonStateChangedObservable() {\r\n if (this.hand === 'left') {\r\n return this.onMainButtonStateChangedObservable;\r\n } else {\r\n throw new Error('No X button on right hand');\r\n }\r\n }\r\n\r\n /**\r\n * Fired when the Y button on this controller is modified\r\n */\r\n public get onYButtonStateChangedObservable() {\r\n if (this.hand === 'left') {\r\n return this.onSecondaryButtonStateChangedObservable;\r\n } else {\r\n throw new Error('No Y button on right hand');\r\n }\r\n }\r\n\r\n /**\r\n * Called once for each button that changed state since the last frame\r\n * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick\r\n * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)\r\n * 2) secondary trigger (same)\r\n * 3) A (right) X (left), touch, pressed = value\r\n * 4) B / Y\r\n * 5) thumb rest\r\n * @param buttonIdx Which button index changed\r\n * @param state New state of the button\r\n * @param changes Which properties on the state changed since last frame\r\n */\r\n protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges) {\r\n let notifyObject = state; //{ state: state, changes: changes };\r\n let triggerDirection = this.hand === 'right' ? -1 : 1;\r\n switch (buttonIdx) {\r\n case 0:\r\n this.onPadStateChangedObservable.notifyObservers(notifyObject);\r\n return;\r\n case 1: // index trigger\r\n if (!OculusTouchController._IsQuest && this._defaultModel) {\r\n ((this._defaultModel.getChildren()[3])).rotation.x = -notifyObject.value * 0.20;\r\n ((this._defaultModel.getChildren()[3])).position.y = -notifyObject.value * 0.005;\r\n ((this._defaultModel.getChildren()[3])).position.z = -notifyObject.value * 0.005;\r\n }\r\n this.onTriggerStateChangedObservable.notifyObservers(notifyObject);\r\n return;\r\n case 2: // secondary trigger\r\n if (!OculusTouchController._IsQuest && this._defaultModel) {\r\n ((this._defaultModel.getChildren()[4])).position.x = triggerDirection * notifyObject.value * 0.0035;\r\n }\r\n this.onSecondaryTriggerStateChangedObservable.notifyObservers(notifyObject);\r\n return;\r\n case 3:\r\n if (!OculusTouchController._IsQuest && this._defaultModel) {\r\n if (notifyObject.pressed) {\r\n ((this._defaultModel.getChildren()[1])).position.y = -0.001;\r\n }\r\n else {\r\n ((this._defaultModel.getChildren()[1])).position.y = 0;\r\n }\r\n }\r\n this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);\r\n return;\r\n case 4:\r\n if (!OculusTouchController._IsQuest && this._defaultModel) {\r\n if (notifyObject.pressed) {\r\n ((this._defaultModel.getChildren()[2])).position.y = -0.001;\r\n }\r\n else {\r\n ((this._defaultModel.getChildren()[2])).position.y = 0;\r\n }\r\n }\r\n this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);\r\n return;\r\n case 5:\r\n this.onThumbRestChangedObservable.notifyObservers(notifyObject);\r\n return;\r\n }\r\n }\r\n}\r\n\r\nPoseEnabledControllerHelper._ControllerFactories.push({\r\n canCreate: (gamepadInfo) => {\r\n // If the headset reports being an Oculus Quest, use the Quest controller models\r\n if (Engine.LastCreatedEngine && Engine.LastCreatedEngine._vrDisplay && Engine.LastCreatedEngine._vrDisplay.displayName === \"Oculus Quest\") {\r\n OculusTouchController._IsQuest = true;\r\n }\r\n return gamepadInfo.id.indexOf('Oculus Touch') !== -1;\r\n },\r\n create: (gamepadInfo) => {\r\n return new OculusTouchController(gamepadInfo);\r\n }\r\n});\r\n","import { Observable } from \"../../Misc/observable\";\r\nimport { Nullable } from \"../../types\";\r\nimport { Quaternion, Matrix, Vector3, TmpVectors } from \"../../Maths/math.vector\";\r\nimport { Node } from \"../../node\";\r\nimport { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Ray } from \"../../Culling/ray\";\r\nimport { EngineStore } from \"../../Engines/engineStore\";\r\n\r\nimport { Gamepad } from \"../../Gamepads/gamepad\";\r\nimport { WebVRFreeCamera, PoseControlled, DevicePose } from \"../../Cameras/VR/webVRCamera\";\r\nimport { TargetCamera } from \"../../Cameras/targetCamera\";\r\n\r\n/**\r\n* Defines the types of pose enabled controllers that are supported\r\n*/\r\nexport enum PoseEnabledControllerType {\r\n /**\r\n * HTC Vive\r\n */\r\n VIVE,\r\n /**\r\n * Oculus Rift\r\n */\r\n OCULUS,\r\n /**\r\n * Windows mixed reality\r\n */\r\n WINDOWS,\r\n /**\r\n * Samsung gear VR\r\n */\r\n GEAR_VR,\r\n /**\r\n * Google Daydream\r\n */\r\n DAYDREAM,\r\n /**\r\n * Generic\r\n */\r\n GENERIC\r\n}\r\n\r\n/**\r\n * Defines the MutableGamepadButton interface for the state of a gamepad button\r\n */\r\nexport interface MutableGamepadButton {\r\n /**\r\n * Value of the button/trigger\r\n */\r\n value: number;\r\n /**\r\n * If the button/trigger is currently touched\r\n */\r\n touched: boolean;\r\n /**\r\n * If the button/trigger is currently pressed\r\n */\r\n pressed: boolean;\r\n}\r\n\r\n/**\r\n * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller\r\n * @hidden\r\n */\r\nexport interface ExtendedGamepadButton extends GamepadButton {\r\n /**\r\n * If the button/trigger is currently pressed\r\n */\r\n readonly pressed: boolean;\r\n /**\r\n * If the button/trigger is currently touched\r\n */\r\n readonly touched: boolean;\r\n /**\r\n * Value of the button/trigger\r\n */\r\n readonly value: number;\r\n}\r\n\r\n/** @hidden */\r\nexport interface _GamePadFactory {\r\n /**\r\n * Returns whether or not the current gamepad can be created for this type of controller.\r\n * @param gamepadInfo Defines the gamepad info as received from the controller APIs.\r\n * @returns true if it can be created, otherwise false\r\n */\r\n canCreate(gamepadInfo: any): boolean;\r\n\r\n /**\r\n * Creates a new instance of the Gamepad.\r\n * @param gamepadInfo Defines the gamepad info as received from the controller APIs.\r\n * @returns the new gamepad instance\r\n */\r\n create(gamepadInfo: any): Gamepad;\r\n}\r\n\r\n/**\r\n * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)\r\n */\r\nexport class PoseEnabledControllerHelper {\r\n /** @hidden */\r\n public static _ControllerFactories: _GamePadFactory[] = [];\r\n\r\n /** @hidden */\r\n public static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad> = null;\r\n\r\n /**\r\n * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)\r\n * @param vrGamepad the gamepad to initialized\r\n * @returns a vr controller of the type the gamepad identified as\r\n */\r\n public static InitiateController(vrGamepad: any) {\r\n for (let factory of this._ControllerFactories) {\r\n if (factory.canCreate(vrGamepad)) {\r\n return factory.create(vrGamepad);\r\n }\r\n }\r\n\r\n if (this._DefaultControllerFactory) {\r\n return this._DefaultControllerFactory(vrGamepad);\r\n }\r\n\r\n throw \"The type of gamepad you are trying to load needs to be imported first or is not supported.\";\r\n }\r\n}\r\n\r\n/**\r\n * Defines the PoseEnabledController object that contains state of a vr capable controller\r\n */\r\nexport class PoseEnabledController extends Gamepad implements PoseControlled {\r\n /**\r\n * If the controller is used in a webXR session\r\n */\r\n public isXR = false;\r\n // Represents device position and rotation in room space. Should only be used to help calculate babylon space values\r\n private _deviceRoomPosition = Vector3.Zero();\r\n private _deviceRoomRotationQuaternion = new Quaternion();\r\n\r\n /**\r\n * The device position in babylon space\r\n */\r\n public devicePosition = Vector3.Zero();\r\n /**\r\n * The device rotation in babylon space\r\n */\r\n public deviceRotationQuaternion = new Quaternion();\r\n /**\r\n * The scale factor of the device in babylon space\r\n */\r\n public deviceScaleFactor: number = 1;\r\n\r\n /**\r\n * (Likely devicePosition should be used instead) The device position in its room space\r\n */\r\n public position: Vector3;\r\n /**\r\n * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space\r\n */\r\n public rotationQuaternion: Quaternion;\r\n /**\r\n * The type of controller (Eg. Windows mixed reality)\r\n */\r\n public controllerType: PoseEnabledControllerType;\r\n\r\n protected _calculatedPosition: Vector3;\r\n private _calculatedRotation: Quaternion;\r\n\r\n /**\r\n * The raw pose from the device\r\n */\r\n public rawPose: DevicePose; //GamepadPose;\r\n\r\n // Used to convert 6dof controllers to 3dof\r\n private _trackPosition = true;\r\n private _maxRotationDistFromHeadset = Math.PI / 5;\r\n private _draggedRoomRotation = 0;\r\n /**\r\n * @hidden\r\n */\r\n public _disableTrackPosition(fixedPosition: Vector3) {\r\n if (this._trackPosition) {\r\n this._calculatedPosition.copyFrom(fixedPosition);\r\n this._trackPosition = false;\r\n }\r\n }\r\n\r\n /**\r\n * Internal, the mesh attached to the controller\r\n * @hidden\r\n */\r\n public _mesh: Nullable; // a node that will be attached to this Gamepad\r\n private _poseControlledCamera: TargetCamera;\r\n\r\n private _leftHandSystemQuaternion: Quaternion = new Quaternion();\r\n\r\n /**\r\n * Internal, matrix used to convert room space to babylon space\r\n * @hidden\r\n */\r\n public _deviceToWorld = Matrix.Identity();\r\n\r\n /**\r\n * Node to be used when casting a ray from the controller\r\n * @hidden\r\n */\r\n public _pointingPoseNode: Nullable = null;\r\n /**\r\n * Name of the child mesh that can be used to cast a ray from the controller\r\n */\r\n public static readonly POINTING_POSE = \"POINTING_POSE\";\r\n /**\r\n * Creates a new PoseEnabledController from a gamepad\r\n * @param browserGamepad the gamepad that the PoseEnabledController should be created from\r\n */\r\n constructor(browserGamepad: any) {\r\n super(browserGamepad.id, browserGamepad.index, browserGamepad);\r\n this.type = Gamepad.POSE_ENABLED;\r\n this.controllerType = PoseEnabledControllerType.GENERIC;\r\n this.position = Vector3.Zero();\r\n this.rotationQuaternion = new Quaternion();\r\n\r\n this._calculatedPosition = Vector3.Zero();\r\n this._calculatedRotation = new Quaternion();\r\n Quaternion.RotationYawPitchRollToRef(Math.PI, 0, 0, this._leftHandSystemQuaternion);\r\n }\r\n\r\n private _workingMatrix = Matrix.Identity();\r\n /**\r\n * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller\r\n */\r\n public update() {\r\n super.update();\r\n this._updatePoseAndMesh();\r\n }\r\n\r\n /**\r\n * Updates only the pose device and mesh without doing any button event checking\r\n */\r\n protected _updatePoseAndMesh() {\r\n if (this.isXR) {\r\n return;\r\n }\r\n var pose: GamepadPose = this.browserGamepad.pose;\r\n this.updateFromDevice(pose);\r\n\r\n if (!this._trackPosition && EngineStore.LastCreatedScene && EngineStore.LastCreatedScene.activeCamera && (EngineStore.LastCreatedScene.activeCamera).devicePosition) {\r\n var camera = EngineStore.LastCreatedScene.activeCamera;\r\n camera._computeDevicePosition();\r\n\r\n this._deviceToWorld.setTranslation(camera.devicePosition);\r\n if (camera.deviceRotationQuaternion) {\r\n var camera = camera;\r\n camera._deviceRoomRotationQuaternion.toEulerAnglesToRef(TmpVectors.Vector3[0]);\r\n\r\n // Find the radian distance away that the headset is from the controllers rotation\r\n var distanceAway = Math.atan2(Math.sin(TmpVectors.Vector3[0].y - this._draggedRoomRotation), Math.cos(TmpVectors.Vector3[0].y - this._draggedRoomRotation));\r\n if (Math.abs(distanceAway) > this._maxRotationDistFromHeadset) {\r\n // Only rotate enouph to be within the _maxRotationDistFromHeadset\r\n var rotationAmount = distanceAway - (distanceAway < 0 ? -this._maxRotationDistFromHeadset : this._maxRotationDistFromHeadset);\r\n this._draggedRoomRotation += rotationAmount;\r\n\r\n // Rotate controller around headset\r\n var sin = Math.sin(-rotationAmount);\r\n var cos = Math.cos(-rotationAmount);\r\n this._calculatedPosition.x = this._calculatedPosition.x * cos - this._calculatedPosition.z * sin;\r\n this._calculatedPosition.z = this._calculatedPosition.x * sin + this._calculatedPosition.z * cos;\r\n }\r\n }\r\n }\r\n\r\n Vector3.TransformCoordinatesToRef(this._calculatedPosition, this._deviceToWorld, this.devicePosition);\r\n this._deviceToWorld.getRotationMatrixToRef(this._workingMatrix);\r\n Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);\r\n this.deviceRotationQuaternion.multiplyInPlace(this._calculatedRotation);\r\n\r\n if (this._mesh) {\r\n this._mesh.position.copyFrom(this.devicePosition);\r\n\r\n if (this._mesh.rotationQuaternion) {\r\n this._mesh.rotationQuaternion.copyFrom(this.deviceRotationQuaternion);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Updates the state of the pose enbaled controller based on the raw pose data from the device\r\n * @param poseData raw pose fromthe device\r\n */\r\n updateFromDevice(poseData: DevicePose) {\r\n if (this.isXR) {\r\n return;\r\n }\r\n if (poseData) {\r\n this.rawPose = poseData;\r\n if (poseData.position) {\r\n this._deviceRoomPosition.copyFromFloats(poseData.position[0], poseData.position[1], -poseData.position[2]);\r\n if (this._mesh && this._mesh.getScene().useRightHandedSystem) {\r\n this._deviceRoomPosition.z *= -1;\r\n }\r\n if (this._trackPosition) {\r\n this._deviceRoomPosition.scaleToRef(this.deviceScaleFactor, this._calculatedPosition);\r\n }\r\n this._calculatedPosition.addInPlace(this.position);\r\n }\r\n let pose = this.rawPose;\r\n if (poseData.orientation && pose.orientation && pose.orientation.length === 4) {\r\n this._deviceRoomRotationQuaternion.copyFromFloats(pose.orientation[0], pose.orientation[1], -pose.orientation[2], -pose.orientation[3]);\r\n if (this._mesh) {\r\n if (this._mesh.getScene().useRightHandedSystem) {\r\n this._deviceRoomRotationQuaternion.z *= -1;\r\n this._deviceRoomRotationQuaternion.w *= -1;\r\n } else {\r\n this._deviceRoomRotationQuaternion.multiplyToRef(this._leftHandSystemQuaternion, this._deviceRoomRotationQuaternion);\r\n }\r\n }\r\n\r\n // if the camera is set, rotate to the camera's rotation\r\n this._deviceRoomRotationQuaternion.multiplyToRef(this.rotationQuaternion, this._calculatedRotation);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _meshAttachedObservable = new Observable();\r\n\r\n /**\r\n * Attaches a mesh to the controller\r\n * @param mesh the mesh to be attached\r\n */\r\n public attachToMesh(mesh: AbstractMesh) {\r\n if (this._mesh) {\r\n this._mesh.parent = null;\r\n }\r\n this._mesh = mesh;\r\n if (this._poseControlledCamera) {\r\n this._mesh.parent = this._poseControlledCamera;\r\n }\r\n if (!this._mesh.rotationQuaternion) {\r\n this._mesh.rotationQuaternion = new Quaternion();\r\n }\r\n\r\n // Sync controller mesh and pointing pose node's state with controller, this is done to avoid a frame where position is 0,0,0 when attaching mesh\r\n if (!this.isXR) {\r\n this._updatePoseAndMesh();\r\n if (this._pointingPoseNode) {\r\n var parents = [];\r\n var obj: Node = this._pointingPoseNode;\r\n while (obj.parent) {\r\n parents.push(obj.parent);\r\n obj = obj.parent;\r\n }\r\n parents.reverse().forEach((p) => { p.computeWorldMatrix(true); });\r\n }\r\n }\r\n\r\n this._meshAttachedObservable.notifyObservers(mesh);\r\n }\r\n\r\n /**\r\n * Attaches the controllers mesh to a camera\r\n * @param camera the camera the mesh should be attached to\r\n */\r\n public attachToPoseControlledCamera(camera: TargetCamera) {\r\n this._poseControlledCamera = camera;\r\n if (this._mesh) {\r\n this._mesh.parent = this._poseControlledCamera;\r\n }\r\n }\r\n\r\n /**\r\n * Disposes of the controller\r\n */\r\n public dispose() {\r\n if (this._mesh) {\r\n this._mesh.dispose();\r\n }\r\n this._mesh = null;\r\n\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * The mesh that is attached to the controller\r\n */\r\n public get mesh(): Nullable {\r\n return this._mesh;\r\n }\r\n\r\n /**\r\n * Gets the ray of the controller in the direction the controller is pointing\r\n * @param length the length the resulting ray should be\r\n * @returns a ray in the direction the controller is pointing\r\n */\r\n public getForwardRay(length = 100): Ray {\r\n if (!this.mesh) {\r\n return new Ray(Vector3.Zero(), new Vector3(0, 0, 1), length);\r\n }\r\n\r\n var m = this._pointingPoseNode ? this._pointingPoseNode.getWorldMatrix() : this.mesh.getWorldMatrix();\r\n var origin = m.getTranslation();\r\n\r\n var forward = new Vector3(0, 0, -1);\r\n var forwardWorld = Vector3.TransformNormal(forward, m);\r\n\r\n var direction = Vector3.Normalize(forwardWorld);\r\n\r\n return new Ray(origin, direction, length);\r\n }\r\n}\r\n","import { Scene } from \"../../scene\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { SceneLoader } from \"../../Loading/sceneLoader\";\r\nimport { WebVRController } from \"./webVRController\";\r\nimport { PoseEnabledControllerType, ExtendedGamepadButton, PoseEnabledControllerHelper } from \"./poseEnabledController\";\r\nimport { GamepadButtonChanges } from \"../../Gamepads/gamepad\";\r\nimport { Observable } from '../../Misc/observable';\r\n\r\n/**\r\n * Vive Controller\r\n */\r\nexport class ViveController extends WebVRController {\r\n /**\r\n * Base Url for the controller model.\r\n */\r\n public static MODEL_BASE_URL: string = 'https://controllers.babylonjs.com/vive/';\r\n /**\r\n * File name for the controller model.\r\n */\r\n public static MODEL_FILENAME: string = 'wand.babylon';\r\n\r\n /**\r\n * Creates a new ViveController from a gamepad\r\n * @param vrGamepad the gamepad that the controller should be created from\r\n */\r\n constructor(vrGamepad: any) {\r\n super(vrGamepad);\r\n this.controllerType = PoseEnabledControllerType.VIVE;\r\n this._invertLeftStickY = true;\r\n }\r\n\r\n /**\r\n * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.\r\n * @param scene scene in which to add meshes\r\n * @param meshLoaded optional callback function that will be called if the mesh loads successfully.\r\n */\r\n public initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void) {\r\n SceneLoader.ImportMesh(\"\", ViveController.MODEL_BASE_URL, ViveController.MODEL_FILENAME, scene, (newMeshes) => {\r\n /*\r\n Parent Mesh name: ViveWand\r\n - body\r\n - r_gripper\r\n - l_gripper\r\n - menu_button\r\n - system_button\r\n - trackpad\r\n - trigger\r\n - LED\r\n */\r\n this._defaultModel = newMeshes[1];\r\n this.attachToMesh(this._defaultModel);\r\n if (meshLoaded) {\r\n meshLoaded(this._defaultModel);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Fired when the left button on this controller is modified\r\n */\r\n public get onLeftButtonStateChangedObservable(): Observable {\r\n return this.onMainButtonStateChangedObservable;\r\n }\r\n\r\n /**\r\n * Fired when the right button on this controller is modified\r\n */\r\n public get onRightButtonStateChangedObservable(): Observable {\r\n return this.onMainButtonStateChangedObservable;\r\n }\r\n\r\n /**\r\n * Fired when the menu button on this controller is modified\r\n */\r\n public get onMenuButtonStateChangedObservable(): Observable {\r\n return this.onSecondaryButtonStateChangedObservable;\r\n }\r\n\r\n /**\r\n * Called once for each button that changed state since the last frame\r\n * Vive mapping:\r\n * 0: touchpad\r\n * 1: trigger\r\n * 2: left AND right buttons\r\n * 3: menu button\r\n * @param buttonIdx Which button index changed\r\n * @param state New state of the button\r\n * @param changes Which properties on the state changed since last frame\r\n */\r\n protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges) {\r\n let notifyObject = state; //{ state: state, changes: changes };\r\n switch (buttonIdx) {\r\n case 0:\r\n this.onPadStateChangedObservable.notifyObservers(notifyObject);\r\n return;\r\n case 1: // index trigger\r\n if (this._defaultModel) {\r\n ((this._defaultModel.getChildren()[6])).rotation.x = -notifyObject.value * 0.15;\r\n }\r\n this.onTriggerStateChangedObservable.notifyObservers(notifyObject);\r\n return;\r\n case 2: // left AND right button\r\n this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);\r\n return;\r\n case 3:\r\n if (this._defaultModel) {\r\n if (notifyObject.pressed) {\r\n ((this._defaultModel.getChildren()[2])).position.y = -0.001;\r\n }\r\n else {\r\n ((this._defaultModel.getChildren()[2])).position.y = 0;\r\n }\r\n }\r\n this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);\r\n return;\r\n }\r\n }\r\n}\r\n\r\nPoseEnabledControllerHelper._ControllerFactories.push({\r\n canCreate: (gamepadInfo) => {\r\n return gamepadInfo.id.toLowerCase().indexOf('openvr') !== -1;\r\n },\r\n create: (gamepadInfo) => {\r\n return new ViveController(gamepadInfo);\r\n }\r\n});","import { Observable } from \"../../Misc/observable\";\r\nimport { Scene } from \"../../scene\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { PoseEnabledController, ExtendedGamepadButton, MutableGamepadButton } from \"./poseEnabledController\";\r\nimport { StickValues, GamepadButtonChanges } from \"../../Gamepads/gamepad\";\r\nimport { Nullable } from '../../types';\r\n\r\n/**\r\n * Defines the WebVRController object that represents controllers tracked in 3D space\r\n */\r\nexport abstract class WebVRController extends PoseEnabledController {\r\n /**\r\n * Internal, the default controller model for the controller\r\n */\r\n protected _defaultModel: Nullable;\r\n\r\n // Observables\r\n /**\r\n * Fired when the trigger state has changed\r\n */\r\n public onTriggerStateChangedObservable = new Observable();\r\n /**\r\n * Fired when the main button state has changed\r\n */\r\n public onMainButtonStateChangedObservable = new Observable();\r\n /**\r\n * Fired when the secondary button state has changed\r\n */\r\n public onSecondaryButtonStateChangedObservable = new Observable();\r\n /**\r\n * Fired when the pad state has changed\r\n */\r\n public onPadStateChangedObservable = new Observable();\r\n /**\r\n * Fired when controllers stick values have changed\r\n */\r\n public onPadValuesChangedObservable = new Observable();\r\n\r\n /**\r\n * Array of button availible on the controller\r\n */\r\n protected _buttons: Array;\r\n\r\n private _onButtonStateChange: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void;\r\n\r\n /**\r\n * Fired when a controller button's state has changed\r\n * @param callback the callback containing the button that was modified\r\n */\r\n public onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void) {\r\n this._onButtonStateChange = callback;\r\n }\r\n\r\n /**\r\n * X and Y axis corresponding to the controllers joystick\r\n */\r\n public pad: StickValues = { x: 0, y: 0 };\r\n\r\n /**\r\n * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum\r\n */\r\n public hand: string;\r\n\r\n /**\r\n * The default controller model for the controller\r\n */\r\n public get defaultModel(): Nullable {\r\n return this._defaultModel;\r\n }\r\n\r\n /**\r\n * Creates a new WebVRController from a gamepad\r\n * @param vrGamepad the gamepad that the WebVRController should be created from\r\n */\r\n constructor(vrGamepad: any) {\r\n super(vrGamepad);\r\n this._buttons = new Array(vrGamepad.buttons.length);\r\n this.hand = vrGamepad.hand;\r\n }\r\n\r\n /**\r\n * Updates the state of the controller and mesh based on the current position and rotation of the controller\r\n */\r\n public update() {\r\n super.update();\r\n for (var index = 0; index < this._buttons.length; index++) {\r\n this._setButtonValue(this.browserGamepad.buttons[index], this._buttons[index], index);\r\n }\r\n if (this.leftStick.x !== this.pad.x || this.leftStick.y !== this.pad.y) {\r\n this.pad.x = this.leftStick.x;\r\n this.pad.y = this.leftStick.y;\r\n this.onPadValuesChangedObservable.notifyObservers(this.pad);\r\n }\r\n }\r\n\r\n /**\r\n * Function to be called when a button is modified\r\n */\r\n protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;\r\n\r\n /**\r\n * Loads a mesh and attaches it to the controller\r\n * @param scene the scene the mesh should be added to\r\n * @param meshLoaded callback for when the mesh has been loaded\r\n */\r\n public abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;\r\n\r\n private _setButtonValue(newState: ExtendedGamepadButton, currentState: ExtendedGamepadButton, buttonIndex: number) {\r\n if (!newState) {\r\n newState = {\r\n pressed: false,\r\n touched: false,\r\n value: 0\r\n };\r\n }\r\n if (!currentState) {\r\n this._buttons[buttonIndex] = {\r\n pressed: newState.pressed,\r\n touched: newState.touched,\r\n value: newState.value\r\n };\r\n return;\r\n }\r\n this._checkChanges(newState, currentState);\r\n if (this._changes.changed) {\r\n this._onButtonStateChange && this._onButtonStateChange(this.index, buttonIndex, newState);\r\n\r\n this._handleButtonChange(buttonIndex, newState, this._changes);\r\n }\r\n this._buttons[buttonIndex].pressed = newState.pressed;\r\n this._buttons[buttonIndex].touched = newState.touched;\r\n // oculus triggers are never 0, thou not touched.\r\n this._buttons[buttonIndex].value = newState.value < 0.00000001 ? 0 : newState.value;\r\n }\r\n\r\n // avoid GC, store state in a tmp object\r\n private _changes: GamepadButtonChanges = {\r\n pressChanged: false,\r\n touchChanged: false,\r\n valueChanged: false,\r\n changed: false\r\n };\r\n\r\n private _checkChanges(newState: ExtendedGamepadButton, currentState: ExtendedGamepadButton) {\r\n this._changes.pressChanged = newState.pressed !== currentState.pressed;\r\n this._changes.touchChanged = newState.touched !== currentState.touched;\r\n this._changes.valueChanged = newState.value !== currentState.value;\r\n this._changes.changed = this._changes.pressChanged || this._changes.touchChanged || this._changes.valueChanged;\r\n return this._changes;\r\n }\r\n\r\n /**\r\n * Disposes of th webVRCOntroller\r\n */\r\n public dispose(): void {\r\n super.dispose();\r\n\r\n this._defaultModel = null;\r\n\r\n this.onTriggerStateChangedObservable.clear();\r\n this.onMainButtonStateChangedObservable.clear();\r\n this.onSecondaryButtonStateChangedObservable.clear();\r\n this.onPadStateChangedObservable.clear();\r\n this.onPadValuesChangedObservable.clear();\r\n }\r\n}\r\n","import { Logger } from \"../../Misc/logger\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { Nullable } from \"../../types\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Quaternion, Vector3 } from \"../../Maths/math.vector\";\r\nimport { Node } from \"../../node\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Ray } from \"../../Culling/ray\";\r\nimport { SceneLoader } from \"../../Loading/sceneLoader\";\r\nimport { WebVRController } from \"./webVRController\";\r\nimport { GenericController } from \"./genericController\";\r\nimport { PoseEnabledController, PoseEnabledControllerType, ExtendedGamepadButton, PoseEnabledControllerHelper } from \"./poseEnabledController\";\r\nimport { StickValues, GamepadButtonChanges } from \"../../Gamepads/gamepad\";\r\n\r\n/**\r\n * Defines the LoadedMeshInfo object that describes information about the loaded webVR controller mesh\r\n */\r\nclass LoadedMeshInfo {\r\n /**\r\n * Root of the mesh\r\n */\r\n public rootNode: AbstractMesh;\r\n /**\r\n * Node of the mesh corresponding to the direction the ray should be cast from the controller\r\n */\r\n public pointingPoseNode: TransformNode;\r\n /**\r\n * Map of the button meshes contained in the controller\r\n */\r\n public buttonMeshes: { [id: string]: IButtonMeshInfo; } = {};\r\n /**\r\n * Map of the axis meshes contained in the controller\r\n */\r\n public axisMeshes: { [id: number]: IAxisMeshInfo; } = {};\r\n}\r\n\r\n/**\r\n * Defines the IMeshInfo object that describes information a webvr controller mesh\r\n */\r\ninterface IMeshInfo {\r\n /**\r\n * Index of the mesh inside the root mesh\r\n */\r\n index: number;\r\n /**\r\n * The mesh\r\n */\r\n value: TransformNode;\r\n}\r\n\r\n/**\r\n * Defines the IButtonMeshInfo object that describes a button mesh\r\n */\r\ninterface IButtonMeshInfo extends IMeshInfo {\r\n /**\r\n * The mesh that should be displayed when pressed\r\n */\r\n pressed: TransformNode;\r\n /**\r\n * The mesh that should be displayed when not pressed\r\n */\r\n unpressed: TransformNode;\r\n}\r\n\r\n/**\r\n * Defines the IAxisMeshInfo object that describes an axis mesh\r\n */\r\ninterface IAxisMeshInfo extends IMeshInfo {\r\n /**\r\n * The mesh that should be set when at its min\r\n */\r\n min: TransformNode;\r\n /**\r\n * The mesh that should be set when at its max\r\n */\r\n max: TransformNode;\r\n}\r\n\r\n/**\r\n * Defines the WindowsMotionController object that the state of the windows motion controller\r\n */\r\nexport class WindowsMotionController extends WebVRController {\r\n /**\r\n * The base url used to load the left and right controller models\r\n */\r\n public static MODEL_BASE_URL: string = 'https://controllers.babylonjs.com/microsoft/';\r\n /**\r\n * The name of the left controller model file\r\n */\r\n public static MODEL_LEFT_FILENAME: string = 'left.glb';\r\n /**\r\n * The name of the right controller model file\r\n */\r\n public static MODEL_RIGHT_FILENAME: string = 'right.glb';\r\n\r\n /**\r\n * The controller name prefix for this controller type\r\n */\r\n public static readonly GAMEPAD_ID_PREFIX: string = 'Spatial Controller (Spatial Interaction Source) ';\r\n /**\r\n * The controller id pattern for this controller type\r\n */\r\n private static readonly GAMEPAD_ID_PATTERN = /([0-9a-zA-Z]+-[0-9a-zA-Z]+)$/;\r\n\r\n private _loadedMeshInfo: Nullable;\r\n protected readonly _mapping = {\r\n // Semantic button names\r\n buttons: ['thumbstick', 'trigger', 'grip', 'menu', 'trackpad'],\r\n // trigger, grip, trackpad, thumbstick, menu\r\n\r\n // A mapping of the button name to glTF model node name\r\n // that should be transformed by button value.\r\n buttonMeshNames: {\r\n 'trigger': 'SELECT',\r\n 'menu': 'MENU',\r\n 'grip': 'GRASP',\r\n 'thumbstick': 'THUMBSTICK_PRESS',\r\n 'trackpad': 'TOUCHPAD_PRESS'\r\n },\r\n // This mapping is used to translate from the Motion Controller to Babylon semantics\r\n buttonObservableNames: {\r\n 'trigger': 'onTriggerStateChangedObservable',\r\n 'menu': 'onSecondaryButtonStateChangedObservable',\r\n 'grip': 'onMainButtonStateChangedObservable',\r\n 'thumbstick': 'onPadStateChangedObservable',\r\n 'trackpad': 'onTrackpadChangedObservable'\r\n },\r\n // A mapping of the axis name to glTF model node name\r\n // that should be transformed by axis value.\r\n // This array mirrors the browserGamepad.axes array, such that\r\n // the mesh corresponding to axis 0 is in this array index 0.\r\n axisMeshNames: [\r\n 'THUMBSTICK_X',\r\n 'THUMBSTICK_Y',\r\n 'TOUCHPAD_TOUCH_X',\r\n 'TOUCHPAD_TOUCH_Y'\r\n ],\r\n // upside down in webxr\r\n pointingPoseMeshName: PoseEnabledController.POINTING_POSE\r\n };\r\n\r\n /**\r\n * Fired when the trackpad on this controller is clicked\r\n */\r\n public onTrackpadChangedObservable = new Observable();\r\n /**\r\n * Fired when the trackpad on this controller is modified\r\n */\r\n public onTrackpadValuesChangedObservable = new Observable();\r\n /**\r\n * The current x and y values of this controller's trackpad\r\n */\r\n public trackpad: StickValues = { x: 0, y: 0 };\r\n\r\n /**\r\n * Creates a new WindowsMotionController from a gamepad\r\n * @param vrGamepad the gamepad that the controller should be created from\r\n */\r\n constructor(vrGamepad: any) {\r\n super(vrGamepad);\r\n this.controllerType = PoseEnabledControllerType.WINDOWS;\r\n this._loadedMeshInfo = null;\r\n }\r\n\r\n /**\r\n * Fired when the trigger on this controller is modified\r\n */\r\n public get onTriggerButtonStateChangedObservable(): Observable {\r\n return this.onTriggerStateChangedObservable;\r\n }\r\n\r\n /**\r\n * Fired when the menu button on this controller is modified\r\n */\r\n public get onMenuButtonStateChangedObservable(): Observable {\r\n return this.onSecondaryButtonStateChangedObservable;\r\n }\r\n\r\n /**\r\n * Fired when the grip button on this controller is modified\r\n */\r\n public get onGripButtonStateChangedObservable(): Observable {\r\n return this.onMainButtonStateChangedObservable;\r\n }\r\n\r\n /**\r\n * Fired when the thumbstick button on this controller is modified\r\n */\r\n public get onThumbstickButtonStateChangedObservable(): Observable {\r\n return this.onPadStateChangedObservable;\r\n }\r\n\r\n /**\r\n * Fired when the touchpad button on this controller is modified\r\n */\r\n public get onTouchpadButtonStateChangedObservable(): Observable {\r\n return this.onTrackpadChangedObservable;\r\n }\r\n\r\n /**\r\n * Fired when the touchpad values on this controller are modified\r\n */\r\n public get onTouchpadValuesChangedObservable(): Observable {\r\n return this.onTrackpadValuesChangedObservable;\r\n }\r\n\r\n protected _updateTrackpad() {\r\n if (this.browserGamepad.axes && (this.browserGamepad.axes[2] != this.trackpad.x || this.browserGamepad.axes[3] != this.trackpad.y)) {\r\n this.trackpad.x = this.browserGamepad[\"axes\"][this._mapping.axisMeshNames.indexOf('TOUCHPAD_TOUCH_X')];\r\n this.trackpad.y = this.browserGamepad[\"axes\"][this._mapping.axisMeshNames.indexOf('TOUCHPAD_TOUCH_Y')];\r\n this.onTrackpadValuesChangedObservable.notifyObservers(this.trackpad);\r\n }\r\n }\r\n\r\n /**\r\n * Called once per frame by the engine.\r\n */\r\n public update() {\r\n super.update();\r\n if (this.browserGamepad.axes) {\r\n this._updateTrackpad();\r\n // Only need to animate axes if there is a loaded mesh\r\n if (this._loadedMeshInfo) {\r\n for (let axis = 0; axis < this._mapping.axisMeshNames.length; axis++) {\r\n this._lerpAxisTransform(axis, this.browserGamepad.axes[axis]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Called once for each button that changed state since the last frame\r\n * @param buttonIdx Which button index changed\r\n * @param state New state of the button\r\n * @param changes Which properties on the state changed since last frame\r\n */\r\n protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges) {\r\n let buttonName = this._mapping.buttons[buttonIdx];\r\n if (!buttonName) {\r\n return;\r\n }\r\n\r\n // Update the trackpad to ensure trackpad.x/y are accurate during button events between frames\r\n this._updateTrackpad();\r\n\r\n // Only emit events for buttons that we know how to map from index to name\r\n let observable = (this)[((this._mapping.buttonObservableNames))[buttonName]];\r\n if (observable) {\r\n observable.notifyObservers(state);\r\n }\r\n\r\n this._lerpButtonTransform(buttonName, state.value);\r\n }\r\n\r\n /**\r\n * Moves the buttons on the controller mesh based on their current state\r\n * @param buttonName the name of the button to move\r\n * @param buttonValue the value of the button which determines the buttons new position\r\n */\r\n protected _lerpButtonTransform(buttonName: string, buttonValue: number) {\r\n\r\n // If there is no loaded mesh, there is nothing to transform.\r\n if (!this._loadedMeshInfo) {\r\n return;\r\n }\r\n\r\n var meshInfo = this._loadedMeshInfo.buttonMeshes[buttonName];\r\n\r\n if (!meshInfo || !meshInfo.unpressed.rotationQuaternion || !meshInfo.pressed.rotationQuaternion || !meshInfo.value.rotationQuaternion) {\r\n return;\r\n }\r\n\r\n Quaternion.SlerpToRef(\r\n meshInfo.unpressed.rotationQuaternion,\r\n meshInfo.pressed.rotationQuaternion,\r\n buttonValue,\r\n meshInfo.value.rotationQuaternion);\r\n Vector3.LerpToRef(\r\n meshInfo.unpressed.position,\r\n meshInfo.pressed.position,\r\n buttonValue,\r\n meshInfo.value.position);\r\n }\r\n\r\n /**\r\n * Moves the axis on the controller mesh based on its current state\r\n * @param axis the index of the axis\r\n * @param axisValue the value of the axis which determines the meshes new position\r\n * @hidden\r\n */\r\n protected _lerpAxisTransform(axis: number, axisValue: number) {\r\n if (!this._loadedMeshInfo) {\r\n return;\r\n }\r\n\r\n let meshInfo = this._loadedMeshInfo.axisMeshes[axis];\r\n if (!meshInfo) {\r\n return;\r\n }\r\n\r\n if (!meshInfo.min.rotationQuaternion || !meshInfo.max.rotationQuaternion || !meshInfo.value.rotationQuaternion) {\r\n return;\r\n }\r\n\r\n // Convert from gamepad value range (-1 to +1) to lerp range (0 to 1)\r\n let lerpValue = axisValue * 0.5 + 0.5;\r\n Quaternion.SlerpToRef(\r\n meshInfo.min.rotationQuaternion,\r\n meshInfo.max.rotationQuaternion,\r\n lerpValue,\r\n meshInfo.value.rotationQuaternion);\r\n Vector3.LerpToRef(\r\n meshInfo.min.position,\r\n meshInfo.max.position,\r\n lerpValue,\r\n meshInfo.value.position);\r\n }\r\n\r\n /**\r\n * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.\r\n * @param scene scene in which to add meshes\r\n * @param meshLoaded optional callback function that will be called if the mesh loads successfully.\r\n */\r\n public initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault = false) {\r\n let path: string;\r\n let filename: string;\r\n\r\n // Checking if GLB loader is present\r\n if (SceneLoader.IsPluginForExtensionAvailable(\".glb\")) {\r\n // Determine the device specific folder based on the ID suffix\r\n let device = 'default';\r\n if (this.id && !forceDefault) {\r\n let match = this.id.match(WindowsMotionController.GAMEPAD_ID_PATTERN);\r\n device = ((match && match[0]) || device);\r\n }\r\n\r\n // Hand\r\n if (this.hand === 'left') {\r\n filename = WindowsMotionController.MODEL_LEFT_FILENAME;\r\n }\r\n else { // Right is the default if no hand is specified\r\n filename = WindowsMotionController.MODEL_RIGHT_FILENAME;\r\n }\r\n\r\n path = WindowsMotionController.MODEL_BASE_URL + device + '/';\r\n } else {\r\n Logger.Warn(\"You need to reference GLTF loader to load Windows Motion Controllers model. Falling back to generic models\");\r\n path = GenericController.MODEL_BASE_URL;\r\n filename = GenericController.MODEL_FILENAME;\r\n }\r\n\r\n SceneLoader.ImportMesh(\"\", path, filename, scene, (meshes: AbstractMesh[]) => {\r\n // glTF files successfully loaded from the remote server, now process them to ensure they are in the right format.\r\n this._loadedMeshInfo = this.processModel(scene, meshes);\r\n\r\n if (!this._loadedMeshInfo) {\r\n return;\r\n }\r\n\r\n this._defaultModel = this._loadedMeshInfo.rootNode;\r\n this.attachToMesh(this._defaultModel);\r\n\r\n if (meshLoaded) {\r\n meshLoaded(this._defaultModel);\r\n }\r\n }, null, (scene: Scene, message: string) => {\r\n Logger.Log(message);\r\n Logger.Warn('Failed to retrieve controller model from the remote server: ' + path + filename);\r\n if (!forceDefault) {\r\n this.initControllerMesh(scene, meshLoaded, true);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that\r\n * can be transformed by button presses and axes values, based on this._mapping.\r\n *\r\n * @param scene scene in which the meshes exist\r\n * @param meshes list of meshes that make up the controller model to process\r\n * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.\r\n */\r\n private processModel(scene: Scene, meshes: AbstractMesh[]): Nullable {\r\n let loadedMeshInfo = null;\r\n\r\n // Create a new mesh to contain the glTF hierarchy\r\n let parentMesh = new Mesh(this.id + \" \" + this.hand, scene);\r\n\r\n // Find the root node in the loaded glTF scene, and attach it as a child of 'parentMesh'\r\n let childMesh: Nullable = null;\r\n for (let i = 0; i < meshes.length; i++) {\r\n let mesh = meshes[i];\r\n\r\n if (!mesh.parent) {\r\n // Exclude controller meshes from picking results\r\n mesh.isPickable = false;\r\n\r\n // Handle root node, attach to the new parentMesh\r\n childMesh = mesh;\r\n break;\r\n }\r\n }\r\n\r\n if (childMesh) {\r\n childMesh.setParent(parentMesh);\r\n\r\n // Create our mesh info. Note that this method will always return non-null.\r\n loadedMeshInfo = this.createMeshInfo(parentMesh);\r\n } else {\r\n Logger.Warn('Could not find root node in model file.');\r\n }\r\n\r\n return loadedMeshInfo;\r\n }\r\n\r\n private createMeshInfo(rootNode: AbstractMesh): LoadedMeshInfo {\r\n let loadedMeshInfo = new LoadedMeshInfo();\r\n var i;\r\n loadedMeshInfo.rootNode = rootNode;\r\n\r\n // Reset the caches\r\n loadedMeshInfo.buttonMeshes = {};\r\n loadedMeshInfo.axisMeshes = {};\r\n\r\n // Button Meshes\r\n for (i = 0; i < this._mapping.buttons.length; i++) {\r\n var buttonMeshName = (this._mapping.buttonMeshNames)[this._mapping.buttons[i]];\r\n if (!buttonMeshName) {\r\n Logger.Log('Skipping unknown button at index: ' + i + ' with mapped name: ' + this._mapping.buttons[i]);\r\n continue;\r\n }\r\n\r\n var buttonMesh = getChildByName(rootNode, buttonMeshName);\r\n if (!buttonMesh) {\r\n Logger.Warn('Missing button mesh with name: ' + buttonMeshName);\r\n continue;\r\n }\r\n\r\n var buttonMeshInfo = {\r\n index: i,\r\n value: getImmediateChildByName(buttonMesh, 'VALUE'),\r\n pressed: getImmediateChildByName(buttonMesh, 'PRESSED'),\r\n unpressed: getImmediateChildByName(buttonMesh, 'UNPRESSED')\r\n };\r\n if (buttonMeshInfo.value && buttonMeshInfo.pressed && buttonMeshInfo.unpressed) {\r\n loadedMeshInfo.buttonMeshes[this._mapping.buttons[i]] = buttonMeshInfo;\r\n } else {\r\n // If we didn't find the mesh, it simply means this button won't have transforms applied as mapped button value changes.\r\n Logger.Warn('Missing button submesh under mesh with name: ' + buttonMeshName +\r\n '(VALUE: ' + !!buttonMeshInfo.value +\r\n ', PRESSED: ' + !!buttonMeshInfo.pressed +\r\n ', UNPRESSED:' + !!buttonMeshInfo.unpressed +\r\n ')');\r\n }\r\n }\r\n\r\n // Axis Meshes\r\n for (i = 0; i < this._mapping.axisMeshNames.length; i++) {\r\n var axisMeshName = this._mapping.axisMeshNames[i];\r\n if (!axisMeshName) {\r\n Logger.Log('Skipping unknown axis at index: ' + i);\r\n continue;\r\n }\r\n\r\n var axisMesh = getChildByName(rootNode, axisMeshName);\r\n if (!axisMesh) {\r\n Logger.Warn('Missing axis mesh with name: ' + axisMeshName);\r\n continue;\r\n }\r\n\r\n var axisMeshInfo = {\r\n index: i,\r\n value: getImmediateChildByName(axisMesh, 'VALUE'),\r\n min: getImmediateChildByName(axisMesh, 'MIN'),\r\n max: getImmediateChildByName(axisMesh, 'MAX')\r\n };\r\n if (axisMeshInfo.value && axisMeshInfo.min && axisMeshInfo.max) {\r\n loadedMeshInfo.axisMeshes[i] = axisMeshInfo;\r\n } else {\r\n // If we didn't find the mesh, it simply means thit axis won't have transforms applied as mapped axis values change.\r\n Logger.Warn('Missing axis submesh under mesh with name: ' + axisMeshName +\r\n '(VALUE: ' + !!axisMeshInfo.value +\r\n ', MIN: ' + !!axisMeshInfo.min +\r\n ', MAX:' + !!axisMeshInfo.max +\r\n ')');\r\n }\r\n }\r\n\r\n // Pointing Ray\r\n loadedMeshInfo.pointingPoseNode = getChildByName(rootNode, this._mapping.pointingPoseMeshName);\r\n if (!loadedMeshInfo.pointingPoseNode) {\r\n Logger.Warn('Missing pointing pose mesh with name: ' + this._mapping.pointingPoseMeshName);\r\n } else {\r\n this._pointingPoseNode = loadedMeshInfo.pointingPoseNode;\r\n }\r\n\r\n return loadedMeshInfo;\r\n\r\n // Look through all children recursively. This will return null if no mesh exists with the given name.\r\n function getChildByName(node: Node, name: string) {\r\n return node.getChildren((n) => n.name === name, false)[0];\r\n }\r\n // Look through only immediate children. This will return null if no mesh exists with the given name.\r\n function getImmediateChildByName(node: Node, name: string): TransformNode {\r\n return node.getChildren((n) => n.name == name, true)[0];\r\n }\r\n }\r\n\r\n /**\r\n * Gets the ray of the controller in the direction the controller is pointing\r\n * @param length the length the resulting ray should be\r\n * @returns a ray in the direction the controller is pointing\r\n */\r\n public getForwardRay(length = 100): Ray {\r\n if (!(this._loadedMeshInfo && this._loadedMeshInfo.pointingPoseNode)) {\r\n return super.getForwardRay(length);\r\n }\r\n\r\n var m = this._loadedMeshInfo.pointingPoseNode.getWorldMatrix();\r\n var origin = m.getTranslation();\r\n\r\n var forward = new Vector3(0, 0, -1);\r\n var forwardWorld = Vector3.TransformNormal(forward, m);\r\n\r\n var direction = Vector3.Normalize(forwardWorld);\r\n\r\n return new Ray(origin, direction, length);\r\n }\r\n\r\n /**\r\n * Disposes of the controller\r\n */\r\n public dispose(): void {\r\n super.dispose();\r\n\r\n this.onTrackpadChangedObservable.clear();\r\n this.onTrackpadValuesChangedObservable.clear();\r\n }\r\n}\r\n\r\n/**\r\n * This class represents a new windows motion controller in XR.\r\n */\r\nexport class XRWindowsMotionController extends WindowsMotionController {\r\n\r\n /**\r\n * Changing the original WIndowsMotionController mapping to fir the new mapping\r\n */\r\n protected readonly _mapping = {\r\n // Semantic button names\r\n buttons: ['trigger', 'grip', 'trackpad', 'thumbstick', 'menu'],\r\n // trigger, grip, trackpad, thumbstick, menu\r\n\r\n // A mapping of the button name to glTF model node name\r\n // that should be transformed by button value.\r\n buttonMeshNames: {\r\n 'trigger': 'SELECT',\r\n 'menu': 'MENU',\r\n 'grip': 'GRASP',\r\n 'thumbstick': 'THUMBSTICK_PRESS',\r\n 'trackpad': 'TOUCHPAD_PRESS'\r\n },\r\n // This mapping is used to translate from the Motion Controller to Babylon semantics\r\n buttonObservableNames: {\r\n 'trigger': 'onTriggerStateChangedObservable',\r\n 'menu': 'onSecondaryButtonStateChangedObservable',\r\n 'grip': 'onMainButtonStateChangedObservable',\r\n 'thumbstick': 'onThumbstickStateChangedObservable',\r\n 'trackpad': 'onTrackpadChangedObservable'\r\n },\r\n // A mapping of the axis name to glTF model node name\r\n // that should be transformed by axis value.\r\n // This array mirrors the browserGamepad.axes array, such that\r\n // the mesh corresponding to axis 0 is in this array index 0.\r\n axisMeshNames: [\r\n 'TOUCHPAD_TOUCH_X',\r\n 'TOUCHPAD_TOUCH_Y',\r\n 'THUMBSTICK_X',\r\n 'THUMBSTICK_Y'\r\n ],\r\n // upside down in webxr\r\n pointingPoseMeshName: PoseEnabledController.POINTING_POSE\r\n };\r\n\r\n /**\r\n * Construct a new XR-Based windows motion controller\r\n *\r\n * @param gamepadInfo the gamepad object from the browser\r\n */\r\n constructor(gamepadInfo: any) {\r\n super(gamepadInfo);\r\n }\r\n\r\n /**\r\n * holds the thumbstick values (X,Y)\r\n */\r\n public thumbstickValues: StickValues = { x: 0, y: 0 };\r\n\r\n /**\r\n * Fired when the thumbstick on this controller is clicked\r\n */\r\n public onThumbstickStateChangedObservable = new Observable();\r\n /**\r\n * Fired when the thumbstick on this controller is modified\r\n */\r\n public onThumbstickValuesChangedObservable = new Observable();\r\n\r\n /**\r\n * Fired when the touchpad button on this controller is modified\r\n */\r\n public onTrackpadChangedObservable = this.onPadStateChangedObservable;\r\n\r\n /**\r\n * Fired when the touchpad values on this controller are modified\r\n */\r\n public onTrackpadValuesChangedObservable = this.onPadValuesChangedObservable;\r\n\r\n /**\r\n * Fired when the thumbstick button on this controller is modified\r\n * here to prevent breaking changes\r\n */\r\n public get onThumbstickButtonStateChangedObservable(): Observable {\r\n return this.onThumbstickStateChangedObservable;\r\n }\r\n\r\n /**\r\n * updating the thumbstick(!) and not the trackpad.\r\n * This is named this way due to the difference between WebVR and XR and to avoid\r\n * changing the parent class.\r\n */\r\n protected _updateTrackpad() {\r\n if (this.browserGamepad.axes && (this.browserGamepad.axes[2] != this.thumbstickValues.x || this.browserGamepad.axes[3] != this.thumbstickValues.y)) {\r\n this.trackpad.x = this.browserGamepad[\"axes\"][2];\r\n this.trackpad.y = this.browserGamepad[\"axes\"][3];\r\n this.onThumbstickValuesChangedObservable.notifyObservers(this.trackpad);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the class with joy\r\n */\r\n public dispose() {\r\n super.dispose();\r\n this.onThumbstickStateChangedObservable.clear();\r\n this.onThumbstickValuesChangedObservable.clear();\r\n }\r\n\r\n}\r\n\r\nPoseEnabledControllerHelper._ControllerFactories.push({\r\n canCreate: (gamepadInfo) => {\r\n return gamepadInfo.id.indexOf(WindowsMotionController.GAMEPAD_ID_PREFIX) === 0;\r\n },\r\n create: (gamepadInfo) => {\r\n return new WindowsMotionController(gamepadInfo);\r\n }\r\n});\r\n","import { Observable } from \"../Misc/observable\";\r\nimport { Gamepad } from \"./gamepad\";\r\n\r\n/**\r\n * Defines supported buttons for DualShock compatible gamepads\r\n */\r\nexport enum DualShockButton {\r\n /** Cross */\r\n Cross = 0,\r\n /** Circle */\r\n Circle = 1,\r\n /** Square */\r\n Square = 2,\r\n /** Triangle */\r\n Triangle = 3,\r\n /** L1 */\r\n L1 = 4,\r\n /** R1 */\r\n R1 = 5,\r\n /** Share */\r\n Share = 8,\r\n /** Options */\r\n Options = 9,\r\n /** Left stick */\r\n LeftStick = 10,\r\n /** Right stick */\r\n RightStick = 11\r\n}\r\n\r\n/** Defines values for DualShock DPad */\r\nexport enum DualShockDpad {\r\n /** Up */\r\n Up = 12,\r\n /** Down */\r\n Down = 13,\r\n /** Left */\r\n Left = 14,\r\n /** Right */\r\n Right = 15\r\n}\r\n\r\n/**\r\n * Defines a DualShock gamepad\r\n */\r\nexport class DualShockPad extends Gamepad {\r\n private _leftTrigger: number = 0;\r\n private _rightTrigger: number = 0;\r\n\r\n private _onlefttriggerchanged: (value: number) => void;\r\n private _onrighttriggerchanged: (value: number) => void;\r\n\r\n private _onbuttondown: (buttonPressed: DualShockButton) => void;\r\n private _onbuttonup: (buttonReleased: DualShockButton) => void;\r\n private _ondpaddown: (dPadPressed: DualShockDpad) => void;\r\n private _ondpadup: (dPadReleased: DualShockDpad) => void;\r\n\r\n /** Observable raised when a button is pressed */\r\n public onButtonDownObservable = new Observable();\r\n /** Observable raised when a button is released */\r\n public onButtonUpObservable = new Observable();\r\n /** Observable raised when a pad is pressed */\r\n public onPadDownObservable = new Observable();\r\n /** Observable raised when a pad is released */\r\n public onPadUpObservable = new Observable();\r\n\r\n private _buttonCross: number = 0;\r\n private _buttonCircle: number = 0;\r\n private _buttonSquare: number = 0;\r\n private _buttonTriangle: number = 0;\r\n private _buttonShare: number = 0;\r\n private _buttonOptions: number = 0;\r\n private _buttonL1: number = 0;\r\n private _buttonR1: number = 0;\r\n\r\n private _buttonLeftStick: number = 0;\r\n private _buttonRightStick: number = 0;\r\n private _dPadUp: number = 0;\r\n private _dPadDown: number = 0;\r\n private _dPadLeft: number = 0;\r\n private _dPadRight: number = 0;\r\n\r\n /**\r\n * Creates a new DualShock gamepad object\r\n * @param id defines the id of this gamepad\r\n * @param index defines its index\r\n * @param gamepad defines the internal HTML gamepad object\r\n */\r\n constructor(id: string, index: number, gamepad: any) {\r\n super(id.replace(\"STANDARD GAMEPAD\", \"SONY PLAYSTATION DUALSHOCK\"), index, gamepad, 0, 1, 2, 3);\r\n this.type = Gamepad.DUALSHOCK;\r\n }\r\n\r\n /**\r\n * Defines the callback to call when left trigger is pressed\r\n * @param callback defines the callback to use\r\n */\r\n public onlefttriggerchanged(callback: (value: number) => void) {\r\n this._onlefttriggerchanged = callback;\r\n }\r\n\r\n /**\r\n * Defines the callback to call when right trigger is pressed\r\n * @param callback defines the callback to use\r\n */\r\n public onrighttriggerchanged(callback: (value: number) => void) {\r\n this._onrighttriggerchanged = callback;\r\n }\r\n\r\n /**\r\n * Gets the left trigger value\r\n */\r\n public get leftTrigger(): number {\r\n return this._leftTrigger;\r\n }\r\n /**\r\n * Sets the left trigger value\r\n */\r\n public set leftTrigger(newValue: number) {\r\n if (this._onlefttriggerchanged && this._leftTrigger !== newValue) {\r\n this._onlefttriggerchanged(newValue);\r\n }\r\n this._leftTrigger = newValue;\r\n }\r\n\r\n /**\r\n * Gets the right trigger value\r\n */\r\n public get rightTrigger(): number {\r\n return this._rightTrigger;\r\n }\r\n /**\r\n * Sets the right trigger value\r\n */\r\n public set rightTrigger(newValue: number) {\r\n if (this._onrighttriggerchanged && this._rightTrigger !== newValue) {\r\n this._onrighttriggerchanged(newValue);\r\n }\r\n this._rightTrigger = newValue;\r\n }\r\n\r\n /**\r\n * Defines the callback to call when a button is pressed\r\n * @param callback defines the callback to use\r\n */\r\n public onbuttondown(callback: (buttonPressed: DualShockButton) => void) {\r\n this._onbuttondown = callback;\r\n }\r\n\r\n /**\r\n * Defines the callback to call when a button is released\r\n * @param callback defines the callback to use\r\n */\r\n public onbuttonup(callback: (buttonReleased: DualShockButton) => void) {\r\n this._onbuttonup = callback;\r\n }\r\n\r\n /**\r\n * Defines the callback to call when a pad is pressed\r\n * @param callback defines the callback to use\r\n */\r\n public ondpaddown(callback: (dPadPressed: DualShockDpad) => void) {\r\n this._ondpaddown = callback;\r\n }\r\n\r\n /**\r\n * Defines the callback to call when a pad is released\r\n * @param callback defines the callback to use\r\n */\r\n public ondpadup(callback: (dPadReleased: DualShockDpad) => void) {\r\n this._ondpadup = callback;\r\n }\r\n\r\n private _setButtonValue(newValue: number, currentValue: number, buttonType: DualShockButton): number {\r\n if (newValue !== currentValue) {\r\n if (newValue === 1) {\r\n if (this._onbuttondown) {\r\n this._onbuttondown(buttonType);\r\n }\r\n\r\n this.onButtonDownObservable.notifyObservers(buttonType);\r\n }\r\n if (newValue === 0) {\r\n\r\n if (this._onbuttonup) {\r\n this._onbuttonup(buttonType);\r\n }\r\n\r\n this.onButtonUpObservable.notifyObservers(buttonType);\r\n }\r\n }\r\n return newValue;\r\n }\r\n\r\n private _setDPadValue(newValue: number, currentValue: number, buttonType: DualShockDpad): number {\r\n if (newValue !== currentValue) {\r\n if (newValue === 1) {\r\n if (this._ondpaddown) {\r\n this._ondpaddown(buttonType);\r\n }\r\n\r\n this.onPadDownObservable.notifyObservers(buttonType);\r\n }\r\n if (newValue === 0) {\r\n if (this._ondpadup) {\r\n this._ondpadup(buttonType);\r\n }\r\n\r\n this.onPadUpObservable.notifyObservers(buttonType);\r\n }\r\n }\r\n return newValue;\r\n }\r\n\r\n /**\r\n * Gets the value of the `Cross` button\r\n */\r\n public get buttonCross(): number {\r\n return this._buttonCross;\r\n }\r\n /**\r\n * Sets the value of the `Cross` button\r\n */\r\n public set buttonCross(value) {\r\n this._buttonCross = this._setButtonValue(value, this._buttonCross, DualShockButton.Cross);\r\n }\r\n\r\n /**\r\n * Gets the value of the `Circle` button\r\n */\r\n public get buttonCircle(): number {\r\n return this._buttonCircle;\r\n }\r\n /**\r\n * Sets the value of the `Circle` button\r\n */\r\n public set buttonCircle(value) {\r\n this._buttonCircle = this._setButtonValue(value, this._buttonCircle, DualShockButton.Circle);\r\n }\r\n\r\n /**\r\n * Gets the value of the `Square` button\r\n */\r\n public get buttonSquare(): number {\r\n return this._buttonSquare;\r\n }\r\n /**\r\n * Sets the value of the `Square` button\r\n */\r\n public set buttonSquare(value) {\r\n this._buttonSquare = this._setButtonValue(value, this._buttonSquare, DualShockButton.Square);\r\n }\r\n\r\n /**\r\n * Gets the value of the `Triangle` button\r\n */\r\n public get buttonTriangle(): number {\r\n return this._buttonTriangle;\r\n }\r\n /**\r\n * Sets the value of the `Triangle` button\r\n */\r\n public set buttonTriangle(value) {\r\n this._buttonTriangle = this._setButtonValue(value, this._buttonTriangle, DualShockButton.Triangle);\r\n }\r\n\r\n /**\r\n * Gets the value of the `Options` button\r\n */\r\n public get buttonOptions(): number {\r\n return this._buttonOptions;\r\n }\r\n /**\r\n * Sets the value of the `Options` button\r\n */\r\n public set buttonOptions(value) {\r\n this._buttonOptions = this._setButtonValue(value, this._buttonOptions, DualShockButton.Options);\r\n }\r\n\r\n /**\r\n * Gets the value of the `Share` button\r\n */\r\n public get buttonShare(): number {\r\n return this._buttonShare;\r\n }\r\n /**\r\n * Sets the value of the `Share` button\r\n */\r\n public set buttonShare(value) {\r\n this._buttonShare = this._setButtonValue(value, this._buttonShare, DualShockButton.Share);\r\n }\r\n\r\n /**\r\n * Gets the value of the `L1` button\r\n */\r\n public get buttonL1(): number {\r\n return this._buttonL1;\r\n }\r\n /**\r\n * Sets the value of the `L1` button\r\n */\r\n public set buttonL1(value) {\r\n this._buttonL1 = this._setButtonValue(value, this._buttonL1, DualShockButton.L1);\r\n }\r\n\r\n /**\r\n * Gets the value of the `R1` button\r\n */\r\n public get buttonR1(): number {\r\n return this._buttonR1;\r\n }\r\n /**\r\n * Sets the value of the `R1` button\r\n */\r\n public set buttonR1(value) {\r\n this._buttonR1 = this._setButtonValue(value, this._buttonR1, DualShockButton.R1);\r\n }\r\n\r\n /**\r\n * Gets the value of the Left joystick\r\n */\r\n public get buttonLeftStick(): number {\r\n return this._buttonLeftStick;\r\n }\r\n /**\r\n * Sets the value of the Left joystick\r\n */\r\n public set buttonLeftStick(value) {\r\n this._buttonLeftStick = this._setButtonValue(value, this._buttonLeftStick, DualShockButton.LeftStick);\r\n }\r\n\r\n /**\r\n * Gets the value of the Right joystick\r\n */\r\n public get buttonRightStick(): number {\r\n return this._buttonRightStick;\r\n }\r\n /**\r\n * Sets the value of the Right joystick\r\n */\r\n public set buttonRightStick(value) {\r\n this._buttonRightStick = this._setButtonValue(value, this._buttonRightStick, DualShockButton.RightStick);\r\n }\r\n\r\n /**\r\n * Gets the value of D-pad up\r\n */\r\n public get dPadUp(): number {\r\n return this._dPadUp;\r\n }\r\n /**\r\n * Sets the value of D-pad up\r\n */\r\n public set dPadUp(value) {\r\n this._dPadUp = this._setDPadValue(value, this._dPadUp, DualShockDpad.Up);\r\n }\r\n\r\n /**\r\n * Gets the value of D-pad down\r\n */\r\n public get dPadDown(): number {\r\n return this._dPadDown;\r\n }\r\n /**\r\n * Sets the value of D-pad down\r\n */\r\n public set dPadDown(value) {\r\n this._dPadDown = this._setDPadValue(value, this._dPadDown, DualShockDpad.Down);\r\n }\r\n\r\n /**\r\n * Gets the value of D-pad left\r\n */\r\n public get dPadLeft(): number {\r\n return this._dPadLeft;\r\n }\r\n /**\r\n * Sets the value of D-pad left\r\n */\r\n public set dPadLeft(value) {\r\n this._dPadLeft = this._setDPadValue(value, this._dPadLeft, DualShockDpad.Left);\r\n }\r\n\r\n /**\r\n * Gets the value of D-pad right\r\n */\r\n public get dPadRight(): number {\r\n return this._dPadRight;\r\n }\r\n /**\r\n * Sets the value of D-pad right\r\n */\r\n public set dPadRight(value) {\r\n this._dPadRight = this._setDPadValue(value, this._dPadRight, DualShockDpad.Right);\r\n }\r\n\r\n /**\r\n * Force the gamepad to synchronize with device values\r\n */\r\n public update() {\r\n super.update();\r\n this.buttonCross = this.browserGamepad.buttons[0].value;\r\n this.buttonCircle = this.browserGamepad.buttons[1].value;\r\n this.buttonSquare = this.browserGamepad.buttons[2].value;\r\n this.buttonTriangle = this.browserGamepad.buttons[3].value;\r\n this.buttonL1 = this.browserGamepad.buttons[4].value;\r\n this.buttonR1 = this.browserGamepad.buttons[5].value;\r\n this.leftTrigger = this.browserGamepad.buttons[6].value;\r\n this.rightTrigger = this.browserGamepad.buttons[7].value;\r\n this.buttonShare = this.browserGamepad.buttons[8].value;\r\n this.buttonOptions = this.browserGamepad.buttons[9].value;\r\n this.buttonLeftStick = this.browserGamepad.buttons[10].value;\r\n this.buttonRightStick = this.browserGamepad.buttons[11].value;\r\n this.dPadUp = this.browserGamepad.buttons[12].value;\r\n this.dPadDown = this.browserGamepad.buttons[13].value;\r\n this.dPadLeft = this.browserGamepad.buttons[14].value;\r\n this.dPadRight = this.browserGamepad.buttons[15].value;\r\n }\r\n\r\n /**\r\n * Disposes the gamepad\r\n */\r\n public dispose() {\r\n super.dispose();\r\n this.onButtonDownObservable.clear();\r\n this.onButtonUpObservable.clear();\r\n this.onPadDownObservable.clear();\r\n this.onPadUpObservable.clear();\r\n }\r\n}\r\n","import { Observable } from \"../Misc/observable\";\r\n\r\n/**\r\n * Represents a gamepad control stick position\r\n */\r\nexport class StickValues {\r\n /**\r\n * Initializes the gamepad x and y control stick values\r\n * @param x The x component of the gamepad control stick value\r\n * @param y The y component of the gamepad control stick value\r\n */\r\n constructor(\r\n /**\r\n * The x component of the control stick\r\n */\r\n public x: number,\r\n /**\r\n * The y component of the control stick\r\n */\r\n public y: number\r\n ) {\r\n }\r\n}\r\n\r\n/**\r\n * An interface which manages callbacks for gamepad button changes\r\n */\r\nexport interface GamepadButtonChanges {\r\n /**\r\n * Called when a gamepad has been changed\r\n */\r\n changed: boolean;\r\n /**\r\n * Called when a gamepad press event has been triggered\r\n */\r\n pressChanged: boolean;\r\n /**\r\n * Called when a touch event has been triggered\r\n */\r\n touchChanged: boolean;\r\n /**\r\n * Called when a value has changed\r\n */\r\n valueChanged: boolean;\r\n}\r\n\r\n/**\r\n * Represents a gamepad\r\n */\r\nexport class Gamepad {\r\n\r\n /**\r\n * Specifies what type of gamepad this represents\r\n */\r\n public type: number;\r\n\r\n private _leftStick: StickValues = { x: 0, y: 0 };\r\n private _rightStick: StickValues = { x: 0, y: 0 };\r\n\r\n /** @hidden */\r\n public _isConnected = true;\r\n\r\n private _leftStickAxisX: number;\r\n private _leftStickAxisY: number;\r\n private _rightStickAxisX: number;\r\n private _rightStickAxisY: number;\r\n\r\n /**\r\n * Triggered when the left control stick has been changed\r\n */\r\n private _onleftstickchanged: (values: StickValues) => void;\r\n\r\n /**\r\n * Triggered when the right control stick has been changed\r\n */\r\n private _onrightstickchanged: (values: StickValues) => void;\r\n\r\n /**\r\n * Represents a gamepad controller\r\n */\r\n public static GAMEPAD = 0;\r\n /**\r\n * Represents a generic controller\r\n */\r\n public static GENERIC = 1;\r\n /**\r\n * Represents an XBox controller\r\n */\r\n public static XBOX = 2;\r\n /**\r\n * Represents a pose-enabled controller\r\n */\r\n public static POSE_ENABLED = 3;\r\n /**\r\n * Represents an Dual Shock controller\r\n */\r\n public static DUALSHOCK = 4;\r\n\r\n /**\r\n * Specifies whether the left control stick should be Y-inverted\r\n */\r\n protected _invertLeftStickY: boolean = false;\r\n\r\n /**\r\n * Specifies if the gamepad has been connected\r\n */\r\n public get isConnected(): boolean {\r\n return this._isConnected;\r\n }\r\n\r\n /**\r\n * Initializes the gamepad\r\n * @param id The id of the gamepad\r\n * @param index The index of the gamepad\r\n * @param browserGamepad The browser gamepad\r\n * @param leftStickX The x component of the left joystick\r\n * @param leftStickY The y component of the left joystick\r\n * @param rightStickX The x component of the right joystick\r\n * @param rightStickY The y component of the right joystick\r\n */\r\n constructor(\r\n /**\r\n * The id of the gamepad\r\n */\r\n public id: string,\r\n /**\r\n * The index of the gamepad\r\n */\r\n public index: number,\r\n /**\r\n * The browser gamepad\r\n */\r\n public browserGamepad: any,\r\n leftStickX: number = 0, leftStickY: number = 1, rightStickX: number = 2, rightStickY: number = 3) {\r\n this.type = Gamepad.GAMEPAD;\r\n this._leftStickAxisX = leftStickX;\r\n this._leftStickAxisY = leftStickY;\r\n this._rightStickAxisX = rightStickX;\r\n this._rightStickAxisY = rightStickY;\r\n if (this.browserGamepad.axes.length >= 2) {\r\n this._leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };\r\n }\r\n if (this.browserGamepad.axes.length >= 4) {\r\n this._rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };\r\n }\r\n }\r\n\r\n /**\r\n * Callback triggered when the left joystick has changed\r\n * @param callback\r\n */\r\n public onleftstickchanged(callback: (values: StickValues) => void) {\r\n this._onleftstickchanged = callback;\r\n }\r\n\r\n /**\r\n * Callback triggered when the right joystick has changed\r\n * @param callback\r\n */\r\n public onrightstickchanged(callback: (values: StickValues) => void) {\r\n this._onrightstickchanged = callback;\r\n }\r\n\r\n /**\r\n * Gets the left joystick\r\n */\r\n public get leftStick(): StickValues {\r\n return this._leftStick;\r\n }\r\n /**\r\n * Sets the left joystick values\r\n */\r\n public set leftStick(newValues: StickValues) {\r\n if (this._onleftstickchanged && (this._leftStick.x !== newValues.x || this._leftStick.y !== newValues.y)) {\r\n this._onleftstickchanged(newValues);\r\n }\r\n this._leftStick = newValues;\r\n }\r\n /**\r\n * Gets the right joystick\r\n */\r\n public get rightStick(): StickValues {\r\n return this._rightStick;\r\n }\r\n /**\r\n * Sets the right joystick value\r\n */\r\n public set rightStick(newValues: StickValues) {\r\n if (this._onrightstickchanged && (this._rightStick.x !== newValues.x || this._rightStick.y !== newValues.y)) {\r\n this._onrightstickchanged(newValues);\r\n }\r\n this._rightStick = newValues;\r\n }\r\n\r\n /**\r\n * Updates the gamepad joystick positions\r\n */\r\n\r\n public update() {\r\n if (this._leftStick) {\r\n this.leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };\r\n if (this._invertLeftStickY) {\r\n this.leftStick.y *= -1;\r\n }\r\n }\r\n if (this._rightStick) {\r\n this.rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the gamepad\r\n */\r\n public dispose() {\r\n }\r\n}\r\n\r\n/**\r\n * Represents a generic gamepad\r\n */\r\nexport class GenericPad extends Gamepad {\r\n private _buttons: Array;\r\n private _onbuttondown: (buttonPressed: number) => void;\r\n private _onbuttonup: (buttonReleased: number) => void;\r\n\r\n /**\r\n * Observable triggered when a button has been pressed\r\n */\r\n public onButtonDownObservable = new Observable();\r\n /**\r\n * Observable triggered when a button has been released\r\n */\r\n public onButtonUpObservable = new Observable();\r\n\r\n /**\r\n * Callback triggered when a button has been pressed\r\n * @param callback Called when a button has been pressed\r\n */\r\n public onbuttondown(callback: (buttonPressed: number) => void) {\r\n this._onbuttondown = callback;\r\n }\r\n /**\r\n * Callback triggered when a button has been released\r\n * @param callback Called when a button has been released\r\n */\r\n public onbuttonup(callback: (buttonReleased: number) => void) {\r\n this._onbuttonup = callback;\r\n }\r\n\r\n /**\r\n * Initializes the generic gamepad\r\n * @param id The id of the generic gamepad\r\n * @param index The index of the generic gamepad\r\n * @param browserGamepad The browser gamepad\r\n */\r\n constructor(id: string, index: number, browserGamepad: any) {\r\n super(id, index, browserGamepad);\r\n this.type = Gamepad.GENERIC;\r\n this._buttons = new Array(browserGamepad.buttons.length);\r\n }\r\n\r\n private _setButtonValue(newValue: number, currentValue: number, buttonIndex: number): number {\r\n if (newValue !== currentValue) {\r\n if (newValue === 1) {\r\n if (this._onbuttondown) {\r\n this._onbuttondown(buttonIndex);\r\n }\r\n\r\n this.onButtonDownObservable.notifyObservers(buttonIndex);\r\n }\r\n if (newValue === 0) {\r\n if (this._onbuttonup) {\r\n this._onbuttonup(buttonIndex);\r\n }\r\n\r\n this.onButtonUpObservable.notifyObservers(buttonIndex);\r\n }\r\n }\r\n return newValue;\r\n }\r\n\r\n /**\r\n * Updates the generic gamepad\r\n */\r\n public update() {\r\n super.update();\r\n for (var index = 0; index < this._buttons.length; index++) {\r\n this._buttons[index] = this._setButtonValue(this.browserGamepad.buttons[index].value, this._buttons[index], index);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the generic gamepad\r\n */\r\n public dispose() {\r\n super.dispose();\r\n this.onButtonDownObservable.clear();\r\n this.onButtonUpObservable.clear();\r\n }\r\n}\r\n","import { Observable } from \"../Misc/observable\";\r\nimport { DomManagement } from \"../Misc/domManagement\";\r\nimport { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { PoseEnabledControllerHelper } from \"../Gamepads/Controllers/poseEnabledController\";\r\nimport { Xbox360Pad } from \"./xboxGamepad\";\r\nimport { Gamepad, GenericPad } from \"./gamepad\";\r\nimport { Engine } from '../Engines/engine';\r\nimport { DualShockPad } from './dualShockGamepad';\r\n/**\r\n * Manager for handling gamepads\r\n */\r\nexport class GamepadManager {\r\n private _babylonGamepads: Array = [];\r\n private _oneGamepadConnected: boolean = false;\r\n\r\n /** @hidden */\r\n public _isMonitoring: boolean = false;\r\n private _gamepadEventSupported: boolean;\r\n private _gamepadSupport?: () => Array;\r\n\r\n /**\r\n * observable to be triggered when the gamepad controller has been connected\r\n */\r\n public onGamepadConnectedObservable: Observable;\r\n\r\n /**\r\n * observable to be triggered when the gamepad controller has been disconnected\r\n */\r\n public onGamepadDisconnectedObservable = new Observable();\r\n\r\n private _onGamepadConnectedEvent: Nullable<(evt: any) => void>;\r\n private _onGamepadDisconnectedEvent: Nullable<(evt: any) => void>;\r\n\r\n /**\r\n * Initializes the gamepad manager\r\n * @param _scene BabylonJS scene\r\n */\r\n constructor(private _scene?: Scene) {\r\n if (!DomManagement.IsWindowObjectExist()) {\r\n this._gamepadEventSupported = false;\r\n } else {\r\n this._gamepadEventSupported = 'GamepadEvent' in window;\r\n this._gamepadSupport = (navigator.getGamepads ||\r\n navigator.webkitGetGamepads || navigator.msGetGamepads || navigator.webkitGamepads);\r\n }\r\n\r\n this.onGamepadConnectedObservable = new Observable((observer) => {\r\n // This will be used to raise the onGamepadConnected for all gamepads ALREADY connected\r\n for (var i in this._babylonGamepads) {\r\n let gamepad = this._babylonGamepads[i];\r\n if (gamepad && gamepad._isConnected) {\r\n this.onGamepadConnectedObservable.notifyObserver(observer, gamepad);\r\n }\r\n }\r\n });\r\n\r\n this._onGamepadConnectedEvent = (evt) => {\r\n let gamepad = evt.gamepad;\r\n\r\n if (gamepad.index in this._babylonGamepads) {\r\n if (this._babylonGamepads[gamepad.index].isConnected) {\r\n return;\r\n }\r\n }\r\n\r\n let newGamepad: Gamepad;\r\n\r\n if (this._babylonGamepads[gamepad.index]) {\r\n newGamepad = this._babylonGamepads[gamepad.index];\r\n newGamepad.browserGamepad = gamepad;\r\n newGamepad._isConnected = true;\r\n } else {\r\n newGamepad = this._addNewGamepad(gamepad);\r\n }\r\n this.onGamepadConnectedObservable.notifyObservers(newGamepad);\r\n this._startMonitoringGamepads();\r\n };\r\n\r\n this._onGamepadDisconnectedEvent = (evt) => {\r\n let gamepad = evt.gamepad;\r\n\r\n // Remove the gamepad from the list of gamepads to monitor.\r\n for (var i in this._babylonGamepads) {\r\n if (this._babylonGamepads[i].index === gamepad.index) {\r\n let disconnectedGamepad = this._babylonGamepads[i];\r\n disconnectedGamepad._isConnected = false;\r\n\r\n this.onGamepadDisconnectedObservable.notifyObservers(disconnectedGamepad);\r\n disconnectedGamepad.dispose && disconnectedGamepad.dispose();\r\n break;\r\n }\r\n }\r\n };\r\n\r\n if (this._gamepadSupport) {\r\n //first add already-connected gamepads\r\n this._updateGamepadObjects();\r\n if (this._babylonGamepads.length) {\r\n this._startMonitoringGamepads();\r\n }\r\n // Checking if the gamepad connected event is supported (like in Firefox)\r\n if (this._gamepadEventSupported) {\r\n let hostWindow = this._scene ? this._scene.getEngine().getHostWindow() : window;\r\n\r\n if (hostWindow) {\r\n hostWindow.addEventListener('gamepadconnected', this._onGamepadConnectedEvent, false);\r\n hostWindow.addEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent, false);\r\n }\r\n }\r\n else {\r\n this._startMonitoringGamepads();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * The gamepads in the game pad manager\r\n */\r\n public get gamepads(): Gamepad[] {\r\n return this._babylonGamepads;\r\n }\r\n\r\n /**\r\n * Get the gamepad controllers based on type\r\n * @param type The type of gamepad controller\r\n * @returns Nullable gamepad\r\n */\r\n public getGamepadByType(type: number = Gamepad.XBOX): Nullable {\r\n for (var gamepad of this._babylonGamepads) {\r\n if (gamepad && gamepad.type === type) {\r\n return gamepad;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Disposes the gamepad manager\r\n */\r\n public dispose() {\r\n if (this._gamepadEventSupported) {\r\n if (this._onGamepadConnectedEvent) {\r\n window.removeEventListener('gamepadconnected', this._onGamepadConnectedEvent);\r\n }\r\n\r\n if (this._onGamepadDisconnectedEvent) {\r\n window.removeEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent);\r\n }\r\n this._onGamepadConnectedEvent = null;\r\n this._onGamepadDisconnectedEvent = null;\r\n }\r\n\r\n this._babylonGamepads.forEach((gamepad) => {\r\n gamepad.dispose();\r\n });\r\n\r\n this.onGamepadConnectedObservable.clear();\r\n this.onGamepadDisconnectedObservable.clear();\r\n\r\n this._oneGamepadConnected = false;\r\n this._stopMonitoringGamepads();\r\n this._babylonGamepads = [];\r\n }\r\n\r\n private _addNewGamepad(gamepad: any): Gamepad {\r\n if (!this._oneGamepadConnected) {\r\n this._oneGamepadConnected = true;\r\n }\r\n\r\n var newGamepad;\r\n var dualShock: boolean = ((gamepad.id).search(\"054c\") !== -1);\r\n var xboxOne: boolean = ((gamepad.id).search(\"Xbox One\") !== -1);\r\n if (xboxOne || (gamepad.id).search(\"Xbox 360\") !== -1 || (gamepad.id).search(\"xinput\") !== -1) {\r\n newGamepad = new Xbox360Pad(gamepad.id, gamepad.index, gamepad, xboxOne);\r\n }\r\n else if (dualShock) {\r\n newGamepad = new DualShockPad(gamepad.id, gamepad.index, gamepad);\r\n }\r\n // if pose is supported, use the (WebVR) pose enabled controller\r\n else if (gamepad.pose) {\r\n newGamepad = PoseEnabledControllerHelper.InitiateController(gamepad);\r\n }\r\n else {\r\n newGamepad = new GenericPad(gamepad.id, gamepad.index, gamepad);\r\n }\r\n this._babylonGamepads[newGamepad.index] = newGamepad;\r\n return newGamepad;\r\n }\r\n\r\n private _startMonitoringGamepads() {\r\n if (!this._isMonitoring) {\r\n this._isMonitoring = true;\r\n //back-comp\r\n if (!this._scene) {\r\n this._checkGamepadsStatus();\r\n }\r\n }\r\n }\r\n\r\n private _stopMonitoringGamepads() {\r\n this._isMonitoring = false;\r\n }\r\n\r\n /** @hidden */\r\n public _checkGamepadsStatus() {\r\n // Hack to be compatible Chrome\r\n this._updateGamepadObjects();\r\n\r\n for (var i in this._babylonGamepads) {\r\n let gamepad = this._babylonGamepads[i];\r\n if (!gamepad || !gamepad.isConnected) {\r\n continue;\r\n }\r\n gamepad.update();\r\n }\r\n\r\n if (this._isMonitoring && !this._scene) {\r\n Engine.QueueNewFrame(() => { this._checkGamepadsStatus(); });\r\n }\r\n }\r\n\r\n // This function is called only on Chrome, which does not properly support\r\n // connection/disconnection events and forces you to recopy again the gamepad object\r\n private _updateGamepadObjects() {\r\n var gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);\r\n for (var i = 0; i < gamepads.length; i++) {\r\n let gamepad = gamepads[i];\r\n if (gamepad) {\r\n if (!this._babylonGamepads[gamepad.index]) {\r\n var newGamepad = this._addNewGamepad(gamepad);\r\n this.onGamepadConnectedObservable.notifyObservers(newGamepad);\r\n }\r\n else {\r\n // Forced to copy again this object for Chrome for unknown reason\r\n this._babylonGamepads[i].browserGamepad = gamepad;\r\n\r\n if (!this._babylonGamepads[i].isConnected) {\r\n this._babylonGamepads[i]._isConnected = true;\r\n this.onGamepadConnectedObservable.notifyObservers(this._babylonGamepads[i]);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n}\r\n","import { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { SceneComponentConstants, ISceneComponent } from \"../sceneComponent\";\r\nimport { GamepadManager } from \"./gamepadManager\";\r\n\r\nimport { FreeCameraInputsManager } from \"../Cameras/freeCameraInputsManager\";\r\nimport { FreeCameraGamepadInput } from \"../Cameras/Inputs/freeCameraGamepadInput\";\r\nimport { ArcRotateCameraInputsManager } from \"../Cameras/arcRotateCameraInputsManager\";\r\nimport { ArcRotateCameraGamepadInput } from \"../Cameras/Inputs/arcRotateCameraGamepadInput\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @hidden */\r\n _gamepadManager: Nullable;\r\n\r\n /**\r\n * Gets the gamepad manager associated with the scene\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads\r\n */\r\n gamepadManager: GamepadManager;\r\n }\r\n}\r\n\r\nObject.defineProperty(Scene.prototype, \"gamepadManager\", {\r\n get: function(this: Scene) {\r\n if (!this._gamepadManager) {\r\n this._gamepadManager = new GamepadManager(this);\r\n let component = this._getComponent(SceneComponentConstants.NAME_GAMEPAD) as GamepadSystemSceneComponent;\r\n if (!component) {\r\n component = new GamepadSystemSceneComponent(this);\r\n this._addComponent(component);\r\n }\r\n }\r\n\r\n return this._gamepadManager;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\ndeclare module \"../Cameras/freeCameraInputsManager\" {\r\n /**\r\n * Interface representing a free camera inputs manager\r\n */\r\n export interface FreeCameraInputsManager {\r\n /**\r\n * Adds gamepad input support to the FreeCameraInputsManager.\r\n * @returns the FreeCameraInputsManager\r\n */\r\n addGamepad(): FreeCameraInputsManager;\r\n }\r\n}\r\n\r\n/**\r\n * Adds a gamepad to the free camera inputs manager\r\n */\r\nFreeCameraInputsManager.prototype.addGamepad = function(): FreeCameraInputsManager {\r\n this.add(new FreeCameraGamepadInput());\r\n return this;\r\n};\r\n\r\ndeclare module \"../Cameras/arcRotateCameraInputsManager\" {\r\n /**\r\n * Interface representing an arc rotate camera inputs manager\r\n */\r\n export interface ArcRotateCameraInputsManager {\r\n /**\r\n * Adds gamepad input support to the ArcRotateCamera InputManager.\r\n * @returns the camera inputs manager\r\n */\r\n addGamepad(): ArcRotateCameraInputsManager;\r\n }\r\n}\r\n\r\n/**\r\n * Adds a gamepad to the arc rotate camera inputs manager\r\n */\r\nArcRotateCameraInputsManager.prototype.addGamepad = function(): ArcRotateCameraInputsManager {\r\n this.add(new ArcRotateCameraGamepadInput());\r\n return this;\r\n};\r\n\r\n/**\r\n * Defines the gamepad scene component responsible to manage gamepads in a given scene\r\n */\r\nexport class GamepadSystemSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpfull to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_GAMEPAD;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._beforeCameraUpdateStage.registerStep(SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD, this, this._beforeCameraUpdate);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do for gamepads\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated ressources\r\n */\r\n public dispose(): void {\r\n let gamepadManager = this.scene._gamepadManager;\r\n if (gamepadManager) {\r\n gamepadManager.dispose();\r\n this.scene._gamepadManager = null;\r\n }\r\n }\r\n\r\n private _beforeCameraUpdate(): void {\r\n let gamepadManager = this.scene._gamepadManager;\r\n\r\n if (gamepadManager && gamepadManager._isMonitoring) {\r\n gamepadManager._checkGamepadsStatus();\r\n }\r\n }\r\n}\r\n","export * from \"./Controllers/index\";\r\nexport * from \"./gamepad\";\r\nexport * from \"./gamepadManager\";\r\nexport * from \"./gamepadSceneComponent\";\r\nexport * from \"./xboxGamepad\";\r\nexport * from \"./dualShockGamepad\";","import { Observable } from \"../Misc/observable\";\r\nimport { Gamepad } from \"../Gamepads/gamepad\";\r\n/**\r\n * Defines supported buttons for XBox360 compatible gamepads\r\n */\r\nexport enum Xbox360Button {\r\n /** A */\r\n A = 0,\r\n /** B */\r\n B = 1,\r\n /** X */\r\n X = 2,\r\n /** Y */\r\n Y = 3,\r\n /** Left button */\r\n LB = 4,\r\n /** Right button */\r\n RB = 5,\r\n /** Back */\r\n Back = 8,\r\n /** Start */\r\n Start = 9,\r\n /** Left stick */\r\n LeftStick = 10,\r\n /** Right stick */\r\n RightStick = 11\r\n}\r\n\r\n/** Defines values for XBox360 DPad */\r\nexport enum Xbox360Dpad {\r\n /** Up */\r\n Up = 12,\r\n /** Down */\r\n Down = 13,\r\n /** Left */\r\n Left = 14,\r\n /** Right */\r\n Right = 15\r\n}\r\n\r\n/**\r\n * Defines a XBox360 gamepad\r\n */\r\nexport class Xbox360Pad extends Gamepad {\r\n private _leftTrigger: number = 0;\r\n private _rightTrigger: number = 0;\r\n\r\n private _onlefttriggerchanged: (value: number) => void;\r\n private _onrighttriggerchanged: (value: number) => void;\r\n\r\n private _onbuttondown: (buttonPressed: Xbox360Button) => void;\r\n private _onbuttonup: (buttonReleased: Xbox360Button) => void;\r\n private _ondpaddown: (dPadPressed: Xbox360Dpad) => void;\r\n private _ondpadup: (dPadReleased: Xbox360Dpad) => void;\r\n\r\n /** Observable raised when a button is pressed */\r\n public onButtonDownObservable = new Observable();\r\n /** Observable raised when a button is released */\r\n public onButtonUpObservable = new Observable();\r\n /** Observable raised when a pad is pressed */\r\n public onPadDownObservable = new Observable();\r\n /** Observable raised when a pad is released */\r\n public onPadUpObservable = new Observable();\r\n\r\n private _buttonA: number = 0;\r\n private _buttonB: number = 0;\r\n private _buttonX: number = 0;\r\n private _buttonY: number = 0;\r\n private _buttonBack: number = 0;\r\n private _buttonStart: number = 0;\r\n private _buttonLB: number = 0;\r\n private _buttonRB: number = 0;\r\n\r\n private _buttonLeftStick: number = 0;\r\n private _buttonRightStick: number = 0;\r\n private _dPadUp: number = 0;\r\n private _dPadDown: number = 0;\r\n private _dPadLeft: number = 0;\r\n private _dPadRight: number = 0;\r\n\r\n private _isXboxOnePad: boolean = false;\r\n\r\n /**\r\n * Creates a new XBox360 gamepad object\r\n * @param id defines the id of this gamepad\r\n * @param index defines its index\r\n * @param gamepad defines the internal HTML gamepad object\r\n * @param xboxOne defines if it is a XBox One gamepad\r\n */\r\n constructor(id: string, index: number, gamepad: any, xboxOne: boolean = false) {\r\n super(id, index, gamepad, 0, 1, 2, 3);\r\n this.type = Gamepad.XBOX;\r\n this._isXboxOnePad = xboxOne;\r\n }\r\n\r\n /**\r\n * Defines the callback to call when left trigger is pressed\r\n * @param callback defines the callback to use\r\n */\r\n public onlefttriggerchanged(callback: (value: number) => void) {\r\n this._onlefttriggerchanged = callback;\r\n }\r\n\r\n /**\r\n * Defines the callback to call when right trigger is pressed\r\n * @param callback defines the callback to use\r\n */\r\n public onrighttriggerchanged(callback: (value: number) => void) {\r\n this._onrighttriggerchanged = callback;\r\n }\r\n\r\n /**\r\n * Gets the left trigger value\r\n */\r\n public get leftTrigger(): number {\r\n return this._leftTrigger;\r\n }\r\n /**\r\n * Sets the left trigger value\r\n */\r\n public set leftTrigger(newValue: number) {\r\n if (this._onlefttriggerchanged && this._leftTrigger !== newValue) {\r\n this._onlefttriggerchanged(newValue);\r\n }\r\n this._leftTrigger = newValue;\r\n }\r\n\r\n /**\r\n * Gets the right trigger value\r\n */\r\n public get rightTrigger(): number {\r\n return this._rightTrigger;\r\n }\r\n /**\r\n * Sets the right trigger value\r\n */\r\n public set rightTrigger(newValue: number) {\r\n if (this._onrighttriggerchanged && this._rightTrigger !== newValue) {\r\n this._onrighttriggerchanged(newValue);\r\n }\r\n this._rightTrigger = newValue;\r\n }\r\n\r\n /**\r\n * Defines the callback to call when a button is pressed\r\n * @param callback defines the callback to use\r\n */\r\n public onbuttondown(callback: (buttonPressed: Xbox360Button) => void) {\r\n this._onbuttondown = callback;\r\n }\r\n\r\n /**\r\n * Defines the callback to call when a button is released\r\n * @param callback defines the callback to use\r\n */\r\n public onbuttonup(callback: (buttonReleased: Xbox360Button) => void) {\r\n this._onbuttonup = callback;\r\n }\r\n\r\n /**\r\n * Defines the callback to call when a pad is pressed\r\n * @param callback defines the callback to use\r\n */\r\n public ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void) {\r\n this._ondpaddown = callback;\r\n }\r\n\r\n /**\r\n * Defines the callback to call when a pad is released\r\n * @param callback defines the callback to use\r\n */\r\n public ondpadup(callback: (dPadReleased: Xbox360Dpad) => void) {\r\n this._ondpadup = callback;\r\n }\r\n\r\n private _setButtonValue(newValue: number, currentValue: number, buttonType: Xbox360Button): number {\r\n if (newValue !== currentValue) {\r\n if (newValue === 1) {\r\n if (this._onbuttondown) {\r\n this._onbuttondown(buttonType);\r\n }\r\n\r\n this.onButtonDownObservable.notifyObservers(buttonType);\r\n }\r\n if (newValue === 0) {\r\n\r\n if (this._onbuttonup) {\r\n this._onbuttonup(buttonType);\r\n }\r\n\r\n this.onButtonUpObservable.notifyObservers(buttonType);\r\n }\r\n }\r\n return newValue;\r\n }\r\n\r\n private _setDPadValue(newValue: number, currentValue: number, buttonType: Xbox360Dpad): number {\r\n if (newValue !== currentValue) {\r\n if (newValue === 1) {\r\n if (this._ondpaddown) {\r\n this._ondpaddown(buttonType);\r\n }\r\n\r\n this.onPadDownObservable.notifyObservers(buttonType);\r\n }\r\n if (newValue === 0) {\r\n if (this._ondpadup) {\r\n this._ondpadup(buttonType);\r\n }\r\n\r\n this.onPadUpObservable.notifyObservers(buttonType);\r\n }\r\n }\r\n return newValue;\r\n }\r\n\r\n /**\r\n * Gets the value of the `A` button\r\n */\r\n public get buttonA(): number {\r\n return this._buttonA;\r\n }\r\n /**\r\n * Sets the value of the `A` button\r\n */\r\n public set buttonA(value) {\r\n this._buttonA = this._setButtonValue(value, this._buttonA, Xbox360Button.A);\r\n }\r\n\r\n /**\r\n * Gets the value of the `B` button\r\n */\r\n public get buttonB(): number {\r\n return this._buttonB;\r\n }\r\n /**\r\n * Sets the value of the `B` button\r\n */\r\n public set buttonB(value) {\r\n this._buttonB = this._setButtonValue(value, this._buttonB, Xbox360Button.B);\r\n }\r\n\r\n /**\r\n * Gets the value of the `X` button\r\n */\r\n public get buttonX(): number {\r\n return this._buttonX;\r\n }\r\n /**\r\n * Sets the value of the `X` button\r\n */\r\n public set buttonX(value) {\r\n this._buttonX = this._setButtonValue(value, this._buttonX, Xbox360Button.X);\r\n }\r\n\r\n /**\r\n * Gets the value of the `Y` button\r\n */\r\n public get buttonY(): number {\r\n return this._buttonY;\r\n }\r\n /**\r\n * Sets the value of the `Y` button\r\n */\r\n public set buttonY(value) {\r\n this._buttonY = this._setButtonValue(value, this._buttonY, Xbox360Button.Y);\r\n }\r\n\r\n /**\r\n * Gets the value of the `Start` button\r\n */\r\n public get buttonStart(): number {\r\n return this._buttonStart;\r\n }\r\n /**\r\n * Sets the value of the `Start` button\r\n */\r\n public set buttonStart(value) {\r\n this._buttonStart = this._setButtonValue(value, this._buttonStart, Xbox360Button.Start);\r\n }\r\n\r\n /**\r\n * Gets the value of the `Back` button\r\n */\r\n public get buttonBack(): number {\r\n return this._buttonBack;\r\n }\r\n /**\r\n * Sets the value of the `Back` button\r\n */\r\n public set buttonBack(value) {\r\n this._buttonBack = this._setButtonValue(value, this._buttonBack, Xbox360Button.Back);\r\n }\r\n\r\n /**\r\n * Gets the value of the `Left` button\r\n */\r\n public get buttonLB(): number {\r\n return this._buttonLB;\r\n }\r\n /**\r\n * Sets the value of the `Left` button\r\n */\r\n public set buttonLB(value) {\r\n this._buttonLB = this._setButtonValue(value, this._buttonLB, Xbox360Button.LB);\r\n }\r\n\r\n /**\r\n * Gets the value of the `Right` button\r\n */\r\n public get buttonRB(): number {\r\n return this._buttonRB;\r\n }\r\n /**\r\n * Sets the value of the `Right` button\r\n */\r\n public set buttonRB(value) {\r\n this._buttonRB = this._setButtonValue(value, this._buttonRB, Xbox360Button.RB);\r\n }\r\n\r\n /**\r\n * Gets the value of the Left joystick\r\n */\r\n public get buttonLeftStick(): number {\r\n return this._buttonLeftStick;\r\n }\r\n /**\r\n * Sets the value of the Left joystick\r\n */\r\n public set buttonLeftStick(value) {\r\n this._buttonLeftStick = this._setButtonValue(value, this._buttonLeftStick, Xbox360Button.LeftStick);\r\n }\r\n\r\n /**\r\n * Gets the value of the Right joystick\r\n */\r\n public get buttonRightStick(): number {\r\n return this._buttonRightStick;\r\n }\r\n /**\r\n * Sets the value of the Right joystick\r\n */\r\n public set buttonRightStick(value) {\r\n this._buttonRightStick = this._setButtonValue(value, this._buttonRightStick, Xbox360Button.RightStick);\r\n }\r\n\r\n /**\r\n * Gets the value of D-pad up\r\n */\r\n public get dPadUp(): number {\r\n return this._dPadUp;\r\n }\r\n /**\r\n * Sets the value of D-pad up\r\n */\r\n public set dPadUp(value) {\r\n this._dPadUp = this._setDPadValue(value, this._dPadUp, Xbox360Dpad.Up);\r\n }\r\n\r\n /**\r\n * Gets the value of D-pad down\r\n */\r\n public get dPadDown(): number {\r\n return this._dPadDown;\r\n }\r\n /**\r\n * Sets the value of D-pad down\r\n */\r\n public set dPadDown(value) {\r\n this._dPadDown = this._setDPadValue(value, this._dPadDown, Xbox360Dpad.Down);\r\n }\r\n\r\n /**\r\n * Gets the value of D-pad left\r\n */\r\n public get dPadLeft(): number {\r\n return this._dPadLeft;\r\n }\r\n /**\r\n * Sets the value of D-pad left\r\n */\r\n public set dPadLeft(value) {\r\n this._dPadLeft = this._setDPadValue(value, this._dPadLeft, Xbox360Dpad.Left);\r\n }\r\n\r\n /**\r\n * Gets the value of D-pad right\r\n */\r\n public get dPadRight(): number {\r\n return this._dPadRight;\r\n }\r\n /**\r\n * Sets the value of D-pad right\r\n */\r\n public set dPadRight(value) {\r\n this._dPadRight = this._setDPadValue(value, this._dPadRight, Xbox360Dpad.Right);\r\n }\r\n\r\n /**\r\n * Force the gamepad to synchronize with device values\r\n */\r\n public update() {\r\n super.update();\r\n if (this._isXboxOnePad) {\r\n this.buttonA = this.browserGamepad.buttons[0].value;\r\n this.buttonB = this.browserGamepad.buttons[1].value;\r\n this.buttonX = this.browserGamepad.buttons[2].value;\r\n this.buttonY = this.browserGamepad.buttons[3].value;\r\n this.buttonLB = this.browserGamepad.buttons[4].value;\r\n this.buttonRB = this.browserGamepad.buttons[5].value;\r\n this.leftTrigger = this.browserGamepad.buttons[6].value;\r\n this.rightTrigger = this.browserGamepad.buttons[7].value;\r\n this.buttonBack = this.browserGamepad.buttons[8].value;\r\n this.buttonStart = this.browserGamepad.buttons[9].value;\r\n this.buttonLeftStick = this.browserGamepad.buttons[10].value;\r\n this.buttonRightStick = this.browserGamepad.buttons[11].value;\r\n this.dPadUp = this.browserGamepad.buttons[12].value;\r\n this.dPadDown = this.browserGamepad.buttons[13].value;\r\n this.dPadLeft = this.browserGamepad.buttons[14].value;\r\n this.dPadRight = this.browserGamepad.buttons[15].value;\r\n } else {\r\n this.buttonA = this.browserGamepad.buttons[0].value;\r\n this.buttonB = this.browserGamepad.buttons[1].value;\r\n this.buttonX = this.browserGamepad.buttons[2].value;\r\n this.buttonY = this.browserGamepad.buttons[3].value;\r\n this.buttonLB = this.browserGamepad.buttons[4].value;\r\n this.buttonRB = this.browserGamepad.buttons[5].value;\r\n this.leftTrigger = this.browserGamepad.buttons[6].value;\r\n this.rightTrigger = this.browserGamepad.buttons[7].value;\r\n this.buttonBack = this.browserGamepad.buttons[8].value;\r\n this.buttonStart = this.browserGamepad.buttons[9].value;\r\n this.buttonLeftStick = this.browserGamepad.buttons[10].value;\r\n this.buttonRightStick = this.browserGamepad.buttons[11].value;\r\n this.dPadUp = this.browserGamepad.buttons[12].value;\r\n this.dPadDown = this.browserGamepad.buttons[13].value;\r\n this.dPadLeft = this.browserGamepad.buttons[14].value;\r\n this.dPadRight = this.browserGamepad.buttons[15].value;\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the gamepad\r\n */\r\n public dispose() {\r\n super.dispose();\r\n this.onButtonDownObservable.clear();\r\n this.onButtonUpObservable.clear();\r\n this.onPadDownObservable.clear();\r\n this.onPadUpObservable.clear();\r\n }\r\n}\r\n","import { Observer, Observable } from \"../Misc/observable\";\r\nimport { Nullable } from \"../types\";\r\nimport { PointerInfo } from \"../Events/pointerEvents\";\r\nimport { Vector3, Matrix } from \"../Maths/math.vector\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { LinesMesh } from \"../Meshes/linesMesh\";\r\nimport { CylinderBuilder } from \"../Meshes/Builders/cylinderBuilder\";\r\nimport { PointerDragBehavior } from \"../Behaviors/Meshes/pointerDragBehavior\";\r\nimport { Gizmo } from \"./gizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport { Scene } from \"../scene\";\r\nimport { PositionGizmo } from \"./positionGizmo\";\r\nimport { Color3 } from '../Maths/math.color';\r\n/**\r\n * Single axis drag gizmo\r\n */\r\nexport class AxisDragGizmo extends Gizmo {\r\n /**\r\n * Drag behavior responsible for the gizmos dragging interactions\r\n */\r\n public dragBehavior: PointerDragBehavior;\r\n private _pointerObserver: Nullable> = null;\r\n /**\r\n * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)\r\n */\r\n public snapDistance = 0;\r\n /**\r\n * Event that fires each time the gizmo snaps to a new location.\r\n * * snapDistance is the the change in distance\r\n */\r\n public onSnapObservable = new Observable<{ snapDistance: number }>();\r\n\r\n private _isEnabled: boolean = true;\r\n private _parent: Nullable = null;\r\n\r\n private _arrow: TransformNode;\r\n private _coloredMaterial: StandardMaterial;\r\n private _hoverMaterial: StandardMaterial;\r\n\r\n /** @hidden */\r\n public static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode {\r\n var arrow = new TransformNode(\"arrow\", scene);\r\n var cylinder = CylinderBuilder.CreateCylinder(\"cylinder\", { diameterTop: 0, height: 0.075, diameterBottom: 0.0375, tessellation: 96 }, scene);\r\n var line = CylinderBuilder.CreateCylinder(\"cylinder\", { diameterTop: 0.005, height: 0.275, diameterBottom: 0.005, tessellation: 96 }, scene);\r\n line.material = material;\r\n cylinder.parent = arrow;\r\n line.parent = arrow;\r\n\r\n // Position arrow pointing in its drag axis\r\n cylinder.material = material;\r\n cylinder.rotation.x = Math.PI / 2;\r\n cylinder.position.z += 0.3;\r\n line.position.z += 0.275 / 2;\r\n line.rotation.x = Math.PI / 2;\r\n return arrow;\r\n }\r\n\r\n /** @hidden */\r\n public static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode {\r\n const instance = new TransformNode(\"arrow\", scene);\r\n for (const mesh of arrow.getChildMeshes()) {\r\n const childInstance = (mesh as Mesh).createInstance(mesh.name);\r\n childInstance.parent = instance;\r\n }\r\n return instance;\r\n }\r\n\r\n /**\r\n * Creates an AxisDragGizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n * @param dragAxis The axis which the gizmo will be able to drag on\r\n * @param color The color of the gizmo\r\n */\r\n constructor(dragAxis: Vector3, color: Color3 = Color3.Gray(), gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer, parent: Nullable = null) {\r\n super(gizmoLayer);\r\n this._parent = parent;\r\n // Create Material\r\n this._coloredMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._coloredMaterial.diffuseColor = color;\r\n this._coloredMaterial.specularColor = color.subtract(new Color3(0.1, 0.1, 0.1));\r\n\r\n this._hoverMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._hoverMaterial.diffuseColor = color.add(new Color3(0.3, 0.3, 0.3));\r\n\r\n // Build mesh on root node\r\n this._arrow = AxisDragGizmo._CreateArrow(gizmoLayer.utilityLayerScene, this._coloredMaterial);\r\n\r\n this._arrow.lookAt(this._rootMesh.position.add(dragAxis));\r\n this._arrow.scaling.scaleInPlace(1 / 3);\r\n this._arrow.parent = this._rootMesh;\r\n\r\n var currentSnapDragDistance = 0;\r\n var tmpVector = new Vector3();\r\n var tmpSnapEvent = { snapDistance: 0 };\r\n // Add drag behavior to handle events when the gizmo is dragged\r\n this.dragBehavior = new PointerDragBehavior({ dragAxis: dragAxis });\r\n this.dragBehavior.moveAttached = false;\r\n this._rootMesh.addBehavior(this.dragBehavior);\r\n\r\n var localDelta = new Vector3();\r\n var tmpMatrix = new Matrix();\r\n this.dragBehavior.onDragObservable.add((event) => {\r\n if (this.attachedMesh) {\r\n // Convert delta to local translation if it has a parent\r\n if (this.attachedMesh.parent) {\r\n this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);\r\n tmpMatrix.setTranslationFromFloats(0, 0, 0);\r\n Vector3.TransformCoordinatesToRef(event.delta, tmpMatrix, localDelta);\r\n } else {\r\n localDelta.copyFrom(event.delta);\r\n }\r\n // Snapping logic\r\n if (this.snapDistance == 0) {\r\n this.attachedMesh.position.addInPlace(localDelta);\r\n } else {\r\n currentSnapDragDistance += event.dragDistance;\r\n if (Math.abs(currentSnapDragDistance) > this.snapDistance) {\r\n var dragSteps = Math.floor(Math.abs(currentSnapDragDistance) / this.snapDistance);\r\n currentSnapDragDistance = currentSnapDragDistance % this.snapDistance;\r\n localDelta.normalizeToRef(tmpVector);\r\n tmpVector.scaleInPlace(this.snapDistance * dragSteps);\r\n this.attachedMesh.position.addInPlace(tmpVector);\r\n tmpSnapEvent.snapDistance = this.snapDistance * dragSteps;\r\n this.onSnapObservable.notifyObservers(tmpSnapEvent);\r\n }\r\n }\r\n }\r\n });\r\n\r\n this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add((pointerInfo) => {\r\n if (this._customMeshSet) {\r\n return;\r\n }\r\n var isHovered = pointerInfo.pickInfo && (this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);\r\n var material = isHovered ? this._hoverMaterial : this._coloredMaterial;\r\n this._rootMesh.getChildMeshes().forEach((m) => {\r\n m.material = material;\r\n if ((m).color) {\r\n (m).color = material.diffuseColor;\r\n }\r\n });\r\n });\r\n\r\n var light = gizmoLayer._getSharedGizmoLight();\r\n light.includedOnlyMeshes = light.includedOnlyMeshes.concat(this._rootMesh.getChildMeshes(false));\r\n }\r\n protected _attachedMeshChanged(value: Nullable) {\r\n if (this.dragBehavior) {\r\n this.dragBehavior.enabled = value ? true : false;\r\n }\r\n }\r\n\r\n /**\r\n * If the gizmo is enabled\r\n */\r\n public set isEnabled(value: boolean) {\r\n this._isEnabled = value;\r\n if (!value) {\r\n this.attachedMesh = null;\r\n }\r\n else {\r\n if (this._parent) {\r\n this.attachedMesh = this._parent.attachedMesh;\r\n }\r\n }\r\n }\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n\r\n /**\r\n * Disposes of the gizmo\r\n */\r\n public dispose() {\r\n this.onSnapObservable.clear();\r\n this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);\r\n this.dragBehavior.detach();\r\n if (this._arrow) {\r\n this._arrow.dispose();\r\n }\r\n [this._coloredMaterial, this._hoverMaterial].forEach((matl) => {\r\n if (matl) {\r\n matl.dispose();\r\n }\r\n });\r\n super.dispose();\r\n }\r\n}\r\n","import { Observer, Observable } from \"../Misc/observable\";\r\nimport { Nullable } from \"../types\";\r\nimport { PointerInfo } from \"../Events/pointerEvents\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { LinesMesh } from \"../Meshes/linesMesh\";\r\nimport { BoxBuilder } from \"../Meshes/Builders/boxBuilder\";\r\nimport { CylinderBuilder } from \"../Meshes/Builders/cylinderBuilder\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport { PointerDragBehavior } from \"../Behaviors/Meshes/pointerDragBehavior\";\r\nimport { Gizmo } from \"./gizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { ScaleGizmo } from \"./scaleGizmo\";\r\nimport { Color3 } from '../Maths/math.color';\r\n\r\n/**\r\n * Single axis scale gizmo\r\n */\r\nexport class AxisScaleGizmo extends Gizmo {\r\n /**\r\n * Drag behavior responsible for the gizmos dragging interactions\r\n */\r\n public dragBehavior: PointerDragBehavior;\r\n private _pointerObserver: Nullable> = null;\r\n /**\r\n * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)\r\n */\r\n public snapDistance = 0;\r\n /**\r\n * Event that fires each time the gizmo snaps to a new location.\r\n * * snapDistance is the the change in distance\r\n */\r\n public onSnapObservable = new Observable<{ snapDistance: number }>();\r\n /**\r\n * If the scaling operation should be done on all axis (default: false)\r\n */\r\n public uniformScaling = false;\r\n /**\r\n * Custom sensitivity value for the drag strength\r\n */\r\n public sensitivity = 1;\r\n\r\n private _isEnabled: boolean = true;\r\n private _parent: Nullable = null;\r\n\r\n private _arrow: AbstractMesh;\r\n private _coloredMaterial: StandardMaterial;\r\n private _hoverMaterial: StandardMaterial;\r\n\r\n /**\r\n * Creates an AxisScaleGizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n * @param dragAxis The axis which the gizmo will be able to scale on\r\n * @param color The color of the gizmo\r\n */\r\n constructor(dragAxis: Vector3, color: Color3 = Color3.Gray(), gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer, parent: Nullable = null) {\r\n super(gizmoLayer);\r\n this._parent = parent;\r\n // Create Material\r\n this._coloredMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._coloredMaterial.diffuseColor = color;\r\n this._coloredMaterial.specularColor = color.subtract(new Color3(0.1, 0.1, 0.1));\r\n\r\n this._hoverMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._hoverMaterial.diffuseColor = color.add(new Color3(0.3, 0.3, 0.3));\r\n\r\n // Build mesh on root node\r\n this._arrow = new AbstractMesh(\"\", gizmoLayer.utilityLayerScene);\r\n var arrowMesh = BoxBuilder.CreateBox(\"yPosMesh\", { size: 0.4 }, gizmoLayer.utilityLayerScene);\r\n var arrowTail = CylinderBuilder.CreateCylinder(\"cylinder\", { diameterTop: 0.005, height: 0.275, diameterBottom: 0.005, tessellation: 96 }, gizmoLayer.utilityLayerScene);\r\n arrowTail.material = this._coloredMaterial;\r\n this._arrow.addChild(arrowMesh);\r\n this._arrow.addChild(arrowTail);\r\n\r\n // Position arrow pointing in its drag axis\r\n arrowMesh.scaling.scaleInPlace(0.1);\r\n arrowMesh.material = this._coloredMaterial;\r\n arrowMesh.rotation.x = Math.PI / 2;\r\n arrowMesh.position.z += 0.3;\r\n arrowTail.position.z += 0.275 / 2;\r\n arrowTail.rotation.x = Math.PI / 2;\r\n this._arrow.lookAt(this._rootMesh.position.add(dragAxis));\r\n this._rootMesh.addChild(this._arrow);\r\n this._arrow.scaling.scaleInPlace(1 / 3);\r\n\r\n // Add drag behavior to handle events when the gizmo is dragged\r\n this.dragBehavior = new PointerDragBehavior({ dragAxis: dragAxis });\r\n this.dragBehavior.moveAttached = false;\r\n this._rootMesh.addBehavior(this.dragBehavior);\r\n\r\n var currentSnapDragDistance = 0;\r\n var tmpVector = new Vector3();\r\n var tmpSnapEvent = { snapDistance: 0 };\r\n this.dragBehavior.onDragObservable.add((event) => {\r\n if (this.attachedMesh) {\r\n // Drag strength is modified by the scale of the gizmo (eg. for small objects like boombox the strength will be increased to match the behavior of larger objects)\r\n var dragStrength = this.sensitivity * event.dragDistance * ((this.scaleRatio * 3) / this._rootMesh.scaling.length());\r\n\r\n // Snapping logic\r\n var snapped = false;\r\n var dragSteps = 0;\r\n if (this.uniformScaling) {\r\n this.attachedMesh.scaling.normalizeToRef(tmpVector);\r\n if (tmpVector.y < 0) {\r\n tmpVector.scaleInPlace(-1);\r\n }\r\n } else {\r\n tmpVector.copyFrom(dragAxis);\r\n }\r\n if (this.snapDistance == 0) {\r\n tmpVector.scaleToRef(dragStrength, tmpVector);\r\n } else {\r\n currentSnapDragDistance += dragStrength;\r\n if (Math.abs(currentSnapDragDistance) > this.snapDistance) {\r\n dragSteps = Math.floor(Math.abs(currentSnapDragDistance) / this.snapDistance);\r\n if (currentSnapDragDistance < 0) {\r\n dragSteps *= -1;\r\n }\r\n currentSnapDragDistance = currentSnapDragDistance % this.snapDistance;\r\n tmpVector.scaleToRef(this.snapDistance * dragSteps, tmpVector);\r\n snapped = true;\r\n } else {\r\n tmpVector.scaleInPlace(0);\r\n }\r\n }\r\n\r\n this.attachedMesh.scaling.addInPlace(tmpVector);\r\n\r\n if (snapped) {\r\n tmpSnapEvent.snapDistance = this.snapDistance * dragSteps;\r\n this.onSnapObservable.notifyObservers(tmpSnapEvent);\r\n }\r\n }\r\n });\r\n\r\n this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add((pointerInfo) => {\r\n if (this._customMeshSet) {\r\n return;\r\n }\r\n var isHovered = pointerInfo.pickInfo && (this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);\r\n var material = isHovered ? this._hoverMaterial : this._coloredMaterial;\r\n this._rootMesh.getChildMeshes().forEach((m) => {\r\n m.material = material;\r\n if ((m).color) {\r\n (m).color = material.diffuseColor;\r\n }\r\n });\r\n });\r\n\r\n var light = gizmoLayer._getSharedGizmoLight();\r\n light.includedOnlyMeshes = light.includedOnlyMeshes.concat(this._rootMesh.getChildMeshes());\r\n }\r\n\r\n protected _attachedMeshChanged(value: Nullable) {\r\n if (this.dragBehavior) {\r\n this.dragBehavior.enabled = value ? true : false;\r\n }\r\n }\r\n\r\n /**\r\n * If the gizmo is enabled\r\n */\r\n public set isEnabled(value: boolean) {\r\n this._isEnabled = value;\r\n if (!value) {\r\n this.attachedMesh = null;\r\n }\r\n else {\r\n if (this._parent) {\r\n this.attachedMesh = this._parent.attachedMesh;\r\n }\r\n }\r\n }\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n\r\n /**\r\n * Disposes of the gizmo\r\n */\r\n public dispose() {\r\n this.onSnapObservable.clear();\r\n this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);\r\n this.dragBehavior.detach();\r\n if (this._arrow) {\r\n this._arrow.dispose();\r\n }\r\n [this._coloredMaterial, this._hoverMaterial].forEach((matl) => {\r\n if (matl) {\r\n matl.dispose();\r\n }\r\n });\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Disposes and replaces the current meshes in the gizmo with the specified mesh\r\n * @param mesh The mesh to replace the default mesh of the gizmo\r\n * @param useGizmoMaterial If the gizmo's default material should be used (default: false)\r\n */\r\n public setCustomMesh(mesh: Mesh, useGizmoMaterial: boolean = false) {\r\n super.setCustomMesh(mesh);\r\n if (useGizmoMaterial) {\r\n this._rootMesh.getChildMeshes().forEach((m) => {\r\n m.material = this._coloredMaterial;\r\n if ((m).color) {\r\n (m).color = this._coloredMaterial.diffuseColor;\r\n }\r\n });\r\n this._customMeshSet = false;\r\n }\r\n }\r\n}\r\n","import { Observer, Observable } from \"../Misc/observable\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Nullable } from \"../types\";\r\nimport { PointerInfo } from \"../Events/pointerEvents\";\r\nimport { Scene } from \"../scene\";\r\nimport { Quaternion, Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { SphereBuilder } from \"../Meshes/Builders/sphereBuilder\";\r\nimport { BoxBuilder } from \"../Meshes/Builders/boxBuilder\";\r\nimport { LinesBuilder } from \"../Meshes/Builders/linesBuilder\";\r\nimport { PointerDragBehavior } from \"../Behaviors/Meshes/pointerDragBehavior\";\r\nimport { Gizmo } from \"./gizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport { PivotTools } from \"../Misc/pivotTools\";\r\nimport { Color3 } from '../Maths/math.color';\r\n\r\nimport \"../Meshes/Builders/boxBuilder\";\r\nimport { LinesMesh } from '../Meshes/linesMesh';\r\nimport { Epsilon } from '../Maths/math.constants';\r\n\r\n/**\r\n * Bounding box gizmo\r\n */\r\nexport class BoundingBoxGizmo extends Gizmo {\r\n private _lineBoundingBox: AbstractMesh;\r\n private _rotateSpheresParent: AbstractMesh;\r\n private _scaleBoxesParent: AbstractMesh;\r\n private _boundingDimensions = new Vector3(1, 1, 1);\r\n private _renderObserver: Nullable> = null;\r\n private _pointerObserver: Nullable> = null;\r\n private _scaleDragSpeed = 0.2;\r\n\r\n private _tmpQuaternion = new Quaternion();\r\n private _tmpVector = new Vector3(0, 0, 0);\r\n private _tmpRotationMatrix = new Matrix();\r\n /**\r\n * If child meshes should be ignored when calculating the boudning box. This should be set to true to avoid perf hits with heavily nested meshes (Default: false)\r\n */\r\n public ignoreChildren = false;\r\n /**\r\n * Returns true if a descendant should be included when computing the bounding box. When null, all descendants are included. If ignoreChildren is set this will be ignored. (Default: null)\r\n */\r\n public includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean> = null;\r\n\r\n /**\r\n * The size of the rotation spheres attached to the bounding box (Default: 0.1)\r\n */\r\n public rotationSphereSize = 0.1;\r\n /**\r\n * The size of the scale boxes attached to the bounding box (Default: 0.1)\r\n */\r\n public scaleBoxSize = 0.1;\r\n /**\r\n * If set, the rotation spheres and scale boxes will increase in size based on the distance away from the camera to have a consistent screen size (Default: false)\r\n */\r\n public fixedDragMeshScreenSize = false;\r\n\r\n /**\r\n * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)\r\n */\r\n public fixedDragMeshScreenSizeDistanceFactor = 10;\r\n /**\r\n * Fired when a rotation sphere or scale box is dragged\r\n */\r\n public onDragStartObservable = new Observable<{}>();\r\n /**\r\n * Fired when a scale box is dragged\r\n */\r\n public onScaleBoxDragObservable = new Observable<{}>();\r\n /**\r\n * Fired when a scale box drag is ended\r\n */\r\n public onScaleBoxDragEndObservable = new Observable<{}>();\r\n /**\r\n * Fired when a rotation sphere is dragged\r\n */\r\n public onRotationSphereDragObservable = new Observable<{}>();\r\n /**\r\n * Fired when a rotation sphere drag is ended\r\n */\r\n public onRotationSphereDragEndObservable = new Observable<{}>();\r\n /**\r\n * Relative bounding box pivot used when scaling the attached mesh. When null object with scale from the opposite corner. 0.5,0.5,0.5 for center and 0.5,0,0.5 for bottom (Default: null)\r\n */\r\n public scalePivot: Nullable = null;\r\n\r\n /**\r\n * Mesh used as a pivot to rotate the attached mesh\r\n */\r\n private _anchorMesh: AbstractMesh;\r\n\r\n private _existingMeshScale = new Vector3();\r\n\r\n // Dragging\r\n private _dragMesh: Nullable = null;\r\n private pointerDragBehavior = new PointerDragBehavior();\r\n\r\n private coloredMaterial: StandardMaterial;\r\n private hoverColoredMaterial: StandardMaterial;\r\n\r\n /**\r\n * Sets the color of the bounding box gizmo\r\n * @param color the color to set\r\n */\r\n public setColor(color: Color3) {\r\n this.coloredMaterial.emissiveColor = color;\r\n this.hoverColoredMaterial.emissiveColor = color.clone().add(new Color3(0.3, 0.3, 0.3));\r\n this._lineBoundingBox.getChildren().forEach((l) => {\r\n if ((l as LinesMesh).color) {\r\n (l as LinesMesh).color = color;\r\n }\r\n });\r\n }\r\n /**\r\n * Creates an BoundingBoxGizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n * @param color The color of the gizmo\r\n */\r\n constructor(color: Color3 = Color3.Gray(), gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultKeepDepthUtilityLayer) {\r\n super(gizmoLayer);\r\n\r\n // Do not update the gizmo's scale so it has a fixed size to the object its attached to\r\n this.updateScale = false;\r\n\r\n this._anchorMesh = new AbstractMesh(\"anchor\", gizmoLayer.utilityLayerScene);\r\n // Create Materials\r\n this.coloredMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this.coloredMaterial.disableLighting = true;\r\n this.hoverColoredMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this.hoverColoredMaterial.disableLighting = true;\r\n\r\n // Build bounding box out of lines\r\n this._lineBoundingBox = new AbstractMesh(\"\", gizmoLayer.utilityLayerScene);\r\n this._lineBoundingBox.rotationQuaternion = new Quaternion();\r\n var lines = [];\r\n lines.push(LinesBuilder.CreateLines(\"lines\", { points: [new Vector3(0, 0, 0), new Vector3(this._boundingDimensions.x, 0, 0)] }, gizmoLayer.utilityLayerScene));\r\n lines.push(LinesBuilder.CreateLines(\"lines\", { points: [new Vector3(0, 0, 0), new Vector3(0, this._boundingDimensions.y, 0)] }, gizmoLayer.utilityLayerScene));\r\n lines.push(LinesBuilder.CreateLines(\"lines\", { points: [new Vector3(0, 0, 0), new Vector3(0, 0, this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));\r\n lines.push(LinesBuilder.CreateLines(\"lines\", { points: [new Vector3(this._boundingDimensions.x, 0, 0), new Vector3(this._boundingDimensions.x, this._boundingDimensions.y, 0)] }, gizmoLayer.utilityLayerScene));\r\n lines.push(LinesBuilder.CreateLines(\"lines\", { points: [new Vector3(this._boundingDimensions.x, 0, 0), new Vector3(this._boundingDimensions.x, 0, this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));\r\n lines.push(LinesBuilder.CreateLines(\"lines\", { points: [new Vector3(0, this._boundingDimensions.y, 0), new Vector3(this._boundingDimensions.x, this._boundingDimensions.y, 0)] }, gizmoLayer.utilityLayerScene));\r\n lines.push(LinesBuilder.CreateLines(\"lines\", { points: [new Vector3(0, this._boundingDimensions.y, 0), new Vector3(0, this._boundingDimensions.y, this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));\r\n lines.push(LinesBuilder.CreateLines(\"lines\", { points: [new Vector3(0, 0, this._boundingDimensions.z), new Vector3(this._boundingDimensions.x, 0, this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));\r\n lines.push(LinesBuilder.CreateLines(\"lines\", { points: [new Vector3(0, 0, this._boundingDimensions.z), new Vector3(0, this._boundingDimensions.y, this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));\r\n lines.push(LinesBuilder.CreateLines(\"lines\", { points: [new Vector3(this._boundingDimensions.x, this._boundingDimensions.y, this._boundingDimensions.z), new Vector3(0, this._boundingDimensions.y, this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));\r\n lines.push(LinesBuilder.CreateLines(\"lines\", { points: [new Vector3(this._boundingDimensions.x, this._boundingDimensions.y, this._boundingDimensions.z), new Vector3(this._boundingDimensions.x, 0, this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));\r\n lines.push(LinesBuilder.CreateLines(\"lines\", { points: [new Vector3(this._boundingDimensions.x, this._boundingDimensions.y, this._boundingDimensions.z), new Vector3(this._boundingDimensions.x, this._boundingDimensions.y, 0)] }, gizmoLayer.utilityLayerScene));\r\n lines.forEach((l) => {\r\n l.color = color;\r\n l.position.addInPlace(new Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));\r\n l.isPickable = false;\r\n this._lineBoundingBox.addChild(l);\r\n });\r\n this._rootMesh.addChild(this._lineBoundingBox);\r\n\r\n this.setColor(color);\r\n\r\n // Create rotation spheres\r\n this._rotateSpheresParent = new AbstractMesh(\"\", gizmoLayer.utilityLayerScene);\r\n this._rotateSpheresParent.rotationQuaternion = new Quaternion();\r\n for (let i = 0; i < 12; i++) {\r\n let sphere = SphereBuilder.CreateSphere(\"\", { diameter: 1 }, gizmoLayer.utilityLayerScene);\r\n sphere.rotationQuaternion = new Quaternion();\r\n sphere.material = this.coloredMaterial;\r\n\r\n // Drag behavior\r\n var _dragBehavior = new PointerDragBehavior({});\r\n _dragBehavior.moveAttached = false;\r\n _dragBehavior.updateDragPlane = false;\r\n sphere.addBehavior(_dragBehavior);\r\n let startingTurnDirection = new Vector3(1, 0, 0);\r\n let totalTurnAmountOfDrag = 0;\r\n _dragBehavior.onDragStartObservable.add(() => {\r\n startingTurnDirection.copyFrom(sphere.forward);\r\n totalTurnAmountOfDrag = 0;\r\n });\r\n _dragBehavior.onDragObservable.add((event) => {\r\n this.onRotationSphereDragObservable.notifyObservers({});\r\n if (this.attachedMesh) {\r\n var originalParent = this.attachedMesh.parent;\r\n if (originalParent && ((originalParent as Mesh).scaling && (originalParent as Mesh).scaling.isNonUniformWithinEpsilon(0.001))) {\r\n Logger.Warn(\"BoundingBoxGizmo controls are not supported on child meshes with non-uniform parent scaling\");\r\n return;\r\n }\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedMesh);\r\n\r\n var worldDragDirection = startingTurnDirection;\r\n\r\n // Project the world right on to the drag plane\r\n var toSub = event.dragPlaneNormal.scale(Vector3.Dot(event.dragPlaneNormal, worldDragDirection));\r\n var dragAxis = worldDragDirection.subtract(toSub).normalizeToNew();\r\n\r\n // project drag delta on to the resulting drag axis and rotate based on that\r\n var projectDist = Vector3.Dot(dragAxis, event.delta) < 0 ? Math.abs(event.delta.length()) : -Math.abs(event.delta.length());\r\n\r\n // Make rotation relative to size of mesh.\r\n projectDist = (projectDist / this._boundingDimensions.length()) * this._anchorMesh.scaling.length();\r\n\r\n // Rotate based on axis\r\n if (!this.attachedMesh.rotationQuaternion) {\r\n this.attachedMesh.rotationQuaternion = Quaternion.RotationYawPitchRoll(this.attachedMesh.rotation.y, this.attachedMesh.rotation.x, this.attachedMesh.rotation.z);\r\n }\r\n if (!this._anchorMesh.rotationQuaternion) {\r\n this._anchorMesh.rotationQuaternion = Quaternion.RotationYawPitchRoll(this._anchorMesh.rotation.y, this._anchorMesh.rotation.x, this._anchorMesh.rotation.z);\r\n }\r\n\r\n // Do not allow the object to turn more than a full circle\r\n totalTurnAmountOfDrag += projectDist;\r\n if (Math.abs(totalTurnAmountOfDrag) <= 2 * Math.PI) {\r\n if (i >= 8) {\r\n Quaternion.RotationYawPitchRollToRef(0, 0, projectDist, this._tmpQuaternion);\r\n } else if (i >= 4) {\r\n Quaternion.RotationYawPitchRollToRef(projectDist, 0, 0, this._tmpQuaternion);\r\n } else {\r\n Quaternion.RotationYawPitchRollToRef(0, projectDist, 0, this._tmpQuaternion);\r\n }\r\n\r\n // Rotate around center of bounding box\r\n this._anchorMesh.addChild(this.attachedMesh);\r\n this._anchorMesh.rotationQuaternion!.multiplyToRef(this._tmpQuaternion, this._anchorMesh.rotationQuaternion!);\r\n this._anchorMesh.removeChild(this.attachedMesh);\r\n this.attachedMesh.setParent(originalParent);\r\n }\r\n this.updateBoundingBox();\r\n\r\n PivotTools._RestorePivotPoint(this.attachedMesh);\r\n }\r\n this._updateDummy();\r\n });\r\n\r\n // Selection/deselection\r\n _dragBehavior.onDragStartObservable.add(() => {\r\n this.onDragStartObservable.notifyObservers({});\r\n this._selectNode(sphere);\r\n });\r\n _dragBehavior.onDragEndObservable.add(() => {\r\n this.onRotationSphereDragEndObservable.notifyObservers({});\r\n this._selectNode(null);\r\n this._updateDummy();\r\n });\r\n\r\n this._rotateSpheresParent.addChild(sphere);\r\n }\r\n this._rootMesh.addChild(this._rotateSpheresParent);\r\n\r\n // Create scale cubes\r\n this._scaleBoxesParent = new AbstractMesh(\"\", gizmoLayer.utilityLayerScene);\r\n this._scaleBoxesParent.rotationQuaternion = new Quaternion();\r\n for (var i = 0; i < 3; i++) {\r\n for (var j = 0; j < 3; j++) {\r\n for (var k = 0; k < 3; k++) {\r\n // create box for relevant axis\r\n let zeroAxisCount = ((i === 1) ? 1 : 0) + ((j === 1) ? 1 : 0) + ((k === 1) ? 1 : 0);\r\n if (zeroAxisCount === 1 || zeroAxisCount === 3) {\r\n continue;\r\n }\r\n\r\n let box = BoxBuilder.CreateBox(\"\", { size: 1 }, gizmoLayer.utilityLayerScene);\r\n box.material = this.coloredMaterial;\r\n box.metadata = zeroAxisCount === 2; // None homogenous scale handle\r\n\r\n // Dragging logic\r\n let dragAxis = new Vector3(i - 1, j - 1, k - 1);\r\n var _dragBehavior = new PointerDragBehavior({ dragAxis: dragAxis });\r\n _dragBehavior.moveAttached = false;\r\n box.addBehavior(_dragBehavior);\r\n _dragBehavior.onDragObservable.add((event) => {\r\n this.onScaleBoxDragObservable.notifyObservers({});\r\n if (this.attachedMesh) {\r\n var originalParent = this.attachedMesh.parent;\r\n if (originalParent && ((originalParent as Mesh).scaling && (originalParent as Mesh).scaling.isNonUniformWithinEpsilon(0.001))) {\r\n Logger.Warn(\"BoundingBoxGizmo controls are not supported on child meshes with non-uniform parent scaling\");\r\n return;\r\n }\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedMesh);\r\n var relativeDragDistance = (event.dragDistance / this._boundingDimensions.length()) * this._anchorMesh.scaling.length();\r\n var deltaScale = new Vector3(relativeDragDistance, relativeDragDistance, relativeDragDistance);\r\n if (zeroAxisCount === 2) {\r\n // scale on 1 axis when using the anchor box in the face middle\r\n deltaScale.x *= Math.abs(dragAxis.x);\r\n deltaScale.y *= Math.abs(dragAxis.y);\r\n deltaScale.z *= Math.abs(dragAxis.z);\r\n }\r\n deltaScale.scaleInPlace(this._scaleDragSpeed);\r\n this.updateBoundingBox();\r\n if (this.scalePivot) {\r\n this.attachedMesh.getWorldMatrix().getRotationMatrixToRef(this._tmpRotationMatrix);\r\n // Move anchor to desired pivot point (Bottom left corner + dimension/2)\r\n this._boundingDimensions.scaleToRef(0.5, this._tmpVector);\r\n Vector3.TransformCoordinatesToRef(this._tmpVector, this._tmpRotationMatrix, this._tmpVector);\r\n this._anchorMesh.position.subtractInPlace(this._tmpVector);\r\n this._boundingDimensions.multiplyToRef(this.scalePivot, this._tmpVector);\r\n Vector3.TransformCoordinatesToRef(this._tmpVector, this._tmpRotationMatrix, this._tmpVector);\r\n this._anchorMesh.position.addInPlace(this._tmpVector);\r\n } else {\r\n // Scale from the position of the opposite corner\r\n box.absolutePosition.subtractToRef(this._anchorMesh.position, this._tmpVector);\r\n this._anchorMesh.position.subtractInPlace(this._tmpVector);\r\n }\r\n\r\n this._anchorMesh.addChild(this.attachedMesh);\r\n this._anchorMesh.scaling.addInPlace(deltaScale);\r\n if (this._anchorMesh.scaling.x < 0 || this._anchorMesh.scaling.y < 0 || this._anchorMesh.scaling.z < 0) {\r\n this._anchorMesh.scaling.subtractInPlace(deltaScale);\r\n }\r\n this._anchorMesh.removeChild(this.attachedMesh);\r\n this.attachedMesh.setParent(originalParent);\r\n PivotTools._RestorePivotPoint(this.attachedMesh);\r\n }\r\n this._updateDummy();\r\n });\r\n\r\n // Selection/deselection\r\n _dragBehavior.onDragStartObservable.add(() => {\r\n this.onDragStartObservable.notifyObservers({});\r\n this._selectNode(box);\r\n });\r\n _dragBehavior.onDragEndObservable.add(() => {\r\n this.onScaleBoxDragEndObservable.notifyObservers({});\r\n this._selectNode(null);\r\n this._updateDummy();\r\n });\r\n\r\n this._scaleBoxesParent.addChild(box);\r\n }\r\n }\r\n }\r\n this._rootMesh.addChild(this._scaleBoxesParent);\r\n\r\n // Hover color change\r\n var pointerIds = new Array();\r\n this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add((pointerInfo) => {\r\n if (!pointerIds[(pointerInfo.event).pointerId]) {\r\n this._rotateSpheresParent.getChildMeshes().concat(this._scaleBoxesParent.getChildMeshes()).forEach((mesh) => {\r\n if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh == mesh) {\r\n pointerIds[(pointerInfo.event).pointerId] = mesh;\r\n mesh.material = this.hoverColoredMaterial;\r\n }\r\n });\r\n } else {\r\n if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh != pointerIds[(pointerInfo.event).pointerId]) {\r\n pointerIds[(pointerInfo.event).pointerId].material = this.coloredMaterial;\r\n delete pointerIds[(pointerInfo.event).pointerId];\r\n }\r\n }\r\n });\r\n\r\n // Update bounding box positions\r\n this._renderObserver = this.gizmoLayer.originalScene.onBeforeRenderObservable.add(() => {\r\n // Only update the bouding box if scaling has changed\r\n if (this.attachedMesh && !this._existingMeshScale.equals(this.attachedMesh.scaling)) {\r\n this.updateBoundingBox();\r\n } else if (this.fixedDragMeshScreenSize) {\r\n this._updateRotationSpheres();\r\n this._updateScaleBoxes();\r\n }\r\n\r\n // If dragg mesh is enabled and dragging, update the attached mesh pose to match the drag mesh\r\n if (this._dragMesh && this.attachedMesh && this.pointerDragBehavior.dragging) {\r\n this._lineBoundingBox.position.rotateByQuaternionToRef(this._rootMesh.rotationQuaternion!, this._tmpVector);\r\n this.attachedMesh.setAbsolutePosition(this._dragMesh.position.add(this._tmpVector.scale(-1)));\r\n }\r\n });\r\n this.updateBoundingBox();\r\n }\r\n\r\n protected _attachedMeshChanged(value: Nullable) {\r\n if (value) {\r\n // Reset anchor mesh to match attached mesh's scale\r\n // This is needed to avoid invalid box/sphere position on first drag\r\n PivotTools._RemoveAndStorePivotPoint(value);\r\n var originalParent = value.parent;\r\n this._anchorMesh.addChild(value);\r\n this._anchorMesh.removeChild(value);\r\n value.setParent(originalParent);\r\n PivotTools._RestorePivotPoint(value);\r\n this.updateBoundingBox();\r\n value.getChildMeshes(false).forEach((m) => {\r\n m.markAsDirty(\"scaling\");\r\n });\r\n\r\n this.gizmoLayer.utilityLayerScene.onAfterRenderObservable.addOnce(() => {\r\n this._updateDummy();\r\n });\r\n }\r\n }\r\n\r\n private _selectNode(selectedMesh: Nullable) {\r\n this._rotateSpheresParent.getChildMeshes()\r\n .concat(this._scaleBoxesParent.getChildMeshes()).forEach((m) => {\r\n m.isVisible = (!selectedMesh || m == selectedMesh);\r\n });\r\n }\r\n\r\n /**\r\n * Updates the bounding box information for the Gizmo\r\n */\r\n public updateBoundingBox() {\r\n if (this.attachedMesh) {\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedMesh);\r\n\r\n // Store original parent\r\n var originalParent = this.attachedMesh.parent;\r\n this.attachedMesh.setParent(null);\r\n\r\n // Store original skelton override mesh\r\n var originalSkeletonOverrideMesh = null;\r\n if (this.attachedMesh.skeleton) {\r\n originalSkeletonOverrideMesh = this.attachedMesh.skeleton.overrideMesh;\r\n this.attachedMesh.skeleton.overrideMesh = null;\r\n }\r\n\r\n this._update();\r\n\r\n // Rotate based on axis\r\n if (!this.attachedMesh.rotationQuaternion) {\r\n this.attachedMesh.rotationQuaternion = Quaternion.RotationYawPitchRoll(this.attachedMesh.rotation.y, this.attachedMesh.rotation.x, this.attachedMesh.rotation.z);\r\n }\r\n if (!this._anchorMesh.rotationQuaternion) {\r\n this._anchorMesh.rotationQuaternion = Quaternion.RotationYawPitchRoll(this._anchorMesh.rotation.y, this._anchorMesh.rotation.x, this._anchorMesh.rotation.z);\r\n }\r\n this._anchorMesh.rotationQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);\r\n\r\n // Store original position and reset mesh to origin before computing the bounding box\r\n this._tmpQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);\r\n this._tmpVector.copyFrom(this.attachedMesh.position);\r\n this.attachedMesh.rotationQuaternion.set(0, 0, 0, 1);\r\n this.attachedMesh.position.set(0, 0, 0);\r\n\r\n // Update bounding dimensions/positions\r\n var boundingMinMax = this.attachedMesh.getHierarchyBoundingVectors(!this.ignoreChildren, this.includeChildPredicate);\r\n boundingMinMax.max.subtractToRef(boundingMinMax.min, this._boundingDimensions);\r\n\r\n // Update gizmo to match bounding box scaling and rotation\r\n // The position set here is the offset from the origin for the boundingbox when the attached mesh is at the origin\r\n // The position of the gizmo is then set to the attachedMesh in gizmo._update\r\n this._lineBoundingBox.scaling.copyFrom(this._boundingDimensions);\r\n this._lineBoundingBox.position.set((boundingMinMax.max.x + boundingMinMax.min.x) / 2, (boundingMinMax.max.y + boundingMinMax.min.y) / 2, (boundingMinMax.max.z + boundingMinMax.min.z) / 2);\r\n this._rotateSpheresParent.position.copyFrom(this._lineBoundingBox.position);\r\n this._scaleBoxesParent.position.copyFrom(this._lineBoundingBox.position);\r\n this._lineBoundingBox.computeWorldMatrix();\r\n this._anchorMesh.position.copyFrom(this._lineBoundingBox.absolutePosition);\r\n\r\n // Restore position/rotation values\r\n this.attachedMesh.rotationQuaternion.copyFrom(this._tmpQuaternion);\r\n this.attachedMesh.position.copyFrom(this._tmpVector);\r\n\r\n // Restore original parent\r\n this.attachedMesh.setParent(originalParent);\r\n\r\n // Restore original skeleton override mesh\r\n if (this.attachedMesh.skeleton) {\r\n this.attachedMesh.skeleton.overrideMesh = originalSkeletonOverrideMesh;\r\n }\r\n }\r\n\r\n this._updateRotationSpheres();\r\n this._updateScaleBoxes();\r\n\r\n if (this.attachedMesh) {\r\n this._existingMeshScale.copyFrom(this.attachedMesh.scaling);\r\n PivotTools._RestorePivotPoint(this.attachedMesh);\r\n }\r\n }\r\n\r\n private _updateRotationSpheres() {\r\n var rotateSpheres = this._rotateSpheresParent.getChildMeshes();\r\n for (var i = 0; i < 3; i++) {\r\n for (var j = 0; j < 2; j++) {\r\n for (var k = 0; k < 2; k++) {\r\n var index = ((i * 4) + (j * 2)) + k;\r\n if (i == 0) {\r\n rotateSpheres[index].position.set(this._boundingDimensions.x / 2, this._boundingDimensions.y * j, this._boundingDimensions.z * k);\r\n rotateSpheres[index].position.addInPlace(new Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));\r\n rotateSpheres[index].lookAt(Vector3.Cross(rotateSpheres[index].position.normalizeToNew(), Vector3.Right()).normalizeToNew().add(rotateSpheres[index].position));\r\n }\r\n if (i == 1) {\r\n rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y / 2, this._boundingDimensions.z * k);\r\n rotateSpheres[index].position.addInPlace(new Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));\r\n rotateSpheres[index].lookAt(Vector3.Cross(rotateSpheres[index].position.normalizeToNew(), Vector3.Up()).normalizeToNew().add(rotateSpheres[index].position));\r\n }\r\n if (i == 2) {\r\n rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y * k, this._boundingDimensions.z / 2);\r\n rotateSpheres[index].position.addInPlace(new Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));\r\n rotateSpheres[index].lookAt(Vector3.Cross(rotateSpheres[index].position.normalizeToNew(), Vector3.Forward()).normalizeToNew().add(rotateSpheres[index].position));\r\n }\r\n if (this.fixedDragMeshScreenSize && this.gizmoLayer.utilityLayerScene.activeCamera) {\r\n rotateSpheres[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);\r\n var distanceFromCamera = this.rotationSphereSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;\r\n rotateSpheres[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);\r\n } else {\r\n rotateSpheres[index].scaling.set(this.rotationSphereSize, this.rotationSphereSize, this.rotationSphereSize);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _updateScaleBoxes() {\r\n var scaleBoxes = this._scaleBoxesParent.getChildMeshes();\r\n var index = 0;\r\n for (var i = 0; i < 3; i++) {\r\n for (var j = 0; j < 3; j++) {\r\n for (var k = 0; k < 3; k++) {\r\n let zeroAxisCount = ((i === 1) ? 1 : 0) + ((j === 1) ? 1 : 0) + ((k === 1) ? 1 : 0);\r\n if (zeroAxisCount === 1 || zeroAxisCount === 3) {\r\n continue;\r\n }\r\n if (scaleBoxes[index]) {\r\n scaleBoxes[index].position.set(this._boundingDimensions.x * (i / 2), this._boundingDimensions.y * (j / 2), this._boundingDimensions.z * (k / 2));\r\n scaleBoxes[index].position.addInPlace(new Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));\r\n if (this.fixedDragMeshScreenSize && this.gizmoLayer.utilityLayerScene.activeCamera) {\r\n scaleBoxes[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);\r\n var distanceFromCamera = this.scaleBoxSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;\r\n scaleBoxes[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);\r\n } else {\r\n scaleBoxes[index].scaling.set(this.scaleBoxSize, this.scaleBoxSize, this.scaleBoxSize);\r\n }\r\n }\r\n index++;\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Enables rotation on the specified axis and disables rotation on the others\r\n * @param axis The list of axis that should be enabled (eg. \"xy\" or \"xyz\")\r\n */\r\n public setEnabledRotationAxis(axis: string) {\r\n this._rotateSpheresParent.getChildMeshes().forEach((m, i) => {\r\n if (i < 4) {\r\n m.setEnabled(axis.indexOf(\"x\") != -1);\r\n } else if (i < 8) {\r\n m.setEnabled(axis.indexOf(\"y\") != -1);\r\n } else {\r\n m.setEnabled(axis.indexOf(\"z\") != -1);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Enables/disables scaling\r\n * @param enable if scaling should be enabled\r\n * @param homogeneousScaling defines if scaling should only be homogeneous\r\n */\r\n public setEnabledScaling(enable: boolean, homogeneousScaling = false) {\r\n this._scaleBoxesParent.getChildMeshes().forEach((m, i) => {\r\n let enableMesh = enable;\r\n // Disable heterogenous scale handles if requested.\r\n if (homogeneousScaling && m.metadata === true) {\r\n enableMesh = false;\r\n }\r\n m.setEnabled(enableMesh);\r\n });\r\n }\r\n\r\n private _updateDummy() {\r\n if (this._dragMesh) {\r\n this._dragMesh.position.copyFrom(this._lineBoundingBox.getAbsolutePosition());\r\n this._dragMesh.scaling.copyFrom(this._lineBoundingBox.scaling);\r\n this._dragMesh.rotationQuaternion!.copyFrom(this._rootMesh.rotationQuaternion!);\r\n }\r\n }\r\n\r\n /**\r\n * Enables a pointer drag behavior on the bounding box of the gizmo\r\n */\r\n public enableDragBehavior() {\r\n this._dragMesh = Mesh.CreateBox(\"dummy\", 1, this.gizmoLayer.utilityLayerScene);\r\n this._dragMesh.visibility = 0;\r\n this._dragMesh.rotationQuaternion = new Quaternion();\r\n this.pointerDragBehavior.useObjectOrientationForDragging = false;\r\n this._dragMesh.addBehavior(this.pointerDragBehavior);\r\n }\r\n\r\n /**\r\n * Disposes of the gizmo\r\n */\r\n public dispose() {\r\n this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);\r\n this.gizmoLayer.originalScene.onBeforeRenderObservable.remove(this._renderObserver);\r\n this._lineBoundingBox.dispose();\r\n this._rotateSpheresParent.dispose();\r\n this._scaleBoxesParent.dispose();\r\n if (this._dragMesh) {\r\n this._dragMesh.dispose();\r\n }\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Makes a mesh not pickable and wraps the mesh inside of a bounding box mesh that is pickable. (This is useful to avoid picking within complex geometry)\r\n * @param mesh the mesh to wrap in the bounding box mesh and make not pickable\r\n * @returns the bounding box mesh with the passed in mesh as a child\r\n */\r\n public static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh {\r\n var makeNotPickable = (root: AbstractMesh) => {\r\n root.isPickable = false;\r\n root.getChildMeshes().forEach((c) => {\r\n makeNotPickable(c);\r\n });\r\n };\r\n makeNotPickable(mesh);\r\n\r\n // Reset position to get boudning box from origin with no rotation\r\n if (!mesh.rotationQuaternion) {\r\n mesh.rotationQuaternion = Quaternion.RotationYawPitchRoll(mesh.rotation.y, mesh.rotation.x, mesh.rotation.z);\r\n }\r\n var oldPos = mesh.position.clone();\r\n var oldRot = mesh.rotationQuaternion.clone();\r\n mesh.rotationQuaternion.set(0, 0, 0, 1);\r\n mesh.position.set(0, 0, 0);\r\n\r\n // Update bounding dimensions/positions\r\n var box = BoxBuilder.CreateBox(\"box\", { size: 1 }, mesh.getScene());\r\n var boundingMinMax = mesh.getHierarchyBoundingVectors();\r\n boundingMinMax.max.subtractToRef(boundingMinMax.min, box.scaling);\r\n\r\n // Adjust scale to avoid undefined behavior when adding child\r\n if (box.scaling.y === 0) {\r\n box.scaling.y = Epsilon;\r\n }\r\n if (box.scaling.x === 0) {\r\n box.scaling.x = Epsilon;\r\n }\r\n if (box.scaling.z === 0) {\r\n box.scaling.z = Epsilon;\r\n }\r\n\r\n box.position.set((boundingMinMax.max.x + boundingMinMax.min.x) / 2, (boundingMinMax.max.y + boundingMinMax.min.y) / 2, (boundingMinMax.max.z + boundingMinMax.min.z) / 2);\r\n\r\n // Restore original positions\r\n mesh.addChild(box);\r\n mesh.rotationQuaternion.copyFrom(oldRot);\r\n mesh.position.copyFrom(oldPos);\r\n\r\n // Reverse parenting\r\n mesh.removeChild(box);\r\n\r\n box.addChild(mesh);\r\n box.visibility = 0;\r\n return box;\r\n }\r\n /**\r\n * CustomMeshes are not supported by this gizmo\r\n * @param mesh The mesh to replace the default mesh of the gizmo\r\n */\r\n public setCustomMesh(mesh: Mesh) {\r\n Logger.Error(\"Custom meshes are not supported on this gizmo\");\r\n }\r\n}\r\n","import { Observer } from \"../Misc/observable\";\r\nimport { Nullable } from \"../types\";\r\nimport { WebVRFreeCamera } from \"../Cameras/VR/webVRCamera\";\r\nimport { Scene, IDisposable } from \"../scene\";\r\nimport { Quaternion, Vector3 } from \"../Maths/math.vector\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\n/**\r\n * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.\r\n */\r\nexport class Gizmo implements IDisposable {\r\n /**\r\n * The root mesh of the gizmo\r\n */\r\n public _rootMesh: Mesh;\r\n private _attachedMesh: Nullable = null;\r\n /**\r\n * Ratio for the scale of the gizmo (Default: 1)\r\n */\r\n public scaleRatio = 1;\r\n /**\r\n * If a custom mesh has been set (Default: false)\r\n */\r\n protected _customMeshSet = false;\r\n /**\r\n * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)\r\n * * When set, interactions will be enabled\r\n */\r\n public get attachedMesh() {\r\n return this._attachedMesh;\r\n }\r\n public set attachedMesh(value) {\r\n this._attachedMesh = value;\r\n this._rootMesh.setEnabled(value ? true : false);\r\n this._attachedMeshChanged(value);\r\n }\r\n\r\n /**\r\n * Disposes and replaces the current meshes in the gizmo with the specified mesh\r\n * @param mesh The mesh to replace the default mesh of the gizmo\r\n */\r\n public setCustomMesh(mesh: Mesh) {\r\n if (mesh.getScene() != this.gizmoLayer.utilityLayerScene) {\r\n throw \"When setting a custom mesh on a gizmo, the custom meshes scene must be the same as the gizmos (eg. gizmo.gizmoLayer.utilityLayerScene)\";\r\n }\r\n this._rootMesh.getChildMeshes().forEach((c) => {\r\n c.dispose();\r\n });\r\n mesh.parent = this._rootMesh;\r\n this._customMeshSet = true;\r\n }\r\n\r\n /**\r\n * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)\r\n */\r\n public updateGizmoRotationToMatchAttachedMesh = true;\r\n /**\r\n * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)\r\n */\r\n public updateGizmoPositionToMatchAttachedMesh = true;\r\n /**\r\n * When set, the gizmo will always appear the same size no matter where the camera is (default: true)\r\n */\r\n public updateScale = true;\r\n protected _interactionsEnabled = true;\r\n protected _attachedMeshChanged(value: Nullable) {\r\n }\r\n\r\n private _beforeRenderObserver: Nullable>;\r\n private _tempVector = new Vector3();\r\n\r\n /**\r\n * Creates a gizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n */\r\n constructor(\r\n /** The utility layer the gizmo will be added to */\r\n public gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer) {\r\n\r\n this._rootMesh = new Mesh(\"gizmoRootNode\", gizmoLayer.utilityLayerScene);\r\n this._rootMesh.rotationQuaternion = Quaternion.Identity();\r\n\r\n this._beforeRenderObserver = this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.add(() => {\r\n this._update();\r\n });\r\n }\r\n\r\n /**\r\n * Updates the gizmo to match the attached mesh's position/rotation\r\n */\r\n protected _update() {\r\n if (this.attachedMesh) {\r\n const effectiveMesh = this.attachedMesh._effectiveMesh || this.attachedMesh;\r\n\r\n // Position\r\n if (this.updateGizmoPositionToMatchAttachedMesh) {\r\n this._rootMesh.position.copyFrom(effectiveMesh.absolutePosition);\r\n }\r\n\r\n // Rotation\r\n if (this.updateGizmoRotationToMatchAttachedMesh) {\r\n effectiveMesh.getWorldMatrix().decompose(undefined, this._rootMesh.rotationQuaternion!);\r\n }\r\n else {\r\n this._rootMesh.rotationQuaternion!.set(0, 0, 0, 1);\r\n }\r\n\r\n // Scale\r\n if (this.updateScale) {\r\n const activeCamera = this.gizmoLayer.utilityLayerScene.activeCamera!;\r\n var cameraPosition = activeCamera.globalPosition;\r\n if ((activeCamera).devicePosition) {\r\n cameraPosition = (activeCamera).devicePosition;\r\n }\r\n this._rootMesh.position.subtractToRef(cameraPosition, this._tempVector);\r\n var dist = this._tempVector.length() * this.scaleRatio;\r\n this._rootMesh.scaling.set(dist, dist, dist);\r\n\r\n // Account for handedness, similar to Matrix.decompose\r\n if (effectiveMesh._getWorldMatrixDeterminant() < 0) {\r\n this._rootMesh.scaling.y *= -1;\r\n }\r\n } else {\r\n this._rootMesh.scaling.setAll(this.scaleRatio);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Disposes of the gizmo\r\n */\r\n public dispose() {\r\n this._rootMesh.dispose();\r\n if (this._beforeRenderObserver) {\r\n this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.remove(this._beforeRenderObserver);\r\n }\r\n }\r\n}\r\n","import { Observer, Observable } from \"../Misc/observable\";\nimport { Nullable } from \"../types\";\nimport { PointerInfo, PointerEventTypes } from \"../Events/pointerEvents\";\nimport { Scene, IDisposable } from \"../scene\";\nimport { Node } from \"../node\";\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\nimport { Color3 } from '../Maths/math.color';\nimport { SixDofDragBehavior } from \"../Behaviors/Meshes/sixDofDragBehavior\";\n\nimport { Gizmo } from \"./gizmo\";\nimport { RotationGizmo } from \"./rotationGizmo\";\nimport { PositionGizmo } from \"./positionGizmo\";\nimport { ScaleGizmo } from \"./scaleGizmo\";\nimport { BoundingBoxGizmo } from \"./boundingBoxGizmo\";\n\n/**\n * Helps setup gizmo's in the scene to rotate/scale/position meshes\n */\nexport class GizmoManager implements IDisposable {\n /**\n * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time\n */\n public gizmos: { positionGizmo: Nullable, rotationGizmo: Nullable, scaleGizmo: Nullable, boundingBoxGizmo: Nullable };\n /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */\n public clearGizmoOnEmptyPointerEvent = false;\n /** Fires an event when the manager is attached to a mesh */\n public onAttachedToMeshObservable = new Observable>();\n private _gizmosEnabled = { positionGizmo: false, rotationGizmo: false, scaleGizmo: false, boundingBoxGizmo: false };\n private _pointerObserver: Nullable> = null;\n private _attachedMesh: Nullable = null;\n private _boundingBoxColor = Color3.FromHexString(\"#0984e3\");\n private _defaultUtilityLayer: UtilityLayerRenderer;\n private _defaultKeepDepthUtilityLayer: UtilityLayerRenderer;\n /**\n * When bounding box gizmo is enabled, this can be used to track drag/end events\n */\n public boundingBoxDragBehavior = new SixDofDragBehavior();\n /**\n * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)\n */\n public attachableMeshes: Nullable> = null;\n /**\n * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)\n */\n public usePointerToAttachGizmos = true;\n\n /**\n * Utility layer that the bounding box gizmo belongs to\n */\n public get keepDepthUtilityLayer() {\n return this._defaultKeepDepthUtilityLayer;\n }\n\n /**\n * Utility layer that all gizmos besides bounding box belong to\n */\n public get utilityLayer() {\n return this._defaultUtilityLayer;\n }\n\n /**\n * Instatiates a gizmo manager\n * @param scene the scene to overlay the gizmos on top of\n */\n constructor(private scene: Scene) {\n this._defaultKeepDepthUtilityLayer = new UtilityLayerRenderer(scene);\n this._defaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;\n this._defaultUtilityLayer = new UtilityLayerRenderer(scene);\n\n this.gizmos = { positionGizmo: null, rotationGizmo: null, scaleGizmo: null, boundingBoxGizmo: null };\n\n // Instatiate/dispose gizmos based on pointer actions\n this._pointerObserver = scene.onPointerObservable.add((pointerInfo) => {\n if (!this.usePointerToAttachGizmos) {\n return;\n }\n if (pointerInfo.type == PointerEventTypes.POINTERDOWN) {\n if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh) {\n var node: Nullable = pointerInfo.pickInfo.pickedMesh;\n if (this.attachableMeshes == null) {\n // Attach to the most parent node\n while (node && node.parent != null) {\n node = node.parent;\n }\n } else {\n // Attach to the parent node that is an attachableMesh\n var found = false;\n this.attachableMeshes.forEach((mesh) => {\n if (node && (node == mesh || node.isDescendantOf(mesh))) {\n node = mesh;\n found = true;\n }\n });\n if (!found) {\n node = null;\n }\n }\n if (node instanceof AbstractMesh) {\n if (this._attachedMesh != node) {\n this.attachToMesh(node);\n }\n } else {\n if (this.clearGizmoOnEmptyPointerEvent) {\n this.attachToMesh(null);\n }\n }\n } else {\n if (this.clearGizmoOnEmptyPointerEvent) {\n this.attachToMesh(null);\n }\n }\n }\n });\n }\n\n /**\n * Attaches a set of gizmos to the specified mesh\n * @param mesh The mesh the gizmo's should be attached to\n */\n public attachToMesh(mesh: Nullable) {\n if (this._attachedMesh) {\n this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);\n }\n this._attachedMesh = mesh;\n for (var key in this.gizmos) {\n var gizmo = >((this.gizmos)[key]);\n if (gizmo && (this._gizmosEnabled)[key]) {\n gizmo.attachedMesh = mesh;\n }\n }\n if (this.boundingBoxGizmoEnabled && this._attachedMesh) {\n this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);\n }\n this.onAttachedToMeshObservable.notifyObservers(mesh);\n }\n\n /**\n * If the position gizmo is enabled\n */\n public set positionGizmoEnabled(value: boolean) {\n if (value) {\n if (!this.gizmos.positionGizmo) {\n this.gizmos.positionGizmo = new PositionGizmo(this._defaultUtilityLayer);\n }\n this.gizmos.positionGizmo.attachedMesh = this._attachedMesh;\n } else if (this.gizmos.positionGizmo) {\n this.gizmos.positionGizmo.attachedMesh = null;\n }\n this._gizmosEnabled.positionGizmo = value;\n }\n public get positionGizmoEnabled(): boolean {\n return this._gizmosEnabled.positionGizmo;\n }\n /**\n * If the rotation gizmo is enabled\n */\n public set rotationGizmoEnabled(value: boolean) {\n if (value) {\n if (!this.gizmos.rotationGizmo) {\n this.gizmos.rotationGizmo = new RotationGizmo(this._defaultUtilityLayer);\n }\n this.gizmos.rotationGizmo.attachedMesh = this._attachedMesh;\n } else if (this.gizmos.rotationGizmo) {\n this.gizmos.rotationGizmo.attachedMesh = null;\n }\n this._gizmosEnabled.rotationGizmo = value;\n }\n public get rotationGizmoEnabled(): boolean {\n return this._gizmosEnabled.rotationGizmo;\n }\n /**\n * If the scale gizmo is enabled\n */\n public set scaleGizmoEnabled(value: boolean) {\n if (value) {\n this.gizmos.scaleGizmo = this.gizmos.scaleGizmo || new ScaleGizmo(this._defaultUtilityLayer);\n this.gizmos.scaleGizmo.attachedMesh = this._attachedMesh;\n } else if (this.gizmos.scaleGizmo) {\n this.gizmos.scaleGizmo.attachedMesh = null;\n }\n this._gizmosEnabled.scaleGizmo = value;\n }\n public get scaleGizmoEnabled(): boolean {\n return this._gizmosEnabled.scaleGizmo;\n }\n /**\n * If the boundingBox gizmo is enabled\n */\n public set boundingBoxGizmoEnabled(value: boolean) {\n if (value) {\n this.gizmos.boundingBoxGizmo = this.gizmos.boundingBoxGizmo || new BoundingBoxGizmo(this._boundingBoxColor, this._defaultKeepDepthUtilityLayer);\n this.gizmos.boundingBoxGizmo.attachedMesh = this._attachedMesh;\n if (this._attachedMesh) {\n this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);\n this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);\n }\n } else if (this.gizmos.boundingBoxGizmo) {\n if (this._attachedMesh) {\n this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);\n }\n this.gizmos.boundingBoxGizmo.attachedMesh = null;\n }\n this._gizmosEnabled.boundingBoxGizmo = value;\n }\n public get boundingBoxGizmoEnabled(): boolean {\n return this._gizmosEnabled.boundingBoxGizmo;\n }\n\n /**\n * Disposes of the gizmo manager\n */\n public dispose() {\n this.scene.onPointerObservable.remove(this._pointerObserver);\n for (var key in this.gizmos) {\n var gizmo = >((this.gizmos)[key]);\n if (gizmo) {\n gizmo.dispose();\n }\n }\n this._defaultKeepDepthUtilityLayer.dispose();\n this._defaultUtilityLayer.dispose();\n this.boundingBoxDragBehavior.detach();\n this.onAttachedToMeshObservable.clear();\n }\n}","export * from \"./axisDragGizmo\";\r\nexport * from \"./axisScaleGizmo\";\r\nexport * from \"./boundingBoxGizmo\";\r\nexport * from \"./gizmo\";\r\nexport * from \"./gizmoManager\";\r\nexport * from \"./planeRotationGizmo\";\r\nexport * from \"./positionGizmo\";\r\nexport * from \"./rotationGizmo\";\r\nexport * from \"./scaleGizmo\";\r\nexport * from \"./lightGizmo\";\r\nexport * from \"./planeDragGizmo\";","import { Nullable } from \"../types\";\r\nimport { Vector3, Quaternion } from \"../Maths/math.vector\";\r\nimport { Color3 } from '../Maths/math.color';\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Gizmo } from \"./gizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\n\r\nimport { StandardMaterial } from '../Materials/standardMaterial';\r\nimport { Light } from '../Lights/light';\r\nimport { Scene } from '../scene';\r\nimport { HemisphericLight } from '../Lights/hemisphericLight';\r\nimport { DirectionalLight } from '../Lights/directionalLight';\r\nimport { SphereBuilder } from '../Meshes/Builders/sphereBuilder';\r\nimport { HemisphereBuilder } from '../Meshes/Builders/hemisphereBuilder';\r\nimport { SpotLight } from '../Lights/spotLight';\r\nimport { TransformNode } from '../Meshes/transformNode';\r\n\r\n/**\r\n * Gizmo that enables viewing a light\r\n */\r\nexport class LightGizmo extends Gizmo {\r\n private _lightMesh: Mesh;\r\n private _material: StandardMaterial;\r\n private _cachedPosition = new Vector3();\r\n private _cachedForward = new Vector3(0, 0, 1);\r\n private _attachedMeshParent: TransformNode;\r\n\r\n /**\r\n * Creates a LightGizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n */\r\n constructor(gizmoLayer?: UtilityLayerRenderer) {\r\n super(gizmoLayer);\r\n this.attachedMesh = new AbstractMesh(\"\", this.gizmoLayer.utilityLayerScene);\r\n this._attachedMeshParent = new TransformNode(\"parent\", this.gizmoLayer.utilityLayerScene);\r\n\r\n this.attachedMesh.parent = this._attachedMeshParent;\r\n this._material = new StandardMaterial(\"light\", this.gizmoLayer.utilityLayerScene);\r\n this._material.diffuseColor = new Color3(0.5, 0.5, 0.5);\r\n this._material.specularColor = new Color3(0.1, 0.1, 0.1);\r\n }\r\n private _light: Nullable = null;\r\n\r\n /**\r\n * The light that the gizmo is attached to\r\n */\r\n public set light(light: Nullable) {\r\n this._light = light;\r\n if (light) {\r\n // Create the mesh for the given light type\r\n if (this._lightMesh) {\r\n this._lightMesh.dispose();\r\n }\r\n\r\n if (light instanceof HemisphericLight) {\r\n this._lightMesh = LightGizmo._CreateHemisphericLightMesh(this.gizmoLayer.utilityLayerScene);\r\n } else if (light instanceof DirectionalLight) {\r\n this._lightMesh = LightGizmo._CreateDirectionalLightMesh(this.gizmoLayer.utilityLayerScene);\r\n } else if (light instanceof SpotLight) {\r\n this._lightMesh = LightGizmo._CreateSpotLightMesh(this.gizmoLayer.utilityLayerScene);\r\n } else {\r\n this._lightMesh = LightGizmo._CreatePointLightMesh(this.gizmoLayer.utilityLayerScene);\r\n }\r\n this._lightMesh.getChildMeshes(false).forEach((m) => {\r\n m.material = this._material;\r\n });\r\n this._lightMesh.parent = this._rootMesh;\r\n\r\n // Add lighting to the light gizmo\r\n var gizmoLight = this.gizmoLayer._getSharedGizmoLight();\r\n gizmoLight.includedOnlyMeshes = gizmoLight.includedOnlyMeshes.concat(this._lightMesh.getChildMeshes(false));\r\n\r\n this._lightMesh.rotationQuaternion = new Quaternion();\r\n\r\n if (!this.attachedMesh!.reservedDataStore) {\r\n this.attachedMesh!.reservedDataStore = {};\r\n }\r\n this.attachedMesh!.reservedDataStore.lightGizmo = this;\r\n\r\n if (light.parent) {\r\n this._attachedMeshParent.freezeWorldMatrix(light.parent.getWorldMatrix());\r\n }\r\n\r\n // Get update position and direction if the light has it\r\n if ((light as any).position) {\r\n this.attachedMesh!.position.copyFrom((light as any).position);\r\n this.attachedMesh!.computeWorldMatrix(true);\r\n this._cachedPosition.copyFrom(this.attachedMesh!.position);\r\n }\r\n if ((light as any).direction) {\r\n this.attachedMesh!.setDirection((light as any).direction);\r\n this.attachedMesh!.computeWorldMatrix(true);\r\n this._cachedForward.copyFrom(this.attachedMesh!.forward);\r\n }\r\n\r\n this._update();\r\n }\r\n }\r\n public get light() {\r\n return this._light;\r\n }\r\n\r\n /**\r\n * Gets the material used to render the light gizmo\r\n */\r\n public get material() {\r\n return this._material;\r\n }\r\n\r\n /**\r\n * @hidden\r\n * Updates the gizmo to match the attached mesh's position/rotation\r\n */\r\n protected _update() {\r\n super._update();\r\n if (!this._light) {\r\n return;\r\n }\r\n\r\n if (this._light.parent) {\r\n this._attachedMeshParent.freezeWorldMatrix(this._light.parent.getWorldMatrix());\r\n }\r\n\r\n if ((this._light as any).position) {\r\n // If the gizmo is moved update the light otherwise update the gizmo to match the light\r\n if (!this.attachedMesh!.position.equals(this._cachedPosition)) {\r\n // update light to match gizmo\r\n (this._light as any).position.copyFrom(this.attachedMesh!.position);\r\n this._cachedPosition.copyFrom(this.attachedMesh!.position);\r\n } else {\r\n // update gizmo to match light\r\n this.attachedMesh!.position.copyFrom((this._light as any).position);\r\n this.attachedMesh!.computeWorldMatrix(true);\r\n this._cachedPosition.copyFrom(this.attachedMesh!.position);\r\n }\r\n\r\n }\r\n if ((this._light as any).direction) {\r\n // If the gizmo is moved update the light otherwise update the gizmo to match the light\r\n if (Vector3.DistanceSquared(this.attachedMesh!.forward, this._cachedForward) > 0.0001) {\r\n // update light to match gizmo\r\n (this._light as any).direction.copyFrom(this.attachedMesh!.forward);\r\n this._cachedForward.copyFrom(this.attachedMesh!.forward);\r\n } else if (Vector3.DistanceSquared(this.attachedMesh!.forward, (this._light as any).direction) > 0.0001) {\r\n // update gizmo to match light\r\n this.attachedMesh!.setDirection((this._light as any).direction);\r\n this.attachedMesh!.computeWorldMatrix(true);\r\n this._cachedForward.copyFrom(this.attachedMesh!.forward);\r\n }\r\n }\r\n if (!this._light.isEnabled()) {\r\n this._material.diffuseColor.set(0, 0, 0);\r\n } else {\r\n this._material.diffuseColor.set(this._light.diffuse.r / 3, this._light.diffuse.g / 3, this._light.diffuse.b / 3);\r\n }\r\n }\r\n\r\n // Static helper methods\r\n private static _Scale = 0.007;\r\n\r\n /**\r\n * Creates the lines for a light mesh\r\n */\r\n private static _CreateLightLines = (levels: number, scene: Scene) => {\r\n var distFromSphere = 1.2;\r\n\r\n var root = new Mesh(\"root\", scene);\r\n root.rotation.x = Math.PI / 2;\r\n\r\n // Create the top line, this will be cloned for all other lines\r\n var linePivot = new Mesh(\"linePivot\", scene);\r\n linePivot.parent = root;\r\n var line = Mesh.CreateCylinder(\"line\", 2, 0.2, 0.3, 6, 1, scene);\r\n line.position.y = line.scaling.y / 2 + distFromSphere;\r\n line.parent = linePivot;\r\n\r\n if (levels < 2) {\r\n return linePivot;\r\n }\r\n for (var i = 0; i < 4; i++) {\r\n var l = linePivot.clone(\"lineParentClone\")!;\r\n l.rotation.z = Math.PI / 4;\r\n l.rotation.y = (Math.PI / 2) + (Math.PI / 2 * i);\r\n\r\n l.getChildMeshes()[0].scaling.y = 0.5;\r\n l.getChildMeshes()[0].scaling.x = l.getChildMeshes()[0].scaling.z = 0.8;\r\n l.getChildMeshes()[0].position.y = l.getChildMeshes()[0].scaling.y / 2 + distFromSphere;\r\n }\r\n\r\n if (levels < 3) {\r\n return root;\r\n }\r\n for (var i = 0; i < 4; i++) {\r\n var l = linePivot.clone(\"linePivotClone\");\r\n l.rotation.z = Math.PI / 2;\r\n l.rotation.y = (Math.PI / 2 * i);\r\n }\r\n\r\n if (levels < 4) {\r\n return root;\r\n }\r\n for (var i = 0; i < 4; i++) {\r\n var l = linePivot.clone(\"linePivotClone\");\r\n l.rotation.z = Math.PI + (Math.PI / 4);\r\n l.rotation.y = (Math.PI / 2) + (Math.PI / 2 * i);\r\n\r\n l.getChildMeshes()[0].scaling.y = 0.5;\r\n l.getChildMeshes()[0].scaling.x = l.getChildMeshes()[0].scaling.z = 0.8;\r\n l.getChildMeshes()[0].position.y = l.getChildMeshes()[0].scaling.y / 2 + distFromSphere;\r\n }\r\n\r\n if (levels < 5) {\r\n return root;\r\n }\r\n var l = linePivot.clone(\"linePivotClone\");\r\n l.rotation.z = Math.PI;\r\n\r\n return root;\r\n }\r\n\r\n /**\r\n * Disposes of the light gizmo\r\n */\r\n public dispose() {\r\n this._material.dispose();\r\n super.dispose();\r\n this._attachedMeshParent.dispose();\r\n }\r\n\r\n private static _CreateHemisphericLightMesh(scene: Scene) {\r\n var root = new Mesh(\"hemisphereLight\", scene);\r\n var hemisphere = HemisphereBuilder.CreateHemisphere(root.name, { segments: 10, diameter: 1 }, scene);\r\n hemisphere.position.z = -0.15;\r\n hemisphere.rotation.x = Math.PI / 2;\r\n hemisphere.parent = root;\r\n\r\n var lines = this._CreateLightLines(3, scene);\r\n lines.parent = root;\r\n lines.position.z - 0.15;\r\n\r\n root.scaling.scaleInPlace(LightGizmo._Scale);\r\n root.rotation.x = Math.PI / 2;\r\n\r\n return root;\r\n }\r\n\r\n private static _CreatePointLightMesh(scene: Scene) {\r\n var root = new Mesh(\"pointLight\", scene);\r\n var sphere = SphereBuilder.CreateSphere(root.name, { segments: 10, diameter: 1 }, scene);\r\n sphere.rotation.x = Math.PI / 2;\r\n sphere.parent = root;\r\n\r\n var lines = this._CreateLightLines(5, scene);\r\n lines.parent = root;\r\n root.scaling.scaleInPlace(LightGizmo._Scale);\r\n root.rotation.x = Math.PI / 2;\r\n\r\n return root;\r\n }\r\n\r\n private static _CreateSpotLightMesh(scene: Scene) {\r\n var root = new Mesh(\"spotLight\", scene);\r\n var sphere = SphereBuilder.CreateSphere(root.name, { segments: 10, diameter: 1 }, scene);\r\n sphere.parent = root;\r\n\r\n var hemisphere = HemisphereBuilder.CreateHemisphere(root.name, { segments: 10, diameter: 2 }, scene);\r\n hemisphere.parent = root;\r\n hemisphere.rotation.x = -Math.PI / 2;\r\n\r\n var lines = this._CreateLightLines(2, scene);\r\n lines.parent = root;\r\n root.scaling.scaleInPlace(LightGizmo._Scale);\r\n root.rotation.x = Math.PI / 2;\r\n\r\n return root;\r\n }\r\n\r\n private static _CreateDirectionalLightMesh(scene: Scene) {\r\n var root = new Mesh(\"directionalLight\", scene);\r\n\r\n var mesh = new Mesh(root.name, scene);\r\n mesh.parent = root;\r\n var sphere = SphereBuilder.CreateSphere(root.name, { diameter: 1.2, segments: 10 }, scene);\r\n sphere.parent = mesh;\r\n\r\n var line = Mesh.CreateCylinder(root.name, 6, 0.3, 0.3, 6, 1, scene);\r\n line.parent = mesh;\r\n\r\n var left = line.clone(root.name)!;\r\n left.scaling.y = 0.5;\r\n left.position.x += 1.25;\r\n\r\n var right = line.clone(root.name)!;\r\n right.scaling.y = 0.5;\r\n right.position.x += -1.25;\r\n\r\n var arrowHead = Mesh.CreateCylinder(root.name, 1, 0, 0.6, 6, 1, scene);\r\n arrowHead.position.y += 3;\r\n arrowHead.parent = mesh;\r\n\r\n var left = arrowHead.clone(root.name);\r\n left.position.y = 1.5;\r\n left.position.x += 1.25;\r\n\r\n var right = arrowHead.clone(root.name);\r\n right.position.y = 1.5;\r\n right.position.x += -1.25;\r\n\r\n mesh.scaling.scaleInPlace(LightGizmo._Scale);\r\n mesh.rotation.z = Math.PI / 2;\r\n mesh.rotation.y = Math.PI / 2;\r\n return root;\r\n }\r\n}","import { Observer, Observable } from \"../Misc/observable\";\r\nimport { Nullable } from \"../types\";\r\nimport { PointerInfo } from \"../Events/pointerEvents\";\r\nimport { Vector3, Matrix } from \"../Maths/math.vector\";\r\nimport { Color3 } from '../Maths/math.color';\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { PlaneBuilder } from \"../Meshes/Builders/planeBuilder\";\r\nimport { PointerDragBehavior } from \"../Behaviors/Meshes/pointerDragBehavior\";\r\nimport { Gizmo } from \"./gizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport { Scene } from \"../scene\";\r\nimport { PositionGizmo } from \"./positionGizmo\";\r\n/**\r\n * Single plane drag gizmo\r\n */\r\nexport class PlaneDragGizmo extends Gizmo {\r\n /**\r\n * Drag behavior responsible for the gizmos dragging interactions\r\n */\r\n public dragBehavior: PointerDragBehavior;\r\n private _pointerObserver: Nullable> = null;\r\n /**\r\n * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)\r\n */\r\n public snapDistance = 0;\r\n /**\r\n * Event that fires each time the gizmo snaps to a new location.\r\n * * snapDistance is the the change in distance\r\n */\r\n public onSnapObservable = new Observable<{ snapDistance: number }>();\r\n\r\n private _plane: TransformNode;\r\n private _coloredMaterial: StandardMaterial;\r\n private _hoverMaterial: StandardMaterial;\r\n\r\n private _isEnabled: boolean = false;\r\n private _parent: Nullable = null;\r\n\r\n /** @hidden */\r\n public static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode {\r\n var plane = new TransformNode(\"plane\", scene);\r\n\r\n //make sure plane is double sided\r\n var dragPlane = PlaneBuilder.CreatePlane(\"dragPlane\", { width: .1375, height: .1375, sideOrientation: 2 }, scene);\r\n dragPlane.material = material;\r\n dragPlane.parent = plane;\r\n\r\n // Position plane pointing normal to dragPlane normal\r\n dragPlane.material = material;\r\n return plane;\r\n }\r\n\r\n /** @hidden */\r\n public static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode {\r\n const instance = new TransformNode(\"arrow\", scene);\r\n for (const mesh of arrow.getChildMeshes()) {\r\n const childInstance = (mesh as Mesh).createInstance(mesh.name);\r\n childInstance.parent = instance;\r\n }\r\n return instance;\r\n }\r\n\r\n /**\r\n * Creates a PlaneDragGizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on\r\n * @param color The color of the gizmo\r\n */\r\n constructor(dragPlaneNormal: Vector3, color: Color3 = Color3.Gray(), gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer, parent: Nullable = null) {\r\n super(gizmoLayer);\r\n this._parent = parent;\r\n // Create Material\r\n this._coloredMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._coloredMaterial.diffuseColor = color;\r\n this._coloredMaterial.specularColor = color.subtract(new Color3(0.1, 0.1, 0.1));\r\n\r\n this._hoverMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._hoverMaterial.diffuseColor = color.add(new Color3(0.3, 0.3, 0.3));\r\n\r\n // Build plane mesh on root node\r\n this._plane = PlaneDragGizmo._CreatePlane(gizmoLayer.utilityLayerScene, this._coloredMaterial);\r\n\r\n this._plane.lookAt(this._rootMesh.position.add(dragPlaneNormal));\r\n this._plane.scaling.scaleInPlace(1 / 3);\r\n this._plane.parent = this._rootMesh;\r\n\r\n var currentSnapDragDistance = 0;\r\n var tmpVector = new Vector3();\r\n var tmpSnapEvent = { snapDistance: 0 };\r\n // Add dragPlaneNormal drag behavior to handle events when the gizmo is dragged\r\n this.dragBehavior = new PointerDragBehavior({ dragPlaneNormal: dragPlaneNormal });\r\n this.dragBehavior.moveAttached = false;\r\n this._rootMesh.addBehavior(this.dragBehavior);\r\n\r\n var localDelta = new Vector3();\r\n var tmpMatrix = new Matrix();\r\n this.dragBehavior.onDragObservable.add((event) => {\r\n if (this.attachedMesh) {\r\n // Convert delta to local translation if it has a parent\r\n if (this.attachedMesh.parent) {\r\n this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);\r\n tmpMatrix.setTranslationFromFloats(0, 0, 0);\r\n Vector3.TransformCoordinatesToRef(event.delta, tmpMatrix, localDelta);\r\n } else {\r\n localDelta.copyFrom(event.delta);\r\n }\r\n // Snapping logic\r\n if (this.snapDistance == 0) {\r\n this.attachedMesh.position.addInPlace(localDelta);\r\n } else {\r\n currentSnapDragDistance += event.dragDistance;\r\n if (Math.abs(currentSnapDragDistance) > this.snapDistance) {\r\n var dragSteps = Math.floor(Math.abs(currentSnapDragDistance) / this.snapDistance);\r\n currentSnapDragDistance = currentSnapDragDistance % this.snapDistance;\r\n localDelta.normalizeToRef(tmpVector);\r\n tmpVector.scaleInPlace(this.snapDistance * dragSteps);\r\n this.attachedMesh.position.addInPlace(tmpVector);\r\n tmpSnapEvent.snapDistance = this.snapDistance * dragSteps;\r\n this.onSnapObservable.notifyObservers(tmpSnapEvent);\r\n }\r\n }\r\n }\r\n });\r\n\r\n this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add((pointerInfo) => {\r\n if (this._customMeshSet) {\r\n return;\r\n }\r\n var isHovered = pointerInfo.pickInfo && (this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);\r\n var material = isHovered ? this._hoverMaterial : this._coloredMaterial;\r\n this._rootMesh.getChildMeshes().forEach((m) => {\r\n m.material = material;\r\n });\r\n });\r\n\r\n var light = gizmoLayer._getSharedGizmoLight();\r\n light.includedOnlyMeshes = light.includedOnlyMeshes.concat(this._rootMesh.getChildMeshes(false));\r\n }\r\n protected _attachedMeshChanged(value: Nullable) {\r\n if (this.dragBehavior) {\r\n this.dragBehavior.enabled = value ? true : false;\r\n }\r\n }\r\n\r\n /**\r\n * If the gizmo is enabled\r\n */\r\n public set isEnabled(value: boolean) {\r\n this._isEnabled = value;\r\n if (!value) {\r\n this.attachedMesh = null;\r\n }\r\n else {\r\n if (this._parent) {\r\n this.attachedMesh = this._parent.attachedMesh;\r\n }\r\n }\r\n }\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n /**\r\n * Disposes of the gizmo\r\n */\r\n public dispose() {\r\n this.onSnapObservable.clear();\r\n this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);\r\n this.dragBehavior.detach();\r\n super.dispose();\r\n if (this._plane) {\r\n this._plane.dispose();\r\n }\r\n [this._coloredMaterial, this._hoverMaterial].forEach((matl) => {\r\n if (matl) {\r\n matl.dispose();\r\n }\r\n });\r\n }\r\n}","import { Observer, Observable } from \"../Misc/observable\";\nimport { Nullable } from \"../types\";\nimport { PointerInfo } from \"../Events/pointerEvents\";\nimport { Quaternion, Matrix, Vector3 } from \"../Maths/math.vector\";\nimport { Color3 } from '../Maths/math.color';\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\nimport { Mesh } from \"../Meshes/mesh\";\nimport { LinesMesh } from \"../Meshes/linesMesh\";\nimport { PointerDragBehavior } from \"../Behaviors/Meshes/pointerDragBehavior\";\nimport { Gizmo } from \"./gizmo\";\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\n\nimport \"../Meshes/Builders/linesBuilder\";\nimport { RotationGizmo } from \"./rotationGizmo\";\n\n/**\n * Single plane rotation gizmo\n */\nexport class PlaneRotationGizmo extends Gizmo {\n /**\n * Drag behavior responsible for the gizmos dragging interactions\n */\n public dragBehavior: PointerDragBehavior;\n private _pointerObserver: Nullable> = null;\n\n /**\n * Rotation distance in radians that the gizmo will snap to (Default: 0)\n */\n public snapDistance = 0;\n /**\n * Event that fires each time the gizmo snaps to a new location.\n * * snapDistance is the the change in distance\n */\n public onSnapObservable = new Observable<{ snapDistance: number }>();\n\n private _isEnabled: boolean = true;\n private _parent: Nullable = null;\n\n /**\n * Creates a PlaneRotationGizmo\n * @param gizmoLayer The utility layer the gizmo will be added to\n * @param planeNormal The normal of the plane which the gizmo will be able to rotate on\n * @param color The color of the gizmo\n * @param tessellation Amount of tessellation to be used when creating rotation circles\n * @param useEulerRotation Use and update Euler angle instead of quaternion\n */\n constructor(planeNormal: Vector3, color: Color3 = Color3.Gray(), gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer, tessellation = 32, parent: Nullable = null, useEulerRotation = false) {\n super(gizmoLayer);\n this._parent = parent;\n // Create Material\n var coloredMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\n coloredMaterial.diffuseColor = color;\n coloredMaterial.specularColor = color.subtract(new Color3(0.1, 0.1, 0.1));\n\n var hoverMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\n hoverMaterial.diffuseColor = color.add(new Color3(0.3, 0.3, 0.3));\n\n // Build mesh on root node\n var parentMesh = new AbstractMesh(\"\", gizmoLayer.utilityLayerScene);\n\n let drag = Mesh.CreateTorus(\"\", 0.6, 0.03, tessellation, gizmoLayer.utilityLayerScene);\n drag.visibility = 0;\n let rotationMesh = Mesh.CreateTorus(\"\", 0.6, 0.005, tessellation, gizmoLayer.utilityLayerScene);\n rotationMesh.material = coloredMaterial;\n\n // Position arrow pointing in its drag axis\n rotationMesh.rotation.x = Math.PI / 2;\n drag.rotation.x = Math.PI / 2;\n parentMesh.addChild(rotationMesh);\n parentMesh.addChild(drag);\n parentMesh.lookAt(this._rootMesh.position.add(planeNormal));\n\n this._rootMesh.addChild(parentMesh);\n parentMesh.scaling.scaleInPlace(1 / 3);\n // Add drag behavior to handle events when the gizmo is dragged\n this.dragBehavior = new PointerDragBehavior({ dragPlaneNormal: planeNormal });\n this.dragBehavior.moveAttached = false;\n this.dragBehavior.maxDragAngle = Math.PI * 9 / 20;\n this.dragBehavior._useAlternatePickedPointAboveMaxDragAngle = true;\n this._rootMesh.addBehavior(this.dragBehavior);\n\n var lastDragPosition = new Vector3();\n\n this.dragBehavior.onDragStartObservable.add((e) => {\n if (this.attachedMesh) {\n lastDragPosition.copyFrom(e.dragPlanePoint);\n }\n });\n\n var rotationMatrix = new Matrix();\n var planeNormalTowardsCamera = new Vector3();\n var localPlaneNormalTowardsCamera = new Vector3();\n\n var tmpSnapEvent = { snapDistance: 0 };\n var currentSnapDragDistance = 0;\n var tmpMatrix = new Matrix();\n var tmpVector = new Vector3();\n var amountToRotate = new Quaternion();\n this.dragBehavior.onDragObservable.add((event) => {\n if (this.attachedMesh) {\n if (!this.attachedMesh.rotationQuaternion || useEulerRotation) {\n this.attachedMesh.rotationQuaternion = Quaternion.RotationYawPitchRoll(this.attachedMesh.rotation.y, this.attachedMesh.rotation.x, this.attachedMesh.rotation.z);\n }\n\n // Remove parent priort to rotating\n var attachedMeshParent = this.attachedMesh.parent;\n if (attachedMeshParent) {\n this.attachedMesh.setParent(null);\n }\n\n // Calc angle over full 360 degree (https://stackoverflow.com/questions/43493711/the-angle-between-two-3d-vectors-with-a-result-range-0-360)\n var newVector = event.dragPlanePoint.subtract(this.attachedMesh.absolutePosition).normalize();\n var originalVector = lastDragPosition.subtract(this.attachedMesh.absolutePosition).normalize();\n var cross = Vector3.Cross(newVector, originalVector);\n var dot = Vector3.Dot(newVector, originalVector);\n var angle = Math.atan2(cross.length(), dot);\n planeNormalTowardsCamera.copyFrom(planeNormal);\n localPlaneNormalTowardsCamera.copyFrom(planeNormal);\n if (this.updateGizmoRotationToMatchAttachedMesh) {\n this.attachedMesh.rotationQuaternion.toRotationMatrix(rotationMatrix);\n localPlaneNormalTowardsCamera = Vector3.TransformCoordinates(planeNormalTowardsCamera, rotationMatrix);\n }\n // Flip up vector depending on which side the camera is on\n if (gizmoLayer.utilityLayerScene.activeCamera) {\n var camVec = gizmoLayer.utilityLayerScene.activeCamera.position.subtract(this.attachedMesh.position);\n if (Vector3.Dot(camVec, localPlaneNormalTowardsCamera) > 0) {\n planeNormalTowardsCamera.scaleInPlace(-1);\n localPlaneNormalTowardsCamera.scaleInPlace(-1);\n }\n }\n var halfCircleSide = Vector3.Dot(localPlaneNormalTowardsCamera, cross) > 0.0;\n if (halfCircleSide) { angle = -angle; }\n\n // Snapping logic\n var snapped = false;\n if (this.snapDistance != 0) {\n currentSnapDragDistance += angle;\n if (Math.abs(currentSnapDragDistance) > this.snapDistance) {\n var dragSteps = Math.floor(Math.abs(currentSnapDragDistance) / this.snapDistance);\n if (currentSnapDragDistance < 0) {\n dragSteps *= -1;\n }\n currentSnapDragDistance = currentSnapDragDistance % this.snapDistance;\n angle = this.snapDistance * dragSteps;\n snapped = true;\n } else {\n angle = 0;\n }\n }\n\n // If the mesh has a parent, convert needed world rotation to local rotation\n tmpMatrix.reset();\n if (this.attachedMesh.parent) {\n this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);\n tmpMatrix.getRotationMatrixToRef(tmpMatrix);\n Vector3.TransformCoordinatesToRef(planeNormalTowardsCamera, tmpMatrix, planeNormalTowardsCamera);\n }\n\n // Convert angle and axis to quaternion (http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm)\n var quaternionCoefficient = Math.sin(angle / 2);\n amountToRotate.set(planeNormalTowardsCamera.x * quaternionCoefficient, planeNormalTowardsCamera.y * quaternionCoefficient, planeNormalTowardsCamera.z * quaternionCoefficient, Math.cos(angle / 2));\n\n // If the meshes local scale is inverted (eg. loaded gltf file parent with z scale of -1) the rotation needs to be inverted on the y axis\n if (tmpMatrix.determinant() > 0) {\n amountToRotate.toEulerAnglesToRef(tmpVector);\n Quaternion.RotationYawPitchRollToRef(tmpVector.y, -tmpVector.x, -tmpVector.z, amountToRotate);\n }\n\n if (this.updateGizmoRotationToMatchAttachedMesh) {\n // Rotate selected mesh quaternion over fixed axis\n this.attachedMesh.rotationQuaternion.multiplyToRef(amountToRotate, this.attachedMesh.rotationQuaternion);\n } else {\n // Rotate selected mesh quaternion over rotated axis\n amountToRotate.multiplyToRef(this.attachedMesh.rotationQuaternion, this.attachedMesh.rotationQuaternion);\n }\n\n if (useEulerRotation) {\n this.attachedMesh.rotationQuaternion.toEulerAnglesToRef(tmpVector);\n this.attachedMesh.rotationQuaternion = null;\n this.attachedMesh.rotation.copyFrom(tmpVector);\n }\n\n lastDragPosition.copyFrom(event.dragPlanePoint);\n if (snapped) {\n tmpSnapEvent.snapDistance = angle;\n this.onSnapObservable.notifyObservers(tmpSnapEvent);\n }\n\n // Restore parent\n if (attachedMeshParent) {\n this.attachedMesh.setParent(attachedMeshParent);\n }\n }\n });\n\n this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add((pointerInfo) => {\n if (this._customMeshSet) {\n return;\n }\n var isHovered = pointerInfo.pickInfo && (this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);\n var material = isHovered ? hoverMaterial : coloredMaterial;\n this._rootMesh.getChildMeshes().forEach((m) => {\n m.material = material;\n if ((m).color) {\n (m).color = material.diffuseColor;\n }\n });\n });\n\n var light = gizmoLayer._getSharedGizmoLight();\n light.includedOnlyMeshes = light.includedOnlyMeshes.concat(this._rootMesh.getChildMeshes(false));\n }\n\n protected _attachedMeshChanged(value: Nullable) {\n if (this.dragBehavior) {\n this.dragBehavior.enabled = value ? true : false;\n }\n }\n /**\n * If the gizmo is enabled\n */\n public set isEnabled(value: boolean) {\n this._isEnabled = value;\n if (!value) {\n this.attachedMesh = null;\n }\n else {\n if (this._parent) {\n this.attachedMesh = this._parent.attachedMesh;\n }\n }\n }\n public get isEnabled(): boolean {\n return this._isEnabled;\n }\n /**\n * Disposes of the gizmo\n */\n public dispose() {\n this.onSnapObservable.clear();\n this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);\n this.dragBehavior.detach();\n super.dispose();\n }\n}","import { Logger } from \"../Misc/logger\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Nullable } from \"../types\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3 } from '../Maths/math.color';\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Gizmo } from \"./gizmo\";\r\nimport { AxisDragGizmo } from \"./axisDragGizmo\";\r\nimport { PlaneDragGizmo } from \"./planeDragGizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\n/**\r\n * Gizmo that enables dragging a mesh along 3 axis\r\n */\r\nexport class PositionGizmo extends Gizmo {\r\n /**\r\n * Internal gizmo used for interactions on the x axis\r\n */\r\n public xGizmo: AxisDragGizmo;\r\n /**\r\n * Internal gizmo used for interactions on the y axis\r\n */\r\n public yGizmo: AxisDragGizmo;\r\n /**\r\n * Internal gizmo used for interactions on the z axis\r\n */\r\n public zGizmo: AxisDragGizmo;\r\n /**\r\n * Internal gizmo used for interactions on the yz plane\r\n */\r\n public xPlaneGizmo: PlaneDragGizmo;\r\n /**\r\n * Internal gizmo used for interactions on the xz plane\r\n */\r\n public yPlaneGizmo: PlaneDragGizmo;\r\n /**\r\n * Internal gizmo used for interactions on the xy plane\r\n */\r\n public zPlaneGizmo: PlaneDragGizmo;\r\n\r\n /**\r\n * private variables\r\n */\r\n private _meshAttached: Nullable = null;\r\n private _updateGizmoRotationToMatchAttachedMesh: boolean;\r\n private _snapDistance: number;\r\n private _scaleRatio: number;\r\n\r\n /** Fires an event when any of it's sub gizmos are dragged */\r\n public onDragStartObservable = new Observable();\r\n /** Fires an event when any of it's sub gizmos are released from dragging */\r\n public onDragEndObservable = new Observable();\r\n\r\n /**\r\n * If set to true, planar drag is enabled\r\n */\r\n private _planarGizmoEnabled = false;\r\n\r\n public get attachedMesh() {\r\n return this._meshAttached;\r\n }\r\n public set attachedMesh(mesh: Nullable) {\r\n this._meshAttached = mesh;\r\n [this.xGizmo, this.yGizmo, this.zGizmo, this.xPlaneGizmo, this.yPlaneGizmo, this.zPlaneGizmo].forEach((gizmo) => {\r\n if (gizmo.isEnabled) {\r\n gizmo.attachedMesh = mesh;\r\n }\r\n else {\r\n gizmo.attachedMesh = null;\r\n }\r\n });\r\n\r\n }\r\n /**\r\n * Creates a PositionGizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n */\r\n constructor(gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer) {\r\n super(gizmoLayer);\r\n this.xGizmo = new AxisDragGizmo(new Vector3(1, 0, 0), Color3.Red().scale(0.5), gizmoLayer, this);\r\n this.yGizmo = new AxisDragGizmo(new Vector3(0, 1, 0), Color3.Green().scale(0.5), gizmoLayer, this);\r\n this.zGizmo = new AxisDragGizmo(new Vector3(0, 0, 1), Color3.Blue().scale(0.5), gizmoLayer, this);\r\n\r\n this.xPlaneGizmo = new PlaneDragGizmo(new Vector3(1, 0, 0), Color3.Red().scale(0.5), this.gizmoLayer, this);\r\n this.yPlaneGizmo = new PlaneDragGizmo(new Vector3(0, 1, 0), Color3.Green().scale(0.5), this.gizmoLayer, this);\r\n this.zPlaneGizmo = new PlaneDragGizmo(new Vector3(0, 0, 1), Color3.Blue().scale(0.5), this.gizmoLayer, this);\r\n // Relay drag events\r\n [this.xGizmo, this.yGizmo, this.zGizmo, this.xPlaneGizmo, this.yPlaneGizmo, this.zPlaneGizmo].forEach((gizmo) => {\r\n gizmo.dragBehavior.onDragStartObservable.add(() => {\r\n this.onDragStartObservable.notifyObservers({});\r\n });\r\n gizmo.dragBehavior.onDragEndObservable.add(() => {\r\n this.onDragEndObservable.notifyObservers({});\r\n });\r\n });\r\n\r\n this.attachedMesh = null;\r\n }\r\n\r\n /**\r\n * If the planar drag gizmo is enabled\r\n * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.\r\n */\r\n public set planarGizmoEnabled(value: boolean) {\r\n this._planarGizmoEnabled = value;\r\n [this.xPlaneGizmo, this.yPlaneGizmo, this.zPlaneGizmo].forEach((gizmo) => {\r\n if (gizmo) {\r\n gizmo.isEnabled = value;\r\n if (value) {\r\n gizmo.attachedMesh = this.attachedMesh;\r\n }\r\n }\r\n }, this);\r\n }\r\n public get planarGizmoEnabled(): boolean {\r\n return this._planarGizmoEnabled;\r\n }\r\n\r\n public set updateGizmoRotationToMatchAttachedMesh(value: boolean) {\r\n this._updateGizmoRotationToMatchAttachedMesh = value;\r\n [this.xGizmo, this.yGizmo, this.zGizmo, this.xPlaneGizmo, this.yPlaneGizmo, this.zPlaneGizmo].forEach((gizmo) => {\r\n if (gizmo) {\r\n gizmo.updateGizmoRotationToMatchAttachedMesh = value;\r\n }\r\n });\r\n }\r\n public get updateGizmoRotationToMatchAttachedMesh() {\r\n return this._updateGizmoRotationToMatchAttachedMesh;\r\n }\r\n\r\n /**\r\n * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)\r\n */\r\n public set snapDistance(value: number) {\r\n this._snapDistance = value;\r\n [this.xGizmo, this.yGizmo, this.zGizmo, this.xPlaneGizmo, this.yPlaneGizmo, this.zPlaneGizmo].forEach((gizmo) => {\r\n if (gizmo) {\r\n gizmo.snapDistance = value;\r\n }\r\n });\r\n }\r\n public get snapDistance() {\r\n return this._snapDistance;\r\n }\r\n\r\n /**\r\n * Ratio for the scale of the gizmo (Default: 1)\r\n */\r\n public set scaleRatio(value: number) {\r\n this._scaleRatio = value;\r\n [this.xGizmo, this.yGizmo, this.zGizmo, this.xPlaneGizmo, this.yPlaneGizmo, this.zPlaneGizmo].forEach((gizmo) => {\r\n if (gizmo) {\r\n gizmo.scaleRatio = value;\r\n }\r\n });\r\n }\r\n public get scaleRatio() {\r\n return this._scaleRatio;\r\n }\r\n\r\n /**\r\n * Disposes of the gizmo\r\n */\r\n public dispose() {\r\n [this.xGizmo, this.yGizmo, this.zGizmo, this.xPlaneGizmo, this.yPlaneGizmo, this.zPlaneGizmo].forEach((gizmo) => {\r\n if (gizmo) {\r\n gizmo.dispose();\r\n }\r\n });\r\n this.onDragStartObservable.clear();\r\n this.onDragEndObservable.clear();\r\n }\r\n\r\n /**\r\n * CustomMeshes are not supported by this gizmo\r\n * @param mesh The mesh to replace the default mesh of the gizmo\r\n */\r\n public setCustomMesh(mesh: Mesh) {\r\n Logger.Error(\"Custom meshes are not supported on this gizmo, please set the custom meshes on the gizmos contained within this one (gizmo.xGizmo, gizmo.yGizmo, gizmo.zGizmo,gizmo.xPlaneGizmo, gizmo.yPlaneGizmo, gizmo.zPlaneGizmo)\");\r\n }\r\n}\r\n","import { Logger } from \"../Misc/logger\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Nullable } from \"../types\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3 } from '../Maths/math.color';\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Gizmo } from \"./gizmo\";\r\nimport { PlaneRotationGizmo } from \"./planeRotationGizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\n/**\r\n * Gizmo that enables rotating a mesh along 3 axis\r\n */\r\nexport class RotationGizmo extends Gizmo {\r\n /**\r\n * Internal gizmo used for interactions on the x axis\r\n */\r\n public xGizmo: PlaneRotationGizmo;\r\n /**\r\n * Internal gizmo used for interactions on the y axis\r\n */\r\n public yGizmo: PlaneRotationGizmo;\r\n /**\r\n * Internal gizmo used for interactions on the z axis\r\n */\r\n public zGizmo: PlaneRotationGizmo;\r\n\r\n /** Fires an event when any of it's sub gizmos are dragged */\r\n public onDragStartObservable = new Observable();\r\n /** Fires an event when any of it's sub gizmos are released from dragging */\r\n public onDragEndObservable = new Observable();\r\n\r\n private _meshAttached: Nullable;\r\n\r\n public get attachedMesh() {\r\n return this._meshAttached;\r\n }\r\n public set attachedMesh(mesh: Nullable) {\r\n this._meshAttached = mesh;\r\n\r\n [this.xGizmo, this.yGizmo, this.zGizmo].forEach((gizmo) => {\r\n if (gizmo.isEnabled) {\r\n gizmo.attachedMesh = mesh;\r\n }\r\n else {\r\n gizmo.attachedMesh = null;\r\n }\r\n });\r\n }\r\n /**\r\n * Creates a RotationGizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n * @param tessellation Amount of tessellation to be used when creating rotation circles\r\n * @param useEulerRotation Use and update Euler angle instead of quaternion\r\n */\r\n constructor(gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer, tessellation = 32, useEulerRotation = false) {\r\n super(gizmoLayer);\r\n this.xGizmo = new PlaneRotationGizmo(new Vector3(1, 0, 0), Color3.Red().scale(0.5), gizmoLayer, tessellation, this, useEulerRotation);\r\n this.yGizmo = new PlaneRotationGizmo(new Vector3(0, 1, 0), Color3.Green().scale(0.5), gizmoLayer, tessellation, this, useEulerRotation);\r\n this.zGizmo = new PlaneRotationGizmo(new Vector3(0, 0, 1), Color3.Blue().scale(0.5), gizmoLayer, tessellation, this, useEulerRotation);\r\n\r\n // Relay drag events\r\n [this.xGizmo, this.yGizmo, this.zGizmo].forEach((gizmo) => {\r\n gizmo.dragBehavior.onDragStartObservable.add(() => {\r\n this.onDragStartObservable.notifyObservers({});\r\n });\r\n gizmo.dragBehavior.onDragEndObservable.add(() => {\r\n this.onDragEndObservable.notifyObservers({});\r\n });\r\n });\r\n\r\n this.attachedMesh = null;\r\n }\r\n\r\n public set updateGizmoRotationToMatchAttachedMesh(value: boolean) {\r\n if (this.xGizmo) {\r\n this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;\r\n this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;\r\n this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;\r\n }\r\n }\r\n public get updateGizmoRotationToMatchAttachedMesh() {\r\n return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;\r\n }\r\n\r\n /**\r\n * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)\r\n */\r\n public set snapDistance(value: number) {\r\n if (this.xGizmo) {\r\n this.xGizmo.snapDistance = value;\r\n this.yGizmo.snapDistance = value;\r\n this.zGizmo.snapDistance = value;\r\n }\r\n }\r\n public get snapDistance() {\r\n return this.xGizmo.snapDistance;\r\n }\r\n\r\n /**\r\n * Ratio for the scale of the gizmo (Default: 1)\r\n */\r\n public set scaleRatio(value: number) {\r\n if (this.xGizmo) {\r\n this.xGizmo.scaleRatio = value;\r\n this.yGizmo.scaleRatio = value;\r\n this.zGizmo.scaleRatio = value;\r\n }\r\n }\r\n public get scaleRatio() {\r\n return this.xGizmo.scaleRatio;\r\n }\r\n\r\n /**\r\n * Disposes of the gizmo\r\n */\r\n public dispose() {\r\n this.xGizmo.dispose();\r\n this.yGizmo.dispose();\r\n this.zGizmo.dispose();\r\n this.onDragStartObservable.clear();\r\n this.onDragEndObservable.clear();\r\n }\r\n\r\n /**\r\n * CustomMeshes are not supported by this gizmo\r\n * @param mesh The mesh to replace the default mesh of the gizmo\r\n */\r\n public setCustomMesh(mesh: Mesh) {\r\n Logger.Error(\"Custom meshes are not supported on this gizmo, please set the custom meshes on the gizmos contained within this one (gizmo.xGizmo, gizmo.yGizmo, gizmo.zGizmo)\");\r\n }\r\n}\r\n","import { Logger } from \"../Misc/logger\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Nullable } from \"../types\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3 } from '../Maths/math.color';\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { PolyhedronBuilder } from \"../Meshes/Builders/polyhedronBuilder\";\r\nimport { Gizmo } from \"./gizmo\";\r\nimport { AxisScaleGizmo } from \"./axisScaleGizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\n/**\r\n * Gizmo that enables scaling a mesh along 3 axis\r\n */\r\nexport class ScaleGizmo extends Gizmo {\r\n /**\r\n * Internal gizmo used for interactions on the x axis\r\n */\r\n public xGizmo: AxisScaleGizmo;\r\n /**\r\n * Internal gizmo used for interactions on the y axis\r\n */\r\n public yGizmo: AxisScaleGizmo;\r\n /**\r\n * Internal gizmo used for interactions on the z axis\r\n */\r\n public zGizmo: AxisScaleGizmo;\r\n\r\n /**\r\n * Internal gizmo used to scale all axis equally\r\n */\r\n public uniformScaleGizmo: AxisScaleGizmo;\r\n\r\n private _meshAttached: Nullable = null;\r\n private _updateGizmoRotationToMatchAttachedMesh: boolean;\r\n private _snapDistance: number;\r\n private _scaleRatio: number;\r\n private _uniformScalingMesh: Mesh;\r\n private _octahedron: Mesh;\r\n private _sensitivity: number = 1;\r\n\r\n /** Fires an event when any of it's sub gizmos are dragged */\r\n public onDragStartObservable = new Observable();\r\n /** Fires an event when any of it's sub gizmos are released from dragging */\r\n public onDragEndObservable = new Observable();\r\n\r\n public get attachedMesh() {\r\n return this._meshAttached;\r\n }\r\n public set attachedMesh(mesh: Nullable) {\r\n this._meshAttached = mesh;\r\n [this.xGizmo, this.yGizmo, this.zGizmo, this.uniformScaleGizmo].forEach((gizmo) => {\r\n if (gizmo.isEnabled) {\r\n gizmo.attachedMesh = mesh;\r\n }\r\n else {\r\n gizmo.attachedMesh = null;\r\n }\r\n });\r\n }\r\n /**\r\n * Creates a ScaleGizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n */\r\n constructor(gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer) {\r\n super(gizmoLayer);\r\n this.xGizmo = new AxisScaleGizmo(new Vector3(1, 0, 0), Color3.Red().scale(0.5), gizmoLayer, this);\r\n this.yGizmo = new AxisScaleGizmo(new Vector3(0, 1, 0), Color3.Green().scale(0.5), gizmoLayer, this);\r\n this.zGizmo = new AxisScaleGizmo(new Vector3(0, 0, 1), Color3.Blue().scale(0.5), gizmoLayer, this);\r\n\r\n // Create uniform scale gizmo\r\n this.uniformScaleGizmo = new AxisScaleGizmo(new Vector3(0, 1, 0), Color3.Yellow().scale(0.5), gizmoLayer, this);\r\n this.uniformScaleGizmo.updateGizmoRotationToMatchAttachedMesh = false;\r\n this.uniformScaleGizmo.uniformScaling = true;\r\n this._uniformScalingMesh = PolyhedronBuilder.CreatePolyhedron(\"\", { type: 1 }, this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);\r\n this._uniformScalingMesh.scaling.scaleInPlace(0.02);\r\n this._uniformScalingMesh.visibility = 0;\r\n this._octahedron = PolyhedronBuilder.CreatePolyhedron(\"\", { type: 1 }, this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);\r\n this._octahedron.scaling.scaleInPlace(0.007);\r\n this._uniformScalingMesh.addChild(this._octahedron);\r\n this.uniformScaleGizmo.setCustomMesh(this._uniformScalingMesh, true);\r\n var light = gizmoLayer._getSharedGizmoLight();\r\n light.includedOnlyMeshes = light.includedOnlyMeshes.concat(this._octahedron);\r\n\r\n // Relay drag events\r\n [this.xGizmo, this.yGizmo, this.zGizmo, this.uniformScaleGizmo].forEach((gizmo) => {\r\n gizmo.dragBehavior.onDragStartObservable.add(() => {\r\n this.onDragStartObservable.notifyObservers({});\r\n });\r\n gizmo.dragBehavior.onDragEndObservable.add(() => {\r\n this.onDragEndObservable.notifyObservers({});\r\n });\r\n });\r\n\r\n this.attachedMesh = null;\r\n }\r\n\r\n public set updateGizmoRotationToMatchAttachedMesh(value: boolean) {\r\n if (!value) {\r\n Logger.Warn(\"Setting updateGizmoRotationToMatchAttachedMesh = false on scaling gizmo is not supported.\");\r\n }\r\n else {\r\n this._updateGizmoRotationToMatchAttachedMesh = value;\r\n [this.xGizmo, this.yGizmo, this.zGizmo, this.uniformScaleGizmo].forEach((gizmo) => {\r\n if (gizmo) {\r\n gizmo.updateGizmoRotationToMatchAttachedMesh = value;\r\n }\r\n });\r\n }\r\n }\r\n public get updateGizmoRotationToMatchAttachedMesh() {\r\n return this._updateGizmoRotationToMatchAttachedMesh;\r\n }\r\n\r\n /**\r\n * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)\r\n */\r\n public set snapDistance(value: number) {\r\n this._snapDistance = value;\r\n [this.xGizmo, this.yGizmo, this.zGizmo, this.uniformScaleGizmo].forEach((gizmo) => {\r\n if (gizmo) {\r\n gizmo.snapDistance = value;\r\n }\r\n });\r\n }\r\n public get snapDistance() {\r\n return this._snapDistance;\r\n }\r\n\r\n /**\r\n * Ratio for the scale of the gizmo (Default: 1)\r\n */\r\n public set scaleRatio(value: number) {\r\n this._scaleRatio = value;\r\n [this.xGizmo, this.yGizmo, this.zGizmo, this.uniformScaleGizmo].forEach((gizmo) => {\r\n if (gizmo) {\r\n gizmo.scaleRatio = value;\r\n }\r\n });\r\n }\r\n public get scaleRatio() {\r\n return this._scaleRatio;\r\n }\r\n\r\n /**\r\n * Sensitivity factor for dragging (Default: 1)\r\n */\r\n public set sensitivity(value: number) {\r\n this._sensitivity = value;\r\n [this.xGizmo, this.yGizmo, this.zGizmo, this.uniformScaleGizmo].forEach((gizmo) => {\r\n if (gizmo) {\r\n gizmo.sensitivity = value;\r\n }\r\n });\r\n }\r\n public get sensitivity() {\r\n return this._sensitivity;\r\n }\r\n\r\n /**\r\n * Disposes of the gizmo\r\n */\r\n public dispose() {\r\n [this.xGizmo, this.yGizmo, this.zGizmo, this.uniformScaleGizmo].forEach((gizmo) => {\r\n if (gizmo) {\r\n gizmo.dispose();\r\n }\r\n });\r\n this.onDragStartObservable.clear();\r\n this.onDragEndObservable.clear();\r\n\r\n [this._uniformScalingMesh, this._octahedron].forEach((msh) => {\r\n if (msh) {\r\n msh.dispose();\r\n }\r\n });\r\n }\r\n}\r\n","import { Observable } from \"../Misc/observable\";\r\nimport { Nullable } from \"../types\";\r\nimport { ArcRotateCamera } from \"../Cameras/arcRotateCamera\";\r\nimport { Scene } from \"../scene\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3, Color4 } from '../Maths/math.color';\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { MirrorTexture } from \"../Materials/Textures/mirrorTexture\";\r\nimport { CubeTexture } from \"../Materials/Textures/cubeTexture\";\r\nimport { BackgroundMaterial } from \"../Materials/Background/backgroundMaterial\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Meshes/Builders/planeBuilder\";\r\nimport \"../Meshes/Builders/boxBuilder\";\r\nimport { Plane } from '../Maths/math.plane';\r\n\r\n/**\r\n * Represents the different options available during the creation of\r\n * a Environment helper.\r\n *\r\n * This can control the default ground, skybox and image processing setup of your scene.\r\n */\r\nexport interface IEnvironmentHelperOptions {\r\n /**\r\n * Specifies whether or not to create a ground.\r\n * True by default.\r\n */\r\n createGround: boolean;\r\n /**\r\n * Specifies the ground size.\r\n * 15 by default.\r\n */\r\n groundSize: number;\r\n /**\r\n * The texture used on the ground for the main color.\r\n * Comes from the BabylonJS CDN by default.\r\n *\r\n * Remarks: Can be either a texture or a url.\r\n */\r\n groundTexture: string | BaseTexture;\r\n /**\r\n * The color mixed in the ground texture by default.\r\n * BabylonJS clearColor by default.\r\n */\r\n groundColor: Color3;\r\n /**\r\n * Specifies the ground opacity.\r\n * 1 by default.\r\n */\r\n groundOpacity: number;\r\n /**\r\n * Enables the ground to receive shadows.\r\n * True by default.\r\n */\r\n enableGroundShadow: boolean;\r\n /**\r\n * Helps preventing the shadow to be fully black on the ground.\r\n * 0.5 by default.\r\n */\r\n groundShadowLevel: number;\r\n /**\r\n * Creates a mirror texture attach to the ground.\r\n * false by default.\r\n */\r\n enableGroundMirror: boolean;\r\n /**\r\n * Specifies the ground mirror size ratio.\r\n * 0.3 by default as the default kernel is 64.\r\n */\r\n groundMirrorSizeRatio: number;\r\n /**\r\n * Specifies the ground mirror blur kernel size.\r\n * 64 by default.\r\n */\r\n groundMirrorBlurKernel: number;\r\n /**\r\n * Specifies the ground mirror visibility amount.\r\n * 1 by default\r\n */\r\n groundMirrorAmount: number;\r\n /**\r\n * Specifies the ground mirror reflectance weight.\r\n * This uses the standard weight of the background material to setup the fresnel effect\r\n * of the mirror.\r\n * 1 by default.\r\n */\r\n groundMirrorFresnelWeight: number;\r\n /**\r\n * Specifies the ground mirror Falloff distance.\r\n * This can helps reducing the size of the reflection.\r\n * 0 by Default.\r\n */\r\n groundMirrorFallOffDistance: number;\r\n /**\r\n * Specifies the ground mirror texture type.\r\n * Unsigned Int by Default.\r\n */\r\n groundMirrorTextureType: number;\r\n /**\r\n * Specifies a bias applied to the ground vertical position to prevent z-fighting with\r\n * the shown objects.\r\n */\r\n groundYBias: number;\r\n\r\n /**\r\n * Specifies whether or not to create a skybox.\r\n * True by default.\r\n */\r\n createSkybox: boolean;\r\n /**\r\n * Specifies the skybox size.\r\n * 20 by default.\r\n */\r\n skyboxSize: number;\r\n /**\r\n * The texture used on the skybox for the main color.\r\n * Comes from the BabylonJS CDN by default.\r\n *\r\n * Remarks: Can be either a texture or a url.\r\n */\r\n skyboxTexture: string | BaseTexture;\r\n /**\r\n * The color mixed in the skybox texture by default.\r\n * BabylonJS clearColor by default.\r\n */\r\n skyboxColor: Color3;\r\n\r\n /**\r\n * The background rotation around the Y axis of the scene.\r\n * This helps aligning the key lights of your scene with the background.\r\n * 0 by default.\r\n */\r\n backgroundYRotation: number;\r\n\r\n /**\r\n * Compute automatically the size of the elements to best fit with the scene.\r\n */\r\n sizeAuto: boolean;\r\n\r\n /**\r\n * Default position of the rootMesh if autoSize is not true.\r\n */\r\n rootPosition: Vector3;\r\n\r\n /**\r\n * Sets up the image processing in the scene.\r\n * true by default.\r\n */\r\n setupImageProcessing: boolean;\r\n\r\n /**\r\n * The texture used as your environment texture in the scene.\r\n * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.\r\n *\r\n * Remarks: Can be either a texture or a url.\r\n */\r\n environmentTexture: string | BaseTexture;\r\n\r\n /**\r\n * The value of the exposure to apply to the scene.\r\n * 0.6 by default if setupImageProcessing is true.\r\n */\r\n cameraExposure: number;\r\n\r\n /**\r\n * The value of the contrast to apply to the scene.\r\n * 1.6 by default if setupImageProcessing is true.\r\n */\r\n cameraContrast: number;\r\n\r\n /**\r\n * Specifies whether or not tonemapping should be enabled in the scene.\r\n * true by default if setupImageProcessing is true.\r\n */\r\n toneMappingEnabled: boolean;\r\n}\r\n\r\ninterface ISceneSize {\r\n groundSize: number;\r\n skyboxSize: number;\r\n rootPosition: Vector3;\r\n}\r\n\r\n/**\r\n * The Environment helper class can be used to add a fully featuread none expensive background to your scene.\r\n * It includes by default a skybox and a ground relying on the BackgroundMaterial.\r\n * It also helps with the default setup of your imageProcessing configuration.\r\n */\r\nexport class EnvironmentHelper {\r\n\r\n /**\r\n * Default ground texture URL.\r\n */\r\n private static _groundTextureCDNUrl = \"https://assets.babylonjs.com/environments/backgroundGround.png\";\r\n\r\n /**\r\n * Default skybox texture URL.\r\n */\r\n private static _skyboxTextureCDNUrl = \"https://assets.babylonjs.com/environments/backgroundSkybox.dds\";\r\n\r\n /**\r\n * Default environment texture URL.\r\n */\r\n private static _environmentTextureCDNUrl = \"https://assets.babylonjs.com/environments/environmentSpecular.env\";\r\n\r\n /**\r\n * Creates the default options for the helper.\r\n */\r\n private static _getDefaultOptions(): IEnvironmentHelperOptions {\r\n return {\r\n createGround: true,\r\n groundSize: 15,\r\n groundTexture: this._groundTextureCDNUrl,\r\n groundColor: new Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),\r\n groundOpacity: 0.9,\r\n enableGroundShadow: true,\r\n groundShadowLevel: 0.5,\r\n\r\n enableGroundMirror: false,\r\n groundMirrorSizeRatio: 0.3,\r\n groundMirrorBlurKernel: 64,\r\n groundMirrorAmount: 1,\r\n groundMirrorFresnelWeight: 1,\r\n groundMirrorFallOffDistance: 0,\r\n groundMirrorTextureType: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n\r\n groundYBias: 0.00001,\r\n\r\n createSkybox: true,\r\n skyboxSize: 20,\r\n skyboxTexture: this._skyboxTextureCDNUrl,\r\n skyboxColor: new Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),\r\n\r\n backgroundYRotation: 0,\r\n sizeAuto: true,\r\n rootPosition: Vector3.Zero(),\r\n\r\n setupImageProcessing: true,\r\n environmentTexture: this._environmentTextureCDNUrl,\r\n cameraExposure: 0.8,\r\n cameraContrast: 1.2,\r\n toneMappingEnabled: true,\r\n };\r\n }\r\n\r\n private _rootMesh: Mesh;\r\n /**\r\n * Gets the root mesh created by the helper.\r\n */\r\n public get rootMesh(): Mesh {\r\n return this._rootMesh;\r\n }\r\n\r\n private _skybox: Nullable;\r\n /**\r\n * Gets the skybox created by the helper.\r\n */\r\n public get skybox(): Nullable {\r\n return this._skybox;\r\n }\r\n\r\n private _skyboxTexture: Nullable;\r\n /**\r\n * Gets the skybox texture created by the helper.\r\n */\r\n public get skyboxTexture(): Nullable {\r\n return this._skyboxTexture;\r\n }\r\n\r\n private _skyboxMaterial: Nullable;\r\n /**\r\n * Gets the skybox material created by the helper.\r\n */\r\n public get skyboxMaterial(): Nullable {\r\n return this._skyboxMaterial;\r\n }\r\n\r\n private _ground: Nullable;\r\n /**\r\n * Gets the ground mesh created by the helper.\r\n */\r\n public get ground(): Nullable {\r\n return this._ground;\r\n }\r\n\r\n private _groundTexture: Nullable;\r\n /**\r\n * Gets the ground texture created by the helper.\r\n */\r\n public get groundTexture(): Nullable {\r\n return this._groundTexture;\r\n }\r\n\r\n private _groundMirror: Nullable;\r\n /**\r\n * Gets the ground mirror created by the helper.\r\n */\r\n public get groundMirror(): Nullable {\r\n return this._groundMirror;\r\n }\r\n\r\n /**\r\n * Gets the ground mirror render list to helps pushing the meshes\r\n * you wish in the ground reflection.\r\n */\r\n public get groundMirrorRenderList(): Nullable {\r\n if (this._groundMirror) {\r\n return this._groundMirror.renderList;\r\n }\r\n return null;\r\n }\r\n\r\n private _groundMaterial: Nullable;\r\n /**\r\n * Gets the ground material created by the helper.\r\n */\r\n public get groundMaterial(): Nullable {\r\n return this._groundMaterial;\r\n }\r\n\r\n /**\r\n * Stores the creation options.\r\n */\r\n private readonly _scene: Scene;\r\n private _options: IEnvironmentHelperOptions;\r\n\r\n /**\r\n * This observable will be notified with any error during the creation of the environment,\r\n * mainly texture creation errors.\r\n */\r\n public onErrorObservable: Observable<{ message?: string, exception?: any }>;\r\n\r\n /**\r\n * constructor\r\n * @param options Defines the options we want to customize the helper\r\n * @param scene The scene to add the material to\r\n */\r\n constructor(options: Partial, scene: Scene) {\r\n this._options = {\r\n ...EnvironmentHelper._getDefaultOptions(),\r\n ...options\r\n };\r\n this._scene = scene;\r\n this.onErrorObservable = new Observable();\r\n\r\n this._setupBackground();\r\n this._setupImageProcessing();\r\n }\r\n\r\n /**\r\n * Updates the background according to the new options\r\n * @param options\r\n */\r\n public updateOptions(options: Partial) {\r\n const newOptions = {\r\n ...this._options,\r\n ...options\r\n };\r\n\r\n if (this._ground && !newOptions.createGround) {\r\n this._ground.dispose();\r\n this._ground = null;\r\n }\r\n\r\n if (this._groundMaterial && !newOptions.createGround) {\r\n this._groundMaterial.dispose();\r\n this._groundMaterial = null;\r\n }\r\n\r\n if (this._groundTexture) {\r\n if (this._options.groundTexture != newOptions.groundTexture) {\r\n this._groundTexture.dispose();\r\n this._groundTexture = null;\r\n }\r\n }\r\n\r\n if (this._skybox && !newOptions.createSkybox) {\r\n this._skybox.dispose();\r\n this._skybox = null;\r\n }\r\n\r\n if (this._skyboxMaterial && !newOptions.createSkybox) {\r\n this._skyboxMaterial.dispose();\r\n this._skyboxMaterial = null;\r\n }\r\n\r\n if (this._skyboxTexture) {\r\n if (this._options.skyboxTexture != newOptions.skyboxTexture) {\r\n this._skyboxTexture.dispose();\r\n this._skyboxTexture = null;\r\n }\r\n }\r\n\r\n if (this._groundMirror && !newOptions.enableGroundMirror) {\r\n this._groundMirror.dispose();\r\n this._groundMirror = null;\r\n }\r\n\r\n if (this._scene.environmentTexture) {\r\n if (this._options.environmentTexture != newOptions.environmentTexture) {\r\n this._scene.environmentTexture.dispose();\r\n }\r\n }\r\n\r\n this._options = newOptions;\r\n\r\n this._setupBackground();\r\n this._setupImageProcessing();\r\n }\r\n\r\n /**\r\n * Sets the primary color of all the available elements.\r\n * @param color the main color to affect to the ground and the background\r\n */\r\n public setMainColor(color: Color3): void {\r\n if (this.groundMaterial) {\r\n this.groundMaterial.primaryColor = color;\r\n }\r\n\r\n if (this.skyboxMaterial) {\r\n this.skyboxMaterial.primaryColor = color;\r\n }\r\n\r\n if (this.groundMirror) {\r\n this.groundMirror.clearColor = new Color4(color.r, color.g, color.b, 1.0);\r\n }\r\n }\r\n\r\n /**\r\n * Setup the image processing according to the specified options.\r\n */\r\n private _setupImageProcessing(): void {\r\n if (this._options.setupImageProcessing) {\r\n this._scene.imageProcessingConfiguration.contrast = this._options.cameraContrast;\r\n this._scene.imageProcessingConfiguration.exposure = this._options.cameraExposure;\r\n this._scene.imageProcessingConfiguration.toneMappingEnabled = this._options.toneMappingEnabled;\r\n this._setupEnvironmentTexture();\r\n }\r\n }\r\n\r\n /**\r\n * Setup the environment texture according to the specified options.\r\n */\r\n private _setupEnvironmentTexture(): void {\r\n if (this._scene.environmentTexture) {\r\n return;\r\n }\r\n\r\n if (this._options.environmentTexture instanceof BaseTexture) {\r\n this._scene.environmentTexture = this._options.environmentTexture;\r\n return;\r\n }\r\n\r\n const environmentTexture = CubeTexture.CreateFromPrefilteredData(this._options.environmentTexture, this._scene);\r\n this._scene.environmentTexture = environmentTexture;\r\n }\r\n\r\n /**\r\n * Setup the background according to the specified options.\r\n */\r\n private _setupBackground(): void {\r\n if (!this._rootMesh) {\r\n this._rootMesh = new Mesh(\"BackgroundHelper\", this._scene);\r\n }\r\n this._rootMesh.rotation.y = this._options.backgroundYRotation;\r\n\r\n const sceneSize = this._getSceneSize();\r\n if (this._options.createGround) {\r\n this._setupGround(sceneSize);\r\n this._setupGroundMaterial();\r\n this._setupGroundDiffuseTexture();\r\n\r\n if (this._options.enableGroundMirror) {\r\n this._setupGroundMirrorTexture(sceneSize);\r\n }\r\n this._setupMirrorInGroundMaterial();\r\n }\r\n\r\n if (this._options.createSkybox) {\r\n this._setupSkybox(sceneSize);\r\n this._setupSkyboxMaterial();\r\n this._setupSkyboxReflectionTexture();\r\n }\r\n\r\n this._rootMesh.position.x = sceneSize.rootPosition.x;\r\n this._rootMesh.position.z = sceneSize.rootPosition.z;\r\n this._rootMesh.position.y = sceneSize.rootPosition.y;\r\n }\r\n\r\n /**\r\n * Get the scene sizes according to the setup.\r\n */\r\n private _getSceneSize(): ISceneSize {\r\n let groundSize = this._options.groundSize;\r\n let skyboxSize = this._options.skyboxSize;\r\n let rootPosition = this._options.rootPosition;\r\n if (!this._scene.meshes || this._scene.meshes.length === 1) { // 1 only means the root of the helper.\r\n return { groundSize, skyboxSize, rootPosition };\r\n }\r\n\r\n const sceneExtends = this._scene.getWorldExtends((mesh) => {\r\n return (mesh !== this._ground && mesh !== this._rootMesh && mesh !== this._skybox);\r\n });\r\n const sceneDiagonal = sceneExtends.max.subtract(sceneExtends.min);\r\n\r\n if (this._options.sizeAuto) {\r\n if (this._scene.activeCamera instanceof ArcRotateCamera &&\r\n this._scene.activeCamera.upperRadiusLimit) {\r\n groundSize = this._scene.activeCamera.upperRadiusLimit * 2;\r\n skyboxSize = groundSize;\r\n }\r\n\r\n const sceneDiagonalLenght = sceneDiagonal.length();\r\n if (sceneDiagonalLenght > groundSize) {\r\n groundSize = sceneDiagonalLenght * 2;\r\n skyboxSize = groundSize;\r\n }\r\n\r\n // 10 % bigger.\r\n groundSize *= 1.1;\r\n skyboxSize *= 1.5;\r\n rootPosition = sceneExtends.min.add(sceneDiagonal.scale(0.5));\r\n rootPosition.y = sceneExtends.min.y - this._options.groundYBias;\r\n }\r\n\r\n return { groundSize, skyboxSize, rootPosition };\r\n }\r\n\r\n /**\r\n * Setup the ground according to the specified options.\r\n */\r\n private _setupGround(sceneSize: ISceneSize): void {\r\n if (!this._ground || this._ground.isDisposed()) {\r\n this._ground = Mesh.CreatePlane(\"BackgroundPlane\", sceneSize.groundSize, this._scene);\r\n this._ground.rotation.x = Math.PI / 2; // Face up by default.\r\n this._ground.parent = this._rootMesh;\r\n this._ground.onDisposeObservable.add(() => { this._ground = null; });\r\n }\r\n\r\n this._ground.receiveShadows = this._options.enableGroundShadow;\r\n }\r\n\r\n /**\r\n * Setup the ground material according to the specified options.\r\n */\r\n private _setupGroundMaterial(): void {\r\n if (!this._groundMaterial) {\r\n this._groundMaterial = new BackgroundMaterial(\"BackgroundPlaneMaterial\", this._scene);\r\n }\r\n this._groundMaterial.alpha = this._options.groundOpacity;\r\n this._groundMaterial.alphaMode = Constants.ALPHA_PREMULTIPLIED_PORTERDUFF;\r\n this._groundMaterial.shadowLevel = this._options.groundShadowLevel;\r\n this._groundMaterial.primaryColor = this._options.groundColor;\r\n this._groundMaterial.useRGBColor = false;\r\n this._groundMaterial.enableNoise = true;\r\n\r\n if (this._ground) {\r\n this._ground.material = this._groundMaterial;\r\n }\r\n }\r\n\r\n /**\r\n * Setup the ground diffuse texture according to the specified options.\r\n */\r\n private _setupGroundDiffuseTexture(): void {\r\n if (!this._groundMaterial) {\r\n return;\r\n }\r\n\r\n if (this._groundTexture) {\r\n return;\r\n }\r\n\r\n if (this._options.groundTexture instanceof BaseTexture) {\r\n this._groundMaterial.diffuseTexture = this._options.groundTexture;\r\n return;\r\n }\r\n\r\n const diffuseTexture = new Texture(this._options.groundTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);\r\n diffuseTexture.gammaSpace = false;\r\n diffuseTexture.hasAlpha = true;\r\n this._groundMaterial.diffuseTexture = diffuseTexture;\r\n }\r\n\r\n /**\r\n * Setup the ground mirror texture according to the specified options.\r\n */\r\n private _setupGroundMirrorTexture(sceneSize: ISceneSize): void {\r\n let wrapping = Texture.CLAMP_ADDRESSMODE;\r\n if (!this._groundMirror) {\r\n this._groundMirror = new MirrorTexture(\"BackgroundPlaneMirrorTexture\",\r\n { ratio: this._options.groundMirrorSizeRatio },\r\n this._scene,\r\n false,\r\n this._options.groundMirrorTextureType,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n true);\r\n this._groundMirror.mirrorPlane = new Plane(0, -1, 0, sceneSize.rootPosition.y);\r\n this._groundMirror.anisotropicFilteringLevel = 1;\r\n this._groundMirror.wrapU = wrapping;\r\n this._groundMirror.wrapV = wrapping;\r\n this._groundMirror.gammaSpace = false;\r\n\r\n if (this._groundMirror.renderList) {\r\n for (let i = 0; i < this._scene.meshes.length; i++) {\r\n const mesh = this._scene.meshes[i];\r\n if (mesh !== this._ground &&\r\n mesh !== this._skybox &&\r\n mesh !== this._rootMesh) {\r\n this._groundMirror.renderList.push(mesh);\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._groundMirror.clearColor = new Color4(\r\n this._options.groundColor.r,\r\n this._options.groundColor.g,\r\n this._options.groundColor.b,\r\n 1);\r\n this._groundMirror.adaptiveBlurKernel = this._options.groundMirrorBlurKernel;\r\n }\r\n\r\n /**\r\n * Setup the ground to receive the mirror texture.\r\n */\r\n private _setupMirrorInGroundMaterial(): void {\r\n if (this._groundMaterial) {\r\n this._groundMaterial.reflectionTexture = this._groundMirror;\r\n this._groundMaterial.reflectionFresnel = true;\r\n this._groundMaterial.reflectionAmount = this._options.groundMirrorAmount;\r\n this._groundMaterial.reflectionStandardFresnelWeight = this._options.groundMirrorFresnelWeight;\r\n this._groundMaterial.reflectionFalloffDistance = this._options.groundMirrorFallOffDistance;\r\n }\r\n }\r\n\r\n /**\r\n * Setup the skybox according to the specified options.\r\n */\r\n private _setupSkybox(sceneSize: ISceneSize): void {\r\n if (!this._skybox || this._skybox.isDisposed()) {\r\n this._skybox = Mesh.CreateBox(\"BackgroundSkybox\", sceneSize.skyboxSize, this._scene, undefined, Mesh.BACKSIDE);\r\n this._skybox.onDisposeObservable.add(() => { this._skybox = null; });\r\n }\r\n this._skybox.parent = this._rootMesh;\r\n }\r\n\r\n /**\r\n * Setup the skybox material according to the specified options.\r\n */\r\n private _setupSkyboxMaterial(): void {\r\n if (!this._skybox) {\r\n return;\r\n }\r\n\r\n if (!this._skyboxMaterial) {\r\n this._skyboxMaterial = new BackgroundMaterial(\"BackgroundSkyboxMaterial\", this._scene);\r\n }\r\n this._skyboxMaterial.useRGBColor = false;\r\n this._skyboxMaterial.primaryColor = this._options.skyboxColor;\r\n this._skyboxMaterial.enableNoise = true;\r\n\r\n this._skybox.material = this._skyboxMaterial;\r\n }\r\n\r\n /**\r\n * Setup the skybox reflection texture according to the specified options.\r\n */\r\n private _setupSkyboxReflectionTexture(): void {\r\n if (!this._skyboxMaterial) {\r\n return;\r\n }\r\n\r\n if (this._skyboxTexture) {\r\n return;\r\n }\r\n\r\n if (this._options.skyboxTexture instanceof BaseTexture) {\r\n this._skyboxMaterial.reflectionTexture = this._options.skyboxTexture;\r\n return;\r\n }\r\n\r\n this._skyboxTexture = new CubeTexture(this._options.skyboxTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);\r\n this._skyboxTexture.coordinatesMode = Texture.SKYBOX_MODE;\r\n this._skyboxTexture.gammaSpace = false;\r\n this._skyboxMaterial.reflectionTexture = this._skyboxTexture;\r\n }\r\n\r\n private _errorHandler = (message?: string, exception?: any) => {\r\n this.onErrorObservable.notifyObservers({ message: message, exception: exception });\r\n }\r\n\r\n /**\r\n * Dispose all the elements created by the Helper.\r\n */\r\n public dispose(): void {\r\n if (this._groundMaterial) {\r\n this._groundMaterial.dispose(true, true);\r\n }\r\n if (this._skyboxMaterial) {\r\n this._skyboxMaterial.dispose(true, true);\r\n }\r\n this._rootMesh.dispose(false);\r\n }\r\n}\r\n","export * from \"./environmentHelper\";\r\nexport * from \"./photoDome\";\r\nexport * from \"./sceneHelpers\";\r\nexport * from \"./videoDome\";","import { Observable, Observer } from \"../Misc/observable\";\r\nimport { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { BackgroundMaterial } from \"../Materials/Background/backgroundMaterial\";\r\nimport \"../Meshes/Builders/sphereBuilder\";\r\nimport { Vector3 } from '../Maths/math.vector';\r\nimport { Camera } from '../Cameras/camera';\r\n\r\n/**\r\n * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.\r\n * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.\r\n * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.\r\n * Potential additions to this helper include zoom and and non-infinite distance rendering effects.\r\n */\r\nexport class PhotoDome extends TransformNode {\r\n /**\r\n * Define the image as a Monoscopic panoramic 360 image.\r\n */\r\n public static readonly MODE_MONOSCOPIC = 0;\r\n /**\r\n * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.\r\n */\r\n public static readonly MODE_TOPBOTTOM = 1;\r\n /**\r\n * Define the image as a Stereoscopic Side by Side panoramic 360 image.\r\n */\r\n public static readonly MODE_SIDEBYSIDE = 2;\r\n\r\n private _useDirectMapping = false;\r\n\r\n /**\r\n * The texture being displayed on the sphere\r\n */\r\n protected _photoTexture: Texture;\r\n\r\n /**\r\n * Gets or sets the texture being displayed on the sphere\r\n */\r\n public get photoTexture(): Texture {\r\n return this._photoTexture;\r\n }\r\n\r\n public set photoTexture(value: Texture) {\r\n if (this._photoTexture === value) {\r\n return;\r\n }\r\n this._photoTexture = value;\r\n if (this._useDirectMapping) {\r\n this._photoTexture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._photoTexture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._material.diffuseTexture = this._photoTexture;\r\n } else {\r\n this._photoTexture.coordinatesMode = Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation\r\n this._photoTexture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._material.reflectionTexture = this._photoTexture;\r\n }\r\n }\r\n\r\n /**\r\n * Observable raised when an error occured while loading the 360 image\r\n */\r\n public onLoadErrorObservable = new Observable();\r\n\r\n /**\r\n * The skybox material\r\n */\r\n protected _material: BackgroundMaterial;\r\n\r\n /**\r\n * The surface used for the skybox\r\n */\r\n protected _mesh: Mesh;\r\n /**\r\n * Gets the mesh used for the skybox.\r\n */\r\n public get mesh(): Mesh {\r\n return this._mesh;\r\n }\r\n\r\n /**\r\n * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values \"zoom in\" and higher values \"zoom out\".\r\n * Also see the options.resolution property.\r\n */\r\n public get fovMultiplier(): number {\r\n return this._material.fovMultiplier;\r\n }\r\n public set fovMultiplier(value: number) {\r\n this._material.fovMultiplier = value;\r\n }\r\n\r\n private _imageMode = PhotoDome.MODE_MONOSCOPIC;\r\n /**\r\n * Gets or set the current video mode for the video. It can be:\r\n * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.\r\n * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.\r\n * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.\r\n */\r\n public get imageMode(): number {\r\n return this._imageMode;\r\n }\r\n public set imageMode(value: number) {\r\n if (this._imageMode === value) {\r\n return;\r\n }\r\n\r\n this._changeImageMode(value);\r\n }\r\n\r\n /**\r\n * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.\r\n * @param name Element's name, child elements will append suffixes for their own names.\r\n * @param urlsOfPhoto defines the url of the photo to display\r\n * @param options defines an object containing optional or exposed sub element properties\r\n * @param onError defines a callback called when an error occured while loading the texture\r\n */\r\n constructor(name: string, urlOfPhoto: string, options: {\r\n resolution?: number,\r\n size?: number,\r\n useDirectMapping?: boolean,\r\n faceForward?: boolean\r\n }, scene: Scene, onError: Nullable<(message?: string, exception?: any) => void> = null) {\r\n super(name, scene);\r\n\r\n // set defaults and manage values\r\n name = name || \"photoDome\";\r\n options.resolution = (Math.abs(options.resolution as any) | 0) || 32;\r\n options.size = Math.abs(options.size as any) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);\r\n\r\n if (options.useDirectMapping === undefined) {\r\n this._useDirectMapping = true;\r\n } else {\r\n this._useDirectMapping = options.useDirectMapping;\r\n }\r\n\r\n if (options.faceForward === undefined) {\r\n options.faceForward = true;\r\n }\r\n\r\n this._setReady(false);\r\n\r\n // create\r\n let material = this._material = new BackgroundMaterial(name + \"_material\", scene);\r\n this._mesh = Mesh.CreateSphere(name + \"_mesh\", options.resolution, options.size, scene, false, Mesh.BACKSIDE);\r\n\r\n // configure material\r\n material.opacityFresnel = false;\r\n material.useEquirectangularFOV = true;\r\n material.fovMultiplier = 1.0;\r\n\r\n this.photoTexture = new Texture(urlOfPhoto, scene, true, !this._useDirectMapping, undefined, undefined, (message, exception) => {\r\n this.onLoadErrorObservable.notifyObservers(message || \"Unknown error occured\");\r\n\r\n if (onError) {\r\n onError(message, exception);\r\n }\r\n });\r\n this.photoTexture.anisotropicFilteringLevel = 1;\r\n\r\n this.photoTexture.onLoadObservable.addOnce(() => {\r\n this._setReady(true);\r\n });\r\n\r\n // configure mesh\r\n this._mesh.material = material;\r\n this._mesh.parent = this;\r\n\r\n // Initial rotation\r\n if (options.faceForward && scene.activeCamera) {\r\n let camera = scene.activeCamera;\r\n\r\n let forward = Vector3.Forward();\r\n var direction = Vector3.TransformNormal(forward, camera.getViewMatrix());\r\n direction.normalize();\r\n\r\n this.rotation.y = Math.acos(Vector3.Dot(forward, direction));\r\n }\r\n }\r\n\r\n private _onBeforeCameraRenderObserver: Nullable> = null;\r\n\r\n private _changeImageMode(value: number): void {\r\n this._scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);\r\n this._imageMode = value;\r\n\r\n // Default Setup and Reset.\r\n this._photoTexture.uScale = 1;\r\n this._photoTexture.vScale = 1;\r\n this._photoTexture.uOffset = 0;\r\n this._photoTexture.vOffset = 0;\r\n\r\n switch (value) {\r\n case PhotoDome.MODE_SIDEBYSIDE:\r\n this._photoTexture.uScale = 0.5;\r\n this._onBeforeCameraRenderObserver = this._scene.onBeforeCameraRenderObservable.add((camera) => {\r\n this._photoTexture.uOffset = camera.isRightCamera ? 0.5 : 0.0;\r\n });\r\n break;\r\n case PhotoDome.MODE_TOPBOTTOM:\r\n this._photoTexture.vScale = 0.5;\r\n this._onBeforeCameraRenderObserver = this._scene.onBeforeCameraRenderObservable.add((camera) => {\r\n this._photoTexture.vOffset = camera.isRightCamera ? 0.5 : 0.0;\r\n });\r\n break;\r\n }\r\n }\r\n\r\n /**\r\n * Releases resources associated with this node.\r\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\r\n * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\r\n */\r\n public dispose(doNotRecurse?: boolean, disposeMaterialAndTextures = false): void {\r\n this._photoTexture.dispose();\r\n this._mesh.dispose();\r\n this._material.dispose();\r\n\r\n this.onLoadErrorObservable.clear();\r\n\r\n this._scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);\r\n\r\n super.dispose(doNotRecurse, disposeMaterialAndTextures);\r\n }\r\n}\r\n","import { Logger } from \"../Misc/logger\";\r\nimport { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport { PBRMaterial } from \"../Materials/PBR/pbrMaterial\";\r\nimport { HemisphericLight } from \"../Lights/hemisphericLight\";\r\nimport { IEnvironmentHelperOptions, EnvironmentHelper } from \"./environmentHelper\";\r\nimport { FreeCamera } from \"../Cameras/freeCamera\";\r\nimport { ArcRotateCamera } from \"../Cameras/arcRotateCamera\";\r\nimport { TargetCamera } from \"../Cameras/targetCamera\";\r\nimport { VRExperienceHelperOptions, VRExperienceHelper } from \"../Cameras/VR/vrExperienceHelper\";\r\n\r\nimport \"../Materials/Textures/Loaders/ddsTextureLoader\";\r\nimport \"../Materials/Textures/Loaders/envTextureLoader\";\r\nimport \"../Materials/Textures/Loaders/ktxTextureLoader\";\r\nimport \"../Meshes/Builders/boxBuilder\";\r\nimport { WebXRDefaultExperience, WebXRDefaultExperienceOptions } from '../XR/webXRDefaultExperience';\r\n\r\n/** @hidden */\r\nexport var _forceSceneHelpersToBundle = true;\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /**\r\n * Creates a default light for the scene.\r\n * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light\r\n * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light\r\n */\r\n createDefaultLight(replace?: boolean): void;\r\n\r\n /**\r\n * Creates a default camera for the scene.\r\n * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera\r\n * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera\r\n * @param replace has default false, when true replaces the active camera in the scene\r\n * @param attachCameraControls has default false, when true attaches camera controls to the canvas.\r\n */\r\n createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;\r\n\r\n /**\r\n * Creates a default camera and a default light.\r\n * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light\r\n * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera\r\n * @param replace has the default false, when true replaces the active camera/light in the scene\r\n * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.\r\n */\r\n createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;\r\n\r\n /**\r\n * Creates a new sky box\r\n * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox\r\n * @param environmentTexture defines the texture to use as environment texture\r\n * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used\r\n * @param scale defines the overall scale of the skybox\r\n * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1\r\n * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture\r\n * @returns a new mesh holding the sky box\r\n */\r\n createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable;\r\n\r\n /**\r\n * Creates a new environment\r\n * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment\r\n * @param options defines the options you can use to configure the environment\r\n * @returns the new EnvironmentHelper\r\n */\r\n createDefaultEnvironment(options?: Partial): Nullable;\r\n\r\n /**\r\n * Creates a new VREXperienceHelper\r\n * @see http://doc.babylonjs.com/how_to/webvr_helper\r\n * @param webVROptions defines the options used to create the new VREXperienceHelper\r\n * @returns a new VREXperienceHelper\r\n */\r\n createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;\r\n\r\n /**\r\n * Creates a new WebXRDefaultExperience\r\n * @see http://doc.babylonjs.com/how_to/webxr\r\n * @param options experience options\r\n * @returns a promise for a new WebXRDefaultExperience\r\n */\r\n createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise;\r\n }\r\n}\r\n\r\nScene.prototype.createDefaultLight = function(replace = false): void {\r\n // Dispose existing light in replace mode.\r\n if (replace) {\r\n if (this.lights) {\r\n for (var i = 0; i < this.lights.length; i++) {\r\n this.lights[i].dispose();\r\n }\r\n }\r\n }\r\n\r\n // Light\r\n if (this.lights.length === 0) {\r\n new HemisphericLight(\"default light\", Vector3.Up(), this);\r\n }\r\n};\r\n\r\nScene.prototype.createDefaultCamera = function(createArcRotateCamera = false, replace = false, attachCameraControls = false): void {\r\n // Dispose existing camera in replace mode.\r\n if (replace) {\r\n if (this.activeCamera) {\r\n this.activeCamera.dispose();\r\n this.activeCamera = null;\r\n }\r\n }\r\n\r\n // Camera\r\n if (!this.activeCamera) {\r\n var worldExtends = this.getWorldExtends((mesh) => mesh.isVisible && mesh.isEnabled());\r\n var worldSize = worldExtends.max.subtract(worldExtends.min);\r\n var worldCenter = worldExtends.min.add(worldSize.scale(0.5));\r\n\r\n var camera: TargetCamera;\r\n var radius = worldSize.length() * 1.5;\r\n // empty scene scenario!\r\n if (!isFinite(radius)) {\r\n radius = 1;\r\n worldCenter.copyFromFloats(0, 0, 0);\r\n }\r\n if (createArcRotateCamera) {\r\n var arcRotateCamera = new ArcRotateCamera(\"default camera\", -(Math.PI / 2), Math.PI / 2, radius, worldCenter, this);\r\n arcRotateCamera.lowerRadiusLimit = radius * 0.01;\r\n arcRotateCamera.wheelPrecision = 100 / radius;\r\n camera = arcRotateCamera;\r\n }\r\n else {\r\n var freeCamera = new FreeCamera(\"default camera\", new Vector3(worldCenter.x, worldCenter.y, -radius), this);\r\n freeCamera.setTarget(worldCenter);\r\n camera = freeCamera;\r\n }\r\n camera.minZ = radius * 0.01;\r\n camera.maxZ = radius * 1000;\r\n camera.speed = radius * 0.2;\r\n this.activeCamera = camera;\r\n\r\n let canvas = this.getEngine().getInputElement();\r\n if (attachCameraControls && canvas) {\r\n camera.attachControl(canvas);\r\n }\r\n }\r\n};\r\n\r\nScene.prototype.createDefaultCameraOrLight = function(createArcRotateCamera = false, replace = false, attachCameraControls = false): void {\r\n this.createDefaultLight(replace);\r\n this.createDefaultCamera(createArcRotateCamera, replace, attachCameraControls);\r\n};\r\n\r\nScene.prototype.createDefaultSkybox = function(environmentTexture?: BaseTexture, pbr = false, scale = 1000, blur = 0, setGlobalEnvTexture = true): Nullable {\r\n\r\n if (!environmentTexture) {\r\n Logger.Warn(\"Can not create default skybox without environment texture.\");\r\n return null;\r\n }\r\n\r\n if (setGlobalEnvTexture) {\r\n if (environmentTexture) {\r\n this.environmentTexture = environmentTexture;\r\n }\r\n }\r\n\r\n // Skybox\r\n var hdrSkybox = Mesh.CreateBox(\"hdrSkyBox\", scale, this);\r\n if (pbr) {\r\n let hdrSkyboxMaterial = new PBRMaterial(\"skyBox\", this);\r\n hdrSkyboxMaterial.backFaceCulling = false;\r\n hdrSkyboxMaterial.reflectionTexture = environmentTexture.clone();\r\n if (hdrSkyboxMaterial.reflectionTexture) {\r\n hdrSkyboxMaterial.reflectionTexture.coordinatesMode = Texture.SKYBOX_MODE;\r\n }\r\n hdrSkyboxMaterial.microSurface = 1.0 - blur;\r\n hdrSkyboxMaterial.disableLighting = true;\r\n hdrSkyboxMaterial.twoSidedLighting = true;\r\n hdrSkybox.infiniteDistance = true;\r\n hdrSkybox.material = hdrSkyboxMaterial;\r\n }\r\n else {\r\n let skyboxMaterial = new StandardMaterial(\"skyBox\", this);\r\n skyboxMaterial.backFaceCulling = false;\r\n skyboxMaterial.reflectionTexture = environmentTexture.clone();\r\n if (skyboxMaterial.reflectionTexture) {\r\n skyboxMaterial.reflectionTexture.coordinatesMode = Texture.SKYBOX_MODE;\r\n }\r\n skyboxMaterial.disableLighting = true;\r\n hdrSkybox.infiniteDistance = true;\r\n hdrSkybox.material = skyboxMaterial;\r\n }\r\n hdrSkybox.isPickable = false;\r\n return hdrSkybox;\r\n};\r\n\r\nScene.prototype.createDefaultEnvironment = function(options: Partial): Nullable {\r\n if (EnvironmentHelper) {\r\n return new EnvironmentHelper(options, this);\r\n }\r\n return null;\r\n};\r\n\r\nScene.prototype.createDefaultVRExperience = function(webVROptions: VRExperienceHelperOptions = {}): VRExperienceHelper {\r\n return new VRExperienceHelper(this, webVROptions);\r\n};\r\n\r\nScene.prototype.createDefaultXRExperienceAsync = function(options: WebXRDefaultExperienceOptions = {}): Promise {\r\n return WebXRDefaultExperience.CreateAsync(this, options).then((helper) => {\r\n return helper;\r\n });\r\n};\r\n","import { Scene } from \"../scene\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { VideoTexture, VideoTextureSettings } from \"../Materials/Textures/videoTexture\";\r\nimport { BackgroundMaterial } from \"../Materials/Background/backgroundMaterial\";\r\nimport \"../Meshes/Builders/sphereBuilder\";\r\nimport { Nullable } from \"../types\";\r\nimport { Observer } from \"../Misc/observable\";\r\nimport { Vector3 } from '../Maths/math.vector';\r\nimport { Axis } from '../Maths/math';\r\nimport { SphereBuilder } from '../Meshes/Builders/sphereBuilder';\r\n\r\ndeclare type Camera = import(\"../Cameras/camera\").Camera;\r\n\r\n/**\r\n * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.\r\n * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.\r\n * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.\r\n * Potential additions to this helper include zoom and and non-infinite distance rendering effects.\r\n */\r\nexport class VideoDome extends TransformNode {\r\n /**\r\n * Define the video source as a Monoscopic panoramic 360 video.\r\n */\r\n public static readonly MODE_MONOSCOPIC = 0;\r\n /**\r\n * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.\r\n */\r\n public static readonly MODE_TOPBOTTOM = 1;\r\n /**\r\n * Define the video source as a Stereoscopic Side by Side panoramic 360 video.\r\n */\r\n public static readonly MODE_SIDEBYSIDE = 2;\r\n\r\n private _halfDome: boolean = false;\r\n\r\n private _useDirectMapping = false;\r\n\r\n /**\r\n * The video texture being displayed on the sphere\r\n */\r\n protected _videoTexture: VideoTexture;\r\n\r\n /**\r\n * Gets the video texture being displayed on the sphere\r\n */\r\n public get videoTexture(): VideoTexture {\r\n return this._videoTexture;\r\n }\r\n\r\n /**\r\n * The skybox material\r\n */\r\n protected _material: BackgroundMaterial;\r\n\r\n /**\r\n * The surface used for the skybox\r\n */\r\n protected _mesh: Mesh;\r\n\r\n /**\r\n * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.\r\n */\r\n private _halfDomeMask: Mesh;\r\n\r\n /**\r\n * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values \"zoom in\" and higher values \"zoom out\".\r\n * Also see the options.resolution property.\r\n */\r\n public get fovMultiplier(): number {\r\n return this._material.fovMultiplier;\r\n }\r\n public set fovMultiplier(value: number) {\r\n this._material.fovMultiplier = value;\r\n }\r\n\r\n private _videoMode = VideoDome.MODE_MONOSCOPIC;\r\n /**\r\n * Gets or set the current video mode for the video. It can be:\r\n * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.\r\n * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.\r\n * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.\r\n */\r\n public get videoMode(): number {\r\n return this._videoMode;\r\n }\r\n public set videoMode(value: number) {\r\n if (this._videoMode === value) {\r\n return;\r\n }\r\n\r\n this._changeVideoMode(value);\r\n }\r\n\r\n /**\r\n * Is the video a 180 degrees video (half dome) or 360 video (full dome)\r\n *\r\n */\r\n public get halfDome(): boolean {\r\n return this._halfDome;\r\n }\r\n\r\n /**\r\n * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.\r\n */\r\n public set halfDome(enabled: boolean) {\r\n this._halfDome = enabled;\r\n this._halfDomeMask.setEnabled(enabled);\r\n }\r\n\r\n /**\r\n * Oberserver used in Stereoscopic VR Mode.\r\n */\r\n private _onBeforeCameraRenderObserver: Nullable> = null;\r\n\r\n /**\r\n * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.\r\n * @param name Element's name, child elements will append suffixes for their own names.\r\n * @param urlsOrVideo defines the url(s) or the video element to use\r\n * @param options An object containing optional or exposed sub element properties\r\n */\r\n constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {\r\n resolution?: number,\r\n clickToPlay?: boolean,\r\n autoPlay?: boolean,\r\n loop?: boolean,\r\n size?: number,\r\n poster?: string,\r\n faceForward?: boolean,\r\n useDirectMapping?: boolean,\r\n halfDomeMode?: boolean\r\n }, scene: Scene) {\r\n super(name, scene);\r\n\r\n scene = this.getScene();\r\n\r\n // set defaults and manage values\r\n name = name || \"videoDome\";\r\n options.resolution = (Math.abs(options.resolution as any) | 0) || 32;\r\n options.clickToPlay = Boolean(options.clickToPlay);\r\n options.autoPlay = options.autoPlay === undefined ? true : Boolean(options.autoPlay);\r\n options.loop = options.loop === undefined ? true : Boolean(options.loop);\r\n options.size = Math.abs(options.size as any) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);\r\n\r\n if (options.useDirectMapping === undefined) {\r\n this._useDirectMapping = true;\r\n } else {\r\n this._useDirectMapping = options.useDirectMapping;\r\n }\r\n\r\n if (options.faceForward === undefined) {\r\n options.faceForward = true;\r\n }\r\n\r\n this._setReady(false);\r\n\r\n // create\r\n let tempOptions: VideoTextureSettings = { loop: options.loop, autoPlay: options.autoPlay, autoUpdateTexture: true, poster: options.poster };\r\n let material = this._material = new BackgroundMaterial(name + \"_material\", scene);\r\n let texture = this._videoTexture = new VideoTexture(name + \"_texture\", urlsOrVideo, scene, false, this._useDirectMapping, Texture.TRILINEAR_SAMPLINGMODE, tempOptions);\r\n this._mesh = Mesh.CreateSphere(name + \"_mesh\", options.resolution, options.size, scene, false, Mesh.BACKSIDE);\r\n texture.anisotropicFilteringLevel = 1;\r\n texture.onLoadObservable.addOnce(() => {\r\n this._setReady(true);\r\n });\r\n\r\n // configure material\r\n material.useEquirectangularFOV = true;\r\n material.fovMultiplier = 1.0;\r\n material.opacityFresnel = false;\r\n\r\n if (this._useDirectMapping) {\r\n texture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n texture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n material.diffuseTexture = texture;\r\n } else {\r\n texture.coordinatesMode = Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation\r\n texture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n material.reflectionTexture = texture;\r\n }\r\n\r\n // configure mesh\r\n this._mesh.material = material;\r\n this._mesh.parent = this;\r\n\r\n // create a (disabled until needed) mask to cover unneeded segments of 180 videos.\r\n this._halfDomeMask = SphereBuilder.CreateSphere(\"\", { slice: 0.5, diameter: options.size * 0.99, segments: options.resolution, sideOrientation: Mesh.BACKSIDE }, scene);\r\n this._halfDomeMask.rotate(Axis.X, -Math.PI / 2);\r\n // set the parent, so it will always be positioned correctly AND will be disposed when the main sphere is disposed\r\n this._halfDomeMask.parent = this._mesh;\r\n this._halfDome = !!options.halfDomeMode;\r\n // enable or disable according to the settings\r\n this._halfDomeMask.setEnabled(this._halfDome);\r\n\r\n // optional configuration\r\n if (options.clickToPlay) {\r\n scene.onPointerUp = () => {\r\n this._videoTexture.video.play();\r\n };\r\n }\r\n\r\n // Initial rotation\r\n if (options.faceForward && scene.activeCamera) {\r\n let camera = scene.activeCamera;\r\n\r\n let forward = Vector3.Forward();\r\n var direction = Vector3.TransformNormal(forward, camera.getViewMatrix());\r\n direction.normalize();\r\n\r\n this.rotation.y = Math.acos(Vector3.Dot(forward, direction));\r\n }\r\n }\r\n\r\n private _changeVideoMode(value: number): void {\r\n this._scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);\r\n this._videoMode = value;\r\n\r\n // Default Setup and Reset.\r\n this._videoTexture.uScale = 1;\r\n this._videoTexture.vScale = 1;\r\n this._videoTexture.uOffset = 0;\r\n this._videoTexture.vOffset = 0;\r\n\r\n switch (value) {\r\n case VideoDome.MODE_SIDEBYSIDE:\r\n // in half-dome mode the uScale should be double of 360 videos\r\n // Use 0.99999 to boost perf by not switching program\r\n this._videoTexture.uScale = this._halfDome ? 0.99999 : 0.5;\r\n const rightOffset = this._halfDome ? 0.0 : 0.5;\r\n const leftOffset = this._halfDome ? 0.5 : 0.0;\r\n this._onBeforeCameraRenderObserver = this._scene.onBeforeCameraRenderObservable.add((camera) => {\r\n this._videoTexture.uOffset = camera.isRightCamera ? rightOffset : leftOffset;\r\n });\r\n break;\r\n case VideoDome.MODE_TOPBOTTOM:\r\n // in half-dome mode the vScale should be double of 360 videos\r\n // Use 0.99999 to boost perf by not switching program\r\n this._videoTexture.vScale = this._halfDome ? 0.99999 : 0.5;\r\n this._onBeforeCameraRenderObserver = this._scene.onBeforeCameraRenderObservable.add((camera) => {\r\n this._videoTexture.vOffset = camera.isRightCamera ? 0.5 : 0.0;\r\n });\r\n break;\r\n }\r\n }\r\n\r\n /**\r\n * Releases resources associated with this node.\r\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\r\n * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\r\n */\r\n public dispose(doNotRecurse?: boolean, disposeMaterialAndTextures = false): void {\r\n this._videoTexture.dispose();\r\n this._mesh.dispose();\r\n this._material.dispose();\r\n\r\n this._scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);\r\n\r\n super.dispose(doNotRecurse, disposeMaterialAndTextures);\r\n }\r\n}\r\n","import { Observable, Observer } from '../Misc/observable';\r\nimport { PointerInfoPre, PointerInfo, PointerEventTypes } from '../Events/pointerEvents';\r\nimport { Nullable } from '../types';\r\nimport { AbstractActionManager } from '../Actions/abstractActionManager';\r\nimport { PickingInfo } from '../Collisions/pickingInfo';\r\nimport { Vector2, Matrix } from '../Maths/math.vector';\r\nimport { AbstractMesh } from '../Meshes/abstractMesh';\r\nimport { Constants } from '../Engines/constants';\r\nimport { ActionEvent } from '../Actions/actionEvent';\r\nimport { Tools } from '../Misc/tools';\r\nimport { Engine } from '../Engines/engine';\r\nimport { KeyboardEventTypes, KeyboardInfoPre, KeyboardInfo } from '../Events/keyboardEvents';\r\n\r\ndeclare type Scene = import(\"../scene\").Scene;\r\n\r\n/** @hidden */\r\nclass _ClickInfo {\r\n private _singleClick = false;\r\n private _doubleClick = false;\r\n private _hasSwiped = false;\r\n private _ignore = false;\r\n\r\n public get singleClick(): boolean {\r\n return this._singleClick;\r\n }\r\n public get doubleClick(): boolean {\r\n return this._doubleClick;\r\n }\r\n public get hasSwiped(): boolean {\r\n return this._hasSwiped;\r\n }\r\n public get ignore(): boolean {\r\n return this._ignore;\r\n }\r\n\r\n public set singleClick(b: boolean) {\r\n this._singleClick = b;\r\n }\r\n public set doubleClick(b: boolean) {\r\n this._doubleClick = b;\r\n }\r\n public set hasSwiped(b: boolean) {\r\n this._hasSwiped = b;\r\n }\r\n public set ignore(b: boolean) {\r\n this._ignore = b;\r\n }\r\n}\r\n\r\n/**\r\n * Class used to manage all inputs for the scene.\r\n */\r\nexport class InputManager {\r\n /** The distance in pixel that you have to move to prevent some events */\r\n public static DragMovementThreshold = 10; // in pixels\r\n /** Time in milliseconds to wait to raise long press events if button is still pressed */\r\n public static LongPressDelay = 500; // in milliseconds\r\n /** Time in milliseconds with two consecutive clicks will be considered as a double click */\r\n public static DoubleClickDelay = 300; // in milliseconds\r\n /** If you need to check double click without raising a single click at first click, enable this flag */\r\n public static ExclusiveDoubleClickMode = false;\r\n\r\n // Pointers\r\n private _wheelEventName = \"\";\r\n private _onPointerMove: (evt: PointerEvent) => void;\r\n private _onPointerDown: (evt: PointerEvent) => void;\r\n private _onPointerUp: (evt: PointerEvent) => void;\r\n\r\n private _initClickEvent: (obs1: Observable, obs2: Observable, evt: PointerEvent, cb: (clickInfo: _ClickInfo, pickResult: Nullable) => void) => void;\r\n private _initActionManager: (act: Nullable, clickInfo: _ClickInfo) => Nullable;\r\n private _delayedSimpleClick: (btn: number, clickInfo: _ClickInfo, cb: (clickInfo: _ClickInfo, pickResult: Nullable) => void) => void;\r\n private _delayedSimpleClickTimeout: number;\r\n private _previousDelayedSimpleClickTimeout: number;\r\n private _meshPickProceed = false;\r\n\r\n private _previousButtonPressed: number;\r\n private _currentPickResult: Nullable = null;\r\n private _previousPickResult: Nullable = null;\r\n private _totalPointersPressed = 0;\r\n private _doubleClickOccured = false;\r\n\r\n private _pointerOverMesh: Nullable;\r\n\r\n private _pickedDownMesh: Nullable;\r\n private _pickedUpMesh: Nullable;\r\n\r\n private _pointerX: number = 0;\r\n private _pointerY: number = 0;\r\n private _unTranslatedPointerX: number;\r\n private _unTranslatedPointerY: number;\r\n private _startingPointerPosition = new Vector2(0, 0);\r\n private _previousStartingPointerPosition = new Vector2(0, 0);\r\n private _startingPointerTime = 0;\r\n private _previousStartingPointerTime = 0;\r\n private _pointerCaptures: { [pointerId: number]: boolean } = {};\r\n\r\n // Keyboard\r\n private _onKeyDown: (evt: KeyboardEvent) => void;\r\n private _onKeyUp: (evt: KeyboardEvent) => void;\r\n private _onCanvasFocusObserver: Nullable>;\r\n private _onCanvasBlurObserver: Nullable>;\r\n\r\n private _scene: Scene;\r\n\r\n /**\r\n * Creates a new InputManager\r\n * @param scene defines the hosting scene\r\n */\r\n public constructor(scene: Scene) {\r\n this._scene = scene;\r\n }\r\n\r\n /**\r\n * Gets the mesh that is currently under the pointer\r\n */\r\n public get meshUnderPointer(): Nullable {\r\n return this._pointerOverMesh;\r\n }\r\n\r\n /**\r\n * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)\r\n */\r\n public get unTranslatedPointer(): Vector2 {\r\n return new Vector2(this._unTranslatedPointerX, this._unTranslatedPointerY);\r\n }\r\n\r\n /**\r\n * Gets or sets the current on-screen X position of the pointer\r\n */\r\n public get pointerX(): number {\r\n return this._pointerX;\r\n }\r\n\r\n public set pointerX(value: number) {\r\n this._pointerX = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the current on-screen Y position of the pointer\r\n */\r\n public get pointerY(): number {\r\n return this._pointerY;\r\n }\r\n\r\n public set pointerY(value: number) {\r\n this._pointerY = value;\r\n }\r\n\r\n private _updatePointerPosition(evt: PointerEvent): void {\r\n var canvasRect = this._scene.getEngine().getInputElementClientRect();\r\n\r\n if (!canvasRect) {\r\n return;\r\n }\r\n\r\n this._pointerX = evt.clientX - canvasRect.left;\r\n this._pointerY = evt.clientY - canvasRect.top;\r\n\r\n this._unTranslatedPointerX = this._pointerX;\r\n this._unTranslatedPointerY = this._pointerY;\r\n }\r\n\r\n private _processPointerMove(pickResult: Nullable, evt: PointerEvent) {\r\n let scene = this._scene;\r\n let engine = scene.getEngine();\r\n var canvas = engine.getInputElement();\r\n\r\n if (!canvas) {\r\n return;\r\n }\r\n\r\n canvas.tabIndex = engine.canvasTabIndex;\r\n\r\n // Restore pointer\r\n if (!scene.doNotHandleCursors) {\r\n canvas.style.cursor = scene.defaultCursor;\r\n }\r\n\r\n var isMeshPicked = (pickResult && pickResult.hit && pickResult.pickedMesh) ? true : false;\r\n if (isMeshPicked) {\r\n scene.setPointerOverMesh(pickResult!.pickedMesh);\r\n\r\n if (this._pointerOverMesh && this._pointerOverMesh.actionManager && this._pointerOverMesh.actionManager.hasPointerTriggers) {\r\n if (!scene.doNotHandleCursors) {\r\n if (this._pointerOverMesh.actionManager.hoverCursor) {\r\n canvas.style.cursor = this._pointerOverMesh.actionManager.hoverCursor;\r\n } else {\r\n canvas.style.cursor = scene.hoverCursor;\r\n }\r\n }\r\n }\r\n } else {\r\n scene.setPointerOverMesh(null);\r\n }\r\n\r\n for (let step of scene._pointerMoveStage) {\r\n pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, isMeshPicked, canvas);\r\n }\r\n\r\n if (pickResult) {\r\n let type = evt.type === this._wheelEventName ? PointerEventTypes.POINTERWHEEL : PointerEventTypes.POINTERMOVE;\r\n\r\n if (scene.onPointerMove) {\r\n scene.onPointerMove(evt, pickResult, type);\r\n }\r\n\r\n if (scene.onPointerObservable.hasObservers()) {\r\n let pi = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pi);\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n }\r\n\r\n // Pointers handling\r\n private _setRayOnPointerInfo(pointerInfo: PointerInfo) {\r\n let scene = this._scene;\r\n if (pointerInfo.pickInfo && !pointerInfo.pickInfo._pickingUnavailable) {\r\n if (!pointerInfo.pickInfo.ray) {\r\n pointerInfo.pickInfo.ray = scene.createPickingRay(pointerInfo.event.offsetX, pointerInfo.event.offsetY, Matrix.Identity(), scene.activeCamera);\r\n }\r\n }\r\n }\r\n\r\n private _checkPrePointerObservable(pickResult: Nullable, evt: PointerEvent, type: number) {\r\n let scene = this._scene;\r\n let pi = new PointerInfoPre(type, evt, this._unTranslatedPointerX, this._unTranslatedPointerY);\r\n if (pickResult) {\r\n pi.ray = pickResult.ray;\r\n }\r\n scene.onPrePointerObservable.notifyObservers(pi, type);\r\n if (pi.skipOnPointerObservable) {\r\n return true;\r\n } else {\r\n return false;\r\n }\r\n }\r\n\r\n /**\r\n * Use this method to simulate a pointer move on a mesh\r\n * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\r\n * @param pickResult pickingInfo of the object wished to simulate pointer event on\r\n * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\r\n */\r\n public simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void {\r\n let evt = new PointerEvent(\"pointermove\", pointerEventInit);\r\n\r\n if (this._checkPrePointerObservable(pickResult, evt, PointerEventTypes.POINTERMOVE)) {\r\n return;\r\n }\r\n this._processPointerMove(pickResult, evt);\r\n }\r\n\r\n /**\r\n * Use this method to simulate a pointer down on a mesh\r\n * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\r\n * @param pickResult pickingInfo of the object wished to simulate pointer event on\r\n * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\r\n */\r\n public simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void {\r\n let evt = new PointerEvent(\"pointerdown\", pointerEventInit);\r\n\r\n if (this._checkPrePointerObservable(pickResult, evt, PointerEventTypes.POINTERDOWN)) {\r\n return;\r\n }\r\n\r\n this._processPointerDown(pickResult, evt);\r\n }\r\n\r\n private _processPointerDown(pickResult: Nullable, evt: PointerEvent): void {\r\n let scene = this._scene;\r\n if (pickResult && pickResult.hit && pickResult.pickedMesh) {\r\n this._pickedDownMesh = pickResult.pickedMesh;\r\n var actionManager = pickResult.pickedMesh._getActionManagerForTrigger();\r\n if (actionManager) {\r\n if (actionManager.hasPickTriggers) {\r\n actionManager.processTrigger(Constants.ACTION_OnPickDownTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n switch (evt.button) {\r\n case 0:\r\n actionManager.processTrigger(Constants.ACTION_OnLeftPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n break;\r\n case 1:\r\n actionManager.processTrigger(Constants.ACTION_OnCenterPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n break;\r\n case 2:\r\n actionManager.processTrigger(Constants.ACTION_OnRightPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n break;\r\n }\r\n }\r\n\r\n if (actionManager.hasSpecificTrigger(Constants.ACTION_OnLongPressTrigger)) {\r\n window.setTimeout(() => {\r\n var pickResult = scene.pick(this._unTranslatedPointerX, this._unTranslatedPointerY,\r\n (mesh: AbstractMesh): boolean => ((mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.actionManager && mesh.actionManager.hasSpecificTrigger(Constants.ACTION_OnLongPressTrigger) && mesh == this._pickedDownMesh)),\r\n false, scene.cameraToUseForPointers);\r\n\r\n if (pickResult && pickResult.hit && pickResult.pickedMesh && actionManager) {\r\n if (this._totalPointersPressed !== 0 &&\r\n ((Date.now() - this._startingPointerTime) > InputManager.LongPressDelay) &&\r\n !this._isPointerSwiping()) {\r\n this._startingPointerTime = 0;\r\n actionManager.processTrigger(Constants.ACTION_OnLongPressTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n }\r\n }\r\n }, InputManager.LongPressDelay);\r\n }\r\n }\r\n }\r\n else {\r\n for (let step of scene._pointerDownStage) {\r\n pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);\r\n }\r\n }\r\n\r\n if (pickResult) {\r\n let type = PointerEventTypes.POINTERDOWN;\r\n\r\n if (scene.onPointerDown) {\r\n scene.onPointerDown(evt, pickResult, type);\r\n }\r\n\r\n if (scene.onPointerObservable.hasObservers()) {\r\n let pi = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pi);\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _isPointerSwiping(): boolean {\r\n return Math.abs(this._startingPointerPosition.x - this._pointerX) > InputManager.DragMovementThreshold ||\r\n Math.abs(this._startingPointerPosition.y - this._pointerY) > InputManager.DragMovementThreshold;\r\n }\r\n\r\n /**\r\n * Use this method to simulate a pointer up on a mesh\r\n * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\r\n * @param pickResult pickingInfo of the object wished to simulate pointer event on\r\n * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\r\n * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)\r\n */\r\n public simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void {\r\n let evt = new PointerEvent(\"pointerup\", pointerEventInit);\r\n let clickInfo = new _ClickInfo();\r\n\r\n if (doubleTap) {\r\n clickInfo.doubleClick = true;\r\n } else {\r\n clickInfo.singleClick = true;\r\n }\r\n\r\n if (this._checkPrePointerObservable(pickResult, evt, PointerEventTypes.POINTERUP)) {\r\n return;\r\n }\r\n\r\n this._processPointerUp(pickResult, evt, clickInfo);\r\n }\r\n\r\n private _processPointerUp(pickResult: Nullable, evt: PointerEvent, clickInfo: _ClickInfo): void {\r\n let scene = this._scene;\r\n if (pickResult && pickResult && pickResult.pickedMesh) {\r\n this._pickedUpMesh = pickResult.pickedMesh;\r\n if (this._pickedDownMesh === this._pickedUpMesh) {\r\n if (scene.onPointerPick) {\r\n scene.onPointerPick(evt, pickResult);\r\n }\r\n if (clickInfo.singleClick && !clickInfo.ignore && scene.onPointerObservable.hasObservers()) {\r\n let type = PointerEventTypes.POINTERPICK;\r\n let pi = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pi);\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n let actionManager = pickResult.pickedMesh._getActionManagerForTrigger();\r\n if (actionManager && !clickInfo.ignore) {\r\n actionManager.processTrigger(Constants.ACTION_OnPickUpTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n\r\n if (!clickInfo.hasSwiped && clickInfo.singleClick) {\r\n actionManager.processTrigger(Constants.ACTION_OnPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n }\r\n\r\n let doubleClickActionManager = pickResult.pickedMesh._getActionManagerForTrigger(Constants.ACTION_OnDoublePickTrigger);\r\n if (clickInfo.doubleClick && doubleClickActionManager) {\r\n doubleClickActionManager.processTrigger(Constants.ACTION_OnDoublePickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n }\r\n }\r\n }\r\n else {\r\n if (!clickInfo.ignore) {\r\n for (let step of scene._pointerUpStage) {\r\n pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);\r\n }\r\n }\r\n }\r\n\r\n if (this._pickedDownMesh && this._pickedDownMesh !== this._pickedUpMesh) {\r\n let pickedDownActionManager = this._pickedDownMesh._getActionManagerForTrigger(Constants.ACTION_OnPickOutTrigger);\r\n if (pickedDownActionManager) {\r\n pickedDownActionManager.processTrigger(Constants.ACTION_OnPickOutTrigger, ActionEvent.CreateNew(this._pickedDownMesh, evt));\r\n }\r\n }\r\n\r\n let type = 0;\r\n if (scene.onPointerObservable.hasObservers()) {\r\n if (!clickInfo.ignore && !clickInfo.hasSwiped) {\r\n if (clickInfo.singleClick && scene.onPointerObservable.hasSpecificMask(PointerEventTypes.POINTERTAP)) {\r\n type = PointerEventTypes.POINTERTAP;\r\n }\r\n else if (clickInfo.doubleClick && scene.onPointerObservable.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP)) {\r\n type = PointerEventTypes.POINTERDOUBLETAP;\r\n }\r\n if (type) {\r\n let pi = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pi);\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n\r\n if (!clickInfo.ignore) {\r\n type = PointerEventTypes.POINTERUP;\r\n\r\n let pi = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pi);\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n\r\n if (scene.onPointerUp && !clickInfo.ignore) {\r\n scene.onPointerUp(evt, pickResult, type);\r\n }\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)\r\n * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)\r\n * @returns true if the pointer was captured\r\n */\r\n public isPointerCaptured(pointerId = 0): boolean {\r\n return this._pointerCaptures[pointerId];\r\n }\r\n\r\n /**\r\n * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp\r\n * @param attachUp defines if you want to attach events to pointerup\r\n * @param attachDown defines if you want to attach events to pointerdown\r\n * @param attachMove defines if you want to attach events to pointermove\r\n * @param elementToAttachTo defines the target DOM element to attach to (will use the canvas by default)\r\n */\r\n public attachControl(attachUp = true, attachDown = true, attachMove = true, elementToAttachTo: Nullable = null): void {\r\n let scene = this._scene;\r\n\r\n if (!elementToAttachTo) {\r\n elementToAttachTo = scene.getEngine().getInputElement();\r\n }\r\n\r\n if (!elementToAttachTo) {\r\n return;\r\n }\r\n\r\n let engine = scene.getEngine();\r\n\r\n this._initActionManager = (act: Nullable, clickInfo: _ClickInfo): Nullable => {\r\n if (!this._meshPickProceed) {\r\n let pickResult = scene.pick(this._unTranslatedPointerX, this._unTranslatedPointerY, scene.pointerDownPredicate, false, scene.cameraToUseForPointers);\r\n this._currentPickResult = pickResult;\r\n if (pickResult) {\r\n act = (pickResult.hit && pickResult.pickedMesh) ? pickResult.pickedMesh._getActionManagerForTrigger() : null;\r\n }\r\n this._meshPickProceed = true;\r\n }\r\n return act;\r\n };\r\n\r\n this._delayedSimpleClick = (btn: number, clickInfo: _ClickInfo, cb: (clickInfo: _ClickInfo, pickResult: Nullable) => void) => {\r\n // double click delay is over and that no double click has been raised since, or the 2 consecutive keys pressed are different\r\n if ((Date.now() - this._previousStartingPointerTime > InputManager.DoubleClickDelay && !this._doubleClickOccured) ||\r\n btn !== this._previousButtonPressed) {\r\n this._doubleClickOccured = false;\r\n clickInfo.singleClick = true;\r\n clickInfo.ignore = false;\r\n cb(clickInfo, this._currentPickResult);\r\n }\r\n };\r\n\r\n this._initClickEvent = (obs1: Observable, obs2: Observable, evt: PointerEvent, cb: (clickInfo: _ClickInfo, pickResult: Nullable) => void): void => {\r\n let clickInfo = new _ClickInfo();\r\n this._currentPickResult = null;\r\n let act: Nullable = null;\r\n\r\n let checkPicking = obs1.hasSpecificMask(PointerEventTypes.POINTERPICK) || obs2.hasSpecificMask(PointerEventTypes.POINTERPICK)\r\n || obs1.hasSpecificMask(PointerEventTypes.POINTERTAP) || obs2.hasSpecificMask(PointerEventTypes.POINTERTAP)\r\n || obs1.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP) || obs2.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP);\r\n if (!checkPicking && AbstractActionManager) {\r\n act = this._initActionManager(act, clickInfo);\r\n if (act) {\r\n checkPicking = act.hasPickTriggers;\r\n }\r\n }\r\n\r\n let needToIgnoreNext = false;\r\n\r\n if (checkPicking) {\r\n let btn = evt.button;\r\n clickInfo.hasSwiped = this._isPointerSwiping();\r\n\r\n if (!clickInfo.hasSwiped) {\r\n let checkSingleClickImmediately = !InputManager.ExclusiveDoubleClickMode;\r\n\r\n if (!checkSingleClickImmediately) {\r\n checkSingleClickImmediately = !obs1.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP) &&\r\n !obs2.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP);\r\n\r\n if (checkSingleClickImmediately && !AbstractActionManager.HasSpecificTrigger(Constants.ACTION_OnDoublePickTrigger)) {\r\n act = this._initActionManager(act, clickInfo);\r\n if (act) {\r\n checkSingleClickImmediately = !act.hasSpecificTrigger(Constants.ACTION_OnDoublePickTrigger);\r\n }\r\n }\r\n }\r\n\r\n if (checkSingleClickImmediately) {\r\n // single click detected if double click delay is over or two different successive keys pressed without exclusive double click or no double click required\r\n if (Date.now() - this._previousStartingPointerTime > InputManager.DoubleClickDelay ||\r\n btn !== this._previousButtonPressed) {\r\n clickInfo.singleClick = true;\r\n cb(clickInfo, this._currentPickResult);\r\n needToIgnoreNext = true;\r\n }\r\n }\r\n // at least one double click is required to be check and exclusive double click is enabled\r\n else {\r\n // wait that no double click has been raised during the double click delay\r\n this._previousDelayedSimpleClickTimeout = this._delayedSimpleClickTimeout;\r\n this._delayedSimpleClickTimeout = window.setTimeout(this._delayedSimpleClick.bind(this, btn, clickInfo, cb), InputManager.DoubleClickDelay);\r\n }\r\n\r\n let checkDoubleClick = obs1.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP) ||\r\n obs2.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP);\r\n if (!checkDoubleClick && AbstractActionManager.HasSpecificTrigger(Constants.ACTION_OnDoublePickTrigger)) {\r\n act = this._initActionManager(act, clickInfo);\r\n if (act) {\r\n checkDoubleClick = act.hasSpecificTrigger(Constants.ACTION_OnDoublePickTrigger);\r\n }\r\n }\r\n if (checkDoubleClick) {\r\n // two successive keys pressed are equal, double click delay is not over and double click has not just occurred\r\n if (btn === this._previousButtonPressed &&\r\n Date.now() - this._previousStartingPointerTime < InputManager.DoubleClickDelay &&\r\n !this._doubleClickOccured\r\n ) {\r\n // pointer has not moved for 2 clicks, it's a double click\r\n if (!clickInfo.hasSwiped &&\r\n !this._isPointerSwiping()) {\r\n this._previousStartingPointerTime = 0;\r\n this._doubleClickOccured = true;\r\n clickInfo.doubleClick = true;\r\n clickInfo.ignore = false;\r\n if (InputManager.ExclusiveDoubleClickMode && this._previousDelayedSimpleClickTimeout) {\r\n clearTimeout(this._previousDelayedSimpleClickTimeout);\r\n }\r\n this._previousDelayedSimpleClickTimeout = this._delayedSimpleClickTimeout;\r\n cb(clickInfo, this._currentPickResult);\r\n }\r\n // if the two successive clicks are too far, it's just two simple clicks\r\n else {\r\n this._doubleClickOccured = false;\r\n this._previousStartingPointerTime = this._startingPointerTime;\r\n this._previousStartingPointerPosition.x = this._startingPointerPosition.x;\r\n this._previousStartingPointerPosition.y = this._startingPointerPosition.y;\r\n this._previousButtonPressed = btn;\r\n if (InputManager.ExclusiveDoubleClickMode) {\r\n if (this._previousDelayedSimpleClickTimeout) {\r\n clearTimeout(this._previousDelayedSimpleClickTimeout);\r\n }\r\n this._previousDelayedSimpleClickTimeout = this._delayedSimpleClickTimeout;\r\n\r\n cb(clickInfo, this._previousPickResult);\r\n }\r\n else {\r\n cb(clickInfo, this._currentPickResult);\r\n }\r\n }\r\n needToIgnoreNext = true;\r\n }\r\n // just the first click of the double has been raised\r\n else {\r\n this._doubleClickOccured = false;\r\n this._previousStartingPointerTime = this._startingPointerTime;\r\n this._previousStartingPointerPosition.x = this._startingPointerPosition.x;\r\n this._previousStartingPointerPosition.y = this._startingPointerPosition.y;\r\n this._previousButtonPressed = btn;\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (!needToIgnoreNext) {\r\n cb(clickInfo, this._currentPickResult);\r\n }\r\n };\r\n\r\n this._onPointerMove = (evt: PointerEvent) => {\r\n\r\n this._updatePointerPosition(evt);\r\n\r\n // PreObservable support\r\n if (this._checkPrePointerObservable(null, evt, evt.type === this._wheelEventName ? PointerEventTypes.POINTERWHEEL : PointerEventTypes.POINTERMOVE)) {\r\n return;\r\n }\r\n\r\n if (!scene.cameraToUseForPointers && !scene.activeCamera) {\r\n return;\r\n }\r\n\r\n if (!scene.pointerMovePredicate) {\r\n scene.pointerMovePredicate = (mesh: AbstractMesh): boolean => (mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled() && (mesh.enablePointerMoveEvents || scene.constantlyUpdateMeshUnderPointer || (mesh._getActionManagerForTrigger() != null)) && (!scene.cameraToUseForPointers || (scene.cameraToUseForPointers.layerMask & mesh.layerMask) !== 0));\r\n }\r\n\r\n // Meshes\r\n var pickResult = scene.pick(this._unTranslatedPointerX, this._unTranslatedPointerY, scene.pointerMovePredicate, false, scene.cameraToUseForPointers);\r\n\r\n this._processPointerMove(pickResult, evt);\r\n };\r\n\r\n this._onPointerDown = (evt: PointerEvent) => {\r\n this._totalPointersPressed++;\r\n this._pickedDownMesh = null;\r\n this._meshPickProceed = false;\r\n\r\n this._updatePointerPosition(evt);\r\n\r\n if (scene.preventDefaultOnPointerDown && elementToAttachTo) {\r\n evt.preventDefault();\r\n elementToAttachTo.focus();\r\n }\r\n\r\n this._startingPointerPosition.x = this._pointerX;\r\n this._startingPointerPosition.y = this._pointerY;\r\n this._startingPointerTime = Date.now();\r\n\r\n // PreObservable support\r\n if (this._checkPrePointerObservable(null, evt, PointerEventTypes.POINTERDOWN)) {\r\n return;\r\n }\r\n\r\n if (!scene.cameraToUseForPointers && !scene.activeCamera) {\r\n return;\r\n }\r\n\r\n this._pointerCaptures[evt.pointerId] = true;\r\n\r\n if (!scene.pointerDownPredicate) {\r\n scene.pointerDownPredicate = (mesh: AbstractMesh): boolean => {\r\n return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled() && (!scene.cameraToUseForPointers || (scene.cameraToUseForPointers.layerMask & mesh.layerMask) !== 0);\r\n };\r\n }\r\n\r\n // Meshes\r\n this._pickedDownMesh = null;\r\n var pickResult = scene.pick(this._unTranslatedPointerX, this._unTranslatedPointerY, scene.pointerDownPredicate, false, scene.cameraToUseForPointers);\r\n\r\n this._processPointerDown(pickResult, evt);\r\n };\r\n\r\n this._onPointerUp = (evt: PointerEvent) => {\r\n if (this._totalPointersPressed === 0) { // We are attaching the pointer up to windows because of a bug in FF\r\n return; // So we need to test it the pointer down was pressed before.\r\n }\r\n\r\n this._totalPointersPressed--;\r\n this._pickedUpMesh = null;\r\n this._meshPickProceed = false;\r\n\r\n this._updatePointerPosition(evt);\r\n\r\n if (scene.preventDefaultOnPointerUp && elementToAttachTo) {\r\n evt.preventDefault();\r\n elementToAttachTo.focus();\r\n }\r\n\r\n this._initClickEvent(scene.onPrePointerObservable, scene.onPointerObservable, evt, (clickInfo: _ClickInfo, pickResult: Nullable) => {\r\n // PreObservable support\r\n if (scene.onPrePointerObservable.hasObservers()) {\r\n if (!clickInfo.ignore) {\r\n if (!clickInfo.hasSwiped) {\r\n if (clickInfo.singleClick && scene.onPrePointerObservable.hasSpecificMask(PointerEventTypes.POINTERTAP)) {\r\n if (this._checkPrePointerObservable(null, evt, PointerEventTypes.POINTERTAP)) {\r\n return;\r\n }\r\n }\r\n if (clickInfo.doubleClick && scene.onPrePointerObservable.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP)) {\r\n if (this._checkPrePointerObservable(null, evt, PointerEventTypes.POINTERDOUBLETAP)) {\r\n return;\r\n }\r\n }\r\n }\r\n if (this._checkPrePointerObservable(null, evt, PointerEventTypes.POINTERUP)) {\r\n return;\r\n }\r\n }\r\n }\r\n\r\n if (!this._pointerCaptures[evt.pointerId]) {\r\n return;\r\n }\r\n\r\n this._pointerCaptures[evt.pointerId] = false;\r\n if (!scene.cameraToUseForPointers && !scene.activeCamera) {\r\n return;\r\n }\r\n\r\n if (!scene.pointerUpPredicate) {\r\n scene.pointerUpPredicate = (mesh: AbstractMesh): boolean => {\r\n return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled() && (!scene.cameraToUseForPointers || (scene.cameraToUseForPointers.layerMask & mesh.layerMask) !== 0);\r\n };\r\n }\r\n\r\n // Meshes\r\n if (!this._meshPickProceed && (AbstractActionManager && AbstractActionManager.HasTriggers || scene.onPointerObservable.hasObservers())) {\r\n this._initActionManager(null, clickInfo);\r\n }\r\n if (!pickResult) {\r\n pickResult = this._currentPickResult;\r\n }\r\n\r\n this._processPointerUp(pickResult, evt, clickInfo);\r\n\r\n this._previousPickResult = this._currentPickResult;\r\n });\r\n };\r\n\r\n this._onKeyDown = (evt: KeyboardEvent) => {\r\n let type = KeyboardEventTypes.KEYDOWN;\r\n if (scene.onPreKeyboardObservable.hasObservers()) {\r\n let pi = new KeyboardInfoPre(type, evt);\r\n scene.onPreKeyboardObservable.notifyObservers(pi, type);\r\n if (pi.skipOnPointerObservable) {\r\n return;\r\n }\r\n }\r\n\r\n if (scene.onKeyboardObservable.hasObservers()) {\r\n let pi = new KeyboardInfo(type, evt);\r\n scene.onKeyboardObservable.notifyObservers(pi, type);\r\n }\r\n\r\n if (scene.actionManager) {\r\n scene.actionManager.processTrigger(Constants.ACTION_OnKeyDownTrigger, ActionEvent.CreateNewFromScene(scene, evt));\r\n }\r\n };\r\n\r\n this._onKeyUp = (evt: KeyboardEvent) => {\r\n let type = KeyboardEventTypes.KEYUP;\r\n if (scene.onPreKeyboardObservable.hasObservers()) {\r\n let pi = new KeyboardInfoPre(type, evt);\r\n scene.onPreKeyboardObservable.notifyObservers(pi, type);\r\n if (pi.skipOnPointerObservable) {\r\n return;\r\n }\r\n }\r\n\r\n if (scene.onKeyboardObservable.hasObservers()) {\r\n let pi = new KeyboardInfo(type, evt);\r\n scene.onKeyboardObservable.notifyObservers(pi, type);\r\n }\r\n\r\n if (scene.actionManager) {\r\n scene.actionManager.processTrigger(Constants.ACTION_OnKeyUpTrigger, ActionEvent.CreateNewFromScene(scene, evt));\r\n }\r\n };\r\n\r\n // Keyboard events\r\n this._onCanvasFocusObserver = engine.onCanvasFocusObservable.add((() => {\r\n let fn = () => {\r\n if (!elementToAttachTo) {\r\n return;\r\n }\r\n elementToAttachTo.addEventListener(\"keydown\", this._onKeyDown, false);\r\n elementToAttachTo.addEventListener(\"keyup\", this._onKeyUp, false);\r\n };\r\n if (document.activeElement === elementToAttachTo) {\r\n fn();\r\n }\r\n return fn;\r\n })());\r\n\r\n this._onCanvasBlurObserver = engine.onCanvasBlurObservable.add(() => {\r\n if (!elementToAttachTo) {\r\n return;\r\n }\r\n elementToAttachTo.removeEventListener(\"keydown\", this._onKeyDown);\r\n elementToAttachTo.removeEventListener(\"keyup\", this._onKeyUp);\r\n });\r\n\r\n // Pointer events\r\n var eventPrefix = Tools.GetPointerPrefix(engine);\r\n\r\n if (attachMove) {\r\n elementToAttachTo.addEventListener(eventPrefix + \"move\", this._onPointerMove, false);\r\n\r\n // Wheel\r\n this._wheelEventName = \"onwheel\" in document.createElement(\"div\") ? \"wheel\" : // Modern browsers support \"wheel\"\r\n (document).onmousewheel !== undefined ? \"mousewheel\" : // Webkit and IE support at least \"mousewheel\"\r\n \"DOMMouseScroll\"; // let's assume that remaining browsers are older Firefox\r\n\r\n elementToAttachTo.addEventListener(this._wheelEventName, this._onPointerMove, false);\r\n }\r\n\r\n if (attachDown) {\r\n elementToAttachTo.addEventListener(eventPrefix + \"down\", this._onPointerDown, false);\r\n }\r\n\r\n if (attachUp) {\r\n let hostWindow = scene.getEngine().getHostWindow();\r\n if (hostWindow) {\r\n hostWindow.addEventListener(eventPrefix + \"up\", this._onPointerUp, false);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Detaches all event handlers\r\n */\r\n public detachControl() {\r\n const canvas = this._scene.getEngine().getInputElement();\r\n const engine = this._scene.getEngine();\r\n const eventPrefix = Tools.GetPointerPrefix(engine);\r\n\r\n if (!canvas) {\r\n return;\r\n }\r\n\r\n // Pointer\r\n canvas.removeEventListener(eventPrefix + \"move\", this._onPointerMove);\r\n canvas.removeEventListener(this._wheelEventName, this._onPointerMove);\r\n canvas.removeEventListener(eventPrefix + \"down\", this._onPointerDown);\r\n window.removeEventListener(eventPrefix + \"up\", this._onPointerUp);\r\n\r\n // Blur / Focus\r\n if (this._onCanvasBlurObserver) {\r\n engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);\r\n }\r\n\r\n if (this._onCanvasFocusObserver) {\r\n engine.onCanvasFocusObservable.remove(this._onCanvasFocusObserver);\r\n }\r\n\r\n // Keyboard\r\n canvas.removeEventListener(\"keydown\", this._onKeyDown);\r\n canvas.removeEventListener(\"keyup\", this._onKeyUp);\r\n\r\n // Cursor\r\n if (!this._scene.doNotHandleCursors) {\r\n canvas.style.cursor = this._scene.defaultCursor;\r\n }\r\n }\r\n\r\n /**\r\n * Force the value of meshUnderPointer\r\n * @param mesh defines the mesh to use\r\n */\r\n public setPointerOverMesh(mesh: Nullable): void {\r\n if (this._pointerOverMesh === mesh) {\r\n return;\r\n }\r\n\r\n let actionManager: Nullable;\r\n if (this._pointerOverMesh) {\r\n actionManager = this._pointerOverMesh._getActionManagerForTrigger(Constants.ACTION_OnPointerOutTrigger);\r\n if (actionManager) {\r\n actionManager.processTrigger(Constants.ACTION_OnPointerOutTrigger, ActionEvent.CreateNew(this._pointerOverMesh));\r\n }\r\n }\r\n\r\n this._pointerOverMesh = mesh;\r\n if (this._pointerOverMesh) {\r\n actionManager = this._pointerOverMesh._getActionManagerForTrigger(Constants.ACTION_OnPointerOverTrigger);\r\n if (actionManager) {\r\n actionManager.processTrigger(Constants.ACTION_OnPointerOverTrigger, ActionEvent.CreateNew(this._pointerOverMesh));\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets the mesh under the pointer\r\n * @returns a Mesh or null if no mesh is under the pointer\r\n */\r\n public getPointerOverMesh(): Nullable {\r\n return this._pointerOverMesh;\r\n }\r\n}","import { Observer } from \"../Misc/observable\";\r\nimport { PerfCounter } from \"../Misc/perfCounter\";\r\nimport { Nullable } from \"../types\";\r\nimport { IDisposable } from \"../scene\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { _TimeToken } from \"../Instrumentation/timeToken\";\r\n/**\r\n * This class can be used to get instrumentation data from a Babylon engine\r\n * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation\r\n */\r\nexport class EngineInstrumentation implements IDisposable {\r\n private _captureGPUFrameTime = false;\r\n private _gpuFrameTimeToken: Nullable<_TimeToken>;\r\n private _gpuFrameTime = new PerfCounter();\r\n\r\n private _captureShaderCompilationTime = false;\r\n private _shaderCompilationTime = new PerfCounter();\r\n\r\n // Observers\r\n private _onBeginFrameObserver: Nullable> = null;\r\n private _onEndFrameObserver: Nullable> = null;\r\n private _onBeforeShaderCompilationObserver: Nullable> = null;\r\n private _onAfterShaderCompilationObserver: Nullable> = null;\r\n\r\n // Properties\r\n /**\r\n * Gets the perf counter used for GPU frame time\r\n */\r\n public get gpuFrameTimeCounter(): PerfCounter {\r\n return this._gpuFrameTime;\r\n }\r\n\r\n /**\r\n * Gets the GPU frame time capture status\r\n */\r\n public get captureGPUFrameTime(): boolean {\r\n return this._captureGPUFrameTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the GPU frame time capture\r\n */\r\n public set captureGPUFrameTime(value: boolean) {\r\n if (value === this._captureGPUFrameTime) {\r\n return;\r\n }\r\n\r\n this._captureGPUFrameTime = value;\r\n\r\n if (value) {\r\n this._onBeginFrameObserver = this.engine.onBeginFrameObservable.add(() => {\r\n if (!this._gpuFrameTimeToken) {\r\n this._gpuFrameTimeToken = this.engine.startTimeQuery();\r\n }\r\n });\r\n\r\n this._onEndFrameObserver = this.engine.onEndFrameObservable.add(() => {\r\n if (!this._gpuFrameTimeToken) {\r\n return;\r\n }\r\n let time = this.engine.endTimeQuery(this._gpuFrameTimeToken);\r\n\r\n if (time > -1) {\r\n this._gpuFrameTimeToken = null;\r\n this._gpuFrameTime.fetchNewFrame();\r\n this._gpuFrameTime.addCount(time, true);\r\n }\r\n });\r\n } else {\r\n this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);\r\n this._onBeginFrameObserver = null;\r\n this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);\r\n this._onEndFrameObserver = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for shader compilation time\r\n */\r\n public get shaderCompilationTimeCounter(): PerfCounter {\r\n return this._shaderCompilationTime;\r\n }\r\n\r\n /**\r\n * Gets the shader compilation time capture status\r\n */\r\n public get captureShaderCompilationTime(): boolean {\r\n return this._captureShaderCompilationTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the shader compilation time capture\r\n */\r\n public set captureShaderCompilationTime(value: boolean) {\r\n if (value === this._captureShaderCompilationTime) {\r\n return;\r\n }\r\n\r\n this._captureShaderCompilationTime = value;\r\n\r\n if (value) {\r\n this._onBeforeShaderCompilationObserver = this.engine.onBeforeShaderCompilationObservable.add(() => {\r\n this._shaderCompilationTime.fetchNewFrame();\r\n this._shaderCompilationTime.beginMonitoring();\r\n });\r\n\r\n this._onAfterShaderCompilationObserver = this.engine.onAfterShaderCompilationObservable.add(() => {\r\n this._shaderCompilationTime.endMonitoring();\r\n });\r\n } else {\r\n this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);\r\n this._onBeforeShaderCompilationObserver = null;\r\n this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);\r\n this._onAfterShaderCompilationObserver = null;\r\n }\r\n }\r\n\r\n /**\r\n * Instantiates a new engine instrumentation.\r\n * This class can be used to get instrumentation data from a Babylon engine\r\n * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation\r\n * @param engine Defines the engine to instrument\r\n */\r\n public constructor(\r\n /**\r\n * Define the instrumented engine.\r\n */\r\n public engine: Engine) {\r\n }\r\n\r\n /**\r\n * Dispose and release associated resources.\r\n */\r\n public dispose() {\r\n this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);\r\n this._onBeginFrameObserver = null;\r\n\r\n this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);\r\n this._onEndFrameObserver = null;\r\n\r\n this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);\r\n this._onBeforeShaderCompilationObserver = null;\r\n\r\n this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);\r\n this._onAfterShaderCompilationObserver = null;\r\n\r\n (this.engine) = null;\r\n }\r\n}\r\n","export * from \"./engineInstrumentation\";\r\nexport * from \"./sceneInstrumentation\";\r\nexport * from \"./timeToken\";","import { Tools } from \"../Misc/tools\";\r\nimport { Observer } from \"../Misc/observable\";\r\nimport { Nullable } from \"../types\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Scene, IDisposable } from \"../scene\";\r\nimport { PerfCounter } from '../Misc/perfCounter';\r\n/**\r\n * This class can be used to get instrumentation data from a Babylon engine\r\n * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation\r\n */\r\nexport class SceneInstrumentation implements IDisposable {\r\n private _captureActiveMeshesEvaluationTime = false;\r\n private _activeMeshesEvaluationTime = new PerfCounter();\r\n\r\n private _captureRenderTargetsRenderTime = false;\r\n private _renderTargetsRenderTime = new PerfCounter();\r\n\r\n private _captureFrameTime = false;\r\n private _frameTime = new PerfCounter();\r\n\r\n private _captureRenderTime = false;\r\n private _renderTime = new PerfCounter();\r\n\r\n private _captureInterFrameTime = false;\r\n private _interFrameTime = new PerfCounter();\r\n\r\n private _captureParticlesRenderTime = false;\r\n private _particlesRenderTime = new PerfCounter();\r\n\r\n private _captureSpritesRenderTime = false;\r\n private _spritesRenderTime = new PerfCounter();\r\n\r\n private _capturePhysicsTime = false;\r\n private _physicsTime = new PerfCounter();\r\n\r\n private _captureAnimationsTime = false;\r\n private _animationsTime = new PerfCounter();\r\n\r\n private _captureCameraRenderTime = false;\r\n private _cameraRenderTime = new PerfCounter();\r\n\r\n // Observers\r\n private _onBeforeActiveMeshesEvaluationObserver: Nullable> = null;\r\n private _onAfterActiveMeshesEvaluationObserver: Nullable> = null;\r\n private _onBeforeRenderTargetsRenderObserver: Nullable> = null;\r\n private _onAfterRenderTargetsRenderObserver: Nullable> = null;\r\n\r\n private _onAfterRenderObserver: Nullable> = null;\r\n\r\n private _onBeforeDrawPhaseObserver: Nullable> = null;\r\n private _onAfterDrawPhaseObserver: Nullable> = null;\r\n\r\n private _onBeforeAnimationsObserver: Nullable> = null;\r\n\r\n private _onBeforeParticlesRenderingObserver: Nullable> = null;\r\n private _onAfterParticlesRenderingObserver: Nullable> = null;\r\n\r\n private _onBeforeSpritesRenderingObserver: Nullable> = null;\r\n private _onAfterSpritesRenderingObserver: Nullable> = null;\r\n\r\n private _onBeforePhysicsObserver: Nullable> = null;\r\n private _onAfterPhysicsObserver: Nullable> = null;\r\n\r\n private _onAfterAnimationsObserver: Nullable> = null;\r\n\r\n private _onBeforeCameraRenderObserver: Nullable> = null;\r\n private _onAfterCameraRenderObserver: Nullable> = null;\r\n\r\n // Properties\r\n /**\r\n * Gets the perf counter used for active meshes evaluation time\r\n */\r\n public get activeMeshesEvaluationTimeCounter(): PerfCounter {\r\n return this._activeMeshesEvaluationTime;\r\n }\r\n\r\n /**\r\n * Gets the active meshes evaluation time capture status\r\n */\r\n public get captureActiveMeshesEvaluationTime(): boolean {\r\n return this._captureActiveMeshesEvaluationTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the active meshes evaluation time capture\r\n */\r\n public set captureActiveMeshesEvaluationTime(value: boolean) {\r\n if (value === this._captureActiveMeshesEvaluationTime) {\r\n return;\r\n }\r\n\r\n this._captureActiveMeshesEvaluationTime = value;\r\n\r\n if (value) {\r\n this._onBeforeActiveMeshesEvaluationObserver = this.scene.onBeforeActiveMeshesEvaluationObservable.add(() => {\r\n Tools.StartPerformanceCounter(\"Active meshes evaluation\");\r\n this._activeMeshesEvaluationTime.beginMonitoring();\r\n });\r\n\r\n this._onAfterActiveMeshesEvaluationObserver = this.scene.onAfterActiveMeshesEvaluationObservable.add(() => {\r\n Tools.EndPerformanceCounter(\"Active meshes evaluation\");\r\n this._activeMeshesEvaluationTime.endMonitoring();\r\n });\r\n } else {\r\n this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);\r\n this._onBeforeActiveMeshesEvaluationObserver = null;\r\n\r\n this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);\r\n this._onAfterActiveMeshesEvaluationObserver = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for render targets render time\r\n */\r\n public get renderTargetsRenderTimeCounter(): PerfCounter {\r\n return this._renderTargetsRenderTime;\r\n }\r\n\r\n /**\r\n * Gets the render targets render time capture status\r\n */\r\n public get captureRenderTargetsRenderTime(): boolean {\r\n return this._captureRenderTargetsRenderTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the render targets render time capture\r\n */\r\n public set captureRenderTargetsRenderTime(value: boolean) {\r\n if (value === this._captureRenderTargetsRenderTime) {\r\n return;\r\n }\r\n\r\n this._captureRenderTargetsRenderTime = value;\r\n\r\n if (value) {\r\n this._onBeforeRenderTargetsRenderObserver = this.scene.onBeforeRenderTargetsRenderObservable.add(() => {\r\n Tools.StartPerformanceCounter(\"Render targets rendering\");\r\n this._renderTargetsRenderTime.beginMonitoring();\r\n });\r\n\r\n this._onAfterRenderTargetsRenderObserver = this.scene.onAfterRenderTargetsRenderObservable.add(() => {\r\n Tools.EndPerformanceCounter(\"Render targets rendering\");\r\n this._renderTargetsRenderTime.endMonitoring(false);\r\n });\r\n } else {\r\n this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);\r\n this._onBeforeRenderTargetsRenderObserver = null;\r\n\r\n this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);\r\n this._onAfterRenderTargetsRenderObserver = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for particles render time\r\n */\r\n public get particlesRenderTimeCounter(): PerfCounter {\r\n return this._particlesRenderTime;\r\n }\r\n\r\n /**\r\n * Gets the particles render time capture status\r\n */\r\n public get captureParticlesRenderTime(): boolean {\r\n return this._captureParticlesRenderTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the particles render time capture\r\n */\r\n public set captureParticlesRenderTime(value: boolean) {\r\n if (value === this._captureParticlesRenderTime) {\r\n return;\r\n }\r\n\r\n this._captureParticlesRenderTime = value;\r\n\r\n if (value) {\r\n this._onBeforeParticlesRenderingObserver = this.scene.onBeforeParticlesRenderingObservable.add(() => {\r\n Tools.StartPerformanceCounter(\"Particles\");\r\n this._particlesRenderTime.beginMonitoring();\r\n });\r\n\r\n this._onAfterParticlesRenderingObserver = this.scene.onAfterParticlesRenderingObservable.add(() => {\r\n Tools.EndPerformanceCounter(\"Particles\");\r\n this._particlesRenderTime.endMonitoring(false);\r\n });\r\n } else {\r\n this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);\r\n this._onBeforeParticlesRenderingObserver = null;\r\n\r\n this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);\r\n this._onAfterParticlesRenderingObserver = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for sprites render time\r\n */\r\n public get spritesRenderTimeCounter(): PerfCounter {\r\n return this._spritesRenderTime;\r\n }\r\n\r\n /**\r\n * Gets the sprites render time capture status\r\n */\r\n public get captureSpritesRenderTime(): boolean {\r\n return this._captureSpritesRenderTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the sprites render time capture\r\n */\r\n public set captureSpritesRenderTime(value: boolean) {\r\n if (value === this._captureSpritesRenderTime) {\r\n return;\r\n }\r\n\r\n this._captureSpritesRenderTime = value;\r\n\r\n if (!this.scene.spriteManagers) {\r\n return;\r\n }\r\n\r\n if (value) {\r\n this._onBeforeSpritesRenderingObserver = this.scene.onBeforeSpritesRenderingObservable.add(() => {\r\n Tools.StartPerformanceCounter(\"Sprites\");\r\n this._spritesRenderTime.beginMonitoring();\r\n });\r\n\r\n this._onAfterSpritesRenderingObserver = this.scene.onAfterSpritesRenderingObservable.add(() => {\r\n Tools.EndPerformanceCounter(\"Sprites\");\r\n this._spritesRenderTime.endMonitoring(false);\r\n });\r\n } else {\r\n this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);\r\n this._onBeforeSpritesRenderingObserver = null;\r\n\r\n this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);\r\n this._onAfterSpritesRenderingObserver = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for physics time\r\n */\r\n public get physicsTimeCounter(): PerfCounter {\r\n return this._physicsTime;\r\n }\r\n\r\n /**\r\n * Gets the physics time capture status\r\n */\r\n public get capturePhysicsTime(): boolean {\r\n return this._capturePhysicsTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the physics time capture\r\n */\r\n public set capturePhysicsTime(value: boolean) {\r\n if (value === this._capturePhysicsTime) {\r\n return;\r\n }\r\n\r\n if (!this.scene.onBeforePhysicsObservable) {\r\n return;\r\n }\r\n\r\n this._capturePhysicsTime = value;\r\n\r\n if (value) {\r\n this._onBeforePhysicsObserver = this.scene.onBeforePhysicsObservable.add(() => {\r\n Tools.StartPerformanceCounter(\"Physics\");\r\n this._physicsTime.beginMonitoring();\r\n });\r\n\r\n this._onAfterPhysicsObserver = this.scene.onAfterPhysicsObservable.add(() => {\r\n Tools.EndPerformanceCounter(\"Physics\");\r\n this._physicsTime.endMonitoring();\r\n });\r\n } else {\r\n this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);\r\n this._onBeforePhysicsObserver = null;\r\n\r\n this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);\r\n this._onAfterPhysicsObserver = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for animations time\r\n */\r\n public get animationsTimeCounter(): PerfCounter {\r\n return this._animationsTime;\r\n }\r\n\r\n /**\r\n * Gets the animations time capture status\r\n */\r\n public get captureAnimationsTime(): boolean {\r\n return this._captureAnimationsTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the animations time capture\r\n */\r\n public set captureAnimationsTime(value: boolean) {\r\n if (value === this._captureAnimationsTime) {\r\n return;\r\n }\r\n\r\n this._captureAnimationsTime = value;\r\n\r\n if (value) {\r\n this._onAfterAnimationsObserver = this.scene.onAfterAnimationsObservable.add(() => {\r\n this._animationsTime.endMonitoring();\r\n });\r\n } else {\r\n this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);\r\n this._onAfterAnimationsObserver = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for frame time capture\r\n */\r\n public get frameTimeCounter(): PerfCounter {\r\n return this._frameTime;\r\n }\r\n\r\n /**\r\n * Gets the frame time capture status\r\n */\r\n public get captureFrameTime(): boolean {\r\n return this._captureFrameTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the frame time capture\r\n */\r\n public set captureFrameTime(value: boolean) {\r\n this._captureFrameTime = value;\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for inter-frames time capture\r\n */\r\n public get interFrameTimeCounter(): PerfCounter {\r\n return this._interFrameTime;\r\n }\r\n\r\n /**\r\n * Gets the inter-frames time capture status\r\n */\r\n public get captureInterFrameTime(): boolean {\r\n return this._captureInterFrameTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the inter-frames time capture\r\n */\r\n public set captureInterFrameTime(value: boolean) {\r\n this._captureInterFrameTime = value;\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for render time capture\r\n */\r\n public get renderTimeCounter(): PerfCounter {\r\n return this._renderTime;\r\n }\r\n\r\n /**\r\n * Gets the render time capture status\r\n */\r\n public get captureRenderTime(): boolean {\r\n return this._captureRenderTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the render time capture\r\n */\r\n public set captureRenderTime(value: boolean) {\r\n if (value === this._captureRenderTime) {\r\n return;\r\n }\r\n\r\n this._captureRenderTime = value;\r\n\r\n if (value) {\r\n this._onBeforeDrawPhaseObserver = this.scene.onBeforeDrawPhaseObservable.add(() => {\r\n this._renderTime.beginMonitoring();\r\n Tools.StartPerformanceCounter(\"Main render\");\r\n });\r\n\r\n this._onAfterDrawPhaseObserver = this.scene.onAfterDrawPhaseObservable.add(() => {\r\n this._renderTime.endMonitoring(false);\r\n Tools.EndPerformanceCounter(\"Main render\");\r\n });\r\n } else {\r\n this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);\r\n this._onBeforeDrawPhaseObserver = null;\r\n this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);\r\n this._onAfterDrawPhaseObserver = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for camera render time capture\r\n */\r\n public get cameraRenderTimeCounter(): PerfCounter {\r\n return this._cameraRenderTime;\r\n }\r\n\r\n /**\r\n * Gets the camera render time capture status\r\n */\r\n public get captureCameraRenderTime(): boolean {\r\n return this._captureCameraRenderTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the camera render time capture\r\n */\r\n public set captureCameraRenderTime(value: boolean) {\r\n if (value === this._captureCameraRenderTime) {\r\n return;\r\n }\r\n\r\n this._captureCameraRenderTime = value;\r\n\r\n if (value) {\r\n this._onBeforeCameraRenderObserver = this.scene.onBeforeCameraRenderObservable.add((camera) => {\r\n this._cameraRenderTime.beginMonitoring();\r\n Tools.StartPerformanceCounter(`Rendering camera ${camera.name}`);\r\n });\r\n\r\n this._onAfterCameraRenderObserver = this.scene.onAfterCameraRenderObservable.add((camera) => {\r\n this._cameraRenderTime.endMonitoring(false);\r\n Tools.EndPerformanceCounter(`Rendering camera ${camera.name}`);\r\n });\r\n } else {\r\n this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);\r\n this._onBeforeCameraRenderObserver = null;\r\n this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);\r\n this._onAfterCameraRenderObserver = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for draw calls\r\n */\r\n public get drawCallsCounter(): PerfCounter {\r\n return this.scene.getEngine()._drawCalls;\r\n }\r\n\r\n /**\r\n * Instantiates a new scene instrumentation.\r\n * This class can be used to get instrumentation data from a Babylon engine\r\n * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation\r\n * @param scene Defines the scene to instrument\r\n */\r\n public constructor(\r\n /**\r\n * Defines the scene to instrument\r\n */\r\n public scene: Scene) {\r\n // Before render\r\n this._onBeforeAnimationsObserver = scene.onBeforeAnimationsObservable.add(() => {\r\n if (this._captureActiveMeshesEvaluationTime) {\r\n this._activeMeshesEvaluationTime.fetchNewFrame();\r\n }\r\n\r\n if (this._captureRenderTargetsRenderTime) {\r\n this._renderTargetsRenderTime.fetchNewFrame();\r\n }\r\n\r\n if (this._captureFrameTime) {\r\n Tools.StartPerformanceCounter(\"Scene rendering\");\r\n this._frameTime.beginMonitoring();\r\n }\r\n\r\n if (this._captureInterFrameTime) {\r\n this._interFrameTime.endMonitoring();\r\n }\r\n\r\n if (this._captureParticlesRenderTime) {\r\n this._particlesRenderTime.fetchNewFrame();\r\n }\r\n\r\n if (this._captureSpritesRenderTime) {\r\n this._spritesRenderTime.fetchNewFrame();\r\n }\r\n\r\n if (this._captureAnimationsTime) {\r\n this._animationsTime.beginMonitoring();\r\n }\r\n\r\n this.scene.getEngine()._drawCalls.fetchNewFrame();\r\n });\r\n\r\n // After render\r\n this._onAfterRenderObserver = scene.onAfterRenderObservable.add(() => {\r\n if (this._captureFrameTime) {\r\n Tools.EndPerformanceCounter(\"Scene rendering\");\r\n this._frameTime.endMonitoring();\r\n }\r\n\r\n if (this._captureRenderTime) {\r\n this._renderTime.endMonitoring(false);\r\n }\r\n\r\n if (this._captureInterFrameTime) {\r\n this._interFrameTime.beginMonitoring();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Dispose and release associated resources.\r\n */\r\n public dispose() {\r\n this.scene.onAfterRenderObservable.remove(this._onAfterRenderObserver);\r\n this._onAfterRenderObserver = null;\r\n\r\n this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);\r\n this._onBeforeActiveMeshesEvaluationObserver = null;\r\n\r\n this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);\r\n this._onAfterActiveMeshesEvaluationObserver = null;\r\n\r\n this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);\r\n this._onBeforeRenderTargetsRenderObserver = null;\r\n\r\n this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);\r\n this._onAfterRenderTargetsRenderObserver = null;\r\n\r\n this.scene.onBeforeAnimationsObservable.remove(this._onBeforeAnimationsObserver);\r\n this._onBeforeAnimationsObserver = null;\r\n\r\n this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);\r\n this._onBeforeParticlesRenderingObserver = null;\r\n\r\n this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);\r\n this._onAfterParticlesRenderingObserver = null;\r\n\r\n if (this._onBeforeSpritesRenderingObserver) {\r\n this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);\r\n this._onBeforeSpritesRenderingObserver = null;\r\n }\r\n\r\n if (this._onAfterSpritesRenderingObserver) {\r\n this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);\r\n this._onAfterSpritesRenderingObserver = null;\r\n }\r\n\r\n this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);\r\n this._onBeforeDrawPhaseObserver = null;\r\n\r\n this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);\r\n this._onAfterDrawPhaseObserver = null;\r\n\r\n if (this._onBeforePhysicsObserver) {\r\n this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);\r\n this._onBeforePhysicsObserver = null;\r\n }\r\n\r\n if (this._onAfterPhysicsObserver) {\r\n this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);\r\n this._onAfterPhysicsObserver = null;\r\n }\r\n\r\n this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);\r\n this._onAfterAnimationsObserver = null;\r\n\r\n this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);\r\n this._onBeforeCameraRenderObserver = null;\r\n\r\n this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);\r\n this._onAfterCameraRenderObserver = null;\r\n\r\n (this.scene) = null;\r\n }\r\n}\r\n","import { Nullable } from \"../types\";\r\n/**\r\n * @hidden\r\n **/\r\nexport class _TimeToken {\r\n public _startTimeQuery: Nullable;\r\n public _endTimeQuery: Nullable;\r\n public _timeElapsedQuery: Nullable;\r\n public _timeElapsedQueryEnded = false;\r\n}\r\n","import { serialize, serializeAsColor4, serializeAsCameraReference } from \"../Misc/decorators\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Nullable } from \"../types\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Scene } from \"../scene\";\r\nimport { ISize } from \"../Maths/math.size\";\r\nimport { Color4 } from '../Maths/math.color';\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { SubMesh } from \"../Meshes/subMesh\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { MaterialHelper } from \"../Materials/materialHelper\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/glowMapGeneration.fragment\";\r\nimport \"../Shaders/glowMapGeneration.vertex\";\r\nimport { _DevTools } from '../Misc/devTools';\r\nimport { DataBuffer } from '../Meshes/dataBuffer';\r\nimport { EffectFallbacks } from '../Materials/effectFallbacks';\r\n\r\n/**\r\n * Effect layer options. This helps customizing the behaviour\r\n * of the effect layer.\r\n */\r\nexport interface IEffectLayerOptions {\r\n /**\r\n * Multiplication factor apply to the canvas size to compute the render target size\r\n * used to generated the objects (the smaller the faster).\r\n */\r\n mainTextureRatio: number;\r\n\r\n /**\r\n * Enforces a fixed size texture to ensure effect stability across devices.\r\n */\r\n mainTextureFixedSize?: number;\r\n\r\n /**\r\n * Alpha blending mode used to apply the blur. Default depends of the implementation.\r\n */\r\n alphaBlendingMode: number;\r\n\r\n /**\r\n * The camera attached to the layer.\r\n */\r\n camera: Nullable;\r\n\r\n /**\r\n * The rendering group to draw the layer in.\r\n */\r\n renderingGroupId: number;\r\n}\r\n\r\n/**\r\n * The effect layer Helps adding post process effect blended with the main pass.\r\n *\r\n * This can be for instance use to generate glow or higlight effects on the scene.\r\n *\r\n * The effect layer class can not be used directly and is intented to inherited from to be\r\n * customized per effects.\r\n */\r\nexport abstract class EffectLayer {\r\n\r\n private _vertexBuffers: { [key: string]: Nullable } = {};\r\n private _indexBuffer: Nullable;\r\n private _cachedDefines: string;\r\n private _effectLayerMapGenerationEffect: Effect;\r\n private _effectLayerOptions: IEffectLayerOptions;\r\n private _mergeEffect: Effect;\r\n\r\n protected _scene: Scene;\r\n protected _engine: Engine;\r\n protected _maxSize: number = 0;\r\n protected _mainTextureDesiredSize: ISize = { width: 0, height: 0 };\r\n protected _mainTexture: RenderTargetTexture;\r\n protected _shouldRender = true;\r\n protected _postProcesses: PostProcess[] = [];\r\n protected _textures: BaseTexture[] = [];\r\n protected _emissiveTextureAndColor: { texture: Nullable, color: Color4 } = { texture: null, color: new Color4() };\r\n\r\n /**\r\n * The name of the layer\r\n */\r\n @serialize()\r\n public name: string;\r\n\r\n /**\r\n * The clear color of the texture used to generate the glow map.\r\n */\r\n @serializeAsColor4()\r\n public neutralColor: Color4 = new Color4();\r\n\r\n /**\r\n * Specifies whether the highlight layer is enabled or not.\r\n */\r\n @serialize()\r\n public isEnabled: boolean = true;\r\n\r\n /**\r\n * Gets the camera attached to the layer.\r\n */\r\n @serializeAsCameraReference()\r\n public get camera(): Nullable {\r\n return this._effectLayerOptions.camera;\r\n }\r\n\r\n /**\r\n * Gets the rendering group id the layer should render in.\r\n */\r\n @serialize()\r\n public get renderingGroupId(): number {\r\n return this._effectLayerOptions.renderingGroupId;\r\n }\r\n public set renderingGroupId(renderingGroupId: number) {\r\n this._effectLayerOptions.renderingGroupId = renderingGroupId;\r\n }\r\n\r\n /**\r\n * An event triggered when the effect layer has been disposed.\r\n */\r\n public onDisposeObservable = new Observable();\r\n\r\n /**\r\n * An event triggered when the effect layer is about rendering the main texture with the glowy parts.\r\n */\r\n public onBeforeRenderMainTextureObservable = new Observable();\r\n\r\n /**\r\n * An event triggered when the generated texture is being merged in the scene.\r\n */\r\n public onBeforeComposeObservable = new Observable();\r\n\r\n /**\r\n * An event triggered when the mesh is rendered into the effect render target.\r\n */\r\n public onBeforeRenderMeshToEffect = new Observable();\r\n\r\n /**\r\n * An event triggered after the mesh has been rendered into the effect render target.\r\n */\r\n public onAfterRenderMeshToEffect = new Observable();\r\n\r\n /**\r\n * An event triggered when the generated texture has been merged in the scene.\r\n */\r\n public onAfterComposeObservable = new Observable();\r\n\r\n /**\r\n * An event triggered when the efffect layer changes its size.\r\n */\r\n public onSizeChangedObservable = new Observable();\r\n\r\n /** @hidden */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _DevTools.WarnImport(\"EffectLayerSceneComponent\");\r\n }\r\n\r\n /**\r\n * Instantiates a new effect Layer and references it in the scene.\r\n * @param name The name of the layer\r\n * @param scene The scene to use the layer in\r\n */\r\n constructor(\r\n /** The Friendly of the effect in the scene */\r\n name: string,\r\n scene: Scene) {\r\n this.name = name;\r\n\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n EffectLayer._SceneComponentInitialization(this._scene);\r\n\r\n this._engine = this._scene.getEngine();\r\n this._maxSize = this._engine.getCaps().maxTextureSize;\r\n this._scene.effectLayers.push(this);\r\n\r\n // Generate Buffers\r\n this._generateIndexBuffer();\r\n this._generateVertexBuffer();\r\n }\r\n\r\n /**\r\n * Get the effect name of the layer.\r\n * @return The effect name\r\n */\r\n public abstract getEffectName(): string;\r\n\r\n /**\r\n * Checks for the readiness of the element composing the layer.\r\n * @param subMesh the mesh to check for\r\n * @param useInstances specify whether or not to use instances to render the mesh\r\n * @return true if ready otherwise, false\r\n */\r\n public abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;\r\n\r\n /**\r\n * Returns whether or nood the layer needs stencil enabled during the mesh rendering.\r\n * @returns true if the effect requires stencil during the main canvas render pass.\r\n */\r\n public abstract needStencil(): boolean;\r\n\r\n /**\r\n * Create the merge effect. This is the shader use to blit the information back\r\n * to the main canvas at the end of the scene rendering.\r\n * @returns The effect containing the shader used to merge the effect on the main canvas\r\n */\r\n protected abstract _createMergeEffect(): Effect;\r\n\r\n /**\r\n * Creates the render target textures and post processes used in the effect layer.\r\n */\r\n protected abstract _createTextureAndPostProcesses(): void;\r\n\r\n /**\r\n * Implementation specific of rendering the generating effect on the main canvas.\r\n * @param effect The effect used to render through\r\n */\r\n protected abstract _internalRender(effect: Effect): void;\r\n\r\n /**\r\n * Sets the required values for both the emissive texture and and the main color.\r\n */\r\n protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;\r\n\r\n /**\r\n * Free any resources and references associated to a mesh.\r\n * Internal use\r\n * @param mesh The mesh to free.\r\n */\r\n public abstract _disposeMesh(mesh: Mesh): void;\r\n\r\n /**\r\n * Serializes this layer (Glow or Highlight for example)\r\n * @returns a serialized layer object\r\n */\r\n public abstract serialize?(): any;\r\n\r\n /**\r\n * Initializes the effect layer with the required options.\r\n * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)\r\n */\r\n protected _init(options: Partial): void {\r\n // Adapt options\r\n this._effectLayerOptions = {\r\n mainTextureRatio: 0.5,\r\n alphaBlendingMode: Constants.ALPHA_COMBINE,\r\n camera: null,\r\n renderingGroupId: -1,\r\n ...options,\r\n };\r\n\r\n this._setMainTextureSize();\r\n this._createMainTexture();\r\n this._createTextureAndPostProcesses();\r\n this._mergeEffect = this._createMergeEffect();\r\n }\r\n\r\n /**\r\n * Generates the index buffer of the full screen quad blending to the main canvas.\r\n */\r\n private _generateIndexBuffer(): void {\r\n // Indices\r\n var indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n\r\n this._indexBuffer = this._engine.createIndexBuffer(indices);\r\n }\r\n\r\n /**\r\n * Generates the vertex buffer of the full screen quad blending to the main canvas.\r\n */\r\n private _generateVertexBuffer(): void {\r\n // VBO\r\n var vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n\r\n var vertexBuffer = new VertexBuffer(this._engine, vertices, VertexBuffer.PositionKind, false, false, 2);\r\n this._vertexBuffers[VertexBuffer.PositionKind] = vertexBuffer;\r\n }\r\n\r\n /**\r\n * Sets the main texture desired size which is the closest power of two\r\n * of the engine canvas size.\r\n */\r\n private _setMainTextureSize(): void {\r\n if (this._effectLayerOptions.mainTextureFixedSize) {\r\n this._mainTextureDesiredSize.width = this._effectLayerOptions.mainTextureFixedSize;\r\n this._mainTextureDesiredSize.height = this._effectLayerOptions.mainTextureFixedSize;\r\n }\r\n else {\r\n this._mainTextureDesiredSize.width = this._engine.getRenderWidth() * this._effectLayerOptions.mainTextureRatio;\r\n this._mainTextureDesiredSize.height = this._engine.getRenderHeight() * this._effectLayerOptions.mainTextureRatio;\r\n\r\n this._mainTextureDesiredSize.width = this._engine.needPOTTextures ? Engine.GetExponentOfTwo(this._mainTextureDesiredSize.width, this._maxSize) : this._mainTextureDesiredSize.width;\r\n this._mainTextureDesiredSize.height = this._engine.needPOTTextures ? Engine.GetExponentOfTwo(this._mainTextureDesiredSize.height, this._maxSize) : this._mainTextureDesiredSize.height;\r\n }\r\n\r\n this._mainTextureDesiredSize.width = Math.floor(this._mainTextureDesiredSize.width);\r\n this._mainTextureDesiredSize.height = Math.floor(this._mainTextureDesiredSize.height);\r\n }\r\n\r\n /**\r\n * Creates the main texture for the effect layer.\r\n */\r\n protected _createMainTexture(): void {\r\n this._mainTexture = new RenderTargetTexture(\"HighlightLayerMainRTT\",\r\n {\r\n width: this._mainTextureDesiredSize.width,\r\n height: this._mainTextureDesiredSize.height\r\n },\r\n this._scene,\r\n false,\r\n true,\r\n Constants.TEXTURETYPE_UNSIGNED_INT);\r\n this._mainTexture.activeCamera = this._effectLayerOptions.camera;\r\n this._mainTexture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._mainTexture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._mainTexture.anisotropicFilteringLevel = 1;\r\n this._mainTexture.updateSamplingMode(Texture.BILINEAR_SAMPLINGMODE);\r\n this._mainTexture.renderParticles = false;\r\n this._mainTexture.renderList = null;\r\n this._mainTexture.ignoreCameraViewport = true;\r\n\r\n // Custom render function\r\n this._mainTexture.customRenderFunction = (opaqueSubMeshes: SmartArray, alphaTestSubMeshes: SmartArray, transparentSubMeshes: SmartArray, depthOnlySubMeshes: SmartArray): void => {\r\n this.onBeforeRenderMainTextureObservable.notifyObservers(this);\r\n\r\n var index: number;\r\n\r\n let engine = this._scene.getEngine();\r\n\r\n if (depthOnlySubMeshes.length) {\r\n engine.setColorWrite(false);\r\n for (index = 0; index < depthOnlySubMeshes.length; index++) {\r\n this._renderSubMesh(depthOnlySubMeshes.data[index]);\r\n }\r\n engine.setColorWrite(true);\r\n }\r\n\r\n for (index = 0; index < opaqueSubMeshes.length; index++) {\r\n this._renderSubMesh(opaqueSubMeshes.data[index]);\r\n }\r\n\r\n for (index = 0; index < alphaTestSubMeshes.length; index++) {\r\n this._renderSubMesh(alphaTestSubMeshes.data[index]);\r\n }\r\n\r\n const previousAlphaMode = engine.getAlphaMode();\r\n\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n this._renderSubMesh(transparentSubMeshes.data[index], true);\r\n }\r\n\r\n engine.setAlphaMode(previousAlphaMode);\r\n };\r\n\r\n this._mainTexture.onClearObservable.add((engine: Engine) => {\r\n engine.clear(this.neutralColor, true, true, true);\r\n });\r\n }\r\n\r\n /**\r\n * Adds specific effects defines.\r\n * @param defines The defines to add specifics to.\r\n */\r\n protected _addCustomEffectDefines(defines: string[]): void {\r\n // Nothing to add by default.\r\n }\r\n\r\n /**\r\n * Checks for the readiness of the element composing the layer.\r\n * @param subMesh the mesh to check for\r\n * @param useInstances specify whether or not to use instances to render the mesh\r\n * @param emissiveTexture the associated emissive texture used to generate the glow\r\n * @return true if ready otherwise, false\r\n */\r\n protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable): boolean {\r\n let material = subMesh.getMaterial();\r\n\r\n if (!material) {\r\n return false;\r\n }\r\n\r\n if (!material.isReadyForSubMesh(subMesh.getMesh(), subMesh, useInstances)) {\r\n return false;\r\n }\r\n\r\n var defines: string[] = [];\r\n\r\n var attribs = [VertexBuffer.PositionKind];\r\n\r\n var mesh = subMesh.getMesh();\r\n var uv1 = false;\r\n var uv2 = false;\r\n\r\n // Diffuse\r\n if (material) {\r\n const needAlphaTest = material.needAlphaTesting();\r\n\r\n const diffuseTexture = material.getAlphaTestTexture();\r\n const needAlphaBlendFromDiffuse = diffuseTexture && diffuseTexture.hasAlpha &&\r\n ((material as any).useAlphaFromDiffuseTexture || (material as any)._useAlphaFromAlbedoTexture);\r\n\r\n if (diffuseTexture && (needAlphaTest || needAlphaBlendFromDiffuse)) {\r\n defines.push(\"#define DIFFUSE\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind) &&\r\n diffuseTexture.coordinatesIndex === 1) {\r\n defines.push(\"#define DIFFUSEUV2\");\r\n uv2 = true;\r\n }\r\n else if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n defines.push(\"#define DIFFUSEUV1\");\r\n uv1 = true;\r\n }\r\n\r\n if (needAlphaTest) {\r\n defines.push(\"#define ALPHATEST\");\r\n defines.push(\"#define ALPHATESTVALUE 0.4\");\r\n }\r\n }\r\n\r\n var opacityTexture = (material as any).opacityTexture;\r\n if (opacityTexture) {\r\n defines.push(\"#define OPACITY\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind) &&\r\n opacityTexture.coordinatesIndex === 1) {\r\n defines.push(\"#define OPACITYUV2\");\r\n uv2 = true;\r\n }\r\n else if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n defines.push(\"#define OPACITYUV1\");\r\n uv1 = true;\r\n }\r\n }\r\n }\r\n\r\n // Emissive\r\n if (emissiveTexture) {\r\n defines.push(\"#define EMISSIVE\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind) &&\r\n emissiveTexture.coordinatesIndex === 1) {\r\n defines.push(\"#define EMISSIVEUV2\");\r\n uv2 = true;\r\n }\r\n else if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n defines.push(\"#define EMISSIVEUV1\");\r\n uv1 = true;\r\n }\r\n }\r\n\r\n // Vertex\r\n if (mesh.isVerticesDataPresent(VertexBuffer.ColorKind) && mesh.hasVertexAlpha) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n defines.push(\"#define VERTEXALPHA\");\r\n }\r\n\r\n if (uv1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n }\r\n if (uv2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n }\r\n\r\n // Bones\r\n const fallbacks = new EffectFallbacks();\r\n if (mesh.useBones && mesh.computeBonesUsingShaders) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n\r\n let skeleton = mesh.skeleton;\r\n if (skeleton && skeleton.isUsingTextureForMatrices) {\r\n defines.push(\"#define BONETEXTURE\");\r\n } else {\r\n defines.push(\"#define BonesPerMesh \" + (skeleton ? (skeleton.bones.length + 1) : 0));\r\n }\r\n\r\n if (mesh.numBoneInfluencers > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph targets\r\n var manager = (mesh).morphTargetManager;\r\n let morphInfluencers = 0;\r\n if (manager) {\r\n if (manager.numInfluencers > 0) {\r\n defines.push(\"#define MORPHTARGETS\");\r\n morphInfluencers = manager.numInfluencers;\r\n defines.push(\"#define NUM_MORPH_INFLUENCERS \" + morphInfluencers);\r\n MaterialHelper.PrepareAttributesForMorphTargetsInfluencers(attribs, mesh, morphInfluencers);\r\n }\r\n }\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n MaterialHelper.PushAttributesForInstances(attribs);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n this._addCustomEffectDefines(defines);\r\n\r\n // Get correct effect\r\n var join = defines.join(\"\\n\");\r\n if (this._cachedDefines !== join) {\r\n this._cachedDefines = join;\r\n this._effectLayerMapGenerationEffect = this._scene.getEngine().createEffect(\"glowMapGeneration\",\r\n attribs,\r\n [\"world\", \"mBones\", \"viewProjection\",\r\n \"glowColor\", \"morphTargetInfluences\", \"boneTextureWidth\",\r\n \"diffuseMatrix\", \"emissiveMatrix\", \"opacityMatrix\", \"opacityIntensity\"],\r\n [\"diffuseSampler\", \"emissiveSampler\", \"opacitySampler\", \"boneSampler\"], join,\r\n fallbacks, undefined, undefined, { maxSimultaneousMorphTargets: morphInfluencers });\r\n }\r\n\r\n return this._effectLayerMapGenerationEffect.isReady();\r\n }\r\n\r\n /**\r\n * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.\r\n */\r\n public render(): void {\r\n var currentEffect = this._mergeEffect;\r\n\r\n // Check\r\n if (!currentEffect.isReady()) {\r\n return;\r\n }\r\n\r\n for (var i = 0; i < this._postProcesses.length; i++) {\r\n if (!this._postProcesses[i].isReady()) {\r\n return;\r\n }\r\n }\r\n\r\n var engine = this._scene.getEngine();\r\n\r\n this.onBeforeComposeObservable.notifyObservers(this);\r\n\r\n // Render\r\n engine.enableEffect(currentEffect);\r\n engine.setState(false);\r\n\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);\r\n\r\n // Cache\r\n var previousAlphaMode = engine.getAlphaMode();\r\n\r\n // Go Blend.\r\n engine.setAlphaMode(this._effectLayerOptions.alphaBlendingMode);\r\n\r\n // Blends the map on the main canvas.\r\n this._internalRender(currentEffect);\r\n\r\n // Restore Alpha\r\n engine.setAlphaMode(previousAlphaMode);\r\n\r\n this.onAfterComposeObservable.notifyObservers(this);\r\n\r\n // Handle size changes.\r\n var size = this._mainTexture.getSize();\r\n this._setMainTextureSize();\r\n if (size.width !== this._mainTextureDesiredSize.width || size.height !== this._mainTextureDesiredSize.height) {\r\n // Recreate RTT and post processes on size change.\r\n this.onSizeChangedObservable.notifyObservers(this);\r\n this._disposeTextureAndPostProcesses();\r\n this._createMainTexture();\r\n this._createTextureAndPostProcesses();\r\n }\r\n }\r\n\r\n /**\r\n * Determine if a given mesh will be used in the current effect.\r\n * @param mesh mesh to test\r\n * @returns true if the mesh will be used\r\n */\r\n public hasMesh(mesh: AbstractMesh): boolean {\r\n if (this.renderingGroupId === -1 || mesh.renderingGroupId === this.renderingGroupId) {\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Returns true if the layer contains information to display, otherwise false.\r\n * @returns true if the glow layer should be rendered\r\n */\r\n public shouldRender(): boolean {\r\n return this.isEnabled && this._shouldRender;\r\n }\r\n\r\n /**\r\n * Returns true if the mesh should render, otherwise false.\r\n * @param mesh The mesh to render\r\n * @returns true if it should render otherwise false\r\n */\r\n protected _shouldRenderMesh(mesh: AbstractMesh): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Returns true if the mesh can be rendered, otherwise false.\r\n * @param mesh The mesh to render\r\n * @param material The material used on the mesh\r\n * @returns true if it can be rendered otherwise false\r\n */\r\n protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean {\r\n return !material.needAlphaBlendingForMesh(mesh);\r\n }\r\n\r\n /**\r\n * Returns true if the mesh should render, otherwise false.\r\n * @param mesh The mesh to render\r\n * @returns true if it should render otherwise false\r\n */\r\n protected _shouldRenderEmissiveTextureForMesh(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Renders the submesh passed in parameter to the generation map.\r\n */\r\n protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode: boolean = false): void {\r\n if (!this.shouldRender()) {\r\n return;\r\n }\r\n\r\n var material = subMesh.getMaterial();\r\n var ownerMesh = subMesh.getMesh();\r\n var replacementMesh = subMesh.getReplacementMesh();\r\n var renderingMesh = subMesh.getRenderingMesh();\r\n var effectiveMesh = subMesh.getEffectiveMesh();\r\n var scene = this._scene;\r\n var engine = scene.getEngine();\r\n\r\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n\r\n if (!material) {\r\n return;\r\n }\r\n\r\n // Do not block in blend mode.\r\n if (!this._canRenderMesh(renderingMesh, material)) {\r\n return;\r\n }\r\n\r\n // Culling\r\n engine.setState(material.backFaceCulling);\r\n\r\n // Managing instances\r\n var batch = renderingMesh._getInstancesRenderList(subMesh._id, !!replacementMesh);\r\n if (batch.mustReturn) {\r\n return;\r\n }\r\n\r\n // Early Exit per mesh\r\n if (!this._shouldRenderMesh(renderingMesh)) {\r\n return;\r\n }\r\n\r\n var hardwareInstancedRendering = batch.hardwareInstancedRendering[subMesh._id] || renderingMesh.hasThinInstances;\r\n\r\n this._setEmissiveTextureAndColor(renderingMesh, subMesh, material);\r\n\r\n this.onBeforeRenderMeshToEffect.notifyObservers(ownerMesh);\r\n\r\n if (this._useMeshMaterial(renderingMesh)) {\r\n renderingMesh.render(subMesh, hardwareInstancedRendering, replacementMesh || undefined);\r\n }\r\n else if (this._isReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {\r\n engine.enableEffect(this._effectLayerMapGenerationEffect);\r\n renderingMesh._bind(subMesh, this._effectLayerMapGenerationEffect, Material.TriangleFillMode);\r\n\r\n this._effectLayerMapGenerationEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n this._effectLayerMapGenerationEffect.setFloat4(\"glowColor\",\r\n this._emissiveTextureAndColor.color.r,\r\n this._emissiveTextureAndColor.color.g,\r\n this._emissiveTextureAndColor.color.b,\r\n this._emissiveTextureAndColor.color.a);\r\n\r\n const needAlphaTest = material.needAlphaTesting();\r\n\r\n const diffuseTexture = material.getAlphaTestTexture();\r\n const needAlphaBlendFromDiffuse = diffuseTexture && diffuseTexture.hasAlpha &&\r\n ((material as any).useAlphaFromDiffuseTexture || (material as any)._useAlphaFromAlbedoTexture);\r\n\r\n if (diffuseTexture && (needAlphaTest || needAlphaBlendFromDiffuse)) {\r\n this._effectLayerMapGenerationEffect.setTexture(\"diffuseSampler\", diffuseTexture);\r\n const textureMatrix = diffuseTexture.getTextureMatrix();\r\n\r\n if (textureMatrix) {\r\n this._effectLayerMapGenerationEffect.setMatrix(\"diffuseMatrix\", textureMatrix);\r\n }\r\n }\r\n\r\n const opacityTexture = (material as any).opacityTexture;\r\n if (opacityTexture) {\r\n this._effectLayerMapGenerationEffect.setTexture(\"opacitySampler\", opacityTexture);\r\n this._effectLayerMapGenerationEffect.setFloat(\"opacityIntensity\", opacityTexture.level);\r\n const textureMatrix = opacityTexture.getTextureMatrix();\r\n if (textureMatrix) {\r\n this._effectLayerMapGenerationEffect.setMatrix(\"opacityMatrix\", textureMatrix);\r\n }\r\n }\r\n\r\n // Glow emissive only\r\n if (this._emissiveTextureAndColor.texture) {\r\n this._effectLayerMapGenerationEffect.setTexture(\"emissiveSampler\", this._emissiveTextureAndColor.texture);\r\n this._effectLayerMapGenerationEffect.setMatrix(\"emissiveMatrix\", this._emissiveTextureAndColor.texture.getTextureMatrix());\r\n }\r\n\r\n // Bones\r\n if (renderingMesh.useBones && renderingMesh.computeBonesUsingShaders && renderingMesh.skeleton) {\r\n const skeleton = renderingMesh.skeleton;\r\n\r\n if (skeleton.isUsingTextureForMatrices) {\r\n const boneTexture = skeleton.getTransformMatrixTexture(renderingMesh);\r\n if (!boneTexture) {\r\n return;\r\n }\r\n\r\n this._effectLayerMapGenerationEffect.setTexture(\"boneSampler\", boneTexture);\r\n this._effectLayerMapGenerationEffect.setFloat(\"boneTextureWidth\", 4.0 * (skeleton.bones.length + 1));\r\n } else {\r\n this._effectLayerMapGenerationEffect.setMatrices(\"mBones\", skeleton.getTransformMatrices((renderingMesh)));\r\n }\r\n }\r\n\r\n // Morph targets\r\n MaterialHelper.BindMorphTargetParameters(renderingMesh, this._effectLayerMapGenerationEffect);\r\n\r\n // Alpha mode\r\n if (enableAlphaMode) {\r\n engine.setAlphaMode(material.alphaMode);\r\n }\r\n\r\n // Draw\r\n renderingMesh._processRendering(effectiveMesh, subMesh, this._effectLayerMapGenerationEffect, material.fillMode, batch, hardwareInstancedRendering,\r\n (isInstance, world) => this._effectLayerMapGenerationEffect.setMatrix(\"world\", world));\r\n } else {\r\n // Need to reset refresh rate of the main map\r\n this._mainTexture.resetRefreshCounter();\r\n }\r\n\r\n this.onAfterRenderMeshToEffect.notifyObservers(ownerMesh);\r\n }\r\n\r\n /**\r\n * Defines whether the current material of the mesh should be use to render the effect.\r\n * @param mesh defines the current mesh to render\r\n */\r\n protected _useMeshMaterial(mesh: AbstractMesh): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Rebuild the required buffers.\r\n * @hidden Internal use only.\r\n */\r\n public _rebuild(): void {\r\n let vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n\r\n if (vb) {\r\n vb._rebuild();\r\n }\r\n\r\n this._generateIndexBuffer();\r\n }\r\n\r\n /**\r\n * Dispose only the render target textures and post process.\r\n */\r\n private _disposeTextureAndPostProcesses(): void {\r\n this._mainTexture.dispose();\r\n\r\n for (var i = 0; i < this._postProcesses.length; i++) {\r\n if (this._postProcesses[i]) {\r\n this._postProcesses[i].dispose();\r\n }\r\n }\r\n this._postProcesses = [];\r\n\r\n for (var i = 0; i < this._textures.length; i++) {\r\n if (this._textures[i]) {\r\n this._textures[i].dispose();\r\n }\r\n }\r\n this._textures = [];\r\n }\r\n\r\n /**\r\n * Dispose the highlight layer and free resources.\r\n */\r\n public dispose(): void {\r\n var vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n this._indexBuffer = null;\r\n }\r\n\r\n // Clean textures and post processes\r\n this._disposeTextureAndPostProcesses();\r\n\r\n // Remove from scene\r\n var index = this._scene.effectLayers.indexOf(this, 0);\r\n if (index > -1) {\r\n this._scene.effectLayers.splice(index, 1);\r\n }\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n\r\n this.onDisposeObservable.clear();\r\n this.onBeforeRenderMainTextureObservable.clear();\r\n this.onBeforeComposeObservable.clear();\r\n this.onBeforeRenderMeshToEffect.clear();\r\n this.onAfterRenderMeshToEffect.clear();\r\n this.onAfterComposeObservable.clear();\r\n this.onSizeChangedObservable.clear();\r\n }\r\n\r\n /**\r\n * Gets the class name of the effect layer\r\n * @returns the string with the class name of the effect layer\r\n */\r\n public getClassName(): string {\r\n return \"EffectLayer\";\r\n }\r\n\r\n /**\r\n * Creates an effect layer from parsed effect layer data\r\n * @param parsedEffectLayer defines effect layer data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing the effect layer information\r\n * @returns a parsed effect Layer\r\n */\r\n public static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer {\r\n var effectLayerType = Tools.Instantiate(parsedEffectLayer.customType);\r\n\r\n return effectLayerType.Parse(parsedEffectLayer, scene, rootUrl);\r\n }\r\n}\r\n","import { Camera } from \"../Cameras/camera\";\r\nimport { Scene } from \"../scene\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { SceneComponentConstants, ISceneSerializableComponent } from \"../sceneComponent\";\r\nimport { EffectLayer } from \"./effectLayer\";\r\nimport { AbstractScene } from \"../abstractScene\";\r\nimport { AssetContainer } from \"../assetContainer\";\r\n// Adds the parser to the scene parsers.\r\nAbstractScene.AddParser(SceneComponentConstants.NAME_EFFECTLAYER, (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => {\r\n if (parsedData.effectLayers) {\r\n if (!container.effectLayers) {\r\n container.effectLayers = new Array();\r\n }\r\n\r\n for (let index = 0; index < parsedData.effectLayers.length; index++) {\r\n var effectLayer = EffectLayer.Parse(parsedData.effectLayers[index], scene, rootUrl);\r\n container.effectLayers.push(effectLayer);\r\n }\r\n }\r\n});\r\n\r\ndeclare module \"../abstractScene\" {\r\n export interface AbstractScene {\r\n /**\r\n * The list of effect layers (highlights/glow) added to the scene\r\n * @see http://doc.babylonjs.com/how_to/highlight_layer\r\n * @see http://doc.babylonjs.com/how_to/glow_layer\r\n */\r\n effectLayers: Array;\r\n\r\n /**\r\n * Removes the given effect layer from this scene.\r\n * @param toRemove defines the effect layer to remove\r\n * @returns the index of the removed effect layer\r\n */\r\n removeEffectLayer(toRemove: EffectLayer): number;\r\n\r\n /**\r\n * Adds the given effect layer to this scene\r\n * @param newEffectLayer defines the effect layer to add\r\n */\r\n addEffectLayer(newEffectLayer: EffectLayer): void;\r\n }\r\n}\r\n\r\nAbstractScene.prototype.removeEffectLayer = function(toRemove: EffectLayer): number {\r\n var index = this.effectLayers.indexOf(toRemove);\r\n if (index !== -1) {\r\n this.effectLayers.splice(index, 1);\r\n }\r\n\r\n return index;\r\n};\r\n\r\nAbstractScene.prototype.addEffectLayer = function(newEffectLayer: EffectLayer): void {\r\n this.effectLayers.push(newEffectLayer);\r\n};\r\n\r\n/**\r\n * Defines the layer scene component responsible to manage any effect layers\r\n * in a given scene.\r\n */\r\nexport class EffectLayerSceneComponent implements ISceneSerializableComponent {\r\n /**\r\n * The component name helpfull to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_EFFECTLAYER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n private _engine: Engine;\r\n private _renderEffects = false;\r\n private _needStencil = false;\r\n private _previousStencilState = false;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n this._engine = scene.getEngine();\r\n scene.effectLayers = new Array();\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._isReadyForMeshStage.registerStep(SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER, this, this._isReadyForMesh);\r\n\r\n this.scene._cameraDrawRenderTargetStage.registerStep(SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER, this, this._renderMainTexture);\r\n\r\n this.scene._beforeCameraDrawStage.registerStep(SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER, this, this._setStencil);\r\n\r\n this.scene._afterRenderingGroupDrawStage.registerStep(SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW, this, this._drawRenderingGroup);\r\n\r\n this.scene._afterCameraDrawStage.registerStep(SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER, this, this._setStencilBack);\r\n this.scene._afterCameraDrawStage.registerStep(SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW, this, this._drawCamera);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n let layers = this.scene.effectLayers;\r\n for (let effectLayer of layers) {\r\n effectLayer._rebuild();\r\n }\r\n }\r\n\r\n /**\r\n * Serializes the component data to the specified json object\r\n * @param serializationObject The object to serialize to\r\n */\r\n public serialize(serializationObject: any): void {\r\n // Effect layers\r\n serializationObject.effectLayers = [];\r\n\r\n let layers = this.scene.effectLayers;\r\n for (let effectLayer of layers) {\r\n if (effectLayer.serialize) {\r\n serializationObject.effectLayers.push(effectLayer.serialize());\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Adds all the elements from the container to the scene\r\n * @param container the container holding the elements\r\n */\r\n public addFromContainer(container: AbstractScene): void {\r\n if (!container.effectLayers) {\r\n return;\r\n }\r\n container.effectLayers.forEach((o) => {\r\n this.scene.addEffectLayer(o);\r\n });\r\n }\r\n\r\n /**\r\n * Removes all the elements in the container from the scene\r\n * @param container contains the elements to remove\r\n * @param dispose if the removed element should be disposed (default: false)\r\n */\r\n public removeFromContainer(container: AbstractScene, dispose?: boolean): void {\r\n if (!container.effectLayers) {\r\n return;\r\n }\r\n container.effectLayers.forEach((o) => {\r\n this.scene.removeEffectLayer(o);\r\n if (dispose) {\r\n o.dispose();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated ressources.\r\n */\r\n public dispose(): void {\r\n let layers = this.scene.effectLayers;\r\n while (layers.length) {\r\n layers[0].dispose();\r\n }\r\n }\r\n\r\n private _isReadyForMesh(mesh: AbstractMesh, hardwareInstancedRendering: boolean): boolean {\r\n let layers = this.scene.effectLayers;\r\n for (let layer of layers) {\r\n if (!layer.hasMesh(mesh)) {\r\n continue;\r\n }\r\n\r\n for (var subMesh of mesh.subMeshes) {\r\n if (!layer.isReady(subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n private _renderMainTexture(camera: Camera): boolean {\r\n this._renderEffects = false;\r\n this._needStencil = false;\r\n\r\n let needRebind = false;\r\n\r\n let layers = this.scene.effectLayers;\r\n if (layers && layers.length > 0) {\r\n this._previousStencilState = this._engine.getStencilBuffer();\r\n for (let effectLayer of layers) {\r\n if (effectLayer.shouldRender() &&\r\n (!effectLayer.camera ||\r\n (effectLayer.camera.cameraRigMode === Camera.RIG_MODE_NONE && camera === effectLayer.camera) ||\r\n (effectLayer.camera.cameraRigMode !== Camera.RIG_MODE_NONE && effectLayer.camera._rigCameras.indexOf(camera) > -1))) {\r\n\r\n this._renderEffects = true;\r\n this._needStencil = this._needStencil || effectLayer.needStencil();\r\n\r\n let renderTarget = ((effectLayer)._mainTexture);\r\n if (renderTarget._shouldRender()) {\r\n this.scene.incrementRenderId();\r\n renderTarget.render(false, false);\r\n needRebind = true;\r\n }\r\n }\r\n }\r\n\r\n this.scene.incrementRenderId();\r\n }\r\n\r\n return needRebind;\r\n }\r\n\r\n private _setStencil() {\r\n // Activate effect Layer stencil\r\n if (this._needStencil) {\r\n this._engine.setStencilBuffer(true);\r\n }\r\n }\r\n\r\n private _setStencilBack() {\r\n // Restore effect Layer stencil\r\n if (this._needStencil) {\r\n this._engine.setStencilBuffer(this._previousStencilState);\r\n }\r\n }\r\n\r\n private _draw(renderingGroupId: number): void {\r\n if (this._renderEffects) {\r\n this._engine.setDepthBuffer(false);\r\n\r\n let layers = this.scene.effectLayers;\r\n for (let i = 0; i < layers.length; i++) {\r\n const effectLayer = layers[i];\r\n if (effectLayer.renderingGroupId === renderingGroupId) {\r\n if (effectLayer.shouldRender()) {\r\n effectLayer.render();\r\n }\r\n }\r\n }\r\n this._engine.setDepthBuffer(true);\r\n }\r\n }\r\n\r\n private _drawCamera(): void {\r\n if (this._renderEffects) {\r\n this._draw(-1);\r\n }\r\n }\r\n private _drawRenderingGroup(index: number): void {\r\n if (!this.scene._isInIntermediateRendering() && this._renderEffects) {\r\n this._draw(index);\r\n }\r\n }\r\n}\r\n\r\nEffectLayer._SceneComponentInitialization = (scene: Scene) => {\r\n let component = scene._getComponent(SceneComponentConstants.NAME_EFFECTLAYER) as EffectLayerSceneComponent;\r\n if (!component) {\r\n component = new EffectLayerSceneComponent(scene);\r\n scene._addComponent(component);\r\n }\r\n};","import { serialize, SerializationHelper } from \"../Misc/decorators\";\r\nimport { Nullable } from \"../types\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Scene } from \"../scene\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { SubMesh } from \"../Meshes/subMesh\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { BlurPostProcess } from \"../PostProcesses/blurPostProcess\";\r\nimport { EffectLayer } from \"./effectLayer\";\r\nimport { AbstractScene } from \"../abstractScene\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { _TypeStore } from '../Misc/typeStore';\r\nimport { Engine } from '../Engines/engine';\r\nimport { Color4 } from '../Maths/math.color';\r\n\r\nimport \"../Shaders/glowMapMerge.fragment\";\r\nimport \"../Shaders/glowMapMerge.vertex\";\r\nimport \"../Layers/effectLayerSceneComponent\";\r\n\r\ndeclare module \"../abstractScene\" {\r\n export interface AbstractScene {\r\n /**\r\n * Return a the first highlight layer of the scene with a given name.\r\n * @param name The name of the highlight layer to look for.\r\n * @return The highlight layer if found otherwise null.\r\n */\r\n getGlowLayerByName(name: string): Nullable;\r\n }\r\n}\r\n\r\nAbstractScene.prototype.getGlowLayerByName = function(name: string): Nullable {\r\n for (var index = 0; index < this.effectLayers.length; index++) {\r\n if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === GlowLayer.EffectName) {\r\n return (this.effectLayers[index]) as GlowLayer;\r\n }\r\n }\r\n\r\n return null;\r\n};\r\n\r\n/**\r\n * Glow layer options. This helps customizing the behaviour\r\n * of the glow layer.\r\n */\r\nexport interface IGlowLayerOptions {\r\n /**\r\n * Multiplication factor apply to the canvas size to compute the render target size\r\n * used to generated the glowing objects (the smaller the faster).\r\n */\r\n mainTextureRatio: number;\r\n\r\n /**\r\n * Enforces a fixed size texture to ensure resize independant blur.\r\n */\r\n mainTextureFixedSize?: number;\r\n\r\n /**\r\n * How big is the kernel of the blur texture.\r\n */\r\n blurKernelSize: number;\r\n\r\n /**\r\n * The camera attached to the layer.\r\n */\r\n camera: Nullable;\r\n\r\n /**\r\n * Enable MSAA by chosing the number of samples.\r\n */\r\n mainTextureSamples?: number;\r\n\r\n /**\r\n * The rendering group to draw the layer in.\r\n */\r\n renderingGroupId: number;\r\n}\r\n\r\n/**\r\n * The glow layer Helps adding a glow effect around the emissive parts of a mesh.\r\n *\r\n * Once instantiated in a scene, by default, all the emissive meshes will glow.\r\n *\r\n * Documentation: https://doc.babylonjs.com/how_to/glow_layer\r\n */\r\nexport class GlowLayer extends EffectLayer {\r\n /**\r\n * Effect Name of the layer.\r\n */\r\n public static readonly EffectName = \"GlowLayer\";\r\n\r\n /**\r\n * The default blur kernel size used for the glow.\r\n */\r\n public static DefaultBlurKernelSize = 32;\r\n\r\n /**\r\n * The default texture size ratio used for the glow.\r\n */\r\n public static DefaultTextureRatio = 0.5;\r\n\r\n /**\r\n * Sets the kernel size of the blur.\r\n */\r\n public set blurKernelSize(value: number) {\r\n this._horizontalBlurPostprocess1.kernel = value;\r\n this._verticalBlurPostprocess1.kernel = value;\r\n this._horizontalBlurPostprocess2.kernel = value;\r\n this._verticalBlurPostprocess2.kernel = value;\r\n }\r\n\r\n /**\r\n * Gets the kernel size of the blur.\r\n */\r\n @serialize()\r\n public get blurKernelSize(): number {\r\n return this._horizontalBlurPostprocess1.kernel;\r\n }\r\n\r\n /**\r\n * Sets the glow intensity.\r\n */\r\n public set intensity(value: number) {\r\n this._intensity = value;\r\n }\r\n\r\n /**\r\n * Gets the glow intensity.\r\n */\r\n @serialize()\r\n public get intensity(): number {\r\n return this._intensity;\r\n }\r\n\r\n @serialize(\"options\")\r\n private _options: IGlowLayerOptions;\r\n\r\n private _intensity: number = 1.0;\r\n private _horizontalBlurPostprocess1: BlurPostProcess;\r\n private _verticalBlurPostprocess1: BlurPostProcess;\r\n private _horizontalBlurPostprocess2: BlurPostProcess;\r\n private _verticalBlurPostprocess2: BlurPostProcess;\r\n private _blurTexture1: RenderTargetTexture;\r\n private _blurTexture2: RenderTargetTexture;\r\n private _postProcesses1: PostProcess[];\r\n private _postProcesses2: PostProcess[];\r\n\r\n private _includedOnlyMeshes: number[] = [];\r\n private _excludedMeshes: number[] = [];\r\n private _meshesUsingTheirOwnMaterials: number[] = [];\r\n\r\n /**\r\n * Callback used to let the user override the color selection on a per mesh basis\r\n */\r\n public customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;\r\n /**\r\n * Callback used to let the user override the texture selection on a per mesh basis\r\n */\r\n public customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;\r\n\r\n /**\r\n * Instantiates a new glow Layer and references it to the scene.\r\n * @param name The name of the layer\r\n * @param scene The scene to use the layer in\r\n * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)\r\n */\r\n constructor(name: string, scene: Scene, options?: Partial) {\r\n super(name, scene);\r\n this.neutralColor = new Color4(0, 0, 0, 1);\r\n\r\n // Adapt options\r\n this._options = {\r\n mainTextureRatio: GlowLayer.DefaultTextureRatio,\r\n blurKernelSize: 32,\r\n mainTextureFixedSize: undefined,\r\n camera: null,\r\n mainTextureSamples: 1,\r\n renderingGroupId: -1,\r\n ...options,\r\n };\r\n\r\n // Initialize the layer\r\n this._init({\r\n alphaBlendingMode: Constants.ALPHA_ADD,\r\n camera: this._options.camera,\r\n mainTextureFixedSize: this._options.mainTextureFixedSize,\r\n mainTextureRatio: this._options.mainTextureRatio,\r\n renderingGroupId: this._options.renderingGroupId\r\n });\r\n }\r\n\r\n /**\r\n * Get the effect name of the layer.\r\n * @return The effect name\r\n */\r\n public getEffectName(): string {\r\n return GlowLayer.EffectName;\r\n }\r\n\r\n /**\r\n * Create the merge effect. This is the shader use to blit the information back\r\n * to the main canvas at the end of the scene rendering.\r\n */\r\n protected _createMergeEffect(): Effect {\r\n // Effect\r\n return this._engine.createEffect(\"glowMapMerge\",\r\n [VertexBuffer.PositionKind],\r\n [\"offset\"],\r\n [\"textureSampler\", \"textureSampler2\"],\r\n \"#define EMISSIVE \\n\");\r\n\r\n }\r\n\r\n /**\r\n * Creates the render target textures and post processes used in the glow layer.\r\n */\r\n protected _createTextureAndPostProcesses(): void {\r\n var blurTextureWidth = this._mainTextureDesiredSize.width;\r\n var blurTextureHeight = this._mainTextureDesiredSize.height;\r\n blurTextureWidth = this._engine.needPOTTextures ? Engine.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;\r\n blurTextureHeight = this._engine.needPOTTextures ? Engine.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;\r\n\r\n var textureType = 0;\r\n if (this._engine.getCaps().textureHalfFloatRender) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n else {\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n }\r\n\r\n this._blurTexture1 = new RenderTargetTexture(\"GlowLayerBlurRTT\",\r\n {\r\n width: blurTextureWidth,\r\n height: blurTextureHeight\r\n },\r\n this._scene,\r\n false,\r\n true,\r\n textureType);\r\n this._blurTexture1.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture1.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture1.updateSamplingMode(Texture.BILINEAR_SAMPLINGMODE);\r\n this._blurTexture1.renderParticles = false;\r\n this._blurTexture1.ignoreCameraViewport = true;\r\n\r\n var blurTextureWidth2 = Math.floor(blurTextureWidth / 2);\r\n var blurTextureHeight2 = Math.floor(blurTextureHeight / 2);\r\n\r\n this._blurTexture2 = new RenderTargetTexture(\"GlowLayerBlurRTT2\",\r\n {\r\n width: blurTextureWidth2,\r\n height: blurTextureHeight2\r\n },\r\n this._scene,\r\n false,\r\n true,\r\n textureType);\r\n this._blurTexture2.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture2.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture2.updateSamplingMode(Texture.BILINEAR_SAMPLINGMODE);\r\n this._blurTexture2.renderParticles = false;\r\n this._blurTexture2.ignoreCameraViewport = true;\r\n\r\n this._textures = [this._blurTexture1, this._blurTexture2];\r\n\r\n this._horizontalBlurPostprocess1 = new BlurPostProcess(\"GlowLayerHBP1\", new Vector2(1.0, 0), this._options.blurKernelSize / 2, {\r\n width: blurTextureWidth,\r\n height: blurTextureHeight\r\n },\r\n null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);\r\n this._horizontalBlurPostprocess1.width = blurTextureWidth;\r\n this._horizontalBlurPostprocess1.height = blurTextureHeight;\r\n this._horizontalBlurPostprocess1.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"textureSampler\", this._mainTexture);\r\n });\r\n\r\n this._verticalBlurPostprocess1 = new BlurPostProcess(\"GlowLayerVBP1\", new Vector2(0, 1.0), this._options.blurKernelSize / 2, {\r\n width: blurTextureWidth,\r\n height: blurTextureHeight\r\n },\r\n null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);\r\n\r\n this._horizontalBlurPostprocess2 = new BlurPostProcess(\"GlowLayerHBP2\", new Vector2(1.0, 0), this._options.blurKernelSize / 2, {\r\n width: blurTextureWidth2,\r\n height: blurTextureHeight2\r\n },\r\n null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);\r\n this._horizontalBlurPostprocess2.width = blurTextureWidth2;\r\n this._horizontalBlurPostprocess2.height = blurTextureHeight2;\r\n this._horizontalBlurPostprocess2.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"textureSampler\", this._blurTexture1);\r\n });\r\n\r\n this._verticalBlurPostprocess2 = new BlurPostProcess(\"GlowLayerVBP2\", new Vector2(0, 1.0), this._options.blurKernelSize / 2, {\r\n width: blurTextureWidth2,\r\n height: blurTextureHeight2\r\n },\r\n null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);\r\n\r\n this._postProcesses = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1, this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];\r\n this._postProcesses1 = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1];\r\n this._postProcesses2 = [this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];\r\n\r\n this._mainTexture.samples = this._options.mainTextureSamples!;\r\n this._mainTexture.onAfterUnbindObservable.add(() => {\r\n let internalTexture = this._blurTexture1.getInternalTexture();\r\n if (internalTexture) {\r\n this._scene.postProcessManager.directRender(\r\n this._postProcesses1,\r\n internalTexture,\r\n true);\r\n\r\n let internalTexture2 = this._blurTexture2.getInternalTexture();\r\n if (internalTexture2) {\r\n this._scene.postProcessManager.directRender(\r\n this._postProcesses2,\r\n internalTexture2,\r\n true);\r\n }\r\n this._engine.unBindFramebuffer(internalTexture2 ?? internalTexture, true);\r\n }\r\n });\r\n\r\n // Prevent autoClear.\r\n this._postProcesses.map((pp) => { pp.autoClear = false; });\r\n }\r\n\r\n /**\r\n * Checks for the readiness of the element composing the layer.\r\n * @param subMesh the mesh to check for\r\n * @param useInstances specify wether or not to use instances to render the mesh\r\n * @param emissiveTexture the associated emissive texture used to generate the glow\r\n * @return true if ready otherwise, false\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n let material = subMesh.getMaterial();\r\n let mesh = subMesh.getRenderingMesh();\r\n\r\n if (!material || !mesh) {\r\n return false;\r\n }\r\n\r\n let emissiveTexture = (material).emissiveTexture;\r\n return super._isReady(subMesh, useInstances, emissiveTexture);\r\n }\r\n\r\n /**\r\n * Returns whether or nood the layer needs stencil enabled during the mesh rendering.\r\n */\r\n public needStencil(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Returns true if the mesh can be rendered, otherwise false.\r\n * @param mesh The mesh to render\r\n * @param material The material used on the mesh\r\n * @returns true if it can be rendered otherwise false\r\n */\r\n protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Implementation specific of rendering the generating effect on the main canvas.\r\n * @param effect The effect used to render through\r\n */\r\n protected _internalRender(effect: Effect): void {\r\n // Texture\r\n effect.setTexture(\"textureSampler\", this._blurTexture1);\r\n effect.setTexture(\"textureSampler2\", this._blurTexture2);\r\n effect.setFloat(\"offset\", this._intensity);\r\n\r\n // Cache\r\n var engine = this._engine;\r\n var previousStencilBuffer = engine.getStencilBuffer();\r\n\r\n // Draw order\r\n engine.setStencilBuffer(false);\r\n\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n\r\n // Draw order\r\n engine.setStencilBuffer(previousStencilBuffer);\r\n }\r\n\r\n /**\r\n * Sets the required values for both the emissive texture and and the main color.\r\n */\r\n protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void {\r\n var textureLevel = 1.0;\r\n\r\n if (this.customEmissiveTextureSelector) {\r\n this._emissiveTextureAndColor.texture = this.customEmissiveTextureSelector(mesh, subMesh, material);\r\n } else {\r\n if (material) {\r\n this._emissiveTextureAndColor.texture = (material).emissiveTexture;\r\n if (this._emissiveTextureAndColor.texture) {\r\n textureLevel = this._emissiveTextureAndColor.texture.level;\r\n }\r\n }\r\n else {\r\n this._emissiveTextureAndColor.texture = null;\r\n }\r\n }\r\n\r\n if (this.customEmissiveColorSelector) {\r\n this.customEmissiveColorSelector(mesh, subMesh, material, this._emissiveTextureAndColor.color);\r\n } else {\r\n if ((material).emissiveColor) {\r\n this._emissiveTextureAndColor.color.set(\r\n (material).emissiveColor.r * textureLevel,\r\n (material).emissiveColor.g * textureLevel,\r\n (material).emissiveColor.b * textureLevel,\r\n material.alpha);\r\n }\r\n else {\r\n this._emissiveTextureAndColor.color.set(\r\n this.neutralColor.r,\r\n this.neutralColor.g,\r\n this.neutralColor.b,\r\n this.neutralColor.a);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Returns true if the mesh should render, otherwise false.\r\n * @param mesh The mesh to render\r\n * @returns true if it should render otherwise false\r\n */\r\n protected _shouldRenderMesh(mesh: Mesh): boolean {\r\n return this.hasMesh(mesh);\r\n }\r\n\r\n /**\r\n * Adds specific effects defines.\r\n * @param defines The defines to add specifics to.\r\n */\r\n protected _addCustomEffectDefines(defines: string[]): void {\r\n defines.push(\"#define GLOW\");\r\n }\r\n\r\n /**\r\n * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.\r\n * @param mesh The mesh to exclude from the glow layer\r\n */\r\n public addExcludedMesh(mesh: Mesh): void {\r\n if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {\r\n this._excludedMeshes.push(mesh.uniqueId);\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.\r\n * @param mesh The mesh to remove\r\n */\r\n public removeExcludedMesh(mesh: Mesh): void {\r\n var index = this._excludedMeshes.indexOf(mesh.uniqueId);\r\n if (index !== -1) {\r\n this._excludedMeshes.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Add a mesh in the inclusion list to impact or being impacted by the glow layer.\r\n * @param mesh The mesh to include in the glow layer\r\n */\r\n public addIncludedOnlyMesh(mesh: Mesh): void {\r\n if (this._includedOnlyMeshes.indexOf(mesh.uniqueId) === -1) {\r\n this._includedOnlyMeshes.push(mesh.uniqueId);\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.\r\n * @param mesh The mesh to remove\r\n */\r\n public removeIncludedOnlyMesh(mesh: Mesh): void {\r\n var index = this._includedOnlyMeshes.indexOf(mesh.uniqueId);\r\n if (index !== -1) {\r\n this._includedOnlyMeshes.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Determine if a given mesh will be used in the glow layer\r\n * @param mesh The mesh to test\r\n * @returns true if the mesh will be highlighted by the current glow layer\r\n */\r\n public hasMesh(mesh: AbstractMesh): boolean {\r\n if (!super.hasMesh(mesh)) {\r\n return false;\r\n }\r\n\r\n // Included Mesh\r\n if (this._includedOnlyMeshes.length) {\r\n return this._includedOnlyMeshes.indexOf(mesh.uniqueId) !== -1;\r\n }\r\n\r\n // Excluded Mesh\r\n if (this._excludedMeshes.length) {\r\n return this._excludedMeshes.indexOf(mesh.uniqueId) === -1;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Defines whether the current material of the mesh should be use to render the effect.\r\n * @param mesh defines the current mesh to render\r\n */\r\n protected _useMeshMaterial(mesh: AbstractMesh): boolean {\r\n if (this._meshesUsingTheirOwnMaterials.length == 0) {\r\n return false;\r\n }\r\n return this._meshesUsingTheirOwnMaterials.indexOf(mesh.uniqueId) > -1;\r\n }\r\n\r\n /**\r\n * Add a mesh to be rendered through its own material and not with emissive only.\r\n * @param mesh The mesh for which we need to use its material\r\n */\r\n public referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void {\r\n this._meshesUsingTheirOwnMaterials.push(mesh.uniqueId);\r\n }\r\n\r\n /**\r\n * Remove a mesh from being rendered through its own material and not with emissive only.\r\n * @param mesh The mesh for which we need to not use its material\r\n */\r\n public unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh): void {\r\n let index = this._meshesUsingTheirOwnMaterials.indexOf(mesh.uniqueId);\r\n while (index >= 0) {\r\n this._meshesUsingTheirOwnMaterials.splice(index, 1);\r\n index = this._meshesUsingTheirOwnMaterials.indexOf(mesh.uniqueId);\r\n }\r\n }\r\n\r\n /**\r\n * Free any resources and references associated to a mesh.\r\n * Internal use\r\n * @param mesh The mesh to free.\r\n * @hidden\r\n */\r\n public _disposeMesh(mesh: Mesh): void {\r\n this.removeIncludedOnlyMesh(mesh);\r\n this.removeExcludedMesh(mesh);\r\n }\r\n\r\n /**\r\n * Gets the class name of the effect layer\r\n * @returns the string with the class name of the effect layer\r\n */\r\n public getClassName(): string {\r\n return \"GlowLayer\";\r\n }\r\n\r\n /**\r\n * Serializes this glow layer\r\n * @returns a serialized glow layer object\r\n */\r\n public serialize(): any {\r\n var serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.GlowLayer\";\r\n\r\n var index;\r\n\r\n // Included meshes\r\n serializationObject.includedMeshes = [];\r\n\r\n if (this._includedOnlyMeshes.length) {\r\n for (index = 0; index < this._includedOnlyMeshes.length; index++) {\r\n var mesh = this._scene.getMeshByUniqueID(this._includedOnlyMeshes[index]);\r\n if (mesh) {\r\n serializationObject.includedMeshes.push(mesh.id);\r\n }\r\n }\r\n }\r\n\r\n // Excluded meshes\r\n serializationObject.excludedMeshes = [];\r\n\r\n if (this._excludedMeshes.length) {\r\n for (index = 0; index < this._excludedMeshes.length; index++) {\r\n var mesh = this._scene.getMeshByUniqueID(this._excludedMeshes[index]);\r\n if (mesh) {\r\n serializationObject.excludedMeshes.push(mesh.id);\r\n }\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Glow Layer from parsed glow layer data\r\n * @param parsedGlowLayer defines glow layer data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing the glow layer information\r\n * @returns a parsed Glow Layer\r\n */\r\n public static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer {\r\n var gl = SerializationHelper.Parse(() => new GlowLayer(parsedGlowLayer.name, scene, parsedGlowLayer.options), parsedGlowLayer, scene, rootUrl);\r\n var index;\r\n\r\n // Excluded meshes\r\n for (index = 0; index < parsedGlowLayer.excludedMeshes.length; index++) {\r\n var mesh = scene.getMeshByID(parsedGlowLayer.excludedMeshes[index]);\r\n if (mesh) {\r\n gl.addExcludedMesh(mesh);\r\n }\r\n }\r\n\r\n // Included meshes\r\n for (index = 0; index < parsedGlowLayer.includedMeshes.length; index++) {\r\n var mesh = scene.getMeshByID(parsedGlowLayer.includedMeshes[index]);\r\n if (mesh) {\r\n gl.addIncludedOnlyMesh(mesh);\r\n }\r\n }\r\n\r\n return gl;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.GlowLayer\"] = GlowLayer;\r\n","import { serialize, SerializationHelper } from \"../Misc/decorators\";\r\nimport { Observer, Observable } from \"../Misc/observable\";\r\nimport { Nullable } from \"../types\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Scene } from \"../scene\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { SubMesh } from \"../Meshes/subMesh\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { PostProcess, PostProcessOptions } from \"../PostProcesses/postProcess\";\r\nimport { PassPostProcess } from \"../PostProcesses/passPostProcess\";\r\nimport { BlurPostProcess } from \"../PostProcesses/blurPostProcess\";\r\nimport { EffectLayer } from \"./effectLayer\";\r\nimport { AbstractScene } from \"../abstractScene\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { _TypeStore } from '../Misc/typeStore';\r\nimport { Color4, Color3 } from '../Maths/math.color';\r\n\r\nimport \"../Shaders/glowMapMerge.fragment\";\r\nimport \"../Shaders/glowMapMerge.vertex\";\r\nimport \"../Shaders/glowBlurPostProcess.fragment\";\r\n\r\ndeclare module \"../abstractScene\" {\r\n export interface AbstractScene {\r\n /**\r\n * Return a the first highlight layer of the scene with a given name.\r\n * @param name The name of the highlight layer to look for.\r\n * @return The highlight layer if found otherwise null.\r\n */\r\n getHighlightLayerByName(name: string): Nullable;\r\n }\r\n}\r\n\r\nAbstractScene.prototype.getHighlightLayerByName = function(name: string): Nullable {\r\n for (var index = 0; index < this.effectLayers.length; index++) {\r\n if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === HighlightLayer.EffectName) {\r\n return (this.effectLayers[index]) as HighlightLayer;\r\n }\r\n }\r\n\r\n return null;\r\n};\r\n\r\n/**\r\n * Special Glow Blur post process only blurring the alpha channel\r\n * It enforces keeping the most luminous color in the color channel.\r\n */\r\nclass GlowBlurPostProcess extends PostProcess {\r\n constructor(name: string, public direction: Vector2, public kernel: number, options: number | PostProcessOptions, camera: Nullable, samplingMode: number = Texture.BILINEAR_SAMPLINGMODE, engine?: Engine, reusable?: boolean) {\r\n super(name, \"glowBlurPostProcess\", [\"screenSize\", \"direction\", \"blurWidth\"], null, options, camera, samplingMode, engine, reusable);\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n effect.setFloat2(\"screenSize\", this.width, this.height);\r\n effect.setVector2(\"direction\", this.direction);\r\n effect.setFloat(\"blurWidth\", this.kernel);\r\n });\r\n }\r\n}\r\n\r\n/**\r\n * Highlight layer options. This helps customizing the behaviour\r\n * of the highlight layer.\r\n */\r\nexport interface IHighlightLayerOptions {\r\n /**\r\n * Multiplication factor apply to the canvas size to compute the render target size\r\n * used to generated the glowing objects (the smaller the faster).\r\n */\r\n mainTextureRatio: number;\r\n\r\n /**\r\n * Enforces a fixed size texture to ensure resize independant blur.\r\n */\r\n mainTextureFixedSize?: number;\r\n\r\n /**\r\n * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size\r\n * of the picture to blur (the smaller the faster).\r\n */\r\n blurTextureSizeRatio: number;\r\n\r\n /**\r\n * How big in texel of the blur texture is the vertical blur.\r\n */\r\n blurVerticalSize: number;\r\n\r\n /**\r\n * How big in texel of the blur texture is the horizontal blur.\r\n */\r\n blurHorizontalSize: number;\r\n\r\n /**\r\n * Alpha blending mode used to apply the blur. Default is combine.\r\n */\r\n alphaBlendingMode: number;\r\n\r\n /**\r\n * The camera attached to the layer.\r\n */\r\n camera: Nullable;\r\n\r\n /**\r\n * Should we display highlight as a solid stroke?\r\n */\r\n isStroke?: boolean;\r\n\r\n /**\r\n * The rendering group to draw the layer in.\r\n */\r\n renderingGroupId: number;\r\n}\r\n\r\n/**\r\n * Storage interface grouping all the information required for glowing a mesh.\r\n */\r\ninterface IHighlightLayerMesh {\r\n /**\r\n * The glowy mesh\r\n */\r\n mesh: Mesh;\r\n /**\r\n * The color of the glow\r\n */\r\n color: Color3;\r\n /**\r\n * The mesh render callback use to insert stencil information\r\n */\r\n observerHighlight: Nullable>;\r\n /**\r\n * The mesh render callback use to come to the default behavior\r\n */\r\n observerDefault: Nullable>;\r\n /**\r\n * If it exists, the emissive color of the material will be used to generate the glow.\r\n * Else it falls back to the current color.\r\n */\r\n glowEmissiveOnly: boolean;\r\n}\r\n\r\n/**\r\n * Storage interface grouping all the information required for an excluded mesh.\r\n */\r\ninterface IHighlightLayerExcludedMesh {\r\n /**\r\n * The glowy mesh\r\n */\r\n mesh: Mesh;\r\n /**\r\n * The mesh render callback use to prevent stencil use\r\n */\r\n beforeBind: Nullable>;\r\n /**\r\n * The mesh render callback use to restore previous stencil use\r\n */\r\n afterRender: Nullable>;\r\n}\r\n\r\n/**\r\n * The highlight layer Helps adding a glow effect around a mesh.\r\n *\r\n * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove\r\n * glowy meshes to your scene.\r\n *\r\n * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!\r\n */\r\nexport class HighlightLayer extends EffectLayer {\r\n /**\r\n * Effect Name of the highlight layer.\r\n */\r\n public static readonly EffectName = \"HighlightLayer\";\r\n\r\n /**\r\n * The neutral color used during the preparation of the glow effect.\r\n * This is black by default as the blend operation is a blend operation.\r\n */\r\n public static NeutralColor: Color4 = new Color4(0, 0, 0, 0);\r\n\r\n /**\r\n * Stencil value used for glowing meshes.\r\n */\r\n public static GlowingMeshStencilReference = 0x02;\r\n\r\n /**\r\n * Stencil value used for the other meshes in the scene.\r\n */\r\n public static NormalMeshStencilReference = 0x01;\r\n\r\n /**\r\n * Specifies whether or not the inner glow is ACTIVE in the layer.\r\n */\r\n @serialize()\r\n public innerGlow: boolean = true;\r\n\r\n /**\r\n * Specifies whether or not the outer glow is ACTIVE in the layer.\r\n */\r\n @serialize()\r\n public outerGlow: boolean = true;\r\n\r\n /**\r\n * Specifies the horizontal size of the blur.\r\n */\r\n public set blurHorizontalSize(value: number) {\r\n this._horizontalBlurPostprocess.kernel = value;\r\n }\r\n\r\n /**\r\n * Specifies the vertical size of the blur.\r\n */\r\n public set blurVerticalSize(value: number) {\r\n this._verticalBlurPostprocess.kernel = value;\r\n }\r\n\r\n /**\r\n * Gets the horizontal size of the blur.\r\n */\r\n @serialize()\r\n public get blurHorizontalSize(): number {\r\n return this._horizontalBlurPostprocess.kernel;\r\n }\r\n\r\n /**\r\n * Gets the vertical size of the blur.\r\n */\r\n @serialize()\r\n public get blurVerticalSize(): number {\r\n return this._verticalBlurPostprocess.kernel;\r\n }\r\n\r\n /**\r\n * An event triggered when the highlight layer is being blurred.\r\n */\r\n public onBeforeBlurObservable = new Observable();\r\n\r\n /**\r\n * An event triggered when the highlight layer has been blurred.\r\n */\r\n public onAfterBlurObservable = new Observable();\r\n\r\n private _instanceGlowingMeshStencilReference = HighlightLayer.GlowingMeshStencilReference++;\r\n\r\n @serialize(\"options\")\r\n private _options: IHighlightLayerOptions;\r\n private _downSamplePostprocess: PassPostProcess;\r\n private _horizontalBlurPostprocess: GlowBlurPostProcess;\r\n private _verticalBlurPostprocess: GlowBlurPostProcess;\r\n private _blurTexture: RenderTargetTexture;\r\n\r\n private _meshes: Nullable<{ [id: string]: Nullable }> = {};\r\n private _excludedMeshes: Nullable<{ [id: string]: Nullable }> = {};\r\n\r\n /**\r\n * Instantiates a new highlight Layer and references it to the scene..\r\n * @param name The name of the layer\r\n * @param scene The scene to use the layer in\r\n * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)\r\n */\r\n constructor(public name: string, scene: Scene, options?: Partial) {\r\n super(name, scene);\r\n this.neutralColor = HighlightLayer.NeutralColor;\r\n\r\n // Warn on stencil\r\n if (!this._engine.isStencilEnable) {\r\n Logger.Warn(\"Rendering the Highlight Layer requires the stencil to be active on the canvas. var engine = new Engine(canvas, antialias, { stencil: true }\");\r\n }\r\n\r\n // Adapt options\r\n this._options = {\r\n mainTextureRatio: 0.5,\r\n blurTextureSizeRatio: 0.5,\r\n blurHorizontalSize: 1.0,\r\n blurVerticalSize: 1.0,\r\n alphaBlendingMode: Constants.ALPHA_COMBINE,\r\n camera: null,\r\n renderingGroupId: -1,\r\n ...options,\r\n };\r\n\r\n // Initialize the layer\r\n this._init({\r\n alphaBlendingMode: this._options.alphaBlendingMode,\r\n camera: this._options.camera,\r\n mainTextureFixedSize: this._options.mainTextureFixedSize,\r\n mainTextureRatio: this._options.mainTextureRatio,\r\n renderingGroupId: this._options.renderingGroupId\r\n });\r\n\r\n // Do not render as long as no meshes have been added\r\n this._shouldRender = false;\r\n }\r\n\r\n /**\r\n * Get the effect name of the layer.\r\n * @return The effect name\r\n */\r\n public getEffectName(): string {\r\n return HighlightLayer.EffectName;\r\n }\r\n\r\n /**\r\n * Create the merge effect. This is the shader use to blit the information back\r\n * to the main canvas at the end of the scene rendering.\r\n */\r\n protected _createMergeEffect(): Effect {\r\n // Effect\r\n return this._engine.createEffect(\"glowMapMerge\",\r\n [VertexBuffer.PositionKind],\r\n [\"offset\"],\r\n [\"textureSampler\"],\r\n this._options.isStroke ? \"#define STROKE \\n\" : undefined);\r\n\r\n }\r\n\r\n /**\r\n * Creates the render target textures and post processes used in the highlight layer.\r\n */\r\n protected _createTextureAndPostProcesses(): void {\r\n var blurTextureWidth = this._mainTextureDesiredSize.width * this._options.blurTextureSizeRatio;\r\n var blurTextureHeight = this._mainTextureDesiredSize.height * this._options.blurTextureSizeRatio;\r\n blurTextureWidth = this._engine.needPOTTextures ? Engine.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;\r\n blurTextureHeight = this._engine.needPOTTextures ? Engine.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;\r\n\r\n var textureType = 0;\r\n if (this._engine.getCaps().textureHalfFloatRender) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n else {\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n }\r\n\r\n this._blurTexture = new RenderTargetTexture(\"HighlightLayerBlurRTT\",\r\n {\r\n width: blurTextureWidth,\r\n height: blurTextureHeight\r\n },\r\n this._scene,\r\n false,\r\n true,\r\n textureType);\r\n this._blurTexture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture.anisotropicFilteringLevel = 16;\r\n this._blurTexture.updateSamplingMode(Texture.TRILINEAR_SAMPLINGMODE);\r\n this._blurTexture.renderParticles = false;\r\n this._blurTexture.ignoreCameraViewport = true;\r\n\r\n this._textures = [this._blurTexture];\r\n\r\n if (this._options.alphaBlendingMode === Constants.ALPHA_COMBINE) {\r\n this._downSamplePostprocess = new PassPostProcess(\"HighlightLayerPPP\", this._options.blurTextureSizeRatio,\r\n null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());\r\n this._downSamplePostprocess.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"textureSampler\", this._mainTexture);\r\n });\r\n\r\n this._horizontalBlurPostprocess = new GlowBlurPostProcess(\"HighlightLayerHBP\", new Vector2(1.0, 0), this._options.blurHorizontalSize, 1,\r\n null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());\r\n this._horizontalBlurPostprocess.onApplyObservable.add((effect) => {\r\n effect.setFloat2(\"screenSize\", blurTextureWidth, blurTextureHeight);\r\n });\r\n\r\n this._verticalBlurPostprocess = new GlowBlurPostProcess(\"HighlightLayerVBP\", new Vector2(0, 1.0), this._options.blurVerticalSize, 1,\r\n null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());\r\n this._verticalBlurPostprocess.onApplyObservable.add((effect) => {\r\n effect.setFloat2(\"screenSize\", blurTextureWidth, blurTextureHeight);\r\n });\r\n\r\n this._postProcesses = [this._downSamplePostprocess, this._horizontalBlurPostprocess, this._verticalBlurPostprocess];\r\n }\r\n else {\r\n this._horizontalBlurPostprocess = new BlurPostProcess(\"HighlightLayerHBP\", new Vector2(1.0, 0), this._options.blurHorizontalSize / 2, {\r\n width: blurTextureWidth,\r\n height: blurTextureHeight\r\n },\r\n null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);\r\n this._horizontalBlurPostprocess.width = blurTextureWidth;\r\n this._horizontalBlurPostprocess.height = blurTextureHeight;\r\n this._horizontalBlurPostprocess.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"textureSampler\", this._mainTexture);\r\n });\r\n\r\n this._verticalBlurPostprocess = new BlurPostProcess(\"HighlightLayerVBP\", new Vector2(0, 1.0), this._options.blurVerticalSize / 2, {\r\n width: blurTextureWidth,\r\n height: blurTextureHeight\r\n },\r\n null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);\r\n\r\n this._postProcesses = [this._horizontalBlurPostprocess, this._verticalBlurPostprocess];\r\n }\r\n\r\n this._mainTexture.onAfterUnbindObservable.add(() => {\r\n this.onBeforeBlurObservable.notifyObservers(this);\r\n\r\n let internalTexture = this._blurTexture.getInternalTexture();\r\n if (internalTexture) {\r\n this._scene.postProcessManager.directRender(\r\n this._postProcesses,\r\n internalTexture,\r\n true);\r\n this._engine.unBindFramebuffer(internalTexture, true);\r\n }\r\n\r\n this.onAfterBlurObservable.notifyObservers(this);\r\n });\r\n\r\n // Prevent autoClear.\r\n this._postProcesses.map((pp) => { pp.autoClear = false; });\r\n }\r\n\r\n /**\r\n * Returns wether or nood the layer needs stencil enabled during the mesh rendering.\r\n */\r\n public needStencil(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Checks for the readiness of the element composing the layer.\r\n * @param subMesh the mesh to check for\r\n * @param useInstances specify wether or not to use instances to render the mesh\r\n * @param emissiveTexture the associated emissive texture used to generate the glow\r\n * @return true if ready otherwise, false\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n let material = subMesh.getMaterial();\r\n let mesh = subMesh.getRenderingMesh();\r\n\r\n if (!material || !mesh || !this._meshes) {\r\n return false;\r\n }\r\n\r\n let emissiveTexture: Nullable = null;\r\n let highlightLayerMesh = this._meshes[mesh.uniqueId];\r\n\r\n if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {\r\n emissiveTexture = (material).emissiveTexture;\r\n }\r\n return super._isReady(subMesh, useInstances, emissiveTexture);\r\n }\r\n\r\n /**\r\n * Implementation specific of rendering the generating effect on the main canvas.\r\n * @param effect The effect used to render through\r\n */\r\n protected _internalRender(effect: Effect): void {\r\n // Texture\r\n effect.setTexture(\"textureSampler\", this._blurTexture);\r\n\r\n // Cache\r\n var engine = this._engine;\r\n engine.cacheStencilState();\r\n\r\n // Stencil operations\r\n engine.setStencilOperationPass(Constants.REPLACE);\r\n engine.setStencilOperationFail(Constants.KEEP);\r\n engine.setStencilOperationDepthFail(Constants.KEEP);\r\n\r\n // Draw order\r\n engine.setStencilMask(0x00);\r\n engine.setStencilBuffer(true);\r\n engine.setStencilFunctionReference(this._instanceGlowingMeshStencilReference);\r\n\r\n // 2 passes inner outer\r\n if (this.outerGlow) {\r\n effect.setFloat(\"offset\", 0);\r\n engine.setStencilFunction(Constants.NOTEQUAL);\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n if (this.innerGlow) {\r\n effect.setFloat(\"offset\", 1);\r\n engine.setStencilFunction(Constants.EQUAL);\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n\r\n // Restore Cache\r\n engine.restoreStencilState();\r\n }\r\n\r\n /**\r\n * Returns true if the layer contains information to display, otherwise false.\r\n */\r\n public shouldRender(): boolean {\r\n if (super.shouldRender()) {\r\n return this._meshes ? true : false;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Returns true if the mesh should render, otherwise false.\r\n * @param mesh The mesh to render\r\n * @returns true if it should render otherwise false\r\n */\r\n protected _shouldRenderMesh(mesh: Mesh): boolean {\r\n // Excluded Mesh\r\n if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {\r\n return false;\r\n }\r\n\r\n if (!super.hasMesh(mesh)) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Adds specific effects defines.\r\n * @param defines The defines to add specifics to.\r\n */\r\n protected _addCustomEffectDefines(defines: string[]): void {\r\n defines.push(\"#define HIGHLIGHT\");\r\n }\r\n\r\n /**\r\n * Sets the required values for both the emissive texture and and the main color.\r\n */\r\n protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void {\r\n var highlightLayerMesh = this._meshes![mesh.uniqueId];\r\n if (highlightLayerMesh) {\r\n this._emissiveTextureAndColor.color.set(\r\n highlightLayerMesh.color.r,\r\n highlightLayerMesh.color.g,\r\n highlightLayerMesh.color.b,\r\n 1.0);\r\n }\r\n else {\r\n this._emissiveTextureAndColor.color.set(\r\n this.neutralColor.r,\r\n this.neutralColor.g,\r\n this.neutralColor.b,\r\n this.neutralColor.a);\r\n }\r\n\r\n if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {\r\n this._emissiveTextureAndColor.texture = (material).emissiveTexture;\r\n this._emissiveTextureAndColor.color.set(\r\n 1.0,\r\n 1.0,\r\n 1.0,\r\n 1.0);\r\n }\r\n else {\r\n this._emissiveTextureAndColor.texture = null;\r\n }\r\n\r\n }\r\n\r\n /**\r\n * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.\r\n * @param mesh The mesh to exclude from the highlight layer\r\n */\r\n public addExcludedMesh(mesh: Mesh) {\r\n if (!this._excludedMeshes) {\r\n return;\r\n }\r\n\r\n var meshExcluded = this._excludedMeshes[mesh.uniqueId];\r\n if (!meshExcluded) {\r\n this._excludedMeshes[mesh.uniqueId] = {\r\n mesh: mesh,\r\n beforeBind: mesh.onBeforeBindObservable.add((mesh: Mesh) => {\r\n mesh.getEngine().setStencilBuffer(false);\r\n }),\r\n afterRender: mesh.onAfterRenderObservable.add((mesh: Mesh) => {\r\n mesh.getEngine().setStencilBuffer(true);\r\n }),\r\n };\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.\r\n * @param mesh The mesh to highlight\r\n */\r\n public removeExcludedMesh(mesh: Mesh) {\r\n if (!this._excludedMeshes) {\r\n return;\r\n }\r\n\r\n var meshExcluded = this._excludedMeshes[mesh.uniqueId];\r\n if (meshExcluded) {\r\n if (meshExcluded.beforeBind) {\r\n mesh.onBeforeBindObservable.remove(meshExcluded.beforeBind);\r\n }\r\n\r\n if (meshExcluded.afterRender) {\r\n mesh.onAfterRenderObservable.remove(meshExcluded.afterRender);\r\n }\r\n }\r\n\r\n this._excludedMeshes[mesh.uniqueId] = null;\r\n }\r\n\r\n /**\r\n * Determine if a given mesh will be highlighted by the current HighlightLayer\r\n * @param mesh mesh to test\r\n * @returns true if the mesh will be highlighted by the current HighlightLayer\r\n */\r\n public hasMesh(mesh: AbstractMesh): boolean {\r\n if (!this._meshes) {\r\n return false;\r\n }\r\n\r\n if (!super.hasMesh(mesh)) {\r\n return false;\r\n }\r\n\r\n return this._meshes[mesh.uniqueId] !== undefined && this._meshes[mesh.uniqueId] !== null;\r\n }\r\n\r\n /**\r\n * Add a mesh in the highlight layer in order to make it glow with the chosen color.\r\n * @param mesh The mesh to highlight\r\n * @param color The color of the highlight\r\n * @param glowEmissiveOnly Extract the glow from the emissive texture\r\n */\r\n public addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly = false) {\r\n if (!this._meshes) {\r\n return;\r\n }\r\n\r\n var meshHighlight = this._meshes[mesh.uniqueId];\r\n if (meshHighlight) {\r\n meshHighlight.color = color;\r\n }\r\n else {\r\n this._meshes[mesh.uniqueId] = {\r\n mesh: mesh,\r\n color: color,\r\n // Lambda required for capture due to Observable this context\r\n observerHighlight: mesh.onBeforeBindObservable.add((mesh: Mesh) => {\r\n if (this.isEnabled) {\r\n if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {\r\n this._defaultStencilReference(mesh);\r\n }\r\n else {\r\n mesh.getScene().getEngine().setStencilFunctionReference(this._instanceGlowingMeshStencilReference);\r\n }\r\n }\r\n }),\r\n observerDefault: mesh.onAfterRenderObservable.add((mesh: Mesh) => {\r\n if (this.isEnabled) {\r\n this._defaultStencilReference(mesh);\r\n }\r\n }),\r\n glowEmissiveOnly: glowEmissiveOnly\r\n };\r\n\r\n mesh.onDisposeObservable.add(() => {\r\n this._disposeMesh(mesh);\r\n });\r\n }\r\n\r\n this._shouldRender = true;\r\n }\r\n\r\n /**\r\n * Remove a mesh from the highlight layer in order to make it stop glowing.\r\n * @param mesh The mesh to highlight\r\n */\r\n public removeMesh(mesh: Mesh) {\r\n if (!this._meshes) {\r\n return;\r\n }\r\n\r\n var meshHighlight = this._meshes[mesh.uniqueId];\r\n if (meshHighlight) {\r\n\r\n if (meshHighlight.observerHighlight) {\r\n mesh.onBeforeBindObservable.remove(meshHighlight.observerHighlight);\r\n }\r\n\r\n if (meshHighlight.observerDefault) {\r\n mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);\r\n }\r\n delete this._meshes[mesh.uniqueId];\r\n }\r\n\r\n this._shouldRender = false;\r\n for (var meshHighlightToCheck in this._meshes) {\r\n if (this._meshes[meshHighlightToCheck]) {\r\n this._shouldRender = true;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Remove all the meshes currently referenced in the highlight layer\r\n */\r\n public removeAllMeshes(): void {\r\n if (!this._meshes) {\r\n return;\r\n }\r\n\r\n for (const uniqueId in this._meshes) {\r\n if (this._meshes.hasOwnProperty(uniqueId)) {\r\n const mesh = this._meshes[uniqueId];\r\n if (mesh) {\r\n this.removeMesh(mesh.mesh);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Force the stencil to the normal expected value for none glowing parts\r\n */\r\n private _defaultStencilReference(mesh: Mesh) {\r\n mesh.getScene().getEngine().setStencilFunctionReference(HighlightLayer.NormalMeshStencilReference);\r\n }\r\n\r\n /**\r\n * Free any resources and references associated to a mesh.\r\n * Internal use\r\n * @param mesh The mesh to free.\r\n * @hidden\r\n */\r\n public _disposeMesh(mesh: Mesh): void {\r\n this.removeMesh(mesh);\r\n this.removeExcludedMesh(mesh);\r\n }\r\n\r\n /**\r\n * Dispose the highlight layer and free resources.\r\n */\r\n public dispose(): void {\r\n if (this._meshes) {\r\n // Clean mesh references\r\n for (let id in this._meshes) {\r\n let meshHighlight = this._meshes[id];\r\n if (meshHighlight && meshHighlight.mesh) {\r\n\r\n if (meshHighlight.observerHighlight) {\r\n meshHighlight.mesh.onBeforeBindObservable.remove(meshHighlight.observerHighlight);\r\n }\r\n\r\n if (meshHighlight.observerDefault) {\r\n meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);\r\n }\r\n }\r\n }\r\n this._meshes = null;\r\n }\r\n\r\n if (this._excludedMeshes) {\r\n for (let id in this._excludedMeshes) {\r\n let meshHighlight = this._excludedMeshes[id];\r\n if (meshHighlight) {\r\n\r\n if (meshHighlight.beforeBind) {\r\n meshHighlight.mesh.onBeforeBindObservable.remove(meshHighlight.beforeBind);\r\n }\r\n\r\n if (meshHighlight.afterRender) {\r\n meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.afterRender);\r\n }\r\n }\r\n }\r\n this._excludedMeshes = null;\r\n }\r\n\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Gets the class name of the effect layer\r\n * @returns the string with the class name of the effect layer\r\n */\r\n public getClassName(): string {\r\n return \"HighlightLayer\";\r\n }\r\n\r\n /**\r\n * Serializes this Highlight layer\r\n * @returns a serialized Highlight layer object\r\n */\r\n public serialize(): any {\r\n var serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.HighlightLayer\";\r\n\r\n // Highlighted meshes\r\n serializationObject.meshes = [];\r\n\r\n if (this._meshes) {\r\n for (var m in this._meshes) {\r\n var mesh = this._meshes[m];\r\n\r\n if (mesh) {\r\n serializationObject.meshes.push({\r\n glowEmissiveOnly: mesh.glowEmissiveOnly,\r\n color: mesh.color.asArray(),\r\n meshId: mesh.mesh.id\r\n });\r\n }\r\n }\r\n }\r\n\r\n // Excluded meshes\r\n serializationObject.excludedMeshes = [];\r\n\r\n if (this._excludedMeshes) {\r\n for (var e in this._excludedMeshes) {\r\n var excludedMesh = this._excludedMeshes[e];\r\n\r\n if (excludedMesh) {\r\n serializationObject.excludedMeshes.push(excludedMesh.mesh.id);\r\n }\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Highlight layer from parsed Highlight layer data\r\n * @param parsedHightlightLayer defines the Highlight layer data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing the Highlight layer information\r\n * @returns a parsed Highlight layer\r\n */\r\n public static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer {\r\n var hl = SerializationHelper.Parse(() => new HighlightLayer(parsedHightlightLayer.name, scene, parsedHightlightLayer.options), parsedHightlightLayer, scene, rootUrl);\r\n var index;\r\n\r\n // Excluded meshes\r\n for (index = 0; index < parsedHightlightLayer.excludedMeshes.length; index++) {\r\n var mesh = scene.getMeshByID(parsedHightlightLayer.excludedMeshes[index]);\r\n if (mesh) {\r\n hl.addExcludedMesh(mesh);\r\n }\r\n }\r\n\r\n // Included meshes\r\n for (index = 0; index < parsedHightlightLayer.meshes.length; index++) {\r\n var highlightedMesh = parsedHightlightLayer.meshes[index];\r\n var mesh = scene.getMeshByID(highlightedMesh.meshId);\r\n\r\n if (mesh) {\r\n hl.addMesh(mesh, Color3.FromArray(highlightedMesh.color), highlightedMesh.glowEmissiveOnly);\r\n }\r\n }\r\n\r\n return hl;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.HighlightLayer\"] = HighlightLayer;","export * from \"./effectLayer\";\r\nexport * from \"./effectLayerSceneComponent\";\r\nexport * from \"./glowLayer\";\r\nexport * from \"./highlightLayer\";\r\nexport * from \"./layer\";\r\nexport * from \"./layerSceneComponent\";","import { Observer, Observable } from \"../Misc/observable\";\r\nimport { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport { Color4 } from '../Maths/math.color';\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { LayerSceneComponent } from \"./layerSceneComponent\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\n\r\nimport \"../Shaders/layer.fragment\";\r\nimport \"../Shaders/layer.vertex\";\r\nimport { DataBuffer } from '../Meshes/dataBuffer';\r\n\r\n/**\r\n * This represents a full screen 2d layer.\r\n * This can be useful to display a picture in the background of your scene for instance.\r\n * @see https://www.babylonjs-playground.com/#08A2BS#1\r\n */\r\nexport class Layer {\r\n /**\r\n * Define the texture the layer should display.\r\n */\r\n public texture: Nullable;\r\n\r\n /**\r\n * Is the layer in background or foreground.\r\n */\r\n public isBackground: boolean;\r\n\r\n /**\r\n * Define the color of the layer (instead of texture).\r\n */\r\n public color: Color4;\r\n\r\n /**\r\n * Define the scale of the layer in order to zoom in out of the texture.\r\n */\r\n public scale = new Vector2(1, 1);\r\n\r\n /**\r\n * Define an offset for the layer in order to shift the texture.\r\n */\r\n public offset = new Vector2(0, 0);\r\n\r\n /**\r\n * Define the alpha blending mode used in the layer in case the texture or color has an alpha.\r\n */\r\n public alphaBlendingMode = Constants.ALPHA_COMBINE;\r\n\r\n /**\r\n * Define if the layer should alpha test or alpha blend with the rest of the scene.\r\n * Alpha test will not mix with the background color in case of transparency.\r\n * It will either use the texture color or the background depending on the alpha value of the current pixel.\r\n */\r\n public alphaTest: boolean;\r\n\r\n /**\r\n * Define a mask to restrict the layer to only some of the scene cameras.\r\n */\r\n public layerMask: number = 0x0FFFFFFF;\r\n\r\n /**\r\n * Define the list of render target the layer is visible into.\r\n */\r\n public renderTargetTextures: RenderTargetTexture[] = [];\r\n\r\n /**\r\n * Define if the layer is only used in renderTarget or if it also\r\n * renders in the main frame buffer of the canvas.\r\n */\r\n public renderOnlyInRenderTargetTextures = false;\r\n\r\n private _scene: Scene;\r\n private _vertexBuffers: { [key: string]: Nullable } = {};\r\n private _indexBuffer: Nullable;\r\n private _effect: Effect;\r\n private _previousDefines: string;\r\n\r\n /**\r\n * An event triggered when the layer is disposed.\r\n */\r\n public onDisposeObservable = new Observable();\r\n\r\n private _onDisposeObserver: Nullable>;\r\n /**\r\n * Back compatibility with callback before the onDisposeObservable existed.\r\n * The set callback will be triggered when the layer has been disposed.\r\n */\r\n public set onDispose(callback: () => void) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered before rendering the scene\r\n */\r\n public onBeforeRenderObservable = new Observable();\r\n\r\n private _onBeforeRenderObserver: Nullable>;\r\n /**\r\n * Back compatibility with callback before the onBeforeRenderObservable existed.\r\n * The set callback will be triggered just before rendering the layer.\r\n */\r\n public set onBeforeRender(callback: () => void) {\r\n if (this._onBeforeRenderObserver) {\r\n this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);\r\n }\r\n this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered after rendering the scene\r\n */\r\n public onAfterRenderObservable = new Observable();\r\n\r\n private _onAfterRenderObserver: Nullable>;\r\n /**\r\n * Back compatibility with callback before the onAfterRenderObservable existed.\r\n * The set callback will be triggered just after rendering the layer.\r\n */\r\n public set onAfterRender(callback: () => void) {\r\n if (this._onAfterRenderObserver) {\r\n this.onAfterRenderObservable.remove(this._onAfterRenderObserver);\r\n }\r\n this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);\r\n }\r\n\r\n /**\r\n * Instantiates a new layer.\r\n * This represents a full screen 2d layer.\r\n * This can be useful to display a picture in the background of your scene for instance.\r\n * @see https://www.babylonjs-playground.com/#08A2BS#1\r\n * @param name Define the name of the layer in the scene\r\n * @param imgUrl Define the url of the texture to display in the layer\r\n * @param scene Define the scene the layer belongs to\r\n * @param isBackground Defines whether the layer is displayed in front or behind the scene\r\n * @param color Defines a color for the layer\r\n */\r\n constructor(\r\n /**\r\n * Define the name of the layer.\r\n */\r\n public name: string,\r\n imgUrl: Nullable,\r\n scene: Nullable,\r\n isBackground?: boolean, color?: Color4) {\r\n\r\n this.texture = imgUrl ? new Texture(imgUrl, scene, true) : null;\r\n this.isBackground = isBackground === undefined ? true : isBackground;\r\n this.color = color === undefined ? new Color4(1, 1, 1, 1) : color;\r\n\r\n this._scene = (scene || EngineStore.LastCreatedScene);\r\n let layerComponent = this._scene._getComponent(SceneComponentConstants.NAME_LAYER) as LayerSceneComponent;\r\n if (!layerComponent) {\r\n layerComponent = new LayerSceneComponent(this._scene);\r\n this._scene._addComponent(layerComponent);\r\n }\r\n this._scene.layers.push(this);\r\n\r\n var engine = this._scene.getEngine();\r\n\r\n // VBO\r\n var vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n\r\n var vertexBuffer = new VertexBuffer(engine, vertices, VertexBuffer.PositionKind, false, false, 2);\r\n this._vertexBuffers[VertexBuffer.PositionKind] = vertexBuffer;\r\n\r\n this._createIndexBuffer();\r\n }\r\n\r\n private _createIndexBuffer(): void {\r\n var engine = this._scene.getEngine();\r\n\r\n // Indices\r\n var indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n\r\n this._indexBuffer = engine.createIndexBuffer(indices);\r\n }\r\n\r\n /** @hidden */\r\n public _rebuild(): void {\r\n let vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n\r\n if (vb) {\r\n vb._rebuild();\r\n }\r\n\r\n this._createIndexBuffer();\r\n }\r\n\r\n /**\r\n * Renders the layer in the scene.\r\n */\r\n public render(): void {\r\n\r\n var engine = this._scene.getEngine();\r\n\r\n var defines = \"\";\r\n\r\n if (this.alphaTest) {\r\n defines = \"#define ALPHATEST\";\r\n }\r\n\r\n if (this.texture && !this.texture.gammaSpace) {\r\n defines += \"\\r\\n#define LINEAR\";\r\n }\r\n\r\n if (this._previousDefines !== defines) {\r\n this._previousDefines = defines;\r\n this._effect = engine.createEffect(\"layer\",\r\n [VertexBuffer.PositionKind],\r\n [\"textureMatrix\", \"color\", \"scale\", \"offset\"],\r\n [\"textureSampler\"], defines);\r\n }\r\n var currentEffect = this._effect;\r\n\r\n // Check\r\n if (!currentEffect || !currentEffect.isReady() || !this.texture || !this.texture.isReady()) {\r\n return;\r\n }\r\n\r\n var engine = this._scene.getEngine();\r\n\r\n this.onBeforeRenderObservable.notifyObservers(this);\r\n\r\n // Render\r\n engine.enableEffect(currentEffect);\r\n engine.setState(false);\r\n\r\n // Texture\r\n currentEffect.setTexture(\"textureSampler\", this.texture);\r\n currentEffect.setMatrix(\"textureMatrix\", this.texture.getTextureMatrix());\r\n\r\n // Color\r\n currentEffect.setFloat4(\"color\", this.color.r, this.color.g, this.color.b, this.color.a);\r\n\r\n // Scale / offset\r\n currentEffect.setVector2(\"offset\", this.offset);\r\n currentEffect.setVector2(\"scale\", this.scale);\r\n\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);\r\n\r\n // Draw order\r\n if (!this.alphaTest) {\r\n engine.setAlphaMode(this.alphaBlendingMode);\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n else {\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n\r\n this.onAfterRenderObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Disposes and releases the associated ressources.\r\n */\r\n public dispose(): void {\r\n var vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n this._indexBuffer = null;\r\n }\r\n\r\n if (this.texture) {\r\n this.texture.dispose();\r\n this.texture = null;\r\n }\r\n\r\n // Clean RTT list\r\n this.renderTargetTextures = [];\r\n\r\n // Remove from scene\r\n var index = this._scene.layers.indexOf(this);\r\n this._scene.layers.splice(index, 1);\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n\r\n this.onDisposeObservable.clear();\r\n this.onAfterRenderObservable.clear();\r\n this.onBeforeRenderObservable.clear();\r\n }\r\n}\r\n","import { Camera } from \"../Cameras/camera\";\r\nimport { Scene } from \"../scene\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { SceneComponentConstants, ISceneComponent } from \"../sceneComponent\";\r\nimport { Layer } from \"./layer\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { AbstractScene } from '../abstractScene';\r\n\r\ndeclare module \"../abstractScene\" {\r\n export interface AbstractScene {\r\n /**\r\n * The list of layers (background and foreground) of the scene\r\n */\r\n layers: Array;\r\n }\r\n}\r\n\r\n/**\r\n * Defines the layer scene component responsible to manage any layers\r\n * in a given scene.\r\n */\r\nexport class LayerSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpfull to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_LAYER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n private _engine: Engine;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n this._engine = scene.getEngine();\r\n scene.layers = new Array();\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._beforeCameraDrawStage.registerStep(SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER, this, this._drawCameraBackground);\r\n this.scene._afterCameraDrawStage.registerStep(SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER, this, this._drawCameraForeground);\r\n\r\n this.scene._beforeRenderTargetDrawStage.registerStep(SceneComponentConstants.STEP_BEFORERENDERTARGETDRAW_LAYER, this, this._drawRenderTargetBackground);\r\n this.scene._afterRenderTargetDrawStage.registerStep(SceneComponentConstants.STEP_AFTERRENDERTARGETDRAW_LAYER, this, this._drawRenderTargetForeground);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n let layers = this.scene.layers;\r\n\r\n for (let layer of layers) {\r\n layer._rebuild();\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated ressources.\r\n */\r\n public dispose(): void {\r\n let layers = this.scene.layers;\r\n\r\n while (layers.length) {\r\n layers[0].dispose();\r\n }\r\n }\r\n\r\n private _draw(predicate: (layer: Layer) => boolean): void {\r\n let layers = this.scene.layers;\r\n\r\n if (layers.length) {\r\n this._engine.setDepthBuffer(false);\r\n for (let layer of layers) {\r\n if (predicate(layer)) {\r\n layer.render();\r\n }\r\n }\r\n this._engine.setDepthBuffer(true);\r\n }\r\n }\r\n\r\n private _drawCameraPredicate(layer: Layer, isBackground: boolean, cameraLayerMask: number): boolean {\r\n return !layer.renderOnlyInRenderTargetTextures &&\r\n layer.isBackground === isBackground &&\r\n ((layer.layerMask & cameraLayerMask) !== 0);\r\n }\r\n\r\n private _drawCameraBackground(camera: Camera): void {\r\n this._draw((layer: Layer) => {\r\n return this._drawCameraPredicate(layer, true, camera.layerMask);\r\n });\r\n }\r\n\r\n private _drawCameraForeground(camera: Camera): void {\r\n this._draw((layer: Layer) => {\r\n return this._drawCameraPredicate(layer, false, camera.layerMask);\r\n });\r\n }\r\n\r\n private _drawRenderTargetPredicate(layer: Layer, isBackground: boolean, cameraLayerMask: number, renderTargetTexture: RenderTargetTexture): boolean {\r\n return (layer.renderTargetTextures.length > 0) &&\r\n layer.isBackground === isBackground &&\r\n (layer.renderTargetTextures.indexOf(renderTargetTexture) > -1) &&\r\n ((layer.layerMask & cameraLayerMask) !== 0);\r\n }\r\n\r\n private _drawRenderTargetBackground(renderTarget: RenderTargetTexture): void {\r\n this._draw((layer: Layer) => {\r\n return this._drawRenderTargetPredicate(layer, true, this.scene.activeCamera!.layerMask, renderTarget);\r\n });\r\n }\r\n\r\n private _drawRenderTargetForeground(renderTarget: RenderTargetTexture): void {\r\n this._draw((layer: Layer) => {\r\n return this._drawRenderTargetPredicate(layer, false, this.scene.activeCamera!.layerMask, renderTarget);\r\n });\r\n }\r\n\r\n /**\r\n * Adds all the elements from the container to the scene\r\n * @param container the container holding the elements\r\n */\r\n public addFromContainer(container: AbstractScene): void {\r\n if (!container.layers) {\r\n return;\r\n }\r\n container.layers.forEach((layer) => {\r\n this.scene.layers.push(layer);\r\n });\r\n }\r\n\r\n /**\r\n * Removes all the elements in the container from the scene\r\n * @param container contains the elements to remove\r\n * @param dispose if the removed element should be disposed (default: false)\r\n */\r\n public removeFromContainer(container: AbstractScene, dispose = false): void {\r\n if (!container.layers) {\r\n return;\r\n }\r\n container.layers.forEach((layer) => {\r\n var index = this.scene.layers.indexOf(layer);\r\n if (index !== -1) {\r\n this.scene.layers.splice(index, 1);\r\n }\r\n if (dispose) {\r\n layer.dispose();\r\n }\r\n });\r\n }\r\n}\r\n","import * as Babylon from \"../index\";\r\nimport * as DebugImport from \"../Debug/index\";\r\n\r\ndeclare var global: any;\r\n\r\n/**\r\n * Legacy support, defining window.BABYLON (global variable).\r\n *\r\n * This is the entry point for the UMD module.\r\n * The entry point for a future ESM package should be index.ts\r\n */\r\nvar globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : undefined);\r\nif (typeof globalObject !== \"undefined\") {\r\n (globalObject).BABYLON = BABYLON;\r\n (globalObject).BABYLON = (globalObject).BABYLON || {};\r\n var BABYLON = (globalObject).BABYLON;\r\n BABYLON.Debug = BABYLON.Debug || {};\r\n\r\n const keys = [];\r\n for (var key in DebugImport) {\r\n BABYLON.Debug[key] = (DebugImport)[key];\r\n keys.push(key);\r\n }\r\n for (var key in Babylon) {\r\n BABYLON[key] = (Babylon)[key];\r\n }\r\n}\r\n\r\nexport * from \"../index\";\r\nexport const Debug = {\r\n AxesViewer: DebugImport.AxesViewer,\r\n BoneAxesViewer: DebugImport.BoneAxesViewer,\r\n PhysicsViewer: DebugImport.PhysicsViewer,\r\n SkeletonViewer: DebugImport.SkeletonViewer,\r\n};","export * from \"./lensFlare\";\r\nexport * from \"./lensFlareSystem\";\r\nexport * from \"./lensFlareSystemSceneComponent\";","import { Nullable } from \"../types\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { LensFlareSystem } from \"./lensFlareSystem\";\r\nimport { Constants } from \"../Engines/constants\";\r\n/**\r\n * This represents one of the lens effect in a `lensFlareSystem`.\r\n * It controls one of the indiviual texture used in the effect.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares\r\n */\r\nexport class LensFlare {\r\n /**\r\n * Define the lens color.\r\n */\r\n public color: Color3;\r\n\r\n /**\r\n * Define the lens texture.\r\n */\r\n public texture: Nullable;\r\n\r\n /**\r\n * Define the alpha mode to render this particular lens.\r\n */\r\n public alphaMode: number = Constants.ALPHA_ONEONE;\r\n\r\n private _system: LensFlareSystem;\r\n\r\n /**\r\n * Creates a new Lens Flare.\r\n * This represents one of the lens effect in a `lensFlareSystem`.\r\n * It controls one of the indiviual texture used in the effect.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares\r\n * @param size Define the size of the lens flare (a floating value between 0 and 1)\r\n * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.\r\n * @param color Define the lens color\r\n * @param imgUrl Define the lens texture url\r\n * @param system Define the `lensFlareSystem` this flare is part of\r\n * @returns The newly created Lens Flare\r\n */\r\n public static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare {\r\n return new LensFlare(size, position, color, imgUrl, system);\r\n }\r\n\r\n /**\r\n * Instantiates a new Lens Flare.\r\n * This represents one of the lens effect in a `lensFlareSystem`.\r\n * It controls one of the indiviual texture used in the effect.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares\r\n * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)\r\n * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.\r\n * @param color Define the lens color\r\n * @param imgUrl Define the lens texture url\r\n * @param system Define the `lensFlareSystem` this flare is part of\r\n */\r\n constructor(\r\n /**\r\n * Define the size of the lens flare in the system (a floating value between 0 and 1)\r\n */\r\n public size: number,\r\n /**\r\n * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.\r\n */\r\n public position: number,\r\n color: Color3,\r\n imgUrl: string,\r\n system: LensFlareSystem) {\r\n\r\n this.color = color || new Color3(1, 1, 1);\r\n this.texture = imgUrl ? new Texture(imgUrl, system.getScene(), true) : null;\r\n this._system = system;\r\n\r\n system.lensFlares.push(this);\r\n }\r\n\r\n /**\r\n * Dispose and release the lens flare with its associated resources.\r\n */\r\n public dispose(): void {\r\n if (this.texture) {\r\n this.texture.dispose();\r\n }\r\n\r\n // Remove from scene\r\n var index = this._system.lensFlares.indexOf(this);\r\n this._system.lensFlares.splice(index, 1);\r\n }\r\n}\r\n","import { Tools } from \"../Misc/tools\";\r\nimport { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Scalar } from \"../Maths/math.scalar\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { Ray } from \"../Culling/ray\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { LensFlare } from \"./lensFlare\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/lensFlare.fragment\";\r\nimport \"../Shaders/lensFlare.vertex\";\r\nimport { _DevTools } from '../Misc/devTools';\r\nimport { DataBuffer } from '../Meshes/dataBuffer';\r\nimport { Color3 } from '../Maths/math.color';\r\nimport { Viewport } from '../Maths/math.viewport';\r\n\r\n/**\r\n * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.\r\n * It is usually composed of several `lensFlare`.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares\r\n */\r\nexport class LensFlareSystem {\r\n /**\r\n * List of lens flares used in this system.\r\n */\r\n public lensFlares = new Array();\r\n\r\n /**\r\n * Define a limit from the border the lens flare can be visible.\r\n */\r\n public borderLimit = 300;\r\n\r\n /**\r\n * Define a viewport border we do not want to see the lens flare in.\r\n */\r\n public viewportBorder = 0;\r\n\r\n /**\r\n * Define a predicate which could limit the list of meshes able to occlude the effect.\r\n */\r\n public meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;\r\n\r\n /**\r\n * Restricts the rendering of the effect to only the camera rendering this layer mask.\r\n */\r\n public layerMask: number = 0x0FFFFFFF;\r\n\r\n /**\r\n * Define the id of the lens flare system in the scene.\r\n * (equal to name by default)\r\n */\r\n public id: string;\r\n\r\n private _scene: Scene;\r\n private _emitter: any;\r\n private _vertexBuffers: { [key: string]: Nullable } = {};\r\n private _indexBuffer: Nullable;\r\n private _effect: Effect;\r\n private _positionX: number;\r\n private _positionY: number;\r\n private _isEnabled = true;\r\n\r\n /** @hidden */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _DevTools.WarnImport(\"LensFlareSystemSceneComponent\");\r\n }\r\n\r\n /**\r\n * Instantiates a lens flare system.\r\n * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.\r\n * It is usually composed of several `lensFlare`.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares\r\n * @param name Define the name of the lens flare system in the scene\r\n * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).\r\n * @param scene Define the scene the lens flare system belongs to\r\n */\r\n constructor(\r\n /**\r\n * Define the name of the lens flare system\r\n */\r\n public name: string,\r\n emitter: any,\r\n scene: Scene) {\r\n\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n LensFlareSystem._SceneComponentInitialization(this._scene);\r\n\r\n this._emitter = emitter;\r\n this.id = name;\r\n scene.lensFlareSystems.push(this);\r\n\r\n this.meshesSelectionPredicate = (m) => (scene.activeCamera && m.material && m.isVisible && m.isEnabled() && m.isBlocker && ((m.layerMask & scene.activeCamera.layerMask) != 0));\r\n\r\n var engine = scene.getEngine();\r\n\r\n // VBO\r\n var vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n\r\n this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, vertices, VertexBuffer.PositionKind, false, false, 2);\r\n\r\n // Indices\r\n var indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n\r\n this._indexBuffer = engine.createIndexBuffer(indices);\r\n\r\n // Effects\r\n this._effect = engine.createEffect(\"lensFlare\",\r\n [VertexBuffer.PositionKind],\r\n [\"color\", \"viewportMatrix\"],\r\n [\"textureSampler\"], \"\");\r\n }\r\n\r\n /**\r\n * Define if the lens flare system is enabled.\r\n */\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n\r\n public set isEnabled(value: boolean) {\r\n this._isEnabled = value;\r\n }\r\n\r\n /**\r\n * Get the scene the effects belongs to.\r\n * @returns the scene holding the lens flare system\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Get the emitter of the lens flare system.\r\n * It defines the source of the lens flares (it can be a camera, a light or a mesh).\r\n * @returns the emitter of the lens flare system\r\n */\r\n public getEmitter(): any {\r\n return this._emitter;\r\n }\r\n\r\n /**\r\n * Set the emitter of the lens flare system.\r\n * It defines the source of the lens flares (it can be a camera, a light or a mesh).\r\n * @param newEmitter Define the new emitter of the system\r\n */\r\n public setEmitter(newEmitter: any): void {\r\n this._emitter = newEmitter;\r\n }\r\n\r\n /**\r\n * Get the lens flare system emitter position.\r\n * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).\r\n * @returns the position\r\n */\r\n public getEmitterPosition(): Vector3 {\r\n return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public computeEffectivePosition(globalViewport: Viewport): boolean {\r\n var position = this.getEmitterPosition();\r\n\r\n position = Vector3.Project(position, Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);\r\n\r\n this._positionX = position.x;\r\n this._positionY = position.y;\r\n\r\n position = Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());\r\n\r\n if (this.viewportBorder > 0) {\r\n globalViewport.x -= this.viewportBorder;\r\n globalViewport.y -= this.viewportBorder;\r\n globalViewport.width += this.viewportBorder * 2;\r\n globalViewport.height += this.viewportBorder * 2;\r\n position.x += this.viewportBorder;\r\n position.y += this.viewportBorder;\r\n this._positionX += this.viewportBorder;\r\n this._positionY += this.viewportBorder;\r\n }\r\n\r\n if (position.z > 0) {\r\n if ((this._positionX > globalViewport.x) && (this._positionX < globalViewport.x + globalViewport.width)) {\r\n if ((this._positionY > globalViewport.y) && (this._positionY < globalViewport.y + globalViewport.height)) {\r\n return true;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @hidden */\r\n public _isVisible(): boolean {\r\n if (!this._isEnabled || !this._scene.activeCamera) {\r\n return false;\r\n }\r\n\r\n var emitterPosition = this.getEmitterPosition();\r\n var direction = emitterPosition.subtract(this._scene.activeCamera.globalPosition);\r\n var distance = direction.length();\r\n direction.normalize();\r\n\r\n var ray = new Ray(this._scene.activeCamera.globalPosition, direction);\r\n var pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);\r\n\r\n return !pickInfo || !pickInfo.hit || pickInfo.distance > distance;\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public render(): boolean {\r\n if (!this._effect.isReady() || !this._scene.activeCamera) {\r\n return false;\r\n }\r\n\r\n var engine = this._scene.getEngine();\r\n var viewport = this._scene.activeCamera.viewport;\r\n var globalViewport = viewport.toGlobal(engine.getRenderWidth(true), engine.getRenderHeight(true));\r\n\r\n // Position\r\n if (!this.computeEffectivePosition(globalViewport)) {\r\n return false;\r\n }\r\n\r\n // Visibility\r\n if (!this._isVisible()) {\r\n return false;\r\n }\r\n\r\n // Intensity\r\n var awayX;\r\n var awayY;\r\n\r\n if (this._positionX < this.borderLimit + globalViewport.x) {\r\n awayX = this.borderLimit + globalViewport.x - this._positionX;\r\n } else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {\r\n awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;\r\n } else {\r\n awayX = 0;\r\n }\r\n\r\n if (this._positionY < this.borderLimit + globalViewport.y) {\r\n awayY = this.borderLimit + globalViewport.y - this._positionY;\r\n } else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {\r\n awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;\r\n } else {\r\n awayY = 0;\r\n }\r\n\r\n var away = (awayX > awayY) ? awayX : awayY;\r\n\r\n away -= this.viewportBorder;\r\n\r\n if (away > this.borderLimit) {\r\n away = this.borderLimit;\r\n }\r\n\r\n var intensity = 1.0 - Scalar.Clamp(away / this.borderLimit, 0, 1);\r\n if (intensity < 0) {\r\n return false;\r\n }\r\n\r\n if (intensity > 1.0) {\r\n intensity = 1.0;\r\n }\r\n\r\n if (this.viewportBorder > 0) {\r\n globalViewport.x += this.viewportBorder;\r\n globalViewport.y += this.viewportBorder;\r\n globalViewport.width -= this.viewportBorder * 2;\r\n globalViewport.height -= this.viewportBorder * 2;\r\n this._positionX -= this.viewportBorder;\r\n this._positionY -= this.viewportBorder;\r\n }\r\n\r\n // Position\r\n var centerX = globalViewport.x + globalViewport.width / 2;\r\n var centerY = globalViewport.y + globalViewport.height / 2;\r\n var distX = centerX - this._positionX;\r\n var distY = centerY - this._positionY;\r\n\r\n // Effects\r\n engine.enableEffect(this._effect);\r\n engine.setState(false);\r\n engine.setDepthBuffer(false);\r\n\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);\r\n\r\n // Flares\r\n for (var index = 0; index < this.lensFlares.length; index++) {\r\n var flare = this.lensFlares[index];\r\n\r\n if (flare.texture && !flare.texture.isReady()) {\r\n continue;\r\n }\r\n\r\n engine.setAlphaMode(flare.alphaMode);\r\n\r\n var x = centerX - (distX * flare.position);\r\n var y = centerY - (distY * flare.position);\r\n\r\n var cw = flare.size;\r\n var ch = flare.size * engine.getAspectRatio(this._scene.activeCamera, true);\r\n var cx = 2 * (x / (globalViewport.width + globalViewport.x * 2)) - 1.0;\r\n var cy = 1.0 - 2 * (y / (globalViewport.height + globalViewport.y * 2));\r\n\r\n var viewportMatrix = Matrix.FromValues(\r\n cw / 2, 0, 0, 0,\r\n 0, ch / 2, 0, 0,\r\n 0, 0, 1, 0,\r\n cx, cy, 0, 1);\r\n\r\n this._effect.setMatrix(\"viewportMatrix\", viewportMatrix);\r\n\r\n // Texture\r\n this._effect.setTexture(\"textureSampler\", flare.texture);\r\n\r\n // Color\r\n this._effect.setFloat4(\"color\", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n\r\n engine.setDepthBuffer(true);\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n return true;\r\n }\r\n\r\n /**\r\n * Dispose and release the lens flare with its associated resources.\r\n */\r\n public dispose(): void {\r\n var vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n this._indexBuffer = null;\r\n }\r\n\r\n while (this.lensFlares.length) {\r\n this.lensFlares[0].dispose();\r\n }\r\n\r\n // Remove from scene\r\n var index = this._scene.lensFlareSystems.indexOf(this);\r\n this._scene.lensFlareSystems.splice(index, 1);\r\n }\r\n\r\n /**\r\n * Parse a lens flare system from a JSON repressentation\r\n * @param parsedLensFlareSystem Define the JSON to parse\r\n * @param scene Define the scene the parsed system should be instantiated in\r\n * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures\r\n * @returns the parsed system\r\n */\r\n public static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem {\r\n var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);\r\n\r\n var name = parsedLensFlareSystem.name || \"lensFlareSystem#\" + parsedLensFlareSystem.emitterId;\r\n\r\n var lensFlareSystem = new LensFlareSystem(name, emitter, scene);\r\n\r\n lensFlareSystem.id = parsedLensFlareSystem.id || name;\r\n lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;\r\n\r\n for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {\r\n var parsedFlare = parsedLensFlareSystem.flares[index];\r\n LensFlare.AddFlare(parsedFlare.size, parsedFlare.position, Color3.FromArray(parsedFlare.color), parsedFlare.textureName ? rootUrl + parsedFlare.textureName : \"\", lensFlareSystem);\r\n }\r\n\r\n return lensFlareSystem;\r\n }\r\n\r\n /**\r\n * Serialize the current Lens Flare System into a JSON representation.\r\n * @returns the serialized JSON\r\n */\r\n public serialize(): any {\r\n var serializationObject: any = {};\r\n\r\n serializationObject.id = this.id;\r\n serializationObject.name = this.name;\r\n\r\n serializationObject.emitterId = this.getEmitter().id;\r\n serializationObject.borderLimit = this.borderLimit;\r\n\r\n serializationObject.flares = [];\r\n for (var index = 0; index < this.lensFlares.length; index++) {\r\n var flare = this.lensFlares[index];\r\n\r\n serializationObject.flares.push({\r\n size: flare.size,\r\n position: flare.position,\r\n color: flare.color.asArray(),\r\n textureName: Tools.GetFilename(flare.texture ? flare.texture.name : \"\")\r\n });\r\n }\r\n\r\n return serializationObject;\r\n }\r\n}\r\n","import { Tools } from \"../Misc/tools\";\r\nimport { Nullable } from \"../types\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Scene } from \"../scene\";\r\nimport { SceneComponentConstants, ISceneSerializableComponent } from \"../sceneComponent\";\r\nimport { AbstractScene } from \"../abstractScene\";\r\nimport { AssetContainer } from \"../assetContainer\";\r\nimport { LensFlareSystem } from \"./lensFlareSystem\";\r\n// Adds the parser to the scene parsers.\r\nAbstractScene.AddParser(SceneComponentConstants.NAME_LENSFLARESYSTEM, (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => {\r\n // Lens flares\r\n if (parsedData.lensFlareSystems !== undefined && parsedData.lensFlareSystems !== null) {\r\n if (!container.lensFlareSystems) {\r\n container.lensFlareSystems = new Array();\r\n }\r\n\r\n for (let index = 0, cache = parsedData.lensFlareSystems.length; index < cache; index++) {\r\n var parsedLensFlareSystem = parsedData.lensFlareSystems[index];\r\n var lf = LensFlareSystem.Parse(parsedLensFlareSystem, scene, rootUrl);\r\n container.lensFlareSystems.push(lf);\r\n }\r\n }\r\n});\r\n\r\ndeclare module \"../abstractScene\" {\r\n export interface AbstractScene {\r\n /**\r\n * The list of lens flare system added to the scene\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares\r\n */\r\n lensFlareSystems: Array;\r\n\r\n /**\r\n * Removes the given lens flare system from this scene.\r\n * @param toRemove The lens flare system to remove\r\n * @returns The index of the removed lens flare system\r\n */\r\n removeLensFlareSystem(toRemove: LensFlareSystem): number;\r\n\r\n /**\r\n * Adds the given lens flare system to this scene\r\n * @param newLensFlareSystem The lens flare system to add\r\n */\r\n addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;\r\n\r\n /**\r\n * Gets a lens flare system using its name\r\n * @param name defines the name to look for\r\n * @returns the lens flare system or null if not found\r\n */\r\n getLensFlareSystemByName(name: string): Nullable;\r\n\r\n /**\r\n * Gets a lens flare system using its id\r\n * @param id defines the id to look for\r\n * @returns the lens flare system or null if not found\r\n */\r\n getLensFlareSystemByID(id: string): Nullable;\r\n }\r\n}\r\n\r\nAbstractScene.prototype.getLensFlareSystemByName = function(name: string): Nullable {\r\n for (var index = 0; index < this.lensFlareSystems.length; index++) {\r\n if (this.lensFlareSystems[index].name === name) {\r\n return this.lensFlareSystems[index];\r\n }\r\n }\r\n\r\n return null;\r\n};\r\n\r\nAbstractScene.prototype.getLensFlareSystemByID = function(id: string): Nullable {\r\n for (var index = 0; index < this.lensFlareSystems.length; index++) {\r\n if (this.lensFlareSystems[index].id === id) {\r\n return this.lensFlareSystems[index];\r\n }\r\n }\r\n\r\n return null;\r\n};\r\n\r\nAbstractScene.prototype.removeLensFlareSystem = function(toRemove: LensFlareSystem): number {\r\n var index = this.lensFlareSystems.indexOf(toRemove);\r\n if (index !== -1) {\r\n this.lensFlareSystems.splice(index, 1);\r\n }\r\n return index;\r\n};\r\n\r\nAbstractScene.prototype.addLensFlareSystem = function(newLensFlareSystem: LensFlareSystem): void {\r\n this.lensFlareSystems.push(newLensFlareSystem);\r\n};\r\n\r\n/**\r\n * Defines the lens flare scene component responsible to manage any lens flares\r\n * in a given scene.\r\n */\r\nexport class LensFlareSystemSceneComponent implements ISceneSerializableComponent {\r\n /**\r\n * The component name helpfull to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_LENSFLARESYSTEM;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n\r\n scene.lensFlareSystems = new Array();\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._afterCameraDrawStage.registerStep(SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM, this, this._draw);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do for lens flare\r\n }\r\n\r\n /**\r\n * Adds all the elements from the container to the scene\r\n * @param container the container holding the elements\r\n */\r\n public addFromContainer(container: AbstractScene): void {\r\n if (!container.lensFlareSystems) {\r\n return;\r\n }\r\n container.lensFlareSystems.forEach((o) => {\r\n this.scene.addLensFlareSystem(o);\r\n });\r\n }\r\n\r\n /**\r\n * Removes all the elements in the container from the scene\r\n * @param container contains the elements to remove\r\n * @param dispose if the removed element should be disposed (default: false)\r\n */\r\n public removeFromContainer(container: AbstractScene, dispose?: boolean): void {\r\n if (!container.lensFlareSystems) {\r\n return;\r\n }\r\n container.lensFlareSystems.forEach((o) => {\r\n this.scene.removeLensFlareSystem(o);\r\n if (dispose) {\r\n o.dispose();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Serializes the component data to the specified json object\r\n * @param serializationObject The object to serialize to\r\n */\r\n public serialize(serializationObject: any): void {\r\n // Lens flares\r\n serializationObject.lensFlareSystems = [];\r\n let lensFlareSystems = this.scene.lensFlareSystems;\r\n for (let lensFlareSystem of lensFlareSystems) {\r\n serializationObject.lensFlareSystems.push(lensFlareSystem.serialize());\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated ressources.\r\n */\r\n public dispose(): void {\r\n let lensFlareSystems = this.scene.lensFlareSystems;\r\n while (lensFlareSystems.length) {\r\n lensFlareSystems[0].dispose();\r\n }\r\n }\r\n\r\n private _draw(camera: Camera): void {\r\n // Lens flares\r\n if (this.scene.lensFlaresEnabled) {\r\n let lensFlareSystems = this.scene.lensFlareSystems;\r\n Tools.StartPerformanceCounter(\"Lens flares\", lensFlareSystems.length > 0);\r\n for (let lensFlareSystem of lensFlareSystems) {\r\n if ((camera.layerMask & lensFlareSystem.layerMask) !== 0) {\r\n lensFlareSystem.render();\r\n }\r\n }\r\n Tools.EndPerformanceCounter(\"Lens flares\", lensFlareSystems.length > 0);\r\n }\r\n }\r\n}\r\n\r\nLensFlareSystem._SceneComponentInitialization = (scene: Scene) => {\r\n let component = scene._getComponent(SceneComponentConstants.NAME_LENSFLARESYSTEM) as LensFlareSystemSceneComponent;\r\n if (!component) {\r\n component = new LensFlareSystemSceneComponent(scene);\r\n scene._addComponent(component);\r\n }\r\n};","import { Nullable } from \"../../types\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Matrix, Vector3 } from \"../../Maths/math.vector\";\r\nimport { SubMesh } from \"../../Meshes/subMesh\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\n\r\nimport { IShadowLight } from \"../../Lights/shadowLight\";\r\nimport { Effect } from \"../../Materials/effect\";\r\nimport { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\n\r\nimport { Constants } from \"../../Engines/constants\";\r\n\r\nimport \"../../Shaders/shadowMap.fragment\";\r\nimport \"../../Shaders/shadowMap.vertex\";\r\nimport \"../../Shaders/depthBoxBlur.fragment\";\r\nimport { Observer } from '../../Misc/observable';\r\nimport { _DevTools } from '../../Misc/devTools';\r\nimport { ShadowGenerator } from './shadowGenerator';\r\nimport { DirectionalLight } from '../directionalLight';\r\n\r\nimport { BoundingInfo } from '../../Culling/boundingInfo';\r\nimport { DepthRenderer } from '../../Rendering/depthRenderer';\r\nimport { DepthReducer } from '../../Misc/depthReducer';\r\n\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { EngineStore } from '../../Engines/engineStore';\r\n\r\ninterface ICascade {\r\n prevBreakDistance: number;\r\n breakDistance: number;\r\n}\r\n\r\nconst UpDir = Vector3.Up();\r\nconst ZeroVec = Vector3.Zero();\r\n\r\nlet tmpv1 = new Vector3(),\r\n tmpv2 = new Vector3(),\r\n tmpMatrix = new Matrix(),\r\n tmpMatrix2 = new Matrix();\r\n\r\n/**\r\n * A CSM implementation allowing casting shadows on large scenes.\r\n * Documentation : https://doc.babylonjs.com/babylon101/cascadedShadows\r\n * Based on: https://github.com/TheRealMJP/Shadows and https://johanmedestrom.wordpress.com/2016/03/18/opengl-cascaded-shadow-maps/\r\n */\r\nexport class CascadedShadowGenerator extends ShadowGenerator {\r\n\r\n private static readonly frustumCornersNDCSpace = [\r\n new Vector3(-1.0, +1.0, -1.0),\r\n new Vector3(+1.0, +1.0, -1.0),\r\n new Vector3(+1.0, -1.0, -1.0),\r\n new Vector3(-1.0, -1.0, -1.0),\r\n new Vector3(-1.0, +1.0, +1.0),\r\n new Vector3(+1.0, +1.0, +1.0),\r\n new Vector3(+1.0, -1.0, +1.0),\r\n new Vector3(-1.0, -1.0, +1.0),\r\n ];\r\n\r\n /**\r\n * Name of the CSM class\r\n */\r\n public static CLASSNAME = \"CascadedShadowGenerator\";\r\n\r\n /**\r\n * Defines the default number of cascades used by the CSM.\r\n */\r\n public static readonly DEFAULT_CASCADES_COUNT = 4;\r\n /**\r\n * Defines the minimum number of cascades used by the CSM.\r\n */\r\n public static readonly MIN_CASCADES_COUNT = 2;\r\n /**\r\n * Defines the maximum number of cascades used by the CSM.\r\n */\r\n public static readonly MAX_CASCADES_COUNT = 4;\r\n\r\n protected _validateFilter(filter: number): number {\r\n if (filter === ShadowGenerator.FILTER_NONE ||\r\n filter === ShadowGenerator.FILTER_PCF ||\r\n filter === ShadowGenerator.FILTER_PCSS)\r\n {\r\n return filter;\r\n }\r\n\r\n console.error('Unsupported filter \"' + filter + '\"!');\r\n\r\n return ShadowGenerator.FILTER_NONE;\r\n }\r\n\r\n /**\r\n * Gets or sets the actual darkness of the soft shadows while using PCSS filtering (value between 0. and 1.)\r\n */\r\n public penumbraDarkness: number;\r\n\r\n private _numCascades: number;\r\n\r\n /**\r\n * Gets or set the number of cascades used by the CSM.\r\n */\r\n public get numCascades(): number {\r\n return this._numCascades;\r\n }\r\n\r\n public set numCascades(value: number) {\r\n value = Math.min(Math.max(value, CascadedShadowGenerator.MIN_CASCADES_COUNT), CascadedShadowGenerator.MAX_CASCADES_COUNT);\r\n if (value === this._numCascades) {\r\n return;\r\n }\r\n\r\n this._numCascades = value;\r\n this.recreateShadowMap();\r\n }\r\n\r\n /**\r\n * Sets this to true if you want that the edges of the shadows don't \"swimm\" / \"shimmer\" when rotating the camera.\r\n * The trade off is that you lose some precision in the shadow rendering when enabling this setting.\r\n */\r\n public stabilizeCascades: boolean;\r\n\r\n private _freezeShadowCastersBoundingInfo: boolean;\r\n private _freezeShadowCastersBoundingInfoObservable: Nullable>;\r\n\r\n /**\r\n * Enables or disables the shadow casters bounding info computation.\r\n * If your shadow casters don't move, you can disable this feature.\r\n * If it is enabled, the bounding box computation is done every frame.\r\n */\r\n public get freezeShadowCastersBoundingInfo(): boolean {\r\n return this._freezeShadowCastersBoundingInfo;\r\n }\r\n\r\n public set freezeShadowCastersBoundingInfo(freeze: boolean) {\r\n if (this._freezeShadowCastersBoundingInfoObservable && freeze) {\r\n this._scene.onBeforeRenderObservable.remove(this._freezeShadowCastersBoundingInfoObservable);\r\n this._freezeShadowCastersBoundingInfoObservable = null;\r\n }\r\n\r\n if (!this._freezeShadowCastersBoundingInfoObservable && !freeze) {\r\n this._freezeShadowCastersBoundingInfoObservable = this._scene.onBeforeRenderObservable.add(this._computeShadowCastersBoundingInfo.bind(this));\r\n }\r\n\r\n this._freezeShadowCastersBoundingInfo = freeze;\r\n\r\n if (freeze) {\r\n this._computeShadowCastersBoundingInfo();\r\n }\r\n }\r\n\r\n private _scbiMin: Vector3;\r\n private _scbiMax: Vector3;\r\n\r\n protected _computeShadowCastersBoundingInfo(): void {\r\n this._scbiMin.copyFromFloats(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._scbiMax.copyFromFloats(Number.MIN_VALUE, Number.MIN_VALUE, Number.MIN_VALUE);\r\n\r\n if (this._shadowMap && this._shadowMap.renderList) {\r\n const renderList = this._shadowMap.renderList;\r\n for (let meshIndex = 0; meshIndex < renderList.length; meshIndex++) {\r\n const mesh = renderList[meshIndex];\r\n\r\n if (!mesh) {\r\n continue;\r\n }\r\n\r\n const boundingInfo = mesh.getBoundingInfo(),\r\n boundingBox = boundingInfo.boundingBox;\r\n\r\n this._scbiMin.minimizeInPlace(boundingBox.minimumWorld);\r\n this._scbiMax.maximizeInPlace(boundingBox.maximumWorld);\r\n }\r\n\r\n const meshes = this._scene.meshes;\r\n for (let meshIndex = 0; meshIndex < meshes.length; meshIndex++) {\r\n const mesh = meshes[meshIndex];\r\n\r\n if (!mesh || !mesh.isVisible || !mesh.isEnabled || !mesh.receiveShadows) {\r\n continue;\r\n }\r\n\r\n const boundingInfo = mesh.getBoundingInfo(),\r\n boundingBox = boundingInfo.boundingBox;\r\n\r\n this._scbiMin.minimizeInPlace(boundingBox.minimumWorld);\r\n this._scbiMax.maximizeInPlace(boundingBox.maximumWorld);\r\n }\r\n }\r\n\r\n this._shadowCastersBoundingInfo.reConstruct(this._scbiMin, this._scbiMax);\r\n }\r\n\r\n protected _shadowCastersBoundingInfo: BoundingInfo;\r\n\r\n /**\r\n * Gets or sets the shadow casters bounding info.\r\n * If you provide your own shadow casters bounding info, first enable freezeShadowCastersBoundingInfo\r\n * so that the system won't overwrite the bounds you provide\r\n */\r\n public get shadowCastersBoundingInfo(): BoundingInfo {\r\n return this._shadowCastersBoundingInfo;\r\n }\r\n\r\n public set shadowCastersBoundingInfo(boundingInfo: BoundingInfo) {\r\n this._shadowCastersBoundingInfo = boundingInfo;\r\n }\r\n\r\n protected _breaksAreDirty: boolean;\r\n\r\n protected _minDistance: number;\r\n protected _maxDistance: number;\r\n\r\n /**\r\n * Sets the minimal and maximal distances to use when computing the cascade breaks.\r\n *\r\n * The values of min / max are typically the depth zmin and zmax values of your scene, for a given frame.\r\n * If you don't know these values, simply leave them to their defaults and don't call this function.\r\n * @param min minimal distance for the breaks (default to 0.)\r\n * @param max maximal distance for the breaks (default to 1.)\r\n */\r\n public setMinMaxDistance(min: number, max: number): void {\r\n if (this._minDistance === min && this._maxDistance === max) {\r\n return;\r\n }\r\n\r\n if (min > max) {\r\n min = 0;\r\n max = 1;\r\n }\r\n\r\n if (min < 0) {\r\n min = 0;\r\n }\r\n\r\n if (max > 1) {\r\n max = 1;\r\n }\r\n\r\n this._minDistance = min;\r\n this._maxDistance = max;\r\n this._breaksAreDirty = true;\r\n }\r\n\r\n /** Gets the minimal distance used in the cascade break computation */\r\n public get minDistance(): number {\r\n return this._minDistance;\r\n }\r\n\r\n /** Gets the maximal distance used in the cascade break computation */\r\n public get maxDistance(): number {\r\n return this._maxDistance;\r\n }\r\n\r\n /**\r\n * Gets the class name of that object\r\n * @returns \"CascadedShadowGenerator\"\r\n */\r\n public getClassName(): string {\r\n return CascadedShadowGenerator.CLASSNAME;\r\n }\r\n\r\n private _cascadeMinExtents: Array;\r\n private _cascadeMaxExtents: Array;\r\n\r\n /**\r\n * Gets a cascade minimum extents\r\n * @param cascadeIndex index of the cascade\r\n * @returns the minimum cascade extents\r\n */\r\n public getCascadeMinExtents(cascadeIndex: number): Nullable {\r\n return cascadeIndex >= 0 && cascadeIndex < this._numCascades ? this._cascadeMinExtents[cascadeIndex] : null;\r\n }\r\n\r\n /**\r\n * Gets a cascade maximum extents\r\n * @param cascadeIndex index of the cascade\r\n * @returns the maximum cascade extents\r\n */\r\n public getCascadeMaxExtents(cascadeIndex: number): Nullable {\r\n return cascadeIndex >= 0 && cascadeIndex < this._numCascades ? this._cascadeMaxExtents[cascadeIndex] : null;\r\n }\r\n\r\n private _cascades: Array;\r\n private _currentLayer: number;\r\n private _viewSpaceFrustumsZ: Array;\r\n private _viewMatrices: Array;\r\n private _projectionMatrices: Array;\r\n private _transformMatrices: Array;\r\n private _transformMatricesAsArray: Float32Array;\r\n private _frustumLengths: Array;\r\n private _lightSizeUVCorrection: Array;\r\n private _depthCorrection: Array;\r\n private _frustumCornersWorldSpace: Array>;\r\n private _frustumCenter: Array;\r\n private _shadowCameraPos: Array;\r\n\r\n private _shadowMaxZ: number;\r\n /**\r\n * Gets the shadow max z distance. It's the limit beyond which shadows are not displayed.\r\n * It defaults to camera.maxZ\r\n */\r\n public get shadowMaxZ(): number {\r\n if (!this._scene || !this._scene.activeCamera) {\r\n return 0;\r\n }\r\n return this._shadowMaxZ;\r\n }\r\n /**\r\n * Sets the shadow max z distance.\r\n */\r\n public set shadowMaxZ(value: number) {\r\n if (!this._scene || !this._scene.activeCamera) {\r\n this._shadowMaxZ = value;\r\n return;\r\n }\r\n if (this._shadowMaxZ === value || value < this._scene.activeCamera.minZ || value > this._scene.activeCamera.maxZ) {\r\n return;\r\n }\r\n this._shadowMaxZ = value;\r\n this._light._markMeshesAsLightDirty();\r\n this._breaksAreDirty = true;\r\n }\r\n\r\n protected _debug: boolean;\r\n\r\n /**\r\n * Gets or sets the debug flag.\r\n * When enabled, the cascades are materialized by different colors on the screen.\r\n */\r\n public get debug(): boolean {\r\n return this._debug;\r\n }\r\n\r\n public set debug(dbg: boolean) {\r\n this._debug = dbg;\r\n this._light._markMeshesAsLightDirty();\r\n }\r\n\r\n private _depthClamp: boolean;\r\n\r\n /**\r\n * Gets or sets the depth clamping value.\r\n *\r\n * When enabled, it improves the shadow quality because the near z plane of the light frustum don't need to be adjusted\r\n * to account for the shadow casters far away.\r\n *\r\n * Note that this property is incompatible with PCSS filtering, so it won't be used in that case.\r\n */\r\n public get depthClamp(): boolean {\r\n return this._depthClamp;\r\n }\r\n\r\n public set depthClamp(value: boolean) {\r\n this._depthClamp = value;\r\n }\r\n\r\n private _cascadeBlendPercentage: number;\r\n\r\n /**\r\n * Gets or sets the percentage of blending between two cascades (value between 0. and 1.).\r\n * It defaults to 0.1 (10% blending).\r\n */\r\n public get cascadeBlendPercentage(): number {\r\n return this._cascadeBlendPercentage;\r\n }\r\n\r\n public set cascadeBlendPercentage(value: number) {\r\n this._cascadeBlendPercentage = value;\r\n this._light._markMeshesAsLightDirty();\r\n }\r\n\r\n private _lambda: number;\r\n\r\n /**\r\n * Gets or set the lambda parameter.\r\n * This parameter is used to split the camera frustum and create the cascades.\r\n * It's a value between 0. and 1.: If 0, the split is a uniform split of the frustum, if 1 it is a logarithmic split.\r\n * For all values in-between, it's a linear combination of the uniform and logarithm split algorithm.\r\n */\r\n public get lambda(): number {\r\n return this._lambda;\r\n }\r\n\r\n public set lambda(value: number) {\r\n const lambda = Math.min(Math.max(value, 0), 1);\r\n if (this._lambda == lambda) {\r\n return;\r\n }\r\n this._lambda = lambda;\r\n this._breaksAreDirty = true;\r\n }\r\n\r\n /**\r\n * Gets the view matrix corresponding to a given cascade\r\n * @param cascadeNum cascade to retrieve the view matrix from\r\n * @returns the cascade view matrix\r\n */\r\n public getCascadeViewMatrix(cascadeNum: number): Nullable {\r\n return cascadeNum >= 0 && cascadeNum < this._numCascades ? this._viewMatrices[cascadeNum] : null;\r\n }\r\n\r\n /**\r\n * Gets the projection matrix corresponding to a given cascade\r\n * @param cascadeNum cascade to retrieve the projection matrix from\r\n * @returns the cascade projection matrix\r\n */\r\n public getCascadeProjectionMatrix(cascadeNum: number): Nullable {\r\n return cascadeNum >= 0 && cascadeNum < this._numCascades ? this._projectionMatrices[cascadeNum] : null;\r\n }\r\n\r\n /**\r\n * Gets the transformation matrix corresponding to a given cascade\r\n * @param cascadeNum cascade to retrieve the transformation matrix from\r\n * @returns the cascade transformation matrix\r\n */\r\n public getCascadeTransformMatrix(cascadeNum: number): Nullable {\r\n return cascadeNum >= 0 && cascadeNum < this._numCascades ? this._transformMatrices[cascadeNum] : null;\r\n }\r\n\r\n private _depthRenderer: Nullable;\r\n /**\r\n * Sets the depth renderer to use when autoCalcDepthBounds is enabled.\r\n *\r\n * Note that if no depth renderer is set, a new one will be automatically created internally when necessary.\r\n *\r\n * You should call this function if you already have a depth renderer enabled in your scene, to avoid\r\n * doing multiple depth rendering each frame. If you provide your own depth renderer, make sure it stores linear depth!\r\n * @param depthRenderer The depth renderer to use when autoCalcDepthBounds is enabled. If you pass null or don't call this function at all, a depth renderer will be automatically created\r\n */\r\n public setDepthRenderer(depthRenderer: Nullable): void {\r\n this._depthRenderer = depthRenderer;\r\n\r\n if (this._depthReducer) {\r\n this._depthReducer.setDepthRenderer(this._depthRenderer);\r\n }\r\n }\r\n\r\n private _depthReducer: Nullable;\r\n private _autoCalcDepthBounds: boolean;\r\n\r\n /**\r\n * Gets or sets the autoCalcDepthBounds property.\r\n *\r\n * When enabled, a depth rendering pass is first performed (with an internally created depth renderer or with the one\r\n * you provide by calling setDepthRenderer). Then, a min/max reducing is applied on the depth map to compute the\r\n * minimal and maximal depth of the map and those values are used as inputs for the setMinMaxDistance() function.\r\n * It can greatly enhance the shadow quality, at the expense of more GPU works.\r\n * When using this option, you should increase the value of the lambda parameter, and even set it to 1 for best results.\r\n */\r\n public get autoCalcDepthBounds(): boolean {\r\n return this._autoCalcDepthBounds;\r\n }\r\n\r\n public set autoCalcDepthBounds(value: boolean) {\r\n const camera = this._scene.activeCamera;\r\n\r\n if (!camera) {\r\n return;\r\n }\r\n\r\n this._autoCalcDepthBounds = value;\r\n\r\n if (!value) {\r\n if (this._depthReducer) {\r\n this._depthReducer.deactivate();\r\n }\r\n this.setMinMaxDistance(0, 1);\r\n return;\r\n }\r\n\r\n if (!this._depthReducer) {\r\n this._depthReducer = new DepthReducer(camera);\r\n this._depthReducer.onAfterReductionPerformed.add((minmax: { min: number, max: number}) => {\r\n let min = minmax.min, max = minmax.max;\r\n if (min >= max) {\r\n min = 0;\r\n max = 1;\r\n }\r\n if (min != this._minDistance || max != this._maxDistance) {\r\n this.setMinMaxDistance(min, max);\r\n }\r\n });\r\n this._depthReducer.setDepthRenderer(this._depthRenderer);\r\n }\r\n\r\n this._depthReducer.activate();\r\n }\r\n\r\n /**\r\n * Defines the refresh rate of the min/max computation used when autoCalcDepthBounds is set to true\r\n * Use 0 to compute just once, 1 to compute on every frame, 2 to compute every two frames and so on...\r\n * Note that if you provided your own depth renderer through a call to setDepthRenderer, you are responsible\r\n * for setting the refresh rate on the renderer yourself!\r\n */\r\n public get autoCalcDepthBoundsRefreshRate(): number {\r\n return this._depthReducer?.depthRenderer?.getDepthMap().refreshRate ?? -1;\r\n }\r\n\r\n public set autoCalcDepthBoundsRefreshRate(value: number) {\r\n if (this._depthReducer?.depthRenderer) {\r\n this._depthReducer.depthRenderer.getDepthMap().refreshRate = value;\r\n }\r\n }\r\n\r\n /**\r\n * Create the cascade breaks according to the lambda, shadowMaxZ and min/max distance properties, as well as the camera near and far planes.\r\n * This function is automatically called when updating lambda, shadowMaxZ and min/max distances, however you should call it yourself if\r\n * you change the camera near/far planes!\r\n */\r\n public splitFrustum(): void {\r\n this._breaksAreDirty = true;\r\n }\r\n\r\n private _splitFrustum(): void {\r\n let camera = this._scene.activeCamera;\r\n if (!camera) {\r\n return;\r\n }\r\n\r\n const near = camera.minZ,\r\n far = camera.maxZ,\r\n cameraRange = far - near,\r\n minDistance = this._minDistance,\r\n maxDistance = this._shadowMaxZ < far && this._shadowMaxZ >= near ? Math.min((this._shadowMaxZ - near) / (far - near), this._maxDistance) : this._maxDistance;\r\n\r\n const minZ = near + minDistance * cameraRange,\r\n maxZ = near + maxDistance * cameraRange;\r\n\r\n const range = maxZ - minZ,\r\n ratio = maxZ / minZ;\r\n\r\n for (let cascadeIndex = 0; cascadeIndex < this._cascades.length; ++cascadeIndex) {\r\n const p = (cascadeIndex + 1) / this._numCascades,\r\n log = minZ * (ratio ** p),\r\n uniform = minZ + range * p;\r\n\r\n const d = this._lambda * (log - uniform) + uniform;\r\n\r\n this._cascades[cascadeIndex].prevBreakDistance = cascadeIndex === 0 ? minDistance : this._cascades[cascadeIndex - 1].breakDistance;\r\n this._cascades[cascadeIndex].breakDistance = (d - near) / cameraRange;\r\n\r\n this._viewSpaceFrustumsZ[cascadeIndex] = near + this._cascades[cascadeIndex].breakDistance * cameraRange;\r\n this._frustumLengths[cascadeIndex] = (this._cascades[cascadeIndex].breakDistance - this._cascades[cascadeIndex].prevBreakDistance) * cameraRange;\r\n }\r\n\r\n this._breaksAreDirty = false;\r\n }\r\n\r\n private _computeMatrices(): void {\r\n var scene = this._scene;\r\n\r\n let camera = scene.activeCamera;\r\n if (!camera) {\r\n return;\r\n }\r\n\r\n Vector3.NormalizeToRef(this._light.getShadowDirection(0), this._lightDirection);\r\n if (Math.abs(Vector3.Dot(this._lightDirection, Vector3.Up())) === 1.0) {\r\n this._lightDirection.z = 0.0000000000001; // Required to avoid perfectly perpendicular light\r\n }\r\n\r\n this._cachedDirection.copyFrom(this._lightDirection);\r\n\r\n for (let cascadeIndex = 0; cascadeIndex < this._numCascades; ++cascadeIndex) {\r\n this._computeFrustumInWorldSpace(cascadeIndex);\r\n this._computeCascadeFrustum(cascadeIndex);\r\n\r\n this._cascadeMaxExtents[cascadeIndex].subtractToRef(this._cascadeMinExtents[cascadeIndex], tmpv1); // tmpv1 = cascadeExtents\r\n\r\n // Get position of the shadow camera\r\n this._frustumCenter[cascadeIndex].addToRef(this._lightDirection.scale(this._cascadeMinExtents[cascadeIndex].z), this._shadowCameraPos[cascadeIndex]);\r\n\r\n // Come up with a new orthographic camera for the shadow caster\r\n Matrix.LookAtLHToRef(this._shadowCameraPos[cascadeIndex], this._frustumCenter[cascadeIndex], UpDir, this._viewMatrices[cascadeIndex]);\r\n\r\n let minZ = 0, maxZ = tmpv1.z;\r\n\r\n // Try to tighten minZ and maxZ based on the bounding box of the shadow casters\r\n const boundingInfo = this._shadowCastersBoundingInfo;\r\n\r\n boundingInfo.update(this._viewMatrices[cascadeIndex]);\r\n\r\n maxZ = Math.min(maxZ, boundingInfo.boundingBox.maximumWorld.z);\r\n\r\n if (!this._depthClamp || this.filter === ShadowGenerator.FILTER_PCSS) {\r\n // If we don't use depth clamping, we must set minZ so that all shadow casters are in the light frustum\r\n minZ = Math.min(minZ, boundingInfo.boundingBox.minimumWorld.z);\r\n } else {\r\n // If using depth clamping, we can adjust minZ to reduce the [minZ, maxZ] range (and get some additional precision in the shadow map)\r\n minZ = Math.max(minZ, boundingInfo.boundingBox.minimumWorld.z);\r\n }\r\n\r\n Matrix.OrthoOffCenterLHToRef(this._cascadeMinExtents[cascadeIndex].x, this._cascadeMaxExtents[cascadeIndex].x, this._cascadeMinExtents[cascadeIndex].y, this._cascadeMaxExtents[cascadeIndex].y, minZ, maxZ, this._projectionMatrices[cascadeIndex]);\r\n\r\n this._cascadeMinExtents[cascadeIndex].z = minZ;\r\n this._cascadeMaxExtents[cascadeIndex].z = maxZ;\r\n\r\n this._viewMatrices[cascadeIndex].multiplyToRef(this._projectionMatrices[cascadeIndex], this._transformMatrices[cascadeIndex]);\r\n\r\n // Create the rounding matrix, by projecting the world-space origin and determining\r\n // the fractional offset in texel space\r\n Vector3.TransformCoordinatesToRef(ZeroVec, this._transformMatrices[cascadeIndex], tmpv1); // tmpv1 = shadowOrigin\r\n tmpv1.scaleInPlace(this._mapSize / 2);\r\n\r\n tmpv2.copyFromFloats(Math.round(tmpv1.x), Math.round(tmpv1.y), Math.round(tmpv1.z)); // tmpv2 = roundedOrigin\r\n tmpv2.subtractInPlace(tmpv1).scaleInPlace(2 / this._mapSize); // tmpv2 = roundOffset\r\n\r\n Matrix.TranslationToRef(tmpv2.x, tmpv2.y, 0.0, tmpMatrix);\r\n\r\n this._projectionMatrices[cascadeIndex].multiplyToRef(tmpMatrix, this._projectionMatrices[cascadeIndex]);\r\n this._viewMatrices[cascadeIndex].multiplyToRef(this._projectionMatrices[cascadeIndex], this._transformMatrices[cascadeIndex]);\r\n\r\n this._transformMatrices[cascadeIndex].copyToArray(this._transformMatricesAsArray, cascadeIndex * 16);\r\n }\r\n }\r\n\r\n // Get the 8 points of the view frustum in world space\r\n private _computeFrustumInWorldSpace(cascadeIndex: number): void {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n const prevSplitDist = this._cascades[cascadeIndex].prevBreakDistance,\r\n splitDist = this._cascades[cascadeIndex].breakDistance;\r\n\r\n this._scene.activeCamera.getViewMatrix(); // make sure the transformation matrix we get when calling 'getTransformationMatrix()' is calculated with an up to date view matrix\r\n\r\n const invViewProj = Matrix.Invert(this._scene.activeCamera.getTransformationMatrix());\r\n for (let cornerIndex = 0; cornerIndex < CascadedShadowGenerator.frustumCornersNDCSpace.length; ++cornerIndex) {\r\n Vector3.TransformCoordinatesToRef(CascadedShadowGenerator.frustumCornersNDCSpace[cornerIndex], invViewProj, this._frustumCornersWorldSpace[cascadeIndex][cornerIndex]);\r\n }\r\n\r\n // Get the corners of the current cascade slice of the view frustum\r\n for (let cornerIndex = 0; cornerIndex < CascadedShadowGenerator.frustumCornersNDCSpace.length / 2; ++cornerIndex) {\r\n tmpv1.copyFrom(this._frustumCornersWorldSpace[cascadeIndex][cornerIndex + 4]).subtractInPlace(this._frustumCornersWorldSpace[cascadeIndex][cornerIndex]);\r\n tmpv2.copyFrom(tmpv1).scaleInPlace(prevSplitDist); // near corner ray\r\n tmpv1.scaleInPlace(splitDist); // far corner ray\r\n\r\n tmpv1.addInPlace(this._frustumCornersWorldSpace[cascadeIndex][cornerIndex]);\r\n\r\n this._frustumCornersWorldSpace[cascadeIndex][cornerIndex + 4].copyFrom(tmpv1);\r\n this._frustumCornersWorldSpace[cascadeIndex][cornerIndex].addInPlace(tmpv2);\r\n }\r\n }\r\n\r\n private _computeCascadeFrustum(cascadeIndex: number): void {\r\n this._cascadeMinExtents[cascadeIndex].copyFromFloats(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._cascadeMaxExtents[cascadeIndex].copyFromFloats(Number.MIN_VALUE, Number.MIN_VALUE, Number.MIN_VALUE);\r\n this._frustumCenter[cascadeIndex].copyFromFloats(0, 0, 0);\r\n\r\n const camera = this._scene.activeCamera;\r\n\r\n if (!camera) {\r\n return;\r\n }\r\n\r\n // Calculate the centroid of the view frustum slice\r\n for (let cornerIndex = 0; cornerIndex < this._frustumCornersWorldSpace[cascadeIndex].length; ++cornerIndex) {\r\n this._frustumCenter[cascadeIndex].addInPlace(this._frustumCornersWorldSpace[cascadeIndex][cornerIndex]);\r\n }\r\n\r\n this._frustumCenter[cascadeIndex].scaleInPlace(1 / this._frustumCornersWorldSpace[cascadeIndex].length);\r\n\r\n if (this.stabilizeCascades) {\r\n // Calculate the radius of a bounding sphere surrounding the frustum corners\r\n let sphereRadius = 0;\r\n for (let cornerIndex = 0; cornerIndex < this._frustumCornersWorldSpace[cascadeIndex].length; ++cornerIndex) {\r\n const dist = this._frustumCornersWorldSpace[cascadeIndex][cornerIndex].subtractToRef(this._frustumCenter[cascadeIndex], tmpv1).length();\r\n sphereRadius = Math.max(sphereRadius, dist);\r\n }\r\n\r\n sphereRadius = Math.ceil(sphereRadius * 16) / 16;\r\n\r\n this._cascadeMaxExtents[cascadeIndex].copyFromFloats(sphereRadius, sphereRadius, sphereRadius);\r\n this._cascadeMinExtents[cascadeIndex].copyFromFloats(-sphereRadius, -sphereRadius, -sphereRadius);\r\n } else {\r\n // Create a temporary view matrix for the light\r\n const lightCameraPos = this._frustumCenter[cascadeIndex];\r\n\r\n this._frustumCenter[cascadeIndex].addToRef(this._lightDirection, tmpv1); // tmpv1 = look at\r\n\r\n Matrix.LookAtLHToRef(lightCameraPos, tmpv1, UpDir, tmpMatrix); // matrix = lightView\r\n\r\n // Calculate an AABB around the frustum corners\r\n for (let cornerIndex = 0; cornerIndex < this._frustumCornersWorldSpace[cascadeIndex].length; ++cornerIndex) {\r\n Vector3.TransformCoordinatesToRef(this._frustumCornersWorldSpace[cascadeIndex][cornerIndex], tmpMatrix, tmpv1);\r\n\r\n this._cascadeMinExtents[cascadeIndex].minimizeInPlace(tmpv1);\r\n this._cascadeMaxExtents[cascadeIndex].maximizeInPlace(tmpv1);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Support test.\r\n */\r\n public static get IsSupported(): boolean {\r\n var engine = EngineStore.LastCreatedEngine;\r\n if (!engine) {\r\n return false;\r\n }\r\n return engine.webGLVersion != 1;\r\n }\r\n\r\n /** @hidden */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _DevTools.WarnImport(\"ShadowGeneratorSceneComponent\");\r\n }\r\n\r\n /**\r\n * Creates a Cascaded Shadow Generator object.\r\n * A ShadowGenerator is the required tool to use the shadows.\r\n * Each directional light casting shadows needs to use its own ShadowGenerator.\r\n * Documentation : https://doc.babylonjs.com/babylon101/cascadedShadows\r\n * @param mapSize The size of the texture what stores the shadows. Example : 1024.\r\n * @param light The directional light object generating the shadows.\r\n * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.\r\n */\r\n constructor(mapSize: number, light: DirectionalLight, usefulFloatFirst?: boolean) {\r\n super(mapSize, light, usefulFloatFirst);\r\n\r\n if (!CascadedShadowGenerator.IsSupported) {\r\n Logger.Error(\"CascadedShadowMap needs WebGL 2 support.\");\r\n return;\r\n }\r\n\r\n this.usePercentageCloserFiltering = true;\r\n }\r\n\r\n protected _initializeGenerator(): void {\r\n this.penumbraDarkness = this.penumbraDarkness ?? 1.0;\r\n this._numCascades = this._numCascades ?? CascadedShadowGenerator.DEFAULT_CASCADES_COUNT;\r\n this.stabilizeCascades = this.stabilizeCascades ?? false;\r\n this._freezeShadowCastersBoundingInfoObservable = this._freezeShadowCastersBoundingInfoObservable ?? null;\r\n this.freezeShadowCastersBoundingInfo = this.freezeShadowCastersBoundingInfo ?? false;\r\n this._scbiMin = this._scbiMin ?? new Vector3(0, 0, 0);\r\n this._scbiMax = this._scbiMax ?? new Vector3(0, 0, 0);\r\n this._shadowCastersBoundingInfo = this._shadowCastersBoundingInfo ?? new BoundingInfo(new Vector3(0, 0, 0), new Vector3(0, 0, 0));\r\n this._breaksAreDirty = this._breaksAreDirty ?? true;\r\n this._minDistance = this._minDistance ?? 0;\r\n this._maxDistance = this._maxDistance ?? 1;\r\n this._currentLayer = this._currentLayer ?? 0;\r\n this._shadowMaxZ = this._shadowMaxZ ?? this._scene.activeCamera?.maxZ ?? 10000;\r\n this._debug = this._debug ?? false;\r\n this._depthClamp = this._depthClamp ?? true;\r\n this._cascadeBlendPercentage = this._cascadeBlendPercentage ?? 0.1;\r\n this._lambda = this._lambda ?? 0.5;\r\n this._autoCalcDepthBounds = this._autoCalcDepthBounds ?? false;\r\n\r\n super._initializeGenerator();\r\n }\r\n\r\n protected _createTargetRenderTexture(): void {\r\n const size = { width: this._mapSize, height: this._mapSize, layers: this.numCascades };\r\n this._shadowMap = new RenderTargetTexture(this._light.name + \"_shadowMap\", size, this._scene, false, true, this._textureType, false, undefined, false, false, undefined/*, Constants.TEXTUREFORMAT_RED*/);\r\n this._shadowMap.createDepthStencilTexture(Constants.LESS, true);\r\n }\r\n\r\n protected _initializeShadowMap(): void {\r\n super._initializeShadowMap();\r\n\r\n if (this._shadowMap === null) {\r\n return;\r\n }\r\n\r\n this._transformMatricesAsArray = new Float32Array(this._numCascades * 16);\r\n this._viewSpaceFrustumsZ = new Array(this._numCascades);\r\n this._frustumLengths = new Array(this._numCascades);\r\n this._lightSizeUVCorrection = new Array(this._numCascades * 2);\r\n this._depthCorrection = new Array(this._numCascades);\r\n\r\n this._cascades = [];\r\n this._viewMatrices = [];\r\n this._projectionMatrices = [];\r\n this._transformMatrices = [];\r\n this._cascadeMinExtents = [];\r\n this._cascadeMaxExtents = [];\r\n this._frustumCenter = [];\r\n this._shadowCameraPos = [];\r\n this._frustumCornersWorldSpace = [];\r\n\r\n for (let cascadeIndex = 0; cascadeIndex < this._numCascades; ++cascadeIndex) {\r\n this._cascades[cascadeIndex] = {\r\n prevBreakDistance: 0,\r\n breakDistance: 0,\r\n };\r\n\r\n this._viewMatrices[cascadeIndex] = Matrix.Zero();\r\n this._projectionMatrices[cascadeIndex] = Matrix.Zero();\r\n this._transformMatrices[cascadeIndex] = Matrix.Zero();\r\n this._cascadeMinExtents[cascadeIndex] = new Vector3();\r\n this._cascadeMaxExtents[cascadeIndex] = new Vector3();\r\n this._frustumCenter[cascadeIndex] = new Vector3();\r\n this._shadowCameraPos[cascadeIndex] = new Vector3();\r\n this._frustumCornersWorldSpace[cascadeIndex] = new Array(CascadedShadowGenerator.frustumCornersNDCSpace.length);\r\n\r\n for (let i = 0; i < CascadedShadowGenerator.frustumCornersNDCSpace.length; ++i) {\r\n this._frustumCornersWorldSpace[cascadeIndex][i] = new Vector3();\r\n }\r\n }\r\n\r\n this._shadowMap.onBeforeRenderObservable.add((layer: number) => {\r\n this._currentLayer = layer;\r\n if (this._scene.getSceneUniformBuffer().useUbo) {\r\n const sceneUBO = this._scene.getSceneUniformBuffer();\r\n sceneUBO.updateMatrix(\"viewProjection\", this.getCascadeTransformMatrix(layer)!);\r\n sceneUBO.updateMatrix(\"view\", this.getCascadeViewMatrix(layer)!);\r\n sceneUBO.update();\r\n }\r\n });\r\n\r\n this._shadowMap.onBeforeBindObservable.add(() => {\r\n if (this._breaksAreDirty) {\r\n this._splitFrustum();\r\n }\r\n this._computeMatrices();\r\n });\r\n\r\n this._splitFrustum();\r\n }\r\n\r\n protected _bindCustomEffectForRenderSubMeshForShadowMap(subMesh: SubMesh, effect: Effect, matriceNames: any, mesh: AbstractMesh): void {\r\n effect.setMatrix(matriceNames?.viewProjection ?? \"viewProjection\", this.getCascadeTransformMatrix(this._currentLayer)!);\r\n\r\n effect.setMatrix(matriceNames?.view ?? \"view\", this.getCascadeViewMatrix(this._currentLayer)!);\r\n\r\n effect.setMatrix(matriceNames?.projection ?? \"projection\", this.getCascadeProjectionMatrix(this._currentLayer)!);\r\n\r\n const world = mesh.getWorldMatrix();\r\n\r\n world.multiplyToRef(this.getCascadeTransformMatrix(this._currentLayer)!, tmpMatrix);\r\n\r\n effect.setMatrix(matriceNames?.worldViewProjection ?? \"worldViewProjection\", tmpMatrix);\r\n\r\n world.multiplyToRef(this.getCascadeViewMatrix(this._currentLayer)!, tmpMatrix2);\r\n\r\n effect.setMatrix(matriceNames?.worldView ?? \"worldView\", tmpMatrix2);\r\n }\r\n\r\n protected _isReadyCustomDefines(defines: any, subMesh: SubMesh, useInstances: boolean): void {\r\n defines.push(\"#define SM_DEPTHCLAMP \" + (this._depthClamp && this._filter !== ShadowGenerator.FILTER_PCSS ? \"1\" : \"0\"));\r\n }\r\n\r\n /**\r\n * Prepare all the defines in a material relying on a shadow map at the specified light index.\r\n * @param defines Defines of the material we want to update\r\n * @param lightIndex Index of the light in the enabled light list of the material\r\n */\r\n public prepareDefines(defines: any, lightIndex: number): void {\r\n super.prepareDefines(defines, lightIndex);\r\n\r\n var scene = this._scene;\r\n var light = this._light;\r\n\r\n if (!scene.shadowsEnabled || !light.shadowEnabled) {\r\n return;\r\n }\r\n\r\n defines[\"SHADOWCSM\" + lightIndex] = true;\r\n defines[\"SHADOWCSMDEBUG\" + lightIndex] = this.debug;\r\n defines[\"SHADOWCSMNUM_CASCADES\" + lightIndex] = this.numCascades;\r\n defines[\"SHADOWCSM_RIGHTHANDED\" + lightIndex] = scene.useRightHandedSystem;\r\n\r\n const camera = scene.activeCamera;\r\n\r\n if (camera && this._shadowMaxZ < camera.maxZ) {\r\n defines[\"SHADOWCSMUSESHADOWMAXZ\" + lightIndex] = true;\r\n }\r\n\r\n if (this.cascadeBlendPercentage === 0) {\r\n defines[\"SHADOWCSMNOBLEND\" + lightIndex] = true;\r\n }\r\n }\r\n\r\n /**\r\n * Binds the shadow related information inside of an effect (information like near, far, darkness...\r\n * defined in the generator but impacting the effect).\r\n * @param lightIndex Index of the light in the enabled light list of the material owning the effect\r\n * @param effect The effect we are binfing the information for\r\n */\r\n public bindShadowLight(lightIndex: string, effect: Effect): void {\r\n const light = this._light;\r\n const scene = this._scene;\r\n\r\n if (!scene.shadowsEnabled || !light.shadowEnabled) {\r\n return;\r\n }\r\n\r\n const camera = scene.activeCamera;\r\n if (!camera) {\r\n return;\r\n }\r\n\r\n const shadowMap = this.getShadowMap();\r\n if (!shadowMap) {\r\n return;\r\n }\r\n\r\n const width = shadowMap.getSize().width;\r\n\r\n effect.setMatrices(\"lightMatrix\" + lightIndex, this._transformMatricesAsArray);\r\n effect.setArray(\"viewFrustumZ\" + lightIndex, this._viewSpaceFrustumsZ);\r\n effect.setFloat(\"cascadeBlendFactor\" + lightIndex, this.cascadeBlendPercentage === 0 ? 10000 : 1 / this.cascadeBlendPercentage);\r\n effect.setArray(\"frustumLengths\" + lightIndex, this._frustumLengths);\r\n\r\n // Only PCF uses depth stencil texture.\r\n if (this._filter === ShadowGenerator.FILTER_PCF) {\r\n effect.setDepthStencilTexture(\"shadowSampler\" + lightIndex, shadowMap);\r\n light._uniformBuffer.updateFloat4(\"shadowsInfo\", this.getDarkness(), width, 1 / width, this.frustumEdgeFalloff, lightIndex);\r\n } else if (this._filter === ShadowGenerator.FILTER_PCSS) {\r\n for (let cascadeIndex = 0; cascadeIndex < this._numCascades; ++cascadeIndex) {\r\n this._lightSizeUVCorrection[cascadeIndex * 2 + 0] = cascadeIndex === 0 ? 1 : (this._cascadeMaxExtents[0].x - this._cascadeMinExtents[0].x) / (this._cascadeMaxExtents[cascadeIndex].x - this._cascadeMinExtents[cascadeIndex].x); // x correction\r\n this._lightSizeUVCorrection[cascadeIndex * 2 + 1] = cascadeIndex === 0 ? 1 : (this._cascadeMaxExtents[0].y - this._cascadeMinExtents[0].y) / (this._cascadeMaxExtents[cascadeIndex].y - this._cascadeMinExtents[cascadeIndex].y); // y correction\r\n this._depthCorrection[cascadeIndex] = cascadeIndex === 0 ? 1 : (this._cascadeMaxExtents[cascadeIndex].z - this._cascadeMinExtents[cascadeIndex].z) / (this._cascadeMaxExtents[0].z - this._cascadeMinExtents[0].z);\r\n }\r\n effect.setDepthStencilTexture(\"shadowSampler\" + lightIndex, shadowMap);\r\n effect.setTexture(\"depthSampler\" + lightIndex, shadowMap);\r\n effect.setArray2(\"lightSizeUVCorrection\" + lightIndex, this._lightSizeUVCorrection);\r\n effect.setArray(\"depthCorrection\" + lightIndex, this._depthCorrection);\r\n effect.setFloat(\"penumbraDarkness\" + lightIndex, this.penumbraDarkness);\r\n light._uniformBuffer.updateFloat4(\"shadowsInfo\", this.getDarkness(), 1 / width, this._contactHardeningLightSizeUVRatio * width, this.frustumEdgeFalloff, lightIndex);\r\n }\r\n else {\r\n effect.setTexture(\"shadowSampler\" + lightIndex, shadowMap);\r\n light._uniformBuffer.updateFloat4(\"shadowsInfo\", this.getDarkness(), width, 1 / width, this.frustumEdgeFalloff, lightIndex);\r\n }\r\n\r\n light._uniformBuffer.updateFloat2(\"depthValues\", this.getLight().getDepthMinZ(camera), this.getLight().getDepthMinZ(camera) + this.getLight().getDepthMaxZ(camera), lightIndex);\r\n }\r\n\r\n /**\r\n * Gets the transformation matrix of the first cascade used to project the meshes into the map from the light point of view.\r\n * (eq to view projection * shadow projection matrices)\r\n * @returns The transform matrix used to create the shadow map\r\n */\r\n public getTransformMatrix(): Matrix {\r\n return this.getCascadeTransformMatrix(0)!;\r\n }\r\n\r\n /**\r\n * Disposes the ShadowGenerator.\r\n * Returns nothing.\r\n */\r\n public dispose(): void {\r\n super.dispose();\r\n\r\n if (this._freezeShadowCastersBoundingInfoObservable) {\r\n this._scene.onBeforeRenderObservable.remove(this._freezeShadowCastersBoundingInfoObservable);\r\n this._freezeShadowCastersBoundingInfoObservable = null;\r\n }\r\n\r\n if (this._depthReducer) {\r\n this._depthReducer.dispose();\r\n this._depthReducer = null;\r\n }\r\n }\r\n\r\n /**\r\n * Serializes the shadow generator setup to a json object.\r\n * @returns The serialized JSON object\r\n */\r\n public serialize(): any {\r\n var serializationObject: any = super.serialize();\r\n var shadowMap = this.getShadowMap();\r\n\r\n if (!shadowMap) {\r\n return serializationObject;\r\n }\r\n\r\n serializationObject.numCascades = this._numCascades;\r\n serializationObject.debug = this._debug;\r\n serializationObject.stabilizeCascades = this.stabilizeCascades;\r\n serializationObject.lambda = this._lambda;\r\n serializationObject.cascadeBlendPercentage = this.cascadeBlendPercentage;\r\n serializationObject.depthClamp = this._depthClamp;\r\n serializationObject.autoCalcDepthBounds = this.autoCalcDepthBounds;\r\n serializationObject.shadowMaxZ = this._shadowMaxZ;\r\n serializationObject.penumbraDarkness = this.penumbraDarkness;\r\n\r\n serializationObject.freezeShadowCastersBoundingInfo = this._freezeShadowCastersBoundingInfo;\r\n serializationObject.minDistance = this.minDistance;\r\n serializationObject.maxDistance = this.maxDistance;\r\n\r\n serializationObject.renderList = [];\r\n if (shadowMap.renderList) {\r\n for (var meshIndex = 0; meshIndex < shadowMap.renderList.length; meshIndex++) {\r\n var mesh = shadowMap.renderList[meshIndex];\r\n\r\n serializationObject.renderList.push(mesh.id);\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.\r\n * @param parsedShadowGenerator The JSON object to parse\r\n * @param scene The scene to create the shadow map for\r\n * @returns The parsed shadow generator\r\n */\r\n public static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator {\r\n var shadowGenerator = ShadowGenerator.Parse(parsedShadowGenerator, scene, (mapSize: number, light: IShadowLight) => new CascadedShadowGenerator(mapSize, light)) as CascadedShadowGenerator;\r\n\r\n if (parsedShadowGenerator.numCascades !== undefined) {\r\n shadowGenerator.numCascades = parsedShadowGenerator.numCascades;\r\n }\r\n\r\n if (parsedShadowGenerator.debug !== undefined) {\r\n shadowGenerator.debug = parsedShadowGenerator.debug;\r\n }\r\n\r\n if (parsedShadowGenerator.stabilizeCascades !== undefined) {\r\n shadowGenerator.stabilizeCascades = parsedShadowGenerator.stabilizeCascades;\r\n }\r\n\r\n if (parsedShadowGenerator.lambda !== undefined) {\r\n shadowGenerator.lambda = parsedShadowGenerator.lambda;\r\n }\r\n\r\n if (parsedShadowGenerator.cascadeBlendPercentage !== undefined) {\r\n shadowGenerator.cascadeBlendPercentage = parsedShadowGenerator.cascadeBlendPercentage;\r\n }\r\n\r\n if (parsedShadowGenerator.depthClamp !== undefined) {\r\n shadowGenerator.depthClamp = parsedShadowGenerator.depthClamp;\r\n }\r\n\r\n if (parsedShadowGenerator.autoCalcDepthBounds !== undefined) {\r\n shadowGenerator.autoCalcDepthBounds = parsedShadowGenerator.autoCalcDepthBounds;\r\n }\r\n\r\n if (parsedShadowGenerator.shadowMaxZ !== undefined) {\r\n shadowGenerator.shadowMaxZ = parsedShadowGenerator.shadowMaxZ;\r\n }\r\n\r\n if (parsedShadowGenerator.penumbraDarkness !== undefined) {\r\n shadowGenerator.penumbraDarkness = parsedShadowGenerator.penumbraDarkness;\r\n }\r\n\r\n if (parsedShadowGenerator.freezeShadowCastersBoundingInfo !== undefined) {\r\n shadowGenerator.freezeShadowCastersBoundingInfo = parsedShadowGenerator.freezeShadowCastersBoundingInfo;\r\n }\r\n\r\n if (parsedShadowGenerator.minDistance !== undefined && parsedShadowGenerator.maxDistance !== undefined) {\r\n shadowGenerator.setMinMaxDistance(parsedShadowGenerator.minDistance, parsedShadowGenerator.maxDistance);\r\n }\r\n\r\n return shadowGenerator;\r\n }\r\n}\r\n","export * from \"./shadowGenerator\";\r\nexport * from \"./cascadedShadowGenerator\";\r\nexport * from \"./shadowGeneratorSceneComponent\";","import { SmartArray } from \"../../Misc/smartArray\";\r\nimport { Nullable } from \"../../types\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Matrix, Vector3, Vector2 } from \"../../Maths/math.vector\";\r\nimport { Color4 } from \"../../Maths/math.color\";\r\nimport { VertexBuffer } from \"../../Meshes/buffer\";\r\nimport { SubMesh } from \"../../Meshes/subMesh\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\n\r\nimport { IShadowLight } from \"../../Lights/shadowLight\";\r\nimport { Light } from \"../../Lights/light\";\r\nimport { MaterialDefines } from \"../../Materials/materialDefines\";\r\nimport { MaterialHelper } from \"../../Materials/materialHelper\";\r\nimport { Effect } from \"../../Materials/effect\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\n\r\nimport { PostProcess } from \"../../PostProcesses/postProcess\";\r\nimport { BlurPostProcess } from \"../../PostProcesses/blurPostProcess\";\r\nimport { Constants } from \"../../Engines/constants\";\r\n\r\nimport \"../../Shaders/shadowMap.fragment\";\r\nimport \"../../Shaders/shadowMap.vertex\";\r\nimport \"../../Shaders/depthBoxBlur.fragment\";\r\nimport \"../../Shaders/ShadersInclude/shadowMapFragmentSoftTransparentShadow\";\r\nimport { Observable } from '../../Misc/observable';\r\nimport { _DevTools } from '../../Misc/devTools';\r\nimport { EffectFallbacks } from '../../Materials/effectFallbacks';\r\nimport { RenderingManager } from '../../Rendering/renderingManager';\r\n\r\nconst tmpMatrix = new Matrix(),\r\n tmpMatrix2 = new Matrix();\r\n\r\n/**\r\n * Defines the options associated with the creation of a custom shader for a shadow generator.\r\n */\r\nexport interface ICustomShaderOptions {\r\n /**\r\n * Gets or sets the custom shader name to use\r\n */\r\n shaderName: string;\r\n\r\n /**\r\n * The list of attribute names used in the shader\r\n */\r\n attributes?: string[];\r\n\r\n /**\r\n * The list of unifrom names used in the shader\r\n */\r\n uniforms?: string[];\r\n\r\n /**\r\n * The list of sampler names used in the shader\r\n */\r\n samplers?: string[];\r\n\r\n /**\r\n * The list of defines used in the shader\r\n */\r\n defines?: string[];\r\n}\r\n\r\n/**\r\n * Interface to implement to create a shadow generator compatible with BJS.\r\n */\r\nexport interface IShadowGenerator {\r\n /**\r\n * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).\r\n * @returns The render target texture if present otherwise, null\r\n */\r\n getShadowMap(): Nullable;\r\n\r\n /**\r\n * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).\r\n * @param subMesh The submesh we want to render in the shadow map\r\n * @param useInstances Defines wether will draw in the map using instances\r\n * @param isTransparent Indicates that isReady is called for a transparent subMesh\r\n * @returns true if ready otherwise, false\r\n */\r\n isReady(subMesh: SubMesh, useInstances: boolean, isTransparent: boolean): boolean;\r\n\r\n /**\r\n * Prepare all the defines in a material relying on a shadow map at the specified light index.\r\n * @param defines Defines of the material we want to update\r\n * @param lightIndex Index of the light in the enabled light list of the material\r\n */\r\n prepareDefines(defines: MaterialDefines, lightIndex: number): void;\r\n /**\r\n * Binds the shadow related information inside of an effect (information like near, far, darkness...\r\n * defined in the generator but impacting the effect).\r\n * It implies the unifroms available on the materials are the standard BJS ones.\r\n * @param lightIndex Index of the light in the enabled light list of the material owning the effect\r\n * @param effect The effect we are binfing the information for\r\n */\r\n bindShadowLight(lightIndex: string, effect: Effect): void;\r\n /**\r\n * Gets the transformation matrix used to project the meshes into the map from the light point of view.\r\n * (eq to shadow prjection matrix * light transform matrix)\r\n * @returns The transform matrix used to create the shadow map\r\n */\r\n getTransformMatrix(): Matrix;\r\n\r\n /**\r\n * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between\r\n * Cube and 2D textures for instance.\r\n */\r\n recreateShadowMap(): void;\r\n\r\n /**\r\n * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.\r\n * @param onCompiled Callback triggered at the and of the effects compilation\r\n * @param options Sets of optional options forcing the compilation with different modes\r\n */\r\n forceCompilation(onCompiled?: (generator: IShadowGenerator) => void, options?: Partial<{ useInstances: boolean }>): void;\r\n\r\n /**\r\n * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.\r\n * @param options Sets of optional options forcing the compilation with different modes\r\n * @returns A promise that resolves when the compilation completes\r\n */\r\n forceCompilationAsync(options?: Partial<{ useInstances: boolean }>): Promise;\r\n\r\n /**\r\n * Serializes the shadow generator setup to a json object.\r\n * @returns The serialized JSON object\r\n */\r\n serialize(): any;\r\n\r\n /**\r\n * Disposes the Shadow map and related Textures and effects.\r\n */\r\n dispose(): void;\r\n}\r\n\r\n/**\r\n * Default implementation IShadowGenerator.\r\n * This is the main object responsible of generating shadows in the framework.\r\n * Documentation: https://doc.babylonjs.com/babylon101/shadows\r\n */\r\nexport class ShadowGenerator implements IShadowGenerator {\r\n\r\n /**\r\n * Name of the shadow generator class\r\n */\r\n public static CLASSNAME = \"ShadowGenerator\";\r\n\r\n /**\r\n * Shadow generator mode None: no filtering applied.\r\n */\r\n public static readonly FILTER_NONE = 0;\r\n /**\r\n * Shadow generator mode ESM: Exponential Shadow Mapping.\r\n * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)\r\n */\r\n public static readonly FILTER_EXPONENTIALSHADOWMAP = 1;\r\n /**\r\n * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.\r\n * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)\r\n */\r\n public static readonly FILTER_POISSONSAMPLING = 2;\r\n /**\r\n * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.\r\n * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)\r\n */\r\n public static readonly FILTER_BLUREXPONENTIALSHADOWMAP = 3;\r\n /**\r\n * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing\r\n * edge artifacts on steep falloff.\r\n * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)\r\n */\r\n public static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP = 4;\r\n /**\r\n * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing\r\n * edge artifacts on steep falloff.\r\n * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)\r\n */\r\n public static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP = 5;\r\n /**\r\n * Shadow generator mode PCF: Percentage Closer Filtering\r\n * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1\r\n * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)\r\n */\r\n public static readonly FILTER_PCF = 6;\r\n /**\r\n * Shadow generator mode PCSS: Percentage Closering Soft Shadow.\r\n * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1\r\n * Contact Hardening\r\n */\r\n public static readonly FILTER_PCSS = 7;\r\n\r\n /**\r\n * Reserved for PCF and PCSS\r\n * Highest Quality.\r\n *\r\n * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.\r\n *\r\n * Execute PCSS with 32 taps blocker search and 64 taps PCF.\r\n */\r\n public static readonly QUALITY_HIGH = 0;\r\n /**\r\n * Reserved for PCF and PCSS\r\n * Good tradeoff for quality/perf cross devices\r\n *\r\n * Execute PCF on a 3*3 kernel.\r\n *\r\n * Execute PCSS with 16 taps blocker search and 32 taps PCF.\r\n */\r\n public static readonly QUALITY_MEDIUM = 1;\r\n /**\r\n * Reserved for PCF and PCSS\r\n * The lowest quality but the fastest.\r\n *\r\n * Execute PCF on a 1*1 kernel.\r\n *\r\n * Execute PCSS with 16 taps blocker search and 16 taps PCF.\r\n */\r\n public static readonly QUALITY_LOW = 2;\r\n\r\n /** Gets or sets the custom shader name to use */\r\n public customShaderOptions: ICustomShaderOptions;\r\n\r\n /**\r\n * Observable triggered before the shadow is rendered. Can be used to update internal effect state\r\n */\r\n public onBeforeShadowMapRenderObservable = new Observable();\r\n\r\n /**\r\n * Observable triggered after the shadow is rendered. Can be used to restore internal effect state\r\n */\r\n public onAfterShadowMapRenderObservable = new Observable();\r\n\r\n /**\r\n * Observable triggered before a mesh is rendered in the shadow map.\r\n * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)\r\n */\r\n public onBeforeShadowMapRenderMeshObservable = new Observable();\r\n\r\n /**\r\n * Observable triggered after a mesh is rendered in the shadow map.\r\n * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)\r\n */\r\n public onAfterShadowMapRenderMeshObservable = new Observable();\r\n\r\n protected _bias = 0.00005;\r\n /**\r\n * Gets the bias: offset applied on the depth preventing acnea (in light direction).\r\n */\r\n public get bias(): number {\r\n return this._bias;\r\n }\r\n /**\r\n * Sets the bias: offset applied on the depth preventing acnea (in light direction).\r\n */\r\n public set bias(bias: number) {\r\n this._bias = bias;\r\n }\r\n\r\n protected _normalBias = 0;\r\n /**\r\n * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).\r\n */\r\n public get normalBias(): number {\r\n return this._normalBias;\r\n }\r\n /**\r\n * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).\r\n */\r\n public set normalBias(normalBias: number) {\r\n this._normalBias = normalBias;\r\n }\r\n\r\n protected _blurBoxOffset = 1;\r\n /**\r\n * Gets the blur box offset: offset applied during the blur pass.\r\n * Only useful if useKernelBlur = false\r\n */\r\n public get blurBoxOffset(): number {\r\n return this._blurBoxOffset;\r\n }\r\n /**\r\n * Sets the blur box offset: offset applied during the blur pass.\r\n * Only useful if useKernelBlur = false\r\n */\r\n public set blurBoxOffset(value: number) {\r\n if (this._blurBoxOffset === value) {\r\n return;\r\n }\r\n\r\n this._blurBoxOffset = value;\r\n this._disposeBlurPostProcesses();\r\n }\r\n\r\n protected _blurScale = 2;\r\n /**\r\n * Gets the blur scale: scale of the blurred texture compared to the main shadow map.\r\n * 2 means half of the size.\r\n */\r\n public get blurScale(): number {\r\n return this._blurScale;\r\n }\r\n /**\r\n * Sets the blur scale: scale of the blurred texture compared to the main shadow map.\r\n * 2 means half of the size.\r\n */\r\n public set blurScale(value: number) {\r\n if (this._blurScale === value) {\r\n return;\r\n }\r\n\r\n this._blurScale = value;\r\n this._disposeBlurPostProcesses();\r\n }\r\n\r\n protected _blurKernel = 1;\r\n /**\r\n * Gets the blur kernel: kernel size of the blur pass.\r\n * Only useful if useKernelBlur = true\r\n */\r\n public get blurKernel(): number {\r\n return this._blurKernel;\r\n }\r\n /**\r\n * Sets the blur kernel: kernel size of the blur pass.\r\n * Only useful if useKernelBlur = true\r\n */\r\n public set blurKernel(value: number) {\r\n if (this._blurKernel === value) {\r\n return;\r\n }\r\n\r\n this._blurKernel = value;\r\n this._disposeBlurPostProcesses();\r\n }\r\n\r\n protected _useKernelBlur = false;\r\n /**\r\n * Gets whether the blur pass is a kernel blur (if true) or box blur.\r\n * Only useful in filtered mode (useBlurExponentialShadowMap...)\r\n */\r\n public get useKernelBlur(): boolean {\r\n return this._useKernelBlur;\r\n }\r\n /**\r\n * Sets whether the blur pass is a kernel blur (if true) or box blur.\r\n * Only useful in filtered mode (useBlurExponentialShadowMap...)\r\n */\r\n public set useKernelBlur(value: boolean) {\r\n if (this._useKernelBlur === value) {\r\n return;\r\n }\r\n\r\n this._useKernelBlur = value;\r\n this._disposeBlurPostProcesses();\r\n }\r\n\r\n protected _depthScale: number;\r\n /**\r\n * Gets the depth scale used in ESM mode.\r\n */\r\n public get depthScale(): number {\r\n return this._depthScale !== undefined ? this._depthScale : this._light.getDepthScale();\r\n }\r\n /**\r\n * Sets the depth scale used in ESM mode.\r\n * This can override the scale stored on the light.\r\n */\r\n public set depthScale(value: number) {\r\n this._depthScale = value;\r\n }\r\n\r\n protected _validateFilter(filter: number): number {\r\n return filter;\r\n }\r\n\r\n protected _filter = ShadowGenerator.FILTER_NONE;\r\n /**\r\n * Gets the current mode of the shadow generator (normal, PCF, ESM...).\r\n * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE\r\n */\r\n public get filter(): number {\r\n return this._filter;\r\n }\r\n /**\r\n * Sets the current mode of the shadow generator (normal, PCF, ESM...).\r\n * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE\r\n */\r\n public set filter(value: number) {\r\n value = this._validateFilter(value);\r\n\r\n // Blurring the cubemap is going to be too expensive. Reverting to unblurred version\r\n if (this._light.needCube()) {\r\n if (value === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {\r\n this.useExponentialShadowMap = true;\r\n return;\r\n }\r\n else if (value === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {\r\n this.useCloseExponentialShadowMap = true;\r\n return;\r\n }\r\n // PCF on cubemap would also be expensive\r\n else if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {\r\n this.usePoissonSampling = true;\r\n return;\r\n }\r\n }\r\n\r\n // Weblg1 fallback for PCF.\r\n if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {\r\n if (this._scene.getEngine().webGLVersion === 1) {\r\n this.usePoissonSampling = true;\r\n return;\r\n }\r\n }\r\n\r\n if (this._filter === value) {\r\n return;\r\n }\r\n\r\n this._filter = value;\r\n this._disposeBlurPostProcesses();\r\n this._applyFilterValues();\r\n this._light._markMeshesAsLightDirty();\r\n }\r\n\r\n /**\r\n * Gets if the current filter is set to Poisson Sampling.\r\n */\r\n public get usePoissonSampling(): boolean {\r\n return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING;\r\n }\r\n /**\r\n * Sets the current filter to Poisson Sampling.\r\n */\r\n public set usePoissonSampling(value: boolean) {\r\n let filter = this._validateFilter(ShadowGenerator.FILTER_POISSONSAMPLING);\r\n\r\n if (!value && this.filter !== ShadowGenerator.FILTER_POISSONSAMPLING) {\r\n return;\r\n }\r\n\r\n this.filter = (value ? filter : ShadowGenerator.FILTER_NONE);\r\n }\r\n\r\n /**\r\n * Gets if the current filter is set to ESM.\r\n */\r\n public get useExponentialShadowMap(): boolean {\r\n return this.filter === ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP;\r\n }\r\n /**\r\n * Sets the current filter is to ESM.\r\n */\r\n public set useExponentialShadowMap(value: boolean) {\r\n let filter = this._validateFilter(ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP);\r\n\r\n if (!value && this.filter !== ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP) {\r\n return;\r\n }\r\n this.filter = (value ? filter : ShadowGenerator.FILTER_NONE);\r\n }\r\n\r\n /**\r\n * Gets if the current filter is set to filtered ESM.\r\n */\r\n public get useBlurExponentialShadowMap(): boolean {\r\n return this.filter === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP;\r\n }\r\n /**\r\n * Gets if the current filter is set to filtered ESM.\r\n */\r\n public set useBlurExponentialShadowMap(value: boolean) {\r\n let filter = this._validateFilter(ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP);\r\n\r\n if (!value && this.filter !== ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {\r\n return;\r\n }\r\n this.filter = (value ? filter : ShadowGenerator.FILTER_NONE);\r\n }\r\n\r\n /**\r\n * Gets if the current filter is set to \"close ESM\" (using the inverse of the\r\n * exponential to prevent steep falloff artifacts).\r\n */\r\n public get useCloseExponentialShadowMap(): boolean {\r\n return this.filter === ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP;\r\n }\r\n /**\r\n * Sets the current filter to \"close ESM\" (using the inverse of the\r\n * exponential to prevent steep falloff artifacts).\r\n */\r\n public set useCloseExponentialShadowMap(value: boolean) {\r\n let filter = this._validateFilter(ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP);\r\n\r\n if (!value && this.filter !== ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP) {\r\n return;\r\n }\r\n this.filter = (value ? filter : ShadowGenerator.FILTER_NONE);\r\n }\r\n\r\n /**\r\n * Gets if the current filter is set to filtered \"close ESM\" (using the inverse of the\r\n * exponential to prevent steep falloff artifacts).\r\n */\r\n public get useBlurCloseExponentialShadowMap(): boolean {\r\n return this.filter === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP;\r\n }\r\n /**\r\n * Sets the current filter to filtered \"close ESM\" (using the inverse of the\r\n * exponential to prevent steep falloff artifacts).\r\n */\r\n public set useBlurCloseExponentialShadowMap(value: boolean) {\r\n let filter = this._validateFilter(ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP);\r\n\r\n if (!value && this.filter !== ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {\r\n return;\r\n }\r\n this.filter = (value ? filter : ShadowGenerator.FILTER_NONE);\r\n }\r\n\r\n /**\r\n * Gets if the current filter is set to \"PCF\" (percentage closer filtering).\r\n */\r\n public get usePercentageCloserFiltering(): boolean {\r\n return this.filter === ShadowGenerator.FILTER_PCF;\r\n }\r\n /**\r\n * Sets the current filter to \"PCF\" (percentage closer filtering).\r\n */\r\n public set usePercentageCloserFiltering(value: boolean) {\r\n let filter = this._validateFilter(ShadowGenerator.FILTER_PCF);\r\n\r\n if (!value && this.filter !== ShadowGenerator.FILTER_PCF) {\r\n return;\r\n }\r\n this.filter = (value ? filter : ShadowGenerator.FILTER_NONE);\r\n }\r\n\r\n protected _filteringQuality = ShadowGenerator.QUALITY_HIGH;\r\n /**\r\n * Gets the PCF or PCSS Quality.\r\n * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.\r\n */\r\n public get filteringQuality(): number {\r\n return this._filteringQuality;\r\n }\r\n /**\r\n * Sets the PCF or PCSS Quality.\r\n * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.\r\n */\r\n public set filteringQuality(filteringQuality: number) {\r\n if (this._filteringQuality === filteringQuality) {\r\n return;\r\n }\r\n\r\n this._filteringQuality = filteringQuality;\r\n\r\n this._disposeBlurPostProcesses();\r\n this._applyFilterValues();\r\n this._light._markMeshesAsLightDirty();\r\n }\r\n\r\n /**\r\n * Gets if the current filter is set to \"PCSS\" (contact hardening).\r\n */\r\n public get useContactHardeningShadow(): boolean {\r\n return this.filter === ShadowGenerator.FILTER_PCSS;\r\n }\r\n /**\r\n * Sets the current filter to \"PCSS\" (contact hardening).\r\n */\r\n public set useContactHardeningShadow(value: boolean) {\r\n let filter = this._validateFilter(ShadowGenerator.FILTER_PCSS);\r\n\r\n if (!value && this.filter !== ShadowGenerator.FILTER_PCSS) {\r\n return;\r\n }\r\n this.filter = (value ? filter : ShadowGenerator.FILTER_NONE);\r\n }\r\n\r\n protected _contactHardeningLightSizeUVRatio = 0.1;\r\n /**\r\n * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.\r\n * Using a ratio helps keeping shape stability independently of the map size.\r\n *\r\n * It does not account for the light projection as it was having too much\r\n * instability during the light setup or during light position changes.\r\n *\r\n * Only valid if useContactHardeningShadow is true.\r\n */\r\n public get contactHardeningLightSizeUVRatio(): number {\r\n return this._contactHardeningLightSizeUVRatio;\r\n }\r\n /**\r\n * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.\r\n * Using a ratio helps keeping shape stability independently of the map size.\r\n *\r\n * It does not account for the light projection as it was having too much\r\n * instability during the light setup or during light position changes.\r\n *\r\n * Only valid if useContactHardeningShadow is true.\r\n */\r\n public set contactHardeningLightSizeUVRatio(contactHardeningLightSizeUVRatio: number) {\r\n this._contactHardeningLightSizeUVRatio = contactHardeningLightSizeUVRatio;\r\n }\r\n\r\n protected _darkness = 0;\r\n\r\n /** Gets or sets the actual darkness of a shadow */\r\n public get darkness() {\r\n return this._darkness;\r\n }\r\n\r\n public set darkness(value: number) {\r\n this.setDarkness(value);\r\n }\r\n\r\n /**\r\n * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.\r\n * 0 means strongest and 1 would means no shadow.\r\n * @returns the darkness.\r\n */\r\n public getDarkness(): number {\r\n return this._darkness;\r\n }\r\n /**\r\n * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.\r\n * @param darkness The darkness value 0 means strongest and 1 would means no shadow.\r\n * @returns the shadow generator allowing fluent coding.\r\n */\r\n public setDarkness(darkness: number): ShadowGenerator {\r\n if (darkness >= 1.0) {\r\n this._darkness = 1.0;\r\n }\r\n else if (darkness <= 0.0) {\r\n this._darkness = 0.0;\r\n }\r\n else {\r\n this._darkness = darkness;\r\n }\r\n return this;\r\n }\r\n\r\n protected _transparencyShadow = false;\r\n\r\n /** Gets or sets the ability to have transparent shadow */\r\n public get transparencyShadow() {\r\n return this._transparencyShadow;\r\n }\r\n\r\n public set transparencyShadow(value: boolean) {\r\n this.setTransparencyShadow(value);\r\n }\r\n\r\n /**\r\n * Sets the ability to have transparent shadow (boolean).\r\n * @param transparent True if transparent else False\r\n * @returns the shadow generator allowing fluent coding\r\n */\r\n public setTransparencyShadow(transparent: boolean): ShadowGenerator {\r\n this._transparencyShadow = transparent;\r\n return this;\r\n }\r\n\r\n /**\r\n * Enables or disables shadows with varying strength based on the transparency\r\n * When it is enabled, the strength of the shadow is taken equal to mesh.visibility\r\n * If you enabled an alpha texture on your material, the alpha value red from the texture is also combined to compute the strength:\r\n * mesh.visibility * alphaTexture.a\r\n * Note that by definition transparencyShadow must be set to true for enableSoftTransparentShadow to work!\r\n */\r\n public enableSoftTransparentShadow: boolean = false;\r\n\r\n protected _shadowMap: Nullable;\r\n protected _shadowMap2: Nullable;\r\n\r\n /**\r\n * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).\r\n * @returns The render target texture if present otherwise, null\r\n */\r\n public getShadowMap(): Nullable {\r\n return this._shadowMap;\r\n }\r\n\r\n /**\r\n * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).\r\n * @returns The render target texture if the shadow map is present otherwise, null\r\n */\r\n public getShadowMapForRendering(): Nullable {\r\n if (this._shadowMap2) {\r\n return this._shadowMap2;\r\n }\r\n\r\n return this._shadowMap;\r\n }\r\n\r\n /**\r\n * Gets the class name of that object\r\n * @returns \"ShadowGenerator\"\r\n */\r\n public getClassName(): string {\r\n return ShadowGenerator.CLASSNAME;\r\n }\r\n\r\n /**\r\n * Helper function to add a mesh and its descendants to the list of shadow casters.\r\n * @param mesh Mesh to add\r\n * @param includeDescendants boolean indicating if the descendants should be added. Default to true\r\n * @returns the Shadow Generator itself\r\n */\r\n public addShadowCaster(mesh: AbstractMesh, includeDescendants = true): ShadowGenerator {\r\n if (!this._shadowMap) {\r\n return this;\r\n }\r\n\r\n if (!this._shadowMap.renderList) {\r\n this._shadowMap.renderList = [];\r\n }\r\n\r\n this._shadowMap.renderList.push(mesh);\r\n\r\n if (includeDescendants) {\r\n this._shadowMap.renderList.push(...mesh.getChildMeshes());\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Helper function to remove a mesh and its descendants from the list of shadow casters\r\n * @param mesh Mesh to remove\r\n * @param includeDescendants boolean indicating if the descendants should be removed. Default to true\r\n * @returns the Shadow Generator itself\r\n */\r\n public removeShadowCaster(mesh: AbstractMesh, includeDescendants = true): ShadowGenerator {\r\n if (!this._shadowMap || !this._shadowMap.renderList) {\r\n return this;\r\n }\r\n\r\n var index = this._shadowMap.renderList.indexOf(mesh);\r\n\r\n if (index !== -1) {\r\n this._shadowMap.renderList.splice(index, 1);\r\n }\r\n\r\n if (includeDescendants) {\r\n for (var child of mesh.getChildren()) {\r\n this.removeShadowCaster(child);\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Controls the extent to which the shadows fade out at the edge of the frustum\r\n */\r\n public frustumEdgeFalloff = 0;\r\n\r\n protected _light: IShadowLight;\r\n /**\r\n * Returns the associated light object.\r\n * @returns the light generating the shadow\r\n */\r\n public getLight(): IShadowLight {\r\n return this._light;\r\n }\r\n\r\n /**\r\n * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.\r\n * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.\r\n * It might on the other hand introduce peter panning.\r\n */\r\n public forceBackFacesOnly = false;\r\n\r\n protected _scene: Scene;\r\n protected _lightDirection = Vector3.Zero();\r\n\r\n protected _effect: Effect;\r\n\r\n protected _viewMatrix = Matrix.Zero();\r\n protected _projectionMatrix = Matrix.Zero();\r\n protected _transformMatrix = Matrix.Zero();\r\n protected _cachedPosition: Vector3 = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n protected _cachedDirection: Vector3 = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n protected _cachedDefines: string;\r\n protected _currentRenderID: number;\r\n protected _boxBlurPostprocess: Nullable;\r\n protected _kernelBlurXPostprocess: Nullable;\r\n protected _kernelBlurYPostprocess: Nullable;\r\n protected _blurPostProcesses: PostProcess[];\r\n protected _mapSize: number;\r\n protected _currentFaceIndex = 0;\r\n protected _currentFaceIndexCache = 0;\r\n protected _textureType: number;\r\n protected _defaultTextureMatrix = Matrix.Identity();\r\n protected _storedUniqueId: Nullable;\r\n\r\n /** @hidden */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _DevTools.WarnImport(\"ShadowGeneratorSceneComponent\");\r\n }\r\n\r\n /**\r\n * Creates a ShadowGenerator object.\r\n * A ShadowGenerator is the required tool to use the shadows.\r\n * Each light casting shadows needs to use its own ShadowGenerator.\r\n * Documentation : https://doc.babylonjs.com/babylon101/shadows\r\n * @param mapSize The size of the texture what stores the shadows. Example : 1024.\r\n * @param light The light object generating the shadows.\r\n * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.\r\n */\r\n constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean) {\r\n this._mapSize = mapSize;\r\n this._light = light;\r\n this._scene = light.getScene();\r\n light._shadowGenerator = this;\r\n\r\n ShadowGenerator._SceneComponentInitialization(this._scene);\r\n\r\n // Texture type fallback from float to int if not supported.\r\n var caps = this._scene.getEngine().getCaps();\r\n\r\n if (!usefulFloatFirst) {\r\n if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {\r\n this._textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {\r\n this._textureType = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n else {\r\n this._textureType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n }\r\n } else {\r\n if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {\r\n this._textureType = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {\r\n this._textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n else {\r\n this._textureType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n }\r\n }\r\n\r\n this._initializeGenerator();\r\n this._applyFilterValues();\r\n }\r\n\r\n protected _initializeGenerator(): void {\r\n this._light._markMeshesAsLightDirty();\r\n this._initializeShadowMap();\r\n }\r\n\r\n protected _createTargetRenderTexture(): void {\r\n let engine = this._scene.getEngine();\r\n if (engine.webGLVersion > 1) {\r\n this._shadowMap = new RenderTargetTexture(this._light.name + \"_shadowMap\", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube(), undefined, false, false);\r\n this._shadowMap.createDepthStencilTexture(Constants.LESS, true);\r\n }\r\n else {\r\n this._shadowMap = new RenderTargetTexture(this._light.name + \"_shadowMap\", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube());\r\n }\r\n }\r\n\r\n protected _initializeShadowMap(): void {\r\n this._createTargetRenderTexture();\r\n\r\n if (this._shadowMap === null) {\r\n return;\r\n }\r\n\r\n this._shadowMap.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._shadowMap.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._shadowMap.anisotropicFilteringLevel = 1;\r\n this._shadowMap.updateSamplingMode(Texture.BILINEAR_SAMPLINGMODE);\r\n this._shadowMap.renderParticles = false;\r\n this._shadowMap.ignoreCameraViewport = true;\r\n if (this._storedUniqueId) {\r\n this._shadowMap.uniqueId = this._storedUniqueId;\r\n }\r\n\r\n // Custom render function.\r\n this._shadowMap.customRenderFunction = this._renderForShadowMap.bind(this);\r\n\r\n // Force the mesh is ready funcion to true as we are double checking it\r\n // in the custom render function. Also it prevents side effects and useless\r\n // shader variations in DEPTHPREPASS mode.\r\n this._shadowMap.customIsReadyFunction = (m: AbstractMesh, r: number) => {\r\n return true;\r\n };\r\n\r\n let engine = this._scene.getEngine();\r\n\r\n // Record Face Index before render.\r\n this._shadowMap.onBeforeRenderObservable.add((faceIndex: number) => {\r\n this._currentFaceIndex = faceIndex;\r\n if (this._filter === ShadowGenerator.FILTER_PCF) {\r\n engine.setColorWrite(false);\r\n }\r\n if (this._scene.getSceneUniformBuffer().useUbo) {\r\n const sceneUBO = this._scene.getSceneUniformBuffer();\r\n sceneUBO.updateMatrix(\"viewProjection\", this.getTransformMatrix());\r\n sceneUBO.updateMatrix(\"view\", this._viewMatrix);\r\n sceneUBO.update();\r\n }\r\n });\r\n\r\n // Blur if required afer render.\r\n this._shadowMap.onAfterUnbindObservable.add(() => {\r\n if (this._scene.getSceneUniformBuffer().useUbo) {\r\n const sceneUBO = this._scene.getSceneUniformBuffer();\r\n sceneUBO.updateMatrix(\"viewProjection\", this._scene.getTransformMatrix());\r\n sceneUBO.updateMatrix(\"view\", this._scene.getViewMatrix());\r\n sceneUBO.update();\r\n }\r\n\r\n if (this._filter === ShadowGenerator.FILTER_PCF) {\r\n engine.setColorWrite(true);\r\n }\r\n if (!this.useBlurExponentialShadowMap && !this.useBlurCloseExponentialShadowMap) {\r\n return;\r\n }\r\n let shadowMap = this.getShadowMapForRendering();\r\n\r\n if (shadowMap) {\r\n const texture = shadowMap.getInternalTexture()!;\r\n this._scene.postProcessManager.directRender(this._blurPostProcesses, texture, true);\r\n engine.unBindFramebuffer(texture, true);\r\n }\r\n });\r\n\r\n // Clear according to the chosen filter.\r\n var clearZero = new Color4(0, 0, 0, 0);\r\n var clearOne = new Color4(1.0, 1.0, 1.0, 1.0);\r\n this._shadowMap.onClearObservable.add((engine) => {\r\n if (this._filter === ShadowGenerator.FILTER_PCF) {\r\n engine.clear(clearOne, false, true, false);\r\n }\r\n else if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {\r\n engine.clear(clearZero, true, true, false);\r\n }\r\n else {\r\n engine.clear(clearOne, true, true, false);\r\n }\r\n });\r\n\r\n // Recreate on resize.\r\n this._shadowMap.onResizeObservable.add((RTT) => {\r\n this._storedUniqueId = this._shadowMap!.uniqueId;\r\n this._mapSize = RTT.getRenderSize();\r\n this._light._markMeshesAsLightDirty();\r\n this.recreateShadowMap();\r\n });\r\n\r\n // Ensures rendering groupids do not erase the depth buffer\r\n // or we would lose the shadows information.\r\n for (let i = RenderingManager.MIN_RENDERINGGROUPS; i < RenderingManager.MAX_RENDERINGGROUPS; i++) {\r\n this._shadowMap.setRenderingAutoClearDepthStencil(i, false);\r\n }\r\n }\r\n\r\n protected _initializeBlurRTTAndPostProcesses(): void {\r\n var engine = this._scene.getEngine();\r\n var targetSize = this._mapSize / this.blurScale;\r\n\r\n if (!this.useKernelBlur || this.blurScale !== 1.0) {\r\n this._shadowMap2 = new RenderTargetTexture(this._light.name + \"_shadowMap2\", targetSize, this._scene, false, true, this._textureType);\r\n this._shadowMap2.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._shadowMap2.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._shadowMap2.updateSamplingMode(Texture.BILINEAR_SAMPLINGMODE);\r\n }\r\n\r\n if (this.useKernelBlur) {\r\n this._kernelBlurXPostprocess = new BlurPostProcess(this._light.name + \"KernelBlurX\", new Vector2(1, 0), this.blurKernel, 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._textureType);\r\n this._kernelBlurXPostprocess.width = targetSize;\r\n this._kernelBlurXPostprocess.height = targetSize;\r\n this._kernelBlurXPostprocess.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"textureSampler\", this._shadowMap);\r\n });\r\n\r\n this._kernelBlurYPostprocess = new BlurPostProcess(this._light.name + \"KernelBlurY\", new Vector2(0, 1), this.blurKernel, 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._textureType);\r\n\r\n this._kernelBlurXPostprocess.autoClear = false;\r\n this._kernelBlurYPostprocess.autoClear = false;\r\n\r\n if (this._textureType === Constants.TEXTURETYPE_UNSIGNED_INT) {\r\n (this._kernelBlurXPostprocess).packedFloat = true;\r\n (this._kernelBlurYPostprocess).packedFloat = true;\r\n }\r\n\r\n this._blurPostProcesses = [this._kernelBlurXPostprocess, this._kernelBlurYPostprocess];\r\n }\r\n else {\r\n this._boxBlurPostprocess = new PostProcess(this._light.name + \"DepthBoxBlur\", \"depthBoxBlur\", [\"screenSize\", \"boxOffset\"], [], 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, \"#define OFFSET \" + this._blurBoxOffset, this._textureType);\r\n this._boxBlurPostprocess.onApplyObservable.add((effect) => {\r\n effect.setFloat2(\"screenSize\", targetSize, targetSize);\r\n effect.setTexture(\"textureSampler\", this._shadowMap);\r\n });\r\n\r\n this._boxBlurPostprocess.autoClear = false;\r\n\r\n this._blurPostProcesses = [this._boxBlurPostprocess];\r\n }\r\n }\r\n\r\n protected _renderForShadowMap(opaqueSubMeshes: SmartArray, alphaTestSubMeshes: SmartArray, transparentSubMeshes: SmartArray, depthOnlySubMeshes: SmartArray): void {\r\n var index: number;\r\n let engine = this._scene.getEngine();\r\n\r\n const colorWrite = engine.getColorWrite();\r\n if (depthOnlySubMeshes.length) {\r\n engine.setColorWrite(false);\r\n for (index = 0; index < depthOnlySubMeshes.length; index++) {\r\n this._renderSubMeshForShadowMap(depthOnlySubMeshes.data[index]);\r\n }\r\n engine.setColorWrite(colorWrite);\r\n }\r\n\r\n for (index = 0; index < opaqueSubMeshes.length; index++) {\r\n this._renderSubMeshForShadowMap(opaqueSubMeshes.data[index]);\r\n }\r\n\r\n for (index = 0; index < alphaTestSubMeshes.length; index++) {\r\n this._renderSubMeshForShadowMap(alphaTestSubMeshes.data[index]);\r\n }\r\n\r\n if (this._transparencyShadow) {\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n this._renderSubMeshForShadowMap(transparentSubMeshes.data[index], true);\r\n }\r\n } else {\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n transparentSubMeshes.data[index].getEffectiveMesh()._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n }\r\n }\r\n }\r\n\r\n protected _bindCustomEffectForRenderSubMeshForShadowMap(subMesh: SubMesh, effect: Effect, matriceNames: any, mesh: AbstractMesh): void {\r\n effect.setMatrix(matriceNames?.viewProjection ?? \"viewProjection\", this.getTransformMatrix());\r\n\r\n effect.setMatrix(matriceNames?.view ?? \"view\", this._viewMatrix);\r\n\r\n effect.setMatrix(matriceNames?.projection ?? \"projection\", this._projectionMatrix);\r\n\r\n const world = mesh.getWorldMatrix();\r\n\r\n effect.setMatrix(matriceNames?.world ?? \"world\", world);\r\n\r\n world.multiplyToRef(this.getTransformMatrix(), tmpMatrix);\r\n\r\n effect.setMatrix(matriceNames?.worldViewProjection ?? \"worldViewProjection\", tmpMatrix);\r\n\r\n world.multiplyToRef(this._viewMatrix, tmpMatrix2);\r\n\r\n effect.setMatrix(matriceNames?.worldView ?? \"worldView\", tmpMatrix2);\r\n }\r\n\r\n protected _renderSubMeshForShadowMap(subMesh: SubMesh, isTransparent: boolean = false): void {\r\n var renderingMesh = subMesh.getRenderingMesh();\r\n var effectiveMesh = subMesh.getEffectiveMesh();\r\n var scene = this._scene;\r\n var engine = scene.getEngine();\r\n let material = subMesh.getMaterial();\r\n\r\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n\r\n if (!material || subMesh.verticesCount === 0) {\r\n return;\r\n }\r\n\r\n // Culling\r\n engine.setState(material.backFaceCulling);\r\n\r\n // Managing instances\r\n var batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n if (batch.mustReturn) {\r\n return;\r\n }\r\n\r\n var hardwareInstancedRendering = engine.getCaps().instancedArrays && (batch.visibleInstances[subMesh._id] !== null && batch.visibleInstances[subMesh._id] !== undefined || renderingMesh.hasThinInstances);\r\n if (this.isReady(subMesh, hardwareInstancedRendering, isTransparent)) {\r\n const shadowDepthWrapper = renderingMesh.material?.shadowDepthWrapper;\r\n\r\n let effect = shadowDepthWrapper?.getEffect(subMesh, this) ?? this._effect;\r\n\r\n engine.enableEffect(effect);\r\n\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\r\n\r\n this.getTransformMatrix(); // make sur _cachedDirection et _cachedPosition are up to date\r\n\r\n effect.setFloat3(\"biasAndScaleSM\", this.bias, this.normalBias, this.depthScale);\r\n\r\n if (this.getLight().getTypeID() === Light.LIGHTTYPEID_DIRECTIONALLIGHT) {\r\n effect.setVector3(\"lightDataSM\", this._cachedDirection);\r\n }\r\n else {\r\n effect.setVector3(\"lightDataSM\", this._cachedPosition);\r\n }\r\n\r\n if (scene.activeCamera) {\r\n effect.setFloat2(\"depthValuesSM\", this.getLight().getDepthMinZ(scene.activeCamera), this.getLight().getDepthMinZ(scene.activeCamera) + this.getLight().getDepthMaxZ(scene.activeCamera));\r\n }\r\n\r\n if (isTransparent && this.enableSoftTransparentShadow) {\r\n effect.setFloat(\"softTransparentShadowSM\", effectiveMesh.visibility);\r\n }\r\n\r\n if (shadowDepthWrapper) {\r\n subMesh._effectOverride = effect;\r\n if (shadowDepthWrapper.standalone) {\r\n shadowDepthWrapper.baseMaterial.bindForSubMesh(effectiveMesh.getWorldMatrix(), renderingMesh, subMesh);\r\n } else {\r\n material.bindForSubMesh(effectiveMesh.getWorldMatrix(), renderingMesh, subMesh);\r\n }\r\n subMesh._effectOverride = null;\r\n } else {\r\n effect.setMatrix(\"viewProjection\", this.getTransformMatrix());\r\n // Alpha test\r\n if (material && material.needAlphaTesting()) {\r\n var alphaTexture = material.getAlphaTestTexture();\r\n if (alphaTexture) {\r\n effect.setTexture(\"diffuseSampler\", alphaTexture);\r\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix() || this._defaultTextureMatrix);\r\n }\r\n }\r\n\r\n // Bones\r\n if (renderingMesh.useBones && renderingMesh.computeBonesUsingShaders && renderingMesh.skeleton) {\r\n const skeleton = renderingMesh.skeleton;\r\n\r\n if (skeleton.isUsingTextureForMatrices) {\r\n const boneTexture = skeleton.getTransformMatrixTexture(renderingMesh);\r\n\r\n if (!boneTexture) {\r\n return;\r\n }\r\n\r\n effect.setTexture(\"boneSampler\", boneTexture);\r\n effect.setFloat(\"boneTextureWidth\", 4.0 * (skeleton.bones.length + 1));\r\n } else {\r\n effect.setMatrices(\"mBones\", skeleton.getTransformMatrices((renderingMesh)));\r\n }\r\n }\r\n\r\n // Morph targets\r\n MaterialHelper.BindMorphTargetParameters(renderingMesh, effect);\r\n\r\n // Clip planes\r\n MaterialHelper.BindClipPlane(effect, scene);\r\n }\r\n\r\n this._bindCustomEffectForRenderSubMeshForShadowMap(subMesh, effect, shadowDepthWrapper?._matriceNames, effectiveMesh);\r\n\r\n if (this.forceBackFacesOnly) {\r\n engine.setState(true, 0, false, true);\r\n }\r\n\r\n // Observables\r\n this.onBeforeShadowMapRenderMeshObservable.notifyObservers(renderingMesh);\r\n this.onBeforeShadowMapRenderObservable.notifyObservers(effect);\r\n\r\n // Draw\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering,\r\n (isInstance, world) => effect.setMatrix(\"world\", world));\r\n\r\n if (this.forceBackFacesOnly) {\r\n engine.setState(true, 0, false, false);\r\n }\r\n\r\n // Observables\r\n this.onAfterShadowMapRenderObservable.notifyObservers(effect);\r\n this.onAfterShadowMapRenderMeshObservable.notifyObservers(renderingMesh);\r\n } else {\r\n // Need to reset refresh rate of the shadowMap\r\n if (this._shadowMap) {\r\n this._shadowMap.resetRefreshCounter();\r\n }\r\n }\r\n }\r\n\r\n protected _applyFilterValues(): void {\r\n if (!this._shadowMap) {\r\n return;\r\n }\r\n\r\n if (this.filter === ShadowGenerator.FILTER_NONE || this.filter === ShadowGenerator.FILTER_PCSS) {\r\n this._shadowMap.updateSamplingMode(Texture.NEAREST_SAMPLINGMODE);\r\n } else {\r\n this._shadowMap.updateSamplingMode(Texture.BILINEAR_SAMPLINGMODE);\r\n }\r\n }\r\n\r\n /**\r\n * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.\r\n * @param onCompiled Callback triggered at the and of the effects compilation\r\n * @param options Sets of optional options forcing the compilation with different modes\r\n */\r\n public forceCompilation(onCompiled?: (generator: IShadowGenerator) => void, options?: Partial<{ useInstances: boolean }>): void {\r\n let localOptions = {\r\n useInstances: false,\r\n ...options\r\n };\r\n\r\n let shadowMap = this.getShadowMap();\r\n if (!shadowMap) {\r\n if (onCompiled) {\r\n onCompiled(this);\r\n }\r\n return;\r\n }\r\n\r\n let renderList = shadowMap.renderList;\r\n if (!renderList) {\r\n if (onCompiled) {\r\n onCompiled(this);\r\n }\r\n return;\r\n }\r\n\r\n var subMeshes = new Array();\r\n for (var mesh of renderList) {\r\n subMeshes.push(...mesh.subMeshes);\r\n }\r\n if (subMeshes.length === 0) {\r\n if (onCompiled) {\r\n onCompiled(this);\r\n }\r\n return;\r\n }\r\n\r\n var currentIndex = 0;\r\n\r\n var checkReady = () => {\r\n if (!this._scene || !this._scene.getEngine()) {\r\n return;\r\n }\r\n\r\n while (this.isReady(subMeshes[currentIndex], localOptions.useInstances, subMeshes[currentIndex].getMaterial()?.needAlphaBlendingForMesh(subMeshes[currentIndex].getMesh()) ?? false)) {\r\n currentIndex++;\r\n if (currentIndex >= subMeshes.length) {\r\n if (onCompiled) {\r\n onCompiled(this);\r\n }\r\n return;\r\n }\r\n }\r\n setTimeout(checkReady, 16);\r\n };\r\n\r\n checkReady();\r\n }\r\n\r\n /**\r\n * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.\r\n * @param options Sets of optional options forcing the compilation with different modes\r\n * @returns A promise that resolves when the compilation completes\r\n */\r\n public forceCompilationAsync(options?: Partial<{ useInstances: boolean }>): Promise {\r\n return new Promise((resolve) => {\r\n this.forceCompilation(() => {\r\n resolve();\r\n }, options);\r\n });\r\n }\r\n\r\n protected _isReadyCustomDefines(defines: any, subMesh: SubMesh, useInstances: boolean): void {\r\n }\r\n\r\n private _prepareShadowDefines(subMesh: SubMesh, useInstances: boolean, defines: string[], isTransparent: boolean): string[] {\r\n defines.push(\"#define SM_FLOAT \" + (this._textureType !== Constants.TEXTURETYPE_UNSIGNED_INT ? \"1\" : \"0\"));\r\n\r\n defines.push(\"#define SM_ESM \" + (this.useExponentialShadowMap || this.useBlurExponentialShadowMap ? \"1\" : \"0\"));\r\n\r\n defines.push(\"#define SM_DEPTHTEXTURE \" + (this.usePercentageCloserFiltering || this.useContactHardeningShadow ? \"1\" : \"0\"));\r\n\r\n var mesh = subMesh.getMesh();\r\n\r\n // Normal bias.\r\n defines.push(\"#define SM_NORMALBIAS \" + (this.normalBias && mesh.isVerticesDataPresent(VertexBuffer.NormalKind) ? \"1\" : \"0\"));\r\n defines.push(\"#define SM_DIRECTIONINLIGHTDATA \" + (this.getLight().getTypeID() === Light.LIGHTTYPEID_DIRECTIONALLIGHT ? \"1\" : \"0\"));\r\n\r\n // Point light\r\n defines.push(\"#define SM_USEDISTANCE \" + (this._light.needCube() ? \"1\" : \"0\"));\r\n\r\n // Soft transparent shadows\r\n defines.push(\"#define SM_SOFTTRANSPARENTSHADOW \" + (this.enableSoftTransparentShadow && isTransparent ? \"1\" : \"0\"));\r\n\r\n this._isReadyCustomDefines(defines, subMesh, useInstances);\r\n\r\n return defines;\r\n }\r\n\r\n /**\r\n * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).\r\n * @param subMesh The submesh we want to render in the shadow map\r\n * @param useInstances Defines wether will draw in the map using instances\r\n * @param isTransparent Indicates that isReady is called for a transparent subMesh\r\n * @returns true if ready otherwise, false\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean, isTransparent: boolean): boolean {\r\n const material = subMesh.getMaterial(),\r\n shadowDepthWrapper = material?.shadowDepthWrapper;\r\n\r\n const defines: string[] = [];\r\n\r\n this._prepareShadowDefines(subMesh, useInstances, defines, isTransparent);\r\n\r\n if (shadowDepthWrapper) {\r\n if (!shadowDepthWrapper.isReadyForSubMesh(subMesh, defines, this, useInstances)) {\r\n return false;\r\n }\r\n } else {\r\n var attribs = [VertexBuffer.PositionKind];\r\n\r\n var mesh = subMesh.getMesh();\r\n\r\n // Normal bias.\r\n if (this.normalBias && mesh.isVerticesDataPresent(VertexBuffer.NormalKind)) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n defines.push(\"#define NORMAL\");\r\n if (mesh.nonUniformScaling) {\r\n defines.push(\"#define NONUNIFORMSCALING\");\r\n }\r\n }\r\n\r\n // Alpha test\r\n if (material && material.needAlphaTesting()) {\r\n var alphaTexture = material.getAlphaTestTexture();\r\n if (alphaTexture) {\r\n defines.push(\"#define ALPHATEST\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n if (alphaTexture.coordinatesIndex === 1) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Bones\r\n const fallbacks = new EffectFallbacks();\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n const skeleton = mesh.skeleton;\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n if (mesh.numBoneInfluencers > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n if (skeleton.isUsingTextureForMatrices) {\r\n defines.push(\"#define BONETEXTURE\");\r\n } else {\r\n defines.push(\"#define BonesPerMesh \" + (skeleton.bones.length + 1));\r\n }\r\n\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph targets\r\n var manager = (mesh).morphTargetManager;\r\n let morphInfluencers = 0;\r\n if (manager) {\r\n if (manager.numInfluencers > 0) {\r\n defines.push(\"#define MORPHTARGETS\");\r\n morphInfluencers = manager.numInfluencers;\r\n defines.push(\"#define NUM_MORPH_INFLUENCERS \" + morphInfluencers);\r\n MaterialHelper.PrepareAttributesForMorphTargetsInfluencers(attribs, mesh, morphInfluencers);\r\n }\r\n }\r\n\r\n // ClipPlanes\r\n const scene = this._scene;\r\n if (scene.clipPlane) {\r\n defines.push(\"#define CLIPPLANE\");\r\n }\r\n if (scene.clipPlane2) {\r\n defines.push(\"#define CLIPPLANE2\");\r\n }\r\n if (scene.clipPlane3) {\r\n defines.push(\"#define CLIPPLANE3\");\r\n }\r\n if (scene.clipPlane4) {\r\n defines.push(\"#define CLIPPLANE4\");\r\n }\r\n if (scene.clipPlane5) {\r\n defines.push(\"#define CLIPPLANE5\");\r\n }\r\n if (scene.clipPlane6) {\r\n defines.push(\"#define CLIPPLANE6\");\r\n }\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n MaterialHelper.PushAttributesForInstances(attribs);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n if (this.customShaderOptions) {\r\n if (this.customShaderOptions.defines) {\r\n for (var define of this.customShaderOptions.defines) {\r\n if (defines.indexOf(define) === -1) {\r\n defines.push(define);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Get correct effect\r\n var join = defines.join(\"\\n\");\r\n if (this._cachedDefines !== join) {\r\n this._cachedDefines = join;\r\n\r\n let shaderName = \"shadowMap\";\r\n let uniforms = [\"world\", \"mBones\", \"viewProjection\", \"diffuseMatrix\", \"lightDataSM\", \"depthValuesSM\", \"biasAndScaleSM\", \"morphTargetInfluences\", \"boneTextureWidth\",\r\n \"vClipPlane\", \"vClipPlane2\", \"vClipPlane3\", \"vClipPlane4\", \"vClipPlane5\", \"vClipPlane6\", \"softTransparentShadowSM\"];\r\n let samplers = [\"diffuseSampler\", \"boneSampler\"];\r\n\r\n // Custom shader?\r\n if (this.customShaderOptions) {\r\n shaderName = this.customShaderOptions.shaderName;\r\n\r\n if (this.customShaderOptions.attributes) {\r\n for (var attrib of this.customShaderOptions.attributes) {\r\n if (attribs.indexOf(attrib) === -1) {\r\n attribs.push(attrib);\r\n }\r\n }\r\n }\r\n\r\n if (this.customShaderOptions.uniforms) {\r\n for (var uniform of this.customShaderOptions.uniforms) {\r\n if (uniforms.indexOf(uniform) === -1) {\r\n uniforms.push(uniform);\r\n }\r\n }\r\n }\r\n\r\n if (this.customShaderOptions.samplers) {\r\n for (var sampler of this.customShaderOptions.samplers) {\r\n if (samplers.indexOf(sampler) === -1) {\r\n samplers.push(sampler);\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._effect = this._scene.getEngine().createEffect(shaderName,\r\n attribs, uniforms,\r\n samplers, join,\r\n fallbacks, undefined, undefined, { maxSimultaneousMorphTargets: morphInfluencers });\r\n }\r\n\r\n if (!this._effect.isReady()) {\r\n return false;\r\n }\r\n }\r\n\r\n if (this.useBlurExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {\r\n if (!this._blurPostProcesses || !this._blurPostProcesses.length) {\r\n this._initializeBlurRTTAndPostProcesses();\r\n }\r\n }\r\n\r\n if (this._kernelBlurXPostprocess && !this._kernelBlurXPostprocess.isReady()) {\r\n return false;\r\n }\r\n if (this._kernelBlurYPostprocess && !this._kernelBlurYPostprocess.isReady()) {\r\n return false;\r\n }\r\n if (this._boxBlurPostprocess && !this._boxBlurPostprocess.isReady()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Prepare all the defines in a material relying on a shadow map at the specified light index.\r\n * @param defines Defines of the material we want to update\r\n * @param lightIndex Index of the light in the enabled light list of the material\r\n */\r\n public prepareDefines(defines: any, lightIndex: number): void {\r\n var scene = this._scene;\r\n var light = this._light;\r\n\r\n if (!scene.shadowsEnabled || !light.shadowEnabled) {\r\n return;\r\n }\r\n\r\n defines[\"SHADOW\" + lightIndex] = true;\r\n\r\n if (this.useContactHardeningShadow) {\r\n defines[\"SHADOWPCSS\" + lightIndex] = true;\r\n if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {\r\n defines[\"SHADOWLOWQUALITY\" + lightIndex] = true;\r\n }\r\n else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {\r\n defines[\"SHADOWMEDIUMQUALITY\" + lightIndex] = true;\r\n }\r\n // else default to high.\r\n }\r\n else if (this.usePercentageCloserFiltering) {\r\n defines[\"SHADOWPCF\" + lightIndex] = true;\r\n if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {\r\n defines[\"SHADOWLOWQUALITY\" + lightIndex] = true;\r\n }\r\n else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {\r\n defines[\"SHADOWMEDIUMQUALITY\" + lightIndex] = true;\r\n }\r\n // else default to high.\r\n }\r\n else if (this.usePoissonSampling) {\r\n defines[\"SHADOWPOISSON\" + lightIndex] = true;\r\n }\r\n else if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {\r\n defines[\"SHADOWESM\" + lightIndex] = true;\r\n }\r\n else if (this.useCloseExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {\r\n defines[\"SHADOWCLOSEESM\" + lightIndex] = true;\r\n }\r\n\r\n if (light.needCube()) {\r\n defines[\"SHADOWCUBE\" + lightIndex] = true;\r\n }\r\n }\r\n\r\n /**\r\n * Binds the shadow related information inside of an effect (information like near, far, darkness...\r\n * defined in the generator but impacting the effect).\r\n * @param lightIndex Index of the light in the enabled light list of the material owning the effect\r\n * @param effect The effect we are binfing the information for\r\n */\r\n public bindShadowLight(lightIndex: string, effect: Effect): void {\r\n const light = this._light;\r\n const scene = this._scene;\r\n\r\n if (!scene.shadowsEnabled || !light.shadowEnabled) {\r\n return;\r\n }\r\n\r\n const camera = scene.activeCamera;\r\n if (!camera) {\r\n return;\r\n }\r\n\r\n const shadowMap = this.getShadowMap();\r\n\r\n if (!shadowMap) {\r\n return;\r\n }\r\n\r\n if (!light.needCube()) {\r\n effect.setMatrix(\"lightMatrix\" + lightIndex, this.getTransformMatrix());\r\n }\r\n\r\n // Only PCF uses depth stencil texture.\r\n if (this._filter === ShadowGenerator.FILTER_PCF) {\r\n effect.setDepthStencilTexture(\"shadowSampler\" + lightIndex, this.getShadowMapForRendering());\r\n light._uniformBuffer.updateFloat4(\"shadowsInfo\", this.getDarkness(), shadowMap.getSize().width, 1 / shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);\r\n }\r\n else if (this._filter === ShadowGenerator.FILTER_PCSS) {\r\n effect.setDepthStencilTexture(\"shadowSampler\" + lightIndex, this.getShadowMapForRendering());\r\n effect.setTexture(\"depthSampler\" + lightIndex, this.getShadowMapForRendering());\r\n light._uniformBuffer.updateFloat4(\"shadowsInfo\", this.getDarkness(), 1 / shadowMap.getSize().width, this._contactHardeningLightSizeUVRatio * shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);\r\n }\r\n else {\r\n effect.setTexture(\"shadowSampler\" + lightIndex, this.getShadowMapForRendering());\r\n light._uniformBuffer.updateFloat4(\"shadowsInfo\", this.getDarkness(), this.blurScale / shadowMap.getSize().width, this.depthScale, this.frustumEdgeFalloff, lightIndex);\r\n }\r\n\r\n light._uniformBuffer.updateFloat2(\"depthValues\", this.getLight().getDepthMinZ(camera), this.getLight().getDepthMinZ(camera) + this.getLight().getDepthMaxZ(camera), lightIndex);\r\n }\r\n\r\n /**\r\n * Gets the transformation matrix used to project the meshes into the map from the light point of view.\r\n * (eq to shadow prjection matrix * light transform matrix)\r\n * @returns The transform matrix used to create the shadow map\r\n */\r\n public getTransformMatrix(): Matrix {\r\n var scene = this._scene;\r\n if (this._currentRenderID === scene.getRenderId() && this._currentFaceIndexCache === this._currentFaceIndex) {\r\n return this._transformMatrix;\r\n }\r\n\r\n this._currentRenderID = scene.getRenderId();\r\n this._currentFaceIndexCache = this._currentFaceIndex;\r\n\r\n var lightPosition = this._light.position;\r\n if (this._light.computeTransformedInformation()) {\r\n lightPosition = this._light.transformedPosition;\r\n }\r\n\r\n Vector3.NormalizeToRef(this._light.getShadowDirection(this._currentFaceIndex), this._lightDirection);\r\n if (Math.abs(Vector3.Dot(this._lightDirection, Vector3.Up())) === 1.0) {\r\n this._lightDirection.z = 0.0000000000001; // Required to avoid perfectly perpendicular light\r\n }\r\n\r\n if (this._light.needProjectionMatrixCompute() || !this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !this._lightDirection.equals(this._cachedDirection)) {\r\n\r\n this._cachedPosition.copyFrom(lightPosition);\r\n this._cachedDirection.copyFrom(this._lightDirection);\r\n\r\n Matrix.LookAtLHToRef(lightPosition, lightPosition.add(this._lightDirection), Vector3.Up(), this._viewMatrix);\r\n\r\n let shadowMap = this.getShadowMap();\r\n\r\n if (shadowMap) {\r\n let renderList = shadowMap.renderList;\r\n\r\n if (renderList) {\r\n this._light.setShadowProjectionMatrix(this._projectionMatrix, this._viewMatrix, renderList);\r\n }\r\n }\r\n\r\n this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);\r\n }\r\n\r\n return this._transformMatrix;\r\n }\r\n\r\n /**\r\n * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between\r\n * Cube and 2D textures for instance.\r\n */\r\n public recreateShadowMap(): void {\r\n let shadowMap = this._shadowMap;\r\n if (!shadowMap) {\r\n return;\r\n }\r\n\r\n // Track render list.\r\n var renderList = shadowMap.renderList;\r\n // Clean up existing data.\r\n this._disposeRTTandPostProcesses();\r\n // Reinitializes.\r\n this._initializeGenerator();\r\n // Reaffect the filter to ensure a correct fallback if necessary.\r\n this.filter = this.filter;\r\n // Reaffect the filter.\r\n this._applyFilterValues();\r\n // Reaffect Render List.\r\n this._shadowMap!.renderList = renderList;\r\n }\r\n\r\n protected _disposeBlurPostProcesses(): void {\r\n if (this._shadowMap2) {\r\n this._shadowMap2.dispose();\r\n this._shadowMap2 = null;\r\n }\r\n\r\n if (this._boxBlurPostprocess) {\r\n this._boxBlurPostprocess.dispose();\r\n this._boxBlurPostprocess = null;\r\n }\r\n\r\n if (this._kernelBlurXPostprocess) {\r\n this._kernelBlurXPostprocess.dispose();\r\n this._kernelBlurXPostprocess = null;\r\n }\r\n\r\n if (this._kernelBlurYPostprocess) {\r\n this._kernelBlurYPostprocess.dispose();\r\n this._kernelBlurYPostprocess = null;\r\n }\r\n\r\n this._blurPostProcesses = [];\r\n }\r\n\r\n protected _disposeRTTandPostProcesses(): void {\r\n if (this._shadowMap) {\r\n this._shadowMap.dispose();\r\n this._shadowMap = null;\r\n }\r\n\r\n this._disposeBlurPostProcesses();\r\n }\r\n\r\n /**\r\n * Disposes the ShadowGenerator.\r\n * Returns nothing.\r\n */\r\n public dispose(): void {\r\n this._disposeRTTandPostProcesses();\r\n\r\n if (this._light) {\r\n this._light._shadowGenerator = null;\r\n this._light._markMeshesAsLightDirty();\r\n }\r\n\r\n this.onBeforeShadowMapRenderMeshObservable.clear();\r\n this.onBeforeShadowMapRenderObservable.clear();\r\n this.onAfterShadowMapRenderMeshObservable.clear();\r\n this.onAfterShadowMapRenderObservable.clear();\r\n }\r\n\r\n /**\r\n * Serializes the shadow generator setup to a json object.\r\n * @returns The serialized JSON object\r\n */\r\n public serialize(): any {\r\n var serializationObject: any = {};\r\n var shadowMap = this.getShadowMap();\r\n\r\n if (!shadowMap) {\r\n return serializationObject;\r\n }\r\n\r\n serializationObject.className = this.getClassName();\r\n serializationObject.lightId = this._light.id;\r\n serializationObject.mapSize = shadowMap.getRenderSize();\r\n serializationObject.forceBackFacesOnly = this.forceBackFacesOnly;\r\n serializationObject.darkness = this.getDarkness();\r\n serializationObject.transparencyShadow = this._transparencyShadow;\r\n serializationObject.frustumEdgeFalloff = this.frustumEdgeFalloff;\r\n serializationObject.bias = this.bias;\r\n serializationObject.normalBias = this.normalBias;\r\n serializationObject.usePercentageCloserFiltering = this.usePercentageCloserFiltering;\r\n serializationObject.useContactHardeningShadow = this.useContactHardeningShadow;\r\n serializationObject.contactHardeningLightSizeUVRatio = this.contactHardeningLightSizeUVRatio;\r\n serializationObject.filteringQuality = this.filteringQuality;\r\n serializationObject.useExponentialShadowMap = this.useExponentialShadowMap;\r\n serializationObject.useBlurExponentialShadowMap = this.useBlurExponentialShadowMap;\r\n serializationObject.useCloseExponentialShadowMap = this.useBlurExponentialShadowMap;\r\n serializationObject.useBlurCloseExponentialShadowMap = this.useBlurExponentialShadowMap;\r\n serializationObject.usePoissonSampling = this.usePoissonSampling;\r\n serializationObject.depthScale = this.depthScale;\r\n serializationObject.blurBoxOffset = this.blurBoxOffset;\r\n serializationObject.blurKernel = this.blurKernel;\r\n serializationObject.blurScale = this.blurScale;\r\n serializationObject.useKernelBlur = this.useKernelBlur;\r\n\r\n serializationObject.renderList = [];\r\n if (shadowMap.renderList) {\r\n for (var meshIndex = 0; meshIndex < shadowMap.renderList.length; meshIndex++) {\r\n var mesh = shadowMap.renderList[meshIndex];\r\n\r\n serializationObject.renderList.push(mesh.id);\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.\r\n * @param parsedShadowGenerator The JSON object to parse\r\n * @param scene The scene to create the shadow map for\r\n * @param constr A function that builds a shadow generator or undefined to create an instance of the default shadow generator\r\n * @returns The parsed shadow generator\r\n */\r\n public static Parse(parsedShadowGenerator: any, scene: Scene, constr?: (mapSize: number, light: IShadowLight) => ShadowGenerator): ShadowGenerator {\r\n var light = scene.getLightByID(parsedShadowGenerator.lightId);\r\n var shadowGenerator = constr ? constr(parsedShadowGenerator.mapSize, light) : new ShadowGenerator(parsedShadowGenerator.mapSize, light);\r\n var shadowMap = shadowGenerator.getShadowMap();\r\n\r\n for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {\r\n var meshes = scene.getMeshesByID(parsedShadowGenerator.renderList[meshIndex]);\r\n meshes.forEach(function(mesh) {\r\n if (!shadowMap) {\r\n return;\r\n }\r\n if (!shadowMap.renderList) {\r\n shadowMap.renderList = [];\r\n }\r\n shadowMap.renderList.push(mesh);\r\n });\r\n }\r\n\r\n shadowGenerator.forceBackFacesOnly = !!parsedShadowGenerator.forceBackFacesOnly;\r\n\r\n if (parsedShadowGenerator.darkness !== undefined) {\r\n shadowGenerator.setDarkness(parsedShadowGenerator.darkness);\r\n }\r\n\r\n if (parsedShadowGenerator.transparencyShadow) {\r\n shadowGenerator.setTransparencyShadow(true);\r\n }\r\n\r\n if (parsedShadowGenerator.frustumEdgeFalloff !== undefined) {\r\n shadowGenerator.frustumEdgeFalloff = parsedShadowGenerator.frustumEdgeFalloff;\r\n }\r\n\r\n if (parsedShadowGenerator.bias !== undefined) {\r\n shadowGenerator.bias = parsedShadowGenerator.bias;\r\n }\r\n\r\n if (parsedShadowGenerator.normalBias !== undefined) {\r\n shadowGenerator.normalBias = parsedShadowGenerator.normalBias;\r\n }\r\n\r\n if (parsedShadowGenerator.usePercentageCloserFiltering) {\r\n shadowGenerator.usePercentageCloserFiltering = true;\r\n } else if (parsedShadowGenerator.useContactHardeningShadow) {\r\n shadowGenerator.useContactHardeningShadow = true;\r\n } else if (parsedShadowGenerator.usePoissonSampling) {\r\n shadowGenerator.usePoissonSampling = true;\r\n } else if (parsedShadowGenerator.useExponentialShadowMap) {\r\n shadowGenerator.useExponentialShadowMap = true;\r\n } else if (parsedShadowGenerator.useBlurExponentialShadowMap) {\r\n shadowGenerator.useBlurExponentialShadowMap = true;\r\n } else if (parsedShadowGenerator.useCloseExponentialShadowMap) {\r\n shadowGenerator.useCloseExponentialShadowMap = true;\r\n } else if (parsedShadowGenerator.useBlurCloseExponentialShadowMap) {\r\n shadowGenerator.useBlurCloseExponentialShadowMap = true;\r\n } else\r\n // Backward compat\r\n if (parsedShadowGenerator.useVarianceShadowMap) {\r\n shadowGenerator.useExponentialShadowMap = true;\r\n } else if (parsedShadowGenerator.useBlurVarianceShadowMap) {\r\n shadowGenerator.useBlurExponentialShadowMap = true;\r\n }\r\n\r\n if (parsedShadowGenerator.contactHardeningLightSizeUVRatio !== undefined) {\r\n shadowGenerator.contactHardeningLightSizeUVRatio = parsedShadowGenerator.contactHardeningLightSizeUVRatio;\r\n }\r\n\r\n if (parsedShadowGenerator.filteringQuality !== undefined) {\r\n shadowGenerator.filteringQuality = parsedShadowGenerator.filteringQuality;\r\n }\r\n\r\n if (parsedShadowGenerator.depthScale) {\r\n shadowGenerator.depthScale = parsedShadowGenerator.depthScale;\r\n }\r\n\r\n if (parsedShadowGenerator.blurScale) {\r\n shadowGenerator.blurScale = parsedShadowGenerator.blurScale;\r\n }\r\n\r\n if (parsedShadowGenerator.blurBoxOffset) {\r\n shadowGenerator.blurBoxOffset = parsedShadowGenerator.blurBoxOffset;\r\n }\r\n\r\n if (parsedShadowGenerator.useKernelBlur) {\r\n shadowGenerator.useKernelBlur = parsedShadowGenerator.useKernelBlur;\r\n }\r\n\r\n if (parsedShadowGenerator.blurKernel) {\r\n shadowGenerator.blurKernel = parsedShadowGenerator.blurKernel;\r\n }\r\n\r\n return shadowGenerator;\r\n }\r\n}\r\n","import { SmartArrayNoDuplicate } from \"../../Misc/smartArray\";\r\nimport { Scene } from \"../../scene\";\r\nimport { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport { ShadowGenerator } from \"./shadowGenerator\";\r\nimport { CascadedShadowGenerator } from \"./cascadedShadowGenerator\";\r\nimport { SceneComponentConstants, ISceneSerializableComponent } from \"../../sceneComponent\";\r\nimport { AbstractScene } from \"../../abstractScene\";\r\n// Adds the parser to the scene parsers.\r\nAbstractScene.AddParser(SceneComponentConstants.NAME_SHADOWGENERATOR, (parsedData: any, scene: Scene) => {\r\n // Shadows\r\n if (parsedData.shadowGenerators !== undefined && parsedData.shadowGenerators !== null) {\r\n for (var index = 0, cache = parsedData.shadowGenerators.length; index < cache; index++) {\r\n var parsedShadowGenerator = parsedData.shadowGenerators[index];\r\n if (parsedShadowGenerator.className === CascadedShadowGenerator.CLASSNAME) {\r\n CascadedShadowGenerator.Parse(parsedShadowGenerator, scene);\r\n } else {\r\n ShadowGenerator.Parse(parsedShadowGenerator, scene);\r\n }\r\n // SG would be available on their associated lights\r\n }\r\n }\r\n});\r\n\r\n/**\r\n * Defines the shadow generator component responsible to manage any shadow generators\r\n * in a given scene.\r\n */\r\nexport class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {\r\n /**\r\n * The component name helpfull to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_SHADOWGENERATOR;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._gatherRenderTargetsStage.registerStep(SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR, this, this._gatherRenderTargets);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing To Do Here.\r\n }\r\n\r\n /**\r\n * Serializes the component data to the specified json object\r\n * @param serializationObject The object to serialize to\r\n */\r\n public serialize(serializationObject: any): void {\r\n // Shadows\r\n serializationObject.shadowGenerators = [];\r\n var lights = this.scene.lights;\r\n for (let light of lights) {\r\n let shadowGenerator = light.getShadowGenerator();\r\n if (shadowGenerator) {\r\n serializationObject.shadowGenerators.push(shadowGenerator.serialize());\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Adds all the elements from the container to the scene\r\n * @param container the container holding the elements\r\n */\r\n public addFromContainer(container: AbstractScene): void {\r\n // Nothing To Do Here. (directly attached to a light)\r\n }\r\n\r\n /**\r\n * Removes all the elements in the container from the scene\r\n * @param container contains the elements to remove\r\n * @param dispose if the removed element should be disposed (default: false)\r\n */\r\n public removeFromContainer(container: AbstractScene, dispose?: boolean): void {\r\n // Nothing To Do Here. (directly attached to a light)\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public dispose(): void {\r\n // Nothing To Do Here.\r\n }\r\n\r\n private _gatherRenderTargets(renderTargets: SmartArrayNoDuplicate): void {\r\n // Shadows\r\n var scene = this.scene;\r\n if (this.scene.shadowsEnabled) {\r\n for (var lightIndex = 0; lightIndex < scene.lights.length; lightIndex++) {\r\n var light = scene.lights[lightIndex];\r\n var shadowGenerator = light.getShadowGenerator();\r\n\r\n if (light.isEnabled() && light.shadowEnabled && shadowGenerator) {\r\n var shadowMap = (shadowGenerator.getShadowMap());\r\n if (scene.textures.indexOf(shadowMap) !== -1) {\r\n renderTargets.push(shadowMap);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n}\r\n\r\nShadowGenerator._SceneComponentInitialization = (scene: Scene) => {\r\n let component = scene._getComponent(SceneComponentConstants.NAME_SHADOWGENERATOR);\r\n if (!component) {\r\n component = new ShadowGeneratorSceneComponent(scene);\r\n scene._addComponent(component);\r\n }\r\n};\r\n","import { serialize } from \"../Misc/decorators\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Scene } from \"../scene\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Node } from \"../node\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Light } from \"./light\";\r\nimport { ShadowLight } from \"./shadowLight\";\r\nimport { Effect } from \"../Materials/effect\";\r\nNode.AddNodeConstructor(\"Light_Type_1\", (name, scene) => {\r\n return () => new DirectionalLight(name, Vector3.Zero(), scene);\r\n});\r\n\r\n/**\r\n * A directional light is defined by a direction (what a surprise!).\r\n * The light is emitted from everywhere in the specified direction, and has an infinite range.\r\n * An example of a directional light is when a distance planet is lit by the apparently parallel lines of light from its sun. Light in a downward direction will light the top of an object.\r\n * Documentation: https://doc.babylonjs.com/babylon101/lights\r\n */\r\nexport class DirectionalLight extends ShadowLight {\r\n\r\n private _shadowFrustumSize = 0;\r\n /**\r\n * Fix frustum size for the shadow generation. This is disabled if the value is 0.\r\n */\r\n @serialize()\r\n public get shadowFrustumSize(): number {\r\n return this._shadowFrustumSize;\r\n }\r\n /**\r\n * Specifies a fix frustum size for the shadow generation.\r\n */\r\n public set shadowFrustumSize(value: number) {\r\n this._shadowFrustumSize = value;\r\n this.forceProjectionMatrixCompute();\r\n }\r\n\r\n private _shadowOrthoScale = 0.1;\r\n /**\r\n * Gets the shadow projection scale against the optimal computed one.\r\n * 0.1 by default which means that the projection window is increase by 10% from the optimal size.\r\n * This does not impact in fixed frustum size (shadowFrustumSize being set)\r\n */\r\n @serialize()\r\n public get shadowOrthoScale(): number {\r\n return this._shadowOrthoScale;\r\n }\r\n /**\r\n * Sets the shadow projection scale against the optimal computed one.\r\n * 0.1 by default which means that the projection window is increase by 10% from the optimal size.\r\n * This does not impact in fixed frustum size (shadowFrustumSize being set)\r\n */\r\n public set shadowOrthoScale(value: number) {\r\n this._shadowOrthoScale = value;\r\n this.forceProjectionMatrixCompute();\r\n }\r\n\r\n /**\r\n * Automatically compute the projection matrix to best fit (including all the casters)\r\n * on each frame.\r\n */\r\n @serialize()\r\n public autoUpdateExtends = true;\r\n\r\n /**\r\n * Automatically compute the shadowMinZ and shadowMaxZ for the projection matrix to best fit (including all the casters)\r\n * on each frame. autoUpdateExtends must be set to true for this to work\r\n */\r\n @serialize()\r\n public autoCalcShadowZBounds = false;\r\n\r\n // Cache\r\n private _orthoLeft = Number.MAX_VALUE;\r\n private _orthoRight = Number.MIN_VALUE;\r\n private _orthoTop = Number.MIN_VALUE;\r\n private _orthoBottom = Number.MAX_VALUE;\r\n\r\n /**\r\n * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).\r\n * The directional light is emitted from everywhere in the given direction.\r\n * It can cast shadows.\r\n * Documentation : https://doc.babylonjs.com/babylon101/lights\r\n * @param name The friendly name of the light\r\n * @param direction The direction of the light\r\n * @param scene The scene the light belongs to\r\n */\r\n constructor(name: string, direction: Vector3, scene: Scene) {\r\n super(name, scene);\r\n this.position = direction.scale(-1.0);\r\n this.direction = direction;\r\n }\r\n\r\n /**\r\n * Returns the string \"DirectionalLight\".\r\n * @return The class name\r\n */\r\n public getClassName(): string {\r\n return \"DirectionalLight\";\r\n }\r\n\r\n /**\r\n * Returns the integer 1.\r\n * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x\r\n */\r\n public getTypeID(): number {\r\n return Light.LIGHTTYPEID_DIRECTIONALLIGHT;\r\n }\r\n\r\n /**\r\n * Sets the passed matrix \"matrix\" as projection matrix for the shadows cast by the light according to the passed view matrix.\r\n * Returns the DirectionalLight Shadow projection matrix.\r\n */\r\n protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array): void {\r\n if (this.shadowFrustumSize > 0) {\r\n this._setDefaultFixedFrustumShadowProjectionMatrix(matrix);\r\n }\r\n else {\r\n this._setDefaultAutoExtendShadowProjectionMatrix(matrix, viewMatrix, renderList);\r\n }\r\n }\r\n\r\n /**\r\n * Sets the passed matrix \"matrix\" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.\r\n * Returns the DirectionalLight Shadow projection matrix.\r\n */\r\n protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void {\r\n var activeCamera = this.getScene().activeCamera;\r\n\r\n if (!activeCamera) {\r\n return;\r\n }\r\n\r\n Matrix.OrthoLHToRef(this.shadowFrustumSize, this.shadowFrustumSize,\r\n this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ, this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ, matrix);\r\n }\r\n\r\n /**\r\n * Sets the passed matrix \"matrix\" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.\r\n * Returns the DirectionalLight Shadow projection matrix.\r\n */\r\n protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array): void {\r\n var activeCamera = this.getScene().activeCamera;\r\n\r\n if (!activeCamera) {\r\n return;\r\n }\r\n\r\n // Check extends\r\n if (this.autoUpdateExtends || this._orthoLeft === Number.MAX_VALUE) {\r\n var tempVector3 = Vector3.Zero();\r\n\r\n this._orthoLeft = Number.MAX_VALUE;\r\n this._orthoRight = Number.MIN_VALUE;\r\n this._orthoTop = Number.MIN_VALUE;\r\n this._orthoBottom = Number.MAX_VALUE;\r\n\r\n var shadowMinZ = Number.MAX_VALUE;\r\n var shadowMaxZ = Number.MIN_VALUE;\r\n\r\n for (var meshIndex = 0; meshIndex < renderList.length; meshIndex++) {\r\n var mesh = renderList[meshIndex];\r\n\r\n if (!mesh) {\r\n continue;\r\n }\r\n\r\n var boundingInfo = mesh.getBoundingInfo();\r\n var boundingBox = boundingInfo.boundingBox;\r\n\r\n for (var index = 0; index < boundingBox.vectorsWorld.length; index++) {\r\n Vector3.TransformCoordinatesToRef(boundingBox.vectorsWorld[index], viewMatrix, tempVector3);\r\n\r\n if (tempVector3.x < this._orthoLeft) {\r\n this._orthoLeft = tempVector3.x;\r\n }\r\n if (tempVector3.y < this._orthoBottom) {\r\n this._orthoBottom = tempVector3.y;\r\n }\r\n\r\n if (tempVector3.x > this._orthoRight) {\r\n this._orthoRight = tempVector3.x;\r\n }\r\n if (tempVector3.y > this._orthoTop) {\r\n this._orthoTop = tempVector3.y;\r\n }\r\n if (this.autoCalcShadowZBounds) {\r\n if (tempVector3.z < shadowMinZ) {\r\n shadowMinZ = tempVector3.z;\r\n }\r\n if (tempVector3.z > shadowMaxZ) {\r\n shadowMaxZ = tempVector3.z;\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (this.autoCalcShadowZBounds) {\r\n this._shadowMinZ = shadowMinZ;\r\n this._shadowMaxZ = shadowMaxZ;\r\n }\r\n }\r\n\r\n var xOffset = this._orthoRight - this._orthoLeft;\r\n var yOffset = this._orthoTop - this._orthoBottom;\r\n\r\n Matrix.OrthoOffCenterLHToRef(this._orthoLeft - xOffset * this.shadowOrthoScale, this._orthoRight + xOffset * this.shadowOrthoScale,\r\n this._orthoBottom - yOffset * this.shadowOrthoScale, this._orthoTop + yOffset * this.shadowOrthoScale,\r\n this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ, this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ, matrix);\r\n }\r\n\r\n protected _buildUniformLayout(): void {\r\n this._uniformBuffer.addUniform(\"vLightData\", 4);\r\n this._uniformBuffer.addUniform(\"vLightDiffuse\", 4);\r\n this._uniformBuffer.addUniform(\"vLightSpecular\", 4);\r\n this._uniformBuffer.addUniform(\"shadowsInfo\", 3);\r\n this._uniformBuffer.addUniform(\"depthValues\", 2);\r\n this._uniformBuffer.create();\r\n }\r\n\r\n /**\r\n * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The directional light\r\n */\r\n public transferToEffect(effect: Effect, lightIndex: string): DirectionalLight {\r\n if (this.computeTransformedInformation()) {\r\n this._uniformBuffer.updateFloat4(\"vLightData\", this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z, 1, lightIndex);\r\n return this;\r\n }\r\n this._uniformBuffer.updateFloat4(\"vLightData\", this.direction.x, this.direction.y, this.direction.z, 1, lightIndex);\r\n return this;\r\n }\r\n\r\n public transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light {\r\n if (this.computeTransformedInformation()) {\r\n effect.setFloat3(lightDataUniformName, this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z);\r\n return this;\r\n }\r\n\r\n effect.setFloat3(lightDataUniformName, this.direction.x, this.direction.y, this.direction.z);\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets the minZ used for shadow according to both the scene and the light.\r\n *\r\n * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being\r\n * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.\r\n * @param activeCamera The camera we are returning the min for\r\n * @returns the depth min z\r\n */\r\n public getDepthMinZ(activeCamera: Camera): number {\r\n return 1;\r\n }\r\n\r\n /**\r\n * Gets the maxZ used for shadow according to both the scene and the light.\r\n *\r\n * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being\r\n * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.\r\n * @param activeCamera The camera we are returning the max for\r\n * @returns the depth max z\r\n */\r\n public getDepthMaxZ(activeCamera: Camera): number {\r\n return 1;\r\n }\r\n\r\n /**\r\n * Prepares the list of defines specific to the light type.\r\n * @param defines the list of defines\r\n * @param lightIndex defines the index of the light for the effect\r\n */\r\n public prepareLightSpecificDefines(defines: any, lightIndex: number): void {\r\n defines[\"DIRLIGHT\" + lightIndex] = true;\r\n }\r\n}\r\n","import { serializeAsColor3, serializeAsVector3 } from \"../Misc/decorators\";\r\nimport { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { Node } from \"../node\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { Light } from \"./light\";\r\nimport { IShadowGenerator } from \"./Shadows/shadowGenerator\";\r\n\r\nNode.AddNodeConstructor(\"Light_Type_3\", (name, scene) => {\r\n return () => new HemisphericLight(name, Vector3.Zero(), scene);\r\n});\r\n\r\n/**\r\n * The HemisphericLight simulates the ambient environment light,\r\n * so the passed direction is the light reflection direction, not the incoming direction.\r\n */\r\nexport class HemisphericLight extends Light {\r\n /**\r\n * The groundColor is the light in the opposite direction to the one specified during creation.\r\n * You can think of the diffuse and specular light as coming from the centre of the object in the given direction and the groundColor light in the opposite direction.\r\n */\r\n @serializeAsColor3()\r\n public groundColor = new Color3(0.0, 0.0, 0.0);\r\n\r\n /**\r\n * The light reflection direction, not the incoming direction.\r\n */\r\n @serializeAsVector3()\r\n public direction: Vector3;\r\n\r\n /**\r\n * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).\r\n * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.\r\n * The HemisphericLight can't cast shadows.\r\n * Documentation : https://doc.babylonjs.com/babylon101/lights\r\n * @param name The friendly name of the light\r\n * @param direction The direction of the light reflection\r\n * @param scene The scene the light belongs to\r\n */\r\n constructor(name: string, direction: Vector3, scene: Scene) {\r\n super(name, scene);\r\n this.direction = direction || Vector3.Up();\r\n }\r\n\r\n protected _buildUniformLayout(): void {\r\n this._uniformBuffer.addUniform(\"vLightData\", 4);\r\n this._uniformBuffer.addUniform(\"vLightDiffuse\", 4);\r\n this._uniformBuffer.addUniform(\"vLightSpecular\", 4);\r\n this._uniformBuffer.addUniform(\"vLightGround\", 3);\r\n this._uniformBuffer.addUniform(\"shadowsInfo\", 3);\r\n this._uniformBuffer.addUniform(\"depthValues\", 2);\r\n this._uniformBuffer.create();\r\n }\r\n\r\n /**\r\n * Returns the string \"HemisphericLight\".\r\n * @return The class name\r\n */\r\n public getClassName(): string {\r\n return \"HemisphericLight\";\r\n }\r\n\r\n /**\r\n * Sets the HemisphericLight direction towards the passed target (Vector3).\r\n * Returns the updated direction.\r\n * @param target The target the direction should point to\r\n * @return The computed direction\r\n */\r\n public setDirectionToTarget(target: Vector3): Vector3 {\r\n this.direction = Vector3.Normalize(target.subtract(Vector3.Zero()));\r\n return this.direction;\r\n }\r\n\r\n /**\r\n * Returns the shadow generator associated to the light.\r\n * @returns Always null for hemispheric lights because it does not support shadows.\r\n */\r\n public getShadowGenerator(): Nullable {\r\n return null;\r\n }\r\n\r\n /**\r\n * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The hemispheric light\r\n */\r\n public transferToEffect(effect: Effect, lightIndex: string): HemisphericLight {\r\n var normalizeDirection = Vector3.Normalize(this.direction);\r\n this._uniformBuffer.updateFloat4(\"vLightData\",\r\n normalizeDirection.x,\r\n normalizeDirection.y,\r\n normalizeDirection.z,\r\n 0.0,\r\n lightIndex);\r\n this._uniformBuffer.updateColor3(\"vLightGround\", this.groundColor.scale(this.intensity), lightIndex);\r\n return this;\r\n }\r\n\r\n public transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string) {\r\n var normalizeDirection = Vector3.Normalize(this.direction);\r\n effect.setFloat3(lightDataUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z);\r\n return this;\r\n }\r\n\r\n /**\r\n * Computes the world matrix of the node\r\n * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch\r\n * @param useWasUpdatedFlag defines a reserved property\r\n * @returns the world matrix\r\n */\r\n public computeWorldMatrix(): Matrix {\r\n if (!this._worldMatrix) {\r\n this._worldMatrix = Matrix.Identity();\r\n }\r\n return this._worldMatrix;\r\n }\r\n\r\n /**\r\n * Returns the integer 3.\r\n * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x\r\n */\r\n public getTypeID(): number {\r\n return Light.LIGHTTYPEID_HEMISPHERICLIGHT;\r\n }\r\n\r\n /**\r\n * Prepares the list of defines specific to the light type.\r\n * @param defines the list of defines\r\n * @param lightIndex defines the index of the light for the effect\r\n */\r\n public prepareLightSpecificDefines(defines: any, lightIndex: number): void {\r\n defines[\"HEMILIGHT\" + lightIndex] = true;\r\n }\r\n}\r\n","export * from \"./light\";\r\nexport * from \"./shadowLight\";\r\nexport * from \"./Shadows/index\";\r\nexport * from \"./directionalLight\";\r\nexport * from \"./hemisphericLight\";\r\nexport * from \"./pointLight\";\r\nexport * from \"./spotLight\";","import { serialize, SerializationHelper, serializeAsColor3, expandToProperty } from \"../Misc/decorators\";\r\nimport { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3, TmpColors } from \"../Maths/math.color\";\r\nimport { Node } from \"../node\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { UniformBuffer } from \"../Materials/uniformBuffer\";\r\nimport { IShadowGenerator } from \"./Shadows/shadowGenerator\";\r\nimport { _TypeStore } from '../Misc/typeStore';\r\n\r\n/**\r\n * Base class of all the lights in Babylon. It groups all the generic information about lights.\r\n * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.\r\n * All meshes allow light to pass through them unless shadow generation is activated. The default number of lights allowed is four but this can be increased.\r\n */\r\nexport abstract class Light extends Node {\r\n\r\n /**\r\n * Falloff Default: light is falling off following the material specification:\r\n * standard material is using standard falloff whereas pbr material can request special falloff per materials.\r\n */\r\n public static readonly FALLOFF_DEFAULT = 0;\r\n\r\n /**\r\n * Falloff Physical: light is falling off following the inverse squared distance law.\r\n */\r\n public static readonly FALLOFF_PHYSICAL = 1;\r\n\r\n /**\r\n * Falloff gltf: light is falling off as described in the gltf moving to PBR document\r\n * to enhance interoperability with other engines.\r\n */\r\n public static readonly FALLOFF_GLTF = 2;\r\n\r\n /**\r\n * Falloff Standard: light is falling off like in the standard material\r\n * to enhance interoperability with other materials.\r\n */\r\n public static readonly FALLOFF_STANDARD = 3;\r\n\r\n //lightmapMode Consts\r\n /**\r\n * If every light affecting the material is in this lightmapMode,\r\n * material.lightmapTexture adds or multiplies\r\n * (depends on material.useLightmapAsShadowmap)\r\n * after every other light calculations.\r\n */\r\n public static readonly LIGHTMAP_DEFAULT = 0;\r\n /**\r\n * material.lightmapTexture as only diffuse lighting from this light\r\n * adds only specular lighting from this light\r\n * adds dynamic shadows\r\n */\r\n public static readonly LIGHTMAP_SPECULAR = 1;\r\n /**\r\n * material.lightmapTexture as only lighting\r\n * no light calculation from this light\r\n * only adds dynamic shadows from this light\r\n */\r\n public static readonly LIGHTMAP_SHADOWSONLY = 2;\r\n\r\n // Intensity Mode Consts\r\n /**\r\n * Each light type uses the default quantity according to its type:\r\n * point/spot lights use luminous intensity\r\n * directional lights use illuminance\r\n */\r\n public static readonly INTENSITYMODE_AUTOMATIC = 0;\r\n /**\r\n * lumen (lm)\r\n */\r\n public static readonly INTENSITYMODE_LUMINOUSPOWER = 1;\r\n /**\r\n * candela (lm/sr)\r\n */\r\n public static readonly INTENSITYMODE_LUMINOUSINTENSITY = 2;\r\n /**\r\n * lux (lm/m^2)\r\n */\r\n public static readonly INTENSITYMODE_ILLUMINANCE = 3;\r\n /**\r\n * nit (cd/m^2)\r\n */\r\n public static readonly INTENSITYMODE_LUMINANCE = 4;\r\n\r\n // Light types ids const.\r\n /**\r\n * Light type const id of the point light.\r\n */\r\n public static readonly LIGHTTYPEID_POINTLIGHT = 0;\r\n /**\r\n * Light type const id of the directional light.\r\n */\r\n public static readonly LIGHTTYPEID_DIRECTIONALLIGHT = 1;\r\n /**\r\n * Light type const id of the spot light.\r\n */\r\n public static readonly LIGHTTYPEID_SPOTLIGHT = 2;\r\n /**\r\n * Light type const id of the hemispheric light.\r\n */\r\n public static readonly LIGHTTYPEID_HEMISPHERICLIGHT = 3;\r\n\r\n /**\r\n * Diffuse gives the basic color to an object.\r\n */\r\n @serializeAsColor3()\r\n public diffuse = new Color3(1.0, 1.0, 1.0);\r\n\r\n /**\r\n * Specular produces a highlight color on an object.\r\n * Note: This is note affecting PBR materials.\r\n */\r\n @serializeAsColor3()\r\n public specular = new Color3(1.0, 1.0, 1.0);\r\n\r\n /**\r\n * Defines the falloff type for this light. This lets overrriding how punctual light are\r\n * falling off base on range or angle.\r\n * This can be set to any values in Light.FALLOFF_x.\r\n *\r\n * Note: This is only useful for PBR Materials at the moment. This could be extended if required to\r\n * other types of materials.\r\n */\r\n @serialize()\r\n public falloffType = Light.FALLOFF_DEFAULT;\r\n\r\n /**\r\n * Strength of the light.\r\n * Note: By default it is define in the framework own unit.\r\n * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.\r\n */\r\n @serialize()\r\n public intensity = 1.0;\r\n\r\n private _range = Number.MAX_VALUE;\r\n protected _inverseSquaredRange = 0;\r\n\r\n /**\r\n * Defines how far from the source the light is impacting in scene units.\r\n * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.\r\n */\r\n @serialize()\r\n public get range(): number {\r\n return this._range;\r\n }\r\n /**\r\n * Defines how far from the source the light is impacting in scene units.\r\n * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.\r\n */\r\n public set range(value: number) {\r\n this._range = value;\r\n this._inverseSquaredRange = 1.0 / (this.range * this.range);\r\n }\r\n\r\n /**\r\n * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type\r\n * of light.\r\n */\r\n private _photometricScale = 1.0;\r\n\r\n private _intensityMode: number = Light.INTENSITYMODE_AUTOMATIC;\r\n /**\r\n * Gets the photometric scale used to interpret the intensity.\r\n * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.\r\n */\r\n @serialize()\r\n public get intensityMode(): number {\r\n return this._intensityMode;\r\n }\r\n /**\r\n * Sets the photometric scale used to interpret the intensity.\r\n * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.\r\n */\r\n public set intensityMode(value: number) {\r\n this._intensityMode = value;\r\n this._computePhotometricScale();\r\n }\r\n\r\n private _radius = 0.00001;\r\n /**\r\n * Gets the light radius used by PBR Materials to simulate soft area lights.\r\n */\r\n @serialize()\r\n public get radius(): number {\r\n return this._radius;\r\n }\r\n /**\r\n * sets the light radius used by PBR Materials to simulate soft area lights.\r\n */\r\n public set radius(value: number) {\r\n this._radius = value;\r\n this._computePhotometricScale();\r\n }\r\n\r\n @serialize()\r\n private _renderPriority: number;\r\n /**\r\n * Defines the rendering priority of the lights. It can help in case of fallback or number of lights\r\n * exceeding the number allowed of the materials.\r\n */\r\n @expandToProperty(\"_reorderLightsInScene\")\r\n public renderPriority: number = 0;\r\n\r\n @serialize(\"shadowEnabled\")\r\n private _shadowEnabled: boolean = true;\r\n /**\r\n * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching\r\n * the current shadow generator.\r\n */\r\n public get shadowEnabled(): boolean {\r\n return this._shadowEnabled;\r\n }\r\n /**\r\n * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching\r\n * the current shadow generator.\r\n */\r\n public set shadowEnabled(value: boolean) {\r\n if (this._shadowEnabled === value) {\r\n return;\r\n }\r\n\r\n this._shadowEnabled = value;\r\n this._markMeshesAsLightDirty();\r\n }\r\n\r\n private _includedOnlyMeshes: AbstractMesh[];\r\n /**\r\n * Gets the only meshes impacted by this light.\r\n */\r\n public get includedOnlyMeshes(): AbstractMesh[] {\r\n return this._includedOnlyMeshes;\r\n }\r\n /**\r\n * Sets the only meshes impacted by this light.\r\n */\r\n public set includedOnlyMeshes(value: AbstractMesh[]) {\r\n this._includedOnlyMeshes = value;\r\n this._hookArrayForIncludedOnly(value);\r\n }\r\n\r\n private _excludedMeshes: AbstractMesh[];\r\n /**\r\n * Gets the meshes not impacted by this light.\r\n */\r\n public get excludedMeshes(): AbstractMesh[] {\r\n return this._excludedMeshes;\r\n }\r\n /**\r\n * Sets the meshes not impacted by this light.\r\n */\r\n public set excludedMeshes(value: AbstractMesh[]) {\r\n this._excludedMeshes = value;\r\n this._hookArrayForExcluded(value);\r\n }\r\n\r\n @serialize(\"excludeWithLayerMask\")\r\n private _excludeWithLayerMask = 0;\r\n /**\r\n * Gets the layer id use to find what meshes are not impacted by the light.\r\n * Inactive if 0\r\n */\r\n public get excludeWithLayerMask(): number {\r\n return this._excludeWithLayerMask;\r\n }\r\n /**\r\n * Sets the layer id use to find what meshes are not impacted by the light.\r\n * Inactive if 0\r\n */\r\n public set excludeWithLayerMask(value: number) {\r\n this._excludeWithLayerMask = value;\r\n this._resyncMeshes();\r\n }\r\n\r\n @serialize(\"includeOnlyWithLayerMask\")\r\n private _includeOnlyWithLayerMask = 0;\r\n /**\r\n * Gets the layer id use to find what meshes are impacted by the light.\r\n * Inactive if 0\r\n */\r\n public get includeOnlyWithLayerMask(): number {\r\n return this._includeOnlyWithLayerMask;\r\n }\r\n /**\r\n * Sets the layer id use to find what meshes are impacted by the light.\r\n * Inactive if 0\r\n */\r\n public set includeOnlyWithLayerMask(value: number) {\r\n this._includeOnlyWithLayerMask = value;\r\n this._resyncMeshes();\r\n }\r\n\r\n @serialize(\"lightmapMode\")\r\n private _lightmapMode = 0;\r\n /**\r\n * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)\r\n */\r\n public get lightmapMode(): number {\r\n return this._lightmapMode;\r\n }\r\n /**\r\n * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)\r\n */\r\n public set lightmapMode(value: number) {\r\n if (this._lightmapMode === value) {\r\n return;\r\n }\r\n\r\n this._lightmapMode = value;\r\n this._markMeshesAsLightDirty();\r\n }\r\n\r\n /**\r\n * Shadow generator associted to the light.\r\n * @hidden Internal use only.\r\n */\r\n public _shadowGenerator: Nullable;\r\n\r\n /**\r\n * @hidden Internal use only.\r\n */\r\n public _excludedMeshesIds = new Array();\r\n\r\n /**\r\n * @hidden Internal use only.\r\n */\r\n public _includedOnlyMeshesIds = new Array();\r\n\r\n /**\r\n * The current light unifom buffer.\r\n * @hidden Internal use only.\r\n */\r\n public _uniformBuffer: UniformBuffer;\r\n\r\n /** @hidden */\r\n public _renderId: number;\r\n /**\r\n * Creates a Light object in the scene.\r\n * Documentation : https://doc.babylonjs.com/babylon101/lights\r\n * @param name The firendly name of the light\r\n * @param scene The scene the light belongs too\r\n */\r\n constructor(name: string, scene: Scene) {\r\n super(name, scene);\r\n this.getScene().addLight(this);\r\n this._uniformBuffer = new UniformBuffer(this.getScene().getEngine());\r\n this._buildUniformLayout();\r\n\r\n this.includedOnlyMeshes = new Array();\r\n this.excludedMeshes = new Array();\r\n\r\n this._resyncMeshes();\r\n }\r\n\r\n protected abstract _buildUniformLayout(): void;\r\n\r\n /**\r\n * Sets the passed Effect \"effect\" with the Light information.\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The light\r\n */\r\n public abstract transferToEffect(effect: Effect, lightIndex: string): Light;\r\n\r\n /**\r\n * Sets the passed Effect \"effect\" with the Light textures.\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The light\r\n */\r\n public transferTexturesToEffect(effect: Effect, lightIndex: string): Light {\r\n // Do nothing by default.\r\n return this;\r\n }\r\n\r\n /**\r\n * Binds the lights information from the scene to the effect for the given mesh.\r\n * @param lightIndex Light index\r\n * @param scene The scene where the light belongs to\r\n * @param effect The effect we are binding the data to\r\n * @param useSpecular Defines if specular is supported\r\n * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel\r\n */\r\n public _bindLight(lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, rebuildInParallel = false): void {\r\n let iAsString = lightIndex.toString();\r\n let needUpdate = false;\r\n\r\n if (rebuildInParallel && this._uniformBuffer._alreadyBound) {\r\n return;\r\n }\r\n\r\n this._uniformBuffer.bindToEffect(effect, \"Light\" + iAsString);\r\n\r\n if (this._renderId !== scene.getRenderId() || !this._uniformBuffer.useUbo) {\r\n this._renderId = scene.getRenderId();\r\n\r\n let scaledIntensity = this.getScaledIntensity();\r\n\r\n this.transferToEffect(effect, iAsString);\r\n\r\n this.diffuse.scaleToRef(scaledIntensity, TmpColors.Color3[0]);\r\n this._uniformBuffer.updateColor4(\"vLightDiffuse\", TmpColors.Color3[0], this.range, iAsString);\r\n if (useSpecular) {\r\n this.specular.scaleToRef(scaledIntensity, TmpColors.Color3[1]);\r\n this._uniformBuffer.updateColor4(\"vLightSpecular\", TmpColors.Color3[1], this.radius, iAsString);\r\n }\r\n needUpdate = true;\r\n }\r\n\r\n // Textures might still need to be rebound.\r\n this.transferTexturesToEffect(effect, iAsString);\r\n\r\n // Shadows\r\n if (scene.shadowsEnabled && this.shadowEnabled) {\r\n var shadowGenerator = this.getShadowGenerator();\r\n if (shadowGenerator) {\r\n shadowGenerator.bindShadowLight(iAsString, effect);\r\n needUpdate = true;\r\n }\r\n }\r\n\r\n if (needUpdate) {\r\n this._uniformBuffer.update();\r\n }\r\n }\r\n\r\n /**\r\n * Sets the passed Effect \"effect\" with the Light information.\r\n * @param effect The effect to update\r\n * @param lightDataUniformName The uniform used to store light data (position or direction)\r\n * @returns The light\r\n */\r\n public abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;\r\n\r\n /**\r\n * Returns the string \"Light\".\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"Light\";\r\n }\r\n\r\n /** @hidden */\r\n public readonly _isLight = true;\r\n\r\n /**\r\n * Converts the light information to a readable string for debug purpose.\r\n * @param fullDetails Supports for multiple levels of logging within scene loading\r\n * @returns the human readable light info\r\n */\r\n public toString(fullDetails?: boolean): string {\r\n var ret = \"Name: \" + this.name;\r\n ret += \", type: \" + ([\"Point\", \"Directional\", \"Spot\", \"Hemispheric\"])[this.getTypeID()];\r\n if (this.animations) {\r\n for (var i = 0; i < this.animations.length; i++) {\r\n ret += \", animation[0]: \" + this.animations[i].toString(fullDetails);\r\n }\r\n }\r\n if (fullDetails) {\r\n }\r\n return ret;\r\n }\r\n\r\n /** @hidden */\r\n protected _syncParentEnabledState() {\r\n super._syncParentEnabledState();\r\n if (!this.isDisposed()) {\r\n this._resyncMeshes();\r\n }\r\n }\r\n\r\n /**\r\n * Set the enabled state of this node.\r\n * @param value - the new enabled state\r\n */\r\n public setEnabled(value: boolean): void {\r\n super.setEnabled(value);\r\n\r\n this._resyncMeshes();\r\n }\r\n\r\n /**\r\n * Returns the Light associated shadow generator if any.\r\n * @return the associated shadow generator.\r\n */\r\n public getShadowGenerator(): Nullable {\r\n return this._shadowGenerator;\r\n }\r\n\r\n /**\r\n * Returns a Vector3, the absolute light position in the World.\r\n * @returns the world space position of the light\r\n */\r\n public getAbsolutePosition(): Vector3 {\r\n return Vector3.Zero();\r\n }\r\n\r\n /**\r\n * Specifies if the light will affect the passed mesh.\r\n * @param mesh The mesh to test against the light\r\n * @return true the mesh is affected otherwise, false.\r\n */\r\n public canAffectMesh(mesh: AbstractMesh): boolean {\r\n if (!mesh) {\r\n return true;\r\n }\r\n\r\n if (this.includedOnlyMeshes && this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {\r\n return false;\r\n }\r\n\r\n if (this.excludedMeshes && this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {\r\n return false;\r\n }\r\n\r\n if (this.includeOnlyWithLayerMask !== 0 && (this.includeOnlyWithLayerMask & mesh.layerMask) === 0) {\r\n return false;\r\n }\r\n\r\n if (this.excludeWithLayerMask !== 0 && this.excludeWithLayerMask & mesh.layerMask) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Sort function to order lights for rendering.\r\n * @param a First Light object to compare to second.\r\n * @param b Second Light object to compare first.\r\n * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.\r\n */\r\n public static CompareLightsPriority(a: Light, b: Light): number {\r\n //shadow-casting lights have priority over non-shadow-casting lights\r\n //the renderPrioirty is a secondary sort criterion\r\n if (a.shadowEnabled !== b.shadowEnabled) {\r\n return (b.shadowEnabled ? 1 : 0) - (a.shadowEnabled ? 1 : 0);\r\n }\r\n return b.renderPriority - a.renderPriority;\r\n }\r\n\r\n /**\r\n * Releases resources associated with this node.\r\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\r\n * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\r\n */\r\n public dispose(doNotRecurse?: boolean, disposeMaterialAndTextures = false): void {\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.dispose();\r\n this._shadowGenerator = null;\r\n }\r\n\r\n // Animations\r\n this.getScene().stopAnimation(this);\r\n\r\n // Remove from meshes\r\n for (var mesh of this.getScene().meshes) {\r\n mesh._removeLightSource(this, true);\r\n }\r\n\r\n this._uniformBuffer.dispose();\r\n\r\n // Remove from scene\r\n this.getScene().removeLight(this);\r\n super.dispose(doNotRecurse, disposeMaterialAndTextures);\r\n }\r\n\r\n /**\r\n * Returns the light type ID (integer).\r\n * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x\r\n */\r\n public getTypeID(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.\r\n * @returns the scaled intensity in intensity mode unit\r\n */\r\n public getScaledIntensity() {\r\n return this._photometricScale * this.intensity;\r\n }\r\n\r\n /**\r\n * Returns a new Light object, named \"name\", from the current one.\r\n * @param name The name of the cloned light\r\n * @param newParent The parent of this light, if it has one\r\n * @returns the new created light\r\n */\r\n public clone(name: string, newParent: Nullable = null): Nullable {\r\n let constructor = Light.GetConstructorFromName(this.getTypeID(), name, this.getScene());\r\n\r\n if (!constructor) {\r\n return null;\r\n }\r\n let clonedLight = SerializationHelper.Clone(constructor, this);\r\n if (newParent) {\r\n clonedLight.parent = newParent;\r\n }\r\n clonedLight.setEnabled(this.isEnabled());\r\n return clonedLight;\r\n }\r\n\r\n /**\r\n * Serializes the current light into a Serialization object.\r\n * @returns the serialized object.\r\n */\r\n public serialize(): any {\r\n var serializationObject = SerializationHelper.Serialize(this);\r\n\r\n // Type\r\n serializationObject.type = this.getTypeID();\r\n\r\n // Parent\r\n if (this.parent) {\r\n serializationObject.parentId = this.parent.id;\r\n }\r\n\r\n // Inclusion / exclusions\r\n if (this.excludedMeshes.length > 0) {\r\n serializationObject.excludedMeshesIds = [];\r\n this.excludedMeshes.forEach((mesh: AbstractMesh) => {\r\n serializationObject.excludedMeshesIds.push(mesh.id);\r\n });\r\n }\r\n\r\n if (this.includedOnlyMeshes.length > 0) {\r\n serializationObject.includedOnlyMeshesIds = [];\r\n this.includedOnlyMeshes.forEach((mesh: AbstractMesh) => {\r\n serializationObject.includedOnlyMeshesIds.push(mesh.id);\r\n });\r\n }\r\n\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(this, serializationObject);\r\n serializationObject.ranges = this.serializeAnimationRanges();\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.\r\n * This new light is named \"name\" and added to the passed scene.\r\n * @param type Type according to the types available in Light.LIGHTTYPEID_x\r\n * @param name The friendly name of the light\r\n * @param scene The scene the new light will belong to\r\n * @returns the constructor function\r\n */\r\n static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light> {\r\n let constructorFunc = Node.Construct(\"Light_Type_\" + type, name, scene);\r\n\r\n if (constructorFunc) {\r\n return <() => Light>constructorFunc;\r\n }\r\n\r\n // Default to no light for none present once.\r\n return null;\r\n }\r\n\r\n /**\r\n * Parses the passed \"parsedLight\" and returns a new instanced Light from this parsing.\r\n * @param parsedLight The JSON representation of the light\r\n * @param scene The scene to create the parsed light in\r\n * @returns the created light after parsing\r\n */\r\n public static Parse(parsedLight: any, scene: Scene): Nullable {\r\n let constructor = Light.GetConstructorFromName(parsedLight.type, parsedLight.name, scene);\r\n\r\n if (!constructor) {\r\n return null;\r\n }\r\n\r\n var light = SerializationHelper.Parse(constructor, parsedLight, scene);\r\n\r\n // Inclusion / exclusions\r\n if (parsedLight.excludedMeshesIds) {\r\n light._excludedMeshesIds = parsedLight.excludedMeshesIds;\r\n }\r\n\r\n if (parsedLight.includedOnlyMeshesIds) {\r\n light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;\r\n }\r\n\r\n // Parent\r\n if (parsedLight.parentId) {\r\n light._waitingParentId = parsedLight.parentId;\r\n }\r\n\r\n // Falloff\r\n if (parsedLight.falloffType !== undefined) {\r\n light.falloffType = parsedLight.falloffType;\r\n }\r\n\r\n // Lightmaps\r\n if (parsedLight.lightmapMode !== undefined) {\r\n light.lightmapMode = parsedLight.lightmapMode;\r\n }\r\n\r\n // Animations\r\n if (parsedLight.animations) {\r\n for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {\r\n var parsedAnimation = parsedLight.animations[animationIndex];\r\n const internalClass = _TypeStore.GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n light.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n Node.ParseAnimationRanges(light, parsedLight, scene);\r\n }\r\n\r\n if (parsedLight.autoAnimate) {\r\n scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, parsedLight.autoAnimateSpeed || 1.0);\r\n }\r\n\r\n return light;\r\n }\r\n\r\n private _hookArrayForExcluded(array: AbstractMesh[]): void {\r\n var oldPush = array.push;\r\n array.push = (...items: AbstractMesh[]) => {\r\n var result = oldPush.apply(array, items);\r\n\r\n for (var item of items) {\r\n item._resyncLightSource(this);\r\n }\r\n\r\n return result;\r\n };\r\n\r\n var oldSplice = array.splice;\r\n array.splice = (index: number, deleteCount?: number) => {\r\n var deleted = oldSplice.apply(array, [index, deleteCount]);\r\n\r\n for (var item of deleted) {\r\n item._resyncLightSource(this);\r\n }\r\n\r\n return deleted;\r\n };\r\n\r\n for (var item of array) {\r\n item._resyncLightSource(this);\r\n }\r\n }\r\n\r\n private _hookArrayForIncludedOnly(array: AbstractMesh[]): void {\r\n var oldPush = array.push;\r\n array.push = (...items: AbstractMesh[]) => {\r\n var result = oldPush.apply(array, items);\r\n\r\n this._resyncMeshes();\r\n\r\n return result;\r\n };\r\n\r\n var oldSplice = array.splice;\r\n array.splice = (index: number, deleteCount?: number) => {\r\n var deleted = oldSplice.apply(array, [index, deleteCount]);\r\n\r\n this._resyncMeshes();\r\n\r\n return deleted;\r\n };\r\n\r\n this._resyncMeshes();\r\n }\r\n\r\n private _resyncMeshes() {\r\n for (var mesh of this.getScene().meshes) {\r\n mesh._resyncLightSource(this);\r\n }\r\n }\r\n\r\n /**\r\n * Forces the meshes to update their light related information in their rendering used effects\r\n * @hidden Internal Use Only\r\n */\r\n public _markMeshesAsLightDirty() {\r\n for (var mesh of this.getScene().meshes) {\r\n if (mesh.lightSources.indexOf(this) !== -1) {\r\n mesh._markSubMeshesAsLightDirty();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Recomputes the cached photometric scale if needed.\r\n */\r\n private _computePhotometricScale(): void {\r\n this._photometricScale = this._getPhotometricScale();\r\n this.getScene().resetCachedMaterial();\r\n }\r\n\r\n /**\r\n * Returns the Photometric Scale according to the light type and intensity mode.\r\n */\r\n private _getPhotometricScale() {\r\n let photometricScale = 0.0;\r\n let lightTypeID = this.getTypeID();\r\n\r\n //get photometric mode\r\n let photometricMode = this.intensityMode;\r\n if (photometricMode === Light.INTENSITYMODE_AUTOMATIC) {\r\n if (lightTypeID === Light.LIGHTTYPEID_DIRECTIONALLIGHT) {\r\n photometricMode = Light.INTENSITYMODE_ILLUMINANCE;\r\n } else {\r\n photometricMode = Light.INTENSITYMODE_LUMINOUSINTENSITY;\r\n }\r\n }\r\n\r\n //compute photometric scale\r\n switch (lightTypeID) {\r\n case Light.LIGHTTYPEID_POINTLIGHT:\r\n case Light.LIGHTTYPEID_SPOTLIGHT:\r\n switch (photometricMode) {\r\n case Light.INTENSITYMODE_LUMINOUSPOWER:\r\n photometricScale = 1.0 / (4.0 * Math.PI);\r\n break;\r\n case Light.INTENSITYMODE_LUMINOUSINTENSITY:\r\n photometricScale = 1.0;\r\n break;\r\n case Light.INTENSITYMODE_LUMINANCE:\r\n photometricScale = this.radius * this.radius;\r\n break;\r\n }\r\n break;\r\n\r\n case Light.LIGHTTYPEID_DIRECTIONALLIGHT:\r\n switch (photometricMode) {\r\n case Light.INTENSITYMODE_ILLUMINANCE:\r\n photometricScale = 1.0;\r\n break;\r\n case Light.INTENSITYMODE_LUMINANCE:\r\n // When radius (and therefore solid angle) is non-zero a directional lights brightness can be specified via central (peak) luminance.\r\n // For a directional light the 'radius' defines the angular radius (in radians) rather than world-space radius (e.g. in metres).\r\n let apexAngleRadians = this.radius;\r\n // Impose a minimum light angular size to avoid the light becoming an infinitely small angular light source (i.e. a dirac delta function).\r\n apexAngleRadians = Math.max(apexAngleRadians, 0.001);\r\n let solidAngle = 2.0 * Math.PI * (1.0 - Math.cos(apexAngleRadians));\r\n photometricScale = solidAngle;\r\n break;\r\n }\r\n break;\r\n\r\n case Light.LIGHTTYPEID_HEMISPHERICLIGHT:\r\n // No fall off in hemisperic light.\r\n photometricScale = 1.0;\r\n break;\r\n }\r\n return photometricScale;\r\n }\r\n\r\n /**\r\n * Reorder the light in the scene according to their defined priority.\r\n * @hidden Internal Use Only\r\n */\r\n public _reorderLightsInScene(): void {\r\n var scene = this.getScene();\r\n if (this._renderPriority != 0) {\r\n scene.requireLightSorting = true;\r\n }\r\n this.getScene().sortLightsByPriority();\r\n }\r\n\r\n /**\r\n * Prepares the list of defines specific to the light type.\r\n * @param defines the list of defines\r\n * @param lightIndex defines the index of the light for the effect\r\n */\r\n public abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;\r\n}\r\n","import { serialize } from \"../Misc/decorators\";\r\nimport { Scene } from \"../scene\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Node } from \"../node\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Light } from \"./light\";\r\nimport { ShadowLight } from \"./shadowLight\";\r\nimport { Effect } from \"../Materials/effect\";\r\n\r\nNode.AddNodeConstructor(\"Light_Type_0\", (name, scene) => {\r\n return () => new PointLight(name, Vector3.Zero(), scene);\r\n});\r\n\r\n/**\r\n * A point light is a light defined by an unique point in world space.\r\n * The light is emitted in every direction from this point.\r\n * A good example of a point light is a standard light bulb.\r\n * Documentation: https://doc.babylonjs.com/babylon101/lights\r\n */\r\nexport class PointLight extends ShadowLight {\r\n\r\n private _shadowAngle = Math.PI / 2;\r\n /**\r\n * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback\r\n * This specifies what angle the shadow will use to be created.\r\n *\r\n * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.\r\n */\r\n @serialize()\r\n public get shadowAngle(): number {\r\n return this._shadowAngle;\r\n }\r\n /**\r\n * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback\r\n * This specifies what angle the shadow will use to be created.\r\n *\r\n * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.\r\n */\r\n public set shadowAngle(value: number) {\r\n this._shadowAngle = value;\r\n this.forceProjectionMatrixCompute();\r\n }\r\n\r\n /**\r\n * Gets the direction if it has been set.\r\n * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback\r\n */\r\n public get direction(): Vector3 {\r\n return this._direction;\r\n }\r\n\r\n /**\r\n * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback\r\n */\r\n public set direction(value: Vector3) {\r\n var previousNeedCube = this.needCube();\r\n this._direction = value;\r\n if (this.needCube() !== previousNeedCube && this._shadowGenerator) {\r\n this._shadowGenerator.recreateShadowMap();\r\n }\r\n }\r\n\r\n /**\r\n * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.\r\n * A PointLight emits the light in every direction.\r\n * It can cast shadows.\r\n * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :\r\n * ```javascript\r\n * var pointLight = new PointLight(\"pl\", camera.position, scene);\r\n * ```\r\n * Documentation : https://doc.babylonjs.com/babylon101/lights\r\n * @param name The light friendly name\r\n * @param position The position of the point light in the scene\r\n * @param scene The scene the lights belongs to\r\n */\r\n constructor(name: string, position: Vector3, scene: Scene) {\r\n super(name, scene);\r\n this.position = position;\r\n }\r\n\r\n /**\r\n * Returns the string \"PointLight\"\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"PointLight\";\r\n }\r\n\r\n /**\r\n * Returns the integer 0.\r\n * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x\r\n */\r\n public getTypeID(): number {\r\n return Light.LIGHTTYPEID_POINTLIGHT;\r\n }\r\n\r\n /**\r\n * Specifies wether or not the shadowmap should be a cube texture.\r\n * @returns true if the shadowmap needs to be a cube texture.\r\n */\r\n public needCube(): boolean {\r\n return !this.direction;\r\n }\r\n\r\n /**\r\n * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).\r\n * @param faceIndex The index of the face we are computed the direction to generate shadow\r\n * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true\r\n */\r\n public getShadowDirection(faceIndex?: number): Vector3 {\r\n if (this.direction) {\r\n return super.getShadowDirection(faceIndex);\r\n }\r\n else {\r\n switch (faceIndex) {\r\n case 0:\r\n return new Vector3(1.0, 0.0, 0.0);\r\n case 1:\r\n return new Vector3(-1.0, 0.0, 0.0);\r\n case 2:\r\n return new Vector3(0.0, -1.0, 0.0);\r\n case 3:\r\n return new Vector3(0.0, 1.0, 0.0);\r\n case 4:\r\n return new Vector3(0.0, 0.0, 1.0);\r\n case 5:\r\n return new Vector3(0.0, 0.0, -1.0);\r\n }\r\n }\r\n\r\n return Vector3.Zero();\r\n }\r\n\r\n /**\r\n * Sets the passed matrix \"matrix\" as a left-handed perspective projection matrix with the following settings :\r\n * - fov = PI / 2\r\n * - aspect ratio : 1.0\r\n * - z-near and far equal to the active camera minZ and maxZ.\r\n * Returns the PointLight.\r\n */\r\n protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array): void {\r\n var activeCamera = this.getScene().activeCamera;\r\n\r\n if (!activeCamera) {\r\n return;\r\n }\r\n\r\n Matrix.PerspectiveFovLHToRef(this.shadowAngle, 1.0,\r\n this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);\r\n }\r\n\r\n protected _buildUniformLayout(): void {\r\n this._uniformBuffer.addUniform(\"vLightData\", 4);\r\n this._uniformBuffer.addUniform(\"vLightDiffuse\", 4);\r\n this._uniformBuffer.addUniform(\"vLightSpecular\", 4);\r\n this._uniformBuffer.addUniform(\"vLightFalloff\", 4);\r\n this._uniformBuffer.addUniform(\"shadowsInfo\", 3);\r\n this._uniformBuffer.addUniform(\"depthValues\", 2);\r\n this._uniformBuffer.create();\r\n }\r\n\r\n /**\r\n * Sets the passed Effect \"effect\" with the PointLight transformed position (or position, if none) and passed name (string).\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The point light\r\n */\r\n public transferToEffect(effect: Effect, lightIndex: string): PointLight {\r\n if (this.computeTransformedInformation()) {\r\n this._uniformBuffer.updateFloat4(\"vLightData\",\r\n this.transformedPosition.x,\r\n this.transformedPosition.y,\r\n this.transformedPosition.z,\r\n 0.0,\r\n lightIndex);\r\n }\r\n else {\r\n this._uniformBuffer.updateFloat4(\"vLightData\", this.position.x, this.position.y, this.position.z, 0, lightIndex);\r\n }\r\n\r\n this._uniformBuffer.updateFloat4(\"vLightFalloff\",\r\n this.range,\r\n this._inverseSquaredRange,\r\n 0,\r\n 0,\r\n lightIndex\r\n );\r\n return this;\r\n }\r\n\r\n public transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string) {\r\n if (this.computeTransformedInformation()) {\r\n effect.setFloat3(lightDataUniformName, this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z);\r\n }\r\n else {\r\n effect.setFloat3(lightDataUniformName, this.position.x, this.position.y, this.position.z);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Prepares the list of defines specific to the light type.\r\n * @param defines the list of defines\r\n * @param lightIndex defines the index of the light for the effect\r\n */\r\n public prepareLightSpecificDefines(defines: any, lightIndex: number): void {\r\n defines[\"POINTLIGHT\" + lightIndex] = true;\r\n }\r\n}\r\n","import { serialize, serializeAsVector3 } from \"../Misc/decorators\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Scene } from \"../scene\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Light } from \"./light\";\r\nimport { Axis } from '../Maths/math.axis';\r\n/**\r\n * Interface describing all the common properties and methods a shadow light needs to implement.\r\n * This helps both the shadow generator and materials to genrate the corresponding shadow maps\r\n * as well as binding the different shadow properties to the effects.\r\n */\r\nexport interface IShadowLight extends Light {\r\n /**\r\n * The light id in the scene (used in scene.findLighById for instance)\r\n */\r\n id: string;\r\n /**\r\n * The position the shdow will be casted from.\r\n */\r\n position: Vector3;\r\n /**\r\n * In 2d mode (needCube being false), the direction used to cast the shadow.\r\n */\r\n direction: Vector3;\r\n /**\r\n * The transformed position. Position of the light in world space taking parenting in account.\r\n */\r\n transformedPosition: Vector3;\r\n /**\r\n * The transformed direction. Direction of the light in world space taking parenting in account.\r\n */\r\n transformedDirection: Vector3;\r\n /**\r\n * The friendly name of the light in the scene.\r\n */\r\n name: string;\r\n /**\r\n * Defines the shadow projection clipping minimum z value.\r\n */\r\n shadowMinZ: number;\r\n /**\r\n * Defines the shadow projection clipping maximum z value.\r\n */\r\n shadowMaxZ: number;\r\n\r\n /**\r\n * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light\r\n * @returns true if the information has been computed, false if it does not need to (no parenting)\r\n */\r\n computeTransformedInformation(): boolean;\r\n\r\n /**\r\n * Gets the scene the light belongs to.\r\n * @returns The scene\r\n */\r\n getScene(): Scene;\r\n\r\n /**\r\n * Callback defining a custom Projection Matrix Builder.\r\n * This can be used to override the default projection matrix computation.\r\n */\r\n customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array, result: Matrix) => void;\r\n\r\n /**\r\n * Sets the shadow projection matrix in parameter to the generated projection matrix.\r\n * @param matrix The materix to updated with the projection information\r\n * @param viewMatrix The transform matrix of the light\r\n * @param renderList The list of mesh to render in the map\r\n * @returns The current light\r\n */\r\n setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array): IShadowLight;\r\n\r\n /**\r\n * Gets the current depth scale used in ESM.\r\n * @returns The scale\r\n */\r\n getDepthScale(): number;\r\n\r\n /**\r\n * Returns whether or not the shadow generation require a cube texture or a 2d texture.\r\n * @returns true if a cube texture needs to be use\r\n */\r\n needCube(): boolean;\r\n\r\n /**\r\n * Detects if the projection matrix requires to be recomputed this frame.\r\n * @returns true if it requires to be recomputed otherwise, false.\r\n */\r\n needProjectionMatrixCompute(): boolean;\r\n\r\n /**\r\n * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.\r\n */\r\n forceProjectionMatrixCompute(): void;\r\n\r\n /**\r\n * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.\r\n * @param faceIndex The index of the face we are computed the direction to generate shadow\r\n * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true\r\n */\r\n getShadowDirection(faceIndex?: number): Vector3;\r\n\r\n /**\r\n * Gets the minZ used for shadow according to both the scene and the light.\r\n * @param activeCamera The camera we are returning the min for\r\n * @returns the depth min z\r\n */\r\n getDepthMinZ(activeCamera: Camera): number;\r\n\r\n /**\r\n * Gets the maxZ used for shadow according to both the scene and the light.\r\n * @param activeCamera The camera we are returning the max for\r\n * @returns the depth max z\r\n */\r\n getDepthMaxZ(activeCamera: Camera): number;\r\n}\r\n\r\n/**\r\n * Base implementation IShadowLight\r\n * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.\r\n */\r\nexport abstract class ShadowLight extends Light implements IShadowLight {\r\n\r\n protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array): void;\r\n\r\n protected _position: Vector3;\r\n protected _setPosition(value: Vector3) {\r\n this._position = value;\r\n }\r\n /**\r\n * Sets the position the shadow will be casted from. Also use as the light position for both\r\n * point and spot lights.\r\n */\r\n @serializeAsVector3()\r\n public get position(): Vector3 {\r\n return this._position;\r\n }\r\n /**\r\n * Sets the position the shadow will be casted from. Also use as the light position for both\r\n * point and spot lights.\r\n */\r\n public set position(value: Vector3) {\r\n this._setPosition(value);\r\n }\r\n\r\n protected _direction: Vector3;\r\n protected _setDirection(value: Vector3) {\r\n this._direction = value;\r\n }\r\n /**\r\n * In 2d mode (needCube being false), gets the direction used to cast the shadow.\r\n * Also use as the light direction on spot and directional lights.\r\n */\r\n @serializeAsVector3()\r\n public get direction(): Vector3 {\r\n return this._direction;\r\n }\r\n /**\r\n * In 2d mode (needCube being false), sets the direction used to cast the shadow.\r\n * Also use as the light direction on spot and directional lights.\r\n */\r\n public set direction(value: Vector3) {\r\n this._setDirection(value);\r\n }\r\n\r\n protected _shadowMinZ: number;\r\n /**\r\n * Gets the shadow projection clipping minimum z value.\r\n */\r\n @serialize()\r\n public get shadowMinZ(): number {\r\n return this._shadowMinZ;\r\n }\r\n /**\r\n * Sets the shadow projection clipping minimum z value.\r\n */\r\n public set shadowMinZ(value: number) {\r\n this._shadowMinZ = value;\r\n this.forceProjectionMatrixCompute();\r\n }\r\n\r\n protected _shadowMaxZ: number;\r\n /**\r\n * Sets the shadow projection clipping maximum z value.\r\n */\r\n @serialize()\r\n public get shadowMaxZ(): number {\r\n return this._shadowMaxZ;\r\n }\r\n /**\r\n * Gets the shadow projection clipping maximum z value.\r\n */\r\n public set shadowMaxZ(value: number) {\r\n this._shadowMaxZ = value;\r\n this.forceProjectionMatrixCompute();\r\n }\r\n\r\n /**\r\n * Callback defining a custom Projection Matrix Builder.\r\n * This can be used to override the default projection matrix computation.\r\n */\r\n public customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array, result: Matrix) => void;\r\n\r\n /**\r\n * The transformed position. Position of the light in world space taking parenting in account.\r\n */\r\n public transformedPosition: Vector3;\r\n\r\n /**\r\n * The transformed direction. Direction of the light in world space taking parenting in account.\r\n */\r\n public transformedDirection: Vector3;\r\n\r\n private _needProjectionMatrixCompute: boolean = true;\r\n\r\n /**\r\n * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light\r\n * @returns true if the information has been computed, false if it does not need to (no parenting)\r\n */\r\n public computeTransformedInformation(): boolean {\r\n if (this.parent && this.parent.getWorldMatrix) {\r\n if (!this.transformedPosition) {\r\n this.transformedPosition = Vector3.Zero();\r\n }\r\n Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition);\r\n\r\n // In case the direction is present.\r\n if (this.direction) {\r\n if (!this.transformedDirection) {\r\n this.transformedDirection = Vector3.Zero();\r\n }\r\n Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this.transformedDirection);\r\n }\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Return the depth scale used for the shadow map.\r\n * @returns the depth scale.\r\n */\r\n public getDepthScale(): number {\r\n return 50.0;\r\n }\r\n\r\n /**\r\n * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.\r\n * @param faceIndex The index of the face we are computed the direction to generate shadow\r\n * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true\r\n */\r\n public getShadowDirection(faceIndex?: number): Vector3 {\r\n return this.transformedDirection ? this.transformedDirection : this.direction;\r\n }\r\n\r\n /**\r\n * Returns the ShadowLight absolute position in the World.\r\n * @returns the position vector in world space\r\n */\r\n public getAbsolutePosition(): Vector3 {\r\n return this.transformedPosition ? this.transformedPosition : this.position;\r\n }\r\n\r\n /**\r\n * Sets the ShadowLight direction toward the passed target.\r\n * @param target The point to target in local space\r\n * @returns the updated ShadowLight direction\r\n */\r\n public setDirectionToTarget(target: Vector3): Vector3 {\r\n this.direction = Vector3.Normalize(target.subtract(this.position));\r\n return this.direction;\r\n }\r\n\r\n /**\r\n * Returns the light rotation in euler definition.\r\n * @returns the x y z rotation in local space.\r\n */\r\n public getRotation(): Vector3 {\r\n this.direction.normalize();\r\n var xaxis = Vector3.Cross(this.direction, Axis.Y);\r\n var yaxis = Vector3.Cross(xaxis, this.direction);\r\n return Vector3.RotationFromAxis(xaxis, yaxis, this.direction);\r\n }\r\n\r\n /**\r\n * Returns whether or not the shadow generation require a cube texture or a 2d texture.\r\n * @returns true if a cube texture needs to be use\r\n */\r\n public needCube(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Detects if the projection matrix requires to be recomputed this frame.\r\n * @returns true if it requires to be recomputed otherwise, false.\r\n */\r\n public needProjectionMatrixCompute(): boolean {\r\n return this._needProjectionMatrixCompute;\r\n }\r\n\r\n /**\r\n * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.\r\n */\r\n public forceProjectionMatrixCompute(): void {\r\n this._needProjectionMatrixCompute = true;\r\n }\r\n\r\n /** @hidden */\r\n public _initCache() {\r\n super._initCache();\r\n\r\n this._cache.position = Vector3.Zero();\r\n }\r\n\r\n /** @hidden */\r\n public _isSynchronized(): boolean {\r\n if (!this._cache.position.equals(this.position)) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Computes the world matrix of the node\r\n * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch\r\n * @returns the world matrix\r\n */\r\n public computeWorldMatrix(force?: boolean): Matrix {\r\n if (!force && this.isSynchronized()) {\r\n this._currentRenderId = this.getScene().getRenderId();\r\n return this._worldMatrix;\r\n }\r\n\r\n this._updateCache();\r\n this._cache.position.copyFrom(this.position);\r\n\r\n if (!this._worldMatrix) {\r\n this._worldMatrix = Matrix.Identity();\r\n }\r\n\r\n Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);\r\n\r\n if (this.parent && this.parent.getWorldMatrix) {\r\n this._worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);\r\n\r\n this._markSyncedWithParent();\r\n }\r\n\r\n // Cache the determinant\r\n this._worldMatrixDeterminantIsDirty = true;\r\n\r\n return this._worldMatrix;\r\n }\r\n\r\n /**\r\n * Gets the minZ used for shadow according to both the scene and the light.\r\n * @param activeCamera The camera we are returning the min for\r\n * @returns the depth min z\r\n */\r\n public getDepthMinZ(activeCamera: Camera): number {\r\n return this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;\r\n }\r\n\r\n /**\r\n * Gets the maxZ used for shadow according to both the scene and the light.\r\n * @param activeCamera The camera we are returning the max for\r\n * @returns the depth max z\r\n */\r\n public getDepthMaxZ(activeCamera: Camera): number {\r\n return this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;\r\n }\r\n\r\n /**\r\n * Sets the shadow projection matrix in parameter to the generated projection matrix.\r\n * @param matrix The materix to updated with the projection information\r\n * @param viewMatrix The transform matrix of the light\r\n * @param renderList The list of mesh to render in the map\r\n * @returns The current light\r\n */\r\n public setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array): IShadowLight {\r\n if (this.customProjectionMatrixBuilder) {\r\n this.customProjectionMatrixBuilder(viewMatrix, renderList, matrix);\r\n }\r\n else {\r\n this._setDefaultShadowProjectionMatrix(matrix, viewMatrix, renderList);\r\n }\r\n return this;\r\n }\r\n}\r\n","import { serialize, serializeAsTexture } from \"../Misc/decorators\";\r\nimport { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Node } from \"../node\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Light } from \"./light\";\r\nimport { ShadowLight } from \"./shadowLight\";\r\nimport { Texture } from '../Materials/Textures/texture';\r\n\r\nNode.AddNodeConstructor(\"Light_Type_2\", (name, scene) => {\r\n return () => new SpotLight(name, Vector3.Zero(), Vector3.Zero(), 0, 0, scene);\r\n});\r\n\r\n/**\r\n * A spot light is defined by a position, a direction, an angle, and an exponent.\r\n * These values define a cone of light starting from the position, emitting toward the direction.\r\n * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,\r\n * and the exponent defines the speed of the decay of the light with distance (reach).\r\n * Documentation: https://doc.babylonjs.com/babylon101/lights\r\n */\r\nexport class SpotLight extends ShadowLight {\r\n /*\r\n upVector , rightVector and direction will form the coordinate system for this spot light.\r\n These three vectors will be used as projection matrix when doing texture projection.\r\n\r\n Also we have the following rules always holds:\r\n direction cross up = right\r\n right cross direction = up\r\n up cross right = forward\r\n\r\n light_near and light_far will control the range of the texture projection. If a plane is\r\n out of the range in spot light space, there is no texture projection.\r\n */\r\n\r\n private _angle: number;\r\n private _innerAngle: number = 0;\r\n private _cosHalfAngle: number;\r\n\r\n private _lightAngleScale: number;\r\n private _lightAngleOffset: number;\r\n\r\n /**\r\n * Gets the cone angle of the spot light in Radians.\r\n */\r\n @serialize()\r\n public get angle(): number {\r\n return this._angle;\r\n }\r\n /**\r\n * Sets the cone angle of the spot light in Radians.\r\n */\r\n public set angle(value: number) {\r\n this._angle = value;\r\n this._cosHalfAngle = Math.cos(value * 0.5);\r\n this._projectionTextureProjectionLightDirty = true;\r\n this.forceProjectionMatrixCompute();\r\n this._computeAngleValues();\r\n }\r\n\r\n /**\r\n * Only used in gltf falloff mode, this defines the angle where\r\n * the directional falloff will start before cutting at angle which could be seen\r\n * as outer angle.\r\n */\r\n @serialize()\r\n public get innerAngle(): number {\r\n return this._innerAngle;\r\n }\r\n /**\r\n * Only used in gltf falloff mode, this defines the angle where\r\n * the directional falloff will start before cutting at angle which could be seen\r\n * as outer angle.\r\n */\r\n public set innerAngle(value: number) {\r\n this._innerAngle = value;\r\n this._computeAngleValues();\r\n }\r\n\r\n private _shadowAngleScale: number;\r\n /**\r\n * Allows scaling the angle of the light for shadow generation only.\r\n */\r\n @serialize()\r\n public get shadowAngleScale(): number {\r\n return this._shadowAngleScale;\r\n }\r\n /**\r\n * Allows scaling the angle of the light for shadow generation only.\r\n */\r\n public set shadowAngleScale(value: number) {\r\n this._shadowAngleScale = value;\r\n this.forceProjectionMatrixCompute();\r\n }\r\n\r\n /**\r\n * The light decay speed with the distance from the emission spot.\r\n */\r\n @serialize()\r\n public exponent: number;\r\n\r\n private _projectionTextureMatrix = Matrix.Zero();\r\n /**\r\n * Allows reading the projecton texture\r\n */\r\n public get projectionTextureMatrix(): Matrix {\r\n return this._projectionTextureMatrix;\r\n }\r\n\r\n protected _projectionTextureLightNear: number = 1e-6;\r\n /**\r\n * Gets the near clip of the Spotlight for texture projection.\r\n */\r\n @serialize()\r\n public get projectionTextureLightNear(): number {\r\n return this._projectionTextureLightNear;\r\n }\r\n /**\r\n * Sets the near clip of the Spotlight for texture projection.\r\n */\r\n public set projectionTextureLightNear(value: number) {\r\n this._projectionTextureLightNear = value;\r\n this._projectionTextureProjectionLightDirty = true;\r\n }\r\n\r\n protected _projectionTextureLightFar: number = 1000.0;\r\n /**\r\n * Gets the far clip of the Spotlight for texture projection.\r\n */\r\n @serialize()\r\n public get projectionTextureLightFar(): number {\r\n return this._projectionTextureLightFar;\r\n }\r\n /**\r\n * Sets the far clip of the Spotlight for texture projection.\r\n */\r\n public set projectionTextureLightFar(value: number) {\r\n this._projectionTextureLightFar = value;\r\n this._projectionTextureProjectionLightDirty = true;\r\n }\r\n\r\n protected _projectionTextureUpDirection: Vector3 = Vector3.Up();\r\n /**\r\n * Gets the Up vector of the Spotlight for texture projection.\r\n */\r\n @serialize()\r\n public get projectionTextureUpDirection(): Vector3 {\r\n return this._projectionTextureUpDirection;\r\n }\r\n /**\r\n * Sets the Up vector of the Spotlight for texture projection.\r\n */\r\n public set projectionTextureUpDirection(value: Vector3) {\r\n this._projectionTextureUpDirection = value;\r\n this._projectionTextureProjectionLightDirty = true;\r\n }\r\n\r\n @serializeAsTexture(\"projectedLightTexture\")\r\n private _projectionTexture: Nullable;\r\n\r\n /**\r\n * Gets the projection texture of the light.\r\n */\r\n public get projectionTexture(): Nullable {\r\n return this._projectionTexture;\r\n }\r\n /**\r\n * Sets the projection texture of the light.\r\n */\r\n public set projectionTexture(value: Nullable) {\r\n if (this._projectionTexture === value) {\r\n return;\r\n }\r\n this._projectionTexture = value;\r\n this._projectionTextureDirty = true;\r\n if (this._projectionTexture && !this._projectionTexture.isReady()) {\r\n let texture = this._projectionTexture as Texture;\r\n if (texture.onLoadObservable) {\r\n texture.onLoadObservable.addOnce(() => {\r\n this._markMeshesAsLightDirty();\r\n });\r\n }\r\n }\r\n }\r\n\r\n private _projectionTextureViewLightDirty = true;\r\n private _projectionTextureProjectionLightDirty = true;\r\n private _projectionTextureDirty = true;\r\n private _projectionTextureViewTargetVector = Vector3.Zero();\r\n private _projectionTextureViewLightMatrix = Matrix.Zero();\r\n private _projectionTextureProjectionLightMatrix = Matrix.Zero();\r\n private _projectionTextureScalingMatrix = Matrix.FromValues(0.5, 0.0, 0.0, 0.0,\r\n 0.0, 0.5, 0.0, 0.0,\r\n 0.0, 0.0, 0.5, 0.0,\r\n 0.5, 0.5, 0.5, 1.0);\r\n\r\n /**\r\n * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.\r\n * It can cast shadows.\r\n * Documentation : https://doc.babylonjs.com/babylon101/lights\r\n * @param name The light friendly name\r\n * @param position The position of the spot light in the scene\r\n * @param direction The direction of the light in the scene\r\n * @param angle The cone angle of the light in Radians\r\n * @param exponent The light decay speed with the distance from the emission spot\r\n * @param scene The scene the lights belongs to\r\n */\r\n constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene) {\r\n super(name, scene);\r\n\r\n this.position = position;\r\n this.direction = direction;\r\n this.angle = angle;\r\n this.exponent = exponent;\r\n }\r\n\r\n /**\r\n * Returns the string \"SpotLight\".\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"SpotLight\";\r\n }\r\n\r\n /**\r\n * Returns the integer 2.\r\n * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x\r\n */\r\n public getTypeID(): number {\r\n return Light.LIGHTTYPEID_SPOTLIGHT;\r\n }\r\n\r\n /**\r\n * Overrides the direction setter to recompute the projection texture view light Matrix.\r\n */\r\n protected _setDirection(value: Vector3) {\r\n super._setDirection(value);\r\n this._projectionTextureViewLightDirty = true;\r\n }\r\n\r\n /**\r\n * Overrides the position setter to recompute the projection texture view light Matrix.\r\n */\r\n protected _setPosition(value: Vector3) {\r\n super._setPosition(value);\r\n this._projectionTextureViewLightDirty = true;\r\n }\r\n\r\n /**\r\n * Sets the passed matrix \"matrix\" as perspective projection matrix for the shadows and the passed view matrix with the fov equal to the SpotLight angle and and aspect ratio of 1.0.\r\n * Returns the SpotLight.\r\n */\r\n protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array): void {\r\n var activeCamera = this.getScene().activeCamera;\r\n\r\n if (!activeCamera) {\r\n return;\r\n }\r\n\r\n this._shadowAngleScale = this._shadowAngleScale || 1;\r\n var angle = this._shadowAngleScale * this._angle;\r\n\r\n Matrix.PerspectiveFovLHToRef(angle, 1.0,\r\n this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);\r\n }\r\n\r\n protected _computeProjectionTextureViewLightMatrix(): void {\r\n this._projectionTextureViewLightDirty = false;\r\n this._projectionTextureDirty = true;\r\n\r\n this.position.addToRef(this.direction, this._projectionTextureViewTargetVector);\r\n Matrix.LookAtLHToRef(this.position,\r\n this._projectionTextureViewTargetVector,\r\n this._projectionTextureUpDirection,\r\n this._projectionTextureViewLightMatrix);\r\n }\r\n\r\n protected _computeProjectionTextureProjectionLightMatrix(): void {\r\n this._projectionTextureProjectionLightDirty = false;\r\n this._projectionTextureDirty = true;\r\n\r\n var light_far = this.projectionTextureLightFar;\r\n var light_near = this.projectionTextureLightNear;\r\n\r\n var P = light_far / (light_far - light_near);\r\n var Q = - P * light_near;\r\n var S = 1.0 / Math.tan(this._angle / 2.0);\r\n var A = 1.0;\r\n\r\n Matrix.FromValuesToRef(S / A, 0.0, 0.0, 0.0,\r\n 0.0, S, 0.0, 0.0,\r\n 0.0, 0.0, P, 1.0,\r\n 0.0, 0.0, Q, 0.0, this._projectionTextureProjectionLightMatrix);\r\n }\r\n\r\n /**\r\n * Main function for light texture projection matrix computing.\r\n */\r\n protected _computeProjectionTextureMatrix(): void {\r\n this._projectionTextureDirty = false;\r\n\r\n this._projectionTextureViewLightMatrix.multiplyToRef(this._projectionTextureProjectionLightMatrix, this._projectionTextureMatrix);\r\n if (this._projectionTexture instanceof Texture) {\r\n const u = this._projectionTexture.uScale / 2.0;\r\n const v = this._projectionTexture.vScale / 2.0;\r\n Matrix.FromValuesToRef(\r\n u, 0.0, 0.0, 0.0,\r\n 0.0, v, 0.0, 0.0,\r\n 0.0, 0.0, 0.5, 0.0,\r\n 0.5, 0.5, 0.5, 1.0\r\n , this._projectionTextureScalingMatrix);\r\n }\r\n this._projectionTextureMatrix.multiplyToRef(this._projectionTextureScalingMatrix, this._projectionTextureMatrix);\r\n }\r\n\r\n protected _buildUniformLayout(): void {\r\n this._uniformBuffer.addUniform(\"vLightData\", 4);\r\n this._uniformBuffer.addUniform(\"vLightDiffuse\", 4);\r\n this._uniformBuffer.addUniform(\"vLightSpecular\", 4);\r\n this._uniformBuffer.addUniform(\"vLightDirection\", 3);\r\n this._uniformBuffer.addUniform(\"vLightFalloff\", 4);\r\n this._uniformBuffer.addUniform(\"shadowsInfo\", 3);\r\n this._uniformBuffer.addUniform(\"depthValues\", 2);\r\n this._uniformBuffer.create();\r\n }\r\n\r\n private _computeAngleValues(): void {\r\n this._lightAngleScale = 1.0 / Math.max(0.001, (Math.cos(this._innerAngle * 0.5) - this._cosHalfAngle));\r\n this._lightAngleOffset = -this._cosHalfAngle * this._lightAngleScale;\r\n }\r\n\r\n /**\r\n * Sets the passed Effect \"effect\" with the Light textures.\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The light\r\n */\r\n public transferTexturesToEffect(effect: Effect, lightIndex: string): Light {\r\n if (this.projectionTexture && this.projectionTexture.isReady()) {\r\n if (this._projectionTextureViewLightDirty) {\r\n this._computeProjectionTextureViewLightMatrix();\r\n }\r\n if (this._projectionTextureProjectionLightDirty) {\r\n this._computeProjectionTextureProjectionLightMatrix();\r\n }\r\n if (this._projectionTextureDirty) {\r\n this._computeProjectionTextureMatrix();\r\n }\r\n effect.setMatrix(\"textureProjectionMatrix\" + lightIndex, this._projectionTextureMatrix);\r\n effect.setTexture(\"projectionLightSampler\" + lightIndex, this.projectionTexture);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The spot light\r\n */\r\n public transferToEffect(effect: Effect, lightIndex: string): SpotLight {\r\n var normalizeDirection;\r\n\r\n if (this.computeTransformedInformation()) {\r\n this._uniformBuffer.updateFloat4(\"vLightData\",\r\n this.transformedPosition.x,\r\n this.transformedPosition.y,\r\n this.transformedPosition.z,\r\n this.exponent,\r\n lightIndex);\r\n\r\n normalizeDirection = Vector3.Normalize(this.transformedDirection);\r\n } else {\r\n this._uniformBuffer.updateFloat4(\"vLightData\",\r\n this.position.x,\r\n this.position.y,\r\n this.position.z,\r\n this.exponent,\r\n lightIndex);\r\n\r\n normalizeDirection = Vector3.Normalize(this.direction);\r\n }\r\n\r\n if (this.getScene().useRightHandedSystem) {\r\n this._uniformBuffer.updateFloat4(\"vLightDirection\",\r\n -normalizeDirection.x,\r\n -normalizeDirection.y,\r\n -normalizeDirection.z,\r\n this._cosHalfAngle,\r\n lightIndex);\r\n } else {\r\n this._uniformBuffer.updateFloat4(\"vLightDirection\",\r\n normalizeDirection.x,\r\n normalizeDirection.y,\r\n normalizeDirection.z,\r\n this._cosHalfAngle,\r\n lightIndex);\r\n }\r\n\r\n this._uniformBuffer.updateFloat4(\"vLightFalloff\",\r\n this.range,\r\n this._inverseSquaredRange,\r\n this._lightAngleScale,\r\n this._lightAngleOffset,\r\n lightIndex\r\n );\r\n return this;\r\n }\r\n\r\n public transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string) {\r\n var normalizeDirection;\r\n\r\n if (this.computeTransformedInformation()) {\r\n normalizeDirection = Vector3.Normalize(this.transformedDirection);\r\n } else {\r\n normalizeDirection = Vector3.Normalize(this.direction);\r\n }\r\n\r\n if (this.getScene().useRightHandedSystem) {\r\n effect.setFloat3(lightDataUniformName, -normalizeDirection.x, -normalizeDirection.y, -normalizeDirection.z);\r\n } else {\r\n effect.setFloat3(lightDataUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Disposes the light and the associated resources.\r\n */\r\n public dispose(): void {\r\n super.dispose();\r\n if (this._projectionTexture) {\r\n this._projectionTexture.dispose();\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the list of defines specific to the light type.\r\n * @param defines the list of defines\r\n * @param lightIndex defines the index of the light for the effect\r\n */\r\n public prepareLightSpecificDefines(defines: any, lightIndex: number): void {\r\n defines[\"SPOTLIGHT\" + lightIndex] = true;\r\n defines[\"PROJECTEDLIGHTTEXTURE\" + lightIndex] = this.projectionTexture && this.projectionTexture.isReady() ? true : false;\r\n }\r\n}\r\n","import { Logger } from \"../../Misc/logger\";\r\nimport { Nullable } from \"../../types\";\r\nimport { Camera } from \"../../Cameras/camera\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Color3, Color4 } from \"../../Maths/math.color\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Geometry } from \"../../Meshes/geometry\";\r\nimport { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Material } from \"../../Materials/material\";\r\nimport { MultiMaterial } from \"../../Materials/multiMaterial\";\r\nimport { CubeTexture } from \"../../Materials/Textures/cubeTexture\";\r\nimport { HDRCubeTexture } from \"../../Materials/Textures/hdrCubeTexture\";\r\nimport { AnimationGroup } from \"../../Animations/animationGroup\";\r\nimport { Light } from \"../../Lights/light\";\r\nimport { SceneComponentConstants } from \"../../sceneComponent\";\r\nimport { SceneLoader } from \"../../Loading/sceneLoader\";\r\nimport { AbstractScene } from \"../../abstractScene\";\r\nimport { AssetContainer } from \"../../assetContainer\";\r\nimport { ActionManager } from \"../../Actions/actionManager\";\r\nimport { IParticleSystem } from \"../../Particles/IParticleSystem\";\r\nimport { Skeleton } from \"../../Bones/skeleton\";\r\nimport { MorphTargetManager } from \"../../Morph/morphTargetManager\";\r\nimport { CannonJSPlugin } from \"../../Physics/Plugins/cannonJSPlugin\";\r\nimport { OimoJSPlugin } from \"../../Physics/Plugins/oimoJSPlugin\";\r\nimport { AmmoJSPlugin } from \"../../Physics/Plugins/ammoJSPlugin\";\r\nimport { ReflectionProbe } from \"../../Probes/reflectionProbe\";\r\nimport { _TypeStore } from '../../Misc/typeStore';\r\nimport { Tools } from '../../Misc/tools';\r\nimport { StringTools } from '../../Misc/stringTools';\r\n\r\n/** @hidden */\r\nexport var _BabylonLoaderRegistered = true;\r\n\r\n/**\r\n * Helps setting up some configuration for the babylon file loader.\r\n */\r\nexport class BabylonFileLoaderConfiguration {\r\n /**\r\n * The loader does not allow injecting custom physix engine into the plugins.\r\n * Unfortunately in ES6, we need to manually inject them into the plugin.\r\n * So you could set this variable to your engine import to make it work.\r\n */\r\n public static LoaderInjectedPhysicsEngine: any = undefined;\r\n}\r\n\r\nvar parseMaterialById = (id: string, parsedData: any, scene: Scene, rootUrl: string) => {\r\n for (var index = 0, cache = parsedData.materials.length; index < cache; index++) {\r\n var parsedMaterial = parsedData.materials[index];\r\n if (parsedMaterial.id === id) {\r\n return Material.Parse(parsedMaterial, scene, rootUrl);\r\n }\r\n }\r\n return null;\r\n};\r\n\r\nvar isDescendantOf = (mesh: any, names: Array, hierarchyIds: Array) => {\r\n for (var i in names) {\r\n if (mesh.name === names[i]) {\r\n hierarchyIds.push(mesh.id);\r\n return true;\r\n }\r\n }\r\n if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {\r\n hierarchyIds.push(mesh.id);\r\n return true;\r\n }\r\n return false;\r\n};\r\n\r\nvar logOperation = (operation: string, producer: { file: string, name: string, version: string, exporter_version: string }) => {\r\n return operation + \" of \" + (producer ? producer.file + \" from \" + producer.name + \" version: \" + producer.version + \", exporter version: \" + producer.exporter_version : \"unknown\");\r\n};\r\n\r\nvar loadDetailLevels = (scene: Scene, mesh: AbstractMesh) => {\r\n const mastermesh: Mesh = mesh as Mesh;\r\n\r\n // Every value specified in the ids array of the lod data points to another mesh which should be used as the lower LOD level.\r\n // The distances (or coverages) array values specified are used along with the lod mesh ids as a hint to determine the switching threshold for the various LODs.\r\n if (mesh._waitingData.lods) {\r\n if (mesh._waitingData.lods.ids && mesh._waitingData.lods.ids.length > 0) {\r\n const lodmeshes: string[] = mesh._waitingData.lods.ids;\r\n const wasenabled: boolean = mastermesh.isEnabled(false);\r\n if (mesh._waitingData.lods.distances) {\r\n const distances: number[] = mesh._waitingData.lods.distances;\r\n if (distances.length >= lodmeshes.length) {\r\n const culling: number = (distances.length > lodmeshes.length) ? distances[distances.length - 1] : 0;\r\n mastermesh.setEnabled(false);\r\n for (let index = 0; index < lodmeshes.length; index++) {\r\n const lodid: string = lodmeshes[index];\r\n const lodmesh: Mesh = scene.getMeshByID(lodid) as Mesh;\r\n if (lodmesh != null) {\r\n mastermesh.addLODLevel(distances[index], lodmesh);\r\n }\r\n }\r\n if (culling > 0) {\r\n mastermesh.addLODLevel(culling, null);\r\n }\r\n if (wasenabled === true) {\r\n mastermesh.setEnabled(true);\r\n }\r\n } else {\r\n Tools.Warn(\"Invalid level of detail distances for \" + mesh.name);\r\n }\r\n }\r\n }\r\n mesh._waitingData.lods = null;\r\n }\r\n};\r\n\r\nvar loadAssetContainer = (scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void, addToScene = false): AssetContainer => {\r\n var container = new AssetContainer(scene);\r\n\r\n // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details\r\n // when SceneLoader.debugLogging = true (default), or exception encountered.\r\n // Everything stored in var log instead of writing separate lines to support only writing in exception,\r\n // and avoid problems with multiple concurrent .babylon loads.\r\n var log = \"importScene has failed JSON parse\";\r\n try {\r\n var parsedData = JSON.parse(data);\r\n log = \"\";\r\n var fullDetails = SceneLoader.loggingLevel === SceneLoader.DETAILED_LOGGING;\r\n\r\n var index: number;\r\n var cache: number;\r\n\r\n // Environment texture\r\n if (parsedData.environmentTexture !== undefined && parsedData.environmentTexture !== null) {\r\n // PBR needed for both HDR texture (gamma space) & a sky box\r\n var isPBR = parsedData.isPBR !== undefined ? parsedData.isPBR : true;\r\n if (parsedData.environmentTextureType && parsedData.environmentTextureType === \"BABYLON.HDRCubeTexture\") {\r\n var hdrSize: number = (parsedData.environmentTextureSize) ? parsedData.environmentTextureSize : 128;\r\n var hdrTexture = new HDRCubeTexture((parsedData.environmentTexture.match(/https?:\\/\\//g) ? \"\" : rootUrl) + parsedData.environmentTexture, scene, hdrSize, true, !isPBR);\r\n if (parsedData.environmentTextureRotationY) {\r\n hdrTexture.rotationY = parsedData.environmentTextureRotationY;\r\n }\r\n scene.environmentTexture = hdrTexture;\r\n } else {\r\n if (StringTools.EndsWith(parsedData.environmentTexture, \".env\")) {\r\n var compressedTexture = new CubeTexture((parsedData.environmentTexture.match(/https?:\\/\\//g) ? \"\" : rootUrl) + parsedData.environmentTexture, scene);\r\n if (parsedData.environmentTextureRotationY) {\r\n compressedTexture.rotationY = parsedData.environmentTextureRotationY;\r\n }\r\n scene.environmentTexture = compressedTexture;\r\n } else {\r\n var cubeTexture = CubeTexture.CreateFromPrefilteredData((parsedData.environmentTexture.match(/https?:\\/\\//g) ? \"\" : rootUrl) + parsedData.environmentTexture, scene);\r\n if (parsedData.environmentTextureRotationY) {\r\n cubeTexture.rotationY = parsedData.environmentTextureRotationY;\r\n }\r\n scene.environmentTexture = cubeTexture;\r\n }\r\n }\r\n if (parsedData.createDefaultSkybox === true) {\r\n var skyboxScale = (scene.activeCamera !== undefined && scene.activeCamera !== null) ? (scene.activeCamera.maxZ - scene.activeCamera.minZ) / 2 : 1000;\r\n var skyboxBlurLevel = parsedData.skyboxBlurLevel || 0;\r\n scene.createDefaultSkybox(scene.environmentTexture, isPBR, skyboxScale, skyboxBlurLevel);\r\n }\r\n container.environmentTexture = scene.environmentTexture;\r\n }\r\n\r\n // Environment Intensity\r\n if (parsedData.environmentIntensity !== undefined && parsedData.environmentIntensity !== null) {\r\n scene.environmentIntensity = parsedData.environmentIntensity;\r\n }\r\n\r\n // Lights\r\n if (parsedData.lights !== undefined && parsedData.lights !== null) {\r\n for (index = 0, cache = parsedData.lights.length; index < cache; index++) {\r\n var parsedLight = parsedData.lights[index];\r\n var light = Light.Parse(parsedLight, scene);\r\n if (light) {\r\n container.lights.push(light);\r\n log += (index === 0 ? \"\\n\\tLights:\" : \"\");\r\n log += \"\\n\\t\\t\" + light.toString(fullDetails);\r\n }\r\n }\r\n }\r\n\r\n // Reflection probes\r\n if (parsedData.reflectionProbes !== undefined && parsedData.reflectionProbes !== null) {\r\n for (index = 0, cache = parsedData.reflectionProbes.length; index < cache; index++) {\r\n var parsedReflectionProbe = parsedData.reflectionProbes[index];\r\n var reflectionProbe = ReflectionProbe.Parse(parsedReflectionProbe, scene, rootUrl);\r\n if (reflectionProbe) {\r\n container.reflectionProbes.push(reflectionProbe);\r\n log += (index === 0 ? \"\\n\\tReflection Probes:\" : \"\");\r\n log += \"\\n\\t\\t\" + reflectionProbe.toString(fullDetails);\r\n }\r\n }\r\n }\r\n\r\n // Animations\r\n if (parsedData.animations !== undefined && parsedData.animations !== null) {\r\n for (index = 0, cache = parsedData.animations.length; index < cache; index++) {\r\n var parsedAnimation = parsedData.animations[index];\r\n const internalClass = _TypeStore.GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n let animation = internalClass.Parse(parsedAnimation);\r\n scene.animations.push(animation);\r\n container.animations.push(animation);\r\n log += (index === 0 ? \"\\n\\tAnimations:\" : \"\");\r\n log += \"\\n\\t\\t\" + animation.toString(fullDetails);\r\n }\r\n }\r\n }\r\n\r\n // Materials\r\n if (parsedData.materials !== undefined && parsedData.materials !== null) {\r\n for (index = 0, cache = parsedData.materials.length; index < cache; index++) {\r\n var parsedMaterial = parsedData.materials[index];\r\n var mat = Material.Parse(parsedMaterial, scene, rootUrl);\r\n if (mat) {\r\n container.materials.push(mat);\r\n log += (index === 0 ? \"\\n\\tMaterials:\" : \"\");\r\n log += \"\\n\\t\\t\" + mat.toString(fullDetails);\r\n\r\n // Textures\r\n var textures = mat.getActiveTextures();\r\n textures.forEach((t) => {\r\n if (container.textures.indexOf(t) == -1) {\r\n container.textures.push(t);\r\n }\r\n });\r\n }\r\n }\r\n }\r\n\r\n if (parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {\r\n for (index = 0, cache = parsedData.multiMaterials.length; index < cache; index++) {\r\n var parsedMultiMaterial = parsedData.multiMaterials[index];\r\n var mmat = MultiMaterial.ParseMultiMaterial(parsedMultiMaterial, scene);\r\n container.multiMaterials.push(mmat);\r\n\r\n log += (index === 0 ? \"\\n\\tMultiMaterials:\" : \"\");\r\n log += \"\\n\\t\\t\" + mmat.toString(fullDetails);\r\n\r\n // Textures\r\n var textures = mmat.getActiveTextures();\r\n textures.forEach((t) => {\r\n if (container.textures.indexOf(t) == -1) {\r\n container.textures.push(t);\r\n }\r\n });\r\n }\r\n }\r\n\r\n // Morph targets\r\n if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {\r\n for (var managerData of parsedData.morphTargetManagers) {\r\n container.morphTargetManagers.push(MorphTargetManager.Parse(managerData, scene));\r\n }\r\n }\r\n\r\n // Skeletons\r\n if (parsedData.skeletons !== undefined && parsedData.skeletons !== null) {\r\n for (index = 0, cache = parsedData.skeletons.length; index < cache; index++) {\r\n var parsedSkeleton = parsedData.skeletons[index];\r\n var skeleton = Skeleton.Parse(parsedSkeleton, scene);\r\n container.skeletons.push(skeleton);\r\n log += (index === 0 ? \"\\n\\tSkeletons:\" : \"\");\r\n log += \"\\n\\t\\t\" + skeleton.toString(fullDetails);\r\n }\r\n }\r\n\r\n // Geometries\r\n var geometries = parsedData.geometries;\r\n if (geometries !== undefined && geometries !== null) {\r\n var addedGeometry = new Array>();\r\n\r\n // VertexData\r\n var vertexData = geometries.vertexData;\r\n if (vertexData !== undefined && vertexData !== null) {\r\n for (index = 0, cache = vertexData.length; index < cache; index++) {\r\n var parsedVertexData = vertexData[index];\r\n addedGeometry.push(Geometry.Parse(parsedVertexData, scene, rootUrl));\r\n }\r\n }\r\n\r\n addedGeometry.forEach((g) => {\r\n if (g) {\r\n container.geometries.push(g);\r\n }\r\n });\r\n }\r\n\r\n // Transform nodes\r\n if (parsedData.transformNodes !== undefined && parsedData.transformNodes !== null) {\r\n for (index = 0, cache = parsedData.transformNodes.length; index < cache; index++) {\r\n var parsedTransformNode = parsedData.transformNodes[index];\r\n var node = TransformNode.Parse(parsedTransformNode, scene, rootUrl);\r\n container.transformNodes.push(node);\r\n }\r\n }\r\n\r\n // Meshes\r\n if (parsedData.meshes !== undefined && parsedData.meshes !== null) {\r\n for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {\r\n var parsedMesh = parsedData.meshes[index];\r\n var mesh = Mesh.Parse(parsedMesh, scene, rootUrl);\r\n container.meshes.push(mesh);\r\n log += (index === 0 ? \"\\n\\tMeshes:\" : \"\");\r\n log += \"\\n\\t\\t\" + mesh.toString(fullDetails);\r\n }\r\n }\r\n\r\n // Cameras\r\n if (parsedData.cameras !== undefined && parsedData.cameras !== null) {\r\n for (index = 0, cache = parsedData.cameras.length; index < cache; index++) {\r\n var parsedCamera = parsedData.cameras[index];\r\n var camera = Camera.Parse(parsedCamera, scene);\r\n container.cameras.push(camera);\r\n log += (index === 0 ? \"\\n\\tCameras:\" : \"\");\r\n log += \"\\n\\t\\t\" + camera.toString(fullDetails);\r\n }\r\n }\r\n\r\n // Animation Groups\r\n if (parsedData.animationGroups !== undefined && parsedData.animationGroups !== null) {\r\n for (index = 0, cache = parsedData.animationGroups.length; index < cache; index++) {\r\n var parsedAnimationGroup = parsedData.animationGroups[index];\r\n var animationGroup = AnimationGroup.Parse(parsedAnimationGroup, scene);\r\n container.animationGroups.push(animationGroup);\r\n log += (index === 0 ? \"\\n\\tAnimationGroups:\" : \"\");\r\n log += \"\\n\\t\\t\" + animationGroup.toString(fullDetails);\r\n }\r\n }\r\n\r\n // Browsing all the graph to connect the dots\r\n for (index = 0, cache = scene.cameras.length; index < cache; index++) {\r\n var camera = scene.cameras[index];\r\n if (camera._waitingParentId) {\r\n camera.parent = scene.getLastEntryByID(camera._waitingParentId);\r\n camera._waitingParentId = null;\r\n }\r\n }\r\n\r\n for (index = 0, cache = scene.lights.length; index < cache; index++) {\r\n let light = scene.lights[index];\r\n if (light && light._waitingParentId) {\r\n light.parent = scene.getLastEntryByID(light._waitingParentId);\r\n light._waitingParentId = null;\r\n }\r\n }\r\n\r\n // Connect parents & children and parse actions and lods\r\n for (index = 0, cache = scene.transformNodes.length; index < cache; index++) {\r\n var transformNode = scene.transformNodes[index];\r\n if (transformNode._waitingParentId) {\r\n transformNode.parent = scene.getLastEntryByID(transformNode._waitingParentId);\r\n transformNode._waitingParentId = null;\r\n }\r\n }\r\n for (index = 0, cache = scene.meshes.length; index < cache; index++) {\r\n var mesh = scene.meshes[index];\r\n if (mesh._waitingParentId) {\r\n mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);\r\n mesh._waitingParentId = null;\r\n }\r\n if (mesh._waitingData.lods) {\r\n loadDetailLevels(scene, mesh);\r\n }\r\n }\r\n\r\n // link skeleton transform nodes\r\n for (index = 0, cache = scene.skeletons.length; index < cache; index++) {\r\n var skeleton = scene.skeletons[index];\r\n if (skeleton._hasWaitingData) {\r\n if (skeleton.bones != null) {\r\n skeleton.bones.forEach((bone) => {\r\n if (bone._waitingTransformNodeId) {\r\n var linkTransformNode = scene.getLastEntryByID(bone._waitingTransformNodeId) as TransformNode;\r\n if (linkTransformNode) {\r\n bone.linkTransformNode(linkTransformNode);\r\n }\r\n bone._waitingTransformNodeId = null;\r\n }\r\n });\r\n }\r\n skeleton._hasWaitingData = null;\r\n }\r\n }\r\n\r\n // freeze world matrix application\r\n for (index = 0, cache = scene.meshes.length; index < cache; index++) {\r\n var currentMesh = scene.meshes[index];\r\n if (currentMesh._waitingData.freezeWorldMatrix) {\r\n currentMesh.freezeWorldMatrix();\r\n currentMesh._waitingData.freezeWorldMatrix = null;\r\n } else {\r\n currentMesh.computeWorldMatrix(true);\r\n }\r\n }\r\n\r\n // Lights exclusions / inclusions\r\n for (index = 0, cache = scene.lights.length; index < cache; index++) {\r\n let light = scene.lights[index];\r\n // Excluded check\r\n if (light._excludedMeshesIds.length > 0) {\r\n for (var excludedIndex = 0; excludedIndex < light._excludedMeshesIds.length; excludedIndex++) {\r\n var excludedMesh = scene.getMeshByID(light._excludedMeshesIds[excludedIndex]);\r\n\r\n if (excludedMesh) {\r\n light.excludedMeshes.push(excludedMesh);\r\n }\r\n }\r\n\r\n light._excludedMeshesIds = [];\r\n }\r\n\r\n // Included check\r\n if (light._includedOnlyMeshesIds.length > 0) {\r\n for (var includedOnlyIndex = 0; includedOnlyIndex < light._includedOnlyMeshesIds.length; includedOnlyIndex++) {\r\n var includedOnlyMesh = scene.getMeshByID(light._includedOnlyMeshesIds[includedOnlyIndex]);\r\n\r\n if (includedOnlyMesh) {\r\n light.includedOnlyMeshes.push(includedOnlyMesh);\r\n }\r\n }\r\n\r\n light._includedOnlyMeshesIds = [];\r\n }\r\n }\r\n\r\n AbstractScene.Parse(parsedData, scene, container, rootUrl);\r\n\r\n // Actions (scene) Done last as it can access other objects.\r\n for (index = 0, cache = scene.meshes.length; index < cache; index++) {\r\n var mesh = scene.meshes[index];\r\n if (mesh._waitingData.actions) {\r\n ActionManager.Parse(mesh._waitingData.actions, mesh, scene);\r\n mesh._waitingData.actions = null;\r\n }\r\n }\r\n if (parsedData.actions !== undefined && parsedData.actions !== null) {\r\n ActionManager.Parse(parsedData.actions, null, scene);\r\n }\r\n } catch (err) {\r\n let msg = logOperation(\"loadAssets\", parsedData ? parsedData.producer : \"Unknown\") + log;\r\n if (onError) {\r\n onError(msg, err);\r\n } else {\r\n Logger.Log(msg);\r\n throw err;\r\n }\r\n } finally {\r\n if (!addToScene) {\r\n container.removeAllFromScene();\r\n }\r\n if (log !== null && SceneLoader.loggingLevel !== SceneLoader.NO_LOGGING) {\r\n Logger.Log(logOperation(\"loadAssets\", parsedData ? parsedData.producer : \"Unknown\") + (SceneLoader.loggingLevel !== SceneLoader.MINIMAL_LOGGING ? log : \"\"));\r\n }\r\n }\r\n\r\n return container;\r\n};\r\n\r\nSceneLoader.RegisterPlugin({\r\n name: \"babylon.js\",\r\n extensions: \".babylon\",\r\n canDirectLoad: (data: string) => {\r\n if (data.indexOf(\"babylon\") !== -1) { // We consider that the producer string is filled\r\n return true;\r\n }\r\n\r\n return false;\r\n },\r\n importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean => {\r\n // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details\r\n // when SceneLoader.debugLogging = true (default), or exception encountered.\r\n // Everything stored in var log instead of writing separate lines to support only writing in exception,\r\n // and avoid problems with multiple concurrent .babylon loads.\r\n var log = \"importMesh has failed JSON parse\";\r\n try {\r\n var parsedData = JSON.parse(data);\r\n log = \"\";\r\n var fullDetails = SceneLoader.loggingLevel === SceneLoader.DETAILED_LOGGING;\r\n if (!meshesNames) {\r\n meshesNames = null;\r\n } else if (!Array.isArray(meshesNames)) {\r\n meshesNames = [meshesNames];\r\n }\r\n\r\n var hierarchyIds = new Array();\r\n if (parsedData.meshes !== undefined && parsedData.meshes !== null) {\r\n var loadedSkeletonsIds = [];\r\n var loadedMaterialsIds = [];\r\n var index: number;\r\n var cache: number;\r\n for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {\r\n var parsedMesh = parsedData.meshes[index];\r\n\r\n if (meshesNames === null || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {\r\n if (meshesNames !== null) {\r\n // Remove found mesh name from list.\r\n delete meshesNames[meshesNames.indexOf(parsedMesh.name)];\r\n }\r\n\r\n //Geometry?\r\n if (parsedMesh.geometryId !== undefined && parsedMesh.geometryId !== null) {\r\n //does the file contain geometries?\r\n if (parsedData.geometries !== undefined && parsedData.geometries !== null) {\r\n //find the correct geometry and add it to the scene\r\n var found: boolean = false;\r\n [\"boxes\", \"spheres\", \"cylinders\", \"toruses\", \"grounds\", \"planes\", \"torusKnots\", \"vertexData\"].forEach((geometryType: string) => {\r\n if (found === true || !parsedData.geometries[geometryType] || !(Array.isArray(parsedData.geometries[geometryType]))) {\r\n return;\r\n } else {\r\n parsedData.geometries[geometryType].forEach((parsedGeometryData: any) => {\r\n if (parsedGeometryData.id === parsedMesh.geometryId) {\r\n switch (geometryType) {\r\n case \"vertexData\":\r\n Geometry.Parse(parsedGeometryData, scene, rootUrl);\r\n break;\r\n }\r\n found = true;\r\n }\r\n });\r\n\r\n }\r\n });\r\n if (found === false) {\r\n Logger.Warn(\"Geometry not found for mesh \" + parsedMesh.id);\r\n }\r\n }\r\n }\r\n\r\n // Material ?\r\n if (parsedMesh.materialId) {\r\n var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);\r\n if (materialFound === false && parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {\r\n for (var multimatIndex = 0, multimatCache = parsedData.multiMaterials.length; multimatIndex < multimatCache; multimatIndex++) {\r\n var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];\r\n if (parsedMultiMaterial.id === parsedMesh.materialId) {\r\n for (var matIndex = 0, matCache = parsedMultiMaterial.materials.length; matIndex < matCache; matIndex++) {\r\n var subMatId = parsedMultiMaterial.materials[matIndex];\r\n loadedMaterialsIds.push(subMatId);\r\n var mat = parseMaterialById(subMatId, parsedData, scene, rootUrl);\r\n if (mat) {\r\n log += \"\\n\\tMaterial \" + mat.toString(fullDetails);\r\n }\r\n }\r\n loadedMaterialsIds.push(parsedMultiMaterial.id);\r\n var mmat = MultiMaterial.ParseMultiMaterial(parsedMultiMaterial, scene);\r\n if (mmat) {\r\n materialFound = true;\r\n log += \"\\n\\tMulti-Material \" + mmat.toString(fullDetails);\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n if (materialFound === false) {\r\n loadedMaterialsIds.push(parsedMesh.materialId);\r\n var mat = parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);\r\n if (!mat) {\r\n Logger.Warn(\"Material not found for mesh \" + parsedMesh.id);\r\n } else {\r\n log += \"\\n\\tMaterial \" + mat.toString(fullDetails);\r\n }\r\n }\r\n }\r\n\r\n // Skeleton ?\r\n if (parsedMesh.skeletonId > -1 && parsedData.skeletons !== undefined && parsedData.skeletons !== null) {\r\n var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);\r\n if (skeletonAlreadyLoaded === false) {\r\n for (var skeletonIndex = 0, skeletonCache = parsedData.skeletons.length; skeletonIndex < skeletonCache; skeletonIndex++) {\r\n var parsedSkeleton = parsedData.skeletons[skeletonIndex];\r\n if (parsedSkeleton.id === parsedMesh.skeletonId) {\r\n var skeleton = Skeleton.Parse(parsedSkeleton, scene);\r\n skeletons.push(skeleton);\r\n loadedSkeletonsIds.push(parsedSkeleton.id);\r\n log += \"\\n\\tSkeleton \" + skeleton.toString(fullDetails);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Morph targets ?\r\n if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {\r\n for (var managerData of parsedData.morphTargetManagers) {\r\n MorphTargetManager.Parse(managerData, scene);\r\n }\r\n }\r\n\r\n var mesh = Mesh.Parse(parsedMesh, scene, rootUrl);\r\n meshes.push(mesh);\r\n log += \"\\n\\tMesh \" + mesh.toString(fullDetails);\r\n }\r\n }\r\n\r\n // Connecting parents and lods\r\n var currentMesh: AbstractMesh;\r\n for (index = 0, cache = scene.meshes.length; index < cache; index++) {\r\n currentMesh = scene.meshes[index];\r\n if (currentMesh._waitingParentId) {\r\n currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);\r\n currentMesh._waitingParentId = null;\r\n }\r\n if (currentMesh._waitingData.lods) {\r\n loadDetailLevels(scene, currentMesh);\r\n }\r\n }\r\n\r\n // link skeleton transform nodes\r\n for (index = 0, cache = scene.skeletons.length; index < cache; index++) {\r\n var skeleton = scene.skeletons[index];\r\n if (skeleton._hasWaitingData) {\r\n if (skeleton.bones != null) {\r\n skeleton.bones.forEach((bone) => {\r\n if (bone._waitingTransformNodeId) {\r\n var linkTransformNode = scene.getLastEntryByID(bone._waitingTransformNodeId) as TransformNode;\r\n if (linkTransformNode) {\r\n bone.linkTransformNode(linkTransformNode);\r\n }\r\n bone._waitingTransformNodeId = null;\r\n }\r\n });\r\n }\r\n skeleton._hasWaitingData = null;\r\n }\r\n }\r\n\r\n // freeze and compute world matrix application\r\n for (index = 0, cache = scene.meshes.length; index < cache; index++) {\r\n currentMesh = scene.meshes[index];\r\n if (currentMesh._waitingData.freezeWorldMatrix) {\r\n currentMesh.freezeWorldMatrix();\r\n currentMesh._waitingData.freezeWorldMatrix = null;\r\n } else {\r\n currentMesh.computeWorldMatrix(true);\r\n }\r\n }\r\n }\r\n\r\n // Particles\r\n if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {\r\n let parser = AbstractScene.GetIndividualParser(SceneComponentConstants.NAME_PARTICLESYSTEM);\r\n if (parser) {\r\n for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {\r\n var parsedParticleSystem = parsedData.particleSystems[index];\r\n if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {\r\n particleSystems.push(parser(parsedParticleSystem, scene, rootUrl));\r\n }\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n\r\n } catch (err) {\r\n let msg = logOperation(\"importMesh\", parsedData ? parsedData.producer : \"Unknown\") + log;\r\n if (onError) {\r\n onError(msg, err);\r\n } else {\r\n Logger.Log(msg);\r\n throw err;\r\n }\r\n } finally {\r\n if (log !== null && SceneLoader.loggingLevel !== SceneLoader.NO_LOGGING) {\r\n Logger.Log(logOperation(\"importMesh\", parsedData ? parsedData.producer : \"Unknown\") + (SceneLoader.loggingLevel !== SceneLoader.MINIMAL_LOGGING ? log : \"\"));\r\n }\r\n }\r\n\r\n return false;\r\n },\r\n load: (scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean => {\r\n // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details\r\n // when SceneLoader.debugLogging = true (default), or exception encountered.\r\n // Everything stored in var log instead of writing separate lines to support only writing in exception,\r\n // and avoid problems with multiple concurrent .babylon loads.\r\n var log = \"importScene has failed JSON parse\";\r\n try {\r\n var parsedData = JSON.parse(data);\r\n log = \"\";\r\n\r\n // Scene\r\n if (parsedData.useDelayedTextureLoading !== undefined && parsedData.useDelayedTextureLoading !== null) {\r\n scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !SceneLoader.ForceFullSceneLoadingForIncremental;\r\n }\r\n if (parsedData.autoClear !== undefined && parsedData.autoClear !== null) {\r\n scene.autoClear = parsedData.autoClear;\r\n }\r\n if (parsedData.clearColor !== undefined && parsedData.clearColor !== null) {\r\n scene.clearColor = Color4.FromArray(parsedData.clearColor);\r\n }\r\n if (parsedData.ambientColor !== undefined && parsedData.ambientColor !== null) {\r\n scene.ambientColor = Color3.FromArray(parsedData.ambientColor);\r\n }\r\n if (parsedData.gravity !== undefined && parsedData.gravity !== null) {\r\n scene.gravity = Vector3.FromArray(parsedData.gravity);\r\n }\r\n\r\n // Fog\r\n if (parsedData.fogMode && parsedData.fogMode !== 0) {\r\n scene.fogMode = parsedData.fogMode;\r\n scene.fogColor = Color3.FromArray(parsedData.fogColor);\r\n scene.fogStart = parsedData.fogStart;\r\n scene.fogEnd = parsedData.fogEnd;\r\n scene.fogDensity = parsedData.fogDensity;\r\n log += \"\\tFog mode for scene: \";\r\n switch (scene.fogMode) {\r\n // getters not compiling, so using hardcoded\r\n case 1: log += \"exp\\n\"; break;\r\n case 2: log += \"exp2\\n\"; break;\r\n case 3: log += \"linear\\n\"; break;\r\n }\r\n }\r\n\r\n //Physics\r\n if (parsedData.physicsEnabled) {\r\n var physicsPlugin;\r\n if (parsedData.physicsEngine === \"cannon\") {\r\n physicsPlugin = new CannonJSPlugin(undefined, undefined, BabylonFileLoaderConfiguration.LoaderInjectedPhysicsEngine);\r\n } else if (parsedData.physicsEngine === \"oimo\") {\r\n physicsPlugin = new OimoJSPlugin(undefined, BabylonFileLoaderConfiguration.LoaderInjectedPhysicsEngine);\r\n } else if (parsedData.physicsEngine === \"ammo\") {\r\n physicsPlugin = new AmmoJSPlugin(undefined, BabylonFileLoaderConfiguration.LoaderInjectedPhysicsEngine, undefined);\r\n }\r\n log = \"\\tPhysics engine \" + (parsedData.physicsEngine ? parsedData.physicsEngine : \"oimo\") + \" enabled\\n\";\r\n //else - default engine, which is currently oimo\r\n var physicsGravity = parsedData.physicsGravity ? Vector3.FromArray(parsedData.physicsGravity) : null;\r\n scene.enablePhysics(physicsGravity, physicsPlugin);\r\n }\r\n\r\n // Metadata\r\n if (parsedData.metadata !== undefined && parsedData.metadata !== null) {\r\n scene.metadata = parsedData.metadata;\r\n }\r\n\r\n //collisions, if defined. otherwise, default is true\r\n if (parsedData.collisionsEnabled !== undefined && parsedData.collisionsEnabled !== null) {\r\n scene.collisionsEnabled = parsedData.collisionsEnabled;\r\n }\r\n\r\n var container = loadAssetContainer(scene, data, rootUrl, onError, true);\r\n if (!container) {\r\n return false;\r\n }\r\n\r\n if (parsedData.autoAnimate) {\r\n scene.beginAnimation(scene, parsedData.autoAnimateFrom, parsedData.autoAnimateTo, parsedData.autoAnimateLoop, parsedData.autoAnimateSpeed || 1.0);\r\n }\r\n\r\n if (parsedData.activeCameraID !== undefined && parsedData.activeCameraID !== null) {\r\n scene.setActiveCameraByID(parsedData.activeCameraID);\r\n }\r\n\r\n // Finish\r\n return true;\r\n } catch (err) {\r\n let msg = logOperation(\"importScene\", parsedData ? parsedData.producer : \"Unknown\") + log;\r\n if (onError) {\r\n onError(msg, err);\r\n } else {\r\n Logger.Log(msg);\r\n throw err;\r\n }\r\n } finally {\r\n if (log !== null && SceneLoader.loggingLevel !== SceneLoader.NO_LOGGING) {\r\n Logger.Log(logOperation(\"importScene\", parsedData ? parsedData.producer : \"Unknown\") + (SceneLoader.loggingLevel !== SceneLoader.MINIMAL_LOGGING ? log : \"\"));\r\n }\r\n }\r\n return false;\r\n },\r\n loadAssetContainer: (scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer => {\r\n var container = loadAssetContainer(scene, data, rootUrl, onError);\r\n return container;\r\n }\r\n});\r\n","export * from \"./babylonFileLoader\";","export * from \"./loadingScreen\";\r\nexport * from \"./Plugins/index\";\r\nexport * from \"./sceneLoader\";\r\nexport * from \"./sceneLoaderFlags\";","import { Nullable } from \"../types\";\r\nimport { Engine } from \"../Engines/engine\";\r\n/**\r\n * Interface used to present a loading screen while loading a scene\r\n * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen\r\n */\r\nexport interface ILoadingScreen {\r\n /**\r\n * Function called to display the loading screen\r\n */\r\n displayLoadingUI: () => void;\r\n /**\r\n * Function called to hide the loading screen\r\n */\r\n hideLoadingUI: () => void;\r\n /**\r\n * Gets or sets the color to use for the background\r\n */\r\n loadingUIBackgroundColor: string;\r\n /**\r\n * Gets or sets the text to display while loading\r\n */\r\n loadingUIText: string;\r\n\r\n}\r\n\r\n/**\r\n * Class used for the default loading screen\r\n * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen\r\n */\r\nexport class DefaultLoadingScreen implements ILoadingScreen {\r\n\r\n private _loadingDiv: Nullable;\r\n private _loadingTextDiv: HTMLDivElement;\r\n\r\n /** Gets or sets the logo url to use for the default loading screen */\r\n public static DefaultLogoUrl = \"\";\r\n\r\n /** Gets or sets the spinner url to use for the default loading screen */\r\n public static DefaultSpinnerUrl = \"\";\r\n\r\n /**\r\n * Creates a new default loading screen\r\n * @param _renderingCanvas defines the canvas used to render the scene\r\n * @param _loadingText defines the default text to display\r\n * @param _loadingDivBackgroundColor defines the default background color\r\n */\r\n constructor(private _renderingCanvas: HTMLCanvasElement, private _loadingText = \"\", private _loadingDivBackgroundColor = \"black\") {\r\n\r\n }\r\n\r\n /**\r\n * Function called to display the loading screen\r\n */\r\n public displayLoadingUI(): void {\r\n if (this._loadingDiv) {\r\n // Do not add a loading screen if there is already one\r\n return;\r\n }\r\n\r\n this._loadingDiv = document.createElement(\"div\");\r\n\r\n this._loadingDiv.id = \"babylonjsLoadingDiv\";\r\n this._loadingDiv.style.opacity = \"0\";\r\n this._loadingDiv.style.transition = \"opacity 1.5s ease\";\r\n this._loadingDiv.style.pointerEvents = \"none\";\r\n\r\n // Loading text\r\n this._loadingTextDiv = document.createElement(\"div\");\r\n this._loadingTextDiv.style.position = \"absolute\";\r\n this._loadingTextDiv.style.left = \"0\";\r\n this._loadingTextDiv.style.top = \"50%\";\r\n this._loadingTextDiv.style.marginTop = \"80px\";\r\n this._loadingTextDiv.style.width = \"100%\";\r\n this._loadingTextDiv.style.height = \"20px\";\r\n this._loadingTextDiv.style.fontFamily = \"Arial\";\r\n this._loadingTextDiv.style.fontSize = \"14px\";\r\n this._loadingTextDiv.style.color = \"white\";\r\n this._loadingTextDiv.style.textAlign = \"center\";\r\n this._loadingTextDiv.innerHTML = \"Loading\";\r\n\r\n this._loadingDiv.appendChild(this._loadingTextDiv);\r\n\r\n //set the predefined text\r\n this._loadingTextDiv.innerHTML = this._loadingText;\r\n\r\n // Generating keyframes\r\n var style = document.createElement('style');\r\n style.type = 'text/css';\r\n var keyFrames =\r\n `@-webkit-keyframes spin1 {\\\r\n 0% { -webkit-transform: rotate(0deg);}\r\n 100% { -webkit-transform: rotate(360deg);}\r\n }\\\r\n @keyframes spin1 {\\\r\n 0% { transform: rotate(0deg);}\r\n 100% { transform: rotate(360deg);}\r\n }`;\r\n style.innerHTML = keyFrames;\r\n document.getElementsByTagName('head')[0].appendChild(style);\r\n\r\n const svgSupport = !!window.SVGSVGElement;\r\n // Loading img\r\n var imgBack = new Image();\r\n if (!DefaultLoadingScreen.DefaultLogoUrl) {\r\n imgBack.src = !svgSupport ? \"https://cdn.babylonjs.com/Assets/babylonLogo.png\" : `data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHZpZXdCb3g9IjAgMCAxODAuMTcgMjA4LjA0Ij48ZGVmcz48c3R5bGU+LmNscy0xe2ZpbGw6I2ZmZjt9LmNscy0ye2ZpbGw6I2UwNjg0Yjt9LmNscy0ze2ZpbGw6I2JiNDY0Yjt9LmNscy00e2ZpbGw6I2UwZGVkODt9LmNscy01e2ZpbGw6I2Q1ZDJjYTt9PC9zdHlsZT48L2RlZnM+PHRpdGxlPkJhYnlsb25Mb2dvPC90aXRsZT48ZyBpZD0iTGF5ZXJfMiIgZGF0YS1uYW1lPSJMYXllciAyIj48ZyBpZD0iUGFnZV9FbGVtZW50cyIgZGF0YS1uYW1lPSJQYWdlIEVsZW1lbnRzIj48cGF0aCBjbGFzcz0iY2xzLTEiIGQ9Ik05MC4wOSwwLDAsNTJWMTU2bDkwLjA5LDUyLDkwLjA4LTUyVjUyWiIvPjxwb2x5Z29uIGNsYXNzPSJjbHMtMiIgcG9pbnRzPSIxODAuMTcgNTIuMDEgMTUxLjk3IDM1LjczIDEyNC44NSA1MS4zOSAxNTMuMDUgNjcuNjcgMTgwLjE3IDUyLjAxIi8+PHBvbHlnb24gY2xhc3M9ImNscy0yIiBwb2ludHM9IjI3LjEyIDY3LjY3IDExNy4yMSAxNS42NiA5MC4wOCAwIDAgNTIuMDEgMjcuMTIgNjcuNjciLz48cG9seWdvbiBjbGFzcz0iY2xzLTIiIHBvaW50cz0iNjEuODkgMTIwLjMgOTAuMDggMTM2LjU4IDExOC4yOCAxMjAuMyA5MC4wOCAxMDQuMDIgNjEuODkgMTIwLjMiLz48cG9seWdvbiBjbGFzcz0iY2xzLTMiIHBvaW50cz0iMTUzLjA1IDY3LjY3IDE1My4wNSAxNDAuMzcgOTAuMDggMTc2LjcyIDI3LjEyIDE0MC4zNyAyNy4xMiA2Ny42NyAwIDUyLjAxIDAgMTU2LjAzIDkwLjA4IDIwOC4wNCAxODAuMTcgMTU2LjAzIDE4MC4xNyA1Mi4wMSAxNTMuMDUgNjcuNjciLz48cG9seWdvbiBjbGFzcz0iY2xzLTMiIHBvaW50cz0iOTAuMDggNzEuNDYgNjEuODkgODcuNzQgNjEuODkgMTIwLjMgOTAuMDggMTA0LjAyIDExOC4yOCAxMjAuMyAxMTguMjggODcuNzQgOTAuMDggNzEuNDYiLz48cG9seWdvbiBjbGFzcz0iY2xzLTQiIHBvaW50cz0iMTUzLjA1IDY3LjY3IDExOC4yOCA4Ny43NCAxMTguMjggMTIwLjMgOTAuMDggMTM2LjU4IDkwLjA4IDE3Ni43MiAxNTMuMDUgMTQwLjM3IDE1My4wNSA2Ny42NyIvPjxwb2x5Z29uIGNsYXNzPSJjbHMtNSIgcG9pbnRzPSIyNy4xMiA2Ny42NyA2MS44OSA4Ny43NCA2MS44OSAxMjAuMyA5MC4wOCAxMzYuNTggOTAuMDggMTc2LjcyIDI3LjEyIDE0MC4zNyAyNy4xMiA2Ny42NyIvPjwvZz48L2c+PC9zdmc+`;\r\n } else {\r\n imgBack.src = DefaultLoadingScreen.DefaultLogoUrl;\r\n }\r\n\r\n imgBack.style.position = \"absolute\";\r\n imgBack.style.left = \"40%\";\r\n imgBack.style.top = \"40%\";\r\n imgBack.style.width = \"20%\";\r\n imgBack.style.height = \"20%\";\r\n\r\n // Loading spinner\r\n var imgSpinner = new Image();\r\n\r\n if (!DefaultLoadingScreen.DefaultSpinnerUrl) {\r\n imgSpinner.src = !svgSupport ? \"https://cdn.babylonjs.com/Assets/loadingIcon.png\" : `data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHZpZXdCb3g9IjAgMCAzOTIgMzkyIj48ZGVmcz48c3R5bGU+LmNscy0xe2ZpbGw6I2UwNjg0Yjt9LmNscy0ye2ZpbGw6bm9uZTt9PC9zdHlsZT48L2RlZnM+PHRpdGxlPlNwaW5uZXJJY29uPC90aXRsZT48ZyBpZD0iTGF5ZXJfMiIgZGF0YS1uYW1lPSJMYXllciAyIj48ZyBpZD0iU3Bpbm5lciI+PHBhdGggY2xhc3M9ImNscy0xIiBkPSJNNDAuMjEsMTI2LjQzYzMuNy03LjMxLDcuNjctMTQuNDQsMTItMjEuMzJsMy4zNi01LjEsMy41Mi01YzEuMjMtMS42MywyLjQxLTMuMjksMy42NS00LjkxczIuNTMtMy4yMSwzLjgyLTQuNzlBMTg1LjIsMTg1LjIsMCwwLDEsODMuNCw2Ny40M2EyMDgsMjA4LDAsMCwxLDE5LTE1LjY2YzMuMzUtMi40MSw2Ljc0LTQuNzgsMTAuMjUtN3M3LjExLTQuMjgsMTAuNzUtNi4zMmM3LjI5LTQsMTQuNzMtOCwyMi41My0xMS40OSwzLjktMS43Miw3Ljg4LTMuMywxMi00LjY0YTEwNC4yMiwxMDQuMjIsMCwwLDEsMTIuNDQtMy4yMyw2Mi40NCw2Mi40NCwwLDAsMSwxMi43OC0xLjM5QTI1LjkyLDI1LjkyLDAsMCwxLDE5NiwyMS40NGE2LjU1LDYuNTUsMCwwLDEsMi4wNSw5LDYuNjYsNi42NiwwLDAsMS0xLjY0LDEuNzhsLS40MS4yOWEyMi4wNywyMi4wNywwLDAsMS01Ljc4LDMsMzAuNDIsMzAuNDIsMCwwLDEtNS42NywxLjYyLDM3LjgyLDM3LjgyLDAsMCwxLTUuNjkuNzFjLTEsMC0xLjkuMTgtMi44NS4yNmwtMi44NS4yNHEtNS43Mi41MS0xMS40OCwxLjFjLTMuODQuNC03LjcxLjgyLTExLjU4LDEuNGExMTIuMzQsMTEyLjM0LDAsMCwwLTIyLjk0LDUuNjFjLTMuNzIsMS4zNS03LjM0LDMtMTAuOTQsNC42NHMtNy4xNCwzLjUxLTEwLjYsNS41MUExNTEuNiwxNTEuNiwwLDAsMCw2OC41Niw4N0M2Ny4yMyw4OC40OCw2Niw5MCw2NC42NCw5MS41NnMtMi41MSwzLjE1LTMuNzUsNC43M2wtMy41NCw0LjljLTEuMTMsMS42Ni0yLjIzLDMuMzUtMy4zMyw1YTEyNywxMjcsMCwwLDAtMTAuOTMsMjEuNDksMS41OCwxLjU4LDAsMSwxLTMtMS4xNVM0MC4xOSwxMjYuNDcsNDAuMjEsMTI2LjQzWiIvPjxyZWN0IGNsYXNzPSJjbHMtMiIgd2lkdGg9IjM5MiIgaGVpZ2h0PSIzOTIiLz48L2c+PC9nPjwvc3ZnPg==`;\r\n } else {\r\n imgSpinner.src = DefaultLoadingScreen.DefaultSpinnerUrl;\r\n }\r\n\r\n imgSpinner.style.position = \"absolute\";\r\n imgSpinner.style.left = \"30%\";\r\n imgSpinner.style.top = \"30%\";\r\n imgSpinner.style.width = \"40%\";\r\n imgSpinner.style.height = \"40%\";\r\n imgSpinner.style.animation = \"spin1 0.75s infinite linear\";\r\n imgSpinner.style.webkitAnimation = \"spin1 0.75s infinite linear\";\r\n imgSpinner.style.transformOrigin = \"50% 50%\";\r\n imgSpinner.style.webkitTransformOrigin = \"50% 50%\";\r\n\r\n if (!svgSupport) {\r\n const logoSize = { w: 16, h: 18.5 };\r\n const loadingSize = { w: 30, h: 30 };\r\n // set styling correctly\r\n imgBack.style.width = `${logoSize.w}vh`;\r\n imgBack.style.height = `${logoSize.h}vh`;\r\n imgBack.style.left = `calc(50% - ${logoSize.w / 2}vh)`;\r\n imgBack.style.top = `calc(50% - ${logoSize.h / 2}vh)`;\r\n\r\n imgSpinner.style.width = `${loadingSize.w}vh`;\r\n imgSpinner.style.height = `${loadingSize.h}vh`;\r\n imgSpinner.style.left = `calc(50% - ${loadingSize.w / 2}vh)`;\r\n imgSpinner.style.top = `calc(50% - ${loadingSize.h / 2}vh)`;\r\n }\r\n\r\n this._loadingDiv.appendChild(imgBack);\r\n this._loadingDiv.appendChild(imgSpinner);\r\n\r\n this._resizeLoadingUI();\r\n\r\n window.addEventListener(\"resize\", this._resizeLoadingUI);\r\n\r\n this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;\r\n document.body.appendChild(this._loadingDiv);\r\n\r\n this._loadingDiv.style.opacity = \"1\";\r\n }\r\n\r\n /**\r\n * Function called to hide the loading screen\r\n */\r\n public hideLoadingUI(): void {\r\n if (!this._loadingDiv) {\r\n return;\r\n }\r\n\r\n var onTransitionEnd = () => {\r\n if (!this._loadingDiv) {\r\n return;\r\n }\r\n if (this._loadingDiv.parentElement) {\r\n this._loadingDiv.parentElement.removeChild(this._loadingDiv);\r\n }\r\n window.removeEventListener(\"resize\", this._resizeLoadingUI);\r\n\r\n this._loadingDiv = null;\r\n };\r\n\r\n this._loadingDiv.style.opacity = \"0\";\r\n this._loadingDiv.addEventListener(\"transitionend\", onTransitionEnd);\r\n }\r\n\r\n /**\r\n * Gets or sets the text to display while loading\r\n */\r\n public set loadingUIText(text: string) {\r\n this._loadingText = text;\r\n\r\n if (this._loadingTextDiv) {\r\n this._loadingTextDiv.innerHTML = this._loadingText;\r\n }\r\n }\r\n\r\n public get loadingUIText(): string {\r\n return this._loadingText;\r\n }\r\n\r\n /**\r\n * Gets or sets the color to use for the background\r\n */\r\n public get loadingUIBackgroundColor(): string {\r\n return this._loadingDivBackgroundColor;\r\n }\r\n\r\n public set loadingUIBackgroundColor(color: string) {\r\n this._loadingDivBackgroundColor = color;\r\n\r\n if (!this._loadingDiv) {\r\n return;\r\n }\r\n\r\n this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;\r\n }\r\n\r\n // Resize\r\n private _resizeLoadingUI = () => {\r\n var canvasRect = this._renderingCanvas.getBoundingClientRect();\r\n var canvasPositioning = window.getComputedStyle(this._renderingCanvas).position;\r\n\r\n if (!this._loadingDiv) {\r\n return;\r\n }\r\n\r\n this._loadingDiv.style.position = (canvasPositioning === \"fixed\") ? \"fixed\" : \"absolute\";\r\n this._loadingDiv.style.left = canvasRect.left + \"px\";\r\n this._loadingDiv.style.top = canvasRect.top + \"px\";\r\n this._loadingDiv.style.width = canvasRect.width + \"px\";\r\n this._loadingDiv.style.height = canvasRect.height + \"px\";\r\n }\r\n}\r\n\r\nEngine.DefaultLoadingScreenFactory = (canvas: HTMLCanvasElement) => { return new DefaultLoadingScreen(canvas); };\r\n","import { Tools } from \"../Misc/tools\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { FilesInputStore } from \"../Misc/filesInputStore\";\r\nimport { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { AnimationGroup } from \"../Animations/animationGroup\";\r\nimport { AssetContainer } from \"../assetContainer\";\r\nimport { IParticleSystem } from \"../Particles/IParticleSystem\";\r\nimport { Skeleton } from \"../Bones/skeleton\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { SceneLoaderFlags } from \"./sceneLoaderFlags\";\r\nimport { IFileRequest } from \"../Misc/fileRequest\";\r\nimport { WebRequest } from \"../Misc/webRequest\";\r\nimport { RequestFileError, ReadFileError } from '../Misc/fileTools';\r\n\r\n/**\r\n * Class used to represent data loading progression\r\n */\r\nexport class SceneLoaderProgressEvent {\r\n /**\r\n * Create a new progress event\r\n * @param lengthComputable defines if data length to load can be evaluated\r\n * @param loaded defines the loaded data length\r\n * @param total defines the data length to load\r\n */\r\n constructor(\r\n /** defines if data length to load can be evaluated */\r\n public readonly lengthComputable: boolean,\r\n /** defines the loaded data length */\r\n public readonly loaded: number,\r\n /** defines the data length to load */\r\n public readonly total: number) {\r\n }\r\n\r\n /**\r\n * Creates a new SceneLoaderProgressEvent from a ProgressEvent\r\n * @param event defines the source event\r\n * @returns a new SceneLoaderProgressEvent\r\n */\r\n public static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent {\r\n return new SceneLoaderProgressEvent(event.lengthComputable, event.loaded, event.total);\r\n }\r\n}\r\n\r\n/**\r\n * Interface used by SceneLoader plugins to define supported file extensions\r\n */\r\nexport interface ISceneLoaderPluginExtensions {\r\n /**\r\n * Defines the list of supported extensions\r\n */\r\n [extension: string]: {\r\n isBinary: boolean;\r\n };\r\n}\r\n\r\n/**\r\n * Interface used by SceneLoader plugin factory\r\n */\r\nexport interface ISceneLoaderPluginFactory {\r\n /**\r\n * Defines the name of the factory\r\n */\r\n name: string;\r\n\r\n /**\r\n * Function called to create a new plugin\r\n * @return the new plugin\r\n */\r\n createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;\r\n\r\n /**\r\n * The callback that returns true if the data can be directly loaded.\r\n * @param data string containing the file data\r\n * @returns if the data can be loaded directly\r\n */\r\n canDirectLoad?(data: string): boolean;\r\n}\r\n\r\n/**\r\n * Interface used to define the base of ISceneLoaderPlugin and ISceneLoaderPluginAsync\r\n */\r\nexport interface ISceneLoaderPluginBase {\r\n /**\r\n * The friendly name of this plugin.\r\n */\r\n name: string;\r\n\r\n /**\r\n * The file extensions supported by this plugin.\r\n */\r\n extensions: string | ISceneLoaderPluginExtensions;\r\n\r\n /**\r\n * The callback called when loading from a url.\r\n * @param scene scene loading this url\r\n * @param url url to load\r\n * @param onSuccess callback called when the file successfully loads\r\n * @param onProgress callback called while file is loading (if the server supports this mode)\r\n * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer\r\n * @param onError callback called when the file fails to load\r\n * @returns a file request object\r\n */\r\n requestFile?(scene: Scene, url: string, onSuccess: (data: any, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;\r\n\r\n /**\r\n * The callback called when loading from a file object.\r\n * @param scene scene loading this file\r\n * @param file defines the file to load\r\n * @param onSuccess defines the callback to call when data is loaded\r\n * @param onProgress defines the callback to call during loading process\r\n * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer\r\n * @param onError defines the callback to call when an error occurs\r\n * @returns a file request object\r\n */\r\n readFile?(scene: Scene, file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;\r\n\r\n /**\r\n * The callback that returns true if the data can be directly loaded.\r\n * @param data string containing the file data\r\n * @returns if the data can be loaded directly\r\n */\r\n canDirectLoad?(data: string): boolean;\r\n\r\n /**\r\n * The callback that returns the data to pass to the plugin if the data can be directly loaded.\r\n * @param scene scene loading this data\r\n * @param data string containing the data\r\n * @returns data to pass to the plugin\r\n */\r\n directLoad?(scene: Scene, data: string): any;\r\n\r\n /**\r\n * The callback that allows custom handling of the root url based on the response url.\r\n * @param rootUrl the original root url\r\n * @param responseURL the response url if available\r\n * @returns the new root url\r\n */\r\n rewriteRootURL?(rootUrl: string, responseURL?: string): string;\r\n}\r\n\r\n/**\r\n * Interface used to define a SceneLoader plugin\r\n */\r\nexport interface ISceneLoaderPlugin extends ISceneLoaderPluginBase {\r\n /**\r\n * Import meshes into a scene.\r\n * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported\r\n * @param scene The scene to import into\r\n * @param data The data to import\r\n * @param rootUrl The root url for scene and resources\r\n * @param meshes The meshes array to import into\r\n * @param particleSystems The particle systems array to import into\r\n * @param skeletons The skeletons array to import into\r\n * @param onError The callback when import fails\r\n * @returns True if successful or false otherwise\r\n */\r\n importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;\r\n\r\n /**\r\n * Load into a scene.\r\n * @param scene The scene to load into\r\n * @param data The data to import\r\n * @param rootUrl The root url for scene and resources\r\n * @param onError The callback when import fails\r\n * @returns True if successful or false otherwise\r\n */\r\n load(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;\r\n\r\n /**\r\n * Load into an asset container.\r\n * @param scene The scene to load into\r\n * @param data The data to import\r\n * @param rootUrl The root url for scene and resources\r\n * @param onError The callback when import fails\r\n * @returns The loaded asset container\r\n */\r\n loadAssetContainer(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;\r\n}\r\n\r\n/**\r\n * Interface used to define an async SceneLoader plugin\r\n */\r\nexport interface ISceneLoaderPluginAsync extends ISceneLoaderPluginBase {\r\n /**\r\n * Import meshes into a scene.\r\n * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported\r\n * @param scene The scene to import into\r\n * @param data The data to import\r\n * @param rootUrl The root url for scene and resources\r\n * @param onProgress The callback when the load progresses\r\n * @param fileName Defines the name of the file to load\r\n * @returns The loaded meshes, particle systems, skeletons, and animation groups\r\n */\r\n importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{ meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], animationGroups: AnimationGroup[] }>;\r\n\r\n /**\r\n * Load into a scene.\r\n * @param scene The scene to load into\r\n * @param data The data to import\r\n * @param rootUrl The root url for scene and resources\r\n * @param onProgress The callback when the load progresses\r\n * @param fileName Defines the name of the file to load\r\n * @returns Nothing\r\n */\r\n loadAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise;\r\n\r\n /**\r\n * Load into an asset container.\r\n * @param scene The scene to load into\r\n * @param data The data to import\r\n * @param rootUrl The root url for scene and resources\r\n * @param onProgress The callback when the load progresses\r\n * @param fileName Defines the name of the file to load\r\n * @returns The loaded asset container\r\n */\r\n loadAssetContainerAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise;\r\n}\r\n\r\n/**\r\n * Mode that determines how to handle old animation groups before loading new ones.\r\n */\r\nexport enum SceneLoaderAnimationGroupLoadingMode {\r\n /**\r\n * Reset all old animations to initial state then dispose them.\r\n */\r\n Clean = 0,\r\n\r\n /**\r\n * Stop all old animations.\r\n */\r\n Stop = 1,\r\n\r\n /**\r\n * Restart old animations from first frame.\r\n */\r\n Sync = 2,\r\n\r\n /**\r\n * Old animations remains untouched.\r\n */\r\n NoSync = 3\r\n}\r\n\r\n/**\r\n * Defines a plugin registered by the SceneLoader\r\n */\r\ninterface IRegisteredPlugin {\r\n /**\r\n * Defines the plugin to use\r\n */\r\n plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;\r\n /**\r\n * Defines if the plugin supports binary data\r\n */\r\n isBinary: boolean;\r\n}\r\n\r\n/**\r\n * Defines file information\r\n */\r\ninterface IFileInfo {\r\n /**\r\n * Gets the file url\r\n */\r\n url: string;\r\n /**\r\n * Gets the root url\r\n */\r\n rootUrl: string;\r\n /**\r\n * Gets filename\r\n */\r\n name: string;\r\n /**\r\n * Gets the file\r\n */\r\n file: Nullable;\r\n}\r\n\r\n/**\r\n * Class used to load scene from various file formats using registered plugins\r\n * @see http://doc.babylonjs.com/how_to/load_from_any_file_type\r\n */\r\nexport class SceneLoader {\r\n /**\r\n * No logging while loading\r\n */\r\n public static readonly NO_LOGGING = Constants.SCENELOADER_NO_LOGGING;\r\n\r\n /**\r\n * Minimal logging while loading\r\n */\r\n public static readonly MINIMAL_LOGGING = Constants.SCENELOADER_MINIMAL_LOGGING;\r\n\r\n /**\r\n * Summary logging while loading\r\n */\r\n public static readonly SUMMARY_LOGGING = Constants.SCENELOADER_SUMMARY_LOGGING;\r\n\r\n /**\r\n * Detailled logging while loading\r\n */\r\n public static readonly DETAILED_LOGGING = Constants.SCENELOADER_DETAILED_LOGGING;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data\r\n */\r\n public static get ForceFullSceneLoadingForIncremental() {\r\n return SceneLoaderFlags.ForceFullSceneLoadingForIncremental;\r\n }\r\n\r\n public static set ForceFullSceneLoadingForIncremental(value: boolean) {\r\n SceneLoaderFlags.ForceFullSceneLoadingForIncremental = value;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene\r\n */\r\n public static get ShowLoadingScreen(): boolean {\r\n return SceneLoaderFlags.ShowLoadingScreen;\r\n }\r\n\r\n public static set ShowLoadingScreen(value: boolean) {\r\n SceneLoaderFlags.ShowLoadingScreen = value;\r\n }\r\n\r\n /**\r\n * Defines the current logging level (while loading the scene)\r\n * @ignorenaming\r\n */\r\n public static get loggingLevel(): number {\r\n return SceneLoaderFlags.loggingLevel;\r\n }\r\n\r\n public static set loggingLevel(value: number) {\r\n SceneLoaderFlags.loggingLevel = value;\r\n }\r\n\r\n /**\r\n * Gets or set a boolean indicating if matrix weights must be cleaned upon loading\r\n */\r\n public static get CleanBoneMatrixWeights(): boolean {\r\n return SceneLoaderFlags.CleanBoneMatrixWeights;\r\n }\r\n\r\n public static set CleanBoneMatrixWeights(value: boolean) {\r\n SceneLoaderFlags.CleanBoneMatrixWeights = value;\r\n }\r\n\r\n // Members\r\n\r\n /**\r\n * Event raised when a plugin is used to load a scene\r\n */\r\n public static OnPluginActivatedObservable = new Observable();\r\n\r\n private static _registeredPlugins: { [extension: string]: IRegisteredPlugin } = {};\r\n\r\n private static _getDefaultPlugin(): IRegisteredPlugin {\r\n return SceneLoader._registeredPlugins[\".babylon\"];\r\n }\r\n\r\n private static _getPluginForExtension(extension: string): IRegisteredPlugin {\r\n var registeredPlugin = SceneLoader._registeredPlugins[extension];\r\n if (registeredPlugin) {\r\n return registeredPlugin;\r\n }\r\n Logger.Warn(\"Unable to find a plugin to load \" + extension + \" files. Trying to use .babylon default plugin. To load from a specific filetype (eg. gltf) see: http://doc.babylonjs.com/how_to/load_from_any_file_type\");\r\n return SceneLoader._getDefaultPlugin();\r\n }\r\n\r\n private static _getPluginForDirectLoad(data: string): IRegisteredPlugin {\r\n for (var extension in SceneLoader._registeredPlugins) {\r\n var plugin = SceneLoader._registeredPlugins[extension].plugin;\r\n\r\n if (plugin.canDirectLoad && plugin.canDirectLoad(data)) {\r\n return SceneLoader._registeredPlugins[extension];\r\n }\r\n }\r\n\r\n return SceneLoader._getDefaultPlugin();\r\n }\r\n\r\n private static _getPluginForFilename(sceneFilename: string): IRegisteredPlugin {\r\n var queryStringPosition = sceneFilename.indexOf(\"?\");\r\n\r\n if (queryStringPosition !== -1) {\r\n sceneFilename = sceneFilename.substring(0, queryStringPosition);\r\n }\r\n\r\n var dotPosition = sceneFilename.lastIndexOf(\".\");\r\n\r\n var extension = sceneFilename.substring(dotPosition, sceneFilename.length).toLowerCase();\r\n return SceneLoader._getPluginForExtension(extension);\r\n }\r\n\r\n private static _getDirectLoad(sceneFilename: string): Nullable {\r\n if (sceneFilename.substr(0, 5) === \"data:\") {\r\n return sceneFilename.substr(5);\r\n }\r\n\r\n return null;\r\n }\r\n\r\n private static _loadData(fileInfo: IFileInfo, scene: Scene, onSuccess: (plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync, data: any, responseURL?: string) => void, onProgress: ((event: SceneLoaderProgressEvent) => void) | undefined, onError: (message: string, exception?: any) => void, onDispose: () => void, pluginExtension: Nullable): Nullable {\r\n const directLoad = SceneLoader._getDirectLoad(fileInfo.name);\r\n const registeredPlugin = pluginExtension ? SceneLoader._getPluginForExtension(pluginExtension) : (directLoad ? SceneLoader._getPluginForDirectLoad(fileInfo.name) : SceneLoader._getPluginForFilename(fileInfo.name));\r\n\r\n let plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync;\r\n if ((registeredPlugin.plugin as ISceneLoaderPluginFactory).createPlugin) {\r\n plugin = (registeredPlugin.plugin as ISceneLoaderPluginFactory).createPlugin();\r\n }\r\n else {\r\n plugin = registeredPlugin.plugin;\r\n }\r\n\r\n if (!plugin) {\r\n throw \"The loader plugin corresponding to the file type you are trying to load has not been found. If using es6, please import the plugin you wish to use before.\";\r\n }\r\n\r\n SceneLoader.OnPluginActivatedObservable.notifyObservers(plugin);\r\n\r\n if (directLoad) {\r\n onSuccess(plugin, plugin.directLoad ? plugin.directLoad(scene, directLoad) : directLoad);\r\n return plugin;\r\n }\r\n\r\n const useArrayBuffer = registeredPlugin.isBinary;\r\n\r\n const dataCallback = (data: any, responseURL?: string) => {\r\n if (scene.isDisposed) {\r\n onError(\"Scene has been disposed\");\r\n return;\r\n }\r\n\r\n onSuccess(plugin, data, responseURL);\r\n };\r\n\r\n let request: Nullable = null;\r\n let pluginDisposed = false;\r\n const onDisposeObservable = (plugin as any).onDisposeObservable as Observable;\r\n if (onDisposeObservable) {\r\n onDisposeObservable.add(() => {\r\n pluginDisposed = true;\r\n\r\n if (request) {\r\n request.abort();\r\n request = null;\r\n }\r\n\r\n onDispose();\r\n });\r\n }\r\n\r\n const progressCallback = onProgress ? (event: ProgressEvent) => {\r\n onProgress(SceneLoaderProgressEvent.FromProgressEvent(event));\r\n } : undefined;\r\n\r\n const manifestChecked = () => {\r\n if (pluginDisposed) {\r\n return;\r\n }\r\n\r\n const successCallback = (data: string | ArrayBuffer, request?: WebRequest) => {\r\n dataCallback(data, request ? request.responseURL : undefined);\r\n };\r\n\r\n const errorCallback = (error: RequestFileError) => {\r\n onError(error.message, error);\r\n };\r\n\r\n request = plugin.requestFile\r\n ? plugin.requestFile(scene, fileInfo.url, successCallback, progressCallback, useArrayBuffer, errorCallback)\r\n : scene._requestFile(fileInfo.url, successCallback, progressCallback, true, useArrayBuffer, errorCallback);\r\n };\r\n\r\n const file = fileInfo.file || FilesInputStore.FilesToLoad[fileInfo.name.toLowerCase()];\r\n\r\n if (fileInfo.rootUrl.indexOf(\"file:\") === -1 || (fileInfo.rootUrl.indexOf(\"file:\") !== -1 && !file)) {\r\n const engine = scene.getEngine();\r\n let canUseOfflineSupport = engine.enableOfflineSupport;\r\n if (canUseOfflineSupport) {\r\n // Also check for exceptions\r\n let exceptionFound = false;\r\n for (var regex of scene.disableOfflineSupportExceptionRules) {\r\n if (regex.test(fileInfo.url)) {\r\n exceptionFound = true;\r\n break;\r\n }\r\n }\r\n\r\n canUseOfflineSupport = !exceptionFound;\r\n }\r\n\r\n if (canUseOfflineSupport && Engine.OfflineProviderFactory) {\r\n // Checking if a manifest file has been set for this scene and if offline mode has been requested\r\n scene.offlineProvider = Engine.OfflineProviderFactory(fileInfo.url, manifestChecked, engine.disableManifestCheck);\r\n }\r\n else {\r\n manifestChecked();\r\n }\r\n }\r\n // Loading file from disk via input file or drag'n'drop\r\n else {\r\n if (file) {\r\n const errorCallback = (error: ReadFileError) => {\r\n onError(error.message, error);\r\n };\r\n\r\n request = plugin.readFile\r\n ? plugin.readFile(scene, file, dataCallback, progressCallback, useArrayBuffer, errorCallback)\r\n : scene._readFile(file, dataCallback, progressCallback, useArrayBuffer, errorCallback);\r\n } else {\r\n onError(\"Unable to find file named \" + fileInfo.name);\r\n }\r\n }\r\n return plugin;\r\n }\r\n\r\n private static _getFileInfo(rootUrl: string, sceneFilename: string | File): Nullable {\r\n let url: string;\r\n let name: string;\r\n let file: Nullable = null;\r\n\r\n if (!sceneFilename) {\r\n url = rootUrl;\r\n name = Tools.GetFilename(rootUrl);\r\n rootUrl = Tools.GetFolderPath(rootUrl);\r\n }\r\n else if ((sceneFilename as File).name) {\r\n const sceneFile = sceneFilename as File;\r\n url = rootUrl + sceneFile.name;\r\n name = sceneFile.name;\r\n file = sceneFile;\r\n }\r\n else {\r\n const filename = sceneFilename as string;\r\n if (filename.substr(0, 1) === \"/\") {\r\n Tools.Error(\"Wrong sceneFilename parameter\");\r\n return null;\r\n }\r\n\r\n url = rootUrl + filename;\r\n name = filename;\r\n }\r\n\r\n return {\r\n url: url,\r\n rootUrl: rootUrl,\r\n name: name,\r\n file: file\r\n };\r\n }\r\n\r\n // Public functions\r\n\r\n /**\r\n * Gets a plugin that can load the given extension\r\n * @param extension defines the extension to load\r\n * @returns a plugin or null if none works\r\n */\r\n public static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory {\r\n return SceneLoader._getPluginForExtension(extension).plugin;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the given extension can be loaded\r\n * @param extension defines the extension to load\r\n * @returns true if the extension is supported\r\n */\r\n public static IsPluginForExtensionAvailable(extension: string): boolean {\r\n return !!SceneLoader._registeredPlugins[extension];\r\n }\r\n\r\n /**\r\n * Adds a new plugin to the list of registered plugins\r\n * @param plugin defines the plugin to add\r\n */\r\n public static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void {\r\n if (typeof plugin.extensions === \"string\") {\r\n var extension = plugin.extensions;\r\n SceneLoader._registeredPlugins[extension.toLowerCase()] = {\r\n plugin: plugin,\r\n isBinary: false\r\n };\r\n }\r\n else {\r\n var extensions = plugin.extensions;\r\n Object.keys(extensions).forEach((extension) => {\r\n SceneLoader._registeredPlugins[extension.toLowerCase()] = {\r\n plugin: plugin,\r\n isBinary: extensions[extension].isBinary\r\n };\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Import meshes into a scene\r\n * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported\r\n * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)\r\n * @param sceneFilename a string that defines the name of the scene file or starts with \"data:\" following by the stringified version of the scene or a File object (default: empty string)\r\n * @param scene the instance of BABYLON.Scene to append to\r\n * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds\r\n * @param onProgress a callback with a progress event for each file being loaded\r\n * @param onError a callback with the scene, a message, and possibly an exception when import fails\r\n * @param pluginExtension the extension used to determine the plugin\r\n * @returns The loaded plugin\r\n */\r\n public static ImportMesh(meshNames: any, rootUrl: string, sceneFilename: string | File = \"\", scene: Nullable = EngineStore.LastCreatedScene, onSuccess: Nullable<(meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], animationGroups: AnimationGroup[]) => void> = null, onProgress: Nullable<(event: SceneLoaderProgressEvent) => void> = null, onError: Nullable<(scene: Scene, message: string, exception?: any) => void> = null, pluginExtension: Nullable = null): Nullable {\r\n if (!scene) {\r\n Logger.Error(\"No scene available to import mesh to\");\r\n return null;\r\n }\r\n\r\n const fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);\r\n if (!fileInfo) {\r\n return null;\r\n }\r\n\r\n var loadingToken = {};\r\n scene._addPendingData(loadingToken);\r\n\r\n var disposeHandler = () => {\r\n scene._removePendingData(loadingToken);\r\n };\r\n\r\n var errorHandler = (message: string, exception?: any) => {\r\n let errorMessage = \"Unable to import meshes from \" + fileInfo.url + \": \" + message;\r\n\r\n if (onError) {\r\n onError(scene, errorMessage, exception);\r\n } else {\r\n Logger.Error(errorMessage);\r\n // should the exception be thrown?\r\n }\r\n\r\n disposeHandler();\r\n };\r\n\r\n var progressHandler = onProgress ? (event: SceneLoaderProgressEvent) => {\r\n try {\r\n onProgress(event);\r\n }\r\n catch (e) {\r\n errorHandler(\"Error in onProgress callback: \" + e, e);\r\n }\r\n } : undefined;\r\n\r\n var successHandler = (meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], animationGroups: AnimationGroup[]) => {\r\n scene.importedMeshesFiles.push(fileInfo.url);\r\n\r\n if (onSuccess) {\r\n try {\r\n onSuccess(meshes, particleSystems, skeletons, animationGroups);\r\n }\r\n catch (e) {\r\n errorHandler(\"Error in onSuccess callback: \" + e, e);\r\n }\r\n }\r\n\r\n scene._removePendingData(loadingToken);\r\n };\r\n\r\n return SceneLoader._loadData(fileInfo, scene, (plugin, data, responseURL) => {\r\n if (plugin.rewriteRootURL) {\r\n fileInfo.rootUrl = plugin.rewriteRootURL(fileInfo.rootUrl, responseURL);\r\n }\r\n\r\n if ((plugin).importMesh) {\r\n var syncedPlugin = plugin;\r\n var meshes = new Array();\r\n var particleSystems = new Array();\r\n var skeletons = new Array();\r\n\r\n if (!syncedPlugin.importMesh(meshNames, scene, data, fileInfo.rootUrl, meshes, particleSystems, skeletons, errorHandler)) {\r\n return;\r\n }\r\n\r\n scene.loadingPluginName = plugin.name;\r\n successHandler(meshes, particleSystems, skeletons, []);\r\n }\r\n else {\r\n var asyncedPlugin = plugin;\r\n asyncedPlugin.importMeshAsync(meshNames, scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then((result) => {\r\n scene.loadingPluginName = plugin.name;\r\n successHandler(result.meshes, result.particleSystems, result.skeletons, result.animationGroups);\r\n }).catch((error) => {\r\n errorHandler(error.message, error);\r\n });\r\n }\r\n }, progressHandler, errorHandler, disposeHandler, pluginExtension);\r\n }\r\n\r\n /**\r\n * Import meshes into a scene\r\n * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported\r\n * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)\r\n * @param sceneFilename a string that defines the name of the scene file or starts with \"data:\" following by the stringified version of the scene or a File object (default: empty string)\r\n * @param scene the instance of BABYLON.Scene to append to\r\n * @param onProgress a callback with a progress event for each file being loaded\r\n * @param pluginExtension the extension used to determine the plugin\r\n * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups\r\n */\r\n public static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename: string | File = \"\", scene: Nullable = EngineStore.LastCreatedScene, onProgress: Nullable<(event: SceneLoaderProgressEvent) => void> = null, pluginExtension: Nullable = null): Promise<{ meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], animationGroups: AnimationGroup[] }> {\r\n return new Promise((resolve, reject) => {\r\n SceneLoader.ImportMesh(meshNames, rootUrl, sceneFilename, scene, (meshes, particleSystems, skeletons, animationGroups) => {\r\n resolve({\r\n meshes: meshes,\r\n particleSystems: particleSystems,\r\n skeletons: skeletons,\r\n animationGroups: animationGroups\r\n });\r\n }, onProgress, (scene, message, exception) => {\r\n reject(exception || new Error(message));\r\n },\r\n pluginExtension);\r\n });\r\n }\r\n\r\n /**\r\n * Load a scene\r\n * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)\r\n * @param sceneFilename a string that defines the name of the scene file or starts with \"data:\" following by the stringified version of the scene or a File object (default: empty string)\r\n * @param engine is the instance of BABYLON.Engine to use to create the scene\r\n * @param onSuccess a callback with the scene when import succeeds\r\n * @param onProgress a callback with a progress event for each file being loaded\r\n * @param onError a callback with the scene, a message, and possibly an exception when import fails\r\n * @param pluginExtension the extension used to determine the plugin\r\n * @returns The loaded plugin\r\n */\r\n public static Load(rootUrl: string, sceneFilename: string | File = \"\", engine: Nullable = EngineStore.LastCreatedEngine, onSuccess: Nullable<(scene: Scene) => void> = null, onProgress: Nullable<(event: SceneLoaderProgressEvent) => void> = null, onError: Nullable<(scene: Scene, message: string, exception?: any) => void> = null, pluginExtension: Nullable = null): Nullable {\r\n if (!engine) {\r\n Tools.Error(\"No engine available\");\r\n return null;\r\n }\r\n\r\n return SceneLoader.Append(rootUrl, sceneFilename, new Scene(engine), onSuccess, onProgress, onError, pluginExtension);\r\n }\r\n\r\n /**\r\n * Load a scene\r\n * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)\r\n * @param sceneFilename a string that defines the name of the scene file or starts with \"data:\" following by the stringified version of the scene or a File object (default: empty string)\r\n * @param engine is the instance of BABYLON.Engine to use to create the scene\r\n * @param onProgress a callback with a progress event for each file being loaded\r\n * @param pluginExtension the extension used to determine the plugin\r\n * @returns The loaded scene\r\n */\r\n public static LoadAsync(rootUrl: string, sceneFilename: string | File = \"\", engine: Nullable = EngineStore.LastCreatedEngine, onProgress: Nullable<(event: SceneLoaderProgressEvent) => void> = null, pluginExtension: Nullable = null): Promise {\r\n return new Promise((resolve, reject) => {\r\n SceneLoader.Load(rootUrl, sceneFilename, engine, (scene) => {\r\n resolve(scene);\r\n }, onProgress, (scene, message, exception) => {\r\n reject(exception || new Error(message));\r\n }, pluginExtension);\r\n });\r\n }\r\n\r\n /**\r\n * Append a scene\r\n * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)\r\n * @param sceneFilename a string that defines the name of the scene file or starts with \"data:\" following by the stringified version of the scene or a File object (default: empty string)\r\n * @param scene is the instance of BABYLON.Scene to append to\r\n * @param onSuccess a callback with the scene when import succeeds\r\n * @param onProgress a callback with a progress event for each file being loaded\r\n * @param onError a callback with the scene, a message, and possibly an exception when import fails\r\n * @param pluginExtension the extension used to determine the plugin\r\n * @returns The loaded plugin\r\n */\r\n public static Append(rootUrl: string, sceneFilename: string | File = \"\", scene: Nullable = EngineStore.LastCreatedScene, onSuccess: Nullable<(scene: Scene) => void> = null, onProgress: Nullable<(event: SceneLoaderProgressEvent) => void> = null, onError: Nullable<(scene: Scene, message: string, exception?: any) => void> = null, pluginExtension: Nullable = null): Nullable {\r\n if (!scene) {\r\n Logger.Error(\"No scene available to append to\");\r\n return null;\r\n }\r\n\r\n const fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);\r\n if (!fileInfo) {\r\n return null;\r\n }\r\n\r\n if (SceneLoader.ShowLoadingScreen) {\r\n scene.getEngine().displayLoadingUI();\r\n }\r\n\r\n var loadingToken = {};\r\n scene._addPendingData(loadingToken);\r\n\r\n var disposeHandler = () => {\r\n scene._removePendingData(loadingToken);\r\n scene.getEngine().hideLoadingUI();\r\n };\r\n\r\n var errorHandler = (message: Nullable, exception?: any) => {\r\n let errorMessage = \"Unable to load from \" + fileInfo.url + (message ? \": \" + message : \"\");\r\n if (onError) {\r\n onError(scene, errorMessage, exception);\r\n } else {\r\n Logger.Error(errorMessage);\r\n // should the exception be thrown?\r\n }\r\n\r\n disposeHandler();\r\n };\r\n\r\n var progressHandler = onProgress ? (event: SceneLoaderProgressEvent) => {\r\n try {\r\n onProgress(event);\r\n }\r\n catch (e) {\r\n errorHandler(\"Error in onProgress callback\", e);\r\n }\r\n } : undefined;\r\n\r\n var successHandler = () => {\r\n if (onSuccess) {\r\n try {\r\n onSuccess(scene);\r\n }\r\n catch (e) {\r\n errorHandler(\"Error in onSuccess callback\", e);\r\n }\r\n }\r\n\r\n scene._removePendingData(loadingToken);\r\n };\r\n\r\n return SceneLoader._loadData(fileInfo, scene, (plugin, data) => {\r\n if ((plugin).load) {\r\n var syncedPlugin = plugin;\r\n if (!syncedPlugin.load(scene, data, fileInfo.rootUrl, errorHandler)) {\r\n return;\r\n }\r\n\r\n scene.loadingPluginName = plugin.name;\r\n successHandler();\r\n } else {\r\n var asyncedPlugin = plugin;\r\n asyncedPlugin.loadAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(() => {\r\n scene.loadingPluginName = plugin.name;\r\n successHandler();\r\n }).catch((error) => {\r\n errorHandler(error.message, error);\r\n });\r\n }\r\n\r\n if (SceneLoader.ShowLoadingScreen) {\r\n scene.executeWhenReady(() => {\r\n scene.getEngine().hideLoadingUI();\r\n });\r\n }\r\n }, progressHandler, errorHandler, disposeHandler, pluginExtension);\r\n }\r\n\r\n /**\r\n * Append a scene\r\n * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)\r\n * @param sceneFilename a string that defines the name of the scene file or starts with \"data:\" following by the stringified version of the scene or a File object (default: empty string)\r\n * @param scene is the instance of BABYLON.Scene to append to\r\n * @param onProgress a callback with a progress event for each file being loaded\r\n * @param pluginExtension the extension used to determine the plugin\r\n * @returns The given scene\r\n */\r\n public static AppendAsync(rootUrl: string, sceneFilename: string | File = \"\", scene: Nullable = EngineStore.LastCreatedScene, onProgress: Nullable<(event: SceneLoaderProgressEvent) => void> = null, pluginExtension: Nullable = null): Promise {\r\n return new Promise((resolve, reject) => {\r\n SceneLoader.Append(rootUrl, sceneFilename, scene, (scene) => {\r\n resolve(scene);\r\n }, onProgress, (scene, message, exception) => {\r\n reject(exception || new Error(message));\r\n }, pluginExtension);\r\n });\r\n }\r\n\r\n /**\r\n * Load a scene into an asset container\r\n * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)\r\n * @param sceneFilename a string that defines the name of the scene file or starts with \"data:\" following by the stringified version of the scene or a File object (default: empty string)\r\n * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)\r\n * @param onSuccess a callback with the scene when import succeeds\r\n * @param onProgress a callback with a progress event for each file being loaded\r\n * @param onError a callback with the scene, a message, and possibly an exception when import fails\r\n * @param pluginExtension the extension used to determine the plugin\r\n * @returns The loaded plugin\r\n */\r\n public static LoadAssetContainer(\r\n rootUrl: string,\r\n sceneFilename: string | File = \"\",\r\n scene: Nullable = EngineStore.LastCreatedScene,\r\n onSuccess: Nullable<(assets: AssetContainer) => void> = null,\r\n onProgress: Nullable<(event: SceneLoaderProgressEvent) => void> = null,\r\n onError: Nullable<(scene: Scene, message: string, exception?: any) => void> = null,\r\n pluginExtension: Nullable = null\r\n ): Nullable {\r\n if (!scene) {\r\n Logger.Error(\"No scene available to load asset container to\");\r\n return null;\r\n }\r\n\r\n const fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);\r\n if (!fileInfo) {\r\n return null;\r\n }\r\n\r\n var loadingToken = {};\r\n scene._addPendingData(loadingToken);\r\n\r\n var disposeHandler = () => {\r\n scene._removePendingData(loadingToken);\r\n };\r\n\r\n var errorHandler = (message: Nullable, exception?: any) => {\r\n let errorMessage = \"Unable to load assets from \" + fileInfo.url + (message ? \": \" + message : \"\");\r\n\r\n if (exception && exception.message) {\r\n errorMessage += ` (${exception.message})`;\r\n }\r\n\r\n if (onError) {\r\n onError(scene, errorMessage, exception);\r\n } else {\r\n Logger.Error(errorMessage);\r\n // should the exception be thrown?\r\n }\r\n\r\n disposeHandler();\r\n };\r\n\r\n var progressHandler = onProgress ? (event: SceneLoaderProgressEvent) => {\r\n try {\r\n onProgress(event);\r\n }\r\n catch (e) {\r\n errorHandler(\"Error in onProgress callback\", e);\r\n }\r\n } : undefined;\r\n\r\n var successHandler = (assets: AssetContainer) => {\r\n if (onSuccess) {\r\n try {\r\n onSuccess(assets);\r\n }\r\n catch (e) {\r\n errorHandler(\"Error in onSuccess callback\", e);\r\n }\r\n }\r\n\r\n scene._removePendingData(loadingToken);\r\n };\r\n\r\n return SceneLoader._loadData(fileInfo, scene, (plugin, data) => {\r\n if ((plugin).loadAssetContainer) {\r\n var syncedPlugin = plugin;\r\n var assetContainer = syncedPlugin.loadAssetContainer(scene, data, fileInfo.rootUrl, errorHandler);\r\n if (!assetContainer) {\r\n return;\r\n }\r\n\r\n scene.loadingPluginName = plugin.name;\r\n successHandler(assetContainer);\r\n } else if ((plugin).loadAssetContainerAsync) {\r\n var asyncedPlugin = plugin;\r\n asyncedPlugin.loadAssetContainerAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then((assetContainer) => {\r\n scene.loadingPluginName = plugin.name;\r\n successHandler(assetContainer);\r\n }).catch((error) => {\r\n errorHandler(error.message, error);\r\n });\r\n } else {\r\n errorHandler(\"LoadAssetContainer is not supported by this plugin. Plugin did not provide a loadAssetContainer or loadAssetContainerAsync method.\");\r\n }\r\n\r\n if (SceneLoader.ShowLoadingScreen) {\r\n scene.executeWhenReady(() => {\r\n scene.getEngine().hideLoadingUI();\r\n });\r\n }\r\n }, progressHandler, errorHandler, disposeHandler, pluginExtension);\r\n }\r\n\r\n /**\r\n * Load a scene into an asset container\r\n * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)\r\n * @param sceneFilename a string that defines the name of the scene file or starts with \"data:\" following by the stringified version of the scene (default: empty string)\r\n * @param scene is the instance of Scene to append to\r\n * @param onProgress a callback with a progress event for each file being loaded\r\n * @param pluginExtension the extension used to determine the plugin\r\n * @returns The loaded asset container\r\n */\r\n public static LoadAssetContainerAsync(rootUrl: string, sceneFilename: string = \"\", scene: Nullable = EngineStore.LastCreatedScene, onProgress: Nullable<(event: SceneLoaderProgressEvent) => void> = null, pluginExtension: Nullable = null): Promise {\r\n return new Promise((resolve, reject) => {\r\n SceneLoader.LoadAssetContainer(rootUrl, sceneFilename, scene, (assetContainer) => {\r\n resolve(assetContainer);\r\n }, onProgress, (scene, message, exception) => {\r\n reject(exception || new Error(message));\r\n }, pluginExtension);\r\n });\r\n }\r\n\r\n /**\r\n * Import animations from a file into a scene\r\n * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)\r\n * @param sceneFilename a string that defines the name of the scene file or starts with \"data:\" following by the stringified version of the scene or a File object (default: empty string)\r\n * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)\r\n * @param overwriteAnimations when true, animations are cleaned before importing new ones. Animations are appended otherwise\r\n * @param animationGroupLoadingMode defines how to handle old animations groups before importing new ones\r\n * @param targetConverter defines a function used to convert animation targets from loaded scene to current scene (default: search node by name)\r\n * @param onSuccess a callback with the scene when import succeeds\r\n * @param onProgress a callback with a progress event for each file being loaded\r\n * @param onError a callback with the scene, a message, and possibly an exception when import fails\r\n */\r\n public static ImportAnimations(rootUrl: string, sceneFilename: string | File = \"\", scene: Nullable = EngineStore.LastCreatedScene, overwriteAnimations = true, animationGroupLoadingMode = SceneLoaderAnimationGroupLoadingMode.Clean, targetConverter: Nullable<(target: any) => any> = null, onSuccess: Nullable<(scene: Scene) => void> = null, onProgress: Nullable<(event: SceneLoaderProgressEvent) => void> = null, onError: Nullable<(scene: Scene, message: string, exception?: any) => void> = null): void {\r\n if (!scene) {\r\n Logger.Error(\"No scene available to load animations to\");\r\n return;\r\n }\r\n\r\n if (overwriteAnimations) {\r\n // Reset, stop and dispose all animations before loading new ones\r\n for (let animatable of scene.animatables) {\r\n animatable.reset();\r\n }\r\n scene.stopAllAnimations();\r\n scene.animationGroups.slice().forEach((animationGroup) => {\r\n animationGroup.dispose();\r\n });\r\n let nodes = scene.getNodes();\r\n nodes.forEach((node) => {\r\n if (node.animations) {\r\n node.animations = [];\r\n }\r\n });\r\n }\r\n else {\r\n switch (animationGroupLoadingMode) {\r\n case SceneLoaderAnimationGroupLoadingMode.Clean:\r\n scene.animationGroups.slice().forEach((animationGroup) => {\r\n animationGroup.dispose();\r\n });\r\n break;\r\n case SceneLoaderAnimationGroupLoadingMode.Stop:\r\n scene.animationGroups.forEach((animationGroup) => {\r\n animationGroup.stop();\r\n });\r\n break;\r\n case SceneLoaderAnimationGroupLoadingMode.Sync:\r\n scene.animationGroups.forEach((animationGroup) => {\r\n animationGroup.reset();\r\n animationGroup.restart();\r\n });\r\n break;\r\n case SceneLoaderAnimationGroupLoadingMode.NoSync:\r\n // nothing to do\r\n break;\r\n default:\r\n Logger.Error(\"Unknown animation group loading mode value '\" + animationGroupLoadingMode + \"'\");\r\n return;\r\n }\r\n }\r\n\r\n let startingIndexForNewAnimatables = scene.animatables.length;\r\n\r\n let onAssetContainerLoaded = (container: AssetContainer) => {\r\n container.mergeAnimationsTo(scene, scene.animatables.slice(startingIndexForNewAnimatables), targetConverter);\r\n\r\n container.dispose();\r\n\r\n scene.onAnimationFileImportedObservable.notifyObservers(scene);\r\n\r\n if (onSuccess) {\r\n onSuccess(scene);\r\n }\r\n };\r\n\r\n this.LoadAssetContainer(rootUrl, sceneFilename, scene, onAssetContainerLoaded, onProgress, onError);\r\n }\r\n\r\n /**\r\n * Import animations from a file into a scene\r\n * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)\r\n * @param sceneFilename a string that defines the name of the scene file or starts with \"data:\" following by the stringified version of the scene or a File object (default: empty string)\r\n * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)\r\n * @param overwriteAnimations when true, animations are cleaned before importing new ones. Animations are appended otherwise\r\n * @param animationGroupLoadingMode defines how to handle old animations groups before importing new ones\r\n * @param targetConverter defines a function used to convert animation targets from loaded scene to current scene (default: search node by name)\r\n * @param onSuccess a callback with the scene when import succeeds\r\n * @param onProgress a callback with a progress event for each file being loaded\r\n * @param onError a callback with the scene, a message, and possibly an exception when import fails\r\n * @returns the updated scene with imported animations\r\n */\r\n public static ImportAnimationsAsync(rootUrl: string, sceneFilename: string | File = \"\", scene: Nullable = EngineStore.LastCreatedScene, overwriteAnimations = true, animationGroupLoadingMode = SceneLoaderAnimationGroupLoadingMode.Clean, targetConverter: Nullable<(target: any) => any> = null, onSuccess: Nullable<(scene: Scene) => void> = null, onProgress: Nullable<(event: SceneLoaderProgressEvent) => void> = null, onError: Nullable<(scene: Scene, message: string, exception?: any) => void> = null): Promise {\r\n return new Promise((resolve, reject) => {\r\n SceneLoader.ImportAnimations(rootUrl, sceneFilename, scene, overwriteAnimations, animationGroupLoadingMode, targetConverter, (_scene: Scene) => {\r\n resolve(_scene);\r\n }, onProgress, (_scene: Scene, message: string, exception: any) => {\r\n reject(exception || new Error(message));\r\n });\r\n });\r\n }\r\n}\r\n","import { Constants } from \"../Engines/constants\";\r\n\r\n/**\r\n * Class used to represent data loading progression\r\n */\r\nexport class SceneLoaderFlags {\r\n // Flags\r\n private static _ForceFullSceneLoadingForIncremental = false;\r\n private static _ShowLoadingScreen = true;\r\n private static _CleanBoneMatrixWeights = false;\r\n private static _loggingLevel = Constants.SCENELOADER_NO_LOGGING;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data\r\n */\r\n public static get ForceFullSceneLoadingForIncremental() {\r\n return SceneLoaderFlags._ForceFullSceneLoadingForIncremental;\r\n }\r\n\r\n public static set ForceFullSceneLoadingForIncremental(value: boolean) {\r\n SceneLoaderFlags._ForceFullSceneLoadingForIncremental = value;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene\r\n */\r\n public static get ShowLoadingScreen(): boolean {\r\n return SceneLoaderFlags._ShowLoadingScreen;\r\n }\r\n\r\n public static set ShowLoadingScreen(value: boolean) {\r\n SceneLoaderFlags._ShowLoadingScreen = value;\r\n }\r\n\r\n /**\r\n * Defines the current logging level (while loading the scene)\r\n * @ignorenaming\r\n */\r\n public static get loggingLevel(): number {\r\n return SceneLoaderFlags._loggingLevel;\r\n }\r\n\r\n public static set loggingLevel(value: number) {\r\n SceneLoaderFlags._loggingLevel = value;\r\n }\r\n\r\n /**\r\n * Gets or set a boolean indicating if matrix weights must be cleaned upon loading\r\n */\r\n public static get CleanBoneMatrixWeights(): boolean {\r\n return SceneLoaderFlags._CleanBoneMatrixWeights;\r\n }\r\n\r\n public static set CleanBoneMatrixWeights(value: boolean) {\r\n SceneLoaderFlags._CleanBoneMatrixWeights = value;\r\n }\r\n}\r\n","import { SerializationHelper, serialize, serializeAsColor3, expandToProperty, serializeAsTexture, serializeAsVector3, serializeAsImageProcessingConfiguration } from \"../../Misc/decorators\";\r\nimport { SmartArray } from \"../../Misc/smartArray\";\r\nimport { Observer } from \"../../Misc/observable\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { Nullable, int, float } from \"../../types\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Matrix, Vector3, Vector4 } from \"../../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../../Meshes/buffer\";\r\nimport { SubMesh } from \"../../Meshes/subMesh\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport { Effect, IEffectCreationOptions } from \"../../Materials/effect\";\r\nimport { MaterialHelper } from \"../../Materials/materialHelper\";\r\nimport { MaterialDefines } from \"../../Materials/materialDefines\";\r\nimport { PushMaterial } from \"../../Materials/pushMaterial\";\r\nimport { ColorCurves } from \"../../Materials/colorCurves\";\r\nimport { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from \"../../Materials/imageProcessingConfiguration\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport { IShadowLight } from \"../../Lights/shadowLight\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { _TypeStore } from \"../../Misc/typeStore\";\r\nimport { MaterialFlags } from \"../materialFlags\";\r\nimport { Color3 } from '../../Maths/math.color';\r\n\r\nimport \"../../Shaders/background.fragment\";\r\nimport \"../../Shaders/background.vertex\";\r\nimport { EffectFallbacks } from '../effectFallbacks';\r\n\r\n/**\r\n * Background material defines definition.\r\n * @hidden Mainly internal Use\r\n */\r\nclass BackgroundMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {\r\n /**\r\n * True if the diffuse texture is in use.\r\n */\r\n public DIFFUSE = false;\r\n\r\n /**\r\n * The direct UV channel to use.\r\n */\r\n public DIFFUSEDIRECTUV = 0;\r\n\r\n /**\r\n * True if the diffuse texture is in gamma space.\r\n */\r\n public GAMMADIFFUSE = false;\r\n\r\n /**\r\n * True if the diffuse texture has opacity in the alpha channel.\r\n */\r\n public DIFFUSEHASALPHA = false;\r\n\r\n /**\r\n * True if you want the material to fade to transparent at grazing angle.\r\n */\r\n public OPACITYFRESNEL = false;\r\n\r\n /**\r\n * True if an extra blur needs to be added in the reflection.\r\n */\r\n public REFLECTIONBLUR = false;\r\n\r\n /**\r\n * True if you want the material to fade to reflection at grazing angle.\r\n */\r\n public REFLECTIONFRESNEL = false;\r\n\r\n /**\r\n * True if you want the material to falloff as far as you move away from the scene center.\r\n */\r\n public REFLECTIONFALLOFF = false;\r\n\r\n /**\r\n * False if the current Webgl implementation does not support the texture lod extension.\r\n */\r\n public TEXTURELODSUPPORT = false;\r\n\r\n /**\r\n * True to ensure the data are premultiplied.\r\n */\r\n public PREMULTIPLYALPHA = false;\r\n\r\n /**\r\n * True if the texture contains cooked RGB values and not gray scaled multipliers.\r\n */\r\n public USERGBCOLOR = false;\r\n\r\n /**\r\n * True if highlight and shadow levels have been specified. It can help ensuring the main perceived color\r\n * stays aligned with the desired configuration.\r\n */\r\n public USEHIGHLIGHTANDSHADOWCOLORS = false;\r\n\r\n /**\r\n * True to add noise in order to reduce the banding effect.\r\n */\r\n public NOISE = false;\r\n\r\n /**\r\n * is the reflection texture in BGR color scheme?\r\n * Mainly used to solve a bug in ios10 video tag\r\n */\r\n public REFLECTIONBGR = false;\r\n\r\n public IMAGEPROCESSING = false;\r\n public VIGNETTE = false;\r\n public VIGNETTEBLENDMODEMULTIPLY = false;\r\n public VIGNETTEBLENDMODEOPAQUE = false;\r\n public TONEMAPPING = false;\r\n public TONEMAPPING_ACES = false;\r\n public CONTRAST = false;\r\n public COLORCURVES = false;\r\n public COLORGRADING = false;\r\n public COLORGRADING3D = false;\r\n public SAMPLER3DGREENDEPTH = false;\r\n public SAMPLER3DBGRMAP = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public EXPOSURE = false;\r\n public MULTIVIEW = false;\r\n\r\n // Reflection.\r\n public REFLECTION = false;\r\n public REFLECTIONMAP_3D = false;\r\n public REFLECTIONMAP_SPHERICAL = false;\r\n public REFLECTIONMAP_PLANAR = false;\r\n public REFLECTIONMAP_CUBIC = false;\r\n public REFLECTIONMAP_PROJECTION = false;\r\n public REFLECTIONMAP_SKYBOX = false;\r\n public REFLECTIONMAP_EXPLICIT = false;\r\n public REFLECTIONMAP_EQUIRECTANGULAR = false;\r\n public REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;\r\n public REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;\r\n public INVERTCUBICMAP = false;\r\n public REFLECTIONMAP_OPPOSITEZ = false;\r\n public LODINREFLECTIONALPHA = false;\r\n public GAMMAREFLECTION = false;\r\n public RGBDREFLECTION = false;\r\n public EQUIRECTANGULAR_RELFECTION_FOV = false;\r\n\r\n // Default BJS.\r\n public MAINUV1 = false;\r\n public MAINUV2 = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public NORMAL = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public SHADOWFLOAT = false;\r\n\r\n /**\r\n * Constructor of the defines.\r\n */\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * Background material used to create an efficient environement around your scene.\r\n */\r\nexport class BackgroundMaterial extends PushMaterial {\r\n\r\n /**\r\n * Standard reflectance value at parallel view angle.\r\n */\r\n public static StandardReflectance0 = 0.05;\r\n\r\n /**\r\n * Standard reflectance value at grazing angle.\r\n */\r\n public static StandardReflectance90 = 0.5;\r\n\r\n @serializeAsColor3()\r\n protected _primaryColor: Color3;\r\n /**\r\n * Key light Color (multiply against the environement texture)\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public primaryColor = Color3.White();\r\n\r\n @serializeAsColor3()\r\n protected __perceptualColor: Nullable;\r\n /**\r\n * Experimental Internal Use Only.\r\n *\r\n * Key light Color in \"perceptual value\" meaning the color you would like to see on screen.\r\n * This acts as a helper to set the primary color to a more \"human friendly\" value.\r\n * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the\r\n * output color as close as possible from the chosen value.\r\n * (This does not account for contrast color grading and color curves as they are considered post effect and not directly\r\n * part of lighting setup.)\r\n */\r\n public get _perceptualColor(): Nullable {\r\n return this.__perceptualColor;\r\n }\r\n public set _perceptualColor(value: Nullable) {\r\n this.__perceptualColor = value;\r\n this._computePrimaryColorFromPerceptualColor();\r\n this._markAllSubMeshesAsLightsDirty();\r\n }\r\n\r\n @serialize()\r\n protected _primaryColorShadowLevel: float = 0;\r\n /**\r\n * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.\r\n * The color opposite to the primary color is used at the level chosen to define what the black area would look.\r\n */\r\n public get primaryColorShadowLevel(): float {\r\n return this._primaryColorShadowLevel;\r\n }\r\n public set primaryColorShadowLevel(value: float) {\r\n this._primaryColorShadowLevel = value;\r\n this._computePrimaryColors();\r\n this._markAllSubMeshesAsLightsDirty();\r\n }\r\n\r\n @serialize()\r\n protected _primaryColorHighlightLevel: float = 0;\r\n /**\r\n * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.\r\n * The primary color is used at the level chosen to define what the white area would look.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public get primaryColorHighlightLevel(): float {\r\n return this._primaryColorHighlightLevel;\r\n }\r\n public set primaryColorHighlightLevel(value: float) {\r\n this._primaryColorHighlightLevel = value;\r\n this._computePrimaryColors();\r\n this._markAllSubMeshesAsLightsDirty();\r\n }\r\n\r\n @serializeAsTexture()\r\n protected _reflectionTexture: Nullable;\r\n /**\r\n * Reflection Texture used in the material.\r\n * Should be author in a specific way for the best result (refer to the documentation).\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectionTexture: Nullable = null;\r\n\r\n @serialize()\r\n protected _reflectionBlur: float;\r\n /**\r\n * Reflection Texture level of blur.\r\n *\r\n * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the\r\n * texture twice.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectionBlur: float = 0;\r\n\r\n @serializeAsTexture()\r\n protected _diffuseTexture: Nullable;\r\n /**\r\n * Diffuse Texture used in the material.\r\n * Should be author in a specific way for the best result (refer to the documentation).\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture: Nullable = null;\r\n\r\n protected _shadowLights: Nullable = null;\r\n /**\r\n * Specify the list of lights casting shadow on the material.\r\n * All scene shadow lights will be included if null.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public shadowLights: Nullable = null;\r\n\r\n @serialize()\r\n protected _shadowLevel: float;\r\n /**\r\n * Helps adjusting the shadow to a softer level if required.\r\n * 0 means black shadows and 1 means no shadows.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public shadowLevel: float = 0;\r\n\r\n @serializeAsVector3()\r\n protected _sceneCenter: Vector3;\r\n /**\r\n * In case of opacity Fresnel or reflection falloff, this is use as a scene center.\r\n * It is usually zero but might be interesting to modify according to your setup.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public sceneCenter: Vector3 = Vector3.Zero();\r\n\r\n @serialize()\r\n protected _opacityFresnel: boolean;\r\n /**\r\n * This helps specifying that the material is falling off to the sky box at grazing angle.\r\n * This helps ensuring a nice transition when the camera goes under the ground.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public opacityFresnel: boolean = true;\r\n\r\n @serialize()\r\n protected _reflectionFresnel: boolean;\r\n /**\r\n * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.\r\n * This helps adding a mirror texture on the ground.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectionFresnel: boolean = false;\r\n\r\n @serialize()\r\n protected _reflectionFalloffDistance: number;\r\n /**\r\n * This helps specifying the falloff radius off the reflection texture from the sceneCenter.\r\n * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectionFalloffDistance: number = 0.0;\r\n\r\n @serialize()\r\n protected _reflectionAmount: number;\r\n /**\r\n * This specifies the weight of the reflection against the background in case of reflection Fresnel.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectionAmount: number = 1.0;\r\n\r\n @serialize()\r\n protected _reflectionReflectance0: number;\r\n /**\r\n * This specifies the weight of the reflection at grazing angle.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectionReflectance0: number = 0.05;\r\n\r\n @serialize()\r\n protected _reflectionReflectance90: number;\r\n /**\r\n * This specifies the weight of the reflection at a perpendicular point of view.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectionReflectance90: number = 0.5;\r\n\r\n /**\r\n * Sets the reflection reflectance fresnel values according to the default standard\r\n * empirically know to work well :-)\r\n */\r\n public set reflectionStandardFresnelWeight(value: number) {\r\n let reflectionWeight = value;\r\n\r\n if (reflectionWeight < 0.5) {\r\n reflectionWeight = reflectionWeight * 2.0;\r\n this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 * reflectionWeight;\r\n this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 * reflectionWeight;\r\n } else {\r\n reflectionWeight = reflectionWeight * 2.0 - 1.0;\r\n this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 + (1.0 - BackgroundMaterial.StandardReflectance0) * reflectionWeight;\r\n this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 + (1.0 - BackgroundMaterial.StandardReflectance90) * reflectionWeight;\r\n }\r\n }\r\n\r\n @serialize()\r\n protected _useRGBColor: boolean;\r\n /**\r\n * Helps to directly use the maps channels instead of their level.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useRGBColor: boolean = true;\r\n\r\n @serialize()\r\n protected _enableNoise: boolean;\r\n /**\r\n * This helps reducing the banding effect that could occur on the background.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public enableNoise: boolean = false;\r\n\r\n /**\r\n * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values \"zoom in\" and higher values \"zoom out\".\r\n * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.\r\n * Recommended to be keep at 1.0 except for special cases.\r\n */\r\n public get fovMultiplier(): number {\r\n return this._fovMultiplier;\r\n }\r\n public set fovMultiplier(value: number) {\r\n if (isNaN(value)) {\r\n value = 1.0;\r\n }\r\n this._fovMultiplier = Math.max(0.0, Math.min(2.0, value));\r\n }\r\n private _fovMultiplier: float = 1.0;\r\n\r\n /**\r\n * Enable the FOV adjustment feature controlled by fovMultiplier.\r\n */\r\n public useEquirectangularFOV: boolean = false;\r\n\r\n @serialize()\r\n private _maxSimultaneousLights: int = 4;\r\n /**\r\n * Number of Simultaneous lights allowed on the material.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public maxSimultaneousLights: int = 4;\r\n\r\n /**\r\n * Default configuration related to image processing available in the Background Material.\r\n */\r\n @serializeAsImageProcessingConfiguration()\r\n protected _imageProcessingConfiguration: ImageProcessingConfiguration;\r\n\r\n /**\r\n * Keep track of the image processing observer to allow dispose and replace.\r\n */\r\n private _imageProcessingObserver: Nullable> = null;\r\n\r\n /**\r\n * Attaches a new image processing configuration to the PBR Material.\r\n * @param configuration (if null the scene configuration will be use)\r\n */\r\n protected _attachImageProcessingConfiguration(configuration: Nullable): void {\r\n if (configuration === this._imageProcessingConfiguration) {\r\n return;\r\n }\r\n\r\n // Detaches observer.\r\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\r\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\r\n }\r\n\r\n // Pick the scene configuration if needed.\r\n if (!configuration) {\r\n this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;\r\n }\r\n else {\r\n this._imageProcessingConfiguration = configuration;\r\n }\r\n\r\n // Attaches observer.\r\n if (this._imageProcessingConfiguration) {\r\n this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(() => {\r\n this._computePrimaryColorFromPerceptualColor();\r\n this._markAllSubMeshesAsImageProcessingDirty();\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Gets the image processing configuration used either in this material.\r\n */\r\n public get imageProcessingConfiguration(): Nullable {\r\n return this._imageProcessingConfiguration;\r\n }\r\n\r\n /**\r\n * Sets the Default image processing configuration used either in the this material.\r\n *\r\n * If sets to null, the scene one is in use.\r\n */\r\n public set imageProcessingConfiguration(value: Nullable) {\r\n this._attachImageProcessingConfiguration(value);\r\n\r\n // Ensure the effect will be rebuilt.\r\n this._markAllSubMeshesAsTexturesDirty();\r\n }\r\n\r\n /**\r\n * Gets wether the color curves effect is enabled.\r\n */\r\n public get cameraColorCurvesEnabled(): boolean {\r\n return (this.imageProcessingConfiguration).colorCurvesEnabled;\r\n }\r\n /**\r\n * Sets wether the color curves effect is enabled.\r\n */\r\n public set cameraColorCurvesEnabled(value: boolean) {\r\n (this.imageProcessingConfiguration).colorCurvesEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets wether the color grading effect is enabled.\r\n */\r\n public get cameraColorGradingEnabled(): boolean {\r\n return (this.imageProcessingConfiguration).colorGradingEnabled;\r\n }\r\n /**\r\n * Gets wether the color grading effect is enabled.\r\n */\r\n public set cameraColorGradingEnabled(value: boolean) {\r\n (this.imageProcessingConfiguration).colorGradingEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets wether tonemapping is enabled or not.\r\n */\r\n public get cameraToneMappingEnabled(): boolean {\r\n return this._imageProcessingConfiguration.toneMappingEnabled;\r\n }\r\n /**\r\n * Sets wether tonemapping is enabled or not\r\n */\r\n public set cameraToneMappingEnabled(value: boolean) {\r\n this._imageProcessingConfiguration.toneMappingEnabled = value;\r\n }\r\n\r\n /**\r\n * The camera exposure used on this material.\r\n * This property is here and not in the camera to allow controlling exposure without full screen post process.\r\n * This corresponds to a photographic exposure.\r\n */\r\n public get cameraExposure(): float {\r\n return this._imageProcessingConfiguration.exposure;\r\n }\r\n /**\r\n * The camera exposure used on this material.\r\n * This property is here and not in the camera to allow controlling exposure without full screen post process.\r\n * This corresponds to a photographic exposure.\r\n */\r\n public set cameraExposure(value: float) {\r\n this._imageProcessingConfiguration.exposure = value;\r\n }\r\n\r\n /**\r\n * Gets The camera contrast used on this material.\r\n */\r\n public get cameraContrast(): float {\r\n return this._imageProcessingConfiguration.contrast;\r\n }\r\n\r\n /**\r\n * Sets The camera contrast used on this material.\r\n */\r\n public set cameraContrast(value: float) {\r\n this._imageProcessingConfiguration.contrast = value;\r\n }\r\n\r\n /**\r\n * Gets the Color Grading 2D Lookup Texture.\r\n */\r\n public get cameraColorGradingTexture(): Nullable {\r\n return this._imageProcessingConfiguration.colorGradingTexture;\r\n }\r\n /**\r\n * Sets the Color Grading 2D Lookup Texture.\r\n */\r\n public set cameraColorGradingTexture(value: Nullable) {\r\n (this.imageProcessingConfiguration).colorGradingTexture = value;\r\n }\r\n\r\n /**\r\n * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).\r\n * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.\r\n * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;\r\n * corresponding to low luminance, medium luminance, and high luminance areas respectively.\r\n */\r\n public get cameraColorCurves(): Nullable {\r\n return (this.imageProcessingConfiguration).colorCurves;\r\n }\r\n /**\r\n * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).\r\n * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.\r\n * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;\r\n * corresponding to low luminance, medium luminance, and high luminance areas respectively.\r\n */\r\n public set cameraColorCurves(value: Nullable) {\r\n (this.imageProcessingConfiguration).colorCurves = value;\r\n }\r\n\r\n /**\r\n * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.\r\n * Setting this flag to true (not done automatically!) will convert it back to RGB.\r\n */\r\n public switchToBGR: boolean = false;\r\n\r\n // Temp values kept as cache in the material.\r\n private _renderTargets = new SmartArray(16);\r\n private _reflectionControls = Vector4.Zero();\r\n private _white = Color3.White();\r\n private _primaryShadowColor = Color3.Black();\r\n private _primaryHighlightColor = Color3.Black();\r\n\r\n /**\r\n * Instantiates a Background Material in the given scene\r\n * @param name The friendly name of the material\r\n * @param scene The scene to add the material to\r\n */\r\n constructor(name: string, scene: Scene) {\r\n super(name, scene);\r\n\r\n // Setup the default processing configuration to the scene.\r\n this._attachImageProcessingConfiguration(null);\r\n\r\n this.getRenderTargetTextures = (): SmartArray => {\r\n this._renderTargets.reset();\r\n\r\n if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {\r\n this._renderTargets.push(this._diffuseTexture as RenderTargetTexture);\r\n }\r\n\r\n if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {\r\n this._renderTargets.push(this._reflectionTexture as RenderTargetTexture);\r\n }\r\n\r\n return this._renderTargets;\r\n };\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that current material needs to register RTT\r\n */\r\n public get hasRenderTargetTextures(): boolean {\r\n if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {\r\n return true;\r\n }\r\n\r\n if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * The entire material has been created in order to prevent overdraw.\r\n * @returns false\r\n */\r\n public needAlphaTesting(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * The entire material has been created in order to prevent overdraw.\r\n * @returns true if blending is enable\r\n */\r\n public needAlphaBlending(): boolean {\r\n return ((this.alpha < 0) || (this._diffuseTexture != null && this._diffuseTexture.hasAlpha));\r\n }\r\n\r\n /**\r\n * Checks wether the material is ready to be rendered for a given mesh.\r\n * @param mesh The mesh to render\r\n * @param subMesh The submesh to check against\r\n * @param useInstances Specify wether or not the material is used with instances\r\n * @returns true if all the dependencies are ready (Textures, Effects...)\r\n */\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances: boolean = false): boolean {\r\n if (subMesh.effect && this.isFrozen) {\r\n if (subMesh.effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh._materialDefines) {\r\n subMesh._materialDefines = new BackgroundMaterialDefines();\r\n }\r\n\r\n var scene = this.getScene();\r\n var defines = subMesh._materialDefines;\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n var engine = scene.getEngine();\r\n\r\n // Lights\r\n MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights);\r\n defines._needNormals = true;\r\n\r\n // Multiview\r\n MaterialHelper.PrepareDefinesForMultiview(scene, defines);\r\n\r\n // Textures\r\n if (defines._areTexturesDirty) {\r\n defines._needUVs = false;\r\n if (scene.texturesEnabled) {\r\n if (scene.getEngine().getCaps().textureLOD) {\r\n defines.TEXTURELODSUPPORT = true;\r\n }\r\n\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n if (!this._diffuseTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, \"DIFFUSE\");\r\n defines.DIFFUSEHASALPHA = this._diffuseTexture.hasAlpha;\r\n defines.GAMMADIFFUSE = this._diffuseTexture.gammaSpace;\r\n defines.OPACITYFRESNEL = this._opacityFresnel;\r\n } else {\r\n defines.DIFFUSE = false;\r\n defines.DIFFUSEHASALPHA = false;\r\n defines.GAMMADIFFUSE = false;\r\n defines.OPACITYFRESNEL = false;\r\n }\r\n\r\n var reflectionTexture = this._reflectionTexture;\r\n if (reflectionTexture && MaterialFlags.ReflectionTextureEnabled) {\r\n if (!reflectionTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n defines.REFLECTION = true;\r\n defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;\r\n defines.RGBDREFLECTION = reflectionTexture.isRGBD;\r\n defines.REFLECTIONBLUR = this._reflectionBlur > 0;\r\n defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;\r\n defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;\r\n defines.EQUIRECTANGULAR_RELFECTION_FOV = this.useEquirectangularFOV;\r\n defines.REFLECTIONBGR = this.switchToBGR;\r\n\r\n if (reflectionTexture.coordinatesMode === Texture.INVCUBIC_MODE) {\r\n defines.INVERTCUBICMAP = true;\r\n }\r\n\r\n defines.REFLECTIONMAP_3D = reflectionTexture.isCube;\r\n\r\n switch (reflectionTexture.coordinatesMode) {\r\n case Texture.EXPLICIT_MODE:\r\n defines.REFLECTIONMAP_EXPLICIT = true;\r\n break;\r\n case Texture.PLANAR_MODE:\r\n defines.REFLECTIONMAP_PLANAR = true;\r\n break;\r\n case Texture.PROJECTION_MODE:\r\n defines.REFLECTIONMAP_PROJECTION = true;\r\n break;\r\n case Texture.SKYBOX_MODE:\r\n defines.REFLECTIONMAP_SKYBOX = true;\r\n break;\r\n case Texture.SPHERICAL_MODE:\r\n defines.REFLECTIONMAP_SPHERICAL = true;\r\n break;\r\n case Texture.EQUIRECTANGULAR_MODE:\r\n defines.REFLECTIONMAP_EQUIRECTANGULAR = true;\r\n break;\r\n case Texture.FIXED_EQUIRECTANGULAR_MODE:\r\n defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;\r\n break;\r\n case Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:\r\n defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;\r\n break;\r\n case Texture.CUBIC_MODE:\r\n case Texture.INVCUBIC_MODE:\r\n default:\r\n defines.REFLECTIONMAP_CUBIC = true;\r\n break;\r\n }\r\n\r\n if (this.reflectionFresnel) {\r\n defines.REFLECTIONFRESNEL = true;\r\n defines.REFLECTIONFALLOFF = this.reflectionFalloffDistance > 0;\r\n\r\n this._reflectionControls.x = this.reflectionAmount;\r\n this._reflectionControls.y = this.reflectionReflectance0;\r\n this._reflectionControls.z = this.reflectionReflectance90;\r\n this._reflectionControls.w = 1 / this.reflectionFalloffDistance;\r\n }\r\n else {\r\n defines.REFLECTIONFRESNEL = false;\r\n defines.REFLECTIONFALLOFF = false;\r\n }\r\n } else {\r\n defines.REFLECTION = false;\r\n defines.REFLECTIONFRESNEL = false;\r\n defines.REFLECTIONFALLOFF = false;\r\n defines.REFLECTIONBLUR = false;\r\n defines.REFLECTIONMAP_3D = false;\r\n defines.REFLECTIONMAP_SPHERICAL = false;\r\n defines.REFLECTIONMAP_PLANAR = false;\r\n defines.REFLECTIONMAP_CUBIC = false;\r\n defines.REFLECTIONMAP_PROJECTION = false;\r\n defines.REFLECTIONMAP_SKYBOX = false;\r\n defines.REFLECTIONMAP_EXPLICIT = false;\r\n defines.REFLECTIONMAP_EQUIRECTANGULAR = false;\r\n defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;\r\n defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;\r\n defines.INVERTCUBICMAP = false;\r\n defines.REFLECTIONMAP_OPPOSITEZ = false;\r\n defines.LODINREFLECTIONALPHA = false;\r\n defines.GAMMAREFLECTION = false;\r\n defines.RGBDREFLECTION = false;\r\n }\r\n }\r\n\r\n defines.PREMULTIPLYALPHA = (this.alphaMode === Constants.ALPHA_PREMULTIPLIED || this.alphaMode === Constants.ALPHA_PREMULTIPLIED_PORTERDUFF);\r\n defines.USERGBCOLOR = this._useRGBColor;\r\n defines.NOISE = this._enableNoise;\r\n }\r\n\r\n if (defines._areLightsDirty) {\r\n defines.USEHIGHLIGHTANDSHADOWCOLORS = !this._useRGBColor && (this._primaryColorShadowLevel !== 0 || this._primaryColorHighlightLevel !== 0);\r\n }\r\n\r\n if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {\r\n if (!this._imageProcessingConfiguration.isReady()) {\r\n return false;\r\n }\r\n\r\n this._imageProcessingConfiguration.prepareDefines(defines);\r\n }\r\n\r\n // Misc.\r\n MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);\r\n\r\n // Values that need to be evaluated on every frame\r\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances, null, subMesh.getRenderingMesh().hasThinInstances);\r\n\r\n // Attribs\r\n if (MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true, false)) {\r\n if (mesh) {\r\n if (!scene.getEngine().getCaps().standardDerivatives && !mesh.isVerticesDataPresent(VertexBuffer.NormalKind)) {\r\n mesh.createNormals(true);\r\n Logger.Warn(\"BackgroundMaterial: Normals have been created for the mesh: \" + mesh.name);\r\n }\r\n }\r\n }\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n var fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(0, \"FOG\");\r\n }\r\n\r\n if (defines.POINTSIZE) {\r\n fallbacks.addFallback(1, \"POINTSIZE\");\r\n }\r\n\r\n if (defines.MULTIVIEW) {\r\n fallbacks.addFallback(0, \"MULTIVIEW\");\r\n }\r\n\r\n MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);\r\n\r\n //Attributes\r\n var attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n var uniforms = [\"world\", \"view\", \"viewProjection\", \"vEyePosition\", \"vLightsType\",\r\n \"vFogInfos\", \"vFogColor\", \"pointSize\",\r\n \"vClipPlane\", \"vClipPlane2\", \"vClipPlane3\", \"vClipPlane4\", \"vClipPlane5\", \"vClipPlane6\", \"mBones\",\r\n\r\n \"vPrimaryColor\", \"vPrimaryColorShadow\",\r\n \"vReflectionInfos\", \"reflectionMatrix\", \"vReflectionMicrosurfaceInfos\", \"fFovMultiplier\",\r\n\r\n \"shadowLevel\", \"alpha\",\r\n\r\n \"vBackgroundCenter\", \"vReflectionControl\",\r\n\r\n \"vDiffuseInfos\", \"diffuseMatrix\",\r\n ];\r\n\r\n var samplers = [\"diffuseSampler\", \"reflectionSampler\", \"reflectionSamplerLow\", \"reflectionSamplerHigh\"];\r\n var uniformBuffers = [\"Material\", \"Scene\"];\r\n\r\n if (ImageProcessingConfiguration) {\r\n ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);\r\n ImageProcessingConfiguration.PrepareSamplers(samplers, defines);\r\n }\r\n\r\n MaterialHelper.PrepareUniformsAndSamplersList({\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: this._maxSimultaneousLights\r\n });\r\n\r\n var onCompiled = (effect: Effect) => {\r\n if (this.onCompiled) {\r\n this.onCompiled(effect);\r\n }\r\n\r\n this.bindSceneUniformBuffer(effect, scene.getSceneUniformBuffer());\r\n };\r\n\r\n var join = defines.toString();\r\n subMesh.setEffect(scene.getEngine().createEffect(\"background\", {\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights }\r\n }, engine), defines);\r\n\r\n this.buildUniformLayout();\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Compute the primary color according to the chosen perceptual color.\r\n */\r\n private _computePrimaryColorFromPerceptualColor(): void {\r\n if (!this.__perceptualColor) {\r\n return;\r\n }\r\n\r\n this._primaryColor.copyFrom(this.__perceptualColor);\r\n\r\n // Revert gamma space.\r\n this._primaryColor.toLinearSpaceToRef(this._primaryColor);\r\n\r\n // Revert image processing configuration.\r\n if (this._imageProcessingConfiguration) {\r\n // Revert Exposure.\r\n this._primaryColor.scaleToRef(1 / this._imageProcessingConfiguration.exposure, this._primaryColor);\r\n }\r\n\r\n this._computePrimaryColors();\r\n }\r\n\r\n /**\r\n * Compute the highlights and shadow colors according to their chosen levels.\r\n */\r\n private _computePrimaryColors(): void {\r\n if (this._primaryColorShadowLevel === 0 && this._primaryColorHighlightLevel === 0) {\r\n return;\r\n }\r\n\r\n // Find the highlight color based on the configuration.\r\n this._primaryColor.scaleToRef(this._primaryColorShadowLevel, this._primaryShadowColor);\r\n this._primaryColor.subtractToRef(this._primaryShadowColor, this._primaryShadowColor);\r\n\r\n // Find the shadow color based on the configuration.\r\n this._white.subtractToRef(this._primaryColor, this._primaryHighlightColor);\r\n this._primaryHighlightColor.scaleToRef(this._primaryColorHighlightLevel, this._primaryHighlightColor);\r\n this._primaryColor.addToRef(this._primaryHighlightColor, this._primaryHighlightColor);\r\n }\r\n\r\n /**\r\n * Build the uniform buffer used in the material.\r\n */\r\n public buildUniformLayout(): void {\r\n // Order is important !\r\n this._uniformBuffer.addUniform(\"vPrimaryColor\", 4);\r\n this._uniformBuffer.addUniform(\"vPrimaryColorShadow\", 4);\r\n this._uniformBuffer.addUniform(\"vDiffuseInfos\", 2);\r\n this._uniformBuffer.addUniform(\"vReflectionInfos\", 2);\r\n this._uniformBuffer.addUniform(\"diffuseMatrix\", 16);\r\n this._uniformBuffer.addUniform(\"reflectionMatrix\", 16);\r\n this._uniformBuffer.addUniform(\"vReflectionMicrosurfaceInfos\", 3);\r\n this._uniformBuffer.addUniform(\"fFovMultiplier\", 1);\r\n this._uniformBuffer.addUniform(\"pointSize\", 1);\r\n this._uniformBuffer.addUniform(\"shadowLevel\", 1);\r\n this._uniformBuffer.addUniform(\"alpha\", 1);\r\n this._uniformBuffer.addUniform(\"vBackgroundCenter\", 3);\r\n this._uniformBuffer.addUniform(\"vReflectionControl\", 4);\r\n\r\n this._uniformBuffer.create();\r\n }\r\n\r\n /**\r\n * Unbind the material.\r\n */\r\n public unbind(): void {\r\n if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {\r\n this._uniformBuffer.setTexture(\"diffuseSampler\", null);\r\n }\r\n\r\n if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {\r\n this._uniformBuffer.setTexture(\"reflectionSampler\", null);\r\n }\r\n\r\n super.unbind();\r\n }\r\n\r\n /**\r\n * Bind only the world matrix to the material.\r\n * @param world The world matrix to bind.\r\n */\r\n public bindOnlyWorldMatrix(world: Matrix): void {\r\n this._activeEffect.setMatrix(\"world\", world);\r\n }\r\n\r\n /**\r\n * Bind the material for a dedicated submeh (every used meshes will be considered opaque).\r\n * @param world The world matrix to bind.\r\n * @param subMesh The submesh to bind for.\r\n */\r\n public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n var scene = this.getScene();\r\n\r\n var defines = subMesh._materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n var effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n\r\n // Bones\r\n MaterialHelper.BindBonesParameters(mesh, this._activeEffect);\r\n\r\n let mustRebind = this._mustRebind(scene, effect, mesh.visibility);\r\n if (mustRebind) {\r\n this._uniformBuffer.bindToEffect(effect, \"Material\");\r\n\r\n this.bindViewProjection(effect);\r\n\r\n let reflectionTexture = this._reflectionTexture;\r\n if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {\r\n\r\n // Texture uniforms\r\n if (scene.texturesEnabled) {\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n this._uniformBuffer.updateFloat2(\"vDiffuseInfos\", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, \"diffuse\");\r\n }\r\n\r\n if (reflectionTexture && MaterialFlags.ReflectionTextureEnabled) {\r\n this._uniformBuffer.updateMatrix(\"reflectionMatrix\", reflectionTexture.getReflectionTextureMatrix());\r\n this._uniformBuffer.updateFloat2(\"vReflectionInfos\", reflectionTexture.level, this._reflectionBlur);\r\n\r\n this._uniformBuffer.updateFloat3(\"vReflectionMicrosurfaceInfos\",\r\n reflectionTexture.getSize().width,\r\n reflectionTexture.lodGenerationScale,\r\n reflectionTexture.lodGenerationOffset);\r\n }\r\n }\r\n\r\n if (this.shadowLevel > 0) {\r\n this._uniformBuffer.updateFloat(\"shadowLevel\", this.shadowLevel);\r\n }\r\n this._uniformBuffer.updateFloat(\"alpha\", this.alpha);\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n this._uniformBuffer.updateFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n if (defines.USEHIGHLIGHTANDSHADOWCOLORS) {\r\n this._uniformBuffer.updateColor4(\"vPrimaryColor\", this._primaryHighlightColor, 1.0);\r\n this._uniformBuffer.updateColor4(\"vPrimaryColorShadow\", this._primaryShadowColor, 1.0);\r\n }\r\n else {\r\n this._uniformBuffer.updateColor4(\"vPrimaryColor\", this._primaryColor, 1.0);\r\n }\r\n }\r\n\r\n this._uniformBuffer.updateFloat(\"fFovMultiplier\", this._fovMultiplier);\r\n\r\n // Textures\r\n if (scene.texturesEnabled) {\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n this._uniformBuffer.setTexture(\"diffuseSampler\", this._diffuseTexture);\r\n }\r\n\r\n if (reflectionTexture && MaterialFlags.ReflectionTextureEnabled) {\r\n if (defines.REFLECTIONBLUR && defines.TEXTURELODSUPPORT) {\r\n this._uniformBuffer.setTexture(\"reflectionSampler\", reflectionTexture);\r\n }\r\n else if (!defines.REFLECTIONBLUR) {\r\n this._uniformBuffer.setTexture(\"reflectionSampler\", reflectionTexture);\r\n }\r\n else {\r\n this._uniformBuffer.setTexture(\"reflectionSampler\", reflectionTexture._lodTextureMid || reflectionTexture);\r\n this._uniformBuffer.setTexture(\"reflectionSamplerLow\", reflectionTexture._lodTextureLow || reflectionTexture);\r\n this._uniformBuffer.setTexture(\"reflectionSamplerHigh\", reflectionTexture._lodTextureHigh || reflectionTexture);\r\n }\r\n\r\n if (defines.REFLECTIONFRESNEL) {\r\n this._uniformBuffer.updateFloat3(\"vBackgroundCenter\", this.sceneCenter.x, this.sceneCenter.y, this.sceneCenter.z);\r\n this._uniformBuffer.updateFloat4(\"vReflectionControl\", this._reflectionControls.x, this._reflectionControls.y, this._reflectionControls.z, this._reflectionControls.w);\r\n }\r\n }\r\n }\r\n\r\n // Clip plane\r\n MaterialHelper.BindClipPlane(this._activeEffect, scene);\r\n\r\n MaterialHelper.BindEyePosition(effect, scene);\r\n }\r\n\r\n if (mustRebind || !this.isFrozen) {\r\n if (scene.lightsEnabled) {\r\n MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, false);\r\n }\r\n\r\n // View\r\n this.bindView(effect);\r\n\r\n // Fog\r\n MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);\r\n\r\n // image processing\r\n if (this._imageProcessingConfiguration) {\r\n this._imageProcessingConfiguration.bind(this._activeEffect);\r\n }\r\n }\r\n\r\n this._uniformBuffer.update();\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n /**\r\n * Checks to see if a texture is used in the material.\r\n * @param texture - Base texture to use.\r\n * @returns - Boolean specifying if a texture is used in the material.\r\n */\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n if (this._reflectionTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Dispose the material.\r\n * @param forceDisposeEffect Force disposal of the associated effect.\r\n * @param forceDisposeTextures Force disposal of the associated textures.\r\n */\r\n public dispose(forceDisposeEffect: boolean = false, forceDisposeTextures: boolean = false): void {\r\n if (forceDisposeTextures) {\r\n if (this.diffuseTexture) {\r\n this.diffuseTexture.dispose();\r\n }\r\n if (this.reflectionTexture) {\r\n this.reflectionTexture.dispose();\r\n }\r\n }\r\n\r\n this._renderTargets.dispose();\r\n\r\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\r\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n /**\r\n * Clones the material.\r\n * @param name The cloned name.\r\n * @returns The cloned material.\r\n */\r\n public clone(name: string): BackgroundMaterial {\r\n return SerializationHelper.Clone(() => new BackgroundMaterial(name, this.getScene()), this);\r\n }\r\n\r\n /**\r\n * Serializes the current material to its JSON representation.\r\n * @returns The JSON representation.\r\n */\r\n public serialize(): any {\r\n var serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.BackgroundMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Gets the class name of the material\r\n * @returns \"BackgroundMaterial\"\r\n */\r\n public getClassName(): string {\r\n return \"BackgroundMaterial\";\r\n }\r\n\r\n /**\r\n * Parse a JSON input to create back a background material.\r\n * @param source The JSON data to parse\r\n * @param scene The scene to create the parsed material in\r\n * @param rootUrl The root url of the assets the material depends upon\r\n * @returns the instantiated BackgroundMaterial.\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial {\r\n return SerializationHelper.Parse(() => new BackgroundMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.BackgroundMaterial\"] = BackgroundMaterial;\r\n","export * from \"./backgroundMaterial\";","import { NodeMaterialBlock } from '../../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../../nodeMaterialBuildState';\r\nimport { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';\r\nimport { NodeMaterialConnectionPoint } from '../../nodeMaterialBlockConnectionPoint';\r\nimport { AbstractMesh } from '../../../../Meshes/abstractMesh';\r\nimport { NodeMaterialDefines } from '../../nodeMaterial';\r\nimport { BaseTexture } from '../../../Textures/baseTexture';\r\nimport { Nullable } from '../../../../types';\r\nimport { _TypeStore } from '../../../../Misc/typeStore';\r\nimport { Texture } from '../../../Textures/texture';\r\nimport { Scene } from '../../../../scene';\r\nimport { InputBlock } from '../Input/inputBlock';\r\n\r\ndeclare type NodeMaterial = import(\"../../nodeMaterial\").NodeMaterial;\r\n\r\n/**\r\n * Base block used as input for post process\r\n */\r\nexport class CurrentScreenBlock extends NodeMaterialBlock {\r\n\r\n private _samplerName = \"textureSampler\";\r\n private _linearDefineName: string;\r\n private _gammaDefineName: string;\r\n private _mainUVName: string;\r\n private _tempTextureRead: string;\r\n\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public texture: Nullable;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to gamma space\r\n */\r\n public convertToGammaSpace = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to linear space\r\n */\r\n public convertToLinearSpace = false;\r\n\r\n /**\r\n * Create a new CurrentScreenBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.Vector2, false, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this.registerOutput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"r\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"g\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"b\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector4);\r\n\r\n this._inputs[0]._prioritizeVertex = true;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"CurrentScreenBlock\";\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgba output component\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb output component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the r output component\r\n */\r\n public get r(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the g output component\r\n */\r\n public get g(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the b output component\r\n */\r\n public get b(): NodeMaterialConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the a output component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._outputs[5];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"textureSampler\");\r\n }\r\n\r\n public get target() {\r\n // TextureBlock has a special optimizations for uvs that come from the vertex shaders as they can be packed into a single varyings.\r\n // But we need to detect uvs coming from fragment then\r\n if (!this.uv.isConnected) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n if (this.uv.sourceBlock!.isInput) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n let parent = this.uv.connectedPoint;\r\n\r\n while (parent) {\r\n if (parent.target === NodeMaterialBlockTargets.Fragment) {\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n if (parent.target === NodeMaterialBlockTargets.Vertex) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n if (parent.target === NodeMaterialBlockTargets.Neutral || parent.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n let parentBlock = parent.ownerBlock;\r\n\r\n parent = null;\r\n for (var input of parentBlock.inputs) {\r\n if (input.connectedPoint) {\r\n parent = input.connectedPoint;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n }\r\n\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n defines.setValue(this._linearDefineName, this.convertToGammaSpace, true);\r\n defines.setValue(this._gammaDefineName, this.convertToLinearSpace, true);\r\n }\r\n\r\n public isReady() {\r\n if (this.texture && !this.texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n let uvInput = this.uv;\r\n\r\n if (uvInput.connectedPoint!.ownerBlock.isInput) {\r\n let uvInputOwnerBlock = uvInput.connectedPoint!.ownerBlock as InputBlock;\r\n\r\n if (!uvInputOwnerBlock.isAttribute) {\r\n state._emitUniformFromString(uvInput.associatedVariableName, \"vec2\");\r\n }\r\n }\r\n\r\n this._mainUVName = \"vMain\" + uvInput.associatedVariableName;\r\n\r\n state._emitVaryingFromString(this._mainUVName, \"vec2\");\r\n\r\n state.compilationString += `${this._mainUVName} = ${uvInput.associatedVariableName}.xy;\\r\\n`;\r\n\r\n if (!this._outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return;\r\n }\r\n\r\n this._writeTextureRead(state, true);\r\n\r\n for (var output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, output.name, true);\r\n }\r\n }\r\n }\r\n\r\n private _writeTextureRead(state: NodeMaterialBuildState, vertexMode = false) {\r\n let uvInput = this.uv;\r\n\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${uvInput.associatedVariableName});\\r\\n`;\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${uvInput.associatedVariableName});\\r\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${this._mainUVName});\\r\\n`;\r\n }\r\n\r\n private _writeOutput(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string, vertexMode = false) {\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\\r\\n`;\r\n\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\\r\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\\r\\n`;\r\n\r\n state.compilationString += `#ifdef ${this._linearDefineName}\\r\\n`;\r\n state.compilationString += `${output.associatedVariableName} = toGammaSpace(${output.associatedVariableName});\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n state.compilationString += `#ifdef ${this._gammaDefineName}\\r\\n`;\r\n state.compilationString += `${output.associatedVariableName} = toLinearSpace(${output.associatedVariableName});\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (state.target === NodeMaterialBlockTargets.Vertex) {\r\n this._tempTextureRead = state._getFreeVariableName(\"tempTextureRead\");\r\n\r\n state._emit2DSampler(this._samplerName);\r\n\r\n state.sharedData.blockingBlocks.push(this);\r\n state.sharedData.textureBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n }\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n this._injectVertexCode(state);\r\n return;\r\n }\r\n\r\n // Fragment\r\n if (!this._outputs.some((o) => o.isConnectedInFragmentShader)) {\r\n return;\r\n }\r\n\r\n state._emit2DSampler(this._samplerName);\r\n\r\n this._linearDefineName = state._getFreeDefineName(\"ISLINEAR\");\r\n this._gammaDefineName = state._getFreeDefineName(\"ISGAMMA\");\r\n\r\n let comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n this._writeTextureRead(state);\r\n\r\n for (var output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, output.name);\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public serialize(): any {\r\n let serializationObject = super.serialize();\r\n\r\n serializationObject.convertToGammaSpace = this.convertToGammaSpace;\r\n serializationObject.convertToLinearSpace = this.convertToLinearSpace;\r\n if (this.texture) {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.convertToGammaSpace = serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;\r\n\r\n if (serializationObject.texture) {\r\n rootUrl = serializationObject.texture.url.indexOf(\"data:\") === 0 ? \"\" : rootUrl;\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl) as Texture;\r\n }\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.CurrentScreenBlock\"] = CurrentScreenBlock;","import { NodeMaterialBlock } from '../../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../../nodeMaterialBuildState';\r\nimport { NodeMaterialSystemValues } from '../../Enums/nodeMaterialSystemValues';\r\nimport { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';\r\nimport { Mesh } from '../../../../Meshes/mesh';\r\nimport { Effect } from '../../../effect';\r\nimport { NodeMaterialConnectionPoint } from '../../nodeMaterialBlockConnectionPoint';\r\nimport { AbstractMesh } from '../../../../Meshes/abstractMesh';\r\nimport { MaterialHelper } from '../../../materialHelper';\r\nimport { NodeMaterial, NodeMaterialDefines } from '../../nodeMaterial';\r\nimport { InputBlock } from '../Input/inputBlock';\r\nimport { _TypeStore } from '../../../../Misc/typeStore';\r\n\r\nimport \"../../../../Shaders/ShadersInclude/fogFragmentDeclaration\";\r\n\r\n/**\r\n * Block used to add support for scene fog\r\n */\r\nexport class FogBlock extends NodeMaterialBlock {\r\n private _fogDistanceName: string;\r\n private _fogParameters: string;\r\n\r\n /**\r\n * Create a new FogBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment, true);\r\n\r\n // Vertex\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Vertex);\r\n\r\n // Fragment\r\n this.registerInput(\"input\", NodeMaterialBlockConnectionPointTypes.Color3, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"fogColor\", NodeMaterialBlockConnectionPointTypes.Color3, false, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.input.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Color4);\r\n this.fogColor.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Color4);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"FogBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the view input component\r\n */\r\n public get view(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the color input component\r\n */\r\n public get input(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the fog color input component\r\n */\r\n public get fogColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public autoConfigure(material: NodeMaterial) {\r\n if (!this.view.isConnected) {\r\n let viewInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.View);\r\n\r\n if (!viewInput) {\r\n viewInput = new InputBlock(\"view\");\r\n viewInput.setAsSystemValue(NodeMaterialSystemValues.View);\r\n }\r\n viewInput.output.connectTo(this.view);\r\n }\r\n if (!this.fogColor.isConnected) {\r\n let fogColorInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.FogColor);\r\n\r\n if (!fogColorInput) {\r\n fogColorInput = new InputBlock(\"fogColor\", undefined, NodeMaterialBlockConnectionPointTypes.Color3);\r\n fogColorInput.setAsSystemValue(NodeMaterialSystemValues.FogColor);\r\n }\r\n fogColorInput.output.connectTo(this.fogColor);\r\n }\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n let scene = mesh.getScene();\r\n defines.setValue(\"FOG\", nodeMaterial.fogEnabled && MaterialHelper.GetFogState(mesh, scene));\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n const scene = mesh.getScene();\r\n effect.setFloat4(this._fogParameters, scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n state._emitFunctionFromInclude(\"fogFragmentDeclaration\", `//${this.name}`, {\r\n removeUniforms: true,\r\n removeVaryings: true,\r\n removeIfDef: false,\r\n replaceStrings: [{ search: /float CalcFogFactor\\(\\)/, replace: \"float CalcFogFactor(vec3 vFogDistance, vec4 vFogInfos)\" }]\r\n });\r\n\r\n let tempFogVariablename = state._getFreeVariableName(\"fog\");\r\n let color = this.input;\r\n let fogColor = this.fogColor;\r\n this._fogParameters = state._getFreeVariableName(\"fogParameters\");\r\n let output = this._outputs[0];\r\n\r\n state._emitUniformFromString(this._fogParameters, \"vec4\");\r\n\r\n state.compilationString += `#ifdef FOG\\r\\n`;\r\n state.compilationString += `float ${tempFogVariablename} = CalcFogFactor(${this._fogDistanceName}, ${this._fogParameters});\\r\\n`;\r\n state.compilationString += this._declareOutput(output, state) + ` = ${tempFogVariablename} * ${color.associatedVariableName}.rgb + (1.0 - ${tempFogVariablename}) * ${fogColor.associatedVariableName}.rgb;\\r\\n`;\r\n state.compilationString += `#else\\r\\n${this._declareOutput(output, state)} = ${color.associatedVariableName}.rgb;\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n } else {\r\n let worldPos = this.worldPosition;\r\n let view = this.view;\r\n this._fogDistanceName = state._getFreeVariableName(\"vFogDistance\");\r\n state._emitVaryingFromString(this._fogDistanceName, \"vec3\");\r\n state.compilationString += `${this._fogDistanceName} = (${view.associatedVariableName} * ${worldPos.associatedVariableName}).xyz;\\r\\n`;\r\n }\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.FogBlock\"] = FogBlock;","\r\nexport * from \"./fogBlock\";\r\nexport * from \"./lightBlock\";\r\nexport * from \"./textureBlock\";\r\nexport * from \"./reflectionTextureBlock\";\r\nexport * from \"./currentScreenBlock\";","import { NodeMaterialBlock } from '../../nodeMaterialBlock';\r\nimport { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../../nodeMaterialBlockConnectionPoint';\r\nimport { MaterialHelper } from '../../../materialHelper';\r\nimport { AbstractMesh } from '../../../../Meshes/abstractMesh';\r\nimport { NodeMaterial, NodeMaterialDefines } from '../../nodeMaterial';\r\nimport { Effect } from '../../../effect';\r\nimport { Mesh } from '../../../../Meshes/mesh';\r\nimport { NodeMaterialSystemValues } from '../../Enums/nodeMaterialSystemValues';\r\nimport { InputBlock } from '../Input/inputBlock';\r\nimport { Light } from '../../../../Lights/light';\r\nimport { Nullable } from '../../../../types';\r\nimport { _TypeStore } from '../../../../Misc/typeStore';\r\nimport { Scene } from '../../../../scene';\r\n\r\nimport \"../../../../Shaders/ShadersInclude/lightFragmentDeclaration\";\r\nimport \"../../../../Shaders/ShadersInclude/lightUboDeclaration\";\r\nimport \"../../../../Shaders/ShadersInclude/lightFragment\";\r\nimport \"../../../../Shaders/ShadersInclude/helperFunctions\";\r\nimport \"../../../../Shaders/ShadersInclude/lightsFragmentFunctions\";\r\nimport \"../../../../Shaders/ShadersInclude/shadowsFragmentFunctions\";\r\nimport \"../../../../Shaders/ShadersInclude/shadowsVertex\";\r\n\r\n/**\r\n * Block used to add light in the fragment shader\r\n */\r\nexport class LightBlock extends NodeMaterialBlock {\r\n private _lightId: number;\r\n\r\n /**\r\n * Gets or sets the light associated with this block\r\n */\r\n public light: Nullable;\r\n\r\n /**\r\n * Create a new LightBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"cameraPosition\", NodeMaterialBlockConnectionPointTypes.Vector3, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"glossiness\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"glossPower\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"diffuseColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"specularColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerOutput(\"diffuseOutput\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"specularOutput\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"shadow\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"LightBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the camera (or eye) position component\r\n */\r\n public get cameraPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the glossiness component\r\n */\r\n public get glossiness(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the glossinness power component\r\n */\r\n public get glossPower(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the diffuse color component\r\n */\r\n public get diffuseColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the specular color component\r\n */\r\n public get specularColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the diffuse output component\r\n */\r\n public get diffuseOutput(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the specular output component\r\n */\r\n public get specularOutput(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the shadow output component\r\n */\r\n public get shadow(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n public autoConfigure(material: NodeMaterial) {\r\n if (!this.cameraPosition.isConnected) {\r\n let cameraPositionInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.CameraPosition);\r\n\r\n if (!cameraPositionInput) {\r\n cameraPositionInput = new InputBlock(\"cameraPosition\");\r\n cameraPositionInput.setAsSystemValue(NodeMaterialSystemValues.CameraPosition);\r\n }\r\n cameraPositionInput.output.connectTo(this.cameraPosition);\r\n }\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (!defines._areLightsDirty) {\r\n return;\r\n }\r\n\r\n const scene = mesh.getScene();\r\n\r\n if (!this.light) {\r\n MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, nodeMaterial.maxSimultaneousLights);\r\n } else {\r\n let state = {\r\n needNormals: false,\r\n needRebuild: false,\r\n lightmapMode: false,\r\n shadowEnabled: false,\r\n specularEnabled: false\r\n };\r\n\r\n MaterialHelper.PrepareDefinesForLight(scene, mesh, this.light, this._lightId, defines, true, state);\r\n\r\n if (state.needRebuild) {\r\n defines.rebuild();\r\n }\r\n }\r\n }\r\n\r\n public updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]) {\r\n for (var lightIndex = 0; lightIndex < nodeMaterial.maxSimultaneousLights; lightIndex++) {\r\n if (!defines[\"LIGHT\" + lightIndex]) {\r\n break;\r\n }\r\n MaterialHelper.PrepareUniformsAndSamplersForLight(lightIndex, state.uniforms, state.samplers, defines[\"PROJECTEDLIGHTTEXTURE\" + lightIndex], uniformBuffers);\r\n }\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n const scene = mesh.getScene();\r\n\r\n if (!this.light) {\r\n MaterialHelper.BindLights(scene, mesh, effect, true, nodeMaterial.maxSimultaneousLights);\r\n } else {\r\n MaterialHelper.BindLight(this.light, this._lightId, scene, effect, true);\r\n }\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n let worldPos = this.worldPosition;\r\n let comments = `//${this.name}`;\r\n\r\n // Declaration\r\n if (!this.light) { // Emit for all lights\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightUboDeclaration\" : \"lightFragmentDeclaration\", comments, {\r\n repeatKey: \"maxSimultaneousLights\"\r\n });\r\n this._lightId = 0;\r\n\r\n state.sharedData.dynamicUniformBlocks.push(this);\r\n } else {\r\n\r\n this._lightId = (state.counters[\"lightCounter\"] !== undefined ? state.counters[\"lightCounter\"] : -1) + 1;\r\n state.counters[\"lightCounter\"] = this._lightId;\r\n\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightUboDeclaration\" : \"lightFragmentDeclaration\", comments, {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }]\r\n }, this._lightId.toString());\r\n }\r\n\r\n // Inject code in vertex\r\n let worldPosVaryingName = \"v_\" + worldPos.associatedVariableName;\r\n if (state._emitVaryingFromString(worldPosVaryingName, \"vec4\")) {\r\n state.compilationString += `${worldPosVaryingName} = ${worldPos.associatedVariableName};\\r\\n`;\r\n }\r\n\r\n if (this.light) {\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n replaceStrings: [\r\n { search: /{X}/g, replace: this._lightId.toString() },\r\n { search: /worldPos/g, replace: worldPos.associatedVariableName }\r\n ]\r\n });\r\n } else {\r\n state.compilationString += `vec4 worldPos = ${worldPos.associatedVariableName};\\r\\n`;\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n repeatKey: \"maxSimultaneousLights\"\r\n });\r\n }\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n this._injectVertexCode(state);\r\n\r\n return;\r\n }\r\n\r\n // Fragment\r\n state.sharedData.bindableBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n let comments = `//${this.name}`;\r\n let worldPos = this.worldPosition;\r\n\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n state._emitFunctionFromInclude(\"lightsFragmentFunctions\", comments, {\r\n replaceStrings: [\r\n { search: /vPositionW/g, replace: \"v_\" + worldPos.associatedVariableName + \".xyz\" }\r\n ]\r\n });\r\n\r\n state._emitFunctionFromInclude(\"shadowsFragmentFunctions\", comments, {\r\n replaceStrings: [\r\n { search: /vPositionW/g, replace: \"v_\" + worldPos.associatedVariableName + \".xyz\" }\r\n ]\r\n });\r\n\r\n if (!this.light) { // Emit for all lights\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightUboDeclaration\" : \"lightFragmentDeclaration\", comments, {\r\n repeatKey: \"maxSimultaneousLights\"\r\n });\r\n } else {\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightUboDeclaration\" : \"lightFragmentDeclaration\", comments, {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }]\r\n }, this._lightId.toString());\r\n }\r\n\r\n // Code\r\n if (this._lightId === 0) {\r\n if (state._registerTempVariable(\"viewDirectionW\")) {\r\n state.compilationString += `vec3 viewDirectionW = normalize(${this.cameraPosition.associatedVariableName} - ${\"v_\" + worldPos.associatedVariableName}.xyz);\\r\\n`;\r\n }\r\n state.compilationString += `lightingInfo info;\\r\\n`;\r\n state.compilationString += `float shadow = 1.;\\r\\n`;\r\n state.compilationString += `float glossiness = ${this.glossiness.isConnected ? this.glossiness.associatedVariableName : \"1.0\"} * ${this.glossPower.isConnected ? this.glossPower.associatedVariableName : \"1024.0\"};\\r\\n`;\r\n state.compilationString += `vec3 diffuseBase = vec3(0., 0., 0.);\\r\\n`;\r\n state.compilationString += `vec3 specularBase = vec3(0., 0., 0.);\\r\\n`;\r\n state.compilationString += `vec3 normalW = ${this.worldNormal.associatedVariableName}.xyz;\\r\\n`;\r\n }\r\n\r\n if (this.light) {\r\n state.compilationString += state._emitCodeFromInclude(\"lightFragment\", comments, {\r\n replaceStrings: [\r\n { search: /{X}/g, replace: this._lightId.toString() }\r\n ]\r\n });\r\n } else {\r\n state.compilationString += state._emitCodeFromInclude(\"lightFragment\", comments, {\r\n repeatKey: \"maxSimultaneousLights\"\r\n });\r\n }\r\n\r\n let diffuseOutput = this.diffuseOutput;\r\n let specularOutput = this.specularOutput;\r\n\r\n state.compilationString += this._declareOutput(diffuseOutput, state) + ` = diffuseBase${this.diffuseColor.isConnected ? \" * \" + this.diffuseColor.associatedVariableName : \"\"};\\r\\n`;\r\n if (specularOutput.hasEndpoints) {\r\n state.compilationString += this._declareOutput(specularOutput, state) + ` = specularBase${this.specularColor.isConnected ? \" * \" + this.specularColor.associatedVariableName : \"\"};\\r\\n`;\r\n }\r\n\r\n if (this.shadow.hasEndpoints) {\r\n state.compilationString += this._declareOutput(this.shadow, state) + ` = shadow;\\r\\n`;\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public serialize(): any {\r\n let serializationObject = super.serialize();\r\n\r\n if (this.light) {\r\n serializationObject.lightId = this.light.id;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.lightId) {\r\n this.light = scene.getLightByID(serializationObject.lightId);\r\n }\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.LightBlock\"] = LightBlock;","import { NodeMaterialBlock } from '../../nodeMaterialBlock';\r\nimport { NodeMaterialBuildState } from '../../nodeMaterialBuildState';\r\nimport { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';\r\nimport { NodeMaterialConnectionPoint } from '../../nodeMaterialBlockConnectionPoint';\r\nimport { BaseTexture } from '../../../Textures/baseTexture';\r\nimport { AbstractMesh } from '../../../../Meshes/abstractMesh';\r\nimport { NodeMaterial, NodeMaterialDefines } from '../../nodeMaterial';\r\nimport { Effect } from '../../../effect';\r\nimport { Mesh } from '../../../../Meshes/mesh';\r\nimport { Nullable } from '../../../../types';\r\nimport { _TypeStore } from '../../../../Misc/typeStore';\r\nimport { Scene } from '../../../../scene';\r\nimport { InputBlock } from '../Input/inputBlock';\r\nimport { NodeMaterialSystemValues } from '../../Enums/nodeMaterialSystemValues';\r\nimport { Constants } from '../../../../Engines/constants';\r\n\r\nimport \"../../../../Shaders/ShadersInclude/reflectionFunction\";\r\nimport { CubeTexture } from '../../../Textures/cubeTexture';\r\nimport { Texture } from '../../../Textures/texture';\r\n\r\n/**\r\n * Base block used to read a reflection texture from a sampler\r\n */\r\nexport abstract class ReflectionTextureBaseBlock extends NodeMaterialBlock {\r\n /** @hidden */\r\n public _define3DName: string;\r\n /** @hidden */\r\n public _defineCubicName: string;\r\n /** @hidden */\r\n public _defineExplicitName: string;\r\n /** @hidden */\r\n public _defineProjectionName: string;\r\n /** @hidden */\r\n public _defineLocalCubicName: string;\r\n /** @hidden */\r\n public _defineSphericalName: string;\r\n /** @hidden */\r\n public _definePlanarName: string;\r\n /** @hidden */\r\n public _defineEquirectangularName: string;\r\n /** @hidden */\r\n public _defineMirroredEquirectangularFixedName: string;\r\n /** @hidden */\r\n public _defineEquirectangularFixedName: string;\r\n /** @hidden */\r\n public _defineSkyboxName: string;\r\n /** @hidden */\r\n public _defineOppositeZ: string;\r\n /** @hidden */\r\n public _cubeSamplerName: string;\r\n /** @hidden */\r\n public _2DSamplerName: string;\r\n protected _positionUVWName: string;\r\n protected _directionWName: string;\r\n protected _reflectionVectorName: string;\r\n /** @hidden */\r\n public _reflectionCoordsName: string;\r\n /** @hidden */\r\n public _reflectionMatrixName: string;\r\n protected _reflectionColorName: string;\r\n\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public texture: Nullable;\r\n\r\n /**\r\n * Create a new ReflectionTextureBaseBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"ReflectionTextureBaseBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public abstract get position(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public abstract get worldPosition(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public abstract get worldNormal(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the world input component\r\n */\r\n public abstract get world(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the camera (or eye) position component\r\n */\r\n public abstract get cameraPosition(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the view input component\r\n */\r\n public abstract get view(): NodeMaterialConnectionPoint;\r\n\r\n protected _getTexture(): Nullable {\r\n return this.texture;\r\n }\r\n\r\n public autoConfigure(material: NodeMaterial) {\r\n if (!this.position.isConnected) {\r\n let positionInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"position\");\r\n\r\n if (!positionInput) {\r\n positionInput = new InputBlock(\"position\");\r\n positionInput.setAsAttribute();\r\n }\r\n positionInput.output.connectTo(this.position);\r\n }\r\n\r\n if (!this.world.isConnected) {\r\n let worldInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.World);\r\n\r\n if (!worldInput) {\r\n worldInput = new InputBlock(\"world\");\r\n worldInput.setAsSystemValue(NodeMaterialSystemValues.World);\r\n }\r\n worldInput.output.connectTo(this.world);\r\n }\r\n\r\n if (!this.view.isConnected) {\r\n let viewInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.View);\r\n\r\n if (!viewInput) {\r\n viewInput = new InputBlock(\"view\");\r\n viewInput.setAsSystemValue(NodeMaterialSystemValues.View);\r\n }\r\n viewInput.output.connectTo(this.view);\r\n }\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (!defines._areTexturesDirty) {\r\n return;\r\n }\r\n\r\n const texture = this._getTexture();\r\n\r\n if (!texture || !texture.getTextureMatrix) {\r\n return;\r\n }\r\n\r\n defines.setValue(this._define3DName, texture.isCube, true);\r\n defines.setValue(this._defineLocalCubicName, (texture).boundingBoxSize ? true : false, true);\r\n defines.setValue(this._defineExplicitName, texture.coordinatesMode === Constants.TEXTURE_EXPLICIT_MODE, true);\r\n defines.setValue(this._defineSkyboxName, texture.coordinatesMode === Constants.TEXTURE_SKYBOX_MODE, true);\r\n defines.setValue(this._defineCubicName, texture.coordinatesMode === Constants.TEXTURE_CUBIC_MODE, true);\r\n defines.setValue(this._defineSphericalName, texture.coordinatesMode === Constants.TEXTURE_SPHERICAL_MODE, true);\r\n defines.setValue(this._definePlanarName, texture.coordinatesMode === Constants.TEXTURE_PLANAR_MODE, true);\r\n defines.setValue(this._defineProjectionName, texture.coordinatesMode === Constants.TEXTURE_PROJECTION_MODE, true);\r\n defines.setValue(this._defineEquirectangularName, texture.coordinatesMode === Constants.TEXTURE_EQUIRECTANGULAR_MODE, true);\r\n defines.setValue(this._defineEquirectangularFixedName, texture.coordinatesMode === Constants.TEXTURE_FIXED_EQUIRECTANGULAR_MODE, true);\r\n defines.setValue(this._defineMirroredEquirectangularFixedName, texture.coordinatesMode === Constants.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE, true);\r\n }\r\n\r\n public isReady() {\r\n const texture = this._getTexture();\r\n\r\n if (texture && !texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n const texture = this._getTexture();\r\n\r\n if (!mesh || !texture) {\r\n return;\r\n }\r\n\r\n effect.setMatrix(this._reflectionMatrixName, texture.getReflectionTextureMatrix());\r\n\r\n if (texture.isCube) {\r\n effect.setTexture(this._cubeSamplerName, texture);\r\n } else {\r\n effect.setTexture(this._2DSamplerName, texture);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the code to inject in the vertex shader\r\n * @param state current state of the node material building\r\n * @returns the shader code\r\n */\r\n public handleVertexSide(state: NodeMaterialBuildState): string {\r\n this._define3DName = state._getFreeDefineName(\"REFLECTIONMAP_3D\");\r\n this._defineCubicName = state._getFreeDefineName(\"REFLECTIONMAP_CUBIC\");\r\n this._defineSphericalName = state._getFreeDefineName(\"REFLECTIONMAP_SPHERICAL\");\r\n this._definePlanarName = state._getFreeDefineName(\"REFLECTIONMAP_PLANAR\");\r\n this._defineProjectionName = state._getFreeDefineName(\"REFLECTIONMAP_PROJECTION\");\r\n this._defineExplicitName = state._getFreeDefineName(\"REFLECTIONMAP_EXPLICIT\");\r\n this._defineEquirectangularName = state._getFreeDefineName(\"REFLECTIONMAP_EQUIRECTANGULAR\");\r\n this._defineLocalCubicName = state._getFreeDefineName(\"USE_LOCAL_REFLECTIONMAP_CUBIC\");\r\n this._defineMirroredEquirectangularFixedName = state._getFreeDefineName(\"REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED\");\r\n this._defineEquirectangularFixedName = state._getFreeDefineName(\"REFLECTIONMAP_EQUIRECTANGULAR_FIXED\");\r\n this._defineSkyboxName = state._getFreeDefineName(\"REFLECTIONMAP_SKYBOX\");\r\n this._defineOppositeZ = state._getFreeDefineName(\"REFLECTIONMAP_OPPOSITEZ\");\r\n\r\n this._reflectionMatrixName = state._getFreeVariableName(\"reflectionMatrix\");\r\n\r\n state._emitUniformFromString(this._reflectionMatrixName, \"mat4\");\r\n\r\n let code = \"\";\r\n\r\n let worldPosVaryingName = \"v_\" + this.worldPosition.associatedVariableName;\r\n if (state._emitVaryingFromString(worldPosVaryingName, \"vec4\")) {\r\n code += `${worldPosVaryingName} = ${this.worldPosition.associatedVariableName};\\r\\n`;\r\n }\r\n\r\n this._positionUVWName = state._getFreeVariableName(\"positionUVW\");\r\n this._directionWName = state._getFreeVariableName(\"directionW\");\r\n\r\n if (state._emitVaryingFromString(this._positionUVWName, \"vec3\", this._defineSkyboxName)) {\r\n code += `#ifdef ${this._defineSkyboxName}\\r\\n`;\r\n code += `${this._positionUVWName} = ${this.position.associatedVariableName}.xyz;\\r\\n`;\r\n code += `#endif\\r\\n`;\r\n }\r\n\r\n if (state._emitVaryingFromString(this._directionWName, \"vec3\", `defined(${this._defineEquirectangularFixedName}) || defined(${this._defineMirroredEquirectangularFixedName})`)) {\r\n code += `#if defined(${this._defineEquirectangularFixedName}) || defined(${this._defineMirroredEquirectangularFixedName})\\r\\n`;\r\n code += `${this._directionWName} = normalize(vec3(${this.world.associatedVariableName} * vec4(${this.position.associatedVariableName}.xyz, 0.0)));\\r\\n`;\r\n code += `#endif\\r\\n`;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Handles the inits for the fragment code path\r\n * @param state node material build state\r\n */\r\n public handleFragmentSideInits(state: NodeMaterialBuildState) {\r\n state.sharedData.blockingBlocks.push(this);\r\n state.sharedData.textureBlocks.push(this);\r\n\r\n // Samplers\r\n this._cubeSamplerName = state._getFreeVariableName(this.name + \"CubeSampler\");\r\n state.samplers.push(this._cubeSamplerName);\r\n\r\n this._2DSamplerName = state._getFreeVariableName(this.name + \"2DSampler\");\r\n state.samplers.push(this._2DSamplerName);\r\n\r\n state._samplerDeclaration += `#ifdef ${this._define3DName}\\r\\n`;\r\n state._samplerDeclaration += `uniform samplerCube ${this._cubeSamplerName};\\r\\n`;\r\n state._samplerDeclaration += `#else\\r\\n`;\r\n state._samplerDeclaration += `uniform sampler2D ${this._2DSamplerName};\\r\\n`;\r\n state._samplerDeclaration += `#endif\\r\\n`;\r\n\r\n // Fragment\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n let comments = `//${this.name}`;\r\n state._emitFunction(\"ReciprocalPI\", \"#define RECIPROCAL_PI2 0.15915494\", \"\");\r\n state._emitFunctionFromInclude(\"reflectionFunction\", comments, {\r\n replaceStrings: [\r\n { search: /vec3 computeReflectionCoords/g, replace: \"void DUMMYFUNC\" }\r\n ]\r\n });\r\n\r\n this._reflectionColorName = state._getFreeVariableName(\"reflectionColor\");\r\n this._reflectionVectorName = state._getFreeVariableName(\"reflectionUVW\");\r\n this._reflectionCoordsName = state._getFreeVariableName(\"reflectionCoords\");\r\n }\r\n\r\n /**\r\n * Generates the reflection coords code for the fragment code path\r\n * @param worldNormalVarName name of the world normal variable\r\n * @param worldPos name of the world position variable. If not provided, will use the world position connected to this block\r\n * @param onlyReflectionVector if true, generates code only for the reflection vector computation, not for the reflection coordinates\r\n * @returns the shader code\r\n */\r\n public handleFragmentSideCodeReflectionCoords(worldNormalVarName: string, worldPos?: string, onlyReflectionVector = false): string {\r\n if (!worldPos) {\r\n worldPos = `v_${this.worldPosition.associatedVariableName}`;\r\n }\r\n let reflectionMatrix = this._reflectionMatrixName;\r\n let direction = `normalize(${this._directionWName})`;\r\n let positionUVW = `${this._positionUVWName}`;\r\n let vEyePosition = `${this.cameraPosition.associatedVariableName}`;\r\n let view = `${this.view.associatedVariableName}`;\r\n\r\n worldNormalVarName += \".xyz\";\r\n\r\n let code = `\r\n #ifdef ${this._defineMirroredEquirectangularFixedName}\r\n vec3 ${this._reflectionVectorName} = computeMirroredFixedEquirectangularCoords(${worldPos}, ${worldNormalVarName}, ${direction});\r\n #endif\r\n\r\n #ifdef ${this._defineEquirectangularFixedName}\r\n vec3 ${this._reflectionVectorName} = computeFixedEquirectangularCoords(${worldPos}, ${worldNormalVarName}, ${direction});\r\n #endif\r\n\r\n #ifdef ${this._defineEquirectangularName}\r\n vec3 ${this._reflectionVectorName} = computeEquirectangularCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineSphericalName}\r\n vec3 ${this._reflectionVectorName} = computeSphericalCoords(${worldPos}, ${worldNormalVarName}, ${view}, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._definePlanarName}\r\n vec3 ${this._reflectionVectorName} = computePlanarCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineCubicName}\r\n #ifdef ${this._defineLocalCubicName}\r\n vec3 ${this._reflectionVectorName} = computeCubicLocalCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix}, vReflectionSize, vReflectionPosition);\r\n #else\r\n vec3 ${this._reflectionVectorName} = computeCubicCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix});\r\n #endif\r\n #endif\r\n\r\n #ifdef ${this._defineProjectionName}\r\n vec3 ${this._reflectionVectorName} = computeProjectionCoords(${worldPos}, ${view}, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineSkyboxName}\r\n vec3 ${this._reflectionVectorName} = computeSkyBoxCoords(${positionUVW}, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineExplicitName}\r\n vec3 ${this._reflectionVectorName} = vec3(0, 0, 0);\r\n #endif\r\n\r\n #ifdef ${this._defineOppositeZ}\r\n ${this._reflectionVectorName}.z *= -1.0;\r\n #endif\\r\\n`;\r\n\r\n if (!onlyReflectionVector) {\r\n code += `\r\n #ifdef ${this._define3DName}\r\n vec3 ${this._reflectionCoordsName} = ${this._reflectionVectorName};\r\n #else\r\n vec2 ${this._reflectionCoordsName} = ${this._reflectionVectorName}.xy;\r\n #ifdef ${this._defineProjectionName}\r\n ${this._reflectionCoordsName} /= ${this._reflectionVectorName}.z;\r\n #endif\r\n ${this._reflectionCoordsName}.y = 1.0 - ${this._reflectionCoordsName}.y;\r\n #endif\\r\\n`;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Generates the reflection color code for the fragment code path\r\n * @param lodVarName name of the lod variable\r\n * @param swizzleLookupTexture swizzle to use for the final color variable\r\n * @returns the shader code\r\n */\r\n public handleFragmentSideCodeReflectionColor(lodVarName?: string, swizzleLookupTexture = \".rgb\"): string {\r\n const colorType = \"vec\" + (swizzleLookupTexture.length === 0 ? \"4\" : (swizzleLookupTexture.length - 1));\r\n\r\n let code = `${colorType} ${this._reflectionColorName};\r\n #ifdef ${this._define3DName}\\r\\n`;\r\n\r\n if (lodVarName) {\r\n code += `${this._reflectionColorName} = textureCubeLodEXT(${this._cubeSamplerName}, ${this._reflectionVectorName}, ${lodVarName})${swizzleLookupTexture};\\r\\n`;\r\n } else {\r\n code += `${this._reflectionColorName} = textureCube(${this._cubeSamplerName}, ${this._reflectionVectorName})${swizzleLookupTexture};\\r\\n`;\r\n }\r\n\r\n code += `\r\n #else\\r\\n`;\r\n\r\n if (lodVarName) {\r\n code += `${this._reflectionColorName} = texture2DLodEXT(${this._2DSamplerName}, ${this._reflectionCoordsName}, ${lodVarName})${swizzleLookupTexture};\\r\\n`;\r\n } else {\r\n code += `${this._reflectionColorName} = texture2D(${this._2DSamplerName}, ${this._reflectionCoordsName})${swizzleLookupTexture};\\r\\n`;\r\n }\r\n\r\n code += `#endif\\r\\n`;\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Generates the code corresponding to the connected output points\r\n * @param state node material build state\r\n * @param varName name of the variable to output\r\n * @returns the shader code\r\n */\r\n public writeOutputs(state: NodeMaterialBuildState, varName: string): string {\r\n let code = \"\";\r\n\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n for (var output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n code += `${this._declareOutput(output, state)} = ${varName}.${output.name};\\r\\n`;\r\n }\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n if (!this.texture) {\r\n return \"\";\r\n }\r\n\r\n let codeString: string;\r\n\r\n if (this.texture.isCube) {\r\n codeString = `${this._codeVariableName}.texture = new BABYLON.CubeTexture(\"${this.texture.name}\");\\r\\n`;\r\n } else {\r\n codeString = `${this._codeVariableName}.texture = new BABYLON.Texture(\"${this.texture.name}\");\\r\\n`;\r\n }\r\n codeString += `${this._codeVariableName}.texture.coordinatesMode = ${this.texture.coordinatesMode};\\r\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n let serializationObject = super.serialize();\r\n\r\n if (this.texture) {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.texture) {\r\n rootUrl = serializationObject.texture.url.indexOf(\"data:\") === 0 ? \"\" : rootUrl;\r\n if (serializationObject.texture.isCube) {\r\n this.texture = CubeTexture.Parse(serializationObject.texture, scene, rootUrl);\r\n } else {\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl);\r\n }\r\n }\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.ReflectionTextureBaseBlock\"] = ReflectionTextureBaseBlock;","import { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../../nodeMaterialBuildState';\r\nimport { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';\r\nimport { NodeMaterialConnectionPoint } from '../../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterial } from '../../nodeMaterial';\r\nimport { _TypeStore } from '../../../../Misc/typeStore';\r\nimport { InputBlock } from '../Input/inputBlock';\r\nimport { NodeMaterialSystemValues } from '../../Enums/nodeMaterialSystemValues';\r\nimport { ReflectionTextureBaseBlock } from './reflectionTextureBaseBlock';\r\n\r\n/**\r\n * Block used to read a reflection texture from a sampler\r\n */\r\nexport class ReflectionTextureBlock extends ReflectionTextureBaseBlock {\r\n /**\r\n * Create a new ReflectionTextureBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"position\", NodeMaterialBlockConnectionPointTypes.Vector3, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Fragment); // Flagging as fragment as the normal can be changed by fragment code\r\n this.registerInput(\"world\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Vertex);\r\n\r\n this.registerInput(\"cameraPosition\", NodeMaterialBlockConnectionPointTypes.Vector3, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"r\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"g\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"b\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector4);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"ReflectionTextureBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get position(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the world input component\r\n */\r\n public get world(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the camera (or eye) position component\r\n */\r\n public get cameraPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the view input component\r\n */\r\n public get view(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the rgb output component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the r output component\r\n */\r\n public get r(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the g output component\r\n */\r\n public get g(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the b output component\r\n */\r\n public get b(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n public autoConfigure(material: NodeMaterial) {\r\n super.autoConfigure(material);\r\n\r\n if (!this.cameraPosition.isConnected) {\r\n let cameraPositionInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.CameraPosition);\r\n\r\n if (!cameraPositionInput) {\r\n cameraPositionInput = new InputBlock(\"cameraPosition\");\r\n cameraPositionInput.setAsSystemValue(NodeMaterialSystemValues.CameraPosition);\r\n }\r\n cameraPositionInput.output.connectTo(this.cameraPosition);\r\n }\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (!this.texture) {\r\n state.compilationString += this.writeOutputs(state, \"vec3(0.)\");\r\n return this;\r\n }\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += this.handleVertexSide(state);\r\n return this;\r\n }\r\n\r\n this.handleFragmentSideInits(state);\r\n\r\n const normalWUnit = state._getFreeVariableName(\"normalWUnit\");\r\n\r\n state.compilationString += `vec4 ${normalWUnit} = normalize(${this.worldNormal.associatedVariableName});\\r\\n`;\r\n\r\n state.compilationString += this.handleFragmentSideCodeReflectionCoords(normalWUnit);\r\n\r\n state.compilationString += this.handleFragmentSideCodeReflectionColor();\r\n\r\n state.compilationString += this.writeOutputs(state, this._reflectionColorName);\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.ReflectionTextureBlock\"] = ReflectionTextureBlock;","import { NodeMaterialBlock } from '../../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../../nodeMaterialBuildState';\r\nimport { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';\r\nimport { NodeMaterialConnectionPoint } from '../../nodeMaterialBlockConnectionPoint';\r\nimport { AbstractMesh } from '../../../../Meshes/abstractMesh';\r\nimport { NodeMaterial, NodeMaterialDefines } from '../../nodeMaterial';\r\nimport { InputBlock } from '../Input/inputBlock';\r\nimport { Effect } from '../../../effect';\r\nimport { Mesh } from '../../../../Meshes/mesh';\r\nimport { Nullable } from '../../../../types';\r\nimport { _TypeStore } from '../../../../Misc/typeStore';\r\nimport { Texture } from '../../../Textures/texture';\r\nimport { Scene } from '../../../../scene';\r\nimport { NodeMaterialModes } from '../../Enums/nodeMaterialModes';\r\n\r\nimport \"../../../../Shaders/ShadersInclude/helperFunctions\";\r\n\r\n/**\r\n * Block used to read a texture from a sampler\r\n */\r\nexport class TextureBlock extends NodeMaterialBlock {\r\n private _defineName: string;\r\n private _linearDefineName: string;\r\n private _gammaDefineName: string;\r\n private _tempTextureRead: string;\r\n private _samplerName: string;\r\n private _transformedUVName: string;\r\n private _textureTransformName: string;\r\n private _textureInfoName: string;\r\n private _mainUVName: string;\r\n private _mainUVDefineName: string;\r\n private _fragmentOnly: boolean;\r\n\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public texture: Nullable;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to gamma space\r\n */\r\n public convertToGammaSpace = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to linear space\r\n */\r\n public convertToLinearSpace = false;\r\n\r\n /**\r\n * Create a new TextureBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string, fragmentOnly = false) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this._fragmentOnly = fragmentOnly;\r\n\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.Vector2, false, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this.registerOutput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"r\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"g\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"b\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector4);\r\n\r\n this._inputs[0]._prioritizeVertex = !fragmentOnly;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"TextureBlock\";\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgba output component\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb output component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the r output component\r\n */\r\n public get r(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the g output component\r\n */\r\n public get g(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the b output component\r\n */\r\n public get b(): NodeMaterialConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the a output component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._outputs[5];\r\n }\r\n\r\n public get target() {\r\n // TextureBlock has a special optimizations for uvs that come from the vertex shaders as they can be packed into a single varyings.\r\n // But we need to detect uvs coming from fragment then\r\n if (!this.uv.isConnected) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n if (this.uv.sourceBlock!.isInput) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n let parent = this.uv.connectedPoint;\r\n\r\n while (parent) {\r\n if (parent.target === NodeMaterialBlockTargets.Fragment) {\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n if (parent.target === NodeMaterialBlockTargets.Vertex) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n if (parent.target === NodeMaterialBlockTargets.Neutral || parent.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n let parentBlock = parent.ownerBlock;\r\n\r\n parent = null;\r\n for (var input of parentBlock.inputs) {\r\n if (input.connectedPoint) {\r\n parent = input.connectedPoint;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n }\r\n\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n public autoConfigure(material: NodeMaterial) {\r\n if (!this.uv.isConnected) {\r\n if (material.mode === NodeMaterialModes.PostProcess) {\r\n let uvInput = material.getBlockByPredicate((b) => b.name === \"uv\");\r\n\r\n if (uvInput) {\r\n uvInput.connectTo(this);\r\n }\r\n } else {\r\n const attributeName = material.mode === NodeMaterialModes.Particle ? \"particle_uv\" : \"uv\";\r\n\r\n let uvInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === attributeName);\r\n\r\n if (!uvInput) {\r\n uvInput = new InputBlock(\"uv\");\r\n uvInput.setAsAttribute(attributeName);\r\n }\r\n uvInput.output.connectTo(this.uv);\r\n }\r\n }\r\n }\r\n\r\n public initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances: boolean = false) {\r\n if (!defines._areTexturesDirty) {\r\n return;\r\n }\r\n\r\n defines.setValue(this._mainUVDefineName, false);\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (!defines._areTexturesDirty) {\r\n return;\r\n }\r\n\r\n if (!this.texture || !this.texture.getTextureMatrix) {\r\n defines.setValue(this._defineName, false);\r\n defines.setValue(this._mainUVDefineName, true);\r\n return;\r\n }\r\n\r\n defines.setValue(this._linearDefineName, this.convertToGammaSpace);\r\n defines.setValue(this._gammaDefineName, this.convertToLinearSpace);\r\n if (this._isMixed) {\r\n if (!this.texture.getTextureMatrix().isIdentityAs3x2()) {\r\n defines.setValue(this._defineName, true);\r\n } else {\r\n defines.setValue(this._defineName, false);\r\n defines.setValue(this._mainUVDefineName, true);\r\n }\r\n }\r\n }\r\n\r\n public isReady() {\r\n if (this.texture && !this.texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (!this.texture) {\r\n return;\r\n }\r\n\r\n if (this._isMixed) {\r\n effect.setFloat(this._textureInfoName, this.texture.level);\r\n effect.setMatrix(this._textureTransformName, this.texture.getTextureMatrix());\r\n }\r\n effect.setTexture(this._samplerName, this.texture);\r\n }\r\n\r\n private get _isMixed() {\r\n return this.target !== NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n let uvInput = this.uv;\r\n\r\n // Inject code in vertex\r\n this._defineName = state._getFreeDefineName(\"UVTRANSFORM\");\r\n this._mainUVDefineName = \"VMAIN\" + uvInput.associatedVariableName.toUpperCase();\r\n\r\n if (uvInput.connectedPoint!.ownerBlock.isInput) {\r\n let uvInputOwnerBlock = uvInput.connectedPoint!.ownerBlock as InputBlock;\r\n\r\n if (!uvInputOwnerBlock.isAttribute) {\r\n state._emitUniformFromString(uvInput.associatedVariableName, \"vec2\");\r\n }\r\n }\r\n\r\n this._mainUVName = \"vMain\" + uvInput.associatedVariableName;\r\n this._transformedUVName = state._getFreeVariableName(\"transformedUV\");\r\n this._textureTransformName = state._getFreeVariableName(\"textureTransform\");\r\n this._textureInfoName = state._getFreeVariableName(\"textureInfoName\");\r\n\r\n state._emitVaryingFromString(this._transformedUVName, \"vec2\", this._defineName);\r\n state._emitVaryingFromString(this._mainUVName, \"vec2\", this._mainUVDefineName);\r\n\r\n state._emitUniformFromString(this._textureTransformName, \"mat4\", this._defineName);\r\n\r\n state.compilationString += `#ifdef ${this._defineName}\\r\\n`;\r\n state.compilationString += `${this._transformedUVName} = vec2(${this._textureTransformName} * vec4(${uvInput.associatedVariableName}.xy, 1.0, 0.0));\\r\\n`;\r\n state.compilationString += `#elif defined(${this._mainUVDefineName})\\r\\n`;\r\n state.compilationString += `${this._mainUVName} = ${uvInput.associatedVariableName}.xy;\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n if (!this._outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return;\r\n }\r\n\r\n this._writeTextureRead(state, true);\r\n\r\n for (var output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, output.name, true);\r\n }\r\n }\r\n }\r\n\r\n private _writeTextureRead(state: NodeMaterialBuildState, vertexMode = false) {\r\n let uvInput = this.uv;\r\n\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${uvInput.associatedVariableName});\\r\\n`;\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment || this._fragmentOnly) {\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${uvInput.associatedVariableName});\\r\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `#ifdef ${this._defineName}\\r\\n`;\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${this._transformedUVName});\\r\\n`;\r\n state.compilationString += `#elif defined(${this._mainUVDefineName})\\r\\n`;\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${this._mainUVName});\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n }\r\n\r\n private _writeOutput(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string, vertexMode = false) {\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\\r\\n`;\r\n\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\\r\\n`;\r\n return;\r\n }\r\n\r\n const complement = ` * ${this._textureInfoName}`;\r\n\r\n state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle}${complement};\\r\\n`;\r\n\r\n if (swizzle !== 'a') { // no conversion if the output is \"a\" (alpha)\r\n state.compilationString += `#ifdef ${this._linearDefineName}\\r\\n`;\r\n state.compilationString += `${output.associatedVariableName} = toGammaSpace(${output.associatedVariableName});\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n state.compilationString += `#ifdef ${this._gammaDefineName}\\r\\n`;\r\n state.compilationString += `${output.associatedVariableName} = toLinearSpace(${output.associatedVariableName});\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n }\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (state.target === NodeMaterialBlockTargets.Vertex || this._fragmentOnly) {\r\n this._tempTextureRead = state._getFreeVariableName(\"tempTextureRead\");\r\n }\r\n\r\n if (!this._isMixed && state.target === NodeMaterialBlockTargets.Fragment || this._isMixed && state.target === NodeMaterialBlockTargets.Vertex) {\r\n this._samplerName = state._getFreeVariableName(this.name + \"Sampler\");\r\n\r\n state._emit2DSampler(this._samplerName);\r\n\r\n // Declarations\r\n state.sharedData.blockingBlocks.push(this);\r\n state.sharedData.textureBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n }\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n this._injectVertexCode(state);\r\n return;\r\n }\r\n\r\n // Fragment\r\n if (!this._outputs.some((o) => o.isConnectedInFragmentShader)) {\r\n return;\r\n }\r\n\r\n if (this._isMixed) {\r\n // Reexport the sampler\r\n state._emit2DSampler(this._samplerName);\r\n }\r\n\r\n this._linearDefineName = state._getFreeDefineName(\"ISLINEAR\");\r\n this._gammaDefineName = state._getFreeDefineName(\"ISGAMMA\");\r\n\r\n let comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n if (this._isMixed) {\r\n state._emitUniformFromString(this._textureInfoName, \"float\");\r\n }\r\n\r\n this._writeTextureRead(state);\r\n\r\n for (var output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, output.name);\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n if (!this.texture) {\r\n return \"\";\r\n }\r\n\r\n var codeString = `${this._codeVariableName}.texture = new BABYLON.Texture(\"${this.texture.name}\", null);\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.wrapU = ${this.texture.wrapU};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.wrapV = ${this.texture.wrapV};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.uAng = ${this.texture.uAng};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.vAng = ${this.texture.vAng};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.wAng = ${this.texture.wAng};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.uOffset = ${this.texture.uOffset};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.vOffset = ${this.texture.vOffset};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.uScale = ${this.texture.uScale};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.vScale = ${this.texture.vScale};\\r\\n`;\r\n codeString += `${this._codeVariableName}.convertToGammaSpace = ${this.convertToGammaSpace};\\r\\n`;\r\n codeString += `${this._codeVariableName}.convertToLinearSpace = ${this.convertToLinearSpace};\\r\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n let serializationObject = super.serialize();\r\n\r\n serializationObject.convertToGammaSpace = this.convertToGammaSpace;\r\n serializationObject.convertToLinearSpace = this.convertToLinearSpace;\r\n serializationObject.fragmentOnly = this._fragmentOnly;\r\n if (this.texture) {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.convertToGammaSpace = serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;\r\n this._fragmentOnly = !!serializationObject.fragmentOnly;\r\n\r\n if (serializationObject.texture && !NodeMaterial.IgnoreTexturesAtLoadTime) {\r\n rootUrl = serializationObject.texture.url.indexOf(\"data:\") === 0 ? \"\" : rootUrl;\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl) as Texture;\r\n }\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.TextureBlock\"] = TextureBlock;","import { NodeMaterialBlock } from '../../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../../nodeMaterialBuildState';\r\nimport { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';\r\nimport { NodeMaterialConnectionPoint } from '../../nodeMaterialBlockConnectionPoint';\r\nimport { _TypeStore } from '../../../../Misc/typeStore';\r\n\r\n/**\r\n * Block used to get the derivative value on x and y of a given input\r\n */\r\nexport class DerivativeBlock extends NodeMaterialBlock {\r\n /**\r\n * Create a new DerivativeBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerInput(\"input\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false);\r\n this.registerOutput(\"dx\", NodeMaterialBlockConnectionPointTypes.BasedOnInput);\r\n this.registerOutput(\"dy\", NodeMaterialBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._outputs[0]._typeConnectionSource = this._inputs[0];\r\n this._outputs[1]._typeConnectionSource = this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"DerivativeBlock\";\r\n }\r\n\r\n /**\r\n * Gets the input component\r\n */\r\n public get input(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the derivative output on x\r\n */\r\n public get dx(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the derivative output on y\r\n */\r\n public get dy(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let dx = this._outputs[0];\r\n let dy = this._outputs[1];\r\n\r\n state._emitExtension(\"derivatives\", \"#extension GL_OES_standard_derivatives : enable\");\r\n\r\n if (dx.hasEndpoints) {\r\n state.compilationString += this._declareOutput(dx, state) + ` = dFdx(${this.input.associatedVariableName});\\r\\n`;\r\n }\r\n\r\n if (dy.hasEndpoints) {\r\n state.compilationString += this._declareOutput(dy, state) + ` = dFdy(${this.input.associatedVariableName});\\r\\n`;\r\n }\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.DerivativeBlock\"] = DerivativeBlock;","import { NodeMaterialBlock } from '../../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../../nodeMaterialBuildState';\r\nimport { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';\r\nimport { NodeMaterialConnectionPoint } from '../../nodeMaterialBlockConnectionPoint';\r\nimport { _TypeStore } from '../../../../Misc/typeStore';\r\n/**\r\n * Block used to discard a pixel if a value is smaller than a cutoff\r\n */\r\nexport class DiscardBlock extends NodeMaterialBlock {\r\n /**\r\n * Create a new DiscardBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment, true);\r\n\r\n this.registerInput(\"value\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"cutoff\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"DiscardBlock\";\r\n }\r\n\r\n /**\r\n * Gets the color input component\r\n */\r\n public get value(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the cutoff input component\r\n */\r\n public get cutoff(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n state.sharedData.hints.needAlphaTesting = true;\r\n\r\n state.compilationString += `if (${this.value.associatedVariableName} < ${this.cutoff.associatedVariableName}) discard;\\r\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.DiscardBlock\"] = DiscardBlock;\r\n","import { NodeMaterialBlock } from '../../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../../Misc/typeStore';\r\n\r\n/**\r\n * Block used to make gl_FragCoord available\r\n */\r\nexport class FragCoordBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new FragCoordBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerOutput(\"xy\", NodeMaterialBlockConnectionPointTypes.Vector2, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"xyz\", NodeMaterialBlockConnectionPointTypes.Vector3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"xyzw\", NodeMaterialBlockConnectionPointTypes.Vector4, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"x\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"y\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"z\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"w\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"FragCoordBlock\";\r\n }\r\n\r\n /**\r\n * Gets the xy component\r\n */\r\n public get xy(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the xyz component\r\n */\r\n public get xyz(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the xyzw component\r\n */\r\n public get xyzw(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the x component\r\n */\r\n public get x(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the y component\r\n */\r\n public get y(): NodeMaterialConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the z component\r\n */\r\n public get z(): NodeMaterialConnectionPoint {\r\n return this._outputs[5];\r\n }\r\n\r\n /**\r\n * Gets the w component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[6];\r\n }\r\n\r\n protected writeOutputs(state: NodeMaterialBuildState): string {\r\n let code = \"\";\r\n\r\n for (var output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n code += `${this._declareOutput(output, state)} = gl_FragCoord.${output.name};\\r\\n`;\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (state.target === NodeMaterialBlockTargets.Vertex) {\r\n throw \"FragCoordBlock must only be used in a fragment shader\";\r\n }\r\n\r\n state.compilationString += this.writeOutputs(state);\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.FragCoordBlock\"] = FragCoordBlock;","import { NodeMaterialBlock } from '../../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../../nodeMaterialBuildState';\r\nimport { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';\r\nimport { NodeMaterialConnectionPoint } from '../../nodeMaterialBlockConnectionPoint';\r\nimport { _TypeStore } from '../../../../Misc/typeStore';\r\n\r\n/**\r\n * Block used to output the final color\r\n */\r\nexport class FragmentOutputBlock extends NodeMaterialBlock {\r\n /**\r\n * Create a new FragmentOutputBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment, true);\r\n\r\n this.registerInput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, true);\r\n this.registerInput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3, true);\r\n this.registerInput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n\r\n this.rgb.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Float);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"FragmentOutputBlock\";\r\n }\r\n\r\n /**\r\n * Gets the rgba input component\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb input component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the a input component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let rgba = this.rgba;\r\n let rgb = this.rgb;\r\n let a = this.a;\r\n state.sharedData.hints.needAlphaBlending = rgba.isConnected || a.isConnected;\r\n\r\n if (rgba.connectedPoint) {\r\n if (a.isConnected) {\r\n state.compilationString += `gl_FragColor = vec4(${rgba.associatedVariableName}.rgb, ${a.associatedVariableName});\\r\\n`;\r\n } else {\r\n state.compilationString += `gl_FragColor = ${rgba.associatedVariableName};\\r\\n`;\r\n }\r\n } else if (rgb.connectedPoint) {\r\n let aValue = \"1.0\";\r\n\r\n if (a.connectedPoint) {\r\n aValue = a.associatedVariableName;\r\n }\r\n\r\n if (rgb.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Float) {\r\n state.compilationString += `gl_FragColor = vec4(${rgb.associatedVariableName}, ${rgb.associatedVariableName}, ${rgb.associatedVariableName}, ${aValue});\\r\\n`;\r\n } else {\r\n state.compilationString += `gl_FragColor = vec4(${rgb.associatedVariableName}, ${aValue});\\r\\n`;\r\n }\r\n } else {\r\n state.sharedData.checks.notConnectedNonOptionalInputs.push(rgba);\r\n }\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.FragmentOutputBlock\"] = FragmentOutputBlock;","import { NodeMaterialBlock } from '../../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../../Misc/typeStore';\r\n/**\r\n * Block used to test if the fragment shader is front facing\r\n */\r\nexport class FrontFacingBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new FrontFacingBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"FrontFacingBlock\";\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (state.target === NodeMaterialBlockTargets.Vertex) {\r\n throw \"FrontFacingBlock must only be used in a fragment shader\";\r\n }\r\n\r\n let output = this._outputs[0];\r\n\r\n state.compilationString += this._declareOutput(output, state) + ` = gl_FrontFacing ? 1.0 : 0.0;\\r\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.FrontFacingBlock\"] = FrontFacingBlock;","import { NodeMaterialBlock } from '../../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../../nodeMaterialBuildState';\r\nimport { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';\r\nimport { NodeMaterialConnectionPoint } from '../../nodeMaterialBlockConnectionPoint';\r\nimport { AbstractMesh } from '../../../../Meshes/abstractMesh';\r\nimport { NodeMaterial, NodeMaterialDefines } from '../../nodeMaterial';\r\nimport { Effect } from '../../../effect';\r\nimport { Mesh } from '../../../../Meshes/mesh';\r\nimport { _TypeStore } from '../../../../Misc/typeStore';\r\n\r\nimport \"../../../../Shaders/ShadersInclude/helperFunctions\";\r\nimport \"../../../../Shaders/ShadersInclude/imageProcessingDeclaration\";\r\nimport \"../../../../Shaders/ShadersInclude/imageProcessingFunctions\";\r\n\r\n/**\r\n * Block used to add image processing support to fragment shader\r\n */\r\nexport class ImageProcessingBlock extends NodeMaterialBlock {\r\n /**\r\n * Create a new ImageProcessingBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerInput(\"color\", NodeMaterialBlockConnectionPointTypes.Color4);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Color4);\r\n\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Color3);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"ImageProcessingBlock\";\r\n }\r\n\r\n /**\r\n * Gets the color input component\r\n */\r\n public get color(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"exposureLinear\");\r\n state._excludeVariableName(\"contrast\");\r\n state._excludeVariableName(\"vInverseScreenSize\");\r\n state._excludeVariableName(\"vignetteSettings1\");\r\n state._excludeVariableName(\"vignetteSettings2\");\r\n state._excludeVariableName(\"vCameraColorCurveNegative\");\r\n state._excludeVariableName(\"vCameraColorCurveNeutral\");\r\n state._excludeVariableName(\"vCameraColorCurvePositive\");\r\n state._excludeVariableName(\"txColorTransform\");\r\n state._excludeVariableName(\"colorTransformSettings\");\r\n }\r\n\r\n public isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (defines._areImageProcessingDirty && nodeMaterial.imageProcessingConfiguration) {\r\n if (!nodeMaterial.imageProcessingConfiguration.isReady()) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (defines._areImageProcessingDirty && nodeMaterial.imageProcessingConfiguration) {\r\n nodeMaterial.imageProcessingConfiguration.prepareDefines(defines);\r\n }\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n if (!nodeMaterial.imageProcessingConfiguration) {\r\n return;\r\n }\r\n\r\n nodeMaterial.imageProcessingConfiguration.bind(effect);\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n // Register for defines\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n // Register for blocking\r\n state.sharedData.blockingBlocks.push(this);\r\n\r\n // Register for binding\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n // Uniforms\r\n state.uniforms.push(\"exposureLinear\");\r\n state.uniforms.push(\"contrast\");\r\n state.uniforms.push(\"vInverseScreenSize\");\r\n state.uniforms.push(\"vignetteSettings1\");\r\n state.uniforms.push(\"vignetteSettings2\");\r\n state.uniforms.push(\"vCameraColorCurveNegative\");\r\n state.uniforms.push(\"vCameraColorCurveNeutral\");\r\n state.uniforms.push(\"vCameraColorCurvePositive\");\r\n state.uniforms.push(\"txColorTransform\");\r\n state.uniforms.push(\"colorTransformSettings\");\r\n\r\n // Emit code\r\n let color = this.color;\r\n let output = this._outputs[0];\r\n let comments = `//${this.name}`;\r\n\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n state._emitFunctionFromInclude(\"imageProcessingDeclaration\", comments);\r\n state._emitFunctionFromInclude(\"imageProcessingFunctions\", comments);\r\n\r\n if (color.connectedPoint!.type === NodeMaterialBlockConnectionPointTypes.Color4 || (color.connectedPoint!.type === NodeMaterialBlockConnectionPointTypes.Vector4)) {\r\n state.compilationString += `${this._declareOutput(output, state)} = ${color.associatedVariableName};\\r\\n`;\r\n } else {\r\n state.compilationString += `${this._declareOutput(output, state)} = vec4(${color.associatedVariableName}, 1.0);\\r\\n`;\r\n }\r\n state.compilationString += `#ifdef IMAGEPROCESSINGPOSTPROCESS\\r\\n`;\r\n state.compilationString += `${output.associatedVariableName}.rgb = toLinearSpace(${color.associatedVariableName}.rgb);\\r\\n`;\r\n state.compilationString += `#else\\r\\n`;\r\n state.compilationString += `#ifdef IMAGEPROCESSING\\r\\n`;\r\n state.compilationString += `${output.associatedVariableName}.rgb = toLinearSpace(${color.associatedVariableName}.rgb);\\r\\n`;\r\n state.compilationString += `${output.associatedVariableName} = applyImageProcessing(${output.associatedVariableName});\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.ImageProcessingBlock\"] = ImageProcessingBlock;","\r\nexport * from \"./fragmentOutputBlock\";\r\nexport * from \"./imageProcessingBlock\";\r\nexport * from \"./perturbNormalBlock\";\r\nexport * from \"./discardBlock\";\r\nexport * from \"./frontFacingBlock\";\r\nexport * from \"./derivativeBlock\";\r\nexport * from \"./fragCoordBlock\";\r\nexport * from \"./screenSizeBlock\";\r\n","import { NodeMaterialBlock } from '../../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../../nodeMaterialBuildState';\r\nimport { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';\r\nimport { NodeMaterialConnectionPoint } from '../../nodeMaterialBlockConnectionPoint';\r\nimport { _TypeStore } from '../../../../Misc/typeStore';\r\nimport { NodeMaterial, NodeMaterialDefines } from '../../nodeMaterial';\r\nimport { AbstractMesh } from '../../../../Meshes/abstractMesh';\r\nimport { InputBlock } from '../Input/inputBlock';\r\nimport { Effect } from '../../../effect';\r\nimport { Mesh } from '../../../../Meshes/mesh';\r\nimport { Scene } from '../../../../scene';\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../nodeMaterialDecorator\";\r\n\r\nimport \"../../../../Shaders/ShadersInclude/bumpFragmentMainFunctions\";\r\nimport \"../../../../Shaders/ShadersInclude/bumpFragmentFunctions\";\r\nimport \"../../../../Shaders/ShadersInclude/bumpFragment\";\r\n\r\n/**\r\n * Block used to pertub normals based on a normal map\r\n */\r\nexport class PerturbNormalBlock extends NodeMaterialBlock {\r\n private _tangentSpaceParameterName = \"\";\r\n\r\n /** Gets or sets a boolean indicating that normal should be inverted on X axis */\r\n @editableInPropertyPage(\"Invert X axis\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { \"notifiers\": { \"update\": false }})\r\n public invertX = false;\r\n /** Gets or sets a boolean indicating that normal should be inverted on Y axis */\r\n @editableInPropertyPage(\"Invert Y axis\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { \"notifiers\": { \"update\": false }})\r\n public invertY = false;\r\n\r\n /**\r\n * Create a new PerturbNormalBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n // Vertex\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector4, false);\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.Vector4, false);\r\n this.registerInput(\"worldTangent\", NodeMaterialBlockConnectionPointTypes.Vector4, true);\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.Vector2, false);\r\n this.registerInput(\"normalMapColor\", NodeMaterialBlockConnectionPointTypes.Color3, false);\r\n this.registerInput(\"strength\", NodeMaterialBlockConnectionPointTypes.Float, false);\r\n\r\n // Fragment\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"PerturbNormalBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the world tangent input component\r\n */\r\n public get worldTangent(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the normal map color input component\r\n */\r\n public get normalMapColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the strength input component\r\n */\r\n public get strength(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n defines.setValue(\"BUMP\", true);\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (nodeMaterial.getScene()._mirroredCameraPosition) {\r\n effect.setFloat2(this._tangentSpaceParameterName, this.invertX ? 1.0 : -1.0, this.invertY ? 1.0 : -1.0);\r\n } else {\r\n effect.setFloat2(this._tangentSpaceParameterName, this.invertX ? -1.0 : 1.0, this.invertY ? -1.0 : 1.0);\r\n }\r\n }\r\n\r\n public autoConfigure(material: NodeMaterial) {\r\n if (!this.uv.isConnected) {\r\n let uvInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"uv\");\r\n\r\n if (!uvInput) {\r\n uvInput = new InputBlock(\"uv\");\r\n uvInput.setAsAttribute();\r\n }\r\n uvInput.output.connectTo(this.uv);\r\n }\r\n\r\n if (!this.strength.isConnected) {\r\n let strengthInput = new InputBlock(\"strength\");\r\n strengthInput.value = 1.0;\r\n strengthInput.output.connectTo(this.strength);\r\n }\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let comments = `//${this.name}`;\r\n let uv = this.uv;\r\n let worldPosition = this.worldPosition;\r\n let worldNormal = this.worldNormal;\r\n let worldTangent = this.worldTangent;\r\n\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n this._tangentSpaceParameterName = state._getFreeDefineName(\"tangentSpaceParameter\");\r\n\r\n state._emitUniformFromString(this._tangentSpaceParameterName, \"vec2\");\r\n\r\n let replaceForBumpInfos = this.strength.isConnectedToInputBlock && this.strength.connectInputBlock!.isConstant ? `${state._emitFloat(1.0 / this.strength.connectInputBlock!.value)}` : `1.0 / ${this.strength.associatedVariableName}`;\r\n\r\n state._emitExtension(\"derivatives\", \"#extension GL_OES_standard_derivatives : enable\");\r\n\r\n let tangentReplaceString = { search: /defined\\(TANGENT\\)/g, replace: worldTangent.isConnected ? \"defined(TANGENT)\" : \"defined(IGNORE)\" };\r\n\r\n if (worldTangent.isConnected) {\r\n state.compilationString += `vec3 tbnNormal = normalize(${worldNormal.associatedVariableName}.xyz);\\r\\n`;\r\n state.compilationString += `vec3 tbnTangent = normalize(${worldTangent.associatedVariableName}.xyz);\\r\\n`;\r\n state.compilationString += `vec3 tbnBitangent = cross(tbnNormal, tbnTangent);\\r\\n`;\r\n state.compilationString += `mat3 vTBN = mat3(tbnTangent, tbnBitangent, tbnNormal);\\r\\n`;\r\n }\r\n\r\n state._emitFunctionFromInclude(\"bumpFragmentMainFunctions\", comments, {\r\n replaceStrings: [\r\n tangentReplaceString,\r\n ]\r\n });\r\n\r\n state._emitFunctionFromInclude(\"bumpFragmentFunctions\", comments, {\r\n replaceStrings: [\r\n { search: /vBumpInfos.y/g, replace: replaceForBumpInfos},\r\n { search: /vTangentSpaceParams/g, replace: this._tangentSpaceParameterName},\r\n { search: /vPositionW/g, replace: worldPosition.associatedVariableName + \".xyz\"},\r\n ]\r\n });\r\n\r\n state.compilationString += this._declareOutput(this.output, state) + \" = vec4(0.);\\r\\n\";\r\n state.compilationString += state._emitCodeFromInclude(\"bumpFragment\", comments, {\r\n replaceStrings: [\r\n { search: /perturbNormal\\(TBN,vBumpUV\\+uvOffset\\)/g, replace: `perturbNormal(TBN, ${this.normalMapColor.associatedVariableName})` },\r\n { search: /vBumpInfos.y/g, replace: replaceForBumpInfos},\r\n { search: /vBumpUV/g, replace: uv.associatedVariableName},\r\n { search: /vPositionW/g, replace: worldPosition.associatedVariableName + \".xyz\"},\r\n { search: /normalW=/g, replace: this.output.associatedVariableName + \".xyz = \" },\r\n { search: /mat3\\(normalMatrix\\)\\*normalW/g, replace: \"mat3(normalMatrix) * \" + this.output.associatedVariableName + \".xyz\" },\r\n { search: /normalW/g, replace: worldNormal.associatedVariableName + \".xyz\" },\r\n tangentReplaceString\r\n ]\r\n });\r\n\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n var codeString = `${this._codeVariableName}.invertX = ${this.invertX};\\r\\n`;\r\n\r\n codeString += `${this._codeVariableName}.invertY = ${this.invertY};\\r\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n let serializationObject = super.serialize();\r\n\r\n serializationObject.invertX = this.invertX;\r\n serializationObject.invertY = this.invertY;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.invertX = serializationObject.invertX;\r\n this.invertY = serializationObject.invertY;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.PerturbNormalBlock\"] = PerturbNormalBlock;","import { NodeMaterialBlock } from '../../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../../Misc/typeStore';\r\nimport { Effect } from '../../../effect';\r\nimport { NodeMaterial } from '../../nodeMaterial';\r\nimport { Mesh } from '../../../../Meshes/mesh';\r\nimport { Scene } from '../../../../scene';\r\n\r\n/**\r\n * Block used to get the screen sizes\r\n */\r\nexport class ScreenSizeBlock extends NodeMaterialBlock {\r\n private _varName: string;\r\n private _scene: Scene;\r\n\r\n /**\r\n * Creates a new ScreenSizeBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerOutput(\"xy\", NodeMaterialBlockConnectionPointTypes.Vector2, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"x\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"y\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"ScreenSizeBlock\";\r\n }\r\n\r\n /**\r\n * Gets the xy component\r\n */\r\n public get xy(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the x component\r\n */\r\n public get x(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the y component\r\n */\r\n public get y(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n const engine = this._scene.getEngine();\r\n\r\n effect.setFloat2(this._varName, engine.getRenderWidth(), engine.getRenderWidth());\r\n }\r\n\r\n protected writeOutputs(state: NodeMaterialBuildState, varName: string): string {\r\n let code = \"\";\r\n\r\n for (var output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n code += `${this._declareOutput(output, state)} = ${varName}.${output.name};\\r\\n`;\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n this._scene = state.sharedData.scene;\r\n\r\n if (state.target === NodeMaterialBlockTargets.Vertex) {\r\n throw \"ScreenSizeBlock must only be used in a fragment shader\";\r\n }\r\n\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n this._varName = state._getFreeVariableName(\"screenSize\");\r\n state._emitUniformFromString(this._varName, \"vec2\");\r\n\r\n state.compilationString += this.writeOutputs(state, this._varName);\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.ScreenSizeBlock\"] = ScreenSizeBlock;","/**\r\n * Enum defining the type of animations supported by InputBlock\r\n */\r\nexport enum AnimatedInputBlockTypes {\r\n /** No animation */\r\n None,\r\n /** Time based animation. Will only work for floats */\r\n Time\r\n}","export * from \"./inputBlock\";\r\nexport * from \"./animatedInputBlockTypes\";","import { NodeMaterialBlock } from '../../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBlockConnectionPointMode } from '../../Enums/nodeMaterialBlockConnectionPointMode';\r\nimport { NodeMaterialSystemValues } from '../../Enums/nodeMaterialSystemValues';\r\nimport { Nullable } from '../../../../types';\r\nimport { Effect } from '../../../../Materials/effect';\r\nimport { Matrix, Vector2, Vector3, Vector4 } from '../../../../Maths/math.vector';\r\nimport { Scene } from '../../../../scene';\r\nimport { NodeMaterialConnectionPoint } from '../../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBuildState } from '../../nodeMaterialBuildState';\r\nimport { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../../Misc/typeStore';\r\nimport { Color3, Color4 } from '../../../../Maths/math';\r\nimport { AnimatedInputBlockTypes } from './animatedInputBlockTypes';\r\nimport { Observable } from '../../../../Misc/observable';\r\nimport { MaterialHelper } from '../../../../Materials/materialHelper';\r\n\r\nconst remapAttributeName: { [name: string]: string } = {\r\n \"position2d\": \"position\",\r\n \"particle_uv\": \"vUV\",\r\n \"particle_color\": \"vColor\",\r\n \"particle_texturemask\": \"textureMask\",\r\n \"particle_positionw\": \"vPositionW\",\r\n};\r\n\r\nconst attributeInFragmentOnly: { [name: string]: boolean } = {\r\n \"particle_uv\": true,\r\n \"particle_color\": true,\r\n \"particle_texturemask\": true,\r\n \"particle_positionw\": true,\r\n};\r\n\r\nconst attributeAsUniform: { [name: string]: boolean } = {\r\n \"particle_texturemask\": true,\r\n};\r\n\r\n/**\r\n * Block used to expose an input value\r\n */\r\nexport class InputBlock extends NodeMaterialBlock {\r\n private _mode = NodeMaterialBlockConnectionPointMode.Undefined;\r\n private _associatedVariableName: string;\r\n private _storedValue: any;\r\n private _valueCallback: () => any;\r\n private _type: NodeMaterialBlockConnectionPointTypes;\r\n private _animationType = AnimatedInputBlockTypes.None;\r\n\r\n /** Gets or set a value used to limit the range of float values */\r\n public min: number = 0;\r\n\r\n /** Gets or set a value used to limit the range of float values */\r\n public max: number = 0;\r\n\r\n /** Gets or set a value indicating that this input can only get 0 and 1 values */\r\n public isBoolean: boolean = false;\r\n\r\n /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */\r\n public matrixMode: number = 0;\r\n\r\n /** @hidden */\r\n public _systemValue: Nullable = null;\r\n\r\n /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */\r\n public visibleInInspector = false;\r\n\r\n /** Gets or sets a boolean indicating that the value of this input will not change after a build */\r\n public isConstant = false;\r\n\r\n /** Gets or sets the group to use to display this block in the Inspector */\r\n public groupInInspector = \"\";\r\n\r\n /** Gets an observable raised when the value is changed */\r\n public onValueChangedObservable = new Observable();\r\n\r\n /**\r\n * Gets or sets the connection point type (default is float)\r\n */\r\n public get type(): NodeMaterialBlockConnectionPointTypes {\r\n if (this._type === NodeMaterialBlockConnectionPointTypes.AutoDetect) {\r\n if (this.isUniform && this.value != null) {\r\n if (!isNaN(this.value)) {\r\n this._type = NodeMaterialBlockConnectionPointTypes.Float;\r\n return this._type;\r\n }\r\n\r\n switch (this.value.getClassName()) {\r\n case \"Vector2\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector2;\r\n return this._type;\r\n case \"Vector3\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector3;\r\n return this._type;\r\n case \"Vector4\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector4;\r\n return this._type;\r\n case \"Color3\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Color3;\r\n return this._type;\r\n case \"Color4\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Color4;\r\n return this._type;\r\n case \"Matrix\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Matrix;\r\n return this._type;\r\n }\r\n }\r\n\r\n if (this.isAttribute) {\r\n switch (this.name) {\r\n case \"position\":\r\n case \"normal\":\r\n case \"tangent\":\r\n case \"particle_positionw\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector3;\r\n return this._type;\r\n case \"uv\":\r\n case \"uv2\":\r\n case \"position2d\":\r\n case \"particle_uv\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector2;\r\n return this._type;\r\n case \"matricesIndices\":\r\n case \"matricesWeights\":\r\n case \"world0\":\r\n case \"world1\":\r\n case \"world2\":\r\n case \"world3\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector4;\r\n return this._type;\r\n case \"color\":\r\n case \"particle_color\":\r\n case \"particle_texturemask\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Color4;\r\n return this._type;\r\n }\r\n }\r\n\r\n if (this.isSystemValue) {\r\n switch (this._systemValue) {\r\n case NodeMaterialSystemValues.World:\r\n case NodeMaterialSystemValues.WorldView:\r\n case NodeMaterialSystemValues.WorldViewProjection:\r\n case NodeMaterialSystemValues.View:\r\n case NodeMaterialSystemValues.ViewProjection:\r\n case NodeMaterialSystemValues.Projection:\r\n this._type = NodeMaterialBlockConnectionPointTypes.Matrix;\r\n return this._type;\r\n case NodeMaterialSystemValues.CameraPosition:\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector3;\r\n return this._type;\r\n case NodeMaterialSystemValues.FogColor:\r\n this._type = NodeMaterialBlockConnectionPointTypes.Color3;\r\n return this._type;\r\n case NodeMaterialSystemValues.DeltaTime:\r\n this._type = NodeMaterialBlockConnectionPointTypes.Float;\r\n return this._type;\r\n }\r\n }\r\n }\r\n\r\n return this._type;\r\n }\r\n\r\n /**\r\n * Creates a new InputBlock\r\n * @param name defines the block name\r\n * @param target defines the target of that block (Vertex by default)\r\n * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)\r\n */\r\n public constructor(name: string, target = NodeMaterialBlockTargets.Vertex, type: NodeMaterialBlockConnectionPointTypes = NodeMaterialBlockConnectionPointTypes.AutoDetect) {\r\n super(name, target, false, true);\r\n\r\n this._type = type;\r\n\r\n this.setDefaultValue();\r\n\r\n this.registerOutput(\"output\", type);\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Set the source of this connection point to a vertex attribute\r\n * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name\r\n * @returns the current connection point\r\n */\r\n public setAsAttribute(attributeName?: string): InputBlock {\r\n if (attributeName) {\r\n this.name = attributeName;\r\n }\r\n this._mode = NodeMaterialBlockConnectionPointMode.Attribute;\r\n return this;\r\n }\r\n\r\n /**\r\n * Set the source of this connection point to a system value\r\n * @param value define the system value to use (world, view, etc...) or null to switch to manual value\r\n * @returns the current connection point\r\n */\r\n public setAsSystemValue(value: Nullable): InputBlock {\r\n this.systemValue = value;\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets or sets the value of that point.\r\n * Please note that this value will be ignored if valueCallback is defined\r\n */\r\n public get value(): any {\r\n return this._storedValue;\r\n }\r\n\r\n public set value(value: any) {\r\n if (this.type === NodeMaterialBlockConnectionPointTypes.Float) {\r\n if (this.isBoolean) {\r\n value = value ? 1 : 0;\r\n }\r\n else if (this.min !== this.max) {\r\n value = Math.max(this.min, value);\r\n value = Math.min(this.max, value);\r\n }\r\n }\r\n\r\n this._storedValue = value;\r\n this._mode = NodeMaterialBlockConnectionPointMode.Uniform;\r\n\r\n this.onValueChangedObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Gets or sets a callback used to get the value of that point.\r\n * Please note that setting this value will force the connection point to ignore the value property\r\n */\r\n public get valueCallback(): () => any {\r\n return this._valueCallback;\r\n }\r\n\r\n public set valueCallback(value: () => any) {\r\n this._valueCallback = value;\r\n this._mode = NodeMaterialBlockConnectionPointMode.Uniform;\r\n }\r\n\r\n /**\r\n * Gets or sets the associated variable name in the shader\r\n */\r\n public get associatedVariableName(): string {\r\n return this._associatedVariableName;\r\n }\r\n\r\n public set associatedVariableName(value: string) {\r\n this._associatedVariableName = value;\r\n }\r\n\r\n /** Gets or sets the type of animation applied to the input */\r\n public get animationType() {\r\n return this._animationType;\r\n }\r\n\r\n public set animationType(value: AnimatedInputBlockTypes) {\r\n this._animationType = value;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that this connection point not defined yet\r\n */\r\n public get isUndefined(): boolean {\r\n return this._mode === NodeMaterialBlockConnectionPointMode.Undefined;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point is coming from an uniform.\r\n * In this case the connection point name must be the name of the uniform to use.\r\n * Can only be set on inputs\r\n */\r\n public get isUniform(): boolean {\r\n return this._mode === NodeMaterialBlockConnectionPointMode.Uniform;\r\n }\r\n\r\n public set isUniform(value: boolean) {\r\n this._mode = value ? NodeMaterialBlockConnectionPointMode.Uniform : NodeMaterialBlockConnectionPointMode.Undefined;\r\n this.associatedVariableName = \"\";\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point is coming from an attribute.\r\n * In this case the connection point name must be the name of the attribute to use\r\n * Can only be set on inputs\r\n */\r\n public get isAttribute(): boolean {\r\n return this._mode === NodeMaterialBlockConnectionPointMode.Attribute;\r\n }\r\n\r\n public set isAttribute(value: boolean) {\r\n this._mode = value ? NodeMaterialBlockConnectionPointMode.Attribute : NodeMaterialBlockConnectionPointMode.Undefined;\r\n this.associatedVariableName = \"\";\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point is generating a varying variable.\r\n * Can only be set on exit points\r\n */\r\n public get isVarying(): boolean {\r\n return this._mode === NodeMaterialBlockConnectionPointMode.Varying;\r\n }\r\n\r\n public set isVarying(value: boolean) {\r\n this._mode = value ? NodeMaterialBlockConnectionPointMode.Varying : NodeMaterialBlockConnectionPointMode.Undefined;\r\n this.associatedVariableName = \"\";\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the current connection point is a system value\r\n */\r\n public get isSystemValue(): boolean {\r\n return this._systemValue != null;\r\n }\r\n\r\n /**\r\n * Gets or sets the current well known value or null if not defined as a system value\r\n */\r\n public get systemValue(): Nullable {\r\n return this._systemValue;\r\n }\r\n\r\n public set systemValue(value: Nullable) {\r\n this._mode = NodeMaterialBlockConnectionPointMode.Uniform;\r\n this.associatedVariableName = \"\";\r\n this._systemValue = value;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"InputBlock\";\r\n }\r\n\r\n /**\r\n * Animate the input if animationType !== None\r\n * @param scene defines the rendering scene\r\n */\r\n public animate(scene: Scene) {\r\n switch (this._animationType) {\r\n case AnimatedInputBlockTypes.Time: {\r\n if (this.type === NodeMaterialBlockConnectionPointTypes.Float) {\r\n this.value += scene.getAnimationRatio() * 0.01;\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n private _emitDefine(define: string): string {\r\n if (define[0] === \"!\") {\r\n return `#ifndef ${define.substring(1)}\\r\\n`;\r\n }\r\n\r\n return `#ifdef ${define}\\r\\n`;\r\n }\r\n\r\n public initialize(state: NodeMaterialBuildState) {\r\n this.associatedVariableName = \"\";\r\n }\r\n\r\n /**\r\n * Set the input block to its default value (based on its type)\r\n */\r\n public setDefaultValue() {\r\n switch (this.type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n this.value = 0;\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n this.value = Vector2.Zero();\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n this.value = Vector3.Zero();\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n this.value = Vector4.Zero();\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n this.value = Color3.White();\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n this.value = new Color4(1, 1, 1, 1);\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n this.value = Matrix.Identity();\r\n break;\r\n }\r\n }\r\n\r\n private _emitConstant(state: NodeMaterialBuildState) {\r\n switch (this.type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n return `${state._emitFloat(this.value)}`;\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n return `vec2(${this.value.x}, ${this.value.y})`;\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n return `vec3(${this.value.x}, ${this.value.y}, ${this.value.z})`;\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n return `vec4(${this.value.x}, ${this.value.y}, ${this.value.z}, ${this.value.w})`;\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n return `vec3(${this.value.r}, ${this.value.g}, ${this.value.b})`;\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n return `vec4(${this.value.r}, ${this.value.g}, ${this.value.b}, ${this.value.a})`;\r\n }\r\n\r\n return \"\";\r\n }\r\n\r\n /** @hidden */\r\n public get _noContextSwitch(): boolean {\r\n return attributeInFragmentOnly[this.name];\r\n }\r\n\r\n private _emit(state: NodeMaterialBuildState, define?: string) {\r\n // Uniforms\r\n if (this.isUniform) {\r\n if (!this.associatedVariableName) {\r\n this.associatedVariableName = state._getFreeVariableName(\"u_\" + this.name);\r\n }\r\n\r\n if (this.isConstant) {\r\n if (state.constants.indexOf(this.associatedVariableName) !== -1) {\r\n return;\r\n }\r\n state.constants.push(this.associatedVariableName);\r\n state._constantDeclaration += this._declareOutput(this.output, state) + ` = ${this._emitConstant(state)};\\r\\n`;\r\n return;\r\n }\r\n\r\n if (state.uniforms.indexOf(this.associatedVariableName) !== -1) {\r\n return;\r\n }\r\n\r\n state.uniforms.push(this.associatedVariableName);\r\n if (define) {\r\n state._uniformDeclaration += this._emitDefine(define);\r\n }\r\n state._uniformDeclaration += `uniform ${state._getGLType(this.type)} ${this.associatedVariableName};\\r\\n`;\r\n if (define) {\r\n state._uniformDeclaration += `#endif\\r\\n`;\r\n }\r\n\r\n // well known\r\n let hints = state.sharedData.hints;\r\n if (this._systemValue !== null && this._systemValue !== undefined) {\r\n switch (this._systemValue) {\r\n case NodeMaterialSystemValues.WorldView:\r\n hints.needWorldViewMatrix = true;\r\n break;\r\n case NodeMaterialSystemValues.WorldViewProjection:\r\n hints.needWorldViewProjectionMatrix = true;\r\n break;\r\n }\r\n } else {\r\n if (this._animationType !== AnimatedInputBlockTypes.None) {\r\n state.sharedData.animatedInputs.push(this);\r\n }\r\n }\r\n\r\n return;\r\n }\r\n\r\n // Attribute\r\n if (this.isAttribute) {\r\n this.associatedVariableName = remapAttributeName[this.name] ?? this.name;\r\n\r\n if (this.target === NodeMaterialBlockTargets.Vertex && state._vertexState) { // Attribute for fragment need to be carried over by varyings\r\n if (attributeInFragmentOnly[this.name]) {\r\n if (attributeAsUniform[this.name]) {\r\n state._emitUniformFromString(this.associatedVariableName, state._getGLType(this.type), define);\r\n } else {\r\n state._emitVaryingFromString(this.associatedVariableName, state._getGLType(this.type), define);\r\n }\r\n } else {\r\n this._emit(state._vertexState, define);\r\n }\r\n return;\r\n }\r\n\r\n if (state.attributes.indexOf(this.associatedVariableName) !== -1) {\r\n return;\r\n }\r\n\r\n state.attributes.push(this.associatedVariableName);\r\n\r\n if (attributeInFragmentOnly[this.name]) {\r\n if (attributeAsUniform[this.name]) {\r\n state._emitUniformFromString(this.associatedVariableName, state._getGLType(this.type), define);\r\n } else {\r\n state._emitVaryingFromString(this.associatedVariableName, state._getGLType(this.type), define);\r\n }\r\n } else {\r\n if (define) {\r\n state._attributeDeclaration += this._emitDefine(define);\r\n }\r\n state._attributeDeclaration += `attribute ${state._getGLType(this.type)} ${this.associatedVariableName};\\r\\n`;\r\n if (define) {\r\n state._attributeDeclaration += `#endif\\r\\n`;\r\n }\r\n }\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix) {\r\n if (!this._systemValue) {\r\n return;\r\n }\r\n\r\n let variableName = this.associatedVariableName;\r\n switch (this._systemValue) {\r\n case NodeMaterialSystemValues.World:\r\n effect.setMatrix(variableName, world);\r\n break;\r\n case NodeMaterialSystemValues.WorldView:\r\n effect.setMatrix(variableName, worldView);\r\n break;\r\n case NodeMaterialSystemValues.WorldViewProjection:\r\n effect.setMatrix(variableName, worldViewProjection);\r\n break;\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _transmit(effect: Effect, scene: Scene) {\r\n if (this.isAttribute) {\r\n return;\r\n }\r\n\r\n let variableName = this.associatedVariableName;\r\n if (this._systemValue) {\r\n switch (this._systemValue) {\r\n case NodeMaterialSystemValues.World:\r\n case NodeMaterialSystemValues.WorldView:\r\n case NodeMaterialSystemValues.WorldViewProjection:\r\n return;\r\n case NodeMaterialSystemValues.View:\r\n effect.setMatrix(variableName, scene.getViewMatrix());\r\n break;\r\n case NodeMaterialSystemValues.Projection:\r\n effect.setMatrix(variableName, scene.getProjectionMatrix());\r\n break;\r\n case NodeMaterialSystemValues.ViewProjection:\r\n effect.setMatrix(variableName, scene.getTransformMatrix());\r\n break;\r\n case NodeMaterialSystemValues.CameraPosition:\r\n MaterialHelper.BindEyePosition(effect, scene, variableName);\r\n break;\r\n case NodeMaterialSystemValues.FogColor:\r\n effect.setColor3(variableName, scene.fogColor);\r\n break;\r\n case NodeMaterialSystemValues.DeltaTime:\r\n effect.setFloat(variableName, scene.deltaTime / 1000.0);\r\n }\r\n return;\r\n }\r\n\r\n let value = this._valueCallback ? this._valueCallback() : this._storedValue;\r\n\r\n if (value === null) {\r\n return;\r\n }\r\n\r\n switch (this.type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n effect.setFloat(variableName, value);\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Int:\r\n effect.setInt(variableName, value);\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n effect.setColor3(variableName, value);\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n effect.setDirectColor4(variableName, value);\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n effect.setVector2(variableName, value);\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n effect.setVector3(variableName, value);\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n effect.setVector4(variableName, value);\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n effect.setMatrix(variableName, value);\r\n break;\r\n }\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (this.isUniform || this.isSystemValue) {\r\n state.sharedData.inputBlocks.push(this);\r\n }\r\n\r\n this._emit(state);\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let variableName = this._codeVariableName;\r\n\r\n if (this.isAttribute) {\r\n return `${variableName}.setAsAttribute(\"${this.name}\");\\r\\n`;\r\n }\r\n if (this.isSystemValue) {\r\n return `${variableName}.setAsSystemValue(BABYLON.NodeMaterialSystemValues.${NodeMaterialSystemValues[this._systemValue!]});\\r\\n`;\r\n }\r\n if (this.isUniform) {\r\n const codes: string[] = [];\r\n\r\n let valueString = \"\";\r\n\r\n switch (this.type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n valueString = `${this.value}`;\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n valueString = `new BABYLON.Vector2(${this.value.x}, ${this.value.y})`;\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n valueString = `new BABYLON.Vector3(${this.value.x}, ${this.value.y}, ${this.value.z})`;\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n valueString = `new BABYLON.Vector4(${this.value.x}, ${this.value.y}, ${this.value.z}, ${this.value.w})`;\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n valueString = `new BABYLON.Color3(${this.value.r}, ${this.value.g}, ${this.value.b})`;\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n valueString = `new BABYLON.Color4(${this.value.r}, ${this.value.g}, ${this.value.b}, ${this.value.a})`;\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n valueString = `BABYLON.Matrix.FromArray([${(this.value as Matrix).m}])`;\r\n break;\r\n }\r\n\r\n // Common Property \"Value\"\r\n codes.push(`${variableName}.value = ${valueString}`);\r\n\r\n // Float-Value-Specific Properties\r\n if (this.type === NodeMaterialBlockConnectionPointTypes.Float) {\r\n codes.push(\r\n `${variableName}.min = ${this.min}`,\r\n `${variableName}.max = ${this.max}`,\r\n `${variableName}.isBoolean = ${this.isBoolean}`,\r\n `${variableName}.matrixMode = ${this.matrixMode}`,\r\n `${variableName}.animationType = BABYLON.AnimatedInputBlockTypes.${AnimatedInputBlockTypes[this.animationType]}`\r\n );\r\n }\r\n\r\n // Common Property \"Type\"\r\n codes.push(\r\n `${variableName}.isConstant = ${this.isConstant}`,\r\n `${variableName}.visibleInInspector = ${this.visibleInInspector}`\r\n );\r\n\r\n codes.push('');\r\n\r\n return codes.join(';\\r\\n');\r\n }\r\n return \"\";\r\n }\r\n\r\n public dispose() {\r\n this.onValueChangedObservable.clear();\r\n\r\n super.dispose();\r\n }\r\n\r\n public serialize(): any {\r\n let serializationObject = super.serialize();\r\n\r\n serializationObject.type = this.type;\r\n serializationObject.mode = this._mode;\r\n serializationObject.systemValue = this._systemValue;\r\n serializationObject.animationType = this._animationType;\r\n serializationObject.visibleInInspector = this.visibleInInspector;\r\n serializationObject.min = this.min;\r\n serializationObject.max = this.max;\r\n serializationObject.isBoolean = this.isBoolean;\r\n serializationObject.matrixMode = this.matrixMode;\r\n serializationObject.isConstant = this.isConstant;\r\n serializationObject.groupInInspector = this.groupInInspector;\r\n\r\n if (this._storedValue != null && this._mode === NodeMaterialBlockConnectionPointMode.Uniform) {\r\n if (this._storedValue.asArray) {\r\n serializationObject.valueType = \"BABYLON.\" + this._storedValue.getClassName();\r\n serializationObject.value = this._storedValue.asArray();\r\n } else {\r\n serializationObject.valueType = \"number\";\r\n serializationObject.value = this._storedValue;\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this._type = serializationObject.type;\r\n this._mode = serializationObject.mode;\r\n this._systemValue = serializationObject.systemValue || serializationObject.wellKnownValue;\r\n this._animationType = serializationObject.animationType;\r\n this.visibleInInspector = serializationObject.visibleInInspector;\r\n this.min = serializationObject.min || 0;\r\n this.max = serializationObject.max || 0;\r\n this.isBoolean = !!serializationObject.isBoolean;\r\n this.matrixMode = serializationObject.matrixMode || 0;\r\n this.isConstant = !!serializationObject.isConstant;\r\n this.groupInInspector = serializationObject.groupInInspector || \"\";\r\n\r\n if (!serializationObject.valueType) {\r\n return;\r\n }\r\n\r\n if (serializationObject.valueType === \"number\") {\r\n this._storedValue = serializationObject.value;\r\n } else {\r\n let valueType = _TypeStore.GetClass(serializationObject.valueType);\r\n\r\n if (valueType) {\r\n this._storedValue = valueType.FromArray(serializationObject.value);\r\n }\r\n }\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.InputBlock\"] = InputBlock;","import { NodeMaterialBlock } from '../../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint, NodeMaterialConnectionPointDirection } from '../../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';\r\nimport { NodeMaterial, NodeMaterialDefines } from '../../nodeMaterial';\r\nimport { Nullable } from '../../../../types';\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../nodeMaterialDecorator\";\r\nimport { _TypeStore } from '../../../../Misc/typeStore';\r\nimport { AbstractMesh } from '../../../../Meshes/abstractMesh';\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport { Scene } from '../../../../scene';\r\n\r\n/**\r\n * Block used to implement the ambient occlusion module of the PBR material\r\n */\r\nexport class AmbientOcclusionBlock extends NodeMaterialBlock {\r\n\r\n /**\r\n * Create a new AmbientOcclusionBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"texture\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"intensity\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"directLightIntensity\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerOutput(\"ambientOcclusion\", NodeMaterialBlockConnectionPointTypes.Object, NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"ambientOcclusion\", this, NodeMaterialConnectionPointDirection.Output, AmbientOcclusionBlock, \"AOBlock\"));\r\n }\r\n\r\n /**\r\n * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.\r\n */\r\n @editableInPropertyPage(\"Ambient in gray scale\", PropertyTypeForEdition.Boolean, \"AMBIENT\", { \"notifiers\": { \"update\": true }})\r\n public useAmbientInGrayScale: boolean = false;\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"aoOut\");\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"AmbientOcclusionBlock\";\r\n }\r\n\r\n /**\r\n * Gets the texture input component\r\n */\r\n public get texture(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the texture intensity component\r\n */\r\n public get intensity(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the direct light intensity input component\r\n */\r\n public get directLightIntensity(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the ambient occlusion object output component\r\n */\r\n public get ambientOcclusion(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the main code of the block (fragment side)\r\n * @param block instance of an AmbientOcclusionBlock or null if the code must be generated without an active ambient occlusion module\r\n * @returns the shader code\r\n */\r\n public static GetCode(block: Nullable): string {\r\n let code = `ambientOcclusionOutParams aoOut;\\r\\n`;\r\n\r\n const aoTexture = block?.texture.isConnected ? block.texture.associatedVariableName : \"vec3(0.)\";\r\n const aoIntensity = block?.intensity.isConnected ? block.intensity.associatedVariableName : \"1.\";\r\n\r\n code += `ambientOcclusionBlock(\r\n #ifdef AMBIENT\r\n ${aoTexture},\r\n vec4(0., 1.0, ${aoIntensity}, 0.),\r\n #endif\r\n aoOut\r\n );\\r\\n`;\r\n\r\n return code;\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n super.prepareDefines(mesh, nodeMaterial, defines);\r\n\r\n defines.setValue(\"AMBIENT\", this.texture.isConnected, true);\r\n defines.setValue(\"AMBIENTINGRAYSCALE\", this.useAmbientInGrayScale, true);\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n state.sharedData.blocksWithDefines.push(this);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let codeString: string;\r\n\r\n codeString = `${this._codeVariableName}.useAmbientInGrayScale = ${this.useAmbientInGrayScale};\\r\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n let serializationObject = super.serialize();\r\n\r\n serializationObject.useAmbientInGrayScale = this.useAmbientInGrayScale;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.useAmbientInGrayScale = serializationObject.useAmbientInGrayScale;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.AmbientOcclusionBlock\"] = AmbientOcclusionBlock;","import { NodeMaterial, NodeMaterialDefines } from '../../nodeMaterial';\r\nimport { NodeMaterialBlock } from '../../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint, NodeMaterialConnectionPointDirection } from '../../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../../Misc/typeStore';\r\nimport { AbstractMesh } from '../../../../Meshes/abstractMesh';\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\n\r\n/**\r\n * Block used to implement the anisotropy module of the PBR material\r\n */\r\nexport class AnisotropyBlock extends NodeMaterialBlock {\r\n\r\n /**\r\n * The two properties below are set by the main PBR block prior to calling methods of this class.\r\n * This is to avoid having to add them as inputs here whereas they are already inputs of the main block, so already known.\r\n * It's less burden on the user side in the editor part.\r\n */\r\n\r\n /** @hidden */\r\n public worldPositionConnectionPoint: NodeMaterialConnectionPoint;\r\n /** @hidden */\r\n public worldNormalConnectionPoint: NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Create a new AnisotropyBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"intensity\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"direction\", NodeMaterialBlockConnectionPointTypes.Vector2, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"texture\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.Vector2, true); // need this property and the next one in case there's no PerturbNormal block connected to the main PBR block\r\n this.registerInput(\"worldTangent\", NodeMaterialBlockConnectionPointTypes.Vector4, true);\r\n\r\n this.registerOutput(\"anisotropy\", NodeMaterialBlockConnectionPointTypes.Object, NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"anisotropy\", this, NodeMaterialConnectionPointDirection.Output, AnisotropyBlock, \"AnisotropyBlock\"));\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"anisotropicOut\");\r\n state._excludeVariableName(\"TBN\");\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"AnisotropyBlock\";\r\n }\r\n\r\n /**\r\n * Gets the intensity input component\r\n */\r\n public get intensity(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the direction input component\r\n */\r\n public get direction(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the texture input component\r\n */\r\n public get texture(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the worldTangent input component\r\n */\r\n public get worldTangent(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the anisotropy object output component\r\n */\r\n public get anisotropy(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n private _generateTBNSpace(state: NodeMaterialBuildState) {\r\n let code = \"\";\r\n\r\n let comments = `//${this.name}`;\r\n let uv = this.uv;\r\n let worldPosition = this.worldPositionConnectionPoint;\r\n let worldNormal = this.worldNormalConnectionPoint;\r\n let worldTangent = this.worldTangent;\r\n\r\n if (!uv.isConnected) {\r\n // we must set the uv input as optional because we may not end up in this method (in case a PerturbNormal block is linked to the PBR material)\r\n // in which case uv is not required. But if we do come here, we do need the uv, so we have to raise an error but not with throw, else\r\n // it will stop the building of the node material and will lead to errors in the editor!\r\n console.error(\"You must connect the 'uv' input of the Anisotropy block!\");\r\n }\r\n\r\n state._emitExtension(\"derivatives\", \"#extension GL_OES_standard_derivatives : enable\");\r\n\r\n let tangentReplaceString = { search: /defined\\(TANGENT\\)/g, replace: worldTangent.isConnected ? \"defined(TANGENT)\" : \"defined(IGNORE)\" };\r\n\r\n if (worldTangent.isConnected) {\r\n code += `vec3 tbnNormal = normalize(${worldNormal.associatedVariableName}.xyz);\\r\\n`;\r\n code += `vec3 tbnTangent = normalize(${worldTangent.associatedVariableName}.xyz);\\r\\n`;\r\n code += `vec3 tbnBitangent = cross(tbnNormal, tbnTangent);\\r\\n`;\r\n code += `mat3 vTBN = mat3(tbnTangent, tbnBitangent, tbnNormal);\\r\\n`;\r\n }\r\n\r\n code += `\r\n #if defined(${worldTangent.isConnected ? \"TANGENT\" : \"IGNORE\"}) && defined(NORMAL)\r\n mat3 TBN = vTBN;\r\n #else\r\n mat3 TBN = cotangent_frame(${worldNormal.associatedVariableName + \".xyz\"}, ${\"v_\" + worldPosition.associatedVariableName + \".xyz\"}, ${uv.isConnected ? uv.associatedVariableName : \"vec2(0.)\"}, vec2(1., 1.));\r\n #endif\\r\\n`;\r\n\r\n state._emitFunctionFromInclude(\"bumpFragmentMainFunctions\", comments, {\r\n replaceStrings: [\r\n tangentReplaceString,\r\n ]\r\n });\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Gets the main code of the block (fragment side)\r\n * @param state current state of the node material building\r\n * @param generateTBNSpace if true, the code needed to create the TBN coordinate space is generated\r\n * @returns the shader code\r\n */\r\n public getCode(state: NodeMaterialBuildState, generateTBNSpace = false): string {\r\n let code = \"\";\r\n\r\n if (generateTBNSpace) {\r\n code += this._generateTBNSpace(state);\r\n }\r\n\r\n const intensity = this.intensity.isConnected ? this.intensity.associatedVariableName : \"1.0\";\r\n const direction = this.direction.isConnected ? this.direction.associatedVariableName : \"vec2(1., 0.)\";\r\n const texture = this.texture.isConnected ? this.texture.associatedVariableName : \"vec3(0.)\";\r\n\r\n code += `anisotropicOutParams anisotropicOut;\r\n anisotropicBlock(\r\n vec3(${direction}, ${intensity}),\r\n #ifdef ANISOTROPIC_TEXTURE\r\n ${texture},\r\n #endif\r\n TBN,\r\n normalW,\r\n viewDirectionW,\r\n anisotropicOut\r\n );\\r\\n`;\r\n\r\n return code;\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n super.prepareDefines(mesh, nodeMaterial, defines);\r\n\r\n defines.setValue(\"ANISOTROPIC\", true);\r\n defines.setValue(\"ANISOTROPIC_TEXTURE\", this.texture.isConnected, true);\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n state.sharedData.blocksWithDefines.push(this);\r\n }\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.AnisotropyBlock\"] = AnisotropyBlock;","import { NodeMaterialBlock } from '../../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint, NodeMaterialConnectionPointDirection } from '../../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../../Misc/typeStore';\r\nimport { InputBlock } from '../Input/inputBlock';\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport { NodeMaterial, NodeMaterialDefines } from '../../nodeMaterial';\r\nimport { AbstractMesh } from '../../../../Meshes/abstractMesh';\r\nimport { ReflectionBlock } from './reflectionBlock';\r\nimport { Scene } from '../../../../scene';\r\nimport { Nullable } from '../../../../types';\r\nimport { Mesh } from '../../../../Meshes/mesh';\r\nimport { SubMesh } from '../../../../Meshes/subMesh';\r\nimport { Effect } from '../../../effect';\r\nimport { PBRMetallicRoughnessBlock } from './pbrMetallicRoughnessBlock';\r\nimport { PerturbNormalBlock } from '../Fragment/perturbNormalBlock';\r\n\r\n/**\r\n * Block used to implement the clear coat module of the PBR material\r\n */\r\nexport class ClearCoatBlock extends NodeMaterialBlock {\r\n\r\n private _scene: Scene;\r\n\r\n /**\r\n * Create a new ClearCoatBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"intensity\", NodeMaterialBlockConnectionPointTypes.Float, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"roughness\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"ior\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"texture\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"bumpTexture\", NodeMaterialBlockConnectionPointTypes.Color4, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.Vector2, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"tintColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"tintAtDistance\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"tintThickness\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"worldTangent\", NodeMaterialBlockConnectionPointTypes.Vector4, true);\r\n\r\n this.registerOutput(\"clearcoat\", NodeMaterialBlockConnectionPointTypes.Object, NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"clearcoat\", this, NodeMaterialConnectionPointDirection.Output, ClearCoatBlock, \"ClearCoatBlock\"));\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"clearcoatOut\");\r\n state._excludeVariableName(\"vClearCoatParams\");\r\n state._excludeVariableName(\"vClearCoatTintParams\");\r\n state._excludeVariableName(\"vClearCoatRefractionParams\");\r\n state._excludeVariableName(\"vClearCoatTangentSpaceParams\");\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"ClearCoatBlock\";\r\n }\r\n\r\n /**\r\n * Gets the intensity input component\r\n */\r\n public get intensity(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the roughness input component\r\n */\r\n public get roughness(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the ior input component\r\n */\r\n public get ior(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the texture input component\r\n */\r\n public get texture(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the bump texture input component\r\n */\r\n public get bumpTexture(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the tint color input component\r\n */\r\n public get tintColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the tint \"at distance\" input component\r\n */\r\n public get tintAtDistance(): NodeMaterialConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n /**\r\n * Gets the tint thickness input component\r\n */\r\n public get tintThickness(): NodeMaterialConnectionPoint {\r\n return this._inputs[8];\r\n }\r\n\r\n /**\r\n * Gets the world tangent input component\r\n */\r\n public get worldTangent(): NodeMaterialConnectionPoint {\r\n return this._inputs[9];\r\n }\r\n\r\n /**\r\n * Gets the clear coat object output component\r\n */\r\n public get clearcoat(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public autoConfigure(material: NodeMaterial) {\r\n if (!this.intensity.isConnected) {\r\n let intensityInput = new InputBlock(\"ClearCoat intensity\", NodeMaterialBlockTargets.Fragment, NodeMaterialBlockConnectionPointTypes.Float);\r\n intensityInput.value = 1;\r\n intensityInput.output.connectTo(this.intensity);\r\n }\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n super.prepareDefines(mesh, nodeMaterial, defines);\r\n\r\n defines.setValue(\"CLEARCOAT\", true);\r\n defines.setValue(\"CLEARCOAT_TEXTURE\", this.texture.isConnected, true);\r\n defines.setValue(\"CLEARCOAT_TINT\", this.tintColor.isConnected || this.tintThickness.isConnected || this.tintAtDistance.isConnected, true);\r\n defines.setValue(\"CLEARCOAT_BUMP\", this.bumpTexture.isConnected, true);\r\n defines.setValue(\"CLEARCOAT_DEFAULTIOR\", this.ior.isConnected ? this.ior.connectInputBlock!.value === 1.5 : false, true);\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh, subMesh?: SubMesh) {\r\n super.bind(effect, nodeMaterial, mesh);\r\n\r\n // Clear Coat Refraction params\r\n const indexOfRefraction = this.ior.connectInputBlock?.value ?? 1.5;\r\n\r\n const a = 1 - indexOfRefraction;\r\n const b = 1 + indexOfRefraction;\r\n const f0 = Math.pow((-a / b), 2); // Schlicks approx: (ior1 - ior2) / (ior1 + ior2) where ior2 for air is close to vacuum = 1.\r\n const eta = 1 / indexOfRefraction;\r\n\r\n effect.setFloat4(\"vClearCoatRefractionParams\", f0, eta, a, b);\r\n\r\n // Clear Coat tangent space params\r\n const mainPBRBlock = this.clearcoat.hasEndpoints ? this.clearcoat.endpoints[0].ownerBlock as PBRMetallicRoughnessBlock : null;\r\n const perturbedNormalBlock = mainPBRBlock?.perturbedNormal.isConnected ? mainPBRBlock.perturbedNormal.connectedPoint!.ownerBlock as PerturbNormalBlock : null;\r\n\r\n if (this._scene._mirroredCameraPosition) {\r\n effect.setFloat2(\"vClearCoatTangentSpaceParams\", perturbedNormalBlock?.invertX ? 1.0 : -1.0, perturbedNormalBlock?.invertY ? 1.0 : -1.0);\r\n } else {\r\n effect.setFloat2(\"vClearCoatTangentSpaceParams\", perturbedNormalBlock?.invertX ? -1.0 : 1.0, perturbedNormalBlock?.invertY ? -1.0 : 1.0);\r\n }\r\n }\r\n\r\n private _generateTBNSpace(state: NodeMaterialBuildState, worldPositionVarName: string, worldNormalVarName: string) {\r\n let code = \"\";\r\n\r\n let comments = `//${this.name}`;\r\n let worldTangent = this.worldTangent;\r\n\r\n state._emitExtension(\"derivatives\", \"#extension GL_OES_standard_derivatives : enable\");\r\n\r\n let tangentReplaceString = { search: /defined\\(TANGENT\\)/g, replace: worldTangent.isConnected ? \"defined(TANGENT)\" : \"defined(IGNORE)\" };\r\n\r\n if (worldTangent.isConnected) {\r\n code += `vec3 tbnNormal = normalize(${worldNormalVarName}.xyz);\\r\\n`;\r\n code += `vec3 tbnTangent = normalize(${worldTangent.associatedVariableName}.xyz);\\r\\n`;\r\n code += `vec3 tbnBitangent = cross(tbnNormal, tbnTangent);\\r\\n`;\r\n code += `mat3 vTBN = mat3(tbnTangent, tbnBitangent, tbnNormal);\\r\\n`;\r\n }\r\n\r\n state._emitFunctionFromInclude(\"bumpFragmentMainFunctions\", comments, {\r\n replaceStrings: [\r\n tangentReplaceString,\r\n ]\r\n });\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Gets the main code of the block (fragment side)\r\n * @param state current state of the node material building\r\n * @param ccBlock instance of a ClearCoatBlock or null if the code must be generated without an active clear coat module\r\n * @param reflectionBlock instance of a ReflectionBlock null if the code must be generated without an active reflection module\r\n * @param worldPosVarName name of the variable holding the world position\r\n * @param generateTBNSpace if true, the code needed to create the TBN coordinate space is generated\r\n * @param vTBNAvailable indicate that the vTBN variable is already existing because it has already been generated by another block (PerturbNormal or Anisotropy)\r\n * @param worldNormalVarName name of the variable holding the world normal\r\n * @returns the shader code\r\n */\r\n public static GetCode(state: NodeMaterialBuildState, ccBlock: Nullable, reflectionBlock: Nullable, worldPosVarName: string, generateTBNSpace: boolean, vTBNAvailable: boolean, worldNormalVarName: string): string {\r\n let code = \"\";\r\n\r\n const intensity = ccBlock?.intensity.isConnected ? ccBlock.intensity.associatedVariableName : \"1.\";\r\n const roughness = ccBlock?.roughness.isConnected ? ccBlock.roughness.associatedVariableName : \"0.\";\r\n const texture = ccBlock?.texture.isConnected ? ccBlock.texture.associatedVariableName : \"vec2(0.)\";\r\n const bumpTexture = ccBlock?.bumpTexture.isConnected ? ccBlock.bumpTexture.associatedVariableName : \"vec4(0.)\";\r\n const uv = ccBlock?.uv.isConnected ? ccBlock.uv.associatedVariableName : \"vec2(0.)\";\r\n\r\n const tintColor = ccBlock?.tintColor.isConnected ? ccBlock.tintColor.associatedVariableName : \"vec3(1.)\";\r\n const tintThickness = ccBlock?.tintThickness.isConnected ? ccBlock.tintThickness.associatedVariableName : \"1.\";\r\n const tintAtDistance = ccBlock?.tintAtDistance.isConnected ? ccBlock.tintAtDistance.associatedVariableName : \"1.\";\r\n const tintTexture = \"vec4(0.)\";\r\n\r\n if (ccBlock) {\r\n state._emitUniformFromString(\"vClearCoatRefractionParams\", \"vec4\");\r\n state._emitUniformFromString(\"vClearCoatTangentSpaceParams\", \"vec2\");\r\n }\r\n\r\n if (generateTBNSpace && ccBlock) {\r\n code += ccBlock._generateTBNSpace(state, worldPosVarName, worldNormalVarName);\r\n vTBNAvailable = ccBlock.worldTangent.isConnected;\r\n }\r\n\r\n code += `clearcoatOutParams clearcoatOut;\r\n\r\n #ifdef CLEARCOAT\r\n vec2 vClearCoatParams = vec2(${intensity}, ${roughness});\r\n vec4 vClearCoatTintParams = vec4(${tintColor}, ${tintThickness});\r\n\r\n clearcoatBlock(\r\n ${worldPosVarName}.xyz,\r\n geometricNormalW,\r\n viewDirectionW,\r\n vClearCoatParams,\r\n specularEnvironmentR0,\r\n #ifdef CLEARCOAT_TEXTURE\r\n ${texture}.rg,\r\n #endif\r\n #ifdef CLEARCOAT_TINT\r\n vClearCoatTintParams,\r\n ${tintAtDistance},\r\n vClearCoatRefractionParams,\r\n #ifdef CLEARCOAT_TINT_TEXTURE\r\n ${tintTexture},\r\n #endif\r\n #endif\r\n #ifdef CLEARCOAT_BUMP\r\n vec2(0., 1.),\r\n ${bumpTexture},\r\n ${uv},\r\n #if defined(${vTBNAvailable ? \"TANGENT\" : \"IGNORE\"}) && defined(NORMAL)\r\n vTBN,\r\n #else\r\n vClearCoatTangentSpaceParams,\r\n #endif\r\n #ifdef OBJECTSPACE_NORMALMAP\r\n normalMatrix,\r\n #endif\r\n #endif\r\n #if defined(FORCENORMALFORWARD) && defined(NORMAL)\r\n faceNormal,\r\n #endif\r\n #ifdef REFLECTION\r\n ${reflectionBlock?._vReflectionMicrosurfaceInfosName},\r\n ${reflectionBlock?._vReflectionInfosName},\r\n ${reflectionBlock?.reflectionColor},\r\n vLightingIntensity,\r\n #ifdef ${reflectionBlock?._define3DName}\r\n ${reflectionBlock?._cubeSamplerName},\r\n #else\r\n ${reflectionBlock?._2DSamplerName},\r\n #endif\r\n #ifndef LODBASEDMICROSFURACE\r\n #ifdef ${reflectionBlock?._define3DName}\r\n ${reflectionBlock?._cubeSamplerName},\r\n ${reflectionBlock?._cubeSamplerName},\r\n #else\r\n ${reflectionBlock?._2DSamplerName},\r\n ${reflectionBlock?._2DSamplerName},\r\n #endif\r\n #endif\r\n #endif\r\n #if defined(ENVIRONMENTBRDF) && !defined(${reflectionBlock?._defineSkyboxName})\r\n #ifdef RADIANCEOCCLUSION\r\n ambientMonochrome,\r\n #endif\r\n #endif\r\n clearcoatOut\r\n );\r\n #else\r\n clearcoatOut.specularEnvironmentR0 = specularEnvironmentR0;\r\n #endif\\r\\n`;\r\n\r\n return code;\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n this._scene = state.sharedData.scene;\r\n\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n state.sharedData.bindableBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n }\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.ClearCoatBlock\"] = ClearCoatBlock;","export * from \"./pbrMetallicRoughnessBlock\";\r\nexport * from \"./sheenBlock\";\r\nexport * from \"./ambientOcclusionBlock\";\r\nexport * from \"./reflectivityBlock\";\r\nexport * from \"./anisotropyBlock\";\r\nexport * from \"./reflectionBlock\";\r\nexport * from \"./clearCoatBlock\";\r\nexport * from \"./refractionBlock\";\r\nexport * from \"./subSurfaceBlock\";\r\n","import { NodeMaterialBlock } from '../../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint, NodeMaterialConnectionPointDirection } from '../../nodeMaterialBlockConnectionPoint';\r\nimport { MaterialHelper } from '../../../materialHelper';\r\nimport { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';\r\nimport { NodeMaterial, NodeMaterialDefines } from '../../nodeMaterial';\r\nimport { NodeMaterialSystemValues } from '../../Enums/nodeMaterialSystemValues';\r\nimport { InputBlock } from '../Input/inputBlock';\r\nimport { Light } from '../../../../Lights/light';\r\nimport { Nullable } from '../../../../types';\r\nimport { _TypeStore } from '../../../../Misc/typeStore';\r\nimport { AbstractMesh } from '../../../../Meshes/abstractMesh';\r\nimport { Effect, IEffectCreationOptions } from '../../../effect';\r\nimport { Mesh } from '../../../../Meshes/mesh';\r\nimport { PBRBaseMaterial } from '../../../PBR/pbrBaseMaterial';\r\nimport { Scene } from '../../../../scene';\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../nodeMaterialDecorator\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport { AmbientOcclusionBlock } from './ambientOcclusionBlock';\r\nimport { SheenBlock } from './sheenBlock';\r\nimport { ReflectivityBlock } from './reflectivityBlock';\r\nimport { BaseTexture } from '../../../Textures/baseTexture';\r\nimport { BRDFTextureTools } from '../../../../Misc/brdfTextureTools';\r\nimport { MaterialFlags } from '../../../materialFlags';\r\nimport { AnisotropyBlock } from './anisotropyBlock';\r\nimport { ReflectionBlock } from './reflectionBlock';\r\nimport { ClearCoatBlock } from './clearCoatBlock';\r\nimport { SubSurfaceBlock } from './subSurfaceBlock';\r\nimport { RefractionBlock } from './refractionBlock';\r\nimport { PerturbNormalBlock } from '../Fragment/perturbNormalBlock';\r\nimport { Constants } from '../../../../Engines/constants';\r\n\r\nconst mapOutputToVariable: { [name: string] : [string, string] } = {\r\n \"ambient\": [\"finalAmbient\", \"\"],\r\n \"diffuse\": [\"finalDiffuse\", \"\"],\r\n \"specular\": [\"finalSpecularScaled\", \"!defined(UNLIT) && defined(SPECULARTERM)\"],\r\n \"sheenDir\": [\"finalSheenScaled\", \"!defined(UNLIT) && defined(SHEEN)\"],\r\n \"clearcoatDir\": [\"finalClearCoatScaled\", \"!defined(UNLIT) && defined(CLEARCOAT)\"],\r\n \"diffuseInd\": [\"finalIrradiance\", \"!defined(UNLIT) && defined(REFLECTION)\"],\r\n \"specularInd\": [\"finalRadianceScaled\", \"!defined(UNLIT) && defined(REFLECTION)\"],\r\n \"sheenInd\": [\"sheenOut.finalSheenRadianceScaled\", \"!defined(UNLIT) && defined(REFLECTION) && defined(SHEEN) && defined(ENVIRONMENTBRDF)\"],\r\n \"clearcoatInd\": [\"clearcoatOut.finalClearCoatRadianceScaled\", \"!defined(UNLIT) && defined(REFLECTION) && defined(CLEARCOAT)\"],\r\n \"refraction\": [\"subSurfaceOut.finalRefraction\", \"!defined(UNLIT) && defined(SS_REFRACTION)\"],\r\n \"lighting\": [\"finalColor.rgb\", \"\"],\r\n \"shadow\": [\"shadow\", \"\"],\r\n \"alpha\": [\"alpha\", \"\"],\r\n};\r\n\r\n/**\r\n * Block used to implement the PBR metallic/roughness model\r\n */\r\nexport class PBRMetallicRoughnessBlock extends NodeMaterialBlock {\r\n /**\r\n * Gets or sets the light associated with this block\r\n */\r\n public light: Nullable;\r\n\r\n private _lightId: number;\r\n private _scene: Scene;\r\n private _environmentBRDFTexture: Nullable = null;\r\n private _environmentBrdfSamplerName: string;\r\n private _vNormalWName: string;\r\n private _invertNormalName: string;\r\n\r\n /**\r\n * Create a new ReflectionBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"perturbedNormal\", NodeMaterialBlockConnectionPointTypes.Vector4, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"cameraPosition\", NodeMaterialBlockConnectionPointTypes.Vector3, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"baseColor\", NodeMaterialBlockConnectionPointTypes.Color4, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"opacityTexture\", NodeMaterialBlockConnectionPointTypes.Color4, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"ambientColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"reflectivity\", NodeMaterialBlockConnectionPointTypes.Object, false, NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"reflectivity\", this, NodeMaterialConnectionPointDirection.Input, ReflectivityBlock, \"ReflectivityBlock\"));\r\n this.registerInput(\"ambientOcclusion\", NodeMaterialBlockConnectionPointTypes.Object, true, NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"ambientOcclusion\", this, NodeMaterialConnectionPointDirection.Input, AmbientOcclusionBlock, \"AOBlock\"));\r\n this.registerInput(\"reflection\", NodeMaterialBlockConnectionPointTypes.Object, true, NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"reflection\", this, NodeMaterialConnectionPointDirection.Input, ReflectionBlock, \"ReflectionBlock\"));\r\n this.registerInput(\"sheen\", NodeMaterialBlockConnectionPointTypes.Object, true, NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"sheen\", this, NodeMaterialConnectionPointDirection.Input, SheenBlock, \"SheenBlock\"));\r\n this.registerInput(\"clearcoat\", NodeMaterialBlockConnectionPointTypes.Object, true, NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"clearcoat\", this, NodeMaterialConnectionPointDirection.Input, ClearCoatBlock, \"ClearCoatBlock\"));\r\n this.registerInput(\"subsurface\", NodeMaterialBlockConnectionPointTypes.Object, true, NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"subsurface\", this, NodeMaterialConnectionPointDirection.Input, SubSurfaceBlock, \"SubSurfaceBlock\"));\r\n this.registerInput(\"anisotropy\", NodeMaterialBlockConnectionPointTypes.Object, true, NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"anisotropy\", this, NodeMaterialConnectionPointDirection.Input, AnisotropyBlock, \"AnisotropyBlock\"));\r\n\r\n this.registerOutput(\"ambient\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"diffuse\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"specular\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"sheenDir\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"clearcoatDir\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"diffuseInd\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"specularInd\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"sheenInd\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"clearcoatInd\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"refraction\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"lighting\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"shadow\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"alpha\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n }\r\n\r\n /**\r\n * Intensity of the direct lights e.g. the four lights available in your scene.\r\n * This impacts both the direct diffuse and specular highlights.\r\n */\r\n @editableInPropertyPage(\"Direct lights\", PropertyTypeForEdition.Float, \"INTENSITY\", { min: 0, max: 1, \"notifiers\": { \"update\": true }})\r\n public directIntensity: number = 1.0;\r\n\r\n /**\r\n * Intensity of the environment e.g. how much the environment will light the object\r\n * either through harmonics for rough material or through the refelction for shiny ones.\r\n */\r\n @editableInPropertyPage(\"Environment lights\", PropertyTypeForEdition.Float, \"INTENSITY\", { min: 0, max: 1, \"notifiers\": { \"update\": true }})\r\n public environmentIntensity: number = 1.0;\r\n\r\n /**\r\n * This is a special control allowing the reduction of the specular highlights coming from the\r\n * four lights of the scene. Those highlights may not be needed in full environment lighting.\r\n */\r\n @editableInPropertyPage(\"Specular highlights\", PropertyTypeForEdition.Float, \"INTENSITY\", { min: 0, max: 1, \"notifiers\": { \"update\": true }})\r\n public specularIntensity: number = 1.0;\r\n\r\n /**\r\n * Defines the falloff type used in this material.\r\n * It by default is Physical.\r\n */\r\n @editableInPropertyPage(\"Light falloff\", PropertyTypeForEdition.List, \"LIGHTING & COLORS\", { \"notifiers\": { \"update\": true }, \"options\": [\r\n { label: \"Physical\", value: PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL },\r\n { label: \"GLTF\", value: PBRBaseMaterial.LIGHTFALLOFF_GLTF },\r\n { label: \"Standard\", value: PBRBaseMaterial.LIGHTFALLOFF_STANDARD },\r\n ]})\r\n public lightFalloff = 0;\r\n\r\n /**\r\n * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.\r\n */\r\n @editableInPropertyPage(\"Alpha from albedo\", PropertyTypeForEdition.Boolean, \"TRANSPARENCY\", { \"notifiers\": { \"update\": true }})\r\n public useAlphaFromAlbedoTexture: boolean = false;\r\n\r\n /**\r\n * Specifies that alpha test should be used\r\n */\r\n @editableInPropertyPage(\"Alpha Testing\", PropertyTypeForEdition.Boolean, \"TRANSPARENCY\")\r\n public useAlphaTest: boolean = false;\r\n\r\n /**\r\n * Defines the alpha limits in alpha test mode.\r\n */\r\n @editableInPropertyPage(\"Alpha CutOff\", PropertyTypeForEdition.Float, \"TRANSPARENCY\", { min: 0, max: 1, \"notifiers\": { \"update\": true }})\r\n public alphaTestCutoff: number = 0.5;\r\n\r\n /**\r\n * Specifies that alpha blending should be used\r\n */\r\n @editableInPropertyPage(\"Alpha blending\", PropertyTypeForEdition.Boolean, \"TRANSPARENCY\")\r\n public useAlphaBlending: boolean = false;\r\n\r\n /**\r\n * Defines if the alpha value should be determined via the rgb values.\r\n * If true the luminance of the pixel might be used to find the corresponding alpha value.\r\n */\r\n @editableInPropertyPage(\"Get alpha from opacity texture RGB\", PropertyTypeForEdition.Boolean, \"TRANSPARENCY\", { \"notifiers\": { \"update\": true }})\r\n public opacityRGB: boolean = false;\r\n\r\n /**\r\n * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most luminous ones).\r\n * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.\r\n */\r\n @editableInPropertyPage(\"Radiance over alpha\", PropertyTypeForEdition.Boolean, \"RENDERING\", { \"notifiers\": { \"update\": true }})\r\n public useRadianceOverAlpha: boolean = true;\r\n\r\n /**\r\n * Specifies that the material will keeps the specular highlights over a transparent surface (only the most luminous ones).\r\n * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.\r\n */\r\n @editableInPropertyPage(\"Specular over alpha\", PropertyTypeForEdition.Boolean, \"RENDERING\", { \"notifiers\": { \"update\": true }})\r\n public useSpecularOverAlpha: boolean = true;\r\n\r\n /**\r\n * Enables specular anti aliasing in the PBR shader.\r\n * It will both interacts on the Geometry for analytical and IBL lighting.\r\n * It also prefilter the roughness map based on the bump values.\r\n */\r\n @editableInPropertyPage(\"Specular anti-aliasing\", PropertyTypeForEdition.Boolean, \"RENDERING\", { \"notifiers\": { \"update\": true }})\r\n public enableSpecularAntiAliasing: boolean = false;\r\n\r\n /**\r\n * Enables realtime filtering on the texture.\r\n */\r\n @editableInPropertyPage(\"Realtime filtering\", PropertyTypeForEdition.Boolean, \"RENDERING\", { \"notifiers\": { \"update\": true }})\r\n public realTimeFiltering: boolean = false;\r\n\r\n /**\r\n * Quality switch for realtime filtering\r\n */\r\n @editableInPropertyPage(\"Realtime filtering quality\", PropertyTypeForEdition.List, \"RENDERING\", { \"notifiers\": { \"update\": true }, \"options\": [\r\n { label: \"Low\", value: Constants.TEXTURE_FILTERING_QUALITY_LOW },\r\n { label: \"Medium\", value: Constants.TEXTURE_FILTERING_QUALITY_MEDIUM },\r\n { label: \"High\", value: Constants.TEXTURE_FILTERING_QUALITY_HIGH },\r\n ]})\r\n public realTimeFilteringQuality = Constants.TEXTURE_FILTERING_QUALITY_LOW;\r\n\r\n /**\r\n * Defines if the material uses energy conservation.\r\n */\r\n @editableInPropertyPage(\"Energy Conservation\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { \"notifiers\": { \"update\": true }})\r\n public useEnergyConservation: boolean = true;\r\n\r\n /**\r\n * This parameters will enable/disable radiance occlusion by preventing the radiance to lit\r\n * too much the area relying on ambient texture to define their ambient occlusion.\r\n */\r\n @editableInPropertyPage(\"Radiance occlusion\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { \"notifiers\": { \"update\": true }})\r\n public useRadianceOcclusion: boolean = true;\r\n\r\n /**\r\n * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal\r\n * makes the reflect vector face the model (under horizon).\r\n */\r\n @editableInPropertyPage(\"Horizon occlusion\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { \"notifiers\": { \"update\": true }})\r\n public useHorizonOcclusion: boolean = true;\r\n\r\n /**\r\n * If set to true, no lighting calculations will be applied.\r\n */\r\n @editableInPropertyPage(\"Unlit\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { \"notifiers\": { \"update\": true }})\r\n public unlit: boolean = false;\r\n\r\n /**\r\n * Force normal to face away from face.\r\n */\r\n @editableInPropertyPage(\"Force normal forward\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { \"notifiers\": { \"update\": true }})\r\n public forceNormalForward: boolean = false;\r\n\r\n /**\r\n * Defines the material debug mode.\r\n * It helps seeing only some components of the material while troubleshooting.\r\n */\r\n @editableInPropertyPage(\"Debug mode\", PropertyTypeForEdition.List, \"DEBUG\", { \"notifiers\": { \"update\": true }, \"options\": [\r\n { label: \"None\", value: 0 },\r\n // Geometry\r\n { label: \"Normalized position\", value: 1 },\r\n { label: \"Normals\", value: 2 },\r\n { label: \"Tangents\", value: 3 },\r\n { label: \"Bitangents\", value: 4 },\r\n { label: \"Bump Normals\", value: 5 },\r\n //{ label: \"UV1\", value: 6 },\r\n //{ label: \"UV2\", value: 7 },\r\n { label: \"ClearCoat Normals\", value: 8 },\r\n { label: \"ClearCoat Tangents\", value: 9 },\r\n { label: \"ClearCoat Bitangents\", value: 10 },\r\n { label: \"Anisotropic Normals\", value: 11 },\r\n { label: \"Anisotropic Tangents\", value: 12 },\r\n { label: \"Anisotropic Bitangents\", value: 13 },\r\n // Maps\r\n { label: \"Albedo Map\", value: 20 },\r\n { label: \"Ambient Map\", value: 21 },\r\n { label: \"Opacity Map\", value: 22 },\r\n //{ label: \"Emissive Map\", value: 23 },\r\n //{ label: \"Light Map\", value: 24 },\r\n { label: \"Metallic Map\", value: 25 },\r\n { label: \"Reflectivity Map\", value: 26 },\r\n { label: \"ClearCoat Map\", value: 27 },\r\n { label: \"ClearCoat Tint Map\", value: 28 },\r\n { label: \"Sheen Map\", value: 29 },\r\n { label: \"Anisotropic Map\", value: 30 },\r\n { label: \"Thickness Map\", value: 31 },\r\n // Env\r\n { label: \"Env Refraction\", value: 40 },\r\n { label: \"Env Reflection\", value: 41 },\r\n { label: \"Env Clear Coat\", value: 42 },\r\n // Lighting\r\n { label: \"Direct Diffuse\", value: 50 },\r\n { label: \"Direct Specular\", value: 51 },\r\n { label: \"Direct Clear Coat\", value: 52 },\r\n { label: \"Direct Sheen\", value: 53 },\r\n { label: \"Env Irradiance\", value: 54 },\r\n // Lighting Params\r\n { label: \"Surface Albedo\", value: 60 },\r\n { label: \"Reflectance 0\", value: 61 },\r\n { label: \"Metallic\", value: 62 },\r\n { label: \"Metallic F0\", value: 71 },\r\n { label: \"Roughness\", value: 63 },\r\n { label: \"AlphaG\", value: 64 },\r\n { label: \"NdotV\", value: 65 },\r\n { label: \"ClearCoat Color\", value: 66 },\r\n { label: \"ClearCoat Roughness\", value: 67 },\r\n { label: \"ClearCoat NdotV\", value: 68 },\r\n { label: \"Transmittance\", value: 69 },\r\n { label: \"Refraction Transmittance\", value: 70 },\r\n // Misc\r\n { label: \"SEO\", value: 80 },\r\n { label: \"EHO\", value: 81 },\r\n { label: \"Energy Factor\", value: 82 },\r\n { label: \"Specular Reflectance\", value: 83 },\r\n { label: \"Clear Coat Reflectance\", value: 84 },\r\n { label: \"Sheen Reflectance\", value: 85 },\r\n { label: \"Luminance Over Alpha\", value: 86 },\r\n { label: \"Alpha\", value: 87 },\r\n ]})\r\n public debugMode = 0;\r\n\r\n /**\r\n * Specify from where on screen the debug mode should start.\r\n * The value goes from -1 (full screen) to 1 (not visible)\r\n * It helps with side by side comparison against the final render\r\n * This defaults to 0\r\n */\r\n @editableInPropertyPage(\"Split position\", PropertyTypeForEdition.Float, \"DEBUG\", { min: -1, max: 1, \"notifiers\": { \"update\": true }})\r\n public debugLimit = 0;\r\n\r\n /**\r\n * As the default viewing range might not be enough (if the ambient is really small for instance)\r\n * You can use the factor to better multiply the final value.\r\n */\r\n @editableInPropertyPage(\"Output factor\", PropertyTypeForEdition.Float, \"DEBUG\", { min: 0, max: 5, \"notifiers\": { \"update\": true }})\r\n public debugFactor = 1;\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"vLightingIntensity\");\r\n\r\n state._excludeVariableName(\"geometricNormalW\");\r\n state._excludeVariableName(\"normalW\");\r\n state._excludeVariableName(\"faceNormal\");\r\n\r\n state._excludeVariableName(\"albedoOpacityOut\");\r\n state._excludeVariableName(\"surfaceAlbedo\");\r\n state._excludeVariableName(\"alpha\");\r\n\r\n state._excludeVariableName(\"NdotVUnclamped\");\r\n state._excludeVariableName(\"NdotV\");\r\n state._excludeVariableName(\"alphaG\");\r\n state._excludeVariableName(\"AARoughnessFactors\");\r\n state._excludeVariableName(\"environmentBrdf\");\r\n state._excludeVariableName(\"ambientMonochrome\");\r\n state._excludeVariableName(\"seo\");\r\n state._excludeVariableName(\"eho\");\r\n\r\n state._excludeVariableName(\"environmentRadiance\");\r\n state._excludeVariableName(\"irradianceVector\");\r\n state._excludeVariableName(\"environmentIrradiance\");\r\n\r\n state._excludeVariableName(\"diffuseBase\");\r\n state._excludeVariableName(\"specularBase\");\r\n state._excludeVariableName(\"preInfo\");\r\n state._excludeVariableName(\"info\");\r\n state._excludeVariableName(\"shadow\");\r\n\r\n state._excludeVariableName(\"finalDiffuse\");\r\n state._excludeVariableName(\"finalAmbient\");\r\n state._excludeVariableName(\"ambientOcclusionForDirectDiffuse\");\r\n\r\n state._excludeVariableName(\"finalColor\");\r\n\r\n state._excludeVariableName(\"vClipSpacePosition\");\r\n state._excludeVariableName(\"vDebugMode\");\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"PBRMetallicRoughnessBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the perturbed normal input component\r\n */\r\n public get perturbedNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the camera position input component\r\n */\r\n public get cameraPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the base color input component\r\n */\r\n public get baseColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the opacity texture input component\r\n */\r\n public get opacityTexture(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the ambient color input component\r\n */\r\n public get ambientColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the reflectivity object parameters\r\n */\r\n public get reflectivity(): NodeMaterialConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n /**\r\n * Gets the ambient occlusion object parameters\r\n */\r\n public get ambientOcclusion(): NodeMaterialConnectionPoint {\r\n return this._inputs[8];\r\n }\r\n\r\n /**\r\n * Gets the reflection object parameters\r\n */\r\n public get reflection(): NodeMaterialConnectionPoint {\r\n return this._inputs[9];\r\n }\r\n\r\n /**\r\n * Gets the sheen object parameters\r\n */\r\n public get sheen(): NodeMaterialConnectionPoint {\r\n return this._inputs[10];\r\n }\r\n\r\n /**\r\n * Gets the clear coat object parameters\r\n */\r\n public get clearcoat(): NodeMaterialConnectionPoint {\r\n return this._inputs[11];\r\n }\r\n\r\n /**\r\n * Gets the sub surface object parameters\r\n */\r\n public get subsurface(): NodeMaterialConnectionPoint {\r\n return this._inputs[12];\r\n }\r\n\r\n /**\r\n * Gets the anisotropy object parameters\r\n */\r\n public get anisotropy(): NodeMaterialConnectionPoint {\r\n return this._inputs[13];\r\n }\r\n\r\n /**\r\n * Gets the ambient output component\r\n */\r\n public get ambient(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the diffuse output component\r\n */\r\n public get diffuse(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the specular output component\r\n */\r\n public get specular(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the sheen output component\r\n */\r\n public get sheenDir(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the clear coat output component\r\n */\r\n public get clearcoatDir(): NodeMaterialConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the indirect diffuse output component\r\n */\r\n public get diffuseIndirect(): NodeMaterialConnectionPoint {\r\n return this._outputs[5];\r\n }\r\n\r\n /**\r\n * Gets the indirect specular output component\r\n */\r\n public get specularIndirect(): NodeMaterialConnectionPoint {\r\n return this._outputs[6];\r\n }\r\n\r\n /**\r\n * Gets the indirect sheen output component\r\n */\r\n public get sheenIndirect(): NodeMaterialConnectionPoint {\r\n return this._outputs[7];\r\n }\r\n\r\n /**\r\n * Gets the indirect clear coat output component\r\n */\r\n public get clearcoatIndirect(): NodeMaterialConnectionPoint {\r\n return this._outputs[8];\r\n }\r\n\r\n /**\r\n * Gets the refraction output component\r\n */\r\n public get refraction(): NodeMaterialConnectionPoint {\r\n return this._outputs[9];\r\n }\r\n\r\n /**\r\n * Gets the global lighting output component\r\n */\r\n public get lighting(): NodeMaterialConnectionPoint {\r\n return this._outputs[10];\r\n }\r\n\r\n /**\r\n * Gets the shadow output component\r\n */\r\n public get shadow(): NodeMaterialConnectionPoint {\r\n return this._outputs[11];\r\n }\r\n\r\n /**\r\n * Gets the alpha output component\r\n */\r\n public get alpha(): NodeMaterialConnectionPoint {\r\n return this._outputs[12];\r\n }\r\n\r\n public autoConfigure(material: NodeMaterial) {\r\n if (!this.cameraPosition.isConnected) {\r\n let cameraPositionInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.CameraPosition);\r\n\r\n if (!cameraPositionInput) {\r\n cameraPositionInput = new InputBlock(\"cameraPosition\");\r\n cameraPositionInput.setAsSystemValue(NodeMaterialSystemValues.CameraPosition);\r\n }\r\n cameraPositionInput.output.connectTo(this.cameraPosition);\r\n }\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n // General\r\n defines.setValue(\"PBR\", true);\r\n defines.setValue(\"METALLICWORKFLOW\", true);\r\n defines.setValue(\"DEBUGMODE\", this.debugMode, true);\r\n defines.setValue(\"NORMALXYSCALE\", true);\r\n defines.setValue(\"BUMP\", this.perturbedNormal.isConnected, true);\r\n defines.setValue(\"LODBASEDMICROSFURACE\", this._scene.getEngine().getCaps().textureLOD);\r\n\r\n // Albedo & Opacity\r\n defines.setValue(\"OPACITY\", this.opacityTexture.isConnected, true);\r\n\r\n // Lighting & colors\r\n if (this.lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_STANDARD) {\r\n defines.setValue(\"USEPHYSICALLIGHTFALLOFF\", false);\r\n defines.setValue(\"USEGLTFLIGHTFALLOFF\", false);\r\n } else if (this.lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_GLTF) {\r\n defines.setValue(\"USEPHYSICALLIGHTFALLOFF\", false);\r\n defines.setValue(\"USEGLTFLIGHTFALLOFF\", true);\r\n } else {\r\n defines.setValue(\"USEPHYSICALLIGHTFALLOFF\", true);\r\n defines.setValue(\"USEGLTFLIGHTFALLOFF\", false);\r\n }\r\n\r\n // Transparency\r\n defines.setValue(\"ALPHABLEND\", this.useAlphaBlending, true);\r\n defines.setValue(\"ALPHAFROMALBEDO\", this.useAlphaFromAlbedoTexture, true);\r\n defines.setValue(\"ALPHATEST\", this.useAlphaTest, true);\r\n defines.setValue(\"ALPHATESTVALUE\", this.alphaTestCutoff, true);\r\n defines.setValue(\"OPACITYRGB\", this.opacityRGB, true);\r\n\r\n // Rendering\r\n defines.setValue(\"RADIANCEOVERALPHA\", this.useRadianceOverAlpha, true);\r\n defines.setValue(\"SPECULAROVERALPHA\", this.useSpecularOverAlpha, true);\r\n defines.setValue(\"SPECULARAA\", this._scene.getEngine().getCaps().standardDerivatives && this.enableSpecularAntiAliasing, true);\r\n defines.setValue(\"REALTIME_FILTERING\", this.realTimeFiltering, true);\r\n defines.setValue(\"NUM_SAMPLES\", \"\" + this.realTimeFilteringQuality, true);\r\n\r\n if (this._scene.getEngine().webGLVersion > 1) {\r\n defines.setValue(\"NUM_SAMPLES\", this.realTimeFilteringQuality + \"u\", true);\r\n }\r\n\r\n // Advanced\r\n defines.setValue(\"BRDF_V_HEIGHT_CORRELATED\", true);\r\n defines.setValue(\"MS_BRDF_ENERGY_CONSERVATION\", this.useEnergyConservation, true);\r\n defines.setValue(\"RADIANCEOCCLUSION\", this.useRadianceOcclusion, true);\r\n defines.setValue(\"HORIZONOCCLUSION\", this.useHorizonOcclusion, true);\r\n defines.setValue(\"UNLIT\", this.unlit, true);\r\n defines.setValue(\"FORCENORMALFORWARD\", this.forceNormalForward, true);\r\n\r\n if (this._environmentBRDFTexture && MaterialFlags.ReflectionTextureEnabled) {\r\n defines.setValue(\"ENVIRONMENTBRDF\", true);\r\n defines.setValue(\"ENVIRONMENTBRDF_RGBD\", this._environmentBRDFTexture.isRGBD, true);\r\n } else {\r\n defines.setValue(\"ENVIRONMENTBRDF\" , false);\r\n defines.setValue(\"ENVIRONMENTBRDF_RGBD\", false);\r\n }\r\n\r\n if (!defines._areLightsDirty) {\r\n return;\r\n }\r\n\r\n const scene = mesh.getScene();\r\n\r\n if (!this.light) {\r\n // Lights\r\n MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, nodeMaterial.maxSimultaneousLights);\r\n defines._needNormals = true;\r\n\r\n // Multiview\r\n MaterialHelper.PrepareDefinesForMultiview(scene, defines);\r\n } else {\r\n let state = {\r\n needNormals: false,\r\n needRebuild: false,\r\n lightmapMode: false,\r\n shadowEnabled: false,\r\n specularEnabled: false\r\n };\r\n\r\n MaterialHelper.PrepareDefinesForLight(scene, mesh, this.light, this._lightId, defines, true, state);\r\n\r\n if (state.needRebuild) {\r\n defines.rebuild();\r\n }\r\n }\r\n }\r\n\r\n public updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]) {\r\n MaterialHelper.PrepareUniformsAndSamplersList({\r\n uniformsNames: state.uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: state.samplers,\r\n defines: defines,\r\n maxSimultaneousLights: nodeMaterial.maxSimultaneousLights\r\n });\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n const scene = mesh.getScene();\r\n\r\n if (!this.light) {\r\n MaterialHelper.BindLights(scene, mesh, effect, true, nodeMaterial.maxSimultaneousLights);\r\n } else {\r\n MaterialHelper.BindLight(this.light, this._lightId, scene, effect, true);\r\n }\r\n\r\n effect.setTexture(this._environmentBrdfSamplerName, this._environmentBRDFTexture);\r\n\r\n effect.setFloat2(\"vDebugMode\", this.debugLimit, this.debugFactor);\r\n\r\n const ambientScene = this._scene.ambientColor;\r\n\r\n if (ambientScene) {\r\n effect.setColor3(\"ambientFromScene\", ambientScene);\r\n }\r\n\r\n const invertNormal = (scene.useRightHandedSystem === (scene._mirroredCameraPosition != null));\r\n\r\n effect.setFloat(this._invertNormalName, invertNormal ? -1 : 1);\r\n\r\n effect.setFloat4(\"vLightingIntensity\", this.directIntensity, 1, this.environmentIntensity * this._scene.environmentIntensity, this.specularIntensity);\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n let worldPos = this.worldPosition;\r\n let comments = `//${this.name}`;\r\n\r\n // Declaration\r\n if (!this.light) { // Emit for all lights\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightUboDeclaration\" : \"lightFragmentDeclaration\", comments, {\r\n repeatKey: \"maxSimultaneousLights\"\r\n });\r\n this._lightId = 0;\r\n\r\n state.sharedData.dynamicUniformBlocks.push(this);\r\n } else {\r\n this._lightId = (state.counters[\"lightCounter\"] !== undefined ? state.counters[\"lightCounter\"] : -1) + 1;\r\n state.counters[\"lightCounter\"] = this._lightId;\r\n\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightUboDeclaration\" : \"lightFragmentDeclaration\", comments, {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }]\r\n }, this._lightId.toString());\r\n }\r\n\r\n // Inject code in vertex\r\n let worldPosVaryingName = \"v_\" + worldPos.associatedVariableName;\r\n if (state._emitVaryingFromString(worldPosVaryingName, \"vec4\")) {\r\n state.compilationString += `${worldPosVaryingName} = ${worldPos.associatedVariableName};\\r\\n`;\r\n }\r\n\r\n const reflectionBlock = this.reflection.isConnected ? this.reflection.connectedPoint?.ownerBlock as ReflectionBlock : null;\r\n\r\n state.compilationString += reflectionBlock?.handleVertexSide(state) ?? \"\";\r\n\r\n state._emitUniformFromString(\"vDebugMode\", \"vec2\", \"defined(IGNORE) || DEBUGMODE > 0\");\r\n state._emitUniformFromString(\"ambientFromScene\", \"vec3\");\r\n\r\n if (state._emitVaryingFromString(\"vClipSpacePosition\", \"vec4\", \"defined(IGNORE) || DEBUGMODE > 0\")) {\r\n state._injectAtEnd += `#if DEBUGMODE > 0\\r\\n`;\r\n state._injectAtEnd += `vClipSpacePosition = gl_Position;\\r\\n`;\r\n state._injectAtEnd += `#endif\\r\\n`;\r\n }\r\n\r\n if (this.light) {\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n replaceStrings: [\r\n { search: /{X}/g, replace: this._lightId.toString() },\r\n { search: /worldPos/g, replace: worldPos.associatedVariableName }\r\n ]\r\n });\r\n } else {\r\n state.compilationString += `vec4 worldPos = ${worldPos.associatedVariableName};\\r\\n`;\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n repeatKey: \"maxSimultaneousLights\"\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Gets the code corresponding to the albedo/opacity module\r\n * @returns the shader code\r\n */\r\n public getAlbedoOpacityCode(): string {\r\n let code = `albedoOpacityOutParams albedoOpacityOut;\\r\\n`;\r\n\r\n const albedoColor = this.baseColor.isConnected ? this.baseColor.associatedVariableName : \"vec4(1., 1., 1., 1.)\";\r\n const opacityTexture = this.opacityTexture.isConnected ? this.opacityTexture.associatedVariableName : \"\";\r\n\r\n code += `albedoOpacityBlock(\r\n ${albedoColor},\r\n #ifdef ALBEDO\r\n vec4(1.),\r\n vec2(1., 1.),\r\n #endif\r\n #ifdef OPACITY\r\n ${opacityTexture},\r\n vec2(1., 1.),\r\n #endif\r\n albedoOpacityOut\r\n );\r\n\r\n vec3 surfaceAlbedo = albedoOpacityOut.surfaceAlbedo;\r\n float alpha = albedoOpacityOut.alpha;\\r\\n`;\r\n\r\n return code;\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n this._scene = state.sharedData.scene;\r\n\r\n if (!this._environmentBRDFTexture) {\r\n this._environmentBRDFTexture = BRDFTextureTools.GetEnvironmentBRDFTexture(this._scene);\r\n }\r\n\r\n const reflectionBlock = this.reflection.isConnected ? this.reflection.connectedPoint?.ownerBlock as ReflectionBlock : null;\r\n\r\n if (reflectionBlock) {\r\n // Need those variables to be setup when calling _injectVertexCode\r\n reflectionBlock.worldPositionConnectionPoint = this.worldPosition;\r\n reflectionBlock.cameraPositionConnectionPoint = this.cameraPosition;\r\n reflectionBlock.worldNormalConnectionPoint = this.worldNormal;\r\n }\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n this._injectVertexCode(state);\r\n\r\n return this;\r\n }\r\n\r\n // Fragment\r\n state.sharedData.bindableBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n let comments = `//${this.name}`;\r\n let worldPosVarName = \"v_\" + this.worldPosition.associatedVariableName;\r\n let normalShading = this.perturbedNormal;\r\n\r\n this._environmentBrdfSamplerName = state._getFreeVariableName(\"environmentBrdfSampler\");\r\n\r\n state._emit2DSampler(this._environmentBrdfSamplerName);\r\n\r\n state.sharedData.hints.needAlphaBlending = state.sharedData.hints.needAlphaBlending || this.useAlphaBlending;\r\n state.sharedData.hints.needAlphaTesting = state.sharedData.hints.needAlphaTesting || this.useAlphaTest;\r\n\r\n state._emitExtension(\"lod\", \"#extension GL_EXT_shader_texture_lod : enable\", \"defined(LODBASEDMICROSFURACE)\");\r\n\r\n //\r\n // Includes\r\n //\r\n if (!this.light) { // Emit for all lights\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightUboDeclaration\" : \"lightFragmentDeclaration\", comments, {\r\n repeatKey: \"maxSimultaneousLights\"\r\n });\r\n } else {\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightUboDeclaration\" : \"lightFragmentDeclaration\", comments, {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }]\r\n }, this._lightId.toString());\r\n }\r\n\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n state._emitFunctionFromInclude(\"importanceSampling\", comments);\r\n state._emitFunctionFromInclude(\"pbrHelperFunctions\", comments);\r\n state._emitFunctionFromInclude(\"imageProcessingFunctions\", comments);\r\n\r\n state._emitFunctionFromInclude(\"shadowsFragmentFunctions\", comments, {\r\n replaceStrings: [\r\n { search: /vPositionW/g, replace: worldPosVarName + \".xyz\" }\r\n ]\r\n });\r\n\r\n state._emitFunctionFromInclude(\"pbrDirectLightingSetupFunctions\", comments, {\r\n replaceStrings: [\r\n { search: /vPositionW/g, replace: worldPosVarName + \".xyz\" }\r\n ]\r\n });\r\n\r\n state._emitFunctionFromInclude(\"pbrDirectLightingFalloffFunctions\", comments);\r\n state._emitFunctionFromInclude(\"pbrBRDFFunctions\", comments);\r\n state._emitFunctionFromInclude(\"hdrFilteringFunctions\", comments);\r\n\r\n state._emitFunctionFromInclude(\"pbrDirectLightingFunctions\", comments, {\r\n replaceStrings: [\r\n { search: /vPositionW/g, replace: worldPosVarName + \".xyz\" }\r\n ]\r\n });\r\n\r\n state._emitFunctionFromInclude(\"pbrIBLFunctions\", comments);\r\n\r\n state._emitFunctionFromInclude(\"pbrBlockAlbedoOpacity\", comments);\r\n state._emitFunctionFromInclude(\"pbrBlockReflectivity\", comments);\r\n state._emitFunctionFromInclude(\"pbrBlockAmbientOcclusion\", comments);\r\n state._emitFunctionFromInclude(\"pbrBlockAlphaFresnel\", comments);\r\n state._emitFunctionFromInclude(\"pbrBlockAnisotropic\", comments);\r\n\r\n //\r\n // code\r\n //\r\n\r\n state._emitUniformFromString(\"vLightingIntensity\", \"vec4\");\r\n\r\n // _____________________________ Geometry Information ____________________________\r\n this._vNormalWName = state._getFreeVariableName(\"vNormalW\");\r\n\r\n state.compilationString += `vec4 ${this._vNormalWName} = normalize(${this.worldNormal.associatedVariableName});\\r\\n`;\r\n\r\n if (state._registerTempVariable(\"viewDirectionW\")) {\r\n state.compilationString += `vec3 viewDirectionW = normalize(${this.cameraPosition.associatedVariableName} - ${worldPosVarName}.xyz);\\r\\n`;\r\n }\r\n\r\n state.compilationString += `vec3 geometricNormalW = ${this._vNormalWName}.xyz;\\r\\n`;\r\n\r\n state.compilationString += `vec3 normalW = ${normalShading.isConnected ? \"normalize(\" + normalShading.associatedVariableName + \".xyz)\" : \"geometricNormalW\"};\\r\\n`;\r\n\r\n this._invertNormalName = state._getFreeVariableName(\"invertNormal\");\r\n\r\n state._emitUniformFromString(this._invertNormalName, \"float\");\r\n\r\n state.compilationString += state._emitCodeFromInclude(\"pbrBlockNormalFinal\", comments, {\r\n replaceStrings: [\r\n { search: /vPositionW/g, replace: worldPosVarName + \".xyz\" },\r\n { search: /vEyePosition.w/g, replace: this._invertNormalName },\r\n ]\r\n });\r\n\r\n // _____________________________ Albedo & Opacity ______________________________\r\n state.compilationString += this.getAlbedoOpacityCode();\r\n\r\n state.compilationString += state._emitCodeFromInclude(\"depthPrePass\", comments);\r\n\r\n // _____________________________ AO _______________________________\r\n const aoBlock = this.ambientOcclusion.connectedPoint?.ownerBlock as Nullable;\r\n\r\n state.compilationString += AmbientOcclusionBlock.GetCode(aoBlock);\r\n\r\n // _____________________________ UNLIT _______________________________\r\n\r\n state.compilationString += `#ifdef UNLIT\r\n vec3 diffuseBase = vec3(1., 1., 1.);\r\n #else\\r\\n`;\r\n\r\n // _____________________________ Reflectivity _______________________________\r\n const subsurfaceBlock = this.subsurface.isConnected ? this.subsurface.connectedPoint?.ownerBlock as SubSurfaceBlock : null;\r\n const refractionBlock = this.subsurface.isConnected ? (this.subsurface.connectedPoint?.ownerBlock as SubSurfaceBlock).refraction.connectedPoint?.ownerBlock as RefractionBlock : null;\r\n\r\n const reflectivityBlock = this.reflectivity.connectedPoint?.ownerBlock as Nullable ?? null;\r\n\r\n if (reflectivityBlock) {\r\n reflectivityBlock.indexOfRefractionConnectionPoint = refractionBlock?.indexOfRefraction ?? null;\r\n }\r\n\r\n const aoIntensity = aoBlock?.intensity.isConnected ? aoBlock.intensity.associatedVariableName : \"1.\";\r\n\r\n state.compilationString += reflectivityBlock?.getCode(state, aoIntensity) ?? \"\";\r\n\r\n // _____________________________ Geometry info _________________________________\r\n state.compilationString += state._emitCodeFromInclude(\"pbrBlockGeometryInfo\", comments, {\r\n replaceStrings: [\r\n { search: /REFLECTIONMAP_SKYBOX/g, replace: reflectionBlock?._defineSkyboxName ?? \"REFLECTIONMAP_SKYBOX\" },\r\n { search: /REFLECTIONMAP_3D/g, replace: reflectionBlock?._define3DName ?? \"REFLECTIONMAP_3D\" },\r\n ]\r\n });\r\n\r\n // _____________________________ Anisotropy _______________________________________\r\n const anisotropyBlock = this.anisotropy.isConnected ? this.anisotropy.connectedPoint?.ownerBlock as AnisotropyBlock : null;\r\n\r\n if (anisotropyBlock) {\r\n anisotropyBlock.worldPositionConnectionPoint = this.worldPosition;\r\n anisotropyBlock.worldNormalConnectionPoint = this.worldNormal;\r\n\r\n state.compilationString += anisotropyBlock.getCode(state, !this.perturbedNormal.isConnected);\r\n }\r\n\r\n // _____________________________ Reflection _______________________________________\r\n if (reflectionBlock && reflectionBlock.hasTexture) {\r\n state.compilationString += reflectionBlock.getCode(state, anisotropyBlock ? \"anisotropicOut.anisotropicNormal\" : \"normalW\");\r\n }\r\n\r\n state._emitFunctionFromInclude(\"pbrBlockReflection\", comments, {\r\n replaceStrings: [\r\n { search: /computeReflectionCoords/g, replace: \"computeReflectionCoordsPBR\" },\r\n { search: /REFLECTIONMAP_3D/g, replace: reflectionBlock?._define3DName ?? \"REFLECTIONMAP_3D\" },\r\n { search: /REFLECTIONMAP_OPPOSITEZ/g, replace: reflectionBlock?._defineOppositeZ ?? \"REFLECTIONMAP_OPPOSITEZ\" },\r\n { search: /REFLECTIONMAP_PROJECTION/g, replace: reflectionBlock?._defineProjectionName ?? \"REFLECTIONMAP_PROJECTION\" },\r\n { search: /REFLECTIONMAP_SKYBOX/g, replace: reflectionBlock?._defineSkyboxName ?? \"REFLECTIONMAP_SKYBOX\" },\r\n { search: /LODINREFLECTIONALPHA/g, replace: reflectionBlock?._defineLODReflectionAlpha ?? \"LODINREFLECTIONALPHA\" },\r\n { search: /LINEARSPECULARREFLECTION/g, replace: reflectionBlock?._defineLinearSpecularReflection ?? \"LINEARSPECULARREFLECTION\" },\r\n { search: /vReflectionFilteringInfo/g, replace: reflectionBlock?._vReflectionFilteringInfoName ?? \"vReflectionFilteringInfo\" },\r\n ]\r\n });\r\n\r\n // ___________________ Compute Reflectance aka R0 F0 info _________________________\r\n state.compilationString += state._emitCodeFromInclude(\"pbrBlockReflectance0\", comments, {\r\n replaceStrings: [\r\n { search: /metallicReflectanceFactors/g, replace: reflectivityBlock?._vMetallicReflectanceFactorsName ?? \"metallicReflectanceFactors\" },\r\n ]\r\n });\r\n // ________________________________ Sheen ______________________________\r\n const sheenBlock = this.sheen.isConnected ? this.sheen.connectedPoint?.ownerBlock as SheenBlock : null;\r\n\r\n if (sheenBlock) {\r\n state.compilationString += sheenBlock.getCode(reflectionBlock);\r\n }\r\n\r\n state._emitFunctionFromInclude(\"pbrBlockSheen\", comments, {\r\n replaceStrings: [\r\n { search: /REFLECTIONMAP_3D/g, replace: reflectionBlock?._define3DName ?? \"REFLECTIONMAP_3D\" },\r\n { search: /REFLECTIONMAP_SKYBOX/g, replace: reflectionBlock?._defineSkyboxName ?? \"REFLECTIONMAP_SKYBOX\" },\r\n { search: /LODINREFLECTIONALPHA/g, replace: reflectionBlock?._defineLODReflectionAlpha ?? \"LODINREFLECTIONALPHA\" },\r\n { search: /LINEARSPECULARREFLECTION/g, replace: reflectionBlock?._defineLinearSpecularReflection ?? \"LINEARSPECULARREFLECTION\" },\r\n ]\r\n });\r\n\r\n // _____________________________ Clear Coat ____________________________\r\n const clearcoatBlock = this.clearcoat.isConnected ? this.clearcoat.connectedPoint?.ownerBlock as ClearCoatBlock : null;\r\n const generateTBNSpace = !this.perturbedNormal.isConnected && !this.anisotropy.isConnected;\r\n const isTangentConnectedToPerturbNormal = this.perturbedNormal.isConnected && (this.perturbedNormal.connectedPoint?.ownerBlock as PerturbNormalBlock).worldTangent.isConnected;\r\n const isTangentConnectedToAnisotropy = this.anisotropy.isConnected && (this.anisotropy.connectedPoint?.ownerBlock as AnisotropyBlock).worldTangent.isConnected;\r\n let vTBNAvailable = isTangentConnectedToPerturbNormal || (!this.perturbedNormal.isConnected && isTangentConnectedToAnisotropy);\r\n\r\n state.compilationString += ClearCoatBlock.GetCode(state, clearcoatBlock, reflectionBlock, worldPosVarName, generateTBNSpace, vTBNAvailable, this.worldNormal.associatedVariableName);\r\n\r\n if (generateTBNSpace) {\r\n vTBNAvailable = clearcoatBlock?.worldTangent.isConnected ?? false;\r\n }\r\n\r\n state._emitFunctionFromInclude(\"pbrBlockClearcoat\", comments, {\r\n replaceStrings: [\r\n { search: /computeReflectionCoords/g, replace: \"computeReflectionCoordsPBR\" },\r\n { search: /REFLECTIONMAP_3D/g, replace: reflectionBlock?._define3DName ?? \"REFLECTIONMAP_3D\" },\r\n { search: /REFLECTIONMAP_OPPOSITEZ/g, replace: reflectionBlock?._defineOppositeZ ?? \"REFLECTIONMAP_OPPOSITEZ\" },\r\n { search: /REFLECTIONMAP_PROJECTION/g, replace: reflectionBlock?._defineProjectionName ?? \"REFLECTIONMAP_PROJECTION\" },\r\n { search: /REFLECTIONMAP_SKYBOX/g, replace: reflectionBlock?._defineSkyboxName ?? \"REFLECTIONMAP_SKYBOX\" },\r\n { search: /LODINREFLECTIONALPHA/g, replace: reflectionBlock?._defineLODReflectionAlpha ?? \"LODINREFLECTIONALPHA\" },\r\n { search: /LINEARSPECULARREFLECTION/g, replace: reflectionBlock?._defineLinearSpecularReflection ?? \"LINEARSPECULARREFLECTION\" },\r\n { search: /defined\\(TANGENT\\)/g, replace: vTBNAvailable ? \"defined(TANGENT)\" : \"defined(IGNORE)\" },\r\n ]\r\n });\r\n\r\n // _________________________ Specular Environment Reflectance __________________________\r\n state.compilationString += state._emitCodeFromInclude(\"pbrBlockReflectance\", comments, {\r\n replaceStrings: [\r\n { search: /REFLECTIONMAP_SKYBOX/g, replace: reflectionBlock?._defineSkyboxName ?? \"REFLECTIONMAP_SKYBOX\" },\r\n { search: /REFLECTIONMAP_3D/g, replace: reflectionBlock?._define3DName ?? \"REFLECTIONMAP_3D\" },\r\n ]\r\n });\r\n\r\n // ___________________________________ SubSurface ______________________________________\r\n state.compilationString += SubSurfaceBlock.GetCode(state, subsurfaceBlock, reflectionBlock, worldPosVarName);\r\n\r\n state._emitFunctionFromInclude(\"pbrBlockSubSurface\", comments, {\r\n replaceStrings: [\r\n { search: /REFLECTIONMAP_3D/g, replace: reflectionBlock?._define3DName ?? \"REFLECTIONMAP_3D\" },\r\n { search: /REFLECTIONMAP_OPPOSITEZ/g, replace: reflectionBlock?._defineOppositeZ ?? \"REFLECTIONMAP_OPPOSITEZ\" },\r\n { search: /REFLECTIONMAP_PROJECTION/g, replace: reflectionBlock?._defineProjectionName ?? \"REFLECTIONMAP_PROJECTION\" },\r\n { search: /SS_REFRACTIONMAP_3D/g, replace: refractionBlock?._define3DName ?? \"SS_REFRACTIONMAP_3D\" },\r\n { search: /SS_LODINREFRACTIONALPHA/g, replace: refractionBlock?._defineLODRefractionAlpha ?? \"SS_LODINREFRACTIONALPHA\" },\r\n { search: /SS_LINEARSPECULARREFRACTION/g, replace: refractionBlock?._defineLinearSpecularRefraction ?? \"SS_LINEARSPECULARREFRACTION\" },\r\n { search: /SS_REFRACTIONMAP_OPPOSITEZ/g, replace: refractionBlock?._defineOppositeZ ?? \"SS_REFRACTIONMAP_OPPOSITEZ\" },\r\n ]\r\n });\r\n\r\n // _____________________________ Direct Lighting Info __________________________________\r\n state.compilationString += state._emitCodeFromInclude(\"pbrBlockDirectLighting\", comments);\r\n\r\n if (this.light) {\r\n state.compilationString += state._emitCodeFromInclude(\"lightFragment\", comments, {\r\n replaceStrings: [\r\n { search: /{X}/g, replace: this._lightId.toString() }\r\n ]\r\n });\r\n } else {\r\n state.compilationString += state._emitCodeFromInclude(\"lightFragment\", comments, {\r\n repeatKey: \"maxSimultaneousLights\"\r\n });\r\n }\r\n\r\n // _____________________________ Compute Final Lit Components ________________________\r\n state.compilationString += state._emitCodeFromInclude(\"pbrBlockFinalLitComponents\", comments);\r\n\r\n // _____________________________ UNLIT (2) ________________________\r\n state.compilationString += `#endif\\r\\n`; // UNLIT\r\n\r\n // _____________________________ Compute Final Unlit Components ________________________\r\n const aoColor = this.ambientColor.isConnected ? this.ambientColor.associatedVariableName : \"vec3(0., 0., 0.)\";\r\n\r\n let aoDirectLightIntensity = aoBlock?.directLightIntensity.isConnected ? aoBlock.directLightIntensity.associatedVariableName : PBRBaseMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS.toString();\r\n\r\n if (!aoBlock?.directLightIntensity.isConnected && aoDirectLightIntensity.indexOf('.') === -1) {\r\n aoDirectLightIntensity += \".\";\r\n }\r\n\r\n state.compilationString += state._emitCodeFromInclude(\"pbrBlockFinalUnlitComponents\", comments, {\r\n replaceStrings: [\r\n { search: /vec3 finalEmissive[\\s\\S]*?finalEmissive\\*=vLightingIntensity\\.y;/g, replace: \"\" },\r\n { search: /vAmbientColor/g, replace: aoColor + \" * ambientFromScene\" },\r\n { search: /vAmbientInfos\\.w/g, replace: aoDirectLightIntensity },\r\n ]\r\n });\r\n\r\n // _____________________________ Output Final Color Composition ________________________\r\n state.compilationString += state._emitCodeFromInclude(\"pbrBlockFinalColorComposition\", comments, {\r\n replaceStrings: [\r\n { search: /finalEmissive/g, replace: \"vec3(0.)\" },\r\n ]\r\n });\r\n\r\n // _____________________________ Apply image processing ________________________\r\n state.compilationString += state._emitCodeFromInclude(\"pbrBlockImageProcessing\", comments, {\r\n replaceStrings: [\r\n { search: /visibility/g, replace: \"1.\" },\r\n ]\r\n });\r\n\r\n // _____________________________ Generate debug code ________________________\r\n state.compilationString += state._emitCodeFromInclude(\"pbrDebug\", comments, {\r\n replaceStrings: [\r\n { search: /vNormalW/g, replace: this._vNormalWName },\r\n { search: /vPositionW/g, replace: worldPosVarName },\r\n { search: /albedoTexture\\.rgb;/g, replace: \"vec3(1.);\\r\\ngl_FragColor.rgb = toGammaSpace(gl_FragColor.rgb);\\r\\n\" },\r\n { search: /opacityMap/g, replace: this.opacityTexture.associatedVariableName },\r\n ]\r\n });\r\n\r\n // _____________________________ Generate end points ________________________\r\n for (var output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n const remap = mapOutputToVariable[output.name];\r\n if (remap) {\r\n const [varName, conditions] = remap;\r\n if (conditions) {\r\n state.compilationString += `#if ${conditions}\\r\\n`;\r\n }\r\n state.compilationString += `${this._declareOutput(output, state)} = ${varName};\\r\\n`;\r\n if (conditions) {\r\n state.compilationString += `#else\\r\\n`;\r\n state.compilationString += `${this._declareOutput(output, state)} = vec3(0.);\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n }\r\n } else {\r\n console.error(`There's no remapping for the ${output.name} end point! No code generated`);\r\n }\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let codeString: string = \"\";\r\n\r\n codeString += `${this._codeVariableName}.lightFalloff = ${this.lightFalloff};\\r\\n`;\r\n codeString += `${this._codeVariableName}.useAlphaFromAlbedoTexture = ${this.useAlphaFromAlbedoTexture};\\r\\n`;\r\n codeString += `${this._codeVariableName}.useAlphaTest = ${this.useAlphaTest};\\r\\n`;\r\n codeString += `${this._codeVariableName}.alphaTestCutoff = ${this.alphaTestCutoff};\\r\\n`;\r\n codeString += `${this._codeVariableName}.useAlphaBlending = ${this.useAlphaBlending};\\r\\n`;\r\n codeString += `${this._codeVariableName}.opacityRGB = ${this.opacityRGB};\\r\\n`;\r\n codeString += `${this._codeVariableName}.useRadianceOverAlpha = ${this.useRadianceOverAlpha};\\r\\n`;\r\n codeString += `${this._codeVariableName}.useSpecularOverAlpha = ${this.useSpecularOverAlpha};\\r\\n`;\r\n codeString += `${this._codeVariableName}.enableSpecularAntiAliasing = ${this.enableSpecularAntiAliasing};\\r\\n`;\r\n codeString += `${this._codeVariableName}.realTimeFiltering = ${this.realTimeFiltering};\\r\\n`;\r\n codeString += `${this._codeVariableName}.realTimeFilteringQuality = ${this.realTimeFilteringQuality};\\r\\n`;\r\n codeString += `${this._codeVariableName}.useEnergyConservation = ${this.useEnergyConservation};\\r\\n`;\r\n codeString += `${this._codeVariableName}.useRadianceOcclusion = ${this.useRadianceOcclusion};\\r\\n`;\r\n codeString += `${this._codeVariableName}.useHorizonOcclusion = ${this.useHorizonOcclusion};\\r\\n`;\r\n codeString += `${this._codeVariableName}.unlit = ${this.unlit};\\r\\n`;\r\n codeString += `${this._codeVariableName}.forceNormalForward = ${this.forceNormalForward};\\r\\n`;\r\n codeString += `${this._codeVariableName}.debugMode = ${this.debugMode};\\r\\n`;\r\n codeString += `${this._codeVariableName}.debugLimit = ${this.debugLimit};\\r\\n`;\r\n codeString += `${this._codeVariableName}.debugFactor = ${this.debugFactor};\\r\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n let serializationObject = super.serialize();\r\n\r\n if (this.light) {\r\n serializationObject.lightId = this.light.id;\r\n }\r\n\r\n serializationObject.lightFalloff = this.lightFalloff;\r\n serializationObject.useAlphaFromAlbedoTexture = this.useAlphaFromAlbedoTexture;\r\n serializationObject.useAlphaTest = this.useAlphaTest;\r\n serializationObject.alphaTestCutoff = this.alphaTestCutoff;\r\n serializationObject.useAlphaBlending = this.useAlphaBlending;\r\n serializationObject.opacityRGB = this.opacityRGB;\r\n serializationObject.useRadianceOverAlpha = this.useRadianceOverAlpha;\r\n serializationObject.useSpecularOverAlpha = this.useSpecularOverAlpha;\r\n serializationObject.enableSpecularAntiAliasing = this.enableSpecularAntiAliasing;\r\n serializationObject.realTimeFiltering = this.realTimeFiltering;\r\n serializationObject.realTimeFilteringQuality = this.realTimeFilteringQuality;\r\n serializationObject.useEnergyConservation = this.useEnergyConservation;\r\n serializationObject.useRadianceOcclusion = this.useRadianceOcclusion;\r\n serializationObject.useHorizonOcclusion = this.useHorizonOcclusion;\r\n serializationObject.unlit = this.unlit;\r\n serializationObject.forceNormalForward = this.forceNormalForward;\r\n serializationObject.debugMode = this.debugMode;\r\n serializationObject.debugLimit = this.debugLimit;\r\n serializationObject.debugFactor = this.debugFactor;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.lightId) {\r\n this.light = scene.getLightByID(serializationObject.lightId);\r\n }\r\n\r\n this.lightFalloff = serializationObject.lightFalloff ?? 0;\r\n this.useAlphaFromAlbedoTexture = serializationObject.useAlphaFromAlbedoTexture;\r\n this.useAlphaTest = serializationObject.useAlphaTest;\r\n this.alphaTestCutoff = serializationObject.alphaTestCutoff;\r\n this.useAlphaBlending = serializationObject.useAlphaBlending;\r\n this.opacityRGB = serializationObject.opacityRGB;\r\n this.useRadianceOverAlpha = serializationObject.useRadianceOverAlpha;\r\n this.useSpecularOverAlpha = serializationObject.useSpecularOverAlpha;\r\n this.enableSpecularAntiAliasing = serializationObject.enableSpecularAntiAliasing;\r\n this.realTimeFiltering = !!serializationObject.realTimeFiltering;\r\n this.realTimeFilteringQuality = serializationObject.realTimeFilteringQuality ?? Constants.TEXTURE_FILTERING_QUALITY_LOW;\r\n this.useEnergyConservation = serializationObject.useEnergyConservation;\r\n this.useRadianceOcclusion = serializationObject.useRadianceOcclusion;\r\n this.useHorizonOcclusion = serializationObject.useHorizonOcclusion;\r\n this.unlit = serializationObject.unlit;\r\n this.forceNormalForward = !!serializationObject.forceNormalForward;\r\n this.debugMode = serializationObject.debugMode;\r\n this.debugLimit = serializationObject.debugLimit;\r\n this.debugFactor = serializationObject.debugFactor;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.PBRMetallicRoughnessBlock\"] = PBRMetallicRoughnessBlock;","import { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint, NodeMaterialConnectionPointDirection } from '../../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';\r\nimport { NodeMaterial, NodeMaterialDefines } from '../../nodeMaterial';\r\nimport { _TypeStore } from '../../../../Misc/typeStore';\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport { ReflectionTextureBaseBlock } from '../Dual/reflectionTextureBaseBlock';\r\nimport { AbstractMesh } from '../../../../Meshes/abstractMesh';\r\nimport { Nullable } from '../../../../types';\r\nimport { Texture } from '../../../Textures/texture';\r\nimport { BaseTexture } from '../../../Textures/baseTexture';\r\nimport { Mesh } from '../../../../Meshes/mesh';\r\nimport { SubMesh } from '../../../../Meshes/subMesh';\r\nimport { Effect } from '../../../effect';\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../nodeMaterialDecorator\";\r\nimport { Scene } from '../../../../scene';\r\nimport { Scalar } from '../../../../Maths/math.scalar';\r\n\r\n/**\r\n * Block used to implement the reflection module of the PBR material\r\n */\r\nexport class ReflectionBlock extends ReflectionTextureBaseBlock {\r\n\r\n /** @hidden */\r\n public _defineLODReflectionAlpha: string;\r\n /** @hidden */\r\n public _defineLinearSpecularReflection: string;\r\n private _vEnvironmentIrradianceName: string;\r\n /** @hidden */\r\n public _vReflectionMicrosurfaceInfosName: string;\r\n /** @hidden */\r\n public _vReflectionInfosName: string;\r\n /** @hidden */\r\n public _vReflectionFilteringInfoName: string;\r\n private _scene: Scene;\r\n\r\n /**\r\n * The three properties below are set by the main PBR block prior to calling methods of this class.\r\n * This is to avoid having to add them as inputs here whereas they are already inputs of the main block, so already known.\r\n * It's less burden on the user side in the editor part.\r\n */\r\n\r\n /** @hidden */\r\n public worldPositionConnectionPoint: NodeMaterialConnectionPoint;\r\n /** @hidden */\r\n public worldNormalConnectionPoint: NodeMaterialConnectionPoint;\r\n /** @hidden */\r\n public cameraPositionConnectionPoint: NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Defines if the material uses spherical harmonics vs spherical polynomials for the\r\n * diffuse part of the IBL.\r\n */\r\n @editableInPropertyPage(\"Spherical Harmonics\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { \"notifiers\": { \"update\": true }})\r\n public useSphericalHarmonics: boolean = true;\r\n\r\n /**\r\n * Force the shader to compute irradiance in the fragment shader in order to take bump in account.\r\n */\r\n @editableInPropertyPage(\"Force irradiance in fragment\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { \"notifiers\": { \"update\": true }})\r\n public forceIrradianceInFragment: boolean = false;\r\n\r\n /**\r\n * Create a new ReflectionBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"position\", NodeMaterialBlockConnectionPointTypes.Vector3, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"world\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"color\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerOutput(\"reflection\", NodeMaterialBlockConnectionPointTypes.Object, NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"reflection\", this, NodeMaterialConnectionPointDirection.Output, ReflectionBlock, \"ReflectionBlock\"));\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"ReflectionBlock\";\r\n }\r\n\r\n /**\r\n * Gets the position input component\r\n */\r\n public get position(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this.worldPositionConnectionPoint;\r\n }\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this.worldNormalConnectionPoint;\r\n }\r\n\r\n /**\r\n * Gets the world input component\r\n */\r\n public get world(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the camera (or eye) position component\r\n */\r\n public get cameraPosition(): NodeMaterialConnectionPoint {\r\n return this.cameraPositionConnectionPoint;\r\n }\r\n\r\n /**\r\n * Gets the view input component\r\n */\r\n public get view(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the color input component\r\n */\r\n public get color(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the reflection object output component\r\n */\r\n public get reflection(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Returns true if the block has a texture (either its own texture or the environment texture from the scene, if set)\r\n */\r\n public get hasTexture(): boolean {\r\n return !!this._getTexture();\r\n }\r\n\r\n /**\r\n * Gets the reflection color (either the name of the variable if the color input is connected, else a default value)\r\n */\r\n public get reflectionColor(): string {\r\n return this.color.isConnected ? this.color.associatedVariableName : \"vec3(1., 1., 1.)\";\r\n }\r\n\r\n protected _getTexture(): Nullable {\r\n if (this.texture) {\r\n return this.texture;\r\n }\r\n\r\n return this._scene.environmentTexture;\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n super.prepareDefines(mesh, nodeMaterial, defines);\r\n\r\n const reflectionTexture = this._getTexture();\r\n const reflection = reflectionTexture && reflectionTexture.getTextureMatrix;\r\n\r\n defines.setValue(\"REFLECTION\", reflection, true);\r\n\r\n if (!reflection) {\r\n return;\r\n }\r\n\r\n defines.setValue(this._defineLODReflectionAlpha, reflectionTexture!.lodLevelInAlpha, true);\r\n defines.setValue(this._defineLinearSpecularReflection, reflectionTexture!.linearSpecularLOD, true);\r\n defines.setValue(this._defineOppositeZ, this._scene.useRightHandedSystem ? !reflectionTexture!.invertZ : reflectionTexture!.invertZ, true);\r\n\r\n defines.setValue(\"SPHERICAL_HARMONICS\", this.useSphericalHarmonics, true);\r\n defines.setValue(\"GAMMAREFLECTION\", reflectionTexture!.gammaSpace, true);\r\n defines.setValue(\"RGBDREFLECTION\", reflectionTexture!.isRGBD, true);\r\n\r\n if (reflectionTexture && reflectionTexture.coordinatesMode !== Texture.SKYBOX_MODE) {\r\n if (reflectionTexture.isCube) {\r\n defines.setValue(\"USESPHERICALFROMREFLECTIONMAP\", true);\r\n defines.setValue(\"USEIRRADIANCEMAP\", false);\r\n if (this.forceIrradianceInFragment || this._scene.getEngine().getCaps().maxVaryingVectors <= 8) {\r\n defines.setValue(\"USESPHERICALINVERTEX\", false);\r\n }\r\n else {\r\n defines.setValue(\"USESPHERICALINVERTEX\", true);\r\n }\r\n }\r\n }\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh, subMesh?: SubMesh) {\r\n super.bind(effect, nodeMaterial, mesh);\r\n\r\n const reflectionTexture = this._getTexture();\r\n\r\n if (!reflectionTexture || !subMesh) {\r\n return;\r\n }\r\n\r\n if (reflectionTexture.isCube) {\r\n effect.setTexture(this._cubeSamplerName, reflectionTexture);\r\n } else {\r\n effect.setTexture(this._2DSamplerName, reflectionTexture);\r\n }\r\n\r\n const width = reflectionTexture.getSize().width;\r\n\r\n effect.setFloat3(this._vReflectionMicrosurfaceInfosName, width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);\r\n effect.setFloat2(this._vReflectionFilteringInfoName, width, Scalar.Log2(width));\r\n\r\n const defines = subMesh._materialDefines as NodeMaterialDefines;\r\n\r\n const polynomials = reflectionTexture.sphericalPolynomial;\r\n if (defines.USESPHERICALFROMREFLECTIONMAP && polynomials) {\r\n if (defines.SPHERICAL_HARMONICS) {\r\n const preScaledHarmonics = polynomials.preScaledHarmonics;\r\n effect.setVector3(\"vSphericalL00\", preScaledHarmonics.l00);\r\n effect.setVector3(\"vSphericalL1_1\", preScaledHarmonics.l1_1);\r\n effect.setVector3(\"vSphericalL10\", preScaledHarmonics.l10);\r\n effect.setVector3(\"vSphericalL11\", preScaledHarmonics.l11);\r\n effect.setVector3(\"vSphericalL2_2\", preScaledHarmonics.l2_2);\r\n effect.setVector3(\"vSphericalL2_1\", preScaledHarmonics.l2_1);\r\n effect.setVector3(\"vSphericalL20\", preScaledHarmonics.l20);\r\n effect.setVector3(\"vSphericalL21\", preScaledHarmonics.l21);\r\n effect.setVector3(\"vSphericalL22\", preScaledHarmonics.l22);\r\n }\r\n else {\r\n effect.setFloat3(\"vSphericalX\", polynomials.x.x, polynomials.x.y, polynomials.x.z);\r\n effect.setFloat3(\"vSphericalY\", polynomials.y.x, polynomials.y.y, polynomials.y.z);\r\n effect.setFloat3(\"vSphericalZ\", polynomials.z.x, polynomials.z.y, polynomials.z.z);\r\n effect.setFloat3(\"vSphericalXX_ZZ\", polynomials.xx.x - polynomials.zz.x,\r\n polynomials.xx.y - polynomials.zz.y,\r\n polynomials.xx.z - polynomials.zz.z);\r\n effect.setFloat3(\"vSphericalYY_ZZ\", polynomials.yy.x - polynomials.zz.x,\r\n polynomials.yy.y - polynomials.zz.y,\r\n polynomials.yy.z - polynomials.zz.z);\r\n effect.setFloat3(\"vSphericalZZ\", polynomials.zz.x, polynomials.zz.y, polynomials.zz.z);\r\n effect.setFloat3(\"vSphericalXY\", polynomials.xy.x, polynomials.xy.y, polynomials.xy.z);\r\n effect.setFloat3(\"vSphericalYZ\", polynomials.yz.x, polynomials.yz.y, polynomials.yz.z);\r\n effect.setFloat3(\"vSphericalZX\", polynomials.zx.x, polynomials.zx.y, polynomials.zx.z);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets the code to inject in the vertex shader\r\n * @param state current state of the node material building\r\n * @returns the shader code\r\n */\r\n public handleVertexSide(state: NodeMaterialBuildState): string {\r\n let code = super.handleVertexSide(state);\r\n\r\n state._emitFunctionFromInclude(\"harmonicsFunctions\", `//${this.name}`, {\r\n replaceStrings: [\r\n { search: /uniform vec3 vSphericalL00;[\\s\\S]*?uniform vec3 vSphericalL22;/g, replace: \"\" },\r\n { search: /uniform vec3 vSphericalX;[\\s\\S]*?uniform vec3 vSphericalZX;/g, replace: \"\" },\r\n ]\r\n });\r\n\r\n const reflectionVectorName = state._getFreeVariableName(\"reflectionVector\");\r\n\r\n this._vEnvironmentIrradianceName = state._getFreeVariableName(\"vEnvironmentIrradiance\");\r\n\r\n state._emitVaryingFromString(this._vEnvironmentIrradianceName, \"vec3\", \"defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\");\r\n\r\n state._emitUniformFromString(\"vSphericalL00\", \"vec3\", \"SPHERICAL_HARMONICS\");\r\n state._emitUniformFromString(\"vSphericalL1_1\", \"vec3\", \"SPHERICAL_HARMONICS\");\r\n state._emitUniformFromString(\"vSphericalL10\", \"vec3\", \"SPHERICAL_HARMONICS\");\r\n state._emitUniformFromString(\"vSphericalL11\", \"vec3\", \"SPHERICAL_HARMONICS\");\r\n state._emitUniformFromString(\"vSphericalL2_2\", \"vec3\", \"SPHERICAL_HARMONICS\");\r\n state._emitUniformFromString(\"vSphericalL2_1\", \"vec3\", \"SPHERICAL_HARMONICS\");\r\n state._emitUniformFromString(\"vSphericalL20\", \"vec3\", \"SPHERICAL_HARMONICS\");\r\n state._emitUniformFromString(\"vSphericalL21\", \"vec3\", \"SPHERICAL_HARMONICS\");\r\n state._emitUniformFromString(\"vSphericalL22\", \"vec3\", \"SPHERICAL_HARMONICS\");\r\n\r\n state._emitUniformFromString(\"vSphericalX\", \"vec3\", \"SPHERICAL_HARMONICS\", true);\r\n state._emitUniformFromString(\"vSphericalY\", \"vec3\", \"SPHERICAL_HARMONICS\", true);\r\n state._emitUniformFromString(\"vSphericalZ\", \"vec3\", \"SPHERICAL_HARMONICS\", true);\r\n state._emitUniformFromString(\"vSphericalXX_ZZ\", \"vec3\", \"SPHERICAL_HARMONICS\", true);\r\n state._emitUniformFromString(\"vSphericalYY_ZZ\", \"vec3\", \"SPHERICAL_HARMONICS\", true);\r\n state._emitUniformFromString(\"vSphericalZZ\", \"vec3\", \"SPHERICAL_HARMONICS\", true);\r\n state._emitUniformFromString(\"vSphericalXY\", \"vec3\", \"SPHERICAL_HARMONICS\", true);\r\n state._emitUniformFromString(\"vSphericalYZ\", \"vec3\", \"SPHERICAL_HARMONICS\", true);\r\n state._emitUniformFromString(\"vSphericalZX\", \"vec3\", \"SPHERICAL_HARMONICS\", true);\r\n\r\n code +=\r\n `#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\r\n vec3 ${reflectionVectorName} = vec3(${this._reflectionMatrixName} * vec4(normalize(${this.worldNormal.associatedVariableName}).xyz, 0)).xyz;\r\n #ifdef ${this._defineOppositeZ}\r\n ${reflectionVectorName}.z *= -1.0;\r\n #endif\r\n ${this._vEnvironmentIrradianceName} = computeEnvironmentIrradiance(${reflectionVectorName});\r\n #endif\\r\\n`;\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Gets the main code of the block (fragment side)\r\n * @param state current state of the node material building\r\n * @param normalVarName name of the existing variable corresponding to the normal\r\n * @returns the shader code\r\n */\r\n public getCode(state: NodeMaterialBuildState, normalVarName: string): string {\r\n let code = \"\";\r\n\r\n this.handleFragmentSideInits(state);\r\n\r\n state._emitFunctionFromInclude(\"harmonicsFunctions\", `//${this.name}`, {\r\n replaceStrings: [\r\n { search: /uniform vec3 vSphericalL00;[\\s\\S]*?uniform vec3 vSphericalL22;/g, replace: \"\" },\r\n { search: /uniform vec3 vSphericalX;[\\s\\S]*?uniform vec3 vSphericalZX;/g, replace: \"\" },\r\n ]\r\n });\r\n\r\n state._emitFunction(\"sampleReflection\", `\r\n #ifdef ${this._define3DName}\r\n #define sampleReflection(s, c) textureCube(s, c)\r\n #else\r\n #define sampleReflection(s, c) texture2D(s, c)\r\n #endif\\r\\n`, `//${this.name}`);\r\n\r\n state._emitFunction(\"sampleReflectionLod\", `\r\n #ifdef ${this._define3DName}\r\n #define sampleReflectionLod(s, c, l) textureCubeLodEXT(s, c, l)\r\n #else\r\n #define sampleReflectionLod(s, c, l) texture2DLodEXT(s, c, l)\r\n #endif\\r\\n`, `//${this.name}`);\r\n\r\n const computeReflectionCoordsFunc = `\r\n vec3 computeReflectionCoordsPBR(vec4 worldPos, vec3 worldNormal) {\r\n ${this.handleFragmentSideCodeReflectionCoords('worldNormal', 'worldPos', true)}\r\n return ${this._reflectionVectorName};\r\n }\\r\\n`;\r\n\r\n state._emitFunction(\"computeReflectionCoordsPBR\", computeReflectionCoordsFunc, `//${this.name}`);\r\n\r\n this._vReflectionMicrosurfaceInfosName = state._getFreeVariableName(\"vReflectionMicrosurfaceInfos\");\r\n\r\n state._emitUniformFromString(this._vReflectionMicrosurfaceInfosName, \"vec3\");\r\n\r\n this._vReflectionInfosName = state._getFreeVariableName(\"vReflectionInfos\");\r\n\r\n this._vReflectionFilteringInfoName = state._getFreeVariableName(\"vReflectionFilteringInfo\");\r\n\r\n state._emitUniformFromString(this._vReflectionFilteringInfoName, \"vec2\");\r\n\r\n code += `#ifdef REFLECTION\r\n vec2 ${this._vReflectionInfosName} = vec2(1., 0.);\r\n\r\n reflectionOutParams reflectionOut;\r\n\r\n reflectionBlock(\r\n ${\"v_\" + this.worldPosition.associatedVariableName + \".xyz\"},\r\n ${normalVarName},\r\n alphaG,\r\n ${this._vReflectionMicrosurfaceInfosName},\r\n ${this._vReflectionInfosName},\r\n ${this.reflectionColor},\r\n #ifdef ANISOTROPIC\r\n anisotropicOut,\r\n #endif\r\n #if defined(${this._defineLODReflectionAlpha}) && !defined(${this._defineSkyboxName})\r\n NdotVUnclamped,\r\n #endif\r\n #ifdef ${this._defineLinearSpecularReflection}\r\n roughness,\r\n #endif\r\n #ifdef ${this._define3DName}\r\n ${this._cubeSamplerName},\r\n #else\r\n ${this._2DSamplerName},\r\n #endif\r\n #if defined(NORMAL) && defined(USESPHERICALINVERTEX)\r\n ${this._vEnvironmentIrradianceName},\r\n #endif\r\n #ifdef USESPHERICALFROMREFLECTIONMAP\r\n #if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\r\n ${this._reflectionMatrixName},\r\n #endif\r\n #endif\r\n #ifdef USEIRRADIANCEMAP\r\n irradianceSampler, // ** not handled **\r\n #endif\r\n #ifndef LODBASEDMICROSFURACE\r\n #ifdef ${this._define3DName}\r\n ${this._cubeSamplerName},\r\n ${this._cubeSamplerName},\r\n #else\r\n ${this._2DSamplerName},\r\n ${this._2DSamplerName},\r\n #endif\r\n #endif\r\n reflectionOut\r\n );\r\n #endif\\r\\n`;\r\n\r\n return code;\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n this._scene = state.sharedData.scene;\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n this._defineLODReflectionAlpha = state._getFreeDefineName(\"LODINREFLECTIONALPHA\");\r\n this._defineLinearSpecularReflection = state._getFreeDefineName(\"LINEARSPECULARREFLECTION\");\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let codeString: string = super._dumpPropertiesCode();\r\n\r\n codeString += `${this._codeVariableName}.useSphericalHarmonics = ${this.useSphericalHarmonics};\\r\\n`;\r\n codeString += `${this._codeVariableName}.forceIrradianceInFragment = ${this.forceIrradianceInFragment};\\r\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n let serializationObject = super.serialize();\r\n\r\n serializationObject.useSphericalHarmonics = this.useSphericalHarmonics;\r\n serializationObject.forceIrradianceInFragment = this.forceIrradianceInFragment;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.useSphericalHarmonics = serializationObject.useSphericalHarmonics;\r\n this.forceIrradianceInFragment = serializationObject.forceIrradianceInFragment;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.ReflectionBlock\"] = ReflectionBlock;\r\n","import { NodeMaterial, NodeMaterialDefines } from '../../nodeMaterial';\r\nimport { NodeMaterialBuildState } from '../../nodeMaterialBuildState';\r\nimport { NodeMaterialBlock } from '../../nodeMaterialBlock';\r\nimport { _TypeStore } from '../../../../Misc/typeStore';\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../nodeMaterialDecorator\";\r\nimport { AbstractMesh } from '../../../../Meshes/abstractMesh';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport { NodeMaterialConnectionPoint, NodeMaterialConnectionPointDirection } from '../../nodeMaterialBlockConnectionPoint';\r\nimport { Scene } from '../../../../scene';\r\nimport { Nullable } from '../../../../types';\r\nimport { Color3 } from '../../../../Maths/math.color';\r\nimport { TmpColors } from '../../../../Maths/math.color';\r\nimport { Mesh } from '../../../../Meshes/mesh';\r\nimport { SubMesh } from '../../../../Meshes/subMesh';\r\nimport { Effect } from '../../../effect';\r\n\r\n/**\r\n * Block used to implement the reflectivity module of the PBR material\r\n */\r\nexport class ReflectivityBlock extends NodeMaterialBlock {\r\n\r\n private _metallicReflectanceColor: Color3 = Color3.White();\r\n private _metallicF0Factor = 1;\r\n\r\n /** @hidden */\r\n public _vMetallicReflectanceFactorsName: string;\r\n\r\n /**\r\n * The property below is set by the main PBR block prior to calling methods of this class.\r\n */\r\n\r\n /** @hidden */\r\n public indexOfRefractionConnectionPoint: Nullable;\r\n\r\n /**\r\n * Specifies if the metallic texture contains the ambient occlusion information in its red channel.\r\n */\r\n @editableInPropertyPage(\"AO from red channel\", PropertyTypeForEdition.Boolean, \"METALLIC WORKFLOW\", { \"notifiers\": { \"update\": true }})\r\n public useAmbientOcclusionFromMetallicTextureRed: boolean = false;\r\n\r\n /**\r\n * Specifies if the metallic texture contains the metallness information in its blue channel.\r\n */\r\n @editableInPropertyPage(\"Metallness from blue channel\", PropertyTypeForEdition.Boolean, \"METALLIC WORKFLOW\", { \"notifiers\": { \"update\": true }})\r\n public useMetallnessFromMetallicTextureBlue: boolean = true;\r\n\r\n /**\r\n * Specifies if the metallic texture contains the roughness information in its alpha channel.\r\n */\r\n @editableInPropertyPage(\"Roughness from alpha channel\", PropertyTypeForEdition.Boolean, \"METALLIC WORKFLOW\", { \"notifiers\": { \"update\": true }})\r\n public useRoughnessFromMetallicTextureAlpha: boolean = false;\r\n\r\n /**\r\n * Specifies if the metallic texture contains the roughness information in its green channel.\r\n */\r\n @editableInPropertyPage(\"Roughness from green channel\", PropertyTypeForEdition.Boolean, \"METALLIC WORKFLOW\", { \"notifiers\": { \"update\": true }})\r\n public useRoughnessFromMetallicTextureGreen: boolean = true;\r\n\r\n /**\r\n * Create a new ReflectivityBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"metallic\", NodeMaterialBlockConnectionPointTypes.Float, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"roughness\", NodeMaterialBlockConnectionPointTypes.Float, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"texture\", NodeMaterialBlockConnectionPointTypes.Color4, true, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerOutput(\"reflectivity\", NodeMaterialBlockConnectionPointTypes.Object, NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"reflectivity\", this, NodeMaterialConnectionPointDirection.Output, ReflectivityBlock, \"ReflectivityBlock\"));\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"baseColor\");\r\n state._excludeVariableName(\"reflectivityOut\");\r\n state._excludeVariableName(\"microSurface\");\r\n state._excludeVariableName(\"roughness\");\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"ReflectivityBlock\";\r\n }\r\n\r\n /**\r\n * Gets the metallic input component\r\n */\r\n public get metallic(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the roughness input component\r\n */\r\n public get roughness(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the texture input component\r\n */\r\n public get texture(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the reflectivity object output component\r\n */\r\n public get reflectivity(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh, subMesh?: SubMesh) {\r\n super.bind(effect, nodeMaterial, mesh);\r\n\r\n const outside_ior = 1; // consider air as clear coat and other layers would remap in the shader.\r\n const ior = this.indexOfRefractionConnectionPoint?.connectInputBlock?.value ?? 1.5;\r\n\r\n // We are here deriving our default reflectance from a common value for none metallic surface.\r\n // Based of the schlick fresnel approximation model\r\n // for dielectrics.\r\n const f0 = Math.pow((ior - outside_ior) / (ior + outside_ior), 2);\r\n\r\n // Tweak the default F0 and F90 based on our given setup\r\n this._metallicReflectanceColor.scaleToRef(f0 * this._metallicF0Factor, TmpColors.Color3[0]);\r\n const metallicF90 = this._metallicF0Factor;\r\n\r\n effect.setColor4(this._vMetallicReflectanceFactorsName, TmpColors.Color3[0], metallicF90);\r\n }\r\n\r\n /**\r\n * Gets the main code of the block (fragment side)\r\n * @param state current state of the node material building\r\n * @param aoIntensityVarName name of the variable with the ambient occlusion intensity\r\n * @returns the shader code\r\n */\r\n public getCode(state: NodeMaterialBuildState, aoIntensityVarName: string): string {\r\n const metalRoughTexture = this.texture.isConnected ? this.texture.connectedPoint?.associatedVariableName : null;\r\n\r\n this._vMetallicReflectanceFactorsName = state._getFreeVariableName(\"vMetallicReflectanceFactors\");\r\n\r\n state._emitUniformFromString(this._vMetallicReflectanceFactorsName, \"vec4\");\r\n\r\n // note: metallic F0 factor = 1\r\n let code = `vec3 baseColor = surfaceAlbedo;\r\n reflectivityOutParams reflectivityOut;\r\n\r\n reflectivityBlock(\r\n vec4(${this.metallic.associatedVariableName}, ${this.roughness.associatedVariableName}, 0., 0.),\r\n #ifdef METALLICWORKFLOW\r\n surfaceAlbedo,\r\n ${this._vMetallicReflectanceFactorsName},\r\n #endif\r\n #ifdef REFLECTIVITY\r\n vec3(0., 0., ${aoIntensityVarName}),\r\n ${metalRoughTexture},\r\n #endif\r\n #if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\r\n aoOut.ambientOcclusionColor,\r\n #endif\r\n #ifdef MICROSURFACEMAP\r\n microSurfaceTexel, <== not handled!\r\n #endif\r\n reflectivityOut\r\n );\r\n\r\n float microSurface = reflectivityOut.microSurface;\r\n float roughness = reflectivityOut.roughness;\r\n\r\n #ifdef METALLICWORKFLOW\r\n surfaceAlbedo = reflectivityOut.surfaceAlbedo;\r\n #endif\r\n #if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\r\n aoOut.ambientOcclusionColor = reflectivityOut.ambientOcclusionColor;\r\n #endif\\r\\n`;\r\n\r\n return code;\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n super.prepareDefines(mesh, nodeMaterial, defines);\r\n\r\n defines.setValue(\"REFLECTIVITY\", this.texture.isConnected, true);\r\n defines.setValue(\"AOSTOREINMETALMAPRED\", this.useAmbientOcclusionFromMetallicTextureRed, true);\r\n defines.setValue(\"METALLNESSSTOREINMETALMAPBLUE\", this.useMetallnessFromMetallicTextureBlue, true);\r\n defines.setValue(\"ROUGHNESSSTOREINMETALMAPALPHA\", this.useRoughnessFromMetallicTextureAlpha, true);\r\n defines.setValue(\"ROUGHNESSSTOREINMETALMAPGREEN\", !this.useRoughnessFromMetallicTextureAlpha && this.useRoughnessFromMetallicTextureGreen, true);\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let codeString: string = \"\";\r\n\r\n codeString += `${this._codeVariableName}.useAmbientOcclusionFromMetallicTextureRed = ${this.useAmbientOcclusionFromMetallicTextureRed};\\r\\n`;\r\n codeString += `${this._codeVariableName}.useMetallnessFromMetallicTextureBlue = ${this.useMetallnessFromMetallicTextureBlue};\\r\\n`;\r\n codeString += `${this._codeVariableName}.useRoughnessFromMetallicTextureAlpha = ${this.useRoughnessFromMetallicTextureAlpha};\\r\\n`;\r\n codeString += `${this._codeVariableName}.useRoughnessFromMetallicTextureGreen = ${this.useRoughnessFromMetallicTextureGreen};\\r\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n let serializationObject = super.serialize();\r\n\r\n serializationObject.useAmbientOcclusionFromMetallicTextureRed = this.useAmbientOcclusionFromMetallicTextureRed;\r\n serializationObject.useMetallnessFromMetallicTextureBlue = this.useMetallnessFromMetallicTextureBlue;\r\n serializationObject.useRoughnessFromMetallicTextureAlpha = this.useRoughnessFromMetallicTextureAlpha;\r\n serializationObject.useRoughnessFromMetallicTextureGreen = this.useRoughnessFromMetallicTextureGreen;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.useAmbientOcclusionFromMetallicTextureRed = serializationObject.useAmbientOcclusionFromMetallicTextureRed;\r\n this.useMetallnessFromMetallicTextureBlue = serializationObject.useMetallnessFromMetallicTextureBlue;\r\n this.useRoughnessFromMetallicTextureAlpha = serializationObject.useRoughnessFromMetallicTextureAlpha;\r\n this.useRoughnessFromMetallicTextureGreen = serializationObject.useRoughnessFromMetallicTextureGreen;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.ReflectivityBlock\"] = ReflectivityBlock;\r\n","import { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint, NodeMaterialConnectionPointDirection } from '../../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';\r\nimport { NodeMaterial, NodeMaterialDefines } from '../../nodeMaterial';\r\nimport { _TypeStore } from '../../../../Misc/typeStore';\r\nimport { InputBlock } from '../Input/inputBlock';\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport { AbstractMesh } from '../../../../Meshes/abstractMesh';\r\nimport { Nullable } from '../../../../types';\r\nimport { BaseTexture } from '../../../Textures/baseTexture';\r\nimport { Mesh } from '../../../../Meshes/mesh';\r\nimport { SubMesh } from '../../../../Meshes/subMesh';\r\nimport { Effect } from '../../../effect';\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../nodeMaterialDecorator\";\r\nimport { Scene } from '../../../../scene';\r\nimport { NodeMaterialBlock } from '../../nodeMaterialBlock';\r\nimport { CubeTexture } from '../../../Textures/cubeTexture';\r\nimport { Texture } from '../../../Textures/texture';\r\nimport { NodeMaterialSystemValues } from '../../Enums/nodeMaterialSystemValues';\r\n\r\n/**\r\n * Block used to implement the refraction part of the sub surface module of the PBR material\r\n */\r\nexport class RefractionBlock extends NodeMaterialBlock {\r\n\r\n /** @hidden */\r\n public _define3DName: string;\r\n /** @hidden */\r\n public _refractionMatrixName: string;\r\n /** @hidden */\r\n public _defineLODRefractionAlpha: string;\r\n /** @hidden */\r\n public _defineLinearSpecularRefraction: string;\r\n /** @hidden */\r\n public _defineOppositeZ: string;\r\n /** @hidden */\r\n public _cubeSamplerName: string;\r\n /** @hidden */\r\n public _2DSamplerName: string;\r\n /** @hidden */\r\n public _vRefractionMicrosurfaceInfosName: string;\r\n /** @hidden */\r\n public _vRefractionInfosName: string;\r\n\r\n private _scene: Scene;\r\n\r\n /**\r\n * This parameters will make the material used its opacity to control how much it is refracting aginst not.\r\n * Materials half opaque for instance using refraction could benefit from this control.\r\n */\r\n @editableInPropertyPage(\"Link refraction to transparency\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { \"notifiers\": { \"update\": true }})\r\n public linkRefractionWithTransparency: boolean = false;\r\n\r\n /**\r\n * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.\r\n */\r\n @editableInPropertyPage(\"Invert refraction Y\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { \"notifiers\": { \"update\": true }})\r\n public invertRefractionY: boolean = false;\r\n\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public texture: Nullable;\r\n\r\n /**\r\n * Create a new RefractionBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"intensity\", NodeMaterialBlockConnectionPointTypes.Float, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"indexOfRefraction\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"tintAtDistance\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerOutput(\"refraction\", NodeMaterialBlockConnectionPointTypes.Object, NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"refraction\", this, NodeMaterialConnectionPointDirection.Output, RefractionBlock, \"RefractionBlock\"));\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"RefractionBlock\";\r\n }\r\n\r\n /**\r\n * Gets the intensity input component\r\n */\r\n public get intensity(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the index of refraction input component\r\n */\r\n public get indexOfRefraction(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the tint at distance input component\r\n */\r\n public get tintAtDistance(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the view input component\r\n */\r\n public get view(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the refraction object output component\r\n */\r\n public get refraction(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Returns true if the block has a texture\r\n */\r\n public get hasTexture(): boolean {\r\n return !!this._getTexture();\r\n }\r\n\r\n protected _getTexture(): Nullable {\r\n if (this.texture) {\r\n return this.texture;\r\n }\r\n\r\n return this._scene.environmentTexture;\r\n }\r\n\r\n public autoConfigure(material: NodeMaterial) {\r\n if (!this.intensity.isConnected) {\r\n let intensityInput = new InputBlock(\"Refraction intensity\", NodeMaterialBlockTargets.Fragment, NodeMaterialBlockConnectionPointTypes.Float);\r\n intensityInput.value = 1;\r\n intensityInput.output.connectTo(this.intensity);\r\n }\r\n\r\n if (!this.view.isConnected) {\r\n let viewInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.View);\r\n\r\n if (!viewInput) {\r\n viewInput = new InputBlock(\"view\");\r\n viewInput.setAsSystemValue(NodeMaterialSystemValues.View);\r\n }\r\n viewInput.output.connectTo(this.view);\r\n }\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n super.prepareDefines(mesh, nodeMaterial, defines);\r\n\r\n const refractionTexture = this._getTexture();\r\n const refraction = refractionTexture && refractionTexture.getTextureMatrix;\r\n\r\n defines.setValue(\"SS_REFRACTION\", refraction, true);\r\n\r\n if (!refraction) {\r\n return;\r\n }\r\n\r\n defines.setValue(this._define3DName, refractionTexture!.isCube, true);\r\n defines.setValue(this._defineLODRefractionAlpha, refractionTexture!.lodLevelInAlpha, true);\r\n defines.setValue(this._defineLinearSpecularRefraction, refractionTexture!.linearSpecularLOD, true);\r\n defines.setValue(this._defineOppositeZ, this._scene.useRightHandedSystem ? !refractionTexture!.invertZ : refractionTexture!.invertZ, true);\r\n\r\n defines.setValue(\"SS_LINKREFRACTIONTOTRANSPARENCY\", this.linkRefractionWithTransparency, true);\r\n defines.setValue(\"SS_GAMMAREFRACTION\", refractionTexture!.gammaSpace, true);\r\n defines.setValue(\"SS_RGBDREFRACTION\", refractionTexture!.isRGBD, true);\r\n }\r\n\r\n public isReady() {\r\n const texture = this._getTexture();\r\n\r\n if (texture && !texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh, subMesh?: SubMesh) {\r\n super.bind(effect, nodeMaterial, mesh);\r\n\r\n const refractionTexture = this._getTexture();\r\n\r\n if (!refractionTexture) {\r\n return;\r\n }\r\n\r\n if (refractionTexture.isCube) {\r\n effect.setTexture(this._cubeSamplerName, refractionTexture);\r\n } else {\r\n effect.setTexture(this._2DSamplerName, refractionTexture);\r\n }\r\n\r\n effect.setMatrix(this._refractionMatrixName, refractionTexture.getReflectionTextureMatrix());\r\n\r\n let depth = 1.0;\r\n if (!refractionTexture.isCube) {\r\n if ((refractionTexture).depth) {\r\n depth = (refractionTexture).depth;\r\n }\r\n }\r\n\r\n const indexOfRefraction = this.indexOfRefraction.connectInputBlock?.value ?? 1.5;\r\n\r\n effect.setFloat4(this._vRefractionInfosName, refractionTexture.level, 1 / indexOfRefraction, depth, this.invertRefractionY ? -1 : 1);\r\n\r\n effect.setFloat3(this._vRefractionMicrosurfaceInfosName, refractionTexture.getSize().width, refractionTexture.lodGenerationScale, refractionTexture.lodGenerationOffset);\r\n }\r\n\r\n /**\r\n * Gets the main code of the block (fragment side)\r\n * @param state current state of the node material building\r\n * @returns the shader code\r\n */\r\n public getCode(state: NodeMaterialBuildState): string {\r\n let code = \"\";\r\n\r\n state.sharedData.blockingBlocks.push(this);\r\n state.sharedData.textureBlocks.push(this);\r\n\r\n // Samplers\r\n this._cubeSamplerName = state._getFreeVariableName(this.name + \"CubeSampler\");\r\n state.samplers.push(this._cubeSamplerName);\r\n\r\n this._2DSamplerName = state._getFreeVariableName(this.name + \"2DSampler\");\r\n state.samplers.push(this._2DSamplerName);\r\n\r\n this._define3DName = state._getFreeDefineName(\"SS_REFRACTIONMAP_3D\");\r\n\r\n state._samplerDeclaration += `#ifdef ${this._define3DName}\\r\\n`;\r\n state._samplerDeclaration += `uniform samplerCube ${this._cubeSamplerName};\\r\\n`;\r\n state._samplerDeclaration += `#else\\r\\n`;\r\n state._samplerDeclaration += `uniform sampler2D ${this._2DSamplerName};\\r\\n`;\r\n state._samplerDeclaration += `#endif\\r\\n`;\r\n\r\n // Fragment\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n this._defineLODRefractionAlpha = state._getFreeDefineName(\"SS_LODINREFRACTIONALPHA\");\r\n this._defineLinearSpecularRefraction = state._getFreeDefineName(\"SS_LINEARSPECULARREFRACTION\");\r\n this._defineOppositeZ = state._getFreeDefineName(\"SS_REFRACTIONMAP_OPPOSITEZ\");\r\n\r\n this._refractionMatrixName = state._getFreeVariableName(\"refractionMatrix\");\r\n\r\n state._emitUniformFromString(this._refractionMatrixName, \"mat4\");\r\n\r\n state._emitFunction(\"sampleRefraction\", `\r\n #ifdef ${this._define3DName}\r\n #define sampleRefraction(s, c) textureCube(s, c)\r\n #else\r\n #define sampleRefraction(s, c) texture2D(s, c)\r\n #endif\\r\\n`, `//${this.name}`);\r\n\r\n state._emitFunction(\"sampleRefractionLod\", `\r\n #ifdef ${this._define3DName}\r\n #define sampleRefractionLod(s, c, l) textureCubeLodEXT(s, c, l)\r\n #else\r\n #define sampleRefractionLod(s, c, l) texture2DLodEXT(s, c, l)\r\n #endif\\r\\n`, `//${this.name}`);\r\n\r\n this._vRefractionMicrosurfaceInfosName = state._getFreeVariableName(\"vRefractionMicrosurfaceInfos\");\r\n\r\n state._emitUniformFromString(this._vRefractionMicrosurfaceInfosName, \"vec3\");\r\n\r\n this._vRefractionInfosName = state._getFreeVariableName(\"vRefractionInfos\");\r\n\r\n state._emitUniformFromString(this._vRefractionInfosName, \"vec4\");\r\n\r\n return code;\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n this._scene = state.sharedData.scene;\r\n\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let codeString: string = super._dumpPropertiesCode();\r\n\r\n if (this.texture) {\r\n if (this.texture.isCube) {\r\n codeString = `${this._codeVariableName}.texture = new BABYLON.CubeTexture(\"${this.texture.name}\");\\r\\n`;\r\n } else {\r\n codeString = `${this._codeVariableName}.texture = new BABYLON.Texture(\"${this.texture.name}\");\\r\\n`;\r\n }\r\n codeString += `${this._codeVariableName}.texture.coordinatesMode = ${this.texture.coordinatesMode};\\r\\n`;\r\n }\r\n\r\n codeString += `${this._codeVariableName}.linkRefractionWithTransparency = ${this.linkRefractionWithTransparency};\\r\\n`;\r\n codeString += `${this._codeVariableName}.invertRefractionY = ${this.invertRefractionY};\\r\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n let serializationObject = super.serialize();\r\n\r\n if (this.texture) {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n serializationObject.linkRefractionWithTransparency = this.linkRefractionWithTransparency;\r\n serializationObject.invertRefractionY = this.invertRefractionY;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.texture) {\r\n rootUrl = serializationObject.texture.url.indexOf(\"data:\") === 0 ? \"\" : rootUrl;\r\n if (serializationObject.texture.isCube) {\r\n this.texture = CubeTexture.Parse(serializationObject.texture, scene, rootUrl);\r\n } else {\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl);\r\n }\r\n }\r\n\r\n this.linkRefractionWithTransparency = serializationObject.linkRefractionWithTransparency;\r\n this.invertRefractionY = serializationObject.invertRefractionY;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.RefractionBlock\"] = RefractionBlock;\r\n","import { NodeMaterialBlock } from '../../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint, NodeMaterialConnectionPointDirection } from '../../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../../Misc/typeStore';\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../nodeMaterialDecorator\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport { NodeMaterial, NodeMaterialDefines } from '../../nodeMaterial';\r\nimport { AbstractMesh } from '../../../../Meshes/abstractMesh';\r\nimport { ReflectionBlock } from './reflectionBlock';\r\nimport { Scene } from '../../../../scene';\r\nimport { Nullable } from '../../../../types';\r\n\r\n/**\r\n * Block used to implement the sheen module of the PBR material\r\n */\r\nexport class SheenBlock extends NodeMaterialBlock {\r\n\r\n /**\r\n * Create a new SheenBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"intensity\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"color\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"roughness\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerOutput(\"sheen\", NodeMaterialBlockConnectionPointTypes.Object, NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"sheen\", this, NodeMaterialConnectionPointDirection.Output, SheenBlock, \"SheenBlock\"));\r\n }\r\n\r\n /**\r\n * If true, the sheen effect is layered above the base BRDF with the albedo-scaling technique.\r\n * It allows the strength of the sheen effect to not depend on the base color of the material,\r\n * making it easier to setup and tweak the effect\r\n */\r\n @editableInPropertyPage(\"Albedo scaling\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { \"notifiers\": { \"update\": true }})\r\n public albedoScaling: boolean = false;\r\n\r\n /**\r\n * Defines if the sheen is linked to the sheen color.\r\n */\r\n @editableInPropertyPage(\"Link sheen with albedo\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { \"notifiers\": { \"update\": true }})\r\n public linkSheenWithAlbedo: boolean = false;\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"sheenOut\");\r\n state._excludeVariableName(\"sheenMapData\");\r\n state._excludeVariableName(\"vSheenColor\");\r\n state._excludeVariableName(\"vSheenRoughness\");\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"SheenBlock\";\r\n }\r\n\r\n /**\r\n * Gets the intensity input component\r\n */\r\n public get intensity(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the color input component\r\n */\r\n public get color(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the roughness input component\r\n */\r\n public get roughness(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the sheen object output component\r\n */\r\n public get sheen(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n super.prepareDefines(mesh, nodeMaterial, defines);\r\n\r\n defines.setValue(\"SHEEN\", true);\r\n defines.setValue(\"SHEEN_LINKWITHALBEDO\", this.linkSheenWithAlbedo, true);\r\n defines.setValue(\"SHEEN_ROUGHNESS\", this.roughness.isConnected, true);\r\n defines.setValue(\"SHEEN_ALBEDOSCALING\", this.albedoScaling, true);\r\n }\r\n\r\n /**\r\n * Gets the main code of the block (fragment side)\r\n * @param reflectionBlock instance of a ReflectionBlock null if the code must be generated without an active reflection module\r\n * @returns the shader code\r\n */\r\n public getCode(reflectionBlock: Nullable): string {\r\n let code = \"\";\r\n\r\n const color = this.color.isConnected ? this.color.associatedVariableName : \"vec3(1.)\";\r\n const intensity = this.intensity.isConnected ? this.intensity.associatedVariableName : \"1.\";\r\n const roughness = this.roughness.isConnected ? this.roughness.associatedVariableName : \"0.\";\r\n const texture = \"vec4(0.)\";\r\n\r\n code = `#ifdef SHEEN\r\n sheenOutParams sheenOut;\r\n\r\n vec4 vSheenColor = vec4(${color}, ${intensity});\r\n\r\n sheenBlock(\r\n vSheenColor,\r\n #ifdef SHEEN_ROUGHNESS\r\n ${roughness},\r\n #endif\r\n roughness,\r\n #ifdef SHEEN_TEXTURE\r\n ${texture},\r\n #endif\r\n reflectance,\r\n #ifdef SHEEN_LINKWITHALBEDO\r\n baseColor,\r\n surfaceAlbedo,\r\n #endif\r\n #ifdef ENVIRONMENTBRDF\r\n NdotV,\r\n environmentBrdf,\r\n #endif\r\n #if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\r\n AARoughnessFactors,\r\n ${reflectionBlock?._vReflectionMicrosurfaceInfosName},\r\n ${reflectionBlock?._vReflectionInfosName},\r\n ${reflectionBlock?.reflectionColor},\r\n vLightingIntensity,\r\n #ifdef ${reflectionBlock?._define3DName}\r\n ${reflectionBlock?._cubeSamplerName},\r\n #else\r\n ${reflectionBlock?._2DSamplerName},\r\n #endif\r\n reflectionOut.reflectionCoords,\r\n NdotVUnclamped,\r\n #ifndef LODBASEDMICROSFURACE\r\n #ifdef ${reflectionBlock?._define3DName}\r\n ${reflectionBlock?._cubeSamplerName},\r\n ${reflectionBlock?._cubeSamplerName},\r\n #else\r\n ${reflectionBlock?._2DSamplerName},\r\n ${reflectionBlock?._2DSamplerName},\r\n #endif\r\n #endif\r\n #if !defined(${reflectionBlock?._defineSkyboxName}) && defined(RADIANCEOCCLUSION)\r\n seo,\r\n #endif\r\n #if !defined(${reflectionBlock?._defineSkyboxName}) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(${reflectionBlock?._define3DName})\r\n eho,\r\n #endif\r\n #endif\r\n sheenOut\r\n );\r\n\r\n #ifdef SHEEN_LINKWITHALBEDO\r\n surfaceAlbedo = sheenOut.surfaceAlbedo;\r\n #endif\r\n #endif\\r\\n`;\r\n\r\n return code;\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n state.sharedData.blocksWithDefines.push(this);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let codeString: string = super._dumpPropertiesCode();\r\n\r\n codeString += `${this._codeVariableName}.albedoScaling = ${this.albedoScaling};\\r\\n`;\r\n codeString += `${this._codeVariableName}.linkSheenWithAlbedo = ${this.linkSheenWithAlbedo};\\r\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n let serializationObject = super.serialize();\r\n\r\n serializationObject.albedoScaling = this.albedoScaling;\r\n serializationObject.linkSheenWithAlbedo = this.linkSheenWithAlbedo;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.albedoScaling = serializationObject.albedoScaling;\r\n this.linkSheenWithAlbedo = serializationObject.linkSheenWithAlbedo;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.SheenBlock\"] = SheenBlock;","import { NodeMaterialBlock } from '../../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint, NodeMaterialConnectionPointDirection } from '../../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../../Misc/typeStore';\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../nodeMaterialDecorator\";\r\nimport { InputBlock } from '../Input/inputBlock';\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport { NodeMaterial, NodeMaterialDefines } from '../../nodeMaterial';\r\nimport { AbstractMesh } from '../../../../Meshes/abstractMesh';\r\nimport { ReflectionBlock } from './reflectionBlock';\r\nimport { Nullable } from '../../../../types';\r\nimport { RefractionBlock } from './refractionBlock';\r\n\r\n/**\r\n * Block used to implement the sub surface module of the PBR material\r\n */\r\nexport class SubSurfaceBlock extends NodeMaterialBlock {\r\n\r\n /**\r\n * Create a new SubSurfaceBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"minThickness\", NodeMaterialBlockConnectionPointTypes.Float, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"maxThickness\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"thicknessTexture\", NodeMaterialBlockConnectionPointTypes.Color4, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"tintColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"translucencyIntensity\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"translucencyDiffusionDistance\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"refraction\", NodeMaterialBlockConnectionPointTypes.Object, true, NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"refraction\", this, NodeMaterialConnectionPointDirection.Input, RefractionBlock, \"RefractionBlock\"));\r\n\r\n this.registerOutput(\"subsurface\", NodeMaterialBlockConnectionPointTypes.Object, NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"subsurface\", this, NodeMaterialConnectionPointDirection.Output, SubSurfaceBlock, \"SubSurfaceBlock\"));\r\n }\r\n\r\n /**\r\n * Stores the intensity of the different subsurface effects in the thickness texture.\r\n * * the green channel is the translucency intensity.\r\n * * the blue channel is the scattering intensity.\r\n * * the alpha channel is the refraction intensity.\r\n */\r\n @editableInPropertyPage(\"Mask from thickness texture\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { \"notifiers\": { \"update\": true }})\r\n public useMaskFromThicknessTexture: boolean = false;\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"subSurfaceOut\");\r\n state._excludeVariableName(\"vThicknessParam\");\r\n state._excludeVariableName(\"vTintColor\");\r\n state._excludeVariableName(\"vSubSurfaceIntensity\");\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"SubSurfaceBlock\";\r\n }\r\n\r\n /**\r\n * Gets the min thickness input component\r\n */\r\n public get minThickness(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the max thickness input component\r\n */\r\n public get maxThickness(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the thickness texture component\r\n */\r\n public get thicknessTexture(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the tint color input component\r\n */\r\n public get tintColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the translucency intensity input component\r\n */\r\n public get translucencyIntensity(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the translucency diffusion distance input component\r\n */\r\n public get translucencyDiffusionDistance(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the refraction object parameters\r\n */\r\n public get refraction(): NodeMaterialConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the sub surface object output component\r\n */\r\n public get subsurface(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public autoConfigure(material: NodeMaterial) {\r\n if (!this.minThickness.isConnected) {\r\n let minThicknessInput = new InputBlock(\"SubSurface min thickness\", NodeMaterialBlockTargets.Fragment, NodeMaterialBlockConnectionPointTypes.Float);\r\n minThicknessInput.value = 0;\r\n minThicknessInput.output.connectTo(this.minThickness);\r\n }\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n super.prepareDefines(mesh, nodeMaterial, defines);\r\n\r\n const translucencyEnabled = this.translucencyDiffusionDistance.isConnected || this.translucencyIntensity.isConnected;\r\n\r\n defines.setValue(\"SUBSURFACE\", translucencyEnabled || this.refraction.isConnected, true);\r\n defines.setValue(\"SS_TRANSLUCENCY\", translucencyEnabled, true);\r\n defines.setValue(\"SS_THICKNESSANDMASK_TEXTURE\", this.thicknessTexture.isConnected, true);\r\n defines.setValue(\"SS_MASK_FROM_THICKNESS_TEXTURE\", this.useMaskFromThicknessTexture, true);\r\n }\r\n\r\n /**\r\n * Gets the main code of the block (fragment side)\r\n * @param state current state of the node material building\r\n * @param ssBlock instance of a SubSurfaceBlock or null if the code must be generated without an active sub surface module\r\n * @param reflectionBlock instance of a ReflectionBlock null if the code must be generated without an active reflection module\r\n * @param worldPosVarName name of the variable holding the world position\r\n * @returns the shader code\r\n */\r\n public static GetCode(state: NodeMaterialBuildState, ssBlock: Nullable, reflectionBlock: Nullable, worldPosVarName: string): string {\r\n let code = \"\";\r\n\r\n const minThickness = ssBlock?.minThickness.isConnected ? ssBlock.minThickness.associatedVariableName : \"0.\";\r\n const maxThickness = ssBlock?.maxThickness.isConnected ? ssBlock.maxThickness.associatedVariableName : \"1.\";\r\n const thicknessTexture = ssBlock?.thicknessTexture.isConnected ? ssBlock.thicknessTexture.associatedVariableName : \"vec4(0.)\";\r\n const tintColor = ssBlock?.tintColor.isConnected ? ssBlock.tintColor.associatedVariableName : \"vec3(1.)\";\r\n const translucencyIntensity = ssBlock?.translucencyIntensity.isConnected ? ssBlock?.translucencyIntensity.associatedVariableName : \"1.\";\r\n const translucencyDiffusionDistance = ssBlock?.translucencyDiffusionDistance.isConnected ? ssBlock?.translucencyDiffusionDistance.associatedVariableName : \"vec3(1.)\";\r\n\r\n const refractionBlock: Nullable = (ssBlock?.refraction.isConnected ? ssBlock?.refraction.connectedPoint?.ownerBlock : null) as Nullable;\r\n\r\n const refractionTintAtDistance = refractionBlock?.tintAtDistance.isConnected ? refractionBlock.tintAtDistance.associatedVariableName : \"1.\";\r\n const refractionIntensity = refractionBlock?.intensity.isConnected ? refractionBlock.intensity.associatedVariableName : \"1.\";\r\n const refractionView = refractionBlock?.view.isConnected ? refractionBlock.view.associatedVariableName : \"\";\r\n\r\n code += refractionBlock?.getCode(state) ?? \"\";\r\n\r\n code += `subSurfaceOutParams subSurfaceOut;\r\n\r\n #ifdef SUBSURFACE\r\n vec2 vThicknessParam = vec2(${minThickness}, ${maxThickness} - ${minThickness});\r\n vec4 vTintColor = vec4(${tintColor}, ${refractionTintAtDistance});\r\n vec3 vSubSurfaceIntensity = vec3(${refractionIntensity}, ${translucencyIntensity}, 0.);\r\n\r\n subSurfaceBlock(\r\n vSubSurfaceIntensity,\r\n vThicknessParam,\r\n vTintColor,\r\n normalW,\r\n specularEnvironmentReflectance,\r\n #ifdef SS_THICKNESSANDMASK_TEXTURE\r\n ${thicknessTexture},\r\n #endif\r\n #ifdef REFLECTION\r\n #ifdef SS_TRANSLUCENCY\r\n ${reflectionBlock?._reflectionMatrixName},\r\n #ifdef USESPHERICALFROMREFLECTIONMAP\r\n #if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\r\n reflectionOut.irradianceVector,\r\n #endif\r\n #endif\r\n #ifdef USEIRRADIANCEMAP\r\n irradianceSampler,\r\n #endif\r\n #endif\r\n #endif\r\n #ifdef SS_REFRACTION\r\n ${worldPosVarName}.xyz,\r\n viewDirectionW,\r\n ${refractionView},\r\n surfaceAlbedo,\r\n ${refractionBlock?._vRefractionInfosName ?? \"\"},\r\n ${refractionBlock?._refractionMatrixName ?? \"\"},\r\n ${refractionBlock?._vRefractionMicrosurfaceInfosName ?? \"\"},\r\n vLightingIntensity,\r\n #ifdef SS_LINKREFRACTIONTOTRANSPARENCY\r\n alpha,\r\n #endif\r\n #ifdef ${refractionBlock?._defineLODRefractionAlpha ?? \"IGNORE\"}\r\n NdotVUnclamped,\r\n #endif\r\n #ifdef ${refractionBlock?._defineLinearSpecularRefraction ?? \"IGNORE\"}\r\n roughness,\r\n #else\r\n alphaG,\r\n #endif\r\n #ifdef ${refractionBlock?._define3DName ?? \"IGNORE\"}\r\n ${refractionBlock?._cubeSamplerName ?? \"\"},\r\n #else\r\n ${refractionBlock?._2DSamplerName ?? \"\"},\r\n #endif\r\n #ifndef LODBASEDMICROSFURACE\r\n #ifdef ${refractionBlock?._define3DName ?? \"IGNORE\"}\r\n ${refractionBlock?._cubeSamplerName ?? \"\"},\r\n ${refractionBlock?._cubeSamplerName ?? \"\"},\r\n #else\r\n ${refractionBlock?._2DSamplerName ?? \"\"},\r\n ${refractionBlock?._2DSamplerName ?? \"\"},\r\n #endif\r\n #endif\r\n #ifdef ANISOTROPIC\r\n anisotropicOut,\r\n #endif\r\n #endif\r\n #ifdef SS_TRANSLUCENCY\r\n ${translucencyDiffusionDistance},\r\n #endif\r\n subSurfaceOut\r\n );\r\n\r\n #ifdef SS_REFRACTION\r\n surfaceAlbedo = subSurfaceOut.surfaceAlbedo;\r\n #ifdef SS_LINKREFRACTIONTOTRANSPARENCY\r\n alpha = subSurfaceOut.alpha;\r\n #endif\r\n #endif\r\n #else\r\n subSurfaceOut.specularEnvironmentReflectance = specularEnvironmentReflectance;\r\n #endif\\r\\n`;\r\n\r\n return code;\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n state.sharedData.blocksWithDefines.push(this);\r\n }\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.SubSurfaceBlock\"] = SubSurfaceBlock;","\r\nexport * from \"./particleTextureBlock\";\r\nexport * from \"./particleRampGradientBlock\";\r\nexport * from \"./particleBlendMultiplyBlock\";\r\n","import { NodeMaterialBlock } from '../../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../../nodeMaterialBuildState';\r\nimport { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';\r\nimport { NodeMaterialConnectionPoint } from '../../nodeMaterialBlockConnectionPoint';\r\nimport { _TypeStore } from '../../../../Misc/typeStore';\r\n\r\n/**\r\n * Block used for the particle blend multiply section\r\n */\r\nexport class ParticleBlendMultiplyBlock extends NodeMaterialBlock {\r\n\r\n /**\r\n * Create a new ParticleBlendMultiplyBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"color\", NodeMaterialBlockConnectionPointTypes.Color4, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"alphaTexture\", NodeMaterialBlockConnectionPointTypes.Float, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"alphaColor\", NodeMaterialBlockConnectionPointTypes.Float, false, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerOutput(\"blendColor\", NodeMaterialBlockConnectionPointTypes.Color4, NodeMaterialBlockTargets.Fragment);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"ParticleBlendMultiplyBlock\";\r\n }\r\n\r\n /**\r\n * Gets the color input component\r\n */\r\n public get color(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the alphaTexture input component\r\n */\r\n public get alphaTexture(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the alphaColor input component\r\n */\r\n public get alphaColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the blendColor output component\r\n */\r\n public get blendColor(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"sourceAlpha\");\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (state.target === NodeMaterialBlockTargets.Vertex) {\r\n return;\r\n }\r\n\r\n state.compilationString += `\r\n #ifdef BLENDMULTIPLYMODE\r\n ${this._declareOutput(this.blendColor, state)};\r\n float sourceAlpha = ${this.alphaColor.associatedVariableName} * ${this.alphaTexture.associatedVariableName};\r\n ${this.blendColor.associatedVariableName}.rgb = ${this.color.associatedVariableName}.rgb * sourceAlpha + vec3(1.0) * (1.0 - sourceAlpha);\r\n ${this.blendColor.associatedVariableName}.a = ${this.color.associatedVariableName}.a;\r\n #else\r\n ${this._declareOutput(this.blendColor, state)} = ${this.color.associatedVariableName};\r\n #endif\r\n `;\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.ParticleBlendMultiplyBlock\"] = ParticleBlendMultiplyBlock;","import { NodeMaterialBlock } from '../../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../../nodeMaterialBuildState';\r\nimport { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';\r\nimport { NodeMaterialConnectionPoint } from '../../nodeMaterialBlockConnectionPoint';\r\nimport { _TypeStore } from '../../../../Misc/typeStore';\r\n\r\n/**\r\n * Block used for the particle ramp gradient section\r\n */\r\nexport class ParticleRampGradientBlock extends NodeMaterialBlock {\r\n\r\n /**\r\n * Create a new ParticleRampGradientBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"color\", NodeMaterialBlockConnectionPointTypes.Color4, false, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerOutput(\"rampColor\", NodeMaterialBlockConnectionPointTypes.Color4, NodeMaterialBlockTargets.Fragment);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"ParticleRampGradientBlock\";\r\n }\r\n\r\n /**\r\n * Gets the color input component\r\n */\r\n public get color(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rampColor output component\r\n */\r\n public get rampColor(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"remapRanges\");\r\n state._excludeVariableName(\"rampSampler\");\r\n state._excludeVariableName(\"baseColor\");\r\n state._excludeVariableName(\"alpha\");\r\n state._excludeVariableName(\"remappedColorIndex\");\r\n state._excludeVariableName(\"rampColor\");\r\n state._excludeVariableName(\"finalAlpha\");\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (state.target === NodeMaterialBlockTargets.Vertex) {\r\n return;\r\n }\r\n\r\n state._emit2DSampler(\"rampSampler\");\r\n state._emitVaryingFromString(\"remapRanges\", \"vec4\", \"RAMPGRADIENT\");\r\n\r\n state.compilationString += `\r\n #ifdef RAMPGRADIENT\r\n vec4 baseColor = ${this.color.associatedVariableName};\r\n float alpha = ${this.color.associatedVariableName}.a;\r\n\r\n float remappedColorIndex = clamp((alpha - remapRanges.x) / remapRanges.y, 0.0, 1.0);\r\n\r\n vec4 rampColor = texture2D(rampSampler, vec2(1.0 - remappedColorIndex, 0.));\r\n baseColor.rgb *= rampColor.rgb;\r\n\r\n // Remapped alpha\r\n float finalAlpha = baseColor.a;\r\n baseColor.a = clamp((alpha * rampColor.a - remapRanges.z) / remapRanges.w, 0.0, 1.0);\r\n\r\n ${this._declareOutput(this.rampColor, state)} = baseColor;\r\n #else\r\n ${this._declareOutput(this.rampColor, state)} = ${this.color.associatedVariableName};\r\n #endif\r\n `;\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.ParticleRampGradientBlock\"] = ParticleRampGradientBlock;","import { NodeMaterialBlock } from '../../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../../nodeMaterialBuildState';\r\nimport { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';\r\nimport { NodeMaterialConnectionPoint } from '../../nodeMaterialBlockConnectionPoint';\r\nimport { AbstractMesh } from '../../../../Meshes/abstractMesh';\r\nimport { NodeMaterialDefines } from '../../nodeMaterial';\r\nimport { InputBlock } from '../Input/inputBlock';\r\nimport { BaseTexture } from '../../../Textures/baseTexture';\r\nimport { Nullable } from '../../../../types';\r\nimport { _TypeStore } from '../../../../Misc/typeStore';\r\nimport { Texture } from '../../../Textures/texture';\r\nimport { Scene } from '../../../../scene';\r\n\r\ndeclare type NodeMaterial = import(\"../../nodeMaterial\").NodeMaterial;\r\n\r\n/**\r\n * Base block used for the particle texture\r\n */\r\nexport class ParticleTextureBlock extends NodeMaterialBlock {\r\n\r\n private _samplerName = \"diffuseSampler\";\r\n private _linearDefineName: string;\r\n private _gammaDefineName: string;\r\n private _tempTextureRead: string;\r\n\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public texture: Nullable;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to gamma space\r\n */\r\n public convertToGammaSpace = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to linear space\r\n */\r\n public convertToLinearSpace = false;\r\n\r\n /**\r\n * Create a new ParticleTextureBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.Vector2, false, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this.registerOutput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"r\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"g\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"b\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector4);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"ParticleTextureBlock\";\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgba output component\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb output component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the r output component\r\n */\r\n public get r(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the g output component\r\n */\r\n public get g(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the b output component\r\n */\r\n public get b(): NodeMaterialConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the a output component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._outputs[5];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"diffuseSampler\");\r\n }\r\n\r\n public autoConfigure(material: NodeMaterial) {\r\n if (!this.uv.isConnected) {\r\n let uvInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"particle_uv\");\r\n\r\n if (!uvInput) {\r\n uvInput = new InputBlock(\"uv\");\r\n uvInput.setAsAttribute(\"particle_uv\");\r\n }\r\n uvInput.output.connectTo(this.uv);\r\n }\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n defines.setValue(this._linearDefineName, this.convertToGammaSpace, true);\r\n defines.setValue(this._gammaDefineName, this.convertToLinearSpace, true);\r\n }\r\n\r\n public isReady() {\r\n if (this.texture && !this.texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _writeOutput(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string) {\r\n state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\\r\\n`;\r\n\r\n state.compilationString += `#ifdef ${this._linearDefineName}\\r\\n`;\r\n state.compilationString += `${output.associatedVariableName} = toGammaSpace(${output.associatedVariableName});\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n state.compilationString += `#ifdef ${this._gammaDefineName}\\r\\n`;\r\n state.compilationString += `${output.associatedVariableName} = toLinearSpace(${output.associatedVariableName});\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (state.target === NodeMaterialBlockTargets.Vertex) {\r\n return;\r\n }\r\n\r\n this._tempTextureRead = state._getFreeVariableName(\"tempTextureRead\");\r\n\r\n state._emit2DSampler(this._samplerName);\r\n\r\n state.sharedData.blockingBlocks.push(this);\r\n state.sharedData.textureBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n this._linearDefineName = state._getFreeDefineName(\"ISLINEAR\");\r\n this._gammaDefineName = state._getFreeDefineName(\"ISGAMMA\");\r\n\r\n let comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${this.uv.associatedVariableName});\\r\\n`;\r\n\r\n for (var output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, output.name);\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public serialize(): any {\r\n let serializationObject = super.serialize();\r\n\r\n serializationObject.convertToGammaSpace = this.convertToGammaSpace;\r\n serializationObject.convertToLinearSpace = this.convertToLinearSpace;\r\n if (this.texture) {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.convertToGammaSpace = serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;\r\n\r\n if (serializationObject.texture) {\r\n rootUrl = serializationObject.texture.url.indexOf(\"data:\") === 0 ? \"\" : rootUrl;\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl) as Texture;\r\n }\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.ParticleTextureBlock\"] = ParticleTextureBlock;","import { NodeMaterialBlock } from '../../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../../nodeMaterialBuildState';\r\nimport { NodeMaterialSystemValues } from '../../Enums/nodeMaterialSystemValues';\r\nimport { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';\r\nimport { AbstractMesh } from '../../../../Meshes/abstractMesh';\r\nimport { Mesh } from '../../../../Meshes/mesh';\r\nimport { Effect } from '../../../effect';\r\nimport { MaterialHelper } from '../../../materialHelper';\r\nimport { NodeMaterialConnectionPoint } from '../../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterial, NodeMaterialDefines } from '../../nodeMaterial';\r\nimport { InputBlock } from '../Input/inputBlock';\r\nimport { _TypeStore } from '../../../../Misc/typeStore';\r\n\r\nimport \"../../../../Shaders/ShadersInclude/bonesDeclaration\";\r\nimport \"../../../../Shaders/ShadersInclude/bonesVertex\";\r\nimport { EffectFallbacks } from '../../../effectFallbacks';\r\n\r\n/**\r\n * Block used to add support for vertex skinning (bones)\r\n */\r\nexport class BonesBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new BonesBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Vertex);\r\n\r\n this.registerInput(\"matricesIndices\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerInput(\"matricesWeights\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerInput(\"matricesIndicesExtra\", NodeMaterialBlockConnectionPointTypes.Vector4, true);\r\n this.registerInput(\"matricesWeightsExtra\", NodeMaterialBlockConnectionPointTypes.Vector4, true);\r\n this.registerInput(\"world\", NodeMaterialBlockConnectionPointTypes.Matrix);\r\n\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Matrix);\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"boneSampler\");\r\n state._excludeVariableName(\"boneTextureWidth\");\r\n state._excludeVariableName(\"mBones\");\r\n state._excludeVariableName(\"BonesPerMesh\");\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"BonesBlock\";\r\n }\r\n\r\n /**\r\n * Gets the matrix indices input component\r\n */\r\n public get matricesIndices(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the matrix weights input component\r\n */\r\n public get matricesWeights(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the extra matrix indices input component\r\n */\r\n public get matricesIndicesExtra(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the extra matrix weights input component\r\n */\r\n public get matricesWeightsExtra(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the world input component\r\n */\r\n public get world(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public autoConfigure(material: NodeMaterial) {\r\n if (!this.matricesIndices.isConnected) {\r\n let matricesIndicesInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"matricesIndices\");\r\n\r\n if (!matricesIndicesInput) {\r\n matricesIndicesInput = new InputBlock(\"matricesIndices\");\r\n matricesIndicesInput.setAsAttribute(\"matricesIndices\");\r\n }\r\n matricesIndicesInput.output.connectTo(this.matricesIndices);\r\n }\r\n if (!this.matricesWeights.isConnected) {\r\n let matricesWeightsInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"matricesWeights\");\r\n\r\n if (!matricesWeightsInput) {\r\n matricesWeightsInput = new InputBlock(\"matricesWeights\");\r\n matricesWeightsInput.setAsAttribute(\"matricesWeights\");\r\n }\r\n matricesWeightsInput.output.connectTo(this.matricesWeights);\r\n }\r\n if (!this.world.isConnected) {\r\n let worldInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.World);\r\n\r\n if (!worldInput) {\r\n worldInput = new InputBlock(\"world\");\r\n worldInput.setAsSystemValue(NodeMaterialSystemValues.World);\r\n }\r\n worldInput.output.connectTo(this.world);\r\n }\r\n }\r\n\r\n public provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks) {\r\n if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n MaterialHelper.BindBonesParameters(mesh, effect);\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (!defines._areAttributesDirty) {\r\n return;\r\n }\r\n MaterialHelper.PrepareDefinesForBones(mesh, defines);\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n // Register for compilation fallbacks\r\n state.sharedData.blocksWithFallbacks.push(this);\r\n\r\n // Register for binding\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n // Register for defines\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n // Register internal uniforms and samplers\r\n state.uniforms.push(\"boneTextureWidth\");\r\n state.uniforms.push(\"mBones\");\r\n\r\n state.samplers.push(\"boneSampler\");\r\n\r\n // Emit code\r\n let comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"bonesDeclaration\", comments, {\r\n removeAttributes: true,\r\n removeUniforms: false,\r\n removeVaryings: true,\r\n removeIfDef: false\r\n });\r\n\r\n let influenceVariablename = state._getFreeVariableName(\"influence\");\r\n\r\n state.compilationString += state._emitCodeFromInclude(\"bonesVertex\", comments, {\r\n replaceStrings: [\r\n {\r\n search: /finalWorld=finalWorld\\*influence;/,\r\n replace: \"\"\r\n },\r\n {\r\n search: /influence/gm,\r\n replace: influenceVariablename\r\n }\r\n ]\r\n });\r\n\r\n let output = this._outputs[0];\r\n let worldInput = this.world;\r\n\r\n state.compilationString += `#if NUM_BONE_INFLUENCERS>0\\r\\n`;\r\n state.compilationString += this._declareOutput(output, state) + ` = ${worldInput.associatedVariableName} * ${influenceVariablename};\\r\\n`;\r\n state.compilationString += `#else\\r\\n`;\r\n state.compilationString += this._declareOutput(output, state) + ` = ${worldInput.associatedVariableName};\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.BonesBlock\"] = BonesBlock;","export * from \"./vertexOutputBlock\";\r\nexport * from \"./bonesBlock\";\r\nexport * from \"./instancesBlock\";\r\nexport * from \"./morphTargetsBlock\";\r\nexport * from \"./lightInformationBlock\";","import { NodeMaterialBlock } from '../../nodeMaterialBlock';\r\nimport { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialConnectionPoint } from '../../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBuildState } from '../../nodeMaterialBuildState';\r\nimport { AbstractMesh } from '../../../../Meshes/abstractMesh';\r\nimport { NodeMaterial, NodeMaterialDefines } from '../../nodeMaterial';\r\nimport { NodeMaterialSystemValues } from '../../Enums/nodeMaterialSystemValues';\r\nimport { InputBlock } from '../Input/inputBlock';\r\nimport { _TypeStore } from '../../../../Misc/typeStore';\r\nimport { SubMesh } from '../../../../Meshes/subMesh';\r\n\r\n/**\r\n * Block used to add support for instances\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_instances\r\n */\r\nexport class InstancesBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new InstancesBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Vertex);\r\n\r\n this.registerInput(\"world0\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerInput(\"world1\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerInput(\"world2\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerInput(\"world3\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerInput(\"world\", NodeMaterialBlockConnectionPointTypes.Matrix, true);\r\n\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Matrix);\r\n this.registerOutput(\"instanceID\", NodeMaterialBlockConnectionPointTypes.Float);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"InstancesBlock\";\r\n }\r\n\r\n /**\r\n * Gets the first world row input component\r\n */\r\n public get world0(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the second world row input component\r\n */\r\n public get world1(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the third world row input component\r\n */\r\n public get world2(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the forth world row input component\r\n */\r\n public get world3(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the world input component\r\n */\r\n public get world(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the isntanceID component\r\n */\r\n public get instanceID(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n public autoConfigure(material: NodeMaterial) {\r\n if (!this.world0.connectedPoint) {\r\n let world0Input = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"world0\");\r\n\r\n if (!world0Input) {\r\n world0Input = new InputBlock(\"world0\");\r\n world0Input.setAsAttribute(\"world0\");\r\n }\r\n world0Input.output.connectTo(this.world0);\r\n }\r\n if (!this.world1.connectedPoint) {\r\n let world1Input = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"world1\");\r\n\r\n if (!world1Input) {\r\n world1Input = new InputBlock(\"world1\");\r\n world1Input.setAsAttribute(\"world1\");\r\n }\r\n world1Input.output.connectTo(this.world1);\r\n }\r\n if (!this.world2.connectedPoint) {\r\n let world2Input = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"world2\");\r\n\r\n if (!world2Input) {\r\n world2Input = new InputBlock(\"world2\");\r\n world2Input.setAsAttribute(\"world2\");\r\n }\r\n world2Input.output.connectTo(this.world2);\r\n }\r\n if (!this.world3.connectedPoint) {\r\n let world3Input = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"world3\");\r\n\r\n if (!world3Input) {\r\n world3Input = new InputBlock(\"world3\");\r\n world3Input.setAsAttribute(\"world3\");\r\n }\r\n world3Input.output.connectTo(this.world3);\r\n }\r\n if (!this.world.connectedPoint) {\r\n let worldInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"world\");\r\n\r\n if (!worldInput) {\r\n worldInput = new InputBlock(\"world\");\r\n worldInput.setAsSystemValue(NodeMaterialSystemValues.World);\r\n }\r\n worldInput.output.connectTo(this.world);\r\n }\r\n\r\n this.world.define = \"!INSTANCES || THIN_INSTANCES\";\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances: boolean = false, subMesh?: SubMesh) {\r\n let changed = false;\r\n if (defines[\"INSTANCES\"] !== useInstances) {\r\n defines.setValue(\"INSTANCES\", useInstances);\r\n changed = true;\r\n }\r\n\r\n if (subMesh && defines[\"THIN_INSTANCES\"] !== subMesh?.getRenderingMesh().hasInstances) {\r\n defines.setValue(\"THIN_INSTANCES\", subMesh?.getRenderingMesh().hasInstances);\r\n changed = true;\r\n }\r\n\r\n if (changed) {\r\n defines.markAsUnprocessed();\r\n }\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n // Register for defines\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n // Emit code\r\n let output = this._outputs[0];\r\n let instanceID = this._outputs[1];\r\n let world0 = this.world0;\r\n let world1 = this.world1;\r\n let world2 = this.world2;\r\n let world3 = this.world3;\r\n\r\n state.compilationString += `#ifdef INSTANCES\\r\\n`;\r\n state.compilationString += this._declareOutput(output, state) + ` = mat4(${world0.associatedVariableName}, ${world1.associatedVariableName}, ${world2.associatedVariableName}, ${world3.associatedVariableName});\\r\\n`;\r\n state.compilationString += `#ifdef THIN_INSTANCES\\r\\n`;\r\n state.compilationString += `${output.associatedVariableName} = ${this.world.associatedVariableName} * ${output.associatedVariableName};\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += this._declareOutput(instanceID, state) + ` = float(gl_InstanceID);\\r\\n`;\r\n state.compilationString += `#else\\r\\n`;\r\n state.compilationString += this._declareOutput(output, state) + ` = ${this.world.associatedVariableName};\\r\\n`;\r\n state.compilationString += this._declareOutput(instanceID, state) + ` = 0.0;\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.InstancesBlock\"] = InstancesBlock;","import { NodeMaterialBlock } from '../../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../../Misc/typeStore';\r\nimport { Nullable } from '../../../../types';\r\nimport { Scene } from '../../../../scene';\r\nimport { Effect } from '../../../effect';\r\nimport { NodeMaterial, NodeMaterialDefines } from '../../nodeMaterial';\r\nimport { Mesh } from '../../../../Meshes/mesh';\r\nimport { Light } from '../../../../Lights/light';\r\nimport { PointLight } from '../../../../Lights/pointLight';\r\nimport { AbstractMesh } from '../../../../Meshes/abstractMesh';\r\n/**\r\n * Block used to get data information from a light\r\n */\r\nexport class LightInformationBlock extends NodeMaterialBlock {\r\n private _lightDataUniformName: string;\r\n private _lightColorUniformName: string;\r\n private _lightTypeDefineName: string;\r\n\r\n /**\r\n * Gets or sets the light associated with this block\r\n */\r\n public light: Nullable;\r\n\r\n /**\r\n * Creates a new LightInformationBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Vertex);\r\n\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerOutput(\"direction\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerOutput(\"color\", NodeMaterialBlockConnectionPointTypes.Color3);\r\n this.registerOutput(\"intensity\", NodeMaterialBlockConnectionPointTypes.Float);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"LightInformationBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the direction output component\r\n */\r\n public get direction(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the direction output component\r\n */\r\n public get color(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the direction output component\r\n */\r\n public get intensity(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n if (this.light && this.light.isDisposed) {\r\n this.light = null;\r\n }\r\n\r\n let light = this.light;\r\n let scene = nodeMaterial.getScene();\r\n\r\n if (!light && scene.lights.length) {\r\n light = scene.lights[0];\r\n }\r\n\r\n if (!light || !light.isEnabled) {\r\n effect.setFloat3(this._lightDataUniformName, 0, 0, 0);\r\n effect.setFloat4(this._lightColorUniformName, 0, 0, 0, 0);\r\n return;\r\n }\r\n\r\n light.transferToNodeMaterialEffect(effect, this._lightDataUniformName);\r\n\r\n effect.setColor4(this._lightColorUniformName, light.diffuse, light.intensity);\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (!defines._areLightsDirty) {\r\n return;\r\n }\r\n\r\n let light = this.light;\r\n defines.setValue(this._lightTypeDefineName, light && light instanceof PointLight ? true : false);\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n state.sharedData.bindableBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n let direction = this.direction;\r\n let color = this.color;\r\n let intensity = this.intensity;\r\n\r\n this._lightDataUniformName = state._getFreeVariableName(\"lightData\");\r\n this._lightColorUniformName = state._getFreeVariableName(\"lightColor\");\r\n this._lightTypeDefineName = state._getFreeDefineName(\"LIGHTPOINTTYPE\");\r\n\r\n state._emitUniformFromString(this._lightDataUniformName, \"vec3\");\r\n state._emitUniformFromString(this._lightColorUniformName, \"vec4\");\r\n\r\n state.compilationString += `#ifdef ${this._lightTypeDefineName}\\r\\n`;\r\n state.compilationString += this._declareOutput(direction, state) + ` = normalize(${this.worldPosition.associatedVariableName}.xyz - ${this._lightDataUniformName});\\r\\n`;\r\n state.compilationString += `#else\\r\\n`;\r\n state.compilationString += this._declareOutput(direction, state) + ` = ${this._lightDataUniformName};\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n state.compilationString += this._declareOutput(color, state) + ` = ${this._lightColorUniformName}.rgb;\\r\\n`;\r\n state.compilationString += this._declareOutput(intensity, state) + ` = ${this._lightColorUniformName}.a;\\r\\n`;\r\n\r\n return this;\r\n }\r\n\r\n public serialize(): any {\r\n let serializationObject = super.serialize();\r\n\r\n if (this.light) {\r\n serializationObject.lightId = this.light.id;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.lightId) {\r\n this.light = scene.getLightByID(serializationObject.lightId);\r\n }\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.LightInformationBlock\"] = LightInformationBlock;","import { NodeMaterialBlock } from '../../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../../nodeMaterialBuildState';\r\nimport { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';\r\nimport { NodeMaterialConnectionPoint } from '../../nodeMaterialBlockConnectionPoint';\r\nimport { AbstractMesh } from '../../../../Meshes/abstractMesh';\r\nimport { NodeMaterial, NodeMaterialDefines } from '../../nodeMaterial';\r\nimport { Effect } from '../../../effect';\r\nimport { Mesh } from '../../../../Meshes/mesh';\r\nimport { MaterialHelper } from '../../../materialHelper';\r\nimport { VertexBuffer } from '../../../../Meshes/buffer';\r\nimport { InputBlock } from '../Input/inputBlock';\r\nimport { _TypeStore } from '../../../../Misc/typeStore';\r\n\r\nimport \"../../../../Shaders/ShadersInclude/morphTargetsVertexDeclaration\";\r\nimport \"../../../../Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration\";\r\n\r\n/**\r\n * Block used to add morph targets support to vertex shader\r\n */\r\nexport class MorphTargetsBlock extends NodeMaterialBlock {\r\n private _repeatableContentAnchor: string;\r\n\r\n /**\r\n * Create a new MorphTargetsBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Vertex);\r\n\r\n this.registerInput(\"position\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerInput(\"normal\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerInput(\"tangent\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n this.registerOutput(\"positionOutput\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerOutput(\"normalOutput\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerOutput(\"tangentOutput\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerOutput(\"uvOutput\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"MorphTargetsBlock\";\r\n }\r\n\r\n /**\r\n * Gets the position input component\r\n */\r\n public get position(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the normal input component\r\n */\r\n public get normal(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the tangent input component\r\n */\r\n public get tangent(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the tangent input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the position output component\r\n */\r\n public get positionOutput(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the normal output component\r\n */\r\n public get normalOutput(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the tangent output component\r\n */\r\n public get tangentOutput(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the tangent output component\r\n */\r\n public get uvOutput(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n public initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"morphTargetInfluences\");\r\n }\r\n\r\n public autoConfigure(material: NodeMaterial) {\r\n if (!this.position.isConnected) {\r\n let positionInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"position\");\r\n\r\n if (!positionInput) {\r\n positionInput = new InputBlock(\"position\");\r\n positionInput.setAsAttribute();\r\n }\r\n positionInput.output.connectTo(this.position);\r\n }\r\n if (!this.normal.isConnected) {\r\n let normalInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"normal\");\r\n\r\n if (!normalInput) {\r\n normalInput = new InputBlock(\"normal\");\r\n normalInput.setAsAttribute(\"normal\");\r\n }\r\n normalInput.output.connectTo(this.normal);\r\n }\r\n if (!this.tangent.isConnected) {\r\n let tangentInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"tangent\");\r\n\r\n if (!tangentInput) {\r\n tangentInput = new InputBlock(\"tangent\");\r\n tangentInput.setAsAttribute(\"tangent\");\r\n }\r\n tangentInput.output.connectTo(this.tangent);\r\n }\r\n if (!this.uv.isConnected) {\r\n let uvInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"uv\");\r\n\r\n if (!uvInput) {\r\n uvInput = new InputBlock(\"uv\");\r\n uvInput.setAsAttribute(\"uv\");\r\n }\r\n uvInput.output.connectTo(this.uv);\r\n }\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (!defines._areAttributesDirty) {\r\n return;\r\n }\r\n MaterialHelper.PrepareDefinesForMorphTargets(mesh, defines);\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (mesh && mesh.morphTargetManager && mesh.morphTargetManager.numInfluencers > 0) {\r\n MaterialHelper.BindMorphTargetParameters(mesh, effect);\r\n }\r\n }\r\n\r\n public replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines) {\r\n let position = this.position;\r\n let normal = this.normal;\r\n let tangent = this.tangent;\r\n let uv = this.uv;\r\n let positionOutput = this.positionOutput;\r\n let normalOutput = this.normalOutput;\r\n let tangentOutput = this.tangentOutput;\r\n let uvOutput = this.uvOutput;\r\n let state = vertexShaderState;\r\n let repeatCount = defines.NUM_MORPH_INFLUENCERS as number;\r\n\r\n var manager = (mesh).morphTargetManager;\r\n var hasNormals = manager && manager.supportsNormals && defines[\"NORMAL\"];\r\n var hasTangents = manager && manager.supportsTangents && defines[\"TANGENT\"];\r\n var hasUVs = manager && manager.supportsUVs && defines[\"UV1\"];\r\n\r\n let injectionCode = \"\";\r\n\r\n for (var index = 0; index < repeatCount; index++) {\r\n injectionCode += `#ifdef MORPHTARGETS\\r\\n`;\r\n injectionCode += `${positionOutput.associatedVariableName} += (position${index} - ${position.associatedVariableName}) * morphTargetInfluences[${index}];\\r\\n`;\r\n\r\n if (hasNormals) {\r\n injectionCode += `#ifdef MORPHTARGETS_NORMAL\\r\\n`;\r\n injectionCode += `${normalOutput.associatedVariableName} += (normal${index} - ${normal.associatedVariableName}) * morphTargetInfluences[${index}];\\r\\n`;\r\n injectionCode += `#endif\\r\\n`;\r\n }\r\n\r\n if (hasTangents) {\r\n injectionCode += `#ifdef MORPHTARGETS_TANGENT\\r\\n`;\r\n injectionCode += `${tangentOutput.associatedVariableName}.xyz += (tangent${index} - ${tangent.associatedVariableName}.xyz) * morphTargetInfluences[${index}];\\r\\n`;\r\n injectionCode += `#endif\\r\\n`;\r\n }\r\n\r\n if (hasUVs) {\r\n injectionCode += `#ifdef MORPHTARGETS_UV\\r\\n`;\r\n injectionCode += `${uvOutput.associatedVariableName}.xy += (uv_${index} - ${uv.associatedVariableName}.xy) * morphTargetInfluences[${index}];\\r\\n`;\r\n injectionCode += `#endif\\r\\n`;\r\n }\r\n\r\n injectionCode += `#endif\\r\\n`;\r\n }\r\n\r\n state.compilationString = state.compilationString.replace(this._repeatableContentAnchor, injectionCode);\r\n\r\n if (repeatCount > 0) {\r\n for (var index = 0; index < repeatCount; index++) {\r\n state.attributes.push(VertexBuffer.PositionKind + index);\r\n\r\n if (hasNormals) {\r\n state.attributes.push(VertexBuffer.NormalKind + index);\r\n }\r\n\r\n if (hasTangents) {\r\n state.attributes.push(VertexBuffer.TangentKind + index);\r\n }\r\n\r\n if (hasUVs) {\r\n state.attributes.push(VertexBuffer.UVKind + \"_\" + index);\r\n }\r\n }\r\n }\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n // Register for defines\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n // Register for binding\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n // Register for repeatable content generation\r\n state.sharedData.repeatableContentBlocks.push(this);\r\n\r\n // Emit code\r\n let position = this.position;\r\n let normal = this.normal;\r\n let tangent = this.tangent;\r\n let uv = this.uv;\r\n let positionOutput = this.positionOutput;\r\n let normalOutput = this.normalOutput;\r\n let tangentOutput = this.tangentOutput;\r\n let uvOutput = this.uvOutput;\r\n let comments = `//${this.name}`;\r\n\r\n state.uniforms.push(\"morphTargetInfluences\");\r\n\r\n state._emitFunctionFromInclude(\"morphTargetsVertexGlobalDeclaration\", comments);\r\n state._emitFunctionFromInclude(\"morphTargetsVertexDeclaration\", comments, {\r\n repeatKey: \"maxSimultaneousMorphTargets\"\r\n });\r\n\r\n state.compilationString += `${this._declareOutput(positionOutput, state)} = ${position.associatedVariableName};\\r\\n`;\r\n state.compilationString += `#ifdef NORMAL\\r\\n`;\r\n state.compilationString += `${this._declareOutput(normalOutput, state)} = ${normal.associatedVariableName};\\r\\n`;\r\n state.compilationString += `#else\\r\\n`;\r\n state.compilationString += `${this._declareOutput(normalOutput, state)} = vec3(0., 0., 0.);\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#ifdef TANGENT\\r\\n`;\r\n state.compilationString += `${this._declareOutput(tangentOutput, state)} = ${tangent.associatedVariableName};\\r\\n`;\r\n state.compilationString += `#else\\r\\n`;\r\n state.compilationString += `${this._declareOutput(tangentOutput, state)} = vec3(0., 0., 0.);\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#ifdef UV1\\r\\n`;\r\n state.compilationString += `${this._declareOutput(uvOutput, state)} = ${uv.associatedVariableName};\\r\\n`;\r\n state.compilationString += `#else\\r\\n`;\r\n state.compilationString += `${this._declareOutput(uvOutput, state)} = vec2(0., 0.);\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n // Repeatable content\r\n this._repeatableContentAnchor = state._repeatableContentAnchor;\r\n state.compilationString += this._repeatableContentAnchor;\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.MorphTargetsBlock\"] = MorphTargetsBlock;","import { NodeMaterialBlock } from '../../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../../nodeMaterialBuildState';\r\nimport { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';\r\nimport { NodeMaterialConnectionPoint } from '../../nodeMaterialBlockConnectionPoint';\r\nimport { _TypeStore } from '../../../../Misc/typeStore';\r\n\r\n/**\r\n * Block used to output the vertex position\r\n */\r\nexport class VertexOutputBlock extends NodeMaterialBlock {\r\n\r\n /**\r\n * Creates a new VertexOutputBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Vertex, true);\r\n\r\n this.registerInput(\"vector\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"VertexOutputBlock\";\r\n }\r\n\r\n /**\r\n * Gets the vector input component\r\n */\r\n public get vector(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let input = this.vector;\r\n\r\n state.compilationString += `gl_Position = ${input.associatedVariableName};\\r\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.VertexOutputBlock\"] = VertexOutputBlock;","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\n/**\r\n * Block used to add 2 vectors\r\n */\r\nexport class AddBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new AddBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"left\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerInput(\"right\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._outputs[0]._typeConnectionSource = this._inputs[0];\r\n this._linkConnectionTypes(0, 1);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"AddBlock\";\r\n }\r\n\r\n /**\r\n * Gets the left operand input component\r\n */\r\n public get left(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the right operand input component\r\n */\r\n public get right(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let output = this._outputs[0];\r\n\r\n state.compilationString += this._declareOutput(output, state) + ` = ${this.left.associatedVariableName} + ${this.right.associatedVariableName};\\r\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.AddBlock\"] = AddBlock;","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\n/**\r\n * Block used to compute arc tangent of 2 values\r\n */\r\nexport class ArcTan2Block extends NodeMaterialBlock {\r\n /**\r\n * Creates a new ArcTan2Block\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"x\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerInput(\"y\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Float);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"ArcTan2Block\";\r\n }\r\n\r\n /**\r\n * Gets the x operand input component\r\n */\r\n public get x(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the y operand input component\r\n */\r\n public get y(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let output = this._outputs[0];\r\n\r\n state.compilationString += this._declareOutput(output, state) + ` = atan(${this.x.associatedVariableName}, ${this.y.associatedVariableName});\\r\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.ArcTan2Block\"] = ArcTan2Block;","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\nimport { Scene } from '../../../scene';\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../nodeMaterialDecorator\";\r\n\r\n/**\r\n * Block used to clamp a float\r\n */\r\nexport class ClampBlock extends NodeMaterialBlock {\r\n\r\n /** Gets or sets the minimum range */\r\n @editableInPropertyPage(\"Minimum\", PropertyTypeForEdition.Float)\r\n public minimum = 0.0;\r\n /** Gets or sets the maximum range */\r\n @editableInPropertyPage(\"Maximum\", PropertyTypeForEdition.Float)\r\n public maximum = 1.0;\r\n\r\n /**\r\n * Creates a new ClampBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"value\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._outputs[0]._typeConnectionSource = this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"ClampBlock\";\r\n }\r\n\r\n /**\r\n * Gets the value input component\r\n */\r\n public get value(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let output = this._outputs[0];\r\n\r\n state.compilationString += this._declareOutput(output, state) + ` = clamp(${this.value.associatedVariableName}, ${this._writeFloat(this.minimum)}, ${this._writeFloat(this.maximum)});\\r\\n`;\r\n\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n var codeString = `${this._codeVariableName}.minimum = ${this.minimum};\\r\\n`;\r\n\r\n codeString += `${this._codeVariableName}.maximum = ${this.maximum};\\r\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n let serializationObject = super.serialize();\r\n\r\n serializationObject.minimum = this.minimum;\r\n serializationObject.maximum = this.maximum;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.minimum = serializationObject.minimum;\r\n this.maximum = serializationObject.maximum;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.ClampBlock\"] = ClampBlock;","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\n\r\n/**\r\n * Block used to create a Color3/4 out of individual inputs (one for each component)\r\n */\r\nexport class ColorMergerBlock extends NodeMaterialBlock {\r\n /**\r\n * Create a new ColorMergerBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"rgb \", NodeMaterialBlockConnectionPointTypes.Color3, true);\r\n this.registerInput(\"r\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"g\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"b\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n\r\n this.registerOutput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4);\r\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"ColorMergerBlock\";\r\n }\r\n\r\n /**\r\n * Gets the rgb component (input)\r\n */\r\n public get rgbIn(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the r component (input)\r\n */\r\n public get r(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the g component (input)\r\n */\r\n public get g(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the b component (input)\r\n */\r\n public get b(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the a component (input)\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the rgba component (output)\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb component (output)\r\n */\r\n public get rgbOut(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the rgb component (output)\r\n * @deprecated Please use rgbOut instead.\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this.rgbOut;\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let rInput = this.r;\r\n let gInput = this.g;\r\n let bInput = this.b;\r\n let aInput = this.a;\r\n let rgbInput = this.rgbIn;\r\n\r\n let color4Output = this._outputs[0];\r\n let color3Output = this._outputs[1];\r\n\r\n if (rgbInput.isConnected) {\r\n if (color4Output.hasEndpoints) {\r\n state.compilationString += this._declareOutput(color4Output, state) + ` = vec4(${rgbInput.associatedVariableName}, ${aInput.isConnected ? this._writeVariable(aInput) : \"0.0\"});\\r\\n`;\r\n } else if (color3Output.hasEndpoints) {\r\n state.compilationString += this._declareOutput(color3Output, state) + ` = ${rgbInput.associatedVariableName};\\r\\n`;\r\n }\r\n } else {\r\n if (color4Output.hasEndpoints) {\r\n state.compilationString += this._declareOutput(color4Output, state) + ` = vec4(${rInput.isConnected ? this._writeVariable(rInput) : \"0.0\"}, ${gInput.isConnected ? this._writeVariable(gInput) : \"0.0\"}, ${bInput.isConnected ? this._writeVariable(bInput) : \"0.0\"}, ${aInput.isConnected ? this._writeVariable(aInput) : \"0.0\"});\\r\\n`;\r\n } else if (color3Output.hasEndpoints) {\r\n state.compilationString += this._declareOutput(color3Output, state) + ` = vec3(${rInput.isConnected ? this._writeVariable(rInput) : \"0.0\"}, ${gInput.isConnected ? this._writeVariable(gInput) : \"0.0\"}, ${bInput.isConnected ? this._writeVariable(bInput) : \"0.0\"});\\r\\n`;\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.ColorMergerBlock\"] = ColorMergerBlock;","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\n\r\n/**\r\n * Block used to expand a Color3/4 into 4 outputs (one for each component)\r\n */\r\nexport class ColorSplitterBlock extends NodeMaterialBlock {\r\n\r\n /**\r\n * Create a new ColorSplitterBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, true);\r\n this.registerInput(\"rgb \", NodeMaterialBlockConnectionPointTypes.Color3, true);\r\n\r\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3);\r\n this.registerOutput(\"r\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"g\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"b\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"a\", NodeMaterialBlockConnectionPointTypes.Float);\r\n\r\n this.inputsAreExclusive = true;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"ColorSplitterBlock\";\r\n }\r\n\r\n /**\r\n * Gets the rgba component (input)\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb component (input)\r\n */\r\n public get rgbIn(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the rgb component (output)\r\n */\r\n public get rgbOut(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the r component (output)\r\n */\r\n public get r(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the g component (output)\r\n */\r\n public get g(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n /**\r\n * Gets the b component (output)\r\n */\r\n public get b(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n /**\r\n * Gets the a component (output)\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n protected _inputRename(name: string) {\r\n if (name === \"rgb \") {\r\n return \"rgbIn\";\r\n }\r\n return name;\r\n }\r\n\r\n protected _outputRename(name: string) {\r\n if (name === \"rgb\") {\r\n return \"rgbOut\";\r\n }\r\n return name;\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let input = this.rgba.isConnected ? this.rgba : this.rgbIn;\r\n\r\n if (!input.isConnected) {\r\n return;\r\n }\r\n\r\n let rgbOutput = this._outputs[0];\r\n let rOutput = this._outputs[1];\r\n let gOutput = this._outputs[2];\r\n let bOutput = this._outputs[3];\r\n let aOutput = this._outputs[4];\r\n\r\n if (rgbOutput.hasEndpoints) {\r\n state.compilationString += this._declareOutput(rgbOutput, state) + ` = ${input.associatedVariableName}.rgb;\\r\\n`;\r\n }\r\n if (rOutput.hasEndpoints) {\r\n state.compilationString += this._declareOutput(rOutput, state) + ` = ${input.associatedVariableName}.r;\\r\\n`;\r\n }\r\n if (gOutput.hasEndpoints) {\r\n state.compilationString += this._declareOutput(gOutput, state) + ` = ${input.associatedVariableName}.g;\\r\\n`;\r\n }\r\n if (bOutput.hasEndpoints) {\r\n state.compilationString += this._declareOutput(bOutput, state) + ` = ${input.associatedVariableName}.b;\\r\\n`;\r\n }\r\n if (aOutput.hasEndpoints) {\r\n state.compilationString += this._declareOutput(aOutput, state) + ` = ${input.associatedVariableName}.a;\\r\\n`;\r\n }\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.ColorSplitterBlock\"] = ColorSplitterBlock;","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\n/**\r\n * Block used to apply a cross product between 2 vectors\r\n */\r\nexport class CrossBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new CrossBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"left\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerInput(\"right\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n\r\n this._linkConnectionTypes(0, 1);\r\n\r\n this._inputs[0].excludedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Float);\r\n this._inputs[0].excludedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Matrix);\r\n this._inputs[0].excludedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector2);\r\n this._inputs[1].excludedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Float);\r\n this._inputs[1].excludedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Matrix);\r\n this._inputs[1].excludedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector2);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"CrossBlock\";\r\n }\r\n\r\n /**\r\n * Gets the left operand input component\r\n */\r\n public get left(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the right operand input component\r\n */\r\n public get right(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let output = this._outputs[0];\r\n\r\n state.compilationString += this._declareOutput(output, state) + ` = cross(${this.left.associatedVariableName}.xyz, ${this.right.associatedVariableName}.xyz);\\r\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.CrossBlock\"] = CrossBlock;","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\n/**\r\n * Block used to desaturate a color\r\n */\r\nexport class DesaturateBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new DesaturateBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"color\", NodeMaterialBlockConnectionPointTypes.Color3);\r\n this.registerInput(\"level\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Color3);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"DesaturateBlock\";\r\n }\r\n\r\n /**\r\n * Gets the color operand input component\r\n */\r\n public get color(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the level operand input component\r\n */\r\n public get level(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let output = this._outputs[0];\r\n let color = this.color;\r\n let colorName = color.associatedVariableName;\r\n let tempMin = state._getFreeVariableName(\"colorMin\");\r\n let tempMax = state._getFreeVariableName(\"colorMax\");\r\n let tempMerge = state._getFreeVariableName(\"colorMerge\");\r\n\r\n state.compilationString += `float ${tempMin} = min(min(${colorName}.x, ${colorName}.y), ${colorName}.z);\\r\\n`;\r\n state.compilationString += `float ${tempMax} = max(max(${colorName}.x, ${colorName}.y), ${colorName}.z);\\r\\n`;\r\n state.compilationString += `float ${tempMerge} = 0.5 * (${tempMin} + ${tempMax});\\r\\n`;\r\n state.compilationString += this._declareOutput(output, state) + ` = mix(${colorName}, vec3(${tempMerge}, ${tempMerge}, ${tempMerge}), ${this.level.associatedVariableName});\\r\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.DesaturateBlock\"] = DesaturateBlock;","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\n/**\r\n * Block used to get the distance between 2 values\r\n */\r\nexport class DistanceBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new DistanceBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"left\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerInput(\"right\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Float);\r\n\r\n this._linkConnectionTypes(0, 1);\r\n\r\n this._inputs[0].excludedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Float);\r\n this._inputs[0].excludedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Matrix);\r\n this._inputs[1].excludedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Float);\r\n this._inputs[1].excludedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Matrix);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"DistanceBlock\";\r\n }\r\n\r\n /**\r\n * Gets the left operand input component\r\n */\r\n public get left(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the right operand input component\r\n */\r\n public get right(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let output = this._outputs[0];\r\n\r\n state.compilationString += this._declareOutput(output, state) + ` = length(${this.left.associatedVariableName} - ${this.right.associatedVariableName});\\r\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.DistanceBlock\"] = DistanceBlock;","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\n/**\r\n * Block used to divide 2 vectors\r\n */\r\nexport class DivideBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new DivideBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"left\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerInput(\"right\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._outputs[0]._typeConnectionSource = this._inputs[0];\r\n this._linkConnectionTypes(0, 1);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"DivideBlock\";\r\n }\r\n\r\n /**\r\n * Gets the left operand input component\r\n */\r\n public get left(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the right operand input component\r\n */\r\n public get right(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let output = this._outputs[0];\r\n\r\n state.compilationString += this._declareOutput(output, state) + ` = ${this.left.associatedVariableName} / ${this.right.associatedVariableName};\\r\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.DivideBlock\"] = DivideBlock;","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\n/**\r\n * Block used to apply a dot product between 2 vectors\r\n */\r\nexport class DotBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new DotBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"left\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerInput(\"right\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Float);\r\n\r\n this._linkConnectionTypes(0, 1);\r\n this._inputs[0].excludedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Float);\r\n this._inputs[0].excludedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Matrix);\r\n this._inputs[1].excludedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Float);\r\n this._inputs[1].excludedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Matrix);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"DotBlock\";\r\n }\r\n\r\n /**\r\n * Gets the left operand input component\r\n */\r\n public get left(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the right operand input component\r\n */\r\n public get right(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let output = this._outputs[0];\r\n\r\n state.compilationString += this._declareOutput(output, state) + ` = dot(${this.left.associatedVariableName}, ${this.right.associatedVariableName});\\r\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.DotBlock\"] = DotBlock;","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\nimport { InputBlock } from './Input/inputBlock';\r\nimport { NodeMaterial } from '../nodeMaterial';\r\n\r\nimport \"../../../Shaders/ShadersInclude/fresnelFunction\";\r\nimport { ViewDirectionBlock } from './viewDirectionBlock';\r\n\r\n/**\r\n * Block used to compute fresnel value\r\n */\r\nexport class FresnelBlock extends NodeMaterialBlock {\r\n\r\n /**\r\n * Create a new FresnelBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerInput(\"viewDirection\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerInput(\"bias\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerInput(\"power\", NodeMaterialBlockConnectionPointTypes.Float);\r\n\r\n this.registerOutput(\"fresnel\", NodeMaterialBlockConnectionPointTypes.Float);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"FresnelBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the view direction input component\r\n */\r\n public get viewDirection(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the bias input component\r\n */\r\n public get bias(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the camera (or eye) position component\r\n */\r\n public get power(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the fresnel output component\r\n */\r\n public get fresnel(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public autoConfigure(material: NodeMaterial) {\r\n if (!this.viewDirection.isConnected) {\r\n let viewDirectionInput = new ViewDirectionBlock(\"View direction\");\r\n viewDirectionInput.output.connectTo(this.viewDirection);\r\n viewDirectionInput.autoConfigure(material);\r\n }\r\n\r\n if (!this.bias.isConnected) {\r\n let biasInput = new InputBlock(\"bias\");\r\n biasInput.value = 0;\r\n biasInput.output.connectTo(this.bias);\r\n }\r\n\r\n if (!this.power.isConnected) {\r\n let powerInput = new InputBlock(\"power\");\r\n powerInput.value = 1;\r\n powerInput.output.connectTo(this.power);\r\n }\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let comments = `//${this.name}`;\r\n\r\n state._emitFunctionFromInclude(\"fresnelFunction\", comments, {removeIfDef: true});\r\n\r\n state.compilationString += this._declareOutput(this.fresnel, state) + ` = computeFresnelTerm(${this.viewDirection.associatedVariableName}.xyz, ${this.worldNormal.associatedVariableName}.xyz, ${this.bias.associatedVariableName}, ${this.power.associatedVariableName});\\r\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.FresnelBlock\"] = FresnelBlock;","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\nimport { Color3 } from '../../../Maths/math.color';\r\nimport { Scene } from '../../../scene';\r\n\r\n/**\r\n * Class used to store a color step for the GradientBlock\r\n */\r\nexport class GradientBlockColorStep {\r\n /**\r\n * Creates a new GradientBlockColorStep\r\n * @param step defines a value indicating which step this color is associated with (between 0 and 1)\r\n * @param color defines the color associated with this step\r\n */\r\n public constructor(\r\n /**\r\n * Gets or sets a value indicating which step this color is associated with (between 0 and 1)\r\n */\r\n public step: number,\r\n /**\r\n * Gets or sets the color associated with this step\r\n */\r\n public color: Color3) {\r\n }\r\n}\r\n\r\n/**\r\n * Block used to return a color from a gradient based on an input value between 0 and 1\r\n */\r\nexport class GradientBlock extends NodeMaterialBlock {\r\n\r\n /**\r\n * Gets or sets the list of color steps\r\n */\r\n public colorSteps: GradientBlockColorStep[] = [\r\n new GradientBlockColorStep(0, Color3.Black()),\r\n new GradientBlockColorStep(1.0, Color3.White())\r\n ];\r\n\r\n /**\r\n * Creates a new GradientBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"gradient\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Color3);\r\n\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector2);\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Color3);\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Color4);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"GradientBlock\";\r\n }\r\n\r\n /**\r\n * Gets the gradient input component\r\n */\r\n public get gradient(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n private _writeColorConstant(index: number) {\r\n let step = this.colorSteps[index];\r\n return `vec3(${step.color.r}, ${step.color.g}, ${step.color.b})`;\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let output = this._outputs[0];\r\n\r\n if (!this.colorSteps.length || !this.gradient.connectedPoint) {\r\n state.compilationString += this._declareOutput(output, state) + ` = vec3(0., 0., 0.);\\r\\n`;\r\n return;\r\n }\r\n\r\n let tempColor = state._getFreeVariableName(\"gradientTempColor\");\r\n let tempPosition = state._getFreeVariableName(\"gradientTempPosition\");\r\n\r\n state.compilationString += `vec3 ${tempColor} = ${this._writeColorConstant(0)};\\r\\n`;\r\n state.compilationString += `float ${tempPosition};\\r\\n`;\r\n\r\n let gradientSource = this.gradient.associatedVariableName;\r\n\r\n if (this.gradient.connectedPoint!.type !== NodeMaterialBlockConnectionPointTypes.Float) {\r\n gradientSource += \".x\";\r\n }\r\n\r\n for (var index = 1; index < this.colorSteps.length; index++) {\r\n let step = this.colorSteps[index];\r\n let previousStep = this.colorSteps[index - 1];\r\n state.compilationString += `${tempPosition} = clamp((${gradientSource} - ${state._emitFloat(previousStep.step)}) / (${state._emitFloat(step.step)} - ${state._emitFloat(previousStep.step)}), 0.0, 1.0) * step(${state._emitFloat(index)}, ${state._emitFloat(this.colorSteps.length - 1)});\\r\\n`;\r\n state.compilationString += `${tempColor} = mix(${tempColor}, ${this._writeColorConstant(index)}, ${tempPosition});\\r\\n`;\r\n }\r\n state.compilationString += this._declareOutput(output, state) + ` = ${tempColor};\\r\\n`;\r\n\r\n return this;\r\n }\r\n\r\n public serialize(): any {\r\n let serializationObject = super.serialize();\r\n\r\n serializationObject.colorSteps = this.colorSteps;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.colorSteps = [];\r\n\r\n for (var step of serializationObject.colorSteps) {\r\n this.colorSteps.push(new GradientBlockColorStep(step.step, new Color3(step.color.r, step.color.g, step.color.b)));\r\n }\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n var codeString = \"\";\r\n\r\n for (var colorStep of this.colorSteps) {\r\n codeString += `${this._codeVariableName}.colorSteps.push(new BABYLON.GradientBlockColorStep(${colorStep.step}, new BABYLON.Color3(${colorStep.color.r}, ${colorStep.color.g}, ${colorStep.color.b})));\\r\\n`;\r\n }\r\n\r\n return codeString;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.GradientBlock\"] = GradientBlock;","export * from \"./Vertex/index\";\nexport * from \"./Fragment/index\";\nexport * from \"./Dual/index\";\nexport * from \"./Input/index\";\nexport * from \"./multiplyBlock\";\nexport * from \"./addBlock\";\nexport * from \"./scaleBlock\";\nexport * from \"./clampBlock\";\nexport * from \"./crossBlock\";\nexport * from \"./dotBlock\";\nexport * from \"./transformBlock\";\nexport * from \"./remapBlock\";\nexport * from \"./normalizeBlock\";\nexport * from \"./trigonometryBlock\";\nexport * from \"./colorMergerBlock\";\nexport * from \"./vectorMergerBlock\";\nexport * from \"./colorSplitterBlock\";\nexport * from \"./vectorSplitterBlock\";\nexport * from \"./lerpBlock\";\nexport * from \"./divideBlock\";\nexport * from \"./subtractBlock\";\nexport * from \"./stepBlock\";\nexport * from \"./oneMinusBlock\";\nexport * from \"./viewDirectionBlock\";\nexport * from \"./fresnelBlock\";\nexport * from \"./maxBlock\";\nexport * from \"./minBlock\";\nexport * from \"./distanceBlock\";\nexport * from \"./lengthBlock\";\nexport * from \"./negateBlock\";\nexport * from \"./powBlock\";\nexport * from \"./randomNumberBlock\";\nexport * from \"./arcTan2Block\";\nexport * from \"./smoothStepBlock\";\nexport * from \"./reciprocalBlock\";\nexport * from \"./replaceColorBlock\";\nexport * from \"./posterizeBlock\";\nexport * from \"./waveBlock\";\nexport * from \"./gradientBlock\";\nexport * from \"./nLerpBlock\";\nexport * from \"./worleyNoise3DBlock\";\nexport * from \"./simplexPerlin3DBlock\";\nexport * from \"./normalBlendBlock\";\nexport * from \"./rotate2dBlock\";\nexport * from \"./reflectBlock\";\nexport * from \"./refractBlock\";\nexport * from \"./desaturateBlock\";\nexport * from \"./PBR/index\";\nexport * from \"./Particle/index\";\nexport * from \"./modBlock\";\n","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\n/**\r\n * Block used to get the length of a vector\r\n */\r\nexport class LengthBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new LengthBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"value\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Float);\r\n\r\n this._inputs[0].excludedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Float);\r\n this._inputs[0].excludedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Matrix);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"LengthBlock\";\r\n }\r\n\r\n /**\r\n * Gets the value input component\r\n */\r\n public get value(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let output = this._outputs[0];\r\n\r\n state.compilationString += this._declareOutput(output, state) + ` = length(${this.value.associatedVariableName});\\r\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.LengthBlock\"] = LengthBlock;","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\n/**\r\n * Block used to lerp between 2 values\r\n */\r\nexport class LerpBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new LerpBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"left\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerInput(\"right\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerInput(\"gradient\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._outputs[0]._typeConnectionSource = this._inputs[0];\r\n this._linkConnectionTypes(0, 1);\r\n this._linkConnectionTypes(1, 2);\r\n\r\n this._inputs[2].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Float);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"LerpBlock\";\r\n }\r\n\r\n /**\r\n * Gets the left operand input component\r\n */\r\n public get left(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the right operand input component\r\n */\r\n public get right(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the gradient operand input component\r\n */\r\n public get gradient(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let output = this._outputs[0];\r\n\r\n state.compilationString += this._declareOutput(output, state) + ` = mix(${this.left.associatedVariableName} , ${this.right.associatedVariableName}, ${this.gradient.associatedVariableName});\\r\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.LerpBlock\"] = LerpBlock;","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\n/**\r\n * Block used to get the max of 2 values\r\n */\r\nexport class MaxBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new MaxBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"left\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerInput(\"right\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._outputs[0]._typeConnectionSource = this._inputs[0];\r\n this._linkConnectionTypes(0, 1);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"MaxBlock\";\r\n }\r\n\r\n /**\r\n * Gets the left operand input component\r\n */\r\n public get left(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the right operand input component\r\n */\r\n public get right(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let output = this._outputs[0];\r\n\r\n state.compilationString += this._declareOutput(output, state) + ` = max(${this.left.associatedVariableName}, ${this.right.associatedVariableName});\\r\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.MaxBlock\"] = MaxBlock;","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\n/**\r\n * Block used to get the min of 2 values\r\n */\r\nexport class MinBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new MinBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"left\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerInput(\"right\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._outputs[0]._typeConnectionSource = this._inputs[0];\r\n this._linkConnectionTypes(0, 1);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"MinBlock\";\r\n }\r\n\r\n /**\r\n * Gets the left operand input component\r\n */\r\n public get left(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the right operand input component\r\n */\r\n public get right(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let output = this._outputs[0];\r\n\r\n state.compilationString += this._declareOutput(output, state) + ` = min(${this.left.associatedVariableName}, ${this.right.associatedVariableName});\\r\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.MinBlock\"] = MinBlock;","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\n/**\r\n * Block used to compute value of one parameter modulo another\r\n */\r\nexport class ModBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new ModBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"left\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerInput(\"right\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._outputs[0]._typeConnectionSource = this._inputs[0];\r\n this._linkConnectionTypes(0, 1);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"ModBlock\";\r\n }\r\n\r\n /**\r\n * Gets the left operand input component\r\n */\r\n public get left(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the right operand input component\r\n */\r\n public get right(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let output = this._outputs[0];\r\n\r\n state.compilationString += this._declareOutput(output, state) + ` = mod(${this.left.associatedVariableName}, ${this.right.associatedVariableName});\\r\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.ModBlock\"] = ModBlock;\r\n","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\n/**\r\n * Block used to multiply 2 values\r\n */\r\nexport class MultiplyBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new MultiplyBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"left\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerInput(\"right\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._outputs[0]._typeConnectionSource = this._inputs[0];\r\n this._linkConnectionTypes(0, 1);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"MultiplyBlock\";\r\n }\r\n\r\n /**\r\n * Gets the left operand input component\r\n */\r\n public get left(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the right operand input component\r\n */\r\n public get right(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let output = this._outputs[0];\r\n\r\n state.compilationString += this._declareOutput(output, state) + ` = ${this.left.associatedVariableName} * ${this.right.associatedVariableName};\\r\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.MultiplyBlock\"] = MultiplyBlock;","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\n/**\r\n * Block used to normalize lerp between 2 values\r\n */\r\nexport class NLerpBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new NLerpBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"left\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerInput(\"right\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerInput(\"gradient\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._outputs[0]._typeConnectionSource = this._inputs[0];\r\n this._linkConnectionTypes(0, 1);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"NLerpBlock\";\r\n }\r\n\r\n /**\r\n * Gets the left operand input component\r\n */\r\n public get left(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the right operand input component\r\n */\r\n public get right(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the gradient operand input component\r\n */\r\n public get gradient(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let output = this._outputs[0];\r\n\r\n state.compilationString += this._declareOutput(output, state) + ` = normalize(mix(${this.left.associatedVariableName} , ${this.right.associatedVariableName}, ${this.gradient.associatedVariableName}));\\r\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.NLerpBlock\"] = NLerpBlock;","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\n/**\r\n * Block used to get negative version of a value (i.e. x * -1)\r\n */\r\nexport class NegateBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new NegateBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"value\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._outputs[0]._typeConnectionSource = this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"NegateBlock\";\r\n }\r\n\r\n /**\r\n * Gets the value input component\r\n */\r\n public get value(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let output = this._outputs[0];\r\n\r\n state.compilationString += this._declareOutput(output, state) + ` = -1.0 * ${this.value.associatedVariableName};\\r\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.NegateBlock\"] = NegateBlock;","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\n/**\r\n * Block used to blend normals\r\n */\r\nexport class NormalBlendBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new NormalBlendBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"normalMap0\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerInput(\"normalMap1\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Color3);\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Color4);\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector4);\r\n\r\n this._inputs[1].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Color3);\r\n this._inputs[1].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Color4);\r\n this._inputs[1].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector4);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"NormalBlendBlock\";\r\n }\r\n\r\n /**\r\n * Gets the first input component\r\n */\r\n public get normalMap0(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the second input component\r\n */\r\n public get normalMap1(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let output = this._outputs[0];\r\n let input0 = this._inputs[0];\r\n let input1 = this._inputs[1];\r\n let stepR = state._getFreeVariableName(\"stepR\");\r\n let stepG = state._getFreeVariableName(\"stepG\");\r\n\r\n state.compilationString += `float ${stepR} = step(0.5, ${input0.associatedVariableName}.r);\\r\\n`;\r\n state.compilationString += `float ${stepG} = step(0.5, ${input0.associatedVariableName}.g);\\r\\n`;\r\n state.compilationString += this._declareOutput(output, state) + `;\\r\\n`;\r\n state.compilationString += `${output.associatedVariableName}.r = (1.0 - ${stepR}) * ${input0.associatedVariableName}.r * ${input1.associatedVariableName}.r * 2.0 + ${stepR} * (1.0 - ${input0.associatedVariableName}.r) * (1.0 - ${input1.associatedVariableName}.r) * 2.0;\\r\\n`;\r\n state.compilationString += `${output.associatedVariableName}.g = (1.0 - ${stepG}) * ${input0.associatedVariableName}.g * ${input1.associatedVariableName}.g * 2.0 + ${stepG} * (1.0 - ${input0.associatedVariableName}.g) * (1.0 - ${input1.associatedVariableName}.g) * 2.0;\\r\\n`;\r\n state.compilationString += `${output.associatedVariableName}.b = ${input0.associatedVariableName}.b * ${input1.associatedVariableName}.b;\\r\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.NormalBlendBlock\"] = NormalBlendBlock;","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\n/**\r\n * Block used to normalize a vector\r\n */\r\nexport class NormalizeBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new NormalizeBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"input\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._outputs[0]._typeConnectionSource = this._inputs[0];\r\n\r\n this._inputs[0].excludedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Float);\r\n this._inputs[0].excludedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Matrix);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"NormalizeBlock\";\r\n }\r\n\r\n /**\r\n * Gets the input component\r\n */\r\n public get input(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let output = this._outputs[0];\r\n let input = this._inputs[0];\r\n\r\n state.compilationString += this._declareOutput(output, state) + ` = normalize(${input.associatedVariableName});\\r\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.NormalizeBlock\"] = NormalizeBlock;","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\n/**\r\n * Block used to get the opposite (1 - x) of a value\r\n */\r\nexport class OneMinusBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new OneMinusBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"input\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._outputs[0]._typeConnectionSource = this._inputs[0];\r\n this._outputs[0].excludedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Matrix);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"OneMinusBlock\";\r\n }\r\n\r\n /**\r\n * Gets the input component\r\n */\r\n public get input(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let output = this._outputs[0];\r\n\r\n state.compilationString += this._declareOutput(output, state) + ` = 1. - ${this.input.associatedVariableName};\\r\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.OneMinusBlock\"] = OneMinusBlock;\r\n_TypeStore.RegisteredTypes[\"BABYLON.OppositeBlock\"] = OneMinusBlock; // Backward compatibility","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\n\r\n/**\r\n * Block used to posterize a value\r\n * @see https://en.wikipedia.org/wiki/Posterization\r\n */\r\nexport class PosterizeBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new PosterizeBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"value\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerInput(\"steps\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._outputs[0]._typeConnectionSource = this._inputs[0];\r\n this._linkConnectionTypes(0, 1);\r\n\r\n this._inputs[0].excludedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Matrix);\r\n this._inputs[1].excludedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Matrix);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"PosterizeBlock\";\r\n }\r\n\r\n /**\r\n * Gets the value input component\r\n */\r\n public get value(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the steps input component\r\n */\r\n public get steps(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let output = this._outputs[0];\r\n\r\n state.compilationString += this._declareOutput(output, state) + ` = floor(${this.value.associatedVariableName} / (1.0 / ${this.steps.associatedVariableName})) * (1.0 / ${this.steps.associatedVariableName});\\r\\n`;\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.PosterizeBlock\"] = PosterizeBlock;","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\n/**\r\n * Block used to get the value of the first parameter raised to the power of the second\r\n */\r\nexport class PowBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new PowBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"value\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerInput(\"power\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Float);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"PowBlock\";\r\n }\r\n\r\n /**\r\n * Gets the value operand input component\r\n */\r\n public get value(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the power operand input component\r\n */\r\n public get power(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let output = this._outputs[0];\r\n\r\n state.compilationString += this._declareOutput(output, state) + ` = pow(${this.value.associatedVariableName}, ${this.power.associatedVariableName});\\r\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.PowBlock\"] = PowBlock;","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\n\r\nimport \"../../../Shaders/ShadersInclude/helperFunctions\";\r\n\r\n/**\r\n * Block used to get a random number\r\n */\r\nexport class RandomNumberBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new RandomNumberBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"seed\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Float);\r\n\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Color3);\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Color4);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"RandomNumberBlock\";\r\n }\r\n\r\n /**\r\n * Gets the seed input component\r\n */\r\n public get seed(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let output = this._outputs[0];\r\n\r\n let comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n state.compilationString += this._declareOutput(output, state) + ` = getRand(${this.seed.associatedVariableName}.xy);\\r\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.RandomNumberBlock\"] = RandomNumberBlock;","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\n/**\r\n * Block used to get the reciprocal (1 / x) of a value\r\n */\r\nexport class ReciprocalBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new ReciprocalBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"input\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._outputs[0]._typeConnectionSource = this._inputs[0];\r\n this._outputs[0].excludedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Matrix);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"ReciprocalBlock\";\r\n }\r\n\r\n /**\r\n * Gets the input component\r\n */\r\n public get input(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let output = this._outputs[0];\r\n\r\n state.compilationString += this._declareOutput(output, state) + ` = 1. / ${this.input.associatedVariableName};\\r\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.ReciprocalBlock\"] = ReciprocalBlock;","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\n/**\r\n * Block used to get the reflected vector from a direction and a normal\r\n */\r\nexport class ReflectBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new ReflectBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"incident\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerInput(\"normal\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Color3);\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Color4);\r\n this._inputs[1].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this._inputs[1].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Color3);\r\n this._inputs[1].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Color4);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"ReflectBlock\";\r\n }\r\n\r\n /**\r\n * Gets the incident component\r\n */\r\n public get incident(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the normal component\r\n */\r\n public get normal(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let output = this._outputs[0];\r\n\r\n state.compilationString += this._declareOutput(output, state) + ` = reflect(${this.incident.associatedVariableName}.xyz, ${this.normal.associatedVariableName}.xyz);\\r\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.ReflectBlock\"] = ReflectBlock;","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\n/**\r\n * Block used to get the refracted vector from a direction and a normal\r\n */\r\nexport class RefractBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new RefractBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"incident\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerInput(\"normal\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerInput(\"ior\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Color3);\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Color4);\r\n this._inputs[1].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this._inputs[1].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Color3);\r\n this._inputs[1].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Color4);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"RefractBlock\";\r\n }\r\n\r\n /**\r\n * Gets the incident component\r\n */\r\n public get incident(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the normal component\r\n */\r\n public get normal(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the index of refraction component\r\n */\r\n public get ior(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let output = this._outputs[0];\r\n\r\n state.compilationString += this._declareOutput(output, state) + ` = refract(${this.incident.associatedVariableName}.xyz, ${this.normal.associatedVariableName}.xyz, ${this.ior.associatedVariableName});\\r\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.RefractBlock\"] = RefractBlock;","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\nimport { Vector2 } from '../../../Maths/math.vector';\r\nimport { Scene } from '../../../scene';\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../nodeMaterialDecorator\";\r\n/**\r\n * Block used to remap a float from a range to a new one\r\n */\r\nexport class RemapBlock extends NodeMaterialBlock {\r\n /**\r\n * Gets or sets the source range\r\n */\r\n @editableInPropertyPage(\"From\", PropertyTypeForEdition.Vector2)\r\n public sourceRange = new Vector2(-1, 1);\r\n\r\n /**\r\n * Gets or sets the target range\r\n */\r\n @editableInPropertyPage(\"To\", PropertyTypeForEdition.Vector2)\r\n public targetRange = new Vector2(0, 1);\r\n\r\n /**\r\n * Creates a new RemapBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"input\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerInput(\"sourceMin\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"sourceMax\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"targetMin\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"targetMax\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._outputs[0]._typeConnectionSource = this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"RemapBlock\";\r\n }\r\n\r\n /**\r\n * Gets the input component\r\n */\r\n public get input(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the source min input component\r\n */\r\n public get sourceMin(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the source max input component\r\n */\r\n public get sourceMax(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the target min input component\r\n */\r\n public get targetMin(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the target max input component\r\n */\r\n public get targetMax(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let output = this._outputs[0];\r\n\r\n let sourceMin = this.sourceMin.isConnected ? this.sourceMin.associatedVariableName : this._writeFloat(this.sourceRange.x);\r\n let sourceMax = this.sourceMax.isConnected ? this.sourceMax.associatedVariableName : this._writeFloat(this.sourceRange.y);\r\n\r\n let targetMin = this.targetMin.isConnected ? this.targetMin.associatedVariableName : this._writeFloat(this.targetRange.x);\r\n let targetMax = this.targetMax.isConnected ? this.targetMax.associatedVariableName : this._writeFloat(this.targetRange.y);\r\n\r\n state.compilationString += this._declareOutput(output, state) + ` = ${targetMin} + (${this._inputs[0].associatedVariableName} - ${sourceMin}) * (${targetMax} - ${targetMin}) / (${sourceMax} - ${sourceMin});\\r\\n`;\r\n\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n var codeString = `${this._codeVariableName}.sourceRange = new BABYLON.Vector2(${this.sourceRange.x}, ${this.sourceRange.y});\\r\\n`;\r\n\r\n codeString += `${this._codeVariableName}.targetRange = new BABYLON.Vector2(${this.targetRange.x}, ${this.targetRange.y});\\r\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n let serializationObject = super.serialize();\r\n\r\n serializationObject.sourceRange = this.sourceRange.asArray();\r\n serializationObject.targetRange = this.targetRange.asArray();\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.sourceRange = Vector2.FromArray(serializationObject.sourceRange);\r\n this.targetRange = Vector2.FromArray(serializationObject.targetRange);\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.RemapBlock\"] = RemapBlock;","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\n/**\r\n * Block used to replace a color by another one\r\n */\r\nexport class ReplaceColorBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new ReplaceColorBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"value\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerInput(\"reference\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerInput(\"distance\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerInput(\"replacement\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._outputs[0]._typeConnectionSource = this._inputs[0];\r\n this._linkConnectionTypes(0, 1);\r\n this._linkConnectionTypes(0, 3);\r\n\r\n this._inputs[0].excludedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Float);\r\n this._inputs[0].excludedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Matrix);\r\n this._inputs[1].excludedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Float);\r\n this._inputs[1].excludedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Matrix);\r\n this._inputs[3].excludedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Float);\r\n this._inputs[3].excludedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Matrix);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"ReplaceColorBlock\";\r\n }\r\n\r\n /**\r\n * Gets the value input component\r\n */\r\n public get value(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the reference input component\r\n */\r\n public get reference(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the distance input component\r\n */\r\n public get distance(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the replacement input component\r\n */\r\n public get replacement(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let output = this._outputs[0];\r\n\r\n state.compilationString += this._declareOutput(output, state) + `;\\r\\n`;\r\n state.compilationString += `if (length(${this.value.associatedVariableName} - ${this.reference.associatedVariableName}) < ${this.distance.associatedVariableName}) {\\r\\n`;\r\n state.compilationString += `${output.associatedVariableName} = ${this.replacement.associatedVariableName};\\r\\n`;\r\n state.compilationString += `} else {\\r\\n`;\r\n state.compilationString += `${output.associatedVariableName} = ${this.value.associatedVariableName};\\r\\n`;\r\n state.compilationString += `}\\r\\n`;\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.ReplaceColorBlock\"] = ReplaceColorBlock;","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\nimport { NodeMaterial } from '../nodeMaterial';\r\nimport { InputBlock } from './Input/inputBlock';\r\n\r\n/**\r\n * Block used to rotate a 2d vector by a given angle\r\n */\r\nexport class Rotate2dBlock extends NodeMaterialBlock {\r\n\r\n /**\r\n * Creates a new Rotate2dBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"input\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n this.registerInput(\"angle\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"Rotate2dBlock\";\r\n }\r\n\r\n /**\r\n * Gets the input vector\r\n */\r\n public get input(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the input angle\r\n */\r\n public get angle(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public autoConfigure(material: NodeMaterial) {\r\n if (!this.angle.isConnected) {\r\n let angleInput = new InputBlock(\"angle\");\r\n angleInput.value = 0;\r\n angleInput.output.connectTo(this.angle);\r\n }\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let output = this._outputs[0];\r\n let angle = this.angle;\r\n let input = this.input;\r\n\r\n state.compilationString += this._declareOutput(output, state) + ` = vec2(cos(${angle.associatedVariableName}) * ${input.associatedVariableName}.x - sin(${angle.associatedVariableName}) * ${input.associatedVariableName}.y, sin(${angle.associatedVariableName}) * ${input.associatedVariableName}.x + cos(${angle.associatedVariableName}) * ${input.associatedVariableName}.y);\\r\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.Rotate2dBlock\"] = Rotate2dBlock;","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\n/**\r\n * Block used to scale a vector by a float\r\n */\r\nexport class ScaleBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new ScaleBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"input\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerInput(\"factor\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._outputs[0]._typeConnectionSource = this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"ScaleBlock\";\r\n }\r\n\r\n /**\r\n * Gets the input component\r\n */\r\n public get input(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the factor input component\r\n */\r\n public get factor(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let output = this._outputs[0];\r\n\r\n state.compilationString += this._declareOutput(output, state) + ` = ${this.input.associatedVariableName} * ${this.factor.associatedVariableName};\\r\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.ScaleBlock\"] = ScaleBlock;","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\n/**\r\n * block used to Generate a Simplex Perlin 3d Noise Pattern\r\n */\r\n//\r\n// Wombat\r\n// An efficient texture-free GLSL procedural noise library\r\n// Source: https://github.com/BrianSharpe/Wombat\r\n// Derived from: https://github.com/BrianSharpe/GPU-Noise-Lib\r\n//\r\n// I'm not one for copyrights. Use the code however you wish.\r\n// All I ask is that credit be given back to the blog or myself when appropriate.\r\n// And also to let me know if you come up with any changes, improvements, thoughts or interesting uses for this stuff. :)\r\n// Thanks!\r\n//\r\n// Brian Sharpe\r\n// brisharpe CIRCLE_A yahoo DOT com\r\n// http://briansharpe.wordpress.com\r\n// https://github.com/BrianSharpe\r\n//\r\n//\r\n// This is a modified version of Stefan Gustavson's and Ian McEwan's work at http://github.com/ashima/webgl-noise\r\n// Modifications are...\r\n// - faster random number generation\r\n// - analytical final normalization\r\n// - space scaled can have an approx feature size of 1.0\r\n// - filter kernel changed to fix discontinuities at tetrahedron boundaries\r\n//\r\n// Converted to BJS by Pryme8\r\n//\r\n// Simplex Perlin Noise 3D\r\n// Return value range of -1.0->1.0\r\n//\r\nexport class SimplexPerlin3DBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new SimplexPerlin3DBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n this.registerInput(\"seed\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Float);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"SimplexPerlin3DBlock\";\r\n }\r\n\r\n /**\r\n * Gets the seed operand input component\r\n */\r\n public get seed(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (!this.seed.isConnected) {\r\n return;\r\n }\r\n\r\n if (!this._outputs[0].hasEndpoints) {\r\n return;\r\n }\r\n\r\n let functionString = `const float SKEWFACTOR = 1.0/3.0;\\r\\n`;\r\n functionString += `const float UNSKEWFACTOR = 1.0/6.0;\\r\\n`;\r\n functionString += `const float SIMPLEX_CORNER_POS = 0.5;\\r\\n`;\r\n functionString += `const float SIMPLEX_TETRAHADRON_HEIGHT = 0.70710678118654752440084436210485;\\r\\n`;\r\n functionString += `float SimplexPerlin3D( vec3 P ){\\r\\n`;\r\n functionString += ` P *= SIMPLEX_TETRAHADRON_HEIGHT;\\r\\n`;\r\n functionString += ` vec3 Pi = floor( P + dot( P, vec3( SKEWFACTOR) ) );`;\r\n functionString += ` vec3 x0 = P - Pi + dot(Pi, vec3( UNSKEWFACTOR ) );\\r\\n`;\r\n functionString += ` vec3 g = step(x0.yzx, x0.xyz);\\r\\n`;\r\n functionString += ` vec3 l = 1.0 - g;\\r\\n`;\r\n functionString += ` vec3 Pi_1 = min( g.xyz, l.zxy );\\r\\n`;\r\n functionString += ` vec3 Pi_2 = max( g.xyz, l.zxy );\\r\\n`;\r\n functionString += ` vec3 x1 = x0 - Pi_1 + UNSKEWFACTOR;\\r\\n`;\r\n functionString += ` vec3 x2 = x0 - Pi_2 + SKEWFACTOR;\\r\\n`;\r\n functionString += ` vec3 x3 = x0 - SIMPLEX_CORNER_POS;\\r\\n`;\r\n functionString += ` vec4 v1234_x = vec4( x0.x, x1.x, x2.x, x3.x );\\r\\n`;\r\n functionString += ` vec4 v1234_y = vec4( x0.y, x1.y, x2.y, x3.y );\\r\\n`;\r\n functionString += ` vec4 v1234_z = vec4( x0.z, x1.z, x2.z, x3.z );\\r\\n`;\r\n functionString += ` Pi.xyz = Pi.xyz - floor(Pi.xyz * ( 1.0 / 69.0 )) * 69.0;\\r\\n`;\r\n functionString += ` vec3 Pi_inc1 = step( Pi, vec3( 69.0 - 1.5 ) ) * ( Pi + 1.0 );\\r\\n`;\r\n functionString += ` vec4 Pt = vec4( Pi.xy, Pi_inc1.xy ) + vec2( 50.0, 161.0 ).xyxy;\\r\\n`;\r\n functionString += ` Pt *= Pt;\\r\\n`;\r\n functionString += ` vec4 V1xy_V2xy = mix( Pt.xyxy, Pt.zwzw, vec4( Pi_1.xy, Pi_2.xy ) );\\r\\n`;\r\n functionString += ` Pt = vec4( Pt.x, V1xy_V2xy.xz, Pt.z ) * vec4( Pt.y, V1xy_V2xy.yw, Pt.w );\\r\\n`;\r\n functionString += ` const vec3 SOMELARGEFLOATS = vec3( 635.298681, 682.357502, 668.926525 );\\r\\n`;\r\n functionString += ` const vec3 ZINC = vec3( 48.500388, 65.294118, 63.934599 );\\r\\n`;\r\n functionString += ` vec3 lowz_mods = vec3( 1.0 / ( SOMELARGEFLOATS.xyz + Pi.zzz * ZINC.xyz ) );\\r\\n`;\r\n functionString += ` vec3 highz_mods = vec3( 1.0 / ( SOMELARGEFLOATS.xyz + Pi_inc1.zzz * ZINC.xyz ) );\\r\\n`;\r\n functionString += ` Pi_1 = ( Pi_1.z < 0.5 ) ? lowz_mods : highz_mods;\\r\\n`;\r\n functionString += ` Pi_2 = ( Pi_2.z < 0.5 ) ? lowz_mods : highz_mods;\\r\\n`;\r\n functionString += ` vec4 hash_0 = fract( Pt * vec4( lowz_mods.x, Pi_1.x, Pi_2.x, highz_mods.x ) ) - 0.49999;\\r\\n`;\r\n functionString += ` vec4 hash_1 = fract( Pt * vec4( lowz_mods.y, Pi_1.y, Pi_2.y, highz_mods.y ) ) - 0.49999;\\r\\n`;\r\n functionString += ` vec4 hash_2 = fract( Pt * vec4( lowz_mods.z, Pi_1.z, Pi_2.z, highz_mods.z ) ) - 0.49999;\\r\\n`;\r\n functionString += ` vec4 grad_results = inversesqrt( hash_0 * hash_0 + hash_1 * hash_1 + hash_2 * hash_2 ) * ( hash_0 * v1234_x + hash_1 * v1234_y + hash_2 * v1234_z );\\r\\n`;\r\n functionString += ` const float FINAL_NORMALIZATION = 37.837227241611314102871574478976;\\r\\n`;\r\n functionString += ` vec4 kernel_weights = v1234_x * v1234_x + v1234_y * v1234_y + v1234_z * v1234_z;\\r\\n`;\r\n functionString += ` kernel_weights = max(0.5 - kernel_weights, 0.0);\\r\\n`;\r\n functionString += ` kernel_weights = kernel_weights*kernel_weights*kernel_weights;\\r\\n`;\r\n functionString += ` return dot( kernel_weights, grad_results ) * FINAL_NORMALIZATION;\\r\\n`;\r\n functionString += `}\\r\\n`;\r\n\r\n state._emitFunction('SimplexPerlin3D', functionString, '// SimplexPerlin3D');\r\n state.compilationString += this._declareOutput(this._outputs[0], state) + ` = SimplexPerlin3D(${this.seed.associatedVariableName});\\r\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.SimplexPerlin3DBlock\"] = SimplexPerlin3DBlock;","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\n/**\r\n * Block used to smooth step a value\r\n */\r\nexport class SmoothStepBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new SmoothStepBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"value\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerInput(\"edge0\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerInput(\"edge1\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Float);\r\n\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"SmoothStepBlock\";\r\n }\r\n\r\n /**\r\n * Gets the value operand input component\r\n */\r\n public get value(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the first edge operand input component\r\n */\r\n public get edge0(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the second edge operand input component\r\n */\r\n public get edge1(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let output = this._outputs[0];\r\n\r\n state.compilationString += this._declareOutput(output, state) + ` = smoothstep(${this.edge0.associatedVariableName}, ${this.edge1.associatedVariableName}, ${this.value.associatedVariableName});\\r\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.SmoothStepBlock\"] = SmoothStepBlock;","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\n/**\r\n * Block used to step a value\r\n */\r\nexport class StepBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new StepBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"value\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerInput(\"edge\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Float);\r\n\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"StepBlock\";\r\n }\r\n\r\n /**\r\n * Gets the value operand input component\r\n */\r\n public get value(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the edge operand input component\r\n */\r\n public get edge(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let output = this._outputs[0];\r\n\r\n state.compilationString += this._declareOutput(output, state) + ` = step(${this.edge.associatedVariableName}, ${this.value.associatedVariableName});\\r\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.StepBlock\"] = StepBlock;","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\n/**\r\n * Block used to subtract 2 vectors\r\n */\r\nexport class SubtractBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new SubtractBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"left\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerInput(\"right\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._outputs[0]._typeConnectionSource = this._inputs[0];\r\n this._linkConnectionTypes(0, 1);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"SubtractBlock\";\r\n }\r\n\r\n /**\r\n * Gets the left operand input component\r\n */\r\n public get left(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the right operand input component\r\n */\r\n public get right(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let output = this._outputs[0];\r\n\r\n state.compilationString += this._declareOutput(output, state) + ` = ${this.left.associatedVariableName} - ${this.right.associatedVariableName};\\r\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.SubtractBlock\"] = SubtractBlock;","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\nimport { Scene } from '../../../scene';\r\nimport { InputBlock } from './Input/inputBlock';\r\nimport { AbstractMesh } from '../../../Meshes/abstractMesh';\r\nimport { NodeMaterial, NodeMaterialDefines } from '../nodeMaterial';\r\nimport { SubMesh } from '../../../Meshes/subMesh';\r\n\r\n/**\r\n * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4\r\n */\r\nexport class TransformBlock extends NodeMaterialBlock {\r\n /**\r\n * Defines the value to use to complement W value to transform it to a Vector4\r\n */\r\n public complementW = 1;\r\n\r\n /**\r\n * Defines the value to use to complement z value to transform it to a Vector4\r\n */\r\n public complementZ = 0;\r\n\r\n /**\r\n * Creates a new TransformBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Vertex);\r\n\r\n this.registerInput(\"vector\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerInput(\"transform\", NodeMaterialBlockConnectionPointTypes.Matrix);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerOutput(\"xyz\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n\r\n this._inputs[0].onConnectionObservable.add((other) => {\r\n if (other.ownerBlock.isInput) {\r\n let otherAsInput = other.ownerBlock as InputBlock;\r\n\r\n if (otherAsInput.name === \"normal\" || otherAsInput.name === \"tangent\") {\r\n this.complementW = 0;\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"TransformBlock\";\r\n }\r\n\r\n /**\r\n * Gets the vector input\r\n */\r\n public get vector(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the xyz output component\r\n */\r\n public get xyz(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the matrix transform input\r\n */\r\n public get transform(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let vector = this.vector;\r\n let transform = this.transform;\r\n\r\n if (vector.connectedPoint) {\r\n\r\n // None uniform scaling case.\r\n if (this.complementW === 0) {\r\n let comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n const transformName = state._getFreeVariableName(`${transform.associatedVariableName}_NUS`);\r\n state.compilationString += `mat3 ${transformName} = mat3(${transform.associatedVariableName});\\r\\n`;\r\n state.compilationString += `#ifdef NONUNIFORMSCALING\\r\\n`;\r\n state.compilationString += `${transformName} = transposeMat3(inverseMat3(${transformName}));\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n switch (vector.connectedPoint.type) {\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n state.compilationString += this._declareOutput(this.output, state) + ` = vec4(${transformName} * vec3(${vector.associatedVariableName}, ${this._writeFloat(this.complementZ)}), ${this._writeFloat(this.complementW)});\\r\\n`;\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n state.compilationString += this._declareOutput(this.output, state) + ` = vec4(${transformName} * ${vector.associatedVariableName}, ${this._writeFloat(this.complementW)});\\r\\n`;\r\n break;\r\n default:\r\n state.compilationString += this._declareOutput(this.output, state) + ` = vec4(${transformName} * ${vector.associatedVariableName}.xyz, ${this._writeFloat(this.complementW)});\\r\\n`;\r\n break;\r\n }\r\n }\r\n else {\r\n const transformName = transform.associatedVariableName;\r\n switch (vector.connectedPoint.type) {\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n state.compilationString += this._declareOutput(this.output, state) + ` = ${transformName} * vec4(${vector.associatedVariableName}, ${this._writeFloat(this.complementZ)}, ${this._writeFloat(this.complementW)});\\r\\n`;\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n state.compilationString += this._declareOutput(this.output, state) + ` = ${transformName} * vec4(${vector.associatedVariableName}, ${this._writeFloat(this.complementW)});\\r\\n`;\r\n break;\r\n default:\r\n state.compilationString += this._declareOutput(this.output, state) + ` = ${transformName} * ${vector.associatedVariableName};\\r\\n`;\r\n break;\r\n }\r\n }\r\n\r\n if (this.xyz.hasEndpoints) {\r\n state.compilationString += this._declareOutput(this.xyz, state) + ` = ${this.output.associatedVariableName}.xyz;\\r\\n`;\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Update defines for shader compilation\r\n * @param mesh defines the mesh to be rendered\r\n * @param nodeMaterial defines the node material requesting the update\r\n * @param defines defines the material defines to update\r\n * @param useInstances specifies that instances should be used\r\n * @param subMesh defines which submesh to render\r\n */\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances: boolean = false, subMesh?: SubMesh) {\r\n // Do nothing\r\n if (mesh.nonUniformScaling) {\r\n defines.setValue(\"NONUNIFORMSCALING\", true);\r\n }\r\n }\r\n\r\n public serialize(): any {\r\n let serializationObject = super.serialize();\r\n\r\n serializationObject.complementZ = this.complementZ;\r\n serializationObject.complementW = this.complementW;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.complementZ = serializationObject.complementZ !== undefined ? serializationObject.complementZ : 0.0;\r\n this.complementW = serializationObject.complementW !== undefined ? serializationObject.complementW : 1.0;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n var codeString = `${this._codeVariableName}.complementZ = ${this.complementZ};\\r\\n`;\r\n\r\n codeString += `${this._codeVariableName}.complementW = ${this.complementW};\\r\\n`;\r\n\r\n return codeString;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.TransformBlock\"] = TransformBlock;","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\nimport { Scene } from '../../../scene';\r\n\r\n/**\r\n * Operations supported by the Trigonometry block\r\n */\r\nexport enum TrigonometryBlockOperations {\r\n /** Cos */\r\n Cos,\r\n /** Sin */\r\n Sin,\r\n /** Abs */\r\n Abs,\r\n /** Exp */\r\n Exp,\r\n /** Exp2 */\r\n Exp2,\r\n /** Round */\r\n Round,\r\n /** Floor */\r\n Floor,\r\n /** Ceiling */\r\n Ceiling,\r\n /** Square root */\r\n Sqrt,\r\n /** Log */\r\n Log,\r\n /** Tangent */\r\n Tan,\r\n /** Arc tangent */\r\n ArcTan,\r\n /** Arc cosinus */\r\n ArcCos,\r\n /** Arc sinus */\r\n ArcSin,\r\n /** Fraction */\r\n Fract,\r\n /** Sign */\r\n Sign,\r\n /** To radians (from degrees) */\r\n Radians,\r\n /** To degrees (from radians) */\r\n Degrees\r\n}\r\n\r\n/**\r\n * Block used to apply trigonometry operation to floats\r\n */\r\nexport class TrigonometryBlock extends NodeMaterialBlock {\r\n\r\n /**\r\n * Gets or sets the operation applied by the block\r\n */\r\n public operation = TrigonometryBlockOperations.Cos;\r\n\r\n /**\r\n * Creates a new TrigonometryBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"input\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._outputs[0]._typeConnectionSource = this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"TrigonometryBlock\";\r\n }\r\n\r\n /**\r\n * Gets the input component\r\n */\r\n public get input(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let output = this._outputs[0];\r\n let operation = \"\";\r\n\r\n switch (this.operation) {\r\n case TrigonometryBlockOperations.Cos: {\r\n operation = \"cos\";\r\n break;\r\n }\r\n case TrigonometryBlockOperations.Sin: {\r\n operation = \"sin\";\r\n break;\r\n }\r\n case TrigonometryBlockOperations.Abs: {\r\n operation = \"abs\";\r\n break;\r\n }\r\n case TrigonometryBlockOperations.Exp: {\r\n operation = \"exp\";\r\n break;\r\n }\r\n case TrigonometryBlockOperations.Exp2: {\r\n operation = \"exp2\";\r\n break;\r\n }\r\n case TrigonometryBlockOperations.Round: {\r\n operation = \"round\";\r\n break;\r\n }\r\n case TrigonometryBlockOperations.Floor: {\r\n operation = \"floor\";\r\n break;\r\n }\r\n case TrigonometryBlockOperations.Ceiling: {\r\n operation = \"ceil\";\r\n break;\r\n }\r\n case TrigonometryBlockOperations.Sqrt: {\r\n operation = \"sqrt\";\r\n break;\r\n }\r\n case TrigonometryBlockOperations.Log: {\r\n operation = \"log\";\r\n break;\r\n }\r\n case TrigonometryBlockOperations.Tan: {\r\n operation = \"tan\";\r\n break;\r\n }\r\n case TrigonometryBlockOperations.ArcTan: {\r\n operation = \"atan\";\r\n break;\r\n }\r\n case TrigonometryBlockOperations.ArcCos: {\r\n operation = \"acos\";\r\n break;\r\n }\r\n case TrigonometryBlockOperations.ArcSin: {\r\n operation = \"asin\";\r\n break;\r\n }\r\n case TrigonometryBlockOperations.Fract: {\r\n operation = \"fract\";\r\n break;\r\n }\r\n case TrigonometryBlockOperations.Sign: {\r\n operation = \"sign\";\r\n break;\r\n }\r\n case TrigonometryBlockOperations.Radians: {\r\n operation = \"radians\";\r\n break;\r\n }\r\n case TrigonometryBlockOperations.Degrees: {\r\n operation = \"degrees\";\r\n break;\r\n }\r\n }\r\n\r\n state.compilationString += this._declareOutput(output, state) + ` = ${operation}(${this.input.associatedVariableName});\\r\\n`;\r\n\r\n return this;\r\n }\r\n\r\n public serialize(): any {\r\n let serializationObject = super.serialize();\r\n\r\n serializationObject.operation = this.operation;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.operation = serializationObject.operation;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n var codeString = `${this._codeVariableName}.operation = BABYLON.TrigonometryBlockOperations.${TrigonometryBlockOperations[this.operation]};\\r\\n`;\r\n return codeString;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.TrigonometryBlock\"] = TrigonometryBlock;","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\n\r\n/**\r\n * Block used to create a Vector2/3/4 out of individual inputs (one for each component)\r\n */\r\nexport class VectorMergerBlock extends NodeMaterialBlock {\r\n /**\r\n * Create a new VectorMergerBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"xyz \", NodeMaterialBlockConnectionPointTypes.Vector3, true);\r\n this.registerInput(\"xy \", NodeMaterialBlockConnectionPointTypes.Vector2, true);\r\n this.registerInput(\"x\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"y\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"z\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"w\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n\r\n this.registerOutput(\"xyzw\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerOutput(\"xyz\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerOutput(\"xy\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"VectorMergerBlock\";\r\n }\r\n\r\n /**\r\n * Gets the xyz component (input)\r\n */\r\n public get xyzIn(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the xy component (input)\r\n */\r\n public get xyIn(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the x component (input)\r\n */\r\n public get x(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the y component (input)\r\n */\r\n public get y(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the z component (input)\r\n */\r\n public get z(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the w component (input)\r\n */\r\n public get w(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the xyzw component (output)\r\n */\r\n public get xyzw(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the xyz component (output)\r\n */\r\n public get xyzOut(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the xy component (output)\r\n */\r\n public get xyOut(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the xy component (output)\r\n * @deprecated Please use xyOut instead.\r\n */\r\n public get xy(): NodeMaterialConnectionPoint {\r\n return this.xyOut;\r\n }\r\n\r\n /**\r\n * Gets the xyz component (output)\r\n * @deprecated Please use xyzOut instead.\r\n */\r\n public get xyz(): NodeMaterialConnectionPoint {\r\n return this.xyzOut;\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let xInput = this.x;\r\n let yInput = this.y;\r\n let zInput = this.z;\r\n let wInput = this.w;\r\n let xyInput = this.xyIn;\r\n let xyzInput = this.xyzIn;\r\n\r\n let v4Output = this._outputs[0];\r\n let v3Output = this._outputs[1];\r\n let v2Output = this._outputs[2];\r\n\r\n if (xyInput.isConnected) {\r\n if (v4Output.hasEndpoints) {\r\n state.compilationString += this._declareOutput(v4Output, state) + ` = vec4(${xyInput.associatedVariableName}, ${zInput.isConnected ? this._writeVariable(zInput) : \"0.0\"}, ${wInput.isConnected ? this._writeVariable(wInput) : \"0.0\"});\\r\\n`;\r\n } else if (v3Output.hasEndpoints) {\r\n state.compilationString += this._declareOutput(v3Output, state) + ` = vec3(${xyInput.associatedVariableName}, ${zInput.isConnected ? this._writeVariable(zInput) : \"0.0\"});\\r\\n`;\r\n } else if (v2Output.hasEndpoints) {\r\n state.compilationString += this._declareOutput(v2Output, state) + ` = ${xyInput.associatedVariableName};\\r\\n`;\r\n }\r\n } else if (xyzInput.isConnected) {\r\n if (v4Output.hasEndpoints) {\r\n state.compilationString += this._declareOutput(v4Output, state) + ` = vec4(${xyzInput.associatedVariableName}, ${wInput.isConnected ? this._writeVariable(wInput) : \"0.0\"});\\r\\n`;\r\n } else if (v3Output.hasEndpoints) {\r\n state.compilationString += this._declareOutput(v3Output, state) + ` = ${xyzInput.associatedVariableName};\\r\\n`;\r\n } else if (v2Output.hasEndpoints) {\r\n state.compilationString += this._declareOutput(v2Output, state) + ` = ${xyzInput.associatedVariableName}.xy;\\r\\n`;\r\n }\r\n } else {\r\n if (v4Output.hasEndpoints) {\r\n state.compilationString += this._declareOutput(v4Output, state) + ` = vec4(${xInput.isConnected ? this._writeVariable(xInput) : \"0.0\"}, ${yInput.isConnected ? this._writeVariable(yInput) : \"0.0\"}, ${zInput.isConnected ? this._writeVariable(zInput) : \"0.0\"}, ${wInput.isConnected ? this._writeVariable(wInput) : \"0.0\"});\\r\\n`;\r\n } else if (v3Output.hasEndpoints) {\r\n state.compilationString += this._declareOutput(v3Output, state) + ` = vec3(${xInput.isConnected ? this._writeVariable(xInput) : \"0.0\"}, ${yInput.isConnected ? this._writeVariable(yInput) : \"0.0\"}, ${zInput.isConnected ? this._writeVariable(zInput) : \"0.0\"});\\r\\n`;\r\n } else if (v2Output.hasEndpoints) {\r\n state.compilationString += this._declareOutput(v2Output, state) + ` = vec2(${xInput.isConnected ? this._writeVariable(xInput) : \"0.0\"}, ${yInput.isConnected ? this._writeVariable(yInput) : \"0.0\"});\\r\\n`;\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.VectorMergerBlock\"] = VectorMergerBlock;","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\n\r\n/**\r\n * Block used to expand a Vector3/4 into 4 outputs (one for each component)\r\n */\r\nexport class VectorSplitterBlock extends NodeMaterialBlock {\r\n\r\n /**\r\n * Create a new VectorSplitterBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"xyzw\", NodeMaterialBlockConnectionPointTypes.Vector4, true);\r\n this.registerInput(\"xyz \", NodeMaterialBlockConnectionPointTypes.Vector3, true);\r\n this.registerInput(\"xy \", NodeMaterialBlockConnectionPointTypes.Vector2, true);\r\n\r\n this.registerOutput(\"xyz\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerOutput(\"xy\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n this.registerOutput(\"x\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"y\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"z\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"w\", NodeMaterialBlockConnectionPointTypes.Float);\r\n\r\n this.inputsAreExclusive = true;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"VectorSplitterBlock\";\r\n }\r\n\r\n /**\r\n * Gets the xyzw component (input)\r\n */\r\n public get xyzw(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the xyz component (input)\r\n */\r\n public get xyzIn(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the xy component (input)\r\n */\r\n public get xyIn(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the xyz component (output)\r\n */\r\n public get xyzOut(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the xy component (output)\r\n */\r\n public get xyOut(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the x component (output)\r\n */\r\n public get x(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the y component (output)\r\n */\r\n public get y(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the z component (output)\r\n */\r\n public get z(): NodeMaterialConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the w component (output)\r\n */\r\n public get w(): NodeMaterialConnectionPoint {\r\n return this._outputs[5];\r\n }\r\n\r\n protected _inputRename(name: string) {\r\n switch (name) {\r\n case \"xy \":\r\n return \"xyIn\";\r\n case \"xyz \":\r\n return \"xyzIn\";\r\n default:\r\n return name;\r\n }\r\n }\r\n\r\n protected _outputRename(name: string) {\r\n switch (name) {\r\n case \"xy\":\r\n return \"xyOut\";\r\n case \"xyz\":\r\n return \"xyzOut\";\r\n default:\r\n return name;\r\n }\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let input = this.xyzw.isConnected ? this.xyzw : this.xyzIn.isConnected ? this.xyzIn : this.xyIn;\r\n\r\n let xyzOutput = this._outputs[0];\r\n let xyOutput = this._outputs[1];\r\n let xOutput = this._outputs[2];\r\n let yOutput = this._outputs[3];\r\n let zOutput = this._outputs[4];\r\n let wOutput = this._outputs[5];\r\n\r\n if (xyzOutput.hasEndpoints) {\r\n if (input === this.xyIn) {\r\n state.compilationString += this._declareOutput(xyzOutput, state) + ` = vec3(${input.associatedVariableName}, 0.0);\\r\\n`;\r\n } else {\r\n state.compilationString += this._declareOutput(xyzOutput, state) + ` = ${input.associatedVariableName}.xyz;\\r\\n`;\r\n }\r\n }\r\n if (xyOutput.hasEndpoints) {\r\n state.compilationString += this._declareOutput(xyOutput, state) + ` = ${input.associatedVariableName}.xy;\\r\\n`;\r\n }\r\n if (xOutput.hasEndpoints) {\r\n state.compilationString += this._declareOutput(xOutput, state) + ` = ${input.associatedVariableName}.x;\\r\\n`;\r\n }\r\n if (yOutput.hasEndpoints) {\r\n state.compilationString += this._declareOutput(yOutput, state) + ` = ${input.associatedVariableName}.y;\\r\\n`;\r\n }\r\n if (zOutput.hasEndpoints) {\r\n state.compilationString += this._declareOutput(zOutput, state) + ` = ${input.associatedVariableName}.z;\\r\\n`;\r\n }\r\n if (wOutput.hasEndpoints) {\r\n state.compilationString += this._declareOutput(wOutput, state) + ` = ${input.associatedVariableName}.w;\\r\\n`;\r\n }\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.VectorSplitterBlock\"] = VectorSplitterBlock;","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\nimport { NodeMaterial } from '../nodeMaterial';\r\nimport { NodeMaterialSystemValues } from '../Enums/nodeMaterialSystemValues';\r\nimport { InputBlock } from './Input/inputBlock';\r\n/**\r\n * Block used to get the view direction\r\n */\r\nexport class ViewDirectionBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new ViewDirectionBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerInput(\"cameraPosition\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"ViewDirectionBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the camera position component\r\n */\r\n public get cameraPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public autoConfigure(material: NodeMaterial) {\r\n if (!this.cameraPosition.isConnected) {\r\n let cameraPositionInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.CameraPosition);\r\n\r\n if (!cameraPositionInput) {\r\n cameraPositionInput = new InputBlock(\"cameraPosition\");\r\n cameraPositionInput.setAsSystemValue(NodeMaterialSystemValues.CameraPosition);\r\n }\r\n cameraPositionInput.output.connectTo(this.cameraPosition);\r\n }\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let output = this._outputs[0];\r\n\r\n state.compilationString += this._declareOutput(output, state) + ` = normalize(${this.cameraPosition.associatedVariableName} - ${this.worldPosition.associatedVariableName}.xyz);\\r\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.ViewDirectionBlock\"] = ViewDirectionBlock;","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\nimport { Scene } from '../../../scene';\r\n\r\n/**\r\n * Operations supported by the Wave block\r\n */\r\nexport enum WaveBlockKind {\r\n /** SawTooth */\r\n SawTooth,\r\n /** Square */\r\n Square,\r\n /** Triangle */\r\n Triangle\r\n}\r\n\r\n/**\r\n * Block used to apply wave operation to floats\r\n */\r\nexport class WaveBlock extends NodeMaterialBlock {\r\n\r\n /**\r\n * Gets or sets the kibnd of wave to be applied by the block\r\n */\r\n public kind = WaveBlockKind.SawTooth;\r\n\r\n /**\r\n * Creates a new WaveBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"input\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._outputs[0]._typeConnectionSource = this._inputs[0];\r\n\r\n this._inputs[0].excludedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Matrix);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"WaveBlock\";\r\n }\r\n\r\n /**\r\n * Gets the input component\r\n */\r\n public get input(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n let output = this._outputs[0];\r\n\r\n switch (this.kind) {\r\n case WaveBlockKind.SawTooth: {\r\n state.compilationString += this._declareOutput(output, state) + ` = ${this.input.associatedVariableName} - floor(0.5 + ${this.input.associatedVariableName});\\r\\n`;\r\n break;\r\n }\r\n case WaveBlockKind.Square: {\r\n state.compilationString += this._declareOutput(output, state) + ` = 1.0 - 2.0 * round(fract(${this.input.associatedVariableName}));\\r\\n`;\r\n break;\r\n }\r\n case WaveBlockKind.Triangle: {\r\n state.compilationString += this._declareOutput(output, state) + ` = 2.0 * abs(2.0 * (${this.input.associatedVariableName} - floor(0.5 + ${this.input.associatedVariableName}))) - 1.0;\\r\\n`;\r\n break;\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public serialize(): any {\r\n let serializationObject = super.serialize();\r\n\r\n serializationObject.kind = this.kind;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.kind = serializationObject.kind;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.WaveBlock\"] = WaveBlock;","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\nimport { Scene } from '../../../scene';\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../nodeMaterialDecorator\";\r\n\r\n/**\r\n * block used to Generate a Worley Noise 3D Noise Pattern\r\n */\r\n\r\n// Source: https://github.com/Erkaman/glsl-worley\r\n// Converted to BJS by Pryme8\r\n//\r\n// Worley Noise 3D\r\n// Return vec2 value range of -1.0->1.0, F1-F2 respectivly\r\n\r\nexport class WorleyNoise3DBlock extends NodeMaterialBlock {\r\n /** Gets or sets a boolean indicating that normal should be inverted on X axis */\r\n @editableInPropertyPage(\"Use Manhattan Distance\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { \"notifiers\": { \"update\": false }})\r\n public manhattanDistance = false;\r\n\r\n /**\r\n * Creates a new WorleyNoise3DBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n this.registerInput(\"seed\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerInput(\"jitter\", NodeMaterialBlockConnectionPointTypes.Float);\r\n\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"WorleyNoise3DBlock\";\r\n }\r\n\r\n /**\r\n * Gets the seed input component\r\n */\r\n public get seed(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the jitter input component\r\n */\r\n public get jitter(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (!this.seed.isConnected) {\r\n return;\r\n }\r\n\r\n if (!this._outputs[0].hasEndpoints) {\r\n return;\r\n }\r\n\r\n let functionString = `vec3 permute(vec3 x){\\r\\n`;\r\n functionString += ` return mod((34.0 * x + 1.0) * x, 289.0);\\r\\n`;\r\n functionString += `}\\r\\n\\r\\n`;\r\n\r\n functionString += `vec3 dist(vec3 x, vec3 y, vec3 z, bool manhattanDistance){\\r\\n`;\r\n functionString += ` return manhattanDistance ? abs(x) + abs(y) + abs(z) : (x * x + y * y + z * z);\\r\\n`;\r\n functionString += `}\\r\\n\\r\\n`;\r\n\r\n functionString += `vec2 worley(vec3 P, float jitter, bool manhattanDistance){\\r\\n`;\r\n functionString += ` float K = 0.142857142857; // 1/7\\r\\n`;\r\n functionString += ` float Ko = 0.428571428571; // 1/2-K/2\\r\\n`;\r\n functionString += ` float K2 = 0.020408163265306; // 1/(7*7)\\r\\n`;\r\n functionString += ` float Kz = 0.166666666667; // 1/6\\r\\n`;\r\n functionString += ` float Kzo = 0.416666666667; // 1/2-1/6*2\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 Pi = mod(floor(P), 289.0);\\r\\n`;\r\n functionString += ` vec3 Pf = fract(P) - 0.5;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 Pfx = Pf.x + vec3(1.0, 0.0, -1.0);\\r\\n`;\r\n functionString += ` vec3 Pfy = Pf.y + vec3(1.0, 0.0, -1.0);\\r\\n`;\r\n functionString += ` vec3 Pfz = Pf.z + vec3(1.0, 0.0, -1.0);\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 p = permute(Pi.x + vec3(-1.0, 0.0, 1.0));\\r\\n`;\r\n functionString += ` vec3 p1 = permute(p + Pi.y - 1.0);\\r\\n`;\r\n functionString += ` vec3 p2 = permute(p + Pi.y);\\r\\n`;\r\n functionString += ` vec3 p3 = permute(p + Pi.y + 1.0);\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 p11 = permute(p1 + Pi.z - 1.0);\\r\\n`;\r\n functionString += ` vec3 p12 = permute(p1 + Pi.z);\\r\\n`;\r\n functionString += ` vec3 p13 = permute(p1 + Pi.z + 1.0);\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 p21 = permute(p2 + Pi.z - 1.0);\\r\\n`;\r\n functionString += ` vec3 p22 = permute(p2 + Pi.z);\\r\\n`;\r\n functionString += ` vec3 p23 = permute(p2 + Pi.z + 1.0);\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 p31 = permute(p3 + Pi.z - 1.0);\\r\\n`;\r\n functionString += ` vec3 p32 = permute(p3 + Pi.z);\\r\\n`;\r\n functionString += ` vec3 p33 = permute(p3 + Pi.z + 1.0);\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 ox11 = fract(p11*K) - Ko;\\r\\n`;\r\n functionString += ` vec3 oy11 = mod(floor(p11*K), 7.0)*K - Ko;\\r\\n`;\r\n functionString += ` vec3 oz11 = floor(p11*K2)*Kz - Kzo; // p11 < 289 guaranteed\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 ox12 = fract(p12*K) - Ko;\\r\\n`;\r\n functionString += ` vec3 oy12 = mod(floor(p12*K), 7.0)*K - Ko;\\r\\n`;\r\n functionString += ` vec3 oz12 = floor(p12*K2)*Kz - Kzo;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 ox13 = fract(p13*K) - Ko;\\r\\n`;\r\n functionString += ` vec3 oy13 = mod(floor(p13*K), 7.0)*K - Ko;\\r\\n`;\r\n functionString += ` vec3 oz13 = floor(p13*K2)*Kz - Kzo;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 ox21 = fract(p21*K) - Ko;\\r\\n`;\r\n functionString += ` vec3 oy21 = mod(floor(p21*K), 7.0)*K - Ko;\\r\\n`;\r\n functionString += ` vec3 oz21 = floor(p21*K2)*Kz - Kzo;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 ox22 = fract(p22*K) - Ko;\\r\\n`;\r\n functionString += ` vec3 oy22 = mod(floor(p22*K), 7.0)*K - Ko;\\r\\n`;\r\n functionString += ` vec3 oz22 = floor(p22*K2)*Kz - Kzo;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 ox23 = fract(p23*K) - Ko;\\r\\n`;\r\n functionString += ` vec3 oy23 = mod(floor(p23*K), 7.0)*K - Ko;\\r\\n`;\r\n functionString += ` vec3 oz23 = floor(p23*K2)*Kz - Kzo;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 ox31 = fract(p31*K) - Ko;\\r\\n`;\r\n functionString += ` vec3 oy31 = mod(floor(p31*K), 7.0)*K - Ko;\\r\\n`;\r\n functionString += ` vec3 oz31 = floor(p31*K2)*Kz - Kzo;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 ox32 = fract(p32*K) - Ko;\\r\\n`;\r\n functionString += ` vec3 oy32 = mod(floor(p32*K), 7.0)*K - Ko;\\r\\n`;\r\n functionString += ` vec3 oz32 = floor(p32*K2)*Kz - Kzo;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 ox33 = fract(p33*K) - Ko;\\r\\n`;\r\n functionString += ` vec3 oy33 = mod(floor(p33*K), 7.0)*K - Ko;\\r\\n`;\r\n functionString += ` vec3 oz33 = floor(p33*K2)*Kz - Kzo;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 dx11 = Pfx + jitter*ox11;\\r\\n`;\r\n functionString += ` vec3 dy11 = Pfy.x + jitter*oy11;\\r\\n`;\r\n functionString += ` vec3 dz11 = Pfz.x + jitter*oz11;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 dx12 = Pfx + jitter*ox12;\\r\\n`;\r\n functionString += ` vec3 dy12 = Pfy.x + jitter*oy12;\\r\\n`;\r\n functionString += ` vec3 dz12 = Pfz.y + jitter*oz12;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 dx13 = Pfx + jitter*ox13;\\r\\n`;\r\n functionString += ` vec3 dy13 = Pfy.x + jitter*oy13;\\r\\n`;\r\n functionString += ` vec3 dz13 = Pfz.z + jitter*oz13;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 dx21 = Pfx + jitter*ox21;\\r\\n`;\r\n functionString += ` vec3 dy21 = Pfy.y + jitter*oy21;\\r\\n`;\r\n functionString += ` vec3 dz21 = Pfz.x + jitter*oz21;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 dx22 = Pfx + jitter*ox22;\\r\\n`;\r\n functionString += ` vec3 dy22 = Pfy.y + jitter*oy22;\\r\\n`;\r\n functionString += ` vec3 dz22 = Pfz.y + jitter*oz22;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 dx23 = Pfx + jitter*ox23;\\r\\n`;\r\n functionString += ` vec3 dy23 = Pfy.y + jitter*oy23;\\r\\n`;\r\n functionString += ` vec3 dz23 = Pfz.z + jitter*oz23;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 dx31 = Pfx + jitter*ox31;\\r\\n`;\r\n functionString += ` vec3 dy31 = Pfy.z + jitter*oy31;\\r\\n`;\r\n functionString += ` vec3 dz31 = Pfz.x + jitter*oz31;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 dx32 = Pfx + jitter*ox32;\\r\\n`;\r\n functionString += ` vec3 dy32 = Pfy.z + jitter*oy32;\\r\\n`;\r\n functionString += ` vec3 dz32 = Pfz.y + jitter*oz32;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 dx33 = Pfx + jitter*ox33;\\r\\n`;\r\n functionString += ` vec3 dy33 = Pfy.z + jitter*oy33;\\r\\n`;\r\n functionString += ` vec3 dz33 = Pfz.z + jitter*oz33;\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 d11 = dist(dx11, dy11, dz11, manhattanDistance);\\r\\n`;\r\n functionString += ` vec3 d12 =dist(dx12, dy12, dz12, manhattanDistance);\\r\\n`;\r\n functionString += ` vec3 d13 = dist(dx13, dy13, dz13, manhattanDistance);\\r\\n`;\r\n functionString += ` vec3 d21 = dist(dx21, dy21, dz21, manhattanDistance);\\r\\n`;\r\n functionString += ` vec3 d22 = dist(dx22, dy22, dz22, manhattanDistance);\\r\\n`;\r\n functionString += ` vec3 d23 = dist(dx23, dy23, dz23, manhattanDistance);\\r\\n`;\r\n functionString += ` vec3 d31 = dist(dx31, dy31, dz31, manhattanDistance);\\r\\n`;\r\n functionString += ` vec3 d32 = dist(dx32, dy32, dz32, manhattanDistance);\\r\\n`;\r\n functionString += ` vec3 d33 = dist(dx33, dy33, dz33, manhattanDistance);\\r\\n`;\r\n functionString += `\\r\\n`;\r\n functionString += ` vec3 d1a = min(d11, d12);\\r\\n`;\r\n functionString += ` d12 = max(d11, d12);\\r\\n`;\r\n functionString += ` d11 = min(d1a, d13); // Smallest now not in d12 or d13\\r\\n`;\r\n functionString += ` d13 = max(d1a, d13);\\r\\n`;\r\n functionString += ` d12 = min(d12, d13); // 2nd smallest now not in d13\\r\\n`;\r\n functionString += ` vec3 d2a = min(d21, d22);\\r\\n`;\r\n functionString += ` d22 = max(d21, d22);\\r\\n`;\r\n functionString += ` d21 = min(d2a, d23); // Smallest now not in d22 or d23\\r\\n`;\r\n functionString += ` d23 = max(d2a, d23);\\r\\n`;\r\n functionString += ` d22 = min(d22, d23); // 2nd smallest now not in d23\\r\\n`;\r\n functionString += ` vec3 d3a = min(d31, d32);\\r\\n`;\r\n functionString += ` d32 = max(d31, d32);\\r\\n`;\r\n functionString += ` d31 = min(d3a, d33); // Smallest now not in d32 or d33\\r\\n`;\r\n functionString += ` d33 = max(d3a, d33);\\r\\n`;\r\n functionString += ` d32 = min(d32, d33); // 2nd smallest now not in d33\\r\\n`;\r\n functionString += ` vec3 da = min(d11, d21);\\r\\n`;\r\n functionString += ` d21 = max(d11, d21);\\r\\n`;\r\n functionString += ` d11 = min(da, d31); // Smallest now in d11\\r\\n`;\r\n functionString += ` d31 = max(da, d31); // 2nd smallest now not in d31\\r\\n`;\r\n functionString += ` d11.xy = (d11.x < d11.y) ? d11.xy : d11.yx;\\r\\n`;\r\n functionString += ` d11.xz = (d11.x < d11.z) ? d11.xz : d11.zx; // d11.x now smallest\\r\\n`;\r\n functionString += ` d12 = min(d12, d21); // 2nd smallest now not in d21\\r\\n`;\r\n functionString += ` d12 = min(d12, d22); // nor in d22\\r\\n`;\r\n functionString += ` d12 = min(d12, d31); // nor in d31\\r\\n`;\r\n functionString += ` d12 = min(d12, d32); // nor in d32\\r\\n`;\r\n functionString += ` d11.yz = min(d11.yz,d12.xy); // nor in d12.yz\\r\\n`;\r\n functionString += ` d11.y = min(d11.y,d12.z); // Only two more to go\\r\\n`;\r\n functionString += ` d11.y = min(d11.y,d11.z); // Done! (Phew!)\\r\\n`;\r\n functionString += ` return sqrt(d11.xy); // F1, F2\\r\\n`;\r\n functionString += `}\\r\\n\\r\\n`;\r\n\r\n state._emitFunction('worley3D', functionString, '// Worley3D');\r\n state.compilationString += this._declareOutput(this._outputs[0], state) + ` = worley(${this.seed.associatedVariableName}, ${this.jitter.associatedVariableName}, ${this.manhattanDistance});\\r\\n`;\r\n\r\n return this;\r\n }\r\n /**\r\n * Exposes the properties to the UI?\r\n */\r\n protected _dumpPropertiesCode() {\r\n var codeString = `${this._codeVariableName}.manhattanDistance = ${this.manhattanDistance};\\r\\n`;\r\n\r\n return codeString;\r\n }\r\n /**\r\n * Exposes the properties to the Seralize?\r\n */\r\n public serialize(): any {\r\n let serializationObject = super.serialize();\r\n\r\n serializationObject.manhattanDistance = this.manhattanDistance;\r\n\r\n return serializationObject;\r\n }\r\n /**\r\n * Exposes the properties to the deseralize?\r\n */\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.manhattanDistance = serializationObject.manhattanDistance;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.WorleyNoise3DBlock\"] = WorleyNoise3DBlock;","export * from \"./nodeMaterialBlockTargets\";\r\nexport * from \"./nodeMaterialBlockConnectionPointTypes\";\r\nexport * from \"./nodeMaterialBlockConnectionPointMode\";\r\nexport * from \"./nodeMaterialSystemValues\";\r\nexport * from \"./nodeMaterialModes\";","/**\r\n * Enum defining the mode of a NodeMaterialBlockConnectionPoint\r\n */\r\nexport enum NodeMaterialBlockConnectionPointMode {\r\n /** Value is an uniform */\r\n Uniform,\r\n /** Value is a mesh attribute */\r\n Attribute,\r\n /** Value is a varying between vertex and fragment shaders */\r\n Varying,\r\n /** Mode is undefined */\r\n Undefined,\r\n}","/**\r\n * Defines the kind of connection point for node based material\r\n */\r\nexport enum NodeMaterialBlockConnectionPointTypes {\r\n /** Float */\r\n Float = 1,\r\n /** Int */\r\n Int = 2,\r\n /** Vector2 */\r\n Vector2 = 4,\r\n /** Vector3 */\r\n Vector3 = 8,\r\n /** Vector4 */\r\n Vector4 = 16,\r\n /** Color3 */\r\n Color3 = 32,\r\n /** Color4 */\r\n Color4 = 64,\r\n /** Matrix */\r\n Matrix = 128,\r\n /** Custom object */\r\n Object = 256,\r\n /** Detect type based on connection */\r\n AutoDetect = 1024,\r\n /** Output type that will be defined by input type */\r\n BasedOnInput = 2048\r\n}","/**\r\n * Enum used to define the target of a block\r\n */\r\nexport enum NodeMaterialBlockTargets {\r\n /** Vertex shader */\r\n Vertex = 1,\r\n /** Fragment shader */\r\n Fragment = 2,\r\n /** Neutral */\r\n Neutral = 4,\r\n /** Vertex and Fragment */\r\n VertexAndFragment = Vertex | Fragment\r\n}\r\n","/**\r\n * Enum used to define the material modes\r\n */\r\nexport enum NodeMaterialModes {\r\n /** Regular material */\r\n Material = 0,\r\n /** For post process */\r\n PostProcess = 1,\r\n /** For particle system */\r\n Particle = 2,\r\n}","/**\r\n * Enum used to define system values e.g. values automatically provided by the system\r\n */\r\nexport enum NodeMaterialSystemValues {\r\n /** World */\r\n World = 1,\r\n /** View */\r\n View = 2,\r\n /** Projection */\r\n Projection = 3,\r\n /** ViewProjection */\r\n ViewProjection = 4,\r\n /** WorldView */\r\n WorldView = 5,\r\n /** WorldViewProjection */\r\n WorldViewProjection = 6,\r\n /** CameraPosition */\r\n CameraPosition = 7,\r\n /** Fog Color */\r\n FogColor = 8,\r\n /** Delta time */\r\n DeltaTime = 9\r\n}","export * from \"./nodeMaterialOptimizer\";\r\n","import { NodeMaterialBlock } from '../nodeMaterialBlock';\r\n\r\n/**\r\n * Root class for all node material optimizers\r\n */\r\nexport class NodeMaterialOptimizer {\r\n /**\r\n * Function used to optimize a NodeMaterial graph\r\n * @param vertexOutputNodes defines the list of output nodes for the vertex shader\r\n * @param fragmentOutputNodes defines the list of output nodes for the fragment shader\r\n */\r\n public optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]) {\r\n // Do nothing by default\r\n }\r\n}","export * from \"./Enums/index\";\r\nexport * from \"./nodeMaterialBlockConnectionPoint\";\r\nexport * from \"./nodeMaterialBlock\";\r\nexport * from \"./nodeMaterial\";\r\nexport * from \"./Blocks/index\";\r\nexport * from \"./Optimizers/index\";\r\nexport * from \"./nodeMaterialDecorator\";\r\n","import { NodeMaterialBlock } from './nodeMaterialBlock';\r\nimport { PushMaterial } from '../pushMaterial';\r\nimport { Scene } from '../../scene';\r\nimport { AbstractMesh } from '../../Meshes/abstractMesh';\r\nimport { Matrix, Vector2 } from '../../Maths/math.vector';\r\nimport { Color4 } from '../../Maths/math.color';\r\nimport { Mesh } from '../../Meshes/mesh';\r\nimport { Engine } from '../../Engines/engine';\r\nimport { NodeMaterialBuildState } from './nodeMaterialBuildState';\r\nimport { IEffectCreationOptions } from '../effect';\r\nimport { BaseTexture } from '../../Materials/Textures/baseTexture';\r\nimport { Observable, Observer } from '../../Misc/observable';\r\nimport { NodeMaterialBlockTargets } from './Enums/nodeMaterialBlockTargets';\r\nimport { NodeMaterialBuildStateSharedData } from './nodeMaterialBuildStateSharedData';\r\nimport { SubMesh } from '../../Meshes/subMesh';\r\nimport { MaterialDefines } from '../../Materials/materialDefines';\r\nimport { NodeMaterialOptimizer } from './Optimizers/nodeMaterialOptimizer';\r\nimport { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from '../imageProcessingConfiguration';\r\nimport { Nullable } from '../../types';\r\nimport { VertexBuffer } from '../../Meshes/buffer';\r\nimport { Tools } from '../../Misc/tools';\r\nimport { TransformBlock } from './Blocks/transformBlock';\r\nimport { VertexOutputBlock } from './Blocks/Vertex/vertexOutputBlock';\r\nimport { FragmentOutputBlock } from './Blocks/Fragment/fragmentOutputBlock';\r\nimport { InputBlock } from './Blocks/Input/inputBlock';\r\nimport { _TypeStore } from '../../Misc/typeStore';\r\nimport { serialize, SerializationHelper } from '../../Misc/decorators';\r\nimport { TextureBlock } from './Blocks/Dual/textureBlock';\r\nimport { ReflectionTextureBaseBlock } from './Blocks/Dual/reflectionTextureBaseBlock';\r\nimport { RefractionBlock } from './Blocks/PBR/refractionBlock';\r\nimport { CurrentScreenBlock } from './Blocks/Dual/currentScreenBlock';\r\nimport { ParticleTextureBlock } from './Blocks/Particle/particleTextureBlock';\r\nimport { ParticleRampGradientBlock } from './Blocks/Particle/particleRampGradientBlock';\r\nimport { ParticleBlendMultiplyBlock } from './Blocks/Particle/particleBlendMultiplyBlock';\r\nimport { EffectFallbacks } from '../effectFallbacks';\r\nimport { WebRequest } from '../../Misc/webRequest';\r\nimport { Effect } from '../effect';\r\nimport { PostProcess, PostProcessOptions } from '../../PostProcesses/postProcess';\r\nimport { Constants } from '../../Engines/constants';\r\nimport { Camera } from '../../Cameras/camera';\r\nimport { VectorMergerBlock } from './Blocks/vectorMergerBlock';\r\nimport { RemapBlock } from './Blocks/remapBlock';\r\nimport { MultiplyBlock } from './Blocks/multiplyBlock';\r\nimport { NodeMaterialModes } from './Enums/nodeMaterialModes';\r\nimport { Texture } from '../Textures/texture';\r\nimport { IParticleSystem } from '../../Particles/IParticleSystem';\r\nimport { BaseParticleSystem } from '../../Particles/baseParticleSystem';\r\nimport { ColorSplitterBlock } from './Blocks/colorSplitterBlock';\r\nimport { TimingTools } from '../../Misc/timingTools';\r\n\r\nconst onCreatedEffectParameters = { effect: null as unknown as Effect, subMesh: null as unknown as Nullable };\r\n\r\n// declare NODEEDITOR namespace for compilation issue\r\ndeclare var NODEEDITOR: any;\r\ndeclare var BABYLON: any;\r\n\r\n/**\r\n * Interface used to configure the node material editor\r\n */\r\nexport interface INodeMaterialEditorOptions {\r\n /** Define the URl to load node editor script */\r\n editorURL?: string;\r\n}\r\n\r\n/** @hidden */\r\nexport class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {\r\n public NORMAL = false;\r\n public TANGENT = false;\r\n public UV1 = false;\r\n\r\n /** BONES */\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public BONETEXTURE = false;\r\n\r\n /** MORPH TARGETS */\r\n public MORPHTARGETS = false;\r\n public MORPHTARGETS_NORMAL = false;\r\n public MORPHTARGETS_TANGENT = false;\r\n public MORPHTARGETS_UV = false;\r\n public NUM_MORPH_INFLUENCERS = 0;\r\n\r\n /** IMAGE PROCESSING */\r\n public IMAGEPROCESSING = false;\r\n public VIGNETTE = false;\r\n public VIGNETTEBLENDMODEMULTIPLY = false;\r\n public VIGNETTEBLENDMODEOPAQUE = false;\r\n public TONEMAPPING = false;\r\n public TONEMAPPING_ACES = false;\r\n public CONTRAST = false;\r\n public EXPOSURE = false;\r\n public COLORCURVES = false;\r\n public COLORGRADING = false;\r\n public COLORGRADING3D = false;\r\n public SAMPLER3DGREENDEPTH = false;\r\n public SAMPLER3DBGRMAP = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n\r\n /** MISC. */\r\n public BUMPDIRECTUV = 0;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n\r\n public setValue(name: string, value: any, markAsUnprocessedIfDirty = false) {\r\n if (this[name] === undefined) {\r\n this._keys.push(name);\r\n }\r\n\r\n if (markAsUnprocessedIfDirty && this[name] !== value) {\r\n this.markAsUnprocessed();\r\n }\r\n\r\n this[name] = value;\r\n }\r\n}\r\n\r\n/**\r\n * Class used to configure NodeMaterial\r\n */\r\nexport interface INodeMaterialOptions {\r\n /**\r\n * Defines if blocks should emit comments\r\n */\r\n emitComments: boolean;\r\n}\r\n\r\n/**\r\n * Class used to create a node based material built by assembling shader blocks\r\n */\r\nexport class NodeMaterial extends PushMaterial {\r\n private static _BuildIdGenerator: number = 0;\r\n private _options: INodeMaterialOptions;\r\n private _vertexCompilationState: NodeMaterialBuildState;\r\n private _fragmentCompilationState: NodeMaterialBuildState;\r\n private _sharedData: NodeMaterialBuildStateSharedData;\r\n private _buildId: number = NodeMaterial._BuildIdGenerator++;\r\n private _buildWasSuccessful = false;\r\n private _cachedWorldViewMatrix = new Matrix();\r\n private _cachedWorldViewProjectionMatrix = new Matrix();\r\n private _optimizers = new Array();\r\n private _animationFrame = -1;\r\n\r\n /** Define the Url to load node editor script */\r\n public static EditorURL = `https://unpkg.com/babylonjs-node-editor@${Engine.Version}/babylon.nodeEditor.js`;\r\n\r\n /** Define the Url to load snippets */\r\n public static SnippetUrl = \"https://snippet.babylonjs.com\";\r\n\r\n /** Gets or sets a boolean indicating that node materials should not deserialize textures from json / snippet content */\r\n public static IgnoreTexturesAtLoadTime = false;\r\n\r\n private BJSNODEMATERIALEDITOR = this._getGlobalNodeMaterialEditor();\r\n\r\n /** Get the inspector from bundle or global */\r\n private _getGlobalNodeMaterialEditor(): any {\r\n // UMD Global name detection from Webpack Bundle UMD Name.\r\n if (typeof NODEEDITOR !== 'undefined') {\r\n return NODEEDITOR;\r\n }\r\n\r\n // In case of module let's check the global emitted from the editor entry point.\r\n if (typeof BABYLON !== 'undefined' && typeof BABYLON.NodeEditor !== 'undefined') {\r\n return BABYLON;\r\n }\r\n\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Snippet ID if the material was created from the snippet server\r\n */\r\n public snippetId: string;\r\n\r\n /**\r\n * Gets or sets data used by visual editor\r\n * @see https://nme.babylonjs.com\r\n */\r\n public editorData: any = null;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that alpha value must be ignored (This will turn alpha blending off even if an alpha value is produced by the material)\r\n */\r\n public ignoreAlpha = false;\r\n\r\n /**\r\n * Defines the maximum number of lights that can be used in the material\r\n */\r\n public maxSimultaneousLights = 4;\r\n\r\n /**\r\n * Observable raised when the material is built\r\n */\r\n public onBuildObservable = new Observable();\r\n\r\n /**\r\n * Gets or sets the root nodes of the material vertex shader\r\n */\r\n public _vertexOutputNodes = new Array();\r\n\r\n /**\r\n * Gets or sets the root nodes of the material fragment (pixel) shader\r\n */\r\n public _fragmentOutputNodes = new Array();\r\n\r\n /** Gets or sets options to control the node material overall behavior */\r\n public get options() {\r\n return this._options;\r\n }\r\n\r\n public set options(options: INodeMaterialOptions) {\r\n this._options = options;\r\n }\r\n\r\n /**\r\n * Default configuration related to image processing available in the standard Material.\r\n */\r\n protected _imageProcessingConfiguration: ImageProcessingConfiguration;\r\n\r\n /**\r\n * Gets the image processing configuration used either in this material.\r\n */\r\n public get imageProcessingConfiguration(): ImageProcessingConfiguration {\r\n return this._imageProcessingConfiguration;\r\n }\r\n\r\n /**\r\n * Sets the Default image processing configuration used either in the this material.\r\n *\r\n * If sets to null, the scene one is in use.\r\n */\r\n public set imageProcessingConfiguration(value: ImageProcessingConfiguration) {\r\n this._attachImageProcessingConfiguration(value);\r\n\r\n // Ensure the effect will be rebuilt.\r\n this._markAllSubMeshesAsTexturesDirty();\r\n }\r\n\r\n /**\r\n * Gets an array of blocks that needs to be serialized even if they are not yet connected\r\n */\r\n public attachedBlocks = new Array();\r\n\r\n /**\r\n * Specifies the mode of the node material\r\n * @hidden\r\n */\r\n @serialize(\"mode\")\r\n public _mode: NodeMaterialModes = NodeMaterialModes.Material;\r\n\r\n /**\r\n * Gets the mode property\r\n */\r\n public get mode(): NodeMaterialModes {\r\n return this._mode;\r\n }\r\n\r\n /**\r\n * Create a new node based material\r\n * @param name defines the material name\r\n * @param scene defines the hosting scene\r\n * @param options defines creation option\r\n */\r\n constructor(name: string, scene?: Scene, options: Partial = {}) {\r\n super(name, scene || Engine.LastCreatedScene!);\r\n\r\n this._options = {\r\n emitComments: false,\r\n ...options\r\n };\r\n\r\n // Setup the default processing configuration to the scene.\r\n this._attachImageProcessingConfiguration(null);\r\n }\r\n\r\n /**\r\n * Gets the current class name of the material e.g. \"NodeMaterial\"\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"NodeMaterial\";\r\n }\r\n\r\n /**\r\n * Keep track of the image processing observer to allow dispose and replace.\r\n */\r\n private _imageProcessingObserver: Nullable>;\r\n\r\n /**\r\n * Attaches a new image processing configuration to the Standard Material.\r\n * @param configuration\r\n */\r\n protected _attachImageProcessingConfiguration(configuration: Nullable): void {\r\n if (configuration === this._imageProcessingConfiguration) {\r\n return;\r\n }\r\n\r\n // Detaches observer.\r\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\r\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\r\n }\r\n\r\n // Pick the scene configuration if needed.\r\n if (!configuration) {\r\n this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;\r\n }\r\n else {\r\n this._imageProcessingConfiguration = configuration;\r\n }\r\n\r\n // Attaches observer.\r\n if (this._imageProcessingConfiguration) {\r\n this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(() => {\r\n this._markAllSubMeshesAsImageProcessingDirty();\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Get a block by its name\r\n * @param name defines the name of the block to retrieve\r\n * @returns the required block or null if not found\r\n */\r\n public getBlockByName(name: string) {\r\n let result = null;\r\n for (var block of this.attachedBlocks) {\r\n if (block.name === name) {\r\n if (!result) {\r\n result = block;\r\n } else {\r\n Tools.Warn(\"More than one block was found with the name `\" + name + \"`\");\r\n return result;\r\n }\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Get a block by its name\r\n * @param predicate defines the predicate used to find the good candidate\r\n * @returns the required block or null if not found\r\n */\r\n public getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean) {\r\n for (var block of this.attachedBlocks) {\r\n if (predicate(block)) {\r\n return block;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Get an input block by its name\r\n * @param predicate defines the predicate used to find the good candidate\r\n * @returns the required input block or null if not found\r\n */\r\n public getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable {\r\n for (var block of this.attachedBlocks) {\r\n if (block.isInput && predicate(block as InputBlock)) {\r\n return block as InputBlock;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets the list of input blocks attached to this material\r\n * @returns an array of InputBlocks\r\n */\r\n public getInputBlocks() {\r\n let blocks: InputBlock[] = [];\r\n for (var block of this.attachedBlocks) {\r\n if (block.isInput) {\r\n blocks.push(block as InputBlock);\r\n }\r\n }\r\n\r\n return blocks;\r\n }\r\n\r\n /**\r\n * Adds a new optimizer to the list of optimizers\r\n * @param optimizer defines the optimizers to add\r\n * @returns the current material\r\n */\r\n public registerOptimizer(optimizer: NodeMaterialOptimizer) {\r\n let index = this._optimizers.indexOf(optimizer);\r\n\r\n if (index > -1) {\r\n return;\r\n }\r\n\r\n this._optimizers.push(optimizer);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove an optimizer from the list of optimizers\r\n * @param optimizer defines the optimizers to remove\r\n * @returns the current material\r\n */\r\n public unregisterOptimizer(optimizer: NodeMaterialOptimizer) {\r\n let index = this._optimizers.indexOf(optimizer);\r\n\r\n if (index === -1) {\r\n return;\r\n }\r\n\r\n this._optimizers.splice(index, 1);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Add a new block to the list of output nodes\r\n * @param node defines the node to add\r\n * @returns the current material\r\n */\r\n public addOutputNode(node: NodeMaterialBlock) {\r\n if (node.target === null) {\r\n throw \"This node is not meant to be an output node. You may want to explicitly set its target value.\";\r\n }\r\n\r\n if ((node.target & NodeMaterialBlockTargets.Vertex) !== 0) {\r\n this._addVertexOutputNode(node);\r\n }\r\n\r\n if ((node.target & NodeMaterialBlockTargets.Fragment) !== 0) {\r\n this._addFragmentOutputNode(node);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove a block from the list of root nodes\r\n * @param node defines the node to remove\r\n * @returns the current material\r\n */\r\n public removeOutputNode(node: NodeMaterialBlock) {\r\n if (node.target === null) {\r\n return this;\r\n }\r\n\r\n if ((node.target & NodeMaterialBlockTargets.Vertex) !== 0) {\r\n this._removeVertexOutputNode(node);\r\n }\r\n\r\n if ((node.target & NodeMaterialBlockTargets.Fragment) !== 0) {\r\n this._removeFragmentOutputNode(node);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n private _addVertexOutputNode(node: NodeMaterialBlock) {\r\n if (this._vertexOutputNodes.indexOf(node) !== -1) {\r\n return;\r\n }\r\n\r\n node.target = NodeMaterialBlockTargets.Vertex;\r\n this._vertexOutputNodes.push(node);\r\n\r\n return this;\r\n }\r\n\r\n private _removeVertexOutputNode(node: NodeMaterialBlock) {\r\n let index = this._vertexOutputNodes.indexOf(node);\r\n if (index === -1) {\r\n return;\r\n }\r\n\r\n this._vertexOutputNodes.splice(index, 1);\r\n\r\n return this;\r\n }\r\n\r\n private _addFragmentOutputNode(node: NodeMaterialBlock) {\r\n if (this._fragmentOutputNodes.indexOf(node) !== -1) {\r\n return;\r\n }\r\n\r\n node.target = NodeMaterialBlockTargets.Fragment;\r\n this._fragmentOutputNodes.push(node);\r\n\r\n return this;\r\n }\r\n\r\n private _removeFragmentOutputNode(node: NodeMaterialBlock) {\r\n let index = this._fragmentOutputNodes.indexOf(node);\r\n if (index === -1) {\r\n return;\r\n }\r\n\r\n this._fragmentOutputNodes.splice(index, 1);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Specifies if the material will require alpha blending\r\n * @returns a boolean specifying if alpha blending is needed\r\n */\r\n public needAlphaBlending(): boolean {\r\n if (this.ignoreAlpha) {\r\n return false;\r\n }\r\n return (this.alpha < 1.0) || (this._sharedData && this._sharedData.hints.needAlphaBlending);\r\n }\r\n\r\n /**\r\n * Specifies if this material should be rendered in alpha test mode\r\n * @returns a boolean specifying if an alpha test is needed.\r\n */\r\n public needAlphaTesting(): boolean {\r\n return this._sharedData && this._sharedData.hints.needAlphaTesting;\r\n }\r\n\r\n private _initializeBlock(node: NodeMaterialBlock, state: NodeMaterialBuildState, nodesToProcessForOtherBuildState: NodeMaterialBlock[]) {\r\n node.initialize(state);\r\n node.autoConfigure(this);\r\n node._preparationId = this._buildId;\r\n\r\n if (this.attachedBlocks.indexOf(node) === -1) {\r\n if (node.isUnique) {\r\n const className = node.getClassName();\r\n\r\n for (var other of this.attachedBlocks) {\r\n if (other.getClassName() === className) {\r\n throw `Cannot have multiple blocks of type ${className} in the same NodeMaterial`;\r\n }\r\n }\r\n }\r\n this.attachedBlocks.push(node);\r\n }\r\n\r\n for (var input of node.inputs) {\r\n input.associatedVariableName = \"\";\r\n\r\n let connectedPoint = input.connectedPoint;\r\n if (connectedPoint) {\r\n let block = connectedPoint.ownerBlock;\r\n if (block !== node) {\r\n if (block.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n nodesToProcessForOtherBuildState.push(block);\r\n } else if (state.target === NodeMaterialBlockTargets.Fragment\r\n && block.target === NodeMaterialBlockTargets.Vertex\r\n && block._preparationId !== this._buildId) {\r\n nodesToProcessForOtherBuildState.push(block);\r\n }\r\n this._initializeBlock(block, state, nodesToProcessForOtherBuildState);\r\n }\r\n }\r\n }\r\n\r\n for (var output of node.outputs) {\r\n output.associatedVariableName = \"\";\r\n }\r\n }\r\n\r\n private _resetDualBlocks(node: NodeMaterialBlock, id: number) {\r\n if (node.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n node.buildId = id;\r\n }\r\n\r\n for (var inputs of node.inputs) {\r\n let connectedPoint = inputs.connectedPoint;\r\n if (connectedPoint) {\r\n let block = connectedPoint.ownerBlock;\r\n if (block !== node) {\r\n this._resetDualBlocks(block, id);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Remove a block from the current node material\r\n * @param block defines the block to remove\r\n */\r\n public removeBlock(block: NodeMaterialBlock) {\r\n let attachedBlockIndex = this.attachedBlocks.indexOf(block);\r\n if (attachedBlockIndex > -1) {\r\n this.attachedBlocks.splice(attachedBlockIndex, 1);\r\n }\r\n\r\n if (block.isFinalMerger) {\r\n this.removeOutputNode(block);\r\n }\r\n }\r\n\r\n /**\r\n * Build the material and generates the inner effect\r\n * @param verbose defines if the build should log activity\r\n */\r\n public build(verbose: boolean = false) {\r\n this._buildWasSuccessful = false;\r\n var engine = this.getScene().getEngine();\r\n\r\n const allowEmptyVertexProgram = this._mode === NodeMaterialModes.Particle;\r\n\r\n if (this._vertexOutputNodes.length === 0 && !allowEmptyVertexProgram) {\r\n throw \"You must define at least one vertexOutputNode\";\r\n }\r\n\r\n if (this._fragmentOutputNodes.length === 0) {\r\n throw \"You must define at least one fragmentOutputNode\";\r\n }\r\n\r\n // Compilation state\r\n this._vertexCompilationState = new NodeMaterialBuildState();\r\n this._vertexCompilationState.supportUniformBuffers = engine.supportsUniformBuffers;\r\n this._vertexCompilationState.target = NodeMaterialBlockTargets.Vertex;\r\n this._fragmentCompilationState = new NodeMaterialBuildState();\r\n this._fragmentCompilationState.supportUniformBuffers = engine.supportsUniformBuffers;\r\n this._fragmentCompilationState.target = NodeMaterialBlockTargets.Fragment;\r\n\r\n // Shared data\r\n this._sharedData = new NodeMaterialBuildStateSharedData();\r\n this._vertexCompilationState.sharedData = this._sharedData;\r\n this._fragmentCompilationState.sharedData = this._sharedData;\r\n this._sharedData.buildId = this._buildId;\r\n this._sharedData.emitComments = this._options.emitComments;\r\n this._sharedData.verbose = verbose;\r\n this._sharedData.scene = this.getScene();\r\n this._sharedData.allowEmptyVertexProgram = allowEmptyVertexProgram;\r\n\r\n // Initialize blocks\r\n let vertexNodes: NodeMaterialBlock[] = [];\r\n let fragmentNodes: NodeMaterialBlock[] = [];\r\n\r\n for (var vertexOutputNode of this._vertexOutputNodes) {\r\n vertexNodes.push(vertexOutputNode);\r\n this._initializeBlock(vertexOutputNode, this._vertexCompilationState, fragmentNodes);\r\n }\r\n\r\n for (var fragmentOutputNode of this._fragmentOutputNodes) {\r\n fragmentNodes.push(fragmentOutputNode);\r\n this._initializeBlock(fragmentOutputNode, this._fragmentCompilationState, vertexNodes);\r\n }\r\n\r\n // Optimize\r\n this.optimize();\r\n\r\n // Vertex\r\n for (var vertexOutputNode of vertexNodes) {\r\n vertexOutputNode.build(this._vertexCompilationState, vertexNodes);\r\n }\r\n\r\n // Fragment\r\n this._fragmentCompilationState.uniforms = this._vertexCompilationState.uniforms.slice(0);\r\n this._fragmentCompilationState._uniformDeclaration = this._vertexCompilationState._uniformDeclaration;\r\n this._fragmentCompilationState._constantDeclaration = this._vertexCompilationState._constantDeclaration;\r\n this._fragmentCompilationState._vertexState = this._vertexCompilationState;\r\n\r\n for (var fragmentOutputNode of fragmentNodes) {\r\n this._resetDualBlocks(fragmentOutputNode, this._buildId - 1);\r\n }\r\n\r\n for (var fragmentOutputNode of fragmentNodes) {\r\n fragmentOutputNode.build(this._fragmentCompilationState, fragmentNodes);\r\n }\r\n\r\n // Finalize\r\n this._vertexCompilationState.finalize(this._vertexCompilationState);\r\n this._fragmentCompilationState.finalize(this._fragmentCompilationState);\r\n\r\n this._buildId = NodeMaterial._BuildIdGenerator++;\r\n\r\n // Errors\r\n this._sharedData.emitErrors();\r\n\r\n if (verbose) {\r\n console.log(\"Vertex shader:\");\r\n console.log(this._vertexCompilationState.compilationString);\r\n console.log(\"Fragment shader:\");\r\n console.log(this._fragmentCompilationState.compilationString);\r\n }\r\n\r\n this._buildWasSuccessful = true;\r\n this.onBuildObservable.notifyObservers(this);\r\n\r\n // Wipe defines\r\n const meshes = this.getScene().meshes;\r\n for (var mesh of meshes) {\r\n if (!mesh.subMeshes) {\r\n continue;\r\n }\r\n for (var subMesh of mesh.subMeshes) {\r\n if (subMesh.getMaterial() !== this) {\r\n continue;\r\n }\r\n\r\n if (!subMesh._materialDefines) {\r\n continue;\r\n }\r\n\r\n let defines = subMesh._materialDefines;\r\n defines.markAllAsDirty();\r\n defines.reset();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Runs an otpimization phase to try to improve the shader code\r\n */\r\n public optimize() {\r\n for (var optimizer of this._optimizers) {\r\n optimizer.optimize(this._vertexOutputNodes, this._fragmentOutputNodes);\r\n }\r\n }\r\n\r\n private _prepareDefinesForAttributes(mesh: AbstractMesh, defines: NodeMaterialDefines) {\r\n let oldNormal = defines[\"NORMAL\"];\r\n let oldTangent = defines[\"TANGENT\"];\r\n let oldUV1 = defines[\"UV1\"];\r\n\r\n defines[\"NORMAL\"] = mesh.isVerticesDataPresent(VertexBuffer.NormalKind);\r\n\r\n defines[\"TANGENT\"] = mesh.isVerticesDataPresent(VertexBuffer.TangentKind);\r\n\r\n defines[\"UV1\"] = mesh.isVerticesDataPresent(VertexBuffer.UVKind);\r\n\r\n if (oldNormal !== defines[\"NORMAL\"] || oldTangent !== defines[\"TANGENT\"] || oldUV1 !== defines[\"UV1\"]) {\r\n defines.markAsAttributesDirty();\r\n }\r\n }\r\n\r\n /**\r\n * Create a post process from the material\r\n * @param camera The camera to apply the render pass to.\r\n * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param textureFormat Format of textures used when performing the post process. (default: TEXTUREFORMAT_RGBA)\r\n * @returns the post process created\r\n */\r\n public createPostProcess(\r\n camera: Nullable, options: number | PostProcessOptions = 1, samplingMode: number = Constants.TEXTURE_NEAREST_SAMPLINGMODE, engine?: Engine, reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT, textureFormat = Constants.TEXTUREFORMAT_RGBA): PostProcess {\r\n return this._createEffectOrPostProcess(null, camera, options, samplingMode, engine, reusable, textureType, textureFormat);\r\n }\r\n\r\n /**\r\n * Create the post process effect from the material\r\n * @param postProcess The post process to create the effect for\r\n */\r\n public createEffectForPostProcess(postProcess: PostProcess) {\r\n this._createEffectOrPostProcess(postProcess);\r\n }\r\n\r\n private _createEffectOrPostProcess(postProcess: Nullable,\r\n camera?: Nullable, options: number | PostProcessOptions = 1, samplingMode: number = Constants.TEXTURE_NEAREST_SAMPLINGMODE, engine?: Engine, reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT, textureFormat = Constants.TEXTUREFORMAT_RGBA): PostProcess {\r\n let tempName = this.name + this._buildId;\r\n\r\n const defines = new NodeMaterialDefines();\r\n\r\n const dummyMesh = new AbstractMesh(tempName + \"PostProcess\", this.getScene());\r\n\r\n let buildId = this._buildId;\r\n\r\n this._processDefines(dummyMesh, defines);\r\n\r\n Effect.RegisterShader(tempName, this._fragmentCompilationState._builtCompilationString, this._vertexCompilationState._builtCompilationString);\r\n\r\n if (!postProcess) {\r\n postProcess = new PostProcess(\r\n this.name + \"PostProcess\", tempName, this._fragmentCompilationState.uniforms, this._fragmentCompilationState.samplers,\r\n options, camera!, samplingMode, engine, reusable, defines.toString(), textureType, tempName, { maxSimultaneousLights: this.maxSimultaneousLights }, false, textureFormat\r\n );\r\n } else {\r\n postProcess.updateEffect(defines.toString(), this._fragmentCompilationState.uniforms, this._fragmentCompilationState.samplers, { maxSimultaneousLights: this.maxSimultaneousLights }, undefined, undefined, tempName, tempName);\r\n }\r\n\r\n postProcess.nodeMaterialSource = this;\r\n\r\n postProcess.onApplyObservable.add((effect) => {\r\n if (buildId !== this._buildId) {\r\n delete Effect.ShadersStore[tempName + \"VertexShader\"];\r\n delete Effect.ShadersStore[tempName + \"PixelShader\"];\r\n\r\n tempName = this.name + this._buildId;\r\n\r\n defines.markAsUnprocessed();\r\n\r\n buildId = this._buildId;\r\n }\r\n\r\n const result = this._processDefines(dummyMesh, defines);\r\n\r\n if (result) {\r\n Effect.RegisterShader(tempName, this._fragmentCompilationState._builtCompilationString, this._vertexCompilationState._builtCompilationString);\r\n\r\n TimingTools.SetImmediate(() =>\r\n postProcess!.updateEffect(defines.toString(), this._fragmentCompilationState.uniforms, this._fragmentCompilationState.samplers, { maxSimultaneousLights: this.maxSimultaneousLights }, undefined, undefined, tempName, tempName)\r\n );\r\n }\r\n\r\n // Animated blocks\r\n if (this._sharedData.animatedInputs) {\r\n const scene = this.getScene();\r\n\r\n let frameId = scene.getFrameId();\r\n\r\n if (this._animationFrame !== frameId) {\r\n for (var input of this._sharedData.animatedInputs) {\r\n input.animate(scene);\r\n }\r\n\r\n this._animationFrame = frameId;\r\n }\r\n }\r\n\r\n // Bindable blocks\r\n for (var block of this._sharedData.bindableBlocks) {\r\n block.bind(effect, this);\r\n }\r\n\r\n // Connection points\r\n for (var inputBlock of this._sharedData.inputBlocks) {\r\n inputBlock._transmit(effect, this.getScene());\r\n }\r\n });\r\n\r\n return postProcess;\r\n }\r\n\r\n private _createEffectForParticles(particleSystem: IParticleSystem, blendMode: number, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void, effect?: Effect, defines?: NodeMaterialDefines, dummyMesh?: Nullable) {\r\n let tempName = this.name + this._buildId + \"_\" + blendMode;\r\n\r\n if (!defines) {\r\n defines = new NodeMaterialDefines();\r\n }\r\n\r\n if (!dummyMesh) {\r\n dummyMesh = this.getScene().getMeshByName(this.name + \"Particle\");\r\n if (!dummyMesh) {\r\n dummyMesh = new AbstractMesh(this.name + \"Particle\", this.getScene());\r\n }\r\n }\r\n\r\n let buildId = this._buildId;\r\n\r\n let particleSystemDefines: Array = [];\r\n let particleSystemDefinesJoined = \"\";\r\n\r\n if (!effect) {\r\n const result = this._processDefines(dummyMesh, defines);\r\n\r\n Effect.RegisterShader(tempName, this._fragmentCompilationState._builtCompilationString);\r\n\r\n particleSystem.fillDefines(particleSystemDefines, blendMode);\r\n\r\n particleSystemDefinesJoined = particleSystemDefines.join(\"\\n\");\r\n\r\n effect = this.getScene().getEngine().createEffectForParticles(tempName, this._fragmentCompilationState.uniforms, this._fragmentCompilationState.samplers, defines.toString() + \"\\n\" + particleSystemDefinesJoined, result?.fallbacks, onCompiled, onError, particleSystem);\r\n\r\n particleSystem.setCustomEffect(effect, blendMode);\r\n }\r\n\r\n effect.onBindObservable.add((effect) => {\r\n if (buildId !== this._buildId) {\r\n delete Effect.ShadersStore[tempName + \"PixelShader\"];\r\n\r\n tempName = this.name + this._buildId + \"_\" + blendMode;\r\n\r\n defines!.markAsUnprocessed();\r\n\r\n buildId = this._buildId;\r\n }\r\n\r\n particleSystemDefines.length = 0;\r\n\r\n particleSystem.fillDefines(particleSystemDefines, blendMode);\r\n\r\n const particleSystemDefinesJoinedCurrent = particleSystemDefines.join(\"\\n\");\r\n\r\n if (particleSystemDefinesJoinedCurrent !== particleSystemDefinesJoined) {\r\n defines!.markAsUnprocessed();\r\n particleSystemDefinesJoined = particleSystemDefinesJoinedCurrent;\r\n }\r\n\r\n const result = this._processDefines(dummyMesh!, defines!);\r\n\r\n if (result) {\r\n Effect.RegisterShader(tempName, this._fragmentCompilationState._builtCompilationString);\r\n\r\n effect = this.getScene().getEngine().createEffectForParticles(tempName, this._fragmentCompilationState.uniforms, this._fragmentCompilationState.samplers, defines!.toString() + \"\\n\" + particleSystemDefinesJoined, result?.fallbacks, onCompiled, onError, particleSystem);\r\n particleSystem.setCustomEffect(effect, blendMode);\r\n this._createEffectForParticles(particleSystem, blendMode, onCompiled, onError, effect, defines, dummyMesh); // add the effect.onBindObservable observer\r\n return;\r\n }\r\n\r\n // Animated blocks\r\n if (this._sharedData.animatedInputs) {\r\n const scene = this.getScene();\r\n\r\n let frameId = scene.getFrameId();\r\n\r\n if (this._animationFrame !== frameId) {\r\n for (var input of this._sharedData.animatedInputs) {\r\n input.animate(scene);\r\n }\r\n\r\n this._animationFrame = frameId;\r\n }\r\n }\r\n\r\n // Bindable blocks\r\n for (var block of this._sharedData.bindableBlocks) {\r\n block.bind(effect, this);\r\n }\r\n\r\n // Connection points\r\n for (var inputBlock of this._sharedData.inputBlocks) {\r\n inputBlock._transmit(effect, this.getScene());\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Create the effect to be used as the custom effect for a particle system\r\n * @param particleSystem Particle system to create the effect for\r\n * @param onCompiled defines a function to call when the effect creation is successful\r\n * @param onError defines a function to call when the effect creation has failed\r\n */\r\n public createEffectForParticles(particleSystem: IParticleSystem, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void) {\r\n this._createEffectForParticles(particleSystem, BaseParticleSystem.BLENDMODE_ONEONE, onCompiled, onError);\r\n this._createEffectForParticles(particleSystem, BaseParticleSystem.BLENDMODE_MULTIPLY, onCompiled, onError);\r\n }\r\n\r\n private _processDefines(mesh: AbstractMesh, defines: NodeMaterialDefines, useInstances = false, subMesh?: SubMesh): Nullable<{\r\n lightDisposed: boolean,\r\n uniformBuffers: string[],\r\n mergedUniforms: string[],\r\n mergedSamplers: string[],\r\n fallbacks: EffectFallbacks,\r\n }> {\r\n let result = null;\r\n\r\n // Shared defines\r\n this._sharedData.blocksWithDefines.forEach((b) => {\r\n b.initializeDefines(mesh, this, defines, useInstances);\r\n });\r\n\r\n this._sharedData.blocksWithDefines.forEach((b) => {\r\n b.prepareDefines(mesh, this, defines, useInstances, subMesh);\r\n });\r\n\r\n // Need to recompile?\r\n if (defines.isDirty) {\r\n const lightDisposed = defines._areLightsDisposed;\r\n defines.markAsProcessed();\r\n\r\n // Repeatable content generators\r\n this._vertexCompilationState.compilationString = this._vertexCompilationState._builtCompilationString;\r\n this._fragmentCompilationState.compilationString = this._fragmentCompilationState._builtCompilationString;\r\n\r\n this._sharedData.repeatableContentBlocks.forEach((b) => {\r\n b.replaceRepeatableContent(this._vertexCompilationState, this._fragmentCompilationState, mesh, defines);\r\n });\r\n\r\n // Uniforms\r\n let uniformBuffers: string[] = [];\r\n this._sharedData.dynamicUniformBlocks.forEach((b) => {\r\n b.updateUniformsAndSamples(this._vertexCompilationState, this, defines, uniformBuffers);\r\n });\r\n\r\n let mergedUniforms = this._vertexCompilationState.uniforms;\r\n\r\n this._fragmentCompilationState.uniforms.forEach((u) => {\r\n let index = mergedUniforms.indexOf(u);\r\n\r\n if (index === -1) {\r\n mergedUniforms.push(u);\r\n }\r\n });\r\n\r\n // Samplers\r\n let mergedSamplers = this._vertexCompilationState.samplers;\r\n\r\n this._fragmentCompilationState.samplers.forEach((s) => {\r\n let index = mergedSamplers.indexOf(s);\r\n\r\n if (index === -1) {\r\n mergedSamplers.push(s);\r\n }\r\n });\r\n\r\n var fallbacks = new EffectFallbacks();\r\n\r\n this._sharedData.blocksWithFallbacks.forEach((b) => {\r\n b.provideFallbacks(mesh, fallbacks);\r\n });\r\n\r\n result = {\r\n lightDisposed,\r\n uniformBuffers,\r\n mergedUniforms,\r\n mergedSamplers,\r\n fallbacks,\r\n };\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Get if the submesh is ready to be used and all its information available.\r\n * Child classes can use it to update shaders\r\n * @param mesh defines the mesh to check\r\n * @param subMesh defines which submesh to check\r\n * @param useInstances specifies that instances should be used\r\n * @returns a boolean indicating that the submesh is ready or not\r\n */\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances: boolean = false): boolean {\r\n if (!this._buildWasSuccessful) {\r\n return false;\r\n }\r\n\r\n var scene = this.getScene();\r\n if (this._sharedData.animatedInputs) {\r\n let frameId = scene.getFrameId();\r\n\r\n if (this._animationFrame !== frameId) {\r\n for (var input of this._sharedData.animatedInputs) {\r\n input.animate(scene);\r\n }\r\n\r\n this._animationFrame = frameId;\r\n }\r\n }\r\n\r\n if (subMesh.effect && this.isFrozen) {\r\n if (subMesh.effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh._materialDefines) {\r\n subMesh._materialDefines = new NodeMaterialDefines();\r\n }\r\n\r\n var defines = subMesh._materialDefines;\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n var engine = scene.getEngine();\r\n\r\n this._prepareDefinesForAttributes(mesh, defines);\r\n\r\n // Check if blocks are ready\r\n if (this._sharedData.blockingBlocks.some((b) => !b.isReady(mesh, this, defines, useInstances))) {\r\n return false;\r\n }\r\n\r\n const result = this._processDefines(mesh, defines, useInstances, subMesh);\r\n\r\n if (result) {\r\n let previousEffect = subMesh.effect;\r\n // Compilation\r\n var join = defines.toString();\r\n var effect = engine.createEffect({\r\n vertex: \"nodeMaterial\" + this._buildId,\r\n fragment: \"nodeMaterial\" + this._buildId,\r\n vertexSource: this._vertexCompilationState.compilationString,\r\n fragmentSource: this._fragmentCompilationState.compilationString\r\n }, {\r\n attributes: this._vertexCompilationState.attributes,\r\n uniformsNames: result.mergedUniforms,\r\n uniformBuffersNames: result.uniformBuffers,\r\n samplers: result.mergedSamplers,\r\n defines: join,\r\n fallbacks: result.fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: this.maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }\r\n }, engine);\r\n\r\n if (effect) {\r\n if (this._onEffectCreatedObservable) {\r\n onCreatedEffectParameters.effect = effect;\r\n onCreatedEffectParameters.subMesh = subMesh;\r\n this._onEffectCreatedObservable.notifyObservers(onCreatedEffectParameters);\r\n }\r\n\r\n // Use previous effect while new one is compiling\r\n if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {\r\n effect = previousEffect;\r\n defines.markAsUnprocessed();\r\n\r\n if (result.lightDisposed) {\r\n // re register in case it takes more than one frame.\r\n defines._areLightsDisposed = true;\r\n return false;\r\n }\r\n\r\n } else {\r\n scene.resetCachedMaterial();\r\n subMesh.setEffect(effect, defines);\r\n }\r\n }\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Get a string representing the shaders built by the current node graph\r\n */\r\n public get compiledShaders() {\r\n return `// Vertex shader\\r\\n${this._vertexCompilationState.compilationString}\\r\\n\\r\\n// Fragment shader\\r\\n${this._fragmentCompilationState.compilationString}`;\r\n }\r\n\r\n /**\r\n * Binds the world matrix to the material\r\n * @param world defines the world transformation matrix\r\n */\r\n public bindOnlyWorldMatrix(world: Matrix): void {\r\n var scene = this.getScene();\r\n\r\n if (!this._activeEffect) {\r\n return;\r\n }\r\n\r\n let hints = this._sharedData.hints;\r\n\r\n if (hints.needWorldViewMatrix) {\r\n world.multiplyToRef(scene.getViewMatrix(), this._cachedWorldViewMatrix);\r\n }\r\n\r\n if (hints.needWorldViewProjectionMatrix) {\r\n world.multiplyToRef(scene.getTransformMatrix(), this._cachedWorldViewProjectionMatrix);\r\n }\r\n\r\n // Connection points\r\n for (var inputBlock of this._sharedData.inputBlocks) {\r\n inputBlock._transmitWorld(this._activeEffect, world, this._cachedWorldViewMatrix, this._cachedWorldViewProjectionMatrix);\r\n }\r\n }\r\n\r\n /**\r\n * Binds the submesh to this material by preparing the effect and shader to draw\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh containing the submesh\r\n * @param subMesh defines the submesh to bind the material to\r\n */\r\n public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n let scene = this.getScene();\r\n var effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n\r\n let mustRebind = this._mustRebind(scene, effect, mesh.visibility);\r\n\r\n if (mustRebind) {\r\n let sharedData = this._sharedData;\r\n if (effect && scene.getCachedEffect() !== effect) {\r\n // Bindable blocks\r\n for (var block of sharedData.bindableBlocks) {\r\n block.bind(effect, this, mesh, subMesh);\r\n }\r\n\r\n // Connection points\r\n for (var inputBlock of sharedData.inputBlocks) {\r\n inputBlock._transmit(effect, scene);\r\n }\r\n }\r\n }\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n /**\r\n * Gets the active textures from the material\r\n * @returns an array of textures\r\n */\r\n public getActiveTextures(): BaseTexture[] {\r\n var activeTextures = super.getActiveTextures();\r\n\r\n if (this._sharedData) {\r\n activeTextures.push(...this._sharedData.textureBlocks.filter((tb) => tb.texture).map((tb) => tb.texture!));\r\n }\r\n\r\n return activeTextures;\r\n }\r\n\r\n /**\r\n * Gets the list of texture blocks\r\n * @returns an array of texture blocks\r\n */\r\n public getTextureBlocks(): (TextureBlock | ReflectionTextureBaseBlock | RefractionBlock | CurrentScreenBlock | ParticleTextureBlock)[] {\r\n if (!this._sharedData) {\r\n return [];\r\n }\r\n\r\n return this._sharedData.textureBlocks;\r\n }\r\n\r\n /**\r\n * Specifies if the material uses a texture\r\n * @param texture defines the texture to check against the material\r\n * @returns a boolean specifying if the material uses the texture\r\n */\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n if (!this._sharedData) {\r\n return false;\r\n }\r\n\r\n for (var t of this._sharedData.textureBlocks) {\r\n if (t.texture === texture) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Disposes the material\r\n * @param forceDisposeEffect specifies if effects should be forcefully disposed\r\n * @param forceDisposeTextures specifies if textures should be forcefully disposed\r\n * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh\r\n */\r\n public dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void {\r\n\r\n if (forceDisposeTextures) {\r\n for (var texture of this._sharedData.textureBlocks.filter((tb) => tb.texture).map((tb) => tb.texture!)) {\r\n texture.dispose();\r\n }\r\n }\r\n\r\n for (var block of this.attachedBlocks) {\r\n block.dispose();\r\n }\r\n\r\n this.onBuildObservable.clear();\r\n\r\n super.dispose(forceDisposeEffect, forceDisposeTextures, notBoundToMesh);\r\n }\r\n\r\n /** Creates the node editor window. */\r\n private _createNodeEditor() {\r\n this.BJSNODEMATERIALEDITOR = this.BJSNODEMATERIALEDITOR || this._getGlobalNodeMaterialEditor();\r\n\r\n this.BJSNODEMATERIALEDITOR.NodeEditor.Show({\r\n nodeMaterial: this\r\n });\r\n }\r\n\r\n /**\r\n * Launch the node material editor\r\n * @param config Define the configuration of the editor\r\n * @return a promise fulfilled when the node editor is visible\r\n */\r\n public edit(config?: INodeMaterialEditorOptions): Promise {\r\n return new Promise((resolve, reject) => {\r\n if (typeof this.BJSNODEMATERIALEDITOR == 'undefined') {\r\n const editorUrl = config && config.editorURL ? config.editorURL : NodeMaterial.EditorURL;\r\n\r\n // Load editor and add it to the DOM\r\n Tools.LoadScript(editorUrl, () => {\r\n this._createNodeEditor();\r\n resolve();\r\n });\r\n } else {\r\n // Otherwise creates the editor\r\n this._createNodeEditor();\r\n resolve();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Clear the current material\r\n */\r\n public clear() {\r\n this._vertexOutputNodes = [];\r\n this._fragmentOutputNodes = [];\r\n this.attachedBlocks = [];\r\n }\r\n\r\n /**\r\n * Clear the current material and set it to a default state\r\n */\r\n public setToDefault() {\r\n this.clear();\r\n\r\n this.editorData = null;\r\n\r\n var positionInput = new InputBlock(\"Position\");\r\n positionInput.setAsAttribute(\"position\");\r\n\r\n var worldInput = new InputBlock(\"World\");\r\n worldInput.setAsSystemValue(BABYLON.NodeMaterialSystemValues.World);\r\n\r\n var worldPos = new TransformBlock(\"WorldPos\");\r\n positionInput.connectTo(worldPos);\r\n worldInput.connectTo(worldPos);\r\n\r\n var viewProjectionInput = new InputBlock(\"ViewProjection\");\r\n viewProjectionInput.setAsSystemValue(BABYLON.NodeMaterialSystemValues.ViewProjection);\r\n\r\n var worldPosdMultipliedByViewProjection = new TransformBlock(\"WorldPos * ViewProjectionTransform\");\r\n worldPos.connectTo(worldPosdMultipliedByViewProjection);\r\n viewProjectionInput.connectTo(worldPosdMultipliedByViewProjection);\r\n\r\n var vertexOutput = new VertexOutputBlock(\"VertexOutput\");\r\n worldPosdMultipliedByViewProjection.connectTo(vertexOutput);\r\n\r\n // Pixel\r\n var pixelColor = new InputBlock(\"color\");\r\n pixelColor.value = new Color4(0.8, 0.8, 0.8, 1);\r\n\r\n var fragmentOutput = new FragmentOutputBlock(\"FragmentOutput\");\r\n pixelColor.connectTo(fragmentOutput);\r\n\r\n // Add to nodes\r\n this.addOutputNode(vertexOutput);\r\n this.addOutputNode(fragmentOutput);\r\n\r\n this._mode = NodeMaterialModes.Material;\r\n }\r\n\r\n /**\r\n * Clear the current material and set it to a default state for post process\r\n */\r\n public setToDefaultPostProcess() {\r\n this.clear();\r\n\r\n this.editorData = null;\r\n\r\n const position = new InputBlock(\"Position\");\r\n position.setAsAttribute(\"position2d\");\r\n\r\n const const1 = new InputBlock(\"Constant1\");\r\n const1.isConstant = true;\r\n const1.value = 1;\r\n\r\n const vmerger = new VectorMergerBlock(\"Position3D\");\r\n\r\n position.connectTo(vmerger);\r\n const1.connectTo(vmerger, { input: \"w\" });\r\n\r\n const vertexOutput = new VertexOutputBlock(\"VertexOutput\");\r\n vmerger.connectTo(vertexOutput);\r\n\r\n // Pixel\r\n const scale = new InputBlock(\"scale\");\r\n scale.visibleInInspector = true;\r\n scale.value = new Vector2(1, 1);\r\n\r\n const uv0 = new RemapBlock(\"uv0\");\r\n position.connectTo(uv0);\r\n\r\n const uv = new MultiplyBlock(\"uv\");\r\n uv0.connectTo(uv);\r\n scale.connectTo(uv);\r\n\r\n const currentScreen = new CurrentScreenBlock(\"CurrentScreen\");\r\n uv.connectTo(currentScreen);\r\n\r\n currentScreen.texture = new Texture(\"https://assets.babylonjs.com/nme/currentScreenPostProcess.png\", this.getScene());\r\n\r\n var fragmentOutput = new FragmentOutputBlock(\"FragmentOutput\");\r\n currentScreen.connectTo(fragmentOutput, { output: \"rgba\" });\r\n\r\n // Add to nodes\r\n this.addOutputNode(vertexOutput);\r\n this.addOutputNode(fragmentOutput);\r\n\r\n this._mode = NodeMaterialModes.PostProcess;\r\n }\r\n\r\n /**\r\n * Clear the current material and set it to a default state for particle\r\n */\r\n public setToDefaultParticle() {\r\n this.clear();\r\n\r\n this.editorData = null;\r\n\r\n // Pixel\r\n const uv = new InputBlock(\"uv\");\r\n uv.setAsAttribute(\"particle_uv\");\r\n\r\n const texture = new ParticleTextureBlock(\"ParticleTexture\");\r\n uv.connectTo(texture);\r\n\r\n const color = new InputBlock(\"Color\");\r\n color.setAsAttribute(\"particle_color\");\r\n\r\n const multiply = new MultiplyBlock(\"Texture * Color\");\r\n texture.connectTo(multiply);\r\n color.connectTo(multiply);\r\n\r\n const rampGradient = new ParticleRampGradientBlock(\"ParticleRampGradient\");\r\n multiply.connectTo(rampGradient);\r\n\r\n const cSplitter = new ColorSplitterBlock(\"ColorSplitter\");\r\n color.connectTo(cSplitter);\r\n\r\n const blendMultiply = new ParticleBlendMultiplyBlock(\"ParticleBlendMultiply\");\r\n rampGradient.connectTo(blendMultiply);\r\n texture.connectTo(blendMultiply, { \"output\": \"a\" });\r\n cSplitter.connectTo(blendMultiply, { \"output\": \"a\" });\r\n\r\n const fragmentOutput = new FragmentOutputBlock(\"FragmentOutput\");\r\n blendMultiply.connectTo(fragmentOutput);\r\n\r\n // Add to nodes\r\n this.addOutputNode(fragmentOutput);\r\n\r\n this._mode = NodeMaterialModes.Particle;\r\n }\r\n\r\n /**\r\n * Loads the current Node Material from a url pointing to a file save by the Node Material Editor\r\n * @param url defines the url to load from\r\n * @returns a promise that will fullfil when the material is fully loaded\r\n */\r\n public loadAsync(url: string) {\r\n return this.getScene()._loadFileAsync(url).then((data) => {\r\n const serializationObject = JSON.parse(data as string);\r\n this.loadFromSerialization(serializationObject, \"\");\r\n });\r\n }\r\n\r\n private _gatherBlocks(rootNode: NodeMaterialBlock, list: NodeMaterialBlock[]) {\r\n if (list.indexOf(rootNode) !== -1) {\r\n return;\r\n }\r\n list.push(rootNode);\r\n\r\n for (var input of rootNode.inputs) {\r\n let connectedPoint = input.connectedPoint;\r\n if (connectedPoint) {\r\n let block = connectedPoint.ownerBlock;\r\n if (block !== rootNode) {\r\n this._gatherBlocks(block, list);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Generate a string containing the code declaration required to create an equivalent of this material\r\n * @returns a string\r\n */\r\n public generateCode() {\r\n\r\n let alreadyDumped: NodeMaterialBlock[] = [];\r\n let vertexBlocks: NodeMaterialBlock[] = [];\r\n let uniqueNames: string[] = [];\r\n // Gets active blocks\r\n for (var outputNode of this._vertexOutputNodes) {\r\n this._gatherBlocks(outputNode, vertexBlocks);\r\n\r\n }\r\n\r\n let fragmentBlocks: NodeMaterialBlock[] = [];\r\n for (var outputNode of this._fragmentOutputNodes) {\r\n this._gatherBlocks(outputNode, fragmentBlocks);\r\n }\r\n\r\n // Generate vertex shader\r\n let codeString = `var nodeMaterial = new BABYLON.NodeMaterial(\"${this.name || \"node material\"}\");\\r\\n`;\r\n for (var node of vertexBlocks) {\r\n if (node.isInput && alreadyDumped.indexOf(node) === -1) {\r\n codeString += node._dumpCode(uniqueNames, alreadyDumped);\r\n }\r\n }\r\n\r\n // Generate fragment shader\r\n for (var node of fragmentBlocks) {\r\n if (node.isInput && alreadyDumped.indexOf(node) === -1) {\r\n codeString += node._dumpCode(uniqueNames, alreadyDumped);\r\n }\r\n }\r\n\r\n // Connections\r\n alreadyDumped = [];\r\n codeString += \"\\r\\n// Connections\\r\\n\";\r\n for (var node of this._vertexOutputNodes) {\r\n codeString += node._dumpCodeForOutputConnections(alreadyDumped);\r\n }\r\n for (var node of this._fragmentOutputNodes) {\r\n codeString += node._dumpCodeForOutputConnections(alreadyDumped);\r\n }\r\n\r\n // Output nodes\r\n codeString += \"\\r\\n// Output nodes\\r\\n\";\r\n for (var node of this._vertexOutputNodes) {\r\n codeString += `nodeMaterial.addOutputNode(${node._codeVariableName});\\r\\n`;\r\n }\r\n\r\n for (var node of this._fragmentOutputNodes) {\r\n codeString += `nodeMaterial.addOutputNode(${node._codeVariableName});\\r\\n`;\r\n }\r\n\r\n codeString += `nodeMaterial.build();\\r\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this material in a JSON representation\r\n * @returns the serialized material object\r\n */\r\n public serialize(selectedBlocks?: NodeMaterialBlock[]): any {\r\n var serializationObject = selectedBlocks ? {} : SerializationHelper.Serialize(this);\r\n serializationObject.editorData = JSON.parse(JSON.stringify(this.editorData)); // Copy\r\n\r\n let blocks: NodeMaterialBlock[] = [];\r\n\r\n if (selectedBlocks) {\r\n blocks = selectedBlocks;\r\n } else {\r\n serializationObject.customType = \"BABYLON.NodeMaterial\";\r\n serializationObject.outputNodes = [];\r\n\r\n // Outputs\r\n for (var outputNode of this._vertexOutputNodes) {\r\n this._gatherBlocks(outputNode, blocks);\r\n serializationObject.outputNodes.push(outputNode.uniqueId);\r\n }\r\n\r\n for (var outputNode of this._fragmentOutputNodes) {\r\n this._gatherBlocks(outputNode, blocks);\r\n\r\n if (serializationObject.outputNodes.indexOf(outputNode.uniqueId) === -1) {\r\n serializationObject.outputNodes.push(outputNode.uniqueId);\r\n }\r\n }\r\n }\r\n\r\n // Blocks\r\n serializationObject.blocks = [];\r\n\r\n for (var block of blocks) {\r\n serializationObject.blocks.push(block.serialize());\r\n }\r\n\r\n if (!selectedBlocks) {\r\n for (var block of this.attachedBlocks) {\r\n if (blocks.indexOf(block) !== -1) {\r\n continue;\r\n }\r\n serializationObject.blocks.push(block.serialize());\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n private _restoreConnections(block: NodeMaterialBlock, source: any, map: {[key: number]: NodeMaterialBlock}) {\r\n for (var outputPoint of block.outputs) {\r\n for (var candidate of source.blocks) {\r\n let target = map[candidate.id];\r\n\r\n for (var input of candidate.inputs) {\r\n if (map[input.targetBlockId] === block && input.targetConnectionName === outputPoint.name) {\r\n let inputPoint = target.getInputByName(input.inputName);\r\n if (!inputPoint || inputPoint.isConnected) {\r\n continue;\r\n }\r\n\r\n outputPoint.connectTo(inputPoint, true);\r\n this._restoreConnections(target, source, map);\r\n continue;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clear the current graph and load a new one from a serialization object\r\n * @param source defines the JSON representation of the material\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n */\r\n public loadFromSerialization(source: any, rootUrl: string = \"\") {\r\n this.clear();\r\n\r\n let map: {[key: number]: NodeMaterialBlock} = {};\r\n\r\n // Create blocks\r\n for (var parsedBlock of source.blocks) {\r\n let blockType = _TypeStore.GetClass(parsedBlock.customType);\r\n if (blockType) {\r\n let block: NodeMaterialBlock = new blockType();\r\n block._deserialize(parsedBlock, this.getScene(), rootUrl);\r\n map[parsedBlock.id] = block;\r\n\r\n this.attachedBlocks.push(block);\r\n }\r\n }\r\n\r\n // Connections\r\n\r\n // Starts with input blocks only\r\n for (var blockIndex = 0; blockIndex < source.blocks.length; blockIndex++) {\r\n let parsedBlock = source.blocks[blockIndex];\r\n let block = map[parsedBlock.id];\r\n\r\n if (block.inputs.length) {\r\n continue;\r\n }\r\n this._restoreConnections(block, source, map);\r\n }\r\n\r\n // Outputs\r\n for (var outputNodeId of source.outputNodes) {\r\n this.addOutputNode(map[outputNodeId]);\r\n }\r\n\r\n // UI related info\r\n if (source.locations || source.editorData && source.editorData.locations) {\r\n let locations: {\r\n blockId: number;\r\n x: number;\r\n y: number;\r\n }[] = source.locations || source.editorData.locations;\r\n\r\n for (var location of locations) {\r\n if (map[location.blockId]) {\r\n location.blockId = map[location.blockId].uniqueId;\r\n }\r\n }\r\n\r\n if (source.locations) {\r\n this.editorData = {\r\n locations: locations\r\n };\r\n } else {\r\n this.editorData = source.editorData;\r\n this.editorData.locations = locations;\r\n }\r\n\r\n let blockMap: number[] = [];\r\n\r\n for (var key in map) {\r\n blockMap[key] = map[key].uniqueId;\r\n }\r\n\r\n this.editorData.map = blockMap;\r\n }\r\n\r\n this._mode = source.mode ?? NodeMaterialModes.Material;\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current material.\r\n * @param name - name to use for the new material.\r\n */\r\n public clone(name: string): NodeMaterial {\r\n const serializationObject = this.serialize();\r\n\r\n const clone = SerializationHelper.Clone(() => new NodeMaterial(name, this.getScene(), this.options), this);\r\n clone.id = name;\r\n clone.name = name;\r\n\r\n clone.loadFromSerialization(serializationObject);\r\n clone.build();\r\n\r\n return clone;\r\n }\r\n\r\n /**\r\n * Creates a node material from parsed material data\r\n * @param source defines the JSON representation of the material\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a new node material\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string = \"\"): NodeMaterial {\r\n let nodeMaterial = SerializationHelper.Parse(() => new NodeMaterial(source.name, scene), source, scene, rootUrl);\r\n\r\n nodeMaterial.loadFromSerialization(source, rootUrl);\r\n nodeMaterial.build();\r\n\r\n return nodeMaterial;\r\n }\r\n\r\n /**\r\n * Creates a node material from a snippet saved in a remote file\r\n * @param name defines the name of the material to create\r\n * @param url defines the url to load from\r\n * @param scene defines the hosting scene\r\n * @returns a promise that will resolve to the new node material\r\n */\r\n public static ParseFromFileAsync(name: string, url: string, scene: Scene): Promise {\r\n var material = new NodeMaterial(name, scene);\r\n\r\n return new Promise((resolve, reject) => {\r\n return material.loadAsync(url).then(() => resolve(material)).catch(reject);\r\n });\r\n }\r\n\r\n /**\r\n * Creates a node material from a snippet saved by the node material editor\r\n * @param snippetId defines the snippet to load\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @param nodeMaterial defines a node material to update (instead of creating a new one)\r\n * @returns a promise that will resolve to the new node material\r\n */\r\n public static ParseFromSnippetAsync(snippetId: string, scene: Scene, rootUrl: string = \"\", nodeMaterial?: NodeMaterial): Promise {\r\n return new Promise((resolve, reject) => {\r\n var request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n var snippet = JSON.parse(JSON.parse(request.responseText).jsonPayload);\r\n let serializationObject = JSON.parse(snippet.nodeMaterial);\r\n\r\n if (!nodeMaterial) {\r\n nodeMaterial = SerializationHelper.Parse(() => new NodeMaterial(snippetId, scene), serializationObject, scene, rootUrl);\r\n nodeMaterial.uniqueId = scene.getUniqueId();\r\n }\r\n\r\n nodeMaterial.loadFromSerialization(serializationObject);\r\n nodeMaterial.snippetId = snippetId;\r\n\r\n try {\r\n nodeMaterial.build();\r\n resolve(nodeMaterial);\r\n } catch (err) {\r\n reject(err);\r\n }\r\n } else {\r\n reject(\"Unable to load the snippet \" + snippetId);\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", this.SnippetUrl + \"/\" + snippetId.replace(/#/g, \"/\"));\r\n request.send();\r\n });\r\n }\r\n\r\n /**\r\n * Creates a new node material set to default basic configuration\r\n * @param name defines the name of the material\r\n * @param scene defines the hosting scene\r\n * @returns a new NodeMaterial\r\n */\r\n public static CreateDefault(name: string, scene?: Scene) {\r\n let newMaterial = new NodeMaterial(name, scene);\r\n newMaterial.setToDefault();\r\n newMaterial.build();\r\n\r\n return newMaterial;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.NodeMaterial\"] = NodeMaterial;","import { NodeMaterialBlockConnectionPointTypes } from './Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from './nodeMaterialBuildState';\r\nimport { Nullable } from '../../types';\r\nimport { NodeMaterialConnectionPoint, NodeMaterialConnectionPointDirection } from './nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from './Enums/nodeMaterialBlockTargets';\r\nimport { Effect } from '../effect';\r\nimport { AbstractMesh } from '../../Meshes/abstractMesh';\r\nimport { Mesh } from '../../Meshes/mesh';\r\nimport { SubMesh } from '../../Meshes/subMesh';\r\nimport { NodeMaterial, NodeMaterialDefines } from './nodeMaterial';\r\nimport { InputBlock } from './Blocks/Input/inputBlock';\r\nimport { UniqueIdGenerator } from '../../Misc/uniqueIdGenerator';\r\nimport { Scene } from '../../scene';\r\nimport { _TypeStore } from '../../Misc/typeStore';\r\nimport { EffectFallbacks } from '../effectFallbacks';\r\n\r\n/**\r\n * Defines a block that can be used inside a node based material\r\n */\r\nexport class NodeMaterialBlock {\r\n private _buildId: number;\r\n private _buildTarget: NodeMaterialBlockTargets;\r\n private _target: NodeMaterialBlockTargets;\r\n private _isFinalMerger = false;\r\n private _isInput = false;\r\n protected _isUnique = false;\r\n\r\n /** Gets or sets a boolean indicating that only one input can be connected at a time */\r\n public inputsAreExclusive = false;\r\n\r\n /** @hidden */\r\n public _codeVariableName = \"\";\r\n\r\n /** @hidden */\r\n public _inputs = new Array();\r\n /** @hidden */\r\n public _outputs = new Array();\r\n\r\n /** @hidden */\r\n public _preparationId: number;\r\n\r\n /**\r\n * Gets or sets the name of the block\r\n */\r\n public name: string;\r\n\r\n /**\r\n * Gets or sets the unique id of the node\r\n */\r\n public uniqueId: number;\r\n\r\n /**\r\n * Gets or sets the comments associated with this block\r\n */\r\n public comments: string = \"\";\r\n\r\n /**\r\n * Gets a boolean indicating that this block can only be used once per NodeMaterial\r\n */\r\n public get isUnique() {\r\n return this._isUnique;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)\r\n */\r\n public get isFinalMerger(): boolean {\r\n return this._isFinalMerger;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)\r\n */\r\n public get isInput(): boolean {\r\n return this._isInput;\r\n }\r\n\r\n /**\r\n * Gets or sets the build Id\r\n */\r\n public get buildId(): number {\r\n return this._buildId;\r\n }\r\n\r\n public set buildId(value: number) {\r\n this._buildId = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the target of the block\r\n */\r\n public get target() {\r\n return this._target;\r\n }\r\n\r\n public set target(value: NodeMaterialBlockTargets) {\r\n if ((this._target & value) !== 0) {\r\n return;\r\n }\r\n this._target = value;\r\n }\r\n\r\n /**\r\n * Gets the list of input points\r\n */\r\n public get inputs(): NodeMaterialConnectionPoint[] {\r\n return this._inputs;\r\n }\r\n\r\n /** Gets the list of output points */\r\n public get outputs(): NodeMaterialConnectionPoint[] {\r\n return this._outputs;\r\n }\r\n\r\n /**\r\n * Find an input by its name\r\n * @param name defines the name of the input to look for\r\n * @returns the input or null if not found\r\n */\r\n public getInputByName(name: string) {\r\n let filter = this._inputs.filter((e) => e.name === name);\r\n\r\n if (filter.length) {\r\n return filter[0];\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Find an output by its name\r\n * @param name defines the name of the outputto look for\r\n * @returns the output or null if not found\r\n */\r\n public getOutputByName(name: string) {\r\n let filter = this._outputs.filter((e) => e.name === name);\r\n\r\n if (filter.length) {\r\n return filter[0];\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Creates a new NodeMaterialBlock\r\n * @param name defines the block name\r\n * @param target defines the target of that block (Vertex by default)\r\n * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false\r\n * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false\r\n */\r\n public constructor(name: string, target = NodeMaterialBlockTargets.Vertex, isFinalMerger = false, isInput = false) {\r\n this.name = name;\r\n\r\n this._target = target;\r\n\r\n this._isFinalMerger = isFinalMerger;\r\n this._isInput = isInput;\r\n this.uniqueId = UniqueIdGenerator.UniqueId;\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public initialize(state: NodeMaterialBuildState) {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Bind data to effect. Will only be called for blocks with isBindable === true\r\n * @param effect defines the effect to bind data to\r\n * @param nodeMaterial defines the hosting NodeMaterial\r\n * @param mesh defines the mesh that will be rendered\r\n * @param subMesh defines the submesh that will be rendered\r\n */\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh, subMesh?: SubMesh) {\r\n // Do nothing\r\n }\r\n\r\n protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string {\r\n return `${state._getGLType(output.type)} ${output.associatedVariableName}`;\r\n }\r\n\r\n protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string {\r\n let connectionPoint = currentPoint.connectedPoint;\r\n\r\n if (connectionPoint) {\r\n return `${currentPoint.associatedVariableName}`;\r\n }\r\n\r\n return `0.`;\r\n }\r\n\r\n protected _writeFloat(value: number) {\r\n let stringVersion = value.toString();\r\n\r\n if (stringVersion.indexOf(\".\") === -1) {\r\n stringVersion += \".0\";\r\n }\r\n return `${stringVersion}`;\r\n }\r\n\r\n /**\r\n * Gets the current class name e.g. \"NodeMaterialBlock\"\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"NodeMaterialBlock\";\r\n }\r\n\r\n /**\r\n * Register a new input. Must be called inside a block constructor\r\n * @param name defines the connection point name\r\n * @param type defines the connection point type\r\n * @param isOptional defines a boolean indicating that this input can be omitted\r\n * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)\r\n * @param point an already created connection point. If not provided, create a new one\r\n * @returns the current block\r\n */\r\n public registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional: boolean = false, target?: NodeMaterialBlockTargets, point?: NodeMaterialConnectionPoint) {\r\n point = point ?? new NodeMaterialConnectionPoint(name, this, NodeMaterialConnectionPointDirection.Input);\r\n point.type = type;\r\n point.isOptional = isOptional;\r\n if (target) {\r\n point.target = target;\r\n }\r\n\r\n this._inputs.push(point);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Register a new output. Must be called inside a block constructor\r\n * @param name defines the connection point name\r\n * @param type defines the connection point type\r\n * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)\r\n * @param point an already created connection point. If not provided, create a new one\r\n * @returns the current block\r\n */\r\n public registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets, point?: NodeMaterialConnectionPoint) {\r\n point = point ?? new NodeMaterialConnectionPoint(name, this, NodeMaterialConnectionPointDirection.Output);\r\n point.type = type;\r\n if (target) {\r\n point.target = target;\r\n }\r\n\r\n this._outputs.push(point);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Will return the first available input e.g. the first one which is not an uniform or an attribute\r\n * @param forOutput defines an optional connection point to check compatibility with\r\n * @returns the first available input or null\r\n */\r\n public getFirstAvailableInput(forOutput: Nullable = null) {\r\n for (var input of this._inputs) {\r\n if (!input.connectedPoint) {\r\n if (!forOutput || (forOutput.type === input.type) || (input.type === NodeMaterialBlockConnectionPointTypes.AutoDetect)) {\r\n return input;\r\n }\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Will return the first available output e.g. the first one which is not yet connected and not a varying\r\n * @param forBlock defines an optional block to check compatibility with\r\n * @returns the first available input or null\r\n */\r\n public getFirstAvailableOutput(forBlock: Nullable = null) {\r\n for (var output of this._outputs) {\r\n if (!forBlock || !forBlock.target || forBlock.target === NodeMaterialBlockTargets.Neutral || (forBlock.target & output.target) !== 0) {\r\n return output;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets the sibling of the given output\r\n * @param current defines the current output\r\n * @returns the next output in the list or null\r\n */\r\n public getSiblingOutput(current: NodeMaterialConnectionPoint) {\r\n let index = this._outputs.indexOf(current);\r\n\r\n if (index === -1 || index >= this._outputs.length) {\r\n return null;\r\n }\r\n\r\n return this._outputs[index + 1];\r\n }\r\n\r\n /**\r\n * Connect current block with another block\r\n * @param other defines the block to connect with\r\n * @param options define the various options to help pick the right connections\r\n * @returns the current block\r\n */\r\n public connectTo(other: NodeMaterialBlock, options?: {\r\n input?: string,\r\n output?: string,\r\n outputSwizzle?: string\r\n }) {\r\n if (this._outputs.length === 0) {\r\n return;\r\n }\r\n\r\n let output = options && options.output ? this.getOutputByName(options.output) : this.getFirstAvailableOutput(other);\r\n\r\n let notFound = true;\r\n while (notFound) {\r\n let input = options && options.input ? other.getInputByName(options.input) : other.getFirstAvailableInput(output);\r\n\r\n if (output && input && output.canConnectTo(input)) {\r\n output.connectTo(input);\r\n notFound = false;\r\n } else if (!output) {\r\n throw \"Unable to find a compatible match\";\r\n } else {\r\n output = this.getSiblingOutput(output);\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n // Empty. Must be defined by child nodes\r\n }\r\n\r\n /**\r\n * Add uniforms, samplers and uniform buffers at compilation time\r\n * @param state defines the state to update\r\n * @param nodeMaterial defines the node material requesting the update\r\n * @param defines defines the material defines to update\r\n * @param uniformBuffers defines the list of uniform buffer names\r\n */\r\n public updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]) {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Add potential fallbacks if shader compilation fails\r\n * @param mesh defines the mesh to be rendered\r\n * @param fallbacks defines the current prioritized list of fallbacks\r\n */\r\n public provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks) {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Initialize defines for shader compilation\r\n * @param mesh defines the mesh to be rendered\r\n * @param nodeMaterial defines the node material requesting the update\r\n * @param defines defines the material defines to update\r\n * @param useInstances specifies that instances should be used\r\n */\r\n public initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances: boolean = false) {\r\n }\r\n\r\n /**\r\n * Update defines for shader compilation\r\n * @param mesh defines the mesh to be rendered\r\n * @param nodeMaterial defines the node material requesting the update\r\n * @param defines defines the material defines to update\r\n * @param useInstances specifies that instances should be used\r\n * @param subMesh defines which submesh to render\r\n */\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances: boolean = false, subMesh?: SubMesh) {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Lets the block try to connect some inputs automatically\r\n * @param material defines the hosting NodeMaterial\r\n */\r\n public autoConfigure(material: NodeMaterial) {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Function called when a block is declared as repeatable content generator\r\n * @param vertexShaderState defines the current compilation state for the vertex shader\r\n * @param fragmentShaderState defines the current compilation state for the fragment shader\r\n * @param mesh defines the mesh to be rendered\r\n * @param defines defines the material defines to update\r\n */\r\n public replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines) {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Checks if the block is ready\r\n * @param mesh defines the mesh to be rendered\r\n * @param nodeMaterial defines the node material requesting the update\r\n * @param defines defines the material defines to update\r\n * @param useInstances specifies that instances should be used\r\n * @returns true if the block is ready\r\n */\r\n public isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances: boolean = false) {\r\n return true;\r\n }\r\n\r\n protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number) {\r\n this._inputs[inputIndex0]._linkedConnectionSource = this._inputs[inputIndex1];\r\n this._inputs[inputIndex1]._linkedConnectionSource = this._inputs[inputIndex0];\r\n }\r\n\r\n private _processBuild(block: NodeMaterialBlock, state: NodeMaterialBuildState, input: NodeMaterialConnectionPoint, activeBlocks: NodeMaterialBlock[]) {\r\n block.build(state, activeBlocks);\r\n\r\n const localBlockIsFragment = (state._vertexState != null);\r\n const otherBlockWasGeneratedInVertexShader = block._buildTarget === NodeMaterialBlockTargets.Vertex && block.target !== NodeMaterialBlockTargets.VertexAndFragment;\r\n\r\n if (localBlockIsFragment && (\r\n ((block.target & block._buildTarget) === 0) ||\r\n ((block.target & input.target) === 0) ||\r\n (this.target !== NodeMaterialBlockTargets.VertexAndFragment && otherBlockWasGeneratedInVertexShader)\r\n )) { // context switch! We need a varying\r\n if ((!block.isInput && state.target !== block._buildTarget) // block was already emitted by vertex shader\r\n || (block.isInput && (block as InputBlock).isAttribute && !(block as InputBlock)._noContextSwitch) // block is an attribute\r\n ) {\r\n let connectedPoint = input.connectedPoint!;\r\n if (state._vertexState._emitVaryingFromString(\"v_\" + connectedPoint.associatedVariableName, state._getGLType(connectedPoint.type))) {\r\n state._vertexState.compilationString += `${\"v_\" + connectedPoint.associatedVariableName} = ${connectedPoint.associatedVariableName};\\r\\n`;\r\n }\r\n input.associatedVariableName = \"v_\" + connectedPoint.associatedVariableName;\r\n input._enforceAssociatedVariableName = true;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Compile the current node and generate the shader code\r\n * @param state defines the current compilation state (uniforms, samplers, current string)\r\n * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)\r\n * @returns true if already built\r\n */\r\n public build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean {\r\n if (this._buildId === state.sharedData.buildId) {\r\n return true;\r\n }\r\n\r\n if (!this.isInput) {\r\n /** Prepare outputs */\r\n for (var output of this._outputs) {\r\n if (!output.associatedVariableName) {\r\n output.associatedVariableName = state._getFreeVariableName(output.name);\r\n }\r\n }\r\n }\r\n\r\n // Check if \"parent\" blocks are compiled\r\n for (var input of this._inputs) {\r\n if (!input.connectedPoint) {\r\n if (!input.isOptional) { // Emit a warning\r\n state.sharedData.checks.notConnectedNonOptionalInputs.push(input);\r\n }\r\n continue;\r\n }\r\n\r\n if (this.target !== NodeMaterialBlockTargets.Neutral) {\r\n if ((input.target & this.target!) === 0) {\r\n continue;\r\n }\r\n\r\n if ((input.target & state.target!) === 0) {\r\n continue;\r\n }\r\n }\r\n\r\n let block = input.connectedPoint.ownerBlock;\r\n if (block && block !== this) {\r\n this._processBuild(block, state, input, activeBlocks);\r\n }\r\n }\r\n\r\n if (this._buildId === state.sharedData.buildId) {\r\n return true; // Need to check again as inputs can be connected multiple time to this endpoint\r\n }\r\n\r\n // Logs\r\n if (state.sharedData.verbose) {\r\n console.log(`${state.target === NodeMaterialBlockTargets.Vertex ? \"Vertex shader\" : \"Fragment shader\"}: Building ${this.name} [${this.getClassName()}]`);\r\n }\r\n\r\n // Checks final outputs\r\n if (this.isFinalMerger) {\r\n switch (state.target) {\r\n case NodeMaterialBlockTargets.Vertex:\r\n state.sharedData.checks.emitVertex = true;\r\n break;\r\n case NodeMaterialBlockTargets.Fragment:\r\n state.sharedData.checks.emitFragment = true;\r\n break;\r\n }\r\n }\r\n\r\n if (!this.isInput && state.sharedData.emitComments) {\r\n state.compilationString += `\\r\\n//${this.name}\\r\\n`;\r\n }\r\n\r\n this._buildBlock(state);\r\n\r\n this._buildId = state.sharedData.buildId;\r\n this._buildTarget = state.target;\r\n\r\n // Compile connected blocks\r\n for (var output of this._outputs) {\r\n if ((output.target & state.target) === 0) {\r\n continue;\r\n }\r\n\r\n for (var endpoint of output.endpoints) {\r\n let block = endpoint.ownerBlock;\r\n\r\n if (block && (block.target & state.target) !== 0 && activeBlocks.indexOf(block) !== -1) {\r\n this._processBuild(block, state, endpoint, activeBlocks);\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n protected _inputRename(name: string) {\r\n return name;\r\n }\r\n\r\n protected _outputRename(name: string) {\r\n return name;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n return \"\";\r\n }\r\n\r\n /** @hidden */\r\n public _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]) {\r\n alreadyDumped.push(this);\r\n\r\n let codeString: string;\r\n\r\n // Get unique name\r\n let nameAsVariableName = this.name.replace(/[^A-Za-z_]+/g, \"\");\r\n this._codeVariableName = nameAsVariableName || `${this.getClassName()}_${this.uniqueId}`;\r\n\r\n if (uniqueNames.indexOf(this._codeVariableName) !== -1) {\r\n let index = 0;\r\n do {\r\n index++;\r\n this._codeVariableName = nameAsVariableName + index;\r\n }\r\n while (uniqueNames.indexOf(this._codeVariableName) !== -1);\r\n }\r\n\r\n uniqueNames.push(this._codeVariableName);\r\n\r\n // Declaration\r\n codeString = `\\r\\n// ${this.getClassName()}\\r\\n`;\r\n if (this.comments) {\r\n codeString += `// ${this.comments}\\r\\n`;\r\n }\r\n codeString += `var ${this._codeVariableName} = new BABYLON.${this.getClassName()}(\"${this.name}\");\\r\\n`;\r\n\r\n // Properties\r\n codeString += this._dumpPropertiesCode();\r\n\r\n // Inputs\r\n for (var input of this.inputs) {\r\n if (!input.isConnected) {\r\n continue;\r\n }\r\n\r\n var connectedOutput = input.connectedPoint!;\r\n var connectedBlock = connectedOutput.ownerBlock;\r\n\r\n if (alreadyDumped.indexOf(connectedBlock) === -1) {\r\n codeString += connectedBlock._dumpCode(uniqueNames, alreadyDumped);\r\n }\r\n }\r\n\r\n // Outputs\r\n for (var output of this.outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (var endpoint of output.endpoints) {\r\n var connectedBlock = endpoint.ownerBlock;\r\n if (connectedBlock && alreadyDumped.indexOf(connectedBlock) === -1) {\r\n codeString += connectedBlock._dumpCode(uniqueNames, alreadyDumped);\r\n }\r\n }\r\n }\r\n\r\n return codeString;\r\n }\r\n\r\n /** @hidden */\r\n public _dumpCodeForOutputConnections(alreadyDumped: NodeMaterialBlock[]) {\r\n let codeString = \"\";\r\n\r\n if (alreadyDumped.indexOf(this) !== -1) {\r\n return codeString;\r\n }\r\n\r\n alreadyDumped.push(this);\r\n\r\n for (var input of this.inputs) {\r\n if (!input.isConnected) {\r\n continue;\r\n }\r\n\r\n var connectedOutput = input.connectedPoint!;\r\n var connectedBlock = connectedOutput.ownerBlock;\r\n\r\n codeString += connectedBlock._dumpCodeForOutputConnections(alreadyDumped);\r\n codeString += `${connectedBlock._codeVariableName}.${connectedBlock._outputRename(connectedOutput.name)}.connectTo(${this._codeVariableName}.${this._inputRename(input.name)});\\r\\n`;\r\n }\r\n\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Clone the current block to a new identical block\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a copy of the current block\r\n */\r\n public clone(scene: Scene, rootUrl: string = \"\") {\r\n let serializationObject = this.serialize();\r\n\r\n let blockType = _TypeStore.GetClass(serializationObject.customType);\r\n if (blockType) {\r\n let block: NodeMaterialBlock = new blockType();\r\n block._deserialize(serializationObject, scene, rootUrl);\r\n\r\n return block;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public serialize(): any {\r\n let serializationObject: any = {};\r\n serializationObject.customType = \"BABYLON.\" + this.getClassName();\r\n serializationObject.id = this.uniqueId;\r\n serializationObject.name = this.name;\r\n serializationObject.comments = this.comments;\r\n\r\n serializationObject.inputs = [];\r\n serializationObject.outputs = [];\r\n\r\n for (var input of this.inputs) {\r\n serializationObject.inputs.push(input.serialize());\r\n }\r\n\r\n for (var output of this.outputs) {\r\n serializationObject.outputs.push(output.serialize(false));\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /** @hidden */\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n this.name = serializationObject.name;\r\n this.comments = serializationObject.comments;\r\n this._deserializePortDisplayNamesAndExposedOnFrame(serializationObject);\r\n }\r\n\r\n private _deserializePortDisplayNamesAndExposedOnFrame(serializationObject: any) {\r\n const serializedInputs = serializationObject.inputs;\r\n const serializedOutputs = serializationObject.outputs;\r\n if (serializedInputs) {\r\n serializedInputs.forEach((port: any, i: number) => {\r\n if (port.displayName) {\r\n this.inputs[i].displayName = port.displayName;\r\n }\r\n if (port.isExposedOnFrame) {\r\n this.inputs[i].isExposedOnFrame = port.isExposedOnFrame;\r\n }\r\n });\r\n }\r\n if (serializedOutputs) {\r\n serializedOutputs.forEach((port: any, i: number) => {\r\n if (port.displayName) {\r\n this.outputs[i].displayName = port.displayName;\r\n }\r\n if (port.isExposedOnFrame) {\r\n this.outputs[i].isExposedOnFrame = port.isExposedOnFrame;\r\n }\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Release resources\r\n */\r\n public dispose() {\r\n for (var input of this.inputs) {\r\n input.dispose();\r\n }\r\n\r\n for (var output of this.outputs) {\r\n output.dispose();\r\n }\r\n }\r\n}","import { NodeMaterialBlockConnectionPointTypes } from './Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBlockTargets } from './Enums/nodeMaterialBlockTargets';\r\nimport { Nullable } from '../../types';\r\nimport { InputBlock } from './Blocks/Input/inputBlock';\r\nimport { Observable } from '../../Misc/observable';\r\n\r\ndeclare type NodeMaterialBlock = import(\"./nodeMaterialBlock\").NodeMaterialBlock;\r\n\r\n/**\r\n * Enum used to define the compatibility state between two connection points\r\n */\r\nexport enum NodeMaterialConnectionPointCompatibilityStates {\r\n /** Points are compatibles */\r\n Compatible,\r\n /** Points are incompatible because of their types */\r\n TypeIncompatible,\r\n /** Points are incompatible because of their targets (vertex vs fragment) */\r\n TargetIncompatible\r\n}\r\n\r\n/**\r\n * Defines the direction of a connection point\r\n */\r\nexport enum NodeMaterialConnectionPointDirection {\r\n /** Input */\r\n Input,\r\n /** Output */\r\n Output\r\n}\r\n\r\n/**\r\n * Defines a connection point for a block\r\n */\r\nexport class NodeMaterialConnectionPoint {\r\n /** @hidden */\r\n public _ownerBlock: NodeMaterialBlock;\r\n /** @hidden */\r\n public _connectedPoint: Nullable = null;\r\n\r\n private _endpoints = new Array();\r\n private _associatedVariableName: string;\r\n private _direction: NodeMaterialConnectionPointDirection;\r\n\r\n /** @hidden */\r\n public _typeConnectionSource: Nullable = null;\r\n\r\n /** @hidden */\r\n public _linkedConnectionSource: Nullable = null;\r\n\r\n private _type = NodeMaterialBlockConnectionPointTypes.Float;\r\n\r\n /** @hidden */\r\n public _enforceAssociatedVariableName = false;\r\n\r\n /** Gets the direction of the point */\r\n public get direction() {\r\n return this._direction;\r\n }\r\n\r\n /** Indicates that this connection point needs dual validation before being connected to another point */\r\n public needDualDirectionValidation: boolean = false;\r\n\r\n /**\r\n * Gets or sets the additional types supported by this connection point\r\n */\r\n public acceptedConnectionPointTypes = new Array();\r\n\r\n /**\r\n * Gets or sets the additional types excluded by this connection point\r\n */\r\n public excludedConnectionPointTypes = new Array();\r\n\r\n /**\r\n * Observable triggered when this point is connected\r\n */\r\n public onConnectionObservable = new Observable();\r\n\r\n /**\r\n * Gets or sets the associated variable name in the shader\r\n */\r\n public get associatedVariableName(): string {\r\n if (this._ownerBlock.isInput) {\r\n return (this._ownerBlock as InputBlock).associatedVariableName;\r\n }\r\n\r\n if ((!this._enforceAssociatedVariableName || !this._associatedVariableName) && this._connectedPoint) {\r\n return this._connectedPoint.associatedVariableName;\r\n }\r\n\r\n return this._associatedVariableName;\r\n }\r\n\r\n public set associatedVariableName(value: string) {\r\n this._associatedVariableName = value;\r\n }\r\n\r\n /** Get the inner type (ie AutoDetect for instance instead of the inferred one) */\r\n public get innerType() {\r\n if (this._linkedConnectionSource && this._linkedConnectionSource.isConnected) {\r\n return this.type;\r\n }\r\n return this._type;\r\n }\r\n\r\n /**\r\n * Gets or sets the connection point type (default is float)\r\n */\r\n public get type(): NodeMaterialBlockConnectionPointTypes {\r\n if (this._type === NodeMaterialBlockConnectionPointTypes.AutoDetect) {\r\n if (this._ownerBlock.isInput) {\r\n return (this._ownerBlock as InputBlock).type;\r\n }\r\n\r\n if (this._connectedPoint) {\r\n return this._connectedPoint.type;\r\n }\r\n\r\n if (this._linkedConnectionSource && this._linkedConnectionSource.isConnected) {\r\n return this._linkedConnectionSource.type;\r\n }\r\n }\r\n\r\n if (this._type === NodeMaterialBlockConnectionPointTypes.BasedOnInput && this._typeConnectionSource) {\r\n return this._typeConnectionSource.type;\r\n }\r\n\r\n return this._type;\r\n }\r\n\r\n public set type(value: NodeMaterialBlockConnectionPointTypes) {\r\n this._type = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the connection point name\r\n */\r\n public name: string;\r\n\r\n /**\r\n * Gets or sets the connection point name\r\n */\r\n public displayName: string;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point can be omitted\r\n */\r\n public isOptional: boolean;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point is exposed on a frame\r\n */\r\n public isExposedOnFrame: boolean = false;\r\n\r\n /**\r\n * Gets or sets a string indicating that this uniform must be defined under a #ifdef\r\n */\r\n public define: string;\r\n\r\n /** @hidden */\r\n public _prioritizeVertex = false;\r\n\r\n private _target: NodeMaterialBlockTargets = NodeMaterialBlockTargets.VertexAndFragment;\r\n\r\n /** Gets or sets the target of that connection point */\r\n public get target(): NodeMaterialBlockTargets {\r\n if (!this._prioritizeVertex || !this._ownerBlock) {\r\n return this._target;\r\n }\r\n\r\n if (this._target !== NodeMaterialBlockTargets.VertexAndFragment) {\r\n return this._target;\r\n }\r\n\r\n if (this._ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n return NodeMaterialBlockTargets.Vertex;\r\n }\r\n\r\n public set target(value: NodeMaterialBlockTargets) {\r\n this._target = value;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the current point is connected to another NodeMaterialBlock\r\n */\r\n public get isConnected(): boolean {\r\n return this.connectedPoint !== null || this.hasEndpoints;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the current point is connected to an input block\r\n */\r\n public get isConnectedToInputBlock(): boolean {\r\n return this.connectedPoint !== null && this.connectedPoint.ownerBlock.isInput;\r\n }\r\n\r\n /**\r\n * Gets a the connected input block (if any)\r\n */\r\n public get connectInputBlock(): Nullable {\r\n if (!this.isConnectedToInputBlock) {\r\n return null;\r\n }\r\n\r\n return this.connectedPoint!.ownerBlock as InputBlock;\r\n }\r\n\r\n /** Get the other side of the connection (if any) */\r\n public get connectedPoint(): Nullable {\r\n return this._connectedPoint;\r\n }\r\n\r\n /** Get the block that owns this connection point */\r\n public get ownerBlock(): NodeMaterialBlock {\r\n return this._ownerBlock;\r\n }\r\n\r\n /** Get the block connected on the other side of this connection (if any) */\r\n public get sourceBlock(): Nullable {\r\n if (!this._connectedPoint) {\r\n return null;\r\n }\r\n\r\n return this._connectedPoint.ownerBlock;\r\n }\r\n\r\n /** Get the block connected on the endpoints of this connection (if any) */\r\n public get connectedBlocks(): Array {\r\n if (this._endpoints.length === 0) {\r\n return [];\r\n }\r\n\r\n return this._endpoints.map((e) => e.ownerBlock);\r\n }\r\n\r\n /** Gets the list of connected endpoints */\r\n public get endpoints() {\r\n return this._endpoints;\r\n }\r\n\r\n /** Gets a boolean indicating if that output point is connected to at least one input */\r\n public get hasEndpoints(): boolean {\r\n return this._endpoints && this._endpoints.length > 0;\r\n }\r\n\r\n /** Gets a boolean indicating that this connection will be used in the vertex shader */\r\n public get isConnectedInVertexShader(): boolean {\r\n if (this.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (!this.hasEndpoints) {\r\n return false;\r\n }\r\n\r\n for (var endpoint of this._endpoints) {\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (endpoint.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Neutral || endpoint.ownerBlock.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n if (endpoint.ownerBlock.outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** Gets a boolean indicating that this connection will be used in the fragment shader */\r\n public get isConnectedInFragmentShader(): boolean {\r\n if (this.target === NodeMaterialBlockTargets.Fragment) {\r\n return true;\r\n }\r\n\r\n if (!this.hasEndpoints) {\r\n return false;\r\n }\r\n\r\n for (var endpoint of this._endpoints) {\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Neutral || endpoint.ownerBlock.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n if (endpoint.ownerBlock.outputs.some((o) => o.isConnectedInFragmentShader)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Creates a block suitable to be used as an input for this input point.\r\n * If null is returned, a block based on the point type will be created.\r\n * @returns The returned string parameter is the name of the output point of NodeMaterialBlock (first parameter of the returned array) that can be connected to the input\r\n */\r\n public createCustomInputBlock(): Nullable<[NodeMaterialBlock, string]> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Creates a new connection point\r\n * @param name defines the connection point name\r\n * @param ownerBlock defines the block hosting this connection point\r\n * @param direction defines the direction of the connection point\r\n */\r\n public constructor(name: string, ownerBlock: NodeMaterialBlock, direction: NodeMaterialConnectionPointDirection) {\r\n this._ownerBlock = ownerBlock;\r\n this.name = name;\r\n this._direction = direction;\r\n }\r\n\r\n /**\r\n * Gets the current class name e.g. \"NodeMaterialConnectionPoint\"\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"NodeMaterialConnectionPoint\";\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the current point can be connected to another point\r\n * @param connectionPoint defines the other connection point\r\n * @returns a boolean\r\n */\r\n public canConnectTo(connectionPoint: NodeMaterialConnectionPoint) {\r\n return this.checkCompatibilityState(connectionPoint) === NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n /**\r\n * Gets a number indicating if the current point can be connected to another point\r\n * @param connectionPoint defines the other connection point\r\n * @returns a number defining the compatibility state\r\n */\r\n public checkCompatibilityState(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPointCompatibilityStates {\r\n const ownerBlock = this._ownerBlock;\r\n\r\n if (ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n // Let's check we are not going reverse\r\n const otherBlock = connectionPoint.ownerBlock;\r\n\r\n if (otherBlock.target === NodeMaterialBlockTargets.Vertex) {\r\n return NodeMaterialConnectionPointCompatibilityStates.TargetIncompatible;\r\n }\r\n\r\n for (var output of otherBlock.outputs) {\r\n if (output.isConnectedInVertexShader) {\r\n return NodeMaterialConnectionPointCompatibilityStates.TargetIncompatible;\r\n }\r\n }\r\n }\r\n\r\n if (this.type !== connectionPoint.type && connectionPoint.innerType !== NodeMaterialBlockConnectionPointTypes.AutoDetect) {\r\n // Equivalents\r\n switch (this.type) {\r\n case NodeMaterialBlockConnectionPointTypes.Vector3: {\r\n if (connectionPoint.type === NodeMaterialBlockConnectionPointTypes.Color3) {\r\n return NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n }\r\n break;\r\n }\r\n case NodeMaterialBlockConnectionPointTypes.Vector4: {\r\n if (connectionPoint.type === NodeMaterialBlockConnectionPointTypes.Color4) {\r\n return NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n }\r\n break;\r\n }\r\n case NodeMaterialBlockConnectionPointTypes.Color3: {\r\n if (connectionPoint.type === NodeMaterialBlockConnectionPointTypes.Vector3) {\r\n return NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n }\r\n break;\r\n }\r\n case NodeMaterialBlockConnectionPointTypes.Color4: {\r\n if (connectionPoint.type === NodeMaterialBlockConnectionPointTypes.Vector4) {\r\n return NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n }\r\n break;\r\n }\r\n }\r\n\r\n // Accepted types\r\n if (connectionPoint.acceptedConnectionPointTypes && connectionPoint.acceptedConnectionPointTypes.indexOf(this.type) !== -1) {\r\n return NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n } else {\r\n return NodeMaterialConnectionPointCompatibilityStates.TypeIncompatible;\r\n }\r\n }\r\n\r\n // Excluded\r\n if ((connectionPoint.excludedConnectionPointTypes && connectionPoint.excludedConnectionPointTypes.indexOf(this.type) !== -1)) {\r\n return 1;\r\n }\r\n\r\n return NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n /**\r\n * Connect this point to another connection point\r\n * @param connectionPoint defines the other connection point\r\n * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)\r\n * @returns the current connection point\r\n */\r\n public connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints = false): NodeMaterialConnectionPoint {\r\n if (!ignoreConstraints && !this.canConnectTo(connectionPoint)) {\r\n throw \"Cannot connect these two connectors.\";\r\n }\r\n\r\n this._endpoints.push(connectionPoint);\r\n connectionPoint._connectedPoint = this;\r\n\r\n this._enforceAssociatedVariableName = false;\r\n\r\n this.onConnectionObservable.notifyObservers(connectionPoint);\r\n connectionPoint.onConnectionObservable.notifyObservers(this);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Disconnect this point from one of his endpoint\r\n * @param endpoint defines the other connection point\r\n * @returns the current connection point\r\n */\r\n public disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint {\r\n let index = this._endpoints.indexOf(endpoint);\r\n\r\n if (index === -1) {\r\n return this;\r\n }\r\n\r\n this._endpoints.splice(index, 1);\r\n endpoint._connectedPoint = null;\r\n this._enforceAssociatedVariableName = false;\r\n endpoint._enforceAssociatedVariableName = false;\r\n return this;\r\n }\r\n\r\n /**\r\n * Serializes this point in a JSON representation\r\n * @param isInput defines if the connection point is an input (default is true)\r\n * @returns the serialized point object\r\n */\r\n public serialize(isInput = true): any {\r\n let serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.displayName = this.displayName;\r\n\r\n if (isInput && this.connectedPoint) {\r\n serializationObject.inputName = this.name;\r\n serializationObject.targetBlockId = this.connectedPoint.ownerBlock.uniqueId;\r\n serializationObject.targetConnectionName = this.connectedPoint.name;\r\n }\r\n\r\n if (this.isExposedOnFrame) {\r\n serializationObject.isExposedOnFrame = this.isExposedOnFrame;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Release resources\r\n */\r\n public dispose() {\r\n this.onConnectionObservable.clear();\r\n }\r\n}","import { NodeMaterialBlockConnectionPointTypes } from './Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBlockTargets } from './Enums/nodeMaterialBlockTargets';\r\nimport { NodeMaterialBuildStateSharedData } from './nodeMaterialBuildStateSharedData';\r\nimport { Effect } from '../effect';\r\nimport { StringTools } from '../../Misc/stringTools';\r\n\r\n/**\r\n * Class used to store node based material build state\r\n */\r\nexport class NodeMaterialBuildState {\r\n /** Gets or sets a boolean indicating if the current state can emit uniform buffers */\r\n public supportUniformBuffers = false;\r\n /**\r\n * Gets the list of emitted attributes\r\n */\r\n public attributes = new Array();\r\n /**\r\n * Gets the list of emitted uniforms\r\n */\r\n public uniforms = new Array();\r\n /**\r\n * Gets the list of emitted constants\r\n */\r\n public constants = new Array();\r\n /**\r\n * Gets the list of emitted samplers\r\n */\r\n public samplers = new Array();\r\n /**\r\n * Gets the list of emitted functions\r\n */\r\n public functions: { [key: string]: string } = {};\r\n /**\r\n * Gets the list of emitted extensions\r\n */\r\n public extensions: { [key: string]: string } = {};\r\n\r\n /**\r\n * Gets the target of the compilation state\r\n */\r\n public target: NodeMaterialBlockTargets;\r\n /**\r\n * Gets the list of emitted counters\r\n */\r\n public counters: { [key: string]: number } = {};\r\n\r\n /**\r\n * Shared data between multiple NodeMaterialBuildState instances\r\n */\r\n public sharedData: NodeMaterialBuildStateSharedData;\r\n\r\n /** @hidden */\r\n public _vertexState: NodeMaterialBuildState;\r\n\r\n /** @hidden */\r\n public _attributeDeclaration = \"\";\r\n /** @hidden */\r\n public _uniformDeclaration = \"\";\r\n /** @hidden */\r\n public _constantDeclaration = \"\";\r\n /** @hidden */\r\n public _samplerDeclaration = \"\";\r\n /** @hidden */\r\n public _varyingTransfer = \"\";\r\n /** @hidden */\r\n public _injectAtEnd = \"\";\r\n\r\n private _repeatableContentAnchorIndex = 0;\r\n /** @hidden */\r\n public _builtCompilationString = \"\";\r\n\r\n /**\r\n * Gets the emitted compilation strings\r\n */\r\n public compilationString = \"\";\r\n\r\n /**\r\n * Finalize the compilation strings\r\n * @param state defines the current compilation state\r\n */\r\n public finalize(state: NodeMaterialBuildState) {\r\n let emitComments = state.sharedData.emitComments;\r\n let isFragmentMode = (this.target === NodeMaterialBlockTargets.Fragment);\r\n\r\n this.compilationString = `\\r\\n${emitComments ? \"//Entry point\\r\\n\" : \"\"}void main(void) {\\r\\n${this.compilationString}`;\r\n\r\n if (this._constantDeclaration) {\r\n this.compilationString = `\\r\\n${emitComments ? \"//Constants\\r\\n\" : \"\"}${this._constantDeclaration}\\r\\n${this.compilationString}`;\r\n }\r\n\r\n let functionCode = \"\";\r\n for (var functionName in this.functions) {\r\n functionCode += this.functions[functionName] + `\\r\\n`;\r\n }\r\n this.compilationString = `\\r\\n${functionCode}\\r\\n${this.compilationString}`;\r\n\r\n if (!isFragmentMode && this._varyingTransfer) {\r\n this.compilationString = `${this.compilationString}\\r\\n${this._varyingTransfer}`;\r\n }\r\n\r\n if (this._injectAtEnd) {\r\n this.compilationString = `${this.compilationString}\\r\\n${this._injectAtEnd}`;\r\n }\r\n\r\n this.compilationString = `${this.compilationString}\\r\\n}`;\r\n\r\n if (this.sharedData.varyingDeclaration) {\r\n this.compilationString = `\\r\\n${emitComments ? \"//Varyings\\r\\n\" : \"\"}${this.sharedData.varyingDeclaration}\\r\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._samplerDeclaration) {\r\n this.compilationString = `\\r\\n${emitComments ? \"//Samplers\\r\\n\" : \"\"}${this._samplerDeclaration}\\r\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._uniformDeclaration) {\r\n this.compilationString = `\\r\\n${emitComments ? \"//Uniforms\\r\\n\" : \"\"}${this._uniformDeclaration}\\r\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._attributeDeclaration && !isFragmentMode) {\r\n this.compilationString = `\\r\\n${emitComments ? \"//Attributes\\r\\n\" : \"\"}${this._attributeDeclaration}\\r\\n${this.compilationString}`;\r\n }\r\n\r\n for (var extensionName in this.extensions) {\r\n let extension = this.extensions[extensionName];\r\n this.compilationString = `\\r\\n${extension}\\r\\n${this.compilationString}`;\r\n }\r\n\r\n this._builtCompilationString = this.compilationString;\r\n }\r\n\r\n /** @hidden */\r\n public get _repeatableContentAnchor(): string {\r\n return `###___ANCHOR${this._repeatableContentAnchorIndex++}___###`;\r\n }\r\n\r\n /** @hidden */\r\n public _getFreeVariableName(prefix: string): string {\r\n prefix = prefix.replace(/[^a-zA-Z_]+/g, \"\");\r\n\r\n if (this.sharedData.variableNames[prefix] === undefined) {\r\n this.sharedData.variableNames[prefix] = 0;\r\n\r\n // Check reserved words\r\n if (prefix === \"output\" || prefix === \"texture\") {\r\n return prefix + this.sharedData.variableNames[prefix];\r\n }\r\n\r\n return prefix;\r\n } else {\r\n this.sharedData.variableNames[prefix]++;\r\n }\r\n\r\n return prefix + this.sharedData.variableNames[prefix];\r\n }\r\n\r\n /** @hidden */\r\n public _getFreeDefineName(prefix: string): string {\r\n if (this.sharedData.defineNames[prefix] === undefined) {\r\n this.sharedData.defineNames[prefix] = 0;\r\n } else {\r\n this.sharedData.defineNames[prefix]++;\r\n }\r\n\r\n return prefix + this.sharedData.defineNames[prefix];\r\n }\r\n\r\n /** @hidden */\r\n public _excludeVariableName(name: string) {\r\n this.sharedData.variableNames[name] = 0;\r\n }\r\n\r\n /** @hidden */\r\n public _emit2DSampler(name: string) {\r\n this._samplerDeclaration += `uniform sampler2D ${name};\\r\\n`;\r\n this.samplers.push(name);\r\n }\r\n\r\n /** @hidden */\r\n public _getGLType(type: NodeMaterialBlockConnectionPointTypes): string {\r\n switch (type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n return \"float\";\r\n case NodeMaterialBlockConnectionPointTypes.Int:\r\n return \"int\";\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n return \"vec2\";\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n return \"vec3\";\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n return \"vec4\";\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n return \"mat4\";\r\n }\r\n\r\n return \"\";\r\n }\r\n\r\n /** @hidden */\r\n public _emitExtension(name: string, extension: string, define: string = \"\") {\r\n if (this.extensions[name]) {\r\n return;\r\n }\r\n\r\n if (define) {\r\n extension = `#if ${define}\\r\\n${extension}\\r\\n#endif`;\r\n }\r\n this.extensions[name] = extension;\r\n }\r\n\r\n /** @hidden */\r\n public _emitFunction(name: string, code: string, comments: string) {\r\n if (this.functions[name]) {\r\n return;\r\n }\r\n\r\n if (this.sharedData.emitComments) {\r\n code = comments + `\\r\\n` + code;\r\n }\r\n\r\n this.functions[name] = code;\r\n }\r\n\r\n /** @hidden */\r\n public _emitCodeFromInclude(includeName: string, comments: string, options?: {\r\n replaceStrings?: { search: RegExp, replace: string }[],\r\n repeatKey?: string\r\n }) {\r\n if (options && options.repeatKey) {\r\n return `#include<${includeName}>[0..${options.repeatKey}]\\r\\n`;\r\n }\r\n\r\n let code = Effect.IncludesShadersStore[includeName] + \"\\r\\n\";\r\n\r\n if (this.sharedData.emitComments) {\r\n code = comments + `\\r\\n` + code;\r\n }\r\n\r\n if (!options) {\r\n return code;\r\n }\r\n\r\n if (options.replaceStrings) {\r\n for (var index = 0; index < options.replaceStrings.length; index++) {\r\n let replaceString = options.replaceStrings[index];\r\n code = code.replace(replaceString.search, replaceString.replace);\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /** @hidden */\r\n public _emitFunctionFromInclude(includeName: string, comments: string, options?: {\r\n repeatKey?: string,\r\n removeAttributes?: boolean,\r\n removeUniforms?: boolean,\r\n removeVaryings?: boolean,\r\n removeIfDef?: boolean,\r\n replaceStrings?: { search: RegExp, replace: string }[],\r\n }, storeKey: string = \"\") {\r\n let key = includeName + storeKey;\r\n if (this.functions[key]) {\r\n return;\r\n }\r\n\r\n if (!options || (!options.removeAttributes && !options.removeUniforms && !options.removeVaryings && !options.removeIfDef && !options.replaceStrings)) {\r\n\r\n if (options && options.repeatKey) {\r\n this.functions[key] = `#include<${includeName}>[0..${options.repeatKey}]\\r\\n`;\r\n } else {\r\n this.functions[key] = `#include<${includeName}>\\r\\n`;\r\n }\r\n\r\n if (this.sharedData.emitComments) {\r\n this.functions[key] = comments + `\\r\\n` + this.functions[key];\r\n }\r\n\r\n return;\r\n }\r\n\r\n this.functions[key] = Effect.IncludesShadersStore[includeName];\r\n\r\n if (this.sharedData.emitComments) {\r\n this.functions[key] = comments + `\\r\\n` + this.functions[key];\r\n }\r\n\r\n if (options.removeIfDef) {\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#ifdef.+$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#endif.*$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#else.*$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#elif.*$/gm, \"\");\r\n }\r\n\r\n if (options.removeAttributes) {\r\n this.functions[key] = this.functions[key].replace(/^\\s*?attribute.+$/gm, \"\");\r\n }\r\n\r\n if (options.removeUniforms) {\r\n this.functions[key] = this.functions[key].replace(/^\\s*?uniform.+$/gm, \"\");\r\n }\r\n\r\n if (options.removeVaryings) {\r\n this.functions[key] = this.functions[key].replace(/^\\s*?varying.+$/gm, \"\");\r\n }\r\n\r\n if (options.replaceStrings) {\r\n for (var index = 0; index < options.replaceStrings.length; index++) {\r\n let replaceString = options.replaceStrings[index];\r\n this.functions[key] = this.functions[key].replace(replaceString.search, replaceString.replace);\r\n }\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _registerTempVariable(name: string) {\r\n if (this.sharedData.temps.indexOf(name) !== -1) {\r\n return false;\r\n }\r\n\r\n this.sharedData.temps.push(name);\r\n return true;\r\n }\r\n\r\n /** @hidden */\r\n public _emitVaryingFromString(name: string, type: string, define: string = \"\", notDefine = false) {\r\n if (this.sharedData.varyings.indexOf(name) !== -1) {\r\n return false;\r\n }\r\n\r\n this.sharedData.varyings.push(name);\r\n\r\n if (define) {\r\n if (StringTools.StartsWith(define, \"defined(\")) {\r\n this.sharedData.varyingDeclaration += `#if ${define}\\r\\n`;\r\n } else {\r\n this.sharedData.varyingDeclaration += `${notDefine ? \"#ifndef\" : \"#ifdef\"} ${define}\\r\\n`;\r\n }\r\n }\r\n this.sharedData.varyingDeclaration += `varying ${type} ${name};\\r\\n`;\r\n if (define) {\r\n this.sharedData.varyingDeclaration += `#endif\\r\\n`;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /** @hidden */\r\n public _emitUniformFromString(name: string, type: string, define: string = \"\", notDefine = false) {\r\n if (this.uniforms.indexOf(name) !== -1) {\r\n return;\r\n }\r\n\r\n this.uniforms.push(name);\r\n\r\n if (define) {\r\n if (StringTools.StartsWith(define, \"defined(\")) {\r\n this._uniformDeclaration += `#if ${define}\\r\\n`;\r\n } else {\r\n this._uniformDeclaration += `${notDefine ? \"#ifndef\" : \"#ifdef\"} ${define}\\r\\n`;\r\n }\r\n }\r\n this._uniformDeclaration += `uniform ${type} ${name};\\r\\n`;\r\n if (define) {\r\n this._uniformDeclaration += `#endif\\r\\n`;\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _emitFloat(value: number) {\r\n if (value.toString() === value.toFixed(0)) {\r\n return `${value}.0`;\r\n }\r\n\r\n return value.toString();\r\n }\r\n}","import { NodeMaterialConnectionPoint } from './nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlock } from './nodeMaterialBlock';\r\nimport { InputBlock } from './Blocks/Input/inputBlock';\r\nimport { TextureBlock } from './Blocks/Dual/textureBlock';\r\nimport { ReflectionTextureBaseBlock } from './Blocks/Dual/reflectionTextureBaseBlock';\r\nimport { RefractionBlock } from './Blocks/PBR/refractionBlock';\r\nimport { CurrentScreenBlock } from './Blocks/Dual/currentScreenBlock';\r\nimport { ParticleTextureBlock } from './Blocks/Particle/particleTextureBlock';\r\nimport { Scene } from '../../scene';\r\n\r\n/**\r\n * Class used to store shared data between 2 NodeMaterialBuildState\r\n */\r\nexport class NodeMaterialBuildStateSharedData {\r\n /**\r\n * Gets the list of emitted varyings\r\n */\r\n public temps = new Array();\r\n\r\n /**\r\n * Gets the list of emitted varyings\r\n */\r\n public varyings = new Array();\r\n\r\n /**\r\n * Gets the varying declaration string\r\n */\r\n public varyingDeclaration = \"\";\r\n\r\n /**\r\n * Input blocks\r\n */\r\n public inputBlocks = new Array();\r\n\r\n /**\r\n * Input blocks\r\n */\r\n public textureBlocks = new Array();\r\n\r\n /**\r\n * Bindable blocks (Blocks that need to set data to the effect)\r\n */\r\n public bindableBlocks = new Array();\r\n\r\n /**\r\n * List of blocks that can provide a compilation fallback\r\n */\r\n public blocksWithFallbacks = new Array();\r\n\r\n /**\r\n * List of blocks that can provide a define update\r\n */\r\n public blocksWithDefines = new Array();\r\n\r\n /**\r\n * List of blocks that can provide a repeatable content\r\n */\r\n public repeatableContentBlocks = new Array();\r\n\r\n /**\r\n * List of blocks that can provide a dynamic list of uniforms\r\n */\r\n public dynamicUniformBlocks = new Array();\r\n\r\n /**\r\n * List of blocks that can block the isReady function for the material\r\n */\r\n public blockingBlocks = new Array();\r\n\r\n /**\r\n * Gets the list of animated inputs\r\n */\r\n public animatedInputs = new Array();\r\n\r\n /**\r\n * Build Id used to avoid multiple recompilations\r\n */\r\n public buildId: number;\r\n\r\n /** List of emitted variables */\r\n public variableNames: { [key: string]: number } = {};\r\n\r\n /** List of emitted defines */\r\n public defineNames: { [key: string]: number } = {};\r\n\r\n /** Should emit comments? */\r\n public emitComments: boolean;\r\n\r\n /** Emit build activity */\r\n public verbose: boolean;\r\n\r\n /** Gets or sets the hosting scene */\r\n public scene: Scene;\r\n\r\n /**\r\n * Gets the compilation hints emitted at compilation time\r\n */\r\n public hints = {\r\n needWorldViewMatrix: false,\r\n needWorldViewProjectionMatrix: false,\r\n needAlphaBlending: false,\r\n needAlphaTesting: false\r\n };\r\n\r\n /**\r\n * List of compilation checks\r\n */\r\n public checks = {\r\n emitVertex: false,\r\n emitFragment: false,\r\n notConnectedNonOptionalInputs: new Array()\r\n };\r\n\r\n /**\r\n * Is vertex program allowed to be empty?\r\n */\r\n public allowEmptyVertexProgram: boolean = false;\r\n\r\n /** Creates a new shared data */\r\n public constructor() {\r\n // Exclude usual attributes from free variable names\r\n this.variableNames[\"position\"] = 0;\r\n this.variableNames[\"normal\"] = 0;\r\n this.variableNames[\"tangent\"] = 0;\r\n this.variableNames[\"uv\"] = 0;\r\n this.variableNames[\"uv2\"] = 0;\r\n this.variableNames[\"uv3\"] = 0;\r\n this.variableNames[\"uv4\"] = 0;\r\n this.variableNames[\"uv4\"] = 0;\r\n this.variableNames[\"uv5\"] = 0;\r\n this.variableNames[\"uv6\"] = 0;\r\n this.variableNames[\"color\"] = 0;\r\n this.variableNames[\"matricesIndices\"] = 0;\r\n this.variableNames[\"matricesWeights\"] = 0;\r\n this.variableNames[\"matricesIndicesExtra\"] = 0;\r\n this.variableNames[\"matricesWeightsExtra\"] = 0;\r\n this.variableNames[\"diffuseBase\"] = 0;\r\n this.variableNames[\"specularBase\"] = 0;\r\n this.variableNames[\"worldPos\"] = 0;\r\n this.variableNames[\"shadow\"] = 0;\r\n\r\n // Exclude known varyings\r\n this.variableNames[\"vTBN\"] = 0;\r\n\r\n // Exclude defines\r\n this.defineNames[\"MAINUV0\"] = 0;\r\n this.defineNames[\"MAINUV1\"] = 0;\r\n this.defineNames[\"MAINUV2\"] = 0;\r\n this.defineNames[\"MAINUV3\"] = 0;\r\n this.defineNames[\"MAINUV4\"] = 0;\r\n this.defineNames[\"MAINUV5\"] = 0;\r\n this.defineNames[\"MAINUV6\"] = 0;\r\n this.defineNames[\"MAINUV7\"] = 0;\r\n }\r\n\r\n /**\r\n * Emits console errors and exceptions if there is a failing check\r\n */\r\n public emitErrors() {\r\n let errorMessage = \"\";\r\n\r\n if (!this.checks.emitVertex && !this.allowEmptyVertexProgram) {\r\n errorMessage += \"NodeMaterial does not have a vertex output. You need to at least add a block that generates a glPosition value.\\r\\n\";\r\n }\r\n if (!this.checks.emitFragment) {\r\n errorMessage += \"NodeMaterial does not have a fragment output. You need to at least add a block that generates a glFragColor value.\\r\\n\";\r\n }\r\n for (var notConnectedInput of this.checks.notConnectedNonOptionalInputs) {\r\n errorMessage += `input ${notConnectedInput.name} from block ${notConnectedInput.ownerBlock.name}[${notConnectedInput.ownerBlock.getClassName()}] is not connected and is not optional.\\r\\n`;\r\n }\r\n\r\n if (errorMessage) {\r\n throw \"Build of NodeMaterial failed:\\r\\n\" + errorMessage;\r\n }\r\n }\r\n}","import { NodeMaterialBlock } from './nodeMaterialBlock';\r\nimport { NodeMaterialConnectionPoint, NodeMaterialConnectionPointDirection, NodeMaterialConnectionPointCompatibilityStates } from './nodeMaterialBlockConnectionPoint';\r\nimport { Nullable } from '../../types';\r\n\r\n/**\r\n * Defines a connection point to be used for points with a custom object type\r\n */\r\nexport class NodeMaterialConnectionPointCustomObject extends NodeMaterialConnectionPoint {\r\n\r\n /**\r\n * Creates a new connection point\r\n * @param name defines the connection point name\r\n * @param ownerBlock defines the block hosting this connection point\r\n * @param direction defines the direction of the connection point\r\n */\r\n public constructor(name: string, ownerBlock: NodeMaterialBlock, direction: NodeMaterialConnectionPointDirection,\r\n private _blockType: new (...args: any[]) => T, private _blockName: string, private _nameForCheking?: string) {\r\n super(name, ownerBlock, direction);\r\n\r\n if (!this._nameForCheking) {\r\n this._nameForCheking = name;\r\n }\r\n\r\n this.needDualDirectionValidation = true;\r\n }\r\n\r\n /**\r\n * Gets a number indicating if the current point can be connected to another point\r\n * @param connectionPoint defines the other connection point\r\n * @returns a number defining the compatibility state\r\n */\r\n public checkCompatibilityState(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPointCompatibilityStates {\r\n return connectionPoint instanceof NodeMaterialConnectionPointCustomObject && connectionPoint.name === this._nameForCheking ?\r\n NodeMaterialConnectionPointCompatibilityStates.Compatible : NodeMaterialConnectionPointCompatibilityStates.TypeIncompatible;\r\n }\r\n\r\n /**\r\n * Creates a block suitable to be used as an input for this input point.\r\n * If null is returned, a block based on the point type will be created.\r\n * @returns The returned string parameter is the name of the output point of NodeMaterialBlock (first parameter of the returned array) that can be connected to the input\r\n */\r\n public createCustomInputBlock(): Nullable<[NodeMaterialBlock, string]> {\r\n return [new this._blockType(this._blockName), this.name];\r\n }\r\n\r\n}\r\n","/**\r\n * Enum defining the type of properties that can be edited in the property pages in the NME\r\n */\r\nexport enum PropertyTypeForEdition {\r\n /** property is a boolean */\r\n Boolean,\r\n /** property is a float */\r\n Float,\r\n /** property is a Vector2 */\r\n Vector2,\r\n /** property is a list of values */\r\n List,\r\n}\r\n\r\n/**\r\n * Interface that defines an option in a variable of type list\r\n */\r\nexport interface IEditablePropertyListOption {\r\n /** label of the option */\r\n \"label\": string;\r\n /** value of the option */\r\n \"value\": number;\r\n}\r\n\r\n/**\r\n * Interface that defines the options available for an editable property\r\n */\r\nexport interface IEditablePropertyOption {\r\n /** min value */\r\n \"min\"?: number;\r\n /** max value */\r\n \"max\"?: number;\r\n /** notifiers: indicates which actions to take when the property is changed */\r\n \"notifiers\"?: {\r\n /** the material should be rebuilt */\r\n \"rebuild\"?: boolean;\r\n /** the preview should be updated */\r\n \"update\"?: boolean;\r\n };\r\n /** list of the options for a variable of type list */\r\n \"options\"?: IEditablePropertyListOption[];\r\n}\r\n\r\n/**\r\n * Interface that describes an editable property\r\n */\r\nexport interface IPropertyDescriptionForEdition {\r\n /** name of the property */\r\n \"propertyName\": string;\r\n /** display name of the property */\r\n \"displayName\": string;\r\n /** type of the property */\r\n \"type\": PropertyTypeForEdition;\r\n /** group of the property - all properties with the same group value will be displayed in a specific section */\r\n \"groupName\": string;\r\n /** options for the property */\r\n \"options\": IEditablePropertyOption;\r\n}\r\n\r\n/**\r\n * Decorator that flags a property in a node material block as being editable\r\n */\r\nexport function editableInPropertyPage(displayName: string, propertyType: PropertyTypeForEdition = PropertyTypeForEdition.Boolean, groupName: string = \"PROPERTIES\", options?: IEditablePropertyOption) {\r\n return (target: any, propertyKey: string) => {\r\n let propStore: IPropertyDescriptionForEdition[] = target._propStore;\r\n if (!propStore) {\r\n propStore = [];\r\n target._propStore = propStore;\r\n }\r\n propStore.push({\r\n \"propertyName\": propertyKey,\r\n \"displayName\": displayName,\r\n \"type\": propertyType,\r\n \"groupName\": groupName,\r\n \"options\": options ?? {}\r\n });\r\n };\r\n}\r\n","export * from \"./pbrBaseMaterial\";\r\nexport * from \"./pbrBaseSimpleMaterial\";\r\nexport * from \"./pbrMaterial\";\r\nexport * from \"./pbrMetallicRoughnessMaterial\";\r\nexport * from \"./pbrSpecularGlossinessMaterial\";","import { SerializationHelper, serialize, expandToProperty, serializeAsVector2, serializeAsTexture } from \"../../Misc/decorators\";\r\nimport { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { VertexBuffer } from \"../../Meshes/buffer\";\r\nimport { Vector2 } from \"../../Maths/math.vector\";\r\nimport { Scene } from \"../../scene\";\r\nimport { MaterialFlags } from \"../../Materials/materialFlags\";\r\nimport { MaterialHelper } from \"../../Materials/materialHelper\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { Nullable } from \"../../types\";\r\nimport { IAnimatable } from '../../Animations/animatable.interface';\r\nimport { EffectFallbacks } from '../effectFallbacks';\r\n\r\n/**\r\n * @hidden\r\n */\r\nexport interface IMaterialAnisotropicDefines {\r\n ANISOTROPIC: boolean;\r\n ANISOTROPIC_TEXTURE: boolean;\r\n ANISOTROPIC_TEXTUREDIRECTUV: number;\r\n MAINUV1: boolean;\r\n\r\n _areTexturesDirty: boolean;\r\n _needUVs: boolean;\r\n}\r\n\r\n/**\r\n * Define the code related to the anisotropic parameters of the pbr material.\r\n */\r\nexport class PBRAnisotropicConfiguration {\r\n\r\n private _isEnabled = false;\r\n /**\r\n * Defines if the anisotropy is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isEnabled = false;\r\n\r\n /**\r\n * Defines the anisotropy strength (between 0 and 1) it defaults to 1.\r\n */\r\n @serialize()\r\n public intensity: number = 1;\r\n\r\n /**\r\n * Defines if the effect is along the tangents, bitangents or in between.\r\n * By default, the effect is \"strectching\" the highlights along the tangents.\r\n */\r\n @serializeAsVector2()\r\n public direction = new Vector2(1, 0);\r\n\r\n private _texture: Nullable = null;\r\n /**\r\n * Stores the anisotropy values in a texture.\r\n * rg is direction (like normal from -1 to 1)\r\n * b is a intensity\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public texture: Nullable = null;\r\n\r\n /** @hidden */\r\n private _internalMarkAllSubMeshesAsTexturesDirty: () => void;\r\n\r\n /** @hidden */\r\n public _markAllSubMeshesAsTexturesDirty(): void {\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n }\r\n\r\n /**\r\n * Instantiate a new istance of anisotropy configuration.\r\n * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty\r\n */\r\n constructor(markAllSubMeshesAsTexturesDirty: () => void) {\r\n this._internalMarkAllSubMeshesAsTexturesDirty = markAllSubMeshesAsTexturesDirty;\r\n }\r\n\r\n /**\r\n * Specifies that the submesh is ready to be used.\r\n * @param defines the list of \"defines\" to update.\r\n * @param scene defines the scene the material belongs to.\r\n * @returns - boolean indicating that the submesh is ready or not.\r\n */\r\n public isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean {\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.AnisotropicTextureEnabled) {\r\n if (!this._texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Checks to see if a texture is used in the material.\r\n * @param defines the list of \"defines\" to update.\r\n * @param mesh the mesh we are preparing the defines for.\r\n * @param scene defines the scene the material belongs to.\r\n */\r\n public prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void {\r\n if (this._isEnabled) {\r\n defines.ANISOTROPIC = this._isEnabled;\r\n if (this._isEnabled && !mesh.isVerticesDataPresent(VertexBuffer.TangentKind)) {\r\n defines._needUVs = true;\r\n defines.MAINUV1 = true;\r\n }\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.AnisotropicTextureEnabled) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._texture, defines, \"ANISOTROPIC_TEXTURE\");\r\n } else {\r\n defines.ANISOTROPIC_TEXTURE = false;\r\n }\r\n }\r\n }\r\n }\r\n else {\r\n defines.ANISOTROPIC = false;\r\n defines.ANISOTROPIC_TEXTURE = false;\r\n }\r\n }\r\n\r\n /**\r\n * Binds the material data.\r\n * @param uniformBuffer defines the Uniform buffer to fill in.\r\n * @param scene defines the scene the material belongs to.\r\n * @param isFrozen defines wether the material is frozen or not.\r\n */\r\n public bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void {\r\n if (!uniformBuffer.useUbo || !isFrozen || !uniformBuffer.isSync) {\r\n if (this._texture && MaterialFlags.AnisotropicTextureEnabled) {\r\n uniformBuffer.updateFloat2(\"vAnisotropyInfos\", this._texture.coordinatesIndex, this._texture.level);\r\n MaterialHelper.BindTextureMatrix(this._texture, uniformBuffer, \"anisotropy\");\r\n }\r\n\r\n // Anisotropy\r\n uniformBuffer.updateFloat3(\"vAnisotropy\", this.direction.x, this.direction.y, this.intensity);\r\n }\r\n\r\n // Textures\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.AnisotropicTextureEnabled) {\r\n uniformBuffer.setTexture(\"anisotropySampler\", this._texture);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Checks to see if a texture is used in the material.\r\n * @param texture - Base texture to use.\r\n * @returns - Boolean specifying if a texture is used in the material.\r\n */\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (this._texture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Returns an array of the actively used textures.\r\n * @param activeTextures Array of BaseTextures\r\n */\r\n public getActiveTextures(activeTextures: BaseTexture[]): void {\r\n if (this._texture) {\r\n activeTextures.push(this._texture);\r\n }\r\n }\r\n\r\n /**\r\n * Returns the animatable textures.\r\n * @param animatables Array of animatable textures.\r\n */\r\n public getAnimatables(animatables: IAnimatable[]): void {\r\n if (this._texture && this._texture.animations && this._texture.animations.length > 0) {\r\n animatables.push(this._texture);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the resources of the material.\r\n * @param forceDisposeTextures - Forces the disposal of all textures.\r\n */\r\n public dispose(forceDisposeTextures?: boolean): void {\r\n if (forceDisposeTextures) {\r\n if (this._texture) {\r\n this._texture.dispose();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"PBRAnisotropicConfiguration\"\r\n */\r\n public getClassName(): string {\r\n return \"PBRAnisotropicConfiguration\";\r\n }\r\n\r\n /**\r\n * Add fallbacks to the effect fallbacks list.\r\n * @param defines defines the Base texture to use.\r\n * @param fallbacks defines the current fallback list.\r\n * @param currentRank defines the current fallback rank.\r\n * @returns the new fallback rank.\r\n */\r\n public static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number {\r\n if (defines.ANISOTROPIC) {\r\n fallbacks.addFallback(currentRank++, \"ANISOTROPIC\");\r\n }\r\n return currentRank;\r\n }\r\n\r\n /**\r\n * Add the required uniforms to the current list.\r\n * @param uniforms defines the current uniform list.\r\n */\r\n public static AddUniforms(uniforms: string[]): void {\r\n uniforms.push(\"vAnisotropy\", \"vAnisotropyInfos\", \"anisotropyMatrix\");\r\n }\r\n\r\n /**\r\n * Add the required uniforms to the current buffer.\r\n * @param uniformBuffer defines the current uniform buffer.\r\n */\r\n public static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void {\r\n uniformBuffer.addUniform(\"vAnisotropy\", 3);\r\n uniformBuffer.addUniform(\"vAnisotropyInfos\", 2);\r\n uniformBuffer.addUniform(\"anisotropyMatrix\", 16);\r\n }\r\n\r\n /**\r\n * Add the required samplers to the current list.\r\n * @param samplers defines the current sampler list.\r\n */\r\n public static AddSamplers(samplers: string[]): void {\r\n samplers.push(\"anisotropySampler\");\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current configuration into another one.\r\n * @param anisotropicConfiguration define the config where to copy the info\r\n */\r\n public copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void {\r\n SerializationHelper.Clone(() => anisotropicConfiguration, this);\r\n }\r\n\r\n /**\r\n * Serializes this anisotropy configuration.\r\n * @returns - An object with the serialized config.\r\n */\r\n public serialize(): any {\r\n return SerializationHelper.Serialize(this);\r\n }\r\n\r\n /**\r\n * Parses a anisotropy Configuration from a serialized object.\r\n * @param source - Serialized object.\r\n * @param scene Defines the scene we are parsing for\r\n * @param rootUrl Defines the rootUrl to load from\r\n */\r\n public parse(source: any, scene: Scene, rootUrl: string): void {\r\n SerializationHelper.Parse(() => this, source, scene, rootUrl);\r\n }\r\n}","import { SerializationHelper, serialize, expandToProperty } from \"../../Misc/decorators\";\r\nimport { Scene } from '../../scene';\r\n\r\n/**\r\n * @hidden\r\n */\r\nexport interface IMaterialBRDFDefines {\r\n BRDF_V_HEIGHT_CORRELATED: boolean;\r\n MS_BRDF_ENERGY_CONSERVATION: boolean;\r\n SPHERICAL_HARMONICS: boolean;\r\n SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;\r\n\r\n /** @hidden */\r\n _areMiscDirty: boolean;\r\n}\r\n\r\n/**\r\n * Define the code related to the BRDF parameters of the pbr material.\r\n */\r\nexport class PBRBRDFConfiguration {\r\n\r\n /**\r\n * Default value used for the energy conservation.\r\n * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.\r\n */\r\n public static DEFAULT_USE_ENERGY_CONSERVATION = true;\r\n\r\n /**\r\n * Default value used for the Smith Visibility Height Correlated mode.\r\n * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.\r\n */\r\n public static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED = true;\r\n\r\n /**\r\n * Default value used for the IBL diffuse part.\r\n * This can help switching back to the polynomials mode globally which is a tiny bit\r\n * less GPU intensive at the drawback of a lower quality.\r\n */\r\n public static DEFAULT_USE_SPHERICAL_HARMONICS = true;\r\n\r\n /**\r\n * Default value used for activating energy conservation for the specular workflow.\r\n * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).\r\n * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.\r\n */\r\n public static DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION = true;\r\n\r\n private _useEnergyConservation = PBRBRDFConfiguration.DEFAULT_USE_ENERGY_CONSERVATION;\r\n /**\r\n * Defines if the material uses energy conservation.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public useEnergyConservation = PBRBRDFConfiguration.DEFAULT_USE_ENERGY_CONSERVATION;\r\n\r\n private _useSmithVisibilityHeightCorrelated = PBRBRDFConfiguration.DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED;\r\n /**\r\n * LEGACY Mode set to false\r\n * Defines if the material uses height smith correlated visibility term.\r\n * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR\r\n * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png\r\n * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision\r\n * Not relying on height correlated will also disable energy conservation.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public useSmithVisibilityHeightCorrelated = PBRBRDFConfiguration.DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED;\r\n\r\n private _useSphericalHarmonics = PBRBRDFConfiguration.DEFAULT_USE_SPHERICAL_HARMONICS;\r\n /**\r\n * LEGACY Mode set to false\r\n * Defines if the material uses spherical harmonics vs spherical polynomials for the\r\n * diffuse part of the IBL.\r\n * The harmonics despite a tiny bigger cost has been proven to provide closer results\r\n * to the ground truth.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public useSphericalHarmonics = PBRBRDFConfiguration.DEFAULT_USE_SPHERICAL_HARMONICS;\r\n\r\n private _useSpecularGlossinessInputEnergyConservation = PBRBRDFConfiguration.DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION;\r\n /**\r\n * Defines if the material uses energy conservation, when the specular workflow is active.\r\n * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).\r\n * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.\r\n * In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public useSpecularGlossinessInputEnergyConservation = PBRBRDFConfiguration.DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION;\r\n\r\n /** @hidden */\r\n private _internalMarkAllSubMeshesAsMiscDirty: () => void;\r\n\r\n /** @hidden */\r\n public _markAllSubMeshesAsMiscDirty(): void {\r\n this._internalMarkAllSubMeshesAsMiscDirty();\r\n }\r\n\r\n /**\r\n * Instantiate a new istance of clear coat configuration.\r\n * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty\r\n */\r\n constructor(markAllSubMeshesAsMiscDirty: () => void) {\r\n this._internalMarkAllSubMeshesAsMiscDirty = markAllSubMeshesAsMiscDirty;\r\n }\r\n\r\n /**\r\n * Checks to see if a texture is used in the material.\r\n * @param defines the list of \"defines\" to update.\r\n */\r\n public prepareDefines(defines: IMaterialBRDFDefines): void {\r\n defines.BRDF_V_HEIGHT_CORRELATED = this._useSmithVisibilityHeightCorrelated;\r\n defines.MS_BRDF_ENERGY_CONSERVATION = this._useEnergyConservation && this._useSmithVisibilityHeightCorrelated;\r\n defines.SPHERICAL_HARMONICS = this._useSphericalHarmonics;\r\n defines.SPECULAR_GLOSSINESS_ENERGY_CONSERVATION = this._useSpecularGlossinessInputEnergyConservation;\r\n }\r\n\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"PBRClearCoatConfiguration\"\r\n */\r\n public getClassName(): string {\r\n return \"PBRBRDFConfiguration\";\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current configuration into another one.\r\n * @param brdfConfiguration define the config where to copy the info\r\n */\r\n public copyTo(brdfConfiguration: PBRBRDFConfiguration): void {\r\n SerializationHelper.Clone(() => brdfConfiguration, this);\r\n }\r\n\r\n /**\r\n * Serializes this BRDF configuration.\r\n * @returns - An object with the serialized config.\r\n */\r\n public serialize(): any {\r\n return SerializationHelper.Serialize(this);\r\n }\r\n\r\n /**\r\n * Parses a anisotropy Configuration from a serialized object.\r\n * @param source - Serialized object.\r\n * @param scene Defines the scene we are parsing for\r\n * @param rootUrl Defines the rootUrl to load from\r\n */\r\n public parse(source: any, scene: Scene, rootUrl: string): void {\r\n SerializationHelper.Parse(() => this, source, scene, rootUrl);\r\n }\r\n}","import { serialize, serializeAsImageProcessingConfiguration, expandToProperty } from \"../../Misc/decorators\";\r\nimport { Observer } from \"../../Misc/observable\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { SmartArray } from \"../../Misc/smartArray\";\r\nimport { BRDFTextureTools } from \"../../Misc/brdfTextureTools\";\r\nimport { Nullable } from \"../../types\";\r\nimport { Camera } from \"../../Cameras/camera\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Matrix, Vector4 } from \"../../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../../Meshes/buffer\";\r\nimport { SubMesh } from \"../../Meshes/subMesh\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport { IMaterialClearCoatDefines, PBRClearCoatConfiguration } from \"./pbrClearCoatConfiguration\";\r\nimport { IMaterialAnisotropicDefines, PBRAnisotropicConfiguration } from \"./pbrAnisotropicConfiguration\";\r\nimport { IMaterialBRDFDefines, PBRBRDFConfiguration } from \"./pbrBRDFConfiguration\";\r\nimport { IMaterialSheenDefines, PBRSheenConfiguration } from \"./pbrSheenConfiguration\";\r\nimport { IMaterialSubSurfaceDefines, PBRSubSurfaceConfiguration } from \"./pbrSubSurfaceConfiguration\";\r\nimport { Color3, TmpColors } from '../../Maths/math.color';\r\nimport { Scalar } from \"../../Maths/math.scalar\";\r\n\r\nimport { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from \"../../Materials/imageProcessingConfiguration\";\r\nimport { Effect, IEffectCreationOptions } from \"../../Materials/effect\";\r\nimport { Material, IMaterialCompilationOptions, ICustomShaderNameResolveOptions } from \"../../Materials/material\";\r\nimport { MaterialDefines } from \"../../Materials/materialDefines\";\r\nimport { PushMaterial } from \"../../Materials/pushMaterial\";\r\nimport { MaterialHelper } from \"../../Materials/materialHelper\";\r\n\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport { CubeTexture } from \"../../Materials/Textures/cubeTexture\";\r\n\r\nimport { MaterialFlags } from \"../materialFlags\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { IAnimatable } from '../../Animations/animatable.interface';\r\n\r\nimport \"../../Materials/Textures/baseTexture.polynomial\";\r\nimport \"../../Shaders/pbr.fragment\";\r\nimport \"../../Shaders/pbr.vertex\";\r\n\r\nimport { EffectFallbacks } from '../effectFallbacks';\r\n\r\nconst onCreatedEffectParameters = { effect: null as unknown as Effect, subMesh: null as unknown as Nullable };\r\n\r\n/**\r\n * Manages the defines for the PBR Material.\r\n * @hidden\r\n */\r\nexport class PBRMaterialDefines extends MaterialDefines\r\n implements IImageProcessingConfigurationDefines,\r\n IMaterialClearCoatDefines,\r\n IMaterialAnisotropicDefines,\r\n IMaterialBRDFDefines,\r\n IMaterialSheenDefines,\r\n IMaterialSubSurfaceDefines {\r\n public PBR = true;\r\n\r\n public NUM_SAMPLES = \"0\";\r\n public REALTIME_FILTERING = false;\r\n\r\n public MAINUV1 = false;\r\n public MAINUV2 = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n\r\n public ALBEDO = false;\r\n public GAMMAALBEDO = false;\r\n public ALBEDODIRECTUV = 0;\r\n public VERTEXCOLOR = false;\r\n\r\n public AMBIENT = false;\r\n public AMBIENTDIRECTUV = 0;\r\n public AMBIENTINGRAYSCALE = false;\r\n\r\n public OPACITY = false;\r\n public VERTEXALPHA = false;\r\n public OPACITYDIRECTUV = 0;\r\n public OPACITYRGB = false;\r\n public ALPHATEST = false;\r\n public DEPTHPREPASS = false;\r\n public ALPHABLEND = false;\r\n public ALPHAFROMALBEDO = false;\r\n public ALPHATESTVALUE = \"0.5\";\r\n public SPECULAROVERALPHA = false;\r\n public RADIANCEOVERALPHA = false;\r\n public ALPHAFRESNEL = false;\r\n public LINEARALPHAFRESNEL = false;\r\n public PREMULTIPLYALPHA = false;\r\n\r\n public EMISSIVE = false;\r\n public EMISSIVEDIRECTUV = 0;\r\n\r\n public REFLECTIVITY = false;\r\n public REFLECTIVITYDIRECTUV = 0;\r\n public SPECULARTERM = false;\r\n\r\n public MICROSURFACEFROMREFLECTIVITYMAP = false;\r\n public MICROSURFACEAUTOMATIC = false;\r\n public LODBASEDMICROSFURACE = false;\r\n public MICROSURFACEMAP = false;\r\n public MICROSURFACEMAPDIRECTUV = 0;\r\n\r\n public METALLICWORKFLOW = false;\r\n public ROUGHNESSSTOREINMETALMAPALPHA = false;\r\n public ROUGHNESSSTOREINMETALMAPGREEN = false;\r\n public METALLNESSSTOREINMETALMAPBLUE = false;\r\n public AOSTOREINMETALMAPRED = false;\r\n public METALLIC_REFLECTANCE = false;\r\n public METALLIC_REFLECTANCEDIRECTUV = 0;\r\n\r\n public ENVIRONMENTBRDF = false;\r\n public ENVIRONMENTBRDF_RGBD = false;\r\n\r\n public NORMAL = false;\r\n public TANGENT = false;\r\n public BUMP = false;\r\n public BUMPDIRECTUV = 0;\r\n public OBJECTSPACE_NORMALMAP = false;\r\n public PARALLAX = false;\r\n public PARALLAXOCCLUSION = false;\r\n public NORMALXYSCALE = true;\r\n\r\n public LIGHTMAP = false;\r\n public LIGHTMAPDIRECTUV = 0;\r\n public USELIGHTMAPASSHADOWMAP = false;\r\n public GAMMALIGHTMAP = false;\r\n public RGBDLIGHTMAP = false;\r\n\r\n public REFLECTION = false;\r\n public REFLECTIONMAP_3D = false;\r\n public REFLECTIONMAP_SPHERICAL = false;\r\n public REFLECTIONMAP_PLANAR = false;\r\n public REFLECTIONMAP_CUBIC = false;\r\n public USE_LOCAL_REFLECTIONMAP_CUBIC = false;\r\n public REFLECTIONMAP_PROJECTION = false;\r\n public REFLECTIONMAP_SKYBOX = false;\r\n public REFLECTIONMAP_EXPLICIT = false;\r\n public REFLECTIONMAP_EQUIRECTANGULAR = false;\r\n public REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;\r\n public REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;\r\n public INVERTCUBICMAP = false;\r\n public USESPHERICALFROMREFLECTIONMAP = false;\r\n public USEIRRADIANCEMAP = false;\r\n public SPHERICAL_HARMONICS = false;\r\n public USESPHERICALINVERTEX = false;\r\n public REFLECTIONMAP_OPPOSITEZ = false;\r\n public LODINREFLECTIONALPHA = false;\r\n public GAMMAREFLECTION = false;\r\n public RGBDREFLECTION = false;\r\n public LINEARSPECULARREFLECTION = false;\r\n public RADIANCEOCCLUSION = false;\r\n public HORIZONOCCLUSION = false;\r\n\r\n public INSTANCES = false;\r\n public THIN_INSTANCES = false;\r\n\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public BONETEXTURE = false;\r\n\r\n public NONUNIFORMSCALING = false;\r\n\r\n public MORPHTARGETS = false;\r\n public MORPHTARGETS_NORMAL = false;\r\n public MORPHTARGETS_TANGENT = false;\r\n public MORPHTARGETS_UV = false;\r\n public NUM_MORPH_INFLUENCERS = 0;\r\n\r\n public IMAGEPROCESSING = false;\r\n public VIGNETTE = false;\r\n public VIGNETTEBLENDMODEMULTIPLY = false;\r\n public VIGNETTEBLENDMODEOPAQUE = false;\r\n public TONEMAPPING = false;\r\n public TONEMAPPING_ACES = false;\r\n public CONTRAST = false;\r\n public COLORCURVES = false;\r\n public COLORGRADING = false;\r\n public COLORGRADING3D = false;\r\n public SAMPLER3DGREENDEPTH = false;\r\n public SAMPLER3DBGRMAP = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public EXPOSURE = false;\r\n public MULTIVIEW = false;\r\n\r\n public USEPHYSICALLIGHTFALLOFF = false;\r\n public USEGLTFLIGHTFALLOFF = false;\r\n public TWOSIDEDLIGHTING = false;\r\n public SHADOWFLOAT = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public LOGARITHMICDEPTH = false;\r\n\r\n public FORCENORMALFORWARD = false;\r\n\r\n public SPECULARAA = false;\r\n\r\n public CLEARCOAT = false;\r\n public CLEARCOAT_DEFAULTIOR = false;\r\n public CLEARCOAT_TEXTURE = false;\r\n public CLEARCOAT_TEXTUREDIRECTUV = 0;\r\n public CLEARCOAT_BUMP = false;\r\n public CLEARCOAT_BUMPDIRECTUV = 0;\r\n public CLEARCOAT_TINT = false;\r\n public CLEARCOAT_TINT_TEXTURE = false;\r\n public CLEARCOAT_TINT_TEXTUREDIRECTUV = 0;\r\n\r\n public ANISOTROPIC = false;\r\n public ANISOTROPIC_TEXTURE = false;\r\n public ANISOTROPIC_TEXTUREDIRECTUV = 0;\r\n\r\n public BRDF_V_HEIGHT_CORRELATED = false;\r\n public MS_BRDF_ENERGY_CONSERVATION = false;\r\n public SPECULAR_GLOSSINESS_ENERGY_CONSERVATION = false;\r\n\r\n public SHEEN = false;\r\n public SHEEN_TEXTURE = false;\r\n public SHEEN_TEXTUREDIRECTUV = 0;\r\n public SHEEN_LINKWITHALBEDO = false;\r\n public SHEEN_ROUGHNESS = false;\r\n public SHEEN_ALBEDOSCALING = false;\r\n\r\n public SUBSURFACE = false;\r\n\r\n public SS_REFRACTION = false;\r\n public SS_TRANSLUCENCY = false;\r\n public SS_SCATTERING = false;\r\n\r\n public SS_THICKNESSANDMASK_TEXTURE = false;\r\n public SS_THICKNESSANDMASK_TEXTUREDIRECTUV = 0;\r\n\r\n public SS_REFRACTIONMAP_3D = false;\r\n public SS_REFRACTIONMAP_OPPOSITEZ = false;\r\n public SS_LODINREFRACTIONALPHA = false;\r\n public SS_GAMMAREFRACTION = false;\r\n public SS_RGBDREFRACTION = false;\r\n public SS_LINEARSPECULARREFRACTION = false;\r\n public SS_LINKREFRACTIONTOTRANSPARENCY = false;\r\n public SS_ALBEDOFORREFRACTIONTINT = false;\r\n\r\n public SS_MASK_FROM_THICKNESS_TEXTURE = false;\r\n\r\n public UNLIT = false;\r\n\r\n public DEBUGMODE = 0;\r\n\r\n /**\r\n * Initializes the PBR Material defines.\r\n */\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n\r\n /**\r\n * Resets the PBR Material defines.\r\n */\r\n public reset(): void {\r\n super.reset();\r\n this.ALPHATESTVALUE = \"0.5\";\r\n this.PBR = true;\r\n }\r\n}\r\n\r\n/**\r\n * The Physically based material base class of BJS.\r\n *\r\n * This offers the main features of a standard PBR material.\r\n * For more information, please refer to the documentation :\r\n * https://doc.babylonjs.com/how_to/physically_based_rendering\r\n */\r\nexport abstract class PBRBaseMaterial extends PushMaterial {\r\n /**\r\n * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.\r\n */\r\n public static readonly PBRMATERIAL_OPAQUE = Material.MATERIAL_OPAQUE;\r\n\r\n /**\r\n * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.\r\n */\r\n public static readonly PBRMATERIAL_ALPHATEST = Material.MATERIAL_ALPHATEST;\r\n\r\n /**\r\n * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.\r\n */\r\n public static readonly PBRMATERIAL_ALPHABLEND = Material.MATERIAL_ALPHABLEND;\r\n\r\n /**\r\n * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.\r\n * They are also discarded below the alpha cutoff threshold to improve performances.\r\n */\r\n public static readonly PBRMATERIAL_ALPHATESTANDBLEND = Material.MATERIAL_ALPHATESTANDBLEND;\r\n\r\n /**\r\n * Defines the default value of how much AO map is occluding the analytical lights\r\n * (point spot...).\r\n */\r\n public static DEFAULT_AO_ON_ANALYTICAL_LIGHTS = 0;\r\n\r\n /**\r\n * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.\r\n */\r\n public static readonly LIGHTFALLOFF_PHYSICAL = 0;\r\n\r\n /**\r\n * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document\r\n * to enhance interoperability with other engines.\r\n */\r\n public static readonly LIGHTFALLOFF_GLTF = 1;\r\n\r\n /**\r\n * PBRMaterialLightFalloff Standard: light is falling off like in the standard material\r\n * to enhance interoperability with other materials.\r\n */\r\n public static readonly LIGHTFALLOFF_STANDARD = 2;\r\n\r\n /**\r\n * Intensity of the direct lights e.g. the four lights available in your scene.\r\n * This impacts both the direct diffuse and specular highlights.\r\n */\r\n protected _directIntensity: number = 1.0;\r\n\r\n /**\r\n * Intensity of the emissive part of the material.\r\n * This helps controlling the emissive effect without modifying the emissive color.\r\n */\r\n protected _emissiveIntensity: number = 1.0;\r\n\r\n /**\r\n * Intensity of the environment e.g. how much the environment will light the object\r\n * either through harmonics for rough material or through the refelction for shiny ones.\r\n */\r\n protected _environmentIntensity: number = 1.0;\r\n\r\n /**\r\n * This is a special control allowing the reduction of the specular highlights coming from the\r\n * four lights of the scene. Those highlights may not be needed in full environment lighting.\r\n */\r\n protected _specularIntensity: number = 1.0;\r\n\r\n /**\r\n * This stores the direct, emissive, environment, and specular light intensities into a Vector4.\r\n */\r\n private _lightingInfos: Vector4 = new Vector4(this._directIntensity, this._emissiveIntensity, this._environmentIntensity, this._specularIntensity);\r\n\r\n /**\r\n * Debug Control allowing disabling the bump map on this material.\r\n */\r\n protected _disableBumpMap: boolean = false;\r\n\r\n /**\r\n * AKA Diffuse Texture in standard nomenclature.\r\n */\r\n protected _albedoTexture: Nullable = null;\r\n\r\n /**\r\n * AKA Occlusion Texture in other nomenclature.\r\n */\r\n protected _ambientTexture: Nullable = null;\r\n\r\n /**\r\n * AKA Occlusion Texture Intensity in other nomenclature.\r\n */\r\n protected _ambientTextureStrength: number = 1.0;\r\n\r\n /**\r\n * Defines how much the AO map is occluding the analytical lights (point spot...).\r\n * 1 means it completely occludes it\r\n * 0 mean it has no impact\r\n */\r\n protected _ambientTextureImpactOnAnalyticalLights: number = PBRBaseMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;\r\n\r\n /**\r\n * Stores the alpha values in a texture.\r\n */\r\n protected _opacityTexture: Nullable = null;\r\n\r\n /**\r\n * Stores the reflection values in a texture.\r\n */\r\n protected _reflectionTexture: Nullable = null;\r\n\r\n /**\r\n * Stores the emissive values in a texture.\r\n */\r\n protected _emissiveTexture: Nullable = null;\r\n\r\n /**\r\n * AKA Specular texture in other nomenclature.\r\n */\r\n protected _reflectivityTexture: Nullable = null;\r\n\r\n /**\r\n * Used to switch from specular/glossiness to metallic/roughness workflow.\r\n */\r\n protected _metallicTexture: Nullable = null;\r\n\r\n /**\r\n * Specifies the metallic scalar of the metallic/roughness workflow.\r\n * Can also be used to scale the metalness values of the metallic texture.\r\n */\r\n protected _metallic: Nullable = null;\r\n\r\n /**\r\n * Specifies the roughness scalar of the metallic/roughness workflow.\r\n * Can also be used to scale the roughness values of the metallic texture.\r\n */\r\n protected _roughness: Nullable = null;\r\n\r\n /**\r\n * In metallic workflow, specifies an F0 factor to help configuring the material F0.\r\n * By default the indexOfrefraction is used to compute F0;\r\n *\r\n * This is used as a factor against the default reflectance at normal incidence to tweak it.\r\n *\r\n * F0 = defaultF0 * metallicF0Factor * metallicReflectanceColor;\r\n * F90 = metallicReflectanceColor;\r\n */\r\n protected _metallicF0Factor = 1;\r\n\r\n /**\r\n * In metallic workflow, specifies an F90 color to help configuring the material F90.\r\n * By default the F90 is always 1;\r\n *\r\n * Please note that this factor is also used as a factor against the default reflectance at normal incidence.\r\n *\r\n * F0 = defaultF0 * metallicF0Factor * metallicReflectanceColor\r\n * F90 = metallicReflectanceColor;\r\n */\r\n protected _metallicReflectanceColor = Color3.White();\r\n\r\n /**\r\n * Defines to store metallicReflectanceColor in RGB and metallicF0Factor in A\r\n * This is multiply against the scalar values defined in the material.\r\n */\r\n protected _metallicReflectanceTexture: Nullable = null;\r\n\r\n /**\r\n * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.\r\n * Gray Scale represents roughness in metallic mode and glossiness in specular mode.\r\n */\r\n protected _microSurfaceTexture: Nullable = null;\r\n\r\n /**\r\n * Stores surface normal data used to displace a mesh in a texture.\r\n */\r\n protected _bumpTexture: Nullable = null;\r\n\r\n /**\r\n * Stores the pre-calculated light information of a mesh in a texture.\r\n */\r\n protected _lightmapTexture: Nullable = null;\r\n\r\n /**\r\n * The color of a material in ambient lighting.\r\n */\r\n protected _ambientColor = new Color3(0, 0, 0);\r\n\r\n /**\r\n * AKA Diffuse Color in other nomenclature.\r\n */\r\n protected _albedoColor = new Color3(1, 1, 1);\r\n\r\n /**\r\n * AKA Specular Color in other nomenclature.\r\n */\r\n protected _reflectivityColor = new Color3(1, 1, 1);\r\n\r\n /**\r\n * The color applied when light is reflected from a material.\r\n */\r\n protected _reflectionColor = new Color3(1, 1, 1);\r\n\r\n /**\r\n * The color applied when light is emitted from a material.\r\n */\r\n protected _emissiveColor = new Color3(0, 0, 0);\r\n\r\n /**\r\n * AKA Glossiness in other nomenclature.\r\n */\r\n protected _microSurface = 0.9;\r\n\r\n /**\r\n * Specifies that the material will use the light map as a show map.\r\n */\r\n protected _useLightmapAsShadowmap = false;\r\n\r\n /**\r\n * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal\r\n * makes the reflect vector face the model (under horizon).\r\n */\r\n protected _useHorizonOcclusion = true;\r\n\r\n /**\r\n * This parameters will enable/disable radiance occlusion by preventing the radiance to lit\r\n * too much the area relying on ambient texture to define their ambient occlusion.\r\n */\r\n protected _useRadianceOcclusion = true;\r\n\r\n /**\r\n * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.\r\n */\r\n protected _useAlphaFromAlbedoTexture = false;\r\n\r\n /**\r\n * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).\r\n * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.\r\n */\r\n protected _useSpecularOverAlpha = true;\r\n\r\n /**\r\n * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.\r\n */\r\n protected _useMicroSurfaceFromReflectivityMapAlpha = false;\r\n\r\n /**\r\n * Specifies if the metallic texture contains the roughness information in its alpha channel.\r\n */\r\n protected _useRoughnessFromMetallicTextureAlpha = true;\r\n\r\n /**\r\n * Specifies if the metallic texture contains the roughness information in its green channel.\r\n */\r\n protected _useRoughnessFromMetallicTextureGreen = false;\r\n\r\n /**\r\n * Specifies if the metallic texture contains the metallness information in its blue channel.\r\n */\r\n protected _useMetallnessFromMetallicTextureBlue = false;\r\n\r\n /**\r\n * Specifies if the metallic texture contains the ambient occlusion information in its red channel.\r\n */\r\n protected _useAmbientOcclusionFromMetallicTextureRed = false;\r\n\r\n /**\r\n * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.\r\n */\r\n protected _useAmbientInGrayScale = false;\r\n\r\n /**\r\n * In case the reflectivity map does not contain the microsurface information in its alpha channel,\r\n * The material will try to infer what glossiness each pixel should be.\r\n */\r\n protected _useAutoMicroSurfaceFromReflectivityMap = false;\r\n\r\n /**\r\n * Defines the falloff type used in this material.\r\n * It by default is Physical.\r\n */\r\n protected _lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;\r\n\r\n /**\r\n * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).\r\n * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.\r\n */\r\n protected _useRadianceOverAlpha = true;\r\n\r\n /**\r\n * Allows using an object space normal map (instead of tangent space).\r\n */\r\n protected _useObjectSpaceNormalMap = false;\r\n\r\n /**\r\n * Allows using the bump map in parallax mode.\r\n */\r\n protected _useParallax = false;\r\n\r\n /**\r\n * Allows using the bump map in parallax occlusion mode.\r\n */\r\n protected _useParallaxOcclusion = false;\r\n\r\n /**\r\n * Controls the scale bias of the parallax mode.\r\n */\r\n protected _parallaxScaleBias = 0.05;\r\n\r\n /**\r\n * If sets to true, disables all the lights affecting the material.\r\n */\r\n protected _disableLighting = false;\r\n\r\n /**\r\n * Number of Simultaneous lights allowed on the material.\r\n */\r\n protected _maxSimultaneousLights = 4;\r\n\r\n /**\r\n * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).\r\n */\r\n protected _invertNormalMapX = false;\r\n\r\n /**\r\n * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).\r\n */\r\n protected _invertNormalMapY = false;\r\n\r\n /**\r\n * If sets to true and backfaceCulling is false, normals will be flipped on the backside.\r\n */\r\n protected _twoSidedLighting = false;\r\n\r\n /**\r\n * Defines the alpha limits in alpha test mode.\r\n */\r\n protected _alphaCutOff = 0.4;\r\n\r\n /**\r\n * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.\r\n */\r\n protected _forceAlphaTest = false;\r\n\r\n /**\r\n * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.\r\n * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)\r\n */\r\n protected _useAlphaFresnel = false;\r\n\r\n /**\r\n * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.\r\n * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)\r\n */\r\n protected _useLinearAlphaFresnel = false;\r\n\r\n /**\r\n * Specifies the environment BRDF texture used to comput the scale and offset roughness values\r\n * from cos thetav and roughness:\r\n * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf\r\n */\r\n protected _environmentBRDFTexture: Nullable = null;\r\n\r\n /**\r\n * Force the shader to compute irradiance in the fragment shader in order to take bump in account.\r\n */\r\n protected _forceIrradianceInFragment = false;\r\n\r\n private _realTimeFiltering: boolean = false;\r\n /**\r\n * Enables realtime filtering on the texture.\r\n */\r\n public get realTimeFiltering() {\r\n return this._realTimeFiltering;\r\n }\r\n public set realTimeFiltering(b: boolean) {\r\n this._realTimeFiltering = b;\r\n this.markAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n\r\n private _realTimeFilteringQuality: number = Constants.TEXTURE_FILTERING_QUALITY_LOW;\r\n /**\r\n * Quality switch for realtime filtering\r\n */\r\n public get realTimeFilteringQuality() : number {\r\n return this._realTimeFilteringQuality;\r\n }\r\n public set realTimeFilteringQuality(n: number) {\r\n this._realTimeFilteringQuality = n;\r\n this.markAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n\r\n /**\r\n * Force normal to face away from face.\r\n */\r\n protected _forceNormalForward = false;\r\n\r\n /**\r\n * Enables specular anti aliasing in the PBR shader.\r\n * It will both interacts on the Geometry for analytical and IBL lighting.\r\n * It also prefilter the roughness map based on the bump values.\r\n */\r\n protected _enableSpecularAntiAliasing = false;\r\n\r\n /**\r\n * Default configuration related to image processing available in the PBR Material.\r\n */\r\n @serializeAsImageProcessingConfiguration()\r\n protected _imageProcessingConfiguration: ImageProcessingConfiguration;\r\n\r\n /**\r\n * Keep track of the image processing observer to allow dispose and replace.\r\n */\r\n private _imageProcessingObserver: Nullable> = null;\r\n\r\n /**\r\n * Attaches a new image processing configuration to the PBR Material.\r\n * @param configuration\r\n */\r\n protected _attachImageProcessingConfiguration(configuration: Nullable): void {\r\n if (configuration === this._imageProcessingConfiguration) {\r\n return;\r\n }\r\n\r\n // Detaches observer.\r\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\r\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\r\n }\r\n\r\n // Pick the scene configuration if needed.\r\n if (!configuration) {\r\n this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;\r\n }\r\n else {\r\n this._imageProcessingConfiguration = configuration;\r\n }\r\n\r\n // Attaches observer.\r\n if (this._imageProcessingConfiguration) {\r\n this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(() => {\r\n this._markAllSubMeshesAsImageProcessingDirty();\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Stores the available render targets.\r\n */\r\n private _renderTargets = new SmartArray(16);\r\n\r\n /**\r\n * Sets the global ambient color for the material used in lighting calculations.\r\n */\r\n private _globalAmbientColor = new Color3(0, 0, 0);\r\n\r\n /**\r\n * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.\r\n */\r\n private _useLogarithmicDepth: boolean = false;\r\n\r\n /**\r\n * If set to true, no lighting calculations will be applied.\r\n */\r\n private _unlit = false;\r\n\r\n private _debugMode = 0;\r\n /**\r\n * @hidden\r\n * This is reserved for the inspector.\r\n * Defines the material debug mode.\r\n * It helps seeing only some components of the material while troubleshooting.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public debugMode = 0;\r\n\r\n /**\r\n * @hidden\r\n * This is reserved for the inspector.\r\n * Specify from where on screen the debug mode should start.\r\n * The value goes from -1 (full screen) to 1 (not visible)\r\n * It helps with side by side comparison against the final render\r\n * This defaults to -1\r\n */\r\n private debugLimit = -1;\r\n\r\n /**\r\n * @hidden\r\n * This is reserved for the inspector.\r\n * As the default viewing range might not be enough (if the ambient is really small for instance)\r\n * You can use the factor to better multiply the final value.\r\n */\r\n private debugFactor = 1;\r\n\r\n /**\r\n * Defines the clear coat layer parameters for the material.\r\n */\r\n public readonly clearCoat = new PBRClearCoatConfiguration(this._markAllSubMeshesAsTexturesDirty.bind(this));\r\n\r\n /**\r\n * Defines the anisotropic parameters for the material.\r\n */\r\n public readonly anisotropy = new PBRAnisotropicConfiguration(this._markAllSubMeshesAsTexturesDirty.bind(this));\r\n\r\n /**\r\n * Defines the BRDF parameters for the material.\r\n */\r\n public readonly brdf = new PBRBRDFConfiguration(this._markAllSubMeshesAsMiscDirty.bind(this));\r\n\r\n /**\r\n * Defines the Sheen parameters for the material.\r\n */\r\n public readonly sheen = new PBRSheenConfiguration(this._markAllSubMeshesAsTexturesDirty.bind(this));\r\n\r\n /**\r\n * Defines the SubSurface parameters for the material.\r\n */\r\n public readonly subSurface = new PBRSubSurfaceConfiguration(this._markAllSubMeshesAsTexturesDirty.bind(this));\r\n\r\n protected _rebuildInParallel = false;\r\n\r\n /**\r\n * Instantiates a new PBRMaterial instance.\r\n *\r\n * @param name The material name\r\n * @param scene The scene the material will be use in.\r\n */\r\n constructor(name: string, scene: Scene) {\r\n super(name, scene);\r\n\r\n // Setup the default processing configuration to the scene.\r\n this._attachImageProcessingConfiguration(null);\r\n\r\n this.getRenderTargetTextures = (): SmartArray => {\r\n this._renderTargets.reset();\r\n\r\n if (MaterialFlags.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {\r\n this._renderTargets.push(this._reflectionTexture);\r\n }\r\n\r\n this.subSurface.fillRenderTargetTextures(this._renderTargets);\r\n\r\n return this._renderTargets;\r\n };\r\n\r\n this._environmentBRDFTexture = BRDFTextureTools.GetEnvironmentBRDFTexture(scene);\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that current material needs to register RTT\r\n */\r\n public get hasRenderTargetTextures(): boolean {\r\n if (MaterialFlags.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {\r\n return true;\r\n }\r\n\r\n return this.subSurface.hasRenderTargetTextures();\r\n }\r\n\r\n /**\r\n * Gets the name of the material class.\r\n */\r\n public getClassName(): string {\r\n return \"PBRBaseMaterial\";\r\n }\r\n\r\n /**\r\n * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.\r\n */\r\n @serialize()\r\n public get useLogarithmicDepth(): boolean {\r\n return this._useLogarithmicDepth;\r\n }\r\n\r\n /**\r\n * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.\r\n */\r\n public set useLogarithmicDepth(value: boolean) {\r\n this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;\r\n }\r\n\r\n /**\r\n * Returns true if alpha blending should be disabled.\r\n */\r\n protected get _disableAlphaBlending(): boolean {\r\n return (this.subSurface.disableAlphaBlending ||\r\n this._transparencyMode === PBRBaseMaterial.PBRMATERIAL_OPAQUE ||\r\n this._transparencyMode === PBRBaseMaterial.PBRMATERIAL_ALPHATEST);\r\n }\r\n\r\n /**\r\n * Specifies whether or not this material should be rendered in alpha blend mode.\r\n */\r\n public needAlphaBlending(): boolean {\r\n if (this._disableAlphaBlending) {\r\n return false;\r\n }\r\n\r\n return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromAlbedoTexture();\r\n }\r\n\r\n /**\r\n * Specifies whether or not this material should be rendered in alpha test mode.\r\n */\r\n public needAlphaTesting(): boolean {\r\n if (this._forceAlphaTest) {\r\n return true;\r\n }\r\n\r\n if (this.subSurface.disableAlphaBlending) {\r\n return false;\r\n }\r\n\r\n return this._albedoTexture != null && this._albedoTexture.hasAlpha && (this._transparencyMode == null || this._transparencyMode === PBRBaseMaterial.PBRMATERIAL_ALPHATEST);\r\n }\r\n\r\n /**\r\n * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.\r\n */\r\n protected _shouldUseAlphaFromAlbedoTexture(): boolean {\r\n return this._albedoTexture != null && this._albedoTexture.hasAlpha && this._useAlphaFromAlbedoTexture && this._transparencyMode !== PBRBaseMaterial.PBRMATERIAL_OPAQUE;\r\n }\r\n\r\n /**\r\n * Gets the texture used for the alpha test.\r\n */\r\n public getAlphaTestTexture(): Nullable {\r\n return this._albedoTexture;\r\n }\r\n\r\n /**\r\n * Specifies that the submesh is ready to be used.\r\n * @param mesh - BJS mesh.\r\n * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.\r\n * @param useInstances - Specifies that instances should be used.\r\n * @returns - boolean indicating that the submesh is ready or not.\r\n */\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n if (subMesh.effect && this.isFrozen) {\r\n if (subMesh.effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh._materialDefines) {\r\n subMesh._materialDefines = new PBRMaterialDefines();\r\n }\r\n\r\n const defines = subMesh._materialDefines;\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const scene = this.getScene();\r\n const engine = scene.getEngine();\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._albedoTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n if (!this._albedoTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n\r\n if (this._ambientTexture && MaterialFlags.AmbientTextureEnabled) {\r\n if (!this._ambientTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n\r\n if (this._opacityTexture && MaterialFlags.OpacityTextureEnabled) {\r\n if (!this._opacityTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n\r\n var reflectionTexture = this._getReflectionTexture();\r\n if (reflectionTexture && MaterialFlags.ReflectionTextureEnabled) {\r\n if (!reflectionTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n if (reflectionTexture.irradianceTexture && !reflectionTexture.irradianceTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n\r\n if (this._lightmapTexture && MaterialFlags.LightmapTextureEnabled) {\r\n if (!this._lightmapTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n\r\n if (this._emissiveTexture && MaterialFlags.EmissiveTextureEnabled) {\r\n if (!this._emissiveTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n\r\n if (MaterialFlags.SpecularTextureEnabled) {\r\n if (this._metallicTexture) {\r\n if (!this._metallicTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n else if (this._reflectivityTexture) {\r\n if (!this._reflectivityTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n\r\n if (this._metallicReflectanceTexture) {\r\n if (!this._metallicReflectanceTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n\r\n if (this._microSurfaceTexture) {\r\n if (!this._microSurfaceTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n if (engine.getCaps().standardDerivatives && this._bumpTexture && MaterialFlags.BumpTextureEnabled && !this._disableBumpMap) {\r\n // Bump texture cannot be not blocking.\r\n if (!this._bumpTexture.isReady()) {\r\n return false;\r\n }\r\n }\r\n\r\n if (this._environmentBRDFTexture && MaterialFlags.ReflectionTextureEnabled) {\r\n // This is blocking.\r\n if (!this._environmentBRDFTexture.isReady()) {\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (!this.subSurface.isReadyForSubMesh(defines, scene) ||\r\n !this.clearCoat.isReadyForSubMesh(defines, scene, engine, this._disableBumpMap) ||\r\n !this.sheen.isReadyForSubMesh(defines, scene) ||\r\n !this.anisotropy.isReadyForSubMesh(defines, scene)) {\r\n return false;\r\n }\r\n\r\n if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {\r\n if (!this._imageProcessingConfiguration.isReady()) {\r\n return false;\r\n }\r\n }\r\n\r\n if (!engine.getCaps().standardDerivatives && !mesh.isVerticesDataPresent(VertexBuffer.NormalKind)) {\r\n mesh.createNormals(true);\r\n Logger.Warn(\"PBRMaterial: Normals have been created for the mesh: \" + mesh.name);\r\n }\r\n\r\n const previousEffect = subMesh.effect;\r\n const lightDisposed = defines._areLightsDisposed;\r\n let effect = this._prepareEffect(mesh, defines, this.onCompiled, this.onError, useInstances, null, subMesh.getRenderingMesh().hasThinInstances);\r\n\r\n if (effect) {\r\n if (this._onEffectCreatedObservable) {\r\n onCreatedEffectParameters.effect = effect;\r\n onCreatedEffectParameters.subMesh = subMesh;\r\n this._onEffectCreatedObservable.notifyObservers(onCreatedEffectParameters);\r\n }\r\n\r\n // Use previous effect while new one is compiling\r\n if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {\r\n effect = previousEffect;\r\n this._rebuildInParallel = true;\r\n defines.markAsUnprocessed();\r\n\r\n if (lightDisposed) {\r\n // re register in case it takes more than one frame.\r\n defines._areLightsDisposed = true;\r\n return false;\r\n }\r\n } else {\r\n this._rebuildInParallel = false;\r\n scene.resetCachedMaterial();\r\n subMesh.setEffect(effect, defines);\r\n this.buildUniformLayout();\r\n }\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Specifies if the material uses metallic roughness workflow.\r\n * @returns boolean specifiying if the material uses metallic roughness workflow.\r\n */\r\n public isMetallicWorkflow(): boolean {\r\n if (this._metallic != null || this._roughness != null || this._metallicTexture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _prepareEffect(mesh: AbstractMesh, defines: PBRMaterialDefines, onCompiled: Nullable<(effect: Effect) => void> = null, onError: Nullable<(effect: Effect, errors: string) => void> = null,\r\n useInstances: Nullable = null, useClipPlane: Nullable = null, useThinInstances: boolean): Nullable {\r\n this._prepareDefines(mesh, defines, useInstances, useClipPlane, useThinInstances);\r\n\r\n if (!defines.isDirty) {\r\n return null;\r\n }\r\n\r\n defines.markAsProcessed();\r\n\r\n const scene = this.getScene();\r\n const engine = scene.getEngine();\r\n\r\n // Fallbacks\r\n var fallbacks = new EffectFallbacks();\r\n var fallbackRank = 0;\r\n if (defines.USESPHERICALINVERTEX) {\r\n fallbacks.addFallback(fallbackRank++, \"USESPHERICALINVERTEX\");\r\n }\r\n\r\n if (defines.FOG) {\r\n fallbacks.addFallback(fallbackRank, \"FOG\");\r\n }\r\n if (defines.SPECULARAA) {\r\n fallbacks.addFallback(fallbackRank, \"SPECULARAA\");\r\n }\r\n if (defines.POINTSIZE) {\r\n fallbacks.addFallback(fallbackRank, \"POINTSIZE\");\r\n }\r\n if (defines.LOGARITHMICDEPTH) {\r\n fallbacks.addFallback(fallbackRank, \"LOGARITHMICDEPTH\");\r\n }\r\n if (defines.PARALLAX) {\r\n fallbacks.addFallback(fallbackRank, \"PARALLAX\");\r\n }\r\n if (defines.PARALLAXOCCLUSION) {\r\n fallbacks.addFallback(fallbackRank++, \"PARALLAXOCCLUSION\");\r\n }\r\n\r\n fallbackRank = PBRAnisotropicConfiguration.AddFallbacks(defines, fallbacks, fallbackRank);\r\n fallbackRank = PBRAnisotropicConfiguration.AddFallbacks(defines, fallbacks, fallbackRank);\r\n fallbackRank = PBRSubSurfaceConfiguration.AddFallbacks(defines, fallbacks, fallbackRank);\r\n fallbackRank = PBRSheenConfiguration.AddFallbacks(defines, fallbacks, fallbackRank);\r\n\r\n if (defines.ENVIRONMENTBRDF) {\r\n fallbacks.addFallback(fallbackRank++, \"ENVIRONMENTBRDF\");\r\n }\r\n\r\n if (defines.TANGENT) {\r\n fallbacks.addFallback(fallbackRank++, \"TANGENT\");\r\n }\r\n\r\n if (defines.BUMP) {\r\n fallbacks.addFallback(fallbackRank++, \"BUMP\");\r\n }\r\n\r\n fallbackRank = MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights, fallbackRank++);\r\n\r\n if (defines.SPECULARTERM) {\r\n fallbacks.addFallback(fallbackRank++, \"SPECULARTERM\");\r\n }\r\n\r\n if (defines.USESPHERICALFROMREFLECTIONMAP) {\r\n fallbacks.addFallback(fallbackRank++, \"USESPHERICALFROMREFLECTIONMAP\");\r\n }\r\n\r\n if (defines.USEIRRADIANCEMAP) {\r\n fallbacks.addFallback(fallbackRank++, \"USEIRRADIANCEMAP\");\r\n }\r\n\r\n if (defines.LIGHTMAP) {\r\n fallbacks.addFallback(fallbackRank++, \"LIGHTMAP\");\r\n }\r\n\r\n if (defines.NORMAL) {\r\n fallbacks.addFallback(fallbackRank++, \"NORMAL\");\r\n }\r\n\r\n if (defines.AMBIENT) {\r\n fallbacks.addFallback(fallbackRank++, \"AMBIENT\");\r\n }\r\n\r\n if (defines.EMISSIVE) {\r\n fallbacks.addFallback(fallbackRank++, \"EMISSIVE\");\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n fallbacks.addFallback(fallbackRank++, \"VERTEXCOLOR\");\r\n }\r\n\r\n if (defines.MORPHTARGETS) {\r\n fallbacks.addFallback(fallbackRank++, \"MORPHTARGETS\");\r\n }\r\n\r\n if (defines.MULTIVIEW) {\r\n fallbacks.addFallback(0, \"MULTIVIEW\");\r\n }\r\n\r\n //Attributes\r\n var attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.TANGENT) {\r\n attribs.push(VertexBuffer.TangentKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);\r\n\r\n var shaderName = \"pbr\";\r\n\r\n var uniforms = [\"world\", \"view\", \"viewProjection\", \"vEyePosition\", \"vLightsType\", \"vAmbientColor\", \"vAlbedoColor\", \"vReflectivityColor\", \"vMetallicReflectanceFactors\", \"vEmissiveColor\", \"visibility\", \"vReflectionColor\",\r\n \"vFogInfos\", \"vFogColor\", \"pointSize\",\r\n \"vAlbedoInfos\", \"vAmbientInfos\", \"vOpacityInfos\", \"vReflectionInfos\", \"vReflectionPosition\", \"vReflectionSize\", \"vEmissiveInfos\", \"vReflectivityInfos\", \"vReflectionFilteringInfo\", \"vMetallicReflectanceInfos\",\r\n \"vMicroSurfaceSamplerInfos\", \"vBumpInfos\", \"vLightmapInfos\",\r\n \"mBones\",\r\n \"vClipPlane\", \"vClipPlane2\", \"vClipPlane3\", \"vClipPlane4\", \"vClipPlane5\", \"vClipPlane6\", \"albedoMatrix\", \"ambientMatrix\", \"opacityMatrix\", \"reflectionMatrix\", \"emissiveMatrix\", \"reflectivityMatrix\", \"normalMatrix\", \"microSurfaceSamplerMatrix\", \"bumpMatrix\", \"lightmapMatrix\", \"metallicReflectanceMatrix\",\r\n \"vLightingIntensity\",\r\n \"logarithmicDepthConstant\",\r\n \"vSphericalX\", \"vSphericalY\", \"vSphericalZ\",\r\n \"vSphericalXX_ZZ\", \"vSphericalYY_ZZ\", \"vSphericalZZ\",\r\n \"vSphericalXY\", \"vSphericalYZ\", \"vSphericalZX\",\r\n \"vSphericalL00\",\r\n \"vSphericalL1_1\", \"vSphericalL10\", \"vSphericalL11\",\r\n \"vSphericalL2_2\", \"vSphericalL2_1\", \"vSphericalL20\", \"vSphericalL21\", \"vSphericalL22\",\r\n \"vReflectionMicrosurfaceInfos\",\r\n \"vTangentSpaceParams\", \"boneTextureWidth\",\r\n \"vDebugMode\"\r\n ];\r\n\r\n var samplers = [\"albedoSampler\", \"reflectivitySampler\", \"ambientSampler\", \"emissiveSampler\",\r\n \"bumpSampler\", \"lightmapSampler\", \"opacitySampler\",\r\n \"reflectionSampler\", \"reflectionSamplerLow\", \"reflectionSamplerHigh\", \"irradianceSampler\",\r\n \"microSurfaceSampler\", \"environmentBrdfSampler\", \"boneSampler\", \"metallicReflectanceSampler\"];\r\n\r\n var uniformBuffers = [\"Material\", \"Scene\"];\r\n\r\n PBRSubSurfaceConfiguration.AddUniforms(uniforms);\r\n PBRSubSurfaceConfiguration.AddSamplers(samplers);\r\n\r\n PBRClearCoatConfiguration.AddUniforms(uniforms);\r\n PBRClearCoatConfiguration.AddSamplers(samplers);\r\n\r\n PBRAnisotropicConfiguration.AddUniforms(uniforms);\r\n PBRAnisotropicConfiguration.AddSamplers(samplers);\r\n\r\n PBRSheenConfiguration.AddUniforms(uniforms);\r\n PBRSheenConfiguration.AddSamplers(samplers);\r\n\r\n if (ImageProcessingConfiguration) {\r\n ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);\r\n ImageProcessingConfiguration.PrepareSamplers(samplers, defines);\r\n }\r\n\r\n MaterialHelper.PrepareUniformsAndSamplersList({\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: this._maxSimultaneousLights\r\n });\r\n\r\n const csnrOptions: ICustomShaderNameResolveOptions = {};\r\n\r\n if (this.customShaderNameResolve) {\r\n shaderName = this.customShaderNameResolve(shaderName, uniforms, uniformBuffers, samplers, defines, attribs, csnrOptions);\r\n }\r\n\r\n var join = defines.toString();\r\n return engine.createEffect(shaderName, {\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: onCompiled,\r\n onError: onError,\r\n indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS },\r\n processFinalCode: csnrOptions.processFinalCode,\r\n }, engine);\r\n }\r\n\r\n private _prepareDefines(mesh: AbstractMesh, defines: PBRMaterialDefines, useInstances: Nullable = null, useClipPlane: Nullable = null, useThinInstances: boolean = false): void {\r\n const scene = this.getScene();\r\n const engine = scene.getEngine();\r\n\r\n // Lights\r\n MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);\r\n defines._needNormals = true;\r\n\r\n // Multiview\r\n MaterialHelper.PrepareDefinesForMultiview(scene, defines);\r\n\r\n // Textures\r\n defines.METALLICWORKFLOW = this.isMetallicWorkflow();\r\n if (defines._areTexturesDirty) {\r\n defines._needUVs = false;\r\n if (scene.texturesEnabled) {\r\n if (scene.getEngine().getCaps().textureLOD) {\r\n defines.LODBASEDMICROSFURACE = true;\r\n }\r\n\r\n if (this._albedoTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._albedoTexture, defines, \"ALBEDO\");\r\n defines.GAMMAALBEDO = this._albedoTexture.gammaSpace;\r\n } else {\r\n defines.ALBEDO = false;\r\n }\r\n\r\n if (this._ambientTexture && MaterialFlags.AmbientTextureEnabled) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, \"AMBIENT\");\r\n defines.AMBIENTINGRAYSCALE = this._useAmbientInGrayScale;\r\n } else {\r\n defines.AMBIENT = false;\r\n }\r\n\r\n if (this._opacityTexture && MaterialFlags.OpacityTextureEnabled) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, \"OPACITY\");\r\n defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;\r\n } else {\r\n defines.OPACITY = false;\r\n }\r\n\r\n var reflectionTexture = this._getReflectionTexture();\r\n if (reflectionTexture && MaterialFlags.ReflectionTextureEnabled) {\r\n defines.REFLECTION = true;\r\n defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;\r\n defines.RGBDREFLECTION = reflectionTexture.isRGBD;\r\n defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;\r\n defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;\r\n defines.LINEARSPECULARREFLECTION = reflectionTexture.linearSpecularLOD;\r\n\r\n if (this.realTimeFiltering && this.realTimeFilteringQuality > 0) {\r\n defines.NUM_SAMPLES = \"\" + this.realTimeFilteringQuality;\r\n if (engine.webGLVersion > 1) {\r\n defines.NUM_SAMPLES = defines.NUM_SAMPLES + \"u\";\r\n }\r\n\r\n defines.REALTIME_FILTERING = true;\r\n } else {\r\n defines.REALTIME_FILTERING = false;\r\n }\r\n\r\n if (reflectionTexture.coordinatesMode === Texture.INVCUBIC_MODE) {\r\n defines.INVERTCUBICMAP = true;\r\n }\r\n\r\n defines.REFLECTIONMAP_3D = reflectionTexture.isCube;\r\n\r\n defines.REFLECTIONMAP_CUBIC = false;\r\n defines.REFLECTIONMAP_EXPLICIT = false;\r\n defines.REFLECTIONMAP_PLANAR = false;\r\n defines.REFLECTIONMAP_PROJECTION = false;\r\n defines.REFLECTIONMAP_SKYBOX = false;\r\n defines.REFLECTIONMAP_SPHERICAL = false;\r\n defines.REFLECTIONMAP_EQUIRECTANGULAR = false;\r\n defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;\r\n defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;\r\n\r\n switch (reflectionTexture.coordinatesMode) {\r\n case Texture.EXPLICIT_MODE:\r\n defines.REFLECTIONMAP_EXPLICIT = true;\r\n break;\r\n case Texture.PLANAR_MODE:\r\n defines.REFLECTIONMAP_PLANAR = true;\r\n break;\r\n case Texture.PROJECTION_MODE:\r\n defines.REFLECTIONMAP_PROJECTION = true;\r\n break;\r\n case Texture.SKYBOX_MODE:\r\n defines.REFLECTIONMAP_SKYBOX = true;\r\n break;\r\n case Texture.SPHERICAL_MODE:\r\n defines.REFLECTIONMAP_SPHERICAL = true;\r\n break;\r\n case Texture.EQUIRECTANGULAR_MODE:\r\n defines.REFLECTIONMAP_EQUIRECTANGULAR = true;\r\n break;\r\n case Texture.FIXED_EQUIRECTANGULAR_MODE:\r\n defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;\r\n break;\r\n case Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:\r\n defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;\r\n break;\r\n case Texture.CUBIC_MODE:\r\n case Texture.INVCUBIC_MODE:\r\n default:\r\n defines.REFLECTIONMAP_CUBIC = true;\r\n defines.USE_LOCAL_REFLECTIONMAP_CUBIC = (reflectionTexture).boundingBoxSize ? true : false;\r\n break;\r\n }\r\n\r\n if (reflectionTexture.coordinatesMode !== Texture.SKYBOX_MODE) {\r\n if (reflectionTexture.irradianceTexture) {\r\n defines.USEIRRADIANCEMAP = true;\r\n defines.USESPHERICALFROMREFLECTIONMAP = false;\r\n }\r\n // Assume using spherical polynomial if the reflection texture is a cube map\r\n else if (reflectionTexture.isCube) {\r\n defines.USESPHERICALFROMREFLECTIONMAP = true;\r\n defines.USEIRRADIANCEMAP = false;\r\n if (this._forceIrradianceInFragment || this.realTimeFiltering || scene.getEngine().getCaps().maxVaryingVectors <= 8) {\r\n defines.USESPHERICALINVERTEX = false;\r\n }\r\n else {\r\n defines.USESPHERICALINVERTEX = true;\r\n }\r\n }\r\n }\r\n } else {\r\n defines.REFLECTION = false;\r\n defines.REFLECTIONMAP_3D = false;\r\n defines.REFLECTIONMAP_SPHERICAL = false;\r\n defines.REFLECTIONMAP_PLANAR = false;\r\n defines.REFLECTIONMAP_CUBIC = false;\r\n defines.USE_LOCAL_REFLECTIONMAP_CUBIC = false;\r\n defines.REFLECTIONMAP_PROJECTION = false;\r\n defines.REFLECTIONMAP_SKYBOX = false;\r\n defines.REFLECTIONMAP_EXPLICIT = false;\r\n defines.REFLECTIONMAP_EQUIRECTANGULAR = false;\r\n defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;\r\n defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;\r\n defines.INVERTCUBICMAP = false;\r\n defines.USESPHERICALFROMREFLECTIONMAP = false;\r\n defines.USEIRRADIANCEMAP = false;\r\n defines.USESPHERICALINVERTEX = false;\r\n defines.REFLECTIONMAP_OPPOSITEZ = false;\r\n defines.LODINREFLECTIONALPHA = false;\r\n defines.GAMMAREFLECTION = false;\r\n defines.RGBDREFLECTION = false;\r\n defines.LINEARSPECULARREFLECTION = false;\r\n }\r\n\r\n if (this._lightmapTexture && MaterialFlags.LightmapTextureEnabled) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, \"LIGHTMAP\");\r\n defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;\r\n defines.GAMMALIGHTMAP = this._lightmapTexture.gammaSpace;\r\n defines.RGBDLIGHTMAP = this._lightmapTexture.isRGBD;\r\n } else {\r\n defines.LIGHTMAP = false;\r\n }\r\n\r\n if (this._emissiveTexture && MaterialFlags.EmissiveTextureEnabled) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, \"EMISSIVE\");\r\n } else {\r\n defines.EMISSIVE = false;\r\n }\r\n\r\n if (MaterialFlags.SpecularTextureEnabled) {\r\n if (this._metallicTexture) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._metallicTexture, defines, \"REFLECTIVITY\");\r\n defines.ROUGHNESSSTOREINMETALMAPALPHA = this._useRoughnessFromMetallicTextureAlpha;\r\n defines.ROUGHNESSSTOREINMETALMAPGREEN = !this._useRoughnessFromMetallicTextureAlpha && this._useRoughnessFromMetallicTextureGreen;\r\n defines.METALLNESSSTOREINMETALMAPBLUE = this._useMetallnessFromMetallicTextureBlue;\r\n defines.AOSTOREINMETALMAPRED = this._useAmbientOcclusionFromMetallicTextureRed;\r\n }\r\n else if (this._reflectivityTexture) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._reflectivityTexture, defines, \"REFLECTIVITY\");\r\n defines.MICROSURFACEFROMREFLECTIVITYMAP = this._useMicroSurfaceFromReflectivityMapAlpha;\r\n defines.MICROSURFACEAUTOMATIC = this._useAutoMicroSurfaceFromReflectivityMap;\r\n } else {\r\n defines.REFLECTIVITY = false;\r\n }\r\n\r\n if (this._metallicReflectanceTexture) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._metallicReflectanceTexture, defines, \"METALLIC_REFLECTANCE\");\r\n } else {\r\n defines.METALLIC_REFLECTANCE = false;\r\n }\r\n\r\n if (this._microSurfaceTexture) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._microSurfaceTexture, defines, \"MICROSURFACEMAP\");\r\n } else {\r\n defines.MICROSURFACEMAP = false;\r\n }\r\n } else {\r\n defines.REFLECTIVITY = false;\r\n defines.MICROSURFACEMAP = false;\r\n }\r\n\r\n if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && MaterialFlags.BumpTextureEnabled && !this._disableBumpMap) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, \"BUMP\");\r\n\r\n if (this._useParallax && this._albedoTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n defines.PARALLAX = true;\r\n defines.PARALLAXOCCLUSION = !!this._useParallaxOcclusion;\r\n }\r\n else {\r\n defines.PARALLAX = false;\r\n }\r\n\r\n defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;\r\n } else {\r\n defines.BUMP = false;\r\n }\r\n\r\n if (this._environmentBRDFTexture && MaterialFlags.ReflectionTextureEnabled) {\r\n defines.ENVIRONMENTBRDF = true;\r\n // Not actual true RGBD, only the B chanel is encoded as RGBD for sheen.\r\n defines.ENVIRONMENTBRDF_RGBD = this._environmentBRDFTexture.isRGBD;\r\n } else {\r\n defines.ENVIRONMENTBRDF = false;\r\n defines.ENVIRONMENTBRDF_RGBD = false;\r\n }\r\n\r\n if (this._shouldUseAlphaFromAlbedoTexture()) {\r\n defines.ALPHAFROMALBEDO = true;\r\n } else {\r\n defines.ALPHAFROMALBEDO = false;\r\n }\r\n }\r\n\r\n defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;\r\n\r\n if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_STANDARD) {\r\n defines.USEPHYSICALLIGHTFALLOFF = false;\r\n defines.USEGLTFLIGHTFALLOFF = false;\r\n }\r\n else if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_GLTF) {\r\n defines.USEPHYSICALLIGHTFALLOFF = false;\r\n defines.USEGLTFLIGHTFALLOFF = true;\r\n }\r\n else {\r\n defines.USEPHYSICALLIGHTFALLOFF = true;\r\n defines.USEGLTFLIGHTFALLOFF = false;\r\n }\r\n\r\n defines.RADIANCEOVERALPHA = this._useRadianceOverAlpha;\r\n\r\n if (!this.backFaceCulling && this._twoSidedLighting) {\r\n defines.TWOSIDEDLIGHTING = true;\r\n } else {\r\n defines.TWOSIDEDLIGHTING = false;\r\n }\r\n\r\n defines.SPECULARAA = scene.getEngine().getCaps().standardDerivatives && this._enableSpecularAntiAliasing;\r\n }\r\n\r\n if (defines._areTexturesDirty || defines._areMiscDirty) {\r\n defines.ALPHATESTVALUE = `${this._alphaCutOff}${this._alphaCutOff % 1 === 0 ? \".\" : \"\"}`;\r\n defines.PREMULTIPLYALPHA = (this.alphaMode === Constants.ALPHA_PREMULTIPLIED || this.alphaMode === Constants.ALPHA_PREMULTIPLIED_PORTERDUFF);\r\n defines.ALPHABLEND = this.needAlphaBlendingForMesh(mesh);\r\n defines.ALPHAFRESNEL = this._useAlphaFresnel || this._useLinearAlphaFresnel;\r\n defines.LINEARALPHAFRESNEL = this._useLinearAlphaFresnel;\r\n }\r\n\r\n if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {\r\n this._imageProcessingConfiguration.prepareDefines(defines);\r\n }\r\n\r\n defines.FORCENORMALFORWARD = this._forceNormalForward;\r\n\r\n defines.RADIANCEOCCLUSION = this._useRadianceOcclusion;\r\n\r\n defines.HORIZONOCCLUSION = this._useHorizonOcclusion;\r\n\r\n // Misc.\r\n if (defines._areMiscDirty) {\r\n MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh) || this._forceAlphaTest, defines);\r\n defines.UNLIT = this._unlit || ((this.pointsCloud || this.wireframe) && !mesh.isVerticesDataPresent(VertexBuffer.NormalKind));\r\n defines.DEBUGMODE = this._debugMode;\r\n }\r\n\r\n // External config\r\n this.subSurface.prepareDefines(defines, scene);\r\n this.clearCoat.prepareDefines(defines, scene);\r\n this.anisotropy.prepareDefines(defines, mesh, scene);\r\n this.brdf.prepareDefines(defines);\r\n this.sheen.prepareDefines(defines, scene);\r\n\r\n // Values that need to be evaluated on every frame\r\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false, useClipPlane, useThinInstances);\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true, this._transparencyMode !== PBRBaseMaterial.PBRMATERIAL_OPAQUE);\r\n }\r\n\r\n /**\r\n * Force shader compilation\r\n */\r\n public forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial): void {\r\n const localOptions = {\r\n clipPlane: false,\r\n useInstances: false,\r\n ...options\r\n };\r\n\r\n const defines = new PBRMaterialDefines();\r\n const effect = this._prepareEffect(mesh, defines, undefined, undefined, localOptions.useInstances, localOptions.clipPlane, mesh.hasThinInstances)!;\r\n if (this._onEffectCreatedObservable) {\r\n onCreatedEffectParameters.effect = effect;\r\n onCreatedEffectParameters.subMesh = null;\r\n this._onEffectCreatedObservable.notifyObservers(onCreatedEffectParameters);\r\n }\r\n if (effect.isReady()) {\r\n if (onCompiled) {\r\n onCompiled(this);\r\n }\r\n }\r\n else {\r\n effect.onCompileObservable.add(() => {\r\n if (onCompiled) {\r\n onCompiled(this);\r\n }\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Initializes the uniform buffer layout for the shader.\r\n */\r\n public buildUniformLayout(): void {\r\n // Order is important !\r\n let ubo = this._uniformBuffer;\r\n ubo.addUniform(\"vAlbedoInfos\", 2);\r\n ubo.addUniform(\"vAmbientInfos\", 4);\r\n ubo.addUniform(\"vOpacityInfos\", 2);\r\n ubo.addUniform(\"vEmissiveInfos\", 2);\r\n ubo.addUniform(\"vLightmapInfos\", 2);\r\n ubo.addUniform(\"vReflectivityInfos\", 3);\r\n ubo.addUniform(\"vMicroSurfaceSamplerInfos\", 2);\r\n ubo.addUniform(\"vReflectionInfos\", 2);\r\n ubo.addUniform(\"vReflectionFilteringInfo\", 2);\r\n ubo.addUniform(\"vReflectionPosition\", 3);\r\n ubo.addUniform(\"vReflectionSize\", 3);\r\n ubo.addUniform(\"vBumpInfos\", 3);\r\n ubo.addUniform(\"albedoMatrix\", 16);\r\n ubo.addUniform(\"ambientMatrix\", 16);\r\n ubo.addUniform(\"opacityMatrix\", 16);\r\n ubo.addUniform(\"emissiveMatrix\", 16);\r\n ubo.addUniform(\"lightmapMatrix\", 16);\r\n ubo.addUniform(\"reflectivityMatrix\", 16);\r\n ubo.addUniform(\"microSurfaceSamplerMatrix\", 16);\r\n ubo.addUniform(\"bumpMatrix\", 16);\r\n ubo.addUniform(\"vTangentSpaceParams\", 2);\r\n ubo.addUniform(\"reflectionMatrix\", 16);\r\n\r\n ubo.addUniform(\"vReflectionColor\", 3);\r\n ubo.addUniform(\"vAlbedoColor\", 4);\r\n ubo.addUniform(\"vLightingIntensity\", 4);\r\n\r\n ubo.addUniform(\"vReflectionMicrosurfaceInfos\", 3);\r\n ubo.addUniform(\"pointSize\", 1);\r\n ubo.addUniform(\"vReflectivityColor\", 4);\r\n ubo.addUniform(\"vEmissiveColor\", 3);\r\n ubo.addUniform(\"visibility\", 1);\r\n ubo.addUniform(\"vMetallicReflectanceFactors\", 4);\r\n ubo.addUniform(\"vMetallicReflectanceInfos\", 2);\r\n ubo.addUniform(\"metallicReflectanceMatrix\", 16);\r\n\r\n PBRClearCoatConfiguration.PrepareUniformBuffer(ubo);\r\n PBRAnisotropicConfiguration.PrepareUniformBuffer(ubo);\r\n PBRSheenConfiguration.PrepareUniformBuffer(ubo);\r\n PBRSubSurfaceConfiguration.PrepareUniformBuffer(ubo);\r\n\r\n ubo.create();\r\n }\r\n\r\n /**\r\n * Unbinds the material from the mesh\r\n */\r\n public unbind(): void {\r\n if (this._activeEffect) {\r\n let needFlag = false;\r\n if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {\r\n this._activeEffect.setTexture(\"reflection2DSampler\", null);\r\n needFlag = true;\r\n }\r\n\r\n if (this.subSurface.unbind(this._activeEffect)) {\r\n needFlag = true;\r\n }\r\n\r\n if (needFlag) {\r\n this._markAllSubMeshesAsTexturesDirty();\r\n }\r\n }\r\n\r\n super.unbind();\r\n }\r\n\r\n /**\r\n * Binds the submesh data.\r\n * @param world - The world matrix.\r\n * @param mesh - The BJS mesh.\r\n * @param subMesh - A submesh of the BJS mesh.\r\n */\r\n public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n var scene = this.getScene();\r\n\r\n var defines = subMesh._materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n var effect = subMesh.effect;\r\n\r\n if (!effect) {\r\n return;\r\n }\r\n\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n if (!defines.INSTANCES || defines.THIN_INSTANCES) {\r\n this.bindOnlyWorldMatrix(world);\r\n }\r\n\r\n // Normal Matrix\r\n if (defines.OBJECTSPACE_NORMALMAP) {\r\n world.toNormalMatrix(this._normalMatrix);\r\n this.bindOnlyNormalMatrix(this._normalMatrix);\r\n }\r\n\r\n let mustRebind = this._mustRebind(scene, effect, mesh.visibility);\r\n\r\n // Bones\r\n MaterialHelper.BindBonesParameters(mesh, this._activeEffect);\r\n\r\n let reflectionTexture: Nullable = null;\r\n let ubo = this._uniformBuffer;\r\n if (mustRebind) {\r\n var engine = scene.getEngine();\r\n ubo.bindToEffect(effect, \"Material\");\r\n\r\n this.bindViewProjection(effect);\r\n reflectionTexture = this._getReflectionTexture();\r\n\r\n if (!ubo.useUbo || !this.isFrozen || !ubo.isSync) {\r\n\r\n // Texture uniforms\r\n if (scene.texturesEnabled) {\r\n if (this._albedoTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n ubo.updateFloat2(\"vAlbedoInfos\", this._albedoTexture.coordinatesIndex, this._albedoTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._albedoTexture, ubo, \"albedo\");\r\n }\r\n\r\n if (this._ambientTexture && MaterialFlags.AmbientTextureEnabled) {\r\n ubo.updateFloat4(\"vAmbientInfos\", this._ambientTexture.coordinatesIndex, this._ambientTexture.level, this._ambientTextureStrength, this._ambientTextureImpactOnAnalyticalLights);\r\n MaterialHelper.BindTextureMatrix(this._ambientTexture, ubo, \"ambient\");\r\n }\r\n\r\n if (this._opacityTexture && MaterialFlags.OpacityTextureEnabled) {\r\n ubo.updateFloat2(\"vOpacityInfos\", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._opacityTexture, ubo, \"opacity\");\r\n }\r\n\r\n if (reflectionTexture && MaterialFlags.ReflectionTextureEnabled) {\r\n ubo.updateMatrix(\"reflectionMatrix\", reflectionTexture.getReflectionTextureMatrix());\r\n ubo.updateFloat2(\"vReflectionInfos\", reflectionTexture.level, 0);\r\n\r\n if ((reflectionTexture).boundingBoxSize) {\r\n let cubeTexture = reflectionTexture;\r\n\r\n ubo.updateVector3(\"vReflectionPosition\", cubeTexture.boundingBoxPosition);\r\n ubo.updateVector3(\"vReflectionSize\", cubeTexture.boundingBoxSize);\r\n }\r\n\r\n if (this.realTimeFiltering) {\r\n const width = reflectionTexture.getSize().width;\r\n ubo.updateFloat2(\"vReflectionFilteringInfo\", width, Scalar.Log2(width));\r\n }\r\n\r\n if (!defines.USEIRRADIANCEMAP) {\r\n var polynomials = reflectionTexture.sphericalPolynomial;\r\n if (defines.USESPHERICALFROMREFLECTIONMAP && polynomials) {\r\n if (defines.SPHERICAL_HARMONICS) {\r\n const preScaledHarmonics = polynomials.preScaledHarmonics;\r\n this._activeEffect.setVector3(\"vSphericalL00\", preScaledHarmonics.l00);\r\n this._activeEffect.setVector3(\"vSphericalL1_1\", preScaledHarmonics.l1_1);\r\n this._activeEffect.setVector3(\"vSphericalL10\", preScaledHarmonics.l10);\r\n this._activeEffect.setVector3(\"vSphericalL11\", preScaledHarmonics.l11);\r\n this._activeEffect.setVector3(\"vSphericalL2_2\", preScaledHarmonics.l2_2);\r\n this._activeEffect.setVector3(\"vSphericalL2_1\", preScaledHarmonics.l2_1);\r\n this._activeEffect.setVector3(\"vSphericalL20\", preScaledHarmonics.l20);\r\n this._activeEffect.setVector3(\"vSphericalL21\", preScaledHarmonics.l21);\r\n this._activeEffect.setVector3(\"vSphericalL22\", preScaledHarmonics.l22);\r\n }\r\n else {\r\n this._activeEffect.setFloat3(\"vSphericalX\", polynomials.x.x, polynomials.x.y, polynomials.x.z);\r\n this._activeEffect.setFloat3(\"vSphericalY\", polynomials.y.x, polynomials.y.y, polynomials.y.z);\r\n this._activeEffect.setFloat3(\"vSphericalZ\", polynomials.z.x, polynomials.z.y, polynomials.z.z);\r\n this._activeEffect.setFloat3(\"vSphericalXX_ZZ\", polynomials.xx.x - polynomials.zz.x,\r\n polynomials.xx.y - polynomials.zz.y,\r\n polynomials.xx.z - polynomials.zz.z);\r\n this._activeEffect.setFloat3(\"vSphericalYY_ZZ\", polynomials.yy.x - polynomials.zz.x,\r\n polynomials.yy.y - polynomials.zz.y,\r\n polynomials.yy.z - polynomials.zz.z);\r\n this._activeEffect.setFloat3(\"vSphericalZZ\", polynomials.zz.x, polynomials.zz.y, polynomials.zz.z);\r\n this._activeEffect.setFloat3(\"vSphericalXY\", polynomials.xy.x, polynomials.xy.y, polynomials.xy.z);\r\n this._activeEffect.setFloat3(\"vSphericalYZ\", polynomials.yz.x, polynomials.yz.y, polynomials.yz.z);\r\n this._activeEffect.setFloat3(\"vSphericalZX\", polynomials.zx.x, polynomials.zx.y, polynomials.zx.z);\r\n }\r\n }\r\n }\r\n\r\n ubo.updateFloat3(\"vReflectionMicrosurfaceInfos\",\r\n reflectionTexture.getSize().width,\r\n reflectionTexture.lodGenerationScale,\r\n reflectionTexture.lodGenerationOffset);\r\n }\r\n\r\n if (this._emissiveTexture && MaterialFlags.EmissiveTextureEnabled) {\r\n ubo.updateFloat2(\"vEmissiveInfos\", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._emissiveTexture, ubo, \"emissive\");\r\n }\r\n\r\n if (this._lightmapTexture && MaterialFlags.LightmapTextureEnabled) {\r\n ubo.updateFloat2(\"vLightmapInfos\", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._lightmapTexture, ubo, \"lightmap\");\r\n }\r\n\r\n if (MaterialFlags.SpecularTextureEnabled) {\r\n if (this._metallicTexture) {\r\n ubo.updateFloat3(\"vReflectivityInfos\", this._metallicTexture.coordinatesIndex, this._metallicTexture.level, this._ambientTextureStrength);\r\n MaterialHelper.BindTextureMatrix(this._metallicTexture, ubo, \"reflectivity\");\r\n }\r\n else if (this._reflectivityTexture) {\r\n ubo.updateFloat3(\"vReflectivityInfos\", this._reflectivityTexture.coordinatesIndex, this._reflectivityTexture.level, 1.0);\r\n MaterialHelper.BindTextureMatrix(this._reflectivityTexture, ubo, \"reflectivity\");\r\n }\r\n\r\n if (this._metallicReflectanceTexture) {\r\n ubo.updateFloat2(\"vMetallicReflectanceInfos\", this._metallicReflectanceTexture.coordinatesIndex, this._metallicReflectanceTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._metallicReflectanceTexture, ubo, \"metallicReflectance\");\r\n }\r\n\r\n if (this._microSurfaceTexture) {\r\n ubo.updateFloat2(\"vMicroSurfaceSamplerInfos\", this._microSurfaceTexture.coordinatesIndex, this._microSurfaceTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._microSurfaceTexture, ubo, \"microSurfaceSampler\");\r\n }\r\n }\r\n\r\n if (this._bumpTexture && engine.getCaps().standardDerivatives && MaterialFlags.BumpTextureEnabled && !this._disableBumpMap) {\r\n ubo.updateFloat3(\"vBumpInfos\", this._bumpTexture.coordinatesIndex, this._bumpTexture.level, this._parallaxScaleBias);\r\n MaterialHelper.BindTextureMatrix(this._bumpTexture, ubo, \"bump\");\r\n\r\n if (scene._mirroredCameraPosition) {\r\n ubo.updateFloat2(\"vTangentSpaceParams\", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);\r\n } else {\r\n ubo.updateFloat2(\"vTangentSpaceParams\", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);\r\n }\r\n }\r\n }\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n ubo.updateFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n // Colors\r\n if (defines.METALLICWORKFLOW) {\r\n TmpColors.Color3[0].r = (this._metallic === undefined || this._metallic === null) ? 1 : this._metallic;\r\n TmpColors.Color3[0].g = (this._roughness === undefined || this._roughness === null) ? 1 : this._roughness;\r\n ubo.updateColor4(\"vReflectivityColor\", TmpColors.Color3[0], 1);\r\n\r\n const ior = this.subSurface.indexOfRefraction;\r\n const outside_ior = 1; // consider air as clear coat and other layaers would remap in the shader.\r\n\r\n // We are here deriving our default reflectance from a common value for none metallic surface.\r\n // Based of the schlick fresnel approximation model\r\n // for dielectrics.\r\n const f0 = Math.pow((ior - outside_ior) / (ior + outside_ior), 2);\r\n\r\n // Tweak the default F0 and F90 based on our given setup\r\n this._metallicReflectanceColor.scaleToRef(f0 * this._metallicF0Factor, TmpColors.Color3[0]);\r\n const metallicF90 = this._metallicF0Factor;\r\n\r\n ubo.updateColor4(\"vMetallicReflectanceFactors\", TmpColors.Color3[0], metallicF90);\r\n }\r\n else {\r\n ubo.updateColor4(\"vReflectivityColor\", this._reflectivityColor, this._microSurface);\r\n }\r\n\r\n ubo.updateColor3(\"vEmissiveColor\", MaterialFlags.EmissiveTextureEnabled ? this._emissiveColor : Color3.BlackReadOnly);\r\n ubo.updateColor3(\"vReflectionColor\", this._reflectionColor);\r\n if (!defines.SS_REFRACTION && this.subSurface.linkRefractionWithTransparency) {\r\n ubo.updateColor4(\"vAlbedoColor\", this._albedoColor, 1);\r\n }\r\n else {\r\n ubo.updateColor4(\"vAlbedoColor\", this._albedoColor, this.alpha);\r\n }\r\n\r\n // Misc\r\n this._lightingInfos.x = this._directIntensity;\r\n this._lightingInfos.y = this._emissiveIntensity;\r\n this._lightingInfos.z = this._environmentIntensity * scene.environmentIntensity;\r\n this._lightingInfos.w = this._specularIntensity;\r\n\r\n ubo.updateVector4(\"vLightingIntensity\", this._lightingInfos);\r\n }\r\n\r\n // Visibility\r\n ubo.updateFloat(\"visibility\", mesh.visibility);\r\n\r\n // Textures\r\n if (scene.texturesEnabled) {\r\n if (this._albedoTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n ubo.setTexture(\"albedoSampler\", this._albedoTexture);\r\n }\r\n\r\n if (this._ambientTexture && MaterialFlags.AmbientTextureEnabled) {\r\n ubo.setTexture(\"ambientSampler\", this._ambientTexture);\r\n }\r\n\r\n if (this._opacityTexture && MaterialFlags.OpacityTextureEnabled) {\r\n ubo.setTexture(\"opacitySampler\", this._opacityTexture);\r\n }\r\n\r\n if (reflectionTexture && MaterialFlags.ReflectionTextureEnabled) {\r\n if (defines.LODBASEDMICROSFURACE) {\r\n ubo.setTexture(\"reflectionSampler\", reflectionTexture);\r\n }\r\n else {\r\n ubo.setTexture(\"reflectionSampler\", reflectionTexture._lodTextureMid || reflectionTexture);\r\n ubo.setTexture(\"reflectionSamplerLow\", reflectionTexture._lodTextureLow || reflectionTexture);\r\n ubo.setTexture(\"reflectionSamplerHigh\", reflectionTexture._lodTextureHigh || reflectionTexture);\r\n }\r\n\r\n if (defines.USEIRRADIANCEMAP) {\r\n ubo.setTexture(\"irradianceSampler\", reflectionTexture.irradianceTexture);\r\n }\r\n }\r\n\r\n if (defines.ENVIRONMENTBRDF) {\r\n ubo.setTexture(\"environmentBrdfSampler\", this._environmentBRDFTexture);\r\n }\r\n\r\n if (this._emissiveTexture && MaterialFlags.EmissiveTextureEnabled) {\r\n ubo.setTexture(\"emissiveSampler\", this._emissiveTexture);\r\n }\r\n\r\n if (this._lightmapTexture && MaterialFlags.LightmapTextureEnabled) {\r\n ubo.setTexture(\"lightmapSampler\", this._lightmapTexture);\r\n }\r\n\r\n if (MaterialFlags.SpecularTextureEnabled) {\r\n if (this._metallicTexture) {\r\n ubo.setTexture(\"reflectivitySampler\", this._metallicTexture);\r\n }\r\n else if (this._reflectivityTexture) {\r\n ubo.setTexture(\"reflectivitySampler\", this._reflectivityTexture);\r\n }\r\n\r\n if (this._metallicReflectanceTexture) {\r\n ubo.setTexture(\"metallicReflectanceSampler\", this._metallicReflectanceTexture);\r\n }\r\n\r\n if (this._microSurfaceTexture) {\r\n ubo.setTexture(\"microSurfaceSampler\", this._microSurfaceTexture);\r\n }\r\n }\r\n\r\n if (this._bumpTexture && engine.getCaps().standardDerivatives && MaterialFlags.BumpTextureEnabled && !this._disableBumpMap) {\r\n ubo.setTexture(\"bumpSampler\", this._bumpTexture);\r\n }\r\n }\r\n\r\n this.subSurface.bindForSubMesh(ubo, scene, engine, this.isFrozen, defines.LODBASEDMICROSFURACE, this.realTimeFiltering);\r\n this.clearCoat.bindForSubMesh(ubo, scene, engine, this._disableBumpMap, this.isFrozen, this._invertNormalMapX, this._invertNormalMapY);\r\n this.anisotropy.bindForSubMesh(ubo, scene, this.isFrozen);\r\n this.sheen.bindForSubMesh(ubo, scene, this.isFrozen);\r\n\r\n // Clip plane\r\n MaterialHelper.BindClipPlane(this._activeEffect, scene);\r\n\r\n // Colors\r\n scene.ambientColor.multiplyToRef(this._ambientColor, this._globalAmbientColor);\r\n\r\n var eyePosition = scene._forcedViewPosition ? scene._forcedViewPosition : (scene._mirroredCameraPosition ? scene._mirroredCameraPosition : (scene.activeCamera).globalPosition);\r\n var invertNormal = (scene.useRightHandedSystem === (scene._mirroredCameraPosition != null));\r\n effect.setFloat4(\"vEyePosition\",\r\n eyePosition.x,\r\n eyePosition.y,\r\n eyePosition.z,\r\n invertNormal ? -1 : 1);\r\n effect.setColor3(\"vAmbientColor\", this._globalAmbientColor);\r\n\r\n effect.setFloat2(\"vDebugMode\", this.debugLimit, this.debugFactor);\r\n }\r\n\r\n if (mustRebind || !this.isFrozen) {\r\n // Lights\r\n if (scene.lightsEnabled && !this._disableLighting) {\r\n MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, this._rebuildInParallel);\r\n }\r\n\r\n // View\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE || reflectionTexture) {\r\n this.bindView(effect);\r\n }\r\n\r\n // Fog\r\n MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);\r\n\r\n // Morph targets\r\n if (defines.NUM_MORPH_INFLUENCERS) {\r\n MaterialHelper.BindMorphTargetParameters(mesh, this._activeEffect);\r\n }\r\n\r\n // image processing\r\n this._imageProcessingConfiguration!.bind(this._activeEffect);\r\n\r\n // Log. depth\r\n MaterialHelper.BindLogDepth(defines, this._activeEffect, scene);\r\n }\r\n\r\n ubo.update();\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n /**\r\n * Returns the animatable textures.\r\n * @returns - Array of animatable textures.\r\n */\r\n public getAnimatables(): IAnimatable[] {\r\n var results = [];\r\n\r\n if (this._albedoTexture && this._albedoTexture.animations && this._albedoTexture.animations.length > 0) {\r\n results.push(this._albedoTexture);\r\n }\r\n\r\n if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {\r\n results.push(this._ambientTexture);\r\n }\r\n\r\n if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {\r\n results.push(this._opacityTexture);\r\n }\r\n\r\n if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {\r\n results.push(this._reflectionTexture);\r\n }\r\n\r\n if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {\r\n results.push(this._emissiveTexture);\r\n }\r\n\r\n if (this._metallicTexture && this._metallicTexture.animations && this._metallicTexture.animations.length > 0) {\r\n results.push(this._metallicTexture);\r\n }\r\n else if (this._reflectivityTexture && this._reflectivityTexture.animations && this._reflectivityTexture.animations.length > 0) {\r\n results.push(this._reflectivityTexture);\r\n }\r\n\r\n if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {\r\n results.push(this._bumpTexture);\r\n }\r\n\r\n if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {\r\n results.push(this._lightmapTexture);\r\n }\r\n\r\n this.subSurface.getAnimatables(results);\r\n this.clearCoat.getAnimatables(results);\r\n this.sheen.getAnimatables(results);\r\n this.anisotropy.getAnimatables(results);\r\n\r\n return results;\r\n }\r\n\r\n /**\r\n * Returns the texture used for reflections.\r\n * @returns - Reflection texture if present. Otherwise, returns the environment texture.\r\n */\r\n private _getReflectionTexture(): Nullable {\r\n if (this._reflectionTexture) {\r\n return this._reflectionTexture;\r\n }\r\n\r\n return this.getScene().environmentTexture;\r\n }\r\n\r\n /**\r\n * Returns an array of the actively used textures.\r\n * @returns - Array of BaseTextures\r\n */\r\n public getActiveTextures(): BaseTexture[] {\r\n var activeTextures = super.getActiveTextures();\r\n\r\n if (this._albedoTexture) {\r\n activeTextures.push(this._albedoTexture);\r\n }\r\n\r\n if (this._ambientTexture) {\r\n activeTextures.push(this._ambientTexture);\r\n }\r\n\r\n if (this._opacityTexture) {\r\n activeTextures.push(this._opacityTexture);\r\n }\r\n\r\n if (this._reflectionTexture) {\r\n activeTextures.push(this._reflectionTexture);\r\n }\r\n\r\n if (this._emissiveTexture) {\r\n activeTextures.push(this._emissiveTexture);\r\n }\r\n\r\n if (this._reflectivityTexture) {\r\n activeTextures.push(this._reflectivityTexture);\r\n }\r\n\r\n if (this._metallicTexture) {\r\n activeTextures.push(this._metallicTexture);\r\n }\r\n\r\n if (this._metallicReflectanceTexture) {\r\n activeTextures.push(this._metallicReflectanceTexture);\r\n }\r\n\r\n if (this._microSurfaceTexture) {\r\n activeTextures.push(this._microSurfaceTexture);\r\n }\r\n\r\n if (this._bumpTexture) {\r\n activeTextures.push(this._bumpTexture);\r\n }\r\n\r\n if (this._lightmapTexture) {\r\n activeTextures.push(this._lightmapTexture);\r\n }\r\n\r\n this.subSurface.getActiveTextures(activeTextures);\r\n this.clearCoat.getActiveTextures(activeTextures);\r\n this.sheen.getActiveTextures(activeTextures);\r\n this.anisotropy.getActiveTextures(activeTextures);\r\n\r\n return activeTextures;\r\n }\r\n\r\n /**\r\n * Checks to see if a texture is used in the material.\r\n * @param texture - Base texture to use.\r\n * @returns - Boolean specifying if a texture is used in the material.\r\n */\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n if (this._albedoTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._ambientTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._opacityTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._reflectionTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._reflectivityTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._metallicTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._metallicReflectanceTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._microSurfaceTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._bumpTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._lightmapTexture === texture) {\r\n return true;\r\n }\r\n\r\n return this.subSurface.hasTexture(texture) ||\r\n this.clearCoat.hasTexture(texture) ||\r\n this.sheen.hasTexture(texture) ||\r\n this.anisotropy.hasTexture(texture);\r\n }\r\n\r\n /**\r\n * Disposes the resources of the material.\r\n * @param forceDisposeEffect - Forces the disposal of effects.\r\n * @param forceDisposeTextures - Forces the disposal of all textures.\r\n */\r\n public dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void {\r\n if (forceDisposeTextures) {\r\n if (this._environmentBRDFTexture && this.getScene().environmentBRDFTexture !== this._environmentBRDFTexture) {\r\n this._environmentBRDFTexture.dispose();\r\n }\r\n\r\n this._albedoTexture?.dispose();\r\n this._ambientTexture?.dispose();\r\n this._opacityTexture?.dispose();\r\n this._reflectionTexture?.dispose();\r\n this._emissiveTexture?.dispose();\r\n this._metallicTexture?.dispose();\r\n this._reflectivityTexture?.dispose();\r\n this._bumpTexture?.dispose();\r\n this._lightmapTexture?.dispose();\r\n this._metallicReflectanceTexture?.dispose();\r\n this._microSurfaceTexture?.dispose();\r\n }\r\n\r\n this.subSurface.dispose(forceDisposeTextures);\r\n this.clearCoat.dispose(forceDisposeTextures);\r\n this.sheen.dispose(forceDisposeTextures);\r\n this.anisotropy.dispose(forceDisposeTextures);\r\n\r\n this._renderTargets.dispose();\r\n\r\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\r\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\r\n }\r\n\r\n super.dispose(forceDisposeEffect, forceDisposeTextures);\r\n }\r\n}","import { serialize, serializeAsColor3, expandToProperty, serializeAsTexture } from \"../../Misc/decorators\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\nimport { PBRBaseMaterial } from \"./pbrBaseMaterial\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\n\r\n/**\r\n * The Physically based simple base material of BJS.\r\n *\r\n * This enables better naming and convention enforcements on top of the pbrMaterial.\r\n * It is used as the base class for both the specGloss and metalRough conventions.\r\n */\r\nexport abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {\r\n\r\n /**\r\n * Number of Simultaneous lights allowed on the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public maxSimultaneousLights = 4;\r\n\r\n /**\r\n * If sets to true, disables all the lights affecting the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public disableLighting = false;\r\n\r\n /**\r\n * Environment Texture used in the material (this is use for both reflection and environment lighting).\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\", \"_reflectionTexture\")\r\n public environmentTexture: BaseTexture;\r\n\r\n /**\r\n * If sets to true, x component of normal map value will invert (x = 1.0 - x).\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public invertNormalMapX = false;\r\n\r\n /**\r\n * If sets to true, y component of normal map value will invert (y = 1.0 - y).\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public invertNormalMapY = false;\r\n\r\n /**\r\n * Normal map used in the model.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\", \"_bumpTexture\")\r\n public normalTexture: BaseTexture;\r\n\r\n /**\r\n * Emissivie color used to self-illuminate the model.\r\n */\r\n @serializeAsColor3(\"emissive\")\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public emissiveColor = new Color3(0, 0, 0);\r\n\r\n /**\r\n * Emissivie texture used to self-illuminate the model.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public emissiveTexture: BaseTexture;\r\n\r\n /**\r\n * Occlusion Channel Strenght.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\", \"_ambientTextureStrength\")\r\n public occlusionStrength: number = 1.0;\r\n\r\n /**\r\n * Occlusion Texture of the material (adding extra occlusion effects).\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\", \"_ambientTexture\")\r\n public occlusionTexture: BaseTexture;\r\n\r\n /**\r\n * Defines the alpha limits in alpha test mode.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\", \"_alphaCutOff\")\r\n public alphaCutOff: number;\r\n\r\n /**\r\n * Gets the current double sided mode.\r\n */\r\n @serialize()\r\n public get doubleSided(): boolean {\r\n return this._twoSidedLighting;\r\n }\r\n /**\r\n * If sets to true and backfaceCulling is false, normals will be flipped on the backside.\r\n */\r\n public set doubleSided(value: boolean) {\r\n if (this._twoSidedLighting === value) {\r\n return;\r\n }\r\n this._twoSidedLighting = value;\r\n this.backFaceCulling = !value;\r\n this._markAllSubMeshesAsTexturesDirty();\r\n }\r\n\r\n /**\r\n * Stores the pre-calculated light information of a mesh in a texture.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\", null)\r\n public lightmapTexture: BaseTexture;\r\n\r\n /**\r\n * If true, the light map contains occlusion information instead of lighting info.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useLightmapAsShadowmap = false;\r\n\r\n /**\r\n * Instantiates a new PBRMaterial instance.\r\n *\r\n * @param name The material name\r\n * @param scene The scene the material will be use in.\r\n */\r\n constructor(name: string, scene: Scene) {\r\n super(name, scene);\r\n\r\n this._useAlphaFromAlbedoTexture = true;\r\n this._useAmbientInGrayScale = true;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"PBRBaseSimpleMaterial\";\r\n }\r\n}\r\n","import { Nullable } from \"../../types\";\r\nimport { SerializationHelper, serialize, serializeAsTexture, expandToProperty, serializeAsColor3 } from \"../../Misc/decorators\";\r\nimport { Color3 } from '../../Maths/math.color';\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { MaterialFlags } from \"../materialFlags\";\r\nimport { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\nimport { MaterialHelper } from \"../../Materials/materialHelper\";\r\nimport { IAnimatable } from '../../Animations/animatable.interface';\r\nimport { EffectFallbacks } from '../effectFallbacks';\r\n\r\ndeclare type Engine = import(\"../../Engines/engine\").Engine;\r\ndeclare type Scene = import(\"../../scene\").Scene;\r\n\r\n/**\r\n * @hidden\r\n */\r\nexport interface IMaterialClearCoatDefines {\r\n CLEARCOAT: boolean;\r\n CLEARCOAT_DEFAULTIOR: boolean;\r\n CLEARCOAT_TEXTURE: boolean;\r\n CLEARCOAT_TEXTUREDIRECTUV: number;\r\n CLEARCOAT_BUMP: boolean;\r\n CLEARCOAT_BUMPDIRECTUV: number;\r\n\r\n CLEARCOAT_TINT: boolean;\r\n CLEARCOAT_TINT_TEXTURE: boolean;\r\n CLEARCOAT_TINT_TEXTUREDIRECTUV: number;\r\n\r\n /** @hidden */\r\n _areTexturesDirty: boolean;\r\n}\r\n\r\n/**\r\n * Define the code related to the clear coat parameters of the pbr material.\r\n */\r\nexport class PBRClearCoatConfiguration {\r\n /**\r\n * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence\r\n * The default fits with a polyurethane material.\r\n */\r\n private static readonly _DefaultIndexOfRefraction = 1.5;\r\n\r\n private _isEnabled = false;\r\n /**\r\n * Defines if the clear coat is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isEnabled = false;\r\n\r\n /**\r\n * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.\r\n */\r\n @serialize()\r\n public intensity: number = 1;\r\n\r\n /**\r\n * Defines the clear coat layer roughness.\r\n */\r\n @serialize()\r\n public roughness: number = 0;\r\n\r\n private _indexOfRefraction = PBRClearCoatConfiguration._DefaultIndexOfRefraction;\r\n /**\r\n * Defines the index of refraction of the clear coat.\r\n * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence\r\n * The default fits with a polyurethane material.\r\n * Changing the default value is more performance intensive.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public indexOfRefraction = PBRClearCoatConfiguration._DefaultIndexOfRefraction;\r\n\r\n private _texture: Nullable = null;\r\n /**\r\n * Stores the clear coat values in a texture.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public texture: Nullable = null;\r\n\r\n private _bumpTexture: Nullable = null;\r\n /**\r\n * Define the clear coat specific bump texture.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public bumpTexture: Nullable = null;\r\n\r\n private _isTintEnabled = false;\r\n /**\r\n * Defines if the clear coat tint is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isTintEnabled = false;\r\n\r\n /**\r\n * Defines the clear coat tint of the material.\r\n * This is only use if tint is enabled\r\n */\r\n @serializeAsColor3()\r\n public tintColor = Color3.White();\r\n\r\n /**\r\n * Defines the distance at which the tint color should be found in the\r\n * clear coat media.\r\n * This is only use if tint is enabled\r\n */\r\n @serialize()\r\n public tintColorAtDistance = 1;\r\n\r\n /**\r\n * Defines the clear coat layer thickness.\r\n * This is only use if tint is enabled\r\n */\r\n @serialize()\r\n public tintThickness: number = 1;\r\n\r\n private _tintTexture: Nullable = null;\r\n /**\r\n * Stores the clear tint values in a texture.\r\n * rgb is tint\r\n * a is a thickness factor\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public tintTexture: Nullable = null;\r\n\r\n /** @hidden */\r\n private _internalMarkAllSubMeshesAsTexturesDirty: () => void;\r\n\r\n /** @hidden */\r\n public _markAllSubMeshesAsTexturesDirty(): void {\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n }\r\n\r\n /**\r\n * Instantiate a new istance of clear coat configuration.\r\n * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty\r\n */\r\n constructor(markAllSubMeshesAsTexturesDirty: () => void) {\r\n this._internalMarkAllSubMeshesAsTexturesDirty = markAllSubMeshesAsTexturesDirty;\r\n }\r\n\r\n /**\r\n * Gets wehter the submesh is ready to be used or not.\r\n * @param defines the list of \"defines\" to update.\r\n * @param scene defines the scene the material belongs to.\r\n * @param engine defines the engine the material belongs to.\r\n * @param disableBumpMap defines wether the material disables bump or not.\r\n * @returns - boolean indicating that the submesh is ready or not.\r\n */\r\n public isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean {\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.ClearCoatTextureEnabled) {\r\n if (!this._texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n\r\n if (engine.getCaps().standardDerivatives && this._bumpTexture && MaterialFlags.ClearCoatBumpTextureEnabled && !disableBumpMap) {\r\n // Bump texture cannot be not blocking.\r\n if (!this._bumpTexture.isReady()) {\r\n return false;\r\n }\r\n }\r\n\r\n if (this._isTintEnabled && this._tintTexture && MaterialFlags.ClearCoatTintTextureEnabled) {\r\n if (!this._tintTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Checks to see if a texture is used in the material.\r\n * @param defines the list of \"defines\" to update.\r\n * @param scene defines the scene to the material belongs to.\r\n */\r\n public prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void {\r\n if (this._isEnabled) {\r\n defines.CLEARCOAT = true;\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.ClearCoatTextureEnabled) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._texture, defines, \"CLEARCOAT_TEXTURE\");\r\n } else {\r\n defines.CLEARCOAT_TEXTURE = false;\r\n }\r\n\r\n if (this._bumpTexture && MaterialFlags.ClearCoatBumpTextureEnabled) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, \"CLEARCOAT_BUMP\");\r\n } else {\r\n defines.CLEARCOAT_BUMP = false;\r\n }\r\n\r\n defines.CLEARCOAT_DEFAULTIOR = this._indexOfRefraction === PBRClearCoatConfiguration._DefaultIndexOfRefraction;\r\n\r\n if (this._isTintEnabled) {\r\n defines.CLEARCOAT_TINT = true;\r\n if (this._tintTexture && MaterialFlags.ClearCoatTintTextureEnabled) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._tintTexture, defines, \"CLEARCOAT_TINT_TEXTURE\");\r\n }\r\n else {\r\n defines.CLEARCOAT_TINT_TEXTURE = false;\r\n }\r\n }\r\n else {\r\n defines.CLEARCOAT_TINT = false;\r\n defines.CLEARCOAT_TINT_TEXTURE = false;\r\n }\r\n }\r\n }\r\n }\r\n else {\r\n defines.CLEARCOAT = false;\r\n defines.CLEARCOAT_TEXTURE = false;\r\n defines.CLEARCOAT_BUMP = false;\r\n defines.CLEARCOAT_TINT = false;\r\n defines.CLEARCOAT_TINT_TEXTURE = false;\r\n }\r\n }\r\n\r\n /**\r\n * Binds the material data.\r\n * @param uniformBuffer defines the Uniform buffer to fill in.\r\n * @param scene defines the scene the material belongs to.\r\n * @param engine defines the engine the material belongs to.\r\n * @param disableBumpMap defines wether the material disables bump or not.\r\n * @param isFrozen defines wether the material is frozen or not.\r\n * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).\r\n * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).\r\n */\r\n public bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void {\r\n if (!uniformBuffer.useUbo || !isFrozen || !uniformBuffer.isSync) {\r\n if (this._texture && MaterialFlags.ClearCoatTextureEnabled) {\r\n uniformBuffer.updateFloat2(\"vClearCoatInfos\", this._texture.coordinatesIndex, this._texture.level);\r\n MaterialHelper.BindTextureMatrix(this._texture, uniformBuffer, \"clearCoat\");\r\n }\r\n\r\n if (this._bumpTexture && engine.getCaps().standardDerivatives && MaterialFlags.ClearCoatTextureEnabled && !disableBumpMap) {\r\n uniformBuffer.updateFloat2(\"vClearCoatBumpInfos\", this._bumpTexture.coordinatesIndex, this._bumpTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._bumpTexture, uniformBuffer, \"clearCoatBump\");\r\n\r\n if (scene._mirroredCameraPosition) {\r\n uniformBuffer.updateFloat2(\"vClearCoatTangentSpaceParams\", invertNormalMapX ? 1.0 : -1.0, invertNormalMapY ? 1.0 : -1.0);\r\n } else {\r\n uniformBuffer.updateFloat2(\"vClearCoatTangentSpaceParams\", invertNormalMapX ? -1.0 : 1.0, invertNormalMapY ? -1.0 : 1.0);\r\n }\r\n }\r\n\r\n if (this._tintTexture && MaterialFlags.ClearCoatTintTextureEnabled) {\r\n uniformBuffer.updateFloat2(\"vClearCoatTintInfos\", this._tintTexture.coordinatesIndex, this._tintTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._tintTexture, uniformBuffer, \"clearCoatTint\");\r\n }\r\n\r\n // Clear Coat General params\r\n uniformBuffer.updateFloat2(\"vClearCoatParams\", this.intensity, this.roughness);\r\n\r\n // Clear Coat Refraction params\r\n const a = 1 - this._indexOfRefraction;\r\n const b = 1 + this._indexOfRefraction;\r\n const f0 = Math.pow((-a / b), 2); // Schlicks approx: (ior1 - ior2) / (ior1 + ior2) where ior2 for air is close to vacuum = 1.\r\n const eta = 1 / this._indexOfRefraction;\r\n uniformBuffer.updateFloat4(\"vClearCoatRefractionParams\", f0, eta, a, b);\r\n\r\n if (this._isTintEnabled) {\r\n uniformBuffer.updateFloat4(\"vClearCoatTintParams\",\r\n this.tintColor.r,\r\n this.tintColor.g,\r\n this.tintColor.b,\r\n Math.max(0.00001, this.tintThickness));\r\n uniformBuffer.updateFloat(\"clearCoatColorAtDistance\", Math.max(0.00001, this.tintColorAtDistance));\r\n }\r\n }\r\n\r\n // Textures\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.ClearCoatTextureEnabled) {\r\n uniformBuffer.setTexture(\"clearCoatSampler\", this._texture);\r\n }\r\n\r\n if (this._bumpTexture && engine.getCaps().standardDerivatives && MaterialFlags.ClearCoatBumpTextureEnabled && !disableBumpMap) {\r\n uniformBuffer.setTexture(\"clearCoatBumpSampler\", this._bumpTexture);\r\n }\r\n\r\n if (this._isTintEnabled && this._tintTexture && MaterialFlags.ClearCoatTintTextureEnabled) {\r\n uniformBuffer.setTexture(\"clearCoatTintSampler\", this._tintTexture);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Checks to see if a texture is used in the material.\r\n * @param texture - Base texture to use.\r\n * @returns - Boolean specifying if a texture is used in the material.\r\n */\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (this._texture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._bumpTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._tintTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Returns an array of the actively used textures.\r\n * @param activeTextures Array of BaseTextures\r\n */\r\n public getActiveTextures(activeTextures: BaseTexture[]): void {\r\n if (this._texture) {\r\n activeTextures.push(this._texture);\r\n }\r\n\r\n if (this._bumpTexture) {\r\n activeTextures.push(this._bumpTexture);\r\n }\r\n\r\n if (this._tintTexture) {\r\n activeTextures.push(this._tintTexture);\r\n }\r\n }\r\n\r\n /**\r\n * Returns the animatable textures.\r\n * @param animatables Array of animatable textures.\r\n */\r\n public getAnimatables(animatables: IAnimatable[]): void {\r\n if (this._texture && this._texture.animations && this._texture.animations.length > 0) {\r\n animatables.push(this._texture);\r\n }\r\n\r\n if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {\r\n animatables.push(this._bumpTexture);\r\n }\r\n\r\n if (this._tintTexture && this._tintTexture.animations && this._tintTexture.animations.length > 0) {\r\n animatables.push(this._tintTexture);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the resources of the material.\r\n * @param forceDisposeTextures - Forces the disposal of all textures.\r\n */\r\n public dispose(forceDisposeTextures?: boolean): void {\r\n if (forceDisposeTextures) {\r\n if (this._texture) {\r\n this._texture.dispose();\r\n }\r\n\r\n if (this._bumpTexture) {\r\n this._bumpTexture.dispose();\r\n }\r\n\r\n if (this._tintTexture) {\r\n this._tintTexture.dispose();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"PBRClearCoatConfiguration\"\r\n */\r\n public getClassName(): string {\r\n return \"PBRClearCoatConfiguration\";\r\n }\r\n\r\n /**\r\n * Add fallbacks to the effect fallbacks list.\r\n * @param defines defines the Base texture to use.\r\n * @param fallbacks defines the current fallback list.\r\n * @param currentRank defines the current fallback rank.\r\n * @returns the new fallback rank.\r\n */\r\n public static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number {\r\n if (defines.CLEARCOAT_BUMP) {\r\n fallbacks.addFallback(currentRank++, \"CLEARCOAT_BUMP\");\r\n }\r\n if (defines.CLEARCOAT_TINT) {\r\n fallbacks.addFallback(currentRank++, \"CLEARCOAT_TINT\");\r\n }\r\n if (defines.CLEARCOAT) {\r\n fallbacks.addFallback(currentRank++, \"CLEARCOAT\");\r\n }\r\n return currentRank;\r\n }\r\n\r\n /**\r\n * Add the required uniforms to the current list.\r\n * @param uniforms defines the current uniform list.\r\n */\r\n public static AddUniforms(uniforms: string[]): void {\r\n uniforms.push(\"vClearCoatTangentSpaceParams\", \"vClearCoatParams\", \"vClearCoatRefractionParams\",\r\n \"vClearCoatTintParams\", \"clearCoatColorAtDistance\",\r\n \"clearCoatMatrix\", \"clearCoatBumpMatrix\", \"clearCoatTintMatrix\",\r\n \"vClearCoatInfos\", \"vClearCoatBumpInfos\", \"vClearCoatTintInfos\");\r\n }\r\n\r\n /**\r\n * Add the required samplers to the current list.\r\n * @param samplers defines the current sampler list.\r\n */\r\n public static AddSamplers(samplers: string[]): void {\r\n samplers.push(\"clearCoatSampler\", \"clearCoatBumpSampler\", \"clearCoatTintSampler\");\r\n }\r\n\r\n /**\r\n * Add the required uniforms to the current buffer.\r\n * @param uniformBuffer defines the current uniform buffer.\r\n */\r\n public static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void {\r\n uniformBuffer.addUniform(\"vClearCoatParams\", 2);\r\n uniformBuffer.addUniform(\"vClearCoatRefractionParams\", 4);\r\n uniformBuffer.addUniform(\"vClearCoatInfos\", 2);\r\n uniformBuffer.addUniform(\"clearCoatMatrix\", 16);\r\n uniformBuffer.addUniform(\"vClearCoatBumpInfos\", 2);\r\n uniformBuffer.addUniform(\"vClearCoatTangentSpaceParams\", 2);\r\n uniformBuffer.addUniform(\"clearCoatBumpMatrix\", 16);\r\n uniformBuffer.addUniform(\"vClearCoatTintParams\", 4);\r\n uniformBuffer.addUniform(\"clearCoatColorAtDistance\", 1);\r\n uniformBuffer.addUniform(\"vClearCoatTintInfos\", 2);\r\n uniformBuffer.addUniform(\"clearCoatTintMatrix\", 16);\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current configuration into another one.\r\n * @param clearCoatConfiguration define the config where to copy the info\r\n */\r\n public copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void {\r\n SerializationHelper.Clone(() => clearCoatConfiguration, this);\r\n }\r\n\r\n /**\r\n * Serializes this clear coat configuration.\r\n * @returns - An object with the serialized config.\r\n */\r\n public serialize(): any {\r\n return SerializationHelper.Serialize(this);\r\n }\r\n\r\n /**\r\n * Parses a anisotropy Configuration from a serialized object.\r\n * @param source - Serialized object.\r\n * @param scene Defines the scene we are parsing for\r\n * @param rootUrl Defines the rootUrl to load from\r\n */\r\n public parse(source: any, scene: Scene, rootUrl: string): void {\r\n SerializationHelper.Parse(() => this, source, scene, rootUrl);\r\n }\r\n}","import { serialize, SerializationHelper, serializeAsColor3, expandToProperty, serializeAsTexture } from \"../../Misc/decorators\";\r\nimport { BRDFTextureTools } from \"../../Misc/brdfTextureTools\";\r\nimport { Nullable } from \"../../types\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\nimport { ImageProcessingConfiguration } from \"../../Materials/imageProcessingConfiguration\";\r\nimport { ColorCurves } from \"../../Materials/colorCurves\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { PBRBaseMaterial } from \"./pbrBaseMaterial\";\r\nimport { _TypeStore } from '../../Misc/typeStore';\r\n\r\n/**\r\n * The Physically based material of BJS.\r\n *\r\n * This offers the main features of a standard PBR material.\r\n * For more information, please refer to the documentation :\r\n * https://doc.babylonjs.com/how_to/physically_based_rendering\r\n */\r\nexport class PBRMaterial extends PBRBaseMaterial {\r\n /**\r\n * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.\r\n */\r\n public static readonly PBRMATERIAL_OPAQUE = PBRBaseMaterial.PBRMATERIAL_OPAQUE;\r\n\r\n /**\r\n * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.\r\n */\r\n public static readonly PBRMATERIAL_ALPHATEST = PBRBaseMaterial.PBRMATERIAL_ALPHATEST;\r\n\r\n /**\r\n * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.\r\n */\r\n public static readonly PBRMATERIAL_ALPHABLEND = PBRBaseMaterial.PBRMATERIAL_ALPHABLEND;\r\n\r\n /**\r\n * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.\r\n * They are also discarded below the alpha cutoff threshold to improve performances.\r\n */\r\n public static readonly PBRMATERIAL_ALPHATESTANDBLEND = PBRBaseMaterial.PBRMATERIAL_ALPHATESTANDBLEND;\r\n\r\n /**\r\n * Defines the default value of how much AO map is occluding the analytical lights\r\n * (point spot...).\r\n */\r\n public static DEFAULT_AO_ON_ANALYTICAL_LIGHTS = PBRBaseMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;\r\n\r\n /**\r\n * Intensity of the direct lights e.g. the four lights available in your scene.\r\n * This impacts both the direct diffuse and specular highlights.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public directIntensity: number = 1.0;\r\n\r\n /**\r\n * Intensity of the emissive part of the material.\r\n * This helps controlling the emissive effect without modifying the emissive color.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public emissiveIntensity: number = 1.0;\r\n\r\n /**\r\n * Intensity of the environment e.g. how much the environment will light the object\r\n * either through harmonics for rough material or through the refelction for shiny ones.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public environmentIntensity: number = 1.0;\r\n\r\n /**\r\n * This is a special control allowing the reduction of the specular highlights coming from the\r\n * four lights of the scene. Those highlights may not be needed in full environment lighting.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public specularIntensity: number = 1.0;\r\n\r\n /**\r\n * Debug Control allowing disabling the bump map on this material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public disableBumpMap: boolean = false;\r\n\r\n /**\r\n * AKA Diffuse Texture in standard nomenclature.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public albedoTexture: BaseTexture;\r\n\r\n /**\r\n * AKA Occlusion Texture in other nomenclature.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public ambientTexture: BaseTexture;\r\n\r\n /**\r\n * AKA Occlusion Texture Intensity in other nomenclature.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public ambientTextureStrength: number = 1.0;\r\n\r\n /**\r\n * Defines how much the AO map is occluding the analytical lights (point spot...).\r\n * 1 means it completely occludes it\r\n * 0 mean it has no impact\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public ambientTextureImpactOnAnalyticalLights: number = PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;\r\n\r\n /**\r\n * Stores the alpha values in a texture. Use luminance if texture.getAlphaFromRGB is true.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesAndMiscDirty\")\r\n public opacityTexture: BaseTexture;\r\n\r\n /**\r\n * Stores the reflection values in a texture.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectionTexture: Nullable;\r\n\r\n /**\r\n * Stores the emissive values in a texture.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public emissiveTexture: BaseTexture;\r\n\r\n /**\r\n * AKA Specular texture in other nomenclature.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectivityTexture: BaseTexture;\r\n\r\n /**\r\n * Used to switch from specular/glossiness to metallic/roughness workflow.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public metallicTexture: BaseTexture;\r\n\r\n /**\r\n * Specifies the metallic scalar of the metallic/roughness workflow.\r\n * Can also be used to scale the metalness values of the metallic texture.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public metallic: Nullable;\r\n\r\n /**\r\n * Specifies the roughness scalar of the metallic/roughness workflow.\r\n * Can also be used to scale the roughness values of the metallic texture.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public roughness: Nullable;\r\n\r\n /**\r\n * In metallic workflow, specifies an F0 factor to help configuring the material F0.\r\n * By default the indexOfrefraction is used to compute F0;\r\n *\r\n * This is used as a factor against the default reflectance at normal incidence to tweak it.\r\n *\r\n * F0 = defaultF0 * metallicF0Factor * metallicReflectanceColor;\r\n * F90 = metallicReflectanceColor;\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public metallicF0Factor = 1;\r\n\r\n /**\r\n * In metallic workflow, specifies an F90 color to help configuring the material F90.\r\n * By default the F90 is always 1;\r\n *\r\n * Please note that this factor is also used as a factor against the default reflectance at normal incidence.\r\n *\r\n * F0 = defaultF0 * metallicF0Factor * metallicReflectanceColor\r\n * F90 = metallicReflectanceColor;\r\n */\r\n @serializeAsColor3()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public metallicReflectanceColor = Color3.White();\r\n\r\n /**\r\n * Defines to store metallicReflectanceColor in RGB and metallicF0Factor in A\r\n * This is multiply against the scalar values defined in the material.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public metallicReflectanceTexture: Nullable;\r\n\r\n /**\r\n * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.\r\n * Gray Scale represents roughness in metallic mode and glossiness in specular mode.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public microSurfaceTexture: BaseTexture;\r\n\r\n /**\r\n * Stores surface normal data used to displace a mesh in a texture.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public bumpTexture: BaseTexture;\r\n\r\n /**\r\n * Stores the pre-calculated light information of a mesh in a texture.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\", null)\r\n public lightmapTexture: BaseTexture;\r\n\r\n /**\r\n * Stores the refracted light information in a texture.\r\n */\r\n public get refractionTexture(): Nullable {\r\n return this.subSurface.refractionTexture;\r\n }\r\n public set refractionTexture(value: Nullable) {\r\n this.subSurface.refractionTexture = value;\r\n if (value) {\r\n this.subSurface.isRefractionEnabled = true;\r\n }\r\n else if (!this.subSurface.linkRefractionWithTransparency) {\r\n this.subSurface.isRefractionEnabled = false;\r\n }\r\n }\r\n\r\n /**\r\n * The color of a material in ambient lighting.\r\n */\r\n @serializeAsColor3(\"ambient\")\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public ambientColor = new Color3(0, 0, 0);\r\n\r\n /**\r\n * AKA Diffuse Color in other nomenclature.\r\n */\r\n @serializeAsColor3(\"albedo\")\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public albedoColor = new Color3(1, 1, 1);\r\n\r\n /**\r\n * AKA Specular Color in other nomenclature.\r\n */\r\n @serializeAsColor3(\"reflectivity\")\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectivityColor = new Color3(1, 1, 1);\r\n\r\n /**\r\n * The color reflected from the material.\r\n */\r\n @serializeAsColor3(\"reflection\")\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectionColor = new Color3(1.0, 1.0, 1.0);\r\n\r\n /**\r\n * The color emitted from the material.\r\n */\r\n @serializeAsColor3(\"emissive\")\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public emissiveColor = new Color3(0, 0, 0);\r\n\r\n /**\r\n * AKA Glossiness in other nomenclature.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public microSurface = 1.0;\r\n\r\n /**\r\n * Index of refraction of the material base layer.\r\n * https://en.wikipedia.org/wiki/List_of_refractive_indices\r\n *\r\n * This does not only impact refraction but also the Base F0 of Dielectric Materials.\r\n *\r\n * From dielectric fresnel rules: F0 = square((iorT - iorI) / (iorT + iorI))\r\n */\r\n public get indexOfRefraction(): number {\r\n return this.subSurface.indexOfRefraction;\r\n }\r\n public set indexOfRefraction(value: number) {\r\n this.subSurface.indexOfRefraction = value;\r\n }\r\n\r\n /**\r\n * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.\r\n */\r\n public get invertRefractionY(): boolean {\r\n return this.subSurface.invertRefractionY;\r\n }\r\n public set invertRefractionY(value: boolean) {\r\n this.subSurface.invertRefractionY = value;\r\n }\r\n\r\n /**\r\n * This parameters will make the material used its opacity to control how much it is refracting aginst not.\r\n * Materials half opaque for instance using refraction could benefit from this control.\r\n */\r\n public get linkRefractionWithTransparency(): boolean {\r\n return this.subSurface.linkRefractionWithTransparency;\r\n }\r\n public set linkRefractionWithTransparency(value: boolean) {\r\n this.subSurface.linkRefractionWithTransparency = value;\r\n if (value) {\r\n this.subSurface.isRefractionEnabled = true;\r\n }\r\n }\r\n\r\n /**\r\n * If true, the light map contains occlusion information instead of lighting info.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useLightmapAsShadowmap = false;\r\n\r\n /**\r\n * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesAndMiscDirty\")\r\n public useAlphaFromAlbedoTexture = false;\r\n\r\n /**\r\n * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesAndMiscDirty\")\r\n public forceAlphaTest = false;\r\n\r\n /**\r\n * Defines the alpha limits in alpha test mode.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesAndMiscDirty\")\r\n public alphaCutOff = 0.4;\r\n\r\n /**\r\n * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).\r\n * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useSpecularOverAlpha = true;\r\n\r\n /**\r\n * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useMicroSurfaceFromReflectivityMapAlpha = false;\r\n\r\n /**\r\n * Specifies if the metallic texture contains the roughness information in its alpha channel.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useRoughnessFromMetallicTextureAlpha = true;\r\n\r\n /**\r\n * Specifies if the metallic texture contains the roughness information in its green channel.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useRoughnessFromMetallicTextureGreen = false;\r\n\r\n /**\r\n * Specifies if the metallic texture contains the metallness information in its blue channel.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useMetallnessFromMetallicTextureBlue = false;\r\n\r\n /**\r\n * Specifies if the metallic texture contains the ambient occlusion information in its red channel.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useAmbientOcclusionFromMetallicTextureRed = false;\r\n\r\n /**\r\n * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useAmbientInGrayScale = false;\r\n\r\n /**\r\n * In case the reflectivity map does not contain the microsurface information in its alpha channel,\r\n * The material will try to infer what glossiness each pixel should be.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useAutoMicroSurfaceFromReflectivityMap = false;\r\n\r\n /**\r\n * BJS is using an harcoded light falloff based on a manually sets up range.\r\n * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.\r\n * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.\r\n */\r\n @serialize()\r\n public get usePhysicalLightFalloff(): boolean {\r\n return this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;\r\n }\r\n\r\n /**\r\n * BJS is using an harcoded light falloff based on a manually sets up range.\r\n * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.\r\n * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.\r\n */\r\n public set usePhysicalLightFalloff(value: boolean) {\r\n if (value !== this.usePhysicalLightFalloff) {\r\n // Ensure the effect will be rebuilt.\r\n this._markAllSubMeshesAsTexturesDirty();\r\n\r\n if (value) {\r\n this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;\r\n }\r\n else {\r\n this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_STANDARD;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * In order to support the falloff compatibility with gltf, a special mode has been added\r\n * to reproduce the gltf light falloff.\r\n */\r\n @serialize()\r\n public get useGLTFLightFalloff(): boolean {\r\n return this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_GLTF;\r\n }\r\n\r\n /**\r\n * In order to support the falloff compatibility with gltf, a special mode has been added\r\n * to reproduce the gltf light falloff.\r\n */\r\n public set useGLTFLightFalloff(value: boolean) {\r\n if (value !== this.useGLTFLightFalloff) {\r\n // Ensure the effect will be rebuilt.\r\n this._markAllSubMeshesAsTexturesDirty();\r\n\r\n if (value) {\r\n this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_GLTF;\r\n }\r\n else {\r\n this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_STANDARD;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).\r\n * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useRadianceOverAlpha = true;\r\n\r\n /**\r\n * Allows using an object space normal map (instead of tangent space).\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useObjectSpaceNormalMap = false;\r\n\r\n /**\r\n * Allows using the bump map in parallax mode.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useParallax = false;\r\n\r\n /**\r\n * Allows using the bump map in parallax occlusion mode.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useParallaxOcclusion = false;\r\n\r\n /**\r\n * Controls the scale bias of the parallax mode.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public parallaxScaleBias = 0.05;\r\n\r\n /**\r\n * If sets to true, disables all the lights affecting the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public disableLighting = false;\r\n\r\n /**\r\n * Force the shader to compute irradiance in the fragment shader in order to take bump in account.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public forceIrradianceInFragment = false;\r\n\r\n /**\r\n * Number of Simultaneous lights allowed on the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public maxSimultaneousLights = 4;\r\n\r\n /**\r\n * If sets to true, x component of normal map value will invert (x = 1.0 - x).\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public invertNormalMapX = false;\r\n\r\n /**\r\n * If sets to true, y component of normal map value will invert (y = 1.0 - y).\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public invertNormalMapY = false;\r\n\r\n /**\r\n * If sets to true and backfaceCulling is false, normals will be flipped on the backside.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public twoSidedLighting = false;\r\n\r\n /**\r\n * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.\r\n * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useAlphaFresnel = false;\r\n\r\n /**\r\n * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.\r\n * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useLinearAlphaFresnel = false;\r\n\r\n /**\r\n * Let user defines the brdf lookup texture used for IBL.\r\n * A default 8bit version is embedded but you could point at :\r\n * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png\r\n * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds\r\n * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png\r\n * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public environmentBRDFTexture: Nullable = null;\r\n\r\n /**\r\n * Force normal to face away from face.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public forceNormalForward = false;\r\n\r\n /**\r\n * Enables specular anti aliasing in the PBR shader.\r\n * It will both interacts on the Geometry for analytical and IBL lighting.\r\n * It also prefilter the roughness map based on the bump values.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public enableSpecularAntiAliasing = false;\r\n\r\n /**\r\n * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal\r\n * makes the reflect vector face the model (under horizon).\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useHorizonOcclusion = true;\r\n\r\n /**\r\n * This parameters will enable/disable radiance occlusion by preventing the radiance to lit\r\n * too much the area relying on ambient texture to define their ambient occlusion.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useRadianceOcclusion = true;\r\n\r\n /**\r\n * If set to true, no lighting calculations will be applied.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public unlit = false;\r\n\r\n /**\r\n * Gets the image processing configuration used either in this material.\r\n */\r\n public get imageProcessingConfiguration(): ImageProcessingConfiguration {\r\n return this._imageProcessingConfiguration;\r\n }\r\n\r\n /**\r\n * Sets the Default image processing configuration used either in the this material.\r\n *\r\n * If sets to null, the scene one is in use.\r\n */\r\n public set imageProcessingConfiguration(value: ImageProcessingConfiguration) {\r\n this._attachImageProcessingConfiguration(value);\r\n\r\n // Ensure the effect will be rebuilt.\r\n this._markAllSubMeshesAsTexturesDirty();\r\n }\r\n\r\n /**\r\n * Gets wether the color curves effect is enabled.\r\n */\r\n public get cameraColorCurvesEnabled(): boolean {\r\n return this.imageProcessingConfiguration.colorCurvesEnabled;\r\n }\r\n /**\r\n * Sets wether the color curves effect is enabled.\r\n */\r\n public set cameraColorCurvesEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.colorCurvesEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets wether the color grading effect is enabled.\r\n */\r\n public get cameraColorGradingEnabled(): boolean {\r\n return this.imageProcessingConfiguration.colorGradingEnabled;\r\n }\r\n /**\r\n * Gets wether the color grading effect is enabled.\r\n */\r\n public set cameraColorGradingEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.colorGradingEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets wether tonemapping is enabled or not.\r\n */\r\n public get cameraToneMappingEnabled(): boolean {\r\n return this._imageProcessingConfiguration.toneMappingEnabled;\r\n }\r\n /**\r\n * Sets wether tonemapping is enabled or not\r\n */\r\n public set cameraToneMappingEnabled(value: boolean) {\r\n this._imageProcessingConfiguration.toneMappingEnabled = value;\r\n }\r\n\r\n /**\r\n * The camera exposure used on this material.\r\n * This property is here and not in the camera to allow controlling exposure without full screen post process.\r\n * This corresponds to a photographic exposure.\r\n */\r\n public get cameraExposure(): number {\r\n return this._imageProcessingConfiguration.exposure;\r\n }\r\n /**\r\n * The camera exposure used on this material.\r\n * This property is here and not in the camera to allow controlling exposure without full screen post process.\r\n * This corresponds to a photographic exposure.\r\n */\r\n public set cameraExposure(value: number) {\r\n this._imageProcessingConfiguration.exposure = value;\r\n }\r\n\r\n /**\r\n * Gets The camera contrast used on this material.\r\n */\r\n public get cameraContrast(): number {\r\n return this._imageProcessingConfiguration.contrast;\r\n }\r\n\r\n /**\r\n * Sets The camera contrast used on this material.\r\n */\r\n public set cameraContrast(value: number) {\r\n this._imageProcessingConfiguration.contrast = value;\r\n }\r\n\r\n /**\r\n * Gets the Color Grading 2D Lookup Texture.\r\n */\r\n public get cameraColorGradingTexture(): Nullable {\r\n return this._imageProcessingConfiguration.colorGradingTexture;\r\n }\r\n /**\r\n * Sets the Color Grading 2D Lookup Texture.\r\n */\r\n public set cameraColorGradingTexture(value: Nullable) {\r\n this._imageProcessingConfiguration.colorGradingTexture = value;\r\n }\r\n\r\n /**\r\n * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).\r\n * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.\r\n * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;\r\n * corresponding to low luminance, medium luminance, and high luminance areas respectively.\r\n */\r\n public get cameraColorCurves(): Nullable {\r\n return this._imageProcessingConfiguration.colorCurves;\r\n }\r\n /**\r\n * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).\r\n * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.\r\n * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;\r\n * corresponding to low luminance, medium luminance, and high luminance areas respectively.\r\n */\r\n public set cameraColorCurves(value: Nullable) {\r\n this._imageProcessingConfiguration.colorCurves = value;\r\n }\r\n\r\n /**\r\n * Instantiates a new PBRMaterial instance.\r\n *\r\n * @param name The material name\r\n * @param scene The scene the material will be use in.\r\n */\r\n constructor(name: string, scene: Scene) {\r\n super(name, scene);\r\n\r\n this._environmentBRDFTexture = BRDFTextureTools.GetEnvironmentBRDFTexture(scene);\r\n }\r\n\r\n /**\r\n * Returns the name of this material class.\r\n */\r\n public getClassName(): string {\r\n return \"PBRMaterial\";\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current material.\r\n * @param name - name to use for the new material.\r\n */\r\n public clone(name: string): PBRMaterial {\r\n var clone = SerializationHelper.Clone(() => new PBRMaterial(name, this.getScene()), this);\r\n\r\n clone.id = name;\r\n clone.name = name;\r\n\r\n this.clearCoat.copyTo(clone.clearCoat);\r\n this.anisotropy.copyTo(clone.anisotropy);\r\n this.brdf.copyTo(clone.brdf);\r\n this.sheen.copyTo(clone.sheen);\r\n this.subSurface.copyTo(clone.subSurface);\r\n\r\n return clone;\r\n }\r\n\r\n /**\r\n * Serializes this PBR Material.\r\n * @returns - An object with the serialized material.\r\n */\r\n public serialize(): any {\r\n var serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.PBRMaterial\";\r\n\r\n serializationObject.clearCoat = this.clearCoat.serialize();\r\n serializationObject.anisotropy = this.anisotropy.serialize();\r\n serializationObject.brdf = this.brdf.serialize();\r\n serializationObject.sheen = this.sheen.serialize();\r\n serializationObject.subSurface = this.subSurface.serialize();\r\n\r\n return serializationObject;\r\n }\r\n\r\n // Statics\r\n /**\r\n * Parses a PBR Material from a serialized object.\r\n * @param source - Serialized object.\r\n * @param scene - BJS scene instance.\r\n * @param rootUrl - url for the scene object\r\n * @returns - PBRMaterial\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial {\r\n const material = SerializationHelper.Parse(() => new PBRMaterial(source.name, scene), source, scene, rootUrl);\r\n if (source.clearCoat) {\r\n material.clearCoat.parse(source.clearCoat, scene, rootUrl);\r\n }\r\n if (source.anisotropy) {\r\n material.anisotropy.parse(source.anisotropy, scene, rootUrl);\r\n }\r\n if (source.brdf) {\r\n material.brdf.parse(source.brdf, scene, rootUrl);\r\n }\r\n if (source.sheen) {\r\n material.sheen.parse(source.sheen, scene, rootUrl);\r\n }\r\n if (source.subSurface) {\r\n material.subSurface.parse(source.subSurface, scene, rootUrl);\r\n }\r\n return material;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.PBRMaterial\"] = PBRMaterial;\r\n","import { serialize, SerializationHelper, serializeAsColor3, expandToProperty, serializeAsTexture } from \"../../Misc/decorators\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { PBRBaseSimpleMaterial } from \"./pbrBaseSimpleMaterial\";\r\nimport { _TypeStore } from '../../Misc/typeStore';\r\n\r\n/**\r\n * The PBR material of BJS following the metal roughness convention.\r\n *\r\n * This fits to the PBR convention in the GLTF definition:\r\n * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0\r\n */\r\nexport class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {\r\n\r\n /**\r\n * The base color has two different interpretations depending on the value of metalness.\r\n * When the material is a metal, the base color is the specific measured reflectance value\r\n * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color\r\n * of the material.\r\n */\r\n @serializeAsColor3()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\", \"_albedoColor\")\r\n public baseColor: Color3;\r\n\r\n /**\r\n * Base texture of the metallic workflow. It contains both the baseColor information in RGB as\r\n * well as opacity information in the alpha channel.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\", \"_albedoTexture\")\r\n public baseTexture: BaseTexture;\r\n\r\n /**\r\n * Specifies the metallic scalar value of the material.\r\n * Can also be used to scale the metalness values of the metallic texture.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public metallic: number;\r\n\r\n /**\r\n * Specifies the roughness scalar value of the material.\r\n * Can also be used to scale the roughness values of the metallic texture.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public roughness: number;\r\n\r\n /**\r\n * Texture containing both the metallic value in the B channel and the\r\n * roughness value in the G channel to keep better precision.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\", \"_metallicTexture\")\r\n public metallicRoughnessTexture: BaseTexture;\r\n\r\n /**\r\n * Instantiates a new PBRMetalRoughnessMaterial instance.\r\n *\r\n * @param name The material name\r\n * @param scene The scene the material will be use in.\r\n */\r\n constructor(name: string, scene: Scene) {\r\n super(name, scene);\r\n this._useRoughnessFromMetallicTextureAlpha = false;\r\n this._useRoughnessFromMetallicTextureGreen = true;\r\n this._useMetallnessFromMetallicTextureBlue = true;\r\n this.metallic = 1.0;\r\n this.roughness = 1.0;\r\n }\r\n\r\n /**\r\n * Return the currrent class name of the material.\r\n */\r\n public getClassName(): string {\r\n return \"PBRMetallicRoughnessMaterial\";\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current material.\r\n * @param name - name to use for the new material.\r\n */\r\n public clone(name: string): PBRMetallicRoughnessMaterial {\r\n var clone = SerializationHelper.Clone(() => new PBRMetallicRoughnessMaterial(name, this.getScene()), this);\r\n\r\n clone.id = name;\r\n clone.name = name;\r\n\r\n this.clearCoat.copyTo(clone.clearCoat);\r\n this.anisotropy.copyTo(clone.anisotropy);\r\n this.brdf.copyTo(clone.brdf);\r\n this.sheen.copyTo(clone.sheen);\r\n this.subSurface.copyTo(clone.subSurface);\r\n\r\n return clone;\r\n }\r\n\r\n /**\r\n * Serialize the material to a parsable JSON object.\r\n */\r\n public serialize(): any {\r\n var serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.PBRMetallicRoughnessMaterial\";\r\n\r\n serializationObject.clearCoat = this.clearCoat.serialize();\r\n serializationObject.anisotropy = this.anisotropy.serialize();\r\n serializationObject.brdf = this.brdf.serialize();\r\n serializationObject.sheen = this.sheen.serialize();\r\n serializationObject.subSurface = this.subSurface.serialize();\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parses a JSON object correponding to the serialize function.\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial {\r\n const material = SerializationHelper.Parse(() => new PBRMetallicRoughnessMaterial(source.name, scene), source, scene, rootUrl);\r\n if (source.clearCoat) {\r\n material.clearCoat.parse(source.clearCoat, scene, rootUrl);\r\n }\r\n if (source.anisotropy) {\r\n material.anisotropy.parse(source.anisotropy, scene, rootUrl);\r\n }\r\n if (source.brdf) {\r\n material.brdf.parse(source.brdf, scene, rootUrl);\r\n }\r\n if (source.sheen) {\r\n material.sheen.parse(source.sheen, scene, rootUrl);\r\n }\r\n if (source.subSurface) {\r\n material.subSurface.parse(source.subSurface, scene, rootUrl);\r\n }\r\n return material;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.PBRMetallicRoughnessMaterial\"] = PBRMetallicRoughnessMaterial;\r\n","import { SerializationHelper, serialize, expandToProperty, serializeAsColor3, serializeAsTexture } from \"../../Misc/decorators\";\r\nimport { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\nimport { Color3 } from '../../Maths/math.color';\r\nimport { Scene } from \"../../scene\";\r\nimport { MaterialFlags } from \"../../Materials/materialFlags\";\r\nimport { MaterialHelper } from \"../../Materials/materialHelper\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { Nullable } from \"../../types\";\r\nimport { IAnimatable } from '../../Animations/animatable.interface';\r\nimport { EffectFallbacks } from '../effectFallbacks';\r\n\r\n/**\r\n * @hidden\r\n */\r\nexport interface IMaterialSheenDefines {\r\n SHEEN: boolean;\r\n SHEEN_TEXTURE: boolean;\r\n SHEEN_TEXTUREDIRECTUV: number;\r\n SHEEN_LINKWITHALBEDO: boolean;\r\n SHEEN_ROUGHNESS: boolean;\r\n SHEEN_ALBEDOSCALING: boolean;\r\n\r\n /** @hidden */\r\n _areTexturesDirty: boolean;\r\n}\r\n\r\n/**\r\n * Define the code related to the Sheen parameters of the pbr material.\r\n */\r\nexport class PBRSheenConfiguration {\r\n\r\n private _isEnabled = false;\r\n /**\r\n * Defines if the material uses sheen.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isEnabled = false;\r\n\r\n private _linkSheenWithAlbedo = false;\r\n /**\r\n * Defines if the sheen is linked to the sheen color.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public linkSheenWithAlbedo = false;\r\n\r\n /**\r\n * Defines the sheen intensity.\r\n */\r\n @serialize()\r\n public intensity = 1;\r\n\r\n /**\r\n * Defines the sheen color.\r\n */\r\n @serializeAsColor3()\r\n public color = Color3.White();\r\n\r\n private _texture: Nullable = null;\r\n /**\r\n * Stores the sheen tint values in a texture.\r\n * rgb is tint\r\n * a is a intensity\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public texture: Nullable = null;\r\n\r\n private _roughness: Nullable = null;\r\n /**\r\n * Defines the sheen roughness.\r\n * It is not taken into account if linkSheenWithAlbedo is true.\r\n * To stay backward compatible, material roughness is used instead if sheen roughness = null\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public roughness: Nullable = null;\r\n\r\n private _albedoScaling = false;\r\n /**\r\n * If true, the sheen effect is layered above the base BRDF with the albedo-scaling technique.\r\n * It allows the strength of the sheen effect to not depend on the base color of the material,\r\n * making it easier to setup and tweak the effect\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public albedoScaling = false;\r\n\r\n /** @hidden */\r\n private _internalMarkAllSubMeshesAsTexturesDirty: () => void;\r\n\r\n /** @hidden */\r\n public _markAllSubMeshesAsTexturesDirty(): void {\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n }\r\n\r\n /**\r\n * Instantiate a new istance of clear coat configuration.\r\n * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty\r\n */\r\n constructor(markAllSubMeshesAsTexturesDirty: () => void) {\r\n this._internalMarkAllSubMeshesAsTexturesDirty = markAllSubMeshesAsTexturesDirty;\r\n }\r\n\r\n /**\r\n * Specifies that the submesh is ready to be used.\r\n * @param defines the list of \"defines\" to update.\r\n * @param scene defines the scene the material belongs to.\r\n * @returns - boolean indicating that the submesh is ready or not.\r\n */\r\n public isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean {\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.SheenTextureEnabled) {\r\n if (!this._texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Checks to see if a texture is used in the material.\r\n * @param defines the list of \"defines\" to update.\r\n * @param scene defines the scene the material belongs to.\r\n */\r\n public prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void {\r\n if (this._isEnabled) {\r\n defines.SHEEN = this._isEnabled;\r\n defines.SHEEN_LINKWITHALBEDO = this._linkSheenWithAlbedo;\r\n defines.SHEEN_ROUGHNESS = this._roughness !== null;\r\n defines.SHEEN_ALBEDOSCALING = this._albedoScaling;\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.SheenTextureEnabled) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._texture, defines, \"SHEEN_TEXTURE\");\r\n } else {\r\n defines.SHEEN_TEXTURE = false;\r\n }\r\n }\r\n }\r\n }\r\n else {\r\n defines.SHEEN = false;\r\n defines.SHEEN_TEXTURE = false;\r\n defines.SHEEN_LINKWITHALBEDO = false;\r\n defines.SHEEN_ROUGHNESS = false;\r\n defines.SHEEN_ALBEDOSCALING = false;\r\n }\r\n }\r\n\r\n /**\r\n * Binds the material data.\r\n * @param uniformBuffer defines the Uniform buffer to fill in.\r\n * @param scene defines the scene the material belongs to.\r\n * @param isFrozen defines wether the material is frozen or not.\r\n */\r\n public bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void {\r\n if (!uniformBuffer.useUbo || !isFrozen || !uniformBuffer.isSync) {\r\n if (this._texture && MaterialFlags.SheenTextureEnabled) {\r\n uniformBuffer.updateFloat2(\"vSheenInfos\", this._texture.coordinatesIndex, this._texture.level);\r\n MaterialHelper.BindTextureMatrix(this._texture, uniformBuffer, \"sheen\");\r\n }\r\n\r\n // Sheen\r\n uniformBuffer.updateFloat4(\"vSheenColor\",\r\n this.color.r,\r\n this.color.g,\r\n this.color.b,\r\n this.intensity);\r\n\r\n if (this._roughness !== null) {\r\n uniformBuffer.updateFloat(\"vSheenRoughness\", this._roughness);\r\n }\r\n }\r\n\r\n // Textures\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.SheenTextureEnabled) {\r\n uniformBuffer.setTexture(\"sheenSampler\", this._texture);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Checks to see if a texture is used in the material.\r\n * @param texture - Base texture to use.\r\n * @returns - Boolean specifying if a texture is used in the material.\r\n */\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (this._texture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Returns an array of the actively used textures.\r\n * @param activeTextures Array of BaseTextures\r\n */\r\n public getActiveTextures(activeTextures: BaseTexture[]): void {\r\n if (this._texture) {\r\n activeTextures.push(this._texture);\r\n }\r\n }\r\n\r\n /**\r\n * Returns the animatable textures.\r\n * @param animatables Array of animatable textures.\r\n */\r\n public getAnimatables(animatables: IAnimatable[]): void {\r\n if (this._texture && this._texture.animations && this._texture.animations.length > 0) {\r\n animatables.push(this._texture);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the resources of the material.\r\n * @param forceDisposeTextures - Forces the disposal of all textures.\r\n */\r\n public dispose(forceDisposeTextures?: boolean): void {\r\n if (forceDisposeTextures) {\r\n if (this._texture) {\r\n this._texture.dispose();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"PBRSheenConfiguration\"\r\n */\r\n public getClassName(): string {\r\n return \"PBRSheenConfiguration\";\r\n }\r\n\r\n /**\r\n * Add fallbacks to the effect fallbacks list.\r\n * @param defines defines the Base texture to use.\r\n * @param fallbacks defines the current fallback list.\r\n * @param currentRank defines the current fallback rank.\r\n * @returns the new fallback rank.\r\n */\r\n public static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number {\r\n if (defines.SHEEN) {\r\n fallbacks.addFallback(currentRank++, \"SHEEN\");\r\n }\r\n return currentRank;\r\n }\r\n\r\n /**\r\n * Add the required uniforms to the current list.\r\n * @param uniforms defines the current uniform list.\r\n */\r\n public static AddUniforms(uniforms: string[]): void {\r\n uniforms.push(\"vSheenColor\", \"vSheenRoughness\", \"vSheenInfos\", \"sheenMatrix\");\r\n }\r\n\r\n /**\r\n * Add the required uniforms to the current buffer.\r\n * @param uniformBuffer defines the current uniform buffer.\r\n */\r\n public static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void {\r\n uniformBuffer.addUniform(\"vSheenColor\", 4);\r\n uniformBuffer.addUniform(\"vSheenRoughness\", 1);\r\n uniformBuffer.addUniform(\"vSheenInfos\", 2);\r\n uniformBuffer.addUniform(\"sheenMatrix\", 16);\r\n }\r\n\r\n /**\r\n * Add the required samplers to the current list.\r\n * @param samplers defines the current sampler list.\r\n */\r\n public static AddSamplers(samplers: string[]): void {\r\n samplers.push(\"sheenSampler\");\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current configuration into another one.\r\n * @param sheenConfiguration define the config where to copy the info\r\n */\r\n public copyTo(sheenConfiguration: PBRSheenConfiguration): void {\r\n SerializationHelper.Clone(() => sheenConfiguration, this);\r\n }\r\n\r\n /**\r\n * Serializes this BRDF configuration.\r\n * @returns - An object with the serialized config.\r\n */\r\n public serialize(): any {\r\n return SerializationHelper.Serialize(this);\r\n }\r\n\r\n /**\r\n * Parses a anisotropy Configuration from a serialized object.\r\n * @param source - Serialized object.\r\n * @param scene Defines the scene we are parsing for\r\n * @param rootUrl Defines the rootUrl to load from\r\n */\r\n public parse(source: any, scene: Scene, rootUrl: string): void {\r\n SerializationHelper.Parse(() => this, source, scene, rootUrl);\r\n }\r\n}","import { serialize, SerializationHelper, serializeAsColor3, expandToProperty, serializeAsTexture } from \"../../Misc/decorators\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { PBRBaseSimpleMaterial } from \"./pbrBaseSimpleMaterial\";\r\nimport { _TypeStore } from '../../Misc/typeStore';\r\n\r\n/**\r\n * The PBR material of BJS following the specular glossiness convention.\r\n *\r\n * This fits to the PBR convention in the GLTF definition:\r\n * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness\r\n */\r\nexport class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {\r\n\r\n /**\r\n * Specifies the diffuse color of the material.\r\n */\r\n @serializeAsColor3(\"diffuse\")\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\", \"_albedoColor\")\r\n public diffuseColor: Color3;\r\n\r\n /**\r\n * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha\r\n * channel.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\", \"_albedoTexture\")\r\n public diffuseTexture: BaseTexture;\r\n\r\n /**\r\n * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).\r\n */\r\n @serializeAsColor3(\"specular\")\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\", \"_reflectivityColor\")\r\n public specularColor: Color3;\r\n\r\n /**\r\n * Specifies the glossiness of the material. This indicates \"how sharp is the reflection\".\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\", \"_microSurface\")\r\n public glossiness: number;\r\n\r\n /**\r\n * Specifies both the specular color RGB and the glossiness A of the material per pixels.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\", \"_reflectivityTexture\")\r\n public specularGlossinessTexture: BaseTexture;\r\n\r\n /**\r\n * Instantiates a new PBRSpecularGlossinessMaterial instance.\r\n *\r\n * @param name The material name\r\n * @param scene The scene the material will be use in.\r\n */\r\n constructor(name: string, scene: Scene) {\r\n super(name, scene);\r\n this._useMicroSurfaceFromReflectivityMapAlpha = true;\r\n }\r\n\r\n /**\r\n * Return the currrent class name of the material.\r\n */\r\n public getClassName(): string {\r\n return \"PBRSpecularGlossinessMaterial\";\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current material.\r\n * @param name - name to use for the new material.\r\n */\r\n public clone(name: string): PBRSpecularGlossinessMaterial {\r\n var clone = SerializationHelper.Clone(() => new PBRSpecularGlossinessMaterial(name, this.getScene()), this);\r\n\r\n clone.id = name;\r\n clone.name = name;\r\n\r\n this.clearCoat.copyTo(clone.clearCoat);\r\n this.anisotropy.copyTo(clone.anisotropy);\r\n this.brdf.copyTo(clone.brdf);\r\n this.sheen.copyTo(clone.sheen);\r\n this.subSurface.copyTo(clone.subSurface);\r\n\r\n return clone;\r\n }\r\n\r\n /**\r\n * Serialize the material to a parsable JSON object.\r\n */\r\n public serialize(): any {\r\n var serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.PBRSpecularGlossinessMaterial\";\r\n\r\n serializationObject.clearCoat = this.clearCoat.serialize();\r\n serializationObject.anisotropy = this.anisotropy.serialize();\r\n serializationObject.brdf = this.brdf.serialize();\r\n serializationObject.sheen = this.sheen.serialize();\r\n serializationObject.subSurface = this.subSurface.serialize();\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parses a JSON object correponding to the serialize function.\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial {\r\n const material = SerializationHelper.Parse(() => new PBRSpecularGlossinessMaterial(source.name, scene), source, scene, rootUrl);\r\n if (source.clearCoat) {\r\n material.clearCoat.parse(source.clearCoat, scene, rootUrl);\r\n }\r\n if (source.anisotropy) {\r\n material.anisotropy.parse(source.anisotropy, scene, rootUrl);\r\n }\r\n if (source.brdf) {\r\n material.brdf.parse(source.brdf, scene, rootUrl);\r\n }\r\n if (source.sheen) {\r\n material.sheen.parse(source.sheen, scene, rootUrl);\r\n }\r\n if (source.subSurface) {\r\n material.subSurface.parse(source.subSurface, scene, rootUrl);\r\n }\r\n return material;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.PBRSpecularGlossinessMaterial\"] = PBRSpecularGlossinessMaterial;\r\n","import { Nullable } from \"../../types\";\r\nimport { IAnimatable } from '../../Animations/animatable.interface';\r\nimport { SerializationHelper, serialize, serializeAsTexture, expandToProperty, serializeAsColor3 } from \"../../Misc/decorators\";\r\nimport { Color3 } from '../../Maths/math.color';\r\nimport { SmartArray } from \"../../Misc/smartArray\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport { Effect } from \"../../Materials/effect\";\r\nimport { MaterialFlags } from \"../materialFlags\";\r\nimport { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\nimport { MaterialHelper } from \"../../Materials/materialHelper\";\r\nimport { EffectFallbacks } from '../effectFallbacks';\r\nimport { Scalar } from \"../../Maths/math.scalar\";\r\n\r\ndeclare type Engine = import(\"../../Engines/engine\").Engine;\r\ndeclare type Scene = import(\"../../scene\").Scene;\r\n\r\n/**\r\n * @hidden\r\n */\r\nexport interface IMaterialSubSurfaceDefines {\r\n SUBSURFACE: boolean;\r\n\r\n SS_REFRACTION: boolean;\r\n SS_TRANSLUCENCY: boolean;\r\n SS_SCATTERING: boolean;\r\n\r\n SS_THICKNESSANDMASK_TEXTURE: boolean;\r\n SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;\r\n\r\n SS_REFRACTIONMAP_3D: boolean;\r\n SS_REFRACTIONMAP_OPPOSITEZ: boolean;\r\n SS_LODINREFRACTIONALPHA: boolean;\r\n SS_GAMMAREFRACTION: boolean;\r\n SS_RGBDREFRACTION: boolean;\r\n SS_LINEARSPECULARREFRACTION: boolean;\r\n SS_LINKREFRACTIONTOTRANSPARENCY: boolean;\r\n SS_ALBEDOFORREFRACTIONTINT: boolean;\r\n\r\n SS_MASK_FROM_THICKNESS_TEXTURE: boolean;\r\n\r\n /** @hidden */\r\n _areTexturesDirty: boolean;\r\n}\r\n\r\n/**\r\n * Define the code related to the sub surface parameters of the pbr material.\r\n */\r\nexport class PBRSubSurfaceConfiguration {\r\n private _isRefractionEnabled = false;\r\n /**\r\n * Defines if the refraction is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isRefractionEnabled = false;\r\n\r\n private _isTranslucencyEnabled = false;\r\n /**\r\n * Defines if the translucency is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isTranslucencyEnabled = false;\r\n\r\n private _isScatteringEnabled = false;\r\n // /**\r\n // * Defines if the sub surface scattering is enabled in the material.\r\n // */\r\n // @serialize()\r\n // @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n // public isScatteringEnabled = false;\r\n\r\n /**\r\n * Defines the refraction intensity of the material.\r\n * The refraction when enabled replaces the Diffuse part of the material.\r\n * The intensity helps transitionning between diffuse and refraction.\r\n */\r\n @serialize()\r\n public refractionIntensity: number = 1;\r\n\r\n /**\r\n * Defines the translucency intensity of the material.\r\n * When translucency has been enabled, this defines how much of the \"translucency\"\r\n * is addded to the diffuse part of the material.\r\n */\r\n @serialize()\r\n public translucencyIntensity: number = 1;\r\n\r\n /**\r\n * Defines the scattering intensity of the material.\r\n * When scattering has been enabled, this defines how much of the \"scattered light\"\r\n * is addded to the diffuse part of the material.\r\n */\r\n @serialize()\r\n public scatteringIntensity: number = 1;\r\n\r\n /**\r\n * When enabled, transparent surfaces will be tinted with the albedo colour (independent of thickness)\r\n */\r\n @serialize()\r\n public useAlbedoToTintRefraction: boolean = false;\r\n\r\n private _thicknessTexture: Nullable = null;\r\n /**\r\n * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).\r\n * The red channel of the texture should contain the thickness remapped between 0 and 1.\r\n * 0 would mean minimumThickness\r\n * 1 would mean maximumThickness\r\n * The other channels might be use as a mask to vary the different effects intensity.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public thicknessTexture: Nullable = null;\r\n\r\n private _refractionTexture: Nullable = null;\r\n /**\r\n * Defines the texture to use for refraction.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public refractionTexture: Nullable = null;\r\n\r\n private _indexOfRefraction = 1.5;\r\n /**\r\n * Index of refraction of the material base layer.\r\n * https://en.wikipedia.org/wiki/List_of_refractive_indices\r\n *\r\n * This does not only impact refraction but also the Base F0 of Dielectric Materials.\r\n *\r\n * From dielectric fresnel rules: F0 = square((iorT - iorI) / (iorT + iorI))\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public indexOfRefraction = 1.5;\r\n\r\n private _volumeIndexOfRefraction = -1.0;\r\n\r\n /**\r\n * Index of refraction of the material's volume.\r\n * https://en.wikipedia.org/wiki/List_of_refractive_indices\r\n *\r\n * This ONLY impacts refraction. If not provided or given a non-valid value,\r\n * the volume will use the same IOR as the surface.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public get volumeIndexOfRefraction(): number {\r\n if (this._volumeIndexOfRefraction >= 1.0) {\r\n return this._volumeIndexOfRefraction;\r\n }\r\n return this._indexOfRefraction;\r\n }\r\n public set volumeIndexOfRefraction(value: number) {\r\n if (value >= 1.0) {\r\n this._volumeIndexOfRefraction = value;\r\n } else {\r\n this._volumeIndexOfRefraction = -1.0;\r\n }\r\n }\r\n\r\n private _invertRefractionY = false;\r\n /**\r\n * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public invertRefractionY = false;\r\n\r\n private _linkRefractionWithTransparency = false;\r\n /**\r\n * This parameters will make the material used its opacity to control how much it is refracting aginst not.\r\n * Materials half opaque for instance using refraction could benefit from this control.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public linkRefractionWithTransparency = false;\r\n\r\n /**\r\n * Defines the minimum thickness stored in the thickness map.\r\n * If no thickness map is defined, this value will be used to simulate thickness.\r\n */\r\n @serialize()\r\n public minimumThickness: number = 0;\r\n\r\n /**\r\n * Defines the maximum thickness stored in the thickness map.\r\n */\r\n @serialize()\r\n public maximumThickness: number = 1;\r\n\r\n /**\r\n * Defines the volume tint of the material.\r\n * This is used for both translucency and scattering.\r\n */\r\n @serializeAsColor3()\r\n public tintColor = Color3.White();\r\n\r\n /**\r\n * Defines the distance at which the tint color should be found in the media.\r\n * This is used for refraction only.\r\n */\r\n @serialize()\r\n public tintColorAtDistance = 1;\r\n\r\n /**\r\n * Defines how far each channel transmit through the media.\r\n * It is defined as a color to simplify it selection.\r\n */\r\n @serializeAsColor3()\r\n public diffusionDistance = Color3.White();\r\n\r\n private _useMaskFromThicknessTexture = false;\r\n /**\r\n * Stores the intensity of the different subsurface effects in the thickness texture.\r\n * * the green channel is the translucency intensity.\r\n * * the blue channel is the scattering intensity.\r\n * * the alpha channel is the refraction intensity.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useMaskFromThicknessTexture: boolean = false;\r\n\r\n /** @hidden */\r\n private _internalMarkAllSubMeshesAsTexturesDirty: () => void;\r\n\r\n /** @hidden */\r\n public _markAllSubMeshesAsTexturesDirty(): void {\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n }\r\n\r\n /**\r\n * Instantiate a new istance of sub surface configuration.\r\n * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty\r\n */\r\n constructor(markAllSubMeshesAsTexturesDirty: () => void) {\r\n this._internalMarkAllSubMeshesAsTexturesDirty = markAllSubMeshesAsTexturesDirty;\r\n }\r\n\r\n /**\r\n * Gets wehter the submesh is ready to be used or not.\r\n * @param defines the list of \"defines\" to update.\r\n * @param scene defines the scene the material belongs to.\r\n * @returns - boolean indicating that the submesh is ready or not.\r\n */\r\n public isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean {\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n if (!this._thicknessTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n\r\n var refractionTexture = this._getRefractionTexture(scene);\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n if (!refractionTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Checks to see if a texture is used in the material.\r\n * @param defines the list of \"defines\" to update.\r\n * @param scene defines the scene to the material belongs to.\r\n */\r\n public prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void {\r\n if (defines._areTexturesDirty) {\r\n defines.SUBSURFACE = false;\r\n\r\n defines.SS_TRANSLUCENCY = this._isTranslucencyEnabled;\r\n defines.SS_SCATTERING = this._isScatteringEnabled;\r\n defines.SS_THICKNESSANDMASK_TEXTURE = false;\r\n defines.SS_MASK_FROM_THICKNESS_TEXTURE = false;\r\n defines.SS_REFRACTION = false;\r\n defines.SS_REFRACTIONMAP_3D = false;\r\n defines.SS_GAMMAREFRACTION = false;\r\n defines.SS_RGBDREFRACTION = false;\r\n defines.SS_LINEARSPECULARREFRACTION = false;\r\n defines.SS_REFRACTIONMAP_OPPOSITEZ = false;\r\n defines.SS_LODINREFRACTIONALPHA = false;\r\n defines.SS_LINKREFRACTIONTOTRANSPARENCY = false;\r\n defines.SS_ALBEDOFORREFRACTIONTINT = false;\r\n\r\n if (this._isRefractionEnabled || this._isTranslucencyEnabled || this._isScatteringEnabled) {\r\n defines.SUBSURFACE = true;\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._thicknessTexture, defines, \"SS_THICKNESSANDMASK_TEXTURE\");\r\n }\r\n }\r\n }\r\n\r\n defines.SS_MASK_FROM_THICKNESS_TEXTURE = this._useMaskFromThicknessTexture;\r\n }\r\n\r\n if (this._isRefractionEnabled) {\r\n if (scene.texturesEnabled) {\r\n var refractionTexture = this._getRefractionTexture(scene);\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n defines.SS_REFRACTION = true;\r\n defines.SS_REFRACTIONMAP_3D = refractionTexture.isCube;\r\n defines.SS_GAMMAREFRACTION = refractionTexture.gammaSpace;\r\n defines.SS_RGBDREFRACTION = refractionTexture.isRGBD;\r\n defines.SS_LINEARSPECULARREFRACTION = refractionTexture.linearSpecularLOD;\r\n defines.SS_REFRACTIONMAP_OPPOSITEZ = refractionTexture.invertZ;\r\n defines.SS_LODINREFRACTIONALPHA = refractionTexture.lodLevelInAlpha;\r\n defines.SS_LINKREFRACTIONTOTRANSPARENCY = this._linkRefractionWithTransparency;\r\n defines.SS_ALBEDOFORREFRACTIONTINT = this.useAlbedoToTintRefraction;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Binds the material data.\r\n * @param uniformBuffer defines the Uniform buffer to fill in.\r\n * @param scene defines the scene the material belongs to.\r\n * @param engine defines the engine the material belongs to.\r\n * @param isFrozen defines whether the material is frozen or not.\r\n * @param lodBasedMicrosurface defines whether the material relies on lod based microsurface or not.\r\n * @param realTimeFiltering defines whether the textures should be filtered on the fly.\r\n */\r\n public bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean, realTimeFiltering: boolean): void {\r\n var refractionTexture = this._getRefractionTexture(scene);\r\n\r\n if (!uniformBuffer.useUbo || !isFrozen || !uniformBuffer.isSync) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n uniformBuffer.updateFloat2(\"vThicknessInfos\", this._thicknessTexture.coordinatesIndex, this._thicknessTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._thicknessTexture, uniformBuffer, \"thickness\");\r\n }\r\n\r\n uniformBuffer.updateFloat2(\"vThicknessParam\", this.minimumThickness, this.maximumThickness - this.minimumThickness);\r\n\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n uniformBuffer.updateMatrix(\"refractionMatrix\", refractionTexture.getReflectionTextureMatrix());\r\n\r\n var depth = 1.0;\r\n if (!refractionTexture.isCube) {\r\n if ((refractionTexture).depth) {\r\n depth = (refractionTexture).depth;\r\n }\r\n }\r\n\r\n var width = refractionTexture.getSize().width;\r\n var refractionIor = this.volumeIndexOfRefraction;\r\n uniformBuffer.updateFloat4(\"vRefractionInfos\", refractionTexture.level, 1 / refractionIor, depth, this._invertRefractionY ? -1 : 1);\r\n uniformBuffer.updateFloat3(\"vRefractionMicrosurfaceInfos\",\r\n width,\r\n refractionTexture.lodGenerationScale,\r\n refractionTexture.lodGenerationOffset);\r\n\r\n if (realTimeFiltering) {\r\n uniformBuffer.updateFloat2(\"vRefractionFilteringInfo\", width, Scalar.Log2(width));\r\n }\r\n }\r\n\r\n uniformBuffer.updateColor3(\"vDiffusionDistance\", this.diffusionDistance);\r\n\r\n uniformBuffer.updateFloat4(\"vTintColor\", this.tintColor.r,\r\n this.tintColor.g,\r\n this.tintColor.b,\r\n this.tintColorAtDistance);\r\n\r\n uniformBuffer.updateFloat3(\"vSubSurfaceIntensity\", this.refractionIntensity, this.translucencyIntensity, this.scatteringIntensity);\r\n }\r\n\r\n // Textures\r\n if (scene.texturesEnabled) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n uniformBuffer.setTexture(\"thicknessSampler\", this._thicknessTexture);\r\n }\r\n\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n if (lodBasedMicrosurface) {\r\n uniformBuffer.setTexture(\"refractionSampler\", refractionTexture);\r\n }\r\n else {\r\n uniformBuffer.setTexture(\"refractionSampler\", refractionTexture._lodTextureMid || refractionTexture);\r\n uniformBuffer.setTexture(\"refractionSamplerLow\", refractionTexture._lodTextureLow || refractionTexture);\r\n uniformBuffer.setTexture(\"refractionSamplerHigh\", refractionTexture._lodTextureHigh || refractionTexture);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Unbinds the material from the mesh.\r\n * @param activeEffect defines the effect that should be unbound from.\r\n * @returns true if unbound, otherwise false\r\n */\r\n public unbind(activeEffect: Effect): boolean {\r\n if (this._refractionTexture && this._refractionTexture.isRenderTarget) {\r\n activeEffect.setTexture(\"refractionSampler\", null);\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Returns the texture used for refraction or null if none is used.\r\n * @param scene defines the scene the material belongs to.\r\n * @returns - Refraction texture if present. If no refraction texture and refraction\r\n * is linked with transparency, returns environment texture. Otherwise, returns null.\r\n */\r\n private _getRefractionTexture(scene: Scene): Nullable {\r\n if (this._refractionTexture) {\r\n return this._refractionTexture;\r\n }\r\n\r\n if (this._isRefractionEnabled) {\r\n return scene.environmentTexture;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Returns true if alpha blending should be disabled.\r\n */\r\n public get disableAlphaBlending(): boolean {\r\n return this.isRefractionEnabled && this._linkRefractionWithTransparency;\r\n }\r\n\r\n /**\r\n * Fills the list of render target textures.\r\n * @param renderTargets the list of render targets to update\r\n */\r\n public fillRenderTargetTextures(renderTargets: SmartArray): void {\r\n if (MaterialFlags.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {\r\n renderTargets.push(this._refractionTexture);\r\n }\r\n }\r\n\r\n /**\r\n * Checks to see if a texture is used in the material.\r\n * @param texture - Base texture to use.\r\n * @returns - Boolean specifying if a texture is used in the material.\r\n */\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (this._thicknessTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._refractionTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that current material needs to register RTT\r\n * @returns true if this uses a render target otherwise false.\r\n */\r\n public hasRenderTargetTextures(): boolean {\r\n if (MaterialFlags.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Returns an array of the actively used textures.\r\n * @param activeTextures Array of BaseTextures\r\n */\r\n public getActiveTextures(activeTextures: BaseTexture[]): void {\r\n if (this._thicknessTexture) {\r\n activeTextures.push(this._thicknessTexture);\r\n }\r\n\r\n if (this._refractionTexture) {\r\n activeTextures.push(this._refractionTexture);\r\n }\r\n }\r\n\r\n /**\r\n * Returns the animatable textures.\r\n * @param animatables Array of animatable textures.\r\n */\r\n public getAnimatables(animatables: IAnimatable[]): void {\r\n if (this._thicknessTexture && this._thicknessTexture.animations && this._thicknessTexture.animations.length > 0) {\r\n animatables.push(this._thicknessTexture);\r\n }\r\n\r\n if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {\r\n animatables.push(this._refractionTexture);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the resources of the material.\r\n * @param forceDisposeTextures - Forces the disposal of all textures.\r\n */\r\n public dispose(forceDisposeTextures?: boolean): void {\r\n if (forceDisposeTextures) {\r\n if (this._thicknessTexture) {\r\n this._thicknessTexture.dispose();\r\n }\r\n\r\n if (this._refractionTexture) {\r\n this._refractionTexture.dispose();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"PBRSubSurfaceConfiguration\"\r\n */\r\n public getClassName(): string {\r\n return \"PBRSubSurfaceConfiguration\";\r\n }\r\n\r\n /**\r\n * Add fallbacks to the effect fallbacks list.\r\n * @param defines defines the Base texture to use.\r\n * @param fallbacks defines the current fallback list.\r\n * @param currentRank defines the current fallback rank.\r\n * @returns the new fallback rank.\r\n */\r\n public static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number {\r\n if (defines.SS_SCATTERING) {\r\n fallbacks.addFallback(currentRank++, \"SS_SCATTERING\");\r\n }\r\n if (defines.SS_TRANSLUCENCY) {\r\n fallbacks.addFallback(currentRank++, \"SS_TRANSLUCENCY\");\r\n }\r\n return currentRank;\r\n }\r\n\r\n /**\r\n * Add the required uniforms to the current list.\r\n * @param uniforms defines the current uniform list.\r\n */\r\n public static AddUniforms(uniforms: string[]): void {\r\n uniforms.push(\r\n \"vDiffusionDistance\", \"vTintColor\", \"vSubSurfaceIntensity\",\r\n \"vRefractionMicrosurfaceInfos\", \"vRefractionFilteringInfo\",\r\n \"vRefractionInfos\", \"vThicknessInfos\", \"vThicknessParam\",\r\n \"refractionMatrix\", \"thicknessMatrix\");\r\n }\r\n\r\n /**\r\n * Add the required samplers to the current list.\r\n * @param samplers defines the current sampler list.\r\n */\r\n public static AddSamplers(samplers: string[]): void {\r\n samplers.push(\"thicknessSampler\",\r\n \"refractionSampler\", \"refractionSamplerLow\", \"refractionSamplerHigh\");\r\n }\r\n\r\n /**\r\n * Add the required uniforms to the current buffer.\r\n * @param uniformBuffer defines the current uniform buffer.\r\n */\r\n public static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void {\r\n uniformBuffer.addUniform(\"vRefractionMicrosurfaceInfos\", 3);\r\n uniformBuffer.addUniform(\"vRefractionFilteringInfo\", 2);\r\n uniformBuffer.addUniform(\"vRefractionInfos\", 4);\r\n uniformBuffer.addUniform(\"refractionMatrix\", 16);\r\n uniformBuffer.addUniform(\"vThicknessInfos\", 2);\r\n uniformBuffer.addUniform(\"thicknessMatrix\", 16);\r\n uniformBuffer.addUniform(\"vThicknessParam\", 2);\r\n uniformBuffer.addUniform(\"vDiffusionDistance\", 3);\r\n uniformBuffer.addUniform(\"vTintColor\", 4);\r\n uniformBuffer.addUniform(\"vSubSurfaceIntensity\", 3);\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current configuration into another one.\r\n * @param configuration define the config where to copy the info\r\n */\r\n public copyTo(configuration: PBRSubSurfaceConfiguration): void {\r\n SerializationHelper.Clone(() => configuration, this);\r\n }\r\n\r\n /**\r\n * Serializes this Sub Surface configuration.\r\n * @returns - An object with the serialized config.\r\n */\r\n public serialize(): any {\r\n return SerializationHelper.Serialize(this);\r\n }\r\n\r\n /**\r\n * Parses a anisotropy Configuration from a serialized object.\r\n * @param source - Serialized object.\r\n * @param scene Defines the scene we are parsing for\r\n * @param rootUrl Defines the rootUrl to load from\r\n */\r\n public parse(source: any, scene: Scene, rootUrl: string): void {\r\n SerializationHelper.Parse(() => this, source, scene, rootUrl);\r\n }\r\n}","import { Vector3 } from \"../../../Maths/math\";\r\nimport { Scalar } from \"../../../Maths/math.scalar\";\r\nimport { InternalTexture } from \"../internalTexture\";\r\nimport { BaseTexture } from \"../baseTexture\";\r\nimport { ThinEngine } from \"../../../Engines/thinEngine\";\r\nimport { Effect } from \"../../../Materials/effect\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport { EffectWrapper, EffectRenderer } from \"../../../Materials/effectRenderer\";\r\nimport { Nullable } from '../../../types';\r\n\r\nimport \"../../../Shaders/hdrFiltering.vertex\";\r\nimport \"../../../Shaders/hdrFiltering.fragment\";\r\nimport { Logger } from '../../../Misc/logger';\r\n\r\n/**\r\n * Options for texture filtering\r\n */\r\ninterface IHDRFilteringOptions {\r\n /**\r\n * Scales pixel intensity for the input HDR map.\r\n */\r\n hdrScale?: number;\r\n\r\n /**\r\n * Quality of the filter. Should be `Constants.TEXTURE_FILTERING_QUALITY_OFFLINE` for prefiltering\r\n */\r\n quality?: number;\r\n}\r\n\r\n/**\r\n * Filters HDR maps to get correct renderings of PBR reflections\r\n */\r\nexport class HDRFiltering {\r\n\r\n private _engine: ThinEngine;\r\n private _effectRenderer: EffectRenderer;\r\n private _effectWrapper: EffectWrapper;\r\n\r\n private _lodGenerationOffset: number = 0;\r\n private _lodGenerationScale: number = 0.8;\r\n\r\n /**\r\n * Quality switch for prefiltering. Should be set to `Constants.TEXTURE_FILTERING_QUALITY_OFFLINE` unless\r\n * you care about baking speed.\r\n */\r\n public quality: number = Constants.TEXTURE_FILTERING_QUALITY_OFFLINE;\r\n\r\n /**\r\n * Scales pixel intensity for the input HDR map.\r\n */\r\n public hdrScale: number = 1;\r\n\r\n /**\r\n * Instantiates HDR filter for reflection maps\r\n *\r\n * @param engine Thin engine\r\n * @param options Options\r\n */\r\n constructor(engine: ThinEngine, options: IHDRFilteringOptions = {}) {\r\n // pass\r\n this._engine = engine;\r\n this.hdrScale = options.hdrScale || this.hdrScale;\r\n this.quality = options.hdrScale || this.quality;\r\n }\r\n\r\n private _createRenderTarget(size: number): InternalTexture {\r\n let textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (this._engine.getCaps().textureHalfFloatRender) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n else if (this._engine.getCaps().textureFloatRender) {\r\n textureType = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n\r\n const texture = this._engine.createRenderTargetCubeTexture(size, {\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n type: textureType,\r\n generateMipMaps: false,\r\n generateDepthBuffer: false,\r\n generateStencilBuffer: false,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE\r\n });\r\n this._engine.updateTextureWrappingMode(texture,\r\n Constants.TEXTURE_CLAMP_ADDRESSMODE,\r\n Constants.TEXTURE_CLAMP_ADDRESSMODE,\r\n Constants.TEXTURE_CLAMP_ADDRESSMODE);\r\n\r\n this._engine.updateTextureSamplingMode(Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, texture, true);\r\n\r\n return texture;\r\n }\r\n\r\n private _prefilterInternal(texture: BaseTexture): BaseTexture {\r\n const width = texture.getSize().width;\r\n const mipmapsCount = Math.round(Scalar.Log2(width)) + 1;\r\n\r\n const effect = this._effectWrapper.effect;\r\n const outputTexture = this._createRenderTarget(width);\r\n this._effectRenderer.setViewport();\r\n\r\n const intTexture = texture.getInternalTexture();\r\n if (intTexture) {\r\n // Just in case generate fresh clean mips.\r\n this._engine.updateTextureSamplingMode(Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, intTexture, true);\r\n }\r\n\r\n this._effectRenderer.applyEffectWrapper(this._effectWrapper);\r\n\r\n const directions = [\r\n [new Vector3(0, 0, -1), new Vector3(0, -1, 0), new Vector3(1, 0, 0)], // PositiveX\r\n [new Vector3(0, 0, 1), new Vector3(0, -1, 0), new Vector3(-1, 0, 0)], // NegativeX\r\n [new Vector3(1, 0, 0), new Vector3(0, 0, 1), new Vector3(0, 1, 0)], // PositiveY\r\n [new Vector3(1, 0, 0), new Vector3(0, 0, -1), new Vector3(0, -1, 0)], // NegativeY\r\n [new Vector3(1, 0, 0), new Vector3(0, -1, 0), new Vector3(0, 0, 1)], // PositiveZ\r\n [new Vector3(-1, 0, 0), new Vector3(0, -1, 0), new Vector3(0, 0, -1)], // NegativeZ\r\n ];\r\n\r\n effect.setFloat(\"hdrScale\", this.hdrScale);\r\n effect.setFloat2(\"vFilteringInfo\", texture.getSize().width, mipmapsCount);\r\n effect.setTexture(\"inputTexture\", texture);\r\n\r\n for (let face = 0; face < 6; face++) {\r\n effect.setVector3(\"up\", directions[face][0]);\r\n effect.setVector3(\"right\", directions[face][1]);\r\n effect.setVector3(\"front\", directions[face][2]);\r\n\r\n for (let lod = 0; lod < mipmapsCount; lod++) {\r\n\r\n this._engine.bindFramebuffer(outputTexture, face, undefined, undefined, true, lod);\r\n this._effectRenderer.applyEffectWrapper(this._effectWrapper);\r\n\r\n let alpha = Math.pow(2, (lod - this._lodGenerationOffset) / this._lodGenerationScale) / width;\r\n if (lod === 0) {\r\n alpha = 0;\r\n }\r\n\r\n effect.setFloat(\"alphaG\", alpha);\r\n\r\n this._effectRenderer.draw();\r\n }\r\n }\r\n\r\n // Cleanup\r\n this._effectRenderer.restoreStates();\r\n this._engine.restoreDefaultFramebuffer();\r\n this._engine._releaseFramebufferObjects(outputTexture);\r\n this._engine._releaseTexture(texture._texture!);\r\n\r\n // Internal Swap\r\n outputTexture._swapAndDie(texture._texture!);\r\n\r\n texture._prefiltered = true;\r\n\r\n return texture;\r\n }\r\n\r\n private _createEffect(texture: BaseTexture, onCompiled?: Nullable<(effect: Effect) => void>): EffectWrapper {\r\n const defines = [];\r\n if (texture.gammaSpace) {\r\n defines.push(\"#define GAMMA_INPUT\");\r\n }\r\n\r\n defines.push(\"#define NUM_SAMPLES \" + this.quality + \"u\"); // unsigned int\r\n\r\n const effectWrapper = new EffectWrapper({\r\n engine: this._engine,\r\n name: \"hdrFiltering\",\r\n vertexShader: \"hdrFiltering\",\r\n fragmentShader: \"hdrFiltering\",\r\n samplerNames: [\"inputTexture\"],\r\n uniformNames: [\"vSampleDirections\", \"vWeights\", \"up\", \"right\", \"front\", \"vFilteringInfo\", \"hdrScale\", \"alphaG\"],\r\n useShaderStore: true,\r\n defines,\r\n onCompiled: onCompiled\r\n });\r\n\r\n return effectWrapper;\r\n }\r\n\r\n /**\r\n * Get a value indicating if the filter is ready to be used\r\n * @param texture Texture to filter\r\n * @returns true if the filter is ready\r\n */\r\n public isReady(texture: BaseTexture) {\r\n return (texture.isReady() && this._effectWrapper.effect.isReady());\r\n }\r\n\r\n /**\r\n * Prefilters a cube texture to have mipmap levels representing roughness values.\r\n * Prefiltering will be invoked at the end of next rendering pass.\r\n * This has to be done once the map is loaded, and has not been prefiltered by a third party software.\r\n * See http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf for more information\r\n * @param texture Texture to filter\r\n * @param onFinished Callback when filtering is done\r\n * @return Promise called when prefiltering is done\r\n */\r\n public prefilter(texture: BaseTexture, onFinished: Nullable<() => void> = null) {\r\n if (this._engine.webGLVersion === 1) {\r\n Logger.Warn(\"HDR prefiltering is not available in WebGL 1., you can use real time filtering instead.\");\r\n return;\r\n }\r\n\r\n return new Promise((resolve) => {\r\n this._effectRenderer = new EffectRenderer(this._engine);\r\n this._effectWrapper = this._createEffect(texture);\r\n this._effectWrapper.effect.executeWhenCompiled(() => {\r\n this._prefilterInternal(texture);\r\n this._effectRenderer.dispose();\r\n this._effectWrapper.dispose();\r\n resolve();\r\n if (onFinished) {\r\n onFinished();\r\n }\r\n });\r\n });\r\n }\r\n}","import { Nullable } from \"../../../types\";\r\nimport { Engine } from \"../../../Engines/engine\";\r\nimport { InternalTexture } from \"../../../Materials/Textures/internalTexture\";\r\nimport { IInternalTextureLoader } from \"../../../Materials/Textures/internalTextureLoader\";\r\nimport { BasisTools } from \"../../../Misc/basis\";\r\nimport { Tools } from '../../../Misc/tools';\r\nimport { StringTools } from '../../../Misc/stringTools';\r\n\r\n/**\r\n * Loader for .basis file format\r\n */\r\nexport class _BasisTextureLoader implements IInternalTextureLoader {\r\n /**\r\n * Defines whether the loader supports cascade loading the different faces.\r\n */\r\n public readonly supportCascades = true;\r\n\r\n /**\r\n * This returns if the loader support the current file information.\r\n * @param extension defines the file extension of the file being loaded\r\n * @returns true if the loader can load the specified file\r\n */\r\n public canLoad(extension: string): boolean {\r\n return StringTools.EndsWith(extension, \".basis\");\r\n }\r\n\r\n /**\r\n * Uploads the cube texture data to the WebGL texture. It has already been bound.\r\n * @param data contains the texture data\r\n * @param texture defines the BabylonJS internal texture\r\n * @param createPolynomials will be true if polynomials have been requested\r\n * @param onLoad defines the callback to trigger once the texture is ready\r\n * @param onError defines the callback to trigger in case of error\r\n */\r\n public loadCubeData(data: ArrayBufferView | ArrayBufferView[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void {\r\n if (Array.isArray(data)) {\r\n return;\r\n }\r\n var caps = texture.getEngine().getCaps();\r\n var transcodeConfig = {\r\n supportedCompressionFormats: {\r\n etc1: caps.etc1 ? true : false,\r\n s3tc: caps.s3tc ? true : false,\r\n pvrtc: caps.pvrtc ? true : false,\r\n etc2: caps.etc2 ? true : false\r\n }\r\n };\r\n BasisTools.TranscodeAsync(data, transcodeConfig).then((result) => {\r\n var hasMipmap = result.fileInfo.images[0].levels.length > 1 && texture.generateMipMaps;\r\n BasisTools.LoadTextureFromTranscodeResult(texture, result);\r\n (texture.getEngine() as Engine)._setCubeMapTextureParams(hasMipmap);\r\n texture.isReady = true;\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n }).catch((err) => {\r\n Tools.Warn(\"Failed to transcode Basis file, transcoding may not be supported on this device\");\r\n texture.isReady = true;\r\n });\r\n }\r\n\r\n /**\r\n * Uploads the 2D texture data to the WebGL texture. It has already been bound once in the callback.\r\n * @param data contains the texture data\r\n * @param texture defines the BabylonJS internal texture\r\n * @param callback defines the method to call once ready to upload\r\n */\r\n public loadData(data: ArrayBufferView, texture: InternalTexture,\r\n callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void {\r\n var caps = texture.getEngine().getCaps();\r\n var transcodeConfig = {\r\n supportedCompressionFormats: {\r\n etc1: caps.etc1 ? true : false,\r\n s3tc: caps.s3tc ? true : false,\r\n pvrtc: caps.pvrtc ? true : false,\r\n etc2: caps.etc2 ? true : false\r\n }\r\n };\r\n BasisTools.TranscodeAsync(data, transcodeConfig).then((result) => {\r\n var rootImage = result.fileInfo.images[0].levels[0];\r\n var hasMipmap = result.fileInfo.images[0].levels.length > 1 && texture.generateMipMaps;\r\n callback(rootImage.width, rootImage.height, hasMipmap, result.format !== -1, () => {\r\n BasisTools.LoadTextureFromTranscodeResult(texture, result);\r\n });\r\n }).catch((err) => {\r\n Tools.Warn(\"Failed to transcode Basis file, transcoding may not be supported on this device\");\r\n callback(0, 0, false, false, () => {\r\n });\r\n });\r\n }\r\n}\r\n\r\n// Register the loader.\r\nEngine._TextureLoaders.push(new _BasisTextureLoader());\r\n","import { Nullable } from \"../../../types\";\r\nimport { SphericalPolynomial } from \"../../../Maths/sphericalPolynomial\";\r\nimport { Engine } from \"../../../Engines/engine\";\r\nimport { InternalTexture } from \"../../../Materials/Textures/internalTexture\";\r\nimport { IInternalTextureLoader } from \"../../../Materials/Textures/internalTextureLoader\";\r\nimport { DDSTools, DDSInfo } from \"../../../Misc/dds\";\r\nimport { StringTools } from '../../../Misc/stringTools';\r\n/**\r\n * Implementation of the DDS Texture Loader.\r\n * @hidden\r\n */\r\nexport class _DDSTextureLoader implements IInternalTextureLoader {\r\n /**\r\n * Defines wether the loader supports cascade loading the different faces.\r\n */\r\n public readonly supportCascades = true;\r\n\r\n /**\r\n * This returns if the loader support the current file information.\r\n * @param extension defines the file extension of the file being loaded\r\n * @returns true if the loader can load the specified file\r\n */\r\n public canLoad(extension: string): boolean {\r\n return StringTools.EndsWith(extension, \".dds\");\r\n }\r\n\r\n /**\r\n * Uploads the cube texture data to the WebGL texture. It has already been bound.\r\n * @param data contains the texture data\r\n * @param texture defines the BabylonJS internal texture\r\n * @param createPolynomials will be true if polynomials have been requested\r\n * @param onLoad defines the callback to trigger once the texture is ready\r\n * @param onError defines the callback to trigger in case of error\r\n */\r\n public loadCubeData(imgs: ArrayBufferView | ArrayBufferView[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void {\r\n var engine = texture.getEngine() as Engine;\r\n var info: DDSInfo | undefined;\r\n var loadMipmap: boolean = false;\r\n if (Array.isArray(imgs)) {\r\n for (let index = 0; index < imgs.length; index++) {\r\n let data = imgs[index];\r\n info = DDSTools.GetDDSInfo(data);\r\n\r\n texture.width = info.width;\r\n texture.height = info.height;\r\n\r\n loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;\r\n\r\n engine._unpackFlipY(info.isCompressed);\r\n\r\n DDSTools.UploadDDSLevels(engine, texture, data, info, loadMipmap, 6, -1, index);\r\n\r\n if (!info.isFourCC && info.mipmapCount === 1) {\r\n engine.generateMipMapsForCubemap(texture);\r\n }\r\n }\r\n }\r\n else {\r\n var data = imgs;\r\n info = DDSTools.GetDDSInfo(data);\r\n\r\n texture.width = info.width;\r\n texture.height = info.height;\r\n\r\n if (createPolynomials) {\r\n info.sphericalPolynomial = new SphericalPolynomial();\r\n }\r\n\r\n loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;\r\n engine._unpackFlipY(info.isCompressed);\r\n\r\n DDSTools.UploadDDSLevels(engine, texture, data, info, loadMipmap, 6);\r\n\r\n if (!info.isFourCC && info.mipmapCount === 1) {\r\n // Do not unbind as we still need to set the parameters.\r\n engine.generateMipMapsForCubemap(texture, false);\r\n }\r\n }\r\n engine._setCubeMapTextureParams(loadMipmap);\r\n texture.isReady = true;\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n\r\n if (onLoad) {\r\n onLoad({ isDDS: true, width: texture.width, info, data: imgs, texture });\r\n }\r\n }\r\n\r\n /**\r\n * Uploads the 2D texture data to the WebGL texture. It has already been bound once in the callback.\r\n * @param data contains the texture data\r\n * @param texture defines the BabylonJS internal texture\r\n * @param callback defines the method to call once ready to upload\r\n */\r\n public loadData(data: ArrayBufferView, texture: InternalTexture,\r\n callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void {\r\n var info = DDSTools.GetDDSInfo(data);\r\n\r\n var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps && ((info.width >> (info.mipmapCount - 1)) === 1);\r\n callback(info.width, info.height, loadMipmap, info.isFourCC, () => {\r\n DDSTools.UploadDDSLevels(texture.getEngine(), texture, data, info, loadMipmap, 1);\r\n });\r\n }\r\n}\r\n\r\n// Register the loader.\r\nEngine._TextureLoaders.push(new _DDSTextureLoader());\r\n","import { EnvironmentTextureTools } from \"../../../Misc/environmentTextureTools\";\r\nimport { Nullable } from \"../../../types\";\r\nimport { Engine } from \"../../../Engines/engine\";\r\nimport { InternalTexture } from \"../../../Materials/Textures/internalTexture\";\r\nimport { IInternalTextureLoader } from \"../../../Materials/Textures/internalTextureLoader\";\r\nimport { StringTools } from '../../../Misc/stringTools';\r\n\r\n/**\r\n * Implementation of the ENV Texture Loader.\r\n * @hidden\r\n */\r\nexport class _ENVTextureLoader implements IInternalTextureLoader {\r\n /**\r\n * Defines wether the loader supports cascade loading the different faces.\r\n */\r\n public readonly supportCascades = false;\r\n\r\n /**\r\n * This returns if the loader support the current file information.\r\n * @param extension defines the file extension of the file being loaded\r\n * @returns true if the loader can load the specified file\r\n */\r\n public canLoad(extension: string): boolean {\r\n return StringTools.EndsWith(extension, \".env\");\r\n }\r\n\r\n /**\r\n * Uploads the cube texture data to the WebGL texture. It has already been bound.\r\n * @param data contains the texture data\r\n * @param texture defines the BabylonJS internal texture\r\n * @param createPolynomials will be true if polynomials have been requested\r\n * @param onLoad defines the callback to trigger once the texture is ready\r\n * @param onError defines the callback to trigger in case of error\r\n */\r\n public loadCubeData(data: ArrayBufferView | ArrayBufferView[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void {\r\n if (Array.isArray(data)) {\r\n return;\r\n }\r\n\r\n var info = EnvironmentTextureTools.GetEnvInfo(data);\r\n if (info) {\r\n texture.width = info.width;\r\n texture.height = info.width;\r\n\r\n EnvironmentTextureTools.UploadEnvSpherical(texture, info);\r\n EnvironmentTextureTools.UploadEnvLevelsAsync(texture, data, info).then(() => {\r\n texture.isReady = true;\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n });\r\n }\r\n else if (onError) {\r\n onError(\"Can not parse the environment file\", null);\r\n }\r\n }\r\n\r\n /**\r\n * Uploads the 2D texture data to the WebGL texture. It has already been bound once in the callback.\r\n * @param data contains the texture data\r\n * @param texture defines the BabylonJS internal texture\r\n * @param callback defines the method to call once ready to upload\r\n */\r\n public loadData(data: ArrayBufferView, texture: InternalTexture,\r\n callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void {\r\n throw \".env not supported in 2d.\";\r\n }\r\n}\r\n\r\n// Register the loader.\r\nEngine._TextureLoaders.push(new _ENVTextureLoader());\r\n","export * from \"./ddsTextureLoader\";\r\nexport * from \"./envTextureLoader\";\r\nexport * from \"./ktxTextureLoader\";\r\nexport * from \"./tgaTextureLoader\";\r\nexport * from \"./basisTextureLoader\";","import { KhronosTextureContainer } from \"../../../Misc/khronosTextureContainer\";\r\nimport { KhronosTextureContainer2 } from \"../../../Misc/khronosTextureContainer2\";\r\nimport { Nullable } from \"../../../types\";\r\nimport { Engine } from \"../../../Engines/engine\";\r\nimport { InternalTexture } from \"../../../Materials/Textures/internalTexture\";\r\nimport { IInternalTextureLoader } from \"../../../Materials/Textures/internalTextureLoader\";\r\nimport { StringTools } from '../../../Misc/stringTools';\r\nimport { Logger } from '../../../Misc/logger';\r\n\r\n/**\r\n * Implementation of the KTX Texture Loader.\r\n * @hidden\r\n */\r\nexport class _KTXTextureLoader implements IInternalTextureLoader {\r\n /**\r\n * Defines wether the loader supports cascade loading the different faces.\r\n */\r\n public readonly supportCascades = false;\r\n\r\n /**\r\n * This returns if the loader support the current file information.\r\n * @param extension defines the file extension of the file being loaded\r\n * @returns true if the loader can load the specified file\r\n */\r\n public canLoad(extension: string): boolean {\r\n // The \".ktx2\" file extension is still up for debate: https://github.com/KhronosGroup/KTX-Specification/issues/18\r\n return StringTools.EndsWith(extension, \".ktx\") || StringTools.EndsWith(extension, \".ktx2\");\r\n }\r\n\r\n /**\r\n * Uploads the cube texture data to the WebGL texture. It has already been bound.\r\n * @param data contains the texture data\r\n * @param texture defines the BabylonJS internal texture\r\n * @param createPolynomials will be true if polynomials have been requested\r\n * @param onLoad defines the callback to trigger once the texture is ready\r\n * @param onError defines the callback to trigger in case of error\r\n */\r\n public loadCubeData(data: ArrayBufferView | ArrayBufferView[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void {\r\n if (Array.isArray(data)) {\r\n return;\r\n }\r\n\r\n // Need to invert vScale as invertY via UNPACK_FLIP_Y_WEBGL is not supported by compressed texture\r\n texture._invertVScale = !texture.invertY;\r\n var engine = texture.getEngine() as Engine;\r\n var ktx = new KhronosTextureContainer(data, 6);\r\n\r\n var loadMipmap = ktx.numberOfMipmapLevels > 1 && texture.generateMipMaps;\r\n\r\n engine._unpackFlipY(true);\r\n\r\n ktx.uploadLevels(texture, texture.generateMipMaps);\r\n\r\n texture.width = ktx.pixelWidth;\r\n texture.height = ktx.pixelHeight;\r\n\r\n engine._setCubeMapTextureParams(loadMipmap);\r\n texture.isReady = true;\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n }\r\n\r\n /**\r\n * Uploads the 2D texture data to the WebGL texture. It has already been bound once in the callback.\r\n * @param data contains the texture data\r\n * @param texture defines the BabylonJS internal texture\r\n * @param callback defines the method to call once ready to upload\r\n */\r\n public loadData(data: ArrayBufferView, texture: InternalTexture,\r\n callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void {\r\n if (KhronosTextureContainer.IsValid(data)) {\r\n // Need to invert vScale as invertY via UNPACK_FLIP_Y_WEBGL is not supported by compressed texture\r\n texture._invertVScale = !texture.invertY;\r\n const ktx = new KhronosTextureContainer(data, 1);\r\n callback(ktx.pixelWidth, ktx.pixelHeight, texture.generateMipMaps, true, () => {\r\n ktx.uploadLevels(texture, texture.generateMipMaps);\r\n }, ktx.isInvalid);\r\n }\r\n else if (KhronosTextureContainer2.IsValid(data)) {\r\n const ktx2 = new KhronosTextureContainer2(texture.getEngine());\r\n ktx2.uploadAsync(data, texture).then(() => {\r\n callback(texture.width, texture.height, false, true, () => {}, false);\r\n }, (error) => {\r\n Logger.Warn(`Failed to load KTX2 texture data: ${error.message}`);\r\n callback(0, 0, false, false, () => {}, true);\r\n });\r\n }\r\n else {\r\n Logger.Error(\"texture missing KTX identifier\");\r\n callback(0, 0, false, false, () => {}, true);\r\n }\r\n }\r\n}\r\n\r\n// Register the loader.\r\nEngine._TextureLoaders.unshift(new _KTXTextureLoader());\r\n","import { TGATools } from \"../../../Misc/tga\";\r\nimport { Nullable } from \"../../../types\";\r\nimport { Engine } from \"../../../Engines/engine\";\r\nimport { InternalTexture } from \"../../../Materials/Textures/internalTexture\";\r\nimport { IInternalTextureLoader } from \"../../../Materials/Textures/internalTextureLoader\";\r\nimport { StringTools } from '../../../Misc/stringTools';\r\n\r\n/**\r\n * Implementation of the TGA Texture Loader.\r\n * @hidden\r\n */\r\nexport class _TGATextureLoader implements IInternalTextureLoader {\r\n /**\r\n * Defines wether the loader supports cascade loading the different faces.\r\n */\r\n public readonly supportCascades = false;\r\n\r\n /**\r\n * This returns if the loader support the current file information.\r\n * @param extension defines the file extension of the file being loaded\r\n * @returns true if the loader can load the specified file\r\n */\r\n public canLoad(extension: string): boolean {\r\n return StringTools.EndsWith(extension, \".tga\");\r\n }\r\n\r\n /**\r\n * Uploads the cube texture data to the WebGL texture. It has already been bound.\r\n * @param data contains the texture data\r\n * @param texture defines the BabylonJS internal texture\r\n * @param createPolynomials will be true if polynomials have been requested\r\n * @param onLoad defines the callback to trigger once the texture is ready\r\n * @param onError defines the callback to trigger in case of error\r\n */\r\n public loadCubeData(data: ArrayBufferView | ArrayBufferView[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void {\r\n throw \".env not supported in Cube.\";\r\n }\r\n\r\n /**\r\n * Uploads the 2D texture data to the WebGL texture. It has already been bound once in the callback.\r\n * @param data contains the texture data\r\n * @param texture defines the BabylonJS internal texture\r\n * @param callback defines the method to call once ready to upload\r\n */\r\n public loadData(data: ArrayBufferView, texture: InternalTexture,\r\n callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void {\r\n var bytes = new Uint8Array(data.buffer, data.byteOffset, data.byteLength);\r\n\r\n var header = TGATools.GetTGAHeader(bytes);\r\n callback(header.width, header.height, texture.generateMipMaps, false, () => {\r\n TGATools.UploadContent(texture, bytes);\r\n });\r\n }\r\n}\r\n\r\n// Register the loader.\r\nEngine._TextureLoaders.push(new _TGATextureLoader());\r\n","import { RenderTargetTexture } from '../Textures/renderTargetTexture';\r\nimport { Scene } from '../../scene';\r\nimport { InternalTextureSource } from '../Textures/internalTexture';\r\nimport { Constants } from '../../Engines/constants';\r\n\r\n/**\r\n * Renders to multiple views with a single draw call\r\n * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/\r\n */\r\nexport class MultiviewRenderTarget extends RenderTargetTexture {\r\n /**\r\n * Creates a multiview render target\r\n * @param scene scene used with the render target\r\n * @param size the size of the render target (used for each view)\r\n */\r\n constructor(scene: Scene, size: number | { width: number, height: number } | { ratio: number } = 512) {\r\n super(\"multiview rtt\", size, scene, false, true, InternalTextureSource.Unknown, false, undefined, false, false, true, undefined, true);\r\n var internalTexture = scene.getEngine().createMultiviewRenderTargetTexture(this.getRenderWidth(), this.getRenderHeight());\r\n internalTexture.isMultiview = true;\r\n internalTexture.format = Constants.TEXTUREFORMAT_RGBA;\r\n this._texture = internalTexture;\r\n this.samples = this._getEngine()!.getCaps().maxSamples || this.samples;\r\n }\r\n\r\n /**\r\n * @hidden\r\n * @param faceIndex the face index, if its a cube texture\r\n */\r\n public _bindFrameBuffer(faceIndex: number = 0) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n this.getScene()!.getEngine().bindMultiviewFramebuffer(this._texture);\r\n }\r\n\r\n /**\r\n * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)\r\n * @returns the view count\r\n */\r\n public getViewCount() {\r\n return 2;\r\n }\r\n}","import { Vector2 } from \"../../../Maths/math.vector\";\r\n\r\n/**\r\n * Defines the basic options interface of a TexturePacker Frame\r\n */\r\nexport interface ITexturePackerFrame{\r\n\r\n /**\r\n\t * The frame ID\r\n\t */\r\n id: number;\r\n\r\n /**\r\n * The frames Scale\r\n */\r\n scale: Vector2;\r\n\r\n /**\r\n * The Frames offset\r\n */\r\n offset: Vector2;\r\n\r\n}\r\n\r\n/**\r\n * This is a support class for frame Data on texture packer sets.\r\n */\r\nexport class TexturePackerFrame implements ITexturePackerFrame{\r\n /**\r\n * The frame ID\r\n */\r\n public id: number;\r\n\r\n /**\r\n * The frames Scale\r\n */\r\n public scale: Vector2;\r\n\r\n /**\r\n * The Frames offset\r\n */\r\n public offset: Vector2;\r\n\r\n /**\r\n * Initializes a texture package frame.\r\n * @param id The numerical frame identifier\r\n * @param scale Scalar Vector2 for UV frame\r\n * @param offset Vector2 for the frame position in UV units.\r\n * @returns TexturePackerFrame\r\n */\r\n constructor(id: number, scale: Vector2, offset: Vector2) {\r\n this.id = id;\r\n this.scale = scale;\r\n this.offset = offset;\r\n }\r\n}","export * from \"./packer\";\r\nexport * from \"./frame\";","import { Engine } from \"../../../Engines/engine\";\r\nimport { AbstractMesh } from \"../../../Meshes/abstractMesh\";\r\nimport { VertexBuffer } from \"../../../Meshes/buffer\";\r\nimport { Scene } from \"../../../scene\";\r\nimport { Material } from \"../../material\";\r\nimport { Texture } from \"../texture\";\r\nimport { DynamicTexture } from \"../dynamicTexture\";\r\nimport { Nullable } from \"../../../types\";\r\nimport { Vector2 } from \"../../../Maths/math.vector\";\r\nimport { Color3, Color4 } from \"../../../Maths/math.color\";\r\nimport { TexturePackerFrame } from \"./frame\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport { Tools } from '../../../Misc/tools';\r\n\r\n/**\r\n* Defines the basic options interface of a TexturePacker\r\n*/\r\nexport interface ITexturePackerOptions{\r\n\r\n /**\r\n * Custom targets for the channels of a texture packer. Default is all the channels of the Standard Material\r\n */\r\n map?: string[];\r\n\r\n /**\r\n * the UV input targets, as a single value for all meshes. Defaults to VertexBuffer.UVKind\r\n */\r\n uvsIn?: string;\r\n\r\n /**\r\n * the UV output targets, as a single value for all meshes. Defaults to VertexBuffer.UVKind\r\n */\r\n uvsOut?: string;\r\n\r\n /**\r\n * number representing the layout style. Defaults to LAYOUT_STRIP\r\n */\r\n layout?: number;\r\n\r\n /**\r\n * number of columns if using custom column count layout(2). This defaults to 4.\r\n */\r\n colnum?: number;\r\n\r\n /**\r\n * flag to update the input meshes to the new packed texture after compilation. Defaults to true.\r\n */\r\n updateInputMeshes?: boolean;\r\n\r\n /**\r\n * boolean flag to dispose all the source textures. Defaults to true.\r\n */\r\n disposeSources?: boolean;\r\n\r\n /**\r\n * Fills the blank cells in a set to the customFillColor. Defaults to true.\r\n */\r\n fillBlanks?: boolean;\r\n\r\n /**\r\n * string value representing the context fill style color. Defaults to 'black'.\r\n */\r\n customFillColor?: string;\r\n\r\n /**\r\n * Width and Height Value of each Frame in the TexturePacker Sets\r\n */\r\n frameSize?: number;\r\n\r\n /**\r\n * Ratio of the value to add padding wise to each cell. Defaults to 0.0115\r\n */\r\n paddingRatio?: number;\r\n\r\n /**\r\n * Number that declares the fill method for the padding gutter.\r\n */\r\n paddingMode?: number;\r\n\r\n /**\r\n * If in SUBUV_COLOR padding mode what color to use.\r\n */\r\n paddingColor?: Color3 | Color4;\r\n\r\n}\r\n\r\n/**\r\n* Defines the basic interface of a TexturePacker JSON File\r\n*/\r\nexport interface ITexturePackerJSON{\r\n\r\n /**\r\n * The frame ID\r\n */\r\n name: string;\r\n\r\n /**\r\n * The base64 channel data\r\n */\r\n sets: any;\r\n\r\n /**\r\n * The options of the Packer\r\n */\r\n options: ITexturePackerOptions;\r\n\r\n /**\r\n * The frame data of the Packer\r\n */\r\n frames: Array;\r\n\r\n}\r\n\r\n/**\r\n* This is a support class that generates a series of packed texture sets.\r\n* @see https://doc.babylonjs.com/babylon101/materials\r\n*/\r\nexport class TexturePacker{\r\n\r\n /** Packer Layout Constant 0 */\r\n public static readonly LAYOUT_STRIP = 0;\r\n /** Packer Layout Constant 1 */\r\n public static readonly LAYOUT_POWER2 = 1;\r\n /** Packer Layout Constant 2 */\r\n public static readonly LAYOUT_COLNUM = 2;\r\n\r\n /** Packer Layout Constant 0 */\r\n public static readonly SUBUV_WRAP = 0;\r\n /** Packer Layout Constant 1 */\r\n public static readonly SUBUV_EXTEND = 1;\r\n /** Packer Layout Constant 2 */\r\n public static readonly SUBUV_COLOR = 2;\r\n\r\n /** The Name of the Texture Package */\r\n public name: string;\r\n\r\n /** The scene scope of the TexturePacker */\r\n public scene: Scene;\r\n\r\n /** The Meshes to target */\r\n public meshes: AbstractMesh[];\r\n\r\n /** Arguments passed with the Constructor */\r\n public options: ITexturePackerOptions;\r\n\r\n /** The promise that is started upon initialization */\r\n public promise: Nullable>;\r\n\r\n /** The Container object for the channel sets that are generated */\r\n public sets: object;\r\n\r\n /** The Container array for the frames that are generated */\r\n public frames: TexturePackerFrame[];\r\n\r\n /** The expected number of textures the system is parsing. */\r\n private _expecting: number;\r\n\r\n /** The padding value from Math.ceil(frameSize * paddingRatio) */\r\n private _paddingValue: number;\r\n\r\n /**\r\n * Initializes a texture package series from an array of meshes or a single mesh.\r\n * @param name The name of the package\r\n * @param meshes The target meshes to compose the package from\r\n * @param options The arguments that texture packer should follow while building.\r\n * @param scene The scene which the textures are scoped to.\r\n * @returns TexturePacker\r\n */\r\n constructor(name: string, meshes: AbstractMesh[], options: ITexturePackerOptions, scene: Scene) {\r\n\r\n this.name = name;\r\n this.meshes = meshes;\r\n this.scene = scene;\r\n\r\n /**\r\n * Run through the options and set what ever defaults are needed that where not declared.\r\n */\r\n this.options = options;\r\n this.options.map = this.options.map ?? [\r\n 'ambientTexture',\r\n 'bumpTexture',\r\n 'diffuseTexture',\r\n 'emissiveTexture',\r\n 'lightmapTexture',\r\n 'opacityTexture',\r\n 'reflectionTexture',\r\n 'refractionTexture',\r\n 'specularTexture'\r\n ];\r\n\r\n this.options.uvsIn = this.options.uvsIn ?? VertexBuffer.UVKind;\r\n this.options.uvsOut = this.options.uvsOut ?? VertexBuffer.UVKind;\r\n this.options.layout = this.options.layout ?? TexturePacker.LAYOUT_STRIP;\r\n\r\n if (this.options.layout === TexturePacker.LAYOUT_COLNUM) {\r\n this.options.colnum = this.options.colnum ?? 8;\r\n }\r\n\r\n this.options.updateInputMeshes = this.options.updateInputMeshes ?? true;\r\n this.options.disposeSources = this.options.disposeSources ?? true;\r\n this._expecting = 0;\r\n\r\n this.options.fillBlanks = this.options.fillBlanks ?? true;\r\n\r\n if (this.options.fillBlanks === true) {\r\n this.options.customFillColor = this.options.customFillColor ?? 'black';\r\n }\r\n\r\n this.options.frameSize = this.options.frameSize ?? 256;\r\n this.options.paddingRatio = this.options.paddingRatio ?? 0.0115;\r\n\r\n this._paddingValue = Math.ceil(this.options.frameSize * this.options.paddingRatio);\r\n\r\n //Make it an even padding Number.\r\n if (this._paddingValue % 2 !== 0) {\r\n this._paddingValue++;\r\n }\r\n\r\n this.options.paddingMode = this.options.paddingMode ?? TexturePacker.SUBUV_WRAP;\r\n\r\n if (this.options.paddingMode === TexturePacker.SUBUV_COLOR) {\r\n this.options.paddingColor = this.options.paddingColor ?? new Color4(0, 0, 0, 1.0);\r\n }\r\n\r\n this.sets = {};\r\n this.frames = [];\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Starts the package process\r\n * @param resolve The promises resolution function\r\n * @returns TexturePacker\r\n */\r\n private _createFrames(resolve: () => void) {\r\n\r\n let dtSize = this._calculateSize();\r\n let dtUnits = (new Vector2(1, 1)).divide(dtSize);\r\n let doneCount = 0;\r\n let expecting = this._expecting;\r\n let meshLength = this.meshes.length;\r\n\r\n let sKeys = Object.keys(this.sets);\r\n for (let i = 0; i < sKeys.length; i++) {\r\n let setName = sKeys[i];\r\n\r\n let dt = new DynamicTexture(this.name + '.TexturePack.' + setName + 'Set',\r\n { width: dtSize.x, height: dtSize.y },\r\n this.scene,\r\n true, //Generate Mips\r\n Texture.TRILINEAR_SAMPLINGMODE,\r\n Engine.TEXTUREFORMAT_RGBA\r\n );\r\n\r\n let dtx = dt.getContext();\r\n dtx.fillStyle = 'rgba(0,0,0,0)';\r\n dtx.fillRect(0, 0, dtSize.x, dtSize.y) ;\r\n dt.update(false);\r\n (this.sets as any)[setName] = dt;\r\n }\r\n\r\n let baseSize = this.options.frameSize || 256;\r\n let padding = this._paddingValue;\r\n let tcs = baseSize + (2 * padding);\r\n\r\n const done = () => {\r\n this._calculateMeshUVFrames(baseSize, padding, dtSize, dtUnits, this.options.updateInputMeshes || false);\r\n };\r\n\r\n //Update the Textures\r\n for (let i = 0; i < meshLength; i++) {\r\n let m = this.meshes[i];\r\n let mat = m.material;\r\n\r\n //Check if the material has the texture\r\n //Create a temporary canvas the same size as 1 frame\r\n //Then apply the texture to the center and the 8 offsets\r\n //Copy the Context and place in the correct frame on the DT\r\n\r\n for (let j = 0; j < sKeys.length; j++) {\r\n let tempTexture = new DynamicTexture('temp', tcs, this.scene, true);\r\n let tcx = tempTexture.getContext();\r\n let offset = this._getFrameOffset(i);\r\n\r\n const updateDt = () => {\r\n doneCount++;\r\n tempTexture.update(false);\r\n let iDat = tcx.getImageData(0, 0, tcs, tcs);\r\n\r\n //Update Set\r\n let dt = (this.sets as any)[setName];\r\n let dtx = dt.getContext();\r\n dtx.putImageData(iDat, dtSize.x * offset.x, dtSize.y * offset.y);\r\n tempTexture.dispose();\r\n dt.update(false);\r\n if (doneCount == expecting) {\r\n done();\r\n resolve();\r\n return;\r\n }\r\n };\r\n\r\n let setName = sKeys[j] || '_blank';\r\n if (!mat || (mat as any)[setName] === null) {\r\n tcx.fillStyle = 'rgba(0,0,0,0)';\r\n\r\n if (this.options.fillBlanks) {\r\n tcx.fillStyle = (this.options.customFillColor as string);\r\n }\r\n\r\n tcx.fillRect(0, 0, tcs, tcs);\r\n\r\n updateDt();\r\n\r\n } else {\r\n\r\n let setTexture = (mat as any)[setName];\r\n let img = new Image();\r\n\r\n if (setTexture instanceof DynamicTexture) {\r\n img.src = setTexture.getContext().canvas.toDataURL(\"image/png\");\r\n } else {\r\n img.src = setTexture!.url;\r\n }\r\n Tools.SetCorsBehavior(img.src, img);\r\n\r\n img.onload = () => {\r\n tcx.fillStyle = 'rgba(0,0,0,0)';\r\n tcx.fillRect(0, 0, tcs, tcs);\r\n tempTexture.update(false);\r\n\r\n tcx.setTransform(1, 0, 0, -1, 0, 0);\r\n let cellOffsets = [ 0, 0, 1, 0, 1, 1, 0, 1, -1, 1, -1, 0, -1 - 1, 0, -1, 1, -1];\r\n\r\n switch (this.options.paddingMode){\r\n //Wrap Mode\r\n case 0:\r\n for (let i = 0; i < 9; i++) {\r\n tcx.drawImage(\r\n img,\r\n 0,\r\n 0,\r\n img.width,\r\n img.height,\r\n (padding) + (baseSize * cellOffsets[i]),\r\n ((padding) + (baseSize * cellOffsets[i + 1])) - tcs,\r\n baseSize,\r\n baseSize\r\n );\r\n }\r\n break;\r\n //Extend Mode\r\n case 1:\r\n for (let i = 0; i < padding; i++) {\r\n tcx.drawImage(\r\n img,\r\n 0,\r\n 0,\r\n img.width,\r\n img.height,\r\n i + (baseSize * cellOffsets[0]),\r\n padding - tcs,\r\n baseSize,\r\n baseSize\r\n );\r\n\r\n tcx.drawImage(\r\n img,\r\n 0,\r\n 0,\r\n img.width,\r\n img.height,\r\n (padding * 2) - i,\r\n padding - tcs,\r\n baseSize,\r\n baseSize\r\n );\r\n\r\n tcx.drawImage(\r\n img,\r\n 0,\r\n 0,\r\n img.width,\r\n img.height,\r\n padding,\r\n i - tcs,\r\n baseSize,\r\n baseSize\r\n );\r\n\r\n tcx.drawImage(\r\n img,\r\n 0,\r\n 0,\r\n img.width,\r\n img.height,\r\n padding,\r\n (padding * 2) - i - tcs,\r\n baseSize,\r\n baseSize\r\n );\r\n }\r\n\r\n tcx.drawImage(\r\n img,\r\n 0,\r\n 0,\r\n img.width,\r\n img.height,\r\n (padding) + (baseSize * cellOffsets[0]),\r\n ((padding) + (baseSize * cellOffsets[1])) - tcs,\r\n baseSize,\r\n baseSize\r\n );\r\n\r\n break;\r\n //Color Mode\r\n case 2:\r\n\r\n tcx.fillStyle = (this.options.paddingColor || Color3.Black()).toHexString();\r\n tcx.fillRect(0, 0, tcs, -tcs);\r\n tcx.clearRect(padding, padding, baseSize, baseSize);\r\n tcx.drawImage(\r\n img,\r\n 0,\r\n 0,\r\n img.width,\r\n img.height,\r\n (padding) + (baseSize * cellOffsets[0]),\r\n ((padding) + (baseSize * cellOffsets[1])) - tcs,\r\n baseSize,\r\n baseSize\r\n );\r\n\r\n break;\r\n }\r\n\r\n tcx.setTransform(1, 0, 0, 1, 0, 0);\r\n\r\n updateDt();\r\n };\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Calculates the Size of the Channel Sets\r\n * @returns Vector2\r\n */\r\n private _calculateSize(): Vector2 {\r\n\r\n let meshLength: number = this.meshes.length || 0;\r\n let baseSize: number = this.options.frameSize || 0;\r\n let padding: number = this._paddingValue || 0;\r\n\r\n switch (this.options.layout){\r\n case 0 :\r\n //STRIP_LAYOUT\r\n return new Vector2(\r\n (baseSize * meshLength) + (2 * padding * meshLength),\r\n (baseSize) + (2 * padding)\r\n );\r\n break;\r\n case 1 :\r\n //POWER2\r\n let sqrtCount = Math.max(2, Math.ceil(Math.sqrt(meshLength)));\r\n let size = (baseSize * sqrtCount) + (2 * padding * sqrtCount);\r\n return new Vector2(size, size);\r\n break;\r\n case 2 :\r\n //COLNUM\r\n let cols = this.options.colnum || 1;\r\n let rowCnt = Math.max(1, Math.ceil(meshLength / cols));\r\n return new Vector2(\r\n (baseSize * cols) + (2 * padding * cols),\r\n (baseSize * rowCnt) + (2 * padding * rowCnt)\r\n );\r\n break;\r\n }\r\n\r\n return Vector2.Zero();\r\n }\r\n\r\n /**\r\n * Calculates the UV data for the frames.\r\n * @param baseSize the base frameSize\r\n * @param padding the base frame padding\r\n * @param dtSize size of the Dynamic Texture for that channel\r\n * @param dtUnits is 1/dtSize\r\n * @param update flag to update the input meshes\r\n */\r\n private _calculateMeshUVFrames(baseSize: number, padding: number, dtSize: Vector2, dtUnits: Vector2, update: boolean) {\r\n let meshLength = this.meshes.length;\r\n\r\n for (let i = 0; i < meshLength; i++) {\r\n let m = this.meshes[i];\r\n\r\n let scale = new Vector2(\r\n baseSize / dtSize.x,\r\n baseSize / dtSize.y,\r\n );\r\n\r\n let pOffset: Vector2 = dtUnits.clone().scale(padding);\r\n let frameOffset: Vector2 = this._getFrameOffset(i);\r\n let offset: Vector2 = frameOffset.add(pOffset);\r\n\r\n let frame: TexturePackerFrame = new TexturePackerFrame(i, scale, offset);\r\n\r\n this.frames.push(\r\n frame\r\n );\r\n\r\n //Update Output UVs\r\n if (update) {\r\n this._updateMeshUV(m, i);\r\n this._updateTextureReferences(m);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Calculates the frames Offset.\r\n * @param index of the frame\r\n * @returns Vector2\r\n */\r\n private _getFrameOffset(index: number): Vector2 {\r\n\r\n let meshLength = this.meshes.length;\r\n let uvStep, yStep, xStep;\r\n\r\n switch (this.options.layout){\r\n case 0 :\r\n //STRIP_LAYOUT\r\n uvStep = 1 / meshLength;\r\n return new Vector2(\r\n index * uvStep,\r\n 0\r\n );\r\n break;\r\n case 1 :\r\n //POWER2\r\n let sqrtCount = Math.max(2, Math.ceil(Math.sqrt(meshLength)));\r\n yStep = Math.floor(index / sqrtCount);\r\n xStep = index - (yStep * sqrtCount);\r\n uvStep = 1 / sqrtCount;\r\n return new Vector2(xStep * uvStep , yStep * uvStep);\r\n break;\r\n case 2 :\r\n //COLNUM\r\n let cols = this.options.colnum || 1;\r\n let rowCnt = Math.max(1, Math.ceil(meshLength / cols));\r\n xStep = Math.floor(index / rowCnt);\r\n yStep = index - (xStep * rowCnt);\r\n uvStep = new Vector2(1 / cols, 1 / rowCnt);\r\n return new Vector2(xStep * uvStep.x , yStep * uvStep.y);\r\n break;\r\n }\r\n\r\n return Vector2.Zero();\r\n }\r\n\r\n /**\r\n * Updates a Mesh to the frame data\r\n * @param mesh that is the target\r\n * @param frameID or the frame index\r\n */\r\n private _updateMeshUV(mesh: AbstractMesh, frameID: number): void {\r\n let frame: TexturePackerFrame = (this.frames as any)[frameID];\r\n let uvIn = mesh.getVerticesData(this.options.uvsIn || VertexBuffer.UVKind);\r\n let uvOut = [];\r\n let toCount = 0;\r\n\r\n if (uvIn!.length) {\r\n toCount = uvIn!.length || 0;\r\n }\r\n\r\n for (let i = 0; i < toCount; i += 2) {\r\n uvOut.push(\r\n ((uvIn as any)[i] * frame.scale.x) + frame.offset.x,\r\n ((uvIn as any)[i + 1] * frame.scale.y) + frame.offset.y\r\n );\r\n }\r\n\r\n mesh.setVerticesData(this.options.uvsOut || VertexBuffer.UVKind, uvOut);\r\n }\r\n\r\n /**\r\n * Updates a Meshes materials to use the texture packer channels\r\n * @param m is the mesh to target\r\n * @param force all channels on the packer to be set.\r\n */\r\n private _updateTextureReferences(m: AbstractMesh, force: boolean = false): void {\r\n let mat = m.material;\r\n let sKeys = Object.keys(this.sets);\r\n\r\n let _dispose = (_t: any) => {\r\n if ((_t.dispose)) {\r\n _t.dispose();\r\n }\r\n };\r\n\r\n for (let i = 0; i < sKeys.length; i++) {\r\n let setName = sKeys[i];\r\n if (!force) {\r\n if (!mat) {\r\n return;\r\n }\r\n if ((mat as any)[setName] !== null) {\r\n _dispose((mat as any)[setName]);\r\n (mat as any)[setName] = (this.sets as any)[setName];\r\n }\r\n } else {\r\n if ((mat as any)[setName] !== null) {\r\n _dispose((mat as any)[setName]);\r\n }\r\n (mat as any)[setName] = (this.sets as any)[setName];\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Public method to set a Mesh to a frame\r\n * @param m that is the target\r\n * @param frameID or the frame index\r\n * @param updateMaterial trigger for if the Meshes attached Material be updated?\r\n */\r\n public setMeshToFrame(m: AbstractMesh, frameID: number, updateMaterial: boolean = false): void {\r\n this._updateMeshUV(m, frameID);\r\n if (updateMaterial) {\r\n this._updateTextureReferences(m, true);\r\n }\r\n }\r\n\r\n /**\r\n * Starts the async promise to compile the texture packer.\r\n * @returns Promise\r\n */\r\n public processAsync(): Promise {\r\n return new Promise ((resolve, reject) => {\r\n try {\r\n if (this.meshes.length === 0) {\r\n //Must be a JSON load!\r\n resolve();\r\n return;\r\n }\r\n let done = 0;\r\n const doneCheck = (mat: Material) => {\r\n done++;\r\n //Check Status of all Textures on all meshes, till they are ready.\r\n if (this.options.map) {\r\n for (let j = 0; j < this.options.map.length; j++) {\r\n let index: string = this.options.map[j];\r\n let t: (Texture | DynamicTexture) = (mat as any)[index];\r\n\r\n if (t !== null) {\r\n if (!(this.sets as any)[this.options.map[j]]) {\r\n (this.sets as any)[this.options.map[j]] = true;\r\n }\r\n\r\n this._expecting++;\r\n }\r\n }\r\n\r\n if (done === this.meshes.length) {\r\n this._createFrames(resolve);\r\n }\r\n }\r\n };\r\n\r\n for (let i = 0; i < this.meshes.length; i++) {\r\n\r\n let mesh = this.meshes[i];\r\n let material: Nullable< Material > = mesh.material;\r\n\r\n if (!material) {\r\n done++;\r\n if (done === this.meshes.length) {\r\n return this._createFrames(resolve);\r\n }\r\n continue;\r\n }\r\n\r\n material.forceCompilationAsync(mesh).then(() => {\r\n doneCheck((material as Material));\r\n });\r\n }\r\n } catch (e) {\r\n return reject(e);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Disposes all textures associated with this packer\r\n */\r\n public dispose(): void {\r\n let sKeys = Object.keys(this.sets);\r\n for (let i = 0; i < sKeys.length; i++) {\r\n let channel = sKeys[i];\r\n (this.sets as any)[channel].dispose();\r\n }\r\n }\r\n\r\n /**\r\n * Starts the download process for all the channels converting them to base64 data and embedding it all in a JSON file.\r\n * @param imageType is the image type to use.\r\n * @param quality of the image if downloading as jpeg, Ranges from >0 to 1.\r\n */\r\n public download(imageType: string = 'png', quality: number = 1): void {\r\n setTimeout(() => {\r\n let pack = {\r\n name : this.name,\r\n sets : {},\r\n options: {},\r\n frames : []\r\n };\r\n\r\n let sKeys = Object.keys(this.sets);\r\n let oKeys = Object.keys(this.options);\r\n try {\r\n for (let i = 0; i < sKeys.length; i++) {\r\n let channel: string = sKeys[i];\r\n let dt = (this.sets as any)[channel];\r\n (pack.sets as any)[channel] = dt.getContext().canvas.toDataURL('image/' + imageType, quality);\r\n }\r\n for (let i = 0; i < oKeys.length; i++) {\r\n let opt: string = oKeys[i];\r\n (pack.options as any)[opt] = (this.options as any)[opt];\r\n }\r\n for (let i = 0; i < this.frames.length; i++) {\r\n let _f = this.frames[i];\r\n (pack.frames as Array).push(_f.scale.x, _f.scale.y, _f.offset.x, _f.offset.y);\r\n }\r\n\r\n } catch (err) {\r\n Logger.Warn(\"Unable to download: \" + err);\r\n return;\r\n }\r\n\r\n let data = \"data:text/json;charset=utf-8,\" + encodeURIComponent(JSON.stringify(pack, null, 4));\r\n let _a = document.createElement('a');\r\n _a.setAttribute(\"href\", data);\r\n _a.setAttribute(\"download\", this.name + \"_texurePackage.json\");\r\n document.body.appendChild(_a);\r\n _a.click();\r\n _a.remove();\r\n\r\n }, 0);\r\n }\r\n\r\n /**\r\n * Public method to load a texturePacker JSON file.\r\n * @param data of the JSON file in string format.\r\n */\r\n public updateFromJSON(data: string): void {\r\n try {\r\n let parsedData: ITexturePackerJSON = JSON.parse(data);\r\n this.name = parsedData.name;\r\n let _options = Object.keys(parsedData.options);\r\n\r\n for (let i = 0; i < _options.length; i++) {\r\n (this.options as any)[_options[i]] = (parsedData.options as any)[_options[i]];\r\n }\r\n\r\n for (let i = 0; i < parsedData.frames.length; i += 4) {\r\n let frame: TexturePackerFrame = new TexturePackerFrame(\r\n i / 4,\r\n new Vector2(parsedData.frames[i], parsedData.frames[i + 1]),\r\n new Vector2(parsedData.frames[i + 2], parsedData.frames[i + 3])\r\n );\r\n this.frames.push(frame);\r\n }\r\n\r\n let channels = Object.keys(parsedData.sets);\r\n\r\n for (let i = 0; i < channels.length; i++) {\r\n let _t = new Texture(parsedData.sets[channels[i]], this.scene, false, false);\r\n (this.sets as any)[channels[i]] = _t;\r\n }\r\n } catch (err) {\r\n Logger.Warn(\"Unable to update from JSON: \" + err);\r\n }\r\n }\r\n}\r\n","import { Logger } from \"../../../Misc/logger\";\r\nimport { Scene } from \"../../../scene\";\r\nimport { Vector3, Vector2 } from \"../../../Maths/math.vector\";\r\nimport { Color4, Color3 } from '../../../Maths/math.color';\r\nimport { Texture } from \"../../../Materials/Textures/texture\";\r\nimport { ProceduralTexture } from \"./proceduralTexture\";\r\nimport { WebRequest } from '../../../Misc/webRequest';\r\n/**\r\n * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.\r\n * Custom Procedural textures are the easiest way to create your own procedural in your application.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures\r\n */\r\nexport class CustomProceduralTexture extends ProceduralTexture {\r\n private _animate: boolean = true;\r\n private _time: number = 0;\r\n private _config: any;\r\n private _texturePath: string;\r\n\r\n /**\r\n * Instantiates a new Custom Procedural Texture.\r\n * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.\r\n * Custom Procedural textures are the easiest way to create your own procedural in your application.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures\r\n * @param name Define the name of the texture\r\n * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)\r\n * @param size Define the size of the texture to create\r\n * @param scene Define the scene the texture belongs to\r\n * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture\r\n * @param generateMipMaps Define if the texture should creates mip maps or not\r\n */\r\n constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean) {\r\n super(name, size, null, scene, fallbackTexture, generateMipMaps);\r\n this._texturePath = texturePath;\r\n\r\n //Try to load json\r\n this._loadJson(texturePath);\r\n this.refreshRate = 1;\r\n }\r\n\r\n private _loadJson(jsonUrl: string): void {\r\n let noConfigFile = () => {\r\n Logger.Log(\"No config file found in \" + jsonUrl + \" trying to use ShadersStore or DOM element\");\r\n try {\r\n this.setFragment(this._texturePath);\r\n }\r\n catch (ex) {\r\n Logger.Error(\"No json or ShaderStore or DOM element found for CustomProceduralTexture\");\r\n }\r\n };\r\n\r\n var configFileUrl = jsonUrl + \"/config.json\";\r\n var xhr = new WebRequest();\r\n\r\n xhr.open(\"GET\", configFileUrl);\r\n xhr.addEventListener(\"load\", () => {\r\n if (xhr.status === 200 || (xhr.responseText && xhr.responseText.length > 0)) {\r\n try {\r\n this._config = JSON.parse(xhr.response);\r\n\r\n this.updateShaderUniforms();\r\n this.updateTextures();\r\n this.setFragment(this._texturePath + \"/custom\");\r\n\r\n this._animate = this._config.animate;\r\n this.refreshRate = this._config.refreshrate;\r\n }\r\n catch (ex) {\r\n noConfigFile();\r\n }\r\n }\r\n else {\r\n noConfigFile();\r\n }\r\n }, false);\r\n\r\n xhr.addEventListener(\"error\", () => {\r\n noConfigFile();\r\n }, false);\r\n\r\n try {\r\n xhr.send();\r\n }\r\n catch (ex) {\r\n Logger.Error(\"CustomProceduralTexture: Error on XHR send request.\");\r\n }\r\n }\r\n\r\n /**\r\n * Is the texture ready to be used ? (rendered at least once)\r\n * @returns true if ready, otherwise, false.\r\n */\r\n public isReady(): boolean {\r\n if (!super.isReady()) {\r\n return false;\r\n }\r\n\r\n for (var name in this._textures) {\r\n var texture = this._textures[name];\r\n\r\n if (!texture.isReady()) {\r\n return false;\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Render the texture to its associated render target.\r\n * @param useCameraPostProcess Define if camera post process should be applied to the texture\r\n */\r\n public render(useCameraPostProcess?: boolean): void {\r\n let scene = this.getScene();\r\n if (this._animate && scene) {\r\n this._time += scene.getAnimationRatio() * 0.03;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n super.render(useCameraPostProcess);\r\n }\r\n\r\n /**\r\n * Update the list of dependant textures samplers in the shader.\r\n */\r\n public updateTextures(): void {\r\n for (var i = 0; i < this._config.sampler2Ds.length; i++) {\r\n this.setTexture(this._config.sampler2Ds[i].sample2Dname, new Texture(this._texturePath + \"/\" + this._config.sampler2Ds[i].textureRelativeUrl, this.getScene()));\r\n }\r\n }\r\n\r\n /**\r\n * Update the uniform values of the procedural texture in the shader.\r\n */\r\n public updateShaderUniforms(): void {\r\n if (this._config) {\r\n for (var j = 0; j < this._config.uniforms.length; j++) {\r\n var uniform = this._config.uniforms[j];\r\n\r\n switch (uniform.type) {\r\n case \"float\":\r\n this.setFloat(uniform.name, uniform.value);\r\n break;\r\n case \"color3\":\r\n this.setColor3(uniform.name, new Color3(uniform.r, uniform.g, uniform.b));\r\n break;\r\n case \"color4\":\r\n this.setColor4(uniform.name, new Color4(uniform.r, uniform.g, uniform.b, uniform.a));\r\n break;\r\n case \"vector2\":\r\n this.setVector2(uniform.name, new Vector2(uniform.x, uniform.y));\r\n break;\r\n case \"vector3\":\r\n this.setVector3(uniform.name, new Vector3(uniform.x, uniform.y, uniform.z));\r\n break;\r\n }\r\n }\r\n }\r\n\r\n this.setFloat(\"time\", this._time);\r\n }\r\n\r\n /**\r\n * Define if the texture animates or not.\r\n */\r\n public get animate(): boolean {\r\n return this._animate;\r\n }\r\n\r\n public set animate(value: boolean) {\r\n this._animate = value;\r\n }\r\n}\r\n","export * from \"./customProceduralTexture\";\r\nexport * from \"./noiseProceduralTexture\";\r\nexport * from \"./proceduralTexture\";\r\nexport * from \"./proceduralTextureSceneComponent\";","import { Nullable } from \"../../../types\";\r\nimport { Scene } from \"../../../scene\";\r\nimport { EngineStore } from \"../../../Engines/engineStore\";\r\nimport { Texture } from \"../../../Materials/Textures/texture\";\r\nimport { ProceduralTexture } from \"./proceduralTexture\";\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\n\r\nimport \"../../../Shaders/noise.fragment\";\r\n\r\n/**\r\n * Class used to generate noise procedural textures\r\n */\r\nexport class NoiseProceduralTexture extends ProceduralTexture {\r\n private _time = 0;\r\n\r\n /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */\r\n public brightness = 0.2;\r\n\r\n /** Defines the number of octaves to process */\r\n public octaves = 3;\r\n\r\n /** Defines the level of persistence (0.8 by default) */\r\n public persistence = 0.8;\r\n\r\n /** Gets or sets animation speed factor (default is 1) */\r\n public animationSpeedFactor = 1;\r\n\r\n /**\r\n * Creates a new NoiseProceduralTexture\r\n * @param name defines the name fo the texture\r\n * @param size defines the size of the texture (default is 256)\r\n * @param scene defines the hosting scene\r\n * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created\r\n * @param generateMipMaps defines if mipmaps must be generated (true by default)\r\n */\r\n constructor(name: string, size: number = 256, scene: Nullable = EngineStore.LastCreatedScene, fallbackTexture?: Texture, generateMipMaps?: boolean) {\r\n super(name, size, \"noise\", scene, fallbackTexture, generateMipMaps);\r\n this.autoClear = false;\r\n this._updateShaderUniforms();\r\n }\r\n\r\n private _updateShaderUniforms() {\r\n let scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n this._time += scene.getAnimationRatio() * this.animationSpeedFactor * 0.01;\r\n\r\n this.setFloat(\"brightness\", this.brightness);\r\n this.setFloat(\"persistence\", this.persistence);\r\n this.setFloat(\"timeScale\", this._time);\r\n }\r\n\r\n protected _getDefines(): string {\r\n return \"#define OCTAVES \" + (this.octaves | 0);\r\n }\r\n\r\n /** Generate the current state of the procedural texture */\r\n public render(useCameraPostProcess?: boolean) {\r\n this._updateShaderUniforms();\r\n super.render(useCameraPostProcess);\r\n }\r\n\r\n /**\r\n * Serializes this noise procedural texture\r\n * @returns a serialized noise procedural texture object\r\n */\r\n public serialize(): any {\r\n var serializationObject: any = {};\r\n serializationObject.customType = \"BABYLON.NoiseProceduralTexture\";\r\n\r\n serializationObject.brightness = this.brightness;\r\n serializationObject.octaves = this.octaves;\r\n serializationObject.persistence = this.persistence;\r\n serializationObject.animationSpeedFactor = this.animationSpeedFactor;\r\n serializationObject.size = this.getSize().width;\r\n serializationObject.generateMipMaps = this._generateMipMaps;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Clone the texture.\r\n * @returns the cloned texture\r\n */\r\n public clone(): NoiseProceduralTexture {\r\n var textureSize = this.getSize();\r\n var newTexture = new NoiseProceduralTexture(this.name, textureSize.width, this.getScene(), this._fallbackTexture ? this._fallbackTexture : undefined, this._generateMipMaps);\r\n\r\n // Base texture\r\n newTexture.hasAlpha = this.hasAlpha;\r\n newTexture.level = this.level;\r\n\r\n // RenderTarget Texture\r\n newTexture.coordinatesMode = this.coordinatesMode;\r\n\r\n // Noise Specifics\r\n newTexture.brightness = this.brightness;\r\n newTexture.octaves = this.octaves;\r\n newTexture.persistence = this.persistence;\r\n newTexture.animationSpeedFactor = this.animationSpeedFactor;\r\n\r\n return newTexture;\r\n }\r\n\r\n /**\r\n * Creates a NoiseProceduralTexture from parsed noise procedural texture data\r\n * @param parsedTexture defines parsed texture data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing noise procedural texture information\r\n * @returns a parsed NoiseProceduralTexture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture {\r\n var texture = new NoiseProceduralTexture(parsedTexture.name, parsedTexture.size, scene, undefined, parsedTexture.generateMipMaps);\r\n\r\n texture.brightness = parsedTexture.brightness;\r\n texture.octaves = parsedTexture.octaves;\r\n texture.persistence = parsedTexture.persistence;\r\n texture.animationSpeedFactor = parsedTexture.animationSpeedFactor;\r\n\r\n return texture;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.NoiseProceduralTexture\"] = NoiseProceduralTexture;\r\n","import { serialize } from \"../../../Misc/decorators\";\r\nimport { Observable } from \"../../../Misc/observable\";\r\nimport { Nullable } from \"../../../types\";\r\nimport { Scene } from \"../../../scene\";\r\nimport { Matrix, Vector3, Vector2 } from \"../../../Maths/math.vector\";\r\nimport { Color4, Color3 } from '../../../Maths/math.color';\r\nimport { Engine } from \"../../../Engines/engine\";\r\nimport { VertexBuffer } from \"../../../Meshes/buffer\";\r\nimport { SceneComponentConstants } from \"../../../sceneComponent\";\r\n\r\nimport { Material } from \"../../../Materials/material\";\r\nimport { Effect } from \"../../../Materials/effect\";\r\nimport { Texture } from \"../../../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../../../Materials/Textures/renderTargetTexture\";\r\nimport { ProceduralTextureSceneComponent } from \"./proceduralTextureSceneComponent\";\r\n\r\nimport \"../../../Engines/Extensions/engine.renderTarget\";\r\nimport \"../../../Engines/Extensions/engine.renderTargetCube\";\r\nimport \"../../../Shaders/procedural.vertex\";\r\nimport { DataBuffer } from '../../../Meshes/dataBuffer';\r\n\r\n/**\r\n * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes calmpler' images.\r\n * This is the base class of any Procedural texture and contains most of the shareable code.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures\r\n */\r\nexport class ProceduralTexture extends Texture {\r\n /**\r\n * Define if the texture is enabled or not (disabled texture will not render)\r\n */\r\n @serialize()\r\n public isEnabled = true;\r\n\r\n /**\r\n * Define if the texture must be cleared before rendering (default is true)\r\n */\r\n @serialize()\r\n public autoClear = true;\r\n\r\n /**\r\n * Callback called when the texture is generated\r\n */\r\n public onGenerated: () => void;\r\n\r\n /**\r\n * Event raised when the texture is generated\r\n */\r\n public onGeneratedObservable = new Observable();\r\n\r\n /** @hidden */\r\n @serialize()\r\n public _generateMipMaps: boolean;\r\n\r\n /** @hidden **/\r\n public _effect: Effect;\r\n\r\n /** @hidden */\r\n public _textures: { [key: string]: Texture } = {};\r\n\r\n /** @hidden */\r\n protected _fallbackTexture: Nullable;\r\n\r\n @serialize()\r\n private _size: number;\r\n private _currentRefreshId = -1;\r\n private _frameId = -1;\r\n private _refreshRate = 1;\r\n private _vertexBuffers: { [key: string]: Nullable } = {};\r\n private _indexBuffer: Nullable;\r\n private _uniforms = new Array();\r\n private _samplers = new Array();\r\n private _fragment: any;\r\n\r\n private _floats: { [key: string]: number } = {};\r\n private _ints: { [key: string]: number } = {};\r\n private _floatsArrays: { [key: string]: number[] } = {};\r\n private _colors3: { [key: string]: Color3 } = {};\r\n private _colors4: { [key: string]: Color4 } = {};\r\n private _vectors2: { [key: string]: Vector2 } = {};\r\n private _vectors3: { [key: string]: Vector3 } = {};\r\n private _matrices: { [key: string]: Matrix } = {};\r\n\r\n private _fallbackTextureUsed = false;\r\n private _fullEngine: Engine;\r\n\r\n private _cachedDefines = \"\";\r\n\r\n private _contentUpdateId = -1;\r\n private _contentData: Nullable;\r\n\r\n /**\r\n * Instantiates a new procedural texture.\r\n * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.\r\n * This is the base class of any Procedural texture and contains most of the shareable code.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures\r\n * @param name Define the name of the texture\r\n * @param size Define the size of the texture to create\r\n * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later\r\n * @param scene Define the scene the texture belongs to\r\n * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture\r\n * @param generateMipMaps Define if the texture should creates mip maps or not\r\n * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)\r\n */\r\n constructor(name: string, size: any, fragment: any, scene: Nullable, fallbackTexture: Nullable = null, generateMipMaps = true, public isCube = false) {\r\n super(null, scene, !generateMipMaps);\r\n\r\n scene = this.getScene()!;\r\n let component = scene._getComponent(SceneComponentConstants.NAME_PROCEDURALTEXTURE);\r\n if (!component) {\r\n component = new ProceduralTextureSceneComponent(scene);\r\n scene._addComponent(component);\r\n }\r\n scene.proceduralTextures.push(this);\r\n\r\n this._fullEngine = scene.getEngine();\r\n\r\n this.name = name;\r\n this.isRenderTarget = true;\r\n this._size = size;\r\n this._generateMipMaps = generateMipMaps;\r\n\r\n this.setFragment(fragment);\r\n\r\n this._fallbackTexture = fallbackTexture;\r\n\r\n if (isCube) {\r\n this._texture = this._fullEngine.createRenderTargetCubeTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });\r\n this.setFloat(\"face\", 0);\r\n }\r\n else {\r\n this._texture = this._fullEngine.createRenderTargetTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });\r\n }\r\n\r\n // VBO\r\n var vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n\r\n this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(this._fullEngine, vertices, VertexBuffer.PositionKind, false, false, 2);\r\n\r\n this._createIndexBuffer();\r\n }\r\n\r\n /**\r\n * The effect that is created when initializing the post process.\r\n * @returns The created effect corresponding the the postprocess.\r\n */\r\n public getEffect(): Effect {\r\n return this._effect;\r\n }\r\n\r\n /**\r\n * Gets texture content (Use this function wisely as reading from a texture can be slow)\r\n * @returns an ArrayBufferView (Uint8Array or Float32Array)\r\n */\r\n public getContent(): Nullable {\r\n if (this._contentData && this._frameId === this._contentUpdateId) {\r\n return this._contentData;\r\n }\r\n\r\n this._contentData = this.readPixels(0, 0, this._contentData);\r\n this._contentUpdateId = this._frameId;\r\n\r\n return this._contentData;\r\n }\r\n\r\n private _createIndexBuffer(): void {\r\n var engine = this._fullEngine;\r\n\r\n // Indices\r\n var indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n\r\n this._indexBuffer = engine.createIndexBuffer(indices);\r\n }\r\n\r\n /** @hidden */\r\n public _rebuild(): void {\r\n let vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n\r\n if (vb) {\r\n vb._rebuild();\r\n }\r\n\r\n this._createIndexBuffer();\r\n\r\n if (this.refreshRate === RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {\r\n this.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;\r\n }\r\n }\r\n\r\n /**\r\n * Resets the texture in order to recreate its associated resources.\r\n * This can be called in case of context loss\r\n */\r\n public reset(): void {\r\n if (this._effect === undefined) {\r\n return;\r\n }\r\n this._effect.dispose();\r\n }\r\n\r\n protected _getDefines(): string {\r\n return \"\";\r\n }\r\n\r\n /**\r\n * Is the texture ready to be used ? (rendered at least once)\r\n * @returns true if ready, otherwise, false.\r\n */\r\n public isReady(): boolean {\r\n var engine = this._fullEngine;\r\n var shaders;\r\n\r\n if (!this._fragment) {\r\n return false;\r\n }\r\n\r\n if (this._fallbackTextureUsed) {\r\n return true;\r\n }\r\n\r\n let defines = this._getDefines();\r\n if (this._effect && defines === this._cachedDefines && this._effect.isReady()) {\r\n return true;\r\n }\r\n\r\n if (this._fragment.fragmentElement !== undefined) {\r\n shaders = { vertex: \"procedural\", fragmentElement: this._fragment.fragmentElement };\r\n }\r\n else {\r\n shaders = { vertex: \"procedural\", fragment: this._fragment };\r\n }\r\n\r\n this._cachedDefines = defines;\r\n\r\n this._effect = engine.createEffect(shaders,\r\n [VertexBuffer.PositionKind],\r\n this._uniforms,\r\n this._samplers,\r\n defines, undefined, undefined, () => {\r\n this.releaseInternalTexture();\r\n\r\n if (this._fallbackTexture) {\r\n this._texture = this._fallbackTexture._texture;\r\n\r\n if (this._texture) {\r\n this._texture.incrementReferences();\r\n }\r\n }\r\n\r\n this._fallbackTextureUsed = true;\r\n });\r\n\r\n return this._effect.isReady();\r\n }\r\n\r\n /**\r\n * Resets the refresh counter of the texture and start bak from scratch.\r\n * Could be useful to regenerate the texture if it is setup to render only once.\r\n */\r\n public resetRefreshCounter(): void {\r\n this._currentRefreshId = -1;\r\n }\r\n\r\n /**\r\n * Set the fragment shader to use in order to render the texture.\r\n * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.\r\n */\r\n public setFragment(fragment: any) {\r\n this._fragment = fragment;\r\n }\r\n\r\n /**\r\n * Define the refresh rate of the texture or the rendering frequency.\r\n * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...\r\n */\r\n @serialize()\r\n public get refreshRate(): number {\r\n return this._refreshRate;\r\n }\r\n\r\n public set refreshRate(value: number) {\r\n this._refreshRate = value;\r\n this.resetRefreshCounter();\r\n }\r\n\r\n /** @hidden */\r\n public _shouldRender(): boolean {\r\n if (!this.isEnabled || !this.isReady() || !this._texture) {\r\n if (this._texture) {\r\n this._texture.isReady = false;\r\n }\r\n return false;\r\n }\r\n\r\n if (this._fallbackTextureUsed) {\r\n return false;\r\n }\r\n\r\n if (this._currentRefreshId === -1) { // At least render once\r\n this._currentRefreshId = 1;\r\n this._frameId++;\r\n return true;\r\n }\r\n\r\n if (this.refreshRate === this._currentRefreshId) {\r\n this._currentRefreshId = 1;\r\n this._frameId++;\r\n return true;\r\n }\r\n\r\n this._currentRefreshId++;\r\n return false;\r\n }\r\n\r\n /**\r\n * Get the size the texture is rendering at.\r\n * @returns the size (texture is always squared)\r\n */\r\n public getRenderSize(): number {\r\n return this._size;\r\n }\r\n\r\n /**\r\n * Resize the texture to new value.\r\n * @param size Define the new size the texture should have\r\n * @param generateMipMaps Define whether the new texture should create mip maps\r\n */\r\n public resize(size: number, generateMipMaps: boolean): void {\r\n if (this._fallbackTextureUsed) {\r\n return;\r\n }\r\n\r\n this.releaseInternalTexture();\r\n this._texture = this._fullEngine.createRenderTargetTexture(size, generateMipMaps);\r\n\r\n // Update properties\r\n this._size = size;\r\n this._generateMipMaps = generateMipMaps;\r\n }\r\n\r\n private _checkUniform(uniformName: string): void {\r\n if (this._uniforms.indexOf(uniformName) === -1) {\r\n this._uniforms.push(uniformName);\r\n }\r\n }\r\n\r\n /**\r\n * Set a texture in the shader program used to render.\r\n * @param name Define the name of the uniform samplers as defined in the shader\r\n * @param texture Define the texture to bind to this sampler\r\n * @return the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setTexture(name: string, texture: Texture): ProceduralTexture {\r\n if (this._samplers.indexOf(name) === -1) {\r\n this._samplers.push(name);\r\n }\r\n this._textures[name] = texture;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a float in the shader.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setFloat(name: string, value: number): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._floats[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a int in the shader.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setInt(name: string, value: number): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._ints[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set an array of floats in the shader.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setFloats(name: string, value: number[]): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._floatsArrays[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec3 in the shader from a Color3.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setColor3(name: string, value: Color3): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._colors3[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec4 in the shader from a Color4.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setColor4(name: string, value: Color4): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._colors4[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec2 in the shader from a Vector2.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setVector2(name: string, value: Vector2): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._vectors2[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec3 in the shader from a Vector3.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setVector3(name: string, value: Vector3): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._vectors3[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a mat4 in the shader from a MAtrix.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setMatrix(name: string, value: Matrix): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._matrices[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Render the texture to its associated render target.\r\n * @param useCameraPostProcess Define if camera post process should be applied to the texture\r\n */\r\n public render(useCameraPostProcess?: boolean): void {\r\n var scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n var engine = this._fullEngine;\r\n\r\n // Render\r\n engine.enableEffect(this._effect);\r\n engine.setState(false);\r\n\r\n // Texture\r\n for (var name in this._textures) {\r\n this._effect.setTexture(name, this._textures[name]);\r\n }\r\n\r\n // Float\r\n for (name in this._ints) {\r\n this._effect.setInt(name, this._ints[name]);\r\n }\r\n\r\n // Float\r\n for (name in this._floats) {\r\n this._effect.setFloat(name, this._floats[name]);\r\n }\r\n\r\n // Floats\r\n for (name in this._floatsArrays) {\r\n this._effect.setArray(name, this._floatsArrays[name]);\r\n }\r\n\r\n // Color3\r\n for (name in this._colors3) {\r\n this._effect.setColor3(name, this._colors3[name]);\r\n }\r\n\r\n // Color4\r\n for (name in this._colors4) {\r\n var color = this._colors4[name];\r\n this._effect.setFloat4(name, color.r, color.g, color.b, color.a);\r\n }\r\n\r\n // Vector2\r\n for (name in this._vectors2) {\r\n this._effect.setVector2(name, this._vectors2[name]);\r\n }\r\n\r\n // Vector3\r\n for (name in this._vectors3) {\r\n this._effect.setVector3(name, this._vectors3[name]);\r\n }\r\n\r\n // Matrix\r\n for (name in this._matrices) {\r\n this._effect.setMatrix(name, this._matrices[name]);\r\n }\r\n\r\n if (!this._texture) {\r\n return;\r\n }\r\n\r\n if (this.isCube) {\r\n for (var face = 0; face < 6; face++) {\r\n engine.bindFramebuffer(this._texture, face, undefined, undefined, true);\r\n\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);\r\n\r\n this._effect.setFloat(\"face\", face);\r\n\r\n // Clear\r\n if (this.autoClear) {\r\n engine.clear(scene.clearColor, true, false, false);\r\n }\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n\r\n // Mipmaps\r\n if (face === 5) {\r\n engine.generateMipMapsForCubemap(this._texture);\r\n }\r\n }\r\n } else {\r\n engine.bindFramebuffer(this._texture, 0, undefined, undefined, true);\r\n\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);\r\n\r\n // Clear\r\n if (this.autoClear) {\r\n engine.clear(scene.clearColor, true, false, false);\r\n }\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n\r\n // Unbind\r\n engine.unBindFramebuffer(this._texture, this.isCube);\r\n\r\n if (this.onGenerated) {\r\n this.onGenerated();\r\n }\r\n\r\n this.onGeneratedObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Clone the texture.\r\n * @returns the cloned texture\r\n */\r\n public clone(): ProceduralTexture {\r\n var textureSize = this.getSize();\r\n var newTexture = new ProceduralTexture(this.name, textureSize.width, this._fragment, this.getScene(), this._fallbackTexture, this._generateMipMaps);\r\n\r\n // Base texture\r\n newTexture.hasAlpha = this.hasAlpha;\r\n newTexture.level = this.level;\r\n\r\n // RenderTarget Texture\r\n newTexture.coordinatesMode = this.coordinatesMode;\r\n\r\n return newTexture;\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its asoociated resources.\r\n */\r\n public dispose(): void {\r\n let scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n var index = scene.proceduralTextures.indexOf(this);\r\n\r\n if (index >= 0) {\r\n scene.proceduralTextures.splice(index, 1);\r\n }\r\n\r\n var vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n\r\n if (this._indexBuffer && this._fullEngine._releaseBuffer(this._indexBuffer)) {\r\n this._indexBuffer = null;\r\n }\r\n\r\n super.dispose();\r\n }\r\n}\r\n","import { Tools } from \"../../../Misc/tools\";\r\nimport { Scene } from \"../../../scene\";\r\nimport { SceneComponentConstants, ISceneComponent } from \"../../../sceneComponent\";\r\n\r\nimport { ProceduralTexture } from \"./proceduralTexture\";\r\n\r\ndeclare module \"../../../abstractScene\" {\r\n export interface AbstractScene {\r\n /**\r\n * The list of procedural textures added to the scene\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures\r\n */\r\n proceduralTextures: Array;\r\n }\r\n}\r\n/**\r\n * Defines the Procedural Texture scene component responsible to manage any Procedural Texture\r\n * in a given scene.\r\n */\r\nexport class ProceduralTextureSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpfull to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_PROCEDURALTEXTURE;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n this.scene.proceduralTextures = new Array();\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._beforeClearStage.registerStep(SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE, this, this._beforeClear);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do here.\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated ressources.\r\n */\r\n public dispose(): void {\r\n // Nothing to do here.\r\n }\r\n\r\n private _beforeClear(): void {\r\n if (this.scene.proceduralTexturesEnabled) {\r\n Tools.StartPerformanceCounter(\"Procedural textures\", this.scene.proceduralTextures.length > 0);\r\n for (var proceduralIndex = 0; proceduralIndex < this.scene.proceduralTextures.length; proceduralIndex++) {\r\n var proceduralTexture = this.scene.proceduralTextures[proceduralIndex];\r\n if (proceduralTexture._shouldRender()) {\r\n proceduralTexture.render();\r\n }\r\n }\r\n Tools.EndPerformanceCounter(\"Procedural textures\", this.scene.proceduralTextures.length > 0);\r\n }\r\n }\r\n}\r\n","import { Nullable } from \"../../types\";\r\nimport { CubeMapToSphericalPolynomialTools } from \"../../Misc/HighDynamicRange/cubemapToSphericalPolynomial\";\r\nimport { SphericalPolynomial } from \"../../Maths/sphericalPolynomial\";\r\nimport { BaseTexture } from \"./baseTexture\";\r\n\r\ndeclare module \"./baseTexture\" {\r\n export interface BaseTexture {\r\n /**\r\n * Get the polynomial representation of the texture data.\r\n * This is mainly use as a fast way to recover IBL Diffuse irradiance data.\r\n * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance\r\n */\r\n sphericalPolynomial: Nullable;\r\n }\r\n}\r\n\r\nObject.defineProperty(BaseTexture.prototype, \"sphericalPolynomial\", {\r\n get: function(this: BaseTexture) {\r\n if (this._texture) {\r\n if (this._texture._sphericalPolynomial) {\r\n return this._texture._sphericalPolynomial;\r\n }\r\n\r\n if (this._texture.isReady) {\r\n this._texture._sphericalPolynomial =\r\n CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial(this);\r\n return this._texture._sphericalPolynomial;\r\n }\r\n }\r\n\r\n return null;\r\n },\r\n set: function(this: BaseTexture, value: Nullable) {\r\n if (this._texture) {\r\n this._texture._sphericalPolynomial = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n","import { serialize, SerializationHelper, serializeAsTexture, expandToProperty } from \"../../Misc/decorators\";\r\nimport { Observer, Observable } from \"../../Misc/observable\";\r\nimport { Nullable } from \"../../types\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Matrix } from \"../../Maths/math.vector\";\r\nimport { EngineStore } from \"../../Engines/engineStore\";\r\nimport { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { IAnimatable } from '../../Animations/animatable.interface';\r\nimport { GUID } from '../../Misc/guid';\r\nimport { ISize, Size } from '../../Maths/math.size';\r\n\r\nimport \"../../Misc/fileTools\";\r\nimport { ThinEngine } from '../../Engines/thinEngine';\r\n\r\ndeclare type Animation = import(\"../../Animations/animation\").Animation;\r\n\r\n/**\r\n * Base class of all the textures in babylon.\r\n * It groups all the common properties the materials, post process, lights... might need\r\n * in order to make a correct use of the texture.\r\n */\r\nexport class BaseTexture implements IAnimatable {\r\n /**\r\n * Default anisotropic filtering level for the application.\r\n * It is set to 4 as a good tradeoff between perf and quality.\r\n */\r\n public static DEFAULT_ANISOTROPIC_FILTERING_LEVEL = 4;\r\n\r\n /**\r\n * Gets or sets the unique id of the texture\r\n */\r\n @serialize()\r\n public uniqueId: number;\r\n\r\n /**\r\n * Define the name of the texture.\r\n */\r\n @serialize()\r\n public name: string;\r\n\r\n /**\r\n * Gets or sets an object used to store user defined information.\r\n */\r\n @serialize()\r\n public metadata: any = null;\r\n\r\n /**\r\n * For internal use only. Please do not use.\r\n */\r\n public reservedDataStore: any = null;\r\n\r\n @serialize(\"hasAlpha\")\r\n private _hasAlpha = false;\r\n /**\r\n * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).\r\n */\r\n public set hasAlpha(value: boolean) {\r\n if (this._hasAlpha === value) {\r\n return;\r\n }\r\n this._hasAlpha = value;\r\n if (this._scene) {\r\n this._scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag | Constants.MATERIAL_MiscDirtyFlag);\r\n }\r\n }\r\n public get hasAlpha(): boolean {\r\n return this._hasAlpha;\r\n }\r\n\r\n /**\r\n * Defines if the alpha value should be determined via the rgb values.\r\n * If true the luminance of the pixel might be used to find the corresponding alpha value.\r\n */\r\n @serialize()\r\n public getAlphaFromRGB = false;\r\n\r\n /**\r\n * Intensity or strength of the texture.\r\n * It is commonly used by materials to fine tune the intensity of the texture\r\n */\r\n @serialize()\r\n public level = 1;\r\n\r\n /**\r\n * Define the UV chanel to use starting from 0 and defaulting to 0.\r\n * This is part of the texture as textures usually maps to one uv set.\r\n */\r\n @serialize()\r\n public coordinatesIndex = 0;\r\n\r\n @serialize(\"coordinatesMode\")\r\n private _coordinatesMode = Constants.TEXTURE_EXPLICIT_MODE;\r\n\r\n /**\r\n * How a texture is mapped.\r\n *\r\n * | Value | Type | Description |\r\n * | ----- | ----------------------------------- | ----------- |\r\n * | 0 | EXPLICIT_MODE | |\r\n * | 1 | SPHERICAL_MODE | |\r\n * | 2 | PLANAR_MODE | |\r\n * | 3 | CUBIC_MODE | |\r\n * | 4 | PROJECTION_MODE | |\r\n * | 5 | SKYBOX_MODE | |\r\n * | 6 | INVCUBIC_MODE | |\r\n * | 7 | EQUIRECTANGULAR_MODE | |\r\n * | 8 | FIXED_EQUIRECTANGULAR_MODE | |\r\n * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |\r\n */\r\n public set coordinatesMode(value: number) {\r\n if (this._coordinatesMode === value) {\r\n return;\r\n }\r\n this._coordinatesMode = value;\r\n if (this._scene) {\r\n this._scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n }\r\n public get coordinatesMode(): number {\r\n return this._coordinatesMode;\r\n }\r\n\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n @serialize()\r\n public wrapU = Constants.TEXTURE_WRAP_ADDRESSMODE;\r\n\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n @serialize()\r\n public wrapV = Constants.TEXTURE_WRAP_ADDRESSMODE;\r\n\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n @serialize()\r\n public wrapR = Constants.TEXTURE_WRAP_ADDRESSMODE;\r\n\r\n /**\r\n * With compliant hardware and browser (supporting anisotropic filtering)\r\n * this defines the level of anisotropic filtering in the texture.\r\n * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.\r\n */\r\n @serialize()\r\n public anisotropicFilteringLevel = BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL;\r\n\r\n /**\r\n * Define if the texture is a cube texture or if false a 2d texture.\r\n */\r\n @serialize()\r\n public get isCube(): boolean {\r\n if (!this._texture) {\r\n return false;\r\n }\r\n\r\n return this._texture.isCube;\r\n }\r\n\r\n public set isCube(value: boolean) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n\r\n this._texture.isCube = value;\r\n }\r\n\r\n /**\r\n * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.\r\n */\r\n @serialize()\r\n public get is3D(): boolean {\r\n if (!this._texture) {\r\n return false;\r\n }\r\n\r\n return this._texture.is3D;\r\n }\r\n\r\n public set is3D(value: boolean) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n\r\n this._texture.is3D = value;\r\n }\r\n\r\n /**\r\n * Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.\r\n */\r\n @serialize()\r\n public get is2DArray(): boolean {\r\n if (!this._texture) {\r\n return false;\r\n }\r\n\r\n return this._texture.is2DArray;\r\n }\r\n\r\n public set is2DArray(value: boolean) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n\r\n this._texture.is2DArray = value;\r\n }\r\n\r\n /**\r\n * Define if the texture contains data in gamma space (most of the png/jpg aside bump).\r\n * HDR texture are usually stored in linear space.\r\n * This only impacts the PBR and Background materials\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public gammaSpace = true;\r\n\r\n /**\r\n * Gets or sets whether or not the texture contains RGBD data.\r\n */\r\n public get isRGBD(): boolean {\r\n return this._texture != null && this._texture._isRGBD;\r\n }\r\n public set isRGBD(value: boolean) {\r\n if (this._texture) { this._texture._isRGBD = value; }\r\n }\r\n\r\n /**\r\n * Is Z inverted in the texture (useful in a cube texture).\r\n */\r\n @serialize()\r\n public invertZ = false;\r\n\r\n /**\r\n * Are mip maps generated for this texture or not.\r\n */\r\n public get noMipmap(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n @serialize()\r\n public lodLevelInAlpha = false;\r\n\r\n /**\r\n * With prefiltered texture, defined the offset used during the prefiltering steps.\r\n */\r\n @serialize()\r\n public get lodGenerationOffset(): number {\r\n if (this._texture) { return this._texture._lodGenerationOffset; }\r\n\r\n return 0.0;\r\n }\r\n public set lodGenerationOffset(value: number) {\r\n if (this._texture) { this._texture._lodGenerationOffset = value; }\r\n }\r\n\r\n /**\r\n * With prefiltered texture, defined the scale used during the prefiltering steps.\r\n */\r\n @serialize()\r\n public get lodGenerationScale(): number {\r\n if (this._texture) { return this._texture._lodGenerationScale; }\r\n\r\n return 0.0;\r\n }\r\n public set lodGenerationScale(value: number) {\r\n if (this._texture) { this._texture._lodGenerationScale = value; }\r\n }\r\n\r\n /**\r\n * With prefiltered texture, defined if the specular generation is based on a linear ramp.\r\n * By default we are using a log2 of the linear roughness helping to keep a better resolution for\r\n * average roughness values.\r\n */\r\n @serialize()\r\n public get linearSpecularLOD(): boolean {\r\n if (this._texture) { return this._texture._linearSpecularLOD; }\r\n\r\n return false;\r\n }\r\n public set linearSpecularLOD(value: boolean) {\r\n if (this._texture) { this._texture._linearSpecularLOD = value; }\r\n }\r\n\r\n /**\r\n * In case a better definition than spherical harmonics is required for the diffuse part of the environment.\r\n * You can set the irradiance texture to rely on a texture instead of the spherical approach.\r\n * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).\r\n */\r\n @serializeAsTexture()\r\n public get irradianceTexture(): Nullable {\r\n if (this._texture) { return this._texture._irradianceTexture; }\r\n\r\n return null;\r\n }\r\n public set irradianceTexture(value: Nullable) {\r\n if (this._texture) { this._texture._irradianceTexture = value; }\r\n }\r\n\r\n /**\r\n * Define if the texture is a render target.\r\n */\r\n @serialize()\r\n public isRenderTarget = false;\r\n\r\n /**\r\n * Define the unique id of the texture in the scene.\r\n */\r\n public get uid(): string {\r\n if (!this._uid) {\r\n this._uid = GUID.RandomId();\r\n }\r\n return this._uid;\r\n }\r\n\r\n /** @hidden */\r\n public _prefiltered: boolean = false;\r\n\r\n /**\r\n * Return a string representation of the texture.\r\n * @returns the texture as a string\r\n */\r\n public toString(): string {\r\n return this.name;\r\n }\r\n\r\n /**\r\n * Get the class name of the texture.\r\n * @returns \"BaseTexture\"\r\n */\r\n public getClassName(): string {\r\n return \"BaseTexture\";\r\n }\r\n\r\n /**\r\n * Define the list of animation attached to the texture.\r\n */\r\n public animations = new Array();\r\n\r\n /**\r\n * An event triggered when the texture is disposed.\r\n */\r\n public onDisposeObservable = new Observable();\r\n\r\n private _onDisposeObserver: Nullable> = null;\r\n /**\r\n * Callback triggered when the texture has been disposed.\r\n * Kept for back compatibility, you can use the onDisposeObservable instead.\r\n */\r\n public set onDispose(callback: () => void) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n }\r\n\r\n /**\r\n * Define the current state of the loading sequence when in delayed load mode.\r\n */\r\n public delayLoadState = Constants.DELAYLOADSTATE_NONE;\r\n\r\n private _scene: Nullable = null;\r\n private _engine: Nullable = null;\r\n\r\n /** @hidden */\r\n public _texture: Nullable = null;\r\n private _uid: Nullable = null;\r\n\r\n /**\r\n * Define if the texture is preventinga material to render or not.\r\n * If not and the texture is not ready, the engine will use a default black texture instead.\r\n */\r\n public get isBlocking(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Instantiates a new BaseTexture.\r\n * Base class of all the textures in babylon.\r\n * It groups all the common properties the materials, post process, lights... might need\r\n * in order to make a correct use of the texture.\r\n * @param sceneOrEngine Define the scene or engine the texture blongs to\r\n */\r\n constructor(sceneOrEngine: Nullable) {\r\n if (sceneOrEngine) {\r\n if (BaseTexture._isScene(sceneOrEngine)) {\r\n this._scene = sceneOrEngine;\r\n }\r\n else {\r\n this._engine = sceneOrEngine;\r\n }\r\n }\r\n else {\r\n this._scene = EngineStore.LastCreatedScene;\r\n }\r\n\r\n if (this._scene) {\r\n this.uniqueId = this._scene.getUniqueId();\r\n this._scene.addTexture(this);\r\n this._engine = this._scene.getEngine();\r\n }\r\n\r\n this._uid = null;\r\n }\r\n\r\n /**\r\n * Get the scene the texture belongs to.\r\n * @returns the scene or null if undefined\r\n */\r\n public getScene(): Nullable {\r\n return this._scene;\r\n }\r\n\r\n /** @hidden */\r\n protected _getEngine(): Nullable {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Get the texture transform matrix used to offset tile the texture for istance.\r\n * @returns the transformation matrix\r\n */\r\n public getTextureMatrix(): Matrix {\r\n return Matrix.IdentityReadOnly;\r\n }\r\n\r\n /**\r\n * Get the texture reflection matrix used to rotate/transform the reflection.\r\n * @returns the reflection matrix\r\n */\r\n public getReflectionTextureMatrix(): Matrix {\r\n return Matrix.IdentityReadOnly;\r\n }\r\n\r\n /**\r\n * Get the underlying lower level texture from Babylon.\r\n * @returns the insternal texture\r\n */\r\n public getInternalTexture(): Nullable {\r\n return this._texture;\r\n }\r\n\r\n /**\r\n * Get if the texture is ready to be consumed (either it is ready or it is not blocking)\r\n * @returns true if ready or not blocking\r\n */\r\n public isReadyOrNotBlocking(): boolean {\r\n return !this.isBlocking || this.isReady();\r\n }\r\n\r\n /**\r\n * Get if the texture is ready to be used (downloaded, converted, mip mapped...).\r\n * @returns true if fully ready\r\n */\r\n public isReady(): boolean {\r\n if (this.delayLoadState === Constants.DELAYLOADSTATE_NOTLOADED) {\r\n this.delayLoad();\r\n return false;\r\n }\r\n\r\n if (this._texture) {\r\n return this._texture.isReady;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _cachedSize: ISize = Size.Zero();\r\n /**\r\n * Get the size of the texture.\r\n * @returns the texture size.\r\n */\r\n public getSize(): ISize {\r\n if (this._texture) {\r\n if (this._texture.width) {\r\n this._cachedSize.width = this._texture.width;\r\n this._cachedSize.height = this._texture.height;\r\n return this._cachedSize;\r\n }\r\n\r\n if (this._texture._size) {\r\n this._cachedSize.width = this._texture._size;\r\n this._cachedSize.height = this._texture._size;\r\n return this._cachedSize;\r\n }\r\n }\r\n\r\n return this._cachedSize;\r\n }\r\n\r\n /**\r\n * Get the base size of the texture.\r\n * It can be different from the size if the texture has been resized for POT for instance\r\n * @returns the base size\r\n */\r\n public getBaseSize(): ISize {\r\n if (!this.isReady() || !this._texture) {\r\n return Size.Zero();\r\n }\r\n\r\n if (this._texture._size) {\r\n return new Size(this._texture._size, this._texture._size);\r\n }\r\n\r\n return new Size(this._texture.baseWidth, this._texture.baseHeight);\r\n }\r\n\r\n /**\r\n * Update the sampling mode of the texture.\r\n * Default is Trilinear mode.\r\n *\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |\r\n * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |\r\n * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |\r\n * | 4 | NEAREST_NEAREST_MIPNEAREST | |\r\n * | 5 | NEAREST_LINEAR_MIPNEAREST | |\r\n * | 6 | NEAREST_LINEAR_MIPLINEAR | |\r\n * | 7 | NEAREST_LINEAR | |\r\n * | 8 | NEAREST_NEAREST | |\r\n * | 9 | LINEAR_NEAREST_MIPNEAREST | |\r\n * | 10 | LINEAR_NEAREST_MIPLINEAR | |\r\n * | 11 | LINEAR_LINEAR | |\r\n * | 12 | LINEAR_NEAREST | |\r\n *\r\n * > _mag_: magnification filter (close to the viewer)\r\n * > _min_: minification filter (far from the viewer)\r\n * > _mip_: filter used between mip map levels\r\n *@param samplingMode Define the new sampling mode of the texture\r\n */\r\n public updateSamplingMode(samplingMode: number): void {\r\n if (!this._texture) {\r\n return;\r\n }\r\n\r\n const engine = this._getEngine();\r\n if (!engine) {\r\n return;\r\n }\r\n\r\n engine.updateTextureSamplingMode(samplingMode, this._texture);\r\n }\r\n\r\n /**\r\n * Scales the texture if is `canRescale()`\r\n * @param ratio the resize factor we want to use to rescale\r\n */\r\n public scale(ratio: number): void {\r\n }\r\n\r\n /**\r\n * Get if the texture can rescale.\r\n */\r\n public get canRescale(): boolean {\r\n return false;\r\n }\r\n\r\n /** @hidden */\r\n public _getFromCache(url: Nullable, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable {\r\n const engine = this._getEngine();\r\n if (!engine) {\r\n return null;\r\n }\r\n\r\n var texturesCache = engine.getLoadedTexturesCache();\r\n for (var index = 0; index < texturesCache.length; index++) {\r\n var texturesCacheEntry = texturesCache[index];\r\n\r\n if (invertY === undefined || invertY === texturesCacheEntry.invertY) {\r\n if (texturesCacheEntry.url === url && texturesCacheEntry.generateMipMaps === !noMipmap) {\r\n if (!sampling || sampling === texturesCacheEntry.samplingMode) {\r\n texturesCacheEntry.incrementReferences();\r\n return texturesCacheEntry;\r\n }\r\n }\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /** @hidden */\r\n public _rebuild(): void {\r\n\r\n }\r\n\r\n /**\r\n * Triggers the load sequence in delayed load mode.\r\n */\r\n public delayLoad(): void {\r\n }\r\n\r\n /**\r\n * Clones the texture.\r\n * @returns the cloned texture\r\n */\r\n public clone(): Nullable {\r\n return null;\r\n }\r\n\r\n /**\r\n * Get the texture underlying type (INT, FLOAT...)\r\n */\r\n public get textureType(): number {\r\n if (!this._texture) {\r\n return Constants.TEXTURETYPE_UNSIGNED_INT;\r\n }\r\n\r\n return (this._texture.type !== undefined) ? this._texture.type : Constants.TEXTURETYPE_UNSIGNED_INT;\r\n }\r\n\r\n /**\r\n * Get the texture underlying format (RGB, RGBA...)\r\n */\r\n public get textureFormat(): number {\r\n if (!this._texture) {\r\n return Constants.TEXTUREFORMAT_RGBA;\r\n }\r\n\r\n return (this._texture.format !== undefined) ? this._texture.format : Constants.TEXTUREFORMAT_RGBA;\r\n }\r\n\r\n /**\r\n * Indicates that textures need to be re-calculated for all materials\r\n */\r\n protected _markAllSubMeshesAsTexturesDirty() {\r\n let scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n\r\n /**\r\n * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.\r\n * This will returns an RGBA array buffer containing either in values (0-255) or\r\n * float values (0-1) depending of the underlying buffer type.\r\n * @param faceIndex defines the face of the texture to read (in case of cube texture)\r\n * @param level defines the LOD level of the texture to read (in case of Mip Maps)\r\n * @param buffer defines a user defined buffer to fill with data (can be null)\r\n * @returns The Array buffer containing the pixels data.\r\n */\r\n public readPixels(faceIndex = 0, level = 0, buffer: Nullable = null): Nullable {\r\n if (!this._texture) {\r\n return null;\r\n }\r\n\r\n var size = this.getSize();\r\n var width = size.width;\r\n var height = size.height;\r\n\r\n const engine = this._getEngine();\r\n if (!engine) {\r\n return null;\r\n }\r\n\r\n if (level != 0) {\r\n width = width / Math.pow(2, level);\r\n height = height / Math.pow(2, level);\r\n\r\n width = Math.round(width);\r\n height = Math.round(height);\r\n }\r\n\r\n try {\r\n if (this._texture.isCube) {\r\n return engine._readTexturePixels(this._texture, width, height, faceIndex, level, buffer);\r\n }\r\n\r\n return engine._readTexturePixels(this._texture, width, height, -1, level, buffer);\r\n } catch (e) {\r\n return null;\r\n }\r\n }\r\n\r\n /**\r\n * Release and destroy the underlying lower level texture aka internalTexture.\r\n */\r\n public releaseInternalTexture(): void {\r\n if (this._texture) {\r\n this._texture.dispose();\r\n this._texture = null;\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public get _lodTextureHigh(): Nullable {\r\n if (this._texture) {\r\n return this._texture._lodTextureHigh;\r\n }\r\n return null;\r\n }\r\n\r\n /** @hidden */\r\n public get _lodTextureMid(): Nullable {\r\n if (this._texture) {\r\n return this._texture._lodTextureMid;\r\n }\r\n return null;\r\n }\r\n\r\n /** @hidden */\r\n public get _lodTextureLow(): Nullable {\r\n if (this._texture) {\r\n return this._texture._lodTextureLow;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public dispose(): void {\r\n if (this._scene) {\r\n // Animations\r\n if (this._scene.stopAnimation) {\r\n this._scene.stopAnimation(this);\r\n }\r\n\r\n // Remove from scene\r\n this._scene._removePendingData(this);\r\n var index = this._scene.textures.indexOf(this);\r\n\r\n if (index >= 0) {\r\n this._scene.textures.splice(index, 1);\r\n }\r\n this._scene.onTextureRemovedObservable.notifyObservers(this);\r\n this._scene = null;\r\n }\r\n\r\n if (this._texture === undefined) {\r\n return;\r\n }\r\n\r\n // Release\r\n this.releaseInternalTexture();\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n this.onDisposeObservable.clear();\r\n\r\n this._engine = null;\r\n }\r\n\r\n /**\r\n * Serialize the texture into a JSON representation that can be parsed later on.\r\n * @returns the JSON representation of the texture\r\n */\r\n public serialize(): any {\r\n if (!this.name) {\r\n return null;\r\n }\r\n\r\n var serializationObject = SerializationHelper.Serialize(this);\r\n\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(this, serializationObject);\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Helper function to be called back once a list of texture contains only ready textures.\r\n * @param textures Define the list of textures to wait for\r\n * @param callback Define the callback triggered once the entire list will be ready\r\n */\r\n public static WhenAllReady(textures: BaseTexture[], callback: () => void): void {\r\n let numRemaining = textures.length;\r\n if (numRemaining === 0) {\r\n callback();\r\n return;\r\n }\r\n\r\n for (var i = 0; i < textures.length; i++) {\r\n var texture = textures[i];\r\n\r\n if (texture.isReady()) {\r\n if (--numRemaining === 0) {\r\n callback();\r\n }\r\n }\r\n else {\r\n var onLoadObservable = (texture as any).onLoadObservable as Observable;\r\n\r\n if (onLoadObservable) {\r\n let onLoadCallback = () => {\r\n onLoadObservable.removeCallback(onLoadCallback);\r\n if (--numRemaining === 0) {\r\n callback();\r\n }\r\n };\r\n\r\n onLoadObservable.add(onLoadCallback);\r\n }\r\n }\r\n }\r\n }\r\n\r\n private static _isScene(sceneOrEngine: Scene | ThinEngine): sceneOrEngine is Scene {\r\n return sceneOrEngine.getClassName() === \"Scene\";\r\n }\r\n}\r\n","import { Nullable } from \"../../types\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Matrix } from \"../../Maths/math.vector\";\r\nimport { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { _TypeStore } from \"../../Misc/typeStore\";\r\nimport { ThinEngine } from \"../../Engines/thinEngine\";\r\n\r\n// Ensures Raw texture are included\r\nimport \"../../Engines/Extensions/engine.rawTexture\";\r\n\r\n/**\r\n * This represents a color grading texture. This acts as a lookup table LUT, useful during post process\r\n * It can help converting any input color in a desired output one. This can then be used to create effects\r\n * from sepia, black and white to sixties or futuristic rendering...\r\n *\r\n * The only supported format is currently 3dl.\r\n * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table\r\n */\r\nexport class ColorGradingTexture extends BaseTexture {\r\n /**\r\n * The texture URL.\r\n */\r\n public url: string;\r\n\r\n /**\r\n * Empty line regex stored for GC.\r\n */\r\n private static _noneEmptyLineRegex = /\\S+/;\r\n\r\n private _textureMatrix: Matrix;\r\n private _onLoad: Nullable<() => void>;\r\n\r\n /**\r\n * Instantiates a ColorGradingTexture from the following parameters.\r\n *\r\n * @param url The location of the color gradind data (currently only supporting 3dl)\r\n * @param sceneOrEngine The scene or engine the texture will be used in\r\n * @param onLoad defines a callback triggered when the texture has been loaded\r\n */\r\n constructor(url: string, sceneOrEngine: Scene | ThinEngine, onLoad: Nullable<() => void> = null) {\r\n super(sceneOrEngine);\r\n\r\n if (!url) {\r\n return;\r\n }\r\n\r\n this._textureMatrix = Matrix.Identity();\r\n this.name = url;\r\n this.url = url;\r\n this._onLoad = onLoad;\r\n\r\n this._texture = this._getFromCache(url, true);\r\n\r\n if (!this._texture) {\r\n const scene = this.getScene();\r\n if (scene) {\r\n if (!scene.useDelayedTextureLoading) {\r\n this.loadTexture();\r\n } else {\r\n this.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED;\r\n }\r\n }\r\n else {\r\n this.loadTexture();\r\n }\r\n }\r\n else {\r\n this._triggerOnLoad();\r\n }\r\n }\r\n\r\n /**\r\n * Fires the onload event from the constructor if requested.\r\n */\r\n private _triggerOnLoad(): void {\r\n if (this._onLoad) {\r\n this._onLoad();\r\n }\r\n }\r\n\r\n /**\r\n * Returns the texture matrix used in most of the material.\r\n * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).\r\n */\r\n public getTextureMatrix(): Matrix {\r\n return this._textureMatrix;\r\n }\r\n\r\n /**\r\n * Occurs when the file being loaded is a .3dl LUT file.\r\n */\r\n private load3dlTexture() {\r\n var engine = this._getEngine()!;\r\n var texture: InternalTexture;\r\n if (engine.webGLVersion === 1) {\r\n texture = engine.createRawTexture(null, 1, 1, Constants.TEXTUREFORMAT_RGBA, false, false, Constants.TEXTURE_BILINEAR_SAMPLINGMODE, null, Constants.TEXTURETYPE_UNSIGNED_INT);\r\n }\r\n else {\r\n texture = engine.createRawTexture3D(null, 1, 1, 1, Constants.TEXTUREFORMAT_RGBA, false, false, Constants.TEXTURE_BILINEAR_SAMPLINGMODE, null, Constants.TEXTURETYPE_UNSIGNED_INT);\r\n }\r\n\r\n this._texture = texture;\r\n this._texture.isReady = false;\r\n\r\n this.isCube = false;\r\n this.is3D = engine.webGLVersion > 1;\r\n this.wrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this.wrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this.wrapR = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this.anisotropicFilteringLevel = 1;\r\n\r\n var callback = (text: string | ArrayBuffer) => {\r\n\r\n if (typeof text !== \"string\") {\r\n return;\r\n }\r\n\r\n var data: Nullable = null;\r\n var tempData: Nullable = null;\r\n\r\n var line: string;\r\n var lines = text.split('\\n');\r\n var size = 0, pixelIndexW = 0, pixelIndexH = 0, pixelIndexSlice = 0;\r\n var maxColor = 0;\r\n\r\n for (let i = 0; i < lines.length; i++) {\r\n line = lines[i];\r\n\r\n if (!ColorGradingTexture._noneEmptyLineRegex.test(line)) {\r\n continue;\r\n }\r\n\r\n if (line.indexOf('#') === 0) {\r\n continue;\r\n }\r\n\r\n var words = line.split(\" \");\r\n if (size === 0) {\r\n // Number of space + one\r\n size = words.length;\r\n data = new Uint8Array(size * size * size * 4); // volume texture of side size and rgb 8\r\n tempData = new Float32Array(size * size * size * 4);\r\n continue;\r\n }\r\n\r\n if (size != 0) {\r\n var r = Math.max(parseInt(words[0]), 0);\r\n var g = Math.max(parseInt(words[1]), 0);\r\n var b = Math.max(parseInt(words[2]), 0);\r\n\r\n maxColor = Math.max(r, maxColor);\r\n maxColor = Math.max(g, maxColor);\r\n maxColor = Math.max(b, maxColor);\r\n\r\n var pixelStorageIndex = (pixelIndexW + pixelIndexSlice * size + pixelIndexH * size * size) * 4;\r\n\r\n if (tempData) {\r\n tempData[pixelStorageIndex + 0] = r;\r\n tempData[pixelStorageIndex + 1] = g;\r\n tempData[pixelStorageIndex + 2] = b;\r\n }\r\n\r\n // Keep for reference in case of back compat problems.\r\n // pixelIndexSlice++;\r\n // if (pixelIndexSlice % size == 0) {\r\n // pixelIndexH++;\r\n // pixelIndexSlice = 0;\r\n // if (pixelIndexH % size == 0) {\r\n // pixelIndexW++;\r\n // pixelIndexH = 0;\r\n // }\r\n // }\r\n\r\n pixelIndexH++;\r\n if (pixelIndexH % size == 0) {\r\n pixelIndexSlice++;\r\n pixelIndexH = 0;\r\n if (pixelIndexSlice % size == 0) {\r\n pixelIndexW++;\r\n pixelIndexSlice = 0;\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (tempData && data) {\r\n for (let i = 0; i < tempData.length; i++) {\r\n if (i > 0 && (i + 1) % 4 === 0) {\r\n data[i] = 255;\r\n }\r\n else {\r\n var value = tempData[i];\r\n data[i] = (value / maxColor * 255);\r\n }\r\n }\r\n }\r\n\r\n if (texture.is3D) {\r\n texture.updateSize(size, size, size);\r\n engine.updateRawTexture3D(texture, data, Constants.TEXTUREFORMAT_RGBA, false);\r\n }\r\n else {\r\n texture.updateSize(size * size, size);\r\n engine.updateRawTexture(texture, data, Constants.TEXTUREFORMAT_RGBA, false);\r\n }\r\n\r\n texture.isReady = true;\r\n this._triggerOnLoad();\r\n };\r\n\r\n let scene = this.getScene();\r\n if (scene) {\r\n scene._loadFile(this.url, callback);\r\n }\r\n else {\r\n engine._loadFile(this.url, callback);\r\n }\r\n\r\n return this._texture;\r\n }\r\n\r\n /**\r\n * Starts the loading process of the texture.\r\n */\r\n private loadTexture() {\r\n if (this.url && this.url.toLocaleLowerCase().indexOf(\".3dl\") == (this.url.length - 4)) {\r\n this.load3dlTexture();\r\n }\r\n }\r\n\r\n /**\r\n * Clones the color gradind texture.\r\n */\r\n public clone(): ColorGradingTexture {\r\n var newTexture = new ColorGradingTexture(this.url, this.getScene() || this._getEngine()!);\r\n\r\n // Base texture\r\n newTexture.level = this.level;\r\n\r\n return newTexture;\r\n }\r\n\r\n /**\r\n * Called during delayed load for textures.\r\n */\r\n public delayLoad(): void {\r\n if (this.delayLoadState !== Constants.DELAYLOADSTATE_NOTLOADED) {\r\n return;\r\n }\r\n\r\n this.delayLoadState = Constants.DELAYLOADSTATE_LOADED;\r\n this._texture = this._getFromCache(this.url, true);\r\n\r\n if (!this._texture) {\r\n this.loadTexture();\r\n }\r\n }\r\n\r\n /**\r\n * Parses a color grading texture serialized by Babylon.\r\n * @param parsedTexture The texture information being parsedTexture\r\n * @param scene The scene to load the texture in\r\n * @param rootUrl The root url of the data assets to load\r\n * @return A color gradind texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene): Nullable {\r\n var texture = null;\r\n if (parsedTexture.name && !parsedTexture.isRenderTarget) {\r\n texture = new ColorGradingTexture(parsedTexture.name, scene);\r\n texture.name = parsedTexture.name;\r\n texture.level = parsedTexture.level;\r\n }\r\n return texture;\r\n }\r\n\r\n /**\r\n * Serializes the LUT texture to json format.\r\n */\r\n public serialize(): any {\r\n if (!this.name) {\r\n return null;\r\n }\r\n\r\n var serializationObject: any = {};\r\n serializationObject.name = this.name;\r\n serializationObject.level = this.level;\r\n serializationObject.customType = \"BABYLON.ColorGradingTexture\";\r\n\r\n return serializationObject;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.ColorGradingTexture\"] = ColorGradingTexture;\r\n","import { serialize, serializeAsMatrix, SerializationHelper } from \"../../Misc/decorators\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { Nullable } from \"../../types\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Matrix, Vector3 } from \"../../Maths/math.vector\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { _TypeStore } from '../../Misc/typeStore';\r\nimport { ThinEngine } from '../../Engines/thinEngine';\r\n\r\nimport \"../../Engines/Extensions/engine.cubeTexture\";\r\nimport { StringTools } from '../../Misc/stringTools';\r\nimport { Observable } from '../../Misc/observable';\r\n\r\n/**\r\n * Class for creating a cube texture\r\n */\r\nexport class CubeTexture extends BaseTexture {\r\n private _delayedOnLoad: Nullable<() => void>;\r\n\r\n /**\r\n * Observable triggered once the texture has been loaded.\r\n */\r\n public onLoadObservable: Observable = new Observable();\r\n\r\n /**\r\n * The url of the texture\r\n */\r\n @serialize()\r\n public url: string;\r\n\r\n /**\r\n * Gets or sets the center of the bounding box associated with the cube texture.\r\n * It must define where the camera used to render the texture was set\r\n * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode\r\n */\r\n public boundingBoxPosition = Vector3.Zero();\r\n\r\n private _boundingBoxSize: Vector3;\r\n\r\n /**\r\n * Gets or sets the size of the bounding box associated with the cube texture\r\n * When defined, the cubemap will switch to local mode\r\n * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity\r\n * @example https://www.babylonjs-playground.com/#RNASML\r\n */\r\n public set boundingBoxSize(value: Vector3) {\r\n if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {\r\n return;\r\n }\r\n this._boundingBoxSize = value;\r\n let scene = this.getScene();\r\n if (scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n }\r\n /**\r\n * Returns the bounding box size\r\n * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode\r\n */\r\n public get boundingBoxSize(): Vector3 {\r\n return this._boundingBoxSize;\r\n }\r\n\r\n protected _rotationY: number = 0;\r\n\r\n /**\r\n * Sets texture matrix rotation angle around Y axis in radians.\r\n */\r\n @serialize(\"rotationY\")\r\n public set rotationY(value: number) {\r\n this._rotationY = value;\r\n this.setReflectionTextureMatrix(Matrix.RotationY(this._rotationY));\r\n }\r\n /**\r\n * Gets texture matrix rotation angle around Y axis radians.\r\n */\r\n public get rotationY(): number {\r\n return this._rotationY;\r\n }\r\n\r\n /**\r\n * Are mip maps generated for this texture or not.\r\n */\r\n public get noMipmap(): boolean {\r\n return this._noMipmap;\r\n }\r\n\r\n private _noMipmap: boolean;\r\n\r\n @serialize(\"files\")\r\n private _files: Nullable = null;\r\n\r\n @serialize(\"forcedExtension\")\r\n protected _forcedExtension: Nullable = null;\r\n\r\n @serialize(\"extensions\")\r\n private _extensions: Nullable = null;\r\n\r\n @serializeAsMatrix(\"textureMatrix\")\r\n private _textureMatrix: Matrix;\r\n\r\n private _format: number;\r\n private _createPolynomials: boolean;\r\n\r\n /**\r\n * Creates a cube texture from an array of image urls\r\n * @param files defines an array of image urls\r\n * @param scene defines the hosting scene\r\n * @param noMipmap specifies if mip maps are not used\r\n * @returns a cube texture\r\n */\r\n public static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture {\r\n let rootUrlKey = \"\";\r\n\r\n files.forEach((url) => rootUrlKey += url);\r\n\r\n return new CubeTexture(rootUrlKey, scene, null, noMipmap, files);\r\n }\r\n\r\n /**\r\n * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.\r\n * @param url defines the url of the prefiltered texture\r\n * @param scene defines the scene the texture is attached to\r\n * @param forcedExtension defines the extension of the file if different from the url\r\n * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary\r\n * @return the prefiltered texture\r\n */\r\n public static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension: any = null, createPolynomials: boolean = true) {\r\n const oldValue = scene.useDelayedTextureLoading;\r\n scene.useDelayedTextureLoading = false;\r\n\r\n const result = new CubeTexture(url, scene, null, false, null, null, null, undefined, true, forcedExtension, createPolynomials);\r\n\r\n scene.useDelayedTextureLoading = oldValue;\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well\r\n * as prefiltered data.\r\n * @param rootUrl defines the url of the texture or the root name of the six images\r\n * @param null defines the scene or engine the texture is attached to\r\n * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...\r\n * @param noMipmap defines if mipmaps should be created or not\r\n * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz\r\n * @param onLoad defines a callback triggered at the end of the file load if no errors occured\r\n * @param onError defines a callback triggered in case of error during load\r\n * @param format defines the internal format to use for the texture once loaded\r\n * @param prefiltered defines whether or not the texture is created from prefiltered data\r\n * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name\r\n * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary\r\n * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness\r\n * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness\r\n * @return the cube texture\r\n */\r\n constructor(rootUrl: string, sceneOrEngine: Scene | ThinEngine, extensions: Nullable = null, noMipmap: boolean = false, files: Nullable = null,\r\n onLoad: Nullable<() => void> = null, onError: Nullable<(message?: string, exception?: any) => void> = null, format: number = Constants.TEXTUREFORMAT_RGBA, prefiltered = false,\r\n forcedExtension: any = null, createPolynomials: boolean = false,\r\n lodScale: number = 0.8, lodOffset: number = 0) {\r\n super(sceneOrEngine);\r\n\r\n this.name = rootUrl;\r\n this.url = rootUrl;\r\n this._noMipmap = noMipmap;\r\n this.hasAlpha = false;\r\n this._format = format;\r\n this.isCube = true;\r\n this._textureMatrix = Matrix.Identity();\r\n this._createPolynomials = createPolynomials;\r\n this.coordinatesMode = Texture.CUBIC_MODE;\r\n this._extensions = extensions;\r\n this._files = files;\r\n this._forcedExtension = forcedExtension;\r\n\r\n if (!rootUrl && !files) {\r\n return;\r\n }\r\n\r\n const lastDot = rootUrl.lastIndexOf(\".\");\r\n const extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : \"\");\r\n const isDDS = (extension === \".dds\");\r\n const isEnv = (extension === \".env\");\r\n\r\n if (isEnv) {\r\n this.gammaSpace = false;\r\n this._prefiltered = false;\r\n this.anisotropicFilteringLevel = 1;\r\n }\r\n else {\r\n this._prefiltered = prefiltered;\r\n\r\n if (prefiltered) {\r\n this.gammaSpace = false;\r\n this.anisotropicFilteringLevel = 1;\r\n }\r\n }\r\n\r\n this._texture = this._getFromCache(rootUrl, noMipmap);\r\n\r\n if (!files) {\r\n if (!isEnv && !isDDS && !extensions) {\r\n extensions = [\"_px.jpg\", \"_py.jpg\", \"_pz.jpg\", \"_nx.jpg\", \"_ny.jpg\", \"_nz.jpg\"];\r\n }\r\n\r\n files = [];\r\n\r\n if (extensions) {\r\n\r\n for (var index = 0; index < extensions.length; index++) {\r\n files.push(rootUrl + extensions[index]);\r\n }\r\n }\r\n }\r\n\r\n this._files = files;\r\n\r\n let onLoadProcessing = () => {\r\n this.onLoadObservable.notifyObservers(this);\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n };\r\n\r\n if (!this._texture) {\r\n const scene = this.getScene();\r\n if (!scene?.useDelayedTextureLoading) {\r\n if (prefiltered) {\r\n this._texture = this._getEngine()!.createPrefilteredCubeTexture(rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, this._createPolynomials);\r\n }\r\n else {\r\n this._texture = this._getEngine()!.createCubeTexture(rootUrl, scene, files, noMipmap, onLoad, onError, this._format, forcedExtension, false, lodScale, lodOffset);\r\n }\r\n this._texture?.onLoadedObservable.add(() => this.onLoadObservable.notifyObservers(this));\r\n\r\n } else {\r\n this.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED;\r\n }\r\n } else {\r\n if (this._texture.isReady) {\r\n Tools.SetImmediate(() => onLoadProcessing());\r\n } else {\r\n this._texture.onLoadedObservable.add(() => onLoadProcessing());\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"CubeTexture\"\r\n */\r\n public getClassName(): string {\r\n return \"CubeTexture\";\r\n }\r\n\r\n /**\r\n * Update the url (and optional buffer) of this texture if url was null during construction.\r\n * @param url the url of the texture\r\n * @param forcedExtension defines the extension to use\r\n * @param onLoad callback called when the texture is loaded (defaults to null)\r\n * @param prefiltered Defines whether the updated texture is prefiltered or not\r\n */\r\n public updateURL(url: string, forcedExtension?: string, onLoad?: () => void, prefiltered: boolean = false): void {\r\n if (this.url) {\r\n this.releaseInternalTexture();\r\n this.getScene()?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n\r\n if (!this.name || StringTools.StartsWith(this.name, \"data:\")) {\r\n this.name = url;\r\n }\r\n this.url = url;\r\n this.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED;\r\n this._prefiltered = prefiltered;\r\n if (this._prefiltered) {\r\n this.gammaSpace = false;\r\n this.anisotropicFilteringLevel = 1;\r\n }\r\n this._forcedExtension = forcedExtension || null;\r\n\r\n if (onLoad) {\r\n this._delayedOnLoad = onLoad;\r\n }\r\n\r\n this.delayLoad(forcedExtension);\r\n }\r\n\r\n /**\r\n * Delays loading of the cube texture\r\n * @param forcedExtension defines the extension to use\r\n */\r\n public delayLoad(forcedExtension?: string): void {\r\n if (this.delayLoadState !== Constants.DELAYLOADSTATE_NOTLOADED) {\r\n return;\r\n }\r\n\r\n this.delayLoadState = Constants.DELAYLOADSTATE_LOADED;\r\n this._texture = this._getFromCache(this.url, this._noMipmap);\r\n\r\n if (!this._texture) {\r\n const scene = this.getScene();\r\n if (this._prefiltered) {\r\n this._texture = this._getEngine()!.createPrefilteredCubeTexture(this.url, scene, 0.8, 0, this._delayedOnLoad, undefined, this._format, undefined, this._createPolynomials);\r\n }\r\n else {\r\n this._texture = this._getEngine()!.createCubeTexture(this.url, scene, this._files, this._noMipmap, this._delayedOnLoad, null, this._format, forcedExtension);\r\n }\r\n\r\n this._texture?.onLoadedObservable.add(() => this.onLoadObservable.notifyObservers(this));\r\n }\r\n }\r\n\r\n /**\r\n * Returns the reflection texture matrix\r\n * @returns the reflection texture matrix\r\n */\r\n public getReflectionTextureMatrix(): Matrix {\r\n return this._textureMatrix;\r\n }\r\n\r\n /**\r\n * Sets the reflection texture matrix\r\n * @param value Reflection texture matrix\r\n */\r\n public setReflectionTextureMatrix(value: Matrix): void {\r\n if (value.updateFlag === this._textureMatrix.updateFlag) {\r\n return;\r\n }\r\n\r\n if (value.isIdentity() !== this._textureMatrix.isIdentity()) {\r\n this.getScene()?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => mat.getActiveTextures().indexOf(this) !== -1);\r\n }\r\n\r\n this._textureMatrix = value;\r\n }\r\n\r\n /**\r\n * Parses text to create a cube texture\r\n * @param parsedTexture define the serialized text to read from\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root url of the cube texture\r\n * @returns a cube texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture {\r\n var texture = SerializationHelper.Parse(() => {\r\n var prefiltered: boolean = false;\r\n if (parsedTexture.prefiltered) {\r\n prefiltered = parsedTexture.prefiltered;\r\n }\r\n return new CubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.extensions, false, parsedTexture.files || null, null, null, undefined, prefiltered, parsedTexture.forcedExtension);\r\n }, parsedTexture, scene);\r\n\r\n // Local Cubemaps\r\n if (parsedTexture.boundingBoxPosition) {\r\n texture.boundingBoxPosition = Vector3.FromArray(parsedTexture.boundingBoxPosition);\r\n }\r\n if (parsedTexture.boundingBoxSize) {\r\n texture.boundingBoxSize = Vector3.FromArray(parsedTexture.boundingBoxSize);\r\n }\r\n\r\n // Animations\r\n if (parsedTexture.animations) {\r\n for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {\r\n var parsedAnimation = parsedTexture.animations[animationIndex];\r\n const internalClass = _TypeStore.GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n texture.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n }\r\n\r\n return texture;\r\n }\r\n\r\n /**\r\n * Makes a clone, or deep copy, of the cube texture\r\n * @returns a new cube texture\r\n */\r\n public clone(): CubeTexture {\r\n let uniqueId = 0;\r\n\r\n let newCubeTexture = SerializationHelper.Clone(() => {\r\n const cubeTexture = new CubeTexture(this.url, this.getScene() || this._getEngine()!, this._extensions, this._noMipmap, this._files);\r\n uniqueId = cubeTexture.uniqueId;\r\n\r\n return cubeTexture;\r\n }, this);\r\n\r\n newCubeTexture.uniqueId = uniqueId;\r\n\r\n return newCubeTexture;\r\n }\r\n}\r\n\r\nTexture._CubeTextureParser = CubeTexture.Parse;\r\n// Some exporters relies on Tools.Instantiate\r\n_TypeStore.RegisteredTypes[\"BABYLON.CubeTexture\"] = CubeTexture;\r\n","import { Logger } from \"../../Misc/logger\";\r\nimport { Nullable } from \"../../types\";\r\nimport { Scene } from \"../../scene\";\r\nimport { ISize } from \"../../Maths/math.size\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport \"../../Engines/Extensions/engine.dynamicTexture\";\r\nimport { CanvasGenerator } from '../../Misc/canvasGenerator';\r\n\r\n/**\r\n * A class extending Texture allowing drawing on a texture\r\n * @see http://doc.babylonjs.com/how_to/dynamictexture\r\n */\r\nexport class DynamicTexture extends Texture {\r\n private _generateMipMaps: boolean;\r\n private _canvas: HTMLCanvasElement | OffscreenCanvas;\r\n private _context: CanvasRenderingContext2D;\r\n\r\n /**\r\n * Creates a DynamicTexture\r\n * @param name defines the name of the texture\r\n * @param options provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height\r\n * @param scene defines the scene where you want the texture\r\n * @param generateMipMaps defines the use of MinMaps or not (default is false)\r\n * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)\r\n * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)\r\n */\r\n\r\n constructor(name: string, options: any, scene: Nullable = null, generateMipMaps: boolean, samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, format: number = Constants.TEXTUREFORMAT_RGBA) {\r\n super(null, scene, !generateMipMaps, undefined, samplingMode, undefined, undefined, undefined, undefined, format);\r\n\r\n this.name = name;\r\n this.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n\r\n this._generateMipMaps = generateMipMaps;\r\n\r\n const engine = this._getEngine();\r\n if (!engine) {\r\n return;\r\n }\r\n\r\n if (options.getContext) {\r\n this._canvas = options;\r\n this._texture = engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);\r\n } else {\r\n this._canvas = CanvasGenerator.CreateCanvas(1, 1);\r\n\r\n if (options.width || options.width === 0) {\r\n this._texture = engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);\r\n } else {\r\n this._texture = engine.createDynamicTexture(options, options, generateMipMaps, samplingMode);\r\n }\r\n }\r\n\r\n var textureSize = this.getSize();\r\n\r\n this._canvas.width = textureSize.width;\r\n this._canvas.height = textureSize.height;\r\n this._context = this._canvas.getContext(\"2d\");\r\n }\r\n\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"DynamicTexture\"\r\n */\r\n public getClassName(): string {\r\n return \"DynamicTexture\";\r\n }\r\n\r\n /**\r\n * Gets the current state of canRescale\r\n */\r\n public get canRescale(): boolean {\r\n return true;\r\n }\r\n\r\n private _recreate(textureSize: ISize): void {\r\n this._canvas.width = textureSize.width;\r\n this._canvas.height = textureSize.height;\r\n\r\n this.releaseInternalTexture();\r\n\r\n this._texture = this._getEngine()!.createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this.samplingMode);\r\n }\r\n\r\n /**\r\n * Scales the texture\r\n * @param ratio the scale factor to apply to both width and height\r\n */\r\n public scale(ratio: number): void {\r\n var textureSize = this.getSize();\r\n\r\n textureSize.width *= ratio;\r\n textureSize.height *= ratio;\r\n\r\n this._recreate(textureSize);\r\n }\r\n\r\n /**\r\n * Resizes the texture\r\n * @param width the new width\r\n * @param height the new height\r\n */\r\n public scaleTo(width: number, height: number): void {\r\n var textureSize = this.getSize();\r\n\r\n textureSize.width = width;\r\n textureSize.height = height;\r\n\r\n this._recreate(textureSize);\r\n }\r\n\r\n /**\r\n * Gets the context of the canvas used by the texture\r\n * @returns the canvas context of the dynamic texture\r\n */\r\n public getContext(): CanvasRenderingContext2D {\r\n return this._context;\r\n }\r\n\r\n /**\r\n * Clears the texture\r\n */\r\n public clear(): void {\r\n var size = this.getSize();\r\n this._context.fillRect(0, 0, size.width, size.height);\r\n }\r\n\r\n /**\r\n * Updates the texture\r\n * @param invertY defines the direction for the Y axis (default is true - y increases downwards)\r\n * @param premulAlpha defines if alpha is stored as premultiplied (default is false)\r\n */\r\n public update(invertY?: boolean, premulAlpha = false): void {\r\n this._getEngine()!.updateDynamicTexture(this._texture, this._canvas, invertY === undefined ? true : invertY, premulAlpha, this._format || undefined);\r\n }\r\n\r\n /**\r\n * Draws text onto the texture\r\n * @param text defines the text to be drawn\r\n * @param x defines the placement of the text from the left\r\n * @param y defines the placement of the text from the top when invertY is true and from the bottom when false\r\n * @param font defines the font to be used with font-style, font-size, font-name\r\n * @param color defines the color used for the text\r\n * @param clearColor defines the color for the canvas, use null to not overwrite canvas\r\n * @param invertY defines the direction for the Y axis (default is true - y increases downwards)\r\n * @param update defines whether texture is immediately update (default is true)\r\n */\r\n public drawText(text: string, x: number | null | undefined, y: number | null | undefined, font: string, color: string | null, clearColor: string, invertY?: boolean, update = true) {\r\n var size = this.getSize();\r\n if (clearColor) {\r\n this._context.fillStyle = clearColor;\r\n this._context.fillRect(0, 0, size.width, size.height);\r\n }\r\n\r\n this._context.font = font;\r\n if (x === null || x === undefined) {\r\n var textSize = this._context.measureText(text);\r\n x = (size.width - textSize.width) / 2;\r\n }\r\n if (y === null || y === undefined) {\r\n var fontSize = parseInt((font.replace(/\\D/g, '')));\r\n y = (size.height / 2) + (fontSize / 3.65);\r\n }\r\n\r\n this._context.fillStyle = color || \"\";\r\n this._context.fillText(text, x, y);\r\n\r\n if (update) {\r\n this.update(invertY);\r\n }\r\n }\r\n\r\n /**\r\n * Clones the texture\r\n * @returns the clone of the texture.\r\n */\r\n public clone(): DynamicTexture {\r\n let scene = this.getScene();\r\n\r\n if (!scene) {\r\n return this;\r\n }\r\n\r\n var textureSize = this.getSize();\r\n var newTexture = new DynamicTexture(this.name, textureSize, scene, this._generateMipMaps);\r\n\r\n // Base texture\r\n newTexture.hasAlpha = this.hasAlpha;\r\n newTexture.level = this.level;\r\n\r\n // Dynamic Texture\r\n newTexture.wrapU = this.wrapU;\r\n newTexture.wrapV = this.wrapV;\r\n\r\n return newTexture;\r\n }\r\n\r\n /**\r\n * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized\r\n * @returns a serialized dynamic texture object\r\n */\r\n public serialize(): any {\r\n const scene = this.getScene();\r\n if (scene && !scene.isReady()) {\r\n Logger.Warn(\"The scene must be ready before serializing the dynamic texture\");\r\n }\r\n\r\n const serializationObject = super.serialize();\r\n if ((this._canvas as HTMLCanvasElement).toDataURL) {\r\n serializationObject.base64String = (this._canvas as HTMLCanvasElement).toDataURL();\r\n }\r\n\r\n serializationObject.invertY = this._invertY;\r\n serializationObject.samplingMode = this.samplingMode;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /** @hidden */\r\n public _rebuild(): void {\r\n this.update();\r\n }\r\n}\r\n","import { PanoramaToCubeMapTools } from '../../Misc/HighDynamicRange/panoramaToCubemap';\nimport { BaseTexture } from './baseTexture';\nimport { Texture } from './texture';\nimport { Scene } from \"../../scene\";\nimport { Nullable } from \"../../types\";\nimport { Tools } from '../../Misc/tools';\nimport \"../../Engines/Extensions/engine.rawTexture\";\nimport { Constants } from '../../Engines/constants';\n\n/**\n * This represents a texture coming from an equirectangular image supported by the web browser canvas.\n */\nexport class EquiRectangularCubeTexture extends BaseTexture {\n /** The six faces of the cube. */\n private static _FacesMapping = ['right', 'left', 'up', 'down', 'front', 'back'];\n\n private _noMipmap: boolean;\n private _onLoad: Nullable<() => void> = null;\n private _onError: Nullable<() => void> = null;\n\n /** The size of the cubemap. */\n private _size: number;\n\n /** The buffer of the image. */\n private _buffer: ArrayBuffer;\n\n /** The width of the input image. */\n private _width: number;\n\n /** The height of the input image. */\n private _height: number;\n\n /** The URL to the image. */\n public url: string;\n\n /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */\n public coordinatesMode = Texture.CUBIC_MODE;\n\n /**\n * Instantiates an EquiRectangularCubeTexture from the following parameters.\n * @param url The location of the image\n * @param scene The scene the texture will be used in\n * @param size The cubemap desired size (the more it increases the longer the generation will be)\n * @param noMipmap Forces to not generate the mipmap if true\n * @param gammaSpace Specifies if the texture will be used in gamma or linear space\n * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)\n * @param onLoad — defines a callback called when texture is loaded\n * @param onError — defines a callback called if there is an error\n */\n constructor(\n url: string,\n scene: Scene,\n size: number,\n noMipmap: boolean = false,\n gammaSpace: boolean = true,\n onLoad: Nullable<() => void> = null,\n onError: Nullable<(message?: string, exception?: any) => void> = null\n ) {\n super(scene);\n\n if (!url) {\n throw new Error('Image url is not set');\n }\n\n this.name = url;\n this.url = url;\n this._size = size;\n this._noMipmap = noMipmap;\n this.gammaSpace = gammaSpace;\n this._onLoad = onLoad;\n this._onError = onError;\n\n this.hasAlpha = false;\n this.isCube = true;\n\n this._texture = this._getFromCache(url, this._noMipmap);\n\n if (!this._texture) {\n if (!scene.useDelayedTextureLoading) {\n this.loadImage(this.loadTexture.bind(this), this._onError);\n } else {\n this.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED;\n }\n } else if (onLoad) {\n if (this._texture.isReady) {\n Tools.SetImmediate(() => onLoad());\n } else {\n this._texture.onLoadedObservable.add(onLoad);\n }\n }\n }\n\n /**\n * Load the image data, by putting the image on a canvas and extracting its buffer.\n */\n private loadImage(loadTextureCallback: () => void, onError: Nullable<(message?: string, exception?: any) => void>): void {\n const canvas = document.createElement('canvas');\n const image = new Image();\n\n image.addEventListener('load', () => {\n this._width = image.width;\n this._height = image.height;\n canvas.width = this._width;\n canvas.height = this._height;\n\n const ctx = canvas.getContext('2d') as CanvasRenderingContext2D;\n ctx.drawImage(image, 0, 0);\n\n const imageData = ctx.getImageData(0, 0, image.width, image.height);\n this._buffer = imageData.data.buffer as ArrayBuffer;\n\n canvas.remove();\n loadTextureCallback();\n });\n image.addEventListener('error', (error) => {\n if (onError) {\n onError(`${this.getClassName()} could not be loaded`, error);\n }\n });\n image.src = this.url;\n }\n\n /**\n * Convert the image buffer into a cubemap and create a CubeTexture.\n */\n private loadTexture(): void {\n const scene = this.getScene();\n const callback = (): Nullable => {\n const imageData = this.getFloat32ArrayFromArrayBuffer(this._buffer);\n\n // Extract the raw linear data.\n const data = PanoramaToCubeMapTools.ConvertPanoramaToCubemap(imageData, this._width, this._height, this._size);\n\n const results = [];\n\n // Push each faces.\n for (let i = 0; i < 6; i++) {\n const dataFace = (data as any)[EquiRectangularCubeTexture._FacesMapping[i]];\n results.push(dataFace);\n }\n\n return results;\n };\n\n if (!scene) {\n return;\n }\n this._texture = scene\n .getEngine()\n .createRawCubeTextureFromUrl(\n this.url,\n scene,\n this._size,\n Constants.TEXTUREFORMAT_RGB,\n scene.getEngine().getCaps().textureFloat\n ? Constants.TEXTURETYPE_FLOAT\n : Constants.TEXTURETYPE_UNSIGNED_INTEGER,\n this._noMipmap,\n callback,\n null,\n this._onLoad,\n this._onError\n );\n }\n\n /**\n * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.\n * @param buffer The ArrayBuffer that should be converted.\n * @returns The buffer as Float32Array.\n */\n private getFloat32ArrayFromArrayBuffer(buffer: ArrayBuffer): Float32Array {\n const dataView = new DataView(buffer);\n const floatImageData = new Float32Array((buffer.byteLength * 3) / 4);\n\n let k = 0;\n for (let i = 0; i < buffer.byteLength; i++) {\n // We drop the transparency channel, because we do not need/want it\n if ((i + 1) % 4 !== 0) {\n floatImageData[k++] = dataView.getUint8(i) / 255;\n }\n }\n\n return floatImageData;\n }\n\n /**\n * Get the current class name of the texture useful for serialization or dynamic coding.\n * @returns \"EquiRectangularCubeTexture\"\n */\n public getClassName(): string {\n return \"EquiRectangularCubeTexture\";\n }\n\n /**\n * Create a clone of the current EquiRectangularCubeTexture and return it.\n * @returns A clone of the current EquiRectangularCubeTexture.\n */\n public clone(): EquiRectangularCubeTexture {\n const scene = this.getScene();\n if (!scene) {\n return this;\n }\n\n const newTexture = new EquiRectangularCubeTexture(this.url, scene, this._size, this._noMipmap, this.gammaSpace);\n\n // Base texture\n newTexture.level = this.level;\n newTexture.wrapU = this.wrapU;\n newTexture.wrapV = this.wrapV;\n newTexture.coordinatesIndex = this.coordinatesIndex;\n newTexture.coordinatesMode = this.coordinatesMode;\n\n return newTexture;\n }\n}\n","import { Nullable } from \"../../types\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Matrix, Vector3 } from \"../../Maths/math.vector\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { HDRTools } from \"../../Misc/HighDynamicRange/hdr\";\r\nimport { CubeMapToSphericalPolynomialTools } from \"../../Misc/HighDynamicRange/cubemapToSphericalPolynomial\";\r\nimport { _TypeStore } from '../../Misc/typeStore';\r\nimport { Tools } from '../../Misc/tools';\r\nimport { ToGammaSpace } from '../../Maths/math.constants';\r\nimport { ThinEngine } from '../../Engines/thinEngine';\r\nimport { HDRFiltering } from \"../../Materials/Textures/Filtering/hdrFiltering\";\r\nimport \"../../Engines/Extensions/engine.rawTexture\";\r\nimport \"../../Materials/Textures/baseTexture.polynomial\";\r\n\r\n/**\r\n * This represents a texture coming from an HDR input.\r\n *\r\n * The only supported format is currently panorama picture stored in RGBE format.\r\n * Example of such files can be found on HDRLib: http://hdrlib.com/\r\n */\r\nexport class HDRCubeTexture extends BaseTexture {\r\n\r\n private static _facesMapping = [\r\n \"right\",\r\n \"left\",\r\n \"up\",\r\n \"down\",\r\n \"front\",\r\n \"back\"\r\n ];\r\n\r\n private _generateHarmonics = true;\r\n private _noMipmap: boolean;\r\n private _prefilterOnLoad: boolean;\r\n private _textureMatrix: Matrix;\r\n private _size: number;\r\n private _onLoad: Nullable<() => void> = null;\r\n private _onError: Nullable<() => void> = null;\r\n\r\n /**\r\n * The texture URL.\r\n */\r\n public url: string;\r\n\r\n /**\r\n * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.\r\n */\r\n public coordinatesMode = Texture.CUBIC_MODE;\r\n\r\n protected _isBlocking: boolean = true;\r\n /**\r\n * Sets wether or not the texture is blocking during loading.\r\n */\r\n public set isBlocking(value: boolean) {\r\n this._isBlocking = value;\r\n }\r\n /**\r\n * Gets wether or not the texture is blocking during loading.\r\n */\r\n public get isBlocking(): boolean {\r\n return this._isBlocking;\r\n }\r\n\r\n protected _rotationY: number = 0;\r\n /**\r\n * Sets texture matrix rotation angle around Y axis in radians.\r\n */\r\n public set rotationY(value: number) {\r\n this._rotationY = value;\r\n this.setReflectionTextureMatrix(Matrix.RotationY(this._rotationY));\r\n }\r\n /**\r\n * Gets texture matrix rotation angle around Y axis radians.\r\n */\r\n public get rotationY(): number {\r\n return this._rotationY;\r\n }\r\n\r\n /**\r\n * Gets or sets the center of the bounding box associated with the cube texture\r\n * It must define where the camera used to render the texture was set\r\n */\r\n public boundingBoxPosition = Vector3.Zero();\r\n\r\n private _boundingBoxSize: Vector3;\r\n\r\n /**\r\n * Gets or sets the size of the bounding box associated with the cube texture\r\n * When defined, the cubemap will switch to local mode\r\n * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity\r\n * @example https://www.babylonjs-playground.com/#RNASML\r\n */\r\n public set boundingBoxSize(value: Vector3) {\r\n if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {\r\n return;\r\n }\r\n this._boundingBoxSize = value;\r\n let scene = this.getScene();\r\n if (scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n }\r\n public get boundingBoxSize(): Vector3 {\r\n return this._boundingBoxSize;\r\n }\r\n\r\n /**\r\n * Instantiates an HDRTexture from the following parameters.\r\n *\r\n * @param url The location of the HDR raw data (Panorama stored in RGBE format)\r\n * @param sceneOrEngine The scene or engine the texture will be used in\r\n * @param size The cubemap desired size (the more it increases the longer the generation will be)\r\n * @param noMipmap Forces to not generate the mipmap if true\r\n * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process\r\n * @param gammaSpace Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)\r\n * @param prefilterOnLoad Prefilters HDR texture to allow use of this texture as a PBR reflection texture.\r\n */\r\n constructor(url: string, sceneOrEngine: Scene | ThinEngine, size: number, noMipmap = false, generateHarmonics = true, gammaSpace = false, prefilterOnLoad = false, onLoad: Nullable<() => void> = null, onError: Nullable<(message?: string, exception?: any) => void> = null) {\r\n super(sceneOrEngine);\r\n\r\n if (!url) {\r\n return;\r\n }\r\n\r\n this.name = url;\r\n this.url = url;\r\n this.hasAlpha = false;\r\n this.isCube = true;\r\n this._textureMatrix = Matrix.Identity();\r\n this._prefilterOnLoad = prefilterOnLoad;\r\n this._onLoad = onLoad;\r\n this._onError = onError;\r\n this.gammaSpace = gammaSpace;\r\n\r\n this._noMipmap = noMipmap;\r\n this._size = size;\r\n this._generateHarmonics = generateHarmonics;\r\n\r\n this._texture = this._getFromCache(url, this._noMipmap);\r\n\r\n if (!this._texture) {\r\n if (!this.getScene()?.useDelayedTextureLoading) {\r\n this.loadTexture();\r\n } else {\r\n this.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED;\r\n }\r\n } else if (onLoad) {\r\n if (this._texture.isReady) {\r\n Tools.SetImmediate(() => onLoad());\r\n } else {\r\n this._texture.onLoadedObservable.add(onLoad);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"HDRCubeTexture\"\r\n */\r\n public getClassName(): string {\r\n return \"HDRCubeTexture\";\r\n }\r\n\r\n /**\r\n * Occurs when the file is raw .hdr file.\r\n */\r\n private loadTexture() {\r\n const engine = this._getEngine()!;\r\n var callback = (buffer: ArrayBuffer): Nullable => {\r\n\r\n this.lodGenerationOffset = 0.0;\r\n this.lodGenerationScale = 0.8;\r\n\r\n // Extract the raw linear data.\r\n var data = HDRTools.GetCubeMapTextureData(buffer, this._size);\r\n\r\n // Generate harmonics if needed.\r\n if (this._generateHarmonics) {\r\n var sphericalPolynomial = CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial(data);\r\n this.sphericalPolynomial = sphericalPolynomial;\r\n }\r\n\r\n var results = [];\r\n var byteArray: Nullable = null;\r\n\r\n // Push each faces.\r\n for (var j = 0; j < 6; j++) {\r\n\r\n // Create uintarray fallback.\r\n if (!engine.getCaps().textureFloat) {\r\n // 3 channels of 1 bytes per pixel in bytes.\r\n var byteBuffer = new ArrayBuffer(this._size * this._size * 3);\r\n byteArray = new Uint8Array(byteBuffer);\r\n }\r\n\r\n var dataFace = ((data)[HDRCubeTexture._facesMapping[j]]);\r\n\r\n // If special cases.\r\n if (this.gammaSpace || byteArray) {\r\n for (var i = 0; i < this._size * this._size; i++) {\r\n\r\n // Put in gamma space if requested.\r\n if (this.gammaSpace) {\r\n dataFace[(i * 3) + 0] = Math.pow(dataFace[(i * 3) + 0], ToGammaSpace);\r\n dataFace[(i * 3) + 1] = Math.pow(dataFace[(i * 3) + 1], ToGammaSpace);\r\n dataFace[(i * 3) + 2] = Math.pow(dataFace[(i * 3) + 2], ToGammaSpace);\r\n }\r\n\r\n // Convert to int texture for fallback.\r\n if (byteArray) {\r\n var r = Math.max(dataFace[(i * 3) + 0] * 255, 0);\r\n var g = Math.max(dataFace[(i * 3) + 1] * 255, 0);\r\n var b = Math.max(dataFace[(i * 3) + 2] * 255, 0);\r\n\r\n // May use luminance instead if the result is not accurate.\r\n var max = Math.max(Math.max(r, g), b);\r\n if (max > 255) {\r\n var scale = 255 / max;\r\n r *= scale;\r\n g *= scale;\r\n b *= scale;\r\n }\r\n\r\n byteArray[(i * 3) + 0] = r;\r\n byteArray[(i * 3) + 1] = g;\r\n byteArray[(i * 3) + 2] = b;\r\n }\r\n }\r\n }\r\n\r\n if (byteArray) {\r\n results.push(byteArray);\r\n }\r\n else {\r\n results.push(dataFace);\r\n }\r\n }\r\n\r\n return results;\r\n };\r\n\r\n if (this._getEngine()!.webGLVersion >= 2 && this._prefilterOnLoad) {\r\n const previousOnLoad = this._onLoad;\r\n const hdrFiltering = new HDRFiltering(engine);\r\n this._onLoad = () => {\r\n hdrFiltering.prefilter(this, previousOnLoad);\r\n };\r\n }\r\n\r\n this._texture = engine.createRawCubeTextureFromUrl(this.url, this.getScene(), this._size,\r\n Constants.TEXTUREFORMAT_RGB,\r\n engine.getCaps().textureFloat ? Constants.TEXTURETYPE_FLOAT : Constants.TEXTURETYPE_UNSIGNED_INT,\r\n this._noMipmap,\r\n callback,\r\n null, this._onLoad, this._onError);\r\n }\r\n\r\n public clone(): HDRCubeTexture {\r\n var newTexture = new HDRCubeTexture(this.url, this.getScene() || this._getEngine()!, this._size, this._noMipmap, this._generateHarmonics,\r\n this.gammaSpace);\r\n\r\n // Base texture\r\n newTexture.level = this.level;\r\n newTexture.wrapU = this.wrapU;\r\n newTexture.wrapV = this.wrapV;\r\n newTexture.coordinatesIndex = this.coordinatesIndex;\r\n newTexture.coordinatesMode = this.coordinatesMode;\r\n\r\n return newTexture;\r\n }\r\n\r\n // Methods\r\n public delayLoad(): void {\r\n if (this.delayLoadState !== Constants.DELAYLOADSTATE_NOTLOADED) {\r\n return;\r\n }\r\n\r\n this.delayLoadState = Constants.DELAYLOADSTATE_LOADED;\r\n this._texture = this._getFromCache(this.url, this._noMipmap);\r\n\r\n if (!this._texture) {\r\n this.loadTexture();\r\n }\r\n }\r\n\r\n /**\r\n * Get the texture reflection matrix used to rotate/transform the reflection.\r\n * @returns the reflection matrix\r\n */\r\n public getReflectionTextureMatrix(): Matrix {\r\n return this._textureMatrix;\r\n }\r\n\r\n /**\r\n * Set the texture reflection matrix used to rotate/transform the reflection.\r\n * @param value Define the reflection matrix to set\r\n */\r\n public setReflectionTextureMatrix(value: Matrix): void {\r\n this._textureMatrix = value;\r\n\r\n if (value.updateFlag === this._textureMatrix.updateFlag) {\r\n return;\r\n }\r\n\r\n if (value.isIdentity() !== this._textureMatrix.isIdentity()) {\r\n this.getScene()?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => mat.getActiveTextures().indexOf(this) !== -1);\r\n }\r\n }\r\n\r\n /**\r\n * Parses a JSON representation of an HDR Texture in order to create the texture\r\n * @param parsedTexture Define the JSON representation\r\n * @param scene Define the scene the texture should be created in\r\n * @param rootUrl Define the root url in case we need to load relative dependencies\r\n * @returns the newly created texture after parsing\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable {\r\n var texture = null;\r\n if (parsedTexture.name && !parsedTexture.isRenderTarget) {\r\n texture = new HDRCubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.size, parsedTexture.noMipmap,\r\n parsedTexture.generateHarmonics, parsedTexture.useInGammaSpace);\r\n texture.name = parsedTexture.name;\r\n texture.hasAlpha = parsedTexture.hasAlpha;\r\n texture.level = parsedTexture.level;\r\n texture.coordinatesMode = parsedTexture.coordinatesMode;\r\n texture.isBlocking = parsedTexture.isBlocking;\r\n }\r\n if (texture) {\r\n if (parsedTexture.boundingBoxPosition) {\r\n (texture).boundingBoxPosition = Vector3.FromArray(parsedTexture.boundingBoxPosition);\r\n }\r\n if (parsedTexture.boundingBoxSize) {\r\n (texture).boundingBoxSize = Vector3.FromArray(parsedTexture.boundingBoxSize);\r\n }\r\n if (parsedTexture.rotationY) {\r\n (texture).rotationY = parsedTexture.rotationY;\r\n }\r\n }\r\n return texture;\r\n }\r\n\r\n public serialize(): any {\r\n if (!this.name) {\r\n return null;\r\n }\r\n\r\n var serializationObject: any = {};\r\n serializationObject.name = this.name;\r\n serializationObject.hasAlpha = this.hasAlpha;\r\n serializationObject.isCube = true;\r\n serializationObject.level = this.level;\r\n serializationObject.size = this._size;\r\n serializationObject.coordinatesMode = this.coordinatesMode;\r\n serializationObject.useInGammaSpace = this.gammaSpace;\r\n serializationObject.generateHarmonics = this._generateHarmonics;\r\n serializationObject.customType = \"BABYLON.HDRCubeTexture\";\r\n serializationObject.noMipmap = this._noMipmap;\r\n serializationObject.isBlocking = this._isBlocking;\r\n serializationObject.rotationY = this._rotationY;\r\n\r\n return serializationObject;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.HDRCubeTexture\"] = HDRCubeTexture;\r\n","import { Nullable } from \"../../types\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { Matrix } from '../../Maths/math.vector';\r\n\r\nimport \"../../Engines/Extensions/engine.dynamicTexture\";\r\nimport \"../../Engines/Extensions/engine.videoTexture\";\r\n\r\ndeclare type ThinEngine = import(\"../../Engines/thinEngine\").ThinEngine;\r\ndeclare type Scene = import(\"../../scene\").Scene;\r\n\r\n/**\r\n * Defines the options related to the creation of an HtmlElementTexture\r\n */\r\nexport interface IHtmlElementTextureOptions {\r\n /**\r\n * Defines wether mip maps should be created or not.\r\n */\r\n generateMipMaps?: boolean;\r\n /**\r\n * Defines the sampling mode of the texture.\r\n */\r\n samplingMode?: number;\r\n /**\r\n * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.\r\n */\r\n engine: Nullable;\r\n /**\r\n * Defines the scene the texture belongs to. It is not mandatory if you define an engine.\r\n */\r\n scene: Nullable;\r\n}\r\n\r\n/**\r\n * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.\r\n * To be as efficient as possible depending on your constraints nothing aside the first upload\r\n * is automatically managed.\r\n * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements\r\n * in your application.\r\n *\r\n * As the update is not automatic, you need to call them manually.\r\n */\r\nexport class HtmlElementTexture extends BaseTexture {\r\n /**\r\n * The texture URL.\r\n */\r\n public element: HTMLVideoElement | HTMLCanvasElement;\r\n\r\n private static readonly DefaultOptions: IHtmlElementTextureOptions = {\r\n generateMipMaps: false,\r\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n engine: null,\r\n scene: null\r\n };\r\n\r\n private _textureMatrix: Matrix;\r\n private _isVideo: boolean;\r\n private _generateMipMaps: boolean;\r\n private _samplingMode: number;\r\n\r\n /**\r\n * Instantiates a HtmlElementTexture from the following parameters.\r\n *\r\n * @param name Defines the name of the texture\r\n * @param element Defines the video or canvas the texture is filled with\r\n * @param options Defines the other none mandatory texture creation options\r\n */\r\n constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions) {\r\n super(options.scene || options.engine);\r\n\r\n if (!element || (!options.engine && !options.scene)) {\r\n return;\r\n }\r\n\r\n options = {\r\n ...HtmlElementTexture.DefaultOptions,\r\n ...options\r\n };\r\n\r\n this._generateMipMaps = options.generateMipMaps!;\r\n this._samplingMode = options.samplingMode!;\r\n this._textureMatrix = Matrix.Identity();\r\n\r\n this.name = name;\r\n this.element = element;\r\n this._isVideo = (element instanceof HTMLVideoElement);\r\n\r\n this.anisotropicFilteringLevel = 1;\r\n\r\n this._createInternalTexture();\r\n }\r\n\r\n private _createInternalTexture(): void {\r\n let width = 0;\r\n let height = 0;\r\n if (this._isVideo) {\r\n width = (this.element as HTMLVideoElement).videoWidth;\r\n height = (this.element as HTMLVideoElement).videoHeight;\r\n }\r\n else {\r\n width = this.element.width;\r\n height = this.element.height;\r\n }\r\n\r\n const engine = this._getEngine();\r\n if (engine) {\r\n this._texture = engine.createDynamicTexture(\r\n width,\r\n height,\r\n this._generateMipMaps,\r\n this._samplingMode\r\n );\r\n }\r\n\r\n this.update();\r\n }\r\n\r\n /**\r\n * Returns the texture matrix used in most of the material.\r\n */\r\n public getTextureMatrix(): Matrix {\r\n return this._textureMatrix;\r\n }\r\n\r\n /**\r\n * Updates the content of the texture.\r\n * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)\r\n */\r\n public update(invertY: Nullable = null): void {\r\n const engine = this._getEngine();\r\n if (this._texture == null || engine == null) {\r\n return;\r\n }\r\n\r\n if (this._isVideo) {\r\n const videoElement = this.element as HTMLVideoElement;\r\n if (videoElement.readyState < videoElement.HAVE_CURRENT_DATA) {\r\n return;\r\n }\r\n\r\n engine.updateVideoTexture(this._texture,\r\n videoElement,\r\n invertY === null ? true : invertY);\r\n }\r\n else {\r\n const canvasElement = this.element as HTMLCanvasElement;\r\n engine.updateDynamicTexture(this._texture,\r\n canvasElement,\r\n invertY === null ? true : invertY,\r\n false);\r\n }\r\n }\r\n}","export * from \"./baseTexture\";\r\nexport * from \"./baseTexture.polynomial\";\r\nexport * from \"./colorGradingTexture\";\r\nexport * from \"./cubeTexture\";\r\nexport * from \"./dynamicTexture\";\r\nexport * from \"./equiRectangularCubeTexture\";\r\nexport * from \"./Filtering/hdrFiltering\";\r\nexport * from \"./hdrCubeTexture\";\r\nexport * from \"./htmlElementTexture\";\r\nexport * from \"./internalTexture\";\r\nexport * from \"./internalTextureLoader\";\r\nexport * from \"./Loaders/index\";\r\nexport * from \"./mirrorTexture\";\r\nexport * from \"./multiRenderTarget\";\r\nexport * from \"./Packer/index\";\r\nexport * from \"./Procedurals/index\";\r\nexport * from \"./rawCubeTexture\";\r\nexport * from \"./rawTexture\";\r\nexport * from \"./rawTexture2DArray\";\r\nexport * from \"./rawTexture3D\";\r\nexport * from \"./refractionTexture\";\r\nexport * from \"./renderTargetTexture\";\r\nexport * from \"./texture\";\r\nexport * from \"./videoTexture\";\r\n","import { Observable } from \"../../Misc/observable\";\r\nimport { Nullable, int } from \"../../types\";\r\nimport { RenderTargetCreationOptions } from \"../../Materials/Textures/renderTargetCreationOptions\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { _DevTools } from '../../Misc/devTools';\r\nimport { Engine } from '../../Engines/engine';\r\n\r\ndeclare type ThinEngine = import(\"../../Engines/thinEngine\").ThinEngine;\r\ndeclare type BaseTexture = import(\"../../Materials/Textures/baseTexture\").BaseTexture;\r\ndeclare type SphericalPolynomial = import(\"../../Maths/sphericalPolynomial\").SphericalPolynomial;\r\n\r\n/**\r\n * Defines the source of the internal texture\r\n */\r\nexport enum InternalTextureSource {\r\n /**\r\n * The source of the texture data is unknown\r\n */\r\n Unknown,\r\n /**\r\n * Texture data comes from an URL\r\n */\r\n Url,\r\n /**\r\n * Texture data is only used for temporary storage\r\n */\r\n Temp,\r\n /**\r\n * Texture data comes from raw data (ArrayBuffer)\r\n */\r\n Raw,\r\n /**\r\n * Texture content is dynamic (video or dynamic texture)\r\n */\r\n Dynamic,\r\n /**\r\n * Texture content is generated by rendering to it\r\n */\r\n RenderTarget,\r\n /**\r\n * Texture content is part of a multi render target process\r\n */\r\n MultiRenderTarget,\r\n /**\r\n * Texture data comes from a cube data file\r\n */\r\n Cube,\r\n /**\r\n * Texture data comes from a raw cube data\r\n */\r\n CubeRaw,\r\n /**\r\n * Texture data come from a prefiltered cube data file\r\n */\r\n CubePrefiltered,\r\n /**\r\n * Texture content is raw 3D data\r\n */\r\n Raw3D,\r\n /**\r\n * Texture content is raw 2D array data\r\n */\r\n Raw2DArray,\r\n /**\r\n * Texture content is a depth texture\r\n */\r\n Depth,\r\n /**\r\n * Texture data comes from a raw cube data encoded with RGBD\r\n */\r\n CubeRawRGBD\r\n}\r\n\r\n/**\r\n * Class used to store data associated with WebGL texture data for the engine\r\n * This class should not be used directly\r\n */\r\nexport class InternalTexture {\r\n\r\n /** @hidden */\r\n public static _UpdateRGBDAsync = (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable, lodScale: number, lodOffset: number): Promise => {\r\n throw _DevTools.WarnImport(\"environmentTextureTools\");\r\n }\r\n\r\n /**\r\n * Defines if the texture is ready\r\n */\r\n public isReady: boolean = false;\r\n /**\r\n * Defines if the texture is a cube texture\r\n */\r\n public isCube: boolean = false;\r\n /**\r\n * Defines if the texture contains 3D data\r\n */\r\n public is3D: boolean = false;\r\n /**\r\n * Defines if the texture contains 2D array data\r\n */\r\n public is2DArray: boolean = false;\r\n /**\r\n * Defines if the texture contains multiview data\r\n */\r\n public isMultiview: boolean = false;\r\n /**\r\n * Gets the URL used to load this texture\r\n */\r\n public url: string = \"\";\r\n /**\r\n * Gets the sampling mode of the texture\r\n */\r\n public samplingMode: number = -1;\r\n /**\r\n * Gets a boolean indicating if the texture needs mipmaps generation\r\n */\r\n public generateMipMaps: boolean = false;\r\n /**\r\n * Gets the number of samples used by the texture (WebGL2+ only)\r\n */\r\n public samples: number = 0;\r\n /**\r\n * Gets the type of the texture (int, float...)\r\n */\r\n public type: number = -1;\r\n /**\r\n * Gets the format of the texture (RGB, RGBA...)\r\n */\r\n public format: number = -1;\r\n /**\r\n * Observable called when the texture is loaded\r\n */\r\n public onLoadedObservable = new Observable();\r\n /**\r\n * Gets the width of the texture\r\n */\r\n public width: number = 0;\r\n /**\r\n * Gets the height of the texture\r\n */\r\n public height: number = 0;\r\n /**\r\n * Gets the depth of the texture\r\n */\r\n public depth: number = 0;\r\n /**\r\n * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseWidth: number = 0;\r\n /**\r\n * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseHeight: number = 0;\r\n /**\r\n * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseDepth: number = 0;\r\n /**\r\n * Gets a boolean indicating if the texture is inverted on Y axis\r\n */\r\n public invertY: boolean = false;\r\n\r\n // Private\r\n /** @hidden */\r\n public _invertVScale = false;\r\n /** @hidden */\r\n public _associatedChannel = -1;\r\n /** @hidden */\r\n public _source = InternalTextureSource.Unknown;\r\n /** @hidden */\r\n public _buffer: Nullable = null;\r\n /** @hidden */\r\n public _bufferView: Nullable = null;\r\n /** @hidden */\r\n public _bufferViewArray: Nullable = null;\r\n /** @hidden */\r\n public _bufferViewArrayArray: Nullable = null;\r\n /** @hidden */\r\n public _size: number = 0;\r\n /** @hidden */\r\n public _extension: string = \"\";\r\n /** @hidden */\r\n public _files: Nullable = null;\r\n /** @hidden */\r\n public _workingCanvas: Nullable = null;\r\n /** @hidden */\r\n public _workingContext: Nullable = null;\r\n /** @hidden */\r\n public _framebuffer: Nullable = null;\r\n /** @hidden */\r\n public _depthStencilBuffer: Nullable = null;\r\n /** @hidden */\r\n public _MSAAFramebuffer: Nullable = null;\r\n /** @hidden */\r\n public _MSAARenderBuffer: Nullable = null;\r\n /** @hidden */\r\n public _attachments: Nullable = null;\r\n /** @hidden */\r\n public _cachedCoordinatesMode: Nullable = null;\r\n /** @hidden */\r\n public _cachedWrapU: Nullable = null;\r\n /** @hidden */\r\n public _cachedWrapV: Nullable = null;\r\n /** @hidden */\r\n public _cachedWrapR: Nullable = null;\r\n /** @hidden */\r\n public _cachedAnisotropicFilteringLevel: Nullable = null;\r\n /** @hidden */\r\n public _isDisabled: boolean = false;\r\n /** @hidden */\r\n public _compression: Nullable = null;\r\n /** @hidden */\r\n public _generateStencilBuffer: boolean = false;\r\n /** @hidden */\r\n public _generateDepthBuffer: boolean = false;\r\n /** @hidden */\r\n public _comparisonFunction: number = 0;\r\n /** @hidden */\r\n public _sphericalPolynomial: Nullable = null;\r\n /** @hidden */\r\n public _lodGenerationScale: number = 0;\r\n /** @hidden */\r\n public _lodGenerationOffset: number = 0;\r\n /** @hidden */\r\n public _depthStencilTexture: Nullable;\r\n\r\n // Multiview\r\n /** @hidden */\r\n public _colorTextureArray: Nullable = null;\r\n /** @hidden */\r\n public _depthStencilTextureArray: Nullable = null;\r\n\r\n // The following three fields helps sharing generated fixed LODs for texture filtering\r\n // In environment not supporting the textureLOD extension like EDGE. They are for internal use only.\r\n // They are at the level of the gl texture to benefit from the cache.\r\n /** @hidden */\r\n public _lodTextureHigh: Nullable = null;\r\n /** @hidden */\r\n public _lodTextureMid: Nullable = null;\r\n /** @hidden */\r\n public _lodTextureLow: Nullable = null;\r\n /** @hidden */\r\n public _isRGBD: boolean = false;\r\n\r\n /** @hidden */\r\n public _linearSpecularLOD: boolean = false;\r\n /** @hidden */\r\n public _irradianceTexture: Nullable = null;\r\n\r\n /** @hidden */\r\n public _webGLTexture: Nullable = null;\r\n /** @hidden */\r\n public _references: number = 1;\r\n\r\n private _engine: ThinEngine;\r\n\r\n /**\r\n * Gets the Engine the texture belongs to.\r\n * @returns The babylon engine\r\n */\r\n public getEngine(): ThinEngine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Gets the data source type of the texture\r\n */\r\n public get source(): InternalTextureSource {\r\n return this._source;\r\n }\r\n\r\n /**\r\n * Creates a new InternalTexture\r\n * @param engine defines the engine to use\r\n * @param source defines the type of data that will be used\r\n * @param delayAllocation if the texture allocation should be delayed (default: false)\r\n */\r\n constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation = false) {\r\n this._engine = engine;\r\n this._source = source;\r\n\r\n if (!delayAllocation) {\r\n this._webGLTexture = engine._createTexture();\r\n }\r\n }\r\n\r\n /**\r\n * Increments the number of references (ie. the number of Texture that point to it)\r\n */\r\n public incrementReferences(): void {\r\n this._references++;\r\n }\r\n\r\n /**\r\n * Change the size of the texture (not the size of the content)\r\n * @param width defines the new width\r\n * @param height defines the new height\r\n * @param depth defines the new depth (1 by default)\r\n */\r\n public updateSize(width: int, height: int, depth: int = 1): void {\r\n this.width = width;\r\n this.height = height;\r\n this.depth = depth;\r\n\r\n this.baseWidth = width;\r\n this.baseHeight = height;\r\n this.baseDepth = depth;\r\n\r\n this._size = width * height * depth;\r\n }\r\n\r\n /** @hidden */\r\n public _rebuild(): void {\r\n var proxy: InternalTexture;\r\n this.isReady = false;\r\n this._cachedCoordinatesMode = null;\r\n this._cachedWrapU = null;\r\n this._cachedWrapV = null;\r\n this._cachedAnisotropicFilteringLevel = null;\r\n\r\n switch (this.source) {\r\n case InternalTextureSource.Temp:\r\n return;\r\n\r\n case InternalTextureSource.Url:\r\n proxy = this._engine.createTexture(this.url, !this.generateMipMaps, this.invertY, null, this.samplingMode, () => {\r\n proxy._swapAndDie(this);\r\n this.isReady = true;\r\n }, null, this._buffer, undefined, this.format);\r\n return;\r\n\r\n case InternalTextureSource.Raw:\r\n proxy = this._engine.createRawTexture(this._bufferView, this.baseWidth, this.baseHeight, this.format, this.generateMipMaps,\r\n this.invertY, this.samplingMode, this._compression);\r\n proxy._swapAndDie(this);\r\n\r\n this.isReady = true;\r\n return;\r\n\r\n case InternalTextureSource.Raw3D:\r\n proxy = this._engine.createRawTexture3D(this._bufferView, this.baseWidth, this.baseHeight, this.baseDepth, this.format, this.generateMipMaps,\r\n this.invertY, this.samplingMode, this._compression);\r\n proxy._swapAndDie(this);\r\n\r\n this.isReady = true;\r\n return;\r\n\r\n case InternalTextureSource.Raw2DArray:\r\n proxy = this._engine.createRawTexture2DArray(this._bufferView, this.baseWidth, this.baseHeight, this.baseDepth, this.format, this.generateMipMaps,\r\n this.invertY, this.samplingMode, this._compression);\r\n proxy._swapAndDie(this);\r\n\r\n this.isReady = true;\r\n return;\r\n\r\n case InternalTextureSource.Dynamic:\r\n proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);\r\n proxy._swapAndDie(this);\r\n this._engine.updateDynamicTexture(this, this._engine.getRenderingCanvas()!, this.invertY, undefined, undefined, true);\r\n\r\n // The engine will make sure to update content so no need to flag it as isReady = true\r\n return;\r\n\r\n case InternalTextureSource.RenderTarget:\r\n let options = new RenderTargetCreationOptions();\r\n options.generateDepthBuffer = this._generateDepthBuffer;\r\n options.generateMipMaps = this.generateMipMaps;\r\n options.generateStencilBuffer = this._generateStencilBuffer;\r\n options.samplingMode = this.samplingMode;\r\n options.type = this.type;\r\n\r\n if (this.isCube) {\r\n proxy = this._engine.createRenderTargetCubeTexture(this.width, options);\r\n } else {\r\n let size = {\r\n width: this.width,\r\n height: this.height,\r\n layers: this.is2DArray ? this.depth : undefined\r\n };\r\n\r\n proxy = (this._engine as Engine).createRenderTargetTexture(size, options);\r\n }\r\n proxy._swapAndDie(this);\r\n\r\n this.isReady = true;\r\n return;\r\n case InternalTextureSource.Depth:\r\n let depthTextureOptions = {\r\n bilinearFiltering: this.samplingMode !== Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n comparisonFunction: this._comparisonFunction,\r\n generateStencil: this._generateStencilBuffer,\r\n isCube: this.isCube\r\n };\r\n\r\n let size = {\r\n width: this.width,\r\n height: this.height,\r\n layers: this.is2DArray ? this.depth : undefined\r\n };\r\n proxy = this._engine.createDepthStencilTexture(size, depthTextureOptions);\r\n proxy._swapAndDie(this);\r\n\r\n this.isReady = true;\r\n return;\r\n\r\n case InternalTextureSource.Cube:\r\n proxy = this._engine.createCubeTexture(this.url, null, this._files, !this.generateMipMaps, () => {\r\n proxy._swapAndDie(this);\r\n this.isReady = true;\r\n }, null, this.format, this._extension);\r\n return;\r\n\r\n case InternalTextureSource.CubeRaw:\r\n proxy = this._engine.createRawCubeTexture(this._bufferViewArray!, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);\r\n proxy._swapAndDie(this);\r\n this.isReady = true;\r\n return;\r\n\r\n case InternalTextureSource.CubeRawRGBD:\r\n proxy = this._engine.createRawCubeTexture(null, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);\r\n InternalTexture._UpdateRGBDAsync(proxy, this._bufferViewArrayArray!, this._sphericalPolynomial, this._lodGenerationScale, this._lodGenerationOffset).then(() => {\r\n proxy._swapAndDie(this);\r\n this.isReady = true;\r\n });\r\n return;\r\n\r\n case InternalTextureSource.CubePrefiltered:\r\n proxy = this._engine.createPrefilteredCubeTexture(this.url, null, this._lodGenerationScale, this._lodGenerationOffset, (proxy) => {\r\n if (proxy) {\r\n proxy._swapAndDie(this);\r\n }\r\n\r\n this.isReady = true;\r\n }, null, this.format, this._extension);\r\n proxy._sphericalPolynomial = this._sphericalPolynomial;\r\n return;\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _swapAndDie(target: InternalTexture): void {\r\n target._webGLTexture = this._webGLTexture;\r\n target._isRGBD = this._isRGBD;\r\n\r\n if (this._framebuffer) {\r\n target._framebuffer = this._framebuffer;\r\n }\r\n\r\n if (this._depthStencilBuffer) {\r\n target._depthStencilBuffer = this._depthStencilBuffer;\r\n }\r\n\r\n target._depthStencilTexture = this._depthStencilTexture;\r\n\r\n if (this._lodTextureHigh) {\r\n if (target._lodTextureHigh) {\r\n target._lodTextureHigh.dispose();\r\n }\r\n target._lodTextureHigh = this._lodTextureHigh;\r\n }\r\n\r\n if (this._lodTextureMid) {\r\n if (target._lodTextureMid) {\r\n target._lodTextureMid.dispose();\r\n }\r\n target._lodTextureMid = this._lodTextureMid;\r\n }\r\n\r\n if (this._lodTextureLow) {\r\n if (target._lodTextureLow) {\r\n target._lodTextureLow.dispose();\r\n }\r\n target._lodTextureLow = this._lodTextureLow;\r\n }\r\n\r\n if (this._irradianceTexture) {\r\n if (target._irradianceTexture) {\r\n target._irradianceTexture.dispose();\r\n }\r\n target._irradianceTexture = this._irradianceTexture;\r\n }\r\n\r\n let cache = this._engine.getLoadedTexturesCache();\r\n var index = cache.indexOf(this);\r\n if (index !== -1) {\r\n cache.splice(index, 1);\r\n }\r\n\r\n var index = cache.indexOf(target);\r\n if (index === -1) {\r\n cache.push(target);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the current allocated resources\r\n */\r\n public dispose(): void {\r\n if (!this._webGLTexture) {\r\n return;\r\n }\r\n\r\n this._references--;\r\n if (this._references === 0) {\r\n this._engine._releaseTexture(this);\r\n this._webGLTexture = null;\r\n }\r\n }\r\n}\r\n","import { Observer } from \"../../Misc/observable\";\r\nimport { Nullable } from \"../../types\";\r\nimport { Camera } from \"../../Cameras/camera\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Matrix, Vector3, Vector2 } from \"../../Maths/math.vector\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport { ImageProcessingConfiguration } from \"../../Materials/imageProcessingConfiguration\";\r\nimport { BlurPostProcess } from \"../../PostProcesses/blurPostProcess\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { Plane } from '../../Maths/math.plane';\r\n/**\r\n * Mirror texture can be used to simulate the view from a mirror in a scene.\r\n * It will dynamically be rendered every frame to adapt to the camera point of view.\r\n * You can then easily use it as a reflectionTexture on a flat surface.\r\n * In case the surface is not a plane, please consider relying on reflection probes.\r\n * @see https://doc.babylonjs.com/how_to/reflect#mirrors\r\n */\r\nexport class MirrorTexture extends RenderTargetTexture {\r\n /**\r\n * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.\r\n * It is possible to directly set the mirrorPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.\r\n * @see https://doc.babylonjs.com/how_to/reflect#mirrors\r\n */\r\n public mirrorPlane = new Plane(0, 1, 0, 1);\r\n\r\n /**\r\n * Define the blur ratio used to blur the reflection if needed.\r\n */\r\n public set blurRatio(value: number) {\r\n if (this._blurRatio === value) {\r\n return;\r\n }\r\n\r\n this._blurRatio = value;\r\n this._preparePostProcesses();\r\n }\r\n\r\n public get blurRatio(): number {\r\n return this._blurRatio;\r\n }\r\n\r\n /**\r\n * Define the adaptive blur kernel used to blur the reflection if needed.\r\n * This will autocompute the closest best match for the `blurKernel`\r\n */\r\n public set adaptiveBlurKernel(value: number) {\r\n this._adaptiveBlurKernel = value;\r\n this._autoComputeBlurKernel();\r\n }\r\n\r\n /**\r\n * Define the blur kernel used to blur the reflection if needed.\r\n * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.\r\n */\r\n public set blurKernel(value: number) {\r\n this.blurKernelX = value;\r\n this.blurKernelY = value;\r\n }\r\n\r\n /**\r\n * Define the blur kernel on the X Axis used to blur the reflection if needed.\r\n * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.\r\n */\r\n public set blurKernelX(value: number) {\r\n if (this._blurKernelX === value) {\r\n return;\r\n }\r\n\r\n this._blurKernelX = value;\r\n this._preparePostProcesses();\r\n }\r\n\r\n public get blurKernelX(): number {\r\n return this._blurKernelX;\r\n }\r\n\r\n /**\r\n * Define the blur kernel on the Y Axis used to blur the reflection if needed.\r\n * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.\r\n */\r\n public set blurKernelY(value: number) {\r\n if (this._blurKernelY === value) {\r\n return;\r\n }\r\n\r\n this._blurKernelY = value;\r\n this._preparePostProcesses();\r\n }\r\n\r\n public get blurKernelY(): number {\r\n return this._blurKernelY;\r\n }\r\n\r\n private _autoComputeBlurKernel(): void {\r\n let engine = this.getScene()!.getEngine();\r\n\r\n let dw = this.getRenderWidth() / engine.getRenderWidth();\r\n let dh = this.getRenderHeight() / engine.getRenderHeight();\r\n this.blurKernelX = this._adaptiveBlurKernel * dw;\r\n this.blurKernelY = this._adaptiveBlurKernel * dh;\r\n }\r\n\r\n protected _onRatioRescale(): void {\r\n if (this._sizeRatio) {\r\n this.resize(this._initialSizeParameter);\r\n if (!this._adaptiveBlurKernel) {\r\n this._preparePostProcesses();\r\n }\r\n }\r\n\r\n if (this._adaptiveBlurKernel) {\r\n this._autoComputeBlurKernel();\r\n }\r\n }\r\n\r\n private _updateGammaSpace() {\r\n this.gammaSpace = !this.scene.imageProcessingConfiguration.isEnabled || !this.scene.imageProcessingConfiguration.applyByPostProcess;\r\n }\r\n\r\n private _imageProcessingConfigChangeObserver: Nullable>;\r\n\r\n private _transformMatrix = Matrix.Zero();\r\n private _mirrorMatrix = Matrix.Zero();\r\n private _savedViewMatrix: Matrix;\r\n\r\n private _blurX: Nullable;\r\n private _blurY: Nullable;\r\n private _adaptiveBlurKernel = 0;\r\n private _blurKernelX = 0;\r\n private _blurKernelY = 0;\r\n private _blurRatio = 1.0;\r\n\r\n /**\r\n * Instantiates a Mirror Texture.\r\n * Mirror texture can be used to simulate the view from a mirror in a scene.\r\n * It will dynamically be rendered every frame to adapt to the camera point of view.\r\n * You can then easily use it as a reflectionTexture on a flat surface.\r\n * In case the surface is not a plane, please consider relying on reflection probes.\r\n * @see https://doc.babylonjs.com/how_to/reflect#mirrors\r\n * @param name\r\n * @param size\r\n * @param scene\r\n * @param generateMipMaps\r\n * @param type\r\n * @param samplingMode\r\n * @param generateDepthBuffer\r\n */\r\n constructor(name: string, size: number | { width: number, height: number } | { ratio: number }, private scene: Scene, generateMipMaps?: boolean, type: number = Constants.TEXTURETYPE_UNSIGNED_INT, samplingMode = Texture.BILINEAR_SAMPLINGMODE, generateDepthBuffer = true) {\r\n super(name, size, scene, generateMipMaps, true, type, false, samplingMode, generateDepthBuffer);\r\n\r\n this.ignoreCameraViewport = true;\r\n\r\n this._updateGammaSpace();\r\n this._imageProcessingConfigChangeObserver = scene.imageProcessingConfiguration.onUpdateParameters.add(() => {\r\n this._updateGammaSpace;\r\n });\r\n\r\n this.onBeforeRenderObservable.add(() => {\r\n Matrix.ReflectionToRef(this.mirrorPlane, this._mirrorMatrix);\r\n this._savedViewMatrix = scene.getViewMatrix();\r\n\r\n this._mirrorMatrix.multiplyToRef(this._savedViewMatrix, this._transformMatrix);\r\n\r\n scene.setTransformMatrix(this._transformMatrix, scene.getProjectionMatrix());\r\n\r\n scene.clipPlane = this.mirrorPlane;\r\n\r\n scene.getEngine().cullBackFaces = false;\r\n\r\n scene._mirroredCameraPosition = Vector3.TransformCoordinates((scene.activeCamera).globalPosition, this._mirrorMatrix);\r\n });\r\n\r\n this.onAfterRenderObservable.add(() => {\r\n scene.setTransformMatrix(this._savedViewMatrix, scene.getProjectionMatrix());\r\n scene.getEngine().cullBackFaces = true;\r\n scene._mirroredCameraPosition = null;\r\n\r\n scene.clipPlane = null;\r\n });\r\n }\r\n\r\n private _preparePostProcesses(): void {\r\n this.clearPostProcesses(true);\r\n\r\n if (this._blurKernelX && this._blurKernelY) {\r\n var engine = (this.getScene()).getEngine();\r\n\r\n var textureType = engine.getCaps().textureFloatRender ? Constants.TEXTURETYPE_FLOAT : Constants.TEXTURETYPE_HALF_FLOAT;\r\n\r\n this._blurX = new BlurPostProcess(\"horizontal blur\", new Vector2(1.0, 0), this._blurKernelX, this._blurRatio, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, textureType);\r\n this._blurX.autoClear = false;\r\n\r\n if (this._blurRatio === 1 && this.samples < 2 && this._texture) {\r\n this._blurX.inputTexture = this._texture;\r\n } else {\r\n this._blurX.alwaysForcePOT = true;\r\n }\r\n\r\n this._blurY = new BlurPostProcess(\"vertical blur\", new Vector2(0, 1.0), this._blurKernelY, this._blurRatio, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, textureType);\r\n this._blurY.autoClear = false;\r\n this._blurY.alwaysForcePOT = this._blurRatio !== 1;\r\n\r\n this.addPostProcess(this._blurX);\r\n this.addPostProcess(this._blurY);\r\n }\r\n else {\r\n if (this._blurY) {\r\n this.removePostProcess(this._blurY);\r\n this._blurY.dispose();\r\n this._blurY = null;\r\n }\r\n if (this._blurX) {\r\n this.removePostProcess(this._blurX);\r\n this._blurX.dispose();\r\n this._blurX = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clone the mirror texture.\r\n * @returns the cloned texture\r\n */\r\n public clone(): MirrorTexture {\r\n let scene = this.getScene();\r\n\r\n if (!scene) {\r\n return this;\r\n }\r\n\r\n var textureSize = this.getSize();\r\n var newTexture = new MirrorTexture(\r\n this.name,\r\n textureSize.width,\r\n scene,\r\n this._renderTargetOptions.generateMipMaps,\r\n this._renderTargetOptions.type,\r\n this._renderTargetOptions.samplingMode,\r\n this._renderTargetOptions.generateDepthBuffer\r\n );\r\n\r\n // Base texture\r\n newTexture.hasAlpha = this.hasAlpha;\r\n newTexture.level = this.level;\r\n\r\n // Mirror Texture\r\n newTexture.mirrorPlane = this.mirrorPlane.clone();\r\n if (this.renderList) {\r\n newTexture.renderList = this.renderList.slice(0);\r\n }\r\n\r\n return newTexture;\r\n }\r\n\r\n /**\r\n * Serialize the texture to a JSON representation you could use in Parse later on\r\n * @returns the serialized JSON representation\r\n */\r\n public serialize(): any {\r\n if (!this.name) {\r\n return null;\r\n }\r\n\r\n var serializationObject = super.serialize();\r\n\r\n serializationObject.mirrorPlane = this.mirrorPlane.asArray();\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public dispose() {\r\n super.dispose();\r\n this.scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigChangeObserver);\r\n }\r\n}\r\n\r\nTexture._CreateMirror = (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean): MirrorTexture => {\r\n return new MirrorTexture(name, renderTargetSize, scene, generateMipMaps);\r\n};","import { Scene } from \"../../scene\";\r\nimport { Engine } from \"../../Engines/engine\";\r\nimport { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\n\r\nimport \"../../Engines/Extensions/engine.multiRender\";\r\n\r\n/**\r\n * Creation options of the multi render target texture.\r\n */\r\nexport interface IMultiRenderTargetOptions {\r\n /**\r\n * Define if the texture needs to create mip maps after render.\r\n */\r\n generateMipMaps?: boolean;\r\n /**\r\n * Define the types of all the draw buffers we want to create\r\n */\r\n types?: number[];\r\n /**\r\n * Define the sampling modes of all the draw buffers we want to create\r\n */\r\n samplingModes?: number[];\r\n /**\r\n * Define if a depth buffer is required\r\n */\r\n generateDepthBuffer?: boolean;\r\n /**\r\n * Define if a stencil buffer is required\r\n */\r\n generateStencilBuffer?: boolean;\r\n /**\r\n * Define if a depth texture is required instead of a depth buffer\r\n */\r\n generateDepthTexture?: boolean;\r\n /**\r\n * Define the number of desired draw buffers\r\n */\r\n textureCount?: number;\r\n /**\r\n * Define if aspect ratio should be adapted to the texture or stay the scene one\r\n */\r\n doNotChangeAspectRatio?: boolean;\r\n /**\r\n * Define the default type of the buffers we are creating\r\n */\r\n defaultType?: number;\r\n}\r\n\r\n/**\r\n * A multi render target, like a render target provides the ability to render to a texture.\r\n * Unlike the render target, it can render to several draw buffers in one draw.\r\n * This is specially interesting in deferred rendering or for any effects requiring more than\r\n * just one color from a single pass.\r\n */\r\nexport class MultiRenderTarget extends RenderTargetTexture {\r\n\r\n private _internalTextures: InternalTexture[];\r\n private _textures: Texture[];\r\n private _multiRenderTargetOptions: IMultiRenderTargetOptions;\r\n\r\n /**\r\n * Get if draw buffers are currently supported by the used hardware and browser.\r\n */\r\n public get isSupported(): boolean {\r\n return this._getEngine()!.webGLVersion > 1 || this._getEngine()!.getCaps().drawBuffersExtension;\r\n }\r\n\r\n /**\r\n * Get the list of textures generated by the multi render target.\r\n */\r\n public get textures(): Texture[] {\r\n return this._textures;\r\n }\r\n\r\n /**\r\n * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set\r\n */\r\n public get depthTexture(): Texture {\r\n return this._textures[this._textures.length - 1];\r\n }\r\n\r\n /**\r\n * Set the wrapping mode on U of all the textures we are rendering to.\r\n * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)\r\n */\r\n public set wrapU(wrap: number) {\r\n if (this._textures) {\r\n for (var i = 0; i < this._textures.length; i++) {\r\n this._textures[i].wrapU = wrap;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Set the wrapping mode on V of all the textures we are rendering to.\r\n * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)\r\n */\r\n public set wrapV(wrap: number) {\r\n if (this._textures) {\r\n for (var i = 0; i < this._textures.length; i++) {\r\n this._textures[i].wrapV = wrap;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Instantiate a new multi render target texture.\r\n * A multi render target, like a render target provides the ability to render to a texture.\r\n * Unlike the render target, it can render to several draw buffers in one draw.\r\n * This is specially interesting in deferred rendering or for any effects requiring more than\r\n * just one color from a single pass.\r\n * @param name Define the name of the texture\r\n * @param size Define the size of the buffers to render to\r\n * @param count Define the number of target we are rendering into\r\n * @param scene Define the scene the texture belongs to\r\n * @param options Define the options used to create the multi render target\r\n */\r\n constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions) {\r\n var generateMipMaps = options && options.generateMipMaps ? options.generateMipMaps : false;\r\n var generateDepthTexture = options && options.generateDepthTexture ? options.generateDepthTexture : false;\r\n var doNotChangeAspectRatio = !options || options.doNotChangeAspectRatio === undefined ? true : options.doNotChangeAspectRatio;\r\n\r\n super(name, size, scene, generateMipMaps, doNotChangeAspectRatio);\r\n\r\n if (!this.isSupported) {\r\n this.dispose();\r\n return;\r\n }\r\n\r\n var types = [];\r\n var samplingModes = [];\r\n\r\n for (var i = 0; i < count; i++) {\r\n if (options && options.types && options.types[i] !== undefined) {\r\n types.push(options.types[i]);\r\n } else {\r\n types.push(options && options.defaultType ? options.defaultType : Constants.TEXTURETYPE_UNSIGNED_INT);\r\n }\r\n\r\n if (options && options.samplingModes && options.samplingModes[i] !== undefined) {\r\n samplingModes.push(options.samplingModes[i]);\r\n } else {\r\n samplingModes.push(Texture.BILINEAR_SAMPLINGMODE);\r\n }\r\n }\r\n\r\n var generateDepthBuffer = !options || options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n var generateStencilBuffer = !options || options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;\r\n\r\n this._size = size;\r\n this._multiRenderTargetOptions = {\r\n samplingModes: samplingModes,\r\n generateMipMaps: generateMipMaps,\r\n generateDepthBuffer: generateDepthBuffer,\r\n generateStencilBuffer: generateStencilBuffer,\r\n generateDepthTexture: generateDepthTexture,\r\n types: types,\r\n textureCount: count\r\n };\r\n\r\n this._createInternalTextures();\r\n this._createTextures();\r\n }\r\n\r\n /** @hidden */\r\n public _rebuild(): void {\r\n this.releaseInternalTextures();\r\n this._createInternalTextures();\r\n\r\n for (var i = 0; i < this._internalTextures.length; i++) {\r\n var texture = this._textures[i];\r\n texture._texture = this._internalTextures[i];\r\n }\r\n\r\n // Keeps references to frame buffer and stencil/depth buffer\r\n this._texture = this._internalTextures[0];\r\n }\r\n\r\n private _createInternalTextures(): void {\r\n this._internalTextures = this._getEngine()!.createMultipleRenderTarget(this._size, this._multiRenderTargetOptions);\r\n }\r\n\r\n private _createTextures(): void {\r\n this._textures = [];\r\n for (var i = 0; i < this._internalTextures.length; i++) {\r\n var texture = new Texture(null, this.getScene());\r\n texture._texture = this._internalTextures[i];\r\n this._textures.push(texture);\r\n }\r\n\r\n // Keeps references to frame buffer and stencil/depth buffer\r\n this._texture = this._internalTextures[0];\r\n }\r\n\r\n /**\r\n * Define the number of samples used if MSAA is enabled.\r\n */\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n public set samples(value: number) {\r\n if (this._samples === value) {\r\n return;\r\n }\r\n\r\n this._samples = this._getEngine()!.updateMultipleRenderTargetTextureSampleCount(this._internalTextures, value);\r\n }\r\n\r\n /**\r\n * Resize all the textures in the multi render target.\r\n * Be carrefull as it will recreate all the data in the new texture.\r\n * @param size Define the new size\r\n */\r\n public resize(size: any) {\r\n this.releaseInternalTextures();\r\n this._size = size;\r\n this._createInternalTextures();\r\n }\r\n\r\n protected unbindFrameBuffer(engine: Engine, faceIndex: number): void {\r\n engine.unBindMultiColorAttachmentFramebuffer(this._internalTextures, this.isCube, () => {\r\n this.onAfterRenderObservable.notifyObservers(faceIndex);\r\n });\r\n }\r\n\r\n /**\r\n * Dispose the render targets and their associated resources\r\n */\r\n public dispose(): void {\r\n this.releaseInternalTextures();\r\n\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Release all the underlying texture used as draw buffers.\r\n */\r\n public releaseInternalTextures(): void {\r\n if (!this._internalTextures) {\r\n return;\r\n }\r\n\r\n for (var i = this._internalTextures.length - 1; i >= 0; i--) {\r\n if (this._internalTextures[i] !== undefined) {\r\n this._internalTextures[i].dispose();\r\n this._internalTextures.splice(i, 1);\r\n }\r\n }\r\n }\r\n}\r\n","import { SerializationHelper } from \"../../Misc/decorators\";\r\nimport { EnvironmentTextureTools } from \"../../Misc/environmentTextureTools\";\r\nimport { Nullable } from \"../../types\";\r\nimport { Scene } from \"../../scene\";\r\nimport { SphericalPolynomial } from \"../../Maths/sphericalPolynomial\";\r\nimport { InternalTexture, InternalTextureSource } from \"./internalTexture\";\r\nimport { CubeTexture } from \"./cubeTexture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport \"../../Engines/Extensions/engine.rawTexture\";\r\nimport { Engine } from '../../Engines/engine';\r\n\r\n/**\r\n * Raw cube texture where the raw buffers are passed in\r\n */\r\nexport class RawCubeTexture extends CubeTexture {\r\n /**\r\n * Creates a cube texture where the raw buffers are passed in.\r\n * @param scene defines the scene the texture is attached to\r\n * @param data defines the array of data to use to create each face\r\n * @param size defines the size of the textures\r\n * @param format defines the format of the data\r\n * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)\r\n * @param generateMipMaps defines if the engine should generate the mip levels\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param compression defines the compression used (null by default)\r\n */\r\n constructor(scene: Scene, data: Nullable, size: number,\r\n format: number = Constants.TEXTUREFORMAT_RGBA, type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n generateMipMaps: boolean = false, invertY: boolean = false, samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n compression: Nullable = null) {\r\n super(\"\", scene);\r\n\r\n this._texture = scene.getEngine().createRawCubeTexture(data, size, format, type, generateMipMaps, invertY, samplingMode, compression);\r\n }\r\n\r\n /**\r\n * Updates the raw cube texture.\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the compression used (null by default)\r\n * @param level defines which level of the texture to update\r\n */\r\n public update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable = null): void {\r\n (this._texture!.getEngine() as Engine).updateRawCubeTexture(this._texture!, data, format, type, invertY, compression);\r\n }\r\n\r\n /**\r\n * Updates a raw cube texture with RGBD encoded data.\r\n * @param data defines the array of data [mipmap][face] to use to create each face\r\n * @param sphericalPolynomial defines the spherical polynomial for irradiance\r\n * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness\r\n * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness\r\n * @returns a promsie that resolves when the operation is complete\r\n */\r\n public updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial: Nullable = null, lodScale: number = 0.8, lodOffset: number = 0): Promise {\r\n return RawCubeTexture._UpdateRGBDAsync(this._texture!, data, sphericalPolynomial, lodScale, lodOffset);\r\n }\r\n\r\n /**\r\n * Clones the raw cube texture.\r\n * @return a new cube texture\r\n */\r\n public clone(): CubeTexture {\r\n return SerializationHelper.Clone(() => {\r\n const scene = this.getScene()!;\r\n const internalTexture = this._texture!;\r\n\r\n const texture = new RawCubeTexture(scene, internalTexture._bufferViewArray!, internalTexture.width, internalTexture.format, internalTexture.type,\r\n internalTexture.generateMipMaps, internalTexture.invertY, internalTexture.samplingMode, internalTexture._compression);\r\n\r\n if (internalTexture.source === InternalTextureSource.CubeRawRGBD) {\r\n texture.updateRGBDAsync(internalTexture._bufferViewArrayArray!, internalTexture._sphericalPolynomial, internalTexture._lodGenerationScale, internalTexture._lodGenerationOffset);\r\n }\r\n\r\n return texture;\r\n }, this);\r\n }\r\n\r\n /** @hidden */\r\n public static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable, lodScale: number, lodOffset: number): Promise {\r\n internalTexture._source = InternalTextureSource.CubeRawRGBD;\r\n internalTexture._bufferViewArrayArray = data;\r\n internalTexture._lodGenerationScale = lodScale;\r\n internalTexture._lodGenerationOffset = lodOffset;\r\n internalTexture._sphericalPolynomial = sphericalPolynomial;\r\n\r\n return EnvironmentTextureTools.UploadLevelsAsync(internalTexture, data).then(() => {\r\n internalTexture.isReady = true;\r\n });\r\n }\r\n}\r\n","import { Scene } from \"../../scene\";\r\nimport { Texture } from \"./texture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport \"../../Engines/Extensions/engine.rawTexture\";\r\n\r\n/**\r\n * Raw texture can help creating a texture directly from an array of data.\r\n * This can be super useful if you either get the data from an uncompressed source or\r\n * if you wish to create your texture pixel by pixel.\r\n */\r\nexport class RawTexture extends Texture {\r\n /**\r\n * Instantiates a new RawTexture.\r\n * Raw texture can help creating a texture directly from an array of data.\r\n * This can be super useful if you either get the data from an uncompressed source or\r\n * if you wish to create your texture pixel by pixel.\r\n * @param data define the array of data to use to create the texture\r\n * @param width define the width of the texture\r\n * @param height define the height of the texture\r\n * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)\r\n * @param scene define the scene the texture belongs to\r\n * @param generateMipMaps define whether mip maps should be generated or not\r\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\r\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\r\n * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\r\n */\r\n constructor(data: ArrayBufferView, width: number, height: number,\r\n /**\r\n * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)\r\n */\r\n public format: number,\r\n scene: Scene, generateMipMaps: boolean = true, invertY: boolean = false, samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, type: number = Constants.TEXTURETYPE_UNSIGNED_INT) {\r\n super(null, scene, !generateMipMaps, invertY);\r\n\r\n this._texture = scene.getEngine().createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode, null, type);\r\n\r\n this.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n }\r\n\r\n /**\r\n * Updates the texture underlying data.\r\n * @param data Define the new data of the texture\r\n */\r\n public update(data: ArrayBufferView): void {\r\n this._getEngine()!.updateRawTexture(this._texture, data, this._texture!.format, this._texture!.invertY, null, this._texture!.type);\r\n }\r\n\r\n /**\r\n * Creates a luminance texture from some data.\r\n * @param data Define the texture data\r\n * @param width Define the width of the texture\r\n * @param height Define the height of the texture\r\n * @param scene Define the scene the texture belongs to\r\n * @param generateMipMaps Define whether or not to create mip maps for the texture\r\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\r\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\r\n * @returns the luminance texture\r\n */\r\n public static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps: boolean = true, invertY: boolean = false, samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE): RawTexture {\r\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_LUMINANCE, scene, generateMipMaps, invertY, samplingMode);\r\n }\r\n\r\n /**\r\n * Creates a luminance alpha texture from some data.\r\n * @param data Define the texture data\r\n * @param width Define the width of the texture\r\n * @param height Define the height of the texture\r\n * @param scene Define the scene the texture belongs to\r\n * @param generateMipMaps Define whether or not to create mip maps for the texture\r\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\r\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\r\n * @returns the luminance alpha texture\r\n */\r\n public static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps: boolean = true, invertY: boolean = false, samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE): RawTexture {\r\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_LUMINANCE_ALPHA, scene, generateMipMaps, invertY, samplingMode);\r\n }\r\n\r\n /**\r\n * Creates an alpha texture from some data.\r\n * @param data Define the texture data\r\n * @param width Define the width of the texture\r\n * @param height Define the height of the texture\r\n * @param scene Define the scene the texture belongs to\r\n * @param generateMipMaps Define whether or not to create mip maps for the texture\r\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\r\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\r\n * @returns the alpha texture\r\n */\r\n public static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps: boolean = true, invertY: boolean = false, samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE): RawTexture {\r\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_ALPHA, scene, generateMipMaps, invertY, samplingMode);\r\n }\r\n\r\n /**\r\n * Creates a RGB texture from some data.\r\n * @param data Define the texture data\r\n * @param width Define the width of the texture\r\n * @param height Define the height of the texture\r\n * @param scene Define the scene the texture belongs to\r\n * @param generateMipMaps Define whether or not to create mip maps for the texture\r\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\r\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\r\n * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\r\n * @returns the RGB alpha texture\r\n */\r\n public static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps: boolean = true, invertY: boolean = false, samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, type: number = Constants.TEXTURETYPE_UNSIGNED_INT): RawTexture {\r\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_RGB, scene, generateMipMaps, invertY, samplingMode, type);\r\n }\r\n\r\n /**\r\n * Creates a RGBA texture from some data.\r\n * @param data Define the texture data\r\n * @param width Define the width of the texture\r\n * @param height Define the height of the texture\r\n * @param scene Define the scene the texture belongs to\r\n * @param generateMipMaps Define whether or not to create mip maps for the texture\r\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\r\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\r\n * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\r\n * @returns the RGBA texture\r\n */\r\n public static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps: boolean = true, invertY: boolean = false, samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, type: number = Constants.TEXTURETYPE_UNSIGNED_INT): RawTexture {\r\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_RGBA, scene, generateMipMaps, invertY, samplingMode, type);\r\n }\r\n\r\n /**\r\n * Creates a R texture from some data.\r\n * @param data Define the texture data\r\n * @param width Define the width of the texture\r\n * @param height Define the height of the texture\r\n * @param scene Define the scene the texture belongs to\r\n * @param generateMipMaps Define whether or not to create mip maps for the texture\r\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\r\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\r\n * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\r\n * @returns the R texture\r\n */\r\n public static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps: boolean = true, invertY: boolean = false, samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE, type: number = Constants.TEXTURETYPE_FLOAT): RawTexture {\r\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_R, scene, generateMipMaps, invertY, samplingMode, type);\r\n }\r\n}\r\n","import { Scene } from \"../../scene\";\r\nimport { Texture } from \"./texture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport \"../../Engines/Extensions/engine.rawTexture\";\r\n/**\r\n * Class used to store 2D array textures containing user data\r\n */\r\nexport class RawTexture2DArray extends Texture {\r\n /**\r\n * Create a new RawTexture2DArray\r\n * @param data defines the data of the texture\r\n * @param width defines the width of the texture\r\n * @param height defines the height of the texture\r\n * @param depth defines the number of layers of the texture\r\n * @param format defines the texture format to use\r\n * @param scene defines the hosting scene\r\n * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)\r\n * @param invertY defines if texture must be stored with Y axis inverted\r\n * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)\r\n * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)\r\n */\r\n constructor(data: ArrayBufferView, width: number, height: number, depth: number,\r\n /** Gets or sets the texture format to use */\r\n public format: number, scene: Scene,\r\n generateMipMaps: boolean = true,\r\n invertY: boolean = false,\r\n samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE,\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_INT) {\r\n super(null, scene, !generateMipMaps, invertY);\r\n\r\n this._texture = scene.getEngine().createRawTexture2DArray(\r\n data,\r\n width,\r\n height,\r\n depth,\r\n format,\r\n generateMipMaps,\r\n invertY,\r\n samplingMode,\r\n null,\r\n textureType\r\n );\r\n\r\n this.is2DArray = true;\r\n }\r\n\r\n /**\r\n * Update the texture with new data\r\n * @param data defines the data to store in the texture\r\n */\r\n public update(data: ArrayBufferView): void {\r\n if (!this._texture) {\r\n return;\r\n }\r\n this._getEngine()!.updateRawTexture2DArray(this._texture, data, this._texture.format, this._texture!.invertY, null, this._texture.type);\r\n }\r\n}\r\n","import { Scene } from \"../../scene\";\r\nimport { Texture } from \"./texture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport \"../../Engines/Extensions/engine.rawTexture\";\r\n/**\r\n * Class used to store 3D textures containing user data\r\n */\r\nexport class RawTexture3D extends Texture {\r\n /**\r\n * Create a new RawTexture3D\r\n * @param data defines the data of the texture\r\n * @param width defines the width of the texture\r\n * @param height defines the height of the texture\r\n * @param depth defines the depth of the texture\r\n * @param format defines the texture format to use\r\n * @param scene defines the hosting scene\r\n * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)\r\n * @param invertY defines if texture must be stored with Y axis inverted\r\n * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)\r\n * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)\r\n */\r\n constructor(data: ArrayBufferView, width: number, height: number, depth: number,\r\n /** Gets or sets the texture format to use */\r\n public format: number, scene: Scene,\r\n generateMipMaps: boolean = true,\r\n invertY: boolean = false,\r\n samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE,\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_INT) {\r\n super(null, scene, !generateMipMaps, invertY);\r\n\r\n this._texture = scene.getEngine().createRawTexture3D(\r\n data,\r\n width,\r\n height,\r\n depth,\r\n format,\r\n generateMipMaps,\r\n invertY,\r\n samplingMode,\r\n null,\r\n textureType\r\n );\r\n\r\n this.is3D = true;\r\n }\r\n\r\n /**\r\n * Update the texture with new data\r\n * @param data defines the data to store in the texture\r\n */\r\n public update(data: ArrayBufferView): void {\r\n if (!this._texture) {\r\n return;\r\n }\r\n this._getEngine()!.updateRawTexture3D(this._texture, data, this._texture.format, this._texture!.invertY, null, this._texture.type);\r\n }\r\n}\r\n","import { Scene } from \"../../scene\";\r\nimport { Plane } from \"../../Maths/math.plane\";\r\nimport { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\n/**\r\n * Creates a refraction texture used by refraction channel of the standard material.\r\n * It is like a mirror but to see through a material.\r\n * @see https://doc.babylonjs.com/how_to/reflect#refraction\r\n */\r\nexport class RefractionTexture extends RenderTargetTexture {\r\n /**\r\n * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.\r\n * It is possible to directly set the refractionPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the refractionPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the refractor as stated in the doc.\r\n * @see https://doc.babylonjs.com/how_to/reflect#refraction\r\n */\r\n public refractionPlane = new Plane(0, 1, 0, 1);\r\n\r\n /**\r\n * Define how deep under the surface we should see.\r\n */\r\n public depth = 2.0;\r\n\r\n /**\r\n * Creates a refraction texture used by refraction channel of the standard material.\r\n * It is like a mirror but to see through a material.\r\n * @see https://doc.babylonjs.com/how_to/reflect#refraction\r\n * @param name Define the texture name\r\n * @param size Define the size of the underlying texture\r\n * @param scene Define the scene the refraction belongs to\r\n * @param generateMipMaps Define if we need to generate mips level for the refraction\r\n */\r\n constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean) {\r\n super(name, size, scene, generateMipMaps, true);\r\n\r\n this.onBeforeRenderObservable.add(() => {\r\n scene.clipPlane = this.refractionPlane;\r\n });\r\n\r\n this.onAfterRenderObservable.add(() => {\r\n scene.clipPlane = null;\r\n });\r\n }\r\n\r\n /**\r\n * Clone the refraction texture.\r\n * @returns the cloned texture\r\n */\r\n public clone(): RefractionTexture {\r\n let scene = this.getScene();\r\n\r\n if (!scene) {\r\n return this;\r\n }\r\n\r\n var textureSize = this.getSize();\r\n var newTexture = new RefractionTexture(this.name, textureSize.width, scene, this._generateMipMaps);\r\n\r\n // Base texture\r\n newTexture.hasAlpha = this.hasAlpha;\r\n newTexture.level = this.level;\r\n\r\n // Refraction Texture\r\n newTexture.refractionPlane = this.refractionPlane.clone();\r\n if (this.renderList) {\r\n newTexture.renderList = this.renderList.slice(0);\r\n }\r\n newTexture.depth = this.depth;\r\n\r\n return newTexture;\r\n }\r\n\r\n /**\r\n * Serialize the texture to a JSON representation you could use in Parse later on\r\n * @returns the serialized JSON representation\r\n */\r\n public serialize(): any {\r\n if (!this.name) {\r\n return null;\r\n }\r\n\r\n var serializationObject = super.serialize();\r\n\r\n serializationObject.mirrorPlane = this.refractionPlane.asArray();\r\n serializationObject.depth = this.depth;\r\n\r\n return serializationObject;\r\n }\r\n}\r\n","\r\n/**\r\n * Define options used to create a render target texture\r\n */\r\nexport class RenderTargetCreationOptions {\r\n /**\r\n * Specifies is mipmaps must be generated\r\n */\r\n generateMipMaps?: boolean;\r\n /** Specifies whether or not a depth should be allocated in the texture (true by default) */\r\n generateDepthBuffer?: boolean;\r\n /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/\r\n generateStencilBuffer?: boolean;\r\n /** Defines texture type (int by default) */\r\n type?: number;\r\n /** Defines sampling mode (trilinear by default) */\r\n samplingMode?: number;\r\n /** Defines format (RGBA by default) */\r\n format?: number;\r\n}","import { Observer, Observable } from \"../../Misc/observable\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { SmartArray } from \"../../Misc/smartArray\";\r\nimport { Nullable, Immutable } from \"../../types\";\r\nimport { Camera } from \"../../Cameras/camera\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Matrix, Vector3 } from \"../../Maths/math.vector\";\r\nimport { Color4 } from '../../Maths/math.color';\r\nimport { RenderTargetCreationOptions } from \"../../Materials/Textures/renderTargetCreationOptions\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { SubMesh } from \"../../Meshes/subMesh\";\r\nimport { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { PostProcessManager } from \"../../PostProcesses/postProcessManager\";\r\nimport { PostProcess } from \"../../PostProcesses/postProcess\";\r\nimport { RenderingManager } from \"../../Rendering/renderingManager\";\r\nimport { Constants } from \"../../Engines/constants\";\r\n\r\nimport \"../../Engines/Extensions/engine.renderTarget\";\r\nimport \"../../Engines/Extensions/engine.renderTargetCube\";\r\nimport { InstancedMesh } from '../../Meshes/instancedMesh';\r\nimport { Engine } from '../../Engines/engine';\r\n\r\n/**\r\n * This Helps creating a texture that will be created from a camera in your scene.\r\n * It is basically a dynamic texture that could be used to create special effects for instance.\r\n * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...\r\n */\r\nexport class RenderTargetTexture extends Texture {\r\n /**\r\n * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.\r\n */\r\n public static readonly REFRESHRATE_RENDER_ONCE: number = 0;\r\n /**\r\n * The texture will only be rendered rendered every frame and is recomended for dynamic contents.\r\n */\r\n public static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number = 1;\r\n /**\r\n * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not\r\n * the central point of your effect and can save a lot of performances.\r\n */\r\n public static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number = 2;\r\n\r\n /**\r\n * Use this predicate to dynamically define the list of mesh you want to render.\r\n * If set, the renderList property will be overwritten.\r\n */\r\n public renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;\r\n\r\n private _renderList: Nullable>;\r\n /**\r\n * Use this list to define the list of mesh you want to render.\r\n */\r\n public get renderList(): Nullable> {\r\n return this._renderList;\r\n }\r\n\r\n public set renderList(value: Nullable>) {\r\n this._renderList = value;\r\n\r\n if (this._renderList) {\r\n this._hookArray(this._renderList);\r\n }\r\n }\r\n\r\n /**\r\n * Use this function to overload the renderList array at rendering time.\r\n * Return null to render with the curent renderList, else return the list of meshes to use for rendering.\r\n * For 2DArray RTT, layerOrFace is the index of the layer that is going to be rendered, else it is the faceIndex of\r\n * the cube (if the RTT is a cube, else layerOrFace=0).\r\n * The renderList passed to the function is the current render list (the one that will be used if the function returns null).\r\n * The length of this list is passed through renderListLength: don't use renderList.length directly because the array can\r\n * hold dummy elements!\r\n */\r\n public getCustomRenderList: (layerOrFace: number, renderList: Nullable>>, renderListLength: number) => Nullable>;\r\n\r\n private _hookArray(array: AbstractMesh[]): void {\r\n var oldPush = array.push;\r\n array.push = (...items: AbstractMesh[]) => {\r\n let wasEmpty = array.length === 0;\r\n\r\n var result = oldPush.apply(array, items);\r\n\r\n if (wasEmpty && this.getScene()) {\r\n this.getScene()!.meshes.forEach((mesh) => {\r\n mesh._markSubMeshesAsLightDirty();\r\n });\r\n }\r\n\r\n return result;\r\n };\r\n\r\n var oldSplice = array.splice;\r\n array.splice = (index: number, deleteCount?: number) => {\r\n var deleted = oldSplice.apply(array, [index, deleteCount]);\r\n\r\n if (array.length === 0) {\r\n this.getScene()!.meshes.forEach((mesh) => {\r\n mesh._markSubMeshesAsLightDirty();\r\n });\r\n }\r\n\r\n return deleted;\r\n };\r\n }\r\n\r\n /**\r\n * Define if particles should be rendered in your texture.\r\n */\r\n public renderParticles = true;\r\n /**\r\n * Define if sprites should be rendered in your texture.\r\n */\r\n public renderSprites = false;\r\n /**\r\n * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.\r\n */\r\n public coordinatesMode = Texture.PROJECTION_MODE;\r\n /**\r\n * Define the camera used to render the texture.\r\n */\r\n public activeCamera: Nullable;\r\n /**\r\n * Override the mesh isReady function with your own one.\r\n */\r\n public customIsReadyFunction: (mesh: AbstractMesh, refreshRate: number) => boolean;\r\n /**\r\n * Override the render function of the texture with your own one.\r\n */\r\n public customRenderFunction: (opaqueSubMeshes: SmartArray, alphaTestSubMeshes: SmartArray, transparentSubMeshes: SmartArray, depthOnlySubMeshes: SmartArray, beforeTransparents?: () => void) => void;\r\n /**\r\n * Define if camera post processes should be use while rendering the texture.\r\n */\r\n public useCameraPostProcesses: boolean;\r\n /**\r\n * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.\r\n */\r\n public ignoreCameraViewport: boolean = false;\r\n\r\n private _postProcessManager: Nullable;\r\n private _postProcesses: PostProcess[];\r\n private _resizeObserver: Nullable>;\r\n\r\n /**\r\n * An event triggered when the texture is unbind.\r\n */\r\n public onBeforeBindObservable = new Observable();\r\n\r\n /**\r\n * An event triggered when the texture is unbind.\r\n */\r\n public onAfterUnbindObservable = new Observable();\r\n\r\n private _onAfterUnbindObserver: Nullable>;\r\n /**\r\n * Set a after unbind callback in the texture.\r\n * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.\r\n */\r\n public set onAfterUnbind(callback: () => void) {\r\n if (this._onAfterUnbindObserver) {\r\n this.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);\r\n }\r\n this._onAfterUnbindObserver = this.onAfterUnbindObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered before rendering the texture\r\n */\r\n public onBeforeRenderObservable = new Observable();\r\n\r\n private _onBeforeRenderObserver: Nullable>;\r\n /**\r\n * Set a before render callback in the texture.\r\n * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.\r\n */\r\n public set onBeforeRender(callback: (faceIndex: number) => void) {\r\n if (this._onBeforeRenderObserver) {\r\n this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);\r\n }\r\n this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered after rendering the texture\r\n */\r\n public onAfterRenderObservable = new Observable();\r\n\r\n private _onAfterRenderObserver: Nullable>;\r\n /**\r\n * Set a after render callback in the texture.\r\n * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.\r\n */\r\n public set onAfterRender(callback: (faceIndex: number) => void) {\r\n if (this._onAfterRenderObserver) {\r\n this.onAfterRenderObservable.remove(this._onAfterRenderObserver);\r\n }\r\n this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered after the texture clear\r\n */\r\n public onClearObservable = new Observable();\r\n\r\n private _onClearObserver: Nullable>;\r\n /**\r\n * Set a clear callback in the texture.\r\n * This has been kept for backward compatibility and use of onClearObservable is recommended.\r\n */\r\n public set onClear(callback: (Engine: Engine) => void) {\r\n if (this._onClearObserver) {\r\n this.onClearObservable.remove(this._onClearObserver);\r\n }\r\n this._onClearObserver = this.onClearObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered when the texture is resized.\r\n */\r\n public onResizeObservable = new Observable();\r\n\r\n /**\r\n * Define the clear color of the Render Target if it should be different from the scene.\r\n */\r\n public clearColor: Color4;\r\n protected _size: number | { width: number, height: number, layers?: number };\r\n protected _initialSizeParameter: number | { width: number, height: number } | { ratio: number };\r\n protected _sizeRatio: Nullable;\r\n /** @hidden */\r\n public _generateMipMaps: boolean;\r\n protected _renderingManager: RenderingManager;\r\n /** @hidden */\r\n public _waitingRenderList: string[];\r\n protected _doNotChangeAspectRatio: boolean;\r\n protected _currentRefreshId = -1;\r\n protected _refreshRate = 1;\r\n protected _textureMatrix: Matrix;\r\n protected _samples = 1;\r\n protected _renderTargetOptions: RenderTargetCreationOptions;\r\n /**\r\n * Gets render target creation options that were used.\r\n */\r\n public get renderTargetOptions(): RenderTargetCreationOptions {\r\n return this._renderTargetOptions;\r\n }\r\n\r\n protected _onRatioRescale(): void {\r\n if (this._sizeRatio) {\r\n this.resize(this._initialSizeParameter);\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the center of the bounding box associated with the texture (when in cube mode)\r\n * It must define where the camera used to render the texture is set\r\n */\r\n public boundingBoxPosition = Vector3.Zero();\r\n\r\n private _boundingBoxSize: Vector3;\r\n\r\n /**\r\n * Gets or sets the size of the bounding box associated with the texture (when in cube mode)\r\n * When defined, the cubemap will switch to local mode\r\n * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity\r\n * @example https://www.babylonjs-playground.com/#RNASML\r\n */\r\n public set boundingBoxSize(value: Vector3) {\r\n if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {\r\n return;\r\n }\r\n this._boundingBoxSize = value;\r\n let scene = this.getScene();\r\n if (scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n }\r\n public get boundingBoxSize(): Vector3 {\r\n return this._boundingBoxSize;\r\n }\r\n\r\n /**\r\n * In case the RTT has been created with a depth texture, get the associated\r\n * depth texture.\r\n * Otherwise, return null.\r\n */\r\n public get depthStencilTexture(): Nullable {\r\n return this.getInternalTexture()?._depthStencilTexture || null;\r\n }\r\n\r\n /**\r\n * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse\r\n * or used a shadow, depth texture...\r\n * @param name The friendly name of the texture\r\n * @param size The size of the RTT (number if square, or {width: number, height:number} or {ratio:} to define a ratio from the main scene)\r\n * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.\r\n * @param generateMipMaps True if mip maps need to be generated after render.\r\n * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT\r\n * @param type The type of the buffer in the RTT (int, half float, float...)\r\n * @param isCube True if a cube texture needs to be created\r\n * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)\r\n * @param generateDepthBuffer True to generate a depth buffer\r\n * @param generateStencilBuffer True to generate a stencil buffer\r\n * @param isMulti True if multiple textures need to be created (Draw Buffers)\r\n * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)\r\n * @param delayAllocation if the texture allocation should be delayed (default: false)\r\n */\r\n constructor(name: string, size: number | { width: number, height: number, layers?: number } | { ratio: number }, scene: Nullable, generateMipMaps?: boolean, doNotChangeAspectRatio: boolean = true, type: number = Constants.TEXTURETYPE_UNSIGNED_INT, public isCube = false, samplingMode = Texture.TRILINEAR_SAMPLINGMODE, generateDepthBuffer = true, generateStencilBuffer = false, isMulti = false, format = Constants.TEXTUREFORMAT_RGBA, delayAllocation = false) {\r\n super(null, scene, !generateMipMaps);\r\n scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n this.renderList = new Array();\r\n this.name = name;\r\n this.isRenderTarget = true;\r\n this._initialSizeParameter = size;\r\n\r\n this._processSizeParameter(size);\r\n\r\n this._resizeObserver = this.getScene()!.getEngine().onResizeObservable.add(() => {\r\n });\r\n\r\n this._generateMipMaps = generateMipMaps ? true : false;\r\n this._doNotChangeAspectRatio = doNotChangeAspectRatio;\r\n\r\n // Rendering groups\r\n this._renderingManager = new RenderingManager(scene);\r\n this._renderingManager._useSceneAutoClearSetup = true;\r\n\r\n if (isMulti) {\r\n return;\r\n }\r\n\r\n this._renderTargetOptions = {\r\n generateMipMaps: generateMipMaps,\r\n type: type,\r\n format: format,\r\n samplingMode: samplingMode,\r\n generateDepthBuffer: generateDepthBuffer,\r\n generateStencilBuffer: generateStencilBuffer\r\n };\r\n\r\n if (samplingMode === Texture.NEAREST_SAMPLINGMODE) {\r\n this.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n }\r\n\r\n if (!delayAllocation) {\r\n if (isCube) {\r\n this._texture = scene.getEngine().createRenderTargetCubeTexture(this.getRenderSize(), this._renderTargetOptions);\r\n this.coordinatesMode = Texture.INVCUBIC_MODE;\r\n this._textureMatrix = Matrix.Identity();\r\n } else {\r\n this._texture = scene.getEngine().createRenderTargetTexture(this._size, this._renderTargetOptions);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Creates a depth stencil texture.\r\n * This is only available in WebGL 2 or with the depth texture extension available.\r\n * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode\r\n * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture\r\n * @param generateStencil Specifies whether or not a stencil should be allocated in the texture\r\n */\r\n public createDepthStencilTexture(comparisonFunction: number = 0, bilinearFiltering: boolean = true, generateStencil: boolean = false): void {\r\n const internalTexture = this.getInternalTexture();\r\n if (!this.getScene() || !internalTexture) {\r\n return;\r\n }\r\n\r\n var engine = this.getScene()!.getEngine();\r\n internalTexture._depthStencilTexture = engine.createDepthStencilTexture(this._size, {\r\n bilinearFiltering,\r\n comparisonFunction,\r\n generateStencil,\r\n isCube: this.isCube\r\n });\r\n }\r\n\r\n private _processSizeParameter(size: number | { width: number, height: number } | { ratio: number }): void {\r\n if ((<{ ratio: number }>size).ratio) {\r\n this._sizeRatio = (<{ ratio: number }>size).ratio;\r\n const engine = this._getEngine()!;\r\n this._size = {\r\n width: this._bestReflectionRenderTargetDimension(engine.getRenderWidth(), this._sizeRatio),\r\n height: this._bestReflectionRenderTargetDimension(engine.getRenderHeight(), this._sizeRatio)\r\n };\r\n } else {\r\n this._size = size;\r\n }\r\n }\r\n\r\n /**\r\n * Define the number of samples to use in case of MSAA.\r\n * It defaults to one meaning no MSAA has been enabled.\r\n */\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n public set samples(value: number) {\r\n if (this._samples === value) {\r\n return;\r\n }\r\n\r\n let scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n this._samples = scene.getEngine().updateRenderTargetTextureSampleCount(this._texture, value);\r\n }\r\n\r\n /**\r\n * Resets the refresh counter of the texture and start bak from scratch.\r\n * Could be useful to regenerate the texture if it is setup to render only once.\r\n */\r\n public resetRefreshCounter(): void {\r\n this._currentRefreshId = -1;\r\n }\r\n\r\n /**\r\n * Define the refresh rate of the texture or the rendering frequency.\r\n * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...\r\n */\r\n public get refreshRate(): number {\r\n return this._refreshRate;\r\n }\r\n public set refreshRate(value: number) {\r\n this._refreshRate = value;\r\n this.resetRefreshCounter();\r\n }\r\n\r\n /**\r\n * Adds a post process to the render target rendering passes.\r\n * @param postProcess define the post process to add\r\n */\r\n public addPostProcess(postProcess: PostProcess): void {\r\n if (!this._postProcessManager) {\r\n let scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n this._postProcessManager = new PostProcessManager(scene);\r\n this._postProcesses = new Array();\r\n }\r\n\r\n this._postProcesses.push(postProcess);\r\n this._postProcesses[0].autoClear = false;\r\n }\r\n\r\n /**\r\n * Clear all the post processes attached to the render target\r\n * @param dispose define if the cleared post processesshould also be disposed (false by default)\r\n */\r\n public clearPostProcesses(dispose: boolean = false): void {\r\n if (!this._postProcesses) {\r\n return;\r\n }\r\n\r\n if (dispose) {\r\n for (var postProcess of this._postProcesses) {\r\n postProcess.dispose();\r\n }\r\n }\r\n\r\n this._postProcesses = [];\r\n }\r\n\r\n /**\r\n * Remove one of the post process from the list of attached post processes to the texture\r\n * @param postProcess define the post process to remove from the list\r\n */\r\n public removePostProcess(postProcess: PostProcess): void {\r\n if (!this._postProcesses) {\r\n return;\r\n }\r\n\r\n var index = this._postProcesses.indexOf(postProcess);\r\n\r\n if (index === -1) {\r\n return;\r\n }\r\n\r\n this._postProcesses.splice(index, 1);\r\n\r\n if (this._postProcesses.length > 0) {\r\n this._postProcesses[0].autoClear = false;\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _shouldRender(): boolean {\r\n if (this._currentRefreshId === -1) { // At least render once\r\n this._currentRefreshId = 1;\r\n return true;\r\n }\r\n\r\n if (this.refreshRate === this._currentRefreshId) {\r\n this._currentRefreshId = 1;\r\n return true;\r\n }\r\n\r\n this._currentRefreshId++;\r\n return false;\r\n }\r\n\r\n /**\r\n * Gets the actual render size of the texture.\r\n * @returns the width of the render size\r\n */\r\n public getRenderSize(): number {\r\n return this.getRenderWidth();\r\n }\r\n\r\n /**\r\n * Gets the actual render width of the texture.\r\n * @returns the width of the render size\r\n */\r\n public getRenderWidth(): number {\r\n if ((<{ width: number, height: number }>this._size).width) {\r\n return (<{ width: number, height: number }>this._size).width;\r\n }\r\n\r\n return this._size;\r\n }\r\n\r\n /**\r\n * Gets the actual render height of the texture.\r\n * @returns the height of the render size\r\n */\r\n public getRenderHeight(): number {\r\n if ((<{ width: number, height: number }>this._size).width) {\r\n return (<{ width: number, height: number }>this._size).height;\r\n }\r\n\r\n return this._size;\r\n }\r\n\r\n /**\r\n * Gets the actual number of layers of the texture.\r\n * @returns the number of layers\r\n */\r\n public getRenderLayers(): number {\r\n const layers = (<{ width: number, height: number, layers?: number }>this._size).layers;\r\n if (layers) {\r\n return layers;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n /**\r\n * Get if the texture can be rescaled or not.\r\n */\r\n public get canRescale(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Resize the texture using a ratio.\r\n * @param ratio the ratio to apply to the texture size in order to compute the new target size\r\n */\r\n public scale(ratio: number): void {\r\n var newSize = Math.max(1, this.getRenderSize() * ratio);\r\n\r\n this.resize(newSize);\r\n }\r\n\r\n /**\r\n * Get the texture reflection matrix used to rotate/transform the reflection.\r\n * @returns the reflection matrix\r\n */\r\n public getReflectionTextureMatrix(): Matrix {\r\n if (this.isCube) {\r\n return this._textureMatrix;\r\n }\r\n\r\n return super.getReflectionTextureMatrix();\r\n }\r\n\r\n /**\r\n * Resize the texture to a new desired size.\r\n * Be carrefull as it will recreate all the data in the new texture.\r\n * @param size Define the new size. It can be:\r\n * - a number for squared texture,\r\n * - an object containing { width: number, height: number }\r\n * - or an object containing a ratio { ratio: number }\r\n */\r\n public resize(size: number | { width: number, height: number } | { ratio: number }): void {\r\n var wasCube = this.isCube;\r\n\r\n this.releaseInternalTexture();\r\n let scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n this._processSizeParameter(size);\r\n\r\n if (wasCube) {\r\n this._texture = scene.getEngine().createRenderTargetCubeTexture(this.getRenderSize(), this._renderTargetOptions);\r\n } else {\r\n this._texture = scene.getEngine().createRenderTargetTexture(this._size, this._renderTargetOptions);\r\n }\r\n\r\n if (this.onResizeObservable.hasObservers()) {\r\n this.onResizeObservable.notifyObservers(this);\r\n }\r\n }\r\n\r\n private _defaultRenderListPrepared: boolean;\r\n\r\n /**\r\n * Renders all the objects from the render list into the texture.\r\n * @param useCameraPostProcess Define if camera post processes should be used during the rendering\r\n * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose\r\n */\r\n public render(useCameraPostProcess: boolean = false, dumpForDebug: boolean = false): void {\r\n var scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n var engine = scene.getEngine();\r\n\r\n if (this.useCameraPostProcesses !== undefined) {\r\n useCameraPostProcess = this.useCameraPostProcesses;\r\n }\r\n\r\n if (this._waitingRenderList) {\r\n this.renderList = [];\r\n for (var index = 0; index < this._waitingRenderList.length; index++) {\r\n var id = this._waitingRenderList[index];\r\n let mesh = scene.getMeshByID(id);\r\n if (mesh) {\r\n this.renderList.push(mesh);\r\n }\r\n }\r\n\r\n delete this._waitingRenderList;\r\n }\r\n\r\n // Is predicate defined?\r\n if (this.renderListPredicate) {\r\n if (this.renderList) {\r\n this.renderList.length = 0; // Clear previous renderList\r\n } else {\r\n this.renderList = [];\r\n }\r\n\r\n var scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n var sceneMeshes = scene.meshes;\r\n\r\n for (var index = 0; index < sceneMeshes.length; index++) {\r\n var mesh = sceneMeshes[index];\r\n if (this.renderListPredicate(mesh)) {\r\n this.renderList.push(mesh);\r\n }\r\n }\r\n }\r\n\r\n this.onBeforeBindObservable.notifyObservers(this);\r\n\r\n // Set custom projection.\r\n // Needs to be before binding to prevent changing the aspect ratio.\r\n let camera: Nullable;\r\n if (this.activeCamera) {\r\n camera = this.activeCamera;\r\n engine.setViewport(this.activeCamera.viewport, this.getRenderWidth(), this.getRenderHeight());\r\n\r\n if (this.activeCamera !== scene.activeCamera) {\r\n scene.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(true));\r\n }\r\n }\r\n else {\r\n camera = scene.activeCamera;\r\n if (camera) {\r\n engine.setViewport(camera.viewport, this.getRenderWidth(), this.getRenderHeight());\r\n }\r\n }\r\n\r\n this._defaultRenderListPrepared = false;\r\n\r\n if (this.is2DArray) {\r\n for (let layer = 0; layer < this.getRenderLayers(); layer++) {\r\n this.renderToTarget(0, useCameraPostProcess, dumpForDebug, layer, camera);\r\n scene.incrementRenderId();\r\n scene.resetCachedMaterial();\r\n }\r\n }\r\n else if (this.isCube) {\r\n for (var face = 0; face < 6; face++) {\r\n this.renderToTarget(face, useCameraPostProcess, dumpForDebug, undefined, camera);\r\n scene.incrementRenderId();\r\n scene.resetCachedMaterial();\r\n }\r\n } else {\r\n this.renderToTarget(0, useCameraPostProcess, dumpForDebug, undefined, camera);\r\n }\r\n\r\n this.onAfterUnbindObservable.notifyObservers(this);\r\n\r\n if (scene.activeCamera) {\r\n // Do not avoid setting uniforms when multiple scenes are active as another camera may have overwrite these\r\n if (scene.getEngine().scenes.length > 1 || (this.activeCamera && this.activeCamera !== scene.activeCamera)) {\r\n scene.setTransformMatrix(scene.activeCamera.getViewMatrix(), scene.activeCamera.getProjectionMatrix(true));\r\n }\r\n engine.setViewport(scene.activeCamera.viewport);\r\n }\r\n\r\n scene.resetCachedMaterial();\r\n }\r\n\r\n private _bestReflectionRenderTargetDimension(renderDimension: number, scale: number): number {\r\n let minimum = 128;\r\n let x = renderDimension * scale;\r\n let curved = Engine.NearestPOT(x + (minimum * minimum / (minimum + x)));\r\n\r\n // Ensure we don't exceed the render dimension (while staying POT)\r\n return Math.min(Engine.FloorPOT(renderDimension), curved);\r\n }\r\n\r\n private _prepareRenderingManager(currentRenderList: Array, currentRenderListLength: number, camera: Nullable, checkLayerMask: boolean): void {\r\n var scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n this._renderingManager.reset();\r\n\r\n var sceneRenderId = scene.getRenderId();\r\n for (var meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {\r\n var mesh = currentRenderList[meshIndex];\r\n\r\n if (mesh) {\r\n if (this.customIsReadyFunction) {\r\n if (!this.customIsReadyFunction(mesh, this.refreshRate)) {\r\n this.resetRefreshCounter();\r\n continue;\r\n }\r\n }\r\n else if (!mesh.isReady(this.refreshRate === 0)) {\r\n this.resetRefreshCounter();\r\n continue;\r\n }\r\n\r\n mesh._preActivateForIntermediateRendering(sceneRenderId);\r\n\r\n let isMasked;\r\n if (checkLayerMask && camera) {\r\n isMasked = ((mesh.layerMask & camera.layerMask) === 0);\r\n } else {\r\n isMasked = false;\r\n }\r\n\r\n if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && !isMasked) {\r\n if (mesh._activate(sceneRenderId, true) && mesh.subMeshes.length) {\r\n if (!mesh.isAnInstance) {\r\n mesh._internalAbstractMeshDataInfo._onlyForInstancesIntermediate = false;\r\n } else {\r\n if (!mesh._internalAbstractMeshDataInfo._actAsRegularMesh) {\r\n mesh = (mesh as InstancedMesh).sourceMesh;\r\n }\r\n }\r\n mesh._internalAbstractMeshDataInfo._isActiveIntermediate = true;\r\n\r\n for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {\r\n var subMesh = mesh.subMeshes[subIndex];\r\n this._renderingManager.dispatch(subMesh, mesh);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n for (var particleIndex = 0; particleIndex < scene.particleSystems.length; particleIndex++) {\r\n var particleSystem = scene.particleSystems[particleIndex];\r\n\r\n let emitter: any = particleSystem.emitter;\r\n if (!particleSystem.isStarted() || !emitter || !emitter.position || !emitter.isEnabled()) {\r\n continue;\r\n }\r\n\r\n if (currentRenderList.indexOf(emitter) >= 0) {\r\n this._renderingManager.dispatchParticles(particleSystem);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @hidden\r\n * @param faceIndex face index to bind to if this is a cubetexture\r\n * @param layer defines the index of the texture to bind in the array\r\n */\r\n public _bindFrameBuffer(faceIndex: number = 0, layer = 0) {\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n var engine = scene.getEngine();\r\n if (this._texture) {\r\n engine.bindFramebuffer(this._texture, this.isCube ? faceIndex : undefined, undefined, undefined, this.ignoreCameraViewport, 0, layer);\r\n }\r\n }\r\n\r\n protected unbindFrameBuffer(engine: Engine, faceIndex: number): void {\r\n if (!this._texture) {\r\n return;\r\n }\r\n engine.unBindFramebuffer(this._texture, this.isCube, () => {\r\n this.onAfterRenderObservable.notifyObservers(faceIndex);\r\n });\r\n }\r\n\r\n private renderToTarget(faceIndex: number, useCameraPostProcess: boolean, dumpForDebug: boolean, layer = 0, camera: Nullable = null): void {\r\n var scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n var engine = scene.getEngine();\r\n\r\n if (!this._texture) {\r\n return;\r\n }\r\n\r\n // Bind\r\n if (this._postProcessManager) {\r\n this._postProcessManager._prepareFrame(this._texture, this._postProcesses);\r\n }\r\n else if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {\r\n this._bindFrameBuffer(faceIndex, layer);\r\n }\r\n\r\n if (this.is2DArray) {\r\n this.onBeforeRenderObservable.notifyObservers(layer);\r\n }\r\n else {\r\n this.onBeforeRenderObservable.notifyObservers(faceIndex);\r\n }\r\n\r\n // Get the list of meshes to render\r\n let currentRenderList: Nullable> = null;\r\n let defaultRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;\r\n let defaultRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;\r\n\r\n if (this.getCustomRenderList) {\r\n currentRenderList = this.getCustomRenderList(this.is2DArray ? layer : faceIndex, defaultRenderList, defaultRenderListLength);\r\n }\r\n\r\n if (!currentRenderList) {\r\n // No custom render list provided, we prepare the rendering for the default list, but check\r\n // first if we did not already performed the preparation before so as to avoid re-doing it several times\r\n if (!this._defaultRenderListPrepared) {\r\n this._prepareRenderingManager(defaultRenderList, defaultRenderListLength, camera, !this.renderList);\r\n this._defaultRenderListPrepared = true;\r\n }\r\n currentRenderList = defaultRenderList;\r\n } else {\r\n // Prepare the rendering for the custom render list provided\r\n this._prepareRenderingManager(currentRenderList, currentRenderList.length, camera, false);\r\n }\r\n\r\n // Clear\r\n if (this.onClearObservable.hasObservers()) {\r\n this.onClearObservable.notifyObservers(engine);\r\n } else {\r\n engine.clear(this.clearColor || scene.clearColor, true, true, true);\r\n }\r\n\r\n if (!this._doNotChangeAspectRatio) {\r\n scene.updateTransformMatrix(true);\r\n }\r\n\r\n // Before Camera Draw\r\n for (let step of scene._beforeRenderTargetDrawStage) {\r\n step.action(this);\r\n }\r\n\r\n // Render\r\n this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);\r\n\r\n // After Camera Draw\r\n for (let step of scene._afterRenderTargetDrawStage) {\r\n step.action(this);\r\n }\r\n\r\n if (this._postProcessManager) {\r\n this._postProcessManager._finalizeFrame(false, this._texture, faceIndex, this._postProcesses, this.ignoreCameraViewport);\r\n }\r\n else if (useCameraPostProcess) {\r\n scene.postProcessManager._finalizeFrame(false, this._texture, faceIndex);\r\n }\r\n\r\n if (!this._doNotChangeAspectRatio) {\r\n scene.updateTransformMatrix(true);\r\n }\r\n\r\n // Dump ?\r\n if (dumpForDebug) {\r\n Tools.DumpFramebuffer(this.getRenderWidth(), this.getRenderHeight(), engine);\r\n }\r\n\r\n // Unbind\r\n if (!this.isCube || faceIndex === 5) {\r\n if (this.isCube) {\r\n\r\n if (faceIndex === 5) {\r\n engine.generateMipMapsForCubemap(this._texture);\r\n }\r\n }\r\n\r\n this.unbindFrameBuffer(engine, faceIndex);\r\n\r\n } else {\r\n this.onAfterRenderObservable.notifyObservers(faceIndex);\r\n }\r\n }\r\n\r\n /**\r\n * Overrides the default sort function applied in the renderging group to prepare the meshes.\r\n * This allowed control for front to back rendering or reversly depending of the special needs.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param opaqueSortCompareFn The opaque queue comparison function use to sort.\r\n * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.\r\n * @param transparentSortCompareFn The transparent queue comparison function use to sort.\r\n */\r\n public setRenderingOrder(renderingGroupId: number,\r\n opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null): void {\r\n\r\n this._renderingManager.setRenderingOrder(renderingGroupId,\r\n opaqueSortCompareFn,\r\n alphaTestSortCompareFn,\r\n transparentSortCompareFn);\r\n }\r\n\r\n /**\r\n * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.\r\n */\r\n public setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void {\r\n this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);\r\n this._renderingManager._useSceneAutoClearSetup = false;\r\n }\r\n\r\n /**\r\n * Clones the texture.\r\n * @returns the cloned texture\r\n */\r\n public clone(): RenderTargetTexture {\r\n var textureSize = this.getSize();\r\n var newTexture = new RenderTargetTexture(\r\n this.name,\r\n textureSize,\r\n this.getScene(),\r\n this._renderTargetOptions.generateMipMaps,\r\n this._doNotChangeAspectRatio,\r\n this._renderTargetOptions.type,\r\n this.isCube,\r\n this._renderTargetOptions.samplingMode,\r\n this._renderTargetOptions.generateDepthBuffer,\r\n this._renderTargetOptions.generateStencilBuffer\r\n );\r\n\r\n // Base texture\r\n newTexture.hasAlpha = this.hasAlpha;\r\n newTexture.level = this.level;\r\n\r\n // RenderTarget Texture\r\n newTexture.coordinatesMode = this.coordinatesMode;\r\n if (this.renderList) {\r\n newTexture.renderList = this.renderList.slice(0);\r\n }\r\n\r\n return newTexture;\r\n }\r\n\r\n /**\r\n * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.\r\n * @returns The JSON representation of the texture\r\n */\r\n public serialize(): any {\r\n if (!this.name) {\r\n return null;\r\n }\r\n\r\n var serializationObject = super.serialize();\r\n\r\n serializationObject.renderTargetSize = this.getRenderSize();\r\n serializationObject.renderList = [];\r\n\r\n if (this.renderList) {\r\n for (var index = 0; index < this.renderList.length; index++) {\r\n serializationObject.renderList.push(this.renderList[index].id);\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore\r\n */\r\n public disposeFramebufferObjects(): void {\r\n let objBuffer = this.getInternalTexture();\r\n let scene = this.getScene();\r\n if (objBuffer && scene) {\r\n scene.getEngine()._releaseFramebufferObjects(objBuffer);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public dispose(): void {\r\n this.onResizeObservable.clear();\r\n this.onClearObservable.clear();\r\n this.onAfterRenderObservable.clear();\r\n this.onAfterUnbindObservable.clear();\r\n this.onBeforeBindObservable.clear();\r\n this.onBeforeRenderObservable.clear();\r\n\r\n if (this._postProcessManager) {\r\n this._postProcessManager.dispose();\r\n this._postProcessManager = null;\r\n }\r\n\r\n this.clearPostProcesses(true);\r\n\r\n if (this._resizeObserver) {\r\n this.getScene()!.getEngine().onResizeObservable.remove(this._resizeObserver);\r\n this._resizeObserver = null;\r\n }\r\n\r\n this.renderList = null;\r\n\r\n // Remove from custom render targets\r\n var scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n var index = scene.customRenderTargets.indexOf(this);\r\n\r\n if (index >= 0) {\r\n scene.customRenderTargets.splice(index, 1);\r\n }\r\n\r\n for (var camera of scene.cameras) {\r\n index = camera.customRenderTargets.indexOf(this);\r\n\r\n if (index >= 0) {\r\n camera.customRenderTargets.splice(index, 1);\r\n }\r\n }\r\n\r\n if (this.depthStencilTexture) {\r\n this.getScene()!.getEngine()._releaseTexture(this.depthStencilTexture);\r\n }\r\n\r\n super.dispose();\r\n }\r\n\r\n /** @hidden */\r\n public _rebuild(): void {\r\n if (this.refreshRate === RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {\r\n this.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;\r\n }\r\n\r\n if (this._postProcessManager) {\r\n this._postProcessManager._rebuild();\r\n }\r\n }\r\n\r\n /**\r\n * Clear the info related to rendering groups preventing retention point in material dispose.\r\n */\r\n public freeRenderingGroups(): void {\r\n if (this._renderingManager) {\r\n this._renderingManager.freeRenderingGroups();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)\r\n * @returns the view count\r\n */\r\n public getViewCount() {\r\n return 1;\r\n }\r\n}\r\n\r\nTexture._CreateRenderTargetTexture = (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => {\r\n return new RenderTargetTexture(name, renderTargetSize, scene, generateMipMaps);\r\n};\r\n","import { serialize, SerializationHelper } from \"../../Misc/decorators\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { Nullable } from \"../../types\";\r\nimport { Matrix, Vector3 } from \"../../Maths/math.vector\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { _TypeStore } from '../../Misc/typeStore';\r\nimport { _DevTools } from '../../Misc/devTools';\r\nimport { IInspectable } from '../../Misc/iInspectable';\r\nimport { ThinEngine } from '../../Engines/thinEngine';\r\nimport { TimingTools } from '../../Misc/timingTools';\r\nimport { InstantiationTools } from '../../Misc/instantiationTools';\r\nimport { Plane } from '../../Maths/math.plane';\r\nimport { StringTools } from '../../Misc/stringTools';\r\n\r\ndeclare type CubeTexture = import(\"../../Materials/Textures/cubeTexture\").CubeTexture;\r\ndeclare type MirrorTexture = import(\"../../Materials/Textures/mirrorTexture\").MirrorTexture;\r\ndeclare type RenderTargetTexture = import(\"../../Materials/Textures/renderTargetTexture\").RenderTargetTexture;\r\ndeclare type Scene = import(\"../../scene\").Scene;\r\n\r\n/**\r\n * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.\r\n * @see http://doc.babylonjs.com/babylon101/materials#texture\r\n */\r\nexport class Texture extends BaseTexture {\r\n /**\r\n * Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process\r\n */\r\n public static SerializeBuffers = true;\r\n\r\n /** @hidden */\r\n public static _CubeTextureParser = (jsonTexture: any, scene: Scene, rootUrl: string): CubeTexture => {\r\n throw _DevTools.WarnImport(\"CubeTexture\");\r\n }\r\n /** @hidden */\r\n public static _CreateMirror = (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean): MirrorTexture => {\r\n throw _DevTools.WarnImport(\"MirrorTexture\");\r\n }\r\n /** @hidden */\r\n public static _CreateRenderTargetTexture = (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean): RenderTargetTexture => {\r\n throw _DevTools.WarnImport(\"RenderTargetTexture\");\r\n }\r\n\r\n /** nearest is mag = nearest and min = nearest and mip = linear */\r\n public static readonly NEAREST_SAMPLINGMODE = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n /** nearest is mag = nearest and min = nearest and mip = linear */\r\n public static readonly NEAREST_NEAREST_MIPLINEAR = Constants.TEXTURE_NEAREST_NEAREST_MIPLINEAR; // nearest is mag = nearest and min = nearest and mip = linear\r\n\r\n /** Bilinear is mag = linear and min = linear and mip = nearest */\r\n public static readonly BILINEAR_SAMPLINGMODE = Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n /** Bilinear is mag = linear and min = linear and mip = nearest */\r\n public static readonly LINEAR_LINEAR_MIPNEAREST = Constants.TEXTURE_LINEAR_LINEAR_MIPNEAREST; // Bilinear is mag = linear and min = linear and mip = nearest\r\n\r\n /** Trilinear is mag = linear and min = linear and mip = linear */\r\n public static readonly TRILINEAR_SAMPLINGMODE = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n /** Trilinear is mag = linear and min = linear and mip = linear */\r\n public static readonly LINEAR_LINEAR_MIPLINEAR = Constants.TEXTURE_LINEAR_LINEAR_MIPLINEAR; // Trilinear is mag = linear and min = linear and mip = linear\r\n\r\n /** mag = nearest and min = nearest and mip = nearest */\r\n public static readonly NEAREST_NEAREST_MIPNEAREST = Constants.TEXTURE_NEAREST_NEAREST_MIPNEAREST;\r\n /** mag = nearest and min = linear and mip = nearest */\r\n public static readonly NEAREST_LINEAR_MIPNEAREST = Constants.TEXTURE_NEAREST_LINEAR_MIPNEAREST;\r\n /** mag = nearest and min = linear and mip = linear */\r\n public static readonly NEAREST_LINEAR_MIPLINEAR = Constants.TEXTURE_NEAREST_LINEAR_MIPLINEAR;\r\n /** mag = nearest and min = linear and mip = none */\r\n public static readonly NEAREST_LINEAR = Constants.TEXTURE_NEAREST_LINEAR;\r\n /** mag = nearest and min = nearest and mip = none */\r\n public static readonly NEAREST_NEAREST = Constants.TEXTURE_NEAREST_NEAREST;\r\n /** mag = linear and min = nearest and mip = nearest */\r\n public static readonly LINEAR_NEAREST_MIPNEAREST = Constants.TEXTURE_LINEAR_NEAREST_MIPNEAREST;\r\n /** mag = linear and min = nearest and mip = linear */\r\n public static readonly LINEAR_NEAREST_MIPLINEAR = Constants.TEXTURE_LINEAR_NEAREST_MIPLINEAR;\r\n /** mag = linear and min = linear and mip = none */\r\n public static readonly LINEAR_LINEAR = Constants.TEXTURE_LINEAR_LINEAR;\r\n /** mag = linear and min = nearest and mip = none */\r\n public static readonly LINEAR_NEAREST = Constants.TEXTURE_LINEAR_NEAREST;\r\n\r\n /** Explicit coordinates mode */\r\n public static readonly EXPLICIT_MODE = Constants.TEXTURE_EXPLICIT_MODE;\r\n /** Spherical coordinates mode */\r\n public static readonly SPHERICAL_MODE = Constants.TEXTURE_SPHERICAL_MODE;\r\n /** Planar coordinates mode */\r\n public static readonly PLANAR_MODE = Constants.TEXTURE_PLANAR_MODE;\r\n /** Cubic coordinates mode */\r\n public static readonly CUBIC_MODE = Constants.TEXTURE_CUBIC_MODE;\r\n /** Projection coordinates mode */\r\n public static readonly PROJECTION_MODE = Constants.TEXTURE_PROJECTION_MODE;\r\n /** Inverse Cubic coordinates mode */\r\n public static readonly SKYBOX_MODE = Constants.TEXTURE_SKYBOX_MODE;\r\n /** Inverse Cubic coordinates mode */\r\n public static readonly INVCUBIC_MODE = Constants.TEXTURE_INVCUBIC_MODE;\r\n /** Equirectangular coordinates mode */\r\n public static readonly EQUIRECTANGULAR_MODE = Constants.TEXTURE_EQUIRECTANGULAR_MODE;\r\n /** Equirectangular Fixed coordinates mode */\r\n public static readonly FIXED_EQUIRECTANGULAR_MODE = Constants.TEXTURE_FIXED_EQUIRECTANGULAR_MODE;\r\n /** Equirectangular Fixed Mirrored coordinates mode */\r\n public static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE = Constants.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE;\r\n\r\n /** Texture is not repeating outside of 0..1 UVs */\r\n public static readonly CLAMP_ADDRESSMODE = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n /** Texture is repeating outside of 0..1 UVs */\r\n public static readonly WRAP_ADDRESSMODE = Constants.TEXTURE_WRAP_ADDRESSMODE;\r\n /** Texture is repeating and mirrored */\r\n public static readonly MIRROR_ADDRESSMODE = Constants.TEXTURE_MIRROR_ADDRESSMODE;\r\n\r\n /**\r\n * Gets or sets a boolean which defines if the texture url must be build from the serialized URL instead of just using the name and loading them side by side with the scene file\r\n */\r\n public static UseSerializedUrlIfAny = false;\r\n\r\n /**\r\n * Define the url of the texture.\r\n */\r\n @serialize()\r\n public url: Nullable = null;\r\n\r\n /**\r\n * Define an offset on the texture to offset the u coordinates of the UVs\r\n * @see http://doc.babylonjs.com/how_to/more_materials#offsetting\r\n */\r\n @serialize()\r\n public uOffset = 0;\r\n\r\n /**\r\n * Define an offset on the texture to offset the v coordinates of the UVs\r\n * @see http://doc.babylonjs.com/how_to/more_materials#offsetting\r\n */\r\n @serialize()\r\n public vOffset = 0;\r\n\r\n /**\r\n * Define an offset on the texture to scale the u coordinates of the UVs\r\n * @see http://doc.babylonjs.com/how_to/more_materials#tiling\r\n */\r\n @serialize()\r\n public uScale = 1.0;\r\n\r\n /**\r\n * Define an offset on the texture to scale the v coordinates of the UVs\r\n * @see http://doc.babylonjs.com/how_to/more_materials#tiling\r\n */\r\n @serialize()\r\n public vScale = 1.0;\r\n\r\n /**\r\n * Define an offset on the texture to rotate around the u coordinates of the UVs\r\n * @see http://doc.babylonjs.com/how_to/more_materials\r\n */\r\n @serialize()\r\n public uAng = 0;\r\n\r\n /**\r\n * Define an offset on the texture to rotate around the v coordinates of the UVs\r\n * @see http://doc.babylonjs.com/how_to/more_materials\r\n */\r\n @serialize()\r\n public vAng = 0;\r\n\r\n /**\r\n * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)\r\n * @see http://doc.babylonjs.com/how_to/more_materials\r\n */\r\n @serialize()\r\n public wAng = 0;\r\n\r\n /**\r\n * Defines the center of rotation (U)\r\n */\r\n @serialize()\r\n public uRotationCenter = 0.5;\r\n\r\n /**\r\n * Defines the center of rotation (V)\r\n */\r\n @serialize()\r\n public vRotationCenter = 0.5;\r\n\r\n /**\r\n * Defines the center of rotation (W)\r\n */\r\n @serialize()\r\n public wRotationCenter = 0.5;\r\n\r\n /**\r\n * Are mip maps generated for this texture or not.\r\n */\r\n get noMipmap(): boolean {\r\n return this._noMipmap;\r\n }\r\n\r\n /**\r\n * List of inspectable custom properties (used by the Inspector)\r\n * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility\r\n */\r\n public inspectableCustomProperties: Nullable = null;\r\n\r\n private _noMipmap: boolean = false;\r\n /** @hidden */\r\n public _invertY: boolean = false;\r\n private _rowGenerationMatrix: Nullable = null;\r\n private _cachedTextureMatrix: Nullable = null;\r\n private _projectionModeMatrix: Nullable = null;\r\n private _t0: Nullable = null;\r\n private _t1: Nullable = null;\r\n private _t2: Nullable = null;\r\n\r\n private _cachedUOffset: number = -1;\r\n private _cachedVOffset: number = -1;\r\n private _cachedUScale: number = 0;\r\n private _cachedVScale: number = 0;\r\n private _cachedUAng: number = -1;\r\n private _cachedVAng: number = -1;\r\n private _cachedWAng: number = -1;\r\n private _cachedProjectionMatrixId: number = -1;\r\n private _cachedCoordinatesMode: number = -1;\r\n\r\n /** @hidden */\r\n protected _initialSamplingMode = Texture.BILINEAR_SAMPLINGMODE;\r\n\r\n /** @hidden */\r\n public _buffer: Nullable = null;\r\n private _deleteBuffer: boolean = false;\r\n protected _format: Nullable = null;\r\n private _delayedOnLoad: Nullable<() => void> = null;\r\n private _delayedOnError: Nullable<() => void> = null;\r\n private _mimeType?: string;\r\n\r\n /**\r\n * Observable triggered once the texture has been loaded.\r\n */\r\n public onLoadObservable: Observable = new Observable();\r\n\r\n protected _isBlocking: boolean = true;\r\n /**\r\n * Is the texture preventing material to render while loading.\r\n * If false, a default texture will be used instead of the loading one during the preparation step.\r\n */\r\n public set isBlocking(value: boolean) {\r\n this._isBlocking = value;\r\n }\r\n @serialize()\r\n public get isBlocking(): boolean {\r\n return this._isBlocking;\r\n }\r\n\r\n /**\r\n * Get the current sampling mode associated with the texture.\r\n */\r\n public get samplingMode(): number {\r\n if (!this._texture) {\r\n return this._initialSamplingMode;\r\n }\r\n\r\n return this._texture.samplingMode;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading\r\n */\r\n public get invertY(): boolean {\r\n return this._invertY;\r\n }\r\n\r\n /**\r\n * Instantiates a new texture.\r\n * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.\r\n * @see http://doc.babylonjs.com/babylon101/materials#texture\r\n * @param url defines the url of the picture to load as a texture\r\n * @param sceneOrEngine defines the scene or engine the texture will belong to\r\n * @param noMipmap defines if the texture will require mip maps or not\r\n * @param invertY defines if the texture needs to be inverted on the y axis during loading\r\n * @param samplingMode defines the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)\r\n * @param onLoad defines a callback triggered when the texture has been loaded\r\n * @param onError defines a callback triggered when an error occurred during the loading session\r\n * @param buffer defines the buffer to load the texture from in case the texture is loaded from a buffer representation\r\n * @param deleteBuffer defines if the buffer we are loading the texture from should be deleted after load\r\n * @param format defines the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)\r\n * @param mimeType defines an optional mime type information\r\n */\r\n constructor(url: Nullable, sceneOrEngine: Nullable, noMipmap: boolean = false, invertY: boolean = true, samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE, onLoad: Nullable<() => void> = null, onError: Nullable<(message?: string, exception?: any) => void> = null, buffer: Nullable = null, deleteBuffer: boolean = false, format?: number, mimeType?: string) {\r\n super(sceneOrEngine);\r\n\r\n this.name = url || \"\";\r\n this.url = url;\r\n this._noMipmap = noMipmap;\r\n this._invertY = invertY;\r\n this._initialSamplingMode = samplingMode;\r\n this._buffer = buffer;\r\n this._deleteBuffer = deleteBuffer;\r\n this._mimeType = mimeType;\r\n if (format) {\r\n this._format = format;\r\n }\r\n\r\n var scene = this.getScene();\r\n var engine = this._getEngine();\r\n if (!engine) {\r\n return;\r\n }\r\n\r\n engine.onBeforeTextureInitObservable.notifyObservers(this);\r\n\r\n let load = () => {\r\n if (this._texture) {\r\n if (this._texture._invertVScale) {\r\n this.vScale *= -1;\r\n this.vOffset += 1;\r\n }\r\n\r\n // Update texutre to match internal texture's wrapping\r\n if (this._texture._cachedWrapU !== null) {\r\n this.wrapU = this._texture._cachedWrapU;\r\n this._texture._cachedWrapU = null;\r\n }\r\n if (this._texture._cachedWrapV !== null) {\r\n this.wrapV = this._texture._cachedWrapV;\r\n this._texture._cachedWrapV = null;\r\n }\r\n if (this._texture._cachedWrapR !== null) {\r\n this.wrapR = this._texture._cachedWrapR;\r\n this._texture._cachedWrapR = null;\r\n }\r\n }\r\n\r\n if (this.onLoadObservable.hasObservers()) {\r\n this.onLoadObservable.notifyObservers(this);\r\n }\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n\r\n if (!this.isBlocking && scene) {\r\n scene.resetCachedMaterial();\r\n }\r\n };\r\n\r\n if (!this.url) {\r\n this._delayedOnLoad = load;\r\n this._delayedOnError = onError;\r\n return;\r\n }\r\n\r\n this._texture = this._getFromCache(this.url, noMipmap, samplingMode, invertY);\r\n\r\n if (!this._texture) {\r\n if (!scene || !scene.useDelayedTextureLoading) {\r\n this._texture = engine.createTexture(this.url, noMipmap, invertY, scene, samplingMode, load, onError, this._buffer, undefined, this._format, null, mimeType);\r\n if (deleteBuffer) {\r\n delete this._buffer;\r\n }\r\n } else {\r\n this.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED;\r\n\r\n this._delayedOnLoad = load;\r\n this._delayedOnError = onError;\r\n }\r\n } else {\r\n if (this._texture.isReady) {\r\n TimingTools.SetImmediate(() => load());\r\n } else {\r\n this._texture.onLoadedObservable.add(load);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Update the url (and optional buffer) of this texture if url was null during construction.\r\n * @param url the url of the texture\r\n * @param buffer the buffer of the texture (defaults to null)\r\n * @param onLoad callback called when the texture is loaded (defaults to null)\r\n */\r\n public updateURL(url: string, buffer: Nullable = null, onLoad?: () => void): void {\r\n if (this.url) {\r\n this.releaseInternalTexture();\r\n this.getScene()!.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n\r\n if (!this.name || StringTools.StartsWith(this.name, \"data:\")) {\r\n this.name = url;\r\n }\r\n this.url = url;\r\n this._buffer = buffer;\r\n this.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED;\r\n\r\n if (onLoad) {\r\n this._delayedOnLoad = onLoad;\r\n }\r\n this.delayLoad();\r\n }\r\n\r\n /**\r\n * Finish the loading sequence of a texture flagged as delayed load.\r\n * @hidden\r\n */\r\n public delayLoad(): void {\r\n if (this.delayLoadState !== Constants.DELAYLOADSTATE_NOTLOADED) {\r\n return;\r\n }\r\n\r\n let scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n this.delayLoadState = Constants.DELAYLOADSTATE_LOADED;\r\n this._texture = this._getFromCache(this.url, this._noMipmap, this.samplingMode, this._invertY);\r\n\r\n if (!this._texture) {\r\n this._texture = scene.getEngine().createTexture(this.url, this._noMipmap, this._invertY, scene, this.samplingMode, this._delayedOnLoad, this._delayedOnError, this._buffer, null, this._format, null, this._mimeType);\r\n if (this._deleteBuffer) {\r\n delete this._buffer;\r\n }\r\n } else {\r\n if (this._delayedOnLoad) {\r\n if (this._texture.isReady) {\r\n TimingTools.SetImmediate(this._delayedOnLoad);\r\n } else {\r\n this._texture.onLoadedObservable.add(this._delayedOnLoad);\r\n }\r\n }\r\n }\r\n\r\n this._delayedOnLoad = null;\r\n this._delayedOnError = null;\r\n }\r\n\r\n private _prepareRowForTextureGeneration(x: number, y: number, z: number, t: Vector3): void {\r\n x *= this._cachedUScale;\r\n y *= this._cachedVScale;\r\n\r\n x -= this.uRotationCenter * this._cachedUScale;\r\n y -= this.vRotationCenter * this._cachedVScale;\r\n z -= this.wRotationCenter;\r\n\r\n Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, this._rowGenerationMatrix!, t);\r\n\r\n t.x += this.uRotationCenter * this._cachedUScale + this._cachedUOffset;\r\n t.y += this.vRotationCenter * this._cachedVScale + this._cachedVOffset;\r\n t.z += this.wRotationCenter;\r\n }\r\n\r\n /**\r\n * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.\r\n * @returns the transform matrix of the texture.\r\n */\r\n public getTextureMatrix(uBase = 1): Matrix {\r\n if (\r\n this.uOffset === this._cachedUOffset &&\r\n this.vOffset === this._cachedVOffset &&\r\n this.uScale * uBase === this._cachedUScale &&\r\n this.vScale === this._cachedVScale &&\r\n this.uAng === this._cachedUAng &&\r\n this.vAng === this._cachedVAng &&\r\n this.wAng === this._cachedWAng) {\r\n return this._cachedTextureMatrix!;\r\n }\r\n\r\n this._cachedUOffset = this.uOffset;\r\n this._cachedVOffset = this.vOffset;\r\n this._cachedUScale = this.uScale * uBase;\r\n this._cachedVScale = this.vScale;\r\n this._cachedUAng = this.uAng;\r\n this._cachedVAng = this.vAng;\r\n this._cachedWAng = this.wAng;\r\n\r\n if (!this._cachedTextureMatrix) {\r\n this._cachedTextureMatrix = Matrix.Zero();\r\n this._rowGenerationMatrix = new Matrix();\r\n this._t0 = Vector3.Zero();\r\n this._t1 = Vector3.Zero();\r\n this._t2 = Vector3.Zero();\r\n }\r\n\r\n Matrix.RotationYawPitchRollToRef(this.vAng, this.uAng, this.wAng, this._rowGenerationMatrix!);\r\n\r\n this._prepareRowForTextureGeneration(0, 0, 0, this._t0!);\r\n this._prepareRowForTextureGeneration(1.0, 0, 0, this._t1!);\r\n this._prepareRowForTextureGeneration(0, 1.0, 0, this._t2!);\r\n\r\n this._t1!.subtractInPlace(this._t0!);\r\n this._t2!.subtractInPlace(this._t0!);\r\n\r\n Matrix.FromValuesToRef(\r\n this._t1!.x, this._t1!.y, this._t1!.z, 0.0,\r\n this._t2!.x, this._t2!.y, this._t2!.z, 0.0,\r\n this._t0!.x, this._t0!.y, this._t0!.z, 0.0,\r\n 0.0, 0.0, 0.0, 1.0,\r\n this._cachedTextureMatrix\r\n );\r\n\r\n let scene = this.getScene();\r\n\r\n if (!scene) {\r\n return this._cachedTextureMatrix;\r\n }\r\n\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this);\r\n });\r\n\r\n return this._cachedTextureMatrix;\r\n }\r\n\r\n /**\r\n * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.\r\n * @returns The reflection texture transform\r\n */\r\n public getReflectionTextureMatrix(): Matrix {\r\n let scene = this.getScene();\r\n\r\n if (!scene) {\r\n return this._cachedTextureMatrix!;\r\n }\r\n\r\n if (\r\n this.uOffset === this._cachedUOffset &&\r\n this.vOffset === this._cachedVOffset &&\r\n this.uScale === this._cachedUScale &&\r\n this.vScale === this._cachedVScale &&\r\n this.coordinatesMode === this._cachedCoordinatesMode) {\r\n if (this.coordinatesMode === Texture.PROJECTION_MODE) {\r\n if (this._cachedProjectionMatrixId === scene.getProjectionMatrix().updateFlag) {\r\n return this._cachedTextureMatrix!;\r\n }\r\n } else {\r\n return this._cachedTextureMatrix!;\r\n }\r\n }\r\n\r\n if (!this._cachedTextureMatrix) {\r\n this._cachedTextureMatrix = Matrix.Zero();\r\n }\r\n\r\n if (!this._projectionModeMatrix) {\r\n this._projectionModeMatrix = Matrix.Zero();\r\n }\r\n\r\n this._cachedUOffset = this.uOffset;\r\n this._cachedVOffset = this.vOffset;\r\n this._cachedUScale = this.uScale;\r\n this._cachedVScale = this.vScale;\r\n this._cachedCoordinatesMode = this.coordinatesMode;\r\n\r\n switch (this.coordinatesMode) {\r\n case Texture.PLANAR_MODE:\r\n Matrix.IdentityToRef(this._cachedTextureMatrix);\r\n (this._cachedTextureMatrix)[0] = this.uScale;\r\n (this._cachedTextureMatrix)[5] = this.vScale;\r\n (this._cachedTextureMatrix)[12] = this.uOffset;\r\n (this._cachedTextureMatrix)[13] = this.vOffset;\r\n break;\r\n case Texture.PROJECTION_MODE:\r\n Matrix.FromValuesToRef(\r\n 0.5, 0.0, 0.0, 0.0,\r\n 0.0, -0.5, 0.0, 0.0,\r\n 0.0, 0.0, 0.0, 0.0,\r\n 0.5, 0.5, 1.0, 1.0,\r\n this._projectionModeMatrix\r\n );\r\n\r\n let projectionMatrix = scene.getProjectionMatrix();\r\n this._cachedProjectionMatrixId = projectionMatrix.updateFlag;\r\n projectionMatrix.multiplyToRef(this._projectionModeMatrix, this._cachedTextureMatrix);\r\n break;\r\n default:\r\n Matrix.IdentityToRef(this._cachedTextureMatrix);\r\n break;\r\n }\r\n\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return (mat.getActiveTextures().indexOf(this) !== -1);\r\n });\r\n\r\n return this._cachedTextureMatrix;\r\n }\r\n\r\n /**\r\n * Clones the texture.\r\n * @returns the cloned texture\r\n */\r\n public clone(): Texture {\r\n return SerializationHelper.Clone(() => {\r\n return new Texture(this._texture ? this._texture.url : null, this.getScene(), this._noMipmap, this._invertY, this.samplingMode, undefined, undefined, this._texture ? this._texture._buffer : undefined);\r\n }, this);\r\n }\r\n\r\n /**\r\n * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.\r\n * @returns The JSON representation of the texture\r\n */\r\n public serialize(): any {\r\n let savedName = this.name;\r\n\r\n if (!Texture.SerializeBuffers) {\r\n if (StringTools.StartsWith(this.name, \"data:\")) {\r\n this.name = \"\";\r\n }\r\n }\r\n\r\n if (StringTools.StartsWith(this.name, \"data:\") && this.url === this.name) {\r\n this.url = \"\";\r\n }\r\n\r\n var serializationObject = super.serialize();\r\n\r\n if (!serializationObject) {\r\n return null;\r\n }\r\n\r\n if (Texture.SerializeBuffers) {\r\n if (typeof this._buffer === \"string\" && (this._buffer as string).substr(0, 5) === \"data:\") {\r\n serializationObject.base64String = this._buffer;\r\n serializationObject.name = serializationObject.name.replace(\"data:\", \"\");\r\n } else if (this.url && StringTools.StartsWith(this.url, \"data:\") && this._buffer instanceof Uint8Array) {\r\n serializationObject.base64String = \"data:image/png;base64,\" + StringTools.EncodeArrayBufferToBase64(this._buffer);\r\n }\r\n }\r\n\r\n serializationObject.invertY = this._invertY;\r\n serializationObject.samplingMode = this.samplingMode;\r\n\r\n this.name = savedName;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"Texture\"\r\n */\r\n public getClassName(): string {\r\n return \"Texture\";\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public dispose(): void {\r\n super.dispose();\r\n\r\n this.onLoadObservable.clear();\r\n\r\n this._delayedOnLoad = null;\r\n this._delayedOnError = null;\r\n }\r\n\r\n /**\r\n * Parse the JSON representation of a texture in order to recreate the texture in the given scene.\r\n * @param parsedTexture Define the JSON representation of the texture\r\n * @param scene Define the scene the parsed texture should be instantiated in\r\n * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies\r\n * @returns The parsed texture if successful\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable {\r\n if (parsedTexture.customType) {\r\n var customTexture = InstantiationTools.Instantiate(parsedTexture.customType);\r\n // Update Sampling Mode\r\n var parsedCustomTexture: any = customTexture.Parse(parsedTexture, scene, rootUrl);\r\n if (parsedTexture.samplingMode && parsedCustomTexture.updateSamplingMode && parsedCustomTexture._samplingMode) {\r\n if (parsedCustomTexture._samplingMode !== parsedTexture.samplingMode) {\r\n parsedCustomTexture.updateSamplingMode(parsedTexture.samplingMode);\r\n }\r\n }\r\n return parsedCustomTexture;\r\n }\r\n\r\n if (parsedTexture.isCube && !parsedTexture.isRenderTarget) {\r\n return Texture._CubeTextureParser(parsedTexture, scene, rootUrl);\r\n }\r\n\r\n if (!parsedTexture.name && !parsedTexture.isRenderTarget) {\r\n return null;\r\n }\r\n\r\n var texture = SerializationHelper.Parse(() => {\r\n var generateMipMaps: boolean = true;\r\n if (parsedTexture.noMipmap) {\r\n generateMipMaps = false;\r\n }\r\n if (parsedTexture.mirrorPlane) {\r\n var mirrorTexture = Texture._CreateMirror(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);\r\n mirrorTexture._waitingRenderList = parsedTexture.renderList;\r\n mirrorTexture.mirrorPlane = Plane.FromArray(parsedTexture.mirrorPlane);\r\n\r\n return mirrorTexture;\r\n } else if (parsedTexture.isRenderTarget) {\r\n let renderTargetTexture: Nullable = null;\r\n if (parsedTexture.isCube) {\r\n // Search for an existing reflection probe (which contains a cube render target texture)\r\n if (scene.reflectionProbes) {\r\n for (var index = 0; index < scene.reflectionProbes.length; index++) {\r\n const probe = scene.reflectionProbes[index];\r\n if (probe.name === parsedTexture.name) {\r\n return probe.cubeTexture;\r\n }\r\n }\r\n }\r\n } else {\r\n renderTargetTexture = Texture._CreateRenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);\r\n renderTargetTexture._waitingRenderList = parsedTexture.renderList;\r\n }\r\n\r\n return renderTargetTexture;\r\n } else {\r\n var texture: Texture;\r\n if (parsedTexture.base64String) {\r\n texture = Texture.CreateFromBase64String(parsedTexture.base64String, parsedTexture.name, scene, !generateMipMaps, parsedTexture.invertY);\r\n } else {\r\n let url = rootUrl + parsedTexture.name;\r\n\r\n if (StringTools.StartsWith(parsedTexture.url, \"data:\") || (Texture.UseSerializedUrlIfAny && parsedTexture.url)) {\r\n url = parsedTexture.url;\r\n }\r\n texture = new Texture(url, scene, !generateMipMaps, parsedTexture.invertY);\r\n }\r\n\r\n return texture;\r\n }\r\n }, parsedTexture, scene);\r\n\r\n // Clear cache\r\n if (texture && texture._texture) {\r\n texture._texture._cachedWrapU = null;\r\n texture._texture._cachedWrapV = null;\r\n texture._texture._cachedWrapR = null;\r\n }\r\n\r\n // Update Sampling Mode\r\n if (parsedTexture.samplingMode) {\r\n var sampling: number = parsedTexture.samplingMode;\r\n if (texture && texture.samplingMode !== sampling) {\r\n texture.updateSamplingMode(sampling);\r\n }\r\n }\r\n // Animations\r\n if (texture && parsedTexture.animations) {\r\n for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {\r\n var parsedAnimation = parsedTexture.animations[animationIndex];\r\n const internalClass = _TypeStore.GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n texture.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n }\r\n\r\n return texture;\r\n }\r\n\r\n /**\r\n * Creates a texture from its base 64 representation.\r\n * @param data Define the base64 payload without the data: prefix\r\n * @param name Define the name of the texture in the scene useful fo caching purpose for instance\r\n * @param scene Define the scene the texture should belong to\r\n * @param noMipmap Forces the texture to not create mip map information if true\r\n * @param invertY define if the texture needs to be inverted on the y axis during loading\r\n * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)\r\n * @param onLoad define a callback triggered when the texture has been loaded\r\n * @param onError define a callback triggered when an error occurred during the loading session\r\n * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)\r\n * @returns the created texture\r\n */\r\n public static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE,\r\n onLoad: Nullable<() => void> = null, onError: Nullable<() => void> = null, format: number = Constants.TEXTUREFORMAT_RGBA): Texture {\r\n return new Texture(\"data:\" + name, scene, noMipmap, invertY, samplingMode, onLoad, onError, data, false, format);\r\n }\r\n\r\n /**\r\n * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)\r\n * @param data Define the base64 payload without the data: prefix\r\n * @param name Define the name of the texture in the scene useful fo caching purpose for instance\r\n * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation\r\n * @param scene Define the scene the texture should belong to\r\n * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load\r\n * @param noMipmap Forces the texture to not create mip map information if true\r\n * @param invertY define if the texture needs to be inverted on the y axis during loading\r\n * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)\r\n * @param onLoad define a callback triggered when the texture has been loaded\r\n * @param onError define a callback triggered when an error occurred during the loading session\r\n * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)\r\n * @returns the created texture\r\n */\r\n public static LoadFromDataString(name: string, buffer: any, scene: Scene, deleteBuffer: boolean = false, noMipmap: boolean = false, invertY: boolean = true, samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE,\r\n onLoad: Nullable<() => void> = null, onError: Nullable<(message?: string, exception?: any) => void> = null, format: number = Constants.TEXTUREFORMAT_RGBA): Texture {\r\n if (name.substr(0, 5) !== \"data:\") {\r\n name = \"data:\" + name;\r\n }\r\n\r\n return new Texture(name, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format);\r\n }\r\n}\r\n\r\n// References the dependencies.\r\nSerializationHelper._TextureParser = Texture.Parse;\r\n","import { Observable } from \"../../Misc/observable\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { Nullable } from \"../../types\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\n\r\nimport \"../../Engines/Extensions/engine.videoTexture\";\r\nimport \"../../Engines/Extensions/engine.dynamicTexture\";\r\n\r\n/**\r\n * Settings for finer control over video usage\r\n */\r\nexport interface VideoTextureSettings {\r\n /**\r\n * Applies `autoplay` to video, if specified\r\n */\r\n autoPlay?: boolean;\r\n\r\n /**\r\n * Applies `loop` to video, if specified\r\n */\r\n loop?: boolean;\r\n\r\n /**\r\n * Automatically updates internal texture from video at every frame in the render loop\r\n */\r\n autoUpdateTexture: boolean;\r\n\r\n /**\r\n * Image src displayed during the video loading or until the user interacts with the video.\r\n */\r\n poster?: string;\r\n}\r\n\r\n/**\r\n * If you want to display a video in your scene, this is the special texture for that.\r\n * This special texture works similar to other textures, with the exception of a few parameters.\r\n * @see https://doc.babylonjs.com/how_to/video_texture\r\n */\r\nexport class VideoTexture extends Texture {\r\n /**\r\n * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually\r\n */\r\n public readonly autoUpdateTexture: boolean;\r\n\r\n /**\r\n * The video instance used by the texture internally\r\n */\r\n public readonly video: HTMLVideoElement;\r\n\r\n private _onUserActionRequestedObservable: Nullable> = null;\r\n\r\n /**\r\n * Event triggerd when a dom action is required by the user to play the video.\r\n * This happens due to recent changes in browser policies preventing video to auto start.\r\n */\r\n public get onUserActionRequestedObservable(): Observable {\r\n if (!this._onUserActionRequestedObservable) {\r\n this._onUserActionRequestedObservable = new Observable();\r\n }\r\n return this._onUserActionRequestedObservable;\r\n }\r\n\r\n private _generateMipMaps: boolean;\r\n private _stillImageCaptured = false;\r\n private _displayingPosterTexture = false;\r\n private _settings: VideoTextureSettings;\r\n private _createInternalTextureOnEvent: string;\r\n private _frameId = -1;\r\n private _currentSrc: Nullable = null;\r\n\r\n /**\r\n * Creates a video texture.\r\n * If you want to display a video in your scene, this is the special texture for that.\r\n * This special texture works similar to other textures, with the exception of a few parameters.\r\n * @see https://doc.babylonjs.com/how_to/video_texture\r\n * @param name optional name, will detect from video source, if not defined\r\n * @param src can be used to provide an url, array of urls or an already setup HTML video element.\r\n * @param scene is obviously the current scene.\r\n * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).\r\n * @param invertY is false by default but can be used to invert video on Y axis\r\n * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default\r\n * @param settings allows finer control over video usage\r\n */\r\n constructor(\r\n name: Nullable,\r\n src: string | string[] | HTMLVideoElement,\r\n scene: Nullable,\r\n generateMipMaps = false,\r\n invertY = false,\r\n samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE,\r\n settings: VideoTextureSettings = {\r\n autoPlay: true,\r\n loop: true,\r\n autoUpdateTexture: true,\r\n }\r\n ) {\r\n super(null, scene, !generateMipMaps, invertY);\r\n\r\n this._generateMipMaps = generateMipMaps;\r\n this._initialSamplingMode = samplingMode;\r\n this.autoUpdateTexture = settings.autoUpdateTexture;\r\n\r\n this._currentSrc = src;\r\n this.name = name || this._getName(src);\r\n this.video = this._getVideo(src);\r\n this._settings = settings;\r\n\r\n if (settings.poster) {\r\n this.video.poster = settings.poster;\r\n }\r\n\r\n if (settings.autoPlay !== undefined) {\r\n this.video.autoplay = settings.autoPlay;\r\n }\r\n if (settings.loop !== undefined) {\r\n this.video.loop = settings.loop;\r\n }\r\n\r\n this.video.setAttribute(\"playsinline\", \"\");\r\n\r\n this.video.addEventListener(\"paused\", this._updateInternalTexture);\r\n this.video.addEventListener(\"seeked\", this._updateInternalTexture);\r\n this.video.addEventListener(\"emptied\", this.reset);\r\n this._createInternalTextureOnEvent = (settings.poster && !settings.autoPlay) ? \"play\" : \"canplay\";\r\n this.video.addEventListener(this._createInternalTextureOnEvent, this._createInternalTexture);\r\n\r\n const videoHasEnoughData = (this.video.readyState >= this.video.HAVE_CURRENT_DATA);\r\n if (settings.poster &&\r\n (!settings.autoPlay || !videoHasEnoughData)) {\r\n this._texture = this._getEngine()!.createTexture(settings.poster!, false, !this.invertY, scene);\r\n this._displayingPosterTexture = true;\r\n }\r\n else if (videoHasEnoughData) {\r\n this._createInternalTexture();\r\n }\r\n }\r\n\r\n private _getName(src: string | string[] | HTMLVideoElement): string {\r\n if (src instanceof HTMLVideoElement) {\r\n return src.currentSrc;\r\n }\r\n\r\n if (typeof src === \"object\") {\r\n return src.toString();\r\n }\r\n\r\n return src;\r\n }\r\n\r\n private _getVideo(src: string | string[] | HTMLVideoElement): HTMLVideoElement {\r\n if (src instanceof HTMLVideoElement) {\r\n Tools.SetCorsBehavior(src.currentSrc, src);\r\n return src;\r\n }\r\n const video: HTMLVideoElement = document.createElement(\"video\");\r\n if (typeof src === \"string\") {\r\n Tools.SetCorsBehavior(src, video);\r\n video.src = src;\r\n } else {\r\n Tools.SetCorsBehavior(src[0], video);\r\n src.forEach((url) => {\r\n const source = document.createElement(\"source\");\r\n source.src = url;\r\n video.appendChild(source);\r\n });\r\n }\r\n return video;\r\n }\r\n\r\n private _createInternalTexture = (): void => {\r\n if (this._texture != null) {\r\n if (this._displayingPosterTexture) {\r\n this._texture.dispose();\r\n this._displayingPosterTexture = false;\r\n }\r\n else {\r\n return;\r\n }\r\n }\r\n\r\n if (!this._getEngine()!.needPOTTextures ||\r\n (Tools.IsExponentOfTwo(this.video.videoWidth) && Tools.IsExponentOfTwo(this.video.videoHeight))) {\r\n this.wrapU = Texture.WRAP_ADDRESSMODE;\r\n this.wrapV = Texture.WRAP_ADDRESSMODE;\r\n } else {\r\n this.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._generateMipMaps = false;\r\n }\r\n\r\n this._texture = this._getEngine()!.createDynamicTexture(\r\n this.video.videoWidth,\r\n this.video.videoHeight,\r\n this._generateMipMaps,\r\n this.samplingMode\r\n );\r\n\r\n if (!this.video.autoplay && !this._settings.poster) {\r\n let oldHandler = this.video.onplaying;\r\n let error = false;\r\n let oldMuted = this.video.muted;\r\n this.video.muted = true;\r\n this.video.onplaying = () => {\r\n this.video.muted = oldMuted;\r\n this.video.onplaying = oldHandler;\r\n this._texture!.isReady = true;\r\n this._updateInternalTexture();\r\n if (!error) {\r\n this.video.pause();\r\n }\r\n if (this.onLoadObservable.hasObservers()) {\r\n this.onLoadObservable.notifyObservers(this);\r\n }\r\n };\r\n var playing = this.video.play();\r\n if (playing) {\r\n playing.then(() => {\r\n // Everything is good.\r\n })\r\n .catch(() => {\r\n error = true;\r\n // On Chrome for instance, new policies might prevent playing without user interaction.\r\n if (this._onUserActionRequestedObservable && this._onUserActionRequestedObservable.hasObservers()) {\r\n this._onUserActionRequestedObservable.notifyObservers(this);\r\n }\r\n });\r\n }\r\n else {\r\n this.video.onplaying = oldHandler;\r\n this._texture.isReady = true;\r\n this._updateInternalTexture();\r\n if (this.onLoadObservable.hasObservers()) {\r\n this.onLoadObservable.notifyObservers(this);\r\n }\r\n }\r\n }\r\n else {\r\n this._texture.isReady = true;\r\n this._updateInternalTexture();\r\n if (this.onLoadObservable.hasObservers()) {\r\n this.onLoadObservable.notifyObservers(this);\r\n }\r\n }\r\n }\r\n\r\n private reset = (): void => {\r\n if (this._texture == null) {\r\n return;\r\n }\r\n\r\n if (!this._displayingPosterTexture) {\r\n this._texture.dispose();\r\n this._texture = null;\r\n }\r\n }\r\n\r\n /**\r\n * @hidden Internal method to initiate `update`.\r\n */\r\n public _rebuild(): void {\r\n this.update();\r\n }\r\n\r\n /**\r\n * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.\r\n */\r\n public update(): void {\r\n if (!this.autoUpdateTexture) {\r\n // Expecting user to call `updateTexture` manually\r\n return;\r\n }\r\n\r\n this.updateTexture(true);\r\n }\r\n\r\n /**\r\n * Update Texture in `manual` mode. Does not do anything if not visible or paused.\r\n * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.\r\n */\r\n public updateTexture(isVisible: boolean): void {\r\n if (!isVisible) {\r\n return;\r\n }\r\n if (this.video.paused && this._stillImageCaptured) {\r\n return;\r\n }\r\n this._stillImageCaptured = true;\r\n this._updateInternalTexture();\r\n }\r\n\r\n protected _updateInternalTexture = (): void => {\r\n if (this._texture == null || !this._texture.isReady) {\r\n return;\r\n }\r\n if (this.video.readyState < this.video.HAVE_CURRENT_DATA) {\r\n return;\r\n }\r\n if (this._displayingPosterTexture) {\r\n return;\r\n }\r\n\r\n let frameId = this.getScene()!.getFrameId();\r\n if (this._frameId === frameId) {\r\n return;\r\n }\r\n\r\n this._frameId = frameId;\r\n\r\n this._getEngine()!.updateVideoTexture(this._texture, this.video, this._invertY);\r\n }\r\n\r\n /**\r\n * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.\r\n * @param url New url.\r\n */\r\n public updateURL(url: string): void {\r\n this.video.src = url;\r\n this._currentSrc = url;\r\n }\r\n\r\n /**\r\n * Clones the texture.\r\n * @returns the cloned texture\r\n */\r\n public clone(): VideoTexture {\r\n return new VideoTexture(this.name,\r\n this._currentSrc!,\r\n this.getScene(),\r\n this._generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._settings);\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public dispose(): void {\r\n super.dispose();\r\n\r\n this._currentSrc = null;\r\n\r\n if (this._onUserActionRequestedObservable) {\r\n this._onUserActionRequestedObservable.clear();\r\n this._onUserActionRequestedObservable = null;\r\n }\r\n\r\n this.video.removeEventListener(this._createInternalTextureOnEvent, this._createInternalTexture);\r\n this.video.removeEventListener(\"paused\", this._updateInternalTexture);\r\n this.video.removeEventListener(\"seeked\", this._updateInternalTexture);\r\n this.video.removeEventListener(\"emptied\", this.reset);\r\n this.video.pause();\r\n }\r\n\r\n /**\r\n * Creates a video texture straight from a stream.\r\n * @param scene Define the scene the texture should be created in\r\n * @param stream Define the stream the texture should be created from\r\n * @returns The created video texture as a promise\r\n */\r\n public static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise {\r\n var video = document.createElement(\"video\");\r\n video.setAttribute('autoplay', '');\r\n video.setAttribute('muted', 'true');\r\n video.setAttribute('playsinline', '');\r\n video.muted = true;\r\n\r\n if (video.mozSrcObject !== undefined) {\r\n // hack for Firefox < 19\r\n video.mozSrcObject = stream;\r\n } else {\r\n if (typeof video.srcObject == \"object\") {\r\n video.srcObject = stream;\r\n } else {\r\n window.URL = window.URL || window.webkitURL || window.mozURL || window.msURL;\r\n video.src = (window.URL && window.URL.createObjectURL(stream));\r\n }\r\n }\r\n\r\n return new Promise((resolve) => {\r\n let onPlaying = () => {\r\n resolve(new VideoTexture(\"video\", video, scene, true, true));\r\n video.removeEventListener(\"playing\", onPlaying);\r\n };\r\n\r\n video.addEventListener(\"playing\", onPlaying);\r\n video.play();\r\n });\r\n }\r\n\r\n /**\r\n * Creates a video texture straight from your WebCam video feed.\r\n * @param scene Define the scene the texture should be created in\r\n * @param constraints Define the constraints to use to create the web cam feed from WebRTC\r\n * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC\r\n * @returns The created video texture as a promise\r\n */\r\n public static CreateFromWebCamAsync(\r\n scene: Scene,\r\n constraints: {\r\n minWidth: number;\r\n maxWidth: number;\r\n minHeight: number;\r\n maxHeight: number;\r\n deviceId: string;\r\n } & MediaTrackConstraints,\r\n audioConstaints: boolean | MediaTrackConstraints = false\r\n ): Promise {\r\n var constraintsDeviceId;\r\n if (constraints && constraints.deviceId) {\r\n constraintsDeviceId = {\r\n exact: constraints.deviceId,\r\n };\r\n }\r\n\r\n if (navigator.mediaDevices) {\r\n return navigator.mediaDevices.getUserMedia({\r\n video: constraints,\r\n audio: audioConstaints\r\n })\r\n .then((stream) => {\r\n return this.CreateFromStreamAsync(scene, stream);\r\n });\r\n }\r\n else {\r\n navigator.getUserMedia =\r\n navigator.getUserMedia ||\r\n navigator.webkitGetUserMedia ||\r\n navigator.mozGetUserMedia ||\r\n navigator.msGetUserMedia;\r\n\r\n if (navigator.getUserMedia) {\r\n navigator.getUserMedia(\r\n {\r\n video: {\r\n deviceId: constraintsDeviceId,\r\n width: {\r\n min: (constraints && constraints.minWidth) || 256,\r\n max: (constraints && constraints.maxWidth) || 640,\r\n },\r\n height: {\r\n min: (constraints && constraints.minHeight) || 256,\r\n max: (constraints && constraints.maxHeight) || 480,\r\n },\r\n },\r\n audio: audioConstaints\r\n },\r\n (stream: any) => {\r\n return this.CreateFromStreamAsync(scene, stream);\r\n },\r\n function(e: MediaStreamError) {\r\n Logger.Error(e.name);\r\n }\r\n );\r\n }\r\n }\r\n\r\n return Promise.reject(\"No support for userMedia on this device\");\r\n }\r\n\r\n /**\r\n * Creates a video texture straight from your WebCam video feed.\r\n * @param scene Define the scene the texture should be created in\r\n * @param onReady Define a callback to triggered once the texture will be ready\r\n * @param constraints Define the constraints to use to create the web cam feed from WebRTC\r\n * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC\r\n */\r\n public static CreateFromWebCam(\r\n scene: Scene,\r\n onReady: (videoTexture: VideoTexture) => void,\r\n constraints: {\r\n minWidth: number;\r\n maxWidth: number;\r\n minHeight: number;\r\n maxHeight: number;\r\n deviceId: string;\r\n } & MediaTrackConstraints,\r\n audioConstaints: boolean | MediaTrackConstraints = false\r\n ): void {\r\n this.CreateFromWebCamAsync(scene, constraints, audioConstaints)\r\n .then(function(videoTexture) {\r\n if (onReady) {\r\n onReady(videoTexture);\r\n }\r\n })\r\n .catch(function(err) {\r\n Logger.Error(err.name);\r\n });\r\n }\r\n}\r\n","import { SerializationHelper, serialize } from \"../Misc/decorators\";\r\nimport { Color4 } from '../Maths/math.color';\r\nimport { Effect } from \"../Materials/effect\";\r\n\r\n/**\r\n * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).\r\n * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.\r\n * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;\r\n * corresponding to low luminance, medium luminance, and high luminance areas respectively.\r\n */\r\nexport class ColorCurves {\r\n\r\n private _dirty = true;\r\n\r\n private _tempColor = new Color4(0, 0, 0, 0);\r\n\r\n private _globalCurve = new Color4(0, 0, 0, 0);\r\n private _highlightsCurve = new Color4(0, 0, 0, 0);\r\n private _midtonesCurve = new Color4(0, 0, 0, 0);\r\n private _shadowsCurve = new Color4(0, 0, 0, 0);\r\n\r\n private _positiveCurve = new Color4(0, 0, 0, 0);\r\n private _negativeCurve = new Color4(0, 0, 0, 0);\r\n\r\n @serialize()\r\n private _globalHue = 30;\r\n\r\n @serialize()\r\n private _globalDensity = 0;\r\n\r\n @serialize()\r\n private _globalSaturation = 0;\r\n\r\n @serialize()\r\n private _globalExposure = 0;\r\n\r\n /**\r\n * Gets the global Hue value.\r\n * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).\r\n */\r\n public get globalHue(): number {\r\n return this._globalHue;\r\n }\r\n /**\r\n * Sets the global Hue value.\r\n * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).\r\n */\r\n public set globalHue(value: number) {\r\n this._globalHue = value;\r\n this._dirty = true;\r\n }\r\n /**\r\n * Gets the global Density value.\r\n * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.\r\n * Values less than zero provide a filter of opposite hue.\r\n */\r\n public get globalDensity(): number {\r\n return this._globalDensity;\r\n }\r\n /**\r\n * Sets the global Density value.\r\n * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.\r\n * Values less than zero provide a filter of opposite hue.\r\n */\r\n public set globalDensity(value: number) {\r\n this._globalDensity = value;\r\n this._dirty = true;\r\n }\r\n /**\r\n * Gets the global Saturation value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.\r\n */\r\n public get globalSaturation(): number {\r\n return this._globalSaturation;\r\n }\r\n /**\r\n * Sets the global Saturation value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.\r\n */\r\n public set globalSaturation(value: number) {\r\n this._globalSaturation = value;\r\n this._dirty = true;\r\n }\r\n\r\n /**\r\n * Gets the global Exposure value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.\r\n */\r\n public get globalExposure(): number {\r\n return this._globalExposure;\r\n }\r\n /**\r\n * Sets the global Exposure value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.\r\n */\r\n public set globalExposure(value: number) {\r\n this._globalExposure = value;\r\n this._dirty = true;\r\n }\r\n\r\n @serialize()\r\n private _highlightsHue = 30;\r\n\r\n @serialize()\r\n private _highlightsDensity = 0;\r\n\r\n @serialize()\r\n private _highlightsSaturation = 0;\r\n\r\n @serialize()\r\n private _highlightsExposure = 0;\r\n\r\n /**\r\n * Gets the highlights Hue value.\r\n * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).\r\n */\r\n public get highlightsHue(): number {\r\n return this._highlightsHue;\r\n }\r\n /**\r\n * Sets the highlights Hue value.\r\n * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).\r\n */\r\n public set highlightsHue(value: number) {\r\n this._highlightsHue = value;\r\n this._dirty = true;\r\n }\r\n /**\r\n * Gets the highlights Density value.\r\n * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.\r\n * Values less than zero provide a filter of opposite hue.\r\n */\r\n public get highlightsDensity(): number {\r\n return this._highlightsDensity;\r\n }\r\n /**\r\n * Sets the highlights Density value.\r\n * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.\r\n * Values less than zero provide a filter of opposite hue.\r\n */\r\n public set highlightsDensity(value: number) {\r\n this._highlightsDensity = value;\r\n this._dirty = true;\r\n }\r\n /**\r\n * Gets the highlights Saturation value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.\r\n */\r\n public get highlightsSaturation(): number {\r\n return this._highlightsSaturation;\r\n }\r\n /**\r\n * Sets the highlights Saturation value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.\r\n */\r\n public set highlightsSaturation(value: number) {\r\n this._highlightsSaturation = value;\r\n this._dirty = true;\r\n }\r\n /**\r\n * Gets the highlights Exposure value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.\r\n */\r\n public get highlightsExposure(): number {\r\n return this._highlightsExposure;\r\n }\r\n /**\r\n * Sets the highlights Exposure value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.\r\n */\r\n public set highlightsExposure(value: number) {\r\n this._highlightsExposure = value;\r\n this._dirty = true;\r\n }\r\n\r\n @serialize()\r\n private _midtonesHue = 30;\r\n\r\n @serialize()\r\n private _midtonesDensity = 0;\r\n\r\n @serialize()\r\n private _midtonesSaturation = 0;\r\n\r\n @serialize()\r\n private _midtonesExposure = 0;\r\n\r\n /**\r\n * Gets the midtones Hue value.\r\n * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).\r\n */\r\n public get midtonesHue(): number {\r\n return this._midtonesHue;\r\n }\r\n /**\r\n * Sets the midtones Hue value.\r\n * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).\r\n */\r\n public set midtonesHue(value: number) {\r\n this._midtonesHue = value;\r\n this._dirty = true;\r\n }\r\n /**\r\n * Gets the midtones Density value.\r\n * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.\r\n * Values less than zero provide a filter of opposite hue.\r\n */\r\n public get midtonesDensity(): number {\r\n return this._midtonesDensity;\r\n }\r\n /**\r\n * Sets the midtones Density value.\r\n * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.\r\n * Values less than zero provide a filter of opposite hue.\r\n */\r\n public set midtonesDensity(value: number) {\r\n this._midtonesDensity = value;\r\n this._dirty = true;\r\n }\r\n /**\r\n * Gets the midtones Saturation value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.\r\n */\r\n public get midtonesSaturation(): number {\r\n return this._midtonesSaturation;\r\n }\r\n /**\r\n * Sets the midtones Saturation value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.\r\n */\r\n public set midtonesSaturation(value: number) {\r\n this._midtonesSaturation = value;\r\n this._dirty = true;\r\n }\r\n /**\r\n * Gets the midtones Exposure value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.\r\n */\r\n public get midtonesExposure(): number {\r\n return this._midtonesExposure;\r\n }\r\n /**\r\n * Sets the midtones Exposure value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.\r\n */\r\n public set midtonesExposure(value: number) {\r\n this._midtonesExposure = value;\r\n this._dirty = true;\r\n }\r\n\r\n private _shadowsHue = 30;\r\n private _shadowsDensity = 0;\r\n private _shadowsSaturation = 0;\r\n private _shadowsExposure = 0;\r\n\r\n /**\r\n * Gets the shadows Hue value.\r\n * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).\r\n */\r\n public get shadowsHue(): number {\r\n return this._shadowsHue;\r\n }\r\n /**\r\n * Sets the shadows Hue value.\r\n * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).\r\n */\r\n public set shadowsHue(value: number) {\r\n this._shadowsHue = value;\r\n this._dirty = true;\r\n }\r\n /**\r\n * Gets the shadows Density value.\r\n * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.\r\n * Values less than zero provide a filter of opposite hue.\r\n */\r\n public get shadowsDensity(): number {\r\n return this._shadowsDensity;\r\n }\r\n /**\r\n * Sets the shadows Density value.\r\n * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.\r\n * Values less than zero provide a filter of opposite hue.\r\n */\r\n public set shadowsDensity(value: number) {\r\n this._shadowsDensity = value;\r\n this._dirty = true;\r\n }\r\n /**\r\n * Gets the shadows Saturation value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.\r\n */\r\n public get shadowsSaturation(): number {\r\n return this._shadowsSaturation;\r\n }\r\n /**\r\n * Sets the shadows Saturation value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.\r\n */\r\n public set shadowsSaturation(value: number) {\r\n this._shadowsSaturation = value;\r\n this._dirty = true;\r\n }\r\n /**\r\n * Gets the shadows Exposure value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.\r\n */\r\n public get shadowsExposure(): number {\r\n return this._shadowsExposure;\r\n }\r\n /**\r\n * Sets the shadows Exposure value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.\r\n */\r\n public set shadowsExposure(value: number) {\r\n this._shadowsExposure = value;\r\n this._dirty = true;\r\n }\r\n\r\n /**\r\n * Returns the class name\r\n * @returns The class name\r\n */\r\n public getClassName(): string {\r\n return \"ColorCurves\";\r\n }\r\n\r\n /**\r\n * Binds the color curves to the shader.\r\n * @param colorCurves The color curve to bind\r\n * @param effect The effect to bind to\r\n * @param positiveUniform The positive uniform shader parameter\r\n * @param neutralUniform The neutral uniform shader parameter\r\n * @param negativeUniform The negative uniform shader parameter\r\n */\r\n public static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform = \"vCameraColorCurvePositive\", neutralUniform = \"vCameraColorCurveNeutral\", negativeUniform = \"vCameraColorCurveNegative\"): void {\r\n if (colorCurves._dirty) {\r\n colorCurves._dirty = false;\r\n\r\n // Fill in global info.\r\n colorCurves.getColorGradingDataToRef(\r\n colorCurves._globalHue,\r\n colorCurves._globalDensity,\r\n colorCurves._globalSaturation,\r\n colorCurves._globalExposure,\r\n colorCurves._globalCurve);\r\n\r\n // Compute highlights info.\r\n colorCurves.getColorGradingDataToRef(\r\n colorCurves._highlightsHue,\r\n colorCurves._highlightsDensity,\r\n colorCurves._highlightsSaturation,\r\n colorCurves._highlightsExposure,\r\n colorCurves._tempColor);\r\n colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._highlightsCurve);\r\n\r\n // Compute midtones info.\r\n colorCurves.getColorGradingDataToRef(\r\n colorCurves._midtonesHue,\r\n colorCurves._midtonesDensity,\r\n colorCurves._midtonesSaturation,\r\n colorCurves._midtonesExposure,\r\n colorCurves._tempColor);\r\n colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._midtonesCurve);\r\n\r\n // Compute shadows info.\r\n colorCurves.getColorGradingDataToRef(\r\n colorCurves._shadowsHue,\r\n colorCurves._shadowsDensity,\r\n colorCurves._shadowsSaturation,\r\n colorCurves._shadowsExposure,\r\n colorCurves._tempColor);\r\n colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._shadowsCurve);\r\n\r\n // Compute deltas (neutral is midtones).\r\n colorCurves._highlightsCurve.subtractToRef(colorCurves._midtonesCurve, colorCurves._positiveCurve);\r\n colorCurves._midtonesCurve.subtractToRef(colorCurves._shadowsCurve, colorCurves._negativeCurve);\r\n }\r\n\r\n if (effect) {\r\n effect.setFloat4(positiveUniform,\r\n colorCurves._positiveCurve.r,\r\n colorCurves._positiveCurve.g,\r\n colorCurves._positiveCurve.b,\r\n colorCurves._positiveCurve.a);\r\n effect.setFloat4(neutralUniform,\r\n colorCurves._midtonesCurve.r,\r\n colorCurves._midtonesCurve.g,\r\n colorCurves._midtonesCurve.b,\r\n colorCurves._midtonesCurve.a);\r\n effect.setFloat4(negativeUniform,\r\n colorCurves._negativeCurve.r,\r\n colorCurves._negativeCurve.g,\r\n colorCurves._negativeCurve.b,\r\n colorCurves._negativeCurve.a);\r\n }\r\n }\r\n\r\n /**\r\n * Prepare the list of uniforms associated with the ColorCurves effects.\r\n * @param uniformsList The list of uniforms used in the effect\r\n */\r\n public static PrepareUniforms(uniformsList: string[]): void {\r\n uniformsList.push(\r\n \"vCameraColorCurveNeutral\",\r\n \"vCameraColorCurvePositive\",\r\n \"vCameraColorCurveNegative\"\r\n );\r\n }\r\n\r\n /**\r\n * Returns color grading data based on a hue, density, saturation and exposure value.\r\n * @param filterHue The hue of the color filter.\r\n * @param filterDensity The density of the color filter.\r\n * @param saturation The saturation.\r\n * @param exposure The exposure.\r\n * @param result The result data container.\r\n */\r\n private getColorGradingDataToRef(hue: number, density: number, saturation: number, exposure: number, result: Color4): void {\r\n if (hue == null) {\r\n return;\r\n }\r\n\r\n hue = ColorCurves.clamp(hue, 0, 360);\r\n density = ColorCurves.clamp(density, -100, 100);\r\n saturation = ColorCurves.clamp(saturation, -100, 100);\r\n exposure = ColorCurves.clamp(exposure, -100, 100);\r\n\r\n // Remap the slider/config filter density with non-linear mapping and also scale by half\r\n // so that the maximum filter density is only 50% control. This provides fine control\r\n // for small values and reasonable range.\r\n density = ColorCurves.applyColorGradingSliderNonlinear(density);\r\n density *= 0.5;\r\n\r\n exposure = ColorCurves.applyColorGradingSliderNonlinear(exposure);\r\n\r\n if (density < 0) {\r\n density *= -1;\r\n hue = (hue + 180) % 360;\r\n }\r\n\r\n ColorCurves.fromHSBToRef(hue, density, 50 + 0.25 * exposure, result);\r\n result.scaleToRef(2, result);\r\n result.a = 1 + 0.01 * saturation;\r\n }\r\n\r\n /**\r\n * Takes an input slider value and returns an adjusted value that provides extra control near the centre.\r\n * @param value The input slider value in range [-100,100].\r\n * @returns Adjusted value.\r\n */\r\n private static applyColorGradingSliderNonlinear(value: number): number {\r\n value /= 100;\r\n\r\n var x: number = Math.abs(value);\r\n x = Math.pow(x, 2);\r\n\r\n if (value < 0) {\r\n x *= -1;\r\n }\r\n\r\n x *= 100;\r\n\r\n return x;\r\n }\r\n\r\n /**\r\n * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).\r\n * @param hue The hue (H) input.\r\n * @param saturation The saturation (S) input.\r\n * @param brightness The brightness (B) input.\r\n * @result An RGBA color represented as Vector4.\r\n */\r\n private static fromHSBToRef(hue: number, saturation: number, brightness: number, result: Color4): void {\r\n var h: number = ColorCurves.clamp(hue, 0, 360);\r\n var s: number = ColorCurves.clamp(saturation / 100, 0, 1);\r\n var v: number = ColorCurves.clamp(brightness / 100, 0, 1);\r\n\r\n if (s === 0) {\r\n result.r = v;\r\n result.g = v;\r\n result.b = v;\r\n } else {\r\n // sector 0 to 5\r\n h /= 60;\r\n var i = Math.floor(h);\r\n\r\n // fractional part of h\r\n var f = h - i;\r\n var p = v * (1 - s);\r\n var q = v * (1 - s * f);\r\n var t = v * (1 - s * (1 - f));\r\n\r\n switch (i) {\r\n case 0:\r\n result.r = v;\r\n result.g = t;\r\n result.b = p;\r\n break;\r\n case 1:\r\n result.r = q;\r\n result.g = v;\r\n result.b = p;\r\n break;\r\n case 2:\r\n result.r = p;\r\n result.g = v;\r\n result.b = t;\r\n break;\r\n case 3:\r\n result.r = p;\r\n result.g = q;\r\n result.b = v;\r\n break;\r\n case 4:\r\n result.r = t;\r\n result.g = p;\r\n result.b = v;\r\n break;\r\n default: // case 5:\r\n result.r = v;\r\n result.g = p;\r\n result.b = q;\r\n break;\r\n }\r\n }\r\n\r\n result.a = 1;\r\n }\r\n\r\n /**\r\n * Returns a value clamped between min and max\r\n * @param value The value to clamp\r\n * @param min The minimum of value\r\n * @param max The maximum of value\r\n * @returns The clamped value.\r\n */\r\n private static clamp(value: number, min: number, max: number): number {\r\n return Math.min(Math.max(value, min), max);\r\n }\r\n\r\n /**\r\n * Clones the current color curve instance.\r\n * @return The cloned curves\r\n */\r\n public clone(): ColorCurves {\r\n return SerializationHelper.Clone(() => new ColorCurves(), this);\r\n }\r\n\r\n /**\r\n * Serializes the current color curve instance to a json representation.\r\n * @return a JSON representation\r\n */\r\n public serialize(): any {\r\n return SerializationHelper.Serialize(this);\r\n }\r\n\r\n /**\r\n * Parses the color curve from a json representation.\r\n * @param source the JSON source to parse\r\n * @return The parsed curves\r\n */\r\n public static Parse(source: any): ColorCurves {\r\n return SerializationHelper.Parse(() => new ColorCurves(), source, null, null);\r\n }\r\n}\r\n\r\n// References the dependencies.\r\nSerializationHelper._ColorCurvesParser = ColorCurves.Parse;","import { Observable } from \"../Misc/observable\";\r\nimport { Nullable } from \"../types\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { DomManagement } from \"../Misc/domManagement\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { IDisposable } from '../scene';\r\nimport { IPipelineContext } from '../Engines/IPipelineContext';\r\nimport { DataBuffer } from '../Meshes/dataBuffer';\r\nimport { ShaderProcessor } from '../Engines/Processors/shaderProcessor';\r\nimport { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from '../Maths/math.like';\r\nimport { ThinEngine } from '../Engines/thinEngine';\r\nimport { IEffectFallbacks } from './iEffectFallbacks';\r\n\r\ndeclare type Engine = import(\"../Engines/engine\").Engine;\r\ndeclare type InternalTexture = import(\"../Materials/Textures/internalTexture\").InternalTexture;\r\ndeclare type BaseTexture = import(\"../Materials/Textures/baseTexture\").BaseTexture;\r\ndeclare type RenderTargetTexture = import(\"../Materials/Textures/renderTargetTexture\").RenderTargetTexture;\r\ndeclare type PostProcess = import(\"../PostProcesses/postProcess\").PostProcess;\r\n\r\n/**\r\n * Options to be used when creating an effect.\r\n */\r\nexport interface IEffectCreationOptions {\r\n /**\r\n * Atrributes that will be used in the shader.\r\n */\r\n attributes: string[];\r\n /**\r\n * Uniform varible names that will be set in the shader.\r\n */\r\n uniformsNames: string[];\r\n /**\r\n * Uniform buffer variable names that will be set in the shader.\r\n */\r\n uniformBuffersNames: string[];\r\n /**\r\n * Sampler texture variable names that will be set in the shader.\r\n */\r\n samplers: string[];\r\n /**\r\n * Define statements that will be set in the shader.\r\n */\r\n defines: any;\r\n /**\r\n * Possible fallbacks for this effect to improve performance when needed.\r\n */\r\n fallbacks: Nullable;\r\n /**\r\n * Callback that will be called when the shader is compiled.\r\n */\r\n onCompiled: Nullable<(effect: Effect) => void>;\r\n /**\r\n * Callback that will be called if an error occurs during shader compilation.\r\n */\r\n onError: Nullable<(effect: Effect, errors: string) => void>;\r\n /**\r\n * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})\r\n */\r\n indexParameters?: any;\r\n /**\r\n * Max number of lights that can be used in the shader.\r\n */\r\n maxSimultaneousLights?: number;\r\n /**\r\n * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings\r\n */\r\n transformFeedbackVaryings?: Nullable;\r\n /**\r\n * If provided, will be called two times with the vertex and fragment code so that this code can be updated before it is compiled by the GPU\r\n */\r\n processFinalCode?: Nullable<(shaderType: string, code: string) => string>;\r\n}\r\n\r\n/**\r\n * Effect containing vertex and fragment shader that can be executed on an object.\r\n */\r\nexport class Effect implements IDisposable {\r\n /**\r\n * Gets or sets the relative url used to load shaders if using the engine in non-minified mode\r\n */\r\n public static ShadersRepository = \"src/Shaders/\";\r\n /**\r\n * Enable logging of the shader code when a compilation error occurs\r\n */\r\n public static LogShaderCodeOnCompilationError = true;\r\n /**\r\n * Name of the effect.\r\n */\r\n public name: any = null;\r\n /**\r\n * String container all the define statements that should be set on the shader.\r\n */\r\n public defines: string = \"\";\r\n /**\r\n * Callback that will be called when the shader is compiled.\r\n */\r\n public onCompiled: Nullable<(effect: Effect) => void> = null;\r\n /**\r\n * Callback that will be called if an error occurs during shader compilation.\r\n */\r\n public onError: Nullable<(effect: Effect, errors: string) => void> = null;\r\n /**\r\n * Callback that will be called when effect is bound.\r\n */\r\n public onBind: Nullable<(effect: Effect) => void> = null;\r\n /**\r\n * Unique ID of the effect.\r\n */\r\n public uniqueId = 0;\r\n /**\r\n * Observable that will be called when the shader is compiled.\r\n * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.\r\n */\r\n public onCompileObservable = new Observable();\r\n /**\r\n * Observable that will be called if an error occurs during shader compilation.\r\n */\r\n public onErrorObservable = new Observable();\r\n\r\n /** @hidden */\r\n public _onBindObservable: Nullable> = null;\r\n\r\n /**\r\n * @hidden\r\n * Specifies if the effect was previously ready\r\n */\r\n public _wasPreviouslyReady = false;\r\n\r\n /**\r\n * Observable that will be called when effect is bound.\r\n */\r\n public get onBindObservable(): Observable {\r\n if (!this._onBindObservable) {\r\n this._onBindObservable = new Observable();\r\n }\r\n\r\n return this._onBindObservable;\r\n }\r\n\r\n /** @hidden */\r\n public _bonesComputationForcedToCPU = false;\r\n\r\n private static _uniqueIdSeed = 0;\r\n private _engine: Engine;\r\n private _uniformBuffersNames: { [key: string]: number } = {};\r\n private _uniformBuffersNamesList: string[];\r\n private _uniformsNames: string[];\r\n private _samplerList: string[];\r\n private _samplers: { [key: string]: number } = {};\r\n private _isReady = false;\r\n private _compilationError = \"\";\r\n private _allFallbacksProcessed = false;\r\n private _attributesNames: string[];\r\n private _attributes: number[];\r\n private _attributeLocationByName: { [name: string] : number };\r\n private _uniforms: { [key: string]: Nullable } = {};\r\n /**\r\n * Key for the effect.\r\n * @hidden\r\n */\r\n public _key: string = \"\";\r\n private _indexParameters: any;\r\n private _fallbacks: Nullable = null;\r\n private _vertexSourceCode: string = \"\";\r\n private _fragmentSourceCode: string = \"\";\r\n private _vertexSourceCodeOverride: string = \"\";\r\n private _fragmentSourceCodeOverride: string = \"\";\r\n private _transformFeedbackVaryings: Nullable = null;\r\n /**\r\n * Compiled shader to webGL program.\r\n * @hidden\r\n */\r\n public _pipelineContext: Nullable = null;\r\n private _valueCache: { [key: string]: any } = {};\r\n private static _baseCache: { [key: number]: DataBuffer } = {};\r\n\r\n /**\r\n * Instantiates an effect.\r\n * An effect can be used to create/manage/execute vertex and fragment shaders.\r\n * @param baseName Name of the effect.\r\n * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.\r\n * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.\r\n * @param samplers List of sampler variables that will be passed to the shader.\r\n * @param engine Engine to be used to render the effect\r\n * @param defines Define statements to be added to the shader.\r\n * @param fallbacks Possible fallbacks for this effect to improve performance when needed.\r\n * @param onCompiled Callback that will be called when the shader is compiled.\r\n * @param onError Callback that will be called if an error occurs during shader compilation.\r\n * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})\r\n */\r\n constructor(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers: Nullable = null,\r\n engine?: ThinEngine, defines: Nullable = null,\r\n fallbacks: Nullable = null, onCompiled: Nullable<(effect: Effect) => void> = null, onError: Nullable<(effect: Effect, errors: string) => void> = null, indexParameters?: any) {\r\n this.name = baseName;\r\n\r\n let processFinalCode: Nullable<(shaderType: string, code: string) => string> = null;\r\n\r\n if ((attributesNamesOrOptions).attributes) {\r\n var options = attributesNamesOrOptions;\r\n this._engine = uniformsNamesOrEngine;\r\n\r\n this._attributesNames = options.attributes;\r\n this._uniformsNames = options.uniformsNames.concat(options.samplers);\r\n this._samplerList = options.samplers.slice();\r\n this.defines = options.defines;\r\n this.onError = options.onError;\r\n this.onCompiled = options.onCompiled;\r\n this._fallbacks = options.fallbacks;\r\n this._indexParameters = options.indexParameters;\r\n this._transformFeedbackVaryings = options.transformFeedbackVaryings || null;\r\n\r\n if (options.uniformBuffersNames) {\r\n this._uniformBuffersNamesList = options.uniformBuffersNames.slice();\r\n for (var i = 0; i < options.uniformBuffersNames.length; i++) {\r\n this._uniformBuffersNames[options.uniformBuffersNames[i]] = i;\r\n }\r\n }\r\n\r\n processFinalCode = options.processFinalCode ?? null;\r\n } else {\r\n this._engine = engine;\r\n this.defines = (defines == null ? \"\" : defines);\r\n this._uniformsNames = (uniformsNamesOrEngine).concat(samplers);\r\n this._samplerList = samplers ? samplers.slice() : [];\r\n this._attributesNames = (attributesNamesOrOptions);\r\n this._uniformBuffersNamesList = [];\r\n\r\n this.onError = onError;\r\n this.onCompiled = onCompiled;\r\n\r\n this._indexParameters = indexParameters;\r\n this._fallbacks = fallbacks;\r\n }\r\n\r\n this._attributeLocationByName = { };\r\n\r\n this.uniqueId = Effect._uniqueIdSeed++;\r\n\r\n var vertexSource: any;\r\n var fragmentSource: any;\r\n\r\n let hostDocument = DomManagement.IsWindowObjectExist() ? this._engine.getHostDocument() : null;\r\n\r\n if (baseName.vertexSource) {\r\n vertexSource = \"source:\" + baseName.vertexSource;\r\n } else if (baseName.vertexElement) {\r\n vertexSource = hostDocument ? hostDocument.getElementById(baseName.vertexElement) : null;\r\n\r\n if (!vertexSource) {\r\n vertexSource = baseName.vertexElement;\r\n }\r\n } else {\r\n vertexSource = baseName.vertex || baseName;\r\n }\r\n\r\n if (baseName.fragmentSource) {\r\n fragmentSource = \"source:\" + baseName.fragmentSource;\r\n } else if (baseName.fragmentElement) {\r\n fragmentSource = hostDocument ? hostDocument.getElementById(baseName.fragmentElement) : null;\r\n\r\n if (!fragmentSource) {\r\n fragmentSource = baseName.fragmentElement;\r\n }\r\n } else {\r\n fragmentSource = baseName.fragment || baseName;\r\n }\r\n\r\n let processorOptions = {\r\n defines: this.defines.split(\"\\n\"),\r\n indexParameters: this._indexParameters,\r\n isFragment: false,\r\n shouldUseHighPrecisionShader: this._engine._shouldUseHighPrecisionShader,\r\n processor: this._engine._shaderProcessor,\r\n supportsUniformBuffers: this._engine.supportsUniformBuffers,\r\n shadersRepository: Effect.ShadersRepository,\r\n includesShadersStore: Effect.IncludesShadersStore,\r\n version: (this._engine.webGLVersion * 100).toString(),\r\n platformName: this._engine.webGLVersion >= 2 ? \"WEBGL2\" : \"WEBGL1\"\r\n };\r\n\r\n this._loadShader(vertexSource, \"Vertex\", \"\", (vertexCode) => {\r\n this._loadShader(fragmentSource, \"Fragment\", \"Pixel\", (fragmentCode) => {\r\n ShaderProcessor.Process(vertexCode, processorOptions, (migratedVertexCode) => {\r\n if (processFinalCode) {\r\n migratedVertexCode = processFinalCode(\"vertex\", migratedVertexCode);\r\n }\r\n processorOptions.isFragment = true;\r\n ShaderProcessor.Process(fragmentCode, processorOptions, (migratedFragmentCode) => {\r\n if (processFinalCode) {\r\n migratedFragmentCode = processFinalCode(\"fragment\", migratedFragmentCode);\r\n }\r\n this._useFinalCode(migratedVertexCode, migratedFragmentCode, baseName);\r\n });\r\n });\r\n });\r\n });\r\n }\r\n\r\n private _useFinalCode(migratedVertexCode: string, migratedFragmentCode: string, baseName: any) {\r\n if (baseName) {\r\n var vertex = baseName.vertexElement || baseName.vertex || baseName.spectorName || baseName;\r\n var fragment = baseName.fragmentElement || baseName.fragment || baseName.spectorName || baseName;\r\n\r\n this._vertexSourceCode = \"#define SHADER_NAME vertex:\" + vertex + \"\\n\" + migratedVertexCode;\r\n this._fragmentSourceCode = \"#define SHADER_NAME fragment:\" + fragment + \"\\n\" + migratedFragmentCode;\r\n } else {\r\n this._vertexSourceCode = migratedVertexCode;\r\n this._fragmentSourceCode = migratedFragmentCode;\r\n }\r\n this._prepareEffect();\r\n }\r\n\r\n /**\r\n * Unique key for this effect\r\n */\r\n public get key(): string {\r\n return this._key;\r\n }\r\n\r\n /**\r\n * If the effect has been compiled and prepared.\r\n * @returns if the effect is compiled and prepared.\r\n */\r\n public isReady(): boolean {\r\n try {\r\n return this._isReadyInternal();\r\n }\r\n catch {\r\n return false;\r\n }\r\n }\r\n\r\n private _isReadyInternal(): boolean {\r\n if (this._isReady) {\r\n return true;\r\n }\r\n if (this._pipelineContext) {\r\n return this._pipelineContext.isReady;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * The engine the effect was initialized with.\r\n * @returns the engine.\r\n */\r\n public getEngine(): Engine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * The pipeline context for this effect\r\n * @returns the associated pipeline context\r\n */\r\n public getPipelineContext(): Nullable {\r\n return this._pipelineContext;\r\n }\r\n\r\n /**\r\n * The set of names of attribute variables for the shader.\r\n * @returns An array of attribute names.\r\n */\r\n public getAttributesNames(): string[] {\r\n return this._attributesNames;\r\n }\r\n\r\n /**\r\n * Returns the attribute at the given index.\r\n * @param index The index of the attribute.\r\n * @returns The location of the attribute.\r\n */\r\n public getAttributeLocation(index: number): number {\r\n return this._attributes[index];\r\n }\r\n\r\n /**\r\n * Returns the attribute based on the name of the variable.\r\n * @param name of the attribute to look up.\r\n * @returns the attribute location.\r\n */\r\n public getAttributeLocationByName(name: string): number {\r\n return this._attributeLocationByName[name];\r\n }\r\n\r\n /**\r\n * The number of attributes.\r\n * @returns the numnber of attributes.\r\n */\r\n public getAttributesCount(): number {\r\n return this._attributes.length;\r\n }\r\n\r\n /**\r\n * Gets the index of a uniform variable.\r\n * @param uniformName of the uniform to look up.\r\n * @returns the index.\r\n */\r\n public getUniformIndex(uniformName: string): number {\r\n return this._uniformsNames.indexOf(uniformName);\r\n }\r\n\r\n /**\r\n * Returns the attribute based on the name of the variable.\r\n * @param uniformName of the uniform to look up.\r\n * @returns the location of the uniform.\r\n */\r\n public getUniform(uniformName: string): Nullable {\r\n return this._uniforms[uniformName];\r\n }\r\n\r\n /**\r\n * Returns an array of sampler variable names\r\n * @returns The array of sampler variable names.\r\n */\r\n public getSamplers(): string[] {\r\n return this._samplerList;\r\n }\r\n\r\n /**\r\n * Returns an array of uniform variable names\r\n * @returns The array of uniform variable names.\r\n */\r\n public getUniformNames(): string[] {\r\n return this._uniformsNames;\r\n }\r\n\r\n /**\r\n * Returns an array of uniform buffer variable names\r\n * @returns The array of uniform buffer variable names.\r\n */\r\n public getUniformBuffersNames(): string[] {\r\n return this._uniformBuffersNamesList;\r\n }\r\n\r\n /**\r\n * Returns the index parameters used to create the effect\r\n * @returns The index parameters object\r\n */\r\n public getIndexParameters(): any {\r\n return this._indexParameters;\r\n }\r\n\r\n /**\r\n * The error from the last compilation.\r\n * @returns the error string.\r\n */\r\n public getCompilationError(): string {\r\n return this._compilationError;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that all fallbacks were used during compilation\r\n * @returns true if all fallbacks were used\r\n */\r\n public allFallbacksProcessed(): boolean {\r\n return this._allFallbacksProcessed;\r\n }\r\n\r\n /**\r\n * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.\r\n * @param func The callback to be used.\r\n */\r\n public executeWhenCompiled(func: (effect: Effect) => void): void {\r\n if (this.isReady()) {\r\n func(this);\r\n return;\r\n }\r\n\r\n this.onCompileObservable.add((effect) => {\r\n func(effect);\r\n });\r\n\r\n if (!this._pipelineContext || this._pipelineContext.isAsync) {\r\n setTimeout(() => {\r\n this._checkIsReady(null);\r\n }, 16);\r\n }\r\n }\r\n\r\n private _checkIsReady(previousPipelineContext: Nullable) {\r\n try {\r\n if (this._isReadyInternal()) {\r\n return;\r\n }\r\n } catch (e) {\r\n this._processCompilationErrors(e, previousPipelineContext);\r\n return;\r\n }\r\n\r\n setTimeout(() => {\r\n this._checkIsReady(previousPipelineContext);\r\n }, 16);\r\n }\r\n\r\n private _loadShader(shader: any, key: string, optionalKey: string, callback: (data: any) => void): void {\r\n if (typeof(HTMLElement) !== \"undefined\") {\r\n // DOM element ?\r\n if (shader instanceof HTMLElement) {\r\n var shaderCode = DomManagement.GetDOMTextContent(shader);\r\n callback(shaderCode);\r\n return;\r\n }\r\n }\r\n\r\n // Direct source ?\r\n if (shader.substr(0, 7) === \"source:\") {\r\n callback(shader.substr(7));\r\n return;\r\n }\r\n\r\n // Base64 encoded ?\r\n if (shader.substr(0, 7) === \"base64:\") {\r\n var shaderBinary = window.atob(shader.substr(7));\r\n callback(shaderBinary);\r\n return;\r\n }\r\n\r\n // Is in local store ?\r\n if (Effect.ShadersStore[shader + key + \"Shader\"]) {\r\n callback(Effect.ShadersStore[shader + key + \"Shader\"]);\r\n return;\r\n }\r\n\r\n if (optionalKey && Effect.ShadersStore[shader + optionalKey + \"Shader\"]) {\r\n callback(Effect.ShadersStore[shader + optionalKey + \"Shader\"]);\r\n return;\r\n }\r\n\r\n var shaderUrl;\r\n\r\n if (shader[0] === \".\" || shader[0] === \"/\" || shader.indexOf(\"http\") > -1) {\r\n shaderUrl = shader;\r\n } else {\r\n shaderUrl = Effect.ShadersRepository + shader;\r\n }\r\n\r\n // Vertex shader\r\n this._engine._loadFile(shaderUrl + \".\" + key.toLowerCase() + \".fx\", callback);\r\n }\r\n\r\n /**\r\n * Gets the vertex shader source code of this effect\r\n */\r\n public get vertexSourceCode(): string {\r\n return this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride ? this._vertexSourceCodeOverride : this._vertexSourceCode;\r\n }\r\n\r\n /**\r\n * Gets the fragment shader source code of this effect\r\n */\r\n public get fragmentSourceCode(): string {\r\n return this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride ? this._fragmentSourceCodeOverride : this._fragmentSourceCode;\r\n }\r\n\r\n /**\r\n * Recompiles the webGL program\r\n * @param vertexSourceCode The source code for the vertex shader.\r\n * @param fragmentSourceCode The source code for the fragment shader.\r\n * @param onCompiled Callback called when completed.\r\n * @param onError Callback called on error.\r\n * @hidden\r\n */\r\n public _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void) {\r\n this._isReady = false;\r\n\r\n this._vertexSourceCodeOverride = vertexSourceCode;\r\n this._fragmentSourceCodeOverride = fragmentSourceCode;\r\n this.onError = (effect, error) => {\r\n if (onError) {\r\n onError(error);\r\n }\r\n };\r\n this.onCompiled = () => {\r\n var scenes = this.getEngine().scenes;\r\n if (scenes) {\r\n for (var i = 0; i < scenes.length; i++) {\r\n scenes[i].markAllMaterialsAsDirty(Constants.MATERIAL_AllDirtyFlag);\r\n }\r\n }\r\n\r\n this._pipelineContext!._handlesSpectorRebuildCallback(onCompiled);\r\n };\r\n this._fallbacks = null;\r\n this._prepareEffect();\r\n }\r\n\r\n /**\r\n * Prepares the effect\r\n * @hidden\r\n */\r\n public _prepareEffect() {\r\n let attributesNames = this._attributesNames;\r\n let defines = this.defines;\r\n this._valueCache = {};\r\n\r\n var previousPipelineContext = this._pipelineContext;\r\n\r\n try {\r\n let engine = this._engine;\r\n\r\n this._pipelineContext = engine.createPipelineContext();\r\n\r\n let rebuildRebind = this._rebuildProgram.bind(this);\r\n if (this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride) {\r\n engine._preparePipelineContext(this._pipelineContext, this._vertexSourceCodeOverride, this._fragmentSourceCodeOverride, true, rebuildRebind, null, this._transformFeedbackVaryings);\r\n }\r\n else {\r\n engine._preparePipelineContext(this._pipelineContext, this._vertexSourceCode, this._fragmentSourceCode, false, rebuildRebind, defines, this._transformFeedbackVaryings);\r\n }\r\n\r\n engine._executeWhenRenderingStateIsCompiled(this._pipelineContext, () => {\r\n if (engine.supportsUniformBuffers) {\r\n for (var name in this._uniformBuffersNames) {\r\n this.bindUniformBlock(name, this._uniformBuffersNames[name]);\r\n }\r\n }\r\n\r\n let uniforms = engine.getUniforms(this._pipelineContext!, this._uniformsNames);\r\n uniforms.forEach((uniform, index) => {\r\n this._uniforms[this._uniformsNames[index]] = uniform;\r\n });\r\n\r\n this._attributes = engine.getAttributes(this._pipelineContext!, attributesNames);\r\n if (attributesNames) {\r\n for (let i = 0; i < attributesNames.length; i++) {\r\n const name = attributesNames[i];\r\n this._attributeLocationByName[name] = this._attributes[i];\r\n }\r\n }\r\n\r\n var index: number;\r\n for (index = 0; index < this._samplerList.length; index++) {\r\n var sampler = this.getUniform(this._samplerList[index]);\r\n\r\n if (sampler == null) {\r\n this._samplerList.splice(index, 1);\r\n index--;\r\n }\r\n }\r\n\r\n this._samplerList.forEach((name, index) => {\r\n this._samplers[name] = index;\r\n });\r\n\r\n engine.bindSamplers(this);\r\n\r\n this._compilationError = \"\";\r\n this._isReady = true;\r\n if (this.onCompiled) {\r\n this.onCompiled(this);\r\n }\r\n this.onCompileObservable.notifyObservers(this);\r\n this.onCompileObservable.clear();\r\n\r\n // Unbind mesh reference in fallbacks\r\n if (this._fallbacks) {\r\n this._fallbacks.unBindMesh();\r\n }\r\n\r\n if (previousPipelineContext) {\r\n this.getEngine()._deletePipelineContext(previousPipelineContext);\r\n }\r\n });\r\n\r\n if (this._pipelineContext.isAsync) {\r\n this._checkIsReady(previousPipelineContext);\r\n }\r\n\r\n } catch (e) {\r\n this._processCompilationErrors(e, previousPipelineContext);\r\n }\r\n }\r\n\r\n private _getShaderCodeAndErrorLine(code: Nullable, error: Nullable, isFragment: boolean): [Nullable, Nullable] {\r\n const regexp = isFragment ? /FRAGMENT SHADER ERROR: 0:(\\d+?):/ : /VERTEX SHADER ERROR: 0:(\\d+?):/;\r\n\r\n let errorLine = null;\r\n\r\n if (error && code) {\r\n const res = error.match(regexp);\r\n if (res && res.length === 2) {\r\n const lineNumber = parseInt(res[1]);\r\n const lines = code.split(\"\\n\", -1);\r\n if (lines.length >= lineNumber) {\r\n errorLine = `Offending line [${lineNumber}] in ${isFragment ? \"fragment\" : \"vertex\"} code: ${lines[lineNumber - 1]}`;\r\n }\r\n }\r\n }\r\n\r\n return [code, errorLine];\r\n }\r\n\r\n private _processCompilationErrors(e: any, previousPipelineContext: Nullable = null) {\r\n this._compilationError = e.message;\r\n let attributesNames = this._attributesNames;\r\n let fallbacks = this._fallbacks;\r\n\r\n // Let's go through fallbacks then\r\n Logger.Error(\"Unable to compile effect:\");\r\n Logger.Error(\"Uniforms: \" + this._uniformsNames.map(function(uniform) {\r\n return \" \" + uniform;\r\n }));\r\n Logger.Error(\"Attributes: \" + attributesNames.map(function(attribute) {\r\n return \" \" + attribute;\r\n }));\r\n Logger.Error(\"Defines:\\r\\n\" + this.defines);\r\n if (Effect.LogShaderCodeOnCompilationError) {\r\n let lineErrorVertex = null, lineErrorFragment = null, code = null;\r\n if (this._pipelineContext?._getVertexShaderCode()) {\r\n [code, lineErrorVertex] = this._getShaderCodeAndErrorLine(this._pipelineContext._getVertexShaderCode(), this._compilationError, false);\r\n if (code) {\r\n Logger.Error(\"Vertex code:\");\r\n Logger.Error(code);\r\n }\r\n }\r\n if (this._pipelineContext?._getFragmentShaderCode()) {\r\n [code, lineErrorFragment] = this._getShaderCodeAndErrorLine(this._pipelineContext?._getFragmentShaderCode(), this._compilationError, true);\r\n if (code) {\r\n Logger.Error(\"Fragment code:\");\r\n Logger.Error(code);\r\n }\r\n }\r\n if (lineErrorVertex) {\r\n Logger.Error(lineErrorVertex);\r\n }\r\n if (lineErrorFragment) {\r\n Logger.Error(lineErrorFragment);\r\n }\r\n }\r\n Logger.Error(\"Error: \" + this._compilationError);\r\n if (previousPipelineContext) {\r\n this._pipelineContext = previousPipelineContext;\r\n this._isReady = true;\r\n if (this.onError) {\r\n this.onError(this, this._compilationError);\r\n }\r\n this.onErrorObservable.notifyObservers(this);\r\n }\r\n\r\n if (fallbacks) {\r\n this._pipelineContext = null;\r\n if (fallbacks.hasMoreFallbacks) {\r\n this._allFallbacksProcessed = false;\r\n Logger.Error(\"Trying next fallback.\");\r\n this.defines = fallbacks.reduce(this.defines, this);\r\n this._prepareEffect();\r\n } else { // Sorry we did everything we can\r\n this._allFallbacksProcessed = true;\r\n if (this.onError) {\r\n this.onError(this, this._compilationError);\r\n }\r\n this.onErrorObservable.notifyObservers(this);\r\n this.onErrorObservable.clear();\r\n\r\n // Unbind mesh reference in fallbacks\r\n if (this._fallbacks) {\r\n this._fallbacks.unBindMesh();\r\n }\r\n }\r\n } else {\r\n this._allFallbacksProcessed = true;\r\n }\r\n }\r\n\r\n /**\r\n * Checks if the effect is supported. (Must be called after compilation)\r\n */\r\n public get isSupported(): boolean {\r\n return this._compilationError === \"\";\r\n }\r\n\r\n /**\r\n * Binds a texture to the engine to be used as output of the shader.\r\n * @param channel Name of the output variable.\r\n * @param texture Texture to bind.\r\n * @hidden\r\n */\r\n public _bindTexture(channel: string, texture: Nullable): void {\r\n this._engine._bindTexture(this._samplers[channel], texture);\r\n }\r\n\r\n /**\r\n * Sets a texture on the engine to be used in the shader.\r\n * @param channel Name of the sampler variable.\r\n * @param texture Texture to set.\r\n */\r\n public setTexture(channel: string, texture: Nullable): void {\r\n this._engine.setTexture(this._samplers[channel], this._uniforms[channel], texture);\r\n }\r\n\r\n /**\r\n * Sets a depth stencil texture from a render target on the engine to be used in the shader.\r\n * @param channel Name of the sampler variable.\r\n * @param texture Texture to set.\r\n */\r\n public setDepthStencilTexture(channel: string, texture: Nullable): void {\r\n this._engine.setDepthStencilTexture(this._samplers[channel], this._uniforms[channel], texture);\r\n }\r\n\r\n /**\r\n * Sets an array of textures on the engine to be used in the shader.\r\n * @param channel Name of the variable.\r\n * @param textures Textures to set.\r\n */\r\n public setTextureArray(channel: string, textures: BaseTexture[]): void {\r\n let exName = channel + \"Ex\";\r\n if (this._samplerList.indexOf(exName + \"0\") === -1) {\r\n const initialPos = this._samplerList.indexOf(channel);\r\n for (var index = 1; index < textures.length; index++) {\r\n const currentExName = exName + (index - 1).toString();\r\n this._samplerList.splice(initialPos + index, 0, currentExName);\r\n }\r\n\r\n // Reset every channels\r\n let channelIndex = 0;\r\n for (var key of this._samplerList) {\r\n this._samplers[key] = channelIndex;\r\n channelIndex += 1;\r\n }\r\n }\r\n\r\n this._engine.setTextureArray(this._samplers[channel], this._uniforms[channel], textures);\r\n }\r\n\r\n /**\r\n * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)\r\n * @param channel Name of the sampler variable.\r\n * @param postProcess Post process to get the input texture from.\r\n */\r\n public setTextureFromPostProcess(channel: string, postProcess: Nullable): void {\r\n this._engine.setTextureFromPostProcess(this._samplers[channel], postProcess);\r\n }\r\n\r\n /**\r\n * (Warning! setTextureFromPostProcessOutput may be desired instead)\r\n * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)\r\n * @param channel Name of the sampler variable.\r\n * @param postProcess Post process to get the output texture from.\r\n */\r\n public setTextureFromPostProcessOutput(channel: string, postProcess: Nullable): void {\r\n this._engine.setTextureFromPostProcessOutput(this._samplers[channel], postProcess);\r\n }\r\n\r\n /** @hidden */\r\n public _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean {\r\n var cache = this._valueCache[uniformName];\r\n var flag = matrix.updateFlag;\r\n if (cache !== undefined && cache === flag) {\r\n return false;\r\n }\r\n\r\n this._valueCache[uniformName] = flag;\r\n\r\n return true;\r\n }\r\n\r\n /** @hidden */\r\n public _cacheFloat2(uniformName: string, x: number, y: number): boolean {\r\n var cache = this._valueCache[uniformName];\r\n if (!cache || cache.length !== 2) {\r\n cache = [x, y];\r\n this._valueCache[uniformName] = cache;\r\n return true;\r\n }\r\n\r\n var changed = false;\r\n if (cache[0] !== x) {\r\n cache[0] = x;\r\n changed = true;\r\n }\r\n if (cache[1] !== y) {\r\n cache[1] = y;\r\n changed = true;\r\n }\r\n\r\n return changed;\r\n }\r\n\r\n /** @hidden */\r\n public _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean {\r\n var cache = this._valueCache[uniformName];\r\n if (!cache || cache.length !== 3) {\r\n cache = [x, y, z];\r\n this._valueCache[uniformName] = cache;\r\n return true;\r\n }\r\n\r\n var changed = false;\r\n if (cache[0] !== x) {\r\n cache[0] = x;\r\n changed = true;\r\n }\r\n if (cache[1] !== y) {\r\n cache[1] = y;\r\n changed = true;\r\n }\r\n if (cache[2] !== z) {\r\n cache[2] = z;\r\n changed = true;\r\n }\r\n\r\n return changed;\r\n }\r\n\r\n /** @hidden */\r\n public _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean {\r\n var cache = this._valueCache[uniformName];\r\n if (!cache || cache.length !== 4) {\r\n cache = [x, y, z, w];\r\n this._valueCache[uniformName] = cache;\r\n return true;\r\n }\r\n\r\n var changed = false;\r\n if (cache[0] !== x) {\r\n cache[0] = x;\r\n changed = true;\r\n }\r\n if (cache[1] !== y) {\r\n cache[1] = y;\r\n changed = true;\r\n }\r\n if (cache[2] !== z) {\r\n cache[2] = z;\r\n changed = true;\r\n }\r\n if (cache[3] !== w) {\r\n cache[3] = w;\r\n changed = true;\r\n }\r\n\r\n return changed;\r\n }\r\n\r\n /**\r\n * Binds a buffer to a uniform.\r\n * @param buffer Buffer to bind.\r\n * @param name Name of the uniform variable to bind to.\r\n */\r\n public bindUniformBuffer(buffer: DataBuffer, name: string): void {\r\n let bufferName = this._uniformBuffersNames[name];\r\n if (bufferName === undefined || Effect._baseCache[bufferName] === buffer) {\r\n return;\r\n }\r\n Effect._baseCache[bufferName] = buffer;\r\n this._engine.bindUniformBufferBase(buffer, bufferName);\r\n }\r\n\r\n /**\r\n * Binds block to a uniform.\r\n * @param blockName Name of the block to bind.\r\n * @param index Index to bind.\r\n */\r\n public bindUniformBlock(blockName: string, index: number): void {\r\n this._engine.bindUniformBlock(this._pipelineContext!, blockName, index);\r\n }\r\n\r\n /**\r\n * Sets an interger value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value Value to be set.\r\n * @returns this effect.\r\n */\r\n public setInt(uniformName: string, value: number): Effect {\r\n var cache = this._valueCache[uniformName];\r\n if (cache !== undefined && cache === value) {\r\n return this;\r\n }\r\n\r\n this._valueCache[uniformName] = value;\r\n\r\n this._engine.setInt(this._uniforms[uniformName], value);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets an int array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setIntArray(uniformName: string, array: Int32Array): Effect {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setIntArray(this._uniforms[uniformName], array);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setIntArray2(uniformName: string, array: Int32Array): Effect {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setIntArray2(this._uniforms[uniformName], array);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setIntArray3(uniformName: string, array: Int32Array): Effect {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setIntArray3(this._uniforms[uniformName], array);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setIntArray4(uniformName: string, array: Int32Array): Effect {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setIntArray4(this._uniforms[uniformName], array);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets an float array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setFloatArray(uniformName: string, array: Float32Array): Effect {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray(this._uniforms[uniformName], array);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setFloatArray2(uniformName: string, array: Float32Array): Effect {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray2(this._uniforms[uniformName], array);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setFloatArray3(uniformName: string, array: Float32Array): Effect {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray3(this._uniforms[uniformName], array);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setFloatArray4(uniformName: string, array: Float32Array): Effect {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray4(this._uniforms[uniformName], array);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets an array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setArray(uniformName: string, array: number[]): Effect {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray(this._uniforms[uniformName], array);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setArray2(uniformName: string, array: number[]): Effect {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray2(this._uniforms[uniformName], array);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setArray3(uniformName: string, array: number[]): Effect {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray3(this._uniforms[uniformName], array);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setArray4(uniformName: string, array: number[]): Effect {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray4(this._uniforms[uniformName], array);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets matrices on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrices matrices to be set.\r\n * @returns this effect.\r\n */\r\n public setMatrices(uniformName: string, matrices: Float32Array): Effect {\r\n if (!matrices) {\r\n return this;\r\n }\r\n\r\n this._valueCache[uniformName] = null;\r\n this._engine.setMatrices(this._uniforms[uniformName], matrices);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets matrix on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n * @returns this effect.\r\n */\r\n public setMatrix(uniformName: string, matrix: IMatrixLike): Effect {\r\n if (this._cacheMatrix(uniformName, matrix)) {\r\n this._engine.setMatrices(this._uniforms[uniformName], matrix.toArray() as Float32Array);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n * @returns this effect.\r\n */\r\n public setMatrix3x3(uniformName: string, matrix: Float32Array): Effect {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setMatrix3x3(this._uniforms[uniformName], matrix);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n * @returns this effect.\r\n */\r\n public setMatrix2x2(uniformName: string, matrix: Float32Array): Effect {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setMatrix2x2(this._uniforms[uniformName], matrix);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets a float on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value value to be set.\r\n * @returns this effect.\r\n */\r\n public setFloat(uniformName: string, value: number): Effect {\r\n var cache = this._valueCache[uniformName];\r\n if (cache !== undefined && cache === value) {\r\n return this;\r\n }\r\n\r\n this._valueCache[uniformName] = value;\r\n\r\n this._engine.setFloat(this._uniforms[uniformName], value);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets a boolean on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param bool value to be set.\r\n * @returns this effect.\r\n */\r\n public setBool(uniformName: string, bool: boolean): Effect {\r\n var cache = this._valueCache[uniformName];\r\n if (cache !== undefined && cache === bool) {\r\n return this;\r\n }\r\n\r\n this._valueCache[uniformName] = bool;\r\n\r\n this._engine.setInt(this._uniforms[uniformName], bool ? 1 : 0);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets a Vector2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector2 vector2 to be set.\r\n * @returns this effect.\r\n */\r\n public setVector2(uniformName: string, vector2: IVector2Like): Effect {\r\n if (this._cacheFloat2(uniformName, vector2.x, vector2.y)) {\r\n this._engine.setFloat2(this._uniforms[uniformName], vector2.x, vector2.y);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets a float2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float2.\r\n * @param y Second float in float2.\r\n * @returns this effect.\r\n */\r\n public setFloat2(uniformName: string, x: number, y: number): Effect {\r\n if (this._cacheFloat2(uniformName, x, y)) {\r\n this._engine.setFloat2(this._uniforms[uniformName], x, y);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets a Vector3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector3 Value to be set.\r\n * @returns this effect.\r\n */\r\n public setVector3(uniformName: string, vector3: IVector3Like): Effect {\r\n if (this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z)) {\r\n this._engine.setFloat3(this._uniforms[uniformName], vector3.x, vector3.y, vector3.z);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets a float3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float3.\r\n * @param y Second float in float3.\r\n * @param z Third float in float3.\r\n * @returns this effect.\r\n */\r\n public setFloat3(uniformName: string, x: number, y: number, z: number): Effect {\r\n if (this._cacheFloat3(uniformName, x, y, z)) {\r\n this._engine.setFloat3(this._uniforms[uniformName], x, y, z);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets a Vector4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector4 Value to be set.\r\n * @returns this effect.\r\n */\r\n public setVector4(uniformName: string, vector4: IVector4Like): Effect {\r\n if (this._cacheFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w)) {\r\n this._engine.setFloat4(this._uniforms[uniformName], vector4.x, vector4.y, vector4.z, vector4.w);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets a float4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float4.\r\n * @param y Second float in float4.\r\n * @param z Third float in float4.\r\n * @param w Fourth float in float4.\r\n * @returns this effect.\r\n */\r\n public setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect {\r\n if (this._cacheFloat4(uniformName, x, y, z, w)) {\r\n this._engine.setFloat4(this._uniforms[uniformName], x, y, z, w);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets a Color3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n * @returns this effect.\r\n */\r\n public setColor3(uniformName: string, color3: IColor3Like): Effect {\r\n if (this._cacheFloat3(uniformName, color3.r, color3.g, color3.b)) {\r\n this._engine.setFloat3(this._uniforms[uniformName], color3.r, color3.g, color3.b);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n * @param alpha Alpha value to be set.\r\n * @returns this effect.\r\n */\r\n public setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect {\r\n if (this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha)) {\r\n this._engine.setFloat4(this._uniforms[uniformName], color3.r, color3.g, color3.b, alpha);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable\r\n * @param uniformName defines the name of the variable\r\n * @param color4 defines the value to be set\r\n * @returns this effect.\r\n */\r\n public setDirectColor4(uniformName: string, color4: IColor4Like): Effect {\r\n if (this._cacheFloat4(uniformName, color4.r, color4.g, color4.b, color4.a)) {\r\n this._engine.setFloat4(this._uniforms[uniformName], color4.r, color4.g, color4.b, color4.a);\r\n }\r\n return this;\r\n }\r\n\r\n /** Release all associated resources */\r\n public dispose() {\r\n this._engine._releaseEffect(this);\r\n }\r\n\r\n /**\r\n * This function will add a new shader to the shader store\r\n * @param name the name of the shader\r\n * @param pixelShader optional pixel shader content\r\n * @param vertexShader optional vertex shader content\r\n */\r\n public static RegisterShader(name: string, pixelShader?: string, vertexShader?: string) {\r\n if (pixelShader) {\r\n Effect.ShadersStore[`${name}PixelShader`] = pixelShader;\r\n }\r\n\r\n if (vertexShader) {\r\n Effect.ShadersStore[`${name}VertexShader`] = vertexShader;\r\n }\r\n }\r\n\r\n /**\r\n * Store of each shader (The can be looked up using effect.key)\r\n */\r\n public static ShadersStore: { [key: string]: string } = {};\r\n /**\r\n * Store of each included file for a shader (The can be looked up using effect.key)\r\n */\r\n public static IncludesShadersStore: { [key: string]: string } = {};\r\n\r\n /**\r\n * Resets the cache of effects.\r\n */\r\n public static ResetCache() {\r\n Effect._baseCache = {};\r\n }\r\n}","import { Nullable } from '../types';\r\nimport { IEffectFallbacks } from './iEffectFallbacks';\r\n\r\ndeclare type Effect = import(\"./effect\").Effect;\r\ndeclare type AbstractMesh = import(\"../Meshes/abstractMesh\").AbstractMesh;\r\n\r\n/**\r\n * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.\r\n * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)\r\n */\r\nexport class EffectFallbacks implements IEffectFallbacks {\r\n private _defines: { [key: string]: Array } = {};\r\n\r\n private _currentRank = 32;\r\n private _maxRank = -1;\r\n\r\n private _mesh: Nullable = null;\r\n\r\n /**\r\n * Removes the fallback from the bound mesh.\r\n */\r\n public unBindMesh() {\r\n this._mesh = null;\r\n }\r\n\r\n /**\r\n * Adds a fallback on the specified property.\r\n * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)\r\n * @param define The name of the define in the shader\r\n */\r\n public addFallback(rank: number, define: string): void {\r\n if (!this._defines[rank]) {\r\n if (rank < this._currentRank) {\r\n this._currentRank = rank;\r\n }\r\n\r\n if (rank > this._maxRank) {\r\n this._maxRank = rank;\r\n }\r\n\r\n this._defines[rank] = new Array();\r\n }\r\n\r\n this._defines[rank].push(define);\r\n }\r\n\r\n /**\r\n * Sets the mesh to use CPU skinning when needing to fallback.\r\n * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)\r\n * @param mesh The mesh to use the fallbacks.\r\n */\r\n public addCPUSkinningFallback(rank: number, mesh: AbstractMesh) {\r\n this._mesh = mesh;\r\n\r\n if (rank < this._currentRank) {\r\n this._currentRank = rank;\r\n }\r\n if (rank > this._maxRank) {\r\n this._maxRank = rank;\r\n }\r\n }\r\n\r\n /**\r\n * Checks to see if more fallbacks are still availible.\r\n */\r\n public get hasMoreFallbacks(): boolean {\r\n return this._currentRank <= this._maxRank;\r\n }\r\n\r\n /**\r\n * Removes the defines that should be removed when falling back.\r\n * @param currentDefines defines the current define statements for the shader.\r\n * @param effect defines the current effect we try to compile\r\n * @returns The resulting defines with defines of the current rank removed.\r\n */\r\n public reduce(currentDefines: string, effect: Effect): string {\r\n // First we try to switch to CPU skinning\r\n if (this._mesh && this._mesh.computeBonesUsingShaders && this._mesh.numBoneInfluencers > 0) {\r\n this._mesh.computeBonesUsingShaders = false;\r\n currentDefines = currentDefines.replace(\"#define NUM_BONE_INFLUENCERS \" + this._mesh.numBoneInfluencers, \"#define NUM_BONE_INFLUENCERS 0\");\r\n effect._bonesComputationForcedToCPU = true;\r\n\r\n var scene = this._mesh.getScene();\r\n for (var index = 0; index < scene.meshes.length; index++) {\r\n var otherMesh = scene.meshes[index];\r\n\r\n if (!otherMesh.material) {\r\n if (!this._mesh.material && otherMesh.computeBonesUsingShaders && otherMesh.numBoneInfluencers > 0) {\r\n otherMesh.computeBonesUsingShaders = false;\r\n }\r\n continue;\r\n }\r\n\r\n if (!otherMesh.computeBonesUsingShaders || otherMesh.numBoneInfluencers === 0) {\r\n continue;\r\n }\r\n\r\n if (otherMesh.material.getEffect() === effect) {\r\n otherMesh.computeBonesUsingShaders = false;\r\n } else if (otherMesh.subMeshes) {\r\n for (var subMesh of otherMesh.subMeshes) {\r\n let subMeshEffect = subMesh.effect;\r\n\r\n if (subMeshEffect === effect) {\r\n otherMesh.computeBonesUsingShaders = false;\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n else {\r\n var currentFallbacks = this._defines[this._currentRank];\r\n if (currentFallbacks) {\r\n for (var index = 0; index < currentFallbacks.length; index++) {\r\n currentDefines = currentDefines.replace(\"#define \" + currentFallbacks[index], \"\");\r\n }\r\n }\r\n\r\n this._currentRank++;\r\n }\r\n\r\n return currentDefines;\r\n }\r\n}","import { Nullable } from '../types';\r\nimport { InternalTexture } from './Textures/internalTexture';\r\nimport { RenderTargetTexture } from './Textures/renderTargetTexture';\r\nimport { ThinEngine } from '../Engines/thinEngine';\r\nimport { VertexBuffer } from '../Meshes/buffer';\r\nimport { Viewport } from '../Maths/math.viewport';\r\nimport { Constants } from '../Engines/constants';\r\nimport { Observable } from '../Misc/observable';\r\nimport { Effect } from './effect';\r\nimport { DataBuffer } from '../Meshes/dataBuffer';\r\n\r\n// Prevents ES6 Crash if not imported.\r\nimport \"../Shaders/postprocess.vertex\";\r\n\r\n/**\r\n * Effect Render Options\r\n */\r\nexport interface IEffectRendererOptions {\r\n /**\r\n * Defines the vertices positions.\r\n */\r\n positions?: number[];\r\n /**\r\n * Defines the indices.\r\n */\r\n indices?: number[];\r\n}\r\n\r\n/**\r\n * Helper class to render one or more effects.\r\n * You can access the previous rendering in your shader by declaring a sampler named textureSampler\r\n */\r\nexport class EffectRenderer {\r\n // Fullscreen quad buffers by default.\r\n private static _DefaultOptions: IEffectRendererOptions = {\r\n positions: [1, 1, -1, 1, -1, -1, 1, -1],\r\n indices: [0, 1, 2, 0, 2, 3],\r\n };\r\n\r\n private _vertexBuffers: {[key: string]: VertexBuffer};\r\n private _indexBuffer: DataBuffer;\r\n\r\n private _fullscreenViewport = new Viewport(0, 0, 1, 1);\r\n\r\n /**\r\n * Creates an effect renderer\r\n * @param engine the engine to use for rendering\r\n * @param options defines the options of the effect renderer\r\n */\r\n constructor(private engine: ThinEngine, options: IEffectRendererOptions = EffectRenderer._DefaultOptions) {\r\n options = {\r\n ...EffectRenderer._DefaultOptions,\r\n ...options,\r\n };\r\n\r\n this._vertexBuffers = {\r\n [VertexBuffer.PositionKind]: new VertexBuffer(engine, options.positions!, VertexBuffer.PositionKind, false, false, 2),\r\n };\r\n this._indexBuffer = engine.createIndexBuffer(options.indices!);\r\n }\r\n\r\n /**\r\n * Sets the current viewport in normalized coordinates 0-1\r\n * @param viewport Defines the viewport to set (defaults to 0 0 1 1)\r\n */\r\n public setViewport(viewport = this._fullscreenViewport): void {\r\n this.engine.setViewport(viewport);\r\n }\r\n\r\n /**\r\n * Binds the embedded attributes buffer to the effect.\r\n * @param effect Defines the effect to bind the attributes for\r\n */\r\n public bindBuffers(effect: Effect): void {\r\n this.engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);\r\n }\r\n\r\n /**\r\n * Sets the current effect wrapper to use during draw.\r\n * The effect needs to be ready before calling this api.\r\n * This also sets the default full screen position attribute.\r\n * @param effectWrapper Defines the effect to draw with\r\n */\r\n public applyEffectWrapper(effectWrapper: EffectWrapper): void {\r\n this.engine.depthCullingState.depthTest = false;\r\n this.engine.stencilState.stencilTest = false;\r\n this.engine.enableEffect(effectWrapper.effect);\r\n this.bindBuffers(effectWrapper.effect);\r\n effectWrapper.onApplyObservable.notifyObservers({});\r\n }\r\n\r\n /**\r\n * Restores engine states\r\n */\r\n public restoreStates(): void {\r\n this.engine.depthCullingState.depthTest = true;\r\n this.engine.stencilState.stencilTest = true;\r\n }\r\n\r\n /**\r\n * Draws a full screen quad.\r\n */\r\n public draw(): void {\r\n this.engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, 6);\r\n }\r\n\r\n private isRenderTargetTexture(texture: InternalTexture | RenderTargetTexture): texture is RenderTargetTexture {\r\n return (texture as RenderTargetTexture).renderList !== undefined;\r\n }\r\n\r\n /**\r\n * renders one or more effects to a specified texture\r\n * @param effectWrapper the effect to renderer\r\n * @param outputTexture texture to draw to, if null it will render to the screen.\r\n */\r\n public render(effectWrapper: EffectWrapper, outputTexture: Nullable = null) {\r\n // Ensure effect is ready\r\n if (!effectWrapper.effect.isReady()) {\r\n return;\r\n }\r\n\r\n // Reset state\r\n this.setViewport();\r\n\r\n const out = outputTexture === null ? null : this.isRenderTargetTexture(outputTexture) ? outputTexture.getInternalTexture()! : outputTexture;\r\n\r\n if (out) {\r\n this.engine.bindFramebuffer(out);\r\n }\r\n\r\n this.applyEffectWrapper(effectWrapper);\r\n\r\n this.draw();\r\n\r\n if (out) {\r\n this.engine.unBindFramebuffer(out);\r\n }\r\n\r\n this.restoreStates();\r\n }\r\n\r\n /**\r\n * Disposes of the effect renderer\r\n */\r\n dispose() {\r\n var vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n delete this._vertexBuffers[VertexBuffer.PositionKind];\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this.engine._releaseBuffer(this._indexBuffer);\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Options to create an EffectWrapper\r\n */\r\ninterface EffectWrapperCreationOptions {\r\n /**\r\n * Engine to use to create the effect\r\n */\r\n engine: ThinEngine;\r\n /**\r\n * Fragment shader for the effect\r\n */\r\n fragmentShader: string;\r\n /**\r\n * Use the shader store instead of direct source code\r\n */\r\n useShaderStore?: boolean;\r\n /**\r\n * Vertex shader for the effect\r\n */\r\n vertexShader?: string;\r\n /**\r\n * Attributes to use in the shader\r\n */\r\n attributeNames?: Array;\r\n /**\r\n * Uniforms to use in the shader\r\n */\r\n uniformNames?: Array;\r\n /**\r\n * Texture sampler names to use in the shader\r\n */\r\n samplerNames?: Array;\r\n /**\r\n * Defines to use in the shader\r\n */\r\n defines?: Array;\r\n /**\r\n * Callback when effect is compiled\r\n */\r\n onCompiled?: Nullable<(effect: Effect) => void>;\r\n /**\r\n * The friendly name of the effect displayed in Spector.\r\n */\r\n name?: string;\r\n}\r\n\r\n/**\r\n * Wraps an effect to be used for rendering\r\n */\r\nexport class EffectWrapper {\r\n /**\r\n * Event that is fired right before the effect is drawn (should be used to update uniforms)\r\n */\r\n public onApplyObservable = new Observable<{}>();\r\n /**\r\n * The underlying effect\r\n */\r\n public effect: Effect;\r\n\r\n /**\r\n * Creates an effect to be renderer\r\n * @param creationOptions options to create the effect\r\n */\r\n constructor(creationOptions: EffectWrapperCreationOptions) {\r\n let effectCreationOptions: any;\r\n const uniformNames = creationOptions.uniformNames || [];\r\n\r\n if (creationOptions.vertexShader) {\r\n effectCreationOptions = {\r\n fragmentSource: creationOptions.fragmentShader,\r\n vertexSource: creationOptions.vertexShader,\r\n spectorName: creationOptions.name || \"effectWrapper\"\r\n };\r\n }\r\n else {\r\n // Default scale to use in post process vertex shader.\r\n uniformNames.push(\"scale\");\r\n\r\n effectCreationOptions = {\r\n fragmentSource: creationOptions.fragmentShader,\r\n vertex: \"postprocess\",\r\n spectorName: creationOptions.name || \"effectWrapper\"\r\n };\r\n\r\n // Sets the default scale to identity for the post process vertex shader.\r\n this.onApplyObservable.add(() => {\r\n this.effect.setFloat2(\"scale\", 1, 1);\r\n });\r\n }\r\n\r\n const defines = creationOptions.defines ? creationOptions.defines.join(\"\\n\") : \"\";\r\n\r\n if (creationOptions.useShaderStore) {\r\n effectCreationOptions.fragment = effectCreationOptions.fragmentSource;\r\n if (!effectCreationOptions.vertex) {\r\n effectCreationOptions.vertex = effectCreationOptions.vertexSource;\r\n }\r\n\r\n delete effectCreationOptions.fragmentSource;\r\n delete effectCreationOptions.vertexSource;\r\n\r\n this.effect = creationOptions.engine.createEffect(effectCreationOptions.spectorName,\r\n creationOptions.attributeNames || [\"position\"],\r\n uniformNames,\r\n creationOptions.samplerNames,\r\n defines,\r\n undefined,\r\n creationOptions.onCompiled\r\n );\r\n } else {\r\n this.effect = new Effect(effectCreationOptions,\r\n creationOptions.attributeNames || [\"position\"],\r\n uniformNames,\r\n creationOptions.samplerNames,\r\n creationOptions.engine,\r\n defines,\r\n undefined,\r\n creationOptions.onCompiled,\r\n );\r\n }\r\n }\r\n\r\n /**\r\n * Disposes of the effect wrapper\r\n */\r\n public dispose() {\r\n this.effect.dispose();\r\n }\r\n}","import { DeepCopier } from \"../Misc/deepCopier\";\r\nimport { DeepImmutable } from '../types';\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { SerializationHelper } from \"../Misc/decorators\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\n/**\r\n * Options to be used when creating a FresnelParameters.\r\n */\r\nexport type IFresnelParametersCreationOptions = {\r\n /**\r\n * Define the color used on edges (grazing angle)\r\n */\r\n leftColor?: Color3;\r\n\r\n /**\r\n * Define the color used on center\r\n */\r\n rightColor?: Color3;\r\n\r\n /**\r\n * Define bias applied to computed fresnel term\r\n */\r\n bias?: number;\r\n\r\n /**\r\n * Defined the power exponent applied to fresnel term\r\n */\r\n power?: number;\r\n\r\n /**\r\n * Define if the fresnel effect is enable or not.\r\n */\r\n isEnabled?: boolean;\r\n};\r\n\r\n/**\r\n * Serialized format for FresnelParameters.\r\n */\r\nexport type IFresnelParametersSerialized = {\r\n /**\r\n * Define the color used on edges (grazing angle) [as an array]\r\n */\r\n leftColor: number[];\r\n\r\n /**\r\n * Define the color used on center [as an array]\r\n */\r\n rightColor: number[];\r\n\r\n /**\r\n * Define bias applied to computed fresnel term\r\n */\r\n bias: number;\r\n\r\n /**\r\n * Defined the power exponent applied to fresnel term\r\n */\r\n power?: number;\r\n\r\n /**\r\n * Define if the fresnel effect is enable or not.\r\n */\r\n isEnabled: boolean;\r\n};\r\n\r\n/**\r\n * This represents all the required information to add a fresnel effect on a material:\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters\r\n */\r\nexport class FresnelParameters {\r\n private _isEnabled = true;\r\n /**\r\n * Define if the fresnel effect is enable or not.\r\n */\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n public set isEnabled(value: boolean) {\r\n if (this._isEnabled === value) {\r\n return;\r\n }\r\n\r\n this._isEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(Constants.MATERIAL_FresnelDirtyFlag | Constants.MATERIAL_MiscDirtyFlag);\r\n }\r\n\r\n /**\r\n * Define the color used on edges (grazing angle)\r\n */\r\n public leftColor: Color3;\r\n\r\n /**\r\n * Define the color used on center\r\n */\r\n public rightColor: Color3;\r\n\r\n /**\r\n * Define bias applied to computed fresnel term\r\n */\r\n public bias: number;\r\n\r\n /**\r\n * Defined the power exponent applied to fresnel term\r\n */\r\n public power: number;\r\n\r\n /**\r\n * Creates a new FresnelParameters object.\r\n *\r\n * @param options provide your own settings to optionally to override defaults\r\n */\r\n public constructor(options: IFresnelParametersCreationOptions = {}) {\r\n this.bias = (options.bias === undefined) ? 0 : options.bias;\r\n this.power = (options.power === undefined) ? 1 : options.power;\r\n this.leftColor = options.leftColor || Color3.White();\r\n this.rightColor = options.rightColor || Color3.Black();\r\n if (options.isEnabled === false) {\r\n this.isEnabled = false;\r\n }\r\n }\r\n\r\n /**\r\n * Clones the current fresnel and its valuues\r\n * @returns a clone fresnel configuration\r\n */\r\n public clone(): FresnelParameters {\r\n var newFresnelParameters = new FresnelParameters();\r\n\r\n DeepCopier.DeepCopy(this, newFresnelParameters);\r\n\r\n return newFresnelParameters;\r\n }\r\n\r\n /**\r\n * Determines equality between FresnelParameters objects\r\n * @param otherFresnelParameters defines the second operand\r\n * @returns true if the power, bias, leftColor, rightColor and isEnabled values are equal to the given ones\r\n */\r\n public equals(otherFresnelParameters: DeepImmutable): boolean {\r\n return otherFresnelParameters &&\r\n this.bias === otherFresnelParameters.bias &&\r\n this.power === otherFresnelParameters.power &&\r\n this.leftColor.equals(otherFresnelParameters.leftColor) &&\r\n this.rightColor.equals(otherFresnelParameters.rightColor) &&\r\n this.isEnabled === otherFresnelParameters.isEnabled;\r\n }\r\n\r\n /**\r\n * Serializes the current fresnel parameters to a JSON representation.\r\n * @return the JSON serialization\r\n */\r\n public serialize(): IFresnelParametersSerialized {\r\n return {\r\n isEnabled: this.isEnabled,\r\n leftColor: this.leftColor.asArray(),\r\n rightColor: this.rightColor.asArray(),\r\n bias: this.bias,\r\n power: this.power\r\n };\r\n }\r\n\r\n /**\r\n * Parse a JSON object and deserialize it to a new Fresnel parameter object.\r\n * @param parsedFresnelParameters Define the JSON representation\r\n * @returns the parsed parameters\r\n */\r\n public static Parse(parsedFresnelParameters: IFresnelParametersSerialized): FresnelParameters {\r\n return new FresnelParameters({\r\n isEnabled: parsedFresnelParameters.isEnabled,\r\n leftColor: Color3.FromArray(parsedFresnelParameters.leftColor),\r\n rightColor: Color3.FromArray(parsedFresnelParameters.rightColor),\r\n bias: parsedFresnelParameters.bias,\r\n power: parsedFresnelParameters.power || 1.0\r\n });\r\n }\r\n}\r\n\r\n// References the dependencies.\r\nSerializationHelper._FresnelParametersParser = FresnelParameters.Parse;","import { serialize, SerializationHelper, serializeAsTexture, serializeAsColorCurves, serializeAsColor4 } from \"../Misc/decorators\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { Nullable } from \"../types\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { MaterialDefines } from \"../Materials/materialDefines\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { ColorCurves } from \"../Materials/colorCurves\";\r\n\r\n/**\r\n * Interface to follow in your material defines to integrate easily the\r\n * Image proccessing functions.\r\n * @hidden\r\n */\r\nexport interface IImageProcessingConfigurationDefines {\r\n IMAGEPROCESSING: boolean;\r\n VIGNETTE: boolean;\r\n VIGNETTEBLENDMODEMULTIPLY: boolean;\r\n VIGNETTEBLENDMODEOPAQUE: boolean;\r\n TONEMAPPING: boolean;\r\n TONEMAPPING_ACES: boolean;\r\n CONTRAST: boolean;\r\n EXPOSURE: boolean;\r\n COLORCURVES: boolean;\r\n COLORGRADING: boolean;\r\n COLORGRADING3D: boolean;\r\n SAMPLER3DGREENDEPTH: boolean;\r\n SAMPLER3DBGRMAP: boolean;\r\n IMAGEPROCESSINGPOSTPROCESS: boolean;\r\n}\r\n\r\n/**\r\n * @hidden\r\n */\r\nexport class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {\r\n public IMAGEPROCESSING = false;\r\n public VIGNETTE = false;\r\n public VIGNETTEBLENDMODEMULTIPLY = false;\r\n public VIGNETTEBLENDMODEOPAQUE = false;\r\n public TONEMAPPING = false;\r\n public TONEMAPPING_ACES = false;\r\n public CONTRAST = false;\r\n public COLORCURVES = false;\r\n public COLORGRADING = false;\r\n public COLORGRADING3D = false;\r\n public SAMPLER3DGREENDEPTH = false;\r\n public SAMPLER3DBGRMAP = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public EXPOSURE = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * This groups together the common properties used for image processing either in direct forward pass\r\n * or through post processing effect depending on the use of the image processing pipeline in your scene\r\n * or not.\r\n */\r\nexport class ImageProcessingConfiguration {\r\n\r\n /**\r\n * Default tone mapping applied in BabylonJS.\r\n */\r\n public static readonly TONEMAPPING_STANDARD = 0;\r\n\r\n /**\r\n * ACES Tone mapping (used by default in unreal and unity). This can help getting closer\r\n * to other engines rendering to increase portability.\r\n */\r\n public static readonly TONEMAPPING_ACES = 1;\r\n\r\n /**\r\n * Color curves setup used in the effect if colorCurvesEnabled is set to true\r\n */\r\n @serializeAsColorCurves()\r\n public colorCurves: Nullable = new ColorCurves();\r\n\r\n @serialize()\r\n private _colorCurvesEnabled = false;\r\n /**\r\n * Gets wether the color curves effect is enabled.\r\n */\r\n public get colorCurvesEnabled(): boolean {\r\n return this._colorCurvesEnabled;\r\n }\r\n /**\r\n * Sets wether the color curves effect is enabled.\r\n */\r\n public set colorCurvesEnabled(value: boolean) {\r\n if (this._colorCurvesEnabled === value) {\r\n return;\r\n }\r\n\r\n this._colorCurvesEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serializeAsTexture(\"colorGradingTexture\")\r\n private _colorGradingTexture: Nullable;\r\n /**\r\n * Color grading LUT texture used in the effect if colorGradingEnabled is set to true\r\n */\r\n public get colorGradingTexture(): Nullable {\r\n return this._colorGradingTexture;\r\n }\r\n /**\r\n * Color grading LUT texture used in the effect if colorGradingEnabled is set to true\r\n */\r\n public set colorGradingTexture(value: Nullable) {\r\n if (this._colorGradingTexture === value) {\r\n return;\r\n }\r\n\r\n this._colorGradingTexture = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _colorGradingEnabled = false;\r\n /**\r\n * Gets wether the color grading effect is enabled.\r\n */\r\n public get colorGradingEnabled(): boolean {\r\n return this._colorGradingEnabled;\r\n }\r\n /**\r\n * Sets wether the color grading effect is enabled.\r\n */\r\n public set colorGradingEnabled(value: boolean) {\r\n if (this._colorGradingEnabled === value) {\r\n return;\r\n }\r\n\r\n this._colorGradingEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _colorGradingWithGreenDepth = true;\r\n /**\r\n * Gets wether the color grading effect is using a green depth for the 3d Texture.\r\n */\r\n public get colorGradingWithGreenDepth(): boolean {\r\n return this._colorGradingWithGreenDepth;\r\n }\r\n /**\r\n * Sets wether the color grading effect is using a green depth for the 3d Texture.\r\n */\r\n public set colorGradingWithGreenDepth(value: boolean) {\r\n if (this._colorGradingWithGreenDepth === value) {\r\n return;\r\n }\r\n\r\n this._colorGradingWithGreenDepth = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _colorGradingBGR = true;\r\n /**\r\n * Gets wether the color grading texture contains BGR values.\r\n */\r\n public get colorGradingBGR(): boolean {\r\n return this._colorGradingBGR;\r\n }\r\n /**\r\n * Sets wether the color grading texture contains BGR values.\r\n */\r\n public set colorGradingBGR(value: boolean) {\r\n if (this._colorGradingBGR === value) {\r\n return;\r\n }\r\n\r\n this._colorGradingBGR = value;\r\n this._updateParameters();\r\n }\r\n\r\n /** @hidden */\r\n @serialize()\r\n public _exposure = 1.0;\r\n /**\r\n * Gets the Exposure used in the effect.\r\n */\r\n public get exposure(): number {\r\n return this._exposure;\r\n }\r\n /**\r\n * Sets the Exposure used in the effect.\r\n */\r\n public set exposure(value: number) {\r\n if (this._exposure === value) {\r\n return;\r\n }\r\n\r\n this._exposure = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _toneMappingEnabled = false;\r\n /**\r\n * Gets wether the tone mapping effect is enabled.\r\n */\r\n public get toneMappingEnabled(): boolean {\r\n return this._toneMappingEnabled;\r\n }\r\n /**\r\n * Sets wether the tone mapping effect is enabled.\r\n */\r\n public set toneMappingEnabled(value: boolean) {\r\n if (this._toneMappingEnabled === value) {\r\n return;\r\n }\r\n\r\n this._toneMappingEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _toneMappingType = ImageProcessingConfiguration.TONEMAPPING_STANDARD;\r\n /**\r\n * Gets the type of tone mapping effect.\r\n */\r\n public get toneMappingType(): number {\r\n return this._toneMappingType;\r\n }\r\n /**\r\n * Sets the type of tone mapping effect used in BabylonJS.\r\n */\r\n public set toneMappingType(value: number) {\r\n if (this._toneMappingType === value) {\r\n return;\r\n }\r\n\r\n this._toneMappingType = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n protected _contrast = 1.0;\r\n /**\r\n * Gets the contrast used in the effect.\r\n */\r\n public get contrast(): number {\r\n return this._contrast;\r\n }\r\n /**\r\n * Sets the contrast used in the effect.\r\n */\r\n public set contrast(value: number) {\r\n if (this._contrast === value) {\r\n return;\r\n }\r\n\r\n this._contrast = value;\r\n this._updateParameters();\r\n }\r\n\r\n /**\r\n * Vignette stretch size.\r\n */\r\n @serialize()\r\n public vignetteStretch = 0;\r\n\r\n /**\r\n * Vignette centre X Offset.\r\n */\r\n @serialize()\r\n public vignetteCentreX = 0;\r\n\r\n /**\r\n * Vignette centre Y Offset.\r\n */\r\n @serialize()\r\n public vignetteCentreY = 0;\r\n\r\n /**\r\n * Vignette weight or intensity of the vignette effect.\r\n */\r\n @serialize()\r\n public vignetteWeight = 1.5;\r\n\r\n /**\r\n * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)\r\n * if vignetteEnabled is set to true.\r\n */\r\n @serializeAsColor4()\r\n public vignetteColor: Color4 = new Color4(0, 0, 0, 0);\r\n\r\n /**\r\n * Camera field of view used by the Vignette effect.\r\n */\r\n @serialize()\r\n public vignetteCameraFov = 0.5;\r\n\r\n @serialize()\r\n private _vignetteBlendMode = ImageProcessingConfiguration.VIGNETTEMODE_MULTIPLY;\r\n /**\r\n * Gets the vignette blend mode allowing different kind of effect.\r\n */\r\n public get vignetteBlendMode(): number {\r\n return this._vignetteBlendMode;\r\n }\r\n /**\r\n * Sets the vignette blend mode allowing different kind of effect.\r\n */\r\n public set vignetteBlendMode(value: number) {\r\n if (this._vignetteBlendMode === value) {\r\n return;\r\n }\r\n\r\n this._vignetteBlendMode = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _vignetteEnabled = false;\r\n /**\r\n * Gets wether the vignette effect is enabled.\r\n */\r\n public get vignetteEnabled(): boolean {\r\n return this._vignetteEnabled;\r\n }\r\n /**\r\n * Sets wether the vignette effect is enabled.\r\n */\r\n public set vignetteEnabled(value: boolean) {\r\n if (this._vignetteEnabled === value) {\r\n return;\r\n }\r\n\r\n this._vignetteEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _applyByPostProcess = false;\r\n /**\r\n * Gets wether the image processing is applied through a post process or not.\r\n */\r\n public get applyByPostProcess(): boolean {\r\n return this._applyByPostProcess;\r\n }\r\n /**\r\n * Sets wether the image processing is applied through a post process or not.\r\n */\r\n public set applyByPostProcess(value: boolean) {\r\n if (this._applyByPostProcess === value) {\r\n return;\r\n }\r\n\r\n this._applyByPostProcess = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _isEnabled = true;\r\n /**\r\n * Gets wether the image processing is enabled or not.\r\n */\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n /**\r\n * Sets wether the image processing is enabled or not.\r\n */\r\n public set isEnabled(value: boolean) {\r\n if (this._isEnabled === value) {\r\n return;\r\n }\r\n\r\n this._isEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n /**\r\n * An event triggered when the configuration changes and requires Shader to Update some parameters.\r\n */\r\n public onUpdateParameters = new Observable();\r\n\r\n /**\r\n * Method called each time the image processing information changes requires to recompile the effect.\r\n */\r\n protected _updateParameters(): void {\r\n this.onUpdateParameters.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Gets the current class name.\r\n * @return \"ImageProcessingConfiguration\"\r\n */\r\n public getClassName(): string {\r\n return \"ImageProcessingConfiguration\";\r\n }\r\n\r\n /**\r\n * Prepare the list of uniforms associated with the Image Processing effects.\r\n * @param uniforms The list of uniforms used in the effect\r\n * @param defines the list of defines currently in use\r\n */\r\n public static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void {\r\n if (defines.EXPOSURE) {\r\n uniforms.push(\"exposureLinear\");\r\n }\r\n if (defines.CONTRAST) {\r\n uniforms.push(\"contrast\");\r\n }\r\n if (defines.COLORGRADING) {\r\n uniforms.push(\"colorTransformSettings\");\r\n }\r\n if (defines.VIGNETTE) {\r\n uniforms.push(\"vInverseScreenSize\");\r\n uniforms.push(\"vignetteSettings1\");\r\n uniforms.push(\"vignetteSettings2\");\r\n }\r\n if (defines.COLORCURVES) {\r\n ColorCurves.PrepareUniforms(uniforms);\r\n }\r\n }\r\n\r\n /**\r\n * Prepare the list of samplers associated with the Image Processing effects.\r\n * @param samplersList The list of uniforms used in the effect\r\n * @param defines the list of defines currently in use\r\n */\r\n public static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void {\r\n if (defines.COLORGRADING) {\r\n samplersList.push(\"txColorTransform\");\r\n }\r\n }\r\n\r\n /**\r\n * Prepare the list of defines associated to the shader.\r\n * @param defines the list of defines to complete\r\n * @param forPostProcess Define if we are currently in post process mode or not\r\n */\r\n public prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess: boolean = false): void {\r\n if (forPostProcess !== this.applyByPostProcess || !this._isEnabled) {\r\n defines.VIGNETTE = false;\r\n defines.TONEMAPPING = false;\r\n defines.TONEMAPPING_ACES = false;\r\n defines.CONTRAST = false;\r\n defines.EXPOSURE = false;\r\n defines.COLORCURVES = false;\r\n defines.COLORGRADING = false;\r\n defines.COLORGRADING3D = false;\r\n defines.IMAGEPROCESSING = false;\r\n defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess && this._isEnabled;\r\n return;\r\n }\r\n\r\n defines.VIGNETTE = this.vignetteEnabled;\r\n defines.VIGNETTEBLENDMODEMULTIPLY = (this.vignetteBlendMode === ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY);\r\n defines.VIGNETTEBLENDMODEOPAQUE = !defines.VIGNETTEBLENDMODEMULTIPLY;\r\n\r\n defines.TONEMAPPING = this.toneMappingEnabled;\r\n switch (this._toneMappingType) {\r\n case ImageProcessingConfiguration.TONEMAPPING_ACES:\r\n defines.TONEMAPPING_ACES = true;\r\n break;\r\n default:\r\n defines.TONEMAPPING_ACES = false;\r\n break;\r\n }\r\n\r\n defines.CONTRAST = (this.contrast !== 1.0);\r\n defines.EXPOSURE = (this.exposure !== 1.0);\r\n defines.COLORCURVES = (this.colorCurvesEnabled && !!this.colorCurves);\r\n defines.COLORGRADING = (this.colorGradingEnabled && !!this.colorGradingTexture);\r\n if (defines.COLORGRADING) {\r\n defines.COLORGRADING3D = this.colorGradingTexture!.is3D;\r\n } else {\r\n defines.COLORGRADING3D = false;\r\n }\r\n defines.SAMPLER3DGREENDEPTH = this.colorGradingWithGreenDepth;\r\n defines.SAMPLER3DBGRMAP = this.colorGradingBGR;\r\n defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess;\r\n defines.IMAGEPROCESSING = defines.VIGNETTE || defines.TONEMAPPING || defines.CONTRAST || defines.EXPOSURE || defines.COLORCURVES || defines.COLORGRADING;\r\n }\r\n\r\n /**\r\n * Returns true if all the image processing information are ready.\r\n * @returns True if ready, otherwise, false\r\n */\r\n public isReady() {\r\n // Color Grading texure can not be none blocking.\r\n return !this.colorGradingEnabled || !this.colorGradingTexture || this.colorGradingTexture.isReady();\r\n }\r\n\r\n /**\r\n * Binds the image processing to the shader.\r\n * @param effect The effect to bind to\r\n * @param overrideAspectRatio Override the aspect ratio of the effect\r\n */\r\n public bind(effect: Effect, overrideAspectRatio?: number): void {\r\n // Color Curves\r\n if (this._colorCurvesEnabled && this.colorCurves) {\r\n ColorCurves.Bind(this.colorCurves, effect);\r\n }\r\n\r\n // Vignette\r\n if (this._vignetteEnabled) {\r\n var inverseWidth = 1 / effect.getEngine().getRenderWidth();\r\n var inverseHeight = 1 / effect.getEngine().getRenderHeight();\r\n effect.setFloat2(\"vInverseScreenSize\", inverseWidth, inverseHeight);\r\n\r\n let aspectRatio = overrideAspectRatio != null ? overrideAspectRatio : (inverseHeight / inverseWidth);\r\n\r\n let vignetteScaleY = Math.tan(this.vignetteCameraFov * 0.5);\r\n let vignetteScaleX = vignetteScaleY * aspectRatio;\r\n\r\n let vignetteScaleGeometricMean = Math.sqrt(vignetteScaleX * vignetteScaleY);\r\n vignetteScaleX = Tools.Mix(vignetteScaleX, vignetteScaleGeometricMean, this.vignetteStretch);\r\n vignetteScaleY = Tools.Mix(vignetteScaleY, vignetteScaleGeometricMean, this.vignetteStretch);\r\n\r\n effect.setFloat4(\"vignetteSettings1\", vignetteScaleX, vignetteScaleY, -vignetteScaleX * this.vignetteCentreX, -vignetteScaleY * this.vignetteCentreY);\r\n\r\n let vignettePower = -2.0 * this.vignetteWeight;\r\n effect.setFloat4(\"vignetteSettings2\", this.vignetteColor.r, this.vignetteColor.g, this.vignetteColor.b, vignettePower);\r\n }\r\n\r\n // Exposure\r\n effect.setFloat(\"exposureLinear\", this.exposure);\r\n\r\n // Contrast\r\n effect.setFloat(\"contrast\", this.contrast);\r\n\r\n // Color transform settings\r\n if (this.colorGradingTexture) {\r\n effect.setTexture(\"txColorTransform\", this.colorGradingTexture);\r\n let textureSize = this.colorGradingTexture.getSize().height;\r\n\r\n effect.setFloat4(\"colorTransformSettings\",\r\n (textureSize - 1) / textureSize, // textureScale\r\n 0.5 / textureSize, // textureOffset\r\n textureSize, // textureSize\r\n this.colorGradingTexture.level // weight\r\n );\r\n }\r\n }\r\n\r\n /**\r\n * Clones the current image processing instance.\r\n * @return The cloned image processing\r\n */\r\n public clone(): ImageProcessingConfiguration {\r\n return SerializationHelper.Clone(() => new ImageProcessingConfiguration(), this);\r\n }\r\n\r\n /**\r\n * Serializes the current image processing instance to a json representation.\r\n * @return a JSON representation\r\n */\r\n public serialize(): any {\r\n return SerializationHelper.Serialize(this);\r\n }\r\n\r\n /**\r\n * Parses the image processing from a json representation.\r\n * @param source the JSON source to parse\r\n * @return The parsed image processing\r\n */\r\n public static Parse(source: any): ImageProcessingConfiguration {\r\n return SerializationHelper.Parse(() => new ImageProcessingConfiguration(), source, null, null);\r\n }\r\n\r\n // Static constants associated to the image processing.\r\n private static _VIGNETTEMODE_MULTIPLY = 0;\r\n private static _VIGNETTEMODE_OPAQUE = 1;\r\n\r\n /**\r\n * Used to apply the vignette as a mix with the pixel color.\r\n */\r\n public static get VIGNETTEMODE_MULTIPLY(): number {\r\n return this._VIGNETTEMODE_MULTIPLY;\r\n }\r\n\r\n /**\r\n * Used to apply the vignette as a replacement of the pixel color.\r\n */\r\n public static get VIGNETTEMODE_OPAQUE(): number {\r\n return this._VIGNETTEMODE_OPAQUE;\r\n }\r\n}\r\n\r\n// References the dependencies.\r\nSerializationHelper._ImageProcessingConfigurationParser = ImageProcessingConfiguration.Parse;\r\n","export * from \"./Background/index\";\r\nexport * from \"./colorCurves\";\r\nexport * from \"./iEffectFallbacks\";\r\nexport * from \"./effectFallbacks\";\r\nexport * from \"./effect\";\r\nexport * from \"./fresnelParameters\";\r\nexport * from \"./imageProcessingConfiguration\";\r\nexport * from \"./material\";\r\nexport * from \"./materialDefines\";\r\nexport * from \"./materialHelper\";\r\nexport * from \"./multiMaterial\";\r\nexport * from \"./PBR/index\";\r\nexport * from \"./pushMaterial\";\r\nexport * from \"./shaderMaterial\";\r\nexport * from \"./standardMaterial\";\r\nexport * from \"./Textures/index\";\r\nexport * from \"./uniformBuffer\";\r\nexport * from \"./materialFlags\";\r\nexport * from \"./Node/index\";\r\nexport * from \"./effectRenderer\";\r\nexport * from \"./shadowDepthWrapper\";\r\n","import { serialize, SerializationHelper } from \"../Misc/decorators\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { IAnimatable } from '../Animations/animatable.interface';\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport { Observer, Observable } from \"../Misc/observable\";\r\nimport { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { Matrix } from \"../Maths/math.vector\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { SubMesh } from \"../Meshes/subMesh\";\r\nimport { Geometry } from \"../Meshes/geometry\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { UniformBuffer } from \"./uniformBuffer\";\r\nimport { Effect } from \"./effect\";\r\nimport { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { MaterialDefines } from \"./materialDefines\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { IInspectable } from '../Misc/iInspectable';\r\nimport { Plane } from '../Maths/math.plane';\r\nimport { ShadowDepthWrapper } from './shadowDepthWrapper';\r\n\r\ndeclare type Mesh = import(\"../Meshes/mesh\").Mesh;\r\ndeclare type Animation = import(\"../Animations/animation\").Animation;\r\ndeclare type InstancedMesh = import('../Meshes/instancedMesh').InstancedMesh;\r\n\r\ndeclare var BABYLON: any;\r\n\r\n/**\r\n * Options for compiling materials.\r\n */\r\nexport interface IMaterialCompilationOptions {\r\n /**\r\n * Defines whether clip planes are enabled.\r\n */\r\n clipPlane: boolean;\r\n\r\n /**\r\n * Defines whether instances are enabled.\r\n */\r\n useInstances: boolean;\r\n}\r\n\r\n/**\r\n * Options passed when calling customShaderNameResolve\r\n */\r\nexport interface ICustomShaderNameResolveOptions {\r\n /**\r\n * If provided, will be called two times with the vertex and fragment code so that this code can be updated before it is compiled by the GPU\r\n */\r\n processFinalCode?: Nullable<(shaderType: string, code: string) => string>;\r\n}\r\n\r\n/**\r\n * Base class for the main features of a material in Babylon.js\r\n */\r\nexport class Material implements IAnimatable {\r\n /**\r\n * Returns the triangle fill mode\r\n */\r\n public static readonly TriangleFillMode = Constants.MATERIAL_TriangleFillMode;\r\n /**\r\n * Returns the wireframe mode\r\n */\r\n public static readonly WireFrameFillMode = Constants.MATERIAL_WireFrameFillMode;\r\n /**\r\n * Returns the point fill mode\r\n */\r\n public static readonly PointFillMode = Constants.MATERIAL_PointFillMode;\r\n /**\r\n * Returns the point list draw mode\r\n */\r\n public static readonly PointListDrawMode = Constants.MATERIAL_PointListDrawMode;\r\n /**\r\n * Returns the line list draw mode\r\n */\r\n public static readonly LineListDrawMode = Constants.MATERIAL_LineListDrawMode;\r\n /**\r\n * Returns the line loop draw mode\r\n */\r\n public static readonly LineLoopDrawMode = Constants.MATERIAL_LineLoopDrawMode;\r\n /**\r\n * Returns the line strip draw mode\r\n */\r\n public static readonly LineStripDrawMode = Constants.MATERIAL_LineStripDrawMode;\r\n /**\r\n * Returns the triangle strip draw mode\r\n */\r\n public static readonly TriangleStripDrawMode = Constants.MATERIAL_TriangleStripDrawMode;\r\n /**\r\n * Returns the triangle fan draw mode\r\n */\r\n public static readonly TriangleFanDrawMode = Constants.MATERIAL_TriangleFanDrawMode;\r\n\r\n /**\r\n * Stores the clock-wise side orientation\r\n */\r\n public static readonly ClockWiseSideOrientation = Constants.MATERIAL_ClockWiseSideOrientation;\r\n\r\n /**\r\n * Stores the counter clock-wise side orientation\r\n */\r\n public static readonly CounterClockWiseSideOrientation = Constants.MATERIAL_CounterClockWiseSideOrientation;\r\n\r\n /**\r\n * The dirty texture flag value\r\n */\r\n public static readonly TextureDirtyFlag = Constants.MATERIAL_TextureDirtyFlag;\r\n\r\n /**\r\n * The dirty light flag value\r\n */\r\n public static readonly LightDirtyFlag = Constants.MATERIAL_LightDirtyFlag;\r\n\r\n /**\r\n * The dirty fresnel flag value\r\n */\r\n public static readonly FresnelDirtyFlag = Constants.MATERIAL_FresnelDirtyFlag;\r\n\r\n /**\r\n * The dirty attribute flag value\r\n */\r\n public static readonly AttributesDirtyFlag = Constants.MATERIAL_AttributesDirtyFlag;\r\n\r\n /**\r\n * The dirty misc flag value\r\n */\r\n public static readonly MiscDirtyFlag = Constants.MATERIAL_MiscDirtyFlag;\r\n\r\n /**\r\n * The all dirty flag value\r\n */\r\n public static readonly AllDirtyFlag = Constants.MATERIAL_AllDirtyFlag;\r\n\r\n /**\r\n * MaterialTransparencyMode: No transparency mode, Alpha channel is not use.\r\n */\r\n public static readonly MATERIAL_OPAQUE = 0;\r\n\r\n /**\r\n * MaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.\r\n */\r\n public static readonly MATERIAL_ALPHATEST = 1;\r\n\r\n /**\r\n * MaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.\r\n */\r\n public static readonly MATERIAL_ALPHABLEND = 2;\r\n\r\n /**\r\n * MaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.\r\n * They are also discarded below the alpha cutoff threshold to improve performances.\r\n */\r\n public static readonly MATERIAL_ALPHATESTANDBLEND = 3;\r\n\r\n /**\r\n * Custom callback helping to override the default shader used in the material.\r\n */\r\n public customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: MaterialDefines | string[], attributes?: string[], options?: ICustomShaderNameResolveOptions) => string;\r\n\r\n /**\r\n * Custom shadow depth material to use for shadow rendering instead of the in-built one\r\n */\r\n public shadowDepthWrapper: Nullable = null;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that the material is allowed (if supported) to do shader hot swapping.\r\n * This means that the material can keep using a previous shader while a new one is being compiled.\r\n * This is mostly used when shader parallel compilation is supported (true by default)\r\n */\r\n public allowShaderHotSwapping = true;\r\n\r\n /**\r\n * The ID of the material\r\n */\r\n @serialize()\r\n public id: string;\r\n\r\n /**\r\n * Gets or sets the unique id of the material\r\n */\r\n @serialize()\r\n public uniqueId: number;\r\n\r\n /**\r\n * The name of the material\r\n */\r\n @serialize()\r\n public name: string;\r\n\r\n /**\r\n * Gets or sets user defined metadata\r\n */\r\n public metadata: any = null;\r\n\r\n /**\r\n * For internal use only. Please do not use.\r\n */\r\n public reservedDataStore: any = null;\r\n\r\n /**\r\n * Specifies if the ready state should be checked on each call\r\n */\r\n @serialize()\r\n public checkReadyOnEveryCall = false;\r\n\r\n /**\r\n * Specifies if the ready state should be checked once\r\n */\r\n @serialize()\r\n public checkReadyOnlyOnce = false;\r\n\r\n /**\r\n * The state of the material\r\n */\r\n @serialize()\r\n public state = \"\";\r\n\r\n /**\r\n * The alpha value of the material\r\n */\r\n @serialize(\"alpha\")\r\n protected _alpha = 1.0;\r\n\r\n /**\r\n * List of inspectable custom properties (used by the Inspector)\r\n * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility\r\n */\r\n public inspectableCustomProperties: IInspectable[];\r\n\r\n /**\r\n * Sets the alpha value of the material\r\n */\r\n public set alpha(value: number) {\r\n if (this._alpha === value) {\r\n return;\r\n }\r\n this._alpha = value;\r\n this.markAsDirty(Material.MiscDirtyFlag);\r\n }\r\n\r\n /**\r\n * Gets the alpha value of the material\r\n */\r\n public get alpha(): number {\r\n return this._alpha;\r\n }\r\n\r\n /**\r\n * Specifies if back face culling is enabled\r\n */\r\n @serialize(\"backFaceCulling\")\r\n protected _backFaceCulling = true;\r\n\r\n /**\r\n * Sets the back-face culling state\r\n */\r\n public set backFaceCulling(value: boolean) {\r\n if (this._backFaceCulling === value) {\r\n return;\r\n }\r\n this._backFaceCulling = value;\r\n this.markAsDirty(Material.TextureDirtyFlag);\r\n }\r\n\r\n /**\r\n * Gets the back-face culling state\r\n */\r\n public get backFaceCulling(): boolean {\r\n return this._backFaceCulling;\r\n }\r\n\r\n /**\r\n * Stores the value for side orientation\r\n */\r\n @serialize()\r\n public sideOrientation: number;\r\n\r\n /**\r\n * Callback triggered when the material is compiled\r\n */\r\n public onCompiled: Nullable<(effect: Effect) => void> = null;\r\n\r\n /**\r\n * Callback triggered when an error occurs\r\n */\r\n public onError: Nullable<(effect: Effect, errors: string) => void> = null;\r\n\r\n /**\r\n * Callback triggered to get the render target textures\r\n */\r\n public getRenderTargetTextures: Nullable<() => SmartArray> = null;\r\n\r\n /**\r\n * Gets a boolean indicating that current material needs to register RTT\r\n */\r\n public get hasRenderTargetTextures(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Specifies if the material should be serialized\r\n */\r\n public doNotSerialize = false;\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _storeEffectOnSubMeshes = false;\r\n\r\n /**\r\n * Stores the animations for the material\r\n */\r\n public animations: Nullable> = null;\r\n\r\n /**\r\n * An event triggered when the material is disposed\r\n */\r\n public onDisposeObservable = new Observable();\r\n\r\n /**\r\n * An observer which watches for dispose events\r\n */\r\n private _onDisposeObserver: Nullable> = null;\r\n private _onUnBindObservable: Nullable> = null;\r\n\r\n /**\r\n * Called during a dispose event\r\n */\r\n public set onDispose(callback: () => void) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n }\r\n\r\n private _onBindObservable: Nullable>;\r\n\r\n /**\r\n * An event triggered when the material is bound\r\n */\r\n public get onBindObservable(): Observable {\r\n if (!this._onBindObservable) {\r\n this._onBindObservable = new Observable();\r\n }\r\n\r\n return this._onBindObservable;\r\n }\r\n\r\n /**\r\n * An observer which watches for bind events\r\n */\r\n private _onBindObserver: Nullable> = null;\r\n\r\n /**\r\n * Called during a bind event\r\n */\r\n public set onBind(callback: (Mesh: AbstractMesh) => void) {\r\n if (this._onBindObserver) {\r\n this.onBindObservable.remove(this._onBindObserver);\r\n }\r\n this._onBindObserver = this.onBindObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered when the material is unbound\r\n */\r\n public get onUnBindObservable(): Observable {\r\n if (!this._onUnBindObservable) {\r\n this._onUnBindObservable = new Observable();\r\n }\r\n\r\n return this._onUnBindObservable;\r\n }\r\n\r\n protected _onEffectCreatedObservable: Nullable}>>;\r\n\r\n /**\r\n * An event triggered when the effect is (re)created\r\n */\r\n public get onEffectCreatedObservable(): Observable<{ effect: Effect, subMesh: Nullable}> {\r\n if (!this._onEffectCreatedObservable) {\r\n this._onEffectCreatedObservable = new Observable<{effect: Effect, subMesh: Nullable}>();\r\n }\r\n\r\n return this._onEffectCreatedObservable;\r\n }\r\n\r\n /**\r\n * Stores the value of the alpha mode\r\n */\r\n @serialize(\"alphaMode\")\r\n private _alphaMode: number = Constants.ALPHA_COMBINE;\r\n\r\n /**\r\n * Sets the value of the alpha mode.\r\n *\r\n * | Value | Type | Description |\r\n * | --- | --- | --- |\r\n * | 0 | ALPHA_DISABLE | |\r\n * | 1 | ALPHA_ADD | |\r\n * | 2 | ALPHA_COMBINE | |\r\n * | 3 | ALPHA_SUBTRACT | |\r\n * | 4 | ALPHA_MULTIPLY | |\r\n * | 5 | ALPHA_MAXIMIZED | |\r\n * | 6 | ALPHA_ONEONE | |\r\n * | 7 | ALPHA_PREMULTIPLIED | |\r\n * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |\r\n * | 9 | ALPHA_INTERPOLATE | |\r\n * | 10 | ALPHA_SCREENMODE | |\r\n *\r\n */\r\n public set alphaMode(value: number) {\r\n if (this._alphaMode === value) {\r\n return;\r\n }\r\n this._alphaMode = value;\r\n this.markAsDirty(Material.TextureDirtyFlag);\r\n }\r\n\r\n /**\r\n * Gets the value of the alpha mode\r\n */\r\n public get alphaMode(): number {\r\n return this._alphaMode;\r\n }\r\n\r\n /**\r\n * Stores the state of the need depth pre-pass value\r\n */\r\n @serialize()\r\n private _needDepthPrePass = false;\r\n\r\n /**\r\n * Sets the need depth pre-pass value\r\n */\r\n public set needDepthPrePass(value: boolean) {\r\n if (this._needDepthPrePass === value) {\r\n return;\r\n }\r\n this._needDepthPrePass = value;\r\n if (this._needDepthPrePass) {\r\n this.checkReadyOnEveryCall = true;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the depth pre-pass value\r\n */\r\n public get needDepthPrePass(): boolean {\r\n return this._needDepthPrePass;\r\n }\r\n\r\n /**\r\n * Specifies if depth writing should be disabled\r\n */\r\n @serialize()\r\n public disableDepthWrite = false;\r\n\r\n /**\r\n * Specifies if color writing should be disabled\r\n */\r\n @serialize()\r\n public disableColorWrite = false;\r\n\r\n /**\r\n * Specifies if depth writing should be forced\r\n */\r\n @serialize()\r\n public forceDepthWrite = false;\r\n\r\n /**\r\n * Specifies the depth function that should be used. 0 means the default engine function\r\n */\r\n @serialize()\r\n public depthFunction = 0;\r\n\r\n /**\r\n * Specifies if there should be a separate pass for culling\r\n */\r\n @serialize()\r\n public separateCullingPass = false;\r\n\r\n /**\r\n * Stores the state specifing if fog should be enabled\r\n */\r\n @serialize(\"fogEnabled\")\r\n private _fogEnabled = true;\r\n\r\n /**\r\n * Sets the state for enabling fog\r\n */\r\n public set fogEnabled(value: boolean) {\r\n if (this._fogEnabled === value) {\r\n return;\r\n }\r\n this._fogEnabled = value;\r\n this.markAsDirty(Material.MiscDirtyFlag);\r\n }\r\n\r\n /**\r\n * Gets the value of the fog enabled state\r\n */\r\n public get fogEnabled(): boolean {\r\n return this._fogEnabled;\r\n }\r\n\r\n /**\r\n * Stores the size of points\r\n */\r\n @serialize()\r\n public pointSize = 1.0;\r\n\r\n /**\r\n * Stores the z offset value\r\n */\r\n @serialize()\r\n public zOffset = 0;\r\n\r\n public get wireframe(): boolean {\r\n switch (this._fillMode) {\r\n case Material.WireFrameFillMode:\r\n case Material.LineListDrawMode:\r\n case Material.LineLoopDrawMode:\r\n case Material.LineStripDrawMode:\r\n return true;\r\n }\r\n\r\n return this._scene.forceWireframe;\r\n }\r\n\r\n /**\r\n * Sets the state of wireframe mode\r\n */\r\n public set wireframe(value: boolean) {\r\n this.fillMode = (value ? Material.WireFrameFillMode : Material.TriangleFillMode);\r\n }\r\n\r\n /**\r\n * Gets the value specifying if point clouds are enabled\r\n */\r\n @serialize()\r\n public get pointsCloud(): boolean {\r\n switch (this._fillMode) {\r\n case Material.PointFillMode:\r\n case Material.PointListDrawMode:\r\n return true;\r\n }\r\n\r\n return this._scene.forcePointsCloud;\r\n }\r\n\r\n /**\r\n * Sets the state of point cloud mode\r\n */\r\n public set pointsCloud(value: boolean) {\r\n this.fillMode = (value ? Material.PointFillMode : Material.TriangleFillMode);\r\n }\r\n\r\n /**\r\n * Gets the material fill mode\r\n */\r\n @serialize()\r\n public get fillMode(): number {\r\n return this._fillMode;\r\n }\r\n\r\n /**\r\n * Sets the material fill mode\r\n */\r\n public set fillMode(value: number) {\r\n if (this._fillMode === value) {\r\n return;\r\n }\r\n\r\n this._fillMode = value;\r\n this.markAsDirty(Material.MiscDirtyFlag);\r\n }\r\n\r\n /**\r\n * @hidden\r\n * Stores the effects for the material\r\n */\r\n public _effect: Nullable = null;\r\n\r\n /**\r\n * Specifies if uniform buffers should be used\r\n */\r\n private _useUBO: boolean = false;\r\n\r\n /**\r\n * Stores a reference to the scene\r\n */\r\n private _scene: Scene;\r\n\r\n /**\r\n * Stores the fill mode state\r\n */\r\n private _fillMode = Material.TriangleFillMode;\r\n\r\n /**\r\n * Specifies if the depth write state should be cached\r\n */\r\n private _cachedDepthWriteState: boolean = false;\r\n\r\n /**\r\n * Specifies if the color write state should be cached\r\n */\r\n private _cachedColorWriteState: boolean = false;\r\n\r\n /**\r\n * Specifies if the depth function state should be cached\r\n */\r\n private _cachedDepthFunctionState: number = 0;\r\n\r\n /**\r\n * Stores the uniform buffer\r\n */\r\n protected _uniformBuffer: UniformBuffer;\r\n\r\n /** @hidden */\r\n public _indexInSceneMaterialArray = -1;\r\n\r\n /** @hidden */\r\n public meshMap: Nullable<{ [id: string]: AbstractMesh | undefined }> = null;\r\n\r\n /**\r\n * Creates a material instance\r\n * @param name defines the name of the material\r\n * @param scene defines the scene to reference\r\n * @param doNotAdd specifies if the material should be added to the scene\r\n */\r\n constructor(name: string, scene: Scene, doNotAdd?: boolean) {\r\n this.name = name;\r\n this.id = name || Tools.RandomId();\r\n\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n this.uniqueId = this._scene.getUniqueId();\r\n\r\n if (this._scene.useRightHandedSystem) {\r\n this.sideOrientation = Material.ClockWiseSideOrientation;\r\n } else {\r\n this.sideOrientation = Material.CounterClockWiseSideOrientation;\r\n }\r\n\r\n this._uniformBuffer = new UniformBuffer(this._scene.getEngine());\r\n this._useUBO = this.getScene().getEngine().supportsUniformBuffers;\r\n\r\n if (!doNotAdd) {\r\n this._scene.addMaterial(this);\r\n }\r\n\r\n if (this._scene.useMaterialMeshMap) {\r\n this.meshMap = {};\r\n }\r\n }\r\n\r\n /**\r\n * Returns a string representation of the current material\r\n * @param fullDetails defines a boolean indicating which levels of logging is desired\r\n * @returns a string with material information\r\n */\r\n public toString(fullDetails?: boolean): string {\r\n var ret = \"Name: \" + this.name;\r\n if (fullDetails) {\r\n }\r\n return ret;\r\n }\r\n\r\n /**\r\n * Gets the class name of the material\r\n * @returns a string with the class name of the material\r\n */\r\n public getClassName(): string {\r\n return \"Material\";\r\n }\r\n\r\n /**\r\n * Specifies if updates for the material been locked\r\n */\r\n public get isFrozen(): boolean {\r\n return this.checkReadyOnlyOnce;\r\n }\r\n\r\n /**\r\n * Locks updates for the material\r\n */\r\n public freeze(): void {\r\n this.markDirty();\r\n this.checkReadyOnlyOnce = true;\r\n }\r\n\r\n /**\r\n * Unlocks updates for the material\r\n */\r\n public unfreeze(): void {\r\n this.markDirty();\r\n this.checkReadyOnlyOnce = false;\r\n }\r\n\r\n /**\r\n * Specifies if the material is ready to be used\r\n * @param mesh defines the mesh to check\r\n * @param useInstances specifies if instances should be used\r\n * @returns a boolean indicating if the material is ready to be used\r\n */\r\n public isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Specifies that the submesh is ready to be used\r\n * @param mesh defines the mesh to check\r\n * @param subMesh defines which submesh to check\r\n * @param useInstances specifies that instances should be used\r\n * @returns a boolean indicating that the submesh is ready or not\r\n */\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Returns the material effect\r\n * @returns the effect associated with the material\r\n */\r\n public getEffect(): Nullable {\r\n return this._effect;\r\n }\r\n\r\n /**\r\n * Returns the current scene\r\n * @returns a Scene\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.\r\n */\r\n protected _forceAlphaTest = false;\r\n\r\n /**\r\n * The transparency mode of the material.\r\n */\r\n protected _transparencyMode: Nullable = null;\r\n\r\n /**\r\n * Gets the current transparency mode.\r\n */\r\n @serialize()\r\n public get transparencyMode(): Nullable {\r\n return this._transparencyMode;\r\n }\r\n\r\n /**\r\n * Sets the transparency mode of the material.\r\n *\r\n * | Value | Type | Description |\r\n * | ----- | ----------------------------------- | ----------- |\r\n * | 0 | OPAQUE | |\r\n * | 1 | ALPHATEST | |\r\n * | 2 | ALPHABLEND | |\r\n * | 3 | ALPHATESTANDBLEND | |\r\n *\r\n */\r\n public set transparencyMode(value: Nullable) {\r\n if (this._transparencyMode === value) {\r\n return;\r\n }\r\n\r\n this._transparencyMode = value;\r\n\r\n this._forceAlphaTest = (value === Material.MATERIAL_ALPHATESTANDBLEND);\r\n\r\n this._markAllSubMeshesAsTexturesAndMiscDirty();\r\n }\r\n\r\n /**\r\n * Returns true if alpha blending should be disabled.\r\n */\r\n protected get _disableAlphaBlending(): boolean {\r\n return (this._transparencyMode === Material.MATERIAL_OPAQUE ||\r\n this._transparencyMode === Material.MATERIAL_ALPHATEST);\r\n }\r\n\r\n /**\r\n * Specifies whether or not this material should be rendered in alpha blend mode.\r\n * @returns a boolean specifying if alpha blending is needed\r\n */\r\n public needAlphaBlending(): boolean {\r\n if (this._disableAlphaBlending) {\r\n return false;\r\n }\r\n\r\n return (this.alpha < 1.0);\r\n }\r\n\r\n /**\r\n * Specifies if the mesh will require alpha blending\r\n * @param mesh defines the mesh to check\r\n * @returns a boolean specifying if alpha blending is needed for the mesh\r\n */\r\n public needAlphaBlendingForMesh(mesh: AbstractMesh): boolean {\r\n if (this._disableAlphaBlending && mesh.visibility >= 1.0) {\r\n return false;\r\n }\r\n\r\n return this.needAlphaBlending() || (mesh.visibility < 1.0) || mesh.hasVertexAlpha;\r\n }\r\n\r\n /**\r\n * Specifies whether or not this material should be rendered in alpha test mode.\r\n * @returns a boolean specifying if an alpha test is needed.\r\n */\r\n public needAlphaTesting(): boolean {\r\n if (this._forceAlphaTest) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Specifies if material alpha testing should be turned on for the mesh\r\n * @param mesh defines the mesh to check\r\n */\r\n protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean {\r\n return (!this.needAlphaBlendingForMesh(mesh) && this.needAlphaTesting());\r\n }\r\n\r\n /**\r\n * Gets the texture used for the alpha test\r\n * @returns the texture to use for alpha testing\r\n */\r\n public getAlphaTestTexture(): Nullable {\r\n return null;\r\n }\r\n\r\n /**\r\n * Marks the material to indicate that it needs to be re-calculated\r\n */\r\n public markDirty(): void {\r\n const meshes = this.getScene().meshes;\r\n for (var mesh of meshes) {\r\n if (!mesh.subMeshes) {\r\n continue;\r\n }\r\n for (var subMesh of mesh.subMeshes) {\r\n if (subMesh.getMaterial() !== this) {\r\n continue;\r\n }\r\n\r\n if (!subMesh.effect) {\r\n continue;\r\n }\r\n\r\n subMesh.effect._wasPreviouslyReady = false;\r\n }\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _preBind(effect?: Effect, overrideOrientation: Nullable = null): boolean {\r\n var engine = this._scene.getEngine();\r\n\r\n var orientation = (overrideOrientation == null) ? this.sideOrientation : overrideOrientation;\r\n var reverse = orientation === Material.ClockWiseSideOrientation;\r\n\r\n engine.enableEffect(effect ? effect : this._effect);\r\n engine.setState(this.backFaceCulling, this.zOffset, false, reverse);\r\n\r\n return reverse;\r\n }\r\n\r\n /**\r\n * Binds the material to the mesh\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh to bind the material to\r\n */\r\n public bind(world: Matrix, mesh?: Mesh): void {\r\n }\r\n\r\n /**\r\n * Binds the submesh to the material\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh containing the submesh\r\n * @param subMesh defines the submesh to bind the material to\r\n */\r\n public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n }\r\n\r\n /**\r\n * Binds the world matrix to the material\r\n * @param world defines the world transformation matrix\r\n */\r\n public bindOnlyWorldMatrix(world: Matrix): void {\r\n }\r\n\r\n /**\r\n * Binds the scene's uniform buffer to the effect.\r\n * @param effect defines the effect to bind to the scene uniform buffer\r\n * @param sceneUbo defines the uniform buffer storing scene data\r\n */\r\n public bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void {\r\n sceneUbo.bindToEffect(effect, \"Scene\");\r\n }\r\n\r\n /**\r\n * Binds the view matrix to the effect\r\n * @param effect defines the effect to bind the view matrix to\r\n */\r\n public bindView(effect: Effect): void {\r\n if (!this._useUBO) {\r\n effect.setMatrix(\"view\", this.getScene().getViewMatrix());\r\n } else {\r\n this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());\r\n }\r\n }\r\n\r\n /**\r\n * Binds the view projection matrix to the effect\r\n * @param effect defines the effect to bind the view projection matrix to\r\n */\r\n public bindViewProjection(effect: Effect): void {\r\n if (!this._useUBO) {\r\n effect.setMatrix(\"viewProjection\", this.getScene().getTransformMatrix());\r\n } else {\r\n this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());\r\n }\r\n }\r\n\r\n /**\r\n * Processes to execute after binding the material to a mesh\r\n * @param mesh defines the rendered mesh\r\n */\r\n protected _afterBind(mesh?: Mesh): void {\r\n this._scene._cachedMaterial = this;\r\n if (mesh) {\r\n this._scene._cachedVisibility = mesh.visibility;\r\n } else {\r\n this._scene._cachedVisibility = 1;\r\n }\r\n\r\n if (this._onBindObservable && mesh) {\r\n this._onBindObservable.notifyObservers(mesh);\r\n }\r\n\r\n if (this.disableDepthWrite) {\r\n var engine = this._scene.getEngine();\r\n this._cachedDepthWriteState = engine.getDepthWrite();\r\n engine.setDepthWrite(false);\r\n }\r\n\r\n if (this.disableColorWrite) {\r\n var engine = this._scene.getEngine();\r\n this._cachedColorWriteState = engine.getColorWrite();\r\n engine.setColorWrite(false);\r\n }\r\n\r\n if (this.depthFunction !== 0) {\r\n var engine = this._scene.getEngine();\r\n this._cachedDepthFunctionState = engine.getDepthFunction() || 0;\r\n engine.setDepthFunction(this.depthFunction);\r\n }\r\n }\r\n\r\n /**\r\n * Unbinds the material from the mesh\r\n */\r\n public unbind(): void {\r\n if (this._onUnBindObservable) {\r\n this._onUnBindObservable.notifyObservers(this);\r\n }\r\n\r\n if (this.depthFunction !== 0) {\r\n var engine = this._scene.getEngine();\r\n engine.setDepthFunction(this._cachedDepthFunctionState);\r\n }\r\n\r\n if (this.disableDepthWrite) {\r\n var engine = this._scene.getEngine();\r\n engine.setDepthWrite(this._cachedDepthWriteState);\r\n }\r\n\r\n if (this.disableColorWrite) {\r\n var engine = this._scene.getEngine();\r\n engine.setColorWrite(this._cachedColorWriteState);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the active textures from the material\r\n * @returns an array of textures\r\n */\r\n public getActiveTextures(): BaseTexture[] {\r\n return [];\r\n }\r\n\r\n /**\r\n * Specifies if the material uses a texture\r\n * @param texture defines the texture to check against the material\r\n * @returns a boolean specifying if the material uses the texture\r\n */\r\n public hasTexture(texture: BaseTexture): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the material, and gives it a new name\r\n * @param name defines the new name for the duplicated material\r\n * @returns the cloned material\r\n */\r\n public clone(name: string): Nullable {\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets the meshes bound to the material\r\n * @returns an array of meshes bound to the material\r\n */\r\n public getBindedMeshes(): AbstractMesh[] {\r\n if (this.meshMap) {\r\n var result = new Array();\r\n for (let meshId in this.meshMap) {\r\n const mesh = this.meshMap[meshId];\r\n if (mesh) {\r\n result.push(mesh);\r\n }\r\n }\r\n return result;\r\n }\r\n else {\r\n const meshes = this._scene.meshes;\r\n return meshes.filter((mesh) => mesh.material === this);\r\n }\r\n }\r\n\r\n /**\r\n * Force shader compilation\r\n * @param mesh defines the mesh associated with this material\r\n * @param onCompiled defines a function to execute once the material is compiled\r\n * @param options defines the options to configure the compilation\r\n * @param onError defines a function to execute if the material fails compiling\r\n */\r\n public forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial, onError?: (reason: string) => void): void {\r\n let localOptions = {\r\n clipPlane: false,\r\n useInstances: false,\r\n ...options\r\n };\r\n\r\n var scene = this.getScene();\r\n let currentHotSwapingState = this.allowShaderHotSwapping;\r\n this.allowShaderHotSwapping = false; // Turned off to let us evaluate the real compilation state\r\n\r\n var checkReady = () => {\r\n if (!this._scene || !this._scene.getEngine()) {\r\n return;\r\n }\r\n\r\n var clipPlaneState = scene.clipPlane;\r\n\r\n if (localOptions.clipPlane) {\r\n scene.clipPlane = new Plane(0, 0, 0, 1);\r\n }\r\n\r\n if (this._storeEffectOnSubMeshes) {\r\n var allDone = true, lastError = null;\r\n if (mesh.subMeshes) {\r\n let tempSubMesh = new SubMesh(0, 0, 0, 0, 0, mesh, undefined, false, false);\r\n if (tempSubMesh._materialDefines) {\r\n tempSubMesh._materialDefines._renderId = -1;\r\n }\r\n if (!this.isReadyForSubMesh(mesh, tempSubMesh, localOptions.useInstances)) {\r\n if (tempSubMesh.effect && tempSubMesh.effect.getCompilationError() && tempSubMesh.effect.allFallbacksProcessed()) {\r\n lastError = tempSubMesh.effect.getCompilationError();\r\n } else {\r\n allDone = false;\r\n setTimeout(checkReady, 16);\r\n }\r\n }\r\n }\r\n if (allDone) {\r\n this.allowShaderHotSwapping = currentHotSwapingState;\r\n if (lastError) {\r\n if (onError) {\r\n onError(lastError);\r\n }\r\n }\r\n if (onCompiled) {\r\n onCompiled(this);\r\n }\r\n }\r\n } else {\r\n if (this.isReady()) {\r\n this.allowShaderHotSwapping = currentHotSwapingState;\r\n if (onCompiled) {\r\n onCompiled(this);\r\n }\r\n }\r\n else {\r\n setTimeout(checkReady, 16);\r\n }\r\n }\r\n\r\n if (localOptions.clipPlane) {\r\n scene.clipPlane = clipPlaneState;\r\n }\r\n };\r\n\r\n checkReady();\r\n }\r\n\r\n /**\r\n * Force shader compilation\r\n * @param mesh defines the mesh that will use this material\r\n * @param options defines additional options for compiling the shaders\r\n * @returns a promise that resolves when the compilation completes\r\n */\r\n public forceCompilationAsync(mesh: AbstractMesh, options?: Partial): Promise {\r\n return new Promise((resolve, reject) => {\r\n this.forceCompilation(mesh, () => {\r\n resolve();\r\n }, options, (reason) => {\r\n reject(reason);\r\n });\r\n });\r\n }\r\n\r\n private static readonly _AllDirtyCallBack = (defines: MaterialDefines) => defines.markAllAsDirty();\r\n private static readonly _ImageProcessingDirtyCallBack = (defines: MaterialDefines) => defines.markAsImageProcessingDirty();\r\n private static readonly _TextureDirtyCallBack = (defines: MaterialDefines) => defines.markAsTexturesDirty();\r\n private static readonly _FresnelDirtyCallBack = (defines: MaterialDefines) => defines.markAsFresnelDirty();\r\n private static readonly _MiscDirtyCallBack = (defines: MaterialDefines) => defines.markAsMiscDirty();\r\n private static readonly _LightsDirtyCallBack = (defines: MaterialDefines) => defines.markAsLightDirty();\r\n private static readonly _AttributeDirtyCallBack = (defines: MaterialDefines) => defines.markAsAttributesDirty();\r\n\r\n private static _FresnelAndMiscDirtyCallBack = (defines: MaterialDefines) => {\r\n Material._FresnelDirtyCallBack(defines);\r\n Material._MiscDirtyCallBack(defines);\r\n }\r\n\r\n private static _TextureAndMiscDirtyCallBack = (defines: MaterialDefines) => {\r\n Material._TextureDirtyCallBack(defines);\r\n Material._MiscDirtyCallBack(defines);\r\n }\r\n\r\n private static readonly _DirtyCallbackArray: Array<(defines: MaterialDefines) => void> = [];\r\n private static readonly _RunDirtyCallBacks = (defines: MaterialDefines) => {\r\n for (const cb of Material._DirtyCallbackArray) {\r\n cb(defines);\r\n }\r\n }\r\n\r\n /**\r\n * Marks a define in the material to indicate that it needs to be re-computed\r\n * @param flag defines a flag used to determine which parts of the material have to be marked as dirty\r\n */\r\n public markAsDirty(flag: number): void {\r\n if (this.getScene().blockMaterialDirtyMechanism) {\r\n return;\r\n }\r\n\r\n Material._DirtyCallbackArray.length = 0;\r\n\r\n if (flag & Material.TextureDirtyFlag) {\r\n Material._DirtyCallbackArray.push(Material._TextureDirtyCallBack);\r\n }\r\n\r\n if (flag & Material.LightDirtyFlag) {\r\n Material._DirtyCallbackArray.push(Material._LightsDirtyCallBack);\r\n }\r\n\r\n if (flag & Material.FresnelDirtyFlag) {\r\n Material._DirtyCallbackArray.push(Material._FresnelDirtyCallBack);\r\n }\r\n\r\n if (flag & Material.AttributesDirtyFlag) {\r\n Material._DirtyCallbackArray.push(Material._AttributeDirtyCallBack);\r\n }\r\n\r\n if (flag & Material.MiscDirtyFlag) {\r\n Material._DirtyCallbackArray.push(Material._MiscDirtyCallBack);\r\n }\r\n\r\n if (Material._DirtyCallbackArray.length) {\r\n this._markAllSubMeshesAsDirty(Material._RunDirtyCallBacks);\r\n }\r\n\r\n this.getScene().resetCachedMaterial();\r\n }\r\n\r\n /**\r\n * Marks all submeshes of a material to indicate that their material defines need to be re-calculated\r\n * @param func defines a function which checks material defines against the submeshes\r\n */\r\n protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void) {\r\n if (this.getScene().blockMaterialDirtyMechanism) {\r\n return;\r\n }\r\n\r\n const meshes = this.getScene().meshes;\r\n for (var mesh of meshes) {\r\n if (!mesh.subMeshes) {\r\n continue;\r\n }\r\n for (var subMesh of mesh.subMeshes) {\r\n if (subMesh.getMaterial() !== this) {\r\n continue;\r\n }\r\n\r\n if (!subMesh._materialDefines) {\r\n continue;\r\n }\r\n\r\n func(subMesh._materialDefines);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Indicates that we need to re-calculated for all submeshes\r\n */\r\n protected _markAllSubMeshesAsAllDirty() {\r\n this._markAllSubMeshesAsDirty(Material._AllDirtyCallBack);\r\n }\r\n\r\n /**\r\n * Indicates that image processing needs to be re-calculated for all submeshes\r\n */\r\n protected _markAllSubMeshesAsImageProcessingDirty() {\r\n this._markAllSubMeshesAsDirty(Material._ImageProcessingDirtyCallBack);\r\n }\r\n\r\n /**\r\n * Indicates that textures need to be re-calculated for all submeshes\r\n */\r\n protected _markAllSubMeshesAsTexturesDirty() {\r\n this._markAllSubMeshesAsDirty(Material._TextureDirtyCallBack);\r\n }\r\n\r\n /**\r\n * Indicates that fresnel needs to be re-calculated for all submeshes\r\n */\r\n protected _markAllSubMeshesAsFresnelDirty() {\r\n this._markAllSubMeshesAsDirty(Material._FresnelDirtyCallBack);\r\n }\r\n\r\n /**\r\n * Indicates that fresnel and misc need to be re-calculated for all submeshes\r\n */\r\n protected _markAllSubMeshesAsFresnelAndMiscDirty() {\r\n this._markAllSubMeshesAsDirty(Material._FresnelAndMiscDirtyCallBack);\r\n }\r\n\r\n /**\r\n * Indicates that lights need to be re-calculated for all submeshes\r\n */\r\n protected _markAllSubMeshesAsLightsDirty() {\r\n this._markAllSubMeshesAsDirty(Material._LightsDirtyCallBack);\r\n }\r\n\r\n /**\r\n * Indicates that attributes need to be re-calculated for all submeshes\r\n */\r\n protected _markAllSubMeshesAsAttributesDirty() {\r\n this._markAllSubMeshesAsDirty(Material._AttributeDirtyCallBack);\r\n }\r\n\r\n /**\r\n * Indicates that misc needs to be re-calculated for all submeshes\r\n */\r\n protected _markAllSubMeshesAsMiscDirty() {\r\n this._markAllSubMeshesAsDirty(Material._MiscDirtyCallBack);\r\n }\r\n\r\n /**\r\n * Indicates that textures and misc need to be re-calculated for all submeshes\r\n */\r\n protected _markAllSubMeshesAsTexturesAndMiscDirty() {\r\n this._markAllSubMeshesAsDirty(Material._TextureAndMiscDirtyCallBack);\r\n }\r\n\r\n /**\r\n * Disposes the material\r\n * @param forceDisposeEffect specifies if effects should be forcefully disposed\r\n * @param forceDisposeTextures specifies if textures should be forcefully disposed\r\n * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh\r\n */\r\n public dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void {\r\n const scene = this.getScene();\r\n // Animations\r\n scene.stopAnimation(this);\r\n scene.freeProcessedMaterials();\r\n\r\n // Remove from scene\r\n scene.removeMaterial(this);\r\n\r\n if (notBoundToMesh !== true) {\r\n // Remove from meshes\r\n if (this.meshMap) {\r\n for (let meshId in this.meshMap) {\r\n const mesh = this.meshMap[meshId];\r\n if (mesh) {\r\n mesh.material = null; // will set the entry in the map to undefined\r\n this.releaseVertexArrayObject(mesh, forceDisposeEffect);\r\n }\r\n }\r\n }\r\n else {\r\n const meshes = scene.meshes;\r\n for (let mesh of meshes) {\r\n if (mesh.material === this && !(mesh as InstancedMesh).sourceMesh) {\r\n mesh.material = null;\r\n this.releaseVertexArrayObject(mesh, forceDisposeEffect);\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._uniformBuffer.dispose();\r\n\r\n // Shader are kept in cache for further use but we can get rid of this by using forceDisposeEffect\r\n if (forceDisposeEffect && this._effect) {\r\n if (!this._storeEffectOnSubMeshes) {\r\n this._effect.dispose();\r\n }\r\n\r\n this._effect = null;\r\n }\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n\r\n this.onDisposeObservable.clear();\r\n if (this._onBindObservable) {\r\n this._onBindObservable.clear();\r\n }\r\n\r\n if (this._onUnBindObservable) {\r\n this._onUnBindObservable.clear();\r\n }\r\n\r\n if (this._onEffectCreatedObservable) {\r\n this._onEffectCreatedObservable.clear();\r\n }\r\n }\r\n\r\n /** @hidden */\r\n private releaseVertexArrayObject(mesh: AbstractMesh, forceDisposeEffect?: boolean) {\r\n if ((mesh).geometry) {\r\n var geometry = ((mesh).geometry);\r\n if (this._storeEffectOnSubMeshes) {\r\n for (var subMesh of mesh.subMeshes) {\r\n geometry._releaseVertexArrayObject(subMesh._materialEffect);\r\n if (forceDisposeEffect && subMesh._materialEffect) {\r\n subMesh._materialEffect.dispose();\r\n }\r\n }\r\n } else {\r\n geometry._releaseVertexArrayObject(this._effect);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Serializes this material\r\n * @returns the serialized material object\r\n */\r\n public serialize(): any {\r\n return SerializationHelper.Serialize(this);\r\n }\r\n\r\n /**\r\n * Creates a material from parsed material data\r\n * @param parsedMaterial defines parsed material data\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures\r\n * @returns a new material\r\n */\r\n public static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable {\r\n if (!parsedMaterial.customType) {\r\n parsedMaterial.customType = \"BABYLON.StandardMaterial\";\r\n }\r\n else if (parsedMaterial.customType === \"BABYLON.PBRMaterial\" && parsedMaterial.overloadedAlbedo) {\r\n parsedMaterial.customType = \"BABYLON.LegacyPBRMaterial\";\r\n if (!BABYLON.LegacyPBRMaterial) {\r\n Logger.Error(\"Your scene is trying to load a legacy version of the PBRMaterial, please, include it from the materials library.\");\r\n return null;\r\n }\r\n }\r\n\r\n var materialType = Tools.Instantiate(parsedMaterial.customType);\r\n return materialType.Parse(parsedMaterial, scene, rootUrl);\r\n }\r\n}","/**\r\n * Manages the defines for the Material\r\n */\r\nexport class MaterialDefines {\r\n /** @hidden */\r\n protected _keys: string[];\r\n private _isDirty = true;\r\n /** @hidden */\r\n public _renderId: number;\r\n\r\n /** @hidden */\r\n public _areLightsDirty = true;\r\n /** @hidden */\r\n public _areLightsDisposed = false;\r\n /** @hidden */\r\n public _areAttributesDirty = true;\r\n /** @hidden */\r\n public _areTexturesDirty = true;\r\n /** @hidden */\r\n public _areFresnelDirty = true;\r\n /** @hidden */\r\n public _areMiscDirty = true;\r\n /** @hidden */\r\n public _areImageProcessingDirty = true;\r\n\r\n /** @hidden */\r\n public _normals = false;\r\n /** @hidden */\r\n public _uvs = false;\r\n\r\n /** @hidden */\r\n public _needNormals = false;\r\n /** @hidden */\r\n public _needUVs = false;\r\n\r\n [id: string]: any;\r\n\r\n /**\r\n * Specifies if the material needs to be re-calculated\r\n */\r\n public get isDirty(): boolean {\r\n return this._isDirty;\r\n }\r\n\r\n /**\r\n * Marks the material to indicate that it has been re-calculated\r\n */\r\n public markAsProcessed() {\r\n this._isDirty = false;\r\n this._areAttributesDirty = false;\r\n this._areTexturesDirty = false;\r\n this._areFresnelDirty = false;\r\n this._areLightsDirty = false;\r\n this._areLightsDisposed = false;\r\n this._areMiscDirty = false;\r\n this._areImageProcessingDirty = false;\r\n }\r\n\r\n /**\r\n * Marks the material to indicate that it needs to be re-calculated\r\n */\r\n public markAsUnprocessed() {\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Marks the material to indicate all of its defines need to be re-calculated\r\n */\r\n public markAllAsDirty() {\r\n this._areTexturesDirty = true;\r\n this._areAttributesDirty = true;\r\n this._areLightsDirty = true;\r\n this._areFresnelDirty = true;\r\n this._areMiscDirty = true;\r\n this._areImageProcessingDirty = true;\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Marks the material to indicate that image processing needs to be re-calculated\r\n */\r\n public markAsImageProcessingDirty() {\r\n this._areImageProcessingDirty = true;\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Marks the material to indicate the lights need to be re-calculated\r\n * @param disposed Defines whether the light is dirty due to dispose or not\r\n */\r\n public markAsLightDirty(disposed = false) {\r\n this._areLightsDirty = true;\r\n this._areLightsDisposed = this._areLightsDisposed || disposed;\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Marks the attribute state as changed\r\n */\r\n public markAsAttributesDirty() {\r\n this._areAttributesDirty = true;\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Marks the texture state as changed\r\n */\r\n public markAsTexturesDirty() {\r\n this._areTexturesDirty = true;\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Marks the fresnel state as changed\r\n */\r\n public markAsFresnelDirty() {\r\n this._areFresnelDirty = true;\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Marks the misc state as changed\r\n */\r\n public markAsMiscDirty() {\r\n this._areMiscDirty = true;\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Rebuilds the material defines\r\n */\r\n public rebuild() {\r\n if (this._keys) {\r\n delete this._keys;\r\n }\r\n\r\n this._keys = [];\r\n\r\n for (var key of Object.keys(this)) {\r\n if (key[0] === \"_\") {\r\n continue;\r\n }\r\n\r\n this._keys.push(key);\r\n }\r\n }\r\n\r\n /**\r\n * Specifies if two material defines are equal\r\n * @param other - A material define instance to compare to\r\n * @returns - Boolean indicating if the material defines are equal (true) or not (false)\r\n */\r\n public isEqual(other: MaterialDefines): boolean {\r\n if (this._keys.length !== other._keys.length) {\r\n return false;\r\n }\r\n\r\n for (var index = 0; index < this._keys.length; index++) {\r\n var prop = this._keys[index];\r\n\r\n if ((this)[prop] !== (other)[prop]) {\r\n return false;\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Clones this instance's defines to another instance\r\n * @param other - material defines to clone values to\r\n */\r\n public cloneTo(other: MaterialDefines): void {\r\n if (this._keys.length !== other._keys.length) {\r\n other._keys = this._keys.slice(0);\r\n }\r\n\r\n for (var index = 0; index < this._keys.length; index++) {\r\n var prop = this._keys[index];\r\n\r\n (other)[prop] = (this)[prop];\r\n }\r\n }\r\n\r\n /**\r\n * Resets the material define values\r\n */\r\n public reset(): void {\r\n for (var index = 0; index < this._keys.length; index++) {\r\n var prop = this._keys[index];\r\n var type = typeof (this)[prop];\r\n\r\n switch (type) {\r\n case \"number\":\r\n (this)[prop] = 0;\r\n break;\r\n case \"string\":\r\n (this)[prop] = \"\";\r\n break;\r\n default:\r\n (this)[prop] = false;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Converts the material define values to a string\r\n * @returns - String of material define information\r\n */\r\n public toString(): string {\r\n var result = \"\";\r\n for (var index = 0; index < this._keys.length; index++) {\r\n var prop = this._keys[index];\r\n var value = (this)[prop];\r\n var type = typeof value;\r\n\r\n switch (type) {\r\n case \"number\":\r\n case \"string\":\r\n result += \"#define \" + prop + \" \" + value + \"\\n\";\r\n break;\r\n default:\r\n if (value) {\r\n result += \"#define \" + prop + \"\\n\";\r\n }\r\n break;\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n}","import { Engine } from \"../Engines/engine\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\n/**\r\n * This groups all the flags used to control the materials channel.\r\n */\r\nexport class MaterialFlags {\r\n // Flags used to enable or disable a type of texture for all Standard Materials\r\n private static _DiffuseTextureEnabled = true;\r\n /**\r\n * Are diffuse textures enabled in the application.\r\n */\r\n public static get DiffuseTextureEnabled(): boolean {\r\n return this._DiffuseTextureEnabled;\r\n }\r\n public static set DiffuseTextureEnabled(value: boolean) {\r\n if (this._DiffuseTextureEnabled === value) {\r\n return;\r\n }\r\n\r\n this._DiffuseTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n\r\n private static _AmbientTextureEnabled = true;\r\n /**\r\n * Are ambient textures enabled in the application.\r\n */\r\n public static get AmbientTextureEnabled(): boolean {\r\n return this._AmbientTextureEnabled;\r\n }\r\n public static set AmbientTextureEnabled(value: boolean) {\r\n if (this._AmbientTextureEnabled === value) {\r\n return;\r\n }\r\n\r\n this._AmbientTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n\r\n private static _OpacityTextureEnabled = true;\r\n /**\r\n * Are opacity textures enabled in the application.\r\n */\r\n public static get OpacityTextureEnabled(): boolean {\r\n return this._OpacityTextureEnabled;\r\n }\r\n public static set OpacityTextureEnabled(value: boolean) {\r\n if (this._OpacityTextureEnabled === value) {\r\n return;\r\n }\r\n\r\n this._OpacityTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n\r\n private static _ReflectionTextureEnabled = true;\r\n /**\r\n * Are reflection textures enabled in the application.\r\n */\r\n public static get ReflectionTextureEnabled(): boolean {\r\n return this._ReflectionTextureEnabled;\r\n }\r\n public static set ReflectionTextureEnabled(value: boolean) {\r\n if (this._ReflectionTextureEnabled === value) {\r\n return;\r\n }\r\n\r\n this._ReflectionTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n\r\n private static _EmissiveTextureEnabled = true;\r\n /**\r\n * Are emissive textures enabled in the application.\r\n */\r\n public static get EmissiveTextureEnabled(): boolean {\r\n return this._EmissiveTextureEnabled;\r\n }\r\n public static set EmissiveTextureEnabled(value: boolean) {\r\n if (this._EmissiveTextureEnabled === value) {\r\n return;\r\n }\r\n\r\n this._EmissiveTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n\r\n private static _SpecularTextureEnabled = true;\r\n /**\r\n * Are specular textures enabled in the application.\r\n */\r\n public static get SpecularTextureEnabled(): boolean {\r\n return this._SpecularTextureEnabled;\r\n }\r\n public static set SpecularTextureEnabled(value: boolean) {\r\n if (this._SpecularTextureEnabled === value) {\r\n return;\r\n }\r\n\r\n this._SpecularTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n\r\n private static _BumpTextureEnabled = true;\r\n /**\r\n * Are bump textures enabled in the application.\r\n */\r\n public static get BumpTextureEnabled(): boolean {\r\n return this._BumpTextureEnabled;\r\n }\r\n public static set BumpTextureEnabled(value: boolean) {\r\n if (this._BumpTextureEnabled === value) {\r\n return;\r\n }\r\n\r\n this._BumpTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n\r\n private static _LightmapTextureEnabled = true;\r\n /**\r\n * Are lightmap textures enabled in the application.\r\n */\r\n public static get LightmapTextureEnabled(): boolean {\r\n return this._LightmapTextureEnabled;\r\n }\r\n public static set LightmapTextureEnabled(value: boolean) {\r\n if (this._LightmapTextureEnabled === value) {\r\n return;\r\n }\r\n\r\n this._LightmapTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n\r\n private static _RefractionTextureEnabled = true;\r\n /**\r\n * Are refraction textures enabled in the application.\r\n */\r\n public static get RefractionTextureEnabled(): boolean {\r\n return this._RefractionTextureEnabled;\r\n }\r\n public static set RefractionTextureEnabled(value: boolean) {\r\n if (this._RefractionTextureEnabled === value) {\r\n return;\r\n }\r\n\r\n this._RefractionTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n\r\n private static _ColorGradingTextureEnabled = true;\r\n /**\r\n * Are color grading textures enabled in the application.\r\n */\r\n public static get ColorGradingTextureEnabled(): boolean {\r\n return this._ColorGradingTextureEnabled;\r\n }\r\n public static set ColorGradingTextureEnabled(value: boolean) {\r\n if (this._ColorGradingTextureEnabled === value) {\r\n return;\r\n }\r\n\r\n this._ColorGradingTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n\r\n private static _FresnelEnabled = true;\r\n /**\r\n * Are fresnels enabled in the application.\r\n */\r\n public static get FresnelEnabled(): boolean {\r\n return this._FresnelEnabled;\r\n }\r\n public static set FresnelEnabled(value: boolean) {\r\n if (this._FresnelEnabled === value) {\r\n return;\r\n }\r\n\r\n this._FresnelEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(Constants.MATERIAL_FresnelDirtyFlag);\r\n }\r\n\r\n private static _ClearCoatTextureEnabled = true;\r\n /**\r\n * Are clear coat textures enabled in the application.\r\n */\r\n public static get ClearCoatTextureEnabled(): boolean {\r\n return this._ClearCoatTextureEnabled;\r\n }\r\n public static set ClearCoatTextureEnabled(value: boolean) {\r\n if (this._ClearCoatTextureEnabled === value) {\r\n return;\r\n }\r\n\r\n this._ClearCoatTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n\r\n private static _ClearCoatBumpTextureEnabled = true;\r\n /**\r\n * Are clear coat bump textures enabled in the application.\r\n */\r\n public static get ClearCoatBumpTextureEnabled(): boolean {\r\n return this._ClearCoatBumpTextureEnabled;\r\n }\r\n public static set ClearCoatBumpTextureEnabled(value: boolean) {\r\n if (this._ClearCoatBumpTextureEnabled === value) {\r\n return;\r\n }\r\n\r\n this._ClearCoatBumpTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n\r\n private static _ClearCoatTintTextureEnabled = true;\r\n /**\r\n * Are clear coat tint textures enabled in the application.\r\n */\r\n public static get ClearCoatTintTextureEnabled(): boolean {\r\n return this._ClearCoatTintTextureEnabled;\r\n }\r\n public static set ClearCoatTintTextureEnabled(value: boolean) {\r\n if (this._ClearCoatTintTextureEnabled === value) {\r\n return;\r\n }\r\n\r\n this._ClearCoatTintTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n\r\n private static _SheenTextureEnabled = true;\r\n /**\r\n * Are sheen textures enabled in the application.\r\n */\r\n public static get SheenTextureEnabled(): boolean {\r\n return this._SheenTextureEnabled;\r\n }\r\n public static set SheenTextureEnabled(value: boolean) {\r\n if (this._SheenTextureEnabled === value) {\r\n return;\r\n }\r\n\r\n this._SheenTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n\r\n private static _AnisotropicTextureEnabled = true;\r\n /**\r\n * Are anisotropic textures enabled in the application.\r\n */\r\n public static get AnisotropicTextureEnabled(): boolean {\r\n return this._AnisotropicTextureEnabled;\r\n }\r\n public static set AnisotropicTextureEnabled(value: boolean) {\r\n if (this._AnisotropicTextureEnabled === value) {\r\n return;\r\n }\r\n\r\n this._AnisotropicTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n\r\n private static _ThicknessTextureEnabled = true;\r\n /**\r\n * Are thickness textures enabled in the application.\r\n */\r\n public static get ThicknessTextureEnabled(): boolean {\r\n return this._ThicknessTextureEnabled;\r\n }\r\n public static set ThicknessTextureEnabled(value: boolean) {\r\n if (this._ThicknessTextureEnabled === value) {\r\n return;\r\n }\r\n\r\n this._ThicknessTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n}\r\n","import { Logger } from \"../Misc/logger\";\r\nimport { Nullable } from \"../types\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Scene } from \"../scene\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { Light } from \"../Lights/light\";\r\n\r\nimport { UniformBuffer } from \"./uniformBuffer\";\r\nimport { Effect, IEffectCreationOptions } from \"./effect\";\r\nimport { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { WebVRFreeCamera } from '../Cameras/VR/webVRCamera';\r\nimport { MaterialDefines } from \"./materialDefines\";\r\nimport { Color3 } from '../Maths/math.color';\r\nimport { EffectFallbacks } from './effectFallbacks';\r\n\r\n/**\r\n * \"Static Class\" containing the most commonly used helper while dealing with material for\r\n * rendering purpose.\r\n *\r\n * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.\r\n *\r\n * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.\r\n */\r\nexport class MaterialHelper {\r\n\r\n /**\r\n * Bind the current view position to an effect.\r\n * @param effect The effect to be bound\r\n * @param scene The scene the eyes position is used from\r\n * @param variableName name of the shader variable that will hold the eye position\r\n */\r\n public static BindEyePosition(effect: Effect, scene: Scene, variableName = \"vEyePosition\"): void {\r\n if (scene._forcedViewPosition) {\r\n effect.setVector3(variableName, scene._forcedViewPosition);\r\n return;\r\n }\r\n var globalPosition = scene.activeCamera!.globalPosition;\r\n if (!globalPosition) {\r\n // Use WebVRFreecamera's device position as global position is not it's actual position in babylon space\r\n globalPosition = (scene.activeCamera! as WebVRFreeCamera).devicePosition;\r\n }\r\n effect.setVector3(variableName, scene._mirroredCameraPosition ? scene._mirroredCameraPosition : globalPosition);\r\n }\r\n\r\n /**\r\n * Helps preparing the defines values about the UVs in used in the effect.\r\n * UVs are shared as much as we can accross channels in the shaders.\r\n * @param texture The texture we are preparing the UVs for\r\n * @param defines The defines to update\r\n * @param key The channel key \"diffuse\", \"specular\"... used in the shader\r\n */\r\n public static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void {\r\n defines._needUVs = true;\r\n defines[key] = true;\r\n if (texture.getTextureMatrix().isIdentityAs3x2()) {\r\n defines[key + \"DIRECTUV\"] = texture.coordinatesIndex + 1;\r\n if (texture.coordinatesIndex === 0) {\r\n defines[\"MAINUV1\"] = true;\r\n } else {\r\n defines[\"MAINUV2\"] = true;\r\n }\r\n } else {\r\n defines[key + \"DIRECTUV\"] = 0;\r\n }\r\n }\r\n\r\n /**\r\n * Binds a texture matrix value to its corrsponding uniform\r\n * @param texture The texture to bind the matrix for\r\n * @param uniformBuffer The uniform buffer receivin the data\r\n * @param key The channel key \"diffuse\", \"specular\"... used in the shader\r\n */\r\n public static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void {\r\n var matrix = texture.getTextureMatrix();\r\n\r\n uniformBuffer.updateMatrix(key + \"Matrix\", matrix);\r\n }\r\n\r\n /**\r\n * Gets the current status of the fog (should it be enabled?)\r\n * @param mesh defines the mesh to evaluate for fog support\r\n * @param scene defines the hosting scene\r\n * @returns true if fog must be enabled\r\n */\r\n public static GetFogState(mesh: AbstractMesh, scene: Scene) {\r\n return (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE);\r\n }\r\n\r\n /**\r\n * Helper used to prepare the list of defines associated with misc. values for shader compilation\r\n * @param mesh defines the current mesh\r\n * @param scene defines the current scene\r\n * @param useLogarithmicDepth defines if logarithmic depth has to be turned on\r\n * @param pointsCloud defines if point cloud rendering has to be turned on\r\n * @param fogEnabled defines if fog has to be turned on\r\n * @param alphaTest defines if alpha testing has to be turned on\r\n * @param defines defines the current list of defines\r\n */\r\n public static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void {\r\n if (defines._areMiscDirty) {\r\n defines[\"LOGARITHMICDEPTH\"] = useLogarithmicDepth;\r\n defines[\"POINTSIZE\"] = pointsCloud;\r\n defines[\"FOG\"] = fogEnabled && this.GetFogState(mesh, scene);\r\n defines[\"NONUNIFORMSCALING\"] = mesh.nonUniformScaling;\r\n defines[\"ALPHATEST\"] = alphaTest;\r\n }\r\n }\r\n\r\n /**\r\n * Helper used to prepare the list of defines associated with frame values for shader compilation\r\n * @param scene defines the current scene\r\n * @param engine defines the current engine\r\n * @param defines specifies the list of active defines\r\n * @param useInstances defines if instances have to be turned on\r\n * @param useClipPlane defines if clip plane have to be turned on\r\n * @param useInstances defines if instances have to be turned on\r\n * @param useThinInstances defines if thin instances have to be turned on\r\n */\r\n public static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane: Nullable = null, useThinInstances: boolean = false): void {\r\n var changed = false;\r\n let useClipPlane1 = false;\r\n let useClipPlane2 = false;\r\n let useClipPlane3 = false;\r\n let useClipPlane4 = false;\r\n let useClipPlane5 = false;\r\n let useClipPlane6 = false;\r\n\r\n useClipPlane1 = useClipPlane == null ? (scene.clipPlane !== undefined && scene.clipPlane !== null) : useClipPlane;\r\n useClipPlane2 = useClipPlane == null ? (scene.clipPlane2 !== undefined && scene.clipPlane2 !== null) : useClipPlane;\r\n useClipPlane3 = useClipPlane == null ? (scene.clipPlane3 !== undefined && scene.clipPlane3 !== null) : useClipPlane;\r\n useClipPlane4 = useClipPlane == null ? (scene.clipPlane4 !== undefined && scene.clipPlane4 !== null) : useClipPlane;\r\n useClipPlane5 = useClipPlane == null ? (scene.clipPlane5 !== undefined && scene.clipPlane5 !== null) : useClipPlane;\r\n useClipPlane6 = useClipPlane == null ? (scene.clipPlane6 !== undefined && scene.clipPlane6 !== null) : useClipPlane;\r\n\r\n if (defines[\"CLIPPLANE\"] !== useClipPlane1) {\r\n defines[\"CLIPPLANE\"] = useClipPlane1;\r\n changed = true;\r\n }\r\n\r\n if (defines[\"CLIPPLANE2\"] !== useClipPlane2) {\r\n defines[\"CLIPPLANE2\"] = useClipPlane2;\r\n changed = true;\r\n }\r\n\r\n if (defines[\"CLIPPLANE3\"] !== useClipPlane3) {\r\n defines[\"CLIPPLANE3\"] = useClipPlane3;\r\n changed = true;\r\n }\r\n\r\n if (defines[\"CLIPPLANE4\"] !== useClipPlane4) {\r\n defines[\"CLIPPLANE4\"] = useClipPlane4;\r\n changed = true;\r\n }\r\n\r\n if (defines[\"CLIPPLANE5\"] !== useClipPlane5) {\r\n defines[\"CLIPPLANE5\"] = useClipPlane5;\r\n changed = true;\r\n }\r\n\r\n if (defines[\"CLIPPLANE6\"] !== useClipPlane6) {\r\n defines[\"CLIPPLANE6\"] = useClipPlane6;\r\n changed = true;\r\n }\r\n\r\n if (defines[\"DEPTHPREPASS\"] !== !engine.getColorWrite()) {\r\n defines[\"DEPTHPREPASS\"] = !defines[\"DEPTHPREPASS\"];\r\n changed = true;\r\n }\r\n\r\n if (defines[\"INSTANCES\"] !== useInstances) {\r\n defines[\"INSTANCES\"] = useInstances;\r\n changed = true;\r\n }\r\n\r\n if (defines[\"THIN_INSTANCES\"] !== useThinInstances) {\r\n defines[\"THIN_INSTANCES\"] = useThinInstances;\r\n changed = true;\r\n }\r\n\r\n if (changed) {\r\n defines.markAsUnprocessed();\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines for bones\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n */\r\n public static PrepareDefinesForBones(mesh: AbstractMesh, defines: any) {\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n defines[\"NUM_BONE_INFLUENCERS\"] = mesh.numBoneInfluencers;\r\n\r\n const materialSupportsBoneTexture = defines[\"BONETEXTURE\"] !== undefined;\r\n\r\n if (mesh.skeleton.isUsingTextureForMatrices && materialSupportsBoneTexture) {\r\n defines[\"BONETEXTURE\"] = true;\r\n } else {\r\n defines[\"BonesPerMesh\"] = (mesh.skeleton.bones.length + 1);\r\n defines[\"BONETEXTURE\"] = materialSupportsBoneTexture ? false : undefined;\r\n }\r\n } else {\r\n defines[\"NUM_BONE_INFLUENCERS\"] = 0;\r\n defines[\"BonesPerMesh\"] = 0;\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines for morph targets\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n */\r\n public static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any) {\r\n var manager = (mesh).morphTargetManager;\r\n if (manager) {\r\n defines[\"MORPHTARGETS_UV\"] = manager.supportsUVs && defines[\"UV1\"];\r\n defines[\"MORPHTARGETS_TANGENT\"] = manager.supportsTangents && defines[\"TANGENT\"];\r\n defines[\"MORPHTARGETS_NORMAL\"] = manager.supportsNormals && defines[\"NORMAL\"];\r\n defines[\"MORPHTARGETS\"] = (manager.numInfluencers > 0);\r\n defines[\"NUM_MORPH_INFLUENCERS\"] = manager.numInfluencers;\r\n } else {\r\n defines[\"MORPHTARGETS_UV\"] = false;\r\n defines[\"MORPHTARGETS_TANGENT\"] = false;\r\n defines[\"MORPHTARGETS_NORMAL\"] = false;\r\n defines[\"MORPHTARGETS\"] = false;\r\n defines[\"NUM_MORPH_INFLUENCERS\"] = 0;\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines used in the shader depending on the attributes data available in the mesh\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)\r\n * @param useBones Precise whether bones should be used or not (override mesh info)\r\n * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)\r\n * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)\r\n * @returns false if defines are considered not dirty and have not been checked\r\n */\r\n public static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets = false, useVertexAlpha = true): boolean {\r\n if (!defines._areAttributesDirty && defines._needNormals === defines._normals && defines._needUVs === defines._uvs) {\r\n return false;\r\n }\r\n\r\n defines._normals = defines._needNormals;\r\n defines._uvs = defines._needUVs;\r\n\r\n defines[\"NORMAL\"] = (defines._needNormals && mesh.isVerticesDataPresent(VertexBuffer.NormalKind));\r\n\r\n if (defines._needNormals && mesh.isVerticesDataPresent(VertexBuffer.TangentKind)) {\r\n defines[\"TANGENT\"] = true;\r\n }\r\n\r\n if (defines._needUVs) {\r\n defines[\"UV1\"] = mesh.isVerticesDataPresent(VertexBuffer.UVKind);\r\n defines[\"UV2\"] = mesh.isVerticesDataPresent(VertexBuffer.UV2Kind);\r\n } else {\r\n defines[\"UV1\"] = false;\r\n defines[\"UV2\"] = false;\r\n }\r\n\r\n if (useVertexColor) {\r\n var hasVertexColors = mesh.useVertexColors && mesh.isVerticesDataPresent(VertexBuffer.ColorKind);\r\n defines[\"VERTEXCOLOR\"] = hasVertexColors;\r\n defines[\"VERTEXALPHA\"] = mesh.hasVertexAlpha && hasVertexColors && useVertexAlpha;\r\n }\r\n\r\n if (useBones) {\r\n this.PrepareDefinesForBones(mesh, defines);\r\n }\r\n\r\n if (useMorphTargets) {\r\n this.PrepareDefinesForMorphTargets(mesh, defines);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Prepares the defines related to multiview\r\n * @param scene The scene we are intending to draw\r\n * @param defines The defines to update\r\n */\r\n public static PrepareDefinesForMultiview(scene: Scene, defines: any) {\r\n if (scene.activeCamera) {\r\n var previousMultiview = defines.MULTIVIEW;\r\n defines.MULTIVIEW = (scene.activeCamera.outputRenderTarget !== null && scene.activeCamera.outputRenderTarget.getViewCount() > 1);\r\n if (defines.MULTIVIEW != previousMultiview) {\r\n defines.markAsUnprocessed();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines related to the light information passed in parameter\r\n * @param scene The scene we are intending to draw\r\n * @param mesh The mesh the effect is compiling for\r\n * @param light The light the effect is compiling for\r\n * @param lightIndex The index of the light\r\n * @param defines The defines to update\r\n * @param specularSupported Specifies whether specular is supported or not (override lights data)\r\n * @param state Defines the current state regarding what is needed (normals, etc...)\r\n */\r\n public static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {\r\n needNormals: boolean,\r\n needRebuild: boolean,\r\n shadowEnabled: boolean,\r\n specularEnabled: boolean,\r\n lightmapMode: boolean\r\n }) {\r\n state.needNormals = true;\r\n\r\n if (defines[\"LIGHT\" + lightIndex] === undefined) {\r\n state.needRebuild = true;\r\n }\r\n\r\n defines[\"LIGHT\" + lightIndex] = true;\r\n\r\n defines[\"SPOTLIGHT\" + lightIndex] = false;\r\n defines[\"HEMILIGHT\" + lightIndex] = false;\r\n defines[\"POINTLIGHT\" + lightIndex] = false;\r\n defines[\"DIRLIGHT\" + lightIndex] = false;\r\n\r\n light.prepareLightSpecificDefines(defines, lightIndex);\r\n\r\n // FallOff.\r\n defines[\"LIGHT_FALLOFF_PHYSICAL\" + lightIndex] = false;\r\n defines[\"LIGHT_FALLOFF_GLTF\" + lightIndex] = false;\r\n defines[\"LIGHT_FALLOFF_STANDARD\" + lightIndex] = false;\r\n\r\n switch (light.falloffType) {\r\n case Light.FALLOFF_GLTF:\r\n defines[\"LIGHT_FALLOFF_GLTF\" + lightIndex] = true;\r\n break;\r\n case Light.FALLOFF_PHYSICAL:\r\n defines[\"LIGHT_FALLOFF_PHYSICAL\" + lightIndex] = true;\r\n break;\r\n case Light.FALLOFF_STANDARD:\r\n defines[\"LIGHT_FALLOFF_STANDARD\" + lightIndex] = true;\r\n break;\r\n }\r\n\r\n // Specular\r\n if (specularSupported && !light.specular.equalsFloats(0, 0, 0)) {\r\n state.specularEnabled = true;\r\n }\r\n\r\n // Shadows\r\n defines[\"SHADOW\" + lightIndex] = false;\r\n defines[\"SHADOWCSM\" + lightIndex] = false;\r\n defines[\"SHADOWCSMDEBUG\" + lightIndex] = false;\r\n defines[\"SHADOWCSMNUM_CASCADES\" + lightIndex] = false;\r\n defines[\"SHADOWCSMUSESHADOWMAXZ\" + lightIndex] = false;\r\n defines[\"SHADOWCSMNOBLEND\" + lightIndex] = false;\r\n defines[\"SHADOWCSM_RIGHTHANDED\" + lightIndex] = false;\r\n defines[\"SHADOWPCF\" + lightIndex] = false;\r\n defines[\"SHADOWPCSS\" + lightIndex] = false;\r\n defines[\"SHADOWPOISSON\" + lightIndex] = false;\r\n defines[\"SHADOWESM\" + lightIndex] = false;\r\n defines[\"SHADOWCUBE\" + lightIndex] = false;\r\n defines[\"SHADOWLOWQUALITY\" + lightIndex] = false;\r\n defines[\"SHADOWMEDIUMQUALITY\" + lightIndex] = false;\r\n\r\n if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {\r\n var shadowGenerator = light.getShadowGenerator();\r\n if (shadowGenerator) {\r\n const shadowMap = shadowGenerator.getShadowMap();\r\n if (shadowMap) {\r\n if (shadowMap.renderList && shadowMap.renderList.length > 0) {\r\n state.shadowEnabled = true;\r\n shadowGenerator.prepareDefines(defines, lightIndex);\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (light.lightmapMode != Light.LIGHTMAP_DEFAULT) {\r\n state.lightmapMode = true;\r\n defines[\"LIGHTMAPEXCLUDED\" + lightIndex] = true;\r\n defines[\"LIGHTMAPNOSPECULAR\" + lightIndex] = (light.lightmapMode == Light.LIGHTMAP_SHADOWSONLY);\r\n } else {\r\n defines[\"LIGHTMAPEXCLUDED\" + lightIndex] = false;\r\n defines[\"LIGHTMAPNOSPECULAR\" + lightIndex] = false;\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines related to the light information passed in parameter\r\n * @param scene The scene we are intending to draw\r\n * @param mesh The mesh the effect is compiling for\r\n * @param defines The defines to update\r\n * @param specularSupported Specifies whether specular is supported or not (override lights data)\r\n * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max\r\n * @param disableLighting Specifies whether the lighting is disabled (override scene and light)\r\n * @returns true if normals will be required for the rest of the effect\r\n */\r\n public static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights = 4, disableLighting = false): boolean {\r\n if (!defines._areLightsDirty) {\r\n return defines._needNormals;\r\n }\r\n\r\n var lightIndex = 0;\r\n let state = {\r\n needNormals: false,\r\n needRebuild: false,\r\n lightmapMode: false,\r\n shadowEnabled: false,\r\n specularEnabled: false\r\n };\r\n\r\n if (scene.lightsEnabled && !disableLighting) {\r\n for (var light of mesh.lightSources) {\r\n this.PrepareDefinesForLight(scene, mesh, light, lightIndex, defines, specularSupported, state);\r\n\r\n lightIndex++;\r\n if (lightIndex === maxSimultaneousLights) {\r\n break;\r\n }\r\n }\r\n }\r\n\r\n defines[\"SPECULARTERM\"] = state.specularEnabled;\r\n defines[\"SHADOWS\"] = state.shadowEnabled;\r\n\r\n // Resetting all other lights if any\r\n for (var index = lightIndex; index < maxSimultaneousLights; index++) {\r\n if (defines[\"LIGHT\" + index] !== undefined) {\r\n defines[\"LIGHT\" + index] = false;\r\n defines[\"HEMILIGHT\" + index] = false;\r\n defines[\"POINTLIGHT\" + index] = false;\r\n defines[\"DIRLIGHT\" + index] = false;\r\n defines[\"SPOTLIGHT\" + index] = false;\r\n defines[\"SHADOW\" + index] = false;\r\n defines[\"SHADOWCSM\" + index] = false;\r\n defines[\"SHADOWCSMDEBUG\" + index] = false;\r\n defines[\"SHADOWCSMNUM_CASCADES\" + index] = false;\r\n defines[\"SHADOWCSMUSESHADOWMAXZ\" + index] = false;\r\n defines[\"SHADOWCSMNOBLEND\" + index] = false;\r\n defines[\"SHADOWCSM_RIGHTHANDED\" + index] = false;\r\n defines[\"SHADOWPCF\" + index] = false;\r\n defines[\"SHADOWPCSS\" + index] = false;\r\n defines[\"SHADOWPOISSON\" + index] = false;\r\n defines[\"SHADOWESM\" + index] = false;\r\n defines[\"SHADOWCUBE\" + index] = false;\r\n defines[\"SHADOWLOWQUALITY\" + index] = false;\r\n defines[\"SHADOWMEDIUMQUALITY\" + index] = false;\r\n }\r\n }\r\n\r\n let caps = scene.getEngine().getCaps();\r\n\r\n if (defines[\"SHADOWFLOAT\"] === undefined) {\r\n state.needRebuild = true;\r\n }\r\n\r\n defines[\"SHADOWFLOAT\"] = state.shadowEnabled &&\r\n ((caps.textureFloatRender && caps.textureFloatLinearFiltering) ||\r\n (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering));\r\n defines[\"LIGHTMAPEXCLUDED\"] = state.lightmapMode;\r\n\r\n if (state.needRebuild) {\r\n defines.rebuild();\r\n }\r\n\r\n return state.needNormals;\r\n }\r\n\r\n /**\r\n * Prepares the uniforms and samplers list to be used in the effect (for a specific light)\r\n * @param lightIndex defines the light index\r\n * @param uniformsList The uniform list\r\n * @param samplersList The sampler list\r\n * @param projectedLightTexture defines if projected texture must be used\r\n * @param uniformBuffersList defines an optional list of uniform buffers\r\n */\r\n public static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList: Nullable = null) {\r\n uniformsList.push(\r\n \"vLightData\" + lightIndex,\r\n \"vLightDiffuse\" + lightIndex,\r\n \"vLightSpecular\" + lightIndex,\r\n \"vLightDirection\" + lightIndex,\r\n \"vLightFalloff\" + lightIndex,\r\n \"vLightGround\" + lightIndex,\r\n \"lightMatrix\" + lightIndex,\r\n \"shadowsInfo\" + lightIndex,\r\n \"depthValues\" + lightIndex,\r\n );\r\n\r\n if (uniformBuffersList) {\r\n uniformBuffersList.push(\"Light\" + lightIndex);\r\n }\r\n\r\n samplersList.push(\"shadowSampler\" + lightIndex);\r\n samplersList.push(\"depthSampler\" + lightIndex);\r\n\r\n uniformsList.push(\r\n \"viewFrustumZ\" + lightIndex,\r\n \"cascadeBlendFactor\" + lightIndex,\r\n \"lightSizeUVCorrection\" + lightIndex,\r\n \"depthCorrection\" + lightIndex,\r\n \"penumbraDarkness\" + lightIndex,\r\n \"frustumLengths\" + lightIndex,\r\n );\r\n\r\n if (projectedLightTexture) {\r\n samplersList.push(\"projectionLightSampler\" + lightIndex);\r\n uniformsList.push(\r\n \"textureProjectionMatrix\" + lightIndex,\r\n );\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the uniforms and samplers list to be used in the effect\r\n * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information\r\n * @param samplersList The sampler list\r\n * @param defines The defines helping in the list generation\r\n * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect\r\n */\r\n public static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | IEffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights = 4): void {\r\n let uniformsList: string[];\r\n let uniformBuffersList: Nullable = null;\r\n\r\n if ((uniformsListOrOptions).uniformsNames) {\r\n var options = uniformsListOrOptions;\r\n uniformsList = options.uniformsNames;\r\n uniformBuffersList = options.uniformBuffersNames;\r\n samplersList = options.samplers;\r\n defines = options.defines;\r\n maxSimultaneousLights = options.maxSimultaneousLights || 0;\r\n } else {\r\n uniformsList = uniformsListOrOptions;\r\n if (!samplersList) {\r\n samplersList = [];\r\n }\r\n }\r\n\r\n for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {\r\n if (!defines[\"LIGHT\" + lightIndex]) {\r\n break;\r\n }\r\n this.PrepareUniformsAndSamplersForLight(lightIndex, uniformsList, samplersList, defines[\"PROJECTEDLIGHTTEXTURE\" + lightIndex], uniformBuffersList);\r\n }\r\n\r\n if (defines[\"NUM_MORPH_INFLUENCERS\"]) {\r\n uniformsList.push(\"morphTargetInfluences\");\r\n }\r\n }\r\n\r\n /**\r\n * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)\r\n * @param defines The defines to update while falling back\r\n * @param fallbacks The authorized effect fallbacks\r\n * @param maxSimultaneousLights The maximum number of lights allowed\r\n * @param rank the current rank of the Effect\r\n * @returns The newly affected rank\r\n */\r\n public static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights = 4, rank = 0): number {\r\n let lightFallbackRank = 0;\r\n for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {\r\n if (!defines[\"LIGHT\" + lightIndex]) {\r\n break;\r\n }\r\n\r\n if (lightIndex > 0) {\r\n lightFallbackRank = rank + lightIndex;\r\n fallbacks.addFallback(lightFallbackRank, \"LIGHT\" + lightIndex);\r\n }\r\n\r\n if (!defines[\"SHADOWS\"]) {\r\n if (defines[\"SHADOW\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOW\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWPCF\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWPCF\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWPCSS\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWPCSS\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWPOISSON\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWPOISSON\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWESM\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWESM\" + lightIndex);\r\n }\r\n }\r\n }\r\n return lightFallbackRank++;\r\n }\r\n\r\n private static _TmpMorphInfluencers = { \"NUM_MORPH_INFLUENCERS\": 0 };\r\n /**\r\n * Prepares the list of attributes required for morph targets according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare the morph targets attributes for\r\n * @param influencers The number of influencers\r\n */\r\n public static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void {\r\n this._TmpMorphInfluencers.NUM_MORPH_INFLUENCERS = influencers;\r\n this.PrepareAttributesForMorphTargets(attribs, mesh, this._TmpMorphInfluencers);\r\n }\r\n\r\n /**\r\n * Prepares the list of attributes required for morph targets according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare the morph targets attributes for\r\n * @param defines The current Defines of the effect\r\n */\r\n public static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void {\r\n var influencers = defines[\"NUM_MORPH_INFLUENCERS\"];\r\n\r\n if (influencers > 0 && EngineStore.LastCreatedEngine) {\r\n var maxAttributesCount = EngineStore.LastCreatedEngine.getCaps().maxVertexAttribs;\r\n var manager = (mesh).morphTargetManager;\r\n var normal = manager && manager.supportsNormals && defines[\"NORMAL\"];\r\n var tangent = manager && manager.supportsTangents && defines[\"TANGENT\"];\r\n var uv = manager && manager.supportsUVs && defines[\"UV1\"];\r\n for (var index = 0; index < influencers; index++) {\r\n attribs.push(VertexBuffer.PositionKind + index);\r\n\r\n if (normal) {\r\n attribs.push(VertexBuffer.NormalKind + index);\r\n }\r\n\r\n if (tangent) {\r\n attribs.push(VertexBuffer.TangentKind + index);\r\n }\r\n\r\n if (uv) {\r\n attribs.push(VertexBuffer.UVKind + \"_\" + index);\r\n }\r\n\r\n if (attribs.length > maxAttributesCount) {\r\n Logger.Error(\"Cannot add more vertex attributes for mesh \" + mesh.name);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the list of attributes required for bones according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare the bones attributes for\r\n * @param defines The current Defines of the effect\r\n * @param fallbacks The current efffect fallback strategy\r\n */\r\n public static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void {\r\n if (defines[\"NUM_BONE_INFLUENCERS\"] > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (defines[\"NUM_BONE_INFLUENCERS\"] > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Check and prepare the list of attributes required for instances according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param defines The current MaterialDefines of the effect\r\n */\r\n public static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void {\r\n if (defines[\"INSTANCES\"] || defines[\"THIN_INSTANCES\"]) {\r\n this.PushAttributesForInstances(attribs);\r\n }\r\n }\r\n\r\n /**\r\n * Add the list of attributes required for instances to the attribs array.\r\n * @param attribs The current list of supported attribs\r\n */\r\n public static PushAttributesForInstances(attribs: string[]): void {\r\n attribs.push(\"world0\");\r\n attribs.push(\"world1\");\r\n attribs.push(\"world2\");\r\n attribs.push(\"world3\");\r\n }\r\n\r\n /**\r\n * Binds the light information to the effect.\r\n * @param light The light containing the generator\r\n * @param effect The effect we are binding the data to\r\n * @param lightIndex The light index in the effect used to render\r\n */\r\n public static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void {\r\n light.transferToEffect(effect, lightIndex + \"\");\r\n }\r\n\r\n /**\r\n * Binds the lights information from the scene to the effect for the given mesh.\r\n * @param light Light to bind\r\n * @param lightIndex Light index\r\n * @param scene The scene where the light belongs to\r\n * @param effect The effect we are binding the data to\r\n * @param useSpecular Defines if specular is supported\r\n * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel\r\n */\r\n public static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, rebuildInParallel = false): void {\r\n light._bindLight(lightIndex, scene, effect, useSpecular, rebuildInParallel);\r\n }\r\n\r\n /**\r\n * Binds the lights information from the scene to the effect for the given mesh.\r\n * @param scene The scene the lights belongs to\r\n * @param mesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n * @param defines The generated defines for the effect\r\n * @param maxSimultaneousLights The maximum number of light that can be bound to the effect\r\n * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel\r\n */\r\n public static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights = 4, rebuildInParallel = false): void {\r\n let len = Math.min(mesh.lightSources.length, maxSimultaneousLights);\r\n\r\n for (var i = 0; i < len; i++) {\r\n\r\n let light = mesh.lightSources[i];\r\n this.BindLight(light, i, scene, effect, typeof defines === \"boolean\" ? defines : defines[\"SPECULARTERM\"], rebuildInParallel);\r\n }\r\n }\r\n\r\n private static _tempFogColor = Color3.Black();\r\n /**\r\n * Binds the fog information from the scene to the effect for the given mesh.\r\n * @param scene The scene the lights belongs to\r\n * @param mesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n * @param linearSpace Defines if the fog effect is applied in linear space\r\n */\r\n public static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace = false): void {\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n effect.setFloat4(\"vFogInfos\", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);\r\n // Convert fog color to linear space if used in a linear space computed shader.\r\n if (linearSpace) {\r\n scene.fogColor.toLinearSpaceToRef(this._tempFogColor);\r\n effect.setColor3(\"vFogColor\", this._tempFogColor);\r\n }\r\n else {\r\n effect.setColor3(\"vFogColor\", scene.fogColor);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Binds the bones information from the mesh to the effect.\r\n * @param mesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n */\r\n public static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void {\r\n if (!effect || !mesh) {\r\n return;\r\n }\r\n if (mesh.computeBonesUsingShaders && effect._bonesComputationForcedToCPU) {\r\n mesh.computeBonesUsingShaders = false;\r\n }\r\n\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n const skeleton = mesh.skeleton;\r\n\r\n if (skeleton.isUsingTextureForMatrices && effect.getUniformIndex(\"boneTextureWidth\") > -1) {\r\n const boneTexture = skeleton.getTransformMatrixTexture(mesh);\r\n effect.setTexture(\"boneSampler\", boneTexture);\r\n effect.setFloat(\"boneTextureWidth\", 4.0 * (skeleton.bones.length + 1));\r\n } else {\r\n const matrices = skeleton.getTransformMatrices(mesh);\r\n\r\n if (matrices) {\r\n effect.setMatrices(\"mBones\", matrices);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Binds the morph targets information from the mesh to the effect.\r\n * @param abstractMesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n */\r\n public static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void {\r\n let manager = (abstractMesh).morphTargetManager;\r\n if (!abstractMesh || !manager) {\r\n return;\r\n }\r\n\r\n effect.setFloatArray(\"morphTargetInfluences\", manager.influences);\r\n }\r\n\r\n /**\r\n * Binds the logarithmic depth information from the scene to the effect for the given defines.\r\n * @param defines The generated defines used in the effect\r\n * @param effect The effect we are binding the data to\r\n * @param scene The scene we are willing to render with logarithmic scale for\r\n */\r\n public static BindLogDepth(defines: any, effect: Effect, scene: Scene): void {\r\n if (defines[\"LOGARITHMICDEPTH\"]) {\r\n effect.setFloat(\"logarithmicDepthConstant\", 2.0 / (Math.log((scene.activeCamera).maxZ + 1.0) / Math.LN2));\r\n }\r\n }\r\n\r\n /**\r\n * Binds the clip plane information from the scene to the effect.\r\n * @param scene The scene the clip plane information are extracted from\r\n * @param effect The effect we are binding the data to\r\n */\r\n public static BindClipPlane(effect: Effect, scene: Scene): void {\r\n if (scene.clipPlane) {\r\n let clipPlane = scene.clipPlane;\r\n effect.setFloat4(\"vClipPlane\", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);\r\n }\r\n if (scene.clipPlane2) {\r\n let clipPlane = scene.clipPlane2;\r\n effect.setFloat4(\"vClipPlane2\", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);\r\n }\r\n if (scene.clipPlane3) {\r\n let clipPlane = scene.clipPlane3;\r\n effect.setFloat4(\"vClipPlane3\", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);\r\n }\r\n if (scene.clipPlane4) {\r\n let clipPlane = scene.clipPlane4;\r\n effect.setFloat4(\"vClipPlane4\", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);\r\n }\r\n if (scene.clipPlane5) {\r\n let clipPlane = scene.clipPlane5;\r\n effect.setFloat4(\"vClipPlane5\", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);\r\n }\r\n if (scene.clipPlane6) {\r\n let clipPlane = scene.clipPlane6;\r\n effect.setFloat4(\"vClipPlane6\", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);\r\n }\r\n }\r\n}\r\n","import { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { SubMesh } from \"../Meshes/subMesh\";\r\nimport { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { Tags } from \"../Misc/tags\";\r\nimport { _TypeStore } from '../Misc/typeStore';\r\n\r\n/**\r\n * A multi-material is used to apply different materials to different parts of the same object without the need of\r\n * separate meshes. This can be use to improve performances.\r\n * @see http://doc.babylonjs.com/how_to/multi_materials\r\n */\r\nexport class MultiMaterial extends Material {\r\n private _subMaterials: Nullable[];\r\n\r\n /**\r\n * Gets or Sets the list of Materials used within the multi material.\r\n * They need to be ordered according to the submeshes order in the associated mesh\r\n */\r\n public get subMaterials(): Nullable[] {\r\n return this._subMaterials;\r\n }\r\n\r\n public set subMaterials(value: Nullable[]) {\r\n this._subMaterials = value;\r\n this._hookArray(value);\r\n }\r\n\r\n /**\r\n * Function used to align with Node.getChildren()\r\n * @returns the list of Materials used within the multi material\r\n */\r\n public getChildren(): Nullable[] {\r\n return this.subMaterials;\r\n }\r\n\r\n /**\r\n * Instantiates a new Multi Material\r\n * A multi-material is used to apply different materials to different parts of the same object without the need of\r\n * separate meshes. This can be use to improve performances.\r\n * @see http://doc.babylonjs.com/how_to/multi_materials\r\n * @param name Define the name in the scene\r\n * @param scene Define the scene the material belongs to\r\n */\r\n constructor(name: string, scene: Scene) {\r\n super(name, scene, true);\r\n\r\n scene.multiMaterials.push(this);\r\n\r\n this.subMaterials = new Array();\r\n\r\n this._storeEffectOnSubMeshes = true; // multimaterial is considered like a push material\r\n }\r\n\r\n private _hookArray(array: Nullable[]): void {\r\n var oldPush = array.push;\r\n array.push = (...items: Nullable[]) => {\r\n var result = oldPush.apply(array, items);\r\n\r\n this._markAllSubMeshesAsTexturesDirty();\r\n\r\n return result;\r\n };\r\n\r\n var oldSplice = array.splice;\r\n array.splice = (index: number, deleteCount?: number) => {\r\n var deleted = oldSplice.apply(array, [index, deleteCount]);\r\n\r\n this._markAllSubMeshesAsTexturesDirty();\r\n\r\n return deleted;\r\n };\r\n }\r\n\r\n /**\r\n * Get one of the submaterial by its index in the submaterials array\r\n * @param index The index to look the sub material at\r\n * @returns The Material if the index has been defined\r\n */\r\n public getSubMaterial(index: number): Nullable {\r\n if (index < 0 || index >= this.subMaterials.length) {\r\n return this.getScene().defaultMaterial;\r\n }\r\n\r\n return this.subMaterials[index];\r\n }\r\n\r\n /**\r\n * Get the list of active textures for the whole sub materials list.\r\n * @returns All the textures that will be used during the rendering\r\n */\r\n public getActiveTextures(): BaseTexture[] {\r\n return super.getActiveTextures().concat(...this.subMaterials.map((subMaterial) => {\r\n if (subMaterial) {\r\n return subMaterial.getActiveTextures();\r\n } else {\r\n return [];\r\n }\r\n }));\r\n }\r\n\r\n /**\r\n * Gets the current class name of the material e.g. \"MultiMaterial\"\r\n * Mainly use in serialization.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"MultiMaterial\";\r\n }\r\n\r\n /**\r\n * Checks if the material is ready to render the requested sub mesh\r\n * @param mesh Define the mesh the submesh belongs to\r\n * @param subMesh Define the sub mesh to look readyness for\r\n * @param useInstances Define whether or not the material is used with instances\r\n * @returns true if ready, otherwise false\r\n */\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n for (var index = 0; index < this.subMaterials.length; index++) {\r\n var subMaterial = this.subMaterials[index];\r\n if (subMaterial) {\r\n if (subMaterial._storeEffectOnSubMeshes) {\r\n if (!subMaterial.isReadyForSubMesh(mesh, subMesh, useInstances)) {\r\n return false;\r\n }\r\n continue;\r\n }\r\n\r\n if (!subMaterial.isReady(mesh)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Clones the current material and its related sub materials\r\n * @param name Define the name of the newly cloned material\r\n * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance\r\n * @returns the cloned material\r\n */\r\n public clone(name: string, cloneChildren?: boolean): MultiMaterial {\r\n var newMultiMaterial = new MultiMaterial(name, this.getScene());\r\n\r\n for (var index = 0; index < this.subMaterials.length; index++) {\r\n var subMaterial: Nullable = null;\r\n let current = this.subMaterials[index];\r\n if (cloneChildren && current) {\r\n subMaterial = current.clone(name + \"-\" + current.name);\r\n } else {\r\n subMaterial = this.subMaterials[index];\r\n }\r\n newMultiMaterial.subMaterials.push(subMaterial);\r\n }\r\n\r\n return newMultiMaterial;\r\n }\r\n\r\n /**\r\n * Serializes the materials into a JSON representation.\r\n * @returns the JSON representation\r\n */\r\n public serialize(): any {\r\n var serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.id = this.id;\r\n if (Tags) {\r\n serializationObject.tags = Tags.GetTags(this);\r\n }\r\n serializationObject.materials = [];\r\n\r\n for (var matIndex = 0; matIndex < this.subMaterials.length; matIndex++) {\r\n var subMat = this.subMaterials[matIndex];\r\n\r\n if (subMat) {\r\n serializationObject.materials.push(subMat.id);\r\n } else {\r\n serializationObject.materials.push(null);\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Dispose the material and release its associated resources\r\n * @param forceDisposeEffect Define if we want to force disposing the associated effect (if false the shader is not released and could be reuse later on)\r\n * @param forceDisposeTextures Define if we want to force disposing the associated textures (if false, they will not be disposed and can still be use elsewhere in the app)\r\n * @param forceDisposeChildren Define if we want to force disposing the associated submaterials (if false, they will not be disposed and can still be use elsewhere in the app)\r\n */\r\n public dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void {\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n if (forceDisposeChildren) {\r\n for (var index = 0; index < this.subMaterials.length; index++) {\r\n var subMaterial = this.subMaterials[index];\r\n if (subMaterial) {\r\n subMaterial.dispose(forceDisposeEffect, forceDisposeTextures);\r\n }\r\n }\r\n }\r\n\r\n var index = scene.multiMaterials.indexOf(this);\r\n if (index >= 0) {\r\n scene.multiMaterials.splice(index, 1);\r\n }\r\n\r\n super.dispose(forceDisposeEffect, forceDisposeTextures);\r\n }\r\n\r\n /**\r\n * Creates a MultiMaterial from parsed MultiMaterial data.\r\n * @param parsedMultiMaterial defines parsed MultiMaterial data.\r\n * @param scene defines the hosting scene\r\n * @returns a new MultiMaterial\r\n */\r\n public static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial {\r\n var multiMaterial = new MultiMaterial(parsedMultiMaterial.name, scene);\r\n\r\n multiMaterial.id = parsedMultiMaterial.id;\r\n\r\n if (Tags) {\r\n Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);\r\n }\r\n\r\n for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {\r\n var subMatId = parsedMultiMaterial.materials[matIndex];\r\n\r\n if (subMatId) {\r\n // If the same multimaterial is loaded twice, the 2nd multimaterial needs to reference the latest material by that id which\r\n // is why this lookup should use getLastMaterialByID instead of getMaterialByID\r\n multiMaterial.subMaterials.push(scene.getLastMaterialByID(subMatId));\r\n } else {\r\n multiMaterial.subMaterials.push(null);\r\n }\r\n }\r\n\r\n return multiMaterial;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.MultiMaterial\"] = MultiMaterial;\r\n","import { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { Matrix } from \"../Maths/math.vector\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { SubMesh } from '../Meshes/subMesh';\r\n/**\r\n * Base class of materials working in push mode in babylon JS\r\n * @hidden\r\n */\r\nexport class PushMaterial extends Material {\r\n\r\n protected _activeEffect: Effect;\r\n\r\n protected _normalMatrix: Matrix = new Matrix();\r\n\r\n constructor(name: string, scene: Scene) {\r\n super(name, scene);\r\n this._storeEffectOnSubMeshes = true;\r\n }\r\n\r\n public getEffect(): Effect {\r\n return this._activeEffect;\r\n }\r\n\r\n public isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean {\r\n if (!mesh) {\r\n return false;\r\n }\r\n\r\n if (!mesh.subMeshes || mesh.subMeshes.length === 0) {\r\n return true;\r\n }\r\n\r\n return this.isReadyForSubMesh(mesh, mesh.subMeshes[0], useInstances);\r\n }\r\n\r\n protected _isReadyForSubMesh(subMesh: SubMesh) {\r\n const defines = subMesh._materialDefines;\r\n if (!this.checkReadyOnEveryCall && subMesh.effect && defines) {\r\n if (defines._renderId === this.getScene().getRenderId()) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Binds the given world matrix to the active effect\r\n *\r\n * @param world the matrix to bind\r\n */\r\n public bindOnlyWorldMatrix(world: Matrix): void {\r\n this._activeEffect.setMatrix(\"world\", world);\r\n }\r\n\r\n /**\r\n * Binds the given normal matrix to the active effect\r\n *\r\n * @param normalMatrix the matrix to bind\r\n */\r\n public bindOnlyNormalMatrix(normalMatrix: Matrix): void {\r\n this._activeEffect.setMatrix(\"normalMatrix\", normalMatrix);\r\n }\r\n\r\n public bind(world: Matrix, mesh?: Mesh): void {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n this.bindForSubMesh(world, mesh, mesh.subMeshes[0]);\r\n }\r\n\r\n protected _afterBind(mesh: Mesh, effect: Nullable = null): void {\r\n super._afterBind(mesh);\r\n this.getScene()._cachedEffect = effect;\r\n }\r\n\r\n protected _mustRebind(scene: Scene, effect: Effect, visibility: number = 1) {\r\n return scene.isCachedMaterialInvalid(this, effect, visibility);\r\n }\r\n}\r\n","import { SerializationHelper } from \"../Misc/decorators\";\r\nimport { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { Matrix, Vector3, Vector2, Vector4 } from \"../Maths/math.vector\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { SubMesh } from \"../Meshes/subMesh\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { MaterialHelper } from \"./materialHelper\";\r\nimport { Effect, IEffectCreationOptions } from \"./effect\";\r\nimport { Material } from \"./material\";\r\nimport { _TypeStore } from '../Misc/typeStore';\r\nimport { Color3, Color4 } from '../Maths/math.color';\r\nimport { EffectFallbacks } from './effectFallbacks';\r\nimport { WebRequest } from '../Misc/webRequest';\r\nimport { Engine } from '../Engines/engine';\r\n\r\nconst onCreatedEffectParameters = { effect: null as unknown as Effect, subMesh: null as unknown as Nullable };\r\n\r\n/**\r\n * Defines the options associated with the creation of a shader material.\r\n */\r\nexport interface IShaderMaterialOptions {\r\n /**\r\n * Does the material work in alpha blend mode\r\n */\r\n needAlphaBlending: boolean;\r\n\r\n /**\r\n * Does the material work in alpha test mode\r\n */\r\n needAlphaTesting: boolean;\r\n\r\n /**\r\n * The list of attribute names used in the shader\r\n */\r\n attributes: string[];\r\n\r\n /**\r\n * The list of unifrom names used in the shader\r\n */\r\n uniforms: string[];\r\n\r\n /**\r\n * The list of UBO names used in the shader\r\n */\r\n uniformBuffers: string[];\r\n\r\n /**\r\n * The list of sampler names used in the shader\r\n */\r\n samplers: string[];\r\n\r\n /**\r\n * The list of defines used in the shader\r\n */\r\n defines: string[];\r\n}\r\n\r\n/**\r\n * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.\r\n *\r\n * This returned material effects how the mesh will look based on the code in the shaders.\r\n *\r\n * @see http://doc.babylonjs.com/how_to/shader_material\r\n */\r\nexport class ShaderMaterial extends Material {\r\n private _shaderPath: any;\r\n private _options: IShaderMaterialOptions;\r\n private _textures: { [name: string]: BaseTexture } = {};\r\n private _textureArrays: { [name: string]: BaseTexture[] } = {};\r\n private _floats: { [name: string]: number } = {};\r\n private _ints: { [name: string]: number } = {};\r\n private _floatsArrays: { [name: string]: number[] } = {};\r\n private _colors3: { [name: string]: Color3 } = {};\r\n private _colors3Arrays: { [name: string]: number[] } = {};\r\n private _colors4: { [name: string]: Color4 } = {};\r\n private _colors4Arrays: { [name: string]: number[] } = {};\r\n private _vectors2: { [name: string]: Vector2 } = {};\r\n private _vectors3: { [name: string]: Vector3 } = {};\r\n private _vectors4: { [name: string]: Vector4 } = {};\r\n private _matrices: { [name: string]: Matrix } = {};\r\n private _matrixArrays: { [name: string]: Float32Array } = {};\r\n private _matrices3x3: { [name: string]: Float32Array } = {};\r\n private _matrices2x2: { [name: string]: Float32Array } = {};\r\n private _vectors2Arrays: { [name: string]: number[] } = {};\r\n private _vectors3Arrays: { [name: string]: number[] } = {};\r\n private _vectors4Arrays: { [name: string]: number[] } = {};\r\n private _cachedWorldViewMatrix = new Matrix();\r\n private _cachedWorldViewProjectionMatrix = new Matrix();\r\n private _renderId: number;\r\n private _multiview: boolean = false;\r\n private _cachedDefines: string;\r\n\r\n /** Define the Url to load snippets */\r\n public static SnippetUrl = \"https://snippet.babylonjs.com\";\r\n\r\n /** Snippet ID if the material was created from the snippet server */\r\n public snippetId: string;\r\n\r\n /**\r\n * Instantiate a new shader material.\r\n * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.\r\n * This returned material effects how the mesh will look based on the code in the shaders.\r\n * @see http://doc.babylonjs.com/how_to/shader_material\r\n * @param name Define the name of the material in the scene\r\n * @param scene Define the scene the material belongs to\r\n * @param shaderPath Defines the route to the shader code in one of three ways:\r\n * * object: { vertex: \"custom\", fragment: \"custom\" }, used with Effect.ShadersStore[\"customVertexShader\"] and Effect.ShadersStore[\"customFragmentShader\"]\r\n * * object: { vertexElement: \"vertexShaderCode\", fragmentElement: \"fragmentShaderCode\" }, used with shader code in script tags\r\n * * object: { vertexSource: \"vertex shader code string\", fragmentSource: \"fragment shader code string\" } using with strings containing the shaders code\r\n * * string: \"./COMMON_NAME\", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.\r\n * @param options Define the options used to create the shader\r\n */\r\n constructor(name: string, scene: Scene, shaderPath: any, options: Partial = {}) {\r\n super(name, scene);\r\n this._shaderPath = shaderPath;\r\n\r\n this._options = {\r\n needAlphaBlending: false,\r\n needAlphaTesting: false,\r\n attributes: [\"position\", \"normal\", \"uv\"],\r\n uniforms: [\"worldViewProjection\"],\r\n uniformBuffers: [],\r\n samplers: [],\r\n defines: [],\r\n ...options\r\n };\r\n }\r\n\r\n /**\r\n * Gets the shader path used to define the shader code\r\n * It can be modified to trigger a new compilation\r\n */\r\n public get shaderPath(): any {\r\n return this._shaderPath;\r\n }\r\n\r\n /**\r\n * Sets the shader path used to define the shader code\r\n * It can be modified to trigger a new compilation\r\n */\r\n public set shaderPath(shaderPath: any) {\r\n this._shaderPath = shaderPath;\r\n }\r\n\r\n /**\r\n * Gets the options used to compile the shader.\r\n * They can be modified to trigger a new compilation\r\n */\r\n public get options(): IShaderMaterialOptions {\r\n return this._options;\r\n }\r\n\r\n /**\r\n * Gets the current class name of the material e.g. \"ShaderMaterial\"\r\n * Mainly use in serialization.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"ShaderMaterial\";\r\n }\r\n\r\n /**\r\n * Specifies if the material will require alpha blending\r\n * @returns a boolean specifying if alpha blending is needed\r\n */\r\n public needAlphaBlending(): boolean {\r\n return (this.alpha < 1.0) || this._options.needAlphaBlending;\r\n }\r\n\r\n /**\r\n * Specifies if this material should be rendered in alpha test mode\r\n * @returns a boolean specifying if an alpha test is needed.\r\n */\r\n public needAlphaTesting(): boolean {\r\n return this._options.needAlphaTesting;\r\n }\r\n\r\n private _checkUniform(uniformName: string): void {\r\n if (this._options.uniforms.indexOf(uniformName) === -1) {\r\n this._options.uniforms.push(uniformName);\r\n }\r\n }\r\n\r\n /**\r\n * Set a texture in the shader.\r\n * @param name Define the name of the uniform samplers as defined in the shader\r\n * @param texture Define the texture to bind to this sampler\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n public setTexture(name: string, texture: BaseTexture): ShaderMaterial {\r\n if (this._options.samplers.indexOf(name) === -1) {\r\n this._options.samplers.push(name);\r\n }\r\n this._textures[name] = texture;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a texture array in the shader.\r\n * @param name Define the name of the uniform sampler array as defined in the shader\r\n * @param textures Define the list of textures to bind to this sampler\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n public setTextureArray(name: string, textures: BaseTexture[]): ShaderMaterial {\r\n if (this._options.samplers.indexOf(name) === -1) {\r\n this._options.samplers.push(name);\r\n }\r\n\r\n this._checkUniform(name);\r\n\r\n this._textureArrays[name] = textures;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a float in the shader.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n public setFloat(name: string, value: number): ShaderMaterial {\r\n this._checkUniform(name);\r\n this._floats[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a int in the shader.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n public setInt(name: string, value: number): ShaderMaterial {\r\n this._checkUniform(name);\r\n this._ints[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set an array of floats in the shader.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n public setFloats(name: string, value: number[]): ShaderMaterial {\r\n this._checkUniform(name);\r\n this._floatsArrays[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec3 in the shader from a Color3.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n public setColor3(name: string, value: Color3): ShaderMaterial {\r\n this._checkUniform(name);\r\n this._colors3[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec3 array in the shader from a Color3 array.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n public setColor3Array(name: string, value: Color3[]): ShaderMaterial {\r\n this._checkUniform(name);\r\n this._colors3Arrays[name] = value.reduce((arr, color) => {\r\n color.toArray(arr, arr.length);\r\n return arr;\r\n }, []);\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec4 in the shader from a Color4.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n public setColor4(name: string, value: Color4): ShaderMaterial {\r\n this._checkUniform(name);\r\n this._colors4[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec4 array in the shader from a Color4 array.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n public setColor4Array(name: string, value: Color4[]): ShaderMaterial {\r\n this._checkUniform(name);\r\n this._colors4Arrays[name] = value.reduce((arr, color) => {\r\n color.toArray(arr, arr.length);\r\n return arr;\r\n }, []);\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec2 in the shader from a Vector2.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n public setVector2(name: string, value: Vector2): ShaderMaterial {\r\n this._checkUniform(name);\r\n this._vectors2[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec3 in the shader from a Vector3.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n public setVector3(name: string, value: Vector3): ShaderMaterial {\r\n this._checkUniform(name);\r\n this._vectors3[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec4 in the shader from a Vector4.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n public setVector4(name: string, value: Vector4): ShaderMaterial {\r\n this._checkUniform(name);\r\n this._vectors4[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a mat4 in the shader from a Matrix.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n public setMatrix(name: string, value: Matrix): ShaderMaterial {\r\n this._checkUniform(name);\r\n this._matrices[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a float32Array in the shader from a matrix array.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n public setMatrices(name: string, value: Matrix[]): ShaderMaterial {\r\n this._checkUniform(name);\r\n\r\n let float32Array = new Float32Array(value.length * 16);\r\n\r\n for (var index = 0; index < value.length; index++) {\r\n let matrix = value[index];\r\n\r\n matrix.copyToArray(float32Array, index * 16);\r\n }\r\n\r\n this._matrixArrays[name] = float32Array;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a mat3 in the shader from a Float32Array.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n public setMatrix3x3(name: string, value: Float32Array): ShaderMaterial {\r\n this._checkUniform(name);\r\n this._matrices3x3[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a mat2 in the shader from a Float32Array.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n public setMatrix2x2(name: string, value: Float32Array): ShaderMaterial {\r\n this._checkUniform(name);\r\n this._matrices2x2[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec2 array in the shader from a number array.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n public setArray2(name: string, value: number[]): ShaderMaterial {\r\n this._checkUniform(name);\r\n this._vectors2Arrays[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec3 array in the shader from a number array.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n public setArray3(name: string, value: number[]): ShaderMaterial {\r\n this._checkUniform(name);\r\n this._vectors3Arrays[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec4 array in the shader from a number array.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n public setArray4(name: string, value: number[]): ShaderMaterial {\r\n this._checkUniform(name);\r\n this._vectors4Arrays[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n private _checkCache(mesh?: AbstractMesh, useInstances?: boolean): boolean {\r\n if (!mesh) {\r\n return true;\r\n }\r\n\r\n if (this._effect && (this._effect.defines.indexOf(\"#define INSTANCES\") !== -1) !== useInstances) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Specifies that the submesh is ready to be used\r\n * @param mesh defines the mesh to check\r\n * @param subMesh defines which submesh to check\r\n * @param useInstances specifies that instances should be used\r\n * @returns a boolean indicating that the submesh is ready or not\r\n */\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n return this.isReady(mesh, useInstances);\r\n }\r\n\r\n /**\r\n * Checks if the material is ready to render the requested mesh\r\n * @param mesh Define the mesh to render\r\n * @param useInstances Define whether or not the material is used with instances\r\n * @returns true if ready, otherwise false\r\n */\r\n public isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean {\r\n if (this._effect && this.isFrozen) {\r\n if (this._effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n var scene = this.getScene();\r\n var engine = scene.getEngine();\r\n\r\n if (!this.checkReadyOnEveryCall) {\r\n if (this._renderId === scene.getRenderId()) {\r\n if (this._checkCache(mesh, useInstances)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n // Instances\r\n var defines = [];\r\n var attribs = [];\r\n var fallbacks = new EffectFallbacks();\r\n\r\n // global multiview\r\n if (engine.getCaps().multiview &&\r\n scene.activeCamera &&\r\n scene.activeCamera.outputRenderTarget &&\r\n scene.activeCamera.outputRenderTarget.getViewCount() > 1) {\r\n this._multiview = true;\r\n defines.push(\"#define MULTIVIEW\");\r\n if (this._options.uniforms.indexOf(\"viewProjection\") !== -1 &&\r\n this._options.uniforms.push(\"viewProjectionR\") === -1) {\r\n this._options.uniforms.push(\"viewProjectionR\");\r\n }\r\n }\r\n\r\n for (var index = 0; index < this._options.defines.length; index++) {\r\n defines.push(this._options.defines[index]);\r\n }\r\n\r\n for (var index = 0; index < this._options.attributes.length; index++) {\r\n attribs.push(this._options.attributes[index]);\r\n }\r\n\r\n if (mesh && mesh.isVerticesDataPresent(VertexBuffer.ColorKind)) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n defines.push(\"#define VERTEXCOLOR\");\r\n }\r\n\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n MaterialHelper.PushAttributesForInstances(attribs);\r\n if (mesh?.hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // Bones\r\n let numInfluencers = 0;\r\n\r\n if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n\r\n const skeleton = mesh.skeleton;\r\n\r\n numInfluencers = mesh.numBoneInfluencers;\r\n\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + numInfluencers);\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n\r\n if (skeleton.isUsingTextureForMatrices) {\r\n defines.push(\"#define BONETEXTURE\");\r\n\r\n if (this._options.uniforms.indexOf(\"boneTextureWidth\") === -1) {\r\n this._options.uniforms.push(\"boneTextureWidth\");\r\n }\r\n\r\n if (this._options.samplers.indexOf(\"boneSampler\") === -1) {\r\n this._options.samplers.push(\"boneSampler\");\r\n }\r\n } else {\r\n defines.push(\"#define BonesPerMesh \" + (skeleton.bones.length + 1));\r\n\r\n if (this._options.uniforms.indexOf(\"mBones\") === -1) {\r\n this._options.uniforms.push(\"mBones\");\r\n }\r\n }\r\n\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Textures\r\n for (var name in this._textures) {\r\n if (!this._textures[name].isReady()) {\r\n return false;\r\n }\r\n }\r\n\r\n // Alpha test\r\n if (mesh && this._shouldTurnAlphaTestOn(mesh)) {\r\n defines.push(\"#define ALPHATEST\");\r\n }\r\n\r\n let shaderName = this._shaderPath,\r\n uniforms = this._options.uniforms,\r\n uniformBuffers = this._options.uniformBuffers,\r\n samplers = this._options.samplers;\r\n\r\n if (this.customShaderNameResolve) {\r\n uniforms = uniforms.slice();\r\n uniformBuffers = uniformBuffers.slice();\r\n samplers = samplers.slice();\r\n shaderName = this.customShaderNameResolve(shaderName, uniforms, uniformBuffers, samplers, defines, attribs);\r\n }\r\n\r\n var previousEffect = this._effect;\r\n var join = defines.join(\"\\n\");\r\n\r\n if (this._cachedDefines !== join) {\r\n this._cachedDefines = join;\r\n\r\n this._effect = engine.createEffect(shaderName, {\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousMorphTargets: numInfluencers }\r\n }, engine);\r\n\r\n if (this._onEffectCreatedObservable) {\r\n onCreatedEffectParameters.effect = this._effect;\r\n this._onEffectCreatedObservable.notifyObservers(onCreatedEffectParameters);\r\n }\r\n }\r\n\r\n if (!this._effect?.isReady() ?? true) {\r\n return false;\r\n }\r\n\r\n if (previousEffect !== this._effect) {\r\n scene.resetCachedMaterial();\r\n }\r\n\r\n this._renderId = scene.getRenderId();\r\n this._effect._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Binds the world matrix to the material\r\n * @param world defines the world transformation matrix\r\n * @param effectOverride - If provided, use this effect instead of internal effect\r\n */\r\n public bindOnlyWorldMatrix(world: Matrix, effectOverride?: Nullable): void {\r\n var scene = this.getScene();\r\n\r\n const effect = effectOverride ?? this._effect;\r\n\r\n if (!effect) {\r\n return;\r\n }\r\n\r\n if (this._options.uniforms.indexOf(\"world\") !== -1) {\r\n effect.setMatrix(\"world\", world);\r\n }\r\n\r\n if (this._options.uniforms.indexOf(\"worldView\") !== -1) {\r\n world.multiplyToRef(scene.getViewMatrix(), this._cachedWorldViewMatrix);\r\n effect.setMatrix(\"worldView\", this._cachedWorldViewMatrix);\r\n }\r\n\r\n if (this._options.uniforms.indexOf(\"worldViewProjection\") !== -1) {\r\n world.multiplyToRef(scene.getTransformMatrix(), this._cachedWorldViewProjectionMatrix);\r\n effect.setMatrix(\"worldViewProjection\", this._cachedWorldViewProjectionMatrix);\r\n }\r\n }\r\n\r\n /**\r\n * Binds the submesh to this material by preparing the effect and shader to draw\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh containing the submesh\r\n * @param subMesh defines the submesh to bind the material to\r\n */\r\n public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n this.bind(world, mesh, subMesh._effectOverride);\r\n }\r\n\r\n /**\r\n * Binds the material to the mesh\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh to bind the material to\r\n * @param effectOverride - If provided, use this effect instead of internal effect\r\n */\r\n public bind(world: Matrix, mesh?: Mesh, effectOverride?: Nullable): void {\r\n // Std values\r\n this.bindOnlyWorldMatrix(world, effectOverride);\r\n\r\n const effect = effectOverride ?? this._effect;\r\n\r\n if (effect && this.getScene().getCachedMaterial() !== this) {\r\n if (this._options.uniforms.indexOf(\"view\") !== -1) {\r\n effect.setMatrix(\"view\", this.getScene().getViewMatrix());\r\n }\r\n\r\n if (this._options.uniforms.indexOf(\"projection\") !== -1) {\r\n effect.setMatrix(\"projection\", this.getScene().getProjectionMatrix());\r\n }\r\n\r\n if (this._options.uniforms.indexOf(\"viewProjection\") !== -1) {\r\n effect.setMatrix(\"viewProjection\", this.getScene().getTransformMatrix());\r\n if (this._multiview) {\r\n effect.setMatrix(\"viewProjectionR\", this.getScene()._transformMatrixR);\r\n }\r\n }\r\n\r\n if (this.getScene().activeCamera && this._options.uniforms.indexOf(\"cameraPosition\") !== -1) {\r\n effect.setVector3(\"cameraPosition\", this.getScene().activeCamera!.globalPosition);\r\n }\r\n\r\n // Bones\r\n MaterialHelper.BindBonesParameters(mesh, effect);\r\n\r\n var name: string;\r\n // Texture\r\n for (name in this._textures) {\r\n effect.setTexture(name, this._textures[name]);\r\n }\r\n\r\n // Texture arrays\r\n for (name in this._textureArrays) {\r\n effect.setTextureArray(name, this._textureArrays[name]);\r\n }\r\n\r\n // Int\r\n for (name in this._ints) {\r\n effect.setInt(name, this._ints[name]);\r\n }\r\n\r\n // Float\r\n for (name in this._floats) {\r\n effect.setFloat(name, this._floats[name]);\r\n }\r\n\r\n // Floats\r\n for (name in this._floatsArrays) {\r\n effect.setArray(name, this._floatsArrays[name]);\r\n }\r\n\r\n // Color3\r\n for (name in this._colors3) {\r\n effect.setColor3(name, this._colors3[name]);\r\n }\r\n\r\n // Color3Array\r\n for (name in this._colors3Arrays) {\r\n effect.setArray3(name, this._colors3Arrays[name]);\r\n }\r\n\r\n // Color4\r\n for (name in this._colors4) {\r\n var color = this._colors4[name];\r\n effect.setFloat4(name, color.r, color.g, color.b, color.a);\r\n }\r\n\r\n // Color4Array\r\n for (name in this._colors4Arrays) {\r\n effect.setArray4(name, this._colors4Arrays[name]);\r\n }\r\n\r\n // Vector2\r\n for (name in this._vectors2) {\r\n effect.setVector2(name, this._vectors2[name]);\r\n }\r\n\r\n // Vector3\r\n for (name in this._vectors3) {\r\n effect.setVector3(name, this._vectors3[name]);\r\n }\r\n\r\n // Vector4\r\n for (name in this._vectors4) {\r\n effect.setVector4(name, this._vectors4[name]);\r\n }\r\n\r\n // Matrix\r\n for (name in this._matrices) {\r\n effect.setMatrix(name, this._matrices[name]);\r\n }\r\n\r\n // MatrixArray\r\n for (name in this._matrixArrays) {\r\n effect.setMatrices(name, this._matrixArrays[name]);\r\n }\r\n\r\n // Matrix 3x3\r\n for (name in this._matrices3x3) {\r\n effect.setMatrix3x3(name, this._matrices3x3[name]);\r\n }\r\n\r\n // Matrix 2x2\r\n for (name in this._matrices2x2) {\r\n effect.setMatrix2x2(name, this._matrices2x2[name]);\r\n }\r\n\r\n // Vector2Array\r\n for (name in this._vectors2Arrays) {\r\n effect.setArray2(name, this._vectors2Arrays[name]);\r\n }\r\n\r\n // Vector3Array\r\n for (name in this._vectors3Arrays) {\r\n effect.setArray3(name, this._vectors3Arrays[name]);\r\n }\r\n\r\n // Vector4Array\r\n for (name in this._vectors4Arrays) {\r\n effect.setArray4(name, this._vectors4Arrays[name]);\r\n }\r\n }\r\n\r\n const seffect = this._effect;\r\n\r\n this._effect = effect; // make sure the active effect is the right one if there are some observers for onBind that would need to get the current effect\r\n this._afterBind(mesh);\r\n this._effect = seffect;\r\n }\r\n\r\n protected _afterBind(mesh?: Mesh): void {\r\n super._afterBind(mesh);\r\n this.getScene()._cachedEffect = this._effect;\r\n }\r\n\r\n /**\r\n * Gets the active textures from the material\r\n * @returns an array of textures\r\n */\r\n public getActiveTextures(): BaseTexture[] {\r\n var activeTextures = super.getActiveTextures();\r\n\r\n for (var name in this._textures) {\r\n activeTextures.push(this._textures[name]);\r\n }\r\n\r\n for (var name in this._textureArrays) {\r\n var array = this._textureArrays[name];\r\n for (var index = 0; index < array.length; index++) {\r\n activeTextures.push(array[index]);\r\n }\r\n }\r\n\r\n return activeTextures;\r\n }\r\n\r\n /**\r\n * Specifies if the material uses a texture\r\n * @param texture defines the texture to check against the material\r\n * @returns a boolean specifying if the material uses the texture\r\n */\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n for (var name in this._textures) {\r\n if (this._textures[name] === texture) {\r\n return true;\r\n }\r\n }\r\n\r\n for (var name in this._textureArrays) {\r\n var array = this._textureArrays[name];\r\n for (var index = 0; index < array.length; index++) {\r\n if (array[index] === texture) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the material, and gives it a new name\r\n * @param name defines the new name for the duplicated material\r\n * @returns the cloned material\r\n */\r\n public clone(name: string): ShaderMaterial {\r\n var result = SerializationHelper.Clone(() => new ShaderMaterial(name, this.getScene(), this._shaderPath, this._options), this);\r\n\r\n result.name = name;\r\n result.id = name;\r\n\r\n // Shader code path\r\n if (typeof result._shaderPath === 'object') {\r\n result._shaderPath = { ...result._shaderPath };\r\n }\r\n\r\n // Options\r\n this._options = { ...this._options };\r\n\r\n (Object.keys(this._options) as Array).forEach((propName) => {\r\n const propValue = this._options[propName];\r\n if (Array.isArray(propValue)) {\r\n (this._options[propName]) = propValue.slice(0);\r\n }\r\n });\r\n\r\n // Texture\r\n for (var key in this._textures) {\r\n result.setTexture(key, this._textures[key]);\r\n }\r\n\r\n // Float\r\n for (var key in this._floats) {\r\n result.setFloat(key, this._floats[key]);\r\n }\r\n\r\n // Floats\r\n for (var key in this._floatsArrays) {\r\n result.setFloats(key, this._floatsArrays[key]);\r\n }\r\n\r\n // Color3\r\n for (var key in this._colors3) {\r\n result.setColor3(key, this._colors3[key]);\r\n }\r\n\r\n // Color4\r\n for (var key in this._colors4) {\r\n result.setColor4(key, this._colors4[key]);\r\n }\r\n\r\n // Vector2\r\n for (var key in this._vectors2) {\r\n result.setVector2(key, this._vectors2[key]);\r\n }\r\n\r\n // Vector3\r\n for (var key in this._vectors3) {\r\n result.setVector3(key, this._vectors3[key]);\r\n }\r\n\r\n // Vector4\r\n for (var key in this._vectors4) {\r\n result.setVector4(key, this._vectors4[key]);\r\n }\r\n\r\n // Matrix\r\n for (var key in this._matrices) {\r\n result.setMatrix(key, this._matrices[key]);\r\n }\r\n\r\n // Matrix 3x3\r\n for (var key in this._matrices3x3) {\r\n result.setMatrix3x3(key, this._matrices3x3[key]);\r\n }\r\n\r\n // Matrix 2x2\r\n for (var key in this._matrices2x2) {\r\n result.setMatrix2x2(key, this._matrices2x2[key]);\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Disposes the material\r\n * @param forceDisposeEffect specifies if effects should be forcefully disposed\r\n * @param forceDisposeTextures specifies if textures should be forcefully disposed\r\n * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh\r\n */\r\n public dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void {\r\n\r\n if (forceDisposeTextures) {\r\n var name: string;\r\n for (name in this._textures) {\r\n this._textures[name].dispose();\r\n }\r\n\r\n for (name in this._textureArrays) {\r\n var array = this._textureArrays[name];\r\n for (var index = 0; index < array.length; index++) {\r\n array[index].dispose();\r\n }\r\n }\r\n }\r\n\r\n this._textures = {};\r\n\r\n super.dispose(forceDisposeEffect, forceDisposeTextures, notBoundToMesh);\r\n }\r\n\r\n /**\r\n * Serializes this material in a JSON representation\r\n * @returns the serialized material object\r\n */\r\n public serialize(): any {\r\n var serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.ShaderMaterial\";\r\n\r\n serializationObject.options = this._options;\r\n serializationObject.shaderPath = this._shaderPath;\r\n\r\n var name: string;\r\n\r\n // Texture\r\n serializationObject.textures = {};\r\n for (name in this._textures) {\r\n serializationObject.textures[name] = this._textures[name].serialize();\r\n }\r\n\r\n // Texture arrays\r\n serializationObject.textureArrays = {};\r\n for (name in this._textureArrays) {\r\n serializationObject.textureArrays[name] = [];\r\n var array = this._textureArrays[name];\r\n for (var index = 0; index < array.length; index++) {\r\n serializationObject.textureArrays[name].push(array[index].serialize());\r\n }\r\n }\r\n\r\n // Float\r\n serializationObject.floats = {};\r\n for (name in this._floats) {\r\n serializationObject.floats[name] = this._floats[name];\r\n }\r\n\r\n // Floats\r\n serializationObject.FloatArrays = {};\r\n for (name in this._floatsArrays) {\r\n serializationObject.FloatArrays[name] = this._floatsArrays[name];\r\n }\r\n\r\n // Color3\r\n serializationObject.colors3 = {};\r\n for (name in this._colors3) {\r\n serializationObject.colors3[name] = this._colors3[name].asArray();\r\n }\r\n\r\n // Color3 array\r\n serializationObject.colors3Arrays = {};\r\n for (name in this._colors3Arrays) {\r\n serializationObject.colors3Arrays[name] = this._colors3Arrays[name];\r\n }\r\n\r\n // Color4\r\n serializationObject.colors4 = {};\r\n for (name in this._colors4) {\r\n serializationObject.colors4[name] = this._colors4[name].asArray();\r\n }\r\n\r\n // Color4 array\r\n serializationObject.colors4Arrays = {};\r\n for (name in this._colors4Arrays) {\r\n serializationObject.colors4Arrays[name] = this._colors4Arrays[name];\r\n }\r\n\r\n // Vector2\r\n serializationObject.vectors2 = {};\r\n for (name in this._vectors2) {\r\n serializationObject.vectors2[name] = this._vectors2[name].asArray();\r\n }\r\n\r\n // Vector3\r\n serializationObject.vectors3 = {};\r\n for (name in this._vectors3) {\r\n serializationObject.vectors3[name] = this._vectors3[name].asArray();\r\n }\r\n\r\n // Vector4\r\n serializationObject.vectors4 = {};\r\n for (name in this._vectors4) {\r\n serializationObject.vectors4[name] = this._vectors4[name].asArray();\r\n }\r\n\r\n // Matrix\r\n serializationObject.matrices = {};\r\n for (name in this._matrices) {\r\n serializationObject.matrices[name] = this._matrices[name].asArray();\r\n }\r\n\r\n // MatrixArray\r\n serializationObject.matrixArray = {};\r\n for (name in this._matrixArrays) {\r\n serializationObject.matrixArray[name] = this._matrixArrays[name];\r\n }\r\n\r\n // Matrix 3x3\r\n serializationObject.matrices3x3 = {};\r\n for (name in this._matrices3x3) {\r\n serializationObject.matrices3x3[name] = this._matrices3x3[name];\r\n }\r\n\r\n // Matrix 2x2\r\n serializationObject.matrices2x2 = {};\r\n for (name in this._matrices2x2) {\r\n serializationObject.matrices2x2[name] = this._matrices2x2[name];\r\n }\r\n\r\n // Vector2Array\r\n serializationObject.vectors2Arrays = {};\r\n for (name in this._vectors2Arrays) {\r\n serializationObject.vectors2Arrays[name] = this._vectors2Arrays[name];\r\n }\r\n\r\n // Vector3Array\r\n serializationObject.vectors3Arrays = {};\r\n for (name in this._vectors3Arrays) {\r\n serializationObject.vectors3Arrays[name] = this._vectors3Arrays[name];\r\n }\r\n\r\n // Vector4Array\r\n serializationObject.vectors4Arrays = {};\r\n for (name in this._vectors4Arrays) {\r\n serializationObject.vectors4Arrays[name] = this._vectors4Arrays[name];\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a shader material from parsed shader material data\r\n * @param source defines the JSON represnetation of the material\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a new material\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial {\r\n var material = SerializationHelper.Parse(() => new ShaderMaterial(source.name, scene, source.shaderPath, source.options), source, scene, rootUrl);\r\n\r\n var name: string;\r\n\r\n // Texture\r\n for (name in source.textures) {\r\n material.setTexture(name, Texture.Parse(source.textures[name], scene, rootUrl));\r\n }\r\n\r\n // Texture arrays\r\n for (name in source.textureArrays) {\r\n var array = source.textureArrays[name];\r\n var textureArray = new Array();\r\n\r\n for (var index = 0; index < array.length; index++) {\r\n textureArray.push(Texture.Parse(array[index], scene, rootUrl));\r\n }\r\n material.setTextureArray(name, textureArray);\r\n }\r\n\r\n // Float\r\n for (name in source.floats) {\r\n material.setFloat(name, source.floats[name]);\r\n }\r\n\r\n // Float s\r\n for (name in source.floatsArrays) {\r\n material.setFloats(name, source.floatsArrays[name]);\r\n }\r\n\r\n // Color3\r\n for (name in source.colors3) {\r\n material.setColor3(name, Color3.FromArray(source.colors3[name]));\r\n }\r\n\r\n // Color3 arrays\r\n for (name in source.colors3Arrays) {\r\n const colors: Color3[] = source.colors3Arrays[name].reduce((arr: Array>, num: number, i: number) => {\r\n if (i % 3 === 0) {\r\n arr.push([num]);\r\n } else {\r\n arr[arr.length - 1].push(num);\r\n }\r\n return arr;\r\n }, []).map((color: ArrayLike) => Color3.FromArray(color));\r\n material.setColor3Array(name, colors);\r\n }\r\n\r\n // Color4\r\n for (name in source.colors4) {\r\n material.setColor4(name, Color4.FromArray(source.colors4[name]));\r\n }\r\n\r\n // Color4 arrays\r\n for (name in source.colors4Arrays) {\r\n const colors: Color4[] = source.colors4Arrays[name].reduce((arr: Array>, num: number, i: number) => {\r\n if (i % 4 === 0) {\r\n arr.push([num]);\r\n } else {\r\n arr[arr.length - 1].push(num);\r\n }\r\n return arr;\r\n }, []).map((color: ArrayLike) => Color4.FromArray(color));\r\n material.setColor4Array(name, colors);\r\n }\r\n\r\n // Vector2\r\n for (name in source.vectors2) {\r\n material.setVector2(name, Vector2.FromArray(source.vectors2[name]));\r\n }\r\n\r\n // Vector3\r\n for (name in source.vectors3) {\r\n material.setVector3(name, Vector3.FromArray(source.vectors3[name]));\r\n }\r\n\r\n // Vector4\r\n for (name in source.vectors4) {\r\n material.setVector4(name, Vector4.FromArray(source.vectors4[name]));\r\n }\r\n\r\n // Matrix\r\n for (name in source.matrices) {\r\n material.setMatrix(name, Matrix.FromArray(source.matrices[name]));\r\n }\r\n\r\n // MatrixArray\r\n for (name in source.matrixArray) {\r\n material._matrixArrays[name] = new Float32Array(source.matrixArray[name]);\r\n }\r\n\r\n // Matrix 3x3\r\n for (name in source.matrices3x3) {\r\n material.setMatrix3x3(name, source.matrices3x3[name]);\r\n }\r\n\r\n // Matrix 2x2\r\n for (name in source.matrices2x2) {\r\n material.setMatrix2x2(name, source.matrices2x2[name]);\r\n }\r\n\r\n // Vector2Array\r\n for (name in source.vectors2Arrays) {\r\n material.setArray2(name, source.vectors2Arrays[name]);\r\n }\r\n\r\n // Vector3Array\r\n for (name in source.vectors3Arrays) {\r\n material.setArray3(name, source.vectors3Arrays[name]);\r\n }\r\n\r\n // Vector4Array\r\n for (name in source.vectors4Arrays) {\r\n material.setArray4(name, source.vectors4Arrays[name]);\r\n }\r\n\r\n return material;\r\n }\r\n\r\n /**\r\n * Creates a new ShaderMaterial from a snippet saved in a remote file\r\n * @param name defines the name of the ShaderMaterial to create (can be null or empty to use the one from the json data)\r\n * @param url defines the url to load from\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a promise that will resolve to the new ShaderMaterial\r\n */\r\n public static ParseFromFileAsync(name: Nullable, url: string, scene: Scene, rootUrl: string = \"\"): Promise {\r\n\r\n return new Promise((resolve, reject) => {\r\n var request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n let serializationObject = JSON.parse(request.responseText);\r\n let output = this.Parse(serializationObject, scene || Engine.LastCreatedScene, rootUrl);\r\n\r\n if (name) {\r\n output.name = name;\r\n }\r\n\r\n resolve(output);\r\n } else {\r\n reject(\"Unable to load the ShaderMaterial\");\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", url);\r\n request.send();\r\n });\r\n }\r\n\r\n /**\r\n * Creates a ShaderMaterial from a snippet saved by the Inspector\r\n * @param snippetId defines the snippet to load\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a promise that will resolve to the new ShaderMaterial\r\n */\r\n public static CreateFromSnippetAsync(snippetId: string, scene: Scene, rootUrl: string = \"\"): Promise {\r\n return new Promise((resolve, reject) => {\r\n var request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n var snippet = JSON.parse(JSON.parse(request.responseText).jsonPayload);\r\n let serializationObject = JSON.parse(snippet.shaderMaterial);\r\n let output = this.Parse(serializationObject, scene || Engine.LastCreatedScene, rootUrl);\r\n\r\n output.snippetId = snippetId;\r\n\r\n resolve(output);\r\n } else {\r\n reject(\"Unable to load the snippet \" + snippetId);\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", this.SnippetUrl + \"/\" + snippetId.replace(/#/g, \"/\"));\r\n request.send();\r\n });\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.ShaderMaterial\"] = ShaderMaterial;\r\n","import { Observer } from \"../Misc/observable\";\r\nimport { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { SubMesh } from \"../Meshes/subMesh\";\r\nimport { Material } from \"./material\";\r\nimport { _TypeStore } from \"../Misc/typeStore\";\r\nimport { Effect, IEffectCreationOptions } from './effect';\r\nimport { AbstractMesh } from '../Meshes/abstractMesh';\r\nimport { Node } from '../node';\r\nimport { ShadowGenerator } from '../Lights/Shadows/shadowGenerator';\r\nimport { GUID } from '../Misc/guid';\r\n\r\n/**\r\n * Options to be used when creating a shadow depth material\r\n */\r\nexport interface IIOptionShadowDepthMaterial {\r\n /** Variables in the vertex shader code that need to have their names remapped.\r\n * The format is: [\"var_name\", \"var_remapped_name\", \"var_name\", \"var_remapped_name\", ...]\r\n * \"var_name\" should be either: worldPos or vNormalW\r\n * So, if the variable holding the world position in your vertex shader is not named worldPos, you must tell the system\r\n * the name to use instead by using: [\"worldPos\", \"myWorldPosVar\"] assuming the variable is named myWorldPosVar in your code.\r\n * If the normal must also be remapped: [\"worldPos\", \"myWorldPosVar\", \"vNormalW\", \"myWorldNormal\"]\r\n */\r\n remappedVariables?: string[];\r\n\r\n /** Set standalone to true if the base material wrapped by ShadowDepthMaterial is not used for a regular object but for depth shadow generation only */\r\n standalone?: boolean;\r\n}\r\n\r\nclass MapMap {\r\n readonly mm = new Map>();\r\n\r\n get(a: Ka, b: Kb): V | undefined {\r\n const m = this.mm.get(a);\r\n if (m !== undefined) {\r\n return m.get(b);\r\n }\r\n return undefined;\r\n }\r\n\r\n set(a: Ka, b: Kb, v: V): void {\r\n let m = this.mm.get(a);\r\n if (m === undefined) {\r\n this.mm.set(a, (m = new Map()));\r\n }\r\n m.set(b, v);\r\n }\r\n}\r\n\r\n/**\r\n * Class that can be used to wrap a base material to generate accurate shadows when using custom vertex/fragment code in the base material\r\n */\r\nexport class ShadowDepthWrapper {\r\n\r\n private _scene: Scene;\r\n private _options?: IIOptionShadowDepthMaterial;\r\n private _baseMaterial: Material;\r\n private _onEffectCreatedObserver: Nullable}>>;\r\n private _subMeshToEffect: Map, Effect>;\r\n private _subMeshToDepthEffect: MapMap, ShadowGenerator, { depthEffect: Nullable, depthDefines: string, token: string }>; // key is (subMesh + shadowGenerator)\r\n private _meshes: Map>>;\r\n\r\n /** @hidden */\r\n public _matriceNames: any;\r\n\r\n /** Gets the standalone status of the wrapper */\r\n public get standalone(): boolean {\r\n return this._options?.standalone ?? false;\r\n }\r\n\r\n /** Gets the base material the wrapper is built upon */\r\n public get baseMaterial(): Material {\r\n return this._baseMaterial;\r\n }\r\n\r\n /**\r\n * Instantiate a new shadow depth wrapper.\r\n * It works by injecting some specific code in the vertex/fragment shaders of the base material and is used by a shadow generator to\r\n * generate the shadow depth map. For more information, please refer to the documentation:\r\n * https://doc.babylonjs.com/babylon101/shadows\r\n * @param baseMaterial Material to wrap\r\n * @param scene Define the scene the material belongs to\r\n * @param options Options used to create the wrapper\r\n */\r\n constructor(baseMaterial: Material, scene: Scene, options?: IIOptionShadowDepthMaterial) {\r\n this._baseMaterial = baseMaterial;\r\n this._scene = scene;\r\n this._options = options;\r\n\r\n this._subMeshToEffect = new Map();\r\n this._subMeshToDepthEffect = new MapMap();\r\n this._meshes = new Map();\r\n\r\n const prefix = baseMaterial.getClassName() === \"NodeMaterial\" ? \"u_\" : \"\";\r\n\r\n this._matriceNames = {\r\n \"world\": prefix + \"world\",\r\n \"view\": prefix + \"view\",\r\n \"projection\": prefix + \"projection\",\r\n \"viewProjection\": prefix + \"viewProjection\",\r\n \"worldView\": prefix + \"worldView\",\r\n \"worldViewProjection\": prefix + \"worldViewProjection\",\r\n };\r\n\r\n // Register for onEffectCreated to store the effect of the base material when it is (re)generated. This effect will be used\r\n // to create the depth effect later on\r\n this._onEffectCreatedObserver = this._baseMaterial.onEffectCreatedObservable.add((params: { effect: Effect, subMesh: Nullable }) => {\r\n const mesh = params.subMesh?.getMesh();\r\n\r\n if (mesh && !this._meshes.has(mesh)) {\r\n // Register for mesh onDispose to clean up our internal maps when a mesh is disposed\r\n this._meshes.set(mesh,\r\n mesh.onDisposeObservable.add((mesh: Node) => {\r\n const iterator = this._subMeshToEffect.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const subMesh = key.value;\r\n if (subMesh?.getMesh() === mesh as AbstractMesh) {\r\n this._subMeshToEffect.delete(subMesh);\r\n this._subMeshToDepthEffect.mm.delete(subMesh);\r\n }\r\n }\r\n })\r\n );\r\n }\r\n\r\n this._subMeshToEffect.set(params.subMesh, params.effect);\r\n this._subMeshToDepthEffect.mm.delete(params.subMesh); // trigger a depth effect recreation\r\n });\r\n }\r\n\r\n /**\r\n * Gets the effect to use to generate the depth map\r\n * @param subMesh subMesh to get the effect for\r\n * @param shadowGenerator shadow generator to get the effect for\r\n * @returns the effect to use to generate the depth map for the subMesh + shadow generator specified\r\n */\r\n public getEffect(subMesh: Nullable, shadowGenerator: ShadowGenerator): Nullable {\r\n return this._subMeshToDepthEffect.mm.get(subMesh)?.get(shadowGenerator)?.depthEffect ?? this._subMeshToDepthEffect.mm.get(null)?.get(shadowGenerator)?.depthEffect ?? null;\r\n }\r\n\r\n /**\r\n * Specifies that the submesh is ready to be used for depth rendering\r\n * @param subMesh submesh to check\r\n * @param defines the list of defines to take into account when checking the effect\r\n * @param shadowGenerator combined with subMesh, it defines the effect to check\r\n * @param useInstances specifies that instances should be used\r\n * @returns a boolean indicating that the submesh is ready or not\r\n */\r\n public isReadyForSubMesh(subMesh: SubMesh, defines: string[], shadowGenerator: ShadowGenerator, useInstances: boolean): boolean {\r\n if (this.standalone) {\r\n // will ensure the effect is (re)created for the base material\r\n this._baseMaterial.isReadyForSubMesh(subMesh.getMesh(), subMesh, useInstances);\r\n }\r\n\r\n return this._makeEffect(subMesh, defines, shadowGenerator)?.isReady() ?? false;\r\n }\r\n\r\n /**\r\n * Disposes the resources\r\n */\r\n public dispose(): void {\r\n this._baseMaterial.onEffectCreatedObservable.remove(this._onEffectCreatedObserver);\r\n this._onEffectCreatedObserver = null;\r\n\r\n const iterator = this._meshes.entries();\r\n for (let entry = iterator.next(); entry.done !== true; entry = iterator.next()) {\r\n const [mesh, observer] = entry.value;\r\n\r\n mesh.onDisposeObservable.remove(observer);\r\n }\r\n }\r\n\r\n private _makeEffect(subMesh: Nullable, defines: string[], shadowGenerator: ShadowGenerator): Nullable {\r\n const origEffect = this._subMeshToEffect.get(subMesh) ?? this._subMeshToEffect.get(null);\r\n\r\n if (!origEffect) {\r\n return null;\r\n }\r\n\r\n let params = this._subMeshToDepthEffect.get(subMesh, shadowGenerator);\r\n if (!params) {\r\n params = {\r\n depthEffect: null,\r\n depthDefines: \"\",\r\n token: GUID.RandomId()\r\n };\r\n this._subMeshToDepthEffect.set(subMesh, shadowGenerator, params);\r\n }\r\n\r\n let join = defines.join(\"\\n\");\r\n\r\n if (params.depthEffect) {\r\n if (join === params.depthDefines) {\r\n // we already created the depth effect and it is still up to date for this submesh + shadow generator\r\n return params.depthEffect;\r\n }\r\n }\r\n\r\n params.depthDefines = join;\r\n\r\n // the depth effect is either out of date or has not been created yet\r\n let vertexCode = origEffect.vertexSourceCode,\r\n fragmentCode = origEffect.fragmentSourceCode;\r\n\r\n // vertex code\r\n const vertexNormalBiasCode = this._options && this._options.remappedVariables ? `#include(${this._options.remappedVariables.join(\",\")})` : Effect.IncludesShadersStore[\"shadowMapVertexNormalBias\"],\r\n vertexMetricCode = this._options && this._options.remappedVariables ? `#include(${this._options.remappedVariables.join(\",\")})` : Effect.IncludesShadersStore[\"shadowMapVertexMetric\"],\r\n fragmentSoftTransparentShadow = this._options && this._options.remappedVariables ? `#include(${this._options.remappedVariables.join(\",\")})` : Effect.IncludesShadersStore[\"shadowMapFragmentSoftTransparentShadow\"],\r\n fragmentBlockCode = Effect.IncludesShadersStore[\"shadowMapFragment\"];\r\n\r\n vertexCode = vertexCode.replace(/void\\s+?main/g, Effect.IncludesShadersStore[\"shadowMapVertexDeclaration\"] + \"\\r\\nvoid main\");\r\n vertexCode = vertexCode.replace(/#define SHADOWDEPTH_NORMALBIAS|#define CUSTOM_VERTEX_UPDATE_WORLDPOS/g, vertexNormalBiasCode);\r\n\r\n if (vertexCode.indexOf(\"#define SHADOWDEPTH_METRIC\") !== -1) {\r\n vertexCode = vertexCode.replace(/#define SHADOWDEPTH_METRIC/g, vertexMetricCode);\r\n } else {\r\n vertexCode = vertexCode.replace(/}\\s*$/g, vertexMetricCode + \"\\r\\n}\");\r\n }\r\n vertexCode = vertexCode.replace(/#define SHADER_NAME.*?\\n|out vec4 glFragColor;\\n/g, \"\");\r\n\r\n // fragment code\r\n const hasLocationForSoftTransparentShadow = fragmentCode.indexOf(\"#define SHADOWDEPTH_SOFTTRANSPARENTSHADOW\") >= 0 || fragmentCode.indexOf(\"#define CUSTOM_FRAGMENT_BEFORE_FOG\") >= 0;\r\n const hasLocationForFragment = fragmentCode.indexOf(\"#define SHADOWDEPTH_FRAGMENT\") !== -1;\r\n\r\n let fragmentCodeToInjectAtEnd = \"\";\r\n\r\n if (!hasLocationForSoftTransparentShadow) {\r\n fragmentCodeToInjectAtEnd = fragmentSoftTransparentShadow + \"\\r\\n\";\r\n } else {\r\n fragmentCode = fragmentCode.replace(/#define SHADOWDEPTH_SOFTTRANSPARENTSHADOW|#define CUSTOM_FRAGMENT_BEFORE_FOG/g, fragmentSoftTransparentShadow);\r\n }\r\n\r\n fragmentCode = fragmentCode.replace(/void\\s+?main/g, Effect.IncludesShadersStore[\"shadowMapFragmentDeclaration\"] + \"\\r\\nvoid main\");\r\n\r\n if (hasLocationForFragment) {\r\n fragmentCode = fragmentCode.replace(/#define SHADOWDEPTH_FRAGMENT/g, fragmentBlockCode);\r\n } else {\r\n fragmentCodeToInjectAtEnd += fragmentBlockCode + \"\\r\\n\";\r\n }\r\n if (fragmentCodeToInjectAtEnd) {\r\n fragmentCode = fragmentCode.replace(/}\\s*$/g, fragmentCodeToInjectAtEnd + \"}\");\r\n }\r\n\r\n fragmentCode = fragmentCode.replace(/#define SHADER_NAME.*?\\n|out vec4 glFragColor;\\n/g, \"\");\r\n\r\n const uniforms = origEffect.getUniformNames().slice();\r\n\r\n uniforms.push(\"biasAndScaleSM\", \"depthValuesSM\", \"lightDataSM\", \"softTransparentShadowSM\");\r\n\r\n params.depthEffect = this._scene.getEngine().createEffect({\r\n vertexSource: vertexCode,\r\n fragmentSource: fragmentCode,\r\n vertexToken: params.token,\r\n fragmentToken: params.token,\r\n }, {\r\n attributes: origEffect.getAttributesNames(),\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: origEffect.getUniformBuffersNames(),\r\n samplers: origEffect.getSamplers(),\r\n defines: join + \"\\n\" + origEffect.defines,\r\n indexParameters: origEffect.getIndexParameters(),\r\n }, this._scene.getEngine());\r\n\r\n return params.depthEffect;\r\n }\r\n}\r\n","import { serialize, SerializationHelper, serializeAsColor3, expandToProperty, serializeAsFresnelParameters, serializeAsTexture } from \"../Misc/decorators\";\r\nimport { Observer } from \"../Misc/observable\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport { IAnimatable } from '../Animations/animatable.interface';\r\n\r\nimport { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { Matrix } from \"../Maths/math.vector\";\r\nimport { Color3 } from '../Maths/math.color';\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { SubMesh } from \"../Meshes/subMesh\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\n\r\nimport { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from \"./imageProcessingConfiguration\";\r\nimport { ColorCurves } from \"./colorCurves\";\r\nimport { FresnelParameters } from \"./fresnelParameters\";\r\nimport { Material, ICustomShaderNameResolveOptions } from \"../Materials/material\";\r\nimport { MaterialDefines } from \"../Materials/materialDefines\";\r\nimport { PushMaterial } from \"./pushMaterial\";\r\nimport { MaterialHelper } from \"./materialHelper\";\r\n\r\nimport { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { CubeTexture } from \"../Materials/Textures/cubeTexture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { _TypeStore } from \"../Misc/typeStore\";\r\nimport { MaterialFlags } from \"./materialFlags\";\r\n\r\nimport \"../Shaders/default.fragment\";\r\nimport \"../Shaders/default.vertex\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { EffectFallbacks } from './effectFallbacks';\r\nimport { Effect, IEffectCreationOptions } from './effect';\r\n\r\nconst onCreatedEffectParameters = { effect: null as unknown as Effect, subMesh: null as unknown as Nullable };\r\n\r\n/** @hidden */\r\nexport class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {\r\n public MAINUV1 = false;\r\n public MAINUV2 = false;\r\n public DIFFUSE = false;\r\n public DIFFUSEDIRECTUV = 0;\r\n public AMBIENT = false;\r\n public AMBIENTDIRECTUV = 0;\r\n public OPACITY = false;\r\n public OPACITYDIRECTUV = 0;\r\n public OPACITYRGB = false;\r\n public REFLECTION = false;\r\n public EMISSIVE = false;\r\n public EMISSIVEDIRECTUV = 0;\r\n public SPECULAR = false;\r\n public SPECULARDIRECTUV = 0;\r\n public BUMP = false;\r\n public BUMPDIRECTUV = 0;\r\n public PARALLAX = false;\r\n public PARALLAXOCCLUSION = false;\r\n public SPECULAROVERALPHA = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public ALPHATEST = false;\r\n public DEPTHPREPASS = false;\r\n public ALPHAFROMDIFFUSE = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public SPECULARTERM = false;\r\n public DIFFUSEFRESNEL = false;\r\n public OPACITYFRESNEL = false;\r\n public REFLECTIONFRESNEL = false;\r\n public REFRACTIONFRESNEL = false;\r\n public EMISSIVEFRESNEL = false;\r\n public FRESNEL = false;\r\n public NORMAL = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public BONETEXTURE = false;\r\n public INSTANCES = false;\r\n public THIN_INSTANCES = false;\r\n public GLOSSINESS = false;\r\n public ROUGHNESS = false;\r\n public EMISSIVEASILLUMINATION = false;\r\n public LINKEMISSIVEWITHDIFFUSE = false;\r\n public REFLECTIONFRESNELFROMSPECULAR = false;\r\n public LIGHTMAP = false;\r\n public LIGHTMAPDIRECTUV = 0;\r\n public OBJECTSPACE_NORMALMAP = false;\r\n public USELIGHTMAPASSHADOWMAP = false;\r\n public REFLECTIONMAP_3D = false;\r\n public REFLECTIONMAP_SPHERICAL = false;\r\n public REFLECTIONMAP_PLANAR = false;\r\n public REFLECTIONMAP_CUBIC = false;\r\n public USE_LOCAL_REFLECTIONMAP_CUBIC = false;\r\n public REFLECTIONMAP_PROJECTION = false;\r\n public REFLECTIONMAP_SKYBOX = false;\r\n public REFLECTIONMAP_EXPLICIT = false;\r\n public REFLECTIONMAP_EQUIRECTANGULAR = false;\r\n public REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;\r\n public REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;\r\n public INVERTCUBICMAP = false;\r\n public LOGARITHMICDEPTH = false;\r\n public REFRACTION = false;\r\n public REFRACTIONMAP_3D = false;\r\n public REFLECTIONOVERALPHA = false;\r\n public TWOSIDEDLIGHTING = false;\r\n public SHADOWFLOAT = false;\r\n public MORPHTARGETS = false;\r\n public MORPHTARGETS_NORMAL = false;\r\n public MORPHTARGETS_TANGENT = false;\r\n public MORPHTARGETS_UV = false;\r\n public NUM_MORPH_INFLUENCERS = 0;\r\n public NONUNIFORMSCALING = false; // https://playground.babylonjs.com#V6DWIH\r\n public PREMULTIPLYALPHA = false; // https://playground.babylonjs.com#LNVJJ7\r\n public ALPHATEST_AFTERALLALPHACOMPUTATIONS = false;\r\n public ALPHABLEND = true;\r\n\r\n public RGBDLIGHTMAP = false;\r\n public RGBDREFLECTION = false;\r\n public RGBDREFRACTION = false;\r\n\r\n public IMAGEPROCESSING = false;\r\n public VIGNETTE = false;\r\n public VIGNETTEBLENDMODEMULTIPLY = false;\r\n public VIGNETTEBLENDMODEOPAQUE = false;\r\n public TONEMAPPING = false;\r\n public TONEMAPPING_ACES = false;\r\n public CONTRAST = false;\r\n public COLORCURVES = false;\r\n public COLORGRADING = false;\r\n public COLORGRADING3D = false;\r\n public SAMPLER3DGREENDEPTH = false;\r\n public SAMPLER3DBGRMAP = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public MULTIVIEW = false;\r\n /**\r\n * If the reflection texture on this material is in linear color space\r\n * @hidden\r\n */\r\n public IS_REFLECTION_LINEAR = false;\r\n /**\r\n * If the refraction texture on this material is in linear color space\r\n * @hidden\r\n */\r\n public IS_REFRACTION_LINEAR = false;\r\n public EXPOSURE = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n\r\n public setReflectionMode(modeToEnable: string) {\r\n var modes = [\r\n \"REFLECTIONMAP_CUBIC\", \"REFLECTIONMAP_EXPLICIT\", \"REFLECTIONMAP_PLANAR\",\r\n \"REFLECTIONMAP_PROJECTION\", \"REFLECTIONMAP_PROJECTION\", \"REFLECTIONMAP_SKYBOX\",\r\n \"REFLECTIONMAP_SPHERICAL\", \"REFLECTIONMAP_EQUIRECTANGULAR\", \"REFLECTIONMAP_EQUIRECTANGULAR_FIXED\",\r\n \"REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED\"\r\n ];\r\n\r\n for (var mode of modes) {\r\n (this)[mode] = (mode === modeToEnable);\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * This is the default material used in Babylon. It is the best trade off between quality\r\n * and performances.\r\n * @see http://doc.babylonjs.com/babylon101/materials\r\n */\r\nexport class StandardMaterial extends PushMaterial {\r\n @serializeAsTexture(\"diffuseTexture\")\r\n private _diffuseTexture: Nullable = null;\r\n /**\r\n * The basic texture of the material as viewed under a light.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesAndMiscDirty\")\r\n public diffuseTexture: Nullable;\r\n\r\n @serializeAsTexture(\"ambientTexture\")\r\n private _ambientTexture: Nullable = null;\r\n /**\r\n * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public ambientTexture: Nullable;\r\n\r\n @serializeAsTexture(\"opacityTexture\")\r\n private _opacityTexture: Nullable = null;\r\n /**\r\n * Define the transparency of the material from a texture.\r\n * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)\r\n * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesAndMiscDirty\")\r\n public opacityTexture: Nullable;\r\n\r\n @serializeAsTexture(\"reflectionTexture\")\r\n private _reflectionTexture: Nullable = null;\r\n /**\r\n * Define the texture used to display the reflection.\r\n * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectionTexture: Nullable;\r\n\r\n @serializeAsTexture(\"emissiveTexture\")\r\n private _emissiveTexture: Nullable = null;\r\n /**\r\n * Define texture of the material as if self lit.\r\n * This will be mixed in the final result even in the absence of light.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public emissiveTexture: Nullable;\r\n\r\n @serializeAsTexture(\"specularTexture\")\r\n private _specularTexture: Nullable = null;\r\n /**\r\n * Define how the color and intensity of the highlight given by the light in the material.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public specularTexture: Nullable;\r\n\r\n @serializeAsTexture(\"bumpTexture\")\r\n private _bumpTexture: Nullable = null;\r\n /**\r\n * Bump mapping is a technique to simulate bump and dents on a rendered surface.\r\n * These are made by creating a normal map from an image. The means to do this can be found on the web, a search for 'normal map generator' will bring up free and paid for methods of doing this.\r\n * @see http://doc.babylonjs.com/how_to/more_materials#bump-map\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public bumpTexture: Nullable;\r\n\r\n @serializeAsTexture(\"lightmapTexture\")\r\n private _lightmapTexture: Nullable = null;\r\n /**\r\n * Complex lighting can be computationally expensive to compute at runtime.\r\n * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.\r\n * @see http://doc.babylonjs.com/babylon101/lights#lightmaps\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public lightmapTexture: Nullable;\r\n\r\n @serializeAsTexture(\"refractionTexture\")\r\n private _refractionTexture: Nullable = null;\r\n /**\r\n * Define the texture used to display the refraction.\r\n * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public refractionTexture: Nullable;\r\n\r\n /**\r\n * The color of the material lit by the environmental background lighting.\r\n * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example\r\n */\r\n @serializeAsColor3(\"ambient\")\r\n public ambientColor = new Color3(0, 0, 0);\r\n\r\n /**\r\n * The basic color of the material as viewed under a light.\r\n */\r\n @serializeAsColor3(\"diffuse\")\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n /**\r\n * Define how the color and intensity of the highlight given by the light in the material.\r\n */\r\n @serializeAsColor3(\"specular\")\r\n public specularColor = new Color3(1, 1, 1);\r\n\r\n /**\r\n * Define the color of the material as if self lit.\r\n * This will be mixed in the final result even in the absence of light.\r\n */\r\n @serializeAsColor3(\"emissive\")\r\n public emissiveColor = new Color3(0, 0, 0);\r\n\r\n /**\r\n * Defines how sharp are the highlights in the material.\r\n * The bigger the value the sharper giving a more glossy feeling to the result.\r\n * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.\r\n */\r\n @serialize()\r\n public specularPower = 64;\r\n\r\n @serialize(\"useAlphaFromDiffuseTexture\")\r\n private _useAlphaFromDiffuseTexture = false;\r\n /**\r\n * Does the transparency come from the diffuse texture alpha channel.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesAndMiscDirty\")\r\n public useAlphaFromDiffuseTexture: boolean;\r\n\r\n @serialize(\"useEmissiveAsIllumination\")\r\n private _useEmissiveAsIllumination = false;\r\n /**\r\n * If true, the emissive value is added into the end result, otherwise it is multiplied in.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useEmissiveAsIllumination: boolean;\r\n\r\n @serialize(\"linkEmissiveWithDiffuse\")\r\n private _linkEmissiveWithDiffuse = false;\r\n /**\r\n * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing\r\n * the emissive level when the final color is close to one.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public linkEmissiveWithDiffuse: boolean;\r\n\r\n @serialize(\"useSpecularOverAlpha\")\r\n private _useSpecularOverAlpha = false;\r\n /**\r\n * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).\r\n * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useSpecularOverAlpha: boolean;\r\n\r\n @serialize(\"useReflectionOverAlpha\")\r\n private _useReflectionOverAlpha = false;\r\n /**\r\n * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).\r\n * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useReflectionOverAlpha: boolean;\r\n\r\n @serialize(\"disableLighting\")\r\n private _disableLighting = false;\r\n /**\r\n * Does lights from the scene impacts this material.\r\n * It can be a nice trick for performance to disable lighting on a fully emissive material.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public disableLighting: boolean;\r\n\r\n @serialize(\"useObjectSpaceNormalMap\")\r\n private _useObjectSpaceNormalMap = false;\r\n /**\r\n * Allows using an object space normal map (instead of tangent space).\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useObjectSpaceNormalMap: boolean;\r\n\r\n @serialize(\"useParallax\")\r\n private _useParallax = false;\r\n /**\r\n * Is parallax enabled or not.\r\n * @see http://doc.babylonjs.com/how_to/using_parallax_mapping\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useParallax: boolean;\r\n\r\n @serialize(\"useParallaxOcclusion\")\r\n private _useParallaxOcclusion = false;\r\n /**\r\n * Is parallax occlusion enabled or not.\r\n * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.\r\n * @see http://doc.babylonjs.com/how_to/using_parallax_mapping\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useParallaxOcclusion: boolean;\r\n\r\n /**\r\n * Apply a scaling factor that determine which \"depth\" the height map should reprensent. A value between 0.05 and 0.1 is reasonnable in Parallax, you can reach 0.2 using Parallax Occlusion.\r\n */\r\n @serialize()\r\n public parallaxScaleBias = 0.05;\r\n\r\n @serialize(\"roughness\")\r\n private _roughness = 0;\r\n /**\r\n * Helps to define how blurry the reflections should appears in the material.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public roughness: number;\r\n\r\n /**\r\n * In case of refraction, define the value of the index of refraction.\r\n * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions\r\n */\r\n @serialize()\r\n public indexOfRefraction = 0.98;\r\n\r\n /**\r\n * Invert the refraction texture alongside the y axis.\r\n * It can be useful with procedural textures or probe for instance.\r\n * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions\r\n */\r\n @serialize()\r\n public invertRefractionY = true;\r\n\r\n /**\r\n * Defines the alpha limits in alpha test mode.\r\n */\r\n @serialize()\r\n public alphaCutOff = 0.4;\r\n\r\n @serialize(\"useLightmapAsShadowmap\")\r\n private _useLightmapAsShadowmap = false;\r\n /**\r\n * In case of light mapping, define whether the map contains light or shadow informations.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useLightmapAsShadowmap: boolean;\r\n\r\n // Fresnel\r\n @serializeAsFresnelParameters(\"diffuseFresnelParameters\")\r\n private _diffuseFresnelParameters: FresnelParameters;\r\n /**\r\n * Define the diffuse fresnel parameters of the material.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsFresnelDirty\")\r\n public diffuseFresnelParameters: FresnelParameters;\r\n\r\n @serializeAsFresnelParameters(\"opacityFresnelParameters\")\r\n private _opacityFresnelParameters: FresnelParameters;\r\n /**\r\n * Define the opacity fresnel parameters of the material.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsFresnelAndMiscDirty\")\r\n public opacityFresnelParameters: FresnelParameters;\r\n\r\n @serializeAsFresnelParameters(\"reflectionFresnelParameters\")\r\n private _reflectionFresnelParameters: FresnelParameters;\r\n /**\r\n * Define the reflection fresnel parameters of the material.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsFresnelDirty\")\r\n public reflectionFresnelParameters: FresnelParameters;\r\n\r\n @serializeAsFresnelParameters(\"refractionFresnelParameters\")\r\n private _refractionFresnelParameters: FresnelParameters;\r\n /**\r\n * Define the refraction fresnel parameters of the material.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsFresnelDirty\")\r\n public refractionFresnelParameters: FresnelParameters;\r\n\r\n @serializeAsFresnelParameters(\"emissiveFresnelParameters\")\r\n private _emissiveFresnelParameters: FresnelParameters;\r\n /**\r\n * Define the emissive fresnel parameters of the material.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsFresnelDirty\")\r\n public emissiveFresnelParameters: FresnelParameters;\r\n\r\n @serialize(\"useReflectionFresnelFromSpecular\")\r\n private _useReflectionFresnelFromSpecular = false;\r\n /**\r\n * If true automatically deducts the fresnels values from the material specularity.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsFresnelDirty\")\r\n public useReflectionFresnelFromSpecular: boolean;\r\n\r\n @serialize(\"useGlossinessFromSpecularMapAlpha\")\r\n private _useGlossinessFromSpecularMapAlpha = false;\r\n /**\r\n * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useGlossinessFromSpecularMapAlpha: boolean;\r\n\r\n @serialize(\"maxSimultaneousLights\")\r\n private _maxSimultaneousLights = 4;\r\n /**\r\n * Defines the maximum number of lights that can be used in the material\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public maxSimultaneousLights: number;\r\n\r\n @serialize(\"invertNormalMapX\")\r\n private _invertNormalMapX = false;\r\n /**\r\n * If sets to true, x component of normal map value will invert (x = 1.0 - x).\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public invertNormalMapX: boolean;\r\n\r\n @serialize(\"invertNormalMapY\")\r\n private _invertNormalMapY = false;\r\n /**\r\n * If sets to true, y component of normal map value will invert (y = 1.0 - y).\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public invertNormalMapY: boolean;\r\n\r\n @serialize(\"twoSidedLighting\")\r\n private _twoSidedLighting = false;\r\n /**\r\n * If sets to true and backfaceCulling is false, normals will be flipped on the backside.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public twoSidedLighting: boolean;\r\n\r\n /**\r\n * Default configuration related to image processing available in the standard Material.\r\n */\r\n protected _imageProcessingConfiguration: ImageProcessingConfiguration;\r\n\r\n /**\r\n * Gets the image processing configuration used either in this material.\r\n */\r\n public get imageProcessingConfiguration(): ImageProcessingConfiguration {\r\n return this._imageProcessingConfiguration;\r\n }\r\n\r\n /**\r\n * Sets the Default image processing configuration used either in the this material.\r\n *\r\n * If sets to null, the scene one is in use.\r\n */\r\n public set imageProcessingConfiguration(value: ImageProcessingConfiguration) {\r\n this._attachImageProcessingConfiguration(value);\r\n\r\n // Ensure the effect will be rebuilt.\r\n this._markAllSubMeshesAsTexturesDirty();\r\n }\r\n\r\n /**\r\n * Keep track of the image processing observer to allow dispose and replace.\r\n */\r\n private _imageProcessingObserver: Nullable>;\r\n\r\n /**\r\n * Attaches a new image processing configuration to the Standard Material.\r\n * @param configuration\r\n */\r\n protected _attachImageProcessingConfiguration(configuration: Nullable): void {\r\n if (configuration === this._imageProcessingConfiguration) {\r\n return;\r\n }\r\n\r\n // Detaches observer\r\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\r\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\r\n }\r\n\r\n // Pick the scene configuration if needed\r\n if (!configuration) {\r\n this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;\r\n }\r\n else {\r\n this._imageProcessingConfiguration = configuration;\r\n }\r\n\r\n // Attaches observer\r\n if (this._imageProcessingConfiguration) {\r\n this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(() => {\r\n this._markAllSubMeshesAsImageProcessingDirty();\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Gets wether the color curves effect is enabled.\r\n */\r\n public get cameraColorCurvesEnabled(): boolean {\r\n return this.imageProcessingConfiguration.colorCurvesEnabled;\r\n }\r\n /**\r\n * Sets wether the color curves effect is enabled.\r\n */\r\n public set cameraColorCurvesEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.colorCurvesEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets wether the color grading effect is enabled.\r\n */\r\n public get cameraColorGradingEnabled(): boolean {\r\n return this.imageProcessingConfiguration.colorGradingEnabled;\r\n }\r\n /**\r\n * Gets wether the color grading effect is enabled.\r\n */\r\n public set cameraColorGradingEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.colorGradingEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets wether tonemapping is enabled or not.\r\n */\r\n public get cameraToneMappingEnabled(): boolean {\r\n return this._imageProcessingConfiguration.toneMappingEnabled;\r\n }\r\n /**\r\n * Sets wether tonemapping is enabled or not\r\n */\r\n public set cameraToneMappingEnabled(value: boolean) {\r\n this._imageProcessingConfiguration.toneMappingEnabled = value;\r\n }\r\n\r\n /**\r\n * The camera exposure used on this material.\r\n * This property is here and not in the camera to allow controlling exposure without full screen post process.\r\n * This corresponds to a photographic exposure.\r\n */\r\n public get cameraExposure(): number {\r\n return this._imageProcessingConfiguration.exposure;\r\n }\r\n /**\r\n * The camera exposure used on this material.\r\n * This property is here and not in the camera to allow controlling exposure without full screen post process.\r\n * This corresponds to a photographic exposure.\r\n */\r\n public set cameraExposure(value: number) {\r\n this._imageProcessingConfiguration.exposure = value;\r\n }\r\n\r\n /**\r\n * Gets The camera contrast used on this material.\r\n */\r\n public get cameraContrast(): number {\r\n return this._imageProcessingConfiguration.contrast;\r\n }\r\n\r\n /**\r\n * Sets The camera contrast used on this material.\r\n */\r\n public set cameraContrast(value: number) {\r\n this._imageProcessingConfiguration.contrast = value;\r\n }\r\n\r\n /**\r\n * Gets the Color Grading 2D Lookup Texture.\r\n */\r\n public get cameraColorGradingTexture(): Nullable {\r\n return this._imageProcessingConfiguration.colorGradingTexture;\r\n }\r\n /**\r\n * Sets the Color Grading 2D Lookup Texture.\r\n */\r\n public set cameraColorGradingTexture(value: Nullable) {\r\n this._imageProcessingConfiguration.colorGradingTexture = value;\r\n }\r\n\r\n /**\r\n * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).\r\n * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.\r\n * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;\r\n * corresponding to low luminance, medium luminance, and high luminance areas respectively.\r\n */\r\n public get cameraColorCurves(): Nullable {\r\n return this._imageProcessingConfiguration.colorCurves;\r\n }\r\n /**\r\n * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).\r\n * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.\r\n * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;\r\n * corresponding to low luminance, medium luminance, and high luminance areas respectively.\r\n */\r\n public set cameraColorCurves(value: Nullable) {\r\n this._imageProcessingConfiguration.colorCurves = value;\r\n }\r\n\r\n protected _renderTargets = new SmartArray(16);\r\n protected _worldViewProjectionMatrix = Matrix.Zero();\r\n protected _globalAmbientColor = new Color3(0, 0, 0);\r\n protected _useLogarithmicDepth: boolean;\r\n protected _rebuildInParallel = false;\r\n\r\n /**\r\n * Instantiates a new standard material.\r\n * This is the default material used in Babylon. It is the best trade off between quality\r\n * and performances.\r\n * @see http://doc.babylonjs.com/babylon101/materials\r\n * @param name Define the name of the material in the scene\r\n * @param scene Define the scene the material belong to\r\n */\r\n constructor(name: string, scene: Scene) {\r\n super(name, scene);\r\n\r\n // Setup the default processing configuration to the scene.\r\n this._attachImageProcessingConfiguration(null);\r\n\r\n this.getRenderTargetTextures = (): SmartArray => {\r\n this._renderTargets.reset();\r\n\r\n if (StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {\r\n this._renderTargets.push(this._reflectionTexture);\r\n }\r\n\r\n if (StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {\r\n this._renderTargets.push(this._refractionTexture);\r\n }\r\n\r\n return this._renderTargets;\r\n };\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that current material needs to register RTT\r\n */\r\n public get hasRenderTargetTextures(): boolean {\r\n if (StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {\r\n return true;\r\n }\r\n\r\n if (StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Gets the current class name of the material e.g. \"StandardMaterial\"\r\n * Mainly use in serialization.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"StandardMaterial\";\r\n }\r\n\r\n /**\r\n * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)\r\n * You can try switching to logarithmic depth.\r\n * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer\r\n */\r\n @serialize()\r\n public get useLogarithmicDepth(): boolean {\r\n return this._useLogarithmicDepth;\r\n }\r\n\r\n public set useLogarithmicDepth(value: boolean) {\r\n this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;\r\n\r\n this._markAllSubMeshesAsMiscDirty();\r\n }\r\n\r\n /**\r\n * Specifies if the material will require alpha blending\r\n * @returns a boolean specifying if alpha blending is needed\r\n */\r\n public needAlphaBlending(): boolean {\r\n if (this._disableAlphaBlending) {\r\n return false;\r\n }\r\n\r\n return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromDiffuseTexture() || this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled;\r\n }\r\n\r\n /**\r\n * Specifies if this material should be rendered in alpha test mode\r\n * @returns a boolean specifying if an alpha test is needed.\r\n */\r\n public needAlphaTesting(): boolean {\r\n if (this._forceAlphaTest) {\r\n return true;\r\n }\r\n\r\n return this._diffuseTexture != null && this._diffuseTexture.hasAlpha && (this._transparencyMode == null || this._transparencyMode === Material.MATERIAL_ALPHATEST);\r\n }\r\n\r\n protected _shouldUseAlphaFromDiffuseTexture(): boolean {\r\n return this._diffuseTexture != null && this._diffuseTexture.hasAlpha && this._useAlphaFromDiffuseTexture && this._transparencyMode !== Material.MATERIAL_OPAQUE;\r\n }\r\n\r\n /**\r\n * Get the texture used for alpha test purpose.\r\n * @returns the diffuse texture in case of the standard material.\r\n */\r\n public getAlphaTestTexture(): Nullable {\r\n return this._diffuseTexture;\r\n }\r\n\r\n /**\r\n * Get if the submesh is ready to be used and all its information available.\r\n * Child classes can use it to update shaders\r\n * @param mesh defines the mesh to check\r\n * @param subMesh defines which submesh to check\r\n * @param useInstances specifies that instances should be used\r\n * @returns a boolean indicating that the submesh is ready or not\r\n */\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances: boolean = false): boolean {\r\n if (subMesh.effect && this.isFrozen) {\r\n if (subMesh.effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh._materialDefines) {\r\n subMesh._materialDefines = new StandardMaterialDefines();\r\n }\r\n\r\n var scene = this.getScene();\r\n var defines = subMesh._materialDefines;\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n var engine = scene.getEngine();\r\n\r\n // Lights\r\n defines._needNormals = MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);\r\n\r\n // Multiview\r\n MaterialHelper.PrepareDefinesForMultiview(scene, defines);\r\n\r\n // Textures\r\n if (defines._areTexturesDirty) {\r\n defines._needUVs = false;\r\n defines.MAINUV1 = false;\r\n defines.MAINUV2 = false;\r\n if (scene.texturesEnabled) {\r\n if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {\r\n if (!this._diffuseTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n } else {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, \"DIFFUSE\");\r\n }\r\n } else {\r\n defines.DIFFUSE = false;\r\n }\r\n\r\n if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {\r\n if (!this._ambientTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n } else {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, \"AMBIENT\");\r\n }\r\n } else {\r\n defines.AMBIENT = false;\r\n }\r\n\r\n if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {\r\n if (!this._opacityTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n } else {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, \"OPACITY\");\r\n defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;\r\n }\r\n } else {\r\n defines.OPACITY = false;\r\n }\r\n\r\n if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {\r\n if (!this._reflectionTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n } else {\r\n defines._needNormals = true;\r\n defines.REFLECTION = true;\r\n\r\n defines.ROUGHNESS = (this._roughness > 0);\r\n defines.REFLECTIONOVERALPHA = this._useReflectionOverAlpha;\r\n defines.INVERTCUBICMAP = (this._reflectionTexture.coordinatesMode === Texture.INVCUBIC_MODE);\r\n defines.REFLECTIONMAP_3D = this._reflectionTexture.isCube;\r\n defines.RGBDREFLECTION = this._reflectionTexture.isRGBD;\r\n\r\n switch (this._reflectionTexture.coordinatesMode) {\r\n case Texture.EXPLICIT_MODE:\r\n defines.setReflectionMode(\"REFLECTIONMAP_EXPLICIT\");\r\n break;\r\n case Texture.PLANAR_MODE:\r\n defines.setReflectionMode(\"REFLECTIONMAP_PLANAR\");\r\n break;\r\n case Texture.PROJECTION_MODE:\r\n defines.setReflectionMode(\"REFLECTIONMAP_PROJECTION\");\r\n break;\r\n case Texture.SKYBOX_MODE:\r\n defines.setReflectionMode(\"REFLECTIONMAP_SKYBOX\");\r\n break;\r\n case Texture.SPHERICAL_MODE:\r\n defines.setReflectionMode(\"REFLECTIONMAP_SPHERICAL\");\r\n break;\r\n case Texture.EQUIRECTANGULAR_MODE:\r\n defines.setReflectionMode(\"REFLECTIONMAP_EQUIRECTANGULAR\");\r\n break;\r\n case Texture.FIXED_EQUIRECTANGULAR_MODE:\r\n defines.setReflectionMode(\"REFLECTIONMAP_EQUIRECTANGULAR_FIXED\");\r\n break;\r\n case Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:\r\n defines.setReflectionMode(\"REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED\");\r\n break;\r\n case Texture.CUBIC_MODE:\r\n case Texture.INVCUBIC_MODE:\r\n default:\r\n defines.setReflectionMode(\"REFLECTIONMAP_CUBIC\");\r\n break;\r\n }\r\n\r\n defines.USE_LOCAL_REFLECTIONMAP_CUBIC = (this._reflectionTexture).boundingBoxSize ? true : false;\r\n }\r\n } else {\r\n defines.REFLECTION = false;\r\n }\r\n\r\n if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {\r\n if (!this._emissiveTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n } else {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, \"EMISSIVE\");\r\n }\r\n } else {\r\n defines.EMISSIVE = false;\r\n }\r\n\r\n if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {\r\n if (!this._lightmapTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n } else {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, \"LIGHTMAP\");\r\n defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;\r\n defines.RGBDLIGHTMAP = this._lightmapTexture.isRGBD;\r\n }\r\n } else {\r\n defines.LIGHTMAP = false;\r\n }\r\n\r\n if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {\r\n if (!this._specularTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n } else {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._specularTexture, defines, \"SPECULAR\");\r\n defines.GLOSSINESS = this._useGlossinessFromSpecularMapAlpha;\r\n }\r\n } else {\r\n defines.SPECULAR = false;\r\n }\r\n\r\n if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && StandardMaterial.BumpTextureEnabled) {\r\n // Bump texure can not be not blocking.\r\n if (!this._bumpTexture.isReady()) {\r\n return false;\r\n } else {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, \"BUMP\");\r\n\r\n defines.PARALLAX = this._useParallax;\r\n defines.PARALLAXOCCLUSION = this._useParallaxOcclusion;\r\n }\r\n\r\n defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;\r\n } else {\r\n defines.BUMP = false;\r\n }\r\n\r\n if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {\r\n if (!this._refractionTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.REFRACTION = true;\r\n\r\n defines.REFRACTIONMAP_3D = this._refractionTexture.isCube;\r\n defines.RGBDREFRACTION = this._refractionTexture.isRGBD;\r\n }\r\n } else {\r\n defines.REFRACTION = false;\r\n }\r\n\r\n defines.TWOSIDEDLIGHTING = !this._backFaceCulling && this._twoSidedLighting;\r\n } else {\r\n defines.DIFFUSE = false;\r\n defines.AMBIENT = false;\r\n defines.OPACITY = false;\r\n defines.REFLECTION = false;\r\n defines.EMISSIVE = false;\r\n defines.LIGHTMAP = false;\r\n defines.BUMP = false;\r\n defines.REFRACTION = false;\r\n }\r\n\r\n defines.ALPHAFROMDIFFUSE = this._shouldUseAlphaFromDiffuseTexture();\r\n\r\n defines.EMISSIVEASILLUMINATION = this._useEmissiveAsIllumination;\r\n\r\n defines.LINKEMISSIVEWITHDIFFUSE = this._linkEmissiveWithDiffuse;\r\n\r\n defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;\r\n\r\n defines.PREMULTIPLYALPHA = (this.alphaMode === Constants.ALPHA_PREMULTIPLIED || this.alphaMode === Constants.ALPHA_PREMULTIPLIED_PORTERDUFF);\r\n\r\n defines.ALPHATEST_AFTERALLALPHACOMPUTATIONS = this.transparencyMode !== null;\r\n\r\n defines.ALPHABLEND = this.transparencyMode === null || this.needAlphaBlendingForMesh(mesh); // check on null for backward compatibility\r\n }\r\n\r\n if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {\r\n if (!this._imageProcessingConfiguration.isReady()) {\r\n return false;\r\n }\r\n\r\n this._imageProcessingConfiguration.prepareDefines(defines);\r\n\r\n defines.IS_REFLECTION_LINEAR = (this.reflectionTexture != null && !this.reflectionTexture.gammaSpace);\r\n defines.IS_REFRACTION_LINEAR = (this.refractionTexture != null && !this.refractionTexture.gammaSpace);\r\n }\r\n\r\n if (defines._areFresnelDirty) {\r\n if (StandardMaterial.FresnelEnabled) {\r\n // Fresnel\r\n if (this._diffuseFresnelParameters || this._opacityFresnelParameters ||\r\n this._emissiveFresnelParameters || this._refractionFresnelParameters ||\r\n this._reflectionFresnelParameters) {\r\n\r\n defines.DIFFUSEFRESNEL = (this._diffuseFresnelParameters && this._diffuseFresnelParameters.isEnabled);\r\n\r\n defines.OPACITYFRESNEL = (this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled);\r\n\r\n defines.REFLECTIONFRESNEL = (this._reflectionFresnelParameters && this._reflectionFresnelParameters.isEnabled);\r\n\r\n defines.REFLECTIONFRESNELFROMSPECULAR = this._useReflectionFresnelFromSpecular;\r\n\r\n defines.REFRACTIONFRESNEL = (this._refractionFresnelParameters && this._refractionFresnelParameters.isEnabled);\r\n\r\n defines.EMISSIVEFRESNEL = (this._emissiveFresnelParameters && this._emissiveFresnelParameters.isEnabled);\r\n\r\n defines._needNormals = true;\r\n defines.FRESNEL = true;\r\n }\r\n } else {\r\n defines.FRESNEL = false;\r\n }\r\n }\r\n\r\n // Misc.\r\n MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh) || this._forceAlphaTest, defines);\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true);\r\n\r\n // Values that need to be evaluated on every frame\r\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances, null, subMesh.getRenderingMesh().hasThinInstances);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n const lightDisposed = defines._areLightsDisposed;\r\n defines.markAsProcessed();\r\n\r\n // Fallbacks\r\n var fallbacks = new EffectFallbacks();\r\n if (defines.REFLECTION) {\r\n fallbacks.addFallback(0, \"REFLECTION\");\r\n }\r\n\r\n if (defines.SPECULAR) {\r\n fallbacks.addFallback(0, \"SPECULAR\");\r\n }\r\n\r\n if (defines.BUMP) {\r\n fallbacks.addFallback(0, \"BUMP\");\r\n }\r\n\r\n if (defines.PARALLAX) {\r\n fallbacks.addFallback(1, \"PARALLAX\");\r\n }\r\n\r\n if (defines.PARALLAXOCCLUSION) {\r\n fallbacks.addFallback(0, \"PARALLAXOCCLUSION\");\r\n }\r\n\r\n if (defines.SPECULAROVERALPHA) {\r\n fallbacks.addFallback(0, \"SPECULAROVERALPHA\");\r\n }\r\n\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n if (defines.POINTSIZE) {\r\n fallbacks.addFallback(0, \"POINTSIZE\");\r\n }\r\n\r\n if (defines.LOGARITHMICDEPTH) {\r\n fallbacks.addFallback(0, \"LOGARITHMICDEPTH\");\r\n }\r\n\r\n MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);\r\n\r\n if (defines.SPECULARTERM) {\r\n fallbacks.addFallback(0, \"SPECULARTERM\");\r\n }\r\n\r\n if (defines.DIFFUSEFRESNEL) {\r\n fallbacks.addFallback(1, \"DIFFUSEFRESNEL\");\r\n }\r\n\r\n if (defines.OPACITYFRESNEL) {\r\n fallbacks.addFallback(2, \"OPACITYFRESNEL\");\r\n }\r\n\r\n if (defines.REFLECTIONFRESNEL) {\r\n fallbacks.addFallback(3, \"REFLECTIONFRESNEL\");\r\n }\r\n\r\n if (defines.EMISSIVEFRESNEL) {\r\n fallbacks.addFallback(4, \"EMISSIVEFRESNEL\");\r\n }\r\n\r\n if (defines.FRESNEL) {\r\n fallbacks.addFallback(4, \"FRESNEL\");\r\n }\r\n\r\n if (defines.MULTIVIEW) {\r\n fallbacks.addFallback(0, \"MULTIVIEW\");\r\n }\r\n\r\n //Attributes\r\n var attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);\r\n\r\n var shaderName = \"default\";\r\n\r\n var uniforms = [\"world\", \"view\", \"viewProjection\", \"vEyePosition\", \"vLightsType\", \"vAmbientColor\", \"vDiffuseColor\", \"vSpecularColor\", \"vEmissiveColor\", \"visibility\",\r\n \"vFogInfos\", \"vFogColor\", \"pointSize\",\r\n \"vDiffuseInfos\", \"vAmbientInfos\", \"vOpacityInfos\", \"vReflectionInfos\", \"vEmissiveInfos\", \"vSpecularInfos\", \"vBumpInfos\", \"vLightmapInfos\", \"vRefractionInfos\",\r\n \"mBones\",\r\n \"vClipPlane\", \"vClipPlane2\", \"vClipPlane3\", \"vClipPlane4\", \"vClipPlane5\", \"vClipPlane6\", \"diffuseMatrix\", \"ambientMatrix\", \"opacityMatrix\", \"reflectionMatrix\", \"emissiveMatrix\", \"specularMatrix\", \"bumpMatrix\", \"normalMatrix\", \"lightmapMatrix\", \"refractionMatrix\",\r\n \"diffuseLeftColor\", \"diffuseRightColor\", \"opacityParts\", \"reflectionLeftColor\", \"reflectionRightColor\", \"emissiveLeftColor\", \"emissiveRightColor\", \"refractionLeftColor\", \"refractionRightColor\",\r\n \"vReflectionPosition\", \"vReflectionSize\",\r\n \"logarithmicDepthConstant\", \"vTangentSpaceParams\", \"alphaCutOff\", \"boneTextureWidth\"\r\n ];\r\n\r\n var samplers = [\"diffuseSampler\", \"ambientSampler\", \"opacitySampler\", \"reflectionCubeSampler\",\r\n \"reflection2DSampler\", \"emissiveSampler\", \"specularSampler\", \"bumpSampler\", \"lightmapSampler\",\r\n \"refractionCubeSampler\", \"refraction2DSampler\", \"boneSampler\"];\r\n\r\n var uniformBuffers = [\"Material\", \"Scene\"];\r\n\r\n if (ImageProcessingConfiguration) {\r\n ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);\r\n ImageProcessingConfiguration.PrepareSamplers(samplers, defines);\r\n }\r\n\r\n MaterialHelper.PrepareUniformsAndSamplersList({\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: this._maxSimultaneousLights\r\n });\r\n\r\n const csnrOptions: ICustomShaderNameResolveOptions = {};\r\n\r\n if (this.customShaderNameResolve) {\r\n shaderName = this.customShaderNameResolve(shaderName, uniforms, uniformBuffers, samplers, defines, attribs, csnrOptions);\r\n }\r\n\r\n var join = defines.toString();\r\n\r\n let previousEffect = subMesh.effect;\r\n let effect = scene.getEngine().createEffect(shaderName, {\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS },\r\n processFinalCode: csnrOptions.processFinalCode,\r\n }, engine);\r\n\r\n if (effect) {\r\n if (this._onEffectCreatedObservable) {\r\n onCreatedEffectParameters.effect = effect;\r\n onCreatedEffectParameters.subMesh = subMesh;\r\n this._onEffectCreatedObservable.notifyObservers(onCreatedEffectParameters);\r\n }\r\n\r\n // Use previous effect while new one is compiling\r\n if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {\r\n effect = previousEffect;\r\n this._rebuildInParallel = true;\r\n defines.markAsUnprocessed();\r\n\r\n if (lightDisposed) {\r\n // re register in case it takes more than one frame.\r\n defines._areLightsDisposed = true;\r\n return false;\r\n }\r\n } else {\r\n this._rebuildInParallel = false;\r\n scene.resetCachedMaterial();\r\n subMesh.setEffect(effect, defines);\r\n this.buildUniformLayout();\r\n }\r\n }\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Builds the material UBO layouts.\r\n * Used internally during the effect preparation.\r\n */\r\n public buildUniformLayout(): void {\r\n // Order is important !\r\n let ubo = this._uniformBuffer;\r\n ubo.addUniform(\"diffuseLeftColor\", 4);\r\n ubo.addUniform(\"diffuseRightColor\", 4);\r\n ubo.addUniform(\"opacityParts\", 4);\r\n ubo.addUniform(\"reflectionLeftColor\", 4);\r\n ubo.addUniform(\"reflectionRightColor\", 4);\r\n ubo.addUniform(\"refractionLeftColor\", 4);\r\n ubo.addUniform(\"refractionRightColor\", 4);\r\n ubo.addUniform(\"emissiveLeftColor\", 4);\r\n ubo.addUniform(\"emissiveRightColor\", 4);\r\n\r\n ubo.addUniform(\"vDiffuseInfos\", 2);\r\n ubo.addUniform(\"vAmbientInfos\", 2);\r\n ubo.addUniform(\"vOpacityInfos\", 2);\r\n ubo.addUniform(\"vReflectionInfos\", 2);\r\n ubo.addUniform(\"vReflectionPosition\", 3);\r\n ubo.addUniform(\"vReflectionSize\", 3);\r\n ubo.addUniform(\"vEmissiveInfos\", 2);\r\n ubo.addUniform(\"vLightmapInfos\", 2);\r\n ubo.addUniform(\"vSpecularInfos\", 2);\r\n ubo.addUniform(\"vBumpInfos\", 3);\r\n\r\n ubo.addUniform(\"diffuseMatrix\", 16);\r\n ubo.addUniform(\"ambientMatrix\", 16);\r\n ubo.addUniform(\"opacityMatrix\", 16);\r\n ubo.addUniform(\"reflectionMatrix\", 16);\r\n ubo.addUniform(\"emissiveMatrix\", 16);\r\n ubo.addUniform(\"lightmapMatrix\", 16);\r\n ubo.addUniform(\"specularMatrix\", 16);\r\n ubo.addUniform(\"bumpMatrix\", 16);\r\n ubo.addUniform(\"vTangentSpaceParams\", 2);\r\n ubo.addUniform(\"pointSize\", 1);\r\n ubo.addUniform(\"refractionMatrix\", 16);\r\n ubo.addUniform(\"vRefractionInfos\", 4);\r\n ubo.addUniform(\"vSpecularColor\", 4);\r\n ubo.addUniform(\"vEmissiveColor\", 3);\r\n ubo.addUniform(\"visibility\", 1);\r\n ubo.addUniform(\"vDiffuseColor\", 4);\r\n\r\n ubo.create();\r\n }\r\n\r\n /**\r\n * Unbinds the material from the mesh\r\n */\r\n public unbind(): void {\r\n if (this._activeEffect) {\r\n let needFlag = false;\r\n if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {\r\n this._activeEffect.setTexture(\"reflection2DSampler\", null);\r\n needFlag = true;\r\n }\r\n\r\n if (this._refractionTexture && this._refractionTexture.isRenderTarget) {\r\n this._activeEffect.setTexture(\"refraction2DSampler\", null);\r\n needFlag = true;\r\n }\r\n\r\n if (needFlag) {\r\n this._markAllSubMeshesAsTexturesDirty();\r\n }\r\n }\r\n\r\n super.unbind();\r\n }\r\n\r\n /**\r\n * Binds the submesh to this material by preparing the effect and shader to draw\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh containing the submesh\r\n * @param subMesh defines the submesh to bind the material to\r\n */\r\n public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n var scene = this.getScene();\r\n\r\n var defines = subMesh._materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n var effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n if (!defines.INSTANCES || defines.THIN_INSTANCES) {\r\n this.bindOnlyWorldMatrix(world);\r\n }\r\n\r\n // Normal Matrix\r\n if (defines.OBJECTSPACE_NORMALMAP) {\r\n world.toNormalMatrix(this._normalMatrix);\r\n this.bindOnlyNormalMatrix(this._normalMatrix);\r\n }\r\n\r\n let mustRebind = this._mustRebind(scene, effect, mesh.visibility);\r\n\r\n // Bones\r\n MaterialHelper.BindBonesParameters(mesh, effect);\r\n let ubo = this._uniformBuffer;\r\n if (mustRebind) {\r\n ubo.bindToEffect(effect, \"Material\");\r\n\r\n this.bindViewProjection(effect);\r\n if (!ubo.useUbo || !this.isFrozen || !ubo.isSync) {\r\n\r\n if (StandardMaterial.FresnelEnabled && defines.FRESNEL) {\r\n // Fresnel\r\n if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {\r\n ubo.updateColor4(\"diffuseLeftColor\", this.diffuseFresnelParameters.leftColor, this.diffuseFresnelParameters.power);\r\n ubo.updateColor4(\"diffuseRightColor\", this.diffuseFresnelParameters.rightColor, this.diffuseFresnelParameters.bias);\r\n }\r\n\r\n if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {\r\n ubo.updateColor4(\"opacityParts\", new Color3(this.opacityFresnelParameters.leftColor.toLuminance(), this.opacityFresnelParameters.rightColor.toLuminance(), this.opacityFresnelParameters.bias), this.opacityFresnelParameters.power);\r\n }\r\n\r\n if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {\r\n ubo.updateColor4(\"reflectionLeftColor\", this.reflectionFresnelParameters.leftColor, this.reflectionFresnelParameters.power);\r\n ubo.updateColor4(\"reflectionRightColor\", this.reflectionFresnelParameters.rightColor, this.reflectionFresnelParameters.bias);\r\n }\r\n\r\n if (this.refractionFresnelParameters && this.refractionFresnelParameters.isEnabled) {\r\n ubo.updateColor4(\"refractionLeftColor\", this.refractionFresnelParameters.leftColor, this.refractionFresnelParameters.power);\r\n ubo.updateColor4(\"refractionRightColor\", this.refractionFresnelParameters.rightColor, this.refractionFresnelParameters.bias);\r\n }\r\n\r\n if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {\r\n ubo.updateColor4(\"emissiveLeftColor\", this.emissiveFresnelParameters.leftColor, this.emissiveFresnelParameters.power);\r\n ubo.updateColor4(\"emissiveRightColor\", this.emissiveFresnelParameters.rightColor, this.emissiveFresnelParameters.bias);\r\n }\r\n }\r\n\r\n // Textures\r\n if (scene.texturesEnabled) {\r\n if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {\r\n ubo.updateFloat2(\"vDiffuseInfos\", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._diffuseTexture, ubo, \"diffuse\");\r\n\r\n if (this._diffuseTexture.hasAlpha) {\r\n effect.setFloat(\"alphaCutOff\", this.alphaCutOff);\r\n }\r\n }\r\n\r\n if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {\r\n ubo.updateFloat2(\"vAmbientInfos\", this._ambientTexture.coordinatesIndex, this._ambientTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._ambientTexture, ubo, \"ambient\");\r\n }\r\n\r\n if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {\r\n ubo.updateFloat2(\"vOpacityInfos\", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._opacityTexture, ubo, \"opacity\");\r\n }\r\n\r\n if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {\r\n ubo.updateFloat2(\"vReflectionInfos\", this._reflectionTexture.level, this.roughness);\r\n ubo.updateMatrix(\"reflectionMatrix\", this._reflectionTexture.getReflectionTextureMatrix());\r\n\r\n if ((this._reflectionTexture).boundingBoxSize) {\r\n let cubeTexture = this._reflectionTexture;\r\n\r\n ubo.updateVector3(\"vReflectionPosition\", cubeTexture.boundingBoxPosition);\r\n ubo.updateVector3(\"vReflectionSize\", cubeTexture.boundingBoxSize);\r\n }\r\n }\r\n\r\n if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {\r\n ubo.updateFloat2(\"vEmissiveInfos\", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._emissiveTexture, ubo, \"emissive\");\r\n }\r\n\r\n if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {\r\n ubo.updateFloat2(\"vLightmapInfos\", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._lightmapTexture, ubo, \"lightmap\");\r\n }\r\n\r\n if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {\r\n ubo.updateFloat2(\"vSpecularInfos\", this._specularTexture.coordinatesIndex, this._specularTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._specularTexture, ubo, \"specular\");\r\n }\r\n\r\n if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {\r\n ubo.updateFloat3(\"vBumpInfos\", this._bumpTexture.coordinatesIndex, 1.0 / this._bumpTexture.level, this.parallaxScaleBias);\r\n MaterialHelper.BindTextureMatrix(this._bumpTexture, ubo, \"bump\");\r\n\r\n if (scene._mirroredCameraPosition) {\r\n ubo.updateFloat2(\"vTangentSpaceParams\", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);\r\n } else {\r\n ubo.updateFloat2(\"vTangentSpaceParams\", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);\r\n }\r\n }\r\n\r\n if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {\r\n var depth = 1.0;\r\n if (!this._refractionTexture.isCube) {\r\n ubo.updateMatrix(\"refractionMatrix\", this._refractionTexture.getReflectionTextureMatrix());\r\n\r\n if ((this._refractionTexture).depth) {\r\n depth = (this._refractionTexture).depth;\r\n }\r\n }\r\n ubo.updateFloat4(\"vRefractionInfos\", this._refractionTexture.level, this.indexOfRefraction, depth, this.invertRefractionY ? -1 : 1);\r\n }\r\n }\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n ubo.updateFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n if (defines.SPECULARTERM) {\r\n ubo.updateColor4(\"vSpecularColor\", this.specularColor, this.specularPower);\r\n }\r\n ubo.updateColor3(\"vEmissiveColor\", StandardMaterial.EmissiveTextureEnabled ? this.emissiveColor : Color3.BlackReadOnly);\r\n\r\n // Diffuse\r\n ubo.updateColor4(\"vDiffuseColor\", this.diffuseColor, this.alpha);\r\n }\r\n\r\n // Visibility\r\n ubo.updateFloat(\"visibility\", mesh.visibility);\r\n\r\n // Textures\r\n if (scene.texturesEnabled) {\r\n if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {\r\n effect.setTexture(\"diffuseSampler\", this._diffuseTexture);\r\n }\r\n\r\n if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {\r\n effect.setTexture(\"ambientSampler\", this._ambientTexture);\r\n }\r\n\r\n if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {\r\n effect.setTexture(\"opacitySampler\", this._opacityTexture);\r\n }\r\n\r\n if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {\r\n if (this._reflectionTexture.isCube) {\r\n effect.setTexture(\"reflectionCubeSampler\", this._reflectionTexture);\r\n } else {\r\n effect.setTexture(\"reflection2DSampler\", this._reflectionTexture);\r\n }\r\n }\r\n\r\n if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {\r\n effect.setTexture(\"emissiveSampler\", this._emissiveTexture);\r\n }\r\n\r\n if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {\r\n effect.setTexture(\"lightmapSampler\", this._lightmapTexture);\r\n }\r\n\r\n if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {\r\n effect.setTexture(\"specularSampler\", this._specularTexture);\r\n }\r\n\r\n if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {\r\n effect.setTexture(\"bumpSampler\", this._bumpTexture);\r\n }\r\n\r\n if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {\r\n var depth = 1.0;\r\n if (this._refractionTexture.isCube) {\r\n effect.setTexture(\"refractionCubeSampler\", this._refractionTexture);\r\n } else {\r\n effect.setTexture(\"refraction2DSampler\", this._refractionTexture);\r\n }\r\n }\r\n }\r\n\r\n // Clip plane\r\n MaterialHelper.BindClipPlane(effect, scene);\r\n\r\n // Colors\r\n scene.ambientColor.multiplyToRef(this.ambientColor, this._globalAmbientColor);\r\n\r\n MaterialHelper.BindEyePosition(effect, scene);\r\n effect.setColor3(\"vAmbientColor\", this._globalAmbientColor);\r\n }\r\n\r\n if (mustRebind || !this.isFrozen) {\r\n // Lights\r\n if (scene.lightsEnabled && !this._disableLighting) {\r\n MaterialHelper.BindLights(scene, mesh, effect, defines, this._maxSimultaneousLights, this._rebuildInParallel);\r\n }\r\n\r\n // View\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE || this._reflectionTexture || this._refractionTexture) {\r\n this.bindView(effect);\r\n }\r\n\r\n // Fog\r\n MaterialHelper.BindFogParameters(scene, mesh, effect);\r\n\r\n // Morph targets\r\n if (defines.NUM_MORPH_INFLUENCERS) {\r\n MaterialHelper.BindMorphTargetParameters(mesh, effect);\r\n }\r\n\r\n // Log. depth\r\n if (this.useLogarithmicDepth) {\r\n MaterialHelper.BindLogDepth(defines, effect, scene);\r\n }\r\n\r\n // image processing\r\n if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {\r\n this._imageProcessingConfiguration.bind(this._activeEffect);\r\n }\r\n }\r\n\r\n ubo.update();\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n /**\r\n * Get the list of animatables in the material.\r\n * @returns the list of animatables object used in the material\r\n */\r\n public getAnimatables(): IAnimatable[] {\r\n var results = [];\r\n\r\n if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {\r\n results.push(this._diffuseTexture);\r\n }\r\n\r\n if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {\r\n results.push(this._ambientTexture);\r\n }\r\n\r\n if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {\r\n results.push(this._opacityTexture);\r\n }\r\n\r\n if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {\r\n results.push(this._reflectionTexture);\r\n }\r\n\r\n if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {\r\n results.push(this._emissiveTexture);\r\n }\r\n\r\n if (this._specularTexture && this._specularTexture.animations && this._specularTexture.animations.length > 0) {\r\n results.push(this._specularTexture);\r\n }\r\n\r\n if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {\r\n results.push(this._bumpTexture);\r\n }\r\n\r\n if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {\r\n results.push(this._lightmapTexture);\r\n }\r\n\r\n if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {\r\n results.push(this._refractionTexture);\r\n }\r\n\r\n return results;\r\n }\r\n\r\n /**\r\n * Gets the active textures from the material\r\n * @returns an array of textures\r\n */\r\n public getActiveTextures(): BaseTexture[] {\r\n var activeTextures = super.getActiveTextures();\r\n\r\n if (this._diffuseTexture) {\r\n activeTextures.push(this._diffuseTexture);\r\n }\r\n\r\n if (this._ambientTexture) {\r\n activeTextures.push(this._ambientTexture);\r\n }\r\n\r\n if (this._opacityTexture) {\r\n activeTextures.push(this._opacityTexture);\r\n }\r\n\r\n if (this._reflectionTexture) {\r\n activeTextures.push(this._reflectionTexture);\r\n }\r\n\r\n if (this._emissiveTexture) {\r\n activeTextures.push(this._emissiveTexture);\r\n }\r\n\r\n if (this._specularTexture) {\r\n activeTextures.push(this._specularTexture);\r\n }\r\n\r\n if (this._bumpTexture) {\r\n activeTextures.push(this._bumpTexture);\r\n }\r\n\r\n if (this._lightmapTexture) {\r\n activeTextures.push(this._lightmapTexture);\r\n }\r\n\r\n if (this._refractionTexture) {\r\n activeTextures.push(this._refractionTexture);\r\n }\r\n\r\n return activeTextures;\r\n }\r\n\r\n /**\r\n * Specifies if the material uses a texture\r\n * @param texture defines the texture to check against the material\r\n * @returns a boolean specifying if the material uses the texture\r\n */\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._ambientTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._opacityTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._reflectionTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._emissiveTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._specularTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._bumpTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._lightmapTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._refractionTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Disposes the material\r\n * @param forceDisposeEffect specifies if effects should be forcefully disposed\r\n * @param forceDisposeTextures specifies if textures should be forcefully disposed\r\n */\r\n public dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void {\r\n if (forceDisposeTextures) {\r\n if (this._diffuseTexture) {\r\n this._diffuseTexture.dispose();\r\n }\r\n\r\n if (this._ambientTexture) {\r\n this._ambientTexture.dispose();\r\n }\r\n\r\n if (this._opacityTexture) {\r\n this._opacityTexture.dispose();\r\n }\r\n\r\n if (this._reflectionTexture) {\r\n this._reflectionTexture.dispose();\r\n }\r\n\r\n if (this._emissiveTexture) {\r\n this._emissiveTexture.dispose();\r\n }\r\n\r\n if (this._specularTexture) {\r\n this._specularTexture.dispose();\r\n }\r\n\r\n if (this._bumpTexture) {\r\n this._bumpTexture.dispose();\r\n }\r\n\r\n if (this._lightmapTexture) {\r\n this._lightmapTexture.dispose();\r\n }\r\n\r\n if (this._refractionTexture) {\r\n this._refractionTexture.dispose();\r\n }\r\n }\r\n\r\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\r\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\r\n }\r\n\r\n super.dispose(forceDisposeEffect, forceDisposeTextures);\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the material, and gives it a new name\r\n * @param name defines the new name for the duplicated material\r\n * @returns the cloned material\r\n */\r\n public clone(name: string): StandardMaterial {\r\n var result = SerializationHelper.Clone(() => new StandardMaterial(name, this.getScene()), this);\r\n\r\n result.name = name;\r\n result.id = name;\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Serializes this material in a JSON representation\r\n * @returns the serialized material object\r\n */\r\n public serialize(): any {\r\n return SerializationHelper.Serialize(this);\r\n }\r\n\r\n /**\r\n * Creates a standard material from parsed material data\r\n * @param source defines the JSON representation of the material\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a new standard material\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial {\r\n return SerializationHelper.Parse(() => new StandardMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n\r\n // Flags used to enable or disable a type of texture for all Standard Materials\r\n /**\r\n * Are diffuse textures enabled in the application.\r\n */\r\n public static get DiffuseTextureEnabled(): boolean {\r\n return MaterialFlags.DiffuseTextureEnabled;\r\n }\r\n public static set DiffuseTextureEnabled(value: boolean) {\r\n MaterialFlags.DiffuseTextureEnabled = value;\r\n }\r\n\r\n /**\r\n * Are ambient textures enabled in the application.\r\n */\r\n public static get AmbientTextureEnabled(): boolean {\r\n return MaterialFlags.AmbientTextureEnabled;\r\n }\r\n public static set AmbientTextureEnabled(value: boolean) {\r\n MaterialFlags.AmbientTextureEnabled = value;\r\n }\r\n\r\n /**\r\n * Are opacity textures enabled in the application.\r\n */\r\n public static get OpacityTextureEnabled(): boolean {\r\n return MaterialFlags.OpacityTextureEnabled;\r\n }\r\n public static set OpacityTextureEnabled(value: boolean) {\r\n MaterialFlags.OpacityTextureEnabled = value;\r\n }\r\n\r\n /**\r\n * Are reflection textures enabled in the application.\r\n */\r\n public static get ReflectionTextureEnabled(): boolean {\r\n return MaterialFlags.ReflectionTextureEnabled;\r\n }\r\n public static set ReflectionTextureEnabled(value: boolean) {\r\n MaterialFlags.ReflectionTextureEnabled = value;\r\n }\r\n\r\n /**\r\n * Are emissive textures enabled in the application.\r\n */\r\n public static get EmissiveTextureEnabled(): boolean {\r\n return MaterialFlags.EmissiveTextureEnabled;\r\n }\r\n public static set EmissiveTextureEnabled(value: boolean) {\r\n MaterialFlags.EmissiveTextureEnabled = value;\r\n }\r\n\r\n /**\r\n * Are specular textures enabled in the application.\r\n */\r\n public static get SpecularTextureEnabled(): boolean {\r\n return MaterialFlags.SpecularTextureEnabled;\r\n }\r\n public static set SpecularTextureEnabled(value: boolean) {\r\n MaterialFlags.SpecularTextureEnabled = value;\r\n }\r\n\r\n /**\r\n * Are bump textures enabled in the application.\r\n */\r\n public static get BumpTextureEnabled(): boolean {\r\n return MaterialFlags.BumpTextureEnabled;\r\n }\r\n public static set BumpTextureEnabled(value: boolean) {\r\n MaterialFlags.BumpTextureEnabled = value;\r\n }\r\n\r\n /**\r\n * Are lightmap textures enabled in the application.\r\n */\r\n public static get LightmapTextureEnabled(): boolean {\r\n return MaterialFlags.LightmapTextureEnabled;\r\n }\r\n public static set LightmapTextureEnabled(value: boolean) {\r\n MaterialFlags.LightmapTextureEnabled = value;\r\n }\r\n\r\n /**\r\n * Are refraction textures enabled in the application.\r\n */\r\n public static get RefractionTextureEnabled(): boolean {\r\n return MaterialFlags.RefractionTextureEnabled;\r\n }\r\n public static set RefractionTextureEnabled(value: boolean) {\r\n MaterialFlags.RefractionTextureEnabled = value;\r\n }\r\n\r\n /**\r\n * Are color grading textures enabled in the application.\r\n */\r\n public static get ColorGradingTextureEnabled(): boolean {\r\n return MaterialFlags.ColorGradingTextureEnabled;\r\n }\r\n public static set ColorGradingTextureEnabled(value: boolean) {\r\n MaterialFlags.ColorGradingTextureEnabled = value;\r\n }\r\n\r\n /**\r\n * Are fresnels enabled in the application.\r\n */\r\n public static get FresnelEnabled(): boolean {\r\n return MaterialFlags.FresnelEnabled;\r\n }\r\n public static set FresnelEnabled(value: boolean) {\r\n MaterialFlags.FresnelEnabled = value;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.StandardMaterial\"] = StandardMaterial;\r\n\r\nScene.DefaultMaterialFactory = (scene: Scene) => {\r\n return new StandardMaterial(\"default material\", scene);\r\n};","import { Logger } from \"../Misc/logger\";\r\nimport { Nullable, FloatArray } from \"../types\";\r\nimport { Matrix, Vector3, Vector4 } from \"../Maths/math.vector\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { Effect } from \"./effect\";\r\nimport { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { DataBuffer } from '../Meshes/dataBuffer';\r\nimport { Color3 } from '../Maths/math.color';\r\nimport { IMatrixLike } from '../Maths/math.like';\r\n\r\nimport \"../Engines/Extensions/engine.uniformBuffer\";\r\n\r\n/**\r\n * Uniform buffer objects.\r\n *\r\n * Handles blocks of uniform on the GPU.\r\n *\r\n * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.\r\n *\r\n * For more information, please refer to :\r\n * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object\r\n */\r\nexport class UniformBuffer {\r\n private _engine: Engine;\r\n private _buffer: Nullable;\r\n private _data: number[];\r\n private _bufferData: Float32Array;\r\n private _dynamic?: boolean;\r\n private _uniformLocations: { [key: string]: number; };\r\n private _uniformSizes: { [key: string]: number; };\r\n private _uniformLocationPointer: number;\r\n private _needSync: boolean;\r\n private _noUBO: boolean;\r\n private _currentEffect: Effect;\r\n\r\n /** @hidden */\r\n public _alreadyBound = false;\r\n\r\n // Pool for avoiding memory leaks\r\n private static _MAX_UNIFORM_SIZE = 256;\r\n private static _tempBuffer = new Float32Array(UniformBuffer._MAX_UNIFORM_SIZE);\r\n\r\n /**\r\n * Lambda to Update a 3x3 Matrix in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateMatrix3x3: (name: string, matrix: Float32Array) => void;\r\n\r\n /**\r\n * Lambda to Update a 2x2 Matrix in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateMatrix2x2: (name: string, matrix: Float32Array) => void;\r\n\r\n /**\r\n * Lambda to Update a single float in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateFloat: (name: string, x: number) => void;\r\n\r\n /**\r\n * Lambda to Update a vec2 of float in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update a vec3 of float in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update a vec4 of float in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update a 4x4 Matrix in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateMatrix: (name: string, mat: Matrix) => void;\r\n\r\n /**\r\n * Lambda to Update vec3 of float from a Vector in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateVector3: (name: string, vector: Vector3) => void;\r\n\r\n /**\r\n * Lambda to Update vec4 of float from a Vector in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateVector4: (name: string, vector: Vector4) => void;\r\n\r\n /**\r\n * Lambda to Update vec3 of float from a Color in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateColor3: (name: string, color: Color3, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update vec4 of float from a Color in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;\r\n\r\n /**\r\n * Instantiates a new Uniform buffer objects.\r\n *\r\n * Handles blocks of uniform on the GPU.\r\n *\r\n * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.\r\n *\r\n * For more information, please refer to :\r\n * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object\r\n * @param engine Define the engine the buffer is associated with\r\n * @param data Define the data contained in the buffer\r\n * @param dynamic Define if the buffer is updatable\r\n */\r\n constructor(engine: Engine, data?: number[], dynamic?: boolean) {\r\n this._engine = engine;\r\n this._noUBO = !engine.supportsUniformBuffers;\r\n this._dynamic = dynamic;\r\n\r\n this._data = data || [];\r\n\r\n this._uniformLocations = {};\r\n this._uniformSizes = {};\r\n this._uniformLocationPointer = 0;\r\n this._needSync = false;\r\n\r\n if (this._noUBO) {\r\n this.updateMatrix3x3 = this._updateMatrix3x3ForEffect;\r\n this.updateMatrix2x2 = this._updateMatrix2x2ForEffect;\r\n this.updateFloat = this._updateFloatForEffect;\r\n this.updateFloat2 = this._updateFloat2ForEffect;\r\n this.updateFloat3 = this._updateFloat3ForEffect;\r\n this.updateFloat4 = this._updateFloat4ForEffect;\r\n this.updateMatrix = this._updateMatrixForEffect;\r\n this.updateVector3 = this._updateVector3ForEffect;\r\n this.updateVector4 = this._updateVector4ForEffect;\r\n this.updateColor3 = this._updateColor3ForEffect;\r\n this.updateColor4 = this._updateColor4ForEffect;\r\n } else {\r\n this._engine._uniformBuffers.push(this);\r\n\r\n this.updateMatrix3x3 = this._updateMatrix3x3ForUniform;\r\n this.updateMatrix2x2 = this._updateMatrix2x2ForUniform;\r\n this.updateFloat = this._updateFloatForUniform;\r\n this.updateFloat2 = this._updateFloat2ForUniform;\r\n this.updateFloat3 = this._updateFloat3ForUniform;\r\n this.updateFloat4 = this._updateFloat4ForUniform;\r\n this.updateMatrix = this._updateMatrixForUniform;\r\n this.updateVector3 = this._updateVector3ForUniform;\r\n this.updateVector4 = this._updateVector4ForUniform;\r\n this.updateColor3 = this._updateColor3ForUniform;\r\n this.updateColor4 = this._updateColor4ForUniform;\r\n }\r\n\r\n }\r\n\r\n /**\r\n * Indicates if the buffer is using the WebGL2 UBO implementation,\r\n * or just falling back on setUniformXXX calls.\r\n */\r\n public get useUbo(): boolean {\r\n return !this._noUBO;\r\n }\r\n\r\n /**\r\n * Indicates if the WebGL underlying uniform buffer is in sync\r\n * with the javascript cache data.\r\n */\r\n public get isSync(): boolean {\r\n return !this._needSync;\r\n }\r\n\r\n /**\r\n * Indicates if the WebGL underlying uniform buffer is dynamic.\r\n * Also, a dynamic UniformBuffer will disable cache verification and always\r\n * update the underlying WebGL uniform buffer to the GPU.\r\n * @returns if Dynamic, otherwise false\r\n */\r\n public isDynamic(): boolean {\r\n return this._dynamic !== undefined;\r\n }\r\n\r\n /**\r\n * The data cache on JS side.\r\n * @returns the underlying data as a float array\r\n */\r\n public getData(): Float32Array {\r\n return this._bufferData;\r\n }\r\n\r\n /**\r\n * The underlying WebGL Uniform buffer.\r\n * @returns the webgl buffer\r\n */\r\n public getBuffer(): Nullable {\r\n return this._buffer;\r\n }\r\n\r\n /**\r\n * std140 layout specifies how to align data within an UBO structure.\r\n * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159\r\n * for specs.\r\n */\r\n private _fillAlignment(size: number) {\r\n // This code has been simplified because we only use floats, vectors of 1, 2, 3, 4 components\r\n // and 4x4 matrices\r\n // TODO : change if other types are used\r\n\r\n var alignment;\r\n if (size <= 2) {\r\n alignment = size;\r\n } else {\r\n alignment = 4;\r\n }\r\n\r\n if ((this._uniformLocationPointer % alignment) !== 0) {\r\n var oldPointer = this._uniformLocationPointer;\r\n this._uniformLocationPointer += alignment - (this._uniformLocationPointer % alignment);\r\n var diff = this._uniformLocationPointer - oldPointer;\r\n\r\n for (var i = 0; i < diff; i++) {\r\n this._data.push(0);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Adds an uniform in the buffer.\r\n * Warning : the subsequents calls of this function must be in the same order as declared in the shader\r\n * for the layout to be correct !\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param size Data size, or data directly.\r\n */\r\n public addUniform(name: string, size: number | number[]) {\r\n if (this._noUBO) {\r\n return;\r\n }\r\n\r\n if (this._uniformLocations[name] !== undefined) {\r\n // Already existing uniform\r\n return;\r\n }\r\n // This function must be called in the order of the shader layout !\r\n // size can be the size of the uniform, or data directly\r\n var data;\r\n if (size instanceof Array) {\r\n data = size;\r\n size = data.length;\r\n } else {\r\n size = size;\r\n data = [];\r\n\r\n // Fill with zeros\r\n for (var i = 0; i < size; i++) {\r\n data.push(0);\r\n }\r\n }\r\n\r\n this._fillAlignment(size);\r\n this._uniformSizes[name] = size;\r\n this._uniformLocations[name] = this._uniformLocationPointer;\r\n this._uniformLocationPointer += size;\r\n\r\n for (var i = 0; i < size; i++) {\r\n this._data.push(data[i]);\r\n }\r\n\r\n this._needSync = true;\r\n }\r\n\r\n /**\r\n * Adds a Matrix 4x4 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param mat A 4x4 matrix.\r\n */\r\n public addMatrix(name: string, mat: Matrix) {\r\n this.addUniform(name, Array.prototype.slice.call(mat.toArray()));\r\n }\r\n\r\n /**\r\n * Adds a vec2 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param x Define the x component value of the vec2\r\n * @param y Define the y component value of the vec2\r\n */\r\n public addFloat2(name: string, x: number, y: number) {\r\n var temp = [x, y];\r\n this.addUniform(name, temp);\r\n }\r\n\r\n /**\r\n * Adds a vec3 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param x Define the x component value of the vec3\r\n * @param y Define the y component value of the vec3\r\n * @param z Define the z component value of the vec3\r\n */\r\n public addFloat3(name: string, x: number, y: number, z: number) {\r\n var temp = [x, y, z];\r\n this.addUniform(name, temp);\r\n }\r\n\r\n /**\r\n * Adds a vec3 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param color Define the vec3 from a Color\r\n */\r\n public addColor3(name: string, color: Color3) {\r\n var temp = new Array();\r\n color.toArray(temp);\r\n this.addUniform(name, temp);\r\n }\r\n\r\n /**\r\n * Adds a vec4 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param color Define the rgb components from a Color\r\n * @param alpha Define the a component of the vec4\r\n */\r\n public addColor4(name: string, color: Color3, alpha: number) {\r\n var temp = new Array();\r\n color.toArray(temp);\r\n temp.push(alpha);\r\n this.addUniform(name, temp);\r\n }\r\n\r\n /**\r\n * Adds a vec3 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param vector Define the vec3 components from a Vector\r\n */\r\n public addVector3(name: string, vector: Vector3) {\r\n var temp = new Array();\r\n vector.toArray(temp);\r\n this.addUniform(name, temp);\r\n }\r\n\r\n /**\r\n * Adds a Matrix 3x3 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n */\r\n public addMatrix3x3(name: string) {\r\n this.addUniform(name, 12);\r\n }\r\n\r\n /**\r\n * Adds a Matrix 2x2 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n */\r\n public addMatrix2x2(name: string) {\r\n this.addUniform(name, 8);\r\n }\r\n\r\n /**\r\n * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.\r\n */\r\n public create(): void {\r\n if (this._noUBO) {\r\n return;\r\n }\r\n if (this._buffer) {\r\n return; // nothing to do\r\n }\r\n\r\n // See spec, alignment must be filled as a vec4\r\n this._fillAlignment(4);\r\n this._bufferData = new Float32Array(this._data);\r\n\r\n this._rebuild();\r\n\r\n this._needSync = true;\r\n }\r\n\r\n /** @hidden */\r\n public _rebuild(): void {\r\n if (this._noUBO || !this._bufferData) {\r\n return;\r\n }\r\n\r\n if (this._dynamic) {\r\n this._buffer = this._engine.createDynamicUniformBuffer(this._bufferData);\r\n } else {\r\n this._buffer = this._engine.createUniformBuffer(this._bufferData);\r\n }\r\n }\r\n\r\n /**\r\n * Updates the WebGL Uniform Buffer on the GPU.\r\n * If the `dynamic` flag is set to true, no cache comparison is done.\r\n * Otherwise, the buffer will be updated only if the cache differs.\r\n */\r\n public update(): void {\r\n if (!this._buffer) {\r\n this.create();\r\n return;\r\n }\r\n\r\n if (!this._dynamic && !this._needSync) {\r\n return;\r\n }\r\n\r\n this._engine.updateUniformBuffer(this._buffer, this._bufferData);\r\n\r\n this._needSync = false;\r\n }\r\n\r\n /**\r\n * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.\r\n * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.\r\n * @param data Define the flattened data\r\n * @param size Define the size of the data.\r\n */\r\n public updateUniform(uniformName: string, data: FloatArray, size: number) {\r\n\r\n var location = this._uniformLocations[uniformName];\r\n if (location === undefined) {\r\n if (this._buffer) {\r\n // Cannot add an uniform if the buffer is already created\r\n Logger.Error(\"Cannot add an uniform after UBO has been created.\");\r\n return;\r\n }\r\n this.addUniform(uniformName, size);\r\n location = this._uniformLocations[uniformName];\r\n }\r\n\r\n if (!this._buffer) {\r\n this.create();\r\n }\r\n\r\n if (!this._dynamic) {\r\n // Cache for static uniform buffers\r\n var changed = false;\r\n\r\n for (var i = 0; i < size; i++) {\r\n if (size === 16 || this._bufferData[location + i] !== data[i]) {\r\n changed = true;\r\n this._bufferData[location + i] = data[i];\r\n }\r\n }\r\n\r\n this._needSync = this._needSync || changed;\r\n } else {\r\n // No cache for dynamic\r\n for (var i = 0; i < size; i++) {\r\n this._bufferData[location + i] = data[i];\r\n }\r\n }\r\n }\r\n\r\n // Matrix cache\r\n private _valueCache: { [key: string]: any } = {};\r\n private _cacheMatrix(name: string, matrix: IMatrixLike): boolean {\r\n var cache = this._valueCache[name];\r\n var flag = matrix.updateFlag;\r\n if (cache !== undefined && cache === flag) {\r\n return false;\r\n }\r\n\r\n this._valueCache[name] = flag;\r\n\r\n return true;\r\n }\r\n\r\n // Update methods\r\n\r\n private _updateMatrix3x3ForUniform(name: string, matrix: Float32Array): void {\r\n // To match std140, matrix must be realigned\r\n for (var i = 0; i < 3; i++) {\r\n UniformBuffer._tempBuffer[i * 4] = matrix[i * 3];\r\n UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 3 + 1];\r\n UniformBuffer._tempBuffer[i * 4 + 2] = matrix[i * 3 + 2];\r\n UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;\r\n }\r\n\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 12);\r\n }\r\n\r\n private _updateMatrix3x3ForEffect(name: string, matrix: Float32Array): void {\r\n this._currentEffect.setMatrix3x3(name, matrix);\r\n }\r\n\r\n private _updateMatrix2x2ForEffect(name: string, matrix: Float32Array): void {\r\n this._currentEffect.setMatrix2x2(name, matrix);\r\n }\r\n\r\n private _updateMatrix2x2ForUniform(name: string, matrix: Float32Array): void {\r\n // To match std140, matrix must be realigned\r\n for (var i = 0; i < 2; i++) {\r\n UniformBuffer._tempBuffer[i * 4] = matrix[i * 2];\r\n UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 2 + 1];\r\n UniformBuffer._tempBuffer[i * 4 + 2] = 0.0;\r\n UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;\r\n }\r\n\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 8);\r\n }\r\n\r\n private _updateFloatForEffect(name: string, x: number) {\r\n this._currentEffect.setFloat(name, x);\r\n }\r\n\r\n private _updateFloatForUniform(name: string, x: number) {\r\n UniformBuffer._tempBuffer[0] = x;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 1);\r\n }\r\n\r\n private _updateFloat2ForEffect(name: string, x: number, y: number, suffix = \"\") {\r\n this._currentEffect.setFloat2(name + suffix, x, y);\r\n }\r\n\r\n private _updateFloat2ForUniform(name: string, x: number, y: number) {\r\n UniformBuffer._tempBuffer[0] = x;\r\n UniformBuffer._tempBuffer[1] = y;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 2);\r\n }\r\n\r\n private _updateFloat3ForEffect(name: string, x: number, y: number, z: number, suffix = \"\") {\r\n this._currentEffect.setFloat3(name + suffix, x, y, z);\r\n }\r\n\r\n private _updateFloat3ForUniform(name: string, x: number, y: number, z: number) {\r\n UniformBuffer._tempBuffer[0] = x;\r\n UniformBuffer._tempBuffer[1] = y;\r\n UniformBuffer._tempBuffer[2] = z;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 3);\r\n\r\n }\r\n\r\n private _updateFloat4ForEffect(name: string, x: number, y: number, z: number, w: number, suffix = \"\") {\r\n this._currentEffect.setFloat4(name + suffix, x, y, z, w);\r\n }\r\n\r\n private _updateFloat4ForUniform(name: string, x: number, y: number, z: number, w: number) {\r\n UniformBuffer._tempBuffer[0] = x;\r\n UniformBuffer._tempBuffer[1] = y;\r\n UniformBuffer._tempBuffer[2] = z;\r\n UniformBuffer._tempBuffer[3] = w;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 4);\r\n }\r\n\r\n private _updateMatrixForEffect(name: string, mat: Matrix) {\r\n this._currentEffect.setMatrix(name, mat);\r\n }\r\n\r\n private _updateMatrixForUniform(name: string, mat: Matrix) {\r\n if (this._cacheMatrix(name, mat)) {\r\n this.updateUniform(name, mat.toArray(), 16);\r\n }\r\n }\r\n\r\n private _updateVector3ForEffect(name: string, vector: Vector3) {\r\n this._currentEffect.setVector3(name, vector);\r\n }\r\n\r\n private _updateVector3ForUniform(name: string, vector: Vector3) {\r\n vector.toArray(UniformBuffer._tempBuffer);\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 3);\r\n }\r\n\r\n private _updateVector4ForEffect(name: string, vector: Vector4) {\r\n this._currentEffect.setVector4(name, vector);\r\n }\r\n\r\n private _updateVector4ForUniform(name: string, vector: Vector4) {\r\n vector.toArray(UniformBuffer._tempBuffer);\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 4);\r\n }\r\n\r\n private _updateColor3ForEffect(name: string, color: Color3, suffix = \"\") {\r\n this._currentEffect.setColor3(name + suffix, color);\r\n }\r\n\r\n private _updateColor3ForUniform(name: string, color: Color3) {\r\n color.toArray(UniformBuffer._tempBuffer);\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 3);\r\n }\r\n\r\n private _updateColor4ForEffect(name: string, color: Color3, alpha: number, suffix = \"\") {\r\n this._currentEffect.setColor4(name + suffix, color, alpha);\r\n }\r\n\r\n private _updateColor4ForUniform(name: string, color: Color3, alpha: number) {\r\n color.toArray(UniformBuffer._tempBuffer);\r\n UniformBuffer._tempBuffer[3] = alpha;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 4);\r\n }\r\n\r\n /**\r\n * Sets a sampler uniform on the effect.\r\n * @param name Define the name of the sampler.\r\n * @param texture Define the texture to set in the sampler\r\n */\r\n public setTexture(name: string, texture: Nullable) {\r\n this._currentEffect.setTexture(name, texture);\r\n }\r\n\r\n /**\r\n * Directly updates the value of the uniform in the cache AND on the GPU.\r\n * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.\r\n * @param data Define the flattened data\r\n */\r\n public updateUniformDirectly(uniformName: string, data: FloatArray) {\r\n this.updateUniform(uniformName, data, data.length);\r\n\r\n this.update();\r\n }\r\n\r\n /**\r\n * Binds this uniform buffer to an effect.\r\n * @param effect Define the effect to bind the buffer to\r\n * @param name Name of the uniform block in the shader.\r\n */\r\n public bindToEffect(effect: Effect, name: string): void {\r\n this._currentEffect = effect;\r\n\r\n if (this._noUBO || !this._buffer) {\r\n return;\r\n }\r\n\r\n this._alreadyBound = true;\r\n effect.bindUniformBuffer(this._buffer, name);\r\n }\r\n\r\n /**\r\n * Disposes the uniform buffer.\r\n */\r\n public dispose(): void {\r\n if (this._noUBO) {\r\n return;\r\n }\r\n\r\n const uniformBuffers = this._engine._uniformBuffers;\r\n let index = uniformBuffers.indexOf(this);\r\n\r\n if (index !== -1) {\r\n uniformBuffers[index] = uniformBuffers[uniformBuffers.length - 1];\r\n uniformBuffers.pop();\r\n }\r\n\r\n if (!this._buffer) {\r\n return;\r\n }\r\n if (this._engine._releaseBuffer(this._buffer)) {\r\n this._buffer = null;\r\n }\r\n }\r\n}\r\n","export * from \"./math.scalar\";\r\nexport * from \"./math\";\r\nexport * from \"./sphericalPolynomial\";\r\n","import { Vector3 } from './math.vector';\r\n\r\n/** Defines supported spaces */\r\nexport enum Space {\r\n /** Local (object) space */\r\n LOCAL = 0,\r\n /** World space */\r\n WORLD = 1,\r\n /** Bone space */\r\n BONE = 2\r\n}\r\n\r\n/** Defines the 3 main axes */\r\nexport class Axis {\r\n /** X axis */\r\n public static X: Vector3 = new Vector3(1.0, 0.0, 0.0);\r\n /** Y axis */\r\n public static Y: Vector3 = new Vector3(0.0, 1.0, 0.0);\r\n /** Z axis */\r\n public static Z: Vector3 = new Vector3(0.0, 0.0, 1.0);\r\n}","import { DeepImmutable, FloatArray } from '../types';\r\nimport { Scalar } from './math.scalar';\r\nimport { ToLinearSpace, ToGammaSpace } from './math.constants';\r\nimport { ArrayTools } from '../Misc/arrayTools';\r\nimport { _TypeStore } from '../Misc/typeStore';\r\n\r\n/**\r\n * Class used to hold a RBG color\r\n */\r\nexport class Color3 {\r\n\r\n /**\r\n * Creates a new Color3 object from red, green, blue values, all between 0 and 1\r\n * @param r defines the red component (between 0 and 1, default is 0)\r\n * @param g defines the green component (between 0 and 1, default is 0)\r\n * @param b defines the blue component (between 0 and 1, default is 0)\r\n */\r\n constructor(\r\n /**\r\n * Defines the red component (between 0 and 1, default is 0)\r\n */\r\n public r: number = 0,\r\n /**\r\n * Defines the green component (between 0 and 1, default is 0)\r\n */\r\n public g: number = 0,\r\n /**\r\n * Defines the blue component (between 0 and 1, default is 0)\r\n */\r\n public b: number = 0) {\r\n }\r\n\r\n /**\r\n * Creates a string with the Color3 current values\r\n * @returns the string representation of the Color3 object\r\n */\r\n public toString(): string {\r\n return \"{R: \" + this.r + \" G:\" + this.g + \" B:\" + this.b + \"}\";\r\n }\r\n\r\n /**\r\n * Returns the string \"Color3\"\r\n * @returns \"Color3\"\r\n */\r\n public getClassName(): string {\r\n return \"Color3\";\r\n }\r\n\r\n /**\r\n * Compute the Color3 hash code\r\n * @returns an unique number that can be used to hash Color3 objects\r\n */\r\n public getHashCode(): number {\r\n let hash = (this.r * 255) | 0;\r\n hash = (hash * 397) ^ ((this.g * 255) | 0);\r\n hash = (hash * 397) ^ ((this.b * 255) | 0);\r\n return hash;\r\n }\r\n\r\n // Operators\r\n\r\n /**\r\n * Stores in the given array from the given starting index the red, green, blue values as successive elements\r\n * @param array defines the array where to store the r,g,b components\r\n * @param index defines an optional index in the target array to define where to start storing values\r\n * @returns the current Color3 object\r\n */\r\n public toArray(array: FloatArray, index: number = 0): Color3 {\r\n array[index] = this.r;\r\n array[index + 1] = this.g;\r\n array[index + 2] = this.b;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns a new Color4 object from the current Color3 and the given alpha\r\n * @param alpha defines the alpha component on the new Color4 object (default is 1)\r\n * @returns a new Color4 object\r\n */\r\n public toColor4(alpha: number = 1): Color4 {\r\n return new Color4(this.r, this.g, this.b, alpha);\r\n }\r\n\r\n /**\r\n * Returns a new array populated with 3 numeric elements : red, green and blue values\r\n * @returns the new array\r\n */\r\n public asArray(): number[] {\r\n var result = new Array();\r\n this.toArray(result, 0);\r\n return result;\r\n }\r\n\r\n /**\r\n * Returns the luminance value\r\n * @returns a float value\r\n */\r\n public toLuminance(): number {\r\n return this.r * 0.3 + this.g * 0.59 + this.b * 0.11;\r\n }\r\n\r\n /**\r\n * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object\r\n * @param otherColor defines the second operand\r\n * @returns the new Color3 object\r\n */\r\n public multiply(otherColor: DeepImmutable): Color3 {\r\n return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b);\r\n }\r\n\r\n /**\r\n * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object \"result\"\r\n * @param otherColor defines the second operand\r\n * @param result defines the Color3 object where to store the result\r\n * @returns the current Color3\r\n */\r\n public multiplyToRef(otherColor: DeepImmutable, result: Color3): Color3 {\r\n result.r = this.r * otherColor.r;\r\n result.g = this.g * otherColor.g;\r\n result.b = this.b * otherColor.b;\r\n return this;\r\n }\r\n\r\n /**\r\n * Determines equality between Color3 objects\r\n * @param otherColor defines the second operand\r\n * @returns true if the rgb values are equal to the given ones\r\n */\r\n public equals(otherColor: DeepImmutable): boolean {\r\n return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b;\r\n }\r\n\r\n /**\r\n * Determines equality between the current Color3 object and a set of r,b,g values\r\n * @param r defines the red component to check\r\n * @param g defines the green component to check\r\n * @param b defines the blue component to check\r\n * @returns true if the rgb values are equal to the given ones\r\n */\r\n public equalsFloats(r: number, g: number, b: number): boolean {\r\n return this.r === r && this.g === g && this.b === b;\r\n }\r\n\r\n /**\r\n * Multiplies in place each rgb value by scale\r\n * @param scale defines the scaling factor\r\n * @returns the updated Color3\r\n */\r\n public scale(scale: number): Color3 {\r\n return new Color3(this.r * scale, this.g * scale, this.b * scale);\r\n }\r\n\r\n /**\r\n * Multiplies the rgb values by scale and stores the result into \"result\"\r\n * @param scale defines the scaling factor\r\n * @param result defines the Color3 object where to store the result\r\n * @returns the unmodified current Color3\r\n */\r\n public scaleToRef(scale: number, result: Color3): Color3 {\r\n result.r = this.r * scale;\r\n result.g = this.g * scale;\r\n result.b = this.b * scale;\r\n return this;\r\n }\r\n\r\n /**\r\n * Scale the current Color3 values by a factor and add the result to a given Color3\r\n * @param scale defines the scale factor\r\n * @param result defines color to store the result into\r\n * @returns the unmodified current Color3\r\n */\r\n public scaleAndAddToRef(scale: number, result: Color3): Color3 {\r\n result.r += this.r * scale;\r\n result.g += this.g * scale;\r\n result.b += this.b * scale;\r\n return this;\r\n }\r\n\r\n /**\r\n * Clamps the rgb values by the min and max values and stores the result into \"result\"\r\n * @param min defines minimum clamping value (default is 0)\r\n * @param max defines maximum clamping value (default is 1)\r\n * @param result defines color to store the result into\r\n * @returns the original Color3\r\n */\r\n public clampToRef(min: number = 0, max: number = 1, result: Color3): Color3 {\r\n result.r = Scalar.Clamp(this.r, min, max);\r\n result.g = Scalar.Clamp(this.g, min, max);\r\n result.b = Scalar.Clamp(this.b, min, max);\r\n return this;\r\n }\r\n\r\n /**\r\n * Creates a new Color3 set with the added values of the current Color3 and of the given one\r\n * @param otherColor defines the second operand\r\n * @returns the new Color3\r\n */\r\n public add(otherColor: DeepImmutable): Color3 {\r\n return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b);\r\n }\r\n\r\n /**\r\n * Stores the result of the addition of the current Color3 and given one rgb values into \"result\"\r\n * @param otherColor defines the second operand\r\n * @param result defines Color3 object to store the result into\r\n * @returns the unmodified current Color3\r\n */\r\n public addToRef(otherColor: DeepImmutable, result: Color3): Color3 {\r\n result.r = this.r + otherColor.r;\r\n result.g = this.g + otherColor.g;\r\n result.b = this.b + otherColor.b;\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns a new Color3 set with the subtracted values of the given one from the current Color3\r\n * @param otherColor defines the second operand\r\n * @returns the new Color3\r\n */\r\n public subtract(otherColor: DeepImmutable): Color3 {\r\n return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b);\r\n }\r\n\r\n /**\r\n * Stores the result of the subtraction of given one from the current Color3 rgb values into \"result\"\r\n * @param otherColor defines the second operand\r\n * @param result defines Color3 object to store the result into\r\n * @returns the unmodified current Color3\r\n */\r\n public subtractToRef(otherColor: DeepImmutable, result: Color3): Color3 {\r\n result.r = this.r - otherColor.r;\r\n result.g = this.g - otherColor.g;\r\n result.b = this.b - otherColor.b;\r\n return this;\r\n }\r\n\r\n /**\r\n * Copy the current object\r\n * @returns a new Color3 copied the current one\r\n */\r\n public clone(): Color3 {\r\n return new Color3(this.r, this.g, this.b);\r\n }\r\n\r\n /**\r\n * Copies the rgb values from the source in the current Color3\r\n * @param source defines the source Color3 object\r\n * @returns the updated Color3 object\r\n */\r\n public copyFrom(source: DeepImmutable): Color3 {\r\n this.r = source.r;\r\n this.g = source.g;\r\n this.b = source.b;\r\n return this;\r\n }\r\n\r\n /**\r\n * Updates the Color3 rgb values from the given floats\r\n * @param r defines the red component to read from\r\n * @param g defines the green component to read from\r\n * @param b defines the blue component to read from\r\n * @returns the current Color3 object\r\n */\r\n public copyFromFloats(r: number, g: number, b: number): Color3 {\r\n this.r = r;\r\n this.g = g;\r\n this.b = b;\r\n return this;\r\n }\r\n\r\n /**\r\n * Updates the Color3 rgb values from the given floats\r\n * @param r defines the red component to read from\r\n * @param g defines the green component to read from\r\n * @param b defines the blue component to read from\r\n * @returns the current Color3 object\r\n */\r\n public set(r: number, g: number, b: number): Color3 {\r\n return this.copyFromFloats(r, g, b);\r\n }\r\n\r\n /**\r\n * Compute the Color3 hexadecimal code as a string\r\n * @returns a string containing the hexadecimal representation of the Color3 object\r\n */\r\n public toHexString(): string {\r\n var intR = (this.r * 255) | 0;\r\n var intG = (this.g * 255) | 0;\r\n var intB = (this.b * 255) | 0;\r\n return \"#\" + Scalar.ToHex(intR) + Scalar.ToHex(intG) + Scalar.ToHex(intB);\r\n }\r\n\r\n /**\r\n * Computes a new Color3 converted from the current one to linear space\r\n * @returns a new Color3 object\r\n */\r\n public toLinearSpace(): Color3 {\r\n var convertedColor = new Color3();\r\n this.toLinearSpaceToRef(convertedColor);\r\n return convertedColor;\r\n }\r\n\r\n /**\r\n * Converts current color in rgb space to HSV values\r\n * @returns a new color3 representing the HSV values\r\n */\r\n public toHSV(): Color3 {\r\n let result = new Color3();\r\n\r\n this.toHSVToRef(result);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Converts current color in rgb space to HSV values\r\n * @param result defines the Color3 where to store the HSV values\r\n */\r\n public toHSVToRef(result: Color3) {\r\n var r = this.r;\r\n var g = this.g;\r\n var b = this.b;\r\n\r\n var max = Math.max(r, g, b);\r\n var min = Math.min(r, g, b);\r\n var h = 0;\r\n var s = 0;\r\n var v = max;\r\n\r\n var dm = max - min;\r\n\r\n if (max !== 0) {\r\n s = dm / max;\r\n }\r\n\r\n if (max != min) {\r\n if (max == r) {\r\n h = (g - b) / dm;\r\n if (g < b) {\r\n h += 6;\r\n }\r\n } else if (max == g) {\r\n h = (b - r) / dm + 2;\r\n } else if (max == b) {\r\n h = (r - g) / dm + 4;\r\n }\r\n h *= 60;\r\n }\r\n\r\n result.r = h;\r\n result.g = s;\r\n result.b = v;\r\n }\r\n\r\n /**\r\n * Converts the Color3 values to linear space and stores the result in \"convertedColor\"\r\n * @param convertedColor defines the Color3 object where to store the linear space version\r\n * @returns the unmodified Color3\r\n */\r\n public toLinearSpaceToRef(convertedColor: Color3): Color3 {\r\n convertedColor.r = Math.pow(this.r, ToLinearSpace);\r\n convertedColor.g = Math.pow(this.g, ToLinearSpace);\r\n convertedColor.b = Math.pow(this.b, ToLinearSpace);\r\n return this;\r\n }\r\n\r\n /**\r\n * Computes a new Color3 converted from the current one to gamma space\r\n * @returns a new Color3 object\r\n */\r\n public toGammaSpace(): Color3 {\r\n var convertedColor = new Color3();\r\n this.toGammaSpaceToRef(convertedColor);\r\n return convertedColor;\r\n }\r\n\r\n /**\r\n * Converts the Color3 values to gamma space and stores the result in \"convertedColor\"\r\n * @param convertedColor defines the Color3 object where to store the gamma space version\r\n * @returns the unmodified Color3\r\n */\r\n public toGammaSpaceToRef(convertedColor: Color3): Color3 {\r\n convertedColor.r = Math.pow(this.r, ToGammaSpace);\r\n convertedColor.g = Math.pow(this.g, ToGammaSpace);\r\n convertedColor.b = Math.pow(this.b, ToGammaSpace);\r\n return this;\r\n }\r\n\r\n // Statics\r\n\r\n private static _BlackReadOnly = Color3.Black() as DeepImmutable;\r\n\r\n /**\r\n * Convert Hue, saturation and value to a Color3 (RGB)\r\n * @param hue defines the hue\r\n * @param saturation defines the saturation\r\n * @param value defines the value\r\n * @param result defines the Color3 where to store the RGB values\r\n */\r\n public static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3) {\r\n var chroma = value * saturation;\r\n var h = hue / 60;\r\n var x = chroma * (1 - Math.abs((h % 2) - 1));\r\n var r = 0;\r\n var g = 0;\r\n var b = 0;\r\n\r\n if (h >= 0 && h <= 1) {\r\n r = chroma;\r\n g = x;\r\n } else if (h >= 1 && h <= 2) {\r\n r = x;\r\n g = chroma;\r\n } else if (h >= 2 && h <= 3) {\r\n g = chroma;\r\n b = x;\r\n } else if (h >= 3 && h <= 4) {\r\n g = x;\r\n b = chroma;\r\n } else if (h >= 4 && h <= 5) {\r\n r = x;\r\n b = chroma;\r\n } else if (h >= 5 && h <= 6) {\r\n r = chroma;\r\n b = x;\r\n }\r\n\r\n var m = value - chroma;\r\n result.set((r + m), (g + m), (b + m));\r\n }\r\n\r\n /**\r\n * Creates a new Color3 from the string containing valid hexadecimal values\r\n * @param hex defines a string containing valid hexadecimal values\r\n * @returns a new Color3 object\r\n */\r\n public static FromHexString(hex: string): Color3 {\r\n if (hex.substring(0, 1) !== \"#\" || hex.length !== 7) {\r\n return new Color3(0, 0, 0);\r\n }\r\n\r\n var r = parseInt(hex.substring(1, 3), 16);\r\n var g = parseInt(hex.substring(3, 5), 16);\r\n var b = parseInt(hex.substring(5, 7), 16);\r\n\r\n return Color3.FromInts(r, g, b);\r\n }\r\n\r\n /**\r\n * Creates a new Color3 from the starting index of the given array\r\n * @param array defines the source array\r\n * @param offset defines an offset in the source array\r\n * @returns a new Color3 object\r\n */\r\n public static FromArray(array: DeepImmutable>, offset: number = 0): Color3 {\r\n return new Color3(array[offset], array[offset + 1], array[offset + 2]);\r\n }\r\n\r\n /**\r\n * Creates a new Color3 from integer values (< 256)\r\n * @param r defines the red component to read from (value between 0 and 255)\r\n * @param g defines the green component to read from (value between 0 and 255)\r\n * @param b defines the blue component to read from (value between 0 and 255)\r\n * @returns a new Color3 object\r\n */\r\n public static FromInts(r: number, g: number, b: number): Color3 {\r\n return new Color3(r / 255.0, g / 255.0, b / 255.0);\r\n }\r\n\r\n /**\r\n * Creates a new Color3 with values linearly interpolated of \"amount\" between the start Color3 and the end Color3\r\n * @param start defines the start Color3 value\r\n * @param end defines the end Color3 value\r\n * @param amount defines the gradient value between start and end\r\n * @returns a new Color3 object\r\n */\r\n public static Lerp(start: DeepImmutable, end: DeepImmutable, amount: number): Color3 {\r\n var result = new Color3(0.0, 0.0, 0.0);\r\n Color3.LerpToRef(start, end, amount, result);\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a new Color3 with values linearly interpolated of \"amount\" between the start Color3 and the end Color3\r\n * @param left defines the start value\r\n * @param right defines the end value\r\n * @param amount defines the gradient factor\r\n * @param result defines the Color3 object where to store the result\r\n */\r\n public static LerpToRef(left: DeepImmutable, right: DeepImmutable, amount: number, result: Color3): void {\r\n result.r = left.r + ((right.r - left.r) * amount);\r\n result.g = left.g + ((right.g - left.g) * amount);\r\n result.b = left.b + ((right.b - left.b) * amount);\r\n }\r\n\r\n /**\r\n * Returns a Color3 value containing a red color\r\n * @returns a new Color3 object\r\n */\r\n public static Red(): Color3 { return new Color3(1, 0, 0); }\r\n /**\r\n * Returns a Color3 value containing a green color\r\n * @returns a new Color3 object\r\n */\r\n public static Green(): Color3 { return new Color3(0, 1, 0); }\r\n /**\r\n * Returns a Color3 value containing a blue color\r\n * @returns a new Color3 object\r\n */\r\n public static Blue(): Color3 { return new Color3(0, 0, 1); }\r\n /**\r\n * Returns a Color3 value containing a black color\r\n * @returns a new Color3 object\r\n */\r\n public static Black(): Color3 { return new Color3(0, 0, 0); }\r\n\r\n /**\r\n * Gets a Color3 value containing a black color that must not be updated\r\n */\r\n public static get BlackReadOnly(): DeepImmutable {\r\n return Color3._BlackReadOnly;\r\n }\r\n\r\n /**\r\n * Returns a Color3 value containing a white color\r\n * @returns a new Color3 object\r\n */\r\n public static White(): Color3 { return new Color3(1, 1, 1); }\r\n /**\r\n * Returns a Color3 value containing a purple color\r\n * @returns a new Color3 object\r\n */\r\n public static Purple(): Color3 { return new Color3(0.5, 0, 0.5); }\r\n /**\r\n * Returns a Color3 value containing a magenta color\r\n * @returns a new Color3 object\r\n */\r\n public static Magenta(): Color3 { return new Color3(1, 0, 1); }\r\n /**\r\n * Returns a Color3 value containing a yellow color\r\n * @returns a new Color3 object\r\n */\r\n public static Yellow(): Color3 { return new Color3(1, 1, 0); }\r\n /**\r\n * Returns a Color3 value containing a gray color\r\n * @returns a new Color3 object\r\n */\r\n public static Gray(): Color3 { return new Color3(0.5, 0.5, 0.5); }\r\n /**\r\n * Returns a Color3 value containing a teal color\r\n * @returns a new Color3 object\r\n */\r\n public static Teal(): Color3 { return new Color3(0, 1.0, 1.0); }\r\n /**\r\n * Returns a Color3 value containing a random color\r\n * @returns a new Color3 object\r\n */\r\n public static Random(): Color3 { return new Color3(Math.random(), Math.random(), Math.random()); }\r\n}\r\n\r\n/**\r\n * Class used to hold a RBGA color\r\n */\r\nexport class Color4 {\r\n /**\r\n * Creates a new Color4 object from red, green, blue values, all between 0 and 1\r\n * @param r defines the red component (between 0 and 1, default is 0)\r\n * @param g defines the green component (between 0 and 1, default is 0)\r\n * @param b defines the blue component (between 0 and 1, default is 0)\r\n * @param a defines the alpha component (between 0 and 1, default is 1)\r\n */\r\n constructor(\r\n /**\r\n * Defines the red component (between 0 and 1, default is 0)\r\n */\r\n public r: number = 0,\r\n /**\r\n * Defines the green component (between 0 and 1, default is 0)\r\n */\r\n public g: number = 0,\r\n /**\r\n * Defines the blue component (between 0 and 1, default is 0)\r\n */\r\n public b: number = 0,\r\n /**\r\n * Defines the alpha component (between 0 and 1, default is 1)\r\n */\r\n public a: number = 1) {\r\n }\r\n\r\n // Operators\r\n\r\n /**\r\n * Adds in place the given Color4 values to the current Color4 object\r\n * @param right defines the second operand\r\n * @returns the current updated Color4 object\r\n */\r\n public addInPlace(right: DeepImmutable): Color4 {\r\n this.r += right.r;\r\n this.g += right.g;\r\n this.b += right.b;\r\n this.a += right.a;\r\n return this;\r\n }\r\n\r\n /**\r\n * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values\r\n * @returns the new array\r\n */\r\n public asArray(): number[] {\r\n var result = new Array();\r\n this.toArray(result, 0);\r\n return result;\r\n }\r\n\r\n /**\r\n * Stores from the starting index in the given array the Color4 successive values\r\n * @param array defines the array where to store the r,g,b components\r\n * @param index defines an optional index in the target array to define where to start storing values\r\n * @returns the current Color4 object\r\n */\r\n public toArray(array: number[], index: number = 0): Color4 {\r\n array[index] = this.r;\r\n array[index + 1] = this.g;\r\n array[index + 2] = this.b;\r\n array[index + 3] = this.a;\r\n return this;\r\n }\r\n\r\n /**\r\n * Determines equality between Color4 objects\r\n * @param otherColor defines the second operand\r\n * @returns true if the rgba values are equal to the given ones\r\n */\r\n public equals(otherColor: DeepImmutable): boolean {\r\n return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b && this.a === otherColor.a;\r\n }\r\n\r\n /**\r\n * Creates a new Color4 set with the added values of the current Color4 and of the given one\r\n * @param right defines the second operand\r\n * @returns a new Color4 object\r\n */\r\n public add(right: DeepImmutable): Color4 {\r\n return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a);\r\n }\r\n\r\n /**\r\n * Creates a new Color4 set with the subtracted values of the given one from the current Color4\r\n * @param right defines the second operand\r\n * @returns a new Color4 object\r\n */\r\n public subtract(right: DeepImmutable): Color4 {\r\n return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a);\r\n }\r\n\r\n /**\r\n * Subtracts the given ones from the current Color4 values and stores the results in \"result\"\r\n * @param right defines the second operand\r\n * @param result defines the Color4 object where to store the result\r\n * @returns the current Color4 object\r\n */\r\n public subtractToRef(right: DeepImmutable, result: Color4): Color4 {\r\n result.r = this.r - right.r;\r\n result.g = this.g - right.g;\r\n result.b = this.b - right.b;\r\n result.a = this.a - right.a;\r\n return this;\r\n }\r\n\r\n /**\r\n * Creates a new Color4 with the current Color4 values multiplied by scale\r\n * @param scale defines the scaling factor to apply\r\n * @returns a new Color4 object\r\n */\r\n public scale(scale: number): Color4 {\r\n return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale);\r\n }\r\n\r\n /**\r\n * Multiplies the current Color4 values by scale and stores the result in \"result\"\r\n * @param scale defines the scaling factor to apply\r\n * @param result defines the Color4 object where to store the result\r\n * @returns the current unmodified Color4\r\n */\r\n public scaleToRef(scale: number, result: Color4): Color4 {\r\n result.r = this.r * scale;\r\n result.g = this.g * scale;\r\n result.b = this.b * scale;\r\n result.a = this.a * scale;\r\n return this;\r\n }\r\n\r\n /**\r\n * Scale the current Color4 values by a factor and add the result to a given Color4\r\n * @param scale defines the scale factor\r\n * @param result defines the Color4 object where to store the result\r\n * @returns the unmodified current Color4\r\n */\r\n public scaleAndAddToRef(scale: number, result: Color4): Color4 {\r\n result.r += this.r * scale;\r\n result.g += this.g * scale;\r\n result.b += this.b * scale;\r\n result.a += this.a * scale;\r\n return this;\r\n }\r\n\r\n /**\r\n * Clamps the rgb values by the min and max values and stores the result into \"result\"\r\n * @param min defines minimum clamping value (default is 0)\r\n * @param max defines maximum clamping value (default is 1)\r\n * @param result defines color to store the result into.\r\n * @returns the cuurent Color4\r\n */\r\n public clampToRef(min: number = 0, max: number = 1, result: Color4): Color4 {\r\n result.r = Scalar.Clamp(this.r, min, max);\r\n result.g = Scalar.Clamp(this.g, min, max);\r\n result.b = Scalar.Clamp(this.b, min, max);\r\n result.a = Scalar.Clamp(this.a, min, max);\r\n return this;\r\n }\r\n\r\n /**\r\n * Multipy an Color4 value by another and return a new Color4 object\r\n * @param color defines the Color4 value to multiply by\r\n * @returns a new Color4 object\r\n */\r\n public multiply(color: Color4): Color4 {\r\n return new Color4(this.r * color.r, this.g * color.g, this.b * color.b, this.a * color.a);\r\n }\r\n\r\n /**\r\n * Multipy a Color4 value by another and push the result in a reference value\r\n * @param color defines the Color4 value to multiply by\r\n * @param result defines the Color4 to fill the result in\r\n * @returns the result Color4\r\n */\r\n public multiplyToRef(color: Color4, result: Color4): Color4 {\r\n result.r = this.r * color.r;\r\n result.g = this.g * color.g;\r\n result.b = this.b * color.b;\r\n result.a = this.a * color.a;\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a string with the Color4 current values\r\n * @returns the string representation of the Color4 object\r\n */\r\n public toString(): string {\r\n return \"{R: \" + this.r + \" G:\" + this.g + \" B:\" + this.b + \" A:\" + this.a + \"}\";\r\n }\r\n\r\n /**\r\n * Returns the string \"Color4\"\r\n * @returns \"Color4\"\r\n */\r\n public getClassName(): string {\r\n return \"Color4\";\r\n }\r\n\r\n /**\r\n * Compute the Color4 hash code\r\n * @returns an unique number that can be used to hash Color4 objects\r\n */\r\n public getHashCode(): number {\r\n let hash = (this.r * 255) | 0;\r\n hash = (hash * 397) ^ ((this.g * 255) | 0);\r\n hash = (hash * 397) ^ ((this.b * 255) | 0);\r\n hash = (hash * 397) ^ ((this.a * 255) | 0);\r\n return hash;\r\n }\r\n\r\n /**\r\n * Creates a new Color4 copied from the current one\r\n * @returns a new Color4 object\r\n */\r\n public clone(): Color4 {\r\n return new Color4(this.r, this.g, this.b, this.a);\r\n }\r\n\r\n /**\r\n * Copies the given Color4 values into the current one\r\n * @param source defines the source Color4 object\r\n * @returns the current updated Color4 object\r\n */\r\n public copyFrom(source: Color4): Color4 {\r\n this.r = source.r;\r\n this.g = source.g;\r\n this.b = source.b;\r\n this.a = source.a;\r\n return this;\r\n }\r\n\r\n /**\r\n * Copies the given float values into the current one\r\n * @param r defines the red component to read from\r\n * @param g defines the green component to read from\r\n * @param b defines the blue component to read from\r\n * @param a defines the alpha component to read from\r\n * @returns the current updated Color4 object\r\n */\r\n public copyFromFloats(r: number, g: number, b: number, a: number): Color4 {\r\n this.r = r;\r\n this.g = g;\r\n this.b = b;\r\n this.a = a;\r\n return this;\r\n }\r\n\r\n /**\r\n * Copies the given float values into the current one\r\n * @param r defines the red component to read from\r\n * @param g defines the green component to read from\r\n * @param b defines the blue component to read from\r\n * @param a defines the alpha component to read from\r\n * @returns the current updated Color4 object\r\n */\r\n public set(r: number, g: number, b: number, a: number): Color4 {\r\n return this.copyFromFloats(r, g, b, a);\r\n }\r\n\r\n /**\r\n * Compute the Color4 hexadecimal code as a string\r\n * @param returnAsColor3 defines if the string should only contains RGB values (off by default)\r\n * @returns a string containing the hexadecimal representation of the Color4 object\r\n */\r\n public toHexString(returnAsColor3 = false): string {\r\n var intR = (this.r * 255) | 0;\r\n var intG = (this.g * 255) | 0;\r\n var intB = (this.b * 255) | 0;\r\n\r\n if (returnAsColor3) {\r\n return \"#\" + Scalar.ToHex(intR) + Scalar.ToHex(intG) + Scalar.ToHex(intB);\r\n }\r\n\r\n var intA = (this.a * 255) | 0;\r\n return \"#\" + Scalar.ToHex(intR) + Scalar.ToHex(intG) + Scalar.ToHex(intB) + Scalar.ToHex(intA);\r\n }\r\n\r\n /**\r\n * Computes a new Color4 converted from the current one to linear space\r\n * @returns a new Color4 object\r\n */\r\n public toLinearSpace(): Color4 {\r\n var convertedColor = new Color4();\r\n this.toLinearSpaceToRef(convertedColor);\r\n return convertedColor;\r\n }\r\n\r\n /**\r\n * Converts the Color4 values to linear space and stores the result in \"convertedColor\"\r\n * @param convertedColor defines the Color4 object where to store the linear space version\r\n * @returns the unmodified Color4\r\n */\r\n public toLinearSpaceToRef(convertedColor: Color4): Color4 {\r\n convertedColor.r = Math.pow(this.r, ToLinearSpace);\r\n convertedColor.g = Math.pow(this.g, ToLinearSpace);\r\n convertedColor.b = Math.pow(this.b, ToLinearSpace);\r\n convertedColor.a = this.a;\r\n return this;\r\n }\r\n\r\n /**\r\n * Computes a new Color4 converted from the current one to gamma space\r\n * @returns a new Color4 object\r\n */\r\n public toGammaSpace(): Color4 {\r\n var convertedColor = new Color4();\r\n this.toGammaSpaceToRef(convertedColor);\r\n return convertedColor;\r\n }\r\n\r\n /**\r\n * Converts the Color4 values to gamma space and stores the result in \"convertedColor\"\r\n * @param convertedColor defines the Color4 object where to store the gamma space version\r\n * @returns the unmodified Color4\r\n */\r\n public toGammaSpaceToRef(convertedColor: Color4): Color4 {\r\n convertedColor.r = Math.pow(this.r, ToGammaSpace);\r\n convertedColor.g = Math.pow(this.g, ToGammaSpace);\r\n convertedColor.b = Math.pow(this.b, ToGammaSpace);\r\n convertedColor.a = this.a;\r\n return this;\r\n }\r\n\r\n // Statics\r\n\r\n /**\r\n * Creates a new Color4 from the string containing valid hexadecimal values\r\n * @param hex defines a string containing valid hexadecimal values\r\n * @returns a new Color4 object\r\n */\r\n public static FromHexString(hex: string): Color4 {\r\n if (hex.substring(0, 1) !== \"#\" || hex.length !== 9) {\r\n return new Color4(0.0, 0.0, 0.0, 0.0);\r\n }\r\n\r\n var r = parseInt(hex.substring(1, 3), 16);\r\n var g = parseInt(hex.substring(3, 5), 16);\r\n var b = parseInt(hex.substring(5, 7), 16);\r\n var a = parseInt(hex.substring(7, 9), 16);\r\n\r\n return Color4.FromInts(r, g, b, a);\r\n }\r\n\r\n /**\r\n * Creates a new Color4 object set with the linearly interpolated values of \"amount\" between the left Color4 object and the right Color4 object\r\n * @param left defines the start value\r\n * @param right defines the end value\r\n * @param amount defines the gradient factor\r\n * @returns a new Color4 object\r\n */\r\n public static Lerp(left: DeepImmutable, right: DeepImmutable, amount: number): Color4 {\r\n var result = new Color4(0.0, 0.0, 0.0, 0.0);\r\n Color4.LerpToRef(left, right, amount, result);\r\n return result;\r\n }\r\n\r\n /**\r\n * Set the given \"result\" with the linearly interpolated values of \"amount\" between the left Color4 object and the right Color4 object\r\n * @param left defines the start value\r\n * @param right defines the end value\r\n * @param amount defines the gradient factor\r\n * @param result defines the Color4 object where to store data\r\n */\r\n public static LerpToRef(left: DeepImmutable, right: DeepImmutable, amount: number, result: Color4): void {\r\n result.r = left.r + (right.r - left.r) * amount;\r\n result.g = left.g + (right.g - left.g) * amount;\r\n result.b = left.b + (right.b - left.b) * amount;\r\n result.a = left.a + (right.a - left.a) * amount;\r\n }\r\n\r\n /**\r\n * Creates a new Color4 from a Color3 and an alpha value\r\n * @param color3 defines the source Color3 to read from\r\n * @param alpha defines the alpha component (1.0 by default)\r\n * @returns a new Color4 object\r\n */\r\n public static FromColor3(color3: DeepImmutable, alpha: number = 1.0): Color4 {\r\n return new Color4(color3.r, color3.g, color3.b, alpha);\r\n }\r\n\r\n /**\r\n * Creates a new Color4 from the starting index element of the given array\r\n * @param array defines the source array to read from\r\n * @param offset defines the offset in the source array\r\n * @returns a new Color4 object\r\n */\r\n public static FromArray(array: DeepImmutable>, offset: number = 0): Color4 {\r\n return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);\r\n }\r\n\r\n /**\r\n * Creates a new Color3 from integer values (< 256)\r\n * @param r defines the red component to read from (value between 0 and 255)\r\n * @param g defines the green component to read from (value between 0 and 255)\r\n * @param b defines the blue component to read from (value between 0 and 255)\r\n * @param a defines the alpha component to read from (value between 0 and 255)\r\n * @returns a new Color3 object\r\n */\r\n public static FromInts(r: number, g: number, b: number, a: number): Color4 {\r\n return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0);\r\n }\r\n\r\n /**\r\n * Check the content of a given array and convert it to an array containing RGBA data\r\n * If the original array was already containing count * 4 values then it is returned directly\r\n * @param colors defines the array to check\r\n * @param count defines the number of RGBA data to expect\r\n * @returns an array containing count * 4 values (RGBA)\r\n */\r\n public static CheckColors4(colors: number[], count: number): number[] {\r\n // Check if color3 was used\r\n if (colors.length === count * 3) {\r\n var colors4 = [];\r\n for (var index = 0; index < colors.length; index += 3) {\r\n var newIndex = (index / 3) * 4;\r\n colors4[newIndex] = colors[index];\r\n colors4[newIndex + 1] = colors[index + 1];\r\n colors4[newIndex + 2] = colors[index + 2];\r\n colors4[newIndex + 3] = 1.0;\r\n }\r\n\r\n return colors4;\r\n }\r\n\r\n return colors;\r\n }\r\n}\r\n\r\n/**\r\n * @hidden\r\n */\r\nexport class TmpColors {\r\n public static Color3: Color3[] = ArrayTools.BuildArray(3, Color3.Black);\r\n public static Color4: Color4[] = ArrayTools.BuildArray(3, () => new Color4(0, 0, 0, 0));\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.Color3\"] = Color3;\r\n_TypeStore.RegisteredTypes[\"BABYLON.Color4\"] = Color4;","/**\r\n * Constant used to convert a value to gamma space\r\n * @ignorenaming\r\n */\r\nexport const ToGammaSpace = 1 / 2.2;\r\n/**\r\n * Constant used to convert a value to linear space\r\n * @ignorenaming\r\n */\r\nexport const ToLinearSpace = 2.2;\r\n/**\r\n * Constant used to define the minimal number value in Babylon.js\r\n * @ignorenaming\r\n */\r\nlet Epsilon = 0.001;\r\nexport { Epsilon };","import { Matrix } from './math.vector';\r\nimport { DeepImmutable } from '../types';\r\nimport { Plane } from './math.plane';\r\n\r\n/**\r\n * Represents a camera frustum\r\n */\r\nexport class Frustum {\r\n /**\r\n * Gets the planes representing the frustum\r\n * @param transform matrix to be applied to the returned planes\r\n * @returns a new array of 6 Frustum planes computed by the given transformation matrix.\r\n */\r\n public static GetPlanes(transform: DeepImmutable): Plane[] {\r\n var frustumPlanes = [];\r\n for (var index = 0; index < 6; index++) {\r\n frustumPlanes.push(new Plane(0.0, 0.0, 0.0, 0.0));\r\n }\r\n Frustum.GetPlanesToRef(transform, frustumPlanes);\r\n return frustumPlanes;\r\n }\r\n\r\n /**\r\n * Gets the near frustum plane transformed by the transform matrix\r\n * @param transform transformation matrix to be applied to the resulting frustum plane\r\n * @param frustumPlane the resuling frustum plane\r\n */\r\n public static GetNearPlaneToRef(transform: DeepImmutable, frustumPlane: Plane): void {\r\n const m = transform.m;\r\n frustumPlane.normal.x = m[3] + m[2];\r\n frustumPlane.normal.y = m[7] + m[6];\r\n frustumPlane.normal.z = m[11] + m[10];\r\n frustumPlane.d = m[15] + m[14];\r\n frustumPlane.normalize();\r\n }\r\n\r\n /**\r\n * Gets the far frustum plane transformed by the transform matrix\r\n * @param transform transformation matrix to be applied to the resulting frustum plane\r\n * @param frustumPlane the resuling frustum plane\r\n */\r\n public static GetFarPlaneToRef(transform: DeepImmutable, frustumPlane: Plane): void {\r\n const m = transform.m;\r\n frustumPlane.normal.x = m[3] - m[2];\r\n frustumPlane.normal.y = m[7] - m[6];\r\n frustumPlane.normal.z = m[11] - m[10];\r\n frustumPlane.d = m[15] - m[14];\r\n frustumPlane.normalize();\r\n }\r\n\r\n /**\r\n * Gets the left frustum plane transformed by the transform matrix\r\n * @param transform transformation matrix to be applied to the resulting frustum plane\r\n * @param frustumPlane the resuling frustum plane\r\n */\r\n public static GetLeftPlaneToRef(transform: DeepImmutable, frustumPlane: Plane): void {\r\n const m = transform.m;\r\n frustumPlane.normal.x = m[3] + m[0];\r\n frustumPlane.normal.y = m[7] + m[4];\r\n frustumPlane.normal.z = m[11] + m[8];\r\n frustumPlane.d = m[15] + m[12];\r\n frustumPlane.normalize();\r\n }\r\n\r\n /**\r\n * Gets the right frustum plane transformed by the transform matrix\r\n * @param transform transformation matrix to be applied to the resulting frustum plane\r\n * @param frustumPlane the resuling frustum plane\r\n */\r\n public static GetRightPlaneToRef(transform: DeepImmutable, frustumPlane: Plane): void {\r\n const m = transform.m;\r\n frustumPlane.normal.x = m[3] - m[0];\r\n frustumPlane.normal.y = m[7] - m[4];\r\n frustumPlane.normal.z = m[11] - m[8];\r\n frustumPlane.d = m[15] - m[12];\r\n frustumPlane.normalize();\r\n }\r\n\r\n /**\r\n * Gets the top frustum plane transformed by the transform matrix\r\n * @param transform transformation matrix to be applied to the resulting frustum plane\r\n * @param frustumPlane the resuling frustum plane\r\n */\r\n public static GetTopPlaneToRef(transform: DeepImmutable, frustumPlane: Plane): void {\r\n const m = transform.m;\r\n frustumPlane.normal.x = m[3] - m[1];\r\n frustumPlane.normal.y = m[7] - m[5];\r\n frustumPlane.normal.z = m[11] - m[9];\r\n frustumPlane.d = m[15] - m[13];\r\n frustumPlane.normalize();\r\n }\r\n\r\n /**\r\n * Gets the bottom frustum plane transformed by the transform matrix\r\n * @param transform transformation matrix to be applied to the resulting frustum plane\r\n * @param frustumPlane the resuling frustum plane\r\n */\r\n public static GetBottomPlaneToRef(transform: DeepImmutable, frustumPlane: Plane): void {\r\n const m = transform.m;\r\n frustumPlane.normal.x = m[3] + m[1];\r\n frustumPlane.normal.y = m[7] + m[5];\r\n frustumPlane.normal.z = m[11] + m[9];\r\n frustumPlane.d = m[15] + m[13];\r\n frustumPlane.normalize();\r\n }\r\n\r\n /**\r\n * Sets the given array \"frustumPlanes\" with the 6 Frustum planes computed by the given transformation matrix.\r\n * @param transform transformation matrix to be applied to the resulting frustum planes\r\n * @param frustumPlanes the resuling frustum planes\r\n */\r\n public static GetPlanesToRef(transform: DeepImmutable, frustumPlanes: Plane[]): void {\r\n // Near\r\n Frustum.GetNearPlaneToRef(transform, frustumPlanes[0]);\r\n\r\n // Far\r\n Frustum.GetFarPlaneToRef(transform, frustumPlanes[1]);\r\n\r\n // Left\r\n Frustum.GetLeftPlaneToRef(transform, frustumPlanes[2]);\r\n\r\n // Right\r\n Frustum.GetRightPlaneToRef(transform, frustumPlanes[3]);\r\n\r\n // Top\r\n Frustum.GetTopPlaneToRef(transform, frustumPlanes[4]);\r\n\r\n // Bottom\r\n Frustum.GetBottomPlaneToRef(transform, frustumPlanes[5]);\r\n }\r\n}\r\n","import { FloatArray, Nullable, IndicesArray } from '../types';\r\nimport { Vector2, Vector3 } from './math.vector';\r\n\r\n/**\r\n * Extracts minimum and maximum values from a list of indexed positions\r\n * @param positions defines the positions to use\r\n * @param indices defines the indices to the positions\r\n * @param indexStart defines the start index\r\n * @param indexCount defines the end index\r\n * @param bias defines bias value to add to the result\r\n * @return minimum and maximum values\r\n */\r\nexport function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias: Nullable = null): { minimum: Vector3; maximum: Vector3 } {\r\n var minimum = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n var maximum = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);\r\n\r\n for (var index = indexStart; index < indexStart + indexCount; index++) {\r\n const offset = indices[index] * 3;\r\n const x = positions[offset];\r\n const y = positions[offset + 1];\r\n const z = positions[offset + 2];\r\n minimum.minimizeInPlaceFromFloats(x, y, z);\r\n maximum.maximizeInPlaceFromFloats(x, y, z);\r\n }\r\n\r\n if (bias) {\r\n minimum.x -= minimum.x * bias.x + bias.y;\r\n minimum.y -= minimum.y * bias.x + bias.y;\r\n minimum.z -= minimum.z * bias.x + bias.y;\r\n maximum.x += maximum.x * bias.x + bias.y;\r\n maximum.y += maximum.y * bias.x + bias.y;\r\n maximum.z += maximum.z * bias.x + bias.y;\r\n }\r\n\r\n return {\r\n minimum: minimum,\r\n maximum: maximum\r\n };\r\n}\r\n\r\n/**\r\n * Extracts minimum and maximum values from a list of positions\r\n * @param positions defines the positions to use\r\n * @param start defines the start index in the positions array\r\n * @param count defines the number of positions to handle\r\n * @param bias defines bias value to add to the result\r\n * @param stride defines the stride size to use (distance between two positions in the positions array)\r\n * @return minimum and maximum values\r\n */\r\nexport function extractMinAndMax(positions: FloatArray, start: number, count: number, bias: Nullable = null, stride?: number): { minimum: Vector3; maximum: Vector3 } {\r\n var minimum = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n var maximum = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);\r\n\r\n if (!stride) {\r\n stride = 3;\r\n }\r\n\r\n for (var index = start, offset = start * stride; index < start + count; index++ , offset += stride) {\r\n const x = positions[offset];\r\n const y = positions[offset + 1];\r\n const z = positions[offset + 2];\r\n minimum.minimizeInPlaceFromFloats(x, y, z);\r\n maximum.maximizeInPlaceFromFloats(x, y, z);\r\n }\r\n\r\n if (bias) {\r\n minimum.x -= minimum.x * bias.x + bias.y;\r\n minimum.y -= minimum.y * bias.x + bias.y;\r\n minimum.z -= minimum.z * bias.x + bias.y;\r\n maximum.x += maximum.x * bias.x + bias.y;\r\n maximum.y += maximum.y * bias.x + bias.y;\r\n maximum.z += maximum.z * bias.x + bias.y;\r\n }\r\n\r\n return {\r\n minimum: minimum,\r\n maximum: maximum\r\n };\r\n}\r\n","import { DeepImmutable, Nullable } from '../types';\r\nimport { Scalar } from './math.scalar';\r\nimport { Vector2, Vector3, Quaternion, Matrix } from './math.vector';\r\nimport { Epsilon } from './math.constants';\r\n\r\n/**\r\n * Defines potential orientation for back face culling\r\n */\r\nexport enum Orientation {\r\n /**\r\n * Clockwise\r\n */\r\n CW = 0,\r\n /** Counter clockwise */\r\n CCW = 1\r\n}\r\n\r\n/** Class used to represent a Bezier curve */\r\nexport class BezierCurve {\r\n /**\r\n * Returns the cubic Bezier interpolated value (float) at \"t\" (float) from the given x1, y1, x2, y2 floats\r\n * @param t defines the time\r\n * @param x1 defines the left coordinate on X axis\r\n * @param y1 defines the left coordinate on Y axis\r\n * @param x2 defines the right coordinate on X axis\r\n * @param y2 defines the right coordinate on Y axis\r\n * @returns the interpolated value\r\n */\r\n public static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number {\r\n\r\n // Extract X (which is equal to time here)\r\n var f0 = 1 - 3 * x2 + 3 * x1;\r\n var f1 = 3 * x2 - 6 * x1;\r\n var f2 = 3 * x1;\r\n\r\n var refinedT = t;\r\n for (var i = 0; i < 5; i++) {\r\n var refinedT2 = refinedT * refinedT;\r\n var refinedT3 = refinedT2 * refinedT;\r\n\r\n var x = f0 * refinedT3 + f1 * refinedT2 + f2 * refinedT;\r\n var slope = 1.0 / (3.0 * f0 * refinedT2 + 2.0 * f1 * refinedT + f2);\r\n refinedT -= (x - t) * slope;\r\n refinedT = Math.min(1, Math.max(0, refinedT));\r\n\r\n }\r\n\r\n // Resolve cubic bezier for the given x\r\n return 3 * Math.pow(1 - refinedT, 2) * refinedT * y1 +\r\n 3 * (1 - refinedT) * Math.pow(refinedT, 2) * y2 +\r\n Math.pow(refinedT, 3);\r\n }\r\n}\r\n\r\n/**\r\n * Defines angle representation\r\n */\r\nexport class Angle {\r\n private _radians: number;\r\n\r\n /**\r\n * Creates an Angle object of \"radians\" radians (float).\r\n * @param radians the angle in radians\r\n */\r\n constructor(radians: number) {\r\n this._radians = radians;\r\n if (this._radians < 0.0) { this._radians += (2.0 * Math.PI); }\r\n }\r\n\r\n /**\r\n * Get value in degrees\r\n * @returns the Angle value in degrees (float)\r\n */\r\n public degrees() {\r\n return this._radians * 180.0 / Math.PI;\r\n }\r\n\r\n /**\r\n * Get value in radians\r\n * @returns the Angle value in radians (float)\r\n */\r\n public radians() {\r\n return this._radians;\r\n }\r\n\r\n /**\r\n * Gets a new Angle object valued with the angle value in radians between the two given vectors\r\n * @param a defines first vector\r\n * @param b defines second vector\r\n * @returns a new Angle\r\n */\r\n public static BetweenTwoPoints(a: DeepImmutable, b: DeepImmutable): Angle {\r\n var delta = b.subtract(a);\r\n var theta = Math.atan2(delta.y, delta.x);\r\n return new Angle(theta);\r\n }\r\n\r\n /**\r\n * Gets a new Angle object from the given float in radians\r\n * @param radians defines the angle value in radians\r\n * @returns a new Angle\r\n */\r\n public static FromRadians(radians: number): Angle {\r\n return new Angle(radians);\r\n }\r\n /**\r\n * Gets a new Angle object from the given float in degrees\r\n * @param degrees defines the angle value in degrees\r\n * @returns a new Angle\r\n */\r\n public static FromDegrees(degrees: number): Angle {\r\n return new Angle(degrees * Math.PI / 180.0);\r\n }\r\n}\r\n\r\n/**\r\n * This represents an arc in a 2d space.\r\n */\r\nexport class Arc2 {\r\n /**\r\n * Defines the center point of the arc.\r\n */\r\n public centerPoint: Vector2;\r\n /**\r\n * Defines the radius of the arc.\r\n */\r\n public radius: number;\r\n /**\r\n * Defines the angle of the arc (from mid point to end point).\r\n */\r\n public angle: Angle;\r\n /**\r\n * Defines the start angle of the arc (from start point to middle point).\r\n */\r\n public startAngle: Angle;\r\n /**\r\n * Defines the orientation of the arc (clock wise/counter clock wise).\r\n */\r\n public orientation: Orientation;\r\n\r\n /**\r\n * Creates an Arc object from the three given points : start, middle and end.\r\n * @param startPoint Defines the start point of the arc\r\n * @param midPoint Defines the midlle point of the arc\r\n * @param endPoint Defines the end point of the arc\r\n */\r\n constructor(\r\n /** Defines the start point of the arc */\r\n public startPoint: Vector2,\r\n /** Defines the mid point of the arc */\r\n public midPoint: Vector2,\r\n /** Defines the end point of the arc */\r\n public endPoint: Vector2) {\r\n\r\n var temp = Math.pow(midPoint.x, 2) + Math.pow(midPoint.y, 2);\r\n var startToMid = (Math.pow(startPoint.x, 2) + Math.pow(startPoint.y, 2) - temp) / 2.;\r\n var midToEnd = (temp - Math.pow(endPoint.x, 2) - Math.pow(endPoint.y, 2)) / 2.;\r\n var det = (startPoint.x - midPoint.x) * (midPoint.y - endPoint.y) - (midPoint.x - endPoint.x) * (startPoint.y - midPoint.y);\r\n\r\n this.centerPoint = new Vector2(\r\n (startToMid * (midPoint.y - endPoint.y) - midToEnd * (startPoint.y - midPoint.y)) / det,\r\n ((startPoint.x - midPoint.x) * midToEnd - (midPoint.x - endPoint.x) * startToMid) / det\r\n );\r\n\r\n this.radius = this.centerPoint.subtract(this.startPoint).length();\r\n\r\n this.startAngle = Angle.BetweenTwoPoints(this.centerPoint, this.startPoint);\r\n\r\n var a1 = this.startAngle.degrees();\r\n var a2 = Angle.BetweenTwoPoints(this.centerPoint, this.midPoint).degrees();\r\n var a3 = Angle.BetweenTwoPoints(this.centerPoint, this.endPoint).degrees();\r\n\r\n // angles correction\r\n if (a2 - a1 > +180.0) { a2 -= 360.0; }\r\n if (a2 - a1 < -180.0) { a2 += 360.0; }\r\n if (a3 - a2 > +180.0) { a3 -= 360.0; }\r\n if (a3 - a2 < -180.0) { a3 += 360.0; }\r\n\r\n this.orientation = (a2 - a1) < 0 ? Orientation.CW : Orientation.CCW;\r\n this.angle = Angle.FromDegrees(this.orientation === Orientation.CW ? a1 - a3 : a3 - a1);\r\n }\r\n}\r\n\r\n/**\r\n * Represents a 2D path made up of multiple 2D points\r\n */\r\nexport class Path2 {\r\n private _points = new Array();\r\n private _length = 0.0;\r\n\r\n /**\r\n * If the path start and end point are the same\r\n */\r\n public closed = false;\r\n\r\n /**\r\n * Creates a Path2 object from the starting 2D coordinates x and y.\r\n * @param x the starting points x value\r\n * @param y the starting points y value\r\n */\r\n constructor(x: number, y: number) {\r\n this._points.push(new Vector2(x, y));\r\n }\r\n\r\n /**\r\n * Adds a new segment until the given coordinates (x, y) to the current Path2.\r\n * @param x the added points x value\r\n * @param y the added points y value\r\n * @returns the updated Path2.\r\n */\r\n public addLineTo(x: number, y: number): Path2 {\r\n if (this.closed) {\r\n return this;\r\n }\r\n var newPoint = new Vector2(x, y);\r\n var previousPoint = this._points[this._points.length - 1];\r\n this._points.push(newPoint);\r\n this._length += newPoint.subtract(previousPoint).length();\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds _numberOfSegments_ segments according to the arc definition (middle point coordinates, end point coordinates, the arc start point being the current Path2 last point) to the current Path2.\r\n * @param midX middle point x value\r\n * @param midY middle point y value\r\n * @param endX end point x value\r\n * @param endY end point y value\r\n * @param numberOfSegments (default: 36)\r\n * @returns the updated Path2.\r\n */\r\n public addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments = 36): Path2 {\r\n if (this.closed) {\r\n return this;\r\n }\r\n var startPoint = this._points[this._points.length - 1];\r\n var midPoint = new Vector2(midX, midY);\r\n var endPoint = new Vector2(endX, endY);\r\n\r\n var arc = new Arc2(startPoint, midPoint, endPoint);\r\n\r\n var increment = arc.angle.radians() / numberOfSegments;\r\n if (arc.orientation === Orientation.CW) { increment *= -1; }\r\n var currentAngle = arc.startAngle.radians() + increment;\r\n\r\n for (var i = 0; i < numberOfSegments; i++) {\r\n var x = Math.cos(currentAngle) * arc.radius + arc.centerPoint.x;\r\n var y = Math.sin(currentAngle) * arc.radius + arc.centerPoint.y;\r\n this.addLineTo(x, y);\r\n currentAngle += increment;\r\n }\r\n return this;\r\n }\r\n /**\r\n * Closes the Path2.\r\n * @returns the Path2.\r\n */\r\n public close(): Path2 {\r\n this.closed = true;\r\n return this;\r\n }\r\n /**\r\n * Gets the sum of the distance between each sequential point in the path\r\n * @returns the Path2 total length (float).\r\n */\r\n public length(): number {\r\n var result = this._length;\r\n\r\n if (this.closed) {\r\n var lastPoint = this._points[this._points.length - 1];\r\n var firstPoint = this._points[0];\r\n result += (firstPoint.subtract(lastPoint).length());\r\n }\r\n return result;\r\n }\r\n\r\n /**\r\n * Gets the points which construct the path\r\n * @returns the Path2 internal array of points.\r\n */\r\n public getPoints(): Vector2[] {\r\n return this._points;\r\n }\r\n\r\n /**\r\n * Retreives the point at the distance aways from the starting point\r\n * @param normalizedLengthPosition the length along the path to retreive the point from\r\n * @returns a new Vector2 located at a percentage of the Path2 total length on this path.\r\n */\r\n public getPointAtLengthPosition(normalizedLengthPosition: number): Vector2 {\r\n if (normalizedLengthPosition < 0 || normalizedLengthPosition > 1) {\r\n return Vector2.Zero();\r\n }\r\n\r\n var lengthPosition = normalizedLengthPosition * this.length();\r\n\r\n var previousOffset = 0;\r\n for (var i = 0; i < this._points.length; i++) {\r\n var j = (i + 1) % this._points.length;\r\n\r\n var a = this._points[i];\r\n var b = this._points[j];\r\n var bToA = b.subtract(a);\r\n\r\n var nextOffset = (bToA.length() + previousOffset);\r\n if (lengthPosition >= previousOffset && lengthPosition <= nextOffset) {\r\n var dir = bToA.normalize();\r\n var localOffset = lengthPosition - previousOffset;\r\n\r\n return new Vector2(\r\n a.x + (dir.x * localOffset),\r\n a.y + (dir.y * localOffset)\r\n );\r\n }\r\n previousOffset = nextOffset;\r\n }\r\n\r\n return Vector2.Zero();\r\n }\r\n\r\n /**\r\n * Creates a new path starting from an x and y position\r\n * @param x starting x value\r\n * @param y starting y value\r\n * @returns a new Path2 starting at the coordinates (x, y).\r\n */\r\n public static StartingAt(x: number, y: number): Path2 {\r\n return new Path2(x, y);\r\n }\r\n}\r\n\r\n/**\r\n * Represents a 3D path made up of multiple 3D points\r\n */\r\nexport class Path3D {\r\n private _curve = new Array();\r\n private _distances = new Array();\r\n private _tangents = new Array();\r\n private _normals = new Array();\r\n private _binormals = new Array();\r\n private _raw: boolean;\r\n private _alignTangentsWithPath: boolean;\r\n\r\n // holds interpolated point data\r\n private readonly _pointAtData = {\r\n id: 0,\r\n point: Vector3.Zero(),\r\n previousPointArrayIndex: 0,\r\n\r\n position: 0,\r\n subPosition: 0,\r\n\r\n interpolateReady: false,\r\n interpolationMatrix: Matrix.Identity(),\r\n };\r\n\r\n /**\r\n * new Path3D(path, normal, raw)\r\n * Creates a Path3D. A Path3D is a logical math object, so not a mesh.\r\n * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d\r\n * @param path an array of Vector3, the curve axis of the Path3D\r\n * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.\r\n * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.\r\n * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path.\r\n */\r\n constructor(\r\n /**\r\n * an array of Vector3, the curve axis of the Path3D\r\n */\r\n public path: Vector3[],\r\n firstNormal: Nullable = null,\r\n raw?: boolean,\r\n alignTangentsWithPath = false\r\n ) {\r\n for (var p = 0; p < path.length; p++) {\r\n this._curve[p] = path[p].clone(); // hard copy\r\n }\r\n this._raw = raw || false;\r\n this._alignTangentsWithPath = alignTangentsWithPath;\r\n this._compute(firstNormal, alignTangentsWithPath);\r\n }\r\n\r\n /**\r\n * Returns the Path3D array of successive Vector3 designing its curve.\r\n * @returns the Path3D array of successive Vector3 designing its curve.\r\n */\r\n public getCurve(): Vector3[] {\r\n return this._curve;\r\n }\r\n\r\n /**\r\n * Returns the Path3D array of successive Vector3 designing its curve.\r\n * @returns the Path3D array of successive Vector3 designing its curve.\r\n */\r\n public getPoints(): Vector3[] {\r\n return this._curve;\r\n }\r\n\r\n /**\r\n * @returns the computed length (float) of the path.\r\n */\r\n public length() {\r\n return this._distances[this._distances.length - 1];\r\n }\r\n\r\n /**\r\n * Returns an array populated with tangent vectors on each Path3D curve point.\r\n * @returns an array populated with tangent vectors on each Path3D curve point.\r\n */\r\n public getTangents(): Vector3[] {\r\n return this._tangents;\r\n }\r\n\r\n /**\r\n * Returns an array populated with normal vectors on each Path3D curve point.\r\n * @returns an array populated with normal vectors on each Path3D curve point.\r\n */\r\n public getNormals(): Vector3[] {\r\n return this._normals;\r\n }\r\n\r\n /**\r\n * Returns an array populated with binormal vectors on each Path3D curve point.\r\n * @returns an array populated with binormal vectors on each Path3D curve point.\r\n */\r\n public getBinormals(): Vector3[] {\r\n return this._binormals;\r\n }\r\n\r\n /**\r\n * Returns an array populated with distances (float) of the i-th point from the first curve point.\r\n * @returns an array populated with distances (float) of the i-th point from the first curve point.\r\n */\r\n public getDistances(): number[] {\r\n return this._distances;\r\n }\r\n\r\n /**\r\n * Returns an interpolated point along this path\r\n * @param position the position of the point along this path, from 0.0 to 1.0\r\n * @returns a new Vector3 as the point\r\n */\r\n public getPointAt(position: number): Vector3 {\r\n return this._updatePointAtData(position).point;\r\n }\r\n\r\n /**\r\n * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.\r\n * @param position the position of the point along this path, from 0.0 to 1.0\r\n * @param interpolated (optional, default false) : boolean, if true returns an interpolated tangent instead of the tangent of the previous path point.\r\n * @returns a tangent vector corresponding to the interpolated Path3D curve point, if not interpolated, the tangent is taken from the precomputed tangents array.\r\n */\r\n public getTangentAt(position: number, interpolated = false): Vector3 {\r\n this._updatePointAtData(position, interpolated);\r\n return interpolated ? Vector3.TransformCoordinates(Vector3.Forward(), this._pointAtData.interpolationMatrix) : this._tangents[this._pointAtData.previousPointArrayIndex];\r\n }\r\n\r\n /**\r\n * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.\r\n * @param position the position of the point along this path, from 0.0 to 1.0\r\n * @param interpolated (optional, default false) : boolean, if true returns an interpolated normal instead of the normal of the previous path point.\r\n * @returns a normal vector corresponding to the interpolated Path3D curve point, if not interpolated, the normal is taken from the precomputed normals array.\r\n */\r\n public getNormalAt(position: number, interpolated = false): Vector3 {\r\n this._updatePointAtData(position, interpolated);\r\n return interpolated ? Vector3.TransformCoordinates(Vector3.Right(), this._pointAtData.interpolationMatrix) : this._normals[this._pointAtData.previousPointArrayIndex];\r\n }\r\n\r\n /**\r\n * Returns the binormal vector of an interpolated Path3D curve point at the specified position along this path.\r\n * @param position the position of the point along this path, from 0.0 to 1.0\r\n * @param interpolated (optional, default false) : boolean, if true returns an interpolated binormal instead of the binormal of the previous path point.\r\n * @returns a binormal vector corresponding to the interpolated Path3D curve point, if not interpolated, the binormal is taken from the precomputed binormals array.\r\n */\r\n public getBinormalAt(position: number, interpolated = false): Vector3 {\r\n this._updatePointAtData(position, interpolated);\r\n return interpolated ? Vector3.TransformCoordinates(Vector3.UpReadOnly, this._pointAtData.interpolationMatrix) : this._binormals[this._pointAtData.previousPointArrayIndex];\r\n }\r\n\r\n /**\r\n * Returns the distance (float) of an interpolated Path3D curve point at the specified position along this path.\r\n * @param position the position of the point along this path, from 0.0 to 1.0\r\n * @returns the distance of the interpolated Path3D curve point at the specified position along this path.\r\n */\r\n public getDistanceAt(position: number): number {\r\n return this.length() * position;\r\n }\r\n\r\n /**\r\n * Returns the array index of the previous point of an interpolated point along this path\r\n * @param position the position of the point to interpolate along this path, from 0.0 to 1.0\r\n * @returns the array index\r\n */\r\n public getPreviousPointIndexAt(position: number) {\r\n this._updatePointAtData(position);\r\n return this._pointAtData.previousPointArrayIndex;\r\n }\r\n\r\n /**\r\n * Returns the position of an interpolated point relative to the two path points it lies between, from 0.0 (point A) to 1.0 (point B)\r\n * @param position the position of the point to interpolate along this path, from 0.0 to 1.0\r\n * @returns the sub position\r\n */\r\n public getSubPositionAt(position: number) {\r\n this._updatePointAtData(position);\r\n return this._pointAtData.subPosition;\r\n }\r\n\r\n /**\r\n * Returns the position of the closest virtual point on this path to an arbitrary Vector3, from 0.0 to 1.0\r\n * @param target the vector of which to get the closest position to\r\n * @returns the position of the closest virtual point on this path to the target vector\r\n */\r\n public getClosestPositionTo(target: Vector3) {\r\n let smallestDistance = Number.MAX_VALUE;\r\n let closestPosition = 0.0;\r\n for (let i = 0; i < this._curve.length - 1; i++) {\r\n let point = this._curve[i + 0];\r\n let tangent = this._curve[i + 1].subtract(point).normalize();\r\n let subLength = this._distances[i + 1] - this._distances[i + 0];\r\n let subPosition = Math.min(Math.max(Vector3.Dot(tangent, target.subtract(point).normalize()), 0.0) * Vector3.Distance(point, target) / subLength, 1.0);\r\n let distance = Vector3.Distance(point.add(tangent.scale(subPosition * subLength)), target);\r\n\r\n if (distance < smallestDistance) {\r\n smallestDistance = distance;\r\n closestPosition = (this._distances[i + 0] + subLength * subPosition) / this.length();\r\n }\r\n }\r\n return closestPosition;\r\n }\r\n\r\n /**\r\n * Returns a sub path (slice) of this path\r\n * @param start the position of the fist path point, from 0.0 to 1.0, or a negative value, which will get wrapped around from the end of the path to 0.0 to 1.0 values\r\n * @param end the position of the last path point, from 0.0 to 1.0, or a negative value, which will get wrapped around from the end of the path to 0.0 to 1.0 values\r\n * @returns a sub path (slice) of this path\r\n */\r\n public slice(start: number = 0.0, end: number = 1.0) {\r\n if (start < 0.0) {\r\n start = 1 - (start * -1.0) % 1.0;\r\n }\r\n if (end < 0.0) {\r\n end = 1 - (end * -1.0) % 1.0;\r\n }\r\n if (start > end) {\r\n let _start = start;\r\n start = end;\r\n end = _start;\r\n }\r\n let curvePoints = this.getCurve();\r\n\r\n let startPoint = this.getPointAt(start);\r\n let startIndex = this.getPreviousPointIndexAt(start);\r\n\r\n let endPoint = this.getPointAt(end);\r\n let endIndex = this.getPreviousPointIndexAt(end) + 1;\r\n\r\n let slicePoints: Vector3[] = [];\r\n if (start !== 0.0) {\r\n startIndex++;\r\n slicePoints.push(startPoint);\r\n }\r\n\r\n slicePoints.push(...curvePoints.slice(startIndex, endIndex));\r\n if (end !== 1.0 || start === 1.0) {\r\n slicePoints.push(endPoint);\r\n }\r\n return new Path3D(slicePoints, this.getNormalAt(start), this._raw, this._alignTangentsWithPath);\r\n }\r\n\r\n /**\r\n * Forces the Path3D tangent, normal, binormal and distance recomputation.\r\n * @param path path which all values are copied into the curves points\r\n * @param firstNormal which should be projected onto the curve\r\n * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path\r\n * @returns the same object updated.\r\n */\r\n public update(path: Vector3[], firstNormal: Nullable = null, alignTangentsWithPath = false): Path3D {\r\n for (var p = 0; p < path.length; p++) {\r\n this._curve[p].x = path[p].x;\r\n this._curve[p].y = path[p].y;\r\n this._curve[p].z = path[p].z;\r\n }\r\n this._compute(firstNormal, alignTangentsWithPath);\r\n return this;\r\n }\r\n\r\n // private function compute() : computes tangents, normals and binormals\r\n private _compute(firstNormal: Nullable, alignTangentsWithPath = false): void {\r\n var l = this._curve.length;\r\n\r\n // first and last tangents\r\n this._tangents[0] = this._getFirstNonNullVector(0);\r\n if (!this._raw) {\r\n this._tangents[0].normalize();\r\n }\r\n this._tangents[l - 1] = this._curve[l - 1].subtract(this._curve[l - 2]);\r\n if (!this._raw) {\r\n this._tangents[l - 1].normalize();\r\n }\r\n\r\n // normals and binormals at first point : arbitrary vector with _normalVector()\r\n var tg0 = this._tangents[0];\r\n var pp0 = this._normalVector(tg0, firstNormal);\r\n this._normals[0] = pp0;\r\n if (!this._raw) {\r\n this._normals[0].normalize();\r\n }\r\n this._binormals[0] = Vector3.Cross(tg0, this._normals[0]);\r\n if (!this._raw) {\r\n this._binormals[0].normalize();\r\n }\r\n this._distances[0] = 0.0;\r\n\r\n // normals and binormals : next points\r\n var prev: Vector3; // previous vector (segment)\r\n var cur: Vector3; // current vector (segment)\r\n var curTang: Vector3; // current tangent\r\n // previous normal\r\n var prevNor: Vector3; // previous normal\r\n var prevBinor: Vector3; // previous binormal\r\n\r\n for (var i = 1; i < l; i++) {\r\n // tangents\r\n prev = this._getLastNonNullVector(i);\r\n if (i < l - 1) {\r\n cur = this._getFirstNonNullVector(i);\r\n this._tangents[i] = alignTangentsWithPath ? cur : prev.add(cur);\r\n this._tangents[i].normalize();\r\n }\r\n this._distances[i] = this._distances[i - 1] + this._curve[i].subtract(this._curve[i - 1]).length();\r\n\r\n // normals and binormals\r\n // http://www.cs.cmu.edu/afs/andrew/scs/cs/15-462/web/old/asst2camera.html\r\n curTang = this._tangents[i];\r\n prevBinor = this._binormals[i - 1];\r\n this._normals[i] = Vector3.Cross(prevBinor, curTang);\r\n if (!this._raw) {\r\n if (this._normals[i].length() === 0) {\r\n prevNor = this._normals[i - 1];\r\n this._normals[i] = prevNor.clone();\r\n } else {\r\n this._normals[i].normalize();\r\n }\r\n }\r\n this._binormals[i] = Vector3.Cross(curTang, this._normals[i]);\r\n if (!this._raw) {\r\n this._binormals[i].normalize();\r\n }\r\n }\r\n this._pointAtData.id = NaN;\r\n }\r\n\r\n // private function getFirstNonNullVector(index)\r\n // returns the first non null vector from index : curve[index + N].subtract(curve[index])\r\n private _getFirstNonNullVector(index: number): Vector3 {\r\n var i = 1;\r\n var nNVector: Vector3 = this._curve[index + i].subtract(this._curve[index]);\r\n while (nNVector.length() === 0 && index + i + 1 < this._curve.length) {\r\n i++;\r\n nNVector = this._curve[index + i].subtract(this._curve[index]);\r\n }\r\n return nNVector;\r\n }\r\n\r\n // private function getLastNonNullVector(index)\r\n // returns the last non null vector from index : curve[index].subtract(curve[index - N])\r\n private _getLastNonNullVector(index: number): Vector3 {\r\n var i = 1;\r\n var nLVector: Vector3 = this._curve[index].subtract(this._curve[index - i]);\r\n while (nLVector.length() === 0 && index > i + 1) {\r\n i++;\r\n nLVector = this._curve[index].subtract(this._curve[index - i]);\r\n }\r\n return nLVector;\r\n }\r\n\r\n // private function normalVector(v0, vt, va) :\r\n // returns an arbitrary point in the plane defined by the point v0 and the vector vt orthogonal to this plane\r\n // if va is passed, it returns the va projection on the plane orthogonal to vt at the point v0\r\n private _normalVector(vt: Vector3, va: Nullable): Vector3 {\r\n var normal0: Vector3;\r\n var tgl = vt.length();\r\n if (tgl === 0.0) {\r\n tgl = 1.0;\r\n }\r\n\r\n if (va === undefined || va === null) {\r\n var point: Vector3;\r\n if (!Scalar.WithinEpsilon(Math.abs(vt.y) / tgl, 1.0, Epsilon)) { // search for a point in the plane\r\n point = new Vector3(0.0, -1.0, 0.0);\r\n }\r\n else if (!Scalar.WithinEpsilon(Math.abs(vt.x) / tgl, 1.0, Epsilon)) {\r\n point = new Vector3(1.0, 0.0, 0.0);\r\n }\r\n else if (!Scalar.WithinEpsilon(Math.abs(vt.z) / tgl, 1.0, Epsilon)) {\r\n point = new Vector3(0.0, 0.0, 1.0);\r\n }\r\n else {\r\n point = Vector3.Zero();\r\n }\r\n normal0 = Vector3.Cross(vt, point);\r\n }\r\n else {\r\n normal0 = Vector3.Cross(vt, va);\r\n Vector3.CrossToRef(normal0, vt, normal0);\r\n }\r\n normal0.normalize();\r\n return normal0;\r\n }\r\n\r\n /**\r\n * Updates the point at data for an interpolated point along this curve\r\n * @param position the position of the point along this curve, from 0.0 to 1.0\r\n * @interpolateTNB wether to compute the interpolated tangent, normal and binormal\r\n * @returns the (updated) point at data\r\n */\r\n private _updatePointAtData(position: number, interpolateTNB: boolean = false) {\r\n // set an id for caching the result\r\n if (this._pointAtData.id === position) {\r\n if (!this._pointAtData.interpolateReady) {\r\n this._updateInterpolationMatrix();\r\n }\r\n return this._pointAtData;\r\n } else {\r\n this._pointAtData.id = position;\r\n }\r\n let curvePoints = this.getPoints();\r\n\r\n // clamp position between 0.0 and 1.0\r\n if (position <= 0.0) {\r\n return this._setPointAtData(0.0, 0.0, curvePoints[0], 0, interpolateTNB);\r\n } else if (position >= 1.0) {\r\n return this._setPointAtData(1.0, 1.0, curvePoints[curvePoints.length - 1], curvePoints.length - 1, interpolateTNB);\r\n }\r\n\r\n let previousPoint: Vector3 = curvePoints[0];\r\n let currentPoint: Vector3;\r\n let currentLength = 0.0;\r\n let targetLength = position * this.length();\r\n\r\n for (let i = 1; i < curvePoints.length; i++) {\r\n currentPoint = curvePoints[i];\r\n let distance = Vector3.Distance(previousPoint, currentPoint);\r\n currentLength += distance;\r\n if (currentLength === targetLength) {\r\n return this._setPointAtData(position, 1.0, currentPoint, i, interpolateTNB);\r\n } else if (currentLength > targetLength) {\r\n let toLength = currentLength - targetLength;\r\n let diff = toLength / distance;\r\n let dir = previousPoint.subtract(currentPoint);\r\n let point = currentPoint.add(dir.scaleInPlace(diff));\r\n return this._setPointAtData(position, 1 - diff, point, i - 1, interpolateTNB);\r\n }\r\n previousPoint = currentPoint;\r\n }\r\n return this._pointAtData;\r\n }\r\n\r\n /**\r\n * Updates the point at data from the specified parameters\r\n * @param position where along the path the interpolated point is, from 0.0 to 1.0\r\n * @param point the interpolated point\r\n * @param parentIndex the index of an existing curve point that is on, or else positionally the first behind, the interpolated point\r\n */\r\n private _setPointAtData(position: number, subPosition: number, point: Vector3, parentIndex: number, interpolateTNB: boolean) {\r\n this._pointAtData.point = point;\r\n this._pointAtData.position = position;\r\n this._pointAtData.subPosition = subPosition;\r\n this._pointAtData.previousPointArrayIndex = parentIndex;\r\n this._pointAtData.interpolateReady = interpolateTNB;\r\n\r\n if (interpolateTNB) {\r\n this._updateInterpolationMatrix();\r\n }\r\n return this._pointAtData;\r\n }\r\n\r\n /**\r\n * Updates the point at interpolation matrix for the tangents, normals and binormals\r\n */\r\n private _updateInterpolationMatrix() {\r\n this._pointAtData.interpolationMatrix = Matrix.Identity();\r\n let parentIndex = this._pointAtData.previousPointArrayIndex;\r\n\r\n if (parentIndex !== this._tangents.length - 1) {\r\n let index = parentIndex + 1;\r\n\r\n let tangentFrom = this._tangents[parentIndex].clone();\r\n let normalFrom = this._normals[parentIndex].clone();\r\n let binormalFrom = this._binormals[parentIndex].clone();\r\n\r\n let tangentTo = this._tangents[index].clone();\r\n let normalTo = this._normals[index].clone();\r\n let binormalTo = this._binormals[index].clone();\r\n\r\n let quatFrom = Quaternion.RotationQuaternionFromAxis(normalFrom, binormalFrom, tangentFrom);\r\n let quatTo = Quaternion.RotationQuaternionFromAxis(normalTo, binormalTo, tangentTo);\r\n let quatAt = Quaternion.Slerp(quatFrom, quatTo, this._pointAtData.subPosition);\r\n\r\n quatAt.toRotationMatrix(this._pointAtData.interpolationMatrix);\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.\r\n * A Curve3 is designed from a series of successive Vector3.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_curve3\r\n */\r\nexport class Curve3 {\r\n private _points: Vector3[];\r\n private _length: number = 0.0;\r\n\r\n /**\r\n * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve\r\n * @param v0 (Vector3) the origin point of the Quadratic Bezier\r\n * @param v1 (Vector3) the control point\r\n * @param v2 (Vector3) the end point of the Quadratic Bezier\r\n * @param nbPoints (integer) the wanted number of points in the curve\r\n * @returns the created Curve3\r\n */\r\n public static CreateQuadraticBezier(v0: DeepImmutable, v1: DeepImmutable, v2: DeepImmutable, nbPoints: number): Curve3 {\r\n nbPoints = nbPoints > 2 ? nbPoints : 3;\r\n var bez = new Array();\r\n var equation = (t: number, val0: number, val1: number, val2: number) => {\r\n var res = (1.0 - t) * (1.0 - t) * val0 + 2.0 * t * (1.0 - t) * val1 + t * t * val2;\r\n return res;\r\n };\r\n for (var i = 0; i <= nbPoints; i++) {\r\n bez.push(new Vector3(equation(i / nbPoints, v0.x, v1.x, v2.x), equation(i / nbPoints, v0.y, v1.y, v2.y), equation(i / nbPoints, v0.z, v1.z, v2.z)));\r\n }\r\n return new Curve3(bez);\r\n }\r\n\r\n /**\r\n * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve\r\n * @param v0 (Vector3) the origin point of the Cubic Bezier\r\n * @param v1 (Vector3) the first control point\r\n * @param v2 (Vector3) the second control point\r\n * @param v3 (Vector3) the end point of the Cubic Bezier\r\n * @param nbPoints (integer) the wanted number of points in the curve\r\n * @returns the created Curve3\r\n */\r\n public static CreateCubicBezier(v0: DeepImmutable, v1: DeepImmutable, v2: DeepImmutable, v3: DeepImmutable, nbPoints: number): Curve3 {\r\n nbPoints = nbPoints > 3 ? nbPoints : 4;\r\n var bez = new Array();\r\n var equation = (t: number, val0: number, val1: number, val2: number, val3: number) => {\r\n var res = (1.0 - t) * (1.0 - t) * (1.0 - t) * val0 + 3.0 * t * (1.0 - t) * (1.0 - t) * val1 + 3.0 * t * t * (1.0 - t) * val2 + t * t * t * val3;\r\n return res;\r\n };\r\n for (var i = 0; i <= nbPoints; i++) {\r\n bez.push(new Vector3(equation(i / nbPoints, v0.x, v1.x, v2.x, v3.x), equation(i / nbPoints, v0.y, v1.y, v2.y, v3.y), equation(i / nbPoints, v0.z, v1.z, v2.z, v3.z)));\r\n }\r\n return new Curve3(bez);\r\n }\r\n\r\n /**\r\n * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline\r\n * @param p1 (Vector3) the origin point of the Hermite Spline\r\n * @param t1 (Vector3) the tangent vector at the origin point\r\n * @param p2 (Vector3) the end point of the Hermite Spline\r\n * @param t2 (Vector3) the tangent vector at the end point\r\n * @param nbPoints (integer) the wanted number of points in the curve\r\n * @returns the created Curve3\r\n */\r\n public static CreateHermiteSpline(p1: DeepImmutable, t1: DeepImmutable, p2: DeepImmutable, t2: DeepImmutable, nbPoints: number): Curve3 {\r\n var hermite = new Array();\r\n var step = 1.0 / nbPoints;\r\n for (var i = 0; i <= nbPoints; i++) {\r\n hermite.push(Vector3.Hermite(p1, t1, p2, t2, i * step));\r\n }\r\n return new Curve3(hermite);\r\n }\r\n\r\n /**\r\n * Returns a Curve3 object along a CatmullRom Spline curve :\r\n * @param points (array of Vector3) the points the spline must pass through. At least, four points required\r\n * @param nbPoints (integer) the wanted number of points between each curve control points\r\n * @param closed (boolean) optional with default false, when true forms a closed loop from the points\r\n * @returns the created Curve3\r\n */\r\n public static CreateCatmullRomSpline(points: DeepImmutable, nbPoints: number, closed?: boolean): Curve3 {\r\n var catmullRom = new Array();\r\n var step = 1.0 / nbPoints;\r\n var amount = 0.0;\r\n if (closed) {\r\n var pointsCount = points.length;\r\n for (var i = 0; i < pointsCount; i++) {\r\n amount = 0;\r\n for (var c = 0; c < nbPoints; c++) {\r\n catmullRom.push(Vector3.CatmullRom(points[i % pointsCount], points[(i + 1) % pointsCount], points[(i + 2) % pointsCount], points[(i + 3) % pointsCount], amount));\r\n amount += step;\r\n }\r\n }\r\n catmullRom.push(catmullRom[0]);\r\n }\r\n else {\r\n var totalPoints = new Array();\r\n totalPoints.push(points[0].clone());\r\n Array.prototype.push.apply(totalPoints, points);\r\n totalPoints.push(points[points.length - 1].clone());\r\n for (var i = 0; i < totalPoints.length - 3; i++) {\r\n amount = 0;\r\n for (var c = 0; c < nbPoints; c++) {\r\n catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));\r\n amount += step;\r\n }\r\n }\r\n i--;\r\n catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));\r\n }\r\n return new Curve3(catmullRom);\r\n }\r\n\r\n /**\r\n * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.\r\n * A Curve3 is designed from a series of successive Vector3.\r\n * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object\r\n * @param points points which make up the curve\r\n */\r\n constructor(points: Vector3[]) {\r\n this._points = points;\r\n this._length = this._computeLength(points);\r\n }\r\n\r\n /**\r\n * @returns the Curve3 stored array of successive Vector3\r\n */\r\n public getPoints() {\r\n return this._points;\r\n }\r\n\r\n /**\r\n * @returns the computed length (float) of the curve.\r\n */\r\n public length() {\r\n return this._length;\r\n }\r\n\r\n /**\r\n * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);\r\n * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.\r\n * curveA and curveB keep unchanged.\r\n * @param curve the curve to continue from this curve\r\n * @returns the newly constructed curve\r\n */\r\n public continue(curve: DeepImmutable): Curve3 {\r\n var lastPoint = this._points[this._points.length - 1];\r\n var continuedPoints = this._points.slice();\r\n var curvePoints = curve.getPoints();\r\n for (var i = 1; i < curvePoints.length; i++) {\r\n continuedPoints.push(curvePoints[i].subtract(curvePoints[0]).add(lastPoint));\r\n }\r\n var continuedCurve = new Curve3(continuedPoints);\r\n return continuedCurve;\r\n }\r\n\r\n private _computeLength(path: DeepImmutable): number {\r\n var l = 0;\r\n for (var i = 1; i < path.length; i++) {\r\n l += (path[i].subtract(path[i - 1])).length();\r\n }\r\n return l;\r\n }\r\n}","import { DeepImmutable } from '../types';\r\nimport { Vector3, Matrix } from './math.vector';\r\n\r\n/**\r\n * Represens a plane by the equation ax + by + cz + d = 0\r\n */\r\nexport class Plane {\r\n private static _TmpMatrix = Matrix.Identity();\r\n\r\n /**\r\n * Normal of the plane (a,b,c)\r\n */\r\n public normal: Vector3;\r\n /**\r\n * d component of the plane\r\n */\r\n public d: number;\r\n /**\r\n * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0\r\n * @param a a component of the plane\r\n * @param b b component of the plane\r\n * @param c c component of the plane\r\n * @param d d component of the plane\r\n */\r\n constructor(a: number, b: number, c: number, d: number) {\r\n this.normal = new Vector3(a, b, c);\r\n this.d = d;\r\n }\r\n\r\n /**\r\n * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].\r\n */\r\n public asArray(): number[] {\r\n return [this.normal.x, this.normal.y, this.normal.z, this.d];\r\n }\r\n\r\n // Methods\r\n /**\r\n * @returns a new plane copied from the current Plane.\r\n */\r\n public clone(): Plane {\r\n return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);\r\n }\r\n /**\r\n * @returns the string \"Plane\".\r\n */\r\n public getClassName(): string {\r\n return \"Plane\";\r\n }\r\n /**\r\n * @returns the Plane hash code.\r\n */\r\n public getHashCode(): number {\r\n let hash = this.normal.getHashCode();\r\n hash = (hash * 397) ^ (this.d | 0);\r\n return hash;\r\n }\r\n /**\r\n * Normalize the current Plane in place.\r\n * @returns the updated Plane.\r\n */\r\n public normalize(): Plane {\r\n var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));\r\n var magnitude = 0.0;\r\n\r\n if (norm !== 0) {\r\n magnitude = 1.0 / norm;\r\n }\r\n this.normal.x *= magnitude;\r\n this.normal.y *= magnitude;\r\n this.normal.z *= magnitude;\r\n this.d *= magnitude;\r\n return this;\r\n }\r\n /**\r\n * Applies a transformation the plane and returns the result\r\n * @param transformation the transformation matrix to be applied to the plane\r\n * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.\r\n */\r\n public transform(transformation: DeepImmutable): Plane {\r\n const invertedMatrix = Plane._TmpMatrix;\r\n transformation.invertToRef(invertedMatrix);\r\n const m = invertedMatrix.m;\r\n var x = this.normal.x;\r\n var y = this.normal.y;\r\n var z = this.normal.z;\r\n var d = this.d;\r\n\r\n var normalX = x * m[0] + y * m[1] + z * m[2] + d * m[3];\r\n var normalY = x * m[4] + y * m[5] + z * m[6] + d * m[7];\r\n var normalZ = x * m[8] + y * m[9] + z * m[10] + d * m[11];\r\n var finalD = x * m[12] + y * m[13] + z * m[14] + d * m[15];\r\n\r\n return new Plane(normalX, normalY, normalZ, finalD);\r\n }\r\n\r\n /**\r\n * Compute the dot product between the point and the plane normal\r\n * @param point point to calculate the dot product with\r\n * @returns the dot product (float) of the point coordinates and the plane normal.\r\n */\r\n public dotCoordinate(point: DeepImmutable): number {\r\n return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);\r\n }\r\n\r\n /**\r\n * Updates the current Plane from the plane defined by the three given points.\r\n * @param point1 one of the points used to contruct the plane\r\n * @param point2 one of the points used to contruct the plane\r\n * @param point3 one of the points used to contruct the plane\r\n * @returns the updated Plane.\r\n */\r\n public copyFromPoints(point1: DeepImmutable, point2: DeepImmutable, point3: DeepImmutable): Plane {\r\n var x1 = point2.x - point1.x;\r\n var y1 = point2.y - point1.y;\r\n var z1 = point2.z - point1.z;\r\n var x2 = point3.x - point1.x;\r\n var y2 = point3.y - point1.y;\r\n var z2 = point3.z - point1.z;\r\n var yz = (y1 * z2) - (z1 * y2);\r\n var xz = (z1 * x2) - (x1 * z2);\r\n var xy = (x1 * y2) - (y1 * x2);\r\n var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));\r\n var invPyth;\r\n\r\n if (pyth !== 0) {\r\n invPyth = 1.0 / pyth;\r\n }\r\n else {\r\n invPyth = 0.0;\r\n }\r\n\r\n this.normal.x = yz * invPyth;\r\n this.normal.y = xz * invPyth;\r\n this.normal.z = xy * invPyth;\r\n this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Checks if the plane is facing a given direction\r\n * @param direction the direction to check if the plane is facing\r\n * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)\r\n * @returns True is the vector \"direction\" is the same side than the plane normal.\r\n */\r\n public isFrontFacingTo(direction: DeepImmutable, epsilon: number): boolean {\r\n var dot = Vector3.Dot(this.normal, direction);\r\n return (dot <= epsilon);\r\n }\r\n\r\n /**\r\n * Calculates the distance to a point\r\n * @param point point to calculate distance to\r\n * @returns the signed distance (float) from the given point to the Plane.\r\n */\r\n public signedDistanceTo(point: DeepImmutable): number {\r\n return Vector3.Dot(point, this.normal) + this.d;\r\n }\r\n\r\n // Statics\r\n /**\r\n * Creates a plane from an array\r\n * @param array the array to create a plane from\r\n * @returns a new Plane from the given array.\r\n */\r\n static FromArray(array: DeepImmutable>): Plane {\r\n return new Plane(array[0], array[1], array[2], array[3]);\r\n }\r\n /**\r\n * Creates a plane from three points\r\n * @param point1 point used to create the plane\r\n * @param point2 point used to create the plane\r\n * @param point3 point used to create the plane\r\n * @returns a new Plane defined by the three given points.\r\n */\r\n static FromPoints(point1: DeepImmutable, point2: DeepImmutable, point3: DeepImmutable): Plane {\r\n var result = new Plane(0.0, 0.0, 0.0, 0.0);\r\n result.copyFromPoints(point1, point2, point3);\r\n return result;\r\n }\r\n /**\r\n * Creates a plane from an origin point and a normal\r\n * @param origin origin of the plane to be constructed\r\n * @param normal normal of the plane to be constructed\r\n * @returns a new Plane the normal vector to this plane at the given origin point.\r\n * Note : the vector \"normal\" is updated because normalized.\r\n */\r\n static FromPositionAndNormal(origin: DeepImmutable, normal: DeepImmutable): Plane {\r\n var result = new Plane(0.0, 0.0, 0.0, 0.0);\r\n normal.normalize();\r\n result.normal = normal;\r\n result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);\r\n return result;\r\n }\r\n\r\n /**\r\n * Calculates the distance from a plane and a point\r\n * @param origin origin of the plane to be constructed\r\n * @param normal normal of the plane to be constructed\r\n * @param point point to calculate distance to\r\n * @returns the signed distance between the plane defined by the normal vector at the \"origin\"\" point and the given other point.\r\n */\r\n static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable, normal: DeepImmutable, point: DeepImmutable): number {\r\n var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);\r\n return Vector3.Dot(point, normal) + d;\r\n }\r\n}","/**\r\n * Scalar computation library\r\n */\r\nexport class Scalar {\r\n\r\n /**\r\n * Two pi constants convenient for computation.\r\n */\r\n public static TwoPi: number = Math.PI * 2;\r\n\r\n /**\r\n * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)\r\n * @param a number\r\n * @param b number\r\n * @param epsilon (default = 1.401298E-45)\r\n * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)\r\n */\r\n public static WithinEpsilon(a: number, b: number, epsilon: number = 1.401298E-45): boolean {\r\n var num = a - b;\r\n return -epsilon <= num && num <= epsilon;\r\n }\r\n\r\n /**\r\n * Returns a string : the upper case translation of the number i to hexadecimal.\r\n * @param i number\r\n * @returns the upper case translation of the number i to hexadecimal.\r\n */\r\n public static ToHex(i: number): string {\r\n var str = i.toString(16);\r\n\r\n if (i <= 15) {\r\n return (\"0\" + str).toUpperCase();\r\n }\r\n\r\n return str.toUpperCase();\r\n }\r\n\r\n /**\r\n * Returns -1 if value is negative and +1 is value is positive.\r\n * @param value the value\r\n * @returns the value itself if it's equal to zero.\r\n */\r\n public static Sign(value: number): number {\r\n value = +value; // convert to a number\r\n\r\n if (value === 0 || isNaN(value)) {\r\n return value;\r\n }\r\n\r\n return value > 0 ? 1 : -1;\r\n }\r\n\r\n /**\r\n * Returns the value itself if it's between min and max.\r\n * Returns min if the value is lower than min.\r\n * Returns max if the value is greater than max.\r\n * @param value the value to clmap\r\n * @param min the min value to clamp to (default: 0)\r\n * @param max the max value to clamp to (default: 1)\r\n * @returns the clamped value\r\n */\r\n public static Clamp(value: number, min = 0, max = 1): number {\r\n return Math.min(max, Math.max(min, value));\r\n }\r\n\r\n /**\r\n * the log2 of value.\r\n * @param value the value to compute log2 of\r\n * @returns the log2 of value.\r\n */\r\n public static Log2(value: number): number {\r\n return Math.log(value) * Math.LOG2E;\r\n }\r\n\r\n /**\r\n * Loops the value, so that it is never larger than length and never smaller than 0.\r\n *\r\n * This is similar to the modulo operator but it works with floating point numbers.\r\n * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.\r\n * With t = 5 and length = 2.5, the result would be 0.0.\r\n * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator\r\n * @param value the value\r\n * @param length the length\r\n * @returns the looped value\r\n */\r\n public static Repeat(value: number, length: number): number {\r\n return value - Math.floor(value / length) * length;\r\n }\r\n\r\n /**\r\n * Normalize the value between 0.0 and 1.0 using min and max values\r\n * @param value value to normalize\r\n * @param min max to normalize between\r\n * @param max min to normalize between\r\n * @returns the normalized value\r\n */\r\n public static Normalize(value: number, min: number, max: number): number {\r\n return (value - min) / (max - min);\r\n }\r\n\r\n /**\r\n * Denormalize the value from 0.0 and 1.0 using min and max values\r\n * @param normalized value to denormalize\r\n * @param min max to denormalize between\r\n * @param max min to denormalize between\r\n * @returns the denormalized value\r\n */\r\n public static Denormalize(normalized: number, min: number, max: number): number {\r\n return (normalized * (max - min) + min);\r\n }\r\n\r\n /**\r\n * Calculates the shortest difference between two given angles given in degrees.\r\n * @param current current angle in degrees\r\n * @param target target angle in degrees\r\n * @returns the delta\r\n */\r\n public static DeltaAngle(current: number, target: number): number {\r\n var num: number = Scalar.Repeat(target - current, 360.0);\r\n if (num > 180.0) {\r\n num -= 360.0;\r\n }\r\n return num;\r\n }\r\n\r\n /**\r\n * PingPongs the value t, so that it is never larger than length and never smaller than 0.\r\n * @param tx value\r\n * @param length length\r\n * @returns The returned value will move back and forth between 0 and length\r\n */\r\n public static PingPong(tx: number, length: number): number {\r\n var t: number = Scalar.Repeat(tx, length * 2.0);\r\n return length - Math.abs(t - length);\r\n }\r\n\r\n /**\r\n * Interpolates between min and max with smoothing at the limits.\r\n *\r\n * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up\r\n * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.\r\n * @param from from\r\n * @param to to\r\n * @param tx value\r\n * @returns the smooth stepped value\r\n */\r\n public static SmoothStep(from: number, to: number, tx: number): number {\r\n var t: number = Scalar.Clamp(tx);\r\n t = -2.0 * t * t * t + 3.0 * t * t;\r\n return to * t + from * (1.0 - t);\r\n }\r\n\r\n /**\r\n * Moves a value current towards target.\r\n *\r\n * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.\r\n * Negative values of maxDelta pushes the value away from target.\r\n * @param current current value\r\n * @param target target value\r\n * @param maxDelta max distance to move\r\n * @returns resulting value\r\n */\r\n public static MoveTowards(current: number, target: number, maxDelta: number): number {\r\n var result: number = 0;\r\n if (Math.abs(target - current) <= maxDelta) {\r\n result = target;\r\n } else {\r\n result = current + Scalar.Sign(target - current) * maxDelta;\r\n }\r\n return result;\r\n }\r\n\r\n /**\r\n * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.\r\n *\r\n * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta\r\n * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.\r\n * @param current current value\r\n * @param target target value\r\n * @param maxDelta max distance to move\r\n * @returns resulting angle\r\n */\r\n public static MoveTowardsAngle(current: number, target: number, maxDelta: number): number {\r\n var num: number = Scalar.DeltaAngle(current, target);\r\n var result: number = 0;\r\n if (-maxDelta < num && num < maxDelta) {\r\n result = target;\r\n } else {\r\n target = current + num;\r\n result = Scalar.MoveTowards(current, target, maxDelta);\r\n }\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a new scalar with values linearly interpolated of \"amount\" between the start scalar and the end scalar.\r\n * @param start start value\r\n * @param end target value\r\n * @param amount amount to lerp between\r\n * @returns the lerped value\r\n */\r\n public static Lerp(start: number, end: number, amount: number): number {\r\n return start + ((end - start) * amount);\r\n }\r\n\r\n /**\r\n * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.\r\n * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.\r\n * @param start start value\r\n * @param end target value\r\n * @param amount amount to lerp between\r\n * @returns the lerped value\r\n */\r\n public static LerpAngle(start: number, end: number, amount: number): number {\r\n var num: number = Scalar.Repeat(end - start, 360.0);\r\n if (num > 180.0) {\r\n num -= 360.0;\r\n }\r\n return start + num * Scalar.Clamp(amount);\r\n }\r\n\r\n /**\r\n * Calculates the linear parameter t that produces the interpolant value within the range [a, b].\r\n * @param a start value\r\n * @param b target value\r\n * @param value value between a and b\r\n * @returns the inverseLerp value\r\n */\r\n public static InverseLerp(a: number, b: number, value: number): number {\r\n var result: number = 0;\r\n if (a != b) {\r\n result = Scalar.Clamp((value - a) / (b - a));\r\n } else {\r\n result = 0.0;\r\n }\r\n return result;\r\n }\r\n\r\n /**\r\n * Returns a new scalar located for \"amount\" (float) on the Hermite spline defined by the scalars \"value1\", \"value3\", \"tangent1\", \"tangent2\".\r\n * @see http://mathworld.wolfram.com/HermitePolynomial.html\r\n * @param value1 spline value\r\n * @param tangent1 spline value\r\n * @param value2 spline value\r\n * @param tangent2 spline value\r\n * @param amount input value\r\n * @returns hermite result\r\n */\r\n public static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number {\r\n var squared = amount * amount;\r\n var cubed = amount * squared;\r\n var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;\r\n var part2 = (-2.0 * cubed) + (3.0 * squared);\r\n var part3 = (cubed - (2.0 * squared)) + amount;\r\n var part4 = cubed - squared;\r\n\r\n return (((value1 * part1) + (value2 * part2)) + (tangent1 * part3)) + (tangent2 * part4);\r\n }\r\n\r\n /**\r\n * Returns a random float number between and min and max values\r\n * @param min min value of random\r\n * @param max max value of random\r\n * @returns random value\r\n */\r\n public static RandomRange(min: number, max: number): number {\r\n if (min === max) { return min; }\r\n return ((Math.random() * (max - min)) + min);\r\n }\r\n\r\n /**\r\n * This function returns percentage of a number in a given range.\r\n *\r\n * RangeToPercent(40,20,60) will return 0.5 (50%)\r\n * RangeToPercent(34,0,100) will return 0.34 (34%)\r\n * @param number to convert to percentage\r\n * @param min min range\r\n * @param max max range\r\n * @returns the percentage\r\n */\r\n public static RangeToPercent(number: number, min: number, max: number): number {\r\n return ((number - min) / (max - min));\r\n }\r\n\r\n /**\r\n * This function returns number that corresponds to the percentage in a given range.\r\n *\r\n * PercentToRange(0.34,0,100) will return 34.\r\n * @param percent to convert to number\r\n * @param min min range\r\n * @param max max range\r\n * @returns the number\r\n */\r\n public static PercentToRange(percent: number, min: number, max: number): number {\r\n return ((max - min) * percent + min);\r\n }\r\n\r\n /**\r\n * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.\r\n * @param angle The angle to normalize in radian.\r\n * @return The converted angle.\r\n */\r\n public static NormalizeRadians(angle: number): number {\r\n // More precise but slower version kept for reference.\r\n // angle = angle % Tools.TwoPi;\r\n // angle = (angle + Tools.TwoPi) % Tools.TwoPi;\r\n\r\n //if (angle > Math.PI) {\r\n //\tangle -= Tools.TwoPi;\r\n //}\r\n\r\n angle -= (Scalar.TwoPi * Math.floor((angle + Math.PI) / Scalar.TwoPi));\r\n\r\n return angle;\r\n }\r\n}\r\n","\r\n/**\r\n * Interface for the size containing width and height\r\n */\r\nexport interface ISize {\r\n /**\r\n * Width\r\n */\r\n width: number;\r\n /**\r\n * Heighht\r\n */\r\n height: number;\r\n}\r\n\r\n/**\r\n * Size containing widht and height\r\n */\r\nexport class Size implements ISize {\r\n /**\r\n * Width\r\n */\r\n public width: number;\r\n /**\r\n * Height\r\n */\r\n public height: number;\r\n\r\n /**\r\n * Creates a Size object from the given width and height (floats).\r\n * @param width width of the new size\r\n * @param height height of the new size\r\n */\r\n public constructor(width: number, height: number) {\r\n this.width = width;\r\n this.height = height;\r\n }\r\n\r\n /**\r\n * Returns a string with the Size width and height\r\n * @returns a string with the Size width and height\r\n */\r\n public toString(): string {\r\n return `{W: ${this.width}, H: ${this.height}}`;\r\n }\r\n /**\r\n * \"Size\"\r\n * @returns the string \"Size\"\r\n */\r\n public getClassName(): string {\r\n return \"Size\";\r\n }\r\n /**\r\n * Returns the Size hash code.\r\n * @returns a hash code for a unique width and height\r\n */\r\n public getHashCode(): number {\r\n let hash = this.width | 0;\r\n hash = (hash * 397) ^ (this.height | 0);\r\n return hash;\r\n }\r\n /**\r\n * Updates the current size from the given one.\r\n * @param src the given size\r\n */\r\n public copyFrom(src: Size) {\r\n this.width = src.width;\r\n this.height = src.height;\r\n }\r\n /**\r\n * Updates in place the current Size from the given floats.\r\n * @param width width of the new size\r\n * @param height height of the new size\r\n * @returns the updated Size.\r\n */\r\n public copyFromFloats(width: number, height: number): Size {\r\n this.width = width;\r\n this.height = height;\r\n return this;\r\n }\r\n /**\r\n * Updates in place the current Size from the given floats.\r\n * @param width width to set\r\n * @param height height to set\r\n * @returns the updated Size.\r\n */\r\n public set(width: number, height: number): Size {\r\n return this.copyFromFloats(width, height);\r\n }\r\n /**\r\n * Multiplies the width and height by numbers\r\n * @param w factor to multiple the width by\r\n * @param h factor to multiple the height by\r\n * @returns a new Size set with the multiplication result of the current Size and the given floats.\r\n */\r\n public multiplyByFloats(w: number, h: number): Size {\r\n return new Size(this.width * w, this.height * h);\r\n }\r\n /**\r\n * Clones the size\r\n * @returns a new Size copied from the given one.\r\n */\r\n public clone(): Size {\r\n return new Size(this.width, this.height);\r\n }\r\n /**\r\n * True if the current Size and the given one width and height are strictly equal.\r\n * @param other the other size to compare against\r\n * @returns True if the current Size and the given one width and height are strictly equal.\r\n */\r\n public equals(other: Size): boolean {\r\n if (!other) {\r\n return false;\r\n }\r\n return (this.width === other.width) && (this.height === other.height);\r\n }\r\n /**\r\n * The surface of the Size : width * height (float).\r\n */\r\n public get surface(): number {\r\n return this.width * this.height;\r\n }\r\n /**\r\n * Create a new size of zero\r\n * @returns a new Size set to (0.0, 0.0)\r\n */\r\n public static Zero(): Size {\r\n return new Size(0.0, 0.0);\r\n }\r\n /**\r\n * Sums the width and height of two sizes\r\n * @param otherSize size to add to this size\r\n * @returns a new Size set as the addition result of the current Size and the given one.\r\n */\r\n public add(otherSize: Size): Size {\r\n let r = new Size(this.width + otherSize.width, this.height + otherSize.height);\r\n return r;\r\n }\r\n /**\r\n * Subtracts the width and height of two\r\n * @param otherSize size to subtract to this size\r\n * @returns a new Size set as the subtraction result of the given one from the current Size.\r\n */\r\n public subtract(otherSize: Size): Size {\r\n let r = new Size(this.width - otherSize.width, this.height - otherSize.height);\r\n return r;\r\n }\r\n /**\r\n * Creates a new Size set at the linear interpolation \"amount\" between \"start\" and \"end\"\r\n * @param start starting size to lerp between\r\n * @param end end size to lerp between\r\n * @param amount amount to lerp between the start and end values\r\n * @returns a new Size set at the linear interpolation \"amount\" between \"start\" and \"end\"\r\n */\r\n public static Lerp(start: Size, end: Size, amount: number): Size {\r\n var w = start.width + ((end.width - start.width) * amount);\r\n var h = start.height + ((end.height - start.height) * amount);\r\n\r\n return new Size(w, h);\r\n }\r\n\r\n}","export * from \"./math.axis\";\r\nexport * from \"./math.color\";\r\nexport * from \"./math.constants\";\r\nexport * from \"./math.frustum\";\r\nexport * from \"./math.path\";\r\nexport * from \"./math.plane\";\r\nexport * from \"./math.size\";\r\nexport * from \"./math.vector\";\r\nexport * from \"./math.vertexFormat\";\r\nexport * from \"./math.viewport\";","import { Scalar } from \"./math.scalar\";\r\nimport { Epsilon } from './math.constants';\r\nimport { Viewport } from './math.viewport';\r\nimport { DeepImmutable, Nullable, FloatArray, float } from \"../types\";\r\nimport { ArrayTools } from '../Misc/arrayTools';\r\nimport { IPlaneLike } from './math.like';\r\nimport { _TypeStore } from '../Misc/typeStore';\r\nimport { Plane } from './math.plane';\r\n\r\n/**\r\n * Class representing a vector containing 2 coordinates\r\n */\r\nexport class Vector2 {\r\n /**\r\n * Creates a new Vector2 from the given x and y coordinates\r\n * @param x defines the first coordinate\r\n * @param y defines the second coordinate\r\n */\r\n constructor(\r\n /** defines the first coordinate */\r\n public x: number = 0,\r\n /** defines the second coordinate */\r\n public y: number = 0) {\r\n }\r\n\r\n /**\r\n * Gets a string with the Vector2 coordinates\r\n * @returns a string with the Vector2 coordinates\r\n */\r\n public toString(): string {\r\n return \"{X: \" + this.x + \" Y:\" + this.y + \"}\";\r\n }\r\n\r\n /**\r\n * Gets class name\r\n * @returns the string \"Vector2\"\r\n */\r\n public getClassName(): string {\r\n return \"Vector2\";\r\n }\r\n\r\n /**\r\n * Gets current vector hash code\r\n * @returns the Vector2 hash code as a number\r\n */\r\n public getHashCode(): number {\r\n let hash = this.x | 0;\r\n hash = (hash * 397) ^ (this.y | 0);\r\n return hash;\r\n }\r\n\r\n // Operators\r\n\r\n /**\r\n * Sets the Vector2 coordinates in the given array or Float32Array from the given index.\r\n * @param array defines the source array\r\n * @param index defines the offset in source array\r\n * @returns the current Vector2\r\n */\r\n public toArray(array: FloatArray, index: number = 0): Vector2 {\r\n array[index] = this.x;\r\n array[index + 1] = this.y;\r\n return this;\r\n }\r\n\r\n /**\r\n * Copy the current vector to an array\r\n * @returns a new array with 2 elements: the Vector2 coordinates.\r\n */\r\n public asArray(): number[] {\r\n var result = new Array();\r\n this.toArray(result, 0);\r\n return result;\r\n }\r\n\r\n /**\r\n * Sets the Vector2 coordinates with the given Vector2 coordinates\r\n * @param source defines the source Vector2\r\n * @returns the current updated Vector2\r\n */\r\n public copyFrom(source: DeepImmutable): Vector2 {\r\n this.x = source.x;\r\n this.y = source.y;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the Vector2 coordinates with the given floats\r\n * @param x defines the first coordinate\r\n * @param y defines the second coordinate\r\n * @returns the current updated Vector2\r\n */\r\n public copyFromFloats(x: number, y: number): Vector2 {\r\n this.x = x;\r\n this.y = y;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the Vector2 coordinates with the given floats\r\n * @param x defines the first coordinate\r\n * @param y defines the second coordinate\r\n * @returns the current updated Vector2\r\n */\r\n public set(x: number, y: number): Vector2 {\r\n return this.copyFromFloats(x, y);\r\n }\r\n /**\r\n * Add another vector with the current one\r\n * @param otherVector defines the other vector\r\n * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates\r\n */\r\n public add(otherVector: DeepImmutable): Vector2 {\r\n return new Vector2(this.x + otherVector.x, this.y + otherVector.y);\r\n }\r\n\r\n /**\r\n * Sets the \"result\" coordinates with the addition of the current Vector2 and the given one coordinates\r\n * @param otherVector defines the other vector\r\n * @param result defines the target vector\r\n * @returns the unmodified current Vector2\r\n */\r\n public addToRef(otherVector: DeepImmutable, result: Vector2): Vector2 {\r\n result.x = this.x + otherVector.x;\r\n result.y = this.y + otherVector.y;\r\n return this;\r\n }\r\n\r\n /**\r\n * Set the Vector2 coordinates by adding the given Vector2 coordinates\r\n * @param otherVector defines the other vector\r\n * @returns the current updated Vector2\r\n */\r\n public addInPlace(otherVector: DeepImmutable): Vector2 {\r\n this.x += otherVector.x;\r\n this.y += otherVector.y;\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates\r\n * @param otherVector defines the other vector\r\n * @returns a new Vector2\r\n */\r\n public addVector3(otherVector: Vector3): Vector2 {\r\n return new Vector2(this.x + otherVector.x, this.y + otherVector.y);\r\n }\r\n\r\n /**\r\n * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2\r\n * @param otherVector defines the other vector\r\n * @returns a new Vector2\r\n */\r\n public subtract(otherVector: Vector2): Vector2 {\r\n return new Vector2(this.x - otherVector.x, this.y - otherVector.y);\r\n }\r\n\r\n /**\r\n * Sets the \"result\" coordinates with the subtraction of the given one from the current Vector2 coordinates.\r\n * @param otherVector defines the other vector\r\n * @param result defines the target vector\r\n * @returns the unmodified current Vector2\r\n */\r\n public subtractToRef(otherVector: DeepImmutable, result: Vector2): Vector2 {\r\n result.x = this.x - otherVector.x;\r\n result.y = this.y - otherVector.y;\r\n return this;\r\n }\r\n /**\r\n * Sets the current Vector2 coordinates by subtracting from it the given one coordinates\r\n * @param otherVector defines the other vector\r\n * @returns the current updated Vector2\r\n */\r\n public subtractInPlace(otherVector: DeepImmutable): Vector2 {\r\n this.x -= otherVector.x;\r\n this.y -= otherVector.y;\r\n return this;\r\n }\r\n\r\n /**\r\n * Multiplies in place the current Vector2 coordinates by the given ones\r\n * @param otherVector defines the other vector\r\n * @returns the current updated Vector2\r\n */\r\n public multiplyInPlace(otherVector: DeepImmutable): Vector2 {\r\n this.x *= otherVector.x;\r\n this.y *= otherVector.y;\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates\r\n * @param otherVector defines the other vector\r\n * @returns a new Vector2\r\n */\r\n public multiply(otherVector: DeepImmutable): Vector2 {\r\n return new Vector2(this.x * otherVector.x, this.y * otherVector.y);\r\n }\r\n\r\n /**\r\n * Sets \"result\" coordinates with the multiplication of the current Vector2 and the given one coordinates\r\n * @param otherVector defines the other vector\r\n * @param result defines the target vector\r\n * @returns the unmodified current Vector2\r\n */\r\n public multiplyToRef(otherVector: DeepImmutable, result: Vector2): Vector2 {\r\n result.x = this.x * otherVector.x;\r\n result.y = this.y * otherVector.y;\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats\r\n * @param x defines the first coordinate\r\n * @param y defines the second coordinate\r\n * @returns a new Vector2\r\n */\r\n public multiplyByFloats(x: number, y: number): Vector2 {\r\n return new Vector2(this.x * x, this.y * y);\r\n }\r\n\r\n /**\r\n * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates\r\n * @param otherVector defines the other vector\r\n * @returns a new Vector2\r\n */\r\n public divide(otherVector: Vector2): Vector2 {\r\n return new Vector2(this.x / otherVector.x, this.y / otherVector.y);\r\n }\r\n\r\n /**\r\n * Sets the \"result\" coordinates with the Vector2 divided by the given one coordinates\r\n * @param otherVector defines the other vector\r\n * @param result defines the target vector\r\n * @returns the unmodified current Vector2\r\n */\r\n public divideToRef(otherVector: DeepImmutable, result: Vector2): Vector2 {\r\n result.x = this.x / otherVector.x;\r\n result.y = this.y / otherVector.y;\r\n return this;\r\n }\r\n\r\n /**\r\n * Divides the current Vector2 coordinates by the given ones\r\n * @param otherVector defines the other vector\r\n * @returns the current updated Vector2\r\n */\r\n public divideInPlace(otherVector: DeepImmutable): Vector2 {\r\n return this.divideToRef(otherVector, this);\r\n }\r\n\r\n /**\r\n * Gets a new Vector2 with current Vector2 negated coordinates\r\n * @returns a new Vector2\r\n */\r\n public negate(): Vector2 {\r\n return new Vector2(-this.x, -this.y);\r\n }\r\n\r\n /**\r\n * Negate this vector in place\r\n * @returns this\r\n */\r\n public negateInPlace(): Vector2 {\r\n this.x *= -1;\r\n this.y *= -1;\r\n return this;\r\n }\r\n\r\n /**\r\n * Negate the current Vector2 and stores the result in the given vector \"result\" coordinates\r\n * @param result defines the Vector3 object where to store the result\r\n * @returns the current Vector2\r\n */\r\n public negateToRef(result: Vector2): Vector2 {\r\n return result.copyFromFloats(this.x * -1, this.y * -1);\r\n }\r\n\r\n /**\r\n * Multiply the Vector2 coordinates by scale\r\n * @param scale defines the scaling factor\r\n * @returns the current updated Vector2\r\n */\r\n public scaleInPlace(scale: number): Vector2 {\r\n this.x *= scale;\r\n this.y *= scale;\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns a new Vector2 scaled by \"scale\" from the current Vector2\r\n * @param scale defines the scaling factor\r\n * @returns a new Vector2\r\n */\r\n public scale(scale: number): Vector2 {\r\n let result = new Vector2(0, 0);\r\n this.scaleToRef(scale, result);\r\n return result;\r\n }\r\n\r\n /**\r\n * Scale the current Vector2 values by a factor to a given Vector2\r\n * @param scale defines the scale factor\r\n * @param result defines the Vector2 object where to store the result\r\n * @returns the unmodified current Vector2\r\n */\r\n public scaleToRef(scale: number, result: Vector2): Vector2 {\r\n result.x = this.x * scale;\r\n result.y = this.y * scale;\r\n return this;\r\n }\r\n\r\n /**\r\n * Scale the current Vector2 values by a factor and add the result to a given Vector2\r\n * @param scale defines the scale factor\r\n * @param result defines the Vector2 object where to store the result\r\n * @returns the unmodified current Vector2\r\n */\r\n public scaleAndAddToRef(scale: number, result: Vector2): Vector2 {\r\n result.x += this.x * scale;\r\n result.y += this.y * scale;\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets a boolean if two vectors are equals\r\n * @param otherVector defines the other vector\r\n * @returns true if the given vector coordinates strictly equal the current Vector2 ones\r\n */\r\n public equals(otherVector: DeepImmutable): boolean {\r\n return otherVector && this.x === otherVector.x && this.y === otherVector.y;\r\n }\r\n\r\n /**\r\n * Gets a boolean if two vectors are equals (using an epsilon value)\r\n * @param otherVector defines the other vector\r\n * @param epsilon defines the minimal distance to consider equality\r\n * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.\r\n */\r\n public equalsWithEpsilon(otherVector: DeepImmutable, epsilon: number = Epsilon): boolean {\r\n return otherVector && Scalar.WithinEpsilon(this.x, otherVector.x, epsilon) && Scalar.WithinEpsilon(this.y, otherVector.y, epsilon);\r\n }\r\n\r\n /**\r\n * Gets a new Vector2 from current Vector2 floored values\r\n * @returns a new Vector2\r\n */\r\n public floor(): Vector2 {\r\n return new Vector2(Math.floor(this.x), Math.floor(this.y));\r\n }\r\n\r\n /**\r\n * Gets a new Vector2 from current Vector2 floored values\r\n * @returns a new Vector2\r\n */\r\n public fract(): Vector2 {\r\n return new Vector2(this.x - Math.floor(this.x), this.y - Math.floor(this.y));\r\n }\r\n\r\n // Properties\r\n\r\n /**\r\n * Gets the length of the vector\r\n * @returns the vector length (float)\r\n */\r\n public length(): number {\r\n return Math.sqrt(this.x * this.x + this.y * this.y);\r\n }\r\n\r\n /**\r\n * Gets the vector squared length\r\n * @returns the vector squared length (float)\r\n */\r\n public lengthSquared(): number {\r\n return (this.x * this.x + this.y * this.y);\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Normalize the vector\r\n * @returns the current updated Vector2\r\n */\r\n public normalize(): Vector2 {\r\n var len = this.length();\r\n\r\n if (len === 0) {\r\n return this;\r\n }\r\n\r\n this.x /= len;\r\n this.y /= len;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets a new Vector2 copied from the Vector2\r\n * @returns a new Vector2\r\n */\r\n public clone(): Vector2 {\r\n return new Vector2(this.x, this.y);\r\n }\r\n\r\n // Statics\r\n\r\n /**\r\n * Gets a new Vector2(0, 0)\r\n * @returns a new Vector2\r\n */\r\n public static Zero(): Vector2 {\r\n return new Vector2(0, 0);\r\n }\r\n\r\n /**\r\n * Gets a new Vector2(1, 1)\r\n * @returns a new Vector2\r\n */\r\n public static One(): Vector2 {\r\n return new Vector2(1, 1);\r\n }\r\n\r\n /**\r\n * Gets a new Vector2 set from the given index element of the given array\r\n * @param array defines the data source\r\n * @param offset defines the offset in the data source\r\n * @returns a new Vector2\r\n */\r\n public static FromArray(array: DeepImmutable>, offset: number = 0): Vector2 {\r\n return new Vector2(array[offset], array[offset + 1]);\r\n }\r\n\r\n /**\r\n * Sets \"result\" from the given index element of the given array\r\n * @param array defines the data source\r\n * @param offset defines the offset in the data source\r\n * @param result defines the target vector\r\n */\r\n public static FromArrayToRef(array: DeepImmutable>, offset: number, result: Vector2): void {\r\n result.x = array[offset];\r\n result.y = array[offset + 1];\r\n }\r\n\r\n /**\r\n * Gets a new Vector2 located for \"amount\" (float) on the CatmullRom spline defined by the given four Vector2\r\n * @param value1 defines 1st point of control\r\n * @param value2 defines 2nd point of control\r\n * @param value3 defines 3rd point of control\r\n * @param value4 defines 4th point of control\r\n * @param amount defines the interpolation factor\r\n * @returns a new Vector2\r\n */\r\n public static CatmullRom(value1: DeepImmutable, value2: DeepImmutable, value3: DeepImmutable, value4: DeepImmutable, amount: number): Vector2 {\r\n var squared = amount * amount;\r\n var cubed = amount * squared;\r\n\r\n var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +\r\n (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +\r\n ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));\r\n\r\n var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +\r\n (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +\r\n ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));\r\n\r\n return new Vector2(x, y);\r\n }\r\n\r\n /**\r\n * Returns a new Vector2 set with same the coordinates than \"value\" ones if the vector \"value\" is in the square defined by \"min\" and \"max\".\r\n * If a coordinate of \"value\" is lower than \"min\" coordinates, the returned Vector2 is given this \"min\" coordinate.\r\n * If a coordinate of \"value\" is greater than \"max\" coordinates, the returned Vector2 is given this \"max\" coordinate\r\n * @param value defines the value to clamp\r\n * @param min defines the lower limit\r\n * @param max defines the upper limit\r\n * @returns a new Vector2\r\n */\r\n public static Clamp(value: DeepImmutable, min: DeepImmutable, max: DeepImmutable): Vector2 {\r\n var x = value.x;\r\n x = (x > max.x) ? max.x : x;\r\n x = (x < min.x) ? min.x : x;\r\n\r\n var y = value.y;\r\n y = (y > max.y) ? max.y : y;\r\n y = (y < min.y) ? min.y : y;\r\n\r\n return new Vector2(x, y);\r\n }\r\n\r\n /**\r\n * Returns a new Vector2 located for \"amount\" (float) on the Hermite spline defined by the vectors \"value1\", \"value3\", \"tangent1\", \"tangent2\"\r\n * @param value1 defines the 1st control point\r\n * @param tangent1 defines the outgoing tangent\r\n * @param value2 defines the 2nd control point\r\n * @param tangent2 defines the incoming tangent\r\n * @param amount defines the interpolation factor\r\n * @returns a new Vector2\r\n */\r\n public static Hermite(value1: DeepImmutable, tangent1: DeepImmutable, value2: DeepImmutable, tangent2: DeepImmutable, amount: number): Vector2 {\r\n var squared = amount * amount;\r\n var cubed = amount * squared;\r\n var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;\r\n var part2 = (-2.0 * cubed) + (3.0 * squared);\r\n var part3 = (cubed - (2.0 * squared)) + amount;\r\n var part4 = cubed - squared;\r\n\r\n var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);\r\n var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);\r\n\r\n return new Vector2(x, y);\r\n }\r\n\r\n /**\r\n * Returns a new Vector2 located for \"amount\" (float) on the linear interpolation between the vector \"start\" adn the vector \"end\".\r\n * @param start defines the start vector\r\n * @param end defines the end vector\r\n * @param amount defines the interpolation factor\r\n * @returns a new Vector2\r\n */\r\n public static Lerp(start: DeepImmutable, end: DeepImmutable, amount: number): Vector2 {\r\n var x = start.x + ((end.x - start.x) * amount);\r\n var y = start.y + ((end.y - start.y) * amount);\r\n return new Vector2(x, y);\r\n }\r\n\r\n /**\r\n * Gets the dot product of the vector \"left\" and the vector \"right\"\r\n * @param left defines first vector\r\n * @param right defines second vector\r\n * @returns the dot product (float)\r\n */\r\n public static Dot(left: DeepImmutable, right: DeepImmutable): number {\r\n return left.x * right.x + left.y * right.y;\r\n }\r\n\r\n /**\r\n * Returns a new Vector2 equal to the normalized given vector\r\n * @param vector defines the vector to normalize\r\n * @returns a new Vector2\r\n */\r\n public static Normalize(vector: DeepImmutable): Vector2 {\r\n var newVector = vector.clone();\r\n newVector.normalize();\r\n return newVector;\r\n }\r\n\r\n /**\r\n * Gets a new Vector2 set with the minimal coordinate values from the \"left\" and \"right\" vectors\r\n * @param left defines 1st vector\r\n * @param right defines 2nd vector\r\n * @returns a new Vector2\r\n */\r\n public static Minimize(left: DeepImmutable, right: DeepImmutable): Vector2 {\r\n var x = (left.x < right.x) ? left.x : right.x;\r\n var y = (left.y < right.y) ? left.y : right.y;\r\n return new Vector2(x, y);\r\n }\r\n\r\n /**\r\n * Gets a new Vecto2 set with the maximal coordinate values from the \"left\" and \"right\" vectors\r\n * @param left defines 1st vector\r\n * @param right defines 2nd vector\r\n * @returns a new Vector2\r\n */\r\n public static Maximize(left: DeepImmutable, right: DeepImmutable): Vector2 {\r\n var x = (left.x > right.x) ? left.x : right.x;\r\n var y = (left.y > right.y) ? left.y : right.y;\r\n return new Vector2(x, y);\r\n }\r\n\r\n /**\r\n * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix\r\n * @param vector defines the vector to transform\r\n * @param transformation defines the matrix to apply\r\n * @returns a new Vector2\r\n */\r\n public static Transform(vector: DeepImmutable, transformation: DeepImmutable): Vector2 {\r\n let r = Vector2.Zero();\r\n Vector2.TransformToRef(vector, transformation, r);\r\n return r;\r\n }\r\n\r\n /**\r\n * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector \"result\" coordinates\r\n * @param vector defines the vector to transform\r\n * @param transformation defines the matrix to apply\r\n * @param result defines the target vector\r\n */\r\n public static TransformToRef(vector: DeepImmutable, transformation: DeepImmutable, result: Vector2) {\r\n const m = transformation.m;\r\n var x = (vector.x * m[0]) + (vector.y * m[4]) + m[12];\r\n var y = (vector.x * m[1]) + (vector.y * m[5]) + m[13];\r\n result.x = x;\r\n result.y = y;\r\n }\r\n\r\n /**\r\n * Determines if a given vector is included in a triangle\r\n * @param p defines the vector to test\r\n * @param p0 defines 1st triangle point\r\n * @param p1 defines 2nd triangle point\r\n * @param p2 defines 3rd triangle point\r\n * @returns true if the point \"p\" is in the triangle defined by the vertors \"p0\", \"p1\", \"p2\"\r\n */\r\n public static PointInTriangle(p: DeepImmutable, p0: DeepImmutable, p1: DeepImmutable, p2: DeepImmutable) {\r\n let a = 1 / 2 * (-p1.y * p2.x + p0.y * (-p1.x + p2.x) + p0.x * (p1.y - p2.y) + p1.x * p2.y);\r\n let sign = a < 0 ? -1 : 1;\r\n let s = (p0.y * p2.x - p0.x * p2.y + (p2.y - p0.y) * p.x + (p0.x - p2.x) * p.y) * sign;\r\n let t = (p0.x * p1.y - p0.y * p1.x + (p0.y - p1.y) * p.x + (p1.x - p0.x) * p.y) * sign;\r\n\r\n return s > 0 && t > 0 && (s + t) < 2 * a * sign;\r\n }\r\n\r\n /**\r\n * Gets the distance between the vectors \"value1\" and \"value2\"\r\n * @param value1 defines first vector\r\n * @param value2 defines second vector\r\n * @returns the distance between vectors\r\n */\r\n public static Distance(value1: DeepImmutable, value2: DeepImmutable): number {\r\n return Math.sqrt(Vector2.DistanceSquared(value1, value2));\r\n }\r\n\r\n /**\r\n * Returns the squared distance between the vectors \"value1\" and \"value2\"\r\n * @param value1 defines first vector\r\n * @param value2 defines second vector\r\n * @returns the squared distance between vectors\r\n */\r\n public static DistanceSquared(value1: DeepImmutable, value2: DeepImmutable): number {\r\n var x = value1.x - value2.x;\r\n var y = value1.y - value2.y;\r\n return (x * x) + (y * y);\r\n }\r\n\r\n /**\r\n * Gets a new Vector2 located at the center of the vectors \"value1\" and \"value2\"\r\n * @param value1 defines first vector\r\n * @param value2 defines second vector\r\n * @returns a new Vector2\r\n */\r\n public static Center(value1: DeepImmutable, value2: DeepImmutable): Vector2 {\r\n var center = value1.add(value2);\r\n center.scaleInPlace(0.5);\r\n return center;\r\n }\r\n\r\n /**\r\n * Gets the shortest distance (float) between the point \"p\" and the segment defined by the two points \"segA\" and \"segB\".\r\n * @param p defines the middle point\r\n * @param segA defines one point of the segment\r\n * @param segB defines the other point of the segment\r\n * @returns the shortest distance\r\n */\r\n public static DistanceOfPointFromSegment(p: DeepImmutable, segA: DeepImmutable, segB: DeepImmutable): number {\r\n let l2 = Vector2.DistanceSquared(segA, segB);\r\n if (l2 === 0.0) {\r\n return Vector2.Distance(p, segA);\r\n }\r\n let v = segB.subtract(segA);\r\n let t = Math.max(0, Math.min(1, Vector2.Dot(p.subtract(segA), v) / l2));\r\n let proj = segA.add(v.multiplyByFloats(t, t));\r\n return Vector2.Distance(p, proj);\r\n }\r\n}\r\n\r\n/**\r\n * Class used to store (x,y,z) vector representation\r\n * A Vector3 is the main object used in 3D geometry\r\n * It can represent etiher the coordinates of a point the space, either a direction\r\n * Reminder: js uses a left handed forward facing system\r\n */\r\nexport class Vector3 {\r\n private static _UpReadOnly = Vector3.Up() as DeepImmutable;\r\n private static _ZeroReadOnly = Vector3.Zero() as DeepImmutable;\r\n\r\n /**\r\n * Creates a new Vector3 object from the given x, y, z (floats) coordinates.\r\n * @param x defines the first coordinates (on X axis)\r\n * @param y defines the second coordinates (on Y axis)\r\n * @param z defines the third coordinates (on Z axis)\r\n */\r\n constructor(\r\n /**\r\n * Defines the first coordinates (on X axis)\r\n */\r\n public x: number = 0,\r\n /**\r\n * Defines the second coordinates (on Y axis)\r\n */\r\n public y: number = 0,\r\n /**\r\n * Defines the third coordinates (on Z axis)\r\n */\r\n public z: number = 0\r\n ) {\r\n }\r\n\r\n /**\r\n * Creates a string representation of the Vector3\r\n * @returns a string with the Vector3 coordinates.\r\n */\r\n public toString(): string {\r\n return \"{X: \" + this.x + \" Y:\" + this.y + \" Z:\" + this.z + \"}\";\r\n }\r\n\r\n /**\r\n * Gets the class name\r\n * @returns the string \"Vector3\"\r\n */\r\n public getClassName(): string {\r\n return \"Vector3\";\r\n }\r\n\r\n /**\r\n * Creates the Vector3 hash code\r\n * @returns a number which tends to be unique between Vector3 instances\r\n */\r\n public getHashCode(): number {\r\n let hash = this.x | 0;\r\n hash = (hash * 397) ^ (this.y | 0);\r\n hash = (hash * 397) ^ (this.z | 0);\r\n return hash;\r\n }\r\n\r\n // Operators\r\n\r\n /**\r\n * Creates an array containing three elements : the coordinates of the Vector3\r\n * @returns a new array of numbers\r\n */\r\n public asArray(): number[] {\r\n var result: number[] = [];\r\n this.toArray(result, 0);\r\n return result;\r\n }\r\n\r\n /**\r\n * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3\r\n * @param array defines the destination array\r\n * @param index defines the offset in the destination array\r\n * @returns the current Vector3\r\n */\r\n public toArray(array: FloatArray, index: number = 0): Vector3 {\r\n array[index] = this.x;\r\n array[index + 1] = this.y;\r\n array[index + 2] = this.z;\r\n return this;\r\n }\r\n\r\n /**\r\n * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)\r\n * @returns a new Quaternion object, computed from the Vector3 coordinates\r\n */\r\n public toQuaternion(): Quaternion {\r\n return Quaternion.RotationYawPitchRoll(this.y, this.x, this.z);\r\n }\r\n\r\n /**\r\n * Adds the given vector to the current Vector3\r\n * @param otherVector defines the second operand\r\n * @returns the current updated Vector3\r\n */\r\n public addInPlace(otherVector: DeepImmutable): Vector3 {\r\n return this.addInPlaceFromFloats(otherVector.x, otherVector.y, otherVector.z);\r\n }\r\n\r\n /**\r\n * Adds the given coordinates to the current Vector3\r\n * @param x defines the x coordinate of the operand\r\n * @param y defines the y coordinate of the operand\r\n * @param z defines the z coordinate of the operand\r\n * @returns the current updated Vector3\r\n */\r\n public addInPlaceFromFloats(x: number, y: number, z: number): Vector3 {\r\n this.x += x;\r\n this.y += y;\r\n this.z += z;\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets a new Vector3, result of the addition the current Vector3 and the given vector\r\n * @param otherVector defines the second operand\r\n * @returns the resulting Vector3\r\n */\r\n public add(otherVector: DeepImmutable): Vector3 {\r\n return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);\r\n }\r\n\r\n /**\r\n * Adds the current Vector3 to the given one and stores the result in the vector \"result\"\r\n * @param otherVector defines the second operand\r\n * @param result defines the Vector3 object where to store the result\r\n * @returns the current Vector3\r\n */\r\n public addToRef(otherVector: DeepImmutable, result: Vector3): Vector3 {\r\n return result.copyFromFloats(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);\r\n }\r\n\r\n /**\r\n * Subtract the given vector from the current Vector3\r\n * @param otherVector defines the second operand\r\n * @returns the current updated Vector3\r\n */\r\n public subtractInPlace(otherVector: DeepImmutable): Vector3 {\r\n this.x -= otherVector.x;\r\n this.y -= otherVector.y;\r\n this.z -= otherVector.z;\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3\r\n * @param otherVector defines the second operand\r\n * @returns the resulting Vector3\r\n */\r\n public subtract(otherVector: DeepImmutable): Vector3 {\r\n return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z);\r\n }\r\n\r\n /**\r\n * Subtracts the given vector from the current Vector3 and stores the result in the vector \"result\".\r\n * @param otherVector defines the second operand\r\n * @param result defines the Vector3 object where to store the result\r\n * @returns the current Vector3\r\n */\r\n public subtractToRef(otherVector: DeepImmutable, result: Vector3): Vector3 {\r\n return this.subtractFromFloatsToRef(otherVector.x, otherVector.y, otherVector.z, result);\r\n }\r\n\r\n /**\r\n * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates\r\n * @param x defines the x coordinate of the operand\r\n * @param y defines the y coordinate of the operand\r\n * @param z defines the z coordinate of the operand\r\n * @returns the resulting Vector3\r\n */\r\n public subtractFromFloats(x: number, y: number, z: number): Vector3 {\r\n return new Vector3(this.x - x, this.y - y, this.z - z);\r\n }\r\n\r\n /**\r\n * Subtracts the given floats from the current Vector3 coordinates and set the given vector \"result\" with this result\r\n * @param x defines the x coordinate of the operand\r\n * @param y defines the y coordinate of the operand\r\n * @param z defines the z coordinate of the operand\r\n * @param result defines the Vector3 object where to store the result\r\n * @returns the current Vector3\r\n */\r\n public subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3 {\r\n return result.copyFromFloats(this.x - x, this.y - y, this.z - z);\r\n }\r\n\r\n /**\r\n * Gets a new Vector3 set with the current Vector3 negated coordinates\r\n * @returns a new Vector3\r\n */\r\n public negate(): Vector3 {\r\n return new Vector3(-this.x, -this.y, -this.z);\r\n }\r\n\r\n /**\r\n * Negate this vector in place\r\n * @returns this\r\n */\r\n public negateInPlace(): Vector3 {\r\n this.x *= -1;\r\n this.y *= -1;\r\n this.z *= -1;\r\n return this;\r\n }\r\n\r\n /**\r\n * Negate the current Vector3 and stores the result in the given vector \"result\" coordinates\r\n * @param result defines the Vector3 object where to store the result\r\n * @returns the current Vector3\r\n */\r\n public negateToRef(result: Vector3): Vector3 {\r\n return result.copyFromFloats(this.x * -1, this.y * -1, this.z * -1);\r\n }\r\n\r\n /**\r\n * Multiplies the Vector3 coordinates by the float \"scale\"\r\n * @param scale defines the multiplier factor\r\n * @returns the current updated Vector3\r\n */\r\n public scaleInPlace(scale: number): Vector3 {\r\n this.x *= scale;\r\n this.y *= scale;\r\n this.z *= scale;\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float \"scale\"\r\n * @param scale defines the multiplier factor\r\n * @returns a new Vector3\r\n */\r\n public scale(scale: number): Vector3 {\r\n return new Vector3(this.x * scale, this.y * scale, this.z * scale);\r\n }\r\n\r\n /**\r\n * Multiplies the current Vector3 coordinates by the float \"scale\" and stores the result in the given vector \"result\" coordinates\r\n * @param scale defines the multiplier factor\r\n * @param result defines the Vector3 object where to store the result\r\n * @returns the current Vector3\r\n */\r\n public scaleToRef(scale: number, result: Vector3): Vector3 {\r\n return result.copyFromFloats(this.x * scale, this.y * scale, this.z * scale);\r\n }\r\n\r\n /**\r\n * Scale the current Vector3 values by a factor and add the result to a given Vector3\r\n * @param scale defines the scale factor\r\n * @param result defines the Vector3 object where to store the result\r\n * @returns the unmodified current Vector3\r\n */\r\n public scaleAndAddToRef(scale: number, result: Vector3): Vector3 {\r\n return result.addInPlaceFromFloats(this.x * scale, this.y * scale, this.z * scale);\r\n }\r\n\r\n /**\r\n * Projects the current vector3 to a plane along a ray starting from a specified origin and directed towards the point.\r\n * @param origin defines the origin of the projection ray\r\n * @param plane defines the plane to project to\r\n * @returns the projected vector3\r\n */\r\n public projectOnPlane(plane: Plane, origin: Vector3): Vector3 {\r\n let result = Vector3.Zero();\r\n\r\n this.projectOnPlaneToRef(plane, origin, result);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Projects the current vector3 to a plane along a ray starting from a specified origin and directed towards the point.\r\n * @param origin defines the origin of the projection ray\r\n * @param plane defines the plane to project to\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n public projectOnPlaneToRef(plane: Plane, origin: Vector3, result: Vector3): void {\r\n let n = plane.normal;\r\n let d = plane.d;\r\n\r\n let V = MathTmp.Vector3[0];\r\n\r\n // ray direction\r\n this.subtractToRef(origin, V);\r\n\r\n V.normalize();\r\n\r\n let denom = Vector3.Dot(V, n);\r\n let t = -(Vector3.Dot(origin, n) + d) / denom;\r\n\r\n // P = P0 + t*V\r\n let scaledV = V.scaleInPlace(t);\r\n origin.addToRef(scaledV, result);\r\n }\r\n\r\n /**\r\n * Returns true if the current Vector3 and the given vector coordinates are strictly equal\r\n * @param otherVector defines the second operand\r\n * @returns true if both vectors are equals\r\n */\r\n public equals(otherVector: DeepImmutable): boolean {\r\n return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;\r\n }\r\n\r\n /**\r\n * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon\r\n * @param otherVector defines the second operand\r\n * @param epsilon defines the minimal distance to define values as equals\r\n * @returns true if both vectors are distant less than epsilon\r\n */\r\n public equalsWithEpsilon(otherVector: DeepImmutable, epsilon: number = Epsilon): boolean {\r\n return otherVector && Scalar.WithinEpsilon(this.x, otherVector.x, epsilon) && Scalar.WithinEpsilon(this.y, otherVector.y, epsilon) && Scalar.WithinEpsilon(this.z, otherVector.z, epsilon);\r\n }\r\n\r\n /**\r\n * Returns true if the current Vector3 coordinates equals the given floats\r\n * @param x defines the x coordinate of the operand\r\n * @param y defines the y coordinate of the operand\r\n * @param z defines the z coordinate of the operand\r\n * @returns true if both vectors are equals\r\n */\r\n public equalsToFloats(x: number, y: number, z: number): boolean {\r\n return this.x === x && this.y === y && this.z === z;\r\n }\r\n\r\n /**\r\n * Multiplies the current Vector3 coordinates by the given ones\r\n * @param otherVector defines the second operand\r\n * @returns the current updated Vector3\r\n */\r\n public multiplyInPlace(otherVector: DeepImmutable): Vector3 {\r\n this.x *= otherVector.x;\r\n this.y *= otherVector.y;\r\n this.z *= otherVector.z;\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector\r\n * @param otherVector defines the second operand\r\n * @returns the new Vector3\r\n */\r\n public multiply(otherVector: DeepImmutable): Vector3 {\r\n return this.multiplyByFloats(otherVector.x, otherVector.y, otherVector.z);\r\n }\r\n\r\n /**\r\n * Multiplies the current Vector3 by the given one and stores the result in the given vector \"result\"\r\n * @param otherVector defines the second operand\r\n * @param result defines the Vector3 object where to store the result\r\n * @returns the current Vector3\r\n */\r\n public multiplyToRef(otherVector: DeepImmutable, result: Vector3): Vector3 {\r\n return result.copyFromFloats(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z);\r\n }\r\n\r\n /**\r\n * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats\r\n * @param x defines the x coordinate of the operand\r\n * @param y defines the y coordinate of the operand\r\n * @param z defines the z coordinate of the operand\r\n * @returns the new Vector3\r\n */\r\n public multiplyByFloats(x: number, y: number, z: number): Vector3 {\r\n return new Vector3(this.x * x, this.y * y, this.z * z);\r\n }\r\n\r\n /**\r\n * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones\r\n * @param otherVector defines the second operand\r\n * @returns the new Vector3\r\n */\r\n public divide(otherVector: DeepImmutable): Vector3 {\r\n return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);\r\n }\r\n\r\n /**\r\n * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector \"result\"\r\n * @param otherVector defines the second operand\r\n * @param result defines the Vector3 object where to store the result\r\n * @returns the current Vector3\r\n */\r\n public divideToRef(otherVector: DeepImmutable, result: Vector3): Vector3 {\r\n return result.copyFromFloats(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);\r\n }\r\n\r\n /**\r\n * Divides the current Vector3 coordinates by the given ones.\r\n * @param otherVector defines the second operand\r\n * @returns the current updated Vector3\r\n */\r\n public divideInPlace(otherVector: Vector3): Vector3 {\r\n return this.divideToRef(otherVector, this);\r\n }\r\n\r\n /**\r\n * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones\r\n * @param other defines the second operand\r\n * @returns the current updated Vector3\r\n */\r\n public minimizeInPlace(other: DeepImmutable): Vector3 {\r\n return this.minimizeInPlaceFromFloats(other.x, other.y, other.z);\r\n }\r\n\r\n /**\r\n * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.\r\n * @param other defines the second operand\r\n * @returns the current updated Vector3\r\n */\r\n public maximizeInPlace(other: DeepImmutable): Vector3 {\r\n return this.maximizeInPlaceFromFloats(other.x, other.y, other.z);\r\n }\r\n\r\n /**\r\n * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates\r\n * @param x defines the x coordinate of the operand\r\n * @param y defines the y coordinate of the operand\r\n * @param z defines the z coordinate of the operand\r\n * @returns the current updated Vector3\r\n */\r\n public minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3 {\r\n if (x < this.x) { this.x = x; }\r\n if (y < this.y) { this.y = y; }\r\n if (z < this.z) { this.z = z; }\r\n return this;\r\n }\r\n\r\n /**\r\n * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.\r\n * @param x defines the x coordinate of the operand\r\n * @param y defines the y coordinate of the operand\r\n * @param z defines the z coordinate of the operand\r\n * @returns the current updated Vector3\r\n */\r\n public maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3 {\r\n if (x > this.x) { this.x = x; }\r\n if (y > this.y) { this.y = y; }\r\n if (z > this.z) { this.z = z; }\r\n return this;\r\n }\r\n\r\n /**\r\n * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction\r\n * Check if is non uniform within a certain amount of decimal places to account for this\r\n * @param epsilon the amount the values can differ\r\n * @returns if the the vector is non uniform to a certain number of decimal places\r\n */\r\n public isNonUniformWithinEpsilon(epsilon: number) {\r\n let absX = Math.abs(this.x);\r\n let absY = Math.abs(this.y);\r\n if (!Scalar.WithinEpsilon(absX, absY, epsilon)) {\r\n return true;\r\n }\r\n\r\n let absZ = Math.abs(this.z);\r\n if (!Scalar.WithinEpsilon(absX, absZ, epsilon)) {\r\n return true;\r\n }\r\n\r\n if (!Scalar.WithinEpsilon(absY, absZ, epsilon)) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same\r\n */\r\n public get isNonUniform(): boolean {\r\n let absX = Math.abs(this.x);\r\n let absY = Math.abs(this.y);\r\n if (absX !== absY) {\r\n return true;\r\n }\r\n\r\n let absZ = Math.abs(this.z);\r\n if (absX !== absZ) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Gets a new Vector3 from current Vector3 floored values\r\n * @returns a new Vector3\r\n */\r\n public floor(): Vector3 {\r\n return new Vector3(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z));\r\n }\r\n\r\n /**\r\n * Gets a new Vector3 from current Vector3 floored values\r\n * @returns a new Vector3\r\n */\r\n public fract(): Vector3 {\r\n return new Vector3(this.x - Math.floor(this.x), this.y - Math.floor(this.y), this.z - Math.floor(this.z));\r\n }\r\n\r\n // Properties\r\n /**\r\n * Gets the length of the Vector3\r\n * @returns the length of the Vector3\r\n */\r\n public length(): number {\r\n return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);\r\n }\r\n\r\n /**\r\n * Gets the squared length of the Vector3\r\n * @returns squared length of the Vector3\r\n */\r\n public lengthSquared(): number {\r\n return (this.x * this.x + this.y * this.y + this.z * this.z);\r\n }\r\n\r\n /**\r\n * Normalize the current Vector3.\r\n * Please note that this is an in place operation.\r\n * @returns the current updated Vector3\r\n */\r\n public normalize(): Vector3 {\r\n return this.normalizeFromLength(this.length());\r\n }\r\n\r\n /**\r\n * Reorders the x y z properties of the vector in place\r\n * @param order new ordering of the properties (eg. for vector 1,2,3 with \"ZYX\" will produce 3,2,1)\r\n * @returns the current updated vector\r\n */\r\n public reorderInPlace(order: string) {\r\n order = order.toLowerCase();\r\n if (order === \"xyz\") {\r\n return this;\r\n }\r\n MathTmp.Vector3[0].copyFrom(this);\r\n [\"x\", \"y\", \"z\"].forEach((val, i) => {\r\n (this)[val] = (MathTmp.Vector3[0])[order[i]];\r\n });\r\n return this;\r\n }\r\n\r\n /**\r\n * Rotates the vector around 0,0,0 by a quaternion\r\n * @param quaternion the rotation quaternion\r\n * @param result vector to store the result\r\n * @returns the resulting vector\r\n */\r\n public rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3) {\r\n quaternion.toRotationMatrix(MathTmp.Matrix[0]);\r\n Vector3.TransformCoordinatesToRef(this, MathTmp.Matrix[0], result);\r\n return result;\r\n }\r\n\r\n /**\r\n * Rotates a vector around a given point\r\n * @param quaternion the rotation quaternion\r\n * @param point the point to rotate around\r\n * @param result vector to store the result\r\n * @returns the resulting vector\r\n */\r\n public rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3) {\r\n this.subtractToRef(point, MathTmp.Vector3[0]);\r\n MathTmp.Vector3[0].rotateByQuaternionToRef(quaternion, MathTmp.Vector3[0]);\r\n point.addToRef(MathTmp.Vector3[0], result);\r\n return result;\r\n }\r\n\r\n /**\r\n * Returns a new Vector3 as the cross product of the current vector and the \"other\" one\r\n * The cross product is then orthogonal to both current and \"other\"\r\n * @param other defines the right operand\r\n * @returns the cross product\r\n */\r\n public cross(other: Vector3) {\r\n return Vector3.Cross(this, other);\r\n }\r\n\r\n /**\r\n * Normalize the current Vector3 with the given input length.\r\n * Please note that this is an in place operation.\r\n * @param len the length of the vector\r\n * @returns the current updated Vector3\r\n */\r\n public normalizeFromLength(len: number): Vector3 {\r\n if (len === 0 || len === 1.0) {\r\n return this;\r\n }\r\n\r\n return this.scaleInPlace(1.0 / len);\r\n }\r\n\r\n /**\r\n * Normalize the current Vector3 to a new vector\r\n * @returns the new Vector3\r\n */\r\n public normalizeToNew(): Vector3 {\r\n const normalized = new Vector3(0, 0, 0);\r\n this.normalizeToRef(normalized);\r\n return normalized;\r\n }\r\n\r\n /**\r\n * Normalize the current Vector3 to the reference\r\n * @param reference define the Vector3 to update\r\n * @returns the updated Vector3\r\n */\r\n public normalizeToRef(reference: DeepImmutable): Vector3 {\r\n var len = this.length();\r\n if (len === 0 || len === 1.0) {\r\n return reference.copyFromFloats(this.x, this.y, this.z);\r\n }\r\n\r\n return this.scaleToRef(1.0 / len, reference);\r\n }\r\n\r\n /**\r\n * Creates a new Vector3 copied from the current Vector3\r\n * @returns the new Vector3\r\n */\r\n public clone(): Vector3 {\r\n return new Vector3(this.x, this.y, this.z);\r\n }\r\n\r\n /**\r\n * Copies the given vector coordinates to the current Vector3 ones\r\n * @param source defines the source Vector3\r\n * @returns the current updated Vector3\r\n */\r\n public copyFrom(source: DeepImmutable): Vector3 {\r\n return this.copyFromFloats(source.x, source.y, source.z);\r\n }\r\n\r\n /**\r\n * Copies the given floats to the current Vector3 coordinates\r\n * @param x defines the x coordinate of the operand\r\n * @param y defines the y coordinate of the operand\r\n * @param z defines the z coordinate of the operand\r\n * @returns the current updated Vector3\r\n */\r\n public copyFromFloats(x: number, y: number, z: number): Vector3 {\r\n this.x = x;\r\n this.y = y;\r\n this.z = z;\r\n return this;\r\n }\r\n\r\n /**\r\n * Copies the given floats to the current Vector3 coordinates\r\n * @param x defines the x coordinate of the operand\r\n * @param y defines the y coordinate of the operand\r\n * @param z defines the z coordinate of the operand\r\n * @returns the current updated Vector3\r\n */\r\n public set(x: number, y: number, z: number): Vector3 {\r\n return this.copyFromFloats(x, y, z);\r\n }\r\n\r\n /**\r\n * Copies the given float to the current Vector3 coordinates\r\n * @param v defines the x, y and z coordinates of the operand\r\n * @returns the current updated Vector3\r\n */\r\n public setAll(v: number): Vector3 {\r\n this.x = this.y = this.z = v;\r\n return this;\r\n }\r\n\r\n // Statics\r\n\r\n /**\r\n * Get the clip factor between two vectors\r\n * @param vector0 defines the first operand\r\n * @param vector1 defines the second operand\r\n * @param axis defines the axis to use\r\n * @param size defines the size along the axis\r\n * @returns the clip factor\r\n */\r\n public static GetClipFactor(vector0: DeepImmutable, vector1: DeepImmutable, axis: DeepImmutable, size: number) {\r\n var d0 = Vector3.Dot(vector0, axis) - size;\r\n var d1 = Vector3.Dot(vector1, axis) - size;\r\n\r\n var s = d0 / (d0 - d1);\r\n\r\n return s;\r\n }\r\n\r\n /**\r\n * Get angle between two vectors\r\n * @param vector0 angle between vector0 and vector1\r\n * @param vector1 angle between vector0 and vector1\r\n * @param normal direction of the normal\r\n * @return the angle between vector0 and vector1\r\n */\r\n public static GetAngleBetweenVectors(vector0: DeepImmutable, vector1: DeepImmutable, normal: DeepImmutable): number {\r\n const v0: Vector3 = vector0.normalizeToRef(MathTmp.Vector3[1]);\r\n const v1: Vector3 = vector1.normalizeToRef(MathTmp.Vector3[2]);\r\n const dot: number = Vector3.Dot(v0, v1);\r\n const n = MathTmp.Vector3[3];\r\n Vector3.CrossToRef(v0, v1, n);\r\n if (Vector3.Dot(n, normal) > 0) {\r\n return Math.acos(dot);\r\n }\r\n return -Math.acos(dot);\r\n }\r\n\r\n /**\r\n * Returns a new Vector3 set from the index \"offset\" of the given array\r\n * @param array defines the source array\r\n * @param offset defines the offset in the source array\r\n * @returns the new Vector3\r\n */\r\n public static FromArray(array: DeepImmutable>, offset: number = 0): Vector3 {\r\n return new Vector3(array[offset], array[offset + 1], array[offset + 2]);\r\n }\r\n\r\n /**\r\n * Returns a new Vector3 set from the index \"offset\" of the given Float32Array\r\n * @param array defines the source array\r\n * @param offset defines the offset in the source array\r\n * @returns the new Vector3\r\n * @deprecated Please use FromArray instead.\r\n */\r\n public static FromFloatArray(array: DeepImmutable, offset?: number): Vector3 {\r\n return Vector3.FromArray(array, offset);\r\n }\r\n\r\n /**\r\n * Sets the given vector \"result\" with the element values from the index \"offset\" of the given array\r\n * @param array defines the source array\r\n * @param offset defines the offset in the source array\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n public static FromArrayToRef(array: DeepImmutable>, offset: number, result: Vector3): void {\r\n result.x = array[offset];\r\n result.y = array[offset + 1];\r\n result.z = array[offset + 2];\r\n }\r\n\r\n /**\r\n * Sets the given vector \"result\" with the element values from the index \"offset\" of the given Float32Array\r\n * @param array defines the source array\r\n * @param offset defines the offset in the source array\r\n * @param result defines the Vector3 where to store the result\r\n * @deprecated Please use FromArrayToRef instead.\r\n */\r\n public static FromFloatArrayToRef(array: DeepImmutable, offset: number, result: Vector3): void {\r\n return Vector3.FromArrayToRef(array, offset, result);\r\n }\r\n\r\n /**\r\n * Sets the given vector \"result\" with the given floats.\r\n * @param x defines the x coordinate of the source\r\n * @param y defines the y coordinate of the source\r\n * @param z defines the z coordinate of the source\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n public static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void {\r\n result.copyFromFloats(x, y, z);\r\n }\r\n\r\n /**\r\n * Returns a new Vector3 set to (0.0, 0.0, 0.0)\r\n * @returns a new empty Vector3\r\n */\r\n public static Zero(): Vector3 {\r\n return new Vector3(0.0, 0.0, 0.0);\r\n }\r\n /**\r\n * Returns a new Vector3 set to (1.0, 1.0, 1.0)\r\n * @returns a new unit Vector3\r\n */\r\n public static One(): Vector3 {\r\n return new Vector3(1.0, 1.0, 1.0);\r\n }\r\n /**\r\n * Returns a new Vector3 set to (0.0, 1.0, 0.0)\r\n * @returns a new up Vector3\r\n */\r\n public static Up(): Vector3 {\r\n return new Vector3(0.0, 1.0, 0.0);\r\n }\r\n\r\n /**\r\n * Gets a up Vector3 that must not be updated\r\n */\r\n public static get UpReadOnly(): DeepImmutable {\r\n return Vector3._UpReadOnly;\r\n }\r\n\r\n /**\r\n * Gets a zero Vector3 that must not be updated\r\n */\r\n public static get ZeroReadOnly(): DeepImmutable {\r\n return Vector3._ZeroReadOnly;\r\n }\r\n\r\n /**\r\n * Returns a new Vector3 set to (0.0, -1.0, 0.0)\r\n * @returns a new down Vector3\r\n */\r\n public static Down(): Vector3 {\r\n return new Vector3(0.0, -1.0, 0.0);\r\n }\r\n /**\r\n * Returns a new Vector3 set to (0.0, 0.0, 1.0)\r\n * @param rightHandedSystem is the scene right-handed (negative z)\r\n * @returns a new forward Vector3\r\n */\r\n public static Forward(rightHandedSystem: boolean = false): Vector3 {\r\n return new Vector3(0.0, 0.0, (rightHandedSystem ? -1.0 : 1.0));\r\n }\r\n /**\r\n * Returns a new Vector3 set to (0.0, 0.0, -1.0)\r\n * @param rightHandedSystem is the scene right-handed (negative-z)\r\n * @returns a new forward Vector3\r\n */\r\n public static Backward(rightHandedSystem: boolean = false): Vector3 {\r\n return new Vector3(0.0, 0.0, (rightHandedSystem ? 1.0 : -1.0));\r\n }\r\n /**\r\n * Returns a new Vector3 set to (1.0, 0.0, 0.0)\r\n * @returns a new right Vector3\r\n */\r\n public static Right(): Vector3 {\r\n return new Vector3(1.0, 0.0, 0.0);\r\n }\r\n /**\r\n * Returns a new Vector3 set to (-1.0, 0.0, 0.0)\r\n * @returns a new left Vector3\r\n */\r\n public static Left(): Vector3 {\r\n return new Vector3(-1.0, 0.0, 0.0);\r\n }\r\n\r\n /**\r\n * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.\r\n * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)\r\n * @param vector defines the Vector3 to transform\r\n * @param transformation defines the transformation matrix\r\n * @returns the transformed Vector3\r\n */\r\n public static TransformCoordinates(vector: DeepImmutable, transformation: DeepImmutable): Vector3 {\r\n var result = Vector3.Zero();\r\n Vector3.TransformCoordinatesToRef(vector, transformation, result);\r\n return result;\r\n }\r\n\r\n /**\r\n * Sets the given vector \"result\" coordinates with the result of the transformation by the given matrix of the given vector\r\n * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)\r\n * @param vector defines the Vector3 to transform\r\n * @param transformation defines the transformation matrix\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n public static TransformCoordinatesToRef(vector: DeepImmutable, transformation: DeepImmutable, result: Vector3): void {\r\n Vector3.TransformCoordinatesFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);\r\n }\r\n\r\n /**\r\n * Sets the given vector \"result\" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)\r\n * This method computes tranformed coordinates only, not transformed direction vectors\r\n * @param x define the x coordinate of the source vector\r\n * @param y define the y coordinate of the source vector\r\n * @param z define the z coordinate of the source vector\r\n * @param transformation defines the transformation matrix\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n public static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable, result: Vector3): void {\r\n const m = transformation.m;\r\n var rx = x * m[0] + y * m[4] + z * m[8] + m[12];\r\n var ry = x * m[1] + y * m[5] + z * m[9] + m[13];\r\n var rz = x * m[2] + y * m[6] + z * m[10] + m[14];\r\n var rw = 1 / (x * m[3] + y * m[7] + z * m[11] + m[15]);\r\n\r\n result.x = rx * rw;\r\n result.y = ry * rw;\r\n result.z = rz * rw;\r\n }\r\n\r\n /**\r\n * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector\r\n * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)\r\n * @param vector defines the Vector3 to transform\r\n * @param transformation defines the transformation matrix\r\n * @returns the new Vector3\r\n */\r\n public static TransformNormal(vector: DeepImmutable, transformation: DeepImmutable): Vector3 {\r\n var result = Vector3.Zero();\r\n Vector3.TransformNormalToRef(vector, transformation, result);\r\n return result;\r\n }\r\n\r\n /**\r\n * Sets the given vector \"result\" with the result of the normal transformation by the given matrix of the given vector\r\n * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)\r\n * @param vector defines the Vector3 to transform\r\n * @param transformation defines the transformation matrix\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n public static TransformNormalToRef(vector: DeepImmutable, transformation: DeepImmutable, result: Vector3): void {\r\n this.TransformNormalFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);\r\n }\r\n\r\n /**\r\n * Sets the given vector \"result\" with the result of the normal transformation by the given matrix of the given floats (x, y, z)\r\n * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)\r\n * @param x define the x coordinate of the source vector\r\n * @param y define the y coordinate of the source vector\r\n * @param z define the z coordinate of the source vector\r\n * @param transformation defines the transformation matrix\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n public static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable, result: Vector3): void {\r\n const m = transformation.m;\r\n result.x = x * m[0] + y * m[4] + z * m[8];\r\n result.y = x * m[1] + y * m[5] + z * m[9];\r\n result.z = x * m[2] + y * m[6] + z * m[10];\r\n }\r\n\r\n /**\r\n * Returns a new Vector3 located for \"amount\" on the CatmullRom interpolation spline defined by the vectors \"value1\", \"value2\", \"value3\", \"value4\"\r\n * @param value1 defines the first control point\r\n * @param value2 defines the second control point\r\n * @param value3 defines the third control point\r\n * @param value4 defines the fourth control point\r\n * @param amount defines the amount on the spline to use\r\n * @returns the new Vector3\r\n */\r\n public static CatmullRom(value1: DeepImmutable, value2: DeepImmutable, value3: DeepImmutable, value4: DeepImmutable, amount: number): Vector3 {\r\n var squared = amount * amount;\r\n var cubed = amount * squared;\r\n\r\n var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +\r\n (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +\r\n ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));\r\n\r\n var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +\r\n (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +\r\n ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));\r\n\r\n var z = 0.5 * ((((2.0 * value2.z) + ((-value1.z + value3.z) * amount)) +\r\n (((((2.0 * value1.z) - (5.0 * value2.z)) + (4.0 * value3.z)) - value4.z) * squared)) +\r\n ((((-value1.z + (3.0 * value2.z)) - (3.0 * value3.z)) + value4.z) * cubed));\r\n\r\n return new Vector3(x, y, z);\r\n }\r\n\r\n /**\r\n * Returns a new Vector3 set with the coordinates of \"value\", if the vector \"value\" is in the cube defined by the vectors \"min\" and \"max\"\r\n * If a coordinate value of \"value\" is lower than one of the \"min\" coordinate, then this \"value\" coordinate is set with the \"min\" one\r\n * If a coordinate value of \"value\" is greater than one of the \"max\" coordinate, then this \"value\" coordinate is set with the \"max\" one\r\n * @param value defines the current value\r\n * @param min defines the lower range value\r\n * @param max defines the upper range value\r\n * @returns the new Vector3\r\n */\r\n public static Clamp(value: DeepImmutable, min: DeepImmutable, max: DeepImmutable): Vector3 {\r\n const v = new Vector3();\r\n Vector3.ClampToRef(value, min, max, v);\r\n return v;\r\n }\r\n /**\r\n * Sets the given vector \"result\" with the coordinates of \"value\", if the vector \"value\" is in the cube defined by the vectors \"min\" and \"max\"\r\n * If a coordinate value of \"value\" is lower than one of the \"min\" coordinate, then this \"value\" coordinate is set with the \"min\" one\r\n * If a coordinate value of \"value\" is greater than one of the \"max\" coordinate, then this \"value\" coordinate is set with the \"max\" one\r\n * @param value defines the current value\r\n * @param min defines the lower range value\r\n * @param max defines the upper range value\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n public static ClampToRef(value: DeepImmutable, min: DeepImmutable, max: DeepImmutable, result: Vector3): void {\r\n var x = value.x;\r\n x = (x > max.x) ? max.x : x;\r\n x = (x < min.x) ? min.x : x;\r\n\r\n var y = value.y;\r\n y = (y > max.y) ? max.y : y;\r\n y = (y < min.y) ? min.y : y;\r\n\r\n var z = value.z;\r\n z = (z > max.z) ? max.z : z;\r\n z = (z < min.z) ? min.z : z;\r\n\r\n result.copyFromFloats(x, y, z);\r\n }\r\n\r\n /**\r\n * Checks if a given vector is inside a specific range\r\n * @param v defines the vector to test\r\n * @param min defines the minimum range\r\n * @param max defines the maximum range\r\n */\r\n public static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void {\r\n min.minimizeInPlace(v);\r\n max.maximizeInPlace(v);\r\n }\r\n\r\n /**\r\n * Returns a new Vector3 located for \"amount\" (float) on the Hermite interpolation spline defined by the vectors \"value1\", \"tangent1\", \"value2\", \"tangent2\"\r\n * @param value1 defines the first control point\r\n * @param tangent1 defines the first tangent vector\r\n * @param value2 defines the second control point\r\n * @param tangent2 defines the second tangent vector\r\n * @param amount defines the amount on the interpolation spline (between 0 and 1)\r\n * @returns the new Vector3\r\n */\r\n public static Hermite(value1: DeepImmutable, tangent1: DeepImmutable, value2: DeepImmutable, tangent2: DeepImmutable, amount: number): Vector3 {\r\n var squared = amount * amount;\r\n var cubed = amount * squared;\r\n var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;\r\n var part2 = (-2.0 * cubed) + (3.0 * squared);\r\n var part3 = (cubed - (2.0 * squared)) + amount;\r\n var part4 = cubed - squared;\r\n\r\n var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);\r\n var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);\r\n var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);\r\n return new Vector3(x, y, z);\r\n }\r\n\r\n /**\r\n * Returns a new Vector3 located for \"amount\" (float) on the linear interpolation between the vectors \"start\" and \"end\"\r\n * @param start defines the start value\r\n * @param end defines the end value\r\n * @param amount max defines amount between both (between 0 and 1)\r\n * @returns the new Vector3\r\n */\r\n public static Lerp(start: DeepImmutable, end: DeepImmutable, amount: number): Vector3 {\r\n var result = new Vector3(0, 0, 0);\r\n Vector3.LerpToRef(start, end, amount, result);\r\n return result;\r\n }\r\n\r\n /**\r\n * Sets the given vector \"result\" with the result of the linear interpolation from the vector \"start\" for \"amount\" to the vector \"end\"\r\n * @param start defines the start value\r\n * @param end defines the end value\r\n * @param amount max defines amount between both (between 0 and 1)\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n public static LerpToRef(start: DeepImmutable, end: DeepImmutable, amount: number, result: Vector3): void {\r\n result.x = start.x + ((end.x - start.x) * amount);\r\n result.y = start.y + ((end.y - start.y) * amount);\r\n result.z = start.z + ((end.z - start.z) * amount);\r\n }\r\n\r\n /**\r\n * Returns the dot product (float) between the vectors \"left\" and \"right\"\r\n * @param left defines the left operand\r\n * @param right defines the right operand\r\n * @returns the dot product\r\n */\r\n public static Dot(left: DeepImmutable, right: DeepImmutable): number {\r\n return (left.x * right.x + left.y * right.y + left.z * right.z);\r\n }\r\n\r\n /**\r\n * Returns a new Vector3 as the cross product of the vectors \"left\" and \"right\"\r\n * The cross product is then orthogonal to both \"left\" and \"right\"\r\n * @param left defines the left operand\r\n * @param right defines the right operand\r\n * @returns the cross product\r\n */\r\n public static Cross(left: DeepImmutable, right: DeepImmutable): Vector3 {\r\n var result = Vector3.Zero();\r\n Vector3.CrossToRef(left, right, result);\r\n return result;\r\n }\r\n\r\n /**\r\n * Sets the given vector \"result\" with the cross product of \"left\" and \"right\"\r\n * The cross product is then orthogonal to both \"left\" and \"right\"\r\n * @param left defines the left operand\r\n * @param right defines the right operand\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n public static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void {\r\n const x = left.y * right.z - left.z * right.y;\r\n const y = left.z * right.x - left.x * right.z;\r\n const z = left.x * right.y - left.y * right.x;\r\n result.copyFromFloats(x, y, z);\r\n }\r\n\r\n /**\r\n * Returns a new Vector3 as the normalization of the given vector\r\n * @param vector defines the Vector3 to normalize\r\n * @returns the new Vector3\r\n */\r\n public static Normalize(vector: DeepImmutable): Vector3 {\r\n var result = Vector3.Zero();\r\n Vector3.NormalizeToRef(vector, result);\r\n return result;\r\n }\r\n\r\n /**\r\n * Sets the given vector \"result\" with the normalization of the given first vector\r\n * @param vector defines the Vector3 to normalize\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n public static NormalizeToRef(vector: DeepImmutable, result: Vector3): void {\r\n vector.normalizeToRef(result);\r\n }\r\n\r\n /**\r\n * Project a Vector3 onto screen space\r\n * @param vector defines the Vector3 to project\r\n * @param world defines the world matrix to use\r\n * @param transform defines the transform (view x projection) matrix to use\r\n * @param viewport defines the screen viewport to use\r\n * @returns the new Vector3\r\n */\r\n public static Project(vector: DeepImmutable, world: DeepImmutable, transform: DeepImmutable, viewport: DeepImmutable): Vector3 {\r\n var cw = viewport.width;\r\n var ch = viewport.height;\r\n var cx = viewport.x;\r\n var cy = viewport.y;\r\n\r\n var viewportMatrix = MathTmp.Matrix[1];\r\n\r\n Matrix.FromValuesToRef(\r\n cw / 2.0, 0, 0, 0,\r\n 0, -ch / 2.0, 0, 0,\r\n 0, 0, 0.5, 0,\r\n cx + cw / 2.0, ch / 2.0 + cy, 0.5, 1, viewportMatrix);\r\n\r\n var matrix = MathTmp.Matrix[0];\r\n world.multiplyToRef(transform, matrix);\r\n matrix.multiplyToRef(viewportMatrix, matrix);\r\n\r\n return Vector3.TransformCoordinates(vector, matrix);\r\n }\r\n\r\n /** @hidden */\r\n public static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable, matrix: DeepImmutable, result: Vector3) {\r\n Vector3.TransformCoordinatesToRef(source, matrix, result);\r\n const m = matrix.m;\r\n var num = source.x * m[3] + source.y * m[7] + source.z * m[11] + m[15];\r\n if (Scalar.WithinEpsilon(num, 1.0)) {\r\n result.scaleInPlace(1.0 / num);\r\n }\r\n }\r\n\r\n /**\r\n * Unproject from screen space to object space\r\n * @param source defines the screen space Vector3 to use\r\n * @param viewportWidth defines the current width of the viewport\r\n * @param viewportHeight defines the current height of the viewport\r\n * @param world defines the world matrix to use (can be set to Identity to go to world space)\r\n * @param transform defines the transform (view x projection) matrix to use\r\n * @returns the new Vector3\r\n */\r\n public static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable, transform: DeepImmutable): Vector3 {\r\n var matrix = MathTmp.Matrix[0];\r\n world.multiplyToRef(transform, matrix);\r\n matrix.invert();\r\n source.x = source.x / viewportWidth * 2 - 1;\r\n source.y = -(source.y / viewportHeight * 2 - 1);\r\n const vector = new Vector3();\r\n Vector3._UnprojectFromInvertedMatrixToRef(source, matrix, vector);\r\n return vector;\r\n }\r\n\r\n /**\r\n * Unproject from screen space to object space\r\n * @param source defines the screen space Vector3 to use\r\n * @param viewportWidth defines the current width of the viewport\r\n * @param viewportHeight defines the current height of the viewport\r\n * @param world defines the world matrix to use (can be set to Identity to go to world space)\r\n * @param view defines the view matrix to use\r\n * @param projection defines the projection matrix to use\r\n * @returns the new Vector3\r\n */\r\n public static Unproject(source: DeepImmutable, viewportWidth: number, viewportHeight: number, world: DeepImmutable, view: DeepImmutable, projection: DeepImmutable): Vector3 {\r\n let result = Vector3.Zero();\r\n\r\n Vector3.UnprojectToRef(source, viewportWidth, viewportHeight, world, view, projection, result);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Unproject from screen space to object space\r\n * @param source defines the screen space Vector3 to use\r\n * @param viewportWidth defines the current width of the viewport\r\n * @param viewportHeight defines the current height of the viewport\r\n * @param world defines the world matrix to use (can be set to Identity to go to world space)\r\n * @param view defines the view matrix to use\r\n * @param projection defines the projection matrix to use\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n public static UnprojectToRef(source: DeepImmutable, viewportWidth: number, viewportHeight: number, world: DeepImmutable, view: DeepImmutable, projection: DeepImmutable, result: Vector3): void {\r\n Vector3.UnprojectFloatsToRef(source.x, source.y, source.z, viewportWidth, viewportHeight, world, view, projection, result);\r\n }\r\n\r\n /**\r\n * Unproject from screen space to object space\r\n * @param sourceX defines the screen space x coordinate to use\r\n * @param sourceY defines the screen space y coordinate to use\r\n * @param sourceZ defines the screen space z coordinate to use\r\n * @param viewportWidth defines the current width of the viewport\r\n * @param viewportHeight defines the current height of the viewport\r\n * @param world defines the world matrix to use (can be set to Identity to go to world space)\r\n * @param view defines the view matrix to use\r\n * @param projection defines the projection matrix to use\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n public static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable, view: DeepImmutable, projection: DeepImmutable, result: Vector3): void {\r\n var matrix = MathTmp.Matrix[0];\r\n world.multiplyToRef(view, matrix);\r\n matrix.multiplyToRef(projection, matrix);\r\n matrix.invert();\r\n var screenSource = MathTmp.Vector3[0];\r\n screenSource.x = sourceX / viewportWidth * 2 - 1;\r\n screenSource.y = -(sourceY / viewportHeight * 2 - 1);\r\n screenSource.z = 2 * sourceZ - 1.0;\r\n Vector3._UnprojectFromInvertedMatrixToRef(screenSource, matrix, result);\r\n }\r\n\r\n /**\r\n * Gets the minimal coordinate values between two Vector3\r\n * @param left defines the first operand\r\n * @param right defines the second operand\r\n * @returns the new Vector3\r\n */\r\n public static Minimize(left: DeepImmutable, right: DeepImmutable): Vector3 {\r\n var min = left.clone();\r\n min.minimizeInPlace(right);\r\n return min;\r\n }\r\n\r\n /**\r\n * Gets the maximal coordinate values between two Vector3\r\n * @param left defines the first operand\r\n * @param right defines the second operand\r\n * @returns the new Vector3\r\n */\r\n public static Maximize(left: DeepImmutable, right: DeepImmutable): Vector3 {\r\n var max = left.clone();\r\n max.maximizeInPlace(right);\r\n return max;\r\n }\r\n\r\n /**\r\n * Returns the distance between the vectors \"value1\" and \"value2\"\r\n * @param value1 defines the first operand\r\n * @param value2 defines the second operand\r\n * @returns the distance\r\n */\r\n public static Distance(value1: DeepImmutable, value2: DeepImmutable): number {\r\n return Math.sqrt(Vector3.DistanceSquared(value1, value2));\r\n }\r\n\r\n /**\r\n * Returns the squared distance between the vectors \"value1\" and \"value2\"\r\n * @param value1 defines the first operand\r\n * @param value2 defines the second operand\r\n * @returns the squared distance\r\n */\r\n public static DistanceSquared(value1: DeepImmutable, value2: DeepImmutable): number {\r\n var x = value1.x - value2.x;\r\n var y = value1.y - value2.y;\r\n var z = value1.z - value2.z;\r\n\r\n return (x * x) + (y * y) + (z * z);\r\n }\r\n\r\n /**\r\n * Returns a new Vector3 located at the center between \"value1\" and \"value2\"\r\n * @param value1 defines the first operand\r\n * @param value2 defines the second operand\r\n * @returns the new Vector3\r\n */\r\n public static Center(value1: DeepImmutable, value2: DeepImmutable): Vector3 {\r\n var center = value1.add(value2);\r\n center.scaleInPlace(0.5);\r\n return center;\r\n }\r\n\r\n /**\r\n * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),\r\n * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply\r\n * to something in order to rotate it from its local system to the given target system\r\n * Note: axis1, axis2 and axis3 are normalized during this operation\r\n * @param axis1 defines the first axis\r\n * @param axis2 defines the second axis\r\n * @param axis3 defines the third axis\r\n * @returns a new Vector3\r\n */\r\n public static RotationFromAxis(axis1: DeepImmutable, axis2: DeepImmutable, axis3: DeepImmutable): Vector3 {\r\n var rotation = Vector3.Zero();\r\n Vector3.RotationFromAxisToRef(axis1, axis2, axis3, rotation);\r\n return rotation;\r\n }\r\n\r\n /**\r\n * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3\r\n * @param axis1 defines the first axis\r\n * @param axis2 defines the second axis\r\n * @param axis3 defines the third axis\r\n * @param ref defines the Vector3 where to store the result\r\n */\r\n public static RotationFromAxisToRef(axis1: DeepImmutable, axis2: DeepImmutable, axis3: DeepImmutable, ref: Vector3): void {\r\n var quat = MathTmp.Quaternion[0];\r\n Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);\r\n quat.toEulerAnglesToRef(ref);\r\n }\r\n}\r\n\r\n/**\r\n * Vector4 class created for EulerAngle class conversion to Quaternion\r\n */\r\nexport class Vector4 {\r\n /**\r\n * Creates a Vector4 object from the given floats.\r\n * @param x x value of the vector\r\n * @param y y value of the vector\r\n * @param z z value of the vector\r\n * @param w w value of the vector\r\n */\r\n constructor(\r\n /** x value of the vector */\r\n public x: number,\r\n /** y value of the vector */\r\n public y: number,\r\n /** z value of the vector */\r\n public z: number,\r\n /** w value of the vector */\r\n public w: number\r\n ) { }\r\n\r\n /**\r\n * Returns the string with the Vector4 coordinates.\r\n * @returns a string containing all the vector values\r\n */\r\n public toString(): string {\r\n return \"{X: \" + this.x + \" Y:\" + this.y + \" Z:\" + this.z + \" W:\" + this.w + \"}\";\r\n }\r\n\r\n /**\r\n * Returns the string \"Vector4\".\r\n * @returns \"Vector4\"\r\n */\r\n public getClassName(): string {\r\n return \"Vector4\";\r\n }\r\n\r\n /**\r\n * Returns the Vector4 hash code.\r\n * @returns a unique hash code\r\n */\r\n public getHashCode(): number {\r\n let hash = this.x | 0;\r\n hash = (hash * 397) ^ (this.y | 0);\r\n hash = (hash * 397) ^ (this.z | 0);\r\n hash = (hash * 397) ^ (this.w | 0);\r\n return hash;\r\n }\r\n\r\n // Operators\r\n /**\r\n * Returns a new array populated with 4 elements : the Vector4 coordinates.\r\n * @returns the resulting array\r\n */\r\n public asArray(): number[] {\r\n var result = new Array();\r\n\r\n this.toArray(result, 0);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Populates the given array from the given index with the Vector4 coordinates.\r\n * @param array array to populate\r\n * @param index index of the array to start at (default: 0)\r\n * @returns the Vector4.\r\n */\r\n public toArray(array: FloatArray, index?: number): Vector4 {\r\n if (index === undefined) {\r\n index = 0;\r\n }\r\n array[index] = this.x;\r\n array[index + 1] = this.y;\r\n array[index + 2] = this.z;\r\n array[index + 3] = this.w;\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds the given vector to the current Vector4.\r\n * @param otherVector the vector to add\r\n * @returns the updated Vector4.\r\n */\r\n public addInPlace(otherVector: DeepImmutable): Vector4 {\r\n this.x += otherVector.x;\r\n this.y += otherVector.y;\r\n this.z += otherVector.z;\r\n this.w += otherVector.w;\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.\r\n * @param otherVector the vector to add\r\n * @returns the resulting vector\r\n */\r\n public add(otherVector: DeepImmutable): Vector4 {\r\n return new Vector4(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z, this.w + otherVector.w);\r\n }\r\n\r\n /**\r\n * Updates the given vector \"result\" with the result of the addition of the current Vector4 and the given one.\r\n * @param otherVector the vector to add\r\n * @param result the vector to store the result\r\n * @returns the current Vector4.\r\n */\r\n public addToRef(otherVector: DeepImmutable, result: Vector4): Vector4 {\r\n result.x = this.x + otherVector.x;\r\n result.y = this.y + otherVector.y;\r\n result.z = this.z + otherVector.z;\r\n result.w = this.w + otherVector.w;\r\n return this;\r\n }\r\n\r\n /**\r\n * Subtract in place the given vector from the current Vector4.\r\n * @param otherVector the vector to subtract\r\n * @returns the updated Vector4.\r\n */\r\n public subtractInPlace(otherVector: DeepImmutable): Vector4 {\r\n this.x -= otherVector.x;\r\n this.y -= otherVector.y;\r\n this.z -= otherVector.z;\r\n this.w -= otherVector.w;\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.\r\n * @param otherVector the vector to add\r\n * @returns the new vector with the result\r\n */\r\n public subtract(otherVector: DeepImmutable): Vector4 {\r\n return new Vector4(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z, this.w - otherVector.w);\r\n }\r\n\r\n /**\r\n * Sets the given vector \"result\" with the result of the subtraction of the given vector from the current Vector4.\r\n * @param otherVector the vector to subtract\r\n * @param result the vector to store the result\r\n * @returns the current Vector4.\r\n */\r\n public subtractToRef(otherVector: DeepImmutable, result: Vector4): Vector4 {\r\n result.x = this.x - otherVector.x;\r\n result.y = this.y - otherVector.y;\r\n result.z = this.z - otherVector.z;\r\n result.w = this.w - otherVector.w;\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.\r\n */\r\n /**\r\n * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.\r\n * @param x value to subtract\r\n * @param y value to subtract\r\n * @param z value to subtract\r\n * @param w value to subtract\r\n * @returns new vector containing the result\r\n */\r\n public subtractFromFloats(x: number, y: number, z: number, w: number): Vector4 {\r\n return new Vector4(this.x - x, this.y - y, this.z - z, this.w - w);\r\n }\r\n\r\n /**\r\n * Sets the given vector \"result\" set with the result of the subtraction of the given floats from the current Vector4 coordinates.\r\n * @param x value to subtract\r\n * @param y value to subtract\r\n * @param z value to subtract\r\n * @param w value to subtract\r\n * @param result the vector to store the result in\r\n * @returns the current Vector4.\r\n */\r\n public subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4 {\r\n result.x = this.x - x;\r\n result.y = this.y - y;\r\n result.z = this.z - z;\r\n result.w = this.w - w;\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns a new Vector4 set with the current Vector4 negated coordinates.\r\n * @returns a new vector with the negated values\r\n */\r\n public negate(): Vector4 {\r\n return new Vector4(-this.x, -this.y, -this.z, -this.w);\r\n }\r\n\r\n /**\r\n * Negate this vector in place\r\n * @returns this\r\n */\r\n public negateInPlace(): Vector4 {\r\n this.x *= -1;\r\n this.y *= -1;\r\n this.z *= -1;\r\n this.w *= -1;\r\n return this;\r\n }\r\n\r\n /**\r\n * Negate the current Vector4 and stores the result in the given vector \"result\" coordinates\r\n * @param result defines the Vector3 object where to store the result\r\n * @returns the current Vector4\r\n */\r\n public negateToRef(result: Vector4): Vector4 {\r\n return result.copyFromFloats(this.x * -1, this.y * -1, this.z * -1, this.w * -1);\r\n }\r\n\r\n /**\r\n * Multiplies the current Vector4 coordinates by scale (float).\r\n * @param scale the number to scale with\r\n * @returns the updated Vector4.\r\n */\r\n public scaleInPlace(scale: number): Vector4 {\r\n this.x *= scale;\r\n this.y *= scale;\r\n this.z *= scale;\r\n this.w *= scale;\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).\r\n * @param scale the number to scale with\r\n * @returns a new vector with the result\r\n */\r\n public scale(scale: number): Vector4 {\r\n return new Vector4(this.x * scale, this.y * scale, this.z * scale, this.w * scale);\r\n }\r\n\r\n /**\r\n * Sets the given vector \"result\" with the current Vector4 coordinates multiplied by scale (float).\r\n * @param scale the number to scale with\r\n * @param result a vector to store the result in\r\n * @returns the current Vector4.\r\n */\r\n public scaleToRef(scale: number, result: Vector4): Vector4 {\r\n result.x = this.x * scale;\r\n result.y = this.y * scale;\r\n result.z = this.z * scale;\r\n result.w = this.w * scale;\r\n return this;\r\n }\r\n\r\n /**\r\n * Scale the current Vector4 values by a factor and add the result to a given Vector4\r\n * @param scale defines the scale factor\r\n * @param result defines the Vector4 object where to store the result\r\n * @returns the unmodified current Vector4\r\n */\r\n public scaleAndAddToRef(scale: number, result: Vector4): Vector4 {\r\n result.x += this.x * scale;\r\n result.y += this.y * scale;\r\n result.z += this.z * scale;\r\n result.w += this.w * scale;\r\n return this;\r\n }\r\n\r\n /**\r\n * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.\r\n * @param otherVector the vector to compare against\r\n * @returns true if they are equal\r\n */\r\n public equals(otherVector: DeepImmutable): boolean {\r\n return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z && this.w === otherVector.w;\r\n }\r\n\r\n /**\r\n * Boolean : True if the current Vector4 coordinates are each beneath the distance \"epsilon\" from the given vector ones.\r\n * @param otherVector vector to compare against\r\n * @param epsilon (Default: very small number)\r\n * @returns true if they are equal\r\n */\r\n public equalsWithEpsilon(otherVector: DeepImmutable, epsilon: number = Epsilon): boolean {\r\n return otherVector\r\n && Scalar.WithinEpsilon(this.x, otherVector.x, epsilon)\r\n && Scalar.WithinEpsilon(this.y, otherVector.y, epsilon)\r\n && Scalar.WithinEpsilon(this.z, otherVector.z, epsilon)\r\n && Scalar.WithinEpsilon(this.w, otherVector.w, epsilon);\r\n }\r\n\r\n /**\r\n * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.\r\n * @param x x value to compare against\r\n * @param y y value to compare against\r\n * @param z z value to compare against\r\n * @param w w value to compare against\r\n * @returns true if equal\r\n */\r\n public equalsToFloats(x: number, y: number, z: number, w: number): boolean {\r\n return this.x === x && this.y === y && this.z === z && this.w === w;\r\n }\r\n\r\n /**\r\n * Multiplies in place the current Vector4 by the given one.\r\n * @param otherVector vector to multiple with\r\n * @returns the updated Vector4.\r\n */\r\n public multiplyInPlace(otherVector: Vector4): Vector4 {\r\n this.x *= otherVector.x;\r\n this.y *= otherVector.y;\r\n this.z *= otherVector.z;\r\n this.w *= otherVector.w;\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.\r\n * @param otherVector vector to multiple with\r\n * @returns resulting new vector\r\n */\r\n public multiply(otherVector: DeepImmutable): Vector4 {\r\n return new Vector4(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z, this.w * otherVector.w);\r\n }\r\n /**\r\n * Updates the given vector \"result\" with the multiplication result of the current Vector4 and the given one.\r\n * @param otherVector vector to multiple with\r\n * @param result vector to store the result\r\n * @returns the current Vector4.\r\n */\r\n public multiplyToRef(otherVector: DeepImmutable, result: Vector4): Vector4 {\r\n result.x = this.x * otherVector.x;\r\n result.y = this.y * otherVector.y;\r\n result.z = this.z * otherVector.z;\r\n result.w = this.w * otherVector.w;\r\n return this;\r\n }\r\n /**\r\n * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.\r\n * @param x x value multiply with\r\n * @param y y value multiply with\r\n * @param z z value multiply with\r\n * @param w w value multiply with\r\n * @returns resulting new vector\r\n */\r\n public multiplyByFloats(x: number, y: number, z: number, w: number): Vector4 {\r\n return new Vector4(this.x * x, this.y * y, this.z * z, this.w * w);\r\n }\r\n /**\r\n * Returns a new Vector4 set with the division result of the current Vector4 by the given one.\r\n * @param otherVector vector to devide with\r\n * @returns resulting new vector\r\n */\r\n public divide(otherVector: DeepImmutable): Vector4 {\r\n return new Vector4(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z, this.w / otherVector.w);\r\n }\r\n /**\r\n * Updates the given vector \"result\" with the division result of the current Vector4 by the given one.\r\n * @param otherVector vector to devide with\r\n * @param result vector to store the result\r\n * @returns the current Vector4.\r\n */\r\n public divideToRef(otherVector: DeepImmutable, result: Vector4): Vector4 {\r\n result.x = this.x / otherVector.x;\r\n result.y = this.y / otherVector.y;\r\n result.z = this.z / otherVector.z;\r\n result.w = this.w / otherVector.w;\r\n return this;\r\n }\r\n\r\n /**\r\n * Divides the current Vector3 coordinates by the given ones.\r\n * @param otherVector vector to devide with\r\n * @returns the updated Vector3.\r\n */\r\n public divideInPlace(otherVector: DeepImmutable): Vector4 {\r\n return this.divideToRef(otherVector, this);\r\n }\r\n\r\n /**\r\n * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones\r\n * @param other defines the second operand\r\n * @returns the current updated Vector4\r\n */\r\n public minimizeInPlace(other: DeepImmutable): Vector4 {\r\n if (other.x < this.x) { this.x = other.x; }\r\n if (other.y < this.y) { this.y = other.y; }\r\n if (other.z < this.z) { this.z = other.z; }\r\n if (other.w < this.w) { this.w = other.w; }\r\n return this;\r\n }\r\n /**\r\n * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones\r\n * @param other defines the second operand\r\n * @returns the current updated Vector4\r\n */\r\n public maximizeInPlace(other: DeepImmutable): Vector4 {\r\n if (other.x > this.x) { this.x = other.x; }\r\n if (other.y > this.y) { this.y = other.y; }\r\n if (other.z > this.z) { this.z = other.z; }\r\n if (other.w > this.w) { this.w = other.w; }\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets a new Vector4 from current Vector4 floored values\r\n * @returns a new Vector4\r\n */\r\n public floor(): Vector4 {\r\n return new Vector4(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z), Math.floor(this.w));\r\n }\r\n\r\n /**\r\n * Gets a new Vector4 from current Vector3 floored values\r\n * @returns a new Vector4\r\n */\r\n public fract(): Vector4 {\r\n return new Vector4(this.x - Math.floor(this.x), this.y - Math.floor(this.y), this.z - Math.floor(this.z), this.w - Math.floor(this.w));\r\n }\r\n\r\n // Properties\r\n /**\r\n * Returns the Vector4 length (float).\r\n * @returns the length\r\n */\r\n public length(): number {\r\n return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);\r\n }\r\n /**\r\n * Returns the Vector4 squared length (float).\r\n * @returns the length squared\r\n */\r\n public lengthSquared(): number {\r\n return (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);\r\n }\r\n\r\n // Methods\r\n /**\r\n * Normalizes in place the Vector4.\r\n * @returns the updated Vector4.\r\n */\r\n public normalize(): Vector4 {\r\n var len = this.length();\r\n\r\n if (len === 0) {\r\n return this;\r\n }\r\n\r\n return this.scaleInPlace(1.0 / len);\r\n }\r\n\r\n /**\r\n * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.\r\n * @returns this converted to a new vector3\r\n */\r\n public toVector3(): Vector3 {\r\n return new Vector3(this.x, this.y, this.z);\r\n }\r\n /**\r\n * Returns a new Vector4 copied from the current one.\r\n * @returns the new cloned vector\r\n */\r\n public clone(): Vector4 {\r\n return new Vector4(this.x, this.y, this.z, this.w);\r\n }\r\n /**\r\n * Updates the current Vector4 with the given one coordinates.\r\n * @param source the source vector to copy from\r\n * @returns the updated Vector4.\r\n */\r\n public copyFrom(source: DeepImmutable): Vector4 {\r\n this.x = source.x;\r\n this.y = source.y;\r\n this.z = source.z;\r\n this.w = source.w;\r\n return this;\r\n }\r\n /**\r\n * Updates the current Vector4 coordinates with the given floats.\r\n * @param x float to copy from\r\n * @param y float to copy from\r\n * @param z float to copy from\r\n * @param w float to copy from\r\n * @returns the updated Vector4.\r\n */\r\n public copyFromFloats(x: number, y: number, z: number, w: number): Vector4 {\r\n this.x = x;\r\n this.y = y;\r\n this.z = z;\r\n this.w = w;\r\n return this;\r\n }\r\n /**\r\n * Updates the current Vector4 coordinates with the given floats.\r\n * @param x float to set from\r\n * @param y float to set from\r\n * @param z float to set from\r\n * @param w float to set from\r\n * @returns the updated Vector4.\r\n */\r\n public set(x: number, y: number, z: number, w: number): Vector4 {\r\n return this.copyFromFloats(x, y, z, w);\r\n }\r\n\r\n /**\r\n * Copies the given float to the current Vector3 coordinates\r\n * @param v defines the x, y, z and w coordinates of the operand\r\n * @returns the current updated Vector3\r\n */\r\n public setAll(v: number): Vector4 {\r\n this.x = this.y = this.z = this.w = v;\r\n return this;\r\n }\r\n\r\n // Statics\r\n /**\r\n * Returns a new Vector4 set from the starting index of the given array.\r\n * @param array the array to pull values from\r\n * @param offset the offset into the array to start at\r\n * @returns the new vector\r\n */\r\n public static FromArray(array: DeepImmutable>, offset?: number): Vector4 {\r\n if (!offset) {\r\n offset = 0;\r\n }\r\n return new Vector4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);\r\n }\r\n /**\r\n * Updates the given vector \"result\" from the starting index of the given array.\r\n * @param array the array to pull values from\r\n * @param offset the offset into the array to start at\r\n * @param result the vector to store the result in\r\n */\r\n public static FromArrayToRef(array: DeepImmutable>, offset: number, result: Vector4): void {\r\n result.x = array[offset];\r\n result.y = array[offset + 1];\r\n result.z = array[offset + 2];\r\n result.w = array[offset + 3];\r\n }\r\n /**\r\n * Updates the given vector \"result\" from the starting index of the given Float32Array.\r\n * @param array the array to pull values from\r\n * @param offset the offset into the array to start at\r\n * @param result the vector to store the result in\r\n */\r\n public static FromFloatArrayToRef(array: DeepImmutable, offset: number, result: Vector4): void {\r\n Vector4.FromArrayToRef(array, offset, result);\r\n }\r\n /**\r\n * Updates the given vector \"result\" coordinates from the given floats.\r\n * @param x float to set from\r\n * @param y float to set from\r\n * @param z float to set from\r\n * @param w float to set from\r\n * @param result the vector to the floats in\r\n */\r\n public static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void {\r\n result.x = x;\r\n result.y = y;\r\n result.z = z;\r\n result.w = w;\r\n }\r\n /**\r\n * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)\r\n * @returns the new vector\r\n */\r\n public static Zero(): Vector4 {\r\n return new Vector4(0.0, 0.0, 0.0, 0.0);\r\n }\r\n /**\r\n * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)\r\n * @returns the new vector\r\n */\r\n public static One(): Vector4 {\r\n return new Vector4(1.0, 1.0, 1.0, 1.0);\r\n }\r\n /**\r\n * Returns a new normalized Vector4 from the given one.\r\n * @param vector the vector to normalize\r\n * @returns the vector\r\n */\r\n public static Normalize(vector: DeepImmutable): Vector4 {\r\n var result = Vector4.Zero();\r\n Vector4.NormalizeToRef(vector, result);\r\n return result;\r\n }\r\n /**\r\n * Updates the given vector \"result\" from the normalization of the given one.\r\n * @param vector the vector to normalize\r\n * @param result the vector to store the result in\r\n */\r\n public static NormalizeToRef(vector: DeepImmutable, result: Vector4): void {\r\n result.copyFrom(vector);\r\n result.normalize();\r\n }\r\n\r\n /**\r\n * Returns a vector with the minimum values from the left and right vectors\r\n * @param left left vector to minimize\r\n * @param right right vector to minimize\r\n * @returns a new vector with the minimum of the left and right vector values\r\n */\r\n public static Minimize(left: DeepImmutable, right: DeepImmutable): Vector4 {\r\n var min = left.clone();\r\n min.minimizeInPlace(right);\r\n return min;\r\n }\r\n\r\n /**\r\n * Returns a vector with the maximum values from the left and right vectors\r\n * @param left left vector to maximize\r\n * @param right right vector to maximize\r\n * @returns a new vector with the maximum of the left and right vector values\r\n */\r\n public static Maximize(left: DeepImmutable, right: DeepImmutable): Vector4 {\r\n var max = left.clone();\r\n max.maximizeInPlace(right);\r\n return max;\r\n }\r\n /**\r\n * Returns the distance (float) between the vectors \"value1\" and \"value2\".\r\n * @param value1 value to calulate the distance between\r\n * @param value2 value to calulate the distance between\r\n * @return the distance between the two vectors\r\n */\r\n public static Distance(value1: DeepImmutable, value2: DeepImmutable): number {\r\n return Math.sqrt(Vector4.DistanceSquared(value1, value2));\r\n }\r\n /**\r\n * Returns the squared distance (float) between the vectors \"value1\" and \"value2\".\r\n * @param value1 value to calulate the distance between\r\n * @param value2 value to calulate the distance between\r\n * @return the distance between the two vectors squared\r\n */\r\n public static DistanceSquared(value1: DeepImmutable, value2: DeepImmutable): number {\r\n var x = value1.x - value2.x;\r\n var y = value1.y - value2.y;\r\n var z = value1.z - value2.z;\r\n var w = value1.w - value2.w;\r\n\r\n return (x * x) + (y * y) + (z * z) + (w * w);\r\n }\r\n /**\r\n * Returns a new Vector4 located at the center between the vectors \"value1\" and \"value2\".\r\n * @param value1 value to calulate the center between\r\n * @param value2 value to calulate the center between\r\n * @return the center between the two vectors\r\n */\r\n public static Center(value1: DeepImmutable, value2: DeepImmutable): Vector4 {\r\n var center = value1.add(value2);\r\n center.scaleInPlace(0.5);\r\n return center;\r\n }\r\n\r\n /**\r\n * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.\r\n * This methods computes transformed normalized direction vectors only.\r\n * @param vector the vector to transform\r\n * @param transformation the transformation matrix to apply\r\n * @returns the new vector\r\n */\r\n public static TransformNormal(vector: DeepImmutable, transformation: DeepImmutable): Vector4 {\r\n var result = Vector4.Zero();\r\n Vector4.TransformNormalToRef(vector, transformation, result);\r\n return result;\r\n }\r\n\r\n /**\r\n * Sets the given vector \"result\" with the result of the normal transformation by the given matrix of the given vector.\r\n * This methods computes transformed normalized direction vectors only.\r\n * @param vector the vector to transform\r\n * @param transformation the transformation matrix to apply\r\n * @param result the vector to store the result in\r\n */\r\n public static TransformNormalToRef(vector: DeepImmutable, transformation: DeepImmutable, result: Vector4): void {\r\n const m = transformation.m;\r\n var x = (vector.x * m[0]) + (vector.y * m[4]) + (vector.z * m[8]);\r\n var y = (vector.x * m[1]) + (vector.y * m[5]) + (vector.z * m[9]);\r\n var z = (vector.x * m[2]) + (vector.y * m[6]) + (vector.z * m[10]);\r\n result.x = x;\r\n result.y = y;\r\n result.z = z;\r\n result.w = vector.w;\r\n }\r\n\r\n /**\r\n * Sets the given vector \"result\" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).\r\n * This methods computes transformed normalized direction vectors only.\r\n * @param x value to transform\r\n * @param y value to transform\r\n * @param z value to transform\r\n * @param w value to transform\r\n * @param transformation the transformation matrix to apply\r\n * @param result the vector to store the results in\r\n */\r\n public static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable, result: Vector4): void {\r\n const m = transformation.m;\r\n result.x = (x * m[0]) + (y * m[4]) + (z * m[8]);\r\n result.y = (x * m[1]) + (y * m[5]) + (z * m[9]);\r\n result.z = (x * m[2]) + (y * m[6]) + (z * m[10]);\r\n result.w = w;\r\n }\r\n\r\n /**\r\n * Creates a new Vector4 from a Vector3\r\n * @param source defines the source data\r\n * @param w defines the 4th component (default is 0)\r\n * @returns a new Vector4\r\n */\r\n public static FromVector3(source: Vector3, w: number = 0) {\r\n return new Vector4(source.x, source.y, source.z, w);\r\n }\r\n}\r\n\r\n/**\r\n * Class used to store quaternion data\r\n * @see https://en.wikipedia.org/wiki/Quaternion\r\n * @see http://doc.babylonjs.com/features/position,_rotation,_scaling\r\n */\r\nexport class Quaternion {\r\n\r\n /**\r\n * Creates a new Quaternion from the given floats\r\n * @param x defines the first component (0 by default)\r\n * @param y defines the second component (0 by default)\r\n * @param z defines the third component (0 by default)\r\n * @param w defines the fourth component (1.0 by default)\r\n */\r\n constructor(\r\n /** defines the first component (0 by default) */\r\n public x: number = 0.0,\r\n /** defines the second component (0 by default) */\r\n public y: number = 0.0,\r\n /** defines the third component (0 by default) */\r\n public z: number = 0.0,\r\n /** defines the fourth component (1.0 by default) */\r\n public w: number = 1.0) {\r\n }\r\n\r\n /**\r\n * Gets a string representation for the current quaternion\r\n * @returns a string with the Quaternion coordinates\r\n */\r\n public toString(): string {\r\n return \"{X: \" + this.x + \" Y:\" + this.y + \" Z:\" + this.z + \" W:\" + this.w + \"}\";\r\n }\r\n\r\n /**\r\n * Gets the class name of the quaternion\r\n * @returns the string \"Quaternion\"\r\n */\r\n public getClassName(): string {\r\n return \"Quaternion\";\r\n }\r\n\r\n /**\r\n * Gets a hash code for this quaternion\r\n * @returns the quaternion hash code\r\n */\r\n public getHashCode(): number {\r\n let hash = this.x | 0;\r\n hash = (hash * 397) ^ (this.y | 0);\r\n hash = (hash * 397) ^ (this.z | 0);\r\n hash = (hash * 397) ^ (this.w | 0);\r\n return hash;\r\n }\r\n\r\n /**\r\n * Copy the quaternion to an array\r\n * @returns a new array populated with 4 elements from the quaternion coordinates\r\n */\r\n public asArray(): number[] {\r\n return [this.x, this.y, this.z, this.w];\r\n }\r\n /**\r\n * Check if two quaternions are equals\r\n * @param otherQuaternion defines the second operand\r\n * @return true if the current quaternion and the given one coordinates are strictly equals\r\n */\r\n public equals(otherQuaternion: DeepImmutable): boolean {\r\n return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;\r\n }\r\n\r\n /**\r\n * Gets a boolean if two quaternions are equals (using an epsilon value)\r\n * @param otherQuaternion defines the other quaternion\r\n * @param epsilon defines the minimal distance to consider equality\r\n * @returns true if the given quaternion coordinates are close to the current ones by a distance of epsilon.\r\n */\r\n public equalsWithEpsilon(otherQuaternion: DeepImmutable, epsilon: number = Epsilon): boolean {\r\n return otherQuaternion\r\n && Scalar.WithinEpsilon(this.x, otherQuaternion.x, epsilon)\r\n && Scalar.WithinEpsilon(this.y, otherQuaternion.y, epsilon)\r\n && Scalar.WithinEpsilon(this.z, otherQuaternion.z, epsilon)\r\n && Scalar.WithinEpsilon(this.w, otherQuaternion.w, epsilon);\r\n }\r\n\r\n /**\r\n * Clone the current quaternion\r\n * @returns a new quaternion copied from the current one\r\n */\r\n public clone(): Quaternion {\r\n return new Quaternion(this.x, this.y, this.z, this.w);\r\n }\r\n\r\n /**\r\n * Copy a quaternion to the current one\r\n * @param other defines the other quaternion\r\n * @returns the updated current quaternion\r\n */\r\n public copyFrom(other: DeepImmutable): Quaternion {\r\n this.x = other.x;\r\n this.y = other.y;\r\n this.z = other.z;\r\n this.w = other.w;\r\n return this;\r\n }\r\n\r\n /**\r\n * Updates the current quaternion with the given float coordinates\r\n * @param x defines the x coordinate\r\n * @param y defines the y coordinate\r\n * @param z defines the z coordinate\r\n * @param w defines the w coordinate\r\n * @returns the updated current quaternion\r\n */\r\n public copyFromFloats(x: number, y: number, z: number, w: number): Quaternion {\r\n this.x = x;\r\n this.y = y;\r\n this.z = z;\r\n this.w = w;\r\n return this;\r\n }\r\n\r\n /**\r\n * Updates the current quaternion from the given float coordinates\r\n * @param x defines the x coordinate\r\n * @param y defines the y coordinate\r\n * @param z defines the z coordinate\r\n * @param w defines the w coordinate\r\n * @returns the updated current quaternion\r\n */\r\n public set(x: number, y: number, z: number, w: number): Quaternion {\r\n return this.copyFromFloats(x, y, z, w);\r\n }\r\n\r\n /**\r\n * Adds two quaternions\r\n * @param other defines the second operand\r\n * @returns a new quaternion as the addition result of the given one and the current quaternion\r\n */\r\n public add(other: DeepImmutable): Quaternion {\r\n return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);\r\n }\r\n\r\n /**\r\n * Add a quaternion to the current one\r\n * @param other defines the quaternion to add\r\n * @returns the current quaternion\r\n */\r\n public addInPlace(other: DeepImmutable): Quaternion {\r\n this.x += other.x;\r\n this.y += other.y;\r\n this.z += other.z;\r\n this.w += other.w;\r\n return this;\r\n }\r\n /**\r\n * Subtract two quaternions\r\n * @param other defines the second operand\r\n * @returns a new quaternion as the subtraction result of the given one from the current one\r\n */\r\n public subtract(other: Quaternion): Quaternion {\r\n return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w);\r\n }\r\n\r\n /**\r\n * Multiplies the current quaternion by a scale factor\r\n * @param value defines the scale factor\r\n * @returns a new quaternion set by multiplying the current quaternion coordinates by the float \"scale\"\r\n */\r\n public scale(value: number): Quaternion {\r\n return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);\r\n }\r\n\r\n /**\r\n * Scale the current quaternion values by a factor and stores the result to a given quaternion\r\n * @param scale defines the scale factor\r\n * @param result defines the Quaternion object where to store the result\r\n * @returns the unmodified current quaternion\r\n */\r\n public scaleToRef(scale: number, result: Quaternion): Quaternion {\r\n result.x = this.x * scale;\r\n result.y = this.y * scale;\r\n result.z = this.z * scale;\r\n result.w = this.w * scale;\r\n return this;\r\n }\r\n\r\n /**\r\n * Multiplies in place the current quaternion by a scale factor\r\n * @param value defines the scale factor\r\n * @returns the current modified quaternion\r\n */\r\n public scaleInPlace(value: number): Quaternion {\r\n this.x *= value;\r\n this.y *= value;\r\n this.z *= value;\r\n this.w *= value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Scale the current quaternion values by a factor and add the result to a given quaternion\r\n * @param scale defines the scale factor\r\n * @param result defines the Quaternion object where to store the result\r\n * @returns the unmodified current quaternion\r\n */\r\n public scaleAndAddToRef(scale: number, result: Quaternion): Quaternion {\r\n result.x += this.x * scale;\r\n result.y += this.y * scale;\r\n result.z += this.z * scale;\r\n result.w += this.w * scale;\r\n return this;\r\n }\r\n\r\n /**\r\n * Multiplies two quaternions\r\n * @param q1 defines the second operand\r\n * @returns a new quaternion set as the multiplication result of the current one with the given one \"q1\"\r\n */\r\n public multiply(q1: DeepImmutable): Quaternion {\r\n var result = new Quaternion(0, 0, 0, 1.0);\r\n this.multiplyToRef(q1, result);\r\n return result;\r\n }\r\n /**\r\n * Sets the given \"result\" as the the multiplication result of the current one with the given one \"q1\"\r\n * @param q1 defines the second operand\r\n * @param result defines the target quaternion\r\n * @returns the current quaternion\r\n */\r\n public multiplyToRef(q1: DeepImmutable, result: Quaternion): Quaternion {\r\n var x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;\r\n var y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;\r\n var z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;\r\n var w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;\r\n result.copyFromFloats(x, y, z, w);\r\n return this;\r\n }\r\n\r\n /**\r\n * Updates the current quaternion with the multiplication of itself with the given one \"q1\"\r\n * @param q1 defines the second operand\r\n * @returns the currentupdated quaternion\r\n */\r\n public multiplyInPlace(q1: DeepImmutable): Quaternion {\r\n this.multiplyToRef(q1, this);\r\n return this;\r\n }\r\n\r\n /**\r\n * Conjugates (1-q) the current quaternion and stores the result in the given quaternion\r\n * @param ref defines the target quaternion\r\n * @returns the current quaternion\r\n */\r\n public conjugateToRef(ref: Quaternion): Quaternion {\r\n ref.copyFromFloats(-this.x, -this.y, -this.z, this.w);\r\n return this;\r\n }\r\n\r\n /**\r\n * Conjugates in place (1-q) the current quaternion\r\n * @returns the current updated quaternion\r\n */\r\n public conjugateInPlace(): Quaternion {\r\n this.x *= -1;\r\n this.y *= -1;\r\n this.z *= -1;\r\n return this;\r\n }\r\n\r\n /**\r\n * Conjugates in place (1-q) the current quaternion\r\n * @returns a new quaternion\r\n */\r\n public conjugate(): Quaternion {\r\n var result = new Quaternion(-this.x, -this.y, -this.z, this.w);\r\n return result;\r\n }\r\n\r\n /**\r\n * Gets length of current quaternion\r\n * @returns the quaternion length (float)\r\n */\r\n public length(): number {\r\n return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));\r\n }\r\n\r\n /**\r\n * Normalize in place the current quaternion\r\n * @returns the current updated quaternion\r\n */\r\n public normalize(): Quaternion {\r\n var len = this.length();\r\n\r\n if (len === 0) {\r\n return this;\r\n }\r\n\r\n var inv = 1.0 / len;\r\n this.x *= inv;\r\n this.y *= inv;\r\n this.z *= inv;\r\n this.w *= inv;\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns a new Vector3 set with the Euler angles translated from the current quaternion\r\n * @param order is a reserved parameter and is ignore for now\r\n * @returns a new Vector3 containing the Euler angles\r\n */\r\n public toEulerAngles(order = \"YZX\"): Vector3 {\r\n var result = Vector3.Zero();\r\n this.toEulerAnglesToRef(result);\r\n return result;\r\n }\r\n\r\n /**\r\n * Sets the given vector3 \"result\" with the Euler angles translated from the current quaternion\r\n * @param result defines the vector which will be filled with the Euler angles\r\n * @param order is a reserved parameter and is ignore for now\r\n * @returns the current unchanged quaternion\r\n */\r\n public toEulerAnglesToRef(result: Vector3): Quaternion {\r\n\r\n var qz = this.z;\r\n var qx = this.x;\r\n var qy = this.y;\r\n var qw = this.w;\r\n\r\n var sqw = qw * qw;\r\n var sqz = qz * qz;\r\n var sqx = qx * qx;\r\n var sqy = qy * qy;\r\n\r\n var zAxisY = qy * qz - qx * qw;\r\n var limit = .4999999;\r\n\r\n if (zAxisY < -limit) {\r\n result.y = 2 * Math.atan2(qy, qw);\r\n result.x = Math.PI / 2;\r\n result.z = 0;\r\n } else if (zAxisY > limit) {\r\n result.y = 2 * Math.atan2(qy, qw);\r\n result.x = -Math.PI / 2;\r\n result.z = 0;\r\n } else {\r\n result.z = Math.atan2(2.0 * (qx * qy + qz * qw), (-sqz - sqx + sqy + sqw));\r\n result.x = Math.asin(-2.0 * (qz * qy - qx * qw));\r\n result.y = Math.atan2(2.0 * (qz * qx + qy * qw), (sqz - sqx - sqy + sqw));\r\n }\r\n\r\n return this;\r\n\r\n }\r\n\r\n /**\r\n * Updates the given rotation matrix with the current quaternion values\r\n * @param result defines the target matrix\r\n * @returns the current unchanged quaternion\r\n */\r\n public toRotationMatrix(result: Matrix): Quaternion {\r\n Matrix.FromQuaternionToRef(this, result);\r\n return this;\r\n }\r\n\r\n /**\r\n * Updates the current quaternion from the given rotation matrix values\r\n * @param matrix defines the source matrix\r\n * @returns the current updated quaternion\r\n */\r\n public fromRotationMatrix(matrix: DeepImmutable): Quaternion {\r\n Quaternion.FromRotationMatrixToRef(matrix, this);\r\n return this;\r\n }\r\n\r\n // Statics\r\n\r\n /**\r\n * Creates a new quaternion from a rotation matrix\r\n * @param matrix defines the source matrix\r\n * @returns a new quaternion created from the given rotation matrix values\r\n */\r\n public static FromRotationMatrix(matrix: DeepImmutable): Quaternion {\r\n var result = new Quaternion();\r\n Quaternion.FromRotationMatrixToRef(matrix, result);\r\n return result;\r\n }\r\n\r\n /**\r\n * Updates the given quaternion with the given rotation matrix values\r\n * @param matrix defines the source matrix\r\n * @param result defines the target quaternion\r\n */\r\n public static FromRotationMatrixToRef(matrix: DeepImmutable, result: Quaternion): void {\r\n var data = matrix.m;\r\n var m11 = data[0], m12 = data[4], m13 = data[8];\r\n var m21 = data[1], m22 = data[5], m23 = data[9];\r\n var m31 = data[2], m32 = data[6], m33 = data[10];\r\n var trace = m11 + m22 + m33;\r\n var s;\r\n\r\n if (trace > 0) {\r\n\r\n s = 0.5 / Math.sqrt(trace + 1.0);\r\n\r\n result.w = 0.25 / s;\r\n result.x = (m32 - m23) * s;\r\n result.y = (m13 - m31) * s;\r\n result.z = (m21 - m12) * s;\r\n } else if (m11 > m22 && m11 > m33) {\r\n\r\n s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);\r\n\r\n result.w = (m32 - m23) / s;\r\n result.x = 0.25 * s;\r\n result.y = (m12 + m21) / s;\r\n result.z = (m13 + m31) / s;\r\n } else if (m22 > m33) {\r\n\r\n s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);\r\n\r\n result.w = (m13 - m31) / s;\r\n result.x = (m12 + m21) / s;\r\n result.y = 0.25 * s;\r\n result.z = (m23 + m32) / s;\r\n } else {\r\n\r\n s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);\r\n\r\n result.w = (m21 - m12) / s;\r\n result.x = (m13 + m31) / s;\r\n result.y = (m23 + m32) / s;\r\n result.z = 0.25 * s;\r\n }\r\n }\r\n\r\n /**\r\n * Returns the dot product (float) between the quaternions \"left\" and \"right\"\r\n * @param left defines the left operand\r\n * @param right defines the right operand\r\n * @returns the dot product\r\n */\r\n public static Dot(left: DeepImmutable, right: DeepImmutable): number {\r\n return (left.x * right.x + left.y * right.y + left.z * right.z + left.w * right.w);\r\n }\r\n\r\n /**\r\n * Checks if the two quaternions are close to each other\r\n * @param quat0 defines the first quaternion to check\r\n * @param quat1 defines the second quaternion to check\r\n * @returns true if the two quaternions are close to each other\r\n */\r\n public static AreClose(quat0: DeepImmutable, quat1: DeepImmutable): boolean {\r\n let dot = Quaternion.Dot(quat0, quat1);\r\n\r\n return dot >= 0;\r\n }\r\n\r\n /**\r\n * Creates an empty quaternion\r\n * @returns a new quaternion set to (0.0, 0.0, 0.0)\r\n */\r\n public static Zero(): Quaternion {\r\n return new Quaternion(0.0, 0.0, 0.0, 0.0);\r\n }\r\n\r\n /**\r\n * Inverse a given quaternion\r\n * @param q defines the source quaternion\r\n * @returns a new quaternion as the inverted current quaternion\r\n */\r\n public static Inverse(q: DeepImmutable): Quaternion {\r\n return new Quaternion(-q.x, -q.y, -q.z, q.w);\r\n }\r\n\r\n /**\r\n * Inverse a given quaternion\r\n * @param q defines the source quaternion\r\n * @param result the quaternion the result will be stored in\r\n * @returns the result quaternion\r\n */\r\n public static InverseToRef(q: Quaternion, result: Quaternion): Quaternion {\r\n result.set(-q.x, -q.y, -q.z, q.w);\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates an identity quaternion\r\n * @returns the identity quaternion\r\n */\r\n public static Identity(): Quaternion {\r\n return new Quaternion(0.0, 0.0, 0.0, 1.0);\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the given quaternion is identity\r\n * @param quaternion defines the quaternion to check\r\n * @returns true if the quaternion is identity\r\n */\r\n public static IsIdentity(quaternion: DeepImmutable): boolean {\r\n return quaternion && quaternion.x === 0 && quaternion.y === 0 && quaternion.z === 0 && quaternion.w === 1;\r\n }\r\n\r\n /**\r\n * Creates a quaternion from a rotation around an axis\r\n * @param axis defines the axis to use\r\n * @param angle defines the angle to use\r\n * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)\r\n */\r\n public static RotationAxis(axis: DeepImmutable, angle: number): Quaternion {\r\n return Quaternion.RotationAxisToRef(axis, angle, new Quaternion());\r\n }\r\n\r\n /**\r\n * Creates a rotation around an axis and stores it into the given quaternion\r\n * @param axis defines the axis to use\r\n * @param angle defines the angle to use\r\n * @param result defines the target quaternion\r\n * @returns the target quaternion\r\n */\r\n public static RotationAxisToRef(axis: DeepImmutable, angle: number, result: Quaternion): Quaternion {\r\n var sin = Math.sin(angle / 2);\r\n axis.normalize();\r\n result.w = Math.cos(angle / 2);\r\n result.x = axis.x * sin;\r\n result.y = axis.y * sin;\r\n result.z = axis.z * sin;\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a new quaternion from data stored into an array\r\n * @param array defines the data source\r\n * @param offset defines the offset in the source array where the data starts\r\n * @returns a new quaternion\r\n */\r\n public static FromArray(array: DeepImmutable>, offset?: number): Quaternion {\r\n if (!offset) {\r\n offset = 0;\r\n }\r\n return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);\r\n }\r\n\r\n /**\r\n * Updates the given quaternion \"result\" from the starting index of the given array.\r\n * @param array the array to pull values from\r\n * @param offset the offset into the array to start at\r\n * @param result the quaternion to store the result in\r\n */\r\n public static FromArrayToRef(array: DeepImmutable>, offset: number, result: Quaternion): void {\r\n result.x = array[offset];\r\n result.y = array[offset + 1];\r\n result.z = array[offset + 2];\r\n result.w = array[offset + 3];\r\n }\r\n\r\n /**\r\n * Create a quaternion from Euler rotation angles\r\n * @param x Pitch\r\n * @param y Yaw\r\n * @param z Roll\r\n * @returns the new Quaternion\r\n */\r\n public static FromEulerAngles(x: number, y: number, z: number): Quaternion {\r\n var q = new Quaternion();\r\n Quaternion.RotationYawPitchRollToRef(y, x, z, q);\r\n return q;\r\n }\r\n\r\n /**\r\n * Updates a quaternion from Euler rotation angles\r\n * @param x Pitch\r\n * @param y Yaw\r\n * @param z Roll\r\n * @param result the quaternion to store the result\r\n * @returns the updated quaternion\r\n */\r\n public static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion {\r\n Quaternion.RotationYawPitchRollToRef(y, x, z, result);\r\n return result;\r\n }\r\n\r\n /**\r\n * Create a quaternion from Euler rotation vector\r\n * @param vec the Euler vector (x Pitch, y Yaw, z Roll)\r\n * @returns the new Quaternion\r\n */\r\n public static FromEulerVector(vec: DeepImmutable): Quaternion {\r\n var q = new Quaternion();\r\n Quaternion.RotationYawPitchRollToRef(vec.y, vec.x, vec.z, q);\r\n return q;\r\n }\r\n\r\n /**\r\n * Updates a quaternion from Euler rotation vector\r\n * @param vec the Euler vector (x Pitch, y Yaw, z Roll)\r\n * @param result the quaternion to store the result\r\n * @returns the updated quaternion\r\n */\r\n public static FromEulerVectorToRef(vec: DeepImmutable, result: Quaternion): Quaternion {\r\n Quaternion.RotationYawPitchRollToRef(vec.y, vec.x, vec.z, result);\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a new quaternion from the given Euler float angles (y, x, z)\r\n * @param yaw defines the rotation around Y axis\r\n * @param pitch defines the rotation around X axis\r\n * @param roll defines the rotation around Z axis\r\n * @returns the new quaternion\r\n */\r\n public static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion {\r\n var q = new Quaternion();\r\n Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, q);\r\n return q;\r\n }\r\n\r\n /**\r\n * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion\r\n * @param yaw defines the rotation around Y axis\r\n * @param pitch defines the rotation around X axis\r\n * @param roll defines the rotation around Z axis\r\n * @param result defines the target quaternion\r\n */\r\n public static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void {\r\n // Produces a quaternion from Euler angles in the z-y-x orientation (Tait-Bryan angles)\r\n var halfRoll = roll * 0.5;\r\n var halfPitch = pitch * 0.5;\r\n var halfYaw = yaw * 0.5;\r\n\r\n var sinRoll = Math.sin(halfRoll);\r\n var cosRoll = Math.cos(halfRoll);\r\n var sinPitch = Math.sin(halfPitch);\r\n var cosPitch = Math.cos(halfPitch);\r\n var sinYaw = Math.sin(halfYaw);\r\n var cosYaw = Math.cos(halfYaw);\r\n\r\n result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);\r\n result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);\r\n result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);\r\n result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);\r\n }\r\n\r\n /**\r\n * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation\r\n * @param alpha defines the rotation around first axis\r\n * @param beta defines the rotation around second axis\r\n * @param gamma defines the rotation around third axis\r\n * @returns the new quaternion\r\n */\r\n public static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion {\r\n var result = new Quaternion();\r\n Quaternion.RotationAlphaBetaGammaToRef(alpha, beta, gamma, result);\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion\r\n * @param alpha defines the rotation around first axis\r\n * @param beta defines the rotation around second axis\r\n * @param gamma defines the rotation around third axis\r\n * @param result defines the target quaternion\r\n */\r\n public static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void {\r\n // Produces a quaternion from Euler angles in the z-x-z orientation\r\n var halfGammaPlusAlpha = (gamma + alpha) * 0.5;\r\n var halfGammaMinusAlpha = (gamma - alpha) * 0.5;\r\n var halfBeta = beta * 0.5;\r\n\r\n result.x = Math.cos(halfGammaMinusAlpha) * Math.sin(halfBeta);\r\n result.y = Math.sin(halfGammaMinusAlpha) * Math.sin(halfBeta);\r\n result.z = Math.sin(halfGammaPlusAlpha) * Math.cos(halfBeta);\r\n result.w = Math.cos(halfGammaPlusAlpha) * Math.cos(halfBeta);\r\n }\r\n\r\n /**\r\n * Creates a new quaternion containing the rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation)\r\n * @param axis1 defines the first axis\r\n * @param axis2 defines the second axis\r\n * @param axis3 defines the third axis\r\n * @returns the new quaternion\r\n */\r\n public static RotationQuaternionFromAxis(axis1: DeepImmutable, axis2: DeepImmutable, axis3: DeepImmutable): Quaternion {\r\n var quat = new Quaternion(0.0, 0.0, 0.0, 0.0);\r\n Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);\r\n return quat;\r\n }\r\n\r\n /**\r\n * Creates a rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation) and stores it in the target quaternion\r\n * @param axis1 defines the first axis\r\n * @param axis2 defines the second axis\r\n * @param axis3 defines the third axis\r\n * @param ref defines the target quaternion\r\n */\r\n public static RotationQuaternionFromAxisToRef(axis1: DeepImmutable, axis2: DeepImmutable, axis3: DeepImmutable, ref: Quaternion): void {\r\n var rotMat = MathTmp.Matrix[0];\r\n Matrix.FromXYZAxesToRef(axis1.normalize(), axis2.normalize(), axis3.normalize(), rotMat);\r\n Quaternion.FromRotationMatrixToRef(rotMat, ref);\r\n }\r\n\r\n /**\r\n * Interpolates between two quaternions\r\n * @param left defines first quaternion\r\n * @param right defines second quaternion\r\n * @param amount defines the gradient to use\r\n * @returns the new interpolated quaternion\r\n */\r\n public static Slerp(left: DeepImmutable, right: DeepImmutable, amount: number): Quaternion {\r\n var result = Quaternion.Identity();\r\n\r\n Quaternion.SlerpToRef(left, right, amount, result);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Interpolates between two quaternions and stores it into a target quaternion\r\n * @param left defines first quaternion\r\n * @param right defines second quaternion\r\n * @param amount defines the gradient to use\r\n * @param result defines the target quaternion\r\n */\r\n public static SlerpToRef(left: DeepImmutable, right: DeepImmutable, amount: number, result: Quaternion): void {\r\n var num2;\r\n var num3;\r\n var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);\r\n var flag = false;\r\n\r\n if (num4 < 0) {\r\n flag = true;\r\n num4 = -num4;\r\n }\r\n\r\n if (num4 > 0.999999) {\r\n num3 = 1 - amount;\r\n num2 = flag ? -amount : amount;\r\n }\r\n else {\r\n var num5 = Math.acos(num4);\r\n var num6 = (1.0 / Math.sin(num5));\r\n num3 = (Math.sin((1.0 - amount) * num5)) * num6;\r\n num2 = flag ? ((-Math.sin(amount * num5)) * num6) : ((Math.sin(amount * num5)) * num6);\r\n }\r\n\r\n result.x = (num3 * left.x) + (num2 * right.x);\r\n result.y = (num3 * left.y) + (num2 * right.y);\r\n result.z = (num3 * left.z) + (num2 * right.z);\r\n result.w = (num3 * left.w) + (num2 * right.w);\r\n }\r\n\r\n /**\r\n * Interpolate between two quaternions using Hermite interpolation\r\n * @param value1 defines first quaternion\r\n * @param tangent1 defines the incoming tangent\r\n * @param value2 defines second quaternion\r\n * @param tangent2 defines the outgoing tangent\r\n * @param amount defines the target quaternion\r\n * @returns the new interpolated quaternion\r\n */\r\n public static Hermite(value1: DeepImmutable, tangent1: DeepImmutable, value2: DeepImmutable, tangent2: DeepImmutable, amount: number): Quaternion {\r\n var squared = amount * amount;\r\n var cubed = amount * squared;\r\n var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;\r\n var part2 = (-2.0 * cubed) + (3.0 * squared);\r\n var part3 = (cubed - (2.0 * squared)) + amount;\r\n var part4 = cubed - squared;\r\n\r\n var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);\r\n var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);\r\n var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);\r\n var w = (((value1.w * part1) + (value2.w * part2)) + (tangent1.w * part3)) + (tangent2.w * part4);\r\n return new Quaternion(x, y, z, w);\r\n }\r\n}\r\n\r\n/**\r\n * Class used to store matrix data (4x4)\r\n */\r\nexport class Matrix {\r\n private static _updateFlagSeed = 0;\r\n private static _identityReadOnly = Matrix.Identity() as DeepImmutable;\r\n\r\n private _isIdentity = false;\r\n private _isIdentityDirty = true;\r\n private _isIdentity3x2 = true;\r\n private _isIdentity3x2Dirty = true;\r\n /**\r\n * Gets the update flag of the matrix which is an unique number for the matrix.\r\n * It will be incremented every time the matrix data change.\r\n * You can use it to speed the comparison between two versions of the same matrix.\r\n */\r\n public updateFlag: number = -1;\r\n\r\n private readonly _m: Float32Array = new Float32Array(16);\r\n\r\n /**\r\n * Gets the internal data of the matrix\r\n */\r\n public get m(): DeepImmutable { return this._m; }\r\n\r\n /** @hidden */\r\n public _markAsUpdated() {\r\n this.updateFlag = Matrix._updateFlagSeed++;\r\n this._isIdentity = false;\r\n this._isIdentity3x2 = false;\r\n this._isIdentityDirty = true;\r\n this._isIdentity3x2Dirty = true;\r\n }\r\n\r\n /** @hidden */\r\n private _updateIdentityStatus(isIdentity: boolean, isIdentityDirty: boolean = false, isIdentity3x2: boolean = false, isIdentity3x2Dirty: boolean = true) {\r\n this.updateFlag = Matrix._updateFlagSeed++;\r\n this._isIdentity = isIdentity;\r\n this._isIdentity3x2 = isIdentity || isIdentity3x2;\r\n this._isIdentityDirty = this._isIdentity ? false : isIdentityDirty;\r\n this._isIdentity3x2Dirty = this._isIdentity3x2 ? false : isIdentity3x2Dirty;\r\n }\r\n\r\n /**\r\n * Creates an empty matrix (filled with zeros)\r\n */\r\n public constructor() {\r\n this._updateIdentityStatus(false);\r\n }\r\n\r\n // Properties\r\n\r\n /**\r\n * Check if the current matrix is identity\r\n * @returns true is the matrix is the identity matrix\r\n */\r\n public isIdentity(): boolean {\r\n if (this._isIdentityDirty) {\r\n this._isIdentityDirty = false;\r\n const m = this._m;\r\n this._isIdentity = (\r\n m[0] === 1.0 && m[1] === 0.0 && m[2] === 0.0 && m[3] === 0.0 &&\r\n m[4] === 0.0 && m[5] === 1.0 && m[6] === 0.0 && m[7] === 0.0 &&\r\n m[8] === 0.0 && m[9] === 0.0 && m[10] === 1.0 && m[11] === 0.0 &&\r\n m[12] === 0.0 && m[13] === 0.0 && m[14] === 0.0 && m[15] === 1.0\r\n );\r\n }\r\n\r\n return this._isIdentity;\r\n }\r\n\r\n /**\r\n * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)\r\n * @returns true is the matrix is the identity matrix\r\n */\r\n public isIdentityAs3x2(): boolean {\r\n if (this._isIdentity3x2Dirty) {\r\n this._isIdentity3x2Dirty = false;\r\n if (this._m[0] !== 1.0 || this._m[5] !== 1.0 || this._m[15] !== 1.0) {\r\n this._isIdentity3x2 = false;\r\n } else if (this._m[1] !== 0.0 || this._m[2] !== 0.0 || this._m[3] !== 0.0 ||\r\n this._m[4] !== 0.0 || this._m[6] !== 0.0 || this._m[7] !== 0.0 ||\r\n this._m[8] !== 0.0 || this._m[9] !== 0.0 || this._m[10] !== 0.0 || this._m[11] !== 0.0 ||\r\n this._m[12] !== 0.0 || this._m[13] !== 0.0 || this._m[14] !== 0.0) {\r\n this._isIdentity3x2 = false;\r\n } else {\r\n this._isIdentity3x2 = true;\r\n }\r\n }\r\n\r\n return this._isIdentity3x2;\r\n }\r\n\r\n /**\r\n * Gets the determinant of the matrix\r\n * @returns the matrix determinant\r\n */\r\n public determinant(): number {\r\n if (this._isIdentity === true) {\r\n return 1;\r\n }\r\n\r\n const m = this._m;\r\n const m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];\r\n const m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];\r\n const m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];\r\n const m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];\r\n // https://en.wikipedia.org/wiki/Laplace_expansion\r\n // to compute the deterrminant of a 4x4 Matrix we compute the cofactors of any row or column,\r\n // then we multiply each Cofactor by its corresponding matrix value and sum them all to get the determinant\r\n // Cofactor(i, j) = sign(i,j) * det(Minor(i, j))\r\n // where\r\n // - sign(i,j) = (i+j) % 2 === 0 ? 1 : -1\r\n // - Minor(i, j) is the 3x3 matrix we get by removing row i and column j from current Matrix\r\n //\r\n // Here we do that for the 1st row.\r\n\r\n const det_22_33 = m22 * m33 - m32 * m23;\r\n const det_21_33 = m21 * m33 - m31 * m23;\r\n const det_21_32 = m21 * m32 - m31 * m22;\r\n const det_20_33 = m20 * m33 - m30 * m23;\r\n const det_20_32 = m20 * m32 - m22 * m30;\r\n const det_20_31 = m20 * m31 - m30 * m21;\r\n const cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);\r\n const cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);\r\n const cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);\r\n const cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);\r\n return m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Returns the matrix as a Float32Array\r\n * @returns the matrix underlying array\r\n */\r\n public toArray(): DeepImmutable {\r\n return this._m;\r\n }\r\n /**\r\n * Returns the matrix as a Float32Array\r\n * @returns the matrix underlying array.\r\n */\r\n public asArray(): DeepImmutable {\r\n return this._m;\r\n }\r\n\r\n /**\r\n * Inverts the current matrix in place\r\n * @returns the current inverted matrix\r\n */\r\n public invert(): Matrix {\r\n this.invertToRef(this);\r\n return this;\r\n }\r\n /**\r\n * Sets all the matrix elements to zero\r\n * @returns the current matrix\r\n */\r\n public reset(): Matrix {\r\n Matrix.FromValuesToRef(\r\n 0.0, 0.0, 0.0, 0.0,\r\n 0.0, 0.0, 0.0, 0.0,\r\n 0.0, 0.0, 0.0, 0.0,\r\n 0.0, 0.0, 0.0, 0.0,\r\n this\r\n );\r\n this._updateIdentityStatus(false);\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds the current matrix with a second one\r\n * @param other defines the matrix to add\r\n * @returns a new matrix as the addition of the current matrix and the given one\r\n */\r\n public add(other: DeepImmutable): Matrix {\r\n var result = new Matrix();\r\n this.addToRef(other, result);\r\n return result;\r\n }\r\n\r\n /**\r\n * Sets the given matrix \"result\" to the addition of the current matrix and the given one\r\n * @param other defines the matrix to add\r\n * @param result defines the target matrix\r\n * @returns the current matrix\r\n */\r\n public addToRef(other: DeepImmutable, result: Matrix): Matrix {\r\n const m = this._m;\r\n const resultM = result._m;\r\n const otherM = other.m;\r\n for (var index = 0; index < 16; index++) {\r\n resultM[index] = m[index] + otherM[index];\r\n }\r\n result._markAsUpdated();\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds in place the given matrix to the current matrix\r\n * @param other defines the second operand\r\n * @returns the current updated matrix\r\n */\r\n public addToSelf(other: DeepImmutable): Matrix {\r\n const m = this._m;\r\n const otherM = other.m;\r\n for (var index = 0; index < 16; index++) {\r\n m[index] += otherM[index];\r\n }\r\n this._markAsUpdated();\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the given matrix to the current inverted Matrix\r\n * @param other defines the target matrix\r\n * @returns the unmodified current matrix\r\n */\r\n public invertToRef(other: Matrix): Matrix {\r\n if (this._isIdentity === true) {\r\n Matrix.IdentityToRef(other);\r\n return this;\r\n }\r\n\r\n // the inverse of a Matrix is the transpose of cofactor matrix divided by the determinant\r\n const m = this._m;\r\n const m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];\r\n const m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];\r\n const m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];\r\n const m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];\r\n\r\n const det_22_33 = m22 * m33 - m32 * m23;\r\n const det_21_33 = m21 * m33 - m31 * m23;\r\n const det_21_32 = m21 * m32 - m31 * m22;\r\n const det_20_33 = m20 * m33 - m30 * m23;\r\n const det_20_32 = m20 * m32 - m22 * m30;\r\n const det_20_31 = m20 * m31 - m30 * m21;\r\n\r\n const cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);\r\n const cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);\r\n const cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);\r\n const cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);\r\n\r\n const det = m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;\r\n\r\n if (det === 0) {\r\n // not invertible\r\n other.copyFrom(this);\r\n return this;\r\n }\r\n\r\n const detInv = 1 / det;\r\n const det_12_33 = m12 * m33 - m32 * m13;\r\n const det_11_33 = m11 * m33 - m31 * m13;\r\n const det_11_32 = m11 * m32 - m31 * m12;\r\n const det_10_33 = m10 * m33 - m30 * m13;\r\n const det_10_32 = m10 * m32 - m30 * m12;\r\n const det_10_31 = m10 * m31 - m30 * m11;\r\n const det_12_23 = m12 * m23 - m22 * m13;\r\n const det_11_23 = m11 * m23 - m21 * m13;\r\n const det_11_22 = m11 * m22 - m21 * m12;\r\n const det_10_23 = m10 * m23 - m20 * m13;\r\n const det_10_22 = m10 * m22 - m20 * m12;\r\n const det_10_21 = m10 * m21 - m20 * m11;\r\n\r\n const cofact_10 = -(m01 * det_22_33 - m02 * det_21_33 + m03 * det_21_32);\r\n const cofact_11 = +(m00 * det_22_33 - m02 * det_20_33 + m03 * det_20_32);\r\n const cofact_12 = -(m00 * det_21_33 - m01 * det_20_33 + m03 * det_20_31);\r\n const cofact_13 = +(m00 * det_21_32 - m01 * det_20_32 + m02 * det_20_31);\r\n\r\n const cofact_20 = +(m01 * det_12_33 - m02 * det_11_33 + m03 * det_11_32);\r\n const cofact_21 = -(m00 * det_12_33 - m02 * det_10_33 + m03 * det_10_32);\r\n const cofact_22 = +(m00 * det_11_33 - m01 * det_10_33 + m03 * det_10_31);\r\n const cofact_23 = -(m00 * det_11_32 - m01 * det_10_32 + m02 * det_10_31);\r\n\r\n const cofact_30 = -(m01 * det_12_23 - m02 * det_11_23 + m03 * det_11_22);\r\n const cofact_31 = +(m00 * det_12_23 - m02 * det_10_23 + m03 * det_10_22);\r\n const cofact_32 = -(m00 * det_11_23 - m01 * det_10_23 + m03 * det_10_21);\r\n const cofact_33 = +(m00 * det_11_22 - m01 * det_10_22 + m02 * det_10_21);\r\n\r\n Matrix.FromValuesToRef(\r\n cofact_00 * detInv, cofact_10 * detInv, cofact_20 * detInv, cofact_30 * detInv,\r\n cofact_01 * detInv, cofact_11 * detInv, cofact_21 * detInv, cofact_31 * detInv,\r\n cofact_02 * detInv, cofact_12 * detInv, cofact_22 * detInv, cofact_32 * detInv,\r\n cofact_03 * detInv, cofact_13 * detInv, cofact_23 * detInv, cofact_33 * detInv,\r\n other\r\n );\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * add a value at the specified position in the current Matrix\r\n * @param index the index of the value within the matrix. between 0 and 15.\r\n * @param value the value to be added\r\n * @returns the current updated matrix\r\n */\r\n public addAtIndex(index: number, value: number): Matrix {\r\n this._m[index] += value;\r\n this._markAsUpdated();\r\n return this;\r\n }\r\n\r\n /**\r\n * mutiply the specified position in the current Matrix by a value\r\n * @param index the index of the value within the matrix. between 0 and 15.\r\n * @param value the value to be added\r\n * @returns the current updated matrix\r\n */\r\n public multiplyAtIndex(index: number, value: number): Matrix {\r\n this._m[index] *= value;\r\n this._markAsUpdated();\r\n return this;\r\n }\r\n\r\n /**\r\n * Inserts the translation vector (using 3 floats) in the current matrix\r\n * @param x defines the 1st component of the translation\r\n * @param y defines the 2nd component of the translation\r\n * @param z defines the 3rd component of the translation\r\n * @returns the current updated matrix\r\n */\r\n public setTranslationFromFloats(x: number, y: number, z: number): Matrix {\r\n this._m[12] = x;\r\n this._m[13] = y;\r\n this._m[14] = z;\r\n this._markAsUpdated();\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds the translation vector (using 3 floats) in the current matrix\r\n * @param x defines the 1st component of the translation\r\n * @param y defines the 2nd component of the translation\r\n * @param z defines the 3rd component of the translation\r\n * @returns the current updated matrix\r\n */\r\n public addTranslationFromFloats(x: number, y: number, z: number): Matrix {\r\n this._m[12] += x;\r\n this._m[13] += y;\r\n this._m[14] += z;\r\n this._markAsUpdated();\r\n return this;\r\n }\r\n\r\n /**\r\n * Inserts the translation vector in the current matrix\r\n * @param vector3 defines the translation to insert\r\n * @returns the current updated matrix\r\n */\r\n public setTranslation(vector3: DeepImmutable): Matrix {\r\n return this.setTranslationFromFloats(vector3.x, vector3.y, vector3.z);\r\n }\r\n\r\n /**\r\n * Gets the translation value of the current matrix\r\n * @returns a new Vector3 as the extracted translation from the matrix\r\n */\r\n public getTranslation(): Vector3 {\r\n return new Vector3(this._m[12], this._m[13], this._m[14]);\r\n }\r\n\r\n /**\r\n * Fill a Vector3 with the extracted translation from the matrix\r\n * @param result defines the Vector3 where to store the translation\r\n * @returns the current matrix\r\n */\r\n public getTranslationToRef(result: Vector3): Matrix {\r\n result.x = this._m[12];\r\n result.y = this._m[13];\r\n result.z = this._m[14];\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove rotation and scaling part from the matrix\r\n * @returns the updated matrix\r\n */\r\n public removeRotationAndScaling(): Matrix {\r\n const m = this.m;\r\n Matrix.FromValuesToRef(\r\n 1.0, 0.0, 0.0, 0.0,\r\n 0.0, 1.0, 0.0, 0.0,\r\n 0.0, 0.0, 1.0, 0.0,\r\n m[12], m[13], m[14], m[15],\r\n this\r\n );\r\n this._updateIdentityStatus(m[12] === 0 && m[13] === 0 && m[14] === 0 && m[15] === 1);\r\n return this;\r\n }\r\n\r\n /**\r\n * Multiply two matrices\r\n * @param other defines the second operand\r\n * @returns a new matrix set with the multiplication result of the current Matrix and the given one\r\n */\r\n public multiply(other: DeepImmutable): Matrix {\r\n var result = new Matrix();\r\n this.multiplyToRef(other, result);\r\n return result;\r\n }\r\n\r\n /**\r\n * Copy the current matrix from the given one\r\n * @param other defines the source matrix\r\n * @returns the current updated matrix\r\n */\r\n public copyFrom(other: DeepImmutable): Matrix {\r\n other.copyToArray(this._m);\r\n const o = (other as Matrix);\r\n this._updateIdentityStatus(o._isIdentity, o._isIdentityDirty, o._isIdentity3x2, o._isIdentity3x2Dirty);\r\n return this;\r\n }\r\n\r\n /**\r\n * Populates the given array from the starting index with the current matrix values\r\n * @param array defines the target array\r\n * @param offset defines the offset in the target array where to start storing values\r\n * @returns the current matrix\r\n */\r\n public copyToArray(array: Float32Array, offset: number = 0): Matrix {\r\n let source = this._m;\r\n array[offset] = source[0];\r\n array[offset + 1] = source[1];\r\n array[offset + 2] = source[2];\r\n array[offset + 3] = source[3];\r\n array[offset + 4] = source[4];\r\n array[offset + 5] = source[5];\r\n array[offset + 6] = source[6];\r\n array[offset + 7] = source[7];\r\n array[offset + 8] = source[8];\r\n array[offset + 9] = source[9];\r\n array[offset + 10] = source[10];\r\n array[offset + 11] = source[11];\r\n array[offset + 12] = source[12];\r\n array[offset + 13] = source[13];\r\n array[offset + 14] = source[14];\r\n array[offset + 15] = source[15];\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the given matrix \"result\" with the multiplication result of the current Matrix and the given one\r\n * @param other defines the second operand\r\n * @param result defines the matrix where to store the multiplication\r\n * @returns the current matrix\r\n */\r\n public multiplyToRef(other: DeepImmutable, result: Matrix): Matrix {\r\n if (this._isIdentity) {\r\n result.copyFrom(other);\r\n return this;\r\n }\r\n if ((other as Matrix)._isIdentity) {\r\n result.copyFrom(this);\r\n return this;\r\n }\r\n\r\n this.multiplyToArray(other, result._m, 0);\r\n result._markAsUpdated();\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the Float32Array \"result\" from the given index \"offset\" with the multiplication of the current matrix and the given one\r\n * @param other defines the second operand\r\n * @param result defines the array where to store the multiplication\r\n * @param offset defines the offset in the target array where to start storing values\r\n * @returns the current matrix\r\n */\r\n public multiplyToArray(other: DeepImmutable, result: Float32Array, offset: number): Matrix {\r\n const m = this._m;\r\n const otherM = other.m;\r\n var tm0 = m[0], tm1 = m[1], tm2 = m[2], tm3 = m[3];\r\n var tm4 = m[4], tm5 = m[5], tm6 = m[6], tm7 = m[7];\r\n var tm8 = m[8], tm9 = m[9], tm10 = m[10], tm11 = m[11];\r\n var tm12 = m[12], tm13 = m[13], tm14 = m[14], tm15 = m[15];\r\n\r\n var om0 = otherM[0], om1 = otherM[1], om2 = otherM[2], om3 = otherM[3];\r\n var om4 = otherM[4], om5 = otherM[5], om6 = otherM[6], om7 = otherM[7];\r\n var om8 = otherM[8], om9 = otherM[9], om10 = otherM[10], om11 = otherM[11];\r\n var om12 = otherM[12], om13 = otherM[13], om14 = otherM[14], om15 = otherM[15];\r\n\r\n result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;\r\n result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;\r\n result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;\r\n result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;\r\n\r\n result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;\r\n result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;\r\n result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;\r\n result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;\r\n\r\n result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;\r\n result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;\r\n result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;\r\n result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;\r\n\r\n result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;\r\n result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;\r\n result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;\r\n result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;\r\n return this;\r\n }\r\n\r\n /**\r\n * Check equality between this matrix and a second one\r\n * @param value defines the second matrix to compare\r\n * @returns true is the current matrix and the given one values are strictly equal\r\n */\r\n public equals(value: DeepImmutable): boolean {\r\n const other = (value as Matrix);\r\n if (!other) {\r\n return false;\r\n }\r\n\r\n if (this._isIdentity || other._isIdentity) {\r\n if (!this._isIdentityDirty && !other._isIdentityDirty) {\r\n return this._isIdentity && other._isIdentity;\r\n }\r\n }\r\n\r\n const m = this.m;\r\n const om = other.m;\r\n return (\r\n m[0] === om[0] && m[1] === om[1] && m[2] === om[2] && m[3] === om[3] &&\r\n m[4] === om[4] && m[5] === om[5] && m[6] === om[6] && m[7] === om[7] &&\r\n m[8] === om[8] && m[9] === om[9] && m[10] === om[10] && m[11] === om[11] &&\r\n m[12] === om[12] && m[13] === om[13] && m[14] === om[14] && m[15] === om[15]\r\n );\r\n }\r\n\r\n /**\r\n * Clone the current matrix\r\n * @returns a new matrix from the current matrix\r\n */\r\n public clone(): Matrix {\r\n const matrix = new Matrix();\r\n matrix.copyFrom(this);\r\n return matrix;\r\n }\r\n\r\n /**\r\n * Returns the name of the current matrix class\r\n * @returns the string \"Matrix\"\r\n */\r\n public getClassName(): string {\r\n return \"Matrix\";\r\n }\r\n\r\n /**\r\n * Gets the hash code of the current matrix\r\n * @returns the hash code\r\n */\r\n public getHashCode(): number {\r\n let hash = this._m[0] | 0;\r\n for (let i = 1; i < 16; i++) {\r\n hash = (hash * 397) ^ (this._m[i] | 0);\r\n }\r\n return hash;\r\n }\r\n\r\n /**\r\n * Decomposes the current Matrix into a translation, rotation and scaling components\r\n * @param scale defines the scale vector3 given as a reference to update\r\n * @param rotation defines the rotation quaternion given as a reference to update\r\n * @param translation defines the translation vector3 given as a reference to update\r\n * @returns true if operation was successful\r\n */\r\n public decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean {\r\n if (this._isIdentity) {\r\n if (translation) {\r\n translation.setAll(0);\r\n }\r\n if (scale) {\r\n scale.setAll(1);\r\n }\r\n if (rotation) {\r\n rotation.copyFromFloats(0, 0, 0, 1);\r\n }\r\n return true;\r\n }\r\n\r\n const m = this._m;\r\n if (translation) {\r\n translation.copyFromFloats(m[12], m[13], m[14]);\r\n }\r\n\r\n scale = scale || MathTmp.Vector3[0];\r\n scale.x = Math.sqrt(m[0] * m[0] + m[1] * m[1] + m[2] * m[2]);\r\n scale.y = Math.sqrt(m[4] * m[4] + m[5] * m[5] + m[6] * m[6]);\r\n scale.z = Math.sqrt(m[8] * m[8] + m[9] * m[9] + m[10] * m[10]);\r\n\r\n if (this.determinant() <= 0) {\r\n scale.y *= -1;\r\n }\r\n\r\n if (scale.x === 0 || scale.y === 0 || scale.z === 0) {\r\n if (rotation) {\r\n rotation.copyFromFloats(0.0, 0.0, 0.0, 1.0);\r\n }\r\n return false;\r\n }\r\n\r\n if (rotation) {\r\n const sx = 1 / scale.x, sy = 1 / scale.y, sz = 1 / scale.z;\r\n Matrix.FromValuesToRef(\r\n m[0] * sx, m[1] * sx, m[2] * sx, 0.0,\r\n m[4] * sy, m[5] * sy, m[6] * sy, 0.0,\r\n m[8] * sz, m[9] * sz, m[10] * sz, 0.0,\r\n 0.0, 0.0, 0.0, 1.0,\r\n MathTmp.Matrix[0]\r\n );\r\n\r\n Quaternion.FromRotationMatrixToRef(MathTmp.Matrix[0], rotation);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Gets specific row of the matrix\r\n * @param index defines the number of the row to get\r\n * @returns the index-th row of the current matrix as a new Vector4\r\n */\r\n public getRow(index: number): Nullable {\r\n if (index < 0 || index > 3) {\r\n return null;\r\n }\r\n var i = index * 4;\r\n return new Vector4(this._m[i + 0], this._m[i + 1], this._m[i + 2], this._m[i + 3]);\r\n }\r\n\r\n /**\r\n * Sets the index-th row of the current matrix to the vector4 values\r\n * @param index defines the number of the row to set\r\n * @param row defines the target vector4\r\n * @returns the updated current matrix\r\n */\r\n public setRow(index: number, row: Vector4): Matrix {\r\n return this.setRowFromFloats(index, row.x, row.y, row.z, row.w);\r\n }\r\n\r\n /**\r\n * Compute the transpose of the matrix\r\n * @returns the new transposed matrix\r\n */\r\n public transpose(): Matrix {\r\n return Matrix.Transpose(this);\r\n }\r\n\r\n /**\r\n * Compute the transpose of the matrix and store it in a given matrix\r\n * @param result defines the target matrix\r\n * @returns the current matrix\r\n */\r\n public transposeToRef(result: Matrix): Matrix {\r\n Matrix.TransposeToRef(this, result);\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the index-th row of the current matrix with the given 4 x float values\r\n * @param index defines the row index\r\n * @param x defines the x component to set\r\n * @param y defines the y component to set\r\n * @param z defines the z component to set\r\n * @param w defines the w component to set\r\n * @returns the updated current matrix\r\n */\r\n public setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix {\r\n if (index < 0 || index > 3) {\r\n return this;\r\n }\r\n var i = index * 4;\r\n this._m[i + 0] = x;\r\n this._m[i + 1] = y;\r\n this._m[i + 2] = z;\r\n this._m[i + 3] = w;\r\n\r\n this._markAsUpdated();\r\n return this;\r\n }\r\n\r\n /**\r\n * Compute a new matrix set with the current matrix values multiplied by scale (float)\r\n * @param scale defines the scale factor\r\n * @returns a new matrix\r\n */\r\n public scale(scale: number): Matrix {\r\n var result = new Matrix();\r\n this.scaleToRef(scale, result);\r\n return result;\r\n }\r\n\r\n /**\r\n * Scale the current matrix values by a factor to a given result matrix\r\n * @param scale defines the scale factor\r\n * @param result defines the matrix to store the result\r\n * @returns the current matrix\r\n */\r\n public scaleToRef(scale: number, result: Matrix): Matrix {\r\n for (var index = 0; index < 16; index++) {\r\n result._m[index] = this._m[index] * scale;\r\n }\r\n result._markAsUpdated();\r\n return this;\r\n }\r\n\r\n /**\r\n * Scale the current matrix values by a factor and add the result to a given matrix\r\n * @param scale defines the scale factor\r\n * @param result defines the Matrix to store the result\r\n * @returns the current matrix\r\n */\r\n public scaleAndAddToRef(scale: number, result: Matrix): Matrix {\r\n for (var index = 0; index < 16; index++) {\r\n result._m[index] += this._m[index] * scale;\r\n }\r\n result._markAsUpdated();\r\n return this;\r\n }\r\n\r\n /**\r\n * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).\r\n * @param ref matrix to store the result\r\n */\r\n public toNormalMatrix(ref: Matrix): void {\r\n const tmp = MathTmp.Matrix[0];\r\n this.invertToRef(tmp);\r\n tmp.transposeToRef(ref);\r\n var m = ref._m;\r\n Matrix.FromValuesToRef(\r\n m[0], m[1], m[2], 0.0,\r\n m[4], m[5], m[6], 0.0,\r\n m[8], m[9], m[10], 0.0,\r\n 0.0, 0.0, 0.0, 1.0,\r\n ref\r\n );\r\n }\r\n\r\n /**\r\n * Gets only rotation part of the current matrix\r\n * @returns a new matrix sets to the extracted rotation matrix from the current one\r\n */\r\n public getRotationMatrix(): Matrix {\r\n var result = new Matrix();\r\n this.getRotationMatrixToRef(result);\r\n return result;\r\n }\r\n\r\n /**\r\n * Extracts the rotation matrix from the current one and sets it as the given \"result\"\r\n * @param result defines the target matrix to store data to\r\n * @returns the current matrix\r\n */\r\n public getRotationMatrixToRef(result: Matrix): Matrix {\r\n const scale = MathTmp.Vector3[0];\r\n if (!this.decompose(scale)) {\r\n Matrix.IdentityToRef(result);\r\n return this;\r\n }\r\n\r\n const m = this._m;\r\n const sx = 1 / scale.x, sy = 1 / scale.y, sz = 1 / scale.z;\r\n Matrix.FromValuesToRef(\r\n m[0] * sx, m[1] * sx, m[2] * sx, 0.0,\r\n m[4] * sy, m[5] * sy, m[6] * sy, 0.0,\r\n m[8] * sz, m[9] * sz, m[10] * sz, 0.0,\r\n 0.0, 0.0, 0.0, 1.0,\r\n result\r\n );\r\n return this;\r\n }\r\n\r\n /**\r\n * Toggles model matrix from being right handed to left handed in place and vice versa\r\n */\r\n public toggleModelMatrixHandInPlace() {\r\n const m = this._m;\r\n m[2] *= -1;\r\n m[6] *= -1;\r\n m[8] *= -1;\r\n m[9] *= -1;\r\n m[14] *= -1;\r\n this._markAsUpdated();\r\n }\r\n\r\n /**\r\n * Toggles projection matrix from being right handed to left handed in place and vice versa\r\n */\r\n public toggleProjectionMatrixHandInPlace() {\r\n var m = this._m;\r\n m[8] *= -1;\r\n m[9] *= -1;\r\n m[10] *= -1;\r\n m[11] *= -1;\r\n this._markAsUpdated();\r\n }\r\n\r\n // Statics\r\n /**\r\n * Creates a matrix from an array\r\n * @param array defines the source array\r\n * @param offset defines an offset in the source array\r\n * @returns a new Matrix set from the starting index of the given array\r\n */\r\n public static FromArray(array: DeepImmutable>, offset: number = 0): Matrix {\r\n var result = new Matrix();\r\n Matrix.FromArrayToRef(array, offset, result);\r\n return result;\r\n }\r\n\r\n /**\r\n * Copy the content of an array into a given matrix\r\n * @param array defines the source array\r\n * @param offset defines an offset in the source array\r\n * @param result defines the target matrix\r\n */\r\n public static FromArrayToRef(array: DeepImmutable>, offset: number, result: Matrix) {\r\n for (var index = 0; index < 16; index++) {\r\n result._m[index] = array[index + offset];\r\n }\r\n result._markAsUpdated();\r\n }\r\n\r\n /**\r\n * Stores an array into a matrix after having multiplied each component by a given factor\r\n * @param array defines the source array\r\n * @param offset defines the offset in the source array\r\n * @param scale defines the scaling factor\r\n * @param result defines the target matrix\r\n */\r\n public static FromFloat32ArrayToRefScaled(array: DeepImmutable, offset: number, scale: number, result: Matrix) {\r\n for (var index = 0; index < 16; index++) {\r\n result._m[index] = array[index + offset] * scale;\r\n }\r\n result._markAsUpdated();\r\n }\r\n\r\n /**\r\n * Gets an identity matrix that must not be updated\r\n */\r\n public static get IdentityReadOnly(): DeepImmutable {\r\n return Matrix._identityReadOnly;\r\n }\r\n\r\n /**\r\n * Stores a list of values (16) inside a given matrix\r\n * @param initialM11 defines 1st value of 1st row\r\n * @param initialM12 defines 2nd value of 1st row\r\n * @param initialM13 defines 3rd value of 1st row\r\n * @param initialM14 defines 4th value of 1st row\r\n * @param initialM21 defines 1st value of 2nd row\r\n * @param initialM22 defines 2nd value of 2nd row\r\n * @param initialM23 defines 3rd value of 2nd row\r\n * @param initialM24 defines 4th value of 2nd row\r\n * @param initialM31 defines 1st value of 3rd row\r\n * @param initialM32 defines 2nd value of 3rd row\r\n * @param initialM33 defines 3rd value of 3rd row\r\n * @param initialM34 defines 4th value of 3rd row\r\n * @param initialM41 defines 1st value of 4th row\r\n * @param initialM42 defines 2nd value of 4th row\r\n * @param initialM43 defines 3rd value of 4th row\r\n * @param initialM44 defines 4th value of 4th row\r\n * @param result defines the target matrix\r\n */\r\n public static FromValuesToRef(initialM11: number, initialM12: number, initialM13: number, initialM14: number,\r\n initialM21: number, initialM22: number, initialM23: number, initialM24: number,\r\n initialM31: number, initialM32: number, initialM33: number, initialM34: number,\r\n initialM41: number, initialM42: number, initialM43: number, initialM44: number, result: Matrix): void {\r\n\r\n const m = result._m;\r\n m[0] = initialM11; m[1] = initialM12; m[2] = initialM13; m[3] = initialM14;\r\n m[4] = initialM21; m[5] = initialM22; m[6] = initialM23; m[7] = initialM24;\r\n m[8] = initialM31; m[9] = initialM32; m[10] = initialM33; m[11] = initialM34;\r\n m[12] = initialM41; m[13] = initialM42; m[14] = initialM43; m[15] = initialM44;\r\n\r\n result._markAsUpdated();\r\n }\r\n\r\n /**\r\n * Creates new matrix from a list of values (16)\r\n * @param initialM11 defines 1st value of 1st row\r\n * @param initialM12 defines 2nd value of 1st row\r\n * @param initialM13 defines 3rd value of 1st row\r\n * @param initialM14 defines 4th value of 1st row\r\n * @param initialM21 defines 1st value of 2nd row\r\n * @param initialM22 defines 2nd value of 2nd row\r\n * @param initialM23 defines 3rd value of 2nd row\r\n * @param initialM24 defines 4th value of 2nd row\r\n * @param initialM31 defines 1st value of 3rd row\r\n * @param initialM32 defines 2nd value of 3rd row\r\n * @param initialM33 defines 3rd value of 3rd row\r\n * @param initialM34 defines 4th value of 3rd row\r\n * @param initialM41 defines 1st value of 4th row\r\n * @param initialM42 defines 2nd value of 4th row\r\n * @param initialM43 defines 3rd value of 4th row\r\n * @param initialM44 defines 4th value of 4th row\r\n * @returns the new matrix\r\n */\r\n public static FromValues(initialM11: number, initialM12: number, initialM13: number, initialM14: number,\r\n initialM21: number, initialM22: number, initialM23: number, initialM24: number,\r\n initialM31: number, initialM32: number, initialM33: number, initialM34: number,\r\n initialM41: number, initialM42: number, initialM43: number, initialM44: number): Matrix {\r\n\r\n var result = new Matrix();\r\n const m = result._m;\r\n m[0] = initialM11; m[1] = initialM12; m[2] = initialM13; m[3] = initialM14;\r\n m[4] = initialM21; m[5] = initialM22; m[6] = initialM23; m[7] = initialM24;\r\n m[8] = initialM31; m[9] = initialM32; m[10] = initialM33; m[11] = initialM34;\r\n m[12] = initialM41; m[13] = initialM42; m[14] = initialM43; m[15] = initialM44;\r\n result._markAsUpdated();\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)\r\n * @param scale defines the scale vector3\r\n * @param rotation defines the rotation quaternion\r\n * @param translation defines the translation vector3\r\n * @returns a new matrix\r\n */\r\n public static Compose(scale: DeepImmutable, rotation: DeepImmutable, translation: DeepImmutable): Matrix {\r\n var result = new Matrix();\r\n Matrix.ComposeToRef(scale, rotation, translation, result);\r\n return result;\r\n }\r\n\r\n /**\r\n * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)\r\n * @param scale defines the scale vector3\r\n * @param rotation defines the rotation quaternion\r\n * @param translation defines the translation vector3\r\n * @param result defines the target matrix\r\n */\r\n public static ComposeToRef(scale: DeepImmutable, rotation: DeepImmutable, translation: DeepImmutable, result: Matrix): void {\r\n let m = result._m;\r\n var x = rotation.x, y = rotation.y, z = rotation.z, w = rotation.w;\r\n var x2 = x + x, y2 = y + y, z2 = z + z;\r\n var xx = x * x2, xy = x * y2, xz = x * z2;\r\n var yy = y * y2, yz = y * z2, zz = z * z2;\r\n var wx = w * x2, wy = w * y2, wz = w * z2;\r\n\r\n var sx = scale.x, sy = scale.y, sz = scale.z;\r\n\r\n m[0] = (1 - (yy + zz)) * sx;\r\n m[1] = (xy + wz) * sx;\r\n m[2] = (xz - wy) * sx;\r\n m[3] = 0;\r\n\r\n m[4] = (xy - wz) * sy;\r\n m[5] = (1 - (xx + zz)) * sy;\r\n m[6] = (yz + wx) * sy;\r\n m[7] = 0;\r\n\r\n m[8] = (xz + wy) * sz;\r\n m[9] = (yz - wx) * sz;\r\n m[10] = (1 - (xx + yy)) * sz;\r\n m[11] = 0;\r\n\r\n m[12] = translation.x;\r\n m[13] = translation.y;\r\n m[14] = translation.z;\r\n m[15] = 1;\r\n\r\n result._markAsUpdated();\r\n }\r\n\r\n /**\r\n * Creates a new identity matrix\r\n * @returns a new identity matrix\r\n */\r\n public static Identity(): Matrix {\r\n const identity = Matrix.FromValues(\r\n 1.0, 0.0, 0.0, 0.0,\r\n 0.0, 1.0, 0.0, 0.0,\r\n 0.0, 0.0, 1.0, 0.0,\r\n 0.0, 0.0, 0.0, 1.0);\r\n identity._updateIdentityStatus(true);\r\n return identity;\r\n }\r\n\r\n /**\r\n * Creates a new identity matrix and stores the result in a given matrix\r\n * @param result defines the target matrix\r\n */\r\n public static IdentityToRef(result: Matrix): void {\r\n Matrix.FromValuesToRef(\r\n 1.0, 0.0, 0.0, 0.0,\r\n 0.0, 1.0, 0.0, 0.0,\r\n 0.0, 0.0, 1.0, 0.0,\r\n 0.0, 0.0, 0.0, 1.0,\r\n result\r\n );\r\n result._updateIdentityStatus(true);\r\n }\r\n\r\n /**\r\n * Creates a new zero matrix\r\n * @returns a new zero matrix\r\n */\r\n public static Zero(): Matrix {\r\n const zero = Matrix.FromValues(\r\n 0.0, 0.0, 0.0, 0.0,\r\n 0.0, 0.0, 0.0, 0.0,\r\n 0.0, 0.0, 0.0, 0.0,\r\n 0.0, 0.0, 0.0, 0.0);\r\n zero._updateIdentityStatus(false);\r\n return zero;\r\n }\r\n\r\n /**\r\n * Creates a new rotation matrix for \"angle\" radians around the X axis\r\n * @param angle defines the angle (in radians) to use\r\n * @return the new matrix\r\n */\r\n public static RotationX(angle: number): Matrix {\r\n var result = new Matrix();\r\n Matrix.RotationXToRef(angle, result);\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a new matrix as the invert of a given matrix\r\n * @param source defines the source matrix\r\n * @returns the new matrix\r\n */\r\n public static Invert(source: DeepImmutable): Matrix {\r\n var result = new Matrix();\r\n source.invertToRef(result);\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a new rotation matrix for \"angle\" radians around the X axis and stores it in a given matrix\r\n * @param angle defines the angle (in radians) to use\r\n * @param result defines the target matrix\r\n */\r\n public static RotationXToRef(angle: number, result: Matrix): void {\r\n var s = Math.sin(angle);\r\n var c = Math.cos(angle);\r\n Matrix.FromValuesToRef(\r\n 1.0, 0.0, 0.0, 0.0,\r\n 0.0, c, s, 0.0,\r\n 0.0, -s, c, 0.0,\r\n 0.0, 0.0, 0.0, 1.0,\r\n result\r\n );\r\n\r\n result._updateIdentityStatus(c === 1 && s === 0);\r\n }\r\n\r\n /**\r\n * Creates a new rotation matrix for \"angle\" radians around the Y axis\r\n * @param angle defines the angle (in radians) to use\r\n * @return the new matrix\r\n */\r\n public static RotationY(angle: number): Matrix {\r\n var result = new Matrix();\r\n Matrix.RotationYToRef(angle, result);\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a new rotation matrix for \"angle\" radians around the Y axis and stores it in a given matrix\r\n * @param angle defines the angle (in radians) to use\r\n * @param result defines the target matrix\r\n */\r\n public static RotationYToRef(angle: number, result: Matrix): void {\r\n var s = Math.sin(angle);\r\n var c = Math.cos(angle);\r\n Matrix.FromValuesToRef(\r\n c, 0.0, -s, 0.0,\r\n 0.0, 1.0, 0.0, 0.0,\r\n s, 0.0, c, 0.0,\r\n 0.0, 0.0, 0.0, 1.0,\r\n result\r\n );\r\n\r\n result._updateIdentityStatus(c === 1 && s === 0);\r\n }\r\n\r\n /**\r\n * Creates a new rotation matrix for \"angle\" radians around the Z axis\r\n * @param angle defines the angle (in radians) to use\r\n * @return the new matrix\r\n */\r\n public static RotationZ(angle: number): Matrix {\r\n var result = new Matrix();\r\n Matrix.RotationZToRef(angle, result);\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a new rotation matrix for \"angle\" radians around the Z axis and stores it in a given matrix\r\n * @param angle defines the angle (in radians) to use\r\n * @param result defines the target matrix\r\n */\r\n public static RotationZToRef(angle: number, result: Matrix): void {\r\n var s = Math.sin(angle);\r\n var c = Math.cos(angle);\r\n Matrix.FromValuesToRef(\r\n c, s, 0.0, 0.0,\r\n -s, c, 0.0, 0.0,\r\n 0.0, 0.0, 1.0, 0.0,\r\n 0.0, 0.0, 0.0, 1.0,\r\n result\r\n );\r\n\r\n result._updateIdentityStatus(c === 1 && s === 0);\r\n }\r\n\r\n /**\r\n * Creates a new rotation matrix for \"angle\" radians around the given axis\r\n * @param axis defines the axis to use\r\n * @param angle defines the angle (in radians) to use\r\n * @return the new matrix\r\n */\r\n public static RotationAxis(axis: DeepImmutable, angle: number): Matrix {\r\n var result = new Matrix();\r\n Matrix.RotationAxisToRef(axis, angle, result);\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a new rotation matrix for \"angle\" radians around the given axis and stores it in a given matrix\r\n * @param axis defines the axis to use\r\n * @param angle defines the angle (in radians) to use\r\n * @param result defines the target matrix\r\n */\r\n public static RotationAxisToRef(axis: DeepImmutable, angle: number, result: Matrix): void {\r\n var s = Math.sin(-angle);\r\n var c = Math.cos(-angle);\r\n var c1 = 1 - c;\r\n\r\n axis.normalize();\r\n const m = result._m;\r\n m[0] = (axis.x * axis.x) * c1 + c;\r\n m[1] = (axis.x * axis.y) * c1 - (axis.z * s);\r\n m[2] = (axis.x * axis.z) * c1 + (axis.y * s);\r\n m[3] = 0.0;\r\n\r\n m[4] = (axis.y * axis.x) * c1 + (axis.z * s);\r\n m[5] = (axis.y * axis.y) * c1 + c;\r\n m[6] = (axis.y * axis.z) * c1 - (axis.x * s);\r\n m[7] = 0.0;\r\n\r\n m[8] = (axis.z * axis.x) * c1 - (axis.y * s);\r\n m[9] = (axis.z * axis.y) * c1 + (axis.x * s);\r\n m[10] = (axis.z * axis.z) * c1 + c;\r\n m[11] = 0.0;\r\n\r\n m[12] = 0.0;\r\n m[13] = 0.0;\r\n m[14] = 0.0;\r\n m[15] = 1.0;\r\n\r\n result._markAsUpdated();\r\n }\r\n\r\n /**\r\n * Takes normalised vectors and returns a rotation matrix to align \"from\" with \"to\".\r\n * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm\r\n * @param from defines the vector to align\r\n * @param to defines the vector to align to\r\n * @param result defines the target matrix\r\n */\r\n public static RotationAlignToRef(from: DeepImmutable, to: DeepImmutable, result: Matrix): void {\r\n const v = Vector3.Cross(to, from);\r\n const c = Vector3.Dot(to, from);\r\n const k = 1 / (1 + c);\r\n\r\n const m = result._m;\r\n m[0] = v.x * v.x * k + c; m[1] = v.y * v.x * k - v.z; m[2] = v.z * v.x * k + v.y; m[3] = 0;\r\n m[4] = v.x * v.y * k + v.z; m[5] = v.y * v.y * k + c; m[6] = v.z * v.y * k - v.x; m[7] = 0;\r\n m[8] = v.x * v.z * k - v.y; m[9] = v.y * v.z * k + v.x; m[10] = v.z * v.z * k + c; m[11] = 0;\r\n m[12] = 0; m[13] = 0; m[14] = 0; m[15] = 1;\r\n\r\n result._markAsUpdated();\r\n }\r\n\r\n /**\r\n * Creates a rotation matrix\r\n * @param yaw defines the yaw angle in radians (Y axis)\r\n * @param pitch defines the pitch angle in radians (X axis)\r\n * @param roll defines the roll angle in radians (X axis)\r\n * @returns the new rotation matrix\r\n */\r\n public static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix {\r\n var result = new Matrix();\r\n Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a rotation matrix and stores it in a given matrix\r\n * @param yaw defines the yaw angle in radians (Y axis)\r\n * @param pitch defines the pitch angle in radians (X axis)\r\n * @param roll defines the roll angle in radians (X axis)\r\n * @param result defines the target matrix\r\n */\r\n public static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void {\r\n Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, MathTmp.Quaternion[0]);\r\n MathTmp.Quaternion[0].toRotationMatrix(result);\r\n }\r\n\r\n /**\r\n * Creates a scaling matrix\r\n * @param x defines the scale factor on X axis\r\n * @param y defines the scale factor on Y axis\r\n * @param z defines the scale factor on Z axis\r\n * @returns the new matrix\r\n */\r\n public static Scaling(x: number, y: number, z: number): Matrix {\r\n var result = new Matrix();\r\n Matrix.ScalingToRef(x, y, z, result);\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a scaling matrix and stores it in a given matrix\r\n * @param x defines the scale factor on X axis\r\n * @param y defines the scale factor on Y axis\r\n * @param z defines the scale factor on Z axis\r\n * @param result defines the target matrix\r\n */\r\n public static ScalingToRef(x: number, y: number, z: number, result: Matrix): void {\r\n Matrix.FromValuesToRef(\r\n x, 0.0, 0.0, 0.0,\r\n 0.0, y, 0.0, 0.0,\r\n 0.0, 0.0, z, 0.0,\r\n 0.0, 0.0, 0.0, 1.0,\r\n result\r\n );\r\n\r\n result._updateIdentityStatus(x === 1 && y === 1 && z === 1);\r\n }\r\n\r\n /**\r\n * Creates a translation matrix\r\n * @param x defines the translation on X axis\r\n * @param y defines the translation on Y axis\r\n * @param z defines the translationon Z axis\r\n * @returns the new matrix\r\n */\r\n public static Translation(x: number, y: number, z: number): Matrix {\r\n var result = new Matrix();\r\n Matrix.TranslationToRef(x, y, z, result);\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a translation matrix and stores it in a given matrix\r\n * @param x defines the translation on X axis\r\n * @param y defines the translation on Y axis\r\n * @param z defines the translationon Z axis\r\n * @param result defines the target matrix\r\n */\r\n public static TranslationToRef(x: number, y: number, z: number, result: Matrix): void {\r\n Matrix.FromValuesToRef(\r\n 1.0, 0.0, 0.0, 0.0,\r\n 0.0, 1.0, 0.0, 0.0,\r\n 0.0, 0.0, 1.0, 0.0,\r\n x, y, z, 1.0,\r\n result\r\n );\r\n result._updateIdentityStatus(x === 0 && y === 0 && z === 0);\r\n }\r\n\r\n /**\r\n * Returns a new Matrix whose values are the interpolated values for \"gradient\" (float) between the ones of the matrices \"startValue\" and \"endValue\".\r\n * @param startValue defines the start value\r\n * @param endValue defines the end value\r\n * @param gradient defines the gradient factor\r\n * @returns the new matrix\r\n */\r\n public static Lerp(startValue: DeepImmutable, endValue: DeepImmutable, gradient: number): Matrix {\r\n var result = new Matrix();\r\n Matrix.LerpToRef(startValue, endValue, gradient, result);\r\n return result;\r\n }\r\n\r\n /**\r\n * Set the given matrix \"result\" as the interpolated values for \"gradient\" (float) between the ones of the matrices \"startValue\" and \"endValue\".\r\n * @param startValue defines the start value\r\n * @param endValue defines the end value\r\n * @param gradient defines the gradient factor\r\n * @param result defines the Matrix object where to store data\r\n */\r\n public static LerpToRef(startValue: DeepImmutable, endValue: DeepImmutable, gradient: number, result: Matrix): void {\r\n const resultM = result._m;\r\n const startM = startValue.m;\r\n const endM = endValue.m;\r\n for (var index = 0; index < 16; index++) {\r\n resultM[index] = startM[index] * (1.0 - gradient) + endM[index] * gradient;\r\n }\r\n result._markAsUpdated();\r\n }\r\n\r\n /**\r\n * Builds a new matrix whose values are computed by:\r\n * * decomposing the the \"startValue\" and \"endValue\" matrices into their respective scale, rotation and translation matrices\r\n * * interpolating for \"gradient\" (float) the values between each of these decomposed matrices between the start and the end\r\n * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices\r\n * @param startValue defines the first matrix\r\n * @param endValue defines the second matrix\r\n * @param gradient defines the gradient between the two matrices\r\n * @returns the new matrix\r\n */\r\n public static DecomposeLerp(startValue: DeepImmutable, endValue: DeepImmutable, gradient: number): Matrix {\r\n var result = new Matrix();\r\n Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);\r\n return result;\r\n }\r\n\r\n /**\r\n * Update a matrix to values which are computed by:\r\n * * decomposing the the \"startValue\" and \"endValue\" matrices into their respective scale, rotation and translation matrices\r\n * * interpolating for \"gradient\" (float) the values between each of these decomposed matrices between the start and the end\r\n * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices\r\n * @param startValue defines the first matrix\r\n * @param endValue defines the second matrix\r\n * @param gradient defines the gradient between the two matrices\r\n * @param result defines the target matrix\r\n */\r\n public static DecomposeLerpToRef(startValue: DeepImmutable, endValue: DeepImmutable, gradient: number, result: Matrix) {\r\n var startScale = MathTmp.Vector3[0];\r\n var startRotation = MathTmp.Quaternion[0];\r\n var startTranslation = MathTmp.Vector3[1];\r\n startValue.decompose(startScale, startRotation, startTranslation);\r\n\r\n var endScale = MathTmp.Vector3[2];\r\n var endRotation = MathTmp.Quaternion[1];\r\n var endTranslation = MathTmp.Vector3[3];\r\n endValue.decompose(endScale, endRotation, endTranslation);\r\n\r\n var resultScale = MathTmp.Vector3[4];\r\n Vector3.LerpToRef(startScale, endScale, gradient, resultScale);\r\n var resultRotation = MathTmp.Quaternion[2];\r\n Quaternion.SlerpToRef(startRotation, endRotation, gradient, resultRotation);\r\n\r\n var resultTranslation = MathTmp.Vector3[5];\r\n Vector3.LerpToRef(startTranslation, endTranslation, gradient, resultTranslation);\r\n\r\n Matrix.ComposeToRef(resultScale, resultRotation, resultTranslation, result);\r\n }\r\n\r\n /**\r\n * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like \"up\"\r\n * This function works in left handed mode\r\n * @param eye defines the final position of the entity\r\n * @param target defines where the entity should look at\r\n * @param up defines the up vector for the entity\r\n * @returns the new matrix\r\n */\r\n public static LookAtLH(eye: DeepImmutable, target: DeepImmutable, up: DeepImmutable): Matrix {\r\n var result = new Matrix();\r\n Matrix.LookAtLHToRef(eye, target, up, result);\r\n return result;\r\n }\r\n\r\n /**\r\n * Sets the given \"result\" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like \"up\".\r\n * This function works in left handed mode\r\n * @param eye defines the final position of the entity\r\n * @param target defines where the entity should look at\r\n * @param up defines the up vector for the entity\r\n * @param result defines the target matrix\r\n */\r\n public static LookAtLHToRef(eye: DeepImmutable, target: DeepImmutable, up: DeepImmutable, result: Matrix): void {\r\n const xAxis = MathTmp.Vector3[0];\r\n const yAxis = MathTmp.Vector3[1];\r\n const zAxis = MathTmp.Vector3[2];\r\n\r\n // Z axis\r\n target.subtractToRef(eye, zAxis);\r\n zAxis.normalize();\r\n\r\n // X axis\r\n Vector3.CrossToRef(up, zAxis, xAxis);\r\n\r\n const xSquareLength = xAxis.lengthSquared();\r\n if (xSquareLength === 0) {\r\n xAxis.x = 1.0;\r\n } else {\r\n xAxis.normalizeFromLength(Math.sqrt(xSquareLength));\r\n }\r\n\r\n // Y axis\r\n Vector3.CrossToRef(zAxis, xAxis, yAxis);\r\n yAxis.normalize();\r\n\r\n // Eye angles\r\n var ex = -Vector3.Dot(xAxis, eye);\r\n var ey = -Vector3.Dot(yAxis, eye);\r\n var ez = -Vector3.Dot(zAxis, eye);\r\n\r\n Matrix.FromValuesToRef(\r\n xAxis.x, yAxis.x, zAxis.x, 0.0,\r\n xAxis.y, yAxis.y, zAxis.y, 0.0,\r\n xAxis.z, yAxis.z, zAxis.z, 0.0,\r\n ex, ey, ez, 1.0,\r\n result\r\n );\r\n }\r\n\r\n /**\r\n * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like \"up\"\r\n * This function works in right handed mode\r\n * @param eye defines the final position of the entity\r\n * @param target defines where the entity should look at\r\n * @param up defines the up vector for the entity\r\n * @returns the new matrix\r\n */\r\n public static LookAtRH(eye: DeepImmutable, target: DeepImmutable, up: DeepImmutable): Matrix {\r\n var result = new Matrix();\r\n Matrix.LookAtRHToRef(eye, target, up, result);\r\n return result;\r\n }\r\n\r\n /**\r\n * Sets the given \"result\" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like \"up\".\r\n * This function works in right handed mode\r\n * @param eye defines the final position of the entity\r\n * @param target defines where the entity should look at\r\n * @param up defines the up vector for the entity\r\n * @param result defines the target matrix\r\n */\r\n public static LookAtRHToRef(eye: DeepImmutable, target: DeepImmutable, up: DeepImmutable, result: Matrix): void {\r\n const xAxis = MathTmp.Vector3[0];\r\n const yAxis = MathTmp.Vector3[1];\r\n const zAxis = MathTmp.Vector3[2];\r\n\r\n // Z axis\r\n eye.subtractToRef(target, zAxis);\r\n zAxis.normalize();\r\n\r\n // X axis\r\n Vector3.CrossToRef(up, zAxis, xAxis);\r\n\r\n const xSquareLength = xAxis.lengthSquared();\r\n if (xSquareLength === 0) {\r\n xAxis.x = 1.0;\r\n } else {\r\n xAxis.normalizeFromLength(Math.sqrt(xSquareLength));\r\n }\r\n\r\n // Y axis\r\n Vector3.CrossToRef(zAxis, xAxis, yAxis);\r\n yAxis.normalize();\r\n\r\n // Eye angles\r\n var ex = -Vector3.Dot(xAxis, eye);\r\n var ey = -Vector3.Dot(yAxis, eye);\r\n var ez = -Vector3.Dot(zAxis, eye);\r\n\r\n Matrix.FromValuesToRef(\r\n xAxis.x, yAxis.x, zAxis.x, 0.0,\r\n xAxis.y, yAxis.y, zAxis.y, 0.0,\r\n xAxis.z, yAxis.z, zAxis.z, 0.0,\r\n ex, ey, ez, 1.0,\r\n result\r\n );\r\n }\r\n\r\n /**\r\n * Create a left-handed orthographic projection matrix\r\n * @param width defines the viewport width\r\n * @param height defines the viewport height\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @returns a new matrix as a left-handed orthographic projection matrix\r\n */\r\n public static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix {\r\n var matrix = new Matrix();\r\n Matrix.OrthoLHToRef(width, height, znear, zfar, matrix);\r\n return matrix;\r\n }\r\n\r\n /**\r\n * Store a left-handed orthographic projection to a given matrix\r\n * @param width defines the viewport width\r\n * @param height defines the viewport height\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @param result defines the target matrix\r\n */\r\n public static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void {\r\n let n = znear;\r\n let f = zfar;\r\n\r\n let a = 2.0 / width;\r\n let b = 2.0 / height;\r\n let c = 2.0 / (f - n);\r\n let d = -(f + n) / (f - n);\r\n\r\n Matrix.FromValuesToRef(\r\n a, 0.0, 0.0, 0.0,\r\n 0.0, b, 0.0, 0.0,\r\n 0.0, 0.0, c, 0.0,\r\n 0.0, 0.0, d, 1.0,\r\n result\r\n );\r\n\r\n result._updateIdentityStatus(a === 1 && b === 1 && c === 1 && d === 0);\r\n }\r\n\r\n /**\r\n * Create a left-handed orthographic projection matrix\r\n * @param left defines the viewport left coordinate\r\n * @param right defines the viewport right coordinate\r\n * @param bottom defines the viewport bottom coordinate\r\n * @param top defines the viewport top coordinate\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @returns a new matrix as a left-handed orthographic projection matrix\r\n */\r\n public static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix {\r\n var matrix = new Matrix();\r\n Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);\r\n return matrix;\r\n }\r\n\r\n /**\r\n * Stores a left-handed orthographic projection into a given matrix\r\n * @param left defines the viewport left coordinate\r\n * @param right defines the viewport right coordinate\r\n * @param bottom defines the viewport bottom coordinate\r\n * @param top defines the viewport top coordinate\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @param result defines the target matrix\r\n */\r\n public static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void {\r\n let n = znear;\r\n let f = zfar;\r\n\r\n let a = 2.0 / (right - left);\r\n let b = 2.0 / (top - bottom);\r\n let c = 2.0 / (f - n);\r\n let d = -(f + n) / (f - n);\r\n let i0 = (left + right) / (left - right);\r\n let i1 = (top + bottom) / (bottom - top);\r\n\r\n Matrix.FromValuesToRef(\r\n a, 0.0, 0.0, 0.0,\r\n 0.0, b, 0.0, 0.0,\r\n 0.0, 0.0, c, 0.0,\r\n i0, i1, d, 1.0,\r\n result\r\n );\r\n\r\n result._markAsUpdated();\r\n }\r\n\r\n /**\r\n * Creates a right-handed orthographic projection matrix\r\n * @param left defines the viewport left coordinate\r\n * @param right defines the viewport right coordinate\r\n * @param bottom defines the viewport bottom coordinate\r\n * @param top defines the viewport top coordinate\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @returns a new matrix as a right-handed orthographic projection matrix\r\n */\r\n public static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix {\r\n var matrix = new Matrix();\r\n Matrix.OrthoOffCenterRHToRef(left, right, bottom, top, znear, zfar, matrix);\r\n return matrix;\r\n }\r\n\r\n /**\r\n * Stores a right-handed orthographic projection into a given matrix\r\n * @param left defines the viewport left coordinate\r\n * @param right defines the viewport right coordinate\r\n * @param bottom defines the viewport bottom coordinate\r\n * @param top defines the viewport top coordinate\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @param result defines the target matrix\r\n */\r\n public static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void {\r\n Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, result);\r\n result._m[10] *= -1; // No need to call _markAsUpdated as previous function already called it and let _isIdentityDirty to true\r\n }\r\n\r\n /**\r\n * Creates a left-handed perspective projection matrix\r\n * @param width defines the viewport width\r\n * @param height defines the viewport height\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @returns a new matrix as a left-handed perspective projection matrix\r\n */\r\n public static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix {\r\n var matrix = new Matrix();\r\n\r\n let n = znear;\r\n let f = zfar;\r\n\r\n let a = 2.0 * n / width;\r\n let b = 2.0 * n / height;\r\n let c = (f + n) / (f - n);\r\n let d = -2.0 * f * n / (f - n);\r\n\r\n Matrix.FromValuesToRef(\r\n a, 0.0, 0.0, 0.0,\r\n 0.0, b, 0.0, 0.0,\r\n 0.0, 0.0, c, 1.0,\r\n 0.0, 0.0, d, 0.0,\r\n matrix\r\n );\r\n\r\n matrix._updateIdentityStatus(false);\r\n return matrix;\r\n }\r\n\r\n /**\r\n * Creates a left-handed perspective projection matrix\r\n * @param fov defines the horizontal field of view\r\n * @param aspect defines the aspect ratio\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @returns a new matrix as a left-handed perspective projection matrix\r\n */\r\n public static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix {\r\n var matrix = new Matrix();\r\n Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);\r\n return matrix;\r\n }\r\n\r\n /**\r\n * Stores a left-handed perspective projection into a given matrix\r\n * @param fov defines the horizontal field of view\r\n * @param aspect defines the aspect ratio\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @param result defines the target matrix\r\n * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally\r\n */\r\n public static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed = true): void {\r\n let n = znear;\r\n let f = zfar;\r\n\r\n let t = 1.0 / (Math.tan(fov * 0.5));\r\n let a = isVerticalFovFixed ? (t / aspect) : t;\r\n let b = isVerticalFovFixed ? t : (t * aspect);\r\n let c = (f + n) / (f - n);\r\n let d = -2.0 * f * n / (f - n);\r\n\r\n Matrix.FromValuesToRef(\r\n a, 0.0, 0.0, 0.0,\r\n 0.0, b, 0.0, 0.0,\r\n 0.0, 0.0, c, 1.0,\r\n 0.0, 0.0, d, 0.0,\r\n result\r\n );\r\n result._updateIdentityStatus(false);\r\n }\r\n\r\n /**\r\n * Stores a left-handed perspective projection into a given matrix with depth reversed\r\n * @param fov defines the horizontal field of view\r\n * @param aspect defines the aspect ratio\r\n * @param znear defines the near clip plane\r\n * @param zfar not used as infinity is used as far clip\r\n * @param result defines the target matrix\r\n * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally\r\n */\r\n public static PerspectiveFovReverseLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed = true): void {\r\n let t = 1.0 / (Math.tan(fov * 0.5));\r\n let a = isVerticalFovFixed ? (t / aspect) : t;\r\n let b = isVerticalFovFixed ? t : (t * aspect);\r\n Matrix.FromValuesToRef(\r\n a, 0.0, 0.0, 0.0,\r\n 0.0, b, 0.0, 0.0,\r\n 0.0, 0.0, -znear, 1.0,\r\n 0.0, 0.0, 1.0, 0.0,\r\n result\r\n );\r\n result._updateIdentityStatus(false);\r\n }\r\n\r\n /**\r\n * Creates a right-handed perspective projection matrix\r\n * @param fov defines the horizontal field of view\r\n * @param aspect defines the aspect ratio\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @returns a new matrix as a right-handed perspective projection matrix\r\n */\r\n public static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix {\r\n var matrix = new Matrix();\r\n Matrix.PerspectiveFovRHToRef(fov, aspect, znear, zfar, matrix);\r\n return matrix;\r\n }\r\n\r\n /**\r\n * Stores a right-handed perspective projection into a given matrix\r\n * @param fov defines the horizontal field of view\r\n * @param aspect defines the aspect ratio\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @param result defines the target matrix\r\n * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally\r\n */\r\n public static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed = true): void {\r\n //alternatively this could be expressed as:\r\n // m = PerspectiveFovLHToRef\r\n // m[10] *= -1.0;\r\n // m[11] *= -1.0;\r\n\r\n let n = znear;\r\n let f = zfar;\r\n\r\n let t = 1.0 / (Math.tan(fov * 0.5));\r\n let a = isVerticalFovFixed ? (t / aspect) : t;\r\n let b = isVerticalFovFixed ? t : (t * aspect);\r\n let c = -(f + n) / (f - n);\r\n let d = -2 * f * n / (f - n);\r\n\r\n Matrix.FromValuesToRef(\r\n a, 0.0, 0.0, 0.0,\r\n 0.0, b, 0.0, 0.0,\r\n 0.0, 0.0, c, -1.0,\r\n 0.0, 0.0, d, 0.0,\r\n result\r\n );\r\n\r\n result._updateIdentityStatus(false);\r\n }\r\n\r\n /**\r\n * Stores a right-handed perspective projection into a given matrix\r\n * @param fov defines the horizontal field of view\r\n * @param aspect defines the aspect ratio\r\n * @param znear defines the near clip plane\r\n * @param zfar not used as infinity is used as far clip\r\n * @param result defines the target matrix\r\n * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally\r\n */\r\n public static PerspectiveFovReverseRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed = true): void {\r\n //alternatively this could be expressed as:\r\n // m = PerspectiveFovLHToRef\r\n // m[10] *= -1.0;\r\n // m[11] *= -1.0;\r\n\r\n let t = 1.0 / (Math.tan(fov * 0.5));\r\n let a = isVerticalFovFixed ? (t / aspect) : t;\r\n let b = isVerticalFovFixed ? t : (t * aspect);\r\n\r\n Matrix.FromValuesToRef(\r\n a, 0.0, 0.0, 0.0,\r\n 0.0, b, 0.0, 0.0,\r\n 0.0, 0.0, -znear, -1.0,\r\n 0.0, 0.0, -1.0, 0.0,\r\n result\r\n );\r\n\r\n result._updateIdentityStatus(false);\r\n }\r\n\r\n /**\r\n * Stores a perspective projection for WebVR info a given matrix\r\n * @param fov defines the field of view\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @param result defines the target matrix\r\n * @param rightHanded defines if the matrix must be in right-handed mode (false by default)\r\n */\r\n public static PerspectiveFovWebVRToRef(fov: { upDegrees: number, downDegrees: number, leftDegrees: number, rightDegrees: number }, znear: number, zfar: number, result: Matrix, rightHanded = false): void {\r\n\r\n var rightHandedFactor = rightHanded ? -1 : 1;\r\n\r\n var upTan = Math.tan(fov.upDegrees * Math.PI / 180.0);\r\n var downTan = Math.tan(fov.downDegrees * Math.PI / 180.0);\r\n var leftTan = Math.tan(fov.leftDegrees * Math.PI / 180.0);\r\n var rightTan = Math.tan(fov.rightDegrees * Math.PI / 180.0);\r\n var xScale = 2.0 / (leftTan + rightTan);\r\n var yScale = 2.0 / (upTan + downTan);\r\n const m = result._m;\r\n m[0] = xScale;\r\n m[1] = m[2] = m[3] = m[4] = 0.0;\r\n m[5] = yScale;\r\n m[6] = m[7] = 0.0;\r\n m[8] = ((leftTan - rightTan) * xScale * 0.5);\r\n m[9] = -((upTan - downTan) * yScale * 0.5);\r\n m[10] = -zfar / (znear - zfar);\r\n m[11] = 1.0 * rightHandedFactor;\r\n m[12] = m[13] = m[15] = 0.0;\r\n m[14] = -(2.0 * zfar * znear) / (zfar - znear);\r\n\r\n result._markAsUpdated();\r\n }\r\n\r\n /**\r\n * Computes a complete transformation matrix\r\n * @param viewport defines the viewport to use\r\n * @param world defines the world matrix\r\n * @param view defines the view matrix\r\n * @param projection defines the projection matrix\r\n * @param zmin defines the near clip plane\r\n * @param zmax defines the far clip plane\r\n * @returns the transformation matrix\r\n */\r\n public static GetFinalMatrix(viewport: DeepImmutable, world: DeepImmutable, view: DeepImmutable, projection: DeepImmutable, zmin: number, zmax: number): Matrix {\r\n var cw = viewport.width;\r\n var ch = viewport.height;\r\n var cx = viewport.x;\r\n var cy = viewport.y;\r\n\r\n var viewportMatrix = Matrix.FromValues(\r\n cw / 2.0, 0.0, 0.0, 0.0,\r\n 0.0, -ch / 2.0, 0.0, 0.0,\r\n 0.0, 0.0, zmax - zmin, 0.0,\r\n cx + cw / 2.0, ch / 2.0 + cy, zmin, 1.0);\r\n\r\n var matrix = MathTmp.Matrix[0];\r\n world.multiplyToRef(view, matrix);\r\n matrix.multiplyToRef(projection, matrix);\r\n return matrix.multiply(viewportMatrix);\r\n }\r\n\r\n /**\r\n * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array\r\n * @param matrix defines the matrix to use\r\n * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix\r\n */\r\n public static GetAsMatrix2x2(matrix: DeepImmutable): Float32Array {\r\n const m = matrix.m;\r\n return new Float32Array([m[0], m[1], m[4], m[5]]);\r\n }\r\n /**\r\n * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array\r\n * @param matrix defines the matrix to use\r\n * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix\r\n */\r\n public static GetAsMatrix3x3(matrix: DeepImmutable): Float32Array {\r\n const m = matrix.m;\r\n return new Float32Array([\r\n m[0], m[1], m[2],\r\n m[4], m[5], m[6],\r\n m[8], m[9], m[10]\r\n ]);\r\n }\r\n\r\n /**\r\n * Compute the transpose of a given matrix\r\n * @param matrix defines the matrix to transpose\r\n * @returns the new matrix\r\n */\r\n public static Transpose(matrix: DeepImmutable): Matrix {\r\n var result = new Matrix();\r\n Matrix.TransposeToRef(matrix, result);\r\n return result;\r\n }\r\n\r\n /**\r\n * Compute the transpose of a matrix and store it in a target matrix\r\n * @param matrix defines the matrix to transpose\r\n * @param result defines the target matrix\r\n */\r\n public static TransposeToRef(matrix: DeepImmutable, result: Matrix): void {\r\n const rm = result._m;\r\n const mm = matrix.m;\r\n rm[0] = mm[0];\r\n rm[1] = mm[4];\r\n rm[2] = mm[8];\r\n rm[3] = mm[12];\r\n\r\n rm[4] = mm[1];\r\n rm[5] = mm[5];\r\n rm[6] = mm[9];\r\n rm[7] = mm[13];\r\n\r\n rm[8] = mm[2];\r\n rm[9] = mm[6];\r\n rm[10] = mm[10];\r\n rm[11] = mm[14];\r\n\r\n rm[12] = mm[3];\r\n rm[13] = mm[7];\r\n rm[14] = mm[11];\r\n rm[15] = mm[15];\r\n // identity-ness does not change when transposing\r\n result._updateIdentityStatus((matrix as Matrix)._isIdentity, (matrix as Matrix)._isIdentityDirty);\r\n }\r\n\r\n /**\r\n * Computes a reflection matrix from a plane\r\n * @param plane defines the reflection plane\r\n * @returns a new matrix\r\n */\r\n public static Reflection(plane: DeepImmutable): Matrix {\r\n var matrix = new Matrix();\r\n Matrix.ReflectionToRef(plane, matrix);\r\n return matrix;\r\n }\r\n\r\n /**\r\n * Computes a reflection matrix from a plane\r\n * @param plane defines the reflection plane\r\n * @param result defines the target matrix\r\n */\r\n public static ReflectionToRef(plane: DeepImmutable, result: Matrix): void {\r\n plane.normalize();\r\n var x = plane.normal.x;\r\n var y = plane.normal.y;\r\n var z = plane.normal.z;\r\n var temp = -2 * x;\r\n var temp2 = -2 * y;\r\n var temp3 = -2 * z;\r\n Matrix.FromValuesToRef(\r\n temp * x + 1, temp2 * x, temp3 * x, 0.0,\r\n temp * y, temp2 * y + 1, temp3 * y, 0.0,\r\n temp * z, temp2 * z, temp3 * z + 1, 0.0,\r\n temp * plane.d, temp2 * plane.d, temp3 * plane.d, 1.0,\r\n result\r\n );\r\n }\r\n\r\n /**\r\n * Sets the given matrix as a rotation matrix composed from the 3 left handed axes\r\n * @param xaxis defines the value of the 1st axis\r\n * @param yaxis defines the value of the 2nd axis\r\n * @param zaxis defines the value of the 3rd axis\r\n * @param result defines the target matrix\r\n */\r\n public static FromXYZAxesToRef(xaxis: DeepImmutable, yaxis: DeepImmutable, zaxis: DeepImmutable, result: Matrix) {\r\n Matrix.FromValuesToRef(\r\n xaxis.x, xaxis.y, xaxis.z, 0.0,\r\n yaxis.x, yaxis.y, yaxis.z, 0.0,\r\n zaxis.x, zaxis.y, zaxis.z, 0.0,\r\n 0.0, 0.0, 0.0, 1.0,\r\n result\r\n );\r\n }\r\n\r\n /**\r\n * Creates a rotation matrix from a quaternion and stores it in a target matrix\r\n * @param quat defines the quaternion to use\r\n * @param result defines the target matrix\r\n */\r\n public static FromQuaternionToRef(quat: DeepImmutable, result: Matrix) {\r\n var xx = quat.x * quat.x;\r\n var yy = quat.y * quat.y;\r\n var zz = quat.z * quat.z;\r\n var xy = quat.x * quat.y;\r\n var zw = quat.z * quat.w;\r\n var zx = quat.z * quat.x;\r\n var yw = quat.y * quat.w;\r\n var yz = quat.y * quat.z;\r\n var xw = quat.x * quat.w;\r\n\r\n result._m[0] = 1.0 - (2.0 * (yy + zz));\r\n result._m[1] = 2.0 * (xy + zw);\r\n result._m[2] = 2.0 * (zx - yw);\r\n result._m[3] = 0.0;\r\n\r\n result._m[4] = 2.0 * (xy - zw);\r\n result._m[5] = 1.0 - (2.0 * (zz + xx));\r\n result._m[6] = 2.0 * (yz + xw);\r\n result._m[7] = 0.0;\r\n\r\n result._m[8] = 2.0 * (zx + yw);\r\n result._m[9] = 2.0 * (yz - xw);\r\n result._m[10] = 1.0 - (2.0 * (yy + xx));\r\n result._m[11] = 0.0;\r\n\r\n result._m[12] = 0.0;\r\n result._m[13] = 0.0;\r\n result._m[14] = 0.0;\r\n result._m[15] = 1.0;\r\n\r\n result._markAsUpdated();\r\n }\r\n}\r\n\r\n/**\r\n * @hidden\r\n * Same as Tmp but not exported to keep it only for math functions to avoid conflicts\r\n */\r\nclass MathTmp {\r\n public static Vector3: Vector3[] = ArrayTools.BuildArray(6, Vector3.Zero);\r\n public static Matrix: Matrix[] = ArrayTools.BuildArray(2, Matrix.Identity);\r\n public static Quaternion: Quaternion[] = ArrayTools.BuildArray(3, Quaternion.Zero);\r\n}\r\n\r\n/**\r\n * @hidden\r\n */\r\nexport class TmpVectors {\r\n public static Vector2: Vector2[] = ArrayTools.BuildArray(3, Vector2.Zero); // 3 temp Vector2 at once should be enough\r\n public static Vector3: Vector3[] = ArrayTools.BuildArray(13, Vector3.Zero); // 13 temp Vector3 at once should be enough\r\n public static Vector4: Vector4[] = ArrayTools.BuildArray(3, Vector4.Zero); // 3 temp Vector4 at once should be enough\r\n public static Quaternion: Quaternion[] = ArrayTools.BuildArray(2, Quaternion.Zero); // 2 temp Quaternion at once should be enough\r\n public static Matrix: Matrix[] = ArrayTools.BuildArray(8, Matrix.Identity); // 8 temp Matrices at once should be enough\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.Vector2\"] = Vector2;\r\n_TypeStore.RegisteredTypes[\"BABYLON.Vector3\"] = Vector3;\r\n_TypeStore.RegisteredTypes[\"BABYLON.Vector4\"] = Vector4;\r\n_TypeStore.RegisteredTypes[\"BABYLON.Matrix\"] = Matrix;","import { Vector3, Vector2 } from './math.vector';\r\n\r\n/**\r\n * Contains position and normal vectors for a vertex\r\n */\r\nexport class PositionNormalVertex {\r\n /**\r\n * Creates a PositionNormalVertex\r\n * @param position the position of the vertex (defaut: 0,0,0)\r\n * @param normal the normal of the vertex (defaut: 0,1,0)\r\n */\r\n constructor(\r\n /** the position of the vertex (defaut: 0,0,0) */\r\n public position: Vector3 = Vector3.Zero(),\r\n /** the normal of the vertex (defaut: 0,1,0) */\r\n public normal: Vector3 = Vector3.Up()\r\n ) {\r\n\r\n }\r\n\r\n /**\r\n * Clones the PositionNormalVertex\r\n * @returns the cloned PositionNormalVertex\r\n */\r\n public clone(): PositionNormalVertex {\r\n return new PositionNormalVertex(this.position.clone(), this.normal.clone());\r\n }\r\n}\r\n\r\n/**\r\n * Contains position, normal and uv vectors for a vertex\r\n */\r\nexport class PositionNormalTextureVertex {\r\n /**\r\n * Creates a PositionNormalTextureVertex\r\n * @param position the position of the vertex (defaut: 0,0,0)\r\n * @param normal the normal of the vertex (defaut: 0,1,0)\r\n * @param uv the uv of the vertex (default: 0,0)\r\n */\r\n constructor(\r\n /** the position of the vertex (defaut: 0,0,0) */\r\n public position: Vector3 = Vector3.Zero(),\r\n /** the normal of the vertex (defaut: 0,1,0) */\r\n public normal: Vector3 = Vector3.Up(),\r\n /** the uv of the vertex (default: 0,0) */\r\n public uv: Vector2 = Vector2.Zero()\r\n ) {\r\n\r\n }\r\n /**\r\n * Clones the PositionNormalTextureVertex\r\n * @returns the cloned PositionNormalTextureVertex\r\n */\r\n public clone(): PositionNormalTextureVertex {\r\n return new PositionNormalTextureVertex(this.position.clone(), this.normal.clone(), this.uv.clone());\r\n }\r\n}","\r\n/**\r\n * Class used to represent a viewport on screen\r\n */\r\nexport class Viewport {\r\n /**\r\n * Creates a Viewport object located at (x, y) and sized (width, height)\r\n * @param x defines viewport left coordinate\r\n * @param y defines viewport top coordinate\r\n * @param width defines the viewport width\r\n * @param height defines the viewport height\r\n */\r\n constructor(\r\n /** viewport left coordinate */\r\n public x: number,\r\n /** viewport top coordinate */\r\n public y: number,\r\n /**viewport width */\r\n public width: number,\r\n /** viewport height */\r\n public height: number) {\r\n }\r\n\r\n /**\r\n * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)\r\n * @param renderWidth defines the rendering width\r\n * @param renderHeight defines the rendering height\r\n * @returns a new Viewport\r\n */\r\n public toGlobal(renderWidth: number, renderHeight: number): Viewport {\r\n return new Viewport(this.x * renderWidth, this.y * renderHeight, this.width * renderWidth, this.height * renderHeight);\r\n }\r\n\r\n /**\r\n * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)\r\n * @param renderWidth defines the rendering width\r\n * @param renderHeight defines the rendering height\r\n * @param ref defines the target viewport\r\n * @returns the current viewport\r\n */\r\n public toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport {\r\n ref.x = this.x * renderWidth;\r\n ref.y = this.y * renderHeight;\r\n ref.width = this.width * renderWidth;\r\n ref.height = this.height * renderHeight;\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns a new Viewport copied from the current one\r\n * @returns a new Viewport\r\n */\r\n public clone(): Viewport {\r\n return new Viewport(this.x, this.y, this.width, this.height);\r\n }\r\n}","import { Vector3 } from \"../Maths/math.vector\";\r\nimport { Nullable } from \"../types\";\r\nimport { Color3 } from '../Maths/math.color';\r\n\r\n// https://dickyjim.wordpress.com/2013/09/04/spherical-harmonics-for-beginners/\r\n// http://silviojemma.com/public/papers/lighting/spherical-harmonic-lighting.pdf\r\n// https://www.ppsloan.org/publications/StupidSH36.pdf\r\n// http://cseweb.ucsd.edu/~ravir/papers/envmap/envmap.pdf\r\n// https://www.ppsloan.org/publications/SHJCGT.pdf\r\n// https://www.ppsloan.org/publications/shdering.pdf\r\n// https://google.github.io/filament/Filament.md.html#annex/sphericalharmonics\r\n// https://patapom.com/blog/SHPortal/\r\n// https://imdoingitwrong.wordpress.com/2011/04/14/spherical-harmonics-wtf/\r\n\r\n// Using real SH basis:\r\n// m>0 m m\r\n// y = sqrt(2) * K * P * cos(m*phi) * cos(theta)\r\n// l l l\r\n//\r\n// m<0 m |m|\r\n// y = sqrt(2) * K * P * sin(m*phi) * cos(theta)\r\n// l l l\r\n//\r\n// m=0 0 0\r\n// y = K * P * trigono terms\r\n// l l l\r\n//\r\n// m (2l + 1)(l - |m|)!\r\n// K = sqrt(------------------)\r\n// l 4pi(l + |m|)!\r\n//\r\n// and P by recursion:\r\n//\r\n// P00(x) = 1\r\n// P01(x) = x\r\n// Pll(x) = (-1^l)(2l - 1)!!(1-x*x)^(1/2)\r\n// ((2l - 1)x[Pl-1/m]-(l + m - 1)[Pl-2/m])\r\n// Plm(x) = ---------------------------------------\r\n// l - m\r\n// Leaving the trigonometric terms aside we can precompute the constants to :\r\nconst SH3ylmBasisConstants = [\r\n Math.sqrt(1 / (4 * Math.PI)), // l00\r\n\r\n -Math.sqrt(3 / (4 * Math.PI)), // l1_1\r\n Math.sqrt(3 / (4 * Math.PI)), // l10\r\n -Math.sqrt(3 / (4 * Math.PI)), // l11\r\n\r\n Math.sqrt(15 / (4 * Math.PI)), // l2_2\r\n -Math.sqrt(15 / (4 * Math.PI)), // l2_1\r\n Math.sqrt(5 / (16 * Math.PI)), // l20\r\n -Math.sqrt(15 / (4 * Math.PI)), // l21\r\n Math.sqrt(15 / (16 * Math.PI)), // l22\r\n];\r\n\r\n// cm = cos(m * phi)\r\n// sm = sin(m * phi)\r\n// {x,y,z} = {cos(phi)sin(theta), sin(phi)sin(theta), cos(theta)}\r\n// By recursion on using trigo identities:\r\nconst SH3ylmBasisTrigonometricTerms = [\r\n (direction: Vector3) => 1, // l00\r\n\r\n (direction: Vector3) => direction.y, // l1_1\r\n (direction: Vector3) => direction.z, // l10\r\n (direction: Vector3) => direction.x, // l11\r\n\r\n (direction: Vector3) => direction.x * direction.y, // l2_2\r\n (direction: Vector3) => direction.y * direction.z, // l2_1\r\n (direction: Vector3) => 3 * direction.z * direction.z - 1, // l20\r\n (direction: Vector3) => direction.x * direction.z, // l21\r\n (direction: Vector3) => direction.x * direction.x - direction.y * direction.y, // l22\r\n];\r\n\r\n// Wrap the full compute\r\nconst applySH3 = (lm: number, direction: Vector3) => {\r\n return SH3ylmBasisConstants[lm] * SH3ylmBasisTrigonometricTerms[lm](direction);\r\n};\r\n\r\n// Derived from the integration of the a kernel convolution to SH.\r\n// Great explanation here: https://patapom.com/blog/SHPortal/#about-distant-radiance-and-irradiance-environments\r\nconst SHCosKernelConvolution = [\r\n Math.PI,\r\n\r\n 2 * Math.PI / 3,\r\n 2 * Math.PI / 3,\r\n 2 * Math.PI / 3,\r\n\r\n Math.PI / 4,\r\n Math.PI / 4,\r\n Math.PI / 4,\r\n Math.PI / 4,\r\n Math.PI / 4,\r\n];\r\n\r\n/**\r\n * Class representing spherical harmonics coefficients to the 3rd degree\r\n */\r\nexport class SphericalHarmonics {\r\n /**\r\n * Defines whether or not the harmonics have been prescaled for rendering.\r\n */\r\n public preScaled = false;\r\n\r\n /**\r\n * The l0,0 coefficients of the spherical harmonics\r\n */\r\n public l00: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * The l1,-1 coefficients of the spherical harmonics\r\n */\r\n public l1_1: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * The l1,0 coefficients of the spherical harmonics\r\n */\r\n public l10: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * The l1,1 coefficients of the spherical harmonics\r\n */\r\n public l11: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * The l2,-2 coefficients of the spherical harmonics\r\n */\r\n public l2_2: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * The l2,-1 coefficients of the spherical harmonics\r\n */\r\n public l2_1: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * The l2,0 coefficients of the spherical harmonics\r\n */\r\n public l20: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * The l2,1 coefficients of the spherical harmonics\r\n */\r\n public l21: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * The l2,2 coefficients of the spherical harmonics\r\n */\r\n public l22: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Adds a light to the spherical harmonics\r\n * @param direction the direction of the light\r\n * @param color the color of the light\r\n * @param deltaSolidAngle the delta solid angle of the light\r\n */\r\n public addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void {\r\n var colorVector = new Vector3(color.r, color.g, color.b);\r\n var c = colorVector.scale(deltaSolidAngle);\r\n\r\n this.l00 = this.l00.add(c.scale(applySH3(0, direction)));\r\n\r\n this.l1_1 = this.l1_1.add(c.scale(applySH3(1, direction)));\r\n this.l10 = this.l10.add(c.scale(applySH3(2, direction)));\r\n this.l11 = this.l11.add(c.scale(applySH3(3, direction)));\r\n\r\n this.l2_2 = this.l2_2.add(c.scale(applySH3(4, direction)));\r\n this.l2_1 = this.l2_1.add(c.scale(applySH3(5, direction)));\r\n this.l20 = this.l20.add(c.scale(applySH3(6, direction)));\r\n this.l21 = this.l21.add(c.scale(applySH3(7, direction)));\r\n this.l22 = this.l22.add(c.scale(applySH3(8, direction)));\r\n }\r\n\r\n /**\r\n * Scales the spherical harmonics by the given amount\r\n * @param scale the amount to scale\r\n */\r\n public scaleInPlace(scale: number): void {\r\n this.l00.scaleInPlace(scale);\r\n this.l1_1.scaleInPlace(scale);\r\n this.l10.scaleInPlace(scale);\r\n this.l11.scaleInPlace(scale);\r\n this.l2_2.scaleInPlace(scale);\r\n this.l2_1.scaleInPlace(scale);\r\n this.l20.scaleInPlace(scale);\r\n this.l21.scaleInPlace(scale);\r\n this.l22.scaleInPlace(scale);\r\n }\r\n\r\n /**\r\n * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.\r\n *\r\n * ```\r\n * E_lm = A_l * L_lm\r\n * ```\r\n *\r\n * In spherical harmonics this convolution amounts to scaling factors for each frequency band.\r\n * This corresponds to equation 5 in \"An Efficient Representation for Irradiance Environment Maps\", where\r\n * the scaling factors are given in equation 9.\r\n */\r\n public convertIncidentRadianceToIrradiance(): void {\r\n // Constant (Band 0)\r\n this.l00.scaleInPlace(SHCosKernelConvolution[0]);\r\n\r\n // Linear (Band 1)\r\n this.l1_1.scaleInPlace(SHCosKernelConvolution[1]);\r\n this.l10.scaleInPlace(SHCosKernelConvolution[2]);\r\n this.l11.scaleInPlace(SHCosKernelConvolution[3]);\r\n\r\n // Quadratic (Band 2)\r\n this.l2_2.scaleInPlace(SHCosKernelConvolution[4]);\r\n this.l2_1.scaleInPlace(SHCosKernelConvolution[5]);\r\n this.l20.scaleInPlace(SHCosKernelConvolution[6]);\r\n this.l21.scaleInPlace(SHCosKernelConvolution[7]);\r\n this.l22.scaleInPlace(SHCosKernelConvolution[8]);\r\n }\r\n\r\n /**\r\n * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.\r\n *\r\n * ```\r\n * L = (1/pi) * E * rho\r\n * ```\r\n *\r\n * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.\r\n */\r\n public convertIrradianceToLambertianRadiance(): void {\r\n this.scaleInPlace(1.0 / Math.PI);\r\n\r\n // The resultant SH now represents outgoing radiance, so includes the Lambert 1/pi normalisation factor but without albedo (rho) applied\r\n // (The pixel shader must apply albedo after texture fetches, etc).\r\n }\r\n\r\n /**\r\n * Integrates the reconstruction coefficients directly in to the SH preventing further\r\n * required operations at run time.\r\n *\r\n * This is simply done by scaling back the SH with Ylm constants parameter.\r\n * The trigonometric part being applied by the shader at run time.\r\n */\r\n public preScaleForRendering(): void {\r\n this.preScaled = true;\r\n\r\n this.l00.scaleInPlace(SH3ylmBasisConstants[0]);\r\n\r\n this.l1_1.scaleInPlace(SH3ylmBasisConstants[1]);\r\n this.l10.scaleInPlace(SH3ylmBasisConstants[2]);\r\n this.l11.scaleInPlace(SH3ylmBasisConstants[3]);\r\n\r\n this.l2_2.scaleInPlace(SH3ylmBasisConstants[4]);\r\n this.l2_1.scaleInPlace(SH3ylmBasisConstants[5]);\r\n this.l20.scaleInPlace(SH3ylmBasisConstants[6]);\r\n this.l21.scaleInPlace(SH3ylmBasisConstants[7]);\r\n this.l22.scaleInPlace(SH3ylmBasisConstants[8]);\r\n }\r\n\r\n /**\r\n * Constructs a spherical harmonics from an array.\r\n * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)\r\n * @returns the spherical harmonics\r\n */\r\n public static FromArray(data: ArrayLike>): SphericalHarmonics {\r\n const sh = new SphericalHarmonics();\r\n Vector3.FromArrayToRef(data[0], 0, sh.l00);\r\n Vector3.FromArrayToRef(data[1], 0, sh.l1_1);\r\n Vector3.FromArrayToRef(data[2], 0, sh.l10);\r\n Vector3.FromArrayToRef(data[3], 0, sh.l11);\r\n Vector3.FromArrayToRef(data[4], 0, sh.l2_2);\r\n Vector3.FromArrayToRef(data[5], 0, sh.l2_1);\r\n Vector3.FromArrayToRef(data[6], 0, sh.l20);\r\n Vector3.FromArrayToRef(data[7], 0, sh.l21);\r\n Vector3.FromArrayToRef(data[8], 0, sh.l22);\r\n return sh;\r\n }\r\n\r\n // Keep for references.\r\n /**\r\n * Gets the spherical harmonics from polynomial\r\n * @param polynomial the spherical polynomial\r\n * @returns the spherical harmonics\r\n */\r\n public static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics {\r\n var result = new SphericalHarmonics();\r\n\r\n result.l00 = polynomial.xx.scale(0.376127).add(polynomial.yy.scale(0.376127)).add(polynomial.zz.scale(0.376126));\r\n result.l1_1 = polynomial.y.scale(0.977204);\r\n result.l10 = polynomial.z.scale(0.977204);\r\n result.l11 = polynomial.x.scale(0.977204);\r\n result.l2_2 = polynomial.xy.scale(1.16538);\r\n result.l2_1 = polynomial.yz.scale(1.16538);\r\n result.l20 = polynomial.zz.scale(1.34567).subtract(polynomial.xx.scale(0.672834)).subtract(polynomial.yy.scale(0.672834));\r\n result.l21 = polynomial.zx.scale(1.16538);\r\n result.l22 = polynomial.xx.scale(1.16538).subtract(polynomial.yy.scale(1.16538));\r\n\r\n result.l1_1.scaleInPlace(-1);\r\n result.l11.scaleInPlace(-1);\r\n result.l2_1.scaleInPlace(-1);\r\n result.l21.scaleInPlace(-1);\r\n\r\n result.scaleInPlace(Math.PI);\r\n\r\n return result;\r\n }\r\n}\r\n\r\n/**\r\n * Class representing spherical polynomial coefficients to the 3rd degree\r\n */\r\nexport class SphericalPolynomial {\r\n private _harmonics: Nullable;\r\n\r\n /**\r\n * The spherical harmonics used to create the polynomials.\r\n */\r\n public get preScaledHarmonics(): SphericalHarmonics {\r\n if (!this._harmonics) {\r\n this._harmonics = SphericalHarmonics.FromPolynomial(this);\r\n }\r\n if (!this._harmonics.preScaled) {\r\n this._harmonics.preScaleForRendering();\r\n }\r\n return this._harmonics;\r\n }\r\n\r\n /**\r\n * The x coefficients of the spherical polynomial\r\n */\r\n public x: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * The y coefficients of the spherical polynomial\r\n */\r\n public y: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * The z coefficients of the spherical polynomial\r\n */\r\n public z: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * The xx coefficients of the spherical polynomial\r\n */\r\n public xx: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * The yy coefficients of the spherical polynomial\r\n */\r\n public yy: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * The zz coefficients of the spherical polynomial\r\n */\r\n public zz: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * The xy coefficients of the spherical polynomial\r\n */\r\n public xy: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * The yz coefficients of the spherical polynomial\r\n */\r\n public yz: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * The zx coefficients of the spherical polynomial\r\n */\r\n public zx: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Adds an ambient color to the spherical polynomial\r\n * @param color the color to add\r\n */\r\n public addAmbient(color: Color3): void {\r\n var colorVector = new Vector3(color.r, color.g, color.b);\r\n this.xx = this.xx.add(colorVector);\r\n this.yy = this.yy.add(colorVector);\r\n this.zz = this.zz.add(colorVector);\r\n }\r\n\r\n /**\r\n * Scales the spherical polynomial by the given amount\r\n * @param scale the amount to scale\r\n */\r\n public scaleInPlace(scale: number) {\r\n this.x.scaleInPlace(scale);\r\n this.y.scaleInPlace(scale);\r\n this.z.scaleInPlace(scale);\r\n this.xx.scaleInPlace(scale);\r\n this.yy.scaleInPlace(scale);\r\n this.zz.scaleInPlace(scale);\r\n this.yz.scaleInPlace(scale);\r\n this.zx.scaleInPlace(scale);\r\n this.xy.scaleInPlace(scale);\r\n }\r\n\r\n /**\r\n * Gets the spherical polynomial from harmonics\r\n * @param harmonics the spherical harmonics\r\n * @returns the spherical polynomial\r\n */\r\n public static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial {\r\n var result = new SphericalPolynomial();\r\n result._harmonics = harmonics;\r\n\r\n result.x = harmonics.l11.scale(1.02333).scale(-1);\r\n result.y = harmonics.l1_1.scale(1.02333).scale(-1);\r\n result.z = harmonics.l10.scale(1.02333);\r\n\r\n result.xx = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).add(harmonics.l22.scale(0.429043));\r\n result.yy = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).subtract(harmonics.l22.scale(0.429043));\r\n result.zz = harmonics.l00.scale(0.886277).add(harmonics.l20.scale(0.495417));\r\n\r\n result.yz = harmonics.l2_1.scale(0.858086).scale(-1);\r\n result.zx = harmonics.l21.scale(0.858086).scale(-1);\r\n result.xy = harmonics.l2_2.scale(0.858086);\r\n\r\n result.scaleInPlace(1.0 / Math.PI);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Constructs a spherical polynomial from an array.\r\n * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)\r\n * @returns the spherical polynomial\r\n */\r\n public static FromArray(data: ArrayLike>): SphericalPolynomial {\r\n const sp = new SphericalPolynomial();\r\n Vector3.FromArrayToRef(data[0], 0, sp.x);\r\n Vector3.FromArrayToRef(data[1], 0, sp.y);\r\n Vector3.FromArrayToRef(data[2], 0, sp.z);\r\n Vector3.FromArrayToRef(data[3], 0, sp.xx);\r\n Vector3.FromArrayToRef(data[4], 0, sp.yy);\r\n Vector3.FromArrayToRef(data[5], 0, sp.zz);\r\n Vector3.FromArrayToRef(data[6], 0, sp.yz);\r\n Vector3.FromArrayToRef(data[7], 0, sp.zx);\r\n Vector3.FromArrayToRef(data[8], 0, sp.xy);\r\n return sp;\r\n }\r\n}\r\n","import { Nullable } from \"../../types\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Vector4 } from \"../../Maths/math.vector\";\r\nimport { Color4 } from '../../Maths/math.color';\r\nimport { Mesh, _CreationDataStorage } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\n\r\nVertexData.CreateBox = function(options: { size?: number, width?: number, height?: number, depth?: number, faceUV?: Vector4[], faceColors?: Color4[], sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, wrap?: boolean, topBaseAt?: number, bottomBaseAt?: number }): VertexData {\r\n var nbFaces = 6;\r\n var indices = [0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 13, 14, 12, 14, 15, 16, 17, 18, 16, 18, 19, 20, 21, 22, 20, 22, 23];\r\n var normals = [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0];\r\n var uvs = [];\r\n var positions = [];\r\n var width = options.width || options.size || 1;\r\n var height = options.height || options.size || 1;\r\n var depth = options.depth || options.size || 1;\r\n var wrap = options.wrap || false;\r\n var topBaseAt = (options.topBaseAt === void 0) ? 1 : options.topBaseAt;\r\n var bottomBaseAt = (options.bottomBaseAt === void 0) ? 0 : options.bottomBaseAt;\r\n topBaseAt = (topBaseAt + 4) % 4; // places values as 0 to 3\r\n bottomBaseAt = (bottomBaseAt + 4) % 4; // places values as 0 to 3\r\n var topOrder = [2, 0, 3, 1];\r\n var bottomOrder = [2, 0, 1, 3];\r\n var topIndex = topOrder[topBaseAt];\r\n var bottomIndex = bottomOrder[bottomBaseAt];\r\n var basePositions = [1, -1, 1, -1, -1, 1, -1, 1, 1, 1, 1, 1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1, 1, 1, -1, 1, -1, -1, 1, -1, 1, 1, 1, 1, -1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1, 1, 1, -1, 1, -1, 1, 1, -1, 1, 1, 1, 1, -1, 1, 1, -1, -1, -1, -1, -1, -1, -1, 1];\r\n if (wrap) {\r\n indices = [2, 3, 0, 2, 0, 1, 4, 5, 6, 4, 6, 7, 9, 10, 11, 9, 11, 8, 12, 14, 15, 12, 13, 14];\r\n basePositions = [-1, 1, 1, 1, 1, 1, 1, -1, 1, -1, -1, 1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1, 1, 1, 1, 1, 1, -1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1, 1, 1, -1, -1, 1, -1, -1, -1];\r\n var topFaceBase: any = [[1, 1, 1], [-1, 1, 1], [-1, 1, -1], [1, 1, -1]];\r\n var bottomFaceBase: any = [[-1, -1, 1], [1, -1, 1], [1, -1, -1], [-1, -1, -1]];\r\n var topFaceOrder: any = [17, 18, 19, 16];\r\n var bottomFaceOrder: any = [22, 23, 20, 21];\r\n while (topIndex > 0) {\r\n topFaceBase.unshift(topFaceBase.pop());\r\n topFaceOrder.unshift(topFaceOrder.pop());\r\n topIndex--;\r\n }\r\n while (bottomIndex > 0) {\r\n bottomFaceBase.unshift(bottomFaceBase.pop());\r\n bottomFaceOrder.unshift(bottomFaceOrder.pop());\r\n bottomIndex--;\r\n }\r\n topFaceBase = topFaceBase.flat();\r\n bottomFaceBase = bottomFaceBase.flat();\r\n basePositions = basePositions.concat(topFaceBase).concat(bottomFaceBase);\r\n indices.push(topFaceOrder[0], topFaceOrder[2], topFaceOrder[3], topFaceOrder[0], topFaceOrder[1], topFaceOrder[2]);\r\n indices.push(bottomFaceOrder[0], bottomFaceOrder[2], bottomFaceOrder[3], bottomFaceOrder[0], bottomFaceOrder[1], bottomFaceOrder[2]);\r\n }\r\n var scaleArray = [width / 2, height / 2, depth / 2];\r\n positions = basePositions.reduce(\r\n (accumulator: Array, currentValue, currentIndex) => accumulator.concat(currentValue * scaleArray[currentIndex % 3]),\r\n []\r\n );\r\n\r\n var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n\r\n var faceUV: Vector4[] = options.faceUV || new Array(6);\r\n var faceColors = options.faceColors;\r\n var colors = [];\r\n\r\n // default face colors and UV if undefined\r\n for (var f = 0; f < 6; f++) {\r\n if (faceUV[f] === undefined) {\r\n faceUV[f] = new Vector4(0, 0, 1, 1);\r\n }\r\n if (faceColors && faceColors[f] === undefined) {\r\n faceColors[f] = new Color4(1, 1, 1, 1);\r\n }\r\n }\r\n\r\n // Create each face in turn.\r\n for (var index = 0; index < nbFaces; index++) {\r\n uvs.push(faceUV[index].z, faceUV[index].w);\r\n uvs.push(faceUV[index].x, faceUV[index].w);\r\n uvs.push(faceUV[index].x, faceUV[index].y);\r\n uvs.push(faceUV[index].z, faceUV[index].y);\r\n if (faceColors) {\r\n for (var c = 0; c < 4; c++) {\r\n colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);\r\n }\r\n }\r\n }\r\n\r\n // sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n\r\n // Result\r\n var vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n if (faceColors) {\r\n var totalColors = (sideOrientation === VertexData.DOUBLESIDE) ? colors.concat(colors) : colors;\r\n vertexData.colors = totalColors;\r\n }\r\n\r\n return vertexData;\r\n};\r\n\r\nMesh.CreateBox = (name: string, size: number, scene: Nullable = null, updatable?: boolean, sideOrientation?: number): Mesh => {\r\n var options = {\r\n size: size,\r\n sideOrientation: sideOrientation,\r\n updatable: updatable\r\n };\r\n\r\n return BoxBuilder.CreateBox(name, options, scene);\r\n};\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n */\r\nexport class BoxBuilder {\r\n /**\r\n * Creates a box mesh\r\n * * The parameter `size` sets the size (float) of each box side (default 1)\r\n * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)\r\n * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)\r\n * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#box\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the box mesh\r\n */\r\n public static CreateBox(name: string, options: { size?: number, width?: number, height?: number, depth?: number, faceUV?: Vector4[], faceColors?: Color4[], sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, wrap?: boolean, topBaseAt?: number, bottomBaseAt?: number, updatable?: boolean }, scene: Nullable = null): Mesh {\r\n var box = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n box._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n var vertexData = VertexData.CreateBox(options);\r\n\r\n vertexData.applyToMesh(box, options.updatable);\r\n\r\n return box;\r\n }\r\n}","import { Vector4, Vector3, Vector2 } from \"../../Maths/math.vector\";\r\nimport { Color4 } from '../../Maths/math.color';\r\nimport { Mesh, _CreationDataStorage } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Nullable } from \"../../types\";\r\nimport { Axis } from '../../Maths/math.axis';\r\n\r\nVertexData.CreateCylinder = function(options: { height?: number, diameterTop?: number, diameterBottom?: number, diameter?: number, tessellation?: number, subdivisions?: number, arc?: number, faceColors?: Color4[], faceUV?: Vector4[], hasRings?: boolean, enclose?: boolean, cap?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }): VertexData {\r\n var height: number = options.height || 2;\r\n var diameterTop: number = (options.diameterTop === 0) ? 0 : options.diameterTop || options.diameter || 1;\r\n var diameterBottom: number = (options.diameterBottom === 0) ? 0 : options.diameterBottom || options.diameter || 1;\r\n diameterTop = diameterTop || 0.00001; // Prevent broken normals\r\n diameterBottom = diameterBottom || 0.00001; // Prevent broken normals\r\n var tessellation: number = options.tessellation || 24;\r\n var subdivisions: number = options.subdivisions || 1;\r\n var hasRings: boolean = options.hasRings ? true : false;\r\n var enclose: boolean = options.enclose ? true : false;\r\n var cap = (options.cap === 0) ? 0 : options.cap || Mesh.CAP_ALL;\r\n var arc: number = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;\r\n var sideOrientation: number = (options.sideOrientation === 0) ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n var faceUV: Vector4[] = options.faceUV || new Array(3);\r\n var faceColors = options.faceColors;\r\n // default face colors and UV if undefined\r\n var quadNb: number = (arc !== 1 && enclose) ? 2 : 0;\r\n var ringNb: number = (hasRings) ? subdivisions : 1;\r\n var surfaceNb: number = 2 + (1 + quadNb) * ringNb;\r\n var f: number;\r\n\r\n for (f = 0; f < surfaceNb; f++) {\r\n if (faceColors && faceColors[f] === undefined) {\r\n faceColors[f] = new Color4(1, 1, 1, 1);\r\n }\r\n }\r\n for (f = 0; f < surfaceNb; f++) {\r\n if (faceUV && faceUV[f] === undefined) {\r\n faceUV[f] = new Vector4(0, 0, 1, 1);\r\n }\r\n }\r\n\r\n var indices = new Array();\r\n var positions = new Array();\r\n var normals = new Array();\r\n var uvs = new Array();\r\n var colors = new Array();\r\n\r\n var angle_step = Math.PI * 2 * arc / tessellation;\r\n var angle: number;\r\n var h: number;\r\n var radius: number;\r\n var tan = (diameterBottom - diameterTop) / 2 / height;\r\n var ringVertex: Vector3 = Vector3.Zero();\r\n var ringNormal: Vector3 = Vector3.Zero();\r\n var ringFirstVertex: Vector3 = Vector3.Zero();\r\n var ringFirstNormal: Vector3 = Vector3.Zero();\r\n var quadNormal: Vector3 = Vector3.Zero();\r\n var Y: Vector3 = Axis.Y;\r\n\r\n // positions, normals, uvs\r\n var i: number;\r\n var j: number;\r\n var r: number;\r\n var ringIdx: number = 1;\r\n var s: number = 1; // surface index\r\n var cs: number = 0;\r\n var v: number = 0;\r\n\r\n for (i = 0; i <= subdivisions; i++) {\r\n h = i / subdivisions;\r\n radius = (h * (diameterTop - diameterBottom) + diameterBottom) / 2;\r\n ringIdx = (hasRings && i !== 0 && i !== subdivisions) ? 2 : 1;\r\n for (r = 0; r < ringIdx; r++) {\r\n if (hasRings) {\r\n s += r;\r\n }\r\n if (enclose) {\r\n s += 2 * r;\r\n }\r\n for (j = 0; j <= tessellation; j++) {\r\n angle = j * angle_step;\r\n\r\n // position\r\n ringVertex.x = Math.cos(-angle) * radius;\r\n ringVertex.y = -height / 2 + h * height;\r\n ringVertex.z = Math.sin(-angle) * radius;\r\n\r\n // normal\r\n if (diameterTop === 0 && i === subdivisions) {\r\n // if no top cap, reuse former normals\r\n ringNormal.x = normals[normals.length - (tessellation + 1) * 3];\r\n ringNormal.y = normals[normals.length - (tessellation + 1) * 3 + 1];\r\n ringNormal.z = normals[normals.length - (tessellation + 1) * 3 + 2];\r\n }\r\n else {\r\n ringNormal.x = ringVertex.x;\r\n ringNormal.z = ringVertex.z;\r\n ringNormal.y = Math.sqrt(ringNormal.x * ringNormal.x + ringNormal.z * ringNormal.z) * tan;\r\n ringNormal.normalize();\r\n }\r\n\r\n // keep first ring vertex values for enclose\r\n if (j === 0) {\r\n ringFirstVertex.copyFrom(ringVertex);\r\n ringFirstNormal.copyFrom(ringNormal);\r\n }\r\n\r\n positions.push(ringVertex.x, ringVertex.y, ringVertex.z);\r\n normals.push(ringNormal.x, ringNormal.y, ringNormal.z);\r\n if (hasRings) {\r\n v = (cs !== s) ? faceUV[s].y : faceUV[s].w;\r\n } else {\r\n v = faceUV[s].y + (faceUV[s].w - faceUV[s].y) * h;\r\n }\r\n uvs.push(faceUV[s].x + (faceUV[s].z - faceUV[s].x) * j / tessellation, v);\r\n if (faceColors) {\r\n colors.push(faceColors[s].r, faceColors[s].g, faceColors[s].b, faceColors[s].a);\r\n }\r\n }\r\n\r\n // if enclose, add four vertices and their dedicated normals\r\n if (arc !== 1 && enclose) {\r\n positions.push(ringVertex.x, ringVertex.y, ringVertex.z);\r\n positions.push(0, ringVertex.y, 0);\r\n positions.push(0, ringVertex.y, 0);\r\n positions.push(ringFirstVertex.x, ringFirstVertex.y, ringFirstVertex.z);\r\n Vector3.CrossToRef(Y, ringNormal, quadNormal);\r\n quadNormal.normalize();\r\n normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);\r\n Vector3.CrossToRef(ringFirstNormal, Y, quadNormal);\r\n quadNormal.normalize();\r\n normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);\r\n if (hasRings) {\r\n v = (cs !== s) ? faceUV[s + 1].y : faceUV[s + 1].w;\r\n } else {\r\n v = faceUV[s + 1].y + (faceUV[s + 1].w - faceUV[s + 1].y) * h;\r\n }\r\n uvs.push(faceUV[s + 1].x, v);\r\n uvs.push(faceUV[s + 1].z, v);\r\n if (hasRings) {\r\n v = (cs !== s) ? faceUV[s + 2].y : faceUV[s + 2].w;\r\n } else {\r\n v = faceUV[s + 2].y + (faceUV[s + 2].w - faceUV[s + 2].y) * h;\r\n }\r\n uvs.push(faceUV[s + 2].x, v);\r\n uvs.push(faceUV[s + 2].z, v);\r\n if (faceColors) {\r\n colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);\r\n colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);\r\n colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);\r\n colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);\r\n }\r\n }\r\n if (cs !== s) {\r\n cs = s;\r\n }\r\n\r\n }\r\n\r\n }\r\n\r\n // indices\r\n var e: number = (arc !== 1 && enclose) ? tessellation + 4 : tessellation; // correction of number of iteration if enclose\r\n var s: number;\r\n i = 0;\r\n for (s = 0; s < subdivisions; s++) {\r\n let i0: number = 0;\r\n let i1: number = 0;\r\n let i2: number = 0;\r\n let i3: number = 0;\r\n for (j = 0; j < tessellation; j++) {\r\n i0 = i * (e + 1) + j;\r\n i1 = (i + 1) * (e + 1) + j;\r\n i2 = i * (e + 1) + (j + 1);\r\n i3 = (i + 1) * (e + 1) + (j + 1);\r\n indices.push(i0, i1, i2);\r\n indices.push(i3, i2, i1);\r\n }\r\n if (arc !== 1 && enclose) { // if enclose, add two quads\r\n indices.push(i0 + 2, i1 + 2, i2 + 2);\r\n indices.push(i3 + 2, i2 + 2, i1 + 2);\r\n indices.push(i0 + 4, i1 + 4, i2 + 4);\r\n indices.push(i3 + 4, i2 + 4, i1 + 4);\r\n }\r\n i = (hasRings) ? (i + 2) : (i + 1);\r\n }\r\n\r\n // Caps\r\n var createCylinderCap = (isTop: boolean) => {\r\n var radius = isTop ? diameterTop / 2 : diameterBottom / 2;\r\n if (radius === 0) {\r\n return;\r\n }\r\n\r\n // Cap positions, normals & uvs\r\n var angle;\r\n var circleVector;\r\n var i: number;\r\n var u: Vector4 = (isTop) ? faceUV[surfaceNb - 1] : faceUV[0];\r\n var c: Nullable = null;\r\n if (faceColors) {\r\n c = (isTop) ? faceColors[surfaceNb - 1] : faceColors[0];\r\n }\r\n // cap center\r\n var vbase = positions.length / 3;\r\n var offset = isTop ? height / 2 : -height / 2;\r\n var center = new Vector3(0, offset, 0);\r\n positions.push(center.x, center.y, center.z);\r\n normals.push(0, isTop ? 1 : -1, 0);\r\n uvs.push(u.x + (u.z - u.x) * 0.5, u.y + (u.w - u.y) * 0.5);\r\n if (c) {\r\n colors.push(c.r, c.g, c.b, c.a);\r\n }\r\n\r\n var textureScale = new Vector2(0.5, 0.5);\r\n for (i = 0; i <= tessellation; i++) {\r\n angle = Math.PI * 2 * i * arc / tessellation;\r\n var cos = Math.cos(-angle);\r\n var sin = Math.sin(-angle);\r\n circleVector = new Vector3(cos * radius, offset, sin * radius);\r\n var textureCoordinate = new Vector2(cos * textureScale.x + 0.5, sin * textureScale.y + 0.5);\r\n positions.push(circleVector.x, circleVector.y, circleVector.z);\r\n normals.push(0, isTop ? 1 : -1, 0);\r\n uvs.push(u.x + (u.z - u.x) * textureCoordinate.x, u.y + (u.w - u.y) * textureCoordinate.y);\r\n if (c) {\r\n colors.push(c.r, c.g, c.b, c.a);\r\n }\r\n }\r\n // Cap indices\r\n for (i = 0; i < tessellation; i++) {\r\n if (!isTop) {\r\n indices.push(vbase);\r\n indices.push(vbase + (i + 1));\r\n indices.push(vbase + (i + 2));\r\n }\r\n else {\r\n indices.push(vbase);\r\n indices.push(vbase + (i + 2));\r\n indices.push(vbase + (i + 1));\r\n }\r\n }\r\n };\r\n\r\n // add caps to geometry based on cap parameter\r\n if ((cap === Mesh.CAP_START)\r\n || (cap === Mesh.CAP_ALL)) {\r\n createCylinderCap(false);\r\n }\r\n if ((cap === Mesh.CAP_END)\r\n || (cap === Mesh.CAP_ALL)) {\r\n createCylinderCap(true);\r\n }\r\n\r\n // Sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n\r\n var vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n if (faceColors) {\r\n vertexData.colors = colors;\r\n }\r\n\r\n return vertexData;\r\n};\r\n\r\nMesh.CreateCylinder = (name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh => {\r\n if (scene === undefined || !(scene instanceof Scene)) {\r\n if (scene !== undefined) {\r\n sideOrientation = updatable || Mesh.DEFAULTSIDE;\r\n updatable = scene;\r\n }\r\n scene = subdivisions;\r\n subdivisions = 1;\r\n }\r\n\r\n var options = {\r\n height: height,\r\n diameterTop: diameterTop,\r\n diameterBottom: diameterBottom,\r\n tessellation: tessellation,\r\n subdivisions: subdivisions,\r\n sideOrientation: sideOrientation,\r\n updatable: updatable\r\n };\r\n\r\n return CylinderBuilder.CreateCylinder(name, options, scene);\r\n};\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n */\r\nexport class CylinderBuilder {\r\n /**\r\n * Creates a cylinder or a cone mesh\r\n * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).\r\n * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).\r\n * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter \"diameterBottom\" can't be zero.\r\n * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.\r\n * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).\r\n * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.\r\n * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.\r\n * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).\r\n * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.\r\n * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).\r\n * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3\r\n * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7\r\n * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17\r\n * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.\r\n * * If `enclose` is false, a ring surface is one element.\r\n * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.\r\n * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the cylinder mesh\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone\r\n */\r\n public static CreateCylinder(name: string, options: { height?: number, diameterTop?: number, diameterBottom?: number, diameter?: number, tessellation?: number, subdivisions?: number, arc?: number, faceColors?: Color4[], faceUV?: Vector4[], updatable?: boolean, hasRings?: boolean, enclose?: boolean, cap?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }, scene: any): Mesh {\r\n var cylinder = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n cylinder._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n var vertexData = VertexData.CreateCylinder(options);\r\n\r\n vertexData.applyToMesh(cylinder, options.updatable);\r\n\r\n return cylinder;\r\n }\r\n}\r\n","import { Nullable, IndicesArray } from \"../../types\";\r\nimport { Vector3, Matrix } from \"../../Maths/math.vector\";\r\nimport { Mesh, _CreationDataStorage } from \"../mesh\";\r\nimport { VertexBuffer } from \"../buffer\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { AbstractMesh } from \"../abstractMesh\";\r\nimport { Camera } from \"../../Cameras/camera\";\r\nimport { PositionNormalVertex } from '../../Maths/math.vertexFormat';\r\n\r\nMesh.CreateDecal = (name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh => {\r\n var options = {\r\n position: position,\r\n normal: normal,\r\n size: size,\r\n angle: angle\r\n };\r\n\r\n return DecalBuilder.CreateDecal(name, sourceMesh, options);\r\n};\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n */\r\nexport class DecalBuilder {\r\n /**\r\n * Creates a decal mesh.\r\n * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal\r\n * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates\r\n * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates\r\n * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling\r\n * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal\r\n * @param name defines the name of the mesh\r\n * @param sourceMesh defines the mesh where the decal must be applied\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the decal mesh\r\n * @see https://doc.babylonjs.com/how_to/decals\r\n */\r\n public static CreateDecal(name: string, sourceMesh: AbstractMesh, options: { position?: Vector3, normal?: Vector3, size?: Vector3, angle?: number }): Mesh {\r\n var indices = sourceMesh.getIndices();\r\n var positions = sourceMesh.getVerticesData(VertexBuffer.PositionKind);\r\n var normals = sourceMesh.getVerticesData(VertexBuffer.NormalKind);\r\n var position = options.position || Vector3.Zero();\r\n var normal = options.normal || Vector3.Up();\r\n var size = options.size || Vector3.One();\r\n var angle = options.angle || 0;\r\n\r\n // Getting correct rotation\r\n if (!normal) {\r\n var target = new Vector3(0, 0, 1);\r\n var camera = sourceMesh.getScene().activeCamera;\r\n var cameraWorldTarget = Vector3.TransformCoordinates(target, camera.getWorldMatrix());\r\n\r\n normal = camera.globalPosition.subtract(cameraWorldTarget);\r\n }\r\n\r\n var yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;\r\n var len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);\r\n var pitch = Math.atan2(normal.y, len);\r\n\r\n // Matrix\r\n var decalWorldMatrix = Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(Matrix.Translation(position.x, position.y, position.z));\r\n var inverseDecalWorldMatrix = Matrix.Invert(decalWorldMatrix);\r\n var meshWorldMatrix = sourceMesh.getWorldMatrix();\r\n var transformMatrix = meshWorldMatrix.multiply(inverseDecalWorldMatrix);\r\n\r\n var vertexData = new VertexData();\r\n vertexData.indices = [];\r\n vertexData.positions = [];\r\n vertexData.normals = [];\r\n vertexData.uvs = [];\r\n\r\n var currentVertexDataIndex = 0;\r\n\r\n var extractDecalVector3 = (indexId: number): PositionNormalVertex => {\r\n var result = new PositionNormalVertex();\r\n if (!indices || !positions || !normals) {\r\n return result;\r\n }\r\n\r\n var vertexId = indices[indexId];\r\n result.position = new Vector3(positions[vertexId * 3], positions[vertexId * 3 + 1], positions[vertexId * 3 + 2]);\r\n\r\n // Send vector to decal local world\r\n result.position = Vector3.TransformCoordinates(result.position, transformMatrix);\r\n\r\n // Get normal\r\n result.normal = new Vector3(normals[vertexId * 3], normals[vertexId * 3 + 1], normals[vertexId * 3 + 2]);\r\n result.normal = Vector3.TransformNormal(result.normal, transformMatrix);\r\n\r\n return result;\r\n }; // Inspired by https://github.com/mrdoob/three.js/blob/eee231960882f6f3b6113405f524956145148146/examples/js/geometries/DecalGeometry.js\r\n var clip = (vertices: PositionNormalVertex[], axis: Vector3): PositionNormalVertex[] => {\r\n if (vertices.length === 0) {\r\n return vertices;\r\n }\r\n\r\n var clipSize = 0.5 * Math.abs(Vector3.Dot(size, axis));\r\n\r\n var clipVertices = (v0: PositionNormalVertex, v1: PositionNormalVertex): PositionNormalVertex => {\r\n var clipFactor = Vector3.GetClipFactor(v0.position, v1.position, axis, clipSize);\r\n\r\n return new PositionNormalVertex(\r\n Vector3.Lerp(v0.position, v1.position, clipFactor),\r\n Vector3.Lerp(v0.normal, v1.normal, clipFactor)\r\n );\r\n };\r\n var result = new Array();\r\n\r\n for (var index = 0; index < vertices.length; index += 3) {\r\n var v1Out: boolean;\r\n var v2Out: boolean;\r\n var v3Out: boolean;\r\n var total = 0;\r\n let nV1: Nullable = null;\r\n let nV2: Nullable = null;\r\n let nV3: Nullable = null;\r\n let nV4: Nullable = null;\r\n\r\n var d1 = Vector3.Dot(vertices[index].position, axis) - clipSize;\r\n var d2 = Vector3.Dot(vertices[index + 1].position, axis) - clipSize;\r\n var d3 = Vector3.Dot(vertices[index + 2].position, axis) - clipSize;\r\n\r\n v1Out = d1 > 0;\r\n v2Out = d2 > 0;\r\n v3Out = d3 > 0;\r\n\r\n total = (v1Out ? 1 : 0) + (v2Out ? 1 : 0) + (v3Out ? 1 : 0);\r\n\r\n switch (total) {\r\n case 0:\r\n result.push(vertices[index]);\r\n result.push(vertices[index + 1]);\r\n result.push(vertices[index + 2]);\r\n break;\r\n case 1:\r\n\r\n if (v1Out) {\r\n nV1 = vertices[index + 1];\r\n nV2 = vertices[index + 2];\r\n nV3 = clipVertices(vertices[index], nV1);\r\n nV4 = clipVertices(vertices[index], nV2);\r\n }\r\n\r\n if (v2Out) {\r\n nV1 = vertices[index];\r\n nV2 = vertices[index + 2];\r\n nV3 = clipVertices(vertices[index + 1], nV1);\r\n nV4 = clipVertices(vertices[index + 1], nV2);\r\n\r\n result.push(nV3);\r\n result.push(nV2.clone());\r\n result.push(nV1.clone());\r\n\r\n result.push(nV2.clone());\r\n result.push(nV3.clone());\r\n result.push(nV4);\r\n break;\r\n }\r\n if (v3Out) {\r\n nV1 = vertices[index];\r\n nV2 = vertices[index + 1];\r\n nV3 = clipVertices(vertices[index + 2], nV1);\r\n nV4 = clipVertices(vertices[index + 2], nV2);\r\n }\r\n\r\n if (nV1 && nV2 && nV3 && nV4) {\r\n result.push(nV1.clone());\r\n result.push(nV2.clone());\r\n result.push(nV3);\r\n\r\n result.push(nV4);\r\n result.push(nV3.clone());\r\n result.push(nV2.clone());\r\n }\r\n break;\r\n case 2:\r\n if (!v1Out) {\r\n nV1 = vertices[index].clone();\r\n nV2 = clipVertices(nV1, vertices[index + 1]);\r\n nV3 = clipVertices(nV1, vertices[index + 2]);\r\n result.push(nV1);\r\n result.push(nV2);\r\n result.push(nV3);\r\n }\r\n if (!v2Out) {\r\n nV1 = vertices[index + 1].clone();\r\n nV2 = clipVertices(nV1, vertices[index + 2]);\r\n nV3 = clipVertices(nV1, vertices[index]);\r\n result.push(nV1);\r\n result.push(nV2);\r\n result.push(nV3);\r\n }\r\n if (!v3Out) {\r\n nV1 = vertices[index + 2].clone();\r\n nV2 = clipVertices(nV1, vertices[index]);\r\n nV3 = clipVertices(nV1, vertices[index + 1]);\r\n result.push(nV1);\r\n result.push(nV2);\r\n result.push(nV3);\r\n }\r\n break;\r\n case 3:\r\n break;\r\n }\r\n }\r\n\r\n return result;\r\n };\r\n for (var index = 0; index < indices.length; index += 3) {\r\n var faceVertices = new Array();\r\n\r\n faceVertices.push(extractDecalVector3(index));\r\n faceVertices.push(extractDecalVector3(index + 1));\r\n faceVertices.push(extractDecalVector3(index + 2));\r\n\r\n // Clip\r\n faceVertices = clip(faceVertices, new Vector3(1, 0, 0));\r\n faceVertices = clip(faceVertices, new Vector3(-1, 0, 0));\r\n faceVertices = clip(faceVertices, new Vector3(0, 1, 0));\r\n faceVertices = clip(faceVertices, new Vector3(0, -1, 0));\r\n faceVertices = clip(faceVertices, new Vector3(0, 0, 1));\r\n faceVertices = clip(faceVertices, new Vector3(0, 0, -1));\r\n\r\n if (faceVertices.length === 0) {\r\n continue;\r\n }\r\n\r\n // Add UVs and get back to world\r\n for (var vIndex = 0; vIndex < faceVertices.length; vIndex++) {\r\n var vertex = faceVertices[vIndex];\r\n\r\n //TODO check for Int32Array | Uint32Array | Uint16Array\r\n (vertexData.indices).push(currentVertexDataIndex);\r\n vertex.position.toArray(vertexData.positions, currentVertexDataIndex * 3);\r\n vertex.normal.toArray(vertexData.normals, currentVertexDataIndex * 3);\r\n (vertexData.uvs).push(0.5 + vertex.position.x / size.x);\r\n (vertexData.uvs).push(0.5 + vertex.position.y / size.y);\r\n\r\n currentVertexDataIndex++;\r\n }\r\n }\r\n\r\n // Return mesh\r\n var decal = new Mesh(name, sourceMesh.getScene());\r\n vertexData.applyToMesh(decal);\r\n\r\n decal.position = position.clone();\r\n decal.rotation = new Vector3(pitch, yaw, angle);\r\n\r\n return decal;\r\n }\r\n}","import { Nullable } from \"../../types\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Vector4 } from \"../../Maths/math.vector\";\r\nimport { Mesh, _CreationDataStorage } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\n\r\nVertexData.CreateDisc = function(options: { radius?: number, tessellation?: number, arc?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }): VertexData {\r\n var positions = new Array();\r\n var indices = new Array();\r\n var normals = new Array();\r\n var uvs = new Array();\r\n\r\n var radius = options.radius || 0.5;\r\n var tessellation = options.tessellation || 64;\r\n var arc: number = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;\r\n var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n\r\n // positions and uvs\r\n positions.push(0, 0, 0); // disc center first\r\n uvs.push(0.5, 0.5);\r\n\r\n var theta = Math.PI * 2 * arc;\r\n var step = theta / tessellation;\r\n for (var a = 0; a < theta; a += step) {\r\n var x = Math.cos(a);\r\n var y = Math.sin(a);\r\n var u = (x + 1) / 2;\r\n var v = (1 - y) / 2;\r\n positions.push(radius * x, radius * y, 0);\r\n uvs.push(u, v);\r\n }\r\n if (arc === 1) {\r\n positions.push(positions[3], positions[4], positions[5]); // close the circle\r\n uvs.push(uvs[2], uvs[3]);\r\n }\r\n\r\n //indices\r\n var vertexNb = positions.length / 3;\r\n for (var i = 1; i < vertexNb - 1; i++) {\r\n indices.push(i + 1, 0, i);\r\n }\r\n\r\n // result\r\n VertexData.ComputeNormals(positions, indices, normals);\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n\r\n var vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n return vertexData;\r\n};\r\n\r\nMesh.CreateDisc = (name: string, radius: number, tessellation: number, scene: Nullable = null, updatable?: boolean, sideOrientation?: number): Mesh => {\r\n var options = {\r\n radius: radius,\r\n tessellation: tessellation,\r\n sideOrientation: sideOrientation,\r\n updatable: updatable\r\n };\r\n\r\n return DiscBuilder.CreateDisc(name, options, scene);\r\n};\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n */\r\nexport class DiscBuilder {\r\n /**\r\n * Creates a plane polygonal mesh. By default, this is a disc\r\n * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)\r\n * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc\r\n * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the plane polygonal mesh\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon\r\n */\r\n public static CreateDisc(name: string, options: { radius?: number, tessellation?: number, arc?: number, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }, scene: Nullable = null): Mesh {\r\n var disc = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n disc._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n var vertexData = VertexData.CreateDisc(options);\r\n\r\n vertexData.applyToMesh(disc, options.updatable);\r\n\r\n return disc;\r\n }\r\n}","import { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Color3 } from '../../Maths/math.color';\r\nimport { Mesh, _CreationDataStorage } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { GroundMesh } from \"../groundMesh\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { Nullable } from '../../types';\r\nimport { EngineStore } from '../../Engines/engineStore';\r\nimport { Epsilon } from '../../Maths/math.constants';\r\nimport { CanvasGenerator } from '../../Misc/canvasGenerator';\r\n\r\nVertexData.CreateGround = function(options: { width?: number, height?: number, subdivisions?: number, subdivisionsX?: number, subdivisionsY?: number }): VertexData {\r\n var indices = [];\r\n var positions = [];\r\n var normals = [];\r\n var uvs = [];\r\n var row: number, col: number;\r\n\r\n var width: number = options.width || 1;\r\n var height: number = options.height || 1;\r\n var subdivisionsX: number = options.subdivisionsX || options.subdivisions || 1;\r\n var subdivisionsY: number = options.subdivisionsY || options.subdivisions || 1;\r\n\r\n for (row = 0; row <= subdivisionsY; row++) {\r\n for (col = 0; col <= subdivisionsX; col++) {\r\n var position = new Vector3((col * width) / subdivisionsX - (width / 2.0), 0, ((subdivisionsY - row) * height) / subdivisionsY - (height / 2.0));\r\n var normal = new Vector3(0, 1.0, 0);\r\n\r\n positions.push(position.x, position.y, position.z);\r\n normals.push(normal.x, normal.y, normal.z);\r\n uvs.push(col / subdivisionsX, 1.0 - row / subdivisionsY);\r\n }\r\n }\r\n\r\n for (row = 0; row < subdivisionsY; row++) {\r\n for (col = 0; col < subdivisionsX; col++) {\r\n indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));\r\n indices.push(col + 1 + row * (subdivisionsX + 1));\r\n indices.push(col + row * (subdivisionsX + 1));\r\n\r\n indices.push(col + (row + 1) * (subdivisionsX + 1));\r\n indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));\r\n indices.push(col + row * (subdivisionsX + 1));\r\n }\r\n }\r\n\r\n // Result\r\n var vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n return vertexData;\r\n};\r\n\r\nVertexData.CreateTiledGround = function(options: { xmin: number, zmin: number, xmax: number, zmax: number, subdivisions?: { w: number; h: number; }, precision?: { w: number; h: number; } }): VertexData {\r\n var xmin = (options.xmin !== undefined && options.xmin !== null) ? options.xmin : -1.0;\r\n var zmin = (options.zmin !== undefined && options.zmin !== null) ? options.zmin : -1.0;\r\n var xmax = (options.xmax !== undefined && options.xmax !== null) ? options.xmax : 1.0;\r\n var zmax = (options.zmax !== undefined && options.zmax !== null) ? options.zmax : 1.0;\r\n var subdivisions = options.subdivisions || { w: 1, h: 1 };\r\n var precision = options.precision || { w: 1, h: 1 };\r\n\r\n var indices = new Array();\r\n var positions = new Array();\r\n var normals = new Array();\r\n var uvs = new Array();\r\n var row: number, col: number, tileRow: number, tileCol: number;\r\n\r\n subdivisions.h = (subdivisions.h < 1) ? 1 : subdivisions.h;\r\n subdivisions.w = (subdivisions.w < 1) ? 1 : subdivisions.w;\r\n precision.w = (precision.w < 1) ? 1 : precision.w;\r\n precision.h = (precision.h < 1) ? 1 : precision.h;\r\n\r\n var tileSize = {\r\n 'w': (xmax - xmin) / subdivisions.w,\r\n 'h': (zmax - zmin) / subdivisions.h\r\n };\r\n\r\n function applyTile(xTileMin: number, zTileMin: number, xTileMax: number, zTileMax: number) {\r\n // Indices\r\n var base = positions.length / 3;\r\n var rowLength = precision.w + 1;\r\n for (row = 0; row < precision.h; row++) {\r\n for (col = 0; col < precision.w; col++) {\r\n var square = [\r\n base + col + row * rowLength,\r\n base + (col + 1) + row * rowLength,\r\n base + (col + 1) + (row + 1) * rowLength,\r\n base + col + (row + 1) * rowLength\r\n ];\r\n\r\n indices.push(square[1]);\r\n indices.push(square[2]);\r\n indices.push(square[3]);\r\n indices.push(square[0]);\r\n indices.push(square[1]);\r\n indices.push(square[3]);\r\n }\r\n }\r\n\r\n // Position, normals and uvs\r\n var position = Vector3.Zero();\r\n var normal = new Vector3(0, 1.0, 0);\r\n for (row = 0; row <= precision.h; row++) {\r\n position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;\r\n for (col = 0; col <= precision.w; col++) {\r\n position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;\r\n position.y = 0;\r\n\r\n positions.push(position.x, position.y, position.z);\r\n normals.push(normal.x, normal.y, normal.z);\r\n uvs.push(col / precision.w, row / precision.h);\r\n }\r\n }\r\n }\r\n\r\n for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {\r\n for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {\r\n applyTile(\r\n xmin + tileCol * tileSize.w,\r\n zmin + tileRow * tileSize.h,\r\n xmin + (tileCol + 1) * tileSize.w,\r\n zmin + (tileRow + 1) * tileSize.h\r\n );\r\n }\r\n }\r\n\r\n // Result\r\n var vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n return vertexData;\r\n};\r\n\r\nVertexData.CreateGroundFromHeightMap = function(options: { width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, colorFilter: Color3, buffer: Uint8Array, bufferWidth: number, bufferHeight: number, alphaFilter: number }): VertexData {\r\n var indices = [];\r\n var positions = [];\r\n var normals = [];\r\n var uvs = [];\r\n var row, col;\r\n var filter = options.colorFilter || new Color3(0.3, 0.59, 0.11);\r\n var alphaFilter = options.alphaFilter || 0.0;\r\n var invert = false;\r\n\r\n if (options.minHeight > options.maxHeight) {\r\n invert = true;\r\n let temp = options.maxHeight;\r\n options.maxHeight = options.minHeight;\r\n options.minHeight = temp;\r\n }\r\n\r\n // Vertices\r\n for (row = 0; row <= options.subdivisions; row++) {\r\n for (col = 0; col <= options.subdivisions; col++) {\r\n var position = new Vector3((col * options.width) / options.subdivisions - (options.width / 2.0), 0, ((options.subdivisions - row) * options.height) / options.subdivisions - (options.height / 2.0));\r\n\r\n // Compute height\r\n var heightMapX = (((position.x + options.width / 2) / options.width) * (options.bufferWidth - 1)) | 0;\r\n var heightMapY = ((1.0 - (position.z + options.height / 2) / options.height) * (options.bufferHeight - 1)) | 0;\r\n\r\n var pos = (heightMapX + heightMapY * options.bufferWidth) * 4;\r\n var r = options.buffer[pos] / 255.0;\r\n var g = options.buffer[pos + 1] / 255.0;\r\n var b = options.buffer[pos + 2] / 255.0;\r\n var a = options.buffer[pos + 3] / 255.0;\r\n\r\n if (invert) {\r\n r = 1.0 - r;\r\n g = 1.0 - g;\r\n b = 1.0 - b;\r\n }\r\n\r\n var gradient = r * filter.r + g * filter.g + b * filter.b;\r\n\r\n // If our alpha channel is not within our filter then we will assign a 'special' height\r\n // Then when building the indices, we will ignore any vertex that is using the special height\r\n if (a >= alphaFilter) {\r\n position.y = options.minHeight + (options.maxHeight - options.minHeight) * gradient;\r\n }\r\n else {\r\n position.y = options.minHeight - Epsilon; // We can't have a height below minHeight, normally.\r\n }\r\n\r\n // Add vertex\r\n positions.push(position.x, position.y, position.z);\r\n normals.push(0, 0, 0);\r\n uvs.push(col / options.subdivisions, 1.0 - row / options.subdivisions);\r\n }\r\n }\r\n\r\n // Indices\r\n for (row = 0; row < options.subdivisions; row++) {\r\n for (col = 0; col < options.subdivisions; col++) {\r\n // Calculate Indices\r\n var idx1 = (col + 1 + (row + 1) * (options.subdivisions + 1));\r\n var idx2 = (col + 1 + row * (options.subdivisions + 1));\r\n var idx3 = (col + row * (options.subdivisions + 1));\r\n var idx4 = (col + (row + 1) * (options.subdivisions + 1));\r\n\r\n // Check that all indices are visible (based on our special height)\r\n // Only display the vertex if all Indices are visible\r\n // Positions are stored x,y,z for each vertex, hence the * 3 and + 1 for height\r\n var isVisibleIdx1 = positions[idx1 * 3 + 1] >= options.minHeight;\r\n var isVisibleIdx2 = positions[idx2 * 3 + 1] >= options.minHeight;\r\n var isVisibleIdx3 = positions[idx3 * 3 + 1] >= options.minHeight;\r\n if (isVisibleIdx1 && isVisibleIdx2 && isVisibleIdx3) {\r\n indices.push(idx1);\r\n indices.push(idx2);\r\n indices.push(idx3);\r\n }\r\n\r\n var isVisibleIdx4 = positions[idx4 * 3 + 1] >= options.minHeight;\r\n if (isVisibleIdx4 && isVisibleIdx1 && isVisibleIdx3) {\r\n indices.push(idx4);\r\n indices.push(idx1);\r\n indices.push(idx3);\r\n }\r\n }\r\n }\r\n\r\n // Normals\r\n VertexData.ComputeNormals(positions, indices, normals);\r\n\r\n // Result\r\n var vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n return vertexData;\r\n};\r\n\r\nMesh.CreateGround = (name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh => {\r\n var options = {\r\n width: width,\r\n height: height,\r\n subdivisions: subdivisions,\r\n updatable: updatable\r\n };\r\n\r\n return GroundBuilder.CreateGround(name, options, scene);\r\n};\r\n\r\nMesh.CreateTiledGround = (name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: { w: number; h: number; }, precision: { w: number; h: number; }, scene: Scene, updatable?: boolean): Mesh => {\r\n var options = {\r\n xmin: xmin,\r\n zmin: zmin,\r\n xmax: xmax,\r\n zmax: zmax,\r\n subdivisions: subdivisions,\r\n precision: precision,\r\n updatable: updatable\r\n };\r\n\r\n return GroundBuilder.CreateTiledGround(name, options, scene);\r\n};\r\n\r\nMesh.CreateGroundFromHeightMap = (name: string, url: string, width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, scene: Scene, updatable?: boolean, onReady?: (mesh: GroundMesh) => void, alphaFilter?: number): GroundMesh => {\r\n var options = {\r\n width: width,\r\n height: height,\r\n subdivisions: subdivisions,\r\n minHeight: minHeight,\r\n maxHeight: maxHeight,\r\n updatable: updatable,\r\n onReady: onReady,\r\n alphaFilter: alphaFilter\r\n };\r\n\r\n return GroundBuilder.CreateGroundFromHeightMap(name, url, options, scene);\r\n};\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n */\r\nexport class GroundBuilder {\r\n /**\r\n * Creates a ground mesh\r\n * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground\r\n * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the ground mesh\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#ground\r\n */\r\n public static CreateGround(name: string, options: { width?: number, height?: number, subdivisions?: number, subdivisionsX?: number, subdivisionsY?: number, updatable?: boolean }, scene: any): Mesh {\r\n var ground = new GroundMesh(name, scene);\r\n ground._setReady(false);\r\n ground._subdivisionsX = options.subdivisionsX || options.subdivisions || 1;\r\n ground._subdivisionsY = options.subdivisionsY || options.subdivisions || 1;\r\n ground._width = options.width || 1;\r\n ground._height = options.height || 1;\r\n ground._maxX = ground._width / 2;\r\n ground._maxZ = ground._height / 2;\r\n ground._minX = -ground._maxX;\r\n ground._minZ = -ground._maxZ;\r\n\r\n var vertexData = VertexData.CreateGround(options);\r\n\r\n vertexData.applyToMesh(ground, options.updatable);\r\n\r\n ground._setReady(true);\r\n\r\n return ground;\r\n }\r\n\r\n /**\r\n * Creates a tiled ground mesh\r\n * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates\r\n * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates\r\n * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile\r\n * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the tiled ground mesh\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground\r\n */\r\n public static CreateTiledGround(name: string, options: { xmin: number, zmin: number, xmax: number, zmax: number, subdivisions?: { w: number; h: number; }, precision?: { w: number; h: number; }, updatable?: boolean }, scene: Nullable = null): Mesh {\r\n var tiledGround = new Mesh(name, scene);\r\n\r\n var vertexData = VertexData.CreateTiledGround(options);\r\n\r\n vertexData.applyToMesh(tiledGround, options.updatable);\r\n\r\n return tiledGround;\r\n }\r\n\r\n /**\r\n * Creates a ground mesh from a height map\r\n * * The parameter `url` sets the URL of the height map image resource.\r\n * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.\r\n * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.\r\n * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.\r\n * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.\r\n * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.\r\n * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).\r\n * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.\r\n * @param name defines the name of the mesh\r\n * @param url defines the url to the height map\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the ground mesh\r\n * @see https://doc.babylonjs.com/babylon101/height_map\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map\r\n */\r\n public static CreateGroundFromHeightMap(name: string, url: string, options: { width?: number, height?: number, subdivisions?: number, minHeight?: number, maxHeight?: number, colorFilter?: Color3, alphaFilter?: number, updatable?: boolean, onReady?: (mesh: GroundMesh) => void }, scene: Nullable = null): GroundMesh {\r\n var width = options.width || 10.0;\r\n var height = options.height || 10.0;\r\n var subdivisions = options.subdivisions || 1 | 0;\r\n var minHeight = options.minHeight || 0.0;\r\n var maxHeight = options.maxHeight || 1.0;\r\n var filter = options.colorFilter || new Color3(0.3, 0.59, 0.11);\r\n var alphaFilter = options.alphaFilter || 0.0;\r\n var updatable = options.updatable;\r\n var onReady = options.onReady;\r\n\r\n scene = scene || EngineStore.LastCreatedScene!;\r\n\r\n var ground = new GroundMesh(name, scene);\r\n ground._subdivisionsX = subdivisions;\r\n ground._subdivisionsY = subdivisions;\r\n ground._width = width;\r\n ground._height = height;\r\n ground._maxX = ground._width / 2.0;\r\n ground._maxZ = ground._height / 2.0;\r\n ground._minX = -ground._maxX;\r\n ground._minZ = -ground._maxZ;\r\n\r\n ground._setReady(false);\r\n\r\n var onload = (img: HTMLImageElement | ImageBitmap) => {\r\n var bufferWidth = img.width;\r\n var bufferHeight = img.height;\r\n\r\n // Getting height map data\r\n var canvas = CanvasGenerator.CreateCanvas(bufferWidth, bufferHeight);\r\n var context = canvas.getContext(\"2d\");\r\n\r\n if (!context) {\r\n throw new Error(\"Unable to get 2d context for CreateGroundFromHeightMap\");\r\n }\r\n\r\n if (scene!.isDisposed) {\r\n return;\r\n }\r\n\r\n context.drawImage(img, 0, 0);\r\n\r\n // Create VertexData from map data\r\n // Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949\r\n var buffer = (context.getImageData(0, 0, bufferWidth, bufferHeight).data);\r\n var vertexData = VertexData.CreateGroundFromHeightMap({\r\n width: width, height: height,\r\n subdivisions: subdivisions,\r\n minHeight: minHeight, maxHeight: maxHeight, colorFilter: filter,\r\n buffer: buffer, bufferWidth: bufferWidth, bufferHeight: bufferHeight,\r\n alphaFilter: alphaFilter\r\n });\r\n\r\n vertexData.applyToMesh(ground, updatable);\r\n\r\n //execute ready callback, if set\r\n if (onReady) {\r\n onReady(ground);\r\n }\r\n\r\n ground._setReady(true);\r\n };\r\n\r\n Tools.LoadImage(url, onload, () => { }, scene.offlineProvider);\r\n\r\n return ground;\r\n }\r\n}","import { Mesh, _CreationDataStorage } from \"../mesh\";\r\nimport { Scene } from \"../../scene\";\r\nimport { SphereBuilder } from '../Builders/sphereBuilder';\r\n\r\n/**\r\n * Creates a hemispheric light\r\n */\r\nMesh.CreateHemisphere = (name: string, segments: number, diameter: number, scene?: Scene): Mesh => {\r\n var options = {\r\n segments: segments,\r\n diameter: diameter\r\n };\r\n\r\n return HemisphereBuilder.CreateHemisphere(name, options, scene);\r\n};\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n */\r\nexport class HemisphereBuilder {\r\n /**\r\n * Creates a hemisphere mesh\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the hemisphere mesh\r\n */\r\n public static CreateHemisphere(name: string, options: { segments?: number, diameter?: number, sideOrientation?: number }, scene: any): Mesh {\r\n if (!options.diameter) {\r\n options.diameter = 1;\r\n }\r\n if (!options.segments) {\r\n options.segments = 16;\r\n }\r\n\r\n var halfSphere = SphereBuilder.CreateSphere(\"\", {slice: 0.5, diameter: options.diameter, segments: options.segments}, scene);\r\n var disc = Mesh.CreateDisc(\"\", options.diameter / 2, (options.segments * 3) + (4 - options.segments), scene);\r\n disc.rotation.x = -Math.PI / 2;\r\n disc.parent = halfSphere;\r\n\r\n var merged = Mesh.MergeMeshes([disc, halfSphere], true);\r\n merged.name = name;\r\n\r\n return merged;\r\n }\r\n}","import { Scene } from \"../../scene\";\r\nimport { Vector4, Vector3, Vector2 } from \"../../Maths/math.vector\";\r\nimport { Mesh, _CreationDataStorage } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { Nullable } from '../../types';\r\n\r\nVertexData.CreateIcoSphere = function(options: { radius?: number, radiusX?: number, radiusY?: number, radiusZ?: number, flat?: boolean, subdivisions?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }): VertexData {\r\n var sideOrientation = options.sideOrientation || VertexData.DEFAULTSIDE;\r\n var radius = options.radius || 1;\r\n var flat = (options.flat === undefined) ? true : options.flat;\r\n var subdivisions = options.subdivisions || 4;\r\n var radiusX = options.radiusX || radius;\r\n var radiusY = options.radiusY || radius;\r\n var radiusZ = options.radiusZ || radius;\r\n\r\n var t = (1 + Math.sqrt(5)) / 2;\r\n\r\n // 12 vertex x,y,z\r\n var ico_vertices = [\r\n -1, t, -0, 1, t, 0, -1, -t, 0, 1, -t, 0, // v0-3\r\n 0, -1, -t, 0, 1, -t, 0, -1, t, 0, 1, t, // v4-7\r\n t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0, -1 // v8-11\r\n ];\r\n\r\n // index of 3 vertex makes a face of icopshere\r\n var ico_indices = [\r\n 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 12, 22, 23,\r\n 1, 5, 20, 5, 11, 4, 23, 22, 13, 22, 18, 6, 7, 1, 8,\r\n 14, 21, 4, 14, 4, 2, 16, 13, 6, 15, 6, 19, 3, 8, 9,\r\n 4, 21, 5, 13, 17, 23, 6, 13, 22, 19, 6, 18, 9, 8, 1\r\n ];\r\n // vertex for uv have aliased position, not for UV\r\n var vertices_unalias_id = [\r\n 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11,\r\n // vertex alias\r\n 0, // 12: 0 + 12\r\n 2, // 13: 2 + 11\r\n 3, // 14: 3 + 11\r\n 3, // 15: 3 + 12\r\n 3, // 16: 3 + 13\r\n 4, // 17: 4 + 13\r\n 7, // 18: 7 + 11\r\n 8, // 19: 8 + 11\r\n 9, // 20: 9 + 11\r\n 9, // 21: 9 + 12\r\n 10, // 22: A + 12\r\n 11 // 23: B + 12\r\n ];\r\n\r\n // uv as integer step (not pixels !)\r\n var ico_vertexuv = [\r\n 5, 1, 3, 1, 6, 4, 0, 0, // v0-3\r\n 5, 3, 4, 2, 2, 2, 4, 0, // v4-7\r\n 2, 0, 1, 1, 6, 0, 6, 2, // v8-11\r\n // vertex alias (for same vertex on different faces)\r\n 0, 4, // 12: 0 + 12\r\n 3, 3, // 13: 2 + 11\r\n 4, 4, // 14: 3 + 11\r\n 3, 1, // 15: 3 + 12\r\n 4, 2, // 16: 3 + 13\r\n 4, 4, // 17: 4 + 13\r\n 0, 2, // 18: 7 + 11\r\n 1, 1, // 19: 8 + 11\r\n 2, 2, // 20: 9 + 11\r\n 3, 3, // 21: 9 + 12\r\n 1, 3, // 22: A + 12\r\n 2, 4 // 23: B + 12\r\n ];\r\n\r\n // Vertices[0, 1, ...9, A, B] : position on UV plane\r\n // '+' indicate duplicate position to be fixed (3,9:0,2,3,4,7,8,A,B)\r\n // First island of uv mapping\r\n // v = 4h 3+ 2\r\n // v = 3h 9+ 4\r\n // v = 2h 9+ 5 B\r\n // v = 1h 9 1 0\r\n // v = 0h 3 8 7 A\r\n // u = 0 1 2 3 4 5 6 *a\r\n\r\n // Second island of uv mapping\r\n // v = 4h 0+ B+ 4+\r\n // v = 3h A+ 2+\r\n // v = 2h 7+ 6 3+\r\n // v = 1h 8+ 3+\r\n // v = 0h\r\n // u = 0 1 2 3 4 5 6 *a\r\n\r\n // Face layout on texture UV mapping\r\n // ============\r\n // \\ 4 /\\ 16 / ======\r\n // \\ / \\ / /\\ 11 /\r\n // \\/ 7 \\/ / \\ /\r\n // ======= / 10 \\/\r\n // /\\ 17 /\\ =======\r\n // / \\ / \\ \\ 15 /\\\r\n // / 8 \\/ 12 \\ \\ / \\\r\n // ============ \\/ 6 \\\r\n // \\ 18 /\\ ============\r\n // \\ / \\ \\ 5 /\\ 0 /\r\n // \\/ 13 \\ \\ / \\ /\r\n // ======= \\/ 1 \\/\r\n // =============\r\n // /\\ 19 /\\ 2 /\\\r\n // / \\ / \\ / \\\r\n // / 14 \\/ 9 \\/ 3 \\\r\n // ===================\r\n\r\n // uv step is u:1 or 0.5, v:cos(30)=sqrt(3)/2, ratio approx is 84/97\r\n var ustep = 138 / 1024;\r\n var vstep = 239 / 1024;\r\n var uoffset = 60 / 1024;\r\n var voffset = 26 / 1024;\r\n // Second island should have margin, not to touch the first island\r\n // avoid any borderline artefact in pixel rounding\r\n var island_u_offset = -40 / 1024;\r\n var island_v_offset = +20 / 1024;\r\n // face is either island 0 or 1 :\r\n // second island is for faces : [4, 7, 8, 12, 13, 16, 17, 18]\r\n var island = [\r\n 0, 0, 0, 0, 1, // 0 - 4\r\n 0, 0, 1, 1, 0, // 5 - 9\r\n 0, 0, 1, 1, 0, // 10 - 14\r\n 0, 1, 1, 1, 0 // 15 - 19\r\n ];\r\n\r\n var indices = new Array();\r\n var positions = new Array();\r\n var normals = new Array();\r\n var uvs = new Array();\r\n\r\n var current_indice = 0;\r\n // prepare array of 3 vector (empty) (to be worked in place, shared for each face)\r\n var face_vertex_pos = new Array(3);\r\n var face_vertex_uv = new Array(3);\r\n var v012;\r\n for (v012 = 0; v012 < 3; v012++) {\r\n face_vertex_pos[v012] = Vector3.Zero();\r\n face_vertex_uv[v012] = Vector2.Zero();\r\n }\r\n // create all with normals\r\n for (var face = 0; face < 20; face++) {\r\n // 3 vertex per face\r\n for (v012 = 0; v012 < 3; v012++) {\r\n // look up vertex 0,1,2 to its index in 0 to 11 (or 23 including alias)\r\n var v_id = ico_indices[3 * face + v012];\r\n // vertex have 3D position (x,y,z)\r\n face_vertex_pos[v012].copyFromFloats(\r\n ico_vertices[3 * vertices_unalias_id[v_id]],\r\n ico_vertices[3 * vertices_unalias_id[v_id] + 1],\r\n ico_vertices[3 * vertices_unalias_id[v_id] + 2]);\r\n // Normalize to get normal, then scale to radius\r\n face_vertex_pos[v012].normalize().scaleInPlace(radius);\r\n\r\n // uv Coordinates from vertex ID\r\n face_vertex_uv[v012].copyFromFloats(\r\n ico_vertexuv[2 * v_id] * ustep + uoffset + island[face] * island_u_offset,\r\n ico_vertexuv[2 * v_id + 1] * vstep + voffset + island[face] * island_v_offset);\r\n }\r\n\r\n // Subdivide the face (interpolate pos, norm, uv)\r\n // - pos is linear interpolation, then projected to sphere (converge polyhedron to sphere)\r\n // - norm is linear interpolation of vertex corner normal\r\n // (to be checked if better to re-calc from face vertex, or if approximation is OK ??? )\r\n // - uv is linear interpolation\r\n //\r\n // Topology is as below for sub-divide by 2\r\n // vertex shown as v0,v1,v2\r\n // interp index is i1 to progress in range [v0,v1[\r\n // interp index is i2 to progress in range [v0,v2[\r\n // face index as (i1,i2) for /\\ : (i1,i2),(i1+1,i2),(i1,i2+1)\r\n // and (i1,i2)' for \\/ : (i1+1,i2),(i1+1,i2+1),(i1,i2+1)\r\n //\r\n //\r\n // i2 v2\r\n // ^ ^\r\n // / / \\\r\n // / / \\\r\n // / / \\\r\n // / / (0,1) \\\r\n // / #---------\\\r\n // / / \\ (0,0)'/ \\\r\n // / / \\ / \\\r\n // / / \\ / \\\r\n // / / (0,0) \\ / (1,0) \\\r\n // / #---------#---------\\\r\n // v0 v1\r\n //\r\n // --------------------> i1\r\n //\r\n // interp of (i1,i2):\r\n // along i2 : x0=lerp(v0,v2, i2/S) <---> x1=lerp(v1,v2, i2/S)\r\n // along i1 : lerp(x0,x1, i1/(S-i2))\r\n //\r\n // centroid of triangle is needed to get help normal computation\r\n // (c1,c2) are used for centroid location\r\n\r\n var interp_vertex = (i1: number, i2: number, c1: number, c2: number) => {\r\n // vertex is interpolated from\r\n // - face_vertex_pos[0..2]\r\n // - face_vertex_uv[0..2]\r\n var pos_x0 = Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], i2 / subdivisions);\r\n var pos_x1 = Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], i2 / subdivisions);\r\n var pos_interp = (subdivisions === i2) ? face_vertex_pos[2] : Vector3.Lerp(pos_x0, pos_x1, i1 / (subdivisions - i2));\r\n pos_interp.normalize();\r\n\r\n var vertex_normal;\r\n if (flat) {\r\n // in flat mode, recalculate normal as face centroid normal\r\n var centroid_x0 = Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], c2 / subdivisions);\r\n var centroid_x1 = Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], c2 / subdivisions);\r\n vertex_normal = Vector3.Lerp(centroid_x0, centroid_x1, c1 / (subdivisions - c2));\r\n } else {\r\n // in smooth mode, recalculate normal from each single vertex position\r\n vertex_normal = new Vector3(pos_interp.x, pos_interp.y, pos_interp.z);\r\n }\r\n // Vertex normal need correction due to X,Y,Z radius scaling\r\n vertex_normal.x /= radiusX;\r\n vertex_normal.y /= radiusY;\r\n vertex_normal.z /= radiusZ;\r\n vertex_normal.normalize();\r\n\r\n var uv_x0 = Vector2.Lerp(face_vertex_uv[0], face_vertex_uv[2], i2 / subdivisions);\r\n var uv_x1 = Vector2.Lerp(face_vertex_uv[1], face_vertex_uv[2], i2 / subdivisions);\r\n var uv_interp = (subdivisions === i2) ? face_vertex_uv[2] : Vector2.Lerp(uv_x0, uv_x1, i1 / (subdivisions - i2));\r\n positions.push(pos_interp.x * radiusX, pos_interp.y * radiusY, pos_interp.z * radiusZ);\r\n normals.push(vertex_normal.x, vertex_normal.y, vertex_normal.z);\r\n uvs.push(uv_interp.x, uv_interp.y);\r\n // push each vertex has member of a face\r\n // Same vertex can bleong to multiple face, it is pushed multiple time (duplicate vertex are present)\r\n indices.push(current_indice);\r\n current_indice++;\r\n };\r\n\r\n for (var i2 = 0; i2 < subdivisions; i2++) {\r\n for (var i1 = 0; i1 + i2 < subdivisions; i1++) {\r\n // face : (i1,i2) for /\\ :\r\n // interp for : (i1,i2),(i1+1,i2),(i1,i2+1)\r\n interp_vertex(i1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);\r\n interp_vertex(i1 + 1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);\r\n interp_vertex(i1, i2 + 1, i1 + 1.0 / 3, i2 + 1.0 / 3);\r\n if (i1 + i2 + 1 < subdivisions) {\r\n // face : (i1,i2)' for \\/ :\r\n // interp for (i1+1,i2),(i1+1,i2+1),(i1,i2+1)\r\n interp_vertex(i1 + 1, i2, i1 + 2.0 / 3, i2 + 2.0 / 3);\r\n interp_vertex(i1 + 1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);\r\n interp_vertex(i1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n\r\n // Result\r\n var vertexData = new VertexData();\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n return vertexData;\r\n};\r\n\r\nMesh.CreateIcoSphere = (name: string, options: { radius?: number, flat?: boolean, subdivisions?: number, sideOrientation?: number, updatable?: boolean }, scene: Scene): Mesh => {\r\n return IcoSphereBuilder.CreateIcoSphere(name, options, scene);\r\n};\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n */\r\nexport class IcoSphereBuilder {\r\n /**\r\n * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided\r\n * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)\r\n * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)\r\n * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size\r\n * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the icosahedron mesh\r\n * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere\r\n */\r\n public static CreateIcoSphere(name: string, options: { radius?: number, radiusX?: number, radiusY?: number, radiusZ?: number, flat?: boolean, subdivisions?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, updatable?: boolean }, scene: Nullable = null): Mesh {\r\n var sphere = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n sphere._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n var vertexData = VertexData.CreateIcoSphere(options);\r\n\r\n vertexData.applyToMesh(sphere, options.updatable);\r\n\r\n return sphere;\r\n }\r\n}","export * from \"./boxBuilder\";\r\nexport * from \"./tiledBoxBuilder\";\r\nexport * from \"./discBuilder\";\r\nexport * from \"./ribbonBuilder\";\r\nexport * from \"./sphereBuilder\";\r\nexport * from \"./hemisphereBuilder\";\r\nexport * from \"./cylinderBuilder\";\r\nexport * from \"./torusBuilder\";\r\nexport * from \"./torusKnotBuilder\";\r\nexport * from \"./linesBuilder\";\r\nexport * from \"./polygonBuilder\";\r\nexport * from \"./shapeBuilder\";\r\nexport * from \"./latheBuilder\";\r\nexport * from \"./planeBuilder\";\r\nexport * from \"./tiledPlaneBuilder\";\r\nexport * from \"./groundBuilder\";\r\nexport * from \"./tubeBuilder\";\r\nexport * from \"./polyhedronBuilder\";\r\nexport * from \"./icoSphereBuilder\";\r\nexport * from \"./decalBuilder\";","import { Scene } from \"../../scene\";\r\nimport { Vector3, Vector4 } from \"../../Maths/math.vector\";\r\nimport { Mesh, _CreationDataStorage } from \"../mesh\";\r\nimport { RibbonBuilder } from \"./ribbonBuilder\";\r\nimport { Nullable } from '../../types';\r\n\r\nMesh.CreateLathe = (name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh => {\r\n var options = {\r\n shape: shape,\r\n radius: radius,\r\n tessellation: tessellation,\r\n sideOrientation: sideOrientation,\r\n updatable: updatable\r\n };\r\n\r\n return LatheBuilder.CreateLathe(name, options, scene);\r\n};\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n */\r\nexport class LatheBuilder {\r\n /**\r\n * Creates lathe mesh.\r\n * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe\r\n * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero\r\n * * The parameter `radius` (positive float, default 1) is the radius value of the lathe\r\n * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe\r\n * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides\r\n * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape\r\n * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter \"arc\"\r\n * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the lathe mesh\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe\r\n */\r\n public static CreateLathe(name: string, options: { shape: Vector3[], radius?: number, tessellation?: number, clip?: number, arc?: number, closed?: boolean, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, cap?: number, invertUV?: boolean }, scene: Nullable = null): Mesh {\r\n var arc: number = options.arc ? ((options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc) : 1.0;\r\n var closed: boolean = (options.closed === undefined) ? true : options.closed;\r\n var shape = options.shape;\r\n var radius = options.radius || 1;\r\n var tessellation = options.tessellation || 64;\r\n var clip = options.clip || 0;\r\n var updatable = options.updatable;\r\n var sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n var cap = options.cap || Mesh.NO_CAP;\r\n var pi2 = Math.PI * 2;\r\n var paths = new Array();\r\n var invertUV = options.invertUV || false;\r\n\r\n var i = 0;\r\n var p = 0;\r\n var step = pi2 / tessellation * arc;\r\n var rotated;\r\n var path = new Array();\r\n for (i = 0; i <= tessellation - clip; i++) {\r\n var path: Vector3[] = [];\r\n if (cap == Mesh.CAP_START || cap == Mesh.CAP_ALL) {\r\n path.push(new Vector3(0, shape[0].y, 0));\r\n path.push(new Vector3(Math.cos(i * step) * shape[0].x * radius, shape[0].y, Math.sin(i * step) * shape[0].x * radius));\r\n }\r\n for (p = 0; p < shape.length; p++) {\r\n rotated = new Vector3(Math.cos(i * step) * shape[p].x * radius, shape[p].y, Math.sin(i * step) * shape[p].x * radius);\r\n path.push(rotated);\r\n }\r\n if (cap == Mesh.CAP_END || cap == Mesh.CAP_ALL) {\r\n path.push(new Vector3(Math.cos(i * step) * shape[shape.length - 1].x * radius, shape[shape.length - 1].y, Math.sin(i * step) * shape[shape.length - 1].x * radius));\r\n path.push(new Vector3(0, shape[shape.length - 1].y, 0));\r\n }\r\n paths.push(path);\r\n }\r\n\r\n // lathe ribbon\r\n var lathe = RibbonBuilder.CreateRibbon(name, { pathArray: paths, closeArray: closed, sideOrientation: sideOrientation, updatable: updatable, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);\r\n return lathe;\r\n }\r\n}","import { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Color4 } from '../../Maths/math.color';\r\nimport { _CreationDataStorage, Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { FloatArray, Nullable } from \"../../types\";\r\nimport { LinesMesh } from \"../../Meshes/linesMesh\";\r\nimport { Scene } from \"../../scene\";\r\nimport { VertexBuffer } from \"../../Meshes/buffer\";\r\n\r\nVertexData.CreateLineSystem = function(options: { lines: Vector3[][], colors?: Nullable }): VertexData {\r\n var indices = [];\r\n var positions = [];\r\n var lines = options.lines;\r\n var colors = options.colors;\r\n var vertexColors = [];\r\n var idx = 0;\r\n\r\n for (var l = 0; l < lines.length; l++) {\r\n var points = lines[l];\r\n for (var index = 0; index < points.length; index++) {\r\n positions.push(points[index].x, points[index].y, points[index].z);\r\n if (colors) {\r\n var color = colors[l];\r\n vertexColors.push(color[index].r, color[index].g, color[index].b, color[index].a);\r\n }\r\n if (index > 0) {\r\n indices.push(idx - 1);\r\n indices.push(idx);\r\n }\r\n idx++;\r\n }\r\n }\r\n var vertexData = new VertexData();\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n if (colors) {\r\n vertexData.colors = vertexColors;\r\n }\r\n return vertexData;\r\n};\r\n\r\nVertexData.CreateDashedLines = function(options: { points: Vector3[], dashSize?: number, gapSize?: number, dashNb?: number }): VertexData {\r\n var dashSize = options.dashSize || 3;\r\n var gapSize = options.gapSize || 1;\r\n var dashNb = options.dashNb || 200;\r\n var points = options.points;\r\n\r\n var positions = new Array();\r\n var indices = new Array();\r\n\r\n var curvect = Vector3.Zero();\r\n var lg = 0;\r\n var nb = 0;\r\n var shft = 0;\r\n var dashshft = 0;\r\n var curshft = 0;\r\n var idx = 0;\r\n var i = 0;\r\n for (i = 0; i < points.length - 1; i++) {\r\n points[i + 1].subtractToRef(points[i], curvect);\r\n lg += curvect.length();\r\n }\r\n shft = lg / dashNb;\r\n dashshft = dashSize * shft / (dashSize + gapSize);\r\n for (i = 0; i < points.length - 1; i++) {\r\n points[i + 1].subtractToRef(points[i], curvect);\r\n nb = Math.floor(curvect.length() / shft);\r\n curvect.normalize();\r\n for (var j = 0; j < nb; j++) {\r\n curshft = shft * j;\r\n positions.push(points[i].x + curshft * curvect.x, points[i].y + curshft * curvect.y, points[i].z + curshft * curvect.z);\r\n positions.push(points[i].x + (curshft + dashshft) * curvect.x, points[i].y + (curshft + dashshft) * curvect.y, points[i].z + (curshft + dashshft) * curvect.z);\r\n indices.push(idx, idx + 1);\r\n idx += 2;\r\n }\r\n }\r\n\r\n // Result\r\n var vertexData = new VertexData();\r\n vertexData.positions = positions;\r\n vertexData.indices = indices;\r\n\r\n return vertexData;\r\n};\r\n\r\nMesh.CreateLines = (name: string, points: Vector3[], scene: Nullable = null, updatable: boolean = false, instance: Nullable = null): LinesMesh => {\r\n var options = {\r\n points: points,\r\n updatable: updatable,\r\n instance: instance\r\n };\r\n return LinesBuilder.CreateLines(name, options, scene);\r\n};\r\n\r\nMesh.CreateDashedLines = (name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene: Nullable = null, updatable?: boolean, instance?: LinesMesh): LinesMesh => {\r\n var options = {\r\n points: points,\r\n dashSize: dashSize,\r\n gapSize: gapSize,\r\n dashNb: dashNb,\r\n updatable: updatable,\r\n instance: instance\r\n };\r\n return LinesBuilder.CreateDashedLines(name, options, scene);\r\n};\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n */\r\nexport class LinesBuilder {\r\n /**\r\n * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh\r\n * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter\r\n * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function\r\n * * The parameter `lines` is an array of lines, each line being an array of successive Vector3\r\n * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter\r\n * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point\r\n * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)\r\n * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines\r\n * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system\r\n * @param name defines the name of the new line system\r\n * @param options defines the options used to create the line system\r\n * @param scene defines the hosting scene\r\n * @returns a new line system mesh\r\n */\r\n public static CreateLineSystem(name: string, options: { lines: Vector3[][], updatable?: boolean, instance?: Nullable, colors?: Nullable, useVertexAlpha?: boolean }, scene: Nullable): LinesMesh {\r\n var instance = options.instance;\r\n var lines = options.lines;\r\n var colors = options.colors;\r\n\r\n if (instance) { // lines update\r\n var positions = instance.getVerticesData(VertexBuffer.PositionKind)!;\r\n var vertexColor;\r\n var lineColors;\r\n if (colors) {\r\n vertexColor = instance.getVerticesData(VertexBuffer.ColorKind)!;\r\n }\r\n var i = 0;\r\n var c = 0;\r\n for (var l = 0; l < lines.length; l++) {\r\n var points = lines[l];\r\n for (var p = 0; p < points.length; p++) {\r\n positions[i] = points[p].x;\r\n positions[i + 1] = points[p].y;\r\n positions[i + 2] = points[p].z;\r\n if (colors && vertexColor) {\r\n lineColors = colors[l];\r\n vertexColor[c] = lineColors[p].r;\r\n vertexColor[c + 1] = lineColors[p].g;\r\n vertexColor[c + 2] = lineColors[p].b;\r\n vertexColor[c + 3] = lineColors[p].a;\r\n c += 4;\r\n }\r\n i += 3;\r\n }\r\n }\r\n instance.updateVerticesData(VertexBuffer.PositionKind, positions, false, false);\r\n if (colors && vertexColor) {\r\n instance.updateVerticesData(VertexBuffer.ColorKind, vertexColor, false, false);\r\n }\r\n return instance;\r\n }\r\n\r\n // line system creation\r\n var useVertexColor = (colors) ? true : false;\r\n var lineSystem = new LinesMesh(name, scene, null, undefined, undefined, useVertexColor, options.useVertexAlpha);\r\n var vertexData = VertexData.CreateLineSystem(options);\r\n vertexData.applyToMesh(lineSystem, options.updatable);\r\n return lineSystem;\r\n }\r\n\r\n /**\r\n * Creates a line mesh\r\n * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter\r\n * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function\r\n * * The parameter `points` is an array successive Vector3\r\n * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines\r\n * * The optional parameter `colors` is an array of successive Color4, one per line point\r\n * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)\r\n * * When updating an instance, remember that only point positions can change, not the number of points\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines\r\n * @param name defines the name of the new line system\r\n * @param options defines the options used to create the line system\r\n * @param scene defines the hosting scene\r\n * @returns a new line mesh\r\n */\r\n public static CreateLines(name: string, options: { points: Vector3[], updatable?: boolean, instance?: Nullable, colors?: Color4[], useVertexAlpha?: boolean }, scene: Nullable = null): LinesMesh {\r\n var colors = (options.colors) ? [options.colors] : null;\r\n var lines = LinesBuilder.CreateLineSystem(name, { lines: [options.points], updatable: options.updatable, instance: options.instance, colors: colors, useVertexAlpha: options.useVertexAlpha }, scene);\r\n return lines;\r\n }\r\n\r\n /**\r\n * Creates a dashed line mesh\r\n * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter\r\n * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function\r\n * * The parameter `points` is an array successive Vector3\r\n * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)\r\n * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)\r\n * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)\r\n * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines\r\n * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)\r\n * * When updating an instance, remember that only point positions can change, not the number of points\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the dashed line mesh\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines\r\n */\r\n public static CreateDashedLines(name: string, options: { points: Vector3[], dashSize?: number, gapSize?: number, dashNb?: number, updatable?: boolean, instance?: LinesMesh, useVertexAlpha?: boolean }, scene: Nullable = null): LinesMesh {\r\n var points = options.points;\r\n var instance = options.instance;\r\n var gapSize = options.gapSize || 1;\r\n var dashSize = options.dashSize || 3;\r\n\r\n if (instance) { // dashed lines update\r\n var positionFunction = (positions: FloatArray): void => {\r\n var curvect = Vector3.Zero();\r\n var nbSeg = positions.length / 6;\r\n var lg = 0;\r\n var nb = 0;\r\n var shft = 0;\r\n var dashshft = 0;\r\n var curshft = 0;\r\n var p = 0;\r\n var i = 0;\r\n var j = 0;\r\n for (i = 0; i < points.length - 1; i++) {\r\n points[i + 1].subtractToRef(points[i], curvect);\r\n lg += curvect.length();\r\n }\r\n shft = lg / nbSeg;\r\n let dashSize = instance!._creationDataStorage!.dashSize;\r\n let gapSize = instance!._creationDataStorage!.gapSize;\r\n dashshft = dashSize * shft / (dashSize + gapSize);\r\n for (i = 0; i < points.length - 1; i++) {\r\n points[i + 1].subtractToRef(points[i], curvect);\r\n nb = Math.floor(curvect.length() / shft);\r\n curvect.normalize();\r\n j = 0;\r\n while (j < nb && p < positions.length) {\r\n curshft = shft * j;\r\n positions[p] = points[i].x + curshft * curvect.x;\r\n positions[p + 1] = points[i].y + curshft * curvect.y;\r\n positions[p + 2] = points[i].z + curshft * curvect.z;\r\n positions[p + 3] = points[i].x + (curshft + dashshft) * curvect.x;\r\n positions[p + 4] = points[i].y + (curshft + dashshft) * curvect.y;\r\n positions[p + 5] = points[i].z + (curshft + dashshft) * curvect.z;\r\n p += 6;\r\n j++;\r\n }\r\n }\r\n while (p < positions.length) {\r\n positions[p] = points[i].x;\r\n positions[p + 1] = points[i].y;\r\n positions[p + 2] = points[i].z;\r\n p += 3;\r\n }\r\n };\r\n instance.updateMeshPositions(positionFunction, false);\r\n return instance;\r\n }\r\n // dashed lines creation\r\n var dashedLines = new LinesMesh(name, scene, null, undefined, undefined, undefined, options.useVertexAlpha);\r\n var vertexData = VertexData.CreateDashedLines(options);\r\n vertexData.applyToMesh(dashedLines, options.updatable);\r\n\r\n dashedLines._creationDataStorage = new _CreationDataStorage();\r\n dashedLines._creationDataStorage.dashSize = dashSize;\r\n dashedLines._creationDataStorage.gapSize = gapSize;\r\n return dashedLines;\r\n }\r\n}","import { Scene } from \"../../scene\";\r\nimport { Vector4 } from \"../../Maths/math.vector\";\r\nimport { Mesh, _CreationDataStorage } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { Nullable } from '../../types';\r\nimport { Plane } from '../../Maths/math.plane';\r\n\r\nVertexData.CreatePlane = function(options: { size?: number, width?: number, height?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }): VertexData {\r\n var indices = [];\r\n var positions = [];\r\n var normals = [];\r\n var uvs = [];\r\n\r\n var width: number = options.width || options.size || 1;\r\n var height: number = options.height || options.size || 1;\r\n var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n\r\n // Vertices\r\n var halfWidth = width / 2.0;\r\n var halfHeight = height / 2.0;\r\n\r\n positions.push(-halfWidth, -halfHeight, 0);\r\n normals.push(0, 0, -1.0);\r\n uvs.push(0.0, 0.0);\r\n\r\n positions.push(halfWidth, -halfHeight, 0);\r\n normals.push(0, 0, -1.0);\r\n uvs.push(1.0, 0.0);\r\n\r\n positions.push(halfWidth, halfHeight, 0);\r\n normals.push(0, 0, -1.0);\r\n uvs.push(1.0, 1.0);\r\n\r\n positions.push(-halfWidth, halfHeight, 0);\r\n normals.push(0, 0, -1.0);\r\n uvs.push(0.0, 1.0);\r\n\r\n // Indices\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n\r\n // Sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n\r\n // Result\r\n var vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n return vertexData;\r\n};\r\n\r\nMesh.CreatePlane = (name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh => {\r\n var options = {\r\n size: size,\r\n width: size,\r\n height: size,\r\n sideOrientation: sideOrientation,\r\n updatable: updatable\r\n };\r\n\r\n return PlaneBuilder.CreatePlane(name, options, scene);\r\n};\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n */\r\nexport class PlaneBuilder {\r\n /**\r\n * Creates a plane mesh\r\n * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)\r\n * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)\r\n * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the plane mesh\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#plane\r\n */\r\n public static CreatePlane(name: string, options: { size?: number, width?: number, height?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, updatable?: boolean, sourcePlane?: Plane }, scene: Nullable = null): Mesh {\r\n var plane = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n plane._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n var vertexData = VertexData.CreatePlane(options);\r\n\r\n vertexData.applyToMesh(plane, options.updatable);\r\n\r\n if (options.sourcePlane) {\r\n plane.translate(options.sourcePlane.normal, -options.sourcePlane.d);\r\n plane.setDirection(options.sourcePlane.normal.scale(-1));\r\n }\r\n\r\n return plane;\r\n }\r\n}","import { Scene } from \"../../scene\";\r\nimport { Vector3, Vector2, Vector4 } from \"../../Maths/math.vector\";\r\nimport { Color4 } from '../../Maths/math.color';\r\nimport { Mesh, _CreationDataStorage } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { PolygonMeshBuilder } from \"../polygonMesh\";\r\nimport { FloatArray, IndicesArray, Nullable } from \"../../types\";\r\nimport { VertexBuffer } from \"../../Meshes/buffer\";\r\nimport { EngineStore } from '../../Engines/engineStore';\r\n\r\ndeclare var earcut: any;\r\n\r\nVertexData.CreatePolygon = function(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4, wrp?: boolean) {\r\n var faceUV: Vector4[] = fUV || new Array(3);\r\n var faceColors = fColors;\r\n var colors = [];\r\n var wrap: boolean = wrp || false;\r\n\r\n // default face colors and UV if undefined\r\n for (var f = 0; f < 3; f++) {\r\n if (faceUV[f] === undefined) {\r\n faceUV[f] = new Vector4(0, 0, 1, 1);\r\n }\r\n if (faceColors && faceColors[f] === undefined) {\r\n faceColors[f] = new Color4(1, 1, 1, 1);\r\n }\r\n }\r\n\r\n var positions = polygon.getVerticesData(VertexBuffer.PositionKind);\r\n var normals = polygon.getVerticesData(VertexBuffer.NormalKind);\r\n var uvs = polygon.getVerticesData(VertexBuffer.UVKind);\r\n var indices = polygon.getIndices();\r\n var startIndex = positions.length / 9;\r\n var disp = 0;\r\n var distX = 0;\r\n var distZ = 0;\r\n var dist = 0;\r\n var totalLen = 0;\r\n var cumulate = [0];\r\n if (wrap) {\r\n for (var idx = startIndex; idx < positions.length / 3; idx += 4) {\r\n distX = positions[3 * (idx + 2)] - positions[3 * idx];\r\n distZ = positions[3 * (idx + 2) + 2] - positions[3 * idx + 2];\r\n dist = Math.sqrt(distX * distX + distZ * distZ);\r\n totalLen += dist;\r\n cumulate.push(totalLen);\r\n }\r\n }\r\n // set face colours and textures\r\n var idx: number = 0;\r\n var face: number = 0;\r\n for (var index = 0; index < normals.length; index += 3) {\r\n //Edge Face no. 1\r\n if (Math.abs(normals[index + 1]) < 0.001) {\r\n face = 1;\r\n }\r\n //Top Face no. 0\r\n if (Math.abs(normals[index + 1] - 1) < 0.001) {\r\n face = 0;\r\n }\r\n //Bottom Face no. 2\r\n if (Math.abs(normals[index + 1] + 1) < 0.001) {\r\n face = 2;\r\n }\r\n idx = index / 3;\r\n if (face === 1) {\r\n disp = idx - startIndex;\r\n if (disp % 4 < 1.5) {\r\n if (wrap) {\r\n uvs[2 * idx] = faceUV[face].x + (faceUV[face].z - faceUV[face].x) * cumulate[Math.floor(disp / 4)] / totalLen;\r\n }\r\n else {\r\n uvs[2 * idx] = faceUV[face].x;\r\n }\r\n }\r\n else {\r\n if (wrap) {\r\n uvs[2 * idx] = faceUV[face].x + (faceUV[face].z - faceUV[face].x) * cumulate[Math.floor(disp / 4) + 1] / totalLen;\r\n }\r\n else {\r\n uvs[2 * idx] = faceUV[face].z;\r\n }\r\n }\r\n if (disp % 2 === 0) {\r\n uvs[2 * idx + 1] = faceUV[face].w;\r\n }\r\n else {\r\n uvs[2 * idx + 1] = faceUV[face].y;\r\n }\r\n }\r\n else {\r\n uvs[2 * idx] = (1 - uvs[2 * idx]) * faceUV[face].x + uvs[2 * idx] * faceUV[face].z;\r\n uvs[2 * idx + 1] = (1 - uvs[2 * idx + 1]) * faceUV[face].y + uvs[2 * idx + 1] * faceUV[face].w;\r\n }\r\n if (faceColors) {\r\n colors.push(faceColors[face].r, faceColors[face].g, faceColors[face].b, faceColors[face].a);\r\n }\r\n }\r\n\r\n // sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs);\r\n\r\n // Result\r\n var vertexData = new VertexData();\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n if (faceColors) {\r\n var totalColors = (sideOrientation === VertexData.DOUBLESIDE) ? colors.concat(colors) : colors;\r\n vertexData.colors = totalColors;\r\n }\r\n\r\n return vertexData;\r\n};\r\n\r\nMesh.CreatePolygon = (name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection = earcut): Mesh => {\r\n var options = {\r\n shape: shape,\r\n holes: holes,\r\n updatable: updatable,\r\n sideOrientation: sideOrientation\r\n };\r\n return PolygonBuilder.CreatePolygon(name, options, scene, earcutInjection);\r\n};\r\n\r\nMesh.ExtrudePolygon = (name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection = earcut): Mesh => {\r\n var options = {\r\n shape: shape,\r\n holes: holes,\r\n depth: depth,\r\n updatable: updatable,\r\n sideOrientation: sideOrientation\r\n };\r\n return PolygonBuilder.ExtrudePolygon(name, options, scene, earcutInjection);\r\n};\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n */\r\nexport class PolygonBuilder {\r\n /**\r\n * Creates a polygon mesh\r\n * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh\r\n * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors\r\n * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)\r\n * * Remember you can only change the shape positions, not their number when updating a polygon\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @param earcutInjection can be used to inject your own earcut reference\r\n * @returns the polygon mesh\r\n */\r\n public static CreatePolygon(name: string, options: { shape: Vector3[], holes?: Vector3[][], depth?: number, faceUV?: Vector4[], faceColors?: Color4[], updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, wrap?: boolean}, scene: Nullable = null, earcutInjection = earcut): Mesh {\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n var shape = options.shape;\r\n var holes = options.holes || [];\r\n var depth = options.depth || 0;\r\n var contours: Array = [];\r\n var hole: Array = [];\r\n\r\n for (var i = 0; i < shape.length; i++) {\r\n contours[i] = new Vector2(shape[i].x, shape[i].z);\r\n }\r\n var epsilon = 0.00000001;\r\n if (contours[0].equalsWithEpsilon(contours[contours.length - 1], epsilon)) {\r\n contours.pop();\r\n }\r\n\r\n var polygonTriangulation = new PolygonMeshBuilder(name, contours, scene || EngineStore.LastCreatedScene!, earcutInjection);\r\n for (var hNb = 0; hNb < holes.length; hNb++) {\r\n hole = [];\r\n for (var hPoint = 0; hPoint < holes[hNb].length; hPoint++) {\r\n hole.push(new Vector2(holes[hNb][hPoint].x, holes[hNb][hPoint].z));\r\n }\r\n polygonTriangulation.addHole(hole);\r\n }\r\n var polygon = polygonTriangulation.build(options.updatable, depth);\r\n polygon._originalBuilderSideOrientation = options.sideOrientation;\r\n var vertexData = VertexData.CreatePolygon(polygon, options.sideOrientation, options.faceUV, options.faceColors, options.frontUVs, options.backUVs, options.wrap);\r\n vertexData.applyToMesh(polygon, options.updatable);\r\n\r\n return polygon;\r\n }\r\n\r\n /**\r\n * Creates an extruded polygon mesh, with depth in the Y direction.\r\n * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)\r\n * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @param earcutInjection can be used to inject your own earcut reference\r\n * @returns the polygon mesh\r\n */\r\n public static ExtrudePolygon(name: string, options: { shape: Vector3[], holes?: Vector3[][], depth?: number, faceUV?: Vector4[], faceColors?: Color4[], updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, wrap?: boolean }, scene: Nullable = null, earcutInjection = earcut): Mesh {\r\n return PolygonBuilder.CreatePolygon(name, options, scene, earcutInjection);\r\n }\r\n}","import { Scene } from \"../../scene\";\r\nimport { Vector4 } from \"../../Maths/math.vector\";\r\nimport { Color4 } from '../../Maths/math.color';\r\nimport { Mesh, _CreationDataStorage } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { Nullable } from '../../types';\r\n\r\nVertexData.CreatePolyhedron = function(options: { type?: number, size?: number, sizeX?: number, sizeY?: number, sizeZ?: number, custom?: any, faceUV?: Vector4[], faceColors?: Color4[], flat?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }): VertexData {\r\n // provided polyhedron types :\r\n // 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)\r\n // 9 : Pentagonal Pyramid (J2), 10 : Triangular Dipyramid (J12), 11 : Pentagonal Dipyramid (J13), 12 : Elongated Square Dipyramid (J15), 13 : Elongated Pentagonal Dipyramid (J16), 14 : Elongated Pentagonal Cupola (J20)\r\n var polyhedra: { vertex: number[][], face: number[][] }[] = [];\r\n polyhedra[0] = { vertex: [[0, 0, 1.732051], [1.632993, 0, -0.5773503], [-0.8164966, 1.414214, -0.5773503], [-0.8164966, -1.414214, -0.5773503]], face: [[0, 1, 2], [0, 2, 3], [0, 3, 1], [1, 3, 2]] };\r\n polyhedra[1] = { vertex: [[0, 0, 1.414214], [1.414214, 0, 0], [0, 1.414214, 0], [-1.414214, 0, 0], [0, -1.414214, 0], [0, 0, -1.414214]], face: [[0, 1, 2], [0, 2, 3], [0, 3, 4], [0, 4, 1], [1, 4, 5], [1, 5, 2], [2, 5, 3], [3, 5, 4]] };\r\n polyhedra[2] = {\r\n vertex: [[0, 0, 1.070466], [0.7136442, 0, 0.7978784], [-0.3568221, 0.618034, 0.7978784], [-0.3568221, -0.618034, 0.7978784], [0.7978784, 0.618034, 0.3568221], [0.7978784, -0.618034, 0.3568221], [-0.9341724, 0.381966, 0.3568221], [0.1362939, 1, 0.3568221], [0.1362939, -1, 0.3568221], [-0.9341724, -0.381966, 0.3568221], [0.9341724, 0.381966, -0.3568221], [0.9341724, -0.381966, -0.3568221], [-0.7978784, 0.618034, -0.3568221], [-0.1362939, 1, -0.3568221], [-0.1362939, -1, -0.3568221], [-0.7978784, -0.618034, -0.3568221], [0.3568221, 0.618034, -0.7978784], [0.3568221, -0.618034, -0.7978784], [-0.7136442, 0, -0.7978784], [0, 0, -1.070466]],\r\n face: [[0, 1, 4, 7, 2], [0, 2, 6, 9, 3], [0, 3, 8, 5, 1], [1, 5, 11, 10, 4], [2, 7, 13, 12, 6], [3, 9, 15, 14, 8], [4, 10, 16, 13, 7], [5, 8, 14, 17, 11], [6, 12, 18, 15, 9], [10, 11, 17, 19, 16], [12, 13, 16, 19, 18], [14, 15, 18, 19, 17]]\r\n };\r\n polyhedra[3] = {\r\n vertex: [[0, 0, 1.175571], [1.051462, 0, 0.5257311], [0.3249197, 1, 0.5257311], [-0.8506508, 0.618034, 0.5257311], [-0.8506508, -0.618034, 0.5257311], [0.3249197, -1, 0.5257311], [0.8506508, 0.618034, -0.5257311], [0.8506508, -0.618034, -0.5257311], [-0.3249197, 1, -0.5257311], [-1.051462, 0, -0.5257311], [-0.3249197, -1, -0.5257311], [0, 0, -1.175571]],\r\n face: [[0, 1, 2], [0, 2, 3], [0, 3, 4], [0, 4, 5], [0, 5, 1], [1, 5, 7], [1, 7, 6], [1, 6, 2], [2, 6, 8], [2, 8, 3], [3, 8, 9], [3, 9, 4], [4, 9, 10], [4, 10, 5], [5, 10, 7], [6, 7, 11], [6, 11, 8], [7, 10, 11], [8, 11, 9], [9, 11, 10]]\r\n };\r\n polyhedra[4] = {\r\n vertex: [[0, 0, 1.070722], [0.7148135, 0, 0.7971752], [-0.104682, 0.7071068, 0.7971752], [-0.6841528, 0.2071068, 0.7971752], [-0.104682, -0.7071068, 0.7971752], [0.6101315, 0.7071068, 0.5236279], [1.04156, 0.2071068, 0.1367736], [0.6101315, -0.7071068, 0.5236279], [-0.3574067, 1, 0.1367736], [-0.7888348, -0.5, 0.5236279], [-0.9368776, 0.5, 0.1367736], [-0.3574067, -1, 0.1367736], [0.3574067, 1, -0.1367736], [0.9368776, -0.5, -0.1367736], [0.7888348, 0.5, -0.5236279], [0.3574067, -1, -0.1367736], [-0.6101315, 0.7071068, -0.5236279], [-1.04156, -0.2071068, -0.1367736], [-0.6101315, -0.7071068, -0.5236279], [0.104682, 0.7071068, -0.7971752], [0.6841528, -0.2071068, -0.7971752], [0.104682, -0.7071068, -0.7971752], [-0.7148135, 0, -0.7971752], [0, 0, -1.070722]],\r\n face: [[0, 2, 3], [1, 6, 5], [4, 9, 11], [7, 15, 13], [8, 16, 10], [12, 14, 19], [17, 22, 18], [20, 21, 23], [0, 1, 5, 2], [0, 3, 9, 4], [0, 4, 7, 1], [1, 7, 13, 6], [2, 5, 12, 8], [2, 8, 10, 3], [3, 10, 17, 9], [4, 11, 15, 7], [5, 6, 14, 12], [6, 13, 20, 14], [8, 12, 19, 16], [9, 17, 18, 11], [10, 16, 22, 17], [11, 18, 21, 15], [13, 15, 21, 20], [14, 20, 23, 19], [16, 19, 23, 22], [18, 22, 23, 21]]\r\n };\r\n polyhedra[5] = { vertex: [[0, 0, 1.322876], [1.309307, 0, 0.1889822], [-0.9819805, 0.8660254, 0.1889822], [0.1636634, -1.299038, 0.1889822], [0.3273268, 0.8660254, -0.9449112], [-0.8183171, -0.4330127, -0.9449112]], face: [[0, 3, 1], [2, 4, 5], [0, 1, 4, 2], [0, 2, 5, 3], [1, 3, 5, 4]] };\r\n polyhedra[6] = { vertex: [[0, 0, 1.159953], [1.013464, 0, 0.5642542], [-0.3501431, 0.9510565, 0.5642542], [-0.7715208, -0.6571639, 0.5642542], [0.6633206, 0.9510565, -0.03144481], [0.8682979, -0.6571639, -0.3996071], [-1.121664, 0.2938926, -0.03144481], [-0.2348831, -1.063314, -0.3996071], [0.5181548, 0.2938926, -0.9953061], [-0.5850262, -0.112257, -0.9953061]], face: [[0, 1, 4, 2], [0, 2, 6, 3], [1, 5, 8, 4], [3, 6, 9, 7], [5, 7, 9, 8], [0, 3, 7, 5, 1], [2, 4, 8, 9, 6]] };\r\n polyhedra[7] = { vertex: [[0, 0, 1.118034], [0.8944272, 0, 0.6708204], [-0.2236068, 0.8660254, 0.6708204], [-0.7826238, -0.4330127, 0.6708204], [0.6708204, 0.8660254, 0.2236068], [1.006231, -0.4330127, -0.2236068], [-1.006231, 0.4330127, 0.2236068], [-0.6708204, -0.8660254, -0.2236068], [0.7826238, 0.4330127, -0.6708204], [0.2236068, -0.8660254, -0.6708204], [-0.8944272, 0, -0.6708204], [0, 0, -1.118034]], face: [[0, 1, 4, 2], [0, 2, 6, 3], [1, 5, 8, 4], [3, 6, 10, 7], [5, 9, 11, 8], [7, 10, 11, 9], [0, 3, 7, 9, 5, 1], [2, 4, 8, 11, 10, 6]] };\r\n polyhedra[8] = { vertex: [[-0.729665, 0.670121, 0.319155], [-0.655235, -0.29213, -0.754096], [-0.093922, -0.607123, 0.537818], [0.702196, 0.595691, 0.485187], [0.776626, -0.36656, -0.588064]], face: [[1, 4, 2], [0, 1, 2], [3, 0, 2], [4, 3, 2], [4, 1, 0, 3]] };\r\n polyhedra[9] = { vertex: [[-0.868849, -0.100041, 0.61257], [-0.329458, 0.976099, 0.28078], [-0.26629, -0.013796, -0.477654], [-0.13392, -1.034115, 0.229829], [0.738834, 0.707117, -0.307018], [0.859683, -0.535264, -0.338508]], face: [[3, 0, 2], [5, 3, 2], [4, 5, 2], [1, 4, 2], [0, 1, 2], [0, 3, 5, 4, 1]] };\r\n polyhedra[10] = { vertex: [[-0.610389, 0.243975, 0.531213], [-0.187812, -0.48795, -0.664016], [-0.187812, 0.9759, -0.664016], [0.187812, -0.9759, 0.664016], [0.798201, 0.243975, 0.132803]], face: [[1, 3, 0], [3, 4, 0], [3, 1, 4], [0, 2, 1], [0, 4, 2], [2, 4, 1]] };\r\n polyhedra[11] = { vertex: [[-1.028778, 0.392027, -0.048786], [-0.640503, -0.646161, 0.621837], [-0.125162, -0.395663, -0.540059], [0.004683, 0.888447, -0.651988], [0.125161, 0.395663, 0.540059], [0.632925, -0.791376, 0.433102], [1.031672, 0.157063, -0.354165]], face: [[3, 2, 0], [2, 1, 0], [2, 5, 1], [0, 4, 3], [0, 1, 4], [4, 1, 5], [2, 3, 6], [3, 4, 6], [5, 2, 6], [4, 5, 6]] };\r\n polyhedra[12] = { vertex: [[-0.669867, 0.334933, -0.529576], [-0.669867, 0.334933, 0.529577], [-0.4043, 1.212901, 0], [-0.334933, -0.669867, -0.529576], [-0.334933, -0.669867, 0.529577], [0.334933, 0.669867, -0.529576], [0.334933, 0.669867, 0.529577], [0.4043, -1.212901, 0], [0.669867, -0.334933, -0.529576], [0.669867, -0.334933, 0.529577]], face: [[8, 9, 7], [6, 5, 2], [3, 8, 7], [5, 0, 2], [4, 3, 7], [0, 1, 2], [9, 4, 7], [1, 6, 2], [9, 8, 5, 6], [8, 3, 0, 5], [3, 4, 1, 0], [4, 9, 6, 1]] };\r\n polyhedra[13] = { vertex: [[-0.931836, 0.219976, -0.264632], [-0.636706, 0.318353, 0.692816], [-0.613483, -0.735083, -0.264632], [-0.326545, 0.979634, 0], [-0.318353, -0.636706, 0.692816], [-0.159176, 0.477529, -0.856368], [0.159176, -0.477529, -0.856368], [0.318353, 0.636706, 0.692816], [0.326545, -0.979634, 0], [0.613482, 0.735082, -0.264632], [0.636706, -0.318353, 0.692816], [0.931835, -0.219977, -0.264632]], face: [[11, 10, 8], [7, 9, 3], [6, 11, 8], [9, 5, 3], [2, 6, 8], [5, 0, 3], [4, 2, 8], [0, 1, 3], [10, 4, 8], [1, 7, 3], [10, 11, 9, 7], [11, 6, 5, 9], [6, 2, 0, 5], [2, 4, 1, 0], [4, 10, 7, 1]] };\r\n polyhedra[14] = {\r\n vertex: [[-0.93465, 0.300459, -0.271185], [-0.838689, -0.260219, -0.516017], [-0.711319, 0.717591, 0.128359], [-0.710334, -0.156922, 0.080946], [-0.599799, 0.556003, -0.725148], [-0.503838, -0.004675, -0.969981], [-0.487004, 0.26021, 0.48049], [-0.460089, -0.750282, -0.512622], [-0.376468, 0.973135, -0.325605], [-0.331735, -0.646985, 0.084342], [-0.254001, 0.831847, 0.530001], [-0.125239, -0.494738, -0.966586], [0.029622, 0.027949, 0.730817], [0.056536, -0.982543, -0.262295], [0.08085, 1.087391, 0.076037], [0.125583, -0.532729, 0.485984], [0.262625, 0.599586, 0.780328], [0.391387, -0.726999, -0.716259], [0.513854, -0.868287, 0.139347], [0.597475, 0.85513, 0.326364], [0.641224, 0.109523, 0.783723], [0.737185, -0.451155, 0.538891], [0.848705, -0.612742, -0.314616], [0.976075, 0.365067, 0.32976], [1.072036, -0.19561, 0.084927]],\r\n face: [[15, 18, 21], [12, 20, 16], [6, 10, 2], [3, 0, 1], [9, 7, 13], [2, 8, 4, 0], [0, 4, 5, 1], [1, 5, 11, 7], [7, 11, 17, 13], [13, 17, 22, 18], [18, 22, 24, 21], [21, 24, 23, 20], [20, 23, 19, 16], [16, 19, 14, 10], [10, 14, 8, 2], [15, 9, 13, 18], [12, 15, 21, 20], [6, 12, 16, 10], [3, 6, 2, 0], [9, 3, 1, 7], [9, 15, 12, 6, 3], [22, 17, 11, 5, 4, 8, 14, 19, 23, 24]]\r\n };\r\n\r\n var type: number = options.type && (options.type < 0 || options.type >= polyhedra.length) ? 0 : options.type || 0;\r\n var size = options.size;\r\n var sizeX: number = options.sizeX || size || 1;\r\n var sizeY: number = options.sizeY || size || 1;\r\n var sizeZ: number = options.sizeZ || size || 1;\r\n var data: { vertex: number[][], face: number[][], name?: string, category?: string } = options.custom || polyhedra[type];\r\n var nbfaces = data.face.length;\r\n var faceUV = options.faceUV || new Array(nbfaces);\r\n var faceColors = options.faceColors;\r\n var flat = (options.flat === undefined) ? true : options.flat;\r\n var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n\r\n var positions = new Array();\r\n var indices = new Array();\r\n var normals = new Array();\r\n var uvs = new Array();\r\n var colors = new Array();\r\n var index = 0;\r\n var faceIdx = 0; // face cursor in the array \"indexes\"\r\n var indexes = new Array();\r\n var i = 0;\r\n var f = 0;\r\n var u: number, v: number, ang: number, x: number, y: number, tmp: number;\r\n\r\n // default face colors and UV if undefined\r\n if (flat) {\r\n for (f = 0; f < nbfaces; f++) {\r\n if (faceColors && faceColors[f] === undefined) {\r\n faceColors[f] = new Color4(1, 1, 1, 1);\r\n }\r\n if (faceUV && faceUV[f] === undefined) {\r\n faceUV[f] = new Vector4(0, 0, 1, 1);\r\n }\r\n }\r\n }\r\n\r\n if (!flat) {\r\n\r\n for (i = 0; i < data.vertex.length; i++) {\r\n positions.push(data.vertex[i][0] * sizeX, data.vertex[i][1] * sizeY, data.vertex[i][2] * sizeZ);\r\n uvs.push(0, 0);\r\n }\r\n for (f = 0; f < nbfaces; f++) {\r\n for (i = 0; i < data.face[f].length - 2; i++) {\r\n indices.push(data.face[f][0], data.face[f][i + 2], data.face[f][i + 1]);\r\n }\r\n }\r\n\r\n } else {\r\n\r\n for (f = 0; f < nbfaces; f++) {\r\n var fl = data.face[f].length; // number of vertices of the current face\r\n ang = 2 * Math.PI / fl;\r\n x = 0.5 * Math.tan(ang / 2);\r\n y = 0.5;\r\n\r\n // positions, uvs, colors\r\n for (i = 0; i < fl; i++) {\r\n // positions\r\n positions.push(data.vertex[data.face[f][i]][0] * sizeX, data.vertex[data.face[f][i]][1] * sizeY, data.vertex[data.face[f][i]][2] * sizeZ);\r\n indexes.push(index);\r\n index++;\r\n // uvs\r\n u = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * (0.5 + x);\r\n v = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * (y - 0.5);\r\n uvs.push(u, v);\r\n tmp = x * Math.cos(ang) - y * Math.sin(ang);\r\n y = x * Math.sin(ang) + y * Math.cos(ang);\r\n x = tmp;\r\n // colors\r\n if (faceColors) {\r\n colors.push(faceColors[f].r, faceColors[f].g, faceColors[f].b, faceColors[f].a);\r\n }\r\n }\r\n\r\n // indices from indexes\r\n for (i = 0; i < fl - 2; i++) {\r\n indices.push(indexes[0 + faceIdx], indexes[i + 2 + faceIdx], indexes[i + 1 + faceIdx]);\r\n }\r\n faceIdx += fl;\r\n }\r\n }\r\n\r\n VertexData.ComputeNormals(positions, indices, normals);\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n\r\n var vertexData = new VertexData();\r\n vertexData.positions = positions;\r\n vertexData.indices = indices;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n if (faceColors && flat) {\r\n vertexData.colors = colors;\r\n }\r\n return vertexData;\r\n};\r\n\r\nMesh.CreatePolyhedron = (name: string, options: { type?: number, size?: number, sizeX?: number, sizeY?: number, sizeZ?: number, custom?: any, faceUV?: Vector4[], faceColors?: Color4[], updatable?: boolean, sideOrientation?: number }, scene: Scene): Mesh => {\r\n return PolyhedronBuilder.CreatePolyhedron(name, options, scene);\r\n};\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n */\r\nexport class PolyhedronBuilder {\r\n /**\r\n * Creates a polyhedron mesh\r\n * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type\r\n * * The parameter `size` (positive float, default 1) sets the polygon size\r\n * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)\r\n * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`\r\n * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron\r\n * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)\r\n * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors\r\n * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the polyhedron mesh\r\n * @see https://doc.babylonjs.com/how_to/polyhedra_shapes\r\n */\r\n public static CreatePolyhedron(name: string, options: { type?: number, size?: number, sizeX?: number, sizeY?: number, sizeZ?: number, custom?: any, faceUV?: Vector4[], faceColors?: Color4[], flat?: boolean, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }, scene: Nullable = null): Mesh {\r\n var polyhedron = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n polyhedron._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n var vertexData = VertexData.CreatePolyhedron(options);\r\n\r\n vertexData.applyToMesh(polyhedron, options.updatable);\r\n\r\n return polyhedron;\r\n }\r\n}","import { Nullable, FloatArray } from \"../../types\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Vector3, Vector2, TmpVectors, Vector4 } from \"../../Maths/math.vector\";\r\nimport { Color4 } from '../../Maths/math.color';\r\nimport { Mesh, _CreationDataStorage } from \"../mesh\";\r\nimport { VertexBuffer } from \"../buffer\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { BoundingInfo } from \"../../Culling/boundingInfo\";\r\n\r\nVertexData.CreateRibbon = function(options: { pathArray: Vector3[][], closeArray?: boolean, closePath?: boolean, offset?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, invertUV?: boolean, uvs?: Vector2[], colors?: Color4[] }): VertexData {\r\n var pathArray: Vector3[][] = options.pathArray;\r\n var closeArray: boolean = options.closeArray || false;\r\n var closePath: boolean = options.closePath || false;\r\n var invertUV: boolean = options.invertUV || false;\r\n var defaultOffset: number = Math.floor(pathArray[0].length / 2);\r\n var offset: number = options.offset || defaultOffset;\r\n offset = offset > defaultOffset ? defaultOffset : Math.floor(offset); // offset max allowed : defaultOffset\r\n var sideOrientation: number = (options.sideOrientation === 0) ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n var customUV = options.uvs;\r\n var customColors = options.colors;\r\n\r\n var positions: number[] = [];\r\n var indices: number[] = [];\r\n var normals: number[] = [];\r\n var uvs: number[] = [];\r\n\r\n var us: number[][] = []; \t\t// us[path_id] = [uDist1, uDist2, uDist3 ... ] distances between points on path path_id\r\n var vs: number[][] = []; \t\t// vs[i] = [vDist1, vDist2, vDist3, ... ] distances between points i of consecutives paths from pathArray\r\n var uTotalDistance: number[] = []; \t\t// uTotalDistance[p] : total distance of path p\r\n var vTotalDistance: number[] = []; \t\t// vTotalDistance[i] : total distance between points i of first and last path from pathArray\r\n var minlg: number; \t // minimal length among all paths from pathArray\r\n var lg: number[] = []; \t\t // array of path lengths : nb of vertex per path\r\n var idx: number[] = []; \t\t // array of path indexes : index of each path (first vertex) in the total vertex number\r\n var p: number;\t\t\t\t\t\t\t// path iterator\r\n var i: number;\t\t\t\t\t\t\t// point iterator\r\n var j: number;\t\t\t\t\t\t\t// point iterator\r\n\r\n // if single path in pathArray\r\n if (pathArray.length < 2) {\r\n var ar1: Vector3[] = [];\r\n var ar2: Vector3[] = [];\r\n for (i = 0; i < pathArray[0].length - offset; i++) {\r\n ar1.push(pathArray[0][i]);\r\n ar2.push(pathArray[0][i + offset]);\r\n }\r\n pathArray = [ar1, ar2];\r\n }\r\n\r\n // positions and horizontal distances (u)\r\n var idc: number = 0;\r\n var closePathCorr: number = (closePath) ? 1 : 0; // the final index will be +1 if closePath\r\n var path: Vector3[];\r\n var l: number;\r\n minlg = pathArray[0].length;\r\n var vectlg: number;\r\n var dist: number;\r\n for (p = 0; p < pathArray.length; p++) {\r\n uTotalDistance[p] = 0;\r\n us[p] = [0];\r\n path = pathArray[p];\r\n l = path.length;\r\n minlg = (minlg < l) ? minlg : l;\r\n\r\n j = 0;\r\n while (j < l) {\r\n positions.push(path[j].x, path[j].y, path[j].z);\r\n if (j > 0) {\r\n vectlg = path[j].subtract(path[j - 1]).length();\r\n dist = vectlg + uTotalDistance[p];\r\n us[p].push(dist);\r\n uTotalDistance[p] = dist;\r\n }\r\n j++;\r\n }\r\n\r\n if (closePath) { // an extra hidden vertex is added in the \"positions\" array\r\n j--;\r\n positions.push(path[0].x, path[0].y, path[0].z);\r\n vectlg = path[j].subtract(path[0]).length();\r\n dist = vectlg + uTotalDistance[p];\r\n us[p].push(dist);\r\n uTotalDistance[p] = dist;\r\n }\r\n\r\n lg[p] = l + closePathCorr;\r\n idx[p] = idc;\r\n idc += (l + closePathCorr);\r\n }\r\n\r\n // vertical distances (v)\r\n var path1: Vector3[];\r\n var path2: Vector3[];\r\n var vertex1: Nullable = null;\r\n var vertex2: Nullable = null;\r\n for (i = 0; i < minlg + closePathCorr; i++) {\r\n vTotalDistance[i] = 0;\r\n vs[i] = [0];\r\n for (p = 0; p < pathArray.length - 1; p++) {\r\n path1 = pathArray[p];\r\n path2 = pathArray[p + 1];\r\n if (i === minlg) { // closePath\r\n vertex1 = path1[0];\r\n vertex2 = path2[0];\r\n }\r\n else {\r\n vertex1 = path1[i];\r\n vertex2 = path2[i];\r\n }\r\n vectlg = vertex2.subtract(vertex1).length();\r\n dist = vectlg + vTotalDistance[i];\r\n vs[i].push(dist);\r\n vTotalDistance[i] = dist;\r\n }\r\n\r\n if (closeArray && vertex2 && vertex1) {\r\n path1 = pathArray[p];\r\n path2 = pathArray[0];\r\n if (i === minlg) { // closePath\r\n vertex2 = path2[0];\r\n }\r\n vectlg = vertex2.subtract(vertex1).length();\r\n dist = vectlg + vTotalDistance[i];\r\n vTotalDistance[i] = dist;\r\n }\r\n }\r\n\r\n // uvs\r\n var u: number;\r\n var v: number;\r\n if (customUV) {\r\n for (p = 0; p < customUV.length; p++) {\r\n uvs.push(customUV[p].x, customUV[p].y);\r\n }\r\n }\r\n else {\r\n for (p = 0; p < pathArray.length; p++) {\r\n for (i = 0; i < minlg + closePathCorr; i++) {\r\n u = (uTotalDistance[p] != 0.0) ? us[p][i] / uTotalDistance[p] : 0.0;\r\n v = (vTotalDistance[i] != 0.0) ? vs[i][p] / vTotalDistance[i] : 0.0;\r\n if (invertUV) {\r\n uvs.push(v, u);\r\n } else {\r\n uvs.push(u, v);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // indices\r\n p = 0; \t\t\t\t\t// path index\r\n var pi: number = 0; \t\t// positions array index\r\n var l1: number = lg[p] - 1; \t\t// path1 length\r\n var l2: number = lg[p + 1] - 1; \t// path2 length\r\n var min: number = (l1 < l2) ? l1 : l2; \t// current path stop index\r\n var shft: number = idx[1] - idx[0]; // shift\r\n var path1nb: number = closeArray ? lg.length : lg.length - 1; // number of path1 to iterate\ton\r\n\r\n while (pi <= min && p < path1nb) { \t// stay under min and don't go over next to last path\r\n // draw two triangles between path1 (p1) and path2 (p2) : (p1.pi, p2.pi, p1.pi+1) and (p2.pi+1, p1.pi+1, p2.pi) clockwise\r\n\r\n indices.push(pi, pi + shft, pi + 1);\r\n indices.push(pi + shft + 1, pi + 1, pi + shft);\r\n pi += 1;\r\n if (pi === min) { \t\t\t// if end of one of two consecutive paths reached, go to next existing path\r\n p++;\r\n if (p === lg.length - 1) { // last path of pathArray reached <=> closeArray == true\r\n shft = idx[0] - idx[p];\r\n l1 = lg[p] - 1;\r\n l2 = lg[0] - 1;\r\n }\r\n else {\r\n shft = idx[p + 1] - idx[p];\r\n l1 = lg[p] - 1;\r\n l2 = lg[p + 1] - 1;\r\n }\r\n pi = idx[p];\r\n min = (l1 < l2) ? l1 + pi : l2 + pi;\r\n }\r\n }\r\n\r\n // normals\r\n VertexData.ComputeNormals(positions, indices, normals);\r\n\r\n if (closePath) { // update both the first and last vertex normals to their average value\r\n var indexFirst: number = 0;\r\n var indexLast: number = 0;\r\n for (p = 0; p < pathArray.length; p++) {\r\n indexFirst = idx[p] * 3;\r\n if (p + 1 < pathArray.length) {\r\n indexLast = (idx[p + 1] - 1) * 3;\r\n }\r\n else {\r\n indexLast = normals.length - 3;\r\n }\r\n normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;\r\n normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;\r\n normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;\r\n normals[indexLast] = normals[indexFirst];\r\n normals[indexLast + 1] = normals[indexFirst + 1];\r\n normals[indexLast + 2] = normals[indexFirst + 2];\r\n }\r\n }\r\n\r\n // sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n\r\n // Colors\r\n let colors: Nullable = null;\r\n if (customColors) {\r\n colors = new Float32Array(customColors.length * 4);\r\n for (var c = 0; c < customColors.length; c++) {\r\n colors[c * 4] = customColors[c].r;\r\n colors[c * 4 + 1] = customColors[c].g;\r\n colors[c * 4 + 2] = customColors[c].b;\r\n colors[c * 4 + 3] = customColors[c].a;\r\n }\r\n }\r\n\r\n // Result\r\n var vertexData = new VertexData();\r\n var positions32 = new Float32Array(positions);\r\n var normals32 = new Float32Array(normals);\r\n var uvs32 = new Float32Array(uvs);\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions32;\r\n vertexData.normals = normals32;\r\n vertexData.uvs = uvs32;\r\n if (colors) {\r\n vertexData.set(colors, VertexBuffer.ColorKind);\r\n }\r\n\r\n if (closePath) {\r\n (vertexData)._idx = idx;\r\n }\r\n\r\n return vertexData;\r\n};\r\n\r\nMesh.CreateRibbon = (name: string, pathArray: Vector3[][], closeArray: boolean = false, closePath: boolean, offset: number, scene?: Scene, updatable: boolean = false, sideOrientation?: number, instance?: Mesh) => {\r\n return RibbonBuilder.CreateRibbon(name, {\r\n pathArray: pathArray,\r\n closeArray: closeArray,\r\n closePath: closePath,\r\n offset: offset,\r\n updatable: updatable,\r\n sideOrientation: sideOrientation,\r\n instance: instance\r\n }, scene);\r\n};\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n */\r\nexport class RibbonBuilder {\r\n /**\r\n * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters\r\n * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry\r\n * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array\r\n * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array\r\n * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path\r\n * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11\r\n * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture\r\n * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones\r\n * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values\r\n * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry\r\n * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the ribbon mesh\r\n * @see https://doc.babylonjs.com/how_to/ribbon_tutorial\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes\r\n */\r\n public static CreateRibbon(name: string, options: { pathArray: Vector3[][], closeArray?: boolean, closePath?: boolean, offset?: number, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, instance?: Mesh, invertUV?: boolean, uvs?: Vector2[], colors?: Color4[] }, scene: Nullable = null): Mesh {\r\n var pathArray = options.pathArray;\r\n var closeArray = options.closeArray;\r\n var closePath = options.closePath;\r\n var sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n var instance = options.instance;\r\n var updatable = options.updatable;\r\n\r\n if (instance) { // existing ribbon instance update\r\n // positionFunction : ribbon case\r\n // only pathArray and sideOrientation parameters are taken into account for positions update\r\n const minimum = TmpVectors.Vector3[0].setAll(Number.MAX_VALUE);\r\n const maximum = TmpVectors.Vector3[1].setAll(-Number.MAX_VALUE);\r\n var positionFunction = (positions: FloatArray) => {\r\n var minlg = pathArray[0].length;\r\n var mesh = (instance);\r\n var i = 0;\r\n var ns = (mesh._originalBuilderSideOrientation === Mesh.DOUBLESIDE) ? 2 : 1;\r\n for (var si = 1; si <= ns; ++si) {\r\n for (var p = 0; p < pathArray.length; ++p) {\r\n var path = pathArray[p];\r\n var l = path.length;\r\n minlg = (minlg < l) ? minlg : l;\r\n for (let j = 0; j < minlg; ++j) {\r\n const pathPoint = path[j];\r\n positions[i] = pathPoint.x;\r\n positions[i + 1] = pathPoint.y;\r\n positions[i + 2] = pathPoint.z;\r\n minimum.minimizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);\r\n maximum.maximizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);\r\n i += 3;\r\n }\r\n if (mesh._creationDataStorage && mesh._creationDataStorage.closePath) {\r\n const pathPoint = path[0];\r\n positions[i] = pathPoint.x;\r\n positions[i + 1] = pathPoint.y;\r\n positions[i + 2] = pathPoint.z;\r\n i += 3;\r\n }\r\n }\r\n }\r\n };\r\n var positions = instance.getVerticesData(VertexBuffer.PositionKind);\r\n positionFunction(positions);\r\n if (instance._boundingInfo) {\r\n instance._boundingInfo.reConstruct(minimum, maximum, instance._worldMatrix);\r\n }\r\n else {\r\n instance._boundingInfo = new BoundingInfo(minimum, maximum, instance._worldMatrix);\r\n }\r\n instance.updateVerticesData(VertexBuffer.PositionKind, positions, false, false);\r\n if (options.colors) {\r\n var colors = instance.getVerticesData(VertexBuffer.ColorKind);\r\n for (var c = 0, colorIndex = 0; c < options.colors.length; c++ , colorIndex += 4) {\r\n const color = options.colors[c];\r\n colors[colorIndex] = color.r;\r\n colors[colorIndex + 1] = color.g;\r\n colors[colorIndex + 2] = color.b;\r\n colors[colorIndex + 3] = color.a;\r\n }\r\n instance.updateVerticesData(VertexBuffer.ColorKind, colors, false, false);\r\n }\r\n if (options.uvs) {\r\n var uvs = instance.getVerticesData(VertexBuffer.UVKind);\r\n for (var i = 0; i < options.uvs.length; i++) {\r\n uvs[i * 2] = options.uvs[i].x;\r\n uvs[i * 2 + 1] = options.uvs[i].y;\r\n }\r\n instance.updateVerticesData(VertexBuffer.UVKind, uvs, false, false);\r\n }\r\n if (!instance.areNormalsFrozen || instance.isFacetDataEnabled) {\r\n var indices = instance.getIndices();\r\n var normals = instance.getVerticesData(VertexBuffer.NormalKind);\r\n var params = instance.isFacetDataEnabled ? instance.getFacetDataParameters() : null;\r\n VertexData.ComputeNormals(positions, indices, normals, params);\r\n\r\n if (instance._creationDataStorage && instance._creationDataStorage.closePath) {\r\n var indexFirst: number = 0;\r\n var indexLast: number = 0;\r\n for (var p = 0; p < pathArray.length; p++) {\r\n indexFirst = instance._creationDataStorage!.idx[p] * 3;\r\n if (p + 1 < pathArray.length) {\r\n indexLast = (instance._creationDataStorage!.idx[p + 1] - 1) * 3;\r\n }\r\n else {\r\n indexLast = normals.length - 3;\r\n }\r\n normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;\r\n normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;\r\n normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;\r\n normals[indexLast] = normals[indexFirst];\r\n normals[indexLast + 1] = normals[indexFirst + 1];\r\n normals[indexLast + 2] = normals[indexFirst + 2];\r\n }\r\n }\r\n if (!(instance.areNormalsFrozen)) {\r\n instance.updateVerticesData(VertexBuffer.NormalKind, normals, false, false);\r\n }\r\n }\r\n\r\n return instance;\r\n }\r\n else { // new ribbon creation\r\n\r\n var ribbon = new Mesh(name, scene);\r\n ribbon._originalBuilderSideOrientation = sideOrientation;\r\n ribbon._creationDataStorage = new _CreationDataStorage();\r\n\r\n var vertexData = VertexData.CreateRibbon(options);\r\n if (closePath) {\r\n ribbon._creationDataStorage.idx = (vertexData)._idx;\r\n }\r\n ribbon._creationDataStorage.closePath = closePath;\r\n ribbon._creationDataStorage.closeArray = closeArray;\r\n\r\n vertexData.applyToMesh(ribbon, updatable);\r\n\r\n return ribbon;\r\n }\r\n }\r\n}","import { Nullable } from \"../../types\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Vector3, TmpVectors, Vector4, Matrix } from \"../../Maths/math.vector\";\r\nimport { Mesh, _CreationDataStorage } from \"../mesh\";\r\nimport { RibbonBuilder } from \"./ribbonBuilder\";\r\nimport { Path3D } from '../../Maths/math.path';\r\n\r\nMesh.ExtrudeShape = (name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene: Nullable = null, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh => {\r\n var options = {\r\n shape: shape,\r\n path: path,\r\n scale: scale,\r\n rotation: rotation,\r\n cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,\r\n sideOrientation: sideOrientation,\r\n instance: instance,\r\n updatable: updatable\r\n };\r\n\r\n return ShapeBuilder.ExtrudeShape(name, options, scene);\r\n};\r\n\r\nMesh.ExtrudeShapeCustom = (name: string, shape: Vector3[], path: Vector3[], scaleFunction: Function, rotationFunction: Function, ribbonCloseArray: boolean, ribbonClosePath: boolean, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh => {\r\n var options = {\r\n shape: shape,\r\n path: path,\r\n scaleFunction: scaleFunction,\r\n rotationFunction: rotationFunction,\r\n ribbonCloseArray: ribbonCloseArray,\r\n ribbonClosePath: ribbonClosePath,\r\n cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,\r\n sideOrientation: sideOrientation,\r\n instance: instance,\r\n updatable: updatable\r\n };\r\n\r\n return ShapeBuilder.ExtrudeShapeCustom(name, options, scene);\r\n};\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n */\r\nexport class ShapeBuilder {\r\n /**\r\n * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.\r\n * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.\r\n * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.\r\n * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.\r\n * * The parameter `scale` (float, default 1) is the value to scale the shape.\r\n * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL\r\n * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape\r\n * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the extruded shape mesh\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes\r\n */\r\n public static ExtrudeShape(name: string, options: { shape: Vector3[], path: Vector3[], scale?: number, rotation?: number, cap?: number, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, instance?: Mesh, invertUV?: boolean }, scene: Nullable = null): Mesh {\r\n var path = options.path;\r\n var shape = options.shape;\r\n var scale = options.scale || 1;\r\n var rotation = options.rotation || 0;\r\n var cap = (options.cap === 0) ? 0 : options.cap || Mesh.NO_CAP;\r\n var updatable = options.updatable;\r\n var sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n var instance = options.instance || null;\r\n var invertUV = options.invertUV || false;\r\n\r\n return ShapeBuilder._ExtrudeShapeGeneric(name, shape, path, scale, rotation, null, null, false, false, cap, false, scene, updatable ? true : false, sideOrientation, instance, invertUV, options.frontUVs || null, options.backUVs || null);\r\n }\r\n\r\n /**\r\n * Creates an custom extruded shape mesh.\r\n * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.\r\n * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.\r\n * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.\r\n * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path\r\n * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.\r\n * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path\r\n * * It must returns a float value that will be the scale value applied to the shape on each path point\r\n * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`\r\n * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`\r\n * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL\r\n * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape\r\n * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the custom extruded shape mesh\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes\r\n */\r\n public static ExtrudeShapeCustom(name: string, options: { shape: Vector3[], path: Vector3[], scaleFunction?: any, rotationFunction?: any, ribbonCloseArray?: boolean, ribbonClosePath?: boolean, cap?: number, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, instance?: Mesh, invertUV?: boolean }, scene: Nullable = null): Mesh {\r\n var path = options.path;\r\n var shape = options.shape;\r\n var scaleFunction = options.scaleFunction || (() => { return 1; });\r\n var rotationFunction = options.rotationFunction || (() => { return 0; });\r\n var ribbonCloseArray = options.ribbonCloseArray || false;\r\n var ribbonClosePath = options.ribbonClosePath || false;\r\n var cap = (options.cap === 0) ? 0 : options.cap || Mesh.NO_CAP;\r\n var updatable = options.updatable;\r\n var sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n var instance = options.instance;\r\n var invertUV = options.invertUV || false;\r\n return ShapeBuilder._ExtrudeShapeGeneric(name, shape, path, null, null, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, true, scene, updatable ? true : false, sideOrientation, instance || null, invertUV, options.frontUVs || null, options.backUVs || null);\r\n }\r\n\r\n private static _ExtrudeShapeGeneric(name: string, shape: Vector3[], curve: Vector3[], scale: Nullable, rotation: Nullable, scaleFunction: Nullable<{ (i: number, distance: number): number; }>,\r\n rotateFunction: Nullable<{ (i: number, distance: number): number; }>, rbCA: boolean, rbCP: boolean, cap: number, custom: boolean,\r\n scene: Nullable, updtbl: boolean, side: number, instance: Nullable, invertUV: boolean, frontUVs: Nullable, backUVs: Nullable): Mesh {\r\n // extrusion geometry\r\n var extrusionPathArray = (shape: Vector3[], curve: Vector3[], path3D: Path3D, shapePaths: Vector3[][], scale: Nullable, rotation: Nullable,\r\n scaleFunction: Nullable<{ (i: number, distance: number): number; }>, rotateFunction: Nullable<{ (i: number, distance: number): number; }>, cap: number, custom: boolean) => {\r\n var tangents = path3D.getTangents();\r\n var normals = path3D.getNormals();\r\n var binormals = path3D.getBinormals();\r\n var distances = path3D.getDistances();\r\n\r\n var angle = 0;\r\n var returnScale: { (i: number, distance: number): number; } = () => { return scale !== null ? scale : 1; };\r\n var returnRotation: { (i: number, distance: number): number; } = () => { return rotation !== null ? rotation : 0; };\r\n var rotate: { (i: number, distance: number): number; } = custom && rotateFunction ? rotateFunction : returnRotation;\r\n var scl: { (i: number, distance: number): number; } = custom && scaleFunction ? scaleFunction : returnScale;\r\n var index = (cap === Mesh.NO_CAP || cap === Mesh.CAP_END) ? 0 : 2;\r\n var rotationMatrix: Matrix = TmpVectors.Matrix[0];\r\n\r\n for (var i = 0; i < curve.length; i++) {\r\n var shapePath = new Array();\r\n var angleStep = rotate(i, distances[i]);\r\n var scaleRatio = scl(i, distances[i]);\r\n for (var p = 0; p < shape.length; p++) {\r\n Matrix.RotationAxisToRef(tangents[i], angle, rotationMatrix);\r\n var planed = ((tangents[i].scale(shape[p].z)).add(normals[i].scale(shape[p].x)).add(binormals[i].scale(shape[p].y)));\r\n var rotated = shapePath[p] ? shapePath[p] : Vector3.Zero();\r\n Vector3.TransformCoordinatesToRef(planed, rotationMatrix, rotated);\r\n rotated.scaleInPlace(scaleRatio).addInPlace(curve[i]);\r\n shapePath[p] = rotated;\r\n }\r\n shapePaths[index] = shapePath;\r\n angle += angleStep;\r\n index++;\r\n }\r\n // cap\r\n var capPath = (shapePath: Vector3[]) => {\r\n var pointCap = Array();\r\n var barycenter = Vector3.Zero();\r\n var i: number;\r\n for (i = 0; i < shapePath.length; i++) {\r\n barycenter.addInPlace(shapePath[i]);\r\n }\r\n barycenter.scaleInPlace(1.0 / shapePath.length);\r\n for (i = 0; i < shapePath.length; i++) {\r\n pointCap.push(barycenter);\r\n }\r\n return pointCap;\r\n };\r\n switch (cap) {\r\n case Mesh.NO_CAP:\r\n break;\r\n case Mesh.CAP_START:\r\n shapePaths[0] = capPath(shapePaths[2]);\r\n shapePaths[1] = shapePaths[2];\r\n break;\r\n case Mesh.CAP_END:\r\n shapePaths[index] = shapePaths[index - 1];\r\n shapePaths[index + 1] = capPath(shapePaths[index - 1]);\r\n break;\r\n case Mesh.CAP_ALL:\r\n shapePaths[0] = capPath(shapePaths[2]);\r\n shapePaths[1] = shapePaths[2];\r\n shapePaths[index] = shapePaths[index - 1];\r\n shapePaths[index + 1] = capPath(shapePaths[index - 1]);\r\n break;\r\n default:\r\n break;\r\n }\r\n return shapePaths;\r\n };\r\n var path3D;\r\n var pathArray;\r\n if (instance) { // instance update\r\n let storage = instance._creationDataStorage!;\r\n path3D = storage.path3D.update(curve);\r\n pathArray = extrusionPathArray(shape, curve, storage.path3D, storage.pathArray, scale, rotation, scaleFunction, rotateFunction, storage.cap, custom);\r\n instance = Mesh.CreateRibbon(\"\", pathArray, false, false, 0, scene || undefined, false, 0, instance);\r\n\r\n return instance;\r\n }\r\n // extruded shape creation\r\n path3D = new Path3D(curve);\r\n var newShapePaths = new Array>();\r\n cap = (cap < 0 || cap > 3) ? 0 : cap;\r\n pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom);\r\n var extrudedGeneric = RibbonBuilder.CreateRibbon(name, { pathArray: pathArray, closeArray: rbCA, closePath: rbCP, updatable: updtbl, sideOrientation: side, invertUV: invertUV, frontUVs: frontUVs || undefined, backUVs: backUVs || undefined }, scene);\r\n extrudedGeneric._creationDataStorage!.pathArray = pathArray;\r\n extrudedGeneric._creationDataStorage!.path3D = path3D;\r\n extrudedGeneric._creationDataStorage!.cap = cap;\r\n\r\n return extrudedGeneric;\r\n }\r\n}","import { Vector4, Vector3, Matrix } from \"../../Maths/math.vector\";\r\nimport { Mesh, _CreationDataStorage } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Nullable } from '../../types';\r\n\r\nVertexData.CreateSphere = function(options: { segments?: number, diameter?: number, diameterX?: number, diameterY?: number, diameterZ?: number, arc?: number, slice?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }): VertexData {\r\n var segments: number = options.segments || 32;\r\n var diameterX: number = options.diameterX || options.diameter || 1;\r\n var diameterY: number = options.diameterY || options.diameter || 1;\r\n var diameterZ: number = options.diameterZ || options.diameter || 1;\r\n var arc: number = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;\r\n var slice: number = options.slice && (options.slice <= 0) ? 1.0 : options.slice || 1.0;\r\n var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n\r\n var radius = new Vector3(diameterX / 2, diameterY / 2, diameterZ / 2);\r\n\r\n var totalZRotationSteps = 2 + segments;\r\n var totalYRotationSteps = 2 * totalZRotationSteps;\r\n\r\n var indices = [];\r\n var positions = [];\r\n var normals = [];\r\n var uvs = [];\r\n\r\n for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) {\r\n var normalizedZ = zRotationStep / totalZRotationSteps;\r\n var angleZ = normalizedZ * Math.PI * slice;\r\n\r\n for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) {\r\n var normalizedY = yRotationStep / totalYRotationSteps;\r\n\r\n var angleY = normalizedY * Math.PI * 2 * arc;\r\n\r\n var rotationZ = Matrix.RotationZ(-angleZ);\r\n var rotationY = Matrix.RotationY(angleY);\r\n var afterRotZ = Vector3.TransformCoordinates(Vector3.Up(), rotationZ);\r\n var complete = Vector3.TransformCoordinates(afterRotZ, rotationY);\r\n\r\n var vertex = complete.multiply(radius);\r\n var normal = complete.divide(radius).normalize();\r\n\r\n positions.push(vertex.x, vertex.y, vertex.z);\r\n normals.push(normal.x, normal.y, normal.z);\r\n uvs.push(normalizedY, normalizedZ);\r\n }\r\n\r\n if (zRotationStep > 0) {\r\n var verticesCount = positions.length / 3;\r\n for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) {\r\n indices.push((firstIndex));\r\n indices.push((firstIndex + 1));\r\n indices.push(firstIndex + totalYRotationSteps + 1);\r\n\r\n indices.push((firstIndex + totalYRotationSteps + 1));\r\n indices.push((firstIndex + 1));\r\n indices.push((firstIndex + totalYRotationSteps + 2));\r\n }\r\n }\r\n }\r\n\r\n // Sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n\r\n // Result\r\n var vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n return vertexData;\r\n};\r\n\r\nMesh.CreateSphere = (name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh => {\r\n var options = {\r\n segments: segments,\r\n diameterX: diameter,\r\n diameterY: diameter,\r\n diameterZ: diameter,\r\n sideOrientation: sideOrientation,\r\n updatable: updatable\r\n };\r\n\r\n return SphereBuilder.CreateSphere(name, options, scene);\r\n};\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n */\r\nexport class SphereBuilder {\r\n /**\r\n * Creates a sphere mesh\r\n * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)\r\n * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)\r\n * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)\r\n * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio\r\n * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the sphere mesh\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#sphere\r\n */\r\n public static CreateSphere(name: string, options: { segments?: number, diameter?: number, diameterX?: number, diameterY?: number, diameterZ?: number, arc?: number, slice?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, updatable?: boolean }, scene: Nullable = null): Mesh {\r\n var sphere = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n sphere._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n var vertexData = VertexData.CreateSphere(options);\r\n\r\n vertexData.applyToMesh(sphere, options.updatable);\r\n\r\n return sphere;\r\n }\r\n}\r\n","import { Nullable } from \"../../types\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Matrix, Vector3, Vector4 } from \"../../Maths/math.vector\";\r\nimport { Color4 } from '../../Maths/math.color';\r\nimport { Mesh, _CreationDataStorage } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\n\r\nVertexData.CreateTiledBox = function(options: { pattern?: number, size?: number, width?: number, height?: number, depth: number, tileSize?: number, tileWidth?: number, tileHeight?: number, faceUV?: Vector4[], faceColors?: Color4[], alignHorizontal?: number, alignVertical?: number, sideOrientation?: number }): VertexData {\r\n var nbFaces = 6;\r\n\r\n var faceUV: Vector4[] = options.faceUV || new Array(6);\r\n var faceColors = options.faceColors;\r\n\r\n var flipTile = options.pattern || Mesh.NO_FLIP;\r\n\r\n var width = options.width || options.size || 1;\r\n var height = options.height || options.size || 1;\r\n var depth = options.depth || options.size || 1;\r\n var tileWidth = options.tileWidth || options.tileSize || 1;\r\n var tileHeight = options.tileHeight || options.tileSize || 1;\r\n var alignH = options.alignHorizontal || 0;\r\n var alignV = options.alignVertical || 0;\r\n\r\n var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n\r\n // default face colors and UV if undefined\r\n for (var f = 0; f < nbFaces; f++) {\r\n if (faceUV[f] === undefined) {\r\n faceUV[f] = new Vector4(0, 0, 1, 1);\r\n }\r\n if (faceColors && faceColors[f] === undefined) {\r\n faceColors[f] = new Color4(1, 1, 1, 1);\r\n }\r\n }\r\n\r\n var halfWidth = width / 2;\r\n var halfHeight = height / 2;\r\n var halfDepth = depth / 2;\r\n\r\n var faceVertexData: Array = [];\r\n\r\n for (var f = 0; f < 2; f++) { //front and back\r\n faceVertexData[f] = VertexData.CreateTiledPlane({\r\n pattern: flipTile,\r\n tileWidth: tileWidth,\r\n tileHeight: tileHeight,\r\n width: width,\r\n height: height,\r\n alignVertical: alignV,\r\n alignHorizontal: alignH,\r\n sideOrientation: sideOrientation\r\n });\r\n }\r\n\r\n for (var f = 2; f < 4; f++) { //sides\r\n faceVertexData[f] = VertexData.CreateTiledPlane({\r\n pattern: flipTile,\r\n tileWidth: tileWidth,\r\n tileHeight: tileHeight,\r\n width: depth,\r\n height: height,\r\n alignVertical: alignV,\r\n alignHorizontal: alignH,\r\n sideOrientation: sideOrientation\r\n });\r\n }\r\n\r\n var baseAlignV = alignV;\r\n if (alignV === Mesh.BOTTOM) {\r\n baseAlignV = Mesh.TOP;\r\n }\r\n else if (alignV === Mesh.TOP) {\r\n baseAlignV = Mesh.BOTTOM;\r\n }\r\n\r\n for (var f = 4; f < 6; f++) { //top and bottom\r\n faceVertexData[f] = VertexData.CreateTiledPlane({\r\n pattern: flipTile,\r\n tileWidth: tileWidth,\r\n tileHeight: tileHeight,\r\n width: width,\r\n height: depth,\r\n alignVertical: baseAlignV,\r\n alignHorizontal: alignH,\r\n sideOrientation: sideOrientation\r\n });\r\n }\r\n\r\n var positions: Array = [];\r\n var normals: Array = [];\r\n var uvs: Array = [];\r\n var indices: Array = [];\r\n var colors: Array = [];\r\n var facePositions: Array> = [];\r\n var faceNormals: Array> = [];\r\n\r\n var newFaceUV: Array> = [];\r\n var len: number = 0;\r\n var lu: number = 0;\r\n\r\n var li: number = 0;\r\n\r\n for (var f = 0; f < nbFaces; f++) {\r\n var len = faceVertexData[f].positions!.length;\r\n facePositions[f] = [];\r\n faceNormals[f] = [];\r\n for (var p = 0; p < len / 3; p++) {\r\n facePositions[f].push(new Vector3(faceVertexData[f].positions![3 * p], faceVertexData[f].positions![3 * p + 1], faceVertexData[f].positions![3 * p + 2]));\r\n faceNormals[f].push(new Vector3(faceVertexData[f].normals![3 * p], faceVertexData[f].normals![3 * p + 1], faceVertexData[f].normals![3 * p + 2]));\r\n }\r\n // uvs\r\n lu = faceVertexData[f].uvs!.length;\r\n newFaceUV[f] = [];\r\n for (var i = 0; i < lu; i += 2) {\r\n newFaceUV[f][i] = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * faceVertexData[f].uvs![i];\r\n newFaceUV[f][i + 1] = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * faceVertexData[f].uvs![i + 1];\r\n }\r\n uvs = uvs.concat(newFaceUV[f]);\r\n indices = indices.concat(>faceVertexData[f].indices!.map((x: number) => x + li));\r\n li += facePositions[f].length;\r\n if (faceColors) {\r\n for (var c = 0; c < 4; c++) {\r\n colors.push(faceColors[f].r, faceColors[f].g, faceColors[f].b, faceColors[f].a);\r\n }\r\n }\r\n }\r\n\r\n var vec0 = new Vector3(0, 0, halfDepth);\r\n var mtrx0 = Matrix.RotationY(Math.PI);\r\n positions = facePositions[0].map((entry) => Vector3.TransformNormal(entry, mtrx0).add(vec0)).map((entry) => [entry.x, entry.y, entry.z]).reduce(\r\n (accumulator: Array, currentValue) => accumulator.concat(currentValue),\r\n []\r\n );\r\n normals = faceNormals[0].map((entry) => Vector3.TransformNormal(entry, mtrx0)).map((entry) => [entry.x, entry.y, entry.z]).reduce(\r\n (accumulator: Array, currentValue) => accumulator.concat(currentValue),\r\n []\r\n );\r\n positions = positions.concat(facePositions[1].map((entry) => entry.subtract(vec0)).map((entry) => [entry.x, entry.y, entry.z]).reduce(\r\n (accumulator: Array, currentValue) => accumulator.concat(currentValue),\r\n []\r\n ));\r\n normals = normals.concat(faceNormals[1].map((entry) => [entry.x, entry.y, entry.z]).reduce(\r\n (accumulator: Array, currentValue) => accumulator.concat(currentValue),\r\n []\r\n ));\r\n\r\n var vec2 = new Vector3(halfWidth, 0, 0);\r\n var mtrx2 = Matrix.RotationY(-Math.PI / 2);\r\n positions = positions.concat(facePositions[2].map((entry) => Vector3.TransformNormal(entry, mtrx2).add(vec2)).map((entry) => [entry.x, entry.y, entry.z]).reduce(\r\n (accumulator: Array, currentValue) => accumulator.concat(currentValue),\r\n []\r\n ));\r\n normals = normals.concat(faceNormals[2].map((entry) => Vector3.TransformNormal(entry, mtrx2)).map((entry) => [entry.x, entry.y, entry.z]).reduce(\r\n (accumulator: Array, currentValue) => accumulator.concat(currentValue),\r\n []\r\n ));\r\n var mtrx3 = Matrix.RotationY(Math.PI / 2);\r\n positions = positions.concat(facePositions[3].map((entry) => Vector3.TransformNormal(entry, mtrx3).subtract(vec2)).map((entry) => [entry.x, entry.y, entry.z]).reduce(\r\n (accumulator: Array, currentValue) => accumulator.concat(currentValue),\r\n []\r\n ));\r\n normals = normals.concat(faceNormals[3].map((entry) => Vector3.TransformNormal(entry, mtrx3)).map((entry) => [entry.x, entry.y, entry.z]).reduce(\r\n (accumulator: Array, currentValue) => accumulator.concat(currentValue),\r\n []\r\n ));\r\n\r\n var vec4 = new Vector3(0, halfHeight, 0);\r\n var mtrx4 = Matrix.RotationX(Math.PI / 2);\r\n positions = positions.concat(facePositions[4].map((entry) => Vector3.TransformNormal(entry, mtrx4).add(vec4)).map((entry) => [entry.x, entry.y, entry.z]).reduce(\r\n (accumulator: Array, currentValue) => accumulator.concat(currentValue),\r\n []\r\n ));\r\n normals = normals.concat(faceNormals[4].map((entry) => Vector3.TransformNormal(entry, mtrx4)).map((entry) => [entry.x, entry.y, entry.z]).reduce(\r\n (accumulator: Array, currentValue) => accumulator.concat(currentValue),\r\n []\r\n ));\r\n var mtrx5 = Matrix.RotationX(-Math.PI / 2);\r\n positions = positions.concat(facePositions[5].map((entry) => Vector3.TransformNormal(entry, mtrx5).subtract(vec4)).map((entry) => [entry.x, entry.y, entry.z]).reduce(\r\n (accumulator: Array, currentValue) => accumulator.concat(currentValue),\r\n []\r\n ));\r\n normals = normals.concat(faceNormals[5].map((entry) => Vector3.TransformNormal(entry, mtrx5)).map((entry) => [entry.x, entry.y, entry.z]).reduce(\r\n (accumulator: Array, currentValue) => accumulator.concat(currentValue),\r\n []\r\n ));\r\n\r\n // sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);\r\n\r\n // Result\r\n var vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n if (faceColors) {\r\n var totalColors = (sideOrientation === VertexData.DOUBLESIDE) ? colors.concat(colors) : colors;\r\n vertexData.colors = totalColors;\r\n }\r\n\r\n return vertexData;\r\n};\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n */\r\nexport class TiledBoxBuilder {\r\n /**\r\n * Creates a box mesh\r\n * faceTiles sets the pattern, tile size and number of tiles for a face * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)\r\n * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the box mesh\r\n */\r\n public static CreateTiledBox(name: string, options: { pattern?: number, width?: number, height?: number, depth?: number, tileSize?: number, tileWidth?: number, tileHeight?: number, alignHorizontal?: number, alignVertical?: number, faceUV?: Vector4[], faceColors?: Color4[], sideOrientation?: number, updatable?: boolean }, scene: Nullable = null): Mesh {\r\n var box = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n box._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n var vertexData = VertexData.CreateTiledBox(options);\r\n\r\n vertexData.applyToMesh(box, options.updatable);\r\n\r\n return box;\r\n }\r\n}","import { Nullable } from \"../../types\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Vector4 } from \"../../Maths/math.vector\";\r\nimport { Mesh, _CreationDataStorage } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\n\r\nVertexData.CreateTiledPlane = function(options: { pattern?: number, tileSize?: number, tileWidth?: number, tileHeight?: number, size?: number, width?: number, height?: number, alignHorizontal?: number, alignVertical?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }): VertexData {\r\n\r\n var flipTile = options.pattern || Mesh.NO_FLIP;\r\n var tileWidth = options.tileWidth || options.tileSize || 1;\r\n var tileHeight = options.tileHeight || options.tileSize || 1;\r\n var alignH = options.alignHorizontal || 0;\r\n var alignV = options.alignVertical || 0;\r\n\r\n var width = options.width || options.size || 1;\r\n var tilesX = Math.floor(width / tileWidth);\r\n var offsetX = width - tilesX * tileWidth;\r\n\r\n var height = options.height || options.size || 1;\r\n var tilesY = Math.floor(height / tileHeight);\r\n var offsetY = height - tilesY * tileHeight;\r\n\r\n var halfWidth = tileWidth * tilesX / 2;\r\n var halfHeight = tileHeight * tilesY / 2;\r\n\r\n var adjustX = 0;\r\n var adjustY = 0;\r\n var startX = 0;\r\n var startY = 0;\r\n var endX = 0;\r\n var endY = 0;\r\n\r\n //Part Tiles\r\n if (offsetX > 0 || offsetY > 0) {\r\n startX = -halfWidth;\r\n startY = -halfHeight;\r\n var endX = halfWidth;\r\n var endY = halfHeight;\r\n\r\n switch (alignH) {\r\n case Mesh.CENTER:\r\n offsetX /= 2;\r\n startX -= offsetX;\r\n endX += offsetX;\r\n break;\r\n case Mesh.LEFT:\r\n endX += offsetX;\r\n adjustX = -offsetX / 2;\r\n break;\r\n case Mesh.RIGHT:\r\n startX -= offsetX;\r\n adjustX = offsetX / 2;\r\n break;\r\n }\r\n\r\n switch (alignV) {\r\n case Mesh.CENTER:\r\n offsetY /= 2;\r\n startY -= offsetY;\r\n endY += offsetY;\r\n break;\r\n case Mesh.BOTTOM:\r\n endY += offsetY;\r\n adjustY = -offsetY / 2;\r\n break;\r\n case Mesh.TOP:\r\n startY -= offsetY;\r\n adjustY = offsetY / 2;\r\n break;\r\n }\r\n }\r\n\r\n var positions = [];\r\n var normals = [];\r\n var uvBase = [];\r\n uvBase[0] = [0, 0, 1, 0, 1, 1, 0, 1];\r\n uvBase[1] = [0, 0, 1, 0, 1, 1, 0, 1];\r\n if (flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.ROTATE_ROW) {\r\n uvBase[1] = [1, 1, 0, 1, 0, 0, 1, 0];\r\n }\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.FLIP_ROW) {\r\n uvBase[1] = [1, 0, 0, 0, 0, 1, 1, 1];\r\n }\r\n if (flipTile === Mesh.FLIP_N_ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvBase[1] = [0, 1, 1, 1, 1, 0, 0, 0];\r\n }\r\n var uvs: Array = [];\r\n var colors = [];\r\n var indices = [];\r\n var index = 0;\r\n for (var y = 0; y < tilesY; y++) {\r\n for (var x = 0; x < tilesX; x++) {\r\n positions.push(-halfWidth + x * tileWidth + adjustX, -halfHeight + y * tileHeight + adjustY, 0);\r\n positions.push(-halfWidth + (x + 1) * tileWidth + adjustX, -halfHeight + y * tileHeight + adjustY, 0);\r\n positions.push(-halfWidth + (x + 1) * tileWidth + adjustX, -halfHeight + (y + 1) * tileHeight + adjustY, 0);\r\n positions.push(-halfWidth + x * tileWidth + adjustX, -halfHeight + (y + 1) * tileHeight + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_TILE) {\r\n uvs = uvs.concat(uvBase[(x % 2 + y % 2) % 2]);\r\n }\r\n else if (flipTile === Mesh.FLIP_ROW || flipTile === Mesh.ROTATE_ROW || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvs = uvs.concat(uvBase[y % 2]);\r\n }\r\n else {\r\n\r\n uvs = uvs.concat(uvBase[0]);\r\n }\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n index += 4;\r\n }\r\n }\r\n\r\n //Part Tiles\r\n if (offsetX > 0 || offsetY > 0) {\r\n\r\n var partialBottomRow: boolean = (offsetY > 0 && (alignV === Mesh.CENTER || alignV === Mesh.TOP));\r\n var partialTopRow: boolean = (offsetY > 0 && (alignV === Mesh.CENTER || alignV === Mesh.BOTTOM));\r\n var partialLeftCol: boolean = (offsetX > 0 && (alignH === Mesh.CENTER || alignH === Mesh.RIGHT));\r\n var partialRightCol: boolean = (offsetX > 0 && (alignH === Mesh.CENTER || alignH === Mesh.LEFT));\r\n var uvPart: Array = [];\r\n var a, b, c, d: number;\r\n\r\n //corners\r\n if (partialBottomRow && partialLeftCol) { //bottom left corner\r\n positions.push(startX + adjustX, startY + adjustY, 0);\r\n positions.push(-halfWidth + adjustX, startY + adjustY, 0);\r\n positions.push(-halfWidth + adjustX, startY + offsetY + adjustY, 0);\r\n positions.push(startX + adjustX, startY + offsetY + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n index += 4;\r\n a = 1 - offsetX / tileWidth;\r\n b = 1 - offsetY / tileHeight;\r\n c = 1;\r\n d = 1;\r\n uvPart = [a, b, c, b, c, d, a, d];\r\n if (flipTile === Mesh.ROTATE_ROW) {\r\n uvPart = [1 - a, 1 - b, 1 - c, 1 - b, 1 - c, 1 - d, 1 - a, 1 - d];\r\n }\r\n if (flipTile === Mesh.FLIP_ROW) {\r\n uvPart = [1 - a, b, 1 - c, b, 1 - c, d, 1 - a, d];\r\n }\r\n if (flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvPart = [a, 1 - b, c, 1 - b, c, 1 - d, a, 1 - d];\r\n }\r\n uvs = uvs.concat(uvPart);\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n }\r\n\r\n if (partialBottomRow && partialRightCol) { //bottom right corner\r\n positions.push(halfWidth + adjustX, startY + adjustY, 0);\r\n positions.push(endX + adjustX, startY + adjustY, 0);\r\n positions.push(endX + adjustX, startY + offsetY + adjustY, 0);\r\n positions.push(halfWidth + adjustX, startY + offsetY + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n index += 4;\r\n a = 0,\r\n b = 1 - offsetY / tileHeight;\r\n c = offsetX / tileWidth;\r\n d = 1;\r\n uvPart = [a, b, c, b, c, d, a, d];\r\n if (flipTile === Mesh.ROTATE_ROW || (flipTile === Mesh.ROTATE_TILE && (tilesX % 2) === 0)) {\r\n uvPart = [1 - a, 1 - b, 1 - c, 1 - b, 1 - c, 1 - d, 1 - a, 1 - d];\r\n }\r\n if (flipTile === Mesh.FLIP_ROW || (flipTile === Mesh.FLIP_TILE && (tilesX % 2) === 0)) {\r\n uvPart = [1 - a, b, 1 - c, b, 1 - c, d, 1 - a, d];\r\n }\r\n if (flipTile === Mesh.FLIP_N_ROTATE_ROW || (flipTile === Mesh.FLIP_N_ROTATE_TILE && (tilesX % 2) === 0)) {\r\n uvPart = [a, 1 - b, c, 1 - b, c, 1 - d, a, 1 - d];\r\n }\r\n uvs = uvs.concat(uvPart);\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n }\r\n\r\n if (partialTopRow && partialLeftCol) {//top left corner\r\n positions.push(startX + adjustX, halfHeight + adjustY, 0);\r\n positions.push(-halfWidth + adjustX, halfHeight + adjustY, 0);\r\n positions.push(-halfWidth + adjustX, endY + adjustY, 0);\r\n positions.push(startX + adjustX, endY + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n index += 4;\r\n a = 1 - offsetX / tileWidth;\r\n b = 0;\r\n c = 1;\r\n d = offsetY / tileHeight;\r\n uvPart = [a, b, c, b, c, d, a, d];\r\n if ((flipTile === Mesh.ROTATE_ROW && (tilesY % 2) === 1) || (flipTile === Mesh.ROTATE_TILE && (tilesY % 1) === 0)) {\r\n uvPart = [1 - a, 1 - b, 1 - c, 1 - b, 1 - c, 1 - d, 1 - a, 1 - d];\r\n }\r\n if ((flipTile === Mesh.FLIP_ROW && (tilesY % 2) === 1) || (flipTile === Mesh.FLIP_TILE && (tilesY % 2) === 0)) {\r\n uvPart = [1 - a, b, 1 - c, b, 1 - c, d, 1 - a, d];\r\n }\r\n if ((flipTile === Mesh.FLIP_N_ROTATE_ROW && (tilesY % 2) === 1) || (flipTile === Mesh.FLIP_N_ROTATE_TILE && (tilesY % 2) === 0)) {\r\n uvPart = [a, 1 - b, c, 1 - b, c, 1 - d, a, 1 - d];\r\n }\r\n uvs = uvs.concat(uvPart);\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n }\r\n\r\n if (partialTopRow && partialRightCol) { //top right corner\r\n positions.push(halfWidth + adjustX, halfHeight + adjustY, 0);\r\n positions.push(endX + adjustX, halfHeight + adjustY, 0);\r\n positions.push(endX + adjustX, endY + adjustY, 0);\r\n positions.push(halfWidth + adjustX, endY + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n index += 4;\r\n a = 0,\r\n b = 0;\r\n c = offsetX / tileWidth;\r\n d = offsetY / tileHeight;\r\n uvPart = [a, b, c, b, c, d, a, d];\r\n if ((flipTile === Mesh.ROTATE_ROW && (tilesY % 2) === 1) || (flipTile === Mesh.ROTATE_TILE && (tilesY + tilesX) % 2 === 1)) {\r\n uvPart = [1 - a, 1 - b, 1 - c, 1 - b, 1 - c, 1 - d, 1 - a, 1 - d];\r\n }\r\n if ((flipTile === Mesh.FLIP_ROW && (tilesY % 2) === 1) || (flipTile === Mesh.FLIP_TILE && (tilesY + tilesX) % 2 === 1)) {\r\n uvPart = [1 - a, b, 1 - c, b, 1 - c, d, 1 - a, d];\r\n }\r\n if ((flipTile === Mesh.FLIP_N_ROTATE_ROW && (tilesY % 2) === 1) || (flipTile === Mesh.FLIP_N_ROTATE_TILE && (tilesY + tilesX) % 2 === 1)) {\r\n uvPart = [a, 1 - b, c, 1 - b, c, 1 - d, a, 1 - d];\r\n }\r\n uvs = uvs.concat(uvPart);\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n }\r\n\r\n //part rows\r\n if (partialBottomRow) {\r\n var uvBaseBR = [];\r\n a = 0;\r\n b = 1 - offsetY / tileHeight;\r\n c = 1;\r\n d = 1;\r\n uvBaseBR[0] = [a, b, c, b, c, d, a, d];\r\n uvBaseBR[1] = [a, b, c, b, c, d, a, d];\r\n if (flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.ROTATE_ROW) {\r\n uvBaseBR[1] = [1 - a, 1 - b, 1 - c, 1 - b, 1 - c, 1 - d, 1 - a, 1 - d];\r\n }\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.FLIP_ROW) {\r\n uvBaseBR[1] = [1 - a, b, 1 - c, b, 1 - c, d, 1 - a, d];\r\n }\r\n if (flipTile === Mesh.FLIP_N_ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvBaseBR[1] = [a, 1 - b, c, 1 - b, c, 1 - d, a, 1 - d];\r\n }\r\n for (var x = 0; x < tilesX; x++) {\r\n positions.push(-halfWidth + x * tileWidth + adjustX, startY + adjustY, 0);\r\n positions.push(-halfWidth + (x + 1) * tileWidth + adjustX, startY + adjustY, 0);\r\n positions.push(-halfWidth + (x + 1) * tileWidth + adjustX, startY + offsetY + adjustY, 0);\r\n positions.push(-halfWidth + x * tileWidth + adjustX, startY + offsetY + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n index += 4;\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_TILE) {\r\n uvs = uvs.concat(uvBaseBR[(x + 1) % 2]);\r\n }\r\n else if (flipTile === Mesh.FLIP_ROW || flipTile === Mesh.ROTATE_ROW || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvs = uvs.concat(uvBaseBR[1]);\r\n }\r\n else {\r\n uvs = uvs.concat(uvBaseBR[0]);\r\n }\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n }\r\n }\r\n\r\n if (partialTopRow) {\r\n var uvBaseTR = [];\r\n a = 0;\r\n b = 0;\r\n c = 1;\r\n d = offsetY / tileHeight;\r\n uvBaseTR[0] = [a, b, c, b, c, d, a, d];\r\n uvBaseTR[1] = [a, b, c, b, c, d, a, d];\r\n if (flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.ROTATE_ROW) {\r\n uvBaseTR[1] = [1 - a, 1 - b, 1 - c, 1 - b, 1 - c, 1 - d, 1 - a, 1 - d];\r\n }\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.FLIP_ROW) {\r\n uvBaseTR[1] = [1 - a, b, 1 - c, b, 1 - c, d, 1 - a, d];\r\n }\r\n if (flipTile === Mesh.FLIP_N_ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvBaseTR[1] = [a, 1 - b, c, 1 - b, c, 1 - d, a, 1 - d];\r\n }\r\n for (var x = 0; x < tilesX; x++) {\r\n positions.push(-halfWidth + x * tileWidth + adjustX, endY - offsetY + adjustY, 0);\r\n positions.push(-halfWidth + (x + 1) * tileWidth + adjustX, endY - offsetY + adjustY, 0);\r\n positions.push(-halfWidth + (x + 1) * tileWidth + adjustX, endY + adjustY, 0);\r\n positions.push(-halfWidth + x * tileWidth + adjustX, endY + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n index += 4;\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_TILE) {\r\n uvs = uvs.concat(uvBaseTR[(x + tilesY) % 2]);\r\n }\r\n else if (flipTile === Mesh.FLIP_ROW || flipTile === Mesh.ROTATE_ROW || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvs = uvs.concat(uvBaseTR[tilesY % 2]);\r\n }\r\n else {\r\n uvs = uvs.concat(uvBaseTR[0]);\r\n }\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n }\r\n }\r\n\r\n if (partialLeftCol) {\r\n var uvBaseLC = [];\r\n a = 1 - offsetX / tileWidth;\r\n b = 0;\r\n c = 1;\r\n d = 1;\r\n uvBaseLC[0] = [a, b, c, b, c, d, a, d];\r\n uvBaseLC[1] = [a, b, c, b, c, d, a, d];\r\n if (flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.ROTATE_ROW) {\r\n uvBaseLC[1] = [1 - a, 1 - b, 1 - c, 1 - b, 1 - c, 1 - d, 1 - a, 1 - d];\r\n }\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.FLIP_ROW) {\r\n uvBaseLC[1] = [1 - a, b, 1 - c, b, 1 - c, d, 1 - a, d];\r\n }\r\n if (flipTile === Mesh.FLIP_N_ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvBaseLC[1] = [a, 1 - b, c, 1 - b, c, 1 - d, a, 1 - d];\r\n }\r\n for (var y = 0; y < tilesY; y++) {\r\n positions.push(startX + adjustX, -halfHeight + y * tileHeight + adjustY, 0);\r\n positions.push(startX + offsetX + adjustX, -halfHeight + y * tileHeight + adjustY, 0);\r\n positions.push(startX + offsetX + adjustX, -halfHeight + (y + 1) * tileHeight + adjustY, 0);\r\n positions.push(startX + adjustX, -halfHeight + (y + 1) * tileHeight + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n index += 4;\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_TILE) {\r\n uvs = uvs.concat(uvBaseLC[(y + 1) % 2]);\r\n }\r\n else if (flipTile === Mesh.FLIP_ROW || flipTile === Mesh.ROTATE_ROW || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvs = uvs.concat(uvBaseLC[y % 2]);\r\n }\r\n else {\r\n uvs = uvs.concat(uvBaseLC[0]);\r\n }\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n }\r\n }\r\n\r\n if (partialRightCol) {\r\n var uvBaseRC = [];\r\n a = 0;\r\n b = 0;\r\n c = offsetX / tileHeight;\r\n d = 1;\r\n uvBaseRC[0] = [a, b, c, b, c, d, a, d];\r\n uvBaseRC[1] = [a, b, c, b, c, d, a, d];\r\n if (flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.ROTATE_ROW) {\r\n uvBaseRC[1] = [1 - a, 1 - b, 1 - c, 1 - b, 1 - c, 1 - d, 1 - a, 1 - d];\r\n }\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.FLIP_ROW) {\r\n uvBaseRC[1] = [1 - a, b, 1 - c, b, 1 - c, d, 1 - a, d];\r\n }\r\n if (flipTile === Mesh.FLIP_N_ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvBaseRC[1] = [a, 1 - b, c, 1 - b, c, 1 - d, a, 1 - d];\r\n }\r\n for (var y = 0; y < tilesY; y++) {\r\n positions.push(endX - offsetX + adjustX, -halfHeight + y * tileHeight + adjustY, 0);\r\n positions.push(endX + adjustX, -halfHeight + y * tileHeight + adjustY, 0);\r\n positions.push(endX + adjustX, -halfHeight + (y + 1) * tileHeight + adjustY, 0);\r\n positions.push(endX - offsetX + adjustX, -halfHeight + (y + 1) * tileHeight + adjustY, 0);\r\n indices.push(index, index + 1, index + 3, index + 1, index + 2, index + 3);\r\n index += 4;\r\n if (flipTile === Mesh.FLIP_TILE || flipTile === Mesh.ROTATE_TILE || flipTile === Mesh.FLIP_N_ROTATE_TILE) {\r\n uvs = uvs.concat(uvBaseRC[(y + tilesX) % 2]);\r\n }\r\n else if (flipTile === Mesh.FLIP_ROW || flipTile === Mesh.ROTATE_ROW || flipTile === Mesh.FLIP_N_ROTATE_ROW) {\r\n uvs = uvs.concat(uvBaseRC[y % 2]);\r\n }\r\n else {\r\n uvs = uvs.concat(uvBaseRC[0]);\r\n }\r\n colors.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);\r\n normals.push(0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1);\r\n }\r\n }\r\n }\r\n\r\n var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n\r\n // sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n\r\n // Result\r\n var vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n var totalColors = (sideOrientation === VertexData.DOUBLESIDE) ? colors.concat(colors) : colors;\r\n vertexData.colors = totalColors;\r\n\r\n return vertexData;\r\n};\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n */\r\nexport class TiledPlaneBuilder {\r\n /**\r\n * Creates a tiled plane mesh\r\n * * The parameter `pattern` will, depending on value, do nothing or\r\n * * * flip (reflect about central vertical) alternate tiles across and up\r\n * * * flip every tile on alternate rows\r\n * * * rotate (180 degs) alternate tiles across and up\r\n * * * rotate every tile on alternate rows\r\n * * * flip and rotate alternate tiles across and up\r\n * * * flip and rotate every tile on alternate rows\r\n * * The parameter `tileSize` sets the size (float) of each tile side (default 1)\r\n * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#box\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the box mesh\r\n */\r\n public static CreateTiledPlane(name: string, options: { pattern?: number, tileSize?: number, tileWidth?: number, tileHeight?: number, size?: number, width?: number, height?: number, alignHorizontal?: number, alignVertical?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, updatable?: boolean }, scene: Nullable = null): Mesh {\r\n var plane = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n plane._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n var vertexData = VertexData.CreateTiledPlane(options);\r\n\r\n vertexData.applyToMesh(plane, options.updatable);\r\n\r\n return plane;\r\n }\r\n}","import { Vector4, Matrix, Vector3, Vector2 } from \"../../Maths/math.vector\";\r\nimport { Mesh, _CreationDataStorage } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { Scene } from \"../../scene\";\r\n\r\nVertexData.CreateTorus = function(options: { diameter?: number, thickness?: number, tessellation?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }) {\r\n var indices = [];\r\n var positions = [];\r\n var normals = [];\r\n var uvs = [];\r\n\r\n var diameter = options.diameter || 1;\r\n var thickness = options.thickness || 0.5;\r\n var tessellation = options.tessellation || 16;\r\n var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n\r\n var stride = tessellation + 1;\r\n\r\n for (var i = 0; i <= tessellation; i++) {\r\n var u = i / tessellation;\r\n\r\n var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;\r\n\r\n var transform = Matrix.Translation(diameter / 2.0, 0, 0).multiply(Matrix.RotationY(outerAngle));\r\n\r\n for (var j = 0; j <= tessellation; j++) {\r\n var v = 1 - j / tessellation;\r\n\r\n var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;\r\n var dx = Math.cos(innerAngle);\r\n var dy = Math.sin(innerAngle);\r\n\r\n // Create a vertex.\r\n var normal = new Vector3(dx, dy, 0);\r\n var position = normal.scale(thickness / 2);\r\n var textureCoordinate = new Vector2(u, v);\r\n\r\n position = Vector3.TransformCoordinates(position, transform);\r\n normal = Vector3.TransformNormal(normal, transform);\r\n\r\n positions.push(position.x, position.y, position.z);\r\n normals.push(normal.x, normal.y, normal.z);\r\n uvs.push(textureCoordinate.x, textureCoordinate.y);\r\n\r\n // And create indices for two triangles.\r\n var nextI = (i + 1) % stride;\r\n var nextJ = (j + 1) % stride;\r\n\r\n indices.push(i * stride + j);\r\n indices.push(i * stride + nextJ);\r\n indices.push(nextI * stride + j);\r\n\r\n indices.push(i * stride + nextJ);\r\n indices.push(nextI * stride + nextJ);\r\n indices.push(nextI * stride + j);\r\n }\r\n }\r\n\r\n // Sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n\r\n // Result\r\n var vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n return vertexData;\r\n};\r\n\r\nMesh.CreateTorus = (name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh => {\r\n var options = {\r\n diameter: diameter,\r\n thickness: thickness,\r\n tessellation: tessellation,\r\n sideOrientation: sideOrientation,\r\n updatable: updatable\r\n };\r\n\r\n return TorusBuilder.CreateTorus(name, options, scene);\r\n};\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n */\r\nexport class TorusBuilder {\r\n /**\r\n * Creates a torus mesh\r\n * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)\r\n * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)\r\n * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the torus mesh\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#torus\r\n */\r\n public static CreateTorus(name: string, options: { diameter?: number, thickness?: number, tessellation?: number, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }, scene: any): Mesh {\r\n var torus = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n torus._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n var vertexData = VertexData.CreateTorus(options);\r\n\r\n vertexData.applyToMesh(torus, options.updatable);\r\n\r\n return torus;\r\n }\r\n}","import { Vector4, Vector3 } from \"../../Maths/math.vector\";\r\nimport { Mesh, _CreationDataStorage } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { Scene } from \"../../scene\";\r\n\r\nVertexData.CreateTorusKnot = function(options: { radius?: number, tube?: number, radialSegments?: number, tubularSegments?: number, p?: number, q?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }): VertexData {\r\n var indices = new Array();\r\n var positions = new Array();\r\n var normals = new Array();\r\n var uvs = new Array();\r\n\r\n var radius = options.radius || 2;\r\n var tube = options.tube || 0.5;\r\n var radialSegments = options.radialSegments || 32;\r\n var tubularSegments = options.tubularSegments || 32;\r\n var p = options.p || 2;\r\n var q = options.q || 3;\r\n var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n\r\n // Helper\r\n var getPos = (angle: number) => {\r\n\r\n var cu = Math.cos(angle);\r\n var su = Math.sin(angle);\r\n var quOverP = q / p * angle;\r\n var cs = Math.cos(quOverP);\r\n\r\n var tx = radius * (2 + cs) * 0.5 * cu;\r\n var ty = radius * (2 + cs) * su * 0.5;\r\n var tz = radius * Math.sin(quOverP) * 0.5;\r\n\r\n return new Vector3(tx, ty, tz);\r\n };\r\n\r\n // Vertices\r\n var i: number;\r\n var j: number;\r\n for (i = 0; i <= radialSegments; i++) {\r\n var modI = i % radialSegments;\r\n var u = modI / radialSegments * 2 * p * Math.PI;\r\n var p1 = getPos(u);\r\n var p2 = getPos(u + 0.01);\r\n var tang = p2.subtract(p1);\r\n var n = p2.add(p1);\r\n\r\n var bitan = Vector3.Cross(tang, n);\r\n n = Vector3.Cross(bitan, tang);\r\n\r\n bitan.normalize();\r\n n.normalize();\r\n\r\n for (j = 0; j < tubularSegments; j++) {\r\n var modJ = j % tubularSegments;\r\n var v = modJ / tubularSegments * 2 * Math.PI;\r\n var cx = -tube * Math.cos(v);\r\n var cy = tube * Math.sin(v);\r\n\r\n positions.push(p1.x + cx * n.x + cy * bitan.x);\r\n positions.push(p1.y + cx * n.y + cy * bitan.y);\r\n positions.push(p1.z + cx * n.z + cy * bitan.z);\r\n\r\n uvs.push(i / radialSegments);\r\n uvs.push(j / tubularSegments);\r\n }\r\n }\r\n\r\n for (i = 0; i < radialSegments; i++) {\r\n for (j = 0; j < tubularSegments; j++) {\r\n var jNext = (j + 1) % tubularSegments;\r\n var a = i * tubularSegments + j;\r\n var b = (i + 1) * tubularSegments + j;\r\n var c = (i + 1) * tubularSegments + jNext;\r\n var d = i * tubularSegments + jNext;\r\n\r\n indices.push(d); indices.push(b); indices.push(a);\r\n indices.push(d); indices.push(c); indices.push(b);\r\n }\r\n }\r\n\r\n // Normals\r\n VertexData.ComputeNormals(positions, indices, normals);\r\n\r\n // Sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n\r\n // Result\r\n var vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n return vertexData;\r\n};\r\n\r\nMesh.CreateTorusKnot = (name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh => {\r\n var options = {\r\n radius: radius,\r\n tube: tube,\r\n radialSegments: radialSegments,\r\n tubularSegments: tubularSegments,\r\n p: p,\r\n q: q,\r\n sideOrientation: sideOrientation,\r\n updatable: updatable\r\n };\r\n\r\n return TorusKnotBuilder.CreateTorusKnot(name, options, scene);\r\n};\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n */\r\nexport class TorusKnotBuilder {\r\n /**\r\n * Creates a torus knot mesh\r\n * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)\r\n * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)\r\n * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)\r\n * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the torus knot mesh\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot\r\n */\r\n public static CreateTorusKnot(name: string, options: { radius?: number, tube?: number, radialSegments?: number, tubularSegments?: number, p?: number, q?: number, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }, scene: any): Mesh {\r\n var torusKnot = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n torusKnot._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n var vertexData = VertexData.CreateTorusKnot(options);\r\n\r\n vertexData.applyToMesh(torusKnot, options.updatable);\r\n\r\n return torusKnot;\r\n }\r\n}","import { Nullable } from \"../../types\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Vector3, TmpVectors, Vector4, Matrix } from \"../../Maths/math.vector\";\r\nimport { Mesh, _CreationDataStorage } from \"../mesh\";\r\nimport { RibbonBuilder } from \"./ribbonBuilder\";\r\nimport { Path3D } from '../../Maths/math.path';\r\n\r\nMesh.CreateTube = (name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: { (i: number, distance: number): number; }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh => {\r\n var options = {\r\n path: path,\r\n radius: radius,\r\n tessellation: tessellation,\r\n radiusFunction: radiusFunction,\r\n arc: 1,\r\n cap: cap,\r\n updatable: updatable,\r\n sideOrientation: sideOrientation,\r\n instance: instance\r\n };\r\n return TubeBuilder.CreateTube(name, options, scene);\r\n};\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n */\r\nexport class TubeBuilder {\r\n /**\r\n * Creates a tube mesh.\r\n * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters\r\n * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube\r\n * * The parameter `radius` (positive float, default 1) sets the tube radius size\r\n * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface\r\n * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`\r\n * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)\r\n * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc\r\n * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL\r\n * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the tube mesh\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#tube\r\n */\r\n public static CreateTube(name: string, options: { path: Vector3[], radius?: number, tessellation?: number, radiusFunction?: { (i: number, distance: number): number; }, cap?: number, arc?: number, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, instance?: Mesh, invertUV?: boolean }, scene: Nullable = null): Mesh {\r\n var path = options.path;\r\n var instance = options.instance;\r\n var radius = 1.0;\r\n\r\n if (options.radius !== undefined) {\r\n radius = options.radius;\r\n } else if (instance) {\r\n radius = instance._creationDataStorage!.radius;\r\n }\r\n\r\n var tessellation = options.tessellation || 64 | 0;\r\n var radiusFunction = options.radiusFunction || null;\r\n var cap = options.cap || Mesh.NO_CAP;\r\n var invertUV = options.invertUV || false;\r\n var updatable = options.updatable;\r\n var sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n options.arc = options.arc && (options.arc <= 0.0 || options.arc > 1.0) ? 1.0 : options.arc || 1.0;\r\n\r\n // tube geometry\r\n var tubePathArray = (path: Vector3[], path3D: Path3D, circlePaths: Vector3[][], radius: number, tessellation: number,\r\n radiusFunction: Nullable<{ (i: number, distance: number): number; }>, cap: number, arc: number) => {\r\n var tangents = path3D.getTangents();\r\n var normals = path3D.getNormals();\r\n var distances = path3D.getDistances();\r\n var pi2 = Math.PI * 2;\r\n var step = pi2 / tessellation * arc;\r\n var returnRadius: { (i: number, distance: number): number; } = () => radius;\r\n var radiusFunctionFinal: { (i: number, distance: number): number; } = radiusFunction || returnRadius;\r\n\r\n var circlePath: Vector3[];\r\n var rad: number;\r\n var normal: Vector3;\r\n var rotated: Vector3;\r\n var rotationMatrix: Matrix = TmpVectors.Matrix[0];\r\n var index = (cap === Mesh.NO_CAP || cap === Mesh.CAP_END) ? 0 : 2;\r\n for (var i = 0; i < path.length; i++) {\r\n rad = radiusFunctionFinal(i, distances[i]); // current radius\r\n circlePath = Array(); // current circle array\r\n normal = normals[i]; // current normal\r\n for (var t = 0; t < tessellation; t++) {\r\n Matrix.RotationAxisToRef(tangents[i], step * t, rotationMatrix);\r\n rotated = circlePath[t] ? circlePath[t] : Vector3.Zero();\r\n Vector3.TransformCoordinatesToRef(normal, rotationMatrix, rotated);\r\n rotated.scaleInPlace(rad).addInPlace(path[i]);\r\n circlePath[t] = rotated;\r\n }\r\n circlePaths[index] = circlePath;\r\n index++;\r\n }\r\n // cap\r\n var capPath = (nbPoints: number, pathIndex: number): Array => {\r\n var pointCap = Array();\r\n for (var i = 0; i < nbPoints; i++) {\r\n pointCap.push(path[pathIndex]);\r\n }\r\n return pointCap;\r\n };\r\n switch (cap) {\r\n case Mesh.NO_CAP:\r\n break;\r\n case Mesh.CAP_START:\r\n circlePaths[0] = capPath(tessellation, 0);\r\n circlePaths[1] = circlePaths[2].slice(0);\r\n break;\r\n case Mesh.CAP_END:\r\n circlePaths[index] = circlePaths[index - 1].slice(0);\r\n circlePaths[index + 1] = capPath(tessellation, path.length - 1);\r\n break;\r\n case Mesh.CAP_ALL:\r\n circlePaths[0] = capPath(tessellation, 0);\r\n circlePaths[1] = circlePaths[2].slice(0);\r\n circlePaths[index] = circlePaths[index - 1].slice(0);\r\n circlePaths[index + 1] = capPath(tessellation, path.length - 1);\r\n break;\r\n default:\r\n break;\r\n }\r\n return circlePaths;\r\n };\r\n\r\n var path3D;\r\n var pathArray;\r\n if (instance) { // tube update\r\n let storage = instance._creationDataStorage!;\r\n var arc = options.arc || storage.arc;\r\n path3D = storage.path3D.update(path);\r\n pathArray = tubePathArray(path, path3D, storage.pathArray, radius, storage.tessellation, radiusFunction, storage.cap, arc);\r\n instance = RibbonBuilder.CreateRibbon(\"\", { pathArray: pathArray, instance: instance });\r\n // Update mode, no need to recreate the storage.\r\n storage.path3D = path3D;\r\n storage.pathArray = pathArray;\r\n storage.arc = arc;\r\n storage.radius = radius;\r\n\r\n return instance;\r\n }\r\n\r\n // tube creation\r\n path3D = new Path3D(path);\r\n var newPathArray = new Array>();\r\n cap = (cap < 0 || cap > 3) ? 0 : cap;\r\n pathArray = tubePathArray(path, path3D, newPathArray, radius, tessellation, radiusFunction, cap, options.arc);\r\n var tube = RibbonBuilder.CreateRibbon(name, { pathArray: pathArray, closePath: true, closeArray: false, updatable: updatable, sideOrientation: sideOrientation, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);\r\n tube._creationDataStorage!.pathArray = pathArray;\r\n tube._creationDataStorage!.path3D = path3D;\r\n tube._creationDataStorage!.tessellation = tessellation;\r\n tube._creationDataStorage!.cap = cap;\r\n tube._creationDataStorage!.arc = options.arc;\r\n tube._creationDataStorage!.radius = radius;\r\n\r\n return tube;\r\n }\r\n}","import { Tools } from \"../../Misc/tools\";\r\nimport { WorkerPool } from '../../Misc/workerPool';\r\nimport { Nullable } from \"../../types\";\r\nimport { IDisposable } from \"../../scene\";\r\nimport { VertexData } from \"../../Meshes/mesh.vertexData\";\r\n\r\ndeclare var DracoDecoderModule: any;\r\ndeclare var WebAssembly: any;\r\n\r\n// WorkerGlobalScope\r\ndeclare function importScripts(...urls: string[]): void;\r\ndeclare function postMessage(message: any, transfer?: any[]): void;\r\n\r\nfunction createDecoderAsync(wasmBinary?: ArrayBuffer): Promise {\r\n return new Promise((resolve) => {\r\n DracoDecoderModule({ wasmBinary: wasmBinary }).then((module: any) => {\r\n resolve({ module: module });\r\n });\r\n });\r\n}\r\n\r\nfunction decodeMesh(decoderModule: any, dataView: ArrayBufferView, attributes: { [kind: string]: number } | undefined, onIndicesData: (data: Uint32Array) => void, onAttributeData: (kind: string, data: Float32Array) => void): void {\r\n const buffer = new decoderModule.DecoderBuffer();\r\n buffer.Init(dataView, dataView.byteLength);\r\n\r\n const decoder = new decoderModule.Decoder();\r\n let geometry: any;\r\n let status: any;\r\n\r\n try {\r\n const type = decoder.GetEncodedGeometryType(buffer);\r\n switch (type) {\r\n case decoderModule.TRIANGULAR_MESH:\r\n geometry = new decoderModule.Mesh();\r\n status = decoder.DecodeBufferToMesh(buffer, geometry);\r\n break;\r\n case decoderModule.POINT_CLOUD:\r\n geometry = new decoderModule.PointCloud();\r\n status = decoder.DecodeBufferToPointCloud(buffer, geometry);\r\n break;\r\n default:\r\n throw new Error(`Invalid geometry type ${type}`);\r\n }\r\n\r\n if (!status.ok() || !geometry.ptr) {\r\n throw new Error(status.error_msg());\r\n }\r\n\r\n const numPoints = geometry.num_points();\r\n\r\n if (type === decoderModule.TRIANGULAR_MESH) {\r\n const numFaces = geometry.num_faces();\r\n const faceIndices = new decoderModule.DracoInt32Array();\r\n try {\r\n const indices = new Uint32Array(numFaces * 3);\r\n for (let i = 0; i < numFaces; i++) {\r\n decoder.GetFaceFromMesh(geometry, i, faceIndices);\r\n const offset = i * 3;\r\n indices[offset + 0] = faceIndices.GetValue(0);\r\n indices[offset + 1] = faceIndices.GetValue(1);\r\n indices[offset + 2] = faceIndices.GetValue(2);\r\n }\r\n onIndicesData(indices);\r\n }\r\n finally {\r\n decoderModule.destroy(faceIndices);\r\n }\r\n }\r\n\r\n const processAttribute = (kind: string, attribute: any) => {\r\n const dracoData = new decoderModule.DracoFloat32Array();\r\n try {\r\n decoder.GetAttributeFloatForAllPoints(geometry, attribute, dracoData);\r\n const numComponents = attribute.num_components();\r\n if (numComponents) {\r\n if (kind === \"color\" && numComponents === 3) {\r\n const babylonData = new Float32Array(numPoints * 4);\r\n for (let i = 0, j = 0; i < babylonData.length; i += 4, j += numComponents) {\r\n babylonData[i + 0] = dracoData.GetValue(j + 0);\r\n babylonData[i + 1] = dracoData.GetValue(j + 1);\r\n babylonData[i + 2] = dracoData.GetValue(j + 2);\r\n babylonData[i + 3] = 1;\r\n }\r\n onAttributeData(kind, babylonData);\r\n }\r\n else {\r\n const babylonData = new Float32Array(numPoints * numComponents);\r\n for (let i = 0; i < babylonData.length; i++) {\r\n babylonData[i] = dracoData.GetValue(i);\r\n }\r\n onAttributeData(kind, babylonData);\r\n }\r\n }\r\n }\r\n finally {\r\n decoderModule.destroy(dracoData);\r\n }\r\n };\r\n\r\n if (attributes) {\r\n for (const kind in attributes) {\r\n const id = attributes[kind];\r\n const attribute = decoder.GetAttributeByUniqueId(geometry, id);\r\n processAttribute(kind, attribute);\r\n }\r\n }\r\n else {\r\n const nativeAttributeTypes: { [kind: string]: string } = {\r\n \"position\": \"POSITION\",\r\n \"normal\": \"NORMAL\",\r\n \"color\": \"COLOR\",\r\n \"uv\": \"TEX_COORD\"\r\n };\r\n\r\n for (const kind in nativeAttributeTypes) {\r\n const id = decoder.GetAttributeId(geometry, decoderModule[nativeAttributeTypes[kind]]);\r\n if (id !== -1) {\r\n const attribute = decoder.GetAttribute(geometry, id);\r\n processAttribute(kind, attribute);\r\n }\r\n }\r\n }\r\n }\r\n finally {\r\n if (geometry) {\r\n decoderModule.destroy(geometry);\r\n }\r\n\r\n decoderModule.destroy(decoder);\r\n decoderModule.destroy(buffer);\r\n }\r\n}\r\n\r\n/**\r\n * The worker function that gets converted to a blob url to pass into a worker.\r\n */\r\nfunction worker(): void {\r\n let decoderPromise: PromiseLike | undefined;\r\n\r\n onmessage = (event) => {\r\n const data = event.data;\r\n switch (data.id) {\r\n case \"init\": {\r\n const decoder = data.decoder;\r\n if (decoder.url) {\r\n importScripts(decoder.url);\r\n decoderPromise = DracoDecoderModule({ wasmBinary: decoder.wasmBinary });\r\n }\r\n postMessage(\"done\");\r\n break;\r\n }\r\n case \"decodeMesh\": {\r\n if (!decoderPromise) {\r\n throw new Error(\"Draco decoder module is not available\");\r\n }\r\n decoderPromise.then((decoder) => {\r\n decodeMesh(decoder, data.dataView, data.attributes, (indices) => {\r\n postMessage({ id: \"indices\", value: indices }, [indices.buffer]);\r\n }, (kind, data) => {\r\n postMessage({ id: kind, value: data }, [data.buffer]);\r\n });\r\n postMessage(\"done\");\r\n });\r\n break;\r\n }\r\n }\r\n };\r\n}\r\n\r\nfunction getAbsoluteUrl(url: T): T | string {\r\n if (typeof document !== \"object\" || typeof url !== \"string\") {\r\n return url;\r\n }\r\n\r\n return Tools.GetAbsoluteUrl(url);\r\n}\r\n\r\n/**\r\n * Configuration for Draco compression\r\n */\r\nexport interface IDracoCompressionConfiguration {\r\n /**\r\n * Configuration for the decoder.\r\n */\r\n decoder: {\r\n /**\r\n * The url to the WebAssembly module.\r\n */\r\n wasmUrl?: string;\r\n\r\n /**\r\n * The url to the WebAssembly binary.\r\n */\r\n wasmBinaryUrl?: string;\r\n\r\n /**\r\n * The url to the fallback JavaScript module.\r\n */\r\n fallbackUrl?: string;\r\n };\r\n}\r\n\r\n/**\r\n * Draco compression (https://google.github.io/draco/)\r\n *\r\n * This class wraps the Draco module.\r\n *\r\n * **Encoder**\r\n *\r\n * The encoder is not currently implemented.\r\n *\r\n * **Decoder**\r\n *\r\n * By default, the configuration points to a copy of the Draco decoder files for glTF from the babylon.js preview cdn https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js.\r\n *\r\n * To update the configuration, use the following code:\r\n * ```javascript\r\n * DracoCompression.Configuration = {\r\n * decoder: {\r\n * wasmUrl: \"\",\r\n * wasmBinaryUrl: \"\",\r\n * fallbackUrl: \"\",\r\n * }\r\n * };\r\n * ```\r\n *\r\n * Draco has two versions, one for WebAssembly and one for JavaScript. The decoder configuration can be set to only support Webssembly or only support the JavaScript version.\r\n * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.\r\n * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.\r\n *\r\n * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:\r\n * ```javascript\r\n * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);\r\n * ```\r\n *\r\n * @see https://www.babylonjs-playground.com/#N3EK4B#0\r\n */\r\nexport class DracoCompression implements IDisposable {\r\n private _workerPoolPromise?: Promise;\r\n private _decoderModulePromise?: Promise;\r\n\r\n /**\r\n * The configuration. Defaults to the following urls:\r\n * - wasmUrl: \"https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js\"\r\n * - wasmBinaryUrl: \"https://preview.babylonjs.com/draco_decoder_gltf.wasm\"\r\n * - fallbackUrl: \"https://preview.babylonjs.com/draco_decoder_gltf.js\"\r\n */\r\n public static Configuration: IDracoCompressionConfiguration = {\r\n decoder: {\r\n wasmUrl: \"https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js\",\r\n wasmBinaryUrl: \"https://preview.babylonjs.com/draco_decoder_gltf.wasm\",\r\n fallbackUrl: \"https://preview.babylonjs.com/draco_decoder_gltf.js\"\r\n }\r\n };\r\n\r\n /**\r\n * Returns true if the decoder configuration is available.\r\n */\r\n public static get DecoderAvailable(): boolean {\r\n const decoder = DracoCompression.Configuration.decoder;\r\n return !!((decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === \"object\") || decoder.fallbackUrl);\r\n }\r\n\r\n /**\r\n * Default number of workers to create when creating the draco compression object.\r\n */\r\n public static DefaultNumWorkers = DracoCompression.GetDefaultNumWorkers();\r\n\r\n private static GetDefaultNumWorkers(): number {\r\n if (typeof navigator !== \"object\" || !navigator.hardwareConcurrency) {\r\n return 1;\r\n }\r\n\r\n // Use 50% of the available logical processors but capped at 4.\r\n return Math.min(Math.floor(navigator.hardwareConcurrency * 0.5), 4);\r\n }\r\n\r\n private static _Default: Nullable = null;\r\n\r\n /**\r\n * Default instance for the draco compression object.\r\n */\r\n public static get Default(): DracoCompression {\r\n if (!DracoCompression._Default) {\r\n DracoCompression._Default = new DracoCompression();\r\n }\r\n\r\n return DracoCompression._Default;\r\n }\r\n\r\n /**\r\n * Constructor\r\n * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.\r\n */\r\n constructor(numWorkers = DracoCompression.DefaultNumWorkers) {\r\n const decoder = DracoCompression.Configuration.decoder;\r\n\r\n const decoderInfo: { url: string | undefined, wasmBinaryPromise: Promise } =\r\n (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === \"object\") ? {\r\n url: decoder.wasmUrl,\r\n wasmBinaryPromise: Tools.LoadFileAsync(getAbsoluteUrl(decoder.wasmBinaryUrl))\r\n } : {\r\n url: decoder.fallbackUrl,\r\n wasmBinaryPromise: Promise.resolve(undefined)\r\n };\r\n\r\n if (numWorkers && typeof Worker === \"function\") {\r\n this._workerPoolPromise = decoderInfo.wasmBinaryPromise.then((decoderWasmBinary) => {\r\n const workerContent = `${decodeMesh}(${worker})()`;\r\n const workerBlobUrl = URL.createObjectURL(new Blob([workerContent], { type: \"application/javascript\" }));\r\n const workerPromises = new Array>(numWorkers);\r\n for (let i = 0; i < workerPromises.length; i++) {\r\n workerPromises[i] = new Promise((resolve, reject) => {\r\n const worker = new Worker(workerBlobUrl);\r\n const onError = (error: ErrorEvent) => {\r\n worker.removeEventListener(\"error\", onError);\r\n worker.removeEventListener(\"message\", onMessage);\r\n reject(error);\r\n };\r\n\r\n const onMessage = (message: MessageEvent) => {\r\n if (message.data === \"done\") {\r\n worker.removeEventListener(\"error\", onError);\r\n worker.removeEventListener(\"message\", onMessage);\r\n resolve(worker);\r\n }\r\n };\r\n\r\n worker.addEventListener(\"error\", onError);\r\n worker.addEventListener(\"message\", onMessage);\r\n\r\n worker.postMessage({\r\n id: \"init\",\r\n decoder: {\r\n url: getAbsoluteUrl(decoderInfo.url),\r\n wasmBinary: decoderWasmBinary,\r\n }\r\n });\r\n });\r\n }\r\n\r\n return Promise.all(workerPromises).then((workers) => {\r\n return new WorkerPool(workers);\r\n });\r\n });\r\n }\r\n else {\r\n this._decoderModulePromise = decoderInfo.wasmBinaryPromise.then((decoderWasmBinary) => {\r\n if (!decoderInfo.url) {\r\n throw new Error(\"Draco decoder module is not available\");\r\n }\r\n\r\n return Tools.LoadScriptAsync(decoderInfo.url).then(() => {\r\n return createDecoderAsync(decoderWasmBinary as ArrayBuffer);\r\n });\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Stop all async operations and release resources.\r\n */\r\n public dispose(): void {\r\n if (this._workerPoolPromise) {\r\n this._workerPoolPromise.then((workerPool) => {\r\n workerPool.dispose();\r\n });\r\n }\r\n\r\n delete this._workerPoolPromise;\r\n delete this._decoderModulePromise;\r\n }\r\n\r\n /**\r\n * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.\r\n * @returns a promise that resolves when ready\r\n */\r\n public whenReadyAsync(): Promise {\r\n if (this._workerPoolPromise) {\r\n return this._workerPoolPromise.then(() => { });\r\n }\r\n\r\n if (this._decoderModulePromise) {\r\n return this._decoderModulePromise.then(() => { });\r\n }\r\n\r\n return Promise.resolve();\r\n }\r\n\r\n /**\r\n * Decode Draco compressed mesh data to vertex data.\r\n * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data\r\n * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids\r\n * @returns A promise that resolves with the decoded vertex data\r\n */\r\n public decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: { [kind: string]: number }): Promise {\r\n const dataView = data instanceof ArrayBuffer ? new Uint8Array(data) : data;\r\n\r\n if (this._workerPoolPromise) {\r\n return this._workerPoolPromise.then((workerPool) => {\r\n return new Promise((resolve, reject) => {\r\n workerPool.push((worker, onComplete) => {\r\n const vertexData = new VertexData();\r\n\r\n const onError = (error: ErrorEvent) => {\r\n worker.removeEventListener(\"error\", onError);\r\n worker.removeEventListener(\"message\", onMessage);\r\n reject(error);\r\n onComplete();\r\n };\r\n\r\n const onMessage = (message: MessageEvent) => {\r\n if (message.data === \"done\") {\r\n worker.removeEventListener(\"error\", onError);\r\n worker.removeEventListener(\"message\", onMessage);\r\n resolve(vertexData);\r\n onComplete();\r\n }\r\n else if (message.data.id === \"indices\") {\r\n vertexData.indices = message.data.value;\r\n }\r\n else {\r\n vertexData.set(message.data.value, message.data.id);\r\n }\r\n };\r\n\r\n worker.addEventListener(\"error\", onError);\r\n worker.addEventListener(\"message\", onMessage);\r\n\r\n const dataViewCopy = new Uint8Array(dataView.byteLength);\r\n dataViewCopy.set(new Uint8Array(dataView.buffer, dataView.byteOffset, dataView.byteLength));\r\n\r\n worker.postMessage({ id: \"decodeMesh\", dataView: dataViewCopy, attributes: attributes }, [dataViewCopy.buffer]);\r\n });\r\n });\r\n });\r\n }\r\n\r\n if (this._decoderModulePromise) {\r\n return this._decoderModulePromise.then((decoder) => {\r\n const vertexData = new VertexData();\r\n decodeMesh(decoder.module, dataView, attributes, (indices) => {\r\n vertexData.indices = indices;\r\n }, (kind, data) => {\r\n vertexData.set(data, kind);\r\n });\r\n return vertexData;\r\n });\r\n }\r\n\r\n throw new Error(\"Draco decoder module is not available\");\r\n }\r\n}\r\n","export * from \"./dracoCompression\";","import { DataBuffer } from '../dataBuffer';\r\nimport { Nullable } from '../../types';\r\n\r\n/** @hidden */\r\nexport class WebGLDataBuffer extends DataBuffer {\r\n private _buffer: Nullable;\r\n\r\n public constructor(resource: WebGLBuffer) {\r\n super();\r\n this._buffer = resource;\r\n }\r\n\r\n public get underlyingResource(): any {\r\n return this._buffer;\r\n }\r\n}","import { Tools } from \"../Misc/tools\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Nullable, FloatArray, IndicesArray, DeepImmutable } from \"../types\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Scene, IDisposable } from \"../scene\";\r\nimport { Quaternion, Matrix, Vector3, TmpVectors, Vector2 } from \"../Maths/math.vector\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { Node } from \"../node\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { VertexData, IGetSetVerticesData } from \"../Meshes/mesh.vertexData\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport { SubMesh } from \"../Meshes/subMesh\";\r\nimport { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport { IntersectionInfo } from \"../Collisions/intersectionInfo\";\r\nimport { ICullable, BoundingInfo } from \"../Culling/boundingInfo\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { MaterialDefines } from \"../Materials/materialDefines\";\r\nimport { Light } from \"../Lights/light\";\r\nimport { Skeleton } from \"../Bones/skeleton\";\r\nimport { IEdgesRenderer } from \"../Rendering/edgesRenderer\";\r\nimport { SolidParticle } from \"../Particles/solidParticle\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { AbstractActionManager } from '../Actions/abstractActionManager';\r\nimport { _MeshCollisionData } from '../Collisions/meshCollisionData';\r\nimport { _DevTools } from '../Misc/devTools';\r\nimport { RawTexture } from '../Materials/Textures/rawTexture';\r\nimport { extractMinAndMax } from '../Maths/math.functions';\r\nimport { Color3, Color4 } from '../Maths/math.color';\r\nimport { Epsilon } from '../Maths/math.constants';\r\nimport { Plane } from '../Maths/math.plane';\r\nimport { Axis } from '../Maths/math.axis';\r\n\r\ndeclare type Ray = import(\"../Culling/ray\").Ray;\r\ndeclare type Collider = import(\"../Collisions/collider\").Collider;\r\ndeclare type TrianglePickingPredicate = import(\"../Culling/ray\").TrianglePickingPredicate;\r\ndeclare type RenderingGroup = import(\"../Rendering/renderingGroup\").RenderingGroup;\r\n\r\n/** @hidden */\r\nclass _FacetDataStorage {\r\n // facetData private properties\r\n public facetPositions: Vector3[]; // facet local positions\r\n public facetNormals: Vector3[]; // facet local normals\r\n public facetPartitioning: number[][]; // partitioning array of facet index arrays\r\n public facetNb: number = 0; // facet number\r\n public partitioningSubdivisions: number = 10; // number of subdivisions per axis in the partioning space\r\n public partitioningBBoxRatio: number = 1.01; // the partioning array space is by default 1% bigger than the bounding box\r\n public facetDataEnabled: boolean = false; // is the facet data feature enabled on this mesh ?\r\n public facetParameters: any = {}; // keep a reference to the object parameters to avoid memory re-allocation\r\n public bbSize: Vector3 = Vector3.Zero(); // bbox size approximated for facet data\r\n public subDiv = { // actual number of subdivisions per axis for ComputeNormals()\r\n max: 1,\r\n X: 1,\r\n Y: 1,\r\n Z: 1\r\n };\r\n\r\n public facetDepthSort: boolean = false; // is the facet depth sort to be computed\r\n public facetDepthSortEnabled: boolean = false; // is the facet depth sort initialized\r\n public depthSortedIndices: IndicesArray; // copy of the indices array to store them once sorted\r\n public depthSortedFacets: { ind: number, sqDistance: number }[]; // array of depth sorted facets\r\n public facetDepthSortFunction: (f1: { ind: number, sqDistance: number }, f2: { ind: number, sqDistance: number }) => number; // facet depth sort function\r\n public facetDepthSortFrom: Vector3; // location where to depth sort from\r\n public facetDepthSortOrigin: Vector3; // same as facetDepthSortFrom but expressed in the mesh local space\r\n\r\n public invertedMatrix: Matrix; // Inverted world matrix.\r\n}\r\n\r\n/**\r\n * @hidden\r\n **/\r\nclass _InternalAbstractMeshDataInfo {\r\n public _hasVertexAlpha = false;\r\n public _useVertexColors = true;\r\n public _numBoneInfluencers = 4;\r\n public _applyFog = true;\r\n public _receiveShadows = false;\r\n public _facetData = new _FacetDataStorage();\r\n public _visibility = 1.0;\r\n public _skeleton: Nullable = null;\r\n public _layerMask: number = 0x0FFFFFFF;\r\n public _computeBonesUsingShaders = true;\r\n public _isActive = false;\r\n public _onlyForInstances = false;\r\n public _isActiveIntermediate = false;\r\n public _onlyForInstancesIntermediate = false;\r\n public _actAsRegularMesh = false;\r\n}\r\n\r\n/**\r\n * Class used to store all common mesh properties\r\n */\r\nexport class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {\r\n /** No occlusion */\r\n public static OCCLUSION_TYPE_NONE = 0;\r\n /** Occlusion set to optimisitic */\r\n public static OCCLUSION_TYPE_OPTIMISTIC = 1;\r\n /** Occlusion set to strict */\r\n public static OCCLUSION_TYPE_STRICT = 2;\r\n /** Use an accurante occlusion algorithm */\r\n public static OCCLUSION_ALGORITHM_TYPE_ACCURATE = 0;\r\n /** Use a conservative occlusion algorithm */\r\n public static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE = 1;\r\n\r\n /** Default culling strategy : this is an exclusion test and it's the more accurate.\r\n * Test order :\r\n * Is the bounding sphere outside the frustum ?\r\n * If not, are the bounding box vertices outside the frustum ?\r\n * It not, then the cullable object is in the frustum.\r\n */\r\n public static readonly CULLINGSTRATEGY_STANDARD = Constants.MESHES_CULLINGSTRATEGY_STANDARD;\r\n /** Culling strategy : Bounding Sphere Only.\r\n * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.\r\n * It's also less accurate than the standard because some not visible objects can still be selected.\r\n * Test : is the bounding sphere outside the frustum ?\r\n * If not, then the cullable object is in the frustum.\r\n */\r\n public static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY = Constants.MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY;\r\n /** Culling strategy : Optimistic Inclusion.\r\n * This in an inclusion test first, then the standard exclusion test.\r\n * This can be faster when a cullable object is expected to be almost always in the camera frustum.\r\n * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.\r\n * Anyway, it's as accurate as the standard strategy.\r\n * Test :\r\n * Is the cullable object bounding sphere center in the frustum ?\r\n * If not, apply the default culling strategy.\r\n */\r\n public static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION = Constants.MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION;\r\n /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.\r\n * This in an inclusion test first, then the bounding sphere only exclusion test.\r\n * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.\r\n * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.\r\n * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.\r\n * Test :\r\n * Is the cullable object bounding sphere center in the frustum ?\r\n * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.\r\n */\r\n public static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY = Constants.MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY;\r\n\r\n /**\r\n * No billboard\r\n */\r\n public static get BILLBOARDMODE_NONE(): number {\r\n return TransformNode.BILLBOARDMODE_NONE;\r\n }\r\n\r\n /** Billboard on X axis */\r\n public static get BILLBOARDMODE_X(): number {\r\n return TransformNode.BILLBOARDMODE_X;\r\n }\r\n\r\n /** Billboard on Y axis */\r\n public static get BILLBOARDMODE_Y(): number {\r\n return TransformNode.BILLBOARDMODE_Y;\r\n }\r\n\r\n /** Billboard on Z axis */\r\n public static get BILLBOARDMODE_Z(): number {\r\n return TransformNode.BILLBOARDMODE_Z;\r\n }\r\n\r\n /** Billboard on all axes */\r\n public static get BILLBOARDMODE_ALL(): number {\r\n return TransformNode.BILLBOARDMODE_ALL;\r\n }\r\n\r\n /** Billboard on using position instead of orientation */\r\n public static get BILLBOARDMODE_USE_POSITION(): number {\r\n return TransformNode.BILLBOARDMODE_USE_POSITION;\r\n }\r\n\r\n // Internal data\r\n /** @hidden */\r\n public _internalAbstractMeshDataInfo = new _InternalAbstractMeshDataInfo();\r\n\r\n /**\r\n * The culling strategy to use to check whether the mesh must be rendered or not.\r\n * This value can be changed at any time and will be used on the next render mesh selection.\r\n * The possible values are :\r\n * - AbstractMesh.CULLINGSTRATEGY_STANDARD\r\n * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY\r\n * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION\r\n * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY\r\n * Please read each static variable documentation to get details about the culling process.\r\n * */\r\n public cullingStrategy = AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY;\r\n\r\n /**\r\n * Gets the number of facets in the mesh\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet\r\n */\r\n public get facetNb(): number {\r\n return this._internalAbstractMeshDataInfo._facetData.facetNb;\r\n }\r\n /**\r\n * Gets or set the number (integer) of subdivisions per axis in the partioning space\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning\r\n */\r\n public get partitioningSubdivisions(): number {\r\n return this._internalAbstractMeshDataInfo._facetData.partitioningSubdivisions;\r\n }\r\n public set partitioningSubdivisions(nb: number) {\r\n this._internalAbstractMeshDataInfo._facetData.partitioningSubdivisions = nb;\r\n }\r\n /**\r\n * The ratio (float) to apply to the bouding box size to set to the partioning space.\r\n * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning\r\n */\r\n public get partitioningBBoxRatio(): number {\r\n return this._internalAbstractMeshDataInfo._facetData.partitioningBBoxRatio;\r\n }\r\n public set partitioningBBoxRatio(ratio: number) {\r\n this._internalAbstractMeshDataInfo._facetData.partitioningBBoxRatio = ratio;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.\r\n * Works only for updatable meshes.\r\n * Doesn't work with multi-materials\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort\r\n */\r\n public get mustDepthSortFacets(): boolean {\r\n return this._internalAbstractMeshDataInfo._facetData.facetDepthSort;\r\n }\r\n public set mustDepthSortFacets(sort: boolean) {\r\n this._internalAbstractMeshDataInfo._facetData.facetDepthSort = sort;\r\n }\r\n\r\n /**\r\n * The location (Vector3) where the facet depth sort must be computed from.\r\n * By default, the active camera position.\r\n * Used only when facet depth sort is enabled\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort\r\n */\r\n public get facetDepthSortFrom(): Vector3 {\r\n return this._internalAbstractMeshDataInfo._facetData.facetDepthSortFrom;\r\n }\r\n public set facetDepthSortFrom(location: Vector3) {\r\n this._internalAbstractMeshDataInfo._facetData.facetDepthSortFrom = location;\r\n }\r\n\r\n /**\r\n * gets a boolean indicating if facetData is enabled\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet\r\n */\r\n public get isFacetDataEnabled(): boolean {\r\n return this._internalAbstractMeshDataInfo._facetData.facetDataEnabled;\r\n }\r\n\r\n /** @hidden */\r\n public _updateNonUniformScalingState(value: boolean): boolean {\r\n if (!super._updateNonUniformScalingState(value)) {\r\n return false;\r\n }\r\n this._markSubMeshesAsMiscDirty();\r\n return true;\r\n }\r\n\r\n // Events\r\n\r\n /**\r\n * An event triggered when this mesh collides with another one\r\n */\r\n public onCollideObservable = new Observable();\r\n\r\n /** Set a function to call when this mesh collides with another one */\r\n public set onCollide(callback: () => void) {\r\n if (this._meshCollisionData._onCollideObserver) {\r\n this.onCollideObservable.remove(this._meshCollisionData._onCollideObserver);\r\n }\r\n this._meshCollisionData._onCollideObserver = this.onCollideObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered when the collision's position changes\r\n */\r\n public onCollisionPositionChangeObservable = new Observable();\r\n\r\n /** Set a function to call when the collision's position changes */\r\n public set onCollisionPositionChange(callback: () => void) {\r\n if (this._meshCollisionData._onCollisionPositionChangeObserver) {\r\n this.onCollisionPositionChangeObservable.remove(this._meshCollisionData._onCollisionPositionChangeObserver);\r\n }\r\n this._meshCollisionData._onCollisionPositionChangeObserver = this.onCollisionPositionChangeObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered when material is changed\r\n */\r\n public onMaterialChangedObservable = new Observable();\r\n\r\n // Properties\r\n\r\n /**\r\n * Gets or sets the orientation for POV movement & rotation\r\n */\r\n public definedFacingForward = true;\r\n\r\n /** @hidden */\r\n public _occlusionQuery: Nullable = null;\r\n\r\n /** @hidden */\r\n public _renderingGroup: Nullable = null;\r\n\r\n /**\r\n * Gets or sets mesh visibility between 0 and 1 (default is 1)\r\n */\r\n public get visibility(): number {\r\n return this._internalAbstractMeshDataInfo._visibility;\r\n }\r\n\r\n /**\r\n * Gets or sets mesh visibility between 0 and 1 (default is 1)\r\n */\r\n public set visibility(value: number) {\r\n if (this._internalAbstractMeshDataInfo._visibility === value) {\r\n return;\r\n }\r\n\r\n this._internalAbstractMeshDataInfo._visibility = value;\r\n this._markSubMeshesAsMiscDirty();\r\n }\r\n\r\n /** Gets or sets the alpha index used to sort transparent meshes\r\n * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index\r\n */\r\n public alphaIndex = Number.MAX_VALUE;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true\r\n */\r\n public isVisible = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true\r\n */\r\n public isPickable = true;\r\n\r\n /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */\r\n public showSubMeshesBoundingBox = false;\r\n\r\n /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares\r\n */\r\n public isBlocker = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)\r\n */\r\n public enablePointerMoveEvents = false;\r\n\r\n /**\r\n * Specifies the rendering group id for this mesh (0 by default)\r\n * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups\r\n */\r\n public renderingGroupId = 0;\r\n private _material: Nullable = null;\r\n\r\n /** Gets or sets current material */\r\n public get material(): Nullable {\r\n return this._material;\r\n }\r\n public set material(value: Nullable) {\r\n if (this._material === value) {\r\n return;\r\n }\r\n\r\n // remove from material mesh map id needed\r\n if (this._material && this._material.meshMap) {\r\n this._material.meshMap[this.uniqueId] = undefined;\r\n }\r\n\r\n this._material = value;\r\n\r\n if (value && value.meshMap) {\r\n value.meshMap[this.uniqueId] = this;\r\n }\r\n\r\n if (this.onMaterialChangedObservable.hasObservers()) {\r\n this.onMaterialChangedObservable.notifyObservers(this);\r\n }\r\n\r\n if (!this.subMeshes) {\r\n return;\r\n }\r\n\r\n this._unBindEffect();\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this mesh can receive realtime shadows\r\n * @see http://doc.babylonjs.com/babylon101/shadows\r\n */\r\n public get receiveShadows(): boolean {\r\n return this._internalAbstractMeshDataInfo._receiveShadows;\r\n }\r\n public set receiveShadows(value: boolean) {\r\n if (this._internalAbstractMeshDataInfo._receiveShadows === value) {\r\n return;\r\n }\r\n\r\n this._internalAbstractMeshDataInfo._receiveShadows = value;\r\n this._markSubMeshesAsLightDirty();\r\n }\r\n\r\n /** Defines color to use when rendering outline */\r\n public outlineColor = Color3.Red();\r\n /** Define width to use when rendering outline */\r\n public outlineWidth = 0.02;\r\n\r\n /** Defines color to use when rendering overlay */\r\n public overlayColor = Color3.Red();\r\n /** Defines alpha to use when rendering overlay */\r\n public overlayAlpha = 0.5;\r\n\r\n /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */\r\n public get hasVertexAlpha(): boolean {\r\n return this._internalAbstractMeshDataInfo._hasVertexAlpha;\r\n }\r\n public set hasVertexAlpha(value: boolean) {\r\n if (this._internalAbstractMeshDataInfo._hasVertexAlpha === value) {\r\n return;\r\n }\r\n\r\n this._internalAbstractMeshDataInfo._hasVertexAlpha = value;\r\n this._markSubMeshesAsAttributesDirty();\r\n this._markSubMeshesAsMiscDirty();\r\n }\r\n\r\n /** Gets or sets a boolean indicating that this mesh needs to use vertex color data to render (if this kind of vertex data is available in the geometry) */\r\n public get useVertexColors(): boolean {\r\n return this._internalAbstractMeshDataInfo._useVertexColors;\r\n }\r\n public set useVertexColors(value: boolean) {\r\n if (this._internalAbstractMeshDataInfo._useVertexColors === value) {\r\n return;\r\n }\r\n\r\n this._internalAbstractMeshDataInfo._useVertexColors = value;\r\n this._markSubMeshesAsAttributesDirty();\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)\r\n */\r\n public get computeBonesUsingShaders(): boolean {\r\n return this._internalAbstractMeshDataInfo._computeBonesUsingShaders;\r\n }\r\n public set computeBonesUsingShaders(value: boolean) {\r\n if (this._internalAbstractMeshDataInfo._computeBonesUsingShaders === value) {\r\n return;\r\n }\r\n\r\n this._internalAbstractMeshDataInfo._computeBonesUsingShaders = value;\r\n this._markSubMeshesAsAttributesDirty();\r\n }\r\n\r\n /** Gets or sets the number of allowed bone influences per vertex (4 by default) */\r\n public get numBoneInfluencers(): number {\r\n return this._internalAbstractMeshDataInfo._numBoneInfluencers;\r\n }\r\n public set numBoneInfluencers(value: number) {\r\n if (this._internalAbstractMeshDataInfo._numBoneInfluencers === value) {\r\n return;\r\n }\r\n\r\n this._internalAbstractMeshDataInfo._numBoneInfluencers = value;\r\n this._markSubMeshesAsAttributesDirty();\r\n }\r\n\r\n /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */\r\n public get applyFog(): boolean {\r\n return this._internalAbstractMeshDataInfo._applyFog;\r\n }\r\n public set applyFog(value: boolean) {\r\n if (this._internalAbstractMeshDataInfo._applyFog === value) {\r\n return;\r\n }\r\n\r\n this._internalAbstractMeshDataInfo._applyFog = value;\r\n this._markSubMeshesAsMiscDirty();\r\n }\r\n\r\n /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */\r\n public useOctreeForRenderingSelection = true;\r\n /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */\r\n public useOctreeForPicking = true;\r\n /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */\r\n public useOctreeForCollisions = true;\r\n\r\n /**\r\n * Gets or sets the current layer mask (default is 0x0FFFFFFF)\r\n * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures\r\n */\r\n public get layerMask(): number {\r\n return this._internalAbstractMeshDataInfo._layerMask;\r\n }\r\n\r\n public set layerMask(value: number) {\r\n if (value === this._internalAbstractMeshDataInfo._layerMask) {\r\n return;\r\n }\r\n\r\n this._internalAbstractMeshDataInfo._layerMask = value;\r\n this._resyncLightSources();\r\n }\r\n\r\n /**\r\n * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)\r\n */\r\n public alwaysSelectAsActiveMesh = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)\r\n */\r\n public doNotSyncBoundingInfo = false;\r\n\r\n /**\r\n * Gets or sets the current action manager\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions\r\n */\r\n public actionManager: Nullable = null;\r\n\r\n // Collisions\r\n private _meshCollisionData = new _MeshCollisionData();\r\n\r\n /**\r\n * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))\r\n * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity\r\n */\r\n public ellipsoid = new Vector3(0.5, 1, 0.5);\r\n /**\r\n * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))\r\n * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity\r\n */\r\n public ellipsoidOffset = new Vector3(0, 0, 0);\r\n\r\n /**\r\n * Gets or sets a collision mask used to mask collisions (default is -1).\r\n * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0\r\n */\r\n public get collisionMask(): number {\r\n return this._meshCollisionData._collisionMask;\r\n }\r\n\r\n public set collisionMask(mask: number) {\r\n this._meshCollisionData._collisionMask = !isNaN(mask) ? mask : -1;\r\n }\r\n\r\n /**\r\n * Gets or sets the current collision group mask (-1 by default).\r\n * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0\r\n */\r\n public get collisionGroup(): number {\r\n return this._meshCollisionData._collisionGroup;\r\n }\r\n\r\n public set collisionGroup(mask: number) {\r\n this._meshCollisionData._collisionGroup = !isNaN(mask) ? mask : -1;\r\n }\r\n\r\n /**\r\n * Gets or sets current surrounding meshes (null by default).\r\n *\r\n * By default collision detection is tested against every mesh in the scene.\r\n * It is possible to set surroundingMeshes to a defined list of meshes and then only these specified\r\n * meshes will be tested for the collision.\r\n *\r\n * Note: if set to an empty array no collision will happen when this mesh is moved.\r\n */\r\n public get surroundingMeshes(): Nullable {\r\n return this._meshCollisionData._surroundingMeshes;\r\n }\r\n\r\n public set surroundingMeshes(meshes: Nullable) {\r\n this._meshCollisionData._surroundingMeshes = meshes;\r\n }\r\n\r\n // Edges\r\n /**\r\n * Defines edge width used when edgesRenderer is enabled\r\n * @see https://www.babylonjs-playground.com/#10OJSG#13\r\n */\r\n public edgesWidth = 1;\r\n /**\r\n * Defines edge color used when edgesRenderer is enabled\r\n * @see https://www.babylonjs-playground.com/#10OJSG#13\r\n */\r\n public edgesColor = new Color4(1, 0, 0, 1);\r\n /** @hidden */\r\n public _edgesRenderer: Nullable = null;\r\n\r\n /** @hidden */\r\n public _masterMesh: Nullable = null;\r\n /** @hidden */\r\n public _boundingInfo: Nullable = null;\r\n /** @hidden */\r\n public _renderId = 0;\r\n\r\n /**\r\n * Gets or sets the list of subMeshes\r\n * @see http://doc.babylonjs.com/how_to/multi_materials\r\n */\r\n public subMeshes: SubMesh[];\r\n\r\n /** @hidden */\r\n public _intersectionsInProgress = new Array();\r\n\r\n /** @hidden */\r\n public _unIndexed = false;\r\n\r\n /** @hidden */\r\n public _lightSources = new Array();\r\n\r\n /** Gets the list of lights affecting that mesh */\r\n public get lightSources(): Light[] {\r\n return this._lightSources;\r\n }\r\n\r\n /** @hidden */\r\n public get _positions(): Nullable {\r\n return null;\r\n }\r\n\r\n // Loading properties\r\n /** @hidden */\r\n public _waitingData: {\r\n lods: Nullable,\r\n actions: Nullable\r\n freezeWorldMatrix: Nullable\r\n } = {\r\n lods: null,\r\n actions: null,\r\n freezeWorldMatrix: null\r\n };\r\n\r\n /** @hidden */\r\n public _bonesTransformMatrices: Nullable = null;\r\n\r\n /** @hidden */\r\n public _transformMatrixTexture: Nullable = null;\r\n\r\n /**\r\n * Gets or sets a skeleton to apply skining transformations\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons\r\n */\r\n public set skeleton(value: Nullable) {\r\n let skeleton = this._internalAbstractMeshDataInfo._skeleton;\r\n if (skeleton && skeleton.needInitialSkinMatrix) {\r\n skeleton._unregisterMeshWithPoseMatrix(this);\r\n }\r\n\r\n if (value && value.needInitialSkinMatrix) {\r\n value._registerMeshWithPoseMatrix(this);\r\n }\r\n\r\n this._internalAbstractMeshDataInfo._skeleton = value;\r\n\r\n if (!this._internalAbstractMeshDataInfo._skeleton) {\r\n this._bonesTransformMatrices = null;\r\n }\r\n\r\n this._markSubMeshesAsAttributesDirty();\r\n }\r\n\r\n public get skeleton(): Nullable {\r\n return this._internalAbstractMeshDataInfo._skeleton;\r\n }\r\n\r\n /**\r\n * An event triggered when the mesh is rebuilt.\r\n */\r\n public onRebuildObservable = new Observable();\r\n\r\n // Constructor\r\n\r\n /**\r\n * Creates a new AbstractMesh\r\n * @param name defines the name of the mesh\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(name: string, scene: Nullable = null) {\r\n super(name, scene, false);\r\n\r\n this.getScene().addMesh(this);\r\n\r\n this._resyncLightSources();\r\n }\r\n\r\n /**\r\n * Returns the string \"AbstractMesh\"\r\n * @returns \"AbstractMesh\"\r\n */\r\n public getClassName(): string {\r\n return \"AbstractMesh\";\r\n }\r\n\r\n /**\r\n * Gets a string representation of the current mesh\r\n * @param fullDetails defines a boolean indicating if full details must be included\r\n * @returns a string representation of the current mesh\r\n */\r\n public toString(fullDetails?: boolean): string {\r\n var ret = \"Name: \" + this.name + \", isInstance: \" + (this.getClassName() !== \"InstancedMesh\" ? \"YES\" : \"NO\");\r\n ret += \", # of submeshes: \" + (this.subMeshes ? this.subMeshes.length : 0);\r\n\r\n let skeleton = this._internalAbstractMeshDataInfo._skeleton;\r\n if (skeleton) {\r\n ret += \", skeleton: \" + skeleton.name;\r\n }\r\n if (fullDetails) {\r\n ret += \", billboard mode: \" + ([\"NONE\", \"X\", \"Y\", null, \"Z\", null, null, \"ALL\"])[this.billboardMode];\r\n ret += \", freeze wrld mat: \" + (this._isWorldMatrixFrozen || this._waitingData.freezeWorldMatrix ? \"YES\" : \"NO\");\r\n }\r\n return ret;\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n protected _getEffectiveParent(): Nullable {\r\n if (this._masterMesh && this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {\r\n return this._masterMesh;\r\n }\r\n\r\n return super._getEffectiveParent();\r\n }\r\n\r\n /** @hidden */\r\n public _getActionManagerForTrigger(trigger?: number, initialCall = true): Nullable {\r\n if (this.actionManager && (initialCall || this.actionManager.isRecursive)) {\r\n if (trigger) {\r\n if (this.actionManager.hasSpecificTrigger(trigger)) {\r\n return this.actionManager;\r\n }\r\n }\r\n else {\r\n return this.actionManager;\r\n }\r\n }\r\n\r\n if (!this.parent) {\r\n return null;\r\n }\r\n\r\n return this.parent._getActionManagerForTrigger(trigger, false);\r\n }\r\n\r\n /** @hidden */\r\n public _rebuild(): void {\r\n this.onRebuildObservable.notifyObservers(this);\r\n\r\n if (this._occlusionQuery) {\r\n this._occlusionQuery = null;\r\n }\r\n\r\n if (!this.subMeshes) {\r\n return;\r\n }\r\n\r\n for (var subMesh of this.subMeshes) {\r\n subMesh._rebuild();\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _resyncLightSources(): void {\r\n this._lightSources.length = 0;\r\n\r\n for (var light of this.getScene().lights) {\r\n if (!light.isEnabled()) {\r\n continue;\r\n }\r\n\r\n if (light.canAffectMesh(this)) {\r\n this._lightSources.push(light);\r\n }\r\n }\r\n\r\n this._markSubMeshesAsLightDirty();\r\n }\r\n\r\n /** @hidden */\r\n public _resyncLightSource(light: Light): void {\r\n var isIn = light.isEnabled() && light.canAffectMesh(this);\r\n\r\n var index = this._lightSources.indexOf(light);\r\n var removed = false;\r\n if (index === -1) {\r\n if (!isIn) {\r\n return;\r\n }\r\n this._lightSources.push(light);\r\n } else {\r\n if (isIn) {\r\n return;\r\n }\r\n removed = true;\r\n this._lightSources.splice(index, 1);\r\n }\r\n\r\n this._markSubMeshesAsLightDirty(removed);\r\n }\r\n\r\n /** @hidden */\r\n public _unBindEffect() {\r\n for (var subMesh of this.subMeshes) {\r\n subMesh.setEffect(null);\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _removeLightSource(light: Light, dispose: boolean): void {\r\n var index = this._lightSources.indexOf(light);\r\n\r\n if (index === -1) {\r\n return;\r\n }\r\n this._lightSources.splice(index, 1);\r\n\r\n this._markSubMeshesAsLightDirty(dispose);\r\n }\r\n\r\n private _markSubMeshesAsDirty(func: (defines: MaterialDefines) => void) {\r\n if (!this.subMeshes) {\r\n return;\r\n }\r\n\r\n for (var subMesh of this.subMeshes) {\r\n if (subMesh._materialDefines) {\r\n func(subMesh._materialDefines);\r\n }\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _markSubMeshesAsLightDirty(dispose: boolean = false) {\r\n this._markSubMeshesAsDirty((defines) => defines.markAsLightDirty(dispose));\r\n }\r\n\r\n /** @hidden */\r\n public _markSubMeshesAsAttributesDirty() {\r\n this._markSubMeshesAsDirty((defines) => defines.markAsAttributesDirty());\r\n }\r\n\r\n /** @hidden */\r\n public _markSubMeshesAsMiscDirty() {\r\n this._markSubMeshesAsDirty((defines) => defines.markAsMiscDirty());\r\n }\r\n\r\n /**\r\n * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)\r\n */\r\n public get scaling(): Vector3 {\r\n return this._scaling;\r\n }\r\n\r\n public set scaling(newScaling: Vector3) {\r\n this._scaling = newScaling;\r\n }\r\n\r\n // Methods\r\n /**\r\n * Returns true if the mesh is blocked. Implemented by child classes\r\n */\r\n public get isBlocked(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Returns the mesh itself by default. Implemented by child classes\r\n * @param camera defines the camera to use to pick the right LOD level\r\n * @returns the currentAbstractMesh\r\n */\r\n public getLOD(camera: Camera): Nullable {\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns 0 by default. Implemented by child classes\r\n * @returns an integer\r\n */\r\n public getTotalVertices(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Returns a positive integer : the total number of indices in this mesh geometry.\r\n * @returns the numner of indices or zero if the mesh has no geometry.\r\n */\r\n public getTotalIndices(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Returns null by default. Implemented by child classes\r\n * @returns null\r\n */\r\n public getIndices(): Nullable {\r\n return null;\r\n }\r\n\r\n /**\r\n * Returns the array of the requested vertex data kind. Implemented by child classes\r\n * @param kind defines the vertex data kind to use\r\n * @returns null\r\n */\r\n public getVerticesData(kind: string): Nullable {\r\n return null;\r\n }\r\n\r\n /**\r\n * Sets the vertex data of the mesh geometry for the requested `kind`.\r\n * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.\r\n * Note that a new underlying VertexBuffer object is created each call.\r\n * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.\r\n * @param kind defines vertex data kind:\r\n * * VertexBuffer.PositionKind\r\n * * VertexBuffer.UVKind\r\n * * VertexBuffer.UV2Kind\r\n * * VertexBuffer.UV3Kind\r\n * * VertexBuffer.UV4Kind\r\n * * VertexBuffer.UV5Kind\r\n * * VertexBuffer.UV6Kind\r\n * * VertexBuffer.ColorKind\r\n * * VertexBuffer.MatricesIndicesKind\r\n * * VertexBuffer.MatricesIndicesExtraKind\r\n * * VertexBuffer.MatricesWeightsKind\r\n * * VertexBuffer.MatricesWeightsExtraKind\r\n * @param data defines the data source\r\n * @param updatable defines if the data must be flagged as updatable (or static)\r\n * @param stride defines the vertex stride (size of an entire vertex). Can be null and in this case will be deduced from vertex data kind\r\n * @returns the current mesh\r\n */\r\n public setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh {\r\n return this;\r\n }\r\n\r\n /**\r\n * Updates the existing vertex data of the mesh geometry for the requested `kind`.\r\n * If the mesh has no geometry, it is simply returned as it is.\r\n * @param kind defines vertex data kind:\r\n * * VertexBuffer.PositionKind\r\n * * VertexBuffer.UVKind\r\n * * VertexBuffer.UV2Kind\r\n * * VertexBuffer.UV3Kind\r\n * * VertexBuffer.UV4Kind\r\n * * VertexBuffer.UV5Kind\r\n * * VertexBuffer.UV6Kind\r\n * * VertexBuffer.ColorKind\r\n * * VertexBuffer.MatricesIndicesKind\r\n * * VertexBuffer.MatricesIndicesExtraKind\r\n * * VertexBuffer.MatricesWeightsKind\r\n * * VertexBuffer.MatricesWeightsExtraKind\r\n * @param data defines the data source\r\n * @param updateExtends If `kind` is `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed\r\n * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh\r\n * @returns the current mesh\r\n */\r\n public updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh {\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the mesh indices,\r\n * If the mesh has no geometry, a new Geometry object is created and set to the mesh.\r\n * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)\r\n * @param totalVertices Defines the total number of vertices\r\n * @returns the current mesh\r\n */\r\n public setIndices(indices: IndicesArray, totalVertices: Nullable): AbstractMesh {\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if specific vertex data is present\r\n * @param kind defines the vertex data kind to use\r\n * @returns true is data kind is present\r\n */\r\n public isVerticesDataPresent(kind: string): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.\r\n * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).\r\n * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.\r\n * @returns a BoundingInfo\r\n */\r\n public getBoundingInfo(): BoundingInfo {\r\n if (this._masterMesh) {\r\n return this._masterMesh.getBoundingInfo();\r\n }\r\n\r\n if (!this._boundingInfo) {\r\n // this._boundingInfo is being created here\r\n this._updateBoundingInfo();\r\n }\r\n // cannot be null.\r\n return this._boundingInfo!;\r\n }\r\n\r\n /**\r\n * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)\r\n * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false\r\n * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false\r\n * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling\r\n * @returns the current mesh\r\n */\r\n public normalizeToUnitCube(includeDescendants = true, ignoreRotation = false, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh {\r\n return super.normalizeToUnitCube(includeDescendants, ignoreRotation, predicate);\r\n }\r\n /**\r\n * Overwrite the current bounding info\r\n * @param boundingInfo defines the new bounding info\r\n * @returns the current mesh\r\n */\r\n public setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh {\r\n this._boundingInfo = boundingInfo;\r\n return this;\r\n }\r\n\r\n /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */\r\n public get useBones(): boolean {\r\n return ((this.skeleton && this.getScene().skeletonsEnabled && this.isVerticesDataPresent(VertexBuffer.MatricesIndicesKind) && this.isVerticesDataPresent(VertexBuffer.MatricesWeightsKind)));\r\n }\r\n\r\n /** @hidden */\r\n public _preActivate(): void {\r\n }\r\n\r\n /** @hidden */\r\n public _preActivateForIntermediateRendering(renderId: number): void {\r\n }\r\n\r\n /** @hidden */\r\n public _activate(renderId: number, intermediateRendering: boolean): boolean {\r\n this._renderId = renderId;\r\n return true;\r\n }\r\n\r\n /** @hidden */\r\n public _postActivate(): void {\r\n // Do nothing\r\n }\r\n\r\n /** @hidden */\r\n public _freeze() {\r\n // Do nothing\r\n }\r\n\r\n /** @hidden */\r\n public _unFreeze() {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Gets the current world matrix\r\n * @returns a Matrix\r\n */\r\n public getWorldMatrix(): Matrix {\r\n if (this._masterMesh && this.billboardMode === TransformNode.BILLBOARDMODE_NONE) {\r\n return this._masterMesh.getWorldMatrix();\r\n }\r\n\r\n return super.getWorldMatrix();\r\n }\r\n\r\n /** @hidden */\r\n public _getWorldMatrixDeterminant(): number {\r\n if (this._masterMesh) {\r\n return this._masterMesh._getWorldMatrixDeterminant();\r\n }\r\n\r\n return super._getWorldMatrixDeterminant();\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this mesh is an instance or a regular mesh\r\n */\r\n public get isAnInstance(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this mesh has instances\r\n */\r\n public get hasInstances(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this mesh has thin instances\r\n */\r\n public get hasThinInstances(): boolean {\r\n return false;\r\n }\r\n\r\n // ================================== Point of View Movement =================================\r\n\r\n /**\r\n * Perform relative position change from the point of view of behind the front of the mesh.\r\n * This is performed taking into account the meshes current rotation, so you do not have to care.\r\n * Supports definition of mesh facing forward or backward\r\n * @param amountRight defines the distance on the right axis\r\n * @param amountUp defines the distance on the up axis\r\n * @param amountForward defines the distance on the forward axis\r\n * @returns the current mesh\r\n */\r\n public movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh {\r\n this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward));\r\n return this;\r\n }\r\n\r\n /**\r\n * Calculate relative position change from the point of view of behind the front of the mesh.\r\n * This is performed taking into account the meshes current rotation, so you do not have to care.\r\n * Supports definition of mesh facing forward or backward\r\n * @param amountRight defines the distance on the right axis\r\n * @param amountUp defines the distance on the up axis\r\n * @param amountForward defines the distance on the forward axis\r\n * @returns the new displacement vector\r\n */\r\n public calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3 {\r\n var rotMatrix = new Matrix();\r\n var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);\r\n rotQuaternion.toRotationMatrix(rotMatrix);\r\n\r\n var translationDelta = Vector3.Zero();\r\n var defForwardMult = this.definedFacingForward ? -1 : 1;\r\n Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta);\r\n return translationDelta;\r\n }\r\n // ================================== Point of View Rotation =================================\r\n /**\r\n * Perform relative rotation change from the point of view of behind the front of the mesh.\r\n * Supports definition of mesh facing forward or backward\r\n * @param flipBack defines the flip\r\n * @param twirlClockwise defines the twirl\r\n * @param tiltRight defines the tilt\r\n * @returns the current mesh\r\n */\r\n public rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh {\r\n this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight));\r\n return this;\r\n }\r\n\r\n /**\r\n * Calculate relative rotation change from the point of view of behind the front of the mesh.\r\n * Supports definition of mesh facing forward or backward.\r\n * @param flipBack defines the flip\r\n * @param twirlClockwise defines the twirl\r\n * @param tiltRight defines the tilt\r\n * @returns the new rotation vector\r\n */\r\n public calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3 {\r\n var defForwardMult = this.definedFacingForward ? 1 : -1;\r\n return new Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult);\r\n }\r\n\r\n /**\r\n * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.\r\n * This means the mesh underlying bounding box and sphere are recomputed.\r\n * @param applySkeleton defines whether to apply the skeleton before computing the bounding info\r\n * @returns the current mesh\r\n */\r\n public refreshBoundingInfo(applySkeleton: boolean = false): AbstractMesh {\r\n if (this._boundingInfo && this._boundingInfo.isLocked) {\r\n return this;\r\n }\r\n\r\n this._refreshBoundingInfo(this._getPositionData(applySkeleton), null);\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _refreshBoundingInfo(data: Nullable, bias: Nullable): void {\r\n if (data) {\r\n var extend = extractMinAndMax(data, 0, this.getTotalVertices(), bias);\r\n if (this._boundingInfo) {\r\n this._boundingInfo.reConstruct(extend.minimum, extend.maximum);\r\n }\r\n else {\r\n this._boundingInfo = new BoundingInfo(extend.minimum, extend.maximum);\r\n }\r\n }\r\n\r\n if (this.subMeshes) {\r\n for (var index = 0; index < this.subMeshes.length; index++) {\r\n this.subMeshes[index].refreshBoundingInfo(data);\r\n }\r\n }\r\n\r\n this._updateBoundingInfo();\r\n }\r\n\r\n /** @hidden */\r\n public _getPositionData(applySkeleton: boolean): Nullable {\r\n var data = this.getVerticesData(VertexBuffer.PositionKind);\r\n\r\n if (data && applySkeleton && this.skeleton) {\r\n data = Tools.Slice(data);\r\n this._generatePointsArray();\r\n\r\n var matricesIndicesData = this.getVerticesData(VertexBuffer.MatricesIndicesKind);\r\n var matricesWeightsData = this.getVerticesData(VertexBuffer.MatricesWeightsKind);\r\n if (matricesWeightsData && matricesIndicesData) {\r\n var needExtras = this.numBoneInfluencers > 4;\r\n var matricesIndicesExtraData = needExtras ? this.getVerticesData(VertexBuffer.MatricesIndicesExtraKind) : null;\r\n var matricesWeightsExtraData = needExtras ? this.getVerticesData(VertexBuffer.MatricesWeightsExtraKind) : null;\r\n\r\n this.skeleton.prepare();\r\n var skeletonMatrices = this.skeleton.getTransformMatrices(this);\r\n\r\n var tempVector = TmpVectors.Vector3[0];\r\n var finalMatrix = TmpVectors.Matrix[0];\r\n var tempMatrix = TmpVectors.Matrix[1];\r\n\r\n var matWeightIdx = 0;\r\n for (var index = 0; index < data.length; index += 3, matWeightIdx += 4) {\r\n finalMatrix.reset();\r\n\r\n var inf: number;\r\n var weight: number;\r\n for (inf = 0; inf < 4; inf++) {\r\n weight = matricesWeightsData[matWeightIdx + inf];\r\n if (weight > 0) {\r\n Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);\r\n finalMatrix.addToSelf(tempMatrix);\r\n }\r\n }\r\n if (needExtras) {\r\n for (inf = 0; inf < 4; inf++) {\r\n weight = matricesWeightsExtraData![matWeightIdx + inf];\r\n if (weight > 0) {\r\n Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData![matWeightIdx + inf] * 16), weight, tempMatrix);\r\n finalMatrix.addToSelf(tempMatrix);\r\n }\r\n }\r\n }\r\n\r\n Vector3.TransformCoordinatesFromFloatsToRef(data[index], data[index + 1], data[index + 2], finalMatrix, tempVector);\r\n tempVector.toArray(data, index);\r\n\r\n if (this._positions) {\r\n this._positions[index / 3].copyFrom(tempVector);\r\n }\r\n }\r\n }\r\n }\r\n\r\n return data;\r\n }\r\n\r\n /** @hidden */\r\n public _updateBoundingInfo(): AbstractMesh {\r\n const effectiveMesh = this._effectiveMesh;\r\n if (this._boundingInfo) {\r\n this._boundingInfo.update(effectiveMesh.worldMatrixFromCache);\r\n }\r\n else {\r\n this._boundingInfo = new BoundingInfo(this.absolutePosition, this.absolutePosition, effectiveMesh.worldMatrixFromCache);\r\n }\r\n this._updateSubMeshesBoundingInfo(effectiveMesh.worldMatrixFromCache);\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _updateSubMeshesBoundingInfo(matrix: DeepImmutable): AbstractMesh {\r\n if (!this.subMeshes) {\r\n return this;\r\n }\r\n let count = this.subMeshes.length;\r\n for (var subIndex = 0; subIndex < count; subIndex++) {\r\n var subMesh = this.subMeshes[subIndex];\r\n if (count > 1 || !subMesh.IsGlobal) {\r\n subMesh.updateBoundingInfo(matrix);\r\n }\r\n }\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n protected _afterComputeWorldMatrix(): void {\r\n if (this.doNotSyncBoundingInfo) {\r\n return;\r\n }\r\n // Bounding info\r\n this._updateBoundingInfo();\r\n }\r\n\r\n /** @hidden */\r\n public get _effectiveMesh(): AbstractMesh {\r\n return (this.skeleton && this.skeleton.overrideMesh) || this;\r\n }\r\n\r\n /**\r\n * Returns `true` if the mesh is within the frustum defined by the passed array of planes.\r\n * A mesh is in the frustum if its bounding box intersects the frustum\r\n * @param frustumPlanes defines the frustum to test\r\n * @returns true if the mesh is in the frustum planes\r\n */\r\n public isInFrustum(frustumPlanes: Plane[]): boolean {\r\n return this._boundingInfo !== null && this._boundingInfo.isInFrustum(frustumPlanes, this.cullingStrategy);\r\n }\r\n\r\n /**\r\n * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.\r\n * A mesh is completely in the frustum if its bounding box it completely inside the frustum.\r\n * @param frustumPlanes defines the frustum to test\r\n * @returns true if the mesh is completely in the frustum planes\r\n */\r\n public isCompletelyInFrustum(frustumPlanes: Plane[]): boolean {\r\n return this._boundingInfo !== null && this._boundingInfo.isCompletelyInFrustum(frustumPlanes);\r\n }\r\n\r\n /**\r\n * True if the mesh intersects another mesh or a SolidParticle object\r\n * @param mesh defines a target mesh or SolidParticle to test\r\n * @param precise Unless the parameter `precise` is set to `true` the intersection is computed according to Axis Aligned Bounding Boxes (AABB), else according to OBB (Oriented BBoxes)\r\n * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes\r\n * @returns true if there is an intersection\r\n */\r\n public intersectsMesh(mesh: AbstractMesh | SolidParticle, precise: boolean = false, includeDescendants?: boolean): boolean {\r\n if (!this._boundingInfo || !mesh._boundingInfo) {\r\n return false;\r\n }\r\n\r\n if (this._boundingInfo.intersects(mesh._boundingInfo, precise)) {\r\n return true;\r\n }\r\n\r\n if (includeDescendants) {\r\n for (var child of this.getChildMeshes()) {\r\n if (child.intersectsMesh(mesh, precise, true)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Returns true if the passed point (Vector3) is inside the mesh bounding box\r\n * @param point defines the point to test\r\n * @returns true if there is an intersection\r\n */\r\n public intersectsPoint(point: Vector3): boolean {\r\n if (!this._boundingInfo) {\r\n return false;\r\n }\r\n\r\n return this._boundingInfo.intersectsPoint(point);\r\n }\r\n\r\n // Collisions\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this mesh can be used in the collision engine\r\n * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity\r\n */\r\n public get checkCollisions(): boolean {\r\n return this._meshCollisionData._checkCollisions;\r\n }\r\n\r\n public set checkCollisions(collisionEnabled: boolean) {\r\n this._meshCollisionData._checkCollisions = collisionEnabled;\r\n }\r\n\r\n /**\r\n * Gets Collider object used to compute collisions (not physics)\r\n * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity\r\n */\r\n public get collider(): Nullable {\r\n return this._meshCollisionData._collider;\r\n }\r\n\r\n /**\r\n * Move the mesh using collision engine\r\n * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity\r\n * @param displacement defines the requested displacement vector\r\n * @returns the current mesh\r\n */\r\n public moveWithCollisions(displacement: Vector3): AbstractMesh {\r\n var globalPosition = this.getAbsolutePosition();\r\n\r\n globalPosition.addToRef(this.ellipsoidOffset, this._meshCollisionData._oldPositionForCollisions);\r\n let coordinator = this.getScene().collisionCoordinator;\r\n\r\n if (!this._meshCollisionData._collider) {\r\n this._meshCollisionData._collider = coordinator.createCollider();\r\n }\r\n\r\n this._meshCollisionData._collider._radius = this.ellipsoid;\r\n\r\n coordinator.getNewPosition(this._meshCollisionData._oldPositionForCollisions, displacement, this._meshCollisionData._collider, 3, this, this._onCollisionPositionChange, this.uniqueId);\r\n return this;\r\n }\r\n\r\n private _onCollisionPositionChange = (collisionId: number, newPosition: Vector3, collidedMesh: Nullable = null) => {\r\n newPosition.subtractToRef(this._meshCollisionData._oldPositionForCollisions, this._meshCollisionData._diffPositionForCollisions);\r\n\r\n if (this._meshCollisionData._diffPositionForCollisions.length() > Engine.CollisionsEpsilon) {\r\n this.position.addInPlace(this._meshCollisionData._diffPositionForCollisions);\r\n }\r\n\r\n if (collidedMesh) {\r\n this.onCollideObservable.notifyObservers(collidedMesh);\r\n }\r\n\r\n this.onCollisionPositionChangeObservable.notifyObservers(this.position);\r\n }\r\n\r\n // Collisions\r\n /** @hidden */\r\n public _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh {\r\n this._generatePointsArray();\r\n\r\n if (!this._positions) {\r\n return this;\r\n }\r\n\r\n // Transformation\r\n if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix!.equals(transformMatrix)) {\r\n subMesh._lastColliderTransformMatrix = transformMatrix.clone();\r\n subMesh._lastColliderWorldVertices = [];\r\n subMesh._trianglePlanes = [];\r\n var start = subMesh.verticesStart;\r\n var end = (subMesh.verticesStart + subMesh.verticesCount);\r\n for (var i = start; i < end; i++) {\r\n subMesh._lastColliderWorldVertices.push(Vector3.TransformCoordinates(this._positions[i], transformMatrix));\r\n }\r\n }\r\n\r\n // Collide\r\n collider._collide(subMesh._trianglePlanes, subMesh._lastColliderWorldVertices, (this.getIndices()), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart, !!subMesh.getMaterial(), this);\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh {\r\n const subMeshes = this._scene.getCollidingSubMeshCandidates(this, collider);\r\n const len = subMeshes.length;\r\n\r\n for (var index = 0; index < len; index++) {\r\n var subMesh = subMeshes.data[index];\r\n\r\n // Bounding test\r\n if (len > 1 && !subMesh._checkCollision(collider)) {\r\n continue;\r\n }\r\n\r\n this._collideForSubMesh(subMesh, transformMatrix, collider);\r\n }\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _checkCollision(collider: Collider): AbstractMesh {\r\n // Bounding box test\r\n if (!this._boundingInfo || !this._boundingInfo._checkCollision(collider)) {\r\n return this;\r\n }\r\n\r\n // Transformation matrix\r\n const collisionsScalingMatrix = TmpVectors.Matrix[0];\r\n const collisionsTransformMatrix = TmpVectors.Matrix[1];\r\n Matrix.ScalingToRef(1.0 / collider._radius.x, 1.0 / collider._radius.y, 1.0 / collider._radius.z, collisionsScalingMatrix);\r\n this.worldMatrixFromCache.multiplyToRef(collisionsScalingMatrix, collisionsTransformMatrix);\r\n this._processCollisionsForSubMeshes(collider, collisionsTransformMatrix);\r\n return this;\r\n }\r\n\r\n // Picking\r\n /** @hidden */\r\n public _generatePointsArray(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Checks if the passed Ray intersects with the mesh\r\n * @param ray defines the ray to use\r\n * @param fastCheck defines if fast mode (but less precise) must be used (false by default)\r\n * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected\r\n * @param onlyBoundingInfo defines a boolean indicating if picking should only happen using bounding info (false by default)\r\n * @returns the picking info\r\n * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh\r\n */\r\n public intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate, onlyBoundingInfo = false): PickingInfo {\r\n var pickingInfo = new PickingInfo();\r\n const intersectionThreshold = this.getClassName() === \"InstancedLinesMesh\" || this.getClassName() === \"LinesMesh\" ? (this as any).intersectionThreshold : 0;\r\n const boundingInfo = this._boundingInfo;\r\n if (!this.subMeshes || !boundingInfo || !ray.intersectsSphere(boundingInfo.boundingSphere, intersectionThreshold) || !ray.intersectsBox(boundingInfo.boundingBox, intersectionThreshold)) {\r\n return pickingInfo;\r\n }\r\n\r\n if (onlyBoundingInfo) {\r\n pickingInfo.hit = true;\r\n pickingInfo.pickedMesh = this;\r\n pickingInfo.distance = Vector3.Distance(ray.origin, boundingInfo.boundingSphere.center);\r\n pickingInfo.subMeshId = 0;\r\n return pickingInfo;\r\n }\r\n\r\n if (!this._generatePointsArray()) {\r\n return pickingInfo;\r\n }\r\n\r\n var intersectInfo: Nullable = null;\r\n\r\n var subMeshes = this._scene.getIntersectingSubMeshCandidates(this, ray);\r\n var len: number = subMeshes.length;\r\n for (var index = 0; index < len; index++) {\r\n var subMesh = subMeshes.data[index];\r\n\r\n // Bounding test\r\n if (len > 1 && !subMesh.canIntersects(ray)) {\r\n continue;\r\n }\r\n\r\n var currentIntersectInfo = subMesh.intersects(ray, (this._positions),\r\n (this.getIndices()), fastCheck,\r\n trianglePredicate);\r\n\r\n if (currentIntersectInfo) {\r\n if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {\r\n intersectInfo = currentIntersectInfo;\r\n intersectInfo.subMeshId = index;\r\n\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (intersectInfo) {\r\n // Get picked point\r\n const world = this.getWorldMatrix();\r\n const worldOrigin = TmpVectors.Vector3[0];\r\n const direction = TmpVectors.Vector3[1];\r\n Vector3.TransformCoordinatesToRef(ray.origin, world, worldOrigin);\r\n ray.direction.scaleToRef(intersectInfo.distance, direction);\r\n const worldDirection = Vector3.TransformNormal(direction, world);\r\n const pickedPoint = worldDirection.addInPlace(worldOrigin);\r\n\r\n // Return result\r\n pickingInfo.hit = true;\r\n pickingInfo.distance = Vector3.Distance(worldOrigin, pickedPoint);\r\n pickingInfo.pickedPoint = pickedPoint;\r\n pickingInfo.pickedMesh = this;\r\n pickingInfo.bu = intersectInfo.bu || 0;\r\n pickingInfo.bv = intersectInfo.bv || 0;\r\n pickingInfo.subMeshFaceId = intersectInfo.faceId;\r\n pickingInfo.faceId = intersectInfo.faceId + subMeshes.data[intersectInfo.subMeshId].indexStart / (this.getClassName().indexOf(\"LinesMesh\") !== -1 ? 2 : 3);\r\n pickingInfo.subMeshId = intersectInfo.subMeshId;\r\n return pickingInfo;\r\n }\r\n\r\n return pickingInfo;\r\n }\r\n\r\n /**\r\n * Clones the current mesh\r\n * @param name defines the mesh name\r\n * @param newParent defines the new mesh parent\r\n * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)\r\n * @returns the new mesh\r\n */\r\n public clone(name: string, newParent: Nullable, doNotCloneChildren?: boolean): Nullable {\r\n return null;\r\n }\r\n\r\n /**\r\n * Disposes all the submeshes of the current meshnp\r\n * @returns the current mesh\r\n */\r\n public releaseSubMeshes(): AbstractMesh {\r\n if (this.subMeshes) {\r\n while (this.subMeshes.length) {\r\n this.subMeshes[0].dispose();\r\n }\r\n } else {\r\n this.subMeshes = new Array();\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Releases resources associated with this abstract mesh.\r\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\r\n * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\r\n */\r\n public dispose(doNotRecurse?: boolean, disposeMaterialAndTextures = false): void {\r\n var index: number;\r\n\r\n // mesh map release.\r\n if (this._scene.useMaterialMeshMap) {\r\n // remove from material mesh map id needed\r\n if (this._material && this._material.meshMap) {\r\n this._material.meshMap[this.uniqueId] = undefined;\r\n }\r\n }\r\n\r\n // Smart Array Retainers.\r\n this.getScene().freeActiveMeshes();\r\n this.getScene().freeRenderingGroups();\r\n\r\n // Action manager\r\n if (this.actionManager !== undefined && this.actionManager !== null) {\r\n this.actionManager.dispose();\r\n this.actionManager = null;\r\n }\r\n\r\n // Skeleton\r\n this._internalAbstractMeshDataInfo._skeleton = null;\r\n\r\n if (this._transformMatrixTexture) {\r\n this._transformMatrixTexture.dispose();\r\n this._transformMatrixTexture = null;\r\n }\r\n\r\n // Intersections in progress\r\n for (index = 0; index < this._intersectionsInProgress.length; index++) {\r\n var other = this._intersectionsInProgress[index];\r\n\r\n var pos = other._intersectionsInProgress.indexOf(this);\r\n other._intersectionsInProgress.splice(pos, 1);\r\n }\r\n\r\n this._intersectionsInProgress = [];\r\n\r\n // Lights\r\n var lights = this.getScene().lights;\r\n\r\n lights.forEach((light: Light) => {\r\n var meshIndex = light.includedOnlyMeshes.indexOf(this);\r\n\r\n if (meshIndex !== -1) {\r\n light.includedOnlyMeshes.splice(meshIndex, 1);\r\n }\r\n\r\n meshIndex = light.excludedMeshes.indexOf(this);\r\n\r\n if (meshIndex !== -1) {\r\n light.excludedMeshes.splice(meshIndex, 1);\r\n }\r\n\r\n // Shadow generators\r\n var generator = light.getShadowGenerator();\r\n if (generator) {\r\n var shadowMap = generator.getShadowMap();\r\n\r\n if (shadowMap && shadowMap.renderList) {\r\n meshIndex = shadowMap.renderList.indexOf(this);\r\n\r\n if (meshIndex !== -1) {\r\n shadowMap.renderList.splice(meshIndex, 1);\r\n }\r\n }\r\n }\r\n });\r\n\r\n // SubMeshes\r\n if (this.getClassName() !== \"InstancedMesh\" || this.getClassName() !== \"InstancedLinesMesh\") {\r\n this.releaseSubMeshes();\r\n }\r\n\r\n // Query\r\n let engine = this.getScene().getEngine();\r\n if (this._occlusionQuery) {\r\n this.isOcclusionQueryInProgress = false;\r\n engine.deleteQuery(this._occlusionQuery);\r\n this._occlusionQuery = null;\r\n }\r\n\r\n // Engine\r\n engine.wipeCaches();\r\n\r\n // Remove from scene\r\n this.getScene().removeMesh(this);\r\n\r\n if (disposeMaterialAndTextures) {\r\n if (this.material) {\r\n if (this.material.getClassName() === \"MultiMaterial\") {\r\n this.material.dispose(false, true, true);\r\n } else {\r\n this.material.dispose(false, true);\r\n }\r\n }\r\n }\r\n\r\n if (!doNotRecurse) {\r\n // Particles\r\n for (index = 0; index < this.getScene().particleSystems.length; index++) {\r\n if (this.getScene().particleSystems[index].emitter === this) {\r\n this.getScene().particleSystems[index].dispose();\r\n index--;\r\n }\r\n }\r\n }\r\n\r\n // facet data\r\n if (this._internalAbstractMeshDataInfo._facetData.facetDataEnabled) {\r\n this.disableFacetData();\r\n }\r\n\r\n this.onAfterWorldMatrixUpdateObservable.clear();\r\n this.onCollideObservable.clear();\r\n this.onCollisionPositionChangeObservable.clear();\r\n this.onRebuildObservable.clear();\r\n\r\n super.dispose(doNotRecurse, disposeMaterialAndTextures);\r\n }\r\n\r\n /**\r\n * Adds the passed mesh as a child to the current mesh\r\n * @param mesh defines the child mesh\r\n * @returns the current mesh\r\n */\r\n public addChild(mesh: AbstractMesh): AbstractMesh {\r\n mesh.setParent(this);\r\n return this;\r\n }\r\n\r\n /**\r\n * Removes the passed mesh from the current mesh children list\r\n * @param mesh defines the child mesh\r\n * @returns the current mesh\r\n */\r\n public removeChild(mesh: AbstractMesh): AbstractMesh {\r\n mesh.setParent(null);\r\n return this;\r\n }\r\n\r\n // Facet data\r\n /** @hidden */\r\n private _initFacetData(): AbstractMesh {\r\n const data = this._internalAbstractMeshDataInfo._facetData;\r\n if (!data.facetNormals) {\r\n data.facetNormals = new Array();\r\n }\r\n if (!data.facetPositions) {\r\n data.facetPositions = new Array();\r\n }\r\n if (!data.facetPartitioning) {\r\n data.facetPartitioning = new Array();\r\n }\r\n data.facetNb = ((this.getIndices()).length / 3) | 0;\r\n data.partitioningSubdivisions = (data.partitioningSubdivisions) ? data.partitioningSubdivisions : 10; // default nb of partitioning subdivisions = 10\r\n data.partitioningBBoxRatio = (data.partitioningBBoxRatio) ? data.partitioningBBoxRatio : 1.01; // default ratio 1.01 = the partitioning is 1% bigger than the bounding box\r\n for (var f = 0; f < data.facetNb; f++) {\r\n data.facetNormals[f] = Vector3.Zero();\r\n data.facetPositions[f] = Vector3.Zero();\r\n }\r\n data.facetDataEnabled = true;\r\n return this;\r\n }\r\n\r\n /**\r\n * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.\r\n * This method can be called within the render loop.\r\n * You don't need to call this method by yourself in the render loop when you update/morph a mesh with the methods CreateXXX() as they automatically manage this computation\r\n * @returns the current mesh\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n public updateFacetData(): AbstractMesh {\r\n const data = this._internalAbstractMeshDataInfo._facetData;\r\n if (!data.facetDataEnabled) {\r\n this._initFacetData();\r\n }\r\n var positions = this.getVerticesData(VertexBuffer.PositionKind);\r\n var indices = this.getIndices();\r\n var normals = this.getVerticesData(VertexBuffer.NormalKind);\r\n var bInfo = this.getBoundingInfo();\r\n\r\n if (data.facetDepthSort && !data.facetDepthSortEnabled) {\r\n // init arrays, matrix and sort function on first call\r\n data.facetDepthSortEnabled = true;\r\n if (indices instanceof Uint16Array) {\r\n data.depthSortedIndices = new Uint16Array(indices!);\r\n }\r\n else if (indices instanceof Uint32Array) {\r\n data.depthSortedIndices = new Uint32Array(indices!);\r\n }\r\n else {\r\n var needs32bits = false;\r\n for (var i = 0; i < indices!.length; i++) {\r\n if (indices![i] > 65535) {\r\n needs32bits = true;\r\n break;\r\n }\r\n }\r\n if (needs32bits) {\r\n data.depthSortedIndices = new Uint32Array(indices!);\r\n }\r\n else {\r\n data.depthSortedIndices = new Uint16Array(indices!);\r\n }\r\n }\r\n data.facetDepthSortFunction = function(f1, f2) {\r\n return (f2.sqDistance - f1.sqDistance);\r\n };\r\n if (!data.facetDepthSortFrom) {\r\n var camera = this.getScene().activeCamera;\r\n data.facetDepthSortFrom = (camera) ? camera.position : Vector3.Zero();\r\n }\r\n data.depthSortedFacets = [];\r\n for (var f = 0; f < data.facetNb; f++) {\r\n var depthSortedFacet = { ind: f * 3, sqDistance: 0.0 };\r\n data.depthSortedFacets.push(depthSortedFacet);\r\n }\r\n data.invertedMatrix = Matrix.Identity();\r\n data.facetDepthSortOrigin = Vector3.Zero();\r\n }\r\n\r\n data.bbSize.x = (bInfo.maximum.x - bInfo.minimum.x > Epsilon) ? bInfo.maximum.x - bInfo.minimum.x : Epsilon;\r\n data.bbSize.y = (bInfo.maximum.y - bInfo.minimum.y > Epsilon) ? bInfo.maximum.y - bInfo.minimum.y : Epsilon;\r\n data.bbSize.z = (bInfo.maximum.z - bInfo.minimum.z > Epsilon) ? bInfo.maximum.z - bInfo.minimum.z : Epsilon;\r\n var bbSizeMax = (data.bbSize.x > data.bbSize.y) ? data.bbSize.x : data.bbSize.y;\r\n bbSizeMax = (bbSizeMax > data.bbSize.z) ? bbSizeMax : data.bbSize.z;\r\n data.subDiv.max = data.partitioningSubdivisions;\r\n data.subDiv.X = Math.floor(data.subDiv.max * data.bbSize.x / bbSizeMax); // adjust the number of subdivisions per axis\r\n data.subDiv.Y = Math.floor(data.subDiv.max * data.bbSize.y / bbSizeMax); // according to each bbox size per axis\r\n data.subDiv.Z = Math.floor(data.subDiv.max * data.bbSize.z / bbSizeMax);\r\n data.subDiv.X = data.subDiv.X < 1 ? 1 : data.subDiv.X; // at least one subdivision\r\n data.subDiv.Y = data.subDiv.Y < 1 ? 1 : data.subDiv.Y;\r\n data.subDiv.Z = data.subDiv.Z < 1 ? 1 : data.subDiv.Z;\r\n // set the parameters for ComputeNormals()\r\n data.facetParameters.facetNormals = this.getFacetLocalNormals();\r\n data.facetParameters.facetPositions = this.getFacetLocalPositions();\r\n data.facetParameters.facetPartitioning = this.getFacetLocalPartitioning();\r\n data.facetParameters.bInfo = bInfo;\r\n data.facetParameters.bbSize = data.bbSize;\r\n data.facetParameters.subDiv = data.subDiv;\r\n data.facetParameters.ratio = this.partitioningBBoxRatio;\r\n data.facetParameters.depthSort = data.facetDepthSort;\r\n if (data.facetDepthSort && data.facetDepthSortEnabled) {\r\n this.computeWorldMatrix(true);\r\n this._worldMatrix.invertToRef(data.invertedMatrix);\r\n Vector3.TransformCoordinatesToRef(data.facetDepthSortFrom, data.invertedMatrix, data.facetDepthSortOrigin);\r\n data.facetParameters.distanceTo = data.facetDepthSortOrigin;\r\n }\r\n data.facetParameters.depthSortedFacets = data.depthSortedFacets;\r\n VertexData.ComputeNormals(positions, indices, normals, data.facetParameters);\r\n\r\n if (data.facetDepthSort && data.facetDepthSortEnabled) {\r\n data.depthSortedFacets.sort(data.facetDepthSortFunction);\r\n var l = (data.depthSortedIndices.length / 3) | 0;\r\n for (var f = 0; f < l; f++) {\r\n var sind = data.depthSortedFacets[f].ind;\r\n data.depthSortedIndices[f * 3] = indices![sind];\r\n data.depthSortedIndices[f * 3 + 1] = indices![sind + 1];\r\n data.depthSortedIndices[f * 3 + 2] = indices![sind + 2];\r\n }\r\n this.updateIndices(data.depthSortedIndices, undefined, true);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns the facetLocalNormals array.\r\n * The normals are expressed in the mesh local spac\r\n * @returns an array of Vector3\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n public getFacetLocalNormals(): Vector3[] {\r\n let facetData = this._internalAbstractMeshDataInfo._facetData;\r\n if (!facetData.facetNormals) {\r\n this.updateFacetData();\r\n }\r\n return facetData.facetNormals;\r\n }\r\n\r\n /**\r\n * Returns the facetLocalPositions array.\r\n * The facet positions are expressed in the mesh local space\r\n * @returns an array of Vector3\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n public getFacetLocalPositions(): Vector3[] {\r\n let facetData = this._internalAbstractMeshDataInfo._facetData;\r\n if (!facetData.facetPositions) {\r\n this.updateFacetData();\r\n }\r\n return facetData.facetPositions;\r\n }\r\n\r\n /**\r\n * Returns the facetLocalPartioning array\r\n * @returns an array of array of numbers\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n public getFacetLocalPartitioning(): number[][] {\r\n let facetData = this._internalAbstractMeshDataInfo._facetData;\r\n\r\n if (!facetData.facetPartitioning) {\r\n this.updateFacetData();\r\n }\r\n return facetData.facetPartitioning;\r\n }\r\n\r\n /**\r\n * Returns the i-th facet position in the world system.\r\n * This method allocates a new Vector3 per call\r\n * @param i defines the facet index\r\n * @returns a new Vector3\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n public getFacetPosition(i: number): Vector3 {\r\n var pos = Vector3.Zero();\r\n this.getFacetPositionToRef(i, pos);\r\n return pos;\r\n }\r\n\r\n /**\r\n * Sets the reference Vector3 with the i-th facet position in the world system\r\n * @param i defines the facet index\r\n * @param ref defines the target vector\r\n * @returns the current mesh\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n public getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh {\r\n var localPos = (this.getFacetLocalPositions())[i];\r\n var world = this.getWorldMatrix();\r\n Vector3.TransformCoordinatesToRef(localPos, world, ref);\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns the i-th facet normal in the world system.\r\n * This method allocates a new Vector3 per call\r\n * @param i defines the facet index\r\n * @returns a new Vector3\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n public getFacetNormal(i: number): Vector3 {\r\n var norm = Vector3.Zero();\r\n this.getFacetNormalToRef(i, norm);\r\n return norm;\r\n }\r\n\r\n /**\r\n * Sets the reference Vector3 with the i-th facet normal in the world system\r\n * @param i defines the facet index\r\n * @param ref defines the target vector\r\n * @returns the current mesh\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n public getFacetNormalToRef(i: number, ref: Vector3) {\r\n var localNorm = (this.getFacetLocalNormals())[i];\r\n Vector3.TransformNormalToRef(localNorm, this.getWorldMatrix(), ref);\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns the facets (in an array) in the same partitioning block than the one the passed coordinates are located (expressed in the mesh local system)\r\n * @param x defines x coordinate\r\n * @param y defines y coordinate\r\n * @param z defines z coordinate\r\n * @returns the array of facet indexes\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n public getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable {\r\n var bInfo = this.getBoundingInfo();\r\n const data = this._internalAbstractMeshDataInfo._facetData;\r\n\r\n var ox = Math.floor((x - bInfo.minimum.x * data.partitioningBBoxRatio) * data.subDiv.X * data.partitioningBBoxRatio / data.bbSize.x);\r\n var oy = Math.floor((y - bInfo.minimum.y * data.partitioningBBoxRatio) * data.subDiv.Y * data.partitioningBBoxRatio / data.bbSize.y);\r\n var oz = Math.floor((z - bInfo.minimum.z * data.partitioningBBoxRatio) * data.subDiv.Z * data.partitioningBBoxRatio / data.bbSize.z);\r\n if (ox < 0 || ox > data.subDiv.max || oy < 0 || oy > data.subDiv.max || oz < 0 || oz > data.subDiv.max) {\r\n return null;\r\n }\r\n return data.facetPartitioning[ox + data.subDiv.max * oy + data.subDiv.max * data.subDiv.max * oz];\r\n }\r\n\r\n /**\r\n * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found\r\n * @param projected sets as the (x,y,z) world projection on the facet\r\n * @param checkFace if true (default false), only the facet \"facing\" to (x,y,z) or only the ones \"turning their backs\", according to the parameter \"facing\" are returned\r\n * @param facing if facing and checkFace are true, only the facet \"facing\" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet \"turning their backs\" to (x, y, z) are returned : negative dot (x, y, z) * facet position\r\n * @param x defines x coordinate\r\n * @param y defines y coordinate\r\n * @param z defines z coordinate\r\n * @returns the face index if found (or null instead)\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n public getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace: boolean = false, facing: boolean = true): Nullable {\r\n var world = this.getWorldMatrix();\r\n var invMat = TmpVectors.Matrix[5];\r\n world.invertToRef(invMat);\r\n var invVect = TmpVectors.Vector3[8];\r\n Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, invMat, invVect); // transform (x,y,z) to coordinates in the mesh local space\r\n var closest = this.getClosestFacetAtLocalCoordinates(invVect.x, invVect.y, invVect.z, projected, checkFace, facing);\r\n if (projected) {\r\n // tranform the local computed projected vector to world coordinates\r\n Vector3.TransformCoordinatesFromFloatsToRef(projected.x, projected.y, projected.z, world, projected);\r\n }\r\n return closest;\r\n }\r\n\r\n /**\r\n * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found\r\n * @param projected sets as the (x,y,z) local projection on the facet\r\n * @param checkFace if true (default false), only the facet \"facing\" to (x,y,z) or only the ones \"turning their backs\", according to the parameter \"facing\" are returned\r\n * @param facing if facing and checkFace are true, only the facet \"facing\" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet \"turning their backs\" to (x, y, z) are returned : negative dot (x, y, z) * facet position\r\n * @param x defines x coordinate\r\n * @param y defines y coordinate\r\n * @param z defines z coordinate\r\n * @returns the face index if found (or null instead)\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n public getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace: boolean = false, facing: boolean = true): Nullable {\r\n var closest = null;\r\n var tmpx = 0.0;\r\n var tmpy = 0.0;\r\n var tmpz = 0.0;\r\n var d = 0.0; // tmp dot facet normal * facet position\r\n var t0 = 0.0;\r\n var projx = 0.0;\r\n var projy = 0.0;\r\n var projz = 0.0;\r\n // Get all the facets in the same partitioning block than (x, y, z)\r\n var facetPositions = this.getFacetLocalPositions();\r\n var facetNormals = this.getFacetLocalNormals();\r\n var facetsInBlock = this.getFacetsAtLocalCoordinates(x, y, z);\r\n if (!facetsInBlock) {\r\n return null;\r\n }\r\n // Get the closest facet to (x, y, z)\r\n var shortest = Number.MAX_VALUE; // init distance vars\r\n var tmpDistance = shortest;\r\n var fib; // current facet in the block\r\n var norm; // current facet normal\r\n var p0; // current facet barycenter position\r\n // loop on all the facets in the current partitioning block\r\n for (var idx = 0; idx < facetsInBlock.length; idx++) {\r\n fib = facetsInBlock[idx];\r\n norm = facetNormals[fib];\r\n p0 = facetPositions[fib];\r\n\r\n d = (x - p0.x) * norm.x + (y - p0.y) * norm.y + (z - p0.z) * norm.z;\r\n if (!checkFace || (checkFace && facing && d >= 0.0) || (checkFace && !facing && d <= 0.0)) {\r\n // compute (x,y,z) projection on the facet = (projx, projy, projz)\r\n d = norm.x * p0.x + norm.y * p0.y + norm.z * p0.z;\r\n t0 = -(norm.x * x + norm.y * y + norm.z * z - d) / (norm.x * norm.x + norm.y * norm.y + norm.z * norm.z);\r\n projx = x + norm.x * t0;\r\n projy = y + norm.y * t0;\r\n projz = z + norm.z * t0;\r\n\r\n tmpx = projx - x;\r\n tmpy = projy - y;\r\n tmpz = projz - z;\r\n tmpDistance = tmpx * tmpx + tmpy * tmpy + tmpz * tmpz; // compute length between (x, y, z) and its projection on the facet\r\n if (tmpDistance < shortest) { // just keep the closest facet to (x, y, z)\r\n shortest = tmpDistance;\r\n closest = fib;\r\n if (projected) {\r\n projected.x = projx;\r\n projected.y = projy;\r\n projected.z = projz;\r\n }\r\n }\r\n }\r\n }\r\n return closest;\r\n }\r\n\r\n /**\r\n * Returns the object \"parameter\" set with all the expected parameters for facetData computation by ComputeNormals()\r\n * @returns the parameters\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n public getFacetDataParameters(): any {\r\n return this._internalAbstractMeshDataInfo._facetData.facetParameters;\r\n }\r\n\r\n /**\r\n * Disables the feature FacetData and frees the related memory\r\n * @returns the current mesh\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n public disableFacetData(): AbstractMesh {\r\n let facetData = this._internalAbstractMeshDataInfo._facetData;\r\n if (facetData.facetDataEnabled) {\r\n facetData.facetDataEnabled = false;\r\n facetData.facetPositions = new Array();\r\n facetData.facetNormals = new Array();\r\n facetData.facetPartitioning = new Array();\r\n facetData.facetParameters = null;\r\n facetData.depthSortedIndices = new Uint32Array(0);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Updates the AbstractMesh indices array\r\n * @param indices defines the data source\r\n * @param offset defines the offset in the index buffer where to store the new data (can be null)\r\n * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)\r\n * @returns the current mesh\r\n */\r\n public updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly = false): AbstractMesh {\r\n return this;\r\n }\r\n\r\n /**\r\n * Creates new normals data for the mesh\r\n * @param updatable defines if the normal vertex buffer must be flagged as updatable\r\n * @returns the current mesh\r\n */\r\n public createNormals(updatable: boolean): AbstractMesh {\r\n var positions = this.getVerticesData(VertexBuffer.PositionKind);\r\n var indices = this.getIndices();\r\n var normals: FloatArray;\r\n\r\n if (this.isVerticesDataPresent(VertexBuffer.NormalKind)) {\r\n normals = (this.getVerticesData(VertexBuffer.NormalKind));\r\n } else {\r\n normals = [];\r\n }\r\n\r\n VertexData.ComputeNormals(positions, indices, normals, { useRightHandedSystem: this.getScene().useRightHandedSystem });\r\n this.setVerticesData(VertexBuffer.NormalKind, normals, updatable);\r\n return this;\r\n }\r\n\r\n /**\r\n * Align the mesh with a normal\r\n * @param normal defines the normal to use\r\n * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)\r\n * @returns the current mesh\r\n */\r\n public alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh {\r\n if (!upDirection) {\r\n upDirection = Axis.Y;\r\n }\r\n\r\n var axisX = TmpVectors.Vector3[0];\r\n var axisZ = TmpVectors.Vector3[1];\r\n Vector3.CrossToRef(upDirection, normal, axisZ);\r\n Vector3.CrossToRef(normal, axisZ, axisX);\r\n\r\n if (this.rotationQuaternion) {\r\n Quaternion.RotationQuaternionFromAxisToRef(axisX, normal, axisZ, this.rotationQuaternion);\r\n } else {\r\n Vector3.RotationFromAxisToRef(axisX, normal, axisZ, this.rotation);\r\n }\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _checkOcclusionQuery(): boolean { // Will be replaced by correct code if Occlusion queries are referenced\r\n return false;\r\n }\r\n\r\n /**\r\n * Disables the mesh edge rendering mode\r\n * @returns the currentAbstractMesh\r\n */\r\n disableEdgesRendering(): AbstractMesh {\r\n throw _DevTools.WarnImport(\"EdgesRenderer\");\r\n }\r\n\r\n /**\r\n * Enables the edge rendering mode on the mesh.\r\n * This mode makes the mesh edges visible\r\n * @param epsilon defines the maximal distance between two angles to detect a face\r\n * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces\r\n * @returns the currentAbstractMesh\r\n * @see https://www.babylonjs-playground.com/#19O9TU#0\r\n */\r\n enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh {\r\n throw _DevTools.WarnImport(\"EdgesRenderer\");\r\n }\r\n\r\n}\r\n","import { Nullable, DataArray } from \"../types\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { DataBuffer } from './dataBuffer';\r\n\r\n/**\r\n * Class used to store data that will be store in GPU memory\r\n */\r\nexport class Buffer {\r\n private _engine: Engine;\r\n private _buffer: Nullable;\r\n /** @hidden */\r\n public _data: Nullable;\r\n private _updatable: boolean;\r\n private _instanced: boolean;\r\n private _divisor: number;\r\n\r\n /**\r\n * Gets the byte stride.\r\n */\r\n public readonly byteStride: number;\r\n\r\n /**\r\n * Constructor\r\n * @param engine the engine\r\n * @param data the data to use for this buffer\r\n * @param updatable whether the data is updatable\r\n * @param stride the stride (optional)\r\n * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)\r\n * @param instanced whether the buffer is instanced (optional)\r\n * @param useBytes set to true if the stride in in bytes (optional)\r\n * @param divisor sets an optional divisor for instances (1 by default)\r\n */\r\n constructor(engine: any, data: DataArray, updatable: boolean, stride = 0, postponeInternalCreation = false, instanced = false, useBytes = false, divisor?: number) {\r\n if (engine.getScene) { // old versions of VertexBuffer accepted 'mesh' instead of 'engine'\r\n this._engine = engine.getScene().getEngine();\r\n }\r\n else {\r\n this._engine = engine;\r\n }\r\n\r\n this._updatable = updatable;\r\n this._instanced = instanced;\r\n this._divisor = divisor || 1;\r\n\r\n this._data = data;\r\n\r\n this.byteStride = useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT;\r\n\r\n if (!postponeInternalCreation) { // by default\r\n this.create();\r\n }\r\n }\r\n\r\n /**\r\n * Create a new VertexBuffer based on the current buffer\r\n * @param kind defines the vertex buffer kind (position, normal, etc.)\r\n * @param offset defines offset in the buffer (0 by default)\r\n * @param size defines the size in floats of attributes (position is 3 for instance)\r\n * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)\r\n * @param instanced defines if the vertex buffer contains indexed data\r\n * @param useBytes defines if the offset and stride are in bytes *\r\n * @param divisor sets an optional divisor for instances (1 by default)\r\n * @returns the new vertex buffer\r\n */\r\n public createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes = false, divisor?: number): VertexBuffer {\r\n const byteOffset = useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT;\r\n const byteStride = stride ? (useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT) : this.byteStride;\r\n\r\n // a lot of these parameters are ignored as they are overriden by the buffer\r\n return new VertexBuffer(this._engine, this, kind, this._updatable, true, byteStride, instanced === undefined ? this._instanced : instanced, byteOffset, size, undefined, undefined, true, this._divisor || divisor);\r\n }\r\n\r\n // Properties\r\n\r\n /**\r\n * Gets a boolean indicating if the Buffer is updatable?\r\n * @returns true if the buffer is updatable\r\n */\r\n public isUpdatable(): boolean {\r\n return this._updatable;\r\n }\r\n\r\n /**\r\n * Gets current buffer's data\r\n * @returns a DataArray or null\r\n */\r\n public getData(): Nullable {\r\n return this._data;\r\n }\r\n\r\n /**\r\n * Gets underlying native buffer\r\n * @returns underlying native buffer\r\n */\r\n public getBuffer(): Nullable {\r\n return this._buffer;\r\n }\r\n\r\n /**\r\n * Gets the stride in float32 units (i.e. byte stride / 4).\r\n * May not be an integer if the byte stride is not divisible by 4.\r\n * @returns the stride in float32 units\r\n * @deprecated Please use byteStride instead.\r\n */\r\n public getStrideSize(): number {\r\n return this.byteStride / Float32Array.BYTES_PER_ELEMENT;\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property\r\n * @param data defines the data to store\r\n */\r\n public create(data: Nullable = null): void {\r\n if (!data && this._buffer) {\r\n return; // nothing to do\r\n }\r\n\r\n data = data || this._data;\r\n\r\n if (!data) {\r\n return;\r\n }\r\n\r\n if (!this._buffer) { // create buffer\r\n if (this._updatable) {\r\n this._buffer = this._engine.createDynamicVertexBuffer(data);\r\n this._data = data;\r\n } else {\r\n this._buffer = this._engine.createVertexBuffer(data);\r\n }\r\n } else if (this._updatable) { // update buffer\r\n this._engine.updateDynamicVertexBuffer(this._buffer, data);\r\n this._data = data;\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _rebuild(): void {\r\n this._buffer = null;\r\n this.create(this._data);\r\n }\r\n\r\n /**\r\n * Update current buffer data\r\n * @param data defines the data to store\r\n */\r\n public update(data: DataArray): void {\r\n this.create(data);\r\n }\r\n\r\n /**\r\n * Updates the data directly.\r\n * @param data the new data\r\n * @param offset the new offset\r\n * @param vertexCount the vertex count (optional)\r\n * @param useBytes set to true if the offset is in bytes\r\n */\r\n public updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes: boolean = false): void {\r\n if (!this._buffer) {\r\n return;\r\n }\r\n\r\n if (this._updatable) { // update buffer\r\n this._engine.updateDynamicVertexBuffer(this._buffer, data, useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT, (vertexCount ? vertexCount * this.byteStride : undefined));\r\n this._data = null;\r\n }\r\n }\r\n\r\n /**\r\n * Release all resources\r\n */\r\n public dispose(): void {\r\n if (!this._buffer) {\r\n return;\r\n }\r\n if (this._engine._releaseBuffer(this._buffer)) {\r\n this._buffer = null;\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Specialized buffer used to store vertex data\r\n */\r\nexport class VertexBuffer {\r\n /** @hidden */\r\n public _buffer: Buffer;\r\n private _kind: string;\r\n private _size: number;\r\n private _ownsBuffer: boolean;\r\n private _instanced: boolean;\r\n private _instanceDivisor: number;\r\n\r\n /**\r\n * The byte type.\r\n */\r\n public static readonly BYTE = 5120;\r\n\r\n /**\r\n * The unsigned byte type.\r\n */\r\n public static readonly UNSIGNED_BYTE = 5121;\r\n\r\n /**\r\n * The short type.\r\n */\r\n public static readonly SHORT = 5122;\r\n\r\n /**\r\n * The unsigned short type.\r\n */\r\n public static readonly UNSIGNED_SHORT = 5123;\r\n\r\n /**\r\n * The integer type.\r\n */\r\n public static readonly INT = 5124;\r\n\r\n /**\r\n * The unsigned integer type.\r\n */\r\n public static readonly UNSIGNED_INT = 5125;\r\n\r\n /**\r\n * The float type.\r\n */\r\n public static readonly FLOAT = 5126;\r\n\r\n /**\r\n * Gets or sets the instance divisor when in instanced mode\r\n */\r\n public get instanceDivisor(): number {\r\n return this._instanceDivisor;\r\n }\r\n\r\n public set instanceDivisor(value: number) {\r\n this._instanceDivisor = value;\r\n if (value == 0) {\r\n this._instanced = false;\r\n } else {\r\n this._instanced = true;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the byte stride.\r\n */\r\n public readonly byteStride: number;\r\n\r\n /**\r\n * Gets the byte offset.\r\n */\r\n public readonly byteOffset: number;\r\n\r\n /**\r\n * Gets whether integer data values should be normalized into a certain range when being casted to a float.\r\n */\r\n public readonly normalized: boolean;\r\n\r\n /**\r\n * Gets the data type of each component in the array.\r\n */\r\n public readonly type: number;\r\n\r\n /**\r\n * Constructor\r\n * @param engine the engine\r\n * @param data the data to use for this vertex buffer\r\n * @param kind the vertex buffer kind\r\n * @param updatable whether the data is updatable\r\n * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)\r\n * @param stride the stride (optional)\r\n * @param instanced whether the buffer is instanced (optional)\r\n * @param offset the offset of the data (optional)\r\n * @param size the number of components (optional)\r\n * @param type the type of the component (optional)\r\n * @param normalized whether the data contains normalized data (optional)\r\n * @param useBytes set to true if stride and offset are in bytes (optional)\r\n * @param divisor defines the instance divisor to use (1 by default)\r\n */\r\n constructor(engine: any, data: DataArray | Buffer, kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number,\r\n instanced?: boolean, offset?: number, size?: number, type?: number, normalized = false, useBytes = false, divisor = 1) {\r\n if (data instanceof Buffer) {\r\n this._buffer = data;\r\n this._ownsBuffer = false;\r\n } else {\r\n this._buffer = new Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes);\r\n this._ownsBuffer = true;\r\n }\r\n\r\n this._kind = kind;\r\n\r\n if (type == undefined) {\r\n const data = this.getData();\r\n this.type = VertexBuffer.FLOAT;\r\n if (data instanceof Int8Array) { this.type = VertexBuffer.BYTE; }\r\n else if (data instanceof Uint8Array) { this.type = VertexBuffer.UNSIGNED_BYTE; }\r\n else if (data instanceof Int16Array) { this.type = VertexBuffer.SHORT; }\r\n else if (data instanceof Uint16Array) { this.type = VertexBuffer.UNSIGNED_SHORT; }\r\n else if (data instanceof Int32Array) { this.type = VertexBuffer.INT; }\r\n else if (data instanceof Uint32Array) { this.type = VertexBuffer.UNSIGNED_INT; }\r\n }\r\n else {\r\n this.type = type;\r\n }\r\n\r\n const typeByteLength = VertexBuffer.GetTypeByteLength(this.type);\r\n\r\n if (useBytes) {\r\n this._size = size || (stride ? (stride / typeByteLength) : VertexBuffer.DeduceStride(kind));\r\n this.byteStride = stride || this._buffer.byteStride || (this._size * typeByteLength);\r\n this.byteOffset = offset || 0;\r\n }\r\n else {\r\n this._size = size || stride || VertexBuffer.DeduceStride(kind);\r\n this.byteStride = stride ? (stride * typeByteLength) : (this._buffer.byteStride || (this._size * typeByteLength));\r\n this.byteOffset = (offset || 0) * typeByteLength;\r\n }\r\n\r\n this.normalized = normalized;\r\n\r\n this._instanced = instanced !== undefined ? instanced : false;\r\n this._instanceDivisor = instanced ? divisor : 0;\r\n }\r\n\r\n /** @hidden */\r\n public _rebuild(): void {\r\n if (!this._buffer) {\r\n return;\r\n }\r\n\r\n this._buffer._rebuild();\r\n }\r\n\r\n /**\r\n * Returns the kind of the VertexBuffer (string)\r\n * @returns a string\r\n */\r\n public getKind(): string {\r\n return this._kind;\r\n }\r\n\r\n // Properties\r\n\r\n /**\r\n * Gets a boolean indicating if the VertexBuffer is updatable?\r\n * @returns true if the buffer is updatable\r\n */\r\n public isUpdatable(): boolean {\r\n return this._buffer.isUpdatable();\r\n }\r\n\r\n /**\r\n * Gets current buffer's data\r\n * @returns a DataArray or null\r\n */\r\n public getData(): Nullable {\r\n return this._buffer.getData();\r\n }\r\n\r\n /**\r\n * Gets underlying native buffer\r\n * @returns underlying native buffer\r\n */\r\n public getBuffer(): Nullable {\r\n return this._buffer.getBuffer();\r\n }\r\n\r\n /**\r\n * Gets the stride in float32 units (i.e. byte stride / 4).\r\n * May not be an integer if the byte stride is not divisible by 4.\r\n * @returns the stride in float32 units\r\n * @deprecated Please use byteStride instead.\r\n */\r\n public getStrideSize(): number {\r\n return this.byteStride / VertexBuffer.GetTypeByteLength(this.type);\r\n }\r\n\r\n /**\r\n * Returns the offset as a multiple of the type byte length.\r\n * @returns the offset in bytes\r\n * @deprecated Please use byteOffset instead.\r\n */\r\n public getOffset(): number {\r\n return this.byteOffset / VertexBuffer.GetTypeByteLength(this.type);\r\n }\r\n\r\n /**\r\n * Returns the number of components per vertex attribute (integer)\r\n * @returns the size in float\r\n */\r\n public getSize(): number {\r\n return this._size;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced\r\n * @returns true if this buffer is instanced\r\n */\r\n public getIsInstanced(): boolean {\r\n return this._instanced;\r\n }\r\n\r\n /**\r\n * Returns the instancing divisor, zero for non-instanced (integer).\r\n * @returns a number\r\n */\r\n public getInstanceDivisor(): number {\r\n return this._instanceDivisor;\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property\r\n * @param data defines the data to store\r\n */\r\n public create(data?: DataArray): void {\r\n this._buffer.create(data);\r\n }\r\n\r\n /**\r\n * Updates the underlying buffer according to the passed numeric array or Float32Array.\r\n * This function will create a new buffer if the current one is not updatable\r\n * @param data defines the data to store\r\n */\r\n public update(data: DataArray): void {\r\n this._buffer.update(data);\r\n }\r\n\r\n /**\r\n * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.\r\n * Returns the directly updated WebGLBuffer.\r\n * @param data the new data\r\n * @param offset the new offset\r\n * @param useBytes set to true if the offset is in bytes\r\n */\r\n public updateDirectly(data: DataArray, offset: number, useBytes: boolean = false): void {\r\n this._buffer.updateDirectly(data, offset, undefined, useBytes);\r\n }\r\n\r\n /**\r\n * Disposes the VertexBuffer and the underlying WebGLBuffer.\r\n */\r\n public dispose(): void {\r\n if (this._ownsBuffer) {\r\n this._buffer.dispose();\r\n }\r\n }\r\n\r\n /**\r\n * Enumerates each value of this vertex buffer as numbers.\r\n * @param count the number of values to enumerate\r\n * @param callback the callback function called for each value\r\n */\r\n public forEach(count: number, callback: (value: number, index: number) => void): void {\r\n VertexBuffer.ForEach(this._buffer.getData()!, this.byteOffset, this.byteStride, this._size, this.type, count, this.normalized, callback);\r\n }\r\n\r\n // Enums\r\n /**\r\n * Positions\r\n */\r\n public static readonly PositionKind = \"position\";\r\n /**\r\n * Normals\r\n */\r\n public static readonly NormalKind = \"normal\";\r\n /**\r\n * Tangents\r\n */\r\n public static readonly TangentKind = \"tangent\";\r\n /**\r\n * Texture coordinates\r\n */\r\n public static readonly UVKind = \"uv\";\r\n /**\r\n * Texture coordinates 2\r\n */\r\n public static readonly UV2Kind = \"uv2\";\r\n /**\r\n * Texture coordinates 3\r\n */\r\n public static readonly UV3Kind = \"uv3\";\r\n /**\r\n * Texture coordinates 4\r\n */\r\n public static readonly UV4Kind = \"uv4\";\r\n /**\r\n * Texture coordinates 5\r\n */\r\n public static readonly UV5Kind = \"uv5\";\r\n /**\r\n * Texture coordinates 6\r\n */\r\n public static readonly UV6Kind = \"uv6\";\r\n /**\r\n * Colors\r\n */\r\n public static readonly ColorKind = \"color\";\r\n /**\r\n * Matrix indices (for bones)\r\n */\r\n public static readonly MatricesIndicesKind = \"matricesIndices\";\r\n /**\r\n * Matrix weights (for bones)\r\n */\r\n public static readonly MatricesWeightsKind = \"matricesWeights\";\r\n /**\r\n * Additional matrix indices (for bones)\r\n */\r\n public static readonly MatricesIndicesExtraKind = \"matricesIndicesExtra\";\r\n /**\r\n * Additional matrix weights (for bones)\r\n */\r\n public static readonly MatricesWeightsExtraKind = \"matricesWeightsExtra\";\r\n\r\n /**\r\n * Deduces the stride given a kind.\r\n * @param kind The kind string to deduce\r\n * @returns The deduced stride\r\n */\r\n public static DeduceStride(kind: string): number {\r\n switch (kind) {\r\n case VertexBuffer.UVKind:\r\n case VertexBuffer.UV2Kind:\r\n case VertexBuffer.UV3Kind:\r\n case VertexBuffer.UV4Kind:\r\n case VertexBuffer.UV5Kind:\r\n case VertexBuffer.UV6Kind:\r\n return 2;\r\n case VertexBuffer.NormalKind:\r\n case VertexBuffer.PositionKind:\r\n return 3;\r\n case VertexBuffer.ColorKind:\r\n case VertexBuffer.MatricesIndicesKind:\r\n case VertexBuffer.MatricesIndicesExtraKind:\r\n case VertexBuffer.MatricesWeightsKind:\r\n case VertexBuffer.MatricesWeightsExtraKind:\r\n case VertexBuffer.TangentKind:\r\n return 4;\r\n default:\r\n throw new Error(\"Invalid kind '\" + kind + \"'\");\r\n }\r\n }\r\n\r\n /**\r\n * Gets the byte length of the given type.\r\n * @param type the type\r\n * @returns the number of bytes\r\n */\r\n public static GetTypeByteLength(type: number): number {\r\n switch (type) {\r\n case VertexBuffer.BYTE:\r\n case VertexBuffer.UNSIGNED_BYTE:\r\n return 1;\r\n case VertexBuffer.SHORT:\r\n case VertexBuffer.UNSIGNED_SHORT:\r\n return 2;\r\n case VertexBuffer.INT:\r\n case VertexBuffer.UNSIGNED_INT:\r\n case VertexBuffer.FLOAT:\r\n return 4;\r\n default:\r\n throw new Error(`Invalid type '${type}'`);\r\n }\r\n }\r\n\r\n /**\r\n * Enumerates each value of the given parameters as numbers.\r\n * @param data the data to enumerate\r\n * @param byteOffset the byte offset of the data\r\n * @param byteStride the byte stride of the data\r\n * @param componentCount the number of components per element\r\n * @param componentType the type of the component\r\n * @param count the number of values to enumerate\r\n * @param normalized whether the data is normalized\r\n * @param callback the callback function called for each value\r\n */\r\n public static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void {\r\n if (data instanceof Array) {\r\n let offset = byteOffset / 4;\r\n const stride = byteStride / 4;\r\n for (let index = 0; index < count; index += componentCount) {\r\n for (let componentIndex = 0; componentIndex < componentCount; componentIndex++) {\r\n callback(data[offset + componentIndex], index + componentIndex);\r\n }\r\n offset += stride;\r\n }\r\n }\r\n else {\r\n const dataView = data instanceof ArrayBuffer ? new DataView(data) : new DataView(data.buffer, data.byteOffset, data.byteLength);\r\n const componentByteLength = VertexBuffer.GetTypeByteLength(componentType);\r\n for (let index = 0; index < count; index += componentCount) {\r\n let componentByteOffset = byteOffset;\r\n for (let componentIndex = 0; componentIndex < componentCount; componentIndex++) {\r\n const value = VertexBuffer._GetFloatValue(dataView, componentType, componentByteOffset, normalized);\r\n callback(value, index + componentIndex);\r\n componentByteOffset += componentByteLength;\r\n }\r\n byteOffset += byteStride;\r\n }\r\n }\r\n }\r\n\r\n private static _GetFloatValue(dataView: DataView, type: number, byteOffset: number, normalized: boolean): number {\r\n switch (type) {\r\n case VertexBuffer.BYTE: {\r\n let value = dataView.getInt8(byteOffset);\r\n if (normalized) {\r\n value = Math.max(value / 127, -1);\r\n }\r\n return value;\r\n }\r\n case VertexBuffer.UNSIGNED_BYTE: {\r\n let value = dataView.getUint8(byteOffset);\r\n if (normalized) {\r\n value = value / 255;\r\n }\r\n return value;\r\n }\r\n case VertexBuffer.SHORT: {\r\n let value = dataView.getInt16(byteOffset, true);\r\n if (normalized) {\r\n value = Math.max(value / 32767, -1);\r\n }\r\n return value;\r\n }\r\n case VertexBuffer.UNSIGNED_SHORT: {\r\n let value = dataView.getUint16(byteOffset, true);\r\n if (normalized) {\r\n value = value / 65535;\r\n }\r\n return value;\r\n }\r\n case VertexBuffer.INT: {\r\n return dataView.getInt32(byteOffset, true);\r\n }\r\n case VertexBuffer.UNSIGNED_INT: {\r\n return dataView.getUint32(byteOffset, true);\r\n }\r\n case VertexBuffer.FLOAT: {\r\n return dataView.getFloat32(byteOffset, true);\r\n }\r\n default: {\r\n throw new Error(`Invalid component type ${type}`);\r\n }\r\n }\r\n }\r\n}","import { Nullable, FloatArray, IndicesArray } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { Quaternion, Matrix, Vector3, Vector2 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { SubMesh } from \"../Meshes/subMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { Color4 } from '../Maths/math.color';\r\n/**\r\n * Unique ID when we import meshes from Babylon to CSG\r\n */\r\nvar currentCSGMeshId = 0;\r\n\r\n/**\r\n * Represents a vertex of a polygon. Use your own vertex class instead of this\r\n * one to provide additional features like texture coordinates and vertex\r\n * colors. Custom vertex classes need to provide a `pos` property and `clone()`,\r\n * `flip()`, and `interpolate()` methods that behave analogous to the ones\r\n * defined by `BABYLON.CSG.Vertex`. This class provides `normal` so convenience\r\n * functions like `BABYLON.CSG.sphere()` can return a smooth vertex normal, but `normal`\r\n * is not used anywhere else.\r\n * Same goes for uv, it allows to keep the original vertex uv coordinates of the 2 meshes\r\n */\r\nclass Vertex {\r\n /**\r\n * Initializes the vertex\r\n * @param pos The position of the vertex\r\n * @param normal The normal of the vertex\r\n * @param uv The texture coordinate of the vertex\r\n * @param vertColor The RGBA color of the vertex\r\n */\r\n constructor(\r\n /**\r\n * The position of the vertex\r\n */\r\n public pos: Vector3,\r\n /**\r\n * The normal of the vertex\r\n */\r\n public normal: Vector3,\r\n /**\r\n * The texture coordinate of the vertex\r\n */\r\n public uv: Vector2,\r\n /**\r\n * The texture coordinate of the vertex\r\n */\r\n public vertColor?: Color4) {\r\n }\r\n\r\n /**\r\n * Make a clone, or deep copy, of the vertex\r\n * @returns A new Vertex\r\n */\r\n public clone(): Vertex {\r\n return new Vertex(this.pos.clone(), this.normal.clone(), this.uv.clone(), this.vertColor?.clone());\r\n }\r\n\r\n /**\r\n * Invert all orientation-specific data (e.g. vertex normal). Called when the\r\n * orientation of a polygon is flipped.\r\n */\r\n public flip(): void {\r\n this.normal = this.normal.scale(-1);\r\n }\r\n\r\n /**\r\n * Create a new vertex between this vertex and `other` by linearly\r\n * interpolating all properties using a parameter of `t`. Subclasses should\r\n * override this to interpolate additional properties.\r\n * @param other the vertex to interpolate against\r\n * @param t The factor used to linearly interpolate between the vertices\r\n */\r\n public interpolate(other: Vertex, t: number): Vertex {\r\n return new Vertex(Vector3.Lerp(this.pos, other.pos, t),\r\n Vector3.Lerp(this.normal, other.normal, t),\r\n Vector2.Lerp(this.uv, other.uv, t),\r\n this.vertColor && other.vertColor ? Color4.Lerp(this.vertColor, other.vertColor, t) : undefined\r\n );\r\n }\r\n}\r\n\r\n/**\r\n * Represents a plane in 3D space.\r\n */\r\nclass Plane {\r\n /**\r\n * Initializes the plane\r\n * @param normal The normal for the plane\r\n * @param w\r\n */\r\n constructor(public normal: Vector3, public w: number) {\r\n }\r\n\r\n /**\r\n * `CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a\r\n * point is on the plane\r\n */\r\n static EPSILON = 1e-5;\r\n\r\n /**\r\n * Construct a plane from three points\r\n * @param a Point a\r\n * @param b Point b\r\n * @param c Point c\r\n */\r\n public static FromPoints(a: Vector3, b: Vector3, c: Vector3): Nullable {\r\n var v0 = c.subtract(a);\r\n var v1 = b.subtract(a);\r\n\r\n if (v0.lengthSquared() === 0 || v1.lengthSquared() === 0) {\r\n return null;\r\n }\r\n\r\n var n = Vector3.Normalize(Vector3.Cross(v0, v1));\r\n return new Plane(n, Vector3.Dot(n, a));\r\n }\r\n\r\n /**\r\n * Clone, or make a deep copy of the plane\r\n * @returns a new Plane\r\n */\r\n public clone(): Plane {\r\n return new Plane(this.normal.clone(), this.w);\r\n }\r\n\r\n /**\r\n * Flip the face of the plane\r\n */\r\n public flip() {\r\n this.normal.scaleInPlace(-1);\r\n this.w = -this.w;\r\n }\r\n\r\n /**\r\n * Split `polygon` by this plane if needed, then put the polygon or polygon\r\n * fragments in the appropriate lists. Coplanar polygons go into either\r\n `* coplanarFront` or `coplanarBack` depending on their orientation with\r\n * respect to this plane. Polygons in front or in back of this plane go into\r\n * either `front` or `back`\r\n * @param polygon The polygon to be split\r\n * @param coplanarFront Will contain polygons coplanar with the plane that are oriented to the front of the plane\r\n * @param coplanarBack Will contain polygons coplanar with the plane that are oriented to the back of the plane\r\n * @param front Will contain the polygons in front of the plane\r\n * @param back Will contain the polygons begind the plane\r\n */\r\n public splitPolygon(polygon: Polygon, coplanarFront: Polygon[], coplanarBack: Polygon[], front: Polygon[], back: Polygon[]): void {\r\n var COPLANAR = 0;\r\n var FRONT = 1;\r\n var BACK = 2;\r\n var SPANNING = 3;\r\n\r\n // Classify each point as well as the entire polygon into one of the above\r\n // four classes.\r\n var polygonType = 0;\r\n var types = [];\r\n var i: number;\r\n var t: number;\r\n for (i = 0; i < polygon.vertices.length; i++) {\r\n t = Vector3.Dot(this.normal, polygon.vertices[i].pos) - this.w;\r\n var type = (t < -Plane.EPSILON) ? BACK : (t > Plane.EPSILON) ? FRONT : COPLANAR;\r\n polygonType |= type;\r\n types.push(type);\r\n }\r\n\r\n // Put the polygon in the correct list, splitting it when necessary\r\n switch (polygonType) {\r\n case COPLANAR:\r\n (Vector3.Dot(this.normal, polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);\r\n break;\r\n case FRONT:\r\n front.push(polygon);\r\n break;\r\n case BACK:\r\n back.push(polygon);\r\n break;\r\n case SPANNING:\r\n var f = [], b = [];\r\n for (i = 0; i < polygon.vertices.length; i++) {\r\n var j = (i + 1) % polygon.vertices.length;\r\n var ti = types[i], tj = types[j];\r\n var vi = polygon.vertices[i], vj = polygon.vertices[j];\r\n if (ti !== BACK) { f.push(vi); }\r\n if (ti !== FRONT) { b.push(ti !== BACK ? vi.clone() : vi); }\r\n if ((ti | tj) === SPANNING) {\r\n t = (this.w - Vector3.Dot(this.normal, vi.pos)) / Vector3.Dot(this.normal, vj.pos.subtract(vi.pos));\r\n var v = vi.interpolate(vj, t);\r\n f.push(v);\r\n b.push(v.clone());\r\n }\r\n }\r\n var poly: Polygon;\r\n if (f.length >= 3) {\r\n poly = new Polygon(f, polygon.shared);\r\n if (poly.plane) {\r\n front.push(poly);\r\n }\r\n }\r\n\r\n if (b.length >= 3) {\r\n poly = new Polygon(b, polygon.shared);\r\n\r\n if (poly.plane) {\r\n back.push(poly);\r\n }\r\n }\r\n\r\n break;\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Represents a convex polygon. The vertices used to initialize a polygon must\r\n * be coplanar and form a convex loop.\r\n *\r\n * Each convex polygon has a `shared` property, which is shared between all\r\n * polygons that are clones of each other or were split from the same polygon.\r\n * This can be used to define per-polygon properties (such as surface color)\r\n */\r\nclass Polygon {\r\n /**\r\n * Vertices of the polygon\r\n */\r\n public vertices: Vertex[];\r\n /**\r\n * Properties that are shared across all polygons\r\n */\r\n public shared: any;\r\n /**\r\n * A plane formed from the vertices of the polygon\r\n */\r\n public plane: Plane;\r\n\r\n /**\r\n * Initializes the polygon\r\n * @param vertices The vertices of the polygon\r\n * @param shared The properties shared across all polygons\r\n */\r\n constructor(vertices: Vertex[], shared: any) {\r\n this.vertices = vertices;\r\n this.shared = shared;\r\n this.plane = Plane.FromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);\r\n\r\n }\r\n\r\n /**\r\n * Clones, or makes a deep copy, or the polygon\r\n */\r\n public clone(): Polygon {\r\n var vertices = this.vertices.map((v) => v.clone());\r\n return new Polygon(vertices, this.shared);\r\n }\r\n\r\n /**\r\n * Flips the faces of the polygon\r\n */\r\n public flip() {\r\n this.vertices.reverse().map((v) => { v.flip(); });\r\n this.plane.flip();\r\n }\r\n}\r\n\r\n/**\r\n * Holds a node in a BSP tree. A BSP tree is built from a collection of polygons\r\n * by picking a polygon to split along. That polygon (and all other coplanar\r\n * polygons) are added directly to that node and the other polygons are added to\r\n * the front and/or back subtrees. This is not a leafy BSP tree since there is\r\n * no distinction between internal and leaf nodes\r\n */\r\nclass Node {\r\n private plane: Nullable = null;\r\n private front: Nullable = null;\r\n private back: Nullable = null;\r\n private polygons = new Array();\r\n\r\n /**\r\n * Initializes the node\r\n * @param polygons A collection of polygons held in the node\r\n */\r\n constructor(polygons?: Array) {\r\n if (polygons) {\r\n this.build(polygons);\r\n }\r\n }\r\n\r\n /**\r\n * Clones, or makes a deep copy, of the node\r\n * @returns The cloned node\r\n */\r\n public clone(): Node {\r\n var node = new Node();\r\n node.plane = this.plane && this.plane.clone();\r\n node.front = this.front && this.front.clone();\r\n node.back = this.back && this.back.clone();\r\n node.polygons = this.polygons.map((p) => p.clone());\r\n return node;\r\n }\r\n\r\n /**\r\n * Convert solid space to empty space and empty space to solid space\r\n */\r\n public invert(): void {\r\n for (var i = 0; i < this.polygons.length; i++) {\r\n this.polygons[i].flip();\r\n }\r\n if (this.plane) {\r\n this.plane.flip();\r\n }\r\n if (this.front) {\r\n this.front.invert();\r\n }\r\n if (this.back) {\r\n this.back.invert();\r\n }\r\n var temp = this.front;\r\n this.front = this.back;\r\n this.back = temp;\r\n }\r\n\r\n /**\r\n * Recursively remove all polygons in `polygons` that are inside this BSP\r\n * tree.\r\n * @param polygons Polygons to remove from the BSP\r\n * @returns Polygons clipped from the BSP\r\n */\r\n clipPolygons(polygons: Polygon[]): Polygon[] {\r\n if (!this.plane) { return polygons.slice(); }\r\n var front = new Array(), back = new Array();\r\n for (var i = 0; i < polygons.length; i++) {\r\n this.plane.splitPolygon(polygons[i], front, back, front, back);\r\n }\r\n if (this.front) {\r\n front = this.front.clipPolygons(front);\r\n }\r\n if (this.back) {\r\n back = this.back.clipPolygons(back);\r\n } else {\r\n back = [];\r\n }\r\n return front.concat(back);\r\n }\r\n\r\n /**\r\n * Remove all polygons in this BSP tree that are inside the other BSP tree\r\n * `bsp`.\r\n * @param bsp BSP containing polygons to remove from this BSP\r\n */\r\n clipTo(bsp: Node): void {\r\n this.polygons = bsp.clipPolygons(this.polygons);\r\n if (this.front) { this.front.clipTo(bsp); }\r\n if (this.back) { this.back.clipTo(bsp); }\r\n }\r\n\r\n /**\r\n * Return a list of all polygons in this BSP tree\r\n * @returns List of all polygons in this BSP tree\r\n */\r\n allPolygons(): Polygon[] {\r\n var polygons = this.polygons.slice();\r\n if (this.front) { polygons = polygons.concat(this.front.allPolygons()); }\r\n if (this.back) { polygons = polygons.concat(this.back.allPolygons()); }\r\n return polygons;\r\n }\r\n\r\n /**\r\n * Build a BSP tree out of `polygons`. When called on an existing tree, the\r\n * new polygons are filtered down to the bottom of the tree and become new\r\n * nodes there. Each set of polygons is partitioned using the first polygon\r\n * (no heuristic is used to pick a good split)\r\n * @param polygons Polygons used to construct the BSP tree\r\n */\r\n build(polygons: Polygon[]): void {\r\n if (!polygons.length) { return; }\r\n if (!this.plane) { this.plane = polygons[0].plane.clone(); }\r\n var front = new Array(), back = new Array();\r\n for (var i = 0; i < polygons.length; i++) {\r\n this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);\r\n }\r\n if (front.length) {\r\n if (!this.front) { this.front = new Node(); }\r\n this.front.build(front);\r\n }\r\n if (back.length) {\r\n if (!this.back) { this.back = new Node(); }\r\n this.back.build(back);\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Class for building Constructive Solid Geometry\r\n */\r\nexport class CSG {\r\n private polygons = new Array();\r\n /**\r\n * The world matrix\r\n */\r\n public matrix: Matrix;\r\n /**\r\n * Stores the position\r\n */\r\n public position: Vector3;\r\n /**\r\n * Stores the rotation\r\n */\r\n public rotation: Vector3;\r\n /**\r\n * Stores the rotation quaternion\r\n */\r\n public rotationQuaternion: Nullable;\r\n /**\r\n * Stores the scaling vector\r\n */\r\n public scaling: Vector3;\r\n\r\n /**\r\n * Convert the Mesh to CSG\r\n * @param mesh The Mesh to convert to CSG\r\n * @returns A new CSG from the Mesh\r\n */\r\n public static FromMesh(mesh: Mesh): CSG {\r\n var vertex: Vertex, normal: Vector3, uv: Vector2, position: Vector3, vertColor: Color4,\r\n polygon: Polygon,\r\n polygons = new Array(),\r\n vertices;\r\n var matrix: Matrix,\r\n meshPosition: Vector3,\r\n meshRotation: Vector3,\r\n meshRotationQuaternion: Nullable = null,\r\n meshScaling: Vector3;\r\n\r\n if (mesh instanceof Mesh) {\r\n mesh.computeWorldMatrix(true);\r\n matrix = mesh.getWorldMatrix();\r\n meshPosition = mesh.position.clone();\r\n meshRotation = mesh.rotation.clone();\r\n if (mesh.rotationQuaternion) {\r\n meshRotationQuaternion = mesh.rotationQuaternion.clone();\r\n }\r\n meshScaling = mesh.scaling.clone();\r\n } else {\r\n throw 'BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh';\r\n }\r\n\r\n var indices = mesh.getIndices(),\r\n positions = mesh.getVerticesData(VertexBuffer.PositionKind),\r\n normals = mesh.getVerticesData(VertexBuffer.NormalKind),\r\n uvs = mesh.getVerticesData(VertexBuffer.UVKind),\r\n vertColors = mesh.getVerticesData(VertexBuffer.ColorKind);\r\n\r\n var subMeshes = mesh.subMeshes;\r\n\r\n for (var sm = 0, sml = subMeshes.length; sm < sml; sm++) {\r\n for (var i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3) {\r\n vertices = [];\r\n for (var j = 0; j < 3; j++) {\r\n var sourceNormal = new Vector3(normals[indices[i + j] * 3], normals[indices[i + j] * 3 + 1], normals[indices[i + j] * 3 + 2]);\r\n uv = new Vector2(uvs[indices[i + j] * 2], uvs[indices[i + j] * 2 + 1]);\r\n if (vertColors) {\r\n vertColor = new Color4(vertColors[indices[i + j] * 4], vertColors[indices[i + j] * 4 + 1], vertColors[indices[i + j] * 4 + 2], vertColors[indices[i + j] * 4 + 3]);\r\n }\r\n var sourcePosition = new Vector3(positions[indices[i + j] * 3], positions[indices[i + j] * 3 + 1], positions[indices[i + j] * 3 + 2]);\r\n position = Vector3.TransformCoordinates(sourcePosition, matrix);\r\n normal = Vector3.TransformNormal(sourceNormal, matrix);\r\n\r\n vertex = new Vertex(position, normal, uv, vertColor!);\r\n vertices.push(vertex);\r\n }\r\n\r\n polygon = new Polygon(vertices, { subMeshId: sm, meshId: currentCSGMeshId, materialIndex: subMeshes[sm].materialIndex });\r\n\r\n // To handle the case of degenerated triangle\r\n // polygon.plane == null <=> the polygon does not represent 1 single plane <=> the triangle is degenerated\r\n if (polygon.plane) {\r\n polygons.push(polygon);\r\n }\r\n }\r\n }\r\n\r\n var csg = CSG.FromPolygons(polygons);\r\n csg.matrix = matrix;\r\n csg.position = meshPosition;\r\n csg.rotation = meshRotation;\r\n csg.scaling = meshScaling;\r\n csg.rotationQuaternion = meshRotationQuaternion;\r\n currentCSGMeshId++;\r\n\r\n return csg;\r\n }\r\n\r\n /**\r\n * Construct a CSG solid from a list of `CSG.Polygon` instances.\r\n * @param polygons Polygons used to construct a CSG solid\r\n */\r\n private static FromPolygons(polygons: Polygon[]): CSG {\r\n var csg = new CSG();\r\n csg.polygons = polygons;\r\n return csg;\r\n }\r\n\r\n /**\r\n * Clones, or makes a deep copy, of the CSG\r\n * @returns A new CSG\r\n */\r\n public clone(): CSG {\r\n var csg = new CSG();\r\n csg.polygons = this.polygons.map((p) => p.clone());\r\n csg.copyTransformAttributes(this);\r\n return csg;\r\n }\r\n\r\n /**\r\n * Unions this CSG with another CSG\r\n * @param csg The CSG to union against this CSG\r\n * @returns The unioned CSG\r\n */\r\n public union(csg: CSG): CSG {\r\n var a = new Node(this.clone().polygons);\r\n var b = new Node(csg.clone().polygons);\r\n a.clipTo(b);\r\n b.clipTo(a);\r\n b.invert();\r\n b.clipTo(a);\r\n b.invert();\r\n a.build(b.allPolygons());\r\n return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);\r\n }\r\n\r\n /**\r\n * Unions this CSG with another CSG in place\r\n * @param csg The CSG to union against this CSG\r\n */\r\n public unionInPlace(csg: CSG): void {\r\n var a = new Node(this.polygons);\r\n var b = new Node(csg.polygons);\r\n\r\n a.clipTo(b);\r\n b.clipTo(a);\r\n b.invert();\r\n b.clipTo(a);\r\n b.invert();\r\n a.build(b.allPolygons());\r\n\r\n this.polygons = a.allPolygons();\r\n }\r\n\r\n /**\r\n * Subtracts this CSG with another CSG\r\n * @param csg The CSG to subtract against this CSG\r\n * @returns A new CSG\r\n */\r\n public subtract(csg: CSG): CSG {\r\n var a = new Node(this.clone().polygons);\r\n var b = new Node(csg.clone().polygons);\r\n a.invert();\r\n a.clipTo(b);\r\n b.clipTo(a);\r\n b.invert();\r\n b.clipTo(a);\r\n b.invert();\r\n a.build(b.allPolygons());\r\n a.invert();\r\n return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);\r\n }\r\n\r\n /**\r\n * Subtracts this CSG with another CSG in place\r\n * @param csg The CSG to subtact against this CSG\r\n */\r\n public subtractInPlace(csg: CSG): void {\r\n var a = new Node(this.polygons);\r\n var b = new Node(csg.polygons);\r\n\r\n a.invert();\r\n a.clipTo(b);\r\n b.clipTo(a);\r\n b.invert();\r\n b.clipTo(a);\r\n b.invert();\r\n a.build(b.allPolygons());\r\n a.invert();\r\n\r\n this.polygons = a.allPolygons();\r\n }\r\n\r\n /**\r\n * Intersect this CSG with another CSG\r\n * @param csg The CSG to intersect against this CSG\r\n * @returns A new CSG\r\n */\r\n public intersect(csg: CSG): CSG {\r\n var a = new Node(this.clone().polygons);\r\n var b = new Node(csg.clone().polygons);\r\n a.invert();\r\n b.clipTo(a);\r\n b.invert();\r\n a.clipTo(b);\r\n b.clipTo(a);\r\n a.build(b.allPolygons());\r\n a.invert();\r\n return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);\r\n }\r\n\r\n /**\r\n * Intersects this CSG with another CSG in place\r\n * @param csg The CSG to intersect against this CSG\r\n */\r\n public intersectInPlace(csg: CSG): void {\r\n var a = new Node(this.polygons);\r\n var b = new Node(csg.polygons);\r\n\r\n a.invert();\r\n b.clipTo(a);\r\n b.invert();\r\n a.clipTo(b);\r\n b.clipTo(a);\r\n a.build(b.allPolygons());\r\n a.invert();\r\n\r\n this.polygons = a.allPolygons();\r\n }\r\n\r\n /**\r\n * Return a new CSG solid with solid and empty space switched. This solid is\r\n * not modified.\r\n * @returns A new CSG solid with solid and empty space switched\r\n */\r\n public inverse(): CSG {\r\n var csg = this.clone();\r\n csg.inverseInPlace();\r\n return csg;\r\n }\r\n\r\n /**\r\n * Inverses the CSG in place\r\n */\r\n public inverseInPlace(): void {\r\n this.polygons.map((p) => { p.flip(); });\r\n }\r\n\r\n /**\r\n * This is used to keep meshes transformations so they can be restored\r\n * when we build back a Babylon Mesh\r\n * NB : All CSG operations are performed in world coordinates\r\n * @param csg The CSG to copy the transform attributes from\r\n * @returns This CSG\r\n */\r\n public copyTransformAttributes(csg: CSG): CSG {\r\n this.matrix = csg.matrix;\r\n this.position = csg.position;\r\n this.rotation = csg.rotation;\r\n this.scaling = csg.scaling;\r\n this.rotationQuaternion = csg.rotationQuaternion;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Build Raw mesh from CSG\r\n * Coordinates here are in world space\r\n * @param name The name of the mesh geometry\r\n * @param scene The Scene\r\n * @param keepSubMeshes Specifies if the submeshes should be kept\r\n * @returns A new Mesh\r\n */\r\n public buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh {\r\n var matrix = this.matrix.clone();\r\n matrix.invert();\r\n\r\n var mesh = new Mesh(name, scene);\r\n var vertices = [];\r\n var indices = [];\r\n var normals = [];\r\n var uvs = [];\r\n var vertColors: Nullable = null;\r\n var vertex = Vector3.Zero();\r\n var normal = Vector3.Zero();\r\n var uv = Vector2.Zero();\r\n var vertColor = new Color4(0, 0, 0, 0);\r\n var polygons = this.polygons;\r\n var polygonIndices = [0, 0, 0], polygon;\r\n var vertice_dict = {};\r\n var vertex_idx;\r\n var currentIndex = 0;\r\n var subMesh_dict = {};\r\n var subMesh_obj;\r\n\r\n if (keepSubMeshes) {\r\n // Sort Polygons, since subMeshes are indices range\r\n polygons.sort((a, b) => {\r\n if (a.shared.meshId === b.shared.meshId) {\r\n return a.shared.subMeshId - b.shared.subMeshId;\r\n } else {\r\n return a.shared.meshId - b.shared.meshId;\r\n }\r\n });\r\n }\r\n\r\n for (var i = 0, il = polygons.length; i < il; i++) {\r\n polygon = polygons[i];\r\n\r\n // Building SubMeshes\r\n if (!(subMesh_dict)[polygon.shared.meshId]) {\r\n (subMesh_dict)[polygon.shared.meshId] = {};\r\n }\r\n if (!(subMesh_dict)[polygon.shared.meshId][polygon.shared.subMeshId]) {\r\n (subMesh_dict)[polygon.shared.meshId][polygon.shared.subMeshId] = {\r\n indexStart: +Infinity,\r\n indexEnd: -Infinity,\r\n materialIndex: polygon.shared.materialIndex\r\n };\r\n }\r\n subMesh_obj = (subMesh_dict)[polygon.shared.meshId][polygon.shared.subMeshId];\r\n\r\n for (var j = 2, jl = polygon.vertices.length; j < jl; j++) {\r\n\r\n polygonIndices[0] = 0;\r\n polygonIndices[1] = j - 1;\r\n polygonIndices[2] = j;\r\n\r\n for (var k = 0; k < 3; k++) {\r\n vertex.copyFrom(polygon.vertices[polygonIndices[k]].pos);\r\n normal.copyFrom(polygon.vertices[polygonIndices[k]].normal);\r\n uv.copyFrom(polygon.vertices[polygonIndices[k]].uv);\r\n\r\n if (polygon.vertices[polygonIndices[k]].vertColor) {\r\n if (!vertColors) {\r\n vertColors = [];\r\n }\r\n vertColor.copyFrom(polygon.vertices[polygonIndices[k]].vertColor!);\r\n }\r\n var localVertex = Vector3.TransformCoordinates(vertex, matrix);\r\n var localNormal = Vector3.TransformNormal(normal, matrix);\r\n\r\n vertex_idx = (vertice_dict)[localVertex.x + ',' + localVertex.y + ',' + localVertex.z];\r\n\r\n let areColorsDifferent = false;\r\n\r\n if (vertColors &&\r\n !(vertColors[vertex_idx * 4] === vertColor.r ||\r\n vertColors[vertex_idx * 4 + 1] === vertColor.g ||\r\n vertColors[vertex_idx * 4 + 2] === vertColor.b ||\r\n vertColors[vertex_idx * 4 + 3] === vertColor.a)) {\r\n areColorsDifferent = true;\r\n }\r\n\r\n // Check if 2 points can be merged\r\n if (!(typeof vertex_idx !== 'undefined' &&\r\n normals[vertex_idx * 3] === localNormal.x &&\r\n normals[vertex_idx * 3 + 1] === localNormal.y &&\r\n normals[vertex_idx * 3 + 2] === localNormal.z &&\r\n uvs[vertex_idx * 2] === uv.x &&\r\n uvs[vertex_idx * 2 + 1] === uv.y) || areColorsDifferent) {\r\n vertices.push(localVertex.x, localVertex.y, localVertex.z);\r\n uvs.push(uv.x, uv.y);\r\n normals.push(normal.x, normal.y, normal.z);\r\n if (vertColors) {\r\n vertColors.push(vertColor.r, vertColor.g, vertColor.b, vertColor.a);\r\n }\r\n vertex_idx = (vertice_dict)[localVertex.x + ',' + localVertex.y + ',' + localVertex.z] = (vertices.length / 3) - 1;\r\n }\r\n\r\n indices.push(vertex_idx);\r\n\r\n subMesh_obj.indexStart = Math.min(currentIndex, subMesh_obj.indexStart);\r\n subMesh_obj.indexEnd = Math.max(currentIndex, subMesh_obj.indexEnd);\r\n currentIndex++;\r\n }\r\n\r\n }\r\n\r\n }\r\n\r\n mesh.setVerticesData(VertexBuffer.PositionKind, vertices);\r\n mesh.setVerticesData(VertexBuffer.NormalKind, normals);\r\n mesh.setVerticesData(VertexBuffer.UVKind, uvs);\r\n if (vertColors) {\r\n mesh.setVerticesData(VertexBuffer.ColorKind, vertColors);\r\n }\r\n mesh.setIndices(indices, null);\r\n\r\n if (keepSubMeshes) {\r\n // We offset the materialIndex by the previous number of materials in the CSG mixed meshes\r\n var materialIndexOffset = 0,\r\n materialMaxIndex;\r\n\r\n mesh.subMeshes = new Array();\r\n\r\n for (var m in subMesh_dict) {\r\n materialMaxIndex = -1;\r\n for (var sm in (subMesh_dict)[m]) {\r\n subMesh_obj = (subMesh_dict)[m][sm];\r\n SubMesh.CreateFromIndices(subMesh_obj.materialIndex + materialIndexOffset, subMesh_obj.indexStart, subMesh_obj.indexEnd - subMesh_obj.indexStart + 1, mesh);\r\n materialMaxIndex = Math.max(subMesh_obj.materialIndex, materialMaxIndex);\r\n }\r\n materialIndexOffset += ++materialMaxIndex;\r\n }\r\n }\r\n\r\n return mesh;\r\n }\r\n\r\n /**\r\n * Build Mesh from CSG taking material and transforms into account\r\n * @param name The name of the Mesh\r\n * @param material The material of the Mesh\r\n * @param scene The Scene\r\n * @param keepSubMeshes Specifies if submeshes should be kept\r\n * @returns The new Mesh\r\n */\r\n public toMesh(name: string, material: Nullable = null, scene?: Scene, keepSubMeshes?: boolean): Mesh {\r\n var mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);\r\n\r\n mesh.material = material;\r\n\r\n mesh.position.copyFrom(this.position);\r\n mesh.rotation.copyFrom(this.rotation);\r\n if (this.rotationQuaternion) {\r\n mesh.rotationQuaternion = this.rotationQuaternion.clone();\r\n }\r\n mesh.scaling.copyFrom(this.scaling);\r\n mesh.computeWorldMatrix(true);\r\n\r\n return mesh;\r\n }\r\n}\r\n","/**\r\n * Class used to store gfx data (like WebGLBuffer)\r\n */\r\nexport class DataBuffer {\r\n /**\r\n * Gets or sets the number of objects referencing this buffer\r\n */\r\n public references: number = 0;\r\n /** Gets or sets the size of the underlying buffer */\r\n public capacity: number = 0;\r\n /**\r\n * Gets or sets a boolean indicating if the buffer contains 32bits indices\r\n */\r\n public is32Bits: boolean = false;\r\n\r\n /**\r\n * Gets the underlying buffer\r\n */\r\n public get underlyingResource(): any {\r\n return null;\r\n }\r\n}","import { Nullable, FloatArray, DataArray, IndicesArray } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { Vector3, Vector2 } from \"../Maths/math.vector\";\r\nimport { Color4 } from '../Maths/math.color';\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { IGetSetVerticesData, VertexData } from \"../Meshes/mesh.vertexData\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { SubMesh } from \"../Meshes/subMesh\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { SceneLoaderFlags } from \"../Loading/sceneLoaderFlags\";\r\nimport { BoundingInfo } from \"../Culling/boundingInfo\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { Tags } from \"../Misc/tags\";\r\nimport { DataBuffer } from './dataBuffer';\r\nimport { extractMinAndMax } from '../Maths/math.functions';\r\n\r\ndeclare type Mesh = import(\"../Meshes/mesh\").Mesh;\r\n\r\n/**\r\n * Class used to store geometry data (vertex buffers + index buffer)\r\n */\r\nexport class Geometry implements IGetSetVerticesData {\r\n // Members\r\n /**\r\n * Gets or sets the ID of the geometry\r\n */\r\n public id: string;\r\n /**\r\n * Gets or sets the unique ID of the geometry\r\n */\r\n public uniqueId: number;\r\n /**\r\n * Gets the delay loading state of the geometry (none by default which means not delayed)\r\n */\r\n public delayLoadState = Constants.DELAYLOADSTATE_NONE;\r\n /**\r\n * Gets the file containing the data to load when running in delay load state\r\n */\r\n public delayLoadingFile: Nullable;\r\n /**\r\n * Callback called when the geometry is updated\r\n */\r\n public onGeometryUpdated: (geometry: Geometry, kind?: string) => void;\r\n\r\n // Private\r\n private _scene: Scene;\r\n private _engine: Engine;\r\n private _meshes: Mesh[];\r\n private _totalVertices = 0;\r\n /** @hidden */\r\n public _indices: IndicesArray;\r\n /** @hidden */\r\n public _vertexBuffers: { [key: string]: VertexBuffer; };\r\n private _isDisposed = false;\r\n private _extend: { minimum: Vector3, maximum: Vector3 };\r\n private _boundingBias: Vector2;\r\n /** @hidden */\r\n public _delayInfo: Array;\r\n private _indexBuffer: Nullable;\r\n private _indexBufferIsUpdatable = false;\r\n /** @hidden */\r\n public _boundingInfo: Nullable;\r\n /** @hidden */\r\n public _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;\r\n /** @hidden */\r\n public _softwareSkinningFrameId: number;\r\n private _vertexArrayObjects: { [key: string]: WebGLVertexArrayObject; };\r\n private _updatable: boolean;\r\n\r\n // Cache\r\n /** @hidden */\r\n public _positions: Nullable;\r\n\r\n /**\r\n * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y\r\n */\r\n public get boundingBias(): Vector2 {\r\n return this._boundingBias;\r\n }\r\n\r\n /**\r\n * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y\r\n */\r\n public set boundingBias(value: Vector2) {\r\n if (this._boundingBias) {\r\n this._boundingBias.copyFrom(value);\r\n }\r\n else {\r\n this._boundingBias = value.clone();\r\n }\r\n\r\n this._updateBoundingInfo(true, null);\r\n }\r\n\r\n /**\r\n * Static function used to attach a new empty geometry to a mesh\r\n * @param mesh defines the mesh to attach the geometry to\r\n * @returns the new Geometry\r\n */\r\n public static CreateGeometryForMesh(mesh: Mesh): Geometry {\r\n let geometry = new Geometry(Geometry.RandomId(), mesh.getScene());\r\n\r\n geometry.applyToMesh(mesh);\r\n\r\n return geometry;\r\n }\r\n\r\n /** Get the list of meshes using this geometry */\r\n public get meshes(): Mesh[] {\r\n return this._meshes;\r\n }\r\n\r\n /**\r\n * Creates a new geometry\r\n * @param id defines the unique ID\r\n * @param scene defines the hosting scene\r\n * @param vertexData defines the VertexData used to get geometry data\r\n * @param updatable defines if geometry must be updatable (false by default)\r\n * @param mesh defines the mesh that will be associated with the geometry\r\n */\r\n constructor(id: string, scene: Scene, vertexData?: VertexData, updatable: boolean = false, mesh: Nullable = null) {\r\n this.id = id;\r\n this.uniqueId = scene.getUniqueId();\r\n this._engine = scene.getEngine();\r\n this._meshes = [];\r\n this._scene = scene;\r\n //Init vertex buffer cache\r\n this._vertexBuffers = {};\r\n this._indices = [];\r\n this._updatable = updatable;\r\n\r\n // vertexData\r\n if (vertexData) {\r\n this.setAllVerticesData(vertexData, updatable);\r\n }\r\n else {\r\n this._totalVertices = 0;\r\n this._indices = [];\r\n }\r\n\r\n if (this._engine.getCaps().vertexArrayObject) {\r\n this._vertexArrayObjects = {};\r\n }\r\n\r\n // applyToMesh\r\n if (mesh) {\r\n this.applyToMesh(mesh);\r\n mesh.computeWorldMatrix(true);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the current extend of the geometry\r\n */\r\n public get extend(): { minimum: Vector3, maximum: Vector3 } {\r\n return this._extend;\r\n }\r\n\r\n /**\r\n * Gets the hosting scene\r\n * @returns the hosting Scene\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Gets the hosting engine\r\n * @returns the hosting Engine\r\n */\r\n public getEngine(): Engine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Defines if the geometry is ready to use\r\n * @returns true if the geometry is ready to be used\r\n */\r\n public isReady(): boolean {\r\n return this.delayLoadState === Constants.DELAYLOADSTATE_LOADED || this.delayLoadState === Constants.DELAYLOADSTATE_NONE;\r\n }\r\n\r\n /**\r\n * Gets a value indicating that the geometry should not be serialized\r\n */\r\n public get doNotSerialize(): boolean {\r\n for (var index = 0; index < this._meshes.length; index++) {\r\n if (!this._meshes[index].doNotSerialize) {\r\n return false;\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /** @hidden */\r\n public _rebuild(): void {\r\n if (this._vertexArrayObjects) {\r\n this._vertexArrayObjects = {};\r\n }\r\n\r\n // Index buffer\r\n if (this._meshes.length !== 0 && this._indices) {\r\n this._indexBuffer = this._engine.createIndexBuffer(this._indices);\r\n }\r\n\r\n // Vertex buffers\r\n for (var key in this._vertexBuffers) {\r\n let vertexBuffer = this._vertexBuffers[key];\r\n vertexBuffer._rebuild();\r\n }\r\n }\r\n\r\n /**\r\n * Affects all geometry data in one call\r\n * @param vertexData defines the geometry data\r\n * @param updatable defines if the geometry must be flagged as updatable (false as default)\r\n */\r\n public setAllVerticesData(vertexData: VertexData, updatable?: boolean): void {\r\n vertexData.applyToGeometry(this, updatable);\r\n this.notifyUpdate();\r\n }\r\n\r\n /**\r\n * Set specific vertex data\r\n * @param kind defines the data kind (Position, normal, etc...)\r\n * @param data defines the vertex data to use\r\n * @param updatable defines if the vertex must be flagged as updatable (false as default)\r\n * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified\r\n */\r\n public setVerticesData(kind: string, data: FloatArray, updatable: boolean = false, stride?: number): void {\r\n var buffer = new VertexBuffer(this._engine, data, kind, updatable, this._meshes.length === 0, stride);\r\n this.setVerticesBuffer(buffer);\r\n }\r\n\r\n /**\r\n * Removes a specific vertex data\r\n * @param kind defines the data kind (Position, normal, etc...)\r\n */\r\n public removeVerticesData(kind: string) {\r\n if (this._vertexBuffers[kind]) {\r\n this._vertexBuffers[kind].dispose();\r\n delete this._vertexBuffers[kind];\r\n }\r\n }\r\n\r\n /**\r\n * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data\r\n * @param buffer defines the vertex buffer to use\r\n * @param totalVertices defines the total number of vertices for position kind (could be null)\r\n */\r\n public setVerticesBuffer(buffer: VertexBuffer, totalVertices: Nullable = null): void {\r\n var kind = buffer.getKind();\r\n if (this._vertexBuffers[kind]) {\r\n this._vertexBuffers[kind].dispose();\r\n }\r\n\r\n this._vertexBuffers[kind] = buffer;\r\n\r\n if (kind === VertexBuffer.PositionKind) {\r\n var data = buffer.getData();\r\n if (totalVertices != null) {\r\n this._totalVertices = totalVertices;\r\n } else {\r\n if (data != null) {\r\n this._totalVertices = data.length / (buffer.byteStride / 4);\r\n }\r\n }\r\n\r\n this._updateExtend(data);\r\n this._resetPointsArrayCache();\r\n\r\n var meshes = this._meshes;\r\n var numOfMeshes = meshes.length;\r\n\r\n for (var index = 0; index < numOfMeshes; index++) {\r\n var mesh = meshes[index];\r\n mesh._boundingInfo = new BoundingInfo(this._extend.minimum, this._extend.maximum);\r\n mesh._createGlobalSubMesh(false);\r\n mesh.computeWorldMatrix(true);\r\n }\r\n }\r\n\r\n this.notifyUpdate(kind);\r\n\r\n if (this._vertexArrayObjects) {\r\n this._disposeVertexArrayObjects();\r\n this._vertexArrayObjects = {}; // Will trigger a rebuild of the VAO if supported\r\n }\r\n }\r\n\r\n /**\r\n * Update a specific vertex buffer\r\n * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array\r\n * It will do nothing if the buffer is not updatable\r\n * @param kind defines the data kind (Position, normal, etc...)\r\n * @param data defines the data to use\r\n * @param offset defines the offset in the target buffer where to store the data\r\n * @param useBytes set to true if the offset is in bytes\r\n */\r\n public updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes: boolean = false): void {\r\n var vertexBuffer = this.getVertexBuffer(kind);\r\n\r\n if (!vertexBuffer) {\r\n return;\r\n }\r\n\r\n vertexBuffer.updateDirectly(data, offset, useBytes);\r\n this.notifyUpdate(kind);\r\n }\r\n\r\n /**\r\n * Update a specific vertex buffer\r\n * This function will create a new buffer if the current one is not updatable\r\n * @param kind defines the data kind (Position, normal, etc...)\r\n * @param data defines the data to use\r\n * @param updateExtends defines if the geometry extends must be recomputed (false by default)\r\n */\r\n public updateVerticesData(kind: string, data: FloatArray, updateExtends: boolean = false): void {\r\n var vertexBuffer = this.getVertexBuffer(kind);\r\n\r\n if (!vertexBuffer) {\r\n return;\r\n }\r\n\r\n vertexBuffer.update(data);\r\n\r\n if (kind === VertexBuffer.PositionKind) {\r\n this._updateBoundingInfo(updateExtends, data);\r\n }\r\n this.notifyUpdate(kind);\r\n }\r\n\r\n private _updateBoundingInfo(updateExtends: boolean, data: Nullable) {\r\n if (updateExtends) {\r\n this._updateExtend(data);\r\n }\r\n\r\n this._resetPointsArrayCache();\r\n\r\n if (updateExtends) {\r\n var meshes = this._meshes;\r\n for (const mesh of meshes) {\r\n if (mesh._boundingInfo) {\r\n mesh._boundingInfo.reConstruct(this._extend.minimum, this._extend.maximum);\r\n }\r\n else {\r\n mesh._boundingInfo = new BoundingInfo(this._extend.minimum, this._extend.maximum);\r\n }\r\n\r\n const subMeshes = mesh.subMeshes;\r\n for (const subMesh of subMeshes) {\r\n subMesh.refreshBoundingInfo();\r\n }\r\n }\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _bind(effect: Nullable, indexToBind?: Nullable): void {\r\n if (!effect) {\r\n return;\r\n }\r\n\r\n if (indexToBind === undefined) {\r\n indexToBind = this._indexBuffer;\r\n }\r\n let vbs = this.getVertexBuffers();\r\n\r\n if (!vbs) {\r\n return;\r\n }\r\n\r\n if (indexToBind != this._indexBuffer || !this._vertexArrayObjects) {\r\n this._engine.bindBuffers(vbs, indexToBind, effect);\r\n return;\r\n }\r\n\r\n // Using VAO\r\n if (!this._vertexArrayObjects[effect.key]) {\r\n this._vertexArrayObjects[effect.key] = this._engine.recordVertexArrayObject(vbs, indexToBind, effect);\r\n }\r\n\r\n this._engine.bindVertexArrayObject(this._vertexArrayObjects[effect.key], indexToBind);\r\n }\r\n\r\n /**\r\n * Gets total number of vertices\r\n * @returns the total number of vertices\r\n */\r\n public getTotalVertices(): number {\r\n if (!this.isReady()) {\r\n return 0;\r\n }\r\n\r\n return this._totalVertices;\r\n }\r\n\r\n /**\r\n * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.\r\n * @param kind defines the data kind (Position, normal, etc...)\r\n * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes\r\n * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it\r\n * @returns a float array containing vertex data\r\n */\r\n public getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable {\r\n const vertexBuffer = this.getVertexBuffer(kind);\r\n if (!vertexBuffer) {\r\n return null;\r\n }\r\n\r\n let data = vertexBuffer.getData();\r\n if (!data) {\r\n return null;\r\n }\r\n\r\n const tightlyPackedByteStride = vertexBuffer.getSize() * VertexBuffer.GetTypeByteLength(vertexBuffer.type);\r\n const count = this._totalVertices * vertexBuffer.getSize();\r\n\r\n if (vertexBuffer.type !== VertexBuffer.FLOAT || vertexBuffer.byteStride !== tightlyPackedByteStride) {\r\n const copy: number[] = [];\r\n vertexBuffer.forEach(count, (value) => copy.push(value));\r\n return copy;\r\n }\r\n\r\n if (!((data instanceof Array) || (data instanceof Float32Array)) || vertexBuffer.byteOffset !== 0 || data.length !== count) {\r\n if (data instanceof Array) {\r\n const offset = vertexBuffer.byteOffset / 4;\r\n return Tools.Slice(data, offset, offset + count);\r\n }\r\n else if (data instanceof ArrayBuffer) {\r\n return new Float32Array(data, vertexBuffer.byteOffset, count);\r\n }\r\n else {\r\n const offset = data.byteOffset + vertexBuffer.byteOffset;\r\n if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {\r\n let result = new Float32Array(count);\r\n let source = new Float32Array(data.buffer, offset, count);\r\n\r\n result.set(source);\r\n\r\n return result;\r\n }\r\n return new Float32Array(data.buffer, offset, count);\r\n }\r\n }\r\n\r\n if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {\r\n return Tools.Slice(data);\r\n }\r\n\r\n return data;\r\n }\r\n\r\n /**\r\n * Returns a boolean defining if the vertex data for the requested `kind` is updatable\r\n * @param kind defines the data kind (Position, normal, etc...)\r\n * @returns true if the vertex buffer with the specified kind is updatable\r\n */\r\n public isVertexBufferUpdatable(kind: string): boolean {\r\n let vb = this._vertexBuffers[kind];\r\n\r\n if (!vb) {\r\n return false;\r\n }\r\n\r\n return vb.isUpdatable();\r\n }\r\n\r\n /**\r\n * Gets a specific vertex buffer\r\n * @param kind defines the data kind (Position, normal, etc...)\r\n * @returns a VertexBuffer\r\n */\r\n public getVertexBuffer(kind: string): Nullable {\r\n if (!this.isReady()) {\r\n return null;\r\n }\r\n return this._vertexBuffers[kind];\r\n }\r\n\r\n /**\r\n * Returns all vertex buffers\r\n * @return an object holding all vertex buffers indexed by kind\r\n */\r\n public getVertexBuffers(): Nullable<{ [key: string]: VertexBuffer; }> {\r\n if (!this.isReady()) {\r\n return null;\r\n }\r\n return this._vertexBuffers;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if specific vertex buffer is present\r\n * @param kind defines the data kind (Position, normal, etc...)\r\n * @returns true if data is present\r\n */\r\n public isVerticesDataPresent(kind: string): boolean {\r\n if (!this._vertexBuffers) {\r\n if (this._delayInfo) {\r\n return this._delayInfo.indexOf(kind) !== -1;\r\n }\r\n return false;\r\n }\r\n return this._vertexBuffers[kind] !== undefined;\r\n }\r\n\r\n /**\r\n * Gets a list of all attached data kinds (Position, normal, etc...)\r\n * @returns a list of string containing all kinds\r\n */\r\n public getVerticesDataKinds(): string[] {\r\n var result = [];\r\n var kind;\r\n if (!this._vertexBuffers && this._delayInfo) {\r\n for (kind in this._delayInfo) {\r\n result.push(kind);\r\n }\r\n } else {\r\n for (kind in this._vertexBuffers) {\r\n result.push(kind);\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Update index buffer\r\n * @param indices defines the indices to store in the index buffer\r\n * @param offset defines the offset in the target buffer where to store the data\r\n * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)\r\n */\r\n public updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly = false): void {\r\n if (!this._indexBuffer) {\r\n return;\r\n }\r\n\r\n if (!this._indexBufferIsUpdatable) {\r\n this.setIndices(indices, null, true);\r\n } else {\r\n const needToUpdateSubMeshes = indices.length !== this._indices.length;\r\n\r\n if (!gpuMemoryOnly) {\r\n this._indices = indices.slice();\r\n }\r\n this._engine.updateDynamicIndexBuffer(this._indexBuffer, indices, offset);\r\n if (needToUpdateSubMeshes) {\r\n for (const mesh of this._meshes) {\r\n mesh._createGlobalSubMesh(true);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Creates a new index buffer\r\n * @param indices defines the indices to store in the index buffer\r\n * @param totalVertices defines the total number of vertices (could be null)\r\n * @param updatable defines if the index buffer must be flagged as updatable (false by default)\r\n */\r\n public setIndices(indices: IndicesArray, totalVertices: Nullable = null, updatable: boolean = false): void {\r\n if (this._indexBuffer) {\r\n this._engine._releaseBuffer(this._indexBuffer);\r\n }\r\n\r\n this._disposeVertexArrayObjects();\r\n\r\n this._indices = indices;\r\n this._indexBufferIsUpdatable = updatable;\r\n if (this._meshes.length !== 0 && this._indices) {\r\n this._indexBuffer = this._engine.createIndexBuffer(this._indices, updatable);\r\n }\r\n\r\n if (totalVertices != undefined) { // including null and undefined\r\n this._totalVertices = totalVertices;\r\n }\r\n\r\n for (const mesh of this._meshes) {\r\n mesh._createGlobalSubMesh(true);\r\n }\r\n\r\n this.notifyUpdate();\r\n }\r\n\r\n /**\r\n * Return the total number of indices\r\n * @returns the total number of indices\r\n */\r\n public getTotalIndices(): number {\r\n if (!this.isReady()) {\r\n return 0;\r\n }\r\n return this._indices.length;\r\n }\r\n\r\n /**\r\n * Gets the index buffer array\r\n * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes\r\n * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it\r\n * @returns the index buffer array\r\n */\r\n public getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable {\r\n if (!this.isReady()) {\r\n return null;\r\n }\r\n var orig = this._indices;\r\n if (!forceCopy && (!copyWhenShared || this._meshes.length === 1)) {\r\n return orig;\r\n } else {\r\n var len = orig.length;\r\n var copy = [];\r\n for (var i = 0; i < len; i++) {\r\n copy.push(orig[i]);\r\n }\r\n return copy;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the index buffer\r\n * @return the index buffer\r\n */\r\n public getIndexBuffer(): Nullable {\r\n if (!this.isReady()) {\r\n return null;\r\n }\r\n return this._indexBuffer;\r\n }\r\n\r\n /** @hidden */\r\n public _releaseVertexArrayObject(effect: Nullable = null) {\r\n if (!effect || !this._vertexArrayObjects) {\r\n return;\r\n }\r\n\r\n if (this._vertexArrayObjects[effect.key]) {\r\n this._engine.releaseVertexArrayObject(this._vertexArrayObjects[effect.key]);\r\n delete this._vertexArrayObjects[effect.key];\r\n }\r\n }\r\n\r\n /**\r\n * Release the associated resources for a specific mesh\r\n * @param mesh defines the source mesh\r\n * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it\r\n */\r\n public releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void {\r\n var meshes = this._meshes;\r\n var index = meshes.indexOf(mesh);\r\n\r\n if (index === -1) {\r\n return;\r\n }\r\n\r\n meshes.splice(index, 1);\r\n\r\n mesh._geometry = null;\r\n\r\n if (meshes.length === 0 && shouldDispose) {\r\n this.dispose();\r\n }\r\n }\r\n\r\n /**\r\n * Apply current geometry to a given mesh\r\n * @param mesh defines the mesh to apply geometry to\r\n */\r\n public applyToMesh(mesh: Mesh): void {\r\n if (mesh._geometry === this) {\r\n return;\r\n }\r\n\r\n var previousGeometry = mesh._geometry;\r\n if (previousGeometry) {\r\n previousGeometry.releaseForMesh(mesh);\r\n }\r\n\r\n var meshes = this._meshes;\r\n\r\n // must be done before setting vertexBuffers because of mesh._createGlobalSubMesh()\r\n mesh._geometry = this;\r\n\r\n this._scene.pushGeometry(this);\r\n\r\n meshes.push(mesh);\r\n\r\n if (this.isReady()) {\r\n this._applyToMesh(mesh);\r\n }\r\n else {\r\n mesh._boundingInfo = this._boundingInfo;\r\n }\r\n }\r\n\r\n private _updateExtend(data: Nullable = null) {\r\n if (!data) {\r\n data = this.getVerticesData(VertexBuffer.PositionKind)!;\r\n }\r\n\r\n this._extend = extractMinAndMax(data, 0, this._totalVertices, this.boundingBias, 3);\r\n }\r\n\r\n private _applyToMesh(mesh: Mesh): void {\r\n var numOfMeshes = this._meshes.length;\r\n\r\n // vertexBuffers\r\n for (var kind in this._vertexBuffers) {\r\n if (numOfMeshes === 1) {\r\n this._vertexBuffers[kind].create();\r\n }\r\n var buffer = this._vertexBuffers[kind].getBuffer();\r\n if (buffer) {\r\n buffer.references = numOfMeshes;\r\n }\r\n\r\n if (kind === VertexBuffer.PositionKind) {\r\n if (!this._extend) {\r\n this._updateExtend();\r\n }\r\n mesh._boundingInfo = new BoundingInfo(this._extend.minimum, this._extend.maximum);\r\n\r\n mesh._createGlobalSubMesh(false);\r\n\r\n //bounding info was just created again, world matrix should be applied again.\r\n mesh._updateBoundingInfo();\r\n }\r\n }\r\n\r\n // indexBuffer\r\n if (numOfMeshes === 1 && this._indices && this._indices.length > 0) {\r\n this._indexBuffer = this._engine.createIndexBuffer(this._indices);\r\n }\r\n if (this._indexBuffer) {\r\n this._indexBuffer.references = numOfMeshes;\r\n }\r\n\r\n // morphTargets\r\n mesh._syncGeometryWithMorphTargetManager();\r\n\r\n // instances\r\n mesh.synchronizeInstances();\r\n }\r\n\r\n private notifyUpdate(kind?: string) {\r\n if (this.onGeometryUpdated) {\r\n this.onGeometryUpdated(this, kind);\r\n }\r\n\r\n for (var mesh of this._meshes) {\r\n mesh._markSubMeshesAsAttributesDirty();\r\n }\r\n }\r\n\r\n /**\r\n * Load the geometry if it was flagged as delay loaded\r\n * @param scene defines the hosting scene\r\n * @param onLoaded defines a callback called when the geometry is loaded\r\n */\r\n public load(scene: Scene, onLoaded?: () => void): void {\r\n if (this.delayLoadState === Constants.DELAYLOADSTATE_LOADING) {\r\n return;\r\n }\r\n\r\n if (this.isReady()) {\r\n if (onLoaded) {\r\n onLoaded();\r\n }\r\n return;\r\n }\r\n\r\n this.delayLoadState = Constants.DELAYLOADSTATE_LOADING;\r\n\r\n this._queueLoad(scene, onLoaded);\r\n }\r\n\r\n private _queueLoad(scene: Scene, onLoaded?: () => void): void {\r\n if (!this.delayLoadingFile) {\r\n return;\r\n }\r\n\r\n scene._addPendingData(this);\r\n scene._loadFile(this.delayLoadingFile, (data) => {\r\n if (!this._delayLoadingFunction) {\r\n return;\r\n }\r\n\r\n this._delayLoadingFunction(JSON.parse(data as string), this);\r\n\r\n this.delayLoadState = Constants.DELAYLOADSTATE_LOADED;\r\n this._delayInfo = [];\r\n\r\n scene._removePendingData(this);\r\n\r\n var meshes = this._meshes;\r\n var numOfMeshes = meshes.length;\r\n for (var index = 0; index < numOfMeshes; index++) {\r\n this._applyToMesh(meshes[index]);\r\n }\r\n\r\n if (onLoaded) {\r\n onLoaded();\r\n }\r\n }, undefined, true);\r\n }\r\n\r\n /**\r\n * Invert the geometry to move from a right handed system to a left handed one.\r\n */\r\n public toLeftHanded(): void {\r\n\r\n // Flip faces\r\n let tIndices = this.getIndices(false);\r\n if (tIndices != null && tIndices.length > 0) {\r\n for (let i = 0; i < tIndices.length; i += 3) {\r\n let tTemp = tIndices[i + 0];\r\n tIndices[i + 0] = tIndices[i + 2];\r\n tIndices[i + 2] = tTemp;\r\n }\r\n this.setIndices(tIndices);\r\n }\r\n\r\n // Negate position.z\r\n let tPositions = this.getVerticesData(VertexBuffer.PositionKind, false);\r\n if (tPositions != null && tPositions.length > 0) {\r\n for (let i = 0; i < tPositions.length; i += 3) {\r\n tPositions[i + 2] = -tPositions[i + 2];\r\n }\r\n this.setVerticesData(VertexBuffer.PositionKind, tPositions, false);\r\n }\r\n\r\n // Negate normal.z\r\n let tNormals = this.getVerticesData(VertexBuffer.NormalKind, false);\r\n if (tNormals != null && tNormals.length > 0) {\r\n for (let i = 0; i < tNormals.length; i += 3) {\r\n tNormals[i + 2] = -tNormals[i + 2];\r\n }\r\n this.setVerticesData(VertexBuffer.NormalKind, tNormals, false);\r\n }\r\n }\r\n\r\n // Cache\r\n /** @hidden */\r\n public _resetPointsArrayCache(): void {\r\n this._positions = null;\r\n }\r\n\r\n /** @hidden */\r\n public _generatePointsArray(): boolean {\r\n if (this._positions) {\r\n return true;\r\n }\r\n\r\n var data = this.getVerticesData(VertexBuffer.PositionKind);\r\n\r\n if (!data || data.length === 0) {\r\n return false;\r\n }\r\n\r\n this._positions = [];\r\n\r\n for (var index = 0; index < data.length; index += 3) {\r\n this._positions.push(Vector3.FromArray(data, index));\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Gets a value indicating if the geometry is disposed\r\n * @returns true if the geometry was disposed\r\n */\r\n public isDisposed(): boolean {\r\n return this._isDisposed;\r\n }\r\n\r\n private _disposeVertexArrayObjects(): void {\r\n if (this._vertexArrayObjects) {\r\n for (var kind in this._vertexArrayObjects) {\r\n this._engine.releaseVertexArrayObject(this._vertexArrayObjects[kind]);\r\n }\r\n this._vertexArrayObjects = {};\r\n }\r\n }\r\n\r\n /**\r\n * Free all associated resources\r\n */\r\n public dispose(): void {\r\n var meshes = this._meshes;\r\n var numOfMeshes = meshes.length;\r\n var index: number;\r\n for (index = 0; index < numOfMeshes; index++) {\r\n this.releaseForMesh(meshes[index]);\r\n }\r\n this._meshes = [];\r\n\r\n this._disposeVertexArrayObjects();\r\n\r\n for (var kind in this._vertexBuffers) {\r\n this._vertexBuffers[kind].dispose();\r\n }\r\n this._vertexBuffers = {};\r\n this._totalVertices = 0;\r\n\r\n if (this._indexBuffer) {\r\n this._engine._releaseBuffer(this._indexBuffer);\r\n }\r\n this._indexBuffer = null;\r\n this._indices = [];\r\n\r\n this.delayLoadState = Constants.DELAYLOADSTATE_NONE;\r\n this.delayLoadingFile = null;\r\n this._delayLoadingFunction = null;\r\n this._delayInfo = [];\r\n\r\n this._boundingInfo = null;\r\n\r\n this._scene.removeGeometry(this);\r\n this._isDisposed = true;\r\n }\r\n\r\n /**\r\n * Clone the current geometry into a new geometry\r\n * @param id defines the unique ID of the new geometry\r\n * @returns a new geometry object\r\n */\r\n public copy(id: string): Geometry {\r\n var vertexData = new VertexData();\r\n\r\n vertexData.indices = [];\r\n\r\n var indices = this.getIndices();\r\n if (indices) {\r\n for (var index = 0; index < indices.length; index++) {\r\n (vertexData.indices).push(indices[index]);\r\n }\r\n }\r\n\r\n var updatable = false;\r\n var stopChecking = false;\r\n var kind;\r\n for (kind in this._vertexBuffers) {\r\n // using slice() to make a copy of the array and not just reference it\r\n var data = this.getVerticesData(kind);\r\n\r\n if (data) {\r\n if (data instanceof Float32Array) {\r\n vertexData.set(new Float32Array(data), kind);\r\n } else {\r\n vertexData.set((data).slice(0), kind);\r\n }\r\n if (!stopChecking) {\r\n let vb = this.getVertexBuffer(kind);\r\n\r\n if (vb) {\r\n updatable = vb.isUpdatable();\r\n stopChecking = !updatable;\r\n }\r\n }\r\n }\r\n }\r\n\r\n var geometry = new Geometry(id, this._scene, vertexData, updatable);\r\n\r\n geometry.delayLoadState = this.delayLoadState;\r\n geometry.delayLoadingFile = this.delayLoadingFile;\r\n geometry._delayLoadingFunction = this._delayLoadingFunction;\r\n\r\n for (kind in this._delayInfo) {\r\n geometry._delayInfo = geometry._delayInfo || [];\r\n geometry._delayInfo.push(kind);\r\n }\r\n\r\n // Bounding info\r\n geometry._boundingInfo = new BoundingInfo(this._extend.minimum, this._extend.maximum);\r\n\r\n return geometry;\r\n }\r\n\r\n /**\r\n * Serialize the current geometry info (and not the vertices data) into a JSON object\r\n * @return a JSON representation of the current geometry data (without the vertices data)\r\n */\r\n public serialize(): any {\r\n var serializationObject: any = {};\r\n\r\n serializationObject.id = this.id;\r\n serializationObject.updatable = this._updatable;\r\n\r\n if (Tags && Tags.HasTags(this)) {\r\n serializationObject.tags = Tags.GetTags(this);\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n private toNumberArray(origin: Nullable): number[] {\r\n if (Array.isArray(origin)) {\r\n return origin;\r\n } else {\r\n return Array.prototype.slice.call(origin);\r\n }\r\n }\r\n\r\n /**\r\n * Serialize all vertices data into a JSON oject\r\n * @returns a JSON representation of the current geometry data\r\n */\r\n public serializeVerticeData(): any {\r\n var serializationObject = this.serialize();\r\n\r\n if (this.isVerticesDataPresent(VertexBuffer.PositionKind)) {\r\n serializationObject.positions = this.toNumberArray(this.getVerticesData(VertexBuffer.PositionKind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.PositionKind)) {\r\n serializationObject.positions._updatable = true;\r\n }\r\n }\r\n\r\n if (this.isVerticesDataPresent(VertexBuffer.NormalKind)) {\r\n serializationObject.normals = this.toNumberArray(this.getVerticesData(VertexBuffer.NormalKind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.NormalKind)) {\r\n serializationObject.normals._updatable = true;\r\n }\r\n }\r\n\r\n if (this.isVerticesDataPresent(VertexBuffer.TangentKind)) {\r\n serializationObject.tangets = this.toNumberArray(this.getVerticesData(VertexBuffer.TangentKind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.TangentKind)) {\r\n serializationObject.tangets._updatable = true;\r\n }\r\n }\r\n\r\n if (this.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n serializationObject.uvs = this.toNumberArray(this.getVerticesData(VertexBuffer.UVKind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.UVKind)) {\r\n serializationObject.uvs._updatable = true;\r\n }\r\n }\r\n\r\n if (this.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n serializationObject.uv2s = this.toNumberArray(this.getVerticesData(VertexBuffer.UV2Kind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.UV2Kind)) {\r\n serializationObject.uv2s._updatable = true;\r\n }\r\n }\r\n\r\n if (this.isVerticesDataPresent(VertexBuffer.UV3Kind)) {\r\n serializationObject.uv3s = this.toNumberArray(this.getVerticesData(VertexBuffer.UV3Kind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.UV3Kind)) {\r\n serializationObject.uv3s._updatable = true;\r\n }\r\n }\r\n\r\n if (this.isVerticesDataPresent(VertexBuffer.UV4Kind)) {\r\n serializationObject.uv4s = this.toNumberArray(this.getVerticesData(VertexBuffer.UV4Kind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.UV4Kind)) {\r\n serializationObject.uv4s._updatable = true;\r\n }\r\n }\r\n\r\n if (this.isVerticesDataPresent(VertexBuffer.UV5Kind)) {\r\n serializationObject.uv5s = this.toNumberArray(this.getVerticesData(VertexBuffer.UV5Kind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.UV5Kind)) {\r\n serializationObject.uv5s._updatable = true;\r\n }\r\n }\r\n\r\n if (this.isVerticesDataPresent(VertexBuffer.UV6Kind)) {\r\n serializationObject.uv6s = this.toNumberArray(this.getVerticesData(VertexBuffer.UV6Kind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.UV6Kind)) {\r\n serializationObject.uv6s._updatable = true;\r\n }\r\n }\r\n\r\n if (this.isVerticesDataPresent(VertexBuffer.ColorKind)) {\r\n serializationObject.colors = this.toNumberArray(this.getVerticesData(VertexBuffer.ColorKind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.ColorKind)) {\r\n serializationObject.colors._updatable = true;\r\n }\r\n }\r\n\r\n if (this.isVerticesDataPresent(VertexBuffer.MatricesIndicesKind)) {\r\n serializationObject.matricesIndices = this.toNumberArray(this.getVerticesData(VertexBuffer.MatricesIndicesKind));\r\n serializationObject.matricesIndices._isExpanded = true;\r\n if (this.isVertexBufferUpdatable(VertexBuffer.MatricesIndicesKind)) {\r\n serializationObject.matricesIndices._updatable = true;\r\n }\r\n }\r\n\r\n if (this.isVerticesDataPresent(VertexBuffer.MatricesWeightsKind)) {\r\n serializationObject.matricesWeights = this.toNumberArray(this.getVerticesData(VertexBuffer.MatricesWeightsKind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.MatricesWeightsKind)) {\r\n serializationObject.matricesWeights._updatable = true;\r\n }\r\n }\r\n\r\n serializationObject.indices = this.toNumberArray(this.getIndices());\r\n\r\n return serializationObject;\r\n }\r\n\r\n // Statics\r\n\r\n /**\r\n * Extracts a clone of a mesh geometry\r\n * @param mesh defines the source mesh\r\n * @param id defines the unique ID of the new geometry object\r\n * @returns the new geometry object\r\n */\r\n public static ExtractFromMesh(mesh: Mesh, id: string): Nullable {\r\n var geometry = mesh._geometry;\r\n\r\n if (!geometry) {\r\n return null;\r\n }\r\n\r\n return geometry.copy(id);\r\n }\r\n\r\n /**\r\n * You should now use Tools.RandomId(), this method is still here for legacy reasons.\r\n * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523\r\n * Be aware Math.random() could cause collisions, but:\r\n * \"All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide\"\r\n * @returns a string containing a new GUID\r\n */\r\n public static RandomId(): string {\r\n return Tools.RandomId();\r\n }\r\n\r\n /** @hidden */\r\n public static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void {\r\n var scene = mesh.getScene();\r\n\r\n // Geometry\r\n var geometryId = parsedGeometry.geometryId;\r\n if (geometryId) {\r\n var geometry = scene.getGeometryByID(geometryId);\r\n if (geometry) {\r\n geometry.applyToMesh(mesh);\r\n }\r\n } else if (parsedGeometry instanceof ArrayBuffer) {\r\n\r\n var binaryInfo = mesh._binaryInfo;\r\n\r\n if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {\r\n var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.PositionKind, positionsData, false);\r\n }\r\n\r\n if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {\r\n var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.NormalKind, normalsData, false);\r\n }\r\n\r\n if (binaryInfo.tangetsAttrDesc && binaryInfo.tangetsAttrDesc.count > 0) {\r\n var tangentsData = new Float32Array(parsedGeometry, binaryInfo.tangetsAttrDesc.offset, binaryInfo.tangetsAttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.TangentKind, tangentsData, false);\r\n }\r\n\r\n if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {\r\n var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.UVKind, uvsData, false);\r\n }\r\n\r\n if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {\r\n var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.UV2Kind, uvs2Data, false);\r\n }\r\n\r\n if (binaryInfo.uvs3AttrDesc && binaryInfo.uvs3AttrDesc.count > 0) {\r\n var uvs3Data = new Float32Array(parsedGeometry, binaryInfo.uvs3AttrDesc.offset, binaryInfo.uvs3AttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.UV3Kind, uvs3Data, false);\r\n }\r\n\r\n if (binaryInfo.uvs4AttrDesc && binaryInfo.uvs4AttrDesc.count > 0) {\r\n var uvs4Data = new Float32Array(parsedGeometry, binaryInfo.uvs4AttrDesc.offset, binaryInfo.uvs4AttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.UV4Kind, uvs4Data, false);\r\n }\r\n\r\n if (binaryInfo.uvs5AttrDesc && binaryInfo.uvs5AttrDesc.count > 0) {\r\n var uvs5Data = new Float32Array(parsedGeometry, binaryInfo.uvs5AttrDesc.offset, binaryInfo.uvs5AttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.UV5Kind, uvs5Data, false);\r\n }\r\n\r\n if (binaryInfo.uvs6AttrDesc && binaryInfo.uvs6AttrDesc.count > 0) {\r\n var uvs6Data = new Float32Array(parsedGeometry, binaryInfo.uvs6AttrDesc.offset, binaryInfo.uvs6AttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.UV6Kind, uvs6Data, false);\r\n }\r\n\r\n if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {\r\n var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.ColorKind, colorsData, false, binaryInfo.colorsAttrDesc.stride);\r\n }\r\n\r\n if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {\r\n var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);\r\n var floatIndices = [];\r\n for (var i = 0; i < matricesIndicesData.length; i++) {\r\n var index = matricesIndicesData[i];\r\n floatIndices.push(index & 0x000000FF);\r\n floatIndices.push((index & 0x0000FF00) >> 8);\r\n floatIndices.push((index & 0x00FF0000) >> 16);\r\n floatIndices.push(index >> 24);\r\n }\r\n mesh.setVerticesData(VertexBuffer.MatricesIndicesKind, floatIndices, false);\r\n }\r\n\r\n if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {\r\n var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);\r\n }\r\n\r\n if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {\r\n var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);\r\n mesh.setIndices(indicesData, null);\r\n }\r\n\r\n if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {\r\n var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);\r\n\r\n mesh.subMeshes = [];\r\n for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {\r\n var materialIndex = subMeshesData[(i * 5) + 0];\r\n var verticesStart = subMeshesData[(i * 5) + 1];\r\n var verticesCount = subMeshesData[(i * 5) + 2];\r\n var indexStart = subMeshesData[(i * 5) + 3];\r\n var indexCount = subMeshesData[(i * 5) + 4];\r\n\r\n SubMesh.AddToMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);\r\n }\r\n }\r\n } else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {\r\n mesh.setVerticesData(VertexBuffer.PositionKind, parsedGeometry.positions, parsedGeometry.positions._updatable);\r\n\r\n mesh.setVerticesData(VertexBuffer.NormalKind, parsedGeometry.normals, parsedGeometry.normals._updatable);\r\n\r\n if (parsedGeometry.tangents) {\r\n mesh.setVerticesData(VertexBuffer.TangentKind, parsedGeometry.tangents, parsedGeometry.tangents._updatable);\r\n }\r\n\r\n if (parsedGeometry.uvs) {\r\n mesh.setVerticesData(VertexBuffer.UVKind, parsedGeometry.uvs, parsedGeometry.uvs._updatable);\r\n }\r\n\r\n if (parsedGeometry.uvs2) {\r\n mesh.setVerticesData(VertexBuffer.UV2Kind, parsedGeometry.uvs2, parsedGeometry.uvs2._updatable);\r\n }\r\n\r\n if (parsedGeometry.uvs3) {\r\n mesh.setVerticesData(VertexBuffer.UV3Kind, parsedGeometry.uvs3, parsedGeometry.uvs3._updatable);\r\n }\r\n\r\n if (parsedGeometry.uvs4) {\r\n mesh.setVerticesData(VertexBuffer.UV4Kind, parsedGeometry.uvs4, parsedGeometry.uvs4._updatable);\r\n }\r\n\r\n if (parsedGeometry.uvs5) {\r\n mesh.setVerticesData(VertexBuffer.UV5Kind, parsedGeometry.uvs5, parsedGeometry.uvs5._updatable);\r\n }\r\n\r\n if (parsedGeometry.uvs6) {\r\n mesh.setVerticesData(VertexBuffer.UV6Kind, parsedGeometry.uvs6, parsedGeometry.uvs6._updatable);\r\n }\r\n\r\n if (parsedGeometry.colors) {\r\n mesh.setVerticesData(VertexBuffer.ColorKind, Color4.CheckColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), parsedGeometry.colors._updatable);\r\n }\r\n\r\n if (parsedGeometry.matricesIndices) {\r\n if (!parsedGeometry.matricesIndices._isExpanded) {\r\n var floatIndices = [];\r\n\r\n for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {\r\n var matricesIndex = parsedGeometry.matricesIndices[i];\r\n\r\n floatIndices.push(matricesIndex & 0x000000FF);\r\n floatIndices.push((matricesIndex & 0x0000FF00) >> 8);\r\n floatIndices.push((matricesIndex & 0x00FF0000) >> 16);\r\n floatIndices.push(matricesIndex >> 24);\r\n }\r\n\r\n mesh.setVerticesData(VertexBuffer.MatricesIndicesKind, floatIndices, parsedGeometry.matricesIndices._updatable);\r\n } else {\r\n delete parsedGeometry.matricesIndices._isExpanded;\r\n mesh.setVerticesData(VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, parsedGeometry.matricesIndices._updatable);\r\n }\r\n }\r\n\r\n if (parsedGeometry.matricesIndicesExtra) {\r\n if (!parsedGeometry.matricesIndicesExtra._isExpanded) {\r\n var floatIndices = [];\r\n\r\n for (var i = 0; i < parsedGeometry.matricesIndicesExtra.length; i++) {\r\n var matricesIndex = parsedGeometry.matricesIndicesExtra[i];\r\n\r\n floatIndices.push(matricesIndex & 0x000000FF);\r\n floatIndices.push((matricesIndex & 0x0000FF00) >> 8);\r\n floatIndices.push((matricesIndex & 0x00FF0000) >> 16);\r\n floatIndices.push(matricesIndex >> 24);\r\n }\r\n\r\n mesh.setVerticesData(VertexBuffer.MatricesIndicesExtraKind, floatIndices, parsedGeometry.matricesIndicesExtra._updatable);\r\n } else {\r\n delete parsedGeometry.matricesIndices._isExpanded;\r\n mesh.setVerticesData(VertexBuffer.MatricesIndicesExtraKind, parsedGeometry.matricesIndicesExtra, parsedGeometry.matricesIndicesExtra._updatable);\r\n }\r\n }\r\n\r\n if (parsedGeometry.matricesWeights) {\r\n Geometry._CleanMatricesWeights(parsedGeometry, mesh);\r\n mesh.setVerticesData(VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, parsedGeometry.matricesWeights._updatable);\r\n }\r\n\r\n if (parsedGeometry.matricesWeightsExtra) {\r\n mesh.setVerticesData(VertexBuffer.MatricesWeightsExtraKind, parsedGeometry.matricesWeightsExtra, parsedGeometry.matricesWeights._updatable);\r\n }\r\n\r\n mesh.setIndices(parsedGeometry.indices, null);\r\n }\r\n\r\n // SubMeshes\r\n if (parsedGeometry.subMeshes) {\r\n mesh.subMeshes = [];\r\n for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {\r\n var parsedSubMesh = parsedGeometry.subMeshes[subIndex];\r\n\r\n SubMesh.AddToMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);\r\n }\r\n }\r\n\r\n // Flat shading\r\n if (mesh._shouldGenerateFlatShading) {\r\n mesh.convertToFlatShadedMesh();\r\n delete mesh._shouldGenerateFlatShading;\r\n }\r\n\r\n // Update\r\n mesh.computeWorldMatrix(true);\r\n\r\n scene.onMeshImportedObservable.notifyObservers(mesh);\r\n }\r\n\r\n private static _CleanMatricesWeights(parsedGeometry: any, mesh: Mesh): void {\r\n const epsilon: number = 1e-3;\r\n if (!SceneLoaderFlags.CleanBoneMatrixWeights) {\r\n return;\r\n }\r\n let noInfluenceBoneIndex = 0.0;\r\n if (parsedGeometry.skeletonId > -1) {\r\n let skeleton = mesh.getScene().getLastSkeletonByID(parsedGeometry.skeletonId);\r\n\r\n if (!skeleton) {\r\n return;\r\n }\r\n noInfluenceBoneIndex = skeleton.bones.length;\r\n } else {\r\n return;\r\n }\r\n let matricesIndices = (mesh.getVerticesData(VertexBuffer.MatricesIndicesKind));\r\n let matricesIndicesExtra = (mesh.getVerticesData(VertexBuffer.MatricesIndicesExtraKind));\r\n let matricesWeights = parsedGeometry.matricesWeights;\r\n let matricesWeightsExtra = parsedGeometry.matricesWeightsExtra;\r\n let influencers = parsedGeometry.numBoneInfluencer;\r\n let size = matricesWeights.length;\r\n\r\n for (var i = 0; i < size; i += 4) {\r\n let weight = 0.0;\r\n let firstZeroWeight = -1;\r\n for (var j = 0; j < 4; j++) {\r\n let w = matricesWeights[i + j];\r\n weight += w;\r\n if (w < epsilon && firstZeroWeight < 0) {\r\n firstZeroWeight = j;\r\n }\r\n }\r\n if (matricesWeightsExtra) {\r\n for (var j = 0; j < 4; j++) {\r\n let w = matricesWeightsExtra[i + j];\r\n weight += w;\r\n if (w < epsilon && firstZeroWeight < 0) {\r\n firstZeroWeight = j + 4;\r\n }\r\n }\r\n }\r\n if (firstZeroWeight < 0 || firstZeroWeight > (influencers - 1)) {\r\n firstZeroWeight = influencers - 1;\r\n }\r\n if (weight > epsilon) {\r\n let mweight = 1.0 / weight;\r\n for (var j = 0; j < 4; j++) {\r\n matricesWeights[i + j] *= mweight;\r\n }\r\n if (matricesWeightsExtra) {\r\n for (var j = 0; j < 4; j++) {\r\n matricesWeightsExtra[i + j] *= mweight;\r\n }\r\n }\r\n } else {\r\n if (firstZeroWeight >= 4) {\r\n matricesWeightsExtra[i + firstZeroWeight - 4] = 1.0 - weight;\r\n matricesIndicesExtra[i + firstZeroWeight - 4] = noInfluenceBoneIndex;\r\n } else {\r\n matricesWeights[i + firstZeroWeight] = 1.0 - weight;\r\n matricesIndices[i + firstZeroWeight] = noInfluenceBoneIndex;\r\n }\r\n }\r\n }\r\n\r\n mesh.setVerticesData(VertexBuffer.MatricesIndicesKind, matricesIndices);\r\n if (parsedGeometry.matricesWeightsExtra) {\r\n mesh.setVerticesData(VertexBuffer.MatricesIndicesExtraKind, matricesIndicesExtra);\r\n }\r\n }\r\n\r\n /**\r\n * Create a new geometry from persisted data (Using .babylon file format)\r\n * @param parsedVertexData defines the persisted data\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root url to use to load assets (like delayed data)\r\n * @returns the new geometry object\r\n */\r\n public static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable {\r\n if (scene.getGeometryByID(parsedVertexData.id)) {\r\n return null; // null since geometry could be something else than a box...\r\n }\r\n\r\n var geometry = new Geometry(parsedVertexData.id, scene, undefined, parsedVertexData.updatable);\r\n\r\n if (Tags) {\r\n Tags.AddTagsTo(geometry, parsedVertexData.tags);\r\n }\r\n\r\n if (parsedVertexData.delayLoadingFile) {\r\n geometry.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED;\r\n geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;\r\n geometry._boundingInfo = new BoundingInfo(Vector3.FromArray(parsedVertexData.boundingBoxMinimum), Vector3.FromArray(parsedVertexData.boundingBoxMaximum));\r\n\r\n geometry._delayInfo = [];\r\n if (parsedVertexData.hasUVs) {\r\n geometry._delayInfo.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (parsedVertexData.hasUVs2) {\r\n geometry._delayInfo.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (parsedVertexData.hasUVs3) {\r\n geometry._delayInfo.push(VertexBuffer.UV3Kind);\r\n }\r\n\r\n if (parsedVertexData.hasUVs4) {\r\n geometry._delayInfo.push(VertexBuffer.UV4Kind);\r\n }\r\n\r\n if (parsedVertexData.hasUVs5) {\r\n geometry._delayInfo.push(VertexBuffer.UV5Kind);\r\n }\r\n\r\n if (parsedVertexData.hasUVs6) {\r\n geometry._delayInfo.push(VertexBuffer.UV6Kind);\r\n }\r\n\r\n if (parsedVertexData.hasColors) {\r\n geometry._delayInfo.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n if (parsedVertexData.hasMatricesIndices) {\r\n geometry._delayInfo.push(VertexBuffer.MatricesIndicesKind);\r\n }\r\n\r\n if (parsedVertexData.hasMatricesWeights) {\r\n geometry._delayInfo.push(VertexBuffer.MatricesWeightsKind);\r\n }\r\n\r\n geometry._delayLoadingFunction = VertexData.ImportVertexData;\r\n } else {\r\n VertexData.ImportVertexData(parsedVertexData, geometry);\r\n }\r\n\r\n scene.pushGeometry(geometry, true);\r\n\r\n return geometry;\r\n }\r\n}","import { Scene } from \"../scene\";\r\nimport { Vector3, Vector2, TmpVectors, Vector4 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\n\r\nMesh._GroundMeshParser = (parsedMesh: any, scene: Scene): Mesh => {\r\n return GroundMesh.Parse(parsedMesh, scene);\r\n};\r\n\r\n/**\r\n * Mesh representing the gorund\r\n */\r\nexport class GroundMesh extends Mesh {\r\n /** If octree should be generated */\r\n public generateOctree = false;\r\n\r\n private _heightQuads: { slope: Vector2; facet1: Vector4; facet2: Vector4 }[];\r\n\r\n /** @hidden */\r\n public _subdivisionsX: number;\r\n /** @hidden */\r\n public _subdivisionsY: number;\r\n /** @hidden */\r\n public _width: number;\r\n /** @hidden */\r\n public _height: number;\r\n /** @hidden */\r\n public _minX: number;\r\n /** @hidden */\r\n public _maxX: number;\r\n /** @hidden */\r\n public _minZ: number;\r\n /** @hidden */\r\n public _maxZ: number;\r\n\r\n constructor(name: string, scene: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n /**\r\n * \"GroundMesh\"\r\n * @returns \"GroundMesh\"\r\n */\r\n public getClassName(): string {\r\n return \"GroundMesh\";\r\n }\r\n\r\n /**\r\n * The minimum of x and y subdivisions\r\n */\r\n public get subdivisions(): number {\r\n return Math.min(this._subdivisionsX, this._subdivisionsY);\r\n }\r\n\r\n /**\r\n * X subdivisions\r\n */\r\n public get subdivisionsX(): number {\r\n return this._subdivisionsX;\r\n }\r\n\r\n /**\r\n * Y subdivisions\r\n */\r\n public get subdivisionsY(): number {\r\n return this._subdivisionsY;\r\n }\r\n\r\n /**\r\n * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.\r\n * Please note that you must have a decent number of submeshes to get performance improvements when using an octree\r\n * @param chunksCount the number of subdivisions for x and y\r\n * @param octreeBlocksSize (Default: 32)\r\n */\r\n public optimize(chunksCount: number, octreeBlocksSize = 32): void {\r\n this._subdivisionsX = chunksCount;\r\n this._subdivisionsY = chunksCount;\r\n this.subdivide(chunksCount);\r\n\r\n // Call the octree system optimization if it is defined.\r\n const thisAsAny = this as any;\r\n if (thisAsAny.createOrUpdateSubmeshesOctree) {\r\n thisAsAny.createOrUpdateSubmeshesOctree(octreeBlocksSize);\r\n }\r\n }\r\n\r\n /**\r\n * Returns a height (y) value in the Worl system :\r\n * the ground altitude at the coordinates (x, z) expressed in the World system.\r\n * @param x x coordinate\r\n * @param z z coordinate\r\n * @returns the ground y position if (x, z) are outside the ground surface.\r\n */\r\n public getHeightAtCoordinates(x: number, z: number): number {\r\n var world = this.getWorldMatrix();\r\n var invMat = TmpVectors.Matrix[5];\r\n world.invertToRef(invMat);\r\n var tmpVect = TmpVectors.Vector3[8];\r\n Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, invMat, tmpVect); // transform x,z in the mesh local space\r\n x = tmpVect.x;\r\n z = tmpVect.z;\r\n if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {\r\n return this.position.y;\r\n }\r\n if (!this._heightQuads || this._heightQuads.length == 0) {\r\n this._initHeightQuads();\r\n this._computeHeightQuads();\r\n }\r\n var facet = this._getFacetAt(x, z);\r\n var y = -(facet.x * x + facet.z * z + facet.w) / facet.y;\r\n // return y in the World system\r\n Vector3.TransformCoordinatesFromFloatsToRef(0.0, y, 0.0, world, tmpVect);\r\n return tmpVect.y;\r\n }\r\n\r\n /**\r\n * Returns a normalized vector (Vector3) orthogonal to the ground\r\n * at the ground coordinates (x, z) expressed in the World system.\r\n * @param x x coordinate\r\n * @param z z coordinate\r\n * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.\r\n */\r\n public getNormalAtCoordinates(x: number, z: number): Vector3 {\r\n var normal = new Vector3(0.0, 1.0, 0.0);\r\n this.getNormalAtCoordinatesToRef(x, z, normal);\r\n return normal;\r\n }\r\n\r\n /**\r\n * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground\r\n * at the ground coordinates (x, z) expressed in the World system.\r\n * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.\r\n * @param x x coordinate\r\n * @param z z coordinate\r\n * @param ref vector to store the result\r\n * @returns the GroundMesh.\r\n */\r\n public getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh {\r\n var world = this.getWorldMatrix();\r\n var tmpMat = TmpVectors.Matrix[5];\r\n world.invertToRef(tmpMat);\r\n var tmpVect = TmpVectors.Vector3[8];\r\n Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, tmpMat, tmpVect); // transform x,z in the mesh local space\r\n x = tmpVect.x;\r\n z = tmpVect.z;\r\n if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {\r\n return this;\r\n }\r\n if (!this._heightQuads || this._heightQuads.length == 0) {\r\n this._initHeightQuads();\r\n this._computeHeightQuads();\r\n }\r\n var facet = this._getFacetAt(x, z);\r\n Vector3.TransformNormalFromFloatsToRef(facet.x, facet.y, facet.z, world, ref);\r\n return this;\r\n }\r\n\r\n /**\r\n * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()\r\n * if the ground has been updated.\r\n * This can be used in the render loop.\r\n * @returns the GroundMesh.\r\n */\r\n public updateCoordinateHeights(): GroundMesh {\r\n if (!this._heightQuads || this._heightQuads.length == 0) {\r\n this._initHeightQuads();\r\n }\r\n this._computeHeightQuads();\r\n return this;\r\n }\r\n\r\n // Returns the element \"facet\" from the heightQuads array relative to (x, z) local coordinates\r\n private _getFacetAt(x: number, z: number): Vector4 {\r\n // retrieve col and row from x, z coordinates in the ground local system\r\n var col = Math.floor((x + this._maxX) * this._subdivisionsX / this._width);\r\n var row = Math.floor(-(z + this._maxZ) * this._subdivisionsY / this._height + this._subdivisionsY);\r\n var quad = this._heightQuads[row * this._subdivisionsX + col];\r\n var facet;\r\n if (z < quad.slope.x * x + quad.slope.y) {\r\n facet = quad.facet1;\r\n } else {\r\n facet = quad.facet2;\r\n }\r\n return facet;\r\n }\r\n\r\n // Creates and populates the heightMap array with \"facet\" elements :\r\n // a quad is two triangular facets separated by a slope, so a \"facet\" element is 1 slope + 2 facets\r\n // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h\r\n // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0\r\n // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0\r\n // Returns the GroundMesh.\r\n private _initHeightQuads(): GroundMesh {\r\n var subdivisionsX = this._subdivisionsX;\r\n var subdivisionsY = this._subdivisionsY;\r\n this._heightQuads = new Array();\r\n for (var row = 0; row < subdivisionsY; row++) {\r\n for (var col = 0; col < subdivisionsX; col++) {\r\n var quad = { slope: Vector2.Zero(), facet1: new Vector4(0.0, 0.0, 0.0, 0.0), facet2: new Vector4(0.0, 0.0, 0.0, 0.0) };\r\n this._heightQuads[row * subdivisionsX + col] = quad;\r\n }\r\n }\r\n return this;\r\n }\r\n\r\n // Compute each quad element values and update the the heightMap array :\r\n // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h\r\n // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0\r\n // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0\r\n // Returns the GroundMesh.\r\n private _computeHeightQuads(): GroundMesh {\r\n var positions = this.getVerticesData(VertexBuffer.PositionKind);\r\n\r\n if (!positions) {\r\n return this;\r\n }\r\n\r\n var v1 = TmpVectors.Vector3[3];\r\n var v2 = TmpVectors.Vector3[2];\r\n var v3 = TmpVectors.Vector3[1];\r\n var v4 = TmpVectors.Vector3[0];\r\n var v1v2 = TmpVectors.Vector3[4];\r\n var v1v3 = TmpVectors.Vector3[5];\r\n var v1v4 = TmpVectors.Vector3[6];\r\n var norm1 = TmpVectors.Vector3[7];\r\n var norm2 = TmpVectors.Vector3[8];\r\n var i = 0;\r\n var j = 0;\r\n var k = 0;\r\n var cd = 0; // 2D slope coefficient : z = cd * x + h\r\n var h = 0;\r\n var d1 = 0; // facet plane equation : ax + by + cz + d = 0\r\n var d2 = 0;\r\n\r\n var subdivisionsX = this._subdivisionsX;\r\n var subdivisionsY = this._subdivisionsY;\r\n\r\n for (var row = 0; row < subdivisionsY; row++) {\r\n for (var col = 0; col < subdivisionsX; col++) {\r\n i = col * 3;\r\n j = row * (subdivisionsX + 1) * 3;\r\n k = (row + 1) * (subdivisionsX + 1) * 3;\r\n v1.x = positions[j + i];\r\n v1.y = positions[j + i + 1];\r\n v1.z = positions[j + i + 2];\r\n v2.x = positions[j + i + 3];\r\n v2.y = positions[j + i + 4];\r\n v2.z = positions[j + i + 5];\r\n v3.x = positions[k + i];\r\n v3.y = positions[k + i + 1];\r\n v3.z = positions[k + i + 2];\r\n v4.x = positions[k + i + 3];\r\n v4.y = positions[k + i + 4];\r\n v4.z = positions[k + i + 5];\r\n\r\n // 2D slope V1V4\r\n cd = (v4.z - v1.z) / (v4.x - v1.x);\r\n h = v1.z - cd * v1.x; // v1 belongs to the slope\r\n\r\n // facet equations :\r\n // we compute each facet normal vector\r\n // the equation of the facet plane is : norm.x * x + norm.y * y + norm.z * z + d = 0\r\n // we compute the value d by applying the equation to v1 which belongs to the plane\r\n // then we store the facet equation in a Vector4\r\n v2.subtractToRef(v1, v1v2);\r\n v3.subtractToRef(v1, v1v3);\r\n v4.subtractToRef(v1, v1v4);\r\n Vector3.CrossToRef(v1v4, v1v3, norm1); // caution : CrossToRef uses the Tmp class\r\n Vector3.CrossToRef(v1v2, v1v4, norm2);\r\n norm1.normalize();\r\n norm2.normalize();\r\n d1 = -(norm1.x * v1.x + norm1.y * v1.y + norm1.z * v1.z);\r\n d2 = -(norm2.x * v2.x + norm2.y * v2.y + norm2.z * v2.z);\r\n\r\n var quad = this._heightQuads[row * subdivisionsX + col];\r\n quad.slope.copyFromFloats(cd, h);\r\n quad.facet1.copyFromFloats(norm1.x, norm1.y, norm1.z, d1);\r\n quad.facet2.copyFromFloats(norm2.x, norm2.y, norm2.z, d2);\r\n }\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Serializes this ground mesh\r\n * @param serializationObject object to write serialization to\r\n */\r\n public serialize(serializationObject: any): void {\r\n super.serialize(serializationObject);\r\n serializationObject.subdivisionsX = this._subdivisionsX;\r\n serializationObject.subdivisionsY = this._subdivisionsY;\r\n\r\n serializationObject.minX = this._minX;\r\n serializationObject.maxX = this._maxX;\r\n\r\n serializationObject.minZ = this._minZ;\r\n serializationObject.maxZ = this._maxZ;\r\n\r\n serializationObject.width = this._width;\r\n serializationObject.height = this._height;\r\n }\r\n\r\n /**\r\n * Parses a serialized ground mesh\r\n * @param parsedMesh the serialized mesh\r\n * @param scene the scene to create the ground mesh in\r\n * @returns the created ground mesh\r\n */\r\n public static Parse(parsedMesh: any, scene: Scene): GroundMesh {\r\n var result = new GroundMesh(parsedMesh.name, scene);\r\n\r\n result._subdivisionsX = parsedMesh.subdivisionsX || 1;\r\n result._subdivisionsY = parsedMesh.subdivisionsY || 1;\r\n\r\n result._minX = parsedMesh.minX;\r\n result._maxX = parsedMesh.maxX;\r\n\r\n result._minZ = parsedMesh.minZ;\r\n result._maxZ = parsedMesh.maxZ;\r\n\r\n result._width = parsedMesh.width;\r\n result._height = parsedMesh.height;\r\n\r\n return result;\r\n }\r\n}\r\n","export * from \"./abstractMesh\";\r\nexport * from \"./buffer\";\r\nexport * from \"./Compression/index\";\r\nexport * from \"./csg\";\r\nexport * from \"./geometry\";\r\nexport * from \"./groundMesh\";\r\nexport * from \"./trailMesh\";\r\nexport * from \"./instancedMesh\";\r\nexport * from \"./linesMesh\";\r\nexport * from \"./mesh\";\r\nexport * from \"./mesh.vertexData\";\r\nexport * from \"./meshBuilder\";\r\nexport * from \"./meshSimplification\";\r\nexport * from \"./meshSimplificationSceneComponent\";\r\nexport * from \"./polygonMesh\";\r\nexport * from \"./subMesh\";\r\nexport * from \"./meshLODLevel\";\r\nexport * from \"./transformNode\";\r\nexport * from \"./Builders/index\";\r\nexport * from \"./dataBuffer\";\r\nexport * from \"./WebGL/webGLDataBuffer\";\r\nimport \"./thinInstanceMesh\";\r\nexport * from \"./thinInstanceMesh\";\r\n","import { Nullable, FloatArray, IndicesArray } from \"../types\";\r\nimport { Vector3, Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Node } from \"../node\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh, _InstancesBatch } from \"../Meshes/mesh\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { Skeleton } from \"../Bones/skeleton\";\r\nimport { DeepCopier } from \"../Misc/deepCopier\";\r\nimport { TransformNode } from './transformNode';\r\nimport { Light } from '../Lights/light';\r\nimport { VertexBuffer } from './buffer';\r\n\r\nMesh._instancedMeshFactory = (name: string, mesh: Mesh): InstancedMesh => {\r\n let instance = new InstancedMesh(name, mesh);\r\n\r\n if (mesh.instancedBuffers) {\r\n instance.instancedBuffers = {};\r\n\r\n for (var key in mesh.instancedBuffers) {\r\n instance.instancedBuffers[key] = mesh.instancedBuffers[key];\r\n }\r\n }\r\n\r\n return instance;\r\n};\r\n\r\n/**\r\n * Creates an instance based on a source mesh.\r\n */\r\nexport class InstancedMesh extends AbstractMesh {\r\n private _sourceMesh: Mesh;\r\n private _currentLOD: Mesh;\r\n\r\n /** @hidden */\r\n public _indexInSourceMeshInstanceArray = -1;\r\n\r\n constructor(name: string, source: Mesh) {\r\n super(name, source.getScene());\r\n\r\n source.addInstance(this);\r\n\r\n this._sourceMesh = source;\r\n\r\n this._unIndexed = source._unIndexed;\r\n\r\n this.position.copyFrom(source.position);\r\n this.rotation.copyFrom(source.rotation);\r\n this.scaling.copyFrom(source.scaling);\r\n\r\n if (source.rotationQuaternion) {\r\n this.rotationQuaternion = source.rotationQuaternion.clone();\r\n }\r\n\r\n this.animations = source.animations;\r\n for (var range of source.getAnimationRanges()) {\r\n if (range != null) {\r\n this.createAnimationRange(range.name, range.from, range.to);\r\n }\r\n }\r\n\r\n this.infiniteDistance = source.infiniteDistance;\r\n\r\n this.setPivotMatrix(source.getPivotMatrix());\r\n\r\n this.refreshBoundingInfo();\r\n this._syncSubMeshes();\r\n }\r\n\r\n /**\r\n * Returns the string \"InstancedMesh\".\r\n */\r\n public getClassName(): string {\r\n return \"InstancedMesh\";\r\n }\r\n\r\n /** Gets the list of lights affecting that mesh */\r\n public get lightSources(): Light[] {\r\n return this._sourceMesh._lightSources;\r\n }\r\n\r\n public _resyncLightSources(): void {\r\n // Do nothing as all the work will be done by source mesh\r\n }\r\n\r\n public _resyncLightSource(light: Light): void {\r\n // Do nothing as all the work will be done by source mesh\r\n }\r\n\r\n public _removeLightSource(light: Light, dispose: boolean): void {\r\n // Do nothing as all the work will be done by source mesh\r\n }\r\n\r\n // Methods\r\n /**\r\n * If the source mesh receives shadows\r\n */\r\n public get receiveShadows(): boolean {\r\n return this._sourceMesh.receiveShadows;\r\n }\r\n\r\n /**\r\n * The material of the source mesh\r\n */\r\n public get material(): Nullable {\r\n return this._sourceMesh.material;\r\n }\r\n\r\n /**\r\n * Visibility of the source mesh\r\n */\r\n public get visibility(): number {\r\n return this._sourceMesh.visibility;\r\n }\r\n\r\n /**\r\n * Skeleton of the source mesh\r\n */\r\n public get skeleton(): Nullable {\r\n return this._sourceMesh.skeleton;\r\n }\r\n\r\n /**\r\n * Rendering ground id of the source mesh\r\n */\r\n public get renderingGroupId(): number {\r\n return this._sourceMesh.renderingGroupId;\r\n }\r\n\r\n public set renderingGroupId(value: number) {\r\n if (!this._sourceMesh || value === this._sourceMesh.renderingGroupId) {\r\n return;\r\n }\r\n\r\n //no-op with warning\r\n Logger.Warn(\"Note - setting renderingGroupId of an instanced mesh has no effect on the scene\");\r\n }\r\n\r\n /**\r\n * Returns the total number of vertices (integer).\r\n */\r\n public getTotalVertices(): number {\r\n return this._sourceMesh ? this._sourceMesh.getTotalVertices() : 0;\r\n }\r\n\r\n /**\r\n * Returns a positive integer : the total number of indices in this mesh geometry.\r\n * @returns the numner of indices or zero if the mesh has no geometry.\r\n */\r\n public getTotalIndices(): number {\r\n return this._sourceMesh.getTotalIndices();\r\n }\r\n\r\n /**\r\n * The source mesh of the instance\r\n */\r\n public get sourceMesh(): Mesh {\r\n return this._sourceMesh;\r\n }\r\n\r\n /**\r\n * Creates a new InstancedMesh object from the mesh model.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_instances\r\n * @param name defines the name of the new instance\r\n * @returns a new InstancedMesh\r\n */\r\n public createInstance(name: string): InstancedMesh {\r\n return this._sourceMesh.createInstance(name);\r\n }\r\n\r\n /**\r\n * Is this node ready to be used/rendered\r\n * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)\r\n * @return {boolean} is it ready\r\n */\r\n public isReady(completeCheck = false): boolean {\r\n return this._sourceMesh.isReady(completeCheck, true);\r\n }\r\n\r\n /**\r\n * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.\r\n * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)\r\n * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.\r\n * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.\r\n */\r\n public getVerticesData(kind: string, copyWhenShared?: boolean): Nullable {\r\n return this._sourceMesh.getVerticesData(kind, copyWhenShared);\r\n }\r\n\r\n /**\r\n * Sets the vertex data of the mesh geometry for the requested `kind`.\r\n * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.\r\n * The `data` are either a numeric array either a Float32Array.\r\n * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.\r\n * The parameter `stride` is an optional positive integer, it is usually automatically deducted from the `kind` (3 for positions or normals, 2 for UV, etc).\r\n * Note that a new underlying VertexBuffer object is created each call.\r\n * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.\r\n *\r\n * Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n *\r\n * Returns the Mesh.\r\n */\r\n public setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh {\r\n if (this.sourceMesh) {\r\n this.sourceMesh.setVerticesData(kind, data, updatable, stride);\r\n }\r\n return this.sourceMesh;\r\n }\r\n\r\n /**\r\n * Updates the existing vertex data of the mesh geometry for the requested `kind`.\r\n * If the mesh has no geometry, it is simply returned as it is.\r\n * The `data` are either a numeric array either a Float32Array.\r\n * No new underlying VertexBuffer object is created.\r\n * If the `kind` is the `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.\r\n * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.\r\n *\r\n * Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n *\r\n * Returns the Mesh.\r\n */\r\n public updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh {\r\n if (this.sourceMesh) {\r\n this.sourceMesh.updateVerticesData(kind, data, updateExtends, makeItUnique);\r\n }\r\n return this.sourceMesh;\r\n }\r\n\r\n /**\r\n * Sets the mesh indices.\r\n * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).\r\n * If the mesh has no geometry, a new Geometry object is created and set to the mesh.\r\n * This method creates a new index buffer each call.\r\n * Returns the Mesh.\r\n */\r\n public setIndices(indices: IndicesArray, totalVertices: Nullable = null): Mesh {\r\n if (this.sourceMesh) {\r\n this.sourceMesh.setIndices(indices, totalVertices);\r\n }\r\n return this.sourceMesh;\r\n }\r\n\r\n /**\r\n * Boolean : True if the mesh owns the requested kind of data.\r\n */\r\n public isVerticesDataPresent(kind: string): boolean {\r\n return this._sourceMesh.isVerticesDataPresent(kind);\r\n }\r\n\r\n /**\r\n * Returns an array of indices (IndicesArray).\r\n */\r\n public getIndices(): Nullable {\r\n return this._sourceMesh.getIndices();\r\n }\r\n\r\n public get _positions(): Nullable {\r\n return this._sourceMesh._positions;\r\n }\r\n\r\n /**\r\n * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.\r\n * This means the mesh underlying bounding box and sphere are recomputed.\r\n * @param applySkeleton defines whether to apply the skeleton before computing the bounding info\r\n * @returns the current mesh\r\n */\r\n public refreshBoundingInfo(applySkeleton: boolean = false): InstancedMesh {\r\n if (this._boundingInfo && this._boundingInfo.isLocked) {\r\n return this;\r\n }\r\n\r\n const bias = this._sourceMesh.geometry ? this._sourceMesh.geometry.boundingBias : null;\r\n this._refreshBoundingInfo(this._sourceMesh._getPositionData(applySkeleton), bias);\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _preActivate(): InstancedMesh {\r\n if (this._currentLOD) {\r\n this._currentLOD._preActivate();\r\n }\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _activate(renderId: number, intermediateRendering: boolean): boolean {\r\n if (!this._sourceMesh.subMeshes) {\r\n Logger.Warn(\"Instances should only be created for meshes with geometry.\");\r\n }\r\n\r\n if (this._currentLOD) {\r\n let differentSign = (this._currentLOD._getWorldMatrixDeterminant() > 0) !== (this._getWorldMatrixDeterminant() > 0);\r\n if (differentSign) {\r\n this._internalAbstractMeshDataInfo._actAsRegularMesh = true;\r\n return true;\r\n }\r\n this._internalAbstractMeshDataInfo._actAsRegularMesh = false;\r\n\r\n this._currentLOD._registerInstanceForRenderId(this, renderId);\r\n\r\n if (intermediateRendering) {\r\n if (!this._currentLOD._internalAbstractMeshDataInfo._isActiveIntermediate) {\r\n this._currentLOD._internalAbstractMeshDataInfo._onlyForInstancesIntermediate = true;\r\n return true;\r\n }\r\n } else {\r\n if (!this._currentLOD._internalAbstractMeshDataInfo._isActive) {\r\n this._currentLOD._internalAbstractMeshDataInfo._onlyForInstances = true;\r\n return true;\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n /** @hidden */\r\n public _postActivate(): void {\r\n if (this._sourceMesh.edgesShareWithInstances && this._sourceMesh._edgesRenderer && this._sourceMesh._edgesRenderer.isEnabled && this._sourceMesh._renderingGroup) {\r\n // we are using the edge renderer of the source mesh\r\n this._sourceMesh._renderingGroup._edgesRenderers.pushNoDuplicate(this._sourceMesh._edgesRenderer);\r\n this._sourceMesh._edgesRenderer.customInstances.push(this.getWorldMatrix());\r\n } else if (this._edgesRenderer && this._edgesRenderer.isEnabled && this._sourceMesh._renderingGroup) {\r\n // we are using the edge renderer defined for this instance\r\n this._sourceMesh._renderingGroup._edgesRenderers.push(this._edgesRenderer);\r\n }\r\n }\r\n\r\n public getWorldMatrix(): Matrix {\r\n if (this._currentLOD && this._currentLOD.billboardMode !== TransformNode.BILLBOARDMODE_NONE && this._currentLOD._masterMesh !== this) {\r\n let tempMaster = this._currentLOD._masterMesh;\r\n this._currentLOD._masterMesh = this;\r\n TmpVectors.Vector3[7].copyFrom(this._currentLOD.position);\r\n this._currentLOD.position.set(0, 0, 0);\r\n TmpVectors.Matrix[0].copyFrom(this._currentLOD.computeWorldMatrix(true));\r\n this._currentLOD.position.copyFrom(TmpVectors.Vector3[7]);\r\n this._currentLOD._masterMesh = tempMaster;\r\n return TmpVectors.Matrix[0];\r\n }\r\n\r\n return super.getWorldMatrix();\r\n }\r\n\r\n public get isAnInstance(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Returns the current associated LOD AbstractMesh.\r\n */\r\n public getLOD(camera: Camera): AbstractMesh {\r\n if (!camera) {\r\n return this;\r\n }\r\n\r\n let boundingInfo = this.getBoundingInfo();\r\n\r\n this._currentLOD = this.sourceMesh.getLOD(camera, boundingInfo.boundingSphere);\r\n\r\n if (this._currentLOD === this.sourceMesh) {\r\n return this.sourceMesh;\r\n }\r\n\r\n return this._currentLOD;\r\n }\r\n\r\n /** @hidden */\r\n public _preActivateForIntermediateRendering(renderId: number): Mesh {\r\n return this.sourceMesh._preActivateForIntermediateRendering(renderId);\r\n }\r\n\r\n /** @hidden */\r\n public _syncSubMeshes(): InstancedMesh {\r\n this.releaseSubMeshes();\r\n if (this._sourceMesh.subMeshes) {\r\n for (var index = 0; index < this._sourceMesh.subMeshes.length; index++) {\r\n this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);\r\n }\r\n }\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _generatePointsArray(): boolean {\r\n return this._sourceMesh._generatePointsArray();\r\n }\r\n\r\n /**\r\n * Creates a new InstancedMesh from the current mesh.\r\n * - name (string) : the cloned mesh name\r\n * - newParent (optional Node) : the optional Node to parent the clone to.\r\n * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.\r\n *\r\n * Returns the clone.\r\n */\r\n public clone(name: string, newParent: Nullable= null, doNotCloneChildren?: boolean): InstancedMesh {\r\n var result = this._sourceMesh.createInstance(name);\r\n\r\n // Deep copy\r\n DeepCopier.DeepCopy(this, result, [\r\n \"name\", \"subMeshes\", \"uniqueId\", \"parent\", \"lightSources\",\r\n \"receiveShadows\", \"material\", \"visibility\", \"skeleton\",\r\n \"sourceMesh\", \"isAnInstance\", \"facetNb\", \"isFacetDataEnabled\",\r\n \"isBlocked\", \"useBones\", \"hasInstances\", \"collider\", \"edgesRenderer\",\r\n \"forward\", \"up\", \"right\", \"absolutePosition\", \"absoluteScaling\", \"absoluteRotationQuaternion\",\r\n \"isWorldMatrixFrozen\", \"nonUniformScaling\", \"behaviors\", \"worldMatrixFromCache\"\r\n ], []);\r\n\r\n // Bounding info\r\n this.refreshBoundingInfo();\r\n\r\n // Parent\r\n if (newParent) {\r\n result.parent = newParent;\r\n }\r\n\r\n if (!doNotCloneChildren) {\r\n // Children\r\n for (var index = 0; index < this.getScene().meshes.length; index++) {\r\n var mesh = this.getScene().meshes[index];\r\n\r\n if (mesh.parent === this) {\r\n mesh.clone(mesh.name, result);\r\n }\r\n }\r\n }\r\n\r\n result.computeWorldMatrix(true);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Disposes the InstancedMesh.\r\n * Returns nothing.\r\n */\r\n public dispose(doNotRecurse?: boolean, disposeMaterialAndTextures = false): void {\r\n // Remove from mesh\r\n this._sourceMesh.removeInstance(this);\r\n super.dispose(doNotRecurse, disposeMaterialAndTextures);\r\n }\r\n}\r\n\r\ndeclare module \"./mesh\" {\r\n export interface Mesh {\r\n /**\r\n * Register a custom buffer that will be instanced\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers\r\n * @param kind defines the buffer kind\r\n * @param stride defines the stride in floats\r\n */\r\n registerInstancedBuffer(kind: string, stride: number): void;\r\n\r\n /**\r\n * true to use the edge renderer for all instances of this mesh\r\n */\r\n edgesShareWithInstances: boolean;\r\n\r\n /** @hidden */\r\n _userInstancedBuffersStorage: {\r\n data: {[key: string]: Float32Array},\r\n sizes: {[key: string]: number},\r\n vertexBuffers: {[key: string]: Nullable},\r\n strides: {[key: string]: number}\r\n };\r\n }\r\n}\r\n\r\ndeclare module \"./abstractMesh\" {\r\n export interface AbstractMesh {\r\n /**\r\n * Object used to store instanced buffers defined by user\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers\r\n */\r\n instancedBuffers: {[key: string]: any};\r\n }\r\n}\r\n\r\nMesh.prototype.edgesShareWithInstances = false;\r\n\r\nMesh.prototype.registerInstancedBuffer = function(kind: string, stride: number): void {\r\n // Remove existing one\r\n this.removeVerticesData(kind);\r\n\r\n // Creates the instancedBuffer field if not present\r\n if (!this.instancedBuffers) {\r\n this.instancedBuffers = {};\r\n\r\n for (var instance of this.instances) {\r\n instance.instancedBuffers = {};\r\n }\r\n\r\n this._userInstancedBuffersStorage = {\r\n data: {},\r\n vertexBuffers: {},\r\n strides: {},\r\n sizes: {}\r\n };\r\n }\r\n\r\n // Creates an empty property for this kind\r\n this.instancedBuffers[kind] = null;\r\n\r\n this._userInstancedBuffersStorage.strides[kind] = stride;\r\n this._userInstancedBuffersStorage.sizes[kind] = stride * 32; // Initial size\r\n this._userInstancedBuffersStorage.data[kind] = new Float32Array(this._userInstancedBuffersStorage.sizes[kind]);\r\n this._userInstancedBuffersStorage.vertexBuffers[kind] = new VertexBuffer(this.getEngine(), this._userInstancedBuffersStorage.data[kind], kind, true, false, stride, true);\r\n this.setVerticesBuffer(this._userInstancedBuffersStorage.vertexBuffers[kind]!);\r\n\r\n for (var instance of this.instances) {\r\n instance.instancedBuffers[kind] = null;\r\n }\r\n};\r\n\r\nMesh.prototype._processInstancedBuffers = function(visibleInstances: InstancedMesh[], renderSelf: boolean) {\r\n let instanceCount = visibleInstances.length;\r\n\r\n for (var kind in this.instancedBuffers) {\r\n let size = this._userInstancedBuffersStorage.sizes[kind];\r\n let stride = this._userInstancedBuffersStorage.strides[kind];\r\n\r\n // Resize if required\r\n let expectedSize = (instanceCount + 1) * stride;\r\n\r\n while (size < expectedSize) {\r\n size *= 2;\r\n }\r\n\r\n if (this._userInstancedBuffersStorage.data[kind].length != size) {\r\n this._userInstancedBuffersStorage.data[kind] = new Float32Array(size);\r\n this._userInstancedBuffersStorage.sizes[kind] = size;\r\n if (this._userInstancedBuffersStorage.vertexBuffers[kind]) {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind]!.dispose();\r\n this._userInstancedBuffersStorage.vertexBuffers[kind] = null;\r\n }\r\n }\r\n\r\n let data = this._userInstancedBuffersStorage.data[kind];\r\n\r\n // Update data buffer\r\n let offset = 0;\r\n if (renderSelf) {\r\n let value = this.instancedBuffers[kind];\r\n\r\n if (value.toArray) {\r\n value.toArray(data, offset);\r\n } else {\r\n value.copyToArray(data, offset);\r\n }\r\n\r\n offset += stride;\r\n }\r\n\r\n for (var instanceIndex = 0; instanceIndex < instanceCount; instanceIndex++) {\r\n let instance = visibleInstances[instanceIndex]!;\r\n\r\n let value = instance.instancedBuffers[kind];\r\n\r\n if (value.toArray) {\r\n value.toArray(data, offset);\r\n } else {\r\n value.copyToArray(data, offset);\r\n }\r\n\r\n offset += stride;\r\n }\r\n\r\n // Update vertex buffer\r\n if (!this._userInstancedBuffersStorage.vertexBuffers[kind]) {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind] = new VertexBuffer(this.getEngine(), this._userInstancedBuffersStorage.data[kind], kind, true, false, stride, true);\r\n this.setVerticesBuffer(this._userInstancedBuffersStorage.vertexBuffers[kind]!);\r\n } else {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind]!.updateDirectly(data, 0);\r\n }\r\n }\r\n};\r\n\r\nMesh.prototype._disposeInstanceSpecificData = function() {\r\n if (this._instanceDataStorage.instancesBuffer) {\r\n this._instanceDataStorage.instancesBuffer.dispose();\r\n this._instanceDataStorage.instancesBuffer = null;\r\n }\r\n\r\n while (this.instances.length) {\r\n this.instances[0].dispose();\r\n }\r\n\r\n for (var kind in this.instancedBuffers) {\r\n if (this._userInstancedBuffersStorage.vertexBuffers[kind]) {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind]!.dispose();\r\n }\r\n }\r\n\r\n this.instancedBuffers = {};\r\n};\r\n","import { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport { Node } from \"../node\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { SubMesh } from \"../Meshes/subMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { InstancedMesh } from \"../Meshes/instancedMesh\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport { MaterialHelper } from '../Materials/materialHelper';\r\n\r\nimport \"../Shaders/color.fragment\";\r\nimport \"../Shaders/color.vertex\";\r\n\r\n/**\r\n * Line mesh\r\n * @see https://doc.babylonjs.com/babylon101/parametric_shapes\r\n */\r\nexport class LinesMesh extends Mesh {\r\n /**\r\n * Color of the line (Default: White)\r\n */\r\n public color = new Color3(1, 1, 1);\r\n /**\r\n * Alpha of the line (Default: 1)\r\n */\r\n public alpha = 1;\r\n\r\n /**\r\n * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.\r\n * This margin is expressed in world space coordinates, so its value may vary.\r\n * Default value is 0.1\r\n */\r\n public intersectionThreshold: number;\r\n\r\n private _colorShader: ShaderMaterial;\r\n\r\n private color4: Color4;\r\n\r\n /**\r\n * Creates a new LinesMesh\r\n * @param name defines the name\r\n * @param scene defines the hosting scene\r\n * @param parent defines the parent mesh if any\r\n * @param source defines the optional source LinesMesh used to clone data from\r\n * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.\r\n * When false, achieved by calling a clone(), also passing False.\r\n * This will make creation of children, recursive.\r\n * @param useVertexColor defines if this LinesMesh supports vertex color\r\n * @param useVertexAlpha defines if this LinesMesh supports vertex alpha\r\n */\r\n constructor(\r\n name: string,\r\n scene: Nullable = null,\r\n parent: Nullable = null,\r\n source: Nullable = null,\r\n doNotCloneChildren?: boolean,\r\n /**\r\n * If vertex color should be applied to the mesh\r\n */\r\n public readonly useVertexColor?: boolean,\r\n /**\r\n * If vertex alpha should be applied to the mesh\r\n */\r\n public readonly useVertexAlpha?: boolean\r\n ) {\r\n super(name, scene, parent, source, doNotCloneChildren);\r\n\r\n if (source) {\r\n this.color = source.color.clone();\r\n this.alpha = source.alpha;\r\n this.useVertexColor = source.useVertexColor;\r\n this.useVertexAlpha = source.useVertexAlpha;\r\n }\r\n\r\n this.intersectionThreshold = 0.1;\r\n\r\n var defines: string[] = [];\r\n var options = {\r\n attributes: [VertexBuffer.PositionKind, \"world0\", \"world1\", \"world2\", \"world3\"],\r\n uniforms: [\"vClipPlane\", \"vClipPlane2\", \"vClipPlane3\", \"vClipPlane4\", \"vClipPlane5\", \"vClipPlane6\", \"world\", \"viewProjection\"],\r\n needAlphaBlending: true,\r\n defines: defines\r\n };\r\n\r\n if (useVertexAlpha === false) {\r\n options.needAlphaBlending = false;\r\n }\r\n\r\n if (!useVertexColor) {\r\n options.uniforms.push(\"color\");\r\n this.color4 = new Color4();\r\n }\r\n else {\r\n options.defines.push(\"#define VERTEXCOLOR\");\r\n options.attributes.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n this._colorShader = new ShaderMaterial(\"colorShader\", this.getScene(), \"color\", options);\r\n }\r\n\r\n private _addClipPlaneDefine(label: string) {\r\n const define = \"#define \" + label;\r\n let index = this._colorShader.options.defines.indexOf(define);\r\n\r\n if (index !== -1) {\r\n return;\r\n }\r\n\r\n this._colorShader.options.defines.push(define);\r\n }\r\n\r\n private _removeClipPlaneDefine(label: string) {\r\n const define = \"#define \" + label;\r\n let index = this._colorShader.options.defines.indexOf(define);\r\n\r\n if (index === -1) {\r\n return;\r\n }\r\n\r\n this._colorShader.options.defines.splice(index, 1);\r\n }\r\n\r\n public isReady() {\r\n const scene = this.getScene();\r\n\r\n // Clip planes\r\n scene.clipPlane ? this._addClipPlaneDefine(\"CLIPPLANE\") : this._removeClipPlaneDefine(\"CLIPPLANE\");\r\n scene.clipPlane2 ? this._addClipPlaneDefine(\"CLIPPLANE2\") : this._removeClipPlaneDefine(\"CLIPPLANE2\");\r\n scene.clipPlane3 ? this._addClipPlaneDefine(\"CLIPPLANE3\") : this._removeClipPlaneDefine(\"CLIPPLANE3\");\r\n scene.clipPlane4 ? this._addClipPlaneDefine(\"CLIPPLANE4\") : this._removeClipPlaneDefine(\"CLIPPLANE4\");\r\n scene.clipPlane5 ? this._addClipPlaneDefine(\"CLIPPLANE5\") : this._removeClipPlaneDefine(\"CLIPPLANE5\");\r\n scene.clipPlane6 ? this._addClipPlaneDefine(\"CLIPPLANE6\") : this._removeClipPlaneDefine(\"CLIPPLANE6\");\r\n\r\n if (!this._colorShader.isReady()) {\r\n return false;\r\n }\r\n\r\n return super.isReady();\r\n }\r\n\r\n /**\r\n * Returns the string \"LineMesh\"\r\n */\r\n public getClassName(): string {\r\n return \"LinesMesh\";\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public get material(): Material {\r\n return this._colorShader;\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public set material(value: Material) {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public get checkCollisions(): boolean {\r\n return false;\r\n }\r\n\r\n /** @hidden */\r\n public _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh {\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n const colorEffect = this._colorShader.getEffect();\r\n\r\n // VBOs\r\n const indexToBind = this.isUnIndexed ? null : this._geometry.getIndexBuffer();\r\n this._geometry._bind(colorEffect, indexToBind);\r\n\r\n // Color\r\n if (!this.useVertexColor) {\r\n const { r, g, b } = this.color;\r\n this.color4.set(r, g, b, this.alpha);\r\n this._colorShader.setColor4(\"color\", this.color4);\r\n }\r\n\r\n // Clip planes\r\n MaterialHelper.BindClipPlane(colorEffect!, this.getScene());\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh {\r\n if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {\r\n return this;\r\n }\r\n\r\n var engine = this.getScene().getEngine();\r\n\r\n // Draw order\r\n\r\n if (this._unIndexed) {\r\n engine.drawArraysType(Material.LineListDrawMode, subMesh.verticesStart, subMesh.verticesCount, instancesCount);\r\n }\r\n else {\r\n engine.drawElementsType(Material.LineListDrawMode, subMesh.indexStart, subMesh.indexCount, instancesCount);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Disposes of the line mesh\r\n * @param doNotRecurse If children should be disposed\r\n */\r\n public dispose(doNotRecurse?: boolean): void {\r\n this._colorShader.dispose(false, false, true);\r\n super.dispose(doNotRecurse);\r\n }\r\n\r\n /**\r\n * Returns a new LineMesh object cloned from the current one.\r\n */\r\n public clone(name: string, newParent: Nullable = null, doNotCloneChildren?: boolean): LinesMesh {\r\n return new LinesMesh(name, this.getScene(), newParent, this, doNotCloneChildren);\r\n }\r\n\r\n /**\r\n * Creates a new InstancedLinesMesh object from the mesh model.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_instances\r\n * @param name defines the name of the new instance\r\n * @returns a new InstancedLinesMesh\r\n */\r\n public createInstance(name: string): InstancedLinesMesh {\r\n return new InstancedLinesMesh(name, this);\r\n }\r\n}\r\n\r\n/**\r\n * Creates an instance based on a source LinesMesh\r\n */\r\nexport class InstancedLinesMesh extends InstancedMesh {\r\n /**\r\n * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.\r\n * This margin is expressed in world space coordinates, so its value may vary.\r\n * Initilized with the intersectionThreshold value of the source LinesMesh\r\n */\r\n public intersectionThreshold: number;\r\n\r\n constructor(name: string, source: LinesMesh) {\r\n super(name, source);\r\n this.intersectionThreshold = source.intersectionThreshold;\r\n }\r\n\r\n /**\r\n * Returns the string \"InstancedLinesMesh\".\r\n */\r\n public getClassName(): string {\r\n return \"InstancedLinesMesh\";\r\n }\r\n}\r\n","import { Observer, Observable } from \"../Misc/observable\";\r\nimport { Tools, AsyncLoop } from \"../Misc/tools\";\r\nimport { IAnimatable } from '../Animations/animatable.interface';\r\nimport { DeepCopier } from \"../Misc/deepCopier\";\r\nimport { Tags } from \"../Misc/tags\";\r\nimport { Nullable, FloatArray, IndicesArray } from \"../types\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Scene } from \"../scene\";\r\nimport { Quaternion, Matrix, Vector3, Vector2, Vector4 } from \"../Maths/math.vector\";\r\nimport { Color3, Color4 } from '../Maths/math.color';\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { Node } from \"../node\";\r\nimport { VertexBuffer } from \"./buffer\";\r\nimport { VertexData, IGetSetVerticesData } from \"./mesh.vertexData\";\r\nimport { Buffer } from \"./buffer\";\r\nimport { Geometry } from \"./geometry\";\r\nimport { AbstractMesh } from \"./abstractMesh\";\r\nimport { SubMesh } from \"./subMesh\";\r\nimport { BoundingInfo } from \"../Culling/boundingInfo\";\r\nimport { BoundingSphere } from \"../Culling/boundingSphere\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { MultiMaterial } from \"../Materials/multiMaterial\";\r\nimport { SceneLoaderFlags } from \"../Loading/sceneLoaderFlags\";\r\nimport { Skeleton } from \"../Bones/skeleton\";\r\nimport { MorphTargetManager } from \"../Morph/morphTargetManager\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { SerializationHelper } from \"../Misc/decorators\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { _TypeStore } from '../Misc/typeStore';\r\nimport { _DevTools } from '../Misc/devTools';\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { MeshLODLevel } from './meshLODLevel';\r\nimport { Path3D } from '../Maths/math.path';\r\nimport { Plane } from '../Maths/math.plane';\r\nimport { TransformNode } from './transformNode';\r\nimport { CanvasGenerator } from '../Misc/canvasGenerator';\r\n\r\ndeclare type LinesMesh = import(\"./linesMesh\").LinesMesh;\r\ndeclare type InstancedMesh = import(\"./instancedMesh\").InstancedMesh;\r\ndeclare type GroundMesh = import(\"./groundMesh\").GroundMesh;\r\ndeclare type IPhysicsEnabledObject = import(\"../Physics/physicsImpostor\").IPhysicsEnabledObject;\r\ndeclare type PhysicsImpostor = import(\"../Physics/physicsImpostor\").PhysicsImpostor;\r\n\r\ndeclare var earcut: any;\r\n\r\n/**\r\n * @hidden\r\n **/\r\nexport class _CreationDataStorage {\r\n public closePath?: boolean;\r\n public closeArray?: boolean;\r\n public idx: number[];\r\n public dashSize: number;\r\n public gapSize: number;\r\n public path3D: Path3D;\r\n public pathArray: Vector3[][];\r\n public arc: number;\r\n public radius: number;\r\n public cap: number;\r\n public tessellation: number;\r\n}\r\n\r\n/**\r\n * @hidden\r\n **/\r\nclass _InstanceDataStorage {\r\n public visibleInstances: any = {};\r\n public batchCache = new _InstancesBatch();\r\n public instancesBufferSize = 32 * 16 * 4; // let's start with a maximum of 32 instances\r\n public instancesBuffer: Nullable;\r\n public instancesData: Float32Array;\r\n public overridenInstanceCount: number;\r\n public isFrozen: boolean;\r\n public previousBatch: Nullable<_InstancesBatch>;\r\n public hardwareInstancedRendering: boolean;\r\n public sideOrientation: number;\r\n public manualUpdate: boolean;\r\n}\r\n\r\n/**\r\n * @hidden\r\n **/\r\nexport class _InstancesBatch {\r\n public mustReturn = false;\r\n public visibleInstances = new Array>>();\r\n public renderSelf = new Array();\r\n public hardwareInstancedRendering = new Array();\r\n}\r\n\r\n/**\r\n * @hidden\r\n **/\r\nclass _ThinInstanceDataStorage {\r\n public instancesCount: number = 0;\r\n public matrixBuffer: Nullable = null;\r\n public matrixBufferSize = 32 * 16; // let's start with a maximum of 32 thin instances\r\n public matrixData: Nullable;\r\n public boundingVectors: Array = [];\r\n}\r\n\r\n/**\r\n * @hidden\r\n **/\r\nclass _InternalMeshDataInfo {\r\n // Events\r\n public _onBeforeRenderObservable: Nullable>;\r\n public _onBeforeBindObservable: Nullable>;\r\n public _onAfterRenderObservable: Nullable>;\r\n public _onBeforeDrawObservable: Nullable>;\r\n\r\n public _areNormalsFrozen: boolean = false; // Will be used by ribbons mainly\r\n public _sourcePositions: Float32Array; // Will be used to save original positions when using software skinning\r\n public _sourceNormals: Float32Array; // Will be used to save original normals when using software skinning\r\n\r\n // Will be used to save a source mesh reference, If any\r\n public _source: Nullable = null;\r\n // Will be used to for fast cloned mesh lookup\r\n public meshMap: Nullable<{ [id: string]: Mesh | undefined }> = null;\r\n\r\n public _preActivateId: number = -1;\r\n public _LODLevels = new Array();\r\n\r\n // Morph\r\n public _morphTargetManager: Nullable = null;\r\n}\r\n\r\n/**\r\n * Class used to represent renderable models\r\n */\r\nexport class Mesh extends AbstractMesh implements IGetSetVerticesData {\r\n // Consts\r\n\r\n /**\r\n * Mesh side orientation : usually the external or front surface\r\n */\r\n public static readonly FRONTSIDE = VertexData.FRONTSIDE;\r\n\r\n /**\r\n * Mesh side orientation : usually the internal or back surface\r\n */\r\n public static readonly BACKSIDE = VertexData.BACKSIDE;\r\n /**\r\n * Mesh side orientation : both internal and external or front and back surfaces\r\n */\r\n public static readonly DOUBLESIDE = VertexData.DOUBLESIDE;\r\n /**\r\n * Mesh side orientation : by default, `FRONTSIDE`\r\n */\r\n public static readonly DEFAULTSIDE = VertexData.DEFAULTSIDE;\r\n /**\r\n * Mesh cap setting : no cap\r\n */\r\n public static readonly NO_CAP = 0;\r\n /**\r\n * Mesh cap setting : one cap at the beginning of the mesh\r\n */\r\n public static readonly CAP_START = 1;\r\n /**\r\n * Mesh cap setting : one cap at the end of the mesh\r\n */\r\n public static readonly CAP_END = 2;\r\n /**\r\n * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh\r\n */\r\n public static readonly CAP_ALL = 3;\r\n /**\r\n * Mesh pattern setting : no flip or rotate\r\n */\r\n public static readonly NO_FLIP = 0;\r\n /**\r\n * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column\r\n */\r\n public static readonly FLIP_TILE = 1;\r\n /**\r\n * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column\r\n */\r\n public static readonly ROTATE_TILE = 2;\r\n /**\r\n * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows\r\n */\r\n public static readonly FLIP_ROW = 3;\r\n /**\r\n * Mesh pattern setting : rotate (180degs) all tiles on alternate rows\r\n */\r\n public static readonly ROTATE_ROW = 4;\r\n /**\r\n * Mesh pattern setting : flip and rotate alternate tiles on each row or column\r\n */\r\n public static readonly FLIP_N_ROTATE_TILE = 5;\r\n /**\r\n * Mesh pattern setting : rotate pattern and rotate\r\n */\r\n public static readonly FLIP_N_ROTATE_ROW = 6;\r\n /**\r\n * Mesh tile positioning : part tiles same on left/right or top/bottom\r\n */\r\n public static readonly CENTER = 0;\r\n /**\r\n * Mesh tile positioning : part tiles on left\r\n */\r\n public static readonly LEFT = 1;\r\n /**\r\n * Mesh tile positioning : part tiles on right\r\n */\r\n public static readonly RIGHT = 2;\r\n /**\r\n * Mesh tile positioning : part tiles on top\r\n */\r\n public static readonly TOP = 3;\r\n /**\r\n * Mesh tile positioning : part tiles on bottom\r\n */\r\n public static readonly BOTTOM = 4;\r\n\r\n /**\r\n * Gets the default side orientation.\r\n * @param orientation the orientation to value to attempt to get\r\n * @returns the default orientation\r\n * @hidden\r\n */\r\n public static _GetDefaultSideOrientation(orientation?: number): number {\r\n return orientation || Mesh.FRONTSIDE; // works as Mesh.FRONTSIDE is 0\r\n }\r\n\r\n // Internal data\r\n private _internalMeshDataInfo = new _InternalMeshDataInfo();\r\n\r\n /**\r\n * An event triggered before rendering the mesh\r\n */\r\n public get onBeforeRenderObservable(): Observable {\r\n if (!this._internalMeshDataInfo._onBeforeRenderObservable) {\r\n this._internalMeshDataInfo._onBeforeRenderObservable = new Observable();\r\n }\r\n\r\n return this._internalMeshDataInfo._onBeforeRenderObservable;\r\n }\r\n\r\n /**\r\n * An event triggered before binding the mesh\r\n */\r\n public get onBeforeBindObservable(): Observable {\r\n if (!this._internalMeshDataInfo._onBeforeBindObservable) {\r\n this._internalMeshDataInfo._onBeforeBindObservable = new Observable();\r\n }\r\n\r\n return this._internalMeshDataInfo._onBeforeBindObservable;\r\n }\r\n\r\n /**\r\n * An event triggered after rendering the mesh\r\n */\r\n public get onAfterRenderObservable(): Observable {\r\n if (!this._internalMeshDataInfo._onAfterRenderObservable) {\r\n this._internalMeshDataInfo._onAfterRenderObservable = new Observable();\r\n }\r\n\r\n return this._internalMeshDataInfo._onAfterRenderObservable;\r\n }\r\n\r\n /**\r\n * An event triggered before drawing the mesh\r\n */\r\n public get onBeforeDrawObservable(): Observable {\r\n if (!this._internalMeshDataInfo._onBeforeDrawObservable) {\r\n this._internalMeshDataInfo._onBeforeDrawObservable = new Observable();\r\n }\r\n\r\n return this._internalMeshDataInfo._onBeforeDrawObservable;\r\n }\r\n\r\n private _onBeforeDrawObserver: Nullable>;\r\n\r\n /**\r\n * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead\r\n */\r\n public set onBeforeDraw(callback: () => void) {\r\n if (this._onBeforeDrawObserver) {\r\n this.onBeforeDrawObservable.remove(this._onBeforeDrawObserver);\r\n }\r\n this._onBeforeDrawObserver = this.onBeforeDrawObservable.add(callback);\r\n }\r\n\r\n public get hasInstances(): boolean {\r\n return this.instances.length > 0;\r\n }\r\n\r\n public get hasThinInstances(): boolean {\r\n return (this._thinInstanceDataStorage.instancesCount ?? 0) > 0;\r\n }\r\n\r\n // Members\r\n\r\n /**\r\n * Gets the delay loading state of the mesh (when delay loading is turned on)\r\n * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system\r\n */\r\n public delayLoadState = Constants.DELAYLOADSTATE_NONE;\r\n\r\n /**\r\n * Gets the list of instances created from this mesh\r\n * it is not supposed to be modified manually.\r\n * Note also that the order of the InstancedMesh wihin the array is not significant and might change.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_instances\r\n */\r\n public instances = new Array();\r\n\r\n /**\r\n * Gets the file containing delay loading data for this mesh\r\n */\r\n public delayLoadingFile: string;\r\n\r\n /** @hidden */\r\n public _binaryInfo: any;\r\n\r\n /**\r\n * User defined function used to change how LOD level selection is done\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_lod\r\n */\r\n public onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable) => void;\r\n\r\n /**\r\n * Gets or sets the morph target manager\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets\r\n */\r\n public get morphTargetManager(): Nullable {\r\n return this._internalMeshDataInfo._morphTargetManager;\r\n }\r\n\r\n public set morphTargetManager(value: Nullable) {\r\n if (this._internalMeshDataInfo._morphTargetManager === value) {\r\n return;\r\n }\r\n this._internalMeshDataInfo._morphTargetManager = value;\r\n this._syncGeometryWithMorphTargetManager();\r\n }\r\n\r\n // Private\r\n /** @hidden */\r\n public _creationDataStorage: Nullable<_CreationDataStorage> = null;\r\n\r\n /** @hidden */\r\n public _geometry: Nullable = null;\r\n /** @hidden */\r\n public _delayInfo: Array;\r\n /** @hidden */\r\n public _delayLoadingFunction: (any: any, mesh: Mesh) => void;\r\n\r\n /** @hidden */\r\n public _instanceDataStorage = new _InstanceDataStorage();\r\n\r\n /** @hidden */\r\n public _thinInstanceDataStorage = new _ThinInstanceDataStorage();\r\n\r\n private _effectiveMaterial: Nullable = null;\r\n\r\n /** @hidden */\r\n public _shouldGenerateFlatShading: boolean = false;\r\n\r\n // Use by builder only to know what orientation were the mesh build in.\r\n /** @hidden */\r\n public _originalBuilderSideOrientation: number = Mesh.DEFAULTSIDE;\r\n\r\n /**\r\n * Use this property to change the original side orientation defined at construction time\r\n */\r\n public overrideMaterialSideOrientation: Nullable = null;\r\n\r\n /**\r\n * Gets the source mesh (the one used to clone this one from)\r\n */\r\n public get source(): Nullable {\r\n return this._internalMeshDataInfo._source;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this mesh does not use index buffer\r\n */\r\n public get isUnIndexed(): boolean {\r\n return this._unIndexed;\r\n }\r\n\r\n public set isUnIndexed(value: boolean) {\r\n if (this._unIndexed !== value) {\r\n this._unIndexed = value;\r\n this._markSubMeshesAsAttributesDirty();\r\n }\r\n }\r\n\r\n /** Gets the array buffer used to store the instanced buffer used for instances' world matrices */\r\n public get worldMatrixInstancedBuffer() {\r\n return this._instanceDataStorage.instancesData;\r\n }\r\n\r\n /** Gets or sets a boolean indicating that the update of the instance buffer of the world matrices is manual */\r\n public get manualUpdateOfWorldMatrixInstancedBuffer() {\r\n return this._instanceDataStorage.manualUpdate;\r\n }\r\n\r\n public set manualUpdateOfWorldMatrixInstancedBuffer(value: boolean) {\r\n this._instanceDataStorage.manualUpdate = value;\r\n }\r\n\r\n /**\r\n * @constructor\r\n * @param name The value used by scene.getMeshByName() to do a lookup.\r\n * @param scene The scene to add this mesh to.\r\n * @param parent The parent of this mesh, if it has one\r\n * @param source An optional Mesh from which geometry is shared, cloned.\r\n * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.\r\n * When false, achieved by calling a clone(), also passing False.\r\n * This will make creation of children, recursive.\r\n * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.\r\n */\r\n constructor(name: string, scene: Nullable = null, parent: Nullable = null, source: Nullable = null, doNotCloneChildren?: boolean, clonePhysicsImpostor: boolean = true) {\r\n super(name, scene);\r\n\r\n scene = this.getScene();\r\n\r\n if (source) {\r\n // Geometry\r\n if (source._geometry) {\r\n source._geometry.applyToMesh(this);\r\n }\r\n\r\n // Deep copy\r\n DeepCopier.DeepCopy(source, this, [\r\n \"name\", \"material\", \"skeleton\", \"instances\", \"parent\", \"uniqueId\", \"source\", \"metadata\", \"morphTargetManager\",\r\n \"hasInstances\", \"source\", \"worldMatrixInstancedBuffer\", \"hasLODLevels\", \"geometry\", \"isBlocked\", \"areNormalsFrozen\",\r\n \"facetNb\", \"isFacetDataEnabled\", \"lightSources\", \"useBones\", \"isAnInstance\", \"collider\", \"edgesRenderer\", \"forward\",\r\n \"up\", \"right\", \"absolutePosition\", \"absoluteScaling\", \"absoluteRotationQuaternion\", \"isWorldMatrixFrozen\",\r\n \"nonUniformScaling\", \"behaviors\", \"worldMatrixFromCache\", \"hasThinInstances\"\r\n ], [\"_poseMatrix\"]);\r\n\r\n // Source mesh\r\n this._internalMeshDataInfo._source = source;\r\n if (scene.useClonedMeshMap) {\r\n if (!source._internalMeshDataInfo.meshMap) {\r\n source._internalMeshDataInfo.meshMap = {};\r\n }\r\n source._internalMeshDataInfo.meshMap[this.uniqueId] = this;\r\n }\r\n\r\n // Construction Params\r\n // Clone parameters allowing mesh to be updated in case of parametric shapes.\r\n this._originalBuilderSideOrientation = source._originalBuilderSideOrientation;\r\n this._creationDataStorage = source._creationDataStorage;\r\n\r\n // Animation ranges\r\n if (source._ranges) {\r\n const ranges = source._ranges;\r\n for (var name in ranges) {\r\n if (!ranges.hasOwnProperty(name)) {\r\n continue;\r\n }\r\n\r\n if (!ranges[name]) {\r\n continue;\r\n }\r\n\r\n this.createAnimationRange(name, ranges[name]!.from, ranges[name]!.to);\r\n }\r\n }\r\n\r\n // Metadata\r\n if (source.metadata && source.metadata.clone) {\r\n this.metadata = source.metadata.clone();\r\n } else {\r\n this.metadata = source.metadata;\r\n }\r\n\r\n // Tags\r\n if (Tags && Tags.HasTags(source)) {\r\n Tags.AddTagsTo(this, Tags.GetTags(source, true));\r\n }\r\n\r\n // Enabled\r\n this.setEnabled(source.isEnabled());\r\n\r\n // Parent\r\n this.parent = source.parent;\r\n\r\n // Pivot\r\n this.setPivotMatrix(source.getPivotMatrix());\r\n\r\n this.id = name + \".\" + source.id;\r\n\r\n // Material\r\n this.material = source.material;\r\n var index: number;\r\n if (!doNotCloneChildren) {\r\n // Children\r\n let directDescendants = source.getDescendants(true);\r\n for (let index = 0; index < directDescendants.length; index++) {\r\n var child = directDescendants[index];\r\n\r\n if ((child).clone) {\r\n (child).clone(name + \".\" + child.name, this);\r\n }\r\n }\r\n }\r\n\r\n // Morphs\r\n if (source.morphTargetManager) {\r\n this.morphTargetManager = source.morphTargetManager;\r\n }\r\n\r\n // Physics clone\r\n if (scene.getPhysicsEngine) {\r\n var physicsEngine = scene.getPhysicsEngine();\r\n if (clonePhysicsImpostor && physicsEngine) {\r\n var impostor = physicsEngine.getImpostorForPhysicsObject(source);\r\n if (impostor) {\r\n this.physicsImpostor = impostor.clone(this);\r\n }\r\n }\r\n }\r\n\r\n // Particles\r\n for (index = 0; index < scene.particleSystems.length; index++) {\r\n var system = scene.particleSystems[index];\r\n\r\n if (system.emitter === source) {\r\n system.clone(system.name, this);\r\n }\r\n }\r\n this.refreshBoundingInfo();\r\n this.computeWorldMatrix(true);\r\n }\r\n\r\n // Parent\r\n if (parent !== null) {\r\n this.parent = parent;\r\n }\r\n\r\n this._instanceDataStorage.hardwareInstancedRendering = this.getEngine().getCaps().instancedArrays;\r\n }\r\n\r\n // Methods\r\n public instantiateHierarchy(newParent: Nullable = null, options?: { doNotInstantiate: boolean}, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable {\r\n let instance = (this.getTotalVertices() > 0 && (!options || !options.doNotInstantiate)) ? this.createInstance(\"instance of \" + (this.name || this.id)) : this.clone(\"Clone of \" + (this.name || this.id), newParent || this.parent, true);\r\n\r\n if (instance) {\r\n instance.parent = newParent || this.parent;\r\n instance.position = this.position.clone();\r\n instance.scaling = this.scaling.clone();\r\n if (this.rotationQuaternion) {\r\n instance.rotationQuaternion = this.rotationQuaternion.clone();\r\n } else {\r\n instance.rotation = this.rotation.clone();\r\n }\r\n\r\n if (onNewNodeCreated) {\r\n onNewNodeCreated(this, instance);\r\n }\r\n }\r\n\r\n for (var child of this.getChildTransformNodes(true)) {\r\n child.instantiateHierarchy(instance, options, onNewNodeCreated);\r\n }\r\n\r\n return instance;\r\n }\r\n\r\n /**\r\n * Gets the class name\r\n * @returns the string \"Mesh\".\r\n */\r\n public getClassName(): string {\r\n return \"Mesh\";\r\n }\r\n\r\n /** @hidden */\r\n public get _isMesh() {\r\n return true;\r\n }\r\n\r\n /**\r\n * Returns a description of this mesh\r\n * @param fullDetails define if full details about this mesh must be used\r\n * @returns a descriptive string representing this mesh\r\n */\r\n public toString(fullDetails?: boolean): string {\r\n var ret = super.toString(fullDetails);\r\n ret += \", n vertices: \" + this.getTotalVertices();\r\n ret += \", parent: \" + (this._waitingParentId ? this._waitingParentId : (this.parent ? this.parent.name : \"NONE\"));\r\n\r\n if (this.animations) {\r\n for (var i = 0; i < this.animations.length; i++) {\r\n ret += \", animation[0]: \" + this.animations[i].toString(fullDetails);\r\n }\r\n }\r\n\r\n if (fullDetails) {\r\n\r\n if (this._geometry) {\r\n let ib = this.getIndices();\r\n let vb = this.getVerticesData(VertexBuffer.PositionKind);\r\n\r\n if (vb && ib) {\r\n ret += \", flat shading: \" + (vb.length / 3 === ib.length ? \"YES\" : \"NO\");\r\n }\r\n } else {\r\n ret += \", flat shading: UNKNOWN\";\r\n }\r\n }\r\n return ret;\r\n }\r\n\r\n /** @hidden */\r\n public _unBindEffect() {\r\n super._unBindEffect();\r\n\r\n for (var instance of this.instances) {\r\n instance._unBindEffect();\r\n }\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this mesh has LOD\r\n */\r\n public get hasLODLevels(): boolean {\r\n return this._internalMeshDataInfo._LODLevels.length > 0;\r\n }\r\n\r\n /**\r\n * Gets the list of MeshLODLevel associated with the current mesh\r\n * @returns an array of MeshLODLevel\r\n */\r\n public getLODLevels(): MeshLODLevel[] {\r\n return this._internalMeshDataInfo._LODLevels;\r\n }\r\n\r\n private _sortLODLevels(): void {\r\n this._internalMeshDataInfo._LODLevels.sort((a, b) => {\r\n if (a.distance < b.distance) {\r\n return 1;\r\n }\r\n if (a.distance > b.distance) {\r\n return -1;\r\n }\r\n\r\n return 0;\r\n });\r\n }\r\n\r\n /**\r\n * Add a mesh as LOD level triggered at the given distance.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_lod\r\n * @param distance The distance from the center of the object to show this level\r\n * @param mesh The mesh to be added as LOD level (can be null)\r\n * @return This mesh (for chaining)\r\n */\r\n public addLODLevel(distance: number, mesh: Nullable): Mesh {\r\n if (mesh && mesh._masterMesh) {\r\n Logger.Warn(\"You cannot use a mesh as LOD level twice\");\r\n return this;\r\n }\r\n\r\n var level = new MeshLODLevel(distance, mesh);\r\n this._internalMeshDataInfo._LODLevels.push(level);\r\n\r\n if (mesh) {\r\n mesh._masterMesh = this;\r\n }\r\n\r\n this._sortLODLevels();\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns the LOD level mesh at the passed distance or null if not found.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_lod\r\n * @param distance The distance from the center of the object to show this level\r\n * @returns a Mesh or `null`\r\n */\r\n public getLODLevelAtDistance(distance: number): Nullable {\r\n let internalDataInfo = this._internalMeshDataInfo;\r\n for (var index = 0; index < internalDataInfo._LODLevels.length; index++) {\r\n var level = internalDataInfo._LODLevels[index];\r\n\r\n if (level.distance === distance) {\r\n return level.mesh;\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Remove a mesh from the LOD array\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_lod\r\n * @param mesh defines the mesh to be removed\r\n * @return This mesh (for chaining)\r\n */\r\n public removeLODLevel(mesh: Mesh): Mesh {\r\n let internalDataInfo = this._internalMeshDataInfo;\r\n for (var index = 0; index < internalDataInfo._LODLevels.length; index++) {\r\n if (internalDataInfo._LODLevels[index].mesh === mesh) {\r\n internalDataInfo._LODLevels.splice(index, 1);\r\n if (mesh) {\r\n mesh._masterMesh = null;\r\n }\r\n }\r\n }\r\n\r\n this._sortLODLevels();\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_lod\r\n * @param camera defines the camera to use to compute distance\r\n * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh\r\n * @return This mesh (for chaining)\r\n */\r\n public getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable {\r\n let internalDataInfo = this._internalMeshDataInfo;\r\n if (!internalDataInfo._LODLevels || internalDataInfo._LODLevels.length === 0) {\r\n return this;\r\n }\r\n\r\n let bSphere: BoundingSphere;\r\n\r\n if (boundingSphere) {\r\n bSphere = boundingSphere;\r\n } else {\r\n let boundingInfo = this.getBoundingInfo();\r\n\r\n bSphere = boundingInfo.boundingSphere;\r\n }\r\n\r\n var distanceToCamera = bSphere.centerWorld.subtract(camera.globalPosition).length();\r\n\r\n if (internalDataInfo._LODLevels[internalDataInfo._LODLevels.length - 1].distance > distanceToCamera) {\r\n if (this.onLODLevelSelection) {\r\n this.onLODLevelSelection(distanceToCamera, this, this);\r\n }\r\n return this;\r\n }\r\n\r\n for (var index = 0; index < internalDataInfo._LODLevels.length; index++) {\r\n var level = internalDataInfo._LODLevels[index];\r\n\r\n if (level.distance < distanceToCamera) {\r\n if (level.mesh) {\r\n level.mesh._preActivate();\r\n level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);\r\n }\r\n\r\n if (this.onLODLevelSelection) {\r\n this.onLODLevelSelection(distanceToCamera, this, level.mesh);\r\n }\r\n\r\n return level.mesh;\r\n }\r\n }\r\n\r\n if (this.onLODLevelSelection) {\r\n this.onLODLevelSelection(distanceToCamera, this, this);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets the mesh internal Geometry object\r\n */\r\n public get geometry(): Nullable {\r\n return this._geometry;\r\n }\r\n\r\n /**\r\n * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.\r\n * @returns the total number of vertices\r\n */\r\n public getTotalVertices(): number {\r\n if (this._geometry === null || this._geometry === undefined) {\r\n return 0;\r\n }\r\n return this._geometry.getTotalVertices();\r\n }\r\n\r\n /**\r\n * Returns the content of an associated vertex buffer\r\n * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @param copyWhenShared defines a boolean indicating that if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one\r\n * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is\r\n * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.\r\n */\r\n public getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable {\r\n if (!this._geometry) {\r\n return null;\r\n }\r\n return this._geometry.getVerticesData(kind, copyWhenShared, forceCopy);\r\n }\r\n\r\n /**\r\n * Returns the mesh VertexBuffer object from the requested `kind`\r\n * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.NormalKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.\r\n */\r\n public getVertexBuffer(kind: string): Nullable {\r\n if (!this._geometry) {\r\n return null;\r\n }\r\n return this._geometry.getVertexBuffer(kind);\r\n }\r\n\r\n /**\r\n * Tests if a specific vertex buffer is associated with this mesh\r\n * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.NormalKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @returns a boolean\r\n */\r\n public isVerticesDataPresent(kind: string): boolean {\r\n if (!this._geometry) {\r\n if (this._delayInfo) {\r\n return this._delayInfo.indexOf(kind) !== -1;\r\n }\r\n return false;\r\n }\r\n return this._geometry.isVerticesDataPresent(kind);\r\n }\r\n\r\n /**\r\n * Returns a boolean defining if the vertex data for the requested `kind` is updatable.\r\n * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @returns a boolean\r\n */\r\n public isVertexBufferUpdatable(kind: string): boolean {\r\n if (!this._geometry) {\r\n if (this._delayInfo) {\r\n return this._delayInfo.indexOf(kind) !== -1;\r\n }\r\n return false;\r\n }\r\n return this._geometry.isVertexBufferUpdatable(kind);\r\n }\r\n\r\n /**\r\n * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.\r\n * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.NormalKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @returns an array of strings\r\n */\r\n public getVerticesDataKinds(): string[] {\r\n if (!this._geometry) {\r\n var result = new Array();\r\n if (this._delayInfo) {\r\n this._delayInfo.forEach(function(kind) {\r\n result.push(kind);\r\n });\r\n }\r\n return result;\r\n }\r\n return this._geometry.getVerticesDataKinds();\r\n }\r\n\r\n /**\r\n * Returns a positive integer : the total number of indices in this mesh geometry.\r\n * @returns the numner of indices or zero if the mesh has no geometry.\r\n */\r\n public getTotalIndices(): number {\r\n if (!this._geometry) {\r\n return 0;\r\n }\r\n return this._geometry.getTotalIndices();\r\n }\r\n\r\n /**\r\n * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.\r\n * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.\r\n * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it\r\n * @returns the indices array or an empty array if the mesh has no geometry\r\n */\r\n public getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable {\r\n\r\n if (!this._geometry) {\r\n return [];\r\n }\r\n return this._geometry.getIndices(copyWhenShared, forceCopy);\r\n }\r\n\r\n public get isBlocked(): boolean {\r\n return this._masterMesh !== null && this._masterMesh !== undefined;\r\n }\r\n\r\n /**\r\n * Determine if the current mesh is ready to be rendered\r\n * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)\r\n * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)\r\n * @returns true if all associated assets are ready (material, textures, shaders)\r\n */\r\n public isReady(completeCheck = false, forceInstanceSupport = false): boolean {\r\n if (this.delayLoadState === Constants.DELAYLOADSTATE_LOADING) {\r\n return false;\r\n }\r\n\r\n if (!super.isReady(completeCheck)) {\r\n return false;\r\n }\r\n\r\n if (!this.subMeshes || this.subMeshes.length === 0) {\r\n return true;\r\n }\r\n\r\n if (!completeCheck) {\r\n return true;\r\n }\r\n\r\n let engine = this.getEngine();\r\n let scene = this.getScene();\r\n let hardwareInstancedRendering = forceInstanceSupport || engine.getCaps().instancedArrays && (this.instances.length > 0 || this.hasThinInstances);\r\n\r\n this.computeWorldMatrix();\r\n\r\n let mat = this.material || scene.defaultMaterial;\r\n if (mat) {\r\n if (mat._storeEffectOnSubMeshes) {\r\n for (var subMesh of this.subMeshes) {\r\n let effectiveMaterial = subMesh.getMaterial();\r\n if (effectiveMaterial) {\r\n if (effectiveMaterial._storeEffectOnSubMeshes) {\r\n if (!effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n else {\r\n if (!effectiveMaterial.isReady(this, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n } else {\r\n if (!mat.isReady(this, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n // Shadows\r\n for (var light of this.lightSources) {\r\n let generator = light.getShadowGenerator();\r\n\r\n if (generator && (!generator.getShadowMap()?.renderList || generator.getShadowMap()?.renderList && generator.getShadowMap()?.renderList?.indexOf(this) !== -1)) {\r\n for (var subMesh of this.subMeshes) {\r\n if (!generator.isReady(subMesh, hardwareInstancedRendering, subMesh.getMaterial()?.needAlphaBlendingForMesh(this) ?? false)) {\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // LOD\r\n for (var lod of this._internalMeshDataInfo._LODLevels) {\r\n if (lod.mesh && !lod.mesh.isReady(hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the normals aren't to be recomputed on next mesh `positions` array update. This property is pertinent only for updatable parametric shapes.\r\n */\r\n public get areNormalsFrozen(): boolean {\r\n return this._internalMeshDataInfo._areNormalsFrozen;\r\n }\r\n\r\n /**\r\n * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It prevents the mesh normals from being recomputed on next `positions` array update.\r\n * @returns the current mesh\r\n */\r\n public freezeNormals(): Mesh {\r\n this._internalMeshDataInfo._areNormalsFrozen = true;\r\n return this;\r\n }\r\n\r\n /**\r\n * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It reactivates the mesh normals computation if it was previously frozen\r\n * @returns the current mesh\r\n */\r\n public unfreezeNormals(): Mesh {\r\n this._internalMeshDataInfo._areNormalsFrozen = false;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs\r\n */\r\n public set overridenInstanceCount(count: number) {\r\n this._instanceDataStorage.overridenInstanceCount = count;\r\n }\r\n\r\n // Methods\r\n /** @hidden */\r\n public _preActivate(): Mesh {\r\n let internalDataInfo = this._internalMeshDataInfo;\r\n var sceneRenderId = this.getScene().getRenderId();\r\n if (internalDataInfo._preActivateId === sceneRenderId) {\r\n return this;\r\n }\r\n\r\n internalDataInfo._preActivateId = sceneRenderId;\r\n this._instanceDataStorage.visibleInstances = null;\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _preActivateForIntermediateRendering(renderId: number): Mesh {\r\n if (this._instanceDataStorage.visibleInstances) {\r\n this._instanceDataStorage.visibleInstances.intermediateDefaultRenderId = renderId;\r\n }\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh {\r\n if (!this._instanceDataStorage.visibleInstances) {\r\n this._instanceDataStorage.visibleInstances = {\r\n defaultRenderId: renderId,\r\n selfDefaultRenderId: this._renderId\r\n };\r\n }\r\n\r\n if (!this._instanceDataStorage.visibleInstances[renderId]) {\r\n this._instanceDataStorage.visibleInstances[renderId] = new Array();\r\n }\r\n\r\n this._instanceDataStorage.visibleInstances[renderId].push(instance);\r\n return this;\r\n }\r\n\r\n protected _afterComputeWorldMatrix(): void {\r\n super._afterComputeWorldMatrix();\r\n\r\n if (!this.hasThinInstances) {\r\n return;\r\n }\r\n\r\n if (!this.doNotSyncBoundingInfo) {\r\n this.thinInstanceRefreshBoundingInfo(false);\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _postActivate(): void {\r\n if (this.edgesShareWithInstances && this.edgesRenderer && this.edgesRenderer.isEnabled && this._renderingGroup) {\r\n this._renderingGroup._edgesRenderers.pushNoDuplicate(this.edgesRenderer);\r\n this.edgesRenderer.customInstances.push(this.getWorldMatrix());\r\n }\r\n }\r\n\r\n /**\r\n * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.\r\n * This means the mesh underlying bounding box and sphere are recomputed.\r\n * @param applySkeleton defines whether to apply the skeleton before computing the bounding info\r\n * @returns the current mesh\r\n */\r\n public refreshBoundingInfo(applySkeleton: boolean = false): Mesh {\r\n if (this._boundingInfo && this._boundingInfo.isLocked) {\r\n return this;\r\n }\r\n\r\n const bias = this.geometry ? this.geometry.boundingBias : null;\r\n this._refreshBoundingInfo(this._getPositionData(applySkeleton), bias);\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _createGlobalSubMesh(force: boolean): Nullable {\r\n var totalVertices = this.getTotalVertices();\r\n if (!totalVertices || !this.getIndices()) {\r\n return null;\r\n }\r\n\r\n // Check if we need to recreate the submeshes\r\n if (this.subMeshes && this.subMeshes.length > 0) {\r\n let ib = this.getIndices();\r\n\r\n if (!ib) {\r\n return null;\r\n }\r\n\r\n var totalIndices = ib.length;\r\n let needToRecreate = false;\r\n\r\n if (force) {\r\n needToRecreate = true;\r\n } else {\r\n for (var submesh of this.subMeshes) {\r\n if (submesh.indexStart + submesh.indexCount > totalIndices) {\r\n needToRecreate = true;\r\n break;\r\n }\r\n\r\n if (submesh.verticesStart + submesh.verticesCount > totalVertices) {\r\n needToRecreate = true;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n if (!needToRecreate) {\r\n return this.subMeshes[0];\r\n }\r\n }\r\n\r\n this.releaseSubMeshes();\r\n return new SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);\r\n }\r\n\r\n /**\r\n * This function will subdivide the mesh into multiple submeshes\r\n * @param count defines the expected number of submeshes\r\n */\r\n public subdivide(count: number): void {\r\n if (count < 1) {\r\n return;\r\n }\r\n\r\n var totalIndices = this.getTotalIndices();\r\n var subdivisionSize = (totalIndices / count) | 0;\r\n var offset = 0;\r\n\r\n // Ensure that subdivisionSize is a multiple of 3\r\n while (subdivisionSize % 3 !== 0) {\r\n subdivisionSize++;\r\n }\r\n\r\n this.releaseSubMeshes();\r\n for (var index = 0; index < count; index++) {\r\n if (offset >= totalIndices) {\r\n break;\r\n }\r\n\r\n SubMesh.CreateFromIndices(0, offset, index === count - 1 ? totalIndices - offset : subdivisionSize, this);\r\n\r\n offset += subdivisionSize;\r\n }\r\n\r\n this.synchronizeInstances();\r\n }\r\n\r\n /**\r\n * Copy a FloatArray into a specific associated vertex buffer\r\n * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @param data defines the data source\r\n * @param updatable defines if the updated vertex buffer must be flagged as updatable\r\n * @param stride defines the data stride size (can be null)\r\n * @returns the current mesh\r\n */\r\n public setVerticesData(kind: string, data: FloatArray, updatable: boolean = false, stride?: number): AbstractMesh {\r\n if (!this._geometry) {\r\n var vertexData = new VertexData();\r\n vertexData.set(data, kind);\r\n\r\n var scene = this.getScene();\r\n\r\n new Geometry(Geometry.RandomId(), scene, vertexData, updatable, this);\r\n }\r\n else {\r\n this._geometry.setVerticesData(kind, data, updatable, stride);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Delete a vertex buffer associated with this mesh\r\n * @param kind defines which buffer to delete (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n */\r\n public removeVerticesData(kind: string) {\r\n if (!this._geometry) {\r\n return;\r\n }\r\n\r\n this._geometry.removeVerticesData(kind);\r\n }\r\n\r\n /**\r\n * Flags an associated vertex buffer as updatable\r\n * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @param updatable defines if the updated vertex buffer must be flagged as updatable\r\n */\r\n public markVerticesDataAsUpdatable(kind: string, updatable = true) {\r\n let vb = this.getVertexBuffer(kind);\r\n\r\n if (!vb || vb.isUpdatable() === updatable) {\r\n return;\r\n }\r\n\r\n this.setVerticesData(kind, (this.getVerticesData(kind)), updatable);\r\n }\r\n\r\n /**\r\n * Sets the mesh global Vertex Buffer\r\n * @param buffer defines the buffer to use\r\n * @returns the current mesh\r\n */\r\n public setVerticesBuffer(buffer: VertexBuffer): Mesh {\r\n if (!this._geometry) {\r\n this._geometry = Geometry.CreateGeometryForMesh(this);\r\n }\r\n\r\n this._geometry.setVerticesBuffer(buffer);\r\n return this;\r\n }\r\n\r\n /**\r\n * Update a specific associated vertex buffer\r\n * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @param data defines the data source\r\n * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for \"position\" kind\r\n * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)\r\n * @returns the current mesh\r\n */\r\n public updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh {\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n if (!makeItUnique) {\r\n this._geometry.updateVerticesData(kind, data, updateExtends);\r\n }\r\n else {\r\n this.makeGeometryUnique();\r\n this.updateVerticesData(kind, data, updateExtends, false);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.\r\n * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions\r\n * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything\r\n * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update\r\n * @returns the current mesh\r\n */\r\n public updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals: boolean = true): Mesh {\r\n var positions = this.getVerticesData(VertexBuffer.PositionKind);\r\n if (!positions) {\r\n return this;\r\n }\r\n\r\n positionFunction(positions);\r\n this.updateVerticesData(VertexBuffer.PositionKind, positions, false, false);\r\n\r\n if (computeNormals) {\r\n var indices = this.getIndices();\r\n var normals = this.getVerticesData(VertexBuffer.NormalKind);\r\n\r\n if (!normals) {\r\n return this;\r\n }\r\n\r\n VertexData.ComputeNormals(positions, indices, normals);\r\n this.updateVerticesData(VertexBuffer.NormalKind, normals, false, false);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Creates a un-shared specific occurence of the geometry for the mesh.\r\n * @returns the current mesh\r\n */\r\n public makeGeometryUnique(): Mesh {\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n\r\n if (this._geometry.meshes.length === 1) {\r\n return this;\r\n }\r\n\r\n var oldGeometry = this._geometry;\r\n var geometry = this._geometry.copy(Geometry.RandomId());\r\n oldGeometry.releaseForMesh(this, true);\r\n geometry.applyToMesh(this);\r\n return this;\r\n }\r\n\r\n /**\r\n * Set the index buffer of this mesh\r\n * @param indices defines the source data\r\n * @param totalVertices defines the total number of vertices referenced by this index data (can be null)\r\n * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)\r\n * @returns the current mesh\r\n */\r\n public setIndices(indices: IndicesArray, totalVertices: Nullable = null, updatable: boolean = false): AbstractMesh {\r\n if (!this._geometry) {\r\n var vertexData = new VertexData();\r\n vertexData.indices = indices;\r\n\r\n var scene = this.getScene();\r\n\r\n new Geometry(Geometry.RandomId(), scene, vertexData, updatable, this);\r\n }\r\n else {\r\n this._geometry.setIndices(indices, totalVertices, updatable);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Update the current index buffer\r\n * @param indices defines the source data\r\n * @param offset defines the offset in the index buffer where to store the new data (can be null)\r\n * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)\r\n * @returns the current mesh\r\n */\r\n public updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly = false): AbstractMesh {\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n\r\n this._geometry.updateIndices(indices, offset, gpuMemoryOnly);\r\n return this;\r\n }\r\n\r\n /**\r\n * Invert the geometry to move from a right handed system to a left handed one.\r\n * @returns the current mesh\r\n */\r\n public toLeftHanded(): Mesh {\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n this._geometry.toLeftHanded();\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh {\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n\r\n var engine = this.getScene().getEngine();\r\n\r\n // Wireframe\r\n var indexToBind;\r\n\r\n if (this._unIndexed) {\r\n indexToBind = null;\r\n } else {\r\n switch (fillMode) {\r\n case Material.PointFillMode:\r\n indexToBind = null;\r\n break;\r\n case Material.WireFrameFillMode:\r\n indexToBind = subMesh._getLinesIndexBuffer(this.getIndices(), engine);\r\n break;\r\n default:\r\n case Material.TriangleFillMode:\r\n indexToBind = this._geometry.getIndexBuffer();\r\n break;\r\n }\r\n }\r\n\r\n // VBOs\r\n this._geometry._bind(effect, indexToBind);\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh {\r\n if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {\r\n return this;\r\n }\r\n\r\n if (this._internalMeshDataInfo._onBeforeDrawObservable) {\r\n this._internalMeshDataInfo._onBeforeDrawObservable.notifyObservers(this);\r\n }\r\n\r\n let scene = this.getScene();\r\n let engine = scene.getEngine();\r\n\r\n if (this._unIndexed || fillMode == Material.PointFillMode) {\r\n // or triangles as points\r\n engine.drawArraysType(fillMode, subMesh.verticesStart, subMesh.verticesCount, instancesCount);\r\n } else if (fillMode == Material.WireFrameFillMode) {\r\n // Triangles as wireframe\r\n engine.drawElementsType(fillMode, 0, subMesh._linesIndexCount, instancesCount);\r\n } else {\r\n engine.drawElementsType(fillMode, subMesh.indexStart, subMesh.indexCount, instancesCount);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Registers for this mesh a javascript function called just before the rendering process\r\n * @param func defines the function to call before rendering this mesh\r\n * @returns the current mesh\r\n */\r\n public registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh {\r\n this.onBeforeRenderObservable.add(func);\r\n return this;\r\n }\r\n\r\n /**\r\n * Disposes a previously registered javascript function called before the rendering\r\n * @param func defines the function to remove\r\n * @returns the current mesh\r\n */\r\n public unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh {\r\n this.onBeforeRenderObservable.removeCallback(func);\r\n return this;\r\n }\r\n\r\n /**\r\n * Registers for this mesh a javascript function called just after the rendering is complete\r\n * @param func defines the function to call after rendering this mesh\r\n * @returns the current mesh\r\n */\r\n public registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh {\r\n this.onAfterRenderObservable.add(func);\r\n return this;\r\n }\r\n\r\n /**\r\n * Disposes a previously registered javascript function called after the rendering.\r\n * @param func defines the function to remove\r\n * @returns the current mesh\r\n */\r\n public unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh {\r\n this.onAfterRenderObservable.removeCallback(func);\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _getInstancesRenderList(subMeshId: number, isReplacementMode: boolean = false): _InstancesBatch {\r\n if (this._instanceDataStorage.isFrozen && this._instanceDataStorage.previousBatch) {\r\n return this._instanceDataStorage.previousBatch;\r\n }\r\n var scene = this.getScene();\r\n const isInIntermediateRendering = scene._isInIntermediateRendering();\r\n const onlyForInstances = isInIntermediateRendering ? this._internalAbstractMeshDataInfo._onlyForInstancesIntermediate : this._internalAbstractMeshDataInfo._onlyForInstances;\r\n let batchCache = this._instanceDataStorage.batchCache;\r\n batchCache.mustReturn = false;\r\n batchCache.renderSelf[subMeshId] = isReplacementMode || (!onlyForInstances && this.isEnabled() && this.isVisible);\r\n batchCache.visibleInstances[subMeshId] = null;\r\n\r\n if (this._instanceDataStorage.visibleInstances && !isReplacementMode) {\r\n let visibleInstances = this._instanceDataStorage.visibleInstances;\r\n var currentRenderId = scene.getRenderId();\r\n var defaultRenderId = (isInIntermediateRendering ? visibleInstances.intermediateDefaultRenderId : visibleInstances.defaultRenderId);\r\n batchCache.visibleInstances[subMeshId] = visibleInstances[currentRenderId];\r\n\r\n if (!batchCache.visibleInstances[subMeshId] && defaultRenderId) {\r\n batchCache.visibleInstances[subMeshId] = visibleInstances[defaultRenderId];\r\n }\r\n }\r\n batchCache.hardwareInstancedRendering[subMeshId] =\r\n !isReplacementMode &&\r\n this._instanceDataStorage.hardwareInstancedRendering\r\n && (batchCache.visibleInstances[subMeshId] !== null)\r\n && (batchCache.visibleInstances[subMeshId] !== undefined);\r\n this._instanceDataStorage.previousBatch = batchCache;\r\n return batchCache;\r\n }\r\n\r\n /** @hidden */\r\n public _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh {\r\n var visibleInstances = batch.visibleInstances[subMesh._id];\r\n if (!visibleInstances) {\r\n return this;\r\n }\r\n\r\n let instanceStorage = this._instanceDataStorage;\r\n var currentInstancesBufferSize = instanceStorage.instancesBufferSize;\r\n var instancesBuffer = instanceStorage.instancesBuffer;\r\n var matricesCount = visibleInstances.length + 1;\r\n var bufferSize = matricesCount * 16 * 4;\r\n\r\n while (instanceStorage.instancesBufferSize < bufferSize) {\r\n instanceStorage.instancesBufferSize *= 2;\r\n }\r\n\r\n if (!instanceStorage.instancesData || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {\r\n instanceStorage.instancesData = new Float32Array(instanceStorage.instancesBufferSize / 4);\r\n }\r\n\r\n var offset = 0;\r\n var instancesCount = 0;\r\n\r\n let renderSelf = batch.renderSelf[subMesh._id];\r\n\r\n const needUpdateBuffer = !instancesBuffer || currentInstancesBufferSize !== instanceStorage.instancesBufferSize;\r\n\r\n if (!this._instanceDataStorage.manualUpdate && (!instanceStorage.isFrozen || needUpdateBuffer)) {\r\n var world = this._effectiveMesh.getWorldMatrix();\r\n if (renderSelf) {\r\n world.copyToArray(instanceStorage.instancesData, offset);\r\n offset += 16;\r\n instancesCount++;\r\n }\r\n\r\n if (visibleInstances) {\r\n for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {\r\n var instance = visibleInstances[instanceIndex];\r\n instance.getWorldMatrix().copyToArray(instanceStorage.instancesData, offset);\r\n offset += 16;\r\n instancesCount++;\r\n }\r\n }\r\n } else {\r\n instancesCount = (renderSelf ? 1 : 0) + visibleInstances.length;\r\n }\r\n\r\n if (needUpdateBuffer) {\r\n if (instancesBuffer) {\r\n instancesBuffer.dispose();\r\n }\r\n\r\n instancesBuffer = new Buffer(engine, instanceStorage.instancesData, true, 16, false, true);\r\n instanceStorage.instancesBuffer = instancesBuffer;\r\n\r\n this.setVerticesBuffer(instancesBuffer.createVertexBuffer(\"world0\", 0, 4));\r\n this.setVerticesBuffer(instancesBuffer.createVertexBuffer(\"world1\", 4, 4));\r\n this.setVerticesBuffer(instancesBuffer.createVertexBuffer(\"world2\", 8, 4));\r\n this.setVerticesBuffer(instancesBuffer.createVertexBuffer(\"world3\", 12, 4));\r\n } else {\r\n if (!this._instanceDataStorage.isFrozen) {\r\n instancesBuffer!.updateDirectly(instanceStorage.instancesData, 0, instancesCount);\r\n }\r\n }\r\n\r\n this._processInstancedBuffers(visibleInstances, renderSelf);\r\n\r\n // Stats\r\n this.getScene()._activeIndices.addCount(subMesh.indexCount * instancesCount, false);\r\n\r\n // Draw\r\n this._bind(subMesh, effect, fillMode);\r\n this._draw(subMesh, fillMode, instancesCount);\r\n\r\n engine.unbindInstanceAttributes();\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _renderWithThinInstances(subMesh: SubMesh, fillMode: number, effect: Effect, engine: Engine) {\r\n // Stats\r\n const instancesCount = this._thinInstanceDataStorage?.instancesCount ?? 0;\r\n\r\n this.getScene()._activeIndices.addCount(subMesh.indexCount * instancesCount, false);\r\n\r\n // Draw\r\n this._bind(subMesh, effect, fillMode);\r\n this._draw(subMesh, fillMode, instancesCount);\r\n\r\n engine.unbindInstanceAttributes();\r\n }\r\n\r\n /** @hidden */\r\n public _processInstancedBuffers(visibleInstances: InstancedMesh[], renderSelf: boolean) {\r\n // Do nothing\r\n }\r\n\r\n /** @hidden */\r\n public _processRendering(renderingMesh: AbstractMesh, subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean,\r\n onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh {\r\n var scene = this.getScene();\r\n var engine = scene.getEngine();\r\n\r\n if (hardwareInstancedRendering && subMesh.getRenderingMesh().hasThinInstances) {\r\n this._renderWithThinInstances(subMesh, fillMode, effect, engine);\r\n return this;\r\n }\r\n\r\n if (hardwareInstancedRendering) {\r\n this._renderWithInstances(subMesh, fillMode, batch, effect, engine);\r\n } else {\r\n let instanceCount = 0;\r\n if (batch.renderSelf[subMesh._id]) {\r\n // Draw\r\n if (onBeforeDraw) {\r\n onBeforeDraw(false, renderingMesh._effectiveMesh.getWorldMatrix(), effectiveMaterial);\r\n }\r\n instanceCount++;\r\n\r\n this._draw(subMesh, fillMode, this._instanceDataStorage.overridenInstanceCount);\r\n }\r\n\r\n let visibleInstancesForSubMesh = batch.visibleInstances[subMesh._id];\r\n\r\n if (visibleInstancesForSubMesh) {\r\n let visibleInstanceCount = visibleInstancesForSubMesh.length;\r\n instanceCount += visibleInstanceCount;\r\n\r\n // Stats\r\n for (var instanceIndex = 0; instanceIndex < visibleInstanceCount; instanceIndex++) {\r\n var instance = visibleInstancesForSubMesh[instanceIndex];\r\n\r\n // World\r\n var world = instance.getWorldMatrix();\r\n if (onBeforeDraw) {\r\n onBeforeDraw(true, world, effectiveMaterial);\r\n }\r\n // Draw\r\n this._draw(subMesh, fillMode);\r\n }\r\n }\r\n\r\n // Stats\r\n scene._activeIndices.addCount(subMesh.indexCount * instanceCount, false);\r\n }\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _rebuild(): void {\r\n if (this._instanceDataStorage.instancesBuffer) {\r\n // Dispose instance buffer to be recreated in _renderWithInstances when rendered\r\n this._instanceDataStorage.instancesBuffer.dispose();\r\n this._instanceDataStorage.instancesBuffer = null;\r\n }\r\n super._rebuild();\r\n }\r\n\r\n /** @hidden */\r\n public _freeze() {\r\n if (!this.subMeshes) {\r\n return;\r\n }\r\n\r\n // Prepare batches\r\n for (var index = 0; index < this.subMeshes.length; index++) {\r\n this._getInstancesRenderList(index);\r\n }\r\n\r\n this._effectiveMaterial = null;\r\n this._instanceDataStorage.isFrozen = true;\r\n }\r\n\r\n /** @hidden */\r\n public _unFreeze() {\r\n this._instanceDataStorage.isFrozen = false;\r\n this._instanceDataStorage.previousBatch = null;\r\n }\r\n\r\n /**\r\n * Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager\r\n * @param subMesh defines the subMesh to render\r\n * @param enableAlphaMode defines if alpha mode can be changed\r\n * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering\r\n * @returns the current mesh\r\n */\r\n public render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh {\r\n var scene = this.getScene();\r\n\r\n if (this._internalAbstractMeshDataInfo._isActiveIntermediate) {\r\n this._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n } else {\r\n this._internalAbstractMeshDataInfo._isActive = false;\r\n }\r\n\r\n if (this._checkOcclusionQuery()) {\r\n return this;\r\n }\r\n\r\n // Managing instances\r\n var batch = this._getInstancesRenderList(subMesh._id, !!effectiveMeshReplacement);\r\n\r\n if (batch.mustReturn) {\r\n return this;\r\n }\r\n\r\n // Checking geometry state\r\n if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {\r\n return this;\r\n }\r\n\r\n if (this._internalMeshDataInfo._onBeforeRenderObservable) {\r\n this._internalMeshDataInfo._onBeforeRenderObservable.notifyObservers(this);\r\n }\r\n\r\n var engine = scene.getEngine();\r\n var hardwareInstancedRendering = batch.hardwareInstancedRendering[subMesh._id] || subMesh.getRenderingMesh().hasThinInstances;\r\n let instanceDataStorage = this._instanceDataStorage;\r\n\r\n let material = subMesh.getMaterial();\r\n\r\n if (!material) {\r\n return this;\r\n }\r\n\r\n // Material\r\n if (!instanceDataStorage.isFrozen || !this._effectiveMaterial || this._effectiveMaterial !== material) {\r\n if (material._storeEffectOnSubMeshes) {\r\n if (!material.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {\r\n return this;\r\n }\r\n } else if (!material.isReady(this, hardwareInstancedRendering)) {\r\n return this;\r\n }\r\n\r\n this._effectiveMaterial = material;\r\n }\r\n\r\n // Alpha mode\r\n if (enableAlphaMode) {\r\n engine.setAlphaMode(this._effectiveMaterial.alphaMode);\r\n }\r\n\r\n for (let step of scene._beforeRenderingMeshStage) {\r\n step.action(this, subMesh, batch);\r\n }\r\n\r\n var effect: Nullable;\r\n if (this._effectiveMaterial._storeEffectOnSubMeshes) {\r\n effect = subMesh.effect;\r\n } else {\r\n effect = this._effectiveMaterial.getEffect();\r\n }\r\n\r\n if (!effect) {\r\n return this;\r\n }\r\n\r\n const effectiveMesh = effectiveMeshReplacement || this._effectiveMesh;\r\n\r\n var sideOrientation: Nullable;\r\n\r\n if (!instanceDataStorage.isFrozen &&\r\n (this._effectiveMaterial.backFaceCulling || this.overrideMaterialSideOrientation !== null)) {\r\n let mainDeterminant = effectiveMesh._getWorldMatrixDeterminant();\r\n sideOrientation = this.overrideMaterialSideOrientation;\r\n if (sideOrientation == null) {\r\n sideOrientation = this._effectiveMaterial.sideOrientation;\r\n }\r\n if (mainDeterminant < 0) {\r\n sideOrientation = (sideOrientation === Material.ClockWiseSideOrientation ? Material.CounterClockWiseSideOrientation : Material.ClockWiseSideOrientation);\r\n }\r\n instanceDataStorage.sideOrientation = sideOrientation!;\r\n } else {\r\n sideOrientation = instanceDataStorage.sideOrientation;\r\n }\r\n\r\n var reverse = this._effectiveMaterial._preBind(effect, sideOrientation);\r\n\r\n if (this._effectiveMaterial.forceDepthWrite) {\r\n engine.setDepthWrite(true);\r\n }\r\n\r\n // Bind\r\n var fillMode = scene.forcePointsCloud ? Material.PointFillMode : (scene.forceWireframe ? Material.WireFrameFillMode : this._effectiveMaterial.fillMode);\r\n\r\n if (this._internalMeshDataInfo._onBeforeBindObservable) {\r\n this._internalMeshDataInfo._onBeforeBindObservable.notifyObservers(this);\r\n }\r\n\r\n if (!hardwareInstancedRendering) { // Binding will be done later because we need to add more info to the VB\r\n this._bind(subMesh, effect, fillMode);\r\n }\r\n\r\n var world = effectiveMesh.getWorldMatrix();\r\n\r\n if (this._effectiveMaterial._storeEffectOnSubMeshes) {\r\n this._effectiveMaterial.bindForSubMesh(world, this, subMesh);\r\n } else {\r\n this._effectiveMaterial.bind(world, this);\r\n }\r\n\r\n if (!this._effectiveMaterial.backFaceCulling && this._effectiveMaterial.separateCullingPass) {\r\n engine.setState(true, this._effectiveMaterial.zOffset, false, !reverse);\r\n this._processRendering(this, subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);\r\n engine.setState(true, this._effectiveMaterial.zOffset, false, reverse);\r\n }\r\n\r\n // Draw\r\n this._processRendering(this, subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);\r\n\r\n // Unbind\r\n this._effectiveMaterial.unbind();\r\n\r\n for (let step of scene._afterRenderingMeshStage) {\r\n step.action(this, subMesh, batch);\r\n }\r\n\r\n if (this._internalMeshDataInfo._onAfterRenderObservable) {\r\n this._internalMeshDataInfo._onAfterRenderObservable.notifyObservers(this);\r\n }\r\n return this;\r\n }\r\n\r\n private _onBeforeDraw(isInstance: boolean, world: Matrix, effectiveMaterial?: Material): void {\r\n if (isInstance && effectiveMaterial) {\r\n effectiveMaterial.bindOnlyWorldMatrix(world);\r\n }\r\n }\r\n\r\n /**\r\n * Renormalize the mesh and patch it up if there are no weights\r\n * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.\r\n * However in the case of zero weights then we set just a single influence to 1.\r\n * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.\r\n */\r\n public cleanMatrixWeights(): void {\r\n\r\n if (this.isVerticesDataPresent(VertexBuffer.MatricesWeightsKind)) {\r\n if (this.isVerticesDataPresent(VertexBuffer.MatricesWeightsExtraKind)) {\r\n this.normalizeSkinWeightsAndExtra();\r\n }\r\n else {\r\n this.normalizeSkinFourWeights();\r\n }\r\n }\r\n }\r\n\r\n // faster 4 weight version.\r\n private normalizeSkinFourWeights(): void {\r\n\r\n let matricesWeights = (this.getVerticesData(VertexBuffer.MatricesWeightsKind));\r\n let numWeights = matricesWeights.length;\r\n\r\n for (var a = 0; a < numWeights; a += 4) {\r\n // accumulate weights\r\n var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];\r\n // check for invalid weight and just set it to 1.\r\n if (t === 0) { matricesWeights[a] = 1; }\r\n else {\r\n // renormalize so everything adds to 1 use reciprical\r\n let recip = 1 / t;\r\n matricesWeights[a] *= recip;\r\n matricesWeights[a + 1] *= recip;\r\n matricesWeights[a + 2] *= recip;\r\n matricesWeights[a + 3] *= recip;\r\n }\r\n\r\n }\r\n this.setVerticesData(VertexBuffer.MatricesWeightsKind, matricesWeights);\r\n }\r\n // handle special case of extra verts. (in theory gltf can handle 12 influences)\r\n private normalizeSkinWeightsAndExtra(): void {\r\n\r\n let matricesWeightsExtra = (this.getVerticesData(VertexBuffer.MatricesWeightsExtraKind));\r\n let matricesWeights = (this.getVerticesData(VertexBuffer.MatricesWeightsKind));\r\n let numWeights = matricesWeights.length;\r\n\r\n for (var a = 0; a < numWeights; a += 4) {\r\n // accumulate weights\r\n var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];\r\n t += matricesWeightsExtra[a] + matricesWeightsExtra[a + 1] + matricesWeightsExtra[a + 2] + matricesWeightsExtra[a + 3];\r\n // check for invalid weight and just set it to 1.\r\n if (t === 0) { matricesWeights[a] = 1; }\r\n else {\r\n // renormalize so everything adds to 1 use reciprical\r\n let recip = 1 / t;\r\n matricesWeights[a] *= recip;\r\n matricesWeights[a + 1] *= recip;\r\n matricesWeights[a + 2] *= recip;\r\n matricesWeights[a + 3] *= recip;\r\n // same goes for extras\r\n matricesWeightsExtra[a] *= recip;\r\n matricesWeightsExtra[a + 1] *= recip;\r\n matricesWeightsExtra[a + 2] *= recip;\r\n matricesWeightsExtra[a + 3] *= recip;\r\n }\r\n\r\n }\r\n this.setVerticesData(VertexBuffer.MatricesWeightsKind, matricesWeights);\r\n this.setVerticesData(VertexBuffer.MatricesWeightsKind, matricesWeightsExtra);\r\n }\r\n\r\n /**\r\n * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,\r\n * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let\r\n * the user know there was an issue with importing the mesh\r\n * @returns a validation object with skinned, valid and report string\r\n */\r\n public validateSkinning(): { skinned: boolean, valid: boolean, report: string } {\r\n\r\n let matricesWeightsExtra = (this.getVerticesData(VertexBuffer.MatricesWeightsExtraKind));\r\n let matricesWeights = (this.getVerticesData(VertexBuffer.MatricesWeightsKind));\r\n if (matricesWeights === null || this.skeleton == null) {\r\n return { skinned: false, valid: true, report: \"not skinned\" };\r\n }\r\n\r\n let numWeights = matricesWeights.length;\r\n let numberNotSorted: number = 0;\r\n let missingWeights: number = 0;\r\n let maxUsedWeights: number = 0;\r\n let numberNotNormalized: number = 0;\r\n let numInfluences: number = matricesWeightsExtra === null ? 4 : 8;\r\n var usedWeightCounts = new Array();\r\n for (var a = 0; a <= numInfluences; a++) {\r\n usedWeightCounts[a] = 0;\r\n }\r\n const toleranceEpsilon: number = 0.001;\r\n\r\n for (var a = 0; a < numWeights; a += 4) {\r\n\r\n let lastWeight: number = matricesWeights[a];\r\n var t = lastWeight;\r\n let usedWeights: number = t === 0 ? 0 : 1;\r\n\r\n for (var b = 1; b < numInfluences; b++) {\r\n var d = b < 4 ? matricesWeights[a + b] : matricesWeightsExtra[a + b - 4];\r\n if (d > lastWeight) { numberNotSorted++; }\r\n if (d !== 0) { usedWeights++; }\r\n t += d;\r\n lastWeight = d;\r\n }\r\n // count the buffer weights usage\r\n usedWeightCounts[usedWeights]++;\r\n\r\n // max influences\r\n if (usedWeights > maxUsedWeights) { maxUsedWeights = usedWeights; }\r\n\r\n // check for invalid weight and just set it to 1.\r\n if (t === 0) {\r\n missingWeights++;\r\n }\r\n else {\r\n // renormalize so everything adds to 1 use reciprical\r\n let recip = 1 / t;\r\n let tolerance = 0;\r\n for (b = 0; b < numInfluences; b++) {\r\n if (b < 4) {\r\n tolerance += Math.abs(matricesWeights[a + b] - (matricesWeights[a + b] * recip));\r\n }\r\n else {\r\n tolerance += Math.abs(matricesWeightsExtra[a + b - 4] - (matricesWeightsExtra[a + b - 4] * recip));\r\n }\r\n }\r\n // arbitary epsilon value for dicdating not normalized\r\n if (tolerance > toleranceEpsilon) { numberNotNormalized++; }\r\n }\r\n }\r\n\r\n // validate bone indices are in range of the skeleton\r\n let numBones: number = this.skeleton.bones.length;\r\n let matricesIndices = (this.getVerticesData(VertexBuffer.MatricesIndicesKind));\r\n let matricesIndicesExtra = (this.getVerticesData(VertexBuffer.MatricesIndicesExtraKind));\r\n let numBadBoneIndices: number = 0;\r\n for (var a = 0; a < numWeights; a++) {\r\n for (var b = 0; b < numInfluences; b++) {\r\n let index = b < 4 ? matricesIndices[b] : matricesIndicesExtra[b - 4];\r\n if (index >= numBones || index < 0) { numBadBoneIndices++; }\r\n }\r\n }\r\n\r\n // log mesh stats\r\n var output = \"Number of Weights = \" + numWeights / 4 + \"\\nMaximum influences = \" + maxUsedWeights +\r\n \"\\nMissing Weights = \" + missingWeights + \"\\nNot Sorted = \" + numberNotSorted +\r\n \"\\nNot Normalized = \" + numberNotNormalized + \"\\nWeightCounts = [\" + usedWeightCounts + \"]\" +\r\n \"\\nNumber of bones = \" + numBones + \"\\nBad Bone Indices = \" + numBadBoneIndices;\r\n\r\n return { skinned: true, valid: missingWeights === 0 && numberNotNormalized === 0 && numBadBoneIndices === 0, report: output };\r\n }\r\n\r\n /** @hidden */\r\n public _checkDelayState(): Mesh {\r\n var scene = this.getScene();\r\n if (this._geometry) {\r\n this._geometry.load(scene);\r\n }\r\n else if (this.delayLoadState === Constants.DELAYLOADSTATE_NOTLOADED) {\r\n this.delayLoadState = Constants.DELAYLOADSTATE_LOADING;\r\n\r\n this._queueLoad(scene);\r\n }\r\n return this;\r\n }\r\n\r\n private _queueLoad(scene: Scene): Mesh {\r\n scene._addPendingData(this);\r\n\r\n var getBinaryData = (this.delayLoadingFile.indexOf(\".babylonbinarymeshdata\") !== -1);\r\n\r\n Tools.LoadFile(this.delayLoadingFile, (data) => {\r\n\r\n if (data instanceof ArrayBuffer) {\r\n this._delayLoadingFunction(data, this);\r\n }\r\n else {\r\n this._delayLoadingFunction(JSON.parse(data), this);\r\n }\r\n\r\n this.instances.forEach((instance) => {\r\n instance.refreshBoundingInfo();\r\n instance._syncSubMeshes();\r\n });\r\n\r\n this.delayLoadState = Constants.DELAYLOADSTATE_LOADED;\r\n scene._removePendingData(this);\r\n\r\n }, () => { }, scene.offlineProvider, getBinaryData);\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns `true` if the mesh is within the frustum defined by the passed array of planes.\r\n * A mesh is in the frustum if its bounding box intersects the frustum\r\n * @param frustumPlanes defines the frustum to test\r\n * @returns true if the mesh is in the frustum planes\r\n */\r\n public isInFrustum(frustumPlanes: Plane[]): boolean {\r\n if (this.delayLoadState === Constants.DELAYLOADSTATE_LOADING) {\r\n return false;\r\n }\r\n\r\n if (!super.isInFrustum(frustumPlanes)) {\r\n return false;\r\n }\r\n\r\n this._checkDelayState();\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Sets the mesh material by the material or multiMaterial `id` property\r\n * @param id is a string identifying the material or the multiMaterial\r\n * @returns the current mesh\r\n */\r\n public setMaterialByID(id: string): Mesh {\r\n var materials = this.getScene().materials;\r\n var index: number;\r\n for (index = materials.length - 1; index > -1; index--) {\r\n if (materials[index].id === id) {\r\n this.material = materials[index];\r\n return this;\r\n }\r\n }\r\n\r\n // Multi\r\n var multiMaterials = this.getScene().multiMaterials;\r\n for (index = multiMaterials.length - 1; index > -1; index--) {\r\n if (multiMaterials[index].id === id) {\r\n this.material = multiMaterials[index];\r\n return this;\r\n }\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns as a new array populated with the mesh material and/or skeleton, if any.\r\n * @returns an array of IAnimatable\r\n */\r\n public getAnimatables(): IAnimatable[] {\r\n var results = new Array();\r\n\r\n if (this.material) {\r\n results.push(this.material);\r\n }\r\n\r\n if (this.skeleton) {\r\n results.push(this.skeleton);\r\n }\r\n\r\n return results;\r\n }\r\n\r\n /**\r\n * Modifies the mesh geometry according to the passed transformation matrix.\r\n * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.\r\n * The mesh normals are modified using the same transformation.\r\n * Note that, under the hood, this method sets a new VertexBuffer each call.\r\n * @param transform defines the transform matrix to use\r\n * @see http://doc.babylonjs.com/resources/baking_transformations\r\n * @returns the current mesh\r\n */\r\n public bakeTransformIntoVertices(transform: Matrix): Mesh {\r\n // Position\r\n if (!this.isVerticesDataPresent(VertexBuffer.PositionKind)) {\r\n return this;\r\n }\r\n\r\n var submeshes = this.subMeshes.splice(0);\r\n\r\n this._resetPointsArrayCache();\r\n\r\n var data = this.getVerticesData(VertexBuffer.PositionKind);\r\n\r\n var temp = new Array();\r\n var index: number;\r\n for (index = 0; index < data.length; index += 3) {\r\n Vector3.TransformCoordinates(Vector3.FromArray(data, index), transform).toArray(temp, index);\r\n }\r\n\r\n this.setVerticesData(VertexBuffer.PositionKind, temp, (this.getVertexBuffer(VertexBuffer.PositionKind)).isUpdatable());\r\n\r\n // Normals\r\n if (this.isVerticesDataPresent(VertexBuffer.NormalKind)) {\r\n data = this.getVerticesData(VertexBuffer.NormalKind);\r\n temp = [];\r\n for (index = 0; index < data.length; index += 3) {\r\n Vector3.TransformNormal(Vector3.FromArray(data, index), transform).normalize().toArray(temp, index);\r\n }\r\n this.setVerticesData(VertexBuffer.NormalKind, temp, (this.getVertexBuffer(VertexBuffer.NormalKind)).isUpdatable());\r\n }\r\n\r\n // flip faces?\r\n if (transform.m[0] * transform.m[5] * transform.m[10] < 0) { this.flipFaces(); }\r\n\r\n // Restore submeshes\r\n this.releaseSubMeshes();\r\n this.subMeshes = submeshes;\r\n return this;\r\n }\r\n\r\n /**\r\n * Modifies the mesh geometry according to its own current World Matrix.\r\n * The mesh World Matrix is then reset.\r\n * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.\r\n * Note that, under the hood, this method sets a new VertexBuffer each call.\r\n * @see http://doc.babylonjs.com/resources/baking_transformations\r\n * @param bakeIndependenlyOfChildren indicates whether to preserve all child nodes' World Matrix during baking\r\n * @returns the current mesh\r\n */\r\n public bakeCurrentTransformIntoVertices(bakeIndependenlyOfChildren : boolean = true): Mesh {\r\n this.bakeTransformIntoVertices(this.computeWorldMatrix(true));\r\n this.resetLocalMatrix(bakeIndependenlyOfChildren);\r\n return this;\r\n }\r\n\r\n // Cache\r\n\r\n /** @hidden */\r\n public get _positions(): Nullable {\r\n if (this._geometry) {\r\n return this._geometry._positions;\r\n }\r\n return null;\r\n }\r\n\r\n /** @hidden */\r\n public _resetPointsArrayCache(): Mesh {\r\n if (this._geometry) {\r\n this._geometry._resetPointsArrayCache();\r\n }\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _generatePointsArray(): boolean {\r\n if (this._geometry) {\r\n return this._geometry._generatePointsArray();\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Returns a new Mesh object generated from the current mesh properties.\r\n * This method must not get confused with createInstance()\r\n * @param name is a string, the name given to the new mesh\r\n * @param newParent can be any Node object (default `null`)\r\n * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)\r\n * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)\r\n * @returns a new mesh\r\n */\r\n public clone(name: string = \"\", newParent: Nullable = null, doNotCloneChildren?: boolean, clonePhysicsImpostor: boolean = true): Mesh {\r\n return new Mesh(name, this.getScene(), newParent, this, doNotCloneChildren, clonePhysicsImpostor);\r\n }\r\n\r\n /**\r\n * Releases resources associated with this mesh.\r\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\r\n * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\r\n */\r\n public dispose(doNotRecurse?: boolean, disposeMaterialAndTextures = false): void {\r\n this.morphTargetManager = null;\r\n\r\n if (this._geometry) {\r\n this._geometry.releaseForMesh(this, true);\r\n }\r\n\r\n let internalDataInfo = this._internalMeshDataInfo;\r\n\r\n if (internalDataInfo._onBeforeDrawObservable) {\r\n internalDataInfo._onBeforeDrawObservable.clear();\r\n }\r\n\r\n if (internalDataInfo._onBeforeBindObservable) {\r\n internalDataInfo._onBeforeBindObservable.clear();\r\n }\r\n\r\n if (internalDataInfo._onBeforeRenderObservable) {\r\n internalDataInfo._onBeforeRenderObservable.clear();\r\n }\r\n\r\n if (internalDataInfo._onAfterRenderObservable) {\r\n internalDataInfo._onAfterRenderObservable.clear();\r\n }\r\n\r\n // Sources\r\n if (this._scene.useClonedMeshMap) {\r\n if (internalDataInfo.meshMap) {\r\n for (const uniqueId in internalDataInfo.meshMap) {\r\n const mesh = internalDataInfo.meshMap[uniqueId];\r\n if (mesh) {\r\n mesh._internalMeshDataInfo._source = null;\r\n internalDataInfo.meshMap[uniqueId] = undefined;\r\n }\r\n }\r\n }\r\n\r\n if (internalDataInfo._source && internalDataInfo._source._internalMeshDataInfo.meshMap) {\r\n internalDataInfo._source._internalMeshDataInfo.meshMap[this.uniqueId] = undefined;\r\n }\r\n }\r\n else {\r\n var meshes = this.getScene().meshes;\r\n for (const abstractMesh of meshes) {\r\n let mesh = abstractMesh as Mesh;\r\n if (mesh._internalMeshDataInfo && mesh._internalMeshDataInfo._source && mesh._internalMeshDataInfo._source === this) {\r\n mesh._internalMeshDataInfo._source = null;\r\n }\r\n }\r\n }\r\n\r\n internalDataInfo._source = null;\r\n\r\n // Instances\r\n this._disposeInstanceSpecificData();\r\n\r\n // Thin instances\r\n this._disposeThinInstanceSpecificData();\r\n\r\n super.dispose(doNotRecurse, disposeMaterialAndTextures);\r\n }\r\n\r\n /** @hidden */\r\n public _disposeInstanceSpecificData() {\r\n // Do nothing\r\n }\r\n\r\n /** @hidden */\r\n public _disposeThinInstanceSpecificData() {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Modifies the mesh geometry according to a displacement map.\r\n * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.\r\n * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.\r\n * @param url is a string, the URL from the image file is to be downloaded.\r\n * @param minHeight is the lower limit of the displacement.\r\n * @param maxHeight is the upper limit of the displacement.\r\n * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.\r\n * @param uvOffset is an optional vector2 used to offset UV.\r\n * @param uvScale is an optional vector2 used to scale UV.\r\n * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.\r\n * @returns the Mesh.\r\n */\r\n public applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate = false): Mesh {\r\n var scene = this.getScene();\r\n\r\n var onload = (img: HTMLImageElement | ImageBitmap) => {\r\n // Getting height map data\r\n var heightMapWidth = img.width;\r\n var heightMapHeight = img.height;\r\n var canvas = CanvasGenerator.CreateCanvas(heightMapWidth, heightMapHeight);\r\n var context = canvas.getContext(\"2d\");\r\n\r\n context.drawImage(img, 0, 0);\r\n\r\n // Create VertexData from map data\r\n //Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949\r\n var buffer = (context.getImageData(0, 0, heightMapWidth, heightMapHeight).data);\r\n\r\n this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate);\r\n //execute success callback, if set\r\n if (onSuccess) {\r\n onSuccess(this);\r\n }\r\n };\r\n\r\n Tools.LoadImage(url, onload, () => { }, scene.offlineProvider);\r\n return this;\r\n }\r\n\r\n /**\r\n * Modifies the mesh geometry according to a displacementMap buffer.\r\n * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.\r\n * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.\r\n * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.\r\n * @param heightMapWidth is the width of the buffer image.\r\n * @param heightMapHeight is the height of the buffer image.\r\n * @param minHeight is the lower limit of the displacement.\r\n * @param maxHeight is the upper limit of the displacement.\r\n * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.\r\n * @param uvOffset is an optional vector2 used to offset UV.\r\n * @param uvScale is an optional vector2 used to scale UV.\r\n * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.\r\n * @returns the Mesh.\r\n */\r\n public applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate = false): Mesh {\r\n if (!this.isVerticesDataPresent(VertexBuffer.PositionKind)\r\n || !this.isVerticesDataPresent(VertexBuffer.NormalKind)\r\n || !this.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n Logger.Warn(\"Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing\");\r\n return this;\r\n }\r\n\r\n var positions = this.getVerticesData(VertexBuffer.PositionKind, true, true);\r\n var normals = this.getVerticesData(VertexBuffer.NormalKind);\r\n var uvs = this.getVerticesData(VertexBuffer.UVKind);\r\n var position = Vector3.Zero();\r\n var normal = Vector3.Zero();\r\n var uv = Vector2.Zero();\r\n\r\n uvOffset = uvOffset || Vector2.Zero();\r\n uvScale = uvScale || new Vector2(1, 1);\r\n\r\n for (var index = 0; index < positions.length; index += 3) {\r\n Vector3.FromArrayToRef(positions, index, position);\r\n Vector3.FromArrayToRef(normals, index, normal);\r\n Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);\r\n\r\n // Compute height\r\n var u = ((Math.abs(uv.x * uvScale.x + uvOffset.x) * heightMapWidth) % heightMapWidth) | 0;\r\n var v = ((Math.abs(uv.y * uvScale.y + uvOffset.y) * heightMapHeight) % heightMapHeight) | 0;\r\n\r\n var pos = (u + v * heightMapWidth) * 4;\r\n var r = buffer[pos] / 255.0;\r\n var g = buffer[pos + 1] / 255.0;\r\n var b = buffer[pos + 2] / 255.0;\r\n\r\n var gradient = r * 0.3 + g * 0.59 + b * 0.11;\r\n\r\n normal.normalize();\r\n normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);\r\n position = position.add(normal);\r\n\r\n position.toArray(positions, index);\r\n }\r\n\r\n VertexData.ComputeNormals(positions, this.getIndices(), normals);\r\n\r\n if (forceUpdate) {\r\n this.setVerticesData(VertexBuffer.PositionKind, positions);\r\n this.setVerticesData(VertexBuffer.NormalKind, normals);\r\n }\r\n else {\r\n this.updateVerticesData(VertexBuffer.PositionKind, positions);\r\n this.updateVerticesData(VertexBuffer.NormalKind, normals);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Modify the mesh to get a flat shading rendering.\r\n * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.\r\n * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.\r\n * @returns current mesh\r\n */\r\n public convertToFlatShadedMesh(): Mesh {\r\n var kinds = this.getVerticesDataKinds();\r\n var vbs: { [key: string]: VertexBuffer } = {};\r\n var data: { [key: string]: FloatArray } = {};\r\n var newdata: { [key: string]: Array } = {};\r\n var updatableNormals = false;\r\n var kindIndex: number;\r\n var kind: string;\r\n for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {\r\n kind = kinds[kindIndex];\r\n var vertexBuffer = this.getVertexBuffer(kind);\r\n\r\n if (kind === VertexBuffer.NormalKind) {\r\n updatableNormals = vertexBuffer.isUpdatable();\r\n kinds.splice(kindIndex, 1);\r\n kindIndex--;\r\n continue;\r\n }\r\n\r\n vbs[kind] = vertexBuffer;\r\n data[kind] = vbs[kind].getData();\r\n newdata[kind] = [];\r\n }\r\n\r\n // Save previous submeshes\r\n var previousSubmeshes = this.subMeshes.slice(0);\r\n\r\n var indices = this.getIndices();\r\n var totalIndices = this.getTotalIndices();\r\n\r\n // Generating unique vertices per face\r\n var index: number;\r\n for (index = 0; index < totalIndices; index++) {\r\n var vertexIndex = indices[index];\r\n\r\n for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {\r\n kind = kinds[kindIndex];\r\n var stride = vbs[kind].getStrideSize();\r\n\r\n for (var offset = 0; offset < stride; offset++) {\r\n newdata[kind].push(data[kind][vertexIndex * stride + offset]);\r\n }\r\n }\r\n }\r\n\r\n // Updating faces & normal\r\n var normals = [];\r\n var positions = newdata[VertexBuffer.PositionKind];\r\n for (index = 0; index < totalIndices; index += 3) {\r\n indices[index] = index;\r\n indices[index + 1] = index + 1;\r\n indices[index + 2] = index + 2;\r\n\r\n var p1 = Vector3.FromArray(positions, index * 3);\r\n var p2 = Vector3.FromArray(positions, (index + 1) * 3);\r\n var p3 = Vector3.FromArray(positions, (index + 2) * 3);\r\n\r\n var p1p2 = p1.subtract(p2);\r\n var p3p2 = p3.subtract(p2);\r\n\r\n var normal = Vector3.Normalize(Vector3.Cross(p1p2, p3p2));\r\n\r\n // Store same normals for every vertex\r\n for (var localIndex = 0; localIndex < 3; localIndex++) {\r\n normals.push(normal.x);\r\n normals.push(normal.y);\r\n normals.push(normal.z);\r\n }\r\n }\r\n\r\n this.setIndices(indices);\r\n this.setVerticesData(VertexBuffer.NormalKind, normals, updatableNormals);\r\n\r\n // Updating vertex buffers\r\n for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {\r\n kind = kinds[kindIndex];\r\n this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());\r\n }\r\n\r\n // Updating submeshes\r\n this.releaseSubMeshes();\r\n for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {\r\n var previousOne = previousSubmeshes[submeshIndex];\r\n SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);\r\n }\r\n\r\n this.synchronizeInstances();\r\n return this;\r\n }\r\n\r\n /**\r\n * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.\r\n * In other words, more vertices, no more indices and a single bigger VBO.\r\n * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.\r\n * @returns current mesh\r\n */\r\n public convertToUnIndexedMesh(): Mesh {\r\n var kinds = this.getVerticesDataKinds();\r\n var vbs: { [key: string]: VertexBuffer } = {};\r\n var data: { [key: string]: FloatArray } = {};\r\n var newdata: { [key: string]: Array } = {};\r\n var kindIndex: number;\r\n var kind: string;\r\n for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {\r\n kind = kinds[kindIndex];\r\n var vertexBuffer = this.getVertexBuffer(kind);\r\n vbs[kind] = vertexBuffer;\r\n data[kind] = vbs[kind].getData();\r\n newdata[kind] = [];\r\n }\r\n\r\n // Save previous submeshes\r\n var previousSubmeshes = this.subMeshes.slice(0);\r\n\r\n var indices = this.getIndices();\r\n var totalIndices = this.getTotalIndices();\r\n\r\n // Generating unique vertices per face\r\n var index: number;\r\n for (index = 0; index < totalIndices; index++) {\r\n var vertexIndex = indices[index];\r\n\r\n for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {\r\n kind = kinds[kindIndex];\r\n var stride = vbs[kind].getStrideSize();\r\n\r\n for (var offset = 0; offset < stride; offset++) {\r\n newdata[kind].push(data[kind][vertexIndex * stride + offset]);\r\n }\r\n }\r\n }\r\n\r\n // Updating indices\r\n for (index = 0; index < totalIndices; index += 3) {\r\n indices[index] = index;\r\n indices[index + 1] = index + 1;\r\n indices[index + 2] = index + 2;\r\n }\r\n\r\n this.setIndices(indices);\r\n\r\n // Updating vertex buffers\r\n for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {\r\n kind = kinds[kindIndex];\r\n this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());\r\n }\r\n\r\n // Updating submeshes\r\n this.releaseSubMeshes();\r\n for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {\r\n var previousOne = previousSubmeshes[submeshIndex];\r\n SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);\r\n }\r\n\r\n this._unIndexed = true;\r\n\r\n this.synchronizeInstances();\r\n return this;\r\n }\r\n\r\n /**\r\n * Inverses facet orientations.\r\n * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.\r\n * @param flipNormals will also inverts the normals\r\n * @returns current mesh\r\n */\r\n public flipFaces(flipNormals: boolean = false): Mesh {\r\n var vertex_data = VertexData.ExtractFromMesh(this);\r\n var i: number;\r\n if (flipNormals && this.isVerticesDataPresent(VertexBuffer.NormalKind) && vertex_data.normals) {\r\n for (i = 0; i < vertex_data.normals.length; i++) {\r\n vertex_data.normals[i] *= -1;\r\n }\r\n }\r\n\r\n if (vertex_data.indices) {\r\n var temp;\r\n for (i = 0; i < vertex_data.indices.length; i += 3) {\r\n // reassign indices\r\n temp = vertex_data.indices[i + 1];\r\n vertex_data.indices[i + 1] = vertex_data.indices[i + 2];\r\n vertex_data.indices[i + 2] = temp;\r\n }\r\n }\r\n\r\n vertex_data.applyToMesh(this, this.isVertexBufferUpdatable(VertexBuffer.PositionKind));\r\n return this;\r\n }\r\n\r\n /**\r\n * Increase the number of facets and hence vertices in a mesh\r\n * Vertex normals are interpolated from existing vertex normals\r\n * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.\r\n * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1\r\n */\r\n public increaseVertices(numberPerEdge: number): void {\r\n var vertex_data = VertexData.ExtractFromMesh(this);\r\n var uvs = vertex_data.uvs;\r\n var currentIndices = vertex_data.indices;\r\n var positions = vertex_data.positions;\r\n var normals = vertex_data.normals;\r\n\r\n if (currentIndices === null || positions === null || normals === null || uvs === null) {\r\n Logger.Warn(\"VertexData contains null entries\");\r\n }\r\n else {\r\n var segments: number = numberPerEdge + 1; //segments per current facet edge, become sides of new facets\r\n var tempIndices: Array> = new Array();\r\n for (var i = 0; i < segments + 1; i++) {\r\n tempIndices[i] = new Array();\r\n }\r\n var a: number; //vertex index of one end of a side\r\n var b: number; //vertex index of other end of the side\r\n var deltaPosition: Vector3 = new Vector3(0, 0, 0);\r\n var deltaNormal: Vector3 = new Vector3(0, 0, 0);\r\n var deltaUV: Vector2 = new Vector2(0, 0);\r\n var indices: number[] = new Array();\r\n var vertexIndex: number[] = new Array();\r\n var side: Array>> = new Array();\r\n var len: number;\r\n var positionPtr: number = positions.length;\r\n var uvPtr: number = uvs.length;\r\n\r\n for (var i = 0; i < currentIndices.length; i += 3) {\r\n vertexIndex[0] = currentIndices[i];\r\n vertexIndex[1] = currentIndices[i + 1];\r\n vertexIndex[2] = currentIndices[i + 2];\r\n for (var j = 0; j < 3; j++) {\r\n a = vertexIndex[j];\r\n b = vertexIndex[(j + 1) % 3];\r\n if (side[a] === undefined && side[b] === undefined) {\r\n side[a] = new Array();\r\n side[b] = new Array();\r\n }\r\n else {\r\n if (side[a] === undefined) {\r\n side[a] = new Array();\r\n }\r\n if (side[b] === undefined) {\r\n side[b] = new Array();\r\n }\r\n }\r\n if (side[a][b] === undefined && side[b][a] === undefined) {\r\n side[a][b] = [];\r\n deltaPosition.x = (positions[3 * b] - positions[3 * a]) / segments;\r\n deltaPosition.y = (positions[3 * b + 1] - positions[3 * a + 1]) / segments;\r\n deltaPosition.z = (positions[3 * b + 2] - positions[3 * a + 2]) / segments;\r\n deltaNormal.x = (normals[3 * b] - normals[3 * a]) / segments;\r\n deltaNormal.y = (normals[3 * b + 1] - normals[3 * a + 1]) / segments;\r\n deltaNormal.z = (normals[3 * b + 2] - normals[3 * a + 2]) / segments;\r\n deltaUV.x = (uvs[2 * b] - uvs[2 * a]) / segments;\r\n deltaUV.y = (uvs[2 * b + 1] - uvs[2 * a + 1]) / segments;\r\n side[a][b].push(a);\r\n for (var k = 1; k < segments; k++) {\r\n side[a][b].push(positions.length / 3);\r\n positions[positionPtr] = positions[3 * a] + k * deltaPosition.x;\r\n normals[positionPtr++] = normals[3 * a] + k * deltaNormal.x;\r\n positions[positionPtr] = positions[3 * a + 1] + k * deltaPosition.y;\r\n normals[positionPtr++] = normals[3 * a + 1] + k * deltaNormal.y;\r\n positions[positionPtr] = positions[3 * a + 2] + k * deltaPosition.z;\r\n normals[positionPtr++] = normals[3 * a + 2] + k * deltaNormal.z;\r\n uvs[uvPtr++] = uvs[2 * a] + k * deltaUV.x;\r\n uvs[uvPtr++] = uvs[2 * a + 1] + k * deltaUV.y;\r\n }\r\n side[a][b].push(b);\r\n side[b][a] = new Array();\r\n len = side[a][b].length;\r\n for (var idx = 0; idx < len; idx++) {\r\n side[b][a][idx] = side[a][b][len - 1 - idx];\r\n }\r\n }\r\n }\r\n //Calculate positions, normals and uvs of new internal vertices\r\n tempIndices[0][0] = currentIndices[i];\r\n tempIndices[1][0] = side[currentIndices[i]][currentIndices[i + 1]][1];\r\n tempIndices[1][1] = side[currentIndices[i]][currentIndices[i + 2]][1];\r\n for (var k = 2; k < segments; k++) {\r\n tempIndices[k][0] = side[currentIndices[i]][currentIndices[i + 1]][k];\r\n tempIndices[k][k] = side[currentIndices[i]][currentIndices[i + 2]][k];\r\n deltaPosition.x = (positions[3 * tempIndices[k][k]] - positions[3 * tempIndices[k][0]]) / k;\r\n deltaPosition.y = (positions[3 * tempIndices[k][k] + 1] - positions[3 * tempIndices[k][0] + 1]) / k;\r\n deltaPosition.z = (positions[3 * tempIndices[k][k] + 2] - positions[3 * tempIndices[k][0] + 2]) / k;\r\n deltaNormal.x = (normals[3 * tempIndices[k][k]] - normals[3 * tempIndices[k][0]]) / k;\r\n deltaNormal.y = (normals[3 * tempIndices[k][k] + 1] - normals[3 * tempIndices[k][0] + 1]) / k;\r\n deltaNormal.z = (normals[3 * tempIndices[k][k] + 2] - normals[3 * tempIndices[k][0] + 2]) / k;\r\n deltaUV.x = (uvs[2 * tempIndices[k][k]] - uvs[2 * tempIndices[k][0]]) / k;\r\n deltaUV.y = (uvs[2 * tempIndices[k][k] + 1] - uvs[2 * tempIndices[k][0] + 1]) / k;\r\n for (var j = 1; j < k; j++) {\r\n tempIndices[k][j] = positions.length / 3;\r\n positions[positionPtr] = positions[3 * tempIndices[k][0]] + j * deltaPosition.x;\r\n normals[positionPtr++] = normals[3 * tempIndices[k][0]] + j * deltaNormal.x;\r\n positions[positionPtr] = positions[3 * tempIndices[k][0] + 1] + j * deltaPosition.y;\r\n normals[positionPtr++] = normals[3 * tempIndices[k][0] + 1] + j * deltaNormal.y;\r\n positions[positionPtr] = positions[3 * tempIndices[k][0] + 2] + j * deltaPosition.z;\r\n normals[positionPtr++] = normals[3 * tempIndices[k][0] + 2] + j * deltaNormal.z;\r\n uvs[uvPtr++] = uvs[2 * tempIndices[k][0]] + j * deltaUV.x;\r\n uvs[uvPtr++] = uvs[2 * tempIndices[k][0] + 1] + j * deltaUV.y;\r\n }\r\n }\r\n tempIndices[segments] = side[currentIndices[i + 1]][currentIndices[i + 2]];\r\n\r\n // reform indices\r\n indices.push(tempIndices[0][0], tempIndices[1][0], tempIndices[1][1]);\r\n for (var k = 1; k < segments; k++) {\r\n for (var j = 0; j < k; j++) {\r\n indices.push(tempIndices[k][j], tempIndices[k + 1][j], tempIndices[k + 1][j + 1]);\r\n indices.push(tempIndices[k][j], tempIndices[k + 1][j + 1], tempIndices[k][j + 1]);\r\n }\r\n indices.push(tempIndices[k][j], tempIndices[k + 1][j], tempIndices[k + 1][j + 1]);\r\n }\r\n }\r\n\r\n vertex_data.indices = indices;\r\n vertex_data.applyToMesh(this, this.isVertexBufferUpdatable(VertexBuffer.PositionKind));\r\n }\r\n }\r\n\r\n /**\r\n * Force adjacent facets to share vertices and remove any facets that have all vertices in a line\r\n * This will undo any application of covertToFlatShadedMesh\r\n * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.\r\n */\r\n public forceSharedVertices(): void {\r\n var vertex_data = VertexData.ExtractFromMesh(this);\r\n var currentUVs = vertex_data.uvs;\r\n var currentIndices = vertex_data.indices;\r\n var currentPositions = vertex_data.positions;\r\n var currentColors = vertex_data.colors;\r\n\r\n if (currentIndices === void 0 || currentPositions === void 0 || currentIndices === null || currentPositions === null) {\r\n Logger.Warn(\"VertexData contains empty entries\");\r\n }\r\n else {\r\n var positions: Array = new Array();\r\n var indices: Array = new Array();\r\n var uvs: Array = new Array();\r\n var colors: Array = new Array();\r\n var pstring: Array = new Array(); //lists facet vertex positions (a,b,c) as string \"a|b|c\"\r\n\r\n var indexPtr: number = 0; // pointer to next available index value\r\n var uniquePositions: Array = new Array(); // unique vertex positions\r\n var ptr: number; // pointer to element in uniquePositions\r\n var facet: Array;\r\n\r\n for (var i = 0; i < currentIndices.length; i += 3) {\r\n facet = [currentIndices[i], currentIndices[i + 1], currentIndices[i + 2]]; //facet vertex indices\r\n pstring = new Array();\r\n for (var j = 0; j < 3; j++) {\r\n pstring[j] = \"\";\r\n for (var k = 0; k < 3; k++) {\r\n //small values make 0\r\n if (Math.abs(currentPositions[3 * facet[j] + k]) < 0.00000001) {\r\n currentPositions[3 * facet[j] + k] = 0;\r\n }\r\n pstring[j] += currentPositions[3 * facet[j] + k] + \"|\";\r\n }\r\n pstring[j] = pstring[j].slice(0, -1);\r\n }\r\n //check facet vertices to see that none are repeated\r\n // do not process any facet that has a repeated vertex, ie is a line\r\n if (!(pstring[0] == pstring[1] || pstring[0] == pstring[2] || pstring[1] == pstring[2])) {\r\n //for each facet position check if already listed in uniquePositions\r\n // if not listed add to uniquePositions and set index pointer\r\n // if listed use its index in uniquePositions and new index pointer\r\n for (var j = 0; j < 3; j++) {\r\n ptr = uniquePositions.indexOf(pstring[j]);\r\n if (ptr < 0) {\r\n uniquePositions.push(pstring[j]);\r\n ptr = indexPtr++;\r\n //not listed so add individual x, y, z coordinates to positions\r\n for (var k = 0; k < 3; k++) {\r\n positions.push(currentPositions[3 * facet[j] + k]);\r\n }\r\n if (currentColors !== null && currentColors !== void 0) {\r\n for (var k = 0; k < 4; k++) {\r\n colors.push(currentColors[4 * facet[j] + k]);\r\n }\r\n }\r\n if (currentUVs !== null && currentUVs !== void 0) {\r\n for (var k = 0; k < 2; k++) {\r\n uvs.push(currentUVs[2 * facet[j] + k]);\r\n }\r\n }\r\n }\r\n // add new index pointer to indices array\r\n indices.push(ptr);\r\n }\r\n }\r\n }\r\n\r\n var normals: Array = new Array();\r\n VertexData.ComputeNormals(positions, indices, normals);\r\n\r\n //create new vertex data object and update\r\n vertex_data.positions = positions;\r\n vertex_data.indices = indices;\r\n vertex_data.normals = normals;\r\n if (currentUVs !== null && currentUVs !== void 0) {\r\n vertex_data.uvs = uvs;\r\n }\r\n if (currentColors !== null && currentColors !== void 0) {\r\n vertex_data.colors = colors;\r\n }\r\n\r\n vertex_data.applyToMesh(this, this.isVertexBufferUpdatable(VertexBuffer.PositionKind));\r\n }\r\n }\r\n\r\n // Instances\r\n /** @hidden */\r\n public static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh {\r\n throw _DevTools.WarnImport(\"InstancedMesh\");\r\n }\r\n\r\n /** @hidden */\r\n public static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor {\r\n throw _DevTools.WarnImport(\"PhysicsImpostor\");\r\n }\r\n\r\n /**\r\n * Creates a new InstancedMesh object from the mesh model.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_instances\r\n * @param name defines the name of the new instance\r\n * @returns a new InstancedMesh\r\n */\r\n public createInstance(name: string): InstancedMesh {\r\n let geometry = this.geometry;\r\n\r\n if (geometry && geometry.meshes.length > 1) {\r\n let others = geometry.meshes.slice(0);\r\n for (var other of others) {\r\n if (other === this) {\r\n continue;\r\n }\r\n other.makeGeometryUnique();\r\n }\r\n }\r\n\r\n return Mesh._instancedMeshFactory(name, this);\r\n }\r\n\r\n /**\r\n * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.\r\n * After this call, all the mesh instances have the same submeshes than the current mesh.\r\n * @returns the current mesh\r\n */\r\n public synchronizeInstances(): Mesh {\r\n if (this._geometry && this._geometry.meshes.length !== 1 && this.instances.length) {\r\n this.makeGeometryUnique();\r\n }\r\n\r\n for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {\r\n var instance = this.instances[instanceIndex];\r\n instance._syncSubMeshes();\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Optimization of the mesh's indices, in case a mesh has duplicated vertices.\r\n * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.\r\n * This should be used together with the simplification to avoid disappearing triangles.\r\n * @param successCallback an optional success callback to be called after the optimization finished.\r\n * @returns the current mesh\r\n */\r\n public optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh {\r\n var indices = this.getIndices();\r\n var positions = this.getVerticesData(VertexBuffer.PositionKind);\r\n\r\n if (!positions || !indices) {\r\n return this;\r\n }\r\n\r\n var vectorPositions = new Array();\r\n for (var pos = 0; pos < positions.length; pos = pos + 3) {\r\n vectorPositions.push(Vector3.FromArray(positions, pos));\r\n }\r\n var dupes = new Array();\r\n\r\n AsyncLoop.SyncAsyncForLoop(vectorPositions.length, 40, (iteration) => {\r\n var realPos = vectorPositions.length - 1 - iteration;\r\n var testedPosition = vectorPositions[realPos];\r\n for (var j = 0; j < realPos; ++j) {\r\n var againstPosition = vectorPositions[j];\r\n if (testedPosition.equals(againstPosition)) {\r\n dupes[realPos] = j;\r\n break;\r\n }\r\n }\r\n }, () => {\r\n for (var i = 0; i < indices.length; ++i) {\r\n indices[i] = dupes[indices[i]] || indices[i];\r\n }\r\n\r\n //indices are now reordered\r\n var originalSubMeshes = this.subMeshes.slice(0);\r\n this.setIndices(indices);\r\n this.subMeshes = originalSubMeshes;\r\n if (successCallback) {\r\n successCallback(this);\r\n }\r\n });\r\n return this;\r\n }\r\n\r\n /**\r\n * Serialize current mesh\r\n * @param serializationObject defines the object which will receive the serialization data\r\n */\r\n public serialize(serializationObject: any): void {\r\n serializationObject.name = this.name;\r\n serializationObject.id = this.id;\r\n serializationObject.type = this.getClassName();\r\n\r\n if (Tags && Tags.HasTags(this)) {\r\n serializationObject.tags = Tags.GetTags(this);\r\n }\r\n\r\n serializationObject.position = this.position.asArray();\r\n\r\n if (this.rotationQuaternion) {\r\n serializationObject.rotationQuaternion = this.rotationQuaternion.asArray();\r\n } else if (this.rotation) {\r\n serializationObject.rotation = this.rotation.asArray();\r\n }\r\n\r\n serializationObject.scaling = this.scaling.asArray();\r\n if (this._postMultiplyPivotMatrix) {\r\n serializationObject.pivotMatrix = this.getPivotMatrix().asArray();\r\n } else {\r\n serializationObject.localMatrix = this.getPivotMatrix().asArray();\r\n }\r\n\r\n serializationObject.isEnabled = this.isEnabled(false);\r\n serializationObject.isVisible = this.isVisible;\r\n serializationObject.infiniteDistance = this.infiniteDistance;\r\n serializationObject.pickable = this.isPickable;\r\n\r\n serializationObject.receiveShadows = this.receiveShadows;\r\n\r\n serializationObject.billboardMode = this.billboardMode;\r\n serializationObject.visibility = this.visibility;\r\n\r\n serializationObject.checkCollisions = this.checkCollisions;\r\n serializationObject.isBlocker = this.isBlocker;\r\n serializationObject.overrideMaterialSideOrientation = this.overrideMaterialSideOrientation;\r\n\r\n // Parent\r\n if (this.parent) {\r\n serializationObject.parentId = this.parent.id;\r\n }\r\n\r\n // Geometry\r\n serializationObject.isUnIndexed = this.isUnIndexed;\r\n var geometry = this._geometry;\r\n if (geometry) {\r\n var geometryId = geometry.id;\r\n serializationObject.geometryId = geometryId;\r\n\r\n // SubMeshes\r\n serializationObject.subMeshes = [];\r\n for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {\r\n var subMesh = this.subMeshes[subIndex];\r\n\r\n serializationObject.subMeshes.push({\r\n materialIndex: subMesh.materialIndex,\r\n verticesStart: subMesh.verticesStart,\r\n verticesCount: subMesh.verticesCount,\r\n indexStart: subMesh.indexStart,\r\n indexCount: subMesh.indexCount\r\n });\r\n }\r\n }\r\n\r\n // Material\r\n if (this.material) {\r\n if (!this.material.doNotSerialize) {\r\n serializationObject.materialId = this.material.id;\r\n }\r\n } else {\r\n this.material = null;\r\n }\r\n\r\n // Morph targets\r\n if (this.morphTargetManager) {\r\n serializationObject.morphTargetManagerId = this.morphTargetManager.uniqueId;\r\n }\r\n\r\n // Skeleton\r\n if (this.skeleton) {\r\n serializationObject.skeletonId = this.skeleton.id;\r\n }\r\n\r\n // Physics\r\n //TODO implement correct serialization for physics impostors.\r\n if (this.getScene()._getComponent(SceneComponentConstants.NAME_PHYSICSENGINE)) {\r\n let impostor = this.getPhysicsImpostor();\r\n if (impostor) {\r\n serializationObject.physicsMass = impostor.getParam(\"mass\");\r\n serializationObject.physicsFriction = impostor.getParam(\"friction\");\r\n serializationObject.physicsRestitution = impostor.getParam(\"mass\");\r\n serializationObject.physicsImpostor = impostor.type;\r\n }\r\n }\r\n\r\n // Metadata\r\n if (this.metadata) {\r\n serializationObject.metadata = this.metadata;\r\n }\r\n\r\n // Instances\r\n serializationObject.instances = [];\r\n for (var index = 0; index < this.instances.length; index++) {\r\n var instance = this.instances[index];\r\n if (instance.doNotSerialize) {\r\n continue;\r\n }\r\n\r\n var serializationInstance: any = {\r\n name: instance.name,\r\n id: instance.id,\r\n isPickable: instance.isPickable,\r\n checkCollisions: instance.checkCollisions,\r\n position: instance.position.asArray(),\r\n scaling: instance.scaling.asArray()\r\n };\r\n\r\n if (instance.parent) {\r\n serializationInstance.parentId = instance.parent.id;\r\n }\r\n\r\n if (instance.rotationQuaternion) {\r\n serializationInstance.rotationQuaternion = instance.rotationQuaternion.asArray();\r\n } else if (instance.rotation) {\r\n serializationInstance.rotation = instance.rotation.asArray();\r\n }\r\n\r\n // Physics\r\n //TODO implement correct serialization for physics impostors.\r\n if (this.getScene()._getComponent(SceneComponentConstants.NAME_PHYSICSENGINE)) {\r\n let impostor = instance.getPhysicsImpostor();\r\n if (impostor) {\r\n serializationInstance.physicsMass = impostor.getParam(\"mass\");\r\n serializationInstance.physicsFriction = impostor.getParam(\"friction\");\r\n serializationInstance.physicsRestitution = impostor.getParam(\"mass\");\r\n serializationInstance.physicsImpostor = impostor.type;\r\n }\r\n }\r\n\r\n // Metadata\r\n if (instance.metadata) {\r\n serializationInstance.metadata = instance.metadata;\r\n }\r\n\r\n serializationObject.instances.push(serializationInstance);\r\n\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(instance, serializationInstance);\r\n serializationInstance.ranges = instance.serializeAnimationRanges();\r\n }\r\n\r\n // Thin instances\r\n if (this._thinInstanceDataStorage.instancesCount && this._thinInstanceDataStorage.matrixData) {\r\n serializationObject.thinInstances = {\r\n instancesCount: this._thinInstanceDataStorage.instancesCount,\r\n matrixData: Array.from(this._thinInstanceDataStorage.matrixData),\r\n matrixBufferSize: this._thinInstanceDataStorage.matrixBufferSize,\r\n };\r\n\r\n if (this._userThinInstanceBuffersStorage) {\r\n const userThinInstance: any = {\r\n data: {},\r\n sizes: {},\r\n strides: {},\r\n };\r\n\r\n for (const kind in this._userThinInstanceBuffersStorage.data) {\r\n userThinInstance.data[kind] = Array.from(this._userThinInstanceBuffersStorage.data[kind]);\r\n userThinInstance.sizes[kind] = this._userThinInstanceBuffersStorage.sizes[kind];\r\n userThinInstance.strides[kind] = this._userThinInstanceBuffersStorage.strides[kind];\r\n }\r\n\r\n serializationObject.thinInstances.userThinInstance = userThinInstance;\r\n }\r\n }\r\n\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(this, serializationObject);\r\n serializationObject.ranges = this.serializeAnimationRanges();\r\n\r\n // Layer mask\r\n serializationObject.layerMask = this.layerMask;\r\n\r\n // Alpha\r\n serializationObject.alphaIndex = this.alphaIndex;\r\n serializationObject.hasVertexAlpha = this.hasVertexAlpha;\r\n\r\n // Overlay\r\n serializationObject.overlayAlpha = this.overlayAlpha;\r\n serializationObject.overlayColor = this.overlayColor.asArray();\r\n serializationObject.renderOverlay = this.renderOverlay;\r\n\r\n // Fog\r\n serializationObject.applyFog = this.applyFog;\r\n\r\n // Action Manager\r\n if (this.actionManager) {\r\n serializationObject.actions = this.actionManager.serialize(this.name);\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _syncGeometryWithMorphTargetManager() {\r\n if (!this.geometry) {\r\n return;\r\n }\r\n\r\n this._markSubMeshesAsAttributesDirty();\r\n\r\n let morphTargetManager = this._internalMeshDataInfo._morphTargetManager;\r\n if (morphTargetManager && morphTargetManager.vertexCount) {\r\n if (morphTargetManager.vertexCount !== this.getTotalVertices()) {\r\n Logger.Error(\"Mesh is incompatible with morph targets. Targets and mesh must all have the same vertices count.\");\r\n this.morphTargetManager = null;\r\n return;\r\n }\r\n\r\n for (var index = 0; index < morphTargetManager.numInfluencers; index++) {\r\n var morphTarget = morphTargetManager.getActiveTarget(index);\r\n\r\n const positions = morphTarget.getPositions();\r\n if (!positions) {\r\n Logger.Error(\"Invalid morph target. Target must have positions.\");\r\n return;\r\n }\r\n\r\n this.geometry.setVerticesData(VertexBuffer.PositionKind + index, positions, false, 3);\r\n\r\n const normals = morphTarget.getNormals();\r\n if (normals) {\r\n this.geometry.setVerticesData(VertexBuffer.NormalKind + index, normals, false, 3);\r\n }\r\n\r\n const tangents = morphTarget.getTangents();\r\n if (tangents) {\r\n this.geometry.setVerticesData(VertexBuffer.TangentKind + index, tangents, false, 3);\r\n }\r\n\r\n const uvs = morphTarget.getUVs();\r\n if (uvs) {\r\n this.geometry.setVerticesData(VertexBuffer.UVKind + \"_\" + index, uvs, false, 2);\r\n }\r\n }\r\n } else {\r\n var index = 0;\r\n\r\n // Positions\r\n while (this.geometry.isVerticesDataPresent(VertexBuffer.PositionKind + index)) {\r\n this.geometry.removeVerticesData(VertexBuffer.PositionKind + index);\r\n\r\n if (this.geometry.isVerticesDataPresent(VertexBuffer.NormalKind + index)) {\r\n this.geometry.removeVerticesData(VertexBuffer.NormalKind + index);\r\n }\r\n if (this.geometry.isVerticesDataPresent(VertexBuffer.TangentKind + index)) {\r\n this.geometry.removeVerticesData(VertexBuffer.TangentKind + index);\r\n }\r\n if (this.geometry.isVerticesDataPresent(VertexBuffer.UVKind + index)) {\r\n this.geometry.removeVerticesData(VertexBuffer.UVKind + \"_\" + index);\r\n }\r\n index++;\r\n }\r\n }\r\n }\r\n\r\n // Statics\r\n /** @hidden */\r\n public static _GroundMeshParser = (parsedMesh: any, scene: Scene): Mesh => {\r\n throw _DevTools.WarnImport(\"GroundMesh\");\r\n }\r\n\r\n /**\r\n * Returns a new Mesh object parsed from the source provided.\r\n * @param parsedMesh is the source\r\n * @param scene defines the hosting scene\r\n * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with\r\n * @returns a new Mesh\r\n */\r\n public static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh {\r\n var mesh: Mesh;\r\n\r\n if (parsedMesh.type && parsedMesh.type === \"GroundMesh\") {\r\n mesh = Mesh._GroundMeshParser(parsedMesh, scene);\r\n } else {\r\n mesh = new Mesh(parsedMesh.name, scene);\r\n }\r\n mesh.id = parsedMesh.id;\r\n\r\n if (Tags) {\r\n Tags.AddTagsTo(mesh, parsedMesh.tags);\r\n }\r\n\r\n mesh.position = Vector3.FromArray(parsedMesh.position);\r\n\r\n if (parsedMesh.metadata !== undefined) {\r\n mesh.metadata = parsedMesh.metadata;\r\n }\r\n\r\n if (parsedMesh.rotationQuaternion) {\r\n mesh.rotationQuaternion = Quaternion.FromArray(parsedMesh.rotationQuaternion);\r\n } else if (parsedMesh.rotation) {\r\n mesh.rotation = Vector3.FromArray(parsedMesh.rotation);\r\n }\r\n\r\n mesh.scaling = Vector3.FromArray(parsedMesh.scaling);\r\n\r\n if (parsedMesh.localMatrix) {\r\n mesh.setPreTransformMatrix(Matrix.FromArray(parsedMesh.localMatrix));\r\n } else if (parsedMesh.pivotMatrix) {\r\n mesh.setPivotMatrix(Matrix.FromArray(parsedMesh.pivotMatrix));\r\n }\r\n\r\n mesh.setEnabled(parsedMesh.isEnabled);\r\n mesh.isVisible = parsedMesh.isVisible;\r\n mesh.infiniteDistance = parsedMesh.infiniteDistance;\r\n\r\n mesh.showBoundingBox = parsedMesh.showBoundingBox;\r\n mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;\r\n\r\n if (parsedMesh.applyFog !== undefined) {\r\n mesh.applyFog = parsedMesh.applyFog;\r\n }\r\n\r\n if (parsedMesh.pickable !== undefined) {\r\n mesh.isPickable = parsedMesh.pickable;\r\n }\r\n\r\n if (parsedMesh.alphaIndex !== undefined) {\r\n mesh.alphaIndex = parsedMesh.alphaIndex;\r\n }\r\n\r\n mesh.receiveShadows = parsedMesh.receiveShadows;\r\n\r\n mesh.billboardMode = parsedMesh.billboardMode;\r\n\r\n if (parsedMesh.visibility !== undefined) {\r\n mesh.visibility = parsedMesh.visibility;\r\n }\r\n\r\n mesh.checkCollisions = parsedMesh.checkCollisions;\r\n mesh.overrideMaterialSideOrientation = parsedMesh.overrideMaterialSideOrientation;\r\n\r\n if (parsedMesh.isBlocker !== undefined) {\r\n mesh.isBlocker = parsedMesh.isBlocker;\r\n }\r\n\r\n mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;\r\n\r\n // freezeWorldMatrix\r\n if (parsedMesh.freezeWorldMatrix) {\r\n mesh._waitingData.freezeWorldMatrix = parsedMesh.freezeWorldMatrix;\r\n }\r\n\r\n // Parent\r\n if (parsedMesh.parentId) {\r\n mesh._waitingParentId = parsedMesh.parentId;\r\n }\r\n\r\n // Actions\r\n if (parsedMesh.actions !== undefined) {\r\n mesh._waitingData.actions = parsedMesh.actions;\r\n }\r\n\r\n // Overlay\r\n if (parsedMesh.overlayAlpha !== undefined) {\r\n mesh.overlayAlpha = parsedMesh.overlayAlpha;\r\n }\r\n\r\n if (parsedMesh.overlayColor !== undefined) {\r\n mesh.overlayColor = Color3.FromArray(parsedMesh.overlayColor);\r\n }\r\n\r\n if (parsedMesh.renderOverlay !== undefined) {\r\n mesh.renderOverlay = parsedMesh.renderOverlay;\r\n }\r\n\r\n // Geometry\r\n mesh.isUnIndexed = !!parsedMesh.isUnIndexed;\r\n mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;\r\n\r\n if (parsedMesh.delayLoadingFile) {\r\n mesh.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED;\r\n mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;\r\n mesh._boundingInfo = new BoundingInfo(Vector3.FromArray(parsedMesh.boundingBoxMinimum), Vector3.FromArray(parsedMesh.boundingBoxMaximum));\r\n\r\n if (parsedMesh._binaryInfo) {\r\n mesh._binaryInfo = parsedMesh._binaryInfo;\r\n }\r\n\r\n mesh._delayInfo = [];\r\n if (parsedMesh.hasUVs) {\r\n mesh._delayInfo.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (parsedMesh.hasUVs2) {\r\n mesh._delayInfo.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (parsedMesh.hasUVs3) {\r\n mesh._delayInfo.push(VertexBuffer.UV3Kind);\r\n }\r\n\r\n if (parsedMesh.hasUVs4) {\r\n mesh._delayInfo.push(VertexBuffer.UV4Kind);\r\n }\r\n\r\n if (parsedMesh.hasUVs5) {\r\n mesh._delayInfo.push(VertexBuffer.UV5Kind);\r\n }\r\n\r\n if (parsedMesh.hasUVs6) {\r\n mesh._delayInfo.push(VertexBuffer.UV6Kind);\r\n }\r\n\r\n if (parsedMesh.hasColors) {\r\n mesh._delayInfo.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n if (parsedMesh.hasMatricesIndices) {\r\n mesh._delayInfo.push(VertexBuffer.MatricesIndicesKind);\r\n }\r\n\r\n if (parsedMesh.hasMatricesWeights) {\r\n mesh._delayInfo.push(VertexBuffer.MatricesWeightsKind);\r\n }\r\n\r\n mesh._delayLoadingFunction = Geometry._ImportGeometry;\r\n\r\n if (SceneLoaderFlags.ForceFullSceneLoadingForIncremental) {\r\n mesh._checkDelayState();\r\n }\r\n\r\n } else {\r\n Geometry._ImportGeometry(parsedMesh, mesh);\r\n }\r\n\r\n // Material\r\n if (parsedMesh.materialId) {\r\n mesh.setMaterialByID(parsedMesh.materialId);\r\n } else {\r\n mesh.material = null;\r\n }\r\n\r\n // Morph targets\r\n if (parsedMesh.morphTargetManagerId > -1) {\r\n mesh.morphTargetManager = scene.getMorphTargetManagerById(parsedMesh.morphTargetManagerId);\r\n }\r\n\r\n // Skeleton\r\n if (parsedMesh.skeletonId > -1) {\r\n mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);\r\n if (parsedMesh.numBoneInfluencers) {\r\n mesh.numBoneInfluencers = parsedMesh.numBoneInfluencers;\r\n }\r\n }\r\n\r\n // Animations\r\n if (parsedMesh.animations) {\r\n for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {\r\n var parsedAnimation = parsedMesh.animations[animationIndex];\r\n const internalClass = _TypeStore.GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n mesh.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n Node.ParseAnimationRanges(mesh, parsedMesh, scene);\r\n }\r\n\r\n if (parsedMesh.autoAnimate) {\r\n scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, parsedMesh.autoAnimateSpeed || 1.0);\r\n }\r\n\r\n // Layer Mask\r\n if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {\r\n mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));\r\n } else {\r\n mesh.layerMask = 0x0FFFFFFF;\r\n }\r\n\r\n // Physics\r\n if (parsedMesh.physicsImpostor) {\r\n Mesh._PhysicsImpostorParser(scene, mesh, parsedMesh);\r\n }\r\n\r\n // Levels\r\n if (parsedMesh.lodMeshIds) {\r\n mesh._waitingData.lods = {\r\n ids: parsedMesh.lodMeshIds,\r\n distances: (parsedMesh.lodDistances) ? parsedMesh.lodDistances : null,\r\n coverages: (parsedMesh.lodCoverages) ? parsedMesh.lodCoverages : null\r\n };\r\n }\r\n\r\n // Instances\r\n if (parsedMesh.instances) {\r\n for (var index = 0; index < parsedMesh.instances.length; index++) {\r\n var parsedInstance = parsedMesh.instances[index];\r\n var instance = mesh.createInstance(parsedInstance.name);\r\n\r\n if (parsedInstance.id) {\r\n instance.id = parsedInstance.id;\r\n }\r\n\r\n if (Tags) {\r\n if (parsedInstance.tags) {\r\n Tags.AddTagsTo(instance, parsedInstance.tags);\r\n } else {\r\n Tags.AddTagsTo(instance, parsedMesh.tags);\r\n }\r\n }\r\n\r\n instance.position = Vector3.FromArray(parsedInstance.position);\r\n\r\n if (parsedInstance.metadata !== undefined) {\r\n instance.metadata = parsedInstance.metadata;\r\n }\r\n\r\n if (parsedInstance.parentId) {\r\n instance._waitingParentId = parsedInstance.parentId;\r\n }\r\n\r\n if (parsedInstance.isPickable !== undefined && parsedInstance.isPickable !== null) {\r\n instance.isPickable = parsedInstance.isPickable;\r\n }\r\n\r\n if (parsedInstance.rotationQuaternion) {\r\n instance.rotationQuaternion = Quaternion.FromArray(parsedInstance.rotationQuaternion);\r\n } else if (parsedInstance.rotation) {\r\n instance.rotation = Vector3.FromArray(parsedInstance.rotation);\r\n }\r\n\r\n instance.scaling = Vector3.FromArray(parsedInstance.scaling);\r\n\r\n if (parsedInstance.checkCollisions != undefined && parsedInstance.checkCollisions != null) {\r\n instance.checkCollisions = parsedInstance.checkCollisions;\r\n }\r\n if (parsedInstance.pickable != undefined && parsedInstance.pickable != null) {\r\n instance.isPickable = parsedInstance.pickable;\r\n }\r\n if (parsedInstance.showBoundingBox != undefined && parsedInstance.showBoundingBox != null) {\r\n instance.showBoundingBox = parsedInstance.showBoundingBox;\r\n }\r\n if (parsedInstance.showSubMeshesBoundingBox != undefined && parsedInstance.showSubMeshesBoundingBox != null) {\r\n instance.showSubMeshesBoundingBox = parsedInstance.showSubMeshesBoundingBox;\r\n }\r\n if (parsedInstance.alphaIndex != undefined && parsedInstance.showSubMeshesBoundingBox != null) {\r\n instance.alphaIndex = parsedInstance.alphaIndex;\r\n }\r\n\r\n // Physics\r\n if (parsedInstance.physicsImpostor) {\r\n Mesh._PhysicsImpostorParser(scene, instance, parsedInstance);\r\n }\r\n\r\n // Animation\r\n if (parsedInstance.animations) {\r\n for (animationIndex = 0; animationIndex < parsedInstance.animations.length; animationIndex++) {\r\n parsedAnimation = parsedInstance.animations[animationIndex];\r\n const internalClass = _TypeStore.GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n instance.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n Node.ParseAnimationRanges(instance, parsedInstance, scene);\r\n\r\n if (parsedInstance.autoAnimate) {\r\n scene.beginAnimation(instance, parsedInstance.autoAnimateFrom, parsedInstance.autoAnimateTo, parsedInstance.autoAnimateLoop, parsedInstance.autoAnimateSpeed || 1.0);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Thin instances\r\n if (parsedMesh.thinInstances) {\r\n const thinInstances = parsedMesh.thinInstances;\r\n\r\n if (thinInstances.matrixData) {\r\n mesh.thinInstanceSetBuffer(\"matrix\", new Float32Array(thinInstances.matrixData), 16, false);\r\n\r\n mesh._thinInstanceDataStorage.matrixBufferSize = thinInstances.matrixBufferSize;\r\n mesh._thinInstanceDataStorage.instancesCount = thinInstances.instancesCount;\r\n } else {\r\n mesh._thinInstanceDataStorage.matrixBufferSize = thinInstances.matrixBufferSize;\r\n }\r\n\r\n if (parsedMesh.thinInstances.userThinInstance) {\r\n const userThinInstance = parsedMesh.thinInstances.userThinInstance;\r\n\r\n for (const kind in userThinInstance.data) {\r\n mesh.thinInstanceSetBuffer(kind, new Float32Array(userThinInstance.data[kind]), userThinInstance.strides[kind], false);\r\n mesh._userThinInstanceBuffersStorage.sizes[kind] = userThinInstance.sizes[kind];\r\n }\r\n }\r\n }\r\n\r\n return mesh;\r\n }\r\n\r\n /**\r\n * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead\r\n * @see http://doc.babylonjs.com/how_to/parametric_shapes\r\n * @param name defines the name of the mesh to create\r\n * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.\r\n * @param closeArray creates a seam between the first and the last paths of the path array (default is false)\r\n * @param closePath creates a seam between the first and the last points of each path of the path array\r\n * @param offset is taken in account only if the `pathArray` is containing a single path\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @param instance defines an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#ribbon)\r\n * @returns a new Mesh\r\n */\r\n public static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n }\r\n\r\n /**\r\n * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param radius sets the radius size (float) of the polygon (default 0.5)\r\n * @param tessellation sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n */\r\n public static CreateDisc(name: string, radius: number, tessellation: number, scene: Nullable = null, updatable?: boolean, sideOrientation?: number): Mesh {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n }\r\n\r\n /**\r\n * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param size sets the size (float) of each box side (default 1)\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n */\r\n public static CreateBox(name: string, size: number, scene: Nullable = null, updatable?: boolean, sideOrientation?: number): Mesh {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n }\r\n\r\n /**\r\n * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)\r\n * @param diameter sets the diameter size (float) of the sphere (default 1)\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n */\r\n public static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n }\r\n\r\n /**\r\n * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)\r\n * @param diameter sets the diameter size (float) of the sphere (default 1)\r\n * @param scene defines the hosting scene\r\n * @returns a new Mesh\r\n */\r\n public static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n }\r\n\r\n /**\r\n * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param height sets the height size (float) of the cylinder/cone (float, default 2)\r\n * @param diameterTop set the top cap diameter (floats, default 1)\r\n * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero\r\n * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance\r\n * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n */\r\n public static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n }\r\n\r\n // Torus (Code from SharpDX.org)\r\n /**\r\n * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param diameter sets the diameter size (float) of the torus (default 1)\r\n * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)\r\n * @param tessellation sets the number of torus sides (postive integer, default 16)\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n */\r\n public static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n }\r\n\r\n /**\r\n * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param radius sets the global radius size (float) of the torus knot (default 2)\r\n * @param tube sets the diameter size of the tube of the torus (float, default 0.5)\r\n * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)\r\n * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)\r\n * @param p the number of windings on X axis (positive integers, default 2)\r\n * @param q the number of windings on Y axis (positive integers, default 3)\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n */\r\n public static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n }\r\n\r\n /**\r\n * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.\r\n * @param name defines the name of the mesh to create\r\n * @param points is an array successive Vector3\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines).\r\n * @returns a new Mesh\r\n */\r\n public static CreateLines(name: string, points: Vector3[], scene: Nullable = null, updatable: boolean = false, instance: Nullable = null): LinesMesh {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n }\r\n\r\n /**\r\n * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param points is an array successive Vector3\r\n * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)\r\n * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)\r\n * @param dashNb is the intended total number of dashes (positive integer, default 200)\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines)\r\n * @returns a new Mesh\r\n */\r\n public static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene: Nullable = null, updatable?: boolean, instance?: LinesMesh): LinesMesh {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n }\r\n\r\n /**\r\n * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead\r\n * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.\r\n * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors.\r\n * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.\r\n * Remember you can only change the shape positions, not their number when updating a polygon.\r\n * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon\r\n * @param name defines the name of the mesh to create\r\n * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors\r\n * @param scene defines the hosting scene\r\n * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @param earcutInjection can be used to inject your own earcut reference\r\n * @returns a new Mesh\r\n */\r\n public static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection = earcut): Mesh {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n }\r\n\r\n /**\r\n * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.\r\n * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon\r\n * @param name defines the name of the mesh to create\r\n * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors\r\n * @param depth defines the height of extrusion\r\n * @param scene defines the hosting scene\r\n * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @param earcutInjection can be used to inject your own earcut reference\r\n * @returns a new Mesh\r\n */\r\n public static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection = earcut): Mesh {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n }\r\n\r\n /**\r\n * Creates an extruded shape mesh.\r\n * The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters. Please consider using the same method from the MeshBuilder class instead\r\n * @see http://doc.babylonjs.com/how_to/parametric_shapes\r\n * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes\r\n * @param name defines the name of the mesh to create\r\n * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis\r\n * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along\r\n * @param scale is the value to scale the shape\r\n * @param rotation is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve\r\n * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#extruded-shape)\r\n * @returns a new Mesh\r\n */\r\n public static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene: Nullable = null, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n }\r\n\r\n /**\r\n * Creates an custom extruded shape mesh.\r\n * The custom extrusion is a parametric shape.\r\n * It has no predefined shape. Its final shape will depend on the input parameters.\r\n * Please consider using the same method from the MeshBuilder class instead\r\n * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes\r\n * @param name defines the name of the mesh to create\r\n * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis\r\n * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along\r\n * @param scaleFunction is a custom Javascript function called on each path point\r\n * @param rotationFunction is a custom Javascript function called on each path point\r\n * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`\r\n * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`\r\n * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape)\r\n * @returns a new Mesh\r\n */\r\n public static ExtrudeShapeCustom(name: string, shape: Vector3[], path: Vector3[], scaleFunction: Function, rotationFunction: Function, ribbonCloseArray: boolean, ribbonClosePath: boolean, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n }\r\n\r\n /**\r\n * Creates lathe mesh.\r\n * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.\r\n * Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param shape is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero\r\n * @param radius is the radius value of the lathe\r\n * @param tessellation is the side number of the lathe.\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n */\r\n public static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n }\r\n\r\n /**\r\n * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param size sets the size (float) of both sides of the plane at once (default 1)\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n */\r\n public static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n }\r\n\r\n /**\r\n * Creates a ground mesh.\r\n * Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param width set the width of the ground\r\n * @param height set the height of the ground\r\n * @param subdivisions sets the number of subdivisions per side\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @returns a new Mesh\r\n */\r\n public static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n }\r\n\r\n /**\r\n * Creates a tiled ground mesh.\r\n * Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param xmin set the ground minimum X coordinate\r\n * @param zmin set the ground minimum Y coordinate\r\n * @param xmax set the ground maximum X coordinate\r\n * @param zmax set the ground maximum Z coordinate\r\n * @param subdivisions is an object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile\r\n * @param precision is an object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @returns a new Mesh\r\n */\r\n public static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: { w: number; h: number; }, precision: { w: number; h: number; }, scene: Scene, updatable?: boolean): Mesh {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n }\r\n\r\n /**\r\n * Creates a ground mesh from a height map.\r\n * Please consider using the same method from the MeshBuilder class instead\r\n * @see http://doc.babylonjs.com/babylon101/height_map\r\n * @param name defines the name of the mesh to create\r\n * @param url sets the URL of the height map image resource\r\n * @param width set the ground width size\r\n * @param height set the ground height size\r\n * @param subdivisions sets the number of subdivision per side\r\n * @param minHeight is the minimum altitude on the ground\r\n * @param maxHeight is the maximum altitude on the ground\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)\r\n * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)\r\n * @returns a new Mesh\r\n */\r\n public static CreateGroundFromHeightMap(name: string, url: string, width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, scene: Scene, updatable?: boolean, onReady?: (mesh: GroundMesh) => void, alphaFilter?: number): GroundMesh {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n }\r\n\r\n /**\r\n * Creates a tube mesh.\r\n * The tube is a parametric shape.\r\n * It has no predefined shape. Its final shape will depend on the input parameters.\r\n * Please consider using the same method from the MeshBuilder class instead\r\n * @see http://doc.babylonjs.com/how_to/parametric_shapes\r\n * @param name defines the name of the mesh to create\r\n * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube\r\n * @param radius sets the tube radius size\r\n * @param tessellation is the number of sides on the tubular surface\r\n * @param radiusFunction is a custom function. If it is not null, it overwrittes the parameter `radius`. This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path\r\n * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @param instance is an instance of an existing Tube object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#tube)\r\n * @returns a new Mesh\r\n */\r\n public static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: { (i: number, distance: number): number; }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n }\r\n\r\n /**\r\n * Creates a polyhedron mesh.\r\n * Please consider using the same method from the MeshBuilder class instead.\r\n * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type\r\n * * The parameter `size` (positive float, default 1) sets the polygon size\r\n * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)\r\n * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`\r\n * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron\r\n * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)\r\n * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors\r\n * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored\r\n * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh to create\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns a new Mesh\r\n */\r\n public static CreatePolyhedron(name: string, options: { type?: number, size?: number, sizeX?: number, sizeY?: number, sizeZ?: number, custom?: any, faceUV?: Vector4[], faceColors?: Color4[], updatable?: boolean, sideOrientation?: number }, scene: Scene): Mesh {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n }\r\n\r\n /**\r\n * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided\r\n * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)\r\n * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value than `radius`)\r\n * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size\r\n * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface\r\n * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns a new Mesh\r\n * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere\r\n */\r\n public static CreateIcoSphere(name: string, options: { radius?: number, flat?: boolean, subdivisions?: number, sideOrientation?: number, updatable?: boolean }, scene: Scene): Mesh {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n }\r\n\r\n /**\r\n * Creates a decal mesh.\r\n * Please consider using the same method from the MeshBuilder class instead.\r\n * A decal is a mesh usually applied as a model onto the surface of another mesh\r\n * @param name defines the name of the mesh\r\n * @param sourceMesh defines the mesh receiving the decal\r\n * @param position sets the position of the decal in world coordinates\r\n * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates\r\n * @param size sets the decal scaling\r\n * @param angle sets the angle to rotate the decal\r\n * @returns a new Mesh\r\n */\r\n public static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n }\r\n\r\n // Skeletons\r\n\r\n /**\r\n * Prepare internal position array for software CPU skinning\r\n * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh\r\n */\r\n public setPositionsForCPUSkinning(): Float32Array {\r\n let internalDataInfo = this._internalMeshDataInfo;\r\n if (!internalDataInfo._sourcePositions) {\r\n let source = this.getVerticesData(VertexBuffer.PositionKind);\r\n if (!source) {\r\n return internalDataInfo._sourcePositions;\r\n }\r\n\r\n internalDataInfo._sourcePositions = new Float32Array(source);\r\n\r\n if (!this.isVertexBufferUpdatable(VertexBuffer.PositionKind)) {\r\n this.setVerticesData(VertexBuffer.PositionKind, source, true);\r\n }\r\n }\r\n return internalDataInfo._sourcePositions;\r\n }\r\n\r\n /**\r\n * Prepare internal normal array for software CPU skinning\r\n * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.\r\n */\r\n public setNormalsForCPUSkinning(): Float32Array {\r\n let internalDataInfo = this._internalMeshDataInfo;\r\n\r\n if (!internalDataInfo._sourceNormals) {\r\n let source = this.getVerticesData(VertexBuffer.NormalKind);\r\n\r\n if (!source) {\r\n return internalDataInfo._sourceNormals;\r\n }\r\n\r\n internalDataInfo._sourceNormals = new Float32Array(source);\r\n\r\n if (!this.isVertexBufferUpdatable(VertexBuffer.NormalKind)) {\r\n this.setVerticesData(VertexBuffer.NormalKind, source, true);\r\n }\r\n }\r\n return internalDataInfo._sourceNormals;\r\n }\r\n\r\n /**\r\n * Updates the vertex buffer by applying transformation from the bones\r\n * @param skeleton defines the skeleton to apply to current mesh\r\n * @returns the current mesh\r\n */\r\n public applySkeleton(skeleton: Skeleton): Mesh {\r\n if (!this.geometry) {\r\n return this;\r\n }\r\n\r\n if (this.geometry._softwareSkinningFrameId == this.getScene().getFrameId()) {\r\n return this;\r\n }\r\n\r\n this.geometry._softwareSkinningFrameId = this.getScene().getFrameId();\r\n\r\n if (!this.isVerticesDataPresent(VertexBuffer.PositionKind)) {\r\n return this;\r\n }\r\n if (!this.isVerticesDataPresent(VertexBuffer.NormalKind)) {\r\n return this;\r\n }\r\n if (!this.isVerticesDataPresent(VertexBuffer.MatricesIndicesKind)) {\r\n return this;\r\n }\r\n if (!this.isVerticesDataPresent(VertexBuffer.MatricesWeightsKind)) {\r\n return this;\r\n }\r\n\r\n let internalDataInfo = this._internalMeshDataInfo;\r\n\r\n if (!internalDataInfo._sourcePositions) {\r\n var submeshes = this.subMeshes.slice();\r\n this.setPositionsForCPUSkinning();\r\n this.subMeshes = submeshes;\r\n }\r\n\r\n if (!internalDataInfo._sourceNormals) {\r\n this.setNormalsForCPUSkinning();\r\n }\r\n\r\n // positionsData checks for not being Float32Array will only pass at most once\r\n var positionsData = this.getVerticesData(VertexBuffer.PositionKind);\r\n\r\n if (!positionsData) {\r\n return this;\r\n }\r\n\r\n if (!(positionsData instanceof Float32Array)) {\r\n positionsData = new Float32Array(positionsData);\r\n }\r\n\r\n // normalsData checks for not being Float32Array will only pass at most once\r\n var normalsData = this.getVerticesData(VertexBuffer.NormalKind);\r\n\r\n if (!normalsData) {\r\n return this;\r\n }\r\n\r\n if (!(normalsData instanceof Float32Array)) {\r\n normalsData = new Float32Array(normalsData);\r\n }\r\n\r\n var matricesIndicesData = this.getVerticesData(VertexBuffer.MatricesIndicesKind);\r\n var matricesWeightsData = this.getVerticesData(VertexBuffer.MatricesWeightsKind);\r\n\r\n if (!matricesWeightsData || !matricesIndicesData) {\r\n return this;\r\n }\r\n\r\n var needExtras = this.numBoneInfluencers > 4;\r\n var matricesIndicesExtraData = needExtras ? this.getVerticesData(VertexBuffer.MatricesIndicesExtraKind) : null;\r\n var matricesWeightsExtraData = needExtras ? this.getVerticesData(VertexBuffer.MatricesWeightsExtraKind) : null;\r\n\r\n var skeletonMatrices = skeleton.getTransformMatrices(this);\r\n\r\n var tempVector3 = Vector3.Zero();\r\n var finalMatrix = new Matrix();\r\n var tempMatrix = new Matrix();\r\n\r\n var matWeightIdx = 0;\r\n var inf: number;\r\n for (var index = 0; index < positionsData.length; index += 3, matWeightIdx += 4) {\r\n var weight: number;\r\n for (inf = 0; inf < 4; inf++) {\r\n weight = matricesWeightsData[matWeightIdx + inf];\r\n if (weight > 0) {\r\n Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);\r\n finalMatrix.addToSelf(tempMatrix);\r\n }\r\n }\r\n if (needExtras) {\r\n for (inf = 0; inf < 4; inf++) {\r\n weight = matricesWeightsExtraData![matWeightIdx + inf];\r\n if (weight > 0) {\r\n Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData![matWeightIdx + inf] * 16), weight, tempMatrix);\r\n finalMatrix.addToSelf(tempMatrix);\r\n }\r\n }\r\n }\r\n\r\n Vector3.TransformCoordinatesFromFloatsToRef(internalDataInfo._sourcePositions[index], internalDataInfo._sourcePositions[index + 1], internalDataInfo._sourcePositions[index + 2], finalMatrix, tempVector3);\r\n tempVector3.toArray(positionsData, index);\r\n\r\n Vector3.TransformNormalFromFloatsToRef(internalDataInfo._sourceNormals[index], internalDataInfo._sourceNormals[index + 1], internalDataInfo._sourceNormals[index + 2], finalMatrix, tempVector3);\r\n tempVector3.toArray(normalsData, index);\r\n\r\n finalMatrix.reset();\r\n }\r\n\r\n this.updateVerticesData(VertexBuffer.PositionKind, positionsData);\r\n this.updateVerticesData(VertexBuffer.NormalKind, normalsData);\r\n\r\n return this;\r\n }\r\n\r\n // Tools\r\n\r\n /**\r\n * Returns an object containing a min and max Vector3 which are the minimum and maximum vectors of each mesh bounding box from the passed array, in the world coordinates\r\n * @param meshes defines the list of meshes to scan\r\n * @returns an object `{min:` Vector3`, max:` Vector3`}`\r\n */\r\n public static MinMax(meshes: AbstractMesh[]): { min: Vector3; max: Vector3 } {\r\n var minVector: Nullable = null;\r\n var maxVector: Nullable = null;\r\n\r\n meshes.forEach(function(mesh) {\r\n let boundingInfo = mesh.getBoundingInfo();\r\n\r\n let boundingBox = boundingInfo.boundingBox;\r\n if (!minVector || !maxVector) {\r\n minVector = boundingBox.minimumWorld;\r\n maxVector = boundingBox.maximumWorld;\r\n } else {\r\n minVector.minimizeInPlace(boundingBox.minimumWorld);\r\n maxVector.maximizeInPlace(boundingBox.maximumWorld);\r\n }\r\n });\r\n\r\n if (!minVector || !maxVector) {\r\n return {\r\n min: Vector3.Zero(),\r\n max: Vector3.Zero()\r\n };\r\n }\r\n\r\n return {\r\n min: minVector,\r\n max: maxVector\r\n };\r\n }\r\n\r\n /**\r\n * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array\r\n * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object\r\n * @returns a vector3\r\n */\r\n public static Center(meshesOrMinMaxVector: { min: Vector3; max: Vector3 } | AbstractMesh[]): Vector3 {\r\n var minMaxVector = (meshesOrMinMaxVector instanceof Array) ? Mesh.MinMax(meshesOrMinMaxVector) : meshesOrMinMaxVector;\r\n return Vector3.Center(minMaxVector.min, minMaxVector.max);\r\n }\r\n\r\n /**\r\n * Merge the array of meshes into a single mesh for performance reasons.\r\n * @param meshes defines he vertices source. They should all be of the same material. Entries can empty\r\n * @param disposeSource when true (default), dispose of the vertices from the source meshes\r\n * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true\r\n * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.\r\n * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.\r\n * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.\r\n * @returns a new mesh\r\n */\r\n public static MergeMeshes(meshes: Array, disposeSource = true, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable {\r\n var index: number;\r\n if (!allow32BitsIndices) {\r\n var totalVertices = 0;\r\n\r\n // Counting vertices\r\n for (index = 0; index < meshes.length; index++) {\r\n if (meshes[index]) {\r\n totalVertices += meshes[index].getTotalVertices();\r\n\r\n if (totalVertices >= 65536) {\r\n Logger.Warn(\"Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices\");\r\n return null;\r\n }\r\n }\r\n }\r\n }\r\n if (multiMultiMaterials) {\r\n var newMultiMaterial: Nullable = null;\r\n var subIndex: number;\r\n var matIndex: number;\r\n subdivideWithSubMeshes = false;\r\n }\r\n var materialArray: Array = new Array();\r\n var materialIndexArray: Array = new Array();\r\n // Merge\r\n var vertexData: Nullable = null;\r\n var otherVertexData: VertexData;\r\n var indiceArray: Array = new Array();\r\n var source: Nullable = null;\r\n for (index = 0; index < meshes.length; index++) {\r\n if (meshes[index]) {\r\n var mesh = meshes[index];\r\n if (mesh.isAnInstance) {\r\n Logger.Warn(\"Cannot merge instance meshes.\");\r\n return null;\r\n }\r\n\r\n const wm = mesh.computeWorldMatrix(true);\r\n otherVertexData = VertexData.ExtractFromMesh(mesh, true, true);\r\n otherVertexData.transform(wm);\r\n\r\n if (vertexData) {\r\n vertexData.merge(otherVertexData, allow32BitsIndices);\r\n } else {\r\n vertexData = otherVertexData;\r\n source = mesh;\r\n }\r\n if (subdivideWithSubMeshes) {\r\n indiceArray.push(mesh.getTotalIndices());\r\n }\r\n if (multiMultiMaterials) {\r\n if (mesh.material) {\r\n var material = mesh.material;\r\n if (material instanceof MultiMaterial) {\r\n for (matIndex = 0; matIndex < material.subMaterials.length; matIndex++) {\r\n if (materialArray.indexOf(material.subMaterials[matIndex]) < 0) {\r\n materialArray.push(material.subMaterials[matIndex]);\r\n }\r\n }\r\n for (subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {\r\n materialIndexArray.push(materialArray.indexOf(material.subMaterials[mesh.subMeshes[subIndex].materialIndex]));\r\n indiceArray.push(mesh.subMeshes[subIndex].indexCount);\r\n }\r\n } else {\r\n if (materialArray.indexOf(material) < 0) {\r\n materialArray.push(material);\r\n }\r\n for (subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {\r\n materialIndexArray.push(materialArray.indexOf(material));\r\n indiceArray.push(mesh.subMeshes[subIndex].indexCount);\r\n }\r\n }\r\n } else {\r\n for (subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {\r\n materialIndexArray.push(0);\r\n indiceArray.push(mesh.subMeshes[subIndex].indexCount);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n source = source;\r\n\r\n if (!meshSubclass) {\r\n meshSubclass = new Mesh(source.name + \"_merged\", source.getScene());\r\n }\r\n\r\n (vertexData).applyToMesh(meshSubclass);\r\n\r\n // Setting properties\r\n meshSubclass.checkCollisions = source.checkCollisions;\r\n meshSubclass.overrideMaterialSideOrientation = source.overrideMaterialSideOrientation;\r\n\r\n // Cleaning\r\n if (disposeSource) {\r\n for (index = 0; index < meshes.length; index++) {\r\n if (meshes[index]) {\r\n meshes[index].dispose();\r\n }\r\n }\r\n }\r\n\r\n // Subdivide\r\n if (subdivideWithSubMeshes || multiMultiMaterials) {\r\n\r\n //-- removal of global submesh\r\n meshSubclass.releaseSubMeshes();\r\n index = 0;\r\n var offset = 0;\r\n\r\n //-- apply subdivision according to index table\r\n while (index < indiceArray.length) {\r\n SubMesh.CreateFromIndices(0, offset, indiceArray[index], meshSubclass);\r\n offset += indiceArray[index];\r\n index++;\r\n }\r\n }\r\n\r\n if (multiMultiMaterials) {\r\n newMultiMaterial = new MultiMaterial(source.name + \"_merged\", source.getScene());\r\n newMultiMaterial.subMaterials = materialArray;\r\n for (subIndex = 0; subIndex < meshSubclass.subMeshes.length; subIndex++) {\r\n meshSubclass.subMeshes[subIndex].materialIndex = materialIndexArray[subIndex];\r\n }\r\n meshSubclass.material = newMultiMaterial;\r\n } else {\r\n meshSubclass.material = source.material;\r\n }\r\n\r\n return meshSubclass;\r\n }\r\n\r\n /** @hidden */\r\n public addInstance(instance: InstancedMesh) {\r\n instance._indexInSourceMeshInstanceArray = this.instances.length;\r\n this.instances.push(instance);\r\n }\r\n\r\n /** @hidden */\r\n public removeInstance(instance: InstancedMesh) {\r\n // Remove from mesh\r\n const index = instance._indexInSourceMeshInstanceArray;\r\n if (index != -1) {\r\n if (index !== this.instances.length - 1) {\r\n const last = this.instances[this.instances.length - 1];\r\n this.instances[index] = last;\r\n last._indexInSourceMeshInstanceArray = index;\r\n }\r\n\r\n instance._indexInSourceMeshInstanceArray = -1;\r\n this.instances.pop();\r\n }\r\n }\r\n}","import { Nullable, FloatArray, IndicesArray } from \"../types\";\r\nimport { Matrix, Vector3, Vector2, Vector4 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { _DevTools } from '../Misc/devTools';\r\nimport { Color4, Color3 } from '../Maths/math.color';\r\nimport { Logger } from '../Misc/logger';\r\n\r\ndeclare type Geometry = import(\"../Meshes/geometry\").Geometry;\r\ndeclare type Mesh = import(\"../Meshes/mesh\").Mesh;\r\n\r\n/**\r\n * Define an interface for all classes that will get and set the data on vertices\r\n */\r\nexport interface IGetSetVerticesData {\r\n /**\r\n * Gets a boolean indicating if specific vertex data is present\r\n * @param kind defines the vertex data kind to use\r\n * @returns true is data kind is present\r\n */\r\n isVerticesDataPresent(kind: string): boolean;\r\n /**\r\n * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.\r\n * @param kind defines the data kind (Position, normal, etc...)\r\n * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes\r\n * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it\r\n * @returns a float array containing vertex data\r\n */\r\n getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable;\r\n /**\r\n * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.\r\n * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.\r\n * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it\r\n * @returns the indices array or an empty array if the mesh has no geometry\r\n */\r\n getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable;\r\n /**\r\n * Set specific vertex data\r\n * @param kind defines the data kind (Position, normal, etc...)\r\n * @param data defines the vertex data to use\r\n * @param updatable defines if the vertex must be flagged as updatable (false as default)\r\n * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified\r\n */\r\n setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;\r\n /**\r\n * Update a specific associated vertex buffer\r\n * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @param data defines the data source\r\n * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for \"position\" kind\r\n * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)\r\n */\r\n updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;\r\n /**\r\n * Creates a new index buffer\r\n * @param indices defines the indices to store in the index buffer\r\n * @param totalVertices defines the total number of vertices (could be null)\r\n * @param updatable defines if the index buffer must be flagged as updatable (false by default)\r\n */\r\n setIndices(indices: IndicesArray, totalVertices: Nullable, updatable?: boolean): void;\r\n}\r\n\r\n/**\r\n * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance\r\n */\r\nexport class VertexData {\r\n /**\r\n * Mesh side orientation : usually the external or front surface\r\n */\r\n public static readonly FRONTSIDE = 0;\r\n /**\r\n * Mesh side orientation : usually the internal or back surface\r\n */\r\n public static readonly BACKSIDE = 1;\r\n /**\r\n * Mesh side orientation : both internal and external or front and back surfaces\r\n */\r\n public static readonly DOUBLESIDE = 2;\r\n /**\r\n * Mesh side orientation : by default, `FRONTSIDE`\r\n */\r\n public static readonly DEFAULTSIDE = 0;\r\n\r\n /**\r\n * An array of the x, y, z position of each vertex [...., x, y, z, .....]\r\n */\r\n public positions: Nullable;\r\n\r\n /**\r\n * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]\r\n */\r\n public normals: Nullable;\r\n\r\n /**\r\n * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]\r\n */\r\n public tangents: Nullable;\r\n\r\n /**\r\n * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]\r\n */\r\n public uvs: Nullable;\r\n\r\n /**\r\n * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]\r\n */\r\n public uvs2: Nullable;\r\n\r\n /**\r\n * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]\r\n */\r\n public uvs3: Nullable;\r\n\r\n /**\r\n * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]\r\n */\r\n public uvs4: Nullable;\r\n\r\n /**\r\n * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]\r\n */\r\n public uvs5: Nullable;\r\n\r\n /**\r\n * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]\r\n */\r\n public uvs6: Nullable;\r\n\r\n /**\r\n * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]\r\n */\r\n public colors: Nullable;\r\n\r\n /**\r\n * An array containing the list of indices to the array of matrices produced by bones, each vertex have up to 4 indices (8 if the matricesIndicesExtra is set).\r\n */\r\n public matricesIndices: Nullable;\r\n\r\n /**\r\n * An array containing the list of weights defining the weight of each indexed matrix in the final computation\r\n */\r\n public matricesWeights: Nullable;\r\n\r\n /**\r\n * An array extending the number of possible indices\r\n */\r\n public matricesIndicesExtra: Nullable;\r\n\r\n /**\r\n * An array extending the number of possible weights when the number of indices is extended\r\n */\r\n public matricesWeightsExtra: Nullable;\r\n\r\n /**\r\n * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]\r\n */\r\n public indices: Nullable;\r\n\r\n /**\r\n * Uses the passed data array to set the set the values for the specified kind of data\r\n * @param data a linear array of floating numbers\r\n * @param kind the type of data that is being set, eg positions, colors etc\r\n */\r\n public set(data: FloatArray, kind: string) {\r\n if (!data.length) {\r\n Logger.Warn(`Setting vertex data kind '${kind}' with an empty array`);\r\n }\r\n\r\n switch (kind) {\r\n case VertexBuffer.PositionKind:\r\n this.positions = data;\r\n break;\r\n case VertexBuffer.NormalKind:\r\n this.normals = data;\r\n break;\r\n case VertexBuffer.TangentKind:\r\n this.tangents = data;\r\n break;\r\n case VertexBuffer.UVKind:\r\n this.uvs = data;\r\n break;\r\n case VertexBuffer.UV2Kind:\r\n this.uvs2 = data;\r\n break;\r\n case VertexBuffer.UV3Kind:\r\n this.uvs3 = data;\r\n break;\r\n case VertexBuffer.UV4Kind:\r\n this.uvs4 = data;\r\n break;\r\n case VertexBuffer.UV5Kind:\r\n this.uvs5 = data;\r\n break;\r\n case VertexBuffer.UV6Kind:\r\n this.uvs6 = data;\r\n break;\r\n case VertexBuffer.ColorKind:\r\n this.colors = data;\r\n break;\r\n case VertexBuffer.MatricesIndicesKind:\r\n this.matricesIndices = data;\r\n break;\r\n case VertexBuffer.MatricesWeightsKind:\r\n this.matricesWeights = data;\r\n break;\r\n case VertexBuffer.MatricesIndicesExtraKind:\r\n this.matricesIndicesExtra = data;\r\n break;\r\n case VertexBuffer.MatricesWeightsExtraKind:\r\n this.matricesWeightsExtra = data;\r\n break;\r\n }\r\n }\r\n\r\n /**\r\n * Associates the vertexData to the passed Mesh.\r\n * Sets it as updatable or not (default `false`)\r\n * @param mesh the mesh the vertexData is applied to\r\n * @param updatable when used and having the value true allows new data to update the vertexData\r\n * @returns the VertexData\r\n */\r\n public applyToMesh(mesh: Mesh, updatable?: boolean): VertexData {\r\n this._applyTo(mesh, updatable);\r\n return this;\r\n }\r\n\r\n /**\r\n * Associates the vertexData to the passed Geometry.\r\n * Sets it as updatable or not (default `false`)\r\n * @param geometry the geometry the vertexData is applied to\r\n * @param updatable when used and having the value true allows new data to update the vertexData\r\n * @returns VertexData\r\n */\r\n public applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData {\r\n this._applyTo(geometry, updatable);\r\n return this;\r\n }\r\n\r\n /**\r\n * Updates the associated mesh\r\n * @param mesh the mesh to be updated\r\n * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false\r\n * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false\r\n * @returns VertexData\r\n */\r\n public updateMesh(mesh: Mesh): VertexData {\r\n this._update(mesh);\r\n return this;\r\n }\r\n\r\n /**\r\n * Updates the associated geometry\r\n * @param geometry the geometry to be updated\r\n * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false\r\n * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false\r\n * @returns VertexData.\r\n */\r\n public updateGeometry(geometry: Geometry): VertexData {\r\n this._update(geometry);\r\n return this;\r\n }\r\n\r\n private _applyTo(meshOrGeometry: IGetSetVerticesData, updatable: boolean = false): VertexData {\r\n if (this.positions) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.PositionKind, this.positions, updatable);\r\n }\r\n\r\n if (this.normals) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.NormalKind, this.normals, updatable);\r\n }\r\n\r\n if (this.tangents) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.TangentKind, this.tangents, updatable);\r\n }\r\n\r\n if (this.uvs) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.UVKind, this.uvs, updatable);\r\n }\r\n\r\n if (this.uvs2) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.UV2Kind, this.uvs2, updatable);\r\n }\r\n\r\n if (this.uvs3) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.UV3Kind, this.uvs3, updatable);\r\n }\r\n\r\n if (this.uvs4) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.UV4Kind, this.uvs4, updatable);\r\n }\r\n\r\n if (this.uvs5) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.UV5Kind, this.uvs5, updatable);\r\n }\r\n\r\n if (this.uvs6) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.UV6Kind, this.uvs6, updatable);\r\n }\r\n\r\n if (this.colors) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.ColorKind, this.colors, updatable);\r\n }\r\n\r\n if (this.matricesIndices) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);\r\n }\r\n\r\n if (this.matricesWeights) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);\r\n }\r\n\r\n if (this.matricesIndicesExtra) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updatable);\r\n }\r\n\r\n if (this.matricesWeightsExtra) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updatable);\r\n }\r\n\r\n if (this.indices) {\r\n meshOrGeometry.setIndices(this.indices, null, updatable);\r\n } else {\r\n meshOrGeometry.setIndices([], null);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n private _update(meshOrGeometry: IGetSetVerticesData, updateExtends?: boolean, makeItUnique?: boolean): VertexData {\r\n if (this.positions) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);\r\n }\r\n\r\n if (this.normals) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);\r\n }\r\n\r\n if (this.tangents) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.TangentKind, this.tangents, updateExtends, makeItUnique);\r\n }\r\n\r\n if (this.uvs) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);\r\n }\r\n\r\n if (this.uvs2) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.UV2Kind, this.uvs2, updateExtends, makeItUnique);\r\n }\r\n\r\n if (this.uvs3) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.UV3Kind, this.uvs3, updateExtends, makeItUnique);\r\n }\r\n\r\n if (this.uvs4) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.UV4Kind, this.uvs4, updateExtends, makeItUnique);\r\n }\r\n\r\n if (this.uvs5) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.UV5Kind, this.uvs5, updateExtends, makeItUnique);\r\n }\r\n\r\n if (this.uvs6) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.UV6Kind, this.uvs6, updateExtends, makeItUnique);\r\n }\r\n\r\n if (this.colors) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);\r\n }\r\n\r\n if (this.matricesIndices) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);\r\n }\r\n\r\n if (this.matricesWeights) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);\r\n }\r\n\r\n if (this.matricesIndicesExtra) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updateExtends, makeItUnique);\r\n }\r\n\r\n if (this.matricesWeightsExtra) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updateExtends, makeItUnique);\r\n }\r\n\r\n if (this.indices) {\r\n meshOrGeometry.setIndices(this.indices, null);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Transforms each position and each normal of the vertexData according to the passed Matrix\r\n * @param matrix the transforming matrix\r\n * @returns the VertexData\r\n */\r\n public transform(matrix: Matrix): VertexData {\r\n var flip = matrix.m[0] * matrix.m[5] * matrix.m[10] < 0;\r\n var transformed = Vector3.Zero();\r\n var index: number;\r\n if (this.positions) {\r\n var position = Vector3.Zero();\r\n\r\n for (index = 0; index < this.positions.length; index += 3) {\r\n Vector3.FromArrayToRef(this.positions, index, position);\r\n\r\n Vector3.TransformCoordinatesToRef(position, matrix, transformed);\r\n this.positions[index] = transformed.x;\r\n this.positions[index + 1] = transformed.y;\r\n this.positions[index + 2] = transformed.z;\r\n }\r\n }\r\n\r\n if (this.normals) {\r\n var normal = Vector3.Zero();\r\n\r\n for (index = 0; index < this.normals.length; index += 3) {\r\n Vector3.FromArrayToRef(this.normals, index, normal);\r\n\r\n Vector3.TransformNormalToRef(normal, matrix, transformed);\r\n this.normals[index] = transformed.x;\r\n this.normals[index + 1] = transformed.y;\r\n this.normals[index + 2] = transformed.z;\r\n }\r\n }\r\n\r\n if (this.tangents) {\r\n var tangent = Vector4.Zero();\r\n var tangentTransformed = Vector4.Zero();\r\n\r\n for (index = 0; index < this.tangents.length; index += 4) {\r\n Vector4.FromArrayToRef(this.tangents, index, tangent);\r\n\r\n Vector4.TransformNormalToRef(tangent, matrix, tangentTransformed);\r\n this.tangents[index] = tangentTransformed.x;\r\n this.tangents[index + 1] = tangentTransformed.y;\r\n this.tangents[index + 2] = tangentTransformed.z;\r\n this.tangents[index + 3] = tangentTransformed.w;\r\n }\r\n }\r\n\r\n if (flip && this.indices) {\r\n for (index = 0; index < this.indices!.length; index += 3) {\r\n let tmp = this.indices[index + 1];\r\n this.indices[index + 1] = this.indices[index + 2];\r\n this.indices[index + 2] = tmp;\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Merges the passed VertexData into the current one\r\n * @param other the VertexData to be merged into the current one\r\n * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array\r\n * @returns the modified VertexData\r\n */\r\n public merge(other: VertexData, use32BitsIndices = false): VertexData {\r\n this._validate();\r\n other._validate();\r\n\r\n if (!this.normals !== !other.normals ||\r\n !this.tangents !== !other.tangents ||\r\n !this.uvs !== !other.uvs ||\r\n !this.uvs2 !== !other.uvs2 ||\r\n !this.uvs3 !== !other.uvs3 ||\r\n !this.uvs4 !== !other.uvs4 ||\r\n !this.uvs5 !== !other.uvs5 ||\r\n !this.uvs6 !== !other.uvs6 ||\r\n !this.colors !== !other.colors ||\r\n !this.matricesIndices !== !other.matricesIndices ||\r\n !this.matricesWeights !== !other.matricesWeights ||\r\n !this.matricesIndicesExtra !== !other.matricesIndicesExtra ||\r\n !this.matricesWeightsExtra !== !other.matricesWeightsExtra) {\r\n throw new Error(\"Cannot merge vertex data that do not have the same set of attributes\");\r\n }\r\n\r\n if (other.indices) {\r\n if (!this.indices) {\r\n this.indices = [];\r\n }\r\n\r\n var offset = this.positions ? this.positions.length / 3 : 0;\r\n\r\n var isSrcTypedArray = (this.indices).BYTES_PER_ELEMENT !== undefined;\r\n\r\n if (isSrcTypedArray) {\r\n var len = this.indices.length + other.indices.length;\r\n var temp = use32BitsIndices || this.indices instanceof Uint32Array ? new Uint32Array(len) : new Uint16Array(len);\r\n temp.set(this.indices);\r\n\r\n let decal = this.indices.length;\r\n for (var index = 0; index < other.indices.length; index++) {\r\n temp[decal + index] = other.indices[index] + offset;\r\n }\r\n\r\n this.indices = temp;\r\n } else {\r\n for (var index = 0; index < other.indices.length; index++) {\r\n (this.indices).push(other.indices[index] + offset);\r\n }\r\n }\r\n }\r\n\r\n this.positions = this._mergeElement(this.positions, other.positions);\r\n this.normals = this._mergeElement(this.normals, other.normals);\r\n this.tangents = this._mergeElement(this.tangents, other.tangents);\r\n this.uvs = this._mergeElement(this.uvs, other.uvs);\r\n this.uvs2 = this._mergeElement(this.uvs2, other.uvs2);\r\n this.uvs3 = this._mergeElement(this.uvs3, other.uvs3);\r\n this.uvs4 = this._mergeElement(this.uvs4, other.uvs4);\r\n this.uvs5 = this._mergeElement(this.uvs5, other.uvs5);\r\n this.uvs6 = this._mergeElement(this.uvs6, other.uvs6);\r\n this.colors = this._mergeElement(this.colors, other.colors);\r\n this.matricesIndices = this._mergeElement(this.matricesIndices, other.matricesIndices);\r\n this.matricesWeights = this._mergeElement(this.matricesWeights, other.matricesWeights);\r\n this.matricesIndicesExtra = this._mergeElement(this.matricesIndicesExtra, other.matricesIndicesExtra);\r\n this.matricesWeightsExtra = this._mergeElement(this.matricesWeightsExtra, other.matricesWeightsExtra);\r\n return this;\r\n }\r\n\r\n private _mergeElement(source: Nullable, other: Nullable): Nullable {\r\n if (!source) {\r\n return other;\r\n }\r\n\r\n if (!other) {\r\n return source;\r\n }\r\n\r\n var len = other.length + source.length;\r\n var isSrcTypedArray = source instanceof Float32Array;\r\n var isOthTypedArray = other instanceof Float32Array;\r\n\r\n // use non-loop method when the source is Float32Array\r\n if (isSrcTypedArray) {\r\n var ret32 = new Float32Array(len);\r\n ret32.set(source);\r\n ret32.set(other, source.length);\r\n return ret32;\r\n\r\n // source is number[], when other is also use concat\r\n } else if (!isOthTypedArray) {\r\n return (source).concat(other);\r\n\r\n // source is a number[], but other is a Float32Array, loop required\r\n } else {\r\n var ret = (source).slice(0); // copy source to a separate array\r\n for (var i = 0, len = other.length; i < len; i++) {\r\n ret.push(other[i]);\r\n }\r\n return ret;\r\n }\r\n }\r\n\r\n private _validate(): void {\r\n if (!this.positions) {\r\n throw new Error(\"Positions are required\");\r\n }\r\n\r\n const getElementCount = (kind: string, values: FloatArray) => {\r\n const stride = VertexBuffer.DeduceStride(kind);\r\n if ((values.length % stride) !== 0) {\r\n throw new Error(\"The \" + kind + \"s array count must be a multiple of \" + stride);\r\n }\r\n\r\n return values.length / stride;\r\n };\r\n\r\n const positionsElementCount = getElementCount(VertexBuffer.PositionKind, this.positions);\r\n\r\n const validateElementCount = (kind: string, values: FloatArray) => {\r\n const elementCount = getElementCount(kind, values);\r\n if (elementCount !== positionsElementCount) {\r\n throw new Error(\"The \" + kind + \"s element count (\" + elementCount + \") does not match the positions count (\" + positionsElementCount + \")\");\r\n }\r\n };\r\n\r\n if (this.normals) { validateElementCount(VertexBuffer.NormalKind, this.normals); }\r\n if (this.tangents) { validateElementCount(VertexBuffer.TangentKind, this.tangents); }\r\n if (this.uvs) { validateElementCount(VertexBuffer.UVKind, this.uvs); }\r\n if (this.uvs2) { validateElementCount(VertexBuffer.UV2Kind, this.uvs2); }\r\n if (this.uvs3) { validateElementCount(VertexBuffer.UV3Kind, this.uvs3); }\r\n if (this.uvs4) { validateElementCount(VertexBuffer.UV4Kind, this.uvs4); }\r\n if (this.uvs5) { validateElementCount(VertexBuffer.UV5Kind, this.uvs5); }\r\n if (this.uvs6) { validateElementCount(VertexBuffer.UV6Kind, this.uvs6); }\r\n if (this.colors) { validateElementCount(VertexBuffer.ColorKind, this.colors); }\r\n if (this.matricesIndices) { validateElementCount(VertexBuffer.MatricesIndicesKind, this.matricesIndices); }\r\n if (this.matricesWeights) { validateElementCount(VertexBuffer.MatricesWeightsKind, this.matricesWeights); }\r\n if (this.matricesIndicesExtra) { validateElementCount(VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra); }\r\n if (this.matricesWeightsExtra) { validateElementCount(VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra); }\r\n }\r\n\r\n /**\r\n * Serializes the VertexData\r\n * @returns a serialized object\r\n */\r\n public serialize(): any {\r\n var serializationObject = this.serialize();\r\n\r\n if (this.positions) {\r\n serializationObject.positions = this.positions;\r\n }\r\n\r\n if (this.normals) {\r\n serializationObject.normals = this.normals;\r\n }\r\n\r\n if (this.tangents) {\r\n serializationObject.tangents = this.tangents;\r\n }\r\n\r\n if (this.uvs) {\r\n serializationObject.uvs = this.uvs;\r\n }\r\n\r\n if (this.uvs2) {\r\n serializationObject.uvs2 = this.uvs2;\r\n }\r\n\r\n if (this.uvs3) {\r\n serializationObject.uvs3 = this.uvs3;\r\n }\r\n\r\n if (this.uvs4) {\r\n serializationObject.uvs4 = this.uvs4;\r\n }\r\n\r\n if (this.uvs5) {\r\n serializationObject.uvs5 = this.uvs5;\r\n }\r\n\r\n if (this.uvs6) {\r\n serializationObject.uvs6 = this.uvs6;\r\n }\r\n\r\n if (this.colors) {\r\n serializationObject.colors = this.colors;\r\n }\r\n\r\n if (this.matricesIndices) {\r\n serializationObject.matricesIndices = this.matricesIndices;\r\n serializationObject.matricesIndices._isExpanded = true;\r\n }\r\n\r\n if (this.matricesWeights) {\r\n serializationObject.matricesWeights = this.matricesWeights;\r\n }\r\n\r\n if (this.matricesIndicesExtra) {\r\n serializationObject.matricesIndicesExtra = this.matricesIndicesExtra;\r\n serializationObject.matricesIndicesExtra._isExpanded = true;\r\n }\r\n\r\n if (this.matricesWeightsExtra) {\r\n serializationObject.matricesWeightsExtra = this.matricesWeightsExtra;\r\n }\r\n\r\n serializationObject.indices = this.indices;\r\n\r\n return serializationObject;\r\n }\r\n\r\n // Statics\r\n /**\r\n * Extracts the vertexData from a mesh\r\n * @param mesh the mesh from which to extract the VertexData\r\n * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false\r\n * @param forceCopy indicating that the VertexData must be cloned, optional, default false\r\n * @returns the object VertexData associated to the passed mesh\r\n */\r\n public static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData {\r\n return VertexData._ExtractFrom(mesh, copyWhenShared, forceCopy);\r\n }\r\n\r\n /**\r\n * Extracts the vertexData from the geometry\r\n * @param geometry the geometry from which to extract the VertexData\r\n * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false\r\n * @param forceCopy indicating that the VertexData must be cloned, optional, default false\r\n * @returns the object VertexData associated to the passed mesh\r\n */\r\n public static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData {\r\n return VertexData._ExtractFrom(geometry, copyWhenShared, forceCopy);\r\n }\r\n\r\n private static _ExtractFrom(meshOrGeometry: IGetSetVerticesData, copyWhenShared?: boolean, forceCopy?: boolean): VertexData {\r\n var result = new VertexData();\r\n\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.PositionKind)) {\r\n result.positions = meshOrGeometry.getVerticesData(VertexBuffer.PositionKind, copyWhenShared, forceCopy);\r\n }\r\n\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.NormalKind)) {\r\n result.normals = meshOrGeometry.getVerticesData(VertexBuffer.NormalKind, copyWhenShared, forceCopy);\r\n }\r\n\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.TangentKind)) {\r\n result.tangents = meshOrGeometry.getVerticesData(VertexBuffer.TangentKind, copyWhenShared, forceCopy);\r\n }\r\n\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n result.uvs = meshOrGeometry.getVerticesData(VertexBuffer.UVKind, copyWhenShared, forceCopy);\r\n }\r\n\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n result.uvs2 = meshOrGeometry.getVerticesData(VertexBuffer.UV2Kind, copyWhenShared, forceCopy);\r\n }\r\n\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.UV3Kind)) {\r\n result.uvs3 = meshOrGeometry.getVerticesData(VertexBuffer.UV3Kind, copyWhenShared, forceCopy);\r\n }\r\n\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.UV4Kind)) {\r\n result.uvs4 = meshOrGeometry.getVerticesData(VertexBuffer.UV4Kind, copyWhenShared, forceCopy);\r\n }\r\n\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.UV5Kind)) {\r\n result.uvs5 = meshOrGeometry.getVerticesData(VertexBuffer.UV5Kind, copyWhenShared, forceCopy);\r\n }\r\n\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.UV6Kind)) {\r\n result.uvs6 = meshOrGeometry.getVerticesData(VertexBuffer.UV6Kind, copyWhenShared, forceCopy);\r\n }\r\n\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.ColorKind)) {\r\n result.colors = meshOrGeometry.getVerticesData(VertexBuffer.ColorKind, copyWhenShared, forceCopy);\r\n }\r\n\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.MatricesIndicesKind)) {\r\n result.matricesIndices = meshOrGeometry.getVerticesData(VertexBuffer.MatricesIndicesKind, copyWhenShared, forceCopy);\r\n }\r\n\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.MatricesWeightsKind)) {\r\n result.matricesWeights = meshOrGeometry.getVerticesData(VertexBuffer.MatricesWeightsKind, copyWhenShared, forceCopy);\r\n }\r\n\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.MatricesIndicesExtraKind)) {\r\n result.matricesIndicesExtra = meshOrGeometry.getVerticesData(VertexBuffer.MatricesIndicesExtraKind, copyWhenShared, forceCopy);\r\n }\r\n\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.MatricesWeightsExtraKind)) {\r\n result.matricesWeightsExtra = meshOrGeometry.getVerticesData(VertexBuffer.MatricesWeightsExtraKind, copyWhenShared, forceCopy);\r\n }\r\n\r\n result.indices = meshOrGeometry.getIndices(copyWhenShared, forceCopy);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates the VertexData for a Ribbon\r\n * @param options an object used to set the following optional parameters for the ribbon, required but can be empty\r\n * * pathArray array of paths, each of which an array of successive Vector3\r\n * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false\r\n * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false\r\n * * offset a positive integer, only used when pathArray contains a single path (offset = 10 means the point 1 is joined to the point 11), default rounded half size of the pathArray length\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false\r\n * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional\r\n * * colors a linear array, of length 4 * number of vertices, of custom color values, optional\r\n * @returns the VertexData of the ribbon\r\n */\r\n public static CreateRibbon(options: { pathArray: Vector3[][], closeArray?: boolean, closePath?: boolean, offset?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, invertUV?: boolean, uvs?: Vector2[], colors?: Color4[] }): VertexData {\r\n throw _DevTools.WarnImport(\"ribbonBuilder\");\r\n }\r\n\r\n /**\r\n * Creates the VertexData for a box\r\n * @param options an object used to set the following optional parameters for the box, required but can be empty\r\n * * size sets the width, height and depth of the box to the value of size, optional default 1\r\n * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size\r\n * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size\r\n * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size\r\n * * faceUV an array of 6 Vector4 elements used to set different images to each box side\r\n * * faceColors an array of 6 Color3 elements used to set different colors to each box side\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @returns the VertexData of the box\r\n */\r\n public static CreateBox(options: { size?: number, width?: number, height?: number, depth?: number, faceUV?: Vector4[], faceColors?: Color4[], sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }): VertexData {\r\n throw _DevTools.WarnImport(\"boxBuilder\");\r\n }\r\n\r\n /**\r\n * Creates the VertexData for a tiled box\r\n * @param options an object used to set the following optional parameters for the box, required but can be empty\r\n * * faceTiles sets the pattern, tile size and number of tiles for a face\r\n * * faceUV an array of 6 Vector4 elements used to set different images to each box side\r\n * * faceColors an array of 6 Color3 elements used to set different colors to each box side\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * @returns the VertexData of the box\r\n */\r\n public static CreateTiledBox(options: { pattern?: number, width?: number, height?: number, depth?: number, tileSize?: number, tileWidth?: number, tileHeight?: number, alignHorizontal?: number, alignVertical?: number, faceUV?: Vector4[], faceColors?: Color4[], sideOrientation?: number }): VertexData {\r\n throw _DevTools.WarnImport(\"tiledBoxBuilder\");\r\n }\r\n\r\n /**\r\n * Creates the VertexData for a tiled plane\r\n * @param options an object used to set the following optional parameters for the box, required but can be empty\r\n * * pattern a limited pattern arrangement depending on the number\r\n * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1\r\n * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size\r\n * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @returns the VertexData of the tiled plane\r\n */\r\n public static CreateTiledPlane(options: { pattern?: number, tileSize?: number, tileWidth?: number, tileHeight?: number, size?: number, width?: number, height?: number, alignHorizontal?: number, alignVertical?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }): VertexData {\r\n throw _DevTools.WarnImport(\"tiledPlaneBuilder\");\r\n }\r\n\r\n /**\r\n * Creates the VertexData for an ellipsoid, defaults to a sphere\r\n * @param options an object used to set the following optional parameters for the box, required but can be empty\r\n * * segments sets the number of horizontal strips optional, default 32\r\n * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1\r\n * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter\r\n * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter\r\n * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter\r\n * * arc a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the circumference (latitude) given by the arc value, optional, default 1\r\n * * slice a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the height (latitude) given by the arc value, optional, default 1\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @returns the VertexData of the ellipsoid\r\n */\r\n public static CreateSphere(options: { segments?: number, diameter?: number, diameterX?: number, diameterY?: number, diameterZ?: number, arc?: number, slice?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }): VertexData {\r\n throw _DevTools.WarnImport(\"sphereBuilder\");\r\n }\r\n\r\n /**\r\n * Creates the VertexData for a cylinder, cone or prism\r\n * @param options an object used to set the following optional parameters for the box, required but can be empty\r\n * * height sets the height (y direction) of the cylinder, optional, default 2\r\n * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter\r\n * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter\r\n * * diameter sets the diameter of the top and bottom of the cone, optional default 1\r\n * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24\r\n * * subdivisions` the number of rings along the cylinder height, optional, default 1\r\n * * arc a number from 0 to 1, to create an unclosed cylinder based on the fraction of the circumference given by the arc value, optional, default 1\r\n * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively\r\n * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively\r\n * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false\r\n * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @returns the VertexData of the cylinder, cone or prism\r\n */\r\n public static CreateCylinder(options: { height?: number, diameterTop?: number, diameterBottom?: number, diameter?: number, tessellation?: number, subdivisions?: number, arc?: number, faceColors?: Color4[], faceUV?: Vector4[], hasRings?: boolean, enclose?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }): VertexData {\r\n throw _DevTools.WarnImport(\"cylinderBuilder\");\r\n }\r\n\r\n /**\r\n * Creates the VertexData for a torus\r\n * @param options an object used to set the following optional parameters for the box, required but can be empty\r\n * * diameter the diameter of the torus, optional default 1\r\n * * thickness the diameter of the tube forming the torus, optional default 0.5\r\n * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @returns the VertexData of the torus\r\n */\r\n public static CreateTorus(options: { diameter?: number, thickness?: number, tessellation?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }): VertexData {\r\n throw _DevTools.WarnImport(\"torusBuilder\");\r\n }\r\n\r\n /**\r\n * Creates the VertexData of the LineSystem\r\n * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty\r\n * - lines an array of lines, each line being an array of successive Vector3\r\n * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point\r\n * @returns the VertexData of the LineSystem\r\n */\r\n public static CreateLineSystem(options: { lines: Vector3[][], colors?: Nullable }): VertexData {\r\n throw _DevTools.WarnImport(\"linesBuilder\");\r\n }\r\n\r\n /**\r\n * Create the VertexData for a DashedLines\r\n * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty\r\n * - points an array successive Vector3\r\n * - dashSize the size of the dashes relative to the dash number, optional, default 3\r\n * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1\r\n * - dashNb the intended total number of dashes, optional, default 200\r\n * @returns the VertexData for the DashedLines\r\n */\r\n public static CreateDashedLines(options: { points: Vector3[], dashSize?: number, gapSize?: number, dashNb?: number }): VertexData {\r\n throw _DevTools.WarnImport(\"linesBuilder\");\r\n }\r\n\r\n /**\r\n * Creates the VertexData for a Ground\r\n * @param options an object used to set the following optional parameters for the Ground, required but can be empty\r\n * - width the width (x direction) of the ground, optional, default 1\r\n * - height the height (z direction) of the ground, optional, default 1\r\n * - subdivisions the number of subdivisions per side, optional, default 1\r\n * @returns the VertexData of the Ground\r\n */\r\n public static CreateGround(options: { width?: number, height?: number, subdivisions?: number, subdivisionsX?: number, subdivisionsY?: number }): VertexData {\r\n throw _DevTools.WarnImport(\"groundBuilder\");\r\n }\r\n\r\n /**\r\n * Creates the VertexData for a TiledGround by subdividing the ground into tiles\r\n * @param options an object used to set the following optional parameters for the Ground, required but can be empty\r\n * * xmin the ground minimum X coordinate, optional, default -1\r\n * * zmin the ground minimum Z coordinate, optional, default -1\r\n * * xmax the ground maximum X coordinate, optional, default 1\r\n * * zmax the ground maximum Z coordinate, optional, default 1\r\n * * subdivisions a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the ground width and height creating 'tiles', default {w: 6, h: 6}\r\n * * precision a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the tile width and height, default {w: 2, h: 2}\r\n * @returns the VertexData of the TiledGround\r\n */\r\n public static CreateTiledGround(options: { xmin: number, zmin: number, xmax: number, zmax: number, subdivisions?: { w: number; h: number; }, precision?: { w: number; h: number; } }): VertexData {\r\n throw _DevTools.WarnImport(\"groundBuilder\");\r\n }\r\n\r\n /**\r\n * Creates the VertexData of the Ground designed from a heightmap\r\n * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap\r\n * * width the width (x direction) of the ground\r\n * * height the height (z direction) of the ground\r\n * * subdivisions the number of subdivisions per side\r\n * * minHeight the minimum altitude on the ground, optional, default 0\r\n * * maxHeight the maximum altitude on the ground, optional default 1\r\n * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)\r\n * * buffer the array holding the image color data\r\n * * bufferWidth the width of image\r\n * * bufferHeight the height of image\r\n * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)\r\n * @returns the VertexData of the Ground designed from a heightmap\r\n */\r\n public static CreateGroundFromHeightMap(options: { width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, colorFilter: Color3, buffer: Uint8Array, bufferWidth: number, bufferHeight: number, alphaFilter: number }): VertexData {\r\n throw _DevTools.WarnImport(\"groundBuilder\");\r\n }\r\n\r\n /**\r\n * Creates the VertexData for a Plane\r\n * @param options an object used to set the following optional parameters for the plane, required but can be empty\r\n * * size sets the width and height of the plane to the value of size, optional default 1\r\n * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size\r\n * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @returns the VertexData of the box\r\n */\r\n public static CreatePlane(options: { size?: number, width?: number, height?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }): VertexData {\r\n throw _DevTools.WarnImport(\"planeBuilder\");\r\n }\r\n\r\n /**\r\n * Creates the VertexData of the Disc or regular Polygon\r\n * @param options an object used to set the following optional parameters for the disc, required but can be empty\r\n * * radius the radius of the disc, optional default 0.5\r\n * * tessellation the number of polygon sides, optional, default 64\r\n * * arc a number from 0 to 1, to create an unclosed polygon based on the fraction of the circumference given by the arc value, optional, default 1\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @returns the VertexData of the box\r\n */\r\n public static CreateDisc(options: { radius?: number, tessellation?: number, arc?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }): VertexData {\r\n throw _DevTools.WarnImport(\"discBuilder\");\r\n }\r\n\r\n /**\r\n * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()\r\n * All parameters are provided by MeshBuilder.CreatePolygon as needed\r\n * @param polygon a mesh built from polygonTriangulation.build()\r\n * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively\r\n * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively\r\n * @param frontUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * @param backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @param wrap a boolean, default false, when true and fUVs used texture is wrapped around all sides, when false texture is applied side\r\n * @returns the VertexData of the Polygon\r\n */\r\n public static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4, wrap?: boolean): VertexData {\r\n throw _DevTools.WarnImport(\"polygonBuilder\");\r\n }\r\n\r\n /**\r\n * Creates the VertexData of the IcoSphere\r\n * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty\r\n * * radius the radius of the IcoSphere, optional default 1\r\n * * radiusX allows stretching in the x direction, optional, default radius\r\n * * radiusY allows stretching in the y direction, optional, default radius\r\n * * radiusZ allows stretching in the z direction, optional, default radius\r\n * * flat when true creates a flat shaded mesh, optional, default true\r\n * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @returns the VertexData of the IcoSphere\r\n */\r\n public static CreateIcoSphere(options: { radius?: number, radiusX?: number, radiusY?: number, radiusZ?: number, flat?: boolean, subdivisions?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }): VertexData {\r\n throw _DevTools.WarnImport(\"icoSphereBuilder\");\r\n }\r\n\r\n // inspired from // http://stemkoski.github.io/Three.js/Polyhedra.html\r\n /**\r\n * Creates the VertexData for a Polyhedron\r\n * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty\r\n * * type provided types are:\r\n * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)\r\n * * 9 : Pentagonal Pyramid (J2), 10 : Triangular Dipyramid (J12), 11 : Pentagonal Dipyramid (J13), 12 : Elongated Square Dipyramid (J15), 13 : Elongated Pentagonal Dipyramid (J16), 14 : Elongated Pentagonal Cupola (J20)\r\n * * size the size of the IcoSphere, optional default 1\r\n * * sizeX allows stretching in the x direction, optional, default size\r\n * * sizeY allows stretching in the y direction, optional, default size\r\n * * sizeZ allows stretching in the z direction, optional, default size\r\n * * custom a number that overwrites the type to create from an extended set of polyhedron from https://www.babylonjs-playground.com/#21QRSK#15 with minimised editor\r\n * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively\r\n * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively\r\n * * flat when true creates a flat shaded mesh, optional, default true\r\n * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @returns the VertexData of the Polyhedron\r\n */\r\n public static CreatePolyhedron(options: { type?: number, size?: number, sizeX?: number, sizeY?: number, sizeZ?: number, custom?: any, faceUV?: Vector4[], faceColors?: Color4[], flat?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }): VertexData {\r\n throw _DevTools.WarnImport(\"polyhedronBuilder\");\r\n }\r\n\r\n // based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473\r\n /**\r\n * Creates the VertexData for a TorusKnot\r\n * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty\r\n * * radius the radius of the torus knot, optional, default 2\r\n * * tube the thickness of the tube, optional, default 0.5\r\n * * radialSegments the number of sides on each tube segments, optional, default 32\r\n * * tubularSegments the number of tubes to decompose the knot into, optional, default 32\r\n * * p the number of windings around the z axis, optional, default 2\r\n * * q the number of windings around the x axis, optional, default 3\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @returns the VertexData of the Torus Knot\r\n */\r\n public static CreateTorusKnot(options: { radius?: number, tube?: number, radialSegments?: number, tubularSegments?: number, p?: number, q?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }): VertexData {\r\n throw _DevTools.WarnImport(\"torusKnotBuilder\");\r\n }\r\n\r\n // Tools\r\n\r\n /**\r\n * Compute normals for given positions and indices\r\n * @param positions an array of vertex positions, [...., x, y, z, ......]\r\n * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]\r\n * @param normals an array of vertex normals, [...., x, y, z, ......]\r\n * @param options an object used to set the following optional parameters for the TorusKnot, optional\r\n * * facetNormals : optional array of facet normals (vector3)\r\n * * facetPositions : optional array of facet positions (vector3)\r\n * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation\r\n * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation\r\n * * bInfo : optional bounding info, required for facetPartitioning computation\r\n * * bbSize : optional bounding box size data, required for facetPartitioning computation\r\n * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation\r\n * * useRightHandedSystem: optional boolean to for right handed system computation\r\n * * depthSort : optional boolean to enable the facet depth sort computation\r\n * * distanceTo : optional Vector3 to compute the facet depth from this location\r\n * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location\r\n */\r\n public static ComputeNormals(positions: any, indices: any, normals: any,\r\n options?: {\r\n facetNormals?: any, facetPositions?: any, facetPartitioning?: any, ratio?: number, bInfo?: any, bbSize?: Vector3, subDiv?: any,\r\n useRightHandedSystem?: boolean, depthSort?: boolean, distanceTo?: Vector3, depthSortedFacets?: any\r\n }): void {\r\n\r\n // temporary scalar variables\r\n var index = 0; // facet index\r\n var p1p2x = 0.0; // p1p2 vector x coordinate\r\n var p1p2y = 0.0; // p1p2 vector y coordinate\r\n var p1p2z = 0.0; // p1p2 vector z coordinate\r\n var p3p2x = 0.0; // p3p2 vector x coordinate\r\n var p3p2y = 0.0; // p3p2 vector y coordinate\r\n var p3p2z = 0.0; // p3p2 vector z coordinate\r\n var faceNormalx = 0.0; // facet normal x coordinate\r\n var faceNormaly = 0.0; // facet normal y coordinate\r\n var faceNormalz = 0.0; // facet normal z coordinate\r\n var length = 0.0; // facet normal length before normalization\r\n var v1x = 0; // vector1 x index in the positions array\r\n var v1y = 0; // vector1 y index in the positions array\r\n var v1z = 0; // vector1 z index in the positions array\r\n var v2x = 0; // vector2 x index in the positions array\r\n var v2y = 0; // vector2 y index in the positions array\r\n var v2z = 0; // vector2 z index in the positions array\r\n var v3x = 0; // vector3 x index in the positions array\r\n var v3y = 0; // vector3 y index in the positions array\r\n var v3z = 0; // vector3 z index in the positions array\r\n var computeFacetNormals = false;\r\n var computeFacetPositions = false;\r\n var computeFacetPartitioning = false;\r\n var computeDepthSort = false;\r\n var faceNormalSign = 1;\r\n let ratio = 0;\r\n var distanceTo: Nullable = null;\r\n if (options) {\r\n computeFacetNormals = (options.facetNormals) ? true : false;\r\n computeFacetPositions = (options.facetPositions) ? true : false;\r\n computeFacetPartitioning = (options.facetPartitioning) ? true : false;\r\n faceNormalSign = (options.useRightHandedSystem === true) ? -1 : 1;\r\n ratio = options.ratio || 0;\r\n computeDepthSort = (options.depthSort) ? true : false;\r\n distanceTo = (options.distanceTo);\r\n if (computeDepthSort) {\r\n if (distanceTo === undefined) {\r\n distanceTo = Vector3.Zero();\r\n }\r\n var depthSortedFacets = options.depthSortedFacets;\r\n }\r\n }\r\n\r\n // facetPartitioning reinit if needed\r\n let xSubRatio = 0;\r\n let ySubRatio = 0;\r\n let zSubRatio = 0;\r\n let subSq = 0;\r\n if (computeFacetPartitioning && options && options.bbSize) {\r\n var ox = 0; // X partitioning index for facet position\r\n var oy = 0; // Y partinioning index for facet position\r\n var oz = 0; // Z partinioning index for facet position\r\n var b1x = 0; // X partitioning index for facet v1 vertex\r\n var b1y = 0; // Y partitioning index for facet v1 vertex\r\n var b1z = 0; // z partitioning index for facet v1 vertex\r\n var b2x = 0; // X partitioning index for facet v2 vertex\r\n var b2y = 0; // Y partitioning index for facet v2 vertex\r\n var b2z = 0; // Z partitioning index for facet v2 vertex\r\n var b3x = 0; // X partitioning index for facet v3 vertex\r\n var b3y = 0; // Y partitioning index for facet v3 vertex\r\n var b3z = 0; // Z partitioning index for facet v3 vertex\r\n var block_idx_o = 0; // facet barycenter block index\r\n var block_idx_v1 = 0; // v1 vertex block index\r\n var block_idx_v2 = 0; // v2 vertex block index\r\n var block_idx_v3 = 0; // v3 vertex block index\r\n\r\n var bbSizeMax = (options.bbSize.x > options.bbSize.y) ? options.bbSize.x : options.bbSize.y;\r\n bbSizeMax = (bbSizeMax > options.bbSize.z) ? bbSizeMax : options.bbSize.z;\r\n xSubRatio = options.subDiv.X * ratio / options.bbSize.x;\r\n ySubRatio = options.subDiv.Y * ratio / options.bbSize.y;\r\n zSubRatio = options.subDiv.Z * ratio / options.bbSize.z;\r\n subSq = options.subDiv.max * options.subDiv.max;\r\n options.facetPartitioning.length = 0;\r\n }\r\n\r\n // reset the normals\r\n for (index = 0; index < positions.length; index++) {\r\n normals[index] = 0.0;\r\n }\r\n\r\n // Loop : 1 indice triplet = 1 facet\r\n var nbFaces = (indices.length / 3) | 0;\r\n for (index = 0; index < nbFaces; index++) {\r\n\r\n // get the indexes of the coordinates of each vertex of the facet\r\n v1x = indices[index * 3] * 3;\r\n v1y = v1x + 1;\r\n v1z = v1x + 2;\r\n v2x = indices[index * 3 + 1] * 3;\r\n v2y = v2x + 1;\r\n v2z = v2x + 2;\r\n v3x = indices[index * 3 + 2] * 3;\r\n v3y = v3x + 1;\r\n v3z = v3x + 2;\r\n\r\n p1p2x = positions[v1x] - positions[v2x]; // compute two vectors per facet : p1p2 and p3p2\r\n p1p2y = positions[v1y] - positions[v2y];\r\n p1p2z = positions[v1z] - positions[v2z];\r\n\r\n p3p2x = positions[v3x] - positions[v2x];\r\n p3p2y = positions[v3y] - positions[v2y];\r\n p3p2z = positions[v3z] - positions[v2z];\r\n\r\n // compute the face normal with the cross product\r\n faceNormalx = faceNormalSign * (p1p2y * p3p2z - p1p2z * p3p2y);\r\n faceNormaly = faceNormalSign * (p1p2z * p3p2x - p1p2x * p3p2z);\r\n faceNormalz = faceNormalSign * (p1p2x * p3p2y - p1p2y * p3p2x);\r\n // normalize this normal and store it in the array facetData\r\n length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);\r\n length = (length === 0) ? 1.0 : length;\r\n faceNormalx /= length;\r\n faceNormaly /= length;\r\n faceNormalz /= length;\r\n\r\n if (computeFacetNormals && options) {\r\n options.facetNormals[index].x = faceNormalx;\r\n options.facetNormals[index].y = faceNormaly;\r\n options.facetNormals[index].z = faceNormalz;\r\n }\r\n\r\n if (computeFacetPositions && options) {\r\n // compute and the facet barycenter coordinates in the array facetPositions\r\n options.facetPositions[index].x = (positions[v1x] + positions[v2x] + positions[v3x]) / 3.0;\r\n options.facetPositions[index].y = (positions[v1y] + positions[v2y] + positions[v3y]) / 3.0;\r\n options.facetPositions[index].z = (positions[v1z] + positions[v2z] + positions[v3z]) / 3.0;\r\n }\r\n\r\n if (computeFacetPartitioning && options) {\r\n // store the facet indexes in arrays in the main facetPartitioning array :\r\n // compute each facet vertex (+ facet barycenter) index in the partiniong array\r\n ox = Math.floor((options.facetPositions[index].x - options.bInfo.minimum.x * ratio) * xSubRatio);\r\n oy = Math.floor((options.facetPositions[index].y - options.bInfo.minimum.y * ratio) * ySubRatio);\r\n oz = Math.floor((options.facetPositions[index].z - options.bInfo.minimum.z * ratio) * zSubRatio);\r\n b1x = Math.floor((positions[v1x] - options.bInfo.minimum.x * ratio) * xSubRatio);\r\n b1y = Math.floor((positions[v1y] - options.bInfo.minimum.y * ratio) * ySubRatio);\r\n b1z = Math.floor((positions[v1z] - options.bInfo.minimum.z * ratio) * zSubRatio);\r\n b2x = Math.floor((positions[v2x] - options.bInfo.minimum.x * ratio) * xSubRatio);\r\n b2y = Math.floor((positions[v2y] - options.bInfo.minimum.y * ratio) * ySubRatio);\r\n b2z = Math.floor((positions[v2z] - options.bInfo.minimum.z * ratio) * zSubRatio);\r\n b3x = Math.floor((positions[v3x] - options.bInfo.minimum.x * ratio) * xSubRatio);\r\n b3y = Math.floor((positions[v3y] - options.bInfo.minimum.y * ratio) * ySubRatio);\r\n b3z = Math.floor((positions[v3z] - options.bInfo.minimum.z * ratio) * zSubRatio);\r\n\r\n block_idx_v1 = b1x + options.subDiv.max * b1y + subSq * b1z;\r\n block_idx_v2 = b2x + options.subDiv.max * b2y + subSq * b2z;\r\n block_idx_v3 = b3x + options.subDiv.max * b3y + subSq * b3z;\r\n block_idx_o = ox + options.subDiv.max * oy + subSq * oz;\r\n\r\n options.facetPartitioning[block_idx_o] = options.facetPartitioning[block_idx_o] ? options.facetPartitioning[block_idx_o] : new Array();\r\n options.facetPartitioning[block_idx_v1] = options.facetPartitioning[block_idx_v1] ? options.facetPartitioning[block_idx_v1] : new Array();\r\n options.facetPartitioning[block_idx_v2] = options.facetPartitioning[block_idx_v2] ? options.facetPartitioning[block_idx_v2] : new Array();\r\n options.facetPartitioning[block_idx_v3] = options.facetPartitioning[block_idx_v3] ? options.facetPartitioning[block_idx_v3] : new Array();\r\n\r\n // push each facet index in each block containing the vertex\r\n options.facetPartitioning[block_idx_v1].push(index);\r\n if (block_idx_v2 != block_idx_v1) {\r\n options.facetPartitioning[block_idx_v2].push(index);\r\n }\r\n if (!(block_idx_v3 == block_idx_v2 || block_idx_v3 == block_idx_v1)) {\r\n options.facetPartitioning[block_idx_v3].push(index);\r\n }\r\n if (!(block_idx_o == block_idx_v1 || block_idx_o == block_idx_v2 || block_idx_o == block_idx_v3)) {\r\n options.facetPartitioning[block_idx_o].push(index);\r\n }\r\n }\r\n\r\n if (computeDepthSort && options && options.facetPositions) {\r\n var dsf = depthSortedFacets[index];\r\n dsf.ind = index * 3;\r\n dsf.sqDistance = Vector3.DistanceSquared(options.facetPositions[index], distanceTo!);\r\n }\r\n\r\n // compute the normals anyway\r\n normals[v1x] += faceNormalx; // accumulate all the normals per face\r\n normals[v1y] += faceNormaly;\r\n normals[v1z] += faceNormalz;\r\n normals[v2x] += faceNormalx;\r\n normals[v2y] += faceNormaly;\r\n normals[v2z] += faceNormalz;\r\n normals[v3x] += faceNormalx;\r\n normals[v3y] += faceNormaly;\r\n normals[v3z] += faceNormalz;\r\n }\r\n // last normalization of each normal\r\n for (index = 0; index < normals.length / 3; index++) {\r\n faceNormalx = normals[index * 3];\r\n faceNormaly = normals[index * 3 + 1];\r\n faceNormalz = normals[index * 3 + 2];\r\n\r\n length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);\r\n length = (length === 0) ? 1.0 : length;\r\n faceNormalx /= length;\r\n faceNormaly /= length;\r\n faceNormalz /= length;\r\n\r\n normals[index * 3] = faceNormalx;\r\n normals[index * 3 + 1] = faceNormaly;\r\n normals[index * 3 + 2] = faceNormalz;\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4) {\r\n var li: number = indices.length;\r\n var ln: number = normals.length;\r\n var i: number;\r\n var n: number;\r\n sideOrientation = sideOrientation || VertexData.DEFAULTSIDE;\r\n\r\n switch (sideOrientation) {\r\n\r\n case VertexData.FRONTSIDE:\r\n // nothing changed\r\n break;\r\n\r\n case VertexData.BACKSIDE:\r\n var tmp: number;\r\n // indices\r\n for (i = 0; i < li; i += 3) {\r\n tmp = indices[i];\r\n indices[i] = indices[i + 2];\r\n indices[i + 2] = tmp;\r\n }\r\n // normals\r\n for (n = 0; n < ln; n++) {\r\n normals[n] = -normals[n];\r\n }\r\n break;\r\n\r\n case VertexData.DOUBLESIDE:\r\n // positions\r\n var lp: number = positions.length;\r\n var l: number = lp / 3;\r\n for (var p = 0; p < lp; p++) {\r\n positions[lp + p] = positions[p];\r\n }\r\n // indices\r\n for (i = 0; i < li; i += 3) {\r\n indices[i + li] = indices[i + 2] + l;\r\n indices[i + 1 + li] = indices[i + 1] + l;\r\n indices[i + 2 + li] = indices[i] + l;\r\n }\r\n // normals\r\n for (n = 0; n < ln; n++) {\r\n normals[ln + n] = -normals[n];\r\n }\r\n\r\n // uvs\r\n var lu: number = uvs.length;\r\n var u: number = 0;\r\n for (u = 0; u < lu; u++) {\r\n uvs[u + lu] = uvs[u];\r\n }\r\n frontUVs = frontUVs ? frontUVs : new Vector4(0.0, 0.0, 1.0, 1.0);\r\n backUVs = backUVs ? backUVs : new Vector4(0.0, 0.0, 1.0, 1.0);\r\n u = 0;\r\n for (i = 0; i < lu / 2; i++) {\r\n uvs[u] = frontUVs.x + (frontUVs.z - frontUVs.x) * uvs[u];\r\n uvs[u + 1] = frontUVs.y + (frontUVs.w - frontUVs.y) * uvs[u + 1];\r\n uvs[u + lu] = backUVs.x + (backUVs.z - backUVs.x) * uvs[u + lu];\r\n uvs[u + lu + 1] = backUVs.y + (backUVs.w - backUVs.y) * uvs[u + lu + 1];\r\n u += 2;\r\n }\r\n break;\r\n }\r\n }\r\n\r\n /**\r\n * Applies VertexData created from the imported parameters to the geometry\r\n * @param parsedVertexData the parsed data from an imported file\r\n * @param geometry the geometry to apply the VertexData to\r\n */\r\n public static ImportVertexData(parsedVertexData: any, geometry: Geometry) {\r\n var vertexData = new VertexData();\r\n\r\n // positions\r\n var positions = parsedVertexData.positions;\r\n if (positions) {\r\n vertexData.set(positions, VertexBuffer.PositionKind);\r\n }\r\n\r\n // normals\r\n var normals = parsedVertexData.normals;\r\n if (normals) {\r\n vertexData.set(normals, VertexBuffer.NormalKind);\r\n }\r\n\r\n // tangents\r\n var tangents = parsedVertexData.tangents;\r\n if (tangents) {\r\n vertexData.set(tangents, VertexBuffer.TangentKind);\r\n }\r\n\r\n // uvs\r\n var uvs = parsedVertexData.uvs;\r\n if (uvs) {\r\n vertexData.set(uvs, VertexBuffer.UVKind);\r\n }\r\n\r\n // uv2s\r\n var uv2s = parsedVertexData.uv2s;\r\n if (uv2s) {\r\n vertexData.set(uv2s, VertexBuffer.UV2Kind);\r\n }\r\n\r\n // uv3s\r\n var uv3s = parsedVertexData.uv3s;\r\n if (uv3s) {\r\n vertexData.set(uv3s, VertexBuffer.UV3Kind);\r\n }\r\n\r\n // uv4s\r\n var uv4s = parsedVertexData.uv4s;\r\n if (uv4s) {\r\n vertexData.set(uv4s, VertexBuffer.UV4Kind);\r\n }\r\n\r\n // uv5s\r\n var uv5s = parsedVertexData.uv5s;\r\n if (uv5s) {\r\n vertexData.set(uv5s, VertexBuffer.UV5Kind);\r\n }\r\n\r\n // uv6s\r\n var uv6s = parsedVertexData.uv6s;\r\n if (uv6s) {\r\n vertexData.set(uv6s, VertexBuffer.UV6Kind);\r\n }\r\n\r\n // colors\r\n var colors = parsedVertexData.colors;\r\n if (colors) {\r\n vertexData.set(Color4.CheckColors4(colors, positions.length / 3), VertexBuffer.ColorKind);\r\n }\r\n\r\n // matricesIndices\r\n var matricesIndices = parsedVertexData.matricesIndices;\r\n if (matricesIndices) {\r\n vertexData.set(matricesIndices, VertexBuffer.MatricesIndicesKind);\r\n }\r\n\r\n // matricesWeights\r\n var matricesWeights = parsedVertexData.matricesWeights;\r\n if (matricesWeights) {\r\n vertexData.set(matricesWeights, VertexBuffer.MatricesWeightsKind);\r\n }\r\n\r\n // indices\r\n var indices = parsedVertexData.indices;\r\n if (indices) {\r\n vertexData.indices = indices;\r\n }\r\n\r\n geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);\r\n }\r\n}\r\n","import { RibbonBuilder } from \"./Builders/ribbonBuilder\";\r\nimport { DiscBuilder } from \"./Builders/discBuilder\";\r\nimport { BoxBuilder } from \"./Builders/boxBuilder\";\r\nimport { TiledBoxBuilder } from \"./Builders/tiledBoxBuilder\";\r\nimport { SphereBuilder } from \"./Builders/sphereBuilder\";\r\nimport { CylinderBuilder } from \"./Builders/cylinderBuilder\";\r\nimport { TorusBuilder } from \"./Builders/torusBuilder\";\r\nimport { TorusKnotBuilder } from \"./Builders/torusKnotBuilder\";\r\nimport { LinesBuilder } from \"./Builders/linesBuilder\";\r\nimport { PolygonBuilder } from \"./Builders/polygonBuilder\";\r\nimport { ShapeBuilder } from \"./Builders/shapeBuilder\";\r\nimport { LatheBuilder } from \"./Builders/latheBuilder\";\r\nimport { PlaneBuilder } from \"./Builders/planeBuilder\";\r\nimport { TiledPlaneBuilder } from \"./Builders/tiledPlaneBuilder\";\r\nimport { GroundBuilder } from \"./Builders/groundBuilder\";\r\nimport { TubeBuilder } from \"./Builders/tubeBuilder\";\r\nimport { PolyhedronBuilder } from \"./Builders/polyhedronBuilder\";\r\nimport { IcoSphereBuilder } from \"./Builders/icoSphereBuilder\";\r\nimport { DecalBuilder } from \"./Builders/decalBuilder\";\r\n\r\nimport { Vector4, Vector3, Vector2 } from \"../Maths/math.vector\";\r\nimport { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { Mesh } from \"./mesh\";\r\nimport { LinesMesh } from \"./linesMesh\";\r\nimport { GroundMesh } from \"./groundMesh\";\r\nimport { AbstractMesh } from \"./abstractMesh\";\r\nimport { Color4, Color3 } from '../Maths/math.color';\r\nimport { Plane } from '../Maths/math.plane';\r\n\r\ndeclare var earcut: any;\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n */\r\nexport class MeshBuilder {\r\n /**\r\n * Creates a box mesh\r\n * * The parameter `size` sets the size (float) of each box side (default 1)\r\n * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)\r\n * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)\r\n * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#box\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the box mesh\r\n */\r\n public static CreateBox(name: string, options: { size?: number, width?: number, height?: number, depth?: number, faceUV?: Vector4[], faceColors?: Color4[], sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, wrap?: boolean, topBaseAt?: number, bottomBaseAt?: number, updatable?: boolean }, scene: Nullable = null): Mesh {\r\n return BoxBuilder.CreateBox(name, options, scene);\r\n }\r\n\r\n /**\r\n * Creates a tiled box mesh\r\n * * faceTiles sets the pattern, tile size and number of tiles for a face\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the tiled box mesh\r\n */\r\n public static CreateTiledBox(name: string, options: { pattern?: number, size?: number, width?: number, height?: number, depth: number, tileSize?: number, tileWidth?: number, tileHeight?: number, faceUV?: Vector4[], faceColors?: Color4[], alignHorizontal?: number, alignVertical?: number, sideOrientation?: number, updatable?: boolean }, scene: Nullable = null): Mesh {\r\n return TiledBoxBuilder.CreateTiledBox(name, options, scene);\r\n }\r\n\r\n /**\r\n * Creates a sphere mesh\r\n * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)\r\n * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)\r\n * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)\r\n * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio\r\n * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the sphere mesh\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#sphere\r\n */\r\n public static CreateSphere(name: string, options: { segments?: number, diameter?: number, diameterX?: number, diameterY?: number, diameterZ?: number, arc?: number, slice?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, updatable?: boolean }, scene: Nullable = null): Mesh {\r\n return SphereBuilder.CreateSphere(name, options, scene);\r\n }\r\n\r\n /**\r\n * Creates a plane polygonal mesh. By default, this is a disc\r\n * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)\r\n * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc\r\n * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the plane polygonal mesh\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon\r\n */\r\n public static CreateDisc(name: string, options: { radius?: number, tessellation?: number, arc?: number, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }, scene: Nullable = null): Mesh {\r\n return DiscBuilder.CreateDisc(name, options, scene);\r\n }\r\n\r\n /**\r\n * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided\r\n * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)\r\n * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)\r\n * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size\r\n * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the icosahedron mesh\r\n * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere\r\n */\r\n public static CreateIcoSphere(name: string, options: { radius?: number, radiusX?: number, radiusY?: number, radiusZ?: number, flat?: boolean, subdivisions?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, updatable?: boolean }, scene: Nullable = null): Mesh {\r\n return IcoSphereBuilder.CreateIcoSphere(name, options, scene);\r\n }\r\n\r\n /**\r\n * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters\r\n * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry\r\n * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array\r\n * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array\r\n * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path\r\n * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11\r\n * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture\r\n * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones\r\n * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values\r\n * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry\r\n * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the ribbon mesh\r\n * @see https://doc.babylonjs.com/how_to/ribbon_tutorial\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes\r\n */\r\n public static CreateRibbon(name: string, options: { pathArray: Vector3[][], closeArray?: boolean, closePath?: boolean, offset?: number, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, instance?: Mesh, invertUV?: boolean, uvs?: Vector2[], colors?: Color4[] }, scene: Nullable = null): Mesh {\r\n return RibbonBuilder.CreateRibbon(name, options, scene);\r\n }\r\n\r\n /**\r\n * Creates a cylinder or a cone mesh\r\n * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).\r\n * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).\r\n * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter \"diameterBottom\" can't be zero.\r\n * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.\r\n * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).\r\n * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.\r\n * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.\r\n * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).\r\n * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.\r\n * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).\r\n * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3\r\n * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7\r\n * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17\r\n * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.\r\n * * If `enclose` is false, a ring surface is one element.\r\n * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.\r\n * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the cylinder mesh\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone\r\n */\r\n public static CreateCylinder(name: string, options: { height?: number, diameterTop?: number, diameterBottom?: number, diameter?: number, tessellation?: number, subdivisions?: number, arc?: number, faceColors?: Color4[], faceUV?: Vector4[], updatable?: boolean, hasRings?: boolean, enclose?: boolean, cap?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }, scene: Nullable = null): Mesh {\r\n return CylinderBuilder.CreateCylinder(name, options, scene);\r\n }\r\n\r\n /**\r\n * Creates a torus mesh\r\n * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)\r\n * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)\r\n * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the torus mesh\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#torus\r\n */\r\n public static CreateTorus(name: string, options: { diameter?: number, thickness?: number, tessellation?: number, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }, scene: Nullable = null): Mesh {\r\n return TorusBuilder.CreateTorus(name, options, scene);\r\n }\r\n\r\n /**\r\n * Creates a torus knot mesh\r\n * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)\r\n * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)\r\n * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)\r\n * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the torus knot mesh\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot\r\n */\r\n public static CreateTorusKnot(name: string, options: { radius?: number, tube?: number, radialSegments?: number, tubularSegments?: number, p?: number, q?: number, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }, scene: Nullable = null): Mesh {\r\n return TorusKnotBuilder.CreateTorusKnot(name, options, scene);\r\n }\r\n\r\n /**\r\n * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh\r\n * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter\r\n * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function\r\n * * The parameter `lines` is an array of lines, each line being an array of successive Vector3\r\n * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter\r\n * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point\r\n * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)\r\n * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines\r\n * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system\r\n * @param name defines the name of the new line system\r\n * @param options defines the options used to create the line system\r\n * @param scene defines the hosting scene\r\n * @returns a new line system mesh\r\n */\r\n public static CreateLineSystem(name: string, options: { lines: Vector3[][], updatable?: boolean, instance?: Nullable, colors?: Nullable, useVertexAlpha?: boolean }, scene: Nullable): LinesMesh {\r\n return LinesBuilder.CreateLineSystem(name, options, scene);\r\n }\r\n\r\n /**\r\n * Creates a line mesh\r\n * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter\r\n * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function\r\n * * The parameter `points` is an array successive Vector3\r\n * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines\r\n * * The optional parameter `colors` is an array of successive Color4, one per line point\r\n * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)\r\n * * When updating an instance, remember that only point positions can change, not the number of points\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines\r\n * @param name defines the name of the new line system\r\n * @param options defines the options used to create the line system\r\n * @param scene defines the hosting scene\r\n * @returns a new line mesh\r\n */\r\n public static CreateLines(name: string, options: { points: Vector3[], updatable?: boolean, instance?: Nullable, colors?: Color4[], useVertexAlpha?: boolean }, scene: Nullable = null): LinesMesh {\r\n return LinesBuilder.CreateLines(name, options, scene);\r\n }\r\n\r\n /**\r\n * Creates a dashed line mesh\r\n * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter\r\n * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function\r\n * * The parameter `points` is an array successive Vector3\r\n * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)\r\n * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)\r\n * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)\r\n * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines\r\n * * When updating an instance, remember that only point positions can change, not the number of points\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the dashed line mesh\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines\r\n */\r\n public static CreateDashedLines(name: string, options: { points: Vector3[], dashSize?: number, gapSize?: number, dashNb?: number, updatable?: boolean, instance?: LinesMesh }, scene: Nullable = null): LinesMesh {\r\n return LinesBuilder.CreateDashedLines(name, options, scene);\r\n }\r\n\r\n /**\r\n * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.\r\n * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.\r\n * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.\r\n * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.\r\n * * The parameter `scale` (float, default 1) is the value to scale the shape.\r\n * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL\r\n * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape\r\n * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the extruded shape mesh\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes\r\n */\r\n public static ExtrudeShape(name: string, options: { shape: Vector3[], path: Vector3[], scale?: number, rotation?: number, cap?: number, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, instance?: Mesh, invertUV?: boolean }, scene: Nullable = null): Mesh {\r\n return ShapeBuilder.ExtrudeShape(name, options, scene);\r\n }\r\n\r\n /**\r\n * Creates an custom extruded shape mesh.\r\n * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.\r\n * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.\r\n * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.\r\n * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path\r\n * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.\r\n * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path\r\n * * It must returns a float value that will be the scale value applied to the shape on each path point\r\n * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`\r\n * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`\r\n * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL\r\n * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape\r\n * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the custom extruded shape mesh\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes\r\n */\r\n public static ExtrudeShapeCustom(name: string, options: { shape: Vector3[], path: Vector3[], scaleFunction?: any, rotationFunction?: any, ribbonCloseArray?: boolean, ribbonClosePath?: boolean, cap?: number, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, instance?: Mesh, invertUV?: boolean }, scene: Nullable = null): Mesh {\r\n return ShapeBuilder.ExtrudeShapeCustom(name, options, scene);\r\n }\r\n\r\n /**\r\n * Creates lathe mesh.\r\n * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe\r\n * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero\r\n * * The parameter `radius` (positive float, default 1) is the radius value of the lathe\r\n * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe\r\n * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides\r\n * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape\r\n * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter \"arc\"\r\n * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the lathe mesh\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe\r\n */\r\n public static CreateLathe(name: string, options: { shape: Vector3[], radius?: number, tessellation?: number, clip?: number, arc?: number, closed?: boolean, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, cap?: number, invertUV?: boolean }, scene: Nullable = null): Mesh {\r\n return LatheBuilder.CreateLathe(name, options, scene);\r\n }\r\n\r\n /**\r\n * Creates a tiled plane mesh\r\n * * You can set a limited pattern arrangement with the tiles\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the plane mesh\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#plane\r\n */\r\n public static CreateTiledPlane(name: string, options: { pattern?: number, tileSize?: number, tileWidth?: number, tileHeight?: number, size?: number, width?: number, height?: number, alignHorizontal?: number, alignVertical?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, updatable?: boolean }, scene: Nullable = null): Mesh {\r\n return TiledPlaneBuilder.CreateTiledPlane(name, options, scene);\r\n }\r\n\r\n /**\r\n * Creates a plane mesh\r\n * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)\r\n * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)\r\n * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the plane mesh\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#plane\r\n */\r\n public static CreatePlane(name: string, options: { size?: number, width?: number, height?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, updatable?: boolean, sourcePlane?: Plane }, scene: Nullable = null): Mesh {\r\n return PlaneBuilder.CreatePlane(name, options, scene);\r\n }\r\n\r\n /**\r\n * Creates a ground mesh\r\n * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground\r\n * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the ground mesh\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#ground\r\n */\r\n public static CreateGround(name: string, options: { width?: number, height?: number, subdivisions?: number, subdivisionsX?: number, subdivisionsY?: number, updatable?: boolean }, scene: Nullable = null): Mesh {\r\n return GroundBuilder.CreateGround(name, options, scene);\r\n }\r\n\r\n /**\r\n * Creates a tiled ground mesh\r\n * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates\r\n * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates\r\n * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile\r\n * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the tiled ground mesh\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground\r\n */\r\n public static CreateTiledGround(name: string, options: { xmin: number, zmin: number, xmax: number, zmax: number, subdivisions?: { w: number; h: number; }, precision?: { w: number; h: number; }, updatable?: boolean }, scene: Nullable = null): Mesh {\r\n return GroundBuilder.CreateTiledGround(name, options, scene);\r\n }\r\n\r\n /**\r\n * Creates a ground mesh from a height map\r\n * * The parameter `url` sets the URL of the height map image resource.\r\n * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.\r\n * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.\r\n * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.\r\n * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.\r\n * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.\r\n * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).\r\n * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.\r\n * @param name defines the name of the mesh\r\n * @param url defines the url to the height map\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the ground mesh\r\n * @see https://doc.babylonjs.com/babylon101/height_map\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map\r\n */\r\n public static CreateGroundFromHeightMap(name: string, url: string, options: { width?: number, height?: number, subdivisions?: number, minHeight?: number, maxHeight?: number, colorFilter?: Color3, alphaFilter?: number, updatable?: boolean, onReady?: (mesh: GroundMesh) => void }, scene: Nullable = null): GroundMesh {\r\n return GroundBuilder.CreateGroundFromHeightMap(name, url, options, scene);\r\n }\r\n\r\n /**\r\n * Creates a polygon mesh\r\n * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh\r\n * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors\r\n * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)\r\n * * Remember you can only change the shape positions, not their number when updating a polygon\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @param earcutInjection can be used to inject your own earcut reference\r\n * @returns the polygon mesh\r\n */\r\n public static CreatePolygon(name: string, options: { shape: Vector3[], holes?: Vector3[][], depth?: number, faceUV?: Vector4[], faceColors?: Color4[], updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, }, scene: Nullable = null, earcutInjection = earcut): Mesh {\r\n return PolygonBuilder.CreatePolygon(name, options, scene, earcutInjection);\r\n }\r\n\r\n /**\r\n * Creates an extruded polygon mesh, with depth in the Y direction.\r\n * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)\r\n * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @param earcutInjection can be used to inject your own earcut reference\r\n * @returns the polygon mesh\r\n */\r\n public static ExtrudePolygon(name: string, options: { shape: Vector3[], holes?: Vector3[][], depth?: number, faceUV?: Vector4[], faceColors?: Color4[], updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }, scene: Nullable = null, earcutInjection = earcut): Mesh {\r\n return PolygonBuilder.ExtrudePolygon(name, options, scene, earcutInjection);\r\n }\r\n\r\n /**\r\n * Creates a tube mesh.\r\n * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters\r\n * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube\r\n * * The parameter `radius` (positive float, default 1) sets the tube radius size\r\n * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface\r\n * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`\r\n * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)\r\n * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc\r\n * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL\r\n * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the tube mesh\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#tube\r\n */\r\n public static CreateTube(name: string, options: { path: Vector3[], radius?: number, tessellation?: number, radiusFunction?: { (i: number, distance: number): number; }, cap?: number, arc?: number, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, instance?: Mesh, invertUV?: boolean }, scene: Nullable = null): Mesh {\r\n return TubeBuilder.CreateTube(name, options, scene);\r\n }\r\n\r\n /**\r\n * Creates a polyhedron mesh\r\n * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type\r\n * * The parameter `size` (positive float, default 1) sets the polygon size\r\n * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)\r\n * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`\r\n * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron\r\n * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)\r\n * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors\r\n * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the polyhedron mesh\r\n * @see https://doc.babylonjs.com/how_to/polyhedra_shapes\r\n */\r\n public static CreatePolyhedron(name: string, options: { type?: number, size?: number, sizeX?: number, sizeY?: number, sizeZ?: number, custom?: any, faceUV?: Vector4[], faceColors?: Color4[], flat?: boolean, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }, scene: Nullable = null): Mesh {\r\n return PolyhedronBuilder.CreatePolyhedron(name, options, scene);\r\n }\r\n\r\n /**\r\n * Creates a decal mesh.\r\n * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal\r\n * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates\r\n * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates\r\n * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling\r\n * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal\r\n * @param name defines the name of the mesh\r\n * @param sourceMesh defines the mesh where the decal must be applied\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the decal mesh\r\n * @see https://doc.babylonjs.com/how_to/decals\r\n */\r\n public static CreateDecal(name: string, sourceMesh: AbstractMesh, options: { position?: Vector3, normal?: Vector3, size?: Vector3, angle?: number }): Mesh {\r\n return DecalBuilder.CreateDecal(name, sourceMesh, options);\r\n }\r\n}\r\n","import { Mesh } from './mesh';\r\nimport { Nullable } from '../types';\r\n\r\n/**\r\n * Class used to represent a specific level of detail of a mesh\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_lod\r\n */\r\nexport class MeshLODLevel {\r\n /**\r\n * Creates a new LOD level\r\n * @param distance defines the distance where this level should star being displayed\r\n * @param mesh defines the mesh to use to render this level\r\n */\r\n constructor(\r\n /** Defines the distance where this level should start being displayed */\r\n public distance: number,\r\n /** Defines the mesh to use to render this level */\r\n public mesh: Nullable) {\r\n }\r\n}\r\n","import { IndicesArray } from \"../types\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { SubMesh } from \"../Meshes/subMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { AsyncLoop } from \"../Misc/tools\";\r\nimport { Epsilon } from '../Maths/math.constants';\r\n/**\r\n * A simplifier interface for future simplification implementations\r\n * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification\r\n */\r\nexport interface ISimplifier {\r\n /**\r\n * Simplification of a given mesh according to the given settings.\r\n * Since this requires computation, it is assumed that the function runs async.\r\n * @param settings The settings of the simplification, including quality and distance\r\n * @param successCallback A callback that will be called after the mesh was simplified.\r\n * @param errorCallback in case of an error, this callback will be called. optional.\r\n */\r\n simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;\r\n}\r\n\r\n/**\r\n * Expected simplification settings.\r\n * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)\r\n * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification\r\n */\r\nexport interface ISimplificationSettings {\r\n /**\r\n * Gets or sets the expected quality\r\n */\r\n quality: number;\r\n /**\r\n * Gets or sets the distance when this optimized version should be used\r\n */\r\n distance: number;\r\n /**\r\n * Gets an already optimized mesh\r\n */\r\n optimizeMesh?: boolean;\r\n}\r\n\r\n/**\r\n * Class used to specify simplification options\r\n * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification\r\n */\r\nexport class SimplificationSettings implements ISimplificationSettings {\r\n /**\r\n * Creates a SimplificationSettings\r\n * @param quality expected quality\r\n * @param distance distance when this optimized version should be used\r\n * @param optimizeMesh already optimized mesh\r\n */\r\n constructor(\r\n /** expected quality */\r\n public quality: number,\r\n /** distance when this optimized version should be used */\r\n public distance: number,\r\n /** already optimized mesh */\r\n public optimizeMesh?: boolean) {\r\n }\r\n}\r\n\r\n/**\r\n * Interface used to define a simplification task\r\n */\r\nexport interface ISimplificationTask {\r\n /**\r\n * Array of settings\r\n */\r\n settings: Array;\r\n /**\r\n * Simplification type\r\n */\r\n simplificationType: SimplificationType;\r\n /**\r\n * Mesh to simplify\r\n */\r\n mesh: Mesh;\r\n /**\r\n * Callback called on success\r\n */\r\n successCallback?: () => void;\r\n /**\r\n * Defines if parallel processing can be used\r\n */\r\n parallelProcessing: boolean;\r\n}\r\n\r\n/**\r\n * Queue used to order the simplification tasks\r\n * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification\r\n */\r\nexport class SimplificationQueue {\r\n private _simplificationArray: Array;\r\n\r\n /**\r\n * Gets a boolean indicating that the process is still running\r\n */\r\n public running: boolean;\r\n\r\n /**\r\n * Creates a new queue\r\n */\r\n constructor() {\r\n this.running = false;\r\n this._simplificationArray = [];\r\n }\r\n\r\n /**\r\n * Adds a new simplification task\r\n * @param task defines a task to add\r\n */\r\n public addTask(task: ISimplificationTask) {\r\n this._simplificationArray.push(task);\r\n }\r\n\r\n /**\r\n * Execute next task\r\n */\r\n public executeNext() {\r\n var task = this._simplificationArray.pop();\r\n if (task) {\r\n this.running = true;\r\n this.runSimplification(task);\r\n } else {\r\n this.running = false;\r\n }\r\n }\r\n\r\n /**\r\n * Execute a simplification task\r\n * @param task defines the task to run\r\n */\r\n public runSimplification(task: ISimplificationTask) {\r\n if (task.parallelProcessing) {\r\n //parallel simplifier\r\n task.settings.forEach((setting) => {\r\n var simplifier = this.getSimplifier(task);\r\n simplifier.simplify(setting, (newMesh) => {\r\n task.mesh.addLODLevel(setting.distance, newMesh);\r\n newMesh.isVisible = true;\r\n //check if it is the last\r\n if (setting.quality === task.settings[task.settings.length - 1].quality && task.successCallback) {\r\n //all done, run the success callback.\r\n task.successCallback();\r\n }\r\n this.executeNext();\r\n });\r\n });\r\n } else {\r\n //single simplifier.\r\n var simplifier = this.getSimplifier(task);\r\n\r\n var runDecimation = (setting: ISimplificationSettings, callback: () => void) => {\r\n simplifier.simplify(setting, (newMesh) => {\r\n task.mesh.addLODLevel(setting.distance, newMesh);\r\n newMesh.isVisible = true;\r\n //run the next quality level\r\n callback();\r\n });\r\n };\r\n\r\n AsyncLoop.Run(task.settings.length, (loop: AsyncLoop) => {\r\n runDecimation(task.settings[loop.index], () => {\r\n loop.executeNext();\r\n });\r\n }, () => {\r\n //execution ended, run the success callback.\r\n if (task.successCallback) {\r\n task.successCallback();\r\n }\r\n this.executeNext();\r\n });\r\n }\r\n }\r\n\r\n private getSimplifier(task: ISimplificationTask): ISimplifier {\r\n switch (task.simplificationType) {\r\n case SimplificationType.QUADRATIC:\r\n default:\r\n return new QuadraticErrorSimplification(task.mesh);\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * The implemented types of simplification\r\n * At the moment only Quadratic Error Decimation is implemented\r\n * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification\r\n */\r\nexport enum SimplificationType {\r\n /** Quadratic error decimation */\r\n QUADRATIC\r\n}\r\n\r\nclass DecimationTriangle {\r\n public normal: Vector3;\r\n public error: Array;\r\n public deleted: boolean;\r\n public isDirty: boolean;\r\n public borderFactor: number;\r\n public deletePending: boolean;\r\n\r\n public originalOffset: number;\r\n\r\n constructor(public vertices: Array) {\r\n this.error = new Array(4);\r\n this.deleted = false;\r\n this.isDirty = false;\r\n this.deletePending = false;\r\n this.borderFactor = 0;\r\n }\r\n}\r\n\r\nclass DecimationVertex {\r\n public q: QuadraticMatrix;\r\n public isBorder: boolean;\r\n\r\n public triangleStart: number;\r\n public triangleCount: number;\r\n\r\n public originalOffsets: Array;\r\n\r\n constructor(public position: Vector3, public id: number) {\r\n this.isBorder = true;\r\n this.q = new QuadraticMatrix();\r\n this.triangleCount = 0;\r\n this.triangleStart = 0;\r\n this.originalOffsets = [];\r\n }\r\n\r\n public updatePosition(newPosition: Vector3) {\r\n this.position.copyFrom(newPosition);\r\n }\r\n}\r\n\r\nclass QuadraticMatrix {\r\n public data: Array;\r\n\r\n constructor(data?: Array) {\r\n this.data = new Array(10);\r\n for (var i = 0; i < 10; ++i) {\r\n if (data && data[i]) {\r\n this.data[i] = data[i];\r\n } else {\r\n this.data[i] = 0;\r\n }\r\n }\r\n }\r\n\r\n public det(a11: number, a12: number, a13: number, a21: number, a22: number, a23: number, a31: number, a32: number, a33: number): number {\r\n var det = this.data[a11] * this.data[a22] * this.data[a33] + this.data[a13] * this.data[a21] * this.data[a32] +\r\n this.data[a12] * this.data[a23] * this.data[a31] - this.data[a13] * this.data[a22] * this.data[a31] -\r\n this.data[a11] * this.data[a23] * this.data[a32] - this.data[a12] * this.data[a21] * this.data[a33];\r\n return det;\r\n }\r\n\r\n public addInPlace(matrix: QuadraticMatrix) {\r\n for (var i = 0; i < 10; ++i) {\r\n this.data[i] += matrix.data[i];\r\n }\r\n }\r\n\r\n public addArrayInPlace(data: Array) {\r\n for (var i = 0; i < 10; ++i) {\r\n this.data[i] += data[i];\r\n }\r\n }\r\n\r\n public add(matrix: QuadraticMatrix): QuadraticMatrix {\r\n var m = new QuadraticMatrix();\r\n for (var i = 0; i < 10; ++i) {\r\n m.data[i] = this.data[i] + matrix.data[i];\r\n }\r\n return m;\r\n }\r\n\r\n public static FromData(a: number, b: number, c: number, d: number): QuadraticMatrix {\r\n return new QuadraticMatrix(QuadraticMatrix.DataFromNumbers(a, b, c, d));\r\n }\r\n\r\n //returning an array to avoid garbage collection\r\n public static DataFromNumbers(a: number, b: number, c: number, d: number) {\r\n return [a * a, a * b, a * c, a * d, b * b, b * c, b * d, c * c, c * d, d * d];\r\n }\r\n}\r\n\r\nclass Reference {\r\n constructor(public vertexId: number, public triangleId: number) { }\r\n}\r\n\r\n/**\r\n * An implementation of the Quadratic Error simplification algorithm.\r\n * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf\r\n * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS\r\n * @author RaananW\r\n * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification\r\n */\r\nexport class QuadraticErrorSimplification implements ISimplifier {\r\n\r\n private triangles: Array;\r\n private vertices: Array;\r\n private references: Array;\r\n\r\n private _reconstructedMesh: Mesh;\r\n\r\n /** Gets or sets the number pf sync interations */\r\n public syncIterations = 5000;\r\n\r\n /** Gets or sets the aggressiveness of the simplifier */\r\n public aggressiveness: number;\r\n\r\n /** Gets or sets the number of allowed iterations for decimation */\r\n public decimationIterations: number;\r\n\r\n /** Gets or sets the espilon to use for bounding box computation */\r\n public boundingBoxEpsilon: number;\r\n\r\n /**\r\n * Creates a new QuadraticErrorSimplification\r\n * @param _mesh defines the target mesh\r\n */\r\n constructor(private _mesh: Mesh) {\r\n this.aggressiveness = 7;\r\n this.decimationIterations = 100;\r\n this.boundingBoxEpsilon = Epsilon;\r\n }\r\n\r\n /**\r\n * Simplification of a given mesh according to the given settings.\r\n * Since this requires computation, it is assumed that the function runs async.\r\n * @param settings The settings of the simplification, including quality and distance\r\n * @param successCallback A callback that will be called after the mesh was simplified.\r\n */\r\n public simplify(settings: ISimplificationSettings, successCallback: (simplifiedMesh: Mesh) => void) {\r\n this.initDecimatedMesh();\r\n //iterating through the submeshes array, one after the other.\r\n AsyncLoop.Run(this._mesh.subMeshes.length, (loop: AsyncLoop) => {\r\n this.initWithMesh(loop.index, () => {\r\n this.runDecimation(settings, loop.index, () => {\r\n loop.executeNext();\r\n });\r\n }, settings.optimizeMesh);\r\n }, () => {\r\n setTimeout(() => {\r\n successCallback(this._reconstructedMesh);\r\n }, 0);\r\n });\r\n }\r\n\r\n private runDecimation(settings: ISimplificationSettings, submeshIndex: number, successCallback: () => void) {\r\n var targetCount = ~~(this.triangles.length * settings.quality);\r\n var deletedTriangles = 0;\r\n\r\n var triangleCount = this.triangles.length;\r\n\r\n var iterationFunction = (iteration: number, callback: () => void) => {\r\n setTimeout(() => {\r\n if (iteration % 5 === 0) {\r\n this.updateMesh(iteration === 0);\r\n }\r\n\r\n for (var i = 0; i < this.triangles.length; ++i) {\r\n this.triangles[i].isDirty = false;\r\n }\r\n\r\n var threshold = 0.000000001 * Math.pow((iteration + 3), this.aggressiveness);\r\n\r\n var trianglesIterator = (i: number) => {\r\n var tIdx = ~~(((this.triangles.length / 2) + i) % this.triangles.length);\r\n var t = this.triangles[tIdx];\r\n if (!t) { return; }\r\n if (t.error[3] > threshold || t.deleted || t.isDirty) { return; }\r\n for (var j = 0; j < 3; ++j) {\r\n if (t.error[j] < threshold) {\r\n var deleted0: Array = [];\r\n var deleted1: Array = [];\r\n\r\n var v0 = t.vertices[j];\r\n var v1 = t.vertices[(j + 1) % 3];\r\n\r\n if (v0.isBorder || v1.isBorder) { continue; }\r\n\r\n var p = Vector3.Zero();\r\n // var n = Vector3.Zero();\r\n // var uv = Vector2.Zero();\r\n // var color = new Color4(0, 0, 0, 1);\r\n\r\n this.calculateError(v0, v1, p);\r\n\r\n var delTr = new Array();\r\n\r\n if (this.isFlipped(v0, v1, p, deleted0, delTr)) { continue; }\r\n if (this.isFlipped(v1, v0, p, deleted1, delTr)) { continue; }\r\n\r\n if (deleted0.indexOf(true) < 0 || deleted1.indexOf(true) < 0) {\r\n continue;\r\n }\r\n\r\n var uniqueArray = new Array();\r\n delTr.forEach((deletedT) => {\r\n if (uniqueArray.indexOf(deletedT) === -1) {\r\n deletedT.deletePending = true;\r\n uniqueArray.push(deletedT);\r\n }\r\n });\r\n\r\n if (uniqueArray.length % 2 !== 0) {\r\n continue;\r\n }\r\n\r\n v0.q = v1.q.add(v0.q);\r\n\r\n v0.updatePosition(p);\r\n\r\n var tStart = this.references.length;\r\n\r\n deletedTriangles = this.updateTriangles(v0, v0, deleted0, deletedTriangles);\r\n deletedTriangles = this.updateTriangles(v0, v1, deleted1, deletedTriangles);\r\n\r\n var tCount = this.references.length - tStart;\r\n\r\n if (tCount <= v0.triangleCount) {\r\n if (tCount) {\r\n for (var c = 0; c < tCount; c++) {\r\n this.references[v0.triangleStart + c] = this.references[tStart + c];\r\n }\r\n }\r\n } else {\r\n v0.triangleStart = tStart;\r\n }\r\n\r\n v0.triangleCount = tCount;\r\n break;\r\n }\r\n }\r\n };\r\n AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, trianglesIterator, callback, () => { return (triangleCount - deletedTriangles <= targetCount); });\r\n }, 0);\r\n };\r\n\r\n AsyncLoop.Run(this.decimationIterations, (loop: AsyncLoop) => {\r\n if (triangleCount - deletedTriangles <= targetCount) { loop.breakLoop(); }\r\n else {\r\n iterationFunction(loop.index, () => {\r\n loop.executeNext();\r\n });\r\n }\r\n }, () => {\r\n setTimeout(() => {\r\n //reconstruct this part of the mesh\r\n this.reconstructMesh(submeshIndex);\r\n successCallback();\r\n }, 0);\r\n });\r\n }\r\n\r\n private initWithMesh(submeshIndex: number, callback: Function, optimizeMesh?: boolean) {\r\n\r\n this.vertices = [];\r\n this.triangles = [];\r\n\r\n var positionData = this._mesh.getVerticesData(VertexBuffer.PositionKind);\r\n\r\n var indices = this._mesh.getIndices();\r\n var submesh = this._mesh.subMeshes[submeshIndex];\r\n\r\n var findInVertices = (positionToSearch: Vector3) => {\r\n if (optimizeMesh) {\r\n for (var ii = 0; ii < this.vertices.length; ++ii) {\r\n if (this.vertices[ii].position.equals(positionToSearch)) {\r\n return this.vertices[ii];\r\n }\r\n }\r\n }\r\n return null;\r\n };\r\n\r\n var vertexReferences: Array = [];\r\n\r\n var vertexInit = (i: number) => {\r\n if (!positionData) {\r\n return;\r\n }\r\n\r\n var offset = i + submesh.verticesStart;\r\n var position = Vector3.FromArray(positionData, offset * 3);\r\n\r\n var vertex = findInVertices(position) || new DecimationVertex(position, this.vertices.length);\r\n vertex.originalOffsets.push(offset);\r\n if (vertex.id === this.vertices.length) {\r\n this.vertices.push(vertex);\r\n }\r\n vertexReferences.push(vertex.id);\r\n };\r\n //var totalVertices = mesh.getTotalVertices();\r\n var totalVertices = submesh.verticesCount;\r\n AsyncLoop.SyncAsyncForLoop(totalVertices, (this.syncIterations / 4) >> 0, vertexInit, () => {\r\n\r\n var indicesInit = (i: number) => {\r\n if (!indices) {\r\n return;\r\n }\r\n\r\n var offset = (submesh.indexStart / 3) + i;\r\n var pos = (offset * 3);\r\n var i0 = indices[pos + 0];\r\n var i1 = indices[pos + 1];\r\n var i2 = indices[pos + 2];\r\n var v0: DecimationVertex = this.vertices[vertexReferences[i0 - submesh.verticesStart]];\r\n var v1: DecimationVertex = this.vertices[vertexReferences[i1 - submesh.verticesStart]];\r\n var v2: DecimationVertex = this.vertices[vertexReferences[i2 - submesh.verticesStart]];\r\n var triangle = new DecimationTriangle([v0, v1, v2]);\r\n triangle.originalOffset = pos;\r\n this.triangles.push(triangle);\r\n };\r\n AsyncLoop.SyncAsyncForLoop(submesh.indexCount / 3, this.syncIterations, indicesInit, () => {\r\n this.init(callback);\r\n });\r\n });\r\n }\r\n\r\n private init(callback: Function) {\r\n var triangleInit1 = (i: number) => {\r\n var t = this.triangles[i];\r\n t.normal = Vector3.Cross(t.vertices[1].position.subtract(t.vertices[0].position), t.vertices[2].position.subtract(t.vertices[0].position)).normalize();\r\n for (var j = 0; j < 3; j++) {\r\n t.vertices[j].q.addArrayInPlace(QuadraticMatrix.DataFromNumbers(t.normal.x, t.normal.y, t.normal.z, -(Vector3.Dot(t.normal, t.vertices[0].position))));\r\n }\r\n };\r\n AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, triangleInit1, () => {\r\n\r\n var triangleInit2 = (i: number) => {\r\n var t = this.triangles[i];\r\n for (var j = 0; j < 3; ++j) {\r\n t.error[j] = this.calculateError(t.vertices[j], t.vertices[(j + 1) % 3]);\r\n }\r\n t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);\r\n };\r\n AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, triangleInit2, () => {\r\n callback();\r\n });\r\n });\r\n }\r\n\r\n private reconstructMesh(submeshIndex: number) {\r\n\r\n var newTriangles: Array = [];\r\n var i: number;\r\n for (i = 0; i < this.vertices.length; ++i) {\r\n this.vertices[i].triangleCount = 0;\r\n }\r\n var t: DecimationTriangle;\r\n var j: number;\r\n for (i = 0; i < this.triangles.length; ++i) {\r\n if (!this.triangles[i].deleted) {\r\n t = this.triangles[i];\r\n for (j = 0; j < 3; ++j) {\r\n t.vertices[j].triangleCount = 1;\r\n }\r\n newTriangles.push(t);\r\n }\r\n }\r\n\r\n var newPositionData = (this._reconstructedMesh.getVerticesData(VertexBuffer.PositionKind) || []);\r\n var newNormalData = (this._reconstructedMesh.getVerticesData(VertexBuffer.NormalKind) || []);\r\n var newUVsData = (this._reconstructedMesh.getVerticesData(VertexBuffer.UVKind) || []);\r\n var newColorsData = (this._reconstructedMesh.getVerticesData(VertexBuffer.ColorKind) || []);\r\n\r\n var normalData = this._mesh.getVerticesData(VertexBuffer.NormalKind);\r\n var uvs = this._mesh.getVerticesData(VertexBuffer.UVKind);\r\n var colorsData = this._mesh.getVerticesData(VertexBuffer.ColorKind);\r\n\r\n var vertexCount = 0;\r\n for (i = 0; i < this.vertices.length; ++i) {\r\n var vertex = this.vertices[i];\r\n vertex.id = vertexCount;\r\n if (vertex.triangleCount) {\r\n vertex.originalOffsets.forEach((originalOffset) => {\r\n if (!normalData) {\r\n return;\r\n }\r\n\r\n newPositionData.push(vertex.position.x);\r\n newPositionData.push(vertex.position.y);\r\n newPositionData.push(vertex.position.z);\r\n newNormalData.push(normalData[originalOffset * 3]);\r\n newNormalData.push(normalData[(originalOffset * 3) + 1]);\r\n newNormalData.push(normalData[(originalOffset * 3) + 2]);\r\n if (uvs && uvs.length) {\r\n newUVsData.push(uvs[(originalOffset * 2)]);\r\n newUVsData.push(uvs[(originalOffset * 2) + 1]);\r\n }\r\n\r\n if (colorsData && colorsData.length) {\r\n newColorsData.push(colorsData[(originalOffset * 4)]);\r\n newColorsData.push(colorsData[(originalOffset * 4) + 1]);\r\n newColorsData.push(colorsData[(originalOffset * 4) + 2]);\r\n newColorsData.push(colorsData[(originalOffset * 4) + 3]);\r\n }\r\n ++vertexCount;\r\n });\r\n }\r\n }\r\n\r\n var startingIndex = this._reconstructedMesh.getTotalIndices();\r\n var startingVertex = this._reconstructedMesh.getTotalVertices();\r\n\r\n var submeshesArray = this._reconstructedMesh.subMeshes;\r\n this._reconstructedMesh.subMeshes = [];\r\n\r\n var newIndicesArray: number[] = this._reconstructedMesh.getIndices(); //[];\r\n var originalIndices = this._mesh.getIndices();\r\n for (i = 0; i < newTriangles.length; ++i) {\r\n t = newTriangles[i]; //now get the new referencing point for each vertex\r\n [0, 1, 2].forEach((idx) => {\r\n var id = originalIndices[t.originalOffset + idx];\r\n var offset = t.vertices[idx].originalOffsets.indexOf(id);\r\n if (offset < 0) { offset = 0; }\r\n newIndicesArray.push(t.vertices[idx].id + offset + startingVertex);\r\n });\r\n }\r\n\r\n //overwriting the old vertex buffers and indices.\r\n\r\n this._reconstructedMesh.setIndices(newIndicesArray);\r\n this._reconstructedMesh.setVerticesData(VertexBuffer.PositionKind, newPositionData);\r\n this._reconstructedMesh.setVerticesData(VertexBuffer.NormalKind, newNormalData);\r\n if (newUVsData.length > 0) {\r\n this._reconstructedMesh.setVerticesData(VertexBuffer.UVKind, newUVsData);\r\n }\r\n if (newColorsData.length > 0) {\r\n this._reconstructedMesh.setVerticesData(VertexBuffer.ColorKind, newColorsData);\r\n }\r\n\r\n //create submesh\r\n var originalSubmesh = this._mesh.subMeshes[submeshIndex];\r\n if (submeshIndex > 0) {\r\n this._reconstructedMesh.subMeshes = [];\r\n submeshesArray.forEach((submesh) => {\r\n SubMesh.AddToMesh(submesh.materialIndex, submesh.verticesStart, submesh.verticesCount, /* 0, newPositionData.length/3, */submesh.indexStart, submesh.indexCount, submesh.getMesh());\r\n });\r\n SubMesh.AddToMesh(originalSubmesh.materialIndex, startingVertex, vertexCount, /* 0, newPositionData.length / 3, */startingIndex, newTriangles.length * 3, this._reconstructedMesh);\r\n }\r\n }\r\n\r\n private initDecimatedMesh() {\r\n this._reconstructedMesh = new Mesh(this._mesh.name + \"Decimated\", this._mesh.getScene());\r\n this._reconstructedMesh.material = this._mesh.material;\r\n this._reconstructedMesh.parent = this._mesh.parent;\r\n this._reconstructedMesh.isVisible = false;\r\n this._reconstructedMesh.renderingGroupId = this._mesh.renderingGroupId;\r\n }\r\n\r\n private isFlipped(vertex1: DecimationVertex, vertex2: DecimationVertex, point: Vector3, deletedArray: Array, delTr: Array): boolean {\r\n\r\n for (var i = 0; i < vertex1.triangleCount; ++i) {\r\n var t = this.triangles[this.references[vertex1.triangleStart + i].triangleId];\r\n if (t.deleted) { continue; }\r\n\r\n var s = this.references[vertex1.triangleStart + i].vertexId;\r\n\r\n var v1 = t.vertices[(s + 1) % 3];\r\n var v2 = t.vertices[(s + 2) % 3];\r\n\r\n if ((v1 === vertex2 || v2 === vertex2)) {\r\n deletedArray[i] = true;\r\n delTr.push(t);\r\n continue;\r\n }\r\n\r\n var d1 = v1.position.subtract(point);\r\n d1 = d1.normalize();\r\n var d2 = v2.position.subtract(point);\r\n d2 = d2.normalize();\r\n if (Math.abs(Vector3.Dot(d1, d2)) > 0.999) { return true; }\r\n var normal = Vector3.Cross(d1, d2).normalize();\r\n deletedArray[i] = false;\r\n if (Vector3.Dot(normal, t.normal) < 0.2) { return true; }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private updateTriangles(origVertex: DecimationVertex, vertex: DecimationVertex, deletedArray: Array, deletedTriangles: number): number {\r\n var newDeleted = deletedTriangles;\r\n for (var i = 0; i < vertex.triangleCount; ++i) {\r\n var ref = this.references[vertex.triangleStart + i];\r\n var t = this.triangles[ref.triangleId];\r\n if (t.deleted) { continue; }\r\n if (deletedArray[i] && t.deletePending) {\r\n t.deleted = true;\r\n newDeleted++;\r\n continue;\r\n }\r\n t.vertices[ref.vertexId] = origVertex;\r\n t.isDirty = true;\r\n t.error[0] = this.calculateError(t.vertices[0], t.vertices[1]) + (t.borderFactor / 2);\r\n t.error[1] = this.calculateError(t.vertices[1], t.vertices[2]) + (t.borderFactor / 2);\r\n t.error[2] = this.calculateError(t.vertices[2], t.vertices[0]) + (t.borderFactor / 2);\r\n t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);\r\n this.references.push(ref);\r\n }\r\n return newDeleted;\r\n }\r\n\r\n private identifyBorder() {\r\n\r\n for (var i = 0; i < this.vertices.length; ++i) {\r\n var vCount: Array = [];\r\n var vId: Array = [];\r\n var v = this.vertices[i];\r\n var j: number;\r\n for (j = 0; j < v.triangleCount; ++j) {\r\n var triangle = this.triangles[this.references[v.triangleStart + j].triangleId];\r\n for (var ii = 0; ii < 3; ii++) {\r\n var ofs = 0;\r\n var vv = triangle.vertices[ii];\r\n while (ofs < vCount.length) {\r\n if (vId[ofs] === vv.id) { break; }\r\n ++ofs;\r\n }\r\n if (ofs === vCount.length) {\r\n vCount.push(1);\r\n vId.push(vv.id);\r\n } else {\r\n vCount[ofs]++;\r\n }\r\n }\r\n }\r\n\r\n for (j = 0; j < vCount.length; ++j) {\r\n if (vCount[j] === 1) {\r\n this.vertices[vId[j]].isBorder = true;\r\n } else {\r\n this.vertices[vId[j]].isBorder = false;\r\n }\r\n }\r\n\r\n }\r\n }\r\n\r\n private updateMesh(identifyBorders: boolean = false) {\r\n var i: number;\r\n if (!identifyBorders) {\r\n var newTrianglesVector: Array = [];\r\n for (i = 0; i < this.triangles.length; ++i) {\r\n if (!this.triangles[i].deleted) {\r\n newTrianglesVector.push(this.triangles[i]);\r\n }\r\n }\r\n this.triangles = newTrianglesVector;\r\n }\r\n\r\n for (i = 0; i < this.vertices.length; ++i) {\r\n this.vertices[i].triangleCount = 0;\r\n this.vertices[i].triangleStart = 0;\r\n }\r\n var t: DecimationTriangle;\r\n var j: number;\r\n var v: DecimationVertex;\r\n for (i = 0; i < this.triangles.length; ++i) {\r\n t = this.triangles[i];\r\n for (j = 0; j < 3; ++j) {\r\n v = t.vertices[j];\r\n v.triangleCount++;\r\n }\r\n }\r\n\r\n var tStart = 0;\r\n\r\n for (i = 0; i < this.vertices.length; ++i) {\r\n this.vertices[i].triangleStart = tStart;\r\n tStart += this.vertices[i].triangleCount;\r\n this.vertices[i].triangleCount = 0;\r\n }\r\n\r\n var newReferences: Array = new Array(this.triangles.length * 3);\r\n for (i = 0; i < this.triangles.length; ++i) {\r\n t = this.triangles[i];\r\n for (j = 0; j < 3; ++j) {\r\n v = t.vertices[j];\r\n newReferences[v.triangleStart + v.triangleCount] = new Reference(j, i);\r\n v.triangleCount++;\r\n }\r\n }\r\n this.references = newReferences;\r\n\r\n if (identifyBorders) {\r\n this.identifyBorder();\r\n }\r\n }\r\n\r\n private vertexError(q: QuadraticMatrix, point: Vector3): number {\r\n var x = point.x;\r\n var y = point.y;\r\n var z = point.z;\r\n return q.data[0] * x * x + 2 * q.data[1] * x * y + 2 * q.data[2] * x * z + 2 * q.data[3] * x + q.data[4] * y * y\r\n + 2 * q.data[5] * y * z + 2 * q.data[6] * y + q.data[7] * z * z + 2 * q.data[8] * z + q.data[9];\r\n }\r\n\r\n private calculateError(vertex1: DecimationVertex, vertex2: DecimationVertex, pointResult?: Vector3): number {\r\n var q = vertex1.q.add(vertex2.q);\r\n var border = vertex1.isBorder && vertex2.isBorder;\r\n var error: number = 0;\r\n var qDet = q.det(0, 1, 2, 1, 4, 5, 2, 5, 7);\r\n\r\n if (qDet !== 0 && !border) {\r\n if (!pointResult) {\r\n pointResult = Vector3.Zero();\r\n }\r\n pointResult.x = -1 / qDet * (q.det(1, 2, 3, 4, 5, 6, 5, 7, 8));\r\n pointResult.y = 1 / qDet * (q.det(0, 2, 3, 1, 5, 6, 2, 7, 8));\r\n pointResult.z = -1 / qDet * (q.det(0, 1, 3, 1, 4, 6, 2, 5, 8));\r\n error = this.vertexError(q, pointResult);\r\n } else {\r\n var p3 = (vertex1.position.add(vertex2.position)).divide(new Vector3(2, 2, 2));\r\n //var norm3 = (vertex1.normal.add(vertex2.normal)).divide(new Vector3(2, 2, 2)).normalize();\r\n var error1 = this.vertexError(q, vertex1.position);\r\n var error2 = this.vertexError(q, vertex2.position);\r\n var error3 = this.vertexError(q, p3);\r\n error = Math.min(error1, error2, error3);\r\n if (error === error1) {\r\n if (pointResult) {\r\n pointResult.copyFrom(vertex1.position);\r\n }\r\n } else if (error === error2) {\r\n if (pointResult) {\r\n pointResult.copyFrom(vertex2.position);\r\n }\r\n } else {\r\n if (pointResult) {\r\n pointResult.copyFrom(p3);\r\n }\r\n }\r\n }\r\n return error;\r\n }\r\n}\r\n","import { Scene } from \"../scene\";\r\nimport { Mesh } from \"./mesh\";\r\nimport { SimplificationQueue, ISimplificationSettings, SimplificationType } from \"./meshSimplification\";\r\nimport { SceneComponentConstants, ISceneComponent } from \"../sceneComponent\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @hidden (Backing field) */\r\n _simplificationQueue: SimplificationQueue;\r\n\r\n /**\r\n * Gets or sets the simplification queue attached to the scene\r\n * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification\r\n */\r\n simplificationQueue: SimplificationQueue;\r\n }\r\n}\r\nObject.defineProperty(Scene.prototype, \"simplificationQueue\", {\r\n get: function(this: Scene) {\r\n if (!this._simplificationQueue) {\r\n this._simplificationQueue = new SimplificationQueue();\r\n let component = this._getComponent(SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE) as SimplicationQueueSceneComponent;\r\n if (!component) {\r\n component = new SimplicationQueueSceneComponent(this);\r\n this._addComponent(component);\r\n }\r\n }\r\n return this._simplificationQueue;\r\n },\r\n set: function(this: Scene, value: SimplificationQueue) {\r\n this._simplificationQueue = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\ndeclare module \"../Meshes/mesh\" {\r\n export interface Mesh {\r\n /**\r\n * Simplify the mesh according to the given array of settings.\r\n * Function will return immediately and will simplify async\r\n * @param settings a collection of simplification settings\r\n * @param parallelProcessing should all levels calculate parallel or one after the other\r\n * @param simplificationType the type of simplification to run\r\n * @param successCallback optional success callback to be called after the simplification finished processing all settings\r\n * @returns the current mesh\r\n */\r\n simplify(settings: Array, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;\r\n }\r\n}\r\n\r\nMesh.prototype.simplify = function(settings: Array, parallelProcessing: boolean = true, simplificationType: SimplificationType = SimplificationType.QUADRATIC, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh {\r\n this.getScene().simplificationQueue.addTask({\r\n settings: settings,\r\n parallelProcessing: parallelProcessing,\r\n mesh: this,\r\n simplificationType: simplificationType,\r\n successCallback: successCallback\r\n });\r\n return this;\r\n};\r\n\r\n/**\r\n * Defines the simplification queue scene component responsible to help scheduling the various simplification task\r\n * created in a scene\r\n */\r\nexport class SimplicationQueueSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpfull to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._beforeCameraUpdateStage.registerStep(SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE, this, this._beforeCameraUpdate);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do for this component\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated ressources\r\n */\r\n public dispose(): void {\r\n // Nothing to do for this component\r\n }\r\n\r\n private _beforeCameraUpdate(): void {\r\n if (this.scene._simplificationQueue && !this.scene._simplificationQueue.running) {\r\n this.scene._simplificationQueue.executeNext();\r\n }\r\n }\r\n}\r\n","import { Logger } from \"../Misc/logger\";\r\nimport { Scene } from \"../scene\";\r\nimport { Vector3, Vector2 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { VertexData } from \"../Meshes/mesh.vertexData\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { Nullable } from \"../types\";\r\nimport { Path2 } from '../Maths/math.path';\r\n\r\ndeclare var earcut: any;\r\n/**\r\n * Vector2 wth index property\r\n */\r\nclass IndexedVector2 extends Vector2 {\r\n constructor(\r\n original: Vector2,\r\n /** Index of the vector2 */\r\n public index: number) {\r\n super(original.x, original.y);\r\n }\r\n}\r\n\r\n/**\r\n * Defines points to create a polygon\r\n */\r\nclass PolygonPoints {\r\n elements = new Array();\r\n\r\n add(originalPoints: Array): Array {\r\n\r\n var result = new Array();\r\n originalPoints.forEach((point) => {\r\n if (result.length === 0 || !point.equalsWithEpsilon(result[0])) {\r\n var newPoint = new IndexedVector2(point, this.elements.length);\r\n result.push(newPoint);\r\n this.elements.push(newPoint);\r\n }\r\n });\r\n\r\n return result;\r\n }\r\n\r\n computeBounds(): { min: Vector2; max: Vector2; width: number; height: number } {\r\n var lmin = new Vector2(this.elements[0].x, this.elements[0].y);\r\n var lmax = new Vector2(this.elements[0].x, this.elements[0].y);\r\n\r\n this.elements.forEach((point) => {\r\n\r\n // x\r\n if (point.x < lmin.x) {\r\n lmin.x = point.x;\r\n }\r\n else if (point.x > lmax.x) {\r\n lmax.x = point.x;\r\n }\r\n\r\n // y\r\n if (point.y < lmin.y) {\r\n lmin.y = point.y;\r\n }\r\n else if (point.y > lmax.y) {\r\n lmax.y = point.y;\r\n }\r\n\r\n });\r\n\r\n return {\r\n min: lmin,\r\n max: lmax,\r\n width: lmax.x - lmin.x,\r\n height: lmax.y - lmin.y\r\n };\r\n }\r\n}\r\n\r\n/**\r\n * Polygon\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon\r\n */\r\nexport class Polygon {\r\n /**\r\n * Creates a rectangle\r\n * @param xmin bottom X coord\r\n * @param ymin bottom Y coord\r\n * @param xmax top X coord\r\n * @param ymax top Y coord\r\n * @returns points that make the resulting rectation\r\n */\r\n static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[] {\r\n return [\r\n new Vector2(xmin, ymin),\r\n new Vector2(xmax, ymin),\r\n new Vector2(xmax, ymax),\r\n new Vector2(xmin, ymax)\r\n ];\r\n }\r\n\r\n /**\r\n * Creates a circle\r\n * @param radius radius of circle\r\n * @param cx scale in x\r\n * @param cy scale in y\r\n * @param numberOfSides number of sides that make up the circle\r\n * @returns points that make the resulting circle\r\n */\r\n static Circle(radius: number, cx: number = 0, cy: number = 0, numberOfSides: number = 32): Vector2[] {\r\n var result = new Array();\r\n\r\n var angle = 0;\r\n var increment = (Math.PI * 2) / numberOfSides;\r\n\r\n for (var i = 0; i < numberOfSides; i++) {\r\n result.push(new Vector2(\r\n cx + Math.cos(angle) * radius,\r\n cy + Math.sin(angle) * radius\r\n ));\r\n angle -= increment;\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a polygon from input string\r\n * @param input Input polygon data\r\n * @returns the parsed points\r\n */\r\n static Parse(input: string): Vector2[] {\r\n var floats = input.split(/[^-+eE\\.\\d]+/).map(parseFloat).filter((val) => (!isNaN(val)));\r\n var i: number, result = [];\r\n for (i = 0; i < (floats.length & 0x7FFFFFFE); i += 2) {\r\n result.push(new Vector2(floats[i], floats[i + 1]));\r\n }\r\n return result;\r\n }\r\n\r\n /**\r\n * Starts building a polygon from x and y coordinates\r\n * @param x x coordinate\r\n * @param y y coordinate\r\n * @returns the started path2\r\n */\r\n static StartingAt(x: number, y: number): Path2 {\r\n return Path2.StartingAt(x, y);\r\n }\r\n}\r\n\r\n/**\r\n * Builds a polygon\r\n * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder\r\n */\r\nexport class PolygonMeshBuilder {\r\n\r\n private _points = new PolygonPoints();\r\n private _outlinepoints = new PolygonPoints();\r\n private _holes = new Array();\r\n\r\n private _name: string;\r\n private _scene: Nullable;\r\n\r\n private _epoints: number[] = new Array();\r\n private _eholes: number[] = new Array();\r\n\r\n private _addToepoint(points: Vector2[]) {\r\n for (let p of points) {\r\n this._epoints.push(p.x, p.y);\r\n }\r\n }\r\n\r\n /**\r\n * Babylon reference to the earcut plugin.\r\n */\r\n public bjsEarcut: any;\r\n\r\n /**\r\n * Creates a PolygonMeshBuilder\r\n * @param name name of the builder\r\n * @param contours Path of the polygon\r\n * @param scene scene to add to when creating the mesh\r\n * @param earcutInjection can be used to inject your own earcut reference\r\n */\r\n constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection = earcut) {\r\n this.bjsEarcut = earcutInjection;\r\n this._name = name;\r\n this._scene = scene || Engine.LastCreatedScene;\r\n\r\n var points: Vector2[];\r\n if (contours instanceof Path2) {\r\n points = (contours).getPoints();\r\n } else {\r\n points = (contours);\r\n }\r\n\r\n this._addToepoint(points);\r\n\r\n this._points.add(points);\r\n this._outlinepoints.add(points);\r\n\r\n if (typeof this.bjsEarcut === 'undefined') {\r\n Logger.Warn(\"Earcut was not found, the polygon will not be built.\");\r\n }\r\n }\r\n\r\n /**\r\n * Adds a whole within the polygon\r\n * @param hole Array of points defining the hole\r\n * @returns this\r\n */\r\n addHole(hole: Vector2[]): PolygonMeshBuilder {\r\n this._points.add(hole);\r\n var holepoints = new PolygonPoints();\r\n holepoints.add(hole);\r\n this._holes.push(holepoints);\r\n\r\n this._eholes.push(this._epoints.length / 2);\r\n this._addToepoint(hole);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Creates the polygon\r\n * @param updatable If the mesh should be updatable\r\n * @param depth The depth of the mesh created\r\n * @returns the created mesh\r\n */\r\n build(updatable: boolean = false, depth: number = 0): Mesh {\r\n var result = new Mesh(this._name, this._scene);\r\n\r\n var vertexData = this.buildVertexData(depth);\r\n\r\n result.setVerticesData(VertexBuffer.PositionKind, vertexData.positions, updatable);\r\n result.setVerticesData(VertexBuffer.NormalKind, vertexData.normals, updatable);\r\n result.setVerticesData(VertexBuffer.UVKind, vertexData.uvs, updatable);\r\n result.setIndices(vertexData.indices);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates the polygon\r\n * @param depth The depth of the mesh created\r\n * @returns the created VertexData\r\n */\r\n buildVertexData(depth: number = 0): VertexData {\r\n var result = new VertexData();\r\n\r\n var normals = new Array();\r\n var positions = new Array();\r\n var uvs = new Array();\r\n\r\n var bounds = this._points.computeBounds();\r\n this._points.elements.forEach((p) => {\r\n normals.push(0, 1.0, 0);\r\n positions.push(p.x, 0, p.y);\r\n uvs.push((p.x - bounds.min.x) / bounds.width, (p.y - bounds.min.y) / bounds.height);\r\n });\r\n\r\n var indices = new Array();\r\n\r\n let res = this.bjsEarcut(this._epoints, this._eholes, 2);\r\n\r\n for (let i = 0; i < res.length; i++) {\r\n indices.push(res[i]);\r\n }\r\n\r\n if (depth > 0) {\r\n var positionscount = (positions.length / 3); //get the current pointcount\r\n\r\n this._points.elements.forEach((p) => { //add the elements at the depth\r\n normals.push(0, -1.0, 0);\r\n positions.push(p.x, -depth, p.y);\r\n uvs.push(1 - (p.x - bounds.min.x) / bounds.width, 1 - (p.y - bounds.min.y) / bounds.height);\r\n });\r\n\r\n let totalCount = indices.length;\r\n for (let i = 0; i < totalCount; i += 3) {\r\n let i0 = indices[i + 0];\r\n let i1 = indices[i + 1];\r\n let i2 = indices[i + 2];\r\n\r\n indices.push(i2 + positionscount);\r\n indices.push(i1 + positionscount);\r\n indices.push(i0 + positionscount);\r\n }\r\n\r\n //Add the sides\r\n this.addSide(positions, normals, uvs, indices, bounds, this._outlinepoints, depth, false);\r\n\r\n this._holes.forEach((hole) => {\r\n this.addSide(positions, normals, uvs, indices, bounds, hole, depth, true);\r\n });\r\n }\r\n\r\n result.indices = indices;\r\n result.positions = positions;\r\n result.normals = normals;\r\n result.uvs = uvs;\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Adds a side to the polygon\r\n * @param positions points that make the polygon\r\n * @param normals normals of the polygon\r\n * @param uvs uvs of the polygon\r\n * @param indices indices of the polygon\r\n * @param bounds bounds of the polygon\r\n * @param points points of the polygon\r\n * @param depth depth of the polygon\r\n * @param flip flip of the polygon\r\n */\r\n private addSide(positions: any[], normals: any[], uvs: any[], indices: any[], bounds: any, points: PolygonPoints, depth: number, flip: boolean) {\r\n var StartIndex: number = positions.length / 3;\r\n var ulength: number = 0;\r\n for (var i: number = 0; i < points.elements.length; i++) {\r\n var p: IndexedVector2 = points.elements[i];\r\n var p1: IndexedVector2;\r\n if ((i + 1) > points.elements.length - 1) {\r\n p1 = points.elements[0];\r\n }\r\n else {\r\n p1 = points.elements[i + 1];\r\n }\r\n\r\n positions.push(p.x, 0, p.y);\r\n positions.push(p.x, -depth, p.y);\r\n positions.push(p1.x, 0, p1.y);\r\n positions.push(p1.x, -depth, p1.y);\r\n\r\n var v1 = new Vector3(p.x, 0, p.y);\r\n var v2 = new Vector3(p1.x, 0, p1.y);\r\n var v3 = v2.subtract(v1);\r\n var v4 = new Vector3(0, 1, 0);\r\n var vn = Vector3.Cross(v3, v4);\r\n vn = vn.normalize();\r\n\r\n uvs.push(ulength / bounds.width, 0);\r\n uvs.push(ulength / bounds.width, 1);\r\n ulength += v3.length();\r\n uvs.push((ulength / bounds.width), 0);\r\n uvs.push((ulength / bounds.width), 1);\r\n\r\n if (!flip) {\r\n normals.push(-vn.x, - vn.y, -vn.z);\r\n normals.push(-vn.x, -vn.y, -vn.z);\r\n normals.push(-vn.x, -vn.y, -vn.z);\r\n normals.push(-vn.x, -vn.y, -vn.z);\r\n\r\n indices.push(StartIndex);\r\n indices.push(StartIndex + 1);\r\n indices.push(StartIndex + 2);\r\n\r\n indices.push(StartIndex + 1);\r\n indices.push(StartIndex + 3);\r\n indices.push(StartIndex + 2);\r\n }\r\n else {\r\n normals.push(vn.x, vn.y, vn.z);\r\n normals.push(vn.x, vn.y, vn.z);\r\n normals.push(vn.x, vn.y, vn.z);\r\n normals.push(vn.x, vn.y, vn.z);\r\n\r\n indices.push(StartIndex);\r\n indices.push(StartIndex + 2);\r\n indices.push(StartIndex + 1);\r\n\r\n indices.push(StartIndex + 1);\r\n indices.push(StartIndex + 2);\r\n indices.push(StartIndex + 3);\r\n }\r\n StartIndex += 4;\r\n }\r\n }\r\n}\r\n","import { Nullable, IndicesArray, DeepImmutable, FloatArray } from \"../types\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { VertexBuffer } from \"./buffer\";\r\nimport { IntersectionInfo } from \"../Collisions/intersectionInfo\";\r\nimport { ICullable, BoundingInfo } from \"../Culling/boundingInfo\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { DataBuffer } from './dataBuffer';\r\nimport { extractMinAndMaxIndexed } from '../Maths/math.functions';\r\nimport { Plane } from '../Maths/math.plane';\r\n\r\ndeclare type Collider = import(\"../Collisions/collider\").Collider;\r\ndeclare type Material = import(\"../Materials/material\").Material;\r\ndeclare type MaterialDefines = import(\"../Materials/materialDefines\").MaterialDefines;\r\ndeclare type MultiMaterial = import(\"../Materials/multiMaterial\").MultiMaterial;\r\ndeclare type AbstractMesh = import(\"./abstractMesh\").AbstractMesh;\r\ndeclare type Mesh = import(\"./mesh\").Mesh;\r\ndeclare type Ray = import(\"../Culling/ray\").Ray;\r\ndeclare type TrianglePickingPredicate = import(\"../Culling/ray\").TrianglePickingPredicate;\r\n\r\n/**\r\n * Defines a subdivision inside a mesh\r\n */\r\nexport class SubMesh implements ICullable {\r\n /** @hidden */\r\n public _materialDefines: Nullable = null;\r\n /** @hidden */\r\n public _materialEffect: Nullable = null;\r\n /** @hidden */\r\n public _effectOverride: Nullable = null;\r\n\r\n /**\r\n * Gets material defines used by the effect associated to the sub mesh\r\n */\r\n public get materialDefines(): Nullable {\r\n return this._materialDefines;\r\n }\r\n\r\n /**\r\n * Sets material defines used by the effect associated to the sub mesh\r\n */\r\n public set materialDefines(defines: Nullable) {\r\n this._materialDefines = defines;\r\n }\r\n\r\n /**\r\n * Gets associated effect\r\n */\r\n public get effect(): Nullable {\r\n return this._effectOverride ?? this._materialEffect;\r\n }\r\n\r\n /**\r\n * Sets associated effect (effect used to render this submesh)\r\n * @param effect defines the effect to associate with\r\n * @param defines defines the set of defines used to compile this effect\r\n */\r\n public setEffect(effect: Nullable, defines: Nullable = null) {\r\n if (this._materialEffect === effect) {\r\n if (!effect) {\r\n this._materialDefines = null;\r\n }\r\n return;\r\n }\r\n this._materialDefines = defines;\r\n this._materialEffect = effect;\r\n }\r\n\r\n /** @hidden */\r\n public _linesIndexCount: number = 0;\r\n private _mesh: AbstractMesh;\r\n private _renderingMesh: Mesh;\r\n private _boundingInfo: BoundingInfo;\r\n private _linesIndexBuffer: Nullable = null;\r\n /** @hidden */\r\n public _lastColliderWorldVertices: Nullable = null;\r\n /** @hidden */\r\n public _trianglePlanes: Plane[];\r\n /** @hidden */\r\n public _lastColliderTransformMatrix: Nullable = null;\r\n\r\n /** @hidden */\r\n public _renderId = 0;\r\n /** @hidden */\r\n public _alphaIndex: number = 0;\r\n /** @hidden */\r\n public _distanceToCamera: number = 0;\r\n /** @hidden */\r\n public _id: number;\r\n\r\n private _currentMaterial: Nullable = null;\r\n\r\n /**\r\n * Add a new submesh to a mesh\r\n * @param materialIndex defines the material index to use\r\n * @param verticesStart defines vertex index start\r\n * @param verticesCount defines vertices count\r\n * @param indexStart defines index start\r\n * @param indexCount defines indices count\r\n * @param mesh defines the parent mesh\r\n * @param renderingMesh defines an optional rendering mesh\r\n * @param createBoundingBox defines if bounding box should be created for this submesh\r\n * @returns the new submesh\r\n */\r\n public static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox: boolean = true): SubMesh {\r\n return new SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox);\r\n }\r\n\r\n /**\r\n * Creates a new submesh\r\n * @param materialIndex defines the material index to use\r\n * @param verticesStart defines vertex index start\r\n * @param verticesCount defines vertices count\r\n * @param indexStart defines index start\r\n * @param indexCount defines indices count\r\n * @param mesh defines the parent mesh\r\n * @param renderingMesh defines an optional rendering mesh\r\n * @param createBoundingBox defines if bounding box should be created for this submesh\r\n * @param addToMesh defines a boolean indicating that the submesh must be added to the mesh.subMeshes array (true by default)\r\n */\r\n constructor(\r\n /** the material index to use */\r\n public materialIndex: number,\r\n /** vertex index start */\r\n public verticesStart: number,\r\n /** vertices count */\r\n public verticesCount: number,\r\n /** index start */\r\n public indexStart: number,\r\n /** indices count */\r\n public indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox: boolean = true, addToMesh = true) {\r\n this._mesh = mesh;\r\n this._renderingMesh = renderingMesh || mesh;\r\n if (addToMesh) {\r\n mesh.subMeshes.push(this);\r\n }\r\n\r\n this._trianglePlanes = [];\r\n\r\n this._id = mesh.subMeshes.length - 1;\r\n\r\n if (createBoundingBox) {\r\n this.refreshBoundingInfo();\r\n mesh.computeWorldMatrix(true);\r\n }\r\n }\r\n\r\n /**\r\n * Returns true if this submesh covers the entire parent mesh\r\n * @ignorenaming\r\n */\r\n public get IsGlobal(): boolean {\r\n return (this.verticesStart === 0 && this.verticesCount === this._mesh.getTotalVertices());\r\n }\r\n\r\n /**\r\n * Returns the submesh BoudingInfo object\r\n * @returns current bounding info (or mesh's one if the submesh is global)\r\n */\r\n public getBoundingInfo(): BoundingInfo {\r\n if (this.IsGlobal) {\r\n return this._mesh.getBoundingInfo();\r\n }\r\n\r\n return this._boundingInfo;\r\n }\r\n\r\n /**\r\n * Sets the submesh BoundingInfo\r\n * @param boundingInfo defines the new bounding info to use\r\n * @returns the SubMesh\r\n */\r\n public setBoundingInfo(boundingInfo: BoundingInfo): SubMesh {\r\n this._boundingInfo = boundingInfo;\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns the mesh of the current submesh\r\n * @return the parent mesh\r\n */\r\n public getMesh(): AbstractMesh {\r\n return this._mesh;\r\n }\r\n\r\n /**\r\n * Returns the rendering mesh of the submesh\r\n * @returns the rendering mesh (could be different from parent mesh)\r\n */\r\n public getRenderingMesh(): Mesh {\r\n return this._renderingMesh;\r\n }\r\n\r\n /**\r\n * Returns the replacement mesh of the submesh\r\n * @returns the replacement mesh (could be different from parent mesh)\r\n */\r\n public getReplacementMesh(): Nullable {\r\n return this._mesh._internalAbstractMeshDataInfo._actAsRegularMesh ? this._mesh : null;\r\n }\r\n\r\n /**\r\n * Returns the effective mesh of the submesh\r\n * @returns the effective mesh (could be different from parent mesh)\r\n */\r\n public getEffectiveMesh(): AbstractMesh {\r\n const replacementMesh = this._mesh._internalAbstractMeshDataInfo._actAsRegularMesh ? this._mesh : null;\r\n\r\n return replacementMesh ? replacementMesh : this._renderingMesh;\r\n }\r\n\r\n /**\r\n * Returns the submesh material\r\n * @returns null or the current material\r\n */\r\n public getMaterial(): Nullable {\r\n var rootMaterial = this._renderingMesh.material;\r\n\r\n if (rootMaterial === null || rootMaterial === undefined) {\r\n return this._mesh.getScene().defaultMaterial;\r\n } else if ((rootMaterial).getSubMaterial) {\r\n var multiMaterial = rootMaterial;\r\n var effectiveMaterial = multiMaterial.getSubMaterial(this.materialIndex);\r\n\r\n if (this._currentMaterial !== effectiveMaterial) {\r\n this._currentMaterial = effectiveMaterial;\r\n this._materialDefines = null;\r\n }\r\n\r\n return effectiveMaterial;\r\n }\r\n\r\n return rootMaterial;\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Sets a new updated BoundingInfo object to the submesh\r\n * @param data defines an optional position array to use to determine the bounding info\r\n * @returns the SubMesh\r\n */\r\n public refreshBoundingInfo(data: Nullable = null): SubMesh {\r\n this._lastColliderWorldVertices = null;\r\n\r\n if (this.IsGlobal || !this._renderingMesh || !this._renderingMesh.geometry) {\r\n return this;\r\n }\r\n\r\n if (!data) {\r\n data = this._renderingMesh.getVerticesData(VertexBuffer.PositionKind);\r\n }\r\n\r\n if (!data) {\r\n this._boundingInfo = this._mesh.getBoundingInfo();\r\n return this;\r\n }\r\n\r\n var indices = this._renderingMesh.getIndices();\r\n var extend: { minimum: Vector3, maximum: Vector3 };\r\n\r\n //is this the only submesh?\r\n if (this.indexStart === 0 && this.indexCount === indices.length) {\r\n let boundingInfo = this._renderingMesh.getBoundingInfo();\r\n\r\n //the rendering mesh's bounding info can be used, it is the standard submesh for all indices.\r\n extend = { minimum: boundingInfo.minimum.clone(), maximum: boundingInfo.maximum.clone() };\r\n } else {\r\n extend = extractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount, this._renderingMesh.geometry.boundingBias);\r\n }\r\n\r\n if (this._boundingInfo) {\r\n this._boundingInfo.reConstruct(extend.minimum, extend.maximum);\r\n }\r\n else {\r\n this._boundingInfo = new BoundingInfo(extend.minimum, extend.maximum);\r\n }\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _checkCollision(collider: Collider): boolean {\r\n let boundingInfo = this.getBoundingInfo();\r\n\r\n return boundingInfo._checkCollision(collider);\r\n }\r\n\r\n /**\r\n * Updates the submesh BoundingInfo\r\n * @param world defines the world matrix to use to update the bounding info\r\n * @returns the submesh\r\n */\r\n public updateBoundingInfo(world: DeepImmutable): SubMesh {\r\n let boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n this.refreshBoundingInfo();\r\n boundingInfo = this.getBoundingInfo();\r\n }\r\n if (boundingInfo) {\r\n (boundingInfo).update(world);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * True is the submesh bounding box intersects the frustum defined by the passed array of planes.\r\n * @param frustumPlanes defines the frustum planes\r\n * @returns true if the submesh is intersecting with the frustum\r\n */\r\n public isInFrustum(frustumPlanes: Plane[]): boolean {\r\n let boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return false;\r\n }\r\n return boundingInfo.isInFrustum(frustumPlanes, this._mesh.cullingStrategy);\r\n }\r\n\r\n /**\r\n * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes\r\n * @param frustumPlanes defines the frustum planes\r\n * @returns true if the submesh is inside the frustum\r\n */\r\n public isCompletelyInFrustum(frustumPlanes: Plane[]): boolean {\r\n let boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return false;\r\n }\r\n return boundingInfo.isCompletelyInFrustum(frustumPlanes);\r\n }\r\n\r\n /**\r\n * Renders the submesh\r\n * @param enableAlphaMode defines if alpha needs to be used\r\n * @returns the submesh\r\n */\r\n public render(enableAlphaMode: boolean): SubMesh {\r\n this._renderingMesh.render(this, enableAlphaMode, this._mesh._internalAbstractMeshDataInfo._actAsRegularMesh ? this._mesh : undefined);\r\n return this;\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer {\r\n if (!this._linesIndexBuffer) {\r\n var linesIndices = [];\r\n\r\n for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {\r\n linesIndices.push(indices[index], indices[index + 1],\r\n indices[index + 1], indices[index + 2],\r\n indices[index + 2], indices[index]);\r\n }\r\n\r\n this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);\r\n this._linesIndexCount = linesIndices.length;\r\n }\r\n return this._linesIndexBuffer;\r\n }\r\n\r\n /**\r\n * Checks if the submesh intersects with a ray\r\n * @param ray defines the ray to test\r\n * @returns true is the passed ray intersects the submesh bounding box\r\n */\r\n public canIntersects(ray: Ray): boolean {\r\n let boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return false;\r\n }\r\n return ray.intersectsBox(boundingInfo.boundingBox);\r\n }\r\n\r\n /**\r\n * Intersects current submesh with a ray\r\n * @param ray defines the ray to test\r\n * @param positions defines mesh's positions array\r\n * @param indices defines mesh's indices array\r\n * @param fastCheck defines if the first intersection will be used (and not the closest)\r\n * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected\r\n * @returns intersection info or null if no intersection\r\n */\r\n public intersects(ray: Ray, positions: Vector3[], indices: IndicesArray,\r\n fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable {\r\n const material = this.getMaterial();\r\n if (!material) {\r\n return null;\r\n }\r\n let step = 3;\r\n let checkStopper = false;\r\n\r\n switch (material.fillMode) {\r\n case Constants.MATERIAL_PointListDrawMode:\r\n case Constants.MATERIAL_LineListDrawMode:\r\n case Constants.MATERIAL_LineLoopDrawMode:\r\n case Constants.MATERIAL_LineStripDrawMode:\r\n case Constants.MATERIAL_TriangleFanDrawMode:\r\n return null;\r\n case Constants.MATERIAL_TriangleStripDrawMode:\r\n step = 1;\r\n checkStopper = true;\r\n break;\r\n default:\r\n break;\r\n }\r\n\r\n // LineMesh first as it's also a Mesh...\r\n if (this._mesh.getClassName() === \"InstancedLinesMesh\" || this._mesh.getClassName() === \"LinesMesh\") {\r\n // Check if mesh is unindexed\r\n if (!indices.length) {\r\n return this._intersectUnIndexedLines(ray, positions, indices, (this._mesh as any).intersectionThreshold, fastCheck);\r\n }\r\n return this._intersectLines(ray, positions, indices, (this._mesh as any).intersectionThreshold, fastCheck);\r\n }\r\n else {\r\n // Check if mesh is unindexed\r\n if (!indices.length && this._mesh._unIndexed) {\r\n return this._intersectUnIndexedTriangles(ray, positions, indices, fastCheck, trianglePredicate);\r\n }\r\n\r\n return this._intersectTriangles(ray, positions, indices, step, checkStopper, fastCheck, trianglePredicate);\r\n }\r\n }\r\n\r\n /** @hidden */\r\n private _intersectLines(ray: Ray, positions: Vector3[], indices: IndicesArray, intersectionThreshold: number, fastCheck?: boolean): Nullable {\r\n var intersectInfo: Nullable = null;\r\n\r\n // Line test\r\n for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 2) {\r\n var p0 = positions[indices[index]];\r\n var p1 = positions[indices[index + 1]];\r\n\r\n var length = ray.intersectionSegment(p0, p1, intersectionThreshold);\r\n if (length < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || length < intersectInfo.distance) {\r\n intersectInfo = new IntersectionInfo(null, null, length);\r\n intersectInfo.faceId = index / 2;\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n }\r\n\r\n /** @hidden */\r\n private _intersectUnIndexedLines(ray: Ray, positions: Vector3[], indices: IndicesArray, intersectionThreshold: number, fastCheck?: boolean): Nullable {\r\n var intersectInfo: Nullable = null;\r\n\r\n // Line test\r\n for (var index = this.verticesStart; index < this.verticesStart + this.verticesCount; index += 2) {\r\n var p0 = positions[index];\r\n var p1 = positions[index + 1];\r\n\r\n var length = ray.intersectionSegment(p0, p1, intersectionThreshold);\r\n if (length < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || length < intersectInfo.distance) {\r\n intersectInfo = new IntersectionInfo(null, null, length);\r\n intersectInfo.faceId = index / 2;\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return intersectInfo;\r\n }\r\n\r\n /** @hidden */\r\n private _intersectTriangles(ray: Ray, positions: Vector3[], indices: IndicesArray,\r\n step: number, checkStopper: boolean,\r\n fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable {\r\n var intersectInfo: Nullable = null;\r\n\r\n // Triangles test\r\n let faceID = -1;\r\n for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += step) {\r\n faceID++;\r\n const indexA = indices[index];\r\n const indexB = indices[index + 1];\r\n const indexC = indices[index + 2];\r\n\r\n if (checkStopper && indexC === 0xFFFFFFFF) {\r\n index += 2;\r\n continue;\r\n }\r\n\r\n var p0 = positions[indexA];\r\n var p1 = positions[indexB];\r\n var p2 = positions[indexC];\r\n\r\n if (trianglePredicate && !trianglePredicate(p0, p1, p2, ray)) {\r\n continue;\r\n }\r\n\r\n var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);\r\n\r\n if (currentIntersectInfo) {\r\n if (currentIntersectInfo.distance < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {\r\n intersectInfo = currentIntersectInfo;\r\n intersectInfo.faceId = faceID;\r\n\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n }\r\n\r\n /** @hidden */\r\n private _intersectUnIndexedTriangles(ray: Ray, positions: Vector3[], indices: IndicesArray,\r\n fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable {\r\n var intersectInfo: Nullable = null;\r\n // Triangles test\r\n for (var index = this.verticesStart; index < this.verticesStart + this.verticesCount; index += 3) {\r\n var p0 = positions[index];\r\n var p1 = positions[index + 1];\r\n var p2 = positions[index + 2];\r\n\r\n if (trianglePredicate && !trianglePredicate(p0, p1, p2, ray)) {\r\n continue;\r\n }\r\n\r\n var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);\r\n\r\n if (currentIntersectInfo) {\r\n if (currentIntersectInfo.distance < 0) {\r\n continue;\r\n }\r\n\r\n if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {\r\n intersectInfo = currentIntersectInfo;\r\n intersectInfo.faceId = index / 3;\r\n\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n }\r\n\r\n /** @hidden */\r\n public _rebuild(): void {\r\n if (this._linesIndexBuffer) {\r\n this._linesIndexBuffer = null;\r\n }\r\n }\r\n\r\n // Clone\r\n /**\r\n * Creates a new submesh from the passed mesh\r\n * @param newMesh defines the new hosting mesh\r\n * @param newRenderingMesh defines an optional rendering mesh\r\n * @returns the new submesh\r\n */\r\n public clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh {\r\n var result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);\r\n\r\n if (!this.IsGlobal) {\r\n let boundingInfo = this.getBoundingInfo();\r\n\r\n if (!boundingInfo) {\r\n return result;\r\n }\r\n\r\n result._boundingInfo = new BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);\r\n }\r\n\r\n return result;\r\n }\r\n\r\n // Dispose\r\n\r\n /**\r\n * Release associated resources\r\n */\r\n public dispose(): void {\r\n if (this._linesIndexBuffer) {\r\n this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);\r\n this._linesIndexBuffer = null;\r\n }\r\n\r\n // Remove from mesh\r\n var index = this._mesh.subMeshes.indexOf(this);\r\n this._mesh.subMeshes.splice(index, 1);\r\n }\r\n\r\n /**\r\n * Gets the class name\r\n * @returns the string \"SubMesh\".\r\n */\r\n public getClassName(): string {\r\n return \"SubMesh\";\r\n }\r\n\r\n // Statics\r\n /**\r\n * Creates a new submesh from indices data\r\n * @param materialIndex the index of the main mesh material\r\n * @param startIndex the index where to start the copy in the mesh indices array\r\n * @param indexCount the number of indices to copy then from the startIndex\r\n * @param mesh the main mesh to create the submesh from\r\n * @param renderingMesh the optional rendering mesh\r\n * @returns a new submesh\r\n */\r\n public static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh {\r\n var minVertexIndex = Number.MAX_VALUE;\r\n var maxVertexIndex = -Number.MAX_VALUE;\r\n\r\n const whatWillRender = (renderingMesh || mesh);\r\n var indices = whatWillRender!.getIndices()!;\r\n\r\n for (var index = startIndex; index < startIndex + indexCount; index++) {\r\n var vertexIndex = indices[index];\r\n\r\n if (vertexIndex < minVertexIndex) {\r\n minVertexIndex = vertexIndex;\r\n }\r\n if (vertexIndex > maxVertexIndex) {\r\n maxVertexIndex = vertexIndex;\r\n }\r\n }\r\n\r\n return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);\r\n }\r\n}\r\n","import { Nullable, DeepImmutableObject } from \"../types\";\r\nimport { Mesh, _InstancesBatch } from \"../Meshes/mesh\";\r\nimport { VertexBuffer, Buffer } from './buffer';\r\nimport { Matrix, Vector3, TmpVectors } from '../Maths/math.vector';\r\n\r\ndeclare module \"./mesh\" {\r\n export interface Mesh {\r\n /**\r\n * Creates a new thin instance\r\n * @param matrix the matrix or array of matrices (position, rotation, scale) of the thin instance(s) to create\r\n * @param refresh true to refresh the underlying gpu buffer (default: true). If you do multiple calls to this method in a row, set refresh to true only for the last call to save performance\r\n * @returns the thin instance index number. If you pass an array of matrices, other instance indexes are index+1, index+2, etc\r\n */\r\n thinInstanceAdd(matrix: DeepImmutableObject | Array>, refresh: boolean): number;\r\n\r\n /**\r\n * Adds the transformation (matrix) of the current mesh as a thin instance\r\n * @param refresh true to refresh the underlying gpu buffer (default: true). If you do multiple calls to this method in a row, set refresh to true only for the last call to save performance\r\n * @returns the thin instance index number\r\n */\r\n thinInstanceAddSelf(refresh: boolean): number;\r\n\r\n /**\r\n * Registers a custom attribute to be used with thin instances\r\n * @param kind name of the attribute\r\n * @param stride size in floats of the attribute\r\n */\r\n thinInstanceRegisterAttribute(kind: string, stride: number): void;\r\n\r\n /**\r\n * Sets the matrix of a thin instance\r\n * @param index index of the thin instance\r\n * @param matrix matrix to set\r\n * @param refresh true to refresh the underlying gpu buffer (default: true). If you do multiple calls to this method in a row, set refresh to true only for the last call to save performance\r\n */\r\n thinInstanceSetMatrixAt(index: number, matrix: DeepImmutableObject, refresh: boolean): void;\r\n\r\n /**\r\n * Sets the value of a custom attribute for a thin instance\r\n * @param kind name of the attribute\r\n * @param index index of the thin instance\r\n * @param value value to set\r\n * @param refresh true to refresh the underlying gpu buffer (default: true). If you do multiple calls to this method in a row, set refresh to true only for the last call to save performance\r\n */\r\n thinInstanceSetAttributeAt(kind: string, index: number, value: Array, refresh: boolean): void;\r\n\r\n /**\r\n * Gets / sets the number of thin instances to display. Note that you can't set a number higher than what the underlying buffer can handle.\r\n */\r\n thinInstanceCount: number;\r\n\r\n /**\r\n * Sets a buffer to be used with thin instances. This method is a faster way to setup multiple instances than calling thinInstanceAdd repeatedly\r\n * @param kind name of the attribute. Use \"matrix\" to setup the buffer of matrices\r\n * @param buffer buffer to set\r\n * @param stride size in floats of each value of the buffer\r\n * @param staticBuffer indicates that the buffer is static, so that you won't change it after it is set (better performances - false by default)\r\n */\r\n thinInstanceSetBuffer(kind: string, buffer: Nullable, stride: number, staticBuffer: boolean): void;\r\n\r\n /**\r\n * Synchronize the gpu buffers with a thin instance buffer. Call this method if you update later on the buffers passed to thinInstanceSetBuffer\r\n * @param kind name of the attribute to update. Use \"matrix\" to update the buffer of matrices\r\n */\r\n thinInstanceBufferUpdated(kind: string): void;\r\n\r\n /**\r\n * Refreshes the bounding info, taking into account all the thin instances defined\r\n * @param forceRefreshParentInfo true to force recomputing the mesh bounding info and use it to compute the aggregated bounding info\r\n */\r\n thinInstanceRefreshBoundingInfo(forceRefreshParentInfo: boolean): void;\r\n\r\n /** @hidden */\r\n _thinInstanceInitializeUserStorage(): void;\r\n\r\n /** @hidden */\r\n _thinInstanceUpdateBufferSize(kind: string, numInstances: number): void;\r\n\r\n /** @hidden */\r\n _userThinInstanceBuffersStorage: {\r\n data: {[key: string]: Float32Array},\r\n sizes: {[key: string]: number},\r\n vertexBuffers: {[key: string]: Nullable},\r\n strides: {[key: string]: number}\r\n };\r\n\r\n }\r\n}\r\n\r\nMesh.prototype.thinInstanceAdd = function(matrix: DeepImmutableObject | Array>, refresh: boolean = true): number {\r\n this._thinInstanceUpdateBufferSize(\"matrix\", Array.isArray(matrix) ? matrix.length : 1);\r\n\r\n const index = this._thinInstanceDataStorage.instancesCount;\r\n\r\n if (Array.isArray(matrix)) {\r\n for (let i = 0; i < matrix.length; ++i) {\r\n this.thinInstanceSetMatrixAt(this._thinInstanceDataStorage.instancesCount++, matrix[i], (i === matrix.length - 1) && refresh);\r\n }\r\n } else {\r\n this.thinInstanceSetMatrixAt(this._thinInstanceDataStorage.instancesCount++, matrix, refresh);\r\n }\r\n\r\n return index;\r\n};\r\n\r\nMesh.prototype.thinInstanceAddSelf = function(refresh: boolean = true): number {\r\n return this.thinInstanceAdd(Matrix.IdentityReadOnly, refresh);\r\n};\r\n\r\nMesh.prototype.thinInstanceRegisterAttribute = function(kind: string, stride: number): void {\r\n this.removeVerticesData(kind);\r\n\r\n this._thinInstanceInitializeUserStorage();\r\n\r\n this._userThinInstanceBuffersStorage.strides[kind] = stride;\r\n this._userThinInstanceBuffersStorage.sizes[kind] = stride * Math.max(32, this._thinInstanceDataStorage.instancesCount); // Initial size\r\n this._userThinInstanceBuffersStorage.data[kind] = new Float32Array(this._userThinInstanceBuffersStorage.sizes[kind]);\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind] = new VertexBuffer(this.getEngine(), this._userThinInstanceBuffersStorage.data[kind], kind, true, false, stride, true);\r\n\r\n this.setVerticesBuffer(this._userThinInstanceBuffersStorage.vertexBuffers[kind]!);\r\n};\r\n\r\nMesh.prototype.thinInstanceSetMatrixAt = function(index: number, matrix: DeepImmutableObject, refresh: boolean = true): boolean {\r\n if (!this._thinInstanceDataStorage.matrixData || index >= this._thinInstanceDataStorage.instancesCount) {\r\n return false;\r\n }\r\n\r\n const matrixData = this._thinInstanceDataStorage.matrixData;\r\n\r\n matrix.copyToArray(matrixData, index * 16);\r\n\r\n if (refresh) {\r\n this.thinInstanceBufferUpdated(\"matrix\");\r\n\r\n if (!this.doNotSyncBoundingInfo) {\r\n this.thinInstanceRefreshBoundingInfo(false);\r\n }\r\n }\r\n\r\n return true;\r\n};\r\n\r\nMesh.prototype.thinInstanceSetAttributeAt = function(kind: string, index: number, value: Array, refresh: boolean = true): boolean {\r\n if (!this._userThinInstanceBuffersStorage || !this._userThinInstanceBuffersStorage.data[kind] || index >= this._thinInstanceDataStorage.instancesCount) {\r\n return false;\r\n }\r\n\r\n this._thinInstanceUpdateBufferSize(kind, 0); // make sur the buffer for the kind attribute is big enough\r\n\r\n this._userThinInstanceBuffersStorage.data[kind].set(value, index * this._userThinInstanceBuffersStorage.strides[kind]);\r\n\r\n if (refresh) {\r\n this.thinInstanceBufferUpdated(kind);\r\n }\r\n\r\n return true;\r\n};\r\n\r\nObject.defineProperty(Mesh.prototype, \"thinInstanceCount\", {\r\n get: function(this: Mesh) {\r\n return this._thinInstanceDataStorage.instancesCount;\r\n },\r\n set: function(this: Mesh, value: number) {\r\n const numMaxInstances = (this._thinInstanceDataStorage.matrixData?.length ?? 0) / 16;\r\n\r\n if (value <= numMaxInstances) {\r\n this._thinInstanceDataStorage.instancesCount = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\nMesh.prototype.thinInstanceSetBuffer = function(kind: string, buffer: Nullable, stride: number = 0, staticBuffer: boolean = false): void {\r\n stride = stride || 16;\r\n\r\n if (kind === \"matrix\") {\r\n this._thinInstanceDataStorage.matrixBuffer?.dispose();\r\n this._thinInstanceDataStorage.matrixBuffer = null;\r\n this._thinInstanceDataStorage.matrixBufferSize = buffer ? buffer.length : 32 * stride;\r\n this._thinInstanceDataStorage.matrixData = buffer;\r\n\r\n if (buffer !== null) {\r\n this._thinInstanceDataStorage.instancesCount = buffer.length / stride;\r\n\r\n const matrixBuffer = new Buffer(this.getEngine(), buffer, !staticBuffer, stride, false, true);\r\n\r\n this._thinInstanceDataStorage.matrixBuffer = matrixBuffer;\r\n\r\n this.setVerticesBuffer(matrixBuffer.createVertexBuffer(\"world0\", 0, 4));\r\n this.setVerticesBuffer(matrixBuffer.createVertexBuffer(\"world1\", 4, 4));\r\n this.setVerticesBuffer(matrixBuffer.createVertexBuffer(\"world2\", 8, 4));\r\n this.setVerticesBuffer(matrixBuffer.createVertexBuffer(\"world3\", 12, 4));\r\n\r\n if (!this.doNotSyncBoundingInfo) {\r\n this.thinInstanceRefreshBoundingInfo(false);\r\n }\r\n } else {\r\n this._thinInstanceDataStorage.instancesCount = 0;\r\n if (!this.doNotSyncBoundingInfo) {\r\n // mesh has no more thin instances, so need to recompute the bounding box because it's the regular mesh that will now be displayed\r\n this.refreshBoundingInfo(true);\r\n }\r\n }\r\n } else {\r\n if (buffer === null) {\r\n if (this._userThinInstanceBuffersStorage?.data[kind]) {\r\n this.removeVerticesData(kind);\r\n delete this._userThinInstanceBuffersStorage.data[kind];\r\n delete this._userThinInstanceBuffersStorage.strides[kind];\r\n delete this._userThinInstanceBuffersStorage.sizes[kind];\r\n delete this._userThinInstanceBuffersStorage.vertexBuffers[kind];\r\n }\r\n } else {\r\n this._thinInstanceInitializeUserStorage();\r\n\r\n this._userThinInstanceBuffersStorage.data[kind] = buffer;\r\n this._userThinInstanceBuffersStorage.strides[kind] = stride;\r\n this._userThinInstanceBuffersStorage.sizes[kind] = buffer.length;\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind] = new VertexBuffer(this.getEngine(), buffer, kind, !staticBuffer, false, stride, true);\r\n\r\n this.setVerticesBuffer(this._userThinInstanceBuffersStorage.vertexBuffers[kind]!);\r\n }\r\n }\r\n};\r\n\r\nMesh.prototype.thinInstanceBufferUpdated = function(kind: string): void {\r\n if (kind === \"matrix\") {\r\n if (this._thinInstanceDataStorage.matrixBuffer) {\r\n this._thinInstanceDataStorage.matrixBuffer!.updateDirectly(this._thinInstanceDataStorage.matrixData!, 0, this._thinInstanceDataStorage.instancesCount);\r\n }\r\n } else if (this._userThinInstanceBuffersStorage?.vertexBuffers[kind]) {\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind]!.updateDirectly(this._userThinInstanceBuffersStorage.data[kind], 0);\r\n }\r\n};\r\n\r\nMesh.prototype.thinInstanceRefreshBoundingInfo = function(forceRefreshParentInfo: boolean = false) {\r\n if (!this._thinInstanceDataStorage.matrixData || !this._thinInstanceDataStorage.matrixBuffer) {\r\n return;\r\n }\r\n\r\n const vectors = this._thinInstanceDataStorage.boundingVectors;\r\n\r\n if (forceRefreshParentInfo) {\r\n vectors.length = 0;\r\n this.refreshBoundingInfo(true);\r\n }\r\n\r\n const boundingInfo = this.getBoundingInfo();\r\n const matrixData = this._thinInstanceDataStorage.matrixData;\r\n\r\n if (vectors.length === 0) {\r\n const worldMatrix = this.getWorldMatrix();\r\n for (let v = 0; v < boundingInfo.boundingBox.vectors.length; ++v) {\r\n vectors.push(boundingInfo.boundingBox.vectors[v].clone());\r\n Vector3.TransformCoordinatesToRef(vectors[v], worldMatrix, vectors[v]);\r\n }\r\n }\r\n\r\n TmpVectors.Vector3[0].setAll(Number.MAX_VALUE); // min\r\n TmpVectors.Vector3[1].setAll(Number.MIN_VALUE); // max\r\n\r\n for (let i = 0; i < this._thinInstanceDataStorage.instancesCount; ++i) {\r\n Matrix.FromArrayToRef(matrixData, i * 16, TmpVectors.Matrix[0]);\r\n\r\n for (let v = 0; v < vectors.length; ++v) {\r\n Vector3.TransformCoordinatesToRef(vectors[v], TmpVectors.Matrix[0], TmpVectors.Vector3[2]);\r\n TmpVectors.Vector3[0].minimizeInPlace(TmpVectors.Vector3[2]);\r\n TmpVectors.Vector3[1].maximizeInPlace(TmpVectors.Vector3[2]);\r\n }\r\n }\r\n\r\n boundingInfo.reConstruct(TmpVectors.Vector3[0], TmpVectors.Vector3[1]);\r\n};\r\n\r\nMesh.prototype._thinInstanceUpdateBufferSize = function(kind: string, numInstances: number = 1) {\r\n const kindIsMatrix = kind === \"matrix\";\r\n\r\n if (!kindIsMatrix && (!this._userThinInstanceBuffersStorage || !this._userThinInstanceBuffersStorage.strides[kind])) {\r\n return;\r\n }\r\n\r\n const stride = kindIsMatrix ? 16 : this._userThinInstanceBuffersStorage.strides[kind];\r\n const currentSize = kindIsMatrix ? this._thinInstanceDataStorage.matrixBufferSize : this._userThinInstanceBuffersStorage.sizes[kind];\r\n let data = kindIsMatrix ? this._thinInstanceDataStorage.matrixData : this._userThinInstanceBuffersStorage.data[kind];\r\n\r\n const bufferSize = (this._thinInstanceDataStorage.instancesCount + numInstances) * stride;\r\n\r\n let newSize = currentSize;\r\n\r\n while (newSize < bufferSize) {\r\n newSize *= 2;\r\n }\r\n\r\n if (!data || currentSize != newSize) {\r\n if (!data) {\r\n data = new Float32Array(newSize);\r\n } else {\r\n const newData = new Float32Array(newSize);\r\n newData.set(data, 0);\r\n data = newData;\r\n }\r\n\r\n if (kindIsMatrix) {\r\n this._thinInstanceDataStorage.matrixBuffer?.dispose();\r\n\r\n const matrixBuffer = new Buffer(this.getEngine(), data, true, stride, false, true);\r\n\r\n this._thinInstanceDataStorage.matrixBuffer = matrixBuffer;\r\n this._thinInstanceDataStorage.matrixData = data;\r\n this._thinInstanceDataStorage.matrixBufferSize = newSize;\r\n\r\n this.setVerticesBuffer(matrixBuffer.createVertexBuffer(\"world0\", 0, 4));\r\n this.setVerticesBuffer(matrixBuffer.createVertexBuffer(\"world1\", 4, 4));\r\n this.setVerticesBuffer(matrixBuffer.createVertexBuffer(\"world2\", 8, 4));\r\n this.setVerticesBuffer(matrixBuffer.createVertexBuffer(\"world3\", 12, 4));\r\n } else {\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind]?.dispose();\r\n\r\n this._userThinInstanceBuffersStorage.data[kind] = data;\r\n this._userThinInstanceBuffersStorage.sizes[kind] = newSize;\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind] = new VertexBuffer(this.getEngine(), data, kind, true, false, stride, true);\r\n\r\n this.setVerticesBuffer(this._userThinInstanceBuffersStorage.vertexBuffers[kind]!);\r\n }\r\n }\r\n};\r\n\r\nMesh.prototype._thinInstanceInitializeUserStorage = function() {\r\n if (!this._userThinInstanceBuffersStorage) {\r\n this._userThinInstanceBuffersStorage = {\r\n data: {},\r\n sizes: {},\r\n vertexBuffers: {},\r\n strides: {},\r\n };\r\n }\r\n};\r\n\r\nMesh.prototype._disposeThinInstanceSpecificData = function() {\r\n if (this._thinInstanceDataStorage?.matrixBuffer) {\r\n this._thinInstanceDataStorage.matrixBuffer.dispose();\r\n this._thinInstanceDataStorage.matrixBuffer = null;\r\n }\r\n};\r\n","import { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Nullable } from \"../types\";\r\nimport { Observer } from \"../Misc/observable\";\r\nimport { Scene } from \"../scene\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { VertexData } from \"../Meshes/mesh.vertexData\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\n\r\n/**\r\n * Class used to create a trail following a mesh\r\n */\r\nexport class TrailMesh extends Mesh {\r\n private _generator: TransformNode;\r\n private _autoStart: boolean;\r\n private _running: boolean;\r\n private _diameter: number;\r\n private _length: number;\r\n private _sectionPolygonPointsCount: number = 4;\r\n private _sectionVectors: Array;\r\n private _sectionNormalVectors: Array;\r\n private _beforeRenderObserver: Nullable>;\r\n\r\n /**\r\n * @constructor\r\n * @param name The value used by scene.getMeshByName() to do a lookup.\r\n * @param generator The mesh or transform node to generate a trail.\r\n * @param scene The scene to add this mesh to.\r\n * @param diameter Diameter of trailing mesh. Default is 1.\r\n * @param length Length of trailing mesh. Default is 60.\r\n * @param autoStart Automatically start trailing mesh. Default true.\r\n */\r\n constructor(name: string, generator: TransformNode, scene: Scene, diameter: number = 1, length: number = 60, autoStart: boolean = true) {\r\n super(name, scene);\r\n\r\n this._running = false;\r\n this._autoStart = autoStart;\r\n this._generator = generator;\r\n this._diameter = diameter;\r\n this._length = length;\r\n this._sectionVectors = [];\r\n this._sectionNormalVectors = [];\r\n for (let i: number = 0; i < this._sectionPolygonPointsCount; i++) {\r\n this._sectionVectors[i] = Vector3.Zero();\r\n this._sectionNormalVectors[i] = Vector3.Zero();\r\n }\r\n this._createMesh();\r\n }\r\n\r\n /**\r\n * \"TrailMesh\"\r\n * @returns \"TrailMesh\"\r\n */\r\n public getClassName(): string {\r\n return \"TrailMesh\";\r\n }\r\n\r\n private _createMesh(): void {\r\n let data: VertexData = new VertexData();\r\n let positions: Array = [];\r\n let normals: Array = [];\r\n let indices: Array = [];\r\n let meshCenter = Vector3.Zero();\r\n if (this._generator instanceof AbstractMesh && this._generator._boundingInfo) {\r\n meshCenter = this._generator._boundingInfo.boundingBox.centerWorld;\r\n } else {\r\n meshCenter = this._generator.position;\r\n }\r\n let alpha: number = 2 * Math.PI / this._sectionPolygonPointsCount;\r\n for (let i: number = 0; i < this._sectionPolygonPointsCount; i++) {\r\n positions.push(\r\n meshCenter.x + Math.cos(i * alpha) * this._diameter,\r\n meshCenter.y + Math.sin(i * alpha) * this._diameter,\r\n meshCenter.z\r\n );\r\n }\r\n for (let i: number = 1; i <= this._length; i++) {\r\n for (let j: number = 0; j < this._sectionPolygonPointsCount; j++) {\r\n positions.push(\r\n meshCenter.x + Math.cos(j * alpha) * this._diameter,\r\n meshCenter.y + Math.sin(j * alpha) * this._diameter,\r\n meshCenter.z\r\n );\r\n }\r\n let l: number = positions.length / 3 - 2 * this._sectionPolygonPointsCount;\r\n for (let j: number = 0; j < this._sectionPolygonPointsCount - 1; j++) {\r\n indices.push(\r\n l + j,\r\n l + j + this._sectionPolygonPointsCount,\r\n l + j + this._sectionPolygonPointsCount + 1,\r\n );\r\n indices.push(\r\n l + j,\r\n l + j + this._sectionPolygonPointsCount + 1,\r\n l + j + 1\r\n );\r\n }\r\n indices.push(\r\n l + this._sectionPolygonPointsCount - 1,\r\n l + this._sectionPolygonPointsCount - 1 + this._sectionPolygonPointsCount,\r\n l + this._sectionPolygonPointsCount,\r\n );\r\n indices.push(\r\n l + this._sectionPolygonPointsCount - 1,\r\n l + this._sectionPolygonPointsCount,\r\n l\r\n );\r\n }\r\n VertexData.ComputeNormals(positions, indices, normals);\r\n data.positions = positions;\r\n data.normals = normals;\r\n data.indices = indices;\r\n data.applyToMesh(this, true);\r\n if (this._autoStart) {\r\n this.start();\r\n }\r\n }\r\n\r\n /**\r\n * Start trailing mesh.\r\n */\r\n public start(): void {\r\n if (!this._running) {\r\n this._running = true;\r\n this._beforeRenderObserver = this.getScene().onBeforeRenderObservable.add(() => {\r\n this.update();\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Stop trailing mesh.\r\n */\r\n public stop(): void {\r\n if (this._beforeRenderObserver && this._running) {\r\n this._running = false;\r\n this.getScene().onBeforeRenderObservable.remove(this._beforeRenderObserver);\r\n }\r\n }\r\n\r\n /**\r\n * Update trailing mesh geometry.\r\n */\r\n public update(): void {\r\n let positions = this.getVerticesData(VertexBuffer.PositionKind);\r\n let normals = this.getVerticesData(VertexBuffer.NormalKind);\r\n let wm = this._generator.getWorldMatrix();\r\n if (positions && normals) {\r\n for (let i: number = 3 * this._sectionPolygonPointsCount; i < positions.length; i++) {\r\n positions[i - 3 * this._sectionPolygonPointsCount] = positions[i] - normals[i] / this._length * this._diameter;\r\n }\r\n for (let i: number = 3 * this._sectionPolygonPointsCount; i < normals.length; i++) {\r\n normals[i - 3 * this._sectionPolygonPointsCount] = normals[i];\r\n }\r\n let l: number = positions.length - 3 * this._sectionPolygonPointsCount;\r\n let alpha: number = 2 * Math.PI / this._sectionPolygonPointsCount;\r\n for (let i: number = 0; i < this._sectionPolygonPointsCount; i++) {\r\n this._sectionVectors[i].copyFromFloats(\r\n Math.cos(i * alpha) * this._diameter,\r\n Math.sin(i * alpha) * this._diameter,\r\n 0\r\n );\r\n this._sectionNormalVectors[i].copyFromFloats(\r\n Math.cos(i * alpha),\r\n Math.sin(i * alpha),\r\n 0\r\n );\r\n Vector3.TransformCoordinatesToRef(this._sectionVectors[i], wm, this._sectionVectors[i]);\r\n Vector3.TransformNormalToRef(this._sectionNormalVectors[i], wm, this._sectionNormalVectors[i]);\r\n }\r\n for (let i: number = 0; i < this._sectionPolygonPointsCount; i++) {\r\n positions[l + 3 * i] = this._sectionVectors[i].x;\r\n positions[l + 3 * i + 1] = this._sectionVectors[i].y;\r\n positions[l + 3 * i + 2] = this._sectionVectors[i].z;\r\n normals[l + 3 * i] = this._sectionNormalVectors[i].x;\r\n normals[l + 3 * i + 1] = this._sectionNormalVectors[i].y;\r\n normals[l + 3 * i + 2] = this._sectionNormalVectors[i].z;\r\n }\r\n this.updateVerticesData(VertexBuffer.PositionKind, positions, true, false);\r\n this.updateVerticesData(VertexBuffer.NormalKind, normals, true, false);\r\n }\r\n }\r\n\r\n /**\r\n * Returns a new TrailMesh object.\r\n * @param name is a string, the name given to the new mesh\r\n * @param newGenerator use new generator object for cloned trail mesh\r\n * @returns a new mesh\r\n */\r\n public clone(name: string = \"\", newGenerator: TransformNode): TrailMesh {\r\n return new TrailMesh(name, (newGenerator === undefined ? this._generator : newGenerator), this.getScene(), this._diameter, this._length, this._autoStart);\r\n }\r\n\r\n /**\r\n * Serializes this trail mesh\r\n * @param serializationObject object to write serialization to\r\n */\r\n public serialize(serializationObject: any): void {\r\n super.serialize(serializationObject);\r\n }\r\n\r\n /**\r\n * Parses a serialized trail mesh\r\n * @param parsedMesh the serialized mesh\r\n * @param scene the scene to create the trail mesh in\r\n * @returns the created trail mesh\r\n */\r\n public static Parse(parsedMesh: any, scene: Scene): TrailMesh {\r\n return new TrailMesh(parsedMesh.name, parsedMesh._generator, scene, parsedMesh._diameter, parsedMesh._length, parsedMesh._autoStart);\r\n }\r\n}","import { DeepImmutable } from \"../types\";\r\nimport { serialize, serializeAsVector3, serializeAsQuaternion, SerializationHelper } from \"../Misc/decorators\";\r\nimport { Observable } from \"../Misc/observable\";\r\n\r\nimport { Nullable } from \"../types\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Scene } from \"../scene\";\r\nimport { Quaternion, Matrix, Vector3, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Node } from \"../node\";\r\nimport { Bone } from \"../Bones/bone\";\r\nimport { AbstractMesh } from '../Meshes/abstractMesh';\r\nimport { Space } from '../Maths/math.axis';\r\n/**\r\n * A TransformNode is an object that is not rendered but can be used as a center of transformation. This can decrease memory usage and increase rendering speed compared to using an empty mesh as a parent and is less complicated than using a pivot matrix.\r\n * @see https://doc.babylonjs.com/how_to/transformnode\r\n */\r\nexport class TransformNode extends Node {\r\n // Statics\r\n /**\r\n * Object will not rotate to face the camera\r\n */\r\n public static BILLBOARDMODE_NONE = 0;\r\n /**\r\n * Object will rotate to face the camera but only on the x axis\r\n */\r\n public static BILLBOARDMODE_X = 1;\r\n /**\r\n * Object will rotate to face the camera but only on the y axis\r\n */\r\n public static BILLBOARDMODE_Y = 2;\r\n /**\r\n * Object will rotate to face the camera but only on the z axis\r\n */\r\n public static BILLBOARDMODE_Z = 4;\r\n /**\r\n * Object will rotate to face the camera\r\n */\r\n public static BILLBOARDMODE_ALL = 7;\r\n /**\r\n * Object will rotate to face the camera's position instead of orientation\r\n */\r\n public static BILLBOARDMODE_USE_POSITION = 128;\r\n\r\n private _forward = new Vector3(0, 0, 1);\r\n private _forwardInverted = new Vector3(0, 0, -1);\r\n private _up = new Vector3(0, 1, 0);\r\n private _right = new Vector3(1, 0, 0);\r\n private _rightInverted = new Vector3(-1, 0, 0);\r\n\r\n // Properties\r\n @serializeAsVector3(\"position\")\r\n private _position = Vector3.Zero();\r\n\r\n @serializeAsVector3(\"rotation\")\r\n private _rotation = Vector3.Zero();\r\n\r\n @serializeAsQuaternion(\"rotationQuaternion\")\r\n private _rotationQuaternion: Nullable = null;\r\n\r\n @serializeAsVector3(\"scaling\")\r\n protected _scaling = Vector3.One();\r\n protected _isDirty = false;\r\n private _transformToBoneReferal: Nullable = null;\r\n private _isAbsoluteSynced = false;\r\n\r\n @serialize(\"billboardMode\")\r\n private _billboardMode = TransformNode.BILLBOARDMODE_NONE;\r\n\r\n /**\r\n * Gets or sets the billboard mode. Default is 0.\r\n *\r\n * | Value | Type | Description |\r\n * | --- | --- | --- |\r\n * | 0 | BILLBOARDMODE_NONE | |\r\n * | 1 | BILLBOARDMODE_X | |\r\n * | 2 | BILLBOARDMODE_Y | |\r\n * | 4 | BILLBOARDMODE_Z | |\r\n * | 7 | BILLBOARDMODE_ALL | |\r\n *\r\n */\r\n public get billboardMode() {\r\n return this._billboardMode;\r\n }\r\n\r\n public set billboardMode(value: number) {\r\n if (this._billboardMode === value) {\r\n return;\r\n }\r\n this._billboardMode = value;\r\n }\r\n\r\n private _preserveParentRotationForBillboard = false;\r\n /**\r\n * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.\r\n * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed\r\n */\r\n public get preserveParentRotationForBillboard() {\r\n return this._preserveParentRotationForBillboard;\r\n }\r\n\r\n public set preserveParentRotationForBillboard(value: boolean) {\r\n if (value === this._preserveParentRotationForBillboard) {\r\n return;\r\n }\r\n this._preserveParentRotationForBillboard = value;\r\n }\r\n\r\n /**\r\n * Multiplication factor on scale x/y/z when computing the world matrix. Eg. for a 1x1x1 cube setting this to 2 will make it a 2x2x2 cube\r\n */\r\n @serialize()\r\n public scalingDeterminant = 1;\r\n\r\n @serialize(\"infiniteDistance\")\r\n private _infiniteDistance = false;\r\n\r\n /**\r\n * Gets or sets the distance of the object to max, often used by skybox\r\n */\r\n public get infiniteDistance() {\r\n return this._infiniteDistance;\r\n }\r\n\r\n public set infiniteDistance(value: boolean) {\r\n if (this._infiniteDistance === value) {\r\n return;\r\n }\r\n\r\n this._infiniteDistance = value;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.\r\n * By default the system will update normals to compensate\r\n */\r\n @serialize()\r\n public ignoreNonUniformScaling = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that even if rotationQuaternion is defined, you can keep updating rotation property and Babylon.js will just mix both\r\n */\r\n @serialize()\r\n public reIntegrateRotationIntoRotationQuaternion = false;\r\n\r\n // Cache\r\n /** @hidden */\r\n public _poseMatrix: Nullable = null;\r\n /** @hidden */\r\n public _localMatrix = Matrix.Zero();\r\n\r\n private _usePivotMatrix = false;\r\n private _absolutePosition = Vector3.Zero();\r\n private _absoluteScaling = Vector3.Zero();\r\n private _absoluteRotationQuaternion = Quaternion.Identity();\r\n private _pivotMatrix = Matrix.Identity();\r\n private _pivotMatrixInverse: Matrix;\r\n protected _postMultiplyPivotMatrix = false;\r\n\r\n protected _isWorldMatrixFrozen = false;\r\n\r\n /** @hidden */\r\n public _indexInSceneTransformNodesArray = -1;\r\n\r\n /**\r\n * An event triggered after the world matrix is updated\r\n */\r\n public onAfterWorldMatrixUpdateObservable = new Observable();\r\n\r\n constructor(name: string, scene: Nullable = null, isPure = true) {\r\n super(name, scene);\r\n\r\n if (isPure) {\r\n this.getScene().addTransformNode(this);\r\n }\r\n }\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"TransformNode\" string\r\n */\r\n public getClassName(): string {\r\n return \"TransformNode\";\r\n }\r\n\r\n /**\r\n * Gets or set the node position (default is (0.0, 0.0, 0.0))\r\n */\r\n public get position(): Vector3 {\r\n return this._position;\r\n }\r\n\r\n public set position(newPosition: Vector3) {\r\n this._position = newPosition;\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Gets or sets the rotation property : a Vector3 defining the rotation value in radians around each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).\r\n * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion\r\n */\r\n public get rotation(): Vector3 {\r\n return this._rotation;\r\n }\r\n\r\n public set rotation(newRotation: Vector3) {\r\n this._rotation = newRotation;\r\n this._rotationQuaternion = null;\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Gets or sets the scaling property : a Vector3 defining the node scaling along each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).\r\n */\r\n public get scaling(): Vector3 {\r\n return this._scaling;\r\n }\r\n\r\n public set scaling(newScaling: Vector3) {\r\n this._scaling = newScaling;\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (undefined by default, but can be null).\r\n * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)\r\n */\r\n public get rotationQuaternion(): Nullable {\r\n return this._rotationQuaternion;\r\n }\r\n\r\n public set rotationQuaternion(quaternion: Nullable) {\r\n this._rotationQuaternion = quaternion;\r\n //reset the rotation vector.\r\n if (quaternion) {\r\n this._rotation.setAll(0.0);\r\n }\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * The forward direction of that transform in world space.\r\n */\r\n public get forward(): Vector3 {\r\n return Vector3.Normalize(Vector3.TransformNormal(\r\n this.getScene().useRightHandedSystem ? this._forwardInverted : this._forward,\r\n this.getWorldMatrix()\r\n ));\r\n }\r\n\r\n /**\r\n * The up direction of that transform in world space.\r\n */\r\n public get up(): Vector3 {\r\n return Vector3.Normalize(Vector3.TransformNormal(\r\n this._up,\r\n this.getWorldMatrix()\r\n ));\r\n }\r\n\r\n /**\r\n * The right direction of that transform in world space.\r\n */\r\n public get right(): Vector3 {\r\n return Vector3.Normalize(Vector3.TransformNormal(\r\n this.getScene().useRightHandedSystem ? this._rightInverted : this._right,\r\n this.getWorldMatrix()\r\n ));\r\n }\r\n\r\n /**\r\n * Copies the parameter passed Matrix into the mesh Pose matrix.\r\n * @param matrix the matrix to copy the pose from\r\n * @returns this TransformNode.\r\n */\r\n public updatePoseMatrix(matrix: Matrix): TransformNode {\r\n if (!this._poseMatrix) {\r\n this._poseMatrix = matrix.clone();\r\n return this;\r\n }\r\n this._poseMatrix.copyFrom(matrix);\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns the mesh Pose matrix.\r\n * @returns the pose matrix\r\n */\r\n public getPoseMatrix(): Matrix {\r\n if (!this._poseMatrix) {\r\n this._poseMatrix = Matrix.Identity();\r\n }\r\n return this._poseMatrix;\r\n }\r\n\r\n /** @hidden */\r\n public _isSynchronized(): boolean {\r\n let cache = this._cache;\r\n\r\n if (this.billboardMode !== cache.billboardMode || this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {\r\n return false;\r\n }\r\n\r\n if (cache.pivotMatrixUpdated) {\r\n return false;\r\n }\r\n\r\n if (this.infiniteDistance) {\r\n return false;\r\n }\r\n\r\n if (!cache.position.equals(this._position)) {\r\n return false;\r\n }\r\n\r\n if (this._rotationQuaternion) {\r\n if (!cache.rotationQuaternion.equals(this._rotationQuaternion)) {\r\n return false;\r\n }\r\n } else if (!cache.rotation.equals(this._rotation)) {\r\n return false;\r\n }\r\n\r\n if (!cache.scaling.equals(this._scaling)) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /** @hidden */\r\n public _initCache() {\r\n super._initCache();\r\n\r\n let cache = this._cache;\r\n cache.localMatrixUpdated = false;\r\n cache.position = Vector3.Zero();\r\n cache.scaling = Vector3.Zero();\r\n cache.rotation = Vector3.Zero();\r\n cache.rotationQuaternion = new Quaternion(0, 0, 0, 0);\r\n cache.billboardMode = -1;\r\n cache.infiniteDistance = false;\r\n }\r\n\r\n /**\r\n * Flag the transform node as dirty (Forcing it to update everything)\r\n * @param property if set to \"rotation\" the objects rotationQuaternion will be set to null\r\n * @returns this transform node\r\n */\r\n public markAsDirty(property: string): TransformNode {\r\n this._currentRenderId = Number.MAX_VALUE;\r\n this._isDirty = true;\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns the current mesh absolute position.\r\n * Returns a Vector3.\r\n */\r\n public get absolutePosition(): Vector3 {\r\n return this._absolutePosition;\r\n }\r\n\r\n /**\r\n * Returns the current mesh absolute scaling.\r\n * Returns a Vector3.\r\n */\r\n public get absoluteScaling(): Vector3 {\r\n this._syncAbsoluteScalingAndRotation();\r\n return this._absoluteScaling;\r\n }\r\n\r\n /**\r\n * Returns the current mesh absolute rotation.\r\n * Returns a Quaternion.\r\n */\r\n public get absoluteRotationQuaternion(): Quaternion {\r\n this._syncAbsoluteScalingAndRotation();\r\n return this._absoluteRotationQuaternion;\r\n }\r\n\r\n /**\r\n * Sets a new matrix to apply before all other transformation\r\n * @param matrix defines the transform matrix\r\n * @returns the current TransformNode\r\n */\r\n public setPreTransformMatrix(matrix: Matrix): TransformNode {\r\n return this.setPivotMatrix(matrix, false);\r\n }\r\n\r\n /**\r\n * Sets a new pivot matrix to the current node\r\n * @param matrix defines the new pivot matrix to use\r\n * @param postMultiplyPivotMatrix defines if the pivot matrix must be cancelled in the world matrix. When this parameter is set to true (default), the inverse of the pivot matrix is also applied at the end to cancel the transformation effect\r\n * @returns the current TransformNode\r\n */\r\n public setPivotMatrix(matrix: DeepImmutable, postMultiplyPivotMatrix = true): TransformNode {\r\n this._pivotMatrix.copyFrom(matrix);\r\n this._usePivotMatrix = !this._pivotMatrix.isIdentity();\r\n\r\n this._cache.pivotMatrixUpdated = true;\r\n this._postMultiplyPivotMatrix = postMultiplyPivotMatrix;\r\n\r\n if (this._postMultiplyPivotMatrix) {\r\n if (!this._pivotMatrixInverse) {\r\n this._pivotMatrixInverse = Matrix.Invert(this._pivotMatrix);\r\n } else {\r\n this._pivotMatrix.invertToRef(this._pivotMatrixInverse);\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns the mesh pivot matrix.\r\n * Default : Identity.\r\n * @returns the matrix\r\n */\r\n public getPivotMatrix(): Matrix {\r\n return this._pivotMatrix;\r\n }\r\n\r\n /**\r\n * Instantiate (when possible) or clone that node with its hierarchy\r\n * @param newParent defines the new parent to use for the instance (or clone)\r\n * @param options defines options to configure how copy is done\r\n * @param onNewNodeCreated defines an option callback to call when a clone or an instance is created\r\n * @returns an instance (or a clone) of the current node with its hiearchy\r\n */\r\n public instantiateHierarchy(newParent: Nullable = null, options?: { doNotInstantiate: boolean}, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable {\r\n let clone = this.clone(\"Clone of \" + (this.name || this.id), newParent || this.parent, true);\r\n\r\n if (clone) {\r\n if (onNewNodeCreated) {\r\n onNewNodeCreated(this, clone);\r\n }\r\n }\r\n\r\n for (var child of this.getChildTransformNodes(true)) {\r\n child.instantiateHierarchy(clone, options, onNewNodeCreated);\r\n }\r\n\r\n return clone;\r\n }\r\n\r\n /**\r\n * Prevents the World matrix to be computed any longer\r\n * @param newWorldMatrix defines an optional matrix to use as world matrix\r\n * @returns the TransformNode.\r\n */\r\n public freezeWorldMatrix(newWorldMatrix: Nullable = null): TransformNode {\r\n if (newWorldMatrix) {\r\n this._worldMatrix = newWorldMatrix;\r\n } else {\r\n this._isWorldMatrixFrozen = false; // no guarantee world is not already frozen, switch off temporarily\r\n this.computeWorldMatrix(true);\r\n }\r\n this._isDirty = false;\r\n this._isWorldMatrixFrozen = true;\r\n return this;\r\n }\r\n\r\n /**\r\n * Allows back the World matrix computation.\r\n * @returns the TransformNode.\r\n */\r\n public unfreezeWorldMatrix() {\r\n this._isWorldMatrixFrozen = false;\r\n this.computeWorldMatrix(true);\r\n return this;\r\n }\r\n\r\n /**\r\n * True if the World matrix has been frozen.\r\n */\r\n public get isWorldMatrixFrozen(): boolean {\r\n return this._isWorldMatrixFrozen;\r\n }\r\n\r\n /**\r\n * Retuns the mesh absolute position in the World.\r\n * @returns a Vector3.\r\n */\r\n public getAbsolutePosition(): Vector3 {\r\n this.computeWorldMatrix();\r\n return this._absolutePosition;\r\n }\r\n\r\n /**\r\n * Sets the mesh absolute position in the World from a Vector3 or an Array(3).\r\n * @param absolutePosition the absolute position to set\r\n * @returns the TransformNode.\r\n */\r\n public setAbsolutePosition(absolutePosition: Vector3): TransformNode {\r\n if (!absolutePosition) {\r\n return this;\r\n }\r\n var absolutePositionX;\r\n var absolutePositionY;\r\n var absolutePositionZ;\r\n if (absolutePosition.x === undefined) {\r\n if (arguments.length < 3) {\r\n return this;\r\n }\r\n absolutePositionX = arguments[0];\r\n absolutePositionY = arguments[1];\r\n absolutePositionZ = arguments[2];\r\n }\r\n else {\r\n absolutePositionX = absolutePosition.x;\r\n absolutePositionY = absolutePosition.y;\r\n absolutePositionZ = absolutePosition.z;\r\n }\r\n if (this.parent) {\r\n const invertParentWorldMatrix = TmpVectors.Matrix[0];\r\n this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);\r\n Vector3.TransformCoordinatesFromFloatsToRef(absolutePositionX, absolutePositionY, absolutePositionZ, invertParentWorldMatrix, this.position);\r\n } else {\r\n this.position.x = absolutePositionX;\r\n this.position.y = absolutePositionY;\r\n this.position.z = absolutePositionZ;\r\n }\r\n\r\n this._absolutePosition.copyFrom(absolutePosition);\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the mesh position in its local space.\r\n * @param vector3 the position to set in localspace\r\n * @returns the TransformNode.\r\n */\r\n public setPositionWithLocalVector(vector3: Vector3): TransformNode {\r\n this.computeWorldMatrix();\r\n this.position = Vector3.TransformNormal(vector3, this._localMatrix);\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns the mesh position in the local space from the current World matrix values.\r\n * @returns a new Vector3.\r\n */\r\n public getPositionExpressedInLocalSpace(): Vector3 {\r\n this.computeWorldMatrix();\r\n const invLocalWorldMatrix = TmpVectors.Matrix[0];\r\n this._localMatrix.invertToRef(invLocalWorldMatrix);\r\n return Vector3.TransformNormal(this.position, invLocalWorldMatrix);\r\n }\r\n\r\n /**\r\n * Translates the mesh along the passed Vector3 in its local space.\r\n * @param vector3 the distance to translate in localspace\r\n * @returns the TransformNode.\r\n */\r\n public locallyTranslate(vector3: Vector3): TransformNode {\r\n this.computeWorldMatrix(true);\r\n this.position = Vector3.TransformCoordinates(vector3, this._localMatrix);\r\n return this;\r\n }\r\n\r\n private static _lookAtVectorCache = new Vector3(0, 0, 0);\r\n\r\n /**\r\n * Orients a mesh towards a target point. Mesh must be drawn facing user.\r\n * @param targetPoint the position (must be in same space as current mesh) to look at\r\n * @param yawCor optional yaw (y-axis) correction in radians\r\n * @param pitchCor optional pitch (x-axis) correction in radians\r\n * @param rollCor optional roll (z-axis) correction in radians\r\n * @param space the choosen space of the target\r\n * @returns the TransformNode.\r\n */\r\n public lookAt(targetPoint: Vector3, yawCor: number = 0, pitchCor: number = 0, rollCor: number = 0, space: Space = Space.LOCAL): TransformNode {\r\n var dv = TransformNode._lookAtVectorCache;\r\n var pos = space === Space.LOCAL ? this.position : this.getAbsolutePosition();\r\n targetPoint.subtractToRef(pos, dv);\r\n this.setDirection(dv, yawCor, pitchCor, rollCor);\r\n\r\n // Correct for parent's rotation offset\r\n if (space === Space.WORLD && this.parent) {\r\n if (this.rotationQuaternion) {\r\n // Get local rotation matrix of the looking object\r\n var rotationMatrix = TmpVectors.Matrix[0];\r\n this.rotationQuaternion.toRotationMatrix(rotationMatrix);\r\n\r\n // Offset rotation by parent's inverted rotation matrix to correct in world space\r\n var parentRotationMatrix = TmpVectors.Matrix[1];\r\n this.parent.getWorldMatrix().getRotationMatrixToRef(parentRotationMatrix);\r\n parentRotationMatrix.invert();\r\n rotationMatrix.multiplyToRef(parentRotationMatrix, rotationMatrix);\r\n this.rotationQuaternion.fromRotationMatrix(rotationMatrix);\r\n } else {\r\n // Get local rotation matrix of the looking object\r\n var quaternionRotation = TmpVectors.Quaternion[0];\r\n Quaternion.FromEulerVectorToRef(this.rotation, quaternionRotation);\r\n var rotationMatrix = TmpVectors.Matrix[0];\r\n quaternionRotation.toRotationMatrix(rotationMatrix);\r\n\r\n // Offset rotation by parent's inverted rotation matrix to correct in world space\r\n var parentRotationMatrix = TmpVectors.Matrix[1];\r\n this.parent.getWorldMatrix().getRotationMatrixToRef(parentRotationMatrix);\r\n parentRotationMatrix.invert();\r\n rotationMatrix.multiplyToRef(parentRotationMatrix, rotationMatrix);\r\n quaternionRotation.fromRotationMatrix(rotationMatrix);\r\n quaternionRotation.toEulerAnglesToRef(this.rotation);\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.\r\n * This Vector3 is expressed in the World space.\r\n * @param localAxis axis to rotate\r\n * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.\r\n */\r\n public getDirection(localAxis: Vector3): Vector3 {\r\n var result = Vector3.Zero();\r\n\r\n this.getDirectionToRef(localAxis, result);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Sets the Vector3 \"result\" as the rotated Vector3 \"localAxis\" in the same rotation than the mesh.\r\n * localAxis is expressed in the mesh local space.\r\n * result is computed in the Wordl space from the mesh World matrix.\r\n * @param localAxis axis to rotate\r\n * @param result the resulting transformnode\r\n * @returns this TransformNode.\r\n */\r\n public getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode {\r\n Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets this transform node rotation to the given local axis.\r\n * @param localAxis the axis in local space\r\n * @param yawCor optional yaw (y-axis) correction in radians\r\n * @param pitchCor optional pitch (x-axis) correction in radians\r\n * @param rollCor optional roll (z-axis) correction in radians\r\n * @returns this TransformNode\r\n */\r\n public setDirection(localAxis: Vector3, yawCor: number = 0, pitchCor: number = 0, rollCor: number = 0): TransformNode {\r\n var yaw = -Math.atan2(localAxis.z, localAxis.x) + Math.PI / 2;\r\n var len = Math.sqrt(localAxis.x * localAxis.x + localAxis.z * localAxis.z);\r\n var pitch = -Math.atan2(localAxis.y, len);\r\n if (this.rotationQuaternion) {\r\n Quaternion.RotationYawPitchRollToRef(yaw + yawCor, pitch + pitchCor, rollCor, this.rotationQuaternion);\r\n }\r\n else {\r\n this.rotation.x = pitch + pitchCor;\r\n this.rotation.y = yaw + yawCor;\r\n this.rotation.z = rollCor;\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets a new pivot point to the current node\r\n * @param point defines the new pivot point to use\r\n * @param space defines if the point is in world or local space (local by default)\r\n * @returns the current TransformNode\r\n */\r\n public setPivotPoint(point: Vector3, space: Space = Space.LOCAL): TransformNode {\r\n if (this.getScene().getRenderId() == 0) {\r\n this.computeWorldMatrix(true);\r\n }\r\n\r\n var wm = this.getWorldMatrix();\r\n\r\n if (space == Space.WORLD) {\r\n var tmat = TmpVectors.Matrix[0];\r\n wm.invertToRef(tmat);\r\n point = Vector3.TransformCoordinates(point, tmat);\r\n }\r\n\r\n return this.setPivotMatrix(Matrix.Translation(-point.x, -point.y, -point.z), true);\r\n }\r\n\r\n /**\r\n * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.\r\n * @returns the pivot point\r\n */\r\n public getPivotPoint(): Vector3 {\r\n var point = Vector3.Zero();\r\n this.getPivotPointToRef(point);\r\n return point;\r\n }\r\n\r\n /**\r\n * Sets the passed Vector3 \"result\" with the coordinates of the mesh pivot point in the local space.\r\n * @param result the vector3 to store the result\r\n * @returns this TransformNode.\r\n */\r\n public getPivotPointToRef(result: Vector3): TransformNode {\r\n result.x = -this._pivotMatrix.m[12];\r\n result.y = -this._pivotMatrix.m[13];\r\n result.z = -this._pivotMatrix.m[14];\r\n return this;\r\n }\r\n\r\n /**\r\n * Returns a new Vector3 set with the mesh pivot point World coordinates.\r\n * @returns a new Vector3 set with the mesh pivot point World coordinates.\r\n */\r\n public getAbsolutePivotPoint(): Vector3 {\r\n var point = Vector3.Zero();\r\n this.getAbsolutePivotPointToRef(point);\r\n return point;\r\n }\r\n\r\n /**\r\n * Sets the Vector3 \"result\" coordinates with the mesh pivot point World coordinates.\r\n * @param result vector3 to store the result\r\n * @returns this TransformNode.\r\n */\r\n public getAbsolutePivotPointToRef(result: Vector3): TransformNode {\r\n result.x = this._pivotMatrix.m[12];\r\n result.y = this._pivotMatrix.m[13];\r\n result.z = this._pivotMatrix.m[14];\r\n this.getPivotPointToRef(result);\r\n Vector3.TransformCoordinatesToRef(result, this.getWorldMatrix(), result);\r\n return this;\r\n }\r\n\r\n /**\r\n * Defines the passed node as the parent of the current node.\r\n * The node will remain exactly where it is and its position / rotation will be updated accordingly\r\n * @see https://doc.babylonjs.com/how_to/parenting\r\n * @param node the node ot set as the parent\r\n * @returns this TransformNode.\r\n */\r\n public setParent(node: Nullable): TransformNode {\r\n if (!node && !this.parent) {\r\n return this;\r\n }\r\n\r\n var quatRotation = TmpVectors.Quaternion[0];\r\n var position = TmpVectors.Vector3[0];\r\n var scale = TmpVectors.Vector3[1];\r\n\r\n if (!node) {\r\n this.computeWorldMatrix(true);\r\n this.getWorldMatrix().decompose(scale, quatRotation, position);\r\n } else {\r\n var diffMatrix = TmpVectors.Matrix[0];\r\n var invParentMatrix = TmpVectors.Matrix[1];\r\n\r\n this.computeWorldMatrix(true);\r\n node.computeWorldMatrix(true);\r\n\r\n node.getWorldMatrix().invertToRef(invParentMatrix);\r\n this.getWorldMatrix().multiplyToRef(invParentMatrix, diffMatrix);\r\n diffMatrix.decompose(scale, quatRotation, position);\r\n }\r\n\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion.copyFrom(quatRotation);\r\n } else {\r\n quatRotation.toEulerAnglesToRef(this.rotation);\r\n }\r\n\r\n this.scaling.copyFrom(scale);\r\n this.position.copyFrom(position);\r\n\r\n this.parent = node;\r\n return this;\r\n }\r\n\r\n private _nonUniformScaling = false;\r\n /**\r\n * True if the scaling property of this object is non uniform eg. (1,2,1)\r\n */\r\n public get nonUniformScaling(): boolean {\r\n return this._nonUniformScaling;\r\n }\r\n\r\n /** @hidden */\r\n public _updateNonUniformScalingState(value: boolean): boolean {\r\n if (this._nonUniformScaling === value) {\r\n return false;\r\n }\r\n\r\n this._nonUniformScaling = value;\r\n return true;\r\n }\r\n\r\n /**\r\n * Attach the current TransformNode to another TransformNode associated with a bone\r\n * @param bone Bone affecting the TransformNode\r\n * @param affectedTransformNode TransformNode associated with the bone\r\n * @returns this object\r\n */\r\n public attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode {\r\n this._transformToBoneReferal = affectedTransformNode;\r\n this.parent = bone;\r\n\r\n bone.getSkeleton().prepare();\r\n\r\n if (bone.getWorldMatrix().determinant() < 0) {\r\n this.scalingDeterminant *= -1;\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Detach the transform node if its associated with a bone\r\n * @returns this object\r\n */\r\n public detachFromBone(): TransformNode {\r\n if (!this.parent) {\r\n return this;\r\n }\r\n\r\n if (this.parent.getWorldMatrix().determinant() < 0) {\r\n this.scalingDeterminant *= -1;\r\n }\r\n this._transformToBoneReferal = null;\r\n this.parent = null;\r\n return this;\r\n }\r\n\r\n private static _rotationAxisCache = new Quaternion();\r\n /**\r\n * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.\r\n * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.\r\n * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.\r\n * The passed axis is also normalized.\r\n * @param axis the axis to rotate around\r\n * @param amount the amount to rotate in radians\r\n * @param space Space to rotate in (Default: local)\r\n * @returns the TransformNode.\r\n */\r\n public rotate(axis: Vector3, amount: number, space?: Space): TransformNode {\r\n axis.normalize();\r\n if (!this.rotationQuaternion) {\r\n this.rotationQuaternion = this.rotation.toQuaternion();\r\n this.rotation.setAll(0);\r\n }\r\n var rotationQuaternion: Quaternion;\r\n if (!space || (space as any) === Space.LOCAL) {\r\n rotationQuaternion = Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);\r\n this.rotationQuaternion.multiplyToRef(rotationQuaternion, this.rotationQuaternion);\r\n }\r\n else {\r\n if (this.parent) {\r\n const invertParentWorldMatrix = TmpVectors.Matrix[0];\r\n this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);\r\n axis = Vector3.TransformNormal(axis, invertParentWorldMatrix);\r\n }\r\n rotationQuaternion = Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);\r\n rotationQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.\r\n * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.\r\n * The passed axis is also normalized. .\r\n * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm\r\n * @param point the point to rotate around\r\n * @param axis the axis to rotate around\r\n * @param amount the amount to rotate in radians\r\n * @returns the TransformNode\r\n */\r\n public rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode {\r\n axis.normalize();\r\n if (!this.rotationQuaternion) {\r\n this.rotationQuaternion = Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);\r\n this.rotation.setAll(0);\r\n }\r\n\r\n const tmpVector = TmpVectors.Vector3[0];\r\n const finalScale = TmpVectors.Vector3[1];\r\n const finalTranslation = TmpVectors.Vector3[2];\r\n\r\n const finalRotation = TmpVectors.Quaternion[0];\r\n\r\n const translationMatrix = TmpVectors.Matrix[0]; // T\r\n const translationMatrixInv = TmpVectors.Matrix[1]; // T'\r\n const rotationMatrix = TmpVectors.Matrix[2]; // R\r\n const finalMatrix = TmpVectors.Matrix[3]; // T' x R x T\r\n\r\n point.subtractToRef(this.position, tmpVector);\r\n Matrix.TranslationToRef(tmpVector.x, tmpVector.y, tmpVector.z, translationMatrix); // T\r\n Matrix.TranslationToRef(-tmpVector.x, -tmpVector.y, -tmpVector.z, translationMatrixInv); // T'\r\n Matrix.RotationAxisToRef(axis, amount, rotationMatrix); // R\r\n\r\n translationMatrixInv.multiplyToRef(rotationMatrix, finalMatrix); // T' x R\r\n finalMatrix.multiplyToRef(translationMatrix, finalMatrix); // T' x R x T\r\n\r\n finalMatrix.decompose(finalScale, finalRotation, finalTranslation);\r\n\r\n this.position.addInPlace(finalTranslation);\r\n finalRotation.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Translates the mesh along the axis vector for the passed distance in the given space.\r\n * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.\r\n * @param axis the axis to translate in\r\n * @param distance the distance to translate\r\n * @param space Space to rotate in (Default: local)\r\n * @returns the TransformNode.\r\n */\r\n public translate(axis: Vector3, distance: number, space?: Space): TransformNode {\r\n var displacementVector = axis.scale(distance);\r\n if (!space || (space as any) === Space.LOCAL) {\r\n var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector);\r\n this.setPositionWithLocalVector(tempV3);\r\n }\r\n else {\r\n this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector));\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds a rotation step to the mesh current rotation.\r\n * x, y, z are Euler angles expressed in radians.\r\n * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.\r\n * This means this rotation is made in the mesh local space only.\r\n * It's useful to set a custom rotation order different from the BJS standard one YXZ.\r\n * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.\r\n * ```javascript\r\n * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);\r\n * ```\r\n * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.\r\n * Under the hood, only quaternions are used. So it's a little faster is you use .rotationQuaternion because it doesn't need to translate them back to Euler angles.\r\n * @param x Rotation to add\r\n * @param y Rotation to add\r\n * @param z Rotation to add\r\n * @returns the TransformNode.\r\n */\r\n public addRotation(x: number, y: number, z: number): TransformNode {\r\n var rotationQuaternion;\r\n if (this.rotationQuaternion) {\r\n rotationQuaternion = this.rotationQuaternion;\r\n }\r\n else {\r\n rotationQuaternion = TmpVectors.Quaternion[1];\r\n Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, rotationQuaternion);\r\n }\r\n var accumulation = TmpVectors.Quaternion[0];\r\n Quaternion.RotationYawPitchRollToRef(y, x, z, accumulation);\r\n rotationQuaternion.multiplyInPlace(accumulation);\r\n if (!this.rotationQuaternion) {\r\n rotationQuaternion.toEulerAnglesToRef(this.rotation);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n protected _getEffectiveParent(): Nullable {\r\n return this.parent;\r\n }\r\n\r\n /**\r\n * Computes the world matrix of the node\r\n * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch\r\n * @returns the world matrix\r\n */\r\n public computeWorldMatrix(force?: boolean): Matrix {\r\n if (this._isWorldMatrixFrozen && !this._isDirty) {\r\n return this._worldMatrix;\r\n }\r\n\r\n let currentRenderId = this.getScene().getRenderId();\r\n if (!this._isDirty && !force && this.isSynchronized()) {\r\n this._currentRenderId = currentRenderId;\r\n return this._worldMatrix;\r\n }\r\n\r\n let camera = (this.getScene().activeCamera);\r\n const useBillboardPosition = (this._billboardMode & TransformNode.BILLBOARDMODE_USE_POSITION) !== 0;\r\n const useBillboardPath = this._billboardMode !== TransformNode.BILLBOARDMODE_NONE && !this.preserveParentRotationForBillboard;\r\n\r\n // Billboarding based on camera position\r\n if (useBillboardPath && camera && useBillboardPosition) {\r\n this.lookAt(camera.position);\r\n\r\n if ((this.billboardMode & TransformNode.BILLBOARDMODE_X) !== TransformNode.BILLBOARDMODE_X) {\r\n this.rotation.x = 0;\r\n }\r\n\r\n if ((this.billboardMode & TransformNode.BILLBOARDMODE_Y) !== TransformNode.BILLBOARDMODE_Y) {\r\n this.rotation.y = 0;\r\n }\r\n\r\n if ((this.billboardMode & TransformNode.BILLBOARDMODE_Z) !== TransformNode.BILLBOARDMODE_Z) {\r\n this.rotation.z = 0;\r\n }\r\n }\r\n\r\n this._updateCache();\r\n let cache = this._cache;\r\n cache.pivotMatrixUpdated = false;\r\n cache.billboardMode = this.billboardMode;\r\n cache.infiniteDistance = this.infiniteDistance;\r\n\r\n this._currentRenderId = currentRenderId;\r\n this._childUpdateId++;\r\n this._isDirty = false;\r\n let parent = this._getEffectiveParent();\r\n\r\n // Scaling\r\n let scaling: Vector3 = cache.scaling;\r\n let translation: Vector3 = cache.position;\r\n\r\n // Translation\r\n if (this._infiniteDistance) {\r\n if (!this.parent && camera) {\r\n var cameraWorldMatrix = camera.getWorldMatrix();\r\n var cameraGlobalPosition = new Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);\r\n\r\n translation.copyFromFloats(this._position.x + cameraGlobalPosition.x, this._position.y + cameraGlobalPosition.y, this._position.z + cameraGlobalPosition.z);\r\n } else {\r\n translation.copyFrom(this._position);\r\n }\r\n } else {\r\n translation.copyFrom(this._position);\r\n }\r\n\r\n // Scaling\r\n scaling.copyFromFloats(this._scaling.x * this.scalingDeterminant, this._scaling.y * this.scalingDeterminant, this._scaling.z * this.scalingDeterminant);\r\n\r\n // Rotation\r\n let rotation: Quaternion = cache.rotationQuaternion;\r\n if (this._rotationQuaternion) {\r\n if (this.reIntegrateRotationIntoRotationQuaternion) {\r\n var len = this.rotation.lengthSquared();\r\n if (len) {\r\n this._rotationQuaternion.multiplyInPlace(Quaternion.RotationYawPitchRoll(this._rotation.y, this._rotation.x, this._rotation.z));\r\n this._rotation.copyFromFloats(0, 0, 0);\r\n }\r\n }\r\n rotation.copyFrom(this._rotationQuaternion);\r\n } else {\r\n Quaternion.RotationYawPitchRollToRef(this._rotation.y, this._rotation.x, this._rotation.z, rotation);\r\n cache.rotation.copyFrom(this._rotation);\r\n }\r\n\r\n // Compose\r\n if (this._usePivotMatrix) {\r\n let scaleMatrix = TmpVectors.Matrix[1];\r\n Matrix.ScalingToRef(scaling.x, scaling.y, scaling.z, scaleMatrix);\r\n\r\n // Rotation\r\n let rotationMatrix = TmpVectors.Matrix[0];\r\n rotation.toRotationMatrix(rotationMatrix);\r\n\r\n // Composing transformations\r\n this._pivotMatrix.multiplyToRef(scaleMatrix, TmpVectors.Matrix[4]);\r\n TmpVectors.Matrix[4].multiplyToRef(rotationMatrix, this._localMatrix);\r\n\r\n // Post multiply inverse of pivotMatrix\r\n if (this._postMultiplyPivotMatrix) {\r\n this._localMatrix.multiplyToRef(this._pivotMatrixInverse, this._localMatrix);\r\n }\r\n\r\n this._localMatrix.addTranslationFromFloats(translation.x, translation.y, translation.z);\r\n } else {\r\n Matrix.ComposeToRef(scaling, rotation, translation, this._localMatrix);\r\n }\r\n\r\n // Parent\r\n if (parent && parent.getWorldMatrix) {\r\n if (force) {\r\n parent.computeWorldMatrix();\r\n }\r\n if (useBillboardPath) {\r\n if (this._transformToBoneReferal) {\r\n parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), TmpVectors.Matrix[7]);\r\n } else {\r\n TmpVectors.Matrix[7].copyFrom(parent.getWorldMatrix());\r\n }\r\n\r\n // Extract scaling and translation from parent\r\n let translation = TmpVectors.Vector3[5];\r\n let scale = TmpVectors.Vector3[6];\r\n TmpVectors.Matrix[7].decompose(scale, undefined, translation);\r\n Matrix.ScalingToRef(scale.x, scale.y, scale.z, TmpVectors.Matrix[7]);\r\n TmpVectors.Matrix[7].setTranslation(translation);\r\n\r\n this._localMatrix.multiplyToRef(TmpVectors.Matrix[7], this._worldMatrix);\r\n } else {\r\n if (this._transformToBoneReferal) {\r\n this._localMatrix.multiplyToRef(parent.getWorldMatrix(), TmpVectors.Matrix[6]);\r\n TmpVectors.Matrix[6].multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), this._worldMatrix);\r\n } else {\r\n this._localMatrix.multiplyToRef(parent.getWorldMatrix(), this._worldMatrix);\r\n }\r\n }\r\n this._markSyncedWithParent();\r\n } else {\r\n this._worldMatrix.copyFrom(this._localMatrix);\r\n }\r\n\r\n // Billboarding based on camera orientation (testing PG:http://www.babylonjs-playground.com/#UJEIL#13)\r\n if (useBillboardPath && camera && this.billboardMode && !useBillboardPosition) {\r\n let storedTranslation = TmpVectors.Vector3[0];\r\n this._worldMatrix.getTranslationToRef(storedTranslation); // Save translation\r\n\r\n // Cancel camera rotation\r\n TmpVectors.Matrix[1].copyFrom(camera.getViewMatrix());\r\n TmpVectors.Matrix[1].setTranslationFromFloats(0, 0, 0);\r\n TmpVectors.Matrix[1].invertToRef(TmpVectors.Matrix[0]);\r\n\r\n if ((this.billboardMode & TransformNode.BILLBOARDMODE_ALL) !== TransformNode.BILLBOARDMODE_ALL) {\r\n TmpVectors.Matrix[0].decompose(undefined, TmpVectors.Quaternion[0], undefined);\r\n let eulerAngles = TmpVectors.Vector3[1];\r\n TmpVectors.Quaternion[0].toEulerAnglesToRef(eulerAngles);\r\n\r\n if ((this.billboardMode & TransformNode.BILLBOARDMODE_X) !== TransformNode.BILLBOARDMODE_X) {\r\n eulerAngles.x = 0;\r\n }\r\n\r\n if ((this.billboardMode & TransformNode.BILLBOARDMODE_Y) !== TransformNode.BILLBOARDMODE_Y) {\r\n eulerAngles.y = 0;\r\n }\r\n\r\n if ((this.billboardMode & TransformNode.BILLBOARDMODE_Z) !== TransformNode.BILLBOARDMODE_Z) {\r\n eulerAngles.z = 0;\r\n }\r\n\r\n Matrix.RotationYawPitchRollToRef(eulerAngles.y, eulerAngles.x, eulerAngles.z, TmpVectors.Matrix[0]);\r\n }\r\n this._worldMatrix.setTranslationFromFloats(0, 0, 0);\r\n this._worldMatrix.multiplyToRef(TmpVectors.Matrix[0], this._worldMatrix);\r\n\r\n // Restore translation\r\n this._worldMatrix.setTranslation(TmpVectors.Vector3[0]);\r\n }\r\n\r\n // Normal matrix\r\n if (!this.ignoreNonUniformScaling) {\r\n if (this._scaling.isNonUniformWithinEpsilon(0.000001)) {\r\n this._updateNonUniformScalingState(true);\r\n } else if (parent && (parent)._nonUniformScaling) {\r\n this._updateNonUniformScalingState((parent)._nonUniformScaling);\r\n } else {\r\n this._updateNonUniformScalingState(false);\r\n }\r\n } else {\r\n this._updateNonUniformScalingState(false);\r\n }\r\n\r\n this._afterComputeWorldMatrix();\r\n\r\n // Absolute position\r\n this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);\r\n this._isAbsoluteSynced = false;\r\n\r\n // Callbacks\r\n this.onAfterWorldMatrixUpdateObservable.notifyObservers(this);\r\n\r\n if (!this._poseMatrix) {\r\n this._poseMatrix = Matrix.Invert(this._worldMatrix);\r\n }\r\n\r\n // Cache the determinant\r\n this._worldMatrixDeterminantIsDirty = true;\r\n\r\n return this._worldMatrix;\r\n }\r\n\r\n /**\r\n * Resets this nodeTransform's local matrix to Matrix.Identity().\r\n * @param independentOfChildren indicates if all child nodeTransform's world-space transform should be preserved.\r\n */\r\n public resetLocalMatrix(independentOfChildren : boolean = true): void\r\n {\r\n this.computeWorldMatrix();\r\n if (independentOfChildren) {\r\n let children = this.getChildren();\r\n for (let i = 0; i < children.length; ++i) {\r\n let child = children[i] as TransformNode;\r\n if (child) {\r\n child.computeWorldMatrix();\r\n let bakedMatrix = TmpVectors.Matrix[0];\r\n child._localMatrix.multiplyToRef(this._localMatrix, bakedMatrix);\r\n let tmpRotationQuaternion = TmpVectors.Quaternion[0];\r\n bakedMatrix.decompose(child.scaling, tmpRotationQuaternion, child.position);\r\n if (child.rotationQuaternion) {\r\n child.rotationQuaternion = tmpRotationQuaternion;\r\n } else {\r\n tmpRotationQuaternion.toEulerAnglesToRef(child.rotation);\r\n }\r\n }\r\n }\r\n }\r\n this.scaling.copyFromFloats(1, 1, 1);\r\n this.position.copyFromFloats(0, 0, 0);\r\n this.rotation.copyFromFloats(0, 0, 0);\r\n\r\n //only if quaternion is already set\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion = Quaternion.Identity();\r\n }\r\n this._worldMatrix = Matrix.Identity();\r\n }\r\n\r\n protected _afterComputeWorldMatrix(): void {\r\n }\r\n\r\n /**\r\n * If you'd like to be called back after the mesh position, rotation or scaling has been updated.\r\n * @param func callback function to add\r\n *\r\n * @returns the TransformNode.\r\n */\r\n public registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode {\r\n this.onAfterWorldMatrixUpdateObservable.add(func);\r\n return this;\r\n }\r\n\r\n /**\r\n * Removes a registered callback function.\r\n * @param func callback function to remove\r\n * @returns the TransformNode.\r\n */\r\n public unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode {\r\n this.onAfterWorldMatrixUpdateObservable.removeCallback(func);\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets the position of the current mesh in camera space\r\n * @param camera defines the camera to use\r\n * @returns a position\r\n */\r\n public getPositionInCameraSpace(camera: Nullable = null): Vector3 {\r\n if (!camera) {\r\n camera = (this.getScene().activeCamera);\r\n }\r\n\r\n return Vector3.TransformCoordinates(this.getAbsolutePosition(), camera.getViewMatrix());\r\n }\r\n\r\n /**\r\n * Returns the distance from the mesh to the active camera\r\n * @param camera defines the camera to use\r\n * @returns the distance\r\n */\r\n public getDistanceToCamera(camera: Nullable = null): number {\r\n if (!camera) {\r\n camera = (this.getScene().activeCamera);\r\n }\r\n return this.getAbsolutePosition().subtract(camera.globalPosition).length();\r\n }\r\n\r\n /**\r\n * Clone the current transform node\r\n * @param name Name of the new clone\r\n * @param newParent New parent for the clone\r\n * @param doNotCloneChildren Do not clone children hierarchy\r\n * @returns the new transform node\r\n */\r\n public clone(name: string, newParent: Nullable, doNotCloneChildren?: boolean) : Nullable {\r\n var result = SerializationHelper.Clone(() => new TransformNode(name, this.getScene()), this);\r\n\r\n result.name = name;\r\n result.id = name;\r\n\r\n if (newParent) {\r\n result.parent = newParent;\r\n }\r\n\r\n if (!doNotCloneChildren) {\r\n // Children\r\n let directDescendants = this.getDescendants(true);\r\n for (let index = 0; index < directDescendants.length; index++) {\r\n var child = directDescendants[index];\r\n\r\n if ((child).clone) {\r\n (child).clone(name + \".\" + child.name, result);\r\n }\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Serializes the objects information.\r\n * @param currentSerializationObject defines the object to serialize in\r\n * @returns the serialized object\r\n */\r\n public serialize(currentSerializationObject?: any): any {\r\n let serializationObject = SerializationHelper.Serialize(this, currentSerializationObject);\r\n serializationObject.type = this.getClassName();\r\n\r\n // Parent\r\n if (this.parent) {\r\n serializationObject.parentId = this.parent.id;\r\n }\r\n\r\n serializationObject.localMatrix = this.getPivotMatrix().asArray();\r\n\r\n serializationObject.isEnabled = this.isEnabled();\r\n\r\n // Parent\r\n if (this.parent) {\r\n serializationObject.parentId = this.parent.id;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n // Statics\r\n /**\r\n * Returns a new TransformNode object parsed from the source provided.\r\n * @param parsedTransformNode is the source.\r\n * @param scene the scne the object belongs to\r\n * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with\r\n * @returns a new TransformNode object parsed from the source provided.\r\n */\r\n public static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode {\r\n var transformNode = SerializationHelper.Parse(() => new TransformNode(parsedTransformNode.name, scene), parsedTransformNode, scene, rootUrl);\r\n\r\n if (parsedTransformNode.localMatrix) {\r\n transformNode.setPreTransformMatrix(Matrix.FromArray(parsedTransformNode.localMatrix));\r\n } else if (parsedTransformNode.pivotMatrix) {\r\n transformNode.setPivotMatrix(Matrix.FromArray(parsedTransformNode.pivotMatrix));\r\n }\r\n\r\n transformNode.setEnabled(parsedTransformNode.isEnabled);\r\n\r\n // Parent\r\n if (parsedTransformNode.parentId) {\r\n transformNode._waitingParentId = parsedTransformNode.parentId;\r\n }\r\n\r\n return transformNode;\r\n }\r\n\r\n /**\r\n * Get all child-transformNodes of this node\r\n * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered\r\n * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored\r\n * @returns an array of TransformNode\r\n */\r\n public getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[] {\r\n var results: Array = [];\r\n this._getDescendants(results, directDescendantsOnly, (node: Node) => {\r\n return ((!predicate || predicate(node)) && (node instanceof TransformNode));\r\n });\r\n return results;\r\n }\r\n\r\n /**\r\n * Releases resources associated with this transform node.\r\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\r\n * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\r\n */\r\n public dispose(doNotRecurse?: boolean, disposeMaterialAndTextures = false): void {\r\n // Animations\r\n this.getScene().stopAnimation(this);\r\n\r\n // Remove from scene\r\n this.getScene().removeTransformNode(this);\r\n\r\n this.onAfterWorldMatrixUpdateObservable.clear();\r\n\r\n if (doNotRecurse) {\r\n const transformNodes = this.getChildTransformNodes(true);\r\n for (const transformNode of transformNodes) {\r\n transformNode.parent = null;\r\n transformNode.computeWorldMatrix(true);\r\n }\r\n }\r\n\r\n super.dispose(doNotRecurse, disposeMaterialAndTextures);\r\n }\r\n\r\n /**\r\n * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)\r\n * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false\r\n * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false\r\n * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling\r\n * @returns the current mesh\r\n */\r\n public normalizeToUnitCube(includeDescendants = true, ignoreRotation = false, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode {\r\n let storedRotation: Nullable = null;\r\n let storedRotationQuaternion: Nullable = null;\r\n\r\n if (ignoreRotation) {\r\n if (this.rotationQuaternion) {\r\n storedRotationQuaternion = this.rotationQuaternion.clone();\r\n this.rotationQuaternion.copyFromFloats(0, 0, 0, 1);\r\n } else if (this.rotation) {\r\n storedRotation = this.rotation.clone();\r\n this.rotation.copyFromFloats(0, 0, 0);\r\n }\r\n }\r\n\r\n let boundingVectors = this.getHierarchyBoundingVectors(includeDescendants, predicate);\r\n let sizeVec = boundingVectors.max.subtract(boundingVectors.min);\r\n let maxDimension = Math.max(sizeVec.x, sizeVec.y, sizeVec.z);\r\n\r\n if (maxDimension === 0) {\r\n return this;\r\n }\r\n\r\n let scale = 1 / maxDimension;\r\n\r\n this.scaling.scaleInPlace(scale);\r\n\r\n if (ignoreRotation) {\r\n if (this.rotationQuaternion && storedRotationQuaternion) {\r\n this.rotationQuaternion.copyFrom(storedRotationQuaternion);\r\n } else if (this.rotation && storedRotation) {\r\n this.rotation.copyFrom(storedRotation);\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n private _syncAbsoluteScalingAndRotation(): void {\r\n if (!this._isAbsoluteSynced) {\r\n this._worldMatrix.decompose(this._absoluteScaling, this._absoluteRotationQuaternion);\r\n this._isAbsoluteSynced = true;\r\n }\r\n }\r\n}\r\n","import { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Scalar } from \"../../Maths/math.scalar\";\r\nimport { SphericalPolynomial, SphericalHarmonics } from \"../../Maths/sphericalPolynomial\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { Nullable } from \"../../types\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { CubeMapInfo } from \"./panoramaToCubemap\";\r\nimport { ToLinearSpace } from '../../Maths/math.constants';\r\nimport { Color3 } from '../../Maths/math.color';\r\n\r\nclass FileFaceOrientation {\r\n public name: string;\r\n public worldAxisForNormal: Vector3; // the world axis corresponding to the normal to the face\r\n public worldAxisForFileX: Vector3; // the world axis corresponding to texture right x-axis in file\r\n public worldAxisForFileY: Vector3; // the world axis corresponding to texture down y-axis in file\r\n\r\n public constructor(name: string, worldAxisForNormal: Vector3, worldAxisForFileX: Vector3, worldAxisForFileY: Vector3) {\r\n this.name = name;\r\n this.worldAxisForNormal = worldAxisForNormal;\r\n this.worldAxisForFileX = worldAxisForFileX;\r\n this.worldAxisForFileY = worldAxisForFileY;\r\n }\r\n}\r\n\r\n/**\r\n * Helper class dealing with the extraction of spherical polynomial dataArray\r\n * from a cube map.\r\n */\r\nexport class CubeMapToSphericalPolynomialTools {\r\n\r\n private static FileFaces: FileFaceOrientation[] = [\r\n new FileFaceOrientation(\"right\", new Vector3(1, 0, 0), new Vector3(0, 0, -1), new Vector3(0, -1, 0)), // +X east\r\n new FileFaceOrientation(\"left\", new Vector3(-1, 0, 0), new Vector3(0, 0, 1), new Vector3(0, -1, 0)), // -X west\r\n new FileFaceOrientation(\"up\", new Vector3(0, 1, 0), new Vector3(1, 0, 0), new Vector3(0, 0, 1)), // +Y north\r\n new FileFaceOrientation(\"down\", new Vector3(0, -1, 0), new Vector3(1, 0, 0), new Vector3(0, 0, -1)), // -Y south\r\n new FileFaceOrientation(\"front\", new Vector3(0, 0, 1), new Vector3(1, 0, 0), new Vector3(0, -1, 0)), // +Z top\r\n new FileFaceOrientation(\"back\", new Vector3(0, 0, -1), new Vector3(-1, 0, 0), new Vector3(0, -1, 0))// -Z bottom\r\n ];\r\n\r\n /**\r\n * Converts a texture to the according Spherical Polynomial data.\r\n * This extracts the first 3 orders only as they are the only one used in the lighting.\r\n *\r\n * @param texture The texture to extract the information from.\r\n * @return The Spherical Polynomial data.\r\n */\r\n public static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture) {\r\n if (!texture.isCube) {\r\n // Only supports cube Textures currently.\r\n return null;\r\n }\r\n\r\n var size = texture.getSize().width;\r\n var right = texture.readPixels(0);\r\n var left = texture.readPixels(1);\r\n\r\n var up: Nullable;\r\n var down: Nullable;\r\n if (texture.isRenderTarget) {\r\n up = texture.readPixels(3);\r\n down = texture.readPixels(2);\r\n }\r\n else {\r\n up = texture.readPixels(2);\r\n down = texture.readPixels(3);\r\n }\r\n\r\n var front = texture.readPixels(4);\r\n var back = texture.readPixels(5);\r\n\r\n var gammaSpace = texture.gammaSpace;\r\n // Always read as RGBA.\r\n var format = Constants.TEXTUREFORMAT_RGBA;\r\n var type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n if (texture.textureType == Constants.TEXTURETYPE_FLOAT || texture.textureType == Constants.TEXTURETYPE_HALF_FLOAT) {\r\n type = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n\r\n var cubeInfo: CubeMapInfo = {\r\n size,\r\n right,\r\n left,\r\n up,\r\n down,\r\n front,\r\n back,\r\n format,\r\n type,\r\n gammaSpace,\r\n };\r\n\r\n return this.ConvertCubeMapToSphericalPolynomial(cubeInfo);\r\n }\r\n\r\n /**\r\n * Converts a cubemap to the according Spherical Polynomial data.\r\n * This extracts the first 3 orders only as they are the only one used in the lighting.\r\n *\r\n * @param cubeInfo The Cube map to extract the information from.\r\n * @return The Spherical Polynomial data.\r\n */\r\n public static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial {\r\n var sphericalHarmonics = new SphericalHarmonics();\r\n var totalSolidAngle = 0.0;\r\n\r\n // The (u,v) range is [-1,+1], so the distance between each texel is 2/Size.\r\n var du = 2.0 / cubeInfo.size;\r\n var dv = du;\r\n\r\n // The (u,v) of the first texel is half a texel from the corner (-1,-1).\r\n var minUV = du * 0.5 - 1.0;\r\n\r\n for (var faceIndex = 0; faceIndex < 6; faceIndex++) {\r\n var fileFace = this.FileFaces[faceIndex];\r\n var dataArray = (cubeInfo)[fileFace.name];\r\n var v = minUV;\r\n\r\n // TODO: we could perform the summation directly into a SphericalPolynomial (SP), which is more efficient than SphericalHarmonic (SH).\r\n // This is possible because during the summation we do not need the SH-specific properties, e.g. orthogonality.\r\n // Because SP is still linear, so summation is fine in that basis.\r\n const stride = cubeInfo.format === Constants.TEXTUREFORMAT_RGBA ? 4 : 3;\r\n for (var y = 0; y < cubeInfo.size; y++) {\r\n var u = minUV;\r\n\r\n for (var x = 0; x < cubeInfo.size; x++) {\r\n // World direction (not normalised)\r\n var worldDirection =\r\n fileFace.worldAxisForFileX.scale(u).add(\r\n fileFace.worldAxisForFileY.scale(v)).add(\r\n fileFace.worldAxisForNormal);\r\n worldDirection.normalize();\r\n\r\n var deltaSolidAngle = Math.pow(1.0 + u * u + v * v, -3.0 / 2.0);\r\n\r\n var r = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 0];\r\n var g = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 1];\r\n var b = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 2];\r\n\r\n // Prevent NaN harmonics with extreme HDRI data.\r\n if (isNaN(r)) { r = 0; }\r\n if (isNaN(g)) { g = 0; }\r\n if (isNaN(b)) { b = 0; }\r\n\r\n // Handle Integer types.\r\n if (cubeInfo.type === Constants.TEXTURETYPE_UNSIGNED_INT) {\r\n r /= 255;\r\n g /= 255;\r\n b /= 255;\r\n }\r\n\r\n // Handle Gamma space textures.\r\n if (cubeInfo.gammaSpace) {\r\n r = Math.pow(Scalar.Clamp(r), ToLinearSpace);\r\n g = Math.pow(Scalar.Clamp(g), ToLinearSpace);\r\n b = Math.pow(Scalar.Clamp(b), ToLinearSpace);\r\n }\r\n\r\n // Prevent to explode in case of really high dynamic ranges.\r\n // sh 3 would not be enough to accurately represent it.\r\n const max = 4096;\r\n r = Scalar.Clamp(r, 0, max);\r\n g = Scalar.Clamp(g, 0, max);\r\n b = Scalar.Clamp(b, 0, max);\r\n\r\n var color = new Color3(r, g, b);\r\n\r\n sphericalHarmonics.addLight(worldDirection, color, deltaSolidAngle);\r\n\r\n totalSolidAngle += deltaSolidAngle;\r\n\r\n u += du;\r\n }\r\n\r\n v += dv;\r\n }\r\n }\r\n\r\n // Solid angle for entire sphere is 4*pi\r\n var sphereSolidAngle = 4.0 * Math.PI;\r\n\r\n // Adjust the solid angle to allow for how many faces we processed.\r\n var facesProcessed = 6.0;\r\n var expectedSolidAngle = sphereSolidAngle * facesProcessed / 6.0;\r\n\r\n // Adjust the harmonics so that the accumulated solid angle matches the expected solid angle.\r\n // This is needed because the numerical integration over the cube uses a\r\n // small angle approximation of solid angle for each texel (see deltaSolidAngle),\r\n // and also to compensate for accumulative error due to float precision in the summation.\r\n var correctionFactor = expectedSolidAngle / totalSolidAngle;\r\n sphericalHarmonics.scaleInPlace(correctionFactor);\r\n\r\n sphericalHarmonics.convertIncidentRadianceToIrradiance();\r\n sphericalHarmonics.convertIrradianceToLambertianRadiance();\r\n\r\n return SphericalPolynomial.FromHarmonics(sphericalHarmonics);\r\n }\r\n}\r\n","import { CubeMapInfo, PanoramaToCubeMapTools } from \"./panoramaToCubemap\";\r\n\r\n/**\r\n * Header information of HDR texture files.\r\n */\r\nexport interface HDRInfo {\r\n /**\r\n * The height of the texture in pixels.\r\n */\r\n height: number;\r\n\r\n /**\r\n * The width of the texture in pixels.\r\n */\r\n width: number;\r\n\r\n /**\r\n * The index of the beginning of the data in the binary file.\r\n */\r\n dataPosition: number;\r\n}\r\n\r\n/**\r\n * This groups tools to convert HDR texture to native colors array.\r\n */\r\nexport class HDRTools {\r\n\r\n private static Ldexp(mantissa: number, exponent: number): number {\r\n if (exponent > 1023) {\r\n return mantissa * Math.pow(2, 1023) * Math.pow(2, exponent - 1023);\r\n }\r\n\r\n if (exponent < -1074) {\r\n return mantissa * Math.pow(2, -1074) * Math.pow(2, exponent + 1074);\r\n }\r\n\r\n return mantissa * Math.pow(2, exponent);\r\n }\r\n\r\n private static Rgbe2float(float32array: Float32Array,\r\n red: number, green: number, blue: number, exponent: number,\r\n index: number) {\r\n if (exponent > 0) { /*nonzero pixel*/\r\n exponent = this.Ldexp(1.0, exponent - (128 + 8));\r\n\r\n float32array[index + 0] = red * exponent;\r\n float32array[index + 1] = green * exponent;\r\n float32array[index + 2] = blue * exponent;\r\n }\r\n else {\r\n float32array[index + 0] = 0;\r\n float32array[index + 1] = 0;\r\n float32array[index + 2] = 0;\r\n }\r\n }\r\n\r\n private static readStringLine(uint8array: Uint8Array, startIndex: number): string {\r\n var line = \"\";\r\n var character = \"\";\r\n\r\n for (var i = startIndex; i < uint8array.length - startIndex; i++) {\r\n character = String.fromCharCode(uint8array[i]);\r\n\r\n if (character == \"\\n\") {\r\n break;\r\n }\r\n\r\n line += character;\r\n }\r\n\r\n return line;\r\n }\r\n\r\n /**\r\n * Reads header information from an RGBE texture stored in a native array.\r\n * More information on this format are available here:\r\n * https://en.wikipedia.org/wiki/RGBE_image_format\r\n *\r\n * @param uint8array The binary file stored in native array.\r\n * @return The header information.\r\n */\r\n public static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo {\r\n var height: number = 0;\r\n var width: number = 0;\r\n\r\n var line = this.readStringLine(uint8array, 0);\r\n if (line[0] != '#' || line[1] != '?') {\r\n throw \"Bad HDR Format.\";\r\n }\r\n\r\n var endOfHeader = false;\r\n var findFormat = false;\r\n var lineIndex: number = 0;\r\n\r\n do {\r\n lineIndex += (line.length + 1);\r\n line = this.readStringLine(uint8array, lineIndex);\r\n\r\n if (line == \"FORMAT=32-bit_rle_rgbe\") {\r\n findFormat = true;\r\n }\r\n else if (line.length == 0) {\r\n endOfHeader = true;\r\n }\r\n } while (!endOfHeader);\r\n\r\n if (!findFormat) {\r\n throw \"HDR Bad header format, unsupported FORMAT\";\r\n }\r\n\r\n lineIndex += (line.length + 1);\r\n line = this.readStringLine(uint8array, lineIndex);\r\n\r\n var sizeRegexp = /^\\-Y (.*) \\+X (.*)$/g;\r\n var match = sizeRegexp.exec(line);\r\n\r\n // TODO. Support +Y and -X if needed.\r\n if (!match || match.length < 3) {\r\n throw \"HDR Bad header format, no size\";\r\n }\r\n width = parseInt(match[2]);\r\n height = parseInt(match[1]);\r\n\r\n if (width < 8 || width > 0x7fff) {\r\n throw \"HDR Bad header format, unsupported size\";\r\n }\r\n\r\n lineIndex += (line.length + 1);\r\n\r\n return {\r\n height: height,\r\n width: width,\r\n dataPosition: lineIndex\r\n };\r\n }\r\n\r\n /**\r\n * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.\r\n * This RGBE texture needs to store the information as a panorama.\r\n *\r\n * More information on this format are available here:\r\n * https://en.wikipedia.org/wiki/RGBE_image_format\r\n *\r\n * @param buffer The binary file stored in an array buffer.\r\n * @param size The expected size of the extracted cubemap.\r\n * @return The Cube Map information.\r\n */\r\n public static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo {\r\n var uint8array = new Uint8Array(buffer);\r\n var hdrInfo = this.RGBE_ReadHeader(uint8array);\r\n var data = this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);\r\n\r\n var cubeMapData = PanoramaToCubeMapTools.ConvertPanoramaToCubemap(data, hdrInfo.width, hdrInfo.height, size);\r\n\r\n return cubeMapData;\r\n }\r\n\r\n /**\r\n * Returns the pixels data extracted from an RGBE texture.\r\n * This pixels will be stored left to right up to down in the R G B order in one array.\r\n *\r\n * More information on this format are available here:\r\n * https://en.wikipedia.org/wiki/RGBE_image_format\r\n *\r\n * @param uint8array The binary file stored in an array buffer.\r\n * @param hdrInfo The header information of the file.\r\n * @return The pixels data in RGB right to left up to down order.\r\n */\r\n public static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array {\r\n // Keep for multi format supports.\r\n return this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);\r\n }\r\n\r\n private static RGBE_ReadPixels_RLE(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array {\r\n var num_scanlines = hdrInfo.height;\r\n var scanline_width = hdrInfo.width;\r\n\r\n var a: number, b: number, c: number, d: number, count: number;\r\n var dataIndex = hdrInfo.dataPosition;\r\n var index = 0, endIndex = 0, i = 0;\r\n\r\n var scanLineArrayBuffer = new ArrayBuffer(scanline_width * 4); // four channel R G B E\r\n var scanLineArray = new Uint8Array(scanLineArrayBuffer);\r\n\r\n // 3 channels of 4 bytes per pixel in float.\r\n var resultBuffer = new ArrayBuffer(hdrInfo.width * hdrInfo.height * 4 * 3);\r\n var resultArray = new Float32Array(resultBuffer);\r\n\r\n // read in each successive scanline\r\n while (num_scanlines > 0) {\r\n a = uint8array[dataIndex++];\r\n b = uint8array[dataIndex++];\r\n c = uint8array[dataIndex++];\r\n d = uint8array[dataIndex++];\r\n\r\n if (a != 2 || b != 2 || (c & 0x80)) {\r\n // this file is not run length encoded\r\n throw \"HDR Bad header format, not RLE\";\r\n }\r\n\r\n if (((c << 8) | d) != scanline_width) {\r\n throw \"HDR Bad header format, wrong scan line width\";\r\n }\r\n\r\n index = 0;\r\n\r\n // read each of the four channels for the scanline into the buffer\r\n for (i = 0; i < 4; i++) {\r\n endIndex = (i + 1) * scanline_width;\r\n\r\n while (index < endIndex) {\r\n a = uint8array[dataIndex++];\r\n b = uint8array[dataIndex++];\r\n\r\n if (a > 128) {\r\n // a run of the same value\r\n count = a - 128;\r\n if ((count == 0) || (count > endIndex - index)) {\r\n throw \"HDR Bad Format, bad scanline data (run)\";\r\n }\r\n\r\n while (count-- > 0) {\r\n scanLineArray[index++] = b;\r\n }\r\n }\r\n else {\r\n // a non-run\r\n count = a;\r\n if ((count == 0) || (count > endIndex - index)) {\r\n throw \"HDR Bad Format, bad scanline data (non-run)\";\r\n }\r\n\r\n scanLineArray[index++] = b;\r\n if (--count > 0) {\r\n for (var j = 0; j < count; j++) {\r\n scanLineArray[index++] = uint8array[dataIndex++];\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n // now convert data from buffer into floats\r\n for (i = 0; i < scanline_width; i++) {\r\n a = scanLineArray[i];\r\n b = scanLineArray[i + scanline_width];\r\n c = scanLineArray[i + 2 * scanline_width];\r\n d = scanLineArray[i + 3 * scanline_width];\r\n\r\n this.Rgbe2float(resultArray,\r\n a, b, c, d,\r\n (hdrInfo.height - num_scanlines) * scanline_width * 3 + i * 3);\r\n }\r\n\r\n num_scanlines--;\r\n }\r\n\r\n return resultArray;\r\n }\r\n}\r\n","export * from \"./cubemapToSphericalPolynomial\";\r\nexport * from \"./hdr\";\r\nexport * from \"./panoramaToCubemap\";","import { Nullable } from \"../../types\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Constants } from \"../../Engines/constants\";\r\n\r\n/**\r\n * CubeMap information grouping all the data for each faces as well as the cubemap size.\r\n */\r\nexport interface CubeMapInfo {\r\n /**\r\n * The pixel array for the front face.\r\n * This is stored in format, left to right, up to down format.\r\n */\r\n front: Nullable;\r\n\r\n /**\r\n * The pixel array for the back face.\r\n * This is stored in format, left to right, up to down format.\r\n */\r\n back: Nullable;\r\n\r\n /**\r\n * The pixel array for the left face.\r\n * This is stored in format, left to right, up to down format.\r\n */\r\n left: Nullable;\r\n\r\n /**\r\n * The pixel array for the right face.\r\n * This is stored in format, left to right, up to down format.\r\n */\r\n right: Nullable;\r\n\r\n /**\r\n * The pixel array for the up face.\r\n * This is stored in format, left to right, up to down format.\r\n */\r\n up: Nullable;\r\n\r\n /**\r\n * The pixel array for the down face.\r\n * This is stored in format, left to right, up to down format.\r\n */\r\n down: Nullable;\r\n\r\n /**\r\n * The size of the cubemap stored.\r\n *\r\n * Each faces will be size * size pixels.\r\n */\r\n size: number;\r\n\r\n /**\r\n * The format of the texture.\r\n *\r\n * RGBA, RGB.\r\n */\r\n format: number;\r\n\r\n /**\r\n * The type of the texture data.\r\n *\r\n * UNSIGNED_INT, FLOAT.\r\n */\r\n type: number;\r\n\r\n /**\r\n * Specifies whether the texture is in gamma space.\r\n */\r\n gammaSpace: boolean;\r\n}\r\n\r\n/**\r\n * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.\r\n */\r\nexport class PanoramaToCubeMapTools {\r\n\r\n private static FACE_LEFT = [\r\n new Vector3(-1.0, -1.0, -1.0),\r\n new Vector3(1.0, -1.0, -1.0),\r\n new Vector3(-1.0, 1.0, -1.0),\r\n new Vector3(1.0, 1.0, -1.0)\r\n ];\r\n private static FACE_RIGHT = [\r\n new Vector3(1.0, -1.0, 1.0),\r\n new Vector3(-1.0, -1.0, 1.0),\r\n new Vector3(1.0, 1.0, 1.0),\r\n new Vector3(-1.0, 1.0, 1.0)\r\n ];\r\n private static FACE_FRONT = [\r\n new Vector3(1.0, -1.0, -1.0),\r\n new Vector3(1.0, -1.0, 1.0),\r\n new Vector3(1.0, 1.0, -1.0),\r\n new Vector3(1.0, 1.0, 1.0)\r\n ];\r\n private static FACE_BACK = [\r\n new Vector3(-1.0, -1.0, 1.0),\r\n new Vector3(-1.0, -1.0, -1.0),\r\n new Vector3(-1.0, 1.0, 1.0),\r\n new Vector3(-1.0, 1.0, -1.0)\r\n ];\r\n private static FACE_DOWN = [\r\n new Vector3(1.0, 1.0, -1.0),\r\n new Vector3(1.0, 1.0, 1.0),\r\n new Vector3(-1.0, 1.0, -1.0),\r\n new Vector3(-1.0, 1.0, 1.0),\r\n ];\r\n private static FACE_UP = [\r\n new Vector3(-1.0, -1.0, -1.0),\r\n new Vector3(-1.0, -1.0, 1.0),\r\n new Vector3(1.0, -1.0, -1.0),\r\n new Vector3(1.0, -1.0, 1.0),\r\n ];\r\n\r\n /**\r\n * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).\r\n *\r\n * @param float32Array The source data.\r\n * @param inputWidth The width of the input panorama.\r\n * @param inputHeight The height of the input panorama.\r\n * @param size The willing size of the generated cubemap (each faces will be size * size pixels)\r\n * @return The cubemap data\r\n */\r\n public static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo {\r\n if (!float32Array) {\r\n throw \"ConvertPanoramaToCubemap: input cannot be null\";\r\n }\r\n\r\n if (float32Array.length != inputWidth * inputHeight * 3) {\r\n throw \"ConvertPanoramaToCubemap: input size is wrong\";\r\n }\r\n\r\n var textureFront = this.CreateCubemapTexture(size, this.FACE_FRONT, float32Array, inputWidth, inputHeight);\r\n var textureBack = this.CreateCubemapTexture(size, this.FACE_BACK, float32Array, inputWidth, inputHeight);\r\n var textureLeft = this.CreateCubemapTexture(size, this.FACE_LEFT, float32Array, inputWidth, inputHeight);\r\n var textureRight = this.CreateCubemapTexture(size, this.FACE_RIGHT, float32Array, inputWidth, inputHeight);\r\n var textureUp = this.CreateCubemapTexture(size, this.FACE_UP, float32Array, inputWidth, inputHeight);\r\n var textureDown = this.CreateCubemapTexture(size, this.FACE_DOWN, float32Array, inputWidth, inputHeight);\r\n\r\n return {\r\n front: textureFront,\r\n back: textureBack,\r\n left: textureLeft,\r\n right: textureRight,\r\n up: textureUp,\r\n down: textureDown,\r\n size: size,\r\n type: Constants.TEXTURETYPE_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGB,\r\n gammaSpace: false,\r\n };\r\n }\r\n\r\n private static CreateCubemapTexture(texSize: number, faceData: Vector3[], float32Array: Float32Array, inputWidth: number, inputHeight: number) {\r\n var buffer = new ArrayBuffer(texSize * texSize * 4 * 3);\r\n var textureArray = new Float32Array(buffer);\r\n\r\n var rotDX1 = faceData[1].subtract(faceData[0]).scale(1 / texSize);\r\n var rotDX2 = faceData[3].subtract(faceData[2]).scale(1 / texSize);\r\n\r\n var dy = 1 / texSize;\r\n var fy = 0;\r\n\r\n for (var y = 0; y < texSize; y++) {\r\n var xv1 = faceData[0];\r\n var xv2 = faceData[2];\r\n\r\n for (var x = 0; x < texSize; x++) {\r\n var v = xv2.subtract(xv1).scale(fy).add(xv1);\r\n v.normalize();\r\n\r\n var color = this.CalcProjectionSpherical(v, float32Array, inputWidth, inputHeight);\r\n\r\n // 3 channels per pixels\r\n textureArray[y * texSize * 3 + (x * 3) + 0] = color.r;\r\n textureArray[y * texSize * 3 + (x * 3) + 1] = color.g;\r\n textureArray[y * texSize * 3 + (x * 3) + 2] = color.b;\r\n\r\n xv1 = xv1.add(rotDX1);\r\n xv2 = xv2.add(rotDX2);\r\n }\r\n\r\n fy += dy;\r\n }\r\n\r\n return textureArray;\r\n }\r\n\r\n private static CalcProjectionSpherical(vDir: Vector3, float32Array: Float32Array, inputWidth: number, inputHeight: number): any {\r\n var theta = Math.atan2(vDir.z, vDir.x);\r\n var phi = Math.acos(vDir.y);\r\n\r\n while (theta < -Math.PI) { theta += 2 * Math.PI; }\r\n while (theta > Math.PI) { theta -= 2 * Math.PI; }\r\n\r\n var dx = theta / Math.PI;\r\n var dy = phi / Math.PI;\r\n\r\n // recenter.\r\n dx = dx * 0.5 + 0.5;\r\n\r\n var px = Math.round(dx * inputWidth);\r\n if (px < 0) { px = 0; }\r\n else if (px >= inputWidth) { px = inputWidth - 1; }\r\n\r\n var py = Math.round(dy * inputHeight);\r\n if (py < 0) { py = 0; }\r\n else if (py >= inputHeight) { py = inputHeight - 1; }\r\n\r\n var inputY = (inputHeight - py - 1);\r\n var r = float32Array[inputY * inputWidth * 3 + (px * 3) + 0];\r\n var g = float32Array[inputY * inputWidth * 3 + (px * 3) + 1];\r\n var b = float32Array[inputY * inputWidth * 3 + (px * 3) + 2];\r\n\r\n return {\r\n r: r,\r\n g: g,\r\n b: b\r\n };\r\n }\r\n}\r\n","/**\r\n * Class used to evalaute queries containing `and` and `or` operators\r\n */\r\nexport class AndOrNotEvaluator {\r\n /**\r\n * Evaluate a query\r\n * @param query defines the query to evaluate\r\n * @param evaluateCallback defines the callback used to filter result\r\n * @returns true if the query matches\r\n */\r\n public static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean {\r\n if (!query.match(/\\([^\\(\\)]*\\)/g)) {\r\n query = AndOrNotEvaluator._HandleParenthesisContent(query, evaluateCallback);\r\n }\r\n else {\r\n query = query.replace(/\\([^\\(\\)]*\\)/g, (r) => {\r\n // remove parenthesis\r\n r = r.slice(1, r.length - 1);\r\n return AndOrNotEvaluator._HandleParenthesisContent(r, evaluateCallback);\r\n });\r\n }\r\n\r\n if (query === \"true\") {\r\n return true;\r\n }\r\n\r\n if (query === \"false\") {\r\n return false;\r\n }\r\n\r\n return AndOrNotEvaluator.Eval(query, evaluateCallback);\r\n }\r\n\r\n private static _HandleParenthesisContent(parenthesisContent: string, evaluateCallback: (val: string) => boolean): string {\r\n evaluateCallback = evaluateCallback || ((r) => {\r\n return r === \"true\" ? true : false;\r\n });\r\n\r\n var result;\r\n var or = parenthesisContent.split(\"||\");\r\n\r\n for (var i in or) {\r\n if (or.hasOwnProperty(i)) {\r\n var ori = AndOrNotEvaluator._SimplifyNegation(or[i].trim());\r\n var and = ori.split(\"&&\");\r\n\r\n if (and.length > 1) {\r\n for (var j = 0; j < and.length; ++j) {\r\n var andj = AndOrNotEvaluator._SimplifyNegation(and[j].trim());\r\n if (andj !== \"true\" && andj !== \"false\") {\r\n if (andj[0] === \"!\") {\r\n result = !evaluateCallback(andj.substring(1));\r\n }\r\n else {\r\n result = evaluateCallback(andj);\r\n }\r\n }\r\n else {\r\n result = andj === \"true\" ? true : false;\r\n }\r\n if (!result) { // no need to continue since 'false && ... && ...' will always return false\r\n ori = \"false\";\r\n break;\r\n }\r\n }\r\n }\r\n\r\n if (result || ori === \"true\") { // no need to continue since 'true || ... || ...' will always return true\r\n result = true;\r\n break;\r\n }\r\n\r\n // result equals false (or undefined)\r\n\r\n if (ori !== \"true\" && ori !== \"false\") {\r\n if (ori[0] === \"!\") {\r\n result = !evaluateCallback(ori.substring(1));\r\n }\r\n else {\r\n result = evaluateCallback(ori);\r\n }\r\n }\r\n else {\r\n result = ori === \"true\" ? true : false;\r\n }\r\n }\r\n }\r\n\r\n // the whole parenthesis scope is replaced by 'true' or 'false'\r\n return result ? \"true\" : \"false\";\r\n }\r\n\r\n private static _SimplifyNegation(booleanString: string): string {\r\n booleanString = booleanString.replace(/^[\\s!]+/, (r) => {\r\n // remove whitespaces\r\n r = r.replace(/[\\s]/g, () => \"\");\r\n return r.length % 2 ? \"!\" : \"\";\r\n });\r\n\r\n booleanString = booleanString.trim();\r\n\r\n if (booleanString === \"!true\") {\r\n booleanString = \"false\";\r\n }\r\n else if (booleanString === \"!false\") {\r\n booleanString = \"true\";\r\n }\r\n\r\n return booleanString;\r\n }\r\n}\r\n","/**\r\n * Class containing a set of static utilities functions for arrays.\r\n */\r\nexport class ArrayTools {\r\n /**\r\n * Returns an array of the given size filled with element built from the given constructor and the paramters\r\n * @param size the number of element to construct and put in the array\r\n * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.\r\n * @returns a new array filled with new objects\r\n */\r\n public static BuildArray(size: number, itemBuilder: () => T): Array {\r\n const a: T[] = [];\r\n for (let i = 0; i < size; ++i) {\r\n a.push(itemBuilder());\r\n }\r\n return a;\r\n }\r\n}","import { Scene } from \"../scene\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { IParticleSystem } from \"../Particles/IParticleSystem\";\r\nimport { Skeleton } from \"../Bones/skeleton\";\r\nimport { SceneLoader } from \"../Loading/sceneLoader\";\r\nimport { Tools } from \"./tools\";\r\nimport { Observable } from \"./observable\";\r\nimport { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { CubeTexture } from \"../Materials/Textures/cubeTexture\";\r\nimport { HDRCubeTexture } from \"../Materials/Textures/hdrCubeTexture\";\r\nimport { EquiRectangularCubeTexture } from \"../Materials/Textures/equiRectangularCubeTexture\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { AnimationGroup } from '../Animations/animationGroup';\r\n\r\n/**\r\n * Defines the list of states available for a task inside a AssetsManager\r\n */\r\nexport enum AssetTaskState {\r\n /**\r\n * Initialization\r\n */\r\n INIT,\r\n /**\r\n * Running\r\n */\r\n RUNNING,\r\n /**\r\n * Done\r\n */\r\n DONE,\r\n /**\r\n * Error\r\n */\r\n ERROR\r\n}\r\n\r\n/**\r\n * Define an abstract asset task used with a AssetsManager class to load assets into a scene\r\n */\r\nexport abstract class AbstractAssetTask {\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onSuccess: (task: any) => void;\r\n\r\n /**\r\n * Callback called when the task is not successful\r\n */\r\n public onError: (task: any, message?: string, exception?: any) => void;\r\n\r\n /**\r\n * Creates a new AssetsManager\r\n * @param name defines the name of the task\r\n */\r\n constructor(\r\n /**\r\n * Task name\r\n */public name: string) {\r\n }\r\n\r\n private _isCompleted = false;\r\n private _taskState = AssetTaskState.INIT;\r\n private _errorObject: { message?: string; exception?: any; };\r\n\r\n /**\r\n * Get if the task is completed\r\n */\r\n public get isCompleted(): boolean {\r\n return this._isCompleted;\r\n }\r\n\r\n /**\r\n * Gets the current state of the task\r\n */\r\n public get taskState(): AssetTaskState {\r\n return this._taskState;\r\n }\r\n\r\n /**\r\n * Gets the current error object (if task is in error)\r\n */\r\n public get errorObject(): { message?: string; exception?: any; } {\r\n return this._errorObject;\r\n }\r\n\r\n /**\r\n * Internal only\r\n * @hidden\r\n */\r\n public _setErrorObject(message?: string, exception?: any) {\r\n if (this._errorObject) {\r\n return;\r\n }\r\n\r\n this._errorObject = {\r\n message: message,\r\n exception: exception\r\n };\r\n }\r\n\r\n /**\r\n * Execute the current task\r\n * @param scene defines the scene where you want your assets to be loaded\r\n * @param onSuccess is a callback called when the task is successfully executed\r\n * @param onError is a callback called if an error occurs\r\n */\r\n public run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void) {\r\n this._taskState = AssetTaskState.RUNNING;\r\n this.runTask(scene, () => {\r\n this.onDoneCallback(onSuccess, onError);\r\n }, (msg, exception) => {\r\n this.onErrorCallback(onError, msg, exception);\r\n });\r\n }\r\n\r\n /**\r\n * Execute the current task\r\n * @param scene defines the scene where you want your assets to be loaded\r\n * @param onSuccess is a callback called when the task is successfully executed\r\n * @param onError is a callback called if an error occurs\r\n */\r\n public runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void) {\r\n throw new Error(\"runTask is not implemented\");\r\n }\r\n\r\n /**\r\n * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.\r\n * This can be used with failed tasks that have the reason for failure fixed.\r\n */\r\n public reset() {\r\n this._taskState = AssetTaskState.INIT;\r\n }\r\n\r\n private onErrorCallback(onError: (message?: string, exception?: any) => void, message?: string, exception?: any) {\r\n this._taskState = AssetTaskState.ERROR;\r\n\r\n this._errorObject = {\r\n message: message,\r\n exception: exception\r\n };\r\n\r\n if (this.onError) {\r\n this.onError(this, message, exception);\r\n }\r\n\r\n onError();\r\n }\r\n\r\n private onDoneCallback(onSuccess: () => void, onError: (message?: string, exception?: any) => void) {\r\n try {\r\n this._taskState = AssetTaskState.DONE;\r\n this._isCompleted = true;\r\n\r\n if (this.onSuccess) {\r\n this.onSuccess(this);\r\n }\r\n\r\n onSuccess();\r\n } catch (e) {\r\n this.onErrorCallback(onError, \"Task is done, error executing success callback(s)\", e);\r\n }\r\n }\r\n\r\n}\r\n\r\n/**\r\n * Define the interface used by progress events raised during assets loading\r\n */\r\nexport interface IAssetsProgressEvent {\r\n /**\r\n * Defines the number of remaining tasks to process\r\n */\r\n remainingCount: number;\r\n /**\r\n * Defines the total number of tasks\r\n */\r\n totalCount: number;\r\n /**\r\n * Defines the task that was just processed\r\n */\r\n task: AbstractAssetTask;\r\n}\r\n\r\n/**\r\n * Class used to share progress information about assets loading\r\n */\r\nexport class AssetsProgressEvent implements IAssetsProgressEvent {\r\n /**\r\n * Defines the number of remaining tasks to process\r\n */\r\n public remainingCount: number;\r\n /**\r\n * Defines the total number of tasks\r\n */\r\n public totalCount: number;\r\n /**\r\n * Defines the task that was just processed\r\n */\r\n public task: AbstractAssetTask;\r\n\r\n /**\r\n * Creates a AssetsProgressEvent\r\n * @param remainingCount defines the number of remaining tasks to process\r\n * @param totalCount defines the total number of tasks\r\n * @param task defines the task that was just processed\r\n */\r\n constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask) {\r\n this.remainingCount = remainingCount;\r\n this.totalCount = totalCount;\r\n this.task = task;\r\n }\r\n}\r\n\r\n/**\r\n * Define a task used by AssetsManager to load meshes\r\n */\r\nexport class MeshAssetTask extends AbstractAssetTask {\r\n /**\r\n * Gets the list of loaded meshes\r\n */\r\n public loadedMeshes: Array;\r\n /**\r\n * Gets the list of loaded particle systems\r\n */\r\n public loadedParticleSystems: Array;\r\n /**\r\n * Gets the list of loaded skeletons\r\n */\r\n public loadedSkeletons: Array;\r\n /**\r\n * Gets the list of loaded animation groups\r\n */\r\n public loadedAnimationGroups: Array;\r\n\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onSuccess: (task: MeshAssetTask) => void;\r\n\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onError: (task: MeshAssetTask, message?: string, exception?: any) => void;\r\n\r\n /**\r\n * Creates a new MeshAssetTask\r\n * @param name defines the name of the task\r\n * @param meshesNames defines the list of mesh's names you want to load\r\n * @param rootUrl defines the root url to use as a base to load your meshes and associated resources\r\n * @param sceneFilename defines the filename or File of the scene to load from\r\n */\r\n constructor(\r\n /**\r\n * Defines the name of the task\r\n */\r\n public name: string,\r\n /**\r\n * Defines the list of mesh's names you want to load\r\n */\r\n public meshesNames: any,\r\n /**\r\n * Defines the root url to use as a base to load your meshes and associated resources\r\n */\r\n public rootUrl: string,\r\n /**\r\n * Defines the filename or File of the scene to load from\r\n */\r\n public sceneFilename: string | File) {\r\n super(name);\r\n }\r\n\r\n /**\r\n * Execute the current task\r\n * @param scene defines the scene where you want your assets to be loaded\r\n * @param onSuccess is a callback called when the task is successfully executed\r\n * @param onError is a callback called if an error occurs\r\n */\r\n public runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void) {\r\n SceneLoader.ImportMesh(this.meshesNames, this.rootUrl, this.sceneFilename, scene,\r\n (meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], animationGroups: AnimationGroup[]) => {\r\n this.loadedMeshes = meshes;\r\n this.loadedParticleSystems = particleSystems;\r\n this.loadedSkeletons = skeletons;\r\n this.loadedAnimationGroups = animationGroups;\r\n onSuccess();\r\n }, null, (scene, message, exception) => {\r\n onError(message, exception);\r\n }\r\n );\r\n }\r\n}\r\n\r\n/**\r\n * Define a task used by AssetsManager to load text content\r\n */\r\nexport class TextFileAssetTask extends AbstractAssetTask {\r\n /**\r\n * Gets the loaded text string\r\n */\r\n public text: string;\r\n\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onSuccess: (task: TextFileAssetTask) => void;\r\n\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;\r\n\r\n /**\r\n * Creates a new TextFileAssetTask object\r\n * @param name defines the name of the task\r\n * @param url defines the location of the file to load\r\n */\r\n constructor(\r\n /**\r\n * Defines the name of the task\r\n */\r\n public name: string,\r\n /**\r\n * Defines the location of the file to load\r\n */\r\n public url: string) {\r\n super(name);\r\n }\r\n\r\n /**\r\n * Execute the current task\r\n * @param scene defines the scene where you want your assets to be loaded\r\n * @param onSuccess is a callback called when the task is successfully executed\r\n * @param onError is a callback called if an error occurs\r\n */\r\n public runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void) {\r\n scene._loadFile(this.url, (data) => {\r\n this.text = data as string;\r\n onSuccess();\r\n }, undefined, false, false, (request, exception) => {\r\n if (request) {\r\n onError(request.status + \" \" + request.statusText, exception);\r\n }\r\n });\r\n }\r\n}\r\n\r\n/**\r\n * Define a task used by AssetsManager to load binary data\r\n */\r\nexport class BinaryFileAssetTask extends AbstractAssetTask {\r\n /**\r\n * Gets the lodaded data (as an array buffer)\r\n */\r\n public data: ArrayBuffer;\r\n\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onSuccess: (task: BinaryFileAssetTask) => void;\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;\r\n\r\n /**\r\n * Creates a new BinaryFileAssetTask object\r\n * @param name defines the name of the new task\r\n * @param url defines the location of the file to load\r\n */\r\n constructor(\r\n /**\r\n * Defines the name of the task\r\n */\r\n public name: string,\r\n /**\r\n * Defines the location of the file to load\r\n */\r\n public url: string) {\r\n super(name);\r\n }\r\n\r\n /**\r\n * Execute the current task\r\n * @param scene defines the scene where you want your assets to be loaded\r\n * @param onSuccess is a callback called when the task is successfully executed\r\n * @param onError is a callback called if an error occurs\r\n */\r\n public runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void) {\r\n scene._loadFile(this.url, (data) => {\r\n this.data = data as ArrayBuffer;\r\n onSuccess();\r\n }, undefined, true, true, (request, exception) => {\r\n if (request) {\r\n onError(request.status + \" \" + request.statusText, exception);\r\n }\r\n });\r\n }\r\n}\r\n\r\n/**\r\n * Define a task used by AssetsManager to load images\r\n */\r\nexport class ImageAssetTask extends AbstractAssetTask {\r\n /**\r\n * Gets the loaded images\r\n */\r\n public image: HTMLImageElement;\r\n\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onSuccess: (task: ImageAssetTask) => void;\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onError: (task: ImageAssetTask, message?: string, exception?: any) => void;\r\n\r\n /**\r\n * Creates a new ImageAssetTask\r\n * @param name defines the name of the task\r\n * @param url defines the location of the image to load\r\n */\r\n constructor(\r\n /**\r\n * Defines the name of the task\r\n */\r\n public name: string,\r\n /**\r\n * Defines the location of the image to load\r\n */\r\n public url: string) {\r\n super(name);\r\n }\r\n\r\n /**\r\n * Execute the current task\r\n * @param scene defines the scene where you want your assets to be loaded\r\n * @param onSuccess is a callback called when the task is successfully executed\r\n * @param onError is a callback called if an error occurs\r\n */\r\n public runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void) {\r\n var img = new Image();\r\n\r\n Tools.SetCorsBehavior(this.url, img);\r\n\r\n img.onload = () => {\r\n this.image = img;\r\n onSuccess();\r\n };\r\n\r\n img.onerror = (err: string | Event): any => {\r\n onError(\"Error loading image\", err);\r\n };\r\n\r\n img.src = this.url;\r\n }\r\n}\r\n\r\n/**\r\n * Defines the interface used by texture loading tasks\r\n */\r\nexport interface ITextureAssetTask {\r\n /**\r\n * Gets the loaded texture\r\n */\r\n texture: TEX;\r\n}\r\n\r\n/**\r\n * Define a task used by AssetsManager to load 2D textures\r\n */\r\nexport class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask {\r\n /**\r\n * Gets the loaded texture\r\n */\r\n public texture: Texture;\r\n\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onSuccess: (task: TextureAssetTask) => void;\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onError: (task: TextureAssetTask, message?: string, exception?: any) => void;\r\n\r\n /**\r\n * Creates a new TextureAssetTask object\r\n * @param name defines the name of the task\r\n * @param url defines the location of the file to load\r\n * @param noMipmap defines if mipmap should not be generated (default is false)\r\n * @param invertY defines if texture must be inverted on Y axis (default is true)\r\n * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)\r\n */\r\n constructor(\r\n /**\r\n * Defines the name of the task\r\n */\r\n public name: string,\r\n /**\r\n * Defines the location of the file to load\r\n */\r\n public url: string,\r\n /**\r\n * Defines if mipmap should not be generated (default is false)\r\n */\r\n public noMipmap?: boolean,\r\n /**\r\n * Defines if texture must be inverted on Y axis (default is true)\r\n */\r\n public invertY: boolean = true,\r\n /**\r\n * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)\r\n */\r\n public samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE) {\r\n super(name);\r\n }\r\n\r\n /**\r\n * Execute the current task\r\n * @param scene defines the scene where you want your assets to be loaded\r\n * @param onSuccess is a callback called when the task is successfully executed\r\n * @param onError is a callback called if an error occurs\r\n */\r\n public runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void) {\r\n\r\n var onload = () => {\r\n onSuccess();\r\n };\r\n\r\n var onerror = (message?: string, exception?: any) => {\r\n onError(message, exception);\r\n };\r\n\r\n this.texture = new Texture(this.url, scene, this.noMipmap, this.invertY, this.samplingMode, onload, onerror);\r\n }\r\n}\r\n\r\n/**\r\n * Define a task used by AssetsManager to load cube textures\r\n */\r\nexport class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask {\r\n /**\r\n * Gets the loaded texture\r\n */\r\n public texture: CubeTexture;\r\n\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onSuccess: (task: CubeTextureAssetTask) => void;\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;\r\n\r\n /**\r\n * Creates a new CubeTextureAssetTask\r\n * @param name defines the name of the task\r\n * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)\r\n * @param extensions defines the extensions to use to load files ([\"_px\", \"_py\", \"_pz\", \"_nx\", \"_ny\", \"_nz\"] by default)\r\n * @param noMipmap defines if mipmaps should not be generated (default is false)\r\n * @param files defines the explicit list of files (undefined by default)\r\n */\r\n constructor(\r\n /**\r\n * Defines the name of the task\r\n */\r\n public name: string,\r\n /**\r\n * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)\r\n */\r\n public url: string,\r\n /**\r\n * Defines the extensions to use to load files ([\"_px\", \"_py\", \"_pz\", \"_nx\", \"_ny\", \"_nz\"] by default)\r\n */\r\n public extensions?: string[],\r\n /**\r\n * Defines if mipmaps should not be generated (default is false)\r\n */\r\n public noMipmap?: boolean,\r\n /**\r\n * Defines the explicit list of files (undefined by default)\r\n */\r\n public files?: string[]) {\r\n super(name);\r\n }\r\n\r\n /**\r\n * Execute the current task\r\n * @param scene defines the scene where you want your assets to be loaded\r\n * @param onSuccess is a callback called when the task is successfully executed\r\n * @param onError is a callback called if an error occurs\r\n */\r\n public runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void) {\r\n\r\n var onload = () => {\r\n onSuccess();\r\n };\r\n\r\n var onerror = (message?: string, exception?: any) => {\r\n onError(message, exception);\r\n };\r\n\r\n this.texture = new CubeTexture(this.url, scene, this.extensions, this.noMipmap, this.files, onload, onerror);\r\n }\r\n}\r\n\r\n/**\r\n * Define a task used by AssetsManager to load HDR cube textures\r\n */\r\nexport class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask {\r\n /**\r\n * Gets the loaded texture\r\n */\r\n public texture: HDRCubeTexture;\r\n\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onSuccess: (task: HDRCubeTextureAssetTask) => void;\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;\r\n\r\n /**\r\n * Creates a new HDRCubeTextureAssetTask object\r\n * @param name defines the name of the task\r\n * @param url defines the location of the file to load\r\n * @param size defines the desired size (the more it increases the longer the generation will be) If the size is omitted this implies you are using a preprocessed cubemap.\r\n * @param noMipmap defines if mipmaps should not be generated (default is false)\r\n * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)\r\n * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)\r\n * @param reserved Internal use only\r\n */\r\n constructor(\r\n /**\r\n * Defines the name of the task\r\n */\r\n public name: string,\r\n /**\r\n * Defines the location of the file to load\r\n */\r\n public url: string,\r\n /**\r\n * Defines the desired size (the more it increases the longer the generation will be)\r\n */\r\n public size: number,\r\n /**\r\n * Defines if mipmaps should not be generated (default is false)\r\n */\r\n public noMipmap = false,\r\n /**\r\n * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)\r\n */\r\n public generateHarmonics = true,\r\n /**\r\n * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)\r\n */\r\n public gammaSpace = false,\r\n /**\r\n * Internal Use Only\r\n */\r\n public reserved = false) {\r\n super(name);\r\n }\r\n\r\n /**\r\n * Execute the current task\r\n * @param scene defines the scene where you want your assets to be loaded\r\n * @param onSuccess is a callback called when the task is successfully executed\r\n * @param onError is a callback called if an error occurs\r\n */\r\n public runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void) {\r\n\r\n var onload = () => {\r\n onSuccess();\r\n };\r\n\r\n var onerror = (message?: string, exception?: any) => {\r\n onError(message, exception);\r\n };\r\n\r\n this.texture = new HDRCubeTexture(this.url, scene, this.size, this.noMipmap, this.generateHarmonics, this.gammaSpace, this.reserved, onload, onerror);\r\n }\r\n}\r\n\r\n/**\r\n * Define a task used by AssetsManager to load Equirectangular cube textures\r\n */\r\nexport class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask {\r\n /**\r\n * Gets the loaded texture\r\n */\r\n public texture: EquiRectangularCubeTexture;\r\n\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;\r\n\r\n /**\r\n * Creates a new EquiRectangularCubeTextureAssetTask object\r\n * @param name defines the name of the task\r\n * @param url defines the location of the file to load\r\n * @param size defines the desired size (the more it increases the longer the generation will be)\r\n * If the size is omitted this implies you are using a preprocessed cubemap.\r\n * @param noMipmap defines if mipmaps should not be generated (default is false)\r\n * @param gammaSpace specifies if the texture will be used in gamma or linear space\r\n * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)\r\n * (default is true)\r\n */\r\n constructor(\r\n /**\r\n * Defines the name of the task\r\n */\r\n public name: string,\r\n /**\r\n * Defines the location of the file to load\r\n */\r\n public url: string,\r\n /**\r\n * Defines the desired size (the more it increases the longer the generation will be)\r\n */\r\n public size: number,\r\n /**\r\n * Defines if mipmaps should not be generated (default is false)\r\n */\r\n public noMipmap: boolean = false,\r\n /**\r\n * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,\r\n * but the standard material would require them in Gamma space) (default is true)\r\n */\r\n public gammaSpace: boolean = true) {\r\n super(name);\r\n }\r\n\r\n /**\r\n * Execute the current task\r\n * @param scene defines the scene where you want your assets to be loaded\r\n * @param onSuccess is a callback called when the task is successfully executed\r\n * @param onError is a callback called if an error occurs\r\n */\r\n public runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void {\r\n\r\n const onload = () => {\r\n onSuccess();\r\n };\r\n\r\n const onerror = (message?: string, exception?: any) => {\r\n onError(message, exception);\r\n };\r\n\r\n this.texture = new EquiRectangularCubeTexture(this.url, scene, this.size, this.noMipmap, this.gammaSpace, onload, onerror);\r\n }\r\n}\r\n\r\n/**\r\n * This class can be used to easily import assets into a scene\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager\r\n */\r\nexport class AssetsManager {\r\n private _scene: Scene;\r\n private _isLoading = false;\r\n\r\n protected _tasks = new Array();\r\n protected _waitingTasksCount = 0;\r\n protected _totalTasksCount = 0;\r\n\r\n /**\r\n * Callback called when all tasks are processed\r\n */\r\n public onFinish: (tasks: AbstractAssetTask[]) => void;\r\n\r\n /**\r\n * Callback called when a task is successful\r\n */\r\n public onTaskSuccess: (task: AbstractAssetTask) => void;\r\n\r\n /**\r\n * Callback called when a task had an error\r\n */\r\n public onTaskError: (task: AbstractAssetTask) => void;\r\n\r\n /**\r\n * Callback called when a task is done (whatever the result is)\r\n */\r\n public onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;\r\n\r\n /**\r\n * Observable called when all tasks are processed\r\n */\r\n public onTaskSuccessObservable = new Observable();\r\n\r\n /**\r\n * Observable called when a task had an error\r\n */\r\n public onTaskErrorObservable = new Observable();\r\n\r\n /**\r\n * Observable called when all tasks were executed\r\n */\r\n public onTasksDoneObservable = new Observable();\r\n\r\n /**\r\n * Observable called when a task is done (whatever the result is)\r\n */\r\n public onProgressObservable = new Observable();\r\n\r\n /**\r\n * Gets or sets a boolean defining if the AssetsManager should use the default loading screen\r\n * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen\r\n */\r\n public useDefaultLoadingScreen = true;\r\n\r\n /**\r\n * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen\r\n * when all assets have been downloaded.\r\n * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.\r\n */\r\n public autoHideLoadingUI = true;\r\n\r\n /**\r\n * Creates a new AssetsManager\r\n * @param scene defines the scene to work on\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n }\r\n\r\n /**\r\n * Add a MeshAssetTask to the list of active tasks\r\n * @param taskName defines the name of the new task\r\n * @param meshesNames defines the name of meshes to load\r\n * @param rootUrl defines the root url to use to locate files\r\n * @param sceneFilename defines the filename of the scene file\r\n * @returns a new MeshAssetTask object\r\n */\r\n public addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask {\r\n var task = new MeshAssetTask(taskName, meshesNames, rootUrl, sceneFilename);\r\n this._tasks.push(task);\r\n\r\n return task;\r\n }\r\n\r\n /**\r\n * Add a TextFileAssetTask to the list of active tasks\r\n * @param taskName defines the name of the new task\r\n * @param url defines the url of the file to load\r\n * @returns a new TextFileAssetTask object\r\n */\r\n public addTextFileTask(taskName: string, url: string): TextFileAssetTask {\r\n var task = new TextFileAssetTask(taskName, url);\r\n this._tasks.push(task);\r\n\r\n return task;\r\n }\r\n\r\n /**\r\n * Add a BinaryFileAssetTask to the list of active tasks\r\n * @param taskName defines the name of the new task\r\n * @param url defines the url of the file to load\r\n * @returns a new BinaryFileAssetTask object\r\n */\r\n public addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask {\r\n var task = new BinaryFileAssetTask(taskName, url);\r\n this._tasks.push(task);\r\n\r\n return task;\r\n }\r\n\r\n /**\r\n * Add a ImageAssetTask to the list of active tasks\r\n * @param taskName defines the name of the new task\r\n * @param url defines the url of the file to load\r\n * @returns a new ImageAssetTask object\r\n */\r\n public addImageTask(taskName: string, url: string): ImageAssetTask {\r\n var task = new ImageAssetTask(taskName, url);\r\n this._tasks.push(task);\r\n\r\n return task;\r\n }\r\n\r\n /**\r\n * Add a TextureAssetTask to the list of active tasks\r\n * @param taskName defines the name of the new task\r\n * @param url defines the url of the file to load\r\n * @param noMipmap defines if the texture must not receive mipmaps (false by default)\r\n * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)\r\n * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)\r\n * @returns a new TextureAssetTask object\r\n */\r\n public addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE): TextureAssetTask {\r\n var task = new TextureAssetTask(taskName, url, noMipmap, invertY, samplingMode);\r\n this._tasks.push(task);\r\n\r\n return task;\r\n }\r\n\r\n /**\r\n * Add a CubeTextureAssetTask to the list of active tasks\r\n * @param taskName defines the name of the new task\r\n * @param url defines the url of the file to load\r\n * @param extensions defines the extension to use to load the cube map (can be null)\r\n * @param noMipmap defines if the texture must not receive mipmaps (false by default)\r\n * @param files defines the list of files to load (can be null)\r\n * @returns a new CubeTextureAssetTask object\r\n */\r\n public addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask {\r\n var task = new CubeTextureAssetTask(taskName, url, extensions, noMipmap, files);\r\n this._tasks.push(task);\r\n\r\n return task;\r\n }\r\n\r\n /**\r\n *\r\n * Add a HDRCubeTextureAssetTask to the list of active tasks\r\n * @param taskName defines the name of the new task\r\n * @param url defines the url of the file to load\r\n * @param size defines the size you want for the cubemap (can be null)\r\n * @param noMipmap defines if the texture must not receive mipmaps (false by default)\r\n * @param generateHarmonics defines if you want to automatically generate (true by default)\r\n * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)\r\n * @param reserved Internal use only\r\n * @returns a new HDRCubeTextureAssetTask object\r\n */\r\n public addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap = false, generateHarmonics = true, gammaSpace = false, reserved = false): HDRCubeTextureAssetTask {\r\n var task = new HDRCubeTextureAssetTask(taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved);\r\n this._tasks.push(task);\r\n\r\n return task;\r\n }\r\n\r\n /**\r\n *\r\n * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks\r\n * @param taskName defines the name of the new task\r\n * @param url defines the url of the file to load\r\n * @param size defines the size you want for the cubemap (can be null)\r\n * @param noMipmap defines if the texture must not receive mipmaps (false by default)\r\n * @param gammaSpace Specifies if the texture will be used in gamma or linear space\r\n * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)\r\n * @returns a new EquiRectangularCubeTextureAssetTask object\r\n */\r\n public addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap = false, gammaSpace = true): EquiRectangularCubeTextureAssetTask {\r\n const task = new EquiRectangularCubeTextureAssetTask(taskName, url, size, noMipmap, gammaSpace);\r\n this._tasks.push(task);\r\n\r\n return task;\r\n }\r\n\r\n /**\r\n * Remove a task from the assets manager.\r\n * @param task the task to remove\r\n */\r\n public removeTask(task: AbstractAssetTask) {\r\n let index = this._tasks.indexOf(task);\r\n\r\n if (index > -1) {\r\n this._tasks.splice(index, 1);\r\n }\r\n }\r\n\r\n private _decreaseWaitingTasksCount(task: AbstractAssetTask): void {\r\n this._waitingTasksCount--;\r\n\r\n try {\r\n if (this.onProgress) {\r\n this.onProgress(\r\n this._waitingTasksCount,\r\n this._totalTasksCount,\r\n task\r\n );\r\n }\r\n\r\n this.onProgressObservable.notifyObservers(\r\n new AssetsProgressEvent(\r\n this._waitingTasksCount,\r\n this._totalTasksCount,\r\n task\r\n )\r\n );\r\n } catch (e) {\r\n Logger.Error(\"Error running progress callbacks.\");\r\n console.log(e);\r\n }\r\n\r\n if (this._waitingTasksCount === 0) {\r\n try {\r\n\r\n var currentTasks = this._tasks.slice();\r\n\r\n if (this.onFinish) {\r\n // Calling onFinish with immutable array of tasks\r\n this.onFinish(currentTasks);\r\n }\r\n\r\n // Let's remove successfull tasks\r\n for (var task of currentTasks) {\r\n if (task.taskState === AssetTaskState.DONE) {\r\n let index = this._tasks.indexOf(task);\r\n\r\n if (index > -1) {\r\n this._tasks.splice(index, 1);\r\n }\r\n }\r\n }\r\n\r\n this.onTasksDoneObservable.notifyObservers(this._tasks);\r\n } catch (e) {\r\n Logger.Error(\"Error running tasks-done callbacks.\");\r\n console.log(e);\r\n }\r\n this._isLoading = false;\r\n if (this.autoHideLoadingUI) {\r\n this._scene.getEngine().hideLoadingUI();\r\n }\r\n }\r\n }\r\n\r\n private _runTask(task: AbstractAssetTask): void {\r\n\r\n let done = () => {\r\n try {\r\n if (this.onTaskSuccess) {\r\n this.onTaskSuccess(task);\r\n }\r\n this.onTaskSuccessObservable.notifyObservers(task);\r\n this._decreaseWaitingTasksCount(task);\r\n } catch (e) {\r\n error(\"Error executing task success callbacks\", e);\r\n }\r\n\r\n };\r\n\r\n let error = (message?: string, exception?: any) => {\r\n task._setErrorObject(message, exception);\r\n\r\n if (this.onTaskError) {\r\n this.onTaskError(task);\r\n }\r\n this.onTaskErrorObservable.notifyObservers(task);\r\n this._decreaseWaitingTasksCount(task);\r\n };\r\n\r\n task.run(this._scene, done, error);\r\n }\r\n\r\n /**\r\n * Reset the AssetsManager and remove all tasks\r\n * @return the current instance of the AssetsManager\r\n */\r\n public reset(): AssetsManager {\r\n this._isLoading = false;\r\n this._tasks = new Array();\r\n return this;\r\n }\r\n\r\n /**\r\n * Start the loading process\r\n * @return the current instance of the AssetsManager\r\n */\r\n public load(): AssetsManager {\r\n if (this._isLoading) {\r\n return this;\r\n }\r\n this._isLoading = true;\r\n this._waitingTasksCount = this._tasks.length;\r\n this._totalTasksCount = this._tasks.length;\r\n\r\n if (this._waitingTasksCount === 0) {\r\n this._isLoading = false;\r\n if (this.onFinish) {\r\n this.onFinish(this._tasks);\r\n }\r\n this.onTasksDoneObservable.notifyObservers(this._tasks);\r\n return this;\r\n }\r\n\r\n if (this.useDefaultLoadingScreen) {\r\n this._scene.getEngine().displayLoadingUI();\r\n }\r\n\r\n for (var index = 0; index < this._tasks.length; index++) {\r\n var task = this._tasks[index];\r\n if (task.taskState === AssetTaskState.INIT) {\r\n this._runTask(task);\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Start the loading process as an async operation\r\n * @return a promise returning the list of failed tasks\r\n */\r\n public loadAsync(): Promise {\r\n return new Promise((resolve, reject) => {\r\n if (this._isLoading) {\r\n resolve();\r\n return;\r\n }\r\n this.onTasksDoneObservable.addOnce((remainingTasks) => {\r\n if (remainingTasks && remainingTasks.length) {\r\n reject(remainingTasks);\r\n } else {\r\n resolve();\r\n }\r\n });\r\n\r\n this.load();\r\n });\r\n }\r\n}\r\n","/**\r\n * @ignore\r\n * Application error to support additional information when loading a file\r\n */\r\nexport abstract class BaseError extends Error {\r\n // See https://stackoverflow.com/questions/12915412/how-do-i-extend-a-host-object-e-g-error-in-typescript\r\n // and https://github.com/Microsoft/TypeScript/wiki/Breaking-Changes#extending-built-ins-like-error-array-and-map-may-no-longer-work\r\n\r\n // Polyfill for Object.setPrototypeOf if necessary.\r\n protected static _setPrototypeOf: (o: any, proto: object | null) => any =\r\n (Object as any).setPrototypeOf || ((o, proto) => { o.__proto__ = proto; return o; });\r\n}","import { Nullable } from '../types';\r\nimport { Tools } from './tools';\r\nimport { Texture } from '../Materials/Textures/texture';\r\nimport { InternalTexture, InternalTextureSource } from '../Materials/Textures/internalTexture';\r\nimport { Scalar } from '../Maths/math.scalar';\r\nimport { Constants } from '../Engines/constants';\r\nimport { Engine } from '../Engines/engine';\r\n\r\n/**\r\n * Info about the .basis files\r\n */\r\nclass BasisFileInfo {\r\n /**\r\n * If the file has alpha\r\n */\r\n public hasAlpha: boolean;\r\n /**\r\n * Info about each image of the basis file\r\n */\r\n public images: Array<{levels: Array<{width: number, height: number, transcodedPixels: ArrayBufferView}>}>;\r\n}\r\n\r\n/**\r\n * Result of transcoding a basis file\r\n */\r\nclass TranscodeResult {\r\n /**\r\n * Info about the .basis file\r\n */\r\n public fileInfo: BasisFileInfo;\r\n /**\r\n * Format to use when loading the file\r\n */\r\n public format: number;\r\n}\r\n\r\n/**\r\n * Configuration options for the Basis transcoder\r\n */\r\nexport class BasisTranscodeConfiguration {\r\n /**\r\n * Supported compression formats used to determine the supported output format of the transcoder\r\n */\r\n supportedCompressionFormats?: {\r\n /**\r\n * etc1 compression format\r\n */\r\n etc1?: boolean;\r\n /**\r\n * s3tc compression format\r\n */\r\n s3tc?: boolean;\r\n /**\r\n * pvrtc compression format\r\n */\r\n pvrtc?: boolean;\r\n /**\r\n * etc2 compression format\r\n */\r\n etc2?: boolean;\r\n };\r\n /**\r\n * If mipmap levels should be loaded for transcoded images (Default: true)\r\n */\r\n loadMipmapLevels?: boolean;\r\n /**\r\n * Index of a single image to load (Default: all images)\r\n */\r\n loadSingleImage?: number;\r\n}\r\n\r\n/**\r\n * @hidden\r\n * Enum of basis transcoder formats\r\n */\r\nenum BASIS_FORMATS {\r\n cTFETC1 = 0,\r\n cTFBC1 = 1,\r\n cTFBC4 = 2,\r\n cTFPVRTC1_4_OPAQUE_ONLY = 3,\r\n cTFBC7_M6_OPAQUE_ONLY = 4,\r\n cTFETC2 = 5,\r\n cTFBC3 = 6,\r\n cTFBC5 = 7\r\n}\r\n\r\n/**\r\n * Used to load .Basis files\r\n * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl\r\n */\r\nexport class BasisTools {\r\n private static _IgnoreSupportedFormats = false;\r\n /**\r\n * URL to use when loading the basis transcoder\r\n */\r\n public static JSModuleURL = \"https://preview.babylonjs.com/basisTranscoder/basis_transcoder.js\";\r\n /**\r\n * URL to use when loading the wasm module for the transcoder\r\n */\r\n public static WasmModuleURL = \"https://preview.babylonjs.com/basisTranscoder/basis_transcoder.wasm\";\r\n\r\n /**\r\n * Get the internal format to be passed to texImage2D corresponding to the .basis format value\r\n * @param basisFormat format chosen from GetSupportedTranscodeFormat\r\n * @returns internal format corresponding to the Basis format\r\n */\r\n public static GetInternalFormatFromBasisFormat(basisFormat: number) {\r\n // Corrisponding internal formats\r\n var COMPRESSED_RGB_S3TC_DXT1_EXT = 0x83F0;\r\n var COMPRESSED_RGBA_S3TC_DXT5_EXT = 0x83F3;\r\n var RGB_ETC1_Format = 36196;\r\n\r\n if (basisFormat === BASIS_FORMATS.cTFETC1) {\r\n return RGB_ETC1_Format;\r\n }else if (basisFormat === BASIS_FORMATS.cTFBC1) {\r\n return COMPRESSED_RGB_S3TC_DXT1_EXT;\r\n }else if (basisFormat === BASIS_FORMATS.cTFBC3) {\r\n return COMPRESSED_RGBA_S3TC_DXT5_EXT;\r\n }else {\r\n throw \"The chosen Basis transcoder format is not currently supported\";\r\n }\r\n }\r\n\r\n private static _WorkerPromise: Nullable> = null;\r\n private static _Worker: Nullable = null;\r\n private static _actionId = 0;\r\n private static _CreateWorkerAsync() {\r\n if (!this._WorkerPromise) {\r\n this._WorkerPromise = new Promise((res) => {\r\n if (this._Worker) {\r\n res(this._Worker);\r\n }else {\r\n Tools.LoadFileAsync(BasisTools.WasmModuleURL).then((wasmBinary) => {\r\n const workerBlobUrl = URL.createObjectURL(new Blob([`(${workerFunc})()`], { type: \"application/javascript\" }));\r\n this._Worker = new Worker(workerBlobUrl);\r\n\r\n var initHandler = (msg: any) => {\r\n if (msg.data.action === \"init\") {\r\n this._Worker!.removeEventListener(\"message\", initHandler);\r\n res(this._Worker!);\r\n }\r\n };\r\n this._Worker.addEventListener(\"message\", initHandler);\r\n this._Worker.postMessage({action: \"init\", url: BasisTools.JSModuleURL, wasmBinary: wasmBinary});\r\n });\r\n }\r\n });\r\n }\r\n return this._WorkerPromise;\r\n }\r\n\r\n /**\r\n * Transcodes a loaded image file to compressed pixel data\r\n * @param data image data to transcode\r\n * @param config configuration options for the transcoding\r\n * @returns a promise resulting in the transcoded image\r\n */\r\n public static TranscodeAsync(data: ArrayBuffer | ArrayBufferView, config: BasisTranscodeConfiguration): Promise {\r\n const dataView = data instanceof ArrayBuffer ? new Uint8Array(data) : data;\r\n\r\n return new Promise((res, rej) => {\r\n this._CreateWorkerAsync().then(() => {\r\n var actionId = this._actionId++;\r\n var messageHandler = (msg: any) => {\r\n if (msg.data.action === \"transcode\" && msg.data.id === actionId) {\r\n this._Worker!.removeEventListener(\"message\", messageHandler);\r\n if (!msg.data.success) {\r\n rej(\"Transcode is not supported on this device\");\r\n }else {\r\n res(msg.data);\r\n }\r\n }\r\n };\r\n this._Worker!.addEventListener(\"message\", messageHandler);\r\n\r\n const dataViewCopy = new Uint8Array(dataView.byteLength);\r\n dataViewCopy.set(new Uint8Array(dataView.buffer, dataView.byteOffset, dataView.byteLength));\r\n this._Worker!.postMessage({action: \"transcode\", id: actionId, imageData: dataViewCopy, config: config, ignoreSupportedFormats: this._IgnoreSupportedFormats}, [dataViewCopy.buffer]);\r\n });\r\n });\r\n }\r\n\r\n /**\r\n * Loads a texture from the transcode result\r\n * @param texture texture load to\r\n * @param transcodeResult the result of transcoding the basis file to load from\r\n */\r\n public static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult) {\r\n let engine = texture.getEngine() as Engine;\r\n for (var i = 0; i < transcodeResult.fileInfo.images.length; i++) {\r\n var rootImage = transcodeResult.fileInfo.images[i].levels[0];\r\n texture._invertVScale = texture.invertY;\r\n if (transcodeResult.format === -1) {\r\n // No compatable compressed format found, fallback to RGB\r\n texture.type = Constants.TEXTURETYPE_UNSIGNED_SHORT_5_6_5;\r\n texture.format = Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (engine.webGLVersion < 2 && (Scalar.Log2(rootImage.width) % 1 !== 0 || Scalar.Log2(rootImage.height) % 1 !== 0)) {\r\n // Create non power of two texture\r\n let source = new InternalTexture(engine, InternalTextureSource.Temp);\r\n\r\n texture._invertVScale = texture.invertY;\r\n source.type = Constants.TEXTURETYPE_UNSIGNED_SHORT_5_6_5;\r\n source.format = Constants.TEXTUREFORMAT_RGB;\r\n // Fallback requires aligned width/height\r\n source.width = (rootImage.width + 3) & ~3;\r\n source.height = (rootImage.height + 3) & ~3;\r\n engine._bindTextureDirectly(engine._gl.TEXTURE_2D, source, true);\r\n engine._uploadDataToTextureDirectly(source, rootImage.transcodedPixels, i, 0, Constants.TEXTUREFORMAT_RGB, true);\r\n\r\n // Resize to power of two\r\n engine._rescaleTexture(source, texture, engine.scenes[0], engine._getInternalFormat(Constants.TEXTUREFORMAT_RGB), () => {\r\n engine._releaseTexture(source);\r\n engine._bindTextureDirectly(engine._gl.TEXTURE_2D, texture, true);\r\n });\r\n } else {\r\n // Fallback is already inverted\r\n texture._invertVScale = !texture.invertY;\r\n\r\n // Upload directly\r\n texture.width = (rootImage.width + 3) & ~3;\r\n texture.height = (rootImage.height + 3) & ~3;\r\n engine._uploadDataToTextureDirectly(texture, rootImage.transcodedPixels, i, 0, Constants.TEXTUREFORMAT_RGB, true);\r\n }\r\n\r\n }else {\r\n texture.width = rootImage.width;\r\n texture.height = rootImage.height;\r\n\r\n // Upload all mip levels in the file\r\n transcodeResult.fileInfo.images[i].levels.forEach((level: any, index: number) => {\r\n engine._uploadCompressedDataToTextureDirectly(texture, BasisTools.GetInternalFormatFromBasisFormat(transcodeResult.format!), level.width, level.height, level.transcodedPixels, i, index);\r\n });\r\n\r\n if (engine.webGLVersion < 2 && (Scalar.Log2(texture.width) % 1 !== 0 || Scalar.Log2(texture.height) % 1 !== 0)) {\r\n Tools.Warn(\"Loaded .basis texture width and height are not a power of two. Texture wrapping will be set to Texture.CLAMP_ADDRESSMODE as other modes are not supported with non power of two dimensions in webGL 1.\");\r\n texture._cachedWrapU = Texture.CLAMP_ADDRESSMODE;\r\n texture._cachedWrapV = Texture.CLAMP_ADDRESSMODE;\r\n }\r\n }\r\n }\r\n }\r\n}\r\n\r\n// WorkerGlobalScope\r\ndeclare function importScripts(...urls: string[]): void;\r\ndeclare function postMessage(message: any, transfer?: any[]): void;\r\ndeclare var Module: any;\r\nfunction workerFunc(): void {\r\n var _BASIS_FORMAT = {\r\n cTFETC1: 0,\r\n cTFBC1: 1,\r\n cTFBC4: 2,\r\n cTFPVRTC1_4_OPAQUE_ONLY: 3,\r\n cTFBC7_M6_OPAQUE_ONLY: 4,\r\n cTFETC2: 5,\r\n cTFBC3: 6,\r\n cTFBC5: 7,\r\n };\r\n var transcoderModulePromise: Nullable> = null;\r\n onmessage = (event) => {\r\n if (event.data.action === \"init\") {\r\n // Load the transcoder if it hasn't been yet\r\n if (!transcoderModulePromise) {\r\n // Override wasm binary\r\n Module = { wasmBinary: (event.data.wasmBinary) };\r\n importScripts(event.data.url);\r\n transcoderModulePromise = new Promise((res) => {\r\n Module.onRuntimeInitialized = () => {\r\n Module.initializeBasis();\r\n res();\r\n };\r\n });\r\n }\r\n transcoderModulePromise.then(() => {\r\n postMessage({action: \"init\"});\r\n });\r\n }else if (event.data.action === \"transcode\") {\r\n // Transcode the basis image and return the resulting pixels\r\n var config: BasisTranscodeConfiguration = event.data.config;\r\n var imgData = event.data.imageData;\r\n var loadedFile = new Module.BasisFile(imgData);\r\n var fileInfo = GetFileInfo(loadedFile);\r\n var format = event.data.ignoreSupportedFormats ? null : GetSupportedTranscodeFormat(event.data.config, fileInfo);\r\n\r\n var needsConversion = false;\r\n if (format === null) {\r\n needsConversion = true;\r\n format = fileInfo.hasAlpha ? _BASIS_FORMAT.cTFBC3 : _BASIS_FORMAT.cTFBC1;\r\n }\r\n\r\n // Begin transcode\r\n var success = true;\r\n if (!loadedFile.startTranscoding()) {\r\n success = false;\r\n }\r\n\r\n var buffers: Array = [];\r\n for (var imageIndex = 0; imageIndex < fileInfo.images.length; imageIndex++) {\r\n if (!success) {\r\n break;\r\n }\r\n var image = fileInfo.images[imageIndex];\r\n if (config.loadSingleImage === undefined || config.loadSingleImage === imageIndex) {\r\n var mipCount = image.levels.length;\r\n if (config.loadMipmapLevels === false) {\r\n mipCount = 1;\r\n }\r\n for (var levelIndex = 0; levelIndex < mipCount; levelIndex++) {\r\n var levelInfo = image.levels[levelIndex];\r\n\r\n var pixels = TranscodeLevel(loadedFile, imageIndex, levelIndex, format!, needsConversion);\r\n if (!pixels) {\r\n success = false;\r\n break;\r\n }\r\n levelInfo.transcodedPixels = pixels;\r\n buffers.push(levelInfo.transcodedPixels.buffer);\r\n }\r\n }\r\n }\r\n // Close file\r\n loadedFile.close();\r\n loadedFile.delete();\r\n\r\n if (needsConversion) {\r\n format = -1;\r\n }\r\n if (!success) {\r\n postMessage({action: \"transcode\", success: success, id: event.data.id});\r\n }else {\r\n postMessage({action: \"transcode\", success: success, id: event.data.id, fileInfo: fileInfo, format: format}, buffers);\r\n }\r\n\r\n }\r\n\r\n };\r\n\r\n /**\r\n * Detects the supported transcode format for the file\r\n * @param config transcode config\r\n * @param fileInfo info about the file\r\n * @returns the chosed format or null if none are supported\r\n */\r\n function GetSupportedTranscodeFormat(config: BasisTranscodeConfiguration, fileInfo: BasisFileInfo): Nullable {\r\n var format = null;\r\n if (config.supportedCompressionFormats) {\r\n if (config.supportedCompressionFormats.etc1) {\r\n format = _BASIS_FORMAT.cTFETC1;\r\n }else if (config.supportedCompressionFormats.s3tc) {\r\n format = fileInfo.hasAlpha ? _BASIS_FORMAT.cTFBC3 : _BASIS_FORMAT.cTFBC1;\r\n }else if (config.supportedCompressionFormats.pvrtc) {\r\n // TODO uncomment this after pvrtc bug is fixed is basis transcoder\r\n // See discussion here: https://github.com/mrdoob/three.js/issues/16524#issuecomment-498929924\r\n // format = _BASIS_FORMAT.cTFPVRTC1_4_OPAQUE_ONLY;\r\n }else if (config.supportedCompressionFormats.etc2) {\r\n format = _BASIS_FORMAT.cTFETC2;\r\n }\r\n }\r\n return format;\r\n }\r\n\r\n /**\r\n * Retreives information about the basis file eg. dimensions\r\n * @param basisFile the basis file to get the info from\r\n * @returns information about the basis file\r\n */\r\n function GetFileInfo(basisFile: any): BasisFileInfo {\r\n var hasAlpha = basisFile.getHasAlpha();\r\n var imageCount = basisFile.getNumImages();\r\n var images = [];\r\n for (var i = 0; i < imageCount; i++) {\r\n var imageInfo = {\r\n levels: ([] as Array)\r\n };\r\n var levelCount = basisFile.getNumLevels(i);\r\n for (var level = 0; level < levelCount; level++) {\r\n var levelInfo = {\r\n width: basisFile.getImageWidth(i, level),\r\n height: basisFile.getImageHeight(i, level)\r\n };\r\n imageInfo.levels.push(levelInfo);\r\n }\r\n images.push(imageInfo);\r\n }\r\n var info = { hasAlpha, images };\r\n return info;\r\n }\r\n\r\n function TranscodeLevel(loadedFile: any, imageIndex: number, levelIndex: number, format: number, convertToRgb565: boolean): Nullable {\r\n var dstSize = loadedFile.getImageTranscodedSizeInBytes(imageIndex, levelIndex, format);\r\n var dst = new Uint8Array(dstSize);\r\n if (!loadedFile.transcodeImage(dst, imageIndex, levelIndex, format, 1, 0)) {\r\n return null;\r\n }\r\n // If no supported format is found, load as dxt and convert to rgb565\r\n if (convertToRgb565) {\r\n var alignedWidth = (loadedFile.getImageWidth(imageIndex, levelIndex) + 3) & ~3;\r\n var alignedHeight = (loadedFile.getImageHeight(imageIndex, levelIndex) + 3) & ~3;\r\n dst = ConvertDxtToRgb565(dst, 0, alignedWidth, alignedHeight);\r\n }\r\n return dst;\r\n }\r\n\r\n /**\r\n * From https://github.com/BinomialLLC/basis_universal/blob/master/webgl/texture/dxt-to-rgb565.js\r\n * An unoptimized version of dxtToRgb565. Also, the floating\r\n * point math used to compute the colors actually results in\r\n * slightly different colors compared to hardware DXT decoders.\r\n * @param src dxt src pixels\r\n * @param srcByteOffset offset for the start of src\r\n * @param width aligned width of the image\r\n * @param height aligned height of the image\r\n * @return the converted pixels\r\n */\r\n function ConvertDxtToRgb565(src: Uint8Array, srcByteOffset: number, width: number, height: number): Uint16Array {\r\n var c = new Uint16Array(4);\r\n var dst = new Uint16Array(width * height);\r\n\r\n var blockWidth = width / 4;\r\n var blockHeight = height / 4;\r\n for (var blockY = 0; blockY < blockHeight; blockY++) {\r\n for (var blockX = 0; blockX < blockWidth; blockX++) {\r\n var i = srcByteOffset + 8 * (blockY * blockWidth + blockX);\r\n c[0] = src[i] | (src[i + 1] << 8);\r\n c[1] = src[i + 2] | (src[i + 3] << 8);\r\n c[2] = (2 * (c[0] & 0x1f) + 1 * (c[1] & 0x1f)) / 3\r\n | (((2 * (c[0] & 0x7e0) + 1 * (c[1] & 0x7e0)) / 3) & 0x7e0)\r\n | (((2 * (c[0] & 0xf800) + 1 * (c[1] & 0xf800)) / 3) & 0xf800);\r\n c[3] = (2 * (c[1] & 0x1f) + 1 * (c[0] & 0x1f)) / 3\r\n | (((2 * (c[1] & 0x7e0) + 1 * (c[0] & 0x7e0)) / 3) & 0x7e0)\r\n | (((2 * (c[1] & 0xf800) + 1 * (c[0] & 0xf800)) / 3) & 0xf800);\r\n for (var row = 0; row < 4; row++) {\r\n var m = src[i + 4 + row];\r\n var dstI = (blockY * 4 + row) * width + blockX * 4;\r\n dst[dstI++] = c[m & 0x3];\r\n dst[dstI++] = c[(m >> 2) & 0x3];\r\n dst[dstI++] = c[(m >> 4) & 0x3];\r\n dst[dstI++] = c[(m >> 6) & 0x3];\r\n }\r\n }\r\n }\r\n return dst;\r\n }\r\n}\r\n","import { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { Scene } from \"../scene\";\r\nimport { RGBDTextureTools } from \"./rgbdTextureTools\";\r\n\r\n/**\r\n * Class used to host texture specific utilities\r\n */\r\nexport class BRDFTextureTools {\r\n /**\r\n * Prevents texture cache collision\r\n */\r\n private static _instanceNumber = 0;\r\n\r\n /**\r\n * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF\r\n * @param scene defines the hosting scene\r\n * @returns the environment BRDF texture\r\n */\r\n public static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture {\r\n if (!scene.environmentBRDFTexture) {\r\n // Forces Delayed Texture Loading to prevent undefined error whilst setting RGBD values.\r\n var useDelayedTextureLoading = scene.useDelayedTextureLoading;\r\n scene.useDelayedTextureLoading = false;\r\n\r\n const previousState = scene._blockEntityCollection;\r\n scene._blockEntityCollection = false;\r\n var texture = Texture.CreateFromBase64String(this._environmentBRDFBase64Texture, \"EnvironmentBRDFTexture\" + this._instanceNumber++, scene, true, false, Texture.BILINEAR_SAMPLINGMODE);\r\n scene._blockEntityCollection = previousState;\r\n // BRDF Texture should not be cached here due to pre processing and redundant scene caches.\r\n var texturesCache = scene.getEngine().getLoadedTexturesCache();\r\n var index = texturesCache.indexOf(texture.getInternalTexture()!);\r\n if (index !== -1) {\r\n texturesCache.splice(index, 1);\r\n }\r\n\r\n texture.isRGBD = true;\r\n texture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n texture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n scene.environmentBRDFTexture = texture;\r\n\r\n scene.useDelayedTextureLoading = useDelayedTextureLoading;\r\n\r\n RGBDTextureTools.ExpandRGBDTexture(texture);\r\n }\r\n\r\n return scene.environmentBRDFTexture;\r\n }\r\n\r\n private static _environmentBRDFBase64Texture = 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\";\r\n}\r\n","/**\r\n * Helper class used to generate a canvas to manipulate images\r\n */\r\nexport class CanvasGenerator {\r\n /**\r\n * Create a new canvas (or offscreen canvas depending on the context)\r\n * @param width defines the expected width\r\n * @param height defines the expected height\r\n * @return a new canvas or offscreen canvas\r\n */\r\n public static CreateCanvas(width: number, height: number): HTMLCanvasElement | OffscreenCanvas {\r\n if (typeof document === \"undefined\") {\r\n return new OffscreenCanvas(width, height);\r\n }\r\n\r\n let canvas = document.createElement(\"canvas\");\r\n canvas.width = width;\r\n canvas.height = height;\r\n\r\n return canvas;\r\n }\r\n}","import { StringTools } from './stringTools';\r\n\r\n/**\r\n * Interface for a data buffer\r\n */\r\nexport interface IDataBuffer {\r\n /**\r\n * Reads bytes from the data buffer.\r\n * @param byteOffset The byte offset to read\r\n * @param byteLength The byte length to read\r\n * @returns A promise that resolves when the bytes are read\r\n */\r\n readAsync(byteOffset: number, byteLength: number): Promise;\r\n\r\n /**\r\n * The byte length of the buffer.\r\n */\r\n readonly byteLength: number;\r\n}\r\n\r\n/**\r\n * Utility class for reading from a data buffer\r\n */\r\nexport class DataReader {\r\n /**\r\n * The data buffer associated with this data reader.\r\n */\r\n public readonly buffer: IDataBuffer;\r\n\r\n /**\r\n * The current byte offset from the beginning of the data buffer.\r\n */\r\n public byteOffset = 0;\r\n\r\n private _dataView: DataView;\r\n private _dataByteOffset: number;\r\n\r\n /**\r\n * Constructor\r\n * @param buffer The buffer to read\r\n */\r\n constructor(buffer: IDataBuffer) {\r\n this.buffer = buffer;\r\n }\r\n\r\n /**\r\n * Loads the given byte length.\r\n * @param byteLength The byte length to load\r\n * @returns A promise that resolves when the load is complete\r\n */\r\n public loadAsync(byteLength: number): Promise {\r\n delete this._dataView;\r\n delete this._dataByteOffset;\r\n\r\n return this.buffer.readAsync(this.byteOffset, byteLength).then((data) => {\r\n this._dataView = new DataView(data.buffer, data.byteOffset, data.byteLength);\r\n this._dataByteOffset = 0;\r\n });\r\n }\r\n\r\n /**\r\n * Read a unsigned 32-bit integer from the currently loaded data range.\r\n * @returns The 32-bit integer read\r\n */\r\n public readUint32(): number {\r\n const value = this._dataView.getUint32(this._dataByteOffset, true);\r\n this._dataByteOffset += 4;\r\n this.byteOffset += 4;\r\n return value;\r\n }\r\n\r\n /**\r\n * Read a byte array from the currently loaded data range.\r\n * @param byteLength The byte length to read\r\n * @returns The byte array read\r\n */\r\n public readUint8Array(byteLength: number): Uint8Array {\r\n const value = new Uint8Array(this._dataView.buffer, this._dataView.byteOffset + this._dataByteOffset, byteLength);\r\n this._dataByteOffset += byteLength;\r\n this.byteOffset += byteLength;\r\n return value;\r\n }\r\n\r\n /**\r\n * Read a string from the currently loaded data range.\r\n * @param byteLength The byte length to read\r\n * @returns The string read\r\n */\r\n public readString(byteLength: number): string {\r\n return StringTools.Decode(this.readUint8Array(byteLength));\r\n }\r\n\r\n /**\r\n * Skips the given byte length the currently loaded data range.\r\n * @param byteLength The byte length to skip\r\n */\r\n public skipBytes(byteLength: number): void {\r\n this._dataByteOffset += byteLength;\r\n this.byteOffset += byteLength;\r\n }\r\n}\r\n","interface IStorage {\r\n getItem: (key: string) => string | null;\r\n setItem: (key: string, value: string) => void;\r\n}\r\n\r\n/**\r\n * Class for storing data to local storage if available or in-memory storage otherwise\r\n */\r\nexport class DataStorage {\r\n private static _Storage: IStorage = DataStorage._GetStorage();\r\n\r\n private static _GetStorage(): IStorage {\r\n try {\r\n localStorage.setItem(\"test\", \"\");\r\n localStorage.removeItem(\"test\");\r\n return localStorage;\r\n }\r\n catch {\r\n const inMemoryStorage: { [key: string]: string } = {};\r\n return {\r\n getItem: (key) => {\r\n const value = inMemoryStorage[key];\r\n return value === undefined ? null : value;\r\n },\r\n setItem: (key, value) => {\r\n inMemoryStorage[key] = value;\r\n }\r\n };\r\n }\r\n }\r\n\r\n /**\r\n * Reads a string from the data storage\r\n * @param key The key to read\r\n * @param defaultValue The value if the key doesn't exist\r\n * @returns The string value\r\n */\r\n public static ReadString(key: string, defaultValue: string): string {\r\n const value = this._Storage.getItem(key);\r\n return (value !== null ? value : defaultValue);\r\n }\r\n\r\n /**\r\n * Writes a string to the data storage\r\n * @param key The key to write\r\n * @param value The value to write\r\n */\r\n public static WriteString(key: string, value: string): void {\r\n this._Storage.setItem(key, value);\r\n }\r\n\r\n /**\r\n * Reads a boolean from the data storage\r\n * @param key The key to read\r\n * @param defaultValue The value if the key doesn't exist\r\n * @returns The boolean value\r\n */\r\n public static ReadBoolean(key: string, defaultValue: boolean): boolean {\r\n const value = this._Storage.getItem(key);\r\n return (value !== null ? (value === \"true\") : defaultValue);\r\n }\r\n\r\n /**\r\n * Writes a boolean to the data storage\r\n * @param key The key to write\r\n * @param value The value to write\r\n */\r\n public static WriteBoolean(key: string, value: boolean) {\r\n this._Storage.setItem(key, value ? \"true\" : \"false\");\r\n }\r\n\r\n /**\r\n * Reads a number from the data storage\r\n * @param key The key to read\r\n * @param defaultValue The value if the key doesn't exist\r\n * @returns The number value\r\n */\r\n public static ReadNumber(key: string, defaultValue: number): number {\r\n const value = this._Storage.getItem(key);\r\n return (value !== null ? parseFloat(value) : defaultValue);\r\n }\r\n\r\n /**\r\n * Writes a number to the data storage\r\n * @param key The key to write\r\n * @param value The value to write\r\n */\r\n public static WriteNumber(key: string, value: number) {\r\n this._Storage.setItem(key, value.toString());\r\n }\r\n}","import { Scalar } from \"../Maths/math.scalar\";\r\nimport { SphericalPolynomial } from \"../Maths/sphericalPolynomial\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { InternalTexture, InternalTextureSource } from \"../Materials/Textures/internalTexture\";\r\nimport { Nullable } from \"../types\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { CubeMapToSphericalPolynomialTools } from \"../Misc/HighDynamicRange/cubemapToSphericalPolynomial\";\r\nimport { Scene } from '../scene';\r\nimport { BaseTexture } from '../Materials/Textures/baseTexture';\r\n\r\nimport \"../Engines/Extensions/engine.cubeTexture\";\r\nimport { ThinEngine } from '../Engines/thinEngine';\r\n\r\n// Based on demo done by Brandon Jones - http://media.tojicode.com/webgl-samples/dds.html\r\n// All values and structures referenced from:\r\n// http://msdn.microsoft.com/en-us/library/bb943991.aspx/\r\nvar DDS_MAGIC = 0x20534444;\r\n\r\nvar\r\n //DDSD_CAPS = 0x1,\r\n //DDSD_HEIGHT = 0x2,\r\n //DDSD_WIDTH = 0x4,\r\n //DDSD_PITCH = 0x8,\r\n //DDSD_PIXELFORMAT = 0x1000,\r\n DDSD_MIPMAPCOUNT = 0x20000;\r\n//DDSD_LINEARSIZE = 0x80000,\r\n//DDSD_DEPTH = 0x800000;\r\n\r\n// var DDSCAPS_COMPLEX = 0x8,\r\n// DDSCAPS_MIPMAP = 0x400000,\r\n// DDSCAPS_TEXTURE = 0x1000;\r\n\r\nvar DDSCAPS2_CUBEMAP = 0x200;\r\n// DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,\r\n// DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,\r\n// DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,\r\n// DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,\r\n// DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,\r\n// DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,\r\n// DDSCAPS2_VOLUME = 0x200000;\r\n\r\nvar\r\n //DDPF_ALPHAPIXELS = 0x1,\r\n //DDPF_ALPHA = 0x2,\r\n DDPF_FOURCC = 0x4,\r\n DDPF_RGB = 0x40,\r\n //DDPF_YUV = 0x200,\r\n DDPF_LUMINANCE = 0x20000;\r\n\r\nfunction FourCCToInt32(value: string) {\r\n return value.charCodeAt(0) +\r\n (value.charCodeAt(1) << 8) +\r\n (value.charCodeAt(2) << 16) +\r\n (value.charCodeAt(3) << 24);\r\n}\r\n\r\nfunction Int32ToFourCC(value: number) {\r\n return String.fromCharCode(\r\n value & 0xff,\r\n (value >> 8) & 0xff,\r\n (value >> 16) & 0xff,\r\n (value >> 24) & 0xff\r\n );\r\n}\r\n\r\nvar FOURCC_DXT1 = FourCCToInt32(\"DXT1\");\r\nvar FOURCC_DXT3 = FourCCToInt32(\"DXT3\");\r\nvar FOURCC_DXT5 = FourCCToInt32(\"DXT5\");\r\nvar FOURCC_DX10 = FourCCToInt32(\"DX10\");\r\nvar FOURCC_D3DFMT_R16G16B16A16F = 113;\r\nvar FOURCC_D3DFMT_R32G32B32A32F = 116;\r\n\r\nvar DXGI_FORMAT_R32G32B32A32_FLOAT = 2;\r\nvar DXGI_FORMAT_R16G16B16A16_FLOAT = 10;\r\nvar DXGI_FORMAT_B8G8R8X8_UNORM = 88;\r\n\r\nvar headerLengthInt = 31; // The header length in 32 bit ints\r\n\r\n// Offsets into the header array\r\nvar off_magic = 0;\r\n\r\nvar off_size = 1;\r\nvar off_flags = 2;\r\nvar off_height = 3;\r\nvar off_width = 4;\r\n\r\nvar off_mipmapCount = 7;\r\n\r\nvar off_pfFlags = 20;\r\nvar off_pfFourCC = 21;\r\nvar off_RGBbpp = 22;\r\nvar off_RMask = 23;\r\nvar off_GMask = 24;\r\nvar off_BMask = 25;\r\nvar off_AMask = 26;\r\n// var off_caps1 = 27;\r\nvar off_caps2 = 28;\r\n// var off_caps3 = 29;\r\n// var off_caps4 = 30;\r\nvar off_dxgiFormat = 32;\r\n\r\n/**\r\n * Direct draw surface info\r\n * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide\r\n */\r\nexport interface DDSInfo {\r\n /**\r\n * Width of the texture\r\n */\r\n width: number;\r\n /**\r\n * Width of the texture\r\n */\r\n height: number;\r\n /**\r\n * Number of Mipmaps for the texture\r\n * @see https://en.wikipedia.org/wiki/Mipmap\r\n */\r\n mipmapCount: number;\r\n /**\r\n * If the textures format is a known fourCC format\r\n * @see https://www.fourcc.org/\r\n */\r\n isFourCC: boolean;\r\n /**\r\n * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format\r\n */\r\n isRGB: boolean;\r\n /**\r\n * If the texture is a lumincance format\r\n */\r\n isLuminance: boolean;\r\n /**\r\n * If this is a cube texture\r\n * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps\r\n */\r\n isCube: boolean;\r\n /**\r\n * If the texture is a compressed format eg. FOURCC_DXT1\r\n */\r\n isCompressed: boolean;\r\n /**\r\n * The dxgiFormat of the texture\r\n * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format\r\n */\r\n dxgiFormat: number;\r\n /**\r\n * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT\r\n */\r\n textureType: number;\r\n /**\r\n * Sphericle polynomial created for the dds texture\r\n */\r\n sphericalPolynomial?: SphericalPolynomial;\r\n}\r\n\r\n/**\r\n * Class used to provide DDS decompression tools\r\n */\r\nexport class DDSTools {\r\n /**\r\n * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)\r\n */\r\n public static StoreLODInAlphaChannel = false;\r\n\r\n /**\r\n * Gets DDS information from an array buffer\r\n * @param data defines the array buffer view to read data from\r\n * @returns the DDS information\r\n */\r\n public static GetDDSInfo(data: ArrayBufferView): DDSInfo {\r\n var header = new Int32Array(data.buffer, data.byteOffset, headerLengthInt);\r\n var extendedHeader = new Int32Array(data.buffer, data.byteOffset, headerLengthInt + 4);\r\n\r\n var mipmapCount = 1;\r\n if (header[off_flags] & DDSD_MIPMAPCOUNT) {\r\n mipmapCount = Math.max(1, header[off_mipmapCount]);\r\n }\r\n\r\n var fourCC = header[off_pfFourCC];\r\n var dxgiFormat = (fourCC === FOURCC_DX10) ? extendedHeader[off_dxgiFormat] : 0;\r\n var textureType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n\r\n switch (fourCC) {\r\n case FOURCC_D3DFMT_R16G16B16A16F:\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n break;\r\n case FOURCC_D3DFMT_R32G32B32A32F:\r\n textureType = Constants.TEXTURETYPE_FLOAT;\r\n break;\r\n case FOURCC_DX10:\r\n if (dxgiFormat === DXGI_FORMAT_R16G16B16A16_FLOAT) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n break;\r\n }\r\n if (dxgiFormat === DXGI_FORMAT_R32G32B32A32_FLOAT) {\r\n textureType = Constants.TEXTURETYPE_FLOAT;\r\n break;\r\n }\r\n }\r\n\r\n return {\r\n width: header[off_width],\r\n height: header[off_height],\r\n mipmapCount: mipmapCount,\r\n isFourCC: (header[off_pfFlags] & DDPF_FOURCC) === DDPF_FOURCC,\r\n isRGB: (header[off_pfFlags] & DDPF_RGB) === DDPF_RGB,\r\n isLuminance: (header[off_pfFlags] & DDPF_LUMINANCE) === DDPF_LUMINANCE,\r\n isCube: (header[off_caps2] & DDSCAPS2_CUBEMAP) === DDSCAPS2_CUBEMAP,\r\n isCompressed: (fourCC === FOURCC_DXT1 || fourCC === FOURCC_DXT3 || fourCC === FOURCC_DXT5),\r\n dxgiFormat: dxgiFormat,\r\n textureType: textureType\r\n };\r\n }\r\n\r\n // ref: http://stackoverflow.com/questions/32633585/how-do-you-convert-to-half-floats-in-javascript\r\n private static _FloatView: Float32Array;\r\n private static _Int32View: Int32Array;\r\n private static _ToHalfFloat(value: number): number {\r\n if (!DDSTools._FloatView) {\r\n DDSTools._FloatView = new Float32Array(1);\r\n DDSTools._Int32View = new Int32Array(DDSTools._FloatView.buffer);\r\n }\r\n\r\n DDSTools._FloatView[0] = value;\r\n var x = DDSTools._Int32View[0];\r\n\r\n var bits = (x >> 16) & 0x8000; /* Get the sign */\r\n var m = (x >> 12) & 0x07ff; /* Keep one extra bit for rounding */\r\n var e = (x >> 23) & 0xff; /* Using int is faster here */\r\n\r\n /* If zero, or denormal, or exponent underflows too much for a denormal\r\n * half, return signed zero. */\r\n if (e < 103) {\r\n return bits;\r\n }\r\n\r\n /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */\r\n if (e > 142) {\r\n bits |= 0x7c00;\r\n /* If exponent was 0xff and one mantissa bit was set, it means NaN,\r\n * not Inf, so make sure we set one mantissa bit too. */\r\n bits |= ((e == 255) ? 0 : 1) && (x & 0x007fffff);\r\n return bits;\r\n }\r\n\r\n /* If exponent underflows but not too much, return a denormal */\r\n if (e < 113) {\r\n m |= 0x0800;\r\n /* Extra rounding may overflow and set mantissa to 0 and exponent\r\n * to 1, which is OK. */\r\n bits |= (m >> (114 - e)) + ((m >> (113 - e)) & 1);\r\n return bits;\r\n }\r\n\r\n bits |= ((e - 112) << 10) | (m >> 1);\r\n bits += m & 1;\r\n return bits;\r\n }\r\n\r\n private static _FromHalfFloat(value: number): number {\r\n var s = (value & 0x8000) >> 15;\r\n var e = (value & 0x7C00) >> 10;\r\n var f = value & 0x03FF;\r\n\r\n if (e === 0) {\r\n return (s ? -1 : 1) * Math.pow(2, -14) * (f / Math.pow(2, 10));\r\n } else if (e == 0x1F) {\r\n return f ? NaN : ((s ? -1 : 1) * Infinity);\r\n }\r\n\r\n return (s ? -1 : 1) * Math.pow(2, e - 15) * (1 + (f / Math.pow(2, 10)));\r\n }\r\n\r\n private static _GetHalfFloatAsFloatRGBAArrayBuffer(width: number, height: number, dataOffset: number, dataLength: number, arrayBuffer: ArrayBuffer, lod: number): Float32Array {\r\n var destArray = new Float32Array(dataLength);\r\n var srcData = new Uint16Array(arrayBuffer, dataOffset);\r\n var index = 0;\r\n for (var y = 0; y < height; y++) {\r\n for (var x = 0; x < width; x++) {\r\n var srcPos = (x + y * width) * 4;\r\n destArray[index] = DDSTools._FromHalfFloat(srcData[srcPos]);\r\n destArray[index + 1] = DDSTools._FromHalfFloat(srcData[srcPos + 1]);\r\n destArray[index + 2] = DDSTools._FromHalfFloat(srcData[srcPos + 2]);\r\n if (DDSTools.StoreLODInAlphaChannel) {\r\n destArray[index + 3] = lod;\r\n } else {\r\n destArray[index + 3] = DDSTools._FromHalfFloat(srcData[srcPos + 3]);\r\n }\r\n index += 4;\r\n }\r\n }\r\n\r\n return destArray;\r\n }\r\n\r\n private static _GetHalfFloatRGBAArrayBuffer(width: number, height: number, dataOffset: number, dataLength: number, arrayBuffer: ArrayBuffer, lod: number): Uint16Array {\r\n if (DDSTools.StoreLODInAlphaChannel) {\r\n var destArray = new Uint16Array(dataLength);\r\n var srcData = new Uint16Array(arrayBuffer, dataOffset);\r\n var index = 0;\r\n for (var y = 0; y < height; y++) {\r\n for (var x = 0; x < width; x++) {\r\n var srcPos = (x + y * width) * 4;\r\n destArray[index] = srcData[srcPos];\r\n destArray[index + 1] = srcData[srcPos + 1];\r\n destArray[index + 2] = srcData[srcPos + 2];\r\n destArray[index + 3] = DDSTools._ToHalfFloat(lod);\r\n index += 4;\r\n }\r\n }\r\n\r\n return destArray;\r\n }\r\n\r\n return new Uint16Array(arrayBuffer, dataOffset, dataLength);\r\n }\r\n\r\n private static _GetFloatRGBAArrayBuffer(width: number, height: number, dataOffset: number, dataLength: number, arrayBuffer: ArrayBuffer, lod: number): Float32Array {\r\n if (DDSTools.StoreLODInAlphaChannel) {\r\n var destArray = new Float32Array(dataLength);\r\n var srcData = new Float32Array(arrayBuffer, dataOffset);\r\n var index = 0;\r\n for (var y = 0; y < height; y++) {\r\n for (var x = 0; x < width; x++) {\r\n var srcPos = (x + y * width) * 4;\r\n destArray[index] = srcData[srcPos];\r\n destArray[index + 1] = srcData[srcPos + 1];\r\n destArray[index + 2] = srcData[srcPos + 2];\r\n destArray[index + 3] = lod;\r\n index += 4;\r\n }\r\n }\r\n\r\n return destArray;\r\n }\r\n return new Float32Array(arrayBuffer, dataOffset, dataLength);\r\n }\r\n\r\n private static _GetFloatAsUIntRGBAArrayBuffer(width: number, height: number, dataOffset: number, dataLength: number, arrayBuffer: ArrayBuffer, lod: number): Float32Array {\r\n var destArray = new Uint8Array(dataLength);\r\n var srcData = new Float32Array(arrayBuffer, dataOffset);\r\n var index = 0;\r\n for (var y = 0; y < height; y++) {\r\n for (var x = 0; x < width; x++) {\r\n var srcPos = (x + y * width) * 4;\r\n destArray[index] = Scalar.Clamp(srcData[srcPos]) * 255;\r\n destArray[index + 1] = Scalar.Clamp(srcData[srcPos + 1]) * 255;\r\n destArray[index + 2] = Scalar.Clamp(srcData[srcPos + 2]) * 255;\r\n if (DDSTools.StoreLODInAlphaChannel) {\r\n destArray[index + 3] = lod;\r\n } else {\r\n destArray[index + 3] = Scalar.Clamp(srcData[srcPos + 3]) * 255;\r\n }\r\n index += 4;\r\n }\r\n }\r\n\r\n return destArray;\r\n }\r\n\r\n private static _GetHalfFloatAsUIntRGBAArrayBuffer(width: number, height: number, dataOffset: number, dataLength: number, arrayBuffer: ArrayBuffer, lod: number): Float32Array {\r\n var destArray = new Uint8Array(dataLength);\r\n var srcData = new Uint16Array(arrayBuffer, dataOffset);\r\n var index = 0;\r\n for (var y = 0; y < height; y++) {\r\n for (var x = 0; x < width; x++) {\r\n var srcPos = (x + y * width) * 4;\r\n destArray[index] = Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos])) * 255;\r\n destArray[index + 1] = Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 1])) * 255;\r\n destArray[index + 2] = Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 2])) * 255;\r\n if (DDSTools.StoreLODInAlphaChannel) {\r\n destArray[index + 3] = lod;\r\n } else {\r\n destArray[index + 3] = Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 3])) * 255;\r\n }\r\n index += 4;\r\n }\r\n }\r\n\r\n return destArray;\r\n }\r\n\r\n private static _GetRGBAArrayBuffer(width: number, height: number, dataOffset: number, dataLength: number, arrayBuffer: ArrayBuffer, rOffset: number, gOffset: number, bOffset: number, aOffset: number): Uint8Array {\r\n var byteArray = new Uint8Array(dataLength);\r\n var srcData = new Uint8Array(arrayBuffer, dataOffset);\r\n var index = 0;\r\n for (var y = 0; y < height; y++) {\r\n for (var x = 0; x < width; x++) {\r\n var srcPos = (x + y * width) * 4;\r\n\r\n byteArray[index] = srcData[srcPos + rOffset];\r\n byteArray[index + 1] = srcData[srcPos + gOffset];\r\n byteArray[index + 2] = srcData[srcPos + bOffset];\r\n byteArray[index + 3] = srcData[srcPos + aOffset];\r\n index += 4;\r\n }\r\n }\r\n\r\n return byteArray;\r\n }\r\n\r\n private static _ExtractLongWordOrder(value: number): number {\r\n if (value === 0 || value === 255 || value === -16777216) {\r\n return 0;\r\n }\r\n\r\n return 1 + DDSTools._ExtractLongWordOrder(value >> 8);\r\n }\r\n\r\n private static _GetRGBArrayBuffer(width: number, height: number, dataOffset: number, dataLength: number, arrayBuffer: ArrayBuffer, rOffset: number, gOffset: number, bOffset: number): Uint8Array {\r\n var byteArray = new Uint8Array(dataLength);\r\n var srcData = new Uint8Array(arrayBuffer, dataOffset);\r\n var index = 0;\r\n for (var y = 0; y < height; y++) {\r\n for (var x = 0; x < width; x++) {\r\n var srcPos = (x + y * width) * 3;\r\n\r\n byteArray[index] = srcData[srcPos + rOffset];\r\n byteArray[index + 1] = srcData[srcPos + gOffset];\r\n byteArray[index + 2] = srcData[srcPos + bOffset];\r\n index += 3;\r\n }\r\n }\r\n\r\n return byteArray;\r\n }\r\n\r\n private static _GetLuminanceArrayBuffer(width: number, height: number, dataOffset: number, dataLength: number, arrayBuffer: ArrayBuffer): Uint8Array {\r\n var byteArray = new Uint8Array(dataLength);\r\n var srcData = new Uint8Array(arrayBuffer, dataOffset);\r\n var index = 0;\r\n for (var y = 0; y < height; y++) {\r\n for (var x = 0; x < width; x++) {\r\n var srcPos = (x + y * width);\r\n byteArray[index] = srcData[srcPos];\r\n index++;\r\n }\r\n }\r\n\r\n return byteArray;\r\n }\r\n\r\n /**\r\n * Uploads DDS Levels to a Babylon Texture\r\n * @hidden\r\n */\r\n public static UploadDDSLevels(engine: ThinEngine, texture: InternalTexture, data: ArrayBufferView, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex = -1, currentFace?: number) {\r\n var sphericalPolynomialFaces: Nullable> = null;\r\n if (info.sphericalPolynomial) {\r\n sphericalPolynomialFaces = new Array();\r\n }\r\n var ext = engine.getCaps().s3tc;\r\n\r\n var header = new Int32Array(data.buffer, data.byteOffset, headerLengthInt);\r\n var fourCC: number, width: number, height: number, dataLength: number = 0, dataOffset: number;\r\n var byteArray: Uint8Array, mipmapCount: number, mip: number;\r\n let internalCompressedFormat = 0;\r\n let blockBytes = 1;\r\n\r\n if (header[off_magic] !== DDS_MAGIC) {\r\n Logger.Error(\"Invalid magic number in DDS header\");\r\n return;\r\n }\r\n\r\n if (!info.isFourCC && !info.isRGB && !info.isLuminance) {\r\n Logger.Error(\"Unsupported format, must contain a FourCC, RGB or LUMINANCE code\");\r\n return;\r\n }\r\n\r\n if (info.isCompressed && !ext) {\r\n Logger.Error(\"Compressed textures are not supported on this platform.\");\r\n return;\r\n }\r\n\r\n var bpp = header[off_RGBbpp];\r\n dataOffset = header[off_size] + 4;\r\n\r\n let computeFormats = false;\r\n\r\n if (info.isFourCC) {\r\n fourCC = header[off_pfFourCC];\r\n switch (fourCC) {\r\n case FOURCC_DXT1:\r\n blockBytes = 8;\r\n internalCompressedFormat = (ext).COMPRESSED_RGBA_S3TC_DXT1_EXT;\r\n break;\r\n case FOURCC_DXT3:\r\n blockBytes = 16;\r\n internalCompressedFormat = (ext).COMPRESSED_RGBA_S3TC_DXT3_EXT;\r\n break;\r\n case FOURCC_DXT5:\r\n blockBytes = 16;\r\n internalCompressedFormat = (ext).COMPRESSED_RGBA_S3TC_DXT5_EXT;\r\n break;\r\n case FOURCC_D3DFMT_R16G16B16A16F:\r\n computeFormats = true;\r\n break;\r\n case FOURCC_D3DFMT_R32G32B32A32F:\r\n computeFormats = true;\r\n break;\r\n case FOURCC_DX10:\r\n // There is an additionnal header so dataOffset need to be changed\r\n dataOffset += 5 * 4; // 5 uints\r\n\r\n let supported = false;\r\n switch (info.dxgiFormat) {\r\n case DXGI_FORMAT_R16G16B16A16_FLOAT:\r\n case DXGI_FORMAT_R32G32B32A32_FLOAT:\r\n computeFormats = true;\r\n supported = true;\r\n break;\r\n case DXGI_FORMAT_B8G8R8X8_UNORM:\r\n info.isRGB = true;\r\n info.isFourCC = false;\r\n bpp = 32;\r\n supported = true;\r\n break;\r\n }\r\n\r\n if (supported) {\r\n break;\r\n }\r\n default:\r\n console.error(\"Unsupported FourCC code:\", Int32ToFourCC(fourCC));\r\n return;\r\n }\r\n }\r\n\r\n let rOffset = DDSTools._ExtractLongWordOrder(header[off_RMask]);\r\n let gOffset = DDSTools._ExtractLongWordOrder(header[off_GMask]);\r\n let bOffset = DDSTools._ExtractLongWordOrder(header[off_BMask]);\r\n let aOffset = DDSTools._ExtractLongWordOrder(header[off_AMask]);\r\n\r\n if (computeFormats) {\r\n internalCompressedFormat = engine._getRGBABufferInternalSizedFormat(info.textureType);\r\n }\r\n\r\n mipmapCount = 1;\r\n if (header[off_flags] & DDSD_MIPMAPCOUNT && loadMipmaps !== false) {\r\n mipmapCount = Math.max(1, header[off_mipmapCount]);\r\n }\r\n\r\n const startFace = currentFace || 0;\r\n for (var face = startFace; face < faces; face++) {\r\n width = header[off_width];\r\n height = header[off_height];\r\n\r\n for (mip = 0; mip < mipmapCount; ++mip) {\r\n if (lodIndex === -1 || lodIndex === mip) {\r\n // In case of fixed LOD, if the lod has just been uploaded, early exit.\r\n const i = (lodIndex === -1) ? mip : 0;\r\n\r\n if (!info.isCompressed && info.isFourCC) {\r\n texture.format = Constants.TEXTUREFORMAT_RGBA;\r\n dataLength = width * height * 4;\r\n var floatArray: Nullable = null;\r\n\r\n if (engine._badOS || engine._badDesktopOS || (!engine.getCaps().textureHalfFloat && !engine.getCaps().textureFloat)) { // Required because iOS has many issues with float and half float generation\r\n if (bpp === 128) {\r\n floatArray = DDSTools._GetFloatAsUIntRGBAArrayBuffer(width, height, data.byteOffset + dataOffset, dataLength, data.buffer, i);\r\n if (sphericalPolynomialFaces && i == 0) {\r\n sphericalPolynomialFaces.push(DDSTools._GetFloatRGBAArrayBuffer(width, height, data.byteOffset + dataOffset, dataLength, data.buffer, i));\r\n }\r\n }\r\n else if (bpp === 64) {\r\n floatArray = DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer(width, height, data.byteOffset + dataOffset, dataLength, data.buffer, i);\r\n if (sphericalPolynomialFaces && i == 0) {\r\n sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, data.byteOffset + dataOffset, dataLength, data.buffer, i));\r\n }\r\n }\r\n\r\n texture.type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n }\r\n else {\r\n if (bpp === 128) {\r\n texture.type = Constants.TEXTURETYPE_FLOAT;\r\n floatArray = DDSTools._GetFloatRGBAArrayBuffer(width, height, data.byteOffset + dataOffset, dataLength, data.buffer, i);\r\n if (sphericalPolynomialFaces && i == 0) {\r\n sphericalPolynomialFaces.push(floatArray);\r\n }\r\n } else if (bpp === 64 && !engine.getCaps().textureHalfFloat) {\r\n texture.type = Constants.TEXTURETYPE_FLOAT;\r\n floatArray = DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, data.byteOffset + dataOffset, dataLength, data.buffer, i);\r\n if (sphericalPolynomialFaces && i == 0) {\r\n sphericalPolynomialFaces.push(floatArray);\r\n }\r\n } else { // 64\r\n texture.type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n floatArray = DDSTools._GetHalfFloatRGBAArrayBuffer(width, height, data.byteOffset + dataOffset, dataLength, data.buffer, i);\r\n if (sphericalPolynomialFaces && i == 0) {\r\n sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, data.buffer, i));\r\n }\r\n }\r\n }\r\n\r\n if (floatArray) {\r\n engine._uploadDataToTextureDirectly(texture, floatArray, face, i);\r\n }\r\n } else if (info.isRGB) {\r\n texture.type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n if (bpp === 24) {\r\n texture.format = Constants.TEXTUREFORMAT_RGB;\r\n dataLength = width * height * 3;\r\n byteArray = DDSTools._GetRGBArrayBuffer(width, height, data.byteOffset + dataOffset, dataLength, data.buffer, rOffset, gOffset, bOffset);\r\n engine._uploadDataToTextureDirectly(texture, byteArray, face, i);\r\n } else { // 32\r\n texture.format = Constants.TEXTUREFORMAT_RGBA;\r\n dataLength = width * height * 4;\r\n byteArray = DDSTools._GetRGBAArrayBuffer(width, height, data.byteOffset + dataOffset, dataLength, data.buffer, rOffset, gOffset, bOffset, aOffset);\r\n engine._uploadDataToTextureDirectly(texture, byteArray, face, i);\r\n }\r\n } else if (info.isLuminance) {\r\n var unpackAlignment = engine._getUnpackAlignement();\r\n var unpaddedRowSize = width;\r\n var paddedRowSize = Math.floor((width + unpackAlignment - 1) / unpackAlignment) * unpackAlignment;\r\n dataLength = paddedRowSize * (height - 1) + unpaddedRowSize;\r\n\r\n byteArray = DDSTools._GetLuminanceArrayBuffer(width, height, data.byteOffset + dataOffset, dataLength, data.buffer);\r\n texture.format = Constants.TEXTUREFORMAT_LUMINANCE;\r\n texture.type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n\r\n engine._uploadDataToTextureDirectly(texture, byteArray, face, i);\r\n } else {\r\n dataLength = Math.max(4, width) / 4 * Math.max(4, height) / 4 * blockBytes;\r\n byteArray = new Uint8Array(data.buffer, data.byteOffset + dataOffset, dataLength);\r\n\r\n texture.type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n engine._uploadCompressedDataToTextureDirectly(texture, internalCompressedFormat, width, height, byteArray, face, i);\r\n }\r\n }\r\n dataOffset += bpp ? (width * height * (bpp / 8)) : dataLength;\r\n width *= 0.5;\r\n height *= 0.5;\r\n\r\n width = Math.max(1.0, width);\r\n height = Math.max(1.0, height);\r\n }\r\n\r\n if (currentFace !== undefined) {\r\n // Loading a single face\r\n break;\r\n }\r\n }\r\n if (sphericalPolynomialFaces && sphericalPolynomialFaces.length > 0) {\r\n info.sphericalPolynomial = CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial({\r\n size: header[off_width],\r\n right: sphericalPolynomialFaces[0],\r\n left: sphericalPolynomialFaces[1],\r\n up: sphericalPolynomialFaces[2],\r\n down: sphericalPolynomialFaces[3],\r\n front: sphericalPolynomialFaces[4],\r\n back: sphericalPolynomialFaces[5],\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n type: Constants.TEXTURETYPE_FLOAT,\r\n gammaSpace: false,\r\n });\r\n } else {\r\n info.sphericalPolynomial = undefined;\r\n }\r\n }\r\n}\r\n\r\ndeclare module \"../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)\r\n * @param rootUrl defines the url where the file to load is located\r\n * @param scene defines the current scene\r\n * @param lodScale defines scale to apply to the mip map selection\r\n * @param lodOffset defines offset to apply to the mip map selection\r\n * @param onLoad defines an optional callback raised when the texture is loaded\r\n * @param onError defines an optional callback raised if there is an issue to load the texture\r\n * @param format defines the format of the data\r\n * @param forcedExtension defines the extension to use to pick the right loader\r\n * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createPrefilteredCubeTexture(rootUrl: string, scene: Nullable, lodScale: number, lodOffset: number,\r\n onLoad?: Nullable<(internalTexture: Nullable) => void>,\r\n onError?: Nullable<(message?: string, exception?: any) => void>,\r\n format?: number, forcedExtension?: any,\r\n createPolynomials?: boolean): InternalTexture;\r\n }\r\n}\r\n\r\n/**\r\n * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)\r\n * @param rootUrl defines the url where the file to load is located\r\n * @param scene defines the current scene\r\n * @param lodScale defines scale to apply to the mip map selection\r\n * @param lodOffset defines offset to apply to the mip map selection\r\n * @param onLoad defines an optional callback raised when the texture is loaded\r\n * @param onError defines an optional callback raised if there is an issue to load the texture\r\n * @param format defines the format of the data\r\n * @param forcedExtension defines the extension to use to pick the right loader\r\n * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture\r\n * @returns the cube texture as an InternalTexture\r\n */\r\nThinEngine.prototype.createPrefilteredCubeTexture = function(rootUrl: string, scene: Nullable, lodScale: number, lodOffset: number,\r\n onLoad: Nullable<(internalTexture: Nullable) => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n format?: number, forcedExtension: any = null,\r\n createPolynomials: boolean = true): InternalTexture {\r\n var callback = (loadData: any) => {\r\n if (!loadData) {\r\n if (onLoad) {\r\n onLoad(null);\r\n }\r\n return;\r\n }\r\n\r\n let texture = loadData.texture as InternalTexture;\r\n if (!createPolynomials) {\r\n texture._sphericalPolynomial = new SphericalPolynomial();\r\n }\r\n else if (loadData.info.sphericalPolynomial) {\r\n texture._sphericalPolynomial = loadData.info.sphericalPolynomial;\r\n }\r\n texture._source = InternalTextureSource.CubePrefiltered;\r\n\r\n if (this.getCaps().textureLOD) {\r\n // Do not add extra process if texture lod is supported.\r\n if (onLoad) {\r\n onLoad(texture);\r\n }\r\n return;\r\n }\r\n\r\n const mipSlices = 3;\r\n\r\n var gl = this._gl;\r\n const width = loadData.width;\r\n if (!width) {\r\n return;\r\n }\r\n\r\n const textures: BaseTexture[] = [];\r\n for (let i = 0; i < mipSlices; i++) {\r\n //compute LOD from even spacing in smoothness (matching shader calculation)\r\n let smoothness = i / (mipSlices - 1);\r\n let roughness = 1 - smoothness;\r\n\r\n let minLODIndex = lodOffset; // roughness = 0\r\n let maxLODIndex = Scalar.Log2(width) * lodScale + lodOffset; // roughness = 1\r\n\r\n let lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;\r\n let mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));\r\n\r\n var glTextureFromLod = new InternalTexture(this, InternalTextureSource.Temp);\r\n glTextureFromLod.type = texture.type;\r\n glTextureFromLod.format = texture.format;\r\n glTextureFromLod.width = Math.pow(2, Math.max(Scalar.Log2(width) - mipmapIndex, 0));\r\n glTextureFromLod.height = glTextureFromLod.width;\r\n glTextureFromLod.isCube = true;\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, glTextureFromLod, true);\r\n\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n\r\n if (loadData.isDDS) {\r\n var info: DDSInfo = loadData.info;\r\n var data: any = loadData.data;\r\n this._unpackFlipY(info.isCompressed);\r\n\r\n DDSTools.UploadDDSLevels(this, glTextureFromLod, data, info, true, 6, mipmapIndex);\r\n }\r\n else {\r\n Logger.Warn(\"DDS is the only prefiltered cube map supported so far.\");\r\n }\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);\r\n\r\n // Wrap in a base texture for easy binding.\r\n const lodTexture = new BaseTexture(scene);\r\n lodTexture.isCube = true;\r\n lodTexture._texture = glTextureFromLod;\r\n\r\n glTextureFromLod.isReady = true;\r\n textures.push(lodTexture);\r\n }\r\n\r\n texture._lodTextureHigh = textures[2];\r\n texture._lodTextureMid = textures[1];\r\n texture._lodTextureLow = textures[0];\r\n\r\n if (onLoad) {\r\n onLoad(texture);\r\n }\r\n };\r\n\r\n return this.createCubeTexture(rootUrl, scene, null, false, callback, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset);\r\n};\r\n","import { Tags } from \"../Misc/tags\";\r\nimport { Nullable } from \"../types\";\r\nimport { Quaternion, Vector2, Vector3, Matrix } from \"../Maths/math.vector\";\r\nimport { _DevTools } from './devTools';\r\nimport { IAnimatable } from '../Animations/animatable.interface';\r\nimport { Color4, Color3 } from '../Maths/math.color';\r\n\r\ndeclare type Scene = import(\"../scene\").Scene;\r\ndeclare type Camera = import(\"../Cameras/camera\").Camera;\r\n\r\ndeclare type ImageProcessingConfiguration = import(\"../Materials/imageProcessingConfiguration\").ImageProcessingConfiguration;\r\ndeclare type FresnelParameters = import(\"../Materials/fresnelParameters\").FresnelParameters;\r\ndeclare type ColorCurves = import(\"../Materials/colorCurves\").ColorCurves;\r\ndeclare type BaseTexture = import(\"../Materials/Textures/baseTexture\").BaseTexture;\r\n\r\nvar __decoratorInitialStore = {};\r\nvar __mergedStore = {};\r\n\r\nvar _copySource = function (creationFunction: () => T, source: T, instanciate: boolean): T {\r\n var destination = creationFunction();\r\n\r\n // Tags\r\n if (Tags) {\r\n Tags.AddTagsTo(destination, (source).tags);\r\n }\r\n\r\n var classStore = getMergedStore(destination);\r\n\r\n // Properties\r\n for (var property in classStore) {\r\n var propertyDescriptor = classStore[property];\r\n var sourceProperty = (source)[property];\r\n var propertyType = propertyDescriptor.type;\r\n\r\n if (sourceProperty !== undefined && sourceProperty !== null && property !== \"uniqueId\") {\r\n switch (propertyType) {\r\n case 0: // Value\r\n case 6: // Mesh reference\r\n case 11: // Camera reference\r\n (destination)[property] = sourceProperty;\r\n break;\r\n case 1: // Texture\r\n (destination)[property] = (instanciate || sourceProperty.isRenderTarget) ? sourceProperty : sourceProperty.clone();\r\n break;\r\n case 2: // Color3\r\n case 3: // FresnelParameters\r\n case 4: // Vector2\r\n case 5: // Vector3\r\n case 7: // Color Curves\r\n case 10: // Quaternion\r\n case 12: // Matrix\r\n (destination)[property] = instanciate ? sourceProperty : sourceProperty.clone();\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return destination;\r\n};\r\n\r\nfunction getDirectStore(target: any): any {\r\n var classKey = target.getClassName();\r\n\r\n if (!(__decoratorInitialStore)[classKey]) {\r\n (__decoratorInitialStore)[classKey] = {};\r\n }\r\n\r\n return (__decoratorInitialStore)[classKey];\r\n}\r\n\r\n/**\r\n * Return the list of properties flagged as serializable\r\n * @param target: host object\r\n */\r\nfunction getMergedStore(target: any): any {\r\n let classKey = target.getClassName();\r\n\r\n if ((__mergedStore)[classKey]) {\r\n return (__mergedStore)[classKey];\r\n }\r\n\r\n (__mergedStore)[classKey] = {};\r\n\r\n let store = (__mergedStore)[classKey];\r\n let currentTarget = target;\r\n let currentKey = classKey;\r\n while (currentKey) {\r\n let initialStore = (__decoratorInitialStore)[currentKey];\r\n for (var property in initialStore) {\r\n store[property] = initialStore[property];\r\n }\r\n\r\n let parent: any;\r\n let done = false;\r\n\r\n do {\r\n parent = Object.getPrototypeOf(currentTarget);\r\n if (!parent.getClassName) {\r\n done = true;\r\n break;\r\n }\r\n\r\n if (parent.getClassName() !== currentKey) {\r\n break;\r\n }\r\n\r\n currentTarget = parent;\r\n }\r\n while (parent);\r\n\r\n if (done) {\r\n break;\r\n }\r\n\r\n currentKey = parent.getClassName();\r\n currentTarget = parent;\r\n }\r\n\r\n return store;\r\n}\r\n\r\nfunction generateSerializableMember(type: number, sourceName?: string) {\r\n return (target: any, propertyKey: string | symbol) => {\r\n var classStore = getDirectStore(target);\r\n\r\n if (!classStore[propertyKey]) {\r\n classStore[propertyKey] = { type: type, sourceName: sourceName };\r\n }\r\n };\r\n}\r\n\r\nfunction generateExpandMember(setCallback: string, targetKey: Nullable = null) {\r\n return (target: any, propertyKey: string) => {\r\n var key = targetKey || (\"_\" + propertyKey);\r\n Object.defineProperty(target, propertyKey, {\r\n get: function(this: any) {\r\n return this[key];\r\n },\r\n set: function(this: any, value) {\r\n if (this[key] === value) {\r\n return;\r\n }\r\n this[key] = value;\r\n\r\n target[setCallback].apply(this);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n };\r\n}\r\n\r\nexport function expandToProperty(callback: string, targetKey: Nullable = null) {\r\n return generateExpandMember(callback, targetKey);\r\n}\r\n\r\nexport function serialize(sourceName?: string) {\r\n return generateSerializableMember(0, sourceName); // value member\r\n}\r\n\r\nexport function serializeAsTexture(sourceName?: string) {\r\n return generateSerializableMember(1, sourceName); // texture member\r\n}\r\n\r\nexport function serializeAsColor3(sourceName?: string) {\r\n return generateSerializableMember(2, sourceName); // color3 member\r\n}\r\n\r\nexport function serializeAsFresnelParameters(sourceName?: string) {\r\n return generateSerializableMember(3, sourceName); // fresnel parameters member\r\n}\r\n\r\nexport function serializeAsVector2(sourceName?: string) {\r\n return generateSerializableMember(4, sourceName); // vector2 member\r\n}\r\n\r\nexport function serializeAsVector3(sourceName?: string) {\r\n return generateSerializableMember(5, sourceName); // vector3 member\r\n}\r\n\r\nexport function serializeAsMeshReference(sourceName?: string) {\r\n return generateSerializableMember(6, sourceName); // mesh reference member\r\n}\r\n\r\nexport function serializeAsColorCurves(sourceName?: string) {\r\n return generateSerializableMember(7, sourceName); // color curves\r\n}\r\n\r\nexport function serializeAsColor4(sourceName?: string) {\r\n return generateSerializableMember(8, sourceName); // color 4\r\n}\r\n\r\nexport function serializeAsImageProcessingConfiguration(sourceName?: string) {\r\n return generateSerializableMember(9, sourceName); // image processing\r\n}\r\n\r\nexport function serializeAsQuaternion(sourceName?: string) {\r\n return generateSerializableMember(10, sourceName); // quaternion member\r\n}\r\n\r\nexport function serializeAsMatrix(sourceName?: string) {\r\n return generateSerializableMember(12, sourceName); // matrix member\r\n}\r\n\r\n/**\r\n * Decorator used to define property that can be serialized as reference to a camera\r\n * @param sourceName defines the name of the property to decorate\r\n */\r\nexport function serializeAsCameraReference(sourceName?: string) {\r\n return generateSerializableMember(11, sourceName); // camera reference member\r\n}\r\n\r\n/**\r\n * Class used to help serialization objects\r\n */\r\nexport class SerializationHelper {\r\n /** @hidden */\r\n public static _ImageProcessingConfigurationParser = (sourceProperty: any): ImageProcessingConfiguration => {\r\n throw _DevTools.WarnImport(\"ImageProcessingConfiguration\");\r\n }\r\n\r\n /** @hidden */\r\n public static _FresnelParametersParser = (sourceProperty: any): FresnelParameters => {\r\n throw _DevTools.WarnImport(\"FresnelParameters\");\r\n }\r\n\r\n /** @hidden */\r\n public static _ColorCurvesParser = (sourceProperty: any): ColorCurves => {\r\n throw _DevTools.WarnImport(\"ColorCurves\");\r\n }\r\n\r\n /** @hidden */\r\n public static _TextureParser = (sourceProperty: any, scene: Scene, rootUrl: string): Nullable => {\r\n throw _DevTools.WarnImport(\"Texture\");\r\n }\r\n\r\n /**\r\n * Appends the serialized animations from the source animations\r\n * @param source Source containing the animations\r\n * @param destination Target to store the animations\r\n */\r\n public static AppendSerializedAnimations(source: IAnimatable, destination: any): void {\r\n if (source.animations) {\r\n destination.animations = [];\r\n for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {\r\n var animation = source.animations[animationIndex];\r\n\r\n destination.animations.push(animation.serialize());\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Static function used to serialized a specific entity\r\n * @param entity defines the entity to serialize\r\n * @param serializationObject defines the optional target obecjt where serialization data will be stored\r\n * @returns a JSON compatible object representing the serialization of the entity\r\n */\r\n public static Serialize(entity: T, serializationObject?: any): any {\r\n if (!serializationObject) {\r\n serializationObject = {};\r\n }\r\n\r\n // Tags\r\n if (Tags) {\r\n serializationObject.tags = Tags.GetTags(entity);\r\n }\r\n\r\n var serializedProperties = getMergedStore(entity);\r\n\r\n // Properties\r\n for (var property in serializedProperties) {\r\n var propertyDescriptor = serializedProperties[property];\r\n var targetPropertyName = propertyDescriptor.sourceName || property;\r\n var propertyType = propertyDescriptor.type;\r\n var sourceProperty = (entity)[property];\r\n\r\n if (sourceProperty !== undefined && sourceProperty !== null) {\r\n switch (propertyType) {\r\n case 0: // Value\r\n serializationObject[targetPropertyName] = sourceProperty;\r\n break;\r\n case 1: // Texture\r\n serializationObject[targetPropertyName] = sourceProperty.serialize();\r\n break;\r\n case 2: // Color3\r\n serializationObject[targetPropertyName] = sourceProperty.asArray();\r\n break;\r\n case 3: // FresnelParameters\r\n serializationObject[targetPropertyName] = sourceProperty.serialize();\r\n break;\r\n case 4: // Vector2\r\n serializationObject[targetPropertyName] = sourceProperty.asArray();\r\n break;\r\n case 5: // Vector3\r\n serializationObject[targetPropertyName] = sourceProperty.asArray();\r\n break;\r\n case 6: // Mesh reference\r\n serializationObject[targetPropertyName] = sourceProperty.id;\r\n break;\r\n case 7: // Color Curves\r\n serializationObject[targetPropertyName] = sourceProperty.serialize();\r\n break;\r\n case 8: // Color 4\r\n serializationObject[targetPropertyName] = (sourceProperty).asArray();\r\n break;\r\n case 9: // Image Processing\r\n serializationObject[targetPropertyName] = (sourceProperty).serialize();\r\n break;\r\n case 10: // Quaternion\r\n serializationObject[targetPropertyName] = (sourceProperty).asArray();\r\n break;\r\n case 11: // Camera reference\r\n serializationObject[targetPropertyName] = (sourceProperty).id;\r\n case 12: // Matrix\r\n serializationObject[targetPropertyName] = (sourceProperty).asArray();\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a new entity from a serialization data object\r\n * @param creationFunction defines a function used to instanciated the new entity\r\n * @param source defines the source serialization data\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root url for resources\r\n * @returns a new entity\r\n */\r\n public static Parse(creationFunction: () => T, source: any, scene: Nullable, rootUrl: Nullable = null): T {\r\n var destination = creationFunction();\r\n\r\n if (!rootUrl) {\r\n rootUrl = \"\";\r\n }\r\n\r\n // Tags\r\n if (Tags) {\r\n Tags.AddTagsTo(destination, source.tags);\r\n }\r\n\r\n var classStore = getMergedStore(destination);\r\n\r\n // Properties\r\n for (var property in classStore) {\r\n var propertyDescriptor = classStore[property];\r\n var sourceProperty = source[propertyDescriptor.sourceName || property];\r\n var propertyType = propertyDescriptor.type;\r\n\r\n if (sourceProperty !== undefined && sourceProperty !== null) {\r\n var dest = destination;\r\n switch (propertyType) {\r\n case 0: // Value\r\n dest[property] = sourceProperty;\r\n break;\r\n case 1: // Texture\r\n if (scene) {\r\n dest[property] = SerializationHelper._TextureParser(sourceProperty, scene, rootUrl);\r\n }\r\n break;\r\n case 2: // Color3\r\n dest[property] = Color3.FromArray(sourceProperty);\r\n break;\r\n case 3: // FresnelParameters\r\n dest[property] = SerializationHelper._FresnelParametersParser(sourceProperty);\r\n break;\r\n case 4: // Vector2\r\n dest[property] = Vector2.FromArray(sourceProperty);\r\n break;\r\n case 5: // Vector3\r\n dest[property] = Vector3.FromArray(sourceProperty);\r\n break;\r\n case 6: // Mesh reference\r\n if (scene) {\r\n dest[property] = scene.getLastMeshByID(sourceProperty);\r\n }\r\n break;\r\n case 7: // Color Curves\r\n dest[property] = SerializationHelper._ColorCurvesParser(sourceProperty);\r\n break;\r\n case 8: // Color 4\r\n dest[property] = Color4.FromArray(sourceProperty);\r\n break;\r\n case 9: // Image Processing\r\n dest[property] = SerializationHelper._ImageProcessingConfigurationParser(sourceProperty);\r\n break;\r\n case 10: // Quaternion\r\n dest[property] = Quaternion.FromArray(sourceProperty);\r\n break;\r\n case 11: // Camera reference\r\n if (scene) {\r\n dest[property] = scene.getCameraByID(sourceProperty);\r\n }\r\n case 12: // Matrix\r\n dest[property] = Matrix.FromArray(sourceProperty);\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return destination;\r\n }\r\n\r\n /**\r\n * Clones an object\r\n * @param creationFunction defines the function used to instanciate the new object\r\n * @param source defines the source object\r\n * @returns the cloned object\r\n */\r\n public static Clone(creationFunction: () => T, source: T): T {\r\n return _copySource(creationFunction, source, false);\r\n }\r\n\r\n /**\r\n * Instanciates a new object based on a source one (some data will be shared between both object)\r\n * @param creationFunction defines the function used to instanciate the new object\r\n * @param source defines the source object\r\n * @returns the new object\r\n */\r\n public static Instanciate(creationFunction: () => T, source: T): T {\r\n return _copySource(creationFunction, source, true);\r\n }\r\n}\r\n","import { StringTools } from './stringTools';\r\nimport { Logger } from './logger';\r\n\r\nvar cloneValue = (source: any, destinationObject: any) => {\r\n if (!source) {\r\n return null;\r\n }\r\n\r\n if (source.getClassName && source.getClassName() === \"Mesh\") {\r\n return null;\r\n }\r\n\r\n if (source.getClassName && source.getClassName() === \"SubMesh\") {\r\n return source.clone(destinationObject);\r\n } else if (source.clone) {\r\n return source.clone();\r\n }\r\n return null;\r\n};\r\n\r\n/**\r\n * Class containing a set of static utilities functions for deep copy.\r\n */\r\nexport class DeepCopier {\r\n /**\r\n * Tries to copy an object by duplicating every property\r\n * @param source defines the source object\r\n * @param destination defines the target object\r\n * @param doNotCopyList defines a list of properties to avoid\r\n * @param mustCopyList defines a list of properties to copy (even if they start with _)\r\n */\r\n public static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void {\r\n for (var prop in source) {\r\n\r\n if (prop[0] === \"_\" && (!mustCopyList || mustCopyList.indexOf(prop) === -1)) {\r\n continue;\r\n }\r\n\r\n if (StringTools.EndsWith(prop, \"Observable\")) {\r\n continue;\r\n }\r\n\r\n if (doNotCopyList && doNotCopyList.indexOf(prop) !== -1) {\r\n continue;\r\n }\r\n\r\n var sourceValue = source[prop];\r\n var typeOfSourceValue = typeof sourceValue;\r\n\r\n if (typeOfSourceValue === \"function\") {\r\n continue;\r\n }\r\n\r\n try {\r\n if (typeOfSourceValue === \"object\") {\r\n if (sourceValue instanceof Array) {\r\n destination[prop] = [];\r\n\r\n if (sourceValue.length > 0) {\r\n if (typeof sourceValue[0] == \"object\") {\r\n for (var index = 0; index < sourceValue.length; index++) {\r\n var clonedValue = cloneValue(sourceValue[index], destination);\r\n\r\n if (destination[prop].indexOf(clonedValue) === -1) { // Test if auto inject was not done\r\n destination[prop].push(clonedValue);\r\n }\r\n }\r\n } else {\r\n destination[prop] = sourceValue.slice(0);\r\n }\r\n }\r\n } else {\r\n destination[prop] = cloneValue(sourceValue, destination);\r\n }\r\n } else {\r\n destination[prop] = sourceValue;\r\n }\r\n }\r\n catch (e) {\r\n // Log a warning (it could be because of a read-only property)\r\n Logger.Warn(e.message);\r\n }\r\n }\r\n }\r\n}\r\n","/**\r\n * Wrapper class for promise with external resolve and reject.\r\n */\r\nexport class Deferred {\r\n /**\r\n * The promise associated with this deferred object.\r\n */\r\n public readonly promise: Promise;\r\n\r\n private _resolve: (value?: T | PromiseLike) => void;\r\n private _reject: (reason?: any) => void;\r\n\r\n /**\r\n * The resolve method of the promise associated with this deferred object.\r\n */\r\n public get resolve() {\r\n return this._resolve;\r\n }\r\n\r\n /**\r\n * The reject method of the promise associated with this deferred object.\r\n */\r\n public get reject() {\r\n return this._reject;\r\n }\r\n\r\n /**\r\n * Constructor for this deferred object.\r\n */\r\n constructor() {\r\n this.promise = new Promise((resolve, reject) => {\r\n this._resolve = resolve;\r\n this._reject = reject;\r\n });\r\n }\r\n}\r\n","import { Nullable } from \"../types\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { DepthRenderer } from \"../Rendering/depthRenderer\";\r\n\r\nimport { MinMaxReducer } from \"./minMaxReducer\";\r\n\r\n/**\r\n * This class is a small wrapper around the MinMaxReducer class to compute the min/max values of a depth texture\r\n */\r\nexport class DepthReducer extends MinMaxReducer {\r\n\r\n private _depthRenderer: Nullable;\r\n private _depthRendererId: string;\r\n\r\n /**\r\n * Gets the depth renderer used for the computation.\r\n * Note that the result is null if you provide your own renderer when calling setDepthRenderer.\r\n */\r\n public get depthRenderer(): Nullable {\r\n return this._depthRenderer;\r\n }\r\n\r\n /**\r\n * Creates a depth reducer\r\n * @param camera The camera used to render the depth texture\r\n */\r\n constructor(camera: Camera) {\r\n super(camera);\r\n }\r\n\r\n /**\r\n * Sets the depth renderer to use to generate the depth map\r\n * @param depthRenderer The depth renderer to use. If not provided, a new one will be created automatically\r\n * @param type The texture type of the depth map (default: TEXTURETYPE_HALF_FLOAT)\r\n * @param forceFullscreenViewport Forces the post processes used for the reduction to be applied without taking into account viewport (defaults to true)\r\n */\r\n public setDepthRenderer(depthRenderer: Nullable = null, type: number = Constants.TEXTURETYPE_HALF_FLOAT, forceFullscreenViewport = true): void {\r\n const scene = this._camera.getScene();\r\n\r\n if (this._depthRenderer) {\r\n delete scene._depthRenderer[this._depthRendererId];\r\n\r\n this._depthRenderer.dispose();\r\n this._depthRenderer = null;\r\n }\r\n\r\n if (depthRenderer === null) {\r\n if (!scene._depthRenderer) {\r\n scene._depthRenderer = {};\r\n }\r\n\r\n depthRenderer = this._depthRenderer = new DepthRenderer(scene, type, this._camera, false);\r\n depthRenderer.enabled = false;\r\n\r\n this._depthRendererId = \"minmax\" + this._camera.id;\r\n scene._depthRenderer[this._depthRendererId] = depthRenderer;\r\n }\r\n\r\n super.setSourceTexture(depthRenderer.getDepthMap(), true, type, forceFullscreenViewport);\r\n }\r\n\r\n /** @hidden */\r\n public setSourceTexture(sourceTexture: RenderTargetTexture, depthRedux: boolean, type: number = Constants.TEXTURETYPE_HALF_FLOAT, forceFullscreenViewport = true): void {\r\n super.setSourceTexture(sourceTexture, depthRedux, type, forceFullscreenViewport);\r\n }\r\n\r\n /**\r\n * Activates the reduction computation.\r\n * When activated, the observers registered in onAfterReductionPerformed are\r\n * called after the compuation is performed\r\n */\r\n public activate(): void {\r\n if (this._depthRenderer) {\r\n this._depthRenderer.enabled = true;\r\n }\r\n\r\n super.activate();\r\n }\r\n\r\n /**\r\n * Deactivates the reduction computation.\r\n */\r\n public deactivate(): void {\r\n super.deactivate();\r\n\r\n if (this._depthRenderer) {\r\n this._depthRenderer.enabled = false;\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the depth reducer\r\n * @param disposeAll true to dispose all the resources. You should always call this function with true as the parameter (or without any parameter as it is the default one). This flag is meant to be used internally.\r\n */\r\n public dispose(disposeAll = true): void {\r\n super.dispose(disposeAll);\r\n\r\n if (this._depthRenderer && disposeAll) {\r\n const scene = this._depthRenderer.getDepthMap().getScene();\r\n if (scene) {\r\n delete scene._depthRenderer[this._depthRendererId];\r\n }\r\n\r\n this._depthRenderer.dispose();\r\n this._depthRenderer = null;\r\n }\r\n }\r\n\r\n}\r\n","/** @hidden */\r\nexport class _DevTools {\r\n public static WarnImport(name: string) {\r\n return `${name} needs to be imported before as it contains a side-effect required by your code.`;\r\n }\r\n}","/**\r\n * Sets of helpers dealing with the DOM and some of the recurrent functions needed in\r\n * Babylon.js\r\n */\r\nexport class DomManagement {\r\n /**\r\n * Checks if the window object exists\r\n * @returns true if the window object exists\r\n */\r\n public static IsWindowObjectExist(): boolean {\r\n return (typeof window) !== \"undefined\";\r\n }\r\n\r\n /**\r\n * Checks if the navigator object exists\r\n * @returns true if the navigator object exists\r\n */\r\n public static IsNavigatorAvailable(): boolean {\r\n return (typeof navigator) !== \"undefined\";\r\n }\r\n\r\n /**\r\n * Check if the document object exists\r\n * @returns true if the document object exists\r\n */\r\n public static IsDocumentAvailable(): boolean {\r\n return (typeof document) !== \"undefined\";\r\n }\r\n\r\n /**\r\n * Extracts text content from a DOM element hierarchy\r\n * @param element defines the root element\r\n * @returns a string\r\n */\r\n public static GetDOMTextContent(element: HTMLElement): string {\r\n var result = \"\";\r\n var child = element.firstChild;\r\n\r\n while (child) {\r\n if (child.nodeType === 3) {\r\n result += child.textContent;\r\n }\r\n child = (child.nextSibling);\r\n }\r\n\r\n return result;\r\n }\r\n}","import { Nullable } from \"../types\";\r\nimport { Tools } from \"./tools\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Scalar } from \"../Maths/math.scalar\";\r\nimport { SphericalPolynomial } from \"../Maths/sphericalPolynomial\";\r\nimport { InternalTexture, InternalTextureSource } from \"../Materials/Textures/internalTexture\";\r\nimport { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Scene } from \"../scene\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { Logger } from \"../Misc/logger\";\r\n\r\nimport \"../Engines/Extensions/engine.renderTargetCube\";\r\nimport \"../Engines/Extensions/engine.readTexture\";\r\nimport \"../Materials/Textures/baseTexture.polynomial\";\r\n\r\nimport \"../Shaders/rgbdEncode.fragment\";\r\nimport \"../Shaders/rgbdDecode.fragment\";\r\nimport { Engine } from '../Engines/engine';\r\n\r\n/**\r\n * Raw texture data and descriptor sufficient for WebGL texture upload\r\n */\r\nexport interface EnvironmentTextureInfo {\r\n /**\r\n * Version of the environment map\r\n */\r\n version: number;\r\n\r\n /**\r\n * Width of image\r\n */\r\n width: number;\r\n\r\n /**\r\n * Irradiance information stored in the file.\r\n */\r\n irradiance: any;\r\n\r\n /**\r\n * Specular information stored in the file.\r\n */\r\n specular: any;\r\n}\r\n\r\n/**\r\n * Defines One Image in the file. It requires only the position in the file\r\n * as well as the length.\r\n */\r\ninterface BufferImageData {\r\n /**\r\n * Length of the image data.\r\n */\r\n length: number;\r\n /**\r\n * Position of the data from the null terminator delimiting the end of the JSON.\r\n */\r\n position: number;\r\n}\r\n\r\n/**\r\n * Defines the specular data enclosed in the file.\r\n * This corresponds to the version 1 of the data.\r\n */\r\nexport interface EnvironmentTextureSpecularInfoV1 {\r\n /**\r\n * Defines where the specular Payload is located. It is a runtime value only not stored in the file.\r\n */\r\n specularDataPosition?: number;\r\n /**\r\n * This contains all the images data needed to reconstruct the cubemap.\r\n */\r\n mipmaps: Array;\r\n /**\r\n * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.\r\n */\r\n lodGenerationScale: number;\r\n}\r\n\r\n/**\r\n * Defines the required storage to save the environment irradiance information.\r\n */\r\ninterface EnvironmentTextureIrradianceInfoV1 {\r\n x: Array;\r\n y: Array;\r\n z: Array;\r\n\r\n xx: Array;\r\n yy: Array;\r\n zz: Array;\r\n\r\n yz: Array;\r\n zx: Array;\r\n xy: Array;\r\n}\r\n\r\n/**\r\n * Sets of helpers addressing the serialization and deserialization of environment texture\r\n * stored in a BabylonJS env file.\r\n * Those files are usually stored as .env files.\r\n */\r\nexport class EnvironmentTextureTools {\r\n\r\n /**\r\n * Magic number identifying the env file.\r\n */\r\n private static _MagicBytes = [0x86, 0x16, 0x87, 0x96, 0xf6, 0xd6, 0x96, 0x36];\r\n\r\n /**\r\n * Gets the environment info from an env file.\r\n * @param data The array buffer containing the .env bytes.\r\n * @returns the environment file info (the json header) if successfully parsed.\r\n */\r\n public static GetEnvInfo(data: ArrayBufferView): Nullable {\r\n let dataView = new DataView(data.buffer, data.byteOffset, data.byteLength);\r\n let pos = 0;\r\n\r\n for (let i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {\r\n if (dataView.getUint8(pos++) !== EnvironmentTextureTools._MagicBytes[i]) {\r\n Logger.Error('Not a babylon environment map');\r\n return null;\r\n }\r\n }\r\n\r\n // Read json manifest - collect characters up to null terminator\r\n let manifestString = '';\r\n let charCode = 0x00;\r\n while ((charCode = dataView.getUint8(pos++))) {\r\n manifestString += String.fromCharCode(charCode);\r\n }\r\n\r\n let manifest: EnvironmentTextureInfo = JSON.parse(manifestString);\r\n if (manifest.specular) {\r\n // Extend the header with the position of the payload.\r\n manifest.specular.specularDataPosition = pos;\r\n // Fallback to 0.8 exactly if lodGenerationScale is not defined for backward compatibility.\r\n manifest.specular.lodGenerationScale = manifest.specular.lodGenerationScale || 0.8;\r\n }\r\n\r\n return manifest;\r\n }\r\n\r\n /**\r\n * Creates an environment texture from a loaded cube texture.\r\n * @param texture defines the cube texture to convert in env file\r\n * @return a promise containing the environment data if succesfull.\r\n */\r\n public static CreateEnvTextureAsync(texture: BaseTexture): Promise {\r\n let internalTexture = texture.getInternalTexture();\r\n if (!internalTexture) {\r\n return Promise.reject(\"The cube texture is invalid.\");\r\n }\r\n\r\n let engine = internalTexture.getEngine() as Engine;\r\n if (engine && engine.premultipliedAlpha) {\r\n return Promise.reject(\"Env texture can only be created when the engine is created with the premultipliedAlpha option set to false.\");\r\n }\r\n\r\n if (texture.textureType === Constants.TEXTURETYPE_UNSIGNED_INT) {\r\n return Promise.reject(\"The cube texture should allow HDR (Full Float or Half Float).\");\r\n }\r\n\r\n let canvas = engine.getRenderingCanvas();\r\n if (!canvas) {\r\n return Promise.reject(\"Env texture can only be created when the engine is associated to a canvas.\");\r\n }\r\n\r\n let textureType = Constants.TEXTURETYPE_FLOAT;\r\n if (!engine.getCaps().textureFloatRender) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n if (!engine.getCaps().textureHalfFloatRender) {\r\n return Promise.reject(\"Env texture can only be created when the browser supports half float or full float rendering.\");\r\n }\r\n }\r\n\r\n let cubeWidth = internalTexture.width;\r\n let hostingScene = new Scene(engine);\r\n let specularTextures: { [key: number]: ArrayBuffer } = {};\r\n let promises: Promise[] = [];\r\n\r\n // Read and collect all mipmaps data from the cube.\r\n let mipmapsCount = Scalar.Log2(internalTexture.width);\r\n mipmapsCount = Math.round(mipmapsCount);\r\n for (let i = 0; i <= mipmapsCount; i++) {\r\n let faceWidth = Math.pow(2, mipmapsCount - i);\r\n\r\n // All faces of the cube.\r\n for (let face = 0; face < 6; face++) {\r\n let data = texture.readPixels(face, i);\r\n\r\n // Creates a temp texture with the face data.\r\n let tempTexture = engine.createRawTexture(data, faceWidth, faceWidth, Constants.TEXTUREFORMAT_RGBA, false, false, Constants.TEXTURE_NEAREST_SAMPLINGMODE, null, textureType);\r\n // And rgbdEncode them.\r\n let promise = new Promise((resolve, reject) => {\r\n let rgbdPostProcess = new PostProcess(\"rgbdEncode\", \"rgbdEncode\", null, null, 1, null, Constants.TEXTURE_NEAREST_SAMPLINGMODE, engine, false, undefined, Constants.TEXTURETYPE_UNSIGNED_INT, undefined, null, false);\r\n rgbdPostProcess.getEffect().executeWhenCompiled(() => {\r\n rgbdPostProcess.onApply = (effect) => {\r\n effect._bindTexture(\"textureSampler\", tempTexture);\r\n };\r\n\r\n // As the process needs to happen on the main canvas, keep track of the current size\r\n let currentW = engine.getRenderWidth();\r\n let currentH = engine.getRenderHeight();\r\n\r\n // Set the desired size for the texture\r\n engine.setSize(faceWidth, faceWidth);\r\n hostingScene.postProcessManager.directRender([rgbdPostProcess], null);\r\n\r\n // Reading datas from WebGL\r\n Tools.ToBlob(canvas!, (blob) => {\r\n let fileReader = new FileReader();\r\n fileReader.onload = (event: any) => {\r\n let arrayBuffer = event.target!.result as ArrayBuffer;\r\n specularTextures[i * 6 + face] = arrayBuffer;\r\n resolve();\r\n };\r\n fileReader.readAsArrayBuffer(blob!);\r\n });\r\n\r\n // Reapply the previous canvas size\r\n engine.setSize(currentW, currentH);\r\n });\r\n });\r\n promises.push(promise);\r\n }\r\n }\r\n\r\n // Once all the textures haves been collected as RGBD stored in PNGs\r\n return Promise.all(promises).then(() => {\r\n // We can delete the hosting scene keeping track of all the creation objects\r\n hostingScene.dispose();\r\n\r\n // Creates the json header for the env texture\r\n let info: EnvironmentTextureInfo = {\r\n version: 1,\r\n width: cubeWidth,\r\n irradiance: this._CreateEnvTextureIrradiance(texture),\r\n specular: {\r\n mipmaps: [],\r\n lodGenerationScale: texture.lodGenerationScale\r\n }\r\n };\r\n\r\n // Sets the specular image data information\r\n let position = 0;\r\n for (let i = 0; i <= mipmapsCount; i++) {\r\n for (let face = 0; face < 6; face++) {\r\n let byteLength = specularTextures[i * 6 + face].byteLength;\r\n info.specular.mipmaps.push({\r\n length: byteLength,\r\n position: position\r\n });\r\n position += byteLength;\r\n }\r\n }\r\n\r\n // Encode the JSON as an array buffer\r\n let infoString = JSON.stringify(info);\r\n let infoBuffer = new ArrayBuffer(infoString.length + 1);\r\n let infoView = new Uint8Array(infoBuffer); // Limited to ascii subset matching unicode.\r\n for (let i = 0, strLen = infoString.length; i < strLen; i++) {\r\n infoView[i] = infoString.charCodeAt(i);\r\n }\r\n // Ends up with a null terminator for easier parsing\r\n infoView[infoString.length] = 0x00;\r\n\r\n // Computes the final required size and creates the storage\r\n let totalSize = EnvironmentTextureTools._MagicBytes.length + position + infoBuffer.byteLength;\r\n let finalBuffer = new ArrayBuffer(totalSize);\r\n let finalBufferView = new Uint8Array(finalBuffer);\r\n let dataView = new DataView(finalBuffer);\r\n\r\n // Copy the magic bytes identifying the file in\r\n let pos = 0;\r\n for (let i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {\r\n dataView.setUint8(pos++, EnvironmentTextureTools._MagicBytes[i]);\r\n }\r\n\r\n // Add the json info\r\n finalBufferView.set(new Uint8Array(infoBuffer), pos);\r\n pos += infoBuffer.byteLength;\r\n\r\n // Finally inserts the texture data\r\n for (let i = 0; i <= mipmapsCount; i++) {\r\n for (let face = 0; face < 6; face++) {\r\n let dataBuffer = specularTextures[i * 6 + face];\r\n finalBufferView.set(new Uint8Array(dataBuffer), pos);\r\n pos += dataBuffer.byteLength;\r\n }\r\n }\r\n\r\n // Voila\r\n return finalBuffer;\r\n });\r\n }\r\n\r\n /**\r\n * Creates a JSON representation of the spherical data.\r\n * @param texture defines the texture containing the polynomials\r\n * @return the JSON representation of the spherical info\r\n */\r\n private static _CreateEnvTextureIrradiance(texture: BaseTexture): Nullable {\r\n let polynmials = texture.sphericalPolynomial;\r\n if (polynmials == null) {\r\n return null;\r\n }\r\n\r\n return {\r\n x: [polynmials.x.x, polynmials.x.y, polynmials.x.z],\r\n y: [polynmials.y.x, polynmials.y.y, polynmials.y.z],\r\n z: [polynmials.z.x, polynmials.z.y, polynmials.z.z],\r\n\r\n xx: [polynmials.xx.x, polynmials.xx.y, polynmials.xx.z],\r\n yy: [polynmials.yy.x, polynmials.yy.y, polynmials.yy.z],\r\n zz: [polynmials.zz.x, polynmials.zz.y, polynmials.zz.z],\r\n\r\n yz: [polynmials.yz.x, polynmials.yz.y, polynmials.yz.z],\r\n zx: [polynmials.zx.x, polynmials.zx.y, polynmials.zx.z],\r\n xy: [polynmials.xy.x, polynmials.xy.y, polynmials.xy.z]\r\n } as any;\r\n }\r\n\r\n /**\r\n * Creates the ArrayBufferViews used for initializing environment texture image data.\r\n * @param data the image data\r\n * @param info parameters that determine what views will be created for accessing the underlying buffer\r\n * @return the views described by info providing access to the underlying buffer\r\n */\r\n public static CreateImageDataArrayBufferViews(data: ArrayBufferView, info: EnvironmentTextureInfo): Array> {\r\n if (info.version !== 1) {\r\n throw new Error(`Unsupported babylon environment map version \"${info.version}\"`);\r\n }\r\n\r\n const specularInfo = info.specular as EnvironmentTextureSpecularInfoV1;\r\n\r\n // Double checks the enclosed info\r\n let mipmapsCount = Scalar.Log2(info.width);\r\n mipmapsCount = Math.round(mipmapsCount) + 1;\r\n if (specularInfo.mipmaps.length !== 6 * mipmapsCount) {\r\n throw new Error(`Unsupported specular mipmaps number \"${specularInfo.mipmaps.length}\"`);\r\n }\r\n\r\n const imageData = new Array>(mipmapsCount);\r\n for (let i = 0; i < mipmapsCount; i++) {\r\n imageData[i] = new Array(6);\r\n for (let face = 0; face < 6; face++) {\r\n const imageInfo = specularInfo.mipmaps[i * 6 + face];\r\n imageData[i][face] = new Uint8Array(data.buffer, data.byteOffset + specularInfo.specularDataPosition! + imageInfo.position, imageInfo.length);\r\n }\r\n }\r\n\r\n return imageData;\r\n }\r\n\r\n /**\r\n * Uploads the texture info contained in the env file to the GPU.\r\n * @param texture defines the internal texture to upload to\r\n * @param data defines the data to load\r\n * @param info defines the texture info retrieved through the GetEnvInfo method\r\n * @returns a promise\r\n */\r\n public static UploadEnvLevelsAsync(texture: InternalTexture, data: ArrayBufferView, info: EnvironmentTextureInfo): Promise {\r\n if (info.version !== 1) {\r\n throw new Error(`Unsupported babylon environment map version \"${info.version}\"`);\r\n }\r\n\r\n const specularInfo = info.specular as EnvironmentTextureSpecularInfoV1;\r\n if (!specularInfo) {\r\n // Nothing else parsed so far\r\n return Promise.resolve();\r\n }\r\n\r\n texture._lodGenerationScale = specularInfo.lodGenerationScale;\r\n\r\n const imageData = EnvironmentTextureTools.CreateImageDataArrayBufferViews(data, info);\r\n\r\n return EnvironmentTextureTools.UploadLevelsAsync(texture, imageData);\r\n }\r\n\r\n private static _OnImageReadyAsync(image: HTMLImageElement | ImageBitmap, engine: Engine, expandTexture: boolean,\r\n rgbdPostProcess: Nullable, url: string, face: number, i: number, generateNonLODTextures: boolean,\r\n lodTextures: Nullable<{ [lod: number]: BaseTexture }>, cubeRtt: Nullable, texture: InternalTexture\r\n ): Promise {\r\n return new Promise((resolve, reject) => {\r\n if (expandTexture) {\r\n let tempTexture = engine.createTexture(null, true, true, null, Constants.TEXTURE_NEAREST_SAMPLINGMODE, null,\r\n (message) => {\r\n reject(message);\r\n },\r\n image);\r\n\r\n rgbdPostProcess!.getEffect().executeWhenCompiled(() => {\r\n // Uncompress the data to a RTT\r\n rgbdPostProcess!.onApply = (effect) => {\r\n effect._bindTexture(\"textureSampler\", tempTexture);\r\n effect.setFloat2(\"scale\", 1, 1);\r\n };\r\n\r\n engine.scenes[0].postProcessManager.directRender([rgbdPostProcess!], cubeRtt, true, face, i);\r\n\r\n // Cleanup\r\n engine.restoreDefaultFramebuffer();\r\n tempTexture.dispose();\r\n URL.revokeObjectURL(url);\r\n resolve();\r\n });\r\n }\r\n else {\r\n engine._uploadImageToTexture(texture, image, face, i);\r\n\r\n // Upload the face to the non lod texture support\r\n if (generateNonLODTextures) {\r\n let lodTexture = lodTextures![i];\r\n if (lodTexture) {\r\n engine._uploadImageToTexture(lodTexture._texture!, image, face, 0);\r\n }\r\n }\r\n resolve();\r\n }\r\n }\r\n );\r\n }\r\n\r\n /**\r\n * Uploads the levels of image data to the GPU.\r\n * @param texture defines the internal texture to upload to\r\n * @param imageData defines the array buffer views of image data [mipmap][face]\r\n * @returns a promise\r\n */\r\n public static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise {\r\n if (!Tools.IsExponentOfTwo(texture.width)) {\r\n throw new Error(\"Texture size must be a power of two\");\r\n }\r\n\r\n const mipmapsCount = Math.round(Scalar.Log2(texture.width)) + 1;\r\n\r\n // Gets everything ready.\r\n let engine = texture.getEngine() as Engine;\r\n let expandTexture = false;\r\n let generateNonLODTextures = false;\r\n let rgbdPostProcess: Nullable = null;\r\n let cubeRtt: Nullable = null;\r\n let lodTextures: Nullable<{ [lod: number]: BaseTexture }> = null;\r\n let caps = engine.getCaps();\r\n\r\n texture.format = Constants.TEXTUREFORMAT_RGBA;\r\n texture.type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n texture.generateMipMaps = true;\r\n texture._cachedAnisotropicFilteringLevel = null;\r\n engine.updateTextureSamplingMode(Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, texture);\r\n\r\n // Add extra process if texture lod is not supported\r\n if (!caps.textureLOD) {\r\n expandTexture = false;\r\n generateNonLODTextures = true;\r\n lodTextures = {};\r\n }\r\n // in webgl 1 there are no ways to either render or copy lod level information for float textures.\r\n else if (engine.webGLVersion < 2) {\r\n expandTexture = false;\r\n }\r\n // If half float available we can uncompress the texture\r\n else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {\r\n expandTexture = true;\r\n texture.type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n // If full float available we can uncompress the texture\r\n else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {\r\n expandTexture = true;\r\n texture.type = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n\r\n // Expand the texture if possible\r\n if (expandTexture) {\r\n // Simply run through the decode PP\r\n rgbdPostProcess = new PostProcess(\"rgbdDecode\", \"rgbdDecode\", null, null, 1, null, Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, engine, false, undefined, texture.type, undefined, null, false);\r\n\r\n texture._isRGBD = false;\r\n texture.invertY = false;\r\n cubeRtt = engine.createRenderTargetCubeTexture(texture.width, {\r\n generateDepthBuffer: false,\r\n generateMipMaps: true,\r\n generateStencilBuffer: false,\r\n samplingMode: Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n type: texture.type,\r\n format: Constants.TEXTUREFORMAT_RGBA\r\n });\r\n }\r\n else {\r\n texture._isRGBD = true;\r\n texture.invertY = true;\r\n\r\n // In case of missing support, applies the same patch than DDS files.\r\n if (generateNonLODTextures) {\r\n let mipSlices = 3;\r\n let scale = texture._lodGenerationScale;\r\n let offset = texture._lodGenerationOffset;\r\n\r\n for (let i = 0; i < mipSlices; i++) {\r\n //compute LOD from even spacing in smoothness (matching shader calculation)\r\n let smoothness = i / (mipSlices - 1);\r\n let roughness = 1 - smoothness;\r\n\r\n let minLODIndex = offset; // roughness = 0\r\n let maxLODIndex = (mipmapsCount - 1) * scale + offset; // roughness = 1 (mipmaps start from 0)\r\n\r\n let lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;\r\n let mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));\r\n\r\n let glTextureFromLod = new InternalTexture(engine, InternalTextureSource.Temp);\r\n glTextureFromLod.isCube = true;\r\n glTextureFromLod.invertY = true;\r\n glTextureFromLod.generateMipMaps = false;\r\n engine.updateTextureSamplingMode(Constants.TEXTURE_LINEAR_LINEAR, glTextureFromLod);\r\n\r\n // Wrap in a base texture for easy binding.\r\n let lodTexture = new BaseTexture(null);\r\n lodTexture.isCube = true;\r\n lodTexture._texture = glTextureFromLod;\r\n lodTextures![mipmapIndex] = lodTexture;\r\n\r\n switch (i) {\r\n case 0:\r\n texture._lodTextureLow = lodTexture;\r\n break;\r\n case 1:\r\n texture._lodTextureMid = lodTexture;\r\n break;\r\n case 2:\r\n texture._lodTextureHigh = lodTexture;\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n let promises: Promise[] = [];\r\n // All mipmaps up to provided number of images\r\n for (let i = 0; i < imageData.length; i++) {\r\n // All faces\r\n for (let face = 0; face < 6; face++) {\r\n // Constructs an image element from image data\r\n let bytes = imageData[i][face];\r\n let blob = new Blob([bytes], { type: 'image/png' });\r\n let url = URL.createObjectURL(blob);\r\n let promise: Promise;\r\n\r\n if (typeof Image === \"undefined\") {\r\n promise = createImageBitmap(blob).then((img) => {\r\n return this._OnImageReadyAsync(img, engine, expandTexture, rgbdPostProcess, url, face, i, generateNonLODTextures, lodTextures, cubeRtt, texture);\r\n });\r\n } else {\r\n let image = new Image();\r\n image.src = url;\r\n\r\n // Enqueue promise to upload to the texture.\r\n promise = new Promise((resolve, reject) => {\r\n image.onload = () => {\r\n this._OnImageReadyAsync(image, engine, expandTexture, rgbdPostProcess, url, face, i, generateNonLODTextures, lodTextures, cubeRtt, texture)\r\n .then(() => resolve())\r\n .catch((reason) => {\r\n reject(reason);\r\n });\r\n };\r\n image.onerror = (error) => {\r\n reject(error);\r\n };\r\n });\r\n }\r\n promises.push(promise);\r\n }\r\n }\r\n\r\n // Fill remaining mipmaps with black textures.\r\n if (imageData.length < mipmapsCount) {\r\n let data: ArrayBufferView;\r\n const size = Math.pow(2, mipmapsCount - 1 - imageData.length);\r\n const dataLength = size * size * 4;\r\n switch (texture.type) {\r\n case Constants.TEXTURETYPE_UNSIGNED_INT: {\r\n data = new Uint8Array(dataLength);\r\n break;\r\n }\r\n case Constants.TEXTURETYPE_HALF_FLOAT: {\r\n data = new Uint16Array(dataLength);\r\n break;\r\n }\r\n case Constants.TEXTURETYPE_FLOAT: {\r\n data = new Float32Array(dataLength);\r\n break;\r\n }\r\n }\r\n for (let i = imageData.length; i < mipmapsCount; i++) {\r\n for (let face = 0; face < 6; face++) {\r\n engine._uploadArrayBufferViewToTexture(texture, data!, face, i);\r\n }\r\n }\r\n }\r\n\r\n // Once all done, finishes the cleanup and return\r\n return Promise.all(promises).then(() => {\r\n // Release temp RTT.\r\n if (cubeRtt) {\r\n engine._releaseFramebufferObjects(cubeRtt);\r\n engine._releaseTexture(texture);\r\n cubeRtt._swapAndDie(texture);\r\n }\r\n // Release temp Post Process.\r\n if (rgbdPostProcess) {\r\n rgbdPostProcess.dispose();\r\n }\r\n // Flag internal texture as ready in case they are in use.\r\n if (generateNonLODTextures) {\r\n if (texture._lodTextureHigh && texture._lodTextureHigh._texture) {\r\n texture._lodTextureHigh._texture.isReady = true;\r\n }\r\n if (texture._lodTextureMid && texture._lodTextureMid._texture) {\r\n texture._lodTextureMid._texture.isReady = true;\r\n }\r\n if (texture._lodTextureLow && texture._lodTextureLow._texture) {\r\n texture._lodTextureLow._texture.isReady = true;\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Uploads spherical polynomials information to the texture.\r\n * @param texture defines the texture we are trying to upload the information to\r\n * @param info defines the environment texture info retrieved through the GetEnvInfo method\r\n */\r\n public static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void {\r\n if (info.version !== 1) {\r\n Logger.Warn('Unsupported babylon environment map version \"' + info.version + '\"');\r\n }\r\n\r\n let irradianceInfo = info.irradiance as EnvironmentTextureIrradianceInfoV1;\r\n if (!irradianceInfo) {\r\n return;\r\n }\r\n\r\n const sp = new SphericalPolynomial();\r\n Vector3.FromArrayToRef(irradianceInfo.x, 0, sp.x);\r\n Vector3.FromArrayToRef(irradianceInfo.y, 0, sp.y);\r\n Vector3.FromArrayToRef(irradianceInfo.z, 0, sp.z);\r\n Vector3.FromArrayToRef(irradianceInfo.xx, 0, sp.xx);\r\n Vector3.FromArrayToRef(irradianceInfo.yy, 0, sp.yy);\r\n Vector3.FromArrayToRef(irradianceInfo.zz, 0, sp.zz);\r\n Vector3.FromArrayToRef(irradianceInfo.yz, 0, sp.yz);\r\n Vector3.FromArrayToRef(irradianceInfo.zx, 0, sp.zx);\r\n Vector3.FromArrayToRef(irradianceInfo.xy, 0, sp.xy);\r\n texture._sphericalPolynomial = sp;\r\n }\r\n\r\n /** @hidden */\r\n public static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable, lodScale: number, lodOffset: number): Promise {\r\n internalTexture._source = InternalTextureSource.CubeRawRGBD;\r\n internalTexture._bufferViewArrayArray = data;\r\n internalTexture._lodGenerationScale = lodScale;\r\n internalTexture._lodGenerationOffset = lodOffset;\r\n internalTexture._sphericalPolynomial = sphericalPolynomial;\r\n\r\n return EnvironmentTextureTools.UploadLevelsAsync(internalTexture, data).then(() => {\r\n internalTexture.isReady = true;\r\n });\r\n }\r\n}\r\n\r\n// References the dependencies.\r\nInternalTexture._UpdateRGBDAsync = EnvironmentTextureTools._UpdateRGBDAsync;\r\n","import { WebRequest } from './webRequest';\r\nimport { DomManagement } from './domManagement';\r\nimport { Nullable } from '../types';\r\nimport { IOfflineProvider } from '../Offline/IOfflineProvider';\r\nimport { IFileRequest } from './fileRequest';\r\nimport { Observable } from './observable';\r\nimport { FilesInputStore } from './filesInputStore';\r\nimport { RetryStrategy } from './retryStrategy';\r\nimport { BaseError } from './baseError';\r\nimport { StringTools } from './stringTools';\r\nimport { ThinEngine } from '../Engines/thinEngine';\r\nimport { ShaderProcessor } from '../Engines/Processors/shaderProcessor';\r\n\r\n/** @ignore */\r\nexport class LoadFileError extends BaseError {\r\n public request?: WebRequest;\r\n public file?: File;\r\n\r\n /**\r\n * Creates a new LoadFileError\r\n * @param message defines the message of the error\r\n * @param request defines the optional web request\r\n * @param file defines the optional file\r\n */\r\n constructor(message: string, object?: WebRequest | File) {\r\n super(message);\r\n\r\n this.name = \"LoadFileError\";\r\n BaseError._setPrototypeOf(this, LoadFileError.prototype);\r\n\r\n if (object instanceof WebRequest) {\r\n this.request = object;\r\n }\r\n else {\r\n this.file = object;\r\n }\r\n }\r\n}\r\n\r\n/** @ignore */\r\nexport class RequestFileError extends BaseError {\r\n /**\r\n * Creates a new LoadFileError\r\n * @param message defines the message of the error\r\n * @param request defines the optional web request\r\n */\r\n constructor(message: string, public request: WebRequest) {\r\n super(message);\r\n this.name = \"RequestFileError\";\r\n BaseError._setPrototypeOf(this, RequestFileError.prototype);\r\n }\r\n}\r\n\r\n/** @ignore */\r\nexport class ReadFileError extends BaseError {\r\n /**\r\n * Creates a new ReadFileError\r\n * @param message defines the message of the error\r\n * @param file defines the optional file\r\n */\r\n constructor(message: string, public file: File) {\r\n super(message);\r\n this.name = \"ReadFileError\";\r\n BaseError._setPrototypeOf(this, ReadFileError.prototype);\r\n }\r\n}\r\n/**\r\n * @hidden\r\n */\r\nexport class FileTools {\r\n /**\r\n * Gets or sets the retry strategy to apply when an error happens while loading an asset\r\n */\r\n public static DefaultRetryStrategy = RetryStrategy.ExponentialBackoff();\r\n\r\n /**\r\n * Gets or sets the base URL to use to load assets\r\n */\r\n public static BaseUrl = \"\";\r\n\r\n /**\r\n * Default behaviour for cors in the application.\r\n * It can be a string if the expected behavior is identical in the entire app.\r\n * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)\r\n */\r\n public static CorsBehavior: string | ((url: string | string[]) => string) = \"anonymous\";\r\n\r\n /**\r\n * Gets or sets a function used to pre-process url before using them to load assets\r\n */\r\n public static PreprocessUrl = (url: string) => {\r\n return url;\r\n }\r\n\r\n /**\r\n * Removes unwanted characters from an url\r\n * @param url defines the url to clean\r\n * @returns the cleaned url\r\n */\r\n private static _CleanUrl(url: string): string {\r\n url = url.replace(/#/mg, \"%23\");\r\n return url;\r\n }\r\n\r\n /**\r\n * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.\r\n * @param url define the url we are trying\r\n * @param element define the dom element where to configure the cors policy\r\n */\r\n public static SetCorsBehavior(url: string | string[], element: { crossOrigin: string | null }): void {\r\n if (url && url.indexOf(\"data:\") === 0) {\r\n return;\r\n }\r\n\r\n if (FileTools.CorsBehavior) {\r\n if (typeof (FileTools.CorsBehavior) === 'string' || this.CorsBehavior instanceof String) {\r\n element.crossOrigin = FileTools.CorsBehavior;\r\n }\r\n else {\r\n var result = FileTools.CorsBehavior(url);\r\n if (result) {\r\n element.crossOrigin = result;\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Loads an image as an HTMLImageElement.\r\n * @param input url string, ArrayBuffer, or Blob to load\r\n * @param onLoad callback called when the image successfully loads\r\n * @param onError callback called when the image fails to load\r\n * @param offlineProvider offline provider for caching\r\n * @param mimeType optional mime type\r\n * @returns the HTMLImageElement of the loaded image\r\n */\r\n public static LoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable, mimeType: string = \"\"): Nullable {\r\n let url: string;\r\n let usingObjectURL = false;\r\n\r\n if (input instanceof ArrayBuffer || ArrayBuffer.isView(input)) {\r\n if (typeof Blob !== 'undefined') {\r\n url = URL.createObjectURL(new Blob([input], { type: mimeType }));\r\n usingObjectURL = true;\r\n } else {\r\n url = `data:${mimeType};base64,` + StringTools.EncodeArrayBufferToBase64(input);\r\n }\r\n }\r\n else if (input instanceof Blob) {\r\n url = URL.createObjectURL(input);\r\n usingObjectURL = true;\r\n }\r\n else {\r\n url = FileTools._CleanUrl(input);\r\n url = FileTools.PreprocessUrl(input);\r\n }\r\n\r\n if (typeof Image === \"undefined\") {\r\n FileTools.LoadFile(url, (data) => {\r\n createImageBitmap(new Blob([data], { type: mimeType })).then((imgBmp) => {\r\n onLoad(imgBmp);\r\n if (usingObjectURL) {\r\n URL.revokeObjectURL(url);\r\n }\r\n }).catch((reason) => {\r\n if (onError) {\r\n onError(\"Error while trying to load image: \" + input, reason);\r\n }\r\n });\r\n }, undefined, offlineProvider || undefined, true, (request, exception) => {\r\n if (onError) {\r\n onError(\"Error while trying to load image: \" + input, exception);\r\n }\r\n });\r\n\r\n return null;\r\n }\r\n\r\n var img = new Image();\r\n FileTools.SetCorsBehavior(url, img);\r\n\r\n const loadHandler = () => {\r\n img.removeEventListener(\"load\", loadHandler);\r\n img.removeEventListener(\"error\", errorHandler);\r\n\r\n onLoad(img);\r\n\r\n // Must revoke the URL after calling onLoad to avoid security exceptions in\r\n // certain scenarios (e.g. when hosted in vscode).\r\n if (usingObjectURL && img.src) {\r\n URL.revokeObjectURL(img.src);\r\n }\r\n };\r\n\r\n const errorHandler = (err: any) => {\r\n img.removeEventListener(\"load\", loadHandler);\r\n img.removeEventListener(\"error\", errorHandler);\r\n\r\n if (onError) {\r\n onError(\"Error while trying to load image: \" + input, err);\r\n }\r\n\r\n if (usingObjectURL && img.src) {\r\n URL.revokeObjectURL(img.src);\r\n }\r\n };\r\n\r\n img.addEventListener(\"load\", loadHandler);\r\n img.addEventListener(\"error\", errorHandler);\r\n\r\n var noOfflineSupport = () => {\r\n img.src = url;\r\n };\r\n\r\n var loadFromOfflineSupport = () => {\r\n if (offlineProvider) {\r\n offlineProvider.loadImage(url, img);\r\n }\r\n };\r\n\r\n if (url.substr(0, 5) !== \"data:\" && offlineProvider && offlineProvider.enableTexturesOffline) {\r\n offlineProvider.open(loadFromOfflineSupport, noOfflineSupport);\r\n }\r\n else {\r\n if (url.indexOf(\"file:\") !== -1) {\r\n var textureName = decodeURIComponent(url.substring(5).toLowerCase());\r\n if (FilesInputStore.FilesToLoad[textureName]) {\r\n try {\r\n var blobURL;\r\n try {\r\n blobURL = URL.createObjectURL(FilesInputStore.FilesToLoad[textureName]);\r\n }\r\n catch (ex) {\r\n // Chrome doesn't support oneTimeOnly parameter\r\n blobURL = URL.createObjectURL(FilesInputStore.FilesToLoad[textureName]);\r\n }\r\n img.src = blobURL;\r\n usingObjectURL = true;\r\n }\r\n catch (e) {\r\n img.src = \"\";\r\n }\r\n return img;\r\n }\r\n }\r\n\r\n noOfflineSupport();\r\n }\r\n\r\n return img;\r\n }\r\n\r\n /**\r\n * Reads a file from a File object\r\n * @param file defines the file to load\r\n * @param onSuccess defines the callback to call when data is loaded\r\n * @param onProgress defines the callback to call during loading process\r\n * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer\r\n * @param onError defines the callback to call when an error occurs\r\n * @returns a file request object\r\n */\r\n public static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest {\r\n let reader = new FileReader();\r\n let request: IFileRequest = {\r\n onCompleteObservable: new Observable(),\r\n abort: () => reader.abort(),\r\n };\r\n\r\n reader.onloadend = (e) => request.onCompleteObservable.notifyObservers(request);\r\n if (onError) {\r\n reader.onerror = (e) => {\r\n onError(new ReadFileError(`Unable to read ${file.name}`, file));\r\n };\r\n }\r\n reader.onload = (e) => {\r\n //target doesn't have result from ts 1.3\r\n onSuccess((e.target)['result']);\r\n };\r\n if (onProgress) {\r\n reader.onprogress = onProgress;\r\n }\r\n if (!useArrayBuffer) {\r\n // Asynchronous read\r\n reader.readAsText(file);\r\n }\r\n else {\r\n reader.readAsArrayBuffer(file);\r\n }\r\n\r\n return request;\r\n }\r\n\r\n /**\r\n * Loads a file from a url\r\n * @param url url to load\r\n * @param onSuccess callback called when the file successfully loads\r\n * @param onProgress callback called while file is loading (if the server supports this mode)\r\n * @param offlineProvider defines the offline provider for caching\r\n * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer\r\n * @param onError callback called when the file fails to load\r\n * @returns a file request object\r\n */\r\n public static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest {\r\n // If file and file input are set\r\n if (url.indexOf(\"file:\") !== -1) {\r\n let fileName = decodeURIComponent(url.substring(5).toLowerCase());\r\n if (fileName.indexOf('./') === 0) {\r\n fileName = fileName.substring(2);\r\n }\r\n const file = FilesInputStore.FilesToLoad[fileName];\r\n if (file) {\r\n return FileTools.ReadFile(file, onSuccess, onProgress, useArrayBuffer, onError ? (error) => onError(undefined, new LoadFileError(error.message, error.file)) : undefined);\r\n }\r\n }\r\n\r\n return FileTools.RequestFile(url, (data, request) => {\r\n onSuccess(data, request ? request.responseURL : undefined);\r\n }, onProgress, offlineProvider, useArrayBuffer, onError ? (error) => {\r\n onError(error.request, new LoadFileError(error.message, error.request));\r\n } : undefined);\r\n }\r\n\r\n /**\r\n * Loads a file\r\n * @param url url to load\r\n * @param onSuccess callback called when the file successfully loads\r\n * @param onProgress callback called while file is loading (if the server supports this mode)\r\n * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer\r\n * @param onError callback called when the file fails to load\r\n * @param onOpened callback called when the web request is opened\r\n * @returns a file request object\r\n */\r\n public static RequestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (event: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest {\r\n url = FileTools._CleanUrl(url);\r\n url = FileTools.PreprocessUrl(url);\r\n\r\n const loadUrl = FileTools.BaseUrl + url;\r\n\r\n let aborted = false;\r\n const fileRequest: IFileRequest = {\r\n onCompleteObservable: new Observable(),\r\n abort: () => aborted = true,\r\n };\r\n\r\n const requestFile = () => {\r\n let request = new WebRequest();\r\n let retryHandle: Nullable = null;\r\n\r\n fileRequest.abort = () => {\r\n aborted = true;\r\n\r\n if (request.readyState !== (XMLHttpRequest.DONE || 4)) {\r\n request.abort();\r\n }\r\n\r\n if (retryHandle !== null) {\r\n clearTimeout(retryHandle);\r\n retryHandle = null;\r\n }\r\n };\r\n\r\n const retryLoop = (retryIndex: number) => {\r\n request.open('GET', loadUrl);\r\n\r\n if (onOpened) {\r\n onOpened(request);\r\n }\r\n\r\n if (useArrayBuffer) {\r\n request.responseType = \"arraybuffer\";\r\n }\r\n\r\n if (onProgress) {\r\n request.addEventListener(\"progress\", onProgress);\r\n }\r\n\r\n const onLoadEnd = () => {\r\n request.removeEventListener(\"loadend\", onLoadEnd);\r\n fileRequest.onCompleteObservable.notifyObservers(fileRequest);\r\n fileRequest.onCompleteObservable.clear();\r\n };\r\n\r\n request.addEventListener(\"loadend\", onLoadEnd);\r\n\r\n const onReadyStateChange = () => {\r\n if (aborted) {\r\n return;\r\n }\r\n\r\n // In case of undefined state in some browsers.\r\n if (request.readyState === (XMLHttpRequest.DONE || 4)) {\r\n // Some browsers have issues where onreadystatechange can be called multiple times with the same value.\r\n request.removeEventListener(\"readystatechange\", onReadyStateChange);\r\n\r\n if ((request.status >= 200 && request.status < 300) || (request.status === 0 && (!DomManagement.IsWindowObjectExist() || FileTools.IsFileURL()))) {\r\n onSuccess(useArrayBuffer ? request.response : request.responseText, request);\r\n return;\r\n }\r\n\r\n let retryStrategy = FileTools.DefaultRetryStrategy;\r\n if (retryStrategy) {\r\n let waitTime = retryStrategy(loadUrl, request, retryIndex);\r\n if (waitTime !== -1) {\r\n // Prevent the request from completing for retry.\r\n request.removeEventListener(\"loadend\", onLoadEnd);\r\n request = new WebRequest();\r\n retryHandle = setTimeout(() => retryLoop(retryIndex + 1), waitTime);\r\n return;\r\n }\r\n }\r\n\r\n const error = new RequestFileError(\"Error status: \" + request.status + \" \" + request.statusText + \" - Unable to load \" + loadUrl, request);\r\n if (onError) {\r\n onError(error);\r\n }\r\n }\r\n };\r\n\r\n request.addEventListener(\"readystatechange\", onReadyStateChange);\r\n\r\n request.send();\r\n };\r\n\r\n retryLoop(0);\r\n };\r\n\r\n // Caching all files\r\n if (offlineProvider && offlineProvider.enableSceneOffline) {\r\n const noOfflineSupport = (request?: any) => {\r\n if (request && request.status > 400) {\r\n if (onError) {\r\n onError(request);\r\n }\r\n } else {\r\n requestFile();\r\n }\r\n };\r\n\r\n const loadFromOfflineSupport = () => {\r\n // TODO: database needs to support aborting and should return a IFileRequest\r\n\r\n if (offlineProvider) {\r\n offlineProvider.loadFile(FileTools.BaseUrl + url, (data) => {\r\n if (!aborted) {\r\n onSuccess(data);\r\n }\r\n\r\n fileRequest.onCompleteObservable.notifyObservers(fileRequest);\r\n }, onProgress ? (event) => {\r\n if (!aborted) {\r\n onProgress(event);\r\n }\r\n } : undefined, noOfflineSupport, useArrayBuffer);\r\n }\r\n };\r\n\r\n offlineProvider.open(loadFromOfflineSupport, noOfflineSupport);\r\n }\r\n else {\r\n requestFile();\r\n }\r\n\r\n return fileRequest;\r\n }\r\n\r\n /**\r\n * Checks if the loaded document was accessed via `file:`-Protocol.\r\n * @returns boolean\r\n */\r\n public static IsFileURL(): boolean {\r\n return location.protocol === \"file:\";\r\n }\r\n}\r\n\r\nThinEngine._FileToolsLoadImage = FileTools.LoadImage.bind(FileTools);\r\nThinEngine._FileToolsLoadFile = FileTools.LoadFile.bind(FileTools);\r\nShaderProcessor._FileToolsLoadFile = FileTools.LoadFile.bind(FileTools);","import { Engine } from \"../Engines/engine\";\r\nimport { Scene } from \"../scene\";\r\nimport { SceneLoaderProgressEvent, SceneLoader } from \"../Loading/sceneLoader\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { FilesInputStore } from \"./filesInputStore\";\r\n\r\n/**\r\n * Class used to help managing file picking and drag'n'drop\r\n */\r\nexport class FilesInput {\r\n /**\r\n * List of files ready to be loaded\r\n */\r\n public static get FilesToLoad() {\r\n return FilesInputStore.FilesToLoad;\r\n }\r\n\r\n /**\r\n * Callback called when a file is processed\r\n */\r\n public onProcessFileCallback: (file: File, name: string, extension: string) => true = () => { return true; };\r\n\r\n private _engine: Engine;\r\n private _currentScene: Scene;\r\n private _sceneLoadedCallback: (sceneFile: File, scene: Scene) => void;\r\n private _progressCallback: (progress: SceneLoaderProgressEvent) => void;\r\n private _additionalRenderLoopLogicCallback: () => void;\r\n private _textureLoadingCallback: (remaining: number) => void;\r\n private _startingProcessingFilesCallback: (files?: File[]) => void;\r\n private _onReloadCallback: (sceneFile: File) => void;\r\n private _errorCallback: (sceneFile: File, scene: Scene, message: string) => void;\r\n private _elementToMonitor: HTMLElement;\r\n\r\n private _sceneFileToLoad: File;\r\n private _filesToLoad: File[];\r\n\r\n /**\r\n * Creates a new FilesInput\r\n * @param engine defines the rendering engine\r\n * @param scene defines the hosting scene\r\n * @param sceneLoadedCallback callback called when scene is loaded\r\n * @param progressCallback callback called to track progress\r\n * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop\r\n * @param textureLoadingCallback callback called when a texture is loading\r\n * @param startingProcessingFilesCallback callback called when the system is about to process all files\r\n * @param onReloadCallback callback called when a reload is requested\r\n * @param errorCallback callback call if an error occurs\r\n */\r\n constructor(engine: Engine, scene: Scene, sceneLoadedCallback: (sceneFile: File, scene: Scene) => void, progressCallback: (progress: SceneLoaderProgressEvent) => void, additionalRenderLoopLogicCallback: () => void,\r\n textureLoadingCallback: (remaining: number) => void, startingProcessingFilesCallback: (files?: File[]) => void, onReloadCallback: (sceneFile: File) => void, errorCallback: (sceneFile: File, scene: Scene, message: string) => void) {\r\n this._engine = engine;\r\n this._currentScene = scene;\r\n\r\n this._sceneLoadedCallback = sceneLoadedCallback;\r\n this._progressCallback = progressCallback;\r\n this._additionalRenderLoopLogicCallback = additionalRenderLoopLogicCallback;\r\n this._textureLoadingCallback = textureLoadingCallback;\r\n this._startingProcessingFilesCallback = startingProcessingFilesCallback;\r\n this._onReloadCallback = onReloadCallback;\r\n this._errorCallback = errorCallback;\r\n }\r\n\r\n private _dragEnterHandler: (e: any) => void;\r\n private _dragOverHandler: (e: any) => void;\r\n private _dropHandler: (e: any) => void;\r\n\r\n /**\r\n * Calls this function to listen to drag'n'drop events on a specific DOM element\r\n * @param elementToMonitor defines the DOM element to track\r\n */\r\n public monitorElementForDragNDrop(elementToMonitor: HTMLElement): void {\r\n if (elementToMonitor) {\r\n this._elementToMonitor = elementToMonitor;\r\n\r\n this._dragEnterHandler = (e) => { this.drag(e); };\r\n this._dragOverHandler = (e) => { this.drag(e); };\r\n this._dropHandler = (e) => { this.drop(e); };\r\n\r\n this._elementToMonitor.addEventListener(\"dragenter\", this._dragEnterHandler, false);\r\n this._elementToMonitor.addEventListener(\"dragover\", this._dragOverHandler, false);\r\n this._elementToMonitor.addEventListener(\"drop\", this._dropHandler, false);\r\n }\r\n }\r\n\r\n /**\r\n * Release all associated resources\r\n */\r\n public dispose() {\r\n if (!this._elementToMonitor) {\r\n return;\r\n }\r\n\r\n this._elementToMonitor.removeEventListener(\"dragenter\", this._dragEnterHandler);\r\n this._elementToMonitor.removeEventListener(\"dragover\", this._dragOverHandler);\r\n this._elementToMonitor.removeEventListener(\"drop\", this._dropHandler);\r\n }\r\n\r\n private renderFunction(): void {\r\n if (this._additionalRenderLoopLogicCallback) {\r\n this._additionalRenderLoopLogicCallback();\r\n }\r\n\r\n if (this._currentScene) {\r\n if (this._textureLoadingCallback) {\r\n var remaining = this._currentScene.getWaitingItemsCount();\r\n\r\n if (remaining > 0) {\r\n this._textureLoadingCallback(remaining);\r\n }\r\n }\r\n this._currentScene.render();\r\n }\r\n }\r\n\r\n private drag(e: DragEvent): void {\r\n e.stopPropagation();\r\n e.preventDefault();\r\n }\r\n\r\n private drop(eventDrop: DragEvent): void {\r\n eventDrop.stopPropagation();\r\n eventDrop.preventDefault();\r\n\r\n this.loadFiles(eventDrop);\r\n }\r\n\r\n private _traverseFolder(folder: any, files: Array, remaining: { count: number }, callback: () => void) {\r\n var reader = folder.createReader();\r\n var relativePath = folder.fullPath.replace(/^\\//, \"\").replace(/(.+?)\\/?$/, \"$1/\");\r\n reader.readEntries((entries: any) => {\r\n remaining.count += entries.length;\r\n for (let entry of entries) {\r\n if (entry.isFile) {\r\n entry.file((file: any) => {\r\n file.correctName = relativePath + file.name;\r\n files.push(file);\r\n\r\n if (--remaining.count === 0) {\r\n callback();\r\n }\r\n });\r\n }\r\n else if (entry.isDirectory) {\r\n this._traverseFolder(entry, files, remaining, callback);\r\n }\r\n }\r\n\r\n if (--remaining.count) {\r\n callback();\r\n }\r\n });\r\n }\r\n\r\n private _processFiles(files: Array): void {\r\n for (var i = 0; i < files.length; i++) {\r\n var name = files[i].correctName.toLowerCase();\r\n var extension = name.split('.').pop();\r\n\r\n if (!this.onProcessFileCallback(files[i], name, extension)) {\r\n continue;\r\n }\r\n\r\n if (SceneLoader.IsPluginForExtensionAvailable(\".\" + extension)) {\r\n this._sceneFileToLoad = files[i];\r\n }\r\n\r\n FilesInput.FilesToLoad[name] = files[i];\r\n }\r\n }\r\n\r\n /**\r\n * Load files from a drop event\r\n * @param event defines the drop event to use as source\r\n */\r\n public loadFiles(event: any): void {\r\n // Handling data transfer via drag'n'drop\r\n if (event && event.dataTransfer && event.dataTransfer.files) {\r\n this._filesToLoad = event.dataTransfer.files;\r\n }\r\n\r\n // Handling files from input files\r\n if (event && event.target && event.target.files) {\r\n this._filesToLoad = event.target.files;\r\n }\r\n\r\n if (!this._filesToLoad || this._filesToLoad.length === 0) {\r\n return;\r\n }\r\n\r\n if (this._startingProcessingFilesCallback) {\r\n this._startingProcessingFilesCallback(this._filesToLoad);\r\n }\r\n\r\n if (this._filesToLoad && this._filesToLoad.length > 0) {\r\n let files = new Array();\r\n let folders = [];\r\n var items = event.dataTransfer ? event.dataTransfer.items : null;\r\n\r\n for (var i = 0; i < this._filesToLoad.length; i++) {\r\n let fileToLoad: any = this._filesToLoad[i];\r\n let name = fileToLoad.name.toLowerCase();\r\n let entry;\r\n\r\n fileToLoad.correctName = name;\r\n\r\n if (items) {\r\n let item = items[i];\r\n if (item.getAsEntry) {\r\n entry = item.getAsEntry();\r\n } else if (item.webkitGetAsEntry) {\r\n entry = item.webkitGetAsEntry();\r\n }\r\n }\r\n\r\n if (!entry) {\r\n files.push(fileToLoad);\r\n } else {\r\n if (entry.isDirectory) {\r\n folders.push(entry);\r\n } else {\r\n files.push(fileToLoad);\r\n }\r\n }\r\n }\r\n\r\n if (folders.length === 0) {\r\n this._processFiles(files);\r\n this._processReload();\r\n } else {\r\n var remaining = { count: folders.length };\r\n for (var folder of folders) {\r\n this._traverseFolder(folder, files, remaining, () => {\r\n this._processFiles(files);\r\n\r\n if (remaining.count === 0) {\r\n this._processReload();\r\n }\r\n });\r\n }\r\n }\r\n\r\n }\r\n }\r\n\r\n private _processReload() {\r\n if (this._onReloadCallback) {\r\n this._onReloadCallback(this._sceneFileToLoad);\r\n }\r\n else {\r\n this.reload();\r\n }\r\n }\r\n\r\n /**\r\n * Reload the current scene from the loaded files\r\n */\r\n public reload() {\r\n // If a scene file has been provided\r\n if (this._sceneFileToLoad) {\r\n if (this._currentScene) {\r\n if (Logger.errorsCount > 0) {\r\n Logger.ClearLogCache();\r\n }\r\n this._engine.stopRenderLoop();\r\n }\r\n\r\n SceneLoader.LoadAsync(\"file:\", this._sceneFileToLoad, this._engine, (progress) => {\r\n if (this._progressCallback) {\r\n this._progressCallback(progress);\r\n }\r\n }).then((scene) => {\r\n if (this._currentScene) {\r\n this._currentScene.dispose();\r\n }\r\n\r\n this._currentScene = scene;\r\n\r\n if (this._sceneLoadedCallback) {\r\n this._sceneLoadedCallback(this._sceneFileToLoad, this._currentScene);\r\n }\r\n\r\n // Wait for textures and shaders to be ready\r\n this._currentScene.executeWhenReady(() => {\r\n this._engine.runRenderLoop(() => {\r\n this.renderFunction();\r\n });\r\n });\r\n }).catch((error) => {\r\n if (this._errorCallback) {\r\n this._errorCallback(this._sceneFileToLoad, this._currentScene, error.message);\r\n }\r\n });\r\n }\r\n else {\r\n Logger.Error(\"Please provide a valid .babylon file.\");\r\n }\r\n }\r\n}\r\n","/**\r\n * Class used to help managing file picking and drag'n'drop\r\n * File Storage\r\n */\r\nexport class FilesInputStore {\r\n /**\r\n * List of files ready to be loaded\r\n */\r\n public static FilesToLoad: { [key: string]: File } = {};\r\n}\r\n","import { Color3, Color4 } from '../Maths/math.color';\r\n\r\n/** Interface used by value gradients (color, factor, ...) */\r\nexport interface IValueGradient {\r\n /**\r\n * Gets or sets the gradient value (between 0 and 1)\r\n */\r\n gradient: number;\r\n}\r\n\r\n/** Class used to store color4 gradient */\r\nexport class ColorGradient implements IValueGradient {\r\n /**\r\n * Creates a new color4 gradient\r\n * @param gradient gets or sets the gradient value (between 0 and 1)\r\n * @param color1 gets or sets first associated color\r\n * @param color2 gets or sets first second color\r\n */\r\n public constructor(\r\n /**\r\n * Gets or sets the gradient value (between 0 and 1)\r\n */\r\n public gradient: number,\r\n /**\r\n * Gets or sets first associated color\r\n */\r\n public color1: Color4,\r\n /**\r\n * Gets or sets second associated color\r\n */\r\n public color2?: Color4) {\r\n }\r\n\r\n /**\r\n * Will get a color picked randomly between color1 and color2.\r\n * If color2 is undefined then color1 will be used\r\n * @param result defines the target Color4 to store the result in\r\n */\r\n public getColorToRef(result: Color4) {\r\n if (!this.color2) {\r\n result.copyFrom(this.color1);\r\n return;\r\n }\r\n\r\n Color4.LerpToRef(this.color1, this.color2, Math.random(), result);\r\n }\r\n}\r\n\r\n/** Class used to store color 3 gradient */\r\nexport class Color3Gradient implements IValueGradient {\r\n /**\r\n * Creates a new color3 gradient\r\n * @param gradient gets or sets the gradient value (between 0 and 1)\r\n * @param color gets or sets associated color\r\n */\r\n public constructor(\r\n /**\r\n * Gets or sets the gradient value (between 0 and 1)\r\n */\r\n public gradient: number,\r\n /**\r\n * Gets or sets the associated color\r\n */\r\n public color: Color3) {\r\n }\r\n}\r\n\r\n/** Class used to store factor gradient */\r\nexport class FactorGradient implements IValueGradient {\r\n /**\r\n * Creates a new factor gradient\r\n * @param gradient gets or sets the gradient value (between 0 and 1)\r\n * @param factor1 gets or sets first associated factor\r\n * @param factor2 gets or sets second associated factor\r\n */\r\n public constructor(\r\n /**\r\n * Gets or sets the gradient value (between 0 and 1)\r\n */\r\n public gradient: number,\r\n /**\r\n * Gets or sets first associated factor\r\n */\r\n public factor1: number,\r\n /**\r\n * Gets or sets second associated factor\r\n */\r\n public factor2?: number) {\r\n }\r\n\r\n /**\r\n * Will get a number picked randomly between factor1 and factor2.\r\n * If factor2 is undefined then factor1 will be used\r\n * @returns the picked number\r\n */\r\n public getFactor(): number {\r\n if (this.factor2 === undefined || this.factor2 === this.factor1) {\r\n return this.factor1;\r\n }\r\n\r\n return this.factor1 + ((this.factor2 - this.factor1) * Math.random());\r\n }\r\n}\r\n\r\n/**\r\n * Helper used to simplify some generic gradient tasks\r\n */\r\nexport class GradientHelper {\r\n /**\r\n * Gets the current gradient from an array of IValueGradient\r\n * @param ratio defines the current ratio to get\r\n * @param gradients defines the array of IValueGradient\r\n * @param updateFunc defines the callback function used to get the final value from the selected gradients\r\n */\r\n public static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void) {\r\n\r\n // Use last index if over\r\n if (gradients[0].gradient > ratio) {\r\n updateFunc(gradients[0], gradients[0], 1.0);\r\n return;\r\n }\r\n\r\n for (var gradientIndex = 0; gradientIndex < gradients.length - 1; gradientIndex++) {\r\n let currentGradient = gradients[gradientIndex];\r\n let nextGradient = gradients[gradientIndex + 1];\r\n\r\n if (ratio >= currentGradient.gradient && ratio <= nextGradient.gradient) {\r\n let scale = (ratio - currentGradient.gradient) / (nextGradient.gradient - currentGradient.gradient);\r\n updateFunc(currentGradient, nextGradient, scale);\r\n return;\r\n }\r\n }\r\n\r\n // Use last index if over\r\n const lastIndex = gradients.length - 1;\r\n updateFunc(gradients[lastIndex], gradients[lastIndex], 1.0);\r\n }\r\n}","/**\r\n * Class used to manipulate GUIDs\r\n */\r\nexport class GUID {\r\n /**\r\n * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523\r\n * Be aware Math.random() could cause collisions, but:\r\n * \"All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide\"\r\n * @returns a pseudo random id\r\n */\r\n public static RandomId(): string {\r\n return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, (c) => {\r\n var r = Math.random() * 16 | 0, v = c === 'x' ? r : (r & 0x3 | 0x8);\r\n return v.toString(16);\r\n });\r\n }\r\n}","/**\r\n * Enum that determines the text-wrapping mode to use.\r\n */\r\nexport enum InspectableType {\r\n /**\r\n * Checkbox for booleans\r\n */\r\n Checkbox = 0,\r\n /**\r\n * Sliders for numbers\r\n */\r\n Slider = 1,\r\n /**\r\n * Vector3\r\n */\r\n Vector3 = 2,\r\n /**\r\n * Quaternions\r\n */\r\n Quaternion = 3,\r\n /**\r\n * Color3\r\n */\r\n Color3 = 4,\r\n /**\r\n * String\r\n */\r\n String = 5\r\n}\r\n\r\n/**\r\n * Interface used to define custom inspectable properties.\r\n * This interface is used by the inspector to display custom property grids\r\n * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility\r\n */\r\nexport interface IInspectable {\r\n /**\r\n * Gets the label to display\r\n */\r\n label: string;\r\n /**\r\n * Gets the name of the property to edit\r\n */\r\n propertyName: string;\r\n /**\r\n * Gets the type of the editor to use\r\n */\r\n type: InspectableType;\r\n /**\r\n * Gets the minimum value of the property when using in \"slider\" mode\r\n */\r\n min?: number;\r\n /**\r\n * Gets the maximum value of the property when using in \"slider\" mode\r\n */\r\n max?: number;\r\n /**\r\n * Gets the setp to use when using in \"slider\" mode\r\n */\r\n step?: number;\r\n}","export * from \"./andOrNotEvaluator\";\r\nexport * from \"./assetsManager\";\r\nexport * from \"./basis\";\r\nexport * from \"./dds\";\r\nexport * from \"./decorators\";\r\nexport * from \"./deferred\";\r\nexport * from \"./environmentTextureTools\";\r\nexport * from \"./meshExploder\";\r\nexport * from \"./filesInput\";\r\nexport * from \"./HighDynamicRange/index\";\r\nexport * from \"./khronosTextureContainer\";\r\nexport * from \"./observable\";\r\nexport * from \"./performanceMonitor\";\r\nexport * from \"./promise\";\r\nexport * from \"./sceneOptimizer\";\r\nexport * from \"./sceneSerializer\";\r\nexport * from \"./smartArray\";\r\nexport * from \"./stringDictionary\";\r\nexport * from \"./tags\";\r\nexport * from \"./textureTools\";\r\nexport * from \"./tga\";\r\nexport * from \"./tools\";\r\nexport * from \"./videoRecorder\";\r\nexport * from \"./virtualJoystick\";\r\nexport * from \"./workerPool\";\r\nexport * from \"./logger\";\r\nexport * from \"./typeStore\";\r\nexport * from \"./filesInputStore\";\r\nexport * from \"./deepCopier\";\r\nexport * from \"./pivotTools\";\r\nexport * from \"./precisionDate\";\r\nexport * from \"./screenshotTools\";\r\nexport * from \"./typeStore\";\r\nexport * from \"./webRequest\";\r\nexport * from \"./iInspectable\";\r\nexport * from \"./brdfTextureTools\";\r\nexport * from \"./rgbdTextureTools\";\r\nexport * from \"./gradients\";\r\nexport * from \"./perfCounter\";\r\nexport * from \"./fileRequest\";\r\nexport * from \"./customAnimationFrameRequester\";\r\nexport * from \"./retryStrategy\";\r\nexport * from \"./interfaces/screenshotSize\";\r\nexport * from \"./canvasGenerator\";\r\nexport * from \"./fileTools\";\r\nexport * from \"./stringTools\";\r\nexport * from \"./dataReader\";\r\nexport * from \"./minMaxReducer\";\r\nexport * from \"./depthReducer\";\r\nexport * from \"./dataStorage\";\r\n","import { Logger } from './logger';\r\nimport { _TypeStore } from './typeStore';\r\n\r\n/**\r\n * Class used to enable instatition of objects by class name\r\n */\r\nexport class InstantiationTools {\r\n /**\r\n * Use this object to register external classes like custom textures or material\r\n * to allow the laoders to instantiate them\r\n */\r\n public static RegisteredExternalClasses: { [key: string]: Object } = {};\r\n\r\n /**\r\n * Tries to instantiate a new object from a given class name\r\n * @param className defines the class name to instantiate\r\n * @returns the new object or null if the system was not able to do the instantiation\r\n */\r\n public static Instantiate(className: string): any {\r\n if (this.RegisteredExternalClasses && this.RegisteredExternalClasses[className]) {\r\n return this.RegisteredExternalClasses[className];\r\n }\r\n\r\n const internalClass = _TypeStore.GetClass(className);\r\n if (internalClass) {\r\n return internalClass;\r\n }\r\n\r\n Logger.Warn(className + \" not found, you may have missed an import.\");\r\n\r\n var arr = className.split(\".\");\r\n\r\n var fn: any = (window || this);\r\n for (var i = 0, len = arr.length; i < len; i++) {\r\n fn = fn[arr[i]];\r\n }\r\n\r\n if (typeof fn !== \"function\") {\r\n return null;\r\n }\r\n\r\n return fn;\r\n }\r\n}","import { Logger } from \"../Misc/logger\";\r\nimport { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\n\r\n/**\r\n * for description see https://www.khronos.org/opengles/sdk/tools/KTX/\r\n * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/\r\n */\r\nexport class KhronosTextureContainer {\r\n private static HEADER_LEN = 12 + (13 * 4); // identifier + header elements (not including key value meta-data pairs)\r\n\r\n // load types\r\n private static COMPRESSED_2D = 0; // uses a gl.compressedTexImage2D()\r\n private static COMPRESSED_3D = 1; // uses a gl.compressedTexImage3D()\r\n private static TEX_2D = 2; // uses a gl.texImage2D()\r\n private static TEX_3D = 3; // uses a gl.texImage3D()\r\n\r\n // elements of the header\r\n /**\r\n * Gets the openGL type\r\n */\r\n public glType: number;\r\n /**\r\n * Gets the openGL type size\r\n */\r\n public glTypeSize: number;\r\n /**\r\n * Gets the openGL format\r\n */\r\n public glFormat: number;\r\n /**\r\n * Gets the openGL internal format\r\n */\r\n public glInternalFormat: number;\r\n /**\r\n * Gets the base internal format\r\n */\r\n public glBaseInternalFormat: number;\r\n /**\r\n * Gets image width in pixel\r\n */\r\n public pixelWidth: number;\r\n /**\r\n * Gets image height in pixel\r\n */\r\n public pixelHeight: number;\r\n /**\r\n * Gets image depth in pixels\r\n */\r\n public pixelDepth: number;\r\n /**\r\n * Gets the number of array elements\r\n */\r\n public numberOfArrayElements: number;\r\n /**\r\n * Gets the number of faces\r\n */\r\n public numberOfFaces: number;\r\n /**\r\n * Gets the number of mipmap levels\r\n */\r\n public numberOfMipmapLevels: number;\r\n /**\r\n * Gets the bytes of key value data\r\n */\r\n public bytesOfKeyValueData: number;\r\n /**\r\n * Gets the load type\r\n */\r\n public loadType: number;\r\n /**\r\n * If the container has been made invalid (eg. constructor failed to correctly load array buffer)\r\n */\r\n public isInvalid = false;\r\n\r\n /**\r\n * Creates a new KhronosTextureContainer\r\n * @param data contents of the KTX container file\r\n * @param facesExpected should be either 1 or 6, based whether a cube texture or or\r\n * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented\r\n * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented\r\n */\r\n public constructor(\r\n /** contents of the KTX container file */\r\n public data: ArrayBufferView, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean) {\r\n if (!KhronosTextureContainer.IsValid(data)) {\r\n this.isInvalid = true;\r\n Logger.Error(\"texture missing KTX identifier\");\r\n return;\r\n }\r\n\r\n // load the reset of the header in native 32 bit uint\r\n var dataSize = Uint32Array.BYTES_PER_ELEMENT;\r\n var headerDataView = new DataView(this.data.buffer, this.data.byteOffset + 12, 13 * dataSize);\r\n var endianness = headerDataView.getUint32(0, true);\r\n var littleEndian = endianness === 0x04030201;\r\n\r\n this.glType = headerDataView.getUint32(1 * dataSize, littleEndian); // must be 0 for compressed textures\r\n this.glTypeSize = headerDataView.getUint32(2 * dataSize, littleEndian); // must be 1 for compressed textures\r\n this.glFormat = headerDataView.getUint32(3 * dataSize, littleEndian); // must be 0 for compressed textures\r\n this.glInternalFormat = headerDataView.getUint32(4 * dataSize, littleEndian); // the value of arg passed to gl.compressedTexImage2D(,,x,,,,)\r\n this.glBaseInternalFormat = headerDataView.getUint32(5 * dataSize, littleEndian); // specify GL_RGB, GL_RGBA, GL_ALPHA, etc (un-compressed only)\r\n this.pixelWidth = headerDataView.getUint32(6 * dataSize, littleEndian); // level 0 value of arg passed to gl.compressedTexImage2D(,,,x,,,)\r\n this.pixelHeight = headerDataView.getUint32(7 * dataSize, littleEndian); // level 0 value of arg passed to gl.compressedTexImage2D(,,,,x,,)\r\n this.pixelDepth = headerDataView.getUint32(8 * dataSize, littleEndian); // level 0 value of arg passed to gl.compressedTexImage3D(,,,,,x,,)\r\n this.numberOfArrayElements = headerDataView.getUint32(9 * dataSize, littleEndian); // used for texture arrays\r\n this.numberOfFaces = headerDataView.getUint32(10 * dataSize, littleEndian); // used for cubemap textures, should either be 1 or 6\r\n this.numberOfMipmapLevels = headerDataView.getUint32(11 * dataSize, littleEndian); // number of levels; disregard possibility of 0 for compressed textures\r\n this.bytesOfKeyValueData = headerDataView.getUint32(12 * dataSize, littleEndian); // the amount of space after the header for meta-data\r\n\r\n // Make sure we have a compressed type. Not only reduces work, but probably better to let dev know they are not compressing.\r\n if (this.glType !== 0) {\r\n Logger.Error(\"only compressed formats currently supported\");\r\n return;\r\n } else {\r\n // value of zero is an indication to generate mipmaps @ runtime. Not usually allowed for compressed, so disregard.\r\n this.numberOfMipmapLevels = Math.max(1, this.numberOfMipmapLevels);\r\n }\r\n\r\n if (this.pixelHeight === 0 || this.pixelDepth !== 0) {\r\n Logger.Error(\"only 2D textures currently supported\");\r\n return;\r\n }\r\n\r\n if (this.numberOfArrayElements !== 0) {\r\n Logger.Error(\"texture arrays not currently supported\");\r\n return;\r\n }\r\n\r\n if (this.numberOfFaces !== facesExpected) {\r\n Logger.Error(\"number of faces expected\" + facesExpected + \", but found \" + this.numberOfFaces);\r\n return;\r\n }\r\n\r\n // we now have a completely validated file, so could use existence of loadType as success\r\n // would need to make this more elaborate & adjust checks above to support more than one load type\r\n this.loadType = KhronosTextureContainer.COMPRESSED_2D;\r\n }\r\n\r\n /**\r\n * Uploads KTX content to a Babylon Texture.\r\n * It is assumed that the texture has already been created & is currently bound\r\n * @hidden\r\n */\r\n public uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void {\r\n switch (this.loadType) {\r\n case KhronosTextureContainer.COMPRESSED_2D:\r\n this._upload2DCompressedLevels(texture, loadMipmaps);\r\n break;\r\n\r\n case KhronosTextureContainer.TEX_2D:\r\n case KhronosTextureContainer.COMPRESSED_3D:\r\n case KhronosTextureContainer.TEX_3D:\r\n }\r\n }\r\n\r\n private _upload2DCompressedLevels(texture: InternalTexture, loadMipmaps: boolean): void {\r\n // initialize width & height for level 1\r\n var dataOffset = KhronosTextureContainer.HEADER_LEN + this.bytesOfKeyValueData;\r\n var width = this.pixelWidth;\r\n var height = this.pixelHeight;\r\n\r\n var mipmapCount = loadMipmaps ? this.numberOfMipmapLevels : 1;\r\n for (var level = 0; level < mipmapCount; level++) {\r\n var imageSize = new Int32Array(this.data.buffer, this.data.byteOffset + dataOffset, 1)[0]; // size per face, since not supporting array cubemaps\r\n dataOffset += 4; //image data starts from next multiple of 4 offset. Each face refers to same imagesize field above.\r\n for (var face = 0; face < this.numberOfFaces; face++) {\r\n var byteArray = new Uint8Array(this.data.buffer, this.data.byteOffset + dataOffset, imageSize);\r\n\r\n const engine = texture.getEngine();\r\n engine._uploadCompressedDataToTextureDirectly(texture, this.glInternalFormat, width, height, byteArray, face, level);\r\n\r\n dataOffset += imageSize; // add size of the image for the next face/mipmap\r\n dataOffset += 3 - ((imageSize + 3) % 4); // add padding for odd sized image\r\n }\r\n width = Math.max(1.0, width * 0.5);\r\n height = Math.max(1.0, height * 0.5);\r\n }\r\n }\r\n\r\n /**\r\n * Checks if the given data starts with a KTX file identifier.\r\n * @param data the data to check\r\n * @returns true if the data is a KTX file or false otherwise\r\n */\r\n public static IsValid(data: ArrayBufferView): boolean {\r\n if (data.byteLength >= 12)\r\n {\r\n // '«', 'K', 'T', 'X', ' ', '1', '1', '»', '\\r', '\\n', '\\x1A', '\\n'\r\n const identifier = new Uint8Array(data.buffer, data.byteOffset, 12);\r\n if (identifier[0] === 0xAB && identifier[1] === 0x4B && identifier[2] === 0x54 && identifier[3] === 0x58 && identifier[4] === 0x20 && identifier[5] === 0x31 &&\r\n identifier[6] === 0x31 && identifier[7] === 0xBB && identifier[8] === 0x0D && identifier[9] === 0x0A && identifier[10] === 0x1A && identifier[11] === 0x0A) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n}\r\n","import { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { ThinEngine } from \"../Engines/thinEngine\";\r\nimport { EngineCapabilities } from '../Engines/engineCapabilities';\r\n\r\ndeclare var LIBKTX: any;\r\n\r\n/**\r\n * Class for loading KTX2 files\r\n * !!! Experimental Extension Subject to Changes !!!\r\n * @hidden\r\n */\r\nexport class KhronosTextureContainer2 {\r\n private static _ModulePromise: Promise<{ module: any }>;\r\n private static _TranscodeFormat: number;\r\n\r\n public constructor(engine: ThinEngine) {\r\n if (!KhronosTextureContainer2._ModulePromise) {\r\n KhronosTextureContainer2._ModulePromise = new Promise((resolve) => {\r\n LIBKTX().then((module: any) => {\r\n module.GL.makeContextCurrent(module.GL.registerContext(engine._gl, { majorVersion: engine._webGLVersion }));\r\n KhronosTextureContainer2._TranscodeFormat = this._determineTranscodeFormat(module.TranscodeTarget, engine.getCaps());\r\n resolve({ module: module });\r\n });\r\n });\r\n }\r\n }\r\n\r\n public uploadAsync(data: ArrayBufferView, internalTexture: InternalTexture): Promise {\r\n return KhronosTextureContainer2._ModulePromise.then((moduleWrapper: any) => {\r\n const module = moduleWrapper.module;\r\n\r\n const ktxTexture = new module.ktxTexture(data);\r\n try {\r\n if (ktxTexture.isBasisSupercompressed) {\r\n ktxTexture.transcodeBasis(KhronosTextureContainer2._TranscodeFormat, 0);\r\n }\r\n\r\n internalTexture.width = internalTexture.baseWidth = ktxTexture.baseWidth;\r\n internalTexture.height = internalTexture.baseHeight = ktxTexture.baseHeight;\r\n internalTexture.generateMipMaps = false;\r\n\r\n const result = ktxTexture.glUpload();\r\n if (result.error === 0) {\r\n internalTexture._webGLTexture = result.texture;\r\n }\r\n else {\r\n throw new Error(`Failed to upload: ${result.error}`);\r\n }\r\n\r\n internalTexture.isReady = true;\r\n }\r\n finally {\r\n ktxTexture.delete();\r\n }\r\n });\r\n }\r\n\r\n private _determineTranscodeFormat(transcodeTarget: any, caps: EngineCapabilities): number {\r\n if (caps.s3tc) {\r\n return transcodeTarget.BC1_OR_3;\r\n }\r\n else if (caps.etc2) {\r\n return transcodeTarget.ETC;\r\n }\r\n\r\n throw new Error(\"No compatible format available\");\r\n }\r\n\r\n /**\r\n * Checks if the given data starts with a KTX2 file identifier.\r\n * @param data the data to check\r\n * @returns true if the data is a KTX2 file or false otherwise\r\n */\r\n public static IsValid(data: ArrayBufferView): boolean {\r\n if (data.byteLength >= 12)\r\n {\r\n // '«', 'K', 'T', 'X', ' ', '2', '0', '»', '\\r', '\\n', '\\x1A', '\\n'\r\n const identifier = new Uint8Array(data.buffer, data.byteOffset, 12);\r\n if (identifier[0] === 0xAB && identifier[1] === 0x4B && identifier[2] === 0x54 && identifier[3] === 0x58 && identifier[4] === 0x20 && identifier[5] === 0x32 &&\r\n identifier[6] === 0x30 && identifier[7] === 0xBB && identifier[8] === 0x0D && identifier[9] === 0x0A && identifier[10] === 0x1A && identifier[11] === 0x0A) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n}\r\n","/**\r\n * Logger used througouht the application to allow configuration of\r\n * the log level required for the messages.\r\n */\r\nexport class Logger {\r\n /**\r\n * No log\r\n */\r\n public static readonly NoneLogLevel = 0;\r\n /**\r\n * Only message logs\r\n */\r\n public static readonly MessageLogLevel = 1;\r\n /**\r\n * Only warning logs\r\n */\r\n public static readonly WarningLogLevel = 2;\r\n /**\r\n * Only error logs\r\n */\r\n public static readonly ErrorLogLevel = 4;\r\n /**\r\n * All logs\r\n */\r\n public static readonly AllLogLevel = 7;\r\n\r\n private static _LogCache = \"\";\r\n\r\n /**\r\n * Gets a value indicating the number of loading errors\r\n * @ignorenaming\r\n */\r\n public static errorsCount = 0;\r\n\r\n /**\r\n * Callback called when a new log is added\r\n */\r\n public static OnNewCacheEntry: (entry: string) => void;\r\n\r\n private static _AddLogEntry(entry: string) {\r\n Logger._LogCache = entry + Logger._LogCache;\r\n\r\n if (Logger.OnNewCacheEntry) {\r\n Logger.OnNewCacheEntry(entry);\r\n }\r\n }\r\n\r\n private static _FormatMessage(message: string): string {\r\n var padStr = (i: number) => (i < 10) ? \"0\" + i : \"\" + i;\r\n\r\n var date = new Date();\r\n return \"[\" + padStr(date.getHours()) + \":\" + padStr(date.getMinutes()) + \":\" + padStr(date.getSeconds()) + \"]: \" + message;\r\n }\r\n\r\n private static _LogDisabled(message: string): void {\r\n // nothing to do\r\n }\r\n private static _LogEnabled(message: string): void {\r\n var formattedMessage = Logger._FormatMessage(message);\r\n console.log(\"BJS - \" + formattedMessage);\r\n\r\n var entry = \"
\" + formattedMessage + \"

\";\r\n Logger._AddLogEntry(entry);\r\n }\r\n\r\n private static _WarnDisabled(message: string): void {\r\n // nothing to do\r\n }\r\n private static _WarnEnabled(message: string): void {\r\n var formattedMessage = Logger._FormatMessage(message);\r\n console.warn(\"BJS - \" + formattedMessage);\r\n\r\n var entry = \"
\" + formattedMessage + \"

\";\r\n Logger._AddLogEntry(entry);\r\n }\r\n\r\n private static _ErrorDisabled(message: string): void {\r\n // nothing to do\r\n }\r\n private static _ErrorEnabled(message: string): void {\r\n Logger.errorsCount++;\r\n var formattedMessage = Logger._FormatMessage(message);\r\n console.error(\"BJS - \" + formattedMessage);\r\n\r\n var entry = \"
\" + formattedMessage + \"

\";\r\n Logger._AddLogEntry(entry);\r\n }\r\n\r\n /**\r\n * Log a message to the console\r\n */\r\n public static Log: (message: string) => void = Logger._LogEnabled;\r\n\r\n /**\r\n * Write a warning message to the console\r\n */\r\n public static Warn: (message: string) => void = Logger._WarnEnabled;\r\n\r\n /**\r\n * Write an error message to the console\r\n */\r\n public static Error: (message: string) => void = Logger._ErrorEnabled;\r\n\r\n /**\r\n * Gets current log cache (list of logs)\r\n */\r\n public static get LogCache(): string {\r\n return Logger._LogCache;\r\n }\r\n\r\n /**\r\n * Clears the log cache\r\n */\r\n public static ClearLogCache(): void {\r\n Logger._LogCache = \"\";\r\n Logger.errorsCount = 0;\r\n }\r\n\r\n /**\r\n * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)\r\n */\r\n public static set LogLevels(level: number) {\r\n if ((level & Logger.MessageLogLevel) === Logger.MessageLogLevel) {\r\n Logger.Log = Logger._LogEnabled;\r\n }\r\n else {\r\n Logger.Log = Logger._LogDisabled;\r\n }\r\n\r\n if ((level & Logger.WarningLogLevel) === Logger.WarningLogLevel) {\r\n Logger.Warn = Logger._WarnEnabled;\r\n }\r\n else {\r\n Logger.Warn = Logger._WarnDisabled;\r\n }\r\n\r\n if ((level & Logger.ErrorLogLevel) === Logger.ErrorLogLevel) {\r\n Logger.Error = Logger._ErrorEnabled;\r\n }\r\n else {\r\n Logger.Error = Logger._ErrorDisabled;\r\n }\r\n }\r\n}","import { Mesh } from \"../Meshes/mesh\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\n\r\n/**\r\n * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)\r\n */\r\nexport class MeshExploder {\r\n private _centerMesh: Mesh;\r\n private _meshes: Array;\r\n private _meshesOrigins: Array = [];\r\n private _toCenterVectors: Array = [];\r\n private _scaledDirection = Vector3.Zero();\r\n private _newPosition = Vector3.Zero();\r\n private _centerPosition = Vector3.Zero();\r\n\r\n /**\r\n * Explodes meshes from a center mesh.\r\n * @param meshes The meshes to explode.\r\n * @param centerMesh The mesh to be center of explosion.\r\n */\r\n constructor(meshes: Array, centerMesh?: Mesh) {\r\n\r\n this._meshes = meshes.slice();\r\n\r\n if (centerMesh) {\r\n this._centerMesh = centerMesh;\r\n } else {\r\n this._setCenterMesh();\r\n }\r\n const centerMeshIndex = this._meshes.indexOf(this._centerMesh);\r\n if (centerMeshIndex >= 0) {\r\n this._meshes.splice(centerMeshIndex, 1);\r\n }\r\n this._centerPosition = this._centerMesh.getAbsolutePosition().clone();\r\n for (var index = 0; index < this._meshes.length; index++) {\r\n if (this._meshes[index]) {\r\n var mesh = this._meshes[index];\r\n this._meshesOrigins[index] = mesh.getAbsolutePosition().clone();\r\n this._toCenterVectors[index] = Vector3.Zero();\r\n if (mesh._boundingInfo && this._centerMesh._boundingInfo) {\r\n mesh._boundingInfo.boundingBox.centerWorld.subtractToRef(this._centerMesh._boundingInfo.boundingBox.centerWorld, this._toCenterVectors[index]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _setCenterMesh(): void {\r\n var averageCenter = Vector3.Zero();\r\n var totalCenters = Vector3.Zero();\r\n var shortestToCenter = Number.MAX_VALUE;\r\n for (var index = 0; index < this._meshes.length; index++) {\r\n if (this._meshes[index]) {\r\n var mesh = this._meshes[index];\r\n const boundingInfo = mesh.getBoundingInfo();\r\n if (boundingInfo) {\r\n totalCenters.addInPlace(boundingInfo.boundingBox.centerWorld);\r\n }\r\n }\r\n }\r\n averageCenter = totalCenters.scale(1 / this._meshes.length);\r\n for (var index = 0; index < this._meshes.length; index++) {\r\n if (this._meshes[index]) {\r\n var mesh = this._meshes[index];\r\n const boundingInfo = mesh.getBoundingInfo();\r\n if (boundingInfo) {\r\n var distanceToCenter = boundingInfo.boundingBox.centerWorld.subtract(averageCenter).lengthSquared();\r\n if (distanceToCenter < shortestToCenter) {\r\n this._centerMesh = mesh;\r\n shortestToCenter = distanceToCenter;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Get class name\r\n * @returns \"MeshExploder\"\r\n */\r\n public getClassName(): string {\r\n return \"MeshExploder\";\r\n }\r\n\r\n /**\r\n * \"Exploded meshes\"\r\n * @returns Array of meshes with the centerMesh at index 0.\r\n */\r\n public getMeshes(): Array {\r\n var meshArray = this._meshes.slice();\r\n meshArray.unshift(this._centerMesh);\r\n return meshArray;\r\n }\r\n\r\n /**\r\n * Explodes meshes giving a specific direction\r\n * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.\r\n */\r\n public explode(direction: number = 1.0): void {\r\n for (var index = 0; index < this._meshes.length; index++) {\r\n if (this._meshes[index] && this._meshesOrigins[index] && this._toCenterVectors[index]) {\r\n this._toCenterVectors[index].scaleToRef(direction, this._scaledDirection);\r\n this._meshesOrigins[index].addToRef(this._scaledDirection, this._newPosition);\r\n this._meshes[index].setAbsolutePosition(this._newPosition);\r\n }\r\n }\r\n this._centerMesh.setAbsolutePosition(this._centerPosition);\r\n }\r\n}","import { Nullable } from \"../types\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Observer } from \"./observable\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { PostProcessManager } from \"../PostProcesses/postProcessManager\";\r\nimport { Observable } from \"./observable\";\r\n\r\nimport \"../Shaders/minmaxRedux.fragment\";\r\n\r\n/**\r\n * This class computes a min/max reduction from a texture: it means it computes the minimum\r\n * and maximum values from all values of the texture.\r\n * It is performed on the GPU for better performances, thanks to a succession of post processes.\r\n * The source values are read from the red channel of the texture.\r\n */\r\nexport class MinMaxReducer {\r\n\r\n /**\r\n * Observable triggered when the computation has been performed\r\n */\r\n public onAfterReductionPerformed = new Observable<{ min: number, max: number }>();\r\n\r\n protected _camera: Camera;\r\n protected _sourceTexture: Nullable;\r\n protected _reductionSteps: Nullable>;\r\n protected _postProcessManager: PostProcessManager;\r\n protected _onAfterUnbindObserver: Nullable>;\r\n protected _forceFullscreenViewport = true;\r\n\r\n /**\r\n * Creates a min/max reducer\r\n * @param camera The camera to use for the post processes\r\n */\r\n constructor(camera: Camera) {\r\n this._camera = camera;\r\n this._postProcessManager = new PostProcessManager(camera.getScene());\r\n }\r\n\r\n /**\r\n * Gets the texture used to read the values from.\r\n */\r\n public get sourceTexture(): Nullable {\r\n return this._sourceTexture;\r\n }\r\n\r\n /**\r\n * Sets the source texture to read the values from.\r\n * One must indicate if the texture is a depth texture or not through the depthRedux parameter\r\n * because in such textures '1' value must not be taken into account to compute the maximum\r\n * as this value is used to clear the texture.\r\n * Note that the computation is not activated by calling this function, you must call activate() for that!\r\n * @param sourceTexture The texture to read the values from. The values should be in the red channel.\r\n * @param depthRedux Indicates if the texture is a depth texture or not\r\n * @param type The type of the textures created for the reduction (defaults to TEXTURETYPE_HALF_FLOAT)\r\n * @param forceFullscreenViewport Forces the post processes used for the reduction to be applied without taking into account viewport (defaults to true)\r\n */\r\n public setSourceTexture(sourceTexture: RenderTargetTexture, depthRedux: boolean, type: number = Constants.TEXTURETYPE_HALF_FLOAT, forceFullscreenViewport = true): void {\r\n if (sourceTexture === this._sourceTexture) {\r\n return;\r\n }\r\n\r\n this.dispose(false);\r\n\r\n this._sourceTexture = sourceTexture;\r\n this._reductionSteps = [];\r\n this._forceFullscreenViewport = forceFullscreenViewport;\r\n\r\n const scene = this._camera.getScene();\r\n\r\n // create the first step\r\n let reductionInitial = new PostProcess(\r\n 'Initial reduction phase',\r\n 'minmaxRedux', // shader\r\n ['texSize'],\r\n ['sourceTexture'], // textures\r\n 1.0, // options\r\n null, // camera\r\n Constants.TEXTURE_NEAREST_NEAREST, // sampling\r\n scene.getEngine(), // engine\r\n false, // reusable\r\n \"#define INITIAL\" + (depthRedux ? \"\\n#define DEPTH_REDUX\" : \"\"), // defines\r\n type,\r\n undefined,\r\n undefined,\r\n undefined,\r\n Constants.TEXTUREFORMAT_RG,\r\n );\r\n\r\n reductionInitial.autoClear = false;\r\n reductionInitial.forceFullscreenViewport = forceFullscreenViewport;\r\n\r\n let w = this._sourceTexture.getRenderWidth(), h = this._sourceTexture.getRenderHeight();\r\n\r\n reductionInitial.onApply = ((w: number, h: number) => {\r\n return (effect: Effect) => {\r\n effect.setTexture('sourceTexture', this._sourceTexture);\r\n effect.setFloatArray2('texSize', new Float32Array([w, h]));\r\n };\r\n })(w, h);\r\n\r\n this._reductionSteps.push(reductionInitial);\r\n\r\n let index = 1;\r\n\r\n // create the additional steps\r\n while (w > 1 || h > 1) {\r\n w = Math.max(Math.round(w / 2), 1);\r\n h = Math.max(Math.round(h / 2), 1);\r\n\r\n let reduction = new PostProcess(\r\n 'Reduction phase ' + index,\r\n 'minmaxRedux', // shader\r\n ['texSize'],\r\n null,\r\n { width: w, height: h }, // options\r\n null, // camera\r\n Constants.TEXTURE_NEAREST_NEAREST, // sampling\r\n scene.getEngine(), // engine\r\n false, // reusable\r\n \"#define \" + ((w == 1 && h == 1) ? 'LAST' : (w == 1 || h == 1) ? 'ONEBEFORELAST' : 'MAIN'), // defines\r\n type,\r\n undefined,\r\n undefined,\r\n undefined,\r\n Constants.TEXTUREFORMAT_RG,\r\n );\r\n\r\n reduction.autoClear = false;\r\n reduction.forceFullscreenViewport = forceFullscreenViewport;\r\n\r\n reduction.onApply = ((w: number, h: number) => {\r\n return (effect: Effect) => {\r\n if (w == 1 || h == 1) {\r\n effect.setIntArray2('texSize', new Int32Array([w, h]));\r\n } else {\r\n effect.setFloatArray2('texSize', new Float32Array([w, h]));\r\n }\r\n };\r\n })(w, h);\r\n\r\n this._reductionSteps.push(reduction);\r\n\r\n index++;\r\n\r\n if (w == 1 && h == 1) {\r\n let func = (w: number, h: number, reduction: PostProcess) => {\r\n let buffer = new Float32Array(4 * w * h),\r\n minmax = { min: 0, max: 0};\r\n return () => {\r\n scene.getEngine()._readTexturePixels(reduction.inputTexture, w, h, -1, 0, buffer);\r\n minmax.min = buffer[0];\r\n minmax.max = buffer[1];\r\n this.onAfterReductionPerformed.notifyObservers(minmax);\r\n };\r\n };\r\n reduction.onAfterRenderObservable.add(func(w, h, reduction));\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Defines the refresh rate of the computation.\r\n * Use 0 to compute just once, 1 to compute on every frame, 2 to compute every two frames and so on...\r\n */\r\n public get refreshRate(): number {\r\n return this._sourceTexture ? this._sourceTexture.refreshRate : -1;\r\n }\r\n\r\n public set refreshRate(value: number) {\r\n if (this._sourceTexture) {\r\n this._sourceTexture.refreshRate = value;\r\n }\r\n }\r\n\r\n protected _activated = false;\r\n\r\n /**\r\n * Gets the activation status of the reducer\r\n */\r\n public get activated(): boolean {\r\n return this._activated;\r\n }\r\n\r\n /**\r\n * Activates the reduction computation.\r\n * When activated, the observers registered in onAfterReductionPerformed are\r\n * called after the compuation is performed\r\n */\r\n public activate(): void {\r\n if (this._onAfterUnbindObserver || !this._sourceTexture) {\r\n return;\r\n }\r\n\r\n this._onAfterUnbindObserver = this._sourceTexture.onAfterUnbindObservable.add(() => {\r\n this._reductionSteps![0].activate(this._camera);\r\n this._postProcessManager.directRender(this._reductionSteps!, this._reductionSteps![0].inputTexture, this._forceFullscreenViewport);\r\n this._camera.getScene().getEngine().unBindFramebuffer(this._reductionSteps![0].inputTexture, false);\r\n });\r\n\r\n this._activated = true;\r\n }\r\n\r\n /**\r\n * Deactivates the reduction computation.\r\n */\r\n public deactivate(): void {\r\n if (!this._onAfterUnbindObserver || !this._sourceTexture) {\r\n return;\r\n }\r\n\r\n this._sourceTexture.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);\r\n this._onAfterUnbindObserver = null;\r\n this._activated = false;\r\n }\r\n\r\n /**\r\n * Disposes the min/max reducer\r\n * @param disposeAll true to dispose all the resources. You should always call this function with true as the parameter (or without any parameter as it is the default one). This flag is meant to be used internally.\r\n */\r\n public dispose(disposeAll = true): void {\r\n if (disposeAll) {\r\n this.onAfterReductionPerformed.clear();\r\n }\r\n\r\n this.deactivate();\r\n\r\n if (this._reductionSteps) {\r\n for (let i = 0; i < this._reductionSteps.length; ++i) {\r\n this._reductionSteps[i].dispose();\r\n }\r\n this._reductionSteps = null;\r\n }\r\n\r\n if (this._postProcessManager && disposeAll) {\r\n this._postProcessManager.dispose();\r\n }\r\n\r\n this._sourceTexture = null;\r\n }\r\n\r\n}","import { Nullable } from \"../types\";\r\n\r\n/**\r\n * A class serves as a medium between the observable and its observers\r\n */\r\nexport class EventState {\r\n\r\n /**\r\n * Create a new EventState\r\n * @param mask defines the mask associated with this state\r\n * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true\r\n * @param target defines the original target of the state\r\n * @param currentTarget defines the current target of the state\r\n */\r\n constructor(mask: number, skipNextObservers = false, target?: any, currentTarget?: any) {\r\n this.initalize(mask, skipNextObservers, target, currentTarget);\r\n }\r\n\r\n /**\r\n * Initialize the current event state\r\n * @param mask defines the mask associated with this state\r\n * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true\r\n * @param target defines the original target of the state\r\n * @param currentTarget defines the current target of the state\r\n * @returns the current event state\r\n */\r\n public initalize(mask: number, skipNextObservers = false, target?: any, currentTarget?: any): EventState {\r\n this.mask = mask;\r\n this.skipNextObservers = skipNextObservers;\r\n this.target = target;\r\n this.currentTarget = currentTarget;\r\n return this;\r\n }\r\n\r\n /**\r\n * An Observer can set this property to true to prevent subsequent observers of being notified\r\n */\r\n public skipNextObservers: boolean;\r\n\r\n /**\r\n * Get the mask value that were used to trigger the event corresponding to this EventState object\r\n */\r\n public mask: number;\r\n\r\n /**\r\n * The object that originally notified the event\r\n */\r\n public target?: any;\r\n\r\n /**\r\n * The current object in the bubbling phase\r\n */\r\n public currentTarget?: any;\r\n\r\n /**\r\n * This will be populated with the return value of the last function that was executed.\r\n * If it is the first function in the callback chain it will be the event data.\r\n */\r\n public lastReturnValue?: any;\r\n}\r\n\r\n/**\r\n * Represent an Observer registered to a given Observable object.\r\n */\r\nexport class Observer {\r\n /** @hidden */\r\n public _willBeUnregistered = false;\r\n /**\r\n * Gets or sets a property defining that the observer as to be unregistered after the next notification\r\n */\r\n public unregisterOnNextCall = false;\r\n\r\n /**\r\n * Creates a new observer\r\n * @param callback defines the callback to call when the observer is notified\r\n * @param mask defines the mask of the observer (used to filter notifications)\r\n * @param scope defines the current scope used to restore the JS context\r\n */\r\n constructor(\r\n /**\r\n * Defines the callback to call when the observer is notified\r\n */\r\n public callback: (eventData: T, eventState: EventState) => void,\r\n /**\r\n * Defines the mask of the observer (used to filter notifications)\r\n */\r\n public mask: number,\r\n /**\r\n * Defines the current scope used to restore the JS context\r\n */\r\n public scope: any = null) {\r\n }\r\n}\r\n\r\n/**\r\n * Represent a list of observers registered to multiple Observables object.\r\n */\r\nexport class MultiObserver {\r\n private _observers: Nullable[]>;\r\n private _observables: Nullable[]>;\r\n\r\n /**\r\n * Release associated resources\r\n */\r\n public dispose(): void {\r\n if (this._observers && this._observables) {\r\n for (var index = 0; index < this._observers.length; index++) {\r\n this._observables[index].remove(this._observers[index]);\r\n }\r\n }\r\n\r\n this._observers = null;\r\n this._observables = null;\r\n }\r\n\r\n /**\r\n * Raise a callback when one of the observable will notify\r\n * @param observables defines a list of observables to watch\r\n * @param callback defines the callback to call on notification\r\n * @param mask defines the mask used to filter notifications\r\n * @param scope defines the current scope used to restore the JS context\r\n * @returns the new MultiObserver\r\n */\r\n public static Watch(observables: Observable[], callback: (eventData: T, eventState: EventState) => void, mask: number = -1, scope: any = null): MultiObserver {\r\n let result = new MultiObserver();\r\n\r\n result._observers = new Array>();\r\n result._observables = observables;\r\n\r\n for (var observable of observables) {\r\n let observer = observable.add(callback, mask, false, scope);\r\n if (observer) {\r\n result._observers.push(observer);\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n}\r\n\r\n/**\r\n * The Observable class is a simple implementation of the Observable pattern.\r\n *\r\n * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.\r\n * This enable a more fine grained execution without having to rely on multiple different Observable objects.\r\n * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).\r\n * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.\r\n */\r\nexport class Observable {\r\n private _observers = new Array>();\r\n\r\n private _eventState: EventState;\r\n\r\n private _onObserverAdded: Nullable<(observer: Observer) => void>;\r\n\r\n /**\r\n * Gets the list of observers\r\n */\r\n public get observers(): Array> {\r\n return this._observers;\r\n }\r\n\r\n /**\r\n * Creates a new observable\r\n * @param onObserverAdded defines a callback to call when a new observer is added\r\n */\r\n constructor(onObserverAdded?: (observer: Observer) => void) {\r\n this._eventState = new EventState(0);\r\n\r\n if (onObserverAdded) {\r\n this._onObserverAdded = onObserverAdded;\r\n }\r\n }\r\n\r\n /**\r\n * Create a new Observer with the specified callback\r\n * @param callback the callback that will be executed for that Observer\r\n * @param mask the mask used to filter observers\r\n * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.\r\n * @param scope optional scope for the callback to be called from\r\n * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification\r\n * @returns the new observer created for the callback\r\n */\r\n public add(callback: (eventData: T, eventState: EventState) => void, mask: number = -1, insertFirst = false, scope: any = null, unregisterOnFirstCall = false): Nullable> {\r\n if (!callback) {\r\n return null;\r\n }\r\n\r\n var observer = new Observer(callback, mask, scope);\r\n observer.unregisterOnNextCall = unregisterOnFirstCall;\r\n\r\n if (insertFirst) {\r\n this._observers.unshift(observer);\r\n } else {\r\n this._observers.push(observer);\r\n }\r\n\r\n if (this._onObserverAdded) {\r\n this._onObserverAdded(observer);\r\n }\r\n\r\n return observer;\r\n }\r\n\r\n /**\r\n * Create a new Observer with the specified callback and unregisters after the next notification\r\n * @param callback the callback that will be executed for that Observer\r\n * @returns the new observer created for the callback\r\n */\r\n public addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable> {\r\n return this.add(callback, undefined, undefined, undefined, true);\r\n }\r\n\r\n /**\r\n * Remove an Observer from the Observable object\r\n * @param observer the instance of the Observer to remove\r\n * @returns false if it doesn't belong to this Observable\r\n */\r\n public remove(observer: Nullable>): boolean {\r\n if (!observer) {\r\n return false;\r\n }\r\n\r\n var index = this._observers.indexOf(observer);\r\n\r\n if (index !== -1) {\r\n this._deferUnregister(observer);\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Remove a callback from the Observable object\r\n * @param callback the callback to remove\r\n * @param scope optional scope. If used only the callbacks with this scope will be removed\r\n * @returns false if it doesn't belong to this Observable\r\n */\r\n public removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean {\r\n\r\n for (var index = 0; index < this._observers.length; index++) {\r\n const observer = this._observers[index];\r\n if (observer._willBeUnregistered) {\r\n continue;\r\n }\r\n if (observer.callback === callback && (!scope || scope === observer.scope)) {\r\n this._deferUnregister(observer);\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _deferUnregister(observer: Observer): void {\r\n observer.unregisterOnNextCall = false;\r\n observer._willBeUnregistered = true;\r\n setTimeout(() => {\r\n this._remove(observer);\r\n }, 0);\r\n }\r\n\r\n // This should only be called when not iterating over _observers to avoid callback skipping.\r\n // Removes an observer from the _observer Array.\r\n private _remove(observer: Nullable>): boolean {\r\n if (!observer) {\r\n return false;\r\n }\r\n\r\n var index = this._observers.indexOf(observer);\r\n\r\n if (index !== -1) {\r\n this._observers.splice(index, 1);\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Moves the observable to the top of the observer list making it get called first when notified\r\n * @param observer the observer to move\r\n */\r\n public makeObserverTopPriority(observer: Observer) {\r\n this._remove(observer);\r\n this._observers.unshift(observer);\r\n }\r\n\r\n /**\r\n * Moves the observable to the bottom of the observer list making it get called last when notified\r\n * @param observer the observer to move\r\n */\r\n public makeObserverBottomPriority(observer: Observer) {\r\n this._remove(observer);\r\n this._observers.push(observer);\r\n }\r\n\r\n /**\r\n * Notify all Observers by calling their respective callback with the given data\r\n * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute\r\n * @param eventData defines the data to send to all observers\r\n * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)\r\n * @param target defines the original target of the state\r\n * @param currentTarget defines the current target of the state\r\n * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)\r\n */\r\n public notifyObservers(eventData: T, mask: number = -1, target?: any, currentTarget?: any): boolean {\r\n if (!this._observers.length) {\r\n return true;\r\n }\r\n\r\n let state = this._eventState;\r\n state.mask = mask;\r\n state.target = target;\r\n state.currentTarget = currentTarget;\r\n state.skipNextObservers = false;\r\n state.lastReturnValue = eventData;\r\n\r\n for (var obs of this._observers) {\r\n if (obs._willBeUnregistered) {\r\n continue;\r\n }\r\n\r\n if (obs.mask & mask) {\r\n if (obs.scope) {\r\n state.lastReturnValue = obs.callback.apply(obs.scope, [eventData, state]);\r\n } else {\r\n state.lastReturnValue = obs.callback(eventData, state);\r\n }\r\n\r\n if (obs.unregisterOnNextCall) {\r\n this._deferUnregister(obs);\r\n }\r\n }\r\n if (state.skipNextObservers) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Calling this will execute each callback, expecting it to be a promise or return a value.\r\n * If at any point in the chain one function fails, the promise will fail and the execution will not continue.\r\n * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object\r\n * and it is crucial that all callbacks will be executed.\r\n * The order of the callbacks is kept, callbacks are not executed parallel.\r\n *\r\n * @param eventData The data to be sent to each callback\r\n * @param mask is used to filter observers defaults to -1\r\n * @param target defines the callback target (see EventState)\r\n * @param currentTarget defines he current object in the bubbling phase\r\n * @returns {Promise} will return a Promise than resolves when all callbacks executed successfully.\r\n */\r\n public notifyObserversWithPromise(eventData: T, mask: number = -1, target?: any, currentTarget?: any): Promise {\r\n\r\n // create an empty promise\r\n let p: Promise = Promise.resolve(eventData);\r\n\r\n // no observers? return this promise.\r\n if (!this._observers.length) {\r\n return p;\r\n }\r\n\r\n let state = this._eventState;\r\n state.mask = mask;\r\n state.target = target;\r\n state.currentTarget = currentTarget;\r\n state.skipNextObservers = false;\r\n\r\n // execute one callback after another (not using Promise.all, the order is important)\r\n this._observers.forEach((obs) => {\r\n if (state.skipNextObservers) {\r\n return;\r\n }\r\n if (obs._willBeUnregistered) {\r\n return;\r\n }\r\n if (obs.mask & mask) {\r\n if (obs.scope) {\r\n p = p.then((lastReturnedValue) => {\r\n state.lastReturnValue = lastReturnedValue;\r\n return obs.callback.apply(obs.scope, [eventData, state]);\r\n });\r\n } else {\r\n p = p.then((lastReturnedValue) => {\r\n state.lastReturnValue = lastReturnedValue;\r\n return obs.callback(eventData, state);\r\n });\r\n }\r\n if (obs.unregisterOnNextCall) {\r\n this._deferUnregister(obs);\r\n }\r\n }\r\n });\r\n\r\n // return the eventData\r\n return p.then(() => { return eventData; });\r\n }\r\n\r\n /**\r\n * Notify a specific observer\r\n * @param observer defines the observer to notify\r\n * @param eventData defines the data to be sent to each callback\r\n * @param mask is used to filter observers defaults to -1\r\n */\r\n public notifyObserver(observer: Observer, eventData: T, mask: number = -1): void {\r\n let state = this._eventState;\r\n state.mask = mask;\r\n state.skipNextObservers = false;\r\n\r\n observer.callback(eventData, state);\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the observable has at least one observer\r\n * @returns true is the Observable has at least one Observer registered\r\n */\r\n public hasObservers(): boolean {\r\n return this._observers.length > 0;\r\n }\r\n\r\n /**\r\n * Clear the list of observers\r\n */\r\n public clear(): void {\r\n this._observers = new Array>();\r\n this._onObserverAdded = null;\r\n }\r\n\r\n /**\r\n * Clone the current observable\r\n * @returns a new observable\r\n */\r\n public clone(): Observable {\r\n var result = new Observable();\r\n\r\n result._observers = this._observers.slice(0);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Does this observable handles observer registered with a given mask\r\n * @param mask defines the mask to be tested\r\n * @return whether or not one observer registered with the given mask is handeled\r\n **/\r\n public hasSpecificMask(mask: number = -1): boolean {\r\n for (var obs of this._observers) {\r\n if (obs.mask & mask || obs.mask === mask) {\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n}\r\n","import { PrecisionDate } from './precisionDate';\r\n\r\n/**\r\n * This class is used to track a performance counter which is number based.\r\n * The user has access to many properties which give statistics of different nature.\r\n *\r\n * The implementer can track two kinds of Performance Counter: time and count.\r\n * For time you can optionally call fetchNewFrame() to notify the start of a new frame to monitor, then call beginMonitoring() to start and endMonitoring() to record the lapsed time. endMonitoring takes a newFrame parameter for you to specify if the monitored time should be set for a new frame or accumulated to the current frame being monitored.\r\n * For count you first have to call fetchNewFrame() to notify the start of a new frame to monitor, then call addCount() how many time required to increment the count value you monitor.\r\n */\r\nexport class PerfCounter {\r\n /**\r\n * Gets or sets a global boolean to turn on and off all the counters\r\n */\r\n public static Enabled = true;\r\n\r\n /**\r\n * Returns the smallest value ever\r\n */\r\n public get min(): number {\r\n return this._min;\r\n }\r\n\r\n /**\r\n * Returns the biggest value ever\r\n */\r\n public get max(): number {\r\n return this._max;\r\n }\r\n\r\n /**\r\n * Returns the average value since the performance counter is running\r\n */\r\n public get average(): number {\r\n return this._average;\r\n }\r\n\r\n /**\r\n * Returns the average value of the last second the counter was monitored\r\n */\r\n public get lastSecAverage(): number {\r\n return this._lastSecAverage;\r\n }\r\n\r\n /**\r\n * Returns the current value\r\n */\r\n public get current(): number {\r\n return this._current;\r\n }\r\n\r\n /**\r\n * Gets the accumulated total\r\n */\r\n public get total(): number {\r\n return this._totalAccumulated;\r\n }\r\n\r\n /**\r\n * Gets the total value count\r\n */\r\n public get count(): number {\r\n return this._totalValueCount;\r\n }\r\n\r\n /**\r\n * Creates a new counter\r\n */\r\n constructor() {\r\n this._startMonitoringTime = 0;\r\n this._min = 0;\r\n this._max = 0;\r\n this._average = 0;\r\n this._lastSecAverage = 0;\r\n this._current = 0;\r\n this._totalValueCount = 0;\r\n this._totalAccumulated = 0;\r\n this._lastSecAccumulated = 0;\r\n this._lastSecTime = 0;\r\n this._lastSecValueCount = 0;\r\n }\r\n\r\n /**\r\n * Call this method to start monitoring a new frame.\r\n * This scenario is typically used when you accumulate monitoring time many times for a single frame, you call this method at the start of the frame, then beginMonitoring to start recording and endMonitoring(false) to accumulated the recorded time to the PerfCounter or addCount() to accumulate a monitored count.\r\n */\r\n public fetchNewFrame() {\r\n this._totalValueCount++;\r\n this._current = 0;\r\n this._lastSecValueCount++;\r\n }\r\n\r\n /**\r\n * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)\r\n * @param newCount the count value to add to the monitored count\r\n * @param fetchResult true when it's the last time in the frame you add to the counter and you wish to update the statistics properties (min/max/average), false if you only want to update statistics.\r\n */\r\n public addCount(newCount: number, fetchResult: boolean) {\r\n if (!PerfCounter.Enabled) {\r\n return;\r\n }\r\n this._current += newCount;\r\n if (fetchResult) {\r\n this._fetchResult();\r\n }\r\n }\r\n\r\n /**\r\n * Start monitoring this performance counter\r\n */\r\n public beginMonitoring() {\r\n if (!PerfCounter.Enabled) {\r\n return;\r\n }\r\n this._startMonitoringTime = PrecisionDate.Now;\r\n }\r\n\r\n /**\r\n * Compute the time lapsed since the previous beginMonitoring() call.\r\n * @param newFrame true by default to fetch the result and monitor a new frame, if false the time monitored will be added to the current frame counter\r\n */\r\n public endMonitoring(newFrame: boolean = true) {\r\n if (!PerfCounter.Enabled) {\r\n return;\r\n }\r\n\r\n if (newFrame) {\r\n this.fetchNewFrame();\r\n }\r\n\r\n let currentTime = PrecisionDate.Now;\r\n this._current = currentTime - this._startMonitoringTime;\r\n\r\n if (newFrame) {\r\n this._fetchResult();\r\n }\r\n }\r\n\r\n private _fetchResult() {\r\n this._totalAccumulated += this._current;\r\n this._lastSecAccumulated += this._current;\r\n\r\n // Min/Max update\r\n this._min = Math.min(this._min, this._current);\r\n this._max = Math.max(this._max, this._current);\r\n this._average = this._totalAccumulated / this._totalValueCount;\r\n\r\n // Reset last sec?\r\n let now = PrecisionDate.Now;\r\n if ((now - this._lastSecTime) > 1000) {\r\n this._lastSecAverage = this._lastSecAccumulated / this._lastSecValueCount;\r\n this._lastSecTime = now;\r\n this._lastSecAccumulated = 0;\r\n this._lastSecValueCount = 0;\r\n }\r\n }\r\n\r\n private _startMonitoringTime: number;\r\n private _min: number;\r\n private _max: number;\r\n private _average: number;\r\n private _current: number;\r\n private _totalValueCount: number;\r\n private _totalAccumulated: number;\r\n private _lastSecAverage: number;\r\n private _lastSecAccumulated: number;\r\n private _lastSecTime: number;\r\n private _lastSecValueCount: number;\r\n}\r\n","import { Nullable } from \"../types\";\r\nimport { PrecisionDate } from \"./precisionDate\";\r\n\r\n/**\r\n * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window\r\n */\r\nexport class PerformanceMonitor {\r\n\r\n private _enabled: boolean = true;\r\n private _rollingFrameTime: RollingAverage;\r\n private _lastFrameTimeMs: Nullable;\r\n\r\n /**\r\n * constructor\r\n * @param frameSampleSize The number of samples required to saturate the sliding window\r\n */\r\n constructor(frameSampleSize: number = 30) {\r\n this._rollingFrameTime = new RollingAverage(frameSampleSize);\r\n }\r\n\r\n /**\r\n * Samples current frame\r\n * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames\r\n */\r\n public sampleFrame(timeMs: number = PrecisionDate.Now) {\r\n if (!this._enabled) { return; }\r\n\r\n if (this._lastFrameTimeMs != null) {\r\n let dt = timeMs - this._lastFrameTimeMs;\r\n this._rollingFrameTime.add(dt);\r\n }\r\n\r\n this._lastFrameTimeMs = timeMs;\r\n }\r\n\r\n /**\r\n * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)\r\n */\r\n public get averageFrameTime(): number {\r\n return this._rollingFrameTime.average;\r\n }\r\n\r\n /**\r\n * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)\r\n */\r\n public get averageFrameTimeVariance(): number {\r\n return this._rollingFrameTime.variance;\r\n }\r\n\r\n /**\r\n * Returns the frame time of the most recent frame\r\n */\r\n public get instantaneousFrameTime(): number {\r\n return this._rollingFrameTime.history(0);\r\n }\r\n\r\n /**\r\n * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)\r\n */\r\n public get averageFPS(): number {\r\n return 1000.0 / this._rollingFrameTime.average;\r\n }\r\n\r\n /**\r\n * Returns the average framerate in frames per second using the most recent frame time\r\n */\r\n public get instantaneousFPS(): number {\r\n let history = this._rollingFrameTime.history(0);\r\n\r\n if (history === 0) {\r\n return 0;\r\n }\r\n\r\n return 1000.0 / history;\r\n }\r\n\r\n /**\r\n * Returns true if enough samples have been taken to completely fill the sliding window\r\n */\r\n public get isSaturated(): boolean {\r\n return this._rollingFrameTime.isSaturated();\r\n }\r\n\r\n /**\r\n * Enables contributions to the sliding window sample set\r\n */\r\n public enable() {\r\n this._enabled = true;\r\n }\r\n\r\n /**\r\n * Disables contributions to the sliding window sample set\r\n * Samples will not be interpolated over the disabled period\r\n */\r\n public disable() {\r\n this._enabled = false;\r\n //clear last sample to avoid interpolating over the disabled period when next enabled\r\n this._lastFrameTimeMs = null;\r\n }\r\n\r\n /**\r\n * Returns true if sampling is enabled\r\n */\r\n public get isEnabled(): boolean {\r\n return this._enabled;\r\n }\r\n\r\n /**\r\n * Resets performance monitor\r\n */\r\n public reset() {\r\n //clear last sample to avoid interpolating over the disabled period when next enabled\r\n this._lastFrameTimeMs = null;\r\n //wipe record\r\n this._rollingFrameTime.reset();\r\n }\r\n\r\n}\r\n\r\n/**\r\n * RollingAverage\r\n *\r\n * Utility to efficiently compute the rolling average and variance over a sliding window of samples\r\n */\r\nexport class RollingAverage {\r\n\r\n /**\r\n * Current average\r\n */\r\n public average: number;\r\n /**\r\n * Current variance\r\n */\r\n public variance: number;\r\n\r\n protected _samples: Array;\r\n protected _sampleCount: number;\r\n protected _pos: number;\r\n protected _m2: number; //sum of squares of differences from the (current) mean\r\n\r\n /**\r\n * constructor\r\n * @param length The number of samples required to saturate the sliding window\r\n */\r\n constructor(length: number) {\r\n this._samples = new Array(length);\r\n this.reset();\r\n }\r\n\r\n /**\r\n * Adds a sample to the sample set\r\n * @param v The sample value\r\n */\r\n public add(v: number) {\r\n //http://en.wikipedia.org/wiki/Algorithms_for_calculating_variance\r\n let delta: number;\r\n\r\n //we need to check if we've already wrapped round\r\n if (this.isSaturated()) {\r\n //remove bottom of stack from mean\r\n let bottomValue = this._samples[this._pos];\r\n delta = bottomValue - this.average;\r\n this.average -= delta / (this._sampleCount - 1);\r\n this._m2 -= delta * (bottomValue - this.average);\r\n } else {\r\n this._sampleCount++;\r\n }\r\n\r\n //add new value to mean\r\n delta = v - this.average;\r\n this.average += delta / (this._sampleCount);\r\n this._m2 += delta * (v - this.average);\r\n\r\n //set the new variance\r\n this.variance = this._m2 / (this._sampleCount - 1);\r\n\r\n this._samples[this._pos] = v;\r\n this._pos++;\r\n\r\n this._pos %= this._samples.length; //positive wrap around\r\n }\r\n\r\n /**\r\n * Returns previously added values or null if outside of history or outside the sliding window domain\r\n * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that\r\n * @return Value previously recorded with add() or null if outside of range\r\n */\r\n public history(i: number): number {\r\n if ((i >= this._sampleCount) || (i >= this._samples.length)) {\r\n return 0;\r\n }\r\n\r\n let i0 = this._wrapPosition(this._pos - 1.0);\r\n return this._samples[this._wrapPosition(i0 - i)];\r\n }\r\n\r\n /**\r\n * Returns true if enough samples have been taken to completely fill the sliding window\r\n * @return true if sample-set saturated\r\n */\r\n public isSaturated(): boolean {\r\n return this._sampleCount >= this._samples.length;\r\n }\r\n\r\n /**\r\n * Resets the rolling average (equivalent to 0 samples taken so far)\r\n */\r\n public reset() {\r\n this.average = 0;\r\n this.variance = 0;\r\n this._sampleCount = 0;\r\n this._pos = 0;\r\n this._m2 = 0;\r\n }\r\n\r\n /**\r\n * Wraps a value around the sample range boundaries\r\n * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.\r\n * @return Wrapped position in sample range\r\n */\r\n protected _wrapPosition(i: number): number {\r\n let max = this._samples.length;\r\n return ((i % max) + max) % max;\r\n }\r\n}\r\n","import { Vector3, Matrix } from '../Maths/math.vector';\r\nimport { AbstractMesh } from '../Meshes/abstractMesh';\r\n\r\n/**\r\n * Class containing a set of static utilities functions for managing Pivots\r\n * @hidden\r\n */\r\nexport class PivotTools {\r\n // Stores the state of the pivot cache (_oldPivotPoint, _pivotTranslation)\r\n // store/remove pivot point should only be applied during their outermost calls\r\n private static _PivotCached = 0;\r\n private static _OldPivotPoint = new Vector3();\r\n private static _PivotTranslation = new Vector3();\r\n private static _PivotTmpVector = new Vector3();\r\n /** @hidden */\r\n public static _RemoveAndStorePivotPoint(mesh: AbstractMesh) {\r\n if (mesh && PivotTools._PivotCached === 0) {\r\n // Save old pivot and set pivot to 0,0,0\r\n mesh.getPivotPointToRef(PivotTools._OldPivotPoint);\r\n if (!PivotTools._OldPivotPoint.equalsToFloats(0, 0, 0)) {\r\n mesh.setPivotMatrix(Matrix.IdentityReadOnly);\r\n PivotTools._OldPivotPoint.subtractToRef(mesh.getPivotPoint(), PivotTools._PivotTranslation);\r\n PivotTools._PivotTmpVector.copyFromFloats(1, 1, 1);\r\n PivotTools._PivotTmpVector.subtractInPlace(mesh.scaling);\r\n PivotTools._PivotTmpVector.multiplyInPlace(PivotTools._PivotTranslation);\r\n mesh.position.addInPlace(PivotTools._PivotTmpVector);\r\n }\r\n }\r\n PivotTools._PivotCached++;\r\n }\r\n /** @hidden */\r\n public static _RestorePivotPoint(mesh: AbstractMesh) {\r\n if (mesh && !PivotTools._OldPivotPoint.equalsToFloats(0, 0, 0) && PivotTools._PivotCached === 1) {\r\n mesh.setPivotPoint(PivotTools._OldPivotPoint);\r\n PivotTools._PivotTmpVector.copyFromFloats(1, 1, 1);\r\n PivotTools._PivotTmpVector.subtractInPlace(mesh.scaling);\r\n PivotTools._PivotTmpVector.multiplyInPlace(PivotTools._PivotTranslation);\r\n mesh.position.subtractInPlace(PivotTools._PivotTmpVector);\r\n }\r\n this._PivotCached--;\r\n }\r\n}","import { DomManagement } from './domManagement';\r\n\r\n/**\r\n * Class containing a set of static utilities functions for precision date\r\n */\r\nexport class PrecisionDate {\r\n /**\r\n * Gets either window.performance.now() if supported or Date.now() else\r\n */\r\n public static get Now(): number {\r\n if (DomManagement.IsWindowObjectExist() && window.performance && window.performance.now) {\r\n return window.performance.now();\r\n }\r\n\r\n return Date.now();\r\n }\r\n}\r\n","import { Nullable } from \"../types\";\r\n\r\nenum PromiseStates {\r\n Pending,\r\n Fulfilled,\r\n Rejected\r\n}\r\n\r\nclass FulFillmentAgregator {\r\n public count = 0;\r\n public target = 0;\r\n public rootPromise: InternalPromise;\r\n public results: any[] = [];\r\n}\r\n\r\nclass InternalPromise {\r\n private _state = PromiseStates.Pending;\r\n private _resultValue?: Nullable;\r\n private _reason: any;\r\n private _children = new Array>();\r\n private _parent: Nullable>;\r\n private _onFulfilled?: (fulfillment?: Nullable) => Nullable> | T;\r\n private _onRejected?: (reason: any) => void;\r\n private _rejectWasConsumed = false;\r\n\r\n private get _result(): Nullable | undefined {\r\n return this._resultValue;\r\n }\r\n\r\n private set _result(value: Nullable | undefined) {\r\n this._resultValue = value;\r\n\r\n if (this._parent && this._parent._result === undefined) {\r\n this._parent._result = value;\r\n }\r\n }\r\n\r\n public constructor(resolver?: (\r\n resolve: (value?: Nullable) => void,\r\n reject: (reason: any) => void\r\n ) => void) {\r\n\r\n if (!resolver) {\r\n return;\r\n }\r\n\r\n try {\r\n resolver((value?: Nullable) => {\r\n this._resolve(value);\r\n }, (reason: any) => {\r\n this._reject(reason);\r\n });\r\n } catch (e) {\r\n this._reject(e);\r\n }\r\n }\r\n\r\n public catch(onRejected: (reason: any) => void): InternalPromise {\r\n return this.then(undefined, onRejected);\r\n }\r\n\r\n public then(onFulfilled?: (fulfillment?: Nullable) => Nullable> | T, onRejected?: (reason: any) => void): InternalPromise {\r\n let newPromise = new InternalPromise();\r\n newPromise._onFulfilled = onFulfilled;\r\n newPromise._onRejected = onRejected;\r\n\r\n // Composition\r\n this._children.push(newPromise);\r\n newPromise._parent = this;\r\n\r\n if (this._state !== PromiseStates.Pending) {\r\n setTimeout(() => {\r\n if (this._state === PromiseStates.Fulfilled || this._rejectWasConsumed) {\r\n let returnedValue: any = newPromise._resolve(this._result);\r\n\r\n if (returnedValue !== undefined && returnedValue !== null) {\r\n if ((returnedValue)._state !== undefined) {\r\n let returnedPromise = returnedValue as InternalPromise;\r\n newPromise._children.push(returnedPromise);\r\n returnedPromise._parent = newPromise;\r\n newPromise = returnedPromise;\r\n } else {\r\n newPromise._result = (returnedValue);\r\n }\r\n }\r\n } else {\r\n newPromise._reject(this._reason);\r\n }\r\n });\r\n }\r\n\r\n return newPromise;\r\n }\r\n\r\n private _moveChildren(children: InternalPromise[]): void {\r\n this._children.push(...children.splice(0, children.length));\r\n\r\n this._children.forEach((child) => {\r\n child._parent = this;\r\n });\r\n\r\n if (this._state === PromiseStates.Fulfilled) {\r\n for (var child of this._children) {\r\n child._resolve(this._result);\r\n }\r\n } else if (this._state === PromiseStates.Rejected) {\r\n for (var child of this._children) {\r\n child._reject(this._reason);\r\n }\r\n }\r\n }\r\n\r\n private _resolve(value?: Nullable): void {\r\n try {\r\n this._state = PromiseStates.Fulfilled;\r\n let returnedValue: Nullable> | T = null;\r\n\r\n if (this._onFulfilled) {\r\n returnedValue = this._onFulfilled(value);\r\n }\r\n\r\n if (returnedValue !== undefined && returnedValue !== null) {\r\n if ((>returnedValue)._state !== undefined) {\r\n // Transmit children\r\n let returnedPromise = returnedValue as InternalPromise;\r\n returnedPromise._parent = this;\r\n returnedPromise._moveChildren(this._children);\r\n\r\n value = returnedPromise._result;\r\n } else {\r\n value = returnedValue;\r\n }\r\n }\r\n\r\n this._result = value;\r\n\r\n for (var child of this._children) {\r\n child._resolve(value);\r\n }\r\n\r\n this._children.length = 0;\r\n delete this._onFulfilled;\r\n delete this._onRejected;\r\n } catch (e) {\r\n this._reject(e, true);\r\n }\r\n }\r\n\r\n private _reject(reason: any, onLocalThrow = false): void {\r\n this._state = PromiseStates.Rejected;\r\n this._reason = reason;\r\n\r\n if (this._onRejected && !onLocalThrow) {\r\n try {\r\n this._onRejected(reason);\r\n this._rejectWasConsumed = true;\r\n }\r\n catch (e) {\r\n reason = e;\r\n }\r\n }\r\n\r\n for (var child of this._children) {\r\n if (this._rejectWasConsumed) {\r\n child._resolve(null);\r\n } else {\r\n child._reject(reason);\r\n }\r\n }\r\n\r\n this._children.length = 0;\r\n delete this._onFulfilled;\r\n delete this._onRejected;\r\n }\r\n\r\n public static resolve(value: T): InternalPromise {\r\n let newPromise = new InternalPromise();\r\n\r\n newPromise._resolve(value);\r\n\r\n return newPromise;\r\n }\r\n\r\n private static _RegisterForFulfillment(promise: InternalPromise, agregator: FulFillmentAgregator, index: number) {\r\n promise.then((value?: Nullable) => {\r\n agregator.results[index] = value;\r\n agregator.count++;\r\n\r\n if (agregator.count === agregator.target) {\r\n agregator.rootPromise._resolve(agregator.results);\r\n }\r\n return null;\r\n }, (reason: any) => {\r\n if (agregator.rootPromise._state !== PromiseStates.Rejected) {\r\n agregator.rootPromise._reject(reason);\r\n }\r\n });\r\n }\r\n\r\n public static all(promises: InternalPromise[]): InternalPromise {\r\n let newPromise = new InternalPromise();\r\n let agregator = new FulFillmentAgregator();\r\n agregator.target = promises.length;\r\n agregator.rootPromise = newPromise;\r\n\r\n if (promises.length) {\r\n for (var index = 0; index < promises.length; index++) {\r\n InternalPromise._RegisterForFulfillment(promises[index], agregator, index);\r\n }\r\n } else {\r\n newPromise._resolve([]);\r\n }\r\n\r\n return newPromise;\r\n }\r\n\r\n public static race(promises: InternalPromise[]): InternalPromise {\r\n let newPromise: Nullable> = new InternalPromise();\r\n\r\n if (promises.length) {\r\n for (const promise of promises) {\r\n promise.then((value?: Nullable) => {\r\n if (newPromise) {\r\n newPromise._resolve(value);\r\n newPromise = null;\r\n }\r\n return null;\r\n }, (reason: any) => {\r\n if (newPromise) {\r\n newPromise._reject(reason);\r\n newPromise = null;\r\n }\r\n });\r\n }\r\n }\r\n\r\n return newPromise;\r\n }\r\n}\r\n\r\n/**\r\n * Helper class that provides a small promise polyfill\r\n */\r\nexport class PromisePolyfill {\r\n /**\r\n * Static function used to check if the polyfill is required\r\n * If this is the case then the function will inject the polyfill to window.Promise\r\n * @param force defines a boolean used to force the injection (mostly for testing purposes)\r\n */\r\n public static Apply(force = false): void {\r\n if (force || typeof Promise === 'undefined') {\r\n let root: any = window;\r\n root.Promise = InternalPromise;\r\n }\r\n }\r\n}\r\n","import { WebRequest } from './webRequest';\r\n\r\n/**\r\n * Class used to define a retry strategy when error happens while loading assets\r\n */\r\nexport class RetryStrategy {\r\n /**\r\n * Function used to defines an exponential back off strategy\r\n * @param maxRetries defines the maximum number of retries (3 by default)\r\n * @param baseInterval defines the interval between retries\r\n * @returns the strategy function to use\r\n */\r\n public static ExponentialBackoff(maxRetries = 3, baseInterval = 500) {\r\n return (url: string, request: WebRequest, retryIndex: number): number => {\r\n if (request.status !== 0 || retryIndex >= maxRetries || url.indexOf(\"file:\") !== -1) {\r\n return -1;\r\n }\r\n\r\n return Math.pow(2, retryIndex) * baseInterval;\r\n };\r\n }\r\n}","import { Constants } from \"../Engines/constants\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport \"../Shaders/rgbdDecode.fragment\";\r\nimport { Engine } from '../Engines/engine';\r\n\r\nimport \"../Engines/Extensions/engine.renderTarget\";\r\n\r\ndeclare type Texture = import(\"../Materials/Textures/texture\").Texture;\r\n\r\n/**\r\n * Class used to host RGBD texture specific utilities\r\n */\r\nexport class RGBDTextureTools {\r\n /**\r\n * Expand the RGBD Texture from RGBD to Half Float if possible.\r\n * @param texture the texture to expand.\r\n */\r\n public static ExpandRGBDTexture(texture: Texture) {\r\n const internalTexture = texture._texture;\r\n if (!internalTexture || !texture.isRGBD) {\r\n return;\r\n }\r\n\r\n // Gets everything ready.\r\n const engine = internalTexture.getEngine() as Engine;\r\n const caps = engine.getCaps();\r\n let expandTexture = false;\r\n\r\n // If half float available we can uncompress the texture\r\n if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {\r\n expandTexture = true;\r\n internalTexture.type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n // If full float available we can uncompress the texture\r\n else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {\r\n expandTexture = true;\r\n internalTexture.type = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n\r\n if (expandTexture) {\r\n // Do not use during decode.\r\n internalTexture.isReady = false;\r\n internalTexture._isRGBD = false;\r\n internalTexture.invertY = false;\r\n }\r\n\r\n texture.onLoadObservable.addOnce(() => {\r\n // Expand the texture if possible\r\n if (expandTexture) {\r\n // Simply run through the decode PP.\r\n const rgbdPostProcess = new PostProcess(\"rgbdDecode\", \"rgbdDecode\", null, null, 1, null, Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, engine, false, undefined, internalTexture.type, undefined, null, false);\r\n\r\n // Hold the output of the decoding.\r\n const expandedTexture = engine.createRenderTargetTexture(internalTexture.width, {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n generateStencilBuffer: false,\r\n samplingMode: internalTexture.samplingMode,\r\n type: internalTexture.type,\r\n format: Constants.TEXTUREFORMAT_RGBA\r\n });\r\n\r\n rgbdPostProcess.getEffect().executeWhenCompiled(() => {\r\n // PP Render Pass\r\n rgbdPostProcess.onApply = (effect) => {\r\n effect._bindTexture(\"textureSampler\", internalTexture);\r\n effect.setFloat2(\"scale\", 1, 1);\r\n };\r\n texture.getScene()!.postProcessManager.directRender([rgbdPostProcess!], expandedTexture, true);\r\n\r\n // Cleanup\r\n engine.restoreDefaultFramebuffer();\r\n engine._releaseTexture(internalTexture);\r\n engine._releaseFramebufferObjects(expandedTexture);\r\n if (rgbdPostProcess) {\r\n rgbdPostProcess.dispose();\r\n }\r\n\r\n // Internal Swap\r\n expandedTexture._swapAndDie(internalTexture);\r\n\r\n // Ready to get rolling again.\r\n internalTexture.isReady = true;\r\n });\r\n }\r\n });\r\n }\r\n}\r\n","import { Scene, IDisposable } from \"../scene\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Nullable } from \"../types\";\r\nimport { Observer, Observable } from \"./observable\";\r\n\r\n/**\r\n * Defines the root class used to create scene optimization to use with SceneOptimizer\r\n * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer\r\n */\r\nexport class SceneOptimization {\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @returns description string\r\n */\r\n public getDescription(): string {\r\n return \"\";\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Creates the SceneOptimization object\r\n * @param priority defines the priority of this optimization (0 by default which means first in the list)\r\n * @param desc defines the description associated with the optimization\r\n */\r\n constructor(\r\n /**\r\n * Defines the priority of this optimization (0 by default which means first in the list)\r\n */\r\n public priority: number = 0) {\r\n }\r\n}\r\n\r\n/**\r\n * Defines an optimization used to reduce the size of render target textures\r\n * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer\r\n */\r\nexport class TextureOptimization extends SceneOptimization {\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @returns description string\r\n */\r\n public getDescription(): string {\r\n return \"Reducing render target texture size to \" + this.maximumSize;\r\n }\r\n\r\n /**\r\n * Creates the TextureOptimization object\r\n * @param priority defines the priority of this optimization (0 by default which means first in the list)\r\n * @param maximumSize defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter\r\n * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.\r\n */\r\n constructor(\r\n /**\r\n * Defines the priority of this optimization (0 by default which means first in the list)\r\n */\r\n public priority: number = 0,\r\n /**\r\n * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter\r\n */\r\n public maximumSize: number = 1024,\r\n /**\r\n * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.\r\n */\r\n public step = 0.5) {\r\n super(priority);\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n\r\n var allDone = true;\r\n for (var index = 0; index < scene.textures.length; index++) {\r\n var texture = scene.textures[index];\r\n\r\n if (!texture.canRescale || (texture).getContext) {\r\n continue;\r\n }\r\n\r\n var currentSize = texture.getSize();\r\n var maxDimension = Math.max(currentSize.width, currentSize.height);\r\n\r\n if (maxDimension > this.maximumSize) {\r\n texture.scale(this.step);\r\n allDone = false;\r\n }\r\n }\r\n\r\n return allDone;\r\n }\r\n}\r\n\r\n/**\r\n * Defines an optimization used to increase or decrease the rendering resolution\r\n * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer\r\n */\r\nexport class HardwareScalingOptimization extends SceneOptimization {\r\n private _currentScale = -1;\r\n private _directionOffset = 1;\r\n\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @return description string\r\n */\r\n public getDescription(): string {\r\n return \"Setting hardware scaling level to \" + this._currentScale;\r\n }\r\n\r\n /**\r\n * Creates the HardwareScalingOptimization object\r\n * @param priority defines the priority of this optimization (0 by default which means first in the list)\r\n * @param maximumScale defines the maximum scale to use (2 by default)\r\n * @param step defines the step to use between two passes (0.5 by default)\r\n */\r\n constructor(\r\n /**\r\n * Defines the priority of this optimization (0 by default which means first in the list)\r\n */\r\n public priority: number = 0,\r\n /**\r\n * Defines the maximum scale to use (2 by default)\r\n */\r\n public maximumScale: number = 2,\r\n /**\r\n * Defines the step to use between two passes (0.5 by default)\r\n */\r\n public step: number = 0.25) {\r\n super(priority);\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n if (this._currentScale === -1) {\r\n this._currentScale = scene.getEngine().getHardwareScalingLevel();\r\n if (this._currentScale > this.maximumScale) {\r\n this._directionOffset = -1;\r\n }\r\n }\r\n\r\n this._currentScale += this._directionOffset * this.step;\r\n\r\n scene.getEngine().setHardwareScalingLevel(this._currentScale);\r\n\r\n return this._directionOffset === 1 ? this._currentScale >= this.maximumScale : this._currentScale <= this.maximumScale;\r\n }\r\n}\r\n\r\n/**\r\n * Defines an optimization used to remove shadows\r\n * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer\r\n */\r\nexport class ShadowsOptimization extends SceneOptimization {\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @return description string\r\n */\r\n public getDescription(): string {\r\n return \"Turning shadows on/off\";\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n scene.shadowsEnabled = optimizer.isInImprovementMode;\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * Defines an optimization used to turn post-processes off\r\n * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer\r\n */\r\nexport class PostProcessesOptimization extends SceneOptimization {\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @return description string\r\n */\r\n public getDescription(): string {\r\n return \"Turning post-processes on/off\";\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n scene.postProcessesEnabled = optimizer.isInImprovementMode;\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * Defines an optimization used to turn lens flares off\r\n * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer\r\n */\r\nexport class LensFlaresOptimization extends SceneOptimization {\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @return description string\r\n */\r\n public getDescription(): string {\r\n return \"Turning lens flares on/off\";\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n scene.lensFlaresEnabled = optimizer.isInImprovementMode;\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * Defines an optimization based on user defined callback.\r\n * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer\r\n */\r\nexport class CustomOptimization extends SceneOptimization {\r\n /**\r\n * Callback called to apply the custom optimization.\r\n */\r\n public onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;\r\n\r\n /**\r\n * Callback called to get custom description\r\n */\r\n public onGetDescription: () => string;\r\n\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @returns description string\r\n */\r\n public getDescription(): string {\r\n if (this.onGetDescription) {\r\n return this.onGetDescription();\r\n }\r\n\r\n return \"Running user defined callback\";\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n if (this.onApply) {\r\n return this.onApply(scene, optimizer);\r\n }\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * Defines an optimization used to turn particles off\r\n * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer\r\n */\r\nexport class ParticlesOptimization extends SceneOptimization {\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @return description string\r\n */\r\n public getDescription(): string {\r\n return \"Turning particles on/off\";\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n scene.particlesEnabled = optimizer.isInImprovementMode;\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * Defines an optimization used to turn render targets off\r\n * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer\r\n */\r\nexport class RenderTargetsOptimization extends SceneOptimization {\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @return description string\r\n */\r\n public getDescription(): string {\r\n return \"Turning render targets off\";\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n scene.renderTargetsEnabled = optimizer.isInImprovementMode;\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * Defines an optimization used to merge meshes with compatible materials\r\n * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer\r\n */\r\nexport class MergeMeshesOptimization extends SceneOptimization {\r\n private static _UpdateSelectionTree = false;\r\n\r\n /**\r\n * Gets or sets a boolean which defines if optimization octree has to be updated\r\n */\r\n public static get UpdateSelectionTree(): boolean {\r\n return MergeMeshesOptimization._UpdateSelectionTree;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean which defines if optimization octree has to be updated\r\n */\r\n public static set UpdateSelectionTree(value: boolean) {\r\n MergeMeshesOptimization._UpdateSelectionTree = value;\r\n }\r\n\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @return description string\r\n */\r\n public getDescription(): string {\r\n return \"Merging similar meshes together\";\r\n }\r\n\r\n private _canBeMerged = (abstractMesh: AbstractMesh): boolean => {\r\n if (!(abstractMesh instanceof Mesh)) {\r\n return false;\r\n }\r\n\r\n var mesh = abstractMesh;\r\n\r\n if (mesh.isDisposed()) {\r\n return false;\r\n }\r\n\r\n if (!mesh.isVisible || !mesh.isEnabled()) {\r\n return false;\r\n }\r\n\r\n if (mesh.instances.length > 0) {\r\n return false;\r\n }\r\n\r\n if (mesh.skeleton || mesh.hasLODLevels) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @param updateSelectionTree defines that the selection octree has to be updated (false by default)\r\n * @returns true if everything that can be done was applied\r\n */\r\n public apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean {\r\n\r\n var globalPool = scene.meshes.slice(0);\r\n var globalLength = globalPool.length;\r\n\r\n for (var index = 0; index < globalLength; index++) {\r\n var currentPool = new Array();\r\n var current = globalPool[index];\r\n\r\n // Checks\r\n if (!this._canBeMerged(current)) {\r\n continue;\r\n }\r\n\r\n currentPool.push(current);\r\n\r\n // Find compatible meshes\r\n for (var subIndex = index + 1; subIndex < globalLength; subIndex++) {\r\n var otherMesh = globalPool[subIndex];\r\n\r\n if (!this._canBeMerged(otherMesh)) {\r\n continue;\r\n }\r\n\r\n if (otherMesh.material !== current.material) {\r\n continue;\r\n }\r\n\r\n if (otherMesh.checkCollisions !== current.checkCollisions) {\r\n continue;\r\n }\r\n\r\n currentPool.push(otherMesh);\r\n globalLength--;\r\n\r\n globalPool.splice(subIndex, 1);\r\n\r\n subIndex--;\r\n }\r\n\r\n if (currentPool.length < 2) {\r\n continue;\r\n }\r\n\r\n // Merge meshes\r\n Mesh.MergeMeshes(currentPool, undefined, true);\r\n }\r\n\r\n // Call the octree system optimization if it is defined.\r\n const sceneAsAny = scene as any;\r\n if (sceneAsAny.createOrUpdateSelectionOctree) {\r\n if (updateSelectionTree != undefined) {\r\n if (updateSelectionTree) {\r\n sceneAsAny.createOrUpdateSelectionOctree();\r\n }\r\n }\r\n else if (MergeMeshesOptimization.UpdateSelectionTree) {\r\n sceneAsAny.createOrUpdateSelectionOctree();\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * Defines a list of options used by SceneOptimizer\r\n * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer\r\n */\r\nexport class SceneOptimizerOptions {\r\n /**\r\n * Gets the list of optimizations to apply\r\n */\r\n public optimizations = new Array();\r\n\r\n /**\r\n * Creates a new list of options used by SceneOptimizer\r\n * @param targetFrameRate defines the target frame rate to reach (60 by default)\r\n * @param trackerDuration defines the interval between two checkes (2000ms by default)\r\n */\r\n constructor(\r\n /**\r\n * Defines the target frame rate to reach (60 by default)\r\n */\r\n public targetFrameRate: number = 60,\r\n /**\r\n * Defines the interval between two checkes (2000ms by default)\r\n */\r\n public trackerDuration: number = 2000) {\r\n }\r\n\r\n /**\r\n * Add a new optimization\r\n * @param optimization defines the SceneOptimization to add to the list of active optimizations\r\n * @returns the current SceneOptimizerOptions\r\n */\r\n public addOptimization(optimization: SceneOptimization): SceneOptimizerOptions {\r\n this.optimizations.push(optimization);\r\n return this;\r\n }\r\n\r\n /**\r\n * Add a new custom optimization\r\n * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)\r\n * @param onGetDescription defines the callback called to get the description attached with the optimization.\r\n * @param priority defines the priority of this optimization (0 by default which means first in the list)\r\n * @returns the current SceneOptimizerOptions\r\n */\r\n public addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority: number = 0): SceneOptimizerOptions {\r\n let optimization = new CustomOptimization(priority);\r\n optimization.onApply = onApply;\r\n optimization.onGetDescription = onGetDescription;\r\n\r\n this.optimizations.push(optimization);\r\n return this;\r\n }\r\n\r\n /**\r\n * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene\r\n * @param targetFrameRate defines the target frame rate (60 by default)\r\n * @returns a SceneOptimizerOptions object\r\n */\r\n public static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions {\r\n var result = new SceneOptimizerOptions(targetFrameRate);\r\n\r\n var priority = 0;\r\n result.addOptimization(new MergeMeshesOptimization(priority));\r\n result.addOptimization(new ShadowsOptimization(priority));\r\n result.addOptimization(new LensFlaresOptimization(priority));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new PostProcessesOptimization(priority));\r\n result.addOptimization(new ParticlesOptimization(priority));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new TextureOptimization(priority, 1024));\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual\r\n * @param targetFrameRate defines the target frame rate (60 by default)\r\n * @returns a SceneOptimizerOptions object\r\n */\r\n public static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions {\r\n var result = new SceneOptimizerOptions(targetFrameRate);\r\n\r\n var priority = 0;\r\n result.addOptimization(new MergeMeshesOptimization(priority));\r\n result.addOptimization(new ShadowsOptimization(priority));\r\n result.addOptimization(new LensFlaresOptimization(priority));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new PostProcessesOptimization(priority));\r\n result.addOptimization(new ParticlesOptimization(priority));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new TextureOptimization(priority, 512));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new RenderTargetsOptimization(priority));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new HardwareScalingOptimization(priority, 2));\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual\r\n * @param targetFrameRate defines the target frame rate (60 by default)\r\n * @returns a SceneOptimizerOptions object\r\n */\r\n public static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions {\r\n var result = new SceneOptimizerOptions(targetFrameRate);\r\n\r\n var priority = 0;\r\n result.addOptimization(new MergeMeshesOptimization(priority));\r\n result.addOptimization(new ShadowsOptimization(priority));\r\n result.addOptimization(new LensFlaresOptimization(priority));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new PostProcessesOptimization(priority));\r\n result.addOptimization(new ParticlesOptimization(priority));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new TextureOptimization(priority, 256));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new RenderTargetsOptimization(priority));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new HardwareScalingOptimization(priority, 4));\r\n\r\n return result;\r\n }\r\n}\r\n\r\n/**\r\n * Class used to run optimizations in order to reach a target frame rate\r\n * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer\r\n */\r\nexport class SceneOptimizer implements IDisposable {\r\n private _isRunning = false;\r\n private _options: SceneOptimizerOptions;\r\n private _scene: Scene;\r\n private _currentPriorityLevel = 0;\r\n private _targetFrameRate = 60;\r\n private _trackerDuration = 2000;\r\n private _currentFrameRate = 0;\r\n private _sceneDisposeObserver: Nullable>;\r\n private _improvementMode = false;\r\n\r\n /**\r\n * Defines an observable called when the optimizer reaches the target frame rate\r\n */\r\n public onSuccessObservable = new Observable();\r\n /**\r\n * Defines an observable called when the optimizer enables an optimization\r\n */\r\n public onNewOptimizationAppliedObservable = new Observable();\r\n /**\r\n * Defines an observable called when the optimizer is not able to reach the target frame rate\r\n */\r\n public onFailureObservable = new Observable();\r\n\r\n /**\r\n * Gets a boolean indicating if the optimizer is in improvement mode\r\n */\r\n public get isInImprovementMode(): boolean {\r\n return this._improvementMode;\r\n }\r\n\r\n /**\r\n * Gets the current priority level (0 at start)\r\n */\r\n public get currentPriorityLevel(): number {\r\n return this._currentPriorityLevel;\r\n }\r\n\r\n /**\r\n * Gets the current frame rate checked by the SceneOptimizer\r\n */\r\n public get currentFrameRate(): number {\r\n return this._currentFrameRate;\r\n }\r\n\r\n /**\r\n * Gets or sets the current target frame rate (60 by default)\r\n */\r\n public get targetFrameRate(): number {\r\n return this._targetFrameRate;\r\n }\r\n\r\n /**\r\n * Gets or sets the current target frame rate (60 by default)\r\n */\r\n public set targetFrameRate(value: number) {\r\n this._targetFrameRate = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the current interval between two checks (every 2000ms by default)\r\n */\r\n public get trackerDuration(): number {\r\n return this._trackerDuration;\r\n }\r\n\r\n /**\r\n * Gets or sets the current interval between two checks (every 2000ms by default)\r\n */\r\n public set trackerDuration(value: number) {\r\n this._trackerDuration = value;\r\n }\r\n\r\n /**\r\n * Gets the list of active optimizations\r\n */\r\n public get optimizations(): SceneOptimization[] {\r\n return this._options.optimizations;\r\n }\r\n\r\n /**\r\n * Creates a new SceneOptimizer\r\n * @param scene defines the scene to work on\r\n * @param options defines the options to use with the SceneOptimizer\r\n * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)\r\n * @param improvementMode defines if the scene optimizer must run the maximum optimization while staying over a target frame instead of trying to reach the target framerate (false by default)\r\n */\r\n public constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities = true, improvementMode = false) {\r\n if (!options) {\r\n this._options = new SceneOptimizerOptions();\r\n } else {\r\n this._options = options;\r\n }\r\n\r\n if (this._options.targetFrameRate) {\r\n this._targetFrameRate = this._options.targetFrameRate;\r\n }\r\n\r\n if (this._options.trackerDuration) {\r\n this._trackerDuration = this._options.trackerDuration;\r\n }\r\n\r\n if (autoGeneratePriorities) {\r\n let priority = 0;\r\n for (var optim of this._options.optimizations) {\r\n optim.priority = priority++;\r\n }\r\n }\r\n\r\n this._improvementMode = improvementMode;\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n this._sceneDisposeObserver = this._scene.onDisposeObservable.add(() => {\r\n this._sceneDisposeObserver = null;\r\n this.dispose();\r\n });\r\n }\r\n\r\n /**\r\n * Stops the current optimizer\r\n */\r\n public stop() {\r\n this._isRunning = false;\r\n }\r\n\r\n /**\r\n * Reset the optimizer to initial step (current priority level = 0)\r\n */\r\n public reset() {\r\n this._currentPriorityLevel = 0;\r\n }\r\n\r\n /**\r\n * Start the optimizer. By default it will try to reach a specific framerate\r\n * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate\r\n */\r\n public start() {\r\n if (this._isRunning) {\r\n return;\r\n }\r\n\r\n this._isRunning = true;\r\n\r\n // Let's wait for the scene to be ready before running our check\r\n this._scene.executeWhenReady(() => {\r\n setTimeout(() => {\r\n this._checkCurrentState();\r\n }, this._trackerDuration);\r\n });\r\n }\r\n\r\n private _checkCurrentState() {\r\n if (!this._isRunning) {\r\n return;\r\n }\r\n\r\n let scene = this._scene;\r\n let options = this._options;\r\n\r\n this._currentFrameRate = Math.round(scene.getEngine().getFps());\r\n\r\n if (this._improvementMode && this._currentFrameRate <= this._targetFrameRate ||\r\n !this._improvementMode && this._currentFrameRate >= this._targetFrameRate) {\r\n this._isRunning = false;\r\n this.onSuccessObservable.notifyObservers(this);\r\n return;\r\n }\r\n\r\n // Apply current level of optimizations\r\n var allDone = true;\r\n var noOptimizationApplied = true;\r\n for (var index = 0; index < options.optimizations.length; index++) {\r\n var optimization = options.optimizations[index];\r\n\r\n if (optimization.priority === this._currentPriorityLevel) {\r\n noOptimizationApplied = false;\r\n allDone = allDone && optimization.apply(scene, this);\r\n this.onNewOptimizationAppliedObservable.notifyObservers(optimization);\r\n }\r\n }\r\n\r\n // If no optimization was applied, this is a failure :(\r\n if (noOptimizationApplied) {\r\n this._isRunning = false;\r\n this.onFailureObservable.notifyObservers(this);\r\n\r\n return;\r\n }\r\n\r\n // If all optimizations were done, move to next level\r\n if (allDone) {\r\n this._currentPriorityLevel++;\r\n }\r\n\r\n // Let's the system running for a specific amount of time before checking FPS\r\n scene.executeWhenReady(() => {\r\n setTimeout(() => {\r\n this._checkCurrentState();\r\n }, this._trackerDuration);\r\n });\r\n }\r\n\r\n /**\r\n * Release all resources\r\n */\r\n public dispose(): void {\r\n this.stop();\r\n this.onSuccessObservable.clear();\r\n this.onFailureObservable.clear();\r\n this.onNewOptimizationAppliedObservable.clear();\r\n if (this._sceneDisposeObserver) {\r\n this._scene.onDisposeObservable.remove(this._sceneDisposeObserver);\r\n }\r\n }\r\n\r\n /**\r\n * Helper function to create a SceneOptimizer with one single line of code\r\n * @param scene defines the scene to work on\r\n * @param options defines the options to use with the SceneOptimizer\r\n * @param onSuccess defines a callback to call on success\r\n * @param onFailure defines a callback to call on failure\r\n * @returns the new SceneOptimizer object\r\n */\r\n public static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer {\r\n let optimizer = new SceneOptimizer(scene, options || SceneOptimizerOptions.ModerateDegradationAllowed(), false);\r\n\r\n if (onSuccess) {\r\n optimizer.onSuccessObservable.add(() => {\r\n onSuccess();\r\n });\r\n }\r\n\r\n if (onFailure) {\r\n optimizer.onFailureObservable.add(() => {\r\n onFailure();\r\n });\r\n }\r\n\r\n optimizer.start();\r\n\r\n return optimizer;\r\n }\r\n}\r\n","import { Geometry } from \"../Meshes/geometry\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { MultiMaterial } from \"../Materials/multiMaterial\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { Scene } from \"../scene\";\r\nimport { Light } from \"../Lights/light\";\r\nimport { SerializationHelper } from \"./decorators\";\r\n\r\nvar serializedGeometries: Geometry[] = [];\r\nvar serializeGeometry = (geometry: Geometry, serializationGeometries: any): any => {\r\n if ((serializedGeometries)[geometry.id]) {\r\n return;\r\n }\r\n\r\n if (geometry.doNotSerialize) {\r\n return;\r\n }\r\n\r\n serializationGeometries.vertexData.push(geometry.serializeVerticeData());\r\n\r\n (serializedGeometries)[geometry.id] = true;\r\n};\r\n\r\nvar serializeMesh = (mesh: Mesh, serializationScene: any): any => {\r\n var serializationObject: any = {};\r\n\r\n // Geometry\r\n var geometry = mesh._geometry;\r\n if (geometry) {\r\n if (!mesh.getScene().getGeometryByID(geometry.id)) {\r\n // Geometry was in the memory but not added to the scene, nevertheless it's better to serialize to be able to reload the mesh with its geometry\r\n serializeGeometry(geometry, serializationScene.geometries);\r\n }\r\n }\r\n\r\n // Custom\r\n if (mesh.serialize) {\r\n mesh.serialize(serializationObject);\r\n }\r\n\r\n return serializationObject;\r\n};\r\n\r\nvar finalizeSingleMesh = (mesh: Mesh, serializationObject: any) => {\r\n //only works if the mesh is already loaded\r\n if (mesh.delayLoadState === Constants.DELAYLOADSTATE_LOADED || mesh.delayLoadState === Constants.DELAYLOADSTATE_NONE) {\r\n //serialize material\r\n if (mesh.material && !mesh.material.doNotSerialize) {\r\n if (mesh.material instanceof MultiMaterial) {\r\n serializationObject.multiMaterials = serializationObject.multiMaterials || [];\r\n serializationObject.materials = serializationObject.materials || [];\r\n if (!serializationObject.multiMaterials.some((mat: Material) => (mat.id === (mesh.material).id))) {\r\n serializationObject.multiMaterials.push(mesh.material.serialize());\r\n for (let submaterial of mesh.material.subMaterials) {\r\n if (submaterial) {\r\n if (!serializationObject.materials.some((mat: Material) => (mat.id === (submaterial).id))) {\r\n serializationObject.materials.push(submaterial.serialize());\r\n }\r\n }\r\n }\r\n }\r\n } else {\r\n serializationObject.materials = serializationObject.materials || [];\r\n if (!serializationObject.materials.some((mat: Material) => (mat.id === (mesh.material).id))) {\r\n serializationObject.materials.push(mesh.material.serialize());\r\n }\r\n }\r\n }\r\n //serialize geometry\r\n var geometry = mesh._geometry;\r\n if (geometry) {\r\n if (!serializationObject.geometries) {\r\n serializationObject.geometries = {};\r\n\r\n serializationObject.geometries.boxes = [];\r\n serializationObject.geometries.spheres = [];\r\n serializationObject.geometries.cylinders = [];\r\n serializationObject.geometries.toruses = [];\r\n serializationObject.geometries.grounds = [];\r\n serializationObject.geometries.planes = [];\r\n serializationObject.geometries.torusKnots = [];\r\n serializationObject.geometries.vertexData = [];\r\n }\r\n\r\n serializeGeometry(geometry, serializationObject.geometries);\r\n }\r\n // Skeletons\r\n if (mesh.skeleton && !mesh.skeleton.doNotSerialize) {\r\n serializationObject.skeletons = serializationObject.skeletons || [];\r\n serializationObject.skeletons.push(mesh.skeleton.serialize());\r\n }\r\n\r\n //serialize the actual mesh\r\n serializationObject.meshes = serializationObject.meshes || [];\r\n serializationObject.meshes.push(serializeMesh(mesh, serializationObject));\r\n }\r\n};\r\n\r\n/**\r\n * Class used to serialize a scene into a string\r\n */\r\nexport class SceneSerializer {\r\n /**\r\n * Clear cache used by a previous serialization\r\n */\r\n public static ClearCache(): void {\r\n serializedGeometries = [];\r\n }\r\n\r\n /**\r\n * Serialize a scene into a JSON compatible object\r\n * @param scene defines the scene to serialize\r\n * @returns a JSON compatible object\r\n */\r\n public static Serialize(scene: Scene): any {\r\n var serializationObject: any = {};\r\n\r\n SceneSerializer.ClearCache();\r\n\r\n // Scene\r\n serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;\r\n serializationObject.autoClear = scene.autoClear;\r\n serializationObject.clearColor = scene.clearColor.asArray();\r\n serializationObject.ambientColor = scene.ambientColor.asArray();\r\n serializationObject.gravity = scene.gravity.asArray();\r\n serializationObject.collisionsEnabled = scene.collisionsEnabled;\r\n\r\n // Fog\r\n if (scene.fogMode && scene.fogMode !== 0) {\r\n serializationObject.fogMode = scene.fogMode;\r\n serializationObject.fogColor = scene.fogColor.asArray();\r\n serializationObject.fogStart = scene.fogStart;\r\n serializationObject.fogEnd = scene.fogEnd;\r\n serializationObject.fogDensity = scene.fogDensity;\r\n }\r\n\r\n //Physics\r\n if (scene.isPhysicsEnabled()) {\r\n let physicEngine = scene.getPhysicsEngine();\r\n\r\n if (physicEngine) {\r\n serializationObject.physicsEnabled = true;\r\n serializationObject.physicsGravity = physicEngine.gravity.asArray();\r\n serializationObject.physicsEngine = physicEngine.getPhysicsPluginName();\r\n }\r\n }\r\n\r\n // Metadata\r\n if (scene.metadata) {\r\n serializationObject.metadata = scene.metadata;\r\n }\r\n\r\n // Morph targets\r\n serializationObject.morphTargetManagers = [];\r\n for (var abstractMesh of scene.meshes) {\r\n var manager = (abstractMesh).morphTargetManager;\r\n\r\n if (manager) {\r\n serializationObject.morphTargetManagers.push(manager.serialize());\r\n }\r\n }\r\n\r\n // Lights\r\n serializationObject.lights = [];\r\n var index: number;\r\n var light: Light;\r\n for (index = 0; index < scene.lights.length; index++) {\r\n light = scene.lights[index];\r\n\r\n if (!light.doNotSerialize) {\r\n serializationObject.lights.push(light.serialize());\r\n }\r\n }\r\n\r\n // Cameras\r\n serializationObject.cameras = [];\r\n for (index = 0; index < scene.cameras.length; index++) {\r\n var camera = scene.cameras[index];\r\n\r\n if (!camera.doNotSerialize) {\r\n serializationObject.cameras.push(camera.serialize());\r\n }\r\n }\r\n\r\n if (scene.activeCamera) {\r\n serializationObject.activeCameraID = scene.activeCamera.id;\r\n }\r\n\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(scene, serializationObject);\r\n\r\n // Animation Groups\r\n if (scene.animationGroups && scene.animationGroups.length > 0) {\r\n serializationObject.animationGroups = [];\r\n for (var animationGroupIndex = 0; animationGroupIndex < scene.animationGroups.length; animationGroupIndex++) {\r\n var animationGroup = scene.animationGroups[animationGroupIndex];\r\n\r\n serializationObject.animationGroups.push(animationGroup.serialize());\r\n }\r\n }\r\n\r\n // Reflection probes\r\n if (scene.reflectionProbes && scene.reflectionProbes.length > 0) {\r\n serializationObject.reflectionProbes = [];\r\n\r\n for (index = 0; index < scene.reflectionProbes.length; index++) {\r\n var reflectionProbe = scene.reflectionProbes[index];\r\n serializationObject.reflectionProbes.push(reflectionProbe.serialize());\r\n }\r\n }\r\n\r\n // Materials\r\n serializationObject.materials = [];\r\n serializationObject.multiMaterials = [];\r\n var material: Material;\r\n for (index = 0; index < scene.materials.length; index++) {\r\n material = scene.materials[index];\r\n if (!material.doNotSerialize) {\r\n serializationObject.materials.push(material.serialize());\r\n }\r\n }\r\n\r\n // MultiMaterials\r\n serializationObject.multiMaterials = [];\r\n for (index = 0; index < scene.multiMaterials.length; index++) {\r\n var multiMaterial = scene.multiMaterials[index];\r\n serializationObject.multiMaterials.push(multiMaterial.serialize());\r\n }\r\n\r\n // Environment texture\r\n if (scene.environmentTexture) {\r\n serializationObject.environmentTexture = scene.environmentTexture.name;\r\n }\r\n\r\n // Environment Intensity\r\n serializationObject.environmentIntensity = scene.environmentIntensity;\r\n\r\n // Skeletons\r\n serializationObject.skeletons = [];\r\n for (index = 0; index < scene.skeletons.length; index++) {\r\n let skeleton = scene.skeletons[index];\r\n if (!skeleton.doNotSerialize) {\r\n serializationObject.skeletons.push(skeleton.serialize());\r\n }\r\n }\r\n\r\n // Transform nodes\r\n serializationObject.transformNodes = [];\r\n for (index = 0; index < scene.transformNodes.length; index++) {\r\n if (!scene.transformNodes[index].doNotSerialize) {\r\n serializationObject.transformNodes.push(scene.transformNodes[index].serialize());\r\n }\r\n }\r\n\r\n // Geometries\r\n serializationObject.geometries = {};\r\n\r\n serializationObject.geometries.boxes = [];\r\n serializationObject.geometries.spheres = [];\r\n serializationObject.geometries.cylinders = [];\r\n serializationObject.geometries.toruses = [];\r\n serializationObject.geometries.grounds = [];\r\n serializationObject.geometries.planes = [];\r\n serializationObject.geometries.torusKnots = [];\r\n serializationObject.geometries.vertexData = [];\r\n\r\n serializedGeometries = [];\r\n var geometries = scene.getGeometries();\r\n for (index = 0; index < geometries.length; index++) {\r\n var geometry = geometries[index];\r\n\r\n if (geometry.isReady()) {\r\n serializeGeometry(geometry, serializationObject.geometries);\r\n }\r\n }\r\n\r\n // Meshes\r\n serializationObject.meshes = [];\r\n for (index = 0; index < scene.meshes.length; index++) {\r\n var abstractMesh = scene.meshes[index];\r\n\r\n if (abstractMesh instanceof Mesh) {\r\n var mesh = abstractMesh;\r\n if (!mesh.doNotSerialize) {\r\n if (mesh.delayLoadState === Constants.DELAYLOADSTATE_LOADED || mesh.delayLoadState === Constants.DELAYLOADSTATE_NONE) {\r\n serializationObject.meshes.push(serializeMesh(mesh, serializationObject));\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Particles Systems\r\n serializationObject.particleSystems = [];\r\n for (index = 0; index < scene.particleSystems.length; index++) {\r\n serializationObject.particleSystems.push(scene.particleSystems[index].serialize(false));\r\n }\r\n\r\n // Action Manager\r\n if (scene.actionManager) {\r\n serializationObject.actions = scene.actionManager.serialize(\"scene\");\r\n }\r\n\r\n // Components\r\n for (let component of scene._serializableComponents) {\r\n component.serialize(serializationObject);\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Serialize a mesh into a JSON compatible object\r\n * @param toSerialize defines the mesh to serialize\r\n * @param withParents defines if parents must be serialized as well\r\n * @param withChildren defines if children must be serialized as well\r\n * @returns a JSON compatible object\r\n */\r\n public static SerializeMesh(toSerialize: any /* Mesh || Mesh[] */, withParents: boolean = false, withChildren: boolean = false): any {\r\n var serializationObject: any = {};\r\n\r\n SceneSerializer.ClearCache();\r\n\r\n toSerialize = (toSerialize instanceof Array) ? toSerialize : [toSerialize];\r\n\r\n if (withParents || withChildren) {\r\n //deliberate for loop! not for each, appended should be processed as well.\r\n for (var i = 0; i < toSerialize.length; ++i) {\r\n if (withChildren) {\r\n toSerialize[i].getDescendants().forEach((node: Node) => {\r\n if (node instanceof Mesh && (toSerialize.indexOf(node) < 0) && !node.doNotSerialize) {\r\n toSerialize.push(node);\r\n }\r\n });\r\n }\r\n //make sure the array doesn't contain the object already\r\n if (withParents && toSerialize[i].parent && (toSerialize.indexOf(toSerialize[i].parent) < 0) && !toSerialize[i].parent.doNotSerialize) {\r\n toSerialize.push(toSerialize[i].parent);\r\n }\r\n }\r\n }\r\n\r\n toSerialize.forEach((mesh: Mesh) => {\r\n finalizeSingleMesh(mesh, serializationObject);\r\n });\r\n\r\n return serializationObject;\r\n }\r\n}\r\n","import { Nullable } from \"../types\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { FxaaPostProcess } from \"../PostProcesses/fxaaPostProcess\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Logger } from \"./logger\";\r\nimport { _TypeStore } from \"./typeStore\";\r\nimport { Tools } from \"./tools\";\r\nimport { IScreenshotSize } from './interfaces/screenshotSize';\r\n\r\ndeclare type Engine = import(\"../Engines/engine\").Engine;\r\n\r\n/**\r\n * Class containing a set of static utilities functions for screenshots\r\n */\r\nexport class ScreenshotTools {\r\n /**\r\n * Captures a screenshot of the current rendering\r\n * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback defines the callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an to display it\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n */\r\n public static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType: string = \"image/png\"): void {\r\n const { height, width } = ScreenshotTools._getScreenshotSize(engine, camera, size);\r\n\r\n if (!(height && width)) {\r\n Logger.Error(\"Invalid 'size' parameter !\");\r\n return;\r\n }\r\n\r\n if (!Tools._ScreenshotCanvas) {\r\n Tools._ScreenshotCanvas = document.createElement('canvas');\r\n }\r\n\r\n Tools._ScreenshotCanvas.width = width;\r\n Tools._ScreenshotCanvas.height = height;\r\n\r\n var renderContext = Tools._ScreenshotCanvas.getContext(\"2d\");\r\n\r\n var ratio = engine.getRenderWidth() / engine.getRenderHeight();\r\n var newWidth = width;\r\n var newHeight = newWidth / ratio;\r\n if (newHeight > height) {\r\n newHeight = height;\r\n newWidth = newHeight * ratio;\r\n }\r\n\r\n var offsetX = Math.max(0, width - newWidth) / 2;\r\n var offsetY = Math.max(0, height - newHeight) / 2;\r\n\r\n var renderingCanvas = engine.getRenderingCanvas();\r\n if (renderContext && renderingCanvas) {\r\n renderContext.drawImage(renderingCanvas, offsetX, offsetY, newWidth, newHeight);\r\n }\r\n\r\n Tools.EncodeScreenshotCanvasData(successCallback, mimeType);\r\n }\r\n\r\n /**\r\n * Captures a screenshot of the current rendering\r\n * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an to display it\r\n */\r\n public static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType: string = \"image/png\"): Promise {\r\n return new Promise((resolve, reject) => {\r\n ScreenshotTools.CreateScreenshot(engine, camera, size, (data) => {\r\n if (typeof(data) !== \"undefined\") {\r\n resolve(data);\r\n } else {\r\n reject(new Error(\"Data is undefined\"));\r\n }\r\n }, mimeType);\r\n });\r\n }\r\n\r\n /**\r\n * Generates an image screenshot from the specified camera.\r\n * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback The callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an to display it\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n */\r\n public static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType: string = \"image/png\", samples: number = 1, antialiasing: boolean = false, fileName?: string, renderSprites: boolean = false): void {\r\n const { height, width } = ScreenshotTools._getScreenshotSize(engine, camera, size);\r\n let targetTextureSize = { width, height };\r\n\r\n if (!(height && width)) {\r\n Logger.Error(\"Invalid 'size' parameter !\");\r\n return;\r\n }\r\n\r\n var scene = camera.getScene();\r\n var previousCamera: Nullable = null;\r\n\r\n if (scene.activeCamera !== camera) {\r\n previousCamera = scene.activeCamera;\r\n scene.activeCamera = camera;\r\n }\r\n\r\n var renderCanvas = engine.getRenderingCanvas();\r\n if (!renderCanvas) {\r\n Logger.Error(\"No rendering canvas found !\");\r\n return;\r\n }\r\n\r\n var originalSize = { width: renderCanvas.width, height: renderCanvas.height };\r\n engine.setSize(width, height);\r\n scene.render();\r\n\r\n // At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)\r\n var texture = new RenderTargetTexture(\"screenShot\", targetTextureSize, scene, false, false, Constants.TEXTURETYPE_UNSIGNED_INT, false, Texture.NEAREST_SAMPLINGMODE);\r\n texture.renderList = null;\r\n texture.samples = samples;\r\n texture.renderSprites = renderSprites;\r\n texture.onAfterRenderObservable.add(() => {\r\n Tools.DumpFramebuffer(width, height, engine, successCallback, mimeType, fileName);\r\n });\r\n\r\n const renderToTexture = () => {\r\n scene.incrementRenderId();\r\n scene.resetCachedMaterial();\r\n texture.render(true);\r\n texture.dispose();\r\n\r\n if (previousCamera) {\r\n scene.activeCamera = previousCamera;\r\n }\r\n engine.setSize(originalSize.width, originalSize.height);\r\n camera.getProjectionMatrix(true); // Force cache refresh;\r\n };\r\n\r\n if (antialiasing) {\r\n const fxaaPostProcess = new FxaaPostProcess('antialiasing', 1.0, scene.activeCamera);\r\n texture.addPostProcess(fxaaPostProcess);\r\n // Async Shader Compilation can lead to none ready effects in synchronous code\r\n if (!fxaaPostProcess.getEffect().isReady()) {\r\n fxaaPostProcess.getEffect().onCompiled = () => {\r\n renderToTexture();\r\n };\r\n }\r\n // The effect is ready we can render\r\n else {\r\n renderToTexture();\r\n }\r\n }\r\n else {\r\n // No need to wait for extra resources to be ready\r\n renderToTexture();\r\n }\r\n }\r\n\r\n /**\r\n * Generates an image screenshot from the specified camera.\r\n * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an to display it\r\n */\r\n public static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType: string = \"image/png\", samples: number = 1, antialiasing: boolean = false, fileName?: string, renderSprites: boolean = false): Promise {\r\n return new Promise((resolve, reject) => {\r\n ScreenshotTools.CreateScreenshotUsingRenderTarget(engine, camera, size, (data) => {\r\n if (typeof(data) !== \"undefined\") {\r\n resolve(data);\r\n } else {\r\n reject(new Error(\"Data is undefined\"));\r\n }\r\n }, mimeType, samples, antialiasing, fileName, renderSprites);\r\n });\r\n }\r\n\r\n /**\r\n * Gets height and width for screenshot size\r\n * @private\r\n */\r\n private static _getScreenshotSize(engine: Engine, camera: Camera, size: IScreenshotSize | number): {height: number, width: number} {\r\n let height = 0;\r\n let width = 0;\r\n\r\n //If a size value defined as object\r\n if (typeof(size) === 'object') {\r\n const precision = size.precision\r\n ? Math.abs(size.precision) // prevent GL_INVALID_VALUE : glViewport: negative width/height\r\n : 1;\r\n\r\n //If a width and height values is specified\r\n if (size.width && size.height) {\r\n height = size.height * precision;\r\n width = size.width * precision;\r\n }\r\n //If passing only width, computing height to keep display canvas ratio.\r\n else if (size.width && !size.height) {\r\n width = size.width * precision;\r\n height = Math.round(width / engine.getAspectRatio(camera));\r\n }\r\n //If passing only height, computing width to keep display canvas ratio.\r\n else if (size.height && !size.width) {\r\n height = size.height * precision;\r\n width = Math.round(height * engine.getAspectRatio(camera));\r\n }\r\n else {\r\n width = Math.round(engine.getRenderWidth() * precision);\r\n height = Math.round(width / engine.getAspectRatio(camera));\r\n }\r\n }\r\n //Assuming here that \"size\" parameter is a number\r\n else if (!isNaN(size)) {\r\n height = size;\r\n width = size;\r\n }\r\n\r\n // When creating the image data from the CanvasRenderingContext2D, the width and height is clamped to the size of the _gl context\r\n // On certain GPUs, it seems as if the _gl context truncates to an integer automatically. Therefore, if a user tries to pass the width of their canvas element\r\n // and it happens to be a float (1000.5 x 600.5 px), the engine.readPixels will return a different size array than context.createImageData\r\n // to resolve this, we truncate the floats here to ensure the same size\r\n if (width) {\r\n width = Math.floor(width);\r\n }\r\n if (height) {\r\n height = Math.floor(height);\r\n }\r\n\r\n return { height: height | 0, width: width | 0 };\r\n }\r\n}\r\n\r\nTools.CreateScreenshot = ScreenshotTools.CreateScreenshot;\r\nTools.CreateScreenshotAsync = ScreenshotTools.CreateScreenshotAsync;\r\nTools.CreateScreenshotUsingRenderTarget = ScreenshotTools.CreateScreenshotUsingRenderTarget;\r\nTools.CreateScreenshotUsingRenderTargetAsync = ScreenshotTools.CreateScreenshotUsingRenderTargetAsync;\r\n","/**\r\n * Defines an array and its length.\r\n * It can be helpfull to group result from both Arrays and smart arrays in one structure.\r\n */\r\nexport interface ISmartArrayLike {\r\n /**\r\n * The data of the array.\r\n */\r\n data: Array;\r\n /**\r\n * The active length of the array.\r\n */\r\n length: number;\r\n}\r\n\r\n/**\r\n * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.\r\n */\r\nexport class SmartArray implements ISmartArrayLike {\r\n /**\r\n * The full set of data from the array.\r\n */\r\n public data: Array;\r\n\r\n /**\r\n * The active length of the array.\r\n */\r\n public length: number = 0;\r\n\r\n protected _id: number;\r\n\r\n /**\r\n * Instantiates a Smart Array.\r\n * @param capacity defines the default capacity of the array.\r\n */\r\n constructor(capacity: number) {\r\n this.data = new Array(capacity);\r\n this._id = SmartArray._GlobalId++;\r\n }\r\n\r\n /**\r\n * Pushes a value at the end of the active data.\r\n * @param value defines the object to push in the array.\r\n */\r\n public push(value: T): void {\r\n this.data[this.length++] = value;\r\n\r\n if (this.length > this.data.length) {\r\n this.data.length *= 2;\r\n }\r\n }\r\n\r\n /**\r\n * Iterates over the active data and apply the lambda to them.\r\n * @param func defines the action to apply on each value.\r\n */\r\n public forEach(func: (content: T) => void): void {\r\n for (var index = 0; index < this.length; index++) {\r\n func(this.data[index]);\r\n }\r\n }\r\n\r\n /**\r\n * Sorts the full sets of data.\r\n * @param compareFn defines the comparison function to apply.\r\n */\r\n public sort(compareFn: (a: T, b: T) => number): void {\r\n this.data.sort(compareFn);\r\n }\r\n\r\n /**\r\n * Resets the active data to an empty array.\r\n */\r\n public reset(): void {\r\n this.length = 0;\r\n }\r\n\r\n /**\r\n * Releases all the data from the array as well as the array.\r\n */\r\n public dispose(): void {\r\n this.reset();\r\n\r\n if (this.data) {\r\n this.data.length = 0;\r\n this.data = [];\r\n }\r\n }\r\n\r\n /**\r\n * Concats the active data with a given array.\r\n * @param array defines the data to concatenate with.\r\n */\r\n public concat(array: any): void {\r\n if (array.length === 0) {\r\n return;\r\n }\r\n if (this.length + array.length > this.data.length) {\r\n this.data.length = (this.length + array.length) * 2;\r\n }\r\n\r\n for (var index = 0; index < array.length; index++) {\r\n this.data[this.length++] = (array.data || array)[index];\r\n }\r\n }\r\n\r\n /**\r\n * Returns the position of a value in the active data.\r\n * @param value defines the value to find the index for\r\n * @returns the index if found in the active data otherwise -1\r\n */\r\n public indexOf(value: T): number {\r\n var position = this.data.indexOf(value);\r\n\r\n if (position >= this.length) {\r\n return -1;\r\n }\r\n\r\n return position;\r\n }\r\n\r\n /**\r\n * Returns whether an element is part of the active data.\r\n * @param value defines the value to look for\r\n * @returns true if found in the active data otherwise false\r\n */\r\n public contains(value: T): boolean {\r\n return this.indexOf(value) !== -1;\r\n }\r\n\r\n // Statics\r\n private static _GlobalId = 0;\r\n}\r\n\r\n/**\r\n * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.\r\n * The data in this array can only be present once\r\n */\r\nexport class SmartArrayNoDuplicate extends SmartArray {\r\n private _duplicateId = 0;\r\n\r\n /**\r\n * Pushes a value at the end of the active data.\r\n * THIS DOES NOT PREVENT DUPPLICATE DATA\r\n * @param value defines the object to push in the array.\r\n */\r\n public push(value: T): void {\r\n super.push(value);\r\n\r\n if (!(value).__smartArrayFlags) {\r\n (value).__smartArrayFlags = {};\r\n }\r\n\r\n (value).__smartArrayFlags[this._id] = this._duplicateId;\r\n }\r\n\r\n /**\r\n * Pushes a value at the end of the active data.\r\n * If the data is already present, it won t be added again\r\n * @param value defines the object to push in the array.\r\n * @returns true if added false if it was already present\r\n */\r\n public pushNoDuplicate(value: T): boolean {\r\n if ((value).__smartArrayFlags && (value).__smartArrayFlags[this._id] === this._duplicateId) {\r\n return false;\r\n }\r\n this.push(value);\r\n return true;\r\n }\r\n\r\n /**\r\n * Resets the active data to an empty array.\r\n */\r\n public reset(): void {\r\n super.reset();\r\n this._duplicateId++;\r\n }\r\n\r\n /**\r\n * Concats the active data with a given array.\r\n * This ensures no dupplicate will be present in the result.\r\n * @param array defines the data to concatenate with.\r\n */\r\n public concatWithNoDuplicate(array: any): void {\r\n if (array.length === 0) {\r\n return;\r\n }\r\n if (this.length + array.length > this.data.length) {\r\n this.data.length = (this.length + array.length) * 2;\r\n }\r\n\r\n for (var index = 0; index < array.length; index++) {\r\n var item = (array.data || array)[index];\r\n this.pushNoDuplicate(item);\r\n }\r\n }\r\n}\r\n","import { Nullable } from \"../types\";\r\n\r\n/**\r\n * This class implement a typical dictionary using a string as key and the generic type T as value.\r\n * The underlying implementation relies on an associative array to ensure the best performances.\r\n * The value can be anything including 'null' but except 'undefined'\r\n */\r\nexport class StringDictionary {\r\n\r\n /**\r\n * This will clear this dictionary and copy the content from the 'source' one.\r\n * If the T value is a custom object, it won't be copied/cloned, the same object will be used\r\n * @param source the dictionary to take the content from and copy to this dictionary\r\n */\r\n public copyFrom(source: StringDictionary) {\r\n this.clear();\r\n source.forEach((t, v) => this.add(t, v));\r\n }\r\n\r\n /**\r\n * Get a value based from its key\r\n * @param key the given key to get the matching value from\r\n * @return the value if found, otherwise undefined is returned\r\n */\r\n public get(key: string): T | undefined {\r\n var val = this._data[key];\r\n if (val !== undefined) {\r\n return val;\r\n }\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Get a value from its key or add it if it doesn't exist.\r\n * This method will ensure you that a given key/data will be present in the dictionary.\r\n * @param key the given key to get the matching value from\r\n * @param factory the factory that will create the value if the key is not present in the dictionary.\r\n * The factory will only be invoked if there's no data for the given key.\r\n * @return the value corresponding to the key.\r\n */\r\n public getOrAddWithFactory(key: string, factory: (key: string) => T): T {\r\n var val = this.get(key);\r\n if (val !== undefined) {\r\n return val;\r\n }\r\n\r\n val = factory(key);\r\n if (val) {\r\n this.add(key, val);\r\n }\r\n\r\n return val;\r\n }\r\n\r\n /**\r\n * Get a value from its key if present in the dictionary otherwise add it\r\n * @param key the key to get the value from\r\n * @param val if there's no such key/value pair in the dictionary add it with this value\r\n * @return the value corresponding to the key\r\n */\r\n public getOrAdd(key: string, val: T): T {\r\n var curVal = this.get(key);\r\n if (curVal !== undefined) {\r\n return curVal;\r\n }\r\n\r\n this.add(key, val);\r\n return val;\r\n }\r\n\r\n /**\r\n * Check if there's a given key in the dictionary\r\n * @param key the key to check for\r\n * @return true if the key is present, false otherwise\r\n */\r\n public contains(key: string): boolean {\r\n return this._data[key] !== undefined;\r\n }\r\n\r\n /**\r\n * Add a new key and its corresponding value\r\n * @param key the key to add\r\n * @param value the value corresponding to the key\r\n * @return true if the operation completed successfully, false if we couldn't insert the key/value because there was already this key in the dictionary\r\n */\r\n public add(key: string, value: T): boolean {\r\n if (this._data[key] !== undefined) {\r\n return false;\r\n }\r\n this._data[key] = value;\r\n ++this._count;\r\n return true;\r\n }\r\n\r\n /**\r\n * Update a specific value associated to a key\r\n * @param key defines the key to use\r\n * @param value defines the value to store\r\n * @returns true if the value was updated (or false if the key was not found)\r\n */\r\n public set(key: string, value: T): boolean {\r\n if (this._data[key] === undefined) {\r\n return false;\r\n }\r\n this._data[key] = value;\r\n return true;\r\n }\r\n\r\n /**\r\n * Get the element of the given key and remove it from the dictionary\r\n * @param key defines the key to search\r\n * @returns the value associated with the key or null if not found\r\n */\r\n public getAndRemove(key: string): Nullable {\r\n let val = this.get(key);\r\n if (val !== undefined) {\r\n delete this._data[key];\r\n --this._count;\r\n return val;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Remove a key/value from the dictionary.\r\n * @param key the key to remove\r\n * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary\r\n */\r\n public remove(key: string): boolean {\r\n if (this.contains(key)) {\r\n delete this._data[key];\r\n --this._count;\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Clear the whole content of the dictionary\r\n */\r\n public clear() {\r\n this._data = {};\r\n this._count = 0;\r\n }\r\n\r\n /**\r\n * Gets the current count\r\n */\r\n public get count() {\r\n return this._count;\r\n }\r\n\r\n /**\r\n * Execute a callback on each key/val of the dictionary.\r\n * Note that you can remove any element in this dictionary in the callback implementation\r\n * @param callback the callback to execute on a given key/value pair\r\n */\r\n public forEach(callback: (key: string, val: T) => void) {\r\n for (let cur in this._data) {\r\n var val = this._data[cur];\r\n callback(cur, val);\r\n }\r\n }\r\n\r\n /**\r\n * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.\r\n * If the callback returns null or undefined the method will iterate to the next key/value pair\r\n * Note that you can remove any element in this dictionary in the callback implementation\r\n * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned\r\n * @returns the first item\r\n */\r\n public first(callback: (key: string, val: T) => TRes) {\r\n for (let cur in this._data) {\r\n var val = this._data[cur];\r\n var res = callback(cur, val);\r\n if (res) {\r\n return res;\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n private _count = 0;\r\n private _data: { [key: string]: T } = {};\r\n}\r\n","/**\r\n * Helper to manipulate strings\r\n */\r\nexport class StringTools {\r\n /**\r\n * Checks for a matching suffix at the end of a string (for ES5 and lower)\r\n * @param str Source string\r\n * @param suffix Suffix to search for in the source string\r\n * @returns Boolean indicating whether the suffix was found (true) or not (false)\r\n */\r\n public static EndsWith(str: string, suffix: string): boolean {\r\n return str.indexOf(suffix, str.length - suffix.length) !== -1;\r\n }\r\n\r\n /**\r\n * Checks for a matching suffix at the beginning of a string (for ES5 and lower)\r\n * @param str Source string\r\n * @param suffix Suffix to search for in the source string\r\n * @returns Boolean indicating whether the suffix was found (true) or not (false)\r\n */\r\n public static StartsWith(str: string, suffix: string): boolean {\r\n if (!str) {\r\n return false;\r\n }\r\n return str.indexOf(suffix) === 0;\r\n }\r\n\r\n /**\r\n * Decodes a buffer into a string\r\n * @param buffer The buffer to decode\r\n * @returns The decoded string\r\n */\r\n public static Decode(buffer: Uint8Array | Uint16Array): string {\r\n if (typeof TextDecoder !== \"undefined\") {\r\n return new TextDecoder().decode(buffer);\r\n }\r\n\r\n let result = \"\";\r\n for (let i = 0; i < buffer.byteLength; i++) {\r\n result += String.fromCharCode(buffer[i]);\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Encode a buffer to a base64 string\r\n * @param buffer defines the buffer to encode\r\n * @returns the encoded string\r\n */\r\n public static EncodeArrayBufferToBase64(buffer: ArrayBuffer | ArrayBufferView): string {\r\n var keyStr = \"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=\";\r\n var output = \"\";\r\n var chr1, chr2, chr3, enc1, enc2, enc3, enc4;\r\n var i = 0;\r\n var bytes = ArrayBuffer.isView(buffer) ? new Uint8Array(buffer.buffer, buffer.byteOffset, buffer.byteLength) : new Uint8Array(buffer);\r\n\r\n while (i < bytes.length) {\r\n chr1 = bytes[i++];\r\n chr2 = i < bytes.length ? bytes[i++] : Number.NaN;\r\n chr3 = i < bytes.length ? bytes[i++] : Number.NaN;\r\n\r\n enc1 = chr1 >> 2;\r\n enc2 = ((chr1 & 3) << 4) | (chr2 >> 4);\r\n enc3 = ((chr2 & 15) << 2) | (chr3 >> 6);\r\n enc4 = chr3 & 63;\r\n\r\n if (isNaN(chr2)) {\r\n enc3 = enc4 = 64;\r\n } else if (isNaN(chr3)) {\r\n enc4 = 64;\r\n }\r\n output += keyStr.charAt(enc1) + keyStr.charAt(enc2) +\r\n keyStr.charAt(enc3) + keyStr.charAt(enc4);\r\n }\r\n\r\n return output;\r\n }\r\n\r\n /**\r\n * Converts a number to string and pads with preceeding zeroes until it is of specified length.\r\n * @param num the number to convert and pad\r\n * @param length the expected length of the string\r\n * @returns the padded string\r\n */\r\n public static PadNumber(num: number, length: number): string {\r\n var str = String(num);\r\n while (str.length < length) { str = \"0\" + str; }\r\n return str;\r\n }\r\n\r\n}","import { AndOrNotEvaluator } from \"./andOrNotEvaluator\";\r\n\r\n/**\r\n * Class used to store custom tags\r\n */\r\nexport class Tags {\r\n /**\r\n * Adds support for tags on the given object\r\n * @param obj defines the object to use\r\n */\r\n public static EnableFor(obj: any): void {\r\n obj._tags = obj._tags || {};\r\n\r\n obj.hasTags = () => {\r\n return Tags.HasTags(obj);\r\n };\r\n\r\n obj.addTags = (tagsString: string) => {\r\n return Tags.AddTagsTo(obj, tagsString);\r\n };\r\n\r\n obj.removeTags = (tagsString: string) => {\r\n return Tags.RemoveTagsFrom(obj, tagsString);\r\n };\r\n\r\n obj.matchesTagsQuery = (tagsQuery: string) => {\r\n return Tags.MatchesQuery(obj, tagsQuery);\r\n };\r\n }\r\n\r\n /**\r\n * Removes tags support\r\n * @param obj defines the object to use\r\n */\r\n public static DisableFor(obj: any): void {\r\n delete obj._tags;\r\n delete obj.hasTags;\r\n delete obj.addTags;\r\n delete obj.removeTags;\r\n delete obj.matchesTagsQuery;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the given object has tags\r\n * @param obj defines the object to use\r\n * @returns a boolean\r\n */\r\n public static HasTags(obj: any): boolean {\r\n if (!obj._tags) {\r\n return false;\r\n }\r\n\r\n let tags = obj._tags;\r\n for (var i in tags) {\r\n if (tags.hasOwnProperty(i)) {\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Gets the tags available on a given object\r\n * @param obj defines the object to use\r\n * @param asString defines if the tags must be returned as a string instead of an array of strings\r\n * @returns the tags\r\n */\r\n public static GetTags(obj: any, asString: boolean = true): any {\r\n if (!obj._tags) {\r\n return null;\r\n }\r\n if (asString) {\r\n var tagsArray = [];\r\n for (var tag in obj._tags) {\r\n if (obj._tags.hasOwnProperty(tag) && obj._tags[tag] === true) {\r\n tagsArray.push(tag);\r\n }\r\n }\r\n return tagsArray.join(\" \");\r\n } else {\r\n return obj._tags;\r\n }\r\n\r\n }\r\n\r\n /**\r\n * Adds tags to an object\r\n * @param obj defines the object to use\r\n * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.\r\n * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces\r\n */\r\n public static AddTagsTo(obj: any, tagsString: string): void {\r\n if (!tagsString) {\r\n return;\r\n }\r\n\r\n if (typeof tagsString !== \"string\") {\r\n return;\r\n }\r\n\r\n var tags = tagsString.split(\" \");\r\n tags.forEach(function(tag, index, array) {\r\n Tags._AddTagTo(obj, tag);\r\n });\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public static _AddTagTo(obj: any, tag: string): void {\r\n tag = tag.trim();\r\n\r\n if (tag === \"\" || tag === \"true\" || tag === \"false\") {\r\n return;\r\n }\r\n\r\n if (tag.match(/[\\s]/) || tag.match(/^([!]|([|]|[&]){2})/)) {\r\n return;\r\n }\r\n\r\n Tags.EnableFor(obj);\r\n obj._tags[tag] = true;\r\n }\r\n\r\n /**\r\n * Removes specific tags from a specific object\r\n * @param obj defines the object to use\r\n * @param tagsString defines the tags to remove\r\n */\r\n public static RemoveTagsFrom(obj: any, tagsString: string) {\r\n if (!Tags.HasTags(obj)) {\r\n return;\r\n }\r\n var tags = tagsString.split(\" \");\r\n for (var t in tags) {\r\n Tags._RemoveTagFrom(obj, tags[t]);\r\n }\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public static _RemoveTagFrom(obj: any, tag: string): void {\r\n delete obj._tags[tag];\r\n }\r\n\r\n /**\r\n * Defines if tags hosted on an object match a given query\r\n * @param obj defines the object to use\r\n * @param tagsQuery defines the tag query\r\n * @returns a boolean\r\n */\r\n public static MatchesQuery(obj: any, tagsQuery: string): boolean {\r\n if (tagsQuery === undefined) {\r\n return true;\r\n }\r\n\r\n if (tagsQuery === \"\") {\r\n return Tags.HasTags(obj);\r\n }\r\n\r\n return AndOrNotEvaluator.Eval(tagsQuery, (r) => Tags.HasTags(obj) && obj._tags[r]);\r\n }\r\n}\r\n","import { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { PassPostProcess } from \"../PostProcesses/passPostProcess\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Scene } from \"../scene\";\r\n\r\n/**\r\n * Class used to host texture specific utilities\r\n */\r\nexport class TextureTools {\r\n /**\r\n * Uses the GPU to create a copy texture rescaled at a given size\r\n * @param texture Texture to copy from\r\n * @param width defines the desired width\r\n * @param height defines the desired height\r\n * @param useBilinearMode defines if bilinear mode has to be used\r\n * @return the generated texture\r\n */\r\n public static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode: boolean = true): Texture {\r\n\r\n var scene = texture.getScene();\r\n var engine = scene.getEngine();\r\n\r\n let rtt = new RenderTargetTexture(\r\n 'resized' + texture.name,\r\n { width: width, height: height },\r\n scene,\r\n !texture.noMipmap,\r\n true,\r\n (texture._texture).type,\r\n false,\r\n texture.samplingMode,\r\n false\r\n );\r\n\r\n rtt.wrapU = texture.wrapU;\r\n rtt.wrapV = texture.wrapV;\r\n rtt.uOffset = texture.uOffset;\r\n rtt.vOffset = texture.vOffset;\r\n rtt.uScale = texture.uScale;\r\n rtt.vScale = texture.vScale;\r\n rtt.uAng = texture.uAng;\r\n rtt.vAng = texture.vAng;\r\n rtt.wAng = texture.wAng;\r\n rtt.coordinatesIndex = texture.coordinatesIndex;\r\n rtt.level = texture.level;\r\n rtt.anisotropicFilteringLevel = texture.anisotropicFilteringLevel;\r\n (rtt._texture).isReady = false;\r\n\r\n texture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n texture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n\r\n let passPostProcess = new PassPostProcess(\"pass\", 1, null, useBilinearMode ? Texture.BILINEAR_SAMPLINGMODE : Texture.NEAREST_SAMPLINGMODE, engine, false, Constants.TEXTURETYPE_UNSIGNED_INT);\r\n passPostProcess.getEffect().executeWhenCompiled(() => {\r\n passPostProcess.onApply = function(effect) {\r\n effect.setTexture(\"textureSampler\", texture);\r\n };\r\n\r\n let internalTexture = rtt.getInternalTexture();\r\n\r\n if (internalTexture) {\r\n scene.postProcessManager.directRender([passPostProcess], internalTexture);\r\n\r\n engine.unBindFramebuffer(internalTexture);\r\n rtt.disposeFramebufferObjects();\r\n passPostProcess.dispose();\r\n\r\n internalTexture.isReady = true;\r\n }\r\n });\r\n\r\n return rtt;\r\n }\r\n}\r\n","import { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { Logger } from \"../Misc/logger\";\r\n\r\n/**\r\n * Based on jsTGALoader - Javascript loader for TGA file\r\n * By Vincent Thibault\r\n * @see http://blog.robrowser.com/javascript-tga-loader.html\r\n */\r\nexport class TGATools {\r\n\r\n //private static _TYPE_NO_DATA = 0;\r\n private static _TYPE_INDEXED = 1;\r\n private static _TYPE_RGB = 2;\r\n private static _TYPE_GREY = 3;\r\n private static _TYPE_RLE_INDEXED = 9;\r\n private static _TYPE_RLE_RGB = 10;\r\n private static _TYPE_RLE_GREY = 11;\r\n private static _ORIGIN_MASK = 0x30;\r\n private static _ORIGIN_SHIFT = 0x04;\r\n private static _ORIGIN_BL = 0x00;\r\n private static _ORIGIN_BR = 0x01;\r\n private static _ORIGIN_UL = 0x02;\r\n private static _ORIGIN_UR = 0x03;\r\n\r\n /**\r\n * Gets the header of a TGA file\r\n * @param data defines the TGA data\r\n * @returns the header\r\n */\r\n public static GetTGAHeader(data: Uint8Array): any {\r\n var offset = 0;\r\n\r\n var header = {\r\n id_length: data[offset++],\r\n colormap_type: data[offset++],\r\n image_type: data[offset++],\r\n colormap_index: data[offset++] | data[offset++] << 8,\r\n colormap_length: data[offset++] | data[offset++] << 8,\r\n colormap_size: data[offset++],\r\n origin: [\r\n data[offset++] | data[offset++] << 8,\r\n data[offset++] | data[offset++] << 8\r\n ],\r\n width: data[offset++] | data[offset++] << 8,\r\n height: data[offset++] | data[offset++] << 8,\r\n pixel_size: data[offset++],\r\n flags: data[offset++]\r\n };\r\n\r\n return header;\r\n }\r\n\r\n /**\r\n * Uploads TGA content to a Babylon Texture\r\n * @hidden\r\n */\r\n public static UploadContent(texture: InternalTexture, data: Uint8Array): void {\r\n // Not enough data to contain header ?\r\n if (data.length < 19) {\r\n Logger.Error(\"Unable to load TGA file - Not enough data to contain header\");\r\n return;\r\n }\r\n\r\n // Read Header\r\n var offset = 18;\r\n var header = TGATools.GetTGAHeader(data);\r\n\r\n // Assume it's a valid Targa file.\r\n if (header.id_length + offset > data.length) {\r\n Logger.Error(\"Unable to load TGA file - Not enough data\");\r\n return;\r\n }\r\n\r\n // Skip not needed data\r\n offset += header.id_length;\r\n\r\n var use_rle = false;\r\n var use_pal = false;\r\n var use_grey = false;\r\n\r\n // Get some informations.\r\n switch (header.image_type) {\r\n case TGATools._TYPE_RLE_INDEXED:\r\n use_rle = true;\r\n case TGATools._TYPE_INDEXED:\r\n use_pal = true;\r\n break;\r\n\r\n case TGATools._TYPE_RLE_RGB:\r\n use_rle = true;\r\n case TGATools._TYPE_RGB:\r\n // use_rgb = true;\r\n break;\r\n\r\n case TGATools._TYPE_RLE_GREY:\r\n use_rle = true;\r\n case TGATools._TYPE_GREY:\r\n use_grey = true;\r\n break;\r\n }\r\n\r\n var pixel_data;\r\n\r\n // var numAlphaBits = header.flags & 0xf;\r\n var pixel_size = header.pixel_size >> 3;\r\n var pixel_total = header.width * header.height * pixel_size;\r\n\r\n // Read palettes\r\n var palettes;\r\n\r\n if (use_pal) {\r\n palettes = data.subarray(offset, offset += header.colormap_length * (header.colormap_size >> 3));\r\n }\r\n\r\n // Read LRE\r\n if (use_rle) {\r\n pixel_data = new Uint8Array(pixel_total);\r\n\r\n var c, count, i;\r\n var localOffset = 0;\r\n var pixels = new Uint8Array(pixel_size);\r\n\r\n while (offset < pixel_total && localOffset < pixel_total) {\r\n c = data[offset++];\r\n count = (c & 0x7f) + 1;\r\n\r\n // RLE pixels\r\n if (c & 0x80) {\r\n // Bind pixel tmp array\r\n for (i = 0; i < pixel_size; ++i) {\r\n pixels[i] = data[offset++];\r\n }\r\n\r\n // Copy pixel array\r\n for (i = 0; i < count; ++i) {\r\n pixel_data.set(pixels, localOffset + i * pixel_size);\r\n }\r\n\r\n localOffset += pixel_size * count;\r\n }\r\n // Raw pixels\r\n else {\r\n count *= pixel_size;\r\n for (i = 0; i < count; ++i) {\r\n pixel_data[localOffset + i] = data[offset++];\r\n }\r\n localOffset += count;\r\n }\r\n }\r\n }\r\n // RAW Pixels\r\n else {\r\n pixel_data = data.subarray(\r\n offset,\r\n offset += (use_pal ? header.width * header.height : pixel_total)\r\n );\r\n }\r\n\r\n // Load to texture\r\n var x_start, y_start, x_step, y_step, y_end, x_end;\r\n\r\n switch ((header.flags & TGATools._ORIGIN_MASK) >> TGATools._ORIGIN_SHIFT) {\r\n default:\r\n case TGATools._ORIGIN_UL:\r\n x_start = 0;\r\n x_step = 1;\r\n x_end = header.width;\r\n y_start = 0;\r\n y_step = 1;\r\n y_end = header.height;\r\n break;\r\n\r\n case TGATools._ORIGIN_BL:\r\n x_start = 0;\r\n x_step = 1;\r\n x_end = header.width;\r\n y_start = header.height - 1;\r\n y_step = -1;\r\n y_end = -1;\r\n break;\r\n\r\n case TGATools._ORIGIN_UR:\r\n x_start = header.width - 1;\r\n x_step = -1;\r\n x_end = -1;\r\n y_start = 0;\r\n y_step = 1;\r\n y_end = header.height;\r\n break;\r\n\r\n case TGATools._ORIGIN_BR:\r\n x_start = header.width - 1;\r\n x_step = -1;\r\n x_end = -1;\r\n y_start = header.height - 1;\r\n y_step = -1;\r\n y_end = -1;\r\n break;\r\n }\r\n\r\n // Load the specify method\r\n var func = '_getImageData' + (use_grey ? 'Grey' : '') + (header.pixel_size) + 'bits';\r\n var imageData = (TGATools)[func](header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end);\r\n\r\n const engine = texture.getEngine();\r\n engine._uploadDataToTextureDirectly(texture, imageData);\r\n }\r\n\r\n /** @hidden */\r\n static _getImageData8bits(header: any, palettes: Uint8Array, pixel_data: Uint8Array, y_start: number, y_step: number, y_end: number, x_start: number, x_step: number, x_end: number): Uint8Array {\r\n var image = pixel_data, colormap = palettes;\r\n var width = header.width, height = header.height;\r\n var color, i = 0, x, y;\r\n\r\n var imageData = new Uint8Array(width * height * 4);\r\n\r\n for (y = y_start; y !== y_end; y += y_step) {\r\n for (x = x_start; x !== x_end; x += x_step, i++) {\r\n color = image[i];\r\n imageData[(x + width * y) * 4 + 3] = 255;\r\n imageData[(x + width * y) * 4 + 2] = colormap[(color * 3) + 0];\r\n imageData[(x + width * y) * 4 + 1] = colormap[(color * 3) + 1];\r\n imageData[(x + width * y) * 4 + 0] = colormap[(color * 3) + 2];\r\n }\r\n }\r\n\r\n return imageData;\r\n }\r\n\r\n /** @hidden */\r\n static _getImageData16bits(header: any, palettes: Uint8Array, pixel_data: Uint8Array, y_start: number, y_step: number, y_end: number, x_start: number, x_step: number, x_end: number): Uint8Array {\r\n var image = pixel_data;\r\n var width = header.width, height = header.height;\r\n var color, i = 0, x, y;\r\n\r\n var imageData = new Uint8Array(width * height * 4);\r\n\r\n for (y = y_start; y !== y_end; y += y_step) {\r\n for (x = x_start; x !== x_end; x += x_step, i += 2) {\r\n color = image[i + 0] + (image[i + 1] << 8); // Inversed ?\r\n let r = (((color & 0x7C00) >> 10) * 255) / 0x1F | 0;\r\n let g = (((color & 0x03E0) >> 5) * 255) / 0x1F | 0;\r\n let b = ((color & 0x001F) * 255) / 0x1F | 0;\r\n\r\n imageData[(x + width * y) * 4 + 0] = r;\r\n imageData[(x + width * y) * 4 + 1] = g;\r\n imageData[(x + width * y) * 4 + 2] = b;\r\n imageData[(x + width * y) * 4 + 3] = (color & 0x8000) ? 0 : 255;\r\n }\r\n }\r\n\r\n return imageData;\r\n }\r\n\r\n /** @hidden */\r\n static _getImageData24bits(header: any, palettes: Uint8Array, pixel_data: Uint8Array, y_start: number, y_step: number, y_end: number, x_start: number, x_step: number, x_end: number): Uint8Array {\r\n var image = pixel_data;\r\n var width = header.width, height = header.height;\r\n var i = 0, x, y;\r\n\r\n var imageData = new Uint8Array(width * height * 4);\r\n\r\n for (y = y_start; y !== y_end; y += y_step) {\r\n for (x = x_start; x !== x_end; x += x_step, i += 3) {\r\n imageData[(x + width * y) * 4 + 3] = 255;\r\n imageData[(x + width * y) * 4 + 2] = image[i + 0];\r\n imageData[(x + width * y) * 4 + 1] = image[i + 1];\r\n imageData[(x + width * y) * 4 + 0] = image[i + 2];\r\n }\r\n }\r\n\r\n return imageData;\r\n }\r\n\r\n /** @hidden */\r\n static _getImageData32bits(header: any, palettes: Uint8Array, pixel_data: Uint8Array, y_start: number, y_step: number, y_end: number, x_start: number, x_step: number, x_end: number): Uint8Array {\r\n var image = pixel_data;\r\n var width = header.width, height = header.height;\r\n var i = 0, x, y;\r\n\r\n var imageData = new Uint8Array(width * height * 4);\r\n\r\n for (y = y_start; y !== y_end; y += y_step) {\r\n for (x = x_start; x !== x_end; x += x_step, i += 4) {\r\n imageData[(x + width * y) * 4 + 2] = image[i + 0];\r\n imageData[(x + width * y) * 4 + 1] = image[i + 1];\r\n imageData[(x + width * y) * 4 + 0] = image[i + 2];\r\n imageData[(x + width * y) * 4 + 3] = image[i + 3];\r\n }\r\n }\r\n\r\n return imageData;\r\n }\r\n\r\n /** @hidden */\r\n static _getImageDataGrey8bits(header: any, palettes: Uint8Array, pixel_data: Uint8Array, y_start: number, y_step: number, y_end: number, x_start: number, x_step: number, x_end: number): Uint8Array {\r\n var image = pixel_data;\r\n var width = header.width, height = header.height;\r\n var color, i = 0, x, y;\r\n\r\n var imageData = new Uint8Array(width * height * 4);\r\n\r\n for (y = y_start; y !== y_end; y += y_step) {\r\n for (x = x_start; x !== x_end; x += x_step, i++) {\r\n color = image[i];\r\n imageData[(x + width * y) * 4 + 0] = color;\r\n imageData[(x + width * y) * 4 + 1] = color;\r\n imageData[(x + width * y) * 4 + 2] = color;\r\n imageData[(x + width * y) * 4 + 3] = 255;\r\n }\r\n }\r\n\r\n return imageData;\r\n }\r\n\r\n /** @hidden */\r\n static _getImageDataGrey16bits(header: any, palettes: Uint8Array, pixel_data: Uint8Array, y_start: number, y_step: number, y_end: number, x_start: number, x_step: number, x_end: number): Uint8Array {\r\n var image = pixel_data;\r\n var width = header.width, height = header.height;\r\n var i = 0, x, y;\r\n\r\n var imageData = new Uint8Array(width * height * 4);\r\n\r\n for (y = y_start; y !== y_end; y += y_step) {\r\n for (x = x_start; x !== x_end; x += x_step, i += 2) {\r\n imageData[(x + width * y) * 4 + 0] = image[i + 0];\r\n imageData[(x + width * y) * 4 + 1] = image[i + 0];\r\n imageData[(x + width * y) * 4 + 2] = image[i + 0];\r\n imageData[(x + width * y) * 4 + 3] = image[i + 1];\r\n }\r\n }\r\n\r\n return imageData;\r\n }\r\n\r\n}\r\n","import { Observable, Observer } from '../Misc/observable';\r\nimport { Nullable } from '../types';\r\nimport { IDisposable } from '../scene';\r\n\r\n/**\r\n * Construction options for a timer\r\n */\r\nexport interface ITimerOptions {\r\n /**\r\n * Time-to-end\r\n */\r\n timeout: number;\r\n /**\r\n * The context observable is used to calculate time deltas and provides the context of the timer's callbacks. Will usually be OnBeforeRenderObservable.\r\n * Countdown calculation is done ONLY when the observable is notifying its observers, meaning that if\r\n * you choose an observable that doesn't trigger too often, the wait time might extend further than the requested max time\r\n */\r\n contextObservable: Observable;\r\n /**\r\n * Optional parameters when adding an observer to the observable\r\n */\r\n observableParameters?: {\r\n mask?: number;\r\n insertFirst?: boolean;\r\n scope?: any;\r\n };\r\n /**\r\n * An optional break condition that will stop the times prematurely. In this case onEnded will not be triggered!\r\n */\r\n breakCondition?: (data?: ITimerData) => boolean;\r\n /**\r\n * Will be triggered when the time condition has met\r\n */\r\n onEnded?: (data: ITimerData) => void;\r\n /**\r\n * Will be triggered when the break condition has met (prematurely ended)\r\n */\r\n onAborted?: (data: ITimerData) => void;\r\n /**\r\n * Optional function to execute on each tick (or count)\r\n */\r\n onTick?: (data: ITimerData) => void;\r\n}\r\n\r\n/**\r\n * An interface defining the data sent by the timer\r\n */\r\nexport interface ITimerData {\r\n /**\r\n * When did it start\r\n */\r\n startTime: number;\r\n /**\r\n * Time now\r\n */\r\n currentTime: number;\r\n /**\r\n * Time passed since started\r\n */\r\n deltaTime: number;\r\n /**\r\n * How much is completed, in [0.0...1.0].\r\n * Note that this CAN be higher than 1 due to the fact that we don't actually measure time but delta between observable calls\r\n */\r\n completeRate: number;\r\n /**\r\n * What the registered observable sent in the last count\r\n */\r\n payload: T;\r\n}\r\n\r\n/**\r\n * The current state of the timer\r\n */\r\nexport enum TimerState {\r\n /**\r\n * Timer initialized, not yet started\r\n */\r\n INIT,\r\n /**\r\n * Timer started and counting\r\n */\r\n STARTED,\r\n /**\r\n * Timer ended (whether aborted or time reached)\r\n */\r\n ENDED\r\n}\r\n\r\n/**\r\n * A simple version of the timer. Will take options and start the timer immediately after calling it\r\n *\r\n * @param options options with which to initialize this timer\r\n */\r\nexport function setAndStartTimer(options: ITimerOptions): Nullable> {\r\n let timer = 0;\r\n const startTime = Date.now();\r\n options.observableParameters = options.observableParameters ?? {};\r\n const observer = options.contextObservable.add((payload: any) => {\r\n const now = Date.now();\r\n timer = now - startTime;\r\n const data: ITimerData = {\r\n startTime,\r\n currentTime: now,\r\n deltaTime: timer,\r\n completeRate: timer / options.timeout,\r\n payload\r\n };\r\n options.onTick && options.onTick(data);\r\n if (options.breakCondition && options.breakCondition()) {\r\n options.contextObservable.remove(observer);\r\n options.onAborted && options.onAborted(data);\r\n }\r\n if (timer >= options.timeout) {\r\n options.contextObservable.remove(observer);\r\n options.onEnded && options.onEnded(data);\r\n }\r\n }, options.observableParameters.mask, options.observableParameters.insertFirst, options.observableParameters.scope);\r\n return observer;\r\n}\r\n\r\n/**\r\n * An advanced implementation of a timer class\r\n */\r\nexport class AdvancedTimer implements IDisposable {\r\n\r\n /**\r\n * Will notify each time the timer calculates the remaining time\r\n */\r\n public onEachCountObservable: Observable> = new Observable();\r\n /**\r\n * Will trigger when the timer was aborted due to the break condition\r\n */\r\n public onTimerAbortedObservable: Observable> = new Observable();\r\n /**\r\n * Will trigger when the timer ended successfully\r\n */\r\n public onTimerEndedObservable: Observable> = new Observable();\r\n /**\r\n * Will trigger when the timer state has changed\r\n */\r\n public onStateChangedObservable: Observable = new Observable();\r\n\r\n private _observer: Nullable> = null;\r\n private _contextObservable: Observable;\r\n private _observableParameters: {\r\n mask?: number;\r\n insertFirst?: boolean;\r\n scope?: any;\r\n };\r\n private _startTime: number;\r\n private _timer: number;\r\n private _state: TimerState;\r\n private _breakCondition: (data: ITimerData) => boolean;\r\n private _timeToEnd: number;\r\n private _breakOnNextTick: boolean = false;\r\n\r\n /**\r\n * Will construct a new advanced timer based on the options provided. Timer will not start until start() is called.\r\n * @param options construction options for this advanced timer\r\n */\r\n constructor(options: ITimerOptions) {\r\n this._setState(TimerState.INIT);\r\n this._contextObservable = options.contextObservable;\r\n this._observableParameters = options.observableParameters ?? {};\r\n this._breakCondition = options.breakCondition ?? (() => false);\r\n if (options.onEnded) {\r\n this.onTimerEndedObservable.add(options.onEnded);\r\n }\r\n if (options.onTick) {\r\n this.onEachCountObservable.add(options.onTick);\r\n }\r\n if (options.onAborted) {\r\n this.onTimerAbortedObservable.add(options.onAborted);\r\n }\r\n }\r\n\r\n /**\r\n * set a breaking condition for this timer. Default is to never break during count\r\n * @param predicate the new break condition. Returns true to break, false otherwise\r\n */\r\n public set breakCondition(predicate: (data: ITimerData) => boolean) {\r\n this._breakCondition = predicate;\r\n }\r\n\r\n /**\r\n * Reset ALL associated observables in this advanced timer\r\n */\r\n public clearObservables() {\r\n this.onEachCountObservable.clear();\r\n this.onTimerAbortedObservable.clear();\r\n this.onTimerEndedObservable.clear();\r\n this.onStateChangedObservable.clear();\r\n }\r\n\r\n /**\r\n * Will start a new iteration of this timer. Only one instance of this timer can run at a time.\r\n *\r\n * @param timeToEnd how much time to measure until timer ended\r\n */\r\n public start(timeToEnd: number = this._timeToEnd) {\r\n if (this._state === TimerState.STARTED) {\r\n throw new Error('Timer already started. Please stop it before starting again');\r\n }\r\n this._timeToEnd = timeToEnd;\r\n this._startTime = Date.now();\r\n this._timer = 0;\r\n this._observer = this._contextObservable.add(this._tick, this._observableParameters.mask, this._observableParameters.insertFirst, this._observableParameters.scope);\r\n this._setState(TimerState.STARTED);\r\n }\r\n\r\n /**\r\n * Will force a stop on the next tick.\r\n */\r\n public stop() {\r\n if (this._state !== TimerState.STARTED) {\r\n return;\r\n }\r\n this._breakOnNextTick = true;\r\n }\r\n\r\n /**\r\n * Dispose this timer, clearing all resources\r\n */\r\n public dispose() {\r\n if (this._observer) {\r\n this._contextObservable.remove(this._observer);\r\n }\r\n this.clearObservables();\r\n }\r\n\r\n private _setState(newState: TimerState) {\r\n this._state = newState;\r\n this.onStateChangedObservable.notifyObservers(this._state);\r\n }\r\n\r\n private _tick = (payload: T) => {\r\n const now = Date.now();\r\n this._timer = now - this._startTime;\r\n const data: ITimerData = {\r\n startTime: this._startTime,\r\n currentTime: now,\r\n deltaTime: this._timer,\r\n completeRate: this._timer / this._timeToEnd,\r\n payload\r\n };\r\n const shouldBreak = this._breakOnNextTick || this._breakCondition(data);\r\n if (shouldBreak || this._timer >= this._timeToEnd) {\r\n this._stop(data, shouldBreak);\r\n } else {\r\n this.onEachCountObservable.notifyObservers(data);\r\n }\r\n }\r\n\r\n private _stop(data: ITimerData, aborted: boolean = false) {\r\n this._contextObservable.remove(this._observer);\r\n this._setState(TimerState.ENDED);\r\n if (aborted) {\r\n this.onTimerAbortedObservable.notifyObservers(data);\r\n } else {\r\n this.onTimerEndedObservable.notifyObservers(data);\r\n }\r\n }\r\n}","import { DomManagement } from './domManagement';\r\n\r\n/**\r\n * Class used to provide helper for timing\r\n */\r\nexport class TimingTools {\r\n /**\r\n * Polyfill for setImmediate\r\n * @param action defines the action to execute after the current execution block\r\n */\r\n public static SetImmediate(action: () => void) {\r\n if (DomManagement.IsWindowObjectExist() && window.setImmediate) {\r\n window.setImmediate(action);\r\n } else {\r\n setTimeout(action, 1);\r\n }\r\n }\r\n}","import { Nullable, float } from \"../types\";\r\nimport { Observable } from \"./observable\";\r\nimport { DomManagement } from \"./domManagement\";\r\nimport { Logger } from \"./logger\";\r\nimport { _TypeStore } from \"./typeStore\";\r\nimport { DeepCopier } from \"./deepCopier\";\r\nimport { PrecisionDate } from './precisionDate';\r\nimport { _DevTools } from './devTools';\r\nimport { WebRequest } from './webRequest';\r\nimport { IFileRequest } from './fileRequest';\r\nimport { EngineStore } from '../Engines/engineStore';\r\nimport { FileTools, ReadFileError } from './fileTools';\r\nimport { IOfflineProvider } from '../Offline/IOfflineProvider';\r\nimport { PromisePolyfill } from './promise';\r\nimport { TimingTools } from './timingTools';\r\nimport { InstantiationTools } from './instantiationTools';\r\nimport { GUID } from './guid';\r\nimport { IScreenshotSize } from './interfaces/screenshotSize';\r\n\r\ndeclare type Camera = import(\"../Cameras/camera\").Camera;\r\ndeclare type Engine = import(\"../Engines/engine\").Engine;\r\n\r\ninterface IColor4Like {\r\n r: float;\r\n g: float;\r\n b: float;\r\n a: float;\r\n}\r\n\r\n/**\r\n * Class containing a set of static utilities functions\r\n */\r\nexport class Tools {\r\n /**\r\n * Gets or sets the base URL to use to load assets\r\n */\r\n public static get BaseUrl() {\r\n return FileTools.BaseUrl;\r\n }\r\n\r\n public static set BaseUrl(value: string) {\r\n FileTools.BaseUrl = value;\r\n }\r\n\r\n /**\r\n * Enable/Disable Custom HTTP Request Headers globally.\r\n * default = false\r\n * @see CustomRequestHeaders\r\n */\r\n public static UseCustomRequestHeaders: boolean = false;\r\n\r\n /**\r\n * Custom HTTP Request Headers to be sent with XMLHttpRequests\r\n * i.e. when loading files, where the server/service expects an Authorization header\r\n */\r\n public static CustomRequestHeaders = WebRequest.CustomRequestHeaders;\r\n\r\n /**\r\n * Gets or sets the retry strategy to apply when an error happens while loading an asset\r\n */\r\n public static get DefaultRetryStrategy() {\r\n return FileTools.DefaultRetryStrategy;\r\n }\r\n\r\n public static set DefaultRetryStrategy(strategy: (url: string, request: WebRequest, retryIndex: number) => number) {\r\n FileTools.DefaultRetryStrategy = strategy;\r\n }\r\n\r\n /**\r\n * Default behaviour for cors in the application.\r\n * It can be a string if the expected behavior is identical in the entire app.\r\n * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)\r\n */\r\n public static get CorsBehavior(): string | ((url: string | string[]) => string) {\r\n return FileTools.CorsBehavior;\r\n }\r\n\r\n public static set CorsBehavior(value: string | ((url: string | string[]) => string)) {\r\n FileTools.CorsBehavior = value;\r\n }\r\n\r\n /**\r\n * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded\r\n * @ignorenaming\r\n */\r\n public static get UseFallbackTexture() {\r\n return EngineStore.UseFallbackTexture;\r\n }\r\n\r\n public static set UseFallbackTexture(value: boolean) {\r\n EngineStore.UseFallbackTexture = value;\r\n }\r\n\r\n /**\r\n * Use this object to register external classes like custom textures or material\r\n * to allow the laoders to instantiate them\r\n */\r\n public static get RegisteredExternalClasses() {\r\n return InstantiationTools.RegisteredExternalClasses;\r\n }\r\n\r\n public static set RegisteredExternalClasses(classes: { [key: string]: Object }) {\r\n InstantiationTools.RegisteredExternalClasses = classes;\r\n }\r\n\r\n /**\r\n * Texture content used if a texture cannot loaded\r\n * @ignorenaming\r\n */\r\n public static get fallbackTexture() {\r\n return EngineStore.FallbackTexture;\r\n }\r\n\r\n public static set fallbackTexture(value: string) {\r\n EngineStore.FallbackTexture = value;\r\n }\r\n\r\n /**\r\n * Read the content of a byte array at a specified coordinates (taking in account wrapping)\r\n * @param u defines the coordinate on X axis\r\n * @param v defines the coordinate on Y axis\r\n * @param width defines the width of the source data\r\n * @param height defines the height of the source data\r\n * @param pixels defines the source byte array\r\n * @param color defines the output color\r\n */\r\n public static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void {\r\n let wrappedU = ((Math.abs(u) * width) % width) | 0;\r\n let wrappedV = ((Math.abs(v) * height) % height) | 0;\r\n\r\n let position = (wrappedU + wrappedV * width) * 4;\r\n color.r = pixels[position] / 255;\r\n color.g = pixels[position + 1] / 255;\r\n color.b = pixels[position + 2] / 255;\r\n color.a = pixels[position + 3] / 255;\r\n }\r\n\r\n /**\r\n * Interpolates between a and b via alpha\r\n * @param a The lower value (returned when alpha = 0)\r\n * @param b The upper value (returned when alpha = 1)\r\n * @param alpha The interpolation-factor\r\n * @return The mixed value\r\n */\r\n public static Mix(a: number, b: number, alpha: number): number {\r\n return a * (1 - alpha) + b * alpha;\r\n }\r\n\r\n /**\r\n * Tries to instantiate a new object from a given class name\r\n * @param className defines the class name to instantiate\r\n * @returns the new object or null if the system was not able to do the instantiation\r\n */\r\n public static Instantiate(className: string): any {\r\n return InstantiationTools.Instantiate(className);\r\n }\r\n\r\n /**\r\n * Provides a slice function that will work even on IE\r\n * @param data defines the array to slice\r\n * @param start defines the start of the data (optional)\r\n * @param end defines the end of the data (optional)\r\n * @returns the new sliced array\r\n */\r\n public static Slice(data: T, start?: number, end?: number): T {\r\n if ((data as any).slice) {\r\n return (data as any).slice(start, end);\r\n }\r\n\r\n return Array.prototype.slice.call(data, start, end);\r\n }\r\n\r\n /**\r\n * Polyfill for setImmediate\r\n * @param action defines the action to execute after the current execution block\r\n */\r\n public static SetImmediate(action: () => void) {\r\n TimingTools.SetImmediate(action);\r\n }\r\n\r\n /**\r\n * Function indicating if a number is an exponent of 2\r\n * @param value defines the value to test\r\n * @returns true if the value is an exponent of 2\r\n */\r\n public static IsExponentOfTwo(value: number): boolean {\r\n var count = 1;\r\n\r\n do {\r\n count *= 2;\r\n } while (count < value);\r\n\r\n return count === value;\r\n }\r\n\r\n private static _tmpFloatArray = new Float32Array(1);\r\n\r\n /**\r\n * Returns the nearest 32-bit single precision float representation of a Number\r\n * @param value A Number. If the parameter is of a different type, it will get converted\r\n * to a number or to NaN if it cannot be converted\r\n * @returns number\r\n */\r\n public static FloatRound(value: number): number {\r\n if (Math.fround) {\r\n return Math.fround(value);\r\n }\r\n\r\n return (Tools._tmpFloatArray[0] = value);\r\n }\r\n\r\n /**\r\n * Extracts the filename from a path\r\n * @param path defines the path to use\r\n * @returns the filename\r\n */\r\n public static GetFilename(path: string): string {\r\n var index = path.lastIndexOf(\"/\");\r\n if (index < 0) {\r\n return path;\r\n }\r\n\r\n return path.substring(index + 1);\r\n }\r\n\r\n /**\r\n * Extracts the \"folder\" part of a path (everything before the filename).\r\n * @param uri The URI to extract the info from\r\n * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present\r\n * @returns The \"folder\" part of the path\r\n */\r\n public static GetFolderPath(uri: string, returnUnchangedIfNoSlash = false): string {\r\n var index = uri.lastIndexOf(\"/\");\r\n if (index < 0) {\r\n if (returnUnchangedIfNoSlash) {\r\n return uri;\r\n }\r\n return \"\";\r\n }\r\n\r\n return uri.substring(0, index + 1);\r\n }\r\n\r\n /**\r\n * Extracts text content from a DOM element hierarchy\r\n * Back Compat only, please use DomManagement.GetDOMTextContent instead.\r\n */\r\n public static GetDOMTextContent = DomManagement.GetDOMTextContent;\r\n\r\n /**\r\n * Convert an angle in radians to degrees\r\n * @param angle defines the angle to convert\r\n * @returns the angle in degrees\r\n */\r\n public static ToDegrees(angle: number): number {\r\n return angle * 180 / Math.PI;\r\n }\r\n\r\n /**\r\n * Convert an angle in degrees to radians\r\n * @param angle defines the angle to convert\r\n * @returns the angle in radians\r\n */\r\n public static ToRadians(angle: number): number {\r\n return angle * Math.PI / 180;\r\n }\r\n\r\n /**\r\n * Returns an array if obj is not an array\r\n * @param obj defines the object to evaluate as an array\r\n * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined\r\n * @returns either obj directly if obj is an array or a new array containing obj\r\n */\r\n public static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable> {\r\n if (allowsNullUndefined !== true && (obj === undefined || obj == null)) {\r\n return null;\r\n }\r\n\r\n return Array.isArray(obj) ? obj : [obj];\r\n }\r\n\r\n /**\r\n * Gets the pointer prefix to use\r\n * @param engine defines the engine we are finding the prefix for\r\n * @returns \"pointer\" if touch is enabled. Else returns \"mouse\"\r\n */\r\n public static GetPointerPrefix(engine: Engine): string {\r\n var eventPrefix = \"pointer\";\r\n\r\n // Check if pointer events are supported\r\n if (DomManagement.IsWindowObjectExist() && !window.PointerEvent && DomManagement.IsNavigatorAvailable() && !navigator.pointerEnabled) {\r\n eventPrefix = \"mouse\";\r\n }\r\n\r\n // Special Fallback MacOS Safari...\r\n if (engine._badDesktopOS && !engine._badOS &&\r\n // And not ipad pros who claim to be macs...\r\n !(document && 'ontouchend' in document)) {\r\n eventPrefix = \"mouse\";\r\n }\r\n\r\n return eventPrefix;\r\n }\r\n\r\n /**\r\n * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.\r\n * @param url define the url we are trying\r\n * @param element define the dom element where to configure the cors policy\r\n */\r\n public static SetCorsBehavior(url: string | string[], element: { crossOrigin: string | null }): void {\r\n FileTools.SetCorsBehavior(url, element);\r\n }\r\n\r\n // External files\r\n\r\n /**\r\n * Removes unwanted characters from an url\r\n * @param url defines the url to clean\r\n * @returns the cleaned url\r\n */\r\n public static CleanUrl(url: string): string {\r\n url = url.replace(/#/mg, \"%23\");\r\n return url;\r\n }\r\n\r\n /**\r\n * Gets or sets a function used to pre-process url before using them to load assets\r\n */\r\n public static get PreprocessUrl() {\r\n return FileTools.PreprocessUrl;\r\n }\r\n\r\n public static set PreprocessUrl(processor: (url: string) => string) {\r\n FileTools.PreprocessUrl = processor;\r\n }\r\n\r\n /**\r\n * Loads an image as an HTMLImageElement.\r\n * @param input url string, ArrayBuffer, or Blob to load\r\n * @param onLoad callback called when the image successfully loads\r\n * @param onError callback called when the image fails to load\r\n * @param offlineProvider offline provider for caching\r\n * @param mimeType optional mime type\r\n * @returns the HTMLImageElement of the loaded image\r\n */\r\n public static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable, mimeType?: string): Nullable {\r\n return FileTools.LoadImage(input, onLoad, onError, offlineProvider, mimeType);\r\n }\r\n\r\n /**\r\n * Loads a file from a url\r\n * @param url url string, ArrayBuffer, or Blob to load\r\n * @param onSuccess callback called when the file successfully loads\r\n * @param onProgress callback called while file is loading (if the server supports this mode)\r\n * @param offlineProvider defines the offline provider for caching\r\n * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer\r\n * @param onError callback called when the file fails to load\r\n * @returns a file request object\r\n */\r\n public static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest {\r\n return FileTools.LoadFile(url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError);\r\n }\r\n\r\n /**\r\n * Loads a file from a url\r\n * @param url the file url to load\r\n * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer\r\n * @returns a promise containing an ArrayBuffer corresponding to the loaded file\r\n */\r\n public static LoadFileAsync(url: string, useArrayBuffer: boolean = true): Promise {\r\n return new Promise((resolve, reject) => {\r\n FileTools.LoadFile(url, (data) => {\r\n resolve(data);\r\n }, undefined, undefined, useArrayBuffer, (request, exception) => {\r\n reject(exception);\r\n });\r\n });\r\n }\r\n\r\n /**\r\n * Load a script (identified by an url). When the url returns, the\r\n * content of this file is added into a new script element, attached to the DOM (body element)\r\n * @param scriptUrl defines the url of the script to laod\r\n * @param onSuccess defines the callback called when the script is loaded\r\n * @param onError defines the callback to call if an error occurs\r\n * @param scriptId defines the id of the script element\r\n */\r\n public static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string) {\r\n if (!DomManagement.IsWindowObjectExist()) {\r\n return;\r\n }\r\n var head = document.getElementsByTagName('head')[0];\r\n var script = document.createElement('script');\r\n script.setAttribute('type', 'text/javascript');\r\n script.setAttribute('src', scriptUrl);\r\n if (scriptId) {\r\n script.id = scriptId;\r\n }\r\n\r\n script.onload = () => {\r\n if (onSuccess) {\r\n onSuccess();\r\n }\r\n };\r\n\r\n script.onerror = (e) => {\r\n if (onError) {\r\n onError(`Unable to load script '${scriptUrl}'`, e);\r\n }\r\n };\r\n\r\n head.appendChild(script);\r\n }\r\n\r\n /**\r\n * Load an asynchronous script (identified by an url). When the url returns, the\r\n * content of this file is added into a new script element, attached to the DOM (body element)\r\n * @param scriptUrl defines the url of the script to laod\r\n * @param scriptId defines the id of the script element\r\n * @returns a promise request object\r\n */\r\n public static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise {\r\n return new Promise((resolve, reject) => {\r\n this.LoadScript(scriptUrl, () => {\r\n resolve();\r\n }, (message, exception) => {\r\n reject(exception);\r\n });\r\n });\r\n }\r\n\r\n /**\r\n * Loads a file from a blob\r\n * @param fileToLoad defines the blob to use\r\n * @param callback defines the callback to call when data is loaded\r\n * @param progressCallback defines the callback to call during loading process\r\n * @returns a file request object\r\n */\r\n public static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest {\r\n let reader = new FileReader();\r\n\r\n let request: IFileRequest = {\r\n onCompleteObservable: new Observable(),\r\n abort: () => reader.abort(),\r\n };\r\n\r\n reader.onloadend = (e) => {\r\n request.onCompleteObservable.notifyObservers(request);\r\n };\r\n\r\n reader.onload = (e) => {\r\n //target doesn't have result from ts 1.3\r\n callback((e.target)['result']);\r\n };\r\n\r\n reader.onprogress = progressCallback;\r\n\r\n reader.readAsDataURL(fileToLoad);\r\n\r\n return request;\r\n }\r\n\r\n /**\r\n * Reads a file from a File object\r\n * @param file defines the file to load\r\n * @param onSuccess defines the callback to call when data is loaded\r\n * @param onProgress defines the callback to call during loading process\r\n * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer\r\n * @param onError defines the callback to call when an error occurs\r\n * @returns a file request object\r\n */\r\n public static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest {\r\n return FileTools.ReadFile(file, onSuccess, onProgress, useArrayBuffer, onError);\r\n }\r\n\r\n /**\r\n * Creates a data url from a given string content\r\n * @param content defines the content to convert\r\n * @returns the new data url link\r\n */\r\n public static FileAsURL(content: string): string {\r\n var fileBlob = new Blob([content]);\r\n var url = window.URL || window.webkitURL;\r\n var link: string = url.createObjectURL(fileBlob);\r\n return link;\r\n }\r\n\r\n /**\r\n * Format the given number to a specific decimal format\r\n * @param value defines the number to format\r\n * @param decimals defines the number of decimals to use\r\n * @returns the formatted string\r\n */\r\n public static Format(value: number, decimals: number = 2): string {\r\n return value.toFixed(decimals);\r\n }\r\n\r\n /**\r\n * Tries to copy an object by duplicating every property\r\n * @param source defines the source object\r\n * @param destination defines the target object\r\n * @param doNotCopyList defines a list of properties to avoid\r\n * @param mustCopyList defines a list of properties to copy (even if they start with _)\r\n */\r\n public static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void {\r\n DeepCopier.DeepCopy(source, destination, doNotCopyList, mustCopyList);\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the given object has no own property\r\n * @param obj defines the object to test\r\n * @returns true if object has no own property\r\n */\r\n public static IsEmpty(obj: any): boolean {\r\n for (var i in obj) {\r\n if (obj.hasOwnProperty(i)) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Function used to register events at window level\r\n * @param windowElement defines the Window object to use\r\n * @param events defines the events to register\r\n */\r\n public static RegisterTopRootEvents(windowElement: Window, events: { name: string; handler: Nullable<(e: FocusEvent) => any> }[]): void {\r\n for (var index = 0; index < events.length; index++) {\r\n var event = events[index];\r\n windowElement.addEventListener(event.name, event.handler, false);\r\n\r\n try {\r\n if (window.parent) {\r\n window.parent.addEventListener(event.name, event.handler, false);\r\n }\r\n } catch (e) {\r\n // Silently fails...\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Function used to unregister events from window level\r\n * @param windowElement defines the Window object to use\r\n * @param events defines the events to unregister\r\n */\r\n public static UnregisterTopRootEvents(windowElement: Window, events: { name: string; handler: Nullable<(e: FocusEvent) => any> }[]): void {\r\n for (var index = 0; index < events.length; index++) {\r\n var event = events[index];\r\n windowElement.removeEventListener(event.name, event.handler);\r\n\r\n try {\r\n if (windowElement.parent) {\r\n windowElement.parent.removeEventListener(event.name, event.handler);\r\n }\r\n } catch (e) {\r\n // Silently fails...\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @ignore\r\n */\r\n public static _ScreenshotCanvas: HTMLCanvasElement;\r\n\r\n /**\r\n * Dumps the current bound framebuffer\r\n * @param width defines the rendering width\r\n * @param height defines the rendering height\r\n * @param engine defines the hosting engine\r\n * @param successCallback defines the callback triggered once the data are available\r\n * @param mimeType defines the mime type of the result\r\n * @param fileName defines the filename to download. If present, the result will automatically be downloaded\r\n */\r\n public static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType: string = \"image/png\", fileName?: string): void {\r\n // Read the contents of the framebuffer\r\n var numberOfChannelsByLine = width * 4;\r\n var halfHeight = height / 2;\r\n\r\n //Reading datas from WebGL\r\n var data = engine.readPixels(0, 0, width, height);\r\n\r\n //To flip image on Y axis.\r\n for (var i = 0; i < halfHeight; i++) {\r\n for (var j = 0; j < numberOfChannelsByLine; j++) {\r\n var currentCell = j + i * numberOfChannelsByLine;\r\n var targetLine = height - i - 1;\r\n var targetCell = j + targetLine * numberOfChannelsByLine;\r\n\r\n var temp = data[currentCell];\r\n data[currentCell] = data[targetCell];\r\n data[targetCell] = temp;\r\n }\r\n }\r\n\r\n // Create a 2D canvas to store the result\r\n if (!Tools._ScreenshotCanvas) {\r\n Tools._ScreenshotCanvas = document.createElement('canvas');\r\n }\r\n Tools._ScreenshotCanvas.width = width;\r\n Tools._ScreenshotCanvas.height = height;\r\n var context = Tools._ScreenshotCanvas.getContext('2d');\r\n\r\n if (context) {\r\n // Copy the pixels to a 2D canvas\r\n var imageData = context.createImageData(width, height);\r\n var castData = (imageData.data);\r\n castData.set(data);\r\n context.putImageData(imageData, 0, 0);\r\n\r\n Tools.EncodeScreenshotCanvasData(successCallback, mimeType, fileName);\r\n }\r\n }\r\n\r\n /**\r\n * Converts the canvas data to blob.\r\n * This acts as a polyfill for browsers not supporting the to blob function.\r\n * @param canvas Defines the canvas to extract the data from\r\n * @param successCallback Defines the callback triggered once the data are available\r\n * @param mimeType Defines the mime type of the result\r\n */\r\n static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable) => void, mimeType: string = \"image/png\"): void {\r\n // We need HTMLCanvasElement.toBlob for HD screenshots\r\n if (!canvas.toBlob) {\r\n // low performance polyfill based on toDataURL (https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob)\r\n canvas.toBlob = function(callback, type, quality) {\r\n setTimeout(() => {\r\n var binStr = atob(this.toDataURL(type, quality).split(',')[1]),\r\n len = binStr.length,\r\n arr = new Uint8Array(len);\r\n\r\n for (var i = 0; i < len; i++) {\r\n arr[i] = binStr.charCodeAt(i);\r\n }\r\n callback(new Blob([arr]));\r\n });\r\n };\r\n }\r\n canvas.toBlob(function(blob) {\r\n successCallback(blob);\r\n }, mimeType);\r\n }\r\n\r\n /**\r\n * Encodes the canvas data to base 64 or automatically download the result if filename is defined\r\n * @param successCallback defines the callback triggered once the data are available\r\n * @param mimeType defines the mime type of the result\r\n * @param fileName defines he filename to download. If present, the result will automatically be downloaded\r\n */\r\n static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType: string = \"image/png\", fileName?: string): void {\r\n if (successCallback) {\r\n var base64Image = Tools._ScreenshotCanvas.toDataURL(mimeType);\r\n successCallback(base64Image);\r\n }\r\n else {\r\n this.ToBlob(Tools._ScreenshotCanvas, function(blob) {\r\n //Creating a link if the browser have the download attribute on the a tag, to automatically start download generated image.\r\n if ((\"download\" in document.createElement(\"a\"))) {\r\n if (!fileName) {\r\n var date = new Date();\r\n var stringDate = (date.getFullYear() + \"-\" + (date.getMonth() + 1)).slice(2) + \"-\" + date.getDate() + \"_\" + date.getHours() + \"-\" + ('0' + date.getMinutes()).slice(-2);\r\n fileName = \"screenshot_\" + stringDate + \".png\";\r\n }\r\n Tools.Download(blob!, fileName);\r\n }\r\n else {\r\n var url = URL.createObjectURL(blob);\r\n\r\n var newWindow = window.open(\"\");\r\n if (!newWindow) { return; }\r\n var img = newWindow.document.createElement(\"img\");\r\n img.onload = function() {\r\n // no longer need to read the blob so it's revoked\r\n URL.revokeObjectURL(url);\r\n };\r\n img.src = url;\r\n newWindow.document.body.appendChild(img);\r\n }\r\n }, mimeType);\r\n }\r\n }\r\n\r\n /**\r\n * Downloads a blob in the browser\r\n * @param blob defines the blob to download\r\n * @param fileName defines the name of the downloaded file\r\n */\r\n public static Download(blob: Blob, fileName: string): void {\r\n if (navigator && navigator.msSaveBlob) {\r\n navigator.msSaveBlob(blob, fileName);\r\n return;\r\n }\r\n\r\n var url = window.URL.createObjectURL(blob);\r\n var a = document.createElement(\"a\");\r\n document.body.appendChild(a);\r\n a.style.display = \"none\";\r\n a.href = url;\r\n a.download = fileName;\r\n a.addEventListener(\"click\", () => {\r\n if (a.parentElement) {\r\n a.parentElement.removeChild(a);\r\n }\r\n });\r\n a.click();\r\n window.URL.revokeObjectURL(url);\r\n }\r\n\r\n /**\r\n * Captures a screenshot of the current rendering\r\n * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback defines the callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an to display it\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n */\r\n public static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType: string = \"image/png\"): void {\r\n throw _DevTools.WarnImport(\"ScreenshotTools\");\r\n }\r\n\r\n /**\r\n * Captures a screenshot of the current rendering\r\n * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an to display it\r\n */\r\n public static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType: string = \"image/png\"): Promise {\r\n throw _DevTools.WarnImport(\"ScreenshotTools\");\r\n }\r\n\r\n /**\r\n * Generates an image screenshot from the specified camera.\r\n * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback The callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an to display it\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n */\r\n public static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType: string = \"image/png\", samples: number = 1, antialiasing: boolean = false, fileName?: string): void {\r\n throw _DevTools.WarnImport(\"ScreenshotTools\");\r\n }\r\n\r\n /**\r\n * Generates an image screenshot from the specified camera.\r\n * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an to display it\r\n */\r\n public static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType: string = \"image/png\", samples: number = 1, antialiasing: boolean = false, fileName?: string): Promise {\r\n throw _DevTools.WarnImport(\"ScreenshotTools\");\r\n }\r\n\r\n /**\r\n * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523\r\n * Be aware Math.random() could cause collisions, but:\r\n * \"All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide\"\r\n * @returns a pseudo random id\r\n */\r\n public static RandomId(): string {\r\n return GUID.RandomId();\r\n }\r\n\r\n /**\r\n * Test if the given uri is a base64 string\r\n * @param uri The uri to test\r\n * @return True if the uri is a base64 string or false otherwise\r\n */\r\n public static IsBase64(uri: string): boolean {\r\n return uri.length < 5 ? false : uri.substr(0, 5) === \"data:\";\r\n }\r\n\r\n /**\r\n * Decode the given base64 uri.\r\n * @param uri The uri to decode\r\n * @return The decoded base64 data.\r\n */\r\n public static DecodeBase64(uri: string): ArrayBuffer {\r\n const decodedString = atob(uri.split(\",\")[1]);\r\n const bufferLength = decodedString.length;\r\n const bufferView = new Uint8Array(new ArrayBuffer(bufferLength));\r\n\r\n for (let i = 0; i < bufferLength; i++) {\r\n bufferView[i] = decodedString.charCodeAt(i);\r\n }\r\n\r\n return bufferView.buffer;\r\n }\r\n\r\n /**\r\n * Gets the absolute url.\r\n * @param url the input url\r\n * @return the absolute url\r\n */\r\n public static GetAbsoluteUrl(url: string): string {\r\n const a = document.createElement(\"a\");\r\n a.href = url;\r\n return a.href;\r\n }\r\n\r\n // Logs\r\n /**\r\n * No log\r\n */\r\n public static readonly NoneLogLevel = Logger.NoneLogLevel;\r\n /**\r\n * Only message logs\r\n */\r\n public static readonly MessageLogLevel = Logger.MessageLogLevel;\r\n /**\r\n * Only warning logs\r\n */\r\n public static readonly WarningLogLevel = Logger.WarningLogLevel;\r\n /**\r\n * Only error logs\r\n */\r\n public static readonly ErrorLogLevel = Logger.ErrorLogLevel;\r\n /**\r\n * All logs\r\n */\r\n public static readonly AllLogLevel = Logger.AllLogLevel;\r\n\r\n /**\r\n * Gets a value indicating the number of loading errors\r\n * @ignorenaming\r\n */\r\n public static get errorsCount(): number {\r\n return Logger.errorsCount;\r\n }\r\n\r\n /**\r\n * Callback called when a new log is added\r\n */\r\n public static OnNewCacheEntry: (entry: string) => void;\r\n\r\n /**\r\n * Log a message to the console\r\n * @param message defines the message to log\r\n */\r\n public static Log(message: string): void {\r\n Logger.Log(message);\r\n }\r\n\r\n /**\r\n * Write a warning message to the console\r\n * @param message defines the message to log\r\n */\r\n public static Warn(message: string): void {\r\n Logger.Warn(message);\r\n }\r\n\r\n /**\r\n * Write an error message to the console\r\n * @param message defines the message to log\r\n */\r\n public static Error(message: string): void {\r\n Logger.Error(message);\r\n }\r\n\r\n /**\r\n * Gets current log cache (list of logs)\r\n */\r\n public static get LogCache(): string {\r\n return Logger.LogCache;\r\n }\r\n\r\n /**\r\n * Clears the log cache\r\n */\r\n public static ClearLogCache(): void {\r\n Logger.ClearLogCache();\r\n }\r\n\r\n /**\r\n * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)\r\n */\r\n public static set LogLevels(level: number) {\r\n Logger.LogLevels = level;\r\n }\r\n\r\n /**\r\n * Checks if the window object exists\r\n * Back Compat only, please use DomManagement.IsWindowObjectExist instead.\r\n */\r\n public static IsWindowObjectExist = DomManagement.IsWindowObjectExist;\r\n\r\n // Performances\r\n\r\n /**\r\n * No performance log\r\n */\r\n public static readonly PerformanceNoneLogLevel = 0;\r\n /**\r\n * Use user marks to log performance\r\n */\r\n public static readonly PerformanceUserMarkLogLevel = 1;\r\n /**\r\n * Log performance to the console\r\n */\r\n public static readonly PerformanceConsoleLogLevel = 2;\r\n\r\n private static _performance: Performance;\r\n\r\n /**\r\n * Sets the current performance log level\r\n */\r\n public static set PerformanceLogLevel(level: number) {\r\n if ((level & Tools.PerformanceUserMarkLogLevel) === Tools.PerformanceUserMarkLogLevel) {\r\n Tools.StartPerformanceCounter = Tools._StartUserMark;\r\n Tools.EndPerformanceCounter = Tools._EndUserMark;\r\n return;\r\n }\r\n\r\n if ((level & Tools.PerformanceConsoleLogLevel) === Tools.PerformanceConsoleLogLevel) {\r\n Tools.StartPerformanceCounter = Tools._StartPerformanceConsole;\r\n Tools.EndPerformanceCounter = Tools._EndPerformanceConsole;\r\n return;\r\n }\r\n\r\n Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;\r\n Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;\r\n }\r\n\r\n private static _StartPerformanceCounterDisabled(counterName: string, condition?: boolean): void {\r\n }\r\n\r\n private static _EndPerformanceCounterDisabled(counterName: string, condition?: boolean): void {\r\n }\r\n\r\n private static _StartUserMark(counterName: string, condition = true): void {\r\n if (!Tools._performance) {\r\n if (!DomManagement.IsWindowObjectExist()) {\r\n return;\r\n }\r\n Tools._performance = window.performance;\r\n }\r\n\r\n if (!condition || !Tools._performance.mark) {\r\n return;\r\n }\r\n Tools._performance.mark(counterName + \"-Begin\");\r\n }\r\n\r\n private static _EndUserMark(counterName: string, condition = true): void {\r\n if (!condition || !Tools._performance.mark) {\r\n return;\r\n }\r\n Tools._performance.mark(counterName + \"-End\");\r\n Tools._performance.measure(counterName, counterName + \"-Begin\", counterName + \"-End\");\r\n }\r\n\r\n private static _StartPerformanceConsole(counterName: string, condition = true): void {\r\n if (!condition) {\r\n return;\r\n }\r\n\r\n Tools._StartUserMark(counterName, condition);\r\n\r\n if (console.time) {\r\n console.time(counterName);\r\n }\r\n }\r\n\r\n private static _EndPerformanceConsole(counterName: string, condition = true): void {\r\n if (!condition) {\r\n return;\r\n }\r\n\r\n Tools._EndUserMark(counterName, condition);\r\n\r\n console.timeEnd(counterName);\r\n }\r\n\r\n /**\r\n * Starts a performance counter\r\n */\r\n public static StartPerformanceCounter: (counterName: string, condition?: boolean) => void = Tools._StartPerformanceCounterDisabled;\r\n\r\n /**\r\n * Ends a specific performance coutner\r\n */\r\n public static EndPerformanceCounter: (counterName: string, condition?: boolean) => void = Tools._EndPerformanceCounterDisabled;\r\n\r\n /**\r\n * Gets either window.performance.now() if supported or Date.now() else\r\n */\r\n public static get Now(): number {\r\n return PrecisionDate.Now;\r\n }\r\n\r\n /**\r\n * This method will return the name of the class used to create the instance of the given object.\r\n * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.\r\n * @param object the object to get the class name from\r\n * @param isType defines if the object is actually a type\r\n * @returns the name of the class, will be \"object\" for a custom data type not using the @className decorator\r\n */\r\n public static GetClassName(object: any, isType: boolean = false): string {\r\n let name = null;\r\n\r\n if (!isType && object.getClassName) {\r\n name = object.getClassName();\r\n } else {\r\n if (object instanceof Object) {\r\n let classObj = isType ? object : Object.getPrototypeOf(object);\r\n name = classObj.constructor[\"__bjsclassName__\"];\r\n }\r\n if (!name) {\r\n name = typeof object;\r\n }\r\n }\r\n return name;\r\n }\r\n\r\n /**\r\n * Gets the first element of an array satisfying a given predicate\r\n * @param array defines the array to browse\r\n * @param predicate defines the predicate to use\r\n * @returns null if not found or the element\r\n */\r\n public static First(array: Array, predicate: (item: T) => boolean): Nullable {\r\n for (let el of array) {\r\n if (predicate(el)) {\r\n return el;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * This method will return the name of the full name of the class, including its owning module (if any).\r\n * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator or implementing a method getClassName():string (in which case the module won't be specified).\r\n * @param object the object to get the class name from\r\n * @param isType defines if the object is actually a type\r\n * @return a string that can have two forms: \"moduleName.className\" if module was specified when the class' Name was registered or \"className\" if there was not module specified.\r\n * @ignorenaming\r\n */\r\n public static getFullClassName(object: any, isType: boolean = false): Nullable {\r\n let className = null;\r\n let moduleName = null;\r\n\r\n if (!isType && object.getClassName) {\r\n className = object.getClassName();\r\n } else {\r\n if (object instanceof Object) {\r\n let classObj = isType ? object : Object.getPrototypeOf(object);\r\n className = classObj.constructor[\"__bjsclassName__\"];\r\n moduleName = classObj.constructor[\"__bjsmoduleName__\"];\r\n }\r\n if (!className) {\r\n className = typeof object;\r\n }\r\n }\r\n\r\n if (!className) {\r\n return null;\r\n }\r\n\r\n return ((moduleName != null) ? (moduleName + \".\") : \"\") + className;\r\n }\r\n\r\n /**\r\n * Returns a promise that resolves after the given amount of time.\r\n * @param delay Number of milliseconds to delay\r\n * @returns Promise that resolves after the given amount of time\r\n */\r\n public static DelayAsync(delay: number): Promise {\r\n return new Promise((resolve) => {\r\n setTimeout(() => {\r\n resolve();\r\n }, delay);\r\n });\r\n }\r\n\r\n /**\r\n * Utility function to detect if the current user agent is Safari\r\n * @returns whether or not the current user agent is safari\r\n */\r\n public static IsSafari(): boolean {\r\n return /^((?!chrome|android).)*safari/i.test(navigator.userAgent);\r\n }\r\n}\r\n\r\n/**\r\n * Use this className as a decorator on a given class definition to add it a name and optionally its module.\r\n * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.\r\n * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified\r\n * @param name The name of the class, case should be preserved\r\n * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.\r\n */\r\nexport function className(name: string, module?: string): (target: Object) => void {\r\n return (target: Object) => {\r\n (target)[\"__bjsclassName__\"] = name;\r\n (target)[\"__bjsmoduleName__\"] = (module != null) ? module : null;\r\n };\r\n}\r\n\r\n/**\r\n * An implementation of a loop for asynchronous functions.\r\n */\r\nexport class AsyncLoop {\r\n /**\r\n * Defines the current index of the loop.\r\n */\r\n public index: number;\r\n private _done: boolean;\r\n private _fn: (asyncLoop: AsyncLoop) => void;\r\n private _successCallback: () => void;\r\n\r\n /**\r\n * Constructor.\r\n * @param iterations the number of iterations.\r\n * @param func the function to run each iteration\r\n * @param successCallback the callback that will be called upon succesful execution\r\n * @param offset starting offset.\r\n */\r\n constructor(\r\n /**\r\n * Defines the number of iterations for the loop\r\n */\r\n public iterations: number,\r\n func: (asyncLoop: AsyncLoop) => void,\r\n successCallback: () => void,\r\n offset: number = 0) {\r\n\r\n this.index = offset - 1;\r\n this._done = false;\r\n this._fn = func;\r\n this._successCallback = successCallback;\r\n }\r\n\r\n /**\r\n * Execute the next iteration. Must be called after the last iteration was finished.\r\n */\r\n public executeNext(): void {\r\n if (!this._done) {\r\n if (this.index + 1 < this.iterations) {\r\n ++this.index;\r\n this._fn(this);\r\n } else {\r\n this.breakLoop();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Break the loop and run the success callback.\r\n */\r\n public breakLoop(): void {\r\n this._done = true;\r\n this._successCallback();\r\n }\r\n\r\n /**\r\n * Create and run an async loop.\r\n * @param iterations the number of iterations.\r\n * @param fn the function to run each iteration\r\n * @param successCallback the callback that will be called upon succesful execution\r\n * @param offset starting offset.\r\n * @returns the created async loop object\r\n */\r\n public static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset: number = 0): AsyncLoop {\r\n var loop = new AsyncLoop(iterations, fn, successCallback, offset);\r\n\r\n loop.executeNext();\r\n\r\n return loop;\r\n }\r\n\r\n /**\r\n * A for-loop that will run a given number of iterations synchronous and the rest async.\r\n * @param iterations total number of iterations\r\n * @param syncedIterations number of synchronous iterations in each async iteration.\r\n * @param fn the function to call each iteration.\r\n * @param callback a success call back that will be called when iterating stops.\r\n * @param breakFunction a break condition (optional)\r\n * @param timeout timeout settings for the setTimeout function. default - 0.\r\n * @returns the created async loop object\r\n */\r\n public static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout: number = 0): AsyncLoop {\r\n return AsyncLoop.Run(Math.ceil(iterations / syncedIterations), (loop: AsyncLoop) => {\r\n if (breakFunction && breakFunction()) { loop.breakLoop(); }\r\n else {\r\n setTimeout(() => {\r\n for (var i = 0; i < syncedIterations; ++i) {\r\n var iteration = (loop.index * syncedIterations) + i;\r\n if (iteration >= iterations) { break; }\r\n fn(iteration);\r\n if (breakFunction && breakFunction()) {\r\n loop.breakLoop();\r\n break;\r\n }\r\n }\r\n loop.executeNext();\r\n }, timeout);\r\n }\r\n }, callback);\r\n }\r\n}\r\n\r\n// Will only be define if Tools is imported freeing up some space when only engine is required\r\nEngineStore.FallbackTexture = \"data:image/jpg;base64,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\";\r\n\r\n// Register promise fallback for IE\r\nPromisePolyfill.Apply();","/** @hidden */\r\nexport class _TypeStore {\r\n /** @hidden */\r\n public static RegisteredTypes: { [key: string]: Object } = {};\r\n\r\n /** @hidden */\r\n public static GetClass(fqdn: string): any {\r\n if (this.RegisteredTypes && this.RegisteredTypes[fqdn]) {\r\n return this.RegisteredTypes[fqdn];\r\n }\r\n return null;\r\n }\r\n}","/**\r\n * Helper class used to generate session unique ID\r\n */\r\nexport class UniqueIdGenerator {\r\n // Statics\r\n private static _UniqueIdCounter = 0;\r\n\r\n /**\r\n * Gets an unique (relatively to the current scene) Id\r\n */\r\n public static get UniqueId() {\r\n var result = this._UniqueIdCounter;\r\n this._UniqueIdCounter++;\r\n return result;\r\n }\r\n}","import { Nullable } from \"../types\";\r\nimport { Tools } from \"./tools\";\r\nimport { Engine } from \"../Engines/engine\";\r\n\r\ninterface MediaRecorder {\r\n /** Starts recording */\r\n start(timeSlice: number): void;\r\n /** Stops recording */\r\n stop(): void;\r\n\r\n /** Event raised when an error arised. */\r\n onerror: (event: ErrorEvent) => void;\r\n /** Event raised when the recording stops. */\r\n onstop: (event: Event) => void;\r\n /** Event raised when a new chunk of data is available and should be tracked. */\r\n ondataavailable: (event: Event) => void;\r\n}\r\n\r\ninterface MediaRecorderOptions {\r\n /** The mime type you want to use as the recording container for the new MediaRecorder. */\r\n mimeType?: string;\r\n /** The chosen bitrate for the audio component of the media. */\r\n audioBitsPerSecond?: number;\r\n /** The chosen bitrate for the video component of the media. */\r\n videoBitsPerSecond?: number;\r\n /** The chosen bitrate for the audio and video components of the media. This can be specified instead of the above two properties.\r\n * If this is specified along with one or the other of the above properties, this will be used for the one that isn't specified. */\r\n bitsPerSecond?: number;\r\n}\r\n\r\ninterface MediaRecorderConstructor {\r\n /**\r\n * A reference to the prototype.\r\n */\r\n readonly prototype: MediaRecorder;\r\n\r\n /**\r\n * Creates a new MediaRecorder.\r\n * @param stream Defines the stream to record.\r\n * @param options Defines the options for the recorder available in the type MediaRecorderOptions.\r\n */\r\n new(stream: MediaStream, options?: MediaRecorderOptions): MediaRecorder;\r\n}\r\n\r\n/**\r\n * MediaRecoreder object available in some browsers.\r\n */\r\ndeclare var MediaRecorder: MediaRecorderConstructor;\r\n\r\n/**\r\n * This represents the different options available for the video capture.\r\n */\r\nexport interface VideoRecorderOptions {\r\n /** Defines the mime type of the video. */\r\n mimeType: string;\r\n /** Defines the FPS the video should be recorded at. */\r\n fps: number;\r\n /** Defines the chunk size for the recording data. */\r\n recordChunckSize: number;\r\n /** The audio tracks to attach to the recording. */\r\n audioTracks?: MediaStreamTrack[];\r\n}\r\n\r\n/**\r\n * This can help with recording videos from BabylonJS.\r\n * This is based on the available WebRTC functionalities of the browser.\r\n *\r\n * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video\r\n */\r\nexport class VideoRecorder {\r\n\r\n private static readonly _defaultOptions = {\r\n mimeType: \"video/webm\",\r\n fps: 25,\r\n recordChunckSize: 3000\r\n };\r\n\r\n /**\r\n * Returns whether or not the VideoRecorder is available in your browser.\r\n * @param engine Defines the Babylon Engine.\r\n * @returns true if supported otherwise false.\r\n */\r\n public static IsSupported(engine: Engine): boolean {\r\n const canvas = engine.getRenderingCanvas();\r\n return (!!canvas && typeof (canvas).captureStream === \"function\");\r\n }\r\n\r\n private readonly _options: VideoRecorderOptions;\r\n private _canvas: Nullable;\r\n private _mediaRecorder: Nullable;\r\n\r\n private _recordedChunks: any[];\r\n private _fileName: Nullable;\r\n private _resolve: Nullable<(blob: Blob) => void>;\r\n private _reject: Nullable<(error: any) => void>;\r\n\r\n /**\r\n * True when a recording is already in progress.\r\n */\r\n public get isRecording(): boolean {\r\n return !!this._canvas && this._canvas.isRecording;\r\n }\r\n\r\n /**\r\n * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.\r\n * @param engine Defines the BabylonJS Engine you wish to record.\r\n * @param options Defines options that can be used to customize the capture.\r\n */\r\n constructor(engine: Engine, options: Nullable = null) {\r\n if (!VideoRecorder.IsSupported(engine)) {\r\n throw \"Your browser does not support recording so far.\";\r\n }\r\n\r\n const canvas = engine.getRenderingCanvas();\r\n if (!canvas) {\r\n throw \"The babylon engine must have a canvas to be recorded\";\r\n }\r\n\r\n this._canvas = canvas;\r\n this._canvas.isRecording = false;\r\n\r\n this._options = {\r\n ...VideoRecorder._defaultOptions,\r\n ...options\r\n };\r\n\r\n const stream = this._canvas.captureStream(this._options.fps);\r\n if (this._options.audioTracks) {\r\n for (let track of this._options.audioTracks) {\r\n stream.addTrack(track);\r\n }\r\n }\r\n\r\n this._mediaRecorder = new MediaRecorder(stream, { mimeType: this._options.mimeType });\r\n this._mediaRecorder.ondataavailable = this._handleDataAvailable.bind(this);\r\n this._mediaRecorder.onerror = this._handleError.bind(this);\r\n this._mediaRecorder.onstop = this._handleStop.bind(this);\r\n }\r\n\r\n /**\r\n * Stops the current recording before the default capture timeout passed in the startRecording function.\r\n */\r\n public stopRecording(): void {\r\n if (!this._canvas || !this._mediaRecorder) {\r\n return;\r\n }\r\n\r\n if (!this.isRecording) {\r\n return;\r\n }\r\n\r\n this._canvas.isRecording = false;\r\n this._mediaRecorder.stop();\r\n }\r\n\r\n /**\r\n * Starts recording the canvas for a max duration specified in parameters.\r\n * @param fileName Defines the name of the file to be downloaded when the recording stop.\r\n * If null no automatic download will start and you can rely on the promise to get the data back.\r\n * @param maxDuration Defines the maximum recording time in seconds.\r\n * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.\r\n * @return A promise callback at the end of the recording with the video data in Blob.\r\n */\r\n public startRecording(fileName: Nullable = \"babylonjs.webm\", maxDuration = 7): Promise {\r\n if (!this._canvas || !this._mediaRecorder) {\r\n throw \"Recorder has already been disposed\";\r\n }\r\n\r\n if (this.isRecording) {\r\n throw \"Recording already in progress\";\r\n }\r\n\r\n if (maxDuration > 0) {\r\n setTimeout(() => {\r\n this.stopRecording();\r\n }, maxDuration * 1000);\r\n }\r\n\r\n this._fileName = fileName;\r\n this._recordedChunks = [];\r\n this._resolve = null;\r\n this._reject = null;\r\n\r\n this._canvas.isRecording = true;\r\n this._mediaRecorder.start(this._options.recordChunckSize);\r\n\r\n return new Promise((resolve, reject) => {\r\n this._resolve = resolve;\r\n this._reject = reject;\r\n });\r\n }\r\n\r\n /**\r\n * Releases internal resources used during the recording.\r\n */\r\n public dispose() {\r\n this._canvas = null;\r\n this._mediaRecorder = null;\r\n\r\n this._recordedChunks = [];\r\n this._fileName = null;\r\n this._resolve = null;\r\n this._reject = null;\r\n }\r\n\r\n private _handleDataAvailable(event: any): void {\r\n if (event.data.size > 0) {\r\n this._recordedChunks.push(event.data);\r\n }\r\n }\r\n\r\n private _handleError(event: ErrorEvent): void {\r\n this.stopRecording();\r\n\r\n if (this._reject) {\r\n this._reject(event.error);\r\n }\r\n else {\r\n throw new event.error();\r\n }\r\n }\r\n\r\n private _handleStop(): void {\r\n this.stopRecording();\r\n\r\n const superBuffer = new Blob(this._recordedChunks);\r\n if (this._resolve) {\r\n this._resolve(superBuffer);\r\n }\r\n\r\n window.URL.createObjectURL(superBuffer);\r\n\r\n if (this._fileName) {\r\n Tools.Download(superBuffer, this._fileName);\r\n }\r\n }\r\n}\r\n","import { Nullable } from \"../types\";\r\nimport { Vector3, Vector2 } from \"../Maths/math.vector\";\r\nimport { StringDictionary } from \"./stringDictionary\";\r\n\r\n// Mainly based on these 2 articles :\r\n// Creating an universal virtual touch joystick working for all Touch models thanks to Hand.JS : http://blogs.msdn.com/b/davrous/archive/2013/02/22/creating-an-universal-virtual-touch-joystick-working-for-all-touch-models-thanks-to-hand-js.aspx\r\n// & on Seb Lee-Delisle original work: http://seb.ly/2011/04/multi-touch-game-controller-in-javascripthtml5-for-ipad/\r\n\r\n/**\r\n * Defines the potential axis of a Joystick\r\n */\r\nexport enum JoystickAxis {\r\n /** X axis */\r\n X,\r\n /** Y axis */\r\n Y,\r\n /** Z axis */\r\n Z\r\n}\r\n\r\n/**\r\n * Class used to define virtual joystick (used in touch mode)\r\n */\r\nexport class VirtualJoystick {\r\n /**\r\n * Gets or sets a boolean indicating that left and right values must be inverted\r\n */\r\n public reverseLeftRight: boolean;\r\n /**\r\n * Gets or sets a boolean indicating that up and down values must be inverted\r\n */\r\n public reverseUpDown: boolean;\r\n /**\r\n * Gets the offset value for the position (ie. the change of the position value)\r\n */\r\n public deltaPosition: Vector3;\r\n /**\r\n * Gets a boolean indicating if the virtual joystick was pressed\r\n */\r\n public pressed: boolean;\r\n /**\r\n * Canvas the virtual joystick will render onto, default z-index of this is 5\r\n */\r\n public static Canvas: Nullable;\r\n\r\n // Used to draw the virtual joystick inside a 2D canvas on top of the WebGL rendering canvas\r\n private static _globalJoystickIndex: number = 0;\r\n private static vjCanvasContext: CanvasRenderingContext2D;\r\n private static vjCanvasWidth: number;\r\n private static vjCanvasHeight: number;\r\n private static halfWidth: number;\r\n\r\n private _action: () => any;\r\n private _axisTargetedByLeftAndRight: JoystickAxis;\r\n private _axisTargetedByUpAndDown: JoystickAxis;\r\n private _joystickSensibility: number;\r\n private _inversedSensibility: number;\r\n private _joystickPointerID: number;\r\n private _joystickColor: string;\r\n private _joystickPointerPos: Vector2;\r\n private _joystickPreviousPointerPos: Vector2;\r\n private _joystickPointerStartPos: Vector2;\r\n private _deltaJoystickVector: Vector2;\r\n private _leftJoystick: boolean;\r\n private _touches: StringDictionary<{ x: number, y: number, prevX: number, prevY: number } | PointerEvent>;\r\n\r\n private _onPointerDownHandlerRef: (e: PointerEvent) => any;\r\n private _onPointerMoveHandlerRef: (e: PointerEvent) => any;\r\n private _onPointerUpHandlerRef: (e: PointerEvent) => any;\r\n private _onResize: (e: any) => any;\r\n\r\n /**\r\n * Creates a new virtual joystick\r\n * @param leftJoystick defines that the joystick is for left hand (false by default)\r\n */\r\n constructor(leftJoystick?: boolean) {\r\n if (leftJoystick) {\r\n this._leftJoystick = true;\r\n }\r\n else {\r\n this._leftJoystick = false;\r\n }\r\n\r\n VirtualJoystick._globalJoystickIndex++;\r\n\r\n // By default left & right arrow keys are moving the X\r\n // and up & down keys are moving the Y\r\n this._axisTargetedByLeftAndRight = JoystickAxis.X;\r\n this._axisTargetedByUpAndDown = JoystickAxis.Y;\r\n\r\n this.reverseLeftRight = false;\r\n this.reverseUpDown = false;\r\n\r\n // collections of pointers\r\n this._touches = new StringDictionary<{ x: number, y: number, prevX: number, prevY: number } | PointerEvent>();\r\n this.deltaPosition = Vector3.Zero();\r\n\r\n this._joystickSensibility = 25;\r\n this._inversedSensibility = 1 / (this._joystickSensibility / 1000);\r\n\r\n this._onResize = (evt) => {\r\n VirtualJoystick.vjCanvasWidth = window.innerWidth;\r\n VirtualJoystick.vjCanvasHeight = window.innerHeight;\r\n if (VirtualJoystick.Canvas) {\r\n VirtualJoystick.Canvas.width = VirtualJoystick.vjCanvasWidth;\r\n VirtualJoystick.Canvas.height = VirtualJoystick.vjCanvasHeight;\r\n }\r\n VirtualJoystick.halfWidth = VirtualJoystick.vjCanvasWidth / 2;\r\n };\r\n\r\n // injecting a canvas element on top of the canvas 3D game\r\n if (!VirtualJoystick.Canvas) {\r\n window.addEventListener(\"resize\", this._onResize, false);\r\n VirtualJoystick.Canvas = document.createElement(\"canvas\");\r\n VirtualJoystick.vjCanvasWidth = window.innerWidth;\r\n VirtualJoystick.vjCanvasHeight = window.innerHeight;\r\n VirtualJoystick.Canvas.width = window.innerWidth;\r\n VirtualJoystick.Canvas.height = window.innerHeight;\r\n VirtualJoystick.Canvas.style.width = \"100%\";\r\n VirtualJoystick.Canvas.style.height = \"100%\";\r\n VirtualJoystick.Canvas.style.position = \"absolute\";\r\n VirtualJoystick.Canvas.style.backgroundColor = \"transparent\";\r\n VirtualJoystick.Canvas.style.top = \"0px\";\r\n VirtualJoystick.Canvas.style.left = \"0px\";\r\n VirtualJoystick.Canvas.style.zIndex = \"5\";\r\n VirtualJoystick.Canvas.style.msTouchAction = \"none\";\r\n VirtualJoystick.Canvas.style.touchAction = \"none\"; // fix https://forum.babylonjs.com/t/virtualjoystick-needs-to-set-style-touch-action-none-explicitly/9562\r\n // Support for jQuery PEP polyfill\r\n VirtualJoystick.Canvas.setAttribute(\"touch-action\", \"none\");\r\n let context = VirtualJoystick.Canvas.getContext('2d');\r\n\r\n if (!context) {\r\n throw new Error(\"Unable to create canvas for virtual joystick\");\r\n }\r\n\r\n VirtualJoystick.vjCanvasContext = context;\r\n VirtualJoystick.vjCanvasContext.strokeStyle = \"#ffffff\";\r\n VirtualJoystick.vjCanvasContext.lineWidth = 2;\r\n document.body.appendChild(VirtualJoystick.Canvas);\r\n }\r\n VirtualJoystick.halfWidth = VirtualJoystick.Canvas.width / 2;\r\n this.pressed = false;\r\n // default joystick color\r\n this._joystickColor = \"cyan\";\r\n\r\n this._joystickPointerID = -1;\r\n // current joystick position\r\n this._joystickPointerPos = new Vector2(0, 0);\r\n this._joystickPreviousPointerPos = new Vector2(0, 0);\r\n // origin joystick position\r\n this._joystickPointerStartPos = new Vector2(0, 0);\r\n this._deltaJoystickVector = new Vector2(0, 0);\r\n\r\n this._onPointerDownHandlerRef = (evt) => {\r\n this._onPointerDown(evt);\r\n };\r\n this._onPointerMoveHandlerRef = (evt) => {\r\n this._onPointerMove(evt);\r\n };\r\n this._onPointerUpHandlerRef = (evt) => {\r\n this._onPointerUp(evt);\r\n };\r\n\r\n VirtualJoystick.Canvas.addEventListener('pointerdown', this._onPointerDownHandlerRef, false);\r\n VirtualJoystick.Canvas.addEventListener('pointermove', this._onPointerMoveHandlerRef, false);\r\n VirtualJoystick.Canvas.addEventListener('pointerup', this._onPointerUpHandlerRef, false);\r\n VirtualJoystick.Canvas.addEventListener('pointerout', this._onPointerUpHandlerRef, false);\r\n VirtualJoystick.Canvas.addEventListener(\"contextmenu\", (evt) => {\r\n evt.preventDefault(); // Disables system menu\r\n }, false);\r\n requestAnimationFrame(() => { this._drawVirtualJoystick(); });\r\n }\r\n\r\n /**\r\n * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)\r\n * @param newJoystickSensibility defines the new sensibility\r\n */\r\n public setJoystickSensibility(newJoystickSensibility: number) {\r\n this._joystickSensibility = newJoystickSensibility;\r\n this._inversedSensibility = 1 / (this._joystickSensibility / 1000);\r\n }\r\n\r\n private _onPointerDown(e: PointerEvent) {\r\n var positionOnScreenCondition: boolean;\r\n\r\n e.preventDefault();\r\n\r\n if (this._leftJoystick === true) {\r\n positionOnScreenCondition = (e.clientX < VirtualJoystick.halfWidth);\r\n }\r\n else {\r\n positionOnScreenCondition = (e.clientX > VirtualJoystick.halfWidth);\r\n }\r\n\r\n if (positionOnScreenCondition && this._joystickPointerID < 0) {\r\n // First contact will be dedicated to the virtual joystick\r\n this._joystickPointerID = e.pointerId;\r\n this._joystickPointerStartPos.x = e.clientX;\r\n this._joystickPointerStartPos.y = e.clientY;\r\n this._joystickPointerPos = this._joystickPointerStartPos.clone();\r\n this._joystickPreviousPointerPos = this._joystickPointerStartPos.clone();\r\n this._deltaJoystickVector.x = 0;\r\n this._deltaJoystickVector.y = 0;\r\n this.pressed = true;\r\n this._touches.add(e.pointerId.toString(), e);\r\n }\r\n else {\r\n // You can only trigger the action buttons with a joystick declared\r\n if (VirtualJoystick._globalJoystickIndex < 2 && this._action) {\r\n this._action();\r\n this._touches.add(e.pointerId.toString(), { x: e.clientX, y: e.clientY, prevX: e.clientX, prevY: e.clientY });\r\n }\r\n }\r\n }\r\n\r\n private _onPointerMove(e: PointerEvent) {\r\n // If the current pointer is the one associated to the joystick (first touch contact)\r\n if (this._joystickPointerID == e.pointerId) {\r\n this._joystickPointerPos.x = e.clientX;\r\n this._joystickPointerPos.y = e.clientY;\r\n this._deltaJoystickVector = this._joystickPointerPos.clone();\r\n this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos);\r\n\r\n var directionLeftRight = this.reverseLeftRight ? -1 : 1;\r\n var deltaJoystickX = directionLeftRight * this._deltaJoystickVector.x / this._inversedSensibility;\r\n switch (this._axisTargetedByLeftAndRight) {\r\n case JoystickAxis.X:\r\n this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX));\r\n break;\r\n case JoystickAxis.Y:\r\n this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX));\r\n break;\r\n case JoystickAxis.Z:\r\n this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX));\r\n break;\r\n }\r\n var directionUpDown = this.reverseUpDown ? 1 : -1;\r\n var deltaJoystickY = directionUpDown * this._deltaJoystickVector.y / this._inversedSensibility;\r\n switch (this._axisTargetedByUpAndDown) {\r\n case JoystickAxis.X:\r\n this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY));\r\n break;\r\n case JoystickAxis.Y:\r\n this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY));\r\n break;\r\n case JoystickAxis.Z:\r\n this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY));\r\n break;\r\n }\r\n }\r\n else {\r\n let data = this._touches.get(e.pointerId.toString());\r\n if (data) {\r\n (data as any).x = e.clientX;\r\n (data as any).y = e.clientY;\r\n }\r\n }\r\n }\r\n\r\n private _onPointerUp(e: PointerEvent) {\r\n if (this._joystickPointerID == e.pointerId) {\r\n VirtualJoystick.vjCanvasContext.clearRect(this._joystickPointerStartPos.x - 64, this._joystickPointerStartPos.y - 64, 128, 128);\r\n VirtualJoystick.vjCanvasContext.clearRect(this._joystickPreviousPointerPos.x - 42, this._joystickPreviousPointerPos.y - 42, 84, 84);\r\n this._joystickPointerID = -1;\r\n this.pressed = false;\r\n }\r\n else {\r\n var touch = <{ x: number, y: number, prevX: number, prevY: number }>this._touches.get(e.pointerId.toString());\r\n if (touch) {\r\n VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);\r\n }\r\n }\r\n this._deltaJoystickVector.x = 0;\r\n this._deltaJoystickVector.y = 0;\r\n\r\n this._touches.remove(e.pointerId.toString());\r\n }\r\n\r\n /**\r\n * Change the color of the virtual joystick\r\n * @param newColor a string that must be a CSS color value (like \"red\") or the hexa value (like \"#FF0000\")\r\n */\r\n public setJoystickColor(newColor: string) {\r\n this._joystickColor = newColor;\r\n }\r\n\r\n /**\r\n * Defines a callback to call when the joystick is touched\r\n * @param action defines the callback\r\n */\r\n public setActionOnTouch(action: () => any) {\r\n this._action = action;\r\n }\r\n\r\n /**\r\n * Defines which axis you'd like to control for left & right\r\n * @param axis defines the axis to use\r\n */\r\n public setAxisForLeftRight(axis: JoystickAxis) {\r\n switch (axis) {\r\n case JoystickAxis.X:\r\n case JoystickAxis.Y:\r\n case JoystickAxis.Z:\r\n this._axisTargetedByLeftAndRight = axis;\r\n break;\r\n default:\r\n this._axisTargetedByLeftAndRight = JoystickAxis.X;\r\n break;\r\n }\r\n }\r\n\r\n /**\r\n * Defines which axis you'd like to control for up & down\r\n * @param axis defines the axis to use\r\n */\r\n public setAxisForUpDown(axis: JoystickAxis) {\r\n switch (axis) {\r\n case JoystickAxis.X:\r\n case JoystickAxis.Y:\r\n case JoystickAxis.Z:\r\n this._axisTargetedByUpAndDown = axis;\r\n break;\r\n default:\r\n this._axisTargetedByUpAndDown = JoystickAxis.Y;\r\n break;\r\n }\r\n }\r\n\r\n private _drawVirtualJoystick() {\r\n if (this.pressed) {\r\n this._touches.forEach((key, touch) => {\r\n if ((touch).pointerId === this._joystickPointerID) {\r\n VirtualJoystick.vjCanvasContext.clearRect(this._joystickPointerStartPos.x - 64, this._joystickPointerStartPos.y - 64, 128, 128);\r\n VirtualJoystick.vjCanvasContext.clearRect(this._joystickPreviousPointerPos.x - 42, this._joystickPreviousPointerPos.y - 42, 84, 84);\r\n VirtualJoystick.vjCanvasContext.beginPath();\r\n VirtualJoystick.vjCanvasContext.lineWidth = 6;\r\n VirtualJoystick.vjCanvasContext.strokeStyle = this._joystickColor;\r\n VirtualJoystick.vjCanvasContext.arc(this._joystickPointerStartPos.x, this._joystickPointerStartPos.y, 40, 0, Math.PI * 2, true);\r\n VirtualJoystick.vjCanvasContext.stroke();\r\n VirtualJoystick.vjCanvasContext.closePath();\r\n VirtualJoystick.vjCanvasContext.beginPath();\r\n VirtualJoystick.vjCanvasContext.strokeStyle = this._joystickColor;\r\n VirtualJoystick.vjCanvasContext.lineWidth = 2;\r\n VirtualJoystick.vjCanvasContext.arc(this._joystickPointerStartPos.x, this._joystickPointerStartPos.y, 60, 0, Math.PI * 2, true);\r\n VirtualJoystick.vjCanvasContext.stroke();\r\n VirtualJoystick.vjCanvasContext.closePath();\r\n VirtualJoystick.vjCanvasContext.beginPath();\r\n VirtualJoystick.vjCanvasContext.strokeStyle = this._joystickColor;\r\n VirtualJoystick.vjCanvasContext.arc(this._joystickPointerPos.x, this._joystickPointerPos.y, 40, 0, Math.PI * 2, true);\r\n VirtualJoystick.vjCanvasContext.stroke();\r\n VirtualJoystick.vjCanvasContext.closePath();\r\n this._joystickPreviousPointerPos = this._joystickPointerPos.clone();\r\n }\r\n else {\r\n VirtualJoystick.vjCanvasContext.clearRect((touch).prevX - 44, (touch).prevY - 44, 88, 88);\r\n VirtualJoystick.vjCanvasContext.beginPath();\r\n VirtualJoystick.vjCanvasContext.fillStyle = \"white\";\r\n VirtualJoystick.vjCanvasContext.beginPath();\r\n VirtualJoystick.vjCanvasContext.strokeStyle = \"red\";\r\n VirtualJoystick.vjCanvasContext.lineWidth = 6;\r\n VirtualJoystick.vjCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true);\r\n VirtualJoystick.vjCanvasContext.stroke();\r\n VirtualJoystick.vjCanvasContext.closePath();\r\n (touch).prevX = touch.x;\r\n (touch).prevY = touch.y;\r\n }\r\n });\r\n }\r\n requestAnimationFrame(() => { this._drawVirtualJoystick(); });\r\n }\r\n\r\n /**\r\n * Release internal HTML canvas\r\n */\r\n public releaseCanvas() {\r\n if (VirtualJoystick.Canvas) {\r\n VirtualJoystick.Canvas.removeEventListener('pointerdown', this._onPointerDownHandlerRef);\r\n VirtualJoystick.Canvas.removeEventListener('pointermove', this._onPointerMoveHandlerRef);\r\n VirtualJoystick.Canvas.removeEventListener('pointerup', this._onPointerUpHandlerRef);\r\n VirtualJoystick.Canvas.removeEventListener('pointerout', this._onPointerUpHandlerRef);\r\n window.removeEventListener(\"resize\", this._onResize);\r\n document.body.removeChild(VirtualJoystick.Canvas);\r\n VirtualJoystick.Canvas = null;\r\n }\r\n }\r\n}\r\n","import { IWebRequest } from './interfaces/iWebRequest';\r\nimport { Nullable } from '../types';\r\n\r\n/**\r\n * Extended version of XMLHttpRequest with support for customizations (headers, ...)\r\n */\r\nexport class WebRequest implements IWebRequest {\r\n private _xhr = new XMLHttpRequest();\r\n\r\n /**\r\n * Custom HTTP Request Headers to be sent with XMLHttpRequests\r\n * i.e. when loading files, where the server/service expects an Authorization header\r\n */\r\n public static CustomRequestHeaders: { [key: string]: string } = {};\r\n\r\n /**\r\n * Add callback functions in this array to update all the requests before they get sent to the network\r\n */\r\n public static CustomRequestModifiers = new Array<(request: XMLHttpRequest, url: string) => void>();\r\n\r\n private _injectCustomRequestHeaders(): void {\r\n for (let key in WebRequest.CustomRequestHeaders) {\r\n const val = WebRequest.CustomRequestHeaders[key];\r\n if (val) {\r\n this._xhr.setRequestHeader(key, val);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets a function to be called when loading progress changes\r\n */\r\n public get onprogress(): ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null {\r\n return this._xhr.onprogress;\r\n }\r\n\r\n public set onprogress(value: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null) {\r\n this._xhr.onprogress = value;\r\n }\r\n\r\n /**\r\n * Returns client's state\r\n */\r\n public get readyState(): number {\r\n return this._xhr.readyState;\r\n }\r\n\r\n /**\r\n * Returns client's status\r\n */\r\n public get status(): number {\r\n return this._xhr.status;\r\n }\r\n\r\n /**\r\n * Returns client's status as a text\r\n */\r\n public get statusText(): string {\r\n return this._xhr.statusText;\r\n }\r\n\r\n /**\r\n * Returns client's response\r\n */\r\n public get response(): any {\r\n return this._xhr.response;\r\n }\r\n\r\n /**\r\n * Returns client's response url\r\n */\r\n public get responseURL(): string {\r\n return this._xhr.responseURL;\r\n }\r\n\r\n /**\r\n * Returns client's response as text\r\n */\r\n public get responseText(): string {\r\n return this._xhr.responseText;\r\n }\r\n\r\n /**\r\n * Gets or sets the expected response type\r\n */\r\n public get responseType(): XMLHttpRequestResponseType {\r\n return this._xhr.responseType;\r\n }\r\n\r\n public set responseType(value: XMLHttpRequestResponseType) {\r\n this._xhr.responseType = value;\r\n }\r\n\r\n /** @hidden */\r\n public addEventListener(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;\r\n public addEventListener(type: string, listener: EventListenerOrEventListenerObject, options?: boolean | AddEventListenerOptions): void {\r\n this._xhr.addEventListener(type, listener, options);\r\n }\r\n\r\n /** @hidden */\r\n public removeEventListener(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;\r\n public removeEventListener(type: string, listener: EventListenerOrEventListenerObject, options?: boolean | EventListenerOptions): void {\r\n this._xhr.removeEventListener(type, listener, options);\r\n }\r\n\r\n /**\r\n * Cancels any network activity\r\n */\r\n public abort() {\r\n this._xhr.abort();\r\n }\r\n\r\n /**\r\n * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD\r\n * @param body defines an optional request body\r\n */\r\n public send(body?: Document | BodyInit | null): void {\r\n if (WebRequest.CustomRequestHeaders) {\r\n this._injectCustomRequestHeaders();\r\n }\r\n\r\n this._xhr.send(body);\r\n }\r\n\r\n /**\r\n * Sets the request method, request URL\r\n * @param method defines the method to use (GET, POST, etc..)\r\n * @param url defines the url to connect with\r\n */\r\n public open(method: string, url: string): void {\r\n for (var update of WebRequest.CustomRequestModifiers) {\r\n update(this._xhr, url);\r\n }\r\n\r\n // Clean url\r\n url = url.replace(\"file:http:\", \"http:\");\r\n url = url.replace(\"file:https:\", \"https:\");\r\n\r\n return this._xhr.open(method, url, true);\r\n }\r\n\r\n /**\r\n * Sets the value of a request header.\r\n * @param name The name of the header whose value is to be set\r\n * @param value The value to set as the body of the header\r\n */\r\n setRequestHeader(name: string, value: string): void {\r\n this._xhr.setRequestHeader(name, value);\r\n }\r\n\r\n /**\r\n * Get the string containing the text of a particular header's value.\r\n * @param name The name of the header\r\n * @returns The string containing the text of the given header name\r\n */\r\n getResponseHeader(name: string): Nullable {\r\n return this._xhr.getResponseHeader(name);\r\n }\r\n}","import { IDisposable } from \"../scene\";\r\n\r\ninterface WorkerInfo {\r\n worker: Worker;\r\n active: boolean;\r\n}\r\n\r\n/**\r\n * Helper class to push actions to a pool of workers.\r\n */\r\nexport class WorkerPool implements IDisposable {\r\n private _workerInfos: Array;\r\n private _pendingActions = new Array<(worker: Worker, onComplete: () => void) => void>();\r\n\r\n /**\r\n * Constructor\r\n * @param workers Array of workers to use for actions\r\n */\r\n constructor(workers: Array) {\r\n this._workerInfos = workers.map((worker) => ({\r\n worker: worker,\r\n active: false\r\n }));\r\n }\r\n\r\n /**\r\n * Terminates all workers and clears any pending actions.\r\n */\r\n public dispose(): void {\r\n for (const workerInfo of this._workerInfos) {\r\n workerInfo.worker.terminate();\r\n }\r\n\r\n delete this._workerInfos;\r\n delete this._pendingActions;\r\n }\r\n\r\n /**\r\n * Pushes an action to the worker pool. If all the workers are active, the action will be\r\n * pended until a worker has completed its action.\r\n * @param action The action to perform. Call onComplete when the action is complete.\r\n */\r\n public push(action: (worker: Worker, onComplete: () => void) => void): void {\r\n for (const workerInfo of this._workerInfos) {\r\n if (!workerInfo.active) {\r\n this._execute(workerInfo, action);\r\n return;\r\n }\r\n }\r\n\r\n this._pendingActions.push(action);\r\n }\r\n\r\n private _execute(workerInfo: WorkerInfo, action: (worker: Worker, onComplete: () => void) => void): void {\r\n workerInfo.active = true;\r\n action(workerInfo.worker, () => {\r\n workerInfo.active = false;\r\n const nextAction = this._pendingActions.shift();\r\n if (nextAction) {\r\n this._execute(workerInfo, nextAction);\r\n }\r\n });\r\n }\r\n}\r\n","export * from \"./morphTarget\";\r\nexport * from \"./morphTargetManager\";","import { IAnimatable } from '../Animations/animatable.interface';\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Nullable, FloatArray } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { AnimationPropertiesOverride } from \"../Animations/animationPropertiesOverride\";\r\nimport { serialize, SerializationHelper } from \"../Misc/decorators\";\r\nimport { _TypeStore } from '../Misc/typeStore';\r\n\r\ndeclare type Animation = import(\"../Animations/animation\").Animation;\r\n\r\n/**\r\n * Defines a target to use with MorphTargetManager\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets\r\n */\r\nexport class MorphTarget implements IAnimatable {\r\n /**\r\n * Gets or sets the list of animations\r\n */\r\n public animations = new Array();\r\n\r\n private _scene: Nullable;\r\n private _positions: Nullable = null;\r\n private _normals: Nullable = null;\r\n private _tangents: Nullable = null;\r\n private _uvs: Nullable = null;\r\n private _influence: number;\r\n private _uniqueId = 0;\r\n\r\n /**\r\n * Observable raised when the influence changes\r\n */\r\n public onInfluenceChanged = new Observable();\r\n\r\n /** @hidden */\r\n public _onDataLayoutChanged = new Observable();\r\n\r\n /**\r\n * Gets or sets the influence of this target (ie. its weight in the overall morphing)\r\n */\r\n public get influence(): number {\r\n return this._influence;\r\n }\r\n\r\n public set influence(influence: number) {\r\n if (this._influence === influence) {\r\n return;\r\n }\r\n\r\n var previous = this._influence;\r\n this._influence = influence;\r\n\r\n if (this.onInfluenceChanged.hasObservers) {\r\n this.onInfluenceChanged.notifyObservers(previous === 0 || influence === 0);\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the id of the morph Target\r\n */\r\n @serialize()\r\n public id: string;\r\n\r\n private _animationPropertiesOverride: Nullable = null;\r\n\r\n /**\r\n * Gets or sets the animation properties override\r\n */\r\n public get animationPropertiesOverride(): Nullable {\r\n if (!this._animationPropertiesOverride && this._scene) {\r\n return this._scene.animationPropertiesOverride;\r\n }\r\n return this._animationPropertiesOverride;\r\n }\r\n\r\n public set animationPropertiesOverride(value: Nullable) {\r\n this._animationPropertiesOverride = value;\r\n }\r\n\r\n /**\r\n * Creates a new MorphTarget\r\n * @param name defines the name of the target\r\n * @param influence defines the influence to use\r\n * @param scene defines the scene the morphtarget belongs to\r\n */\r\n public constructor(\r\n /** defines the name of the target */\r\n public name: string, influence = 0, scene: Nullable = null) {\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n this.influence = influence;\r\n\r\n if (this._scene) {\r\n this._uniqueId = this._scene.getUniqueId();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the unique ID of this manager\r\n */\r\n public get uniqueId(): number {\r\n return this._uniqueId;\r\n }\r\n\r\n /**\r\n * Gets a boolean defining if the target contains position data\r\n */\r\n public get hasPositions(): boolean {\r\n return !!this._positions;\r\n }\r\n\r\n /**\r\n * Gets a boolean defining if the target contains normal data\r\n */\r\n public get hasNormals(): boolean {\r\n return !!this._normals;\r\n }\r\n\r\n /**\r\n * Gets a boolean defining if the target contains tangent data\r\n */\r\n public get hasTangents(): boolean {\r\n return !!this._tangents;\r\n }\r\n\r\n /**\r\n * Gets a boolean defining if the target contains texture coordinates data\r\n */\r\n public get hasUVs(): boolean {\r\n return !!this._uvs;\r\n }\r\n\r\n /**\r\n * Affects position data to this target\r\n * @param data defines the position data to use\r\n */\r\n public setPositions(data: Nullable) {\r\n const hadPositions = this.hasPositions;\r\n\r\n this._positions = data;\r\n\r\n if (hadPositions !== this.hasPositions) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the position data stored in this target\r\n * @returns a FloatArray containing the position data (or null if not present)\r\n */\r\n public getPositions(): Nullable {\r\n return this._positions;\r\n }\r\n\r\n /**\r\n * Affects normal data to this target\r\n * @param data defines the normal data to use\r\n */\r\n public setNormals(data: Nullable) {\r\n const hadNormals = this.hasNormals;\r\n\r\n this._normals = data;\r\n\r\n if (hadNormals !== this.hasNormals) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the normal data stored in this target\r\n * @returns a FloatArray containing the normal data (or null if not present)\r\n */\r\n public getNormals(): Nullable {\r\n return this._normals;\r\n }\r\n\r\n /**\r\n * Affects tangent data to this target\r\n * @param data defines the tangent data to use\r\n */\r\n public setTangents(data: Nullable) {\r\n const hadTangents = this.hasTangents;\r\n\r\n this._tangents = data;\r\n\r\n if (hadTangents !== this.hasTangents) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the tangent data stored in this target\r\n * @returns a FloatArray containing the tangent data (or null if not present)\r\n */\r\n public getTangents(): Nullable {\r\n return this._tangents;\r\n }\r\n\r\n /**\r\n * Affects texture coordinates data to this target\r\n * @param data defines the texture coordinates data to use\r\n */\r\n public setUVs(data: Nullable) {\r\n const hadUVs = this.hasUVs;\r\n\r\n this._uvs = data;\r\n\r\n if (hadUVs !== this.hasUVs) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the texture coordinates data stored in this target\r\n * @returns a FloatArray containing the texture coordinates data (or null if not present)\r\n */\r\n public getUVs(): Nullable {\r\n return this._uvs;\r\n }\r\n\r\n /**\r\n * Clone the current target\r\n * @returns a new MorphTarget\r\n */\r\n public clone(): MorphTarget {\r\n let newOne = SerializationHelper.Clone(() => new MorphTarget(this.name, this.influence, this._scene), this);\r\n\r\n newOne._positions = this._positions;\r\n newOne._normals = this._normals;\r\n newOne._tangents = this._tangents;\r\n newOne._uvs = this._uvs;\r\n\r\n return newOne;\r\n }\r\n\r\n /**\r\n * Serializes the current target into a Serialization object\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n var serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.influence = this.influence;\r\n\r\n serializationObject.positions = Array.prototype.slice.call(this.getPositions());\r\n if (this.id != null) {\r\n serializationObject.id = this.id;\r\n }\r\n if (this.hasNormals) {\r\n serializationObject.normals = Array.prototype.slice.call(this.getNormals());\r\n }\r\n if (this.hasTangents) {\r\n serializationObject.tangents = Array.prototype.slice.call(this.getTangents());\r\n }\r\n if (this.hasUVs) {\r\n serializationObject.uvs = Array.prototype.slice.call(this.getUVs());\r\n }\r\n\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(this, serializationObject);\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Returns the string \"MorphTarget\"\r\n * @returns \"MorphTarget\"\r\n */\r\n public getClassName(): string {\r\n return \"MorphTarget\";\r\n }\r\n\r\n // Statics\r\n\r\n /**\r\n * Creates a new target from serialized data\r\n * @param serializationObject defines the serialized data to use\r\n * @returns a new MorphTarget\r\n */\r\n public static Parse(serializationObject: any): MorphTarget {\r\n var result = new MorphTarget(serializationObject.name, serializationObject.influence);\r\n\r\n result.setPositions(serializationObject.positions);\r\n\r\n if (serializationObject.id != null) {\r\n result.id = serializationObject.id;\r\n }\r\n if (serializationObject.normals) {\r\n result.setNormals(serializationObject.normals);\r\n }\r\n if (serializationObject.tangents) {\r\n result.setTangents(serializationObject.tangents);\r\n }\r\n if (serializationObject.uvs) {\r\n result.setUVs(serializationObject.uvs);\r\n }\r\n\r\n // Animations\r\n if (serializationObject.animations) {\r\n for (var animationIndex = 0; animationIndex < serializationObject.animations.length; animationIndex++) {\r\n var parsedAnimation = serializationObject.animations[animationIndex];\r\n const internalClass = _TypeStore.GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n result.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a MorphTarget from mesh data\r\n * @param mesh defines the source mesh\r\n * @param name defines the name to use for the new target\r\n * @param influence defines the influence to attach to the target\r\n * @returns a new MorphTarget\r\n */\r\n public static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget {\r\n if (!name) {\r\n name = mesh.name;\r\n }\r\n\r\n var result = new MorphTarget(name, influence, mesh.getScene());\r\n\r\n result.setPositions(mesh.getVerticesData(VertexBuffer.PositionKind));\r\n\r\n if (mesh.isVerticesDataPresent(VertexBuffer.NormalKind)) {\r\n result.setNormals(mesh.getVerticesData(VertexBuffer.NormalKind));\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.TangentKind)) {\r\n result.setTangents(mesh.getVerticesData(VertexBuffer.TangentKind));\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n result.setUVs(mesh.getVerticesData(VertexBuffer.UVKind));\r\n }\r\n\r\n return result;\r\n }\r\n}\r\n","import { Observer } from \"../Misc/observable\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { MorphTarget } from \"./morphTarget\";\r\n/**\r\n * This class is used to deform meshes using morphing between different targets\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets\r\n */\r\nexport class MorphTargetManager {\r\n private _targets = new Array();\r\n private _targetInfluenceChangedObservers = new Array>>();\r\n private _targetDataLayoutChangedObservers = new Array>>();\r\n private _activeTargets = new SmartArray(16);\r\n private _scene: Nullable;\r\n private _influences: Float32Array;\r\n private _supportsNormals = false;\r\n private _supportsTangents = false;\r\n private _supportsUVs = false;\r\n private _vertexCount = 0;\r\n private _uniqueId = 0;\r\n private _tempInfluences = new Array();\r\n\r\n /**\r\n * Gets or sets a boolean indicating if normals must be morphed\r\n */\r\n public enableNormalMorphing = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if tangents must be morphed\r\n */\r\n public enableTangentMorphing = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if UV must be morphed\r\n */\r\n public enableUVMorphing = true;\r\n\r\n /**\r\n * Creates a new MorphTargetManager\r\n * @param scene defines the current scene\r\n */\r\n public constructor(scene: Nullable = null) {\r\n if (!scene) {\r\n scene = EngineStore.LastCreatedScene;\r\n }\r\n\r\n this._scene = scene;\r\n\r\n if (this._scene) {\r\n this._scene.morphTargetManagers.push(this);\r\n\r\n this._uniqueId = this._scene.getUniqueId();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the unique ID of this manager\r\n */\r\n public get uniqueId(): number {\r\n return this._uniqueId;\r\n }\r\n\r\n /**\r\n * Gets the number of vertices handled by this manager\r\n */\r\n public get vertexCount(): number {\r\n return this._vertexCount;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of normals\r\n */\r\n public get supportsNormals(): boolean {\r\n return this._supportsNormals && this.enableNormalMorphing;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of tangents\r\n */\r\n public get supportsTangents(): boolean {\r\n return this._supportsTangents && this.enableTangentMorphing;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of texture coordinates\r\n */\r\n public get supportsUVs(): boolean {\r\n return this._supportsUVs && this.enableUVMorphing;\r\n }\r\n\r\n /**\r\n * Gets the number of targets stored in this manager\r\n */\r\n public get numTargets(): number {\r\n return this._targets.length;\r\n }\r\n\r\n /**\r\n * Gets the number of influencers (ie. the number of targets with influences > 0)\r\n */\r\n public get numInfluencers(): number {\r\n return this._activeTargets.length;\r\n }\r\n\r\n /**\r\n * Gets the list of influences (one per target)\r\n */\r\n public get influences(): Float32Array {\r\n return this._influences;\r\n }\r\n\r\n /**\r\n * Gets the active target at specified index. An active target is a target with an influence > 0\r\n * @param index defines the index to check\r\n * @returns the requested target\r\n */\r\n public getActiveTarget(index: number): MorphTarget {\r\n return this._activeTargets.data[index];\r\n }\r\n\r\n /**\r\n * Gets the target at specified index\r\n * @param index defines the index to check\r\n * @returns the requested target\r\n */\r\n public getTarget(index: number): MorphTarget {\r\n return this._targets[index];\r\n }\r\n\r\n /**\r\n * Add a new target to this manager\r\n * @param target defines the target to add\r\n */\r\n public addTarget(target: MorphTarget): void {\r\n this._targets.push(target);\r\n this._targetInfluenceChangedObservers.push(target.onInfluenceChanged.add((needUpdate) => {\r\n this._syncActiveTargets(needUpdate);\r\n }));\r\n this._targetDataLayoutChangedObservers.push(target._onDataLayoutChanged.add(() => {\r\n this._syncActiveTargets(true);\r\n }));\r\n this._syncActiveTargets(true);\r\n }\r\n\r\n /**\r\n * Removes a target from the manager\r\n * @param target defines the target to remove\r\n */\r\n public removeTarget(target: MorphTarget): void {\r\n var index = this._targets.indexOf(target);\r\n if (index >= 0) {\r\n this._targets.splice(index, 1);\r\n\r\n target.onInfluenceChanged.remove(this._targetInfluenceChangedObservers.splice(index, 1)[0]);\r\n target._onDataLayoutChanged.remove(this._targetDataLayoutChangedObservers.splice(index, 1)[0]);\r\n this._syncActiveTargets(true);\r\n }\r\n }\r\n\r\n /**\r\n * Clone the current manager\r\n * @returns a new MorphTargetManager\r\n */\r\n public clone(): MorphTargetManager {\r\n let copy = new MorphTargetManager(this._scene);\r\n\r\n for (var target of this._targets) {\r\n copy.addTarget(target.clone());\r\n }\r\n\r\n copy.enableNormalMorphing = this.enableNormalMorphing;\r\n copy.enableTangentMorphing = this.enableTangentMorphing;\r\n copy.enableUVMorphing = this.enableUVMorphing;\r\n\r\n return copy;\r\n }\r\n\r\n /**\r\n * Serializes the current manager into a Serialization object\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n var serializationObject: any = {};\r\n\r\n serializationObject.id = this.uniqueId;\r\n\r\n serializationObject.targets = [];\r\n for (var target of this._targets) {\r\n serializationObject.targets.push(target.serialize());\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n private _syncActiveTargets(needUpdate: boolean): void {\r\n let influenceCount = 0;\r\n this._activeTargets.reset();\r\n this._supportsNormals = true;\r\n this._supportsTangents = true;\r\n this._supportsUVs = true;\r\n this._vertexCount = 0;\r\n for (var target of this._targets) {\r\n if (target.influence === 0) {\r\n continue;\r\n }\r\n\r\n this._activeTargets.push(target);\r\n this._tempInfluences[influenceCount++] = target.influence;\r\n\r\n this._supportsNormals = this._supportsNormals && target.hasNormals;\r\n this._supportsTangents = this._supportsTangents && target.hasTangents;\r\n this._supportsUVs = this._supportsUVs && target.hasUVs;\r\n\r\n const positions = target.getPositions();\r\n if (positions) {\r\n const vertexCount = positions.length / 3;\r\n if (this._vertexCount === 0) {\r\n this._vertexCount = vertexCount;\r\n }\r\n else if (this._vertexCount !== vertexCount) {\r\n Logger.Error(\"Incompatible target. Targets must all have the same vertices count.\");\r\n return;\r\n }\r\n }\r\n }\r\n\r\n if (!this._influences || this._influences.length !== influenceCount) {\r\n this._influences = new Float32Array(influenceCount);\r\n }\r\n\r\n for (var index = 0; index < influenceCount; index++) {\r\n this._influences[index] = this._tempInfluences[index];\r\n }\r\n\r\n if (needUpdate) {\r\n this.synchronize();\r\n }\r\n }\r\n\r\n /**\r\n * Syncrhonize the targets with all the meshes using this morph target manager\r\n */\r\n public synchronize(): void {\r\n if (!this._scene) {\r\n return;\r\n }\r\n // Flag meshes as dirty to resync with the active targets\r\n for (var mesh of this._scene.meshes) {\r\n if ((mesh).morphTargetManager === this) {\r\n (mesh)._syncGeometryWithMorphTargetManager();\r\n }\r\n }\r\n }\r\n\r\n // Statics\r\n\r\n /**\r\n * Creates a new MorphTargetManager from serialized data\r\n * @param serializationObject defines the serialized data\r\n * @param scene defines the hosting scene\r\n * @returns the new MorphTargetManager\r\n */\r\n public static Parse(serializationObject: any, scene: Scene): MorphTargetManager {\r\n var result = new MorphTargetManager(scene);\r\n\r\n result._uniqueId = serializationObject.id;\r\n\r\n for (var targetData of serializationObject.targets) {\r\n result.addTarget(MorphTarget.Parse(targetData));\r\n }\r\n\r\n return result;\r\n }\r\n}\r\n","export * from \"./recastJSPlugin\";","import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from \"../../Navigation/INavigationEngine\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { VertexData } from \"../../Meshes/mesh.vertexData\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Vector3 } from '../../Maths/math';\r\nimport { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Observer } from \"../../Misc/observable\";\r\nimport { Nullable } from \"../../types\";\r\nimport { VertexBuffer } from \"../../Meshes/buffer\";\r\n\r\ndeclare var Recast: any;\r\n\r\n/**\r\n * RecastJS navigation plugin\r\n */\r\nexport class RecastJSPlugin implements INavigationEnginePlugin {\r\n /**\r\n * Reference to the Recast library\r\n */\r\n public bjsRECAST: any = {};\r\n\r\n /**\r\n * plugin name\r\n */\r\n public name: string = \"RecastJSPlugin\";\r\n\r\n /**\r\n * the first navmesh created. We might extend this to support multiple navmeshes\r\n */\r\n public navMesh: any;\r\n\r\n /**\r\n * Initializes the recastJS plugin\r\n * @param recastInjection can be used to inject your own recast reference\r\n */\r\n public constructor(recastInjection: any = Recast) {\r\n if (typeof recastInjection === \"function\") {\r\n recastInjection(this.bjsRECAST);\r\n } else {\r\n this.bjsRECAST = recastInjection;\r\n }\r\n\r\n if (!this.isSupported()) {\r\n Logger.Error(\"RecastJS is not available. Please make sure you included the js file.\");\r\n return;\r\n }\r\n }\r\n\r\n /**\r\n * Creates a navigation mesh\r\n * @param meshes array of all the geometry used to compute the navigatio mesh\r\n * @param parameters bunch of parameters used to filter geometry\r\n */\r\n createNavMesh(meshes: Array, parameters: INavMeshParameters): void {\r\n const rc = new this.bjsRECAST.rcConfig();\r\n rc.cs = parameters.cs;\r\n rc.ch = parameters.ch;\r\n rc.borderSize = 0;\r\n rc.tileSize = 0;\r\n rc.walkableSlopeAngle = parameters.walkableSlopeAngle;\r\n rc.walkableHeight = parameters.walkableHeight;\r\n rc.walkableClimb = parameters.walkableClimb;\r\n rc.walkableRadius = parameters.walkableRadius;\r\n rc.maxEdgeLen = parameters.maxEdgeLen;\r\n rc.maxSimplificationError = parameters.maxSimplificationError;\r\n rc.minRegionArea = parameters.minRegionArea;\r\n rc.mergeRegionArea = parameters.mergeRegionArea;\r\n rc.maxVertsPerPoly = parameters.maxVertsPerPoly;\r\n rc.detailSampleDist = parameters.detailSampleDist;\r\n rc.detailSampleMaxError = parameters.detailSampleMaxError;\r\n\r\n this.navMesh = new this.bjsRECAST.NavMesh();\r\n\r\n var index: number;\r\n var tri: number;\r\n var pt: number;\r\n\r\n var indices = [];\r\n var positions = [];\r\n var offset = 0;\r\n for (index = 0; index < meshes.length; index++) {\r\n if (meshes[index]) {\r\n var mesh = meshes[index];\r\n\r\n const meshIndices = mesh.getIndices();\r\n if (!meshIndices) {\r\n continue;\r\n }\r\n const meshPositions = mesh.getVerticesData(VertexBuffer.PositionKind, false, false);\r\n if (!meshPositions) {\r\n continue;\r\n }\r\n\r\n const wm = mesh.computeWorldMatrix(false);\r\n\r\n for (tri = 0; tri < meshIndices.length; tri++) {\r\n indices.push(meshIndices[tri] + offset);\r\n }\r\n\r\n var transformed = Vector3.Zero();\r\n var position = Vector3.Zero();\r\n for (pt = 0; pt < meshPositions.length; pt += 3) {\r\n Vector3.FromArrayToRef(meshPositions, pt, position);\r\n Vector3.TransformCoordinatesToRef(position, wm, transformed);\r\n positions.push(transformed.x, transformed.y, transformed.z);\r\n }\r\n\r\n offset += meshPositions.length / 3;\r\n }\r\n }\r\n\r\n this.navMesh.build(positions, offset, indices, indices.length, rc);\r\n }\r\n\r\n /**\r\n * Create a navigation mesh debug mesh\r\n * @param scene is where the mesh will be added\r\n * @returns debug display mesh\r\n */\r\n createDebugNavMesh(scene: Scene): Mesh {\r\n var tri: number;\r\n var pt: number;\r\n var debugNavMesh = this.navMesh.getDebugNavMesh();\r\n let triangleCount = debugNavMesh.getTriangleCount();\r\n\r\n var indices = [];\r\n var positions = [];\r\n for (tri = 0; tri < triangleCount * 3; tri++)\r\n {\r\n indices.push(tri);\r\n }\r\n for (tri = 0; tri < triangleCount; tri++)\r\n {\r\n for (pt = 0; pt < 3 ; pt++)\r\n {\r\n let point = debugNavMesh.getTriangle(tri).getPoint(pt);\r\n positions.push(point.x, point.y, point.z);\r\n }\r\n }\r\n\r\n var mesh = new Mesh(\"NavMeshDebug\", scene);\r\n var vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.applyToMesh(mesh, false);\r\n return mesh;\r\n }\r\n\r\n /**\r\n * Get a navigation mesh constrained position, closest to the parameter position\r\n * @param position world position\r\n * @returns the closest point to position constrained by the navigation mesh\r\n */\r\n getClosestPoint(position: Vector3) : Vector3\r\n {\r\n var p = new this.bjsRECAST.Vec3(position.x, position.y, position.z);\r\n var ret = this.navMesh.getClosestPoint(p);\r\n var pr = new Vector3(ret.x, ret.y, ret.z);\r\n return pr;\r\n }\r\n\r\n /**\r\n * Get a navigation mesh constrained position, closest to the parameter position\r\n * @param position world position\r\n * @param result output the closest point to position constrained by the navigation mesh\r\n */\r\n getClosestPointToRef(position: Vector3, result: Vector3) : void {\r\n var p = new this.bjsRECAST.Vec3(position.x, position.y, position.z);\r\n var ret = this.navMesh.getClosestPoint(p);\r\n result.set(ret.x, ret.y, ret.z);\r\n }\r\n\r\n /**\r\n * Get a navigation mesh constrained position, within a particular radius\r\n * @param position world position\r\n * @param maxRadius the maximum distance to the constrained world position\r\n * @returns the closest point to position constrained by the navigation mesh\r\n */\r\n getRandomPointAround(position: Vector3, maxRadius: number): Vector3 {\r\n var p = new this.bjsRECAST.Vec3(position.x, position.y, position.z);\r\n var ret = this.navMesh.getRandomPointAround(p, maxRadius);\r\n var pr = new Vector3(ret.x, ret.y, ret.z);\r\n return pr;\r\n }\r\n\r\n /**\r\n * Get a navigation mesh constrained position, within a particular radius\r\n * @param position world position\r\n * @param maxRadius the maximum distance to the constrained world position\r\n * @param result output the closest point to position constrained by the navigation mesh\r\n */\r\n getRandomPointAroundToRef(position: Vector3, maxRadius: number, result: Vector3): void {\r\n var p = new this.bjsRECAST.Vec3(position.x, position.y, position.z);\r\n var ret = this.navMesh.getRandomPointAround(p, maxRadius);\r\n result.set(ret.x, ret.y, ret.z);\r\n }\r\n\r\n /**\r\n * Compute the final position from a segment made of destination-position\r\n * @param position world position\r\n * @param destination world position\r\n * @returns the resulting point along the navmesh\r\n */\r\n moveAlong(position: Vector3, destination: Vector3): Vector3 {\r\n var p = new this.bjsRECAST.Vec3(position.x, position.y, position.z);\r\n var d = new this.bjsRECAST.Vec3(destination.x, destination.y, destination.z);\r\n var ret = this.navMesh.moveAlong(p, d);\r\n var pr = new Vector3(ret.x, ret.y, ret.z);\r\n return pr;\r\n }\r\n\r\n /**\r\n * Compute the final position from a segment made of destination-position\r\n * @param position world position\r\n * @param destination world position\r\n * @param result output the resulting point along the navmesh\r\n */\r\n moveAlongToRef(position: Vector3, destination: Vector3, result: Vector3): void {\r\n var p = new this.bjsRECAST.Vec3(position.x, position.y, position.z);\r\n var d = new this.bjsRECAST.Vec3(destination.x, destination.y, destination.z);\r\n var ret = this.navMesh.moveAlong(p, d);\r\n result.set(ret.x, ret.y, ret.z);\r\n }\r\n\r\n /**\r\n * Compute a navigation path from start to end. Returns an empty array if no path can be computed\r\n * @param start world position\r\n * @param end world position\r\n * @returns array containing world position composing the path\r\n */\r\n computePath(start: Vector3, end: Vector3): Vector3[]\r\n {\r\n var pt: number;\r\n let startPos = new this.bjsRECAST.Vec3(start.x, start.y, start.z);\r\n let endPos = new this.bjsRECAST.Vec3(end.x, end.y, end.z);\r\n let navPath = this.navMesh.computePath(startPos, endPos);\r\n let pointCount = navPath.getPointCount();\r\n var positions = [];\r\n for (pt = 0; pt < pointCount; pt++)\r\n {\r\n let p = navPath.getPoint(pt);\r\n positions.push(new Vector3(p.x, p.y, p.z));\r\n }\r\n return positions;\r\n }\r\n\r\n /**\r\n * Create a new Crowd so you can add agents\r\n * @param maxAgents the maximum agent count in the crowd\r\n * @param maxAgentRadius the maximum radius an agent can have\r\n * @param scene to attach the crowd to\r\n * @returns the crowd you can add agents to\r\n */\r\n createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene) : ICrowd\r\n {\r\n var crowd = new RecastJSCrowd(this, maxAgents, maxAgentRadius, scene);\r\n return crowd;\r\n }\r\n\r\n /**\r\n * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)\r\n * The queries will try to find a solution within those bounds\r\n * default is (1,1,1)\r\n * @param extent x,y,z value that define the extent around the queries point of reference\r\n */\r\n setDefaultQueryExtent(extent: Vector3): void\r\n {\r\n let ext = new this.bjsRECAST.Vec3(extent.x, extent.y, extent.z);\r\n this.navMesh.setDefaultQueryExtent(ext);\r\n }\r\n\r\n /**\r\n * Get the Bounding box extent specified by setDefaultQueryExtent\r\n * @returns the box extent values\r\n */\r\n getDefaultQueryExtent(): Vector3\r\n {\r\n let p = this.navMesh.getDefaultQueryExtent();\r\n return new Vector3(p.x, p.y, p.z);\r\n }\r\n\r\n /**\r\n * build the navmesh from a previously saved state using getNavmeshData\r\n * @param data the Uint8Array returned by getNavmeshData\r\n */\r\n buildFromNavmeshData(data: Uint8Array): void\r\n {\r\n var nDataBytes = data.length * data.BYTES_PER_ELEMENT;\r\n var dataPtr = this.bjsRECAST._malloc(nDataBytes);\r\n\r\n var dataHeap = new Uint8Array(this.bjsRECAST.HEAPU8.buffer, dataPtr, nDataBytes);\r\n dataHeap.set(data);\r\n\r\n let buf = new this.bjsRECAST.NavmeshData();\r\n buf.dataPointer = dataHeap.byteOffset;\r\n buf.size = data.length;\r\n this.navMesh = new this.bjsRECAST.NavMesh();\r\n this.navMesh.buildFromNavmeshData(buf);\r\n\r\n // Free memory\r\n this.bjsRECAST._free(dataHeap.byteOffset);\r\n }\r\n\r\n /**\r\n * returns the navmesh data that can be used later. The navmesh must be built before retrieving the data\r\n * @returns data the Uint8Array that can be saved and reused\r\n */\r\n getNavmeshData(): Uint8Array\r\n {\r\n let navmeshData = this.navMesh.getNavmeshData();\r\n var arrView = new Uint8Array(this.bjsRECAST.HEAPU8.buffer, navmeshData.dataPointer, navmeshData.size);\r\n var ret = new Uint8Array(navmeshData.size);\r\n ret.set(arrView);\r\n this.navMesh.freeNavmeshData(navmeshData);\r\n return ret;\r\n }\r\n\r\n /**\r\n * Get the Bounding box extent result specified by setDefaultQueryExtent\r\n * @param result output the box extent values\r\n */\r\n getDefaultQueryExtentToRef(result: Vector3): void\r\n {\r\n let p = this.navMesh.getDefaultQueryExtent();\r\n result.set(p.x, p.y, p.z);\r\n }\r\n\r\n /**\r\n * Disposes\r\n */\r\n public dispose() {\r\n\r\n }\r\n\r\n /**\r\n * If this plugin is supported\r\n * @returns true if plugin is supported\r\n */\r\n public isSupported(): boolean {\r\n return this.bjsRECAST !== undefined;\r\n }\r\n}\r\n\r\n/**\r\n * Recast detour crowd implementation\r\n */\r\nexport class RecastJSCrowd implements ICrowd {\r\n /**\r\n * Recast/detour plugin\r\n */\r\n public bjsRECASTPlugin: RecastJSPlugin;\r\n /**\r\n * Link to the detour crowd\r\n */\r\n public recastCrowd: any = {};\r\n /**\r\n * One transform per agent\r\n */\r\n public transforms: TransformNode[] = new Array();\r\n /**\r\n * All agents created\r\n */\r\n public agents: number[] = new Array();\r\n /**\r\n * Link to the scene is kept to unregister the crowd from the scene\r\n */\r\n private _scene: Scene;\r\n\r\n /**\r\n * Observer for crowd updates\r\n */\r\n private _onBeforeAnimationsObserver: Nullable> = null;\r\n\r\n /**\r\n * Constructor\r\n * @param plugin recastJS plugin\r\n * @param maxAgents the maximum agent count in the crowd\r\n * @param maxAgentRadius the maximum radius an agent can have\r\n * @param scene to attach the crowd to\r\n * @returns the crowd you can add agents to\r\n */\r\n public constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene) {\r\n this.bjsRECASTPlugin = plugin;\r\n this.recastCrowd = new this.bjsRECASTPlugin.bjsRECAST.Crowd(maxAgents, maxAgentRadius, this.bjsRECASTPlugin.navMesh.getNavMesh());\r\n this._scene = scene;\r\n\r\n this._onBeforeAnimationsObserver = scene.onBeforeAnimationsObservable.add(() => {\r\n this.update(scene.getEngine().getDeltaTime() * 0.001);\r\n });\r\n }\r\n\r\n /**\r\n * Add a new agent to the crowd with the specified parameter a corresponding transformNode.\r\n * You can attach anything to that node. The node position is updated in the scene update tick.\r\n * @param pos world position that will be constrained by the navigation mesh\r\n * @param parameters agent parameters\r\n * @param transform hooked to the agent that will be update by the scene\r\n * @returns agent index\r\n */\r\n addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number\r\n {\r\n var agentParams = new this.bjsRECASTPlugin.bjsRECAST.dtCrowdAgentParams();\r\n agentParams.radius = parameters.radius;\r\n agentParams.height = parameters.height;\r\n agentParams.maxAcceleration = parameters.maxAcceleration;\r\n agentParams.maxSpeed = parameters.maxSpeed;\r\n agentParams.collisionQueryRange = parameters.collisionQueryRange;\r\n agentParams.pathOptimizationRange = parameters.pathOptimizationRange;\r\n agentParams.separationWeight = parameters.separationWeight;\r\n agentParams.updateFlags = 7;\r\n agentParams.obstacleAvoidanceType = 0;\r\n agentParams.queryFilterType = 0;\r\n agentParams.userData = 0;\r\n\r\n var agentIndex = this.recastCrowd.addAgent(new this.bjsRECASTPlugin.bjsRECAST.Vec3(pos.x, pos.y, pos.z), agentParams);\r\n this.transforms.push(transform);\r\n this.agents.push(agentIndex);\r\n return agentIndex;\r\n }\r\n\r\n /**\r\n * Returns the agent position in world space\r\n * @param index agent index returned by addAgent\r\n * @returns world space position\r\n */\r\n getAgentPosition(index: number): Vector3 {\r\n var agentPos = this.recastCrowd.getAgentPosition(index);\r\n return new Vector3(agentPos.x, agentPos.y, agentPos.z);\r\n }\r\n\r\n /**\r\n * Returns the agent position result in world space\r\n * @param index agent index returned by addAgent\r\n * @param result output world space position\r\n */\r\n getAgentPositionToRef(index: number, result: Vector3): void {\r\n var agentPos = this.recastCrowd.getAgentPosition(index);\r\n result.set(agentPos.x, agentPos.y, agentPos.z);\r\n }\r\n\r\n /**\r\n * Returns the agent velocity in world space\r\n * @param index agent index returned by addAgent\r\n * @returns world space velocity\r\n */\r\n getAgentVelocity(index: number): Vector3 {\r\n var agentVel = this.recastCrowd.getAgentVelocity(index);\r\n return new Vector3(agentVel.x, agentVel.y, agentVel.z);\r\n }\r\n\r\n /**\r\n * Returns the agent velocity result in world space\r\n * @param index agent index returned by addAgent\r\n * @param result output world space velocity\r\n */\r\n getAgentVelocityToRef(index: number, result: Vector3): void {\r\n var agentVel = this.recastCrowd.getAgentVelocity(index);\r\n result.set(agentVel.x, agentVel.y, agentVel.z);\r\n }\r\n\r\n /**\r\n * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh\r\n * @param index agent index returned by addAgent\r\n * @param destination targeted world position\r\n */\r\n agentGoto(index: number, destination: Vector3): void {\r\n this.recastCrowd.agentGoto(index, new this.bjsRECASTPlugin.bjsRECAST.Vec3(destination.x, destination.y, destination.z));\r\n }\r\n\r\n /**\r\n * Teleport the agent to a new position\r\n * @param index agent index returned by addAgent\r\n * @param destination targeted world position\r\n */\r\n agentTeleport(index: number, destination: Vector3): void {\r\n this.recastCrowd.agentTeleport(index, new this.bjsRECASTPlugin.bjsRECAST.Vec3(destination.x, destination.y, destination.z));\r\n }\r\n\r\n /**\r\n * Update agent parameters\r\n * @param index agent index returned by addAgent\r\n * @param parameters agent parameters\r\n */\r\n updateAgentParameters(index: number, parameters: IAgentParameters): void {\r\n var agentParams = this.recastCrowd.getAgentParameters(index);\r\n\r\n if (parameters.radius !== undefined) {\r\n agentParams.radius = parameters.radius;\r\n }\r\n if (parameters.height !== undefined) {\r\n agentParams.height = parameters.height;\r\n }\r\n if (parameters.maxAcceleration !== undefined) {\r\n agentParams.maxAcceleration = parameters.maxAcceleration;\r\n }\r\n if (parameters.maxSpeed !== undefined) {\r\n agentParams.maxSpeed = parameters.maxSpeed;\r\n }\r\n if (parameters.collisionQueryRange !== undefined) {\r\n agentParams.collisionQueryRange = parameters.collisionQueryRange;\r\n }\r\n if (parameters.pathOptimizationRange !== undefined) {\r\n agentParams.pathOptimizationRange = parameters.pathOptimizationRange;\r\n }\r\n if (parameters.separationWeight !== undefined) {\r\n agentParams.separationWeight = parameters.separationWeight;\r\n }\r\n\r\n this.recastCrowd.setAgentParameters(index, agentParams);\r\n }\r\n\r\n /**\r\n * remove a particular agent previously created\r\n * @param index agent index returned by addAgent\r\n */\r\n removeAgent(index: number): void {\r\n this.recastCrowd.removeAgent(index);\r\n\r\n var item = this.agents.indexOf(index);\r\n if (item > -1) {\r\n this.agents.splice(item, 1);\r\n this.transforms.splice(item, 1);\r\n }\r\n }\r\n\r\n /**\r\n * get the list of all agents attached to this crowd\r\n * @returns list of agent indices\r\n */\r\n getAgents(): number[] {\r\n return this.agents;\r\n }\r\n\r\n /**\r\n * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function\r\n * @param deltaTime in seconds\r\n */\r\n update(deltaTime: number): void {\r\n // update crowd\r\n this.recastCrowd.update(deltaTime);\r\n\r\n // update transforms\r\n for (let index = 0; index < this.agents.length; index++)\r\n {\r\n this.transforms[index].position = this.getAgentPosition(this.agents[index]);\r\n }\r\n }\r\n\r\n /**\r\n * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)\r\n * The queries will try to find a solution within those bounds\r\n * default is (1,1,1)\r\n * @param extent x,y,z value that define the extent around the queries point of reference\r\n */\r\n setDefaultQueryExtent(extent: Vector3): void\r\n {\r\n let ext = new this.bjsRECASTPlugin.bjsRECAST.Vec3(extent.x, extent.y, extent.z);\r\n this.recastCrowd.setDefaultQueryExtent(ext);\r\n }\r\n\r\n /**\r\n * Get the Bounding box extent specified by setDefaultQueryExtent\r\n * @returns the box extent values\r\n */\r\n getDefaultQueryExtent(): Vector3\r\n {\r\n let p = this.recastCrowd.getDefaultQueryExtent();\r\n return new Vector3(p.x, p.y, p.z);\r\n }\r\n\r\n /**\r\n * Get the Bounding box extent result specified by setDefaultQueryExtent\r\n * @param result output the box extent values\r\n */\r\n getDefaultQueryExtentToRef(result: Vector3): void\r\n {\r\n let p = this.recastCrowd.getDefaultQueryExtent();\r\n result.set(p.x, p.y, p.z);\r\n }\r\n\r\n /**\r\n * Release all resources\r\n */\r\n dispose() : void\r\n {\r\n this.recastCrowd.destroy();\r\n this._scene.onBeforeAnimationsObservable.remove(this._onBeforeAnimationsObserver);\r\n this._onBeforeAnimationsObserver = null;\r\n }\r\n}","export * from \"./INavigationEngine\";\r\nexport * from \"./Plugins/index\";","import { Nullable } from \"../types\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { TGATools } from '../Misc/tga';\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { IOfflineProvider } from \"./IOfflineProvider\";\r\nimport { WebRequest } from '../Misc/webRequest';\r\n\r\n// Sets the default offline provider to Babylon.js\r\nEngine.OfflineProviderFactory = (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck = false) => { return new Database(urlToScene, callbackManifestChecked, disableManifestCheck); };\r\n\r\n/**\r\n * Class used to enable access to IndexedDB\r\n * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb\r\n */\r\nexport class Database implements IOfflineProvider {\r\n private _callbackManifestChecked: (check: boolean) => any;\r\n private _currentSceneUrl: string;\r\n private _db: Nullable;\r\n private _enableSceneOffline: boolean;\r\n private _enableTexturesOffline: boolean;\r\n private _manifestVersionFound: number;\r\n private _mustUpdateRessources: boolean;\r\n private _hasReachedQuota: boolean;\r\n private _isSupported: boolean;\r\n\r\n // Handling various flavors of prefixed version of IndexedDB\r\n private _idbFactory = (typeof window !== \"undefined\" ? window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB : indexedDB);\r\n\r\n /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */\r\n private static IsUASupportingBlobStorage = true;\r\n\r\n /**\r\n * Gets a boolean indicating if Database storate is enabled (off by default)\r\n */\r\n static IDBStorageEnabled = false;\r\n\r\n /**\r\n * Gets a boolean indicating if scene must be saved in the database\r\n */\r\n public get enableSceneOffline(): boolean {\r\n return this._enableSceneOffline;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if textures must be saved in the database\r\n */\r\n public get enableTexturesOffline(): boolean {\r\n return this._enableTexturesOffline;\r\n }\r\n\r\n /**\r\n * Creates a new Database\r\n * @param urlToScene defines the url to load the scene\r\n * @param callbackManifestChecked defines the callback to use when manifest is checked\r\n * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)\r\n */\r\n constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck = false) {\r\n this._callbackManifestChecked = callbackManifestChecked;\r\n this._currentSceneUrl = Database._ReturnFullUrlLocation(urlToScene);\r\n this._db = null;\r\n this._enableSceneOffline = false;\r\n this._enableTexturesOffline = false;\r\n this._manifestVersionFound = 0;\r\n this._mustUpdateRessources = false;\r\n this._hasReachedQuota = false;\r\n\r\n if (!Database.IDBStorageEnabled) {\r\n this._callbackManifestChecked(true);\r\n } else {\r\n if (disableManifestCheck) {\r\n this._enableSceneOffline = true;\r\n this._enableTexturesOffline = true;\r\n this._manifestVersionFound = 1;\r\n Tools.SetImmediate(() => {\r\n this._callbackManifestChecked(true);\r\n });\r\n }\r\n else {\r\n this._checkManifestFile();\r\n }\r\n }\r\n }\r\n\r\n private static _ParseURL = (url: string) => {\r\n var a = document.createElement('a');\r\n a.href = url;\r\n var urlWithoutHash = url.substring(0, url.lastIndexOf(\"#\"));\r\n var fileName = url.substring(urlWithoutHash.lastIndexOf(\"/\") + 1, url.length);\r\n var absLocation = url.substring(0, url.indexOf(fileName, 0));\r\n return absLocation;\r\n }\r\n\r\n private static _ReturnFullUrlLocation = (url: string): string => {\r\n if (url.indexOf(\"http:/\") === -1 && url.indexOf(\"https:/\") === -1 && typeof window !== \"undefined\") {\r\n return (Database._ParseURL(window.location.href) + url);\r\n }\r\n else {\r\n return url;\r\n }\r\n }\r\n\r\n private _checkManifestFile() {\r\n var noManifestFile = () => {\r\n this._enableSceneOffline = false;\r\n this._enableTexturesOffline = false;\r\n this._callbackManifestChecked(false);\r\n };\r\n\r\n var timeStampUsed = false;\r\n var manifestURL = this._currentSceneUrl + \".manifest\";\r\n\r\n var xhr = new WebRequest();\r\n\r\n if (navigator.onLine) {\r\n // Adding a timestamp to by-pass browsers' cache\r\n timeStampUsed = true;\r\n manifestURL = manifestURL + (manifestURL.match(/\\?/) == null ? \"?\" : \"&\") + Date.now();\r\n }\r\n xhr.open(\"GET\", manifestURL);\r\n\r\n xhr.addEventListener(\"load\", () => {\r\n if (xhr.status === 200 || Database._ValidateXHRData(xhr, 1)) {\r\n try {\r\n var manifestFile = JSON.parse(xhr.response);\r\n this._enableSceneOffline = manifestFile.enableSceneOffline;\r\n this._enableTexturesOffline = manifestFile.enableTexturesOffline && Database.IsUASupportingBlobStorage;\r\n if (manifestFile.version && !isNaN(parseInt(manifestFile.version))) {\r\n this._manifestVersionFound = manifestFile.version;\r\n }\r\n if (this._callbackManifestChecked) {\r\n this._callbackManifestChecked(true);\r\n }\r\n }\r\n catch (ex) {\r\n noManifestFile();\r\n }\r\n }\r\n else {\r\n noManifestFile();\r\n }\r\n }, false);\r\n\r\n xhr.addEventListener(\"error\", () => {\r\n if (timeStampUsed) {\r\n timeStampUsed = false;\r\n // Let's retry without the timeStamp\r\n // It could fail when coupled with HTML5 Offline API\r\n var retryManifestURL = this._currentSceneUrl + \".manifest\";\r\n xhr.open(\"GET\", retryManifestURL);\r\n xhr.send();\r\n }\r\n else {\r\n noManifestFile();\r\n }\r\n }, false);\r\n\r\n try {\r\n xhr.send();\r\n }\r\n catch (ex) {\r\n Logger.Error(\"Error on XHR send request.\");\r\n this._callbackManifestChecked(false);\r\n }\r\n }\r\n\r\n /**\r\n * Open the database and make it available\r\n * @param successCallback defines the callback to call on success\r\n * @param errorCallback defines the callback to call on error\r\n */\r\n public open(successCallback: () => void, errorCallback: () => void): void {\r\n let handleError = () => {\r\n this._isSupported = false;\r\n if (errorCallback) { errorCallback(); }\r\n };\r\n\r\n if (!this._idbFactory || !(this._enableSceneOffline || this._enableTexturesOffline)) {\r\n // Your browser doesn't support IndexedDB\r\n this._isSupported = false;\r\n if (errorCallback) { errorCallback(); }\r\n }\r\n else {\r\n // If the DB hasn't been opened or created yet\r\n if (!this._db) {\r\n this._hasReachedQuota = false;\r\n this._isSupported = true;\r\n\r\n var request: IDBOpenDBRequest = this._idbFactory.open(\"babylonjs\", 1);\r\n\r\n // Could occur if user is blocking the quota for the DB and/or doesn't grant access to IndexedDB\r\n request.onerror = () => {\r\n handleError();\r\n };\r\n\r\n // executes when a version change transaction cannot complete due to other active transactions\r\n request.onblocked = () => {\r\n Logger.Error(\"IDB request blocked. Please reload the page.\");\r\n handleError();\r\n };\r\n\r\n // DB has been opened successfully\r\n request.onsuccess = () => {\r\n this._db = request.result;\r\n successCallback();\r\n };\r\n\r\n // Initialization of the DB. Creating Scenes & Textures stores\r\n request.onupgradeneeded = (event: IDBVersionChangeEvent) => {\r\n this._db = ((event.target)).result;\r\n if (this._db) {\r\n try {\r\n this._db.createObjectStore(\"scenes\", { keyPath: \"sceneUrl\" });\r\n this._db.createObjectStore(\"versions\", { keyPath: \"sceneUrl\" });\r\n this._db.createObjectStore(\"textures\", { keyPath: \"textureUrl\" });\r\n }\r\n catch (ex) {\r\n Logger.Error(\"Error while creating object stores. Exception: \" + ex.message);\r\n handleError();\r\n }\r\n }\r\n };\r\n }\r\n // DB has already been created and opened\r\n else {\r\n if (successCallback) { successCallback(); }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Loads an image from the database\r\n * @param url defines the url to load from\r\n * @param image defines the target DOM image\r\n */\r\n public loadImage(url: string, image: HTMLImageElement) {\r\n var completeURL = Database._ReturnFullUrlLocation(url);\r\n\r\n var saveAndLoadImage = () => {\r\n if (!this._hasReachedQuota && this._db !== null) {\r\n // the texture is not yet in the DB, let's try to save it\r\n this._saveImageIntoDBAsync(completeURL, image);\r\n }\r\n // If the texture is not in the DB and we've reached the DB quota limit\r\n // let's load it directly from the web\r\n else {\r\n image.src = url;\r\n }\r\n };\r\n\r\n if (!this._mustUpdateRessources) {\r\n this._loadImageFromDBAsync(completeURL, image, saveAndLoadImage);\r\n }\r\n // First time we're download the images or update requested in the manifest file by a version change\r\n else {\r\n saveAndLoadImage();\r\n }\r\n }\r\n\r\n private _loadImageFromDBAsync(url: string, image: HTMLImageElement, notInDBCallback: () => any) {\r\n if (this._isSupported && this._db !== null) {\r\n var texture: any;\r\n var transaction: IDBTransaction = this._db.transaction([\"textures\"]);\r\n\r\n transaction.onabort = () => {\r\n image.src = url;\r\n };\r\n\r\n transaction.oncomplete = () => {\r\n var blobTextureURL: string;\r\n if (texture) {\r\n var URL = window.URL || window.webkitURL;\r\n blobTextureURL = URL.createObjectURL(texture.data);\r\n image.onerror = () => {\r\n Logger.Error(\"Error loading image from blob URL: \" + blobTextureURL + \" switching back to web url: \" + url);\r\n image.src = url;\r\n };\r\n image.src = blobTextureURL;\r\n }\r\n else {\r\n notInDBCallback();\r\n }\r\n };\r\n\r\n var getRequest: IDBRequest = transaction.objectStore(\"textures\").get(url);\r\n\r\n getRequest.onsuccess = (event) => {\r\n texture = ((event.target)).result;\r\n };\r\n getRequest.onerror = () => {\r\n Logger.Error(\"Error loading texture \" + url + \" from DB.\");\r\n image.src = url;\r\n };\r\n }\r\n else {\r\n Logger.Error(\"Error: IndexedDB not supported by your browser or BabylonJS Database is not open.\");\r\n image.src = url;\r\n }\r\n }\r\n\r\n private _saveImageIntoDBAsync(url: string, image: HTMLImageElement) {\r\n if (this._isSupported) {\r\n // In case of error (type not supported or quota exceeded), we're at least sending back XHR data to allow texture loading later on\r\n var generateBlobUrl = () => {\r\n var blobTextureURL;\r\n\r\n if (blob) {\r\n var URL = window.URL || window.webkitURL;\r\n try {\r\n blobTextureURL = URL.createObjectURL(blob);\r\n }\r\n // Chrome is raising a type error if we're setting the oneTimeOnly parameter\r\n catch (ex) {\r\n blobTextureURL = URL.createObjectURL(blob);\r\n }\r\n }\r\n\r\n if (blobTextureURL) {\r\n image.src = blobTextureURL;\r\n }\r\n };\r\n\r\n if (Database.IsUASupportingBlobStorage) { // Create XHR\r\n var xhr = new WebRequest(),\r\n blob: Blob;\r\n\r\n xhr.open(\"GET\", url);\r\n xhr.responseType = \"blob\";\r\n\r\n xhr.addEventListener(\"load\", () => {\r\n if (xhr.status === 200 && this._db) {\r\n // Blob as response (XHR2)\r\n blob = xhr.response;\r\n\r\n var transaction = this._db.transaction([\"textures\"], \"readwrite\");\r\n\r\n // the transaction could abort because of a QuotaExceededError error\r\n transaction.onabort = (event) => {\r\n try {\r\n //backwards compatibility with ts 1.0, srcElement doesn't have an \"error\" according to ts 1.3\r\n let srcElement = (event.srcElement || event.target);\r\n var error = srcElement.error;\r\n if (error && error.name === \"QuotaExceededError\") {\r\n this._hasReachedQuota = true;\r\n }\r\n }\r\n catch (ex) { }\r\n generateBlobUrl();\r\n };\r\n\r\n transaction.oncomplete = () => {\r\n generateBlobUrl();\r\n };\r\n\r\n var newTexture = { textureUrl: url, data: blob };\r\n\r\n try {\r\n // Put the blob into the dabase\r\n var addRequest = transaction.objectStore(\"textures\").put(newTexture);\r\n addRequest.onsuccess = () => {\r\n };\r\n addRequest.onerror = () => {\r\n generateBlobUrl();\r\n };\r\n }\r\n catch (ex) {\r\n // \"DataCloneError\" generated by Chrome when you try to inject blob into IndexedDB\r\n if (ex.code === 25) {\r\n Database.IsUASupportingBlobStorage = false;\r\n this._enableTexturesOffline = false;\r\n }\r\n image.src = url;\r\n }\r\n }\r\n else {\r\n image.src = url;\r\n }\r\n }, false);\r\n\r\n xhr.addEventListener(\"error\", () => {\r\n Logger.Error(\"Error in XHR request in BABYLON.Database.\");\r\n image.src = url;\r\n }, false);\r\n\r\n xhr.send();\r\n }\r\n else {\r\n image.src = url;\r\n }\r\n }\r\n else {\r\n Logger.Error(\"Error: IndexedDB not supported by your browser or Babylon.js database is not open.\");\r\n image.src = url;\r\n }\r\n }\r\n\r\n private _checkVersionFromDB(url: string, versionLoaded: (version: number) => void) {\r\n var updateVersion = () => {\r\n // the version is not yet in the DB or we need to update it\r\n this._saveVersionIntoDBAsync(url, versionLoaded);\r\n };\r\n this._loadVersionFromDBAsync(url, versionLoaded, updateVersion);\r\n }\r\n\r\n private _loadVersionFromDBAsync(url: string, callback: (version: number) => void, updateInDBCallback: () => void) {\r\n if (this._isSupported && this._db) {\r\n var version: any;\r\n try {\r\n var transaction = this._db.transaction([\"versions\"]);\r\n\r\n transaction.oncomplete = () => {\r\n if (version) {\r\n // If the version in the JSON file is different from the version in DB\r\n if (this._manifestVersionFound !== version.data) {\r\n this._mustUpdateRessources = true;\r\n updateInDBCallback();\r\n }\r\n else {\r\n callback(version.data);\r\n }\r\n }\r\n // version was not found in DB\r\n else {\r\n this._mustUpdateRessources = true;\r\n updateInDBCallback();\r\n }\r\n };\r\n\r\n transaction.onabort = () => {\r\n callback(-1);\r\n };\r\n\r\n var getRequest = transaction.objectStore(\"versions\").get(url);\r\n\r\n getRequest.onsuccess = (event) => {\r\n version = ((event.target)).result;\r\n };\r\n getRequest.onerror = () => {\r\n Logger.Error(\"Error loading version for scene \" + url + \" from DB.\");\r\n callback(-1);\r\n };\r\n }\r\n catch (ex) {\r\n Logger.Error(\"Error while accessing 'versions' object store (READ OP). Exception: \" + ex.message);\r\n callback(-1);\r\n }\r\n }\r\n else {\r\n Logger.Error(\"Error: IndexedDB not supported by your browser or Babylon.js database is not open.\");\r\n callback(-1);\r\n }\r\n }\r\n\r\n private _saveVersionIntoDBAsync(url: string, callback: (version: number) => void) {\r\n if (this._isSupported && !this._hasReachedQuota && this._db) {\r\n try {\r\n // Open a transaction to the database\r\n var transaction = this._db.transaction([\"versions\"], \"readwrite\");\r\n\r\n // the transaction could abort because of a QuotaExceededError error\r\n transaction.onabort = (event) => {\r\n try {//backwards compatibility with ts 1.0, srcElement doesn't have an \"error\" according to ts 1.3\r\n var error = (event.srcElement)['error'];\r\n if (error && error.name === \"QuotaExceededError\") {\r\n this._hasReachedQuota = true;\r\n }\r\n }\r\n catch (ex) { }\r\n callback(-1);\r\n };\r\n\r\n transaction.oncomplete = () => {\r\n callback(this._manifestVersionFound);\r\n };\r\n\r\n var newVersion = { sceneUrl: url, data: this._manifestVersionFound };\r\n\r\n // Put the scene into the database\r\n var addRequest = transaction.objectStore(\"versions\").put(newVersion);\r\n addRequest.onsuccess = () => {\r\n };\r\n addRequest.onerror = () => {\r\n Logger.Error(\"Error in DB add version request in BABYLON.Database.\");\r\n };\r\n }\r\n catch (ex) {\r\n Logger.Error(\"Error while accessing 'versions' object store (WRITE OP). Exception: \" + ex.message);\r\n callback(-1);\r\n }\r\n }\r\n else {\r\n callback(-1);\r\n }\r\n }\r\n\r\n /**\r\n * Loads a file from database\r\n * @param url defines the URL to load from\r\n * @param sceneLoaded defines a callback to call on success\r\n * @param progressCallBack defines a callback to call when progress changed\r\n * @param errorCallback defines a callback to call on error\r\n * @param useArrayBuffer defines a boolean to use array buffer instead of text string\r\n */\r\n public loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void {\r\n var completeUrl = Database._ReturnFullUrlLocation(url);\r\n\r\n var saveAndLoadFile = () => {\r\n // the scene is not yet in the DB, let's try to save it\r\n this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);\r\n };\r\n\r\n this._checkVersionFromDB(completeUrl, (version) => {\r\n if (version !== -1) {\r\n if (!this._mustUpdateRessources) {\r\n this._loadFileAsync(completeUrl, sceneLoaded, saveAndLoadFile);\r\n }\r\n else {\r\n this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);\r\n }\r\n }\r\n else {\r\n if (errorCallback) {\r\n errorCallback();\r\n }\r\n }\r\n });\r\n }\r\n\r\n private _loadFileAsync(url: string, callback: (data?: any) => void, notInDBCallback: () => void) {\r\n if (this._isSupported && this._db) {\r\n var targetStore: string;\r\n if (url.indexOf(\".babylon\") !== -1) {\r\n targetStore = \"scenes\";\r\n }\r\n else {\r\n targetStore = \"textures\";\r\n }\r\n\r\n var file: any;\r\n var transaction = this._db.transaction([targetStore]);\r\n\r\n transaction.oncomplete = () => {\r\n if (file) {\r\n callback(file.data);\r\n }\r\n // file was not found in DB\r\n else {\r\n notInDBCallback();\r\n }\r\n };\r\n\r\n transaction.onabort = () => {\r\n notInDBCallback();\r\n };\r\n\r\n var getRequest = transaction.objectStore(targetStore).get(url);\r\n\r\n getRequest.onsuccess = (event) => {\r\n file = ((event.target)).result;\r\n };\r\n getRequest.onerror = () => {\r\n Logger.Error(\"Error loading file \" + url + \" from DB.\");\r\n notInDBCallback();\r\n };\r\n }\r\n else {\r\n Logger.Error(\"Error: IndexedDB not supported by your browser or BabylonJS Database is not open.\");\r\n callback();\r\n }\r\n }\r\n\r\n private _saveFileAsync(url: string, callback: (data?: any) => void, progressCallback?: (this: XMLHttpRequestEventTarget, ev: ProgressEvent) => any, useArrayBuffer?: boolean, errorCallback?: (data?: any) => void) {\r\n if (this._isSupported) {\r\n var targetStore: string;\r\n if (url.indexOf(\".babylon\") !== -1) {\r\n targetStore = \"scenes\";\r\n }\r\n else {\r\n targetStore = \"textures\";\r\n }\r\n\r\n // Create XHR\r\n var xhr = new WebRequest();\r\n var fileData: any;\r\n xhr.open(\"GET\", url + \"?\" + Date.now());\r\n\r\n if (useArrayBuffer) {\r\n xhr.responseType = \"arraybuffer\";\r\n }\r\n\r\n if (progressCallback) {\r\n xhr.onprogress = progressCallback;\r\n }\r\n\r\n xhr.addEventListener(\"load\", () => {\r\n if (xhr.status === 200 || (xhr.status < 400 && Database._ValidateXHRData(xhr, !useArrayBuffer ? 1 : 6))) {\r\n // Blob as response (XHR2)\r\n fileData = !useArrayBuffer ? xhr.responseText : xhr.response;\r\n\r\n if (!this._hasReachedQuota && this._db) {\r\n // Open a transaction to the database\r\n var transaction = this._db.transaction([targetStore], \"readwrite\");\r\n\r\n // the transaction could abort because of a QuotaExceededError error\r\n transaction.onabort = (event) => {\r\n try {\r\n //backwards compatibility with ts 1.0, srcElement doesn't have an \"error\" according to ts 1.3\r\n var error = (event.srcElement)['error'];\r\n if (error && error.name === \"QuotaExceededError\") {\r\n this._hasReachedQuota = true;\r\n }\r\n }\r\n catch (ex) { }\r\n callback(fileData);\r\n };\r\n\r\n transaction.oncomplete = () => {\r\n callback(fileData);\r\n };\r\n\r\n var newFile;\r\n if (targetStore === \"scenes\") {\r\n newFile = { sceneUrl: url, data: fileData, version: this._manifestVersionFound };\r\n }\r\n else {\r\n newFile = { textureUrl: url, data: fileData };\r\n }\r\n\r\n try {\r\n // Put the scene into the database\r\n var addRequest = transaction.objectStore(targetStore).put(newFile);\r\n addRequest.onsuccess = () => {\r\n };\r\n addRequest.onerror = () => {\r\n Logger.Error(\"Error in DB add file request in BABYLON.Database.\");\r\n };\r\n }\r\n catch (ex) {\r\n callback(fileData);\r\n }\r\n }\r\n else {\r\n callback(fileData);\r\n }\r\n }\r\n else {\r\n if (xhr.status >= 400 && errorCallback) {\r\n errorCallback(xhr);\r\n } else {\r\n callback();\r\n }\r\n }\r\n }, false);\r\n\r\n xhr.addEventListener(\"error\", () => {\r\n Logger.Error(\"error on XHR request.\");\r\n callback();\r\n }, false);\r\n\r\n xhr.send();\r\n }\r\n else {\r\n Logger.Error(\"Error: IndexedDB not supported by your browser or Babylon.js database is not open.\");\r\n callback();\r\n }\r\n }\r\n\r\n /**\r\n * Validates if xhr data is correct\r\n * @param xhr defines the request to validate\r\n * @param dataType defines the expected data type\r\n * @returns true if data is correct\r\n */\r\n private static _ValidateXHRData(xhr: WebRequest, dataType = 7): boolean {\r\n // 1 for text (.babylon, manifest and shaders), 2 for TGA, 4 for DDS, 7 for all\r\n\r\n try {\r\n if (dataType & 1) {\r\n if (xhr.responseText && xhr.responseText.length > 0) {\r\n return true;\r\n } else if (dataType === 1) {\r\n return false;\r\n }\r\n }\r\n\r\n if (dataType & 2) {\r\n // Check header width and height since there is no \"TGA\" magic number\r\n var tgaHeader = TGATools.GetTGAHeader(xhr.response);\r\n\r\n if (tgaHeader.width && tgaHeader.height && tgaHeader.width > 0 && tgaHeader.height > 0) {\r\n return true;\r\n } else if (dataType === 2) {\r\n return false;\r\n }\r\n }\r\n\r\n if (dataType & 4) {\r\n // Check for the \"DDS\" magic number\r\n var ddsHeader = new Uint8Array(xhr.response, 0, 3);\r\n\r\n if (ddsHeader[0] === 68 && ddsHeader[1] === 68 && ddsHeader[2] === 83) {\r\n return true;\r\n } else {\r\n return false;\r\n }\r\n }\r\n\r\n } catch (e) {\r\n // Global protection\r\n }\r\n\r\n return false;\r\n }\r\n}\r\n","export * from \"./database\";\r\nexport * from \"./IOfflineProvider\";","import { DeepCopier } from \"../../Misc/deepCopier\";\r\nimport { Vector3, Matrix } from \"../../Maths/math.vector\";\r\nimport { Scalar } from \"../../Maths/math.scalar\";\r\nimport { Effect } from \"../../Materials/effect\";\r\nimport { Particle } from \"../../Particles/particle\";\r\nimport { IParticleEmitterType } from \"./IParticleEmitterType\";\r\n/**\r\n * Particle emitter emitting particles from the inside of a box.\r\n * It emits the particles randomly between 2 given directions.\r\n */\r\nexport class BoxParticleEmitter implements IParticleEmitterType {\r\n\r\n /**\r\n * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.\r\n */\r\n public direction1 = new Vector3(0, 1.0, 0);\r\n /**\r\n * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.\r\n */\r\n public direction2 = new Vector3(0, 1.0, 0);\r\n\r\n /**\r\n * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.\r\n */\r\n public minEmitBox = new Vector3(-0.5, -0.5, -0.5);\r\n /**\r\n * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.\r\n */\r\n public maxEmitBox = new Vector3(0.5, 0.5, 0.5);\r\n\r\n /**\r\n * Creates a new instance BoxParticleEmitter\r\n */\r\n constructor() {\r\n\r\n }\r\n\r\n /**\r\n * Called by the particle System when the direction is computed for the created particle.\r\n * @param worldMatrix is the world matrix of the particle system\r\n * @param directionToUpdate is the direction vector to update with the result\r\n * @param particle is the particle we are computed the direction for\r\n * @param isLocal defines if the direction should be set in local space\r\n */\r\n public startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle, isLocal: boolean): void {\r\n var randX = Scalar.RandomRange(this.direction1.x, this.direction2.x);\r\n var randY = Scalar.RandomRange(this.direction1.y, this.direction2.y);\r\n var randZ = Scalar.RandomRange(this.direction1.z, this.direction2.z);\r\n\r\n if (isLocal) {\r\n directionToUpdate.x = randX;\r\n directionToUpdate.y = randY;\r\n directionToUpdate.z = randZ;\r\n return;\r\n }\r\n\r\n Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);\r\n }\r\n\r\n /**\r\n * Called by the particle System when the position is computed for the created particle.\r\n * @param worldMatrix is the world matrix of the particle system\r\n * @param positionToUpdate is the position vector to update with the result\r\n * @param particle is the particle we are computed the position for\r\n * @param isLocal defines if the position should be set in local space\r\n */\r\n public startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle, isLocal: boolean): void {\r\n var randX = Scalar.RandomRange(this.minEmitBox.x, this.maxEmitBox.x);\r\n var randY = Scalar.RandomRange(this.minEmitBox.y, this.maxEmitBox.y);\r\n var randZ = Scalar.RandomRange(this.minEmitBox.z, this.maxEmitBox.z);\r\n\r\n if (isLocal) {\r\n positionToUpdate.x = randX;\r\n positionToUpdate.y = randY;\r\n positionToUpdate.z = randZ;\r\n return;\r\n }\r\n\r\n Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);\r\n }\r\n\r\n /**\r\n * Clones the current emitter and returns a copy of it\r\n * @returns the new emitter\r\n */\r\n public clone(): BoxParticleEmitter {\r\n let newOne = new BoxParticleEmitter();\r\n\r\n DeepCopier.DeepCopy(this, newOne);\r\n\r\n return newOne;\r\n }\r\n\r\n /**\r\n * Called by the GPUParticleSystem to setup the update shader\r\n * @param effect defines the update shader\r\n */\r\n public applyToShader(effect: Effect): void {\r\n effect.setVector3(\"direction1\", this.direction1);\r\n effect.setVector3(\"direction2\", this.direction2);\r\n effect.setVector3(\"minEmitBox\", this.minEmitBox);\r\n effect.setVector3(\"maxEmitBox\", this.maxEmitBox);\r\n }\r\n\r\n /**\r\n * Returns a string to use to update the GPU particles update shader\r\n * @returns a string containng the defines string\r\n */\r\n public getEffectDefines(): string {\r\n return \"#define BOXEMITTER\";\r\n }\r\n\r\n /**\r\n * Returns the string \"BoxParticleEmitter\"\r\n * @returns a string containing the class name\r\n */\r\n public getClassName(): string {\r\n return \"BoxParticleEmitter\";\r\n }\r\n\r\n /**\r\n * Serializes the particle system to a JSON object.\r\n * @returns the JSON object\r\n */\r\n public serialize(): any {\r\n var serializationObject: any = {};\r\n\r\n serializationObject.type = this.getClassName();\r\n serializationObject.direction1 = this.direction1.asArray();\r\n serializationObject.direction2 = this.direction2.asArray();\r\n serializationObject.minEmitBox = this.minEmitBox.asArray();\r\n serializationObject.maxEmitBox = this.maxEmitBox.asArray();\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse properties from a JSON object\r\n * @param serializationObject defines the JSON object\r\n */\r\n public parse(serializationObject: any): void {\r\n Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);\r\n Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);\r\n Vector3.FromArrayToRef(serializationObject.minEmitBox, 0, this.minEmitBox);\r\n Vector3.FromArrayToRef(serializationObject.maxEmitBox, 0, this.maxEmitBox);\r\n }\r\n}\r\n","import { DeepCopier } from \"../../Misc/deepCopier\";\r\nimport { Vector3, Matrix, TmpVectors } from \"../../Maths/math.vector\";\r\nimport { Scalar } from \"../../Maths/math.scalar\";\r\nimport { Effect } from \"../../Materials/effect\";\r\nimport { Particle } from \"../../Particles/particle\";\r\nimport { IParticleEmitterType } from \"./IParticleEmitterType\";\r\n/**\r\n * Particle emitter emitting particles from the inside of a cone.\r\n * It emits the particles alongside the cone volume from the base to the particle.\r\n * The emission direction might be randomized.\r\n */\r\nexport class ConeParticleEmitter implements IParticleEmitterType {\r\n private _radius: number;\r\n private _angle: number;\r\n private _height: number;\r\n\r\n /**\r\n * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)\r\n */\r\n public radiusRange = 1;\r\n\r\n /**\r\n * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)\r\n */\r\n public heightRange = 1;\r\n\r\n /**\r\n * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)\r\n */\r\n public emitFromSpawnPointOnly = false;\r\n\r\n /**\r\n * Gets or sets the radius of the emission cone\r\n */\r\n public get radius(): number {\r\n return this._radius;\r\n }\r\n\r\n public set radius(value: number) {\r\n this._radius = value;\r\n this._buildHeight();\r\n }\r\n\r\n /**\r\n * Gets or sets the angle of the emission cone\r\n */\r\n public get angle(): number {\r\n return this._angle;\r\n }\r\n\r\n public set angle(value: number) {\r\n this._angle = value;\r\n this._buildHeight();\r\n }\r\n\r\n private _buildHeight() {\r\n if (this._angle !== 0) {\r\n this._height = this._radius / Math.tan(this._angle / 2);\r\n }\r\n else {\r\n this._height = 1;\r\n }\r\n }\r\n\r\n /**\r\n * Creates a new instance ConeParticleEmitter\r\n * @param radius the radius of the emission cone (1 by default)\r\n * @param angle the cone base angle (PI by default)\r\n * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)\r\n */\r\n constructor(radius = 1, angle = Math.PI,\r\n /** defines how much to randomize the particle direction [0-1] (default is 0) */\r\n public directionRandomizer = 0) {\r\n this.angle = angle;\r\n this.radius = radius;\r\n }\r\n\r\n /**\r\n * Called by the particle System when the direction is computed for the created particle.\r\n * @param worldMatrix is the world matrix of the particle system\r\n * @param directionToUpdate is the direction vector to update with the result\r\n * @param particle is the particle we are computed the direction for\r\n * @param isLocal defines if the direction should be set in local space\r\n */\r\n public startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle, isLocal: boolean): void {\r\n if (isLocal) {\r\n TmpVectors.Vector3[0].copyFrom(particle._localPosition!).normalize();\r\n }\r\n else {\r\n particle.position.subtractToRef(worldMatrix.getTranslation(), TmpVectors.Vector3[0]).normalize();\r\n }\r\n\r\n var randX = Scalar.RandomRange(0, this.directionRandomizer);\r\n var randY = Scalar.RandomRange(0, this.directionRandomizer);\r\n var randZ = Scalar.RandomRange(0, this.directionRandomizer);\r\n directionToUpdate.x = TmpVectors.Vector3[0].x + randX;\r\n directionToUpdate.y = TmpVectors.Vector3[0].y + randY;\r\n directionToUpdate.z = TmpVectors.Vector3[0].z + randZ;\r\n directionToUpdate.normalize();\r\n }\r\n\r\n /**\r\n * Called by the particle System when the position is computed for the created particle.\r\n * @param worldMatrix is the world matrix of the particle system\r\n * @param positionToUpdate is the position vector to update with the result\r\n * @param particle is the particle we are computed the position for\r\n * @param isLocal defines if the position should be set in local space\r\n */\r\n startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle, isLocal: boolean): void {\r\n var s = Scalar.RandomRange(0, Math.PI * 2);\r\n var h: number;\r\n\r\n if (!this.emitFromSpawnPointOnly) {\r\n h = Scalar.RandomRange(0, this.heightRange);\r\n // Better distribution in a cone at normal angles.\r\n h = 1 - h * h;\r\n } else {\r\n h = 0.0001;\r\n }\r\n var radius = this._radius - Scalar.RandomRange(0, this._radius * this.radiusRange);\r\n radius = radius * h;\r\n\r\n var randX = radius * Math.sin(s);\r\n var randZ = radius * Math.cos(s);\r\n var randY = h * this._height;\r\n\r\n if (isLocal) {\r\n positionToUpdate.x = randX;\r\n positionToUpdate.y = randY;\r\n positionToUpdate.z = randZ;\r\n return;\r\n }\r\n\r\n Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);\r\n }\r\n\r\n /**\r\n * Clones the current emitter and returns a copy of it\r\n * @returns the new emitter\r\n */\r\n public clone(): ConeParticleEmitter {\r\n let newOne = new ConeParticleEmitter(this._radius, this._angle, this.directionRandomizer);\r\n\r\n DeepCopier.DeepCopy(this, newOne);\r\n\r\n return newOne;\r\n }\r\n\r\n /**\r\n * Called by the GPUParticleSystem to setup the update shader\r\n * @param effect defines the update shader\r\n */\r\n public applyToShader(effect: Effect): void {\r\n effect.setFloat2(\"radius\", this._radius, this.radiusRange);\r\n effect.setFloat(\"coneAngle\", this._angle);\r\n effect.setFloat2(\"height\", this._height, this.heightRange);\r\n effect.setFloat(\"directionRandomizer\", this.directionRandomizer);\r\n }\r\n\r\n /**\r\n * Returns a string to use to update the GPU particles update shader\r\n * @returns a string containng the defines string\r\n */\r\n public getEffectDefines(): string {\r\n let defines = \"#define CONEEMITTER\";\r\n\r\n if (this.emitFromSpawnPointOnly) {\r\n defines += \"\\n#define CONEEMITTERSPAWNPOINT\";\r\n }\r\n\r\n return defines;\r\n }\r\n\r\n /**\r\n * Returns the string \"ConeParticleEmitter\"\r\n * @returns a string containing the class name\r\n */\r\n public getClassName(): string {\r\n return \"ConeParticleEmitter\";\r\n }\r\n\r\n /**\r\n * Serializes the particle system to a JSON object.\r\n * @returns the JSON object\r\n */\r\n public serialize(): any {\r\n var serializationObject: any = {};\r\n\r\n serializationObject.type = this.getClassName();\r\n serializationObject.radius = this._radius;\r\n serializationObject.angle = this._angle;\r\n serializationObject.directionRandomizer = this.directionRandomizer;\r\n serializationObject.radiusRange = this.radiusRange;\r\n serializationObject.heightRange = this.heightRange;\r\n serializationObject.emitFromSpawnPointOnly = this.emitFromSpawnPointOnly;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse properties from a JSON object\r\n * @param serializationObject defines the JSON object\r\n */\r\n public parse(serializationObject: any): void {\r\n this.radius = serializationObject.radius;\r\n this.angle = serializationObject.angle;\r\n this.directionRandomizer = serializationObject.directionRandomizer;\r\n\r\n this.radiusRange = serializationObject.radiusRange !== undefined ? serializationObject.radiusRange : 1;\r\n this.heightRange = serializationObject.radiusRange !== undefined ? serializationObject.heightRange : 1;\r\n this.emitFromSpawnPointOnly = serializationObject.emitFromSpawnPointOnly !== undefined ? serializationObject.emitFromSpawnPointOnly : false;\r\n }\r\n}\r\n","import { DeepCopier } from \"../../Misc/deepCopier\";\r\nimport { Vector3, Matrix, TmpVectors } from \"../../Maths/math.vector\";\r\nimport { Effect } from \"../../Materials/effect\";\r\nimport { Particle } from \"../particle\";\r\nimport { IParticleEmitterType } from \"./IParticleEmitterType\";\r\nimport { Nullable } from '../../types';\r\n/**\r\n * Particle emitter emitting particles from a custom list of positions.\r\n */\r\nexport class CustomParticleEmitter implements IParticleEmitterType {\r\n\r\n /**\r\n * Gets or sets the position generator that will create the inital position of each particle.\r\n * Index will be provided when used with GPU particle. Particle will be provided when used with CPU particles\r\n */\r\n public particlePositionGenerator: (index: number, particle: Nullable, outPosition: Vector3) => void = () => {};\r\n\r\n /**\r\n * Gets or sets the destination generator that will create the final destination of each particle.\r\n * * Index will be provided when used with GPU particle. Particle will be provided when used with CPU particles\r\n */\r\n public particleDestinationGenerator: (index: number, particle: Nullable, outDestination: Vector3) => void = () => {};\r\n\r\n /**\r\n * Creates a new instance CustomParticleEmitter\r\n */\r\n constructor() {\r\n\r\n }\r\n\r\n /**\r\n * Called by the particle System when the direction is computed for the created particle.\r\n * @param worldMatrix is the world matrix of the particle system\r\n * @param directionToUpdate is the direction vector to update with the result\r\n * @param particle is the particle we are computed the direction for\r\n * @param isLocal defines if the direction should be set in local space\r\n */\r\n public startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle, isLocal: boolean): void {\r\n let tmpVector = TmpVectors.Vector3[0];\r\n\r\n if (this.particleDestinationGenerator) {\r\n this.particleDestinationGenerator(-1, particle, tmpVector);\r\n\r\n // Get direction\r\n let diffVector = TmpVectors.Vector3[1];\r\n tmpVector.subtractToRef(particle.position, diffVector);\r\n\r\n diffVector.scaleToRef(1 / particle.lifeTime, tmpVector);\r\n } else {\r\n tmpVector.set(0, 0, 0);\r\n }\r\n\r\n if (isLocal) {\r\n directionToUpdate.copyFrom(tmpVector);\r\n return;\r\n }\r\n\r\n Vector3.TransformNormalToRef(tmpVector, worldMatrix, directionToUpdate);\r\n }\r\n\r\n /**\r\n * Called by the particle System when the position is computed for the created particle.\r\n * @param worldMatrix is the world matrix of the particle system\r\n * @param positionToUpdate is the position vector to update with the result\r\n * @param particle is the particle we are computed the position for\r\n * @param isLocal defines if the position should be set in local space\r\n */\r\n public startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle, isLocal: boolean): void {\r\n let tmpVector = TmpVectors.Vector3[0];\r\n\r\n if (this.particlePositionGenerator) {\r\n this.particlePositionGenerator(-1, particle, tmpVector);\r\n } else {\r\n tmpVector.set(0, 0, 0);\r\n }\r\n\r\n if (isLocal) {\r\n positionToUpdate.copyFrom(tmpVector);\r\n return;\r\n }\r\n\r\n Vector3.TransformCoordinatesToRef(tmpVector, worldMatrix, positionToUpdate);\r\n }\r\n\r\n /**\r\n * Clones the current emitter and returns a copy of it\r\n * @returns the new emitter\r\n */\r\n public clone(): CustomParticleEmitter {\r\n let newOne = new CustomParticleEmitter();\r\n\r\n DeepCopier.DeepCopy(this, newOne);\r\n\r\n return newOne;\r\n }\r\n\r\n /**\r\n * Called by the GPUParticleSystem to setup the update shader\r\n * @param effect defines the update shader\r\n */\r\n public applyToShader(effect: Effect): void {\r\n }\r\n\r\n /**\r\n * Returns a string to use to update the GPU particles update shader\r\n * @returns a string containng the defines string\r\n */\r\n public getEffectDefines(): string {\r\n return \"#define CUSTOMEMITTER\";\r\n }\r\n\r\n /**\r\n * Returns the string \"PointParticleEmitter\"\r\n * @returns a string containing the class name\r\n */\r\n public getClassName(): string {\r\n return \"CustomParticleEmitter\";\r\n }\r\n\r\n /**\r\n * Serializes the particle system to a JSON object.\r\n * @returns the JSON object\r\n */\r\n public serialize(): any {\r\n var serializationObject: any = {};\r\n\r\n serializationObject.type = this.getClassName();\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse properties from a JSON object\r\n * @param serializationObject defines the JSON object\r\n */\r\n public parse(serializationObject: any): void {\r\n }\r\n}\r\n","import { Vector3, Matrix } from \"../../Maths/math.vector\";\r\nimport { Scalar } from \"../../Maths/math.scalar\";\r\nimport { Effect } from \"../../Materials/effect\";\r\nimport { Particle } from \"../../Particles/particle\";\r\nimport { IParticleEmitterType } from \"./IParticleEmitterType\";\r\nimport { DeepCopier } from \"../../Misc/deepCopier\";\r\n/**\r\n * Particle emitter emitting particles from the inside of a cylinder.\r\n * It emits the particles alongside the cylinder radius. The emission direction might be randomized.\r\n */\r\nexport class CylinderParticleEmitter implements IParticleEmitterType {\r\n /**\r\n * Creates a new instance CylinderParticleEmitter\r\n * @param radius the radius of the emission cylinder (1 by default)\r\n * @param height the height of the emission cylinder (1 by default)\r\n * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)\r\n * @param directionRandomizer defines how much to randomize the particle direction [0-1]\r\n */\r\n constructor(\r\n /**\r\n * The radius of the emission cylinder.\r\n */\r\n public radius = 1,\r\n /**\r\n * The height of the emission cylinder.\r\n */\r\n public height = 1,\r\n /**\r\n * The range of emission [0-1] 0 Surface only, 1 Entire Radius.\r\n */\r\n public radiusRange = 1,\r\n /**\r\n * How much to randomize the particle direction [0-1].\r\n */\r\n public directionRandomizer = 0) {\r\n }\r\n\r\n /**\r\n * Called by the particle System when the direction is computed for the created particle.\r\n * @param worldMatrix is the world matrix of the particle system\r\n * @param directionToUpdate is the direction vector to update with the result\r\n * @param particle is the particle we are computed the direction for\r\n * @param isLocal defines if the direction should be set in local space\r\n */\r\n public startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle, isLocal: boolean): void {\r\n var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();\r\n var randY = Scalar.RandomRange(-this.directionRandomizer / 2, this.directionRandomizer / 2);\r\n\r\n var angle = Math.atan2(direction.x, direction.z);\r\n angle += Scalar.RandomRange(-Math.PI / 2, Math.PI / 2) * this.directionRandomizer;\r\n\r\n direction.y = randY; // set direction y to rand y to mirror normal of cylinder surface\r\n direction.x = Math.sin(angle);\r\n direction.z = Math.cos(angle);\r\n direction.normalize();\r\n\r\n if (isLocal) {\r\n directionToUpdate.copyFrom(direction);\r\n return;\r\n }\r\n\r\n Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);\r\n }\r\n\r\n /**\r\n * Called by the particle System when the position is computed for the created particle.\r\n * @param worldMatrix is the world matrix of the particle system\r\n * @param positionToUpdate is the position vector to update with the result\r\n * @param particle is the particle we are computed the position for\r\n * @param isLocal defines if the position should be set in local space\r\n */\r\n public startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle, isLocal: boolean): void {\r\n var yPos = Scalar.RandomRange(-this.height / 2, this.height / 2);\r\n var angle = Scalar.RandomRange(0, 2 * Math.PI);\r\n\r\n // Pick a properly distributed point within the circle https://programming.guide/random-point-within-circle.html\r\n var radiusDistribution = Scalar.RandomRange((1 - this.radiusRange) * (1 - this.radiusRange), 1);\r\n var positionRadius = Math.sqrt(radiusDistribution) * this.radius;\r\n var xPos = positionRadius * Math.cos(angle);\r\n var zPos = positionRadius * Math.sin(angle);\r\n\r\n if (isLocal) {\r\n positionToUpdate.copyFromFloats(xPos, yPos, zPos);\r\n return;\r\n }\r\n\r\n Vector3.TransformCoordinatesFromFloatsToRef(xPos, yPos, zPos, worldMatrix, positionToUpdate);\r\n }\r\n\r\n /**\r\n * Clones the current emitter and returns a copy of it\r\n * @returns the new emitter\r\n */\r\n public clone(): CylinderParticleEmitter {\r\n let newOne = new CylinderParticleEmitter(this.radius, this.directionRandomizer);\r\n\r\n DeepCopier.DeepCopy(this, newOne);\r\n\r\n return newOne;\r\n }\r\n\r\n /**\r\n * Called by the GPUParticleSystem to setup the update shader\r\n * @param effect defines the update shader\r\n */\r\n public applyToShader(effect: Effect): void {\r\n effect.setFloat(\"radius\", this.radius);\r\n effect.setFloat(\"height\", this.height);\r\n effect.setFloat(\"radiusRange\", this.radiusRange);\r\n effect.setFloat(\"directionRandomizer\", this.directionRandomizer);\r\n }\r\n\r\n /**\r\n * Returns a string to use to update the GPU particles update shader\r\n * @returns a string containng the defines string\r\n */\r\n public getEffectDefines(): string {\r\n return \"#define CYLINDEREMITTER\";\r\n }\r\n\r\n /**\r\n * Returns the string \"CylinderParticleEmitter\"\r\n * @returns a string containing the class name\r\n */\r\n public getClassName(): string {\r\n return \"CylinderParticleEmitter\";\r\n }\r\n\r\n /**\r\n * Serializes the particle system to a JSON object.\r\n * @returns the JSON object\r\n */\r\n public serialize(): any {\r\n var serializationObject: any = {};\r\n serializationObject.type = this.getClassName();\r\n serializationObject.radius = this.radius;\r\n serializationObject.height = this.height;\r\n serializationObject.radiusRange = this.radiusRange;\r\n serializationObject.directionRandomizer = this.directionRandomizer;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse properties from a JSON object\r\n * @param serializationObject defines the JSON object\r\n */\r\n public parse(serializationObject: any): void {\r\n this.radius = serializationObject.radius;\r\n this.height = serializationObject.height;\r\n this.radiusRange = serializationObject.radiusRange;\r\n this.directionRandomizer = serializationObject.directionRandomizer;\r\n }\r\n}\r\n\r\n/**\r\n * Particle emitter emitting particles from the inside of a cylinder.\r\n * It emits the particles randomly between two vectors.\r\n */\r\nexport class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {\r\n\r\n /**\r\n * Creates a new instance CylinderDirectedParticleEmitter\r\n * @param radius the radius of the emission cylinder (1 by default)\r\n * @param height the height of the emission cylinder (1 by default)\r\n * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)\r\n * @param direction1 the min limit of the emission direction (up vector by default)\r\n * @param direction2 the max limit of the emission direction (up vector by default)\r\n */\r\n constructor(\r\n radius = 1,\r\n height = 1,\r\n radiusRange = 1,\r\n /**\r\n * The min limit of the emission direction.\r\n */\r\n public direction1 = new Vector3(0, 1, 0),\r\n /**\r\n * The max limit of the emission direction.\r\n */\r\n public direction2 = new Vector3(0, 1, 0)) {\r\n super(radius, height, radiusRange);\r\n }\r\n\r\n /**\r\n * Called by the particle System when the direction is computed for the created particle.\r\n * @param worldMatrix is the world matrix of the particle system\r\n * @param directionToUpdate is the direction vector to update with the result\r\n * @param particle is the particle we are computed the direction for\r\n */\r\n public startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void {\r\n var randX = Scalar.RandomRange(this.direction1.x, this.direction2.x);\r\n var randY = Scalar.RandomRange(this.direction1.y, this.direction2.y);\r\n var randZ = Scalar.RandomRange(this.direction1.z, this.direction2.z);\r\n Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);\r\n }\r\n\r\n /**\r\n * Clones the current emitter and returns a copy of it\r\n * @returns the new emitter\r\n */\r\n public clone(): CylinderDirectedParticleEmitter {\r\n let newOne = new CylinderDirectedParticleEmitter(this.radius, this.height, this.radiusRange, this.direction1, this.direction2);\r\n\r\n DeepCopier.DeepCopy(this, newOne);\r\n\r\n return newOne;\r\n }\r\n\r\n /**\r\n * Called by the GPUParticleSystem to setup the update shader\r\n * @param effect defines the update shader\r\n */\r\n public applyToShader(effect: Effect): void {\r\n effect.setFloat(\"radius\", this.radius);\r\n effect.setFloat(\"height\", this.height);\r\n effect.setFloat(\"radiusRange\", this.radiusRange);\r\n effect.setVector3(\"direction1\", this.direction1);\r\n effect.setVector3(\"direction2\", this.direction2);\r\n }\r\n\r\n /**\r\n * Returns a string to use to update the GPU particles update shader\r\n * @returns a string containng the defines string\r\n */\r\n public getEffectDefines(): string {\r\n return \"#define CYLINDEREMITTER\\n#define DIRECTEDCYLINDEREMITTER\";\r\n }\r\n\r\n /**\r\n * Returns the string \"CylinderDirectedParticleEmitter\"\r\n * @returns a string containing the class name\r\n */\r\n public getClassName(): string {\r\n return \"CylinderDirectedParticleEmitter\";\r\n }\r\n\r\n /**\r\n * Serializes the particle system to a JSON object.\r\n * @returns the JSON object\r\n */\r\n public serialize(): any {\r\n var serializationObject = super.serialize();\r\n\r\n serializationObject.direction1 = this.direction1.asArray();\r\n serializationObject.direction2 = this.direction2.asArray();\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse properties from a JSON object\r\n * @param serializationObject defines the JSON object\r\n */\r\n public parse(serializationObject: any): void {\r\n super.parse(serializationObject);\r\n this.direction1.copyFrom(serializationObject.direction1);\r\n this.direction2.copyFrom(serializationObject.direction2);\r\n }\r\n}\r\n","import { DeepCopier } from \"../../Misc/deepCopier\";\r\nimport { Vector3, Matrix } from \"../../Maths/math.vector\";\r\nimport { Scalar } from \"../../Maths/math.scalar\";\r\nimport { Effect } from \"../../Materials/effect\";\r\nimport { Particle } from \"../../Particles/particle\";\r\nimport { IParticleEmitterType } from \"./IParticleEmitterType\";\r\n/**\r\n * Particle emitter emitting particles from the inside of a hemisphere.\r\n * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.\r\n */\r\nexport class HemisphericParticleEmitter implements IParticleEmitterType {\r\n /**\r\n * Creates a new instance HemisphericParticleEmitter\r\n * @param radius the radius of the emission hemisphere (1 by default)\r\n * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)\r\n * @param directionRandomizer defines how much to randomize the particle direction [0-1]\r\n */\r\n constructor(\r\n /**\r\n * The radius of the emission hemisphere.\r\n */\r\n public radius = 1,\r\n /**\r\n * The range of emission [0-1] 0 Surface only, 1 Entire Radius.\r\n */\r\n public radiusRange = 1,\r\n /**\r\n * How much to randomize the particle direction [0-1].\r\n */\r\n public directionRandomizer = 0) {\r\n }\r\n\r\n /**\r\n * Called by the particle System when the direction is computed for the created particle.\r\n * @param worldMatrix is the world matrix of the particle system\r\n * @param directionToUpdate is the direction vector to update with the result\r\n * @param particle is the particle we are computed the direction for\r\n * @param isLocal defines if the direction should be set in local space\r\n */\r\n public startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle, isLocal: boolean): void {\r\n var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();\r\n var randX = Scalar.RandomRange(0, this.directionRandomizer);\r\n var randY = Scalar.RandomRange(0, this.directionRandomizer);\r\n var randZ = Scalar.RandomRange(0, this.directionRandomizer);\r\n direction.x += randX;\r\n direction.y += randY;\r\n direction.z += randZ;\r\n direction.normalize();\r\n\r\n if (isLocal) {\r\n directionToUpdate.copyFrom(direction);\r\n return;\r\n }\r\n\r\n Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);\r\n }\r\n\r\n /**\r\n * Called by the particle System when the position is computed for the created particle.\r\n * @param worldMatrix is the world matrix of the particle system\r\n * @param positionToUpdate is the position vector to update with the result\r\n * @param particle is the particle we are computed the position for\r\n * @param isLocal defines if the position should be set in local space\r\n */\r\n public startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle, isLocal: boolean): void {\r\n var randRadius = this.radius - Scalar.RandomRange(0, this.radius * this.radiusRange);\r\n var v = Scalar.RandomRange(0, 1.0);\r\n var phi = Scalar.RandomRange(0, 2 * Math.PI);\r\n var theta = Math.acos(2 * v - 1);\r\n var randX = randRadius * Math.cos(phi) * Math.sin(theta);\r\n var randY = randRadius * Math.cos(theta);\r\n var randZ = randRadius * Math.sin(phi) * Math.sin(theta);\r\n\r\n if (isLocal) {\r\n positionToUpdate.copyFromFloats(randX, Math.abs(randY), randZ);\r\n return;\r\n }\r\n\r\n Vector3.TransformCoordinatesFromFloatsToRef(randX, Math.abs(randY), randZ, worldMatrix, positionToUpdate);\r\n }\r\n\r\n /**\r\n * Clones the current emitter and returns a copy of it\r\n * @returns the new emitter\r\n */\r\n public clone(): HemisphericParticleEmitter {\r\n let newOne = new HemisphericParticleEmitter(this.radius, this.directionRandomizer);\r\n\r\n DeepCopier.DeepCopy(this, newOne);\r\n\r\n return newOne;\r\n }\r\n\r\n /**\r\n * Called by the GPUParticleSystem to setup the update shader\r\n * @param effect defines the update shader\r\n */\r\n public applyToShader(effect: Effect): void {\r\n effect.setFloat(\"radius\", this.radius);\r\n effect.setFloat(\"radiusRange\", this.radiusRange);\r\n effect.setFloat(\"directionRandomizer\", this.directionRandomizer);\r\n }\r\n\r\n /**\r\n * Returns a string to use to update the GPU particles update shader\r\n * @returns a string containng the defines string\r\n */\r\n public getEffectDefines(): string {\r\n return \"#define HEMISPHERICEMITTER\";\r\n }\r\n\r\n /**\r\n * Returns the string \"HemisphericParticleEmitter\"\r\n * @returns a string containing the class name\r\n */\r\n public getClassName(): string {\r\n return \"HemisphericParticleEmitter\";\r\n }\r\n\r\n /**\r\n * Serializes the particle system to a JSON object.\r\n * @returns the JSON object\r\n */\r\n public serialize(): any {\r\n var serializationObject: any = {};\r\n serializationObject.type = this.getClassName();\r\n serializationObject.radius = this.radius;\r\n serializationObject.radiusRange = this.radiusRange;\r\n serializationObject.directionRandomizer = this.directionRandomizer;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse properties from a JSON object\r\n * @param serializationObject defines the JSON object\r\n */\r\n public parse(serializationObject: any): void {\r\n this.radius = serializationObject.radius;\r\n this.radiusRange = serializationObject.radiusRange;\r\n this.directionRandomizer = serializationObject.directionRandomizer;\r\n }\r\n}\r\n","export * from \"./boxParticleEmitter\";\r\nexport * from \"./coneParticleEmitter\";\r\nexport * from \"./cylinderParticleEmitter\";\r\nexport * from \"./hemisphericParticleEmitter\";\r\nexport * from \"./IParticleEmitterType\";\r\nexport * from \"./pointParticleEmitter\";\r\nexport * from \"./sphereParticleEmitter\";\r\nexport * from \"./customParticleEmitter\";\r\nexport * from \"./meshParticleEmitter\";","import { DeepCopier } from \"../../Misc/deepCopier\";\r\nimport { Vector3, Matrix, TmpVectors } from \"../../Maths/math.vector\";\r\nimport { Scalar } from \"../../Maths/math.scalar\";\r\nimport { Effect } from \"../../Materials/effect\";\r\nimport { Particle } from \"../../Particles/particle\";\r\nimport { IParticleEmitterType } from \"./IParticleEmitterType\";\r\nimport { IndicesArray, Nullable, FloatArray } from '../../types';\r\nimport { VertexBuffer } from '../../Meshes/buffer';\r\nimport { Scene } from '../../scene';\r\nimport { AbstractMesh } from '../../Meshes/abstractMesh';\r\n/**\r\n * Particle emitter emitting particles from the inside of a box.\r\n * It emits the particles randomly between 2 given directions.\r\n */\r\nexport class MeshParticleEmitter implements IParticleEmitterType {\r\n private _indices: Nullable = null;\r\n private _positions: Nullable = null;\r\n private _normals: Nullable = null;\r\n private _storedNormal = Vector3.Zero();\r\n private _mesh: Nullable = null;\r\n\r\n /**\r\n * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.\r\n */\r\n public direction1 = new Vector3(0, 1.0, 0);\r\n /**\r\n * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.\r\n */\r\n public direction2 = new Vector3(0, 1.0, 0);\r\n\r\n /**\r\n * Gets or sets a boolean indicating that particle directions must be built from mesh face normals\r\n */\r\n public useMeshNormalsForDirection = true;\r\n\r\n /** Defines the mesh to use as source */\r\n public get mesh(): Nullable {\r\n return this._mesh;\r\n }\r\n\r\n public set mesh(value: Nullable) {\r\n if (this._mesh === value) {\r\n return;\r\n }\r\n\r\n this._mesh = value;\r\n\r\n if (value) {\r\n this._indices = value.getIndices();\r\n this._positions = value.getVerticesData(VertexBuffer.PositionKind);\r\n this._normals = value.getVerticesData(VertexBuffer.NormalKind);\r\n } else {\r\n this._indices = null;\r\n this._positions = null;\r\n this._normals = null;\r\n }\r\n }\r\n\r\n /**\r\n * Creates a new instance MeshParticleEmitter\r\n * @param mesh defines the mesh to use as source\r\n */\r\n constructor(mesh: Nullable = null) {\r\n this.mesh = mesh;\r\n }\r\n\r\n /**\r\n * Called by the particle System when the direction is computed for the created particle.\r\n * @param worldMatrix is the world matrix of the particle system\r\n * @param directionToUpdate is the direction vector to update with the result\r\n * @param particle is the particle we are computed the direction for\r\n * @param isLocal defines if the direction should be set in local space\r\n */\r\n public startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle, isLocal: boolean): void {\r\n if (this.useMeshNormalsForDirection && this._normals) {\r\n Vector3.TransformNormalToRef(this._storedNormal, worldMatrix, directionToUpdate);\r\n return;\r\n }\r\n\r\n var randX = Scalar.RandomRange(this.direction1.x, this.direction2.x);\r\n var randY = Scalar.RandomRange(this.direction1.y, this.direction2.y);\r\n var randZ = Scalar.RandomRange(this.direction1.z, this.direction2.z);\r\n\r\n if (isLocal) {\r\n directionToUpdate.copyFromFloats(randX, randY, randZ);\r\n return;\r\n }\r\n\r\n Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);\r\n }\r\n\r\n /**\r\n * Called by the particle System when the position is computed for the created particle.\r\n * @param worldMatrix is the world matrix of the particle system\r\n * @param positionToUpdate is the position vector to update with the result\r\n * @param particle is the particle we are computed the position for\r\n * @param isLocal defines if the position should be set in local space\r\n */\r\n public startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle, isLocal: boolean): void {\r\n if (!this._indices || !this._positions) {\r\n return;\r\n }\r\n\r\n let randomFaceIndex = 3 * Math.random() * (this._indices.length / 3) | 0;\r\n let bu = Math.random();\r\n let bv = Math.random() * (1.0 - bu);\r\n let bw = 1.0 - bu - bv;\r\n\r\n let faceIndexA = this._indices[randomFaceIndex];\r\n let faceIndexB = this._indices[randomFaceIndex + 1];\r\n let faceIndexC = this._indices[randomFaceIndex + 2];\r\n let vertexA = TmpVectors.Vector3[0];\r\n let vertexB = TmpVectors.Vector3[1];\r\n let vertexC = TmpVectors.Vector3[2];\r\n let randomVertex = TmpVectors.Vector3[3];\r\n\r\n Vector3.FromArrayToRef(this._positions, faceIndexA * 3, vertexA);\r\n Vector3.FromArrayToRef(this._positions, faceIndexB * 3, vertexB);\r\n Vector3.FromArrayToRef(this._positions, faceIndexC * 3, vertexC);\r\n\r\n randomVertex.x = bu * vertexA.x + bv * vertexB.x + bw * vertexC.x;\r\n randomVertex.y = bu * vertexA.y + bv * vertexB.y + bw * vertexC.y;\r\n randomVertex.z = bu * vertexA.z + bv * vertexB.z + bw * vertexC.z;\r\n\r\n if (isLocal) {\r\n positionToUpdate.copyFromFloats(randomVertex.x, randomVertex.y, randomVertex.z);\r\n } else {\r\n Vector3.TransformCoordinatesFromFloatsToRef(randomVertex.x, randomVertex.y, randomVertex.z, worldMatrix, positionToUpdate);\r\n }\r\n\r\n if (this.useMeshNormalsForDirection && this._normals) {\r\n Vector3.FromArrayToRef(this._normals, faceIndexA * 3, vertexA);\r\n Vector3.FromArrayToRef(this._normals, faceIndexB * 3, vertexB);\r\n Vector3.FromArrayToRef(this._normals, faceIndexC * 3, vertexC);\r\n\r\n this._storedNormal.x = bu * vertexA.x + bv * vertexB.x + bw * vertexC.x;\r\n this._storedNormal.y = bu * vertexA.y + bv * vertexB.y + bw * vertexC.y;\r\n this._storedNormal.z = bu * vertexA.z + bv * vertexB.z + bw * vertexC.z;\r\n }\r\n }\r\n\r\n /**\r\n * Clones the current emitter and returns a copy of it\r\n * @returns the new emitter\r\n */\r\n public clone(): MeshParticleEmitter {\r\n let newOne = new MeshParticleEmitter(this.mesh);\r\n\r\n DeepCopier.DeepCopy(this, newOne);\r\n\r\n return newOne;\r\n }\r\n\r\n /**\r\n * Called by the GPUParticleSystem to setup the update shader\r\n * @param effect defines the update shader\r\n */\r\n public applyToShader(effect: Effect): void {\r\n effect.setVector3(\"direction1\", this.direction1);\r\n effect.setVector3(\"direction2\", this.direction2);\r\n }\r\n\r\n /**\r\n * Returns a string to use to update the GPU particles update shader\r\n * @returns a string containng the defines string\r\n */\r\n public getEffectDefines(): string {\r\n return \"\";\r\n }\r\n\r\n /**\r\n * Returns the string \"BoxParticleEmitter\"\r\n * @returns a string containing the class name\r\n */\r\n public getClassName(): string {\r\n return \"MeshParticleEmitter\";\r\n }\r\n\r\n /**\r\n * Serializes the particle system to a JSON object.\r\n * @returns the JSON object\r\n */\r\n public serialize(): any {\r\n var serializationObject: any = {};\r\n\r\n serializationObject.type = this.getClassName();\r\n serializationObject.direction1 = this.direction1.asArray();\r\n serializationObject.direction2 = this.direction2.asArray();\r\n serializationObject.meshId = this.mesh?.id;\r\n serializationObject.useMeshNormalsForDirection = this.useMeshNormalsForDirection;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse properties from a JSON object\r\n * @param serializationObject defines the JSON object\r\n * @param scene defines the hosting scene\r\n */\r\n public parse(serializationObject: any, scene: Scene): void {\r\n Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);\r\n Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);\r\n\r\n if (serializationObject.meshId) {\r\n this.mesh = scene.getLastMeshByID(serializationObject.meshId);\r\n }\r\n\r\n this.useMeshNormalsForDirection = serializationObject.useMeshNormalsForDirection;\r\n }\r\n}\r\n","import { DeepCopier } from \"../../Misc/deepCopier\";\r\nimport { Vector3, Matrix } from \"../../Maths/math.vector\";\r\nimport { Scalar } from \"../../Maths/math.scalar\";\r\nimport { Effect } from \"../../Materials/effect\";\r\nimport { Particle } from \"../../Particles/particle\";\r\nimport { IParticleEmitterType } from \"./IParticleEmitterType\";\r\n/**\r\n * Particle emitter emitting particles from a point.\r\n * It emits the particles randomly between 2 given directions.\r\n */\r\nexport class PointParticleEmitter implements IParticleEmitterType {\r\n\r\n /**\r\n * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.\r\n */\r\n public direction1 = new Vector3(0, 1.0, 0);\r\n /**\r\n * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.\r\n */\r\n public direction2 = new Vector3(0, 1.0, 0);\r\n\r\n /**\r\n * Creates a new instance PointParticleEmitter\r\n */\r\n constructor() {\r\n\r\n }\r\n\r\n /**\r\n * Called by the particle System when the direction is computed for the created particle.\r\n * @param worldMatrix is the world matrix of the particle system\r\n * @param directionToUpdate is the direction vector to update with the result\r\n * @param particle is the particle we are computed the direction for\r\n * @param isLocal defines if the direction should be set in local space\r\n */\r\n public startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle, isLocal: boolean): void {\r\n var randX = Scalar.RandomRange(this.direction1.x, this.direction2.x);\r\n var randY = Scalar.RandomRange(this.direction1.y, this.direction2.y);\r\n var randZ = Scalar.RandomRange(this.direction1.z, this.direction2.z);\r\n\r\n if (isLocal) {\r\n directionToUpdate.copyFromFloats(randX, randY, randZ);\r\n return;\r\n }\r\n\r\n Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);\r\n }\r\n\r\n /**\r\n * Called by the particle System when the position is computed for the created particle.\r\n * @param worldMatrix is the world matrix of the particle system\r\n * @param positionToUpdate is the position vector to update with the result\r\n * @param particle is the particle we are computed the position for\r\n * @param isLocal defines if the position should be set in local space\r\n */\r\n public startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle, isLocal: boolean): void {\r\n if (isLocal) {\r\n positionToUpdate.copyFromFloats(0, 0, 0);\r\n return;\r\n }\r\n Vector3.TransformCoordinatesFromFloatsToRef(0, 0, 0, worldMatrix, positionToUpdate);\r\n }\r\n\r\n /**\r\n * Clones the current emitter and returns a copy of it\r\n * @returns the new emitter\r\n */\r\n public clone(): PointParticleEmitter {\r\n let newOne = new PointParticleEmitter();\r\n\r\n DeepCopier.DeepCopy(this, newOne);\r\n\r\n return newOne;\r\n }\r\n\r\n /**\r\n * Called by the GPUParticleSystem to setup the update shader\r\n * @param effect defines the update shader\r\n */\r\n public applyToShader(effect: Effect): void {\r\n effect.setVector3(\"direction1\", this.direction1);\r\n effect.setVector3(\"direction2\", this.direction2);\r\n }\r\n\r\n /**\r\n * Returns a string to use to update the GPU particles update shader\r\n * @returns a string containng the defines string\r\n */\r\n public getEffectDefines(): string {\r\n return \"#define POINTEMITTER\";\r\n }\r\n\r\n /**\r\n * Returns the string \"PointParticleEmitter\"\r\n * @returns a string containing the class name\r\n */\r\n public getClassName(): string {\r\n return \"PointParticleEmitter\";\r\n }\r\n\r\n /**\r\n * Serializes the particle system to a JSON object.\r\n * @returns the JSON object\r\n */\r\n public serialize(): any {\r\n var serializationObject: any = {};\r\n\r\n serializationObject.type = this.getClassName();\r\n serializationObject.direction1 = this.direction1.asArray();\r\n serializationObject.direction2 = this.direction2.asArray();\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse properties from a JSON object\r\n * @param serializationObject defines the JSON object\r\n */\r\n public parse(serializationObject: any): void {\r\n Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);\r\n Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);\r\n }\r\n}\r\n","import { Vector3, Matrix } from \"../../Maths/math.vector\";\r\nimport { Scalar } from \"../../Maths/math.scalar\";\r\nimport { Effect } from \"../../Materials/effect\";\r\nimport { Particle } from \"../../Particles/particle\";\r\nimport { IParticleEmitterType } from \"./IParticleEmitterType\";\r\nimport { DeepCopier } from \"../../Misc/deepCopier\";\r\n/**\r\n * Particle emitter emitting particles from the inside of a sphere.\r\n * It emits the particles alongside the sphere radius. The emission direction might be randomized.\r\n */\r\nexport class SphereParticleEmitter implements IParticleEmitterType {\r\n /**\r\n * Creates a new instance SphereParticleEmitter\r\n * @param radius the radius of the emission sphere (1 by default)\r\n * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)\r\n * @param directionRandomizer defines how much to randomize the particle direction [0-1]\r\n */\r\n constructor(\r\n /**\r\n * The radius of the emission sphere.\r\n */\r\n public radius = 1,\r\n /**\r\n * The range of emission [0-1] 0 Surface only, 1 Entire Radius.\r\n */\r\n public radiusRange = 1,\r\n /**\r\n * How much to randomize the particle direction [0-1].\r\n */\r\n public directionRandomizer = 0) {\r\n }\r\n\r\n /**\r\n * Called by the particle System when the direction is computed for the created particle.\r\n * @param worldMatrix is the world matrix of the particle system\r\n * @param directionToUpdate is the direction vector to update with the result\r\n * @param particle is the particle we are computed the direction for\r\n * @param isLocal defines if the direction should be set in local space\r\n */\r\n public startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle, isLocal: boolean): void {\r\n var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();\r\n var randX = Scalar.RandomRange(0, this.directionRandomizer);\r\n var randY = Scalar.RandomRange(0, this.directionRandomizer);\r\n var randZ = Scalar.RandomRange(0, this.directionRandomizer);\r\n direction.x += randX;\r\n direction.y += randY;\r\n direction.z += randZ;\r\n direction.normalize();\r\n\r\n if (isLocal) {\r\n directionToUpdate.copyFrom(direction);\r\n return;\r\n }\r\n\r\n Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);\r\n }\r\n\r\n /**\r\n * Called by the particle System when the position is computed for the created particle.\r\n * @param worldMatrix is the world matrix of the particle system\r\n * @param positionToUpdate is the position vector to update with the result\r\n * @param particle is the particle we are computed the position for\r\n * @param isLocal defines if the position should be set in local space\r\n */\r\n public startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle, isLocal: boolean): void {\r\n var randRadius = this.radius - Scalar.RandomRange(0, this.radius * this.radiusRange);\r\n var v = Scalar.RandomRange(0, 1.0);\r\n var phi = Scalar.RandomRange(0, 2 * Math.PI);\r\n var theta = Math.acos(2 * v - 1);\r\n var randX = randRadius * Math.cos(phi) * Math.sin(theta);\r\n var randY = randRadius * Math.cos(theta);\r\n var randZ = randRadius * Math.sin(phi) * Math.sin(theta);\r\n\r\n if (isLocal) {\r\n positionToUpdate.copyFromFloats(randX, randY, randZ);\r\n return;\r\n }\r\n\r\n Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);\r\n }\r\n\r\n /**\r\n * Clones the current emitter and returns a copy of it\r\n * @returns the new emitter\r\n */\r\n public clone(): SphereParticleEmitter {\r\n let newOne = new SphereParticleEmitter(this.radius, this.directionRandomizer);\r\n\r\n DeepCopier.DeepCopy(this, newOne);\r\n\r\n return newOne;\r\n }\r\n\r\n /**\r\n * Called by the GPUParticleSystem to setup the update shader\r\n * @param effect defines the update shader\r\n */\r\n public applyToShader(effect: Effect): void {\r\n effect.setFloat(\"radius\", this.radius);\r\n effect.setFloat(\"radiusRange\", this.radiusRange);\r\n effect.setFloat(\"directionRandomizer\", this.directionRandomizer);\r\n }\r\n\r\n /**\r\n * Returns a string to use to update the GPU particles update shader\r\n * @returns a string containng the defines string\r\n */\r\n public getEffectDefines(): string {\r\n return \"#define SPHEREEMITTER\";\r\n }\r\n\r\n /**\r\n * Returns the string \"SphereParticleEmitter\"\r\n * @returns a string containing the class name\r\n */\r\n public getClassName(): string {\r\n return \"SphereParticleEmitter\";\r\n }\r\n\r\n /**\r\n * Serializes the particle system to a JSON object.\r\n * @returns the JSON object\r\n */\r\n public serialize(): any {\r\n var serializationObject: any = {};\r\n serializationObject.type = this.getClassName();\r\n serializationObject.radius = this.radius;\r\n serializationObject.radiusRange = this.radiusRange;\r\n serializationObject.directionRandomizer = this.directionRandomizer;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse properties from a JSON object\r\n * @param serializationObject defines the JSON object\r\n */\r\n public parse(serializationObject: any): void {\r\n this.radius = serializationObject.radius;\r\n this.radiusRange = serializationObject.radiusRange;\r\n this.directionRandomizer = serializationObject.directionRandomizer;\r\n }\r\n}\r\n\r\n/**\r\n * Particle emitter emitting particles from the inside of a sphere.\r\n * It emits the particles randomly between two vectors.\r\n */\r\nexport class SphereDirectedParticleEmitter extends SphereParticleEmitter {\r\n\r\n /**\r\n * Creates a new instance SphereDirectedParticleEmitter\r\n * @param radius the radius of the emission sphere (1 by default)\r\n * @param direction1 the min limit of the emission direction (up vector by default)\r\n * @param direction2 the max limit of the emission direction (up vector by default)\r\n */\r\n constructor(radius = 1,\r\n /**\r\n * The min limit of the emission direction.\r\n */\r\n public direction1 = new Vector3(0, 1, 0),\r\n /**\r\n * The max limit of the emission direction.\r\n */\r\n public direction2 = new Vector3(0, 1, 0)) {\r\n super(radius);\r\n }\r\n\r\n /**\r\n * Called by the particle System when the direction is computed for the created particle.\r\n * @param worldMatrix is the world matrix of the particle system\r\n * @param directionToUpdate is the direction vector to update with the result\r\n * @param particle is the particle we are computed the direction for\r\n */\r\n public startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void {\r\n var randX = Scalar.RandomRange(this.direction1.x, this.direction2.x);\r\n var randY = Scalar.RandomRange(this.direction1.y, this.direction2.y);\r\n var randZ = Scalar.RandomRange(this.direction1.z, this.direction2.z);\r\n Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);\r\n }\r\n\r\n /**\r\n * Clones the current emitter and returns a copy of it\r\n * @returns the new emitter\r\n */\r\n public clone(): SphereDirectedParticleEmitter {\r\n let newOne = new SphereDirectedParticleEmitter(this.radius, this.direction1, this.direction2);\r\n\r\n DeepCopier.DeepCopy(this, newOne);\r\n\r\n return newOne;\r\n }\r\n\r\n /**\r\n * Called by the GPUParticleSystem to setup the update shader\r\n * @param effect defines the update shader\r\n */\r\n public applyToShader(effect: Effect): void {\r\n effect.setFloat(\"radius\", this.radius);\r\n effect.setFloat(\"radiusRange\", this.radiusRange);\r\n effect.setVector3(\"direction1\", this.direction1);\r\n effect.setVector3(\"direction2\", this.direction2);\r\n }\r\n\r\n /**\r\n * Returns a string to use to update the GPU particles update shader\r\n * @returns a string containng the defines string\r\n */\r\n public getEffectDefines(): string {\r\n return \"#define SPHEREEMITTER\\n#define DIRECTEDSPHEREEMITTER\";\r\n }\r\n\r\n /**\r\n * Returns the string \"SphereDirectedParticleEmitter\"\r\n * @returns a string containing the class name\r\n */\r\n public getClassName(): string {\r\n return \"SphereDirectedParticleEmitter\";\r\n }\r\n\r\n /**\r\n * Serializes the particle system to a JSON object.\r\n * @returns the JSON object\r\n */\r\n public serialize(): any {\r\n var serializationObject = super.serialize();\r\n\r\n serializationObject.direction1 = this.direction1.asArray();\r\n serializationObject.direction2 = this.direction2.asArray();\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse properties from a JSON object\r\n * @param serializationObject defines the JSON object\r\n */\r\n public parse(serializationObject: any): void {\r\n super.parse(serializationObject);\r\n this.direction1.copyFrom(serializationObject.direction1);\r\n this.direction2.copyFrom(serializationObject.direction2);\r\n }\r\n}\r\n","import { Nullable } from \"../types\";\r\nimport { Vector2, Vector3 } from \"../Maths/math.vector\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { ImageProcessingConfiguration, ImageProcessingConfigurationDefines } from \"../Materials/imageProcessingConfiguration\";\r\nimport { ProceduralTexture } from \"../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { RawTexture } from \"../Materials/Textures/rawTexture\";\r\nimport { Scene } from \"../scene\";\r\nimport { ColorGradient, FactorGradient, Color3Gradient, IValueGradient } from \"../Misc/gradients\";\r\nimport { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, CylinderDirectedParticleEmitter, ConeParticleEmitter } from \"../Particles/EmitterTypes/index\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Texture } from '../Materials/Textures/texture';\r\nimport { Color4 } from '../Maths/math.color';\r\n\r\ndeclare type Animation = import(\"../Animations/animation\").Animation;\r\n\r\n/**\r\n * This represents the base class for particle system in Babylon.\r\n * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.\r\n * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.\r\n * @example https://doc.babylonjs.com/babylon101/particles\r\n */\r\nexport class BaseParticleSystem {\r\n /**\r\n * Source color is added to the destination color without alpha affecting the result\r\n */\r\n public static BLENDMODE_ONEONE = 0;\r\n /**\r\n * Blend current color and particle color using particle’s alpha\r\n */\r\n public static BLENDMODE_STANDARD = 1;\r\n /**\r\n * Add current color and particle color multiplied by particle’s alpha\r\n */\r\n public static BLENDMODE_ADD = 2;\r\n /**\r\n * Multiply current color with particle color\r\n */\r\n public static BLENDMODE_MULTIPLY = 3;\r\n\r\n /**\r\n * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha\r\n */\r\n public static BLENDMODE_MULTIPLYADD = 4;\r\n\r\n /**\r\n * List of animations used by the particle system.\r\n */\r\n public animations: Animation[] = [];\r\n\r\n /**\r\n * Gets or sets the unique id of the particle system\r\n */\r\n public uniqueId: number;\r\n\r\n /**\r\n * The id of the Particle system.\r\n */\r\n public id: string;\r\n\r\n /**\r\n * The friendly name of the Particle system.\r\n */\r\n public name: string;\r\n\r\n /**\r\n * Snippet ID if the particle system was created from the snippet server\r\n */\r\n public snippetId: string;\r\n\r\n /**\r\n * The rendering group used by the Particle system to chose when to render.\r\n */\r\n public renderingGroupId = 0;\r\n\r\n /**\r\n * The emitter represents the Mesh or position we are attaching the particle system to.\r\n */\r\n public emitter: Nullable = Vector3.Zero();\r\n\r\n /**\r\n * The maximum number of particles to emit per frame\r\n */\r\n public emitRate = 10;\r\n\r\n /**\r\n * If you want to launch only a few particles at once, that can be done, as well.\r\n */\r\n public manualEmitCount = -1;\r\n\r\n /**\r\n * The overall motion speed (0.01 is default update speed, faster updates = faster animation)\r\n */\r\n public updateSpeed = 0.01;\r\n\r\n /**\r\n * The amount of time the particle system is running (depends of the overall update speed).\r\n */\r\n public targetStopDuration = 0;\r\n\r\n /**\r\n * Specifies whether the particle system will be disposed once it reaches the end of the animation.\r\n */\r\n public disposeOnStop = false;\r\n\r\n /**\r\n * Minimum power of emitting particles.\r\n */\r\n public minEmitPower = 1;\r\n /**\r\n * Maximum power of emitting particles.\r\n */\r\n public maxEmitPower = 1;\r\n\r\n /**\r\n * Minimum life time of emitting particles.\r\n */\r\n public minLifeTime = 1;\r\n /**\r\n * Maximum life time of emitting particles.\r\n */\r\n public maxLifeTime = 1;\r\n\r\n /**\r\n * Minimum Size of emitting particles.\r\n */\r\n public minSize = 1;\r\n /**\r\n * Maximum Size of emitting particles.\r\n */\r\n public maxSize = 1;\r\n\r\n /**\r\n * Minimum scale of emitting particles on X axis.\r\n */\r\n public minScaleX = 1;\r\n /**\r\n * Maximum scale of emitting particles on X axis.\r\n */\r\n public maxScaleX = 1;\r\n\r\n /**\r\n * Minimum scale of emitting particles on Y axis.\r\n */\r\n public minScaleY = 1;\r\n /**\r\n * Maximum scale of emitting particles on Y axis.\r\n */\r\n public maxScaleY = 1;\r\n\r\n /**\r\n * Gets or sets the minimal initial rotation in radians.\r\n */\r\n public minInitialRotation = 0;\r\n /**\r\n * Gets or sets the maximal initial rotation in radians.\r\n */\r\n public maxInitialRotation = 0;\r\n\r\n /**\r\n * Minimum angular speed of emitting particles (Z-axis rotation for each particle).\r\n */\r\n public minAngularSpeed = 0;\r\n /**\r\n * Maximum angular speed of emitting particles (Z-axis rotation for each particle).\r\n */\r\n public maxAngularSpeed = 0;\r\n\r\n /**\r\n * The texture used to render each particle. (this can be a spritesheet)\r\n */\r\n public particleTexture: Nullable;\r\n\r\n /**\r\n * The layer mask we are rendering the particles through.\r\n */\r\n public layerMask: number = 0x0FFFFFFF;\r\n\r\n /**\r\n * This can help using your own shader to render the particle system.\r\n * The according effect will be created\r\n */\r\n public customShader: any = null;\r\n\r\n /**\r\n * By default particle system starts as soon as they are created. This prevents the\r\n * automatic start to happen and let you decide when to start emitting particles.\r\n */\r\n public preventAutoStart: boolean = false;\r\n\r\n private _noiseTexture: Nullable;\r\n\r\n /**\r\n * Gets or sets a texture used to add random noise to particle positions\r\n */\r\n public get noiseTexture(): Nullable {\r\n return this._noiseTexture;\r\n }\r\n\r\n public set noiseTexture(value: Nullable) {\r\n if (this._noiseTexture === value) {\r\n return;\r\n }\r\n\r\n this._noiseTexture = value;\r\n this._reset();\r\n }\r\n\r\n /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */\r\n public noiseStrength = new Vector3(10, 10, 10);\r\n\r\n /**\r\n * Callback triggered when the particle animation is ending.\r\n */\r\n public onAnimationEnd: Nullable<() => void> = null;\r\n\r\n /**\r\n * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.\r\n */\r\n public blendMode = BaseParticleSystem.BLENDMODE_ONEONE;\r\n\r\n /**\r\n * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls\r\n * to override the particles.\r\n */\r\n public forceDepthWrite = false;\r\n\r\n /** Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0 */\r\n public preWarmCycles = 0;\r\n\r\n /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */\r\n public preWarmStepOffset = 1;\r\n\r\n /**\r\n * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)\r\n */\r\n public spriteCellChangeSpeed = 1;\r\n /**\r\n * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display\r\n */\r\n public startSpriteCellID = 0;\r\n /**\r\n * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display\r\n */\r\n public endSpriteCellID = 0;\r\n /**\r\n * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use\r\n */\r\n public spriteCellWidth = 0;\r\n /**\r\n * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use\r\n */\r\n public spriteCellHeight = 0;\r\n /**\r\n * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID\r\n */\r\n public spriteRandomStartCell = false;\r\n\r\n /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */\r\n public translationPivot = new Vector2(0, 0);\r\n\r\n /** @hidden */\r\n protected _isAnimationSheetEnabled: boolean;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called\r\n */\r\n public beginAnimationOnStart = false;\r\n\r\n /**\r\n * Gets or sets the frame to start the animation from when beginAnimationOnStart is true\r\n */\r\n public beginAnimationFrom = 0;\r\n\r\n /**\r\n * Gets or sets the frame to end the animation on when beginAnimationOnStart is true\r\n */\r\n public beginAnimationTo = 60;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true\r\n */\r\n public beginAnimationLoop = false;\r\n\r\n /**\r\n * Gets or sets a world offset applied to all particles\r\n */\r\n public worldOffset = new Vector3(0, 0, 0);\r\n\r\n /**\r\n * Gets or sets whether an animation sprite sheet is enabled or not on the particle system\r\n */\r\n public get isAnimationSheetEnabled(): boolean {\r\n return this._isAnimationSheetEnabled;\r\n }\r\n\r\n public set isAnimationSheetEnabled(value: boolean) {\r\n if (this._isAnimationSheetEnabled == value) {\r\n return;\r\n }\r\n\r\n this._isAnimationSheetEnabled = value;\r\n\r\n this._reset();\r\n }\r\n\r\n /**\r\n * Get hosting scene\r\n * @returns the scene\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * You can use gravity if you want to give an orientation to your particles.\r\n */\r\n public gravity = Vector3.Zero();\r\n\r\n protected _colorGradients: Nullable> = null;\r\n protected _sizeGradients: Nullable> = null;\r\n protected _lifeTimeGradients: Nullable> = null;\r\n protected _angularSpeedGradients: Nullable> = null;\r\n protected _velocityGradients: Nullable> = null;\r\n protected _limitVelocityGradients: Nullable> = null;\r\n protected _dragGradients: Nullable> = null;\r\n protected _emitRateGradients: Nullable> = null;\r\n protected _startSizeGradients: Nullable> = null;\r\n protected _rampGradients: Nullable> = null;\r\n protected _colorRemapGradients: Nullable> = null;\r\n protected _alphaRemapGradients: Nullable> = null;\r\n\r\n protected _hasTargetStopDurationDependantGradient() {\r\n return (this._startSizeGradients && this._startSizeGradients.length > 0)\r\n || (this._emitRateGradients && this._emitRateGradients.length > 0)\r\n || (this._lifeTimeGradients && this._lifeTimeGradients.length > 0);\r\n }\r\n\r\n /**\r\n * Defines the delay in milliseconds before starting the system (0 by default)\r\n */\r\n public startDelay = 0;\r\n\r\n /**\r\n * Gets the current list of drag gradients.\r\n * You must use addDragGradient and removeDragGradient to udpate this list\r\n * @returns the list of drag gradients\r\n */\r\n public getDragGradients(): Nullable> {\r\n return this._dragGradients;\r\n }\r\n\r\n /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */\r\n public limitVelocityDamping = 0.4;\r\n\r\n /**\r\n * Gets the current list of limit velocity gradients.\r\n * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list\r\n * @returns the list of limit velocity gradients\r\n */\r\n public getLimitVelocityGradients(): Nullable> {\r\n return this._limitVelocityGradients;\r\n }\r\n\r\n /**\r\n * Gets the current list of color gradients.\r\n * You must use addColorGradient and removeColorGradient to udpate this list\r\n * @returns the list of color gradients\r\n */\r\n public getColorGradients(): Nullable> {\r\n return this._colorGradients;\r\n }\r\n\r\n /**\r\n * Gets the current list of size gradients.\r\n * You must use addSizeGradient and removeSizeGradient to udpate this list\r\n * @returns the list of size gradients\r\n */\r\n public getSizeGradients(): Nullable> {\r\n return this._sizeGradients;\r\n }\r\n\r\n /**\r\n * Gets the current list of color remap gradients.\r\n * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list\r\n * @returns the list of color remap gradients\r\n */\r\n public getColorRemapGradients(): Nullable> {\r\n return this._colorRemapGradients;\r\n }\r\n\r\n /**\r\n * Gets the current list of alpha remap gradients.\r\n * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list\r\n * @returns the list of alpha remap gradients\r\n */\r\n public getAlphaRemapGradients(): Nullable> {\r\n return this._alphaRemapGradients;\r\n }\r\n\r\n /**\r\n * Gets the current list of life time gradients.\r\n * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list\r\n * @returns the list of life time gradients\r\n */\r\n public getLifeTimeGradients(): Nullable> {\r\n return this._lifeTimeGradients;\r\n }\r\n\r\n /**\r\n * Gets the current list of angular speed gradients.\r\n * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list\r\n * @returns the list of angular speed gradients\r\n */\r\n public getAngularSpeedGradients(): Nullable> {\r\n return this._angularSpeedGradients;\r\n }\r\n\r\n /**\r\n * Gets the current list of velocity gradients.\r\n * You must use addVelocityGradient and removeVelocityGradient to udpate this list\r\n * @returns the list of velocity gradients\r\n */\r\n public getVelocityGradients(): Nullable> {\r\n return this._velocityGradients;\r\n }\r\n\r\n /**\r\n * Gets the current list of start size gradients.\r\n * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list\r\n * @returns the list of start size gradients\r\n */\r\n public getStartSizeGradients(): Nullable> {\r\n return this._startSizeGradients;\r\n }\r\n\r\n /**\r\n * Gets the current list of emit rate gradients.\r\n * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list\r\n * @returns the list of emit rate gradients\r\n */\r\n public getEmitRateGradients(): Nullable> {\r\n return this._emitRateGradients;\r\n }\r\n\r\n /**\r\n * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.\r\n * This only works when particleEmitterTyps is a BoxParticleEmitter\r\n */\r\n public get direction1(): Vector3 {\r\n if ((this.particleEmitterType).direction1) {\r\n return (this.particleEmitterType).direction1;\r\n }\r\n\r\n return Vector3.Zero();\r\n }\r\n\r\n public set direction1(value: Vector3) {\r\n if ((this.particleEmitterType).direction1) {\r\n (this.particleEmitterType).direction1 = value;\r\n }\r\n }\r\n\r\n /**\r\n * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.\r\n * This only works when particleEmitterTyps is a BoxParticleEmitter\r\n */\r\n public get direction2(): Vector3 {\r\n if ((this.particleEmitterType).direction2) {\r\n return (this.particleEmitterType).direction2;\r\n }\r\n\r\n return Vector3.Zero();\r\n }\r\n\r\n public set direction2(value: Vector3) {\r\n if ((this.particleEmitterType).direction2) {\r\n (this.particleEmitterType).direction2 = value;\r\n }\r\n }\r\n\r\n /**\r\n * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.\r\n * This only works when particleEmitterTyps is a BoxParticleEmitter\r\n */\r\n public get minEmitBox(): Vector3 {\r\n if ((this.particleEmitterType).minEmitBox) {\r\n return (this.particleEmitterType).minEmitBox;\r\n }\r\n\r\n return Vector3.Zero();\r\n }\r\n\r\n public set minEmitBox(value: Vector3) {\r\n if ((this.particleEmitterType).minEmitBox) {\r\n (this.particleEmitterType).minEmitBox = value;\r\n }\r\n }\r\n\r\n /**\r\n * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.\r\n * This only works when particleEmitterTyps is a BoxParticleEmitter\r\n */\r\n public get maxEmitBox(): Vector3 {\r\n if ((this.particleEmitterType).maxEmitBox) {\r\n return (this.particleEmitterType).maxEmitBox;\r\n }\r\n\r\n return Vector3.Zero();\r\n }\r\n\r\n public set maxEmitBox(value: Vector3) {\r\n if ((this.particleEmitterType).maxEmitBox) {\r\n (this.particleEmitterType).maxEmitBox = value;\r\n }\r\n }\r\n\r\n /**\r\n * Random color of each particle after it has been emitted, between color1 and color2 vectors\r\n */\r\n public color1 = new Color4(1.0, 1.0, 1.0, 1.0);\r\n /**\r\n * Random color of each particle after it has been emitted, between color1 and color2 vectors\r\n */\r\n public color2 = new Color4(1.0, 1.0, 1.0, 1.0);\r\n /**\r\n * Color the particle will have at the end of its lifetime\r\n */\r\n public colorDead = new Color4(0, 0, 0, 1.0);\r\n\r\n /**\r\n * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel\r\n */\r\n public textureMask = new Color4(1.0, 1.0, 1.0, 1.0);\r\n\r\n /**\r\n * The particle emitter type defines the emitter used by the particle system.\r\n * It can be for example box, sphere, or cone...\r\n */\r\n public particleEmitterType: IParticleEmitterType;\r\n\r\n /** @hidden */\r\n public _isSubEmitter = false;\r\n\r\n /**\r\n * Gets or sets the billboard mode to use when isBillboardBased = true.\r\n * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED\r\n */\r\n public billboardMode = Constants.PARTICLES_BILLBOARDMODE_ALL;\r\n\r\n protected _isBillboardBased = true;\r\n /**\r\n * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction\r\n */\r\n public get isBillboardBased(): boolean {\r\n return this._isBillboardBased;\r\n }\r\n\r\n public set isBillboardBased(value: boolean) {\r\n if (this._isBillboardBased === value) {\r\n return;\r\n }\r\n\r\n this._isBillboardBased = value;\r\n this._reset();\r\n }\r\n\r\n /**\r\n * The scene the particle system belongs to.\r\n */\r\n protected _scene: Scene;\r\n\r\n /**\r\n * Local cache of defines for image processing.\r\n */\r\n protected _imageProcessingConfigurationDefines = new ImageProcessingConfigurationDefines();\r\n\r\n /**\r\n * Default configuration related to image processing available in the standard Material.\r\n */\r\n protected _imageProcessingConfiguration: ImageProcessingConfiguration;\r\n\r\n /**\r\n * Gets the image processing configuration used either in this material.\r\n */\r\n public get imageProcessingConfiguration(): ImageProcessingConfiguration {\r\n return this._imageProcessingConfiguration;\r\n }\r\n\r\n /**\r\n * Sets the Default image processing configuration used either in the this material.\r\n *\r\n * If sets to null, the scene one is in use.\r\n */\r\n public set imageProcessingConfiguration(value: ImageProcessingConfiguration) {\r\n this._attachImageProcessingConfiguration(value);\r\n }\r\n\r\n /**\r\n * Attaches a new image processing configuration to the Standard Material.\r\n * @param configuration\r\n */\r\n protected _attachImageProcessingConfiguration(configuration: Nullable): void {\r\n if (configuration === this._imageProcessingConfiguration) {\r\n return;\r\n }\r\n\r\n // Pick the scene configuration if needed.\r\n if (!configuration) {\r\n this._imageProcessingConfiguration = this._scene.imageProcessingConfiguration;\r\n }\r\n else {\r\n this._imageProcessingConfiguration = configuration;\r\n }\r\n }\r\n\r\n /** @hidden */\r\n protected _reset() {\r\n }\r\n\r\n /** @hidden */\r\n protected _removeGradientAndTexture(gradient: number, gradients: Nullable, texture: Nullable): BaseParticleSystem {\r\n if (!gradients) {\r\n return this;\r\n }\r\n\r\n let index = 0;\r\n for (var valueGradient of gradients) {\r\n if (valueGradient.gradient === gradient) {\r\n gradients.splice(index, 1);\r\n break;\r\n }\r\n index++;\r\n }\r\n\r\n if (texture) {\r\n texture.dispose();\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Instantiates a particle system.\r\n * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.\r\n * @param name The name of the particle system\r\n */\r\n public constructor(name: string) {\r\n this.id = name;\r\n this.name = name;\r\n }\r\n\r\n /**\r\n * Creates a Point Emitter for the particle system (emits directly from the emitter position)\r\n * @param direction1 Particles are emitted between the direction1 and direction2 from within the box\r\n * @param direction2 Particles are emitted between the direction1 and direction2 from within the box\r\n * @returns the emitter\r\n */\r\n public createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter {\r\n var particleEmitter = new PointParticleEmitter();\r\n particleEmitter.direction1 = direction1;\r\n particleEmitter.direction2 = direction2;\r\n\r\n this.particleEmitterType = particleEmitter;\r\n return particleEmitter;\r\n }\r\n\r\n /**\r\n * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)\r\n * @param radius The radius of the hemisphere to emit from\r\n * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius\r\n * @returns the emitter\r\n */\r\n public createHemisphericEmitter(radius = 1, radiusRange = 1): HemisphericParticleEmitter {\r\n var particleEmitter = new HemisphericParticleEmitter(radius, radiusRange);\r\n this.particleEmitterType = particleEmitter;\r\n return particleEmitter;\r\n }\r\n\r\n /**\r\n * Creates a Sphere Emitter for the particle system (emits along the sphere radius)\r\n * @param radius The radius of the sphere to emit from\r\n * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius\r\n * @returns the emitter\r\n */\r\n public createSphereEmitter(radius = 1, radiusRange = 1): SphereParticleEmitter {\r\n var particleEmitter = new SphereParticleEmitter(radius, radiusRange);\r\n this.particleEmitterType = particleEmitter;\r\n return particleEmitter;\r\n }\r\n\r\n /**\r\n * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)\r\n * @param radius The radius of the sphere to emit from\r\n * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere\r\n * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere\r\n * @returns the emitter\r\n */\r\n public createDirectedSphereEmitter(radius = 1, direction1 = new Vector3(0, 1.0, 0), direction2 = new Vector3(0, 1.0, 0)): SphereDirectedParticleEmitter {\r\n var particleEmitter = new SphereDirectedParticleEmitter(radius, direction1, direction2);\r\n this.particleEmitterType = particleEmitter;\r\n return particleEmitter;\r\n }\r\n\r\n /**\r\n * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)\r\n * @param radius The radius of the emission cylinder\r\n * @param height The height of the emission cylinder\r\n * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius\r\n * @param directionRandomizer How much to randomize the particle direction [0-1]\r\n * @returns the emitter\r\n */\r\n public createCylinderEmitter(radius = 1, height = 1, radiusRange = 1, directionRandomizer = 0): CylinderParticleEmitter {\r\n var particleEmitter = new CylinderParticleEmitter(radius, height, radiusRange, directionRandomizer);\r\n this.particleEmitterType = particleEmitter;\r\n return particleEmitter;\r\n }\r\n\r\n /**\r\n * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)\r\n * @param radius The radius of the cylinder to emit from\r\n * @param height The height of the emission cylinder\r\n * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)\r\n * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder\r\n * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder\r\n * @returns the emitter\r\n */\r\n public createDirectedCylinderEmitter(radius = 1, height = 1, radiusRange = 1, direction1 = new Vector3(0, 1.0, 0), direction2 = new Vector3(0, 1.0, 0)): CylinderDirectedParticleEmitter {\r\n var particleEmitter = new CylinderDirectedParticleEmitter(radius, height, radiusRange, direction1, direction2);\r\n this.particleEmitterType = particleEmitter;\r\n return particleEmitter;\r\n }\r\n\r\n /**\r\n * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)\r\n * @param radius The radius of the cone to emit from\r\n * @param angle The base angle of the cone\r\n * @returns the emitter\r\n */\r\n public createConeEmitter(radius = 1, angle = Math.PI / 4): ConeParticleEmitter {\r\n var particleEmitter = new ConeParticleEmitter(radius, angle);\r\n this.particleEmitterType = particleEmitter;\r\n return particleEmitter;\r\n }\r\n\r\n /**\r\n * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)\r\n * @param direction1 Particles are emitted between the direction1 and direction2 from within the box\r\n * @param direction2 Particles are emitted between the direction1 and direction2 from within the box\r\n * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox\r\n * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox\r\n * @returns the emitter\r\n */\r\n public createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter {\r\n var particleEmitter = new BoxParticleEmitter();\r\n this.particleEmitterType = particleEmitter;\r\n this.direction1 = direction1;\r\n this.direction2 = direction2;\r\n this.minEmitBox = minEmitBox;\r\n this.maxEmitBox = maxEmitBox;\r\n return particleEmitter;\r\n }\r\n}","import { Nullable } from \"../types\";\r\nimport { Color4, Vector2, Vector3, TmpVectors, Matrix, Quaternion } from \"../Maths/math\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { BoundingInfo } from \"../Culling/boundingInfo\";\r\nimport { PointsCloudSystem } from \"./pointsCloudSystem\";\r\n/**\r\n * Represents one particle of a points cloud system.\r\n */\r\nexport class CloudPoint {\r\n /**\r\n * particle global index\r\n */\r\n public idx: number = 0;\r\n /**\r\n * The color of the particle\r\n */\r\n public color: Nullable = new Color4(1.0, 1.0, 1.0, 1.0);\r\n /**\r\n * The world space position of the particle.\r\n */\r\n public position: Vector3 = Vector3.Zero();\r\n /**\r\n * The world space rotation of the particle. (Not use if rotationQuaternion is set)\r\n */\r\n public rotation: Vector3 = Vector3.Zero();\r\n /**\r\n * The world space rotation quaternion of the particle.\r\n */\r\n public rotationQuaternion: Nullable;\r\n /**\r\n * The uv of the particle.\r\n */\r\n public uv: Nullable = new Vector2(0.0, 0.0);\r\n /**\r\n * The current speed of the particle.\r\n */\r\n public velocity: Vector3 = Vector3.Zero();\r\n /**\r\n * The pivot point in the particle local space.\r\n */\r\n public pivot: Vector3 = Vector3.Zero();\r\n /**\r\n * Must the particle be translated from its pivot point in its local space ?\r\n * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.\r\n * Default : false\r\n */\r\n public translateFromPivot: boolean = false;\r\n /**\r\n * Index of this particle in the global \"positions\" array (Internal use)\r\n * @hidden\r\n */\r\n public _pos: number = 0;\r\n /**\r\n * @hidden Index of this particle in the global \"indices\" array (Internal use)\r\n */\r\n public _ind: number = 0;\r\n /**\r\n * Group this particle belongs to\r\n */\r\n public _group: PointsGroup;\r\n /**\r\n * Group id of this particle\r\n */\r\n public groupId: number = 0;\r\n /**\r\n * Index of the particle in its group id (Internal use)\r\n */\r\n public idxInGroup: number = 0;\r\n /**\r\n * @hidden Particle BoundingInfo object (Internal use)\r\n */\r\n public _boundingInfo: BoundingInfo;\r\n /**\r\n * @hidden Reference to the PCS that the particle belongs to (Internal use)\r\n */\r\n public _pcs: PointsCloudSystem;\r\n /**\r\n * @hidden Still set as invisible in order to skip useless computations (Internal use)\r\n */\r\n public _stillInvisible: boolean = false;\r\n /**\r\n * @hidden Last computed particle rotation matrix\r\n */\r\n public _rotationMatrix: number[] = [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0];\r\n /**\r\n * Parent particle Id, if any.\r\n * Default null.\r\n */\r\n public parentId: Nullable = null;\r\n /**\r\n * @hidden Internal global position in the PCS.\r\n */\r\n public _globalPosition: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Creates a Point Cloud object.\r\n * Don't create particles manually, use instead the PCS internal tools like _addParticle()\r\n * @param particleIndex (integer) is the particle index in the PCS pool. It's also the particle identifier.\r\n * @param group (PointsGroup) is the group the particle belongs to\r\n * @param groupId (integer) is the group identifier in the PCS.\r\n * @param idxInGroup (integer) is the index of the particle in the current point group (ex: the 10th point of addPoints(30))\r\n * @param pcs defines the PCS it is associated to\r\n */\r\n constructor(particleIndex: number, group: PointsGroup, groupId: number, idxInGroup: number, pcs: PointsCloudSystem) {\r\n this.idx = particleIndex;\r\n this._group = group;\r\n this.groupId = groupId;\r\n this.idxInGroup = idxInGroup;\r\n this._pcs = pcs;\r\n }\r\n\r\n /**\r\n * get point size\r\n */\r\n public get size(): Vector3 {\r\n return this.size;\r\n }\r\n\r\n /**\r\n * Set point size\r\n */\r\n public set size(scale: Vector3) {\r\n this.size = scale;\r\n }\r\n\r\n /**\r\n * Legacy support, changed quaternion to rotationQuaternion\r\n */\r\n public get quaternion(): Nullable {\r\n return this.rotationQuaternion;\r\n }\r\n\r\n /**\r\n * Legacy support, changed quaternion to rotationQuaternion\r\n */\r\n public set quaternion(q: Nullable) {\r\n this.rotationQuaternion = q;\r\n }\r\n\r\n /**\r\n * Returns a boolean. True if the particle intersects a mesh, else false\r\n * The intersection is computed on the particle position and Axis Aligned Bounding Box (AABB) or Sphere\r\n * @param target is the object (point or mesh) what the intersection is computed against\r\n * @param isSphere is boolean flag when false (default) bounding box of mesh is used, when true the bouding sphere is used\r\n * @returns true if it intersects\r\n */\r\n public intersectsMesh(target: Mesh, isSphere: boolean): boolean {\r\n if (!target._boundingInfo) {\r\n return false;\r\n }\r\n isSphere = isSphere ? isSphere : false;\r\n\r\n if (isSphere) {\r\n return target.getBoundingInfo().boundingSphere.intersectsPoint(this.position.add(this._pcs.mesh.position));\r\n }\r\n else {\r\n let maxX = 0;\r\n let minX = 0;\r\n let maxY = 0;\r\n let minY = 0;\r\n let maxZ = 0;\r\n let minZ = 0;\r\n maxX = target.getBoundingInfo().boundingBox.maximumWorld.x;\r\n minX = target.getBoundingInfo().boundingBox.minimumWorld.x;\r\n maxY = target.getBoundingInfo().boundingBox.maximumWorld.y;\r\n minY = target.getBoundingInfo().boundingBox.minimumWorld.y;\r\n maxZ = target.getBoundingInfo().boundingBox.maximumWorld.z;\r\n minZ = target.getBoundingInfo().boundingBox.minimumWorld.z;\r\n\r\n let x = this.position.x + this._pcs.mesh.position.x;\r\n let y = this.position.y + this._pcs.mesh.position.y;\r\n let z = this.position.z + this._pcs.mesh.position.z;\r\n return minX <= x && x <= maxX && minY <= y && y <= maxY && minZ <= z && z <= maxZ;\r\n }\r\n }\r\n\r\n /**\r\n * get the rotation matrix of the particle\r\n * @hidden\r\n */\r\n public getRotationMatrix(m: Matrix) {\r\n let quaternion: Quaternion;\r\n if (this.rotationQuaternion) {\r\n quaternion = this.rotationQuaternion;\r\n }\r\n else {\r\n quaternion = TmpVectors.Quaternion[0];\r\n const rotation = this.rotation;\r\n Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);\r\n }\r\n\r\n quaternion.toRotationMatrix(m);\r\n }\r\n}\r\n\r\n/**\r\n * Represents a group of points in a points cloud system\r\n * * PCS internal tool, don't use it manually.\r\n */\r\nexport class PointsGroup {\r\n /**\r\n * The group id\r\n * @hidden\r\n */\r\n public groupID: number;\r\n /**\r\n * image data for group (internal use)\r\n * @hidden\r\n */\r\n public _groupImageData: Nullable;\r\n /**\r\n * Image Width (internal use)\r\n * @hidden\r\n */\r\n public _groupImgWidth: number;\r\n /**\r\n * Image Height (internal use)\r\n * @hidden\r\n */\r\n public _groupImgHeight: number;\r\n /**\r\n * Custom position function (internal use)\r\n * @hidden\r\n */\r\n public _positionFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>;\r\n /**\r\n * density per facet for surface points\r\n * @hidden\r\n */\r\n public _groupDensity: number[];\r\n /**\r\n * Only when points are colored by texture carries pointer to texture list array\r\n * @hidden\r\n */\r\n public _textureNb: number;\r\n\r\n /**\r\n * Creates a points group object. This is an internal reference to produce particles for the PCS.\r\n * PCS internal tool, don't use it manually.\r\n * @hidden\r\n */\r\n constructor(id: number, posFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>) {\r\n this.groupID = id;\r\n this._positionFunction = posFunction;\r\n }\r\n}\r\n","import { Nullable, float } from \"../types\";\r\nimport { FactorGradient, ColorGradient, Color3Gradient, IValueGradient, GradientHelper } from \"../Misc/gradients\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Vector3, Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Color4, Color3, TmpColors } from '../Maths/math.color';\r\nimport { Scalar } from \"../Maths/math.scalar\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { Buffer } from \"../Meshes/buffer\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { IParticleSystem } from \"./IParticleSystem\";\r\nimport { BaseParticleSystem } from \"./baseParticleSystem\";\r\nimport { ParticleSystem } from \"./particleSystem\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { BoxParticleEmitter } from \"../Particles/EmitterTypes/boxParticleEmitter\";\r\nimport { Scene, IDisposable } from \"../scene\";\r\nimport { Effect, IEffectCreationOptions } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { MaterialHelper } from \"../Materials/materialHelper\";\r\nimport { ImageProcessingConfiguration } from \"../Materials/imageProcessingConfiguration\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RawTexture } from \"../Materials/Textures/rawTexture\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { DeepCopier } from \"../Misc/deepCopier\";\r\nimport { IAnimatable } from '../Animations/animatable.interface';\r\nimport { CustomParticleEmitter } from './EmitterTypes/customParticleEmitter';\r\n\r\nimport \"../Shaders/gpuUpdateParticles.fragment\";\r\nimport \"../Shaders/gpuUpdateParticles.vertex\";\r\nimport \"../Shaders/gpuRenderParticles.fragment\";\r\nimport \"../Shaders/gpuRenderParticles.vertex\";\r\n\r\n/**\r\n * This represents a GPU particle system in Babylon\r\n * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data\r\n * @see https://www.babylonjs-playground.com/#PU4WYI#4\r\n */\r\nexport class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {\r\n /**\r\n * The layer mask we are rendering the particles through.\r\n */\r\n public layerMask: number = 0x0FFFFFFF;\r\n\r\n private _capacity: number;\r\n private _activeCount: number;\r\n private _currentActiveCount: number;\r\n private _accumulatedCount = 0;\r\n private _renderEffect: Effect;\r\n private _updateEffect: Effect;\r\n\r\n private _buffer0: Buffer;\r\n private _buffer1: Buffer;\r\n private _spriteBuffer: Buffer;\r\n private _updateVAO: Array;\r\n private _renderVAO: Array;\r\n\r\n private _targetIndex = 0;\r\n private _sourceBuffer: Buffer;\r\n private _targetBuffer: Buffer;\r\n\r\n private _engine: Engine;\r\n\r\n private _currentRenderId = -1;\r\n private _started = false;\r\n private _stopped = false;\r\n\r\n private _timeDelta = 0;\r\n\r\n private _randomTexture: RawTexture;\r\n private _randomTexture2: RawTexture;\r\n\r\n private _attributesStrideSize: number;\r\n private _updateEffectOptions: IEffectCreationOptions;\r\n\r\n private _randomTextureSize: number;\r\n private _actualFrame = 0;\r\n private _customEffect: { [blendMode: number] : Nullable };\r\n\r\n private readonly _rawTextureWidth = 256;\r\n\r\n /**\r\n * Gets a boolean indicating if the GPU particles can be rendered on current browser\r\n */\r\n public static get IsSupported(): boolean {\r\n if (!EngineStore.LastCreatedEngine) {\r\n return false;\r\n }\r\n return EngineStore.LastCreatedEngine.webGLVersion > 1;\r\n }\r\n\r\n /**\r\n * An event triggered when the system is disposed.\r\n */\r\n public onDisposeObservable = new Observable();\r\n\r\n /**\r\n * Gets the maximum number of particles active at the same time.\r\n * @returns The max number of active particles.\r\n */\r\n public getCapacity(): number {\r\n return this._capacity;\r\n }\r\n\r\n /**\r\n * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls\r\n * to override the particles.\r\n */\r\n public forceDepthWrite = false;\r\n\r\n /**\r\n * Gets or set the number of active particles\r\n */\r\n public get activeParticleCount(): number {\r\n return this._activeCount;\r\n }\r\n\r\n public set activeParticleCount(value: number) {\r\n this._activeCount = Math.min(value, this._capacity);\r\n }\r\n\r\n private _preWarmDone = false;\r\n\r\n /**\r\n * Specifies if the particles are updated in emitter local space or world space.\r\n */\r\n public isLocal = false;\r\n\r\n /**\r\n * Is this system ready to be used/rendered\r\n * @return true if the system is ready\r\n */\r\n public isReady(): boolean {\r\n if (!this._updateEffect) {\r\n this._recreateUpdateEffect();\r\n this._recreateRenderEffect();\r\n return false;\r\n }\r\n\r\n if (!this.emitter || !this._updateEffect.isReady() || !this._imageProcessingConfiguration.isReady() || !this._getEffect().isReady() || !this.particleTexture || !this.particleTexture.isReady()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Gets if the system has been started. (Note: this will still be true after stop is called)\r\n * @returns True if it has been started, otherwise false.\r\n */\r\n public isStarted(): boolean {\r\n return this._started;\r\n }\r\n\r\n /**\r\n * Gets if the system has been stopped. (Note: rendering is still happening but the system is frozen)\r\n * @returns True if it has been stopped, otherwise false.\r\n */\r\n public isStopped(): boolean {\r\n return this._stopped;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the system is stopping\r\n * @returns true if the system is currently stopping\r\n */\r\n public isStopping() {\r\n return false; // Stop is immediate on GPU\r\n }\r\n\r\n /**\r\n * Gets the number of particles active at the same time.\r\n * @returns The number of active particles.\r\n */\r\n public getActiveCount() {\r\n return this._currentActiveCount;\r\n }\r\n\r\n /**\r\n * Starts the particle system and begins to emit\r\n * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)\r\n */\r\n public start(delay = this.startDelay): void {\r\n if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {\r\n throw \"Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set\";\r\n }\r\n if (delay) {\r\n setTimeout(() => {\r\n this.start(0);\r\n }, delay);\r\n return;\r\n }\r\n this._started = true;\r\n this._stopped = false;\r\n this._preWarmDone = false;\r\n\r\n // Animations\r\n if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {\r\n this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);\r\n }\r\n }\r\n\r\n /**\r\n * Stops the particle system.\r\n */\r\n public stop(): void {\r\n this._stopped = true;\r\n }\r\n\r\n /**\r\n * Remove all active particles\r\n */\r\n public reset(): void {\r\n this._releaseBuffers();\r\n this._releaseVAOs();\r\n this._currentActiveCount = 0;\r\n this._targetIndex = 0;\r\n }\r\n\r\n /**\r\n * Returns the string \"GPUParticleSystem\"\r\n * @returns a string containing the class name\r\n */\r\n public getClassName(): string {\r\n return \"GPUParticleSystem\";\r\n }\r\n\r\n /**\r\n * Gets the custom effect used to render the particles\r\n * @param blendMode Blend mode for which the effect should be retrieved\r\n * @returns The effect\r\n */\r\n public getCustomEffect(blendMode: number = 0): Nullable {\r\n return this._customEffect[blendMode] ?? this._customEffect[0];\r\n }\r\n\r\n /**\r\n * Sets the custom effect used to render the particles\r\n * @param effect The effect to set\r\n * @param blendMode Blend mode for which the effect should be set\r\n */\r\n public setCustomEffect(effect: Nullable, blendMode: number = 0) {\r\n this._customEffect[blendMode] = effect;\r\n }\r\n\r\n /** @hidden */\r\n protected _onBeforeDrawParticlesObservable: Nullable>> = null;\r\n\r\n /**\r\n * Observable that will be called just before the particles are drawn\r\n */\r\n public get onBeforeDrawParticlesObservable(): Observable> {\r\n if (!this._onBeforeDrawParticlesObservable) {\r\n this._onBeforeDrawParticlesObservable = new Observable>();\r\n }\r\n\r\n return this._onBeforeDrawParticlesObservable;\r\n }\r\n\r\n /**\r\n * Gets the name of the particle vertex shader\r\n */\r\n public get vertexShaderName(): string {\r\n return \"gpuRenderParticles\";\r\n }\r\n\r\n private _colorGradientsTexture: RawTexture;\r\n\r\n protected _removeGradientAndTexture(gradient: number, gradients: Nullable, texture: RawTexture): BaseParticleSystem {\r\n super._removeGradientAndTexture(gradient, gradients, texture);\r\n this._releaseBuffers();\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds a new color gradient\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param color1 defines the color to affect to the specified gradient\r\n * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from\r\n * @returns the current particle system\r\n */\r\n public addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem {\r\n if (!this._colorGradients) {\r\n this._colorGradients = [];\r\n }\r\n\r\n let colorGradient = new ColorGradient(gradient, color1);\r\n this._colorGradients.push(colorGradient);\r\n\r\n this._refreshColorGradient(true);\r\n\r\n this._releaseBuffers();\r\n\r\n return this;\r\n }\r\n\r\n private _refreshColorGradient(reorder = false) {\r\n if (this._colorGradients) {\r\n if (reorder) {\r\n this._colorGradients.sort((a, b) => {\r\n if (a.gradient < b.gradient) {\r\n return -1;\r\n } else if (a.gradient > b.gradient) {\r\n return 1;\r\n }\r\n\r\n return 0;\r\n });\r\n }\r\n\r\n if (this._colorGradientsTexture) {\r\n this._colorGradientsTexture.dispose();\r\n (this._colorGradientsTexture) = null;\r\n }\r\n }\r\n }\r\n\r\n /** Force the system to rebuild all gradients that need to be resync */\r\n public forceRefreshGradients() {\r\n this._refreshColorGradient();\r\n this._refreshFactorGradient(this._sizeGradients, \"_sizeGradientsTexture\");\r\n this._refreshFactorGradient(this._angularSpeedGradients, \"_angularSpeedGradientsTexture\");\r\n this._refreshFactorGradient(this._velocityGradients, \"_velocityGradientsTexture\");\r\n this._refreshFactorGradient(this._limitVelocityGradients, \"_limitVelocityGradientsTexture\");\r\n this._refreshFactorGradient(this._dragGradients, \"_dragGradientsTexture\");\r\n\r\n this.reset();\r\n }\r\n\r\n /**\r\n * Remove a specific color gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n public removeColorGradient(gradient: number): GPUParticleSystem {\r\n this._removeGradientAndTexture(gradient, this._colorGradients, this._colorGradientsTexture);\r\n (this._colorGradientsTexture) = null;\r\n\r\n return this;\r\n }\r\n\r\n private _angularSpeedGradientsTexture: RawTexture;\r\n private _sizeGradientsTexture: RawTexture;\r\n private _velocityGradientsTexture: RawTexture;\r\n private _limitVelocityGradientsTexture: RawTexture;\r\n private _dragGradientsTexture: RawTexture;\r\n\r\n private _addFactorGradient(factorGradients: FactorGradient[], gradient: number, factor: number) {\r\n let valueGradient = new FactorGradient(gradient, factor);\r\n factorGradients.push(valueGradient);\r\n\r\n this._releaseBuffers();\r\n }\r\n\r\n /**\r\n * Adds a new size gradient\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param factor defines the size factor to affect to the specified gradient\r\n * @returns the current particle system\r\n */\r\n public addSizeGradient(gradient: number, factor: number): GPUParticleSystem {\r\n if (!this._sizeGradients) {\r\n this._sizeGradients = [];\r\n }\r\n\r\n this._addFactorGradient(this._sizeGradients, gradient, factor);\r\n\r\n this._refreshFactorGradient(this._sizeGradients, \"_sizeGradientsTexture\", true);\r\n\r\n this._releaseBuffers();\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove a specific size gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n public removeSizeGradient(gradient: number): GPUParticleSystem {\r\n this._removeGradientAndTexture(gradient, this._sizeGradients, this._sizeGradientsTexture);\r\n (this._sizeGradientsTexture) = null;\r\n\r\n return this;\r\n }\r\n\r\n private _refreshFactorGradient(factorGradients: Nullable, textureName: string, reorder = false) {\r\n if (!factorGradients) {\r\n return;\r\n }\r\n\r\n if (reorder) {\r\n factorGradients.sort((a, b) => {\r\n if (a.gradient < b.gradient) {\r\n return -1;\r\n } else if (a.gradient > b.gradient) {\r\n return 1;\r\n }\r\n\r\n return 0;\r\n });\r\n }\r\n\r\n let that = this as any;\r\n if (that[textureName]) {\r\n that[textureName].dispose();\r\n that[textureName] = null;\r\n }\r\n }\r\n\r\n /**\r\n * Adds a new angular speed gradient\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param factor defines the angular speed to affect to the specified gradient\r\n * @returns the current particle system\r\n */\r\n public addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem {\r\n if (!this._angularSpeedGradients) {\r\n this._angularSpeedGradients = [];\r\n }\r\n\r\n this._addFactorGradient(this._angularSpeedGradients, gradient, factor);\r\n this._refreshFactorGradient(this._angularSpeedGradients, \"_angularSpeedGradientsTexture\", true);\r\n\r\n this._releaseBuffers();\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove a specific angular speed gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n public removeAngularSpeedGradient(gradient: number): GPUParticleSystem {\r\n this._removeGradientAndTexture(gradient, this._angularSpeedGradients, this._angularSpeedGradientsTexture);\r\n (this._angularSpeedGradientsTexture) = null;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds a new velocity gradient\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param factor defines the velocity to affect to the specified gradient\r\n * @returns the current particle system\r\n */\r\n public addVelocityGradient(gradient: number, factor: number): GPUParticleSystem {\r\n if (!this._velocityGradients) {\r\n this._velocityGradients = [];\r\n }\r\n\r\n this._addFactorGradient(this._velocityGradients, gradient, factor);\r\n this._refreshFactorGradient(this._velocityGradients, \"_velocityGradientsTexture\", true);\r\n\r\n this._releaseBuffers();\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove a specific velocity gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n public removeVelocityGradient(gradient: number): GPUParticleSystem {\r\n this._removeGradientAndTexture(gradient, this._velocityGradients, this._velocityGradientsTexture);\r\n (this._velocityGradientsTexture) = null;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds a new limit velocity gradient\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param factor defines the limit velocity value to affect to the specified gradient\r\n * @returns the current particle system\r\n */\r\n public addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem {\r\n if (!this._limitVelocityGradients) {\r\n this._limitVelocityGradients = [];\r\n }\r\n\r\n this._addFactorGradient(this._limitVelocityGradients, gradient, factor);\r\n this._refreshFactorGradient(this._limitVelocityGradients, \"_limitVelocityGradientsTexture\", true);\r\n\r\n this._releaseBuffers();\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove a specific limit velocity gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n public removeLimitVelocityGradient(gradient: number): GPUParticleSystem {\r\n this._removeGradientAndTexture(gradient, this._limitVelocityGradients, this._limitVelocityGradientsTexture);\r\n (this._limitVelocityGradientsTexture) = null;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds a new drag gradient\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param factor defines the drag value to affect to the specified gradient\r\n * @returns the current particle system\r\n */\r\n public addDragGradient(gradient: number, factor: number): GPUParticleSystem {\r\n if (!this._dragGradients) {\r\n this._dragGradients = [];\r\n }\r\n\r\n this._addFactorGradient(this._dragGradients, gradient, factor);\r\n this._refreshFactorGradient(this._dragGradients, \"_dragGradientsTexture\", true);\r\n\r\n this._releaseBuffers();\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove a specific drag gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n public removeDragGradient(gradient: number): GPUParticleSystem {\r\n this._removeGradientAndTexture(gradient, this._dragGradients, this._dragGradientsTexture);\r\n (this._dragGradientsTexture) = null;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Not supported by GPUParticleSystem\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param factor defines the emit rate value to affect to the specified gradient\r\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\r\n * @returns the current particle system\r\n */\r\n public addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem {\r\n // Do nothing as emit rate is not supported by GPUParticleSystem\r\n return this;\r\n }\r\n\r\n /**\r\n * Not supported by GPUParticleSystem\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n public removeEmitRateGradient(gradient: number): IParticleSystem {\r\n // Do nothing as emit rate is not supported by GPUParticleSystem\r\n return this;\r\n }\r\n\r\n /**\r\n * Not supported by GPUParticleSystem\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param factor defines the start size value to affect to the specified gradient\r\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\r\n * @returns the current particle system\r\n */\r\n public addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem {\r\n // Do nothing as start size is not supported by GPUParticleSystem\r\n return this;\r\n }\r\n\r\n /**\r\n * Not supported by GPUParticleSystem\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n public removeStartSizeGradient(gradient: number): IParticleSystem {\r\n // Do nothing as start size is not supported by GPUParticleSystem\r\n return this;\r\n }\r\n\r\n /**\r\n * Not supported by GPUParticleSystem\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param min defines the color remap minimal range\r\n * @param max defines the color remap maximal range\r\n * @returns the current particle system\r\n */\r\n public addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem {\r\n // Do nothing as start size is not supported by GPUParticleSystem\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Not supported by GPUParticleSystem\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n public removeColorRemapGradient(): IParticleSystem {\r\n // Do nothing as start size is not supported by GPUParticleSystem\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Not supported by GPUParticleSystem\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param min defines the alpha remap minimal range\r\n * @param max defines the alpha remap maximal range\r\n * @returns the current particle system\r\n */\r\n public addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem {\r\n // Do nothing as start size is not supported by GPUParticleSystem\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Not supported by GPUParticleSystem\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n public removeAlphaRemapGradient(): IParticleSystem {\r\n // Do nothing as start size is not supported by GPUParticleSystem\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Not supported by GPUParticleSystem\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param color defines the color to affect to the specified gradient\r\n * @returns the current particle system\r\n */\r\n public addRampGradient(gradient: number, color: Color3): IParticleSystem {\r\n //Not supported by GPUParticleSystem\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Not supported by GPUParticleSystem\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n public removeRampGradient(): IParticleSystem {\r\n //Not supported by GPUParticleSystem\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Not supported by GPUParticleSystem\r\n * @returns the list of ramp gradients\r\n */\r\n public getRampGradients(): Nullable> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Not supported by GPUParticleSystem\r\n * Gets or sets a boolean indicating that ramp gradients must be used\r\n * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients\r\n */\r\n public get useRampGradients(): boolean {\r\n //Not supported by GPUParticleSystem\r\n return false;\r\n }\r\n\r\n public set useRampGradients(value: boolean) {\r\n //Not supported by GPUParticleSystem\r\n }\r\n\r\n /**\r\n * Not supported by GPUParticleSystem\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param factor defines the life time factor to affect to the specified gradient\r\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\r\n * @returns the current particle system\r\n */\r\n public addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem {\r\n //Not supported by GPUParticleSystem\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Not supported by GPUParticleSystem\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n public removeLifeTimeGradient(gradient: number): IParticleSystem {\r\n //Not supported by GPUParticleSystem\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Instantiates a GPU particle system.\r\n * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.\r\n * @param name The name of the particle system\r\n * @param options The options used to create the system\r\n * @param scene The scene the particle system belongs to\r\n * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture\r\n * @param customEffect a custom effect used to change the way particles are rendered by default\r\n */\r\n constructor(name: string, options: Partial<{\r\n capacity: number,\r\n randomTextureSize: number\r\n }>, scene: Scene, isAnimationSheetEnabled: boolean = false, customEffect: Nullable = null) {\r\n super(name);\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n\r\n this.uniqueId = this._scene.getUniqueId();\r\n\r\n this._customEffect = { 0: customEffect };\r\n\r\n // Setup the default processing configuration to the scene.\r\n this._attachImageProcessingConfiguration(null);\r\n\r\n this._engine = this._scene.getEngine();\r\n\r\n if (!options.randomTextureSize) {\r\n delete options.randomTextureSize;\r\n }\r\n\r\n let fullOptions = {\r\n capacity: 50000,\r\n randomTextureSize: this._engine.getCaps().maxTextureSize,\r\n ...options\r\n };\r\n\r\n var optionsAsNumber = options;\r\n if (isFinite(optionsAsNumber)) {\r\n fullOptions.capacity = optionsAsNumber;\r\n }\r\n\r\n this._capacity = fullOptions.capacity;\r\n this._activeCount = fullOptions.capacity;\r\n this._currentActiveCount = 0;\r\n this._isAnimationSheetEnabled = isAnimationSheetEnabled;\r\n\r\n this._scene.particleSystems.push(this);\r\n\r\n this._updateEffectOptions = {\r\n attributes: [\"position\", \"initialPosition\", \"age\", \"life\", \"seed\", \"size\", \"color\", \"direction\", \"initialDirection\", \"angle\", \"cellIndex\", \"cellStartOffset\", \"noiseCoordinates1\", \"noiseCoordinates2\"],\r\n uniformsNames: [\"currentCount\", \"timeDelta\", \"emitterWM\", \"lifeTime\", \"color1\", \"color2\", \"sizeRange\", \"scaleRange\", \"gravity\", \"emitPower\",\r\n \"direction1\", \"direction2\", \"minEmitBox\", \"maxEmitBox\", \"radius\", \"directionRandomizer\", \"height\", \"coneAngle\", \"stopFactor\",\r\n \"angleRange\", \"radiusRange\", \"cellInfos\", \"noiseStrength\", \"limitVelocityDamping\"],\r\n uniformBuffersNames: [],\r\n samplers: [\"randomSampler\", \"randomSampler2\", \"sizeGradientSampler\", \"angularSpeedGradientSampler\", \"velocityGradientSampler\", \"limitVelocityGradientSampler\", \"noiseSampler\", \"dragGradientSampler\"],\r\n defines: \"\",\r\n fallbacks: null,\r\n onCompiled: null,\r\n onError: null,\r\n indexParameters: null,\r\n maxSimultaneousLights: 0,\r\n transformFeedbackVaryings: []\r\n };\r\n\r\n this.particleEmitterType = new BoxParticleEmitter();\r\n\r\n // Random data\r\n var maxTextureSize = Math.min(this._engine.getCaps().maxTextureSize, fullOptions.randomTextureSize);\r\n var d = [];\r\n for (var i = 0; i < maxTextureSize; ++i) {\r\n d.push(Math.random());\r\n d.push(Math.random());\r\n d.push(Math.random());\r\n d.push(Math.random());\r\n }\r\n this._randomTexture = new RawTexture(new Float32Array(d), maxTextureSize, 1, Constants.TEXTUREFORMAT_RGBA, this._scene, false, false, Constants.TEXTURE_NEAREST_SAMPLINGMODE, Constants.TEXTURETYPE_FLOAT);\r\n this._randomTexture.wrapU = Texture.WRAP_ADDRESSMODE;\r\n this._randomTexture.wrapV = Texture.WRAP_ADDRESSMODE;\r\n\r\n d = [];\r\n for (var i = 0; i < maxTextureSize; ++i) {\r\n d.push(Math.random());\r\n d.push(Math.random());\r\n d.push(Math.random());\r\n d.push(Math.random());\r\n }\r\n this._randomTexture2 = new RawTexture(new Float32Array(d), maxTextureSize, 1, Constants.TEXTUREFORMAT_RGBA, this._scene, false, false, Constants.TEXTURE_NEAREST_SAMPLINGMODE, Constants.TEXTURETYPE_FLOAT);\r\n this._randomTexture2.wrapU = Texture.WRAP_ADDRESSMODE;\r\n this._randomTexture2.wrapV = Texture.WRAP_ADDRESSMODE;\r\n\r\n this._randomTextureSize = maxTextureSize;\r\n }\r\n\r\n protected _reset() {\r\n this._releaseBuffers();\r\n }\r\n\r\n private _createUpdateVAO(source: Buffer): WebGLVertexArrayObject {\r\n let updateVertexBuffers: { [key: string]: VertexBuffer } = {};\r\n updateVertexBuffers[\"position\"] = source.createVertexBuffer(\"position\", 0, 3);\r\n\r\n let offset = 3;\r\n if (this.particleEmitterType instanceof CustomParticleEmitter) {\r\n updateVertexBuffers[\"initialPosition\"] = source.createVertexBuffer(\"initialPosition\", offset, 3);\r\n offset += 3;\r\n }\r\n updateVertexBuffers[\"age\"] = source.createVertexBuffer(\"age\", offset, 1);\r\n offset += 1;\r\n updateVertexBuffers[\"life\"] = source.createVertexBuffer(\"life\", offset, 1);\r\n offset += 1;\r\n updateVertexBuffers[\"seed\"] = source.createVertexBuffer(\"seed\", offset, 4);\r\n offset += 4;\r\n updateVertexBuffers[\"size\"] = source.createVertexBuffer(\"size\", offset, 3);\r\n offset += 3;\r\n\r\n if (!this._colorGradientsTexture) {\r\n updateVertexBuffers[\"color\"] = source.createVertexBuffer(\"color\", offset, 4);\r\n offset += 4;\r\n }\r\n\r\n updateVertexBuffers[\"direction\"] = source.createVertexBuffer(\"direction\", offset, 3);\r\n offset += 3;\r\n\r\n if (!this._isBillboardBased) {\r\n updateVertexBuffers[\"initialDirection\"] = source.createVertexBuffer(\"initialDirection\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (this._angularSpeedGradientsTexture) {\r\n updateVertexBuffers[\"angle\"] = source.createVertexBuffer(\"angle\", offset, 1);\r\n offset += 1;\r\n } else {\r\n updateVertexBuffers[\"angle\"] = source.createVertexBuffer(\"angle\", offset, 2);\r\n offset += 2;\r\n }\r\n\r\n if (this._isAnimationSheetEnabled) {\r\n updateVertexBuffers[\"cellIndex\"] = source.createVertexBuffer(\"cellIndex\", offset, 1);\r\n offset += 1;\r\n if (this.spriteRandomStartCell) {\r\n updateVertexBuffers[\"cellStartOffset\"] = source.createVertexBuffer(\"cellStartOffset\", offset, 1);\r\n offset += 1;\r\n }\r\n }\r\n\r\n if (this.noiseTexture) {\r\n updateVertexBuffers[\"noiseCoordinates1\"] = source.createVertexBuffer(\"noiseCoordinates1\", offset, 3);\r\n offset += 3;\r\n updateVertexBuffers[\"noiseCoordinates2\"] = source.createVertexBuffer(\"noiseCoordinates2\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n let vao = this._engine.recordVertexArrayObject(updateVertexBuffers, null, this._updateEffect);\r\n this._engine.bindArrayBuffer(null);\r\n\r\n return vao;\r\n }\r\n\r\n private _createRenderVAO(source: Buffer, spriteSource: Buffer): WebGLVertexArrayObject {\r\n let renderVertexBuffers: { [key: string]: VertexBuffer } = {};\r\n renderVertexBuffers[\"position\"] = source.createVertexBuffer(\"position\", 0, 3, this._attributesStrideSize, true);\r\n let offset = 3;\r\n if (this.particleEmitterType instanceof CustomParticleEmitter) {\r\n offset += 3;\r\n }\r\n renderVertexBuffers[\"age\"] = source.createVertexBuffer(\"age\", offset, 1, this._attributesStrideSize, true);\r\n offset += 1;\r\n renderVertexBuffers[\"life\"] = source.createVertexBuffer(\"life\", offset, 1, this._attributesStrideSize, true);\r\n offset += 5;\r\n renderVertexBuffers[\"size\"] = source.createVertexBuffer(\"size\", offset, 3, this._attributesStrideSize, true);\r\n offset += 3;\r\n\r\n if (!this._colorGradientsTexture) {\r\n renderVertexBuffers[\"color\"] = source.createVertexBuffer(\"color\", offset, 4, this._attributesStrideSize, true);\r\n offset += 4;\r\n }\r\n\r\n if (this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {\r\n renderVertexBuffers[\"direction\"] = source.createVertexBuffer(\"direction\", offset, 3, this._attributesStrideSize, true);\r\n }\r\n offset += 3; // Direction\r\n\r\n if (!this._isBillboardBased) {\r\n renderVertexBuffers[\"initialDirection\"] = source.createVertexBuffer(\"initialDirection\", offset, 3, this._attributesStrideSize, true);\r\n offset += 3;\r\n }\r\n\r\n renderVertexBuffers[\"angle\"] = source.createVertexBuffer(\"angle\", offset, 1, this._attributesStrideSize, true);\r\n if (this._angularSpeedGradientsTexture) {\r\n offset++;\r\n } else {\r\n offset += 2;\r\n }\r\n\r\n if (this._isAnimationSheetEnabled) {\r\n renderVertexBuffers[\"cellIndex\"] = source.createVertexBuffer(\"cellIndex\", offset, 1, this._attributesStrideSize, true);\r\n offset += 1;\r\n if (this.spriteRandomStartCell) {\r\n renderVertexBuffers[\"cellStartOffset\"] = source.createVertexBuffer(\"cellStartOffset\", offset, 1, this._attributesStrideSize, true);\r\n offset += 1;\r\n }\r\n }\r\n\r\n if (this.noiseTexture) {\r\n renderVertexBuffers[\"noiseCoordinates1\"] = source.createVertexBuffer(\"noiseCoordinates1\", offset, 3, this._attributesStrideSize, true);\r\n offset += 3;\r\n renderVertexBuffers[\"noiseCoordinates2\"] = source.createVertexBuffer(\"noiseCoordinates2\", offset, 3, this._attributesStrideSize, true);\r\n offset += 3;\r\n }\r\n\r\n renderVertexBuffers[\"offset\"] = spriteSource.createVertexBuffer(\"offset\", 0, 2);\r\n renderVertexBuffers[\"uv\"] = spriteSource.createVertexBuffer(\"uv\", 2, 2);\r\n\r\n let vao = this._engine.recordVertexArrayObject(renderVertexBuffers, null, this._getEffect());\r\n this._engine.bindArrayBuffer(null);\r\n\r\n return vao;\r\n }\r\n\r\n private _initialize(force = false): void {\r\n if (this._buffer0 && !force) {\r\n return;\r\n }\r\n\r\n let engine = this._scene.getEngine();\r\n var data = new Array();\r\n\r\n this._attributesStrideSize = 21;\r\n this._targetIndex = 0;\r\n\r\n if (this.particleEmitterType instanceof CustomParticleEmitter) {\r\n this._attributesStrideSize += 3;\r\n }\r\n\r\n if (!this.isBillboardBased) {\r\n this._attributesStrideSize += 3;\r\n }\r\n\r\n if (this._colorGradientsTexture) {\r\n this._attributesStrideSize -= 4;\r\n }\r\n\r\n if (this._angularSpeedGradientsTexture) {\r\n this._attributesStrideSize -= 1;\r\n }\r\n\r\n if (this._isAnimationSheetEnabled) {\r\n this._attributesStrideSize += 1;\r\n if (this.spriteRandomStartCell) {\r\n this._attributesStrideSize += 1;\r\n }\r\n }\r\n\r\n if (this.noiseTexture) {\r\n this._attributesStrideSize += 6;\r\n }\r\n\r\n const usingCustomEmitter = this.particleEmitterType instanceof CustomParticleEmitter;\r\n const tmpVector = TmpVectors.Vector3[0];\r\n\r\n for (var particleIndex = 0; particleIndex < this._capacity; particleIndex++) {\r\n // position\r\n data.push(0.0);\r\n data.push(0.0);\r\n data.push(0.0);\r\n\r\n if (usingCustomEmitter) {\r\n (this.particleEmitterType as CustomParticleEmitter).particlePositionGenerator(particleIndex, null, tmpVector);\r\n data.push(tmpVector.x);\r\n data.push(tmpVector.y);\r\n data.push(tmpVector.z);\r\n }\r\n\r\n // Age and life\r\n data.push(0.0); // create the particle as a dead one to create a new one at start\r\n data.push(0.0);\r\n\r\n // Seed\r\n data.push(Math.random());\r\n data.push(Math.random());\r\n data.push(Math.random());\r\n data.push(Math.random());\r\n\r\n // Size\r\n data.push(0.0);\r\n data.push(0.0);\r\n data.push(0.0);\r\n\r\n if (!this._colorGradientsTexture) {\r\n // color\r\n data.push(0.0);\r\n data.push(0.0);\r\n data.push(0.0);\r\n data.push(0.0);\r\n }\r\n\r\n // direction\r\n if (usingCustomEmitter) {\r\n (this.particleEmitterType as CustomParticleEmitter).particleDestinationGenerator(particleIndex, null, tmpVector);\r\n data.push(tmpVector.x);\r\n data.push(tmpVector.y);\r\n data.push(tmpVector.z);\r\n } else {\r\n data.push(0.0);\r\n data.push(0.0);\r\n data.push(0.0);\r\n }\r\n\r\n if (!this.isBillboardBased) {\r\n // initialDirection\r\n data.push(0.0);\r\n data.push(0.0);\r\n data.push(0.0);\r\n }\r\n\r\n // angle\r\n data.push(0.0);\r\n\r\n if (!this._angularSpeedGradientsTexture) {\r\n data.push(0.0);\r\n }\r\n\r\n if (this._isAnimationSheetEnabled) {\r\n data.push(0.0);\r\n if (this.spriteRandomStartCell) {\r\n data.push(0.0);\r\n }\r\n }\r\n\r\n if (this.noiseTexture) { // Random coordinates for reading into noise texture\r\n data.push(Math.random());\r\n data.push(Math.random());\r\n data.push(Math.random());\r\n data.push(Math.random());\r\n data.push(Math.random());\r\n data.push(Math.random());\r\n }\r\n }\r\n\r\n // Sprite data\r\n var spriteData = new Float32Array([0.5, 0.5, 1, 1,\r\n -0.5, 0.5, 0, 1,\r\n -0.5, -0.5, 0, 0,\r\n 0.5, -0.5, 1, 0]);\r\n\r\n // Buffers\r\n this._buffer0 = new Buffer(engine, data, false, this._attributesStrideSize);\r\n this._buffer1 = new Buffer(engine, data, false, this._attributesStrideSize);\r\n this._spriteBuffer = new Buffer(engine, spriteData, false, 4);\r\n\r\n // Update VAO\r\n this._updateVAO = [];\r\n this._updateVAO.push(this._createUpdateVAO(this._buffer0));\r\n this._updateVAO.push(this._createUpdateVAO(this._buffer1));\r\n\r\n // Render VAO\r\n this._renderVAO = [];\r\n this._renderVAO.push(this._createRenderVAO(this._buffer1, this._spriteBuffer));\r\n this._renderVAO.push(this._createRenderVAO(this._buffer0, this._spriteBuffer));\r\n\r\n // Links\r\n this._sourceBuffer = this._buffer0;\r\n this._targetBuffer = this._buffer1;\r\n\r\n }\r\n\r\n /** @hidden */\r\n public _recreateUpdateEffect() {\r\n let defines = this.particleEmitterType ? this.particleEmitterType.getEffectDefines() : \"\";\r\n\r\n if (this._isBillboardBased) {\r\n defines += \"\\n#define BILLBOARD\";\r\n }\r\n\r\n if (this._colorGradientsTexture) {\r\n defines += \"\\n#define COLORGRADIENTS\";\r\n }\r\n\r\n if (this._sizeGradientsTexture) {\r\n defines += \"\\n#define SIZEGRADIENTS\";\r\n }\r\n\r\n if (this._angularSpeedGradientsTexture) {\r\n defines += \"\\n#define ANGULARSPEEDGRADIENTS\";\r\n }\r\n\r\n if (this._velocityGradientsTexture) {\r\n defines += \"\\n#define VELOCITYGRADIENTS\";\r\n }\r\n\r\n if (this._limitVelocityGradientsTexture) {\r\n defines += \"\\n#define LIMITVELOCITYGRADIENTS\";\r\n }\r\n\r\n if (this._dragGradientsTexture) {\r\n defines += \"\\n#define DRAGGRADIENTS\";\r\n }\r\n\r\n if (this.isAnimationSheetEnabled) {\r\n defines += \"\\n#define ANIMATESHEET\";\r\n if (this.spriteRandomStartCell) {\r\n defines += \"\\n#define ANIMATESHEETRANDOMSTART\";\r\n }\r\n }\r\n\r\n if (this.noiseTexture) {\r\n defines += \"\\n#define NOISE\";\r\n }\r\n\r\n if (this.isLocal) {\r\n defines += \"\\n#define LOCAL\";\r\n }\r\n\r\n if (this._updateEffect && this._updateEffectOptions.defines === defines) {\r\n return;\r\n }\r\n\r\n this._updateEffectOptions.transformFeedbackVaryings = [\"outPosition\"];\r\n\r\n if (this.particleEmitterType instanceof CustomParticleEmitter) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outInitialPosition\");\r\n }\r\n\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outAge\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outLife\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outSeed\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outSize\");\r\n\r\n if (!this._colorGradientsTexture) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outColor\");\r\n }\r\n\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outDirection\");\r\n\r\n if (!this._isBillboardBased) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outInitialDirection\");\r\n }\r\n\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outAngle\");\r\n\r\n if (this.isAnimationSheetEnabled) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outCellIndex\");\r\n if (this.spriteRandomStartCell) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outCellStartOffset\");\r\n }\r\n }\r\n\r\n if (this.noiseTexture) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outNoiseCoordinates1\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outNoiseCoordinates2\");\r\n }\r\n\r\n this._updateEffectOptions.defines = defines;\r\n this._updateEffect = new Effect(\"gpuUpdateParticles\", this._updateEffectOptions, this._scene.getEngine());\r\n }\r\n\r\n private _getEffect(): Effect {\r\n return this.getCustomEffect() ?? this._renderEffect;\r\n }\r\n\r\n /**\r\n * Fill the defines array according to the current settings of the particle system\r\n * @param defines Array to be updated\r\n * @param blendMode blend mode to take into account when updating the array\r\n */\r\n public fillDefines(defines: Array, blendMode: number = 0) {\r\n if (this._scene.clipPlane) {\r\n defines.push(\"#define CLIPPLANE\");\r\n }\r\n if (this._scene.clipPlane2) {\r\n defines.push(\"#define CLIPPLANE2\");\r\n }\r\n if (this._scene.clipPlane3) {\r\n defines.push(\"#define CLIPPLANE3\");\r\n }\r\n if (this._scene.clipPlane4) {\r\n defines.push(\"#define CLIPPLANE4\");\r\n }\r\n if (this._scene.clipPlane5) {\r\n defines.push(\"#define CLIPPLANE5\");\r\n }\r\n if (this._scene.clipPlane6) {\r\n defines.push(\"#define CLIPPLANE6\");\r\n }\r\n\r\n if (this.blendMode === ParticleSystem.BLENDMODE_MULTIPLY) {\r\n defines.push(\"#define BLENDMULTIPLYMODE\");\r\n }\r\n\r\n if (this.isLocal) {\r\n defines.push(\"#define LOCAL\");\r\n }\r\n\r\n if (this._isBillboardBased) {\r\n defines.push(\"#define BILLBOARD\");\r\n\r\n switch (this.billboardMode) {\r\n case ParticleSystem.BILLBOARDMODE_Y:\r\n defines.push(\"#define BILLBOARDY\");\r\n break;\r\n case ParticleSystem.BILLBOARDMODE_STRETCHED:\r\n defines.push(\"#define BILLBOARDSTRETCHED\");\r\n break;\r\n case ParticleSystem.BILLBOARDMODE_ALL:\r\n defines.push(\"#define BILLBOARDMODE_ALL\");\r\n break;\r\n default:\r\n break;\r\n }\r\n }\r\n\r\n if (this._colorGradientsTexture) {\r\n defines.push(\"#define COLORGRADIENTS\");\r\n }\r\n\r\n if (this.isAnimationSheetEnabled) {\r\n defines.push(\"#define ANIMATESHEET\");\r\n }\r\n\r\n if (this._imageProcessingConfiguration) {\r\n this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);\r\n defines.push(\"\" + this._imageProcessingConfigurationDefines.toString());\r\n }\r\n }\r\n\r\n /**\r\n * Fill the uniforms, attributes and samplers arrays according to the current settings of the particle system\r\n * @param uniforms Uniforms array to fill\r\n * @param attributes Attributes array to fill\r\n * @param samplers Samplers array to fill\r\n */\r\n public fillUniformsAttributesAndSamplerNames(uniforms: Array, attributes: Array, samplers: Array) {\r\n attributes.push(\"position\", \"age\", \"life\", \"size\", \"color\", \"offset\", \"uv\", \"direction\", \"initialDirection\", \"angle\", \"cellIndex\");\r\n\r\n uniforms.push(\"emitterWM\", \"worldOffset\", \"view\", \"projection\", \"colorDead\", \"invView\", \"vClipPlane\", \"vClipPlane2\", \"vClipPlane3\", \"vClipPlane4\", \"vClipPlane5\", \"vClipPlane6\", \"sheetInfos\", \"translationPivot\", \"eyePosition\");\r\n\r\n samplers.push(\"diffuseSampler\", \"colorGradientSampler\");\r\n\r\n if (this._imageProcessingConfiguration) {\r\n ImageProcessingConfiguration.PrepareUniforms(uniforms, this._imageProcessingConfigurationDefines);\r\n ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _recreateRenderEffect(): Effect {\r\n const customEffect = this.getCustomEffect();\r\n\r\n if (customEffect) {\r\n return customEffect;\r\n }\r\n\r\n let defines: Array = [];\r\n\r\n this.fillDefines(defines);\r\n\r\n var join = defines.join(\"\\n\");\r\n\r\n if (this._renderEffect && this._renderEffect.defines === join) {\r\n return this._renderEffect;\r\n }\r\n\r\n var attributes: Array = [];\r\n var uniforms: Array = [];\r\n var samplers: Array = [];\r\n\r\n this.fillUniformsAttributesAndSamplerNames(uniforms, attributes, samplers);\r\n\r\n this._renderEffect = new Effect(\"gpuRenderParticles\",\r\n attributes,\r\n uniforms,\r\n samplers, this._scene.getEngine(), join);\r\n\r\n return this._renderEffect;\r\n }\r\n\r\n /**\r\n * Animates the particle system for the current frame by emitting new particles and or animating the living ones.\r\n * @param preWarm defines if we are in the pre-warmimg phase\r\n */\r\n public animate(preWarm = false): void {\r\n this._timeDelta = this.updateSpeed * (preWarm ? this.preWarmStepOffset : this._scene.getAnimationRatio());\r\n this._actualFrame += this._timeDelta;\r\n\r\n if (!this._stopped) {\r\n if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {\r\n this.stop();\r\n }\r\n }\r\n }\r\n\r\n private _createFactorGradientTexture(factorGradients: Nullable, textureName: string) {\r\n let texture: RawTexture = (this)[textureName];\r\n\r\n if (!factorGradients || !factorGradients.length || texture) {\r\n return;\r\n }\r\n\r\n let data = new Float32Array(this._rawTextureWidth);\r\n\r\n for (var x = 0; x < this._rawTextureWidth; x++) {\r\n var ratio = x / this._rawTextureWidth;\r\n\r\n GradientHelper.GetCurrentGradient(ratio, factorGradients, (currentGradient, nextGradient, scale) => {\r\n data[x] = Scalar.Lerp((currentGradient).factor1, (nextGradient).factor1, scale);\r\n });\r\n }\r\n\r\n (this)[textureName] = RawTexture.CreateRTexture(data, this._rawTextureWidth, 1, this._scene, false, false, Texture.NEAREST_SAMPLINGMODE);\r\n }\r\n\r\n private _createSizeGradientTexture() {\r\n this._createFactorGradientTexture(this._sizeGradients, \"_sizeGradientsTexture\");\r\n }\r\n\r\n private _createAngularSpeedGradientTexture() {\r\n this._createFactorGradientTexture(this._angularSpeedGradients, \"_angularSpeedGradientsTexture\");\r\n }\r\n\r\n private _createVelocityGradientTexture() {\r\n this._createFactorGradientTexture(this._velocityGradients, \"_velocityGradientsTexture\");\r\n }\r\n\r\n private _createLimitVelocityGradientTexture() {\r\n this._createFactorGradientTexture(this._limitVelocityGradients, \"_limitVelocityGradientsTexture\");\r\n }\r\n\r\n private _createDragGradientTexture() {\r\n this._createFactorGradientTexture(this._dragGradients, \"_dragGradientsTexture\");\r\n }\r\n\r\n private _createColorGradientTexture() {\r\n if (!this._colorGradients || !this._colorGradients.length || this._colorGradientsTexture) {\r\n return;\r\n }\r\n\r\n let data = new Uint8Array(this._rawTextureWidth * 4);\r\n let tmpColor = TmpColors.Color4[0];\r\n\r\n for (var x = 0; x < this._rawTextureWidth; x++) {\r\n var ratio = x / this._rawTextureWidth;\r\n\r\n GradientHelper.GetCurrentGradient(ratio, this._colorGradients, (currentGradient, nextGradient, scale) => {\r\n\r\n Color4.LerpToRef((currentGradient).color1, (nextGradient).color1, scale, tmpColor);\r\n data[x * 4] = tmpColor.r * 255;\r\n data[x * 4 + 1] = tmpColor.g * 255;\r\n data[x * 4 + 2] = tmpColor.b * 255;\r\n data[x * 4 + 3] = tmpColor.a * 255;\r\n });\r\n\r\n }\r\n\r\n this._colorGradientsTexture = RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, Texture.NEAREST_SAMPLINGMODE);\r\n }\r\n\r\n /**\r\n * Renders the particle system in its current state\r\n * @param preWarm defines if the system should only update the particles but not render them\r\n * @returns the current number of particles\r\n */\r\n public render(preWarm = false): number {\r\n if (!this._started) {\r\n return 0;\r\n }\r\n\r\n this._createColorGradientTexture();\r\n this._createSizeGradientTexture();\r\n this._createAngularSpeedGradientTexture();\r\n this._createVelocityGradientTexture();\r\n this._createLimitVelocityGradientTexture();\r\n this._createDragGradientTexture();\r\n\r\n this._recreateUpdateEffect();\r\n this._recreateRenderEffect();\r\n\r\n if (!this.isReady()) {\r\n return 0;\r\n }\r\n\r\n if (!preWarm) {\r\n if (!this._preWarmDone && this.preWarmCycles) {\r\n for (var index = 0; index < this.preWarmCycles; index++) {\r\n this.animate(true);\r\n this.render(true);\r\n }\r\n\r\n this._preWarmDone = true;\r\n }\r\n\r\n if (this._currentRenderId === this._scene.getFrameId()) {\r\n return 0;\r\n }\r\n\r\n this._currentRenderId = this._scene.getFrameId();\r\n }\r\n\r\n // Get everything ready to render\r\n this._initialize();\r\n\r\n this._accumulatedCount += this.emitRate * this._timeDelta;\r\n if (this._accumulatedCount > 1) {\r\n var intPart = this._accumulatedCount | 0;\r\n this._accumulatedCount -= intPart;\r\n this._currentActiveCount = Math.min(this._activeCount, this._currentActiveCount + intPart);\r\n }\r\n\r\n if (!this._currentActiveCount) {\r\n return 0;\r\n }\r\n\r\n // Enable update effect\r\n this._engine.enableEffect(this._updateEffect);\r\n this._engine.setState(false);\r\n\r\n this._updateEffect.setFloat(\"currentCount\", this._currentActiveCount);\r\n this._updateEffect.setFloat(\"timeDelta\", this._timeDelta);\r\n this._updateEffect.setFloat(\"stopFactor\", this._stopped ? 0 : 1);\r\n this._updateEffect.setTexture(\"randomSampler\", this._randomTexture);\r\n this._updateEffect.setTexture(\"randomSampler2\", this._randomTexture2);\r\n this._updateEffect.setFloat2(\"lifeTime\", this.minLifeTime, this.maxLifeTime);\r\n this._updateEffect.setFloat2(\"emitPower\", this.minEmitPower, this.maxEmitPower);\r\n if (!this._colorGradientsTexture) {\r\n this._updateEffect.setDirectColor4(\"color1\", this.color1);\r\n this._updateEffect.setDirectColor4(\"color2\", this.color2);\r\n }\r\n this._updateEffect.setFloat2(\"sizeRange\", this.minSize, this.maxSize);\r\n this._updateEffect.setFloat4(\"scaleRange\", this.minScaleX, this.maxScaleX, this.minScaleY, this.maxScaleY);\r\n this._updateEffect.setFloat4(\"angleRange\", this.minAngularSpeed, this.maxAngularSpeed, this.minInitialRotation, this.maxInitialRotation);\r\n this._updateEffect.setVector3(\"gravity\", this.gravity);\r\n\r\n if (this._sizeGradientsTexture) {\r\n this._updateEffect.setTexture(\"sizeGradientSampler\", this._sizeGradientsTexture);\r\n }\r\n\r\n if (this._angularSpeedGradientsTexture) {\r\n this._updateEffect.setTexture(\"angularSpeedGradientSampler\", this._angularSpeedGradientsTexture);\r\n }\r\n\r\n if (this._velocityGradientsTexture) {\r\n this._updateEffect.setTexture(\"velocityGradientSampler\", this._velocityGradientsTexture);\r\n }\r\n\r\n if (this._limitVelocityGradientsTexture) {\r\n this._updateEffect.setTexture(\"limitVelocityGradientSampler\", this._limitVelocityGradientsTexture);\r\n this._updateEffect.setFloat(\"limitVelocityDamping\", this.limitVelocityDamping);\r\n }\r\n\r\n if (this._dragGradientsTexture) {\r\n this._updateEffect.setTexture(\"dragGradientSampler\", this._dragGradientsTexture);\r\n }\r\n\r\n if (this.particleEmitterType) {\r\n this.particleEmitterType.applyToShader(this._updateEffect);\r\n }\r\n if (this._isAnimationSheetEnabled) {\r\n this._updateEffect.setFloat3(\"cellInfos\", this.startSpriteCellID, this.endSpriteCellID, this.spriteCellChangeSpeed);\r\n }\r\n\r\n if (this.noiseTexture) {\r\n this._updateEffect.setTexture(\"noiseSampler\", this.noiseTexture);\r\n this._updateEffect.setVector3(\"noiseStrength\", this.noiseStrength);\r\n }\r\n\r\n let emitterWM: Matrix;\r\n if ((this.emitter).position) {\r\n var emitterMesh = (this.emitter);\r\n emitterWM = emitterMesh.getWorldMatrix();\r\n } else {\r\n var emitterPosition = (this.emitter);\r\n emitterWM = Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);\r\n }\r\n\r\n if (!this.isLocal) {\r\n this._updateEffect.setMatrix(\"emitterWM\", emitterWM);\r\n }\r\n\r\n // Bind source VAO\r\n this._engine.bindVertexArrayObject(this._updateVAO[this._targetIndex], null);\r\n\r\n // Update\r\n this._engine.bindTransformFeedbackBuffer(this._targetBuffer.getBuffer());\r\n this._engine.setRasterizerState(false);\r\n this._engine.beginTransformFeedback(true);\r\n this._engine.drawArraysType(Material.PointListDrawMode, 0, this._currentActiveCount);\r\n this._engine.endTransformFeedback();\r\n this._engine.setRasterizerState(true);\r\n this._engine.bindTransformFeedbackBuffer(null);\r\n\r\n if (!preWarm) {\r\n // Enable render effect\r\n const effect = this._getEffect();\r\n\r\n this._engine.enableEffect(effect);\r\n let viewMatrix = this._scene.getViewMatrix();\r\n effect.setMatrix(\"view\", viewMatrix);\r\n effect.setMatrix(\"projection\", this._scene.getProjectionMatrix());\r\n effect.setTexture(\"diffuseSampler\", this.particleTexture);\r\n effect.setVector2(\"translationPivot\", this.translationPivot);\r\n effect.setVector3(\"worldOffset\", this.worldOffset);\r\n if (this.isLocal) {\r\n effect.setMatrix(\"emitterWM\", emitterWM);\r\n }\r\n if (this._colorGradientsTexture) {\r\n effect.setTexture(\"colorGradientSampler\", this._colorGradientsTexture);\r\n } else {\r\n effect.setDirectColor4(\"colorDead\", this.colorDead);\r\n }\r\n\r\n if (this._isAnimationSheetEnabled && this.particleTexture) {\r\n let baseSize = this.particleTexture.getBaseSize();\r\n effect.setFloat3(\"sheetInfos\", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);\r\n }\r\n\r\n if (this._isBillboardBased) {\r\n var camera = this._scene.activeCamera!;\r\n effect.setVector3(\"eyePosition\", camera.globalPosition);\r\n }\r\n\r\n const defines = effect.defines;\r\n\r\n if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4 || this._scene.clipPlane5 || this._scene.clipPlane6) {\r\n MaterialHelper.BindClipPlane(effect, this._scene);\r\n }\r\n\r\n if (defines.indexOf(\"#define BILLBOARDMODE_ALL\") >= 0) {\r\n var invView = viewMatrix.clone();\r\n invView.invert();\r\n effect.setMatrix(\"invView\", invView);\r\n }\r\n\r\n // image processing\r\n if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {\r\n this._imageProcessingConfiguration.bind(effect);\r\n }\r\n\r\n // Draw order\r\n switch (this.blendMode) {\r\n case ParticleSystem.BLENDMODE_ADD:\r\n this._engine.setAlphaMode(Constants.ALPHA_ADD);\r\n break;\r\n case ParticleSystem.BLENDMODE_ONEONE:\r\n this._engine.setAlphaMode(Constants.ALPHA_ONEONE);\r\n break;\r\n case ParticleSystem.BLENDMODE_STANDARD:\r\n this._engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n break;\r\n case ParticleSystem.BLENDMODE_MULTIPLY:\r\n this._engine.setAlphaMode(Constants.ALPHA_MULTIPLY);\r\n break;\r\n }\r\n\r\n if (this.forceDepthWrite) {\r\n this._engine.setDepthWrite(true);\r\n }\r\n\r\n // Bind source VAO\r\n this._engine.bindVertexArrayObject(this._renderVAO[this._targetIndex], null);\r\n\r\n if (this._onBeforeDrawParticlesObservable) {\r\n this._onBeforeDrawParticlesObservable.notifyObservers(effect);\r\n }\r\n\r\n // Render\r\n this._engine.drawArraysType(Material.TriangleFanDrawMode, 0, 4, this._currentActiveCount);\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n // Switch VAOs\r\n this._targetIndex++;\r\n if (this._targetIndex === 2) {\r\n this._targetIndex = 0;\r\n }\r\n\r\n // Switch buffers\r\n let tmpBuffer = this._sourceBuffer;\r\n this._sourceBuffer = this._targetBuffer;\r\n this._targetBuffer = tmpBuffer;\r\n\r\n return this._currentActiveCount;\r\n }\r\n\r\n /**\r\n * Rebuilds the particle system\r\n */\r\n public rebuild(): void {\r\n this._initialize(true);\r\n }\r\n\r\n private _releaseBuffers() {\r\n if (this._buffer0) {\r\n this._buffer0.dispose();\r\n (this._buffer0) = null;\r\n }\r\n if (this._buffer1) {\r\n this._buffer1.dispose();\r\n (this._buffer1) = null;\r\n }\r\n if (this._spriteBuffer) {\r\n this._spriteBuffer.dispose();\r\n (this._spriteBuffer) = null;\r\n }\r\n }\r\n\r\n private _releaseVAOs() {\r\n if (!this._updateVAO) {\r\n return;\r\n }\r\n\r\n for (var index = 0; index < this._updateVAO.length; index++) {\r\n this._engine.releaseVertexArrayObject(this._updateVAO[index]);\r\n }\r\n this._updateVAO = [];\r\n\r\n for (var index = 0; index < this._renderVAO.length; index++) {\r\n this._engine.releaseVertexArrayObject(this._renderVAO[index]);\r\n }\r\n this._renderVAO = [];\r\n }\r\n\r\n /**\r\n * Disposes the particle system and free the associated resources\r\n * @param disposeTexture defines if the particule texture must be disposed as well (true by default)\r\n */\r\n public dispose(disposeTexture = true): void {\r\n var index = this._scene.particleSystems.indexOf(this);\r\n if (index > -1) {\r\n this._scene.particleSystems.splice(index, 1);\r\n }\r\n\r\n this._releaseBuffers();\r\n this._releaseVAOs();\r\n\r\n if (this._colorGradientsTexture) {\r\n this._colorGradientsTexture.dispose();\r\n (this._colorGradientsTexture) = null;\r\n }\r\n\r\n if (this._sizeGradientsTexture) {\r\n this._sizeGradientsTexture.dispose();\r\n (this._sizeGradientsTexture) = null;\r\n }\r\n\r\n if (this._angularSpeedGradientsTexture) {\r\n this._angularSpeedGradientsTexture.dispose();\r\n (this._angularSpeedGradientsTexture) = null;\r\n }\r\n\r\n if (this._velocityGradientsTexture) {\r\n this._velocityGradientsTexture.dispose();\r\n (this._velocityGradientsTexture) = null;\r\n }\r\n\r\n if (this._limitVelocityGradientsTexture) {\r\n this._limitVelocityGradientsTexture.dispose();\r\n (this._limitVelocityGradientsTexture) = null;\r\n }\r\n\r\n if (this._dragGradientsTexture) {\r\n this._dragGradientsTexture.dispose();\r\n (this._dragGradientsTexture) = null;\r\n }\r\n\r\n if (this._randomTexture) {\r\n this._randomTexture.dispose();\r\n (this._randomTexture) = null;\r\n }\r\n\r\n if (this._randomTexture2) {\r\n this._randomTexture2.dispose();\r\n (this._randomTexture2) = null;\r\n }\r\n\r\n if (disposeTexture && this.particleTexture) {\r\n this.particleTexture.dispose();\r\n this.particleTexture = null;\r\n }\r\n\r\n if (disposeTexture && this.noiseTexture) {\r\n this.noiseTexture.dispose();\r\n this.noiseTexture = null;\r\n }\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n this.onDisposeObservable.clear();\r\n }\r\n /**\r\n * Clones the particle system.\r\n * @param name The name of the cloned object\r\n * @param newEmitter The new emitter to use\r\n * @returns the cloned particle system\r\n */\r\n public clone(name: string, newEmitter: any): GPUParticleSystem {\r\n var custom = { ...this._customEffect };\r\n var result = new GPUParticleSystem(name, { capacity: this._capacity, randomTextureSize: this._randomTextureSize }, this._scene);\r\n result._customEffect = custom;\r\n\r\n DeepCopier.DeepCopy(this, result, [\"particles\", \"customShader\", \"noiseTexture\", \"particleTexture\", \"onDisposeObservable\", \"vertexShaderName\"]);\r\n\r\n if (newEmitter === undefined) {\r\n newEmitter = this.emitter;\r\n }\r\n\r\n result.emitter = newEmitter;\r\n if (this.particleTexture) {\r\n result.particleTexture = new Texture(this.particleTexture.url, this._scene);\r\n }\r\n\r\n result.noiseTexture = this.noiseTexture;\r\n\r\n // Clone gradients\r\n if (this._colorGradients) {\r\n this._colorGradients.forEach((v) => {\r\n result.addColorGradient(v.gradient, v.color1, v.color2);\r\n });\r\n }\r\n if (this._dragGradients) {\r\n this._dragGradients.forEach((v) => {\r\n result.addDragGradient(v.gradient, v.factor1);\r\n });\r\n }\r\n if (this._angularSpeedGradients) {\r\n this._angularSpeedGradients.forEach((v) => {\r\n result.addAngularSpeedGradient(v.gradient, v.factor1);\r\n });\r\n }\r\n if (this._emitRateGradients) {\r\n this._emitRateGradients.forEach((v) => {\r\n result.addEmitRateGradient(v.gradient, v.factor1, v.factor2);\r\n });\r\n }\r\n if (this._lifeTimeGradients) {\r\n this._lifeTimeGradients.forEach((v) => {\r\n result.addLifeTimeGradient(v.gradient, v.factor1, v.factor2);\r\n });\r\n }\r\n if (this._limitVelocityGradients) {\r\n this._limitVelocityGradients.forEach((v) => {\r\n result.addLimitVelocityGradient(v.gradient, v.factor1);\r\n });\r\n }\r\n if (this._sizeGradients) {\r\n this._sizeGradients.forEach((v) => {\r\n result.addSizeGradient(v.gradient, v.factor1);\r\n });\r\n }\r\n if (this._startSizeGradients) {\r\n this._startSizeGradients.forEach((v) => {\r\n result.addStartSizeGradient(v.gradient, v.factor1, v.factor2);\r\n });\r\n }\r\n if (this._velocityGradients) {\r\n this._velocityGradients.forEach((v) => {\r\n result.addVelocityGradient(v.gradient, v.factor1);\r\n });\r\n }\r\n if (this._rampGradients) {\r\n this._rampGradients.forEach((v) => {\r\n result.addRampGradient(v.gradient, v.color);\r\n });\r\n }\r\n if (this._colorRemapGradients) {\r\n this._colorRemapGradients.forEach((v) => {\r\n result.addColorRemapGradient(v.gradient, v.factor1, v.factor2!);\r\n });\r\n }\r\n if (this._alphaRemapGradients) {\r\n this._alphaRemapGradients.forEach((v) => {\r\n result.addAlphaRemapGradient(v.gradient, v.factor1, v.factor2!);\r\n });\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Serializes the particle system to a JSON object\r\n * @param serializeTexture defines if the texture must be serialized as well\r\n * @returns the JSON object\r\n */\r\n public serialize(serializeTexture = false): any {\r\n var serializationObject: any = {};\r\n\r\n ParticleSystem._Serialize(serializationObject, this, serializeTexture);\r\n serializationObject.activeParticleCount = this.activeParticleCount;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parses a JSON object to create a GPU particle system.\r\n * @param parsedParticleSystem The JSON object to parse\r\n * @param scene The scene to create the particle system in\r\n * @param rootUrl The root url to use to load external dependencies like texture\r\n * @param doNotStart Ignore the preventAutoStart attribute and does not start\r\n * @returns the parsed GPU particle system\r\n */\r\n public static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart = false): GPUParticleSystem {\r\n var name = parsedParticleSystem.name;\r\n var particleSystem = new GPUParticleSystem(name, { capacity: parsedParticleSystem.capacity, randomTextureSize: parsedParticleSystem.randomTextureSize }, scene);\r\n\r\n if (parsedParticleSystem.activeParticleCount) {\r\n particleSystem.activeParticleCount = parsedParticleSystem.activeParticleCount;\r\n }\r\n ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);\r\n\r\n // Auto start\r\n if (parsedParticleSystem.preventAutoStart) {\r\n particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;\r\n }\r\n\r\n if (!doNotStart && !particleSystem.preventAutoStart) {\r\n particleSystem.start();\r\n }\r\n\r\n return particleSystem;\r\n }\r\n}\r\n","export * from \"./baseParticleSystem\";\r\nexport * from \"./EmitterTypes/index\";\r\nexport * from \"./gpuParticleSystem\";\r\nexport * from \"./IParticleSystem\";\r\nexport * from \"./particle\";\r\nexport * from \"./particleHelper\";\r\nexport * from \"./particleSystem\";\r\n\r\nimport \"./particleSystemComponent\";\r\nexport * from \"./particleSystemComponent\";\r\nexport * from \"./particleSystemSet\";\r\nexport * from \"./solidParticle\";\r\nexport * from \"./solidParticleSystem\";\r\nexport * from \"./cloudPoint\";\r\nexport * from \"./pointsCloudSystem\";\r\nexport * from \"./subEmitter\";","import { Nullable } from \"../types\";\r\nimport { Vector2, Vector3, TmpVectors, Vector4 } from \"../Maths/math.vector\";\r\nimport { Color4 } from '../Maths/math.color';\r\nimport { Scalar } from \"../Maths/math.scalar\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { ParticleSystem } from \"./particleSystem\";\r\nimport { SubEmitter } from \"./subEmitter\";\r\nimport { ColorGradient, FactorGradient } from \"../Misc/gradients\";\r\n/**\r\n * A particle represents one of the element emitted by a particle system.\r\n * This is mainly define by its coordinates, direction, velocity and age.\r\n */\r\nexport class Particle {\r\n private static _Count = 0;\r\n /**\r\n * Unique ID of the particle\r\n */\r\n public id: number;\r\n /**\r\n * The world position of the particle in the scene.\r\n */\r\n public position = Vector3.Zero();\r\n\r\n /**\r\n * The world direction of the particle in the scene.\r\n */\r\n public direction = Vector3.Zero();\r\n\r\n /**\r\n * The color of the particle.\r\n */\r\n public color = new Color4(0, 0, 0, 0);\r\n\r\n /**\r\n * The color change of the particle per step.\r\n */\r\n public colorStep = new Color4(0, 0, 0, 0);\r\n\r\n /**\r\n * Defines how long will the life of the particle be.\r\n */\r\n public lifeTime = 1.0;\r\n\r\n /**\r\n * The current age of the particle.\r\n */\r\n public age = 0;\r\n\r\n /**\r\n * The current size of the particle.\r\n */\r\n public size = 0;\r\n\r\n /**\r\n * The current scale of the particle.\r\n */\r\n public scale = new Vector2(1, 1);\r\n\r\n /**\r\n * The current angle of the particle.\r\n */\r\n public angle = 0;\r\n\r\n /**\r\n * Defines how fast is the angle changing.\r\n */\r\n public angularSpeed = 0;\r\n\r\n /**\r\n * Defines the cell index used by the particle to be rendered from a sprite.\r\n */\r\n public cellIndex: number = 0;\r\n\r\n /**\r\n * The information required to support color remapping\r\n */\r\n public remapData: Vector4;\r\n\r\n /** @hidden */\r\n public _randomCellOffset?: number;\r\n\r\n /** @hidden */\r\n public _initialDirection: Nullable;\r\n\r\n /** @hidden */\r\n public _attachedSubEmitters: Nullable> = null;\r\n\r\n /** @hidden */\r\n public _initialStartSpriteCellID: number;\r\n /** @hidden */\r\n public _initialEndSpriteCellID: number;\r\n\r\n /** @hidden */\r\n public _currentColorGradient: Nullable;\r\n /** @hidden */\r\n public _currentColor1 = new Color4(0, 0, 0, 0);\r\n /** @hidden */\r\n public _currentColor2 = new Color4(0, 0, 0, 0);\r\n\r\n /** @hidden */\r\n public _currentSizeGradient: Nullable;\r\n /** @hidden */\r\n public _currentSize1 = 0;\r\n /** @hidden */\r\n public _currentSize2 = 0;\r\n\r\n /** @hidden */\r\n public _currentAngularSpeedGradient: Nullable;\r\n /** @hidden */\r\n public _currentAngularSpeed1 = 0;\r\n /** @hidden */\r\n public _currentAngularSpeed2 = 0;\r\n\r\n /** @hidden */\r\n public _currentVelocityGradient: Nullable;\r\n /** @hidden */\r\n public _currentVelocity1 = 0;\r\n /** @hidden */\r\n public _currentVelocity2 = 0;\r\n\r\n /** @hidden */\r\n public _currentLimitVelocityGradient: Nullable;\r\n /** @hidden */\r\n public _currentLimitVelocity1 = 0;\r\n /** @hidden */\r\n public _currentLimitVelocity2 = 0;\r\n\r\n /** @hidden */\r\n public _currentDragGradient: Nullable;\r\n /** @hidden */\r\n public _currentDrag1 = 0;\r\n /** @hidden */\r\n public _currentDrag2 = 0;\r\n\r\n /** @hidden */\r\n public _randomNoiseCoordinates1: Vector3;\r\n /** @hidden */\r\n public _randomNoiseCoordinates2: Vector3;\r\n\r\n /** @hidden */\r\n public _localPosition?: Vector3;\r\n\r\n /**\r\n * Creates a new instance Particle\r\n * @param particleSystem the particle system the particle belongs to\r\n */\r\n constructor(\r\n /**\r\n * The particle system the particle belongs to.\r\n */\r\n public particleSystem: ParticleSystem) {\r\n this.id = Particle._Count++;\r\n if (!this.particleSystem.isAnimationSheetEnabled) {\r\n return;\r\n }\r\n\r\n this.updateCellInfoFromSystem();\r\n }\r\n\r\n private updateCellInfoFromSystem(): void {\r\n this.cellIndex = this.particleSystem.startSpriteCellID;\r\n }\r\n\r\n /**\r\n * Defines how the sprite cell index is updated for the particle\r\n */\r\n public updateCellIndex(): void {\r\n let offsetAge = this.age;\r\n let changeSpeed = this.particleSystem.spriteCellChangeSpeed;\r\n\r\n if (this.particleSystem.spriteRandomStartCell) {\r\n if (this._randomCellOffset === undefined) {\r\n this._randomCellOffset = Math.random() * this.lifeTime;\r\n }\r\n\r\n if (changeSpeed === 0) { // Special case when speed = 0 meaning we want to stay on initial cell\r\n changeSpeed = 1;\r\n offsetAge = this._randomCellOffset;\r\n } else {\r\n offsetAge += this._randomCellOffset;\r\n }\r\n }\r\n\r\n let dist = (this._initialEndSpriteCellID - this._initialStartSpriteCellID);\r\n let ratio = Scalar.Clamp(((offsetAge * changeSpeed) % this.lifeTime) / this.lifeTime);\r\n\r\n this.cellIndex = this._initialStartSpriteCellID + (ratio * dist) | 0;\r\n }\r\n\r\n /** @hidden */\r\n public _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter) {\r\n if ((subEmitter.particleSystem.emitter).position) {\r\n var emitterMesh = (subEmitter.particleSystem.emitter);\r\n emitterMesh.position.copyFrom(this.position);\r\n if (subEmitter.inheritDirection) {\r\n let temp = TmpVectors.Vector3[0];\r\n this.direction.normalizeToRef(temp);\r\n emitterMesh.setDirection(temp, 0, Math.PI / 2);\r\n }\r\n } else {\r\n var emitterPosition = (subEmitter.particleSystem.emitter);\r\n emitterPosition.copyFrom(this.position);\r\n }\r\n // Set inheritedVelocityOffset to be used when new particles are created\r\n this.direction.scaleToRef(subEmitter.inheritedVelocityAmount / 2, TmpVectors.Vector3[0]);\r\n subEmitter.particleSystem._inheritedVelocityOffset.copyFrom(TmpVectors.Vector3[0]);\r\n }\r\n\r\n /** @hidden */\r\n public _inheritParticleInfoToSubEmitters() {\r\n if (this._attachedSubEmitters && this._attachedSubEmitters.length > 0) {\r\n this._attachedSubEmitters.forEach((subEmitter) => {\r\n this._inheritParticleInfoToSubEmitter(subEmitter);\r\n });\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _reset() {\r\n this.age = 0;\r\n this.id = Particle._Count++;\r\n this._currentColorGradient = null;\r\n this._currentSizeGradient = null;\r\n this._currentAngularSpeedGradient = null;\r\n this._currentVelocityGradient = null;\r\n this._currentLimitVelocityGradient = null;\r\n this._currentDragGradient = null;\r\n this.cellIndex = this.particleSystem.startSpriteCellID;\r\n this._randomCellOffset = undefined;\r\n }\r\n\r\n /**\r\n * Copy the properties of particle to another one.\r\n * @param other the particle to copy the information to.\r\n */\r\n public copyTo(other: Particle) {\r\n other.position.copyFrom(this.position);\r\n if (this._initialDirection) {\r\n if (other._initialDirection) {\r\n other._initialDirection.copyFrom(this._initialDirection);\r\n } else {\r\n other._initialDirection = this._initialDirection.clone();\r\n }\r\n } else {\r\n other._initialDirection = null;\r\n }\r\n other.direction.copyFrom(this.direction);\r\n if (this._localPosition) {\r\n if (other._localPosition) {\r\n other._localPosition.copyFrom(this._localPosition);\r\n } else {\r\n other._localPosition = this._localPosition.clone();\r\n }\r\n }\r\n other.color.copyFrom(this.color);\r\n other.colorStep.copyFrom(this.colorStep);\r\n other.lifeTime = this.lifeTime;\r\n other.age = this.age;\r\n other._randomCellOffset = this._randomCellOffset;\r\n other.size = this.size;\r\n other.scale.copyFrom(this.scale);\r\n other.angle = this.angle;\r\n other.angularSpeed = this.angularSpeed;\r\n other.particleSystem = this.particleSystem;\r\n other.cellIndex = this.cellIndex;\r\n other.id = this.id;\r\n other._attachedSubEmitters = this._attachedSubEmitters;\r\n if (this._currentColorGradient) {\r\n other._currentColorGradient = this._currentColorGradient;\r\n other._currentColor1.copyFrom(this._currentColor1);\r\n other._currentColor2.copyFrom(this._currentColor2);\r\n }\r\n if (this._currentSizeGradient) {\r\n other._currentSizeGradient = this._currentSizeGradient;\r\n other._currentSize1 = this._currentSize1;\r\n other._currentSize2 = this._currentSize2;\r\n }\r\n if (this._currentAngularSpeedGradient) {\r\n other._currentAngularSpeedGradient = this._currentAngularSpeedGradient;\r\n other._currentAngularSpeed1 = this._currentAngularSpeed1;\r\n other._currentAngularSpeed2 = this._currentAngularSpeed2;\r\n }\r\n if (this._currentVelocityGradient) {\r\n other._currentVelocityGradient = this._currentVelocityGradient;\r\n other._currentVelocity1 = this._currentVelocity1;\r\n other._currentVelocity2 = this._currentVelocity2;\r\n }\r\n if (this._currentLimitVelocityGradient) {\r\n other._currentLimitVelocityGradient = this._currentLimitVelocityGradient;\r\n other._currentLimitVelocity1 = this._currentLimitVelocity1;\r\n other._currentLimitVelocity2 = this._currentLimitVelocity2;\r\n }\r\n if (this._currentDragGradient) {\r\n other._currentDragGradient = this._currentDragGradient;\r\n other._currentDrag1 = this._currentDrag1;\r\n other._currentDrag2 = this._currentDrag2;\r\n }\r\n if (this.particleSystem.isAnimationSheetEnabled) {\r\n other._initialStartSpriteCellID = this._initialStartSpriteCellID;\r\n other._initialEndSpriteCellID = this._initialEndSpriteCellID;\r\n }\r\n if (this.particleSystem.useRampGradients) {\r\n if (other.remapData && this.remapData) {\r\n other.remapData.copyFrom(this.remapData);\r\n } else {\r\n other.remapData = new Vector4(0, 0, 0, 0);\r\n }\r\n }\r\n if (this._randomNoiseCoordinates1) {\r\n if (other._randomNoiseCoordinates1) {\r\n other._randomNoiseCoordinates1.copyFrom(this._randomNoiseCoordinates1);\r\n other._randomNoiseCoordinates2.copyFrom(this._randomNoiseCoordinates2);\r\n } else {\r\n other._randomNoiseCoordinates1 = this._randomNoiseCoordinates1.clone();\r\n other._randomNoiseCoordinates2 = this._randomNoiseCoordinates2.clone();\r\n }\r\n }\r\n }\r\n}\r\n","import { Nullable } from \"../types\";\nimport { Scene } from \"../scene\";\nimport { Tools } from \"../Misc/tools\";\nimport { Vector3 } from \"../Maths/math.vector\";\nimport { Color4 } from '../Maths/math.color';\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\nimport { Texture } from \"../Materials/Textures/texture\";\nimport { EngineStore } from \"../Engines/engineStore\";\nimport { IParticleSystem } from \"./IParticleSystem\";\nimport { GPUParticleSystem } from \"./gpuParticleSystem\";\nimport { ParticleSystemSet } from \"./particleSystemSet\";\nimport { ParticleSystem } from \"./particleSystem\";\nimport { WebRequest } from '../Misc/webRequest';\n/**\n * This class is made for on one-liner static method to help creating particle system set.\n */\nexport class ParticleHelper {\n /**\n * Gets or sets base Assets URL\n */\n public static BaseAssetsUrl = ParticleSystemSet.BaseAssetsUrl;\n\n /** Define the Url to load snippets */\n public static SnippetUrl = \"https://snippet.babylonjs.com\";\n\n /**\n * Create a default particle system that you can tweak\n * @param emitter defines the emitter to use\n * @param capacity defines the system capacity (default is 500 particles)\n * @param scene defines the hosting scene\n * @param useGPU defines if a GPUParticleSystem must be created (default is false)\n * @returns the new Particle system\n */\n public static CreateDefault(emitter: Nullable, capacity = 500, scene?: Scene, useGPU = false): IParticleSystem {\n var system: IParticleSystem;\n\n if (useGPU) {\n system = new GPUParticleSystem(\"default system\", { capacity: capacity }, scene!);\n } else {\n system = new ParticleSystem(\"default system\", capacity, scene!);\n }\n\n system.emitter = emitter;\n system.particleTexture = new Texture(\"https://www.babylonjs.com/assets/Flare.png\", system.getScene());\n system.createConeEmitter(0.1, Math.PI / 4);\n\n // Particle color\n system.color1 = new Color4(1.0, 1.0, 1.0, 1.0);\n system.color2 = new Color4(1.0, 1.0, 1.0, 1.0);\n system.colorDead = new Color4(1.0, 1.0, 1.0, 0.0);\n\n // Particle Size\n system.minSize = 0.1;\n system.maxSize = 0.1;\n\n // Emission speed\n system.minEmitPower = 2;\n system.maxEmitPower = 2;\n\n // Update speed\n system.updateSpeed = 1 / 60;\n\n system.emitRate = 30;\n\n return system;\n }\n\n /**\n * This is the main static method (one-liner) of this helper to create different particle systems\n * @param type This string represents the type to the particle system to create\n * @param scene The scene where the particle system should live\n * @param gpu If the system will use gpu\n * @returns the ParticleSystemSet created\n */\n public static CreateAsync(type: string, scene: Nullable, gpu: boolean = false): Promise {\n\n if (!scene) {\n scene = EngineStore.LastCreatedScene;\n }\n\n let token = {};\n\n scene!._addPendingData(token);\n\n return new Promise((resolve, reject) => {\n if (gpu && !GPUParticleSystem.IsSupported) {\n scene!._removePendingData(token);\n return reject(\"Particle system with GPU is not supported.\");\n }\n\n Tools.LoadFile(`${ParticleHelper.BaseAssetsUrl}/systems/${type}.json`, (data) => {\n scene!._removePendingData(token);\n const newData = JSON.parse(data.toString());\n return resolve(ParticleSystemSet.Parse(newData, scene!, gpu));\n }, undefined, undefined, undefined, () => {\n scene!._removePendingData(token);\n return reject(`An error occured while the creation of your particle system. Check if your type '${type}' exists.`);\n });\n\n });\n }\n\n /**\n * Static function used to export a particle system to a ParticleSystemSet variable.\n * Please note that the emitter shape is not exported\n * @param systems defines the particle systems to export\n * @returns the created particle system set\n */\n public static ExportSet(systems: IParticleSystem[]): ParticleSystemSet {\n var set = new ParticleSystemSet();\n\n for (var system of systems) {\n set.systems.push(system);\n }\n\n return set;\n }\n\n /**\n * Creates a particle system from a snippet saved in a remote file\n * @param name defines the name of the particle system to create (can be null or empty to use the one from the json data)\n * @param url defines the url to load from\n * @param scene defines the hosting scene\n * @param gpu If the system will use gpu\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\n * @returns a promise that will resolve to the new particle system\n */\n public static ParseFromFileAsync(name: Nullable, url: string, scene: Scene, gpu: boolean = false, rootUrl: string = \"\"): Promise {\n\n return new Promise((resolve, reject) => {\n var request = new WebRequest();\n request.addEventListener(\"readystatechange\", () => {\n if (request.readyState == 4) {\n if (request.status == 200) {\n let serializationObject = JSON.parse(request.responseText);\n let output: IParticleSystem;\n\n if (gpu) {\n output = GPUParticleSystem.Parse(serializationObject, scene, rootUrl);\n } else {\n output = ParticleSystem.Parse(serializationObject, scene, rootUrl);\n }\n\n if (name) {\n output.name = name;\n }\n\n resolve(output);\n } else {\n reject(\"Unable to load the particle system\");\n }\n }\n });\n\n request.open(\"GET\", url);\n request.send();\n });\n }\n\n /**\n * Creates a particle system from a snippet saved by the particle system editor\n * @param snippetId defines the snippet to load\n * @param scene defines the hosting scene\n * @param gpu If the system will use gpu\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\n * @returns a promise that will resolve to the new particle system\n */\n public static CreateFromSnippetAsync(snippetId: string, scene: Scene, gpu: boolean = false, rootUrl: string = \"\"): Promise {\n return new Promise((resolve, reject) => {\n var request = new WebRequest();\n request.addEventListener(\"readystatechange\", () => {\n if (request.readyState == 4) {\n if (request.status == 200) {\n var snippet = JSON.parse(JSON.parse(request.responseText).jsonPayload);\n let serializationObject = JSON.parse(snippet.particleSystem);\n let output: IParticleSystem;\n\n if (gpu) {\n output = GPUParticleSystem.Parse(serializationObject, scene, rootUrl);\n } else {\n output = ParticleSystem.Parse(serializationObject, scene, rootUrl);\n }\n output.snippetId = snippetId;\n\n resolve(output);\n } else {\n reject(\"Unable to load the snippet \" + snippetId);\n }\n }\n });\n\n request.open(\"GET\", this.SnippetUrl + \"/\" + snippetId.replace(/#/g, \"/\"));\n request.send();\n });\n }\n}\n","import { Nullable } from \"../types\";\nimport { FactorGradient, ColorGradient, Color3Gradient, GradientHelper } from \"../Misc/gradients\";\nimport { Observable, Observer } from \"../Misc/observable\";\nimport { Vector3, Matrix, TmpVectors, Vector4 } from \"../Maths/math.vector\";\nimport { Scalar } from \"../Maths/math.scalar\";\nimport { VertexBuffer } from \"../Meshes/buffer\";\nimport { Buffer } from \"../Meshes/buffer\";\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\nimport { Material } from \"../Materials/material\";\nimport { MaterialHelper } from \"../Materials/materialHelper\";\nimport { Effect } from \"../Materials/effect\";\nimport { ImageProcessingConfiguration } from \"../Materials/imageProcessingConfiguration\";\nimport { Texture } from \"../Materials/Textures/texture\";\nimport { DynamicTexture } from \"../Materials/Textures/dynamicTexture\";\nimport { RawTexture } from \"../Materials/Textures/rawTexture\";\nimport { ProceduralTexture } from \"../Materials/Textures/Procedurals/proceduralTexture\";\nimport { EngineStore } from \"../Engines/engineStore\";\nimport { Scene, IDisposable } from \"../scene\";\nimport { BoxParticleEmitter, IParticleEmitterType, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter, PointParticleEmitter, MeshParticleEmitter } from \"../Particles/EmitterTypes/index\";\nimport { IParticleSystem } from \"./IParticleSystem\";\nimport { BaseParticleSystem } from \"./baseParticleSystem\";\nimport { Particle } from \"./particle\";\nimport { SubEmitter, SubEmitterType } from \"./subEmitter\";\nimport { Constants } from \"../Engines/constants\";\nimport { SerializationHelper } from \"../Misc/decorators\";\nimport { DeepCopier } from \"../Misc/deepCopier\";\nimport { _TypeStore } from '../Misc/typeStore';\nimport { IAnimatable } from '../Animations/animatable.interface';\n\nimport \"../Shaders/particles.fragment\";\nimport \"../Shaders/particles.vertex\";\nimport { DataBuffer } from '../Meshes/dataBuffer';\nimport { Color4, Color3, TmpColors } from '../Maths/math.color';\nimport { ISize } from '../Maths/math.size';\n\n/**\n * This represents a particle system in Babylon.\n * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.\n * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.\n * @example https://doc.babylonjs.com/babylon101/particles\n */\nexport class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {\n\n /**\n * Billboard mode will only apply to Y axis\n */\n public static readonly BILLBOARDMODE_Y = Constants.PARTICLES_BILLBOARDMODE_Y;\n /**\n * Billboard mode will apply to all axes\n */\n public static readonly BILLBOARDMODE_ALL = Constants.PARTICLES_BILLBOARDMODE_ALL;\n /**\n * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction\n */\n public static readonly BILLBOARDMODE_STRETCHED = Constants.PARTICLES_BILLBOARDMODE_STRETCHED;\n\n /**\n * This function can be defined to provide custom update for active particles.\n * This function will be called instead of regular update (age, position, color, etc.).\n * Do not forget that this function will be called on every frame so try to keep it simple and fast :)\n */\n public updateFunction: (particles: Particle[]) => void;\n\n private _emitterWorldMatrix: Matrix;\n\n /**\n * This function can be defined to specify initial direction for every new particle.\n * It by default use the emitterType defined function\n */\n public startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle, isLocal: boolean) => void;\n /**\n * This function can be defined to specify initial position for every new particle.\n * It by default use the emitterType defined function\n */\n public startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle, isLocal: boolean) => void;\n\n /**\n * @hidden\n */\n public _inheritedVelocityOffset = new Vector3();\n /**\n * An event triggered when the system is disposed\n */\n public onDisposeObservable = new Observable();\n\n private _onDisposeObserver: Nullable>;\n /**\n * Sets a callback that will be triggered when the system is disposed\n */\n public set onDispose(callback: () => void) {\n if (this._onDisposeObserver) {\n this.onDisposeObservable.remove(this._onDisposeObserver);\n }\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\n }\n\n private _particles = new Array();\n private _epsilon: number;\n private _capacity: number;\n private _stockParticles = new Array();\n private _newPartsExcess = 0;\n private _vertexData: Float32Array;\n private _vertexBuffer: Nullable;\n private _vertexBuffers: { [key: string]: VertexBuffer } = {};\n private _spriteBuffer: Nullable;\n private _indexBuffer: Nullable;\n private _effect: Effect;\n private _customEffect: { [blendMode: number] : Nullable };\n private _cachedDefines: string;\n private _scaledColorStep = new Color4(0, 0, 0, 0);\n private _colorDiff = new Color4(0, 0, 0, 0);\n private _scaledDirection = Vector3.Zero();\n private _scaledGravity = Vector3.Zero();\n private _currentRenderId = -1;\n private _alive: boolean;\n private _useInstancing = false;\n\n private _started = false;\n private _stopped = false;\n private _actualFrame = 0;\n private _scaledUpdateSpeed: number;\n private _vertexBufferSize: number;\n\n /** @hidden */\n public _currentEmitRateGradient: Nullable;\n /** @hidden */\n public _currentEmitRate1 = 0;\n /** @hidden */\n public _currentEmitRate2 = 0;\n\n /** @hidden */\n public _currentStartSizeGradient: Nullable;\n /** @hidden */\n public _currentStartSize1 = 0;\n /** @hidden */\n public _currentStartSize2 = 0;\n\n private readonly _rawTextureWidth = 256;\n private _rampGradientsTexture: Nullable;\n private _useRampGradients = false;\n\n /** Gets or sets a boolean indicating that ramp gradients must be used\n * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients\n */\n public get useRampGradients(): boolean {\n return this._useRampGradients;\n }\n\n public set useRampGradients(value: boolean) {\n if (this._useRampGradients === value) {\n return;\n }\n\n this._useRampGradients = value;\n\n this._resetEffect();\n }\n\n // Sub-emitters\n /**\n * The Sub-emitters templates that will be used to generate the sub particle system to be associated with the system, this property is used by the root particle system only.\n * When a particle is spawned, an array will be chosen at random and all the emitters in that array will be attached to the particle. (Default: [])\n */\n public subEmitters: Array>;\n // the subEmitters field above converted to a constant type\n private _subEmitters: Array>;\n /**\n * @hidden\n * If the particle systems emitter should be disposed when the particle system is disposed\n */\n public _disposeEmitterOnDispose = false;\n /**\n * The current active Sub-systems, this property is used by the root particle system only.\n */\n public activeSubSystems: Array;\n\n /**\n * Specifies if the particles are updated in emitter local space or world space\n */\n public isLocal = false;\n\n private _rootParticleSystem: Nullable;\n //end of Sub-emitter\n\n /**\n * Gets the current list of active particles\n */\n public get particles(): Particle[] {\n return this._particles;\n }\n\n /**\n * Gets the number of particles active at the same time.\n * @returns The number of active particles.\n */\n public getActiveCount() {\n return this._particles.length;\n }\n\n /**\n * Returns the string \"ParticleSystem\"\n * @returns a string containing the class name\n */\n public getClassName(): string {\n return \"ParticleSystem\";\n }\n\n /**\n * Gets a boolean indicating that the system is stopping\n * @returns true if the system is currently stopping\n */\n public isStopping() {\n return this._stopped && this.isAlive();\n }\n\n /**\n * Gets the custom effect used to render the particles\n * @param blendMode Blend mode for which the effect should be retrieved\n * @returns The effect\n */\n public getCustomEffect(blendMode: number = 0): Nullable {\n return this._customEffect[blendMode] ?? this._customEffect[0];\n }\n\n /**\n * Sets the custom effect used to render the particles\n * @param effect The effect to set\n * @param blendMode Blend mode for which the effect should be set\n */\n public setCustomEffect(effect: Nullable, blendMode: number = 0) {\n this._customEffect[blendMode] = effect;\n }\n\n /** @hidden */\n private _onBeforeDrawParticlesObservable: Nullable>> = null;\n\n /**\n * Observable that will be called just before the particles are drawn\n */\n public get onBeforeDrawParticlesObservable(): Observable> {\n if (!this._onBeforeDrawParticlesObservable) {\n this._onBeforeDrawParticlesObservable = new Observable>();\n }\n\n return this._onBeforeDrawParticlesObservable;\n }\n\n /**\n * Gets the name of the particle vertex shader\n */\n public get vertexShaderName(): string {\n return \"particles\";\n }\n\n /**\n * Instantiates a particle system.\n * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.\n * @param name The name of the particle system\n * @param capacity The max number of particles alive at the same time\n * @param scene The scene the particle system belongs to\n * @param customEffect a custom effect used to change the way particles are rendered by default\n * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture\n * @param epsilon Offset used to render the particles\n */\n constructor(name: string, capacity: number, scene: Scene, customEffect: Nullable = null, isAnimationSheetEnabled: boolean = false, epsilon: number = 0.01) {\n super(name);\n\n this._capacity = capacity;\n\n this._epsilon = epsilon;\n this._isAnimationSheetEnabled = isAnimationSheetEnabled;\n\n this._scene = scene || EngineStore.LastCreatedScene;\n\n this.uniqueId = this._scene.getUniqueId();\n\n // Setup the default processing configuration to the scene.\n this._attachImageProcessingConfiguration(null);\n\n this._customEffect = { 0: customEffect };\n\n this._scene.particleSystems.push(this);\n\n this._useInstancing = this._scene.getEngine().getCaps().instancedArrays;\n\n this._createIndexBuffer();\n this._createVertexBuffers();\n\n // Default emitter type\n this.particleEmitterType = new BoxParticleEmitter();\n\n // Update\n this.updateFunction = (particles: Particle[]): void => {\n let noiseTextureSize: Nullable = null;\n let noiseTextureData: Nullable = null;\n\n if (this.noiseTexture) { // We need to get texture data back to CPU\n noiseTextureSize = this.noiseTexture.getSize();\n noiseTextureData = >(this.noiseTexture.getContent());\n }\n\n for (var index = 0; index < particles.length; index++) {\n var particle = particles[index];\n\n let scaledUpdateSpeed = this._scaledUpdateSpeed;\n let previousAge = particle.age;\n particle.age += scaledUpdateSpeed;\n\n // Evaluate step to death\n if (particle.age > particle.lifeTime) {\n let diff = particle.age - previousAge;\n let oldDiff = particle.lifeTime - previousAge;\n\n scaledUpdateSpeed = (oldDiff * scaledUpdateSpeed) / diff;\n\n particle.age = particle.lifeTime;\n }\n\n let ratio = particle.age / particle.lifeTime;\n\n // Color\n if (this._colorGradients && this._colorGradients.length > 0) {\n GradientHelper.GetCurrentGradient(ratio, this._colorGradients, (currentGradient, nextGradient, scale) => {\n if (currentGradient !== particle._currentColorGradient) {\n particle._currentColor1.copyFrom(particle._currentColor2);\n (nextGradient).getColorToRef(particle._currentColor2);\n particle._currentColorGradient = (currentGradient);\n }\n Color4.LerpToRef(particle._currentColor1, particle._currentColor2, scale, particle.color);\n });\n }\n else {\n particle.colorStep.scaleToRef(scaledUpdateSpeed, this._scaledColorStep);\n particle.color.addInPlace(this._scaledColorStep);\n\n if (particle.color.a < 0) {\n particle.color.a = 0;\n }\n }\n\n // Angular speed\n if (this._angularSpeedGradients && this._angularSpeedGradients.length > 0) {\n GradientHelper.GetCurrentGradient(ratio, this._angularSpeedGradients, (currentGradient, nextGradient, scale) => {\n if (currentGradient !== particle._currentAngularSpeedGradient) {\n particle._currentAngularSpeed1 = particle._currentAngularSpeed2;\n particle._currentAngularSpeed2 = (nextGradient).getFactor();\n particle._currentAngularSpeedGradient = (currentGradient);\n }\n particle.angularSpeed = Scalar.Lerp(particle._currentAngularSpeed1, particle._currentAngularSpeed2, scale);\n });\n }\n particle.angle += particle.angularSpeed * scaledUpdateSpeed;\n\n // Direction\n let directionScale = scaledUpdateSpeed;\n\n /// Velocity\n if (this._velocityGradients && this._velocityGradients.length > 0) {\n GradientHelper.GetCurrentGradient(ratio, this._velocityGradients, (currentGradient, nextGradient, scale) => {\n if (currentGradient !== particle._currentVelocityGradient) {\n particle._currentVelocity1 = particle._currentVelocity2;\n particle._currentVelocity2 = (nextGradient).getFactor();\n particle._currentVelocityGradient = (currentGradient);\n }\n directionScale *= Scalar.Lerp(particle._currentVelocity1, particle._currentVelocity2, scale);\n });\n }\n\n particle.direction.scaleToRef(directionScale, this._scaledDirection);\n\n /// Limit velocity\n if (this._limitVelocityGradients && this._limitVelocityGradients.length > 0) {\n GradientHelper.GetCurrentGradient(ratio, this._limitVelocityGradients, (currentGradient, nextGradient, scale) => {\n if (currentGradient !== particle._currentLimitVelocityGradient) {\n particle._currentLimitVelocity1 = particle._currentLimitVelocity2;\n particle._currentLimitVelocity2 = (nextGradient).getFactor();\n particle._currentLimitVelocityGradient = (currentGradient);\n }\n\n let limitVelocity = Scalar.Lerp(particle._currentLimitVelocity1, particle._currentLimitVelocity2, scale);\n let currentVelocity = particle.direction.length();\n\n if (currentVelocity > limitVelocity) {\n particle.direction.scaleInPlace(this.limitVelocityDamping);\n }\n });\n }\n\n /// Drag\n if (this._dragGradients && this._dragGradients.length > 0) {\n GradientHelper.GetCurrentGradient(ratio, this._dragGradients, (currentGradient, nextGradient, scale) => {\n if (currentGradient !== particle._currentDragGradient) {\n particle._currentDrag1 = particle._currentDrag2;\n particle._currentDrag2 = (nextGradient).getFactor();\n particle._currentDragGradient = (currentGradient);\n }\n\n let drag = Scalar.Lerp(particle._currentDrag1, particle._currentDrag2, scale);\n\n this._scaledDirection.scaleInPlace(1.0 - drag);\n });\n }\n\n if (this.isLocal && particle._localPosition) {\n particle._localPosition!.addInPlace(this._scaledDirection);\n Vector3.TransformCoordinatesToRef(particle._localPosition!, this._emitterWorldMatrix, particle.position);\n } else {\n particle.position.addInPlace(this._scaledDirection);\n }\n\n // Noise\n if (noiseTextureData && noiseTextureSize && particle._randomNoiseCoordinates1) {\n let fetchedColorR = this._fetchR(particle._randomNoiseCoordinates1.x, particle._randomNoiseCoordinates1.y, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);\n let fetchedColorG = this._fetchR(particle._randomNoiseCoordinates1.z, particle._randomNoiseCoordinates2.x, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);\n let fetchedColorB = this._fetchR(particle._randomNoiseCoordinates2.y, particle._randomNoiseCoordinates2.z, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);\n\n let force = TmpVectors.Vector3[0];\n let scaledForce = TmpVectors.Vector3[1];\n\n force.copyFromFloats((2 * fetchedColorR - 1) * this.noiseStrength.x, (2 * fetchedColorG - 1) * this.noiseStrength.y, (2 * fetchedColorB - 1) * this.noiseStrength.z);\n\n force.scaleToRef(scaledUpdateSpeed, scaledForce);\n particle.direction.addInPlace(scaledForce);\n }\n\n // Gravity\n this.gravity.scaleToRef(scaledUpdateSpeed, this._scaledGravity);\n particle.direction.addInPlace(this._scaledGravity);\n\n // Size\n if (this._sizeGradients && this._sizeGradients.length > 0) {\n GradientHelper.GetCurrentGradient(ratio, this._sizeGradients, (currentGradient, nextGradient, scale) => {\n if (currentGradient !== particle._currentSizeGradient) {\n particle._currentSize1 = particle._currentSize2;\n particle._currentSize2 = (nextGradient).getFactor();\n particle._currentSizeGradient = (currentGradient);\n }\n particle.size = Scalar.Lerp(particle._currentSize1, particle._currentSize2, scale);\n });\n }\n\n // Remap data\n if (this._useRampGradients) {\n if (this._colorRemapGradients && this._colorRemapGradients.length > 0) {\n GradientHelper.GetCurrentGradient(ratio, this._colorRemapGradients, (currentGradient, nextGradient, scale) => {\n let min = Scalar.Lerp((currentGradient).factor1, (nextGradient).factor1, scale);\n let max = Scalar.Lerp((currentGradient).factor2!, (nextGradient).factor2!, scale);\n\n particle.remapData.x = min;\n particle.remapData.y = max - min;\n });\n }\n\n if (this._alphaRemapGradients && this._alphaRemapGradients.length > 0) {\n GradientHelper.GetCurrentGradient(ratio, this._alphaRemapGradients, (currentGradient, nextGradient, scale) => {\n let min = Scalar.Lerp((currentGradient).factor1, (nextGradient).factor1, scale);\n let max = Scalar.Lerp((currentGradient).factor2!, (nextGradient).factor2!, scale);\n\n particle.remapData.z = min;\n particle.remapData.w = max - min;\n });\n }\n }\n\n if (this._isAnimationSheetEnabled) {\n particle.updateCellIndex();\n }\n\n // Update the position of the attached sub-emitters to match their attached particle\n particle._inheritParticleInfoToSubEmitters();\n\n if (particle.age >= particle.lifeTime) { // Recycle by swapping with last particle\n this._emitFromParticle(particle);\n if (particle._attachedSubEmitters) {\n particle._attachedSubEmitters.forEach((subEmitter) => {\n subEmitter.particleSystem.disposeOnStop = true;\n subEmitter.particleSystem.stop();\n });\n particle._attachedSubEmitters = null;\n }\n this.recycleParticle(particle);\n index--;\n continue;\n }\n }\n };\n }\n\n private _addFactorGradient(factorGradients: FactorGradient[], gradient: number, factor: number, factor2?: number) {\n let newGradient = new FactorGradient(gradient, factor, factor2);\n factorGradients.push(newGradient);\n\n factorGradients.sort((a, b) => {\n if (a.gradient < b.gradient) {\n return -1;\n } else if (a.gradient > b.gradient) {\n return 1;\n }\n\n return 0;\n });\n }\n\n private _removeFactorGradient(factorGradients: Nullable, gradient: number) {\n if (!factorGradients) {\n return;\n }\n\n let index = 0;\n for (var factorGradient of factorGradients) {\n if (factorGradient.gradient === gradient) {\n factorGradients.splice(index, 1);\n break;\n }\n index++;\n }\n }\n\n /**\n * Adds a new life time gradient\n * @param gradient defines the gradient to use (between 0 and 1)\n * @param factor defines the life time factor to affect to the specified gradient\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\n * @returns the current particle system\n */\n public addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem {\n if (!this._lifeTimeGradients) {\n this._lifeTimeGradients = [];\n }\n\n this._addFactorGradient(this._lifeTimeGradients, gradient, factor, factor2);\n\n return this;\n }\n\n /**\n * Remove a specific life time gradient\n * @param gradient defines the gradient to remove\n * @returns the current particle system\n */\n public removeLifeTimeGradient(gradient: number): IParticleSystem {\n this._removeFactorGradient(this._lifeTimeGradients, gradient);\n\n return this;\n }\n\n /**\n * Adds a new size gradient\n * @param gradient defines the gradient to use (between 0 and 1)\n * @param factor defines the size factor to affect to the specified gradient\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\n * @returns the current particle system\n */\n public addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem {\n if (!this._sizeGradients) {\n this._sizeGradients = [];\n }\n\n this._addFactorGradient(this._sizeGradients, gradient, factor, factor2);\n\n return this;\n }\n\n /**\n * Remove a specific size gradient\n * @param gradient defines the gradient to remove\n * @returns the current particle system\n */\n public removeSizeGradient(gradient: number): IParticleSystem {\n this._removeFactorGradient(this._sizeGradients, gradient);\n\n return this;\n }\n\n /**\n * Adds a new color remap gradient\n * @param gradient defines the gradient to use (between 0 and 1)\n * @param min defines the color remap minimal range\n * @param max defines the color remap maximal range\n * @returns the current particle system\n */\n public addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem {\n if (!this._colorRemapGradients) {\n this._colorRemapGradients = [];\n }\n\n this._addFactorGradient(this._colorRemapGradients, gradient, min, max);\n\n return this;\n }\n\n /**\n * Remove a specific color remap gradient\n * @param gradient defines the gradient to remove\n * @returns the current particle system\n */\n public removeColorRemapGradient(gradient: number): IParticleSystem {\n this._removeFactorGradient(this._colorRemapGradients, gradient);\n\n return this;\n }\n\n /**\n * Adds a new alpha remap gradient\n * @param gradient defines the gradient to use (between 0 and 1)\n * @param min defines the alpha remap minimal range\n * @param max defines the alpha remap maximal range\n * @returns the current particle system\n */\n public addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem {\n if (!this._alphaRemapGradients) {\n this._alphaRemapGradients = [];\n }\n\n this._addFactorGradient(this._alphaRemapGradients, gradient, min, max);\n\n return this;\n }\n\n /**\n * Remove a specific alpha remap gradient\n * @param gradient defines the gradient to remove\n * @returns the current particle system\n */\n public removeAlphaRemapGradient(gradient: number): IParticleSystem {\n this._removeFactorGradient(this._alphaRemapGradients, gradient);\n\n return this;\n }\n\n /**\n * Adds a new angular speed gradient\n * @param gradient defines the gradient to use (between 0 and 1)\n * @param factor defines the angular speed to affect to the specified gradient\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\n * @returns the current particle system\n */\n public addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem {\n if (!this._angularSpeedGradients) {\n this._angularSpeedGradients = [];\n }\n\n this._addFactorGradient(this._angularSpeedGradients, gradient, factor, factor2);\n\n return this;\n }\n\n /**\n * Remove a specific angular speed gradient\n * @param gradient defines the gradient to remove\n * @returns the current particle system\n */\n public removeAngularSpeedGradient(gradient: number): IParticleSystem {\n this._removeFactorGradient(this._angularSpeedGradients, gradient);\n\n return this;\n }\n\n /**\n * Adds a new velocity gradient\n * @param gradient defines the gradient to use (between 0 and 1)\n * @param factor defines the velocity to affect to the specified gradient\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\n * @returns the current particle system\n */\n public addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem {\n if (!this._velocityGradients) {\n this._velocityGradients = [];\n }\n\n this._addFactorGradient(this._velocityGradients, gradient, factor, factor2);\n\n return this;\n }\n\n /**\n * Remove a specific velocity gradient\n * @param gradient defines the gradient to remove\n * @returns the current particle system\n */\n public removeVelocityGradient(gradient: number): IParticleSystem {\n this._removeFactorGradient(this._velocityGradients, gradient);\n\n return this;\n }\n\n /**\n * Adds a new limit velocity gradient\n * @param gradient defines the gradient to use (between 0 and 1)\n * @param factor defines the limit velocity value to affect to the specified gradient\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\n * @returns the current particle system\n */\n public addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem {\n if (!this._limitVelocityGradients) {\n this._limitVelocityGradients = [];\n }\n\n this._addFactorGradient(this._limitVelocityGradients, gradient, factor, factor2);\n\n return this;\n }\n\n /**\n * Remove a specific limit velocity gradient\n * @param gradient defines the gradient to remove\n * @returns the current particle system\n */\n public removeLimitVelocityGradient(gradient: number): IParticleSystem {\n this._removeFactorGradient(this._limitVelocityGradients, gradient);\n\n return this;\n }\n\n /**\n * Adds a new drag gradient\n * @param gradient defines the gradient to use (between 0 and 1)\n * @param factor defines the drag value to affect to the specified gradient\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\n * @returns the current particle system\n */\n public addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem {\n if (!this._dragGradients) {\n this._dragGradients = [];\n }\n\n this._addFactorGradient(this._dragGradients, gradient, factor, factor2);\n\n return this;\n }\n\n /**\n * Remove a specific drag gradient\n * @param gradient defines the gradient to remove\n * @returns the current particle system\n */\n public removeDragGradient(gradient: number): IParticleSystem {\n this._removeFactorGradient(this._dragGradients, gradient);\n\n return this;\n }\n\n /**\n * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)\n * @param gradient defines the gradient to use (between 0 and 1)\n * @param factor defines the emit rate value to affect to the specified gradient\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\n * @returns the current particle system\n */\n public addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem {\n if (!this._emitRateGradients) {\n this._emitRateGradients = [];\n }\n\n this._addFactorGradient(this._emitRateGradients, gradient, factor, factor2);\n return this;\n }\n\n /**\n * Remove a specific emit rate gradient\n * @param gradient defines the gradient to remove\n * @returns the current particle system\n */\n public removeEmitRateGradient(gradient: number): IParticleSystem {\n this._removeFactorGradient(this._emitRateGradients, gradient);\n\n return this;\n }\n\n /**\n * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)\n * @param gradient defines the gradient to use (between 0 and 1)\n * @param factor defines the start size value to affect to the specified gradient\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\n * @returns the current particle system\n */\n public addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem {\n if (!this._startSizeGradients) {\n this._startSizeGradients = [];\n }\n\n this._addFactorGradient(this._startSizeGradients, gradient, factor, factor2);\n return this;\n }\n\n /**\n * Remove a specific start size gradient\n * @param gradient defines the gradient to remove\n * @returns the current particle system\n */\n public removeStartSizeGradient(gradient: number): IParticleSystem {\n this._removeFactorGradient(this._startSizeGradients, gradient);\n\n return this;\n }\n\n private _createRampGradientTexture() {\n if (!this._rampGradients || !this._rampGradients.length || this._rampGradientsTexture) {\n return;\n }\n\n let data = new Uint8Array(this._rawTextureWidth * 4);\n let tmpColor = TmpColors.Color3[0];\n\n for (var x = 0; x < this._rawTextureWidth; x++) {\n var ratio = x / this._rawTextureWidth;\n\n GradientHelper.GetCurrentGradient(ratio, this._rampGradients, (currentGradient, nextGradient, scale) => {\n\n Color3.LerpToRef((currentGradient).color, (nextGradient).color, scale, tmpColor);\n data[x * 4] = tmpColor.r * 255;\n data[x * 4 + 1] = tmpColor.g * 255;\n data[x * 4 + 2] = tmpColor.b * 255;\n data[x * 4 + 3] = 255;\n });\n\n }\n\n this._rampGradientsTexture = RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, Texture.NEAREST_SAMPLINGMODE);\n }\n\n /**\n * Gets the current list of ramp gradients.\n * You must use addRampGradient and removeRampGradient to udpate this list\n * @returns the list of ramp gradients\n */\n public getRampGradients(): Nullable> {\n return this._rampGradients;\n }\n\n /** Force the system to rebuild all gradients that need to be resync */\n public forceRefreshGradients() {\n this._syncRampGradientTexture();\n }\n\n private _syncRampGradientTexture() {\n if (!this._rampGradients) {\n return;\n }\n\n this._rampGradients.sort((a, b) => {\n if (a.gradient < b.gradient) {\n return -1;\n } else if (a.gradient > b.gradient) {\n return 1;\n }\n\n return 0;\n });\n\n if (this._rampGradientsTexture) {\n this._rampGradientsTexture.dispose();\n this._rampGradientsTexture = null;\n }\n\n this._createRampGradientTexture();\n }\n\n /**\n * Adds a new ramp gradient used to remap particle colors\n * @param gradient defines the gradient to use (between 0 and 1)\n * @param color defines the color to affect to the specified gradient\n * @returns the current particle system\n */\n public addRampGradient(gradient: number, color: Color3): ParticleSystem {\n if (!this._rampGradients) {\n this._rampGradients = [];\n }\n\n let rampGradient = new Color3Gradient(gradient, color);\n this._rampGradients.push(rampGradient);\n\n this._syncRampGradientTexture();\n\n return this;\n }\n\n /**\n * Remove a specific ramp gradient\n * @param gradient defines the gradient to remove\n * @returns the current particle system\n */\n public removeRampGradient(gradient: number): ParticleSystem {\n this._removeGradientAndTexture(gradient, this._rampGradients, this._rampGradientsTexture);\n this._rampGradientsTexture = null;\n\n if (this._rampGradients && this._rampGradients.length > 0) {\n this._createRampGradientTexture();\n }\n\n return this;\n }\n\n /**\n * Adds a new color gradient\n * @param gradient defines the gradient to use (between 0 and 1)\n * @param color1 defines the color to affect to the specified gradient\n * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from\n * @returns this particle system\n */\n public addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem {\n if (!this._colorGradients) {\n this._colorGradients = [];\n }\n\n let colorGradient = new ColorGradient(gradient, color1, color2);\n this._colorGradients.push(colorGradient);\n\n this._colorGradients.sort((a, b) => {\n if (a.gradient < b.gradient) {\n return -1;\n } else if (a.gradient > b.gradient) {\n return 1;\n }\n\n return 0;\n });\n\n return this;\n }\n\n /**\n * Remove a specific color gradient\n * @param gradient defines the gradient to remove\n * @returns this particle system\n */\n public removeColorGradient(gradient: number): IParticleSystem {\n if (!this._colorGradients) {\n return this;\n }\n\n let index = 0;\n for (var colorGradient of this._colorGradients) {\n if (colorGradient.gradient === gradient) {\n this._colorGradients.splice(index, 1);\n break;\n }\n index++;\n }\n\n return this;\n }\n\n private _fetchR(u: number, v: number, width: number, height: number, pixels: Uint8Array): number {\n u = Math.abs(u) * 0.5 + 0.5;\n v = Math.abs(v) * 0.5 + 0.5;\n\n let wrappedU = ((u * width) % width) | 0;\n let wrappedV = ((v * height) % height) | 0;\n\n let position = (wrappedU + wrappedV * width) * 4;\n return pixels[position] / 255;\n }\n\n protected _reset() {\n this._resetEffect();\n }\n\n private _resetEffect() {\n if (this._vertexBuffer) {\n this._vertexBuffer.dispose();\n this._vertexBuffer = null;\n }\n\n if (this._spriteBuffer) {\n this._spriteBuffer.dispose();\n this._spriteBuffer = null;\n }\n\n this._createVertexBuffers();\n }\n\n private _createVertexBuffers() {\n this._vertexBufferSize = this._useInstancing ? 10 : 12;\n if (this._isAnimationSheetEnabled) {\n this._vertexBufferSize += 1;\n }\n\n if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {\n this._vertexBufferSize += 3;\n }\n\n if (this._useRampGradients) {\n this._vertexBufferSize += 4;\n }\n\n let engine = this._scene.getEngine();\n this._vertexData = new Float32Array(this._capacity * this._vertexBufferSize * (this._useInstancing ? 1 : 4));\n this._vertexBuffer = new Buffer(engine, this._vertexData, true, this._vertexBufferSize);\n\n let dataOffset = 0;\n var positions = this._vertexBuffer.createVertexBuffer(VertexBuffer.PositionKind, dataOffset, 3, this._vertexBufferSize, this._useInstancing);\n this._vertexBuffers[VertexBuffer.PositionKind] = positions;\n dataOffset += 3;\n\n var colors = this._vertexBuffer.createVertexBuffer(VertexBuffer.ColorKind, dataOffset, 4, this._vertexBufferSize, this._useInstancing);\n this._vertexBuffers[VertexBuffer.ColorKind] = colors;\n dataOffset += 4;\n\n var options = this._vertexBuffer.createVertexBuffer(\"angle\", dataOffset, 1, this._vertexBufferSize, this._useInstancing);\n this._vertexBuffers[\"angle\"] = options;\n dataOffset += 1;\n\n var size = this._vertexBuffer.createVertexBuffer(\"size\", dataOffset, 2, this._vertexBufferSize, this._useInstancing);\n this._vertexBuffers[\"size\"] = size;\n dataOffset += 2;\n\n if (this._isAnimationSheetEnabled) {\n var cellIndexBuffer = this._vertexBuffer.createVertexBuffer(\"cellIndex\", dataOffset, 1, this._vertexBufferSize, this._useInstancing);\n this._vertexBuffers[\"cellIndex\"] = cellIndexBuffer;\n dataOffset += 1;\n }\n\n if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {\n var directionBuffer = this._vertexBuffer.createVertexBuffer(\"direction\", dataOffset, 3, this._vertexBufferSize, this._useInstancing);\n this._vertexBuffers[\"direction\"] = directionBuffer;\n dataOffset += 3;\n }\n\n if (this._useRampGradients) {\n var rampDataBuffer = this._vertexBuffer.createVertexBuffer(\"remapData\", dataOffset, 4, this._vertexBufferSize, this._useInstancing);\n this._vertexBuffers[\"remapData\"] = rampDataBuffer;\n dataOffset += 4;\n }\n\n var offsets: VertexBuffer;\n if (this._useInstancing) {\n var spriteData = new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]);\n this._spriteBuffer = new Buffer(engine, spriteData, false, 2);\n offsets = this._spriteBuffer.createVertexBuffer(\"offset\", 0, 2);\n } else {\n offsets = this._vertexBuffer.createVertexBuffer(\"offset\", dataOffset, 2, this._vertexBufferSize, this._useInstancing);\n dataOffset += 2;\n }\n this._vertexBuffers[\"offset\"] = offsets;\n\n }\n\n private _createIndexBuffer() {\n if (this._useInstancing) {\n return;\n }\n var indices = [];\n var index = 0;\n for (var count = 0; count < this._capacity; count++) {\n indices.push(index);\n indices.push(index + 1);\n indices.push(index + 2);\n indices.push(index);\n indices.push(index + 2);\n indices.push(index + 3);\n index += 4;\n }\n\n this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);\n }\n\n /**\n * Gets the maximum number of particles active at the same time.\n * @returns The max number of active particles.\n */\n public getCapacity(): number {\n return this._capacity;\n }\n\n /**\n * Gets whether there are still active particles in the system.\n * @returns True if it is alive, otherwise false.\n */\n public isAlive(): boolean {\n return this._alive;\n }\n\n /**\n * Gets if the system has been started. (Note: this will still be true after stop is called)\n * @returns True if it has been started, otherwise false.\n */\n public isStarted(): boolean {\n return this._started;\n }\n\n private _prepareSubEmitterInternalArray() {\n this._subEmitters = new Array>();\n if (this.subEmitters) {\n this.subEmitters.forEach((subEmitter) => {\n if (subEmitter instanceof ParticleSystem) {\n this._subEmitters.push([new SubEmitter(subEmitter)]);\n } else if (subEmitter instanceof SubEmitter) {\n this._subEmitters.push([subEmitter]);\n } else if (subEmitter instanceof Array) {\n this._subEmitters.push(subEmitter);\n }\n });\n }\n }\n\n /**\n * Starts the particle system and begins to emit\n * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)\n */\n public start(delay = this.startDelay): void {\n if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {\n throw \"Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set\";\n }\n if (delay) {\n setTimeout(() => {\n this.start(0);\n }, delay);\n return;\n }\n // Convert the subEmitters field to the constant type field _subEmitters\n this._prepareSubEmitterInternalArray();\n\n this._started = true;\n this._stopped = false;\n this._actualFrame = 0;\n if (this._subEmitters && this._subEmitters.length != 0) {\n this.activeSubSystems = new Array();\n }\n\n // Reset emit gradient so it acts the same on every start\n if (this._emitRateGradients) {\n if (this._emitRateGradients.length > 0) {\n this._currentEmitRateGradient = this._emitRateGradients[0];\n this._currentEmitRate1 = this._currentEmitRateGradient.getFactor();\n this._currentEmitRate2 = this._currentEmitRate1;\n }\n if (this._emitRateGradients.length > 1) {\n this._currentEmitRate2 = this._emitRateGradients[1].getFactor();\n }\n }\n // Reset start size gradient so it acts the same on every start\n if (this._startSizeGradients) {\n if (this._startSizeGradients.length > 0) {\n this._currentStartSizeGradient = this._startSizeGradients[0];\n this._currentStartSize1 = this._currentStartSizeGradient.getFactor();\n this._currentStartSize2 = this._currentStartSize1;\n }\n if (this._startSizeGradients.length > 1) {\n this._currentStartSize2 = this._startSizeGradients[1].getFactor();\n }\n }\n\n if (this.preWarmCycles) {\n if (this.emitter instanceof AbstractMesh) {\n this.emitter.computeWorldMatrix(true);\n }\n\n let noiseTextureAsProcedural = this.noiseTexture as ProceduralTexture;\n\n if (noiseTextureAsProcedural && noiseTextureAsProcedural.onGeneratedObservable) {\n noiseTextureAsProcedural.onGeneratedObservable.addOnce(() => {\n setTimeout(() => {\n for (var index = 0; index < this.preWarmCycles; index++) {\n this.animate(true);\n noiseTextureAsProcedural.render();\n }\n });\n });\n } else {\n for (var index = 0; index < this.preWarmCycles; index++) {\n this.animate(true);\n }\n }\n }\n\n // Animations\n if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {\n this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);\n }\n }\n\n /**\n * Stops the particle system.\n * @param stopSubEmitters if true it will stop the current system and all created sub-Systems if false it will stop the current root system only, this param is used by the root particle system only. the default value is true.\n */\n public stop(stopSubEmitters = true): void {\n this._stopped = true;\n\n if (stopSubEmitters) {\n this._stopSubEmitters();\n }\n }\n\n // animation sheet\n\n /**\n * Remove all active particles\n */\n public reset(): void {\n this._stockParticles = [];\n this._particles = [];\n }\n\n /**\n * @hidden (for internal use only)\n */\n public _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void {\n var offset = index * this._vertexBufferSize;\n\n this._vertexData[offset++] = particle.position.x + this.worldOffset.x;\n this._vertexData[offset++] = particle.position.y + this.worldOffset.y;\n this._vertexData[offset++] = particle.position.z + this.worldOffset.z;\n this._vertexData[offset++] = particle.color.r;\n this._vertexData[offset++] = particle.color.g;\n this._vertexData[offset++] = particle.color.b;\n this._vertexData[offset++] = particle.color.a;\n this._vertexData[offset++] = particle.angle;\n\n this._vertexData[offset++] = particle.scale.x * particle.size;\n this._vertexData[offset++] = particle.scale.y * particle.size;\n\n if (this._isAnimationSheetEnabled) {\n this._vertexData[offset++] = particle.cellIndex;\n }\n\n if (!this._isBillboardBased) {\n if (particle._initialDirection) {\n let initialDirection = particle._initialDirection;\n if (this.isLocal) {\n Vector3.TransformNormalToRef(initialDirection, this._emitterWorldMatrix, TmpVectors.Vector3[0]);\n initialDirection = TmpVectors.Vector3[0];\n }\n if (initialDirection.x === 0 && initialDirection.z === 0) {\n initialDirection.x = 0.001;\n }\n\n this._vertexData[offset++] = initialDirection.x;\n this._vertexData[offset++] = initialDirection.y;\n this._vertexData[offset++] = initialDirection.z;\n } else {\n let direction = particle.direction;\n if (this.isLocal) {\n Vector3.TransformNormalToRef(direction, this._emitterWorldMatrix, TmpVectors.Vector3[0]);\n direction = TmpVectors.Vector3[0];\n }\n\n if (direction.x === 0 && direction.z === 0) {\n direction.x = 0.001;\n }\n this._vertexData[offset++] = direction.x;\n this._vertexData[offset++] = direction.y;\n this._vertexData[offset++] = direction.z;\n\n }\n } else if (this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {\n this._vertexData[offset++] = particle.direction.x;\n this._vertexData[offset++] = particle.direction.y;\n this._vertexData[offset++] = particle.direction.z;\n }\n\n if (this._useRampGradients && particle.remapData) {\n this._vertexData[offset++] = particle.remapData.x;\n this._vertexData[offset++] = particle.remapData.y;\n this._vertexData[offset++] = particle.remapData.z;\n this._vertexData[offset++] = particle.remapData.w;\n }\n\n if (!this._useInstancing) {\n if (this._isAnimationSheetEnabled) {\n if (offsetX === 0) {\n offsetX = this._epsilon;\n }\n else if (offsetX === 1) {\n offsetX = 1 - this._epsilon;\n }\n\n if (offsetY === 0) {\n offsetY = this._epsilon;\n }\n else if (offsetY === 1) {\n offsetY = 1 - this._epsilon;\n }\n }\n\n this._vertexData[offset++] = offsetX;\n this._vertexData[offset++] = offsetY;\n }\n }\n\n // start of sub system methods\n\n /**\n * \"Recycles\" one of the particle by copying it back to the \"stock\" of particles and removing it from the active list.\n * Its lifetime will start back at 0.\n */\n public recycleParticle: (particle: Particle) => void = (particle) => {\n // move particle from activeParticle list to stock particles\n var lastParticle = this._particles.pop();\n if (lastParticle !== particle) {\n lastParticle.copyTo(particle);\n }\n this._stockParticles.push(lastParticle);\n }\n\n private _stopSubEmitters(): void {\n if (!this.activeSubSystems) {\n return;\n }\n this.activeSubSystems.forEach((subSystem) => {\n subSystem.stop(true);\n });\n this.activeSubSystems = new Array();\n }\n\n private _createParticle: () => Particle = () => {\n var particle: Particle;\n if (this._stockParticles.length !== 0) {\n particle = this._stockParticles.pop();\n particle._reset();\n } else {\n particle = new Particle(this);\n }\n\n // Attach emitters\n if (this._subEmitters && this._subEmitters.length > 0) {\n var subEmitters = this._subEmitters[Math.floor(Math.random() * this._subEmitters.length)];\n particle._attachedSubEmitters = [];\n subEmitters.forEach((subEmitter) => {\n if (subEmitter.type === SubEmitterType.ATTACHED) {\n var newEmitter = subEmitter.clone();\n (>particle._attachedSubEmitters).push(newEmitter);\n newEmitter.particleSystem.start();\n }\n });\n }\n return particle;\n }\n\n private _removeFromRoot(): void {\n if (!this._rootParticleSystem) {\n return;\n }\n\n let index = this._rootParticleSystem.activeSubSystems.indexOf(this);\n if (index !== -1) {\n this._rootParticleSystem.activeSubSystems.splice(index, 1);\n }\n\n this._rootParticleSystem = null;\n }\n\n private _emitFromParticle: (particle: Particle) => void = (particle) => {\n if (!this._subEmitters || this._subEmitters.length === 0) {\n return;\n }\n var templateIndex = Math.floor(Math.random() * this._subEmitters.length);\n\n this._subEmitters[templateIndex].forEach((subEmitter) => {\n if (subEmitter.type === SubEmitterType.END) {\n var subSystem = subEmitter.clone();\n particle._inheritParticleInfoToSubEmitter(subSystem);\n subSystem.particleSystem._rootParticleSystem = this;\n this.activeSubSystems.push(subSystem.particleSystem);\n subSystem.particleSystem.start();\n }\n });\n }\n\n // End of sub system methods\n\n private _update(newParticles: number): void {\n // Update current\n this._alive = this._particles.length > 0;\n\n if ((this.emitter).position) {\n var emitterMesh = (this.emitter);\n this._emitterWorldMatrix = emitterMesh.getWorldMatrix();\n\n } else {\n var emitterPosition = (this.emitter);\n this._emitterWorldMatrix = Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);\n }\n\n this.updateFunction(this._particles);\n\n // Add new ones\n var particle: Particle;\n for (var index = 0; index < newParticles; index++) {\n if (this._particles.length === this._capacity) {\n break;\n }\n\n particle = this._createParticle();\n\n this._particles.push(particle);\n\n // Life time\n if (this.targetStopDuration && this._lifeTimeGradients && this._lifeTimeGradients.length > 0) {\n let ratio = Scalar.Clamp(this._actualFrame / this.targetStopDuration);\n GradientHelper.GetCurrentGradient(ratio, this._lifeTimeGradients, (currentGradient, nextGradient) => {\n let factorGradient1 = (currentGradient);\n let factorGradient2 = (nextGradient);\n let lifeTime1 = factorGradient1.getFactor();\n let lifeTime2 = factorGradient2.getFactor();\n let gradient = (ratio - factorGradient1.gradient) / (factorGradient2.gradient - factorGradient1.gradient);\n particle.lifeTime = Scalar.Lerp(lifeTime1, lifeTime2, gradient);\n });\n } else {\n particle.lifeTime = Scalar.RandomRange(this.minLifeTime, this.maxLifeTime);\n }\n\n // Emitter\n let emitPower = Scalar.RandomRange(this.minEmitPower, this.maxEmitPower);\n\n if (this.startPositionFunction) {\n this.startPositionFunction(this._emitterWorldMatrix, particle.position, particle, this.isLocal);\n }\n else {\n this.particleEmitterType.startPositionFunction(this._emitterWorldMatrix, particle.position, particle, this.isLocal);\n }\n\n if (this.isLocal) {\n if (!particle._localPosition) {\n particle._localPosition = particle.position.clone();\n } else {\n particle._localPosition.copyFrom(particle.position);\n }\n Vector3.TransformCoordinatesToRef(particle._localPosition!, this._emitterWorldMatrix, particle.position);\n }\n\n if (this.startDirectionFunction) {\n this.startDirectionFunction(this._emitterWorldMatrix, particle.direction, particle, this.isLocal);\n }\n else {\n this.particleEmitterType.startDirectionFunction(this._emitterWorldMatrix, particle.direction, particle, this.isLocal);\n }\n\n if (emitPower === 0) {\n if (!particle._initialDirection) {\n particle._initialDirection = particle.direction.clone();\n } else {\n particle._initialDirection.copyFrom(particle.direction);\n }\n } else {\n particle._initialDirection = null;\n }\n\n particle.direction.scaleInPlace(emitPower);\n\n // Size\n if (!this._sizeGradients || this._sizeGradients.length === 0) {\n particle.size = Scalar.RandomRange(this.minSize, this.maxSize);\n } else {\n particle._currentSizeGradient = this._sizeGradients[0];\n particle._currentSize1 = particle._currentSizeGradient.getFactor();\n particle.size = particle._currentSize1;\n\n if (this._sizeGradients.length > 1) {\n particle._currentSize2 = this._sizeGradients[1].getFactor();\n } else {\n particle._currentSize2 = particle._currentSize1;\n }\n }\n // Size and scale\n particle.scale.copyFromFloats(Scalar.RandomRange(this.minScaleX, this.maxScaleX), Scalar.RandomRange(this.minScaleY, this.maxScaleY));\n\n // Adjust scale by start size\n if (this._startSizeGradients && this._startSizeGradients[0] && this.targetStopDuration) {\n const ratio = this._actualFrame / this.targetStopDuration;\n GradientHelper.GetCurrentGradient(ratio, this._startSizeGradients, (currentGradient, nextGradient, scale) => {\n if (currentGradient !== this._currentStartSizeGradient) {\n this._currentStartSize1 = this._currentStartSize2;\n this._currentStartSize2 = (nextGradient).getFactor();\n this._currentStartSizeGradient = (currentGradient);\n }\n\n var value = Scalar.Lerp(this._currentStartSize1, this._currentStartSize2, scale);\n particle.scale.scaleInPlace(value);\n });\n }\n\n // Angle\n if (!this._angularSpeedGradients || this._angularSpeedGradients.length === 0) {\n particle.angularSpeed = Scalar.RandomRange(this.minAngularSpeed, this.maxAngularSpeed);\n } else {\n particle._currentAngularSpeedGradient = this._angularSpeedGradients[0];\n particle.angularSpeed = particle._currentAngularSpeedGradient.getFactor();\n particle._currentAngularSpeed1 = particle.angularSpeed;\n\n if (this._angularSpeedGradients.length > 1) {\n particle._currentAngularSpeed2 = this._angularSpeedGradients[1].getFactor();\n } else {\n particle._currentAngularSpeed2 = particle._currentAngularSpeed1;\n }\n }\n particle.angle = Scalar.RandomRange(this.minInitialRotation, this.maxInitialRotation);\n\n // Velocity\n if (this._velocityGradients && this._velocityGradients.length > 0) {\n particle._currentVelocityGradient = this._velocityGradients[0];\n particle._currentVelocity1 = particle._currentVelocityGradient.getFactor();\n\n if (this._velocityGradients.length > 1) {\n particle._currentVelocity2 = this._velocityGradients[1].getFactor();\n } else {\n particle._currentVelocity2 = particle._currentVelocity1;\n }\n }\n\n // Limit velocity\n if (this._limitVelocityGradients && this._limitVelocityGradients.length > 0) {\n particle._currentLimitVelocityGradient = this._limitVelocityGradients[0];\n particle._currentLimitVelocity1 = particle._currentLimitVelocityGradient.getFactor();\n\n if (this._limitVelocityGradients.length > 1) {\n particle._currentLimitVelocity2 = this._limitVelocityGradients[1].getFactor();\n } else {\n particle._currentLimitVelocity2 = particle._currentLimitVelocity1;\n }\n }\n\n // Drag\n if (this._dragGradients && this._dragGradients.length > 0) {\n particle._currentDragGradient = this._dragGradients[0];\n particle._currentDrag1 = particle._currentDragGradient.getFactor();\n\n if (this._dragGradients.length > 1) {\n particle._currentDrag2 = this._dragGradients[1].getFactor();\n } else {\n particle._currentDrag2 = particle._currentDrag1;\n }\n }\n\n // Color\n if (!this._colorGradients || this._colorGradients.length === 0) {\n var step = Scalar.RandomRange(0, 1.0);\n\n Color4.LerpToRef(this.color1, this.color2, step, particle.color);\n\n this.colorDead.subtractToRef(particle.color, this._colorDiff);\n this._colorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep);\n } else {\n particle._currentColorGradient = this._colorGradients[0];\n particle._currentColorGradient.getColorToRef(particle.color);\n particle._currentColor1.copyFrom(particle.color);\n\n if (this._colorGradients.length > 1) {\n this._colorGradients[1].getColorToRef(particle._currentColor2);\n } else {\n particle._currentColor2.copyFrom(particle.color);\n }\n }\n\n // Sheet\n if (this._isAnimationSheetEnabled) {\n particle._initialStartSpriteCellID = this.startSpriteCellID;\n particle._initialEndSpriteCellID = this.endSpriteCellID;\n }\n\n // Inherited Velocity\n particle.direction.addInPlace(this._inheritedVelocityOffset);\n\n // Ramp\n if (this._useRampGradients) {\n particle.remapData = new Vector4(0, 1, 0, 1);\n }\n\n // Noise texture coordinates\n if (this.noiseTexture) {\n if (particle._randomNoiseCoordinates1) {\n particle._randomNoiseCoordinates1.copyFromFloats(Math.random(), Math.random(), Math.random());\n particle._randomNoiseCoordinates2.copyFromFloats(Math.random(), Math.random(), Math.random());\n } else {\n particle._randomNoiseCoordinates1 = new Vector3(Math.random(), Math.random(), Math.random());\n particle._randomNoiseCoordinates2 = new Vector3(Math.random(), Math.random(), Math.random());\n }\n }\n\n // Update the position of the attached sub-emitters to match their attached particle\n particle._inheritParticleInfoToSubEmitters();\n\n }\n }\n\n /** @hidden */\n public static _GetAttributeNamesOrOptions(isAnimationSheetEnabled = false, isBillboardBased = false, useRampGradients = false): string[] {\n var attributeNamesOrOptions = [VertexBuffer.PositionKind, VertexBuffer.ColorKind, \"angle\", \"offset\", \"size\"];\n\n if (isAnimationSheetEnabled) {\n attributeNamesOrOptions.push(\"cellIndex\");\n }\n\n if (!isBillboardBased) {\n attributeNamesOrOptions.push(\"direction\");\n }\n\n if (useRampGradients) {\n attributeNamesOrOptions.push(\"remapData\");\n }\n\n return attributeNamesOrOptions;\n }\n\n /** @hidden */\n public static _GetEffectCreationOptions(isAnimationSheetEnabled = false): string[] {\n var effectCreationOption = [\"invView\", \"view\", \"projection\", \"vClipPlane\", \"vClipPlane2\", \"vClipPlane3\", \"vClipPlane4\", \"vClipPlane5\", \"vClipPlane6\", \"textureMask\", \"translationPivot\", \"eyePosition\"];\n\n if (isAnimationSheetEnabled) {\n effectCreationOption.push(\"particlesInfos\");\n }\n\n return effectCreationOption;\n }\n\n /**\n * Fill the defines array according to the current settings of the particle system\n * @param defines Array to be updated\n * @param blendMode blend mode to take into account when updating the array\n */\n public fillDefines(defines: Array, blendMode: number) {\n if (this._scene.clipPlane) {\n defines.push(\"#define CLIPPLANE\");\n }\n\n if (this._scene.clipPlane2) {\n defines.push(\"#define CLIPPLANE2\");\n }\n\n if (this._scene.clipPlane3) {\n defines.push(\"#define CLIPPLANE3\");\n }\n\n if (this._scene.clipPlane4) {\n defines.push(\"#define CLIPPLANE4\");\n }\n\n if (this._scene.clipPlane5) {\n defines.push(\"#define CLIPPLANE5\");\n }\n\n if (this._scene.clipPlane6) {\n defines.push(\"#define CLIPPLANE6\");\n }\n\n if (this._isAnimationSheetEnabled) {\n defines.push(\"#define ANIMATESHEET\");\n }\n\n if (blendMode === ParticleSystem.BLENDMODE_MULTIPLY) {\n defines.push(\"#define BLENDMULTIPLYMODE\");\n }\n\n if (this._useRampGradients) {\n defines.push(\"#define RAMPGRADIENT\");\n }\n\n if (this._isBillboardBased) {\n defines.push(\"#define BILLBOARD\");\n\n switch (this.billboardMode) {\n case ParticleSystem.BILLBOARDMODE_Y:\n defines.push(\"#define BILLBOARDY\");\n break;\n case ParticleSystem.BILLBOARDMODE_STRETCHED:\n defines.push(\"#define BILLBOARDSTRETCHED\");\n break;\n case ParticleSystem.BILLBOARDMODE_ALL:\n defines.push(\"#define BILLBOARDMODE_ALL\");\n break;\n default:\n break;\n }\n }\n\n if (this._imageProcessingConfiguration) {\n this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);\n defines.push(this._imageProcessingConfigurationDefines.toString());\n }\n }\n\n /**\n * Fill the uniforms, attributes and samplers arrays according to the current settings of the particle system\n * @param uniforms Uniforms array to fill\n * @param attributes Attributes array to fill\n * @param samplers Samplers array to fill\n */\n public fillUniformsAttributesAndSamplerNames(uniforms: Array, attributes: Array, samplers: Array) {\n attributes.push(...ParticleSystem._GetAttributeNamesOrOptions(this._isAnimationSheetEnabled, this._isBillboardBased && this.billboardMode !== ParticleSystem.BILLBOARDMODE_STRETCHED, this._useRampGradients));\n\n uniforms.push(...ParticleSystem._GetEffectCreationOptions(this._isAnimationSheetEnabled));\n\n samplers.push(\"diffuseSampler\", \"rampSampler\");\n\n if (this._imageProcessingConfiguration) {\n ImageProcessingConfiguration.PrepareUniforms(uniforms, this._imageProcessingConfigurationDefines);\n ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);\n }\n }\n\n /** @hidden */\n private _getEffect(blendMode: number): Effect {\n const customEffect = this.getCustomEffect(blendMode);\n\n if (customEffect) {\n return customEffect;\n }\n\n var defines: Array = [];\n\n this.fillDefines(defines, blendMode);\n\n // Effect\n var join = defines.join(\"\\n\");\n if (this._cachedDefines !== join) {\n this._cachedDefines = join;\n\n var attributesNamesOrOptions: Array = [];\n var effectCreationOption: Array = [];\n var samplers: Array = [];\n\n this.fillUniformsAttributesAndSamplerNames(effectCreationOption, attributesNamesOrOptions, samplers);\n\n this._effect = this._scene.getEngine().createEffect(\n \"particles\",\n attributesNamesOrOptions,\n effectCreationOption,\n samplers, join);\n }\n\n return this._effect;\n }\n\n /**\n * Animates the particle system for the current frame by emitting new particles and or animating the living ones.\n * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)\n */\n public animate(preWarmOnly = false): void {\n if (!this._started) {\n return;\n }\n\n if (!preWarmOnly) {\n // Check\n if (!this.isReady()) {\n return;\n }\n\n if (this._currentRenderId === this._scene.getFrameId()) {\n return;\n }\n this._currentRenderId = this._scene.getFrameId();\n }\n\n this._scaledUpdateSpeed = this.updateSpeed * (preWarmOnly ? this.preWarmStepOffset : this._scene.getAnimationRatio());\n\n // Determine the number of particles we need to create\n var newParticles;\n\n if (this.manualEmitCount > -1) {\n newParticles = this.manualEmitCount;\n this._newPartsExcess = 0;\n this.manualEmitCount = 0;\n } else {\n let rate = this.emitRate;\n\n if (this._emitRateGradients && this._emitRateGradients.length > 0 && this.targetStopDuration) {\n const ratio = this._actualFrame / this.targetStopDuration;\n GradientHelper.GetCurrentGradient(ratio, this._emitRateGradients, (currentGradient, nextGradient, scale) => {\n if (currentGradient !== this._currentEmitRateGradient) {\n this._currentEmitRate1 = this._currentEmitRate2;\n this._currentEmitRate2 = (nextGradient).getFactor();\n this._currentEmitRateGradient = (currentGradient);\n }\n\n rate = Scalar.Lerp(this._currentEmitRate1, this._currentEmitRate2, scale);\n });\n }\n\n newParticles = ((rate * this._scaledUpdateSpeed) >> 0);\n this._newPartsExcess += rate * this._scaledUpdateSpeed - newParticles;\n }\n\n if (this._newPartsExcess > 1.0) {\n newParticles += this._newPartsExcess >> 0;\n this._newPartsExcess -= this._newPartsExcess >> 0;\n }\n\n this._alive = false;\n\n if (!this._stopped) {\n this._actualFrame += this._scaledUpdateSpeed;\n\n if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {\n this.stop();\n }\n } else {\n newParticles = 0;\n }\n this._update(newParticles);\n\n // Stopped?\n if (this._stopped) {\n if (!this._alive) {\n this._started = false;\n if (this.onAnimationEnd) {\n this.onAnimationEnd();\n }\n if (this.disposeOnStop) {\n this._scene._toBeDisposed.push(this);\n }\n }\n }\n\n if (!preWarmOnly) {\n // Update VBO\n var offset = 0;\n for (var index = 0; index < this._particles.length; index++) {\n var particle = this._particles[index];\n this._appendParticleVertices(offset, particle);\n offset += this._useInstancing ? 1 : 4;\n }\n\n if (this._vertexBuffer) {\n this._vertexBuffer.update(this._vertexData);\n }\n }\n\n if (this.manualEmitCount === 0 && this.disposeOnStop) {\n this.stop();\n }\n }\n\n private _appendParticleVertices(offset: number, particle: Particle) {\n this._appendParticleVertex(offset++, particle, 0, 0);\n if (!this._useInstancing) {\n this._appendParticleVertex(offset++, particle, 1, 0);\n this._appendParticleVertex(offset++, particle, 1, 1);\n this._appendParticleVertex(offset++, particle, 0, 1);\n }\n }\n\n /**\n * Rebuilds the particle system.\n */\n public rebuild(): void {\n this._createIndexBuffer();\n\n if (this._vertexBuffer) {\n this._vertexBuffer._rebuild();\n }\n\n for (var key in this._vertexBuffers) {\n this._vertexBuffers[key]._rebuild();\n }\n }\n\n /**\n * Is this system ready to be used/rendered\n * @return true if the system is ready\n */\n public isReady(): boolean {\n if (!this.emitter || !this._imageProcessingConfiguration.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {\n return false;\n }\n\n if (this.blendMode !== ParticleSystem.BLENDMODE_MULTIPLYADD) {\n if (!this._getEffect(this.blendMode).isReady()) {\n return false;\n }\n } else {\n if (!this._getEffect(ParticleSystem.BLENDMODE_MULTIPLY).isReady()) {\n return false;\n }\n if (!this._getEffect(ParticleSystem.BLENDMODE_ADD).isReady()) {\n return false;\n }\n }\n\n return true;\n }\n\n private _render(blendMode: number) {\n var effect = this._getEffect(blendMode);\n\n var engine = this._scene.getEngine();\n\n // Render\n engine.enableEffect(effect);\n\n var viewMatrix = this._scene.getViewMatrix();\n effect.setTexture(\"diffuseSampler\", this.particleTexture);\n effect.setMatrix(\"view\", viewMatrix);\n effect.setMatrix(\"projection\", this._scene.getProjectionMatrix());\n\n if (this._isAnimationSheetEnabled && this.particleTexture) {\n var baseSize = this.particleTexture.getBaseSize();\n effect.setFloat3(\"particlesInfos\", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);\n }\n\n effect.setVector2(\"translationPivot\", this.translationPivot);\n effect.setFloat4(\"textureMask\", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a);\n\n if (this._isBillboardBased) {\n var camera = this._scene.activeCamera!;\n effect.setVector3(\"eyePosition\", camera.globalPosition);\n }\n\n if (this._rampGradientsTexture) {\n if (!this._rampGradients || !this._rampGradients.length) {\n this._rampGradientsTexture.dispose();\n this._rampGradientsTexture = null;\n }\n effect.setTexture(\"rampSampler\", this._rampGradientsTexture);\n }\n\n const defines = effect.defines;\n\n if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4 || this._scene.clipPlane5 || this._scene.clipPlane6) {\n MaterialHelper.BindClipPlane(effect, this._scene);\n }\n\n if (defines.indexOf(\"#define BILLBOARDMODE_ALL\") >= 0) {\n var invView = viewMatrix.clone();\n invView.invert();\n effect.setMatrix(\"invView\", invView);\n }\n\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);\n\n // image processing\n if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {\n this._imageProcessingConfiguration.bind(effect);\n }\n\n // Draw order\n switch (blendMode) {\n case ParticleSystem.BLENDMODE_ADD:\n engine.setAlphaMode(Constants.ALPHA_ADD);\n break;\n case ParticleSystem.BLENDMODE_ONEONE:\n engine.setAlphaMode(Constants.ALPHA_ONEONE);\n break;\n case ParticleSystem.BLENDMODE_STANDARD:\n engine.setAlphaMode(Constants.ALPHA_COMBINE);\n break;\n case ParticleSystem.BLENDMODE_MULTIPLY:\n engine.setAlphaMode(Constants.ALPHA_MULTIPLY);\n break;\n }\n\n if (this._onBeforeDrawParticlesObservable) {\n this._onBeforeDrawParticlesObservable.notifyObservers(effect);\n }\n\n if (this._useInstancing) {\n engine.drawArraysType(Material.TriangleFanDrawMode, 0, 4, this._particles.length);\n } else {\n engine.drawElementsType(Material.TriangleFillMode, 0, this._particles.length * 6);\n }\n\n return this._particles.length;\n }\n\n /**\n * Renders the particle system in its current state.\n * @returns the current number of particles\n */\n public render(): number {\n // Check\n if (!this.isReady() || !this._particles.length) {\n return 0;\n }\n\n var engine = this._scene.getEngine();\n engine.setState(false);\n\n if (this.forceDepthWrite) {\n engine.setDepthWrite(true);\n }\n\n let outparticles = 0;\n\n if (this.blendMode === ParticleSystem.BLENDMODE_MULTIPLYADD) {\n outparticles = this._render(ParticleSystem.BLENDMODE_MULTIPLY) + this._render(ParticleSystem.BLENDMODE_ADD);\n }\n outparticles = this._render(this.blendMode);\n\n engine.unbindInstanceAttributes();\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\n\n return outparticles;\n }\n\n /**\n * Disposes the particle system and free the associated resources\n * @param disposeTexture defines if the particule texture must be disposed as well (true by default)\n */\n public dispose(disposeTexture = true): void {\n if (this._vertexBuffer) {\n this._vertexBuffer.dispose();\n this._vertexBuffer = null;\n }\n\n if (this._spriteBuffer) {\n this._spriteBuffer.dispose();\n this._spriteBuffer = null;\n }\n\n if (this._indexBuffer) {\n this._scene.getEngine()._releaseBuffer(this._indexBuffer);\n this._indexBuffer = null;\n }\n\n if (disposeTexture && this.particleTexture) {\n this.particleTexture.dispose();\n this.particleTexture = null;\n }\n\n if (disposeTexture && this.noiseTexture) {\n this.noiseTexture.dispose();\n this.noiseTexture = null;\n }\n\n if (this._rampGradientsTexture) {\n this._rampGradientsTexture.dispose();\n this._rampGradientsTexture = null;\n }\n\n this._removeFromRoot();\n\n if (this._subEmitters && this._subEmitters.length) {\n for (var index = 0; index < this._subEmitters.length; index++) {\n for (var subEmitter of this._subEmitters[index]) {\n subEmitter.dispose();\n }\n }\n\n this._subEmitters = [];\n this.subEmitters = [];\n }\n\n if (this._disposeEmitterOnDispose && this.emitter && (this.emitter as AbstractMesh).dispose) {\n (this.emitter).dispose(true);\n }\n\n if (this._onBeforeDrawParticlesObservable) {\n this._onBeforeDrawParticlesObservable.clear();\n }\n\n // Remove from scene\n var index = this._scene.particleSystems.indexOf(this);\n if (index > -1) {\n this._scene.particleSystems.splice(index, 1);\n }\n\n this._scene._activeParticleSystems.dispose();\n\n // Callback\n this.onDisposeObservable.notifyObservers(this);\n this.onDisposeObservable.clear();\n\n this.reset();\n }\n\n // Clone\n /**\n * Clones the particle system.\n * @param name The name of the cloned object\n * @param newEmitter The new emitter to use\n * @returns the cloned particle system\n */\n public clone(name: string, newEmitter: any): ParticleSystem {\n var custom = { ...this._customEffect };\n var program: any = null;\n if (this.customShader != null) {\n program = this.customShader;\n var defines: string = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join(\"\\n\") : \"\";\n custom[0] = this._scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);\n }\n var result = new ParticleSystem(name, this._capacity, this._scene, custom[0]);\n result.customShader = program;\n result._customEffect = custom;\n\n DeepCopier.DeepCopy(this, result, [\"particles\", \"customShader\", \"noiseTexture\", \"particleTexture\", \"onDisposeObservable\", \"vertexShaderName\"]);\n\n if (newEmitter === undefined) {\n newEmitter = this.emitter;\n }\n\n if (this.noiseTexture) {\n result.noiseTexture = this.noiseTexture.clone();\n }\n\n result.emitter = newEmitter;\n if (this.particleTexture) {\n if (this.particleTexture instanceof DynamicTexture) {\n result.particleTexture = this.particleTexture.clone();\n const ctx = (result.particleTexture as DynamicTexture).getContext();\n ctx.drawImage((this.particleTexture as DynamicTexture).getContext().canvas, 0, 0);\n (result.particleTexture as DynamicTexture).update();\n } else {\n result.particleTexture = new Texture(this.particleTexture.url, this._scene);\n }\n }\n\n // Clone gradients\n if (this._colorGradients) {\n this._colorGradients.forEach((v) => {\n result.addColorGradient(v.gradient, v.color1, v.color2);\n });\n }\n if (this._dragGradients) {\n this._dragGradients.forEach((v) => {\n result.addDragGradient(v.gradient, v.factor1, v.factor2);\n });\n }\n if (this._angularSpeedGradients) {\n this._angularSpeedGradients.forEach((v) => {\n result.addAngularSpeedGradient(v.gradient, v.factor1, v.factor2);\n });\n }\n if (this._emitRateGradients) {\n this._emitRateGradients.forEach((v) => {\n result.addEmitRateGradient(v.gradient, v.factor1, v.factor2);\n });\n }\n if (this._lifeTimeGradients) {\n this._lifeTimeGradients.forEach((v) => {\n result.addLifeTimeGradient(v.gradient, v.factor1, v.factor2);\n });\n }\n if (this._limitVelocityGradients) {\n this._limitVelocityGradients.forEach((v) => {\n result.addLimitVelocityGradient(v.gradient, v.factor1, v.factor2);\n });\n }\n if (this._sizeGradients) {\n this._sizeGradients.forEach((v) => {\n result.addSizeGradient(v.gradient, v.factor1, v.factor2);\n });\n }\n if (this._startSizeGradients) {\n this._startSizeGradients.forEach((v) => {\n result.addStartSizeGradient(v.gradient, v.factor1, v.factor2);\n });\n }\n if (this._velocityGradients) {\n this._velocityGradients.forEach((v) => {\n result.addVelocityGradient(v.gradient, v.factor1, v.factor2);\n });\n }\n if (this._rampGradients) {\n this._rampGradients.forEach((v) => {\n result.addRampGradient(v.gradient, v.color);\n });\n }\n if (this._colorRemapGradients) {\n this._colorRemapGradients.forEach((v) => {\n result.addColorRemapGradient(v.gradient, v.factor1, v.factor2!);\n });\n }\n if (this._alphaRemapGradients) {\n this._alphaRemapGradients.forEach((v) => {\n result.addAlphaRemapGradient(v.gradient, v.factor1, v.factor2!);\n });\n }\n\n if (!this.preventAutoStart) {\n result.start();\n }\n\n return result;\n }\n\n /**\n * Serializes the particle system to a JSON object\n * @param serializeTexture defines if the texture must be serialized as well\n * @returns the JSON object\n */\n public serialize(serializeTexture = false): any {\n var serializationObject: any = {};\n\n ParticleSystem._Serialize(serializationObject, this, serializeTexture);\n\n serializationObject.textureMask = this.textureMask.asArray();\n serializationObject.customShader = this.customShader;\n serializationObject.preventAutoStart = this.preventAutoStart;\n\n // SubEmitters\n if (this.subEmitters) {\n serializationObject.subEmitters = [];\n\n if (!this._subEmitters) {\n this._prepareSubEmitterInternalArray();\n }\n\n for (var subs of this._subEmitters) {\n let cell = [];\n for (var sub of subs) {\n cell.push(sub.serialize());\n }\n\n serializationObject.subEmitters.push(cell);\n }\n }\n\n return serializationObject;\n }\n\n /** @hidden */\n public static _Serialize(serializationObject: any, particleSystem: IParticleSystem, serializeTexture: boolean) {\n serializationObject.name = particleSystem.name;\n serializationObject.id = particleSystem.id;\n\n serializationObject.capacity = particleSystem.getCapacity();\n\n // Emitter\n if ((particleSystem.emitter).position) {\n var emitterMesh = (particleSystem.emitter);\n serializationObject.emitterId = emitterMesh.id;\n } else {\n var emitterPosition = (particleSystem.emitter);\n serializationObject.emitter = emitterPosition.asArray();\n }\n\n // Emitter\n if (particleSystem.particleEmitterType) {\n serializationObject.particleEmitterType = particleSystem.particleEmitterType.serialize();\n }\n\n if (particleSystem.particleTexture) {\n if (serializeTexture) {\n serializationObject.texture = particleSystem.particleTexture.serialize();\n } else {\n serializationObject.textureName = particleSystem.particleTexture.name;\n serializationObject.invertY = particleSystem.particleTexture._invertY;\n }\n }\n\n serializationObject.isLocal = particleSystem.isLocal;\n\n // Animations\n SerializationHelper.AppendSerializedAnimations(particleSystem, serializationObject);\n serializationObject.beginAnimationOnStart = particleSystem.beginAnimationOnStart;\n serializationObject.beginAnimationFrom = particleSystem.beginAnimationFrom;\n serializationObject.beginAnimationTo = particleSystem.beginAnimationTo;\n serializationObject.beginAnimationLoop = particleSystem.beginAnimationLoop;\n\n // Particle system\n serializationObject.startDelay = particleSystem.startDelay;\n serializationObject.renderingGroupId = particleSystem.renderingGroupId;\n serializationObject.isBillboardBased = particleSystem.isBillboardBased;\n serializationObject.billboardMode = particleSystem.billboardMode;\n serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;\n serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;\n serializationObject.minSize = particleSystem.minSize;\n serializationObject.maxSize = particleSystem.maxSize;\n serializationObject.minScaleX = particleSystem.minScaleX;\n serializationObject.maxScaleX = particleSystem.maxScaleX;\n serializationObject.minScaleY = particleSystem.minScaleY;\n serializationObject.maxScaleY = particleSystem.maxScaleY;\n serializationObject.minEmitPower = particleSystem.minEmitPower;\n serializationObject.maxEmitPower = particleSystem.maxEmitPower;\n serializationObject.minLifeTime = particleSystem.minLifeTime;\n serializationObject.maxLifeTime = particleSystem.maxLifeTime;\n serializationObject.emitRate = particleSystem.emitRate;\n serializationObject.gravity = particleSystem.gravity.asArray();\n serializationObject.noiseStrength = particleSystem.noiseStrength.asArray();\n serializationObject.color1 = particleSystem.color1.asArray();\n serializationObject.color2 = particleSystem.color2.asArray();\n serializationObject.colorDead = particleSystem.colorDead.asArray();\n serializationObject.updateSpeed = particleSystem.updateSpeed;\n serializationObject.targetStopDuration = particleSystem.targetStopDuration;\n serializationObject.blendMode = particleSystem.blendMode;\n serializationObject.preWarmCycles = particleSystem.preWarmCycles;\n serializationObject.preWarmStepOffset = particleSystem.preWarmStepOffset;\n serializationObject.minInitialRotation = particleSystem.minInitialRotation;\n serializationObject.maxInitialRotation = particleSystem.maxInitialRotation;\n serializationObject.startSpriteCellID = particleSystem.startSpriteCellID;\n serializationObject.endSpriteCellID = particleSystem.endSpriteCellID;\n serializationObject.spriteCellChangeSpeed = particleSystem.spriteCellChangeSpeed;\n serializationObject.spriteCellWidth = particleSystem.spriteCellWidth;\n serializationObject.spriteCellHeight = particleSystem.spriteCellHeight;\n serializationObject.spriteRandomStartCell = particleSystem.spriteRandomStartCell;\n serializationObject.isAnimationSheetEnabled = particleSystem.isAnimationSheetEnabled;\n\n let colorGradients = particleSystem.getColorGradients();\n if (colorGradients) {\n serializationObject.colorGradients = [];\n for (var colorGradient of colorGradients) {\n var serializedGradient: any = {\n gradient: colorGradient.gradient,\n color1: colorGradient.color1.asArray()\n };\n\n if (colorGradient.color2) {\n serializedGradient.color2 = colorGradient.color2.asArray();\n } else {\n serializedGradient.color2 = colorGradient.color1.asArray();\n }\n\n serializationObject.colorGradients.push(serializedGradient);\n }\n }\n\n let rampGradients = particleSystem.getRampGradients();\n if (rampGradients) {\n serializationObject.rampGradients = [];\n for (var rampGradient of rampGradients) {\n var serializedGradient: any = {\n gradient: rampGradient.gradient,\n color: rampGradient.color.asArray()\n };\n\n serializationObject.rampGradients.push(serializedGradient);\n }\n serializationObject.useRampGradients = particleSystem.useRampGradients;\n }\n\n let colorRemapGradients = particleSystem.getColorRemapGradients();\n if (colorRemapGradients) {\n serializationObject.colorRemapGradients = [];\n for (var colorRemapGradient of colorRemapGradients) {\n\n var serializedGradient: any = {\n gradient: colorRemapGradient.gradient,\n factor1: colorRemapGradient.factor1\n };\n\n if (colorRemapGradient.factor2 !== undefined) {\n serializedGradient.factor2 = colorRemapGradient.factor2;\n } else {\n serializedGradient.factor2 = colorRemapGradient.factor1;\n }\n\n serializationObject.colorRemapGradients.push(serializedGradient);\n }\n }\n\n let alphaRemapGradients = particleSystem.getAlphaRemapGradients();\n if (alphaRemapGradients) {\n serializationObject.alphaRemapGradients = [];\n for (var alphaRemapGradient of alphaRemapGradients) {\n\n var serializedGradient: any = {\n gradient: alphaRemapGradient.gradient,\n factor1: alphaRemapGradient.factor1\n };\n\n if (alphaRemapGradient.factor2 !== undefined) {\n serializedGradient.factor2 = alphaRemapGradient.factor2;\n } else {\n serializedGradient.factor2 = alphaRemapGradient.factor1;\n }\n\n serializationObject.alphaRemapGradients.push(serializedGradient);\n }\n }\n\n let sizeGradients = particleSystem.getSizeGradients();\n if (sizeGradients) {\n serializationObject.sizeGradients = [];\n for (var sizeGradient of sizeGradients) {\n\n var serializedGradient: any = {\n gradient: sizeGradient.gradient,\n factor1: sizeGradient.factor1\n };\n\n if (sizeGradient.factor2 !== undefined) {\n serializedGradient.factor2 = sizeGradient.factor2;\n } else {\n serializedGradient.factor2 = sizeGradient.factor1;\n }\n\n serializationObject.sizeGradients.push(serializedGradient);\n }\n }\n\n let angularSpeedGradients = particleSystem.getAngularSpeedGradients();\n if (angularSpeedGradients) {\n serializationObject.angularSpeedGradients = [];\n for (var angularSpeedGradient of angularSpeedGradients) {\n\n var serializedGradient: any = {\n gradient: angularSpeedGradient.gradient,\n factor1: angularSpeedGradient.factor1\n };\n\n if (angularSpeedGradient.factor2 !== undefined) {\n serializedGradient.factor2 = angularSpeedGradient.factor2;\n } else {\n serializedGradient.factor2 = angularSpeedGradient.factor1;\n }\n\n serializationObject.angularSpeedGradients.push(serializedGradient);\n }\n }\n\n let velocityGradients = particleSystem.getVelocityGradients();\n if (velocityGradients) {\n serializationObject.velocityGradients = [];\n for (var velocityGradient of velocityGradients) {\n\n var serializedGradient: any = {\n gradient: velocityGradient.gradient,\n factor1: velocityGradient.factor1\n };\n\n if (velocityGradient.factor2 !== undefined) {\n serializedGradient.factor2 = velocityGradient.factor2;\n } else {\n serializedGradient.factor2 = velocityGradient.factor1;\n }\n\n serializationObject.velocityGradients.push(serializedGradient);\n }\n }\n\n let dragGradients = particleSystem.getDragGradients();\n if (dragGradients) {\n serializationObject.dragGradients = [];\n for (var dragGradient of dragGradients) {\n\n var serializedGradient: any = {\n gradient: dragGradient.gradient,\n factor1: dragGradient.factor1\n };\n\n if (dragGradient.factor2 !== undefined) {\n serializedGradient.factor2 = dragGradient.factor2;\n } else {\n serializedGradient.factor2 = dragGradient.factor1;\n }\n\n serializationObject.dragGradients.push(serializedGradient);\n }\n }\n\n let emitRateGradients = particleSystem.getEmitRateGradients();\n if (emitRateGradients) {\n serializationObject.emitRateGradients = [];\n for (var emitRateGradient of emitRateGradients) {\n\n var serializedGradient: any = {\n gradient: emitRateGradient.gradient,\n factor1: emitRateGradient.factor1\n };\n\n if (emitRateGradient.factor2 !== undefined) {\n serializedGradient.factor2 = emitRateGradient.factor2;\n } else {\n serializedGradient.factor2 = emitRateGradient.factor1;\n }\n\n serializationObject.emitRateGradients.push(serializedGradient);\n }\n }\n\n let startSizeGradients = particleSystem.getStartSizeGradients();\n if (startSizeGradients) {\n serializationObject.startSizeGradients = [];\n for (var startSizeGradient of startSizeGradients) {\n\n var serializedGradient: any = {\n gradient: startSizeGradient.gradient,\n factor1: startSizeGradient.factor1\n };\n\n if (startSizeGradient.factor2 !== undefined) {\n serializedGradient.factor2 = startSizeGradient.factor2;\n } else {\n serializedGradient.factor2 = startSizeGradient.factor1;\n }\n\n serializationObject.startSizeGradients.push(serializedGradient);\n }\n }\n\n let lifeTimeGradients = particleSystem.getLifeTimeGradients();\n if (lifeTimeGradients) {\n serializationObject.lifeTimeGradients = [];\n for (var lifeTimeGradient of lifeTimeGradients) {\n\n var serializedGradient: any = {\n gradient: lifeTimeGradient.gradient,\n factor1: lifeTimeGradient.factor1\n };\n\n if (lifeTimeGradient.factor2 !== undefined) {\n serializedGradient.factor2 = lifeTimeGradient.factor2;\n } else {\n serializedGradient.factor2 = lifeTimeGradient.factor1;\n }\n\n serializationObject.lifeTimeGradients.push(serializedGradient);\n }\n }\n\n let limitVelocityGradients = particleSystem.getLimitVelocityGradients();\n if (limitVelocityGradients) {\n serializationObject.limitVelocityGradients = [];\n for (var limitVelocityGradient of limitVelocityGradients) {\n\n var serializedGradient: any = {\n gradient: limitVelocityGradient.gradient,\n factor1: limitVelocityGradient.factor1\n };\n\n if (limitVelocityGradient.factor2 !== undefined) {\n serializedGradient.factor2 = limitVelocityGradient.factor2;\n } else {\n serializedGradient.factor2 = limitVelocityGradient.factor1;\n }\n\n serializationObject.limitVelocityGradients.push(serializedGradient);\n }\n\n serializationObject.limitVelocityDamping = particleSystem.limitVelocityDamping;\n }\n\n if (particleSystem.noiseTexture) {\n serializationObject.noiseTexture = particleSystem.noiseTexture.serialize();\n }\n }\n\n /** @hidden */\n public static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string) {\n // Texture\n if (parsedParticleSystem.texture) {\n particleSystem.particleTexture = Texture.Parse(parsedParticleSystem.texture, scene, rootUrl) as Texture;\n } else if (parsedParticleSystem.textureName) {\n particleSystem.particleTexture = new Texture(rootUrl + parsedParticleSystem.textureName, scene, false, parsedParticleSystem.invertY !== undefined ? parsedParticleSystem.invertY : true);\n particleSystem.particleTexture.name = parsedParticleSystem.textureName;\n }\n\n // Emitter\n if (!parsedParticleSystem.emitterId && parsedParticleSystem.emitterId !== 0 && parsedParticleSystem.emitter === undefined) {\n particleSystem.emitter = Vector3.Zero();\n }\n else if (parsedParticleSystem.emitterId) {\n particleSystem.emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);\n } else {\n particleSystem.emitter = Vector3.FromArray(parsedParticleSystem.emitter);\n }\n\n particleSystem.isLocal = !!parsedParticleSystem.isLocal;\n\n // Misc.\n if (parsedParticleSystem.renderingGroupId !== undefined) {\n particleSystem.renderingGroupId = parsedParticleSystem.renderingGroupId;\n }\n\n if (parsedParticleSystem.isBillboardBased !== undefined) {\n particleSystem.isBillboardBased = parsedParticleSystem.isBillboardBased;\n }\n\n if (parsedParticleSystem.billboardMode !== undefined) {\n particleSystem.billboardMode = parsedParticleSystem.billboardMode;\n }\n\n // Animations\n if (parsedParticleSystem.animations) {\n for (var animationIndex = 0; animationIndex < parsedParticleSystem.animations.length; animationIndex++) {\n var parsedAnimation = parsedParticleSystem.animations[animationIndex];\n const internalClass = _TypeStore.GetClass(\"BABYLON.Animation\");\n if (internalClass) {\n particleSystem.animations.push(internalClass.Parse(parsedAnimation));\n }\n }\n particleSystem.beginAnimationOnStart = parsedParticleSystem.beginAnimationOnStart;\n particleSystem.beginAnimationFrom = parsedParticleSystem.beginAnimationFrom;\n particleSystem.beginAnimationTo = parsedParticleSystem.beginAnimationTo;\n particleSystem.beginAnimationLoop = parsedParticleSystem.beginAnimationLoop;\n }\n\n if (parsedParticleSystem.autoAnimate) {\n scene.beginAnimation(particleSystem, parsedParticleSystem.autoAnimateFrom, parsedParticleSystem.autoAnimateTo, parsedParticleSystem.autoAnimateLoop, parsedParticleSystem.autoAnimateSpeed || 1.0);\n }\n\n // Particle system\n particleSystem.startDelay = parsedParticleSystem.startDelay | 0;\n particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;\n particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;\n particleSystem.minSize = parsedParticleSystem.minSize;\n particleSystem.maxSize = parsedParticleSystem.maxSize;\n\n if (parsedParticleSystem.minScaleX) {\n particleSystem.minScaleX = parsedParticleSystem.minScaleX;\n particleSystem.maxScaleX = parsedParticleSystem.maxScaleX;\n particleSystem.minScaleY = parsedParticleSystem.minScaleY;\n particleSystem.maxScaleY = parsedParticleSystem.maxScaleY;\n }\n\n if (parsedParticleSystem.preWarmCycles !== undefined) {\n particleSystem.preWarmCycles = parsedParticleSystem.preWarmCycles;\n particleSystem.preWarmStepOffset = parsedParticleSystem.preWarmStepOffset;\n }\n\n if (parsedParticleSystem.minInitialRotation !== undefined) {\n particleSystem.minInitialRotation = parsedParticleSystem.minInitialRotation;\n particleSystem.maxInitialRotation = parsedParticleSystem.maxInitialRotation;\n }\n\n particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;\n particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;\n particleSystem.minEmitPower = parsedParticleSystem.minEmitPower;\n particleSystem.maxEmitPower = parsedParticleSystem.maxEmitPower;\n particleSystem.emitRate = parsedParticleSystem.emitRate;\n particleSystem.gravity = Vector3.FromArray(parsedParticleSystem.gravity);\n if (parsedParticleSystem.noiseStrength) {\n particleSystem.noiseStrength = Vector3.FromArray(parsedParticleSystem.noiseStrength);\n }\n particleSystem.color1 = Color4.FromArray(parsedParticleSystem.color1);\n particleSystem.color2 = Color4.FromArray(parsedParticleSystem.color2);\n particleSystem.colorDead = Color4.FromArray(parsedParticleSystem.colorDead);\n particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;\n particleSystem.targetStopDuration = parsedParticleSystem.targetStopDuration;\n particleSystem.blendMode = parsedParticleSystem.blendMode;\n\n if (parsedParticleSystem.colorGradients) {\n for (var colorGradient of parsedParticleSystem.colorGradients) {\n particleSystem.addColorGradient(colorGradient.gradient, Color4.FromArray(colorGradient.color1), colorGradient.color2 ? Color4.FromArray(colorGradient.color2) : undefined);\n }\n }\n\n if (parsedParticleSystem.rampGradients) {\n for (var rampGradient of parsedParticleSystem.rampGradients) {\n particleSystem.addRampGradient(rampGradient.gradient, Color3.FromArray(rampGradient.color));\n }\n particleSystem.useRampGradients = parsedParticleSystem.useRampGradients;\n }\n\n if (parsedParticleSystem.colorRemapGradients) {\n for (var colorRemapGradient of parsedParticleSystem.colorRemapGradients) {\n particleSystem.addColorRemapGradient(colorRemapGradient.gradient, colorRemapGradient.factor1 !== undefined ? colorRemapGradient.factor1 : colorRemapGradient.factor, colorRemapGradient.factor2);\n }\n }\n\n if (parsedParticleSystem.alphaRemapGradients) {\n for (var alphaRemapGradient of parsedParticleSystem.alphaRemapGradients) {\n particleSystem.addAlphaRemapGradient(alphaRemapGradient.gradient, alphaRemapGradient.factor1 !== undefined ? alphaRemapGradient.factor1 : alphaRemapGradient.factor, alphaRemapGradient.factor2);\n }\n }\n\n if (parsedParticleSystem.sizeGradients) {\n for (var sizeGradient of parsedParticleSystem.sizeGradients) {\n particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);\n }\n }\n\n if (parsedParticleSystem.angularSpeedGradients) {\n for (var angularSpeedGradient of parsedParticleSystem.angularSpeedGradients) {\n particleSystem.addAngularSpeedGradient(angularSpeedGradient.gradient, angularSpeedGradient.factor1 !== undefined ? angularSpeedGradient.factor1 : angularSpeedGradient.factor, angularSpeedGradient.factor2);\n }\n }\n\n if (parsedParticleSystem.velocityGradients) {\n for (var velocityGradient of parsedParticleSystem.velocityGradients) {\n particleSystem.addVelocityGradient(velocityGradient.gradient, velocityGradient.factor1 !== undefined ? velocityGradient.factor1 : velocityGradient.factor, velocityGradient.factor2);\n }\n }\n\n if (parsedParticleSystem.dragGradients) {\n for (var dragGradient of parsedParticleSystem.dragGradients) {\n particleSystem.addDragGradient(dragGradient.gradient, dragGradient.factor1 !== undefined ? dragGradient.factor1 : dragGradient.factor, dragGradient.factor2);\n }\n }\n\n if (parsedParticleSystem.emitRateGradients) {\n for (var emitRateGradient of parsedParticleSystem.emitRateGradients) {\n particleSystem.addEmitRateGradient(emitRateGradient.gradient, emitRateGradient.factor1 !== undefined ? emitRateGradient.factor1 : emitRateGradient.factor, emitRateGradient.factor2);\n }\n }\n\n if (parsedParticleSystem.startSizeGradients) {\n for (var startSizeGradient of parsedParticleSystem.startSizeGradients) {\n particleSystem.addStartSizeGradient(startSizeGradient.gradient, startSizeGradient.factor1 !== undefined ? startSizeGradient.factor1 : startSizeGradient.factor, startSizeGradient.factor2);\n }\n }\n\n if (parsedParticleSystem.lifeTimeGradients) {\n for (var lifeTimeGradient of parsedParticleSystem.lifeTimeGradients) {\n particleSystem.addLifeTimeGradient(lifeTimeGradient.gradient, lifeTimeGradient.factor1 !== undefined ? lifeTimeGradient.factor1 : lifeTimeGradient.factor, lifeTimeGradient.factor2);\n }\n }\n\n if (parsedParticleSystem.limitVelocityGradients) {\n for (var limitVelocityGradient of parsedParticleSystem.limitVelocityGradients) {\n particleSystem.addLimitVelocityGradient(limitVelocityGradient.gradient, limitVelocityGradient.factor1 !== undefined ? limitVelocityGradient.factor1 : limitVelocityGradient.factor, limitVelocityGradient.factor2);\n }\n particleSystem.limitVelocityDamping = parsedParticleSystem.limitVelocityDamping;\n }\n\n if (parsedParticleSystem.noiseTexture) {\n particleSystem.noiseTexture = ProceduralTexture.Parse(parsedParticleSystem.noiseTexture, scene, rootUrl);\n }\n\n // Emitter\n let emitterType: IParticleEmitterType;\n if (parsedParticleSystem.particleEmitterType) {\n switch (parsedParticleSystem.particleEmitterType.type) {\n case \"SphereParticleEmitter\":\n emitterType = new SphereParticleEmitter();\n break;\n case \"SphereDirectedParticleEmitter\":\n emitterType = new SphereDirectedParticleEmitter();\n break;\n case \"ConeEmitter\":\n case \"ConeParticleEmitter\":\n emitterType = new ConeParticleEmitter();\n break;\n case \"CylinderParticleEmitter\":\n emitterType = new CylinderParticleEmitter();\n break;\n case \"HemisphericParticleEmitter\":\n emitterType = new HemisphericParticleEmitter();\n break;\n case \"PointParticleEmitter\":\n emitterType = new PointParticleEmitter();\n break;\n case \"MeshParticleEmitter\":\n emitterType = new MeshParticleEmitter();\n break;\n case \"BoxEmitter\":\n case \"BoxParticleEmitter\":\n default:\n emitterType = new BoxParticleEmitter();\n break;\n }\n\n emitterType.parse(parsedParticleSystem.particleEmitterType, scene);\n } else {\n emitterType = new BoxParticleEmitter();\n emitterType.parse(parsedParticleSystem, scene);\n }\n particleSystem.particleEmitterType = emitterType;\n\n // Animation sheet\n particleSystem.startSpriteCellID = parsedParticleSystem.startSpriteCellID;\n particleSystem.endSpriteCellID = parsedParticleSystem.endSpriteCellID;\n particleSystem.spriteCellWidth = parsedParticleSystem.spriteCellWidth;\n particleSystem.spriteCellHeight = parsedParticleSystem.spriteCellHeight;\n particleSystem.spriteCellChangeSpeed = parsedParticleSystem.spriteCellChangeSpeed;\n particleSystem.spriteRandomStartCell = parsedParticleSystem.spriteRandomStartCell;\n }\n\n /**\n * Parses a JSON object to create a particle system.\n * @param parsedParticleSystem The JSON object to parse\n * @param scene The scene to create the particle system in\n * @param rootUrl The root url to use to load external dependencies like texture\n * @param doNotStart Ignore the preventAutoStart attribute and does not start\n * @returns the Parsed particle system\n */\n public static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart = false): ParticleSystem {\n var name = parsedParticleSystem.name;\n var custom: Nullable = null;\n var program: any = null;\n if (parsedParticleSystem.customShader) {\n program = parsedParticleSystem.customShader;\n var defines: string = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join(\"\\n\") : \"\";\n custom = scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);\n }\n var particleSystem = new ParticleSystem(name, parsedParticleSystem.capacity, scene, custom, parsedParticleSystem.isAnimationSheetEnabled);\n particleSystem.customShader = program;\n\n if (parsedParticleSystem.id) {\n particleSystem.id = parsedParticleSystem.id;\n }\n\n // SubEmitters\n if (parsedParticleSystem.subEmitters) {\n particleSystem.subEmitters = [];\n for (var cell of parsedParticleSystem.subEmitters) {\n let cellArray = [];\n for (var sub of cell) {\n cellArray.push(SubEmitter.Parse(sub, scene, rootUrl));\n }\n\n particleSystem.subEmitters.push(cellArray);\n }\n }\n\n ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);\n\n if (parsedParticleSystem.textureMask) {\n particleSystem.textureMask = Color4.FromArray(parsedParticleSystem.textureMask);\n }\n\n // Auto start\n if (parsedParticleSystem.preventAutoStart) {\n particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;\n }\n\n if (!doNotStart && !particleSystem.preventAutoStart) {\n particleSystem.start();\n }\n\n return particleSystem;\n }\n}\n\nSubEmitter._ParseParticleSystem = ParticleSystem.Parse;\n","import { Mesh } from \"../Meshes/mesh\";\r\nimport { IParticleSystem } from \"./IParticleSystem\";\r\nimport { GPUParticleSystem } from \"./gpuParticleSystem\";\r\nimport { AbstractScene } from \"../abstractScene\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { ParticleSystem } from \"./particleSystem\";\r\nimport { Scene } from \"../scene\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { AssetContainer } from \"../assetContainer\";\r\n\r\nimport \"../Shaders/particles.vertex\";\r\nimport { EffectFallbacks } from '../Materials/effectFallbacks';\r\n\r\n// Adds the parsers to the scene parsers.\r\nAbstractScene.AddParser(SceneComponentConstants.NAME_PARTICLESYSTEM, (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => {\r\n\r\n let individualParser = AbstractScene.GetIndividualParser(SceneComponentConstants.NAME_PARTICLESYSTEM);\r\n\r\n if (!individualParser) {\r\n return;\r\n }\r\n\r\n // Particles Systems\r\n if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {\r\n for (var index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {\r\n var parsedParticleSystem = parsedData.particleSystems[index];\r\n container.particleSystems.push(individualParser(parsedParticleSystem, scene, rootUrl));\r\n }\r\n }\r\n});\r\n\r\nAbstractScene.AddIndividualParser(SceneComponentConstants.NAME_PARTICLESYSTEM, (parsedParticleSystem: any, scene: Scene, rootUrl: string) => {\r\n if (parsedParticleSystem.activeParticleCount) {\r\n let ps = GPUParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);\r\n return ps;\r\n } else {\r\n let ps = ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);\r\n return ps;\r\n }\r\n});\r\n\r\ndeclare module \"../Engines/engine\" {\r\n export interface Engine {\r\n /**\r\n * Create an effect to use with particle systems.\r\n * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration, except if you pass\r\n * the particle system for which you want to create a custom effect in the last parameter\r\n * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)\r\n * @param uniformsNames defines a list of attribute names\r\n * @param samplers defines an array of string used to represent textures\r\n * @param defines defines the string containing the defines to use to compile the shaders\r\n * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails\r\n * @param onCompiled defines a function to call when the effect creation is successful\r\n * @param onError defines a function to call when the effect creation has failed\r\n * @param particleSystem the particle system you want to create the effect for\r\n * @returns the new Effect\r\n */\r\n createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks,\r\n onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void, particleSystem?: IParticleSystem): Effect;\r\n }\r\n}\r\n\r\nEngine.prototype.createEffectForParticles = function(fragmentName: string, uniformsNames: string[] = [], samplers: string[] = [], defines = \"\", fallbacks?: EffectFallbacks,\r\n onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void, particleSystem?: IParticleSystem): Effect {\r\n\r\n var attributesNamesOrOptions: Array = [];\r\n var effectCreationOption: Array = [];\r\n var allSamplers: Array = [];\r\n\r\n if (particleSystem) {\r\n particleSystem.fillUniformsAttributesAndSamplerNames(effectCreationOption, attributesNamesOrOptions, allSamplers);\r\n } else {\r\n attributesNamesOrOptions = ParticleSystem._GetAttributeNamesOrOptions();\r\n effectCreationOption = ParticleSystem._GetEffectCreationOptions();\r\n }\r\n\r\n if (defines.indexOf(\" BILLBOARD\") === -1) {\r\n defines += \"\\n#define BILLBOARD\\n\";\r\n }\r\n\r\n if (samplers.indexOf(\"diffuseSampler\") === -1) {\r\n samplers.push(\"diffuseSampler\");\r\n }\r\n\r\n return this.createEffect(\r\n {\r\n vertex: particleSystem?.vertexShaderName ?? \"particles\",\r\n fragmentElement: fragmentName\r\n },\r\n attributesNamesOrOptions,\r\n effectCreationOption.concat(uniformsNames),\r\n allSamplers.concat(samplers), defines, fallbacks, onCompiled, onError);\r\n};\r\n\r\ndeclare module \"../Meshes/mesh\" {\r\n export interface Mesh {\r\n /**\r\n * Returns an array populated with IParticleSystem objects whose the mesh is the emitter\r\n * @returns an array of IParticleSystem\r\n */\r\n getEmittedParticleSystems(): IParticleSystem[];\r\n\r\n /**\r\n * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter\r\n * @returns an array of IParticleSystem\r\n */\r\n getHierarchyEmittedParticleSystems(): IParticleSystem[];\r\n }\r\n}\r\n\r\nMesh.prototype.getEmittedParticleSystems = function(): IParticleSystem[] {\r\n var results = new Array();\r\n for (var index = 0; index < this.getScene().particleSystems.length; index++) {\r\n var particleSystem = this.getScene().particleSystems[index];\r\n if (particleSystem.emitter === this) {\r\n results.push(particleSystem);\r\n }\r\n }\r\n return results;\r\n};\r\n\r\nMesh.prototype.getHierarchyEmittedParticleSystems = function(): IParticleSystem[] {\r\n var results = new Array();\r\n var descendants = this.getDescendants();\r\n descendants.push(this);\r\n\r\n for (var index = 0; index < this.getScene().particleSystems.length; index++) {\r\n var particleSystem = this.getScene().particleSystems[index];\r\n let emitter: any = particleSystem.emitter;\r\n\r\n if (emitter.position && descendants.indexOf(emitter) !== -1) {\r\n results.push(particleSystem);\r\n }\r\n }\r\n\r\n return results;\r\n};\r\n","import { Nullable } from \"../types\";\nimport { Color3 } from '../Maths/math.color';\nimport { TransformNode } from \"../Meshes/transformNode\";\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\nimport { SphereBuilder } from \"../Meshes/Builders/sphereBuilder\";\nimport { IParticleSystem } from \"./IParticleSystem\";\nimport { GPUParticleSystem } from \"./gpuParticleSystem\";\nimport { EngineStore } from \"../Engines/engineStore\";\nimport { ParticleSystem } from \"../Particles/particleSystem\";\nimport { Scene, IDisposable } from \"../scene\";\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\n\n/** Internal class used to store shapes for emitters */\nclass ParticleSystemSetEmitterCreationOptions {\n public kind: string;\n public options: any;\n public renderingGroupId: number;\n}\n\n/**\n * Represents a set of particle systems working together to create a specific effect\n */\nexport class ParticleSystemSet implements IDisposable {\n /**\n * Gets or sets base Assets URL\n */\n public static BaseAssetsUrl = \"https://assets.babylonjs.com/particles\";\n\n private _emitterCreationOptions: ParticleSystemSetEmitterCreationOptions;\n private _emitterNode: Nullable;\n\n /**\n * Gets the particle system list\n */\n public systems = new Array();\n\n /**\n * Gets the emitter node used with this set\n */\n public get emitterNode(): Nullable {\n return this._emitterNode;\n }\n\n /**\n * Creates a new emitter mesh as a sphere\n * @param options defines the options used to create the sphere\n * @param renderingGroupId defines the renderingGroupId to use for the sphere\n * @param scene defines the hosting scene\n */\n public setEmitterAsSphere(options: { diameter: number, segments: number, color: Color3 }, renderingGroupId: number, scene: Scene) {\n if (this._emitterNode) {\n this._emitterNode.dispose();\n }\n\n this._emitterCreationOptions = {\n kind: \"Sphere\",\n options: options,\n renderingGroupId: renderingGroupId\n };\n\n let emitterMesh = SphereBuilder.CreateSphere(\"emitterSphere\", { diameter: options.diameter, segments: options.segments }, scene);\n emitterMesh.renderingGroupId = renderingGroupId;\n\n var material = new StandardMaterial(\"emitterSphereMaterial\", scene);\n material.emissiveColor = options.color;\n emitterMesh.material = material;\n\n for (var system of this.systems) {\n system.emitter = emitterMesh;\n }\n\n this._emitterNode = emitterMesh;\n }\n\n /**\n * Starts all particle systems of the set\n * @param emitter defines an optional mesh to use as emitter for the particle systems\n */\n public start(emitter?: AbstractMesh): void {\n for (var system of this.systems) {\n if (emitter) {\n system.emitter = emitter;\n }\n system.start();\n }\n }\n\n /**\n * Release all associated resources\n */\n public dispose(): void {\n for (var system of this.systems) {\n system.dispose();\n }\n\n this.systems = [];\n\n if (this._emitterNode) {\n this._emitterNode.dispose();\n this._emitterNode = null;\n }\n }\n\n /**\n * Serialize the set into a JSON compatible object\n * @param serializeTexture defines if the texture must be serialized as well\n * @returns a JSON compatible representation of the set\n */\n public serialize(serializeTexture = false): any {\n var result: any = {};\n\n result.systems = [];\n for (var system of this.systems) {\n result.systems.push(system.serialize(serializeTexture));\n }\n\n if (this._emitterNode) {\n result.emitter = this._emitterCreationOptions;\n }\n\n return result;\n }\n\n /**\n * Parse a new ParticleSystemSet from a serialized source\n * @param data defines a JSON compatible representation of the set\n * @param scene defines the hosting scene\n * @param gpu defines if we want GPU particles or CPU particles\n * @returns a new ParticleSystemSet\n */\n public static Parse(data: any, scene: Scene, gpu = false): ParticleSystemSet {\n var result = new ParticleSystemSet();\n var rootUrl = this.BaseAssetsUrl + \"/textures/\";\n\n scene = scene || EngineStore.LastCreatedScene;\n\n for (var system of data.systems) {\n result.systems.push(gpu ? GPUParticleSystem.Parse(system, scene, rootUrl, true) : ParticleSystem.Parse(system, scene, rootUrl, true));\n }\n\n if (data.emitter) {\n let options = data.emitter.options;\n switch (data.emitter.kind) {\n case \"Sphere\":\n result.setEmitterAsSphere({\n diameter: options.diameter,\n segments: options.segments,\n color: Color3.FromArray(options.color)\n }, data.emitter.renderingGroupId, scene);\n break;\n }\n }\n\n return result;\n }\n}","import { IndicesArray, FloatArray } from \"../types\";\r\nimport { Color4, Color3 } from \"../Maths/math\";\r\nimport { Vector2, Vector3, Vector4, TmpVectors, Matrix } from \"../Maths/math.vector\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { VertexData } from \"../Meshes/mesh.vertexData\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { Scene, IDisposable } from \"../scene\";\r\nimport { CloudPoint, PointsGroup } from \"./cloudPoint\";\r\nimport { BoundingInfo } from \"../Culling/boundingInfo\";\r\nimport { Ray } from \"../Culling/ray\";\r\nimport { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport { BaseTexture } from \"./../Materials/Textures/baseTexture\";\r\nimport { Scalar } from \"../Maths/math.scalar\";\r\n\r\n/** Defines the 4 color options */\r\nexport enum PointColor {\r\n /** color value */\r\n Color = 2,\r\n /** uv value */\r\n UV = 1,\r\n /** random value */\r\n Random = 0,\r\n /** stated value */\r\n Stated = 3\r\n}\r\n\r\n/**\r\n * The PointCloudSystem (PCS) is a single updatable mesh. The points corresponding to the vertices of this big mesh.\r\n * As it is just a mesh, the PointCloudSystem has all the same properties as any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.\r\n\r\n * The PointCloudSytem is also a particle system, with each point being a particle. It provides some methods to manage the particles.\r\n * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.\r\n *\r\n * Full documentation here : TO BE ENTERED\r\n */\r\nexport class PointsCloudSystem implements IDisposable {\r\n /**\r\n * The PCS array of cloud point objects. Just access each particle as with any classic array.\r\n * Example : var p = SPS.particles[i];\r\n */\r\n public particles: CloudPoint[] = new Array();\r\n /**\r\n * The PCS total number of particles. Read only. Use PCS.counter instead if you need to set your own value.\r\n */\r\n public nbParticles: number = 0;\r\n /**\r\n * This a counter for your own usage. It's not set by any SPS functions.\r\n */\r\n public counter: number = 0;\r\n /**\r\n * The PCS name. This name is also given to the underlying mesh.\r\n */\r\n public name: string;\r\n /**\r\n * The PCS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.\r\n */\r\n public mesh: Mesh;\r\n /**\r\n * This empty object is intended to store some PCS specific or temporary values in order to lower the Garbage Collector activity.\r\n * Please read :\r\n */\r\n public vars: any = {};\r\n /**\r\n * @hidden\r\n */\r\n public _size: number; //size of each point particle\r\n\r\n private _scene: Scene;\r\n private _promises: Array> = [];\r\n private _positions: number[] = new Array();\r\n private _indices: number[] = new Array();\r\n private _normals: number[] = new Array();\r\n private _colors: number[] = new Array();\r\n private _uvs: number[] = new Array();\r\n private _indices32: IndicesArray; // used as depth sorted array if depth sort enabled, else used as typed indices\r\n private _positions32: Float32Array; // updated positions for the VBO\r\n private _colors32: Float32Array;\r\n private _uvs32: Float32Array;\r\n private _updatable: boolean = true;\r\n private _isVisibilityBoxLocked = false;\r\n private _alwaysVisible: boolean = false;\r\n private _groups: number[] = new Array(); //start indices for each group of particles\r\n private _groupCounter: number = 0;\r\n private _computeParticleColor: boolean = true;\r\n private _computeParticleTexture: boolean = true;\r\n private _computeParticleRotation: boolean = true;\r\n private _computeBoundingBox: boolean = false;\r\n private _isReady: boolean = false;\r\n\r\n /**\r\n * Creates a PCS (Points Cloud System) object\r\n * @param name (String) is the PCS name, this will be the underlying mesh name\r\n * @param pointSize (number) is the size for each point\r\n * @param scene (Scene) is the scene in which the PCS is added\r\n * @param options defines the options of the PCS e.g.\r\n * * updatable (optional boolean, default true) : if the PCS must be updatable or immutable\r\n */\r\n constructor(name: string, pointSize: number, scene: Scene, options?: { updatable?: boolean}) {\r\n this.name = name;\r\n this._size = pointSize;\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n if (options && options.updatable !== undefined) {\r\n this._updatable = options.updatable;\r\n } else {\r\n this._updatable = true;\r\n }\r\n }\r\n\r\n /**\r\n * Builds the PCS underlying mesh. Returns a standard Mesh.\r\n * If no points were added to the PCS, the returned mesh is just a single point.\r\n * @returns a promise for the created mesh\r\n */\r\n public buildMeshAsync(): Promise {\r\n return Promise.all(this._promises).then(() => {\r\n this._isReady = true;\r\n return this._buildMesh();\r\n });\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n private _buildMesh(): Promise {\r\n if (this.nbParticles === 0) {\r\n this.addPoints(1);\r\n }\r\n\r\n this._positions32 = new Float32Array(this._positions);\r\n this._uvs32 = new Float32Array(this._uvs);\r\n this._colors32 = new Float32Array(this._colors);\r\n\r\n var vertexData = new VertexData();\r\n vertexData.set(this._positions32, VertexBuffer.PositionKind);\r\n\r\n if (this._uvs32.length > 0) {\r\n vertexData.set(this._uvs32, VertexBuffer.UVKind);\r\n }\r\n var ec = 0; //emissive color value 0 for UVs, 1 for color\r\n if (this._colors32.length > 0) {\r\n ec = 1;\r\n vertexData.set(this._colors32, VertexBuffer.ColorKind);\r\n }\r\n var mesh = new Mesh(this.name, this._scene);\r\n vertexData.applyToMesh(mesh, this._updatable);\r\n this.mesh = mesh;\r\n\r\n // free memory\r\n (this._positions) = null;\r\n (this._uvs) = null;\r\n (this._colors) = null;\r\n\r\n if (!this._updatable) {\r\n this.particles.length = 0;\r\n }\r\n\r\n var mat = new StandardMaterial(\"point cloud material\", this._scene);\r\n mat.emissiveColor = new Color3(ec, ec, ec);\r\n mat.disableLighting = true;\r\n mat.pointsCloud = true;\r\n mat.pointSize = this._size;\r\n mesh.material = mat;\r\n\r\n return new Promise((resolve) => resolve(mesh));\r\n }\r\n\r\n // adds a new particle object in the particles array\r\n private _addParticle(idx: number, group: PointsGroup, groupId: number, idxInGroup: number): CloudPoint {\r\n var cp = new CloudPoint(idx, group, groupId, idxInGroup, this);\r\n this.particles.push(cp);\r\n return cp;\r\n }\r\n\r\n private _randomUnitVector(particle: CloudPoint): void {\r\n particle.position = new Vector3(Math.random(), Math.random(), Math.random());\r\n particle.color = new Color4(1, 1, 1, 1);\r\n }\r\n\r\n private _getColorIndicesForCoord(pointsGroup: PointsGroup, x: number, y: number, width: number): Color4 {\r\n var imageData = pointsGroup._groupImageData;\r\n var color = y * (width * 4) + x * 4;\r\n var colorIndices = [color, color + 1, color + 2, color + 3];\r\n var redIndex = colorIndices[0];\r\n var greenIndex = colorIndices[1];\r\n var blueIndex = colorIndices[2];\r\n var alphaIndex = colorIndices[3];\r\n var redForCoord = imageData[redIndex];\r\n var greenForCoord = imageData[greenIndex];\r\n var blueForCoord = imageData[blueIndex];\r\n var alphaForCoord = imageData[alphaIndex];\r\n return new Color4(redForCoord / 255, greenForCoord / 255, blueForCoord / 255, alphaForCoord);\r\n }\r\n\r\n private _setPointsColorOrUV(mesh: Mesh, pointsGroup: PointsGroup, isVolume: boolean, colorFromTexture?: boolean, hasTexture?: boolean, color?: Color4, range?: number) {\r\n if (isVolume) {\r\n mesh.updateFacetData();\r\n }\r\n\r\n var boundInfo = mesh.getBoundingInfo();\r\n var diameter = 2 * boundInfo.boundingSphere.radius;\r\n\r\n var meshPos = mesh.getVerticesData(VertexBuffer.PositionKind);\r\n var meshInd = mesh.getIndices();\r\n var meshUV = mesh.getVerticesData(VertexBuffer.UVKind);\r\n var meshCol = mesh.getVerticesData(VertexBuffer.ColorKind);\r\n\r\n var place = Vector3.Zero();\r\n mesh.computeWorldMatrix();\r\n var meshMatrix: Matrix = mesh.getWorldMatrix();\r\n if (!meshMatrix.isIdentity()) {\r\n for (var p = 0; p < meshPos.length / 3; p++) {\r\n Vector3.TransformCoordinatesFromFloatsToRef(meshPos[3 * p], meshPos[3 * p + 1], meshPos[3 * p + 2], meshMatrix, place);\r\n meshPos[3 * p] = place.x;\r\n meshPos[3 * p + 1] = place.y;\r\n meshPos[3 * p + 2] = place.z;\r\n }\r\n }\r\n\r\n var idxPoints: number = 0;\r\n\r\n var index: number = 0;\r\n var id0: number = 0;\r\n var id1: number = 0;\r\n var id2: number = 0;\r\n var v0X: number = 0;\r\n var v0Y: number = 0;\r\n var v0Z: number = 0;\r\n var v1X: number = 0;\r\n var v1Y: number = 0;\r\n var v1Z: number = 0;\r\n var v2X: number = 0;\r\n var v2Y: number = 0;\r\n var v2Z: number = 0;\r\n var vertex0 = Vector3.Zero();\r\n var vertex1 = Vector3.Zero();\r\n var vertex2 = Vector3.Zero();\r\n var vec0 = Vector3.Zero();\r\n var vec1 = Vector3.Zero();\r\n\r\n var uv0X: number = 0;\r\n var uv0Y: number = 0;\r\n var uv1X: number = 0;\r\n var uv1Y: number = 0;\r\n var uv2X: number = 0;\r\n var uv2Y: number = 0;\r\n var uv0 = Vector2.Zero();\r\n var uv1 = Vector2.Zero();\r\n var uv2 = Vector2.Zero();\r\n var uvec0 = Vector2.Zero();\r\n var uvec1 = Vector2.Zero();\r\n\r\n var col0X: number = 0;\r\n var col0Y: number = 0;\r\n var col0Z: number = 0;\r\n var col0A: number = 0;\r\n var col1X: number = 0;\r\n var col1Y: number = 0;\r\n var col1Z: number = 0;\r\n var col1A: number = 0;\r\n var col2X: number = 0;\r\n var col2Y: number = 0;\r\n var col2Z: number = 0;\r\n var col2A: number = 0;\r\n var col0 = Vector4.Zero();\r\n var col1 = Vector4.Zero();\r\n var col2 = Vector4.Zero();\r\n var colvec0 = Vector4.Zero();\r\n var colvec1 = Vector4.Zero();\r\n\r\n var lamda: number = 0;\r\n var mu: number = 0;\r\n range = range ? range : 0;\r\n\r\n var facetPoint: Vector3;\r\n var uvPoint: Vector2;\r\n var colPoint: Vector4 = new Vector4(0, 0, 0, 0);\r\n\r\n var norm = Vector3.Zero();\r\n var tang = Vector3.Zero();\r\n var biNorm = Vector3.Zero();\r\n var angle = 0;\r\n var facetPlaneVec = Vector3.Zero();\r\n\r\n var gap = 0;\r\n var distance = 0;\r\n var ray = new Ray(Vector3.Zero(), new Vector3(1, 0, 0));\r\n var pickInfo: PickingInfo;\r\n var direction = Vector3.Zero();\r\n\r\n for (var index = 0; index < meshInd.length / 3; index++) {\r\n id0 = meshInd[3 * index];\r\n id1 = meshInd[3 * index + 1];\r\n id2 = meshInd[3 * index + 2];\r\n v0X = meshPos[3 * id0];\r\n v0Y = meshPos[3 * id0 + 1];\r\n v0Z = meshPos[3 * id0 + 2];\r\n v1X = meshPos[3 * id1];\r\n v1Y = meshPos[3 * id1 + 1];\r\n v1Z = meshPos[3 * id1 + 2];\r\n v2X = meshPos[3 * id2];\r\n v2Y = meshPos[3 * id2 + 1];\r\n v2Z = meshPos[3 * id2 + 2];\r\n vertex0.set(v0X, v0Y, v0Z);\r\n vertex1.set(v1X, v1Y, v1Z);\r\n vertex2.set(v2X, v2Y, v2Z);\r\n vertex1.subtractToRef(vertex0, vec0);\r\n vertex2.subtractToRef(vertex1, vec1);\r\n\r\n if (meshUV) {\r\n uv0X = meshUV[2 * id0];\r\n uv0Y = meshUV[2 * id0 + 1];\r\n uv1X = meshUV[2 * id1];\r\n uv1Y = meshUV[2 * id1 + 1];\r\n uv2X = meshUV[2 * id2];\r\n uv2Y = meshUV[2 * id2 + 1];\r\n uv0.set(uv0X, uv0Y);\r\n uv1.set(uv1X, uv1Y);\r\n uv2.set(uv2X, uv2Y);\r\n uv1.subtractToRef(uv0, uvec0);\r\n uv2.subtractToRef(uv1, uvec1);\r\n }\r\n\r\n if (meshCol && colorFromTexture) {\r\n col0X = meshCol[4 * id0];\r\n col0Y = meshCol[4 * id0 + 1];\r\n col0Z = meshCol[4 * id0 + 2];\r\n col0A = meshCol[4 * id0 + 3];\r\n col1X = meshCol[4 * id1];\r\n col1Y = meshCol[4 * id1 + 1];\r\n col1Z = meshCol[4 * id1 + 2];\r\n col1A = meshCol[4 * id1 + 3];\r\n col2X = meshCol[4 * id2];\r\n col2Y = meshCol[4 * id2 + 1];\r\n col2Z = meshCol[4 * id2 + 2];\r\n col2A = meshCol[4 * id2 + 3];\r\n col0.set(col0X, col0Y, col0Z, col0A);\r\n col1.set(col1X, col1Y, col1Z, col1A);\r\n col2.set(col2X, col2Y, col2Z, col2A);\r\n col1.subtractToRef(col0, colvec0);\r\n col2.subtractToRef(col1, colvec1);\r\n }\r\n\r\n var width: number;\r\n var height: number;\r\n var deltaS: number;\r\n var deltaV: number;\r\n var h: number;\r\n var s: number;\r\n var v: number;\r\n var hsvCol: Color3;\r\n var statedColor: Color3 = new Color3(0, 0, 0);\r\n var colPoint3: Color3 = new Color3(0, 0, 0);\r\n var pointColors: Color4;\r\n var particle: CloudPoint;\r\n\r\n for (var i = 0; i < pointsGroup._groupDensity[index]; i++) {\r\n idxPoints = this.particles.length;\r\n this._addParticle(idxPoints, pointsGroup, this._groupCounter, index + i);\r\n particle = this.particles[idxPoints];\r\n //form a point inside the facet v0, v1, v2;\r\n lamda = Scalar.RandomRange(0, 1);\r\n mu = Scalar.RandomRange(0, 1);\r\n facetPoint = vertex0.add(vec0.scale(lamda)).add(vec1.scale(lamda * mu));\r\n if (isVolume) {\r\n norm = mesh.getFacetNormal(index).normalize().scale(-1);\r\n tang = vec0.clone().normalize();\r\n biNorm = Vector3.Cross(norm, tang);\r\n angle = Scalar.RandomRange(0, 2 * Math.PI);\r\n facetPlaneVec = tang.scale(Math.cos(angle)).add(biNorm.scale(Math.sin(angle)));\r\n angle = Scalar.RandomRange(0.1, Math.PI / 2);\r\n direction = facetPlaneVec.scale(Math.cos(angle)).add(norm.scale(Math.sin(angle)));\r\n\r\n ray.origin = facetPoint.add(direction.scale(0.00001));\r\n ray.direction = direction;\r\n ray.length = diameter;\r\n pickInfo = ray.intersectsMesh(mesh);\r\n if (pickInfo.hit) {\r\n distance = pickInfo.pickedPoint!.subtract(facetPoint).length();\r\n gap = Scalar.RandomRange(0, 1) * distance;\r\n facetPoint.addInPlace(direction.scale(gap));\r\n }\r\n }\r\n particle.position = facetPoint.clone();\r\n this._positions.push(particle.position.x, particle.position.y, particle.position.z);\r\n if (colorFromTexture !== undefined) {\r\n if (meshUV) {\r\n uvPoint = uv0.add(uvec0.scale(lamda)).add(uvec1.scale(lamda * mu));\r\n if (colorFromTexture) { //Set particle color to texture color\r\n if (hasTexture && pointsGroup._groupImageData !== null) {\r\n width = pointsGroup._groupImgWidth;\r\n height = pointsGroup._groupImgHeight;\r\n pointColors = this._getColorIndicesForCoord(pointsGroup, Math.round(uvPoint.x * width), Math.round(uvPoint.y * height), width);\r\n particle.color = pointColors;\r\n this._colors.push(pointColors.r, pointColors.g, pointColors.b, pointColors.a);\r\n }\r\n else {\r\n if (meshCol) { //failure in texture and colors available\r\n colPoint = col0.add(colvec0.scale(lamda)).add(colvec1.scale(lamda * mu));\r\n particle.color = new Color4(colPoint.x, colPoint.y, colPoint.z, colPoint.w);\r\n this._colors.push(colPoint.x, colPoint.y, colPoint.z, colPoint.w);\r\n }\r\n else {\r\n colPoint = col0.set(Math.random(), Math.random(), Math.random(), 1);\r\n particle.color = new Color4(colPoint.x, colPoint.y, colPoint.z, colPoint.w);\r\n this._colors.push(colPoint.x, colPoint.y, colPoint.z, colPoint.w);\r\n }\r\n }\r\n }\r\n else { //Set particle uv based on a mesh uv\r\n particle.uv = uvPoint.clone();\r\n this._uvs.push(particle.uv.x, particle.uv.y);\r\n }\r\n }\r\n }\r\n else {\r\n if (color) {\r\n statedColor.set(color.r, color.g, color.b);\r\n deltaS = Scalar.RandomRange(-range, range);\r\n deltaV = Scalar.RandomRange(-range, range);\r\n hsvCol = statedColor.toHSV();\r\n h = hsvCol.r;\r\n s = hsvCol.g + deltaS;\r\n v = hsvCol.b + deltaV;\r\n if (s < 0) {\r\n s = 0;\r\n }\r\n if (s > 1) {\r\n s = 1;\r\n }\r\n if (v < 0) {\r\n v = 0;\r\n }\r\n if (v > 1) {\r\n v = 1;\r\n }\r\n Color3.HSVtoRGBToRef(h, s, v, colPoint3);\r\n colPoint.set(colPoint3.r, colPoint3.g, colPoint3.b, 1);\r\n }\r\n else {\r\n colPoint = col0.set(Math.random(), Math.random(), Math.random(), 1);\r\n }\r\n particle.color = new Color4(colPoint.x, colPoint.y, colPoint.z, colPoint.w);\r\n this._colors.push(colPoint.x, colPoint.y, colPoint.z, colPoint.w);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // stores mesh texture in dynamic texture for color pixel retrieval\r\n // when pointColor type is color for surface points\r\n private _colorFromTexture(mesh: Mesh, pointsGroup: PointsGroup, isVolume: boolean): void {\r\n if (mesh.material === null) {\r\n Logger.Warn(mesh.name + \"has no material.\");\r\n pointsGroup._groupImageData = null;\r\n this._setPointsColorOrUV(mesh, pointsGroup, isVolume, true, false);\r\n return;\r\n }\r\n\r\n var mat = mesh.material;\r\n let textureList: BaseTexture[] = mat.getActiveTextures();\r\n if (textureList.length === 0) {\r\n Logger.Warn(mesh.name + \"has no useable texture.\");\r\n pointsGroup._groupImageData = null;\r\n this._setPointsColorOrUV(mesh, pointsGroup, isVolume, true, false);\r\n return;\r\n }\r\n\r\n var clone = mesh.clone();\r\n clone.setEnabled(false);\r\n this._promises.push(new Promise((resolve) => {\r\n BaseTexture.WhenAllReady(textureList, () => {\r\n let n = pointsGroup._textureNb;\r\n if (n < 0) {\r\n n = 0;\r\n }\r\n if (n > textureList.length - 1) {\r\n n = textureList.length - 1;\r\n }\r\n pointsGroup._groupImageData = textureList[n].readPixels();\r\n pointsGroup._groupImgWidth = textureList[n].getSize().width;\r\n pointsGroup._groupImgHeight = textureList[n].getSize().height;\r\n this._setPointsColorOrUV(clone, pointsGroup, isVolume, true, true);\r\n clone.dispose();\r\n return resolve();\r\n });\r\n }));\r\n }\r\n\r\n // calculates the point density per facet of a mesh for surface points\r\n private _calculateDensity(nbPoints: number, positions: FloatArray, indices: FloatArray): number[] {\r\n var density: number[] = new Array();\r\n var index: number;\r\n var id0: number;\r\n var id1: number;\r\n var id2: number;\r\n var v0X: number;\r\n var v0Y: number;\r\n var v0Z: number;\r\n var v1X: number;\r\n var v1Y: number;\r\n var v1Z: number;\r\n var v2X: number;\r\n var v2Y: number;\r\n var v2Z: number;\r\n var vertex0 = Vector3.Zero();\r\n var vertex1 = Vector3.Zero();\r\n var vertex2 = Vector3.Zero();\r\n var vec0 = Vector3.Zero();\r\n var vec1 = Vector3.Zero();\r\n var vec2 = Vector3.Zero();\r\n\r\n var a: number; //length of side of triangle\r\n var b: number; //length of side of triangle\r\n var c: number; //length of side of triangle\r\n var p: number; //perimeter of triangle\r\n var area: number;\r\n var areas: number[] = new Array();\r\n var surfaceArea: number = 0;\r\n\r\n var nbFacets = indices.length / 3;\r\n\r\n //surface area\r\n for (var index = 0; index < nbFacets; index++) {\r\n id0 = indices[3 * index];\r\n id1 = indices[3 * index + 1];\r\n id2 = indices[3 * index + 2];\r\n v0X = positions[3 * id0];\r\n v0Y = positions[3 * id0 + 1];\r\n v0Z = positions[3 * id0 + 2];\r\n v1X = positions[3 * id1];\r\n v1Y = positions[3 * id1 + 1];\r\n v1Z = positions[3 * id1 + 2];\r\n v2X = positions[3 * id2];\r\n v2Y = positions[3 * id2 + 1];\r\n v2Z = positions[3 * id2 + 2];\r\n vertex0.set(v0X, v0Y, v0Z);\r\n vertex1.set(v1X, v1Y, v1Z);\r\n vertex2.set(v2X, v2Y, v2Z);\r\n vertex1.subtractToRef(vertex0, vec0);\r\n vertex2.subtractToRef(vertex1, vec1);\r\n vertex2.subtractToRef(vertex0, vec2);\r\n a = vec0.length();\r\n b = vec1.length();\r\n c = vec2.length();\r\n p = (a + b + c) / 2;\r\n area = Math.sqrt(p * (p - a) * (p - b) * (p - c));\r\n surfaceArea += area;\r\n areas[index] = area;\r\n }\r\n var pointCount: number = 0;\r\n for (var index = 0; index < nbFacets; index++) {\r\n density[index] = Math.floor(nbPoints * areas[index] / surfaceArea);\r\n pointCount += density[index];\r\n }\r\n\r\n var diff: number = nbPoints - pointCount;\r\n var pointsPerFacet: number = Math.floor(diff / nbFacets);\r\n var extraPoints: number = diff % nbFacets;\r\n\r\n if (pointsPerFacet > 0) {\r\n density = density.map((x) => x + pointsPerFacet);\r\n }\r\n\r\n for (var index = 0; index < extraPoints; index++) {\r\n density[index] += 1;\r\n }\r\n\r\n return density;\r\n }\r\n\r\n /**\r\n * Adds points to the PCS in random positions within a unit sphere\r\n * @param nb (positive integer) the number of particles to be created from this model\r\n * @param pointFunction is an optional javascript function to be called for each particle on PCS creation\r\n * @returns the number of groups in the system\r\n */\r\n public addPoints(nb: number, pointFunction: any = this._randomUnitVector): number {\r\n var pointsGroup = new PointsGroup(this._groupCounter, pointFunction);\r\n var cp: CloudPoint;\r\n\r\n // particles\r\n var idx = this.nbParticles;\r\n for (var i = 0; i < nb; i++) {\r\n cp = this._addParticle(idx, pointsGroup, this._groupCounter, i);\r\n if (pointsGroup && pointsGroup._positionFunction) {\r\n pointsGroup._positionFunction(cp, idx, i);\r\n }\r\n this._positions.push(cp.position.x, cp.position.y, cp.position.z);\r\n if (cp.color) {\r\n this._colors.push(cp.color.r, cp.color.g, cp.color.b, cp.color.a);\r\n }\r\n if (cp.uv) {\r\n this._uvs.push(cp.uv.x, cp.uv.y);\r\n }\r\n idx++;\r\n }\r\n this.nbParticles += nb;\r\n this._groupCounter++;\r\n return this._groupCounter;\r\n }\r\n\r\n /**\r\n * Adds points to the PCS from the surface of the model shape\r\n * @param mesh is any Mesh object that will be used as a surface model for the points\r\n * @param nb (positive integer) the number of particles to be created from this model\r\n * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)\r\n * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position\r\n * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color\r\n * @returns the number of groups in the system\r\n */\r\n public addSurfacePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number {\r\n var colored = colorWith ? colorWith : PointColor.Random;\r\n if (isNaN(colored) || colored < 0 || colored > 3) {\r\n colored = PointColor.Random ;\r\n }\r\n\r\n var meshPos = mesh.getVerticesData(VertexBuffer.PositionKind);\r\n var meshInd = mesh.getIndices();\r\n\r\n this._groups.push(this._groupCounter);\r\n var pointsGroup = new PointsGroup(this._groupCounter, null);\r\n\r\n pointsGroup._groupDensity = this._calculateDensity(nb, meshPos, meshInd);\r\n if (colored === PointColor.Color) {\r\n pointsGroup._textureNb = color ? color : 0;\r\n }\r\n else {\r\n color = color ? color : new Color4(1, 1, 1, 1);\r\n }\r\n switch (colored) {\r\n case PointColor.Color:\r\n this._colorFromTexture(mesh, pointsGroup, false);\r\n break;\r\n case PointColor.UV:\r\n this._setPointsColorOrUV(mesh, pointsGroup, false, false, false);\r\n break;\r\n case PointColor.Random:\r\n this._setPointsColorOrUV(mesh, pointsGroup, false);\r\n break;\r\n case PointColor.Stated:\r\n this._setPointsColorOrUV(mesh, pointsGroup, false, undefined, undefined, color, range);\r\n break;\r\n }\r\n this.nbParticles += nb;\r\n this._groupCounter++;\r\n return this._groupCounter - 1;\r\n }\r\n\r\n /**\r\n * Adds points to the PCS inside the model shape\r\n * @param mesh is any Mesh object that will be used as a surface model for the points\r\n * @param nb (positive integer) the number of particles to be created from this model\r\n * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)\r\n * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position\r\n * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color\r\n * @returns the number of groups in the system\r\n */\r\n public addVolumePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number {\r\n var colored = colorWith ? colorWith : PointColor.Random;\r\n if (isNaN(colored) || colored < 0 || colored > 3) {\r\n colored = PointColor.Random;\r\n }\r\n\r\n var meshPos = mesh.getVerticesData(VertexBuffer.PositionKind);\r\n var meshInd = mesh.getIndices();\r\n\r\n this._groups.push(this._groupCounter);\r\n var pointsGroup = new PointsGroup(this._groupCounter, null);\r\n\r\n pointsGroup._groupDensity = this._calculateDensity(nb, meshPos, meshInd);\r\n if (colored === PointColor.Color) {\r\n pointsGroup._textureNb = color ? color : 0;\r\n }\r\n else {\r\n color = color ? color : new Color4(1, 1, 1, 1);\r\n }\r\n switch (colored) {\r\n case PointColor.Color:\r\n this._colorFromTexture(mesh, pointsGroup, true);\r\n break;\r\n case PointColor.UV:\r\n this._setPointsColorOrUV(mesh, pointsGroup, true, false, false);\r\n break;\r\n case PointColor.Random:\r\n this._setPointsColorOrUV(mesh, pointsGroup, true);\r\n break;\r\n case PointColor.Stated:\r\n this._setPointsColorOrUV(mesh, pointsGroup, true, undefined, undefined, color, range);\r\n break;\r\n }\r\n this.nbParticles += nb;\r\n this._groupCounter++;\r\n return this._groupCounter - 1;\r\n }\r\n\r\n /**\r\n * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.\r\n * This method calls `updateParticle()` for each particle of the SPS.\r\n * For an animated SPS, it is usually called within the render loop.\r\n * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_\r\n * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_\r\n * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_\r\n * @returns the PCS.\r\n */\r\n public setParticles(start: number = 0, end: number = this.nbParticles - 1, update: boolean = true): PointsCloudSystem {\r\n if (!this._updatable || !this._isReady) {\r\n return this;\r\n }\r\n\r\n // custom beforeUpdate\r\n this.beforeUpdateParticles(start, end, update);\r\n\r\n const rotMatrix = TmpVectors.Matrix[0];\r\n const mesh = this.mesh;\r\n const colors32 = this._colors32;\r\n const positions32 = this._positions32;\r\n const uvs32 = this._uvs32;\r\n\r\n const tempVectors = TmpVectors.Vector3;\r\n const camAxisX = tempVectors[5].copyFromFloats(1.0, 0.0, 0.0);\r\n const camAxisY = tempVectors[6].copyFromFloats(0.0, 1.0, 0.0);\r\n const camAxisZ = tempVectors[7].copyFromFloats(0.0, 0.0, 1.0);\r\n const minimum = tempVectors[8].setAll(Number.MAX_VALUE);\r\n const maximum = tempVectors[9].setAll(-Number.MAX_VALUE);\r\n\r\n Matrix.IdentityToRef(rotMatrix);\r\n var idx = 0; // current index of the particle\r\n\r\n if (this.mesh.isFacetDataEnabled) {\r\n this._computeBoundingBox = true;\r\n }\r\n\r\n end = (end >= this.nbParticles) ? this.nbParticles - 1 : end;\r\n if (this._computeBoundingBox) {\r\n if (start != 0 || end != this.nbParticles - 1) { // only some particles are updated, then use the current existing BBox basis. Note : it can only increase.\r\n const boundingInfo = this.mesh._boundingInfo;\r\n if (boundingInfo) {\r\n minimum.copyFrom(boundingInfo.minimum);\r\n maximum.copyFrom(boundingInfo.maximum);\r\n }\r\n }\r\n }\r\n\r\n var idx = 0; // particle index\r\n var pindex = 0; //index in positions array\r\n var cindex = 0; //index in color array\r\n var uindex = 0; //index in uv array\r\n\r\n // particle loop\r\n for (var p = start; p <= end; p++) {\r\n const particle = this.particles[p];\r\n idx = particle.idx;\r\n pindex = 3 * idx;\r\n cindex = 4 * idx;\r\n uindex = 2 * idx;\r\n\r\n // call to custom user function to update the particle properties\r\n this.updateParticle(particle);\r\n\r\n const particleRotationMatrix = particle._rotationMatrix;\r\n const particlePosition = particle.position;\r\n const particleGlobalPosition = particle._globalPosition;\r\n\r\n if (this._computeParticleRotation) {\r\n particle.getRotationMatrix(rotMatrix);\r\n }\r\n\r\n const particleHasParent = (particle.parentId !== null);\r\n if (particleHasParent) {\r\n const parent = this.particles[particle.parentId!];\r\n const parentRotationMatrix = parent._rotationMatrix;\r\n const parentGlobalPosition = parent._globalPosition;\r\n\r\n const rotatedY = particlePosition.x * parentRotationMatrix[1] + particlePosition.y * parentRotationMatrix[4] + particlePosition.z * parentRotationMatrix[7];\r\n const rotatedX = particlePosition.x * parentRotationMatrix[0] + particlePosition.y * parentRotationMatrix[3] + particlePosition.z * parentRotationMatrix[6];\r\n const rotatedZ = particlePosition.x * parentRotationMatrix[2] + particlePosition.y * parentRotationMatrix[5] + particlePosition.z * parentRotationMatrix[8];\r\n\r\n particleGlobalPosition.x = parentGlobalPosition.x + rotatedX;\r\n particleGlobalPosition.y = parentGlobalPosition.y + rotatedY;\r\n particleGlobalPosition.z = parentGlobalPosition.z + rotatedZ;\r\n\r\n if (this._computeParticleRotation) {\r\n const rotMatrixValues = rotMatrix.m;\r\n particleRotationMatrix[0] = rotMatrixValues[0] * parentRotationMatrix[0] + rotMatrixValues[1] * parentRotationMatrix[3] + rotMatrixValues[2] * parentRotationMatrix[6];\r\n particleRotationMatrix[1] = rotMatrixValues[0] * parentRotationMatrix[1] + rotMatrixValues[1] * parentRotationMatrix[4] + rotMatrixValues[2] * parentRotationMatrix[7];\r\n particleRotationMatrix[2] = rotMatrixValues[0] * parentRotationMatrix[2] + rotMatrixValues[1] * parentRotationMatrix[5] + rotMatrixValues[2] * parentRotationMatrix[8];\r\n particleRotationMatrix[3] = rotMatrixValues[4] * parentRotationMatrix[0] + rotMatrixValues[5] * parentRotationMatrix[3] + rotMatrixValues[6] * parentRotationMatrix[6];\r\n particleRotationMatrix[4] = rotMatrixValues[4] * parentRotationMatrix[1] + rotMatrixValues[5] * parentRotationMatrix[4] + rotMatrixValues[6] * parentRotationMatrix[7];\r\n particleRotationMatrix[5] = rotMatrixValues[4] * parentRotationMatrix[2] + rotMatrixValues[5] * parentRotationMatrix[5] + rotMatrixValues[6] * parentRotationMatrix[8];\r\n particleRotationMatrix[6] = rotMatrixValues[8] * parentRotationMatrix[0] + rotMatrixValues[9] * parentRotationMatrix[3] + rotMatrixValues[10] * parentRotationMatrix[6];\r\n particleRotationMatrix[7] = rotMatrixValues[8] * parentRotationMatrix[1] + rotMatrixValues[9] * parentRotationMatrix[4] + rotMatrixValues[10] * parentRotationMatrix[7];\r\n particleRotationMatrix[8] = rotMatrixValues[8] * parentRotationMatrix[2] + rotMatrixValues[9] * parentRotationMatrix[5] + rotMatrixValues[10] * parentRotationMatrix[8];\r\n }\r\n }\r\n else {\r\n particleGlobalPosition.x = 0;\r\n particleGlobalPosition.y = 0;\r\n particleGlobalPosition.z = 0;\r\n\r\n if (this._computeParticleRotation) {\r\n const rotMatrixValues = rotMatrix.m;\r\n particleRotationMatrix[0] = rotMatrixValues[0];\r\n particleRotationMatrix[1] = rotMatrixValues[1];\r\n particleRotationMatrix[2] = rotMatrixValues[2];\r\n particleRotationMatrix[3] = rotMatrixValues[4];\r\n particleRotationMatrix[4] = rotMatrixValues[5];\r\n particleRotationMatrix[5] = rotMatrixValues[6];\r\n particleRotationMatrix[6] = rotMatrixValues[8];\r\n particleRotationMatrix[7] = rotMatrixValues[9];\r\n particleRotationMatrix[8] = rotMatrixValues[10];\r\n }\r\n }\r\n\r\n const pivotBackTranslation = tempVectors[11];\r\n if (particle.translateFromPivot) {\r\n pivotBackTranslation.setAll(0.0);\r\n }\r\n else {\r\n pivotBackTranslation.copyFrom(particle.pivot);\r\n }\r\n\r\n // positions\r\n const tmpVertex = tempVectors[0];\r\n tmpVertex.copyFrom(particle.position);\r\n const vertexX = tmpVertex.x - particle.pivot.x;\r\n const vertexY = tmpVertex.y - particle.pivot.y;\r\n const vertexZ = tmpVertex.z - particle.pivot.z;\r\n\r\n let rotatedX = vertexX * particleRotationMatrix[0] + vertexY * particleRotationMatrix[3] + vertexZ * particleRotationMatrix[6];\r\n let rotatedY = vertexX * particleRotationMatrix[1] + vertexY * particleRotationMatrix[4] + vertexZ * particleRotationMatrix[7];\r\n let rotatedZ = vertexX * particleRotationMatrix[2] + vertexY * particleRotationMatrix[5] + vertexZ * particleRotationMatrix[8];\r\n\r\n rotatedX += pivotBackTranslation.x;\r\n rotatedY += pivotBackTranslation.y;\r\n rotatedZ += pivotBackTranslation.z;\r\n\r\n const px = positions32[pindex] = particleGlobalPosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;\r\n const py = positions32[pindex + 1] = particleGlobalPosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;\r\n const pz = positions32[pindex + 2] = particleGlobalPosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;\r\n\r\n if (this._computeBoundingBox) {\r\n minimum.minimizeInPlaceFromFloats(px, py, pz);\r\n maximum.maximizeInPlaceFromFloats(px, py, pz);\r\n }\r\n\r\n if (this._computeParticleColor && particle.color) {\r\n const color = particle.color;\r\n const colors32 = this._colors32;\r\n colors32[cindex] = color.r;\r\n colors32[cindex + 1] = color.g;\r\n colors32[cindex + 2] = color.b;\r\n colors32[cindex + 3] = color.a;\r\n }\r\n if (this._computeParticleTexture && particle.uv) {\r\n const uv = particle.uv;\r\n const uvs32 = this._uvs32;\r\n uvs32[uindex] = uv.x;\r\n uvs32[uindex + 1] = uv.y;\r\n }\r\n\r\n }\r\n\r\n // if the VBO must be updated\r\n if (update) {\r\n if (this._computeParticleColor) {\r\n mesh.updateVerticesData(VertexBuffer.ColorKind, colors32, false, false);\r\n }\r\n if (this._computeParticleTexture) {\r\n mesh.updateVerticesData(VertexBuffer.UVKind, uvs32, false, false);\r\n }\r\n mesh.updateVerticesData(VertexBuffer.PositionKind, positions32, false, false);\r\n }\r\n\r\n if (this._computeBoundingBox) {\r\n if (mesh._boundingInfo) {\r\n mesh._boundingInfo.reConstruct(minimum, maximum, mesh._worldMatrix);\r\n }\r\n else {\r\n mesh._boundingInfo = new BoundingInfo(minimum, maximum, mesh._worldMatrix);\r\n }\r\n }\r\n this.afterUpdateParticles(start, end, update);\r\n return this;\r\n }\r\n\r\n /**\r\n * Disposes the PCS.\r\n */\r\n public dispose(): void {\r\n this.mesh.dispose();\r\n this.vars = null;\r\n // drop references to internal big arrays for the GC\r\n (this._positions) = null;\r\n (this._indices) = null;\r\n (this._normals) = null;\r\n (this._uvs) = null;\r\n (this._colors) = null;\r\n (this._indices32) = null;\r\n (this._positions32) = null;\r\n (this._uvs32) = null;\r\n (this._colors32) = null;\r\n }\r\n\r\n /**\r\n * Visibilty helper : Recomputes the visible size according to the mesh bounding box\r\n * doc :\r\n * @returns the PCS.\r\n */\r\n public refreshVisibleSize(): PointsCloudSystem {\r\n if (!this._isVisibilityBoxLocked) {\r\n this.mesh.refreshBoundingInfo();\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.\r\n * @param size the size (float) of the visibility box\r\n * note : this doesn't lock the PCS mesh bounding box.\r\n * doc :\r\n */\r\n public setVisibilityBox(size: number): void {\r\n var vis = size / 2;\r\n this.mesh._boundingInfo = new BoundingInfo(new Vector3(-vis, -vis, -vis), new Vector3(vis, vis, vis));\r\n }\r\n\r\n /**\r\n * Gets whether the PCS is always visible or not\r\n * doc :\r\n */\r\n public get isAlwaysVisible(): boolean {\r\n return this._alwaysVisible;\r\n }\r\n\r\n /**\r\n * Sets the PCS as always visible or not\r\n * doc :\r\n */\r\n public set isAlwaysVisible(val: boolean) {\r\n this._alwaysVisible = val;\r\n this.mesh.alwaysSelectAsActiveMesh = val;\r\n }\r\n\r\n /**\r\n * Tells to `setParticles()` to compute the particle rotations or not\r\n * Default value : false. The PCS is faster when it's set to false\r\n * Note : particle rotations are only applied to parent particles\r\n * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate\r\n */\r\n public set computeParticleRotation(val: boolean) {\r\n this._computeParticleRotation = val;\r\n }\r\n\r\n /**\r\n * Tells to `setParticles()` to compute the particle colors or not.\r\n * Default value : true. The PCS is faster when it's set to false.\r\n * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.\r\n */\r\n public set computeParticleColor(val: boolean) {\r\n this._computeParticleColor = val;\r\n }\r\n\r\n public set computeParticleTexture(val: boolean) {\r\n this._computeParticleTexture = val;\r\n }\r\n /**\r\n * Gets if `setParticles()` computes the particle colors or not.\r\n * Default value : false. The PCS is faster when it's set to false.\r\n * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.\r\n */\r\n public get computeParticleColor(): boolean {\r\n return this._computeParticleColor;\r\n }\r\n /**\r\n * Gets if `setParticles()` computes the particle textures or not.\r\n * Default value : false. The PCS is faster when it's set to false.\r\n * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.\r\n */\r\n public get computeParticleTexture(): boolean {\r\n return this._computeParticleTexture;\r\n }\r\n /**\r\n * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.\r\n */\r\n public set computeBoundingBox(val: boolean) {\r\n this._computeBoundingBox = val;\r\n }\r\n /**\r\n * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.\r\n */\r\n public get computeBoundingBox(): boolean {\r\n return this._computeBoundingBox;\r\n }\r\n\r\n // =======================================================================\r\n // Particle behavior logic\r\n // these following methods may be overwritten by users to fit their needs\r\n\r\n /**\r\n * This function does nothing. It may be overwritten to set all the particle first values.\r\n * The PCS doesn't call this function, you may have to call it by your own.\r\n * doc :\r\n */\r\n public initParticles(): void {\r\n }\r\n\r\n /**\r\n * This function does nothing. It may be overwritten to recycle a particle\r\n * The PCS doesn't call this function, you can to call it\r\n * doc :\r\n * @param particle The particle to recycle\r\n * @returns the recycled particle\r\n */\r\n public recycleParticle(particle: CloudPoint): CloudPoint {\r\n return particle;\r\n }\r\n\r\n /**\r\n * Updates a particle : this function should be overwritten by the user.\r\n * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.\r\n * doc :\r\n * @example : just set a particle position or velocity and recycle conditions\r\n * @param particle The particle to update\r\n * @returns the updated particle\r\n */\r\n public updateParticle(particle: CloudPoint): CloudPoint {\r\n return particle;\r\n }\r\n\r\n /**\r\n * This will be called before any other treatment by `setParticles()` and will be passed three parameters.\r\n * This does nothing and may be overwritten by the user.\r\n * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()\r\n * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()\r\n * @param update the boolean update value actually passed to setParticles()\r\n */\r\n public beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void {\r\n }\r\n /**\r\n * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.\r\n * This will be passed three parameters.\r\n * This does nothing and may be overwritten by the user.\r\n * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()\r\n * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()\r\n * @param update the boolean update value actually passed to setParticles()\r\n */\r\n public afterUpdateParticles(start?: number, stop?: number, update?: boolean): void {\r\n }\r\n}\r\n","import { Nullable } from \"../types\";\r\nimport { Vector3, Matrix, TmpVectors, Quaternion, Vector4, Vector2 } from \"../Maths/math.vector\";\r\nimport { Color4 } from '../Maths/math.color';\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { BoundingInfo } from \"../Culling/boundingInfo\";\r\nimport { BoundingSphere } from \"../Culling/boundingSphere\";\r\nimport { SolidParticleSystem } from \"./solidParticleSystem\";\r\nimport { AbstractMesh } from '../Meshes/abstractMesh';\r\nimport { Plane } from '../Maths/math.plane';\r\nimport { Material } from '../Materials/material';\r\n/**\r\n * Represents one particle of a solid particle system.\r\n */\r\nexport class SolidParticle {\r\n /**\r\n * particle global index\r\n */\r\n public idx: number = 0;\r\n /**\r\n * particle identifier\r\n */\r\n public id: number = 0;\r\n /**\r\n * The color of the particle\r\n */\r\n public color: Nullable = new Color4(1.0, 1.0, 1.0, 1.0);\r\n /**\r\n * The world space position of the particle.\r\n */\r\n public position: Vector3 = Vector3.Zero();\r\n /**\r\n * The world space rotation of the particle. (Not use if rotationQuaternion is set)\r\n */\r\n public rotation: Vector3 = Vector3.Zero();\r\n /**\r\n * The world space rotation quaternion of the particle.\r\n */\r\n public rotationQuaternion: Nullable;\r\n /**\r\n * The scaling of the particle.\r\n */\r\n public scaling: Vector3 = Vector3.One();\r\n /**\r\n * The uvs of the particle.\r\n */\r\n public uvs: Vector4 = new Vector4(0.0, 0.0, 1.0, 1.0);\r\n /**\r\n * The current speed of the particle.\r\n */\r\n public velocity: Vector3 = Vector3.Zero();\r\n /**\r\n * The pivot point in the particle local space.\r\n */\r\n public pivot: Vector3 = Vector3.Zero();\r\n /**\r\n * Must the particle be translated from its pivot point in its local space ?\r\n * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.\r\n * Default : false\r\n */\r\n public translateFromPivot: boolean = false;\r\n /**\r\n * Is the particle active or not ?\r\n */\r\n public alive: boolean = true;\r\n /**\r\n * Is the particle visible or not ?\r\n */\r\n public isVisible: boolean = true;\r\n /**\r\n * Index of this particle in the global \"positions\" array (Internal use)\r\n * @hidden\r\n */\r\n public _pos: number = 0;\r\n /**\r\n * @hidden Index of this particle in the global \"indices\" array (Internal use)\r\n */\r\n public _ind: number = 0;\r\n /**\r\n * @hidden ModelShape of this particle (Internal use)\r\n */\r\n public _model: ModelShape;\r\n /**\r\n * ModelShape id of this particle\r\n */\r\n public shapeId: number = 0;\r\n /**\r\n * Index of the particle in its shape id\r\n */\r\n public idxInShape: number = 0;\r\n /**\r\n * @hidden Reference to the shape model BoundingInfo object (Internal use)\r\n */\r\n public _modelBoundingInfo: BoundingInfo;\r\n /**\r\n * @hidden Particle BoundingInfo object (Internal use)\r\n */\r\n public _boundingInfo: BoundingInfo;\r\n /**\r\n * @hidden Reference to the SPS what the particle belongs to (Internal use)\r\n */\r\n public _sps: SolidParticleSystem;\r\n /**\r\n * @hidden Still set as invisible in order to skip useless computations (Internal use)\r\n */\r\n public _stillInvisible: boolean = false;\r\n /**\r\n * @hidden Last computed particle rotation matrix\r\n */\r\n public _rotationMatrix: number[] = [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0];\r\n /**\r\n * Parent particle Id, if any.\r\n * Default null.\r\n */\r\n public parentId: Nullable = null;\r\n /**\r\n * The particle material identifier (integer) when MultiMaterials are enabled in the SPS.\r\n */\r\n public materialIndex: Nullable = null;\r\n /**\r\n * Custom object or properties.\r\n */\r\n public props: Nullable = null;\r\n /**\r\n * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().\r\n * The possible values are :\r\n * - AbstractMesh.CULLINGSTRATEGY_STANDARD\r\n * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY\r\n * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION\r\n * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY\r\n * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY\r\n * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.\r\n * */\r\n public cullingStrategy = AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY;\r\n\r\n /**\r\n * @hidden Internal global position in the SPS.\r\n */\r\n public _globalPosition: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Creates a Solid Particle object.\r\n * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()\r\n * @param particleIndex (integer) is the particle index in the Solid Particle System pool.\r\n * @param particleId (integer) is the particle identifier. Unless some particles are removed from the SPS, it's the same value than the particle idx.\r\n * @param positionIndex (integer) is the starting index of the particle vertices in the SPS \"positions\" array.\r\n * @param indiceIndex (integer) is the starting index of the particle indices in the SPS \"indices\" array.\r\n * @param model (ModelShape) is a reference to the model shape on what the particle is designed.\r\n * @param shapeId (integer) is the model shape identifier in the SPS.\r\n * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))\r\n * @param sps defines the sps it is associated to\r\n * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.\r\n * @param materialIndex is the particle material identifier (integer) when the MultiMaterials are enabled in the SPS.\r\n */\r\n constructor(particleIndex: number, particleId: number, positionIndex: number, indiceIndex: number, model: Nullable, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo: Nullable = null, materialIndex: Nullable = null) {\r\n this.idx = particleIndex;\r\n this.id = particleId;\r\n this._pos = positionIndex;\r\n this._ind = indiceIndex;\r\n this._model = model;\r\n this.shapeId = shapeId;\r\n this.idxInShape = idxInShape;\r\n this._sps = sps;\r\n if (modelBoundingInfo) {\r\n this._modelBoundingInfo = modelBoundingInfo;\r\n this._boundingInfo = new BoundingInfo(modelBoundingInfo.minimum, modelBoundingInfo.maximum);\r\n }\r\n if (materialIndex !== null) {\r\n this.materialIndex = materialIndex;\r\n }\r\n }\r\n /**\r\n * Copies the particle property values into the existing target : position, rotation, scaling, uvs, colors, pivot, parent, visibility, alive\r\n * @param target the particle target\r\n * @returns the current particle\r\n */\r\n public copyToRef(target: SolidParticle): SolidParticle {\r\n target.position.copyFrom(this.position);\r\n target.rotation.copyFrom(this.rotation);\r\n if (this.rotationQuaternion) {\r\n if (target.rotationQuaternion) {\r\n target.rotationQuaternion!.copyFrom(this.rotationQuaternion!);\r\n }\r\n else {\r\n target.rotationQuaternion = this.rotationQuaternion.clone();\r\n }\r\n }\r\n target.scaling.copyFrom(this.scaling);\r\n if (this.color) {\r\n if (target.color) {\r\n target.color!.copyFrom(this.color!);\r\n }\r\n else {\r\n target.color = this.color.clone();\r\n }\r\n }\r\n target.uvs.copyFrom(this.uvs);\r\n target.velocity.copyFrom(this.velocity);\r\n target.pivot.copyFrom(this.pivot);\r\n target.translateFromPivot = this.translateFromPivot;\r\n target.alive = this.alive;\r\n target.isVisible = this.isVisible;\r\n target.parentId = this.parentId;\r\n target.cullingStrategy = this.cullingStrategy;\r\n if (this.materialIndex !== null) {\r\n target.materialIndex = this.materialIndex;\r\n }\r\n return this;\r\n }\r\n /**\r\n * Legacy support, changed scale to scaling\r\n */\r\n public get scale(): Vector3 {\r\n return this.scaling;\r\n }\r\n\r\n /**\r\n * Legacy support, changed scale to scaling\r\n */\r\n public set scale(scale: Vector3) {\r\n this.scaling = scale;\r\n }\r\n\r\n /**\r\n * Legacy support, changed quaternion to rotationQuaternion\r\n */\r\n public get quaternion(): Nullable {\r\n return this.rotationQuaternion;\r\n }\r\n\r\n /**\r\n * Legacy support, changed quaternion to rotationQuaternion\r\n */\r\n public set quaternion(q: Nullable) {\r\n this.rotationQuaternion = q;\r\n }\r\n\r\n /**\r\n * Returns a boolean. True if the particle intersects another particle or another mesh, else false.\r\n * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)\r\n * @param target is the object (solid particle or mesh) what the intersection is computed against.\r\n * @returns true if it intersects\r\n */\r\n public intersectsMesh(target: Mesh | SolidParticle): boolean {\r\n if (!this._boundingInfo || !target._boundingInfo) {\r\n return false;\r\n }\r\n if (this._sps._bSphereOnly) {\r\n return BoundingSphere.Intersects(this._boundingInfo.boundingSphere, target._boundingInfo.boundingSphere);\r\n }\r\n return this._boundingInfo.intersects(target._boundingInfo, false);\r\n }\r\n\r\n /**\r\n * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.\r\n * A particle is in the frustum if its bounding box intersects the frustum\r\n * @param frustumPlanes defines the frustum to test\r\n * @returns true if the particle is in the frustum planes\r\n */\r\n public isInFrustum(frustumPlanes: Plane[]): boolean {\r\n return this._boundingInfo !== null && this._boundingInfo.isInFrustum(frustumPlanes, this.cullingStrategy);\r\n }\r\n\r\n /**\r\n * get the rotation matrix of the particle\r\n * @hidden\r\n */\r\n public getRotationMatrix(m: Matrix) {\r\n let quaternion: Quaternion;\r\n if (this.rotationQuaternion) {\r\n quaternion = this.rotationQuaternion;\r\n }\r\n else {\r\n quaternion = TmpVectors.Quaternion[0];\r\n const rotation = this.rotation;\r\n Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);\r\n }\r\n\r\n quaternion.toRotationMatrix(m);\r\n }\r\n}\r\n\r\n/**\r\n * Represents the shape of the model used by one particle of a solid particle system.\r\n * SPS internal tool, don't use it manually.\r\n */\r\nexport class ModelShape {\r\n /**\r\n * The shape id\r\n * @hidden\r\n */\r\n public shapeID: number;\r\n /**\r\n * flat array of model positions (internal use)\r\n * @hidden\r\n */\r\n public _shape: Vector3[];\r\n /**\r\n * flat array of model UVs (internal use)\r\n * @hidden\r\n */\r\n public _shapeUV: number[];\r\n /**\r\n * color array of the model\r\n * @hidden\r\n */\r\n public _shapeColors: number[];\r\n /**\r\n * indices array of the model\r\n * @hidden\r\n */\r\n public _indices: number[];\r\n /**\r\n * normals array of the model\r\n * @hidden\r\n */\r\n public _normals: number[];\r\n /**\r\n * length of the shape in the model indices array (internal use)\r\n * @hidden\r\n */\r\n public _indicesLength: number = 0;\r\n /**\r\n * Custom position function (internal use)\r\n * @hidden\r\n */\r\n public _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;\r\n /**\r\n * Custom vertex function (internal use)\r\n * @hidden\r\n */\r\n public _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;\r\n /**\r\n * Model material (internal use)\r\n * @hidden\r\n */\r\n public _material: Nullable;\r\n\r\n /**\r\n * Creates a ModelShape object. This is an internal simplified reference to a mesh used as for a model to replicate particles from by the SPS.\r\n * SPS internal tool, don't use it manually.\r\n * @hidden\r\n */\r\n constructor(id: number, shape: Vector3[], indices: number[], normals: number[], colors: number[], shapeUV: number[],\r\n posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>,\r\n material: Nullable) {\r\n this.shapeID = id;\r\n this._shape = shape;\r\n this._indices = indices;\r\n this._indicesLength = indices.length;\r\n this._shapeUV = shapeUV;\r\n this._shapeColors = colors;\r\n this._normals = normals;\r\n this._positionFunction = posFunction;\r\n this._vertexFunction = vtxFunction;\r\n this._material = material;\r\n }\r\n}\r\n\r\n/**\r\n * Represents a Depth Sorted Particle in the solid particle system.\r\n * @hidden\r\n */\r\nexport class DepthSortedParticle {\r\n /**\r\n * Particle index\r\n */\r\n public idx: number = 0;\r\n /**\r\n * Index of the particle in the \"indices\" array\r\n */\r\n public ind: number = 0;\r\n /**\r\n * Length of the particle shape in the \"indices\" array\r\n */\r\n public indicesLength: number = 0;\r\n /**\r\n * Squared distance from the particle to the camera\r\n */\r\n public sqDistance: number = 0.0;\r\n /**\r\n * Material index when used with MultiMaterials\r\n */\r\n public materialIndex: number = 0;\r\n\r\n /**\r\n * Creates a new sorted particle\r\n * @param materialIndex\r\n */\r\n constructor(idx: number, ind: number, indLength: number, materialIndex: number) {\r\n this.idx = idx;\r\n this.ind = ind;\r\n this.indicesLength = indLength;\r\n this.materialIndex = materialIndex;\r\n }\r\n}\r\n\r\n/**\r\n * Represents a solid particle vertex\r\n */\r\nexport class SolidParticleVertex {\r\n /**\r\n * Vertex position\r\n */\r\n public position: Vector3;\r\n /**\r\n * Vertex color\r\n */\r\n public color: Color4;\r\n /**\r\n * Vertex UV\r\n */\r\n public uv: Vector2;\r\n /**\r\n * Creates a new solid particle vertex\r\n */\r\n constructor() {\r\n this.position = Vector3.Zero();\r\n this.color = new Color4(1.0, 1.0, 1.0, 1.0);\r\n this.uv = Vector2.Zero();\r\n }\r\n // Getters and Setters for back-compatibility\r\n /** Vertex x coordinate */\r\n public get x(): number {\r\n return this.position.x;\r\n }\r\n public set x(val: number) {\r\n this.position.x = val;\r\n }\r\n /** Vertex y coordinate */\r\n public get y(): number {\r\n return this.position.y;\r\n }\r\n public set y(val: number) {\r\n this.position.y = val;\r\n }\r\n /** Vertex z coordinate */\r\n public get z(): number {\r\n return this.position.z;\r\n }\r\n public set z(val: number) {\r\n this.position.z = val;\r\n }\r\n}","import { Nullable, IndicesArray, FloatArray } from \"../types\";\r\nimport { Vector3, Matrix, TmpVectors, Quaternion } from \"../Maths/math.vector\";\r\nimport { Color4 } from '../Maths/math.color';\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { VertexData } from \"../Meshes/mesh.vertexData\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { DiscBuilder } from \"../Meshes/Builders/discBuilder\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { Scene, IDisposable } from \"../scene\";\r\nimport { DepthSortedParticle, SolidParticle, ModelShape, SolidParticleVertex } from \"./solidParticle\";\r\nimport { TargetCamera } from \"../Cameras/targetCamera\";\r\nimport { BoundingInfo } from \"../Culling/boundingInfo\";\r\nimport { Axis } from '../Maths/math.axis';\r\nimport { SubMesh } from '../Meshes/subMesh';\r\nimport { Material } from '../Materials/material';\r\nimport { StandardMaterial } from '../Materials/standardMaterial';\r\nimport { MultiMaterial } from '../Materials/multiMaterial';\r\nimport { PickingInfo } from '../Collisions/pickingInfo';\r\n\r\n/**\r\n * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.\r\n *As it is just a mesh, the SPS has all the same properties than any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.\r\n\r\n * The SPS is also a particle system. It provides some methods to manage the particles.\r\n * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.\r\n *\r\n * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System\r\n */\r\nexport class SolidParticleSystem implements IDisposable {\r\n /**\r\n * The SPS array of Solid Particle objects. Just access each particle as with any classic array.\r\n * Example : var p = SPS.particles[i];\r\n */\r\n public particles: SolidParticle[] = new Array();\r\n /**\r\n * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.\r\n */\r\n public nbParticles: number = 0;\r\n /**\r\n * If the particles must ever face the camera (default false). Useful for planar particles.\r\n */\r\n public billboard: boolean = false;\r\n /**\r\n * Recompute normals when adding a shape\r\n */\r\n public recomputeNormals: boolean = false;\r\n /**\r\n * This a counter ofr your own usage. It's not set by any SPS functions.\r\n */\r\n public counter: number = 0;\r\n /**\r\n * The SPS name. This name is also given to the underlying mesh.\r\n */\r\n public name: string;\r\n /**\r\n * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.\r\n */\r\n public mesh: Mesh;\r\n /**\r\n * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.\r\n * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns\r\n */\r\n public vars: any = {};\r\n /**\r\n * This array is populated when the SPS is set as 'pickable'.\r\n * Each key of this array is a `faceId` value that you can get from a pickResult object.\r\n * Each element of this array is an object `{idx: int, faceId: int}`.\r\n * `idx` is the picked particle index in the `SPS.particles` array\r\n * `faceId` is the picked face index counted within this particle.\r\n * This array is the first element of the pickedBySubMesh array : sps.pickBySubMesh[0].\r\n * It's not pertinent to use it when using a SPS with the support for MultiMaterial enabled.\r\n * Use the method SPS.pickedParticle(pickingInfo) instead.\r\n * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles\r\n */\r\n public pickedParticles: { idx: number; faceId: number }[];\r\n /**\r\n * This array is populated when the SPS is set as 'pickable'\r\n * Each key of this array is a submesh index.\r\n * Each element of this array is a second array defined like this :\r\n * Each key of this second array is a `faceId` value that you can get from a pickResult object.\r\n * Each element of this second array is an object `{idx: int, faceId: int}`.\r\n * `idx` is the picked particle index in the `SPS.particles` array\r\n * `faceId` is the picked face index counted within this particle.\r\n * It's better to use the method SPS.pickedParticle(pickingInfo) rather than using directly this array.\r\n * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles\r\n */\r\n public pickedBySubMesh: { idx: number; faceId: number}[][];\r\n /**\r\n * This array is populated when `enableDepthSort` is set to true.\r\n * Each element of this array is an instance of the class DepthSortedParticle.\r\n */\r\n public depthSortedParticles: DepthSortedParticle[];\r\n\r\n /**\r\n * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)\r\n * @hidden\r\n */\r\n public _bSphereOnly: boolean = false;\r\n /**\r\n * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)\r\n * @hidden\r\n */\r\n public _bSphereRadiusFactor: number = 1.0;\r\n\r\n private _scene: Scene;\r\n private _positions: number[] = new Array();\r\n private _indices: number[] = new Array();\r\n private _normals: number[] = new Array();\r\n private _colors: number[] = new Array();\r\n private _uvs: number[] = new Array();\r\n private _indices32: IndicesArray; // used as depth sorted array if depth sort enabled, else used as typed indices\r\n private _positions32: Float32Array; // updated positions for the VBO\r\n private _normals32: Float32Array; // updated normals for the VBO\r\n private _fixedNormal32: Float32Array; // initial normal references\r\n private _colors32: Float32Array;\r\n private _uvs32: Float32Array;\r\n private _index: number = 0; // indices index\r\n private _updatable: boolean = true;\r\n private _pickable: boolean = false;\r\n private _isVisibilityBoxLocked = false;\r\n private _alwaysVisible: boolean = false;\r\n private _depthSort: boolean = false;\r\n private _expandable: boolean = false;\r\n private _shapeCounter: number = 0;\r\n private _copy: SolidParticle = new SolidParticle(0, 0, 0, 0, null, 0, 0, this);\r\n private _color: Color4 = new Color4(0, 0, 0, 0);\r\n private _computeParticleColor: boolean = true;\r\n private _computeParticleTexture: boolean = true;\r\n private _computeParticleRotation: boolean = true;\r\n private _computeParticleVertex: boolean = false;\r\n private _computeBoundingBox: boolean = false;\r\n private _depthSortParticles: boolean = true;\r\n private _camera: TargetCamera;\r\n private _mustUnrotateFixedNormals = false;\r\n private _particlesIntersect: boolean = false;\r\n private _needs32Bits: boolean = false;\r\n private _isNotBuilt: boolean = true;\r\n private _lastParticleId: number = 0;\r\n private _idxOfId: number[] = []; // array : key = particle.id / value = particle.idx\r\n private _multimaterialEnabled: boolean = false;\r\n private _useModelMaterial: boolean = false;\r\n private _indicesByMaterial: number[];\r\n private _materialIndexes: number[];\r\n private _depthSortFunction = (p1: DepthSortedParticle, p2: DepthSortedParticle) => p2.sqDistance - p1.sqDistance;\r\n private _materialSortFunction = (p1: DepthSortedParticle, p2: DepthSortedParticle) => p1.materialIndex - p2.materialIndex;\r\n private _materials: Material[];\r\n private _multimaterial: MultiMaterial;\r\n private _materialIndexesById: any;\r\n private _defaultMaterial: Material;\r\n private _autoUpdateSubMeshes: boolean = false;\r\n private _tmpVertex: SolidParticleVertex;\r\n\r\n /**\r\n * Creates a SPS (Solid Particle System) object.\r\n * @param name (String) is the SPS name, this will be the underlying mesh name.\r\n * @param scene (Scene) is the scene in which the SPS is added.\r\n * @param options defines the options of the sps e.g.\r\n * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.\r\n * * isPickable (optional boolean, default false) : if the solid particles must be pickable.\r\n * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.\r\n * * useModelMaterial (optional boolean, defaut false) : if the model materials must be used to create the SPS multimaterial. This enables the multimaterial supports of the SPS.\r\n * * enableMultiMaterial (optional boolean, default false) : if the solid particles can be given different materials.\r\n * * expandable (optional boolean, default false) : if particles can still be added after the initial SPS mesh creation.\r\n * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.\r\n * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).\r\n * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.\r\n * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.\r\n */\r\n constructor(name: string, scene: Scene, options?: { updatable?: boolean; isPickable?: boolean; enableDepthSort?: boolean; particleIntersection?: boolean; boundingSphereOnly?: boolean; bSphereRadiusFactor?: number; expandable?: boolean; useModelMaterial?: boolean; enableMultiMaterial?: boolean; }) {\r\n\r\n this.name = name;\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n this._camera = scene.activeCamera;\r\n this._pickable = options ? options.isPickable : false;\r\n this._depthSort = options ? options.enableDepthSort : false;\r\n this._multimaterialEnabled = options ? options.enableMultiMaterial : false;\r\n this._useModelMaterial = options ? options.useModelMaterial : false;\r\n this._multimaterialEnabled = (this._useModelMaterial) ? true : this._multimaterialEnabled;\r\n this._expandable = options ? options.expandable : false;\r\n this._particlesIntersect = options ? options.particleIntersection : false;\r\n this._bSphereOnly = options ? options.boundingSphereOnly : false;\r\n this._bSphereRadiusFactor = (options && options.bSphereRadiusFactor) ? options.bSphereRadiusFactor : 1.0;\r\n if (options && options.updatable !== undefined) {\r\n this._updatable = options.updatable;\r\n } else {\r\n this._updatable = true;\r\n }\r\n if (this._pickable) {\r\n this.pickedBySubMesh = [[]];\r\n this.pickedParticles = this.pickedBySubMesh[0];\r\n }\r\n if (this._depthSort || this._multimaterialEnabled) {\r\n this.depthSortedParticles = [];\r\n }\r\n if (this._multimaterialEnabled) {\r\n this._multimaterial = new MultiMaterial(this.name + \"MultiMaterial\", this._scene);\r\n this._materials = [];\r\n this._materialIndexesById = {};\r\n }\r\n this._tmpVertex = new SolidParticleVertex();\r\n }\r\n\r\n /**\r\n * Builds the SPS underlying mesh. Returns a standard Mesh.\r\n * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.\r\n * @returns the created mesh\r\n */\r\n public buildMesh(): Mesh {\r\n if (!this._isNotBuilt && this.mesh) {\r\n return this.mesh;\r\n }\r\n if (this.nbParticles === 0 && !this.mesh) {\r\n var triangle = DiscBuilder.CreateDisc(\"\", { radius: 1, tessellation: 3 }, this._scene);\r\n this.addShape(triangle, 1);\r\n triangle.dispose();\r\n }\r\n this._indices32 = (this._needs32Bits) ? new Uint32Array(this._indices) : new Uint16Array(this._indices);\r\n this._positions32 = new Float32Array(this._positions);\r\n this._uvs32 = new Float32Array(this._uvs);\r\n this._colors32 = new Float32Array(this._colors);\r\n\r\n if (!this.mesh) { // in case it's already expanded\r\n var mesh = new Mesh(this.name, this._scene);\r\n this.mesh = mesh;\r\n }\r\n if (!this._updatable && this._multimaterialEnabled) {\r\n this._sortParticlesByMaterial(); // this may reorder the indices32\r\n }\r\n if (this.recomputeNormals) {\r\n VertexData.ComputeNormals(this._positions32, this._indices32, this._normals);\r\n }\r\n\r\n this._normals32 = new Float32Array(this._normals);\r\n this._fixedNormal32 = new Float32Array(this._normals);\r\n if (this._mustUnrotateFixedNormals) { // the particles could be created already rotated in the mesh with a positionFunction\r\n this._unrotateFixedNormals();\r\n }\r\n var vertexData = new VertexData();\r\n vertexData.indices = (this._depthSort) ? this._indices : this._indices32;\r\n vertexData.set(this._positions32, VertexBuffer.PositionKind);\r\n vertexData.set(this._normals32, VertexBuffer.NormalKind);\r\n\r\n if (this._uvs32.length > 0) {\r\n vertexData.set(this._uvs32, VertexBuffer.UVKind);\r\n }\r\n if (this._colors32.length > 0) {\r\n vertexData.set(this._colors32, VertexBuffer.ColorKind);\r\n }\r\n\r\n vertexData.applyToMesh(this.mesh, this._updatable);\r\n this.mesh.isPickable = this._pickable;\r\n\r\n if (this._pickable) {\r\n let faceId = 0;\r\n for (let p = 0; p < this.nbParticles; p++) {\r\n let part = this.particles[p];\r\n let lind = part._model._indicesLength;\r\n for (let i = 0; i < lind; i++) {\r\n let f = i % 3;\r\n if (f == 0) {\r\n const pickedData = {idx: part.idx, faceId: faceId};\r\n this.pickedParticles[faceId] = pickedData;\r\n faceId++;\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (this._multimaterialEnabled) {\r\n this.setMultiMaterial(this._materials);\r\n }\r\n\r\n if (!this._expandable) {\r\n // free memory\r\n if (!this._depthSort && !this._multimaterialEnabled) {\r\n (this._indices) = null;\r\n }\r\n (this._positions) = null;\r\n (this._normals) = null;\r\n (this._uvs) = null;\r\n (this._colors) = null;\r\n\r\n if (!this._updatable) {\r\n this.particles.length = 0;\r\n }\r\n }\r\n this._isNotBuilt = false;\r\n this.recomputeNormals = false;\r\n return this.mesh;\r\n }\r\n\r\n /**\r\n * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.\r\n * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.\r\n * Thus the particles generated from `digest()` have their property `position` set yet.\r\n * @param mesh ( Mesh ) is the mesh to be digested\r\n * @param options {facetNb} (optional integer, default 1) is the number of mesh facets per particle, this parameter is overriden by the parameter `number` if any\r\n * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets\r\n * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets\r\n * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.\r\n * @returns the current SPS\r\n */\r\n public digest(mesh: Mesh, options?: { facetNb?: number; number?: number; delta?: number; storage?: [] }): SolidParticleSystem {\r\n var size: number = (options && options.facetNb) || 1;\r\n var number: number = (options && options.number) || 0;\r\n var delta: number = (options && options.delta) || 0;\r\n var meshPos = mesh.getVerticesData(VertexBuffer.PositionKind);\r\n var meshInd = mesh.getIndices();\r\n var meshUV = mesh.getVerticesData(VertexBuffer.UVKind);\r\n var meshCol = mesh.getVerticesData(VertexBuffer.ColorKind);\r\n var meshNor = mesh.getVerticesData(VertexBuffer.NormalKind);\r\n var storage = (options && options.storage) ? options.storage : null;\r\n\r\n var f: number = 0; // facet counter\r\n var totalFacets: number = meshInd.length / 3; // a facet is a triangle, so 3 indices\r\n // compute size from number\r\n if (number) {\r\n number = (number > totalFacets) ? totalFacets : number;\r\n size = Math.round(totalFacets / number);\r\n delta = 0;\r\n } else {\r\n size = (size > totalFacets) ? totalFacets : size;\r\n }\r\n\r\n var facetPos: number[] = []; // submesh positions\r\n var facetNor: number[] = [];\r\n var facetInd: number[] = []; // submesh indices\r\n var facetUV: number[] = []; // submesh UV\r\n var facetCol: number[] = []; // submesh colors\r\n var barycenter: Vector3 = Vector3.Zero();\r\n var sizeO: number = size;\r\n\r\n while (f < totalFacets) {\r\n size = sizeO + Math.floor((1 + delta) * Math.random());\r\n if (f > totalFacets - size) {\r\n size = totalFacets - f;\r\n }\r\n // reset temp arrays\r\n facetPos.length = 0;\r\n facetNor.length = 0;\r\n facetInd.length = 0;\r\n facetUV.length = 0;\r\n facetCol.length = 0;\r\n\r\n // iterate over \"size\" facets\r\n var fi: number = 0;\r\n for (var j = f * 3; j < (f + size) * 3; j++) {\r\n facetInd.push(fi);\r\n var i: number = meshInd[j];\r\n var i3: number = i * 3;\r\n facetPos.push(meshPos[i3], meshPos[i3 + 1], meshPos[i3 + 2]);\r\n facetNor.push(meshNor[i3], meshNor[i3 + 1], meshNor[i3 + 2]);\r\n if (meshUV) {\r\n var i2: number = i * 2;\r\n facetUV.push(meshUV[i2], meshUV[i2 + 1]);\r\n }\r\n if (meshCol) {\r\n var i4: number = i * 4;\r\n facetCol.push(meshCol[i4], meshCol[i4 + 1], meshCol[i4 + 2], meshCol[i4 + 3]);\r\n }\r\n fi++;\r\n }\r\n\r\n // create a model shape for each single particle\r\n var idx: number = this.nbParticles;\r\n var shape: Vector3[] = this._posToShape(facetPos);\r\n var shapeUV: number[] = this._uvsToShapeUV(facetUV);\r\n var shapeInd = Array.from(facetInd);\r\n var shapeCol = Array.from(facetCol);\r\n var shapeNor = Array.from(facetNor);\r\n\r\n // compute the barycenter of the shape\r\n barycenter.copyFromFloats(0, 0, 0);\r\n var v: number;\r\n for (v = 0; v < shape.length; v++) {\r\n barycenter.addInPlace(shape[v]);\r\n }\r\n barycenter.scaleInPlace(1 / shape.length);\r\n\r\n // shift the shape from its barycenter to the origin\r\n // and compute the BBox required for intersection.\r\n var minimum: Vector3 = new Vector3(Infinity, Infinity, Infinity);\r\n var maximum: Vector3 = new Vector3(-Infinity, -Infinity, -Infinity);\r\n for (v = 0; v < shape.length; v++) {\r\n shape[v].subtractInPlace(barycenter);\r\n minimum.minimizeInPlaceFromFloats(shape[v].x, shape[v].y, shape[v].z);\r\n maximum.maximizeInPlaceFromFloats(shape[v].x, shape[v].y, shape[v].z);\r\n }\r\n var bInfo;\r\n if (this._particlesIntersect) {\r\n bInfo = new BoundingInfo(minimum, maximum);\r\n }\r\n var material = null;\r\n if (this._useModelMaterial) {\r\n material = (mesh.material) ? mesh.material : this._setDefaultMaterial();\r\n }\r\n var modelShape = new ModelShape(this._shapeCounter, shape, shapeInd, shapeNor, shapeCol, shapeUV, null, null, material);\r\n\r\n // add the particle in the SPS\r\n var currentPos = this._positions.length;\r\n var currentInd = this._indices.length;\r\n this._meshBuilder(this._index, currentInd, shape, this._positions, shapeInd, this._indices, facetUV, this._uvs, shapeCol, this._colors, shapeNor, this._normals, idx, 0, null, modelShape);\r\n this._addParticle(idx, this._lastParticleId, currentPos, currentInd, modelShape, this._shapeCounter, 0, bInfo, storage);\r\n // initialize the particle position\r\n this.particles[this.nbParticles].position.addInPlace(barycenter);\r\n\r\n if (!storage) {\r\n this._index += shape.length;\r\n idx++;\r\n this.nbParticles++;\r\n this._lastParticleId++;\r\n }\r\n this._shapeCounter++;\r\n f += size;\r\n }\r\n this._isNotBuilt = true; // buildMesh() is now expected for setParticles() to work\r\n return this;\r\n }\r\n\r\n /**\r\n * Unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()\r\n * @hidden\r\n */\r\n private _unrotateFixedNormals() {\r\n var index = 0;\r\n var idx = 0;\r\n const tmpNormal = TmpVectors.Vector3[0];\r\n const quaternion = TmpVectors.Quaternion[0];\r\n const invertedRotMatrix = TmpVectors.Matrix[0];\r\n for (var p = 0; p < this.particles.length; p++) {\r\n const particle = this.particles[p];\r\n const shape = particle._model._shape;\r\n\r\n // computing the inverse of the rotation matrix from the quaternion\r\n // is equivalent to computing the matrix of the inverse quaternion, i.e of the conjugate quaternion\r\n if (particle.rotationQuaternion) {\r\n particle.rotationQuaternion.conjugateToRef(quaternion);\r\n }\r\n else {\r\n const rotation = particle.rotation;\r\n Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);\r\n quaternion.conjugateInPlace();\r\n }\r\n quaternion.toRotationMatrix(invertedRotMatrix);\r\n\r\n for (var pt = 0; pt < shape.length; pt++) {\r\n idx = index + pt * 3;\r\n Vector3.TransformNormalFromFloatsToRef(this._normals32[idx], this._normals32[idx + 1], this._normals32[idx + 2], invertedRotMatrix, tmpNormal);\r\n tmpNormal.toArray(this._fixedNormal32, idx);\r\n }\r\n index = idx + 3;\r\n }\r\n }\r\n\r\n /**\r\n * Resets the temporary working copy particle\r\n * @hidden\r\n */\r\n private _resetCopy() {\r\n const copy = this._copy;\r\n copy.position.setAll(0);\r\n copy.rotation.setAll(0);\r\n copy.rotationQuaternion = null;\r\n copy.scaling.setAll(1);\r\n copy.uvs.copyFromFloats(0.0, 0.0, 1.0, 1.0);\r\n copy.color = null;\r\n copy.translateFromPivot = false;\r\n copy.shapeId = 0;\r\n copy.materialIndex = null;\r\n }\r\n\r\n /**\r\n * Inserts the shape model geometry in the global SPS mesh by updating the positions, indices, normals, colors, uvs arrays\r\n * @param p the current index in the positions array to be updated\r\n * @param ind the current index in the indices array\r\n * @param shape a Vector3 array, the shape geometry\r\n * @param positions the positions array to be updated\r\n * @param meshInd the shape indices array\r\n * @param indices the indices array to be updated\r\n * @param meshUV the shape uv array\r\n * @param uvs the uv array to be updated\r\n * @param meshCol the shape color array\r\n * @param colors the color array to be updated\r\n * @param meshNor the shape normals array\r\n * @param normals the normals array to be updated\r\n * @param idx the particle index\r\n * @param idxInShape the particle index in its shape\r\n * @param options the addShape() method passed options\r\n * @model the particle model\r\n * @hidden\r\n */\r\n private _meshBuilder(p: number, ind: number, shape: Vector3[], positions: number[], meshInd: IndicesArray, indices: number[], meshUV: number[] | Float32Array, uvs: number[], meshCol: number[] | Float32Array, colors: number[], meshNor: number[] | Float32Array, normals: number[], idx: number, idxInShape: number, options: any, model: ModelShape): SolidParticle {\r\n var i;\r\n var u = 0;\r\n var c = 0;\r\n var n = 0;\r\n\r\n this._resetCopy();\r\n const copy = this._copy;\r\n const storeApart = (options && options.storage) ? true : false;\r\n copy.idx = idx;\r\n copy.idxInShape = idxInShape;\r\n copy.shapeId = model.shapeID;\r\n if (this._useModelMaterial) {\r\n var materialId = model._material!.uniqueId;\r\n const materialIndexesById = this._materialIndexesById;\r\n if (!materialIndexesById.hasOwnProperty(materialId)) {\r\n materialIndexesById[materialId] = this._materials.length;\r\n this._materials.push(model._material!);\r\n }\r\n var matIdx = materialIndexesById[materialId];\r\n copy.materialIndex = matIdx;\r\n }\r\n\r\n if (options && options.positionFunction) { // call to custom positionFunction\r\n options.positionFunction(copy, idx, idxInShape);\r\n this._mustUnrotateFixedNormals = true;\r\n }\r\n\r\n // in case the particle geometry must NOT be inserted in the SPS mesh geometry\r\n if (storeApart) {\r\n return copy;\r\n }\r\n\r\n const rotMatrix = TmpVectors.Matrix[0];\r\n const tmpVertex = this._tmpVertex;\r\n const tmpVector = tmpVertex.position;\r\n const tmpColor = tmpVertex.color;\r\n const tmpUV = tmpVertex.uv;\r\n const tmpRotated = TmpVectors.Vector3[1];\r\n const pivotBackTranslation = TmpVectors.Vector3[2];\r\n const scaledPivot = TmpVectors.Vector3[3];\r\n Matrix.IdentityToRef(rotMatrix);\r\n copy.getRotationMatrix(rotMatrix);\r\n\r\n copy.pivot.multiplyToRef(copy.scaling, scaledPivot);\r\n\r\n if (copy.translateFromPivot) {\r\n pivotBackTranslation.setAll(0.0);\r\n }\r\n else {\r\n pivotBackTranslation.copyFrom(scaledPivot);\r\n }\r\n\r\n var someVertexFunction = (options && options.vertexFunction);\r\n for (i = 0; i < shape.length; i++) {\r\n tmpVector.copyFrom(shape[i]);\r\n if (copy.color) {\r\n tmpColor.copyFrom(copy.color);\r\n }\r\n if (meshUV) {\r\n tmpUV.copyFromFloats(meshUV[u], meshUV[u + 1]);\r\n }\r\n if (someVertexFunction) {\r\n options.vertexFunction(copy, tmpVertex, i);\r\n }\r\n\r\n tmpVector.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);\r\n Vector3.TransformCoordinatesToRef(tmpVector, rotMatrix, tmpRotated);\r\n tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position);\r\n positions.push(tmpRotated.x, tmpRotated.y, tmpRotated.z);\r\n\r\n if (meshUV) {\r\n const copyUvs = copy.uvs;\r\n uvs.push((copyUvs.z - copyUvs.x) * tmpUV.x + copyUvs.x, (copyUvs.w - copyUvs.y) * tmpUV.y + copyUvs.y);\r\n u += 2;\r\n }\r\n\r\n if (copy.color) {\r\n this._color.copyFrom(tmpColor);\r\n } else {\r\n const color = this._color;\r\n if (meshCol && meshCol[c] !== undefined) {\r\n color.r = meshCol[c];\r\n color.g = meshCol[c + 1];\r\n color.b = meshCol[c + 2];\r\n color.a = meshCol[c + 3];\r\n } else {\r\n color.r = 1.0;\r\n color.g = 1.0;\r\n color.b = 1.0;\r\n color.a = 1.0;\r\n }\r\n }\r\n colors.push(this._color.r, this._color.g, this._color.b, this._color.a);\r\n c += 4;\r\n\r\n if (!this.recomputeNormals && meshNor) {\r\n Vector3.TransformNormalFromFloatsToRef(meshNor[n], meshNor[n + 1], meshNor[n + 2], rotMatrix, tmpVector);\r\n normals.push(tmpVector.x, tmpVector.y, tmpVector.z);\r\n n += 3;\r\n }\r\n }\r\n\r\n for (i = 0; i < meshInd.length; i++) {\r\n var current_ind = p + meshInd[i];\r\n indices.push(current_ind);\r\n if (current_ind > 65535) {\r\n this._needs32Bits = true;\r\n }\r\n }\r\n\r\n if (this._depthSort || this._multimaterialEnabled) {\r\n var matIndex = (copy.materialIndex !== null) ? copy.materialIndex : 0;\r\n this.depthSortedParticles.push(new DepthSortedParticle(idx, ind, meshInd.length, matIndex));\r\n }\r\n\r\n return copy;\r\n }\r\n\r\n /**\r\n * Returns a shape Vector3 array from positions float array\r\n * @param positions float array\r\n * @returns a vector3 array\r\n * @hidden\r\n */\r\n private _posToShape(positions: number[] | Float32Array): Vector3[] {\r\n var shape = [];\r\n for (var i = 0; i < positions.length; i += 3) {\r\n shape.push(Vector3.FromArray(positions, i));\r\n }\r\n return shape;\r\n }\r\n\r\n /**\r\n * Returns a shapeUV array from a float uvs (array deep copy)\r\n * @param uvs as a float array\r\n * @returns a shapeUV array\r\n * @hidden\r\n */\r\n private _uvsToShapeUV(uvs: number[] | Float32Array): number[] {\r\n var shapeUV = [];\r\n if (uvs) {\r\n for (var i = 0; i < uvs.length; i++) {\r\n shapeUV.push(uvs[i]);\r\n }\r\n }\r\n return shapeUV;\r\n }\r\n\r\n /**\r\n * Adds a new particle object in the particles array\r\n * @param idx particle index in particles array\r\n * @param id particle id\r\n * @param idxpos positionIndex : the starting index of the particle vertices in the SPS \"positions\" array\r\n * @param idxind indiceIndex : he starting index of the particle indices in the SPS \"indices\" array\r\n * @param model particle ModelShape object\r\n * @param shapeId model shape identifier\r\n * @param idxInShape index of the particle in the current model\r\n * @param bInfo model bounding info object\r\n * @param storage target storage array, if any\r\n * @hidden\r\n */\r\n private _addParticle(idx: number, id: number, idxpos: number, idxind: number, model: ModelShape, shapeId: number, idxInShape: number, bInfo: Nullable = null, storage: Nullable<[]> = null): SolidParticle {\r\n var sp = new SolidParticle(idx, id, idxpos, idxind, model, shapeId, idxInShape, this, bInfo);\r\n var target = (storage) ? storage : this.particles;\r\n target.push(sp);\r\n return sp;\r\n }\r\n\r\n /**\r\n * Adds some particles to the SPS from the model shape. Returns the shape id.\r\n * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps\r\n * @param mesh is any Mesh object that will be used as a model for the solid particles.\r\n * @param nb (positive integer) the number of particles to be created from this model\r\n * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.\r\n * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation\r\n * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.\r\n * @returns the number of shapes in the system\r\n */\r\n public addShape(mesh: Mesh, nb: number, options?: { positionFunction?: any; vertexFunction?: any; storage?: [] }): number {\r\n var meshPos = mesh.getVerticesData(VertexBuffer.PositionKind);\r\n var meshInd = mesh.getIndices();\r\n var meshUV = mesh.getVerticesData(VertexBuffer.UVKind);\r\n var meshCol = mesh.getVerticesData(VertexBuffer.ColorKind);\r\n var meshNor = mesh.getVerticesData(VertexBuffer.NormalKind);\r\n this.recomputeNormals = (meshNor) ? false : true;\r\n var indices = Array.from(meshInd);\r\n var shapeNormals = Array.from(meshNor);\r\n var shapeColors = (meshCol) ? Array.from(meshCol) : [];\r\n var storage = (options && options.storage) ? options.storage : null;\r\n var bbInfo: Nullable = null;\r\n if (this._particlesIntersect) {\r\n bbInfo = mesh.getBoundingInfo();\r\n }\r\n\r\n var shape = this._posToShape(meshPos);\r\n var shapeUV = this._uvsToShapeUV(meshUV);\r\n\r\n var posfunc = options ? options.positionFunction : null;\r\n var vtxfunc = options ? options.vertexFunction : null;\r\n var material = null;\r\n if (this._useModelMaterial) {\r\n material = (mesh.material) ? mesh.material : this._setDefaultMaterial();\r\n }\r\n var modelShape = new ModelShape(this._shapeCounter, shape, indices, shapeNormals, shapeColors, shapeUV, posfunc, vtxfunc, material);\r\n\r\n // particles\r\n for (var i = 0; i < nb; i++) {\r\n this._insertNewParticle(this.nbParticles, i, modelShape, shape, meshInd, meshUV, meshCol, meshNor, bbInfo, storage, options);\r\n }\r\n this._shapeCounter++;\r\n this._isNotBuilt = true; // buildMesh() call is now expected for setParticles() to work\r\n return this._shapeCounter - 1;\r\n }\r\n\r\n /**\r\n * Rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices\r\n * @hidden\r\n */\r\n private _rebuildParticle(particle: SolidParticle, reset: boolean = false): void {\r\n this._resetCopy();\r\n const copy = this._copy;\r\n if (particle._model._positionFunction) { // recall to stored custom positionFunction\r\n particle._model._positionFunction(copy, particle.idx, particle.idxInShape);\r\n }\r\n\r\n const rotMatrix = TmpVectors.Matrix[0];\r\n const tmpVertex = TmpVectors.Vector3[0];\r\n const tmpRotated = TmpVectors.Vector3[1];\r\n const pivotBackTranslation = TmpVectors.Vector3[2];\r\n const scaledPivot = TmpVectors.Vector3[3];\r\n\r\n copy.getRotationMatrix(rotMatrix);\r\n\r\n particle.pivot.multiplyToRef(particle.scaling, scaledPivot);\r\n\r\n if (copy.translateFromPivot) {\r\n pivotBackTranslation.copyFromFloats(0.0, 0.0, 0.0);\r\n }\r\n else {\r\n pivotBackTranslation.copyFrom(scaledPivot);\r\n }\r\n\r\n const shape = particle._model._shape;\r\n\r\n for (var pt = 0; pt < shape.length; pt++) {\r\n tmpVertex.copyFrom(shape[pt]);\r\n if (particle._model._vertexFunction) {\r\n particle._model._vertexFunction(copy, tmpVertex, pt); // recall to stored vertexFunction\r\n }\r\n\r\n tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);\r\n Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);\r\n tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position).toArray(this._positions32, particle._pos + pt * 3);\r\n }\r\n if (reset) {\r\n particle.position.setAll(0.0);\r\n particle.rotation.setAll(0.0);\r\n particle.rotationQuaternion = null;\r\n particle.scaling.setAll(1.0);\r\n particle.uvs.setAll(0.0);\r\n particle.pivot.setAll(0.0);\r\n particle.translateFromPivot = false;\r\n particle.parentId = null;\r\n }\r\n }\r\n\r\n /**\r\n * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.\r\n * @param reset boolean, default false : if the particles must be reset at position and rotation zero, scaling 1, color white, initial UVs and not parented.\r\n * @returns the SPS.\r\n */\r\n public rebuildMesh(reset: boolean = false): SolidParticleSystem {\r\n for (var p = 0; p < this.particles.length; p++) {\r\n this._rebuildParticle(this.particles[p], reset);\r\n }\r\n this.mesh.updateVerticesData(VertexBuffer.PositionKind, this._positions32, false, false);\r\n return this;\r\n }\r\n\r\n /** Removes the particles from the start-th to the end-th included from an expandable SPS (required).\r\n * Returns an array with the removed particles.\r\n * If the number of particles to remove is lower than zero or greater than the global remaining particle number, then an empty array is returned.\r\n * The SPS can't be empty so at least one particle needs to remain in place.\r\n * Under the hood, the VertexData array, so the VBO buffer, is recreated each call.\r\n * @param start index of the first particle to remove\r\n * @param end index of the last particle to remove (included)\r\n * @returns an array populated with the removed particles\r\n */\r\n public removeParticles(start: number, end: number): SolidParticle[] {\r\n var nb = end - start + 1;\r\n if (!this._expandable || nb <= 0 || nb >= this.nbParticles || !this._updatable) {\r\n return [];\r\n }\r\n const particles = this.particles;\r\n const currentNb = this.nbParticles;\r\n if (end < currentNb - 1) { // update the particle indexes in the positions array in case they're remaining particles after the last removed\r\n var firstRemaining = end + 1;\r\n var shiftPos = particles[firstRemaining]._pos - particles[start]._pos;\r\n var shifInd = particles[firstRemaining]._ind - particles[start]._ind;\r\n for (var i = firstRemaining; i < currentNb; i++) {\r\n var part = particles[i];\r\n part._pos -= shiftPos;\r\n part._ind -= shifInd;\r\n }\r\n }\r\n var removed = particles.splice(start, nb);\r\n this._positions.length = 0;\r\n this._indices.length = 0;\r\n this._colors.length = 0;\r\n this._uvs.length = 0;\r\n this._normals.length = 0;\r\n this._index = 0;\r\n this._idxOfId.length = 0;\r\n if (this._depthSort || this._multimaterialEnabled) {\r\n this.depthSortedParticles = [];\r\n }\r\n var ind = 0;\r\n const particlesLength = particles.length;\r\n for (var p = 0; p < particlesLength; p++) {\r\n var particle = particles[p];\r\n var model = particle._model;\r\n var shape = model._shape;\r\n var modelIndices = model._indices;\r\n var modelNormals = model._normals;\r\n var modelColors = model._shapeColors;\r\n var modelUVs = model._shapeUV;\r\n particle.idx = p;\r\n this._idxOfId[particle.id] = p;\r\n this._meshBuilder(this._index, ind, shape, this._positions, modelIndices, this._indices, modelUVs, this._uvs, modelColors, this._colors, modelNormals, this._normals, particle.idx, particle.idxInShape, null, model);\r\n this._index += shape.length;\r\n ind += modelIndices.length;\r\n }\r\n this.nbParticles -= nb;\r\n this._isNotBuilt = true; // buildMesh() call is now expected for setParticles() to work\r\n return removed;\r\n }\r\n\r\n /**\r\n * Inserts some pre-created particles in the solid particle system so that they can be managed by setParticles().\r\n * @param solidParticleArray an array populated with Solid Particles objects\r\n * @returns the SPS\r\n */\r\n public insertParticlesFromArray(solidParticleArray: SolidParticle[]): SolidParticleSystem {\r\n if (!this._expandable) {\r\n return this;\r\n }\r\n var idxInShape = 0;\r\n var currentShapeId = solidParticleArray[0].shapeId;\r\n const nb = solidParticleArray.length;\r\n for (var i = 0; i < nb; i++) {\r\n var sp = solidParticleArray[i];\r\n var model = sp._model;\r\n var shape = model._shape;\r\n var meshInd = model._indices;\r\n var meshUV = model._shapeUV;\r\n var meshCol = model._shapeColors;\r\n var meshNor = model._normals;\r\n var noNor = (meshNor) ? false : true;\r\n this.recomputeNormals = (noNor || this.recomputeNormals);\r\n var bbInfo = sp._boundingInfo;\r\n var newPart = this._insertNewParticle(this.nbParticles, idxInShape, model, shape, meshInd, meshUV, meshCol, meshNor, bbInfo, null, null);\r\n sp.copyToRef(newPart!);\r\n idxInShape++;\r\n if (currentShapeId != sp.shapeId) {\r\n currentShapeId = sp.shapeId;\r\n idxInShape = 0;\r\n }\r\n }\r\n this._isNotBuilt = true; // buildMesh() call is now expected for setParticles() to work\r\n return this;\r\n }\r\n\r\n /**\r\n * Creates a new particle and modifies the SPS mesh geometry :\r\n * - calls _meshBuilder() to increase the SPS mesh geometry step by step\r\n * - calls _addParticle() to populate the particle array\r\n * factorized code from addShape() and insertParticlesFromArray()\r\n * @param idx particle index in the particles array\r\n * @param i particle index in its shape\r\n * @param modelShape particle ModelShape object\r\n * @param shape shape vertex array\r\n * @param meshInd shape indices array\r\n * @param meshUV shape uv array\r\n * @param meshCol shape color array\r\n * @param meshNor shape normals array\r\n * @param bbInfo shape bounding info\r\n * @param storage target particle storage\r\n * @options addShape() passed options\r\n * @hidden\r\n */\r\n private _insertNewParticle(idx: number, i: number, modelShape: ModelShape, shape: Vector3[], meshInd: IndicesArray, meshUV: number[] | Float32Array, meshCol: number[] | Float32Array, meshNor: number[] | Float32Array, bbInfo: Nullable, storage: Nullable<[]> , options: any): Nullable {\r\n var currentPos = this._positions.length;\r\n var currentInd = this._indices.length;\r\n var currentCopy = this._meshBuilder(this._index, currentInd, shape, this._positions, meshInd, this._indices, meshUV, this._uvs, meshCol, this._colors, meshNor, this._normals, idx, i, options, modelShape);\r\n var sp: Nullable = null;\r\n if (this._updatable) {\r\n sp = this._addParticle(this.nbParticles, this._lastParticleId, currentPos, currentInd, modelShape, this._shapeCounter, i, bbInfo, storage);\r\n sp.position.copyFrom(currentCopy.position);\r\n sp.rotation.copyFrom(currentCopy.rotation);\r\n if (currentCopy.rotationQuaternion) {\r\n if (sp.rotationQuaternion) {\r\n sp.rotationQuaternion.copyFrom(currentCopy.rotationQuaternion);\r\n }\r\n else {\r\n sp.rotationQuaternion = currentCopy.rotationQuaternion.clone();\r\n }\r\n }\r\n if (currentCopy.color) {\r\n if (sp.color) {\r\n sp.color.copyFrom(currentCopy.color);\r\n }\r\n else {\r\n sp.color = currentCopy.color.clone();\r\n }\r\n }\r\n sp.scaling.copyFrom(currentCopy.scaling);\r\n sp.uvs.copyFrom(currentCopy.uvs);\r\n if (currentCopy.materialIndex !== null) {\r\n sp.materialIndex = currentCopy.materialIndex;\r\n }\r\n if (this.expandable) {\r\n this._idxOfId[sp.id] = sp.idx;\r\n }\r\n }\r\n if (!storage) {\r\n this._index += shape.length;\r\n this.nbParticles++;\r\n this._lastParticleId++;\r\n }\r\n return sp;\r\n }\r\n\r\n /**\r\n * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.\r\n * This method calls `updateParticle()` for each particle of the SPS.\r\n * For an animated SPS, it is usually called within the render loop.\r\n * This methods does nothing if called on a non updatable or not yet built SPS. Example : buildMesh() not called after having added or removed particles from an expandable SPS.\r\n * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_\r\n * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_\r\n * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_\r\n * @returns the SPS.\r\n */\r\n public setParticles(start: number = 0, end: number = this.nbParticles - 1, update: boolean = true): SolidParticleSystem {\r\n if (!this._updatable || this._isNotBuilt) {\r\n return this;\r\n }\r\n\r\n // custom beforeUpdate\r\n this.beforeUpdateParticles(start, end, update);\r\n\r\n const rotMatrix = TmpVectors.Matrix[0];\r\n const invertedMatrix = TmpVectors.Matrix[1];\r\n const mesh = this.mesh;\r\n const colors32 = this._colors32;\r\n const positions32 = this._positions32;\r\n const normals32 = this._normals32;\r\n const uvs32 = this._uvs32;\r\n const indices32 = this._indices32;\r\n const indices = this._indices;\r\n const fixedNormal32 = this._fixedNormal32;\r\n\r\n const tempVectors = TmpVectors.Vector3;\r\n const camAxisX = tempVectors[5].copyFromFloats(1.0, 0.0, 0.0);\r\n const camAxisY = tempVectors[6].copyFromFloats(0.0, 1.0, 0.0);\r\n const camAxisZ = tempVectors[7].copyFromFloats(0.0, 0.0, 1.0);\r\n const minimum = tempVectors[8].setAll(Number.MAX_VALUE);\r\n const maximum = tempVectors[9].setAll(-Number.MAX_VALUE);\r\n const camInvertedPosition = tempVectors[10].setAll(0);\r\n\r\n const tmpVertex = this._tmpVertex;\r\n const tmpVector = tmpVertex.position;\r\n const tmpColor = tmpVertex.color;\r\n const tmpUV = tmpVertex.uv;\r\n\r\n // cases when the World Matrix is to be computed first\r\n if (this.billboard || this._depthSort) {\r\n this.mesh.computeWorldMatrix(true);\r\n this.mesh._worldMatrix.invertToRef(invertedMatrix);\r\n }\r\n // if the particles will always face the camera\r\n if (this.billboard) {\r\n // compute the camera position and un-rotate it by the current mesh rotation\r\n const tmpVector0 = tempVectors[0];\r\n this._camera.getDirectionToRef(Axis.Z, tmpVector0);\r\n Vector3.TransformNormalToRef(tmpVector0, invertedMatrix, camAxisZ);\r\n camAxisZ.normalize();\r\n // same for camera up vector extracted from the cam view matrix\r\n var view = this._camera.getViewMatrix(true);\r\n Vector3.TransformNormalFromFloatsToRef(view.m[1], view.m[5], view.m[9], invertedMatrix, camAxisY);\r\n Vector3.CrossToRef(camAxisY, camAxisZ, camAxisX);\r\n camAxisY.normalize();\r\n camAxisX.normalize();\r\n }\r\n\r\n // if depthSort, compute the camera global position in the mesh local system\r\n if (this._depthSort) {\r\n Vector3.TransformCoordinatesToRef(this._camera.globalPosition, invertedMatrix, camInvertedPosition); // then un-rotate the camera\r\n }\r\n\r\n Matrix.IdentityToRef(rotMatrix);\r\n var idx = 0; // current position index in the global array positions32\r\n var index = 0; // position start index in the global array positions32 of the current particle\r\n var colidx = 0; // current color index in the global array colors32\r\n var colorIndex = 0; // color start index in the global array colors32 of the current particle\r\n var uvidx = 0; // current uv index in the global array uvs32\r\n var uvIndex = 0; // uv start index in the global array uvs32 of the current particle\r\n var pt = 0; // current index in the particle model shape\r\n\r\n if (this.mesh.isFacetDataEnabled) {\r\n this._computeBoundingBox = true;\r\n }\r\n\r\n end = (end >= this.nbParticles) ? this.nbParticles - 1 : end;\r\n if (this._computeBoundingBox) {\r\n if (start != 0 || end != this.nbParticles - 1) { // only some particles are updated, then use the current existing BBox basis. Note : it can only increase.\r\n const boundingInfo = this.mesh._boundingInfo;\r\n if (boundingInfo) {\r\n minimum.copyFrom(boundingInfo.minimum);\r\n maximum.copyFrom(boundingInfo.maximum);\r\n }\r\n }\r\n }\r\n\r\n // particle loop\r\n index = this.particles[start]._pos;\r\n const vpos = (index / 3) | 0;\r\n colorIndex = vpos * 4;\r\n uvIndex = vpos * 2;\r\n\r\n for (var p = start; p <= end; p++) {\r\n const particle = this.particles[p];\r\n\r\n // call to custom user function to update the particle properties\r\n this.updateParticle(particle);\r\n\r\n const shape = particle._model._shape;\r\n const shapeUV = particle._model._shapeUV;\r\n const particleRotationMatrix = particle._rotationMatrix;\r\n const particlePosition = particle.position;\r\n const particleRotation = particle.rotation;\r\n const particleScaling = particle.scaling;\r\n const particleGlobalPosition = particle._globalPosition;\r\n\r\n // camera-particle distance for depth sorting\r\n if (this._depthSort && this._depthSortParticles) {\r\n var dsp = this.depthSortedParticles[p];\r\n dsp.idx = particle.idx;\r\n dsp.ind = particle._ind;\r\n dsp.indicesLength = particle._model._indicesLength;\r\n dsp.sqDistance = Vector3.DistanceSquared(particle.position, camInvertedPosition);\r\n }\r\n\r\n // skip the computations for inactive or already invisible particles\r\n if (!particle.alive || (particle._stillInvisible && !particle.isVisible)) {\r\n // increment indexes for the next particle\r\n pt = shape.length;\r\n index += pt * 3;\r\n colorIndex += pt * 4;\r\n uvIndex += pt * 2;\r\n continue;\r\n }\r\n\r\n if (particle.isVisible) {\r\n particle._stillInvisible = false; // un-mark permanent invisibility\r\n\r\n const scaledPivot = tempVectors[12];\r\n particle.pivot.multiplyToRef(particleScaling, scaledPivot);\r\n\r\n // particle rotation matrix\r\n if (this.billboard) {\r\n particleRotation.x = 0.0;\r\n particleRotation.y = 0.0;\r\n }\r\n if (this._computeParticleRotation || this.billboard) {\r\n particle.getRotationMatrix(rotMatrix);\r\n }\r\n\r\n const particleHasParent = (particle.parentId !== null);\r\n if (particleHasParent) {\r\n const parent = this.getParticleById(particle.parentId!);\r\n if (parent) {\r\n const parentRotationMatrix = parent._rotationMatrix;\r\n const parentGlobalPosition = parent._globalPosition;\r\n\r\n const rotatedY = particlePosition.x * parentRotationMatrix[1] + particlePosition.y * parentRotationMatrix[4] + particlePosition.z * parentRotationMatrix[7];\r\n const rotatedX = particlePosition.x * parentRotationMatrix[0] + particlePosition.y * parentRotationMatrix[3] + particlePosition.z * parentRotationMatrix[6];\r\n const rotatedZ = particlePosition.x * parentRotationMatrix[2] + particlePosition.y * parentRotationMatrix[5] + particlePosition.z * parentRotationMatrix[8];\r\n\r\n particleGlobalPosition.x = parentGlobalPosition.x + rotatedX;\r\n particleGlobalPosition.y = parentGlobalPosition.y + rotatedY;\r\n particleGlobalPosition.z = parentGlobalPosition.z + rotatedZ;\r\n\r\n if (this._computeParticleRotation || this.billboard) {\r\n const rotMatrixValues = rotMatrix.m;\r\n particleRotationMatrix[0] = rotMatrixValues[0] * parentRotationMatrix[0] + rotMatrixValues[1] * parentRotationMatrix[3] + rotMatrixValues[2] * parentRotationMatrix[6];\r\n particleRotationMatrix[1] = rotMatrixValues[0] * parentRotationMatrix[1] + rotMatrixValues[1] * parentRotationMatrix[4] + rotMatrixValues[2] * parentRotationMatrix[7];\r\n particleRotationMatrix[2] = rotMatrixValues[0] * parentRotationMatrix[2] + rotMatrixValues[1] * parentRotationMatrix[5] + rotMatrixValues[2] * parentRotationMatrix[8];\r\n particleRotationMatrix[3] = rotMatrixValues[4] * parentRotationMatrix[0] + rotMatrixValues[5] * parentRotationMatrix[3] + rotMatrixValues[6] * parentRotationMatrix[6];\r\n particleRotationMatrix[4] = rotMatrixValues[4] * parentRotationMatrix[1] + rotMatrixValues[5] * parentRotationMatrix[4] + rotMatrixValues[6] * parentRotationMatrix[7];\r\n particleRotationMatrix[5] = rotMatrixValues[4] * parentRotationMatrix[2] + rotMatrixValues[5] * parentRotationMatrix[5] + rotMatrixValues[6] * parentRotationMatrix[8];\r\n particleRotationMatrix[6] = rotMatrixValues[8] * parentRotationMatrix[0] + rotMatrixValues[9] * parentRotationMatrix[3] + rotMatrixValues[10] * parentRotationMatrix[6];\r\n particleRotationMatrix[7] = rotMatrixValues[8] * parentRotationMatrix[1] + rotMatrixValues[9] * parentRotationMatrix[4] + rotMatrixValues[10] * parentRotationMatrix[7];\r\n particleRotationMatrix[8] = rotMatrixValues[8] * parentRotationMatrix[2] + rotMatrixValues[9] * parentRotationMatrix[5] + rotMatrixValues[10] * parentRotationMatrix[8];\r\n }\r\n }\r\n else { // in case the parent were removed at some moment\r\n particle.parentId = null;\r\n }\r\n }\r\n else {\r\n particleGlobalPosition.x = particlePosition.x;\r\n particleGlobalPosition.y = particlePosition.y;\r\n particleGlobalPosition.z = particlePosition.z;\r\n\r\n if (this._computeParticleRotation || this.billboard) {\r\n const rotMatrixValues = rotMatrix.m;\r\n particleRotationMatrix[0] = rotMatrixValues[0];\r\n particleRotationMatrix[1] = rotMatrixValues[1];\r\n particleRotationMatrix[2] = rotMatrixValues[2];\r\n particleRotationMatrix[3] = rotMatrixValues[4];\r\n particleRotationMatrix[4] = rotMatrixValues[5];\r\n particleRotationMatrix[5] = rotMatrixValues[6];\r\n particleRotationMatrix[6] = rotMatrixValues[8];\r\n particleRotationMatrix[7] = rotMatrixValues[9];\r\n particleRotationMatrix[8] = rotMatrixValues[10];\r\n }\r\n }\r\n\r\n const pivotBackTranslation = tempVectors[11];\r\n if (particle.translateFromPivot) {\r\n pivotBackTranslation.setAll(0.0);\r\n }\r\n else {\r\n pivotBackTranslation.copyFrom(scaledPivot);\r\n }\r\n\r\n // particle vertex loop\r\n for (pt = 0; pt < shape.length; pt++) {\r\n idx = index + pt * 3;\r\n colidx = colorIndex + pt * 4;\r\n uvidx = uvIndex + pt * 2;\r\n const iu = 2 * pt;\r\n const iv = iu + 1;\r\n\r\n tmpVector.copyFrom(shape[pt]);\r\n if (this._computeParticleColor && particle.color) {\r\n tmpColor.copyFrom(particle.color);\r\n }\r\n if (this._computeParticleTexture) {\r\n tmpUV.copyFromFloats(shapeUV[iu], shapeUV[iv]);\r\n }\r\n if (this._computeParticleVertex) {\r\n this.updateParticleVertex(particle, tmpVertex, pt);\r\n }\r\n\r\n // positions\r\n const vertexX = tmpVector.x * particleScaling.x - scaledPivot.x;\r\n const vertexY = tmpVector.y * particleScaling.y - scaledPivot.y;\r\n const vertexZ = tmpVector.z * particleScaling.z - scaledPivot.z;\r\n\r\n let rotatedX = vertexX * particleRotationMatrix[0] + vertexY * particleRotationMatrix[3] + vertexZ * particleRotationMatrix[6];\r\n let rotatedY = vertexX * particleRotationMatrix[1] + vertexY * particleRotationMatrix[4] + vertexZ * particleRotationMatrix[7];\r\n let rotatedZ = vertexX * particleRotationMatrix[2] + vertexY * particleRotationMatrix[5] + vertexZ * particleRotationMatrix[8];\r\n\r\n rotatedX += pivotBackTranslation.x;\r\n rotatedY += pivotBackTranslation.y;\r\n rotatedZ += pivotBackTranslation.z;\r\n\r\n const px = positions32[idx] = particleGlobalPosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;\r\n const py = positions32[idx + 1] = particleGlobalPosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;\r\n const pz = positions32[idx + 2] = particleGlobalPosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;\r\n\r\n if (this._computeBoundingBox) {\r\n minimum.minimizeInPlaceFromFloats(px, py, pz);\r\n maximum.maximizeInPlaceFromFloats(px, py, pz);\r\n }\r\n\r\n // normals : if the particles can't be morphed then just rotate the normals, what is much more faster than ComputeNormals()\r\n if (!this._computeParticleVertex) {\r\n const normalx = fixedNormal32[idx];\r\n const normaly = fixedNormal32[idx + 1];\r\n const normalz = fixedNormal32[idx + 2];\r\n\r\n const rotatedx = normalx * particleRotationMatrix[0] + normaly * particleRotationMatrix[3] + normalz * particleRotationMatrix[6];\r\n const rotatedy = normalx * particleRotationMatrix[1] + normaly * particleRotationMatrix[4] + normalz * particleRotationMatrix[7];\r\n const rotatedz = normalx * particleRotationMatrix[2] + normaly * particleRotationMatrix[5] + normalz * particleRotationMatrix[8];\r\n\r\n normals32[idx] = camAxisX.x * rotatedx + camAxisY.x * rotatedy + camAxisZ.x * rotatedz;\r\n normals32[idx + 1] = camAxisX.y * rotatedx + camAxisY.y * rotatedy + camAxisZ.y * rotatedz;\r\n normals32[idx + 2] = camAxisX.z * rotatedx + camAxisY.z * rotatedy + camAxisZ.z * rotatedz;\r\n }\r\n\r\n if (this._computeParticleColor && particle.color) {\r\n const colors32 = this._colors32;\r\n colors32[colidx] = tmpColor.r;\r\n colors32[colidx + 1] = tmpColor.g;\r\n colors32[colidx + 2] = tmpColor.b;\r\n colors32[colidx + 3] = tmpColor.a;\r\n }\r\n\r\n if (this._computeParticleTexture) {\r\n const uvs = particle.uvs;\r\n uvs32[uvidx] = tmpUV.x * (uvs.z - uvs.x) + uvs.x;\r\n uvs32[uvidx + 1] = tmpUV.y * (uvs.w - uvs.y) + uvs.y;\r\n }\r\n }\r\n }\r\n // particle just set invisible : scaled to zero and positioned at the origin\r\n else {\r\n particle._stillInvisible = true; // mark the particle as invisible\r\n for (pt = 0; pt < shape.length; pt++) {\r\n idx = index + pt * 3;\r\n colidx = colorIndex + pt * 4;\r\n uvidx = uvIndex + pt * 2;\r\n\r\n positions32[idx] = positions32[idx + 1] = positions32[idx + 2] = 0;\r\n normals32[idx] = normals32[idx + 1] = normals32[idx + 2] = 0;\r\n if (this._computeParticleColor && particle.color) {\r\n const color = particle.color;\r\n colors32[colidx] = color.r;\r\n colors32[colidx + 1] = color.g;\r\n colors32[colidx + 2] = color.b;\r\n colors32[colidx + 3] = color.a;\r\n }\r\n if (this._computeParticleTexture) {\r\n const uvs = particle.uvs;\r\n uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;\r\n uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;\r\n }\r\n }\r\n }\r\n\r\n // if the particle intersections must be computed : update the bbInfo\r\n if (this._particlesIntersect) {\r\n const bInfo = particle._boundingInfo;\r\n const bBox = bInfo.boundingBox;\r\n const bSphere = bInfo.boundingSphere;\r\n const modelBoundingInfo = particle._modelBoundingInfo;\r\n if (!this._bSphereOnly) {\r\n // place, scale and rotate the particle bbox within the SPS local system, then update it\r\n const modelBoundingInfoVectors = modelBoundingInfo.boundingBox.vectors;\r\n\r\n const tempMin = tempVectors[1];\r\n const tempMax = tempVectors[2];\r\n tempMin.setAll(Number.MAX_VALUE);\r\n tempMax.setAll(-Number.MAX_VALUE);\r\n for (var b = 0; b < 8; b++) {\r\n const scaledX = modelBoundingInfoVectors[b].x * particleScaling.x;\r\n const scaledY = modelBoundingInfoVectors[b].y * particleScaling.y;\r\n const scaledZ = modelBoundingInfoVectors[b].z * particleScaling.z;\r\n const rotatedX = scaledX * particleRotationMatrix[0] + scaledY * particleRotationMatrix[3] + scaledZ * particleRotationMatrix[6];\r\n const rotatedY = scaledX * particleRotationMatrix[1] + scaledY * particleRotationMatrix[4] + scaledZ * particleRotationMatrix[7];\r\n const rotatedZ = scaledX * particleRotationMatrix[2] + scaledY * particleRotationMatrix[5] + scaledZ * particleRotationMatrix[8];\r\n const x = particlePosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;\r\n const y = particlePosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;\r\n const z = particlePosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;\r\n tempMin.minimizeInPlaceFromFloats(x, y, z);\r\n tempMax.maximizeInPlaceFromFloats(x, y, z);\r\n }\r\n\r\n bBox.reConstruct(tempMin, tempMax, mesh._worldMatrix);\r\n }\r\n\r\n // place and scale the particle bouding sphere in the SPS local system, then update it\r\n const minBbox = modelBoundingInfo.minimum.multiplyToRef(particleScaling, tempVectors[1]);\r\n const maxBbox = modelBoundingInfo.maximum.multiplyToRef(particleScaling, tempVectors[2]);\r\n\r\n const bSphereCenter = maxBbox.addToRef(minBbox, tempVectors[3]).scaleInPlace(0.5).addInPlace(particleGlobalPosition);\r\n const halfDiag = maxBbox.subtractToRef(minBbox, tempVectors[4]).scaleInPlace(0.5 * this._bSphereRadiusFactor);\r\n const bSphereMinBbox = bSphereCenter.subtractToRef(halfDiag, tempVectors[1]);\r\n const bSphereMaxBbox = bSphereCenter.addToRef(halfDiag, tempVectors[2]);\r\n bSphere.reConstruct(bSphereMinBbox, bSphereMaxBbox, mesh._worldMatrix);\r\n }\r\n\r\n // increment indexes for the next particle\r\n index = idx + 3;\r\n colorIndex = colidx + 4;\r\n uvIndex = uvidx + 2;\r\n }\r\n\r\n // if the VBO must be updated\r\n if (update) {\r\n if (this._computeParticleColor) {\r\n mesh.updateVerticesData(VertexBuffer.ColorKind, colors32, false, false);\r\n }\r\n if (this._computeParticleTexture) {\r\n mesh.updateVerticesData(VertexBuffer.UVKind, uvs32, false, false);\r\n }\r\n mesh.updateVerticesData(VertexBuffer.PositionKind, positions32, false, false);\r\n if (!mesh.areNormalsFrozen || mesh.isFacetDataEnabled) {\r\n if (this._computeParticleVertex || mesh.isFacetDataEnabled) {\r\n // recompute the normals only if the particles can be morphed, update then also the normal reference array _fixedNormal32[]\r\n var params = mesh.isFacetDataEnabled ? mesh.getFacetDataParameters() : null;\r\n VertexData.ComputeNormals(positions32, indices32, normals32, params);\r\n for (var i = 0; i < normals32.length; i++) {\r\n fixedNormal32[i] = normals32[i];\r\n }\r\n }\r\n if (!mesh.areNormalsFrozen) {\r\n mesh.updateVerticesData(VertexBuffer.NormalKind, normals32, false, false);\r\n }\r\n }\r\n if (this._depthSort && this._depthSortParticles) {\r\n const depthSortedParticles = this.depthSortedParticles;\r\n depthSortedParticles.sort(this._depthSortFunction);\r\n const dspl = depthSortedParticles.length;\r\n let sid = 0;\r\n let faceId = 0;\r\n for (let sorted = 0; sorted < dspl; sorted++) {\r\n const sortedParticle = depthSortedParticles[sorted];\r\n const lind = sortedParticle.indicesLength;\r\n const sind = sortedParticle.ind;\r\n for (var i = 0; i < lind; i++) {\r\n indices32[sid] = indices[sind + i];\r\n sid++;\r\n if (this._pickable) {\r\n let f = i % 3;\r\n if (f == 0) {\r\n let pickedData = this.pickedParticles[faceId];\r\n pickedData.idx = sortedParticle.idx;\r\n pickedData.faceId = faceId;\r\n faceId++;\r\n }\r\n }\r\n }\r\n }\r\n mesh.updateIndices(indices32);\r\n }\r\n }\r\n if (this._computeBoundingBox) {\r\n if (mesh._boundingInfo) {\r\n mesh._boundingInfo.reConstruct(minimum, maximum, mesh._worldMatrix);\r\n }\r\n else {\r\n mesh._boundingInfo = new BoundingInfo(minimum, maximum, mesh._worldMatrix);\r\n }\r\n }\r\n if (this._autoUpdateSubMeshes) {\r\n this.computeSubMeshes();\r\n }\r\n this.afterUpdateParticles(start, end, update);\r\n return this;\r\n }\r\n\r\n /**\r\n * Disposes the SPS.\r\n */\r\n public dispose(): void {\r\n this.mesh.dispose();\r\n this.vars = null;\r\n // drop references to internal big arrays for the GC\r\n (this._positions) = null;\r\n (this._indices) = null;\r\n (this._normals) = null;\r\n (this._uvs) = null;\r\n (this._colors) = null;\r\n (this._indices32) = null;\r\n (this._positions32) = null;\r\n (this._normals32) = null;\r\n (this._fixedNormal32) = null;\r\n (this._uvs32) = null;\r\n (this._colors32) = null;\r\n (this.pickedParticles) = null;\r\n (this.pickedBySubMesh) = null;\r\n (this._materials) = null;\r\n (this._materialIndexes) = null;\r\n (this._indicesByMaterial) = null;\r\n (this._idxOfId) = null;\r\n }\r\n /** Returns an object {idx: numbern faceId: number} for the picked particle from the passed pickingInfo object.\r\n * idx is the particle index in the SPS\r\n * faceId is the picked face index counted within this particle.\r\n * Returns null if the pickInfo can't identify a picked particle.\r\n * @param pickingInfo (PickingInfo object)\r\n * @returns {idx: number, faceId: number} or null\r\n */\r\n public pickedParticle(pickingInfo: PickingInfo): Nullable<{idx: number, faceId: number}> {\r\n if (pickingInfo.hit) {\r\n const subMesh = pickingInfo.subMeshId;\r\n const faceId = pickingInfo.faceId;\r\n const picked = this.pickedBySubMesh;\r\n if (picked[subMesh] && picked[subMesh][faceId]) {\r\n return picked[subMesh][faceId];\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Returns a SolidParticle object from its identifier : particle.id\r\n * @param id (integer) the particle Id\r\n * @returns the searched particle or null if not found in the SPS.\r\n */\r\n public getParticleById(id: number): Nullable {\r\n const p = this.particles[id];\r\n if (p && p.id == id) {\r\n return p;\r\n }\r\n const particles = this.particles;\r\n const idx = this._idxOfId[id];\r\n if (idx !== undefined) {\r\n return particles[idx];\r\n }\r\n var i = 0;\r\n const nb = this.nbParticles;\r\n while (i < nb) {\r\n var particle = particles[i];\r\n if (particle.id == id) {\r\n return particle;\r\n }\r\n i++;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Returns a new array populated with the particles having the passed shapeId.\r\n * @param shapeId (integer) the shape identifier\r\n * @returns a new solid particle array\r\n */\r\n public getParticlesByShapeId(shapeId: number): SolidParticle[] {\r\n var ref: SolidParticle[] = [];\r\n this.getParticlesByShapeIdToRef(shapeId, ref);\r\n return ref;\r\n }\r\n\r\n /**\r\n * Populates the passed array \"ref\" with the particles having the passed shapeId.\r\n * @param shapeId the shape identifier\r\n * @returns the SPS\r\n * @param ref\r\n */\r\n public getParticlesByShapeIdToRef(shapeId: number, ref: SolidParticle[]): SolidParticleSystem {\r\n ref.length = 0;\r\n for (var i = 0; i < this.nbParticles; i++) {\r\n var p = this.particles[i];\r\n if (p.shapeId == shapeId) {\r\n ref.push(p);\r\n }\r\n }\r\n return this;\r\n }\r\n /**\r\n * Computes the required SubMeshes according the materials assigned to the particles.\r\n * @returns the solid particle system.\r\n * Does nothing if called before the SPS mesh is built.\r\n */\r\n public computeSubMeshes(): SolidParticleSystem {\r\n if (!this.mesh || !this._multimaterialEnabled) {\r\n return this;\r\n }\r\n const depthSortedParticles = this.depthSortedParticles;\r\n if (this.particles.length > 0) {\r\n for (let p = 0; p < this.particles.length; p++) {\r\n let part = this.particles[p];\r\n if (!part.materialIndex) {\r\n part.materialIndex = 0;\r\n }\r\n let sortedPart = depthSortedParticles[p];\r\n sortedPart.materialIndex = part.materialIndex;\r\n sortedPart.ind = part._ind;\r\n sortedPart.indicesLength = part._model._indicesLength;\r\n sortedPart.idx = part.idx;\r\n }\r\n }\r\n this._sortParticlesByMaterial();\r\n const indicesByMaterial = this._indicesByMaterial;\r\n const materialIndexes = this._materialIndexes;\r\n const mesh = this.mesh;\r\n mesh.subMeshes = [];\r\n const vcount = mesh.getTotalVertices();\r\n for (let m = 0; m < materialIndexes.length; m++) {\r\n let start = indicesByMaterial[m];\r\n let count = indicesByMaterial[m + 1] - start;\r\n let matIndex = materialIndexes[m];\r\n new SubMesh(matIndex, 0, vcount, start, count, mesh);\r\n }\r\n return this;\r\n }\r\n /**\r\n * Sorts the solid particles by material when MultiMaterial is enabled.\r\n * Updates the indices32 array.\r\n * Updates the indicesByMaterial array.\r\n * Updates the mesh indices array.\r\n * @returns the SPS\r\n * @hidden\r\n */\r\n private _sortParticlesByMaterial(): SolidParticleSystem {\r\n const indicesByMaterial = [0];\r\n this._indicesByMaterial = indicesByMaterial;\r\n const materialIndexes: number[] = [];\r\n this._materialIndexes = materialIndexes;\r\n const depthSortedParticles = this.depthSortedParticles;\r\n depthSortedParticles.sort(this._materialSortFunction);\r\n const length = depthSortedParticles.length;\r\n const indices32 = this._indices32;\r\n const indices = this._indices;\r\n\r\n let subMeshIndex = 0;\r\n let subMeshFaceId = 0;\r\n let sid = 0;\r\n let lastMatIndex = depthSortedParticles[0].materialIndex;\r\n materialIndexes.push(lastMatIndex);\r\n if (this._pickable) {\r\n this.pickedBySubMesh = [[]];\r\n this.pickedParticles = this.pickedBySubMesh[0];\r\n }\r\n for (let sorted = 0; sorted < length; sorted++) {\r\n let sortedPart = depthSortedParticles[sorted];\r\n let lind = sortedPart.indicesLength;\r\n let sind = sortedPart.ind;\r\n if (sortedPart.materialIndex !== lastMatIndex) {\r\n lastMatIndex = sortedPart.materialIndex;\r\n indicesByMaterial.push(sid);\r\n materialIndexes.push(lastMatIndex);\r\n if (this._pickable) {\r\n subMeshIndex++;\r\n this.pickedBySubMesh[subMeshIndex] = [];\r\n subMeshFaceId = 0;\r\n }\r\n }\r\n let faceId = 0;\r\n for (let i = 0; i < lind; i++) {\r\n indices32[sid] = indices[sind + i];\r\n if (this._pickable) {\r\n let f = i % 3;\r\n if (f == 0) {\r\n let pickedData = this.pickedBySubMesh[subMeshIndex][subMeshFaceId];\r\n if (pickedData) {\r\n pickedData.idx = sortedPart.idx;\r\n pickedData.faceId = faceId;\r\n }\r\n else {\r\n this.pickedBySubMesh[subMeshIndex][subMeshFaceId] = {idx: sortedPart.idx, faceId: faceId};\r\n }\r\n subMeshFaceId++;\r\n faceId++;\r\n }\r\n }\r\n sid++;\r\n }\r\n }\r\n\r\n indicesByMaterial.push(indices32.length); // add the last number to ease the indices start/count values for subMeshes creation\r\n if (this._updatable) {\r\n this.mesh.updateIndices(indices32);\r\n }\r\n return this;\r\n }\r\n /**\r\n * Sets the material indexes by id materialIndexesById[id] = materialIndex\r\n * @hidden\r\n */\r\n private _setMaterialIndexesById() {\r\n this._materialIndexesById = {};\r\n for (var i = 0; i < this._materials.length; i++) {\r\n var id = this._materials[i].uniqueId;\r\n this._materialIndexesById[id] = i;\r\n }\r\n }\r\n /**\r\n * Returns an array with unique values of Materials from the passed array\r\n * @param array the material array to be checked and filtered\r\n * @hidden\r\n */\r\n private _filterUniqueMaterialId(array: Material[]): Material[] {\r\n var filtered = array.filter(function(value, index, self) {\r\n return self.indexOf(value) === index;\r\n });\r\n return filtered;\r\n }\r\n /**\r\n * Sets a new Standard Material as _defaultMaterial if not already set.\r\n * @hidden\r\n */\r\n private _setDefaultMaterial(): Material {\r\n if (!this._defaultMaterial) {\r\n this._defaultMaterial = new StandardMaterial(this.name + \"DefaultMaterial\", this._scene);\r\n }\r\n return this._defaultMaterial;\r\n }\r\n /**\r\n * Visibilty helper : Recomputes the visible size according to the mesh bounding box\r\n * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility\r\n * @returns the SPS.\r\n */\r\n public refreshVisibleSize(): SolidParticleSystem {\r\n if (!this._isVisibilityBoxLocked) {\r\n this.mesh.refreshBoundingInfo();\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.\r\n * @param size the size (float) of the visibility box\r\n * note : this doesn't lock the SPS mesh bounding box.\r\n * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility\r\n */\r\n public setVisibilityBox(size: number): void {\r\n var vis = size / 2;\r\n this.mesh._boundingInfo = new BoundingInfo(new Vector3(-vis, -vis, -vis), new Vector3(vis, vis, vis));\r\n }\r\n\r\n /**\r\n * Gets whether the SPS as always visible or not\r\n * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility\r\n */\r\n public get isAlwaysVisible(): boolean {\r\n return this._alwaysVisible;\r\n }\r\n\r\n /**\r\n * Sets the SPS as always visible or not\r\n * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility\r\n */\r\n public set isAlwaysVisible(val: boolean) {\r\n this._alwaysVisible = val;\r\n this.mesh.alwaysSelectAsActiveMesh = val;\r\n }\r\n\r\n /**\r\n * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.\r\n * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility\r\n */\r\n public set isVisibilityBoxLocked(val: boolean) {\r\n this._isVisibilityBoxLocked = val;\r\n\r\n let boundingInfo = this.mesh.getBoundingInfo();\r\n\r\n boundingInfo.isLocked = val;\r\n }\r\n\r\n /**\r\n * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.\r\n * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility\r\n */\r\n public get isVisibilityBoxLocked(): boolean {\r\n return this._isVisibilityBoxLocked;\r\n }\r\n\r\n /**\r\n * Tells to `setParticles()` to compute the particle rotations or not.\r\n * Default value : true. The SPS is faster when it's set to false.\r\n * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.\r\n */\r\n public set computeParticleRotation(val: boolean) {\r\n this._computeParticleRotation = val;\r\n }\r\n\r\n /**\r\n * Tells to `setParticles()` to compute the particle colors or not.\r\n * Default value : true. The SPS is faster when it's set to false.\r\n * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.\r\n */\r\n public set computeParticleColor(val: boolean) {\r\n this._computeParticleColor = val;\r\n }\r\n\r\n public set computeParticleTexture(val: boolean) {\r\n this._computeParticleTexture = val;\r\n }\r\n /**\r\n * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.\r\n * Default value : false. The SPS is faster when it's set to false.\r\n * Note : the particle custom vertex positions aren't stored values.\r\n */\r\n public set computeParticleVertex(val: boolean) {\r\n this._computeParticleVertex = val;\r\n }\r\n /**\r\n * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.\r\n */\r\n public set computeBoundingBox(val: boolean) {\r\n this._computeBoundingBox = val;\r\n }\r\n /**\r\n * Tells to `setParticles()` to sort or not the distance between each particle and the camera.\r\n * Skipped when `enableDepthSort` is set to `false` (default) at construction time.\r\n * Default : `true`\r\n */\r\n public set depthSortParticles(val: boolean) {\r\n this._depthSortParticles = val;\r\n }\r\n\r\n /**\r\n * Gets if `setParticles()` computes the particle rotations or not.\r\n * Default value : true. The SPS is faster when it's set to false.\r\n * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.\r\n */\r\n public get computeParticleRotation(): boolean {\r\n return this._computeParticleRotation;\r\n }\r\n\r\n /**\r\n * Gets if `setParticles()` computes the particle colors or not.\r\n * Default value : true. The SPS is faster when it's set to false.\r\n * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.\r\n */\r\n public get computeParticleColor(): boolean {\r\n return this._computeParticleColor;\r\n }\r\n\r\n /**\r\n * Gets if `setParticles()` computes the particle textures or not.\r\n * Default value : true. The SPS is faster when it's set to false.\r\n * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.\r\n */\r\n public get computeParticleTexture(): boolean {\r\n return this._computeParticleTexture;\r\n }\r\n\r\n /**\r\n * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.\r\n * Default value : false. The SPS is faster when it's set to false.\r\n * Note : the particle custom vertex positions aren't stored values.\r\n */\r\n public get computeParticleVertex(): boolean {\r\n return this._computeParticleVertex;\r\n }\r\n\r\n /**\r\n * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.\r\n */\r\n public get computeBoundingBox(): boolean {\r\n return this._computeBoundingBox;\r\n }\r\n\r\n /**\r\n * Gets if `setParticles()` sorts or not the distance between each particle and the camera.\r\n * Skipped when `enableDepthSort` is set to `false` (default) at construction time.\r\n * Default : `true`\r\n */\r\n public get depthSortParticles(): boolean {\r\n return this._depthSortParticles;\r\n }\r\n\r\n /**\r\n * Gets if the SPS is created as expandable at construction time.\r\n * Default : `false`\r\n */\r\n public get expandable(): boolean {\r\n return this._expandable;\r\n }\r\n /**\r\n * Gets if the SPS supports the Multi Materials\r\n */\r\n public get multimaterialEnabled(): boolean {\r\n return this._multimaterialEnabled;\r\n }\r\n /**\r\n * Gets if the SPS uses the model materials for its own multimaterial.\r\n */\r\n public get useModelMaterial(): boolean {\r\n return this._useModelMaterial;\r\n }\r\n /**\r\n * The SPS used material array.\r\n */\r\n public get materials(): Material[] {\r\n return this._materials;\r\n }\r\n /**\r\n * Sets the SPS MultiMaterial from the passed materials.\r\n * Note : the passed array is internally copied and not used then by reference.\r\n * @param materials an array of material objects. This array indexes are the materialIndex values of the particles.\r\n */\r\n public setMultiMaterial(materials: Material[]) {\r\n this._materials = this._filterUniqueMaterialId(materials);\r\n this._setMaterialIndexesById();\r\n if (this._multimaterial) {\r\n this._multimaterial.dispose();\r\n }\r\n this._multimaterial = new MultiMaterial(this.name + \"MultiMaterial\", this._scene);\r\n for (var m = 0; m < this._materials.length; m++) {\r\n this._multimaterial.subMaterials.push(this._materials[m]);\r\n }\r\n this.computeSubMeshes();\r\n this.mesh.material = this._multimaterial;\r\n }\r\n /**\r\n * The SPS computed multimaterial object\r\n */\r\n public get multimaterial(): MultiMaterial {\r\n return this._multimaterial;\r\n }\r\n public set multimaterial(mm) {\r\n this._multimaterial = mm;\r\n }\r\n /**\r\n * If the subMeshes must be updated on the next call to setParticles()\r\n */\r\n public get autoUpdateSubMeshes(): boolean {\r\n return this._autoUpdateSubMeshes;\r\n }\r\n public set autoUpdateSubMeshes(val: boolean) {\r\n this._autoUpdateSubMeshes = val;\r\n }\r\n // =======================================================================\r\n // Particle behavior logic\r\n // these following methods may be overwritten by the user to fit his needs\r\n\r\n /**\r\n * This function does nothing. It may be overwritten to set all the particle first values.\r\n * The SPS doesn't call this function, you may have to call it by your own.\r\n * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management\r\n */\r\n public initParticles(): void {\r\n }\r\n\r\n /**\r\n * This function does nothing. It may be overwritten to recycle a particle.\r\n * The SPS doesn't call this function, you may have to call it by your own.\r\n * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management\r\n * @param particle The particle to recycle\r\n * @returns the recycled particle\r\n */\r\n public recycleParticle(particle: SolidParticle): SolidParticle {\r\n return particle;\r\n }\r\n\r\n /**\r\n * Updates a particle : this function should be overwritten by the user.\r\n * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.\r\n * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management\r\n * @example : just set a particle position or velocity and recycle conditions\r\n * @param particle The particle to update\r\n * @returns the updated particle\r\n */\r\n public updateParticle(particle: SolidParticle): SolidParticle {\r\n return particle;\r\n }\r\n\r\n /**\r\n * Updates a vertex of a particle : it can be overwritten by the user.\r\n * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.\r\n * @param particle the current particle\r\n * @param vertex the current vertex of the current particle : a SolidParticleVertex object\r\n * @param pt the index of the current vertex in the particle shape\r\n * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape\r\n * @example : just set a vertex particle position or color\r\n * @returns the sps\r\n */\r\n public updateParticleVertex(particle: SolidParticle, vertex: SolidParticleVertex, pt: number): SolidParticleSystem {\r\n return this;\r\n }\r\n\r\n /**\r\n * This will be called before any other treatment by `setParticles()` and will be passed three parameters.\r\n * This does nothing and may be overwritten by the user.\r\n * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()\r\n * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()\r\n * @param update the boolean update value actually passed to setParticles()\r\n */\r\n public beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void {\r\n }\r\n /**\r\n * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.\r\n * This will be passed three parameters.\r\n * This does nothing and may be overwritten by the user.\r\n * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()\r\n * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()\r\n * @param update the boolean update value actually passed to setParticles()\r\n */\r\n public afterUpdateParticles(start?: number, stop?: number, update?: boolean): void {\r\n }\r\n}\r\n","import { Vector3 } from \"../Maths/math.vector\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { _DevTools } from '../Misc/devTools';\r\n\r\ndeclare type Scene = import(\"../scene\").Scene;\r\ndeclare type ParticleSystem = import(\"../Particles/particleSystem\").ParticleSystem;\r\n\r\n/**\r\n * Type of sub emitter\r\n */\r\nexport enum SubEmitterType {\r\n /**\r\n * Attached to the particle over it's lifetime\r\n */\r\n ATTACHED,\r\n /**\r\n * Created when the particle dies\r\n */\r\n END\r\n}\r\n\r\n/**\r\n * Sub emitter class used to emit particles from an existing particle\r\n */\r\nexport class SubEmitter {\r\n /**\r\n * Type of the submitter (Default: END)\r\n */\r\n public type = SubEmitterType.END;\r\n /**\r\n * If the particle should inherit the direction from the particle it's attached to. (+Y will face the direction the particle is moving) (Default: false)\r\n * Note: This only is supported when using an emitter of type Mesh\r\n */\r\n public inheritDirection = false;\r\n /**\r\n * How much of the attached particles speed should be added to the sub emitted particle (default: 0)\r\n */\r\n public inheritedVelocityAmount = 0;\r\n /**\r\n * Creates a sub emitter\r\n * @param particleSystem the particle system to be used by the sub emitter\r\n */\r\n constructor(\r\n /**\r\n * the particle system to be used by the sub emitter\r\n */\r\n public particleSystem: ParticleSystem\r\n ) {\r\n // Create mesh as emitter to support rotation\r\n if (!particleSystem.emitter || !(particleSystem.emitter).dispose) {\r\n particleSystem.emitter = new AbstractMesh(\"SubemitterSystemEmitter\", particleSystem.getScene());\r\n }\r\n\r\n // Automatically dispose of subemitter when system is disposed\r\n particleSystem.onDisposeObservable.add(() => {\r\n if (particleSystem.emitter && (particleSystem.emitter).dispose) {\r\n (particleSystem.emitter).dispose();\r\n }\r\n });\r\n }\r\n /**\r\n * Clones the sub emitter\r\n * @returns the cloned sub emitter\r\n */\r\n public clone(): SubEmitter {\r\n // Clone particle system\r\n var emitter = this.particleSystem.emitter;\r\n if (!emitter) {\r\n emitter = new Vector3();\r\n } else if (emitter instanceof Vector3) {\r\n emitter = emitter.clone();\r\n } else if (emitter instanceof AbstractMesh) {\r\n emitter = new Mesh(\"\", emitter.getScene());\r\n emitter.isVisible = false;\r\n }\r\n var clone = new SubEmitter(this.particleSystem.clone(\"\", emitter));\r\n\r\n // Clone properties\r\n clone.particleSystem.name += \"Clone\";\r\n clone.type = this.type;\r\n clone.inheritDirection = this.inheritDirection;\r\n clone.inheritedVelocityAmount = this.inheritedVelocityAmount;\r\n\r\n clone.particleSystem._disposeEmitterOnDispose = true;\r\n clone.particleSystem.disposeOnStop = true;\r\n return clone;\r\n }\r\n\r\n /**\r\n * Serialize current object to a JSON object\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n let serializationObject: any = {};\r\n\r\n serializationObject.type = this.type;\r\n serializationObject.inheritDirection = this.inheritDirection;\r\n serializationObject.inheritedVelocityAmount = this.inheritedVelocityAmount;\r\n serializationObject.particleSystem = this.particleSystem.serialize();\r\n\r\n return serializationObject;\r\n }\r\n\r\n /** @hidden */\r\n public static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem {\r\n throw _DevTools.WarnImport(\"ParseParticle\");\r\n }\r\n\r\n /**\r\n * Creates a new SubEmitter from a serialized JSON version\r\n * @param serializationObject defines the JSON object to read from\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the rootUrl for data loading\r\n * @returns a new SubEmitter\r\n */\r\n public static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter {\r\n let system = serializationObject.particleSystem;\r\n let subEmitter = new SubEmitter(SubEmitter._ParseParticleSystem(system, scene, rootUrl));\r\n subEmitter.type = serializationObject.type;\r\n subEmitter.inheritDirection = serializationObject.inheritDirection;\r\n subEmitter.inheritedVelocityAmount = serializationObject.inheritedVelocityAmount;\r\n subEmitter.particleSystem._isSubEmitter = true;\r\n\r\n return subEmitter;\r\n }\r\n\r\n /** Release associated resources */\r\n public dispose() {\r\n this.particleSystem.dispose();\r\n }\r\n}\r\n","import { Quaternion, Vector3, Matrix } from \"../../Maths/math.vector\";\r\nimport { IPhysicsEnginePlugin, PhysicsImpostorJoint } from \"../../Physics/IPhysicsEngine\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { PhysicsImpostor, IPhysicsEnabledObject } from \"../../Physics/physicsImpostor\";\r\nimport { PhysicsJoint, IMotorEnabledJoint, DistanceJointData } from \"../../Physics/physicsJoint\";\r\nimport { VertexBuffer } from \"../../Meshes/buffer\";\r\nimport { VertexData } from \"../../Meshes/mesh.vertexData\";\r\nimport { Nullable } from \"../../types\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport { ShapeBuilder } from \"../../Meshes/Builders/shapeBuilder\";\r\nimport { LinesBuilder } from \"../../Meshes/Builders/linesBuilder\";\r\nimport { LinesMesh } from '../../Meshes/linesMesh';\r\nimport { PhysicsRaycastResult } from \"../physicsRaycastResult\";\r\nimport { Scalar } from \"../../Maths/math.scalar\";\r\n\r\ndeclare var Ammo: any;\r\n\r\n/**\r\n * AmmoJS Physics plugin\r\n * @see https://doc.babylonjs.com/how_to/using_the_physics_engine\r\n * @see https://github.com/kripken/ammo.js/\r\n */\r\nexport class AmmoJSPlugin implements IPhysicsEnginePlugin {\r\n /**\r\n * Reference to the Ammo library\r\n */\r\n public bjsAMMO: any = {};\r\n /**\r\n * Created ammoJS world which physics bodies are added to\r\n */\r\n public world: any;\r\n /**\r\n * Name of the plugin\r\n */\r\n public name: string = \"AmmoJSPlugin\";\r\n\r\n private _timeStep: number = 1 / 60;\r\n private _fixedTimeStep: number = 1 / 60;\r\n private _maxSteps = 5;\r\n private _tmpQuaternion = new Quaternion();\r\n private _tmpAmmoTransform: any;\r\n private _tmpAmmoQuaternion: any;\r\n private _tmpAmmoConcreteContactResultCallback: any;\r\n private _collisionConfiguration: any;\r\n private _dispatcher: any;\r\n private _overlappingPairCache: any;\r\n private _solver: any;\r\n private _softBodySolver: any;\r\n private _tmpAmmoVectorA: any;\r\n private _tmpAmmoVectorB: any;\r\n private _tmpAmmoVectorC: any;\r\n private _tmpAmmoVectorD: any;\r\n private _tmpContactCallbackResult = false;\r\n private _tmpAmmoVectorRCA: any;\r\n private _tmpAmmoVectorRCB: any;\r\n private _raycastResult: PhysicsRaycastResult;\r\n\r\n private static readonly DISABLE_COLLISION_FLAG = 4;\r\n private static readonly KINEMATIC_FLAG = 2;\r\n private static readonly DISABLE_DEACTIVATION_FLAG = 4;\r\n\r\n /**\r\n * Initializes the ammoJS plugin\r\n * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)\r\n * @param ammoInjection can be used to inject your own ammo reference\r\n * @param overlappingPairCache can be used to specify your own overlapping pair cache\r\n */\r\n public constructor(private _useDeltaForWorldStep: boolean = true, ammoInjection: any = Ammo, overlappingPairCache: any = null) {\r\n if (typeof ammoInjection === \"function\") {\r\n ammoInjection(this.bjsAMMO);\r\n } else {\r\n this.bjsAMMO = ammoInjection;\r\n }\r\n\r\n if (!this.isSupported()) {\r\n Logger.Error(\"AmmoJS is not available. Please make sure you included the js file.\");\r\n return;\r\n }\r\n\r\n // Initialize the physics world\r\n this._collisionConfiguration = new this.bjsAMMO.btSoftBodyRigidBodyCollisionConfiguration();\r\n this._dispatcher = new this.bjsAMMO.btCollisionDispatcher(this._collisionConfiguration);\r\n this._overlappingPairCache = overlappingPairCache || new this.bjsAMMO.btDbvtBroadphase();\r\n this._solver = new this.bjsAMMO.btSequentialImpulseConstraintSolver();\r\n this._softBodySolver = new this.bjsAMMO.btDefaultSoftBodySolver();\r\n this.world = new this.bjsAMMO.btSoftRigidDynamicsWorld(this._dispatcher, this._overlappingPairCache, this._solver, this._collisionConfiguration, this._softBodySolver);\r\n\r\n this._tmpAmmoConcreteContactResultCallback = new this.bjsAMMO.ConcreteContactResultCallback();\r\n this._tmpAmmoConcreteContactResultCallback.addSingleResult = () => { this._tmpContactCallbackResult = true; };\r\n\r\n this._raycastResult = new PhysicsRaycastResult();\r\n\r\n // Create temp ammo variables\r\n this._tmpAmmoTransform = new this.bjsAMMO.btTransform();\r\n this._tmpAmmoTransform.setIdentity();\r\n this._tmpAmmoQuaternion = new this.bjsAMMO.btQuaternion(0, 0, 0, 1);\r\n this._tmpAmmoVectorA = new this.bjsAMMO.btVector3(0, 0, 0);\r\n this._tmpAmmoVectorB = new this.bjsAMMO.btVector3(0, 0, 0);\r\n this._tmpAmmoVectorC = new this.bjsAMMO.btVector3(0, 0, 0);\r\n this._tmpAmmoVectorD = new this.bjsAMMO.btVector3(0, 0, 0);\r\n }\r\n\r\n /**\r\n * Sets the gravity of the physics world (m/(s^2))\r\n * @param gravity Gravity to set\r\n */\r\n public setGravity(gravity: Vector3): void {\r\n this._tmpAmmoVectorA.setValue(gravity.x, gravity.y, gravity.z);\r\n this.world.setGravity(this._tmpAmmoVectorA);\r\n this.world.getWorldInfo().set_m_gravity(this._tmpAmmoVectorA);\r\n }\r\n\r\n /**\r\n * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)\r\n * @param timeStep timestep to use in seconds\r\n */\r\n public setTimeStep(timeStep: number) {\r\n this._timeStep = timeStep;\r\n }\r\n\r\n /**\r\n * Increment to step forward in the physics engine (If timeStep is set to 1/60 and fixedTimeStep is set to 1/120 the physics engine should run 2 steps per frame) (Default: 1/60)\r\n * @param fixedTimeStep fixedTimeStep to use in seconds\r\n */\r\n public setFixedTimeStep(fixedTimeStep: number) {\r\n this._fixedTimeStep = fixedTimeStep;\r\n }\r\n\r\n /**\r\n * Sets the maximum number of steps by the physics engine per frame (Default: 5)\r\n * @param maxSteps the maximum number of steps by the physics engine per frame\r\n */\r\n public setMaxSteps(maxSteps: number) {\r\n this._maxSteps = maxSteps;\r\n }\r\n\r\n /**\r\n * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)\r\n * @returns the current timestep in seconds\r\n */\r\n public getTimeStep(): number {\r\n return this._timeStep;\r\n }\r\n\r\n /**\r\n * The create custom shape handler function to be called when using BABYLON.PhysicsImposter.CustomImpostor\r\n */\r\n public onCreateCustomShape: (impostor: PhysicsImpostor) => any;\r\n\r\n // Ammo's contactTest and contactPairTest take a callback that runs synchronously, wrap them so that they are easier to consume\r\n private _isImpostorInContact(impostor: PhysicsImpostor) {\r\n this._tmpContactCallbackResult = false;\r\n this.world.contactTest(impostor.physicsBody, this._tmpAmmoConcreteContactResultCallback);\r\n return this._tmpContactCallbackResult;\r\n }\r\n // Ammo's collision events have some weird quirks\r\n // contactPairTest fires too many events as it fires events even when objects are close together but contactTest does not\r\n // so only fire event if both contactTest and contactPairTest have a hit\r\n private _isImpostorPairInContact(impostorA: PhysicsImpostor, impostorB: PhysicsImpostor) {\r\n this._tmpContactCallbackResult = false;\r\n this.world.contactPairTest(impostorA.physicsBody, impostorB.physicsBody, this._tmpAmmoConcreteContactResultCallback);\r\n return this._tmpContactCallbackResult;\r\n }\r\n\r\n // Ammo's behavior when maxSteps > 0 does not behave as described in docs\r\n // @see http://www.bulletphysics.org/mediawiki-1.5.8/index.php/Stepping_The_World\r\n //\r\n // When maxSteps is 0 do the entire simulation in one step\r\n // When maxSteps is > 0, run up to maxStep times, if on the last step the (remaining step - fixedTimeStep) is < fixedTimeStep, the remainder will be used for the step. (eg. if remainder is 1.001 and fixedTimeStep is 1 the last step will be 1.001, if instead it did 2 steps (1, 0.001) issues occuered when having a tiny step in ammo)\r\n // Note: To get deterministic physics, timeStep would always need to be divisible by fixedTimeStep\r\n private _stepSimulation(timeStep: number = 1 / 60, maxSteps: number = 10, fixedTimeStep: number = 1 / 60) {\r\n if (maxSteps == 0) {\r\n this.world.stepSimulation(timeStep, 0);\r\n } else {\r\n while (maxSteps > 0 && timeStep > 0) {\r\n if (timeStep - fixedTimeStep < fixedTimeStep) {\r\n this.world.stepSimulation(timeStep, 0);\r\n timeStep = 0;\r\n } else {\r\n timeStep -= fixedTimeStep;\r\n this.world.stepSimulation(fixedTimeStep, 0);\r\n }\r\n maxSteps--;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Moves the physics simulation forward delta seconds and updates the given physics imposters\r\n * Prior to the step the imposters physics location is set to the position of the babylon meshes\r\n * After the step the babylon meshes are set to the position of the physics imposters\r\n * @param delta amount of time to step forward\r\n * @param impostors array of imposters to update before/after the step\r\n */\r\n public executeStep(delta: number, impostors: Array): void {\r\n for (var impostor of impostors) {\r\n // Update physics world objects to match babylon world\r\n if (!impostor.soft) {\r\n impostor.beforeStep();\r\n }\r\n }\r\n\r\n this._stepSimulation(this._useDeltaForWorldStep ? delta : this._timeStep, this._maxSteps, this._fixedTimeStep);\r\n\r\n for (var mainImpostor of impostors) {\r\n // After physics update make babylon world objects match physics world objects\r\n if (mainImpostor.soft) {\r\n this._afterSoftStep(mainImpostor);\r\n }\r\n else {\r\n mainImpostor.afterStep();\r\n }\r\n\r\n // Handle collision event\r\n if (mainImpostor._onPhysicsCollideCallbacks.length > 0) {\r\n if (this._isImpostorInContact(mainImpostor)) {\r\n for (var collideCallback of mainImpostor._onPhysicsCollideCallbacks) {\r\n for (var otherImpostor of collideCallback.otherImpostors) {\r\n if (mainImpostor.physicsBody.isActive() || otherImpostor.physicsBody.isActive()) {\r\n if (this._isImpostorPairInContact(mainImpostor, otherImpostor)) {\r\n mainImpostor.onCollide({ body: otherImpostor.physicsBody });\r\n otherImpostor.onCollide({ body: mainImpostor.physicsBody });\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Update babylon mesh to match physics world object\r\n * @param impostor imposter to match\r\n */\r\n private _afterSoftStep(impostor: PhysicsImpostor): void {\r\n if (impostor.type === PhysicsImpostor.RopeImpostor) {\r\n this._ropeStep(impostor);\r\n }\r\n else {\r\n this._softbodyOrClothStep(impostor);\r\n }\r\n }\r\n\r\n /**\r\n * Update babylon mesh vertices vertices to match physics world softbody or cloth\r\n * @param impostor imposter to match\r\n */\r\n private _ropeStep(impostor: PhysicsImpostor): void {\r\n var bodyVertices = impostor.physicsBody.get_m_nodes();\r\n var nbVertices = bodyVertices.size();\r\n var node: any;\r\n var nodePositions: any;\r\n var x, y, z: number;\r\n var path: Array = new Array();\r\n for (var n = 0; n < nbVertices; n++) {\r\n node = bodyVertices.at(n);\r\n nodePositions = node.get_m_x();\r\n x = nodePositions.x();\r\n y = nodePositions.y();\r\n z = nodePositions.z();\r\n path.push(new Vector3(x, y, z));\r\n }\r\n var object = impostor.object;\r\n var shape = impostor.getParam(\"shape\");\r\n if (impostor._isFromLine) {\r\n impostor.object = LinesBuilder.CreateLines(\"lines\", { points: path, instance: object });\r\n }\r\n else {\r\n impostor.object = ShapeBuilder.ExtrudeShape(\"ext\", { shape: shape, path: path, instance: object });\r\n }\r\n\r\n }\r\n\r\n /**\r\n * Update babylon mesh vertices vertices to match physics world softbody or cloth\r\n * @param impostor imposter to match\r\n */\r\n private _softbodyOrClothStep(impostor: PhysicsImpostor): void {\r\n var normalDirection = (impostor.type === PhysicsImpostor.ClothImpostor) ? 1 : -1;\r\n var object = impostor.object;\r\n var vertexPositions = object.getVerticesData(VertexBuffer.PositionKind);\r\n if (!vertexPositions) {\r\n vertexPositions = [];\r\n }\r\n var vertexNormals = object.getVerticesData(VertexBuffer.NormalKind);\r\n if (!vertexNormals) {\r\n vertexNormals = [];\r\n }\r\n\r\n var nbVertices = vertexPositions.length / 3;\r\n var bodyVertices = impostor.physicsBody.get_m_nodes();\r\n var node: any;\r\n var nodePositions: any;\r\n var nodeNormals: any;\r\n var x, y, z: number;\r\n var nx, ny, nz: number;\r\n for (var n = 0; n < nbVertices; n++) {\r\n node = bodyVertices.at(n);\r\n nodePositions = node.get_m_x();\r\n x = nodePositions.x();\r\n y = nodePositions.y();\r\n z = nodePositions.z() * normalDirection;\r\n var nodeNormals = node.get_m_n();\r\n nx = nodeNormals.x();\r\n ny = nodeNormals.y();\r\n nz = nodeNormals.z() * normalDirection;\r\n\r\n vertexPositions[3 * n] = x;\r\n vertexPositions[3 * n + 1] = y;\r\n vertexPositions[3 * n + 2] = z;\r\n vertexNormals[3 * n] = nx;\r\n vertexNormals[3 * n + 1] = ny;\r\n vertexNormals[3 * n + 2] = nz;\r\n }\r\n\r\n var vertex_data = new VertexData();\r\n\r\n vertex_data.positions = vertexPositions;\r\n vertex_data.normals = vertexNormals;\r\n vertex_data.uvs = object.getVerticesData(VertexBuffer.UVKind);\r\n vertex_data.colors = object.getVerticesData(VertexBuffer.ColorKind);\r\n if (object && object.getIndices) {\r\n vertex_data.indices = object.getIndices();\r\n }\r\n\r\n vertex_data.applyToMesh(object);\r\n }\r\n\r\n private _tmpMatrix = new Matrix();\r\n /**\r\n * Applies an impulse on the imposter\r\n * @param impostor imposter to apply impulse to\r\n * @param force amount of force to be applied to the imposter\r\n * @param contactPoint the location to apply the impulse on the imposter\r\n */\r\n public applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3) {\r\n if (!impostor.soft) {\r\n impostor.physicsBody.activate();\r\n var worldPoint = this._tmpAmmoVectorA;\r\n var impulse = this._tmpAmmoVectorB;\r\n\r\n // Convert contactPoint relative to center of mass\r\n if (impostor.object && impostor.object.getWorldMatrix) {\r\n contactPoint.subtractInPlace(impostor.object.getWorldMatrix().getTranslation());\r\n }\r\n\r\n worldPoint.setValue(contactPoint.x, contactPoint.y, contactPoint.z);\r\n impulse.setValue(force.x, force.y, force.z);\r\n\r\n impostor.physicsBody.applyImpulse(impulse, worldPoint);\r\n }\r\n else {\r\n Logger.Warn(\"Cannot be applied to a soft body\");\r\n }\r\n }\r\n\r\n /**\r\n * Applies a force on the imposter\r\n * @param impostor imposter to apply force\r\n * @param force amount of force to be applied to the imposter\r\n * @param contactPoint the location to apply the force on the imposter\r\n */\r\n public applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3) {\r\n if (!impostor.soft) {\r\n impostor.physicsBody.activate();\r\n var worldPoint = this._tmpAmmoVectorA;\r\n var impulse = this._tmpAmmoVectorB;\r\n\r\n // Convert contactPoint relative to center of mass\r\n if (impostor.object && impostor.object.getWorldMatrix) {\r\n contactPoint.subtractInPlace(impostor.object.getWorldMatrix().getTranslation());\r\n }\r\n\r\n worldPoint.setValue(contactPoint.x, contactPoint.y, contactPoint.z);\r\n impulse.setValue(force.x, force.y, force.z);\r\n\r\n impostor.physicsBody.applyForce(impulse, worldPoint);\r\n }\r\n else {\r\n Logger.Warn(\"Cannot be applied to a soft body\");\r\n }\r\n }\r\n\r\n /**\r\n * Creates a physics body using the plugin\r\n * @param impostor the imposter to create the physics body on\r\n */\r\n public generatePhysicsBody(impostor: PhysicsImpostor) {\r\n // Note: this method will not be called on child imposotrs for compound impostors\r\n\r\n impostor._pluginData.toDispose = [];\r\n\r\n //parent-child relationship\r\n if (impostor.parent) {\r\n if (impostor.physicsBody) {\r\n this.removePhysicsBody(impostor);\r\n impostor.forceUpdate();\r\n }\r\n return;\r\n }\r\n\r\n if (impostor.isBodyInitRequired()) {\r\n var colShape = this._createShape(impostor);\r\n var mass = impostor.getParam(\"mass\");\r\n impostor._pluginData.mass = mass;\r\n if (impostor.soft) {\r\n colShape.get_m_cfg().set_collisions(0x11);\r\n colShape.get_m_cfg().set_kDP(impostor.getParam(\"damping\"));\r\n this.bjsAMMO.castObject(colShape, this.bjsAMMO.btCollisionObject).getCollisionShape().setMargin(impostor.getParam(\"margin\"));\r\n colShape.setActivationState(AmmoJSPlugin.DISABLE_DEACTIVATION_FLAG);\r\n this.world.addSoftBody(colShape, 1, -1);\r\n impostor.physicsBody = colShape;\r\n impostor._pluginData.toDispose.push(colShape);\r\n this.setBodyPressure(impostor, 0);\r\n if (impostor.type === PhysicsImpostor.SoftbodyImpostor) {\r\n this.setBodyPressure(impostor, impostor.getParam(\"pressure\"));\r\n }\r\n this.setBodyStiffness(impostor, impostor.getParam(\"stiffness\"));\r\n this.setBodyVelocityIterations(impostor, impostor.getParam(\"velocityIterations\"));\r\n this.setBodyPositionIterations(impostor, impostor.getParam(\"positionIterations\"));\r\n }\r\n else {\r\n var localInertia = new this.bjsAMMO.btVector3(0, 0, 0);\r\n var startTransform = new this.bjsAMMO.btTransform();\r\n startTransform.setIdentity();\r\n if (mass !== 0) {\r\n colShape.calculateLocalInertia(mass, localInertia);\r\n }\r\n this._tmpAmmoVectorA.setValue(impostor.object.position.x, impostor.object.position.y, impostor.object.position.z);\r\n this._tmpAmmoQuaternion.setValue(impostor.object.rotationQuaternion!.x, impostor.object.rotationQuaternion!.y, impostor.object.rotationQuaternion!.z, impostor.object.rotationQuaternion!.w);\r\n startTransform.setOrigin(this._tmpAmmoVectorA);\r\n startTransform.setRotation(this._tmpAmmoQuaternion);\r\n var myMotionState = new this.bjsAMMO.btDefaultMotionState(startTransform);\r\n var rbInfo = new this.bjsAMMO.btRigidBodyConstructionInfo(mass, myMotionState, colShape, localInertia);\r\n var body = new this.bjsAMMO.btRigidBody(rbInfo);\r\n\r\n // Make objects kinematic if it's mass is 0\r\n if (mass === 0) {\r\n body.setCollisionFlags(body.getCollisionFlags() | AmmoJSPlugin.KINEMATIC_FLAG);\r\n body.setActivationState(AmmoJSPlugin.DISABLE_DEACTIVATION_FLAG);\r\n }\r\n\r\n // Disable collision if NoImpostor, but keep collision if shape is btCompoundShape\r\n if (impostor.type == PhysicsImpostor.NoImpostor && !colShape.getChildShape) {\r\n body.setCollisionFlags(body.getCollisionFlags() | AmmoJSPlugin.DISABLE_COLLISION_FLAG);\r\n }\r\n\r\n let group = impostor.getParam(\"group\");\r\n let mask = impostor.getParam(\"mask\");\r\n if (group && mask) {\r\n this.world.addRigidBody(body, group, mask);\r\n } else {\r\n this.world.addRigidBody(body);\r\n }\r\n impostor.physicsBody = body;\r\n impostor._pluginData.toDispose = impostor._pluginData.toDispose.concat([body, rbInfo, myMotionState, startTransform, localInertia, colShape]);\r\n }\r\n this.setBodyRestitution(impostor, impostor.getParam(\"restitution\"));\r\n this.setBodyFriction(impostor, impostor.getParam(\"friction\"));\r\n }\r\n }\r\n\r\n /**\r\n * Removes the physics body from the imposter and disposes of the body's memory\r\n * @param impostor imposter to remove the physics body from\r\n */\r\n public removePhysicsBody(impostor: PhysicsImpostor) {\r\n if (this.world) {\r\n if (impostor.soft) {\r\n this.world.removeSoftBody(impostor.physicsBody);\r\n } else {\r\n this.world.removeRigidBody(impostor.physicsBody);\r\n }\r\n\r\n if (impostor._pluginData) {\r\n impostor._pluginData.toDispose.forEach((d: any) => {\r\n this.bjsAMMO.destroy(d);\r\n });\r\n impostor._pluginData.toDispose = [];\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Generates a joint\r\n * @param impostorJoint the imposter joint to create the joint with\r\n */\r\n public generateJoint(impostorJoint: PhysicsImpostorJoint) {\r\n var mainBody = impostorJoint.mainImpostor.physicsBody;\r\n var connectedBody = impostorJoint.connectedImpostor.physicsBody;\r\n if (!mainBody || !connectedBody) {\r\n return;\r\n }\r\n\r\n var jointData = impostorJoint.joint.jointData;\r\n if (!jointData.mainPivot) {\r\n jointData.mainPivot = new Vector3(0, 0, 0);\r\n }\r\n if (!jointData.connectedPivot) {\r\n jointData.connectedPivot = new Vector3(0, 0, 0);\r\n }\r\n\r\n var joint: any;\r\n switch (impostorJoint.joint.type) {\r\n case PhysicsJoint.DistanceJoint:\r\n var distance = (jointData).maxDistance;\r\n if (distance) {\r\n jointData.mainPivot = new Vector3(0, -distance / 2, 0);\r\n jointData.connectedPivot = new Vector3(0, distance / 2, 0);\r\n }\r\n joint = new this.bjsAMMO.btPoint2PointConstraint(mainBody, connectedBody, new this.bjsAMMO.btVector3(jointData.mainPivot.x, jointData.mainPivot.y, jointData.mainPivot.z), new this.bjsAMMO.btVector3(jointData.connectedPivot.x, jointData.connectedPivot.y, jointData.connectedPivot.z));\r\n break;\r\n case PhysicsJoint.HingeJoint:\r\n if (!jointData.mainAxis) {\r\n jointData.mainAxis = new Vector3(0, 0, 0);\r\n }\r\n if (!jointData.connectedAxis) {\r\n jointData.connectedAxis = new Vector3(0, 0, 0);\r\n }\r\n var mainAxis = new this.bjsAMMO.btVector3(jointData.mainAxis.x, jointData.mainAxis.y, jointData.mainAxis.z);\r\n var connectedAxis = new this.bjsAMMO.btVector3(jointData.connectedAxis.x, jointData.connectedAxis.y, jointData.connectedAxis.z);\r\n joint = new this.bjsAMMO.btHingeConstraint(mainBody, connectedBody, new this.bjsAMMO.btVector3(jointData.mainPivot.x, jointData.mainPivot.y, jointData.mainPivot.z), new this.bjsAMMO.btVector3(jointData.connectedPivot.x, jointData.connectedPivot.y, jointData.connectedPivot.z), mainAxis, connectedAxis);\r\n break;\r\n case PhysicsJoint.BallAndSocketJoint:\r\n joint = new this.bjsAMMO.btPoint2PointConstraint(mainBody, connectedBody, new this.bjsAMMO.btVector3(jointData.mainPivot.x, jointData.mainPivot.y, jointData.mainPivot.z), new this.bjsAMMO.btVector3(jointData.connectedPivot.x, jointData.connectedPivot.y, jointData.connectedPivot.z));\r\n break;\r\n default:\r\n Logger.Warn(\"JointType not currently supported by the Ammo plugin, falling back to PhysicsJoint.BallAndSocketJoint\");\r\n joint = new this.bjsAMMO.btPoint2PointConstraint(mainBody, connectedBody, new this.bjsAMMO.btVector3(jointData.mainPivot.x, jointData.mainPivot.y, jointData.mainPivot.z), new this.bjsAMMO.btVector3(jointData.connectedPivot.x, jointData.connectedPivot.y, jointData.connectedPivot.z));\r\n break;\r\n }\r\n this.world.addConstraint(joint, !impostorJoint.joint.jointData.collision);\r\n impostorJoint.joint.physicsJoint = joint;\r\n }\r\n\r\n /**\r\n * Removes a joint\r\n * @param impostorJoint the imposter joint to remove the joint from\r\n */\r\n public removeJoint(impostorJoint: PhysicsImpostorJoint) {\r\n if (this.world) {\r\n this.world.removeConstraint(impostorJoint.joint.physicsJoint);\r\n }\r\n }\r\n\r\n // adds all verticies (including child verticies) to the triangle mesh\r\n private _addMeshVerts(btTriangleMesh: any, topLevelObject: IPhysicsEnabledObject, object: IPhysicsEnabledObject) {\r\n var triangleCount = 0;\r\n if (object && object.getIndices && object.getWorldMatrix && object.getChildMeshes) {\r\n var indices = object.getIndices();\r\n if (!indices) {\r\n indices = [];\r\n }\r\n var vertexPositions = object.getVerticesData(VertexBuffer.PositionKind);\r\n if (!vertexPositions) {\r\n vertexPositions = [];\r\n }\r\n object.computeWorldMatrix(false);\r\n var faceCount = indices.length / 3;\r\n for (var i = 0; i < faceCount; i++) {\r\n var triPoints = [];\r\n for (var point = 0; point < 3; point++) {\r\n var v = new Vector3(vertexPositions[(indices[(i * 3) + point] * 3) + 0], vertexPositions[(indices[(i * 3) + point] * 3) + 1], vertexPositions[(indices[(i * 3) + point] * 3) + 2]);\r\n\r\n // Adjust for initial scaling\r\n Matrix.ScalingToRef(object.scaling.x, object.scaling.y, object.scaling.z, this._tmpMatrix);\r\n v = Vector3.TransformCoordinates(v, this._tmpMatrix);\r\n\r\n var vec: any;\r\n if (point == 0) {\r\n vec = this._tmpAmmoVectorA;\r\n } else if (point == 1) {\r\n vec = this._tmpAmmoVectorB;\r\n } else {\r\n vec = this._tmpAmmoVectorC;\r\n }\r\n vec.setValue(v.x, v.y, v.z);\r\n\r\n triPoints.push(vec);\r\n }\r\n btTriangleMesh.addTriangle(triPoints[0], triPoints[1], triPoints[2]);\r\n triangleCount++;\r\n }\r\n\r\n object.getChildMeshes().forEach((m) => {\r\n triangleCount += this._addMeshVerts(btTriangleMesh, topLevelObject, m);\r\n });\r\n }\r\n return triangleCount;\r\n }\r\n\r\n /**\r\n * Initialise the soft body vertices to match its object's (mesh) vertices\r\n * Softbody vertices (nodes) are in world space and to match this\r\n * The object's position and rotation is set to zero and so its vertices are also then set in world space\r\n * @param impostor to create the softbody for\r\n */\r\n private _softVertexData(impostor: PhysicsImpostor): VertexData {\r\n var object = impostor.object;\r\n if (object && object.getIndices && object.getWorldMatrix && object.getChildMeshes) {\r\n var indices = object.getIndices();\r\n if (!indices) {\r\n indices = [];\r\n }\r\n var vertexPositions = object.getVerticesData(VertexBuffer.PositionKind);\r\n if (!vertexPositions) {\r\n vertexPositions = [];\r\n }\r\n var vertexNormals = object.getVerticesData(VertexBuffer.NormalKind);\r\n if (!vertexNormals) {\r\n vertexNormals = [];\r\n }\r\n object.computeWorldMatrix(false);\r\n var newPoints = [];\r\n var newNorms = [];\r\n for (var i = 0; i < vertexPositions.length; i += 3) {\r\n var v = new Vector3(vertexPositions[i], vertexPositions[i + 1], vertexPositions[i + 2]);\r\n var n = new Vector3(vertexNormals[i], vertexNormals[i + 1], vertexNormals[i + 2]);\r\n v = Vector3.TransformCoordinates(v, object.getWorldMatrix());\r\n n = Vector3.TransformNormal(n, object.getWorldMatrix());\r\n newPoints.push(v.x, v.y, v.z);\r\n newNorms.push(n.x, n.y, n.z);\r\n }\r\n\r\n var vertex_data = new VertexData();\r\n\r\n vertex_data.positions = newPoints;\r\n vertex_data.normals = newNorms;\r\n vertex_data.uvs = object.getVerticesData(VertexBuffer.UVKind);\r\n vertex_data.colors = object.getVerticesData(VertexBuffer.ColorKind);\r\n if (object && object.getIndices) {\r\n vertex_data.indices = object.getIndices();\r\n }\r\n\r\n vertex_data.applyToMesh(object);\r\n\r\n object.position = Vector3.Zero();\r\n object.rotationQuaternion = null;\r\n object.rotation = Vector3.Zero();\r\n object.computeWorldMatrix(true);\r\n\r\n return vertex_data;\r\n }\r\n return VertexData.ExtractFromMesh(object);\r\n }\r\n\r\n /**\r\n * Create an impostor's soft body\r\n * @param impostor to create the softbody for\r\n */\r\n private _createSoftbody(impostor: PhysicsImpostor) {\r\n var object = impostor.object;\r\n if (object && object.getIndices) {\r\n var indices = object.getIndices();\r\n if (!indices) {\r\n indices = [];\r\n }\r\n\r\n var vertex_data = this._softVertexData(impostor);\r\n var vertexPositions = vertex_data.positions;\r\n var vertexNormals = vertex_data.normals;\r\n\r\n if (vertexPositions === null || vertexNormals === null) {\r\n return new this.bjsAMMO.btCompoundShape();\r\n }\r\n else {\r\n var triPoints = [];\r\n var triNorms = [];\r\n for (var i = 0; i < vertexPositions.length; i += 3) {\r\n var v = new Vector3(vertexPositions[i], vertexPositions[i + 1], vertexPositions[i + 2]);\r\n var n = new Vector3(vertexNormals[i], vertexNormals[i + 1], vertexNormals[i + 2]);\r\n triPoints.push(v.x, v.y, -v.z);\r\n triNorms.push(n.x, n.y, -n.z);\r\n }\r\n var softBody = new this.bjsAMMO.btSoftBodyHelpers().CreateFromTriMesh(\r\n this.world.getWorldInfo(),\r\n triPoints,\r\n object.getIndices(),\r\n indices.length / 3,\r\n true\r\n );\r\n\r\n var nbVertices = vertexPositions.length / 3;\r\n var bodyVertices = softBody.get_m_nodes();\r\n var node: any;\r\n var nodeNormals: any;\r\n for (var i = 0; i < nbVertices; i++) {\r\n node = bodyVertices.at(i);\r\n var nodeNormals = node.get_m_n();\r\n nodeNormals.setX(triNorms[3 * i]);\r\n nodeNormals.setY(triNorms[3 * i + 1]);\r\n nodeNormals.setZ(triNorms[3 * i + 2]);\r\n }\r\n return softBody;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Create cloth for an impostor\r\n * @param impostor to create the softbody for\r\n */\r\n private _createCloth(impostor: PhysicsImpostor) {\r\n var object = impostor.object;\r\n if (object && object.getIndices) {\r\n var indices = object.getIndices();\r\n if (!indices) {\r\n indices = [];\r\n }\r\n\r\n var vertex_data = this._softVertexData(impostor);\r\n var vertexPositions = vertex_data.positions;\r\n var vertexNormals = vertex_data.normals;\r\n\r\n if (vertexPositions === null || vertexNormals === null) {\r\n return new this.bjsAMMO.btCompoundShape();\r\n }\r\n else {\r\n var len = vertexPositions.length;\r\n var segments = Math.sqrt(len / 3);\r\n impostor.segments = segments;\r\n var segs = segments - 1;\r\n this._tmpAmmoVectorA.setValue(vertexPositions[0], vertexPositions[1], vertexPositions[2]);\r\n this._tmpAmmoVectorB.setValue(vertexPositions[3 * segs], vertexPositions[3 * segs + 1], vertexPositions[3 * segs + 2]);\r\n this._tmpAmmoVectorD.setValue(vertexPositions[len - 3], vertexPositions[len - 2], vertexPositions[len - 1]);\r\n this._tmpAmmoVectorC.setValue(vertexPositions[len - 3 - 3 * segs], vertexPositions[len - 2 - 3 * segs], vertexPositions[len - 1 - 3 * segs]);\r\n\r\n var clothBody = new this.bjsAMMO.btSoftBodyHelpers().CreatePatch(\r\n this.world.getWorldInfo(),\r\n this._tmpAmmoVectorA,\r\n this._tmpAmmoVectorB,\r\n this._tmpAmmoVectorC,\r\n this._tmpAmmoVectorD,\r\n segments,\r\n segments,\r\n impostor.getParam(\"fixedPoints\"),\r\n true\r\n );\r\n return clothBody;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Create rope for an impostor\r\n * @param impostor to create the softbody for\r\n */\r\n private _createRope(impostor: PhysicsImpostor) {\r\n var len: number;\r\n var segments: number;\r\n var vertex_data = this._softVertexData(impostor);\r\n var vertexPositions = vertex_data.positions;\r\n var vertexNormals = vertex_data.normals;\r\n\r\n if (vertexPositions === null || vertexNormals === null) {\r\n return new this.bjsAMMO.btCompoundShape();\r\n }\r\n\r\n //force the mesh to be updatable\r\n vertex_data.applyToMesh(impostor.object, true);\r\n\r\n impostor._isFromLine = true;\r\n\r\n // If in lines mesh all normals will be zero\r\n var vertexSquared: Array = >vertexNormals.map((x: number) => x * x);\r\n var reducer = (accumulator: number, currentValue: number): number => accumulator + currentValue;\r\n var reduced: number = vertexSquared.reduce(reducer);\r\n\r\n if (reduced === 0) { // line mesh\r\n len = vertexPositions.length;\r\n segments = len / 3 - 1;\r\n this._tmpAmmoVectorA.setValue(vertexPositions[0], vertexPositions[1], vertexPositions[2]);\r\n this._tmpAmmoVectorB.setValue(vertexPositions[len - 3], vertexPositions[len - 2], vertexPositions[len - 1]);\r\n }\r\n else { //extruded mesh\r\n impostor._isFromLine = false;\r\n var pathVectors = impostor.getParam(\"path\");\r\n var shape = impostor.getParam(\"shape\");\r\n if (shape === null) {\r\n Logger.Warn(\"No shape available for extruded mesh\");\r\n return new this.bjsAMMO.btCompoundShape();\r\n }\r\n if ((vertexPositions!.length % (3 * pathVectors.length)) !== 0) {\r\n Logger.Warn(\"Path does not match extrusion\");\r\n return new this.bjsAMMO.btCompoundShape();\r\n }\r\n len = pathVectors.length;\r\n segments = len - 1;\r\n this._tmpAmmoVectorA.setValue(pathVectors[0].x, pathVectors[0].y, pathVectors[0].z);\r\n this._tmpAmmoVectorB.setValue(pathVectors[len - 1].x, pathVectors[len - 1].y, pathVectors[len - 1].z);\r\n }\r\n\r\n impostor.segments = segments;\r\n\r\n var fixedPoints = impostor.getParam(\"fixedPoints\");\r\n fixedPoints = (fixedPoints > 3) ? 3 : fixedPoints;\r\n\r\n var ropeBody = new this.bjsAMMO.btSoftBodyHelpers().CreateRope(\r\n this.world.getWorldInfo(),\r\n this._tmpAmmoVectorA,\r\n this._tmpAmmoVectorB,\r\n segments - 1,\r\n fixedPoints\r\n );\r\n ropeBody.get_m_cfg().set_collisions(0x11);\r\n return ropeBody;\r\n }\r\n\r\n /**\r\n * Create a custom physics impostor shape using the plugin's onCreateCustomShape handler\r\n * @param impostor to create the custom physics shape for\r\n */\r\n private _createCustom(impostor: PhysicsImpostor): any {\r\n let returnValue: any = null;\r\n if (this.onCreateCustomShape) {\r\n returnValue = this.onCreateCustomShape(impostor);\r\n }\r\n if (returnValue == null) {\r\n returnValue = new this.bjsAMMO.btCompoundShape();\r\n }\r\n return returnValue;\r\n }\r\n\r\n // adds all verticies (including child verticies) to the convex hull shape\r\n private _addHullVerts(btConvexHullShape: any, topLevelObject: IPhysicsEnabledObject, object: IPhysicsEnabledObject) {\r\n var triangleCount = 0;\r\n if (object && object.getIndices && object.getWorldMatrix && object.getChildMeshes) {\r\n var indices = object.getIndices();\r\n if (!indices) {\r\n indices = [];\r\n }\r\n var vertexPositions = object.getVerticesData(VertexBuffer.PositionKind);\r\n if (!vertexPositions) {\r\n vertexPositions = [];\r\n }\r\n object.computeWorldMatrix(false);\r\n var faceCount = indices.length / 3;\r\n for (var i = 0; i < faceCount; i++) {\r\n var triPoints = [];\r\n for (var point = 0; point < 3; point++) {\r\n var v = new Vector3(vertexPositions[(indices[(i * 3) + point] * 3) + 0], vertexPositions[(indices[(i * 3) + point] * 3) + 1], vertexPositions[(indices[(i * 3) + point] * 3) + 2]);\r\n\r\n // Adjust for initial scaling\r\n Matrix.ScalingToRef(object.scaling.x, object.scaling.y, object.scaling.z, this._tmpMatrix);\r\n v = Vector3.TransformCoordinates(v, this._tmpMatrix);\r\n\r\n var vec: any;\r\n if (point == 0) {\r\n vec = this._tmpAmmoVectorA;\r\n } else if (point == 1) {\r\n vec = this._tmpAmmoVectorB;\r\n } else {\r\n vec = this._tmpAmmoVectorC;\r\n }\r\n vec.setValue(v.x, v.y, v.z);\r\n\r\n triPoints.push(vec);\r\n }\r\n btConvexHullShape.addPoint(triPoints[0], true);\r\n btConvexHullShape.addPoint(triPoints[1], true);\r\n btConvexHullShape.addPoint(triPoints[2], true);\r\n triangleCount++;\r\n }\r\n\r\n object.getChildMeshes().forEach((m) => {\r\n triangleCount += this._addHullVerts(btConvexHullShape, topLevelObject, m);\r\n });\r\n }\r\n return triangleCount;\r\n }\r\n\r\n private _createShape(impostor: PhysicsImpostor, ignoreChildren = false) {\r\n var object = impostor.object;\r\n\r\n var returnValue: any;\r\n var extendSize = impostor.getObjectExtendSize();\r\n\r\n if (!ignoreChildren) {\r\n var meshChildren = impostor.object.getChildMeshes ? impostor.object.getChildMeshes(true) : [];\r\n returnValue = new this.bjsAMMO.btCompoundShape();\r\n\r\n // Add shape of all children to the compound shape\r\n var childrenAdded = 0;\r\n meshChildren.forEach((childMesh) => {\r\n var childImpostor = childMesh.getPhysicsImpostor();\r\n if (childImpostor) {\r\n if (childImpostor.type == PhysicsImpostor.MeshImpostor) {\r\n throw \"A child MeshImpostor is not supported. Only primitive impostors are supported as children (eg. box or sphere)\";\r\n }\r\n var shape = this._createShape(childImpostor);\r\n\r\n // Position needs to be scaled based on parent's scaling\r\n var parentMat = childMesh.parent!.getWorldMatrix().clone();\r\n var s = new Vector3();\r\n parentMat.decompose(s);\r\n this._tmpAmmoTransform.getOrigin().setValue(childMesh.position.x * s.x, childMesh.position.y * s.y, childMesh.position.z * s.z);\r\n\r\n this._tmpAmmoQuaternion.setValue(childMesh.rotationQuaternion!.x, childMesh.rotationQuaternion!.y, childMesh.rotationQuaternion!.z, childMesh.rotationQuaternion!.w);\r\n this._tmpAmmoTransform.setRotation(this._tmpAmmoQuaternion);\r\n returnValue.addChildShape(this._tmpAmmoTransform, shape);\r\n childImpostor.dispose();\r\n childrenAdded++;\r\n }\r\n });\r\n\r\n if (childrenAdded > 0) {\r\n // Add parents shape as a child if present\r\n if (impostor.type != PhysicsImpostor.NoImpostor) {\r\n var shape = this._createShape(impostor, true);\r\n if (shape) {\r\n this._tmpAmmoTransform.getOrigin().setValue(0, 0, 0);\r\n this._tmpAmmoQuaternion.setValue(0, 0, 0, 1);\r\n this._tmpAmmoTransform.setRotation(this._tmpAmmoQuaternion);\r\n\r\n returnValue.addChildShape(this._tmpAmmoTransform, shape);\r\n }\r\n }\r\n return returnValue;\r\n } else {\r\n // If no children with impostors create the actual shape below instead\r\n this.bjsAMMO.destroy(returnValue);\r\n returnValue = null;\r\n }\r\n }\r\n\r\n switch (impostor.type) {\r\n case PhysicsImpostor.SphereImpostor:\r\n // Is there a better way to compare floats number? With an epsylon or with a Math function\r\n if (Scalar.WithinEpsilon(extendSize.x, extendSize.y, 0.0001) && Scalar.WithinEpsilon(extendSize.x, extendSize.z, 0.0001)) {\r\n returnValue = new this.bjsAMMO.btSphereShape(extendSize.x / 2);\r\n } else {\r\n // create a btMultiSphereShape because it's not possible to set a local scaling on a btSphereShape\r\n var positions = [new this.bjsAMMO.btVector3(0, 0, 0)];\r\n var radii = [1];\r\n returnValue = new this.bjsAMMO.btMultiSphereShape(positions, radii, 1);\r\n returnValue.setLocalScaling(new this.bjsAMMO.btVector3(extendSize.x / 2, extendSize.y / 2, extendSize.z / 2));\r\n }\r\n break;\r\n case PhysicsImpostor.CapsuleImpostor:\r\n returnValue = new this.bjsAMMO.btCapsuleShape(extendSize.x / 2, extendSize.y / 2);\r\n break;\r\n case PhysicsImpostor.CylinderImpostor:\r\n this._tmpAmmoVectorA.setValue(extendSize.x / 2, extendSize.y / 2, extendSize.z / 2);\r\n returnValue = new this.bjsAMMO.btCylinderShape(this._tmpAmmoVectorA);\r\n break;\r\n case PhysicsImpostor.PlaneImpostor:\r\n case PhysicsImpostor.BoxImpostor:\r\n this._tmpAmmoVectorA.setValue(extendSize.x / 2, extendSize.y / 2, extendSize.z / 2);\r\n returnValue = new this.bjsAMMO.btBoxShape(this._tmpAmmoVectorA);\r\n break;\r\n case PhysicsImpostor.MeshImpostor:\r\n if (impostor.getParam(\"mass\") == 0) {\r\n // Only create btBvhTriangleMeshShape impostor is static\r\n // See https://pybullet.org/Bullet/phpBB3/viewtopic.php?t=7283\r\n var tetraMesh = new this.bjsAMMO.btTriangleMesh();\r\n impostor._pluginData.toDispose.push(tetraMesh);\r\n var triangeCount = this._addMeshVerts(tetraMesh, object, object);\r\n if (triangeCount == 0) {\r\n returnValue = new this.bjsAMMO.btCompoundShape();\r\n } else {\r\n returnValue = new this.bjsAMMO.btBvhTriangleMeshShape(tetraMesh);\r\n }\r\n break;\r\n }\r\n // Otherwise create convexHullImpostor\r\n case PhysicsImpostor.ConvexHullImpostor:\r\n var convexMesh = new this.bjsAMMO.btConvexHullShape();\r\n var triangeCount = this._addHullVerts(convexMesh, object, object);\r\n if (triangeCount == 0) {\r\n // Cleanup Unused Convex Hull Shape\r\n impostor._pluginData.toDispose.push(convexMesh);\r\n returnValue = new this.bjsAMMO.btCompoundShape();\r\n } else {\r\n returnValue = convexMesh;\r\n }\r\n break;\r\n case PhysicsImpostor.NoImpostor:\r\n // Fill with sphere but collision is disabled on the rigid body in generatePhysicsBody, using an empty shape caused unexpected movement with joints\r\n returnValue = new this.bjsAMMO.btSphereShape(extendSize.x / 2);\r\n break;\r\n case PhysicsImpostor.CustomImpostor:\r\n // Only usable when the plugin's onCreateCustomShape is set\r\n returnValue = this._createCustom(impostor);\r\n break;\r\n case PhysicsImpostor.SoftbodyImpostor:\r\n // Only usable with a mesh that has sufficient and shared vertices\r\n returnValue = this._createSoftbody(impostor);\r\n break;\r\n case PhysicsImpostor.ClothImpostor:\r\n // Only usable with a ground mesh that has sufficient and shared vertices\r\n returnValue = this._createCloth(impostor);\r\n break;\r\n case PhysicsImpostor.RopeImpostor:\r\n // Only usable with a line mesh or an extruded mesh that is updatable\r\n returnValue = this._createRope(impostor);\r\n break;\r\n default:\r\n Logger.Warn(\"The impostor type is not currently supported by the ammo plugin.\");\r\n break;\r\n }\r\n\r\n return returnValue;\r\n }\r\n\r\n /**\r\n * Sets the physics body position/rotation from the babylon mesh's position/rotation\r\n * @param impostor imposter containing the physics body and babylon object\r\n */\r\n public setTransformationFromPhysicsBody(impostor: PhysicsImpostor) {\r\n impostor.physicsBody.getMotionState().getWorldTransform(this._tmpAmmoTransform);\r\n impostor.object.position.set(this._tmpAmmoTransform.getOrigin().x(), this._tmpAmmoTransform.getOrigin().y(), this._tmpAmmoTransform.getOrigin().z());\r\n\r\n if (!impostor.object.rotationQuaternion) {\r\n if (impostor.object.rotation) {\r\n this._tmpQuaternion.set(this._tmpAmmoTransform.getRotation().x(), this._tmpAmmoTransform.getRotation().y(), this._tmpAmmoTransform.getRotation().z(), this._tmpAmmoTransform.getRotation().w());\r\n this._tmpQuaternion.toEulerAnglesToRef(impostor.object.rotation);\r\n }\r\n } else {\r\n impostor.object.rotationQuaternion.set(this._tmpAmmoTransform.getRotation().x(), this._tmpAmmoTransform.getRotation().y(), this._tmpAmmoTransform.getRotation().z(), this._tmpAmmoTransform.getRotation().w());\r\n }\r\n }\r\n\r\n /**\r\n * Sets the babylon object's position/rotation from the physics body's position/rotation\r\n * @param impostor imposter containing the physics body and babylon object\r\n * @param newPosition new position\r\n * @param newRotation new rotation\r\n */\r\n public setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion) {\r\n var trans = impostor.physicsBody.getWorldTransform();\r\n\r\n // If rotation/position has changed update and activate riged body\r\n if (\r\n trans.getOrigin().x() != newPosition.x ||\r\n trans.getOrigin().y() != newPosition.y ||\r\n trans.getOrigin().z() != newPosition.z ||\r\n trans.getRotation().x() != newRotation.x ||\r\n trans.getRotation().y() != newRotation.y ||\r\n trans.getRotation().z() != newRotation.z ||\r\n trans.getRotation().w() != newRotation.w\r\n ) {\r\n this._tmpAmmoVectorA.setValue(newPosition.x, newPosition.y, newPosition.z);\r\n trans.setOrigin(this._tmpAmmoVectorA);\r\n\r\n this._tmpAmmoQuaternion.setValue(newRotation.x, newRotation.y, newRotation.z, newRotation.w);\r\n trans.setRotation(this._tmpAmmoQuaternion);\r\n impostor.physicsBody.setWorldTransform(trans);\r\n\r\n if (impostor.mass == 0) {\r\n // Kinematic objects must be updated using motion state\r\n var motionState = impostor.physicsBody.getMotionState();\r\n if (motionState) {\r\n motionState.setWorldTransform(trans);\r\n }\r\n } else {\r\n impostor.physicsBody.activate();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * If this plugin is supported\r\n * @returns true if its supported\r\n */\r\n public isSupported(): boolean {\r\n return this.bjsAMMO !== undefined;\r\n }\r\n\r\n /**\r\n * Sets the linear velocity of the physics body\r\n * @param impostor imposter to set the velocity on\r\n * @param velocity velocity to set\r\n */\r\n public setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3) {\r\n this._tmpAmmoVectorA.setValue(velocity.x, velocity.y, velocity.z);\r\n if (impostor.soft) {\r\n impostor.physicsBody.linearVelocity(this._tmpAmmoVectorA);\r\n }\r\n else {\r\n impostor.physicsBody.setLinearVelocity(this._tmpAmmoVectorA);\r\n }\r\n }\r\n\r\n /**\r\n * Sets the angular velocity of the physics body\r\n * @param impostor imposter to set the velocity on\r\n * @param velocity velocity to set\r\n */\r\n public setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3) {\r\n this._tmpAmmoVectorA.setValue(velocity.x, velocity.y, velocity.z);\r\n if (impostor.soft) {\r\n impostor.physicsBody.angularVelocity(this._tmpAmmoVectorA);\r\n }\r\n else {\r\n impostor.physicsBody.setAngularVelocity(this._tmpAmmoVectorA);\r\n }\r\n }\r\n\r\n /**\r\n * gets the linear velocity\r\n * @param impostor imposter to get linear velocity from\r\n * @returns linear velocity\r\n */\r\n public getLinearVelocity(impostor: PhysicsImpostor): Nullable {\r\n if (impostor.soft) {\r\n var v = impostor.physicsBody.linearVelocity();\r\n }\r\n else {\r\n var v = impostor.physicsBody.getLinearVelocity();\r\n }\r\n if (!v) {\r\n return null;\r\n }\r\n var result = new Vector3(v.x(), v.y(), v.z());\r\n this.bjsAMMO.destroy(v);\r\n return result;\r\n }\r\n\r\n /**\r\n * gets the angular velocity\r\n * @param impostor imposter to get angular velocity from\r\n * @returns angular velocity\r\n */\r\n public getAngularVelocity(impostor: PhysicsImpostor): Nullable {\r\n if (impostor.soft) {\r\n var v = impostor.physicsBody.angularVelocity();\r\n }\r\n else {\r\n var v = impostor.physicsBody.getAngularVelocity();\r\n }\r\n if (!v) {\r\n return null;\r\n }\r\n var result = new Vector3(v.x(), v.y(), v.z());\r\n this.bjsAMMO.destroy(v);\r\n return result;\r\n }\r\n\r\n /**\r\n * Sets the mass of physics body\r\n * @param impostor imposter to set the mass on\r\n * @param mass mass to set\r\n */\r\n public setBodyMass(impostor: PhysicsImpostor, mass: number) {\r\n if (impostor.soft) {\r\n impostor.physicsBody.setTotalMass(mass, false);\r\n }\r\n else {\r\n impostor.physicsBody.setMassProps(mass);\r\n }\r\n impostor._pluginData.mass = mass;\r\n }\r\n\r\n /**\r\n * Gets the mass of the physics body\r\n * @param impostor imposter to get the mass from\r\n * @returns mass\r\n */\r\n public getBodyMass(impostor: PhysicsImpostor): number {\r\n return impostor._pluginData.mass || 0;\r\n }\r\n\r\n /**\r\n * Gets friction of the impostor\r\n * @param impostor impostor to get friction from\r\n * @returns friction value\r\n */\r\n public getBodyFriction(impostor: PhysicsImpostor): number {\r\n return impostor._pluginData.friction || 0;\r\n }\r\n\r\n /**\r\n * Sets friction of the impostor\r\n * @param impostor impostor to set friction on\r\n * @param friction friction value\r\n */\r\n public setBodyFriction(impostor: PhysicsImpostor, friction: number) {\r\n if (impostor.soft) {\r\n impostor.physicsBody.get_m_cfg().set_kDF(friction);\r\n }\r\n else {\r\n impostor.physicsBody.setFriction(friction);\r\n }\r\n impostor._pluginData.friction = friction;\r\n }\r\n\r\n /**\r\n * Gets restitution of the impostor\r\n * @param impostor impostor to get restitution from\r\n * @returns restitution value\r\n */\r\n public getBodyRestitution(impostor: PhysicsImpostor): number {\r\n return impostor._pluginData.restitution || 0;\r\n }\r\n\r\n /**\r\n * Sets resitution of the impostor\r\n * @param impostor impostor to set resitution on\r\n * @param restitution resitution value\r\n */\r\n public setBodyRestitution(impostor: PhysicsImpostor, restitution: number) {\r\n impostor.physicsBody.setRestitution(restitution);\r\n impostor._pluginData.restitution = restitution;\r\n }\r\n\r\n /**\r\n * Gets pressure inside the impostor\r\n * @param impostor impostor to get pressure from\r\n * @returns pressure value\r\n */\r\n public getBodyPressure(impostor: PhysicsImpostor): number {\r\n if (!impostor.soft) {\r\n Logger.Warn(\"Pressure is not a property of a rigid body\");\r\n return 0;\r\n }\r\n return impostor._pluginData.pressure || 0;\r\n }\r\n\r\n /**\r\n * Sets pressure inside a soft body impostor\r\n * Cloth and rope must remain 0 pressure\r\n * @param impostor impostor to set pressure on\r\n * @param pressure pressure value\r\n */\r\n public setBodyPressure(impostor: PhysicsImpostor, pressure: number) {\r\n if (impostor.soft) {\r\n if (impostor.type === PhysicsImpostor.SoftbodyImpostor) {\r\n impostor.physicsBody.get_m_cfg().set_kPR(pressure);\r\n impostor._pluginData.pressure = pressure;\r\n }\r\n else {\r\n impostor.physicsBody.get_m_cfg().set_kPR(0);\r\n impostor._pluginData.pressure = 0;\r\n }\r\n }\r\n else {\r\n Logger.Warn(\"Pressure can only be applied to a softbody\");\r\n }\r\n }\r\n\r\n /**\r\n * Gets stiffness of the impostor\r\n * @param impostor impostor to get stiffness from\r\n * @returns pressure value\r\n */\r\n public getBodyStiffness(impostor: PhysicsImpostor): number {\r\n if (!impostor.soft) {\r\n Logger.Warn(\"Stiffness is not a property of a rigid body\");\r\n return 0;\r\n }\r\n return impostor._pluginData.stiffness || 0;\r\n }\r\n\r\n /**\r\n * Sets stiffness of the impostor\r\n * @param impostor impostor to set stiffness on\r\n * @param stiffness stiffness value from 0 to 1\r\n */\r\n public setBodyStiffness(impostor: PhysicsImpostor, stiffness: number) {\r\n if (impostor.soft) {\r\n stiffness = stiffness < 0 ? 0 : stiffness;\r\n stiffness = stiffness > 1 ? 1 : stiffness;\r\n impostor.physicsBody.get_m_materials().at(0).set_m_kLST(stiffness);\r\n impostor._pluginData.stiffness = stiffness;\r\n }\r\n else {\r\n Logger.Warn(\"Stiffness cannot be applied to a rigid body\");\r\n }\r\n }\r\n\r\n /**\r\n * Gets velocityIterations of the impostor\r\n * @param impostor impostor to get velocity iterations from\r\n * @returns velocityIterations value\r\n */\r\n public getBodyVelocityIterations(impostor: PhysicsImpostor): number {\r\n if (!impostor.soft) {\r\n Logger.Warn(\"Velocity iterations is not a property of a rigid body\");\r\n return 0;\r\n }\r\n return impostor._pluginData.velocityIterations || 0;\r\n }\r\n\r\n /**\r\n * Sets velocityIterations of the impostor\r\n * @param impostor impostor to set velocity iterations on\r\n * @param velocityIterations velocityIterations value\r\n */\r\n public setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number) {\r\n if (impostor.soft) {\r\n velocityIterations = velocityIterations < 0 ? 0 : velocityIterations;\r\n impostor.physicsBody.get_m_cfg().set_viterations(velocityIterations);\r\n impostor._pluginData.velocityIterations = velocityIterations;\r\n }\r\n else {\r\n Logger.Warn(\"Velocity iterations cannot be applied to a rigid body\");\r\n }\r\n }\r\n\r\n /**\r\n * Gets positionIterations of the impostor\r\n * @param impostor impostor to get position iterations from\r\n * @returns positionIterations value\r\n */\r\n public getBodyPositionIterations(impostor: PhysicsImpostor): number {\r\n if (!impostor.soft) {\r\n Logger.Warn(\"Position iterations is not a property of a rigid body\");\r\n return 0;\r\n }\r\n return impostor._pluginData.positionIterations || 0;\r\n }\r\n\r\n /**\r\n * Sets positionIterations of the impostor\r\n * @param impostor impostor to set position on\r\n * @param positionIterations positionIterations value\r\n */\r\n public setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number) {\r\n if (impostor.soft) {\r\n positionIterations = positionIterations < 0 ? 0 : positionIterations;\r\n impostor.physicsBody.get_m_cfg().set_piterations(positionIterations);\r\n impostor._pluginData.positionIterations = positionIterations;\r\n }\r\n else {\r\n Logger.Warn(\"Position iterations cannot be applied to a rigid body\");\r\n }\r\n }\r\n\r\n /**\r\n * Append an anchor to a cloth object\r\n * @param impostor is the cloth impostor to add anchor to\r\n * @param otherImpostor is the rigid impostor to anchor to\r\n * @param width ratio across width from 0 to 1\r\n * @param height ratio up height from 0 to 1\r\n * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech\r\n * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false\r\n */\r\n public appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number = 1, noCollisionBetweenLinkedBodies: boolean = false) {\r\n var segs = impostor.segments;\r\n var nbAcross = Math.round((segs - 1) * width);\r\n var nbUp = Math.round((segs - 1) * height);\r\n var nbDown = segs - 1 - nbUp;\r\n var node = nbAcross + segs * nbDown;\r\n impostor.physicsBody.appendAnchor(node, otherImpostor.physicsBody, noCollisionBetweenLinkedBodies, influence);\r\n }\r\n\r\n /**\r\n * Append an hook to a rope object\r\n * @param impostor is the rope impostor to add hook to\r\n * @param otherImpostor is the rigid impostor to hook to\r\n * @param length ratio along the rope from 0 to 1\r\n * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech\r\n * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false\r\n */\r\n public appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number = 1, noCollisionBetweenLinkedBodies: boolean = false) {\r\n var node = Math.round(impostor.segments * length);\r\n impostor.physicsBody.appendAnchor(node, otherImpostor.physicsBody, noCollisionBetweenLinkedBodies, influence);\r\n }\r\n\r\n /**\r\n * Sleeps the physics body and stops it from being active\r\n * @param impostor impostor to sleep\r\n */\r\n public sleepBody(impostor: PhysicsImpostor) {\r\n Logger.Warn(\"sleepBody is not currently supported by the Ammo physics plugin\");\r\n }\r\n\r\n /**\r\n * Activates the physics body\r\n * @param impostor impostor to activate\r\n */\r\n public wakeUpBody(impostor: PhysicsImpostor) {\r\n impostor.physicsBody.activate();\r\n }\r\n\r\n /**\r\n * Updates the distance parameters of the joint\r\n * @param joint joint to update\r\n * @param maxDistance maximum distance of the joint\r\n * @param minDistance minimum distance of the joint\r\n */\r\n public updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number) {\r\n Logger.Warn(\"updateDistanceJoint is not currently supported by the Ammo physics plugin\");\r\n }\r\n\r\n /**\r\n * Sets a motor on the joint\r\n * @param joint joint to set motor on\r\n * @param speed speed of the motor\r\n * @param maxForce maximum force of the motor\r\n * @param motorIndex index of the motor\r\n */\r\n public setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number) {\r\n joint.physicsJoint.enableAngularMotor(true, speed, maxForce);\r\n }\r\n\r\n /**\r\n * Sets the motors limit\r\n * @param joint joint to set limit on\r\n * @param upperLimit upper limit\r\n * @param lowerLimit lower limit\r\n */\r\n public setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number) {\r\n Logger.Warn(\"setLimit is not currently supported by the Ammo physics plugin\");\r\n }\r\n\r\n /**\r\n * Syncs the position and rotation of a mesh with the impostor\r\n * @param mesh mesh to sync\r\n * @param impostor impostor to update the mesh with\r\n */\r\n public syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor) {\r\n var body = impostor.physicsBody;\r\n\r\n body.getMotionState().getWorldTransform(this._tmpAmmoTransform);\r\n\r\n mesh.position.x = this._tmpAmmoTransform.getOrigin().x();\r\n mesh.position.y = this._tmpAmmoTransform.getOrigin().y();\r\n mesh.position.z = this._tmpAmmoTransform.getOrigin().z();\r\n\r\n if (mesh.rotationQuaternion) {\r\n mesh.rotationQuaternion.x = this._tmpAmmoTransform.getRotation().x();\r\n mesh.rotationQuaternion.y = this._tmpAmmoTransform.getRotation().y();\r\n mesh.rotationQuaternion.z = this._tmpAmmoTransform.getRotation().z();\r\n mesh.rotationQuaternion.w = this._tmpAmmoTransform.getRotation().w();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the radius of the impostor\r\n * @param impostor impostor to get radius from\r\n * @returns the radius\r\n */\r\n public getRadius(impostor: PhysicsImpostor): number {\r\n var exntend = impostor.getObjectExtendSize();\r\n return exntend.x / 2;\r\n }\r\n\r\n /**\r\n * Gets the box size of the impostor\r\n * @param impostor impostor to get box size from\r\n * @param result the resulting box size\r\n */\r\n public getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void {\r\n var exntend = impostor.getObjectExtendSize();\r\n result.x = exntend.x;\r\n result.y = exntend.y;\r\n result.z = exntend.z;\r\n }\r\n\r\n /**\r\n * Disposes of the impostor\r\n */\r\n public dispose() {\r\n // Dispose of world\r\n this.bjsAMMO.destroy(this.world);\r\n this.bjsAMMO.destroy(this._solver);\r\n this.bjsAMMO.destroy(this._overlappingPairCache);\r\n this.bjsAMMO.destroy(this._dispatcher);\r\n this.bjsAMMO.destroy(this._collisionConfiguration);\r\n\r\n // Dispose of tmp variables\r\n this.bjsAMMO.destroy(this._tmpAmmoVectorA);\r\n this.bjsAMMO.destroy(this._tmpAmmoVectorB);\r\n this.bjsAMMO.destroy(this._tmpAmmoVectorC);\r\n this.bjsAMMO.destroy(this._tmpAmmoTransform);\r\n this.bjsAMMO.destroy(this._tmpAmmoQuaternion);\r\n this.bjsAMMO.destroy(this._tmpAmmoConcreteContactResultCallback);\r\n\r\n this.world = null;\r\n }\r\n\r\n /**\r\n * Does a raycast in the physics world\r\n * @param from when should the ray start?\r\n * @param to when should the ray end?\r\n * @returns PhysicsRaycastResult\r\n */\r\n public raycast(from: Vector3, to: Vector3): PhysicsRaycastResult {\r\n this._tmpAmmoVectorRCA = new this.bjsAMMO.btVector3(from.x, from.y, from.z);\r\n this._tmpAmmoVectorRCB = new this.bjsAMMO.btVector3(to.x, to.y, to.z);\r\n\r\n var rayCallback = new this.bjsAMMO.ClosestRayResultCallback(this._tmpAmmoVectorRCA, this._tmpAmmoVectorRCB);\r\n this.world.rayTest(this._tmpAmmoVectorRCA, this._tmpAmmoVectorRCB, rayCallback);\r\n\r\n this._raycastResult.reset(from, to);\r\n if (rayCallback.hasHit()) {\r\n // TODO: do we want/need the body? If so, set all the data\r\n /*\r\n var rigidBody = this.bjsAMMO.btRigidBody.prototype.upcast(\r\n rayCallback.get_m_collisionObject()\r\n );\r\n var body = {};\r\n */\r\n this._raycastResult.setHitData(\r\n {\r\n x: rayCallback.get_m_hitNormalWorld().x(),\r\n y: rayCallback.get_m_hitNormalWorld().y(),\r\n z: rayCallback.get_m_hitNormalWorld().z(),\r\n },\r\n {\r\n x: rayCallback.get_m_hitPointWorld().x(),\r\n y: rayCallback.get_m_hitPointWorld().y(),\r\n z: rayCallback.get_m_hitPointWorld().z(),\r\n }\r\n );\r\n this._raycastResult.calculateHitDistance();\r\n }\r\n this.bjsAMMO.destroy(rayCallback);\r\n this.bjsAMMO.destroy(this._tmpAmmoVectorRCA);\r\n this.bjsAMMO.destroy(this._tmpAmmoVectorRCB);\r\n return this._raycastResult;\r\n }\r\n}\r\n","import { Nullable, FloatArray } from \"../../types\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { Vector3, Matrix, Quaternion } from \"../../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../../Meshes/buffer\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { IPhysicsEnginePlugin, PhysicsImpostorJoint } from \"../../Physics/IPhysicsEngine\";\r\nimport { PhysicsImpostor, IPhysicsEnabledObject } from \"../../Physics/physicsImpostor\";\r\nimport { PhysicsJoint, IMotorEnabledJoint, DistanceJointData, SpringJointData } from \"../../Physics/physicsJoint\";\r\nimport { PhysicsEngine } from \"../../Physics/physicsEngine\";\r\nimport { PhysicsRaycastResult } from \"../physicsRaycastResult\";\r\n\r\n//declare var require: any;\r\ndeclare var CANNON: any;\r\n\r\n/** @hidden */\r\nexport class CannonJSPlugin implements IPhysicsEnginePlugin {\r\n\r\n public world: any;\r\n public name: string = \"CannonJSPlugin\";\r\n private _physicsMaterials = new Array();\r\n private _fixedTimeStep: number = 1 / 60;\r\n private _cannonRaycastResult: any;\r\n private _raycastResult: PhysicsRaycastResult;\r\n private _physicsBodysToRemoveAfterStep = new Array();\r\n private _firstFrame = true;\r\n //See https://github.com/schteppe/CANNON.js/blob/gh-pages/demos/collisionFilter.html\r\n public BJSCANNON: any;\r\n\r\n public constructor(private _useDeltaForWorldStep: boolean = true, iterations: number = 10, cannonInjection = CANNON) {\r\n this.BJSCANNON = cannonInjection;\r\n if (!this.isSupported()) {\r\n Logger.Error(\"CannonJS is not available. Please make sure you included the js file.\");\r\n return;\r\n }\r\n\r\n this._extendNamespace();\r\n\r\n this.world = new this.BJSCANNON.World();\r\n this.world.broadphase = new this.BJSCANNON.NaiveBroadphase();\r\n this.world.solver.iterations = iterations;\r\n this._cannonRaycastResult = new this.BJSCANNON.RaycastResult();\r\n this._raycastResult = new PhysicsRaycastResult();\r\n }\r\n\r\n public setGravity(gravity: Vector3): void {\r\n this.world.gravity.copy(gravity);\r\n }\r\n\r\n public setTimeStep(timeStep: number) {\r\n this._fixedTimeStep = timeStep;\r\n }\r\n\r\n public getTimeStep(): number {\r\n return this._fixedTimeStep;\r\n }\r\n\r\n public executeStep(delta: number, impostors: Array): void {\r\n // due to cannon's architecture, the first frame's before-step is skipped.\r\n if (this._firstFrame) {\r\n this._firstFrame = false;\r\n for (const impostor of impostors) {\r\n if (!(impostor.type == PhysicsImpostor.HeightmapImpostor || impostor.type === PhysicsImpostor.PlaneImpostor)) {\r\n impostor.beforeStep();\r\n }\r\n }\r\n }\r\n this.world.step(this._useDeltaForWorldStep ? delta : this._fixedTimeStep);\r\n this._removeMarkedPhysicsBodiesFromWorld();\r\n }\r\n\r\n private _removeMarkedPhysicsBodiesFromWorld(): void {\r\n if (this._physicsBodysToRemoveAfterStep.length > 0) {\r\n this._physicsBodysToRemoveAfterStep.forEach((physicsBody) => {\r\n this.world.remove(physicsBody);\r\n });\r\n this._physicsBodysToRemoveAfterStep = [];\r\n }\r\n }\r\n\r\n public applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3) {\r\n var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);\r\n var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);\r\n\r\n impostor.physicsBody.applyImpulse(impulse, worldPoint);\r\n }\r\n\r\n public applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3) {\r\n var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);\r\n var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);\r\n\r\n impostor.physicsBody.applyForce(impulse, worldPoint);\r\n }\r\n\r\n public generatePhysicsBody(impostor: PhysicsImpostor) {\r\n // When calling forceUpdate generatePhysicsBody is called again, ensure that the updated body does not instantly collide with removed body\r\n this._removeMarkedPhysicsBodiesFromWorld();\r\n\r\n //parent-child relationship. Does this impostor has a parent impostor?\r\n if (impostor.parent) {\r\n if (impostor.physicsBody) {\r\n this.removePhysicsBody(impostor);\r\n //TODO is that needed?\r\n impostor.forceUpdate();\r\n }\r\n return;\r\n }\r\n\r\n //should a new body be created for this impostor?\r\n if (impostor.isBodyInitRequired()) {\r\n\r\n var shape = this._createShape(impostor);\r\n\r\n //unregister events, if body is being changed\r\n var oldBody = impostor.physicsBody;\r\n if (oldBody) {\r\n this.removePhysicsBody(impostor);\r\n }\r\n\r\n //create the body and material\r\n var material = this._addMaterial(\"mat-\" + impostor.uniqueId, impostor.getParam(\"friction\"), impostor.getParam(\"restitution\"));\r\n\r\n var bodyCreationObject = {\r\n mass: impostor.getParam(\"mass\"),\r\n material: material\r\n };\r\n // A simple extend, in case native options were used.\r\n var nativeOptions = impostor.getParam(\"nativeOptions\");\r\n for (var key in nativeOptions) {\r\n if (nativeOptions.hasOwnProperty(key)) {\r\n (bodyCreationObject)[key] = nativeOptions[key];\r\n }\r\n }\r\n impostor.physicsBody = new this.BJSCANNON.Body(bodyCreationObject);\r\n impostor.physicsBody.addEventListener(\"collide\", impostor.onCollide);\r\n this.world.addEventListener(\"preStep\", impostor.beforeStep);\r\n this.world.addEventListener(\"postStep\", impostor.afterStep);\r\n impostor.physicsBody.addShape(shape);\r\n this.world.add(impostor.physicsBody);\r\n\r\n //try to keep the body moving in the right direction by taking old properties.\r\n //Should be tested!\r\n if (oldBody) {\r\n ['force', 'torque', 'velocity', 'angularVelocity'].forEach(function(param) {\r\n impostor.physicsBody[param].copy(oldBody[param]);\r\n });\r\n }\r\n this._processChildMeshes(impostor);\r\n }\r\n\r\n //now update the body's transformation\r\n this._updatePhysicsBodyTransformation(impostor);\r\n }\r\n\r\n private _processChildMeshes(mainImpostor: PhysicsImpostor) {\r\n var meshChildren = mainImpostor.object.getChildMeshes ? mainImpostor.object.getChildMeshes(true) : [];\r\n let currentRotation: Nullable = mainImpostor.object.rotationQuaternion;\r\n if (meshChildren.length) {\r\n var processMesh = (localPosition: Vector3, mesh: AbstractMesh) => {\r\n\r\n if (!currentRotation || !mesh.rotationQuaternion) {\r\n return;\r\n }\r\n\r\n var childImpostor = mesh.getPhysicsImpostor();\r\n if (childImpostor) {\r\n var parent = childImpostor.parent;\r\n if (parent !== mainImpostor) {\r\n var pPosition = mesh.position.clone();\r\n let localRotation = mesh.rotationQuaternion.multiply(Quaternion.Inverse(currentRotation));\r\n if (childImpostor.physicsBody) {\r\n this.removePhysicsBody(childImpostor);\r\n childImpostor.physicsBody = null;\r\n }\r\n childImpostor.parent = mainImpostor;\r\n childImpostor.resetUpdateFlags();\r\n mainImpostor.physicsBody.addShape(this._createShape(childImpostor), new this.BJSCANNON.Vec3(pPosition.x, pPosition.y, pPosition.z), new this.BJSCANNON.Quaternion(localRotation.x, localRotation.y, localRotation.z, localRotation.w));\r\n //Add the mass of the children.\r\n mainImpostor.physicsBody.mass += childImpostor.getParam(\"mass\");\r\n }\r\n }\r\n currentRotation.multiplyInPlace(mesh.rotationQuaternion);\r\n mesh.getChildMeshes(true).filter((m) => !!m.physicsImpostor).forEach(processMesh.bind(this, mesh.getAbsolutePosition()));\r\n };\r\n meshChildren.filter((m) => !!m.physicsImpostor).forEach(processMesh.bind(this, mainImpostor.object.getAbsolutePosition()));\r\n }\r\n }\r\n\r\n public removePhysicsBody(impostor: PhysicsImpostor) {\r\n impostor.physicsBody.removeEventListener(\"collide\", impostor.onCollide);\r\n this.world.removeEventListener(\"preStep\", impostor.beforeStep);\r\n this.world.removeEventListener(\"postStep\", impostor.afterStep);\r\n\r\n // Only remove the physics body after the physics step to avoid disrupting cannon's internal state\r\n if (this._physicsBodysToRemoveAfterStep.indexOf(impostor.physicsBody) === -1) {\r\n this._physicsBodysToRemoveAfterStep.push(impostor.physicsBody);\r\n }\r\n }\r\n\r\n public generateJoint(impostorJoint: PhysicsImpostorJoint) {\r\n var mainBody = impostorJoint.mainImpostor.physicsBody;\r\n var connectedBody = impostorJoint.connectedImpostor.physicsBody;\r\n if (!mainBody || !connectedBody) {\r\n return;\r\n }\r\n var constraint: any;\r\n var jointData = impostorJoint.joint.jointData;\r\n //TODO - https://github.com/schteppe/this.BJSCANNON.js/blob/gh-pages/demos/collisionFilter.html\r\n var constraintData = {\r\n pivotA: jointData.mainPivot ? new this.BJSCANNON.Vec3().copy(jointData.mainPivot) : null,\r\n pivotB: jointData.connectedPivot ? new this.BJSCANNON.Vec3().copy(jointData.connectedPivot) : null,\r\n axisA: jointData.mainAxis ? new this.BJSCANNON.Vec3().copy(jointData.mainAxis) : null,\r\n axisB: jointData.connectedAxis ? new this.BJSCANNON.Vec3().copy(jointData.connectedAxis) : null,\r\n maxForce: jointData.nativeParams.maxForce,\r\n collideConnected: !!jointData.collision\r\n };\r\n switch (impostorJoint.joint.type) {\r\n case PhysicsJoint.HingeJoint:\r\n case PhysicsJoint.Hinge2Joint:\r\n constraint = new this.BJSCANNON.HingeConstraint(mainBody, connectedBody, constraintData);\r\n break;\r\n case PhysicsJoint.DistanceJoint:\r\n constraint = new this.BJSCANNON.DistanceConstraint(mainBody, connectedBody, (jointData).maxDistance || 2);\r\n break;\r\n case PhysicsJoint.SpringJoint:\r\n var springData = jointData;\r\n constraint = new this.BJSCANNON.Spring(mainBody, connectedBody, {\r\n restLength: springData.length,\r\n stiffness: springData.stiffness,\r\n damping: springData.damping,\r\n localAnchorA: constraintData.pivotA,\r\n localAnchorB: constraintData.pivotB\r\n });\r\n break;\r\n case PhysicsJoint.LockJoint:\r\n constraint = new this.BJSCANNON.LockConstraint(mainBody, connectedBody, constraintData);\r\n break;\r\n case PhysicsJoint.PointToPointJoint:\r\n case PhysicsJoint.BallAndSocketJoint:\r\n default:\r\n constraint = new this.BJSCANNON.PointToPointConstraint(mainBody, constraintData.pivotA, connectedBody, constraintData.pivotB, constraintData.maxForce);\r\n break;\r\n }\r\n //set the collideConnected flag after the creation, since DistanceJoint ignores it.\r\n constraint.collideConnected = !!jointData.collision;\r\n impostorJoint.joint.physicsJoint = constraint;\r\n //don't add spring as constraint, as it is not one.\r\n if (impostorJoint.joint.type !== PhysicsJoint.SpringJoint) {\r\n this.world.addConstraint(constraint);\r\n } else {\r\n (impostorJoint.joint.jointData).forceApplicationCallback = (impostorJoint.joint.jointData).forceApplicationCallback || function() {\r\n constraint.applyForce();\r\n };\r\n impostorJoint.mainImpostor.registerAfterPhysicsStep((impostorJoint.joint.jointData).forceApplicationCallback);\r\n }\r\n }\r\n\r\n public removeJoint(impostorJoint: PhysicsImpostorJoint) {\r\n if (impostorJoint.joint.type !== PhysicsJoint.SpringJoint) {\r\n this.world.removeConstraint(impostorJoint.joint.physicsJoint);\r\n } else {\r\n impostorJoint.mainImpostor.unregisterAfterPhysicsStep((impostorJoint.joint.jointData).forceApplicationCallback);\r\n }\r\n\r\n }\r\n\r\n private _addMaterial(name: string, friction: number, restitution: number) {\r\n var index;\r\n var mat;\r\n\r\n for (index = 0; index < this._physicsMaterials.length; index++) {\r\n mat = this._physicsMaterials[index];\r\n\r\n if (mat.friction === friction && mat.restitution === restitution) {\r\n return mat;\r\n }\r\n }\r\n\r\n var currentMat = new this.BJSCANNON.Material(name);\r\n currentMat.friction = friction;\r\n currentMat.restitution = restitution;\r\n\r\n this._physicsMaterials.push(currentMat);\r\n return currentMat;\r\n }\r\n\r\n private _checkWithEpsilon(value: number): number {\r\n return value < PhysicsEngine.Epsilon ? PhysicsEngine.Epsilon : value;\r\n }\r\n\r\n private _createShape(impostor: PhysicsImpostor) {\r\n var object = impostor.object;\r\n\r\n var returnValue;\r\n var extendSize = impostor.getObjectExtendSize();\r\n switch (impostor.type) {\r\n case PhysicsImpostor.SphereImpostor:\r\n var radiusX = extendSize.x;\r\n var radiusY = extendSize.y;\r\n var radiusZ = extendSize.z;\r\n\r\n returnValue = new this.BJSCANNON.Sphere(Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2);\r\n\r\n break;\r\n //TMP also for cylinder - TODO Cannon supports cylinder natively.\r\n case PhysicsImpostor.CylinderImpostor:\r\n let nativeParams = impostor.getParam(\"nativeOptions\");\r\n if (!nativeParams) {\r\n nativeParams = {};\r\n }\r\n let radiusTop = nativeParams.radiusTop !== undefined ? nativeParams.radiusTop : this._checkWithEpsilon(extendSize.x) / 2;\r\n let radiusBottom = nativeParams.radiusBottom !== undefined ? nativeParams.radiusBottom : this._checkWithEpsilon(extendSize.x) / 2;\r\n let height = nativeParams.height !== undefined ? nativeParams.height : this._checkWithEpsilon(extendSize.y);\r\n let numSegments = nativeParams.numSegments !== undefined ? nativeParams.numSegments : 16;\r\n returnValue = new this.BJSCANNON.Cylinder(radiusTop, radiusBottom, height, numSegments);\r\n\r\n // Rotate 90 degrees as this shape is horizontal in cannon\r\n var quat = new this.BJSCANNON.Quaternion();\r\n quat.setFromAxisAngle(new this.BJSCANNON.Vec3(1, 0, 0), -Math.PI / 2);\r\n var translation = new this.BJSCANNON.Vec3(0, 0, 0);\r\n returnValue.transformAllPoints(translation, quat);\r\n break;\r\n case PhysicsImpostor.BoxImpostor:\r\n var box = extendSize.scale(0.5);\r\n returnValue = new this.BJSCANNON.Box(new this.BJSCANNON.Vec3(this._checkWithEpsilon(box.x), this._checkWithEpsilon(box.y), this._checkWithEpsilon(box.z)));\r\n break;\r\n case PhysicsImpostor.PlaneImpostor:\r\n Logger.Warn(\"Attention, PlaneImposter might not behave as you expect. Consider using BoxImposter instead\");\r\n returnValue = new this.BJSCANNON.Plane();\r\n break;\r\n case PhysicsImpostor.MeshImpostor:\r\n // should transform the vertex data to world coordinates!!\r\n var rawVerts = object.getVerticesData ? object.getVerticesData(VertexBuffer.PositionKind) : [];\r\n var rawFaces = object.getIndices ? object.getIndices() : [];\r\n if (!rawVerts) { return; }\r\n // get only scale! so the object could transform correctly.\r\n let oldPosition = object.position.clone();\r\n let oldRotation = object.rotation && object.rotation.clone();\r\n let oldQuaternion = object.rotationQuaternion && object.rotationQuaternion.clone();\r\n object.position.copyFromFloats(0, 0, 0);\r\n object.rotation && object.rotation.copyFromFloats(0, 0, 0);\r\n object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());\r\n\r\n object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();\r\n\r\n let transform = object.computeWorldMatrix(true);\r\n // convert rawVerts to object space\r\n var temp = new Array();\r\n var index: number;\r\n for (index = 0; index < rawVerts.length; index += 3) {\r\n Vector3.TransformCoordinates(Vector3.FromArray(rawVerts, index), transform).toArray(temp, index);\r\n }\r\n\r\n Logger.Warn(\"MeshImpostor only collides against spheres.\");\r\n returnValue = new this.BJSCANNON.Trimesh(temp, rawFaces);\r\n //now set back the transformation!\r\n object.position.copyFrom(oldPosition);\r\n oldRotation && object.rotation && object.rotation.copyFrom(oldRotation);\r\n oldQuaternion && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion);\r\n break;\r\n case PhysicsImpostor.HeightmapImpostor:\r\n let oldPosition2 = object.position.clone();\r\n let oldRotation2 = object.rotation && object.rotation.clone();\r\n let oldQuaternion2 = object.rotationQuaternion && object.rotationQuaternion.clone();\r\n object.position.copyFromFloats(0, 0, 0);\r\n object.rotation && object.rotation.copyFromFloats(0, 0, 0);\r\n object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());\r\n object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();\r\n object.rotationQuaternion && object.rotationQuaternion.multiplyInPlace(this._minus90X);\r\n\r\n returnValue = this._createHeightmap(object);\r\n object.position.copyFrom(oldPosition2);\r\n oldRotation2 && object.rotation && object.rotation.copyFrom(oldRotation2);\r\n oldQuaternion2 && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion2);\r\n object.computeWorldMatrix(true);\r\n break;\r\n case PhysicsImpostor.ParticleImpostor:\r\n returnValue = new this.BJSCANNON.Particle();\r\n break;\r\n case PhysicsImpostor.NoImpostor:\r\n returnValue = new this.BJSCANNON.Box(new this.BJSCANNON.Vec3(0, 0, 0));\r\n break;\r\n }\r\n\r\n return returnValue;\r\n }\r\n\r\n private _createHeightmap(object: IPhysicsEnabledObject, pointDepth?: number) {\r\n var pos = (object.getVerticesData(VertexBuffer.PositionKind));\r\n let transform = object.computeWorldMatrix(true);\r\n // convert rawVerts to object space\r\n var temp = new Array();\r\n var index: number;\r\n for (index = 0; index < pos.length; index += 3) {\r\n Vector3.TransformCoordinates(Vector3.FromArray(pos, index), transform).toArray(temp, index);\r\n }\r\n pos = temp;\r\n var matrix = new Array>();\r\n\r\n //For now pointDepth will not be used and will be automatically calculated.\r\n //Future reference - try and find the best place to add a reference to the pointDepth variable.\r\n var arraySize = pointDepth || ~~(Math.sqrt(pos.length / 3) - 1);\r\n let boundingInfo = object.getBoundingInfo();\r\n var dim = Math.min(boundingInfo.boundingBox.extendSizeWorld.x, boundingInfo.boundingBox.extendSizeWorld.y);\r\n var minY = boundingInfo.boundingBox.extendSizeWorld.z;\r\n\r\n var elementSize = dim * 2 / arraySize;\r\n\r\n for (var i = 0; i < pos.length; i = i + 3) {\r\n var x = Math.round((pos[i + 0]) / elementSize + arraySize / 2);\r\n var z = Math.round(((pos[i + 1]) / elementSize - arraySize / 2) * -1);\r\n var y = -pos[i + 2] + minY;\r\n if (!matrix[x]) {\r\n matrix[x] = [];\r\n }\r\n if (!matrix[x][z]) {\r\n matrix[x][z] = y;\r\n }\r\n matrix[x][z] = Math.max(y, matrix[x][z]);\r\n }\r\n\r\n for (var x = 0; x <= arraySize; ++x) {\r\n if (!matrix[x]) {\r\n var loc = 1;\r\n while (!matrix[(x + loc) % arraySize]) {\r\n loc++;\r\n }\r\n matrix[x] = matrix[(x + loc) % arraySize].slice();\r\n //console.log(\"missing x\", x);\r\n }\r\n for (var z = 0; z <= arraySize; ++z) {\r\n if (!matrix[x][z]) {\r\n var loc = 1;\r\n var newValue;\r\n while (newValue === undefined) {\r\n newValue = matrix[x][(z + loc++) % arraySize];\r\n }\r\n matrix[x][z] = newValue;\r\n\r\n }\r\n }\r\n }\r\n\r\n var shape = new this.BJSCANNON.Heightfield(matrix, {\r\n elementSize: elementSize\r\n });\r\n\r\n //For future reference, needed for body transformation\r\n shape.minY = minY;\r\n\r\n return shape;\r\n }\r\n\r\n private _minus90X = new Quaternion(-0.7071067811865475, 0, 0, 0.7071067811865475);\r\n private _plus90X = new Quaternion(0.7071067811865475, 0, 0, 0.7071067811865475);\r\n private _tmpPosition: Vector3 = Vector3.Zero();\r\n private _tmpDeltaPosition: Vector3 = Vector3.Zero();\r\n private _tmpUnityRotation: Quaternion = new Quaternion();\r\n\r\n private _updatePhysicsBodyTransformation(impostor: PhysicsImpostor) {\r\n var object = impostor.object;\r\n //make sure it is updated...\r\n object.computeWorldMatrix && object.computeWorldMatrix(true);\r\n // The delta between the mesh position and the mesh bounding box center\r\n let bInfo = object.getBoundingInfo();\r\n if (!bInfo) { return; }\r\n var center = impostor.getObjectCenter();\r\n //m.getAbsolutePosition().subtract(m.getBoundingInfo().boundingBox.centerWorld)\r\n this._tmpDeltaPosition.copyFrom(object.getAbsolutePivotPoint().subtract(center));\r\n this._tmpDeltaPosition.divideInPlace(impostor.object.scaling);\r\n this._tmpPosition.copyFrom(center);\r\n var quaternion = object.rotationQuaternion;\r\n\r\n if (!quaternion) {\r\n return;\r\n }\r\n\r\n //is shape is a plane or a heightmap, it must be rotated 90 degs in the X axis.\r\n //ideally these would be rotated at time of creation like cylinder but they dont extend ConvexPolyhedron\r\n if (impostor.type === PhysicsImpostor.PlaneImpostor || impostor.type === PhysicsImpostor.HeightmapImpostor) {\r\n //-90 DEG in X, precalculated\r\n quaternion = quaternion.multiply(this._minus90X);\r\n //Invert! (Precalculated, 90 deg in X)\r\n //No need to clone. this will never change.\r\n impostor.setDeltaRotation(this._plus90X);\r\n }\r\n\r\n //If it is a heightfield, if should be centered.\r\n if (impostor.type === PhysicsImpostor.HeightmapImpostor) {\r\n var mesh = (object);\r\n let boundingInfo = mesh.getBoundingInfo();\r\n //calculate the correct body position:\r\n var rotationQuaternion = mesh.rotationQuaternion;\r\n mesh.rotationQuaternion = this._tmpUnityRotation;\r\n mesh.computeWorldMatrix(true);\r\n\r\n //get original center with no rotation\r\n var c = center.clone();\r\n\r\n var oldPivot = mesh.getPivotMatrix();\r\n if (oldPivot) {\r\n // create a copy the pivot Matrix as it is modified in place\r\n oldPivot = oldPivot.clone();\r\n }\r\n else {\r\n oldPivot = Matrix.Identity();\r\n }\r\n\r\n //calculate the new center using a pivot (since this.BJSCANNON.js doesn't center height maps)\r\n var p = Matrix.Translation(boundingInfo.boundingBox.extendSizeWorld.x, 0, -boundingInfo.boundingBox.extendSizeWorld.z);\r\n mesh.setPreTransformMatrix(p);\r\n mesh.computeWorldMatrix(true);\r\n\r\n //calculate the translation\r\n var translation = boundingInfo.boundingBox.centerWorld.subtract(center).subtract(mesh.position).negate();\r\n\r\n this._tmpPosition.copyFromFloats(translation.x, translation.y - boundingInfo.boundingBox.extendSizeWorld.y, translation.z);\r\n //add it inverted to the delta\r\n this._tmpDeltaPosition.copyFrom(boundingInfo.boundingBox.centerWorld.subtract(c));\r\n this._tmpDeltaPosition.y += boundingInfo.boundingBox.extendSizeWorld.y;\r\n //rotation is back\r\n mesh.rotationQuaternion = rotationQuaternion;\r\n\r\n mesh.setPreTransformMatrix(oldPivot);\r\n mesh.computeWorldMatrix(true);\r\n } else if (impostor.type === PhysicsImpostor.MeshImpostor) {\r\n this._tmpDeltaPosition.copyFromFloats(0, 0, 0);\r\n //this._tmpPosition.copyFrom(object.position);\r\n }\r\n\r\n impostor.setDeltaPosition(this._tmpDeltaPosition);\r\n //Now update the impostor object\r\n impostor.physicsBody.position.copy(this._tmpPosition);\r\n impostor.physicsBody.quaternion.copy(quaternion);\r\n }\r\n\r\n public setTransformationFromPhysicsBody(impostor: PhysicsImpostor) {\r\n impostor.object.position.copyFrom(impostor.physicsBody.position);\r\n if (impostor.object.rotationQuaternion) {\r\n impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.quaternion);\r\n }\r\n }\r\n\r\n public setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion) {\r\n impostor.physicsBody.position.copy(newPosition);\r\n impostor.physicsBody.quaternion.copy(newRotation);\r\n }\r\n\r\n public isSupported(): boolean {\r\n return this.BJSCANNON !== undefined;\r\n }\r\n\r\n public setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3) {\r\n impostor.physicsBody.velocity.copy(velocity);\r\n }\r\n\r\n public setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3) {\r\n impostor.physicsBody.angularVelocity.copy(velocity);\r\n }\r\n\r\n public getLinearVelocity(impostor: PhysicsImpostor): Nullable {\r\n var v = impostor.physicsBody.velocity;\r\n if (!v) {\r\n return null;\r\n }\r\n return new Vector3(v.x, v.y, v.z);\r\n }\r\n public getAngularVelocity(impostor: PhysicsImpostor): Nullable {\r\n var v = impostor.physicsBody.angularVelocity;\r\n if (!v) {\r\n return null;\r\n }\r\n return new Vector3(v.x, v.y, v.z);\r\n }\r\n\r\n public setBodyMass(impostor: PhysicsImpostor, mass: number) {\r\n impostor.physicsBody.mass = mass;\r\n impostor.physicsBody.updateMassProperties();\r\n }\r\n\r\n public getBodyMass(impostor: PhysicsImpostor): number {\r\n return impostor.physicsBody.mass;\r\n }\r\n\r\n public getBodyFriction(impostor: PhysicsImpostor): number {\r\n return impostor.physicsBody.material.friction;\r\n }\r\n\r\n public setBodyFriction(impostor: PhysicsImpostor, friction: number) {\r\n impostor.physicsBody.material.friction = friction;\r\n }\r\n\r\n public getBodyRestitution(impostor: PhysicsImpostor): number {\r\n return impostor.physicsBody.material.restitution;\r\n }\r\n\r\n public setBodyRestitution(impostor: PhysicsImpostor, restitution: number) {\r\n impostor.physicsBody.material.restitution = restitution;\r\n }\r\n\r\n public sleepBody(impostor: PhysicsImpostor) {\r\n impostor.physicsBody.sleep();\r\n }\r\n\r\n public wakeUpBody(impostor: PhysicsImpostor) {\r\n impostor.physicsBody.wakeUp();\r\n }\r\n\r\n public updateDistanceJoint(joint: PhysicsJoint, maxDistance: number) {\r\n joint.physicsJoint.distance = maxDistance;\r\n }\r\n\r\n public setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number) {\r\n if (!motorIndex) {\r\n joint.physicsJoint.enableMotor();\r\n joint.physicsJoint.setMotorSpeed(speed);\r\n if (maxForce) {\r\n this.setLimit(joint, maxForce);\r\n }\r\n }\r\n }\r\n\r\n public setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number) {\r\n joint.physicsJoint.motorEquation.maxForce = upperLimit;\r\n joint.physicsJoint.motorEquation.minForce = lowerLimit === void 0 ? -upperLimit : lowerLimit;\r\n }\r\n\r\n public syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor) {\r\n var body = impostor.physicsBody;\r\n\r\n mesh.position.x = body.position.x;\r\n mesh.position.y = body.position.y;\r\n mesh.position.z = body.position.z;\r\n\r\n if (mesh.rotationQuaternion) {\r\n mesh.rotationQuaternion.x = body.quaternion.x;\r\n mesh.rotationQuaternion.y = body.quaternion.y;\r\n mesh.rotationQuaternion.z = body.quaternion.z;\r\n mesh.rotationQuaternion.w = body.quaternion.w;\r\n }\r\n }\r\n\r\n public getRadius(impostor: PhysicsImpostor): number {\r\n var shape = impostor.physicsBody.shapes[0];\r\n return shape.boundingSphereRadius;\r\n }\r\n\r\n public getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void {\r\n var shape = impostor.physicsBody.shapes[0];\r\n result.x = shape.halfExtents.x * 2;\r\n result.y = shape.halfExtents.y * 2;\r\n result.z = shape.halfExtents.z * 2;\r\n }\r\n\r\n public dispose() {\r\n\r\n }\r\n\r\n private _extendNamespace() {\r\n\r\n //this will force cannon to execute at least one step when using interpolation\r\n let step_tmp1 = new this.BJSCANNON.Vec3();\r\n let Engine = this.BJSCANNON;\r\n this.BJSCANNON.World.prototype.step = function(dt: number, timeSinceLastCalled: number, maxSubSteps: number) {\r\n maxSubSteps = maxSubSteps || 10;\r\n timeSinceLastCalled = timeSinceLastCalled || 0;\r\n if (timeSinceLastCalled === 0) {\r\n this.internalStep(dt);\r\n this.time += dt;\r\n } else {\r\n var internalSteps = Math.floor((this.time + timeSinceLastCalled) / dt) - Math.floor(this.time / dt);\r\n internalSteps = Math.min(internalSteps, maxSubSteps) || 1;\r\n var t0 = performance.now();\r\n for (var i = 0; i !== internalSteps; i++) {\r\n this.internalStep(dt);\r\n if (performance.now() - t0 > dt * 1000) {\r\n break;\r\n }\r\n }\r\n this.time += timeSinceLastCalled;\r\n var h = this.time % dt;\r\n var h_div_dt = h / dt;\r\n var interpvelo = step_tmp1;\r\n var bodies = this.bodies;\r\n for (var j = 0; j !== bodies.length; j++) {\r\n var b = bodies[j];\r\n if (b.type !== Engine.Body.STATIC && b.sleepState !== Engine.Body.SLEEPING) {\r\n b.position.vsub(b.previousPosition, interpvelo);\r\n interpvelo.scale(h_div_dt, interpvelo);\r\n b.position.vadd(interpvelo, b.interpolatedPosition);\r\n } else {\r\n b.interpolatedPosition.copy(b.position);\r\n b.interpolatedQuaternion.copy(b.quaternion);\r\n }\r\n }\r\n }\r\n };\r\n }\r\n\r\n /**\r\n * Does a raycast in the physics world\r\n * @param from when should the ray start?\r\n * @param to when should the ray end?\r\n * @returns PhysicsRaycastResult\r\n */\r\n public raycast(from: Vector3, to: Vector3): PhysicsRaycastResult {\r\n this._cannonRaycastResult.reset();\r\n this.world.raycastClosest(from, to, {}, this._cannonRaycastResult);\r\n\r\n this._raycastResult.reset(from, to);\r\n if (this._cannonRaycastResult.hasHit) {\r\n // TODO: do we also want to get the body it hit?\r\n this._raycastResult.setHitData(\r\n {\r\n x: this._cannonRaycastResult.hitNormalWorld.x,\r\n y: this._cannonRaycastResult.hitNormalWorld.y,\r\n z: this._cannonRaycastResult.hitNormalWorld.z,\r\n },\r\n {\r\n x: this._cannonRaycastResult.hitPointWorld.x,\r\n y: this._cannonRaycastResult.hitPointWorld.y,\r\n z: this._cannonRaycastResult.hitPointWorld.z,\r\n }\r\n );\r\n this._raycastResult.setHitDistance(this._cannonRaycastResult.distance);\r\n }\r\n\r\n return this._raycastResult;\r\n }\r\n}\r\n\r\nPhysicsEngine.DefaultPluginFactory = () => { return new CannonJSPlugin(); };\r\n","export * from \"./cannonJSPlugin\";\r\nexport * from \"./ammoJSPlugin\";\r\nexport * from \"./oimoJSPlugin\";","import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from \"../../Physics/IPhysicsEngine\";\r\nimport { PhysicsImpostor, IPhysicsEnabledObject } from \"../../Physics/physicsImpostor\";\r\nimport { PhysicsJoint, IMotorEnabledJoint, DistanceJointData, SpringJointData } from \"../../Physics/physicsJoint\";\r\nimport { PhysicsEngine } from \"../../Physics/physicsEngine\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Vector3, Quaternion } from \"../../Maths/math.vector\";\r\nimport { Nullable } from \"../../types\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { PhysicsRaycastResult } from \"../physicsRaycastResult\";\r\n\r\ndeclare var OIMO: any;\r\n\r\n/** @hidden */\r\nexport class OimoJSPlugin implements IPhysicsEnginePlugin {\r\n\r\n public world: any;\r\n public name: string = \"OimoJSPlugin\";\r\n public BJSOIMO: any;\r\n private _raycastResult: PhysicsRaycastResult;\r\n private _fixedTimeStep: number = 1 / 60;\r\n\r\n constructor(private _useDeltaForWorldStep: boolean = true, iterations?: number, oimoInjection = OIMO) {\r\n this.BJSOIMO = oimoInjection;\r\n this.world = new this.BJSOIMO.World({\r\n iterations: iterations\r\n });\r\n this.world.clear();\r\n this._raycastResult = new PhysicsRaycastResult();\r\n }\r\n\r\n public setGravity(gravity: Vector3) {\r\n this.world.gravity.copy(gravity);\r\n }\r\n\r\n public setTimeStep(timeStep: number) {\r\n this.world.timeStep = timeStep;\r\n }\r\n\r\n public getTimeStep(): number {\r\n return this.world.timeStep;\r\n }\r\n\r\n private _tmpImpostorsArray: Array = [];\r\n\r\n public executeStep(delta: number, impostors: Array) {\r\n\r\n impostors.forEach(function(impostor) {\r\n impostor.beforeStep();\r\n });\r\n\r\n this.world.timeStep = this._useDeltaForWorldStep ? delta : this._fixedTimeStep;\r\n this.world.step();\r\n\r\n impostors.forEach((impostor) => {\r\n impostor.afterStep();\r\n //update the ordered impostors array\r\n this._tmpImpostorsArray[impostor.uniqueId] = impostor;\r\n });\r\n\r\n //check for collisions\r\n var contact = this.world.contacts;\r\n\r\n while (contact !== null) {\r\n if (contact.touching && !contact.body1.sleeping && !contact.body2.sleeping) {\r\n contact = contact.next;\r\n continue;\r\n }\r\n //is this body colliding with any other? get the impostor\r\n var mainImpostor = this._tmpImpostorsArray[+contact.body1.name];\r\n var collidingImpostor = this._tmpImpostorsArray[+contact.body2.name];\r\n\r\n if (!mainImpostor || !collidingImpostor) {\r\n contact = contact.next;\r\n continue;\r\n }\r\n\r\n mainImpostor.onCollide({ body: collidingImpostor.physicsBody });\r\n collidingImpostor.onCollide({ body: mainImpostor.physicsBody });\r\n contact = contact.next;\r\n }\r\n\r\n }\r\n\r\n public applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3) {\r\n var mass = impostor.physicsBody.mass;\r\n impostor.physicsBody.applyImpulse(contactPoint.scale(this.world.invScale), force.scale(this.world.invScale * mass));\r\n }\r\n public applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3) {\r\n Logger.Warn(\"Oimo doesn't support applying force. Using impule instead.\");\r\n this.applyImpulse(impostor, force, contactPoint);\r\n }\r\n public generatePhysicsBody(impostor: PhysicsImpostor) {\r\n //parent-child relationship. Does this impostor has a parent impostor?\r\n if (impostor.parent) {\r\n if (impostor.physicsBody) {\r\n this.removePhysicsBody(impostor);\r\n //TODO is that needed?\r\n impostor.forceUpdate();\r\n }\r\n return;\r\n }\r\n\r\n if (impostor.isBodyInitRequired()) {\r\n var bodyConfig: any = {\r\n name: impostor.uniqueId,\r\n //Oimo must have mass, also for static objects.\r\n config: [impostor.getParam(\"mass\") || 0.001, impostor.getParam(\"friction\"), impostor.getParam(\"restitution\")],\r\n size: [],\r\n type: [],\r\n pos: [],\r\n posShape: [],\r\n rot: [],\r\n rotShape: [],\r\n move: impostor.getParam(\"mass\") !== 0,\r\n density: impostor.getParam(\"mass\"),\r\n friction: impostor.getParam(\"friction\"),\r\n restitution: impostor.getParam(\"restitution\"),\r\n //Supporting older versions of Oimo\r\n world: this.world\r\n };\r\n\r\n var impostors = [impostor];\r\n let addToArray = (parent: IPhysicsEnabledObject) => {\r\n if (!parent.getChildMeshes) { return; }\r\n parent.getChildMeshes().forEach(function(m) {\r\n if (m.physicsImpostor) {\r\n impostors.push(m.physicsImpostor);\r\n //m.physicsImpostor._init();\r\n }\r\n });\r\n };\r\n addToArray(impostor.object);\r\n\r\n let checkWithEpsilon = (value: number): number => {\r\n return Math.max(value, PhysicsEngine.Epsilon);\r\n };\r\n\r\n let globalQuaternion: Quaternion = new Quaternion();\r\n\r\n impostors.forEach((i) => {\r\n if (!i.object.rotationQuaternion) {\r\n return;\r\n }\r\n //get the correct bounding box\r\n var oldQuaternion = i.object.rotationQuaternion;\r\n globalQuaternion = oldQuaternion.clone();\r\n\r\n i.object.rotationQuaternion.set(0, 0, 0, 1);\r\n i.object.computeWorldMatrix(true);\r\n\r\n var rot = oldQuaternion.toEulerAngles();\r\n var extendSize = i.getObjectExtendSize();\r\n\r\n const radToDeg = 57.295779513082320876;\r\n\r\n if (i === impostor) {\r\n var center = impostor.getObjectCenter();\r\n\r\n impostor.object.getAbsolutePivotPoint().subtractToRef(center, this._tmpPositionVector);\r\n this._tmpPositionVector.divideInPlace(impostor.object.scaling);\r\n\r\n //Can also use Array.prototype.push.apply\r\n bodyConfig.pos.push(center.x);\r\n bodyConfig.pos.push(center.y);\r\n bodyConfig.pos.push(center.z);\r\n bodyConfig.posShape.push(0, 0, 0);\r\n\r\n bodyConfig.rotShape.push(0, 0, 0);\r\n } else {\r\n let localPosition = i.object.position.clone();\r\n bodyConfig.posShape.push(localPosition.x);\r\n bodyConfig.posShape.push(localPosition.y);\r\n bodyConfig.posShape.push(localPosition.z);\r\n\r\n // bodyConfig.pos.push(0, 0, 0);\r\n\r\n bodyConfig.rotShape.push(rot.x * radToDeg);\r\n bodyConfig.rotShape.push(rot.y * radToDeg);\r\n bodyConfig.rotShape.push(rot.z * radToDeg);\r\n }\r\n\r\n i.object.rotationQuaternion.copyFrom(globalQuaternion);\r\n\r\n // register mesh\r\n switch (i.type) {\r\n case PhysicsImpostor.ParticleImpostor:\r\n Logger.Warn(\"No Particle support in OIMO.js. using SphereImpostor instead\");\r\n case PhysicsImpostor.SphereImpostor:\r\n var radiusX = extendSize.x;\r\n var radiusY = extendSize.y;\r\n var radiusZ = extendSize.z;\r\n\r\n var size = Math.max(\r\n checkWithEpsilon(radiusX),\r\n checkWithEpsilon(radiusY),\r\n checkWithEpsilon(radiusZ)) / 2;\r\n\r\n bodyConfig.type.push('sphere');\r\n //due to the way oimo works with compounds, add 3 times\r\n bodyConfig.size.push(size);\r\n bodyConfig.size.push(size);\r\n bodyConfig.size.push(size);\r\n break;\r\n\r\n case PhysicsImpostor.CylinderImpostor:\r\n var sizeX = checkWithEpsilon(extendSize.x) / 2;\r\n var sizeY = checkWithEpsilon(extendSize.y);\r\n bodyConfig.type.push('cylinder');\r\n bodyConfig.size.push(sizeX);\r\n bodyConfig.size.push(sizeY);\r\n //due to the way oimo works with compounds, add one more value.\r\n bodyConfig.size.push(sizeY);\r\n break;\r\n\r\n case PhysicsImpostor.PlaneImpostor:\r\n case PhysicsImpostor.BoxImpostor:\r\n default:\r\n var sizeX = checkWithEpsilon(extendSize.x);\r\n var sizeY = checkWithEpsilon(extendSize.y);\r\n var sizeZ = checkWithEpsilon(extendSize.z);\r\n\r\n bodyConfig.type.push('box');\r\n //if (i === impostor) {\r\n bodyConfig.size.push(sizeX);\r\n bodyConfig.size.push(sizeY);\r\n bodyConfig.size.push(sizeZ);\r\n //} else {\r\n // bodyConfig.size.push(0,0,0);\r\n //}\r\n break;\r\n }\r\n\r\n //actually not needed, but hey...\r\n i.object.rotationQuaternion = oldQuaternion;\r\n });\r\n impostor.physicsBody = this.world.add(bodyConfig);\r\n // set the quaternion, ignoring the previously defined (euler) rotation\r\n impostor.physicsBody.resetQuaternion(globalQuaternion);\r\n // update with delta 0, so the body will reveive the new rotation.\r\n impostor.physicsBody.updatePosition(0);\r\n\r\n } else {\r\n this._tmpPositionVector.copyFromFloats(0, 0, 0);\r\n }\r\n\r\n impostor.setDeltaPosition(this._tmpPositionVector);\r\n\r\n //this._tmpPositionVector.addInPlace(impostor.mesh.getBoundingInfo().boundingBox.center);\r\n //this.setPhysicsBodyTransformation(impostor, this._tmpPositionVector, impostor.mesh.rotationQuaternion);\r\n }\r\n\r\n private _tmpPositionVector: Vector3 = Vector3.Zero();\r\n\r\n public removePhysicsBody(impostor: PhysicsImpostor) {\r\n //impostor.physicsBody.dispose();\r\n //Same as : (older oimo versions)\r\n this.world.removeRigidBody(impostor.physicsBody);\r\n }\r\n\r\n public generateJoint(impostorJoint: PhysicsImpostorJoint) {\r\n var mainBody = impostorJoint.mainImpostor.physicsBody;\r\n var connectedBody = impostorJoint.connectedImpostor.physicsBody;\r\n\r\n if (!mainBody || !connectedBody) {\r\n return;\r\n }\r\n var jointData = impostorJoint.joint.jointData;\r\n var options = jointData.nativeParams || {};\r\n var type;\r\n var nativeJointData: any = {\r\n body1: mainBody,\r\n body2: connectedBody,\r\n\r\n axe1: options.axe1 || (jointData.mainAxis ? jointData.mainAxis.asArray() : null),\r\n axe2: options.axe2 || (jointData.connectedAxis ? jointData.connectedAxis.asArray() : null),\r\n pos1: options.pos1 || (jointData.mainPivot ? jointData.mainPivot.asArray() : null),\r\n pos2: options.pos2 || (jointData.connectedPivot ? jointData.connectedPivot.asArray() : null),\r\n\r\n min: options.min,\r\n max: options.max,\r\n collision: options.collision || jointData.collision,\r\n spring: options.spring,\r\n\r\n //supporting older version of Oimo\r\n world: this.world\r\n\r\n };\r\n switch (impostorJoint.joint.type) {\r\n case PhysicsJoint.BallAndSocketJoint:\r\n type = \"jointBall\";\r\n break;\r\n case PhysicsJoint.SpringJoint:\r\n Logger.Warn(\"OIMO.js doesn't support Spring Constraint. Simulating using DistanceJoint instead\");\r\n var springData = jointData;\r\n nativeJointData.min = springData.length || nativeJointData.min;\r\n //Max should also be set, just make sure it is at least min\r\n nativeJointData.max = Math.max(nativeJointData.min, nativeJointData.max);\r\n case PhysicsJoint.DistanceJoint:\r\n type = \"jointDistance\";\r\n nativeJointData.max = (jointData).maxDistance;\r\n break;\r\n case PhysicsJoint.PrismaticJoint:\r\n type = \"jointPrisme\";\r\n break;\r\n case PhysicsJoint.SliderJoint:\r\n type = \"jointSlide\";\r\n break;\r\n case PhysicsJoint.WheelJoint:\r\n type = \"jointWheel\";\r\n break;\r\n case PhysicsJoint.HingeJoint:\r\n default:\r\n type = \"jointHinge\";\r\n break;\r\n }\r\n nativeJointData.type = type;\r\n impostorJoint.joint.physicsJoint = this.world.add(nativeJointData);\r\n }\r\n\r\n public removeJoint(impostorJoint: PhysicsImpostorJoint) {\r\n //Bug in Oimo prevents us from disposing a joint in the playground\r\n //joint.joint.physicsJoint.dispose();\r\n //So we will bruteforce it!\r\n try {\r\n this.world.removeJoint(impostorJoint.joint.physicsJoint);\r\n } catch (e) {\r\n Logger.Warn(e);\r\n }\r\n\r\n }\r\n\r\n public isSupported(): boolean {\r\n return this.BJSOIMO !== undefined;\r\n }\r\n\r\n public setTransformationFromPhysicsBody(impostor: PhysicsImpostor) {\r\n if (!impostor.physicsBody.sleeping) {\r\n if (impostor.physicsBody.shapes.next) {\r\n let parent = impostor.physicsBody.shapes;\r\n while (parent.next) {\r\n parent = parent.next;\r\n }\r\n impostor.object.position.copyFrom(parent.position);\r\n } else {\r\n impostor.object.position.copyFrom(impostor.physicsBody.getPosition());\r\n }\r\n //}\r\n\r\n if (impostor.object.rotationQuaternion) {\r\n impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.getQuaternion());\r\n }\r\n }\r\n }\r\n\r\n public setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion) {\r\n var body = impostor.physicsBody;\r\n // disable bidirectional for compound meshes\r\n if (impostor.physicsBody.shapes.next) {\r\n return;\r\n }\r\n body.position.copy(newPosition);\r\n body.orientation.copy(newRotation);\r\n body.syncShapes();\r\n body.awake();\r\n }\r\n\r\n /*private _getLastShape(body: any): any {\r\n var lastShape = body.shapes;\r\n while (lastShape.next) {\r\n lastShape = lastShape.next;\r\n }\r\n return lastShape;\r\n }*/\r\n\r\n public setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3) {\r\n impostor.physicsBody.linearVelocity.copy(velocity);\r\n }\r\n\r\n public setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3) {\r\n impostor.physicsBody.angularVelocity.copy(velocity);\r\n }\r\n\r\n public getLinearVelocity(impostor: PhysicsImpostor): Nullable {\r\n var v = impostor.physicsBody.linearVelocity;\r\n if (!v) {\r\n return null;\r\n }\r\n return new Vector3(v.x, v.y, v.z);\r\n }\r\n public getAngularVelocity(impostor: PhysicsImpostor): Nullable {\r\n var v = impostor.physicsBody.angularVelocity;\r\n if (!v) {\r\n return null;\r\n }\r\n return new Vector3(v.x, v.y, v.z);\r\n }\r\n\r\n public setBodyMass(impostor: PhysicsImpostor, mass: number) {\r\n var staticBody: boolean = mass === 0;\r\n //this will actually set the body's density and not its mass.\r\n //But this is how oimo treats the mass variable.\r\n impostor.physicsBody.shapes.density = staticBody ? 1 : mass;\r\n impostor.physicsBody.setupMass(staticBody ? 0x2 : 0x1);\r\n }\r\n\r\n public getBodyMass(impostor: PhysicsImpostor): number {\r\n return impostor.physicsBody.shapes.density;\r\n }\r\n\r\n public getBodyFriction(impostor: PhysicsImpostor): number {\r\n return impostor.physicsBody.shapes.friction;\r\n }\r\n\r\n public setBodyFriction(impostor: PhysicsImpostor, friction: number) {\r\n impostor.physicsBody.shapes.friction = friction;\r\n }\r\n\r\n public getBodyRestitution(impostor: PhysicsImpostor): number {\r\n return impostor.physicsBody.shapes.restitution;\r\n }\r\n\r\n public setBodyRestitution(impostor: PhysicsImpostor, restitution: number) {\r\n impostor.physicsBody.shapes.restitution = restitution;\r\n }\r\n\r\n public sleepBody(impostor: PhysicsImpostor) {\r\n impostor.physicsBody.sleep();\r\n }\r\n\r\n public wakeUpBody(impostor: PhysicsImpostor) {\r\n impostor.physicsBody.awake();\r\n }\r\n\r\n public updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number) {\r\n joint.physicsJoint.limitMotor.upperLimit = maxDistance;\r\n if (minDistance !== void 0) {\r\n joint.physicsJoint.limitMotor.lowerLimit = minDistance;\r\n }\r\n }\r\n\r\n public setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number) {\r\n if (force !== undefined) {\r\n Logger.Warn(\"OimoJS plugin currently has unexpected behavior when using setMotor with force parameter\");\r\n } else {\r\n force = 1e6;\r\n }\r\n speed *= -1;\r\n\r\n //TODO separate rotational and transational motors.\r\n var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;\r\n if (motor) {\r\n motor.setMotor(speed, force);\r\n }\r\n }\r\n\r\n public setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number) {\r\n //TODO separate rotational and transational motors.\r\n var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;\r\n if (motor) {\r\n motor.setLimit(upperLimit, lowerLimit === void 0 ? -upperLimit : lowerLimit);\r\n }\r\n }\r\n\r\n public syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor) {\r\n var body = impostor.physicsBody;\r\n\r\n mesh.position.x = body.position.x;\r\n mesh.position.y = body.position.y;\r\n mesh.position.z = body.position.z;\r\n\r\n if (mesh.rotationQuaternion) {\r\n mesh.rotationQuaternion.x = body.orientation.x;\r\n mesh.rotationQuaternion.y = body.orientation.y;\r\n mesh.rotationQuaternion.z = body.orientation.z;\r\n mesh.rotationQuaternion.w = body.orientation.s;\r\n }\r\n }\r\n\r\n public getRadius(impostor: PhysicsImpostor): number {\r\n return impostor.physicsBody.shapes.radius;\r\n }\r\n\r\n public getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void {\r\n var shape = impostor.physicsBody.shapes;\r\n result.x = shape.halfWidth * 2;\r\n result.y = shape.halfHeight * 2;\r\n result.z = shape.halfDepth * 2;\r\n }\r\n\r\n public dispose() {\r\n this.world.clear();\r\n }\r\n\r\n /**\r\n * Does a raycast in the physics world\r\n * @param from when should the ray start?\r\n * @param to when should the ray end?\r\n * @returns PhysicsRaycastResult\r\n */\r\n public raycast(from: Vector3, to: Vector3): PhysicsRaycastResult {\r\n Logger.Warn(\"raycast is not currently supported by the Oimo physics plugin\");\r\n\r\n this._raycastResult.reset(from, to);\r\n\r\n return this._raycastResult;\r\n }\r\n}\r\n","export * from \"./IPhysicsEngine\";\r\nexport * from \"./physicsEngine\";\r\nexport * from \"./physicsEngineComponent\";\r\nexport * from \"./physicsHelper\";\r\nexport * from \"./physicsImpostor\";\r\nexport * from \"./physicsJoint\";\r\nexport * from \"./Plugins/index\";","import { Nullable } from \"../types\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { IPhysicsEngine, PhysicsImpostorJoint, IPhysicsEnginePlugin } from \"./IPhysicsEngine\";\r\nimport { PhysicsImpostor, IPhysicsEnabledObject } from \"./physicsImpostor\";\r\nimport { PhysicsJoint } from \"./physicsJoint\";\r\nimport { PhysicsRaycastResult } from \"./physicsRaycastResult\";\r\nimport { _DevTools } from '../Misc/devTools';\r\n\r\n/**\r\n * Class used to control physics engine\r\n * @see http://doc.babylonjs.com/how_to/using_the_physics_engine\r\n */\r\nexport class PhysicsEngine implements IPhysicsEngine {\r\n /**\r\n * Global value used to control the smallest number supported by the simulation\r\n */\r\n public static Epsilon = 0.001;\r\n\r\n private _impostors: Array = [];\r\n private _joints: Array = [];\r\n private _subTimeStep: number = 0;\r\n\r\n /**\r\n * Gets the gravity vector used by the simulation\r\n */\r\n public gravity: Vector3;\r\n\r\n /**\r\n * Factory used to create the default physics plugin.\r\n * @returns The default physics plugin\r\n */\r\n public static DefaultPluginFactory(): IPhysicsEnginePlugin {\r\n throw _DevTools.WarnImport(\"CannonJSPlugin\");\r\n }\r\n\r\n /**\r\n * Creates a new Physics Engine\r\n * @param gravity defines the gravity vector used by the simulation\r\n * @param _physicsPlugin defines the plugin to use (CannonJS by default)\r\n */\r\n constructor(gravity: Nullable, private _physicsPlugin: IPhysicsEnginePlugin = PhysicsEngine.DefaultPluginFactory()) {\r\n if (!this._physicsPlugin.isSupported()) {\r\n throw new Error(\"Physics Engine \" + this._physicsPlugin.name + \" cannot be found. \"\r\n + \"Please make sure it is included.\");\r\n }\r\n gravity = gravity || new Vector3(0, -9.807, 0);\r\n this.setGravity(gravity);\r\n this.setTimeStep();\r\n }\r\n\r\n /**\r\n * Sets the gravity vector used by the simulation\r\n * @param gravity defines the gravity vector to use\r\n */\r\n public setGravity(gravity: Vector3): void {\r\n this.gravity = gravity;\r\n this._physicsPlugin.setGravity(this.gravity);\r\n }\r\n\r\n /**\r\n * Set the time step of the physics engine.\r\n * Default is 1/60.\r\n * To slow it down, enter 1/600 for example.\r\n * To speed it up, 1/30\r\n * @param newTimeStep defines the new timestep to apply to this world.\r\n */\r\n public setTimeStep(newTimeStep: number = 1 / 60) {\r\n this._physicsPlugin.setTimeStep(newTimeStep);\r\n }\r\n\r\n /**\r\n * Get the time step of the physics engine.\r\n * @returns the current time step\r\n */\r\n public getTimeStep(): number {\r\n return this._physicsPlugin.getTimeStep();\r\n }\r\n\r\n /**\r\n * Set the sub time step of the physics engine.\r\n * Default is 0 meaning there is no sub steps\r\n * To increase physics resolution precision, set a small value (like 1 ms)\r\n * @param subTimeStep defines the new sub timestep used for physics resolution.\r\n */\r\n public setSubTimeStep(subTimeStep: number = 0) {\r\n this._subTimeStep = subTimeStep;\r\n }\r\n\r\n /**\r\n * Get the sub time step of the physics engine.\r\n * @returns the current sub time step\r\n */\r\n public getSubTimeStep() {\r\n return this._subTimeStep;\r\n }\r\n\r\n /**\r\n * Release all resources\r\n */\r\n public dispose(): void {\r\n this._impostors.forEach(function(impostor) {\r\n impostor.dispose();\r\n });\r\n this._physicsPlugin.dispose();\r\n }\r\n\r\n /**\r\n * Gets the name of the current physics plugin\r\n * @returns the name of the plugin\r\n */\r\n public getPhysicsPluginName(): string {\r\n return this._physicsPlugin.name;\r\n }\r\n\r\n /**\r\n * Adding a new impostor for the impostor tracking.\r\n * This will be done by the impostor itself.\r\n * @param impostor the impostor to add\r\n */\r\n public addImpostor(impostor: PhysicsImpostor) {\r\n impostor.uniqueId = this._impostors.push(impostor);\r\n //if no parent, generate the body\r\n if (!impostor.parent) {\r\n this._physicsPlugin.generatePhysicsBody(impostor);\r\n }\r\n }\r\n\r\n /**\r\n * Remove an impostor from the engine.\r\n * This impostor and its mesh will not longer be updated by the physics engine.\r\n * @param impostor the impostor to remove\r\n */\r\n public removeImpostor(impostor: PhysicsImpostor) {\r\n var index = this._impostors.indexOf(impostor);\r\n if (index > -1) {\r\n var removed = this._impostors.splice(index, 1);\r\n //Is it needed?\r\n if (removed.length) {\r\n this.getPhysicsPlugin().removePhysicsBody(impostor);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Add a joint to the physics engine\r\n * @param mainImpostor defines the main impostor to which the joint is added.\r\n * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint\r\n * @param joint defines the joint that will connect both impostors.\r\n */\r\n public addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint) {\r\n var impostorJoint = {\r\n mainImpostor: mainImpostor,\r\n connectedImpostor: connectedImpostor,\r\n joint: joint\r\n };\r\n joint.physicsPlugin = this._physicsPlugin;\r\n this._joints.push(impostorJoint);\r\n this._physicsPlugin.generateJoint(impostorJoint);\r\n }\r\n\r\n /**\r\n * Removes a joint from the simulation\r\n * @param mainImpostor defines the impostor used with the joint\r\n * @param connectedImpostor defines the other impostor connected to the main one by the joint\r\n * @param joint defines the joint to remove\r\n */\r\n public removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint) {\r\n var matchingJoints = this._joints.filter(function(impostorJoint) {\r\n return (impostorJoint.connectedImpostor === connectedImpostor\r\n && impostorJoint.joint === joint\r\n && impostorJoint.mainImpostor === mainImpostor);\r\n });\r\n if (matchingJoints.length) {\r\n this._physicsPlugin.removeJoint(matchingJoints[0]);\r\n //TODO remove it from the list as well\r\n\r\n }\r\n }\r\n\r\n /**\r\n * Called by the scene. No need to call it.\r\n * @param delta defines the timespam between frames\r\n */\r\n public _step(delta: number) {\r\n //check if any mesh has no body / requires an update\r\n this._impostors.forEach((impostor) => {\r\n\r\n if (impostor.isBodyInitRequired()) {\r\n this._physicsPlugin.generatePhysicsBody(impostor);\r\n }\r\n });\r\n\r\n if (delta > 0.1) {\r\n delta = 0.1;\r\n } else if (delta <= 0) {\r\n delta = 1.0 / 60.0;\r\n }\r\n\r\n this._physicsPlugin.executeStep(delta, this._impostors);\r\n }\r\n\r\n /**\r\n * Gets the current plugin used to run the simulation\r\n * @returns current plugin\r\n */\r\n public getPhysicsPlugin(): IPhysicsEnginePlugin {\r\n return this._physicsPlugin;\r\n }\r\n\r\n /**\r\n * Gets the list of physic impostors\r\n * @returns an array of PhysicsImpostor\r\n */\r\n public getImpostors(): Array {\r\n return this._impostors;\r\n }\r\n\r\n /**\r\n * Gets the impostor for a physics enabled object\r\n * @param object defines the object impersonated by the impostor\r\n * @returns the PhysicsImpostor or null if not found\r\n */\r\n public getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable {\r\n for (var i = 0; i < this._impostors.length; ++i) {\r\n if (this._impostors[i].object === object) {\r\n return this._impostors[i];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets the impostor for a physics body object\r\n * @param body defines physics body used by the impostor\r\n * @returns the PhysicsImpostor or null if not found\r\n */\r\n public getImpostorWithPhysicsBody(body: any): Nullable {\r\n for (var i = 0; i < this._impostors.length; ++i) {\r\n if (this._impostors[i].physicsBody === body) {\r\n return this._impostors[i];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Does a raycast in the physics world\r\n * @param from when should the ray start?\r\n * @param to when should the ray end?\r\n * @returns PhysicsRaycastResult\r\n */\r\n public raycast(from: Vector3, to: Vector3): PhysicsRaycastResult {\r\n return this._physicsPlugin.raycast(from, to);\r\n }\r\n}\r\n","import { Nullable } from \"../types\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Observable, Observer } from \"../Misc/observable\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { ISceneComponent, SceneComponentConstants } from \"../sceneComponent\";\r\nimport { Scene } from \"../scene\";\r\nimport { Node } from \"../node\";\r\n\r\nimport { IPhysicsEngine, IPhysicsEnginePlugin } from \"./IPhysicsEngine\";\r\nimport { PhysicsEngine } from \"./physicsEngine\";\r\nimport { PhysicsImpostor } from \"./physicsImpostor\";\r\nimport { PhysicsJoint } from \"./physicsJoint\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @hidden (Backing field) */\r\n _physicsEngine: Nullable;\r\n /** @hidden */\r\n _physicsTimeAccumulator: number;\r\n\r\n /**\r\n * Gets the current physics engine\r\n * @returns a IPhysicsEngine or null if none attached\r\n */\r\n getPhysicsEngine(): Nullable;\r\n\r\n /**\r\n * Enables physics to the current scene\r\n * @param gravity defines the scene's gravity for the physics engine\r\n * @param plugin defines the physics engine to be used. defaults to OimoJS.\r\n * @return a boolean indicating if the physics engine was initialized\r\n */\r\n enablePhysics(gravity: Nullable, plugin?: IPhysicsEnginePlugin): boolean;\r\n\r\n /**\r\n * Disables and disposes the physics engine associated with the scene\r\n */\r\n disablePhysicsEngine(): void;\r\n\r\n /**\r\n * Gets a boolean indicating if there is an active physics engine\r\n * @returns a boolean indicating if there is an active physics engine\r\n */\r\n isPhysicsEnabled(): boolean;\r\n\r\n /**\r\n * Deletes a physics compound impostor\r\n * @param compound defines the compound to delete\r\n */\r\n deleteCompoundImpostor(compound: any): void;\r\n\r\n /**\r\n * An event triggered when physic simulation is about to be run\r\n */\r\n onBeforePhysicsObservable: Observable;\r\n\r\n /**\r\n * An event triggered when physic simulation has been done\r\n */\r\n onAfterPhysicsObservable: Observable;\r\n }\r\n}\r\n\r\n/**\r\n * Gets the current physics engine\r\n * @returns a IPhysicsEngine or null if none attached\r\n */\r\nScene.prototype.getPhysicsEngine = function(): Nullable {\r\n return this._physicsEngine;\r\n};\r\n\r\n/**\r\n * Enables physics to the current scene\r\n * @param gravity defines the scene's gravity for the physics engine\r\n * @param plugin defines the physics engine to be used. defaults to OimoJS.\r\n * @return a boolean indicating if the physics engine was initialized\r\n */\r\nScene.prototype.enablePhysics = function(gravity: Nullable = null, plugin?: IPhysicsEnginePlugin): boolean {\r\n if (this._physicsEngine) {\r\n return true;\r\n }\r\n\r\n // Register the component to the scene\r\n let component = this._getComponent(SceneComponentConstants.NAME_PHYSICSENGINE) as PhysicsEngineSceneComponent;\r\n if (!component) {\r\n component = new PhysicsEngineSceneComponent(this);\r\n this._addComponent(component);\r\n }\r\n\r\n try {\r\n this._physicsEngine = new PhysicsEngine(gravity, plugin);\r\n this._physicsTimeAccumulator = 0;\r\n return true;\r\n } catch (e) {\r\n Logger.Error(e.message);\r\n return false;\r\n }\r\n};\r\n\r\n/**\r\n * Disables and disposes the physics engine associated with the scene\r\n */\r\nScene.prototype.disablePhysicsEngine = function(): void {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n\r\n this._physicsEngine.dispose();\r\n this._physicsEngine = null;\r\n};\r\n\r\n/**\r\n * Gets a boolean indicating if there is an active physics engine\r\n * @returns a boolean indicating if there is an active physics engine\r\n */\r\nScene.prototype.isPhysicsEnabled = function(): boolean {\r\n return this._physicsEngine !== undefined;\r\n};\r\n\r\n/**\r\n * Deletes a physics compound impostor\r\n * @param compound defines the compound to delete\r\n */\r\nScene.prototype.deleteCompoundImpostor = function(compound: any): void {\r\n var mesh: AbstractMesh = compound.parts[0].mesh;\r\n\r\n if (mesh.physicsImpostor) {\r\n mesh.physicsImpostor.dispose(/*true*/);\r\n mesh.physicsImpostor = null;\r\n }\r\n};\r\n\r\n/** @hidden */\r\nScene.prototype._advancePhysicsEngineStep = function(step: number) {\r\n if (this._physicsEngine) {\r\n let subTime = this._physicsEngine.getSubTimeStep();\r\n if (subTime > 0) {\r\n this._physicsTimeAccumulator += step;\r\n while (this._physicsTimeAccumulator > subTime) {\r\n this.onBeforePhysicsObservable.notifyObservers(this);\r\n this._physicsEngine._step(subTime / 1000);\r\n this.onAfterPhysicsObservable.notifyObservers(this);\r\n this._physicsTimeAccumulator -= subTime;\r\n }\r\n } else {\r\n this.onBeforePhysicsObservable.notifyObservers(this);\r\n this._physicsEngine._step(step / 1000);\r\n this.onAfterPhysicsObservable.notifyObservers(this);\r\n }\r\n }\r\n};\r\n\r\ndeclare module \"../Meshes/abstractMesh\" {\r\n export interface AbstractMesh {\r\n /** @hidden */\r\n _physicsImpostor: Nullable;\r\n\r\n /**\r\n * Gets or sets impostor used for physic simulation\r\n * @see http://doc.babylonjs.com/features/physics_engine\r\n */\r\n physicsImpostor: Nullable;\r\n\r\n /**\r\n * Gets the current physics impostor\r\n * @see http://doc.babylonjs.com/features/physics_engine\r\n * @returns a physics impostor or null\r\n */\r\n getPhysicsImpostor(): Nullable;\r\n\r\n /** Apply a physic impulse to the mesh\r\n * @param force defines the force to apply\r\n * @param contactPoint defines where to apply the force\r\n * @returns the current mesh\r\n * @see http://doc.babylonjs.com/how_to/using_the_physics_engine\r\n */\r\n applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;\r\n\r\n /**\r\n * Creates a physic joint between two meshes\r\n * @param otherMesh defines the other mesh to use\r\n * @param pivot1 defines the pivot to use on this mesh\r\n * @param pivot2 defines the pivot to use on the other mesh\r\n * @param options defines additional options (can be plugin dependent)\r\n * @returns the current mesh\r\n * @see https://www.babylonjs-playground.com/#0BS5U0#0\r\n */\r\n setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;\r\n\r\n /** @hidden */\r\n _disposePhysicsObserver: Nullable>;\r\n }\r\n}\r\n\r\nObject.defineProperty(AbstractMesh.prototype, \"physicsImpostor\", {\r\n get: function(this: AbstractMesh) {\r\n return this._physicsImpostor;\r\n },\r\n set: function(this: AbstractMesh, value: Nullable) {\r\n if (this._physicsImpostor === value) {\r\n return;\r\n }\r\n if (this._disposePhysicsObserver) {\r\n this.onDisposeObservable.remove(this._disposePhysicsObserver);\r\n }\r\n\r\n this._physicsImpostor = value;\r\n\r\n if (value) {\r\n this._disposePhysicsObserver = this.onDisposeObservable.add(() => {\r\n // Physics\r\n if (this.physicsImpostor) {\r\n this.physicsImpostor.dispose(/*!doNotRecurse*/);\r\n this.physicsImpostor = null;\r\n }\r\n });\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\n/**\r\n * Gets the current physics impostor\r\n * @see http://doc.babylonjs.com/features/physics_engine\r\n * @returns a physics impostor or null\r\n */\r\nAbstractMesh.prototype.getPhysicsImpostor = function(): Nullable {\r\n return this.physicsImpostor;\r\n};\r\n\r\n/**\r\n * Apply a physic impulse to the mesh\r\n * @param force defines the force to apply\r\n * @param contactPoint defines where to apply the force\r\n * @returns the current mesh\r\n * @see http://doc.babylonjs.com/how_to/using_the_physics_engine\r\n */\r\nAbstractMesh.prototype.applyImpulse = function(force: Vector3, contactPoint: Vector3): AbstractMesh {\r\n if (!this.physicsImpostor) {\r\n return this;\r\n }\r\n this.physicsImpostor.applyImpulse(force, contactPoint);\r\n return this;\r\n};\r\n\r\n/**\r\n * Creates a physic joint between two meshes\r\n * @param otherMesh defines the other mesh to use\r\n * @param pivot1 defines the pivot to use on this mesh\r\n * @param pivot2 defines the pivot to use on the other mesh\r\n * @param options defines additional options (can be plugin dependent)\r\n * @returns the current mesh\r\n * @see https://www.babylonjs-playground.com/#0BS5U0#0\r\n */\r\nAbstractMesh.prototype.setPhysicsLinkWith = function(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh {\r\n if (!this.physicsImpostor || !otherMesh.physicsImpostor) {\r\n return this;\r\n }\r\n this.physicsImpostor.createJoint(otherMesh.physicsImpostor, PhysicsJoint.HingeJoint, {\r\n mainPivot: pivot1,\r\n connectedPivot: pivot2,\r\n nativeParams: options\r\n });\r\n return this;\r\n};\r\n\r\n/**\r\n * Defines the physics engine scene component responsible to manage a physics engine\r\n */\r\nexport class PhysicsEngineSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_PHYSICSENGINE;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n this.scene.onBeforePhysicsObservable = new Observable();\r\n this.scene.onAfterPhysicsObservable = new Observable();\r\n\r\n // Replace the function used to get the deterministic frame time\r\n this.scene.getDeterministicFrameTime = () => {\r\n if (this.scene._physicsEngine) {\r\n return this.scene._physicsEngine.getTimeStep() * 1000;\r\n }\r\n\r\n return 1000.0 / 60.0;\r\n };\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do for this component\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated ressources\r\n */\r\n public dispose(): void {\r\n this.scene.onBeforePhysicsObservable.clear();\r\n this.scene.onAfterPhysicsObservable.clear();\r\n\r\n if (this.scene._physicsEngine) {\r\n this.scene.disablePhysicsEngine();\r\n }\r\n }\r\n}\r\n","import { Nullable } from \"../types\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { SphereBuilder } from \"../Meshes/Builders/sphereBuilder\";\r\nimport { CylinderBuilder } from \"../Meshes/Builders/cylinderBuilder\";\r\nimport { Ray } from \"../Culling/ray\";\r\nimport { Scene } from \"../scene\";\r\nimport { IPhysicsEngine } from \"./IPhysicsEngine\";\r\nimport { PhysicsEngine } from \"./physicsEngine\";\r\nimport { PhysicsImpostor } from \"./physicsImpostor\";\r\n\r\n/**\r\n * A helper for physics simulations\r\n * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class\r\n */\r\nexport class PhysicsHelper {\r\n\r\n private _scene: Scene;\r\n private _physicsEngine: Nullable;\r\n\r\n /**\r\n * Initializes the Physics helper\r\n * @param scene Babylon.js scene\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n this._physicsEngine = this._scene.getPhysicsEngine();\r\n\r\n if (!this._physicsEngine) {\r\n Logger.Warn('Physics engine not enabled. Please enable the physics before you can use the methods.');\r\n return;\r\n }\r\n }\r\n\r\n /**\r\n * Applies a radial explosion impulse\r\n * @param origin the origin of the explosion\r\n * @param radiusOrEventOptions the radius or the options of radial explosion\r\n * @param strength the explosion strength\r\n * @param falloff possible options: Constant & Linear. Defaults to Constant\r\n * @returns A physics radial explosion event, or null\r\n */\r\n public applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable {\r\n if (!this._physicsEngine) {\r\n Logger.Warn('Physics engine not enabled. Please enable the physics before you call this method.');\r\n return null;\r\n }\r\n\r\n var impostors = this._physicsEngine.getImpostors();\r\n if (impostors.length === 0) {\r\n return null;\r\n }\r\n\r\n if (typeof radiusOrEventOptions === 'number') {\r\n radiusOrEventOptions = new PhysicsRadialExplosionEventOptions();\r\n radiusOrEventOptions.radius = radiusOrEventOptions;\r\n radiusOrEventOptions.strength = strength || radiusOrEventOptions.strength;\r\n radiusOrEventOptions.falloff = falloff || radiusOrEventOptions.falloff;\r\n }\r\n\r\n var event = new PhysicsRadialExplosionEvent(this._scene, radiusOrEventOptions);\r\n var affectedImpostorsWithData = Array();\r\n\r\n impostors.forEach((impostor) => {\r\n var impostorHitData = event.getImpostorHitData(impostor, origin);\r\n if (!impostorHitData) {\r\n return;\r\n }\r\n\r\n impostor.applyImpulse(impostorHitData.force, impostorHitData.contactPoint);\r\n\r\n affectedImpostorsWithData.push({\r\n impostor: impostor,\r\n hitData: impostorHitData,\r\n });\r\n });\r\n\r\n event.triggerAffectedImpostorsCallback(affectedImpostorsWithData);\r\n\r\n event.dispose(false);\r\n\r\n return event;\r\n }\r\n\r\n /**\r\n * Applies a radial explosion force\r\n * @param origin the origin of the explosion\r\n * @param radiusOrEventOptions the radius or the options of radial explosion\r\n * @param strength the explosion strength\r\n * @param falloff possible options: Constant & Linear. Defaults to Constant\r\n * @returns A physics radial explosion event, or null\r\n */\r\n public applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable {\r\n if (!this._physicsEngine) {\r\n Logger.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');\r\n return null;\r\n }\r\n\r\n var impostors = this._physicsEngine.getImpostors();\r\n if (impostors.length === 0) {\r\n return null;\r\n }\r\n\r\n if (typeof radiusOrEventOptions === 'number') {\r\n radiusOrEventOptions = new PhysicsRadialExplosionEventOptions();\r\n radiusOrEventOptions.radius = radiusOrEventOptions;\r\n radiusOrEventOptions.strength = strength || radiusOrEventOptions.strength;\r\n radiusOrEventOptions.falloff = falloff || radiusOrEventOptions.falloff;\r\n }\r\n\r\n var event = new PhysicsRadialExplosionEvent(this._scene, radiusOrEventOptions);\r\n var affectedImpostorsWithData = Array();\r\n\r\n impostors.forEach((impostor) => {\r\n var impostorHitData = event.getImpostorHitData(impostor, origin);\r\n if (!impostorHitData) {\r\n return;\r\n }\r\n\r\n impostor.applyForce(impostorHitData.force, impostorHitData.contactPoint);\r\n\r\n affectedImpostorsWithData.push({\r\n impostor: impostor,\r\n hitData: impostorHitData,\r\n });\r\n });\r\n\r\n event.triggerAffectedImpostorsCallback(affectedImpostorsWithData);\r\n\r\n event.dispose(false);\r\n\r\n return event;\r\n }\r\n\r\n /**\r\n * Creates a gravitational field\r\n * @param origin the origin of the explosion\r\n * @param radiusOrEventOptions the radius or the options of radial explosion\r\n * @param strength the explosion strength\r\n * @param falloff possible options: Constant & Linear. Defaults to Constant\r\n * @returns A physics gravitational field event, or null\r\n */\r\n public gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable {\r\n if (!this._physicsEngine) {\r\n Logger.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');\r\n return null;\r\n }\r\n\r\n var impostors = this._physicsEngine.getImpostors();\r\n if (impostors.length === 0) {\r\n return null;\r\n }\r\n\r\n if (typeof radiusOrEventOptions === 'number') {\r\n radiusOrEventOptions = new PhysicsRadialExplosionEventOptions();\r\n radiusOrEventOptions.radius = radiusOrEventOptions;\r\n radiusOrEventOptions.strength = strength || radiusOrEventOptions.strength;\r\n radiusOrEventOptions.falloff = falloff || radiusOrEventOptions.falloff;\r\n }\r\n\r\n var event = new PhysicsGravitationalFieldEvent(this, this._scene, origin, radiusOrEventOptions);\r\n\r\n event.dispose(false);\r\n\r\n return event;\r\n }\r\n\r\n /**\r\n * Creates a physics updraft event\r\n * @param origin the origin of the updraft\r\n * @param radiusOrEventOptions the radius or the options of the updraft\r\n * @param strength the strength of the updraft\r\n * @param height the height of the updraft\r\n * @param updraftMode possible options: Center & Perpendicular. Defaults to Center\r\n * @returns A physics updraft event, or null\r\n */\r\n public updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable {\r\n if (!this._physicsEngine) {\r\n Logger.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');\r\n return null;\r\n }\r\n\r\n if (this._physicsEngine.getImpostors().length === 0) {\r\n return null;\r\n }\r\n\r\n if (typeof radiusOrEventOptions === 'number') {\r\n radiusOrEventOptions = new PhysicsUpdraftEventOptions();\r\n radiusOrEventOptions.radius = radiusOrEventOptions;\r\n radiusOrEventOptions.strength = strength || radiusOrEventOptions.strength;\r\n radiusOrEventOptions.height = height || radiusOrEventOptions.height;\r\n radiusOrEventOptions.updraftMode = updraftMode || radiusOrEventOptions.updraftMode;\r\n }\r\n\r\n var event = new PhysicsUpdraftEvent(this._scene, origin, radiusOrEventOptions);\r\n\r\n event.dispose(false);\r\n\r\n return event;\r\n }\r\n\r\n /**\r\n * Creates a physics vortex event\r\n * @param origin the of the vortex\r\n * @param radiusOrEventOptions the radius or the options of the vortex\r\n * @param strength the strength of the vortex\r\n * @param height the height of the vortex\r\n * @returns a Physics vortex event, or null\r\n * A physics vortex event or null\r\n */\r\n public vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable {\r\n if (!this._physicsEngine) {\r\n Logger.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');\r\n return null;\r\n }\r\n\r\n if (this._physicsEngine.getImpostors().length === 0) {\r\n return null;\r\n }\r\n\r\n if (typeof radiusOrEventOptions === 'number') {\r\n radiusOrEventOptions = new PhysicsVortexEventOptions();\r\n radiusOrEventOptions.radius = radiusOrEventOptions;\r\n radiusOrEventOptions.strength = strength || radiusOrEventOptions.strength;\r\n radiusOrEventOptions.height = height || radiusOrEventOptions.height;\r\n }\r\n\r\n var event = new PhysicsVortexEvent(this._scene, origin, radiusOrEventOptions);\r\n\r\n event.dispose(false);\r\n\r\n return event;\r\n }\r\n}\r\n\r\n/**\r\n * Represents a physics radial explosion event\r\n */\r\nclass PhysicsRadialExplosionEvent {\r\n\r\n private _sphere: Mesh; // create a sphere, so we can get the intersecting meshes inside\r\n private _dataFetched: boolean = false; // check if the data has been fetched. If not, do cleanup\r\n\r\n /**\r\n * Initializes a radial explosioin event\r\n * @param _scene BabylonJS scene\r\n * @param _options The options for the vortex event\r\n */\r\n constructor(private _scene: Scene, private _options: PhysicsRadialExplosionEventOptions) {\r\n this._options = { ...(new PhysicsRadialExplosionEventOptions()), ...this._options };\r\n }\r\n\r\n /**\r\n * Returns the data related to the radial explosion event (sphere).\r\n * @returns The radial explosion event data\r\n */\r\n public getData(): PhysicsRadialExplosionEventData {\r\n this._dataFetched = true;\r\n\r\n return {\r\n sphere: this._sphere,\r\n };\r\n }\r\n\r\n /**\r\n * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.\r\n * @param impostor A physics imposter\r\n * @param origin the origin of the explosion\r\n * @returns {Nullable} A physics force and contact point, or null\r\n */\r\n public getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable {\r\n if (impostor.mass === 0) {\r\n return null;\r\n }\r\n\r\n if (!this._intersectsWithSphere(impostor, origin, this._options.radius)) {\r\n return null;\r\n }\r\n\r\n if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {\r\n return null;\r\n }\r\n\r\n var impostorObjectCenter = impostor.getObjectCenter();\r\n var direction = impostorObjectCenter.subtract(origin);\r\n\r\n var ray = new Ray(origin, direction, this._options.radius);\r\n var hit = ray.intersectsMesh(impostor.object);\r\n\r\n var contactPoint = hit.pickedPoint;\r\n if (!contactPoint) {\r\n return null;\r\n }\r\n\r\n var distanceFromOrigin = Vector3.Distance(origin, contactPoint);\r\n\r\n if (distanceFromOrigin > this._options.radius) {\r\n return null;\r\n }\r\n\r\n var multiplier = this._options.falloff === PhysicsRadialImpulseFalloff.Constant\r\n ? this._options.strength\r\n : this._options.strength * (1 - (distanceFromOrigin / this._options.radius));\r\n\r\n var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);\r\n\r\n return { force: force, contactPoint: contactPoint, distanceFromOrigin: distanceFromOrigin };\r\n }\r\n\r\n /**\r\n * Triggers affecterd impostors callbacks\r\n * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)\r\n */\r\n public triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array) {\r\n if (this._options.affectedImpostorsCallback) {\r\n this._options.affectedImpostorsCallback(affectedImpostorsWithData);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the sphere.\r\n * @param force Specifies if the sphere should be disposed by force\r\n */\r\n public dispose(force: boolean = true) {\r\n if (force) {\r\n this._sphere.dispose();\r\n } else {\r\n setTimeout(() => {\r\n if (!this._dataFetched) {\r\n this._sphere.dispose();\r\n }\r\n }, 0);\r\n }\r\n }\r\n\r\n /*** Helpers ***/\r\n\r\n private _prepareSphere(): void {\r\n if (!this._sphere) {\r\n this._sphere = SphereBuilder.CreateSphere(\"radialExplosionEventSphere\", this._options.sphere, this._scene);\r\n this._sphere.isVisible = false;\r\n }\r\n }\r\n\r\n private _intersectsWithSphere(impostor: PhysicsImpostor, origin: Vector3, radius: number): boolean {\r\n var impostorObject = impostor.object;\r\n\r\n this._prepareSphere();\r\n\r\n this._sphere.position = origin;\r\n this._sphere.scaling = new Vector3(radius * 2, radius * 2, radius * 2);\r\n this._sphere._updateBoundingInfo();\r\n this._sphere.computeWorldMatrix(true);\r\n\r\n return this._sphere.intersectsMesh(impostorObject, true);\r\n }\r\n\r\n}\r\n\r\n/**\r\n * Represents a gravitational field event\r\n */\r\nclass PhysicsGravitationalFieldEvent {\r\n\r\n private _tickCallback: any;\r\n private _sphere: Mesh;\r\n private _dataFetched: boolean = false; // check if the has been fetched the data. If not, do cleanup\r\n\r\n /**\r\n * Initializes the physics gravitational field event\r\n * @param _physicsHelper A physics helper\r\n * @param _scene BabylonJS scene\r\n * @param _origin The origin position of the gravitational field event\r\n * @param _options The options for the vortex event\r\n */\r\n constructor(private _physicsHelper: PhysicsHelper, private _scene: Scene, private _origin: Vector3, private _options: PhysicsRadialExplosionEventOptions) {\r\n this._options = { ...(new PhysicsRadialExplosionEventOptions()), ...this._options };\r\n\r\n this._tickCallback = this._tick.bind(this);\r\n\r\n this._options.strength = this._options.strength * -1;\r\n }\r\n\r\n /**\r\n * Returns the data related to the gravitational field event (sphere).\r\n * @returns A gravitational field event\r\n */\r\n public getData(): PhysicsGravitationalFieldEventData {\r\n this._dataFetched = true;\r\n\r\n return {\r\n sphere: this._sphere,\r\n };\r\n }\r\n\r\n /**\r\n * Enables the gravitational field.\r\n */\r\n public enable() {\r\n this._tickCallback.call(this);\r\n this._scene.registerBeforeRender(this._tickCallback);\r\n }\r\n\r\n /**\r\n * Disables the gravitational field.\r\n */\r\n public disable() {\r\n this._scene.unregisterBeforeRender(this._tickCallback);\r\n }\r\n\r\n /**\r\n * Disposes the sphere.\r\n * @param force The force to dispose from the gravitational field event\r\n */\r\n public dispose(force: boolean = true) {\r\n if (force) {\r\n this._sphere.dispose();\r\n } else {\r\n setTimeout(() => {\r\n if (!this._dataFetched) {\r\n this._sphere.dispose();\r\n }\r\n }, 0);\r\n }\r\n }\r\n\r\n private _tick() {\r\n // Since the params won't change, we fetch the event only once\r\n if (this._sphere) {\r\n this._physicsHelper.applyRadialExplosionForce(this._origin, this._options);\r\n } else {\r\n var radialExplosionEvent = this._physicsHelper.applyRadialExplosionForce(this._origin, this._options);\r\n if (radialExplosionEvent) {\r\n this._sphere = radialExplosionEvent.getData().sphere.clone('radialExplosionEventSphereClone');\r\n }\r\n }\r\n }\r\n\r\n}\r\n\r\n/**\r\n * Represents a physics updraft event\r\n */\r\nclass PhysicsUpdraftEvent {\r\n\r\n private _physicsEngine: PhysicsEngine;\r\n private _originTop: Vector3 = Vector3.Zero(); // the most upper part of the cylinder\r\n private _originDirection: Vector3 = Vector3.Zero(); // used if the updraftMode is perpendicular\r\n private _tickCallback: any;\r\n private _cylinder: Mesh;\r\n private _cylinderPosition: Vector3 = Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom\r\n private _dataFetched: boolean = false; // check if the has been fetched the data. If not, do cleanup\r\n\r\n /**\r\n * Initializes the physics updraft event\r\n * @param _scene BabylonJS scene\r\n * @param _origin The origin position of the updraft\r\n * @param _options The options for the updraft event\r\n */\r\n constructor(private _scene: Scene, private _origin: Vector3, private _options: PhysicsUpdraftEventOptions) {\r\n this._physicsEngine = this._scene.getPhysicsEngine();\r\n this._options = { ...(new PhysicsUpdraftEventOptions()), ...this._options };\r\n\r\n this._origin.addToRef(new Vector3(0, this._options.height / 2, 0), this._cylinderPosition);\r\n this._origin.addToRef(new Vector3(0, this._options.height, 0), this._originTop);\r\n\r\n if (this._options.updraftMode === PhysicsUpdraftMode.Perpendicular) {\r\n this._originDirection = this._origin.subtract(this._originTop).normalize();\r\n }\r\n\r\n this._tickCallback = this._tick.bind(this);\r\n\r\n this._prepareCylinder();\r\n }\r\n\r\n /**\r\n * Returns the data related to the updraft event (cylinder).\r\n * @returns A physics updraft event\r\n */\r\n public getData(): PhysicsUpdraftEventData {\r\n this._dataFetched = true;\r\n\r\n return {\r\n cylinder: this._cylinder,\r\n };\r\n }\r\n\r\n /**\r\n * Enables the updraft.\r\n */\r\n public enable() {\r\n this._tickCallback.call(this);\r\n this._scene.registerBeforeRender(this._tickCallback);\r\n }\r\n\r\n /**\r\n * Disables the updraft.\r\n */\r\n public disable() {\r\n this._scene.unregisterBeforeRender(this._tickCallback);\r\n }\r\n\r\n /**\r\n * Disposes the cylinder.\r\n * @param force Specifies if the updraft should be disposed by force\r\n */\r\n public dispose(force: boolean = true) {\r\n if (!this._cylinder) {\r\n return;\r\n }\r\n if (force) {\r\n this._cylinder.dispose();\r\n } else {\r\n setTimeout(() => {\r\n if (!this._dataFetched) {\r\n this._cylinder.dispose();\r\n }\r\n }, 0);\r\n }\r\n }\r\n\r\n private getImpostorHitData(impostor: PhysicsImpostor): Nullable {\r\n if (impostor.mass === 0) {\r\n return null;\r\n }\r\n\r\n if (!this._intersectsWithCylinder(impostor)) {\r\n return null;\r\n }\r\n\r\n var impostorObjectCenter = impostor.getObjectCenter();\r\n\r\n if (this._options.updraftMode === PhysicsUpdraftMode.Perpendicular) {\r\n var direction = this._originDirection;\r\n } else {\r\n var direction = impostorObjectCenter.subtract(this._originTop);\r\n }\r\n\r\n var distanceFromOrigin = Vector3.Distance(this._origin, impostorObjectCenter);\r\n\r\n var multiplier = this._options.strength * -1;\r\n\r\n var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);\r\n\r\n return { force: force, contactPoint: impostorObjectCenter, distanceFromOrigin: distanceFromOrigin };\r\n }\r\n\r\n private _tick() {\r\n this._physicsEngine.getImpostors().forEach((impostor) => {\r\n var impostorHitData = this.getImpostorHitData(impostor);\r\n if (!impostorHitData) {\r\n return;\r\n }\r\n\r\n impostor.applyForce(impostorHitData.force, impostorHitData.contactPoint);\r\n });\r\n }\r\n\r\n /*** Helpers ***/\r\n\r\n private _prepareCylinder(): void {\r\n if (!this._cylinder) {\r\n this._cylinder = CylinderBuilder.CreateCylinder(\"updraftEventCylinder\", {\r\n height: this._options.height,\r\n diameter: this._options.radius * 2,\r\n }, this._scene);\r\n this._cylinder.isVisible = false;\r\n }\r\n }\r\n\r\n private _intersectsWithCylinder(impostor: PhysicsImpostor): boolean {\r\n var impostorObject = impostor.object;\r\n\r\n this._cylinder.position = this._cylinderPosition;\r\n\r\n return this._cylinder.intersectsMesh(impostorObject, true);\r\n }\r\n\r\n}\r\n\r\n/**\r\n * Represents a physics vortex event\r\n */\r\nclass PhysicsVortexEvent {\r\n\r\n private _physicsEngine: PhysicsEngine;\r\n private _originTop: Vector3 = Vector3.Zero(); // the most upper part of the cylinder\r\n private _tickCallback: any;\r\n private _cylinder: Mesh;\r\n private _cylinderPosition: Vector3 = Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom\r\n private _dataFetched: boolean = false; // check if the has been fetched the data. If not, do cleanup\r\n\r\n /**\r\n * Initializes the physics vortex event\r\n * @param _scene The BabylonJS scene\r\n * @param _origin The origin position of the vortex\r\n * @param _options The options for the vortex event\r\n */\r\n constructor(private _scene: Scene, private _origin: Vector3, private _options: PhysicsVortexEventOptions) {\r\n this._physicsEngine = this._scene.getPhysicsEngine();\r\n this._options = { ...(new PhysicsVortexEventOptions()), ...this._options };\r\n\r\n this._origin.addToRef(new Vector3(0, this._options.height / 2, 0), this._cylinderPosition);\r\n this._origin.addToRef(new Vector3(0, this._options.height, 0), this._originTop);\r\n\r\n this._tickCallback = this._tick.bind(this);\r\n\r\n this._prepareCylinder();\r\n }\r\n\r\n /**\r\n * Returns the data related to the vortex event (cylinder).\r\n * @returns The physics vortex event data\r\n */\r\n public getData(): PhysicsVortexEventData {\r\n this._dataFetched = true;\r\n\r\n return {\r\n cylinder: this._cylinder,\r\n };\r\n }\r\n\r\n /**\r\n * Enables the vortex.\r\n */\r\n public enable() {\r\n this._tickCallback.call(this);\r\n this._scene.registerBeforeRender(this._tickCallback);\r\n }\r\n\r\n /**\r\n * Disables the cortex.\r\n */\r\n public disable() {\r\n this._scene.unregisterBeforeRender(this._tickCallback);\r\n }\r\n\r\n /**\r\n * Disposes the sphere.\r\n * @param force\r\n */\r\n public dispose(force: boolean = true) {\r\n if (force) {\r\n this._cylinder.dispose();\r\n } else {\r\n setTimeout(() => {\r\n if (!this._dataFetched) {\r\n this._cylinder.dispose();\r\n }\r\n }, 0);\r\n }\r\n }\r\n\r\n private getImpostorHitData(impostor: PhysicsImpostor): Nullable {\r\n if (impostor.mass === 0) {\r\n return null;\r\n }\r\n\r\n if (!this._intersectsWithCylinder(impostor)) {\r\n return null;\r\n }\r\n\r\n if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {\r\n return null;\r\n }\r\n\r\n var impostorObjectCenter = impostor.getObjectCenter();\r\n var originOnPlane = new Vector3(this._origin.x, impostorObjectCenter.y, this._origin.z); // the distance to the origin as if both objects were on a plane (Y-axis)\r\n var originToImpostorDirection = impostorObjectCenter.subtract(originOnPlane);\r\n\r\n var ray = new Ray(originOnPlane, originToImpostorDirection, this._options.radius);\r\n var hit = ray.intersectsMesh(impostor.object);\r\n var contactPoint = hit.pickedPoint;\r\n if (!contactPoint) {\r\n return null;\r\n }\r\n var absoluteDistanceFromOrigin = hit.distance / this._options.radius;\r\n\r\n var directionToOrigin = contactPoint.normalize();\r\n if (absoluteDistanceFromOrigin > this._options.centripetalForceThreshold) {\r\n directionToOrigin = directionToOrigin.negate();\r\n }\r\n\r\n if (absoluteDistanceFromOrigin > this._options.centripetalForceThreshold) {\r\n var forceX = directionToOrigin.x * this._options.centripetalForceMultiplier;\r\n var forceY = directionToOrigin.y * this._options.updraftForceMultiplier;\r\n var forceZ = directionToOrigin.z * this._options.centripetalForceMultiplier;\r\n } else {\r\n var perpendicularDirection = Vector3.Cross(originOnPlane, impostorObjectCenter).normalize();\r\n\r\n var forceX = (perpendicularDirection.x + directionToOrigin.x) * this._options.centrifugalForceMultiplier;\r\n var forceY = this._originTop.y * this._options.updraftForceMultiplier;\r\n var forceZ = (perpendicularDirection.z + directionToOrigin.z) * this._options.centrifugalForceMultiplier;\r\n }\r\n\r\n var force = new Vector3(forceX, forceY, forceZ);\r\n force = force.multiplyByFloats(this._options.strength, this._options.strength, this._options.strength);\r\n\r\n return { force: force, contactPoint: impostorObjectCenter, distanceFromOrigin: absoluteDistanceFromOrigin };\r\n }\r\n\r\n private _tick() {\r\n this._physicsEngine.getImpostors().forEach((impostor) => {\r\n var impostorHitData = this.getImpostorHitData(impostor);\r\n if (!impostorHitData) {\r\n return;\r\n }\r\n\r\n impostor.applyForce(impostorHitData.force, impostorHitData.contactPoint);\r\n });\r\n }\r\n\r\n /*** Helpers ***/\r\n\r\n private _prepareCylinder(): void {\r\n if (!this._cylinder) {\r\n this._cylinder = CylinderBuilder.CreateCylinder(\"vortexEventCylinder\", {\r\n height: this._options.height,\r\n diameter: this._options.radius * 2,\r\n }, this._scene);\r\n this._cylinder.isVisible = false;\r\n }\r\n }\r\n\r\n private _intersectsWithCylinder(impostor: PhysicsImpostor): boolean {\r\n var impostorObject = impostor.object;\r\n\r\n this._cylinder.position = this._cylinderPosition;\r\n\r\n return this._cylinder.intersectsMesh(impostorObject, true);\r\n }\r\n\r\n}\r\n\r\n/**\r\n * Options fot the radial explosion event\r\n * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class\r\n */\r\nexport class PhysicsRadialExplosionEventOptions {\r\n /**\r\n * The radius of the sphere for the radial explosion.\r\n */\r\n radius: number = 5;\r\n\r\n /**\r\n * The strenth of the explosion.\r\n */\r\n strength: number = 10;\r\n\r\n /**\r\n * The strenght of the force in correspondence to the distance of the affected object\r\n */\r\n falloff: PhysicsRadialImpulseFalloff = PhysicsRadialImpulseFalloff.Constant;\r\n\r\n /**\r\n * Sphere options for the radial explosion.\r\n */\r\n sphere: { segments: number, diameter: number } = { segments: 32, diameter: 1 };\r\n\r\n /**\r\n * Sphere options for the radial explosion.\r\n */\r\n affectedImpostorsCallback: (affectedImpostorsWithData: Array) => void;\r\n}\r\n\r\n/**\r\n * Options fot the updraft event\r\n * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class\r\n */\r\nexport class PhysicsUpdraftEventOptions {\r\n /**\r\n * The radius of the cylinder for the vortex\r\n */\r\n radius: number = 5;\r\n\r\n /**\r\n * The strenth of the updraft.\r\n */\r\n strength: number = 10;\r\n\r\n /**\r\n * The height of the cylinder for the updraft.\r\n */\r\n height: number = 10;\r\n\r\n /**\r\n * The mode for the the updraft.\r\n */\r\n updraftMode: PhysicsUpdraftMode = PhysicsUpdraftMode.Center;\r\n}\r\n\r\n/**\r\n * Options fot the vortex event\r\n * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class\r\n */\r\nexport class PhysicsVortexEventOptions {\r\n /**\r\n * The radius of the cylinder for the vortex\r\n */\r\n radius: number = 5;\r\n\r\n /**\r\n * The strenth of the vortex.\r\n */\r\n strength: number = 10;\r\n\r\n /**\r\n * The height of the cylinder for the vortex.\r\n */\r\n height: number = 10;\r\n\r\n /**\r\n * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1\r\n */\r\n centripetalForceThreshold: number = 0.7;\r\n\r\n /**\r\n * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.\r\n */\r\n centripetalForceMultiplier: number = 5;\r\n\r\n /**\r\n * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.\r\n */\r\n centrifugalForceMultiplier: number = 0.5;\r\n\r\n /**\r\n * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.\r\n */\r\n updraftForceMultiplier: number = 0.02;\r\n}\r\n\r\n/**\r\n* The strenght of the force in correspondence to the distance of the affected object\r\n* @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class\r\n*/\r\nexport enum PhysicsRadialImpulseFalloff {\r\n /** Defines that impulse is constant in strength across it's whole radius */\r\n Constant,\r\n /** Defines that impulse gets weaker if it's further from the origin */\r\n Linear\r\n}\r\n\r\n/**\r\n * The strength of the force in correspondence to the distance of the affected object\r\n * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class\r\n */\r\nexport enum PhysicsUpdraftMode {\r\n /** Defines that the upstream forces will pull towards the top center of the cylinder */\r\n Center,\r\n /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */\r\n Perpendicular\r\n}\r\n\r\n/**\r\n * Interface for a physics hit data\r\n * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class\r\n */\r\nexport interface PhysicsHitData {\r\n /**\r\n * The force applied at the contact point\r\n */\r\n force: Vector3;\r\n /**\r\n * The contact point\r\n */\r\n contactPoint: Vector3;\r\n /**\r\n * The distance from the origin to the contact point\r\n */\r\n distanceFromOrigin: number;\r\n}\r\n\r\n/**\r\n * Interface for radial explosion event data\r\n * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class\r\n */\r\nexport interface PhysicsRadialExplosionEventData {\r\n /**\r\n * A sphere used for the radial explosion event\r\n */\r\n sphere: Mesh;\r\n}\r\n\r\n/**\r\n * Interface for gravitational field event data\r\n * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class\r\n */\r\nexport interface PhysicsGravitationalFieldEventData {\r\n /**\r\n * A sphere mesh used for the gravitational field event\r\n */\r\n sphere: Mesh;\r\n}\r\n\r\n/**\r\n * Interface for updraft event data\r\n * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class\r\n */\r\nexport interface PhysicsUpdraftEventData {\r\n /**\r\n * A cylinder used for the updraft event\r\n */\r\n cylinder: Mesh;\r\n}\r\n\r\n/**\r\n * Interface for vortex event data\r\n * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class\r\n */\r\nexport interface PhysicsVortexEventData {\r\n /**\r\n * A cylinder used for the vortex event\r\n */\r\n cylinder: Mesh;\r\n}\r\n\r\n/**\r\n * Interface for an affected physics impostor\r\n * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class\r\n */\r\nexport interface PhysicsAffectedImpostorWithData {\r\n /**\r\n * The impostor affected by the effect\r\n */\r\n impostor: PhysicsImpostor;\r\n\r\n /**\r\n * The data about the hit/horce from the explosion\r\n */\r\n hitData: PhysicsHitData;\r\n}\r\n","import { Nullable, IndicesArray } from \"../types\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { ArrayTools } from \"../Misc/arrayTools\";\r\nimport { Vector3, Matrix, Quaternion } from \"../Maths/math.vector\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Scene } from \"../scene\";\r\nimport { Bone } from \"../Bones/bone\";\r\nimport { BoundingInfo } from \"../Culling/boundingInfo\";\r\nimport { IPhysicsEngine } from \"./IPhysicsEngine\";\r\nimport { PhysicsJoint, PhysicsJointData } from \"./physicsJoint\";\r\nimport { Space } from '../Maths/math.axis';\r\n\r\n/**\r\n * The interface for the physics imposter parameters\r\n * @see https://doc.babylonjs.com/how_to/using_the_physics_engine\r\n */\r\nexport interface PhysicsImpostorParameters {\r\n /**\r\n * The mass of the physics imposter\r\n */\r\n mass: number;\r\n /**\r\n * The friction of the physics imposter\r\n */\r\n friction?: number;\r\n /**\r\n * The coefficient of restitution of the physics imposter\r\n */\r\n restitution?: number;\r\n /**\r\n * The native options of the physics imposter\r\n */\r\n nativeOptions?: any;\r\n /**\r\n * Specifies if the parent should be ignored\r\n */\r\n ignoreParent?: boolean;\r\n /**\r\n * Specifies if bi-directional transformations should be disabled\r\n */\r\n disableBidirectionalTransformation?: boolean;\r\n /**\r\n * The pressure inside the physics imposter, soft object only\r\n */\r\n pressure?: number;\r\n /**\r\n * The stiffness the physics imposter, soft object only\r\n */\r\n stiffness?: number;\r\n /**\r\n * The number of iterations used in maintaining consistent vertex velocities, soft object only\r\n */\r\n velocityIterations?: number;\r\n /**\r\n * The number of iterations used in maintaining consistent vertex positions, soft object only\r\n */\r\n positionIterations?: number;\r\n /**\r\n * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only\r\n * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right\r\n * Add to fix multiple points\r\n */\r\n fixedPoints?: number;\r\n /**\r\n * The collision margin around a soft object\r\n */\r\n margin?: number;\r\n /**\r\n * The collision margin around a soft object\r\n */\r\n damping?: number;\r\n /**\r\n * The path for a rope based on an extrusion\r\n */\r\n path?: any;\r\n /**\r\n * The shape of an extrusion used for a rope based on an extrusion\r\n */\r\n shape?: any;\r\n}\r\n\r\n/**\r\n * Interface for a physics-enabled object\r\n * @see https://doc.babylonjs.com/how_to/using_the_physics_engine\r\n */\r\nexport interface IPhysicsEnabledObject {\r\n /**\r\n * The position of the physics-enabled object\r\n */\r\n position: Vector3;\r\n /**\r\n * The rotation of the physics-enabled object\r\n */\r\n rotationQuaternion: Nullable;\r\n /**\r\n * The scale of the physics-enabled object\r\n */\r\n scaling: Vector3;\r\n /**\r\n * The rotation of the physics-enabled object\r\n */\r\n rotation?: Vector3;\r\n /**\r\n * The parent of the physics-enabled object\r\n */\r\n parent?: any;\r\n /**\r\n * The bounding info of the physics-enabled object\r\n * @returns The bounding info of the physics-enabled object\r\n */\r\n getBoundingInfo(): BoundingInfo;\r\n /**\r\n * Computes the world matrix\r\n * @param force Specifies if the world matrix should be computed by force\r\n * @returns A world matrix\r\n */\r\n computeWorldMatrix(force: boolean): Matrix;\r\n /**\r\n * Gets the world matrix\r\n * @returns A world matrix\r\n */\r\n getWorldMatrix?(): Matrix;\r\n /**\r\n * Gets the child meshes\r\n * @param directDescendantsOnly Specifies if only direct-descendants should be obtained\r\n * @returns An array of abstract meshes\r\n */\r\n getChildMeshes?(directDescendantsOnly?: boolean): Array;\r\n /**\r\n * Gets the vertex data\r\n * @param kind The type of vertex data\r\n * @returns A nullable array of numbers, or a float32 array\r\n */\r\n getVerticesData(kind: string): Nullable | Float32Array>;\r\n /**\r\n * Gets the indices from the mesh\r\n * @returns A nullable array of index arrays\r\n */\r\n getIndices?(): Nullable;\r\n /**\r\n * Gets the scene from the mesh\r\n * @returns the indices array or null\r\n */\r\n getScene?(): Scene;\r\n /**\r\n * Gets the absolute position from the mesh\r\n * @returns the absolute position\r\n */\r\n getAbsolutePosition(): Vector3;\r\n /**\r\n * Gets the absolute pivot point from the mesh\r\n * @returns the absolute pivot point\r\n */\r\n getAbsolutePivotPoint(): Vector3;\r\n /**\r\n * Rotates the mesh\r\n * @param axis The axis of rotation\r\n * @param amount The amount of rotation\r\n * @param space The space of the rotation\r\n * @returns The rotation transform node\r\n */\r\n rotate(axis: Vector3, amount: number, space?: Space): TransformNode;\r\n /**\r\n * Translates the mesh\r\n * @param axis The axis of translation\r\n * @param distance The distance of translation\r\n * @param space The space of the translation\r\n * @returns The transform node\r\n */\r\n translate(axis: Vector3, distance: number, space?: Space): TransformNode;\r\n /**\r\n * Sets the absolute position of the mesh\r\n * @param absolutePosition The absolute position of the mesh\r\n * @returns The transform node\r\n */\r\n setAbsolutePosition(absolutePosition: Vector3): TransformNode;\r\n /**\r\n * Gets the class name of the mesh\r\n * @returns The class name\r\n */\r\n getClassName(): string;\r\n}\r\n\r\nMesh._PhysicsImpostorParser = function(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor {\r\n return new PhysicsImpostor(physicObject, jsonObject.physicsImpostor, {\r\n mass: jsonObject.physicsMass,\r\n friction: jsonObject.physicsFriction,\r\n restitution: jsonObject.physicsRestitution\r\n }, scene);\r\n};\r\n\r\n/**\r\n * Represents a physics imposter\r\n * @see https://doc.babylonjs.com/how_to/using_the_physics_engine\r\n */\r\nexport class PhysicsImpostor {\r\n\r\n /**\r\n * The default object size of the imposter\r\n */\r\n public static DEFAULT_OBJECT_SIZE: Vector3 = new Vector3(1, 1, 1);\r\n\r\n /**\r\n * The identity quaternion of the imposter\r\n */\r\n public static IDENTITY_QUATERNION = Quaternion.Identity();\r\n\r\n /** @hidden */\r\n public _pluginData: any = {};\r\n\r\n private _physicsEngine: Nullable;\r\n //The native cannon/oimo/energy physics body object.\r\n private _physicsBody: any;\r\n private _bodyUpdateRequired: boolean = false;\r\n\r\n private _onBeforePhysicsStepCallbacks = new Array<(impostor: PhysicsImpostor) => void>();\r\n private _onAfterPhysicsStepCallbacks = new Array<(impostor: PhysicsImpostor) => void>();\r\n /** @hidden */\r\n public _onPhysicsCollideCallbacks: Array<{ callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void, otherImpostors: Array }> = [];\r\n\r\n private _deltaPosition: Vector3 = Vector3.Zero();\r\n private _deltaRotation: Quaternion;\r\n private _deltaRotationConjugated: Quaternion;\r\n\r\n /** @hidden */\r\n public _isFromLine: boolean;\r\n\r\n //If set, this is this impostor's parent\r\n private _parent: Nullable;\r\n\r\n private _isDisposed = false;\r\n\r\n private static _tmpVecs: Vector3[] = ArrayTools.BuildArray(3, Vector3.Zero);\r\n private static _tmpQuat: Quaternion = Quaternion.Identity();\r\n\r\n /**\r\n * Specifies if the physics imposter is disposed\r\n */\r\n get isDisposed(): boolean {\r\n return this._isDisposed;\r\n }\r\n\r\n /**\r\n * Gets the mass of the physics imposter\r\n */\r\n get mass(): number {\r\n return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyMass(this) : 0;\r\n }\r\n\r\n set mass(value: number) {\r\n this.setMass(value);\r\n }\r\n\r\n /**\r\n * Gets the coefficient of friction\r\n */\r\n get friction(): number {\r\n return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyFriction(this) : 0;\r\n }\r\n\r\n /**\r\n * Sets the coefficient of friction\r\n */\r\n set friction(value: number) {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n this._physicsEngine.getPhysicsPlugin().setBodyFriction(this, value);\r\n }\r\n\r\n /**\r\n * Gets the coefficient of restitution\r\n */\r\n get restitution(): number {\r\n return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyRestitution(this) : 0;\r\n }\r\n\r\n /**\r\n * Sets the coefficient of restitution\r\n */\r\n set restitution(value: number) {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n this._physicsEngine.getPhysicsPlugin().setBodyRestitution(this, value);\r\n }\r\n\r\n /**\r\n * Gets the pressure of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n get pressure(): number {\r\n if (!this._physicsEngine) {\r\n return 0;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.setBodyPressure) {\r\n return 0;\r\n }\r\n return plugin.getBodyPressure!(this);\r\n }\r\n\r\n /**\r\n * Sets the pressure of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n set pressure(value: number) {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.setBodyPressure) {\r\n return;\r\n }\r\n plugin.setBodyPressure!(this, value);\r\n }\r\n\r\n /**\r\n * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n get stiffness(): number {\r\n if (!this._physicsEngine) {\r\n return 0;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.getBodyStiffness) {\r\n return 0;\r\n }\r\n return plugin.getBodyStiffness!(this);\r\n }\r\n\r\n /**\r\n * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n set stiffness(value: number) {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.setBodyStiffness) {\r\n return;\r\n }\r\n plugin.setBodyStiffness!(this, value);\r\n }\r\n\r\n /**\r\n * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n get velocityIterations(): number {\r\n if (!this._physicsEngine) {\r\n return 0;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.getBodyVelocityIterations) {\r\n return 0;\r\n }\r\n return plugin.getBodyVelocityIterations!(this);\r\n }\r\n\r\n /**\r\n * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n set velocityIterations(value: number) {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.setBodyVelocityIterations) {\r\n return;\r\n }\r\n plugin.setBodyVelocityIterations!(this, value);\r\n }\r\n\r\n /**\r\n * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n get positionIterations(): number {\r\n if (!this._physicsEngine) {\r\n return 0;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.getBodyPositionIterations) {\r\n return 0;\r\n }\r\n return plugin.getBodyPositionIterations!(this);\r\n }\r\n\r\n /**\r\n * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n set positionIterations(value: number) {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.setBodyPositionIterations) {\r\n return;\r\n }\r\n plugin.setBodyPositionIterations!(this, value);\r\n }\r\n\r\n /**\r\n * The unique id of the physics imposter\r\n * set by the physics engine when adding this impostor to the array\r\n */\r\n public uniqueId: number;\r\n\r\n /**\r\n * @hidden\r\n */\r\n public soft: boolean = false;\r\n\r\n /**\r\n * @hidden\r\n */\r\n public segments: number = 0;\r\n\r\n private _joints: Array<{\r\n joint: PhysicsJoint,\r\n otherImpostor: PhysicsImpostor\r\n }>;\r\n\r\n /**\r\n * Initializes the physics imposter\r\n * @param object The physics-enabled object used as the physics imposter\r\n * @param type The type of the physics imposter\r\n * @param _options The options for the physics imposter\r\n * @param _scene The Babylon scene\r\n */\r\n constructor(\r\n /**\r\n * The physics-enabled object used as the physics imposter\r\n */\r\n public object: IPhysicsEnabledObject,\r\n /**\r\n * The type of the physics imposter\r\n */\r\n public type: number, private _options: PhysicsImpostorParameters = { mass: 0 }, private _scene?: Scene) {\r\n\r\n //sanity check!\r\n if (!this.object) {\r\n Logger.Error(\"No object was provided. A physics object is obligatory\");\r\n return;\r\n }\r\n if (this.object.parent && _options.mass !== 0) {\r\n Logger.Warn(\"A physics impostor has been created for an object which has a parent. Babylon physics currently works in local space so unexpected issues may occur.\");\r\n }\r\n\r\n // Legacy support for old syntax.\r\n if (!this._scene && object.getScene) {\r\n this._scene = object.getScene();\r\n }\r\n\r\n if (!this._scene) {\r\n return;\r\n }\r\n\r\n if (this.type > 100) {\r\n this.soft = true;\r\n }\r\n\r\n this._physicsEngine = this._scene.getPhysicsEngine();\r\n if (!this._physicsEngine) {\r\n Logger.Error(\"Physics not enabled. Please use scene.enablePhysics(...) before creating impostors.\");\r\n } else {\r\n //set the object's quaternion, if not set\r\n if (!this.object.rotationQuaternion) {\r\n if (this.object.rotation) {\r\n this.object.rotationQuaternion = Quaternion.RotationYawPitchRoll(this.object.rotation.y, this.object.rotation.x, this.object.rotation.z);\r\n } else {\r\n this.object.rotationQuaternion = new Quaternion();\r\n }\r\n\r\n }\r\n //default options params\r\n this._options.mass = (_options.mass === void 0) ? 0 : _options.mass;\r\n this._options.friction = (_options.friction === void 0) ? 0.2 : _options.friction;\r\n this._options.restitution = (_options.restitution === void 0) ? 0.2 : _options.restitution;\r\n if (this.soft) {\r\n //softbody mass must be above 0;\r\n this._options.mass = this._options.mass > 0 ? this._options.mass : 1;\r\n this._options.pressure = (_options.pressure === void 0) ? 200 : _options.pressure;\r\n this._options.stiffness = (_options.stiffness === void 0) ? 1 : _options.stiffness;\r\n this._options.velocityIterations = (_options.velocityIterations === void 0) ? 20 : _options.velocityIterations;\r\n this._options.positionIterations = (_options.positionIterations === void 0) ? 20 : _options.positionIterations;\r\n this._options.fixedPoints = (_options.fixedPoints === void 0) ? 0 : _options.fixedPoints;\r\n this._options.margin = (_options.margin === void 0) ? 0 : _options.margin;\r\n this._options.damping = (_options.damping === void 0) ? 0 : _options.damping;\r\n this._options.path = (_options.path === void 0) ? null : _options.path;\r\n this._options.shape = (_options.shape === void 0) ? null : _options.shape;\r\n }\r\n this._joints = [];\r\n //If the mesh has a parent, don't initialize the physicsBody. Instead wait for the parent to do that.\r\n if (!this.object.parent || this._options.ignoreParent) {\r\n this._init();\r\n } else if (this.object.parent.physicsImpostor) {\r\n Logger.Warn(\"You must affect impostors to children before affecting impostor to parent.\");\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * This function will completly initialize this impostor.\r\n * It will create a new body - but only if this mesh has no parent.\r\n * If it has, this impostor will not be used other than to define the impostor\r\n * of the child mesh.\r\n * @hidden\r\n */\r\n public _init() {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n\r\n this._physicsEngine.removeImpostor(this);\r\n this.physicsBody = null;\r\n this._parent = this._parent || this._getPhysicsParent();\r\n if (!this._isDisposed && (!this.parent || this._options.ignoreParent)) {\r\n this._physicsEngine.addImpostor(this);\r\n }\r\n }\r\n\r\n private _getPhysicsParent(): Nullable {\r\n if (this.object.parent instanceof AbstractMesh) {\r\n var parentMesh: AbstractMesh = this.object.parent;\r\n return parentMesh.physicsImpostor;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Should a new body be generated.\r\n * @returns boolean specifying if body initialization is required\r\n */\r\n public isBodyInitRequired(): boolean {\r\n return this._bodyUpdateRequired || (!this._physicsBody && !this._parent);\r\n }\r\n\r\n /**\r\n * Sets the updated scaling\r\n * @param updated Specifies if the scaling is updated\r\n */\r\n public setScalingUpdated() {\r\n this.forceUpdate();\r\n }\r\n\r\n /**\r\n * Force a regeneration of this or the parent's impostor's body.\r\n * Use under cautious - This will remove all joints already implemented.\r\n */\r\n public forceUpdate() {\r\n this._init();\r\n if (this.parent && !this._options.ignoreParent) {\r\n this.parent.forceUpdate();\r\n }\r\n }\r\n\r\n /*public get mesh(): AbstractMesh {\r\n return this._mesh;\r\n }*/\r\n\r\n /**\r\n * Gets the body that holds this impostor. Either its own, or its parent.\r\n */\r\n public get physicsBody(): any {\r\n return (this._parent && !this._options.ignoreParent) ? this._parent.physicsBody : this._physicsBody;\r\n }\r\n\r\n /**\r\n * Get the parent of the physics imposter\r\n * @returns Physics imposter or null\r\n */\r\n public get parent(): Nullable {\r\n return !this._options.ignoreParent && this._parent ? this._parent : null;\r\n }\r\n\r\n /**\r\n * Sets the parent of the physics imposter\r\n */\r\n public set parent(value: Nullable) {\r\n this._parent = value;\r\n }\r\n\r\n /**\r\n * Set the physics body. Used mainly by the physics engine/plugin\r\n */\r\n public set physicsBody(physicsBody: any) {\r\n if (this._physicsBody && this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().removePhysicsBody(this);\r\n }\r\n this._physicsBody = physicsBody;\r\n this.resetUpdateFlags();\r\n }\r\n\r\n /**\r\n * Resets the update flags\r\n */\r\n public resetUpdateFlags() {\r\n this._bodyUpdateRequired = false;\r\n }\r\n\r\n /**\r\n * Gets the object extend size\r\n * @returns the object extend size\r\n */\r\n public getObjectExtendSize(): Vector3 {\r\n if (this.object.getBoundingInfo) {\r\n let q = this.object.rotationQuaternion;\r\n //reset rotation\r\n this.object.rotationQuaternion = PhysicsImpostor.IDENTITY_QUATERNION;\r\n //calculate the world matrix with no rotation\r\n this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);\r\n let boundingInfo = this.object.getBoundingInfo();\r\n let size = boundingInfo.boundingBox.extendSizeWorld.scale(2);\r\n\r\n //bring back the rotation\r\n this.object.rotationQuaternion = q;\r\n //calculate the world matrix with the new rotation\r\n this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);\r\n return size;\r\n } else {\r\n return PhysicsImpostor.DEFAULT_OBJECT_SIZE;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the object center\r\n * @returns The object center\r\n */\r\n public getObjectCenter(): Vector3 {\r\n if (this.object.getBoundingInfo) {\r\n let boundingInfo = this.object.getBoundingInfo();\r\n return boundingInfo.boundingBox.centerWorld;\r\n } else {\r\n return this.object.position;\r\n }\r\n }\r\n\r\n /**\r\n * Get a specific parameter from the options parameters\r\n * @param paramName The object parameter name\r\n * @returns The object parameter\r\n */\r\n public getParam(paramName: string): any {\r\n return (this._options)[paramName];\r\n }\r\n\r\n /**\r\n * Sets a specific parameter in the options given to the physics plugin\r\n * @param paramName The parameter name\r\n * @param value The value of the parameter\r\n */\r\n public setParam(paramName: string, value: number) {\r\n (this._options)[paramName] = value;\r\n this._bodyUpdateRequired = true;\r\n }\r\n\r\n /**\r\n * Specifically change the body's mass option. Won't recreate the physics body object\r\n * @param mass The mass of the physics imposter\r\n */\r\n public setMass(mass: number) {\r\n if (this.getParam(\"mass\") !== mass) {\r\n this.setParam(\"mass\", mass);\r\n }\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().setBodyMass(this, mass);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the linear velocity\r\n * @returns linear velocity or null\r\n */\r\n public getLinearVelocity(): Nullable {\r\n return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getLinearVelocity(this) : Vector3.Zero();\r\n }\r\n\r\n /**\r\n * Sets the linear velocity\r\n * @param velocity linear velocity or null\r\n */\r\n public setLinearVelocity(velocity: Nullable) {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().setLinearVelocity(this, velocity);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the angular velocity\r\n * @returns angular velocity or null\r\n */\r\n public getAngularVelocity(): Nullable {\r\n return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getAngularVelocity(this) : Vector3.Zero();\r\n }\r\n\r\n /**\r\n * Sets the angular velocity\r\n * @param velocity The velocity or null\r\n */\r\n public setAngularVelocity(velocity: Nullable) {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().setAngularVelocity(this, velocity);\r\n }\r\n }\r\n\r\n /**\r\n * Execute a function with the physics plugin native code\r\n * Provide a function the will have two variables - the world object and the physics body object\r\n * @param func The function to execute with the physics plugin native code\r\n */\r\n\r\n public executeNativeFunction(func: (world: any, physicsBody: any) => void) {\r\n if (this._physicsEngine) {\r\n func(this._physicsEngine.getPhysicsPlugin().world, this.physicsBody);\r\n }\r\n }\r\n\r\n /**\r\n * Register a function that will be executed before the physics world is stepping forward\r\n * @param func The function to execute before the physics world is stepped forward\r\n */\r\n public registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void {\r\n this._onBeforePhysicsStepCallbacks.push(func);\r\n }\r\n\r\n /**\r\n * Unregister a function that will be executed before the physics world is stepping forward\r\n * @param func The function to execute before the physics world is stepped forward\r\n */\r\n public unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void {\r\n var index = this._onBeforePhysicsStepCallbacks.indexOf(func);\r\n\r\n if (index > -1) {\r\n this._onBeforePhysicsStepCallbacks.splice(index, 1);\r\n } else {\r\n Logger.Warn(\"Function to remove was not found\");\r\n }\r\n }\r\n\r\n /**\r\n * Register a function that will be executed after the physics step\r\n * @param func The function to execute after physics step\r\n */\r\n public registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void {\r\n this._onAfterPhysicsStepCallbacks.push(func);\r\n }\r\n\r\n /**\r\n * Unregisters a function that will be executed after the physics step\r\n * @param func The function to execute after physics step\r\n */\r\n public unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void {\r\n var index = this._onAfterPhysicsStepCallbacks.indexOf(func);\r\n\r\n if (index > -1) {\r\n this._onAfterPhysicsStepCallbacks.splice(index, 1);\r\n } else {\r\n Logger.Warn(\"Function to remove was not found\");\r\n }\r\n }\r\n\r\n /**\r\n * register a function that will be executed when this impostor collides against a different body\r\n * @param collideAgainst Physics imposter, or array of physics imposters to collide against\r\n * @param func Callback that is executed on collision\r\n */\r\n public registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void {\r\n var collidedAgainstList: Array = collideAgainst instanceof Array ? >collideAgainst : [collideAgainst];\r\n this._onPhysicsCollideCallbacks.push({ callback: func, otherImpostors: collidedAgainstList });\r\n }\r\n\r\n /**\r\n * Unregisters the physics imposter on contact\r\n * @param collideAgainst The physics object to collide against\r\n * @param func Callback to execute on collision\r\n */\r\n public unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array) => void): void {\r\n var collidedAgainstList: Array = collideAgainst instanceof Array ? >collideAgainst : [collideAgainst];\r\n var index = -1;\r\n let found = this._onPhysicsCollideCallbacks.some((cbDef, idx) => {\r\n if (cbDef.callback === func && cbDef.otherImpostors.length === collidedAgainstList.length) {\r\n // chcek the arrays match\r\n let sameList = cbDef.otherImpostors.every((impostor) => {\r\n return collidedAgainstList.indexOf(impostor) > -1;\r\n });\r\n if (sameList) {\r\n index = idx;\r\n }\r\n return sameList;\r\n }\r\n return false;\r\n });\r\n\r\n if (found) {\r\n this._onPhysicsCollideCallbacks.splice(index, 1);\r\n } else {\r\n Logger.Warn(\"Function to remove was not found\");\r\n }\r\n }\r\n\r\n //temp variables for parent rotation calculations\r\n //private _mats: Array = [new Matrix(), new Matrix()];\r\n private _tmpQuat: Quaternion = new Quaternion();\r\n private _tmpQuat2: Quaternion = new Quaternion();\r\n\r\n /**\r\n * Get the parent rotation\r\n * @returns The parent rotation\r\n */\r\n public getParentsRotation(): Quaternion {\r\n let parent = this.object.parent;\r\n this._tmpQuat.copyFromFloats(0, 0, 0, 1);\r\n while (parent) {\r\n if (parent.rotationQuaternion) {\r\n this._tmpQuat2.copyFrom(parent.rotationQuaternion);\r\n } else {\r\n Quaternion.RotationYawPitchRollToRef(parent.rotation.y, parent.rotation.x, parent.rotation.z, this._tmpQuat2);\r\n }\r\n this._tmpQuat.multiplyToRef(this._tmpQuat2, this._tmpQuat);\r\n parent = parent.parent;\r\n }\r\n return this._tmpQuat;\r\n }\r\n\r\n /**\r\n * this function is executed by the physics engine.\r\n */\r\n public beforeStep = () => {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n\r\n this.object.translate(this._deltaPosition, -1);\r\n this._deltaRotationConjugated && this.object.rotationQuaternion && this.object.rotationQuaternion.multiplyToRef(this._deltaRotationConjugated, this.object.rotationQuaternion);\r\n this.object.computeWorldMatrix(false);\r\n if (this.object.parent && this.object.rotationQuaternion) {\r\n this.getParentsRotation();\r\n this._tmpQuat.multiplyToRef(this.object.rotationQuaternion, this._tmpQuat);\r\n } else {\r\n this._tmpQuat.copyFrom(this.object.rotationQuaternion || new Quaternion());\r\n }\r\n if (!this._options.disableBidirectionalTransformation) {\r\n this.object.rotationQuaternion && this._physicsEngine.getPhysicsPlugin().setPhysicsBodyTransformation(this, /*bInfo.boundingBox.centerWorld*/ this.object.getAbsolutePosition(), this._tmpQuat);\r\n }\r\n\r\n this._onBeforePhysicsStepCallbacks.forEach((func) => {\r\n func(this);\r\n });\r\n }\r\n\r\n /**\r\n * this function is executed by the physics engine\r\n */\r\n public afterStep = () => {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n\r\n this._onAfterPhysicsStepCallbacks.forEach((func) => {\r\n func(this);\r\n });\r\n\r\n this._physicsEngine.getPhysicsPlugin().setTransformationFromPhysicsBody(this);\r\n // object has now its world rotation. needs to be converted to local.\r\n if (this.object.parent && this.object.rotationQuaternion) {\r\n this.getParentsRotation();\r\n this._tmpQuat.conjugateInPlace();\r\n this._tmpQuat.multiplyToRef(this.object.rotationQuaternion, this.object.rotationQuaternion);\r\n }\r\n // take the position set and make it the absolute position of this object.\r\n this.object.setAbsolutePosition(this.object.position);\r\n this._deltaRotation && this.object.rotationQuaternion && this.object.rotationQuaternion.multiplyToRef(this._deltaRotation, this.object.rotationQuaternion);\r\n this.object.translate(this._deltaPosition, 1);\r\n }\r\n\r\n /**\r\n * Legacy collision detection event support\r\n */\r\n public onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void> = null;\r\n\r\n /**\r\n * event and body object due to cannon's event-based architecture.\r\n */\r\n public onCollide = (e: { body: any }) => {\r\n if (!this._onPhysicsCollideCallbacks.length && !this.onCollideEvent) {\r\n return;\r\n }\r\n\r\n if (!this._physicsEngine) {\r\n return;\r\n\r\n }\r\n var otherImpostor = this._physicsEngine.getImpostorWithPhysicsBody(e.body);\r\n if (otherImpostor) {\r\n // Legacy collision detection event support\r\n if (this.onCollideEvent) {\r\n this.onCollideEvent(this, otherImpostor);\r\n }\r\n this._onPhysicsCollideCallbacks.filter((obj) => {\r\n return obj.otherImpostors.indexOf((otherImpostor)) !== -1;\r\n }).forEach((obj) => {\r\n obj.callback(this, otherImpostor);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Apply a force\r\n * @param force The force to apply\r\n * @param contactPoint The contact point for the force\r\n * @returns The physics imposter\r\n */\r\n public applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().applyForce(this, force, contactPoint);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Apply an impulse\r\n * @param force The impulse force\r\n * @param contactPoint The contact point for the impulse force\r\n * @returns The physics imposter\r\n */\r\n public applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().applyImpulse(this, force, contactPoint);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * A help function to create a joint\r\n * @param otherImpostor A physics imposter used to create a joint\r\n * @param jointType The type of joint\r\n * @param jointData The data for the joint\r\n * @returns The physics imposter\r\n */\r\n public createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor {\r\n var joint = new PhysicsJoint(jointType, jointData);\r\n this.addJoint(otherImpostor, joint);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Add a joint to this impostor with a different impostor\r\n * @param otherImpostor A physics imposter used to add a joint\r\n * @param joint The joint to add\r\n * @returns The physics imposter\r\n */\r\n public addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor {\r\n this._joints.push({\r\n otherImpostor: otherImpostor,\r\n joint: joint\r\n });\r\n\r\n if (this._physicsEngine) {\r\n this._physicsEngine.addJoint(this, otherImpostor, joint);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Add an anchor to a cloth impostor\r\n * @param otherImpostor rigid impostor to anchor to\r\n * @param width ratio across width from 0 to 1\r\n * @param height ratio up height from 0 to 1\r\n * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech\r\n * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false\r\n * @returns impostor the soft imposter\r\n */\r\n public addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor {\r\n if (!this._physicsEngine) {\r\n return this;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.appendAnchor) {\r\n return this;\r\n }\r\n if (this._physicsEngine) {\r\n plugin.appendAnchor!(this, otherImpostor, width, height, influence, noCollisionBetweenLinkedBodies);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Add a hook to a rope impostor\r\n * @param otherImpostor rigid impostor to anchor to\r\n * @param length ratio across rope from 0 to 1\r\n * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech\r\n * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false\r\n * @returns impostor the rope imposter\r\n */\r\n public addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor {\r\n if (!this._physicsEngine) {\r\n return this;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.appendAnchor) {\r\n return this;\r\n }\r\n if (this._physicsEngine) {\r\n plugin.appendHook!(this, otherImpostor, length, influence, noCollisionBetweenLinkedBodies);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Will keep this body still, in a sleep mode.\r\n * @returns the physics imposter\r\n */\r\n public sleep(): PhysicsImpostor {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().sleepBody(this);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Wake the body up.\r\n * @returns The physics imposter\r\n */\r\n public wakeUp(): PhysicsImpostor {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().wakeUpBody(this);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Clones the physics imposter\r\n * @param newObject The physics imposter clones to this physics-enabled object\r\n * @returns A nullable physics imposter\r\n */\r\n public clone(newObject: IPhysicsEnabledObject): Nullable {\r\n if (!newObject) { return null; }\r\n return new PhysicsImpostor(newObject, this.type, this._options, this._scene);\r\n }\r\n\r\n /**\r\n * Disposes the physics imposter\r\n */\r\n public dispose(/*disposeChildren: boolean = true*/) {\r\n //no dispose if no physics engine is available.\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n\r\n this._joints.forEach((j) => {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.removeJoint(this, j.otherImpostor, j.joint);\r\n }\r\n });\r\n //dispose the physics body\r\n this._physicsEngine.removeImpostor(this);\r\n if (this.parent) {\r\n this.parent.forceUpdate();\r\n } else {\r\n /*this._object.getChildMeshes().forEach(function(mesh) {\r\n if (mesh.physicsImpostor) {\r\n if (disposeChildren) {\r\n mesh.physicsImpostor.dispose();\r\n mesh.physicsImpostor = null;\r\n }\r\n }\r\n })*/\r\n }\r\n\r\n this._isDisposed = true;\r\n }\r\n\r\n /**\r\n * Sets the delta position\r\n * @param position The delta position amount\r\n */\r\n public setDeltaPosition(position: Vector3) {\r\n this._deltaPosition.copyFrom(position);\r\n }\r\n\r\n /**\r\n * Sets the delta rotation\r\n * @param rotation The delta rotation amount\r\n */\r\n public setDeltaRotation(rotation: Quaternion) {\r\n if (!this._deltaRotation) {\r\n this._deltaRotation = new Quaternion();\r\n }\r\n this._deltaRotation.copyFrom(rotation);\r\n this._deltaRotationConjugated = this._deltaRotation.conjugate();\r\n }\r\n\r\n /**\r\n * Gets the box size of the physics imposter and stores the result in the input parameter\r\n * @param result Stores the box size\r\n * @returns The physics imposter\r\n */\r\n public getBoxSizeToRef(result: Vector3): PhysicsImpostor {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().getBoxSizeToRef(this, result);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets the radius of the physics imposter\r\n * @returns Radius of the physics imposter\r\n */\r\n public getRadius(): number {\r\n return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getRadius(this) : 0;\r\n }\r\n\r\n /**\r\n * Sync a bone with this impostor\r\n * @param bone The bone to sync to the impostor.\r\n * @param boneMesh The mesh that the bone is influencing.\r\n * @param jointPivot The pivot of the joint / bone in local space.\r\n * @param distToJoint Optional distance from the impostor to the joint.\r\n * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.\r\n */\r\n public syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion) {\r\n\r\n var tempVec = PhysicsImpostor._tmpVecs[0];\r\n var mesh = this.object;\r\n\r\n if (mesh.rotationQuaternion) {\r\n if (adjustRotation) {\r\n var tempQuat = PhysicsImpostor._tmpQuat;\r\n mesh.rotationQuaternion.multiplyToRef(adjustRotation, tempQuat);\r\n bone.setRotationQuaternion(tempQuat, Space.WORLD, boneMesh);\r\n } else {\r\n bone.setRotationQuaternion(mesh.rotationQuaternion, Space.WORLD, boneMesh);\r\n }\r\n }\r\n\r\n tempVec.x = 0;\r\n tempVec.y = 0;\r\n tempVec.z = 0;\r\n\r\n if (jointPivot) {\r\n tempVec.x = jointPivot.x;\r\n tempVec.y = jointPivot.y;\r\n tempVec.z = jointPivot.z;\r\n\r\n bone.getDirectionToRef(tempVec, boneMesh, tempVec);\r\n\r\n if (distToJoint === undefined || distToJoint === null) {\r\n distToJoint = jointPivot.length();\r\n }\r\n\r\n tempVec.x *= distToJoint;\r\n tempVec.y *= distToJoint;\r\n tempVec.z *= distToJoint;\r\n }\r\n\r\n if (bone.getParent()) {\r\n tempVec.addInPlace(mesh.getAbsolutePosition());\r\n bone.setAbsolutePosition(tempVec, boneMesh);\r\n } else {\r\n boneMesh.setAbsolutePosition(mesh.getAbsolutePosition());\r\n boneMesh.position.x -= tempVec.x;\r\n boneMesh.position.y -= tempVec.y;\r\n boneMesh.position.z -= tempVec.z;\r\n }\r\n\r\n }\r\n\r\n /**\r\n * Sync impostor to a bone\r\n * @param bone The bone that the impostor will be synced to.\r\n * @param boneMesh The mesh that the bone is influencing.\r\n * @param jointPivot The pivot of the joint / bone in local space.\r\n * @param distToJoint Optional distance from the impostor to the joint.\r\n * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.\r\n * @param boneAxis Optional vector3 axis the bone is aligned with\r\n */\r\n public syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3) {\r\n\r\n var mesh = this.object;\r\n\r\n if (mesh.rotationQuaternion) {\r\n if (adjustRotation) {\r\n var tempQuat = PhysicsImpostor._tmpQuat;\r\n bone.getRotationQuaternionToRef(Space.WORLD, boneMesh, tempQuat);\r\n tempQuat.multiplyToRef(adjustRotation, mesh.rotationQuaternion);\r\n } else {\r\n bone.getRotationQuaternionToRef(Space.WORLD, boneMesh, mesh.rotationQuaternion);\r\n }\r\n }\r\n\r\n var pos = PhysicsImpostor._tmpVecs[0];\r\n var boneDir = PhysicsImpostor._tmpVecs[1];\r\n\r\n if (!boneAxis) {\r\n boneAxis = PhysicsImpostor._tmpVecs[2];\r\n boneAxis.x = 0;\r\n boneAxis.y = 1;\r\n boneAxis.z = 0;\r\n }\r\n\r\n bone.getDirectionToRef(boneAxis, boneMesh, boneDir);\r\n bone.getAbsolutePositionToRef(boneMesh, pos);\r\n\r\n if ((distToJoint === undefined || distToJoint === null) && jointPivot) {\r\n distToJoint = jointPivot.length();\r\n }\r\n\r\n if (distToJoint !== undefined && distToJoint !== null) {\r\n pos.x += boneDir.x * distToJoint;\r\n pos.y += boneDir.y * distToJoint;\r\n pos.z += boneDir.z * distToJoint;\r\n }\r\n\r\n mesh.setAbsolutePosition(pos);\r\n\r\n }\r\n\r\n //Impostor types\r\n /**\r\n * No-Imposter type\r\n */\r\n public static NoImpostor = 0;\r\n /**\r\n * Sphere-Imposter type\r\n */\r\n public static SphereImpostor = 1;\r\n /**\r\n * Box-Imposter type\r\n */\r\n public static BoxImpostor = 2;\r\n /**\r\n * Plane-Imposter type\r\n */\r\n public static PlaneImpostor = 3;\r\n /**\r\n * Mesh-imposter type\r\n */\r\n public static MeshImpostor = 4;\r\n /**\r\n * Capsule-Impostor type (Ammo.js plugin only)\r\n */\r\n public static CapsuleImpostor = 6;\r\n /**\r\n * Cylinder-Imposter type\r\n */\r\n public static CylinderImpostor = 7;\r\n /**\r\n * Particle-Imposter type\r\n */\r\n public static ParticleImpostor = 8;\r\n /**\r\n * Heightmap-Imposter type\r\n */\r\n public static HeightmapImpostor = 9;\r\n /**\r\n * ConvexHull-Impostor type (Ammo.js plugin only)\r\n */\r\n public static ConvexHullImpostor = 10;\r\n /**\r\n * Custom-Imposter type (Ammo.js plugin only)\r\n */\r\n public static CustomImpostor = 100;\r\n /**\r\n * Rope-Imposter type\r\n */\r\n public static RopeImpostor = 101;\r\n /**\r\n * Cloth-Imposter type\r\n */\r\n public static ClothImpostor = 102;\r\n /**\r\n * Softbody-Imposter type\r\n */\r\n public static SoftbodyImpostor = 103;\r\n}\r\n","import { Vector3 } from \"../Maths/math.vector\";\r\nimport { IPhysicsEnginePlugin } from \"./IPhysicsEngine\";\r\n/**\r\n * Interface for Physics-Joint data\r\n * @see https://doc.babylonjs.com/how_to/using_the_physics_engine\r\n */\r\nexport interface PhysicsJointData {\r\n //Important for some engines, optional!\r\n /**\r\n * The main pivot of the joint\r\n */\r\n mainPivot?: Vector3;\r\n /**\r\n * The connected pivot of the joint\r\n */\r\n connectedPivot?: Vector3;\r\n /**\r\n * The main axis of the joint\r\n */\r\n mainAxis?: Vector3;\r\n /**\r\n * The connected axis of the joint\r\n */\r\n connectedAxis?: Vector3;\r\n /**\r\n * The collision of the joint\r\n */\r\n collision?: boolean;\r\n /**\r\n * Native Oimo/Cannon/Energy data\r\n */\r\n nativeParams?: any;\r\n}\r\n\r\n/**\r\n * This is a holder class for the physics joint created by the physics plugin\r\n * It holds a set of functions to control the underlying joint\r\n * @see https://doc.babylonjs.com/how_to/using_the_physics_engine\r\n */\r\nexport class PhysicsJoint {\r\n\r\n private _physicsJoint: any;\r\n protected _physicsPlugin: IPhysicsEnginePlugin;\r\n\r\n /**\r\n * Initializes the physics joint\r\n * @param type The type of the physics joint\r\n * @param jointData The data for the physics joint\r\n */\r\n constructor(\r\n /**\r\n * The type of the physics joint\r\n */\r\n public type: number,\r\n /**\r\n * The data for the physics joint\r\n */\r\n public jointData: PhysicsJointData) {\r\n jointData.nativeParams = jointData.nativeParams || {};\r\n }\r\n\r\n /**\r\n * Gets the physics joint\r\n */\r\n public get physicsJoint(): any {\r\n return this._physicsJoint;\r\n }\r\n\r\n /**\r\n * Sets the physics joint\r\n */\r\n public set physicsJoint(newJoint: any) {\r\n\r\n if (this._physicsJoint) {\r\n //remove from the wolrd\r\n }\r\n\r\n this._physicsJoint = newJoint;\r\n }\r\n\r\n /**\r\n * Sets the physics plugin\r\n */\r\n public set physicsPlugin(physicsPlugin: IPhysicsEnginePlugin) {\r\n this._physicsPlugin = physicsPlugin;\r\n }\r\n\r\n /**\r\n * Execute a function that is physics-plugin specific.\r\n * @param {Function} func the function that will be executed.\r\n * It accepts two parameters: the physics world and the physics joint\r\n */\r\n public executeNativeFunction(func: (world: any, physicsJoint: any) => void) {\r\n func(this._physicsPlugin.world, this._physicsJoint);\r\n }\r\n\r\n //TODO check if the native joints are the same\r\n\r\n //Joint Types\r\n /**\r\n * Distance-Joint type\r\n */\r\n public static DistanceJoint = 0;\r\n /**\r\n * Hinge-Joint type\r\n */\r\n public static HingeJoint = 1;\r\n /**\r\n * Ball-and-Socket joint type\r\n */\r\n public static BallAndSocketJoint = 2;\r\n /**\r\n * Wheel-Joint type\r\n */\r\n public static WheelJoint = 3;\r\n /**\r\n * Slider-Joint type\r\n */\r\n public static SliderJoint = 4;\r\n //OIMO\r\n /**\r\n * Prismatic-Joint type\r\n */\r\n public static PrismaticJoint = 5;\r\n //\r\n /**\r\n * Universal-Joint type\r\n * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)\r\n */\r\n public static UniversalJoint = 6;\r\n /**\r\n * Hinge-Joint 2 type\r\n */\r\n public static Hinge2Joint = PhysicsJoint.WheelJoint;\r\n //Cannon\r\n /**\r\n * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters\r\n */\r\n public static PointToPointJoint = 8;\r\n //Cannon only at the moment\r\n /**\r\n * Spring-Joint type\r\n */\r\n public static SpringJoint = 9;\r\n /**\r\n * Lock-Joint type\r\n */\r\n public static LockJoint = 10;\r\n}\r\n\r\n/**\r\n * A class representing a physics distance joint\r\n * @see https://doc.babylonjs.com/how_to/using_the_physics_engine\r\n */\r\nexport class DistanceJoint extends PhysicsJoint {\r\n /**\r\n *\r\n * @param jointData The data for the Distance-Joint\r\n */\r\n constructor(jointData: DistanceJointData) {\r\n super(PhysicsJoint.DistanceJoint, jointData);\r\n }\r\n\r\n /**\r\n * Update the predefined distance.\r\n * @param maxDistance The maximum preferred distance\r\n * @param minDistance The minimum preferred distance\r\n */\r\n public updateDistance(maxDistance: number, minDistance?: number) {\r\n this._physicsPlugin.updateDistanceJoint(this, maxDistance, minDistance);\r\n }\r\n}\r\n\r\n/**\r\n * Represents a Motor-Enabled Joint\r\n * @see https://doc.babylonjs.com/how_to/using_the_physics_engine\r\n */\r\nexport class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {\r\n\r\n /**\r\n * Initializes the Motor-Enabled Joint\r\n * @param type The type of the joint\r\n * @param jointData The physica joint data for the joint\r\n */\r\n constructor(type: number, jointData: PhysicsJointData) {\r\n super(type, jointData);\r\n }\r\n\r\n /**\r\n * Set the motor values.\r\n * Attention, this function is plugin specific. Engines won't react 100% the same.\r\n * @param force the force to apply\r\n * @param maxForce max force for this motor.\r\n */\r\n public setMotor(force?: number, maxForce?: number) {\r\n this._physicsPlugin.setMotor(this, force || 0, maxForce);\r\n }\r\n\r\n /**\r\n * Set the motor's limits.\r\n * Attention, this function is plugin specific. Engines won't react 100% the same.\r\n * @param upperLimit The upper limit of the motor\r\n * @param lowerLimit The lower limit of the motor\r\n */\r\n public setLimit(upperLimit: number, lowerLimit?: number) {\r\n this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);\r\n }\r\n}\r\n\r\n/**\r\n * This class represents a single physics Hinge-Joint\r\n * @see https://doc.babylonjs.com/how_to/using_the_physics_engine\r\n */\r\nexport class HingeJoint extends MotorEnabledJoint {\r\n\r\n /**\r\n * Initializes the Hinge-Joint\r\n * @param jointData The joint data for the Hinge-Joint\r\n */\r\n constructor(jointData: PhysicsJointData) {\r\n super(PhysicsJoint.HingeJoint, jointData);\r\n }\r\n\r\n /**\r\n * Set the motor values.\r\n * Attention, this function is plugin specific. Engines won't react 100% the same.\r\n * @param {number} force the force to apply\r\n * @param {number} maxForce max force for this motor.\r\n */\r\n public setMotor(force?: number, maxForce?: number) {\r\n this._physicsPlugin.setMotor(this, force || 0, maxForce);\r\n }\r\n\r\n /**\r\n * Set the motor's limits.\r\n * Attention, this function is plugin specific. Engines won't react 100% the same.\r\n * @param upperLimit The upper limit of the motor\r\n * @param lowerLimit The lower limit of the motor\r\n */\r\n public setLimit(upperLimit: number, lowerLimit?: number) {\r\n this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);\r\n }\r\n}\r\n\r\n/**\r\n * This class represents a dual hinge physics joint (same as wheel joint)\r\n * @see https://doc.babylonjs.com/how_to/using_the_physics_engine\r\n */\r\nexport class Hinge2Joint extends MotorEnabledJoint {\r\n\r\n /**\r\n * Initializes the Hinge2-Joint\r\n * @param jointData The joint data for the Hinge2-Joint\r\n */\r\n constructor(jointData: PhysicsJointData) {\r\n super(PhysicsJoint.Hinge2Joint, jointData);\r\n }\r\n\r\n /**\r\n * Set the motor values.\r\n * Attention, this function is plugin specific. Engines won't react 100% the same.\r\n * @param {number} targetSpeed the speed the motor is to reach\r\n * @param {number} maxForce max force for this motor.\r\n * @param {motorIndex} the motor's index, 0 or 1.\r\n */\r\n public setMotor(targetSpeed?: number, maxForce?: number, motorIndex: number = 0) {\r\n this._physicsPlugin.setMotor(this, targetSpeed || 0, maxForce, motorIndex);\r\n }\r\n\r\n /**\r\n * Set the motor limits.\r\n * Attention, this function is plugin specific. Engines won't react 100% the same.\r\n * @param {number} upperLimit the upper limit\r\n * @param {number} lowerLimit lower limit\r\n * @param {motorIndex} the motor's index, 0 or 1.\r\n */\r\n public setLimit(upperLimit: number, lowerLimit?: number, motorIndex: number = 0) {\r\n this._physicsPlugin.setLimit(this, upperLimit, lowerLimit, motorIndex);\r\n }\r\n}\r\n\r\n/**\r\n * Interface for a motor enabled joint\r\n * @see https://doc.babylonjs.com/how_to/using_the_physics_engine\r\n */\r\nexport interface IMotorEnabledJoint {\r\n /**\r\n * Physics joint\r\n */\r\n physicsJoint: any;\r\n /**\r\n * Sets the motor of the motor-enabled joint\r\n * @param force The force of the motor\r\n * @param maxForce The maximum force of the motor\r\n * @param motorIndex The index of the motor\r\n */\r\n setMotor(force?: number, maxForce?: number, motorIndex?: number): void;\r\n /**\r\n * Sets the limit of the motor\r\n * @param upperLimit The upper limit of the motor\r\n * @param lowerLimit The lower limit of the motor\r\n * @param motorIndex The index of the motor\r\n */\r\n setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;\r\n}\r\n\r\n/**\r\n * Joint data for a Distance-Joint\r\n * @see https://doc.babylonjs.com/how_to/using_the_physics_engine\r\n */\r\nexport interface DistanceJointData extends PhysicsJointData {\r\n /**\r\n * Max distance the 2 joint objects can be apart\r\n */\r\n maxDistance: number;\r\n //Oimo - minDistance\r\n //Cannon - maxForce\r\n}\r\n\r\n/**\r\n * Joint data from a spring joint\r\n * @see https://doc.babylonjs.com/how_to/using_the_physics_engine\r\n */\r\nexport interface SpringJointData extends PhysicsJointData {\r\n /**\r\n * Length of the spring\r\n */\r\n length: number;\r\n /**\r\n * Stiffness of the spring\r\n */\r\n stiffness: number;\r\n /**\r\n * Damping of the spring\r\n */\r\n damping: number;\r\n /** this callback will be called when applying the force to the impostors. */\r\n forceApplicationCallback: () => void;\r\n}\r\n","import { Vector3 } from \"../Maths/math.vector\";\r\n\r\n/**\r\n * Holds the data for the raycast result\r\n * @see https://doc.babylonjs.com/how_to/using_the_physics_engine\r\n */\r\nexport class PhysicsRaycastResult {\r\n\r\n private _hasHit: boolean = false;\r\n\r\n private _hitDistance: number = 0;\r\n private _hitNormalWorld: Vector3 = Vector3.Zero();\r\n private _hitPointWorld: Vector3 = Vector3.Zero();\r\n private _rayFromWorld: Vector3 = Vector3.Zero();\r\n private _rayToWorld: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Gets if there was a hit\r\n */\r\n get hasHit(): boolean {\r\n return this._hasHit;\r\n }\r\n\r\n /**\r\n * Gets the distance from the hit\r\n */\r\n get hitDistance(): number {\r\n return this._hitDistance;\r\n }\r\n\r\n /**\r\n * Gets the hit normal/direction in the world\r\n */\r\n get hitNormalWorld(): Vector3 {\r\n return this._hitNormalWorld;\r\n }\r\n\r\n /**\r\n * Gets the hit point in the world\r\n */\r\n get hitPointWorld(): Vector3 {\r\n return this._hitPointWorld;\r\n }\r\n\r\n /**\r\n * Gets the ray \"start point\" of the ray in the world\r\n */\r\n get rayFromWorld(): Vector3 {\r\n return this._rayFromWorld;\r\n }\r\n\r\n /**\r\n * Gets the ray \"end point\" of the ray in the world\r\n */\r\n get rayToWorld(): Vector3 {\r\n return this._rayToWorld;\r\n }\r\n\r\n /**\r\n * Sets the hit data (normal & point in world space)\r\n * @param hitNormalWorld defines the normal in world space\r\n * @param hitPointWorld defines the point in world space\r\n */\r\n public setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ) {\r\n this._hasHit = true;\r\n this._hitNormalWorld = new Vector3(hitNormalWorld.x, hitNormalWorld.y, hitNormalWorld.z);\r\n this._hitPointWorld = new Vector3(hitPointWorld.x, hitPointWorld.y, hitPointWorld.z);\r\n }\r\n\r\n /**\r\n * Sets the distance from the start point to the hit point\r\n * @param distance\r\n */\r\n public setHitDistance(distance: number) {\r\n this._hitDistance = distance;\r\n }\r\n\r\n /**\r\n * Calculates the distance manually\r\n */\r\n public calculateHitDistance() {\r\n this._hitDistance = Vector3.Distance(this._rayFromWorld, this._hitPointWorld);\r\n }\r\n\r\n /**\r\n * Resets all the values to default\r\n * @param from The from point on world space\r\n * @param to The to point on world space\r\n */\r\n public reset(from: Vector3 = Vector3.Zero(), to: Vector3 = Vector3.Zero()) {\r\n this._rayFromWorld = from;\r\n this._rayToWorld = to;\r\n\r\n this._hasHit = false;\r\n this._hitDistance = 0;\r\n\r\n this._hitNormalWorld = Vector3.Zero();\r\n this._hitPointWorld = Vector3.Zero();\r\n }\r\n\r\n}\r\n\r\n/**\r\n * Interface for the size containing width and height\r\n */\r\ninterface IXYZ {\r\n /**\r\n * X\r\n */\r\n x: number;\r\n\r\n /**\r\n * Y\r\n */\r\n y: number;\r\n\r\n /**\r\n * Z\r\n */\r\n z: number;\r\n}\r\n","import { Nullable } from \"../../../types\";\r\nimport { serialize, SerializationHelper } from \"../../../Misc/decorators\";\r\nimport { Observer } from \"../../../Misc/observable\";\r\nimport { IAnimatable } from '../../../Animations/animatable.interface';\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport { Camera } from \"../../../Cameras/camera\";\r\nimport { ImageProcessingConfiguration } from \"../../../Materials/imageProcessingConfiguration\";\r\nimport { Texture } from \"../../../Materials/Textures/texture\";\r\nimport { Engine } from \"../../../Engines/engine\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport { IDisposable } from \"../../../scene\";\r\nimport { GlowLayer } from \"../../../Layers/glowLayer\";\r\nimport { Scene } from \"../../../scene\";\r\nimport { PostProcess } from \"../../../PostProcesses/postProcess\";\r\nimport { SharpenPostProcess } from \"../../../PostProcesses/sharpenPostProcess\";\r\nimport { ImageProcessingPostProcess } from \"../../../PostProcesses/imageProcessingPostProcess\";\r\nimport { ChromaticAberrationPostProcess } from \"../../../PostProcesses/chromaticAberrationPostProcess\";\r\nimport { GrainPostProcess } from \"../../../PostProcesses/grainPostProcess\";\r\nimport { FxaaPostProcess } from \"../../../PostProcesses/fxaaPostProcess\";\r\nimport { PostProcessRenderPipeline } from \"../../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"../../../PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from \"../../../PostProcesses/depthOfFieldEffect\";\r\nimport { BloomEffect } from \"../../../PostProcesses/bloomEffect\";\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\nimport { EngineStore } from \"../../../Engines/engineStore\";\r\n\r\nimport \"../../../PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent\";\r\n\r\ndeclare type Animation = import(\"../../../Animations/animation\").Animation;\r\n\r\n/**\r\n * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.\r\n * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline\r\n */\r\nexport class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {\r\n private _scene: Scene;\r\n private _camerasToBeAttached: Array = [];\r\n /**\r\n * ID of the sharpen post process,\r\n */\r\n private readonly SharpenPostProcessId: string = \"SharpenPostProcessEffect\";\r\n /**\r\n * @ignore\r\n * ID of the image processing post process;\r\n */\r\n readonly ImageProcessingPostProcessId: string = \"ImageProcessingPostProcessEffect\";\r\n /**\r\n * @ignore\r\n * ID of the Fast Approximate Anti-Aliasing post process;\r\n */\r\n readonly FxaaPostProcessId: string = \"FxaaPostProcessEffect\";\r\n /**\r\n * ID of the chromatic aberration post process,\r\n */\r\n private readonly ChromaticAberrationPostProcessId: string = \"ChromaticAberrationPostProcessEffect\";\r\n /**\r\n * ID of the grain post process\r\n */\r\n private readonly GrainPostProcessId: string = \"GrainPostProcessEffect\";\r\n\r\n // Post-processes\r\n /**\r\n * Sharpen post process which will apply a sharpen convolution to enhance edges\r\n */\r\n public sharpen: SharpenPostProcess;\r\n private _sharpenEffect: PostProcessRenderEffect;\r\n private bloom: BloomEffect;\r\n /**\r\n * Depth of field effect, applies a blur based on how far away objects are from the focus distance.\r\n */\r\n public depthOfField: DepthOfFieldEffect;\r\n /**\r\n * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.\r\n */\r\n public fxaa: FxaaPostProcess;\r\n /**\r\n * Image post processing pass used to perform operations such as tone mapping or color grading.\r\n */\r\n public imageProcessing: ImageProcessingPostProcess;\r\n /**\r\n * Chromatic aberration post process which will shift rgb colors in the image\r\n */\r\n public chromaticAberration: ChromaticAberrationPostProcess;\r\n private _chromaticAberrationEffect: PostProcessRenderEffect;\r\n /**\r\n * Grain post process which add noise to the image\r\n */\r\n public grain: GrainPostProcess;\r\n private _grainEffect: PostProcessRenderEffect;\r\n /**\r\n * Glow post process which adds a glow to emissive areas of the image\r\n */\r\n private _glowLayer: Nullable = null;\r\n\r\n /**\r\n * Animations which can be used to tweak settings over a period of time\r\n */\r\n public animations: Animation[] = [];\r\n\r\n private _imageProcessingConfigurationObserver: Nullable> = null;\r\n // Values\r\n private _sharpenEnabled: boolean = false;\r\n private _bloomEnabled: boolean = false;\r\n private _depthOfFieldEnabled: boolean = false;\r\n private _depthOfFieldBlurLevel = DepthOfFieldEffectBlurLevel.Low;\r\n private _fxaaEnabled: boolean = false;\r\n private _imageProcessingEnabled: boolean = true;\r\n private _defaultPipelineTextureType: number;\r\n private _bloomScale: number = 0.5;\r\n private _chromaticAberrationEnabled: boolean = false;\r\n private _grainEnabled: boolean = false;\r\n\r\n private _buildAllowed = true;\r\n\r\n /**\r\n * Gets active scene\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Enable or disable the sharpen process from the pipeline\r\n */\r\n public set sharpenEnabled(enabled: boolean) {\r\n if (this._sharpenEnabled === enabled) {\r\n return;\r\n }\r\n this._sharpenEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get sharpenEnabled(): boolean {\r\n return this._sharpenEnabled;\r\n }\r\n\r\n private _resizeObserver: Nullable> = null;\r\n private _hardwareScaleLevel = 1.0;\r\n private _bloomKernel: number = 64;\r\n /**\r\n * Specifies the size of the bloom blur kernel, relative to the final output size\r\n */\r\n @serialize()\r\n public get bloomKernel(): number {\r\n return this._bloomKernel;\r\n }\r\n public set bloomKernel(value: number) {\r\n this._bloomKernel = value;\r\n this.bloom.kernel = value / this._hardwareScaleLevel;\r\n }\r\n\r\n /**\r\n * Specifies the weight of the bloom in the final rendering\r\n */\r\n @serialize()\r\n private _bloomWeight: number = 0.15;\r\n /**\r\n * Specifies the luma threshold for the area that will be blurred by the bloom\r\n */\r\n @serialize()\r\n private _bloomThreshold: number = 0.9;\r\n\r\n @serialize()\r\n private _hdr: boolean;\r\n\r\n /**\r\n * The strength of the bloom.\r\n */\r\n public set bloomWeight(value: number) {\r\n if (this._bloomWeight === value) {\r\n return;\r\n }\r\n this.bloom.weight = value;\r\n\r\n this._bloomWeight = value;\r\n }\r\n\r\n @serialize()\r\n public get bloomWeight(): number {\r\n return this._bloomWeight;\r\n }\r\n\r\n /**\r\n * The strength of the bloom.\r\n */\r\n public set bloomThreshold(value: number) {\r\n if (this._bloomThreshold === value) {\r\n return;\r\n }\r\n this.bloom.threshold = value;\r\n this._bloomThreshold = value;\r\n }\r\n\r\n @serialize()\r\n public get bloomThreshold(): number {\r\n return this._bloomThreshold;\r\n }\r\n\r\n /**\r\n * The scale of the bloom, lower value will provide better performance.\r\n */\r\n public set bloomScale(value: number) {\r\n if (this._bloomScale === value) {\r\n return;\r\n }\r\n this._bloomScale = value;\r\n\r\n // recreate bloom and dispose old as this setting is not dynamic\r\n this._rebuildBloom();\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get bloomScale(): number {\r\n return this._bloomScale;\r\n }\r\n\r\n /**\r\n * Enable or disable the bloom from the pipeline\r\n */\r\n public set bloomEnabled(enabled: boolean) {\r\n if (this._bloomEnabled === enabled) {\r\n return;\r\n }\r\n this._bloomEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get bloomEnabled(): boolean {\r\n return this._bloomEnabled;\r\n }\r\n\r\n private _rebuildBloom() {\r\n // recreate bloom and dispose old as this setting is not dynamic\r\n var oldBloom = this.bloom;\r\n this.bloom = new BloomEffect(this._scene, this.bloomScale, this._bloomWeight, this.bloomKernel, this._defaultPipelineTextureType, false);\r\n this.bloom.threshold = oldBloom.threshold;\r\n for (var i = 0; i < this._cameras.length; i++) {\r\n oldBloom.disposeEffects(this._cameras[i]);\r\n }\r\n }\r\n\r\n /**\r\n * If the depth of field is enabled.\r\n */\r\n @serialize()\r\n public get depthOfFieldEnabled(): boolean {\r\n return this._depthOfFieldEnabled;\r\n }\r\n\r\n public set depthOfFieldEnabled(enabled: boolean) {\r\n if (this._depthOfFieldEnabled === enabled) {\r\n return;\r\n }\r\n this._depthOfFieldEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Blur level of the depth of field effect. (Higher blur will effect performance)\r\n */\r\n @serialize()\r\n public get depthOfFieldBlurLevel(): DepthOfFieldEffectBlurLevel {\r\n return this._depthOfFieldBlurLevel;\r\n }\r\n\r\n public set depthOfFieldBlurLevel(value: DepthOfFieldEffectBlurLevel) {\r\n if (this._depthOfFieldBlurLevel === value) {\r\n return;\r\n }\r\n this._depthOfFieldBlurLevel = value;\r\n\r\n // recreate dof and dispose old as this setting is not dynamic\r\n var oldDof = this.depthOfField;\r\n\r\n this.depthOfField = new DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, false);\r\n this.depthOfField.focalLength = oldDof.focalLength;\r\n this.depthOfField.focusDistance = oldDof.focusDistance;\r\n this.depthOfField.fStop = oldDof.fStop;\r\n this.depthOfField.lensSize = oldDof.lensSize;\r\n\r\n for (var i = 0; i < this._cameras.length; i++) {\r\n oldDof.disposeEffects(this._cameras[i]);\r\n }\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * If the anti aliasing is enabled.\r\n */\r\n public set fxaaEnabled(enabled: boolean) {\r\n if (this._fxaaEnabled === enabled) {\r\n return;\r\n }\r\n this._fxaaEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get fxaaEnabled(): boolean {\r\n return this._fxaaEnabled;\r\n }\r\n\r\n private _samples = 1;\r\n /**\r\n * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)\r\n */\r\n public set samples(sampleCount: number) {\r\n if (this._samples === sampleCount) {\r\n return;\r\n }\r\n this._samples = sampleCount;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n /**\r\n * If image processing is enabled.\r\n */\r\n public set imageProcessingEnabled(enabled: boolean) {\r\n if (this._imageProcessingEnabled === enabled) {\r\n return;\r\n }\r\n this._imageProcessingEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get imageProcessingEnabled(): boolean {\r\n return this._imageProcessingEnabled;\r\n }\r\n\r\n /**\r\n * If glow layer is enabled. (Adds a glow effect to emmissive materials)\r\n */\r\n public set glowLayerEnabled(enabled: boolean) {\r\n if (enabled && !this._glowLayer) {\r\n this._glowLayer = new GlowLayer(\"\", this._scene);\r\n } else if (!enabled && this._glowLayer) {\r\n this._glowLayer.dispose();\r\n this._glowLayer = null;\r\n }\r\n }\r\n\r\n @serialize()\r\n public get glowLayerEnabled(): boolean {\r\n return this._glowLayer != null;\r\n }\r\n\r\n /**\r\n * Gets the glow layer (or null if not defined)\r\n */\r\n public get glowLayer() {\r\n return this._glowLayer;\r\n }\r\n\r\n /**\r\n * Enable or disable the chromaticAberration process from the pipeline\r\n */\r\n public set chromaticAberrationEnabled(enabled: boolean) {\r\n if (this._chromaticAberrationEnabled === enabled) {\r\n return;\r\n }\r\n this._chromaticAberrationEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get chromaticAberrationEnabled(): boolean {\r\n return this._chromaticAberrationEnabled;\r\n }\r\n /**\r\n * Enable or disable the grain process from the pipeline\r\n */\r\n public set grainEnabled(enabled: boolean) {\r\n if (this._grainEnabled === enabled) {\r\n return;\r\n }\r\n this._grainEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get grainEnabled(): boolean {\r\n return this._grainEnabled;\r\n }\r\n\r\n /**\r\n * @constructor\r\n * @param name - The rendering pipeline name (default: \"\")\r\n * @param hdr - If high dynamic range textures should be used (default: true)\r\n * @param scene - The scene linked to this pipeline (default: the last created scene)\r\n * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)\r\n * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)\r\n */\r\n constructor(name: string = \"\", hdr: boolean = true, scene: Scene = EngineStore.LastCreatedScene!, cameras?: Camera[], automaticBuild = true) {\r\n super(scene.getEngine(), name);\r\n this._cameras = cameras || scene.cameras;\r\n this._cameras = this._cameras.slice();\r\n this._camerasToBeAttached = this._cameras.slice();\r\n\r\n this._buildAllowed = automaticBuild;\r\n\r\n // Initialize\r\n this._scene = scene;\r\n var caps = this._scene.getEngine().getCaps();\r\n this._hdr = hdr && (caps.textureHalfFloatRender || caps.textureFloatRender);\r\n\r\n // Misc\r\n if (this._hdr) {\r\n if (caps.textureHalfFloatRender) {\r\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n else if (caps.textureFloatRender) {\r\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n } else {\r\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n }\r\n\r\n // Attach\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n\r\n var engine = this._scene.getEngine();\r\n // Create post processes before hand so they can be modified before enabled.\r\n // Block compilation flag is set to true to avoid compilation prior to use, these will be updated on first use in build pipeline.\r\n this.sharpen = new SharpenPostProcess(\"sharpen\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType, true);\r\n this._sharpenEffect = new PostProcessRenderEffect(engine, this.SharpenPostProcessId, () => { return this.sharpen; }, true);\r\n\r\n this.depthOfField = new DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, true);\r\n\r\n this.bloom = new BloomEffect(this._scene, this._bloomScale, this._bloomWeight, this.bloomKernel, this._defaultPipelineTextureType, true);\r\n\r\n this.chromaticAberration = new ChromaticAberrationPostProcess(\"ChromaticAberration\", engine.getRenderWidth(), engine.getRenderHeight(), 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType, true);\r\n this._chromaticAberrationEffect = new PostProcessRenderEffect(engine, this.ChromaticAberrationPostProcessId, () => { return this.chromaticAberration; }, true);\r\n\r\n this.grain = new GrainPostProcess(\"Grain\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType, true);\r\n this._grainEffect = new PostProcessRenderEffect(engine, this.GrainPostProcessId, () => { return this.grain; }, true);\r\n\r\n this._resizeObserver = engine.onResizeObservable.add(() => {\r\n this._hardwareScaleLevel = engine.getHardwareScalingLevel();\r\n this.bloomKernel = this.bloomKernel;\r\n });\r\n\r\n this._imageProcessingConfigurationObserver = this._scene.imageProcessingConfiguration.onUpdateParameters.add(() => {\r\n this.bloom._downscale._exposure = this._scene.imageProcessingConfiguration.exposure;\r\n });\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"DefaultRenderingPipeline\"\r\n */\r\n public getClassName(): string {\r\n return \"DefaultRenderingPipeline\";\r\n }\r\n\r\n /**\r\n * Force the compilation of the entire pipeline.\r\n */\r\n public prepare(): void {\r\n let previousState = this._buildAllowed;\r\n this._buildAllowed = true;\r\n this._buildPipeline();\r\n this._buildAllowed = previousState;\r\n }\r\n\r\n private _hasCleared = false;\r\n private _prevPostProcess: Nullable = null;\r\n private _prevPrevPostProcess: Nullable = null;\r\n\r\n private _setAutoClearAndTextureSharing(postProcess: PostProcess, skipTextureSharing = false) {\r\n if (this._hasCleared) {\r\n postProcess.autoClear = false;\r\n } else {\r\n postProcess.autoClear = true;\r\n this._scene.autoClear = false;\r\n this._hasCleared = true;\r\n }\r\n\r\n if (!skipTextureSharing) {\r\n if (this._prevPrevPostProcess) {\r\n postProcess.shareOutputWith(this._prevPrevPostProcess);\r\n } else {\r\n postProcess.useOwnOutput();\r\n }\r\n\r\n if (this._prevPostProcess) {\r\n this._prevPrevPostProcess = this._prevPostProcess;\r\n }\r\n this._prevPostProcess = postProcess;\r\n }\r\n }\r\n\r\n private _depthOfFieldSceneObserver: Nullable> = null;\r\n\r\n private _buildPipeline() {\r\n if (!this._buildAllowed) {\r\n return;\r\n }\r\n this._scene.autoClear = true;\r\n\r\n var engine = this._scene.getEngine();\r\n\r\n this._disposePostProcesses();\r\n if (this._cameras !== null) {\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\r\n // get back cameras to be used to reattach pipeline\r\n this._cameras = this._camerasToBeAttached.slice();\r\n }\r\n this._reset();\r\n this._prevPostProcess = null;\r\n this._prevPrevPostProcess = null;\r\n this._hasCleared = false;\r\n\r\n if (this.depthOfFieldEnabled) {\r\n // Multi camera suport\r\n if (this._cameras.length > 1) {\r\n for (let camera of this._cameras) {\r\n const depthRenderer = this._scene.enableDepthRenderer(camera);\r\n depthRenderer.useOnlyInActiveCamera = true;\r\n }\r\n\r\n this._depthOfFieldSceneObserver = this._scene.onAfterRenderTargetsRenderObservable.add((scene) => {\r\n if (this._cameras.indexOf(scene.activeCamera!) > -1) {\r\n this.depthOfField.depthTexture = scene.enableDepthRenderer(scene.activeCamera).getDepthMap();\r\n }\r\n });\r\n }\r\n else {\r\n this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);\r\n const depthRenderer = this._scene.enableDepthRenderer(this._cameras[0]);\r\n this.depthOfField.depthTexture = depthRenderer.getDepthMap();\r\n }\r\n\r\n if (!this.depthOfField._isReady()) {\r\n this.depthOfField._updateEffects();\r\n }\r\n this.addEffect(this.depthOfField);\r\n this._setAutoClearAndTextureSharing(this.depthOfField._effects[0], true);\r\n }\r\n else {\r\n this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);\r\n }\r\n\r\n if (this.bloomEnabled) {\r\n if (!this.bloom._isReady()) {\r\n this.bloom._updateEffects();\r\n }\r\n this.addEffect(this.bloom);\r\n this._setAutoClearAndTextureSharing(this.bloom._effects[0], true);\r\n }\r\n\r\n if (this._imageProcessingEnabled) {\r\n this.imageProcessing = new ImageProcessingPostProcess(\"imageProcessing\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);\r\n if (this._hdr) {\r\n this.addEffect(new PostProcessRenderEffect(engine, this.ImageProcessingPostProcessId, () => { return this.imageProcessing; }, true));\r\n this._setAutoClearAndTextureSharing(this.imageProcessing);\r\n } else {\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = false;\r\n }\r\n }\r\n\r\n if (this.sharpenEnabled) {\r\n if (!this.sharpen.isReady()) {\r\n this.sharpen.updateEffect();\r\n }\r\n this.addEffect(this._sharpenEffect);\r\n this._setAutoClearAndTextureSharing(this.sharpen);\r\n }\r\n\r\n if (this.grainEnabled) {\r\n if (!this.grain.isReady()) {\r\n this.grain.updateEffect();\r\n }\r\n this.addEffect(this._grainEffect);\r\n this._setAutoClearAndTextureSharing(this.grain);\r\n }\r\n\r\n if (this.chromaticAberrationEnabled) {\r\n if (!this.chromaticAberration.isReady()) {\r\n this.chromaticAberration.updateEffect();\r\n }\r\n this.addEffect(this._chromaticAberrationEffect);\r\n this._setAutoClearAndTextureSharing(this.chromaticAberration);\r\n }\r\n\r\n if (this.fxaaEnabled) {\r\n this.fxaa = new FxaaPostProcess(\"fxaa\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);\r\n this.addEffect(new PostProcessRenderEffect(engine, this.FxaaPostProcessId, () => { return this.fxaa; }, true));\r\n this._setAutoClearAndTextureSharing(this.fxaa, true);\r\n }\r\n\r\n if (this._cameras !== null) {\r\n this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);\r\n }\r\n\r\n // In multicamera mode, the scene needs to autoclear in between cameras.\r\n if (this._scene.activeCameras && this._scene.activeCameras.length > 1) {\r\n this._scene.autoClear = true;\r\n }\r\n\r\n if (!this._enableMSAAOnFirstPostProcess(this.samples) && this.samples > 1) {\r\n Logger.Warn(\"MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0\");\r\n }\r\n }\r\n\r\n private _disposePostProcesses(disposeNonRecreated = false): void {\r\n for (var i = 0; i < this._cameras.length; i++) {\r\n var camera = this._cameras[i];\r\n\r\n if (this.imageProcessing) {\r\n this.imageProcessing.dispose(camera);\r\n }\r\n\r\n if (this.fxaa) {\r\n this.fxaa.dispose(camera);\r\n }\r\n\r\n // These are created in the constructor and should not be disposed on every pipeline change\r\n if (disposeNonRecreated) {\r\n if (this.sharpen) {\r\n this.sharpen.dispose(camera);\r\n }\r\n\r\n if (this.depthOfField) {\r\n this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);\r\n this.depthOfField.disposeEffects(camera);\r\n }\r\n\r\n if (this.bloom) {\r\n this.bloom.disposeEffects(camera);\r\n }\r\n\r\n if (this.chromaticAberration) {\r\n this.chromaticAberration.dispose(camera);\r\n }\r\n\r\n if (this.grain) {\r\n this.grain.dispose(camera);\r\n }\r\n if (this._glowLayer) {\r\n this._glowLayer.dispose();\r\n }\r\n }\r\n }\r\n\r\n (this.imageProcessing) = null;\r\n (this.fxaa) = null;\r\n\r\n if (disposeNonRecreated) {\r\n (this.sharpen) = null;\r\n (this._sharpenEffect) = null;\r\n (this.depthOfField) = null;\r\n (this.bloom) = null;\r\n (this.chromaticAberration) = null;\r\n (this._chromaticAberrationEffect) = null;\r\n (this.grain) = null;\r\n (this._grainEffect) = null;\r\n this._glowLayer = null;\r\n }\r\n }\r\n\r\n /**\r\n * Adds a camera to the pipeline\r\n * @param camera the camera to be added\r\n */\r\n public addCamera(camera: Camera): void {\r\n this._camerasToBeAttached.push(camera);\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Removes a camera from the pipeline\r\n * @param camera the camera to remove\r\n */\r\n public removeCamera(camera: Camera): void {\r\n var index = this._camerasToBeAttached.indexOf(camera);\r\n this._camerasToBeAttached.splice(index, 1);\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Dispose of the pipeline and stop all post processes\r\n */\r\n public dispose(): void {\r\n this._disposePostProcesses(true);\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\r\n this._scene.autoClear = true;\r\n if (this._resizeObserver) {\r\n this._scene.getEngine().onResizeObservable.remove(this._resizeObserver);\r\n this._resizeObserver = null;\r\n }\r\n this._scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigurationObserver);\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Serialize the rendering pipeline (Used when exporting)\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n var serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"DefaultRenderingPipeline\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse the serialized pipeline\r\n * @param source Source pipeline.\r\n * @param scene The scene to load the pipeline to.\r\n * @param rootUrl The URL of the serialized pipeline.\r\n * @returns An instantiated pipeline from the serialized object.\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline {\r\n return SerializationHelper.Parse(() => new DefaultRenderingPipeline(source._name, source._name._hdr, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.DefaultRenderingPipeline\"] = DefaultRenderingPipeline;\r\n","export * from \"./defaultRenderingPipeline\";\r\nexport * from \"./lensRenderingPipeline\";\r\nexport * from \"./ssao2RenderingPipeline\";\r\nexport * from \"./ssaoRenderingPipeline\";\r\nexport * from \"./standardRenderingPipeline\";","\r\nimport { Camera } from \"../../../Cameras/camera\";\r\nimport { Effect } from \"../../../Materials/effect\";\r\nimport { Texture } from \"../../../Materials/Textures/texture\";\r\nimport { DynamicTexture } from \"../../../Materials/Textures/dynamicTexture\";\r\nimport { RenderTargetTexture } from \"../../../Materials/Textures/renderTargetTexture\";\r\nimport { PostProcess } from \"../../../PostProcesses/postProcess\";\r\nimport { PostProcessRenderPipeline } from \"../../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"../../../PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport { Scene } from \"../../../scene\";\r\n\r\nimport \"../../../PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent\";\r\n\r\nimport \"../../../Shaders/chromaticAberration.fragment\";\r\nimport \"../../../Shaders/lensHighlights.fragment\";\r\nimport \"../../../Shaders/depthOfField.fragment\";\r\n\r\n/**\r\n * BABYLON.JS Chromatic Aberration GLSL Shader\r\n * Author: Olivier Guyot\r\n * Separates very slightly R, G and B colors on the edges of the screen\r\n * Inspired by Francois Tarlier & Martins Upitis\r\n */\r\nexport class LensRenderingPipeline extends PostProcessRenderPipeline {\r\n\r\n // Lens effects can be of the following:\r\n // - chromatic aberration (slight shift of RGB colors)\r\n // - blur on the edge of the lens\r\n // - lens distortion\r\n // - depth-of-field blur & highlights enhancing\r\n // - depth-of-field 'bokeh' effect (shapes appearing in blurred areas)\r\n // - grain effect (noise or custom texture)\r\n\r\n // Two additional texture samplers are needed:\r\n // - depth map (for depth-of-field)\r\n // - grain texture\r\n\r\n /**\r\n * @ignore\r\n * The chromatic aberration PostProcess id in the pipeline\r\n */\r\n public LensChromaticAberrationEffect: string = \"LensChromaticAberrationEffect\";\r\n /**\r\n * @ignore\r\n * The highlights enhancing PostProcess id in the pipeline\r\n */\r\n public HighlightsEnhancingEffect: string = \"HighlightsEnhancingEffect\";\r\n /**\r\n * @ignore\r\n * The depth-of-field PostProcess id in the pipeline\r\n */\r\n public LensDepthOfFieldEffect: string = \"LensDepthOfFieldEffect\";\r\n\r\n private _scene: Scene;\r\n private _depthTexture: RenderTargetTexture;\r\n private _grainTexture: Texture;\r\n\r\n private _chromaticAberrationPostProcess: PostProcess;\r\n private _highlightsPostProcess: PostProcess;\r\n private _depthOfFieldPostProcess: PostProcess;\r\n\r\n private _edgeBlur: number;\r\n private _grainAmount: number;\r\n private _chromaticAberration: number;\r\n private _distortion: number;\r\n private _highlightsGain: number;\r\n private _highlightsThreshold: number;\r\n private _dofDistance: number;\r\n private _dofAperture: number;\r\n private _dofDarken: number;\r\n private _dofPentagon: boolean;\r\n private _blurNoise: boolean;\r\n\r\n /**\r\n * @constructor\r\n *\r\n * Effect parameters are as follow:\r\n * {\r\n * chromatic_aberration: number; // from 0 to x (1 for realism)\r\n * edge_blur: number; // from 0 to x (1 for realism)\r\n * distortion: number; // from 0 to x (1 for realism)\r\n * grain_amount: number; // from 0 to 1\r\n * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise\r\n * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)\r\n * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)\r\n * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)\r\n * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like \"bokeh\" effect\r\n * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)\r\n * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)\r\n * blur_noise: boolean; // add a little bit of noise to the blur (default: true)\r\n * }\r\n * Note: if an effect parameter is unset, effect is disabled\r\n *\r\n * @param name The rendering pipeline name\r\n * @param parameters - An object containing all parameters (see above)\r\n * @param scene The scene linked to this pipeline\r\n * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)\r\n * @param cameras The array of cameras that the rendering pipeline will be attached to\r\n */\r\n constructor(name: string, parameters: any, scene: Scene, ratio: number = 1.0, cameras?: Camera[]) {\r\n super(scene.getEngine(), name);\r\n\r\n this._scene = scene;\r\n\r\n // Fetch texture samplers\r\n this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer \"on\"\r\n if (parameters.grain_texture) { this._grainTexture = parameters.grain_texture; }\r\n else { this._createGrainTexture(); }\r\n\r\n // save parameters\r\n this._edgeBlur = parameters.edge_blur ? parameters.edge_blur : 0;\r\n this._grainAmount = parameters.grain_amount ? parameters.grain_amount : 0;\r\n this._chromaticAberration = parameters.chromatic_aberration ? parameters.chromatic_aberration : 0;\r\n this._distortion = parameters.distortion ? parameters.distortion : 0;\r\n this._highlightsGain = parameters.dof_gain !== undefined ? parameters.dof_gain : -1;\r\n this._highlightsThreshold = parameters.dof_threshold ? parameters.dof_threshold : 1;\r\n this._dofDistance = parameters.dof_focus_distance !== undefined ? parameters.dof_focus_distance : -1;\r\n this._dofAperture = parameters.dof_aperture ? parameters.dof_aperture : 1;\r\n this._dofDarken = parameters.dof_darken ? parameters.dof_darken : 0;\r\n this._dofPentagon = parameters.dof_pentagon !== undefined ? parameters.dof_pentagon : true;\r\n this._blurNoise = parameters.blur_noise !== undefined ? parameters.blur_noise : true;\r\n\r\n // Create effects\r\n this._createChromaticAberrationPostProcess(ratio);\r\n this._createHighlightsPostProcess(ratio);\r\n this._createDepthOfFieldPostProcess(ratio / 4);\r\n\r\n // Set up pipeline\r\n this.addEffect(new PostProcessRenderEffect(scene.getEngine(), this.LensChromaticAberrationEffect, () => { return this._chromaticAberrationPostProcess; }, true));\r\n this.addEffect(new PostProcessRenderEffect(scene.getEngine(), this.HighlightsEnhancingEffect, () => { return this._highlightsPostProcess; }, true));\r\n this.addEffect(new PostProcessRenderEffect(scene.getEngine(), this.LensDepthOfFieldEffect, () => { return this._depthOfFieldPostProcess; }, true));\r\n\r\n if (this._highlightsGain === -1) {\r\n this._disableEffect(this.HighlightsEnhancingEffect, null);\r\n }\r\n\r\n // Finish\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n if (cameras) {\r\n scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);\r\n }\r\n }\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"LensRenderingPipeline\"\r\n */\r\n public getClassName(): string {\r\n return \"LensRenderingPipeline\";\r\n }\r\n\r\n // Properties\r\n\r\n /**\r\n * Gets associated scene\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Gets or sets the edge blur\r\n */\r\n public get edgeBlur(): number {\r\n return this._edgeBlur;\r\n }\r\n\r\n public set edgeBlur(value: number) {\r\n this.setEdgeBlur(value);\r\n }\r\n\r\n /**\r\n * Gets or sets the grain amount\r\n */\r\n public get grainAmount(): number {\r\n return this._grainAmount;\r\n }\r\n\r\n public set grainAmount(value: number) {\r\n this.setGrainAmount(value);\r\n }\r\n\r\n /**\r\n * Gets or sets the chromatic aberration amount\r\n */\r\n public get chromaticAberration(): number {\r\n return this._chromaticAberration;\r\n }\r\n\r\n public set chromaticAberration(value: number) {\r\n this.setChromaticAberration(value);\r\n }\r\n\r\n /**\r\n * Gets or sets the depth of field aperture\r\n */\r\n public get dofAperture(): number {\r\n return this._dofAperture;\r\n }\r\n\r\n public set dofAperture(value: number) {\r\n this.setAperture(value);\r\n }\r\n\r\n /**\r\n * Gets or sets the edge distortion\r\n */\r\n public get edgeDistortion(): number {\r\n return this._distortion;\r\n }\r\n\r\n public set edgeDistortion(value: number) {\r\n this.setEdgeDistortion(value);\r\n }\r\n\r\n /**\r\n * Gets or sets the depth of field distortion\r\n */\r\n public get dofDistortion(): number {\r\n return this._dofDistance;\r\n }\r\n\r\n public set dofDistortion(value: number) {\r\n this.setFocusDistance(value);\r\n }\r\n\r\n /**\r\n * Gets or sets the darken out of focus amount\r\n */\r\n public get darkenOutOfFocus(): number {\r\n return this._dofDarken;\r\n }\r\n\r\n public set darkenOutOfFocus(value: number) {\r\n this.setDarkenOutOfFocus(value);\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if blur noise is enabled\r\n */\r\n public get blurNoise(): boolean {\r\n return this._blurNoise;\r\n }\r\n\r\n public set blurNoise(value: boolean) {\r\n this._blurNoise = value;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if pentagon bokeh is enabled\r\n */\r\n public get pentagonBokeh(): boolean {\r\n return this._pentagonBokehIsEnabled;\r\n }\r\n\r\n public set pentagonBokeh(value: boolean) {\r\n if (value) {\r\n this.enablePentagonBokeh();\r\n } else {\r\n this.disablePentagonBokeh();\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the highlight grain amount\r\n */\r\n public get highlightsGain(): number {\r\n return this._highlightsGain;\r\n }\r\n\r\n public set highlightsGain(value: number) {\r\n this.setHighlightsGain(value);\r\n }\r\n\r\n /**\r\n * Gets or sets the highlight threshold\r\n */\r\n public get highlightsThreshold(): number {\r\n return this._highlightsThreshold;\r\n }\r\n\r\n public set highlightsThreshold(value: number) {\r\n this.setHighlightsThreshold(value);\r\n }\r\n\r\n // public methods (self explanatory)\r\n /**\r\n * Sets the amount of blur at the edges\r\n * @param amount blur amount\r\n */\r\n public setEdgeBlur(amount: number) { this._edgeBlur = amount; }\r\n /**\r\n * Sets edge blur to 0\r\n */\r\n public disableEdgeBlur() { this._edgeBlur = 0; }\r\n /**\r\n * Sets the amout of grain\r\n * @param amount Amount of grain\r\n */\r\n public setGrainAmount(amount: number) { this._grainAmount = amount; }\r\n /**\r\n * Set grain amount to 0\r\n */\r\n public disableGrain() { this._grainAmount = 0; }\r\n /**\r\n * Sets the chromatic aberration amount\r\n * @param amount amount of chromatic aberration\r\n */\r\n public setChromaticAberration(amount: number) { this._chromaticAberration = amount; }\r\n /**\r\n * Sets chromatic aberration amount to 0\r\n */\r\n public disableChromaticAberration() { this._chromaticAberration = 0; }\r\n /**\r\n * Sets the EdgeDistortion amount\r\n * @param amount amount of EdgeDistortion\r\n */\r\n public setEdgeDistortion(amount: number) { this._distortion = amount; }\r\n /**\r\n * Sets edge distortion to 0\r\n */\r\n public disableEdgeDistortion() { this._distortion = 0; }\r\n /**\r\n * Sets the FocusDistance amount\r\n * @param amount amount of FocusDistance\r\n */\r\n public setFocusDistance(amount: number) { this._dofDistance = amount; }\r\n /**\r\n * Disables depth of field\r\n */\r\n public disableDepthOfField() { this._dofDistance = -1; }\r\n /**\r\n * Sets the Aperture amount\r\n * @param amount amount of Aperture\r\n */\r\n public setAperture(amount: number) { this._dofAperture = amount; }\r\n /**\r\n * Sets the DarkenOutOfFocus amount\r\n * @param amount amount of DarkenOutOfFocus\r\n */\r\n public setDarkenOutOfFocus(amount: number) { this._dofDarken = amount; }\r\n\r\n private _pentagonBokehIsEnabled = false;\r\n /**\r\n * Creates a pentagon bokeh effect\r\n */\r\n public enablePentagonBokeh() {\r\n this._highlightsPostProcess.updateEffect(\"#define PENTAGON\\n\");\r\n this._pentagonBokehIsEnabled = true;\r\n }\r\n /**\r\n * Disables the pentagon bokeh effect\r\n */\r\n public disablePentagonBokeh() {\r\n this._pentagonBokehIsEnabled = false;\r\n this._highlightsPostProcess.updateEffect();\r\n }\r\n /**\r\n * Enables noise blur\r\n */\r\n public enableNoiseBlur() { this._blurNoise = true; }\r\n /**\r\n * Disables noise blur\r\n */\r\n public disableNoiseBlur() { this._blurNoise = false; }\r\n /**\r\n * Sets the HighlightsGain amount\r\n * @param amount amount of HighlightsGain\r\n */\r\n public setHighlightsGain(amount: number) {\r\n this._highlightsGain = amount;\r\n }\r\n /**\r\n * Sets the HighlightsThreshold amount\r\n * @param amount amount of HighlightsThreshold\r\n */\r\n public setHighlightsThreshold(amount: number) {\r\n if (this._highlightsGain === -1) {\r\n this._highlightsGain = 1.0;\r\n }\r\n this._highlightsThreshold = amount;\r\n }\r\n /**\r\n * Disables highlights\r\n */\r\n public disableHighlights() {\r\n this._highlightsGain = -1;\r\n }\r\n\r\n /**\r\n * Removes the internal pipeline assets and detaches the pipeline from the scene cameras\r\n * @param disableDepthRender If the scens depth rendering should be disabled (default: false)\r\n */\r\n public dispose(disableDepthRender: boolean = false): void {\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);\r\n\r\n (this._chromaticAberrationPostProcess) = null;\r\n (this._highlightsPostProcess) = null;\r\n (this._depthOfFieldPostProcess) = null;\r\n\r\n this._grainTexture.dispose();\r\n\r\n if (disableDepthRender) {\r\n this._scene.disableDepthRenderer();\r\n }\r\n }\r\n\r\n // colors shifting and distortion\r\n private _createChromaticAberrationPostProcess(ratio: number): void {\r\n this._chromaticAberrationPostProcess = new PostProcess(\"LensChromaticAberration\", \"chromaticAberration\",\r\n [\"chromatic_aberration\", \"screen_width\", \"screen_height\", \"direction\", \"radialIntensity\", \"centerPosition\"], // uniforms\r\n [], // samplers\r\n ratio, null, Texture.TRILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(), false);\r\n\r\n this._chromaticAberrationPostProcess.onApply = (effect: Effect) => {\r\n effect.setFloat('chromatic_aberration', this._chromaticAberration);\r\n effect.setFloat('screen_width', this._scene.getEngine().getRenderWidth());\r\n effect.setFloat('screen_height', this._scene.getEngine().getRenderHeight());\r\n effect.setFloat('radialIntensity', 1);\r\n effect.setFloat2('direction', 17, 17);\r\n effect.setFloat2('centerPosition', 0.5, 0.5);\r\n };\r\n }\r\n\r\n // highlights enhancing\r\n private _createHighlightsPostProcess(ratio: number): void {\r\n this._highlightsPostProcess = new PostProcess(\"LensHighlights\", \"lensHighlights\",\r\n [\"gain\", \"threshold\", \"screen_width\", \"screen_height\"], // uniforms\r\n [], // samplers\r\n ratio,\r\n null, Texture.TRILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(), false, this._dofPentagon ? \"#define PENTAGON\\n\" : \"\");\r\n\r\n this._highlightsPostProcess.onApply = (effect: Effect) => {\r\n effect.setFloat('gain', this._highlightsGain);\r\n effect.setFloat('threshold', this._highlightsThreshold);\r\n effect.setTextureFromPostProcess(\"textureSampler\", this._chromaticAberrationPostProcess);\r\n effect.setFloat('screen_width', this._scene.getEngine().getRenderWidth());\r\n effect.setFloat('screen_height', this._scene.getEngine().getRenderHeight());\r\n };\r\n }\r\n\r\n // colors shifting and distortion\r\n private _createDepthOfFieldPostProcess(ratio: number): void {\r\n this._depthOfFieldPostProcess = new PostProcess(\"LensDepthOfField\", \"depthOfField\",\r\n [\r\n \"grain_amount\", \"blur_noise\", \"screen_width\", \"screen_height\", \"distortion\", \"dof_enabled\",\r\n \"screen_distance\", \"aperture\", \"darken\", \"edge_blur\", \"highlights\", \"near\", \"far\"\r\n ],\r\n [\"depthSampler\", \"grainSampler\", \"highlightsSampler\"],\r\n ratio, null, Texture.TRILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(), false);\r\n\r\n this._depthOfFieldPostProcess.onApply = (effect: Effect) => {\r\n\r\n effect.setTexture(\"depthSampler\", this._depthTexture);\r\n effect.setTexture(\"grainSampler\", this._grainTexture);\r\n effect.setTextureFromPostProcess(\"textureSampler\", this._highlightsPostProcess);\r\n effect.setTextureFromPostProcess(\"highlightsSampler\", this._depthOfFieldPostProcess);\r\n\r\n effect.setFloat('grain_amount', this._grainAmount);\r\n effect.setBool('blur_noise', this._blurNoise);\r\n\r\n effect.setFloat('screen_width', this._scene.getEngine().getRenderWidth());\r\n effect.setFloat('screen_height', this._scene.getEngine().getRenderHeight());\r\n\r\n effect.setFloat('distortion', this._distortion);\r\n\r\n effect.setBool('dof_enabled', (this._dofDistance !== -1));\r\n effect.setFloat('screen_distance', 1.0 / (0.1 - 1.0 / this._dofDistance));\r\n effect.setFloat('aperture', this._dofAperture);\r\n effect.setFloat('darken', this._dofDarken);\r\n\r\n effect.setFloat('edge_blur', this._edgeBlur);\r\n\r\n effect.setBool('highlights', (this._highlightsGain !== -1));\r\n\r\n if (this._scene.activeCamera) {\r\n effect.setFloat('near', this._scene.activeCamera.minZ);\r\n effect.setFloat('far', this._scene.activeCamera.maxZ);\r\n }\r\n };\r\n }\r\n\r\n // creates a black and white random noise texture, 512x512\r\n private _createGrainTexture(): void {\r\n var size = 512;\r\n\r\n this._grainTexture = new DynamicTexture(\"LensNoiseTexture\", size, this._scene, false, Texture.BILINEAR_SAMPLINGMODE);\r\n this._grainTexture.wrapU = Texture.WRAP_ADDRESSMODE;\r\n this._grainTexture.wrapV = Texture.WRAP_ADDRESSMODE;\r\n\r\n var context = (this._grainTexture).getContext();\r\n\r\n var rand = (min: number, max: number) => {\r\n return Math.random() * (max - min) + min;\r\n };\r\n\r\n var value;\r\n for (var x = 0; x < size; x++) {\r\n for (var y = 0; y < size; y++) {\r\n value = Math.floor(rand(0.42, 0.58) * 255);\r\n context.fillStyle = 'rgb(' + value + ', ' + value + ', ' + value + ')';\r\n context.fillRect(x, y, 1, 1);\r\n }\r\n }\r\n (this._grainTexture).update(false);\r\n }\r\n}\r\n","import { Logger } from \"../../../Misc/logger\";\r\nimport { serialize, SerializationHelper } from \"../../../Misc/decorators\";\r\nimport { Vector3, TmpVectors } from \"../../../Maths/math.vector\";\r\nimport { Camera } from \"../../../Cameras/camera\";\r\nimport { Effect } from \"../../../Materials/effect\";\r\nimport { Texture } from \"../../../Materials/Textures/texture\";\r\nimport { DynamicTexture } from \"../../../Materials/Textures/dynamicTexture\";\r\nimport { PostProcess } from \"../../../PostProcesses/postProcess\";\r\nimport { PostProcessRenderPipeline } from \"../../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"../../../PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport { PassPostProcess } from \"../../../PostProcesses/passPostProcess\";\r\nimport { GeometryBufferRenderer } from \"../../../Rendering/geometryBufferRenderer\";\r\nimport { Scene } from \"../../../scene\";\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\nimport { EngineStore } from '../../../Engines/engineStore';\r\n\r\nimport \"../../../PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent\";\r\n\r\nimport \"../../../Shaders/ssao2.fragment\";\r\nimport \"../../../Shaders/ssaoCombine.fragment\";\r\n\r\n/**\r\n * Render pipeline to produce ssao effect\r\n */\r\nexport class SSAO2RenderingPipeline extends PostProcessRenderPipeline {\r\n // Members\r\n\r\n /**\r\n * @ignore\r\n * The PassPostProcess id in the pipeline that contains the original scene color\r\n */\r\n public SSAOOriginalSceneColorEffect: string = \"SSAOOriginalSceneColorEffect\";\r\n /**\r\n * @ignore\r\n * The SSAO PostProcess id in the pipeline\r\n */\r\n public SSAORenderEffect: string = \"SSAORenderEffect\";\r\n /**\r\n * @ignore\r\n * The horizontal blur PostProcess id in the pipeline\r\n */\r\n public SSAOBlurHRenderEffect: string = \"SSAOBlurHRenderEffect\";\r\n /**\r\n * @ignore\r\n * The vertical blur PostProcess id in the pipeline\r\n */\r\n public SSAOBlurVRenderEffect: string = \"SSAOBlurVRenderEffect\";\r\n /**\r\n * @ignore\r\n * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)\r\n */\r\n public SSAOCombineRenderEffect: string = \"SSAOCombineRenderEffect\";\r\n\r\n /**\r\n * The output strength of the SSAO post-process. Default value is 1.0.\r\n */\r\n @serialize()\r\n public totalStrength: number = 1.0;\r\n\r\n /**\r\n * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.\r\n */\r\n @serialize()\r\n public maxZ: number = 100.0;\r\n\r\n /**\r\n * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much\r\n */\r\n @serialize()\r\n public minZAspect: number = 0.2;\r\n\r\n @serialize(\"samples\")\r\n private _samples: number = 8;\r\n /**\r\n * Number of samples used for the SSAO calculations. Default value is 8\r\n */\r\n public set samples(n: number) {\r\n this._ssaoPostProcess.updateEffect(\"#define SAMPLES \" + n + \"\\n#define SSAO\");\r\n this._samples = n;\r\n this._sampleSphere = this._generateHemisphere();\r\n }\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n @serialize(\"textureSamples\")\r\n private _textureSamples: number = 1;\r\n /**\r\n * Number of samples to use for antialiasing\r\n */\r\n public set textureSamples(n: number) {\r\n this._textureSamples = n;\r\n\r\n this._originalColorPostProcess.samples = n;\r\n this._blurHPostProcess.samples = n;\r\n this._blurVPostProcess.samples = n;\r\n this._ssaoPostProcess.samples = n;\r\n this._ssaoCombinePostProcess.samples = n;\r\n }\r\n public get textureSamples(): number {\r\n return this._textureSamples;\r\n }\r\n\r\n /**\r\n * Ratio object used for SSAO ratio and blur ratio\r\n */\r\n @serialize()\r\n private _ratio: any;\r\n\r\n /**\r\n * Dynamically generated sphere sampler.\r\n */\r\n private _sampleSphere: number[];\r\n\r\n /**\r\n * Blur filter offsets\r\n */\r\n private _samplerOffsets: number[];\r\n\r\n @serialize(\"expensiveBlur\")\r\n private _expensiveBlur: boolean = true;\r\n /**\r\n * If bilateral blur should be used\r\n */\r\n public set expensiveBlur(b: boolean) {\r\n this._blurHPostProcess.updateEffect(\"#define BILATERAL_BLUR\\n#define BILATERAL_BLUR_H\\n#define SAMPLES 16\\n#define EXPENSIVE \" + (b ? \"1\" : \"0\") + \"\\n\",\r\n null, [\"textureSampler\", \"depthSampler\"]);\r\n this._blurVPostProcess.updateEffect(\"#define BILATERAL_BLUR\\n#define SAMPLES 16\\n#define EXPENSIVE \" + (b ? \"1\" : \"0\") + \"\\n\",\r\n null, [\"textureSampler\", \"depthSampler\"]);\r\n this._expensiveBlur = b;\r\n }\r\n\r\n public get expensiveBlur(): boolean {\r\n return this._expensiveBlur;\r\n }\r\n\r\n /**\r\n * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0\r\n */\r\n @serialize()\r\n public radius: number = 2.0;\r\n\r\n /**\r\n * The base color of the SSAO post-process\r\n * The final result is \"base + ssao\" between [0, 1]\r\n */\r\n @serialize()\r\n public base: number = 0;\r\n\r\n /**\r\n * Support test.\r\n */\r\n public static get IsSupported(): boolean {\r\n var engine = EngineStore.LastCreatedEngine;\r\n if (!engine) {\r\n return false;\r\n }\r\n return engine.webGLVersion >= 2;\r\n }\r\n\r\n private _scene: Scene;\r\n private _depthTexture: Texture;\r\n private _normalTexture: Texture;\r\n private _randomTexture: DynamicTexture;\r\n\r\n private _originalColorPostProcess: PassPostProcess;\r\n private _ssaoPostProcess: PostProcess;\r\n private _blurHPostProcess: PostProcess;\r\n private _blurVPostProcess: PostProcess;\r\n private _ssaoCombinePostProcess: PostProcess;\r\n\r\n /**\r\n * Gets active scene\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * @constructor\r\n * @param name The rendering pipeline name\r\n * @param scene The scene linked to this pipeline\r\n * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }\r\n * @param cameras The array of cameras that the rendering pipeline will be attached to\r\n */\r\n constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]) {\r\n super(scene.getEngine(), name);\r\n\r\n this._scene = scene;\r\n this._ratio = ratio;\r\n\r\n if (!this.isSupported) {\r\n Logger.Error(\"SSAO 2 needs WebGL 2 support.\");\r\n return;\r\n }\r\n\r\n var ssaoRatio = this._ratio.ssaoRatio || ratio;\r\n var blurRatio = this._ratio.blurRatio || ratio;\r\n\r\n // Set up assets\r\n let geometryBufferRenderer = scene.enableGeometryBufferRenderer();\r\n this._createRandomTexture();\r\n this._depthTexture = geometryBufferRenderer.getGBuffer().textures[0];\r\n this._normalTexture = geometryBufferRenderer.getGBuffer().textures[1];\r\n\r\n this._originalColorPostProcess = new PassPostProcess(\"SSAOOriginalSceneColor\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);\r\n this._originalColorPostProcess.samples = this.textureSamples;\r\n this._createSSAOPostProcess(1.0);\r\n this._createBlurPostProcess(ssaoRatio, blurRatio);\r\n this._createSSAOCombinePostProcess(blurRatio);\r\n\r\n // Set up pipeline\r\n this.addEffect(new PostProcessRenderEffect(scene.getEngine(), this.SSAOOriginalSceneColorEffect, () => { return this._originalColorPostProcess; }, true));\r\n this.addEffect(new PostProcessRenderEffect(scene.getEngine(), this.SSAORenderEffect, () => { return this._ssaoPostProcess; }, true));\r\n this.addEffect(new PostProcessRenderEffect(scene.getEngine(), this.SSAOBlurHRenderEffect, () => { return this._blurHPostProcess; }, true));\r\n this.addEffect(new PostProcessRenderEffect(scene.getEngine(), this.SSAOBlurVRenderEffect, () => { return this._blurVPostProcess; }, true));\r\n this.addEffect(new PostProcessRenderEffect(scene.getEngine(), this.SSAOCombineRenderEffect, () => { return this._ssaoCombinePostProcess; }, true));\r\n\r\n // Finish\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n if (cameras) {\r\n scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);\r\n }\r\n\r\n }\r\n\r\n // Public Methods\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"SSAO2RenderingPipeline\"\r\n */\r\n public getClassName(): string {\r\n return \"SSAO2RenderingPipeline\";\r\n }\r\n\r\n /**\r\n * Removes the internal pipeline assets and detatches the pipeline from the scene cameras\r\n */\r\n public dispose(disableGeometryBufferRenderer: boolean = false): void {\r\n for (var i = 0; i < this._scene.cameras.length; i++) {\r\n var camera = this._scene.cameras[i];\r\n\r\n this._originalColorPostProcess.dispose(camera);\r\n this._ssaoPostProcess.dispose(camera);\r\n this._blurHPostProcess.dispose(camera);\r\n this._blurVPostProcess.dispose(camera);\r\n this._ssaoCombinePostProcess.dispose(camera);\r\n }\r\n\r\n this._randomTexture.dispose();\r\n\r\n if (disableGeometryBufferRenderer) {\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);\r\n\r\n super.dispose();\r\n }\r\n\r\n // Private Methods\r\n private _createBlurPostProcess(ssaoRatio: number, blurRatio: number): void {\r\n this._samplerOffsets = [];\r\n var expensive = this.expensiveBlur;\r\n\r\n for (var i = -8; i < 8; i++) {\r\n this._samplerOffsets.push(i * 2 + 0.5);\r\n }\r\n\r\n this._blurHPostProcess = new PostProcess(\"BlurH\", \"ssao2\", [\"outSize\", \"samplerOffsets\", \"near\", \"far\", \"radius\"], [\"depthSampler\"], ssaoRatio, null, Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, \"#define BILATERAL_BLUR\\n#define BILATERAL_BLUR_H\\n#define SAMPLES 16\\n#define EXPENSIVE \" + (expensive ? \"1\" : \"0\") + \"\\n\");\r\n this._blurHPostProcess.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n effect.setFloat(\"outSize\", this._ssaoCombinePostProcess.width > 0 ? this._ssaoCombinePostProcess.width : this._originalColorPostProcess.width);\r\n effect.setFloat(\"near\", this._scene.activeCamera.minZ);\r\n effect.setFloat(\"far\", this._scene.activeCamera.maxZ);\r\n effect.setFloat(\"radius\", this.radius);\r\n effect.setTexture(\"depthSampler\", this._depthTexture);\r\n effect.setArray(\"samplerOffsets\", this._samplerOffsets);\r\n };\r\n\r\n this._blurVPostProcess = new PostProcess(\"BlurV\", \"ssao2\", [\"outSize\", \"samplerOffsets\", \"near\", \"far\", \"radius\"], [\"depthSampler\"], blurRatio, null, Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, \"#define BILATERAL_BLUR\\n#define BILATERAL_BLUR_V\\n#define SAMPLES 16\\n#define EXPENSIVE \" + (expensive ? \"1\" : \"0\") + \"\\n\");\r\n this._blurVPostProcess.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n effect.setFloat(\"outSize\", this._ssaoCombinePostProcess.height > 0 ? this._ssaoCombinePostProcess.height : this._originalColorPostProcess.height);\r\n effect.setFloat(\"near\", this._scene.activeCamera.minZ);\r\n effect.setFloat(\"far\", this._scene.activeCamera.maxZ);\r\n effect.setFloat(\"radius\", this.radius);\r\n effect.setTexture(\"depthSampler\", this._depthTexture);\r\n effect.setArray(\"samplerOffsets\", this._samplerOffsets);\r\n\r\n };\r\n\r\n this._blurHPostProcess.samples = this.textureSamples;\r\n this._blurVPostProcess.samples = this.textureSamples;\r\n }\r\n\r\n /** @hidden */\r\n public _rebuild() {\r\n super._rebuild();\r\n }\r\n\r\n private _bits = new Uint32Array(1);\r\n\r\n //Van der Corput radical inverse\r\n private _radicalInverse_VdC(i: number) {\r\n this._bits[0] = i;\r\n this._bits[0] = ((this._bits[0] << 16) | (this._bits[0] >> 16)) >>> 0;\r\n this._bits[0] = ((this._bits[0] & 0x55555555) << 1) | ((this._bits[0] & 0xAAAAAAAA) >>> 1) >>> 0;\r\n this._bits[0] = ((this._bits[0] & 0x33333333) << 2) | ((this._bits[0] & 0xCCCCCCCC) >>> 2) >>> 0;\r\n this._bits[0] = ((this._bits[0] & 0x0F0F0F0F) << 4) | ((this._bits[0] & 0xF0F0F0F0) >>> 4) >>> 0;\r\n this._bits[0] = ((this._bits[0] & 0x00FF00FF) << 8) | ((this._bits[0] & 0xFF00FF00) >>> 8) >>> 0;\r\n return this._bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296\r\n }\r\n\r\n private _hammersley(i: number, n: number) {\r\n return [i / n, this._radicalInverse_VdC(i)];\r\n }\r\n\r\n private _hemisphereSample_uniform(u: number, v: number): Vector3 {\r\n var phi = v * 2.0 * Math.PI;\r\n // rejecting samples that are close to tangent plane to avoid z-fighting artifacts\r\n var cosTheta = 1.0 - (u * 0.85 + 0.15);\r\n var sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta);\r\n return new Vector3(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta);\r\n }\r\n\r\n private _generateHemisphere(): number[] {\r\n var numSamples = this.samples;\r\n var result = [];\r\n var vector;\r\n\r\n var i = 0;\r\n while (i < numSamples) {\r\n if (numSamples < 16) {\r\n vector = this._hemisphereSample_uniform(Math.random(), Math.random());\r\n } else {\r\n var rand = this._hammersley(i, numSamples);\r\n vector = this._hemisphereSample_uniform(rand[0], rand[1]);\r\n }\r\n\r\n result.push(vector.x, vector.y, vector.z);\r\n i++;\r\n }\r\n\r\n return result;\r\n }\r\n\r\n private _createSSAOPostProcess(ratio: number): void {\r\n var numSamples = this.samples;\r\n\r\n this._sampleSphere = this._generateHemisphere();\r\n\r\n this._ssaoPostProcess = new PostProcess(\"ssao2\", \"ssao2\",\r\n [\r\n \"sampleSphere\", \"samplesFactor\", \"randTextureTiles\", \"totalStrength\", \"radius\",\r\n \"base\", \"range\", \"projection\", \"near\", \"far\", \"texelSize\",\r\n \"xViewport\", \"yViewport\", \"maxZ\", \"minZAspect\"\r\n ],\r\n [\"randomSampler\", \"normalSampler\"],\r\n ratio, null, Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(), false,\r\n \"#define SAMPLES \" + numSamples + \"\\n#define SSAO\");\r\n\r\n this._ssaoPostProcess.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n effect.setArray3(\"sampleSphere\", this._sampleSphere);\r\n effect.setFloat(\"randTextureTiles\", 32.0);\r\n effect.setFloat(\"samplesFactor\", 1 / this.samples);\r\n effect.setFloat(\"totalStrength\", this.totalStrength);\r\n effect.setFloat2(\"texelSize\", 1 / this._ssaoPostProcess.width, 1 / this._ssaoPostProcess.height);\r\n effect.setFloat(\"radius\", this.radius);\r\n effect.setFloat(\"maxZ\", this.maxZ);\r\n effect.setFloat(\"minZAspect\", this.minZAspect);\r\n effect.setFloat(\"base\", this.base);\r\n effect.setFloat(\"near\", this._scene.activeCamera.minZ);\r\n effect.setFloat(\"far\", this._scene.activeCamera.maxZ);\r\n effect.setFloat(\"xViewport\", Math.tan(this._scene.activeCamera.fov / 2) * this._scene.getEngine().getAspectRatio(this._scene.activeCamera, true));\r\n effect.setFloat(\"yViewport\", Math.tan(this._scene.activeCamera.fov / 2));\r\n effect.setMatrix(\"projection\", this._scene.getProjectionMatrix());\r\n\r\n effect.setTexture(\"textureSampler\", this._depthTexture);\r\n effect.setTexture(\"normalSampler\", this._normalTexture);\r\n effect.setTexture(\"randomSampler\", this._randomTexture);\r\n };\r\n this._ssaoPostProcess.samples = this.textureSamples;\r\n }\r\n\r\n private _createSSAOCombinePostProcess(ratio: number): void {\r\n this._ssaoCombinePostProcess = new PostProcess(\"ssaoCombine\", \"ssaoCombine\", [], [\"originalColor\", \"viewport\"],\r\n ratio, null, Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(), false);\r\n\r\n this._ssaoCombinePostProcess.onApply = (effect: Effect) => {\r\n let viewport = this._scene.activeCamera!.viewport;\r\n effect.setVector4(\"viewport\", TmpVectors.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height));\r\n effect.setTextureFromPostProcess(\"originalColor\", this._originalColorPostProcess);\r\n };\r\n this._ssaoCombinePostProcess.samples = this.textureSamples;\r\n }\r\n\r\n private _createRandomTexture(): void {\r\n var size = 128;\r\n\r\n this._randomTexture = new DynamicTexture(\"SSAORandomTexture\", size, this._scene, false, Texture.TRILINEAR_SAMPLINGMODE);\r\n this._randomTexture.wrapU = Texture.WRAP_ADDRESSMODE;\r\n this._randomTexture.wrapV = Texture.WRAP_ADDRESSMODE;\r\n\r\n var context = this._randomTexture.getContext();\r\n\r\n var rand = (min: number, max: number) => {\r\n return Math.random() * (max - min) + min;\r\n };\r\n\r\n var randVector = Vector3.Zero();\r\n\r\n for (var x = 0; x < size; x++) {\r\n for (var y = 0; y < size; y++) {\r\n randVector.x = rand(0.0, 1.0);\r\n randVector.y = rand(0.0, 1.0);\r\n randVector.z = 0.0;\r\n\r\n randVector.normalize();\r\n\r\n randVector.scaleInPlace(255);\r\n randVector.x = Math.floor(randVector.x);\r\n randVector.y = Math.floor(randVector.y);\r\n\r\n context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';\r\n context.fillRect(x, y, 1, 1);\r\n }\r\n }\r\n\r\n this._randomTexture.update(false);\r\n }\r\n\r\n /**\r\n * Serialize the rendering pipeline (Used when exporting)\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n var serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"SSAO2RenderingPipeline\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse the serialized pipeline\r\n * @param source Source pipeline.\r\n * @param scene The scene to load the pipeline to.\r\n * @param rootUrl The URL of the serialized pipeline.\r\n * @returns An instantiated pipeline from the serialized object.\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline {\r\n return SerializationHelper.Parse(() => new SSAO2RenderingPipeline(source._name, scene, source._ratio), source, scene, rootUrl);\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.SSAO2RenderingPipeline\"] = SSAO2RenderingPipeline;\r\n","import { Vector2, Vector3, TmpVectors } from \"../../../Maths/math.vector\";\r\nimport { Camera } from \"../../../Cameras/camera\";\r\nimport { Effect } from \"../../../Materials/effect\";\r\nimport { Texture } from \"../../../Materials/Textures/texture\";\r\nimport { DynamicTexture } from \"../../../Materials/Textures/dynamicTexture\";\r\nimport { RenderTargetTexture } from \"../../../Materials/Textures/renderTargetTexture\";\r\nimport { PostProcess } from \"../../../PostProcesses/postProcess\";\r\nimport { PostProcessRenderPipeline } from \"../../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"../../../PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport { PassPostProcess } from \"../../../PostProcesses/passPostProcess\";\r\nimport { BlurPostProcess } from \"../../../PostProcesses/blurPostProcess\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport { serialize } from \"../../../Misc/decorators\";\r\nimport { Scene } from \"../../../scene\";\r\n\r\nimport \"../../../PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent\";\r\n\r\nimport \"../../../Shaders/ssao.fragment\";\r\nimport \"../../../Shaders/ssaoCombine.fragment\";\r\n\r\n/**\r\n * Render pipeline to produce ssao effect\r\n */\r\nexport class SSAORenderingPipeline extends PostProcessRenderPipeline {\r\n // Members\r\n\r\n /**\r\n * @ignore\r\n * The PassPostProcess id in the pipeline that contains the original scene color\r\n */\r\n public SSAOOriginalSceneColorEffect: string = \"SSAOOriginalSceneColorEffect\";\r\n /**\r\n * @ignore\r\n * The SSAO PostProcess id in the pipeline\r\n */\r\n public SSAORenderEffect: string = \"SSAORenderEffect\";\r\n /**\r\n * @ignore\r\n * The horizontal blur PostProcess id in the pipeline\r\n */\r\n public SSAOBlurHRenderEffect: string = \"SSAOBlurHRenderEffect\";\r\n /**\r\n * @ignore\r\n * The vertical blur PostProcess id in the pipeline\r\n */\r\n public SSAOBlurVRenderEffect: string = \"SSAOBlurVRenderEffect\";\r\n /**\r\n * @ignore\r\n * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)\r\n */\r\n public SSAOCombineRenderEffect: string = \"SSAOCombineRenderEffect\";\r\n\r\n /**\r\n * The output strength of the SSAO post-process. Default value is 1.0.\r\n */\r\n @serialize()\r\n public totalStrength: number = 1.0;\r\n\r\n /**\r\n * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006\r\n */\r\n @serialize()\r\n public radius: number = 0.0001;\r\n\r\n /**\r\n * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel\r\n * Must not be equal to fallOff and superior to fallOff.\r\n * Default value is 0.0075\r\n */\r\n @serialize()\r\n public area: number = 0.0075;\r\n\r\n /**\r\n * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel\r\n * Must not be equal to area and inferior to area.\r\n * Default value is 0.000001\r\n */\r\n @serialize()\r\n public fallOff: number = 0.000001;\r\n\r\n /**\r\n * The base color of the SSAO post-process\r\n * The final result is \"base + ssao\" between [0, 1]\r\n */\r\n @serialize()\r\n public base: number = 0.5;\r\n\r\n private _scene: Scene;\r\n private _depthTexture: RenderTargetTexture;\r\n private _randomTexture: DynamicTexture;\r\n\r\n private _originalColorPostProcess: PassPostProcess;\r\n private _ssaoPostProcess: PostProcess;\r\n private _blurHPostProcess: BlurPostProcess;\r\n private _blurVPostProcess: BlurPostProcess;\r\n private _ssaoCombinePostProcess: PostProcess;\r\n\r\n private _firstUpdate: boolean = true;\r\n\r\n /**\r\n * Gets active scene\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * @constructor\r\n * @param name - The rendering pipeline name\r\n * @param scene - The scene linked to this pipeline\r\n * @param ratio - The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, combineRatio: 1.0 }\r\n * @param cameras - The array of cameras that the rendering pipeline will be attached to\r\n */\r\n constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]) {\r\n super(scene.getEngine(), name);\r\n\r\n this._scene = scene;\r\n\r\n // Set up assets\r\n this._createRandomTexture();\r\n this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer \"on\"\r\n\r\n var ssaoRatio = ratio.ssaoRatio || ratio;\r\n var combineRatio = ratio.combineRatio || ratio;\r\n\r\n this._originalColorPostProcess = new PassPostProcess(\"SSAOOriginalSceneColor\", combineRatio, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);\r\n this._createSSAOPostProcess(ssaoRatio);\r\n this._createBlurPostProcess(ssaoRatio);\r\n this._createSSAOCombinePostProcess(combineRatio);\r\n\r\n // Set up pipeline\r\n this.addEffect(new PostProcessRenderEffect(scene.getEngine(), this.SSAOOriginalSceneColorEffect, () => { return this._originalColorPostProcess; }, true));\r\n this.addEffect(new PostProcessRenderEffect(scene.getEngine(), this.SSAORenderEffect, () => { return this._ssaoPostProcess; }, true));\r\n this.addEffect(new PostProcessRenderEffect(scene.getEngine(), this.SSAOBlurHRenderEffect, () => { return this._blurHPostProcess; }, true));\r\n this.addEffect(new PostProcessRenderEffect(scene.getEngine(), this.SSAOBlurVRenderEffect, () => { return this._blurVPostProcess; }, true));\r\n\r\n this.addEffect(new PostProcessRenderEffect(scene.getEngine(), this.SSAOCombineRenderEffect, () => { return this._ssaoCombinePostProcess; }, true));\r\n\r\n // Finish\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n if (cameras) {\r\n scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);\r\n }\r\n }\r\n\r\n // Public Methods\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"SSAORenderingPipeline\"\r\n */\r\n public getClassName(): string {\r\n return \"SSAORenderingPipeline\";\r\n }\r\n\r\n /**\r\n * Removes the internal pipeline assets and detatches the pipeline from the scene cameras\r\n */\r\n public dispose(disableDepthRender: boolean = false): void {\r\n for (var i = 0; i < this._scene.cameras.length; i++) {\r\n var camera = this._scene.cameras[i];\r\n\r\n this._originalColorPostProcess.dispose(camera);\r\n this._ssaoPostProcess.dispose(camera);\r\n this._blurHPostProcess.dispose(camera);\r\n this._blurVPostProcess.dispose(camera);\r\n this._ssaoCombinePostProcess.dispose(camera);\r\n }\r\n\r\n this._randomTexture.dispose();\r\n\r\n if (disableDepthRender) {\r\n this._scene.disableDepthRenderer();\r\n }\r\n\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);\r\n\r\n super.dispose();\r\n }\r\n\r\n // Private Methods\r\n private _createBlurPostProcess(ratio: number): void {\r\n var size = 16;\r\n\r\n this._blurHPostProcess = new BlurPostProcess(\"BlurH\", new Vector2(1, 0), size, ratio, null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, Constants.TEXTURETYPE_UNSIGNED_INT);\r\n this._blurVPostProcess = new BlurPostProcess(\"BlurV\", new Vector2(0, 1), size, ratio, null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, Constants.TEXTURETYPE_UNSIGNED_INT);\r\n\r\n this._blurHPostProcess.onActivateObservable.add(() => {\r\n let dw = this._blurHPostProcess.width / this._scene.getEngine().getRenderWidth();\r\n this._blurHPostProcess.kernel = size * dw;\r\n });\r\n\r\n this._blurVPostProcess.onActivateObservable.add(() => {\r\n let dw = this._blurVPostProcess.height / this._scene.getEngine().getRenderHeight();\r\n this._blurVPostProcess.kernel = size * dw;\r\n });\r\n }\r\n\r\n /** @hidden */\r\n public _rebuild() {\r\n this._firstUpdate = true;\r\n super._rebuild();\r\n }\r\n\r\n private _createSSAOPostProcess(ratio: number): void {\r\n var numSamples = 16;\r\n var sampleSphere = [\r\n 0.5381, 0.1856, -0.4319,\r\n 0.1379, 0.2486, 0.4430,\r\n 0.3371, 0.5679, -0.0057,\r\n -0.6999, -0.0451, -0.0019,\r\n 0.0689, -0.1598, -0.8547,\r\n 0.0560, 0.0069, -0.1843,\r\n -0.0146, 0.1402, 0.0762,\r\n 0.0100, -0.1924, -0.0344,\r\n -0.3577, -0.5301, -0.4358,\r\n -0.3169, 0.1063, 0.0158,\r\n 0.0103, -0.5869, 0.0046,\r\n -0.0897, -0.4940, 0.3287,\r\n 0.7119, -0.0154, -0.0918,\r\n -0.0533, 0.0596, -0.5411,\r\n 0.0352, -0.0631, 0.5460,\r\n -0.4776, 0.2847, -0.0271\r\n ];\r\n var samplesFactor = 1.0 / numSamples;\r\n\r\n this._ssaoPostProcess = new PostProcess(\"ssao\", \"ssao\",\r\n [\r\n \"sampleSphere\", \"samplesFactor\", \"randTextureTiles\", \"totalStrength\", \"radius\",\r\n \"area\", \"fallOff\", \"base\", \"range\", \"viewport\"\r\n ],\r\n [\"randomSampler\"],\r\n ratio, null, Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(), false,\r\n \"#define SAMPLES \" + numSamples + \"\\n#define SSAO\");\r\n\r\n this._ssaoPostProcess.onApply = (effect: Effect) => {\r\n if (this._firstUpdate) {\r\n effect.setArray3(\"sampleSphere\", sampleSphere);\r\n effect.setFloat(\"samplesFactor\", samplesFactor);\r\n effect.setFloat(\"randTextureTiles\", 4.0);\r\n }\r\n\r\n effect.setFloat(\"totalStrength\", this.totalStrength);\r\n effect.setFloat(\"radius\", this.radius);\r\n effect.setFloat(\"area\", this.area);\r\n effect.setFloat(\"fallOff\", this.fallOff);\r\n effect.setFloat(\"base\", this.base);\r\n\r\n effect.setTexture(\"textureSampler\", this._depthTexture);\r\n effect.setTexture(\"randomSampler\", this._randomTexture);\r\n };\r\n }\r\n\r\n private _createSSAOCombinePostProcess(ratio: number): void {\r\n this._ssaoCombinePostProcess = new PostProcess(\"ssaoCombine\", \"ssaoCombine\", [], [\"originalColor\", \"viewport\"],\r\n ratio, null, Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(), false);\r\n\r\n this._ssaoCombinePostProcess.onApply = (effect: Effect) => {\r\n effect.setVector4(\"viewport\", TmpVectors.Vector4[0].copyFromFloats(0, 0, 1.0, 1.0));\r\n effect.setTextureFromPostProcess(\"originalColor\", this._originalColorPostProcess);\r\n };\r\n }\r\n\r\n private _createRandomTexture(): void {\r\n var size = 512;\r\n\r\n this._randomTexture = new DynamicTexture(\"SSAORandomTexture\", size, this._scene, false, Texture.TRILINEAR_SAMPLINGMODE);\r\n this._randomTexture.wrapU = Texture.WRAP_ADDRESSMODE;\r\n this._randomTexture.wrapV = Texture.WRAP_ADDRESSMODE;\r\n\r\n var context = this._randomTexture.getContext();\r\n\r\n var rand = (min: number, max: number) => {\r\n return Math.random() * (max - min) + min;\r\n };\r\n\r\n var randVector = Vector3.Zero();\r\n\r\n for (var x = 0; x < size; x++) {\r\n for (var y = 0; y < size; y++) {\r\n randVector.x = Math.floor(rand(-1.0, 1.0) * 255);\r\n randVector.y = Math.floor(rand(-1.0, 1.0) * 255);\r\n randVector.z = Math.floor(rand(-1.0, 1.0) * 255);\r\n\r\n context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';\r\n context.fillRect(x, y, 1, 1);\r\n }\r\n }\r\n\r\n this._randomTexture.update(false);\r\n }\r\n}\r\n","import { Nullable } from \"../../../types\";\r\nimport { serialize, serializeAsTexture, SerializationHelper } from \"../../../Misc/decorators\";\r\nimport { IAnimatable } from '../../../Animations/animatable.interface';\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport { Vector2, Vector3, Matrix, Vector4 } from \"../../../Maths/math.vector\";\r\nimport { Scalar } from \"../../../Maths/math.scalar\";\r\nimport { Camera } from \"../../../Cameras/camera\";\r\nimport { Effect } from \"../../../Materials/effect\";\r\nimport { Texture } from \"../../../Materials/Textures/texture\";\r\nimport { PostProcess } from \"../../../PostProcesses/postProcess\";\r\nimport { PostProcessRenderPipeline } from \"../../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"../../../PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport { BlurPostProcess } from \"../../../PostProcesses/blurPostProcess\";\r\nimport { FxaaPostProcess } from \"../../../PostProcesses/fxaaPostProcess\";\r\nimport { IDisposable } from \"../../../scene\";\r\nimport { SpotLight } from \"../../../Lights/spotLight\";\r\nimport { DirectionalLight } from \"../../../Lights/directionalLight\";\r\nimport { GeometryBufferRenderer } from \"../../../Rendering/geometryBufferRenderer\";\r\nimport { Scene } from \"../../../scene\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport { _TypeStore } from '../../../Misc/typeStore';\r\nimport { MotionBlurPostProcess } from \"../../motionBlurPostProcess\";\r\nimport { ScreenSpaceReflectionPostProcess } from \"../../screenSpaceReflectionPostProcess\";\r\n\r\ndeclare type Animation = import(\"../../../Animations/animation\").Animation;\r\n\r\nimport \"../../../PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent\";\r\n\r\nimport \"../../../Shaders/standard.fragment\";\r\n/**\r\n * Standard rendering pipeline\r\n * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.\r\n * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline\r\n */\r\nexport class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {\r\n /**\r\n * Public members\r\n */\r\n // Post-processes\r\n /**\r\n * Post-process which contains the original scene color before the pipeline applies all the effects\r\n */\r\n public originalPostProcess: Nullable;\r\n /**\r\n * Post-process used to down scale an image x4\r\n */\r\n public downSampleX4PostProcess: Nullable = null;\r\n /**\r\n * Post-process used to calculate the illuminated surfaces controlled by a threshold\r\n */\r\n public brightPassPostProcess: Nullable = null;\r\n /**\r\n * Post-process array storing all the horizontal blur post-processes used by the pipeline\r\n */\r\n public blurHPostProcesses: PostProcess[] = [];\r\n /**\r\n * Post-process array storing all the vertical blur post-processes used by the pipeline\r\n */\r\n public blurVPostProcesses: PostProcess[] = [];\r\n /**\r\n * Post-process used to add colors of 2 textures (typically brightness + real scene color)\r\n */\r\n public textureAdderPostProcess: Nullable = null;\r\n\r\n /**\r\n * Post-process used to create volumetric lighting effect\r\n */\r\n public volumetricLightPostProcess: Nullable = null;\r\n /**\r\n * Post-process used to smooth the previous volumetric light post-process on the X axis\r\n */\r\n public volumetricLightSmoothXPostProcess: Nullable = null;\r\n /**\r\n * Post-process used to smooth the previous volumetric light post-process on the Y axis\r\n */\r\n public volumetricLightSmoothYPostProcess: Nullable = null;\r\n /**\r\n * Post-process used to merge the volumetric light effect and the real scene color\r\n */\r\n public volumetricLightMergePostProces: Nullable = null;\r\n /**\r\n * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)\r\n */\r\n public volumetricLightFinalPostProcess: Nullable = null;\r\n\r\n /**\r\n * Base post-process used to calculate the average luminance of the final image for HDR\r\n */\r\n public luminancePostProcess: Nullable = null;\r\n /**\r\n * Post-processes used to create down sample post-processes in order to get\r\n * the average luminance of the final image for HDR\r\n * Array of length \"StandardRenderingPipeline.LuminanceSteps\"\r\n */\r\n public luminanceDownSamplePostProcesses: PostProcess[] = [];\r\n /**\r\n * Post-process used to create a HDR effect (light adaptation)\r\n */\r\n public hdrPostProcess: Nullable = null;\r\n /**\r\n * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)\r\n */\r\n public textureAdderFinalPostProcess: Nullable = null;\r\n /**\r\n * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)\r\n */\r\n public lensFlareFinalPostProcess: Nullable = null;\r\n /**\r\n * Post-process used to merge the final HDR post-process and the real scene color\r\n */\r\n public hdrFinalPostProcess: Nullable = null;\r\n /**\r\n * Post-process used to create a lens flare effect\r\n */\r\n public lensFlarePostProcess: Nullable = null;\r\n /**\r\n * Post-process that merges the result of the lens flare post-process and the real scene color\r\n */\r\n public lensFlareComposePostProcess: Nullable = null;\r\n /**\r\n * Post-process used to create a motion blur effect\r\n */\r\n public motionBlurPostProcess: Nullable = null;\r\n /**\r\n * Post-process used to create a depth of field effect\r\n */\r\n public depthOfFieldPostProcess: Nullable = null;\r\n /**\r\n * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.\r\n */\r\n public fxaaPostProcess: Nullable = null;\r\n /**\r\n * Post-process used to simulate realtime reflections using the screen space and geometry renderer.\r\n */\r\n public screenSpaceReflectionPostProcess: Nullable = null;\r\n\r\n // Values\r\n\r\n /**\r\n * Represents the brightness threshold in order to configure the illuminated surfaces\r\n */\r\n @serialize()\r\n public brightThreshold: number = 1.0;\r\n\r\n /**\r\n * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)\r\n */\r\n @serialize()\r\n public blurWidth: number = 512.0;\r\n /**\r\n * Sets if the blur for highlighted surfaces must be only horizontal\r\n */\r\n @serialize()\r\n public horizontalBlur: boolean = false;\r\n\r\n /**\r\n * Gets the overall exposure used by the pipeline\r\n */\r\n @serialize()\r\n public get exposure(): number {\r\n return this._fixedExposure;\r\n }\r\n /**\r\n * Sets the overall exposure used by the pipeline\r\n */\r\n public set exposure(value: number) {\r\n this._fixedExposure = value;\r\n this._currentExposure = value;\r\n }\r\n\r\n /**\r\n * Texture used typically to simulate \"dirty\" on camera lens\r\n */\r\n @serializeAsTexture(\"lensTexture\")\r\n public lensTexture: Nullable = null;\r\n\r\n /**\r\n * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]\r\n */\r\n @serialize()\r\n public volumetricLightCoefficient: number = 0.2;\r\n /**\r\n * The overall power of volumetric lights, typically in interval [0, 10] maximum\r\n */\r\n @serialize()\r\n public volumetricLightPower: number = 4.0;\r\n /**\r\n * Used the set the blur intensity to smooth the volumetric lights\r\n */\r\n @serialize()\r\n public volumetricLightBlurScale: number = 64.0;\r\n /**\r\n * Light (spot or directional) used to generate the volumetric lights rays\r\n * The source light must have a shadow generate so the pipeline can get its\r\n * depth map\r\n */\r\n public sourceLight: Nullable = null;\r\n\r\n /**\r\n * For eye adaptation, represents the minimum luminance the eye can see\r\n */\r\n @serialize()\r\n public hdrMinimumLuminance: number = 1.0;\r\n /**\r\n * For eye adaptation, represents the decrease luminance speed\r\n */\r\n @serialize()\r\n public hdrDecreaseRate: number = 0.5;\r\n /**\r\n * For eye adaptation, represents the increase luminance speed\r\n */\r\n @serialize()\r\n public hdrIncreaseRate: number = 0.5;\r\n /**\r\n * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process\r\n */\r\n @serialize()\r\n public get hdrAutoExposure(): boolean {\r\n return this._hdrAutoExposure;\r\n }\r\n /**\r\n * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process\r\n */\r\n public set hdrAutoExposure(value: boolean) {\r\n this._hdrAutoExposure = value;\r\n if (this.hdrPostProcess) {\r\n const defines = [\"#define HDR\"];\r\n if (value) {\r\n defines.push(\"#define AUTO_EXPOSURE\");\r\n }\r\n this.hdrPostProcess.updateEffect(defines.join(\"\\n\"));\r\n }\r\n }\r\n\r\n /**\r\n * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled\r\n */\r\n @serializeAsTexture(\"lensColorTexture\")\r\n public lensColorTexture: Nullable = null;\r\n /**\r\n * The overall strengh for the lens flare effect\r\n */\r\n @serialize()\r\n public lensFlareStrength: number = 20.0;\r\n /**\r\n * Dispersion coefficient for lens flare ghosts\r\n */\r\n @serialize()\r\n public lensFlareGhostDispersal: number = 1.4;\r\n /**\r\n * Main lens flare halo width\r\n */\r\n @serialize()\r\n public lensFlareHaloWidth: number = 0.7;\r\n /**\r\n * Based on the lens distortion effect, defines how much the lens flare result\r\n * is distorted\r\n */\r\n @serialize()\r\n public lensFlareDistortionStrength: number = 16.0;\r\n /**\r\n * Configures the blur intensity used for for lens flare (halo)\r\n */\r\n @serialize()\r\n public lensFlareBlurWidth: number = 512.0;\r\n /**\r\n * Lens star texture must be used to simulate rays on the flares and is available\r\n * in the documentation\r\n */\r\n @serializeAsTexture(\"lensStarTexture\")\r\n public lensStarTexture: Nullable = null;\r\n /**\r\n * As the \"lensTexture\" (can be the same texture or different), it is used to apply the lens\r\n * flare effect by taking account of the dirt texture\r\n */\r\n @serializeAsTexture(\"lensFlareDirtTexture\")\r\n public lensFlareDirtTexture: Nullable = null;\r\n\r\n /**\r\n * Represents the focal length for the depth of field effect\r\n */\r\n @serialize()\r\n public depthOfFieldDistance: number = 10.0;\r\n /**\r\n * Represents the blur intensity for the blurred part of the depth of field effect\r\n */\r\n @serialize()\r\n public depthOfFieldBlurWidth: number = 64.0;\r\n\r\n /**\r\n * Gets how much the image is blurred by the movement while using the motion blur post-process\r\n */\r\n @serialize()\r\n public get motionStrength(): number {\r\n return this._motionStrength;\r\n }\r\n /**\r\n * Sets how much the image is blurred by the movement while using the motion blur post-process\r\n */\r\n public set motionStrength(strength: number) {\r\n this._motionStrength = strength;\r\n\r\n if (this._isObjectBasedMotionBlur && this.motionBlurPostProcess) {\r\n (this.motionBlurPostProcess as MotionBlurPostProcess).motionStrength = strength;\r\n }\r\n }\r\n\r\n /**\r\n * Gets wether or not the motion blur post-process is object based or screen based.\r\n */\r\n @serialize()\r\n public get objectBasedMotionBlur(): boolean {\r\n return this._isObjectBasedMotionBlur;\r\n }\r\n /**\r\n * Sets wether or not the motion blur post-process should be object based or screen based\r\n */\r\n public set objectBasedMotionBlur(value: boolean) {\r\n const shouldRebuild = this._isObjectBasedMotionBlur !== value;\r\n this._isObjectBasedMotionBlur = value;\r\n\r\n if (shouldRebuild) {\r\n this._buildPipeline();\r\n }\r\n }\r\n\r\n /**\r\n * List of animations for the pipeline (IAnimatable implementation)\r\n */\r\n public animations: Animation[] = [];\r\n\r\n /**\r\n * Private members\r\n */\r\n private _scene: Scene;\r\n private _currentDepthOfFieldSource: Nullable = null;\r\n private _basePostProcess: Nullable;\r\n\r\n private _fixedExposure: number = 1.0;\r\n private _currentExposure: number = 1.0;\r\n private _hdrAutoExposure: boolean = false;\r\n private _hdrCurrentLuminance: number = 1.0;\r\n private _motionStrength: number = 1.0;\r\n private _isObjectBasedMotionBlur: boolean = false;\r\n\r\n private _floatTextureType: number;\r\n\r\n private _camerasToBeAttached: Array = [];\r\n\r\n @serialize()\r\n private _ratio: number;\r\n\r\n // Getters and setters\r\n private _bloomEnabled: boolean = false;\r\n private _depthOfFieldEnabled: boolean = false;\r\n private _vlsEnabled: boolean = false;\r\n private _lensFlareEnabled: boolean = false;\r\n private _hdrEnabled: boolean = false;\r\n private _motionBlurEnabled: boolean = false;\r\n private _fxaaEnabled: boolean = false;\r\n private _screenSpaceReflectionsEnabled: boolean = false;\r\n\r\n private _motionBlurSamples: number = 64.0;\r\n private _volumetricLightStepsCount: number = 50.0;\r\n private _samples: number = 1;\r\n\r\n /**\r\n * @ignore\r\n * Specifies if the bloom pipeline is enabled\r\n */\r\n @serialize()\r\n public get BloomEnabled(): boolean {\r\n return this._bloomEnabled;\r\n }\r\n\r\n public set BloomEnabled(enabled: boolean) {\r\n if (this._bloomEnabled === enabled) {\r\n return;\r\n }\r\n\r\n this._bloomEnabled = enabled;\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * @ignore\r\n * Specifies if the depth of field pipeline is enabed\r\n */\r\n @serialize()\r\n public get DepthOfFieldEnabled(): boolean {\r\n return this._depthOfFieldEnabled;\r\n }\r\n\r\n public set DepthOfFieldEnabled(enabled: boolean) {\r\n if (this._depthOfFieldEnabled === enabled) {\r\n return;\r\n }\r\n\r\n this._depthOfFieldEnabled = enabled;\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * @ignore\r\n * Specifies if the lens flare pipeline is enabed\r\n */\r\n @serialize()\r\n public get LensFlareEnabled(): boolean {\r\n return this._lensFlareEnabled;\r\n }\r\n\r\n public set LensFlareEnabled(enabled: boolean) {\r\n if (this._lensFlareEnabled === enabled) {\r\n return;\r\n }\r\n\r\n this._lensFlareEnabled = enabled;\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * @ignore\r\n * Specifies if the HDR pipeline is enabled\r\n */\r\n @serialize()\r\n public get HDREnabled(): boolean {\r\n return this._hdrEnabled;\r\n }\r\n\r\n public set HDREnabled(enabled: boolean) {\r\n if (this._hdrEnabled === enabled) {\r\n return;\r\n }\r\n\r\n this._hdrEnabled = enabled;\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * @ignore\r\n * Specifies if the volumetric lights scattering effect is enabled\r\n */\r\n @serialize()\r\n public get VLSEnabled(): boolean {\r\n return this._vlsEnabled;\r\n }\r\n\r\n public set VLSEnabled(enabled) {\r\n if (this._vlsEnabled === enabled) {\r\n return;\r\n }\r\n\r\n if (enabled) {\r\n var geometry = this._scene.enableGeometryBufferRenderer();\r\n if (!geometry) {\r\n Logger.Warn(\"Geometry renderer is not supported, cannot create volumetric lights in Standard Rendering Pipeline\");\r\n return;\r\n }\r\n }\r\n\r\n this._vlsEnabled = enabled;\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * @ignore\r\n * Specifies if the motion blur effect is enabled\r\n */\r\n @serialize()\r\n public get MotionBlurEnabled(): boolean {\r\n return this._motionBlurEnabled;\r\n }\r\n\r\n public set MotionBlurEnabled(enabled: boolean) {\r\n if (this._motionBlurEnabled === enabled) {\r\n return;\r\n }\r\n\r\n this._motionBlurEnabled = enabled;\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Specifies if anti-aliasing is enabled\r\n */\r\n @serialize()\r\n public get fxaaEnabled(): boolean {\r\n return this._fxaaEnabled;\r\n }\r\n\r\n public set fxaaEnabled(enabled: boolean) {\r\n if (this._fxaaEnabled === enabled) {\r\n return;\r\n }\r\n\r\n this._fxaaEnabled = enabled;\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Specifies if screen space reflections are enabled.\r\n */\r\n @serialize()\r\n public get screenSpaceReflectionsEnabled(): boolean {\r\n return this._screenSpaceReflectionsEnabled;\r\n }\r\n\r\n public set screenSpaceReflectionsEnabled(enabled: boolean) {\r\n if (this._screenSpaceReflectionsEnabled === enabled) {\r\n return;\r\n }\r\n\r\n this._screenSpaceReflectionsEnabled = enabled;\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Specifies the number of steps used to calculate the volumetric lights\r\n * Typically in interval [50, 200]\r\n */\r\n @serialize()\r\n public get volumetricLightStepsCount(): number {\r\n return this._volumetricLightStepsCount;\r\n }\r\n\r\n public set volumetricLightStepsCount(count: number) {\r\n if (this.volumetricLightPostProcess) {\r\n this.volumetricLightPostProcess.updateEffect(\"#define VLS\\n#define NB_STEPS \" + count.toFixed(1));\r\n }\r\n\r\n this._volumetricLightStepsCount = count;\r\n }\r\n\r\n /**\r\n * Specifies the number of samples used for the motion blur effect\r\n * Typically in interval [16, 64]\r\n */\r\n @serialize()\r\n public get motionBlurSamples(): number {\r\n return this._motionBlurSamples;\r\n }\r\n\r\n public set motionBlurSamples(samples: number) {\r\n if (this.motionBlurPostProcess) {\r\n if (this._isObjectBasedMotionBlur) {\r\n (this.motionBlurPostProcess as MotionBlurPostProcess).motionBlurSamples = samples;\r\n } else {\r\n this.motionBlurPostProcess.updateEffect(\"#define MOTION_BLUR\\n#define MAX_MOTION_SAMPLES \" + samples.toFixed(1));\r\n }\r\n }\r\n\r\n this._motionBlurSamples = samples;\r\n }\r\n\r\n /**\r\n * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)\r\n */\r\n @serialize()\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n public set samples(sampleCount: number) {\r\n if (this._samples === sampleCount) {\r\n return;\r\n }\r\n\r\n this._samples = sampleCount;\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.\r\n * @constructor\r\n * @param name The rendering pipeline name\r\n * @param scene The scene linked to this pipeline\r\n * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)\r\n * @param originalPostProcess the custom original color post-process. Must be \"reusable\". Can be null.\r\n * @param cameras The array of cameras that the rendering pipeline will be attached to\r\n */\r\n constructor(name: string, scene: Scene, ratio: number, originalPostProcess: Nullable = null, cameras?: Camera[]) {\r\n super(scene.getEngine(), name);\r\n this._cameras = cameras || scene.cameras;\r\n this._cameras = this._cameras.slice();\r\n this._camerasToBeAttached = this._cameras.slice();\r\n\r\n // Initialize\r\n this._scene = scene;\r\n this._basePostProcess = originalPostProcess;\r\n this._ratio = ratio;\r\n\r\n // Misc\r\n this._floatTextureType = scene.getEngine().getCaps().textureFloatRender ? Constants.TEXTURETYPE_FLOAT : Constants.TEXTURETYPE_HALF_FLOAT;\r\n\r\n // Finish\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n this._buildPipeline();\r\n }\r\n\r\n private _buildPipeline(): void {\r\n var ratio = this._ratio;\r\n var scene = this._scene;\r\n\r\n this._disposePostProcesses();\r\n if (this._cameras !== null) {\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\r\n // get back cameras to be used to reattach pipeline\r\n this._cameras = this._camerasToBeAttached.slice();\r\n }\r\n this._reset();\r\n\r\n // Create pass post-process\r\n if (this._screenSpaceReflectionsEnabled) {\r\n this.screenSpaceReflectionPostProcess = new ScreenSpaceReflectionPostProcess(\"HDRPass\", scene, ratio, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, this._floatTextureType);\r\n this.screenSpaceReflectionPostProcess.onApplyObservable.add(() => {\r\n this._currentDepthOfFieldSource = this.screenSpaceReflectionPostProcess;\r\n });\r\n this.addEffect(new PostProcessRenderEffect(scene.getEngine(), \"HDRScreenSpaceReflections\", () => this.screenSpaceReflectionPostProcess, true));\r\n }\r\n\r\n if (!this._basePostProcess) {\r\n this.originalPostProcess = new PostProcess(\"HDRPass\", \"standard\", [], [], ratio, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, \"#define PASS_POST_PROCESS\", this._floatTextureType);\r\n }\r\n else {\r\n this.originalPostProcess = this._basePostProcess;\r\n }\r\n\r\n this.originalPostProcess.autoClear = !this.screenSpaceReflectionPostProcess;\r\n this.originalPostProcess.onApplyObservable.add(() => {\r\n this._currentDepthOfFieldSource = this.originalPostProcess;\r\n });\r\n\r\n this.addEffect(new PostProcessRenderEffect(scene.getEngine(), \"HDRPassPostProcess\", () => this.originalPostProcess, true));\r\n\r\n if (this._bloomEnabled) {\r\n // Create down sample X4 post-process\r\n this._createDownSampleX4PostProcess(scene, ratio / 4);\r\n\r\n // Create bright pass post-process\r\n this._createBrightPassPostProcess(scene, ratio / 4);\r\n\r\n // Create gaussian blur post-processes (down sampling blurs)\r\n this._createBlurPostProcesses(scene, ratio / 4, 1);\r\n\r\n // Create texture adder post-process\r\n this._createTextureAdderPostProcess(scene, ratio);\r\n\r\n // Create depth-of-field source post-process\r\n this.textureAdderFinalPostProcess = new PostProcess(\"HDRDepthOfFieldSource\", \"standard\", [], [], ratio, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, \"#define PASS_POST_PROCESS\", Constants.TEXTURETYPE_UNSIGNED_INT);\r\n this.addEffect(new PostProcessRenderEffect(scene.getEngine(), \"HDRBaseDepthOfFieldSource\", () => { return this.textureAdderFinalPostProcess; }, true));\r\n }\r\n\r\n if (this._vlsEnabled) {\r\n // Create volumetric light\r\n this._createVolumetricLightPostProcess(scene, ratio);\r\n\r\n // Create volumetric light final post-process\r\n this.volumetricLightFinalPostProcess = new PostProcess(\"HDRVLSFinal\", \"standard\", [], [], ratio, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, \"#define PASS_POST_PROCESS\", Constants.TEXTURETYPE_UNSIGNED_INT);\r\n this.addEffect(new PostProcessRenderEffect(scene.getEngine(), \"HDRVLSFinal\", () => { return this.volumetricLightFinalPostProcess; }, true));\r\n }\r\n\r\n if (this._lensFlareEnabled) {\r\n // Create lens flare post-process\r\n this._createLensFlarePostProcess(scene, ratio);\r\n\r\n // Create depth-of-field source post-process post lens-flare and disable it now\r\n this.lensFlareFinalPostProcess = new PostProcess(\"HDRPostLensFlareDepthOfFieldSource\", \"standard\", [], [], ratio, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, \"#define PASS_POST_PROCESS\", Constants.TEXTURETYPE_UNSIGNED_INT);\r\n this.addEffect(new PostProcessRenderEffect(scene.getEngine(), \"HDRPostLensFlareDepthOfFieldSource\", () => { return this.lensFlareFinalPostProcess; }, true));\r\n }\r\n\r\n if (this._hdrEnabled) {\r\n // Create luminance\r\n this._createLuminancePostProcesses(scene, this._floatTextureType);\r\n\r\n // Create HDR\r\n this._createHdrPostProcess(scene, ratio);\r\n\r\n // Create depth-of-field source post-process post hdr and disable it now\r\n this.hdrFinalPostProcess = new PostProcess(\"HDRPostHDReDepthOfFieldSource\", \"standard\", [], [], ratio, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, \"#define PASS_POST_PROCESS\", Constants.TEXTURETYPE_UNSIGNED_INT);\r\n this.addEffect(new PostProcessRenderEffect(scene.getEngine(), \"HDRPostHDReDepthOfFieldSource\", () => { return this.hdrFinalPostProcess; }, true));\r\n }\r\n\r\n if (this._depthOfFieldEnabled) {\r\n // Create gaussian blur used by depth-of-field\r\n this._createBlurPostProcesses(scene, ratio / 2, 3, \"depthOfFieldBlurWidth\");\r\n\r\n // Create depth-of-field post-process\r\n this._createDepthOfFieldPostProcess(scene, ratio);\r\n }\r\n\r\n if (this._motionBlurEnabled) {\r\n // Create motion blur post-process\r\n this._createMotionBlurPostProcess(scene, ratio);\r\n }\r\n\r\n if (this._fxaaEnabled) {\r\n // Create fxaa post-process\r\n this.fxaaPostProcess = new FxaaPostProcess(\"fxaa\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, Constants.TEXTURETYPE_UNSIGNED_INT);\r\n this.addEffect(new PostProcessRenderEffect(scene.getEngine(), \"HDRFxaa\", () => { return this.fxaaPostProcess; }, true));\r\n }\r\n\r\n if (this._cameras !== null) {\r\n this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);\r\n }\r\n\r\n if (!this._enableMSAAOnFirstPostProcess(this._samples) && this._samples > 1) {\r\n Logger.Warn(\"MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0\");\r\n }\r\n }\r\n\r\n // Down Sample X4 Post-Processs\r\n private _createDownSampleX4PostProcess(scene: Scene, ratio: number): void {\r\n var downSampleX4Offsets = new Array(32);\r\n this.downSampleX4PostProcess = new PostProcess(\"HDRDownSampleX4\", \"standard\", [\"dsOffsets\"], [], ratio, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, \"#define DOWN_SAMPLE_X4\", this._floatTextureType);\r\n\r\n this.downSampleX4PostProcess.onApply = (effect: Effect) => {\r\n var id = 0;\r\n let width = (this.downSampleX4PostProcess).width;\r\n let height = (this.downSampleX4PostProcess).height;\r\n\r\n for (var i = -2; i < 2; i++) {\r\n for (var j = -2; j < 2; j++) {\r\n downSampleX4Offsets[id] = (i + 0.5) * (1.0 / width);\r\n downSampleX4Offsets[id + 1] = (j + 0.5) * (1.0 / height);\r\n id += 2;\r\n }\r\n }\r\n\r\n effect.setArray2(\"dsOffsets\", downSampleX4Offsets);\r\n };\r\n\r\n // Add to pipeline\r\n this.addEffect(new PostProcessRenderEffect(scene.getEngine(), \"HDRDownSampleX4\", () => { return this.downSampleX4PostProcess; }, true));\r\n }\r\n\r\n // Brightpass Post-Process\r\n private _createBrightPassPostProcess(scene: Scene, ratio: number): void {\r\n var brightOffsets = new Array(8);\r\n this.brightPassPostProcess = new PostProcess(\"HDRBrightPass\", \"standard\", [\"dsOffsets\", \"brightThreshold\"], [], ratio, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, \"#define BRIGHT_PASS\", this._floatTextureType);\r\n\r\n this.brightPassPostProcess.onApply = (effect: Effect) => {\r\n var sU = (1.0 / (this.brightPassPostProcess).width);\r\n var sV = (1.0 / (this.brightPassPostProcess).height);\r\n\r\n brightOffsets[0] = -0.5 * sU;\r\n brightOffsets[1] = 0.5 * sV;\r\n brightOffsets[2] = 0.5 * sU;\r\n brightOffsets[3] = 0.5 * sV;\r\n brightOffsets[4] = -0.5 * sU;\r\n brightOffsets[5] = -0.5 * sV;\r\n brightOffsets[6] = 0.5 * sU;\r\n brightOffsets[7] = -0.5 * sV;\r\n\r\n effect.setArray2(\"dsOffsets\", brightOffsets);\r\n effect.setFloat(\"brightThreshold\", this.brightThreshold);\r\n };\r\n\r\n // Add to pipeline\r\n this.addEffect(new PostProcessRenderEffect(scene.getEngine(), \"HDRBrightPass\", () => { return this.brightPassPostProcess; }, true));\r\n }\r\n\r\n // Create blur H&V post-processes\r\n private _createBlurPostProcesses(scene: Scene, ratio: number, indice: number, blurWidthKey: string = \"blurWidth\"): void {\r\n var engine = scene.getEngine();\r\n\r\n var blurX = new BlurPostProcess(\"HDRBlurH\" + \"_\" + indice, new Vector2(1, 0), (this)[blurWidthKey], ratio, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, this._floatTextureType);\r\n var blurY = new BlurPostProcess(\"HDRBlurV\" + \"_\" + indice, new Vector2(0, 1), (this)[blurWidthKey], ratio, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, this._floatTextureType);\r\n\r\n blurX.onActivateObservable.add(() => {\r\n let dw = blurX.width / engine.getRenderWidth();\r\n blurX.kernel = (this)[blurWidthKey] * dw;\r\n });\r\n\r\n blurY.onActivateObservable.add(() => {\r\n let dw = blurY.height / engine.getRenderHeight();\r\n blurY.kernel = this.horizontalBlur ? 64 * dw : (this)[blurWidthKey] * dw;\r\n });\r\n\r\n this.addEffect(new PostProcessRenderEffect(scene.getEngine(), \"HDRBlurH\" + indice, () => { return blurX; }, true));\r\n this.addEffect(new PostProcessRenderEffect(scene.getEngine(), \"HDRBlurV\" + indice, () => { return blurY; }, true));\r\n\r\n this.blurHPostProcesses.push(blurX);\r\n this.blurVPostProcesses.push(blurY);\r\n }\r\n\r\n // Create texture adder post-process\r\n private _createTextureAdderPostProcess(scene: Scene, ratio: number): void {\r\n this.textureAdderPostProcess = new PostProcess(\"HDRTextureAdder\", \"standard\", [\"exposure\"], [\"otherSampler\", \"lensSampler\"], ratio, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, \"#define TEXTURE_ADDER\", this._floatTextureType);\r\n this.textureAdderPostProcess.onApply = (effect: Effect) => {\r\n effect.setTextureFromPostProcess(\"otherSampler\", this._vlsEnabled ? this._currentDepthOfFieldSource : this.originalPostProcess);\r\n effect.setTexture(\"lensSampler\", this.lensTexture);\r\n\r\n effect.setFloat(\"exposure\", this._currentExposure);\r\n\r\n this._currentDepthOfFieldSource = this.textureAdderFinalPostProcess;\r\n };\r\n\r\n // Add to pipeline\r\n this.addEffect(new PostProcessRenderEffect(scene.getEngine(), \"HDRTextureAdder\", () => { return this.textureAdderPostProcess; }, true));\r\n }\r\n\r\n private _createVolumetricLightPostProcess(scene: Scene, ratio: number): void {\r\n var geometryRenderer = scene.enableGeometryBufferRenderer();\r\n geometryRenderer.enablePosition = true;\r\n\r\n var geometry = geometryRenderer.getGBuffer();\r\n\r\n // Base post-process\r\n this.volumetricLightPostProcess = new PostProcess(\"HDRVLS\", \"standard\",\r\n [\"shadowViewProjection\", \"cameraPosition\", \"sunDirection\", \"sunColor\", \"scatteringCoefficient\", \"scatteringPower\", \"depthValues\"],\r\n [\"shadowMapSampler\", \"positionSampler\"],\r\n ratio / 8,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n scene.getEngine(),\r\n false, \"#define VLS\\n#define NB_STEPS \" + this._volumetricLightStepsCount.toFixed(1));\r\n\r\n var depthValues = Vector2.Zero();\r\n\r\n this.volumetricLightPostProcess.onApply = (effect: Effect) => {\r\n if (this.sourceLight && this.sourceLight.getShadowGenerator() && this._scene.activeCamera) {\r\n var generator = this.sourceLight.getShadowGenerator()!;\r\n\r\n effect.setTexture(\"shadowMapSampler\", generator.getShadowMap());\r\n effect.setTexture(\"positionSampler\", geometry.textures[2]);\r\n\r\n effect.setColor3(\"sunColor\", this.sourceLight.diffuse);\r\n effect.setVector3(\"sunDirection\", this.sourceLight.getShadowDirection());\r\n\r\n effect.setVector3(\"cameraPosition\", this._scene.activeCamera.globalPosition);\r\n effect.setMatrix(\"shadowViewProjection\", generator.getTransformMatrix());\r\n\r\n effect.setFloat(\"scatteringCoefficient\", this.volumetricLightCoefficient);\r\n effect.setFloat(\"scatteringPower\", this.volumetricLightPower);\r\n\r\n depthValues.x = this.sourceLight.getDepthMinZ(this._scene.activeCamera);\r\n depthValues.y = this.sourceLight.getDepthMaxZ(this._scene.activeCamera);\r\n effect.setVector2(\"depthValues\", depthValues);\r\n }\r\n };\r\n\r\n this.addEffect(new PostProcessRenderEffect(scene.getEngine(), \"HDRVLS\", () => { return this.volumetricLightPostProcess; }, true));\r\n\r\n // Smooth\r\n this._createBlurPostProcesses(scene, ratio / 4, 0, \"volumetricLightBlurScale\");\r\n\r\n // Merge\r\n this.volumetricLightMergePostProces = new PostProcess(\"HDRVLSMerge\", \"standard\", [], [\"originalSampler\"], ratio, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, \"#define VLSMERGE\");\r\n\r\n this.volumetricLightMergePostProces.onApply = (effect: Effect) => {\r\n effect.setTextureFromPostProcess(\"originalSampler\", this._bloomEnabled ? this.textureAdderFinalPostProcess : this.originalPostProcess);\r\n\r\n this._currentDepthOfFieldSource = this.volumetricLightFinalPostProcess;\r\n };\r\n\r\n this.addEffect(new PostProcessRenderEffect(scene.getEngine(), \"HDRVLSMerge\", () => { return this.volumetricLightMergePostProces; }, true));\r\n }\r\n\r\n // Create luminance\r\n private _createLuminancePostProcesses(scene: Scene, textureType: number): void {\r\n // Create luminance\r\n var size = Math.pow(3, StandardRenderingPipeline.LuminanceSteps);\r\n this.luminancePostProcess = new PostProcess(\"HDRLuminance\", \"standard\", [\"lumOffsets\"], [], { width: size, height: size }, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, \"#define LUMINANCE\", textureType);\r\n\r\n var offsets: number[] = [];\r\n this.luminancePostProcess.onApply = (effect: Effect) => {\r\n var sU = (1.0 / (this.luminancePostProcess).width);\r\n var sV = (1.0 / (this.luminancePostProcess).height);\r\n\r\n offsets[0] = -0.5 * sU;\r\n offsets[1] = 0.5 * sV;\r\n offsets[2] = 0.5 * sU;\r\n offsets[3] = 0.5 * sV;\r\n offsets[4] = -0.5 * sU;\r\n offsets[5] = -0.5 * sV;\r\n offsets[6] = 0.5 * sU;\r\n offsets[7] = -0.5 * sV;\r\n\r\n effect.setArray2(\"lumOffsets\", offsets);\r\n };\r\n\r\n // Add to pipeline\r\n this.addEffect(new PostProcessRenderEffect(scene.getEngine(), \"HDRLuminance\", () => { return this.luminancePostProcess; }, true));\r\n\r\n // Create down sample luminance\r\n for (var i = StandardRenderingPipeline.LuminanceSteps - 1; i >= 0; i--) {\r\n var size = Math.pow(3, i);\r\n\r\n var defines = \"#define LUMINANCE_DOWN_SAMPLE\\n\";\r\n if (i === 0) {\r\n defines += \"#define FINAL_DOWN_SAMPLER\";\r\n }\r\n\r\n var postProcess = new PostProcess(\"HDRLuminanceDownSample\" + i, \"standard\", [\"dsOffsets\", \"halfDestPixelSize\"], [], { width: size, height: size }, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, defines, textureType);\r\n this.luminanceDownSamplePostProcesses.push(postProcess);\r\n }\r\n\r\n // Create callbacks and add effects\r\n var lastLuminance: Nullable = this.luminancePostProcess;\r\n\r\n this.luminanceDownSamplePostProcesses.forEach((pp, index) => {\r\n var downSampleOffsets = new Array(18);\r\n\r\n pp.onApply = (effect: Effect) => {\r\n if (!lastLuminance) {\r\n return;\r\n }\r\n\r\n var id = 0;\r\n for (var x = -1; x < 2; x++) {\r\n for (var y = -1; y < 2; y++) {\r\n downSampleOffsets[id] = x / lastLuminance.width;\r\n downSampleOffsets[id + 1] = y / lastLuminance.height;\r\n id += 2;\r\n }\r\n }\r\n\r\n effect.setArray2(\"dsOffsets\", downSampleOffsets);\r\n effect.setFloat(\"halfDestPixelSize\", 0.5 / lastLuminance.width);\r\n\r\n if (index === this.luminanceDownSamplePostProcesses.length - 1) {\r\n lastLuminance = this.luminancePostProcess;\r\n } else {\r\n lastLuminance = pp;\r\n }\r\n };\r\n\r\n if (index === this.luminanceDownSamplePostProcesses.length - 1) {\r\n pp.onAfterRender = () => {\r\n var pixel = scene.getEngine().readPixels(0, 0, 1, 1);\r\n var bit_shift = new Vector4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);\r\n this._hdrCurrentLuminance = (pixel[0] * bit_shift.x + pixel[1] * bit_shift.y + pixel[2] * bit_shift.z + pixel[3] * bit_shift.w) / 100.0;\r\n };\r\n }\r\n\r\n this.addEffect(new PostProcessRenderEffect(scene.getEngine(), \"HDRLuminanceDownSample\" + index, () => { return pp; }, true));\r\n });\r\n }\r\n\r\n // Create HDR post-process\r\n private _createHdrPostProcess(scene: Scene, ratio: number): void {\r\n const defines = [\"#define HDR\"];\r\n if (this._hdrAutoExposure) {\r\n defines.push(\"#define AUTO_EXPOSURE\");\r\n }\r\n this.hdrPostProcess = new PostProcess(\"HDR\", \"standard\", [\"averageLuminance\"], [\"textureAdderSampler\"], ratio, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, defines.join(\"\\n\"), Constants.TEXTURETYPE_UNSIGNED_INT);\r\n\r\n var outputLiminance = 1;\r\n var time = 0;\r\n var lastTime = 0;\r\n\r\n this.hdrPostProcess.onApply = (effect: Effect) => {\r\n effect.setTextureFromPostProcess(\"textureAdderSampler\", this._currentDepthOfFieldSource);\r\n\r\n time += scene.getEngine().getDeltaTime();\r\n\r\n if (outputLiminance < 0) {\r\n outputLiminance = this._hdrCurrentLuminance;\r\n } else {\r\n var dt = (lastTime - time) / 1000.0;\r\n\r\n if (this._hdrCurrentLuminance < outputLiminance + this.hdrDecreaseRate * dt) {\r\n outputLiminance += this.hdrDecreaseRate * dt;\r\n }\r\n else if (this._hdrCurrentLuminance > outputLiminance - this.hdrIncreaseRate * dt) {\r\n outputLiminance -= this.hdrIncreaseRate * dt;\r\n }\r\n else {\r\n outputLiminance = this._hdrCurrentLuminance;\r\n }\r\n }\r\n\r\n if (this.hdrAutoExposure) {\r\n this._currentExposure = this._fixedExposure / outputLiminance;\r\n } else {\r\n outputLiminance = Scalar.Clamp(outputLiminance, this.hdrMinimumLuminance, 1e20);\r\n effect.setFloat(\"averageLuminance\", outputLiminance);\r\n }\r\n\r\n lastTime = time;\r\n\r\n this._currentDepthOfFieldSource = this.hdrFinalPostProcess;\r\n };\r\n\r\n this.addEffect(new PostProcessRenderEffect(scene.getEngine(), \"HDR\", () => { return this.hdrPostProcess; }, true));\r\n }\r\n\r\n // Create lens flare post-process\r\n private _createLensFlarePostProcess(scene: Scene, ratio: number): void {\r\n this.lensFlarePostProcess = new PostProcess(\"HDRLensFlare\", \"standard\", [\"strength\", \"ghostDispersal\", \"haloWidth\", \"resolution\", \"distortionStrength\"], [\"lensColorSampler\"], ratio / 2, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, \"#define LENS_FLARE\", Constants.TEXTURETYPE_UNSIGNED_INT);\r\n this.addEffect(new PostProcessRenderEffect(scene.getEngine(), \"HDRLensFlare\", () => { return this.lensFlarePostProcess; }, true));\r\n\r\n this._createBlurPostProcesses(scene, ratio / 4, 2, \"lensFlareBlurWidth\");\r\n\r\n this.lensFlareComposePostProcess = new PostProcess(\"HDRLensFlareCompose\", \"standard\", [\"lensStarMatrix\"], [\"otherSampler\", \"lensDirtSampler\", \"lensStarSampler\"], ratio, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, \"#define LENS_FLARE_COMPOSE\", Constants.TEXTURETYPE_UNSIGNED_INT);\r\n this.addEffect(new PostProcessRenderEffect(scene.getEngine(), \"HDRLensFlareCompose\", () => { return this.lensFlareComposePostProcess; }, true));\r\n\r\n var resolution = new Vector2(0, 0);\r\n\r\n // Lens flare\r\n this.lensFlarePostProcess.onApply = (effect: Effect) => {\r\n effect.setTextureFromPostProcess(\"textureSampler\", this._bloomEnabled ? this.blurHPostProcesses[0] : this.originalPostProcess);\r\n effect.setTexture(\"lensColorSampler\", this.lensColorTexture);\r\n effect.setFloat(\"strength\", this.lensFlareStrength);\r\n effect.setFloat(\"ghostDispersal\", this.lensFlareGhostDispersal);\r\n effect.setFloat(\"haloWidth\", this.lensFlareHaloWidth);\r\n\r\n // Shift\r\n resolution.x = (this.lensFlarePostProcess).width;\r\n resolution.y = (this.lensFlarePostProcess).height;\r\n effect.setVector2(\"resolution\", resolution);\r\n\r\n effect.setFloat(\"distortionStrength\", this.lensFlareDistortionStrength);\r\n };\r\n\r\n // Compose\r\n var scaleBias1 = Matrix.FromValues(\r\n 2.0, 0.0, -1.0, 0.0,\r\n 0.0, 2.0, -1.0, 0.0,\r\n 0.0, 0.0, 1.0, 0.0,\r\n 0.0, 0.0, 0.0, 1.0\r\n );\r\n\r\n var scaleBias2 = Matrix.FromValues(\r\n 0.5, 0.0, 0.5, 0.0,\r\n 0.0, 0.5, 0.5, 0.0,\r\n 0.0, 0.0, 1.0, 0.0,\r\n 0.0, 0.0, 0.0, 1.0\r\n );\r\n\r\n this.lensFlareComposePostProcess.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n effect.setTextureFromPostProcess(\"otherSampler\", this.lensFlarePostProcess);\r\n effect.setTexture(\"lensDirtSampler\", this.lensFlareDirtTexture);\r\n effect.setTexture(\"lensStarSampler\", this.lensStarTexture);\r\n\r\n // Lens start rotation matrix\r\n var camerax = (this._scene.activeCamera.getViewMatrix().getRow(0));\r\n var cameraz = (this._scene.activeCamera.getViewMatrix().getRow(2));\r\n var camRot = Vector3.Dot(camerax.toVector3(), new Vector3(1.0, 0.0, 0.0)) + Vector3.Dot(cameraz.toVector3(), new Vector3(0.0, 0.0, 1.0));\r\n camRot *= 4.0;\r\n\r\n var starRotation = Matrix.FromValues(\r\n Math.cos(camRot) * 0.5, -Math.sin(camRot), 0.0, 0.0,\r\n Math.sin(camRot), Math.cos(camRot) * 0.5, 0.0, 0.0,\r\n 0.0, 0.0, 1.0, 0.0,\r\n 0.0, 0.0, 0.0, 1.0\r\n );\r\n\r\n var lensStarMatrix = scaleBias2.multiply(starRotation).multiply(scaleBias1);\r\n\r\n effect.setMatrix(\"lensStarMatrix\", lensStarMatrix);\r\n\r\n this._currentDepthOfFieldSource = this.lensFlareFinalPostProcess;\r\n };\r\n }\r\n\r\n // Create depth-of-field post-process\r\n private _createDepthOfFieldPostProcess(scene: Scene, ratio: number): void {\r\n this.depthOfFieldPostProcess = new PostProcess(\"HDRDepthOfField\", \"standard\", [\"distance\"], [\"otherSampler\", \"depthSampler\"], ratio, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, \"#define DEPTH_OF_FIELD\", Constants.TEXTURETYPE_UNSIGNED_INT);\r\n this.depthOfFieldPostProcess.onApply = (effect: Effect) => {\r\n effect.setTextureFromPostProcess(\"otherSampler\", this._currentDepthOfFieldSource);\r\n effect.setTexture(\"depthSampler\", this._getDepthTexture());\r\n\r\n effect.setFloat(\"distance\", this.depthOfFieldDistance);\r\n };\r\n\r\n // Add to pipeline\r\n this.addEffect(new PostProcessRenderEffect(scene.getEngine(), \"HDRDepthOfField\", () => { return this.depthOfFieldPostProcess; }, true));\r\n }\r\n\r\n // Create motion blur post-process\r\n private _createMotionBlurPostProcess(scene: Scene, ratio: number): void {\r\n if (this._isObjectBasedMotionBlur) {\r\n const mb = new MotionBlurPostProcess(\"HDRMotionBlur\", scene, ratio, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, Constants.TEXTURETYPE_UNSIGNED_INT);\r\n mb.motionStrength = this.motionStrength;\r\n mb.motionBlurSamples = this.motionBlurSamples;\r\n this.motionBlurPostProcess = mb;\r\n } else {\r\n this.motionBlurPostProcess = new PostProcess(\"HDRMotionBlur\", \"standard\",\r\n [\"inverseViewProjection\", \"prevViewProjection\", \"screenSize\", \"motionScale\", \"motionStrength\"],\r\n [\"depthSampler\"],\r\n ratio, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, \"#define MOTION_BLUR\\n#define MAX_MOTION_SAMPLES \" + this.motionBlurSamples.toFixed(1), Constants.TEXTURETYPE_UNSIGNED_INT);\r\n\r\n var motionScale: number = 0;\r\n var prevViewProjection = Matrix.Identity();\r\n var invViewProjection = Matrix.Identity();\r\n var viewProjection = Matrix.Identity();\r\n var screenSize = Vector2.Zero();\r\n\r\n this.motionBlurPostProcess.onApply = (effect: Effect) => {\r\n viewProjection = scene.getProjectionMatrix().multiply(scene.getViewMatrix());\r\n\r\n viewProjection.invertToRef(invViewProjection);\r\n effect.setMatrix(\"inverseViewProjection\", invViewProjection);\r\n\r\n effect.setMatrix(\"prevViewProjection\", prevViewProjection);\r\n prevViewProjection = viewProjection;\r\n\r\n screenSize.x = (this.motionBlurPostProcess).width;\r\n screenSize.y = (this.motionBlurPostProcess).height;\r\n effect.setVector2(\"screenSize\", screenSize);\r\n\r\n motionScale = scene.getEngine().getFps() / 60.0;\r\n effect.setFloat(\"motionScale\", motionScale);\r\n effect.setFloat(\"motionStrength\", this.motionStrength);\r\n\r\n effect.setTexture(\"depthSampler\", this._getDepthTexture());\r\n };\r\n }\r\n\r\n this.addEffect(new PostProcessRenderEffect(scene.getEngine(), \"HDRMotionBlur\", () => { return this.motionBlurPostProcess; }, true));\r\n }\r\n\r\n private _getDepthTexture(): Texture {\r\n if (this._scene.getEngine().getCaps().drawBuffersExtension) {\r\n let renderer = this._scene.enableGeometryBufferRenderer();\r\n return renderer.getGBuffer().textures[0];\r\n }\r\n\r\n return this._scene.enableDepthRenderer().getDepthMap();\r\n }\r\n\r\n private _disposePostProcesses(): void {\r\n for (var i = 0; i < this._cameras.length; i++) {\r\n var camera = this._cameras[i];\r\n\r\n if (this.originalPostProcess) { this.originalPostProcess.dispose(camera); }\r\n if (this.screenSpaceReflectionPostProcess) { this.screenSpaceReflectionPostProcess.dispose(camera); }\r\n\r\n if (this.downSampleX4PostProcess) { this.downSampleX4PostProcess.dispose(camera); }\r\n if (this.brightPassPostProcess) { this.brightPassPostProcess.dispose(camera); }\r\n if (this.textureAdderPostProcess) { this.textureAdderPostProcess.dispose(camera); }\r\n\r\n if (this.volumetricLightPostProcess) { this.volumetricLightPostProcess.dispose(camera); }\r\n if (this.volumetricLightSmoothXPostProcess) { this.volumetricLightSmoothXPostProcess.dispose(camera); }\r\n if (this.volumetricLightSmoothYPostProcess) { this.volumetricLightSmoothYPostProcess.dispose(camera); }\r\n if (this.volumetricLightMergePostProces) { this.volumetricLightMergePostProces.dispose(camera); }\r\n if (this.volumetricLightFinalPostProcess) { this.volumetricLightFinalPostProcess.dispose(camera); }\r\n\r\n if (this.lensFlarePostProcess) { this.lensFlarePostProcess.dispose(camera); }\r\n if (this.lensFlareComposePostProcess) { this.lensFlareComposePostProcess.dispose(camera); }\r\n\r\n for (var j = 0; j < this.luminanceDownSamplePostProcesses.length; j++) {\r\n this.luminanceDownSamplePostProcesses[j].dispose(camera);\r\n }\r\n\r\n if (this.luminancePostProcess) { this.luminancePostProcess.dispose(camera); }\r\n if (this.hdrPostProcess) { this.hdrPostProcess.dispose(camera); }\r\n if (this.hdrFinalPostProcess) { this.hdrFinalPostProcess.dispose(camera); }\r\n\r\n if (this.depthOfFieldPostProcess) { this.depthOfFieldPostProcess.dispose(camera); }\r\n\r\n if (this.motionBlurPostProcess) { this.motionBlurPostProcess.dispose(camera); }\r\n\r\n if (this.fxaaPostProcess) { this.fxaaPostProcess.dispose(camera); }\r\n\r\n for (var j = 0; j < this.blurHPostProcesses.length; j++) {\r\n this.blurHPostProcesses[j].dispose(camera);\r\n }\r\n\r\n for (var j = 0; j < this.blurVPostProcesses.length; j++) {\r\n this.blurVPostProcesses[j].dispose(camera);\r\n }\r\n }\r\n\r\n this.originalPostProcess = null;\r\n this.downSampleX4PostProcess = null;\r\n this.brightPassPostProcess = null;\r\n this.textureAdderPostProcess = null;\r\n this.textureAdderFinalPostProcess = null;\r\n this.volumetricLightPostProcess = null;\r\n this.volumetricLightSmoothXPostProcess = null;\r\n this.volumetricLightSmoothYPostProcess = null;\r\n this.volumetricLightMergePostProces = null;\r\n this.volumetricLightFinalPostProcess = null;\r\n this.lensFlarePostProcess = null;\r\n this.lensFlareComposePostProcess = null;\r\n this.luminancePostProcess = null;\r\n this.hdrPostProcess = null;\r\n this.hdrFinalPostProcess = null;\r\n this.depthOfFieldPostProcess = null;\r\n this.motionBlurPostProcess = null;\r\n this.fxaaPostProcess = null;\r\n this.screenSpaceReflectionPostProcess = null;\r\n\r\n this.luminanceDownSamplePostProcesses = [];\r\n this.blurHPostProcesses = [];\r\n this.blurVPostProcesses = [];\r\n }\r\n\r\n /**\r\n * Dispose of the pipeline and stop all post processes\r\n */\r\n public dispose(): void {\r\n this._disposePostProcesses();\r\n\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\r\n\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Serialize the rendering pipeline (Used when exporting)\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n var serializationObject = SerializationHelper.Serialize(this);\r\n\r\n if (this.sourceLight) {\r\n serializationObject.sourceLightId = this.sourceLight.id;\r\n }\r\n\r\n if (this.screenSpaceReflectionPostProcess) {\r\n serializationObject.screenSpaceReflectionPostProcess = SerializationHelper.Serialize(this.screenSpaceReflectionPostProcess);\r\n }\r\n\r\n serializationObject.customType = \"StandardRenderingPipeline\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse the serialized pipeline\r\n * @param source Source pipeline.\r\n * @param scene The scene to load the pipeline to.\r\n * @param rootUrl The URL of the serialized pipeline.\r\n * @returns An instantiated pipeline from the serialized object.\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline {\r\n var p = SerializationHelper.Parse(() => new StandardRenderingPipeline(source._name, scene, source._ratio), source, scene, rootUrl);\r\n\r\n if (source.sourceLightId) {\r\n p.sourceLight = scene.getLightByID(source.sourceLightId);\r\n }\r\n\r\n if (source.screenSpaceReflectionPostProcess) {\r\n SerializationHelper.Parse(() => p.screenSpaceReflectionPostProcess, source.screenSpaceReflectionPostProcess, scene, rootUrl);\r\n }\r\n\r\n return p;\r\n }\r\n\r\n /**\r\n * Luminance steps\r\n */\r\n public static LuminanceSteps: number = 6;\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.StandardRenderingPipeline\"] = StandardRenderingPipeline;\r\n","export * from \"./Pipelines/index\";\r\nexport * from \"./postProcessRenderEffect\";\r\nexport * from \"./postProcessRenderPipeline\";\r\nexport * from \"./postProcessRenderPipelineManager\";\r\nexport * from \"./postProcessRenderPipelineManagerSceneComponent\";","import { Nullable } from \"../../types\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { Camera } from \"../../Cameras/camera\";\r\nimport { PostProcess } from \"../../PostProcesses/postProcess\";\r\nimport { Engine } from \"../../Engines/engine\";\r\n/**\r\n * This represents a set of one or more post processes in Babylon.\r\n * A post process can be used to apply a shader to a texture after it is rendered.\r\n * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline\r\n */\r\nexport class PostProcessRenderEffect {\r\n private _postProcesses: { [Key: string]: Array };\r\n private _getPostProcesses: () => Nullable>;\r\n\r\n private _singleInstance: boolean;\r\n\r\n private _cameras: { [key: string]: Nullable };\r\n private _indicesForCamera: { [key: string]: number[] };\r\n\r\n /**\r\n * Name of the effect\r\n * @hidden\r\n */\r\n public _name: string;\r\n\r\n /**\r\n * Instantiates a post process render effect.\r\n * A post process can be used to apply a shader to a texture after it is rendered.\r\n * @param engine The engine the effect is tied to\r\n * @param name The name of the effect\r\n * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.\r\n * @param singleInstance False if this post process can be run on multiple cameras. (default: true)\r\n */\r\n constructor(engine: Engine, name: string, getPostProcesses: () => Nullable>, singleInstance?: boolean) {\r\n this._name = name;\r\n this._singleInstance = singleInstance || true;\r\n\r\n this._getPostProcesses = getPostProcesses;\r\n\r\n this._cameras = {};\r\n this._indicesForCamera = {};\r\n\r\n this._postProcesses = {};\r\n }\r\n\r\n /**\r\n * Checks if all the post processes in the effect are supported.\r\n */\r\n public get isSupported(): boolean {\r\n for (var index in this._postProcesses) {\r\n if (this._postProcesses.hasOwnProperty(index)) {\r\n let pps = this._postProcesses[index];\r\n for (var ppIndex = 0; ppIndex < pps.length; ppIndex++) {\r\n if (!pps[ppIndex].isSupported) {\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Updates the current state of the effect\r\n * @hidden\r\n */\r\n public _update(): void {\r\n }\r\n\r\n /**\r\n * Attaches the effect on cameras\r\n * @param cameras The camera to attach to.\r\n * @hidden\r\n */\r\n public _attachCameras(cameras: Camera): void;\r\n /**\r\n * Attaches the effect on cameras\r\n * @param cameras The camera to attach to.\r\n * @hidden\r\n */\r\n public _attachCameras(cameras: Camera[]): void;\r\n /**\r\n * Attaches the effect on cameras\r\n * @param cameras The camera to attach to.\r\n * @hidden\r\n */\r\n public _attachCameras(cameras: any): void {\r\n var cameraKey;\r\n\r\n var cams = Tools.MakeArray(cameras || this._cameras);\r\n\r\n if (!cams) {\r\n return;\r\n }\r\n\r\n for (var i = 0; i < cams.length; i++) {\r\n var camera = cams[i];\r\n if (!camera) {\r\n continue;\r\n }\r\n\r\n var cameraName = camera.name;\r\n\r\n if (this._singleInstance) {\r\n cameraKey = 0;\r\n }\r\n else {\r\n cameraKey = cameraName;\r\n }\r\n\r\n if (!this._postProcesses[cameraKey]) {\r\n var postProcess = this._getPostProcesses();\r\n if (postProcess) {\r\n this._postProcesses[cameraKey] = Array.isArray(postProcess) ? postProcess : [postProcess];\r\n }\r\n }\r\n\r\n if (!this._indicesForCamera[cameraName]) {\r\n this._indicesForCamera[cameraName] = [];\r\n }\r\n\r\n this._postProcesses[cameraKey].forEach((postProcess: PostProcess) => {\r\n var index = camera.attachPostProcess(postProcess);\r\n\r\n this._indicesForCamera[cameraName].push(index);\r\n });\r\n\r\n if (!this._cameras[cameraName]) {\r\n this._cameras[cameraName] = camera;\r\n }\r\n\r\n }\r\n }\r\n\r\n /**\r\n * Detaches the effect on cameras\r\n * @param cameras The camera to detatch from.\r\n * @hidden\r\n */\r\n public _detachCameras(cameras: Camera): void;\r\n /**\r\n * Detatches the effect on cameras\r\n * @param cameras The camera to detatch from.\r\n * @hidden\r\n */\r\n public _detachCameras(cameras: Camera[]): void;\r\n /**\r\n * Detatches the effect on cameras\r\n * @param cameras The camera to detatch from.\r\n * @hidden\r\n */\r\n public _detachCameras(cameras: any): void {\r\n var cams = Tools.MakeArray(cameras || this._cameras);\r\n\r\n if (!cams) {\r\n return;\r\n }\r\n\r\n for (var i = 0; i < cams.length; i++) {\r\n var camera: Camera = cams[i];\r\n var cameraName: string = camera.name;\r\n const postProcesses = this._postProcesses[this._singleInstance ? 0 : cameraName];\r\n\r\n if (postProcesses) {\r\n postProcesses.forEach((postProcess: PostProcess) => {\r\n camera.detachPostProcess(postProcess);\r\n });\r\n }\r\n\r\n if (this._cameras[cameraName]) {\r\n this._cameras[cameraName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Enables the effect on given cameras\r\n * @param cameras The camera to enable.\r\n * @hidden\r\n */\r\n public _enable(cameras: Camera): void;\r\n /**\r\n * Enables the effect on given cameras\r\n * @param cameras The camera to enable.\r\n * @hidden\r\n */\r\n public _enable(cameras: Nullable): void;\r\n /**\r\n * Enables the effect on given cameras\r\n * @param cameras The camera to enable.\r\n * @hidden\r\n */\r\n public _enable(cameras: any): void {\r\n var cams: Nullable> = Tools.MakeArray(cameras || this._cameras);\r\n\r\n if (!cams) {\r\n return;\r\n }\r\n\r\n for (var i = 0; i < cams.length; i++) {\r\n var camera = cams[i];\r\n var cameraName = camera.name;\r\n\r\n for (var j = 0; j < this._indicesForCamera[cameraName].length; j++) {\r\n if (camera._postProcesses[this._indicesForCamera[cameraName][j]] === undefined || camera._postProcesses[this._indicesForCamera[cameraName][j]] === null) {\r\n this._postProcesses[this._singleInstance ? 0 : cameraName].forEach((postProcess) => {\r\n cams![i].attachPostProcess(postProcess, this._indicesForCamera[cameraName][j]);\r\n });\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Disables the effect on the given cameras\r\n * @param cameras The camera to disable.\r\n * @hidden\r\n */\r\n public _disable(cameras: Camera): void;\r\n /**\r\n * Disables the effect on the given cameras\r\n * @param cameras The camera to disable.\r\n * @hidden\r\n */\r\n public _disable(cameras: Nullable): void;\r\n /**\r\n * Disables the effect on the given cameras\r\n * @param cameras The camera to disable.\r\n * @hidden\r\n */\r\n public _disable(cameras: any): void {\r\n var cams: Nullable> = Tools.MakeArray(cameras || this._cameras);\r\n\r\n if (!cams) {\r\n return;\r\n }\r\n\r\n for (var i = 0; i < cams.length; i++) {\r\n var camera = cams[i];\r\n var cameraName = camera.name;\r\n this._postProcesses[this._singleInstance ? 0 : cameraName].forEach((postProcess) => {\r\n camera.detachPostProcess(postProcess);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Gets a list of the post processes contained in the effect.\r\n * @param camera The camera to get the post processes on.\r\n * @returns The list of the post processes in the effect.\r\n */\r\n public getPostProcesses(camera?: Camera): Nullable> {\r\n if (this._singleInstance) {\r\n return this._postProcesses[0];\r\n }\r\n else {\r\n if (!camera) {\r\n return null;\r\n }\r\n return this._postProcesses[camera.name];\r\n }\r\n }\r\n}\r\n","import { Nullable } from \"../../types\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { Camera } from \"../../Cameras/camera\";\r\nimport { Engine } from \"../../Engines/engine\";\r\nimport { PostProcessRenderEffect } from \"./postProcessRenderEffect\";\r\nimport { IInspectable } from '../../Misc/iInspectable';\r\n/**\r\n * PostProcessRenderPipeline\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline\r\n */\r\nexport class PostProcessRenderPipeline {\r\n\r\n private _renderEffects: { [key: string]: PostProcessRenderEffect };\r\n private _renderEffectsForIsolatedPass: PostProcessRenderEffect[];\r\n\r\n /**\r\n * List of inspectable custom properties (used by the Inspector)\r\n * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility\r\n */\r\n public inspectableCustomProperties: IInspectable[];\r\n\r\n /**\r\n * @hidden\r\n */\r\n protected _cameras: Camera[];\r\n\r\n /** @hidden */\r\n @serialize()\r\n public _name: string;\r\n\r\n /**\r\n * Gets pipeline name\r\n */\r\n public get name(): string {\r\n return this._name;\r\n }\r\n\r\n /** Gets the list of attached cameras */\r\n public get cameras() {\r\n return this._cameras;\r\n }\r\n\r\n /**\r\n * Initializes a PostProcessRenderPipeline\r\n * @param engine engine to add the pipeline to\r\n * @param name name of the pipeline\r\n */\r\n constructor(private engine: Engine, name: string) {\r\n this._name = name;\r\n\r\n this._renderEffects = {};\r\n this._renderEffectsForIsolatedPass = new Array();\r\n\r\n this._cameras = [];\r\n }\r\n\r\n /**\r\n * Gets the class name\r\n * @returns \"PostProcessRenderPipeline\"\r\n */\r\n public getClassName(): string {\r\n return \"PostProcessRenderPipeline\";\r\n }\r\n\r\n /**\r\n * If all the render effects in the pipeline are supported\r\n */\r\n public get isSupported(): boolean {\r\n for (var renderEffectName in this._renderEffects) {\r\n if (this._renderEffects.hasOwnProperty(renderEffectName)) {\r\n if (!this._renderEffects[renderEffectName].isSupported) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Adds an effect to the pipeline\r\n * @param renderEffect the effect to add\r\n */\r\n public addEffect(renderEffect: PostProcessRenderEffect): void {\r\n (this._renderEffects)[renderEffect._name] = renderEffect;\r\n }\r\n\r\n // private\r\n\r\n /** @hidden */\r\n public _rebuild() {\r\n\r\n }\r\n\r\n /** @hidden */\r\n public _enableEffect(renderEffectName: string, cameras: Camera): void;\r\n /** @hidden */\r\n public _enableEffect(renderEffectName: string, cameras: Camera[]): void;\r\n /** @hidden */\r\n public _enableEffect(renderEffectName: string, cameras: any): void {\r\n var renderEffects: PostProcessRenderEffect = (this._renderEffects)[renderEffectName];\r\n\r\n if (!renderEffects) {\r\n return;\r\n }\r\n\r\n renderEffects._enable(Tools.MakeArray(cameras || this._cameras));\r\n }\r\n\r\n /** @hidden */\r\n public _disableEffect(renderEffectName: string, cameras: Nullable): void;\r\n /** @hidden */\r\n public _disableEffect(renderEffectName: string, cameras: Nullable): void;\r\n /** @hidden */\r\n public _disableEffect(renderEffectName: string, cameras: Nullable): void {\r\n var renderEffects: PostProcessRenderEffect = (this._renderEffects)[renderEffectName];\r\n\r\n if (!renderEffects) {\r\n return;\r\n }\r\n\r\n renderEffects._disable(Tools.MakeArray(cameras || this._cameras));\r\n }\r\n\r\n /** @hidden */\r\n public _attachCameras(cameras: Camera, unique: boolean): void;\r\n /** @hidden */\r\n public _attachCameras(cameras: Camera[], unique: boolean): void;\r\n /** @hidden */\r\n public _attachCameras(cameras: any, unique: boolean): void {\r\n var cams = Tools.MakeArray(cameras || this._cameras);\r\n\r\n if (!cams) {\r\n return;\r\n }\r\n\r\n var indicesToDelete = [];\r\n var i: number;\r\n for (i = 0; i < cams.length; i++) {\r\n var camera = cams[i];\r\n if (!camera) {\r\n continue;\r\n }\r\n var cameraName = camera.name;\r\n\r\n if (this._cameras.indexOf(camera) === -1) {\r\n this._cameras[cameraName] = camera;\r\n }\r\n else if (unique) {\r\n indicesToDelete.push(i);\r\n }\r\n }\r\n\r\n for (i = 0; i < indicesToDelete.length; i++) {\r\n cameras.splice(indicesToDelete[i], 1);\r\n }\r\n\r\n for (var renderEffectName in this._renderEffects) {\r\n if (this._renderEffects.hasOwnProperty(renderEffectName)) {\r\n this._renderEffects[renderEffectName]._attachCameras(cams);\r\n }\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _detachCameras(cameras: Camera): void;\r\n /** @hidden */\r\n public _detachCameras(cameras: Nullable): void;\r\n /** @hidden */\r\n public _detachCameras(cameras: any): void {\r\n var cams = Tools.MakeArray(cameras || this._cameras);\r\n\r\n if (!cams) {\r\n return;\r\n }\r\n\r\n for (var renderEffectName in this._renderEffects) {\r\n if (this._renderEffects.hasOwnProperty(renderEffectName)) {\r\n this._renderEffects[renderEffectName]._detachCameras(cams);\r\n }\r\n }\r\n\r\n for (var i = 0; i < cams.length; i++) {\r\n this._cameras.splice(this._cameras.indexOf(cams[i]), 1);\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _update(): void {\r\n for (var renderEffectName in this._renderEffects) {\r\n if (this._renderEffects.hasOwnProperty(renderEffectName)) {\r\n this._renderEffects[renderEffectName]._update();\r\n }\r\n }\r\n\r\n for (var i = 0; i < this._cameras.length; i++) {\r\n if (! this._cameras[i]) {\r\n continue;\r\n }\r\n var cameraName = this._cameras[i].name;\r\n if ((this._renderEffectsForIsolatedPass)[cameraName]) {\r\n (this._renderEffectsForIsolatedPass)[cameraName]._update();\r\n }\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _reset(): void {\r\n this._renderEffects = {};\r\n this._renderEffectsForIsolatedPass = new Array();\r\n }\r\n\r\n protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean {\r\n if (this.engine.webGLVersion === 1) {\r\n return false;\r\n }\r\n\r\n // Set samples of the very first post process to 4 to enable native anti-aliasing in browsers that support webGL 2.0 (See: https://github.com/BabylonJS/Babylon.js/issues/3754)\r\n var effectKeys = Object.keys(this._renderEffects);\r\n if (effectKeys.length > 0) {\r\n var postProcesses = this._renderEffects[effectKeys[0]].getPostProcesses();\r\n if (postProcesses) {\r\n postProcesses[0].samples = sampleCount;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Disposes of the pipeline\r\n */\r\n public dispose() {\r\n // Must be implemented by children\r\n }\r\n}\r\n","import { Camera } from \"../../Cameras/camera\";\r\nimport { PostProcessRenderPipeline } from \"./postProcessRenderPipeline\";\r\n/**\r\n * PostProcessRenderPipelineManager class\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline\r\n */\r\nexport class PostProcessRenderPipelineManager {\r\n private _renderPipelines: { [Key: string]: PostProcessRenderPipeline };\r\n\r\n /**\r\n * Initializes a PostProcessRenderPipelineManager\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline\r\n */\r\n constructor() {\r\n this._renderPipelines = {};\r\n }\r\n\r\n /**\r\n * Gets the list of supported render pipelines\r\n */\r\n public get supportedPipelines(): PostProcessRenderPipeline[] {\r\n let result = [];\r\n\r\n for (var renderPipelineName in this._renderPipelines) {\r\n if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {\r\n var pipeline = this._renderPipelines[renderPipelineName];\r\n if (pipeline.isSupported) {\r\n result.push(pipeline);\r\n }\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Adds a pipeline to the manager\r\n * @param renderPipeline The pipeline to add\r\n */\r\n public addPipeline(renderPipeline: PostProcessRenderPipeline): void {\r\n this._renderPipelines[renderPipeline._name] = renderPipeline;\r\n }\r\n\r\n /**\r\n * Attaches a camera to the pipeline\r\n * @param renderPipelineName The name of the pipeline to attach to\r\n * @param cameras the camera to attach\r\n * @param unique if the camera can be attached multiple times to the pipeline\r\n */\r\n public attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique: boolean = false): void {\r\n var renderPipeline: PostProcessRenderPipeline = this._renderPipelines[renderPipelineName];\r\n\r\n if (!renderPipeline) {\r\n return;\r\n }\r\n\r\n renderPipeline._attachCameras(cameras, unique);\r\n }\r\n\r\n /**\r\n * Detaches a camera from the pipeline\r\n * @param renderPipelineName The name of the pipeline to detach from\r\n * @param cameras the camera to detach\r\n */\r\n public detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void {\r\n var renderPipeline: PostProcessRenderPipeline = this._renderPipelines[renderPipelineName];\r\n\r\n if (!renderPipeline) {\r\n return;\r\n }\r\n\r\n renderPipeline._detachCameras(cameras);\r\n }\r\n\r\n /**\r\n * Enables an effect by name on a pipeline\r\n * @param renderPipelineName the name of the pipeline to enable the effect in\r\n * @param renderEffectName the name of the effect to enable\r\n * @param cameras the cameras that the effect should be enabled on\r\n */\r\n public enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void {\r\n var renderPipeline: PostProcessRenderPipeline = this._renderPipelines[renderPipelineName];\r\n\r\n if (!renderPipeline) {\r\n return;\r\n }\r\n\r\n renderPipeline._enableEffect(renderEffectName, cameras);\r\n }\r\n\r\n /**\r\n * Disables an effect by name on a pipeline\r\n * @param renderPipelineName the name of the pipeline to disable the effect in\r\n * @param renderEffectName the name of the effect to disable\r\n * @param cameras the cameras that the effect should be disabled on\r\n */\r\n public disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void {\r\n var renderPipeline: PostProcessRenderPipeline = this._renderPipelines[renderPipelineName];\r\n\r\n if (!renderPipeline) {\r\n return;\r\n }\r\n\r\n renderPipeline._disableEffect(renderEffectName, cameras);\r\n }\r\n\r\n /**\r\n * Updates the state of all contained render pipelines and disposes of any non supported pipelines\r\n */\r\n public update(): void {\r\n for (var renderPipelineName in this._renderPipelines) {\r\n if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {\r\n var pipeline = this._renderPipelines[renderPipelineName];\r\n if (!pipeline.isSupported) {\r\n pipeline.dispose();\r\n delete this._renderPipelines[renderPipelineName];\r\n } else {\r\n pipeline._update();\r\n }\r\n }\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _rebuild(): void {\r\n for (var renderPipelineName in this._renderPipelines) {\r\n if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {\r\n var pipeline = this._renderPipelines[renderPipelineName];\r\n pipeline._rebuild();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Disposes of the manager and pipelines\r\n */\r\n public dispose(): void {\r\n for (var renderPipelineName in this._renderPipelines) {\r\n if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {\r\n var pipeline = this._renderPipelines[renderPipelineName];\r\n pipeline.dispose();\r\n }\r\n }\r\n }\r\n}\r\n","import { ISceneComponent, SceneComponentConstants } from \"../../sceneComponent\";\r\nimport { PostProcessRenderPipelineManager } from \"./postProcessRenderPipelineManager\";\r\nimport { Scene } from \"../../scene\";\r\n\r\ndeclare module \"../../scene\" {\r\n export interface Scene {\r\n /** @hidden (Backing field) */\r\n _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;\r\n\r\n /**\r\n * Gets the postprocess render pipeline manager\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline\r\n * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline\r\n */\r\n readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;\r\n }\r\n}\r\n\r\nObject.defineProperty(Scene.prototype, \"postProcessRenderPipelineManager\", {\r\n get: function(this: Scene) {\r\n if (!this._postProcessRenderPipelineManager) {\r\n // Register the G Buffer component to the scene.\r\n let component = this._getComponent(SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER) as PostProcessRenderPipelineManagerSceneComponent;\r\n if (!component) {\r\n component = new PostProcessRenderPipelineManagerSceneComponent(this);\r\n this._addComponent(component);\r\n }\r\n this._postProcessRenderPipelineManager = new PostProcessRenderPipelineManager();\r\n }\r\n\r\n return this._postProcessRenderPipelineManager;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\n/**\r\n * Defines the Render Pipeline scene component responsible to rendering pipelines\r\n */\r\nexport class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpfull to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._gatherRenderTargetsStage.registerStep(SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER, this, this._gatherRenderTargets);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n if (this.scene._postProcessRenderPipelineManager) {\r\n this.scene._postProcessRenderPipelineManager._rebuild();\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated ressources\r\n */\r\n public dispose(): void {\r\n if (this.scene._postProcessRenderPipelineManager) {\r\n this.scene._postProcessRenderPipelineManager.dispose();\r\n }\r\n }\r\n\r\n private _gatherRenderTargets(): void {\r\n if (this.scene._postProcessRenderPipelineManager) {\r\n this.scene._postProcessRenderPipelineManager.update();\r\n }\r\n }\r\n}\r\n","import { Nullable } from \"../types\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { PostProcess, PostProcessOptions } from \"./postProcess\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Effect } from \"../Materials/effect\";\r\n\r\nimport \"../Shaders/anaglyph.fragment\";\r\n\r\n/**\r\n * Postprocess used to generate anaglyphic rendering\r\n */\r\nexport class AnaglyphPostProcess extends PostProcess {\r\n private _passedProcess: Nullable;\r\n\r\n /**\r\n * Creates a new AnaglyphPostProcess\r\n * @param name defines postprocess name\r\n * @param options defines creation options or target ratio scale\r\n * @param rigCameras defines cameras using this postprocess\r\n * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)\r\n * @param engine defines hosting engine\r\n * @param reusable defines if the postprocess will be reused multiple times per frame\r\n */\r\n constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean) {\r\n super(name, \"anaglyph\", null, [\"leftSampler\"], options, rigCameras[1], samplingMode, engine, reusable);\r\n this._passedProcess = rigCameras[0]._rigPostProcess;\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n effect.setTextureFromPostProcess(\"leftSampler\", this._passedProcess);\r\n });\r\n }\r\n}\r\n","import { PostProcess, PostProcessOptions } from \"./postProcess\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { Engine } from \"../Engines/engine\";\r\n\r\nimport \"../Shaders/blackAndWhite.fragment\";\r\n\r\n/**\r\n * Post process used to render in black and white\r\n */\r\nexport class BlackAndWhitePostProcess extends PostProcess {\r\n /**\r\n * Linear about to convert he result to black and white (default: 1)\r\n */\r\n public degree = 1;\r\n\r\n /**\r\n * Creates a black and white post process\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white\r\n * @param name The name of the effect.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n */\r\n constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean) {\r\n super(name, \"blackAndWhite\", [\"degree\"], null, options, camera, samplingMode, engine, reusable);\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n effect.setFloat(\"degree\", this.degree);\r\n });\r\n }\r\n}\r\n","import { PostProcessRenderEffect } from \"../PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport { ExtractHighlightsPostProcess } from \"./extractHighlightsPostProcess\";\r\nimport { BlurPostProcess } from \"./blurPostProcess\";\r\nimport { BloomMergePostProcess } from \"./bloomMergePostProcess\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { Scene } from \"../scene\";\r\n\r\n/**\r\n * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras\r\n */\r\nexport class BloomEffect extends PostProcessRenderEffect {\r\n /**\r\n * @hidden Internal\r\n */\r\n public _effects: Array = [];\r\n\r\n /**\r\n * @hidden Internal\r\n */\r\n public _downscale: ExtractHighlightsPostProcess;\r\n private _blurX: BlurPostProcess;\r\n private _blurY: BlurPostProcess;\r\n private _merge: BloomMergePostProcess;\r\n\r\n /**\r\n * The luminance threshold to find bright areas of the image to bloom.\r\n */\r\n public get threshold(): number {\r\n return this._downscale.threshold;\r\n }\r\n public set threshold(value: number) {\r\n this._downscale.threshold = value;\r\n }\r\n\r\n /**\r\n * The strength of the bloom.\r\n */\r\n public get weight(): number {\r\n return this._merge.weight;\r\n }\r\n public set weight(value: number) {\r\n this._merge.weight = value;\r\n }\r\n\r\n /**\r\n * Specifies the size of the bloom blur kernel, relative to the final output size\r\n */\r\n public get kernel(): number {\r\n return this._blurX.kernel / this.bloomScale;\r\n }\r\n public set kernel(value: number) {\r\n this._blurX.kernel = value * this.bloomScale;\r\n this._blurY.kernel = value * this.bloomScale;\r\n }\r\n\r\n /**\r\n * Creates a new instance of @see BloomEffect\r\n * @param scene The scene the effect belongs to.\r\n * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.\r\n * @param bloomKernel The size of the kernel to be used when applying the blur.\r\n * @param bloomWeight The the strength of bloom.\r\n * @param pipelineTextureType The type of texture to be used when performing the post processing.\r\n * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\r\n */\r\n constructor(scene: Scene, private bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType = 0, blockCompilation = false) {\r\n super(scene.getEngine(), \"bloom\", () => {\r\n return this._effects;\r\n }, true);\r\n this._downscale = new ExtractHighlightsPostProcess(\"highlights\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);\r\n\r\n this._blurX = new BlurPostProcess(\"horizontal blur\", new Vector2(1.0, 0), 10.0, bloomScale, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, undefined, blockCompilation);\r\n this._blurX.alwaysForcePOT = true;\r\n this._blurX.autoClear = false;\r\n\r\n this._blurY = new BlurPostProcess(\"vertical blur\", new Vector2(0, 1.0), 10.0, bloomScale, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, undefined, blockCompilation);\r\n this._blurY.alwaysForcePOT = true;\r\n this._blurY.autoClear = false;\r\n\r\n this.kernel = bloomKernel;\r\n\r\n this._effects = [this._downscale, this._blurX, this._blurY];\r\n\r\n this._merge = new BloomMergePostProcess(\"bloomMerge\", this._downscale, this._blurY, bloomWeight, bloomScale, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);\r\n this._merge.autoClear = false;\r\n this._effects.push(this._merge);\r\n }\r\n\r\n /**\r\n * Disposes each of the internal effects for a given camera.\r\n * @param camera The camera to dispose the effect on.\r\n */\r\n public disposeEffects(camera: Camera) {\r\n for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {\r\n this._effects[effectIndex].dispose(camera);\r\n }\r\n }\r\n\r\n /**\r\n * @hidden Internal\r\n */\r\n public _updateEffects() {\r\n for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {\r\n this._effects[effectIndex].updateEffect();\r\n }\r\n }\r\n\r\n /**\r\n * Internal\r\n * @returns if all the contained post processes are ready.\r\n * @hidden\r\n */\r\n public _isReady() {\r\n for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {\r\n if (!this._effects[effectIndex].isReady()) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n}\r\n","import { PostProcess, PostProcessOptions } from \"./postProcess\";\r\nimport { Nullable } from \"../types\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/bloomMerge.fragment\";\r\n\r\n/**\r\n * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.\r\n */\r\nexport class BloomMergePostProcess extends PostProcess {\r\n /**\r\n * Creates a new instance of @see BloomMergePostProcess\r\n * @param name The name of the effect.\r\n * @param originalFromInput Post process which's input will be used for the merge.\r\n * @param blurred Blurred highlights post process which's output will be used.\r\n * @param weight Weight of the bloom to be added to the original input.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\r\n */\r\n constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,\r\n /** Weight of the bloom to be added to the original input. */\r\n public weight: number,\r\n options: number | PostProcessOptions,\r\n camera: Nullable, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT, blockCompilation = false) {\r\n super(name, \"bloomMerge\", [\"bloomWeight\"], [\"circleOfConfusionSampler\", \"blurStep0\", \"blurStep1\", \"blurStep2\", \"bloomBlur\"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true);\r\n this.onApplyObservable.add((effect: Effect) => {\r\n effect.setTextureFromPostProcess(\"textureSampler\", originalFromInput);\r\n effect.setTextureFromPostProcessOutput(\"bloomBlur\", blurred);\r\n effect.setFloat(\"bloomWeight\", this.weight);\r\n });\r\n\r\n if (!blockCompilation) {\r\n this.updateEffect();\r\n }\r\n }\r\n}\r\n","import { Vector2 } from \"../Maths/math.vector\";\r\nimport { Nullable } from \"../types\";\r\nimport { PostProcess, PostProcessOptions } from \"./postProcess\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/kernelBlur.fragment\";\r\nimport \"../Shaders/kernelBlur.vertex\";\r\n\r\n/**\r\n * The Blur Post Process which blurs an image based on a kernel and direction.\r\n * Can be used twice in x and y directions to perform a guassian blur in two passes.\r\n */\r\nexport class BlurPostProcess extends PostProcess {\r\n protected _kernel: number;\r\n protected _idealKernel: number;\r\n protected _packedFloat: boolean = false;\r\n private _staticDefines: string = \"\";\r\n /**\r\n * Sets the length in pixels of the blur sample region\r\n */\r\n public set kernel(v: number) {\r\n if (this._idealKernel === v) {\r\n return;\r\n }\r\n\r\n v = Math.max(v, 1);\r\n this._idealKernel = v;\r\n this._kernel = this._nearestBestKernel(v);\r\n if (!this.blockCompilation) {\r\n this._updateParameters();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the length in pixels of the blur sample region\r\n */\r\n public get kernel(): number {\r\n return this._idealKernel;\r\n }\r\n\r\n /**\r\n * Sets wether or not the blur needs to unpack/repack floats\r\n */\r\n public set packedFloat(v: boolean) {\r\n if (this._packedFloat === v) {\r\n return;\r\n }\r\n this._packedFloat = v;\r\n if (!this.blockCompilation) {\r\n this._updateParameters();\r\n }\r\n }\r\n\r\n /**\r\n * Gets wether or not the blur is unpacking/repacking floats\r\n */\r\n public get packedFloat(): boolean {\r\n return this._packedFloat;\r\n }\r\n\r\n /**\r\n * Creates a new instance BlurPostProcess\r\n * @param name The name of the effect.\r\n * @param direction The direction in which to blur the image.\r\n * @param kernel The size of the kernel to be used when computing the blur. eg. Size of 3 will blur the center pixel by 2 pixels surrounding it.\r\n * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\r\n */\r\n constructor(name: string,\r\n /** The direction in which to blur the image. */\r\n public direction: Vector2,\r\n kernel: number, options: number | PostProcessOptions, camera: Nullable, samplingMode: number = Texture.BILINEAR_SAMPLINGMODE, engine?: Engine, reusable?: boolean, textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT, defines = \"\", private blockCompilation = false) {\r\n super(name, \"kernelBlur\", [\"delta\", \"direction\", \"cameraMinMaxZ\"], [\"circleOfConfusionSampler\"], options, camera, samplingMode, engine, reusable, null, textureType, \"kernelBlur\", { varyingCount: 0, depCount: 0 }, true);\r\n this._staticDefines = defines;\r\n this.onApplyObservable.add((effect: Effect) => {\r\n if (this._outputTexture) {\r\n effect.setFloat2('delta', (1 / this._outputTexture.width) * this.direction.x, (1 / this._outputTexture.height) * this.direction.y);\r\n } else {\r\n effect.setFloat2('delta', (1 / this.width) * this.direction.x, (1 / this.height) * this.direction.y);\r\n }\r\n });\r\n\r\n this.kernel = kernel;\r\n }\r\n\r\n /**\r\n * Updates the effect with the current post process compile time values and recompiles the shader.\r\n * @param defines Define statements that should be added at the beginning of the shader. (default: null)\r\n * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)\r\n * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)\r\n * @param indexParameters The index parameters to be used for babylons include syntax \"#include[0..varyingCount]\". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx\r\n * @param onCompiled Called when the shader has been compiled.\r\n * @param onError Called if there is an error when compiling a shader.\r\n */\r\n public updateEffect(defines: Nullable = null, uniforms: Nullable = null, samplers: Nullable = null, indexParameters?: any,\r\n onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void) {\r\n this._updateParameters(onCompiled, onError);\r\n }\r\n\r\n protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void {\r\n // Generate sampling offsets and weights\r\n let N = this._kernel;\r\n let centerIndex = (N - 1) / 2;\r\n\r\n // Generate Gaussian sampling weights over kernel\r\n let offsets = [];\r\n let weights = [];\r\n let totalWeight = 0;\r\n for (let i = 0; i < N; i++) {\r\n let u = i / (N - 1);\r\n let w = this._gaussianWeight(u * 2.0 - 1);\r\n offsets[i] = (i - centerIndex);\r\n weights[i] = w;\r\n totalWeight += w;\r\n }\r\n\r\n // Normalize weights\r\n for (let i = 0; i < weights.length; i++) {\r\n weights[i] /= totalWeight;\r\n }\r\n\r\n // Optimize: combine samples to take advantage of hardware linear sampling\r\n // Walk from left to center, combining pairs (symmetrically)\r\n let linearSamplingWeights = [];\r\n let linearSamplingOffsets = [];\r\n\r\n let linearSamplingMap = [];\r\n\r\n for (let i = 0; i <= centerIndex; i += 2) {\r\n let j = Math.min(i + 1, Math.floor(centerIndex));\r\n\r\n let singleCenterSample = i === j;\r\n\r\n if (singleCenterSample) {\r\n linearSamplingMap.push({ o: offsets[i], w: weights[i] });\r\n } else {\r\n let sharedCell = j === centerIndex;\r\n\r\n let weightLinear = (weights[i] + weights[j] * (sharedCell ? .5 : 1.));\r\n let offsetLinear = offsets[i] + 1 / (1 + weights[i] / weights[j]);\r\n\r\n if (offsetLinear === 0) {\r\n linearSamplingMap.push({ o: offsets[i], w: weights[i] });\r\n linearSamplingMap.push({ o: offsets[i + 1], w: weights[i + 1] });\r\n } else {\r\n linearSamplingMap.push({ o: offsetLinear, w: weightLinear });\r\n linearSamplingMap.push({ o: -offsetLinear, w: weightLinear });\r\n }\r\n\r\n }\r\n }\r\n\r\n for (let i = 0; i < linearSamplingMap.length; i++) {\r\n linearSamplingOffsets[i] = linearSamplingMap[i].o;\r\n linearSamplingWeights[i] = linearSamplingMap[i].w;\r\n }\r\n\r\n // Replace with optimized\r\n offsets = linearSamplingOffsets;\r\n weights = linearSamplingWeights;\r\n\r\n // Generate shaders\r\n let maxVaryingRows = this.getEngine().getCaps().maxVaryingVectors;\r\n let freeVaryingVec2 = Math.max(maxVaryingRows, 0.) - 1; // Because of sampleCenter\r\n\r\n let varyingCount = Math.min(offsets.length, freeVaryingVec2);\r\n\r\n let defines = \"\";\r\n defines += this._staticDefines;\r\n\r\n // The DOF fragment should ignore the center pixel when looping as it is handled manualy in the fragment shader.\r\n if (this._staticDefines.indexOf(\"DOF\") != -1) {\r\n defines += `#define CENTER_WEIGHT ${this._glslFloat(weights[varyingCount - 1])}\\r\\n`;\r\n varyingCount--;\r\n }\r\n\r\n for (let i = 0; i < varyingCount; i++) {\r\n defines += `#define KERNEL_OFFSET${i} ${this._glslFloat(offsets[i])}\\r\\n`;\r\n defines += `#define KERNEL_WEIGHT${i} ${this._glslFloat(weights[i])}\\r\\n`;\r\n }\r\n\r\n let depCount = 0;\r\n for (let i = freeVaryingVec2; i < offsets.length; i++) {\r\n defines += `#define KERNEL_DEP_OFFSET${depCount} ${this._glslFloat(offsets[i])}\\r\\n`;\r\n defines += `#define KERNEL_DEP_WEIGHT${depCount} ${this._glslFloat(weights[i])}\\r\\n`;\r\n depCount++;\r\n }\r\n\r\n if (this.packedFloat) {\r\n defines += `#define PACKEDFLOAT 1`;\r\n }\r\n\r\n this.blockCompilation = false;\r\n super.updateEffect(defines, null, null, {\r\n varyingCount: varyingCount,\r\n depCount: depCount\r\n }, onCompiled, onError);\r\n }\r\n\r\n /**\r\n * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.\r\n * Other odd kernels optimize correctly but require proportionally more samples, even kernels are\r\n * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we\r\n * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.\r\n * The gaps between physical kernels are compensated for in the weighting of the samples\r\n * @param idealKernel Ideal blur kernel.\r\n * @return Nearest best kernel.\r\n */\r\n protected _nearestBestKernel(idealKernel: number): number {\r\n let v = Math.round(idealKernel);\r\n for (let k of [v, v - 1, v + 1, v - 2, v + 2]) {\r\n if (((k % 2) !== 0) && ((Math.floor(k / 2) % 2) === 0) && k > 0) {\r\n return Math.max(k, 3);\r\n }\r\n }\r\n return Math.max(v, 3);\r\n }\r\n\r\n /**\r\n * Calculates the value of a Gaussian distribution with sigma 3 at a given point.\r\n * @param x The point on the Gaussian distribution to sample.\r\n * @return the value of the Gaussian function at x.\r\n */\r\n protected _gaussianWeight(x: number): number {\r\n //reference: Engines/ImageProcessingBlur.cpp #dcc760\r\n // We are evaluating the Gaussian (normal) distribution over a kernel parameter space of [-1,1],\r\n // so we truncate at three standard deviations by setting stddev (sigma) to 1/3.\r\n // The choice of 3-sigma truncation is common but arbitrary, and means that the signal is\r\n // truncated at around 1.3% of peak strength.\r\n\r\n //the distribution is scaled to account for the difference between the actual kernel size and the requested kernel size\r\n let sigma = (1 / 3);\r\n let denominator = Math.sqrt(2.0 * Math.PI) * sigma;\r\n let exponent = -((x * x) / (2.0 * sigma * sigma));\r\n let weight = (1.0 / denominator) * Math.exp(exponent);\r\n return weight;\r\n }\r\n\r\n /**\r\n * Generates a string that can be used as a floating point number in GLSL.\r\n * @param x Value to print.\r\n * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).\r\n * @return GLSL float string.\r\n */\r\n protected _glslFloat(x: number, decimalFigures = 8) {\r\n return x.toFixed(decimalFigures).replace(/0+$/, '');\r\n }\r\n}\r\n","import { Vector2 } from \"../Maths/math.vector\";\r\nimport { Nullable } from \"../types\";\r\nimport { PostProcess, PostProcessOptions } from \"./postProcess\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/chromaticAberration.fragment\";\r\n\r\n/**\r\n * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen\r\n */\r\nexport class ChromaticAberrationPostProcess extends PostProcess {\r\n /**\r\n * The amount of seperation of rgb channels (default: 30)\r\n */\r\n aberrationAmount = 30;\r\n\r\n /**\r\n * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)\r\n */\r\n radialIntensity = 0;\r\n\r\n /**\r\n * The normilized direction in which the rgb channels should be seperated. If set to 0,0 radial direction will be used. (default: Vector2(0.707,0.707))\r\n */\r\n direction = new Vector2(0.707, 0.707);\r\n\r\n /**\r\n * The center position where the radialIntensity should be around. [0.5,0.5 is center of screen, 1,1 is top right corder] (default: Vector2(0.5 ,0.5))\r\n */\r\n centerPosition = new Vector2(0.5, 0.5);\r\n\r\n /**\r\n * Creates a new instance ChromaticAberrationPostProcess\r\n * @param name The name of the effect.\r\n * @param screenWidth The width of the screen to apply the effect on.\r\n * @param screenHeight The height of the screen to apply the effect on.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\r\n */\r\n constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT, blockCompilation = false) {\r\n super(name, \"chromaticAberration\", [\"chromatic_aberration\", \"screen_width\", \"screen_height\", \"direction\", \"radialIntensity\", \"centerPosition\"], [], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation);\r\n this.onApplyObservable.add((effect: Effect) => {\r\n effect.setFloat('chromatic_aberration', this.aberrationAmount);\r\n effect.setFloat('screen_width', screenWidth);\r\n effect.setFloat('screen_height', screenHeight);\r\n effect.setFloat('radialIntensity', this.radialIntensity);\r\n effect.setFloat2('direction', this.direction.x, this.direction.y);\r\n effect.setFloat2('centerPosition', this.centerPosition.x, this.centerPosition.y);\r\n });\r\n }\r\n}\r\n","import { Nullable } from \"../types\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { PostProcess, PostProcessOptions } from \"./postProcess\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/circleOfConfusion.fragment\";\r\n\r\n/**\r\n * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion\r\n */\r\nexport class CircleOfConfusionPostProcess extends PostProcess {\r\n /**\r\n * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.\r\n */\r\n public lensSize = 50;\r\n /**\r\n * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)\r\n */\r\n public fStop = 1.4;\r\n /**\r\n * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)\r\n */\r\n public focusDistance = 2000;\r\n /**\r\n * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)\r\n */\r\n public focalLength = 50;\r\n\r\n private _depthTexture: Nullable = null;\r\n /**\r\n * Creates a new instance CircleOfConfusionPostProcess\r\n * @param name The name of the effect.\r\n * @param depthTexture The depth texture of the scene to compute the circle of confusion. This must be set in order for this to function but may be set after initialization if needed.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\r\n */\r\n constructor(name: string, depthTexture: Nullable, options: number | PostProcessOptions, camera: Nullable, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT, blockCompilation = false) {\r\n super(name, \"circleOfConfusion\", [\"cameraMinMaxZ\", \"focusDistance\", \"cocPrecalculation\"], [\"depthSampler\"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation);\r\n this._depthTexture = depthTexture;\r\n this.onApplyObservable.add((effect: Effect) => {\r\n if (!this._depthTexture) {\r\n Logger.Warn(\"No depth texture set on CircleOfConfusionPostProcess\");\r\n return;\r\n }\r\n effect.setTexture(\"depthSampler\", this._depthTexture);\r\n\r\n // Circle of confusion calculation, See https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch23.html\r\n var aperture = this.lensSize / this.fStop;\r\n var cocPrecalculation = ((aperture * this.focalLength) / ((this.focusDistance - this.focalLength))); // * ((this.focusDistance - pixelDistance)/pixelDistance) [This part is done in shader]\r\n\r\n effect.setFloat('focusDistance', this.focusDistance);\r\n effect.setFloat('cocPrecalculation', cocPrecalculation);\r\n effect.setFloat2('cameraMinMaxZ', this._depthTexture.activeCamera!.minZ, this._depthTexture.activeCamera!.maxZ);\r\n });\r\n }\r\n\r\n /**\r\n * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.\r\n */\r\n public set depthTexture(value: RenderTargetTexture) {\r\n this._depthTexture = value;\r\n }\r\n}\r\n","import { PostProcess, PostProcessOptions } from \"./postProcess\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { Camera } from \"../Cameras/camera\";\r\n\r\nimport \"../Shaders/colorCorrection.fragment\";\r\n\r\n/**\r\n *\r\n * This post-process allows the modification of rendered colors by using\r\n * a 'look-up table' (LUT). This effect is also called Color Grading.\r\n *\r\n * The object needs to be provided an url to a texture containing the color\r\n * look-up table: the texture must be 256 pixels wide and 16 pixels high.\r\n * Use an image editing software to tweak the LUT to match your needs.\r\n *\r\n * For an example of a color LUT, see here:\r\n * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png\r\n * For explanations on color grading, see here:\r\n * @see http://udn.epicgames.com/Three/ColorGrading.html\r\n *\r\n */\r\nexport class ColorCorrectionPostProcess extends PostProcess {\r\n\r\n private _colorTableTexture: Texture;\r\n\r\n constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean) {\r\n super(name, 'colorCorrection', null, ['colorTable'], options, camera, samplingMode, engine, reusable);\r\n\r\n this._colorTableTexture = new Texture(colorTableUrl, camera.getScene(), true, false, Texture.TRILINEAR_SAMPLINGMODE);\r\n this._colorTableTexture.anisotropicFilteringLevel = 1;\r\n this._colorTableTexture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._colorTableTexture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n\r\n this.onApply = (effect: Effect) => {\r\n effect.setTexture(\"colorTable\", this._colorTableTexture);\r\n };\r\n }\r\n}\r\n","import { PostProcess, PostProcessOptions } from \"./postProcess\";\r\nimport { Nullable } from \"../types\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/convolution.fragment\";\r\n\r\n/**\r\n * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the\r\n * input texture to perform effects such as edge detection or sharpening\r\n * See http://en.wikipedia.org/wiki/Kernel_(image_processing)\r\n */\r\nexport class ConvolutionPostProcess extends PostProcess {\r\n /**\r\n * Creates a new instance ConvolutionPostProcess\r\n * @param name The name of the effect.\r\n * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n */\r\n constructor(name: string,\r\n /** Array of 9 values corresponding to the 3x3 kernel to be applied */\r\n public kernel: number[],\r\n options: number | PostProcessOptions, camera: Nullable, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT) {\r\n super(name, \"convolution\", [\"kernel\", \"screenSize\"], null, options, camera, samplingMode, engine, reusable, null, textureType);\r\n\r\n this.onApply = (effect: Effect) => {\r\n effect.setFloat2(\"screenSize\", this.width, this.height);\r\n effect.setArray(\"kernel\", this.kernel);\r\n };\r\n }\r\n\r\n // Statics\r\n /**\r\n * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)\r\n */\r\n public static EdgeDetect0Kernel = [1, 0, -1, 0, 0, 0, -1, 0, 1];\r\n /**\r\n * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)\r\n */\r\n public static EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0];\r\n /**\r\n * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)\r\n */\r\n public static EdgeDetect2Kernel = [-1, -1, -1, -1, 8, -1, -1, -1, -1];\r\n /**\r\n * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)\r\n */\r\n public static SharpenKernel = [0, -1, 0, -1, 5, -1, 0, -1, 0];\r\n /**\r\n * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)\r\n */\r\n public static EmbossKernel = [-2, -1, 0, -1, 1, 1, 0, 1, 2];\r\n /**\r\n * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)\r\n */\r\n public static GaussianKernel = [0, 1, 0, 1, 1, 1, 0, 1, 0];\r\n}\r\n","import { Nullable } from \"../types\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { PostProcess, PostProcessOptions } from \"./postProcess\";\r\nimport { BlurPostProcess } from \"./blurPostProcess\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { Scene } from \"../scene\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\n/**\r\n * The DepthOfFieldBlurPostProcess applied a blur in a give direction.\r\n * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels\r\n * based on samples that have a large difference in distance than the center pixel.\r\n * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf\r\n */\r\nexport class DepthOfFieldBlurPostProcess extends BlurPostProcess {\r\n /**\r\n * Creates a new instance CircleOfConfusionPostProcess\r\n * @param name The name of the effect.\r\n * @param scene The scene the effect belongs to.\r\n * @param direction The direction the blur should be applied.\r\n * @param kernel The size of the kernel used to blur.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges\r\n * @param imageToBlur The image to apply the blur to (default: Current rendered frame)\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\r\n */\r\n constructor(name: string, scene: Scene, public direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable, circleOfConfusion: PostProcess, imageToBlur: Nullable = null, samplingMode: number = Texture.BILINEAR_SAMPLINGMODE, engine?: Engine, reusable?: boolean, textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT, blockCompilation = false) {\r\n super(name, direction, kernel, options, camera, samplingMode = Constants.TEXTURE_BILINEAR_SAMPLINGMODE, engine, reusable, textureType = Constants.TEXTURETYPE_UNSIGNED_INT, `#define DOF 1\\r\\n`, blockCompilation);\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n if (imageToBlur != null) {\r\n effect.setTextureFromPostProcess(\"textureSampler\", imageToBlur);\r\n }\r\n effect.setTextureFromPostProcessOutput(\"circleOfConfusionSampler\", circleOfConfusion);\r\n if (scene.activeCamera) {\r\n effect.setFloat2('cameraMinMaxZ', scene.activeCamera.minZ, scene.activeCamera.maxZ);\r\n }\r\n });\r\n }\r\n}\r\n","import { Nullable } from \"../types\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport { PostProcessRenderEffect } from \"../PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport { CircleOfConfusionPostProcess } from \"./circleOfConfusionPostProcess\";\r\nimport { DepthOfFieldBlurPostProcess } from \"./depthOfFieldBlurPostProcess\";\r\nimport { DepthOfFieldMergePostProcess } from \"./depthOfFieldMergePostProcess\";\r\nimport { Scene } from \"../scene\";\r\n\r\n/**\r\n * Specifies the level of max blur that should be applied when using the depth of field effect\r\n */\r\nexport enum DepthOfFieldEffectBlurLevel {\r\n /**\r\n * Subtle blur\r\n */\r\n Low,\r\n /**\r\n * Medium blur\r\n */\r\n Medium,\r\n /**\r\n * Large blur\r\n */\r\n High\r\n}\r\n/**\r\n * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.\r\n */\r\nexport class DepthOfFieldEffect extends PostProcessRenderEffect {\r\n private _circleOfConfusion: CircleOfConfusionPostProcess;\r\n /**\r\n * @hidden Internal, blurs from high to low\r\n */\r\n public _depthOfFieldBlurX: Array;\r\n private _depthOfFieldBlurY: Array;\r\n private _dofMerge: Nullable;\r\n\r\n /**\r\n * @hidden Internal post processes in depth of field effect\r\n */\r\n public _effects: Array = [];\r\n\r\n /**\r\n * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)\r\n */\r\n public set focalLength(value: number) {\r\n this._circleOfConfusion.focalLength = value;\r\n }\r\n public get focalLength() {\r\n return this._circleOfConfusion.focalLength;\r\n }\r\n /**\r\n * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)\r\n */\r\n public set fStop(value: number) {\r\n this._circleOfConfusion.fStop = value;\r\n }\r\n public get fStop() {\r\n return this._circleOfConfusion.fStop;\r\n }\r\n /**\r\n * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)\r\n */\r\n public set focusDistance(value: number) {\r\n this._circleOfConfusion.focusDistance = value;\r\n }\r\n public get focusDistance() {\r\n return this._circleOfConfusion.focusDistance;\r\n }\r\n /**\r\n * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.\r\n */\r\n public set lensSize(value: number) {\r\n this._circleOfConfusion.lensSize = value;\r\n }\r\n public get lensSize() {\r\n return this._circleOfConfusion.lensSize;\r\n }\r\n\r\n /**\r\n * Creates a new instance DepthOfFieldEffect\r\n * @param scene The scene the effect belongs to.\r\n * @param depthTexture The depth texture of the scene to compute the circle of confusion.This must be set in order for this to function but may be set after initialization if needed.\r\n * @param pipelineTextureType The type of texture to be used when performing the post processing.\r\n * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\r\n */\r\n constructor(scene: Scene, depthTexture: Nullable, blurLevel: DepthOfFieldEffectBlurLevel = DepthOfFieldEffectBlurLevel.Low, pipelineTextureType = 0, blockCompilation = false) {\r\n super(scene.getEngine(), \"depth of field\", () => {\r\n return this._effects;\r\n }, true);\r\n // Circle of confusion value for each pixel is used to determine how much to blur that pixel\r\n this._circleOfConfusion = new CircleOfConfusionPostProcess(\"circleOfConfusion\", depthTexture, 1, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);\r\n\r\n // Create a pyramid of blurred images (eg. fullSize 1/4 blur, half size 1/2 blur, quarter size 3/4 blur, eith size 4/4 blur)\r\n // Blur the image but do not blur on sharp far to near distance changes to avoid bleeding artifacts\r\n // See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf\r\n this._depthOfFieldBlurY = [];\r\n this._depthOfFieldBlurX = [];\r\n var blurCount = 1;\r\n var kernelSize = 15;\r\n switch (blurLevel) {\r\n case DepthOfFieldEffectBlurLevel.High: {\r\n blurCount = 3;\r\n kernelSize = 51;\r\n break;\r\n }\r\n case DepthOfFieldEffectBlurLevel.Medium: {\r\n blurCount = 2;\r\n kernelSize = 31;\r\n break;\r\n }\r\n default: {\r\n kernelSize = 15;\r\n blurCount = 1;\r\n break;\r\n }\r\n }\r\n var adjustedKernelSize = kernelSize / Math.pow(2, blurCount - 1);\r\n var ratio = 1.0;\r\n for (var i = 0; i < blurCount; i++) {\r\n var blurY = new DepthOfFieldBlurPostProcess(\"verticle blur\", scene, new Vector2(0, 1.0), adjustedKernelSize, ratio, null, this._circleOfConfusion, i == 0 ? this._circleOfConfusion : null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);\r\n blurY.autoClear = false;\r\n ratio = 0.75 / Math.pow(2, i);\r\n var blurX = new DepthOfFieldBlurPostProcess(\"horizontal blur\", scene, new Vector2(1.0, 0), adjustedKernelSize, ratio, null, this._circleOfConfusion, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);\r\n blurX.autoClear = false;\r\n this._depthOfFieldBlurY.push(blurY);\r\n this._depthOfFieldBlurX.push(blurX);\r\n }\r\n\r\n // Set all post processes on the effect.\r\n this._effects = [this._circleOfConfusion];\r\n for (var i = 0; i < this._depthOfFieldBlurX.length; i++) {\r\n this._effects.push(this._depthOfFieldBlurY[i]);\r\n this._effects.push(this._depthOfFieldBlurX[i]);\r\n }\r\n\r\n // Merge blurred images with original image based on circleOfConfusion\r\n this._dofMerge = new DepthOfFieldMergePostProcess(\"dofMerge\", this._circleOfConfusion, this._circleOfConfusion, this._depthOfFieldBlurX, ratio, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);\r\n this._dofMerge.autoClear = false;\r\n this._effects.push(this._dofMerge);\r\n }\r\n\r\n /**\r\n * Get the current class name of the current effet\r\n * @returns \"DepthOfFieldEffect\"\r\n */\r\n public getClassName(): string {\r\n return \"DepthOfFieldEffect\";\r\n }\r\n\r\n /**\r\n * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.\r\n */\r\n public set depthTexture(value: RenderTargetTexture) {\r\n this._circleOfConfusion.depthTexture = value;\r\n }\r\n\r\n /**\r\n * Disposes each of the internal effects for a given camera.\r\n * @param camera The camera to dispose the effect on.\r\n */\r\n public disposeEffects(camera: Camera) {\r\n for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {\r\n this._effects[effectIndex].dispose(camera);\r\n }\r\n }\r\n\r\n /**\r\n * @hidden Internal\r\n */\r\n public _updateEffects() {\r\n for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {\r\n this._effects[effectIndex].updateEffect();\r\n }\r\n }\r\n\r\n /**\r\n * Internal\r\n * @returns if all the contained post processes are ready.\r\n * @hidden\r\n */\r\n public _isReady() {\r\n for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {\r\n if (!this._effects[effectIndex].isReady()) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n}\r\n","import { Nullable } from \"../types\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { PostProcess, PostProcessOptions } from \"./postProcess\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/depthOfFieldMerge.fragment\";\r\n\r\n/**\r\n * Options to be set when merging outputs from the default pipeline.\r\n */\r\nexport class DepthOfFieldMergePostProcessOptions {\r\n /**\r\n * The original image to merge on top of\r\n */\r\n public originalFromInput: PostProcess;\r\n /**\r\n * Parameters to perform the merge of the depth of field effect\r\n */\r\n public depthOfField?: {\r\n circleOfConfusion: PostProcess;\r\n blurSteps: Array;\r\n };\r\n /**\r\n * Parameters to perform the merge of bloom effect\r\n */\r\n public bloom?: {\r\n blurred: PostProcess;\r\n weight: number;\r\n };\r\n}\r\n\r\n/**\r\n * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.\r\n */\r\nexport class DepthOfFieldMergePostProcess extends PostProcess {\r\n /**\r\n * Creates a new instance of DepthOfFieldMergePostProcess\r\n * @param name The name of the effect.\r\n * @param originalFromInput Post process which's input will be used for the merge.\r\n * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.\r\n * @param blurSteps Blur post processes from low to high which will be mixed with the original image.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\r\n */\r\n constructor(name: string, originalFromInput: PostProcess, circleOfConfusion: PostProcess, private blurSteps: Array, options: number | PostProcessOptions, camera: Nullable, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT, blockCompilation = false) {\r\n super(name, \"depthOfFieldMerge\", [], [\"circleOfConfusionSampler\", \"blurStep0\", \"blurStep1\", \"blurStep2\"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true);\r\n this.onApplyObservable.add((effect: Effect) => {\r\n effect.setTextureFromPostProcess(\"textureSampler\", originalFromInput);\r\n effect.setTextureFromPostProcessOutput(\"circleOfConfusionSampler\", circleOfConfusion);\r\n blurSteps.forEach((step, index) => {\r\n effect.setTextureFromPostProcessOutput(\"blurStep\" + (blurSteps.length - index - 1), step);\r\n });\r\n });\r\n\r\n if (!blockCompilation) {\r\n this.updateEffect();\r\n }\r\n }\r\n\r\n /**\r\n * Updates the effect with the current post process compile time values and recompiles the shader.\r\n * @param defines Define statements that should be added at the beginning of the shader. (default: null)\r\n * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)\r\n * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)\r\n * @param indexParameters The index parameters to be used for babylons include syntax \"#include[0..varyingCount]\". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx\r\n * @param onCompiled Called when the shader has been compiled.\r\n * @param onError Called if there is an error when compiling a shader.\r\n */\r\n public updateEffect(defines: Nullable = null, uniforms: Nullable = null, samplers: Nullable = null, indexParameters?: any,\r\n onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void) {\r\n if (!defines) {\r\n defines = \"\";\r\n defines += \"#define BLUR_LEVEL \" + (this.blurSteps.length - 1) + \"\\n\";\r\n }\r\n super.updateEffect(defines, uniforms, samplers, indexParameters, onCompiled, onError);\r\n }\r\n}\r\n","import { Nullable } from \"../types\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { PostProcess, PostProcessOptions } from \"./postProcess\";\r\nimport { Engine } from \"../Engines/engine\";\r\n\r\nimport \"../Shaders/displayPass.fragment\";\r\n\r\n/**\r\n * DisplayPassPostProcess which produces an output the same as it's input\r\n */\r\nexport class DisplayPassPostProcess extends PostProcess {\r\n /**\r\n * Creates the DisplayPassPostProcess\r\n * @param name The name of the effect.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n */\r\n constructor(name: string, options: number | PostProcessOptions, camera: Nullable, samplingMode?: number, engine?: Engine, reusable?: boolean) {\r\n super(name, \"displayPass\", [\"passSampler\"], [\"passSampler\"], options, camera, samplingMode, engine, reusable);\r\n }\r\n}\r\n","import { Nullable } from \"../types\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { PostProcess, PostProcessOptions } from \"./postProcess\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { ToGammaSpace } from \"../Maths/math.constants\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/extractHighlights.fragment\";\r\n\r\n/**\r\n * The extract highlights post process sets all pixels to black except pixels above the specified luminance threshold. Used as the first step for a bloom effect.\r\n */\r\nexport class ExtractHighlightsPostProcess extends PostProcess {\r\n /**\r\n * The luminance threshold, pixels below this value will be set to black.\r\n */\r\n public threshold = 0.9;\r\n\r\n /** @hidden */\r\n public _exposure = 1;\r\n /**\r\n * Post process which has the input texture to be used when performing highlight extraction\r\n * @hidden\r\n */\r\n public _inputPostProcess: Nullable = null;\r\n constructor(name: string, options: number | PostProcessOptions, camera: Nullable, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT, blockCompilation = false) {\r\n super(name, \"extractHighlights\", [\"threshold\", \"exposure\"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation);\r\n this.onApplyObservable.add((effect: Effect) => {\r\n if (this._inputPostProcess) {\r\n effect.setTextureFromPostProcess(\"textureSampler\", this._inputPostProcess);\r\n }\r\n effect.setFloat('threshold', Math.pow(this.threshold, ToGammaSpace));\r\n effect.setFloat('exposure', this._exposure);\r\n });\r\n }\r\n}\r\n","import { Nullable } from \"../types\";\r\nimport { Matrix } from \"../Maths/math.vector\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { PostProcess, PostProcessOptions } from \"./postProcess\";\r\nimport { Engine } from \"../Engines/engine\";\r\n\r\nimport \"../Shaders/filter.fragment\";\r\n\r\n/**\r\n * Applies a kernel filter to the image\r\n */\r\nexport class FilterPostProcess extends PostProcess {\r\n /**\r\n *\r\n * @param name The name of the effect.\r\n * @param kernelMatrix The matrix to be applied to the image\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n */\r\n constructor(name: string,\r\n /** The matrix to be applied to the image */\r\n public kernelMatrix: Matrix,\r\n options: number | PostProcessOptions,\r\n camera: Nullable,\r\n samplingMode?: number,\r\n engine?: Engine,\r\n reusable?: boolean\r\n ) {\r\n super(name, \"filter\", [\"kernelMatrix\"], null, options, camera, samplingMode, engine, reusable);\r\n\r\n this.onApply = (effect: Effect) => {\r\n effect.setMatrix(\"kernelMatrix\", this.kernelMatrix);\r\n };\r\n }\r\n}\r\n","import { Nullable } from \"../types\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { PostProcess, PostProcessOptions } from \"./postProcess\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/fxaa.fragment\";\r\nimport \"../Shaders/fxaa.vertex\";\r\n\r\n/**\r\n * Fxaa post process\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa\r\n */\r\nexport class FxaaPostProcess extends PostProcess {\r\n /** @hidden */\r\n public texelWidth: number;\r\n /** @hidden */\r\n public texelHeight: number;\r\n\r\n constructor(name: string, options: number | PostProcessOptions, camera: Nullable = null, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT) {\r\n super(name, \"fxaa\", [\"texelSize\"], null, options, camera, samplingMode || Texture.BILINEAR_SAMPLINGMODE, engine, reusable, null, textureType, \"fxaa\", undefined, true);\r\n\r\n const defines = this._getDefines();\r\n this.updateEffect(defines);\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n var texelSize = this.texelSize;\r\n effect.setFloat2(\"texelSize\", texelSize.x, texelSize.y);\r\n });\r\n }\r\n\r\n private _getDefines(): Nullable {\r\n const engine = this.getEngine();\r\n if (!engine) {\r\n return null;\r\n }\r\n\r\n const glInfo = engine.getGlInfo();\r\n if (glInfo && glInfo.renderer && glInfo.renderer.toLowerCase().indexOf(\"mali\") > -1) {\r\n return \"#define MALI 1\\n\";\r\n }\r\n\r\n return null;\r\n }\r\n}\r\n","import { Nullable } from \"../types\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { PostProcess, PostProcessOptions } from \"./postProcess\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/grain.fragment\";\r\n\r\n/**\r\n * The GrainPostProcess adds noise to the image at mid luminance levels\r\n */\r\nexport class GrainPostProcess extends PostProcess {\r\n /**\r\n * The intensity of the grain added (default: 30)\r\n */\r\n public intensity: number = 30;\r\n /**\r\n * If the grain should be randomized on every frame\r\n */\r\n public animated: boolean = false;\r\n\r\n /**\r\n * Creates a new instance of @see GrainPostProcess\r\n * @param name The name of the effect.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\r\n */\r\n constructor(name: string, options: number | PostProcessOptions, camera: Nullable, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT, blockCompilation = false) {\r\n super(name, \"grain\", [\"intensity\", \"animatedSeed\"], [], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation);\r\n this.onApplyObservable.add((effect: Effect) => {\r\n effect.setFloat('intensity', this.intensity);\r\n effect.setFloat('animatedSeed', this.animated ? Math.random() + 1 : 1);\r\n });\r\n }\r\n}\r\n","import { Nullable } from \"../types\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { PostProcess, PostProcessOptions } from \"./postProcess\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/highlights.fragment\";\r\n\r\n/**\r\n * Extracts highlights from the image\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses\r\n */\r\nexport class HighlightsPostProcess extends PostProcess {\r\n /**\r\n * Extracts highlights from the image\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses\r\n * @param name The name of the effect.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)\r\n */\r\n constructor(name: string, options: number | PostProcessOptions, camera: Nullable, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT) {\r\n super(name, \"highlights\", null, null, options, camera, samplingMode, engine, reusable, null, textureType);\r\n }\r\n}\r\n","import { Nullable } from \"../types\";\r\nimport { Observer } from \"../Misc/observable\";\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { ColorCurves } from \"../Materials/colorCurves\";\r\nimport { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from \"../Materials/imageProcessingConfiguration\";\r\nimport { PostProcess, PostProcessOptions } from \"./postProcess\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/imageProcessing.fragment\";\r\nimport \"../Shaders/postprocess.vertex\";\r\n\r\n/**\r\n * ImageProcessingPostProcess\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing\r\n */\r\nexport class ImageProcessingPostProcess extends PostProcess {\r\n\r\n /**\r\n * Default configuration related to image processing available in the PBR Material.\r\n */\r\n protected _imageProcessingConfiguration: ImageProcessingConfiguration;\r\n\r\n /**\r\n * Gets the image processing configuration used either in this material.\r\n */\r\n public get imageProcessingConfiguration(): ImageProcessingConfiguration {\r\n return this._imageProcessingConfiguration;\r\n }\r\n\r\n /**\r\n * Sets the Default image processing configuration used either in the this material.\r\n *\r\n * If sets to null, the scene one is in use.\r\n */\r\n public set imageProcessingConfiguration(value: ImageProcessingConfiguration) {\r\n // We are almost sure it is applied by post process as\r\n // We are in the post process :-)\r\n value.applyByPostProcess = true;\r\n this._attachImageProcessingConfiguration(value);\r\n }\r\n\r\n /**\r\n * Keep track of the image processing observer to allow dispose and replace.\r\n */\r\n private _imageProcessingObserver: Nullable>;\r\n\r\n /**\r\n * Attaches a new image processing configuration to the PBR Material.\r\n * @param configuration\r\n */\r\n protected _attachImageProcessingConfiguration(configuration: Nullable, doNotBuild = false): void {\r\n if (configuration === this._imageProcessingConfiguration) {\r\n return;\r\n }\r\n\r\n // Detaches observer.\r\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\r\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\r\n }\r\n\r\n // Pick the scene configuration if needed.\r\n if (!configuration) {\r\n var scene = null;\r\n var engine = this.getEngine();\r\n var camera = this.getCamera();\r\n\r\n if (camera) {\r\n scene = camera.getScene();\r\n }\r\n else if (engine && engine.scenes) {\r\n var scenes = engine.scenes;\r\n scene = scenes[scenes.length - 1];\r\n }\r\n else {\r\n scene = EngineStore.LastCreatedScene;\r\n }\r\n\r\n if (scene) {\r\n this._imageProcessingConfiguration = scene.imageProcessingConfiguration;\r\n }\r\n else {\r\n this._imageProcessingConfiguration = new ImageProcessingConfiguration();\r\n }\r\n }\r\n else {\r\n this._imageProcessingConfiguration = configuration;\r\n }\r\n\r\n // Attaches observer.\r\n if (this._imageProcessingConfiguration) {\r\n this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(() => {\r\n this._updateParameters();\r\n });\r\n }\r\n\r\n // Ensure the effect will be rebuilt.\r\n if (!doNotBuild) {\r\n this._updateParameters();\r\n }\r\n }\r\n\r\n /**\r\n * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .\r\n */\r\n public get colorCurves(): Nullable {\r\n return this.imageProcessingConfiguration.colorCurves;\r\n }\r\n /**\r\n * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .\r\n */\r\n public set colorCurves(value: Nullable) {\r\n this.imageProcessingConfiguration.colorCurves = value;\r\n }\r\n\r\n /**\r\n * Gets wether the color curves effect is enabled.\r\n */\r\n public get colorCurvesEnabled(): boolean {\r\n return this.imageProcessingConfiguration.colorCurvesEnabled;\r\n }\r\n /**\r\n * Sets wether the color curves effect is enabled.\r\n */\r\n public set colorCurvesEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.colorCurvesEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.\r\n */\r\n public get colorGradingTexture(): Nullable {\r\n return this.imageProcessingConfiguration.colorGradingTexture;\r\n }\r\n /**\r\n * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.\r\n */\r\n public set colorGradingTexture(value: Nullable) {\r\n this.imageProcessingConfiguration.colorGradingTexture = value;\r\n }\r\n\r\n /**\r\n * Gets wether the color grading effect is enabled.\r\n */\r\n public get colorGradingEnabled(): boolean {\r\n return this.imageProcessingConfiguration.colorGradingEnabled;\r\n }\r\n /**\r\n * Gets wether the color grading effect is enabled.\r\n */\r\n public set colorGradingEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.colorGradingEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets exposure used in the effect.\r\n */\r\n public get exposure(): number {\r\n return this.imageProcessingConfiguration.exposure;\r\n }\r\n /**\r\n * Sets exposure used in the effect.\r\n */\r\n public set exposure(value: number) {\r\n this.imageProcessingConfiguration.exposure = value;\r\n }\r\n\r\n /**\r\n * Gets wether tonemapping is enabled or not.\r\n */\r\n public get toneMappingEnabled(): boolean {\r\n return this._imageProcessingConfiguration.toneMappingEnabled;\r\n }\r\n /**\r\n * Sets wether tonemapping is enabled or not\r\n */\r\n public set toneMappingEnabled(value: boolean) {\r\n this._imageProcessingConfiguration.toneMappingEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets the type of tone mapping effect.\r\n */\r\n public get toneMappingType(): number {\r\n return this._imageProcessingConfiguration.toneMappingType;\r\n }\r\n /**\r\n * Sets the type of tone mapping effect.\r\n */\r\n public set toneMappingType(value: number) {\r\n this._imageProcessingConfiguration.toneMappingType = value;\r\n }\r\n\r\n /**\r\n * Gets contrast used in the effect.\r\n */\r\n public get contrast(): number {\r\n return this.imageProcessingConfiguration.contrast;\r\n }\r\n /**\r\n * Sets contrast used in the effect.\r\n */\r\n public set contrast(value: number) {\r\n this.imageProcessingConfiguration.contrast = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette stretch size.\r\n */\r\n public get vignetteStretch(): number {\r\n return this.imageProcessingConfiguration.vignetteStretch;\r\n }\r\n /**\r\n * Sets Vignette stretch size.\r\n */\r\n public set vignetteStretch(value: number) {\r\n this.imageProcessingConfiguration.vignetteStretch = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette centre X Offset.\r\n */\r\n public get vignetteCentreX(): number {\r\n return this.imageProcessingConfiguration.vignetteCentreX;\r\n }\r\n /**\r\n * Sets Vignette centre X Offset.\r\n */\r\n public set vignetteCentreX(value: number) {\r\n this.imageProcessingConfiguration.vignetteCentreX = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette centre Y Offset.\r\n */\r\n public get vignetteCentreY(): number {\r\n return this.imageProcessingConfiguration.vignetteCentreY;\r\n }\r\n /**\r\n * Sets Vignette centre Y Offset.\r\n */\r\n public set vignetteCentreY(value: number) {\r\n this.imageProcessingConfiguration.vignetteCentreY = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette weight or intensity of the vignette effect.\r\n */\r\n public get vignetteWeight(): number {\r\n return this.imageProcessingConfiguration.vignetteWeight;\r\n }\r\n /**\r\n * Sets Vignette weight or intensity of the vignette effect.\r\n */\r\n public set vignetteWeight(value: number) {\r\n this.imageProcessingConfiguration.vignetteWeight = value;\r\n }\r\n\r\n /**\r\n * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)\r\n * if vignetteEnabled is set to true.\r\n */\r\n public get vignetteColor(): Color4 {\r\n return this.imageProcessingConfiguration.vignetteColor;\r\n }\r\n /**\r\n * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)\r\n * if vignetteEnabled is set to true.\r\n */\r\n public set vignetteColor(value: Color4) {\r\n this.imageProcessingConfiguration.vignetteColor = value;\r\n }\r\n\r\n /**\r\n * Gets Camera field of view used by the Vignette effect.\r\n */\r\n public get vignetteCameraFov(): number {\r\n return this.imageProcessingConfiguration.vignetteCameraFov;\r\n }\r\n /**\r\n * Sets Camera field of view used by the Vignette effect.\r\n */\r\n public set vignetteCameraFov(value: number) {\r\n this.imageProcessingConfiguration.vignetteCameraFov = value;\r\n }\r\n\r\n /**\r\n * Gets the vignette blend mode allowing different kind of effect.\r\n */\r\n public get vignetteBlendMode(): number {\r\n return this.imageProcessingConfiguration.vignetteBlendMode;\r\n }\r\n /**\r\n * Sets the vignette blend mode allowing different kind of effect.\r\n */\r\n public set vignetteBlendMode(value: number) {\r\n this.imageProcessingConfiguration.vignetteBlendMode = value;\r\n }\r\n\r\n /**\r\n * Gets wether the vignette effect is enabled.\r\n */\r\n public get vignetteEnabled(): boolean {\r\n return this.imageProcessingConfiguration.vignetteEnabled;\r\n }\r\n /**\r\n * Sets wether the vignette effect is enabled.\r\n */\r\n public set vignetteEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.vignetteEnabled = value;\r\n }\r\n\r\n @serialize()\r\n private _fromLinearSpace = true;\r\n /**\r\n * Gets wether the input of the processing is in Gamma or Linear Space.\r\n */\r\n public get fromLinearSpace(): boolean {\r\n return this._fromLinearSpace;\r\n }\r\n /**\r\n * Sets wether the input of the processing is in Gamma or Linear Space.\r\n */\r\n public set fromLinearSpace(value: boolean) {\r\n if (this._fromLinearSpace === value) {\r\n return;\r\n }\r\n\r\n this._fromLinearSpace = value;\r\n this._updateParameters();\r\n }\r\n\r\n /**\r\n * Defines cache preventing GC.\r\n */\r\n private _defines: IImageProcessingConfigurationDefines & { FROMLINEARSPACE: boolean } = {\r\n IMAGEPROCESSING: false,\r\n VIGNETTE: false,\r\n VIGNETTEBLENDMODEMULTIPLY: false,\r\n VIGNETTEBLENDMODEOPAQUE: false,\r\n TONEMAPPING: false,\r\n TONEMAPPING_ACES: false,\r\n CONTRAST: false,\r\n COLORCURVES: false,\r\n COLORGRADING: false,\r\n COLORGRADING3D: false,\r\n FROMLINEARSPACE: false,\r\n SAMPLER3DGREENDEPTH: false,\r\n SAMPLER3DBGRMAP: false,\r\n IMAGEPROCESSINGPOSTPROCESS: false,\r\n EXPOSURE: false,\r\n };\r\n\r\n constructor(name: string, options: number | PostProcessOptions, camera: Nullable = null, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT, imageProcessingConfiguration?: ImageProcessingConfiguration) {\r\n super(name, \"imageProcessing\", [], [], options, camera, samplingMode, engine, reusable,\r\n null, textureType, \"postprocess\", null, true);\r\n\r\n // Setup the configuration as forced by the constructor. This would then not force the\r\n // scene materials output in linear space and let untouched the default forward pass.\r\n if (imageProcessingConfiguration) {\r\n imageProcessingConfiguration.applyByPostProcess = true;\r\n this._attachImageProcessingConfiguration(imageProcessingConfiguration, true);\r\n // This will cause the shader to be compiled\r\n this.fromLinearSpace = false;\r\n }\r\n // Setup the default processing configuration to the scene.\r\n else {\r\n this._attachImageProcessingConfiguration(null, true);\r\n this.imageProcessingConfiguration.applyByPostProcess = true;\r\n }\r\n\r\n this.onApply = (effect: Effect) => {\r\n this.imageProcessingConfiguration.bind(effect, this.aspectRatio);\r\n };\r\n }\r\n /**\r\n * \"ImageProcessingPostProcess\"\r\n * @returns \"ImageProcessingPostProcess\"\r\n */\r\n public getClassName(): string {\r\n return \"ImageProcessingPostProcess\";\r\n }\r\n\r\n protected _updateParameters(): void {\r\n this._defines.FROMLINEARSPACE = this._fromLinearSpace;\r\n this.imageProcessingConfiguration.prepareDefines(this._defines, true);\r\n var defines = \"\";\r\n for (const define in this._defines) {\r\n if ((this._defines)[define]) {\r\n defines += `#define ${define};\\r\\n`;\r\n }\r\n }\r\n\r\n var samplers = [\"textureSampler\"];\r\n var uniforms = [\"scale\"];\r\n\r\n if (ImageProcessingConfiguration) {\r\n ImageProcessingConfiguration.PrepareSamplers(samplers, this._defines);\r\n ImageProcessingConfiguration.PrepareUniforms(uniforms, this._defines);\r\n }\r\n\r\n this.updateEffect(defines, uniforms, samplers);\r\n }\r\n\r\n public dispose(camera?: Camera): void {\r\n super.dispose(camera);\r\n\r\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\r\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\r\n }\r\n\r\n if (this._imageProcessingConfiguration) {\r\n this.imageProcessingConfiguration.applyByPostProcess = false;\r\n }\r\n }\r\n}\r\n","export * from \"./anaglyphPostProcess\";\r\nexport * from \"./blackAndWhitePostProcess\";\r\nexport * from \"./bloomEffect\";\r\nexport * from \"./bloomMergePostProcess\";\r\nexport * from \"./blurPostProcess\";\r\nexport * from \"./chromaticAberrationPostProcess\";\r\nexport * from \"./circleOfConfusionPostProcess\";\r\nexport * from \"./colorCorrectionPostProcess\";\r\nexport * from \"./convolutionPostProcess\";\r\nexport * from \"./depthOfFieldBlurPostProcess\";\r\nexport * from \"./depthOfFieldEffect\";\r\nexport * from \"./depthOfFieldMergePostProcess\";\r\nexport * from \"./displayPassPostProcess\";\r\nexport * from \"./extractHighlightsPostProcess\";\r\nexport * from \"./filterPostProcess\";\r\nexport * from \"./fxaaPostProcess\";\r\nexport * from \"./grainPostProcess\";\r\nexport * from \"./highlightsPostProcess\";\r\nexport * from \"./imageProcessingPostProcess\";\r\nexport * from \"./motionBlurPostProcess\";\r\nexport * from \"./passPostProcess\";\r\nexport * from \"./postProcess\";\r\nexport * from \"./postProcessManager\";\r\nexport * from \"./refractionPostProcess\";\r\nexport * from \"./RenderPipeline/index\";\r\nexport * from \"./sharpenPostProcess\";\r\nexport * from \"./stereoscopicInterlacePostProcess\";\r\nexport * from \"./tonemapPostProcess\";\r\nexport * from \"./volumetricLightScatteringPostProcess\";\r\nexport * from \"./vrDistortionCorrectionPostProcess\";\r\nexport * from \"./vrMultiviewToSingleviewPostProcess\";\r\nexport * from \"./screenSpaceReflectionPostProcess\";","import { Nullable } from \"../types\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { PostProcess, PostProcessOptions } from \"./postProcess\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { GeometryBufferRenderer } from \"../Rendering/geometryBufferRenderer\";\r\nimport { Scene } from \"../scene\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\n\r\nimport \"../Animations/animatable\";\r\nimport '../Rendering/geometryBufferRendererSceneComponent';\r\nimport \"../Shaders/motionBlur.fragment\";\r\n\r\ndeclare type Engine = import(\"../Engines/engine\").Engine;\r\n\r\n/**\r\n * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.\r\n * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.\r\n * As an example, all you have to do is to create the post-process:\r\n * var mb = new BABYLON.MotionBlurPostProcess(\r\n * 'mb', // The name of the effect.\r\n * scene, // The scene containing the objects to blur according to their velocity.\r\n * 1.0, // The required width/height ratio to downsize to before computing the render pass.\r\n * camera // The camera to apply the render pass to.\r\n * );\r\n * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.\r\n */\r\nexport class MotionBlurPostProcess extends PostProcess {\r\n /**\r\n * Defines how much the image is blurred by the movement. Default value is equal to 1\r\n */\r\n public motionStrength: number = 1;\r\n\r\n /**\r\n * Gets the number of iterations are used for motion blur quality. Default value is equal to 32\r\n */\r\n public get motionBlurSamples(): number {\r\n return this._motionBlurSamples;\r\n }\r\n\r\n /**\r\n * Sets the number of iterations to be used for motion blur quality\r\n */\r\n public set motionBlurSamples(samples: number) {\r\n this._motionBlurSamples = samples;\r\n\r\n if (this._geometryBufferRenderer) {\r\n this.updateEffect(\"#define GEOMETRY_SUPPORTED\\n#define SAMPLES \" + samples.toFixed(1));\r\n }\r\n }\r\n\r\n private _motionBlurSamples: number = 32;\r\n private _geometryBufferRenderer: Nullable;\r\n\r\n /**\r\n * Creates a new instance MotionBlurPostProcess\r\n * @param name The name of the effect.\r\n * @param scene The scene containing the objects to blur according to their velocity.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\r\n */\r\n constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT, blockCompilation = false) {\r\n super(name, \"motionBlur\", [\"motionStrength\", \"motionScale\", \"screenSize\"], [\"velocitySampler\"], options, camera, samplingMode, engine, reusable, \"#define GEOMETRY_SUPPORTED\\n#define SAMPLES 64.0\", textureType, undefined, null, blockCompilation);\r\n\r\n this._geometryBufferRenderer = scene.enableGeometryBufferRenderer();\r\n\r\n if (!this._geometryBufferRenderer) {\r\n // Geometry buffer renderer is not supported. So, work as a passthrough.\r\n Logger.Warn(\"Multiple Render Target support needed to compute object based motion blur\");\r\n this.updateEffect();\r\n } else {\r\n // Geometry buffer renderer is supported.\r\n this._geometryBufferRenderer.enableVelocity = true;\r\n\r\n this.onApply = (effect: Effect) => {\r\n effect.setVector2(\"screenSize\", new Vector2(this.width, this.height));\r\n\r\n effect.setFloat(\"motionScale\", scene.getAnimationRatio());\r\n effect.setFloat(\"motionStrength\", this.motionStrength);\r\n\r\n if (this._geometryBufferRenderer) {\r\n const velocityIndex = this._geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE);\r\n effect.setTexture(\"velocitySampler\", this._geometryBufferRenderer.getGBuffer().textures[velocityIndex]);\r\n }\r\n };\r\n }\r\n }\r\n\r\n /**\r\n * Excludes the given skinned mesh from computing bones velocities.\r\n * Computing bones velocities can have a cost and that cost. The cost can be saved by calling this function and by passing the skinned mesh reference to ignore.\r\n * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.\r\n */\r\n public excludeSkinnedMesh(skinnedMesh: AbstractMesh): void {\r\n if (this._geometryBufferRenderer && skinnedMesh.skeleton) {\r\n this._geometryBufferRenderer.excludedSkinnedMeshesFromVelocity.push(skinnedMesh);\r\n }\r\n }\r\n\r\n /**\r\n * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.\r\n * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.\r\n * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.\r\n */\r\n public removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void {\r\n if (this._geometryBufferRenderer && skinnedMesh.skeleton) {\r\n const index = this._geometryBufferRenderer.excludedSkinnedMeshesFromVelocity.indexOf(skinnedMesh);\r\n if (index !== -1) {\r\n this._geometryBufferRenderer.excludedSkinnedMeshesFromVelocity.splice(index, 1);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the post process.\r\n * @param camera The camera to dispose the post process on.\r\n */\r\n public dispose(camera?: Camera): void {\r\n if (this._geometryBufferRenderer) {\r\n // Clear previous transformation matrices dictionary used to compute objects velocities\r\n this._geometryBufferRenderer._previousTransformationMatrices = {};\r\n this._geometryBufferRenderer._previousBonesTransformationMatrices = {};\r\n this._geometryBufferRenderer.excludedSkinnedMeshesFromVelocity = [];\r\n }\r\n\r\n super.dispose(camera);\r\n }\r\n}\r\n","import { Nullable } from \"../types\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { PostProcess, PostProcessOptions } from \"./postProcess\";\r\nimport { Engine } from \"../Engines/engine\";\r\n\r\nimport \"../Shaders/pass.fragment\";\r\nimport \"../Shaders/passCube.fragment\";\r\n\r\n/**\r\n * PassPostProcess which produces an output the same as it's input\r\n */\r\nexport class PassPostProcess extends PostProcess {\r\n /**\r\n * Creates the PassPostProcess\r\n * @param name The name of the effect.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType The type of texture to be used when performing the post processing.\r\n * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\r\n */\r\n constructor(name: string, options: number | PostProcessOptions, camera: Nullable = null, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT, blockCompilation = false) {\r\n super(name, \"pass\", null, null, options, camera, samplingMode, engine, reusable, undefined, textureType, undefined, null, blockCompilation);\r\n }\r\n}\r\n\r\n/**\r\n * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)\r\n */\r\nexport class PassCubePostProcess extends PostProcess {\r\n private _face = 0;\r\n\r\n /**\r\n * Gets or sets the cube face to display.\r\n * * 0 is +X\r\n * * 1 is -X\r\n * * 2 is +Y\r\n * * 3 is -Y\r\n * * 4 is +Z\r\n * * 5 is -Z\r\n */\r\n public get face(): number {\r\n return this._face;\r\n }\r\n\r\n public set face(value: number) {\r\n if (value < 0 || value > 5) {\r\n return;\r\n }\r\n\r\n this._face = value;\r\n switch (this._face) {\r\n case 0:\r\n this.updateEffect(\"#define POSITIVEX\");\r\n break;\r\n case 1:\r\n this.updateEffect(\"#define NEGATIVEX\");\r\n break;\r\n case 2:\r\n this.updateEffect(\"#define POSITIVEY\");\r\n break;\r\n case 3:\r\n this.updateEffect(\"#define NEGATIVEY\");\r\n break;\r\n case 4:\r\n this.updateEffect(\"#define POSITIVEZ\");\r\n break;\r\n case 5:\r\n this.updateEffect(\"#define NEGATIVEZ\");\r\n break;\r\n }\r\n }\r\n\r\n /**\r\n * Creates the PassCubePostProcess\r\n * @param name The name of the effect.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType The type of texture to be used when performing the post processing.\r\n * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\r\n */\r\n constructor(name: string, options: number | PostProcessOptions, camera: Nullable = null, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT, blockCompilation = false) {\r\n super(name, \"passCube\", null, null, options, camera, samplingMode, engine, reusable, \"#define POSITIVEX\", textureType, undefined, null, blockCompilation);\r\n }\r\n}\r\n\r\nEngine._RescalePostProcessFactory = (engine: Engine) => {\r\n return new PassPostProcess(\"rescale\", 1, null, Constants.TEXTURE_BILINEAR_SAMPLINGMODE, engine, false, Constants.TEXTURETYPE_UNSIGNED_INT);\r\n};","import { Nullable } from \"../types\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport { Observable, Observer } from \"../Misc/observable\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport \"../Shaders/postprocess.vertex\";\r\nimport { IInspectable } from '../Misc/iInspectable';\r\nimport { Engine } from '../Engines/engine';\r\nimport { Color4 } from '../Maths/math.color';\r\n\r\nimport \"../Engines/Extensions/engine.renderTarget\";\r\nimport { NodeMaterial } from '../Materials/Node/nodeMaterial';\r\n\r\ndeclare type Scene = import(\"../scene\").Scene;\r\ndeclare type InternalTexture = import(\"../Materials/Textures/internalTexture\").InternalTexture;\r\ndeclare type WebVRFreeCamera = import(\"../Cameras/VR/webVRCamera\").WebVRFreeCamera;\r\ndeclare type Animation = import(\"../Animations/animation\").Animation;\r\n\r\n/**\r\n * Size options for a post process\r\n */\r\nexport type PostProcessOptions = { width: number, height: number };\r\n\r\n/**\r\n * PostProcess can be used to apply a shader to a texture after it has been rendered\r\n * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses\r\n */\r\nexport class PostProcess {\r\n /**\r\n * Gets or sets the unique id of the post process\r\n */\r\n public uniqueId: number;\r\n\r\n /**\r\n * Width of the texture to apply the post process on\r\n */\r\n public width = -1;\r\n\r\n /**\r\n * Height of the texture to apply the post process on\r\n */\r\n public height = -1;\r\n\r\n /**\r\n * Gets the node material used to create this postprocess (null if the postprocess was manually created)\r\n */\r\n public nodeMaterialSource: Nullable = null;\r\n\r\n /**\r\n * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)\r\n * @hidden\r\n */\r\n public _outputTexture: Nullable = null;\r\n /**\r\n * Sampling mode used by the shader\r\n * See https://doc.babylonjs.com/classes/3.1/texture\r\n */\r\n public renderTargetSamplingMode: number;\r\n /**\r\n * Clear color to use when screen clearing\r\n */\r\n public clearColor: Color4;\r\n /**\r\n * If the buffer needs to be cleared before applying the post process. (default: true)\r\n * Should be set to false if shader will overwrite all previous pixels.\r\n */\r\n public autoClear = true;\r\n /**\r\n * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)\r\n */\r\n public alphaMode = Constants.ALPHA_DISABLE;\r\n /**\r\n * Sets the setAlphaBlendConstants of the babylon engine\r\n */\r\n public alphaConstants: Color4;\r\n /**\r\n * Animations to be used for the post processing\r\n */\r\n public animations = new Array();\r\n\r\n /**\r\n * Enable Pixel Perfect mode where texture is not scaled to be power of 2.\r\n * Can only be used on a single postprocess or on the last one of a chain. (default: false)\r\n */\r\n public enablePixelPerfectMode = false;\r\n\r\n /**\r\n * Force the postprocess to be applied without taking in account viewport\r\n */\r\n public forceFullscreenViewport = true;\r\n\r\n /**\r\n * List of inspectable custom properties (used by the Inspector)\r\n * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility\r\n */\r\n public inspectableCustomProperties: IInspectable[];\r\n\r\n /**\r\n * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)\r\n *\r\n * | Value | Type | Description |\r\n * | ----- | ----------------------------------- | ----------- |\r\n * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |\r\n * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |\r\n * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |\r\n *\r\n */\r\n public scaleMode = Constants.SCALEMODE_FLOOR;\r\n /**\r\n * Force textures to be a power of two (default: false)\r\n */\r\n public alwaysForcePOT = false;\r\n\r\n private _samples = 1;\r\n /**\r\n * Number of sample textures (default: 1)\r\n */\r\n public get samples() {\r\n return this._samples;\r\n }\r\n\r\n public set samples(n: number) {\r\n this._samples = Math.min(n, this._engine.getCaps().maxMSAASamples);\r\n\r\n this._textures.forEach((texture) => {\r\n if (texture.samples !== this._samples) {\r\n this._engine.updateRenderTargetTextureSampleCount(texture, this._samples);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Modify the scale of the post process to be the same as the viewport (default: false)\r\n */\r\n public adaptScaleToCurrentViewport = false;\r\n\r\n private _camera: Camera;\r\n private _scene: Scene;\r\n private _engine: Engine;\r\n\r\n private _options: number | PostProcessOptions;\r\n private _reusable = false;\r\n private _textureType: number;\r\n private _textureFormat: number;\r\n /**\r\n * Smart array of input and output textures for the post process.\r\n * @hidden\r\n */\r\n public _textures = new SmartArray(2);\r\n /**\r\n * The index in _textures that corresponds to the output texture.\r\n * @hidden\r\n */\r\n public _currentRenderTextureInd = 0;\r\n private _effect: Effect;\r\n private _samplers: string[];\r\n private _fragmentUrl: string;\r\n private _vertexUrl: string;\r\n private _parameters: string[];\r\n private _scaleRatio = new Vector2(1, 1);\r\n protected _indexParameters: any;\r\n private _shareOutputWithPostProcess: Nullable;\r\n private _texelSize = Vector2.Zero();\r\n private _forcedOutputTexture: InternalTexture;\r\n\r\n /**\r\n * Returns the fragment url or shader name used in the post process.\r\n * @returns the fragment url or name in the shader store.\r\n */\r\n public getEffectName(): string {\r\n return this._fragmentUrl;\r\n }\r\n\r\n // Events\r\n\r\n /**\r\n * An event triggered when the postprocess is activated.\r\n */\r\n public onActivateObservable = new Observable();\r\n\r\n private _onActivateObserver: Nullable>;\r\n /**\r\n * A function that is added to the onActivateObservable\r\n */\r\n public set onActivate(callback: Nullable<(camera: Camera) => void>) {\r\n if (this._onActivateObserver) {\r\n this.onActivateObservable.remove(this._onActivateObserver);\r\n }\r\n if (callback) {\r\n this._onActivateObserver = this.onActivateObservable.add(callback);\r\n }\r\n }\r\n\r\n /**\r\n * An event triggered when the postprocess changes its size.\r\n */\r\n public onSizeChangedObservable = new Observable();\r\n\r\n private _onSizeChangedObserver: Nullable>;\r\n /**\r\n * A function that is added to the onSizeChangedObservable\r\n */\r\n public set onSizeChanged(callback: (postProcess: PostProcess) => void) {\r\n if (this._onSizeChangedObserver) {\r\n this.onSizeChangedObservable.remove(this._onSizeChangedObserver);\r\n }\r\n this._onSizeChangedObserver = this.onSizeChangedObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered when the postprocess applies its effect.\r\n */\r\n public onApplyObservable = new Observable();\r\n\r\n private _onApplyObserver: Nullable>;\r\n /**\r\n * A function that is added to the onApplyObservable\r\n */\r\n public set onApply(callback: (effect: Effect) => void) {\r\n if (this._onApplyObserver) {\r\n this.onApplyObservable.remove(this._onApplyObserver);\r\n }\r\n this._onApplyObserver = this.onApplyObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered before rendering the postprocess\r\n */\r\n public onBeforeRenderObservable = new Observable();\r\n\r\n private _onBeforeRenderObserver: Nullable>;\r\n /**\r\n * A function that is added to the onBeforeRenderObservable\r\n */\r\n public set onBeforeRender(callback: (effect: Effect) => void) {\r\n if (this._onBeforeRenderObserver) {\r\n this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);\r\n }\r\n this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered after rendering the postprocess\r\n */\r\n public onAfterRenderObservable = new Observable();\r\n\r\n private _onAfterRenderObserver: Nullable>;\r\n /**\r\n * A function that is added to the onAfterRenderObservable\r\n */\r\n public set onAfterRender(callback: (efect: Effect) => void) {\r\n if (this._onAfterRenderObserver) {\r\n this.onAfterRenderObservable.remove(this._onAfterRenderObserver);\r\n }\r\n this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);\r\n }\r\n\r\n /**\r\n * The input texture for this post process and the output texture of the previous post process. When added to a pipeline the previous post process will\r\n * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.\r\n */\r\n public get inputTexture(): InternalTexture {\r\n return this._textures.data[this._currentRenderTextureInd];\r\n }\r\n\r\n public set inputTexture(value: InternalTexture) {\r\n this._forcedOutputTexture = value;\r\n }\r\n\r\n /**\r\n * Gets the camera which post process is applied to.\r\n * @returns The camera the post process is applied to.\r\n */\r\n public getCamera(): Camera {\r\n return this._camera;\r\n }\r\n\r\n /**\r\n * Gets the texel size of the postprocess.\r\n * See https://en.wikipedia.org/wiki/Texel_(graphics)\r\n */\r\n public get texelSize(): Vector2 {\r\n if (this._shareOutputWithPostProcess) {\r\n return this._shareOutputWithPostProcess.texelSize;\r\n }\r\n\r\n if (this._forcedOutputTexture) {\r\n this._texelSize.copyFromFloats(1.0 / this._forcedOutputTexture.width, 1.0 / this._forcedOutputTexture.height);\r\n }\r\n\r\n return this._texelSize;\r\n }\r\n\r\n /**\r\n * Creates a new instance PostProcess\r\n * @param name The name of the PostProcess.\r\n * @param fragmentUrl The url of the fragment shader to be used.\r\n * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.\r\n * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.\r\n * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param defines String of defines that will be set when running the fragment shader. (default: null)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param vertexUrl The url of the vertex shader to be used. (default: \"postprocess\")\r\n * @param indexParameters The index parameters to be used for babylons include syntax \"#include[0..varyingCount]\". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx\r\n * @param blockCompilation If the shader should not be compiled imediatly. (default: false)\r\n * @param textureFormat Format of textures used when performing the post process. (default: TEXTUREFORMAT_RGBA)\r\n */\r\n constructor(\r\n /** Name of the PostProcess. */\r\n public name: string,\r\n fragmentUrl: string, parameters: Nullable, samplers: Nullable, options: number | PostProcessOptions, camera: Nullable,\r\n samplingMode: number = Constants.TEXTURE_NEAREST_SAMPLINGMODE, engine?: Engine, reusable?: boolean, defines: Nullable = null, textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT, vertexUrl: string = \"postprocess\",\r\n indexParameters?: any, blockCompilation = false, textureFormat = Constants.TEXTUREFORMAT_RGBA) {\r\n if (camera != null) {\r\n this._camera = camera;\r\n this._scene = camera.getScene();\r\n camera.attachPostProcess(this);\r\n this._engine = this._scene.getEngine();\r\n\r\n this._scene.postProcesses.push(this);\r\n this.uniqueId = this._scene.getUniqueId();\r\n }\r\n else if (engine) {\r\n this._engine = engine;\r\n this._engine.postProcesses.push(this);\r\n }\r\n this._options = options;\r\n this.renderTargetSamplingMode = samplingMode ? samplingMode : Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n this._reusable = reusable || false;\r\n this._textureType = textureType;\r\n this._textureFormat = textureFormat;\r\n\r\n this._samplers = samplers || [];\r\n this._samplers.push(\"textureSampler\");\r\n\r\n this._fragmentUrl = fragmentUrl;\r\n this._vertexUrl = vertexUrl;\r\n this._parameters = parameters || [];\r\n\r\n this._parameters.push(\"scale\");\r\n\r\n this._indexParameters = indexParameters;\r\n\r\n if (!blockCompilation) {\r\n this.updateEffect(defines);\r\n }\r\n }\r\n\r\n /**\r\n * Gets a string idenfifying the name of the class\r\n * @returns \"PostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"PostProcess\";\r\n }\r\n\r\n /**\r\n * Gets the engine which this post process belongs to.\r\n * @returns The engine the post process was enabled with.\r\n */\r\n public getEngine(): Engine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * The effect that is created when initializing the post process.\r\n * @returns The created effect corresponding the the postprocess.\r\n */\r\n public getEffect(): Effect {\r\n return this._effect;\r\n }\r\n\r\n /**\r\n * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.\r\n * @param postProcess The post process to share the output with.\r\n * @returns This post process.\r\n */\r\n public shareOutputWith(postProcess: PostProcess): PostProcess {\r\n this._disposeTextures();\r\n\r\n this._shareOutputWithPostProcess = postProcess;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.\r\n * This should be called if the post process that shares output with this post process is disabled/disposed.\r\n */\r\n public useOwnOutput() {\r\n if (this._textures.length == 0) {\r\n this._textures = new SmartArray(2);\r\n }\r\n\r\n this._shareOutputWithPostProcess = null;\r\n }\r\n\r\n /**\r\n * Updates the effect with the current post process compile time values and recompiles the shader.\r\n * @param defines Define statements that should be added at the beginning of the shader. (default: null)\r\n * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)\r\n * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)\r\n * @param indexParameters The index parameters to be used for babylons include syntax \"#include[0..varyingCount]\". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx\r\n * @param onCompiled Called when the shader has been compiled.\r\n * @param onError Called if there is an error when compiling a shader.\r\n * @param vertexUrl The url of the vertex shader to be used (default: the one given at construction time)\r\n * @param fragmentUrl The url of the fragment shader to be used (default: the one given at construction time)\r\n */\r\n public updateEffect(defines: Nullable = null, uniforms: Nullable = null, samplers: Nullable = null, indexParameters?: any,\r\n onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void, vertexUrl?: string, fragmentUrl?: string) {\r\n this._effect = this._engine.createEffect({ vertex: vertexUrl ?? this._vertexUrl, fragment: fragmentUrl ?? this._fragmentUrl },\r\n [\"position\"],\r\n uniforms || this._parameters,\r\n samplers || this._samplers,\r\n defines !== null ? defines : \"\",\r\n undefined,\r\n onCompiled,\r\n onError,\r\n indexParameters || this._indexParameters\r\n );\r\n }\r\n\r\n /**\r\n * The post process is reusable if it can be used multiple times within one frame.\r\n * @returns If the post process is reusable\r\n */\r\n public isReusable(): boolean {\r\n return this._reusable;\r\n }\r\n\r\n /** invalidate frameBuffer to hint the postprocess to create a depth buffer */\r\n public markTextureDirty(): void {\r\n this.width = -1;\r\n }\r\n\r\n /**\r\n * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.\r\n * When this post process is used in a pipeline, this is call will bind the input texture of this post process to the output of the previous.\r\n * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.\r\n * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)\r\n * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)\r\n * @returns The target texture that was bound to be written to.\r\n */\r\n public activate(camera: Nullable, sourceTexture: Nullable = null, forceDepthStencil?: boolean): InternalTexture {\r\n camera = camera || this._camera;\r\n\r\n var scene = camera.getScene();\r\n var engine = scene.getEngine();\r\n var maxSize = engine.getCaps().maxTextureSize;\r\n\r\n var requiredWidth = ((sourceTexture ? sourceTexture.width : this._engine.getRenderWidth(true)) * this._options) | 0;\r\n var requiredHeight = ((sourceTexture ? sourceTexture.height : this._engine.getRenderHeight(true)) * this._options) | 0;\r\n\r\n // If rendering to a webvr camera's left or right eye only half the width should be used to avoid resize when rendered to screen\r\n var webVRCamera = (camera.parent);\r\n if (webVRCamera && (webVRCamera.leftCamera == camera || webVRCamera.rightCamera == camera)) {\r\n requiredWidth /= 2;\r\n }\r\n\r\n var desiredWidth = ((this._options).width || requiredWidth);\r\n var desiredHeight = (this._options).height || requiredHeight;\r\n\r\n const needMipMaps =\r\n this.renderTargetSamplingMode !== Constants.TEXTURE_NEAREST_LINEAR &&\r\n this.renderTargetSamplingMode !== Constants.TEXTURE_NEAREST_NEAREST &&\r\n this.renderTargetSamplingMode !== Constants.TEXTURE_LINEAR_LINEAR;\r\n\r\n if (!this._shareOutputWithPostProcess && !this._forcedOutputTexture) {\r\n\r\n if (this.adaptScaleToCurrentViewport) {\r\n let currentViewport = engine.currentViewport;\r\n\r\n if (currentViewport) {\r\n desiredWidth *= currentViewport.width;\r\n desiredHeight *= currentViewport.height;\r\n }\r\n }\r\n\r\n if (needMipMaps || this.alwaysForcePOT) {\r\n if (!(this._options).width) {\r\n desiredWidth = engine.needPOTTextures ? Engine.GetExponentOfTwo(desiredWidth, maxSize, this.scaleMode) : desiredWidth;\r\n }\r\n\r\n if (!(this._options).height) {\r\n desiredHeight = engine.needPOTTextures ? Engine.GetExponentOfTwo(desiredHeight, maxSize, this.scaleMode) : desiredHeight;\r\n }\r\n }\r\n\r\n if (this.width !== desiredWidth || this.height !== desiredHeight) {\r\n if (this._textures.length > 0) {\r\n for (var i = 0; i < this._textures.length; i++) {\r\n this._engine._releaseTexture(this._textures.data[i]);\r\n }\r\n this._textures.reset();\r\n }\r\n this.width = desiredWidth;\r\n this.height = desiredHeight;\r\n\r\n let textureSize = { width: this.width, height: this.height };\r\n let textureOptions = {\r\n generateMipMaps: needMipMaps,\r\n generateDepthBuffer: forceDepthStencil || camera._postProcesses.indexOf(this) === 0,\r\n generateStencilBuffer: (forceDepthStencil || camera._postProcesses.indexOf(this) === 0) && this._engine.isStencilEnable,\r\n samplingMode: this.renderTargetSamplingMode,\r\n type: this._textureType,\r\n format: this._textureFormat\r\n };\r\n\r\n this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));\r\n\r\n if (this._reusable) {\r\n this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));\r\n }\r\n\r\n this._texelSize.copyFromFloats(1.0 / this.width, 1.0 / this.height);\r\n\r\n this.onSizeChangedObservable.notifyObservers(this);\r\n }\r\n\r\n this._textures.forEach((texture) => {\r\n if (texture.samples !== this.samples) {\r\n this._engine.updateRenderTargetTextureSampleCount(texture, this.samples);\r\n }\r\n });\r\n }\r\n\r\n var target: InternalTexture;\r\n\r\n if (this._shareOutputWithPostProcess) {\r\n target = this._shareOutputWithPostProcess.inputTexture;\r\n } else if (this._forcedOutputTexture) {\r\n target = this._forcedOutputTexture;\r\n\r\n this.width = this._forcedOutputTexture.width;\r\n this.height = this._forcedOutputTexture.height;\r\n } else {\r\n target = this.inputTexture;\r\n }\r\n\r\n // Bind the input of this post process to be used as the output of the previous post process.\r\n if (this.enablePixelPerfectMode) {\r\n this._scaleRatio.copyFromFloats(requiredWidth / desiredWidth, requiredHeight / desiredHeight);\r\n this._engine.bindFramebuffer(target, 0, requiredWidth, requiredHeight, this.forceFullscreenViewport);\r\n }\r\n else {\r\n this._scaleRatio.copyFromFloats(1, 1);\r\n this._engine.bindFramebuffer(target, 0, undefined, undefined, this.forceFullscreenViewport);\r\n }\r\n\r\n this.onActivateObservable.notifyObservers(camera);\r\n\r\n // Clear\r\n if (this.autoClear && this.alphaMode === Constants.ALPHA_DISABLE) {\r\n this._engine.clear(this.clearColor ? this.clearColor : scene.clearColor, scene._allowPostProcessClearColor, true, true);\r\n }\r\n\r\n if (this._reusable) {\r\n this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2;\r\n }\r\n return target;\r\n }\r\n\r\n /**\r\n * If the post process is supported.\r\n */\r\n public get isSupported(): boolean {\r\n return this._effect.isSupported;\r\n }\r\n\r\n /**\r\n * The aspect ratio of the output texture.\r\n */\r\n public get aspectRatio(): number {\r\n if (this._shareOutputWithPostProcess) {\r\n return this._shareOutputWithPostProcess.aspectRatio;\r\n }\r\n\r\n if (this._forcedOutputTexture) {\r\n return this._forcedOutputTexture.width / this._forcedOutputTexture.height;\r\n }\r\n return this.width / this.height;\r\n }\r\n\r\n /**\r\n * Get a value indicating if the post-process is ready to be used\r\n * @returns true if the post-process is ready (shader is compiled)\r\n */\r\n public isReady(): boolean {\r\n return this._effect && this._effect.isReady();\r\n }\r\n\r\n /**\r\n * Binds all textures and uniforms to the shader, this will be run on every pass.\r\n * @returns the effect corresponding to this post process. Null if not compiled or not ready.\r\n */\r\n public apply(): Nullable {\r\n // Check\r\n if (!this._effect || !this._effect.isReady()) {\r\n return null;\r\n }\r\n\r\n // States\r\n this._engine.enableEffect(this._effect);\r\n this._engine.setState(false);\r\n this._engine.setDepthBuffer(false);\r\n this._engine.setDepthWrite(false);\r\n\r\n // Alpha\r\n this._engine.setAlphaMode(this.alphaMode);\r\n if (this.alphaConstants) {\r\n this.getEngine().setAlphaConstants(this.alphaConstants.r, this.alphaConstants.g, this.alphaConstants.b, this.alphaConstants.a);\r\n }\r\n\r\n // Bind the output texture of the preivous post process as the input to this post process.\r\n var source: InternalTexture;\r\n if (this._shareOutputWithPostProcess) {\r\n source = this._shareOutputWithPostProcess.inputTexture;\r\n } else if (this._forcedOutputTexture) {\r\n source = this._forcedOutputTexture;\r\n } else {\r\n source = this.inputTexture;\r\n }\r\n this._effect._bindTexture(\"textureSampler\", source);\r\n\r\n // Parameters\r\n this._effect.setVector2(\"scale\", this._scaleRatio);\r\n this.onApplyObservable.notifyObservers(this._effect);\r\n\r\n return this._effect;\r\n }\r\n\r\n private _disposeTextures() {\r\n if (this._shareOutputWithPostProcess || this._forcedOutputTexture) {\r\n return;\r\n }\r\n\r\n if (this._textures.length > 0) {\r\n for (var i = 0; i < this._textures.length; i++) {\r\n this._engine._releaseTexture(this._textures.data[i]);\r\n }\r\n }\r\n this._textures.dispose();\r\n }\r\n\r\n /**\r\n * Disposes the post process.\r\n * @param camera The camera to dispose the post process on.\r\n */\r\n public dispose(camera?: Camera): void {\r\n camera = camera || this._camera;\r\n\r\n this._disposeTextures();\r\n\r\n if (this._scene) {\r\n let index = this._scene.postProcesses.indexOf(this);\r\n if (index !== -1) {\r\n this._scene.postProcesses.splice(index, 1);\r\n }\r\n } else {\r\n let index = this._engine.postProcesses.indexOf(this);\r\n if (index !== -1) {\r\n this._engine.postProcesses.splice(index, 1);\r\n }\r\n }\r\n\r\n if (!camera) {\r\n return;\r\n }\r\n camera.detachPostProcess(this);\r\n\r\n var index = camera._postProcesses.indexOf(this);\r\n if (index === 0 && camera._postProcesses.length > 0) {\r\n var firstPostProcess = this._camera._getFirstPostProcess();\r\n if (firstPostProcess) {\r\n firstPostProcess.markTextureDirty();\r\n }\r\n }\r\n\r\n this.onActivateObservable.clear();\r\n this.onAfterRenderObservable.clear();\r\n this.onApplyObservable.clear();\r\n this.onBeforeRenderObservable.clear();\r\n this.onSizeChangedObservable.clear();\r\n }\r\n}\r\n","import { Nullable } from \"../types\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { DataBuffer } from '../Meshes/dataBuffer';\r\n\r\ndeclare type Scene = import(\"../scene\").Scene;\r\n\r\n/**\r\n * PostProcessManager is used to manage one or more post processes or post process pipelines\r\n * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses\r\n */\r\nexport class PostProcessManager {\r\n private _scene: Scene;\r\n private _indexBuffer: Nullable;\r\n private _vertexBuffers: { [key: string]: Nullable } = {};\r\n\r\n /**\r\n * Creates a new instance PostProcess\r\n * @param scene The scene that the post process is associated with.\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n }\r\n\r\n private _prepareBuffers(): void {\r\n if (this._vertexBuffers[VertexBuffer.PositionKind]) {\r\n return;\r\n }\r\n\r\n // VBO\r\n var vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n\r\n this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(this._scene.getEngine(), vertices, VertexBuffer.PositionKind, false, false, 2);\r\n\r\n this._buildIndexBuffer();\r\n }\r\n\r\n private _buildIndexBuffer(): void {\r\n // Indices\r\n var indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n\r\n this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);\r\n }\r\n\r\n /**\r\n * Rebuilds the vertex buffers of the manager.\r\n * @hidden\r\n */\r\n public _rebuild(): void {\r\n let vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n\r\n if (!vb) {\r\n return;\r\n }\r\n vb._rebuild();\r\n this._buildIndexBuffer();\r\n }\r\n\r\n // Methods\r\n /**\r\n * Prepares a frame to be run through a post process.\r\n * @param sourceTexture The input texture to the post procesess. (default: null)\r\n * @param postProcesses An array of post processes to be run. (default: null)\r\n * @returns True if the post processes were able to be run.\r\n * @hidden\r\n */\r\n public _prepareFrame(sourceTexture: Nullable = null, postProcesses: Nullable = null): boolean {\r\n let camera = this._scene.activeCamera;\r\n if (!camera) {\r\n return false;\r\n }\r\n\r\n postProcesses = postProcesses || (>camera._postProcesses.filter((pp) => { return pp != null; }));\r\n\r\n if (!postProcesses || postProcesses.length === 0 || !this._scene.postProcessesEnabled) {\r\n return false;\r\n }\r\n\r\n postProcesses[0].activate(camera, sourceTexture, postProcesses !== null && postProcesses !== undefined);\r\n return true;\r\n }\r\n\r\n /**\r\n * Manually render a set of post processes to a texture.\r\n * Please note, the frame buffer won't be unbound after the call in case you have more render to do.\r\n * @param postProcesses An array of post processes to be run.\r\n * @param targetTexture The target texture to render to.\r\n * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight\r\n * @param faceIndex defines the face to render to if a cubemap is defined as the target\r\n * @param lodLevel defines which lod of the texture to render to\r\n */\r\n public directRender(postProcesses: PostProcess[], targetTexture: Nullable = null, forceFullscreenViewport = false, faceIndex = 0, lodLevel = 0): void {\r\n var engine = this._scene.getEngine();\r\n\r\n for (var index = 0; index < postProcesses.length; index++) {\r\n if (index < postProcesses.length - 1) {\r\n postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);\r\n } else {\r\n if (targetTexture) {\r\n engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport, lodLevel);\r\n } else {\r\n engine.restoreDefaultFramebuffer();\r\n }\r\n }\r\n\r\n var pp = postProcesses[index];\r\n var effect = pp.apply();\r\n\r\n if (effect) {\r\n pp.onBeforeRenderObservable.notifyObservers(effect);\r\n\r\n // VBOs\r\n this._prepareBuffers();\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n\r\n pp.onAfterRenderObservable.notifyObservers(effect);\r\n }\r\n }\r\n\r\n // Restore depth buffer\r\n engine.setDepthBuffer(true);\r\n engine.setDepthWrite(true);\r\n }\r\n\r\n /**\r\n * Finalize the result of the output of the postprocesses.\r\n * @param doNotPresent If true the result will not be displayed to the screen.\r\n * @param targetTexture The target texture to render to.\r\n * @param faceIndex The index of the face to bind the target texture to.\r\n * @param postProcesses The array of post processes to render.\r\n * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)\r\n * @hidden\r\n */\r\n public _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array, forceFullscreenViewport = false): void {\r\n let camera = this._scene.activeCamera;\r\n\r\n if (!camera) {\r\n return;\r\n }\r\n\r\n postProcesses = postProcesses || >camera._postProcesses.filter((pp) => { return pp != null; });\r\n if (postProcesses.length === 0 || !this._scene.postProcessesEnabled) {\r\n return;\r\n }\r\n var engine = this._scene.getEngine();\r\n\r\n for (var index = 0, len = postProcesses.length; index < len; index++) {\r\n var pp = postProcesses[index];\r\n\r\n if (index < len - 1) {\r\n pp._outputTexture = postProcesses[index + 1].activate(camera, targetTexture);\r\n } else {\r\n if (targetTexture) {\r\n engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport);\r\n pp._outputTexture = targetTexture;\r\n } else {\r\n engine.restoreDefaultFramebuffer();\r\n pp._outputTexture = null;\r\n }\r\n }\r\n\r\n if (doNotPresent) {\r\n break;\r\n }\r\n\r\n var effect = pp.apply();\r\n\r\n if (effect) {\r\n pp.onBeforeRenderObservable.notifyObservers(effect);\r\n\r\n // VBOs\r\n this._prepareBuffers();\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n\r\n pp.onAfterRenderObservable.notifyObservers(effect);\r\n }\r\n }\r\n\r\n // Restore states\r\n engine.setDepthBuffer(true);\r\n engine.setDepthWrite(true);\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n /**\r\n * Disposes of the post process manager.\r\n */\r\n public dispose(): void {\r\n var buffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (buffer) {\r\n buffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n this._indexBuffer = null;\r\n }\r\n }\r\n}\r\n","import { Color3 } from \"../Maths/math.color\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { PostProcess, PostProcessOptions } from \"./postProcess\";\r\nimport { Engine } from \"../Engines/engine\";\r\n\r\nimport \"../Shaders/refraction.fragment\";\r\n\r\n/**\r\n * Post process which applies a refractin texture\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction\r\n */\r\nexport class RefractionPostProcess extends PostProcess {\r\n private _refTexture: Texture;\r\n private _ownRefractionTexture = true;\r\n\r\n /**\r\n * Gets or sets the refraction texture\r\n * Please note that you are responsible for disposing the texture if you set it manually\r\n */\r\n public get refractionTexture(): Texture {\r\n return this._refTexture;\r\n }\r\n\r\n public set refractionTexture(value: Texture) {\r\n if (this._refTexture && this._ownRefractionTexture) {\r\n this._refTexture.dispose();\r\n }\r\n\r\n this._refTexture = value;\r\n this._ownRefractionTexture = false;\r\n }\r\n\r\n /**\r\n * Initializes the RefractionPostProcess\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction\r\n * @param name The name of the effect.\r\n * @param refractionTextureUrl Url of the refraction texture to use\r\n * @param color the base color of the refraction (used to taint the rendering)\r\n * @param depth simulated refraction depth\r\n * @param colorLevel the coefficient of the base color (0 to remove base color tainting)\r\n * @param camera The camera to apply the render pass to.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n */\r\n constructor(\r\n name: string,\r\n refractionTextureUrl: string,\r\n /** the base color of the refraction (used to taint the rendering) */\r\n public color: Color3,\r\n /** simulated refraction depth */\r\n public depth: number,\r\n /** the coefficient of the base color (0 to remove base color tainting) */\r\n public colorLevel: number,\r\n options: number | PostProcessOptions,\r\n camera: Camera,\r\n samplingMode?: number,\r\n engine?: Engine,\r\n reusable?: boolean\r\n ) {\r\n super(name, \"refraction\", [\"baseColor\", \"depth\", \"colorLevel\"], [\"refractionSampler\"], options, camera, samplingMode, engine, reusable);\r\n\r\n this.onActivateObservable.add((cam: Camera) => {\r\n this._refTexture = this._refTexture || new Texture(refractionTextureUrl, cam.getScene());\r\n });\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n effect.setColor3(\"baseColor\", this.color);\r\n effect.setFloat(\"depth\", this.depth);\r\n effect.setFloat(\"colorLevel\", this.colorLevel);\r\n\r\n effect.setTexture(\"refractionSampler\", this._refTexture);\r\n });\r\n }\r\n\r\n // Methods\r\n /**\r\n * Disposes of the post process\r\n * @param camera Camera to dispose post process on\r\n */\r\n public dispose(camera: Camera): void {\r\n if (this._refTexture && this._ownRefractionTexture) {\r\n this._refTexture.dispose();\r\n (this._refTexture) = null;\r\n }\r\n\r\n super.dispose(camera);\r\n }\r\n}\r\n","import { Nullable } from \"../types\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { PostProcess, PostProcessOptions } from \"./postProcess\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Scene } from '../scene';\r\nimport { GeometryBufferRenderer } from '../Rendering/geometryBufferRenderer';\r\nimport { serialize } from '../Misc/decorators';\r\n\r\nimport \"../Shaders/screenSpaceReflection.fragment\";\r\n\r\ndeclare type Engine = import(\"../Engines/engine\").Engine;\r\n/**\r\n * The ScreenSpaceReflectionPostProcess performs realtime reflections using only and only the available informations on the screen (positions and normals).\r\n * Basically, the screen space reflection post-process will compute reflections according the material's reflectivity.\r\n */\r\nexport class ScreenSpaceReflectionPostProcess extends PostProcess {\r\n /**\r\n * Gets or sets a reflection threshold mainly used to adjust the reflection's height.\r\n */\r\n @serialize()\r\n public threshold: number = 1.2;\r\n /**\r\n * Gets or sets the current reflection strength. 1.0 is an ideal value but can be increased/decreased for particular results.\r\n */\r\n @serialize()\r\n public strength: number = 1;\r\n /**\r\n * Gets or sets the falloff exponent used while computing fresnel. More the exponent is high, more the reflections will be discrete.\r\n */\r\n @serialize()\r\n public reflectionSpecularFalloffExponent: number = 3;\r\n /**\r\n * Gets or sets the step size used to iterate until the effect finds the color of the reflection's pixel. Typically in interval [0.1, 1.0]\r\n */\r\n @serialize()\r\n public step: number = 1.0;\r\n /**\r\n * Gets or sets the factor applied when computing roughness. Default value is 0.2.\r\n */\r\n @serialize()\r\n public roughnessFactor: number = 0.2;\r\n\r\n private _geometryBufferRenderer: Nullable;\r\n private _enableSmoothReflections: boolean = false;\r\n private _reflectionSamples: number = 64;\r\n private _smoothSteps: number = 5;\r\n\r\n /**\r\n * Creates a new instance of ScreenSpaceReflectionPostProcess.\r\n * @param name The name of the effect.\r\n * @param scene The scene containing the objects to calculate reflections.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\r\n */\r\n constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT, blockCompilation = false) {\r\n super(name, \"screenSpaceReflection\", [\r\n \"projection\", \"view\", \"threshold\", \"reflectionSpecularFalloffExponent\", \"strength\", \"step\", \"roughnessFactor\"\r\n ], [\r\n \"textureSampler\", \"normalSampler\", \"positionSampler\", \"reflectivitySampler\"\r\n ], options, camera, samplingMode, engine, reusable,\r\n \"#define SSR_SUPPORTED\\n#define REFLECTION_SAMPLES 64\\n#define SMOOTH_STEPS 5\\n\",\r\n textureType, undefined, null, blockCompilation);\r\n\r\n // Get geometry buffer renderer and update effect\r\n const geometryBufferRenderer = scene.enableGeometryBufferRenderer();\r\n if (geometryBufferRenderer) {\r\n if (geometryBufferRenderer.isSupported) {\r\n geometryBufferRenderer.enablePosition = true;\r\n geometryBufferRenderer.enableReflectivity = true;\r\n this._geometryBufferRenderer = geometryBufferRenderer;\r\n }\r\n }\r\n\r\n this._updateEffectDefines();\r\n\r\n // On apply, send uniforms\r\n this.onApply = (effect: Effect) => {\r\n if (!geometryBufferRenderer) {\r\n return;\r\n }\r\n\r\n // Samplers\r\n const positionIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.POSITION_TEXTURE_TYPE);\r\n const roughnessIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE);\r\n\r\n effect.setTexture(\"normalSampler\", geometryBufferRenderer.getGBuffer().textures[1]);\r\n effect.setTexture(\"positionSampler\", geometryBufferRenderer.getGBuffer().textures[positionIndex]);\r\n effect.setTexture(\"reflectivitySampler\", geometryBufferRenderer.getGBuffer().textures[roughnessIndex]);\r\n\r\n // Uniforms\r\n const camera = scene.activeCamera;\r\n if (!camera) {\r\n return;\r\n }\r\n\r\n const viewMatrix = camera.getViewMatrix();\r\n const projectionMatrix = camera.getProjectionMatrix();\r\n\r\n effect.setMatrix(\"projection\", projectionMatrix);\r\n effect.setMatrix(\"view\", viewMatrix);\r\n effect.setFloat(\"threshold\", this.threshold);\r\n effect.setFloat(\"reflectionSpecularFalloffExponent\", this.reflectionSpecularFalloffExponent);\r\n effect.setFloat(\"strength\", this.strength);\r\n effect.setFloat(\"step\", this.step);\r\n effect.setFloat(\"roughnessFactor\", this.roughnessFactor);\r\n };\r\n }\r\n\r\n /**\r\n * Gets wether or not smoothing reflections is enabled.\r\n * Enabling smoothing will require more GPU power and can generate a drop in FPS.\r\n */\r\n @serialize()\r\n public get enableSmoothReflections(): boolean {\r\n return this._enableSmoothReflections;\r\n }\r\n\r\n /**\r\n * Sets wether or not smoothing reflections is enabled.\r\n * Enabling smoothing will require more GPU power and can generate a drop in FPS.\r\n */\r\n public set enableSmoothReflections(enabled: boolean) {\r\n if (enabled === this._enableSmoothReflections) {\r\n return;\r\n }\r\n\r\n this._enableSmoothReflections = enabled;\r\n this._updateEffectDefines();\r\n }\r\n\r\n /**\r\n * Gets the number of samples taken while computing reflections. More samples count is high,\r\n * more the post-process wil require GPU power and can generate a drop in FPS. Basically in interval [25, 100].\r\n */\r\n @serialize()\r\n public get reflectionSamples(): number {\r\n return this._reflectionSamples;\r\n }\r\n\r\n /**\r\n * Sets the number of samples taken while computing reflections. More samples count is high,\r\n * more the post-process wil require GPU power and can generate a drop in FPS. Basically in interval [25, 100].\r\n */\r\n public set reflectionSamples(samples: number) {\r\n if (samples === this._reflectionSamples) {\r\n return;\r\n }\r\n\r\n this._reflectionSamples = samples;\r\n this._updateEffectDefines();\r\n }\r\n\r\n /**\r\n * Gets the number of samples taken while smoothing reflections. More samples count is high,\r\n * more the post-process will require GPU power and can generate a drop in FPS.\r\n * Default value (5.0) work pretty well in all cases but can be adjusted.\r\n */\r\n @serialize()\r\n public get smoothSteps(): number {\r\n return this._smoothSteps;\r\n }\r\n\r\n /*\r\n * Sets the number of samples taken while smoothing reflections. More samples count is high,\r\n * more the post-process will require GPU power and can generate a drop in FPS.\r\n * Default value (5.0) work pretty well in all cases but can be adjusted.\r\n */\r\n public set smoothSteps(steps: number) {\r\n if (steps === this._smoothSteps) {\r\n return;\r\n }\r\n\r\n this._smoothSteps = steps;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _updateEffectDefines(): void {\r\n const defines: string[] = [];\r\n if (this._geometryBufferRenderer) {\r\n defines.push(\"#define SSR_SUPPORTED\");\r\n }\r\n if (this._enableSmoothReflections) {\r\n defines.push(\"#define ENABLE_SMOOTH_REFLECTIONS\");\r\n }\r\n\r\n defines.push(\"#define REFLECTION_SAMPLES \" + (this._reflectionSamples >> 0));\r\n defines.push(\"#define SMOOTH_STEPS \" + (this._smoothSteps >> 0));\r\n\r\n this.updateEffect(defines.join(\"\\n\"));\r\n }\r\n}\r\n","import { Nullable } from \"../types\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { PostProcess, PostProcessOptions } from \"./postProcess\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/sharpen.fragment\";\r\n\r\ndeclare type Engine = import(\"../Engines/engine\").Engine;\r\n/**\r\n * The SharpenPostProcess applies a sharpen kernel to every pixel\r\n * See http://en.wikipedia.org/wiki/Kernel_(image_processing)\r\n */\r\nexport class SharpenPostProcess extends PostProcess {\r\n /**\r\n * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)\r\n */\r\n public colorAmount: number = 1.0;\r\n /**\r\n * How much sharpness should be applied (default: 0.3)\r\n */\r\n public edgeAmount: number = 0.3;\r\n /**\r\n * Creates a new instance ConvolutionPostProcess\r\n * @param name The name of the effect.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\r\n */\r\n constructor(name: string, options: number | PostProcessOptions, camera: Nullable, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT, blockCompilation = false) {\r\n super(name, \"sharpen\", [\"sharpnessAmounts\", \"screenSize\"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation);\r\n\r\n this.onApply = (effect: Effect) => {\r\n effect.setFloat2(\"screenSize\", this.width, this.height);\r\n effect.setFloat2(\"sharpnessAmounts\", this.edgeAmount, this.colorAmount);\r\n };\r\n }\r\n}\r\n","import { Nullable } from \"../types\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport { Engine } from \"../Engines/engine\";\r\n\r\nimport \"../Shaders/stereoscopicInterlace.fragment\";\r\n\r\n/**\r\n * StereoscopicInterlacePostProcessI used to render stereo views from a rigged camera with support for alternate line interlacing\r\n */\r\nexport class StereoscopicInterlacePostProcessI extends PostProcess {\r\n private _stepSize: Vector2;\r\n private _passedProcess: Nullable;\r\n\r\n /**\r\n * Initializes a StereoscopicInterlacePostProcessI\r\n * @param name The name of the effect.\r\n * @param rigCameras The rig cameras to be appled to the post process\r\n * @param isStereoscopicHoriz If the rendered results are horizontal or vertical\r\n * @param isStereoscopicInterlaced If the rendered results are alternate line interlaced\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n */\r\n constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, isStereoscopicInterlaced: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean) {\r\n super(name, \"stereoscopicInterlace\", ['stepSize'], ['camASampler'], 1, rigCameras[1], samplingMode, engine, reusable, isStereoscopicInterlaced ? \"#define IS_STEREOSCOPIC_INTERLACED 1\" : isStereoscopicHoriz ? \"#define IS_STEREOSCOPIC_HORIZ 1\" : undefined);\r\n\r\n this._passedProcess = rigCameras[0]._rigPostProcess;\r\n this._stepSize = new Vector2(1 / this.width, 1 / this.height);\r\n\r\n this.onSizeChangedObservable.add(() => {\r\n this._stepSize = new Vector2(1 / this.width, 1 / this.height);\r\n });\r\n this.onApplyObservable.add((effect: Effect) => {\r\n effect.setTextureFromPostProcess(\"camASampler\", this._passedProcess);\r\n effect.setFloat2(\"stepSize\", this._stepSize.x, this._stepSize.y);\r\n });\r\n }\r\n}\r\n/**\r\n * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera\r\n */\r\nexport class StereoscopicInterlacePostProcess extends PostProcess {\r\n private _stepSize: Vector2;\r\n private _passedProcess: Nullable;\r\n\r\n /**\r\n * Initializes a StereoscopicInterlacePostProcess\r\n * @param name The name of the effect.\r\n * @param rigCameras The rig cameras to be appled to the post process\r\n * @param isStereoscopicHoriz If the rendered results are horizontal or verticle\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n */\r\n constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean) {\r\n super(name, \"stereoscopicInterlace\", ['stepSize'], ['camASampler'], 1, rigCameras[1], samplingMode, engine, reusable, isStereoscopicHoriz ? \"#define IS_STEREOSCOPIC_HORIZ 1\" : undefined);\r\n\r\n this._passedProcess = rigCameras[0]._rigPostProcess;\r\n this._stepSize = new Vector2(1 / this.width, 1 / this.height);\r\n\r\n this.onSizeChangedObservable.add(() => {\r\n this._stepSize = new Vector2(1 / this.width, 1 / this.height);\r\n });\r\n this.onApplyObservable.add((effect: Effect) => {\r\n effect.setTextureFromPostProcess(\"camASampler\", this._passedProcess);\r\n effect.setFloat2(\"stepSize\", this._stepSize.x, this._stepSize.y);\r\n });\r\n }\r\n}","import { Camera } from \"../Cameras/camera\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/tonemap.fragment\";\r\n\r\ndeclare type Engine = import(\"../Engines/engine\").Engine;\r\n\r\n/** Defines operator used for tonemapping */\r\nexport enum TonemappingOperator {\r\n /** Hable */\r\n Hable = 0,\r\n /** Reinhard */\r\n Reinhard = 1,\r\n /** HejiDawson */\r\n HejiDawson = 2,\r\n /** Photographic */\r\n Photographic = 3,\r\n}\r\n\r\n/**\r\n * Defines a post process to apply tone mapping\r\n */\r\nexport class TonemapPostProcess extends PostProcess {\r\n\r\n /**\r\n * Creates a new TonemapPostProcess\r\n * @param name defines the name of the postprocess\r\n * @param _operator defines the operator to use\r\n * @param exposureAdjustment defines the required exposure adjustement\r\n * @param camera defines the camera to use (can be null)\r\n * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)\r\n * @param engine defines the hosting engine (can be ignore if camera is set)\r\n * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n */\r\n constructor(name: string, private _operator: TonemappingOperator,\r\n /** Defines the required exposure adjustement */\r\n public exposureAdjustment: number, camera: Camera, samplingMode: number = Constants.TEXTURE_BILINEAR_SAMPLINGMODE, engine?: Engine, textureFormat = Constants.TEXTURETYPE_UNSIGNED_INT) {\r\n super(name, \"tonemap\", [\"_ExposureAdjustment\"], null, 1.0, camera, samplingMode, engine, true, null, textureFormat);\r\n\r\n var defines = \"#define \";\r\n\r\n if (this._operator === TonemappingOperator.Hable) {\r\n defines += \"HABLE_TONEMAPPING\";\r\n }\r\n else if (this._operator === TonemappingOperator.Reinhard) {\r\n defines += \"REINHARD_TONEMAPPING\";\r\n }\r\n else if (this._operator === TonemappingOperator.HejiDawson) {\r\n defines += \"OPTIMIZED_HEJIDAWSON_TONEMAPPING\";\r\n }\r\n else if (this._operator === TonemappingOperator.Photographic) {\r\n defines += \"PHOTOGRAPHIC_TONEMAPPING\";\r\n }\r\n\r\n //sadly a second call to create the effect.\r\n this.updateEffect(defines);\r\n\r\n this.onApply = (effect: Effect) => {\r\n effect.setFloat(\"_ExposureAdjustment\", this.exposureAdjustment);\r\n };\r\n }\r\n}\r\n","import { serializeAsVector3, serialize, serializeAsMeshReference } from \"../Misc/decorators\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Vector2, Vector3, Matrix } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { SubMesh } from \"../Meshes/subMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { MaterialHelper } from \"../Materials/materialHelper\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Scene } from \"../scene\";\r\n\r\nimport \"../Meshes/Builders/planeBuilder\";\r\n\r\nimport \"../Shaders/depth.vertex\";\r\nimport \"../Shaders/volumetricLightScattering.fragment\";\r\nimport \"../Shaders/volumetricLightScatteringPass.vertex\";\r\nimport \"../Shaders/volumetricLightScatteringPass.fragment\";\r\nimport { Color4, Color3 } from '../Maths/math.color';\r\nimport { Viewport } from '../Maths/math.viewport';\r\n\r\ndeclare type Engine = import(\"../Engines/engine\").Engine;\r\n\r\n/**\r\n * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html\r\n */\r\nexport class VolumetricLightScatteringPostProcess extends PostProcess {\r\n // Members\r\n private _volumetricLightScatteringPass: Effect;\r\n private _volumetricLightScatteringRTT: RenderTargetTexture;\r\n private _viewPort: Viewport;\r\n private _screenCoordinates: Vector2 = Vector2.Zero();\r\n private _cachedDefines: string;\r\n\r\n /**\r\n * If not undefined, the mesh position is computed from the attached node position\r\n */\r\n public attachedNode: { position: Vector3 };\r\n\r\n /**\r\n * Custom position of the mesh. Used if \"useCustomMeshPosition\" is set to \"true\"\r\n */\r\n @serializeAsVector3()\r\n public customMeshPosition: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)\r\n */\r\n @serialize()\r\n public useCustomMeshPosition: boolean = false;\r\n\r\n /**\r\n * If the post-process should inverse the light scattering direction\r\n */\r\n @serialize()\r\n public invert: boolean = true;\r\n\r\n /**\r\n * The internal mesh used by the post-process\r\n */\r\n @serializeAsMeshReference()\r\n public mesh: Mesh;\r\n\r\n /**\r\n * @hidden\r\n * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead\r\n */\r\n public get useDiffuseColor(): boolean {\r\n Logger.Warn(\"VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead\");\r\n return false;\r\n }\r\n\r\n public set useDiffuseColor(useDiffuseColor: boolean) {\r\n Logger.Warn(\"VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead\");\r\n }\r\n\r\n /**\r\n * Array containing the excluded meshes not rendered in the internal pass\r\n */\r\n @serialize()\r\n public excludedMeshes = new Array();\r\n\r\n /**\r\n * Controls the overall intensity of the post-process\r\n */\r\n @serialize()\r\n public exposure = 0.3;\r\n\r\n /**\r\n * Dissipates each sample's contribution in range [0, 1]\r\n */\r\n @serialize()\r\n public decay = 0.96815;\r\n\r\n /**\r\n * Controls the overall intensity of each sample\r\n */\r\n @serialize()\r\n public weight = 0.58767;\r\n\r\n /**\r\n * Controls the density of each sample\r\n */\r\n @serialize()\r\n public density = 0.926;\r\n\r\n /**\r\n * @constructor\r\n * @param name The post-process name\r\n * @param ratio The size of the post-process and/or internal pass (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)\r\n * @param camera The camera that the post-process will be attached to\r\n * @param mesh The mesh used to create the light scattering\r\n * @param samples The post-process quality, default 100\r\n * @param samplingModeThe post-process filtering mode\r\n * @param engine The babylon engine\r\n * @param reusable If the post-process is reusable\r\n * @param scene The constructor needs a scene reference to initialize internal components. If \"camera\" is null a \"scene\" must be provided\r\n */\r\n constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples: number = 100, samplingMode: number = Texture.BILINEAR_SAMPLINGMODE, engine?: Engine, reusable?: boolean, scene?: Scene) {\r\n super(name, \"volumetricLightScattering\", [\"decay\", \"exposure\", \"weight\", \"meshPositionOnScreen\", \"density\"], [\"lightScatteringSampler\"], ratio.postProcessRatio || ratio, camera, samplingMode, engine, reusable, \"#define NUM_SAMPLES \" + samples);\r\n scene = ((camera === null) ? scene : camera.getScene()); // parameter \"scene\" can be null.\r\n\r\n engine = scene.getEngine();\r\n this._viewPort = new Viewport(0, 0, 1, 1).toGlobal(engine.getRenderWidth(), engine.getRenderHeight());\r\n\r\n // Configure mesh\r\n this.mesh = (((mesh !== null) ? mesh : VolumetricLightScatteringPostProcess.CreateDefaultMesh(\"VolumetricLightScatteringMesh\", scene)));\r\n\r\n // Configure\r\n this._createPass(scene, ratio.passRatio || ratio);\r\n\r\n this.onActivate = (camera: Camera) => {\r\n if (!this.isSupported) {\r\n this.dispose(camera);\r\n }\r\n\r\n this.onActivate = null;\r\n };\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n this._updateMeshScreenCoordinates(scene);\r\n\r\n effect.setTexture(\"lightScatteringSampler\", this._volumetricLightScatteringRTT);\r\n effect.setFloat(\"exposure\", this.exposure);\r\n effect.setFloat(\"decay\", this.decay);\r\n effect.setFloat(\"weight\", this.weight);\r\n effect.setFloat(\"density\", this.density);\r\n effect.setVector2(\"meshPositionOnScreen\", this._screenCoordinates);\r\n });\r\n }\r\n\r\n /**\r\n * Returns the string \"VolumetricLightScatteringPostProcess\"\r\n * @returns \"VolumetricLightScatteringPostProcess\"\r\n */\r\n public getClassName(): string {\r\n return \"VolumetricLightScatteringPostProcess\";\r\n }\r\n\r\n private _isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n var mesh = subMesh.getMesh();\r\n\r\n // Render this.mesh as default\r\n if (mesh === this.mesh && mesh.material) {\r\n return mesh.material.isReady(mesh);\r\n }\r\n\r\n var defines = [];\r\n var attribs = [VertexBuffer.PositionKind];\r\n var material: any = subMesh.getMaterial();\r\n\r\n // Alpha test\r\n if (material) {\r\n if (material.needAlphaTesting()) {\r\n defines.push(\"#define ALPHATEST\");\r\n }\r\n\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n }\r\n }\r\n\r\n // Bones\r\n if (mesh.useBones && mesh.computeBonesUsingShaders) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n defines.push(\"#define BonesPerMesh \" + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n MaterialHelper.PushAttributesForInstances(attribs);\r\n if (subMesh.getRenderingMesh().hasInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // Get correct effect\r\n var join = defines.join(\"\\n\");\r\n if (this._cachedDefines !== join) {\r\n this._cachedDefines = join;\r\n this._volumetricLightScatteringPass = mesh.getScene().getEngine().createEffect(\r\n \"volumetricLightScatteringPass\",\r\n attribs,\r\n [\"world\", \"mBones\", \"viewProjection\", \"diffuseMatrix\"],\r\n [\"diffuseSampler\"],\r\n join,\r\n undefined, undefined, undefined,\r\n { maxSimultaneousMorphTargets: mesh.numBoneInfluencers }\r\n );\r\n }\r\n\r\n return this._volumetricLightScatteringPass.isReady();\r\n }\r\n\r\n /**\r\n * Sets the new light position for light scattering effect\r\n * @param position The new custom light position\r\n */\r\n public setCustomMeshPosition(position: Vector3): void {\r\n this.customMeshPosition = position;\r\n }\r\n\r\n /**\r\n * Returns the light position for light scattering effect\r\n * @return Vector3 The custom light position\r\n */\r\n public getCustomMeshPosition(): Vector3 {\r\n return this.customMeshPosition;\r\n }\r\n\r\n /**\r\n * Disposes the internal assets and detaches the post-process from the camera\r\n */\r\n public dispose(camera: Camera): void {\r\n var rttIndex = camera.getScene().customRenderTargets.indexOf(this._volumetricLightScatteringRTT);\r\n if (rttIndex !== -1) {\r\n camera.getScene().customRenderTargets.splice(rttIndex, 1);\r\n }\r\n\r\n this._volumetricLightScatteringRTT.dispose();\r\n super.dispose(camera);\r\n }\r\n\r\n /**\r\n * Returns the render target texture used by the post-process\r\n * @return the render target texture used by the post-process\r\n */\r\n public getPass(): RenderTargetTexture {\r\n return this._volumetricLightScatteringRTT;\r\n }\r\n\r\n // Private methods\r\n private _meshExcluded(mesh: AbstractMesh) {\r\n if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _createPass(scene: Scene, ratio: number): void {\r\n var engine = scene.getEngine();\r\n\r\n this._volumetricLightScatteringRTT = new RenderTargetTexture(\"volumetricLightScatteringMap\", { width: engine.getRenderWidth() * ratio, height: engine.getRenderHeight() * ratio }, scene, false, true, Constants.TEXTURETYPE_UNSIGNED_INT);\r\n this._volumetricLightScatteringRTT.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._volumetricLightScatteringRTT.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._volumetricLightScatteringRTT.renderList = null;\r\n this._volumetricLightScatteringRTT.renderParticles = false;\r\n this._volumetricLightScatteringRTT.ignoreCameraViewport = true;\r\n\r\n var camera = this.getCamera();\r\n if (camera) {\r\n camera.customRenderTargets.push(this._volumetricLightScatteringRTT);\r\n } else {\r\n scene.customRenderTargets.push(this._volumetricLightScatteringRTT);\r\n }\r\n\r\n // Custom render function for submeshes\r\n var renderSubMesh = (subMesh: SubMesh): void => {\r\n var renderingMesh = subMesh.getRenderingMesh();\r\n var effectiveMesh = subMesh.getEffectiveMesh();\r\n if (this._meshExcluded(renderingMesh)) {\r\n return;\r\n }\r\n\r\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n\r\n let material = subMesh.getMaterial();\r\n\r\n if (!material) {\r\n return;\r\n }\r\n\r\n var scene = renderingMesh.getScene();\r\n var engine = scene.getEngine();\r\n\r\n // Culling\r\n engine.setState(material.backFaceCulling);\r\n\r\n // Managing instances\r\n var batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n\r\n if (batch.mustReturn) {\r\n return;\r\n }\r\n\r\n var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null || renderingMesh.hasThinInstances);\r\n\r\n if (this._isReady(subMesh, hardwareInstancedRendering)) {\r\n var effect: Effect = this._volumetricLightScatteringPass;\r\n if (renderingMesh === this.mesh) {\r\n if (subMesh.effect) {\r\n effect = subMesh.effect;\r\n } else {\r\n effect = material.getEffect();\r\n }\r\n }\r\n\r\n engine.enableEffect(effect);\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\r\n\r\n if (renderingMesh === this.mesh) {\r\n material.bind(effectiveMesh.getWorldMatrix(), renderingMesh);\r\n }\r\n else {\r\n this._volumetricLightScatteringPass.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Alpha test\r\n if (material && material.needAlphaTesting()) {\r\n var alphaTexture = material.getAlphaTestTexture();\r\n\r\n this._volumetricLightScatteringPass.setTexture(\"diffuseSampler\", alphaTexture);\r\n\r\n if (alphaTexture) {\r\n this._volumetricLightScatteringPass.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\r\n }\r\n }\r\n\r\n // Bones\r\n if (renderingMesh.useBones && renderingMesh.computeBonesUsingShaders && renderingMesh.skeleton) {\r\n this._volumetricLightScatteringPass.setMatrices(\"mBones\", renderingMesh.skeleton.getTransformMatrices(renderingMesh));\r\n }\r\n }\r\n\r\n // Draw\r\n renderingMesh._processRendering(effectiveMesh, subMesh, this._volumetricLightScatteringPass, Material.TriangleFillMode, batch, hardwareInstancedRendering,\r\n (isInstance, world) => effect.setMatrix(\"world\", world));\r\n }\r\n };\r\n\r\n // Render target texture callbacks\r\n var savedSceneClearColor: Color4;\r\n var sceneClearColor = new Color4(0.0, 0.0, 0.0, 1.0);\r\n\r\n this._volumetricLightScatteringRTT.onBeforeRenderObservable.add((): void => {\r\n savedSceneClearColor = scene.clearColor;\r\n scene.clearColor = sceneClearColor;\r\n });\r\n\r\n this._volumetricLightScatteringRTT.onAfterRenderObservable.add((): void => {\r\n scene.clearColor = savedSceneClearColor;\r\n });\r\n\r\n this._volumetricLightScatteringRTT.customRenderFunction = (opaqueSubMeshes: SmartArray, alphaTestSubMeshes: SmartArray, transparentSubMeshes: SmartArray, depthOnlySubMeshes: SmartArray): void => {\r\n var engine = scene.getEngine();\r\n var index: number;\r\n\r\n if (depthOnlySubMeshes.length) {\r\n engine.setColorWrite(false);\r\n for (index = 0; index < depthOnlySubMeshes.length; index++) {\r\n renderSubMesh(depthOnlySubMeshes.data[index]);\r\n }\r\n engine.setColorWrite(true);\r\n }\r\n\r\n for (index = 0; index < opaqueSubMeshes.length; index++) {\r\n renderSubMesh(opaqueSubMeshes.data[index]);\r\n }\r\n\r\n for (index = 0; index < alphaTestSubMeshes.length; index++) {\r\n renderSubMesh(alphaTestSubMeshes.data[index]);\r\n }\r\n\r\n if (transparentSubMeshes.length) {\r\n // Sort sub meshes\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n var submesh = transparentSubMeshes.data[index];\r\n let boundingInfo = submesh.getBoundingInfo();\r\n\r\n if (boundingInfo && scene.activeCamera) {\r\n submesh._alphaIndex = submesh.getMesh().alphaIndex;\r\n submesh._distanceToCamera = boundingInfo.boundingSphere.centerWorld.subtract(scene.activeCamera.position).length();\r\n }\r\n }\r\n\r\n var sortedArray = transparentSubMeshes.data.slice(0, transparentSubMeshes.length);\r\n sortedArray.sort((a, b) => {\r\n // Alpha index first\r\n if (a._alphaIndex > b._alphaIndex) {\r\n return 1;\r\n }\r\n if (a._alphaIndex < b._alphaIndex) {\r\n return -1;\r\n }\r\n\r\n // Then distance to camera\r\n if (a._distanceToCamera < b._distanceToCamera) {\r\n return 1;\r\n }\r\n if (a._distanceToCamera > b._distanceToCamera) {\r\n return -1;\r\n }\r\n\r\n return 0;\r\n });\r\n\r\n // Render sub meshes\r\n engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n for (index = 0; index < sortedArray.length; index++) {\r\n renderSubMesh(sortedArray[index]);\r\n }\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n };\r\n }\r\n\r\n private _updateMeshScreenCoordinates(scene: Scene): void {\r\n var transform = scene.getTransformMatrix();\r\n var meshPosition: Vector3;\r\n\r\n if (this.useCustomMeshPosition) {\r\n meshPosition = this.customMeshPosition;\r\n }\r\n else if (this.attachedNode) {\r\n meshPosition = this.attachedNode.position;\r\n }\r\n else {\r\n meshPosition = this.mesh.parent ? this.mesh.getAbsolutePosition() : this.mesh.position;\r\n }\r\n\r\n var pos = Vector3.Project(meshPosition, Matrix.Identity(), transform, this._viewPort);\r\n\r\n this._screenCoordinates.x = pos.x / this._viewPort.width;\r\n this._screenCoordinates.y = pos.y / this._viewPort.height;\r\n\r\n if (this.invert) {\r\n this._screenCoordinates.y = 1.0 - this._screenCoordinates.y;\r\n }\r\n }\r\n\r\n // Static methods\r\n /**\r\n * Creates a default mesh for the Volumeric Light Scattering post-process\r\n * @param name The mesh name\r\n * @param scene The scene where to create the mesh\r\n * @return the default mesh\r\n */\r\n public static CreateDefaultMesh(name: string, scene: Scene): Mesh {\r\n var mesh = Mesh.CreatePlane(name, 1, scene);\r\n mesh.billboardMode = AbstractMesh.BILLBOARDMODE_ALL;\r\n\r\n var material = new StandardMaterial(name + \"Material\", scene);\r\n material.emissiveColor = new Color3(1, 1, 1);\r\n\r\n mesh.material = material;\r\n\r\n return mesh;\r\n }\r\n}\r\n","import { Vector2 } from \"../Maths/math.vector\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { VRCameraMetrics } from \"../Cameras/VR/vrCameraMetrics\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { PostProcess } from \"./postProcess\";\r\n\r\nimport \"../Shaders/vrDistortionCorrection.fragment\";\r\n\r\n/**\r\n * VRDistortionCorrectionPostProcess used for mobile VR\r\n */\r\nexport class VRDistortionCorrectionPostProcess extends PostProcess {\r\n private _isRightEye: boolean;\r\n private _distortionFactors: number[];\r\n private _postProcessScaleFactor: number;\r\n private _lensCenterOffset: number;\r\n private _scaleIn: Vector2;\r\n private _scaleFactor: Vector2;\r\n private _lensCenter: Vector2;\r\n\r\n /**\r\n * Initializes the VRDistortionCorrectionPostProcess\r\n * @param name The name of the effect.\r\n * @param camera The camera to apply the render pass to.\r\n * @param isRightEye If this is for the right eye distortion\r\n * @param vrMetrics All the required metrics for the VR camera\r\n */\r\n constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics) {\r\n super(name, \"vrDistortionCorrection\", [\r\n 'LensCenter',\r\n 'Scale',\r\n 'ScaleIn',\r\n 'HmdWarpParam'\r\n ], null, vrMetrics.postProcessScaleFactor, camera, Texture.BILINEAR_SAMPLINGMODE);\r\n\r\n this._isRightEye = isRightEye;\r\n this._distortionFactors = vrMetrics.distortionK;\r\n this._postProcessScaleFactor = vrMetrics.postProcessScaleFactor;\r\n this._lensCenterOffset = vrMetrics.lensCenterOffset;\r\n this.adaptScaleToCurrentViewport = true;\r\n\r\n this.onSizeChangedObservable.add(() => {\r\n this._scaleIn = new Vector2(2, 2 / this.aspectRatio);\r\n this._scaleFactor = new Vector2(.5 * (1 / this._postProcessScaleFactor), .5 * (1 / this._postProcessScaleFactor) * this.aspectRatio);\r\n this._lensCenter = new Vector2(this._isRightEye ? 0.5 - this._lensCenterOffset * 0.5 : 0.5 + this._lensCenterOffset * 0.5, 0.5);\r\n });\r\n this.onApplyObservable.add((effect: Effect) => {\r\n effect.setFloat2(\"LensCenter\", this._lensCenter.x, this._lensCenter.y);\r\n effect.setFloat2(\"Scale\", this._scaleFactor.x, this._scaleFactor.y);\r\n effect.setFloat2(\"ScaleIn\", this._scaleIn.x, this._scaleIn.y);\r\n effect.setFloat4(\"HmdWarpParam\", this._distortionFactors[0], this._distortionFactors[1], this._distortionFactors[2], this._distortionFactors[3]);\r\n });\r\n }\r\n}","import { Camera } from \"../Cameras/camera\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { PostProcess } from \"./postProcess\";\r\n\r\nimport \"../Shaders/vrMultiviewToSingleview.fragment\";\r\nimport \"../Engines/Extensions/engine.multiview\";\r\n\r\n/**\r\n * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR\r\n * This will not be used for webXR as it supports displaying texture arrays directly\r\n */\r\nexport class VRMultiviewToSingleviewPostProcess extends PostProcess {\r\n /**\r\n * Initializes a VRMultiviewToSingleview\r\n * @param name name of the post process\r\n * @param camera camera to be applied to\r\n * @param scaleFactor scaling factor to the size of the output texture\r\n */\r\n constructor(name: string, camera: Camera, scaleFactor: number) {\r\n super(name, \"vrMultiviewToSingleview\", [\"imageIndex\"], [\"multiviewSampler\"], scaleFactor, camera, Texture.BILINEAR_SAMPLINGMODE);\r\n\r\n this.onSizeChangedObservable.add(() => {\r\n });\r\n this.onApplyObservable.add((effect: Effect) => {\r\n if (camera._scene.activeCamera && camera._scene.activeCamera.isLeftCamera) {\r\n effect.setInt(\"imageIndex\", 0);\r\n }else {\r\n effect.setInt(\"imageIndex\", 1);\r\n }\r\n effect.setTexture(\"multiviewSampler\", camera._multiviewTexture);\r\n });\r\n }\r\n}\r\n","export * from \"./reflectionProbe\";","import { serializeAsMeshReference, serializeAsVector3, SerializationHelper } from \"../Misc/decorators\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Nullable } from \"../types\";\r\nimport { AbstractScene } from \"../abstractScene\";\r\nimport { Scene } from \"../scene\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\ndeclare module \"../abstractScene\" {\r\n export interface AbstractScene {\r\n /**\r\n * The list of reflection probes added to the scene\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes\r\n */\r\n reflectionProbes: Array;\r\n\r\n /**\r\n * Removes the given reflection probe from this scene.\r\n * @param toRemove The reflection probe to remove\r\n * @returns The index of the removed reflection probe\r\n */\r\n removeReflectionProbe(toRemove: ReflectionProbe): number;\r\n\r\n /**\r\n * Adds the given reflection probe to this scene.\r\n * @param newReflectionProbe The reflection probe to add\r\n */\r\n addReflectionProbe(newReflectionProbe: ReflectionProbe): void;\r\n }\r\n}\r\n\r\nAbstractScene.prototype.removeReflectionProbe = function(toRemove: ReflectionProbe): number {\r\n if (!this.reflectionProbes) {\r\n return -1;\r\n }\r\n\r\n var index = this.reflectionProbes.indexOf(toRemove);\r\n if (index !== -1) {\r\n this.reflectionProbes.splice(index, 1);\r\n }\r\n\r\n return index;\r\n};\r\n\r\nAbstractScene.prototype.addReflectionProbe = function(newReflectionProbe: ReflectionProbe): void {\r\n if (!this.reflectionProbes) {\r\n this.reflectionProbes = [];\r\n }\r\n\r\n this.reflectionProbes.push(newReflectionProbe);\r\n};\r\n\r\n/**\r\n * Class used to generate realtime reflection / refraction cube textures\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes\r\n */\r\nexport class ReflectionProbe {\r\n private _scene: Scene;\r\n private _renderTargetTexture: RenderTargetTexture;\r\n private _projectionMatrix: Matrix;\r\n private _viewMatrix = Matrix.Identity();\r\n private _target = Vector3.Zero();\r\n private _add = Vector3.Zero();\r\n @serializeAsMeshReference()\r\n private _attachedMesh: Nullable;\r\n\r\n private _invertYAxis = false;\r\n\r\n /** Gets or sets probe position (center of the cube map) */\r\n @serializeAsVector3()\r\n public position = Vector3.Zero();\r\n\r\n /**\r\n * Creates a new reflection probe\r\n * @param name defines the name of the probe\r\n * @param size defines the texture resolution (for each face)\r\n * @param scene defines the hosting scene\r\n * @param generateMipMaps defines if mip maps should be generated automatically (true by default)\r\n * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)\r\n */\r\n constructor(\r\n /** defines the name of the probe */\r\n public name: string,\r\n size: number, scene: Scene, generateMipMaps = true, useFloat = false) {\r\n this._scene = scene;\r\n\r\n // Create the scene field if not exist.\r\n if (!this._scene.reflectionProbes) {\r\n this._scene.reflectionProbes = new Array();\r\n }\r\n this._scene.reflectionProbes.push(this);\r\n\r\n let textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (useFloat) {\r\n const caps = this._scene.getEngine().getCaps();\r\n if (caps.textureHalfFloatRender) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n else if (caps.textureFloatRender) {\r\n textureType = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n }\r\n this._renderTargetTexture = new RenderTargetTexture(name, size, scene, generateMipMaps, true, textureType, true);\r\n\r\n this._renderTargetTexture.onBeforeRenderObservable.add((faceIndex: number) => {\r\n switch (faceIndex) {\r\n case 0:\r\n this._add.copyFromFloats(1, 0, 0);\r\n break;\r\n case 1:\r\n this._add.copyFromFloats(-1, 0, 0);\r\n break;\r\n case 2:\r\n this._add.copyFromFloats(0, this._invertYAxis ? 1 : -1, 0);\r\n break;\r\n case 3:\r\n this._add.copyFromFloats(0, this._invertYAxis ? -1 : 1, 0);\r\n break;\r\n case 4:\r\n this._add.copyFromFloats(0, 0, 1);\r\n break;\r\n case 5:\r\n this._add.copyFromFloats(0, 0, -1);\r\n break;\r\n\r\n }\r\n\r\n if (this._attachedMesh) {\r\n this.position.copyFrom(this._attachedMesh.getAbsolutePosition());\r\n }\r\n\r\n this.position.addToRef(this._add, this._target);\r\n\r\n Matrix.LookAtLHToRef(this.position, this._target, Vector3.Up(), this._viewMatrix);\r\n\r\n if (scene.activeCamera) {\r\n this._projectionMatrix = Matrix.PerspectiveFovLH(Math.PI / 2, 1, scene.activeCamera.minZ, scene.activeCamera.maxZ);\r\n scene.setTransformMatrix(this._viewMatrix, this._projectionMatrix);\r\n }\r\n\r\n scene._forcedViewPosition = this.position;\r\n });\r\n\r\n this._renderTargetTexture.onAfterUnbindObservable.add(() => {\r\n scene._forcedViewPosition = null;\r\n scene.updateTransformMatrix(true);\r\n });\r\n }\r\n\r\n /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */\r\n public get samples(): number {\r\n return this._renderTargetTexture.samples;\r\n }\r\n\r\n public set samples(value: number) {\r\n this._renderTargetTexture.samples = value;\r\n }\r\n\r\n /** Gets or sets the refresh rate to use (on every frame by default) */\r\n public get refreshRate(): number {\r\n return this._renderTargetTexture.refreshRate;\r\n }\r\n\r\n public set refreshRate(value: number) {\r\n this._renderTargetTexture.refreshRate = value;\r\n }\r\n\r\n /**\r\n * Gets the hosting scene\r\n * @returns a Scene\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /** Gets the internal CubeTexture used to render to */\r\n public get cubeTexture(): RenderTargetTexture {\r\n return this._renderTargetTexture;\r\n }\r\n\r\n /** Gets the list of meshes to render */\r\n public get renderList(): Nullable {\r\n return this._renderTargetTexture.renderList;\r\n }\r\n\r\n /**\r\n * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)\r\n * @param mesh defines the mesh to attach to\r\n */\r\n public attachToMesh(mesh: Nullable): void {\r\n this._attachedMesh = mesh;\r\n }\r\n\r\n /**\r\n * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.\r\n */\r\n public setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void {\r\n this._renderTargetTexture.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);\r\n }\r\n\r\n /**\r\n * Clean all associated resources\r\n */\r\n public dispose() {\r\n var index = this._scene.reflectionProbes.indexOf(this);\r\n\r\n if (index !== -1) {\r\n // Remove from the scene if found\r\n this._scene.reflectionProbes.splice(index, 1);\r\n }\r\n\r\n if (this._renderTargetTexture) {\r\n this._renderTargetTexture.dispose();\r\n (this._renderTargetTexture) = null;\r\n }\r\n }\r\n\r\n /**\r\n * Converts the reflection probe information to a readable string for debug purpose.\r\n * @param fullDetails Supports for multiple levels of logging within scene loading\r\n * @returns the human readable reflection probe info\r\n */\r\n public toString(fullDetails?: boolean): string {\r\n var ret = \"Name: \" + this.name;\r\n\r\n if (fullDetails) {\r\n ret += \", position: \" + this.position.toString();\r\n\r\n if (this._attachedMesh) {\r\n ret += \", attached mesh: \" + this._attachedMesh.name;\r\n }\r\n }\r\n\r\n return ret;\r\n }\r\n\r\n /**\r\n * Get the class name of the relfection probe.\r\n * @returns \"ReflectionProbe\"\r\n */\r\n public getClassName(): string {\r\n return \"ReflectionProbe\";\r\n }\r\n\r\n /**\r\n * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.\r\n * @returns The JSON representation of the texture\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this, this._renderTargetTexture.serialize());\r\n serializationObject.isReflectionProbe = true;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.\r\n * @param parsedReflectionProbe Define the JSON representation of the reflection probe\r\n * @param scene Define the scene the parsed reflection probe should be instantiated in\r\n * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies\r\n * @returns The parsed reflection probe if successful\r\n */\r\n public static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable {\r\n let reflectionProbe: Nullable = null;\r\n if (scene.reflectionProbes) {\r\n for (let index = 0; index < scene.reflectionProbes.length; index++) {\r\n const rp = scene.reflectionProbes[index];\r\n if (rp.name === parsedReflectionProbe.name) {\r\n reflectionProbe = rp;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n reflectionProbe = SerializationHelper.Parse(() => reflectionProbe || new ReflectionProbe(parsedReflectionProbe.name, parsedReflectionProbe.renderTargetSize, scene, parsedReflectionProbe._generateMipMaps), parsedReflectionProbe, scene, rootUrl);\r\n reflectionProbe.cubeTexture._waitingRenderList = parsedReflectionProbe.renderList;\r\n\r\n if (parsedReflectionProbe._attachedMesh) {\r\n reflectionProbe.attachToMesh(scene.getMeshByID(parsedReflectionProbe._attachedMesh));\r\n }\r\n\r\n return reflectionProbe;\r\n }\r\n}\r\n","import { Scene } from \"../scene\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { SubMesh } from \"../Meshes/subMesh\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { VertexData } from \"../Meshes/mesh.vertexData\";\r\nimport { Matrix } from \"../Maths/math.vector\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport { Nullable, FloatArray, IndicesArray } from \"../types\";\r\nimport { ISceneComponent, SceneComponentConstants } from \"../sceneComponent\";\r\nimport { BoundingBox } from \"../Culling/boundingBox\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\n\r\nimport \"../Meshes/Builders/boxBuilder\";\r\n\r\nimport \"../Shaders/color.fragment\";\r\nimport \"../Shaders/color.vertex\";\r\nimport { DataBuffer } from '../Meshes/dataBuffer';\r\nimport { Color3 } from '../Maths/math.color';\r\nimport { Observable } from '../Misc/observable';\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @hidden (Backing field) */\r\n _boundingBoxRenderer: BoundingBoxRenderer;\r\n\r\n /** @hidden (Backing field) */\r\n _forceShowBoundingBoxes: boolean;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if all bounding boxes must be rendered\r\n */\r\n forceShowBoundingBoxes: boolean;\r\n\r\n /**\r\n * Gets the bounding box renderer associated with the scene\r\n * @returns a BoundingBoxRenderer\r\n */\r\n getBoundingBoxRenderer(): BoundingBoxRenderer;\r\n }\r\n}\r\n\r\nObject.defineProperty(Scene.prototype, \"forceShowBoundingBoxes\", {\r\n get: function(this: Scene) {\r\n return this._forceShowBoundingBoxes || false;\r\n },\r\n set: function(this: Scene, value: boolean) {\r\n this._forceShowBoundingBoxes = value;\r\n // Lazyly creates a BB renderer if needed.\r\n if (value) {\r\n this.getBoundingBoxRenderer();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\nScene.prototype.getBoundingBoxRenderer = function(): BoundingBoxRenderer {\r\n\r\n if (!this._boundingBoxRenderer) {\r\n this._boundingBoxRenderer = new BoundingBoxRenderer(this);\r\n }\r\n\r\n return this._boundingBoxRenderer;\r\n};\r\n\r\ndeclare module \"../Meshes/abstractMesh\" {\r\n export interface AbstractMesh {\r\n /** @hidden (Backing field) */\r\n _showBoundingBox: boolean;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)\r\n */\r\n showBoundingBox: boolean;\r\n }\r\n}\r\n\r\nObject.defineProperty(AbstractMesh.prototype, \"showBoundingBox\", {\r\n get: function(this: AbstractMesh) {\r\n return this._showBoundingBox || false;\r\n },\r\n set: function(this: AbstractMesh, value: boolean) {\r\n this._showBoundingBox = value;\r\n // Lazyly creates a BB renderer if needed.\r\n if (value) {\r\n this.getScene().getBoundingBoxRenderer();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\n/**\r\n * Component responsible of rendering the bounding box of the meshes in a scene.\r\n * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties\r\n */\r\nexport class BoundingBoxRenderer implements ISceneComponent {\r\n /**\r\n * The component name helpfull to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_BOUNDINGBOXRENDERER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Color of the bounding box lines placed in front of an object\r\n */\r\n public frontColor = new Color3(1, 1, 1);\r\n /**\r\n * Color of the bounding box lines placed behind an object\r\n */\r\n public backColor = new Color3(0.1, 0.1, 0.1);\r\n /**\r\n * Defines if the renderer should show the back lines or not\r\n */\r\n public showBackLines = true;\r\n\r\n /**\r\n * Observable raised before rendering a bounding box\r\n */\r\n public onBeforeBoxRenderingObservable = new Observable();\r\n\r\n /**\r\n * Observable raised after rendering a bounding box\r\n */\r\n public onAfterBoxRenderingObservable = new Observable();\r\n\r\n /**\r\n * @hidden\r\n */\r\n public renderList = new SmartArray(32);\r\n\r\n private _colorShader: ShaderMaterial;\r\n private _vertexBuffers: { [key: string]: Nullable } = {};\r\n private _indexBuffer: DataBuffer;\r\n private _fillIndexBuffer: Nullable = null;\r\n private _fillIndexData: Nullable = null;\r\n\r\n /**\r\n * Instantiates a new bounding box renderer in a scene.\r\n * @param scene the scene the renderer renders in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n scene._addComponent(this);\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._beforeEvaluateActiveMeshStage.registerStep(SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER, this, this.reset);\r\n\r\n this.scene._activeMeshStage.registerStep(SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER, this, this._activeMesh);\r\n\r\n this.scene._evaluateSubMeshStage.registerStep(SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER, this, this._evaluateSubMesh);\r\n\r\n this.scene._afterRenderingGroupDrawStage.registerStep(SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER, this, this.render);\r\n }\r\n\r\n private _evaluateSubMesh(mesh: AbstractMesh, subMesh: SubMesh): void {\r\n if (mesh.showSubMeshesBoundingBox) {\r\n const boundingInfo = subMesh.getBoundingInfo();\r\n if (boundingInfo !== null && boundingInfo !== undefined) {\r\n boundingInfo.boundingBox._tag = mesh.renderingGroupId;\r\n this.renderList.push(boundingInfo.boundingBox);\r\n }\r\n }\r\n }\r\n\r\n private _activeMesh(sourceMesh: AbstractMesh, mesh: AbstractMesh): void {\r\n if (sourceMesh.showBoundingBox || this.scene.forceShowBoundingBoxes) {\r\n let boundingInfo = sourceMesh.getBoundingInfo();\r\n boundingInfo.boundingBox._tag = mesh.renderingGroupId;\r\n this.renderList.push(boundingInfo.boundingBox);\r\n }\r\n }\r\n\r\n private _prepareRessources(): void {\r\n if (this._colorShader) {\r\n return;\r\n }\r\n\r\n this._colorShader = new ShaderMaterial(\"colorShader\", this.scene, \"color\",\r\n {\r\n attributes: [VertexBuffer.PositionKind],\r\n uniforms: [\"world\", \"viewProjection\", \"color\"]\r\n });\r\n\r\n this._colorShader.reservedDataStore = {\r\n hidden: true\r\n };\r\n var engine = this.scene.getEngine();\r\n var boxdata = VertexData.CreateBox({ size: 1.0 });\r\n this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, boxdata.positions, VertexBuffer.PositionKind, false);\r\n this._createIndexBuffer();\r\n this._fillIndexData = boxdata.indices;\r\n }\r\n\r\n private _createIndexBuffer(): void {\r\n var engine = this.scene.getEngine();\r\n this._indexBuffer = engine.createIndexBuffer([0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 7, 1, 6, 2, 5, 3, 4]);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n let vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vb) {\r\n vb._rebuild();\r\n }\r\n this._createIndexBuffer();\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public reset(): void {\r\n this.renderList.reset();\r\n }\r\n\r\n /**\r\n * Render the bounding boxes of a specific rendering group\r\n * @param renderingGroupId defines the rendering group to render\r\n */\r\n public render(renderingGroupId: number): void {\r\n if (this.renderList.length === 0) {\r\n return;\r\n }\r\n\r\n this._prepareRessources();\r\n\r\n if (!this._colorShader.isReady()) {\r\n return;\r\n }\r\n\r\n var engine = this.scene.getEngine();\r\n engine.setDepthWrite(false);\r\n this._colorShader._preBind();\r\n for (var boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {\r\n var boundingBox = this.renderList.data[boundingBoxIndex];\r\n if (boundingBox._tag !== renderingGroupId) {\r\n continue;\r\n }\r\n\r\n this.onBeforeBoxRenderingObservable.notifyObservers(boundingBox);\r\n\r\n var min = boundingBox.minimum;\r\n var max = boundingBox.maximum;\r\n var diff = max.subtract(min);\r\n var median = min.add(diff.scale(0.5));\r\n\r\n var worldMatrix = Matrix.Scaling(diff.x, diff.y, diff.z)\r\n .multiply(Matrix.Translation(median.x, median.y, median.z))\r\n .multiply(boundingBox.getWorldMatrix());\r\n\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());\r\n\r\n if (this.showBackLines) {\r\n // Back\r\n engine.setDepthFunctionToGreaterOrEqual();\r\n this.scene.resetCachedMaterial();\r\n this._colorShader.setColor4(\"color\", this.backColor.toColor4());\r\n this._colorShader.bind(worldMatrix);\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.LineListDrawMode, 0, 24);\r\n }\r\n\r\n // Front\r\n engine.setDepthFunctionToLess();\r\n this.scene.resetCachedMaterial();\r\n this._colorShader.setColor4(\"color\", this.frontColor.toColor4());\r\n this._colorShader.bind(worldMatrix);\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.LineListDrawMode, 0, 24);\r\n\r\n this.onAfterBoxRenderingObservable.notifyObservers(boundingBox);\r\n }\r\n this._colorShader.unbind();\r\n engine.setDepthFunctionToLessOrEqual();\r\n engine.setDepthWrite(true);\r\n }\r\n\r\n /**\r\n * In case of occlusion queries, we can render the occlusion bounding box through this method\r\n * @param mesh Define the mesh to render the occlusion bounding box for\r\n */\r\n public renderOcclusionBoundingBox(mesh: AbstractMesh): void {\r\n\r\n this._prepareRessources();\r\n\r\n if (!this._colorShader.isReady() || !mesh._boundingInfo) {\r\n return;\r\n }\r\n\r\n var engine = this.scene.getEngine();\r\n if (!this._fillIndexBuffer) {\r\n this._fillIndexBuffer = engine.createIndexBuffer(this._fillIndexData!);\r\n }\r\n\r\n engine.setDepthWrite(false);\r\n engine.setColorWrite(false);\r\n this._colorShader._preBind();\r\n\r\n var boundingBox = mesh._boundingInfo.boundingBox;\r\n var min = boundingBox.minimum;\r\n var max = boundingBox.maximum;\r\n var diff = max.subtract(min);\r\n var median = min.add(diff.scale(0.5));\r\n\r\n var worldMatrix = Matrix.Scaling(diff.x, diff.y, diff.z)\r\n .multiply(Matrix.Translation(median.x, median.y, median.z))\r\n .multiply(boundingBox.getWorldMatrix());\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._fillIndexBuffer, this._colorShader.getEffect());\r\n\r\n engine.setDepthFunctionToLess();\r\n this.scene.resetCachedMaterial();\r\n this._colorShader.bind(worldMatrix);\r\n\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 36);\r\n\r\n this._colorShader.unbind();\r\n engine.setDepthFunctionToLessOrEqual();\r\n engine.setDepthWrite(true);\r\n engine.setColorWrite(true);\r\n }\r\n\r\n /**\r\n * Dispose and release the resources attached to this renderer.\r\n */\r\n public dispose(): void {\r\n if (!this._colorShader) {\r\n return;\r\n }\r\n\r\n this.onBeforeBoxRenderingObservable.clear();\r\n this.onAfterBoxRenderingObservable.clear();\r\n\r\n this.renderList.dispose();\r\n\r\n this._colorShader.dispose();\r\n\r\n var buffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (buffer) {\r\n buffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n this.scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n\r\n if (this._fillIndexBuffer) {\r\n this.scene.getEngine()._releaseBuffer(this._fillIndexBuffer);\r\n this._fillIndexBuffer = null;\r\n }\r\n }\r\n}\r\n","import { Nullable } from \"../types\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { SubMesh } from \"../Meshes/subMesh\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport { Scene } from \"../scene\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { MaterialHelper } from \"../Materials/materialHelper\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/depth.fragment\";\r\nimport \"../Shaders/depth.vertex\";\r\nimport { _DevTools } from '../Misc/devTools';\r\n\r\n/**\r\n * This represents a depth renderer in Babylon.\r\n * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing\r\n */\r\nexport class DepthRenderer {\r\n private _scene: Scene;\r\n private _depthMap: RenderTargetTexture;\r\n private _effect: Effect;\r\n private readonly _storeNonLinearDepth: boolean;\r\n private readonly _clearColor: Color4;\r\n\r\n /** Get if the depth renderer is using packed depth or not */\r\n public readonly isPacked: boolean;\r\n\r\n private _cachedDefines: string;\r\n private _camera: Nullable;\r\n\r\n /** Enable or disable the depth renderer. When disabled, the depth texture is not updated */\r\n public enabled = true;\r\n\r\n /**\r\n * Specifiess that the depth renderer will only be used within\r\n * the camera it is created for.\r\n * This can help forcing its rendering during the camera processing.\r\n */\r\n public useOnlyInActiveCamera: boolean = false;\r\n\r\n /** @hidden */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _DevTools.WarnImport(\"DepthRendererSceneComponent\");\r\n }\r\n\r\n /**\r\n * Instantiates a depth renderer\r\n * @param scene The scene the renderer belongs to\r\n * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)\r\n * @param camera The camera to be used to render the depth map (default: scene's active camera)\r\n * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z\r\n */\r\n constructor(scene: Scene, type: number = Constants.TEXTURETYPE_FLOAT, camera: Nullable = null, storeNonLinearDepth = false) {\r\n this._scene = scene;\r\n this._storeNonLinearDepth = storeNonLinearDepth;\r\n this.isPacked = type === Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (this.isPacked) {\r\n this._clearColor = new Color4(1.0, 1.0, 1.0, 1.0);\r\n }\r\n else {\r\n this._clearColor = new Color4(1.0, 0.0, 0.0, 1.0);\r\n }\r\n\r\n DepthRenderer._SceneComponentInitialization(this._scene);\r\n\r\n this._camera = camera;\r\n var engine = scene.getEngine();\r\n\r\n // Render target\r\n var format = (this.isPacked || engine.webGLVersion === 1) ? Constants.TEXTUREFORMAT_RGBA : Constants.TEXTUREFORMAT_R;\r\n this._depthMap = new RenderTargetTexture(\"depthMap\", { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, this._scene, false, true, type,\r\n false, undefined, undefined, undefined, undefined,\r\n format);\r\n this._depthMap.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._depthMap.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._depthMap.refreshRate = 1;\r\n this._depthMap.renderParticles = false;\r\n this._depthMap.renderList = null;\r\n\r\n // Camera to get depth map from to support multiple concurrent cameras\r\n this._depthMap.activeCamera = this._camera;\r\n this._depthMap.ignoreCameraViewport = true;\r\n this._depthMap.useCameraPostProcesses = false;\r\n\r\n // set default depth value to 1.0 (far away)\r\n this._depthMap.onClearObservable.add((engine) => {\r\n engine.clear(this._clearColor, true, true, true);\r\n });\r\n\r\n // Custom render function\r\n var renderSubMesh = (subMesh: SubMesh): void => {\r\n var renderingMesh = subMesh.getRenderingMesh();\r\n var effectiveMesh = subMesh.getEffectiveMesh();\r\n var scene = this._scene;\r\n var engine = scene.getEngine();\r\n let material = subMesh.getMaterial();\r\n\r\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n\r\n if (!material) {\r\n return;\r\n }\r\n\r\n // Culling and reverse (right handed system)\r\n engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);\r\n\r\n // Managing instances\r\n var batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n\r\n if (batch.mustReturn) {\r\n return;\r\n }\r\n\r\n var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null || renderingMesh.hasThinInstances);\r\n\r\n var camera = this._camera || scene.activeCamera;\r\n if (this.isReady(subMesh, hardwareInstancedRendering) && camera) {\r\n engine.enableEffect(this._effect);\r\n renderingMesh._bind(subMesh, this._effect, material.fillMode);\r\n\r\n this._effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n this._effect.setFloat2(\"depthValues\", camera.minZ, camera.minZ + camera.maxZ);\r\n\r\n // Alpha test\r\n if (material && material.needAlphaTesting()) {\r\n var alphaTexture = material.getAlphaTestTexture();\r\n\r\n if (alphaTexture) {\r\n this._effect.setTexture(\"diffuseSampler\", alphaTexture);\r\n this._effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\r\n }\r\n }\r\n\r\n // Bones\r\n if (renderingMesh.useBones && renderingMesh.computeBonesUsingShaders && renderingMesh.skeleton) {\r\n this._effect.setMatrices(\"mBones\", renderingMesh.skeleton.getTransformMatrices(renderingMesh));\r\n }\r\n\r\n // Morph targets\r\n MaterialHelper.BindMorphTargetParameters(renderingMesh, this._effect);\r\n\r\n // Draw\r\n renderingMesh._processRendering(effectiveMesh, subMesh, this._effect, material.fillMode, batch, hardwareInstancedRendering,\r\n (isInstance, world) => this._effect.setMatrix(\"world\", world));\r\n }\r\n };\r\n\r\n this._depthMap.customRenderFunction = (opaqueSubMeshes: SmartArray, alphaTestSubMeshes: SmartArray, transparentSubMeshes: SmartArray, depthOnlySubMeshes: SmartArray): void => {\r\n var index;\r\n\r\n if (depthOnlySubMeshes.length) {\r\n engine.setColorWrite(false);\r\n for (index = 0; index < depthOnlySubMeshes.length; index++) {\r\n renderSubMesh(depthOnlySubMeshes.data[index]);\r\n }\r\n engine.setColorWrite(true);\r\n }\r\n\r\n for (index = 0; index < opaqueSubMeshes.length; index++) {\r\n renderSubMesh(opaqueSubMeshes.data[index]);\r\n }\r\n\r\n for (index = 0; index < alphaTestSubMeshes.length; index++) {\r\n renderSubMesh(alphaTestSubMeshes.data[index]);\r\n }\r\n };\r\n }\r\n\r\n /**\r\n * Creates the depth rendering effect and checks if the effect is ready.\r\n * @param subMesh The submesh to be used to render the depth map of\r\n * @param useInstances If multiple world instances should be used\r\n * @returns if the depth renderer is ready to render the depth map\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n var material: any = subMesh.getMaterial();\r\n if (material.disableDepthWrite) {\r\n return false;\r\n }\r\n\r\n var defines = [];\r\n\r\n var attribs = [VertexBuffer.PositionKind];\r\n\r\n var mesh = subMesh.getMesh();\r\n\r\n // Alpha test\r\n if (material && material.needAlphaTesting() && material.getAlphaTestTexture()) {\r\n defines.push(\"#define ALPHATEST\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n }\r\n }\r\n\r\n // Bones\r\n if (mesh.useBones && mesh.computeBonesUsingShaders) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n defines.push(\"#define BonesPerMesh \" + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph targets\r\n const morphTargetManager = (mesh as Mesh).morphTargetManager;\r\n let numMorphInfluencers = 0;\r\n if (morphTargetManager) {\r\n if (morphTargetManager.numInfluencers > 0) {\r\n numMorphInfluencers = morphTargetManager.numInfluencers;\r\n\r\n defines.push(\"#define MORPHTARGETS\");\r\n defines.push(\"#define NUM_MORPH_INFLUENCERS \" + numMorphInfluencers);\r\n\r\n MaterialHelper.PrepareAttributesForMorphTargetsInfluencers(attribs, mesh, numMorphInfluencers);\r\n }\r\n }\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n MaterialHelper.PushAttributesForInstances(attribs);\r\n if (subMesh.getRenderingMesh().hasInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // None linear depth\r\n if (this._storeNonLinearDepth) {\r\n defines.push(\"#define NONLINEARDEPTH\");\r\n }\r\n\r\n // Float Mode\r\n if (this.isPacked) {\r\n defines.push(\"#define PACKED\");\r\n }\r\n\r\n // Get correct effect\r\n var join = defines.join(\"\\n\");\r\n if (this._cachedDefines !== join) {\r\n this._cachedDefines = join;\r\n this._effect = this._scene.getEngine().createEffect(\"depth\",\r\n attribs,\r\n [\"world\", \"mBones\", \"viewProjection\", \"diffuseMatrix\", \"depthValues\", \"morphTargetInfluences\"],\r\n [\"diffuseSampler\"], join,\r\n undefined, undefined, undefined, { maxSimultaneousMorphTargets: numMorphInfluencers });\r\n }\r\n\r\n return this._effect.isReady();\r\n }\r\n\r\n /**\r\n * Gets the texture which the depth map will be written to.\r\n * @returns The depth map texture\r\n */\r\n public getDepthMap(): RenderTargetTexture {\r\n return this._depthMap;\r\n }\r\n\r\n /**\r\n * Disposes of the depth renderer.\r\n */\r\n public dispose(): void {\r\n this._depthMap.dispose();\r\n }\r\n}\r\n","import { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { SmartArrayNoDuplicate } from \"../Misc/smartArray\";\r\nimport { DepthRenderer } from \"./depthRenderer\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { ISceneComponent, SceneComponentConstants } from \"../sceneComponent\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @hidden (Backing field) */\r\n _depthRenderer: { [id: string]: DepthRenderer };\r\n\r\n /**\r\n * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.\r\n * @param camera The camera to create the depth renderer on (default: scene's active camera)\r\n * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z\r\n * @returns the created depth renderer\r\n */\r\n enableDepthRenderer(camera?: Nullable, storeNonLinearDepth?: boolean): DepthRenderer;\r\n\r\n /**\r\n * Disables a depth renderer for a given camera\r\n * @param camera The camera to disable the depth renderer on (default: scene's active camera)\r\n */\r\n disableDepthRenderer(camera?: Nullable): void;\r\n }\r\n}\r\n\r\nScene.prototype.enableDepthRenderer = function(camera?: Nullable, storeNonLinearDepth = false): DepthRenderer {\r\n camera = camera || this.activeCamera;\r\n if (!camera) {\r\n throw \"No camera available to enable depth renderer\";\r\n }\r\n if (!this._depthRenderer) {\r\n this._depthRenderer = {};\r\n }\r\n if (!this._depthRenderer[camera.id]) {\r\n var textureType = 0;\r\n if (this.getEngine().getCaps().textureHalfFloatRender) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n else if (this.getEngine().getCaps().textureFloatRender) {\r\n textureType = Constants.TEXTURETYPE_FLOAT;\r\n } else {\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n }\r\n this._depthRenderer[camera.id] = new DepthRenderer(this, textureType, camera, storeNonLinearDepth);\r\n }\r\n\r\n return this._depthRenderer[camera.id];\r\n};\r\n\r\nScene.prototype.disableDepthRenderer = function(camera?: Nullable): void {\r\n camera = camera || this.activeCamera;\r\n if (!camera || !this._depthRenderer || !this._depthRenderer[camera.id]) {\r\n return;\r\n }\r\n\r\n this._depthRenderer[camera.id].dispose();\r\n delete this._depthRenderer[camera.id];\r\n};\r\n\r\n/**\r\n * Defines the Depth Renderer scene component responsible to manage a depth buffer useful\r\n * in several rendering techniques.\r\n */\r\nexport class DepthRendererSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpfull to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_DEPTHRENDERER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._gatherRenderTargetsStage.registerStep(SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER, this, this._gatherRenderTargets);\r\n this.scene._gatherActiveCameraRenderTargetsStage.registerStep(SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER, this, this._gatherActiveCameraRenderTargets);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do for this component\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated ressources\r\n */\r\n public dispose(): void {\r\n for (var key in this.scene._depthRenderer) {\r\n this.scene._depthRenderer[key].dispose();\r\n }\r\n }\r\n\r\n private _gatherRenderTargets(renderTargets: SmartArrayNoDuplicate): void {\r\n if (this.scene._depthRenderer) {\r\n for (var key in this.scene._depthRenderer) {\r\n let depthRenderer = this.scene._depthRenderer[key];\r\n if (depthRenderer.enabled && !depthRenderer.useOnlyInActiveCamera) {\r\n renderTargets.push(depthRenderer.getDepthMap());\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _gatherActiveCameraRenderTargets(renderTargets: SmartArrayNoDuplicate): void {\r\n if (this.scene._depthRenderer) {\r\n for (var key in this.scene._depthRenderer) {\r\n let depthRenderer = this.scene._depthRenderer[key];\r\n if (depthRenderer.enabled && depthRenderer.useOnlyInActiveCamera && this.scene.activeCamera!.id === key) {\r\n renderTargets.push(depthRenderer.getDepthMap());\r\n }\r\n }\r\n }\r\n }\r\n}\r\n\r\nDepthRenderer._SceneComponentInitialization = (scene: Scene) => {\r\n // Register the G Buffer component to the scene.\r\n let component = scene._getComponent(SceneComponentConstants.NAME_DEPTHRENDERER) as DepthRendererSceneComponent;\r\n if (!component) {\r\n component = new DepthRendererSceneComponent(scene);\r\n scene._addComponent(component);\r\n }\r\n};\r\n","import { Nullable } from \"../types\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { LinesMesh, InstancedLinesMesh } from \"../Meshes/linesMesh\";\r\nimport { Vector3, TmpVectors, Matrix } from \"../Maths/math.vector\";\r\nimport { IDisposable, Scene } from \"../scene\";\r\nimport { Observer } from \"../Misc/observable\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Node } from \"../node\";\r\n\r\nimport \"../Shaders/line.fragment\";\r\nimport \"../Shaders/line.vertex\";\r\nimport { DataBuffer } from '../Meshes/dataBuffer';\r\nimport { SmartArray } from '../Misc/smartArray';\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @hidden */\r\n _edgeRenderLineShader: Nullable;\r\n }\r\n}\r\n\r\ndeclare module \"../Meshes/abstractMesh\" {\r\n export interface AbstractMesh {\r\n /**\r\n * Gets the edgesRenderer associated with the mesh\r\n */\r\n edgesRenderer: Nullable;\r\n }\r\n}\r\nAbstractMesh.prototype.disableEdgesRendering = function(): AbstractMesh {\r\n if (this._edgesRenderer) {\r\n this._edgesRenderer.dispose();\r\n this._edgesRenderer = null;\r\n }\r\n return this;\r\n};\r\n\r\nAbstractMesh.prototype.enableEdgesRendering = function(epsilon = 0.95, checkVerticesInsteadOfIndices = false): AbstractMesh {\r\n this.disableEdgesRendering();\r\n this._edgesRenderer = new EdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);\r\n return this;\r\n};\r\n\r\nObject.defineProperty(AbstractMesh.prototype, \"edgesRenderer\", {\r\n get: function(this: AbstractMesh) {\r\n return this._edgesRenderer;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\ndeclare module \"../Meshes/linesMesh\" {\r\n export interface LinesMesh {\r\n /**\r\n * Enables the edge rendering mode on the mesh.\r\n * This mode makes the mesh edges visible\r\n * @param epsilon defines the maximal distance between two angles to detect a face\r\n * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces\r\n * @returns the currentAbstractMesh\r\n * @see https://www.babylonjs-playground.com/#19O9TU#0\r\n */\r\n enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;\r\n }\r\n}\r\nLinesMesh.prototype.enableEdgesRendering = function(epsilon = 0.95, checkVerticesInsteadOfIndices = false): AbstractMesh {\r\n this.disableEdgesRendering();\r\n this._edgesRenderer = new LineEdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);\r\n return this;\r\n};\r\n\r\ndeclare module \"../Meshes/linesMesh\" {\r\n export interface InstancedLinesMesh {\r\n /**\r\n * Enables the edge rendering mode on the mesh.\r\n * This mode makes the mesh edges visible\r\n * @param epsilon defines the maximal distance between two angles to detect a face\r\n * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces\r\n * @returns the current InstancedLinesMesh\r\n * @see https://www.babylonjs-playground.com/#19O9TU#0\r\n */\r\n enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;\r\n }\r\n}\r\n\r\nInstancedLinesMesh.prototype.enableEdgesRendering = function(epsilon = 0.95, checkVerticesInsteadOfIndices = false): InstancedLinesMesh {\r\n LinesMesh.prototype.enableEdgesRendering.apply(this, arguments);\r\n return this;\r\n};\r\n\r\n/**\r\n * FaceAdjacencies Helper class to generate edges\r\n */\r\nclass FaceAdjacencies {\r\n public edges = new Array();\r\n public p0: Vector3;\r\n public p1: Vector3;\r\n public p2: Vector3;\r\n public edgesConnectedCount = 0;\r\n}\r\n\r\n/**\r\n * Defines the minimum contract an Edges renderer should follow.\r\n */\r\nexport interface IEdgesRenderer extends IDisposable {\r\n /**\r\n * Gets or sets a boolean indicating if the edgesRenderer is active\r\n */\r\n isEnabled: boolean;\r\n\r\n /**\r\n * Renders the edges of the attached mesh,\r\n */\r\n render(): void;\r\n\r\n /**\r\n * Checks wether or not the edges renderer is ready to render.\r\n * @return true if ready, otherwise false.\r\n */\r\n isReady(): boolean;\r\n\r\n /**\r\n * List of instances to render in case the source mesh has instances\r\n */\r\n customInstances: SmartArray;\r\n}\r\n\r\n/**\r\n * This class is used to generate edges of the mesh that could then easily be rendered in a scene.\r\n */\r\nexport class EdgesRenderer implements IEdgesRenderer {\r\n\r\n /**\r\n * Define the size of the edges with an orthographic camera\r\n */\r\n public edgesWidthScalerForOrthographic = 1000.0;\r\n\r\n /**\r\n * Define the size of the edges with a perspective camera\r\n */\r\n public edgesWidthScalerForPerspective = 50.0;\r\n\r\n protected _source: AbstractMesh;\r\n protected _linesPositions = new Array();\r\n protected _linesNormals = new Array();\r\n protected _linesIndices = new Array();\r\n protected _epsilon: number;\r\n protected _indicesCount: number;\r\n\r\n protected _lineShader: ShaderMaterial;\r\n protected _ib: DataBuffer;\r\n protected _buffers: { [key: string]: Nullable } = {};\r\n protected _buffersForInstances: { [key: string]: Nullable } = {};\r\n protected _checkVerticesInsteadOfIndices = false;\r\n\r\n private _meshRebuildObserver: Nullable>;\r\n private _meshDisposeObserver: Nullable>;\r\n\r\n /** Gets or sets a boolean indicating if the edgesRenderer is active */\r\n public isEnabled = true;\r\n\r\n /**\r\n * List of instances to render in case the source mesh has instances\r\n */\r\n public customInstances = new SmartArray(32);\r\n\r\n private static GetShader(scene: Scene): ShaderMaterial {\r\n if (!scene._edgeRenderLineShader) {\r\n const shader = new ShaderMaterial(\"lineShader\", scene, \"line\",\r\n {\r\n attributes: [\"position\", \"normal\"],\r\n uniforms: [\"world\", \"viewProjection\", \"color\", \"width\", \"aspectRatio\"]\r\n });\r\n\r\n shader.disableDepthWrite = true;\r\n shader.backFaceCulling = false;\r\n\r\n scene._edgeRenderLineShader = shader;\r\n }\r\n\r\n return scene._edgeRenderLineShader;\r\n }\r\n\r\n /**\r\n * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.\r\n * Beware when you use this class with complex objects as the adjacencies computation can be really long\r\n * @param source Mesh used to create edges\r\n * @param epsilon sum of angles in adjacency to check for edge\r\n * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices\r\n * @param generateEdgesLines - should generate Lines or only prepare resources.\r\n */\r\n constructor(source: AbstractMesh, epsilon = 0.95, checkVerticesInsteadOfIndices = false, generateEdgesLines = true) {\r\n this._source = source;\r\n this._checkVerticesInsteadOfIndices = checkVerticesInsteadOfIndices;\r\n\r\n this._epsilon = epsilon;\r\n\r\n this._prepareRessources();\r\n if (generateEdgesLines) {\r\n this._generateEdgesLines();\r\n }\r\n\r\n this._meshRebuildObserver = this._source.onRebuildObservable.add(() => {\r\n this._rebuild();\r\n });\r\n\r\n this._meshDisposeObserver = this._source.onDisposeObservable.add(() => {\r\n this.dispose();\r\n });\r\n }\r\n\r\n protected _prepareRessources(): void {\r\n if (this._lineShader) {\r\n return;\r\n }\r\n\r\n this._lineShader = EdgesRenderer.GetShader(this._source.getScene());\r\n }\r\n\r\n /** @hidden */\r\n public _rebuild(): void {\r\n var buffer = this._buffers[VertexBuffer.PositionKind];\r\n if (buffer) {\r\n buffer._rebuild();\r\n }\r\n\r\n buffer = this._buffers[VertexBuffer.NormalKind];\r\n if (buffer) {\r\n buffer._rebuild();\r\n }\r\n\r\n var scene = this._source.getScene();\r\n var engine = scene.getEngine();\r\n this._ib = engine.createIndexBuffer(this._linesIndices);\r\n }\r\n\r\n /**\r\n * Releases the required resources for the edges renderer\r\n */\r\n public dispose(): void {\r\n this._source.onRebuildObservable.remove(this._meshRebuildObserver);\r\n this._source.onDisposeObservable.remove(this._meshDisposeObserver);\r\n\r\n var buffer = this._buffers[VertexBuffer.PositionKind];\r\n if (buffer) {\r\n buffer.dispose();\r\n this._buffers[VertexBuffer.PositionKind] = null;\r\n }\r\n buffer = this._buffers[VertexBuffer.NormalKind];\r\n if (buffer) {\r\n buffer.dispose();\r\n this._buffers[VertexBuffer.NormalKind] = null;\r\n }\r\n\r\n if (this._ib) {\r\n this._source.getScene().getEngine()._releaseBuffer(this._ib);\r\n }\r\n this._lineShader.dispose();\r\n }\r\n\r\n protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number {\r\n if (pa === p0 && pb === p1 || pa === p1 && pb === p0) {\r\n return 0;\r\n }\r\n\r\n if (pa === p1 && pb === p2 || pa === p2 && pb === p1) {\r\n return 1;\r\n }\r\n\r\n if (pa === p2 && pb === p0 || pa === p0 && pb === p2) {\r\n return 2;\r\n }\r\n\r\n return -1;\r\n }\r\n\r\n protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number {\r\n if (pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p1) || pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p0)) {\r\n return 0;\r\n }\r\n\r\n if (pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p2) || pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p1)) {\r\n return 1;\r\n }\r\n\r\n if (pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p0) || pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p2)) {\r\n return 2;\r\n }\r\n\r\n return -1;\r\n }\r\n\r\n /**\r\n * Checks if the pair of p0 and p1 is en edge\r\n * @param faceIndex\r\n * @param edge\r\n * @param faceNormals\r\n * @param p0\r\n * @param p1\r\n * @private\r\n */\r\n protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array, p0: Vector3, p1: Vector3): void {\r\n var needToCreateLine;\r\n\r\n if (edge === undefined) {\r\n needToCreateLine = true;\r\n } else {\r\n var dotProduct = Vector3.Dot(faceNormals[faceIndex], faceNormals[edge]);\r\n\r\n needToCreateLine = dotProduct < this._epsilon;\r\n }\r\n\r\n if (needToCreateLine) {\r\n this.createLine(p0, p1, this._linesPositions.length / 3);\r\n }\r\n }\r\n\r\n /**\r\n * push line into the position, normal and index buffer\r\n * @protected\r\n */\r\n protected createLine(p0: Vector3, p1: Vector3, offset: number) {\r\n // Positions\r\n this._linesPositions.push(\r\n p0.x, p0.y, p0.z,\r\n p0.x, p0.y, p0.z,\r\n p1.x, p1.y, p1.z,\r\n p1.x, p1.y, p1.z\r\n );\r\n\r\n // Normals\r\n this._linesNormals.push(\r\n p1.x, p1.y, p1.z, -1,\r\n p1.x, p1.y, p1.z, 1,\r\n p0.x, p0.y, p0.z, -1,\r\n p0.x, p0.y, p0.z, 1\r\n );\r\n\r\n // Indices\r\n this._linesIndices.push(\r\n offset, offset + 1, offset + 2,\r\n offset, offset + 2, offset + 3\r\n );\r\n }\r\n\r\n /**\r\n * Generates lines edges from adjacencjes\r\n * @private\r\n */\r\n _generateEdgesLines(): void {\r\n var positions = this._source.getVerticesData(VertexBuffer.PositionKind);\r\n var indices = this._source.getIndices();\r\n\r\n if (!indices || !positions) {\r\n return;\r\n }\r\n\r\n // First let's find adjacencies\r\n var adjacencies = new Array();\r\n var faceNormals = new Array();\r\n var index: number;\r\n var faceAdjacencies: FaceAdjacencies;\r\n\r\n // Prepare faces\r\n for (index = 0; index < indices.length; index += 3) {\r\n faceAdjacencies = new FaceAdjacencies();\r\n var p0Index = indices[index];\r\n var p1Index = indices[index + 1];\r\n var p2Index = indices[index + 2];\r\n\r\n faceAdjacencies.p0 = new Vector3(positions[p0Index * 3], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);\r\n faceAdjacencies.p1 = new Vector3(positions[p1Index * 3], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);\r\n faceAdjacencies.p2 = new Vector3(positions[p2Index * 3], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);\r\n var faceNormal = Vector3.Cross(faceAdjacencies.p1.subtract(faceAdjacencies.p0), faceAdjacencies.p2.subtract(faceAdjacencies.p1));\r\n\r\n faceNormal.normalize();\r\n\r\n faceNormals.push(faceNormal);\r\n adjacencies.push(faceAdjacencies);\r\n }\r\n\r\n // Scan\r\n for (index = 0; index < adjacencies.length; index++) {\r\n faceAdjacencies = adjacencies[index];\r\n\r\n for (var otherIndex = index + 1; otherIndex < adjacencies.length; otherIndex++) {\r\n var otherFaceAdjacencies = adjacencies[otherIndex];\r\n\r\n if (faceAdjacencies.edgesConnectedCount === 3) { // Full\r\n break;\r\n }\r\n\r\n if (otherFaceAdjacencies.edgesConnectedCount === 3) { // Full\r\n continue;\r\n }\r\n\r\n var otherP0 = indices[otherIndex * 3];\r\n var otherP1 = indices[otherIndex * 3 + 1];\r\n var otherP2 = indices[otherIndex * 3 + 2];\r\n\r\n for (var edgeIndex = 0; edgeIndex < 3; edgeIndex++) {\r\n var otherEdgeIndex: number = 0;\r\n\r\n if (faceAdjacencies.edges[edgeIndex] !== undefined) {\r\n continue;\r\n }\r\n\r\n switch (edgeIndex) {\r\n case 0:\r\n if (this._checkVerticesInsteadOfIndices) {\r\n otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p0, faceAdjacencies.p1, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);\r\n } else {\r\n otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3], indices[index * 3 + 1], otherP0, otherP1, otherP2);\r\n }\r\n break;\r\n case 1:\r\n if (this._checkVerticesInsteadOfIndices) {\r\n otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p1, faceAdjacencies.p2, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);\r\n } else {\r\n otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 1], indices[index * 3 + 2], otherP0, otherP1, otherP2);\r\n }\r\n break;\r\n case 2:\r\n if (this._checkVerticesInsteadOfIndices) {\r\n otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p2, faceAdjacencies.p0, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);\r\n } else {\r\n otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 2], indices[index * 3], otherP0, otherP1, otherP2);\r\n }\r\n break;\r\n }\r\n\r\n if (otherEdgeIndex === -1) {\r\n continue;\r\n }\r\n\r\n faceAdjacencies.edges[edgeIndex] = otherIndex;\r\n otherFaceAdjacencies.edges[otherEdgeIndex] = index;\r\n\r\n faceAdjacencies.edgesConnectedCount++;\r\n otherFaceAdjacencies.edgesConnectedCount++;\r\n\r\n if (faceAdjacencies.edgesConnectedCount === 3) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Create lines\r\n for (index = 0; index < adjacencies.length; index++) {\r\n // We need a line when a face has no adjacency on a specific edge or if all the adjacencies has an angle greater than epsilon\r\n var current = adjacencies[index];\r\n\r\n this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1);\r\n this._checkEdge(index, current.edges[1], faceNormals, current.p1, current.p2);\r\n this._checkEdge(index, current.edges[2], faceNormals, current.p2, current.p0);\r\n }\r\n\r\n // Merge into a single mesh\r\n var engine = this._source.getScene().getEngine();\r\n\r\n this._buffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, this._linesPositions, VertexBuffer.PositionKind, false);\r\n this._buffers[VertexBuffer.NormalKind] = new VertexBuffer(engine, this._linesNormals, VertexBuffer.NormalKind, false, false, 4);\r\n\r\n this._buffersForInstances[VertexBuffer.PositionKind] = this._buffers[VertexBuffer.PositionKind];\r\n this._buffersForInstances[VertexBuffer.NormalKind] = this._buffers[VertexBuffer.NormalKind];\r\n\r\n this._ib = engine.createIndexBuffer(this._linesIndices);\r\n\r\n this._indicesCount = this._linesIndices.length;\r\n }\r\n\r\n /**\r\n * Checks wether or not the edges renderer is ready to render.\r\n * @return true if ready, otherwise false.\r\n */\r\n public isReady(): boolean {\r\n return this._lineShader.isReady(this._source, (this._source.hasInstances && this.customInstances.length > 0) || this._source.hasThinInstances);\r\n }\r\n\r\n /**\r\n * Renders the edges of the attached mesh,\r\n */\r\n public render(): void {\r\n var scene = this._source.getScene();\r\n\r\n if (!this.isReady() || !scene.activeCamera) {\r\n return;\r\n }\r\n\r\n var engine = scene.getEngine();\r\n this._lineShader._preBind();\r\n\r\n if (this._source.edgesColor.a !== 1) {\r\n engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n } else {\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n const hasInstances = this._source.hasInstances && this.customInstances.length > 0;\r\n const useBuffersWithInstances = hasInstances || this._source.hasThinInstances;\r\n\r\n let instanceCount = 0;\r\n\r\n if (useBuffersWithInstances) {\r\n this._buffersForInstances[\"world0\"] = (this._source as Mesh).getVertexBuffer(\"world0\");\r\n this._buffersForInstances[\"world1\"] = (this._source as Mesh).getVertexBuffer(\"world1\");\r\n this._buffersForInstances[\"world2\"] = (this._source as Mesh).getVertexBuffer(\"world2\");\r\n this._buffersForInstances[\"world3\"] = (this._source as Mesh).getVertexBuffer(\"world3\");\r\n\r\n if (hasInstances) {\r\n let instanceStorage = (this._source as Mesh)._instanceDataStorage;\r\n\r\n instanceCount = this.customInstances.length;\r\n\r\n if (!instanceStorage.isFrozen) {\r\n let offset = 0;\r\n\r\n for (let i = 0; i < instanceCount; ++i) {\r\n this.customInstances.data[i].copyToArray(instanceStorage.instancesData, offset);\r\n offset += 16;\r\n }\r\n\r\n instanceStorage.instancesBuffer!.updateDirectly(instanceStorage.instancesData, 0, instanceCount);\r\n }\r\n } else {\r\n instanceCount = (this._source as Mesh).thinInstanceCount;\r\n }\r\n }\r\n\r\n // VBOs\r\n engine.bindBuffers(useBuffersWithInstances ? this._buffersForInstances : this._buffers, this._ib, this._lineShader.getEffect());\r\n\r\n scene.resetCachedMaterial();\r\n this._lineShader.setColor4(\"color\", this._source.edgesColor);\r\n\r\n if (scene.activeCamera.mode === Camera.ORTHOGRAPHIC_CAMERA) {\r\n this._lineShader.setFloat(\"width\", this._source.edgesWidth / this.edgesWidthScalerForOrthographic);\r\n } else {\r\n this._lineShader.setFloat(\"width\", this._source.edgesWidth / this.edgesWidthScalerForPerspective);\r\n }\r\n\r\n this._lineShader.setFloat(\"aspectRatio\", engine.getAspectRatio(scene.activeCamera));\r\n this._lineShader.bind(this._source.getWorldMatrix());\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.TriangleFillMode, 0, this._indicesCount, instanceCount);\r\n this._lineShader.unbind();\r\n\r\n this.customInstances.reset();\r\n }\r\n}\r\n\r\n/**\r\n * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation\r\n */\r\nexport class LineEdgesRenderer extends EdgesRenderer {\r\n\r\n /**\r\n * This constructor turns off auto generating edges line in Edges Renderer to make it here.\r\n * @param source LineMesh used to generate edges\r\n * @param epsilon not important (specified angle for edge detection)\r\n * @param checkVerticesInsteadOfIndices not important for LineMesh\r\n */\r\n constructor(source: AbstractMesh, epsilon = 0.95, checkVerticesInsteadOfIndices = false) {\r\n super(source, epsilon, checkVerticesInsteadOfIndices, false);\r\n this._generateEdgesLines();\r\n }\r\n\r\n /**\r\n * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.\r\n */\r\n _generateEdgesLines(): void {\r\n var positions = this._source.getVerticesData(VertexBuffer.PositionKind);\r\n var indices = this._source.getIndices();\r\n\r\n if (!indices || !positions) {\r\n return;\r\n }\r\n\r\n const p0 = TmpVectors.Vector3[0];\r\n const p1 = TmpVectors.Vector3[1];\r\n const len = indices.length - 1;\r\n for (let i = 0, offset = 0; i < len; i += 2, offset += 4) {\r\n Vector3.FromArrayToRef(positions, 3 * indices[i], p0);\r\n Vector3.FromArrayToRef(positions, 3 * indices[i + 1], p1);\r\n this.createLine(p0, p1, offset);\r\n }\r\n\r\n // Merge into a single mesh\r\n var engine = this._source.getScene().getEngine();\r\n\r\n this._buffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, this._linesPositions, VertexBuffer.PositionKind, false);\r\n this._buffers[VertexBuffer.NormalKind] = new VertexBuffer(engine, this._linesNormals, VertexBuffer.NormalKind, false, false, 4);\r\n\r\n this._ib = engine.createIndexBuffer(this._linesIndices);\r\n\r\n this._indicesCount = this._linesIndices.length;\r\n }\r\n}\r\n","import { Matrix } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { SubMesh } from \"../Meshes/subMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { MultiRenderTarget } from \"../Materials/Textures/multiRenderTarget\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { MaterialHelper } from \"../Materials/materialHelper\";\r\nimport { Scene } from \"../scene\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Color4 } from '../Maths/math.color';\r\nimport { StandardMaterial } from '../Materials/standardMaterial';\r\nimport { PBRMaterial } from '../Materials/PBR/pbrMaterial';\r\n\r\nimport \"../Shaders/geometry.fragment\";\r\nimport \"../Shaders/geometry.vertex\";\r\nimport { _DevTools } from '../Misc/devTools';\r\n\r\n/** @hidden */\r\ninterface ISavedTransformationMatrix {\r\n world: Matrix;\r\n viewProjection: Matrix;\r\n}\r\n\r\n/**\r\n * This renderer is helpfull to fill one of the render target with a geometry buffer.\r\n */\r\nexport class GeometryBufferRenderer {\r\n /**\r\n * Constant used to retrieve the position texture index in the G-Buffer textures array\r\n * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)\r\n */\r\n public static readonly POSITION_TEXTURE_TYPE = 1;\r\n /**\r\n * Constant used to retrieve the velocity texture index in the G-Buffer textures array\r\n * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)\r\n */\r\n public static readonly VELOCITY_TEXTURE_TYPE = 2;\r\n /**\r\n * Constant used to retrieve the reflectivity texture index in the G-Buffer textures array\r\n * using the getIndex(GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE)\r\n */\r\n public static readonly REFLECTIVITY_TEXTURE_TYPE = 3;\r\n\r\n /**\r\n * Dictionary used to store the previous transformation matrices of each rendered mesh\r\n * in order to compute objects velocities when enableVelocity is set to \"true\"\r\n * @hidden\r\n */\r\n public _previousTransformationMatrices: { [index: number]: ISavedTransformationMatrix } = {};\r\n /**\r\n * Dictionary used to store the previous bones transformation matrices of each rendered mesh\r\n * in order to compute objects velocities when enableVelocity is set to \"true\"\r\n * @hidden\r\n */\r\n public _previousBonesTransformationMatrices: { [index: number]: Float32Array } = {};\r\n /**\r\n * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).\r\n * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).\r\n */\r\n public excludedSkinnedMeshesFromVelocity: AbstractMesh[] = [];\r\n\r\n /** Gets or sets a boolean indicating if transparent meshes should be rendered */\r\n public renderTransparentMeshes = true;\r\n\r\n private _scene: Scene;\r\n private _multiRenderTarget: MultiRenderTarget;\r\n private _ratio: number;\r\n private _enablePosition: boolean = false;\r\n private _enableVelocity: boolean = false;\r\n private _enableReflectivity: boolean = false;\r\n\r\n private _positionIndex: number = -1;\r\n private _velocityIndex: number = -1;\r\n private _reflectivityIndex: number = -1;\r\n\r\n protected _effect: Effect;\r\n protected _cachedDefines: string;\r\n\r\n /**\r\n * Set the render list (meshes to be rendered) used in the G buffer.\r\n */\r\n public set renderList(meshes: Mesh[]) {\r\n this._multiRenderTarget.renderList = meshes;\r\n }\r\n\r\n /**\r\n * Gets wether or not G buffer are supported by the running hardware.\r\n * This requires draw buffer supports\r\n */\r\n public get isSupported(): boolean {\r\n return this._multiRenderTarget.isSupported;\r\n }\r\n\r\n /**\r\n * Returns the index of the given texture type in the G-Buffer textures array\r\n * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX\r\n * @returns the index of the given texture type in the G-Buffer textures array\r\n */\r\n public getTextureIndex(textureType: number): number {\r\n switch (textureType) {\r\n case GeometryBufferRenderer.POSITION_TEXTURE_TYPE: return this._positionIndex;\r\n case GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE: return this._velocityIndex;\r\n case GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE: return this._reflectivityIndex;\r\n default: return -1;\r\n }\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if objects positions are enabled for the G buffer.\r\n */\r\n public get enablePosition(): boolean {\r\n return this._enablePosition;\r\n }\r\n\r\n /**\r\n * Sets whether or not objects positions are enabled for the G buffer.\r\n */\r\n public set enablePosition(enable: boolean) {\r\n this._enablePosition = enable;\r\n this.dispose();\r\n this._createRenderTargets();\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if objects velocities are enabled for the G buffer.\r\n */\r\n public get enableVelocity(): boolean {\r\n return this._enableVelocity;\r\n }\r\n\r\n /**\r\n * Sets wether or not objects velocities are enabled for the G buffer.\r\n */\r\n public set enableVelocity(enable: boolean) {\r\n this._enableVelocity = enable;\r\n\r\n if (!enable) {\r\n this._previousTransformationMatrices = {};\r\n }\r\n\r\n this.dispose();\r\n this._createRenderTargets();\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if objects roughness are enabled in the G buffer.\r\n */\r\n public get enableReflectivity(): boolean {\r\n return this._enableReflectivity;\r\n }\r\n\r\n /**\r\n * Sets wether or not objects roughness are enabled for the G buffer.\r\n */\r\n public set enableReflectivity(enable: boolean) {\r\n this._enableReflectivity = enable;\r\n this.dispose();\r\n this._createRenderTargets();\r\n }\r\n\r\n /**\r\n * Gets the scene associated with the buffer.\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Gets the ratio used by the buffer during its creation.\r\n * How big is the buffer related to the main canvas.\r\n */\r\n public get ratio(): number {\r\n return this._ratio;\r\n }\r\n\r\n /** @hidden */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _DevTools.WarnImport(\"GeometryBufferRendererSceneComponent\");\r\n }\r\n\r\n /**\r\n * Creates a new G Buffer for the scene\r\n * @param scene The scene the buffer belongs to\r\n * @param ratio How big is the buffer related to the main canvas.\r\n */\r\n constructor(scene: Scene, ratio: number = 1) {\r\n this._scene = scene;\r\n this._ratio = ratio;\r\n\r\n GeometryBufferRenderer._SceneComponentInitialization(this._scene);\r\n\r\n // Render target\r\n this._createRenderTargets();\r\n }\r\n\r\n /**\r\n * Checks wether everything is ready to render a submesh to the G buffer.\r\n * @param subMesh the submesh to check readiness for\r\n * @param useInstances is the mesh drawn using instance or not\r\n * @returns true if ready otherwise false\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n var material = subMesh.getMaterial();\r\n\r\n if (material && material.disableDepthWrite) {\r\n return false;\r\n }\r\n\r\n var defines = [];\r\n var attribs = [VertexBuffer.PositionKind, VertexBuffer.NormalKind];\r\n var mesh = subMesh.getMesh();\r\n\r\n // Alpha test\r\n if (material) {\r\n let needUv = false;\r\n if (material.needAlphaTesting()) {\r\n defines.push(\"#define ALPHATEST\");\r\n needUv = true;\r\n }\r\n\r\n if (material.bumpTexture && StandardMaterial.BumpTextureEnabled) {\r\n defines.push(\"#define BUMP\");\r\n defines.push(\"#define BUMPDIRECTUV 0\");\r\n needUv = true;\r\n }\r\n\r\n if (this._enableReflectivity) {\r\n if (material instanceof StandardMaterial && material.specularTexture) {\r\n defines.push(\"#define HAS_SPECULAR\");\r\n needUv = true;\r\n } else if (material instanceof PBRMaterial && material.reflectivityTexture) {\r\n defines.push(\"#define HAS_REFLECTIVITY\");\r\n needUv = true;\r\n }\r\n }\r\n\r\n if (needUv) {\r\n defines.push(\"#define NEED_UV\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n }\r\n }\r\n }\r\n\r\n // Buffers\r\n if (this._enablePosition) {\r\n defines.push(\"#define POSITION\");\r\n defines.push(\"#define POSITION_INDEX \" + this._positionIndex);\r\n }\r\n\r\n if (this._enableVelocity) {\r\n defines.push(\"#define VELOCITY\");\r\n defines.push(\"#define VELOCITY_INDEX \" + this._velocityIndex);\r\n if (this.excludedSkinnedMeshesFromVelocity.indexOf(mesh) === -1) {\r\n defines.push(\"#define BONES_VELOCITY_ENABLED\");\r\n }\r\n }\r\n\r\n if (this._enableReflectivity) {\r\n defines.push(\"#define REFLECTIVITY\");\r\n defines.push(\"#define REFLECTIVITY_INDEX \" + this._reflectivityIndex);\r\n }\r\n\r\n // Bones\r\n if (mesh.useBones && mesh.computeBonesUsingShaders) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n defines.push(\"#define BonesPerMesh \" + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph targets\r\n const morphTargetManager = (mesh as Mesh).morphTargetManager;\r\n let numMorphInfluencers = 0;\r\n if (morphTargetManager) {\r\n if (morphTargetManager.numInfluencers > 0) {\r\n numMorphInfluencers = morphTargetManager.numInfluencers;\r\n\r\n defines.push(\"#define MORPHTARGETS\");\r\n defines.push(\"#define NUM_MORPH_INFLUENCERS \" + numMorphInfluencers);\r\n\r\n MaterialHelper.PrepareAttributesForMorphTargetsInfluencers(attribs, mesh, numMorphInfluencers);\r\n }\r\n }\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n MaterialHelper.PushAttributesForInstances(attribs);\r\n if (subMesh.getRenderingMesh().hasInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // Setup textures count\r\n defines.push(\"#define RENDER_TARGET_COUNT \" + this._multiRenderTarget.textures.length);\r\n\r\n // Get correct effect\r\n var join = defines.join(\"\\n\");\r\n if (this._cachedDefines !== join) {\r\n this._cachedDefines = join;\r\n this._effect = this._scene.getEngine().createEffect(\"geometry\",\r\n attribs,\r\n [\r\n \"world\", \"mBones\", \"viewProjection\", \"diffuseMatrix\", \"view\", \"previousWorld\", \"previousViewProjection\", \"mPreviousBones\",\r\n \"morphTargetInfluences\", \"bumpMatrix\", \"reflectivityMatrix\", \"vTangentSpaceParams\", \"vBumpInfos\"\r\n ],\r\n [\"diffuseSampler\", \"bumpSampler\", \"reflectivitySampler\"], join,\r\n undefined, undefined, undefined,\r\n { buffersCount: this._multiRenderTarget.textures.length - 1, maxSimultaneousMorphTargets: numMorphInfluencers });\r\n }\r\n\r\n return this._effect.isReady();\r\n }\r\n\r\n /**\r\n * Gets the current underlying G Buffer.\r\n * @returns the buffer\r\n */\r\n public getGBuffer(): MultiRenderTarget {\r\n return this._multiRenderTarget;\r\n }\r\n\r\n /**\r\n * Gets the number of samples used to render the buffer (anti aliasing).\r\n */\r\n public get samples(): number {\r\n return this._multiRenderTarget.samples;\r\n }\r\n\r\n /**\r\n * Sets the number of samples used to render the buffer (anti aliasing).\r\n */\r\n public set samples(value: number) {\r\n this._multiRenderTarget.samples = value;\r\n }\r\n\r\n /**\r\n * Disposes the renderer and frees up associated resources.\r\n */\r\n public dispose(): void {\r\n this.getGBuffer().dispose();\r\n }\r\n\r\n protected _createRenderTargets(): void {\r\n var engine = this._scene.getEngine();\r\n var count = 2;\r\n\r\n if (this._enablePosition) {\r\n this._positionIndex = count;\r\n count++;\r\n }\r\n\r\n if (this._enableVelocity) {\r\n this._velocityIndex = count;\r\n count++;\r\n }\r\n\r\n if (this._enableReflectivity) {\r\n this._reflectivityIndex = count;\r\n count++;\r\n }\r\n\r\n this._multiRenderTarget = new MultiRenderTarget(\"gBuffer\",\r\n { width: engine.getRenderWidth() * this._ratio, height: engine.getRenderHeight() * this._ratio }, count, this._scene,\r\n { generateMipMaps: false, generateDepthTexture: true, defaultType: Constants.TEXTURETYPE_FLOAT });\r\n if (!this.isSupported) {\r\n return;\r\n }\r\n this._multiRenderTarget.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._multiRenderTarget.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._multiRenderTarget.refreshRate = 1;\r\n this._multiRenderTarget.renderParticles = false;\r\n this._multiRenderTarget.renderList = null;\r\n\r\n // set default depth value to 1.0 (far away)\r\n this._multiRenderTarget.onClearObservable.add((engine) => {\r\n engine.clear(new Color4(0.0, 0.0, 0.0, 1.0), true, true, true);\r\n });\r\n\r\n // Custom render function\r\n var renderSubMesh = (subMesh: SubMesh): void => {\r\n var renderingMesh = subMesh.getRenderingMesh();\r\n var effectiveMesh = subMesh.getEffectiveMesh();\r\n var scene = this._scene;\r\n var engine = scene.getEngine();\r\n let material = subMesh.getMaterial();\r\n\r\n if (!material) {\r\n return;\r\n }\r\n\r\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n\r\n // Velocity\r\n if (this._enableVelocity && !this._previousTransformationMatrices[effectiveMesh.uniqueId]) {\r\n this._previousTransformationMatrices[effectiveMesh.uniqueId] = {\r\n world: Matrix.Identity(),\r\n viewProjection: scene.getTransformMatrix()\r\n };\r\n\r\n if (renderingMesh.skeleton) {\r\n const bonesTransformations = renderingMesh.skeleton.getTransformMatrices(renderingMesh);\r\n this._previousBonesTransformationMatrices[renderingMesh.uniqueId] = this._copyBonesTransformationMatrices(bonesTransformations, new Float32Array(bonesTransformations.length));\r\n }\r\n }\r\n\r\n // Culling\r\n engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);\r\n\r\n // Managing instances\r\n var batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n\r\n if (batch.mustReturn) {\r\n return;\r\n }\r\n\r\n var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null || renderingMesh.hasThinInstances);\r\n var world = effectiveMesh.getWorldMatrix();\r\n\r\n if (this.isReady(subMesh, hardwareInstancedRendering)) {\r\n engine.enableEffect(this._effect);\r\n renderingMesh._bind(subMesh, this._effect, material.fillMode);\r\n\r\n this._effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n this._effect.setMatrix(\"view\", scene.getViewMatrix());\r\n\r\n if (material) {\r\n // Alpha test\r\n if (material.needAlphaTesting()) {\r\n var alphaTexture = material.getAlphaTestTexture();\r\n if (alphaTexture) {\r\n this._effect.setTexture(\"diffuseSampler\", alphaTexture);\r\n this._effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\r\n }\r\n }\r\n\r\n // Bump\r\n if (material.bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {\r\n this._effect.setFloat3(\"vBumpInfos\", material.bumpTexture.coordinatesIndex, 1.0 / material.bumpTexture.level, material.parallaxScaleBias);\r\n this._effect.setMatrix(\"bumpMatrix\", material.bumpTexture.getTextureMatrix());\r\n this._effect.setTexture(\"bumpSampler\", material.bumpTexture);\r\n this._effect.setFloat2(\"vTangentSpaceParams\", material.invertNormalMapX ? -1.0 : 1.0, material.invertNormalMapY ? -1.0 : 1.0);\r\n }\r\n\r\n // Roughness\r\n if (this._enableReflectivity) {\r\n if (material instanceof StandardMaterial && material.specularTexture) {\r\n this._effect.setMatrix(\"reflectivityMatrix\", material.specularTexture.getTextureMatrix());\r\n this._effect.setTexture(\"reflectivitySampler\", material.specularTexture);\r\n } else if (material instanceof PBRMaterial && material.reflectivityTexture) {\r\n this._effect.setMatrix(\"reflectivityMatrix\", material.reflectivityTexture.getTextureMatrix());\r\n this._effect.setTexture(\"reflectivitySampler\", material.reflectivityTexture);\r\n }\r\n }\r\n }\r\n\r\n // Bones\r\n if (renderingMesh.useBones && renderingMesh.computeBonesUsingShaders && renderingMesh.skeleton) {\r\n this._effect.setMatrices(\"mBones\", renderingMesh.skeleton.getTransformMatrices(renderingMesh));\r\n if (this._enableVelocity) {\r\n this._effect.setMatrices(\"mPreviousBones\", this._previousBonesTransformationMatrices[renderingMesh.uniqueId]);\r\n }\r\n }\r\n\r\n // Morph targets\r\n MaterialHelper.BindMorphTargetParameters(renderingMesh, this._effect);\r\n\r\n // Velocity\r\n if (this._enableVelocity) {\r\n this._effect.setMatrix(\"previousWorld\", this._previousTransformationMatrices[effectiveMesh.uniqueId].world);\r\n this._effect.setMatrix(\"previousViewProjection\", this._previousTransformationMatrices[effectiveMesh.uniqueId].viewProjection);\r\n }\r\n\r\n // Draw\r\n renderingMesh._processRendering(effectiveMesh, subMesh, this._effect, material.fillMode, batch, hardwareInstancedRendering,\r\n (isInstance, w) => this._effect.setMatrix(\"world\", w));\r\n }\r\n\r\n // Velocity\r\n if (this._enableVelocity) {\r\n this._previousTransformationMatrices[effectiveMesh.uniqueId].world = world.clone();\r\n this._previousTransformationMatrices[effectiveMesh.uniqueId].viewProjection = this._scene.getTransformMatrix().clone();\r\n if (renderingMesh.skeleton) {\r\n this._copyBonesTransformationMatrices(renderingMesh.skeleton.getTransformMatrices(renderingMesh), this._previousBonesTransformationMatrices[effectiveMesh.uniqueId]);\r\n }\r\n }\r\n };\r\n\r\n this._multiRenderTarget.customRenderFunction = (opaqueSubMeshes: SmartArray, alphaTestSubMeshes: SmartArray, transparentSubMeshes: SmartArray, depthOnlySubMeshes: SmartArray): void => {\r\n var index;\r\n\r\n if (depthOnlySubMeshes.length) {\r\n engine.setColorWrite(false);\r\n for (index = 0; index < depthOnlySubMeshes.length; index++) {\r\n renderSubMesh(depthOnlySubMeshes.data[index]);\r\n }\r\n engine.setColorWrite(true);\r\n }\r\n\r\n for (index = 0; index < opaqueSubMeshes.length; index++) {\r\n renderSubMesh(opaqueSubMeshes.data[index]);\r\n }\r\n\r\n for (index = 0; index < alphaTestSubMeshes.length; index++) {\r\n renderSubMesh(alphaTestSubMeshes.data[index]);\r\n }\r\n\r\n if (this.renderTransparentMeshes) {\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n renderSubMesh(transparentSubMeshes.data[index]);\r\n }\r\n }\r\n };\r\n }\r\n\r\n // Copies the bones transformation matrices into the target array and returns the target's reference\r\n private _copyBonesTransformationMatrices(source: Float32Array, target: Float32Array): Float32Array {\r\n for (let i = 0; i < source.length; i++) {\r\n target[i] = source[i];\r\n }\r\n\r\n return target;\r\n }\r\n}\r\n","import { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { ISceneComponent, SceneComponentConstants } from \"../sceneComponent\";\r\nimport { SmartArrayNoDuplicate } from \"../Misc/smartArray\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { GeometryBufferRenderer } from \"./geometryBufferRenderer\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @hidden (Backing field) */\r\n _geometryBufferRenderer: Nullable;\r\n\r\n /**\r\n * Gets or Sets the current geometry buffer associated to the scene.\r\n */\r\n geometryBufferRenderer: Nullable;\r\n\r\n /**\r\n * Enables a GeometryBufferRender and associates it with the scene\r\n * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)\r\n * @returns the GeometryBufferRenderer\r\n */\r\n enableGeometryBufferRenderer(ratio?: number): Nullable;\r\n\r\n /**\r\n * Disables the GeometryBufferRender associated with the scene\r\n */\r\n disableGeometryBufferRenderer(): void;\r\n }\r\n}\r\n\r\nObject.defineProperty(Scene.prototype, \"geometryBufferRenderer\", {\r\n get: function(this: Scene) {\r\n this._geometryBufferRenderer;\r\n },\r\n set: function(this: Scene, value: Nullable) {\r\n if (value && value.isSupported) {\r\n this._geometryBufferRenderer = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\nScene.prototype.enableGeometryBufferRenderer = function(ratio: number = 1): Nullable {\r\n if (this._geometryBufferRenderer) {\r\n return this._geometryBufferRenderer;\r\n }\r\n\r\n this._geometryBufferRenderer = new GeometryBufferRenderer(this, ratio);\r\n if (!this._geometryBufferRenderer.isSupported) {\r\n this._geometryBufferRenderer = null;\r\n }\r\n\r\n return this._geometryBufferRenderer;\r\n};\r\n\r\nScene.prototype.disableGeometryBufferRenderer = function(): void {\r\n if (!this._geometryBufferRenderer) {\r\n return;\r\n }\r\n\r\n this._geometryBufferRenderer.dispose();\r\n this._geometryBufferRenderer = null;\r\n};\r\n\r\n/**\r\n * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful\r\n * in several rendering techniques.\r\n */\r\nexport class GeometryBufferRendererSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._gatherRenderTargetsStage.registerStep(SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER, this, this._gatherRenderTargets);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do for this component\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated ressources\r\n */\r\n public dispose(): void {\r\n // Nothing to do for this component\r\n }\r\n\r\n private _gatherRenderTargets(renderTargets: SmartArrayNoDuplicate): void {\r\n if (this.scene._geometryBufferRenderer) {\r\n renderTargets.push(this.scene._geometryBufferRenderer.getGBuffer());\r\n }\r\n }\r\n}\r\n\r\nGeometryBufferRenderer._SceneComponentInitialization = (scene: Scene) => {\r\n // Register the G Buffer component to the scene.\r\n let component = scene._getComponent(SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER) as GeometryBufferRendererSceneComponent;\r\n if (!component) {\r\n component = new GeometryBufferRendererSceneComponent(scene);\r\n scene._addComponent(component);\r\n }\r\n};\r\n","export * from \"./boundingBoxRenderer\";\r\nexport * from \"./depthRenderer\";\r\nexport * from \"./depthRendererSceneComponent\";\r\nexport * from \"./edgesRenderer\";\r\nexport * from \"./geometryBufferRenderer\";\r\nexport * from \"./geometryBufferRendererSceneComponent\";\r\nexport * from \"./outlineRenderer\";\r\nexport * from \"./renderingGroup\";\r\nexport * from \"./renderingManager\";\r\nexport * from \"./utilityLayerRenderer\";","import { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { SubMesh } from \"../Meshes/subMesh\";\r\nimport { _InstancesBatch, Mesh } from \"../Meshes/mesh\";\r\nimport { Scene } from \"../scene\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { ISceneComponent, SceneComponentConstants } from \"../sceneComponent\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { MaterialHelper } from \"../Materials/materialHelper\";\r\n\r\nimport \"../Shaders/outline.fragment\";\r\nimport \"../Shaders/outline.vertex\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @hidden */\r\n _outlineRenderer: OutlineRenderer;\r\n\r\n /**\r\n * Gets the outline renderer associated with the scene\r\n * @returns a OutlineRenderer\r\n */\r\n getOutlineRenderer(): OutlineRenderer;\r\n }\r\n}\r\n\r\n/**\r\n * Gets the outline renderer associated with the scene\r\n * @returns a OutlineRenderer\r\n */\r\nScene.prototype.getOutlineRenderer = function(): OutlineRenderer {\r\n if (!this._outlineRenderer) {\r\n this._outlineRenderer = new OutlineRenderer(this);\r\n }\r\n return this._outlineRenderer;\r\n};\r\n\r\ndeclare module \"../Meshes/abstractMesh\" {\r\n export interface AbstractMesh {\r\n /** @hidden (Backing field) */\r\n _renderOutline: boolean;\r\n /**\r\n * Gets or sets a boolean indicating if the outline must be rendered as well\r\n * @see https://www.babylonjs-playground.com/#10WJ5S#3\r\n */\r\n renderOutline: boolean;\r\n\r\n /** @hidden (Backing field) */\r\n _renderOverlay: boolean;\r\n /**\r\n * Gets or sets a boolean indicating if the overlay must be rendered as well\r\n * @see https://www.babylonjs-playground.com/#10WJ5S#2\r\n */\r\n renderOverlay: boolean;\r\n }\r\n}\r\n\r\nObject.defineProperty(Mesh.prototype, \"renderOutline\", {\r\n get: function(this: Mesh) {\r\n return this._renderOutline;\r\n },\r\n set: function(this: Mesh, value: boolean) {\r\n if (value) {\r\n // Lazy Load the component.\r\n this.getScene().getOutlineRenderer();\r\n }\r\n this._renderOutline = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\nObject.defineProperty(Mesh.prototype, \"renderOverlay\", {\r\n get: function(this: Mesh) {\r\n return this._renderOverlay;\r\n },\r\n set: function(this: Mesh, value: boolean) {\r\n if (value) {\r\n // Lazy Load the component.\r\n this.getScene().getOutlineRenderer();\r\n }\r\n this._renderOverlay = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\n/**\r\n * This class is responsible to draw bothe outline/overlay of meshes.\r\n * It should not be used directly but through the available method on mesh.\r\n */\r\nexport class OutlineRenderer implements ISceneComponent {\r\n /**\r\n * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent\r\n */\r\n private static _StencilReference = 0x04;\r\n /**\r\n * The name of the component. Each component must have a unique name.\r\n */\r\n public name = SceneComponentConstants.NAME_OUTLINERENDERER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Defines a zOffset to prevent zFighting between the overlay and the mesh.\r\n */\r\n public zOffset = 1;\r\n\r\n private _engine: Engine;\r\n private _effect: Effect;\r\n private _cachedDefines: string;\r\n private _savedDepthWrite: boolean;\r\n\r\n /**\r\n * Instantiates a new outline renderer. (There could be only one per scene).\r\n * @param scene Defines the scene it belongs to\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n this._engine = scene.getEngine();\r\n this.scene._addComponent(this);\r\n }\r\n\r\n /**\r\n * Register the component to one instance of a scene.\r\n */\r\n public register(): void {\r\n this.scene._beforeRenderingMeshStage.registerStep(SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE, this, this._beforeRenderingMesh);\r\n this.scene._afterRenderingMeshStage.registerStep(SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE, this, this._afterRenderingMesh);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do here.\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated ressources.\r\n */\r\n public dispose(): void {\r\n // Nothing to do here.\r\n }\r\n\r\n /**\r\n * Renders the outline in the canvas.\r\n * @param subMesh Defines the sumesh to render\r\n * @param batch Defines the batch of meshes in case of instances\r\n * @param useOverlay Defines if the rendering is for the overlay or the outline\r\n */\r\n public render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay: boolean = false): void {\r\n var scene = this.scene;\r\n var engine = scene.getEngine();\r\n\r\n var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null && batch.visibleInstances[subMesh._id] !== undefined || subMesh.getRenderingMesh().hasThinInstances);\r\n\r\n if (!this.isReady(subMesh, hardwareInstancedRendering)) {\r\n return;\r\n }\r\n\r\n var ownerMesh = subMesh.getMesh();\r\n var replacementMesh = ownerMesh._internalAbstractMeshDataInfo._actAsRegularMesh ? ownerMesh : null;\r\n var renderingMesh = subMesh.getRenderingMesh();\r\n var effectiveMesh = replacementMesh ? replacementMesh : renderingMesh;\r\n var material = subMesh.getMaterial();\r\n\r\n if (!material || !scene.activeCamera) {\r\n return;\r\n }\r\n\r\n engine.enableEffect(this._effect);\r\n\r\n // Logarithmic depth\r\n if ((material).useLogarithmicDepth) {\r\n this._effect.setFloat(\"logarithmicDepthConstant\", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));\r\n }\r\n\r\n this._effect.setFloat(\"offset\", useOverlay ? 0 : renderingMesh.outlineWidth);\r\n this._effect.setColor4(\"color\", useOverlay ? renderingMesh.overlayColor : renderingMesh.outlineColor, useOverlay ? renderingMesh.overlayAlpha : material.alpha);\r\n this._effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Bones\r\n if (renderingMesh.useBones && renderingMesh.computeBonesUsingShaders && renderingMesh.skeleton) {\r\n this._effect.setMatrices(\"mBones\", renderingMesh.skeleton.getTransformMatrices(renderingMesh));\r\n }\r\n\r\n // Morph targets\r\n MaterialHelper.BindMorphTargetParameters(renderingMesh, this._effect);\r\n\r\n renderingMesh._bind(subMesh, this._effect, material.fillMode);\r\n\r\n // Alpha test\r\n if (material && material.needAlphaTesting()) {\r\n var alphaTexture = material.getAlphaTestTexture();\r\n if (alphaTexture) {\r\n this._effect.setTexture(\"diffuseSampler\", alphaTexture);\r\n this._effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\r\n }\r\n }\r\n\r\n engine.setZOffset(-this.zOffset);\r\n renderingMesh._processRendering(effectiveMesh, subMesh, this._effect, material.fillMode, batch, hardwareInstancedRendering,\r\n (isInstance, world) => { this._effect.setMatrix(\"world\", world); });\r\n\r\n engine.setZOffset(0);\r\n }\r\n\r\n /**\r\n * Returns whether or not the outline renderer is ready for a given submesh.\r\n * All the dependencies e.g. submeshes, texture, effect... mus be ready\r\n * @param subMesh Defines the submesh to check readyness for\r\n * @param useInstances Defines wheter wee are trying to render instances or not\r\n * @returns true if ready otherwise false\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n var defines = [];\r\n var attribs = [VertexBuffer.PositionKind, VertexBuffer.NormalKind];\r\n\r\n var mesh = subMesh.getMesh();\r\n var material = subMesh.getMaterial();\r\n\r\n if (material) {\r\n // Alpha test\r\n if (material.needAlphaTesting()) {\r\n defines.push(\"#define ALPHATEST\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n }\r\n }\r\n //Logarithmic depth\r\n if ((material).useLogarithmicDepth) {\r\n defines.push(\"#define LOGARITHMICDEPTH\");\r\n }\r\n }\r\n // Bones\r\n if (mesh.useBones && mesh.computeBonesUsingShaders) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n defines.push(\"#define BonesPerMesh \" + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph targets\r\n const morphTargetManager = (mesh as Mesh).morphTargetManager;\r\n let numMorphInfluencers = 0;\r\n if (morphTargetManager) {\r\n if (morphTargetManager.numInfluencers > 0) {\r\n numMorphInfluencers = morphTargetManager.numInfluencers;\r\n\r\n defines.push(\"#define MORPHTARGETS\");\r\n defines.push(\"#define NUM_MORPH_INFLUENCERS \" + numMorphInfluencers);\r\n\r\n MaterialHelper.PrepareAttributesForMorphTargetsInfluencers(attribs, mesh, numMorphInfluencers);\r\n }\r\n }\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n MaterialHelper.PushAttributesForInstances(attribs);\r\n if (subMesh.getRenderingMesh().hasInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // Get correct effect\r\n var join = defines.join(\"\\n\");\r\n if (this._cachedDefines !== join) {\r\n this._cachedDefines = join;\r\n this._effect = this.scene.getEngine().createEffect(\"outline\",\r\n attribs,\r\n [\"world\", \"mBones\", \"viewProjection\", \"diffuseMatrix\", \"offset\", \"color\", \"logarithmicDepthConstant\", \"morphTargetInfluences\"],\r\n [\"diffuseSampler\"], join,\r\n undefined, undefined, undefined,\r\n { maxSimultaneousMorphTargets: numMorphInfluencers });\r\n }\r\n\r\n return this._effect.isReady();\r\n }\r\n\r\n private _beforeRenderingMesh(mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch): void {\r\n // Outline - step 1\r\n this._savedDepthWrite = this._engine.getDepthWrite();\r\n if (mesh.renderOutline) {\r\n var material = subMesh.getMaterial();\r\n if (material && material.needAlphaBlending()) {\r\n this._engine.cacheStencilState();\r\n // Draw only to stencil buffer for the original mesh\r\n // The resulting stencil buffer will be used so the outline is not visible inside the mesh when the mesh is transparent\r\n this._engine.setDepthWrite(false);\r\n this._engine.setColorWrite(false);\r\n this._engine.setStencilBuffer(true);\r\n this._engine.setStencilOperationPass(Constants.REPLACE);\r\n this._engine.setStencilFunction(Constants.ALWAYS);\r\n this._engine.setStencilMask(OutlineRenderer._StencilReference);\r\n this._engine.setStencilFunctionReference(OutlineRenderer._StencilReference);\r\n this.render(subMesh, batch, /* This sets offset to 0 */ true);\r\n\r\n this._engine.setColorWrite(true);\r\n this._engine.setStencilFunction(Constants.NOTEQUAL);\r\n }\r\n\r\n // Draw the outline using the above stencil if needed to avoid drawing within the mesh\r\n this._engine.setDepthWrite(false);\r\n this.render(subMesh, batch);\r\n this._engine.setDepthWrite(this._savedDepthWrite);\r\n\r\n if (material && material.needAlphaBlending()) {\r\n this._engine.restoreStencilState();\r\n }\r\n }\r\n }\r\n\r\n private _afterRenderingMesh(mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch): void {\r\n // Overlay\r\n if (mesh.renderOverlay) {\r\n var currentMode = this._engine.getAlphaMode();\r\n let alphaBlendState = this._engine.alphaState.alphaBlend;\r\n this._engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n this.render(subMesh, batch, true);\r\n this._engine.setAlphaMode(currentMode);\r\n this._engine.setDepthWrite(this._savedDepthWrite);\r\n this._engine.alphaState.alphaBlend = alphaBlendState;\r\n }\r\n\r\n // Outline - step 2\r\n if (mesh.renderOutline && this._savedDepthWrite) {\r\n this._engine.setDepthWrite(true);\r\n this._engine.setColorWrite(false);\r\n this.render(subMesh, batch);\r\n this._engine.setColorWrite(true);\r\n }\r\n }\r\n}\r\n","import { SmartArray, SmartArrayNoDuplicate } from \"../Misc/smartArray\";\r\nimport { SubMesh } from \"../Meshes/subMesh\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Nullable, DeepImmutable } from \"../types\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { IParticleSystem } from \"../Particles/IParticleSystem\";\r\nimport { IEdgesRenderer } from \"./edgesRenderer\";\r\nimport { ISpriteManager } from \"../Sprites/spriteManager\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { Scene } from \"../scene\";\r\nimport { Camera } from \"../Cameras/camera\";\r\n\r\n/**\r\n * This represents the object necessary to create a rendering group.\r\n * This is exclusively used and created by the rendering manager.\r\n * To modify the behavior, you use the available helpers in your scene or meshes.\r\n * @hidden\r\n */\r\nexport class RenderingGroup {\r\n private static _zeroVector: DeepImmutable = Vector3.Zero();\r\n private _scene: Scene;\r\n private _opaqueSubMeshes = new SmartArray(256);\r\n private _transparentSubMeshes = new SmartArray(256);\r\n private _alphaTestSubMeshes = new SmartArray(256);\r\n private _depthOnlySubMeshes = new SmartArray(256);\r\n private _particleSystems = new SmartArray(256);\r\n private _spriteManagers = new SmartArray(256);\r\n\r\n private _opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;\r\n private _alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;\r\n private _transparentSortCompareFn: (a: SubMesh, b: SubMesh) => number;\r\n\r\n private _renderOpaque: (subMeshes: SmartArray) => void;\r\n private _renderAlphaTest: (subMeshes: SmartArray) => void;\r\n private _renderTransparent: (subMeshes: SmartArray) => void;\r\n\r\n /** @hidden */\r\n public _edgesRenderers = new SmartArrayNoDuplicate(16);\r\n\r\n public onBeforeTransparentRendering: () => void;\r\n\r\n /**\r\n * Set the opaque sort comparison function.\r\n * If null the sub meshes will be render in the order they were created\r\n */\r\n public set opaqueSortCompareFn(value: Nullable<(a: SubMesh, b: SubMesh) => number>) {\r\n this._opaqueSortCompareFn = value;\r\n if (value) {\r\n this._renderOpaque = this.renderOpaqueSorted;\r\n }\r\n else {\r\n this._renderOpaque = RenderingGroup.renderUnsorted;\r\n }\r\n }\r\n\r\n /**\r\n * Set the alpha test sort comparison function.\r\n * If null the sub meshes will be render in the order they were created\r\n */\r\n public set alphaTestSortCompareFn(value: Nullable<(a: SubMesh, b: SubMesh) => number>) {\r\n this._alphaTestSortCompareFn = value;\r\n if (value) {\r\n this._renderAlphaTest = this.renderAlphaTestSorted;\r\n }\r\n else {\r\n this._renderAlphaTest = RenderingGroup.renderUnsorted;\r\n }\r\n }\r\n\r\n /**\r\n * Set the transparent sort comparison function.\r\n * If null the sub meshes will be render in the order they were created\r\n */\r\n public set transparentSortCompareFn(value: Nullable<(a: SubMesh, b: SubMesh) => number>) {\r\n if (value) {\r\n this._transparentSortCompareFn = value;\r\n }\r\n else {\r\n this._transparentSortCompareFn = RenderingGroup.defaultTransparentSortCompare;\r\n }\r\n this._renderTransparent = this.renderTransparentSorted;\r\n }\r\n\r\n /**\r\n * Creates a new rendering group.\r\n * @param index The rendering group index\r\n * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied\r\n * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied\r\n * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied\r\n */\r\n constructor(public index: number, scene: Scene,\r\n opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null) {\r\n this._scene = scene;\r\n\r\n this.opaqueSortCompareFn = opaqueSortCompareFn;\r\n this.alphaTestSortCompareFn = alphaTestSortCompareFn;\r\n this.transparentSortCompareFn = transparentSortCompareFn;\r\n }\r\n\r\n /**\r\n * Render all the sub meshes contained in the group.\r\n * @param customRenderFunction Used to override the default render behaviour of the group.\r\n * @returns true if rendered some submeshes.\r\n */\r\n public render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray, transparentSubMeshes: SmartArray, alphaTestSubMeshes: SmartArray, depthOnlySubMeshes: SmartArray) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable): void {\r\n if (customRenderFunction) {\r\n customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes, this._depthOnlySubMeshes);\r\n return;\r\n }\r\n\r\n var engine = this._scene.getEngine();\r\n\r\n // Depth only\r\n if (this._depthOnlySubMeshes.length !== 0) {\r\n engine.setColorWrite(false);\r\n this._renderAlphaTest(this._depthOnlySubMeshes);\r\n engine.setColorWrite(true);\r\n }\r\n\r\n // Opaque\r\n if (this._opaqueSubMeshes.length !== 0) {\r\n this._renderOpaque(this._opaqueSubMeshes);\r\n }\r\n\r\n // Alpha test\r\n if (this._alphaTestSubMeshes.length !== 0) {\r\n this._renderAlphaTest(this._alphaTestSubMeshes);\r\n }\r\n\r\n var stencilState = engine.getStencilBuffer();\r\n engine.setStencilBuffer(false);\r\n\r\n // Sprites\r\n if (renderSprites) {\r\n this._renderSprites();\r\n }\r\n\r\n // Particles\r\n if (renderParticles) {\r\n this._renderParticles(activeMeshes);\r\n }\r\n\r\n if (this.onBeforeTransparentRendering) {\r\n this.onBeforeTransparentRendering();\r\n }\r\n\r\n // Transparent\r\n if (this._transparentSubMeshes.length !== 0) {\r\n this._renderTransparent(this._transparentSubMeshes);\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // Set back stencil to false in case it changes before the edge renderer.\r\n engine.setStencilBuffer(false);\r\n\r\n // Edges\r\n if (this._edgesRenderers.length) {\r\n for (var edgesRendererIndex = 0; edgesRendererIndex < this._edgesRenderers.length; edgesRendererIndex++) {\r\n this._edgesRenderers.data[edgesRendererIndex].render();\r\n }\r\n\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // Restore Stencil state.\r\n engine.setStencilBuffer(stencilState);\r\n }\r\n\r\n /**\r\n * Renders the opaque submeshes in the order from the opaqueSortCompareFn.\r\n * @param subMeshes The submeshes to render\r\n */\r\n private renderOpaqueSorted(subMeshes: SmartArray): void {\r\n return RenderingGroup.renderSorted(subMeshes, this._opaqueSortCompareFn, this._scene.activeCamera, false);\r\n }\r\n\r\n /**\r\n * Renders the opaque submeshes in the order from the alphatestSortCompareFn.\r\n * @param subMeshes The submeshes to render\r\n */\r\n private renderAlphaTestSorted(subMeshes: SmartArray): void {\r\n return RenderingGroup.renderSorted(subMeshes, this._alphaTestSortCompareFn, this._scene.activeCamera, false);\r\n }\r\n\r\n /**\r\n * Renders the opaque submeshes in the order from the transparentSortCompareFn.\r\n * @param subMeshes The submeshes to render\r\n */\r\n private renderTransparentSorted(subMeshes: SmartArray): void {\r\n return RenderingGroup.renderSorted(subMeshes, this._transparentSortCompareFn, this._scene.activeCamera, true);\r\n }\r\n\r\n /**\r\n * Renders the submeshes in a specified order.\r\n * @param subMeshes The submeshes to sort before render\r\n * @param sortCompareFn The comparison function use to sort\r\n * @param cameraPosition The camera position use to preprocess the submeshes to help sorting\r\n * @param transparent Specifies to activate blending if true\r\n */\r\n private static renderSorted(subMeshes: SmartArray, sortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>, camera: Nullable, transparent: boolean): void {\r\n let subIndex = 0;\r\n let subMesh: SubMesh;\r\n let cameraPosition = camera ? camera.globalPosition : RenderingGroup._zeroVector;\r\n for (; subIndex < subMeshes.length; subIndex++) {\r\n subMesh = subMeshes.data[subIndex];\r\n subMesh._alphaIndex = subMesh.getMesh().alphaIndex;\r\n subMesh._distanceToCamera = Vector3.Distance(subMesh.getBoundingInfo().boundingSphere.centerWorld, cameraPosition);\r\n }\r\n\r\n let sortedArray = subMeshes.data.slice(0, subMeshes.length);\r\n\r\n if (sortCompareFn) {\r\n sortedArray.sort(sortCompareFn);\r\n }\r\n\r\n for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {\r\n subMesh = sortedArray[subIndex];\r\n\r\n if (transparent) {\r\n let material = subMesh.getMaterial();\r\n\r\n if (material && material.needDepthPrePass) {\r\n let engine = material.getScene().getEngine();\r\n engine.setColorWrite(false);\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n subMesh.render(false);\r\n engine.setColorWrite(true);\r\n }\r\n }\r\n\r\n subMesh.render(transparent);\r\n }\r\n }\r\n\r\n /**\r\n * Renders the submeshes in the order they were dispatched (no sort applied).\r\n * @param subMeshes The submeshes to render\r\n */\r\n private static renderUnsorted(subMeshes: SmartArray): void {\r\n for (var subIndex = 0; subIndex < subMeshes.length; subIndex++) {\r\n let submesh = subMeshes.data[subIndex];\r\n submesh.render(false);\r\n }\r\n }\r\n\r\n /**\r\n * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)\r\n * are rendered back to front if in the same alpha index.\r\n *\r\n * @param a The first submesh\r\n * @param b The second submesh\r\n * @returns The result of the comparison\r\n */\r\n public static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number {\r\n // Alpha index first\r\n if (a._alphaIndex > b._alphaIndex) {\r\n return 1;\r\n }\r\n if (a._alphaIndex < b._alphaIndex) {\r\n return -1;\r\n }\r\n\r\n // Then distance to camera\r\n return RenderingGroup.backToFrontSortCompare(a, b);\r\n }\r\n\r\n /**\r\n * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)\r\n * are rendered back to front.\r\n *\r\n * @param a The first submesh\r\n * @param b The second submesh\r\n * @returns The result of the comparison\r\n */\r\n public static backToFrontSortCompare(a: SubMesh, b: SubMesh): number {\r\n // Then distance to camera\r\n if (a._distanceToCamera < b._distanceToCamera) {\r\n return 1;\r\n }\r\n if (a._distanceToCamera > b._distanceToCamera) {\r\n return -1;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n /**\r\n * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)\r\n * are rendered front to back (prevent overdraw).\r\n *\r\n * @param a The first submesh\r\n * @param b The second submesh\r\n * @returns The result of the comparison\r\n */\r\n public static frontToBackSortCompare(a: SubMesh, b: SubMesh): number {\r\n // Then distance to camera\r\n if (a._distanceToCamera < b._distanceToCamera) {\r\n return -1;\r\n }\r\n if (a._distanceToCamera > b._distanceToCamera) {\r\n return 1;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n /**\r\n * Resets the different lists of submeshes to prepare a new frame.\r\n */\r\n public prepare(): void {\r\n this._opaqueSubMeshes.reset();\r\n this._transparentSubMeshes.reset();\r\n this._alphaTestSubMeshes.reset();\r\n this._depthOnlySubMeshes.reset();\r\n this._particleSystems.reset();\r\n this._spriteManagers.reset();\r\n this._edgesRenderers.reset();\r\n }\r\n\r\n public dispose(): void {\r\n this._opaqueSubMeshes.dispose();\r\n this._transparentSubMeshes.dispose();\r\n this._alphaTestSubMeshes.dispose();\r\n this._depthOnlySubMeshes.dispose();\r\n this._particleSystems.dispose();\r\n this._spriteManagers.dispose();\r\n this._edgesRenderers.dispose();\r\n }\r\n\r\n /**\r\n * Inserts the submesh in its correct queue depending on its material.\r\n * @param subMesh The submesh to dispatch\r\n * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.\r\n * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.\r\n */\r\n public dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable): void {\r\n // Get mesh and materials if not provided\r\n if (mesh === undefined) {\r\n mesh = subMesh.getMesh();\r\n }\r\n if (material === undefined) {\r\n material = subMesh.getMaterial();\r\n }\r\n\r\n if (material === null || material === undefined) {\r\n return;\r\n }\r\n\r\n if (material.needAlphaBlendingForMesh(mesh)) { // Transparent\r\n this._transparentSubMeshes.push(subMesh);\r\n } else if (material.needAlphaTesting()) { // Alpha test\r\n if (material.needDepthPrePass) {\r\n this._depthOnlySubMeshes.push(subMesh);\r\n }\r\n\r\n this._alphaTestSubMeshes.push(subMesh);\r\n } else {\r\n if (material.needDepthPrePass) {\r\n this._depthOnlySubMeshes.push(subMesh);\r\n }\r\n\r\n this._opaqueSubMeshes.push(subMesh); // Opaque\r\n }\r\n\r\n mesh._renderingGroup = this;\r\n\r\n if (mesh._edgesRenderer && mesh._edgesRenderer.isEnabled) {\r\n this._edgesRenderers.pushNoDuplicate(mesh._edgesRenderer);\r\n }\r\n }\r\n\r\n public dispatchSprites(spriteManager: ISpriteManager) {\r\n this._spriteManagers.push(spriteManager);\r\n }\r\n\r\n public dispatchParticles(particleSystem: IParticleSystem) {\r\n this._particleSystems.push(particleSystem);\r\n }\r\n\r\n private _renderParticles(activeMeshes: Nullable): void {\r\n if (this._particleSystems.length === 0) {\r\n return;\r\n }\r\n\r\n // Particles\r\n var activeCamera = this._scene.activeCamera;\r\n this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);\r\n for (var particleIndex = 0; particleIndex < this._particleSystems.length; particleIndex++) {\r\n var particleSystem = this._particleSystems.data[particleIndex];\r\n\r\n if ((activeCamera && activeCamera.layerMask & particleSystem.layerMask) === 0) {\r\n continue;\r\n }\r\n\r\n let emitter: any = particleSystem.emitter;\r\n if (!emitter.position || !activeMeshes || activeMeshes.indexOf(emitter) !== -1) {\r\n this._scene._activeParticles.addCount(particleSystem.render(), false);\r\n }\r\n }\r\n this._scene.onAfterParticlesRenderingObservable.notifyObservers(this._scene);\r\n\r\n }\r\n\r\n private _renderSprites(): void {\r\n if (!this._scene.spritesEnabled || this._spriteManagers.length === 0) {\r\n return;\r\n }\r\n\r\n // Sprites\r\n var activeCamera = this._scene.activeCamera;\r\n this._scene.onBeforeSpritesRenderingObservable.notifyObservers(this._scene);\r\n for (var id = 0; id < this._spriteManagers.length; id++) {\r\n var spriteManager = this._spriteManagers.data[id];\r\n\r\n if (((activeCamera && activeCamera.layerMask & spriteManager.layerMask) !== 0)) {\r\n spriteManager.render();\r\n }\r\n }\r\n this._scene.onAfterSpritesRenderingObservable.notifyObservers(this._scene);\r\n }\r\n}\r\n","import { Nullable } from \"../types\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { SubMesh } from \"../Meshes/subMesh\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport { ISpriteManager } from \"../Sprites/spriteManager\";\r\nimport { IParticleSystem } from \"../Particles/IParticleSystem\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { RenderingGroup } from \"./renderingGroup\";\r\n\r\ndeclare type Scene = import(\"../scene\").Scene;\r\ndeclare type Camera = import(\"../Cameras/camera\").Camera;\r\n\r\n/**\r\n * Interface describing the different options available in the rendering manager\r\n * regarding Auto Clear between groups.\r\n */\r\nexport interface IRenderingManagerAutoClearSetup {\r\n /**\r\n * Defines whether or not autoclear is enable.\r\n */\r\n autoClear: boolean;\r\n /**\r\n * Defines whether or not to autoclear the depth buffer.\r\n */\r\n depth: boolean;\r\n /**\r\n * Defines whether or not to autoclear the stencil buffer.\r\n */\r\n stencil: boolean;\r\n}\r\n\r\n/**\r\n * This class is used by the onRenderingGroupObservable\r\n */\r\nexport class RenderingGroupInfo {\r\n /**\r\n * The Scene that being rendered\r\n */\r\n scene: Scene;\r\n\r\n /**\r\n * The camera currently used for the rendering pass\r\n */\r\n camera: Nullable;\r\n\r\n /**\r\n * The ID of the renderingGroup being processed\r\n */\r\n renderingGroupId: number;\r\n}\r\n\r\n/**\r\n * This is the manager responsible of all the rendering for meshes sprites and particles.\r\n * It is enable to manage the different groups as well as the different necessary sort functions.\r\n * This should not be used directly aside of the few static configurations\r\n */\r\nexport class RenderingManager {\r\n /**\r\n * The max id used for rendering groups (not included)\r\n */\r\n public static MAX_RENDERINGGROUPS = 4;\r\n\r\n /**\r\n * The min id used for rendering groups (included)\r\n */\r\n public static MIN_RENDERINGGROUPS = 0;\r\n\r\n /**\r\n * Used to globally prevent autoclearing scenes.\r\n */\r\n public static AUTOCLEAR = true;\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _useSceneAutoClearSetup = false;\r\n\r\n private _scene: Scene;\r\n private _renderingGroups = new Array();\r\n private _depthStencilBufferAlreadyCleaned: boolean;\r\n\r\n private _autoClearDepthStencil: { [id: number]: IRenderingManagerAutoClearSetup } = {};\r\n private _customOpaqueSortCompareFn: { [id: number]: Nullable<(a: SubMesh, b: SubMesh) => number> } = {};\r\n private _customAlphaTestSortCompareFn: { [id: number]: Nullable<(a: SubMesh, b: SubMesh) => number> } = {};\r\n private _customTransparentSortCompareFn: { [id: number]: Nullable<(a: SubMesh, b: SubMesh) => number> } = {};\r\n private _renderingGroupInfo: Nullable = new RenderingGroupInfo();\r\n\r\n /**\r\n * Instantiates a new rendering group for a particular scene\r\n * @param scene Defines the scene the groups belongs to\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n\r\n for (let i = RenderingManager.MIN_RENDERINGGROUPS; i < RenderingManager.MAX_RENDERINGGROUPS; i++) {\r\n this._autoClearDepthStencil[i] = { autoClear: true, depth: true, stencil: true };\r\n }\r\n }\r\n\r\n private _clearDepthStencilBuffer(depth = true, stencil = true): void {\r\n if (this._depthStencilBufferAlreadyCleaned) {\r\n return;\r\n }\r\n\r\n this._scene.getEngine().clear(null, false, depth, stencil);\r\n this._depthStencilBufferAlreadyCleaned = true;\r\n }\r\n\r\n /**\r\n * Renders the entire managed groups. This is used by the scene or the different rennder targets.\r\n * @hidden\r\n */\r\n public render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray, transparentSubMeshes: SmartArray, alphaTestSubMeshes: SmartArray, depthOnlySubMeshes: SmartArray) => void>,\r\n activeMeshes: Nullable, renderParticles: boolean, renderSprites: boolean): void {\r\n\r\n // Update the observable context (not null as it only goes away on dispose)\r\n const info = this._renderingGroupInfo!;\r\n info.scene = this._scene;\r\n info.camera = this._scene.activeCamera;\r\n\r\n // Dispatch sprites\r\n if (this._scene.spriteManagers && renderSprites) {\r\n for (let index = 0; index < this._scene.spriteManagers.length; index++) {\r\n var manager = this._scene.spriteManagers[index];\r\n this.dispatchSprites(manager);\r\n }\r\n }\r\n\r\n // Render\r\n for (let index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {\r\n this._depthStencilBufferAlreadyCleaned = index === RenderingManager.MIN_RENDERINGGROUPS;\r\n var renderingGroup = this._renderingGroups[index];\r\n if (!renderingGroup) {\r\n continue;\r\n }\r\n\r\n let renderingGroupMask = Math.pow(2, index);\r\n info.renderingGroupId = index;\r\n\r\n // Before Observable\r\n this._scene.onBeforeRenderingGroupObservable.notifyObservers(info, renderingGroupMask);\r\n\r\n // Clear depth/stencil if needed\r\n if (RenderingManager.AUTOCLEAR) {\r\n const autoClear = this._useSceneAutoClearSetup ?\r\n this._scene.getAutoClearDepthStencilSetup(index) :\r\n this._autoClearDepthStencil[index];\r\n\r\n if (autoClear && autoClear.autoClear) {\r\n this._clearDepthStencilBuffer(autoClear.depth, autoClear.stencil);\r\n }\r\n }\r\n\r\n // Render\r\n for (let step of this._scene._beforeRenderingGroupDrawStage) {\r\n step.action(index);\r\n }\r\n renderingGroup.render(customRenderFunction, renderSprites, renderParticles, activeMeshes);\r\n for (let step of this._scene._afterRenderingGroupDrawStage) {\r\n step.action(index);\r\n }\r\n\r\n // After Observable\r\n this._scene.onAfterRenderingGroupObservable.notifyObservers(info, renderingGroupMask);\r\n }\r\n }\r\n\r\n /**\r\n * Resets the different information of the group to prepare a new frame\r\n * @hidden\r\n */\r\n public reset(): void {\r\n for (let index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {\r\n var renderingGroup = this._renderingGroups[index];\r\n if (renderingGroup) {\r\n renderingGroup.prepare();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Dispose and release the group and its associated resources.\r\n * @hidden\r\n */\r\n public dispose(): void {\r\n this.freeRenderingGroups();\r\n this._renderingGroups.length = 0;\r\n this._renderingGroupInfo = null;\r\n }\r\n\r\n /**\r\n * Clear the info related to rendering groups preventing retention points during dispose.\r\n */\r\n public freeRenderingGroups(): void {\r\n for (let index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {\r\n var renderingGroup = this._renderingGroups[index];\r\n if (renderingGroup) {\r\n renderingGroup.dispose();\r\n }\r\n }\r\n }\r\n\r\n private _prepareRenderingGroup(renderingGroupId: number): void {\r\n if (this._renderingGroups[renderingGroupId] === undefined) {\r\n this._renderingGroups[renderingGroupId] = new RenderingGroup(renderingGroupId, this._scene,\r\n this._customOpaqueSortCompareFn[renderingGroupId],\r\n this._customAlphaTestSortCompareFn[renderingGroupId],\r\n this._customTransparentSortCompareFn[renderingGroupId]\r\n );\r\n }\r\n }\r\n\r\n /**\r\n * Add a sprite manager to the rendering manager in order to render it this frame.\r\n * @param spriteManager Define the sprite manager to render\r\n */\r\n public dispatchSprites(spriteManager: ISpriteManager) {\r\n var renderingGroupId = spriteManager.renderingGroupId || 0;\r\n\r\n this._prepareRenderingGroup(renderingGroupId);\r\n\r\n this._renderingGroups[renderingGroupId].dispatchSprites(spriteManager);\r\n }\r\n\r\n /**\r\n * Add a particle system to the rendering manager in order to render it this frame.\r\n * @param particleSystem Define the particle system to render\r\n */\r\n public dispatchParticles(particleSystem: IParticleSystem) {\r\n var renderingGroupId = particleSystem.renderingGroupId || 0;\r\n\r\n this._prepareRenderingGroup(renderingGroupId);\r\n\r\n this._renderingGroups[renderingGroupId].dispatchParticles(particleSystem);\r\n }\r\n\r\n /**\r\n * Add a submesh to the manager in order to render it this frame\r\n * @param subMesh The submesh to dispatch\r\n * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.\r\n * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.\r\n */\r\n public dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable): void {\r\n if (mesh === undefined) {\r\n mesh = subMesh.getMesh();\r\n }\r\n var renderingGroupId = mesh.renderingGroupId || 0;\r\n\r\n this._prepareRenderingGroup(renderingGroupId);\r\n\r\n this._renderingGroups[renderingGroupId].dispatch(subMesh, mesh, material);\r\n }\r\n\r\n /**\r\n * Overrides the default sort function applied in the renderging group to prepare the meshes.\r\n * This allowed control for front to back rendering or reversly depending of the special needs.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param opaqueSortCompareFn The opaque queue comparison function use to sort.\r\n * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.\r\n * @param transparentSortCompareFn The transparent queue comparison function use to sort.\r\n */\r\n public setRenderingOrder(renderingGroupId: number,\r\n opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null) {\r\n\r\n this._customOpaqueSortCompareFn[renderingGroupId] = opaqueSortCompareFn;\r\n this._customAlphaTestSortCompareFn[renderingGroupId] = alphaTestSortCompareFn;\r\n this._customTransparentSortCompareFn[renderingGroupId] = transparentSortCompareFn;\r\n\r\n if (this._renderingGroups[renderingGroupId]) {\r\n var group = this._renderingGroups[renderingGroupId];\r\n group.opaqueSortCompareFn = this._customOpaqueSortCompareFn[renderingGroupId];\r\n group.alphaTestSortCompareFn = this._customAlphaTestSortCompareFn[renderingGroupId];\r\n group.transparentSortCompareFn = this._customTransparentSortCompareFn[renderingGroupId];\r\n }\r\n }\r\n\r\n /**\r\n * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.\r\n * @param depth Automatically clears depth between groups if true and autoClear is true.\r\n * @param stencil Automatically clears stencil between groups if true and autoClear is true.\r\n */\r\n public setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean,\r\n depth = true,\r\n stencil = true): void {\r\n this._autoClearDepthStencil[renderingGroupId] = {\r\n autoClear: autoClearDepthStencil,\r\n depth: depth,\r\n stencil: stencil\r\n };\r\n }\r\n\r\n /**\r\n * Gets the current auto clear configuration for one rendering group of the rendering\r\n * manager.\r\n * @param index the rendering group index to get the information for\r\n * @returns The auto clear setup for the requested rendering group\r\n */\r\n public getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup {\r\n return this._autoClearDepthStencil[index];\r\n }\r\n}\r\n","import { IDisposable, Scene } from \"../scene\";\r\nimport { Nullable } from \"../types\";\r\nimport { Observable, Observer } from \"../Misc/observable\";\r\nimport { PointerInfoPre, PointerInfo, PointerEventTypes } from \"../Events/pointerEvents\";\r\nimport { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { HemisphericLight } from '../Lights/hemisphericLight';\r\nimport { Vector3 } from '../Maths/math.vector';\r\nimport { Camera } from '../Cameras/camera';\r\nimport { Color3 } from '../Maths/math.color';\r\n\r\n/**\r\n * Renders a layer on top of an existing scene\r\n */\r\nexport class UtilityLayerRenderer implements IDisposable {\r\n private _pointerCaptures: { [pointerId: number]: boolean } = {};\r\n private _lastPointerEvents: { [pointerId: number]: boolean } = {};\r\n private static _DefaultUtilityLayer: Nullable = null;\r\n private static _DefaultKeepDepthUtilityLayer: Nullable = null;\r\n private _sharedGizmoLight: Nullable = null;\r\n\r\n private _renderCamera: Nullable = null;\r\n\r\n /**\r\n * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)\r\n * @param getRigParentIfPossible if the current active camera is a rig camera, should its parent camera be returned\r\n * @returns the camera that is used when rendering the utility layer\r\n */\r\n public getRenderCamera(getRigParentIfPossible?: boolean) {\r\n if (this._renderCamera) {\r\n return this._renderCamera;\r\n } else {\r\n let activeCam: Camera;\r\n if (this.originalScene.activeCameras.length > 1) {\r\n activeCam = this.originalScene.activeCameras[this.originalScene.activeCameras.length - 1];\r\n } else {\r\n activeCam = (this.originalScene.activeCamera!);\r\n }\r\n\r\n if (getRigParentIfPossible && activeCam && activeCam.isRigCamera) {\r\n return activeCam.rigParent!;\r\n }\r\n return activeCam;\r\n }\r\n }\r\n /**\r\n * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)\r\n * @param cam the camera that should be used when rendering the utility layer\r\n */\r\n public setRenderCamera(cam: Nullable) {\r\n this._renderCamera = cam;\r\n }\r\n\r\n /**\r\n * @hidden\r\n * Light which used by gizmos to get light shading\r\n */\r\n public _getSharedGizmoLight(): HemisphericLight {\r\n if (!this._sharedGizmoLight) {\r\n this._sharedGizmoLight = new HemisphericLight(\"shared gizmo light\", new Vector3(0, 1, 0), this.utilityLayerScene);\r\n this._sharedGizmoLight.intensity = 2;\r\n this._sharedGizmoLight.groundColor = Color3.Gray();\r\n }\r\n return this._sharedGizmoLight;\r\n }\r\n\r\n /**\r\n * If the picking should be done on the utility layer prior to the actual scene (Default: true)\r\n */\r\n public pickUtilitySceneFirst = true;\r\n /**\r\n * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)\r\n */\r\n public static get DefaultUtilityLayer(): UtilityLayerRenderer {\r\n if (UtilityLayerRenderer._DefaultUtilityLayer == null) {\r\n UtilityLayerRenderer._DefaultUtilityLayer = new UtilityLayerRenderer(EngineStore.LastCreatedScene!);\r\n UtilityLayerRenderer._DefaultUtilityLayer.originalScene.onDisposeObservable.addOnce(() => {\r\n UtilityLayerRenderer._DefaultUtilityLayer = null;\r\n });\r\n }\r\n return UtilityLayerRenderer._DefaultUtilityLayer;\r\n }\r\n /**\r\n * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)\r\n */\r\n public static get DefaultKeepDepthUtilityLayer(): UtilityLayerRenderer {\r\n if (UtilityLayerRenderer._DefaultKeepDepthUtilityLayer == null) {\r\n UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = new UtilityLayerRenderer(EngineStore.LastCreatedScene!);\r\n UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;\r\n UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.originalScene.onDisposeObservable.addOnce(() => {\r\n UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;\r\n });\r\n }\r\n return UtilityLayerRenderer._DefaultKeepDepthUtilityLayer;\r\n }\r\n\r\n /**\r\n * The scene that is rendered on top of the original scene\r\n */\r\n public utilityLayerScene: Scene;\r\n\r\n /**\r\n * If the utility layer should automatically be rendered on top of existing scene\r\n */\r\n public shouldRender: boolean = true;\r\n /**\r\n * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene\r\n */\r\n public onlyCheckPointerDownEvents = true;\r\n\r\n /**\r\n * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)\r\n */\r\n public processAllEvents = false;\r\n\r\n /**\r\n * Observable raised when the pointer move from the utility layer scene to the main scene\r\n */\r\n public onPointerOutObservable = new Observable();\r\n\r\n /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */\r\n public mainSceneTrackerPredicate: (mesh: Nullable) => boolean;\r\n\r\n private _afterRenderObserver: Nullable>;\r\n private _sceneDisposeObserver: Nullable>;\r\n private _originalPointerObserver: Nullable>;\r\n /**\r\n * Instantiates a UtilityLayerRenderer\r\n * @param originalScene the original scene that will be rendered on top of\r\n * @param handleEvents boolean indicating if the utility layer should handle events\r\n */\r\n constructor(\r\n /** the original scene that will be rendered on top of */\r\n public originalScene: Scene,\r\n handleEvents: boolean = true) {\r\n // Create scene which will be rendered in the foreground and remove it from being referenced by engine to avoid interfering with existing app\r\n this.utilityLayerScene = new Scene(originalScene.getEngine(), { virtual: true });\r\n this.utilityLayerScene.useRightHandedSystem = originalScene.useRightHandedSystem;\r\n this.utilityLayerScene._allowPostProcessClearColor = false;\r\n\r\n // Detach controls on utility scene, events will be fired by logic below to handle picking priority\r\n this.utilityLayerScene.detachControl();\r\n\r\n if (handleEvents) {\r\n this._originalPointerObserver = originalScene.onPrePointerObservable.add((prePointerInfo, eventState) => {\r\n if (!this.utilityLayerScene.activeCamera) {\r\n return;\r\n }\r\n if (!this.processAllEvents) {\r\n if (prePointerInfo.type !== PointerEventTypes.POINTERMOVE\r\n && prePointerInfo.type !== PointerEventTypes.POINTERUP\r\n && prePointerInfo.type !== PointerEventTypes.POINTERDOWN\r\n && prePointerInfo.type !== PointerEventTypes.POINTERDOUBLETAP) {\r\n return;\r\n }\r\n }\r\n this.utilityLayerScene.pointerX = originalScene.pointerX;\r\n this.utilityLayerScene.pointerY = originalScene.pointerY;\r\n let pointerEvent = (prePointerInfo.event);\r\n if (originalScene!.isPointerCaptured(pointerEvent.pointerId)) {\r\n this._pointerCaptures[pointerEvent.pointerId] = false;\r\n return;\r\n }\r\n\r\n var utilityScenePick = prePointerInfo.ray ? this.utilityLayerScene.pickWithRay(prePointerInfo.ray) : this.utilityLayerScene.pick(originalScene.pointerX, originalScene.pointerY);\r\n if (!prePointerInfo.ray && utilityScenePick) {\r\n prePointerInfo.ray = utilityScenePick.ray;\r\n }\r\n\r\n // always fire the prepointer oversvable\r\n this.utilityLayerScene.onPrePointerObservable.notifyObservers(prePointerInfo);\r\n\r\n // allow every non pointer down event to flow to the utility layer\r\n if (this.onlyCheckPointerDownEvents && prePointerInfo.type != PointerEventTypes.POINTERDOWN) {\r\n if (!prePointerInfo.skipOnPointerObservable) {\r\n this.utilityLayerScene.onPointerObservable.notifyObservers(new PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));\r\n }\r\n if (prePointerInfo.type === PointerEventTypes.POINTERUP && this._pointerCaptures[pointerEvent.pointerId]) {\r\n this._pointerCaptures[pointerEvent.pointerId] = false;\r\n }\r\n return;\r\n }\r\n\r\n if (this.utilityLayerScene.autoClearDepthAndStencil || this.pickUtilitySceneFirst) {\r\n // If this layer is an overlay, check if this layer was hit and if so, skip pointer events for the main scene\r\n if (utilityScenePick && utilityScenePick.hit) {\r\n\r\n if (!prePointerInfo.skipOnPointerObservable) {\r\n this.utilityLayerScene.onPointerObservable.notifyObservers(new PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));\r\n }\r\n prePointerInfo.skipOnPointerObservable = true;\r\n }\r\n } else {\r\n var originalScenePick = prePointerInfo.ray ? originalScene.pickWithRay(prePointerInfo.ray) : originalScene.pick(originalScene.pointerX, originalScene.pointerY);\r\n let pointerEvent = (prePointerInfo.event);\r\n\r\n // If the layer can be occluded by the original scene, only fire pointer events to the first layer that hit they ray\r\n if (originalScenePick && utilityScenePick) {\r\n\r\n // No pick in utility scene\r\n if (utilityScenePick.distance === 0 && originalScenePick.pickedMesh) {\r\n if (this.mainSceneTrackerPredicate && this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {\r\n // We touched an utility mesh present in the main scene\r\n this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent);\r\n prePointerInfo.skipOnPointerObservable = true;\r\n } else if (prePointerInfo.type === PointerEventTypes.POINTERDOWN) {\r\n this._pointerCaptures[pointerEvent.pointerId] = true;\r\n } else if (this._lastPointerEvents[pointerEvent.pointerId]) {\r\n // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete\r\n this.onPointerOutObservable.notifyObservers(pointerEvent.pointerId);\r\n delete this._lastPointerEvents[pointerEvent.pointerId];\r\n }\r\n } else if (!this._pointerCaptures[pointerEvent.pointerId] && (utilityScenePick.distance < originalScenePick.distance || originalScenePick.distance === 0)) {\r\n // We pick something in utility scene or the pick in utility is closer than the one in main scene\r\n this._notifyObservers(prePointerInfo, utilityScenePick, pointerEvent);\r\n // If a previous utility layer set this, do not unset this\r\n if (!prePointerInfo.skipOnPointerObservable) {\r\n prePointerInfo.skipOnPointerObservable = utilityScenePick.distance > 0;\r\n }\r\n } else if (!this._pointerCaptures[pointerEvent.pointerId] && (utilityScenePick.distance > originalScenePick.distance)) {\r\n // We have a pick in both scenes but main is closer than utility\r\n\r\n // We touched an utility mesh present in the main scene\r\n if (this.mainSceneTrackerPredicate && this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {\r\n this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent);\r\n prePointerInfo.skipOnPointerObservable = true;\r\n } else if (this._lastPointerEvents[pointerEvent.pointerId]) {\r\n // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete\r\n this.onPointerOutObservable.notifyObservers(pointerEvent.pointerId);\r\n delete this._lastPointerEvents[pointerEvent.pointerId];\r\n }\r\n }\r\n\r\n if (prePointerInfo.type === PointerEventTypes.POINTERUP && this._pointerCaptures[pointerEvent.pointerId]) {\r\n this._pointerCaptures[pointerEvent.pointerId] = false;\r\n }\r\n }\r\n }\r\n });\r\n\r\n // As a newly added utility layer will be rendered over the screen last, it's pointer events should be processed first\r\n if (this._originalPointerObserver) {\r\n originalScene.onPrePointerObservable.makeObserverTopPriority(this._originalPointerObserver);\r\n }\r\n }\r\n\r\n // Render directly on top of existing scene without clearing\r\n this.utilityLayerScene.autoClear = false;\r\n\r\n this._afterRenderObserver = this.originalScene.onAfterCameraRenderObservable.add((camera) => {\r\n // Only render when the render camera finishes rendering\r\n if (this.shouldRender && camera == this.getRenderCamera()) {\r\n this.render();\r\n }\r\n });\r\n\r\n this._sceneDisposeObserver = this.originalScene.onDisposeObservable.add(() => {\r\n this.dispose();\r\n });\r\n\r\n this._updateCamera();\r\n }\r\n\r\n private _notifyObservers(prePointerInfo: PointerInfoPre, pickInfo: PickingInfo, pointerEvent: PointerEvent) {\r\n if (!prePointerInfo.skipOnPointerObservable) {\r\n this.utilityLayerScene.onPointerObservable.notifyObservers(new PointerInfo(prePointerInfo.type, prePointerInfo.event, pickInfo));\r\n this._lastPointerEvents[pointerEvent.pointerId] = true;\r\n }\r\n }\r\n\r\n /**\r\n * Renders the utility layers scene on top of the original scene\r\n */\r\n public render() {\r\n this._updateCamera();\r\n if (this.utilityLayerScene.activeCamera) {\r\n // Set the camera's scene to utility layers scene\r\n var oldScene = this.utilityLayerScene.activeCamera.getScene();\r\n var camera = this.utilityLayerScene.activeCamera;\r\n camera._scene = this.utilityLayerScene;\r\n if (camera.leftCamera) {\r\n camera.leftCamera._scene = this.utilityLayerScene;\r\n }\r\n if (camera.rightCamera) {\r\n camera.rightCamera._scene = this.utilityLayerScene;\r\n }\r\n\r\n this.utilityLayerScene.render(false);\r\n\r\n // Reset camera's scene back to original\r\n camera._scene = oldScene;\r\n if (camera.leftCamera) {\r\n camera.leftCamera._scene = oldScene;\r\n }\r\n if (camera.rightCamera) {\r\n camera.rightCamera._scene = oldScene;\r\n }\r\n }\r\n\r\n }\r\n\r\n /**\r\n * Disposes of the renderer\r\n */\r\n public dispose() {\r\n this.onPointerOutObservable.clear();\r\n\r\n if (this._afterRenderObserver) {\r\n this.originalScene.onAfterCameraRenderObservable.remove(this._afterRenderObserver);\r\n }\r\n if (this._sceneDisposeObserver) {\r\n this.originalScene.onDisposeObservable.remove(this._sceneDisposeObserver);\r\n }\r\n if (this._originalPointerObserver) {\r\n this.originalScene.onPrePointerObservable.remove(this._originalPointerObserver);\r\n }\r\n this.utilityLayerScene.dispose();\r\n }\r\n\r\n private _updateCamera() {\r\n this.utilityLayerScene.cameraToUseForPointers = this.getRenderCamera();\r\n this.utilityLayerScene.activeCamera = this.getRenderCamera();\r\n }\r\n}\r\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'backgroundFragmentDeclaration';\nlet shader = ` uniform vec4 vPrimaryColor;\n#ifdef USEHIGHLIGHTANDSHADOWCOLORS\nuniform vec4 vPrimaryColorShadow;\n#endif\nuniform float shadowLevel;\nuniform float alpha;\n#ifdef DIFFUSE\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\n#endif\n#if defined(REFLECTIONFRESNEL) || defined(OPACITYFRESNEL)\nuniform vec3 vBackgroundCenter;\n#endif\n#ifdef REFLECTIONFRESNEL\nuniform vec4 vReflectionControl;\n#endif\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION)\nuniform mat4 view;\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var backgroundFragmentDeclaration = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'backgroundUboDeclaration';\nlet shader = `layout(std140,column_major) uniform;\nuniform Material\n{\nuniform vec4 vPrimaryColor;\nuniform vec4 vPrimaryColorShadow;\nuniform vec2 vDiffuseInfos;\nuniform vec2 vReflectionInfos;\nuniform mat4 diffuseMatrix;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\nuniform float fFovMultiplier;\nuniform float pointSize;\nuniform float shadowLevel;\nuniform float alpha;\n#if defined(REFLECTIONFRESNEL) || defined(OPACITYFRESNEL)\nuniform vec3 vBackgroundCenter;\n#endif\n#ifdef REFLECTIONFRESNEL\nuniform vec4 vReflectionControl;\n#endif\n};\nuniform Scene {\nmat4 viewProjection;\n#ifdef MULTIVIEW\nmat4 viewProjectionR;\n#endif\nmat4 view;\n};`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var backgroundUboDeclaration = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'backgroundVertexDeclaration';\nlet shader = `uniform mat4 view;\nuniform mat4 viewProjection;\nuniform float shadowLevel;\n#ifdef DIFFUSE\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\nuniform float fFovMultiplier;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var backgroundVertexDeclaration = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'bayerDitherFunctions';\nlet shader = `\n\n\n\n\nfloat bayerDither2(vec2 _P) {\nreturn mod(2.0*_P.y+_P.x+1.0,4.0);\n}\n\n\nfloat bayerDither4(vec2 _P) {\nvec2 P1=mod(_P,2.0);\nvec2 P2=floor(0.5*mod(_P,4.0));\nreturn 4.0*bayerDither2(P1)+bayerDither2(P2);\n}\n\nfloat bayerDither8(vec2 _P) {\nvec2 P1=mod(_P,2.0);\nvec2 P2=floor(0.5*mod(_P,4.0));\nvec2 P4=floor(0.25*mod(_P,8.0));\nreturn 4.0*(4.0*bayerDither2(P1)+bayerDither2(P2))+bayerDither2(P4);\n}\n`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var bayerDitherFunctions = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'bonesDeclaration';\nlet shader = `#if NUM_BONE_INFLUENCERS>0\n#ifdef BONETEXTURE\nuniform sampler2D boneSampler;\nuniform float boneTextureWidth;\n#else\nuniform mat4 mBones[BonesPerMesh];\n#endif\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS>4\nattribute vec4 matricesIndicesExtra;\nattribute vec4 matricesWeightsExtra;\n#endif\n#ifdef BONETEXTURE\n#define inline\nmat4 readMatrixFromRawSampler(sampler2D smp,float index)\n{\nfloat offset=index*4.0;\nfloat dx=1.0/boneTextureWidth;\nvec4 m0=texture2D(smp,vec2(dx*(offset+0.5),0.));\nvec4 m1=texture2D(smp,vec2(dx*(offset+1.5),0.));\nvec4 m2=texture2D(smp,vec2(dx*(offset+2.5),0.));\nvec4 m3=texture2D(smp,vec2(dx*(offset+3.5),0.));\nreturn mat4(m0,m1,m2,m3);\n}\n#endif\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var bonesDeclaration = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'bonesVertex';\nlet shader = `#if NUM_BONE_INFLUENCERS>0\nmat4 influence;\n#ifdef BONETEXTURE\ninfluence=readMatrixFromRawSampler(boneSampler,matricesIndices[0])*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[1])*matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[2])*matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[3])*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[0])*matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[1])*matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[2])*matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[3])*matricesWeightsExtra[3];\n#endif\n#else\ninfluence=mBones[int(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence+=mBones[int(matricesIndices[1])]*matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\ninfluence+=mBones[int(matricesIndices[2])]*matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\ninfluence+=mBones[int(matricesIndices[3])]*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\ninfluence+=mBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\ninfluence+=mBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\ninfluence+=mBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\ninfluence+=mBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif\n#endif\nfinalWorld=finalWorld*influence;\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var bonesVertex = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'bumpFragment';\nlet shader = `vec2 uvOffset=vec2(0.0,0.0);\n#if defined(BUMP) || defined(PARALLAX)\n#ifdef NORMALXYSCALE\nfloat normalScale=1.0;\n#else\nfloat normalScale=vBumpInfos.y;\n#endif\n#if defined(TANGENT) && defined(NORMAL)\nmat3 TBN=vTBN;\n#else\nmat3 TBN=cotangent_frame(normalW*normalScale,vPositionW,vBumpUV);\n#endif\n#elif defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL)\nmat3 TBN=vTBN;\n#else\nmat3 TBN=cotangent_frame(normalW,vPositionW,vMainUV1,vec2(1.,1.));\n#endif\n#endif\n#ifdef PARALLAX\nmat3 invTBN=transposeMat3(TBN);\n#ifdef PARALLAXOCCLUSION\nuvOffset=parallaxOcclusion(invTBN*-viewDirectionW,invTBN*normalW,vBumpUV,vBumpInfos.z);\n#else\nuvOffset=parallaxOffset(invTBN*viewDirectionW,vBumpInfos.z);\n#endif\n#endif\n#ifdef BUMP\n#ifdef OBJECTSPACE_NORMALMAP\nnormalW=normalize(texture2D(bumpSampler,vBumpUV).xyz*2.0-1.0);\nnormalW=normalize(mat3(normalMatrix)*normalW);\n#else\nnormalW=perturbNormal(TBN,vBumpUV+uvOffset);\n#endif\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var bumpFragment = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'bumpFragmentFunctions';\nlet shader = `#if defined(BUMP)\n#if BUMPDIRECTUV == 1\n#define vBumpUV vMainUV1\n#elif BUMPDIRECTUV == 2\n#define vBumpUV vMainUV2\n#else\nvarying vec2 vBumpUV;\n#endif\nuniform sampler2D bumpSampler;\nvec3 perturbNormal(mat3 cotangentFrame,vec2 uv)\n{\nreturn perturbNormal(cotangentFrame,texture2D(bumpSampler,uv).xyz,vBumpInfos.y);\n}\n#endif\n#if defined(BUMP)\nvec3 perturbNormal(mat3 cotangentFrame,vec3 color)\n{\nreturn perturbNormal(cotangentFrame,color,vBumpInfos.y);\n}\n\nmat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv)\n{\nreturn cotangent_frame(normal,p,uv,vTangentSpaceParams);\n}\n#endif\n#if defined(BUMP) && defined(PARALLAX)\nconst float minSamples=4.;\nconst float maxSamples=15.;\nconst int iMaxSamples=15;\n\nvec2 parallaxOcclusion(vec3 vViewDirCoT,vec3 vNormalCoT,vec2 texCoord,float parallaxScale) {\nfloat parallaxLimit=length(vViewDirCoT.xy)/vViewDirCoT.z;\nparallaxLimit*=parallaxScale;\nvec2 vOffsetDir=normalize(vViewDirCoT.xy);\nvec2 vMaxOffset=vOffsetDir*parallaxLimit;\nfloat numSamples=maxSamples+(dot(vViewDirCoT,vNormalCoT)*(minSamples-maxSamples));\nfloat stepSize=1.0/numSamples;\n\nfloat currRayHeight=1.0;\nvec2 vCurrOffset=vec2(0,0);\nvec2 vLastOffset=vec2(0,0);\nfloat lastSampledHeight=1.0;\nfloat currSampledHeight=1.0;\nfor (int i=0; icurrRayHeight)\n{\nfloat delta1=currSampledHeight-currRayHeight;\nfloat delta2=(currRayHeight+stepSize)-lastSampledHeight;\nfloat ratio=delta1/(delta1+delta2);\nvCurrOffset=(ratio)* vLastOffset+(1.0-ratio)*vCurrOffset;\n\nbreak;\n}\nelse\n{\ncurrRayHeight-=stepSize;\nvLastOffset=vCurrOffset;\nvCurrOffset+=stepSize*vMaxOffset;\nlastSampledHeight=currSampledHeight;\n}\n}\nreturn vCurrOffset;\n}\nvec2 parallaxOffset(vec3 viewDir,float heightScale)\n{\n\nfloat height=texture2D(bumpSampler,vBumpUV).w;\nvec2 texCoordOffset=heightScale*viewDir.xy*height;\nreturn -texCoordOffset;\n}\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var bumpFragmentFunctions = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'bumpFragmentMainFunctions';\nlet shader = `#if defined(BUMP) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL)\nvarying mat3 vTBN;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\nuniform mat4 normalMatrix;\n#endif\nvec3 perturbNormal(mat3 cotangentFrame,vec3 textureSample,float scale)\n{\ntextureSample=textureSample*2.0-1.0;\n#ifdef NORMALXYSCALE\ntextureSample=normalize(textureSample*vec3(scale,scale,1.0));\n#endif\nreturn normalize(cotangentFrame*textureSample);\n}\n\nmat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv,vec2 tangentSpaceParams)\n{\n\nuv=gl_FrontFacing ? uv : -uv;\n\nvec3 dp1=dFdx(p);\nvec3 dp2=dFdy(p);\nvec2 duv1=dFdx(uv);\nvec2 duv2=dFdy(uv);\n\nvec3 dp2perp=cross(dp2,normal);\nvec3 dp1perp=cross(normal,dp1);\nvec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;\nvec3 bitangent=dp2perp*duv1.y+dp1perp*duv2.y;\n\ntangent*=tangentSpaceParams.x;\nbitangent*=tangentSpaceParams.y;\n\nfloat invmax=inversesqrt(max(dot(tangent,tangent),dot(bitangent,bitangent)));\nreturn mat3(tangent*invmax,bitangent*invmax,normal);\n}\n#endif\n`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var bumpFragmentMainFunctions = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'bumpVertex';\nlet shader = `#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL)\nvec3 tbnNormal=normalize(normalUpdated);\nvec3 tbnTangent=normalize(tangentUpdated.xyz);\nvec3 tbnBitangent=cross(tbnNormal,tbnTangent)*tangentUpdated.w;\nvTBN=mat3(finalWorld)*mat3(tbnTangent,tbnBitangent,tbnNormal);\n#endif\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var bumpVertex = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'bumpVertexDeclaration';\nlet shader = `#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL)\nvarying mat3 vTBN;\n#endif\n#endif\n`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var bumpVertexDeclaration = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'clipPlaneFragment';\nlet shader = `#ifdef CLIPPLANE\nif (fClipDistance>0.0)\n{\ndiscard;\n}\n#endif\n#ifdef CLIPPLANE2\nif (fClipDistance2>0.0)\n{\ndiscard;\n}\n#endif\n#ifdef CLIPPLANE3\nif (fClipDistance3>0.0)\n{\ndiscard;\n}\n#endif\n#ifdef CLIPPLANE4\nif (fClipDistance4>0.0)\n{\ndiscard;\n}\n#endif\n#ifdef CLIPPLANE5\nif (fClipDistance5>0.0)\n{\ndiscard;\n}\n#endif\n#ifdef CLIPPLANE6\nif (fClipDistance6>0.0)\n{\ndiscard;\n}\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var clipPlaneFragment = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'clipPlaneFragmentDeclaration';\nlet shader = `#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n#ifdef CLIPPLANE2\nvarying float fClipDistance2;\n#endif\n#ifdef CLIPPLANE3\nvarying float fClipDistance3;\n#endif\n#ifdef CLIPPLANE4\nvarying float fClipDistance4;\n#endif\n#ifdef CLIPPLANE5\nvarying float fClipDistance5;\n#endif\n#ifdef CLIPPLANE6\nvarying float fClipDistance6;\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var clipPlaneFragmentDeclaration = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'clipPlaneFragmentDeclaration2';\nlet shader = `#ifdef CLIPPLANE\nin float fClipDistance;\n#endif\n#ifdef CLIPPLANE2\nin float fClipDistance2;\n#endif\n#ifdef CLIPPLANE3\nin float fClipDistance3;\n#endif\n#ifdef CLIPPLANE4\nin float fClipDistance4;\n#endif\n#ifdef CLIPPLANE5\nin float fClipDistance5;\n#endif\n#ifdef CLIPPLANE6\nin float fClipDistance6;\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var clipPlaneFragmentDeclaration2 = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'clipPlaneVertex';\nlet shader = `#ifdef CLIPPLANE\nfClipDistance=dot(worldPos,vClipPlane);\n#endif\n#ifdef CLIPPLANE2\nfClipDistance2=dot(worldPos,vClipPlane2);\n#endif\n#ifdef CLIPPLANE3\nfClipDistance3=dot(worldPos,vClipPlane3);\n#endif\n#ifdef CLIPPLANE4\nfClipDistance4=dot(worldPos,vClipPlane4);\n#endif\n#ifdef CLIPPLANE5\nfClipDistance5=dot(worldPos,vClipPlane5);\n#endif\n#ifdef CLIPPLANE6\nfClipDistance6=dot(worldPos,vClipPlane6);\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var clipPlaneVertex = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'clipPlaneVertexDeclaration';\nlet shader = `#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nvarying float fClipDistance;\n#endif\n#ifdef CLIPPLANE2\nuniform vec4 vClipPlane2;\nvarying float fClipDistance2;\n#endif\n#ifdef CLIPPLANE3\nuniform vec4 vClipPlane3;\nvarying float fClipDistance3;\n#endif\n#ifdef CLIPPLANE4\nuniform vec4 vClipPlane4;\nvarying float fClipDistance4;\n#endif\n#ifdef CLIPPLANE5\nuniform vec4 vClipPlane5;\nvarying float fClipDistance5;\n#endif\n#ifdef CLIPPLANE6\nuniform vec4 vClipPlane6;\nvarying float fClipDistance6;\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var clipPlaneVertexDeclaration = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'clipPlaneVertexDeclaration2';\nlet shader = `#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nout float fClipDistance;\n#endif\n#ifdef CLIPPLANE2\nuniform vec4 vClipPlane2;\nout float fClipDistance2;\n#endif\n#ifdef CLIPPLANE3\nuniform vec4 vClipPlane3;\nout float fClipDistance3;\n#endif\n#ifdef CLIPPLANE4\nuniform vec4 vClipPlane4;\nout float fClipDistance4;\n#endif\n#ifdef CLIPPLANE5\nuniform vec4 vClipPlane5;\nout float fClipDistance5;\n#endif\n#ifdef CLIPPLANE6\nuniform vec4 vClipPlane6;\nout float fClipDistance6;\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var clipPlaneVertexDeclaration2 = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'defaultFragmentDeclaration';\nlet shader = `uniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\nuniform vec3 vEmissiveColor;\nuniform float visibility;\n\n#ifdef DIFFUSE\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef AMBIENT\nuniform vec2 vAmbientInfos;\n#endif\n#ifdef OPACITY\nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform vec2 vTangentSpaceParams;\n#endif\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION)\nuniform mat4 view;\n#endif\n#ifdef REFRACTION\nuniform vec4 vRefractionInfos;\n#ifndef REFRACTIONMAP_3D\nuniform mat4 refractionMatrix;\n#endif\n#ifdef REFRACTIONFRESNEL\nuniform vec4 refractionLeftColor;\nuniform vec4 refractionRightColor;\n#endif\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\nuniform vec2 vSpecularInfos;\n#endif\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\n#if defined(REFLECTIONMAP_PLANAR) || defined(REFLECTIONMAP_CUBIC) || defined(REFLECTIONMAP_PROJECTION) || defined(REFLECTIONMAP_EQUIRECTANGULAR) || defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_SKYBOX)\nuniform mat4 reflectionMatrix;\n#endif\n#ifndef REFLECTIONMAP_SKYBOX\n#if defined(USE_LOCAL_REFLECTIONMAP_CUBIC) && defined(REFLECTIONMAP_CUBIC)\nuniform vec3 vReflectionPosition;\nuniform vec3 vReflectionSize;\n#endif\n#endif\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var defaultFragmentDeclaration = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'defaultUboDeclaration';\nlet shader = `layout(std140,column_major) uniform;\nuniform Material\n{\nvec4 diffuseLeftColor;\nvec4 diffuseRightColor;\nvec4 opacityParts;\nvec4 reflectionLeftColor;\nvec4 reflectionRightColor;\nvec4 refractionLeftColor;\nvec4 refractionRightColor;\nvec4 emissiveLeftColor;\nvec4 emissiveRightColor;\nvec2 vDiffuseInfos;\nvec2 vAmbientInfos;\nvec2 vOpacityInfos;\nvec2 vReflectionInfos;\nvec3 vReflectionPosition;\nvec3 vReflectionSize;\nvec2 vEmissiveInfos;\nvec2 vLightmapInfos;\nvec2 vSpecularInfos;\nvec3 vBumpInfos;\nmat4 diffuseMatrix;\nmat4 ambientMatrix;\nmat4 opacityMatrix;\nmat4 reflectionMatrix;\nmat4 emissiveMatrix;\nmat4 lightmapMatrix;\nmat4 specularMatrix;\nmat4 bumpMatrix;\nvec2 vTangentSpaceParams;\nfloat pointSize;\nmat4 refractionMatrix;\nvec4 vRefractionInfos;\nvec4 vSpecularColor;\nvec3 vEmissiveColor;\nfloat visibility;\nvec4 vDiffuseColor;\n};\nuniform Scene {\nmat4 viewProjection;\n#ifdef MULTIVIEW\nmat4 viewProjectionR;\n#endif\nmat4 view;\n};\n`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var defaultUboDeclaration = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'defaultVertexDeclaration';\nlet shader = `\nuniform mat4 viewProjection;\nuniform mat4 view;\n#ifdef DIFFUSE\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef AMBIENT\nuniform mat4 ambientMatrix;\nuniform vec2 vAmbientInfos;\n#endif\n#ifdef OPACITY\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\nuniform mat4 emissiveMatrix;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\nuniform mat4 lightmapMatrix;\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\nuniform vec2 vSpecularInfos;\nuniform mat4 specularMatrix;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform mat4 bumpMatrix;\n#endif\n#ifdef REFLECTION\nuniform mat4 reflectionMatrix;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var defaultVertexDeclaration = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'depthPrePass';\nlet shader = `#ifdef DEPTHPREPASS\ngl_FragColor=vec4(0.,0.,0.,1.0);\nreturn;\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var depthPrePass = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'fogFragment';\nlet shader = `#ifdef FOG\nfloat fog=CalcFogFactor();\ncolor.rgb=fog*color.rgb+(1.0-fog)*vFogColor;\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var fogFragment = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'fogFragmentDeclaration';\nlet shader = `#ifdef FOG\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying vec3 vFogDistance;\nfloat CalcFogFactor()\n{\nfloat fogCoeff=1.0;\nfloat fogStart=vFogInfos.y;\nfloat fogEnd=vFogInfos.z;\nfloat fogDensity=vFogInfos.w;\nfloat fogDistance=length(vFogDistance);\nif (FOGMODE_LINEAR == vFogInfos.x)\n{\nfogCoeff=(fogEnd-fogDistance)/(fogEnd-fogStart);\n}\nelse if (FOGMODE_EXP == vFogInfos.x)\n{\nfogCoeff=1.0/pow(E,fogDistance*fogDensity);\n}\nelse if (FOGMODE_EXP2 == vFogInfos.x)\n{\nfogCoeff=1.0/pow(E,fogDistance*fogDistance*fogDensity*fogDensity);\n}\nreturn clamp(fogCoeff,0.0,1.0);\n}\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var fogFragmentDeclaration = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'fogVertex';\nlet shader = `#ifdef FOG\nvFogDistance=(view*worldPos).xyz;\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var fogVertex = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'fogVertexDeclaration';\nlet shader = `#ifdef FOG\nvarying vec3 vFogDistance;\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var fogVertexDeclaration = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'fresnelFunction';\nlet shader = `#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection,vec3 worldNormal,float bias,float power)\n{\nfloat fresnelTerm=pow(bias+abs(dot(viewDirection,worldNormal)),power);\nreturn clamp(fresnelTerm,0.,1.);\n}\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var fresnelFunction = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'harmonicsFunctions';\nlet shader = `#ifdef USESPHERICALFROMREFLECTIONMAP\n#ifdef SPHERICAL_HARMONICS\nuniform vec3 vSphericalL00;\nuniform vec3 vSphericalL1_1;\nuniform vec3 vSphericalL10;\nuniform vec3 vSphericalL11;\nuniform vec3 vSphericalL2_2;\nuniform vec3 vSphericalL2_1;\nuniform vec3 vSphericalL20;\nuniform vec3 vSphericalL21;\nuniform vec3 vSphericalL22;\n\n\n\n\n\n\n\nvec3 computeEnvironmentIrradiance(vec3 normal) {\nreturn vSphericalL00\n+vSphericalL1_1*(normal.y)\n+vSphericalL10*(normal.z)\n+vSphericalL11*(normal.x)\n+vSphericalL2_2*(normal.y*normal.x)\n+vSphericalL2_1*(normal.y*normal.z)\n+vSphericalL20*((3.0*normal.z*normal.z)-1.0)\n+vSphericalL21*(normal.z*normal.x)\n+vSphericalL22*(normal.x*normal.x-(normal.y*normal.y));\n}\n#else\nuniform vec3 vSphericalX;\nuniform vec3 vSphericalY;\nuniform vec3 vSphericalZ;\nuniform vec3 vSphericalXX_ZZ;\nuniform vec3 vSphericalYY_ZZ;\nuniform vec3 vSphericalZZ;\nuniform vec3 vSphericalXY;\nuniform vec3 vSphericalYZ;\nuniform vec3 vSphericalZX;\n\nvec3 computeEnvironmentIrradiance(vec3 normal) {\n\n\n\n\n\n\n\n\n\nfloat Nx=normal.x;\nfloat Ny=normal.y;\nfloat Nz=normal.z;\nvec3 C1=vSphericalZZ.rgb;\nvec3 Cx=vSphericalX.rgb;\nvec3 Cy=vSphericalY.rgb;\nvec3 Cz=vSphericalZ.rgb;\nvec3 Cxx_zz=vSphericalXX_ZZ.rgb;\nvec3 Cyy_zz=vSphericalYY_ZZ.rgb;\nvec3 Cxy=vSphericalXY.rgb;\nvec3 Cyz=vSphericalYZ.rgb;\nvec3 Czx=vSphericalZX.rgb;\nvec3 a1=Cyy_zz*Ny+Cy;\nvec3 a2=Cyz*Nz+a1;\nvec3 b1=Czx*Nz+Cx;\nvec3 b2=Cxy*Ny+b1;\nvec3 b3=Cxx_zz*Nx+b2;\nvec3 t1=Cz*Nz+C1;\nvec3 t2=a2*Ny+t1;\nvec3 t3=b3*Nx+t2;\nreturn t3;\n}\n#endif\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var harmonicsFunctions = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'hdrFilteringFunctions';\nlet shader = `#ifdef NUM_SAMPLES\n#if NUM_SAMPLES>0\n#ifdef WEBGL2\n\n\nfloat radicalInverse_VdC(uint bits)\n{\nbits=(bits << 16u) | (bits >> 16u);\nbits=((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);\nbits=((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);\nbits=((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);\nbits=((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);\nreturn float(bits)*2.3283064365386963e-10;\n}\nvec2 hammersley(uint i,uint N)\n{\nreturn vec2(float(i)/float(N),radicalInverse_VdC(i));\n}\n#else\nfloat vanDerCorpus(int n,int base)\n{\nfloat invBase=1.0/float(base);\nfloat denom=1.0;\nfloat result=0.0;\nfor(int i=0; i<32; ++i)\n{\nif(n>0)\n{\ndenom=mod(float(n),2.0);\nresult+=denom*invBase;\ninvBase=invBase/2.0;\nn=int(float(n)/2.0);\n}\n}\nreturn result;\n}\nvec2 hammersley(int i,int N)\n{\nreturn vec2(float(i)/float(N),vanDerCorpus(i,2));\n}\n#endif\nfloat log4(float x) {\nreturn log2(x)/2.;\n}\nconst float NUM_SAMPLES_FLOAT=float(NUM_SAMPLES);\nconst float NUM_SAMPLES_FLOAT_INVERSED=1./NUM_SAMPLES_FLOAT;\nconst float K=4.;\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#define inline\nvec3 irradiance(samplerCube inputTexture,vec3 inputN,vec2 filteringInfo)\n{\nvec3 n=normalize(inputN);\nvec3 result=vec3(0.0);\nvec3 tangent=abs(n.z)<0.999 ? vec3(0.,0.,1.) : vec3(1.,0.,0.);\ntangent=normalize(cross(tangent,n));\nvec3 bitangent=cross(n,tangent);\nmat3 tbn=mat3(tangent,bitangent,n);\nfloat maxLevel=filteringInfo.y;\nfloat dim0=filteringInfo.x;\nfloat omegaP=(4.*PI)/(6.*dim0*dim0);\n#ifdef WEBGL2\nfor(uint i=0u; i0.) {\nfloat pdf_inversed=PI/NoL;\nfloat omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;\nfloat l=log4(omegaS)-log4(omegaP)+log4(K);\nfloat mipLevel=clamp(l,0.0,maxLevel);\nvec3 c=textureCubeLodEXT(inputTexture,tbn*Ls,mipLevel).rgb;\n#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nresult+=c;\n}\n}\nresult=result*NUM_SAMPLES_FLOAT_INVERSED;\nreturn result;\n}\n#define inline\nvec3 radiance(float alphaG,samplerCube inputTexture,vec3 inputN,vec2 filteringInfo)\n{\nvec3 n=normalize(inputN);\nif (alphaG == 0.) {\nvec3 c=textureCube(inputTexture,n).rgb;\n#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nreturn c;\n}\nvec3 result=vec3(0.);\nvec3 tangent=abs(n.z)<0.999 ? vec3(0.,0.,1.) : vec3(1.,0.,0.);\ntangent=normalize(cross(tangent,n));\nvec3 bitangent=cross(n,tangent);\nmat3 tbn=mat3(tangent,bitangent,n);\nfloat maxLevel=filteringInfo.y;\nfloat dim0=filteringInfo.x;\nfloat omegaP=(4.*PI)/(6.*dim0*dim0);\nfloat weight=0.;\n#ifdef WEBGL2\nfor(uint i=0u; i0.) {\nfloat pdf_inversed=4./normalDistributionFunction_TrowbridgeReitzGGX(NoH,alphaG);\nfloat omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;\nfloat l=log4(omegaS)-log4(omegaP)+log4(K);\nfloat mipLevel=clamp(float(l),0.0,maxLevel);\nweight+=NoL;\nvec3 c=textureCubeLodEXT(inputTexture,tbn*L,mipLevel).rgb;\n#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nresult+=c*NoL;\n}\n}\nresult=result/weight;\nreturn result;\n}\n#endif\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var hdrFilteringFunctions = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'helperFunctions';\nlet shader = `const float PI=3.1415926535897932384626433832795;\nconst float LinearEncodePowerApprox=2.2;\nconst float GammaEncodePowerApprox=1.0/LinearEncodePowerApprox;\nconst vec3 LuminanceEncodeApprox=vec3(0.2126,0.7152,0.0722);\nconst float Epsilon=0.0000001;\n#define saturate(x) clamp(x,0.0,1.0)\n#define absEps(x) abs(x)+Epsilon\n#define maxEps(x) max(x,Epsilon)\n#define saturateEps(x) clamp(x,Epsilon,1.0)\nmat3 transposeMat3(mat3 inMatrix) {\nvec3 i0=inMatrix[0];\nvec3 i1=inMatrix[1];\nvec3 i2=inMatrix[2];\nmat3 outMatrix=mat3(\nvec3(i0.x,i1.x,i2.x),\nvec3(i0.y,i1.y,i2.y),\nvec3(i0.z,i1.z,i2.z)\n);\nreturn outMatrix;\n}\n\nmat3 inverseMat3(mat3 inMatrix) {\nfloat a00=inMatrix[0][0],a01=inMatrix[0][1],a02=inMatrix[0][2];\nfloat a10=inMatrix[1][0],a11=inMatrix[1][1],a12=inMatrix[1][2];\nfloat a20=inMatrix[2][0],a21=inMatrix[2][1],a22=inMatrix[2][2];\nfloat b01=a22*a11-a12*a21;\nfloat b11=-a22*a10+a12*a20;\nfloat b21=a21*a10-a11*a20;\nfloat det=a00*b01+a01*b11+a02*b21;\nreturn mat3(b01,(-a22*a01+a02*a21),(a12*a01-a02*a11),\nb11,(a22*a00-a02*a20),(-a12*a00+a02*a10),\nb21,(-a21*a00+a01*a20),(a11*a00-a01*a10))/det;\n}\nfloat toLinearSpace(float color)\n{\nreturn pow(color,LinearEncodePowerApprox);\n}\nvec3 toLinearSpace(vec3 color)\n{\nreturn pow(color,vec3(LinearEncodePowerApprox));\n}\nvec4 toLinearSpace(vec4 color)\n{\nreturn vec4(pow(color.rgb,vec3(LinearEncodePowerApprox)),color.a);\n}\nvec3 toGammaSpace(vec3 color)\n{\nreturn pow(color,vec3(GammaEncodePowerApprox));\n}\nvec4 toGammaSpace(vec4 color)\n{\nreturn vec4(pow(color.rgb,vec3(GammaEncodePowerApprox)),color.a);\n}\nfloat toGammaSpace(float color)\n{\nreturn pow(color,GammaEncodePowerApprox);\n}\nfloat square(float value)\n{\nreturn value*value;\n}\nfloat pow5(float value) {\nfloat sq=value*value;\nreturn sq*sq*value;\n}\nfloat getLuminance(vec3 color)\n{\nreturn clamp(dot(color,LuminanceEncodeApprox),0.,1.);\n}\n\nfloat getRand(vec2 seed) {\nreturn fract(sin(dot(seed.xy ,vec2(12.9898,78.233)))*43758.5453);\n}\nfloat dither(vec2 seed,float varianceAmount) {\nfloat rand=getRand(seed);\nfloat dither=mix(-varianceAmount/255.0,varianceAmount/255.0,rand);\nreturn dither;\n}\n\nconst float rgbdMaxRange=255.0;\nvec4 toRGBD(vec3 color) {\nfloat maxRGB=maxEps(max(color.r,max(color.g,color.b)));\nfloat D=max(rgbdMaxRange/maxRGB,1.);\nD=clamp(floor(D)/255.0,0.,1.);\n\nvec3 rgb=color.rgb*D;\n\nrgb=toGammaSpace(rgb);\nreturn vec4(rgb,D);\n}\nvec3 fromRGBD(vec4 rgbd) {\n\nrgbd.rgb=toLinearSpace(rgbd.rgb);\n\nreturn rgbd.rgb/rgbd.a;\n}\n`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var helperFunctions = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'imageProcessingDeclaration';\nlet shader = `#ifdef EXPOSURE\nuniform float exposureLinear;\n#endif\n#ifdef CONTRAST\nuniform float contrast;\n#endif\n#ifdef VIGNETTE\nuniform vec2 vInverseScreenSize;\nuniform vec4 vignetteSettings1;\nuniform vec4 vignetteSettings2;\n#endif\n#ifdef COLORCURVES\nuniform vec4 vCameraColorCurveNegative;\nuniform vec4 vCameraColorCurveNeutral;\nuniform vec4 vCameraColorCurvePositive;\n#endif\n#ifdef COLORGRADING\n#ifdef COLORGRADING3D\nuniform highp sampler3D txColorTransform;\n#else\nuniform sampler2D txColorTransform;\n#endif\nuniform vec4 colorTransformSettings;\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var imageProcessingDeclaration = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'imageProcessingFunctions';\nlet shader = `#if defined(COLORGRADING) && !defined(COLORGRADING3D)\n\n#define inline\nvec3 sampleTexture3D(sampler2D colorTransform,vec3 color,vec2 sampler3dSetting)\n{\nfloat sliceSize=2.0*sampler3dSetting.x;\n#ifdef SAMPLER3DGREENDEPTH\nfloat sliceContinuous=(color.g-sampler3dSetting.x)*sampler3dSetting.y;\n#else\nfloat sliceContinuous=(color.b-sampler3dSetting.x)*sampler3dSetting.y;\n#endif\nfloat sliceInteger=floor(sliceContinuous);\n\n\nfloat sliceFraction=sliceContinuous-sliceInteger;\n#ifdef SAMPLER3DGREENDEPTH\nvec2 sliceUV=color.rb;\n#else\nvec2 sliceUV=color.rg;\n#endif\nsliceUV.x*=sliceSize;\nsliceUV.x+=sliceInteger*sliceSize;\nsliceUV=saturate(sliceUV);\nvec4 slice0Color=texture2D(colorTransform,sliceUV);\nsliceUV.x+=sliceSize;\nsliceUV=saturate(sliceUV);\nvec4 slice1Color=texture2D(colorTransform,sliceUV);\nvec3 result=mix(slice0Color.rgb,slice1Color.rgb,sliceFraction);\n#ifdef SAMPLER3DBGRMAP\ncolor.rgb=result.rgb;\n#else\ncolor.rgb=result.bgr;\n#endif\nreturn color;\n}\n#endif\n#ifdef TONEMAPPING_ACES\n\n\n\n\n\nconst mat3 ACESInputMat=mat3(\nvec3(0.59719,0.07600,0.02840),\nvec3(0.35458,0.90834,0.13383),\nvec3(0.04823,0.01566,0.83777)\n);\n\nconst mat3 ACESOutputMat=mat3(\nvec3( 1.60475,-0.10208,-0.00327),\nvec3(-0.53108,1.10813,-0.07276),\nvec3(-0.07367,-0.00605,1.07602)\n);\nvec3 RRTAndODTFit(vec3 v)\n{\nvec3 a=v*(v+0.0245786)-0.000090537;\nvec3 b=v*(0.983729*v+0.4329510)+0.238081;\nreturn a/b;\n}\nvec3 ACESFitted(vec3 color)\n{\ncolor=ACESInputMat*color;\n\ncolor=RRTAndODTFit(color);\ncolor=ACESOutputMat*color;\n\ncolor=saturate(color);\nreturn color;\n}\n#endif\nvec4 applyImageProcessing(vec4 result) {\n#ifdef EXPOSURE\nresult.rgb*=exposureLinear;\n#endif\n#ifdef VIGNETTE\n\nvec2 viewportXY=gl_FragCoord.xy*vInverseScreenSize;\nviewportXY=viewportXY*2.0-1.0;\nvec3 vignetteXY1=vec3(viewportXY*vignetteSettings1.xy+vignetteSettings1.zw,1.0);\nfloat vignetteTerm=dot(vignetteXY1,vignetteXY1);\nfloat vignette=pow(vignetteTerm,vignetteSettings2.w);\n\nvec3 vignetteColor=vignetteSettings2.rgb;\n#ifdef VIGNETTEBLENDMODEMULTIPLY\nvec3 vignetteColorMultiplier=mix(vignetteColor,vec3(1,1,1),vignette);\nresult.rgb*=vignetteColorMultiplier;\n#endif\n#ifdef VIGNETTEBLENDMODEOPAQUE\nresult.rgb=mix(vignetteColor,result.rgb,vignette);\n#endif\n#endif\n#ifdef TONEMAPPING\n#ifdef TONEMAPPING_ACES\nresult.rgb=ACESFitted(result.rgb);\n#else\nconst float tonemappingCalibration=1.590579;\nresult.rgb=1.0-exp2(-tonemappingCalibration*result.rgb);\n#endif\n#endif\n\nresult.rgb=toGammaSpace(result.rgb);\nresult.rgb=saturate(result.rgb);\n#ifdef CONTRAST\n\nvec3 resultHighContrast=result.rgb*result.rgb*(3.0-2.0*result.rgb);\nif (contrast<1.0) {\n\nresult.rgb=mix(vec3(0.5,0.5,0.5),result.rgb,contrast);\n} else {\n\nresult.rgb=mix(result.rgb,resultHighContrast,contrast-1.0);\n}\n#endif\n\n#ifdef COLORGRADING\nvec3 colorTransformInput=result.rgb*colorTransformSettings.xxx+colorTransformSettings.yyy;\n#ifdef COLORGRADING3D\nvec3 colorTransformOutput=texture(txColorTransform,colorTransformInput).rgb;\n#else\nvec3 colorTransformOutput=sampleTexture3D(txColorTransform,colorTransformInput,colorTransformSettings.yz).rgb;\n#endif\nresult.rgb=mix(result.rgb,colorTransformOutput,colorTransformSettings.www);\n#endif\n#ifdef COLORCURVES\n\nfloat luma=getLuminance(result.rgb);\nvec2 curveMix=clamp(vec2(luma*3.0-1.5,luma*-3.0+1.5),vec2(0.0),vec2(1.0));\nvec4 colorCurve=vCameraColorCurveNeutral+curveMix.x*vCameraColorCurvePositive-curveMix.y*vCameraColorCurveNegative;\nresult.rgb*=colorCurve.rgb;\nresult.rgb=mix(vec3(luma),result.rgb,colorCurve.a);\n#endif\nreturn result;\n}`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var imageProcessingFunctions = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'importanceSampling';\nlet shader = `\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nvec3 hemisphereCosSample(vec2 u) {\n\nfloat phi=2.*PI*u.x;\nfloat cosTheta2=1.-u.y;\nfloat cosTheta=sqrt(cosTheta2);\nfloat sinTheta=sqrt(1.-cosTheta2);\nreturn vec3(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);\n}\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nvec3 hemisphereImportanceSampleDggx(vec2 u,float a) {\n\nfloat phi=2.*PI*u.x;\n\nfloat cosTheta2=(1.-u.y)/(1.+(a+1.)*((a-1.)*u.y));\nfloat cosTheta=sqrt(cosTheta2);\nfloat sinTheta=sqrt(1.-cosTheta2);\nreturn vec3(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);\n}\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nvec3 hemisphereImportanceSampleDCharlie(vec2 u,float a) {\n\nfloat phi=2.*PI*u.x;\nfloat sinTheta=pow(u.y,a/(2.*a+1.));\nfloat cosTheta=sqrt(1.-sinTheta*sinTheta);\nreturn vec3(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);\n}`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var importanceSampling = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'instancesDeclaration';\nlet shader = `#ifdef INSTANCES\nattribute vec4 world0;\nattribute vec4 world1;\nattribute vec4 world2;\nattribute vec4 world3;\n#ifdef THIN_INSTANCES\nuniform mat4 world;\n#endif\n#else\nuniform mat4 world;\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var instancesDeclaration = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'instancesVertex';\nlet shader = `#ifdef INSTANCES\nmat4 finalWorld=mat4(world0,world1,world2,world3);\n#ifdef THIN_INSTANCES\nfinalWorld=world*finalWorld;\n#endif\n#else\nmat4 finalWorld=world;\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var instancesVertex = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'kernelBlurFragment';\nlet shader = `#ifdef DOF\nfactor=sampleCoC(sampleCoord{X});\ncomputedWeight=KERNEL_WEIGHT{X}*factor;\nsumOfWeights+=computedWeight;\n#else\ncomputedWeight=KERNEL_WEIGHT{X};\n#endif\n#ifdef PACKEDFLOAT\nblend+=unpack(texture2D(textureSampler,sampleCoord{X}))*computedWeight;\n#else\nblend+=texture2D(textureSampler,sampleCoord{X})*computedWeight;\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var kernelBlurFragment = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'kernelBlurFragment2';\nlet shader = `#ifdef DOF\nfactor=sampleCoC(sampleCenter+delta*KERNEL_DEP_OFFSET{X});\ncomputedWeight=KERNEL_DEP_WEIGHT{X}*factor;\nsumOfWeights+=computedWeight;\n#else\ncomputedWeight=KERNEL_DEP_WEIGHT{X};\n#endif\n#ifdef PACKEDFLOAT\nblend+=unpack(texture2D(textureSampler,sampleCenter+delta*KERNEL_DEP_OFFSET{X}))*computedWeight;\n#else\nblend+=texture2D(textureSampler,sampleCenter+delta*KERNEL_DEP_OFFSET{X})*computedWeight;\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var kernelBlurFragment2 = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'kernelBlurVaryingDeclaration';\nlet shader = `varying vec2 sampleCoord{X};`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var kernelBlurVaryingDeclaration = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'kernelBlurVertex';\nlet shader = `sampleCoord{X}=sampleCenter+delta*KERNEL_OFFSET{X};`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var kernelBlurVertex = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'lightFragment';\nlet shader = `#ifdef LIGHT{X}\n#if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})\n\n#else\n#ifdef PBR\n\n#ifdef SPOTLIGHT{X}\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(POINTLIGHT{X})\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(HEMILIGHT{X})\npreInfo=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(DIRLIGHT{X})\npreInfo=computeDirectionalPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#endif\npreInfo.NdotV=NdotV;\n\n#ifdef SPOTLIGHT{X}\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\npreInfo.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\npreInfo.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\npreInfo.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w);\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\npreInfo.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\n#elif defined(POINTLIGHT{X})\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#endif\n#else\npreInfo.attenuation=1.0;\n#endif\n\n\n#ifdef HEMILIGHT{X}\npreInfo.roughness=roughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(roughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\n\n#ifdef HEMILIGHT{X}\ninfo.diffuse=computeHemisphericDiffuseLighting(preInfo,light{X}.vLightDiffuse.rgb,light{X}.vLightGround);\n#elif defined(SS_TRANSLUCENCY)\ninfo.diffuse=computeDiffuseAndTransmittedLighting(preInfo,light{X}.vLightDiffuse.rgb,subSurfaceOut.transmittance);\n#else\ninfo.diffuse=computeDiffuseLighting(preInfo,light{X}.vLightDiffuse.rgb);\n#endif\n\n#ifdef SPECULARTERM\n#ifdef ANISOTROPIC\ninfo.specular=computeAnisotropicSpecularLighting(preInfo,viewDirectionW,normalW,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\n#else\ninfo.specular=computeSpecularLighting(preInfo,normalW,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\n#endif\n#endif\n\n#ifdef SHEEN\n#ifdef SHEEN_LINKWITHALBEDO\n\npreInfo.roughness=sheenOut.sheenIntensity;\n#else\n#ifdef HEMILIGHT{X}\npreInfo.roughness=sheenOut.sheenRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(sheenOut.sheenRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\n#endif\ninfo.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\n#endif\n\n#ifdef CLEARCOAT\n\n#ifdef HEMILIGHT{X}\npreInfo.roughness=clearcoatOut.clearCoatRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(clearcoatOut.clearCoatRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\ninfo.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,light{X}.vLightDiffuse.rgb);\n#ifdef CLEARCOAT_TINT\n\nabsorption=computeClearCoatLightingAbsorption(clearcoatOut.clearCoatNdotVRefract,preInfo.L,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatColor,clearcoatOut.clearCoatThickness,clearcoatOut.clearCoatIntensity);\ninfo.diffuse*=absorption;\n#ifdef SPECULARTERM\ninfo.specular*=absorption;\n#endif\n#endif\n\ninfo.diffuse*=info.clearCoat.w;\n#ifdef SPECULARTERM\ninfo.specular*=info.clearCoat.w;\n#endif\n#ifdef SHEEN\ninfo.sheen*=info.clearCoat.w;\n#endif\n#endif\n#else\n#ifdef SPOTLIGHT{X}\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightDiffuse.a,glossiness);\n#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightGround,glossiness);\n#elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightDiffuse.a,glossiness);\n#endif\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\ninfo.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightSampler{X},textureProjectionMatrix{X});\n#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nfor (int i=0; i=0.) {\nindex{X}=i;\nbreak;\n}\n}\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nif (index{X}>=0)\n#endif\n{\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#else\nshadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#endif\n#else\nshadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=vec3(shadow)*vCascadeColorsMultiplier{X}[index{X}];\n#endif\n#ifndef SHADOWCSMNOBLEND{X}\nfloat frustumLength=frustumLengths{X}[index{X}];\nfloat diffRatio=clamp(diff{X}/frustumLength,0.,1.)*cascadeBlendFactor{X};\nif (index{X}<(SHADOWCSMNUM_CASCADES{X}-1) && diffRatio<1.)\n{\nindex{X}+=1;\nfloat nextShadow=0.;\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nnextShadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#else\nnextShadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#endif\n#else\nnextShadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\nshadow=mix(nextShadow,shadow,diffRatio);\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=mix(vec3(nextShadow)*vCascadeColorsMultiplier{X}[index{X}],shadowDebug{X},diffRatio);\n#endif\n}\n#endif\n}\n#elif defined(SHADOWCLOSEESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithCloseESMCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithCloseESM(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithESMCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithESM(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPOISSON{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithPoissonSamplingCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadowWithPoissonSampling(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCF1(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCF3(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCF5(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCSS16(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCSS32(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCSS64(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#else\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadow(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#endif\n#ifdef SHADOWONLY\n#ifndef SHADOWINUSE\n#define SHADOWINUSE\n#endif\nglobalShadow+=shadow;\nshadowLightCount+=1.0;\n#endif\n#else\nshadow=1.;\n#endif\n#ifndef SHADOWONLY\n#ifdef CUSTOMUSERLIGHTING\ndiffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);\n#ifdef SPECULARTERM\nspecularBase+=computeCustomSpecularLighting(info,specularBase,shadow);\n#endif\n#elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})\ndiffuseBase+=lightmapColor.rgb*shadow;\n#ifdef SPECULARTERM\n#ifndef LIGHTMAPNOSPECULAR{X}\nspecularBase+=info.specular*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifndef LIGHTMAPNOSPECULAR{X}\nclearCoatBase+=info.clearCoat.rgb*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef SHEEN\n#ifndef LIGHTMAPNOSPECULAR{X}\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#else\n#ifdef SHADOWCSMDEBUG{X}\ndiffuseBase+=info.diffuse*shadowDebug{X};\n#else\ndiffuseBase+=info.diffuse*shadow;\n#endif\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\n#endif\n#ifdef CLEARCOAT\nclearCoatBase+=info.clearCoat.rgb*shadow;\n#endif\n#ifdef SHEEN\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#endif\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var lightFragment = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'lightFragmentDeclaration';\nlet shader = `#ifdef LIGHT{X}\nuniform vec4 vLightData{X};\nuniform vec4 vLightDiffuse{X};\n#ifdef SPECULARTERM\nuniform vec4 vLightSpecular{X};\n#else\nvec4 vLightSpecular{X}=vec4(0.);\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];\nuniform float viewFrustumZ{X}[SHADOWCSMNUM_CASCADES{X}];\nuniform float frustumLengths{X}[SHADOWCSMNUM_CASCADES{X}];\nuniform float cascadeBlendFactor{X};\nvarying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];\nvarying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];\nvarying vec4 vPositionFromCamera{X};\n#if defined(SHADOWPCSS{X})\nuniform highp sampler2DArrayShadow shadowSampler{X};\nuniform highp sampler2DArray depthSampler{X};\nuniform vec2 lightSizeUVCorrection{X}[SHADOWCSMNUM_CASCADES{X}];\nuniform float depthCorrection{X}[SHADOWCSMNUM_CASCADES{X}];\nuniform float penumbraDarkness{X};\n#elif defined(SHADOWPCF{X})\nuniform highp sampler2DArrayShadow shadowSampler{X};\n#else\nuniform highp sampler2DArray shadowSampler{X};\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nconst vec3 vCascadeColorsMultiplier{X}[8]=vec3[8]\n(\nvec3 ( 1.5,0.0,0.0 ),\nvec3 ( 0.0,1.5,0.0 ),\nvec3 ( 0.0,0.0,5.5 ),\nvec3 ( 1.5,0.0,5.5 ),\nvec3 ( 1.5,1.5,0.0 ),\nvec3 ( 1.0,1.0,1.0 ),\nvec3 ( 0.0,1.0,5.5 ),\nvec3 ( 0.5,3.5,0.75 )\n);\nvec3 shadowDebug{X};\n#endif\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nint index{X}=-1;\n#else\nint index{X}=SHADOWCSMNUM_CASCADES{X}-1;\n#endif\nfloat diff{X}=0.;\n#elif defined(SHADOWCUBE{X})\nuniform samplerCube shadowSampler{X};\n#else\nvarying vec4 vPositionFromLight{X};\nvarying float vDepthMetric{X};\n#if defined(SHADOWPCSS{X})\nuniform highp sampler2DShadow shadowSampler{X};\nuniform highp sampler2D depthSampler{X};\n#elif defined(SHADOWPCF{X})\nuniform highp sampler2DShadow shadowSampler{X};\n#else\nuniform sampler2D shadowSampler{X};\n#endif\nuniform mat4 lightMatrix{X};\n#endif\nuniform vec4 shadowsInfo{X};\nuniform vec2 depthValues{X};\n#endif\n#ifdef SPOTLIGHT{X}\nuniform vec4 vLightDirection{X};\nuniform vec4 vLightFalloff{X};\n#elif defined(POINTLIGHT{X})\nuniform vec4 vLightFalloff{X};\n#elif defined(HEMILIGHT{X})\nuniform vec3 vLightGround{X};\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\nuniform mat4 textureProjectionMatrix{X};\nuniform sampler2D projectionLightSampler{X};\n#endif\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var lightFragmentDeclaration = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'lightUboDeclaration';\nlet shader = `#ifdef LIGHT{X}\nuniform Light{X}\n{\nvec4 vLightData;\nvec4 vLightDiffuse;\nvec4 vLightSpecular;\n#ifdef SPOTLIGHT{X}\nvec4 vLightDirection;\nvec4 vLightFalloff;\n#elif defined(POINTLIGHT{X})\nvec4 vLightFalloff;\n#elif defined(HEMILIGHT{X})\nvec3 vLightGround;\n#endif\nvec4 shadowsInfo;\nvec2 depthValues;\n} light{X};\n#ifdef PROJECTEDLIGHTTEXTURE{X}\nuniform mat4 textureProjectionMatrix{X};\nuniform sampler2D projectionLightSampler{X};\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];\nuniform float viewFrustumZ{X}[SHADOWCSMNUM_CASCADES{X}];\nuniform float frustumLengths{X}[SHADOWCSMNUM_CASCADES{X}];\nuniform float cascadeBlendFactor{X};\nvarying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];\nvarying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];\nvarying vec4 vPositionFromCamera{X};\n#if defined(SHADOWPCSS{X})\nuniform highp sampler2DArrayShadow shadowSampler{X};\nuniform highp sampler2DArray depthSampler{X};\nuniform vec2 lightSizeUVCorrection{X}[SHADOWCSMNUM_CASCADES{X}];\nuniform float depthCorrection{X}[SHADOWCSMNUM_CASCADES{X}];\nuniform float penumbraDarkness{X};\n#elif defined(SHADOWPCF{X})\nuniform highp sampler2DArrayShadow shadowSampler{X};\n#else\nuniform highp sampler2DArray shadowSampler{X};\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nconst vec3 vCascadeColorsMultiplier{X}[8]=vec3[8]\n(\nvec3 ( 1.5,0.0,0.0 ),\nvec3 ( 0.0,1.5,0.0 ),\nvec3 ( 0.0,0.0,5.5 ),\nvec3 ( 1.5,0.0,5.5 ),\nvec3 ( 1.5,1.5,0.0 ),\nvec3 ( 1.0,1.0,1.0 ),\nvec3 ( 0.0,1.0,5.5 ),\nvec3 ( 0.5,3.5,0.75 )\n);\nvec3 shadowDebug{X};\n#endif\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nint index{X}=-1;\n#else\nint index{X}=SHADOWCSMNUM_CASCADES{X}-1;\n#endif\nfloat diff{X}=0.;\n#elif defined(SHADOWCUBE{X})\nuniform samplerCube shadowSampler{X};\n#else\nvarying vec4 vPositionFromLight{X};\nvarying float vDepthMetric{X};\n#if defined(SHADOWPCSS{X})\nuniform highp sampler2DShadow shadowSampler{X};\nuniform highp sampler2D depthSampler{X};\n#elif defined(SHADOWPCF{X})\nuniform highp sampler2DShadow shadowSampler{X};\n#else\nuniform sampler2D shadowSampler{X};\n#endif\nuniform mat4 lightMatrix{X};\n#endif\n#endif\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var lightUboDeclaration = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'lightsFragmentFunctions';\nlet shader = `\nstruct lightingInfo\n{\nvec3 diffuse;\n#ifdef SPECULARTERM\nvec3 specular;\n#endif\n#ifdef NDOTL\nfloat ndl;\n#endif\n};\nlightingInfo computeLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {\nlightingInfo result;\nvec3 lightVectorW;\nfloat attenuation=1.0;\nif (lightData.w == 0.)\n{\nvec3 direction=lightData.xyz-vPositionW;\nattenuation=max(0.,1.0-length(direction)/range);\nlightVectorW=normalize(direction);\n}\nelse\n{\nlightVectorW=normalize(-lightData.xyz);\n}\n\nfloat ndl=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\n\nvec3 angleW=normalize(viewDirectionW+lightVectorW);\nfloat specComp=max(0.,dot(vNormal,angleW));\nspecComp=pow(specComp,max(1.,glossiness));\nresult.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;\n}\nlightingInfo computeSpotLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec4 lightDirection,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {\nlightingInfo result;\nvec3 direction=lightData.xyz-vPositionW;\nvec3 lightVectorW=normalize(direction);\nfloat attenuation=max(0.,1.0-length(direction)/range);\n\nfloat cosAngle=max(0.,dot(lightDirection.xyz,-lightVectorW));\nif (cosAngle>=lightDirection.w)\n{\ncosAngle=max(0.,pow(cosAngle,lightData.w));\nattenuation*=cosAngle;\n\nfloat ndl=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\n\nvec3 angleW=normalize(viewDirectionW+lightVectorW);\nfloat specComp=max(0.,dot(vNormal,angleW));\nspecComp=pow(specComp,max(1.,glossiness));\nresult.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;\n}\nresult.diffuse=vec3(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3(0.);\n#endif\n#ifdef NDOTL\nresult.ndl=0.;\n#endif\nreturn result;\n}\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,vec3 groundColor,float glossiness) {\nlightingInfo result;\n\nfloat ndl=dot(vNormal,lightData.xyz)*0.5+0.5;\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=mix(groundColor,diffuseColor,ndl);\n#ifdef SPECULARTERM\n\nvec3 angleW=normalize(viewDirectionW+lightData.xyz);\nfloat specComp=max(0.,dot(vNormal,angleW));\nspecComp=pow(specComp,max(1.,glossiness));\nresult.specular=specComp*specularColor;\n#endif\nreturn result;\n}\n#define inline\nvec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix){\nvec4 strq=textureProjectionMatrix*vec4(vPositionW,1.0);\nstrq/=strq.w;\nvec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;\nreturn textureColor;\n}`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var lightsFragmentFunctions = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'logDepthDeclaration';\nlet shader = `#ifdef LOGARITHMICDEPTH\nuniform float logarithmicDepthConstant;\nvarying float vFragmentDepth;\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var logDepthDeclaration = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'logDepthFragment';\nlet shader = `#ifdef LOGARITHMICDEPTH\ngl_FragDepthEXT=log2(vFragmentDepth)*logarithmicDepthConstant*0.5;\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var logDepthFragment = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'logDepthVertex';\nlet shader = `#ifdef LOGARITHMICDEPTH\nvFragmentDepth=1.0+gl_Position.w;\ngl_Position.z=log2(max(0.000001,vFragmentDepth))*logarithmicDepthConstant;\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var logDepthVertex = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'morphTargetsVertex';\nlet shader = `#ifdef MORPHTARGETS\npositionUpdated+=(position{X}-position)*morphTargetInfluences[{X}];\n#ifdef MORPHTARGETS_NORMAL\nnormalUpdated+=(normal{X}-normal)*morphTargetInfluences[{X}];\n#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated.xyz+=(tangent{X}-tangent.xyz)*morphTargetInfluences[{X}];\n#endif\n#ifdef MORPHTARGETS_UV\nuvUpdated+=(uv_{X}-uv)*morphTargetInfluences[{X}];\n#endif\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var morphTargetsVertex = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'morphTargetsVertexDeclaration';\nlet shader = `#ifdef MORPHTARGETS\nattribute vec3 position{X};\n#ifdef MORPHTARGETS_NORMAL\nattribute vec3 normal{X};\n#endif\n#ifdef MORPHTARGETS_TANGENT\nattribute vec3 tangent{X};\n#endif\n#ifdef MORPHTARGETS_UV\nattribute vec2 uv_{X};\n#endif\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var morphTargetsVertexDeclaration = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'morphTargetsVertexGlobalDeclaration';\nlet shader = `#ifdef MORPHTARGETS\nuniform float morphTargetInfluences[NUM_MORPH_INFLUENCERS];\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var morphTargetsVertexGlobalDeclaration = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'mrtFragmentDeclaration';\nlet shader = `#if __VERSION__>=200\nlayout(location=0) out vec4 glFragData[{X}];\n#endif\n`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var mrtFragmentDeclaration = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'packingFunctions';\nlet shader = `vec4 pack(float depth)\n{\nconst vec4 bit_shift=vec4(255.0*255.0*255.0,255.0*255.0,255.0,1.0);\nconst vec4 bit_mask=vec4(0.0,1.0/255.0,1.0/255.0,1.0/255.0);\nvec4 res=fract(depth*bit_shift);\nres-=res.xxyz*bit_mask;\nreturn res;\n}\nfloat unpack(vec4 color)\n{\nconst vec4 bit_shift=vec4(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);\nreturn dot(color,bit_shift);\n}`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var packingFunctions = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'pbrBRDFFunctions';\nlet shader = `\n#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\n\n\n\n\n#ifdef MS_BRDF_ENERGY_CONSERVATION\n\n\nvec3 getEnergyConservationFactor(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {\nreturn 1.0+specularEnvironmentR0*(1.0/environmentBrdf.y-1.0);\n}\n#endif\n#ifdef ENVIRONMENTBRDF\nvec3 getBRDFLookup(float NdotV,float perceptualRoughness) {\n\nvec2 UV=vec2(NdotV,perceptualRoughness);\n\nvec4 brdfLookup=texture2D(environmentBrdfSampler,UV);\n#ifdef ENVIRONMENTBRDF_RGBD\nbrdfLookup.rgb=fromRGBD(brdfLookup.rgba);\n#endif\nreturn brdfLookup.rgb;\n}\nvec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 specularEnvironmentR90,const vec3 environmentBrdf) {\n#ifdef BRDF_V_HEIGHT_CORRELATED\nvec3 reflectance=(specularEnvironmentR90-specularEnvironmentR0)*environmentBrdf.x+specularEnvironmentR0*environmentBrdf.y;\n\n#else\nvec3 reflectance=specularEnvironmentR0*environmentBrdf.x+specularEnvironmentR90*environmentBrdf.y;\n#endif\nreturn reflectance;\n}\nvec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {\n#ifdef BRDF_V_HEIGHT_CORRELATED\nvec3 reflectance=mix(environmentBrdf.xxx,environmentBrdf.yyy,specularEnvironmentR0);\n#else\nvec3 reflectance=specularEnvironmentR0*environmentBrdf.x+environmentBrdf.y;\n#endif\nreturn reflectance;\n}\n#endif\n\n#if !defined(ENVIRONMENTBRDF) || defined(REFLECTIONMAP_SKYBOX) || defined(ALPHAFRESNEL)\nvec3 getReflectanceFromAnalyticalBRDFLookup_Jones(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)\n{\n\nfloat weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);\nreturn reflectance0+weight*(reflectance90-reflectance0)*pow5(saturate(1.0-VdotN));\n}\n#endif\n#if defined(SHEEN) && defined(ENVIRONMENTBRDF)\n\nvec3 getSheenReflectanceFromBRDFLookup(const vec3 reflectance0,const vec3 environmentBrdf) {\nvec3 sheenEnvironmentReflectance=reflectance0*environmentBrdf.b;\nreturn sheenEnvironmentReflectance;\n}\n#endif\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nvec3 fresnelSchlickGGX(float VdotH,vec3 reflectance0,vec3 reflectance90)\n{\nreturn reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);\n}\nfloat fresnelSchlickGGX(float VdotH,float reflectance0,float reflectance90)\n{\nreturn reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);\n}\n#ifdef CLEARCOAT\n\n\n\n\n\nvec3 getR0RemappedForClearCoat(vec3 f0) {\n#ifdef CLEARCOAT_DEFAULTIOR\n#ifdef MOBILE\nreturn saturate(f0*(f0*0.526868+0.529324)-0.0482256);\n#else\nreturn saturate(f0*(f0*(0.941892-0.263008*f0)+0.346479)-0.0285998);\n#endif\n#else\nvec3 s=sqrt(f0);\nvec3 t=(vClearCoatRefractionParams.z+vClearCoatRefractionParams.w*s)/(vClearCoatRefractionParams.w+vClearCoatRefractionParams.z*s);\nreturn t*t;\n#endif\n}\n#endif\n\n\n\n\n\n\nfloat normalDistributionFunction_TrowbridgeReitzGGX(float NdotH,float alphaG)\n{\n\n\n\nfloat a2=square(alphaG);\nfloat d=NdotH*NdotH*(a2-1.0)+1.0;\nreturn a2/(PI*d*d);\n}\n#ifdef SHEEN\n\n\nfloat normalDistributionFunction_CharlieSheen(float NdotH,float alphaG)\n{\nfloat invR=1./alphaG;\nfloat cos2h=NdotH*NdotH;\nfloat sin2h=1.-cos2h;\nreturn (2.+invR)*pow(sin2h,invR*.5)/(2.*PI);\n}\n#endif\n#ifdef ANISOTROPIC\n\n\nfloat normalDistributionFunction_BurleyGGX_Anisotropic(float NdotH,float TdotH,float BdotH,const vec2 alphaTB) {\nfloat a2=alphaTB.x*alphaTB.y;\nvec3 v=vec3(alphaTB.y*TdotH,alphaTB.x*BdotH,a2*NdotH);\nfloat v2=dot(v,v);\nfloat w2=a2/v2;\nreturn a2*w2*w2*RECIPROCAL_PI;\n}\n#endif\n\n\n\n\n#ifdef BRDF_V_HEIGHT_CORRELATED\n\n\n\nfloat smithVisibility_GGXCorrelated(float NdotL,float NdotV,float alphaG) {\n#ifdef MOBILE\n\nfloat GGXV=NdotL*(NdotV*(1.0-alphaG)+alphaG);\nfloat GGXL=NdotV*(NdotL*(1.0-alphaG)+alphaG);\nreturn 0.5/(GGXV+GGXL);\n#else\nfloat a2=alphaG*alphaG;\nfloat GGXV=NdotL*sqrt(NdotV*(NdotV-a2*NdotV)+a2);\nfloat GGXL=NdotV*sqrt(NdotL*(NdotL-a2*NdotL)+a2);\nreturn 0.5/(GGXV+GGXL);\n#endif\n}\n#else\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nfloat smithVisibilityG1_TrowbridgeReitzGGXFast(float dot,float alphaG)\n{\n#ifdef MOBILE\n\nreturn 1.0/(dot+alphaG+(1.0-alphaG)*dot ));\n#else\nfloat alphaSquared=alphaG*alphaG;\nreturn 1.0/(dot+sqrt(alphaSquared+(1.0-alphaSquared)*dot*dot));\n#endif\n}\nfloat smithVisibility_TrowbridgeReitzGGXFast(float NdotL,float NdotV,float alphaG)\n{\nfloat visibility=smithVisibilityG1_TrowbridgeReitzGGXFast(NdotL,alphaG)*smithVisibilityG1_TrowbridgeReitzGGXFast(NdotV,alphaG);\n\nreturn visibility;\n}\n#endif\n#ifdef ANISOTROPIC\n\n\nfloat smithVisibility_GGXCorrelated_Anisotropic(float NdotL,float NdotV,float TdotV,float BdotV,float TdotL,float BdotL,const vec2 alphaTB) {\nfloat lambdaV=NdotL*length(vec3(alphaTB.x*TdotV,alphaTB.y*BdotV,NdotV));\nfloat lambdaL=NdotV*length(vec3(alphaTB.x*TdotL,alphaTB.y*BdotL,NdotL));\nfloat v=0.5/(lambdaV+lambdaL);\nreturn v;\n}\n#endif\n#ifdef CLEARCOAT\nfloat visibility_Kelemen(float VdotH) {\n\n\n\nreturn 0.25/(VdotH*VdotH);\n}\n#endif\n#ifdef SHEEN\n\n\n\nfloat visibility_Ashikhmin(float NdotL,float NdotV)\n{\nreturn 1./(4.*(NdotL+NdotV-NdotL*NdotV));\n}\n\n#endif\n\n\n\n\n\n\n\nfloat diffuseBRDF_Burley(float NdotL,float NdotV,float VdotH,float roughness) {\n\n\nfloat diffuseFresnelNV=pow5(saturateEps(1.0-NdotL));\nfloat diffuseFresnelNL=pow5(saturateEps(1.0-NdotV));\nfloat diffuseFresnel90=0.5+2.0*VdotH*VdotH*roughness;\nfloat fresnel =\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNL) *\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNV);\nreturn fresnel/PI;\n}\n#ifdef SS_TRANSLUCENCY\n\n\nvec3 transmittanceBRDF_Burley(const vec3 tintColor,const vec3 diffusionDistance,float thickness) {\nvec3 S=1./maxEps(diffusionDistance);\nvec3 temp=exp((-0.333333333*thickness)*S);\nreturn tintColor.rgb*0.25*(temp*temp*temp+3.0*temp);\n}\n\n\nfloat computeWrappedDiffuseNdotL(float NdotL,float w) {\nfloat t=1.0+w;\nfloat invt2=1.0/square(t);\nreturn saturate((NdotL+w)*invt2);\n}\n#endif\n`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var pbrBRDFFunctions = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'pbrBlockAlbedoOpacity';\nlet shader = `struct albedoOpacityOutParams\n{\nvec3 surfaceAlbedo;\nfloat alpha;\n};\n#define pbr_inline\nvoid albedoOpacityBlock(\nconst in vec4 vAlbedoColor,\n#ifdef ALBEDO\nconst in vec4 albedoTexture,\nconst in vec2 albedoInfos,\n#endif\n#ifdef OPACITY\nconst in vec4 opacityMap,\nconst in vec2 vOpacityInfos,\n#endif\nout albedoOpacityOutParams outParams\n)\n{\n\nvec3 surfaceAlbedo=vAlbedoColor.rgb;\nfloat alpha=vAlbedoColor.a;\n#ifdef ALBEDO\n#if defined(ALPHAFROMALBEDO) || defined(ALPHATEST)\nalpha*=albedoTexture.a;\n#endif\n#ifdef GAMMAALBEDO\nsurfaceAlbedo*=toLinearSpace(albedoTexture.rgb);\n#else\nsurfaceAlbedo*=albedoTexture.rgb;\n#endif\nsurfaceAlbedo*=albedoInfos.y;\n#endif\n#ifdef VERTEXCOLOR\nsurfaceAlbedo*=vColor.rgb;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALBEDO\n\n#ifdef OPACITY\n#ifdef OPACITYRGB\nalpha=getLuminance(opacityMap.rgb);\n#else\nalpha*=opacityMap.a;\n#endif\nalpha*=vOpacityInfos.y;\n#endif\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#if !defined(SS_LINKREFRACTIONTOTRANSPARENCY) && !defined(ALPHAFRESNEL)\n#ifdef ALPHATEST\nif (alpha0\nvec3 ambientOcclusionColorMap;\n#endif\n};\n#define pbr_inline\nvoid ambientOcclusionBlock(\n#ifdef AMBIENT\nconst in vec3 ambientOcclusionColorMap_,\nconst in vec4 vAmbientInfos,\n#endif\nout ambientOcclusionOutParams outParams\n)\n{\nvec3 ambientOcclusionColor=vec3(1.,1.,1.);\n#ifdef AMBIENT\nvec3 ambientOcclusionColorMap=ambientOcclusionColorMap_*vAmbientInfos.y;\n#ifdef AMBIENTINGRAYSCALE\nambientOcclusionColorMap=vec3(ambientOcclusionColorMap.r,ambientOcclusionColorMap.r,ambientOcclusionColorMap.r);\n#endif\nambientOcclusionColor=mix(ambientOcclusionColor,ambientOcclusionColorMap,vAmbientInfos.z);\n#if DEBUGMODE>0\noutParams.ambientOcclusionColorMap=ambientOcclusionColorMap;\n#endif\n#endif\noutParams.ambientOcclusionColor=ambientOcclusionColor;\n}\n`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var pbrBlockAmbientOcclusion = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'pbrBlockAnisotropic';\nlet shader = `#ifdef ANISOTROPIC\nstruct anisotropicOutParams\n{\nfloat anisotropy;\nvec3 anisotropicTangent;\nvec3 anisotropicBitangent;\nvec3 anisotropicNormal;\n#if DEBUGMODE>0\nvec3 anisotropyMapData;\n#endif\n};\n#define pbr_inline\nvoid anisotropicBlock(\nconst in vec3 vAnisotropy,\n#ifdef ANISOTROPIC_TEXTURE\nconst in vec3 anisotropyMapData,\n#endif\nconst in mat3 TBN,\nconst in vec3 normalW,\nconst in vec3 viewDirectionW,\nout anisotropicOutParams outParams\n)\n{\nfloat anisotropy=vAnisotropy.b;\nvec3 anisotropyDirection=vec3(vAnisotropy.xy,0.);\n#ifdef ANISOTROPIC_TEXTURE\nanisotropy*=anisotropyMapData.b;\nanisotropyDirection.rg*=anisotropyMapData.rg*2.0-1.0;\n#if DEBUGMODE>0\noutParams.anisotropyMapData=anisotropyMapData;\n#endif\n#endif\nmat3 anisoTBN=mat3(normalize(TBN[0]),normalize(TBN[1]),normalize(TBN[2]));\nvec3 anisotropicTangent=normalize(anisoTBN*anisotropyDirection);\nvec3 anisotropicBitangent=normalize(cross(anisoTBN[2],anisotropicTangent));\noutParams.anisotropy=anisotropy;\noutParams.anisotropicTangent=anisotropicTangent;\noutParams.anisotropicBitangent=anisotropicBitangent;\noutParams.anisotropicNormal=getAnisotropicBentNormals(anisotropicTangent,anisotropicBitangent,normalW,viewDirectionW,anisotropy);\n}\n#endif\n`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var pbrBlockAnisotropic = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'pbrBlockClearcoat';\nlet shader = `struct clearcoatOutParams\n{\nvec3 specularEnvironmentR0;\nfloat conservationFactor;\nvec3 clearCoatNormalW;\nvec2 clearCoatAARoughnessFactors;\nfloat clearCoatIntensity;\nfloat clearCoatRoughness;\n#ifdef REFLECTION\nvec3 finalClearCoatRadianceScaled;\n#endif\n#ifdef CLEARCOAT_TINT\nvec3 absorption;\nfloat clearCoatNdotVRefract;\nvec3 clearCoatColor;\nfloat clearCoatThickness;\n#endif\n#if defined(ENVIRONMENTBRDF) && defined(MS_BRDF_ENERGY_CONSERVATION)\nvec3 energyConservationFactorClearCoat;\n#endif\n#if DEBUGMODE>0\nmat3 TBNClearCoat;\nvec2 clearCoatMapData;\nvec4 clearCoatTintMapData;\nvec4 environmentClearCoatRadiance;\nfloat clearCoatNdotV;\nvec3 clearCoatEnvironmentReflectance;\n#endif\n};\n#ifdef CLEARCOAT\n#define pbr_inline\n#define inline\nvoid clearcoatBlock(\nconst in vec3 vPositionW,\nconst in vec3 geometricNormalW,\nconst in vec3 viewDirectionW,\nconst in vec2 vClearCoatParams,\nconst in vec3 specularEnvironmentR0,\n#ifdef CLEARCOAT_TEXTURE\nconst in vec2 clearCoatMapData,\n#endif\n#ifdef CLEARCOAT_TINT\nconst in vec4 vClearCoatTintParams,\nconst in float clearCoatColorAtDistance,\nconst in vec4 vClearCoatRefractionParams,\n#ifdef CLEARCOAT_TINT_TEXTURE\nconst in vec4 clearCoatTintMapData,\n#endif\n#endif\n#ifdef CLEARCOAT_BUMP\nconst in vec2 vClearCoatBumpInfos,\nconst in vec4 clearCoatBumpMapData,\nconst in vec2 vClearCoatBumpUV,\n#if defined(TANGENT) && defined(NORMAL)\nconst in mat3 vTBN,\n#else\nconst in vec2 vClearCoatTangentSpaceParams,\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\nconst in mat4 normalMatrix,\n#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nconst in vec3 faceNormal,\n#endif\n#ifdef REFLECTION\nconst in vec3 vReflectionMicrosurfaceInfos,\nconst in vec2 vReflectionInfos,\nconst in vec3 vReflectionColor,\nconst in vec4 vLightingIntensity,\n#ifdef REFLECTIONMAP_3D\nconst in samplerCube reflectionSampler,\n#else\nconst in sampler2D reflectionSampler,\n#endif\n#ifndef LODBASEDMICROSFURACE\n#ifdef REFLECTIONMAP_3D\nconst in samplerCube reflectionSamplerLow,\nconst in samplerCube reflectionSamplerHigh,\n#else\nconst in sampler2D reflectionSamplerLow,\nconst in sampler2D reflectionSamplerHigh,\n#endif\n#endif\n#endif\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\n#ifdef RADIANCEOCCLUSION\nconst in float ambientMonochrome,\n#endif\n#endif\nout clearcoatOutParams outParams\n)\n{\n\nfloat clearCoatIntensity=vClearCoatParams.x;\nfloat clearCoatRoughness=vClearCoatParams.y;\n#ifdef CLEARCOAT_TEXTURE\nclearCoatIntensity*=clearCoatMapData.x;\nclearCoatRoughness*=clearCoatMapData.y;\n#if DEBUGMODE>0\noutParams.clearCoatMapData=clearCoatMapData;\n#endif\n#endif\noutParams.clearCoatIntensity=clearCoatIntensity;\noutParams.clearCoatRoughness=clearCoatRoughness;\n#ifdef CLEARCOAT_TINT\nvec3 clearCoatColor=vClearCoatTintParams.rgb;\nfloat clearCoatThickness=vClearCoatTintParams.a;\n#ifdef CLEARCOAT_TINT_TEXTURE\nclearCoatColor*=clearCoatTintMapData.rgb;\nclearCoatThickness*=clearCoatTintMapData.a;\n#if DEBUGMODE>0\noutParams.clearCoatTintMapData=clearCoatTintMapData;\n#endif\n#endif\noutParams.clearCoatColor=computeColorAtDistanceInMedia(clearCoatColor,clearCoatColorAtDistance);\noutParams.clearCoatThickness=clearCoatThickness;\n#endif\n\n\n\n\nvec3 specularEnvironmentR0Updated=getR0RemappedForClearCoat(specularEnvironmentR0);\noutParams.specularEnvironmentR0=mix(specularEnvironmentR0,specularEnvironmentR0Updated,clearCoatIntensity);\n\nvec3 clearCoatNormalW=geometricNormalW;\n#ifdef CLEARCOAT_BUMP\n#ifdef NORMALXYSCALE\nfloat clearCoatNormalScale=1.0;\n#else\nfloat clearCoatNormalScale=vClearCoatBumpInfos.y;\n#endif\n#if defined(TANGENT) && defined(NORMAL)\nmat3 TBNClearCoat=vTBN;\n#else\nmat3 TBNClearCoat=cotangent_frame(clearCoatNormalW*clearCoatNormalScale,vPositionW,vClearCoatBumpUV,vClearCoatTangentSpaceParams);\n#endif\n#if DEBUGMODE>0\noutParams.TBNClearCoat=TBNClearCoat;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\nclearCoatNormalW=normalize(clearCoatBumpMapData.xyz*2.0-1.0);\nclearCoatNormalW=normalize(mat3(normalMatrix)*clearCoatNormalW);\n#else\nclearCoatNormalW=perturbNormal(TBNClearCoat,clearCoatBumpMapData.xyz,vClearCoatBumpInfos.y);\n#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nclearCoatNormalW*=sign(dot(clearCoatNormalW,faceNormal));\n#endif\n#if defined(TWOSIDEDLIGHTING) && defined(NORMAL)\nclearCoatNormalW=gl_FrontFacing ? clearCoatNormalW : -clearCoatNormalW;\n#endif\noutParams.clearCoatNormalW=clearCoatNormalW;\n\noutParams.clearCoatAARoughnessFactors=getAARoughnessFactors(clearCoatNormalW.xyz);\n\nfloat clearCoatNdotVUnclamped=dot(clearCoatNormalW,viewDirectionW);\n\nfloat clearCoatNdotV=absEps(clearCoatNdotVUnclamped);\n#if DEBUGMODE>0\noutParams.clearCoatNdotV=clearCoatNdotV;\n#endif\n#ifdef CLEARCOAT_TINT\n\nvec3 clearCoatVRefract=-refract(vPositionW,clearCoatNormalW,vClearCoatRefractionParams.y);\n\noutParams.clearCoatNdotVRefract=absEps(dot(clearCoatNormalW,clearCoatVRefract));\n#endif\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\n\nvec3 environmentClearCoatBrdf=getBRDFLookup(clearCoatNdotV,clearCoatRoughness);\n#endif\n\n#if defined(REFLECTION)\nfloat clearCoatAlphaG=convertRoughnessToAverageSlope(clearCoatRoughness);\n#ifdef SPECULARAA\n\nclearCoatAlphaG+=outParams.clearCoatAARoughnessFactors.y;\n#endif\nvec4 environmentClearCoatRadiance=vec4(0.,0.,0.,0.);\nvec3 clearCoatReflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),clearCoatNormalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nclearCoatReflectionVector.z*=-1.0;\n#endif\n\n#ifdef REFLECTIONMAP_3D\nvec3 clearCoatReflectionCoords=clearCoatReflectionVector;\n#else\nvec2 clearCoatReflectionCoords=clearCoatReflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nclearCoatReflectionCoords/=clearCoatReflectionVector.z;\n#endif\nclearCoatReflectionCoords.y=1.0-clearCoatReflectionCoords.y;\n#endif\nsampleReflectionTexture(\nclearCoatAlphaG,\nvReflectionMicrosurfaceInfos,\nvReflectionInfos,\nvReflectionColor,\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nclearCoatNdotVUnclamped,\n#endif\n#ifdef LINEARSPECULARREFLECTION\nclearCoatRoughness,\n#endif\nreflectionSampler,\nclearCoatReflectionCoords,\n#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\nreflectionSamplerHigh,\n#endif\nenvironmentClearCoatRadiance\n);\n#if DEBUGMODE>0\noutParams.environmentClearCoatRadiance=environmentClearCoatRadiance;\n#endif\n\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\nvec3 clearCoatEnvironmentReflectance=getReflectanceFromBRDFLookup(vec3(vClearCoatRefractionParams.x),environmentClearCoatBrdf);\n#ifdef RADIANCEOCCLUSION\nfloat clearCoatSeo=environmentRadianceOcclusion(ambientMonochrome,clearCoatNdotVUnclamped);\nclearCoatEnvironmentReflectance*=clearCoatSeo;\n#endif\n#ifdef HORIZONOCCLUSION\n#ifdef BUMP\n#ifdef REFLECTIONMAP_3D\nfloat clearCoatEho=environmentHorizonOcclusion(-viewDirectionW,clearCoatNormalW,geometricNormalW);\nclearCoatEnvironmentReflectance*=clearCoatEho;\n#endif\n#endif\n#endif\n#else\n\nvec3 clearCoatEnvironmentReflectance=getReflectanceFromAnalyticalBRDFLookup_Jones(clearCoatNdotV,vec3(1.),vec3(1.),sqrt(1.-clearCoatRoughness));\n#endif\nclearCoatEnvironmentReflectance*=clearCoatIntensity;\n#if DEBUGMODE>0\noutParams.clearCoatEnvironmentReflectance=clearCoatEnvironmentReflectance;\n#endif\noutParams.finalClearCoatRadianceScaled=\nenvironmentClearCoatRadiance.rgb *\nclearCoatEnvironmentReflectance *\nvLightingIntensity.z;\n#endif\n#if defined(CLEARCOAT_TINT)\n\noutParams.absorption=computeClearCoatAbsorption(outParams.clearCoatNdotVRefract,outParams.clearCoatNdotVRefract,outParams.clearCoatColor,clearCoatThickness,clearCoatIntensity);\n#endif\n\nfloat fresnelIBLClearCoat=fresnelSchlickGGX(clearCoatNdotV,vClearCoatRefractionParams.x,CLEARCOATREFLECTANCE90);\nfresnelIBLClearCoat*=clearCoatIntensity;\noutParams.conservationFactor=(1.-fresnelIBLClearCoat);\n#if defined(ENVIRONMENTBRDF) && defined(MS_BRDF_ENERGY_CONSERVATION)\noutParams.energyConservationFactorClearCoat=getEnergyConservationFactor(outParams.specularEnvironmentR0,environmentClearCoatBrdf);\n#endif\n}\n#endif\n`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var pbrBlockClearcoat = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'pbrBlockDirectLighting';\nlet shader = `vec3 diffuseBase=vec3(0.,0.,0.);\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\n#ifdef CLEARCOAT\nvec3 clearCoatBase=vec3(0.,0.,0.);\n#endif\n#ifdef SHEEN\nvec3 sheenBase=vec3(0.,0.,0.);\n#endif\n#ifdef LIGHTMAP\nvec4 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset);\n#ifdef RGBDLIGHTMAP\nlightmapColor.rgb=fromRGBD(lightmapColor);\n#endif\n#ifdef GAMMALIGHTMAP\nlightmapColor.rgb=toLinearSpace(lightmapColor.rgb);\n#endif\nlightmapColor.rgb*=vLightmapInfos.y;\n#endif\n\npreLightingInfo preInfo;\nlightingInfo info;\nfloat shadow=1.;\n#if defined(CLEARCOAT) && defined(CLEARCOAT_TINT)\nvec3 absorption=vec3(0.);\n#endif\n`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var pbrBlockDirectLighting = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'pbrBlockFinalColorComposition';\nlet shader = `vec4 finalColor=vec4(\nfinalAmbient +\nfinalDiffuse +\n#ifndef UNLIT\n#ifdef REFLECTION\nfinalIrradiance +\n#endif\n#ifdef SPECULARTERM\nfinalSpecularScaled +\n#endif\n#ifdef SHEEN\nfinalSheenScaled +\n#endif\n#ifdef CLEARCOAT\nfinalClearCoatScaled +\n#endif\n#ifdef REFLECTION\nfinalRadianceScaled +\n#if defined(SHEEN) && defined(ENVIRONMENTBRDF)\nsheenOut.finalSheenRadianceScaled +\n#endif\n#ifdef CLEARCOAT\nclearcoatOut.finalClearCoatRadianceScaled +\n#endif\n#endif\n#ifdef SS_REFRACTION\nsubSurfaceOut.finalRefraction +\n#endif\n#endif\nfinalEmissive,\nalpha);\n\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\nfinalColor.rgb*=lightmapColor.rgb;\n#else\nfinalColor.rgb+=lightmapColor.rgb;\n#endif\n#endif\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FOG\n\nfinalColor=max(finalColor,0.0);\n`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var pbrBlockFinalColorComposition = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'pbrBlockFinalLitComponents';\nlet shader = `\n\n\n\n#if defined(ENVIRONMENTBRDF)\n#ifdef MS_BRDF_ENERGY_CONSERVATION\nvec3 energyConservationFactor=getEnergyConservationFactor(clearcoatOut.specularEnvironmentR0,environmentBrdf);\n#endif\n#endif\n#ifndef METALLICWORKFLOW\n#ifdef SPECULAR_GLOSSINESS_ENERGY_CONSERVATION\nsurfaceAlbedo.rgb=(1.-reflectance)*surfaceAlbedo.rgb;\n#endif\n#endif\n#if defined(SHEEN) && defined(SHEEN_ALBEDOSCALING) && defined(ENVIRONMENTBRDF)\nsurfaceAlbedo.rgb=sheenOut.sheenAlbedoScaling*surfaceAlbedo.rgb;\n#endif\n\n#ifdef REFLECTION\nvec3 finalIrradiance=reflectionOut.environmentIrradiance;\n#if defined(CLEARCOAT)\nfinalIrradiance*=clearcoatOut.conservationFactor;\n#if defined(CLEARCOAT_TINT)\nfinalIrradiance*=clearcoatOut.absorption;\n#endif\n#endif\n#if defined(SS_REFRACTION)\nfinalIrradiance*=subSurfaceOut.refractionFactorForIrradiance;\n#endif\n#if defined(SS_TRANSLUCENCY)\nfinalIrradiance+=subSurfaceOut.refractionIrradiance;\n#endif\nfinalIrradiance*=surfaceAlbedo.rgb;\nfinalIrradiance*=vLightingIntensity.z;\nfinalIrradiance*=aoOut.ambientOcclusionColor;\n#endif\n\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase;\nfinalSpecular=max(finalSpecular,0.0);\nvec3 finalSpecularScaled=finalSpecular*vLightingIntensity.x*vLightingIntensity.w;\n#if defined(ENVIRONMENTBRDF) && defined(MS_BRDF_ENERGY_CONSERVATION)\nfinalSpecularScaled*=energyConservationFactor;\n#endif\n#if defined(SHEEN) && defined(ENVIRONMENTBRDF) && defined(SHEEN_ALBEDOSCALING)\nfinalSpecularScaled*=sheenOut.sheenAlbedoScaling;\n#endif\n#endif\n\n#ifdef REFLECTION\nvec3 finalRadiance=reflectionOut.environmentRadiance.rgb;\nfinalRadiance*=subSurfaceOut.specularEnvironmentReflectance;\nvec3 finalRadianceScaled=finalRadiance*vLightingIntensity.z;\n#if defined(ENVIRONMENTBRDF) && defined(MS_BRDF_ENERGY_CONSERVATION)\nfinalRadianceScaled*=energyConservationFactor;\n#endif\n#if defined(SHEEN) && defined(ENVIRONMENTBRDF) && defined(SHEEN_ALBEDOSCALING)\nfinalRadianceScaled*=sheenOut.sheenAlbedoScaling;\n#endif\n#endif\n\n#ifdef SHEEN\nvec3 finalSheen=sheenBase*sheenOut.sheenColor;\nfinalSheen=max(finalSheen,0.0);\nvec3 finalSheenScaled=finalSheen*vLightingIntensity.x*vLightingIntensity.w;\n#if defined(CLEARCOAT) && defined(REFLECTION) && defined(ENVIRONMENTBRDF)\nsheenOut.finalSheenRadianceScaled*=clearcoatOut.conservationFactor;\n#if defined(CLEARCOAT_TINT)\nsheenOut.finalSheenRadianceScaled*=clearcoatOut.absorption;\n#endif\n#endif\n#endif\n\n#ifdef CLEARCOAT\nvec3 finalClearCoat=clearCoatBase;\nfinalClearCoat=max(finalClearCoat,0.0);\nvec3 finalClearCoatScaled=finalClearCoat*vLightingIntensity.x*vLightingIntensity.w;\n#if defined(ENVIRONMENTBRDF) && defined(MS_BRDF_ENERGY_CONSERVATION)\nfinalClearCoatScaled*=clearcoatOut.energyConservationFactorClearCoat;\n#endif\n#ifdef SS_REFRACTION\nsubSurfaceOut.finalRefraction*=clearcoatOut.conservationFactor;\n#ifdef CLEARCOAT_TINT\nsubSurfaceOut.finalRefraction*=clearcoatOut.absorption;\n#endif\n#endif\n#endif\n\n#ifdef ALPHABLEND\nfloat luminanceOverAlpha=0.0;\n#if defined(REFLECTION) && defined(RADIANCEOVERALPHA)\nluminanceOverAlpha+=getLuminance(finalRadianceScaled);\n#if defined(CLEARCOAT)\nluminanceOverAlpha+=getLuminance(clearcoatOut.finalClearCoatRadianceScaled);\n#endif\n#endif\n#if defined(SPECULARTERM) && defined(SPECULAROVERALPHA)\nluminanceOverAlpha+=getLuminance(finalSpecularScaled);\n#endif\n#if defined(CLEARCOAT) && defined(CLEARCOATOVERALPHA)\nluminanceOverAlpha+=getLuminance(finalClearCoatScaled);\n#endif\n#if defined(RADIANCEOVERALPHA) || defined(SPECULAROVERALPHA)\nalpha=saturate(alpha+luminanceOverAlpha*luminanceOverAlpha);\n#endif\n#endif\n`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var pbrBlockFinalLitComponents = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'pbrBlockFinalUnlitComponents';\nlet shader = `\nvec3 finalDiffuse=diffuseBase;\nfinalDiffuse*=surfaceAlbedo.rgb;\nfinalDiffuse=max(finalDiffuse,0.0);\nfinalDiffuse*=vLightingIntensity.x;\n\nvec3 finalAmbient=vAmbientColor;\nfinalAmbient*=surfaceAlbedo.rgb;\n\nvec3 finalEmissive=vEmissiveColor;\n#ifdef EMISSIVE\nvec3 emissiveColorTex=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb;\nfinalEmissive*=toLinearSpace(emissiveColorTex.rgb);\nfinalEmissive*=vEmissiveInfos.y;\n#endif\nfinalEmissive*=vLightingIntensity.y;\n\n#ifdef AMBIENT\nvec3 ambientOcclusionForDirectDiffuse=mix(vec3(1.),aoOut.ambientOcclusionColor,vAmbientInfos.w);\n#else\nvec3 ambientOcclusionForDirectDiffuse=aoOut.ambientOcclusionColor;\n#endif\nfinalAmbient*=aoOut.ambientOcclusionColor;\nfinalDiffuse*=ambientOcclusionForDirectDiffuse;\n`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var pbrBlockFinalUnlitComponents = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'pbrBlockGeometryInfo';\nlet shader = `float NdotVUnclamped=dot(normalW,viewDirectionW);\n\nfloat NdotV=absEps(NdotVUnclamped);\nfloat alphaG=convertRoughnessToAverageSlope(roughness);\nvec2 AARoughnessFactors=getAARoughnessFactors(normalW.xyz);\n#ifdef SPECULARAA\n\nalphaG+=AARoughnessFactors.y;\n#endif\n#if defined(ENVIRONMENTBRDF)\n\nvec3 environmentBrdf=getBRDFLookup(NdotV,roughness);\n#endif\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\n#ifdef RADIANCEOCCLUSION\n#ifdef AMBIENTINGRAYSCALE\nfloat ambientMonochrome=aoOut.ambientOcclusionColor.r;\n#else\nfloat ambientMonochrome=getLuminance(aoOut.ambientOcclusionColor);\n#endif\nfloat seo=environmentRadianceOcclusion(ambientMonochrome,NdotVUnclamped);\n#endif\n#ifdef HORIZONOCCLUSION\n#ifdef BUMP\n#ifdef REFLECTIONMAP_3D\nfloat eho=environmentHorizonOcclusion(-viewDirectionW,normalW,geometricNormalW);\n#endif\n#endif\n#endif\n#endif\n`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var pbrBlockGeometryInfo = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'pbrBlockImageProcessing';\nlet shader = `#ifdef IMAGEPROCESSINGPOSTPROCESS\n\n\nfinalColor.rgb=clamp(finalColor.rgb,0.,30.0);\n#else\n\nfinalColor=applyImageProcessing(finalColor);\n#endif\nfinalColor.a*=visibility;\n#ifdef PREMULTIPLYALPHA\n\nfinalColor.rgb*=finalColor.a;\n#endif\n`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var pbrBlockImageProcessing = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'pbrBlockNormalFinal';\nlet shader = `#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nvec3 faceNormal=normalize(cross(dFdx(vPositionW),dFdy(vPositionW)))*vEyePosition.w;\n#if defined(TWOSIDEDLIGHTING)\nfaceNormal=gl_FrontFacing ? faceNormal : -faceNormal;\n#endif\nnormalW*=sign(dot(normalW,faceNormal));\n#endif\n#if defined(TWOSIDEDLIGHTING) && defined(NORMAL)\nnormalW=gl_FrontFacing ? normalW : -normalW;\n#endif\n`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var pbrBlockNormalFinal = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'pbrBlockNormalGeometric';\nlet shader = `vec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=normalize(cross(dFdx(vPositionW),dFdy(vPositionW)))*vEyePosition.w;\n#endif\nvec3 geometricNormalW=normalW;\n#if defined(TWOSIDEDLIGHTING) && defined(NORMAL)\ngeometricNormalW=gl_FrontFacing ? geometricNormalW : -geometricNormalW;\n#endif\n`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var pbrBlockNormalGeometric = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'pbrBlockReflectance';\nlet shader = `#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\nvec3 specularEnvironmentReflectance=getReflectanceFromBRDFLookup(clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,environmentBrdf);\n#ifdef RADIANCEOCCLUSION\nspecularEnvironmentReflectance*=seo;\n#endif\n#ifdef HORIZONOCCLUSION\n#ifdef BUMP\n#ifdef REFLECTIONMAP_3D\nspecularEnvironmentReflectance*=eho;\n#endif\n#endif\n#endif\n#else\n\nvec3 specularEnvironmentReflectance=getReflectanceFromAnalyticalBRDFLookup_Jones(NdotV,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,sqrt(microSurface));\n#endif\n#ifdef CLEARCOAT\nspecularEnvironmentReflectance*=clearcoatOut.conservationFactor;\n#if defined(CLEARCOAT_TINT)\nspecularEnvironmentReflectance*=clearcoatOut.absorption;\n#endif\n#endif\n`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var pbrBlockReflectance = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'pbrBlockReflectance0';\nlet shader = `float reflectance=max(max(reflectivityOut.surfaceReflectivityColor.r,reflectivityOut.surfaceReflectivityColor.g),reflectivityOut.surfaceReflectivityColor.b);\nvec3 specularEnvironmentR0=reflectivityOut.surfaceReflectivityColor.rgb;\n#ifdef METALLICWORKFLOW\nvec3 specularEnvironmentR90=vec3(metallicReflectanceFactors.a);\n#else\nvec3 specularEnvironmentR90=vec3(1.0,1.0,1.0);\n#endif\n\n#ifdef ALPHAFRESNEL\nfloat reflectance90=fresnelGrazingReflectance(reflectance);\nspecularEnvironmentR90=specularEnvironmentR90*reflectance90;\n#endif\n`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var pbrBlockReflectance0 = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'pbrBlockReflection';\nlet shader = `#ifdef REFLECTION\nstruct reflectionOutParams\n{\nvec4 environmentRadiance;\nvec3 environmentIrradiance;\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords;\n#else\nvec2 reflectionCoords;\n#endif\n#ifdef SS_TRANSLUCENCY\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\nvec3 irradianceVector;\n#endif\n#endif\n#endif\n};\n#define pbr_inline\nvoid createReflectionCoords(\nconst in vec3 vPositionW,\nconst in vec3 normalW,\n#ifdef ANISOTROPIC\nconst in anisotropicOutParams anisotropicOut,\n#endif\n#ifdef REFLECTIONMAP_3D\nout vec3 reflectionCoords\n#else\nout vec2 reflectionCoords\n#endif\n)\n{\n#ifdef ANISOTROPIC\nvec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),anisotropicOut.anisotropicNormal);\n#else\nvec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n\n#ifdef REFLECTIONMAP_3D\nreflectionCoords=reflectionVector;\n#else\nreflectionCoords=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\n}\n#define pbr_inline\n#define inline\nvoid sampleReflectionTexture(\nconst in float alphaG,\nconst in vec3 vReflectionMicrosurfaceInfos,\nconst in vec2 vReflectionInfos,\nconst in vec3 vReflectionColor,\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nconst in float NdotVUnclamped,\n#endif\n#ifdef LINEARSPECULARREFLECTION\nconst in float roughness,\n#endif\n#ifdef REFLECTIONMAP_3D\nconst in samplerCube reflectionSampler,\nconst vec3 reflectionCoords,\n#else\nconst in sampler2D reflectionSampler,\nconst vec2 reflectionCoords,\n#endif\n#ifndef LODBASEDMICROSFURACE\n#ifdef REFLECTIONMAP_3D\nconst in samplerCube reflectionSamplerLow,\nconst in samplerCube reflectionSamplerHigh,\n#else\nconst in sampler2D reflectionSamplerLow,\nconst in sampler2D reflectionSamplerHigh,\n#endif\n#endif\nout vec4 environmentRadiance\n)\n{\n\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG,NdotVUnclamped);\n#elif defined(LINEARSPECULARREFLECTION)\nfloat reflectionLOD=getLinearLodFromRoughness(vReflectionMicrosurfaceInfos.x,roughness);\n#else\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG);\n#endif\n#ifdef LODBASEDMICROSFURACE\n\nreflectionLOD=reflectionLOD*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\n#ifdef LODINREFLECTIONALPHA\n\n\n\n\n\n\n\n\n\nfloat automaticReflectionLOD=UNPACK_LOD(sampleReflection(reflectionSampler,reflectionCoords).a);\nfloat requestedReflectionLOD=max(automaticReflectionLOD,reflectionLOD);\n#else\nfloat requestedReflectionLOD=reflectionLOD;\n#endif\n#ifdef REALTIME_FILTERING\nenvironmentRadiance=vec4(radiance(alphaG,reflectionSampler,reflectionCoords,vReflectionFilteringInfo),1.0);\n#else\nenvironmentRadiance=sampleReflectionLod(reflectionSampler,reflectionCoords,reflectionLOD);\n#endif\n#else\nfloat lodReflectionNormalized=saturate(reflectionLOD/log2(vReflectionMicrosurfaceInfos.x));\nfloat lodReflectionNormalizedDoubled=lodReflectionNormalized*2.0;\nvec4 environmentMid=sampleReflection(reflectionSampler,reflectionCoords);\nif (lodReflectionNormalizedDoubled<1.0){\nenvironmentRadiance=mix(\nsampleReflection(reflectionSamplerHigh,reflectionCoords),\nenvironmentMid,\nlodReflectionNormalizedDoubled\n);\n} else {\nenvironmentRadiance=mix(\nenvironmentMid,\nsampleReflection(reflectionSamplerLow,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);\n}\n#endif\n#ifdef RGBDREFLECTION\nenvironmentRadiance.rgb=fromRGBD(environmentRadiance);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentRadiance.rgb=toLinearSpace(environmentRadiance.rgb);\n#endif\n\nenvironmentRadiance.rgb*=vReflectionInfos.x;\nenvironmentRadiance.rgb*=vReflectionColor.rgb;\n}\n#define pbr_inline\n#define inline\nvoid reflectionBlock(\nconst in vec3 vPositionW,\nconst in vec3 normalW,\nconst in float alphaG,\nconst in vec3 vReflectionMicrosurfaceInfos,\nconst in vec2 vReflectionInfos,\nconst in vec3 vReflectionColor,\n#ifdef ANISOTROPIC\nconst in anisotropicOutParams anisotropicOut,\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nconst in float NdotVUnclamped,\n#endif\n#ifdef LINEARSPECULARREFLECTION\nconst in float roughness,\n#endif\n#ifdef REFLECTIONMAP_3D\nconst in samplerCube reflectionSampler,\n#else\nconst in sampler2D reflectionSampler,\n#endif\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nconst in vec3 vEnvironmentIrradiance,\n#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\nconst in mat4 reflectionMatrix,\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n#ifdef REFLECTIONMAP_3D\nconst in samplerCube irradianceSampler,\n#else\nconst in sampler2D irradianceSampler,\n#endif\n#endif\n#ifndef LODBASEDMICROSFURACE\n#ifdef REFLECTIONMAP_3D\nconst in samplerCube reflectionSamplerLow,\nconst in samplerCube reflectionSamplerHigh,\n#else\nconst in sampler2D reflectionSamplerLow,\nconst in sampler2D reflectionSamplerHigh,\n#endif\n#endif\nout reflectionOutParams outParams\n)\n{\n\nvec4 environmentRadiance=vec4(0.,0.,0.,0.);\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=vec3(0.);\n#else\nvec2 reflectionCoords=vec2(0.);\n#endif\ncreateReflectionCoords(\nvPositionW,\nnormalW,\n#ifdef ANISOTROPIC\nanisotropicOut,\n#endif\nreflectionCoords\n);\nsampleReflectionTexture(\nalphaG,\nvReflectionMicrosurfaceInfos,\nvReflectionInfos,\nvReflectionColor,\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nNdotVUnclamped,\n#endif\n#ifdef LINEARSPECULARREFLECTION\nroughness,\n#endif\n#ifdef REFLECTIONMAP_3D\nreflectionSampler,\nreflectionCoords,\n#else\nreflectionSampler,\nreflectionCoords,\n#endif\n#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\nreflectionSamplerHigh,\n#endif\nenvironmentRadiance\n);\n\nvec3 environmentIrradiance=vec3(0.,0.,0.);\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nenvironmentIrradiance=vEnvironmentIrradiance;\n#else\n#ifdef ANISOTROPIC\nvec3 irradianceVector=vec3(reflectionMatrix*vec4(anisotropicOut.anisotropicNormal,0)).xyz;\n#else\nvec3 irradianceVector=vec3(reflectionMatrix*vec4(normalW,0)).xyz;\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nirradianceVector.z*=-1.0;\n#endif\n#ifdef INVERTCUBICMAP\nirradianceVector.y*=-1.0;\n#endif\n#if defined(REALTIME_FILTERING)\nenvironmentIrradiance=irradiance(reflectionSampler,irradianceVector,vReflectionFilteringInfo);\n#else\nenvironmentIrradiance=computeEnvironmentIrradiance(irradianceVector);\n#endif\n#ifdef SS_TRANSLUCENCY\noutParams.irradianceVector=irradianceVector;\n#endif\n#endif\n#elif defined(USEIRRADIANCEMAP)\nvec4 environmentIrradiance4=sampleReflection(irradianceSampler,reflectionCoords);\nenvironmentIrradiance=environmentIrradiance4.rgb;\n#ifdef RGBDREFLECTION\nenvironmentIrradiance.rgb=fromRGBD(environmentIrradiance4);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentIrradiance.rgb=toLinearSpace(environmentIrradiance.rgb);\n#endif\n#endif\nenvironmentIrradiance*=vReflectionColor.rgb;\noutParams.environmentRadiance=environmentRadiance;\noutParams.environmentIrradiance=environmentIrradiance;\noutParams.reflectionCoords=reflectionCoords;\n}\n#endif\n`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var pbrBlockReflection = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'pbrBlockReflectivity';\nlet shader = `struct reflectivityOutParams\n{\nfloat microSurface;\nfloat roughness;\nvec3 surfaceReflectivityColor;\n#ifdef METALLICWORKFLOW\nvec3 surfaceAlbedo;\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\nvec3 ambientOcclusionColor;\n#endif\n#if DEBUGMODE>0\nvec4 surfaceMetallicColorMap;\nvec4 surfaceReflectivityColorMap;\nvec2 metallicRoughness;\nvec3 metallicF0;\n#endif\n};\n#define pbr_inline\nvoid reflectivityBlock(\nconst in vec4 vReflectivityColor,\n#ifdef METALLICWORKFLOW\nconst in vec3 surfaceAlbedo,\nconst in vec4 metallicReflectanceFactors,\n#endif\n#ifdef REFLECTIVITY\nconst in vec3 reflectivityInfos,\nconst in vec4 surfaceMetallicOrReflectivityColorMap,\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\nconst in vec3 ambientOcclusionColorIn,\n#endif\n#ifdef MICROSURFACEMAP\nconst in vec4 microSurfaceTexel,\n#endif\nout reflectivityOutParams outParams\n)\n{\nfloat microSurface=vReflectivityColor.a;\nvec3 surfaceReflectivityColor=vReflectivityColor.rgb;\n#ifdef METALLICWORKFLOW\nvec2 metallicRoughness=surfaceReflectivityColor.rg;\n#ifdef REFLECTIVITY\n#if DEBUGMODE>0\noutParams.surfaceMetallicColorMap=surfaceMetallicOrReflectivityColorMap;\n#endif\n#ifdef AOSTOREINMETALMAPRED\nvec3 aoStoreInMetalMap=vec3(surfaceMetallicOrReflectivityColorMap.r,surfaceMetallicOrReflectivityColorMap.r,surfaceMetallicOrReflectivityColorMap.r);\noutParams.ambientOcclusionColor=mix(ambientOcclusionColorIn,aoStoreInMetalMap,vReflectivityInfos.z);\n#endif\n#ifdef METALLNESSSTOREINMETALMAPBLUE\nmetallicRoughness.r*=surfaceMetallicOrReflectivityColorMap.b;\n#else\nmetallicRoughness.r*=surfaceMetallicOrReflectivityColorMap.r;\n#endif\n#ifdef ROUGHNESSSTOREINMETALMAPALPHA\nmetallicRoughness.g*=surfaceMetallicOrReflectivityColorMap.a;\n#else\n#ifdef ROUGHNESSSTOREINMETALMAPGREEN\nmetallicRoughness.g*=surfaceMetallicOrReflectivityColorMap.g;\n#endif\n#endif\n#endif\n#ifdef MICROSURFACEMAP\nmetallicRoughness.g*=microSurfaceTexel.r;\n#endif\n#if DEBUGMODE>0\noutParams.metallicRoughness=metallicRoughness;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_METALLICROUGHNESS\n\nmicroSurface=1.0-metallicRoughness.g;\n\nvec3 baseColor=surfaceAlbedo;\n#ifdef FROSTBITE_REFLECTANCE\n\n\n\n\n\n\noutParams.surfaceAlbedo=baseColor.rgb*(1.0-metallicRoughness.r);\n\nsurfaceReflectivityColor=mix(0.16*reflectance*reflectance,baseColor,metallicRoughness.r);\n#else\nvec3 metallicF0=metallicReflectanceFactors.rgb;\n#if DEBUGMODE>0\noutParams.metallicF0=metallicF0;\n#endif\n\noutParams.surfaceAlbedo=mix(baseColor.rgb*(1.0-metallicF0),vec3(0.,0.,0.),metallicRoughness.r);\n\nsurfaceReflectivityColor=mix(metallicF0,baseColor,metallicRoughness.r);\n#endif\n#else\n#ifdef REFLECTIVITY\nsurfaceReflectivityColor*=surfaceMetallicOrReflectivityColorMap.rgb;\n#if DEBUGMODE>0\noutParams.surfaceReflectivityColorMap=surfaceMetallicOrReflectivityColorMap;\n#endif\n#ifdef MICROSURFACEFROMREFLECTIVITYMAP\nmicroSurface*=surfaceMetallicOrReflectivityColorMap.a;\nmicroSurface*=reflectivityInfos.z;\n#else\n#ifdef MICROSURFACEAUTOMATIC\nmicroSurface*=computeDefaultMicroSurface(microSurface,surfaceReflectivityColor);\n#endif\n#ifdef MICROSURFACEMAP\nmicroSurface*=microSurfaceTexel.r;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_MICROSURFACE\n#endif\n#endif\n#endif\n\nmicroSurface=saturate(microSurface);\n\nfloat roughness=1.-microSurface;\noutParams.microSurface=microSurface;\noutParams.roughness=roughness;\noutParams.surfaceReflectivityColor=surfaceReflectivityColor;\n}\n`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var pbrBlockReflectivity = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'pbrBlockSheen';\nlet shader = `#ifdef SHEEN\nstruct sheenOutParams\n{\nfloat sheenIntensity;\nvec3 sheenColor;\nfloat sheenRoughness;\n#ifdef SHEEN_LINKWITHALBEDO\nvec3 surfaceAlbedo;\n#endif\n#if defined(ENVIRONMENTBRDF) && defined(SHEEN_ALBEDOSCALING)\nfloat sheenAlbedoScaling;\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\nvec3 finalSheenRadianceScaled;\n#endif\n#if DEBUGMODE>0\nvec4 sheenMapData;\nvec3 sheenEnvironmentReflectance;\n#endif\n};\n#define pbr_inline\n#define inline\nvoid sheenBlock(\nconst in vec4 vSheenColor,\n#ifdef SHEEN_ROUGHNESS\nconst in float vSheenRoughness,\n#endif\nconst in float roughness,\n#ifdef SHEEN_TEXTURE\nconst in vec4 sheenMapData,\n#endif\nconst in float reflectance,\n#ifdef SHEEN_LINKWITHALBEDO\nconst in vec3 baseColor,\nconst in vec3 surfaceAlbedo,\n#endif\n#ifdef ENVIRONMENTBRDF\nconst in float NdotV,\nconst in vec3 environmentBrdf,\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\nconst in vec2 AARoughnessFactors,\nconst in vec3 vReflectionMicrosurfaceInfos,\nconst in vec2 vReflectionInfos,\nconst in vec3 vReflectionColor,\nconst in vec4 vLightingIntensity,\n#ifdef REFLECTIONMAP_3D\nconst in samplerCube reflectionSampler,\nconst in vec3 reflectionCoords,\n#else\nconst in sampler2D reflectionSampler,\nconst in vec2 reflectionCoords,\n#endif\nconst in float NdotVUnclamped,\n#ifndef LODBASEDMICROSFURACE\n#ifdef REFLECTIONMAP_3D\nconst in samplerCube reflectionSamplerLow,\nconst in samplerCube reflectionSamplerHigh,\n#else\nconst in sampler2D reflectionSamplerLow,\nconst in sampler2D reflectionSamplerHigh,\n#endif\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(RADIANCEOCCLUSION)\nconst in float seo,\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\nconst in float eho,\n#endif\n#endif\nout sheenOutParams outParams\n)\n{\nfloat sheenIntensity=vSheenColor.a;\n#ifdef SHEEN_TEXTURE\nsheenIntensity*=sheenMapData.a;\n#if DEBUGMODE>0\noutParams.sheenMapData=sheenMapData;\n#endif\n#endif\n#ifdef SHEEN_LINKWITHALBEDO\nfloat sheenFactor=pow5(1.0-sheenIntensity);\nvec3 sheenColor=baseColor.rgb*(1.0-sheenFactor);\nfloat sheenRoughness=sheenIntensity;\noutParams.surfaceAlbedo=surfaceAlbedo*sheenFactor;\n#else\nvec3 sheenColor=vSheenColor.rgb;\n#ifdef SHEEN_TEXTURE\nsheenColor.rgb*=sheenMapData.rgb;\n#endif\n#ifdef SHEEN_ROUGHNESS\nfloat sheenRoughness=vSheenRoughness;\n#else\nfloat sheenRoughness=roughness;\n#endif\n\n#if !defined(SHEEN_ALBEDOSCALING)\nsheenIntensity*=(1.-reflectance);\n#endif\n\nsheenColor*=sheenIntensity;\n#endif\n\n#ifdef ENVIRONMENTBRDF\n\n#ifdef SHEEN_ROUGHNESS\nvec3 environmentSheenBrdf=getBRDFLookup(NdotV,sheenRoughness);\n#else\nvec3 environmentSheenBrdf=environmentBrdf;\n#endif\n\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\nfloat sheenAlphaG=convertRoughnessToAverageSlope(sheenRoughness);\n#ifdef SPECULARAA\n\nsheenAlphaG+=AARoughnessFactors.y;\n#endif\nvec4 environmentSheenRadiance=vec4(0.,0.,0.,0.);\nsampleReflectionTexture(\nsheenAlphaG,\nvReflectionMicrosurfaceInfos,\nvReflectionInfos,\nvReflectionColor,\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nNdotVUnclamped,\n#endif\n#ifdef LINEARSPECULARREFLECTION\nsheenRoughness,\n#endif\nreflectionSampler,\nreflectionCoords,\n#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\nreflectionSamplerHigh,\n#endif\nenvironmentSheenRadiance\n);\nvec3 sheenEnvironmentReflectance=getSheenReflectanceFromBRDFLookup(sheenColor,environmentSheenBrdf);\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(RADIANCEOCCLUSION)\nsheenEnvironmentReflectance*=seo;\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\nsheenEnvironmentReflectance*=eho;\n#endif\n#if DEBUGMODE>0\noutParams.sheenEnvironmentReflectance=sheenEnvironmentReflectance;\n#endif\noutParams.finalSheenRadianceScaled=\nenvironmentSheenRadiance.rgb *\nsheenEnvironmentReflectance *\nvLightingIntensity.z;\n\n\n\n\n\n#endif\n#if defined(ENVIRONMENTBRDF) && defined(SHEEN_ALBEDOSCALING)\n\n\n\noutParams.sheenAlbedoScaling=1.0-sheenIntensity*max(max(sheenColor.r,sheenColor.g),sheenColor.b)*environmentSheenBrdf.b;\n#endif\n\noutParams.sheenIntensity=sheenIntensity;\noutParams.sheenColor=sheenColor;\noutParams.sheenRoughness=sheenRoughness;\n}\n#endif\n`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var pbrBlockSheen = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'pbrBlockSubSurface';\nlet shader = `struct subSurfaceOutParams\n{\nvec3 specularEnvironmentReflectance;\n#ifdef SS_REFRACTION\nvec3 finalRefraction;\nvec3 surfaceAlbedo;\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nfloat alpha;\n#endif\n#ifdef REFLECTION\nfloat refractionFactorForIrradiance;\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\nvec3 transmittance;\n#ifdef REFLECTION\nvec3 refractionIrradiance;\n#endif\n#endif\n#if DEBUGMODE>0\nvec4 thicknessMap;\nvec4 environmentRefraction;\nvec3 refractionTransmittance;\n#endif\n};\n#ifdef SUBSURFACE\n#define pbr_inline\n#define inline\nvoid subSurfaceBlock(\nconst in vec3 vSubSurfaceIntensity,\nconst in vec2 vThicknessParam,\nconst in vec4 vTintColor,\nconst in vec3 normalW,\nconst in vec3 specularEnvironmentReflectance,\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nconst in vec4 thicknessMap,\n#endif\n#ifdef REFLECTION\n#ifdef SS_TRANSLUCENCY\nconst in mat4 reflectionMatrix,\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\nconst in vec3 irradianceVector_,\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n#ifdef REFLECTIONMAP_3D\nconst in samplerCube irradianceSampler,\n#else\nconst in sampler2D irradianceSampler,\n#endif\n#endif\n#endif\n#endif\n#ifdef SS_REFRACTION\nconst in vec3 vPositionW,\nconst in vec3 viewDirectionW,\nconst in mat4 view,\nconst in vec3 surfaceAlbedo,\nconst in vec4 vRefractionInfos,\nconst in mat4 refractionMatrix,\nconst in vec3 vRefractionMicrosurfaceInfos,\nconst in vec4 vLightingIntensity,\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nconst in float alpha,\n#endif\n#ifdef SS_LODINREFRACTIONALPHA\nconst in float NdotVUnclamped,\n#endif\n#ifdef SS_LINEARSPECULARREFRACTION\nconst in float roughness,\n#else\nconst in float alphaG,\n#endif\n#ifdef SS_REFRACTIONMAP_3D\nconst in samplerCube refractionSampler,\n#ifndef LODBASEDMICROSFURACE\nconst in samplerCube refractionSamplerLow,\nconst in samplerCube refractionSamplerHigh,\n#endif\n#else\nconst in sampler2D refractionSampler,\n#ifndef LODBASEDMICROSFURACE\nconst in sampler2D refractionSamplerLow,\nconst in sampler2D refractionSamplerHigh,\n#endif\n#endif\n#ifdef ANISOTROPIC\nconst in anisotropicOutParams anisotropicOut,\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\nconst in vec3 vDiffusionDistance,\n#endif\nout subSurfaceOutParams outParams\n)\n{\noutParams.specularEnvironmentReflectance=specularEnvironmentReflectance;\n\n\n\n#ifdef SS_REFRACTION\nfloat refractionIntensity=vSubSurfaceIntensity.x;\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nrefractionIntensity*=(1.0-alpha);\n\noutParams.alpha=1.0;\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\nfloat translucencyIntensity=vSubSurfaceIntensity.y;\n#endif\n#ifdef SS_SCATTERING\nfloat scatteringIntensity=vSubSurfaceIntensity.z;\n#endif\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nfloat thickness=thicknessMap.r*vThicknessParam.y+vThicknessParam.x;\n#if DEBUGMODE>0\noutParams.thicknessMap=thicknessMap;\n#endif\n#ifdef SS_MASK_FROM_THICKNESS_TEXTURE\n#ifdef SS_REFRACTION\nrefractionIntensity*=thicknessMap.g;\n#endif\n#ifdef SS_TRANSLUCENCY\ntranslucencyIntensity*=thicknessMap.b;\n#endif\n#ifdef SS_SCATTERING\nscatteringIntensity*=thicknessMap.a;\n#endif\n#endif\n#else\nfloat thickness=vThicknessParam.y;\n#endif\n\n\n\n#ifdef SS_TRANSLUCENCY\nthickness=maxEps(thickness);\nvec3 transmittance=transmittanceBRDF_Burley(vTintColor.rgb,vDiffusionDistance,thickness);\ntransmittance*=translucencyIntensity;\noutParams.transmittance=transmittance;\n#endif\n\n\n\n#ifdef SS_REFRACTION\nvec4 environmentRefraction=vec4(0.,0.,0.,0.);\n#ifdef ANISOTROPIC\nvec3 refractionVector=refract(-viewDirectionW,anisotropicOut.anisotropicNormal,vRefractionInfos.y);\n#else\nvec3 refractionVector=refract(-viewDirectionW,normalW,vRefractionInfos.y);\n#endif\n#ifdef SS_REFRACTIONMAP_OPPOSITEZ\nrefractionVector.z*=-1.0;\n#endif\n\n#ifdef SS_REFRACTIONMAP_3D\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;\nvec3 refractionCoords=refractionVector;\nrefractionCoords=vec3(refractionMatrix*vec4(refractionCoords,0));\n#else\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));\nvec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;\nrefractionCoords.y=1.0-refractionCoords.y;\n#endif\n#ifdef SS_LODINREFRACTIONALPHA\nfloat refractionLOD=getLodFromAlphaG(vRefractionMicrosurfaceInfos.x,alphaG,NdotVUnclamped);\n#elif defined(SS_LINEARSPECULARREFRACTION)\nfloat refractionLOD=getLinearLodFromRoughness(vRefractionMicrosurfaceInfos.x,roughness);\n#else\nfloat refractionLOD=getLodFromAlphaG(vRefractionMicrosurfaceInfos.x,alphaG);\n#endif\n#ifdef LODBASEDMICROSFURACE\n\nrefractionLOD=refractionLOD*vRefractionMicrosurfaceInfos.y+vRefractionMicrosurfaceInfos.z;\n#ifdef SS_LODINREFRACTIONALPHA\n\n\n\n\n\n\n\n\n\nfloat automaticRefractionLOD=UNPACK_LOD(sampleRefraction(refractionSampler,refractionCoords).a);\nfloat requestedRefractionLOD=max(automaticRefractionLOD,refractionLOD);\n#else\nfloat requestedRefractionLOD=refractionLOD;\n#endif\n#ifdef REALTIME_FILTERING\nenvironmentRefraction=vec4(radiance(alphaG,refractionSampler,refractionCoords,vRefractionFilteringInfo),1.0);\n#else\nenvironmentRefraction=sampleRefractionLod(refractionSampler,refractionCoords,requestedRefractionLOD);\n#endif\n#else\nfloat lodRefractionNormalized=saturate(refractionLOD/log2(vRefractionMicrosurfaceInfos.x));\nfloat lodRefractionNormalizedDoubled=lodRefractionNormalized*2.0;\nvec4 environmentRefractionMid=sampleRefraction(refractionSampler,refractionCoords);\nif (lodRefractionNormalizedDoubled<1.0){\nenvironmentRefraction=mix(\nsampleRefraction(refractionSamplerHigh,refractionCoords),\nenvironmentRefractionMid,\nlodRefractionNormalizedDoubled\n);\n} else {\nenvironmentRefraction=mix(\nenvironmentRefractionMid,\nsampleRefraction(refractionSamplerLow,refractionCoords),\nlodRefractionNormalizedDoubled-1.0\n);\n}\n#endif\n#ifdef SS_RGBDREFRACTION\nenvironmentRefraction.rgb=fromRGBD(environmentRefraction);\n#endif\n#ifdef SS_GAMMAREFRACTION\nenvironmentRefraction.rgb=toLinearSpace(environmentRefraction.rgb);\n#endif\n\nenvironmentRefraction.rgb*=vRefractionInfos.x;\n#endif\n\n\n\n#ifdef SS_REFRACTION\nvec3 refractionTransmittance=vec3(refractionIntensity);\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nvec3 volumeAlbedo=computeColorAtDistanceInMedia(vTintColor.rgb,vTintColor.w);\n\n\n\n\n\nrefractionTransmittance*=cocaLambert(volumeAlbedo,thickness);\n#elif defined(SS_LINKREFRACTIONTOTRANSPARENCY)\n\nfloat maxChannel=max(max(surfaceAlbedo.r,surfaceAlbedo.g),surfaceAlbedo.b);\nvec3 volumeAlbedo=saturate(maxChannel*surfaceAlbedo);\n\nenvironmentRefraction.rgb*=volumeAlbedo;\n#else\n\nvec3 volumeAlbedo=computeColorAtDistanceInMedia(vTintColor.rgb,vTintColor.w);\nrefractionTransmittance*=cocaLambert(volumeAlbedo,vThicknessParam.y);\n#endif\n#ifdef SS_ALBEDOFORREFRACTIONTINT\n\nenvironmentRefraction.rgb*=surfaceAlbedo.rgb;\n#endif\n\noutParams.surfaceAlbedo=surfaceAlbedo*(1.-refractionIntensity);\n#ifdef REFLECTION\n\noutParams.refractionFactorForIrradiance=(1.-refractionIntensity);\n\n#endif\n\nvec3 bounceSpecularEnvironmentReflectance=(2.0*specularEnvironmentReflectance)/(1.0+specularEnvironmentReflectance);\noutParams.specularEnvironmentReflectance=mix(bounceSpecularEnvironmentReflectance,specularEnvironmentReflectance,refractionIntensity);\n\nrefractionTransmittance*=1.0-outParams.specularEnvironmentReflectance;\n#if DEBUGMODE>0\noutParams.refractionTransmittance=refractionTransmittance;\n#endif\noutParams.finalRefraction=environmentRefraction.rgb*refractionTransmittance*vLightingIntensity.z;\n#if DEBUGMODE>0\noutParams.environmentRefraction=environmentRefraction;\n#endif\n#endif\n\n\n\n#if defined(REFLECTION) && defined(SS_TRANSLUCENCY)\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX) || !defined(USESPHERICALFROMREFLECTIONMAP)\nvec3 irradianceVector=vec3(reflectionMatrix*vec4(normalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nirradianceVector.z*=-1.0;\n#endif\n#ifdef INVERTCUBICMAP\nirradianceVector.y*=-1.0;\n#endif\n#else\nvec3 irradianceVector=irradianceVector_;\n#endif\n#if defined(USESPHERICALFROMREFLECTIONMAP)\n#if defined(REALTIME_FILTERING)\nvec3 refractionIrradiance=irradiance(reflectionSampler,-irradianceVector,vReflectionFilteringInfo);\n#else\nvec3 refractionIrradiance=computeEnvironmentIrradiance(-irradianceVector);\n#endif\n#elif defined(USEIRRADIANCEMAP)\n#ifdef REFLECTIONMAP_3D\nvec3 irradianceCoords=irradianceVector;\n#else\nvec2 irradianceCoords=irradianceVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nirradianceCoords/=irradianceVector.z;\n#endif\nirradianceCoords.y=1.0-irradianceCoords.y;\n#endif\nvec4 refractionIrradiance=sampleReflection(irradianceSampler,-irradianceCoords);\n#ifdef RGBDREFLECTION\nrefractionIrradiance.rgb=fromRGBD(refractionIrradiance);\n#endif\n#ifdef GAMMAREFLECTION\nrefractionIrradiance.rgb=toLinearSpace(refractionIrradiance.rgb);\n#endif\n#else\nvec4 refractionIrradiance=vec4(0.);\n#endif\nrefractionIrradiance.rgb*=transmittance;\noutParams.refractionIrradiance=refractionIrradiance.rgb;\n#endif\n}\n#endif\n`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var pbrBlockSubSurface = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'pbrDebug';\nlet shader = `#if DEBUGMODE>0\nif (vClipSpacePosition.x/vClipSpacePosition.w>=vDebugMode.x) {\n\n#if DEBUGMODE == 1\ngl_FragColor.rgb=vPositionW.rgb;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE == 2 && defined(NORMAL)\ngl_FragColor.rgb=vNormalW.rgb;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE == 3 && defined(BUMP) || DEBUGMODE == 3 && defined(PARALLAX) || DEBUGMODE == 3 && defined(ANISOTROPIC)\n\ngl_FragColor.rgb=TBN[0];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE == 4 && defined(BUMP) || DEBUGMODE == 4 && defined(PARALLAX) || DEBUGMODE == 4 && defined(ANISOTROPIC)\n\ngl_FragColor.rgb=TBN[1];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE == 5\n\ngl_FragColor.rgb=normalW;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE == 6 && defined(MAINUV1)\ngl_FragColor.rgb=vec3(vMainUV1,0.0);\n#elif DEBUGMODE == 7 && defined(MAINUV2)\ngl_FragColor.rgb=vec3(vMainUV2,0.0);\n#elif DEBUGMODE == 8 && defined(CLEARCOAT) && defined(CLEARCOAT_BUMP)\n\ngl_FragColor.rgb=clearcoatOut.TBNClearCoat[0];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE == 9 && defined(CLEARCOAT) && defined(CLEARCOAT_BUMP)\n\ngl_FragColor.rgb=clearcoatOut.TBNClearCoat[1];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE == 10 && defined(CLEARCOAT)\n\ngl_FragColor.rgb=clearcoatOut.clearCoatNormalW;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE == 11 && defined(ANISOTROPIC)\ngl_FragColor.rgb=anisotropicOut.anisotropicNormal;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE == 12 && defined(ANISOTROPIC)\ngl_FragColor.rgb=anisotropicOut.anisotropicTangent;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE == 13 && defined(ANISOTROPIC)\ngl_FragColor.rgb=anisotropicOut.anisotropicBitangent;\n#define DEBUGMODE_NORMALIZE\n\n#elif DEBUGMODE == 20 && defined(ALBEDO)\ngl_FragColor.rgb=albedoTexture.rgb;\n#elif DEBUGMODE == 21 && defined(AMBIENT)\ngl_FragColor.rgb=aoOut.ambientOcclusionColorMap.rgb;\n#elif DEBUGMODE == 22 && defined(OPACITY)\ngl_FragColor.rgb=opacityMap.rgb;\n#elif DEBUGMODE == 23 && defined(EMISSIVE)\ngl_FragColor.rgb=emissiveColorTex.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE == 24 && defined(LIGHTMAP)\ngl_FragColor.rgb=lightmapColor.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE == 25 && defined(REFLECTIVITY) && defined(METALLICWORKFLOW)\ngl_FragColor.rgb=reflectivityOut.surfaceMetallicColorMap.rgb;\n#elif DEBUGMODE == 26 && defined(REFLECTIVITY) && !defined(METALLICWORKFLOW)\ngl_FragColor.rgb=reflectivityOut.surfaceReflectivityColorMap.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE == 27 && defined(CLEARCOAT) && defined(CLEARCOAT_TEXTURE)\ngl_FragColor.rgb=vec3(clearcoatOut.clearCoatMapData.rg,0.0);\n#elif DEBUGMODE == 28 && defined(CLEARCOAT) && defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\ngl_FragColor.rgb=clearcoatOut.clearCoatTintMapData.rgb;\n#elif DEBUGMODE == 29 && defined(SHEEN) && defined(SHEEN_TEXTURE)\ngl_FragColor.rgb=sheenOut.sheenMapData.rgb;\n#elif DEBUGMODE == 30 && defined(ANISOTROPIC) && defined(ANISOTROPIC_TEXTURE)\ngl_FragColor.rgb=anisotropicOut.anisotropyMapData.rgb;\n#elif DEBUGMODE == 31 && defined(SUBSURFACE) && defined(SS_THICKNESSANDMASK_TEXTURE)\ngl_FragColor.rgb=subSurfaceOut.thicknessMap.rgb;\n\n#elif DEBUGMODE == 40 && defined(SS_REFRACTION)\n\ngl_FragColor.rgb=subSurfaceOut.environmentRefraction.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE == 41 && defined(REFLECTION)\ngl_FragColor.rgb=reflectionOut.environmentRadiance.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE == 42 && defined(CLEARCOAT) && defined(REFLECTION)\ngl_FragColor.rgb=clearcoatOut.environmentClearCoatRadiance.rgb;\n#define DEBUGMODE_GAMMA\n\n#elif DEBUGMODE == 50\ngl_FragColor.rgb=diffuseBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE == 51 && defined(SPECULARTERM)\ngl_FragColor.rgb=specularBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE == 52 && defined(CLEARCOAT)\ngl_FragColor.rgb=clearCoatBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE == 53 && defined(SHEEN)\ngl_FragColor.rgb=sheenBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE == 54 && defined(REFLECTION)\ngl_FragColor.rgb=reflectionOut.environmentIrradiance.rgb;\n#define DEBUGMODE_GAMMA\n\n#elif DEBUGMODE == 60\ngl_FragColor.rgb=surfaceAlbedo.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE == 61\ngl_FragColor.rgb=clearcoatOut.specularEnvironmentR0;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE == 62 && defined(METALLICWORKFLOW)\ngl_FragColor.rgb=vec3(reflectivityOut.metallicRoughness.r);\n#elif DEBUGMODE == 71 && defined(METALLICWORKFLOW)\ngl_FragColor.rgb=reflectivityOut.metallicF0;\n#elif DEBUGMODE == 63\ngl_FragColor.rgb=vec3(roughness);\n#elif DEBUGMODE == 64\ngl_FragColor.rgb=vec3(alphaG);\n#elif DEBUGMODE == 65\ngl_FragColor.rgb=vec3(NdotV);\n#elif DEBUGMODE == 66 && defined(CLEARCOAT) && defined(CLEARCOAT_TINT)\ngl_FragColor.rgb=clearcoatOut.clearCoatColor.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE == 67 && defined(CLEARCOAT)\ngl_FragColor.rgb=vec3(clearcoatOut.clearCoatRoughness);\n#elif DEBUGMODE == 68 && defined(CLEARCOAT)\ngl_FragColor.rgb=vec3(clearcoatOut.clearCoatNdotV);\n#elif DEBUGMODE == 69 && defined(SUBSURFACE) && defined(SS_TRANSLUCENCY)\ngl_FragColor.rgb=subSurfaceOut.transmittance;\n#elif DEBUGMODE == 70 && defined(SUBSURFACE) && defined(SS_REFRACTION)\ngl_FragColor.rgb=subSurfaceOut.refractionTransmittance;\n\n#elif DEBUGMODE == 80 && defined(RADIANCEOCCLUSION)\ngl_FragColor.rgb=vec3(seo);\n#elif DEBUGMODE == 81 && defined(HORIZONOCCLUSION)\ngl_FragColor.rgb=vec3(eho);\n#elif DEBUGMODE == 82 && defined(MS_BRDF_ENERGY_CONSERVATION)\ngl_FragColor.rgb=vec3(energyConservationFactor);\n#elif DEBUGMODE == 83 && defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\ngl_FragColor.rgb=specularEnvironmentReflectance;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE == 84 && defined(CLEARCOAT) && defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\ngl_FragColor.rgb=clearcoatOut.clearCoatEnvironmentReflectance;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE == 85 && defined(SHEEN) && defined(REFLECTION)\ngl_FragColor.rgb=sheenOut.sheenEnvironmentReflectance;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE == 86 && defined(ALPHABLEND)\ngl_FragColor.rgb=vec3(luminanceOverAlpha);\n#elif DEBUGMODE == 87\ngl_FragColor.rgb=vec3(alpha);\n#endif\ngl_FragColor.rgb*=vDebugMode.y;\n#ifdef DEBUGMODE_NORMALIZE\ngl_FragColor.rgb=normalize(gl_FragColor.rgb)*0.5+0.5;\n#endif\n#ifdef DEBUGMODE_GAMMA\ngl_FragColor.rgb=toGammaSpace(gl_FragColor.rgb);\n#endif\ngl_FragColor.a=1.0;\nreturn;\n}\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var pbrDebug = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'pbrDirectLightingFalloffFunctions';\nlet shader = `float computeDistanceLightFalloff_Standard(vec3 lightOffset,float range)\n{\nreturn max(0.,1.0-length(lightOffset)/range);\n}\nfloat computeDistanceLightFalloff_Physical(float lightDistanceSquared)\n{\nreturn 1.0/maxEps(lightDistanceSquared);\n}\nfloat computeDistanceLightFalloff_GLTF(float lightDistanceSquared,float inverseSquaredRange)\n{\nfloat lightDistanceFalloff=1.0/maxEps(lightDistanceSquared);\nfloat factor=lightDistanceSquared*inverseSquaredRange;\nfloat attenuation=saturate(1.0-factor*factor);\nattenuation*=attenuation;\n\nlightDistanceFalloff*=attenuation;\nreturn lightDistanceFalloff;\n}\nfloat computeDistanceLightFalloff(vec3 lightOffset,float lightDistanceSquared,float range,float inverseSquaredRange)\n{\n#ifdef USEPHYSICALLIGHTFALLOFF\nreturn computeDistanceLightFalloff_Physical(lightDistanceSquared);\n#elif defined(USEGLTFLIGHTFALLOFF)\nreturn computeDistanceLightFalloff_GLTF(lightDistanceSquared,inverseSquaredRange);\n#else\nreturn computeDistanceLightFalloff_Standard(lightOffset,range);\n#endif\n}\nfloat computeDirectionalLightFalloff_Standard(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle,float exponent)\n{\nfloat falloff=0.0;\nfloat cosAngle=maxEps(dot(-lightDirection,directionToLightCenterW));\nif (cosAngle>=cosHalfAngle)\n{\nfalloff=max(0.,pow(cosAngle,exponent));\n}\nreturn falloff;\n}\nfloat computeDirectionalLightFalloff_Physical(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle)\n{\nconst float kMinusLog2ConeAngleIntensityRatio=6.64385618977;\n\n\n\n\n\nfloat concentrationKappa=kMinusLog2ConeAngleIntensityRatio/(1.0-cosHalfAngle);\n\n\nvec4 lightDirectionSpreadSG=vec4(-lightDirection*concentrationKappa,-concentrationKappa);\nfloat falloff=exp2(dot(vec4(directionToLightCenterW,1.0),lightDirectionSpreadSG));\nreturn falloff;\n}\nfloat computeDirectionalLightFalloff_GLTF(vec3 lightDirection,vec3 directionToLightCenterW,float lightAngleScale,float lightAngleOffset)\n{\n\n\n\nfloat cd=dot(-lightDirection,directionToLightCenterW);\nfloat falloff=saturate(cd*lightAngleScale+lightAngleOffset);\n\nfalloff*=falloff;\nreturn falloff;\n}\nfloat computeDirectionalLightFalloff(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle,float exponent,float lightAngleScale,float lightAngleOffset)\n{\n#ifdef USEPHYSICALLIGHTFALLOFF\nreturn computeDirectionalLightFalloff_Physical(lightDirection,directionToLightCenterW,cosHalfAngle);\n#elif defined(USEGLTFLIGHTFALLOFF)\nreturn computeDirectionalLightFalloff_GLTF(lightDirection,directionToLightCenterW,lightAngleScale,lightAngleOffset);\n#else\nreturn computeDirectionalLightFalloff_Standard(lightDirection,directionToLightCenterW,cosHalfAngle,exponent);\n#endif\n}`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var pbrDirectLightingFalloffFunctions = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'pbrDirectLightingFunctions';\nlet shader = `#define CLEARCOATREFLECTANCE90 1.0\n\nstruct lightingInfo\n{\nvec3 diffuse;\n#ifdef SPECULARTERM\nvec3 specular;\n#endif\n#ifdef CLEARCOAT\n\n\nvec4 clearCoat;\n#endif\n#ifdef SHEEN\nvec3 sheen;\n#endif\n};\n\nfloat adjustRoughnessFromLightProperties(float roughness,float lightRadius,float lightDistance) {\n#if defined(USEPHYSICALLIGHTFALLOFF) || defined(USEGLTFLIGHTFALLOFF)\n\nfloat lightRoughness=lightRadius/lightDistance;\n\nfloat totalRoughness=saturate(lightRoughness+roughness);\nreturn totalRoughness;\n#else\nreturn roughness;\n#endif\n}\nvec3 computeHemisphericDiffuseLighting(preLightingInfo info,vec3 lightColor,vec3 groundColor) {\nreturn mix(groundColor,lightColor,info.NdotL);\n}\nvec3 computeDiffuseLighting(preLightingInfo info,vec3 lightColor) {\nfloat diffuseTerm=diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.roughness);\nreturn diffuseTerm*info.attenuation*info.NdotL*lightColor;\n}\n#define inline\nvec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix){\nvec4 strq=textureProjectionMatrix*vec4(vPositionW,1.0);\nstrq/=strq.w;\nvec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;\nreturn toLinearSpace(textureColor);\n}\n#ifdef SS_TRANSLUCENCY\nvec3 computeDiffuseAndTransmittedLighting(preLightingInfo info,vec3 lightColor,vec3 transmittance) {\nfloat NdotL=absEps(info.NdotLUnclamped);\n\nfloat wrapNdotL=computeWrappedDiffuseNdotL(NdotL,0.02);\n\nfloat trAdapt=step(0.,info.NdotLUnclamped);\nvec3 transmittanceNdotL=mix(transmittance*wrapNdotL,vec3(wrapNdotL),trAdapt);\nfloat diffuseTerm=diffuseBRDF_Burley(NdotL,info.NdotV,info.VdotH,info.roughness);\nreturn diffuseTerm*transmittanceNdotL*info.attenuation*lightColor;\n}\n#endif\n#ifdef SPECULARTERM\nvec3 computeSpecularLighting(preLightingInfo info,vec3 N,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {\nfloat NdotH=saturateEps(dot(N,info.H));\nfloat roughness=max(info.roughness,geometricRoughnessFactor);\nfloat alphaG=convertRoughnessToAverageSlope(roughness);\nvec3 fresnel=fresnelSchlickGGX(info.VdotH,reflectance0,reflectance90);\nfloat distribution=normalDistributionFunction_TrowbridgeReitzGGX(NdotH,alphaG);\n#ifdef BRDF_V_HEIGHT_CORRELATED\nfloat smithVisibility=smithVisibility_GGXCorrelated(info.NdotL,info.NdotV,alphaG);\n#else\nfloat smithVisibility=smithVisibility_TrowbridgeReitzGGXFast(info.NdotL,info.NdotV,alphaG);\n#endif\nvec3 specTerm=fresnel*distribution*smithVisibility;\nreturn specTerm*info.attenuation*info.NdotL*lightColor;\n}\n#endif\n#ifdef ANISOTROPIC\nvec3 computeAnisotropicSpecularLighting(preLightingInfo info,vec3 V,vec3 N,vec3 T,vec3 B,float anisotropy,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {\nfloat NdotH=saturateEps(dot(N,info.H));\nfloat TdotH=dot(T,info.H);\nfloat BdotH=dot(B,info.H);\nfloat TdotV=dot(T,V);\nfloat BdotV=dot(B,V);\nfloat TdotL=dot(T,info.L);\nfloat BdotL=dot(B,info.L);\nfloat alphaG=convertRoughnessToAverageSlope(info.roughness);\nvec2 alphaTB=getAnisotropicRoughness(alphaG,anisotropy);\nalphaTB=max(alphaTB,square(geometricRoughnessFactor));\nvec3 fresnel=fresnelSchlickGGX(info.VdotH,reflectance0,reflectance90);\nfloat distribution=normalDistributionFunction_BurleyGGX_Anisotropic(NdotH,TdotH,BdotH,alphaTB);\nfloat smithVisibility=smithVisibility_GGXCorrelated_Anisotropic(info.NdotL,info.NdotV,TdotV,BdotV,TdotL,BdotL,alphaTB);\nvec3 specTerm=fresnel*distribution*smithVisibility;\nreturn specTerm*info.attenuation*info.NdotL*lightColor;\n}\n#endif\n#ifdef CLEARCOAT\nvec4 computeClearCoatLighting(preLightingInfo info,vec3 Ncc,float geometricRoughnessFactor,float clearCoatIntensity,vec3 lightColor) {\nfloat NccdotL=saturateEps(dot(Ncc,info.L));\nfloat NccdotH=saturateEps(dot(Ncc,info.H));\nfloat clearCoatRoughness=max(info.roughness,geometricRoughnessFactor);\nfloat alphaG=convertRoughnessToAverageSlope(clearCoatRoughness);\nfloat fresnel=fresnelSchlickGGX(info.VdotH,vClearCoatRefractionParams.x,CLEARCOATREFLECTANCE90);\nfresnel*=clearCoatIntensity;\nfloat distribution=normalDistributionFunction_TrowbridgeReitzGGX(NccdotH,alphaG);\nfloat kelemenVisibility=visibility_Kelemen(info.VdotH);\nfloat clearCoatTerm=fresnel*distribution*kelemenVisibility;\nreturn vec4(\nclearCoatTerm*info.attenuation*NccdotL*lightColor,\n1.0-fresnel\n);\n}\nvec3 computeClearCoatLightingAbsorption(float NdotVRefract,vec3 L,vec3 Ncc,vec3 clearCoatColor,float clearCoatThickness,float clearCoatIntensity) {\nvec3 LRefract=-refract(L,Ncc,vClearCoatRefractionParams.y);\nfloat NdotLRefract=saturateEps(dot(Ncc,LRefract));\nvec3 absorption=computeClearCoatAbsorption(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness,clearCoatIntensity);\nreturn absorption;\n}\n#endif\n#ifdef SHEEN\nvec3 computeSheenLighting(preLightingInfo info,vec3 N,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {\nfloat NdotH=saturateEps(dot(N,info.H));\nfloat roughness=max(info.roughness,geometricRoughnessFactor);\nfloat alphaG=convertRoughnessToAverageSlope(roughness);\n\n\nfloat fresnel=1.;\nfloat distribution=normalDistributionFunction_CharlieSheen(NdotH,alphaG);\n\nfloat visibility=visibility_Ashikhmin(info.NdotL,info.NdotV);\n\nfloat sheenTerm=fresnel*distribution*visibility;\nreturn sheenTerm*info.attenuation*info.NdotL*lightColor;\n}\n#endif\n`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var pbrDirectLightingFunctions = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'pbrDirectLightingSetupFunctions';\nlet shader = `\nstruct preLightingInfo\n{\n\nvec3 lightOffset;\nfloat lightDistanceSquared;\nfloat lightDistance;\n\nfloat attenuation;\n\nvec3 L;\nvec3 H;\nfloat NdotV;\nfloat NdotLUnclamped;\nfloat NdotL;\nfloat VdotH;\nfloat roughness;\n};\npreLightingInfo computePointAndSpotPreLightingInfo(vec4 lightData,vec3 V,vec3 N) {\npreLightingInfo result;\n\nresult.lightOffset=lightData.xyz-vPositionW;\nresult.lightDistanceSquared=dot(result.lightOffset,result.lightOffset);\n\nresult.lightDistance=sqrt(result.lightDistanceSquared);\n\nresult.L=normalize(result.lightOffset);\nresult.H=normalize(V+result.L);\nresult.VdotH=saturate(dot(V,result.H));\nresult.NdotLUnclamped=dot(N,result.L);\nresult.NdotL=saturateEps(result.NdotLUnclamped);\nreturn result;\n}\npreLightingInfo computeDirectionalPreLightingInfo(vec4 lightData,vec3 V,vec3 N) {\npreLightingInfo result;\n\nresult.lightDistance=length(-lightData.xyz);\n\nresult.L=normalize(-lightData.xyz);\nresult.H=normalize(V+result.L);\nresult.VdotH=saturate(dot(V,result.H));\nresult.NdotLUnclamped=dot(N,result.L);\nresult.NdotL=saturateEps(result.NdotLUnclamped);\nreturn result;\n}\npreLightingInfo computeHemisphericPreLightingInfo(vec4 lightData,vec3 V,vec3 N) {\npreLightingInfo result;\n\n\nresult.NdotL=dot(N,lightData.xyz)*0.5+0.5;\nresult.NdotL=saturateEps(result.NdotL);\nresult.NdotLUnclamped=result.NdotL;\n#ifdef SPECULARTERM\nresult.L=normalize(lightData.xyz);\nresult.H=normalize(V+result.L);\nresult.VdotH=saturate(dot(V,result.H));\n#endif\nreturn result;\n}`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var pbrDirectLightingSetupFunctions = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'pbrFragmentDeclaration';\nlet shader = `uniform vec3 vReflectionColor;\nuniform vec4 vAlbedoColor;\n\nuniform vec4 vLightingIntensity;\nuniform vec4 vReflectivityColor;\nuniform vec4 vMetallicReflectanceFactors;\nuniform vec3 vEmissiveColor;\nuniform float visibility;\n\n#ifdef ALBEDO\nuniform vec2 vAlbedoInfos;\n#endif\n#ifdef AMBIENT\nuniform vec4 vAmbientInfos;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform vec2 vTangentSpaceParams;\n#endif\n#ifdef OPACITY\nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\n#endif\n#ifdef REFLECTIVITY\nuniform vec3 vReflectivityInfos;\n#endif\n#ifdef MICROSURFACEMAP\nuniform vec2 vMicroSurfaceSamplerInfos;\n#endif\n\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(SS_REFRACTION)\nuniform mat4 view;\n#endif\n\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\n#ifdef REALTIME_FILTERING\nuniform vec2 vReflectionFilteringInfo;\n#endif\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\n#if defined(USE_LOCAL_REFLECTIONMAP_CUBIC) && defined(REFLECTIONMAP_CUBIC)\nuniform vec3 vReflectionPosition;\nuniform vec3 vReflectionSize;\n#endif\n#endif\n\n#ifdef CLEARCOAT\nuniform vec2 vClearCoatParams;\nuniform vec4 vClearCoatRefractionParams;\n#ifdef CLEARCOAT_TEXTURE\nuniform vec2 vClearCoatInfos;\nuniform mat4 clearCoatMatrix;\n#endif\n#ifdef CLEARCOAT_BUMP\nuniform vec2 vClearCoatBumpInfos;\nuniform vec2 vClearCoatTangentSpaceParams;\nuniform mat4 clearCoatBumpMatrix;\n#endif\n#ifdef CLEARCOAT_TINT\nuniform vec4 vClearCoatTintParams;\nuniform float clearCoatColorAtDistance;\n#ifdef CLEARCOAT_TINT_TEXTURE\nuniform vec2 vClearCoatTintInfos;\nuniform mat4 clearCoatTintMatrix;\n#endif\n#endif\n#endif\n\n#ifdef ANISOTROPIC\nuniform vec3 vAnisotropy;\n#ifdef ANISOTROPIC_TEXTURE\nuniform vec2 vAnisotropyInfos;\nuniform mat4 anisotropyMatrix;\n#endif\n#endif\n\n#ifdef SHEEN\nuniform vec4 vSheenColor;\n#ifdef SHEEN_ROUGHNESS\nuniform float vSheenRoughness;\n#endif\n#ifdef SHEEN_TEXTURE\nuniform vec2 vSheenInfos;\nuniform mat4 sheenMatrix;\n#endif\n#endif\n\n#ifdef SUBSURFACE\n#ifdef SS_REFRACTION\nuniform vec3 vRefractionMicrosurfaceInfos;\nuniform vec4 vRefractionInfos;\nuniform mat4 refractionMatrix;\n#ifdef REALTIME_FILTERING\nuniform vec2 vRefractionFilteringInfo;\n#endif\n#endif\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nuniform vec2 vThicknessInfos;\nuniform mat4 thicknessMatrix;\n#endif\nuniform vec2 vThicknessParam;\nuniform vec3 vDiffusionDistance;\nuniform vec4 vTintColor;\nuniform vec3 vSubSurfaceIntensity;\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var pbrFragmentDeclaration = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'pbrFragmentExtraDeclaration';\nlet shader = `uniform vec4 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vCameraInfos;\n\nvarying vec3 vPositionW;\n#if DEBUGMODE>0\nuniform vec2 vDebugMode;\nvarying vec4 vClipSpacePosition;\n#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2;\n#endif\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#endif\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var pbrFragmentExtraDeclaration = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'pbrFragmentSamplersDeclaration';\nlet shader = `#ifdef ALBEDO\n#if ALBEDODIRECTUV == 1\n#define vAlbedoUV vMainUV1\n#elif ALBEDODIRECTUV == 2\n#define vAlbedoUV vMainUV2\n#else\nvarying vec2 vAlbedoUV;\n#endif\nuniform sampler2D albedoSampler;\n#endif\n#ifdef AMBIENT\n#if AMBIENTDIRECTUV == 1\n#define vAmbientUV vMainUV1\n#elif AMBIENTDIRECTUV == 2\n#define vAmbientUV vMainUV2\n#else\nvarying vec2 vAmbientUV;\n#endif\nuniform sampler2D ambientSampler;\n#endif\n#ifdef OPACITY\n#if OPACITYDIRECTUV == 1\n#define vOpacityUV vMainUV1\n#elif OPACITYDIRECTUV == 2\n#define vOpacityUV vMainUV2\n#else\nvarying vec2 vOpacityUV;\n#endif\nuniform sampler2D opacitySampler;\n#endif\n#ifdef EMISSIVE\n#if EMISSIVEDIRECTUV == 1\n#define vEmissiveUV vMainUV1\n#elif EMISSIVEDIRECTUV == 2\n#define vEmissiveUV vMainUV2\n#else\nvarying vec2 vEmissiveUV;\n#endif\nuniform sampler2D emissiveSampler;\n#endif\n#ifdef LIGHTMAP\n#if LIGHTMAPDIRECTUV == 1\n#define vLightmapUV vMainUV1\n#elif LIGHTMAPDIRECTUV == 2\n#define vLightmapUV vMainUV2\n#else\nvarying vec2 vLightmapUV;\n#endif\nuniform sampler2D lightmapSampler;\n#endif\n#ifdef REFLECTIVITY\n#if REFLECTIVITYDIRECTUV == 1\n#define vReflectivityUV vMainUV1\n#elif REFLECTIVITYDIRECTUV == 2\n#define vReflectivityUV vMainUV2\n#else\nvarying vec2 vReflectivityUV;\n#endif\nuniform sampler2D reflectivitySampler;\n#endif\n#ifdef MICROSURFACEMAP\n#if MICROSURFACEMAPDIRECTUV == 1\n#define vMicroSurfaceSamplerUV vMainUV1\n#elif MICROSURFACEMAPDIRECTUV == 2\n#define vMicroSurfaceSamplerUV vMainUV2\n#else\nvarying vec2 vMicroSurfaceSamplerUV;\n#endif\nuniform sampler2D microSurfaceSampler;\n#endif\n#ifdef METALLIC_REFLECTANCE\n#if METALLIC_REFLECTANCEDIRECTUV == 1\n#define vMetallicReflectanceUV vMainUV1\n#elif METALLIC_REFLECTANCEDIRECTUV == 2\n#define vMetallicReflectanceUV vMainUV2\n#else\nvarying vec2 vMetallicReflectanceUV;\n#endif\nuniform sampler2D metallicReflectanceSampler;\n#endif\n#ifdef CLEARCOAT\n#ifdef CLEARCOAT_TEXTURE\n#if CLEARCOAT_TEXTUREDIRECTUV == 1\n#define vClearCoatUV vMainUV1\n#elif CLEARCOAT_TEXTUREDIRECTUV == 2\n#define vClearCoatUV vMainUV2\n#else\nvarying vec2 vClearCoatUV;\n#endif\nuniform sampler2D clearCoatSampler;\n#endif\n#ifdef CLEARCOAT_BUMP\n#if CLEARCOAT_BUMPDIRECTUV == 1\n#define vClearCoatBumpUV vMainUV1\n#elif CLEARCOAT_BUMPDIRECTUV == 2\n#define vClearCoatBumpUV vMainUV2\n#else\nvarying vec2 vClearCoatBumpUV;\n#endif\nuniform sampler2D clearCoatBumpSampler;\n#endif\n#ifdef CLEARCOAT_TINT_TEXTURE\n#if CLEARCOAT_TINT_TEXTUREDIRECTUV == 1\n#define vClearCoatTintUV vMainUV1\n#elif CLEARCOAT_TINT_TEXTUREDIRECTUV == 2\n#define vClearCoatTintUV vMainUV2\n#else\nvarying vec2 vClearCoatTintUV;\n#endif\nuniform sampler2D clearCoatTintSampler;\n#endif\n#endif\n#ifdef SHEEN\n#ifdef SHEEN_TEXTURE\n#if SHEEN_TEXTUREDIRECTUV == 1\n#define vSheenUV vMainUV1\n#elif SHEEN_TEXTUREDIRECTUV == 2\n#define vSheenUV vMainUV2\n#else\nvarying vec2 vSheenUV;\n#endif\nuniform sampler2D sheenSampler;\n#endif\n#endif\n#ifdef ANISOTROPIC\n#ifdef ANISOTROPIC_TEXTURE\n#if ANISOTROPIC_TEXTUREDIRECTUV == 1\n#define vAnisotropyUV vMainUV1\n#elif ANISOTROPIC_TEXTUREDIRECTUV == 2\n#define vAnisotropyUV vMainUV2\n#else\nvarying vec2 vAnisotropyUV;\n#endif\nuniform sampler2D anisotropySampler;\n#endif\n#endif\n\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\n#define sampleReflection(s,c) textureCube(s,c)\nuniform samplerCube reflectionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleReflectionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#ifdef USEIRRADIANCEMAP\nuniform samplerCube irradianceSampler;\n#endif\n#else\n#define sampleReflection(s,c) texture2D(s,c)\nuniform sampler2D reflectionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleReflectionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform sampler2D reflectionSamplerLow;\nuniform sampler2D reflectionSamplerHigh;\n#endif\n#ifdef USEIRRADIANCEMAP\nuniform sampler2D irradianceSampler;\n#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#endif\n#ifdef ENVIRONMENTBRDF\nuniform sampler2D environmentBrdfSampler;\n#endif\n\n#ifdef SUBSURFACE\n#ifdef SS_REFRACTION\n#ifdef SS_REFRACTIONMAP_3D\n#define sampleRefraction(s,c) textureCube(s,c)\nuniform samplerCube refractionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleRefractionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube refractionSamplerLow;\nuniform samplerCube refractionSamplerHigh;\n#endif\n#else\n#define sampleRefraction(s,c) texture2D(s,c)\nuniform sampler2D refractionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleRefractionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform sampler2D refractionSamplerLow;\nuniform sampler2D refractionSamplerHigh;\n#endif\n#endif\n#endif\n#ifdef SS_THICKNESSANDMASK_TEXTURE\n#if SS_THICKNESSANDMASK_TEXTUREDIRECTUV == 1\n#define vThicknessUV vMainUV1\n#elif SS_THICKNESSANDMASK_TEXTUREDIRECTUV == 2\n#define vThicknessUV vMainUV2\n#else\nvarying vec2 vThicknessUV;\n#endif\nuniform sampler2D thicknessSampler;\n#endif\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var pbrFragmentSamplersDeclaration = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'pbrHelperFunctions';\nlet shader = `\n#define RECIPROCAL_PI2 0.15915494\n#define RECIPROCAL_PI 0.31830988618\n\n#define MINIMUMVARIANCE 0.0005\nfloat convertRoughnessToAverageSlope(float roughness)\n{\n\nreturn square(roughness)+MINIMUMVARIANCE;\n}\nfloat fresnelGrazingReflectance(float reflectance0) {\n\n\nfloat reflectance90=saturate(reflectance0*25.0);\nreturn reflectance90;\n}\nvec2 getAARoughnessFactors(vec3 normalVector) {\n#ifdef SPECULARAA\nvec3 nDfdx=dFdx(normalVector.xyz);\nvec3 nDfdy=dFdy(normalVector.xyz);\nfloat slopeSquare=max(dot(nDfdx,nDfdx),dot(nDfdy,nDfdy));\n\nfloat geometricRoughnessFactor=pow(saturate(slopeSquare),0.333);\n\nfloat geometricAlphaGFactor=sqrt(slopeSquare);\n\ngeometricAlphaGFactor*=0.75;\nreturn vec2(geometricRoughnessFactor,geometricAlphaGFactor);\n#else\nreturn vec2(0.);\n#endif\n}\n#ifdef ANISOTROPIC\n\n\nvec2 getAnisotropicRoughness(float alphaG,float anisotropy) {\nfloat alphaT=max(alphaG*(1.0+anisotropy),MINIMUMVARIANCE);\nfloat alphaB=max(alphaG*(1.0-anisotropy),MINIMUMVARIANCE);\nreturn vec2(alphaT,alphaB);\n}\n\n\nvec3 getAnisotropicBentNormals(const vec3 T,const vec3 B,const vec3 N,const vec3 V,float anisotropy) {\nvec3 anisotropicFrameDirection=anisotropy>=0.0 ? B : T;\nvec3 anisotropicFrameTangent=cross(normalize(anisotropicFrameDirection),V);\nvec3 anisotropicFrameNormal=cross(anisotropicFrameTangent,anisotropicFrameDirection);\nvec3 anisotropicNormal=normalize(mix(N,anisotropicFrameNormal,abs(anisotropy)));\nreturn anisotropicNormal;\n\n}\n#endif\n#if defined(CLEARCOAT) || defined(SS_REFRACTION)\n\n\n\nvec3 cocaLambert(vec3 alpha,float distance) {\nreturn exp(-alpha*distance);\n}\n\nvec3 cocaLambert(float NdotVRefract,float NdotLRefract,vec3 alpha,float thickness) {\nreturn cocaLambert(alpha,(thickness*((NdotLRefract+NdotVRefract)/(NdotLRefract*NdotVRefract))));\n}\n\nvec3 computeColorAtDistanceInMedia(vec3 color,float distance) {\nreturn -log(color)/distance;\n}\nvec3 computeClearCoatAbsorption(float NdotVRefract,float NdotLRefract,vec3 clearCoatColor,float clearCoatThickness,float clearCoatIntensity) {\nvec3 clearCoatAbsorption=mix(vec3(1.0),\ncocaLambert(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness),\nclearCoatIntensity);\nreturn clearCoatAbsorption;\n}\n#endif\n\n\n\n\n#ifdef MICROSURFACEAUTOMATIC\nfloat computeDefaultMicroSurface(float microSurface,vec3 reflectivityColor)\n{\nconst float kReflectivityNoAlphaWorkflow_SmoothnessMax=0.95;\nfloat reflectivityLuminance=getLuminance(reflectivityColor);\nfloat reflectivityLuma=sqrt(reflectivityLuminance);\nmicroSurface=reflectivityLuma*kReflectivityNoAlphaWorkflow_SmoothnessMax;\nreturn microSurface;\n}\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var pbrHelperFunctions = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'pbrIBLFunctions';\nlet shader = `#if defined(REFLECTION) || defined(SS_REFRACTION)\nfloat getLodFromAlphaG(float cubeMapDimensionPixels,float microsurfaceAverageSlope) {\nfloat microsurfaceAverageSlopeTexels=cubeMapDimensionPixels*microsurfaceAverageSlope;\nfloat lod=log2(microsurfaceAverageSlopeTexels);\nreturn lod;\n}\nfloat getLinearLodFromRoughness(float cubeMapDimensionPixels,float roughness) {\nfloat lod=log2(cubeMapDimensionPixels)*roughness;\nreturn lod;\n}\n#endif\n#if defined(ENVIRONMENTBRDF) && defined(RADIANCEOCCLUSION)\nfloat environmentRadianceOcclusion(float ambientOcclusion,float NdotVUnclamped) {\n\n\nfloat temp=NdotVUnclamped+ambientOcclusion;\nreturn saturate(square(temp)-1.0+ambientOcclusion);\n}\n#endif\n#if defined(ENVIRONMENTBRDF) && defined(HORIZONOCCLUSION)\nfloat environmentHorizonOcclusion(vec3 view,vec3 normal,vec3 geometricNormal) {\n\nvec3 reflection=reflect(view,normal);\nfloat temp=saturate(1.0+1.1*dot(reflection,geometricNormal));\nreturn square(temp);\n}\n#endif\n\n\n\n\n#if defined(LODINREFLECTIONALPHA) || defined(SS_LODINREFRACTIONALPHA)\n\n\n#define UNPACK_LOD(x) (1.0-x)*255.0\nfloat getLodFromAlphaG(float cubeMapDimensionPixels,float alphaG,float NdotV) {\nfloat microsurfaceAverageSlope=alphaG;\n\n\n\n\n\n\nmicrosurfaceAverageSlope*=sqrt(abs(NdotV));\nreturn getLodFromAlphaG(cubeMapDimensionPixels,microsurfaceAverageSlope);\n}\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var pbrIBLFunctions = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'pbrUboDeclaration';\nlet shader = `layout(std140,column_major) uniform;\nuniform Material\n{\nuniform vec2 vAlbedoInfos;\nuniform vec4 vAmbientInfos;\nuniform vec2 vOpacityInfos;\nuniform vec2 vEmissiveInfos;\nuniform vec2 vLightmapInfos;\nuniform vec3 vReflectivityInfos;\nuniform vec2 vMicroSurfaceSamplerInfos;\nuniform vec2 vReflectionInfos;\nuniform vec2 vReflectionFilteringInfo;\nuniform vec3 vReflectionPosition;\nuniform vec3 vReflectionSize;\nuniform vec3 vBumpInfos;\nuniform mat4 albedoMatrix;\nuniform mat4 ambientMatrix;\nuniform mat4 opacityMatrix;\nuniform mat4 emissiveMatrix;\nuniform mat4 lightmapMatrix;\nuniform mat4 reflectivityMatrix;\nuniform mat4 microSurfaceSamplerMatrix;\nuniform mat4 bumpMatrix;\nuniform vec2 vTangentSpaceParams;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionColor;\nuniform vec4 vAlbedoColor;\nuniform vec4 vLightingIntensity;\nuniform vec3 vReflectionMicrosurfaceInfos;\nuniform float pointSize;\nuniform vec4 vReflectivityColor;\nuniform vec3 vEmissiveColor;\nuniform float visibility;\nuniform vec4 vMetallicReflectanceFactors;\nuniform vec2 vMetallicReflectanceInfos;\nuniform mat4 metallicReflectanceMatrix;\nuniform vec2 vClearCoatParams;\nuniform vec4 vClearCoatRefractionParams;\nuniform vec2 vClearCoatInfos;\nuniform mat4 clearCoatMatrix;\nuniform vec2 vClearCoatBumpInfos;\nuniform vec2 vClearCoatTangentSpaceParams;\nuniform mat4 clearCoatBumpMatrix;\nuniform vec4 vClearCoatTintParams;\nuniform float clearCoatColorAtDistance;\nuniform vec2 vClearCoatTintInfos;\nuniform mat4 clearCoatTintMatrix;\nuniform vec3 vAnisotropy;\nuniform vec2 vAnisotropyInfos;\nuniform mat4 anisotropyMatrix;\nuniform vec4 vSheenColor;\nuniform float vSheenRoughness;\nuniform vec2 vSheenInfos;\nuniform mat4 sheenMatrix;\nuniform vec3 vRefractionMicrosurfaceInfos;\nuniform vec2 vRefractionFilteringInfo;\nuniform vec4 vRefractionInfos;\nuniform mat4 refractionMatrix;\nuniform vec2 vThicknessInfos;\nuniform mat4 thicknessMatrix;\nuniform vec2 vThicknessParam;\nuniform vec3 vDiffusionDistance;\nuniform vec4 vTintColor;\nuniform vec3 vSubSurfaceIntensity;\n};\nuniform Scene {\nmat4 viewProjection;\n#ifdef MULTIVIEW\nmat4 viewProjectionR;\n#endif\nmat4 view;\n};`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var pbrUboDeclaration = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'pbrVertexDeclaration';\nlet shader = `uniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef ALBEDO\nuniform mat4 albedoMatrix;\nuniform vec2 vAlbedoInfos;\n#endif\n#ifdef AMBIENT\nuniform mat4 ambientMatrix;\nuniform vec4 vAmbientInfos;\n#endif\n#ifdef OPACITY\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\nuniform mat4 emissiveMatrix;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\nuniform mat4 lightmapMatrix;\n#endif\n#ifdef REFLECTIVITY\nuniform vec3 vReflectivityInfos;\nuniform mat4 reflectivityMatrix;\n#endif\n#ifdef METALLIC_REFLECTANCE\nuniform vec2 vMetallicReflectanceInfos;\nuniform mat4 metallicReflectanceMatrix;\n#endif\n#ifdef MICROSURFACEMAP\nuniform vec2 vMicroSurfaceSamplerInfos;\nuniform mat4 microSurfaceSamplerMatrix;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform mat4 bumpMatrix;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\nuniform mat4 reflectionMatrix;\n#endif\n\n#ifdef CLEARCOAT\n#ifdef CLEARCOAT_TEXTURE\nuniform vec2 vClearCoatInfos;\nuniform mat4 clearCoatMatrix;\n#endif\n#ifdef CLEARCOAT_BUMP\nuniform vec2 vClearCoatBumpInfos;\nuniform mat4 clearCoatBumpMatrix;\n#endif\n#ifdef CLEARCOAT_TINT_TEXTURE\nuniform vec2 vClearCoatTintInfos;\nuniform mat4 clearCoatTintMatrix;\n#endif\n#endif\n\n#ifdef ANISOTROPIC\n#ifdef ANISOTROPIC_TEXTURE\nuniform vec2 vAnisotropyInfos;\nuniform mat4 anisotropyMatrix;\n#endif\n#endif\n\n#ifdef SHEEN\n#ifdef SHEEN_TEXTURE\nuniform vec2 vSheenInfos;\nuniform mat4 sheenMatrix;\n#endif\n#endif\n\n#ifdef SUBSURFACE\n#ifdef SS_REFRACTION\nuniform vec4 vRefractionInfos;\nuniform mat4 refractionMatrix;\n#endif\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nuniform vec2 vThicknessInfos;\nuniform mat4 thicknessMatrix;\n#endif\n#endif\n`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var pbrVertexDeclaration = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'pointCloudVertex';\nlet shader = `#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var pointCloudVertex = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'reflectionFunction';\nlet shader = `vec3 parallaxCorrectNormal( vec3 vertexPos,vec3 origVec,vec3 cubeSize,vec3 cubePos ) {\n\nvec3 invOrigVec=vec3(1.0,1.0,1.0)/origVec;\nvec3 halfSize=cubeSize*0.5;\nvec3 intersecAtMaxPlane=(cubePos+halfSize-vertexPos)*invOrigVec;\nvec3 intersecAtMinPlane=(cubePos-halfSize-vertexPos)*invOrigVec;\n\nvec3 largestIntersec=max(intersecAtMaxPlane,intersecAtMinPlane);\n\nfloat distance=min(min(largestIntersec.x,largestIntersec.y),largestIntersec.z);\n\nvec3 intersectPositionWS=vertexPos+origVec*distance;\n\nreturn intersectPositionWS-cubePos;\n}\nvec3 computeFixedEquirectangularCoords(vec4 worldPos,vec3 worldNormal,vec3 direction)\n{\nfloat lon=atan(direction.z,direction.x);\nfloat lat=acos(direction.y);\nvec2 sphereCoords=vec2(lon,lat)*RECIPROCAL_PI2*2.0;\nfloat s=sphereCoords.x*0.5+0.5;\nfloat t=sphereCoords.y;\nreturn vec3(s,t,0);\n}\nvec3 computeMirroredFixedEquirectangularCoords(vec4 worldPos,vec3 worldNormal,vec3 direction)\n{\nfloat lon=atan(direction.z,direction.x);\nfloat lat=acos(direction.y);\nvec2 sphereCoords=vec2(lon,lat)*RECIPROCAL_PI2*2.0;\nfloat s=sphereCoords.x*0.5+0.5;\nfloat t=sphereCoords.y;\nreturn vec3(1.0-s,t,0);\n}\nvec3 computeEquirectangularCoords(vec4 worldPos,vec3 worldNormal,vec3 eyePosition,mat4 reflectionMatrix)\n{\nvec3 cameraToVertex=normalize(worldPos.xyz-eyePosition);\nvec3 r=normalize(reflect(cameraToVertex,worldNormal));\nr=vec3(reflectionMatrix*vec4(r,0));\nfloat lon=atan(r.z,r.x);\nfloat lat=acos(r.y);\nvec2 sphereCoords=vec2(lon,lat)*RECIPROCAL_PI2*2.0;\nfloat s=sphereCoords.x*0.5+0.5;\nfloat t=sphereCoords.y;\nreturn vec3(s,t,0);\n}\nvec3 computeSphericalCoords(vec4 worldPos,vec3 worldNormal,mat4 view,mat4 reflectionMatrix)\n{\nvec3 viewDir=normalize(vec3(view*worldPos));\nvec3 viewNormal=normalize(vec3(view*vec4(worldNormal,0.0)));\nvec3 r=reflect(viewDir,viewNormal);\nr=vec3(reflectionMatrix*vec4(r,0));\nr.z=r.z-1.0;\nfloat m=2.0*length(r);\nreturn vec3(r.x/m+0.5,1.0-r.y/m-0.5,0);\n}\nvec3 computePlanarCoords(vec4 worldPos,vec3 worldNormal,vec3 eyePosition,mat4 reflectionMatrix)\n{\nvec3 viewDir=worldPos.xyz-eyePosition;\nvec3 coords=normalize(reflect(viewDir,worldNormal));\nreturn vec3(reflectionMatrix*vec4(coords,1));\n}\nvec3 computeCubicCoords(vec4 worldPos,vec3 worldNormal,vec3 eyePosition,mat4 reflectionMatrix)\n{\nvec3 viewDir=normalize(worldPos.xyz-eyePosition);\n\nvec3 coords=reflect(viewDir,worldNormal);\ncoords=vec3(reflectionMatrix*vec4(coords,0));\n#ifdef INVERTCUBICMAP\ncoords.y*=-1.0;\n#endif\nreturn coords;\n}\nvec3 computeCubicLocalCoords(vec4 worldPos,vec3 worldNormal,vec3 eyePosition,mat4 reflectionMatrix,vec3 reflectionSize,vec3 reflectionPosition)\n{\nvec3 viewDir=normalize(worldPos.xyz-eyePosition);\n\nvec3 coords=reflect(viewDir,worldNormal);\ncoords=parallaxCorrectNormal(worldPos.xyz,coords,reflectionSize,reflectionPosition);\ncoords=vec3(reflectionMatrix*vec4(coords,0));\n#ifdef INVERTCUBICMAP\ncoords.y*=-1.0;\n#endif\nreturn coords;\n}\nvec3 computeProjectionCoords(vec4 worldPos,mat4 view,mat4 reflectionMatrix)\n{\nreturn vec3(reflectionMatrix*(view*worldPos));\n}\nvec3 computeSkyBoxCoords(vec3 positionW,mat4 reflectionMatrix)\n{\nreturn vec3(reflectionMatrix*vec4(positionW,1.));\n}\n#ifdef REFLECTION\nvec3 computeReflectionCoords(vec4 worldPos,vec3 worldNormal)\n{\n#ifdef REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED\nvec3 direction=normalize(vDirectionW);\nreturn computeMirroredFixedEquirectangularCoords(worldPos,worldNormal,direction);\n#endif\n#ifdef REFLECTIONMAP_EQUIRECTANGULAR_FIXED\nvec3 direction=normalize(vDirectionW);\nreturn computeFixedEquirectangularCoords(worldPos,worldNormal,direction);\n#endif\n#ifdef REFLECTIONMAP_EQUIRECTANGULAR\nreturn computeEquirectangularCoords(worldPos,worldNormal,vEyePosition.xyz,reflectionMatrix);\n#endif\n#ifdef REFLECTIONMAP_SPHERICAL\nreturn computeSphericalCoords(worldPos,worldNormal,view,reflectionMatrix);\n#endif\n#ifdef REFLECTIONMAP_PLANAR\nreturn computePlanarCoords(worldPos,worldNormal,vEyePosition.xyz,reflectionMatrix);\n#endif\n#ifdef REFLECTIONMAP_CUBIC\n#ifdef USE_LOCAL_REFLECTIONMAP_CUBIC\nreturn computeCubicLocalCoords(worldPos,worldNormal,vEyePosition.xyz,reflectionMatrix,vReflectionSize,vReflectionPosition);\n#else\nreturn computeCubicCoords(worldPos,worldNormal,vEyePosition.xyz,reflectionMatrix);\n#endif\n#endif\n#ifdef REFLECTIONMAP_PROJECTION\nreturn computeProjectionCoords(worldPos,view,reflectionMatrix);\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nreturn computeSkyBoxCoords(vPositionUVW,reflectionMatrix);\n#endif\n#ifdef REFLECTIONMAP_EXPLICIT\nreturn vec3(0,0,0);\n#endif\n}\n#endif`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var reflectionFunction = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'shadowMapFragment';\nlet shader = ` float depthSM=vDepthMetricSM;\n#if defined(SM_DEPTHCLAMP) && SM_DEPTHCLAMP == 1\n#if SM_USEDISTANCE == 1\ndepthSM=clamp(((length(vPositionWSM-lightDataSM)+depthValuesSM.x)/(depthValuesSM.y))+biasAndScaleSM.x,0.0,1.0);\n#else\ndepthSM=clamp(((zSM+depthValuesSM.x)/(depthValuesSM.y))+biasAndScaleSM.x,0.0,1.0);\n#endif\ngl_FragDepth=depthSM;\n#elif SM_USEDISTANCE == 1\ndepthSM=(length(vPositionWSM-lightDataSM)+depthValuesSM.x)/(depthValuesSM.y)+biasAndScaleSM.x;\n#endif\n#if SM_ESM == 1\ndepthSM=clamp(exp(-min(87.,biasAndScaleSM.z*depthSM)),0.,1.);\n#endif\n#if SM_FLOAT == 1\ngl_FragColor=vec4(depthSM,1.0,1.0,1.0);\n#else\ngl_FragColor=pack(depthSM);\n#endif\nreturn;`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var shadowMapFragment = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\nimport \"./packingFunctions\";\nimport \"./bayerDitherFunctions\";\n\nlet name = 'shadowMapFragmentDeclaration';\nlet shader = `#if SM_FLOAT == 0\n#include\n#endif\n#if SM_SOFTTRANSPARENTSHADOW == 1\n#include\nuniform float softTransparentShadowSM;\n#endif\nvarying float vDepthMetricSM;\n#if SM_USEDISTANCE == 1\nuniform vec3 lightDataSM;\nvarying vec3 vPositionWSM;\n#endif\nuniform vec3 biasAndScaleSM;\nuniform vec2 depthValuesSM;\n#if defined(SM_DEPTHCLAMP) && SM_DEPTHCLAMP == 1\nvarying float zSM;\n#endif\n`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var shadowMapFragmentDeclaration = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'shadowMapFragmentSoftTransparentShadow';\nlet shader = `#if SM_SOFTTRANSPARENTSHADOW == 1\nif ((bayerDither8(floor(mod(gl_FragCoord.xy,8.0))))/64.0>=softTransparentShadowSM*alpha) discard;\n#endif\n`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var shadowMapFragmentSoftTransparentShadow = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'shadowMapVertexDeclaration';\nlet shader = `#if SM_NORMALBIAS == 1\nuniform vec3 lightDataSM;\n#endif\nuniform vec3 biasAndScaleSM;\nuniform vec2 depthValuesSM;\nvarying float vDepthMetricSM;\n#if SM_USEDISTANCE == 1\nvarying vec3 vPositionWSM;\n#endif\n#if defined(SM_DEPTHCLAMP) && SM_DEPTHCLAMP == 1\nvarying float zSM;\n#endif\n`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var shadowMapVertexDeclaration = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'shadowMapVertexMetric';\nlet shader = `#if SM_USEDISTANCE == 1\nvPositionWSM=worldPos.xyz;\n#endif\n#if SM_DEPTHTEXTURE == 1\n\ngl_Position.z+=biasAndScaleSM.x*gl_Position.w;\n#endif\n#if defined(SM_DEPTHCLAMP) && SM_DEPTHCLAMP == 1\nzSM=gl_Position.z;\ngl_Position.z=0.0;\n#elif SM_USEDISTANCE == 0\n\nvDepthMetricSM=((gl_Position.z+depthValuesSM.x)/(depthValuesSM.y))+biasAndScaleSM.x;\n#endif\n`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var shadowMapVertexMetric = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'shadowMapVertexNormalBias';\nlet shader = `\n#if SM_NORMALBIAS == 1\n#if SM_DIRECTIONINLIGHTDATA == 1\nvec3 worldLightDirSM=normalize(-lightDataSM.xyz);\n#else\nvec3 directionToLightSM=lightDataSM.xyz-worldPos.xyz;\nvec3 worldLightDirSM=normalize(directionToLightSM);\n#endif\nfloat ndlSM=dot(vNormalW,worldLightDirSM);\nfloat sinNLSM=sqrt(1.0-ndlSM*ndlSM);\nfloat normalBiasSM=biasAndScaleSM.y*sinNLSM;\nworldPos.xyz-=vNormalW*normalBiasSM;\n#endif\n`;\n\nEffect.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var shadowMapVertexNormalBias = { name, shader };\n","import { Effect } from \"../../Materials/effect\";\n\nlet name = 'shadowsFragmentFunctions';\nlet shader = `#ifdef SHADOWS\n#ifndef SHADOWFLOAT\n\nfloat unpack(vec4 color)\n{\nconst vec4 bit_shift=vec4(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);\nreturn dot(color,bit_shift);\n}\n#endif\nfloat computeFallOff(float value,vec2 clipSpace,float frustumEdgeFalloff)\n{\nfloat mask=smoothstep(1.0-frustumEdgeFalloff,1.00000012,clamp(dot(clipSpace,clipSpace),0.,1.));\nreturn mix(value,1.0,mask);\n}\n#define inline\nfloat computeShadowCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,vec2 depthValues)\n{\nvec3 directionToLight=vPositionW-lightPosition;\nfloat depth=length(directionToLight);\ndepth=(depth+depthValues.x)/(depthValues.y);\ndepth=clamp(depth,0.,1.0);\ndirectionToLight=normalize(directionToLight);\ndirectionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadow=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadow=textureCube(shadowSampler,directionToLight).x;\n#endif\nreturn depth>shadow ? darkness : 1.0;\n}\n#define inline\nfloat computeShadowWithPoissonSamplingCube(vec3 lightPosition,samplerCube shadowSampler,float mapSize,float darkness,vec2 depthValues)\n{\nvec3 directionToLight=vPositionW-lightPosition;\nfloat depth=length(directionToLight);\ndepth=(depth+depthValues.x)/(depthValues.y);\ndepth=clamp(depth,0.,1.0);\ndirectionToLight=normalize(directionToLight);\ndirectionToLight.y=-directionToLight.y;\nfloat visibility=1.;\nvec3 poissonDisk[4];\npoissonDisk[0]=vec3(-1.0,1.0,-1.0);\npoissonDisk[1]=vec3(1.0,-1.0,-1.0);\npoissonDisk[2]=vec3(-1.0,-1.0,-1.0);\npoissonDisk[3]=vec3(1.0,-1.0,1.0);\n\n#ifndef SHADOWFLOAT\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[0]*mapSize))shadow ? computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff) : 1.;\n}\n#endif\n#define inline\nfloat computeShadow(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float frustumEdgeFalloff)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nelse\n{\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nfloat shadow=unpack(texture2D(shadowSampler,uv));\n#else\nfloat shadow=texture2D(shadowSampler,uv).x;\n#endif\nreturn shadowPixelDepth>shadow ? computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff) : 1.;\n}\n}\n#define inline\nfloat computeShadowWithPoissonSampling(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float mapSize,float darkness,float frustumEdgeFalloff)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nelse\n{\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\nfloat visibility=1.;\nvec2 poissonDisk[4];\npoissonDisk[0]=vec2(-0.94201624,-0.39906216);\npoissonDisk[1]=vec2(0.94558609,-0.76890725);\npoissonDisk[2]=vec2(-0.094184101,-0.92938870);\npoissonDisk[3]=vec2(0.34495938,0.29387760);\n\n#ifndef SHADOWFLOAT\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[0]*mapSize))1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nelse\n{\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(texture2D(shadowSampler,uv));\n#else\nfloat shadowMapSample=texture2D(shadowSampler,uv).x;\n#endif\nfloat esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness);\nreturn computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);\n}\n}\n#define inline\nfloat computeShadowWithCloseESM(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float depthScale,float frustumEdgeFalloff)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nelse\n{\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(texture2D(shadowSampler,uv));\n#else\nfloat shadowMapSample=texture2D(shadowSampler,uv).x;\n#endif\nfloat esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);\nreturn computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);\n}\n}\n#ifdef WEBGL2\n#define GREATEST_LESS_THAN_ONE 0.99999994\n\n#define inline\nfloat computeShadowWithCSMPCF1(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,float darkness,float frustumEdgeFalloff)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\nuvDepth.z=clamp(uvDepth.z,0.,GREATEST_LESS_THAN_ONE);\nvec4 uvDepthLayer=vec4(uvDepth.x,uvDepth.y,layer,uvDepth.z);\nfloat shadow=texture(shadowSampler,uvDepthLayer);\nshadow=mix(darkness,1.,shadow);\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\n}\n\n\n\n#define inline\nfloat computeShadowWithCSMPCF3(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\nuvDepth.z=clamp(uvDepth.z,0.,GREATEST_LESS_THAN_ONE);\nvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x;\nuv+=0.5;\nvec2 st=fract(uv);\nvec2 base_uv=floor(uv)-0.5;\nbase_uv*=shadowMapSizeAndInverse.y;\n\n\n\n\nvec2 uvw0=3.-2.*st;\nvec2 uvw1=1.+2.*st;\nvec2 u=vec2((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;\nvec2 v=vec2((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;\nfloat shadow=0.;\nshadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[0]),layer,uvDepth.z));\nshadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[0]),layer,uvDepth.z));\nshadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[1]),layer,uvDepth.z));\nshadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[1]),layer,uvDepth.z));\nshadow=shadow/16.;\nshadow=mix(darkness,1.,shadow);\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\n}\n\n\n\n#define inline\nfloat computeShadowWithCSMPCF5(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\nuvDepth.z=clamp(uvDepth.z,0.,GREATEST_LESS_THAN_ONE);\nvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x;\nuv+=0.5;\nvec2 st=fract(uv);\nvec2 base_uv=floor(uv)-0.5;\nbase_uv*=shadowMapSizeAndInverse.y;\n\n\nvec2 uvw0=4.-3.*st;\nvec2 uvw1=vec2(7.);\nvec2 uvw2=1.+3.*st;\nvec3 u=vec3((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;\nvec3 v=vec3((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;\nfloat shadow=0.;\nshadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[0]),layer,uvDepth.z));\nshadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[0]),layer,uvDepth.z));\nshadow+=uvw2.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[2],v[0]),layer,uvDepth.z));\nshadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[1]),layer,uvDepth.z));\nshadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[1]),layer,uvDepth.z));\nshadow+=uvw2.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[2],v[1]),layer,uvDepth.z));\nshadow+=uvw0.x*uvw2.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[2]),layer,uvDepth.z));\nshadow+=uvw1.x*uvw2.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[2]),layer,uvDepth.z));\nshadow+=uvw2.x*uvw2.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[2],v[2]),layer,uvDepth.z));\nshadow=shadow/144.;\nshadow=mix(darkness,1.,shadow);\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\n}\n\n#define inline\nfloat computeShadowWithPCF1(vec4 vPositionFromLight,float depthMetric,sampler2DShadow shadowSampler,float darkness,float frustumEdgeFalloff)\n{\nif (depthMetric>1.0 || depthMetric<0.0) {\nreturn 1.0;\n}\nelse\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\nfloat shadow=texture2D(shadowSampler,uvDepth);\nshadow=mix(darkness,1.,shadow);\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\n}\n}\n\n\n\n#define inline\nfloat computeShadowWithPCF3(vec4 vPositionFromLight,float depthMetric,sampler2DShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\n{\nif (depthMetric>1.0 || depthMetric<0.0) {\nreturn 1.0;\n}\nelse\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\nvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x;\nuv+=0.5;\nvec2 st=fract(uv);\nvec2 base_uv=floor(uv)-0.5;\nbase_uv*=shadowMapSizeAndInverse.y;\n\n\n\n\nvec2 uvw0=3.-2.*st;\nvec2 uvw1=1.+2.*st;\nvec2 u=vec2((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;\nvec2 v=vec2((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;\nfloat shadow=0.;\nshadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[0]),uvDepth.z));\nshadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[0]),uvDepth.z));\nshadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[1]),uvDepth.z));\nshadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[1]),uvDepth.z));\nshadow=shadow/16.;\nshadow=mix(darkness,1.,shadow);\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\n}\n}\n\n\n\n#define inline\nfloat computeShadowWithPCF5(vec4 vPositionFromLight,float depthMetric,sampler2DShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\n{\nif (depthMetric>1.0 || depthMetric<0.0) {\nreturn 1.0;\n}\nelse\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\nvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x;\nuv+=0.5;\nvec2 st=fract(uv);\nvec2 base_uv=floor(uv)-0.5;\nbase_uv*=shadowMapSizeAndInverse.y;\n\n\nvec2 uvw0=4.-3.*st;\nvec2 uvw1=vec2(7.);\nvec2 uvw2=1.+3.*st;\nvec3 u=vec3((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;\nvec3 v=vec3((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;\nfloat shadow=0.;\nshadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[0]),uvDepth.z));\nshadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[0]),uvDepth.z));\nshadow+=uvw2.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[0]),uvDepth.z));\nshadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[1]),uvDepth.z));\nshadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[1]),uvDepth.z));\nshadow+=uvw2.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[1]),uvDepth.z));\nshadow+=uvw0.x*uvw2.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[2]),uvDepth.z));\nshadow+=uvw1.x*uvw2.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[2]),uvDepth.z));\nshadow+=uvw2.x*uvw2.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[2]),uvDepth.z));\nshadow=shadow/144.;\nshadow=mix(darkness,1.,shadow);\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\n}\n}\nconst vec3 PoissonSamplers32[64]=vec3[64](\nvec3(0.06407013,0.05409927,0.),\nvec3(0.7366577,0.5789394,0.),\nvec3(-0.6270542,-0.5320278,0.),\nvec3(-0.4096107,0.8411095,0.),\nvec3(0.6849564,-0.4990818,0.),\nvec3(-0.874181,-0.04579735,0.),\nvec3(0.9989998,0.0009880066,0.),\nvec3(-0.004920578,-0.9151649,0.),\nvec3(0.1805763,0.9747483,0.),\nvec3(-0.2138451,0.2635818,0.),\nvec3(0.109845,0.3884785,0.),\nvec3(0.06876755,-0.3581074,0.),\nvec3(0.374073,-0.7661266,0.),\nvec3(0.3079132,-0.1216763,0.),\nvec3(-0.3794335,-0.8271583,0.),\nvec3(-0.203878,-0.07715034,0.),\nvec3(0.5912697,0.1469799,0.),\nvec3(-0.88069,0.3031784,0.),\nvec3(0.5040108,0.8283722,0.),\nvec3(-0.5844124,0.5494877,0.),\nvec3(0.6017799,-0.1726654,0.),\nvec3(-0.5554981,0.1559997,0.),\nvec3(-0.3016369,-0.3900928,0.),\nvec3(-0.5550632,-0.1723762,0.),\nvec3(0.925029,0.2995041,0.),\nvec3(-0.2473137,0.5538505,0.),\nvec3(0.9183037,-0.2862392,0.),\nvec3(0.2469421,0.6718712,0.),\nvec3(0.3916397,-0.4328209,0.),\nvec3(-0.03576927,-0.6220032,0.),\nvec3(-0.04661255,0.7995201,0.),\nvec3(0.4402924,0.3640312,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.)\n);\nconst vec3 PoissonSamplers64[64]=vec3[64](\nvec3(-0.613392,0.617481,0.),\nvec3(0.170019,-0.040254,0.),\nvec3(-0.299417,0.791925,0.),\nvec3(0.645680,0.493210,0.),\nvec3(-0.651784,0.717887,0.),\nvec3(0.421003,0.027070,0.),\nvec3(-0.817194,-0.271096,0.),\nvec3(-0.705374,-0.668203,0.),\nvec3(0.977050,-0.108615,0.),\nvec3(0.063326,0.142369,0.),\nvec3(0.203528,0.214331,0.),\nvec3(-0.667531,0.326090,0.),\nvec3(-0.098422,-0.295755,0.),\nvec3(-0.885922,0.215369,0.),\nvec3(0.566637,0.605213,0.),\nvec3(0.039766,-0.396100,0.),\nvec3(0.751946,0.453352,0.),\nvec3(0.078707,-0.715323,0.),\nvec3(-0.075838,-0.529344,0.),\nvec3(0.724479,-0.580798,0.),\nvec3(0.222999,-0.215125,0.),\nvec3(-0.467574,-0.405438,0.),\nvec3(-0.248268,-0.814753,0.),\nvec3(0.354411,-0.887570,0.),\nvec3(0.175817,0.382366,0.),\nvec3(0.487472,-0.063082,0.),\nvec3(-0.084078,0.898312,0.),\nvec3(0.488876,-0.783441,0.),\nvec3(0.470016,0.217933,0.),\nvec3(-0.696890,-0.549791,0.),\nvec3(-0.149693,0.605762,0.),\nvec3(0.034211,0.979980,0.),\nvec3(0.503098,-0.308878,0.),\nvec3(-0.016205,-0.872921,0.),\nvec3(0.385784,-0.393902,0.),\nvec3(-0.146886,-0.859249,0.),\nvec3(0.643361,0.164098,0.),\nvec3(0.634388,-0.049471,0.),\nvec3(-0.688894,0.007843,0.),\nvec3(0.464034,-0.188818,0.),\nvec3(-0.440840,0.137486,0.),\nvec3(0.364483,0.511704,0.),\nvec3(0.034028,0.325968,0.),\nvec3(0.099094,-0.308023,0.),\nvec3(0.693960,-0.366253,0.),\nvec3(0.678884,-0.204688,0.),\nvec3(0.001801,0.780328,0.),\nvec3(0.145177,-0.898984,0.),\nvec3(0.062655,-0.611866,0.),\nvec3(0.315226,-0.604297,0.),\nvec3(-0.780145,0.486251,0.),\nvec3(-0.371868,0.882138,0.),\nvec3(0.200476,0.494430,0.),\nvec3(-0.494552,-0.711051,0.),\nvec3(0.612476,0.705252,0.),\nvec3(-0.578845,-0.768792,0.),\nvec3(-0.772454,-0.090976,0.),\nvec3(0.504440,0.372295,0.),\nvec3(0.155736,0.065157,0.),\nvec3(0.391522,0.849605,0.),\nvec3(-0.620106,-0.328104,0.),\nvec3(0.789239,-0.419965,0.),\nvec3(-0.545396,0.538133,0.),\nvec3(-0.178564,-0.596057,0.)\n);\n\n\n\n\n\n#define inline\nfloat computeShadowWithCSMPCSS(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,int searchTapCount,int pcfTapCount,vec3[64] poissonSamplers,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\nuvDepth.z=clamp(uvDepth.z,0.,GREATEST_LESS_THAN_ONE);\nvec4 uvDepthLayer=vec4(uvDepth.x,uvDepth.y,layer,uvDepth.z);\nfloat blockerDepth=0.0;\nfloat sumBlockerDepth=0.0;\nfloat numBlocker=0.0;\nfor (int i=0; i1.0 || depthMetric<0.0) {\nreturn 1.0;\n}\nelse\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\nfloat blockerDepth=0.0;\nfloat sumBlockerDepth=0.0;\nfloat numBlocker=0.0;\nfor (int i=0; i\n#define RECIPROCAL_PI2 0.15915494\n\nuniform vec3 vEyePosition;\n\nvarying vec3 vPositionW;\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2;\n#endif\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef DIFFUSE\n#if DIFFUSEDIRECTUV == 1\n#define vDiffuseUV vMainUV1\n#elif DIFFUSEDIRECTUV == 2\n#define vDiffuseUV vMainUV2\n#else\nvarying vec2 vDiffuseUV;\n#endif\nuniform sampler2D diffuseSampler;\n#endif\n\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\n#define sampleReflection(s,c) textureCube(s,c)\nuniform samplerCube reflectionSampler;\n#ifdef TEXTURELODSUPPORT\n#define sampleReflectionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#else\n#define sampleReflection(s,c) texture2D(s,c)\nuniform sampler2D reflectionSampler;\n#ifdef TEXTURELODSUPPORT\n#define sampleReflectionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include\n#endif\n\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE;\n#endif\n\n#ifndef SHADOWONLY\n#define SHADOWONLY;\n#endif\n#include\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include\n#include\n#include\n#include\n#include\n\n#include\n#ifdef REFLECTIONFRESNEL\n#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\nvec3 fresnelSchlickEnvironmentGGX(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)\n{\n\nfloat weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);\nreturn reflectance0+weight*(reflectance90-reflectance0)*pow5(saturate(1.0-VdotN));\n}\n#endif\nvoid main(void) {\n#include\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(0.0,1.0,0.0);\n#endif\n\nfloat shadow=1.;\nfloat globalShadow=0.;\nfloat shadowLightCount=0.;\n#include[0..maxSimultaneousLights]\n#ifdef SHADOWINUSE\nglobalShadow/=shadowLightCount;\n#else\nglobalShadow=1.0;\n#endif\n\nvec4 reflectionColor=vec4(1.,1.,1.,1.);\n#ifdef REFLECTION\nvec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=reflectionVector;\n#else\nvec2 reflectionCoords=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\n#ifdef REFLECTIONBLUR\nfloat reflectionLOD=vReflectionInfos.y;\n#ifdef TEXTURELODSUPPORT\n\nreflectionLOD=reflectionLOD*log2(vReflectionMicrosurfaceInfos.x)*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\nreflectionColor=sampleReflectionLod(reflectionSampler,reflectionCoords,reflectionLOD);\n#else\nfloat lodReflectionNormalized=saturate(reflectionLOD);\nfloat lodReflectionNormalizedDoubled=lodReflectionNormalized*2.0;\nvec4 reflectionSpecularMid=sampleReflection(reflectionSampler,reflectionCoords);\nif(lodReflectionNormalizedDoubled<1.0){\nreflectionColor=mix(\nsampleReflection(reflectionSamplerHigh,reflectionCoords),\nreflectionSpecularMid,\nlodReflectionNormalizedDoubled\n);\n} else {\nreflectionColor=mix(\nreflectionSpecularMid,\nsampleReflection(reflectionSamplerLow,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);\n}\n#endif\n#else\nvec4 reflectionSample=sampleReflection(reflectionSampler,reflectionCoords);\nreflectionColor=reflectionSample;\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor.rgb=fromRGBD(reflectionColor);\n#endif\n#ifdef GAMMAREFLECTION\nreflectionColor.rgb=toLinearSpace(reflectionColor.rgb);\n#endif\n#ifdef REFLECTIONBGR\nreflectionColor.rgb=reflectionColor.bgr;\n#endif\n\nreflectionColor.rgb*=vReflectionInfos.x;\n#endif\n\nvec3 diffuseColor=vec3(1.,1.,1.);\nfloat finalAlpha=alpha;\n#ifdef DIFFUSE\nvec4 diffuseMap=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef GAMMADIFFUSE\ndiffuseMap.rgb=toLinearSpace(diffuseMap.rgb);\n#endif\n\ndiffuseMap.rgb*=vDiffuseInfos.y;\n#ifdef DIFFUSEHASALPHA\nfinalAlpha*=diffuseMap.a;\n#endif\ndiffuseColor=diffuseMap.rgb;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nvec3 colorBase=diffuseColor;\n#else\nvec3 colorBase=reflectionColor.rgb*diffuseColor;\n#endif\ncolorBase=max(colorBase,0.0);\n\n#ifdef USERGBCOLOR\nvec3 finalColor=colorBase;\n#else\n#ifdef USEHIGHLIGHTANDSHADOWCOLORS\nvec3 mainColor=mix(vPrimaryColorShadow.rgb,vPrimaryColor.rgb,colorBase);\n#else\nvec3 mainColor=vPrimaryColor.rgb;\n#endif\nvec3 finalColor=colorBase*mainColor;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nvec3 reflectionAmount=vReflectionControl.xxx;\nvec3 reflectionReflectance0=vReflectionControl.yyy;\nvec3 reflectionReflectance90=vReflectionControl.zzz;\nfloat VdotN=dot(normalize(vEyePosition),normalW);\nvec3 planarReflectionFresnel=fresnelSchlickEnvironmentGGX(saturate(VdotN),reflectionReflectance0,reflectionReflectance90,1.0);\nreflectionAmount*=planarReflectionFresnel;\n#ifdef REFLECTIONFALLOFF\nfloat reflectionDistanceFalloff=1.0-saturate(length(vPositionW.xyz-vBackgroundCenter)*vReflectionControl.w);\nreflectionDistanceFalloff*=reflectionDistanceFalloff;\nreflectionAmount*=reflectionDistanceFalloff;\n#endif\nfinalColor=mix(finalColor,reflectionColor.rgb,saturate(reflectionAmount));\n#endif\n#ifdef OPACITYFRESNEL\nfloat viewAngleToFloor=dot(normalW,normalize(vEyePosition-vBackgroundCenter));\n\nconst float startAngle=0.1;\nfloat fadeFactor=saturate(viewAngleToFloor/startAngle);\nfinalAlpha*=fadeFactor*fadeFactor;\n#endif\n\n#ifdef SHADOWINUSE\nfinalColor=mix(finalColor*shadowLevel,finalColor,globalShadow);\n#endif\n\nvec4 color=vec4(finalColor,finalAlpha);\n#include\n#ifdef IMAGEPROCESSINGPOSTPROCESS\n\n\ncolor.rgb=clamp(color.rgb,0.,30.0);\n#else\n\ncolor=applyImageProcessing(color);\n#endif\n#ifdef PREMULTIPLYALPHA\n\ncolor.rgb*=color.a;\n#endif\n#ifdef NOISE\ncolor.rgb+=dither(vPositionW.xy,0.5);\ncolor=max(color,0.0);\n#endif\ngl_FragColor=color;\n}\n`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var backgroundPixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\nimport \"./ShadersInclude/backgroundVertexDeclaration\";\nimport \"./ShadersInclude/backgroundUboDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/shadowsVertex\";\n\nlet name = 'backgroundVertexShader';\nlet shader = `precision highp float;\n#include<__decl__backgroundVertex>\n#include\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#include\n\n#include\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nvarying vec2 vDiffuseUV;\n#endif\n#include\n#include\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\nvoid main(void) {\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=position;\n#endif\n#include\n#include\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR == 0u) {\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n} else {\ngl_Position=viewProjectionR*finalWorld*vec4(position,1.0);\n}\n#else\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#endif\nvec4 worldPos=finalWorld*vec4(position,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normal);\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(position,0.0)));\n#ifdef EQUIRECTANGULAR_RELFECTION_FOV\nmat3 screenToWorld=inverseMat3(mat3(finalWorld*viewProjection));\nvec3 segment=mix(vDirectionW,screenToWorld*vec3(0.0,0.0,1.0),abs(fFovMultiplier-1.0));\nif (fFovMultiplier<=1.0) {\nvDirectionW=normalize(segment);\n} else {\nvDirectionW=normalize(vDirectionW+(vDirectionW-segment));\n}\n#endif\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uv;\n#endif\n#ifdef MAINUV2\nvMainUV2=uv2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include\n\n#include\n\n#include[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}\n`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var backgroundVertexShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'blackAndWhitePixelShader';\nlet shader = `\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform float degree;\nvoid main(void)\n{\nvec3 color=texture2D(textureSampler,vUV).rgb;\nfloat luminance=dot(color,vec3(0.3,0.59,0.11));\nvec3 blackAndWhite=vec3(luminance,luminance,luminance);\ngl_FragColor=vec4(color-((color-blackAndWhite)*degree),1.0);\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var blackAndWhitePixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'bloomMergePixelShader';\nlet shader = `uniform sampler2D textureSampler;\nuniform sampler2D bloomBlur;\nvarying vec2 vUV;\nuniform float bloomWeight;\nvoid main(void)\n{\ngl_FragColor=texture2D(textureSampler,vUV);\nvec3 blurred=texture2D(bloomBlur,vUV).rgb;\ngl_FragColor.rgb=gl_FragColor.rgb+(blurred.rgb*bloomWeight);\n}\n`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var bloomMergePixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'chromaticAberrationPixelShader';\nlet shader = `\nuniform sampler2D textureSampler;\n\nuniform float chromatic_aberration;\nuniform float radialIntensity;\nuniform vec2 direction;\nuniform vec2 centerPosition;\nuniform float screen_width;\nuniform float screen_height;\n\nvarying vec2 vUV;\nvoid main(void)\n{\nvec2 centered_screen_pos=vec2(vUV.x-centerPosition.x,vUV.y-centerPosition.y);\nvec2 directionOfEffect=direction;\nif(directionOfEffect.x == 0. && directionOfEffect.y == 0.){\ndirectionOfEffect=normalize(centered_screen_pos);\n}\nfloat radius2=centered_screen_pos.x*centered_screen_pos.x\n+centered_screen_pos.y*centered_screen_pos.y;\nfloat radius=sqrt(radius2);\nvec4 original=texture2D(textureSampler,vUV);\n\nvec3 ref_indices=vec3(-0.3,0.0,0.3);\nfloat ref_shiftX=chromatic_aberration*pow(radius,radialIntensity)*directionOfEffect.x/screen_width;\nfloat ref_shiftY=chromatic_aberration*pow(radius,radialIntensity)*directionOfEffect.y/screen_height;\n\nvec2 ref_coords_r=vec2(vUV.x+ref_indices.r*ref_shiftX,vUV.y+ref_indices.r*ref_shiftY*0.5);\nvec2 ref_coords_g=vec2(vUV.x+ref_indices.g*ref_shiftX,vUV.y+ref_indices.g*ref_shiftY*0.5);\nvec2 ref_coords_b=vec2(vUV.x+ref_indices.b*ref_shiftX,vUV.y+ref_indices.b*ref_shiftY*0.5);\noriginal.r=texture2D(textureSampler,ref_coords_r).r;\noriginal.g=texture2D(textureSampler,ref_coords_g).g;\noriginal.b=texture2D(textureSampler,ref_coords_b).b;\noriginal.a=clamp(texture2D(textureSampler,ref_coords_r).a+texture2D(textureSampler,ref_coords_g).a+texture2D(textureSampler,ref_coords_b).a,0.,1.);\ngl_FragColor=original;\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var chromaticAberrationPixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'circleOfConfusionPixelShader';\nlet shader = `\nuniform sampler2D depthSampler;\n\nvarying vec2 vUV;\n\nuniform vec2 cameraMinMaxZ;\n\nuniform float focusDistance;\nuniform float cocPrecalculation;\nvoid main(void)\n{\nfloat depth=texture2D(depthSampler,vUV).r;\nfloat pixelDistance=(cameraMinMaxZ.x+(cameraMinMaxZ.y-cameraMinMaxZ.x)*depth)*1000.0;\nfloat coc=abs(cocPrecalculation* ((focusDistance-pixelDistance)/pixelDistance));\ncoc=clamp(coc,0.0,1.0);\ngl_FragColor=vec4(coc,depth,coc,1.0);\n}\n`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var circleOfConfusionPixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\n\nlet name = 'colorPixelShader';\nlet shader = `#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#else\nuniform vec4 color;\n#endif\n#include\nvoid main(void) {\n#include\n#ifdef VERTEXCOLOR\ngl_FragColor=vColor;\n#else\ngl_FragColor=color;\n#endif\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var colorPixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/clipPlaneVertex\";\n\nlet name = 'colorVertexShader';\nlet shader = `\nattribute vec3 position;\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include\n#include\n\n#include\nuniform mat4 viewProjection;\n#ifdef MULTIVIEW\nuniform mat4 viewProjectionR;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\nvoid main(void) {\n#include\n#include\nvec4 worldPos=finalWorld*vec4(position,1.0);\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR == 0u) {\ngl_Position=viewProjection*worldPos;\n} else {\ngl_Position=viewProjectionR*worldPos;\n}\n#else\ngl_Position=viewProjection*worldPos;\n#endif\n#include\n#ifdef VERTEXCOLOR\n\nvColor=color;\n#endif\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var colorVertexShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'colorCorrectionPixelShader';\nlet shader = `\nuniform sampler2D textureSampler;\nuniform sampler2D colorTable;\n\nvarying vec2 vUV;\n\nconst float SLICE_COUNT=16.0;\n\nvec4 sampleAs3DTexture(sampler2D textureSampler,vec3 uv,float width) {\nfloat sliceSize=1.0/width;\nfloat slicePixelSize=sliceSize/width;\nfloat sliceInnerSize=slicePixelSize*(width-1.0);\nfloat zSlice0=min(floor(uv.z*width),width-1.0);\nfloat zSlice1=min(zSlice0+1.0,width-1.0);\nfloat xOffset=slicePixelSize*0.5+uv.x*sliceInnerSize;\nfloat s0=xOffset+(zSlice0*sliceSize);\nfloat s1=xOffset+(zSlice1*sliceSize);\nvec4 slice0Color=texture2D(textureSampler,vec2(s0,uv.y));\nvec4 slice1Color=texture2D(textureSampler,vec2(s1,uv.y));\nfloat zOffset=mod(uv.z*width,1.0);\nvec4 result=mix(slice0Color,slice1Color,zOffset);\nreturn result;\n}\nvoid main(void)\n{\nvec4 screen_color=texture2D(textureSampler,vUV);\ngl_FragColor=sampleAs3DTexture(colorTable,screen_color.rgb,SLICE_COUNT);\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var colorCorrectionPixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'convolutionPixelShader';\nlet shader = `\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 screenSize;\nuniform float kernel[9];\nvoid main(void)\n{\nvec2 onePixel=vec2(1.0,1.0)/screenSize;\nvec4 colorSum =\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,-1))*kernel[0] +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,-1))*kernel[1] +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,-1))*kernel[2] +\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,0))*kernel[3] +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,0))*kernel[4] +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,0))*kernel[5] +\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,1))*kernel[6] +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,1))*kernel[7] +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,1))*kernel[8];\nfloat kernelWeight =\nkernel[0] +\nkernel[1] +\nkernel[2] +\nkernel[3] +\nkernel[4] +\nkernel[5] +\nkernel[6] +\nkernel[7] +\nkernel[8];\nif (kernelWeight<=0.0) {\nkernelWeight=1.0;\n}\ngl_FragColor=vec4((colorSum/kernelWeight).rgb,1);\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var convolutionPixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\nimport \"./ShadersInclude/defaultFragmentDeclaration\";\nimport \"./ShadersInclude/defaultUboDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/lightsFragmentFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/fresnelFunction\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\n\nlet name = 'defaultPixelShader';\nlet shader = `#include<__decl__defaultFragment>\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n\n#define RECIPROCAL_PI2 0.15915494\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2;\n#endif\n\n#include\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include\n#include\n\n#ifdef DIFFUSE\n#if DIFFUSEDIRECTUV == 1\n#define vDiffuseUV vMainUV1\n#elif DIFFUSEDIRECTUV == 2\n#define vDiffuseUV vMainUV2\n#else\nvarying vec2 vDiffuseUV;\n#endif\nuniform sampler2D diffuseSampler;\n#endif\n#ifdef AMBIENT\n#if AMBIENTDIRECTUV == 1\n#define vAmbientUV vMainUV1\n#elif AMBIENTDIRECTUV == 2\n#define vAmbientUV vMainUV2\n#else\nvarying vec2 vAmbientUV;\n#endif\nuniform sampler2D ambientSampler;\n#endif\n#ifdef OPACITY\n#if OPACITYDIRECTUV == 1\n#define vOpacityUV vMainUV1\n#elif OPACITYDIRECTUV == 2\n#define vOpacityUV vMainUV2\n#else\nvarying vec2 vOpacityUV;\n#endif\nuniform sampler2D opacitySampler;\n#endif\n#ifdef EMISSIVE\n#if EMISSIVEDIRECTUV == 1\n#define vEmissiveUV vMainUV1\n#elif EMISSIVEDIRECTUV == 2\n#define vEmissiveUV vMainUV2\n#else\nvarying vec2 vEmissiveUV;\n#endif\nuniform sampler2D emissiveSampler;\n#endif\n#ifdef LIGHTMAP\n#if LIGHTMAPDIRECTUV == 1\n#define vLightmapUV vMainUV1\n#elif LIGHTMAPDIRECTUV == 2\n#define vLightmapUV vMainUV2\n#else\nvarying vec2 vLightmapUV;\n#endif\nuniform sampler2D lightmapSampler;\n#endif\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\nuniform samplerCube refractionCubeSampler;\n#else\nuniform sampler2D refraction2DSampler;\n#endif\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\n#if SPECULARDIRECTUV == 1\n#define vSpecularUV vMainUV1\n#elif SPECULARDIRECTUV == 2\n#define vSpecularUV vMainUV2\n#else\nvarying vec2 vSpecularUV;\n#endif\nuniform sampler2D specularSampler;\n#endif\n#ifdef ALPHATEST\nuniform float alphaCutOff;\n#endif\n\n#include\n\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nuniform samplerCube reflectionCubeSampler;\n#else\nuniform sampler2D reflection2DSampler;\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include\n#endif\n#include\n#include\n#include\n#include\n#include\n#include\n#include\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\nvec4 baseColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\n\nfloat alpha=vDiffuseColor.a;\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=normalize(-cross(dFdx(vPositionW),dFdy(vPositionW)));\n#endif\n#include\n#ifdef TWOSIDEDLIGHTING\nnormalW=gl_FrontFacing ? normalW : -normalW;\n#endif\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV+uvOffset);\n#if defined(ALPHATEST) && !defined(ALPHATEST_AFTERALLALPHACOMPUTATIONS)\nif (baseColor.a\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\n\nvec3 baseAmbientColor=vec3(1.,1.,1.);\n#ifdef AMBIENT\nbaseAmbientColor=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\n\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\nvec3 specularColor=vSpecularColor.rgb;\n#ifdef SPECULAR\nvec4 specularMapColor=texture2D(specularSampler,vSpecularUV+uvOffset);\nspecularColor=specularMapColor.rgb;\n#ifdef GLOSSINESS\nglossiness=glossiness*specularMapColor.a;\n#endif\n#endif\n#else\nfloat glossiness=0.;\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\nfloat shadow=1.;\n#ifdef LIGHTMAP\nvec4 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset);\n#ifdef RGBDLIGHTMAP\nlightmapColor.rgb=fromRGBD(lightmapColor);\n#endif\nlightmapColor.rgb*=vLightmapInfos.y;\n#endif\n#include[0..maxSimultaneousLights]\n\nvec4 refractionColor=vec4(0.,0.,0.,1.);\n#ifdef REFRACTION\nvec3 refractionVector=normalize(refract(-viewDirectionW,normalW,vRefractionInfos.y));\n#ifdef REFRACTIONMAP_3D\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;\nif (dot(refractionVector,viewDirectionW)<1.0) {\nrefractionColor=textureCube(refractionCubeSampler,refractionVector);\n}\n#else\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));\nvec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;\nrefractionCoords.y=1.0-refractionCoords.y;\nrefractionColor=texture2D(refraction2DSampler,refractionCoords);\n#endif\n#ifdef RGBDREFRACTION\nrefractionColor.rgb=fromRGBD(refractionColor);\n#endif\n#ifdef IS_REFRACTION_LINEAR\nrefractionColor.rgb=toGammaSpace(refractionColor.rgb);\n#endif\nrefractionColor.rgb*=vRefractionInfos.x;\n#endif\n\nvec4 reflectionColor=vec4(0.,0.,0.,1.);\n#ifdef REFLECTION\nvec3 vReflectionUVW=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_3D\n#ifdef ROUGHNESS\nfloat bias=vReflectionInfos.y;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\n#ifdef GLOSSINESS\nbias*=(1.0-specularMapColor.a);\n#endif\n#endif\n#endif\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW,bias);\n#else\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW);\n#endif\n#else\nvec2 coords=vReflectionUVW.xy;\n#ifdef REFLECTIONMAP_PROJECTION\ncoords/=vReflectionUVW.z;\n#endif\ncoords.y=1.0-coords.y;\nreflectionColor=texture2D(reflection2DSampler,coords);\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor.rgb=fromRGBD(reflectionColor);\n#endif\n#ifdef IS_REFLECTION_LINEAR\nreflectionColor.rgb=toGammaSpace(reflectionColor.rgb);\n#endif\nreflectionColor.rgb*=vReflectionInfos.x;\n#ifdef REFLECTIONFRESNEL\nfloat reflectionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,reflectionRightColor.a,reflectionLeftColor.a);\n#ifdef REFLECTIONFRESNELFROMSPECULAR\n#ifdef SPECULARTERM\nreflectionColor.rgb*=specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#else\nreflectionColor.rgb*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#else\nreflectionColor.rgb*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#endif\n#endif\n#ifdef REFRACTIONFRESNEL\nfloat refractionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,refractionRightColor.a,refractionLeftColor.a);\nrefractionColor.rgb*=refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*refractionRightColor.rgb;\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nopacityMap.rgb=opacityMap.rgb*vec3(0.3,0.59,0.11);\nalpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* vOpacityInfos.y;\n#else\nalpha*=opacityMap.a*vOpacityInfos.y;\n#endif\n#endif\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#ifdef OPACITYFRESNEL\nfloat opacityFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,opacityParts.z,opacityParts.w);\nalpha+=opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*opacityParts.y;\n#endif\n#ifdef ALPHATEST\n#ifdef ALPHATEST_AFTERALLALPHACOMPUTATIONS\nif (alpha\n#include\n\n\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor.rgb=toLinearSpace(color.rgb);\n#else\n#ifdef IMAGEPROCESSING\ncolor.rgb=toLinearSpace(color.rgb);\ncolor=applyImageProcessing(color);\n#endif\n#endif\ncolor.a*=visibility;\n#ifdef PREMULTIPLYALPHA\n\ncolor.rgb*=color.a;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\ngl_FragColor=color;\n}\n`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var defaultPixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\nimport \"./ShadersInclude/defaultVertexDeclaration\";\nimport \"./ShadersInclude/defaultUboDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/bumpVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bumpVertex\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/shadowsVertex\";\nimport \"./ShadersInclude/pointCloudVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nlet name = 'defaultVertexShader';\nlet shader = `#include<__decl__defaultVertex>\n\n#define CUSTOM_VERTEX_BEGIN\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include\n#include\n\n#include\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nvarying vec2 vDiffuseUV;\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\nvarying vec2 vAmbientUV;\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\nvarying vec2 vOpacityUV;\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\nvarying vec2 vEmissiveUV;\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\nvarying vec2 vLightmapUV;\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM) && SPECULARDIRECTUV == 0\nvarying vec2 vSpecularUV;\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0\nvarying vec2 vBumpUV;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include\n#include\n#include\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include\n#include[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\n#ifdef NORMAL\nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#include[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=positionUpdated;\n#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include\n#include\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));\nvNormalW=normalize(normalWorld*vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR == 0u) {\ngl_Position=viewProjection*worldPos;\n} else {\ngl_Position=viewProjectionR*worldPos;\n}\n#else\ngl_Position=viewProjection*worldPos;\n#endif\nvPositionW=vec3(worldPos);\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n\n#ifndef UV1\nvec2 uvUpdated=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uvUpdated;\n#endif\n#ifdef MAINUV2\nvMainUV2=uv2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\nif (vAmbientInfos.x == 0.)\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uvUpdated,1.0,0.0));\n}\nelse\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\nif (vOpacityInfos.x == 0.)\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uvUpdated,1.0,0.0));\n}\nelse\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\nif (vEmissiveInfos.x == 0.)\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uvUpdated,1.0,0.0));\n}\nelse\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\nif (vLightmapInfos.x == 0.)\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uvUpdated,1.0,0.0));\n}\nelse\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM) && SPECULARDIRECTUV == 0\nif (vSpecularInfos.x == 0.)\n{\nvSpecularUV=vec2(specularMatrix*vec4(uvUpdated,1.0,0.0));\n}\nelse\n{\nvSpecularUV=vec2(specularMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0\nif (vBumpInfos.x == 0.)\n{\nvBumpUV=vec2(bumpMatrix*vec4(uvUpdated,1.0,0.0));\n}\nelse\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#include\n#include\n#include\n#include[0..maxSimultaneousLights]\n#ifdef VERTEXCOLOR\n\nvColor=color;\n#endif\n#include\n#include\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var defaultVertexShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\nimport \"./ShadersInclude/packingFunctions\";\n\nlet name = 'depthPixelShader';\nlet shader = `#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\nvarying float vDepthMetric;\n#ifdef PACKED\n#include\n#endif\nvoid main(void)\n{\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\n#ifdef NONLINEARDEPTH\n#ifdef PACKED\ngl_FragColor=pack(gl_FragCoord.z);\n#else\ngl_FragColor=vec4(gl_FragCoord.z,0.0,0.0,0.0);\n#endif\n#else\n#ifdef PACKED\ngl_FragColor=pack(vDepthMetric);\n#else\ngl_FragColor=vec4(vDepthMetric,0.0,0.0,1.0);\n#endif\n#endif\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var depthPixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\n\nlet name = 'depthVertexShader';\nlet shader = `\nattribute vec3 position;\n#include\n#include\n#include[0..maxSimultaneousMorphTargets]\n\n#include\nuniform mat4 viewProjection;\nuniform vec2 depthValues;\n#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\nvarying float vDepthMetric;\nvoid main(void)\n{\nvec3 positionUpdated=position;\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#include[0..maxSimultaneousMorphTargets]\n#include\n#include\ngl_Position=viewProjection*finalWorld*vec4(positionUpdated,1.0);\nvDepthMetric=((gl_Position.z+depthValues.x)/(depthValues.y));\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}\n`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var depthVertexShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'depthBoxBlurPixelShader';\nlet shader = `\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec2 screenSize;\nvoid main(void)\n{\nvec4 colorDepth=vec4(0.0);\nfor (int x=-OFFSET; x<=OFFSET; x++)\nfor (int y=-OFFSET; y<=OFFSET; y++)\ncolorDepth+=texture2D(textureSampler,vUV+vec2(x,y)/screenSize);\ngl_FragColor=(colorDepth/float((OFFSET*2+1)*(OFFSET*2+1)));\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var depthBoxBlurPixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'depthOfFieldPixelShader';\nlet shader = `\n\n\n\n\nuniform sampler2D textureSampler;\nuniform sampler2D highlightsSampler;\nuniform sampler2D depthSampler;\nuniform sampler2D grainSampler;\n\nuniform float grain_amount;\nuniform bool blur_noise;\nuniform float screen_width;\nuniform float screen_height;\nuniform float distortion;\nuniform bool dof_enabled;\n\nuniform float screen_distance;\nuniform float aperture;\nuniform float darken;\nuniform float edge_blur;\nuniform bool highlights;\n\nuniform float near;\nuniform float far;\n\nvarying vec2 vUV;\n\n#define PI 3.14159265\n#define TWOPI 6.28318530\n#define inverse_focal_length 0.1\n\nvec2 centered_screen_pos;\nvec2 distorted_coords;\nfloat radius2;\nfloat radius;\n\nvec2 rand(vec2 co)\n{\nfloat noise1=(fract(sin(dot(co,vec2(12.9898,78.233)))*43758.5453));\nfloat noise2=(fract(sin(dot(co,vec2(12.9898,78.233)*2.0))*43758.5453));\nreturn clamp(vec2(noise1,noise2),0.0,1.0);\n}\n\nvec2 getDistortedCoords(vec2 coords) {\nif (distortion == 0.0) { return coords; }\nvec2 direction=1.0*normalize(centered_screen_pos);\nvec2 dist_coords=vec2(0.5,0.5);\ndist_coords.x=0.5+direction.x*radius2*1.0;\ndist_coords.y=0.5+direction.y*radius2*1.0;\nfloat dist_amount=clamp(distortion*0.23,0.0,1.0);\ndist_coords=mix(coords,dist_coords,dist_amount);\nreturn dist_coords;\n}\n\nfloat sampleScreen(inout vec4 color,const in vec2 offset,const in float weight) {\n\nvec2 coords=distorted_coords;\nfloat angle=rand(coords*100.0).x*TWOPI;\ncoords+=vec2(offset.x*cos(angle)-offset.y*sin(angle),offset.x*sin(angle)+offset.y*cos(angle));\ncolor+=texture2D(textureSampler,coords)*weight;\nreturn weight;\n}\n\nfloat getBlurLevel(float size) {\nreturn min(3.0,ceil(size/1.0));\n}\n\nvec4 getBlurColor(float size) {\nvec4 col=texture2D(textureSampler,distorted_coords);\nif (size == 0.0) { return col; }\n\n\nfloat blur_level=getBlurLevel(size);\nfloat w=(size/screen_width);\nfloat h=(size/screen_height);\nfloat total_weight=1.0;\nvec2 sample_coords;\ntotal_weight+=sampleScreen(col,vec2(-0.50*w,0.24*h),0.93);\ntotal_weight+=sampleScreen(col,vec2(0.30*w,-0.75*h),0.90);\ntotal_weight+=sampleScreen(col,vec2(0.36*w,0.96*h),0.87);\ntotal_weight+=sampleScreen(col,vec2(-1.08*w,-0.55*h),0.85);\ntotal_weight+=sampleScreen(col,vec2(1.33*w,-0.37*h),0.83);\ntotal_weight+=sampleScreen(col,vec2(-0.82*w,1.31*h),0.80);\ntotal_weight+=sampleScreen(col,vec2(-0.31*w,-1.67*h),0.78);\ntotal_weight+=sampleScreen(col,vec2(1.47*w,1.11*h),0.76);\ntotal_weight+=sampleScreen(col,vec2(-1.97*w,0.19*h),0.74);\ntotal_weight+=sampleScreen(col,vec2(1.42*w,-1.57*h),0.72);\nif (blur_level>1.0) {\ntotal_weight+=sampleScreen(col,vec2(0.01*w,2.25*h),0.70);\ntotal_weight+=sampleScreen(col,vec2(-1.62*w,-1.74*h),0.67);\ntotal_weight+=sampleScreen(col,vec2(2.49*w,0.20*h),0.65);\ntotal_weight+=sampleScreen(col,vec2(-2.07*w,1.61*h),0.63);\ntotal_weight+=sampleScreen(col,vec2(0.46*w,-2.70*h),0.61);\ntotal_weight+=sampleScreen(col,vec2(1.55*w,2.40*h),0.59);\ntotal_weight+=sampleScreen(col,vec2(-2.88*w,-0.75*h),0.56);\ntotal_weight+=sampleScreen(col,vec2(2.73*w,-1.44*h),0.54);\ntotal_weight+=sampleScreen(col,vec2(-1.08*w,3.02*h),0.52);\ntotal_weight+=sampleScreen(col,vec2(-1.28*w,-3.05*h),0.49);\n}\nif (blur_level>2.0) {\ntotal_weight+=sampleScreen(col,vec2(3.11*w,1.43*h),0.46);\ntotal_weight+=sampleScreen(col,vec2(-3.36*w,1.08*h),0.44);\ntotal_weight+=sampleScreen(col,vec2(1.80*w,-3.16*h),0.41);\ntotal_weight+=sampleScreen(col,vec2(0.83*w,3.65*h),0.38);\ntotal_weight+=sampleScreen(col,vec2(-3.16*w,-2.19*h),0.34);\ntotal_weight+=sampleScreen(col,vec2(3.92*w,-0.53*h),0.31);\ntotal_weight+=sampleScreen(col,vec2(-2.59*w,3.12*h),0.26);\ntotal_weight+=sampleScreen(col,vec2(-0.20*w,-4.15*h),0.22);\ntotal_weight+=sampleScreen(col,vec2(3.02*w,3.00*h),0.15);\n}\ncol/=total_weight;\n\nif (darken>0.0) {\ncol.rgb*=clamp(0.3,1.0,1.05-size*0.5*darken);\n}\n\n\n\n\nreturn col;\n}\nvoid main(void)\n{\n\ncentered_screen_pos=vec2(vUV.x-0.5,vUV.y-0.5);\nradius2=centered_screen_pos.x*centered_screen_pos.x+centered_screen_pos.y*centered_screen_pos.y;\nradius=sqrt(radius2);\ndistorted_coords=getDistortedCoords(vUV);\nvec2 texels_coords=vec2(vUV.x*screen_width,vUV.y*screen_height);\nfloat depth=texture2D(depthSampler,distorted_coords).r;\nfloat distance=near+(far-near)*depth;\nvec4 color=texture2D(textureSampler,vUV);\n\n\nfloat coc=abs(aperture*(screen_distance*(inverse_focal_length-1.0/distance)-1.0));\n\nif (dof_enabled == false || coc<0.07) { coc=0.0; }\n\nfloat edge_blur_amount=0.0;\nif (edge_blur>0.0) {\nedge_blur_amount=clamp((radius*2.0-1.0+0.15*edge_blur)*1.5,0.0,1.0)*1.3;\n}\n\nfloat blur_amount=max(edge_blur_amount,coc);\n\nif (blur_amount == 0.0) {\ngl_FragColor=texture2D(textureSampler,distorted_coords);\n}\nelse {\n\ngl_FragColor=getBlurColor(blur_amount*1.7);\n\nif (highlights) {\ngl_FragColor.rgb+=clamp(coc,0.0,1.0)*texture2D(highlightsSampler,distorted_coords).rgb;\n}\nif (blur_noise) {\n\nvec2 noise=rand(distorted_coords)*0.01*blur_amount;\nvec2 blurred_coord=vec2(distorted_coords.x+noise.x,distorted_coords.y+noise.y);\ngl_FragColor=0.04*texture2D(textureSampler,blurred_coord)+0.96*gl_FragColor;\n}\n}\n\nif (grain_amount>0.0) {\nvec4 grain_color=texture2D(grainSampler,texels_coords*0.003);\ngl_FragColor.rgb+=(-0.5+grain_color.rgb)*0.30*grain_amount;\n}\n}\n`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var depthOfFieldPixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'depthOfFieldMergePixelShader';\nlet shader = `uniform sampler2D textureSampler;\nvarying vec2 vUV;\nuniform sampler2D circleOfConfusionSampler;\nuniform sampler2D blurStep0;\n#if BLUR_LEVEL>0\nuniform sampler2D blurStep1;\n#endif\n#if BLUR_LEVEL>1\nuniform sampler2D blurStep2;\n#endif\nvoid main(void)\n{\nfloat coc=texture2D(circleOfConfusionSampler,vUV).r;\n#if BLUR_LEVEL == 0\nvec4 original=texture2D(textureSampler,vUV);\nvec4 blurred0=texture2D(blurStep0,vUV);\ngl_FragColor=mix(original,blurred0,coc);\n#endif\n#if BLUR_LEVEL == 1\nif(coc<0.5){\nvec4 original=texture2D(textureSampler,vUV);\nvec4 blurred1=texture2D(blurStep1,vUV);\ngl_FragColor=mix(original,blurred1,coc/0.5);\n}else{\nvec4 blurred0=texture2D(blurStep0,vUV);\nvec4 blurred1=texture2D(blurStep1,vUV);\ngl_FragColor=mix(blurred1,blurred0,(coc-0.5)/0.5);\n}\n#endif\n#if BLUR_LEVEL == 2\nif(coc<0.33){\nvec4 original=texture2D(textureSampler,vUV);\nvec4 blurred2=texture2D(blurStep2,vUV);\ngl_FragColor=mix(original,blurred2,coc/0.33);\n}else if(coc<0.66){\nvec4 blurred1=texture2D(blurStep1,vUV);\nvec4 blurred2=texture2D(blurStep2,vUV);\ngl_FragColor=mix(blurred2,blurred1,(coc-0.33)/0.33);\n}else{\nvec4 blurred0=texture2D(blurStep0,vUV);\nvec4 blurred1=texture2D(blurStep1,vUV);\ngl_FragColor=mix(blurred1,blurred0,(coc-0.66)/0.34);\n}\n#endif\n}\n`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var depthOfFieldMergePixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'displayPassPixelShader';\nlet shader = `\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D passSampler;\nvoid main(void)\n{\ngl_FragColor=texture2D(passSampler,vUV);\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var displayPassPixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\nimport \"./ShadersInclude/helperFunctions\";\n\nlet name = 'extractHighlightsPixelShader';\nlet shader = `#include\n\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform float threshold;\nuniform float exposure;\nvoid main(void)\n{\ngl_FragColor=texture2D(textureSampler,vUV);\nfloat luma=getLuminance(gl_FragColor.rgb*exposure);\ngl_FragColor.rgb=step(threshold,luma)*gl_FragColor.rgb;\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var extractHighlightsPixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'filterPixelShader';\nlet shader = `\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform mat4 kernelMatrix;\nvoid main(void)\n{\nvec3 baseColor=texture2D(textureSampler,vUV).rgb;\nvec3 updatedColor=(kernelMatrix*vec4(baseColor,1.0)).rgb;\ngl_FragColor=vec4(updatedColor,1.0);\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var filterPixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'fxaaPixelShader';\nlet shader = `uniform sampler2D textureSampler;\nuniform vec2 texelSize;\nvarying vec2 vUV;\nvarying vec2 sampleCoordS;\nvarying vec2 sampleCoordE;\nvarying vec2 sampleCoordN;\nvarying vec2 sampleCoordW;\nvarying vec2 sampleCoordNW;\nvarying vec2 sampleCoordSE;\nvarying vec2 sampleCoordNE;\nvarying vec2 sampleCoordSW;\nconst float fxaaQualitySubpix=1.0;\nconst float fxaaQualityEdgeThreshold=0.166;\nconst float fxaaQualityEdgeThresholdMin=0.0833;\nconst vec3 kLumaCoefficients=vec3(0.2126,0.7152,0.0722);\n#define FxaaLuma(rgba) dot(rgba.rgb,kLumaCoefficients)\nvoid main(){\nvec2 posM;\nposM.x=vUV.x;\nposM.y=vUV.y;\nvec4 rgbyM=texture2D(textureSampler,vUV,0.0);\nfloat lumaM=FxaaLuma(rgbyM);\nfloat lumaS=FxaaLuma(texture2D(textureSampler,sampleCoordS,0.0));\nfloat lumaE=FxaaLuma(texture2D(textureSampler,sampleCoordE,0.0));\nfloat lumaN=FxaaLuma(texture2D(textureSampler,sampleCoordN,0.0));\nfloat lumaW=FxaaLuma(texture2D(textureSampler,sampleCoordW,0.0));\nfloat maxSM=max(lumaS,lumaM);\nfloat minSM=min(lumaS,lumaM);\nfloat maxESM=max(lumaE,maxSM);\nfloat minESM=min(lumaE,minSM);\nfloat maxWN=max(lumaN,lumaW);\nfloat minWN=min(lumaN,lumaW);\nfloat rangeMax=max(maxWN,maxESM);\nfloat rangeMin=min(minWN,minESM);\nfloat rangeMaxScaled=rangeMax*fxaaQualityEdgeThreshold;\nfloat range=rangeMax-rangeMin;\nfloat rangeMaxClamped=max(fxaaQualityEdgeThresholdMin,rangeMaxScaled);\n#ifndef MALI\nif(range=edgeVert;\nfloat subpixA=subpixNSWE*2.0+subpixNWSWNESE;\nif (!horzSpan)\n{\nlumaN=lumaW;\n}\nif (!horzSpan)\n{\nlumaS=lumaE;\n}\nif (horzSpan)\n{\nlengthSign=texelSize.y;\n}\nfloat subpixB=(subpixA*(1.0/12.0))-lumaM;\nfloat gradientN=lumaN-lumaM;\nfloat gradientS=lumaS-lumaM;\nfloat lumaNN=lumaN+lumaM;\nfloat lumaSS=lumaS+lumaM;\nbool pairN=abs(gradientN)>=abs(gradientS);\nfloat gradient=max(abs(gradientN),abs(gradientS));\nif (pairN)\n{\nlengthSign=-lengthSign;\n}\nfloat subpixC=clamp(abs(subpixB)*subpixRcpRange,0.0,1.0);\nvec2 posB;\nposB.x=posM.x;\nposB.y=posM.y;\nvec2 offNP;\noffNP.x=(!horzSpan) ? 0.0 : texelSize.x;\noffNP.y=(horzSpan) ? 0.0 : texelSize.y;\nif (!horzSpan)\n{\nposB.x+=lengthSign*0.5;\n}\nif (horzSpan)\n{\nposB.y+=lengthSign*0.5;\n}\nvec2 posN;\nposN.x=posB.x-offNP.x*1.5;\nposN.y=posB.y-offNP.y*1.5;\nvec2 posP;\nposP.x=posB.x+offNP.x*1.5;\nposP.y=posB.y+offNP.y*1.5;\nfloat subpixD=((-2.0)*subpixC)+3.0;\nfloat lumaEndN=FxaaLuma(texture2D(textureSampler,posN,0.0));\nfloat subpixE=subpixC*subpixC;\nfloat lumaEndP=FxaaLuma(texture2D(textureSampler,posP,0.0));\nif (!pairN)\n{\nlumaNN=lumaSS;\n}\nfloat gradientScaled=gradient*1.0/4.0;\nfloat lumaMM=lumaM-lumaNN*0.5;\nfloat subpixF=subpixD*subpixE;\nbool lumaMLTZero=lumaMM<0.0;\nlumaEndN-=lumaNN*0.5;\nlumaEndP-=lumaNN*0.5;\nbool doneN=abs(lumaEndN)>=gradientScaled;\nbool doneP=abs(lumaEndP)>=gradientScaled;\nif (!doneN)\n{\nposN.x-=offNP.x*3.0;\n}\nif (!doneN)\n{\nposN.y-=offNP.y*3.0;\n}\nbool doneNP=(!doneN) || (!doneP);\nif (!doneP)\n{\nposP.x+=offNP.x*3.0;\n}\nif (!doneP)\n{\nposP.y+=offNP.y*3.0;\n}\nif (doneNP)\n{\nif (!doneN) lumaEndN=FxaaLuma(texture2D(textureSampler,posN.xy,0.0));\nif (!doneP) lumaEndP=FxaaLuma(texture2D(textureSampler,posP.xy,0.0));\nif (!doneN) lumaEndN=lumaEndN-lumaNN*0.5;\nif (!doneP) lumaEndP=lumaEndP-lumaNN*0.5;\ndoneN=abs(lumaEndN)>=gradientScaled;\ndoneP=abs(lumaEndP)>=gradientScaled;\nif (!doneN) posN.x-=offNP.x*12.0;\nif (!doneN) posN.y-=offNP.y*12.0;\ndoneNP=(!doneN) || (!doneP);\nif (!doneP) posP.x+=offNP.x*12.0;\nif (!doneP) posP.y+=offNP.y*12.0;\n}\nfloat dstN=posM.x-posN.x;\nfloat dstP=posP.x-posM.x;\nif (!horzSpan)\n{\ndstN=posM.y-posN.y;\n}\nif (!horzSpan)\n{\ndstP=posP.y-posM.y;\n}\nbool goodSpanN=(lumaEndN<0.0) != lumaMLTZero;\nfloat spanLength=(dstP+dstN);\nbool goodSpanP=(lumaEndP<0.0) != lumaMLTZero;\nfloat spanLengthRcp=1.0/spanLength;\nbool directionN=dstN[RENDER_TARGET_COUNT]\n#include\n#include\nvoid main() {\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\ngl_FragData[0]=vec4(vViewPos.z/vViewPos.w,0.0,0.0,1.0);\n\n#ifdef BUMP\nvec3 normalW=normalize(vNormalW);\n#include\ngl_FragData[1]=vec4(normalize(vec3(vWorldView*vec4(normalW,0.0))),1.0);\n#else\ngl_FragData[1]=vec4(normalize(vNormalV),1.0);\n#endif\n#ifdef POSITION\ngl_FragData[POSITION_INDEX]=vec4(vPositionW,1.0);\n#endif\n#ifdef VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;\nvec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;\nvec2 velocity=abs(a-b);\nvelocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;\ngl_FragData[VELOCITY_INDEX]=vec4(velocity,0.0,1.0);\n#endif\n#ifdef REFLECTIVITY\n#ifdef HAS_SPECULAR\n\nvec4 reflectivity=texture2D(reflectivitySampler,vReflectivityUV);\n#elif HAS_REFLECTIVITY\n\nvec4 reflectivity=vec4(texture2D(reflectivitySampler,vReflectivityUV).rgb,1.0);\n#else\nvec4 reflectivity=vec4(0.0,0.0,0.0,1.0);\n#endif\ngl_FragData[REFLECTIVITY_INDEX]=reflectivity;\n#endif\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var geometryPixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bumpVertex\";\n\nlet name = 'geometryVertexShader';\nlet shader = `precision highp float;\nprecision highp int;\n#include\n#include\n#include[0..maxSimultaneousMorphTargets]\n#include\nattribute vec3 position;\nattribute vec3 normal;\n#ifdef NEED_UV\nvarying vec2 vUV;\n#ifdef ALPHATEST\nuniform mat4 diffuseMatrix;\n#endif\n#ifdef BUMP\nuniform mat4 bumpMatrix;\nvarying vec2 vBumpUV;\n#endif\n#ifdef REFLECTIVITY\nuniform mat4 reflectivityMatrix;\nvarying vec2 vReflectivityUV;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n\nuniform mat4 viewProjection;\nuniform mat4 view;\n#ifdef BUMP\nvarying mat4 vWorldView;\n#endif\n#ifdef BUMP\nvarying vec3 vNormalW;\n#else\nvarying vec3 vNormalV;\n#endif\nvarying vec4 vViewPos;\n#if defined(POSITION) || defined(BUMP)\nvarying vec3 vPositionW;\n#endif\n#ifdef VELOCITY\nuniform mat4 previousWorld;\nuniform mat4 previousViewProjection;\n#ifdef BONES_VELOCITY_ENABLED\n#if NUM_BONE_INFLUENCERS>0\nuniform mat4 mPreviousBones[BonesPerMesh];\n#endif\n#endif\nvarying vec4 vCurrentPosition;\nvarying vec4 vPreviousPosition;\n#endif\nvoid main(void)\n{\nvec3 positionUpdated=position;\nvec3 normalUpdated=normal;\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#include[0..maxSimultaneousMorphTargets]\n#include\n#if defined(VELOCITY) && !defined(BONES_VELOCITY_ENABLED)\n\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);\nvPreviousPosition=previousViewProjection*previousWorld*vec4(positionUpdated,1.0);\n#endif\n#include\nvec4 pos=vec4(finalWorld*vec4(positionUpdated,1.0));\n#ifdef BUMP\nvWorldView=view*finalWorld;\nvNormalW=normalUpdated;\n#else\nvNormalV=normalize(vec3((view*finalWorld)*vec4(normalUpdated,0.0)));\n#endif\nvViewPos=view*pos;\n#if defined(VELOCITY) && defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);\n#if NUM_BONE_INFLUENCERS>0\nmat4 previousInfluence;\npreviousInfluence=mPreviousBones[int(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\npreviousInfluence+=mPreviousBones[int(matricesIndices[1])]*matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\npreviousInfluence+=mPreviousBones[int(matricesIndices[2])]*matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\npreviousInfluence+=mPreviousBones[int(matricesIndices[3])]*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif\nvPreviousPosition=previousViewProjection*previousWorld*previousInfluence*vec4(positionUpdated,1.0);\n#else\nvPreviousPosition=previousViewProjection*previousWorld*vec4(positionUpdated,1.0);\n#endif\n#endif\n#if defined(POSITION) || defined(BUMP)\nvPositionW=pos.xyz/pos.w;\n#endif\ngl_Position=viewProjection*finalWorld*vec4(positionUpdated,1.0);\n#ifdef NEED_UV\n#ifdef UV1\n#ifdef ALPHATEST\nvUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));\n#else\nvUV=uv;\n#endif\n#ifdef BUMP\nvBumpUV=vec2(bumpMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#ifdef REFLECTIVITY\nvReflectivityUV=vec2(reflectivityMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#endif\n#ifdef UV2\n#ifdef ALPHATEST\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#else\nvUV=uv2;\n#endif\n#ifdef BUMP\nvBumpUV=vec2(bumpMatrix*vec4(uv2,1.0,0.0));\n#endif\n#ifdef REFLECTIVITY\nvReflectivityUV=vec2(reflectivityMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n#endif\n#include\n}\n`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var geometryVertexShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'glowBlurPostProcessPixelShader';\nlet shader = `\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec2 screenSize;\nuniform vec2 direction;\nuniform float blurWidth;\n\nfloat getLuminance(vec3 color)\n{\nreturn dot(color,vec3(0.2126,0.7152,0.0722));\n}\nvoid main(void)\n{\nfloat weights[7];\nweights[0]=0.05;\nweights[1]=0.1;\nweights[2]=0.2;\nweights[3]=0.3;\nweights[4]=0.2;\nweights[5]=0.1;\nweights[6]=0.05;\nvec2 texelSize=vec2(1.0/screenSize.x,1.0/screenSize.y);\nvec2 texelStep=texelSize*direction*blurWidth;\nvec2 start=vUV-3.0*texelStep;\nvec4 baseColor=vec4(0.,0.,0.,0.);\nvec2 texelOffset=vec2(0.,0.);\nfor (int i=0; i<7; i++)\n{\n\nvec4 texel=texture2D(textureSampler,start+texelOffset);\nbaseColor.a+=texel.a*weights[i];\n\nfloat luminance=getLuminance(baseColor.rgb);\nfloat luminanceTexel=getLuminance(texel.rgb);\nfloat choice=step(luminanceTexel,luminance);\nbaseColor.rgb=choice*baseColor.rgb+(1.0-choice)*texel.rgb;\ntexelOffset+=texelStep;\n}\ngl_FragColor=baseColor;\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var glowBlurPostProcessPixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'glowMapGenerationPixelShader';\nlet shader = `#ifdef DIFFUSE\nvarying vec2 vUVDiffuse;\nuniform sampler2D diffuseSampler;\n#endif\n#ifdef OPACITY\nvarying vec2 vUVOpacity;\nuniform sampler2D opacitySampler;\nuniform float opacityIntensity;\n#endif\n#ifdef EMISSIVE\nvarying vec2 vUVEmissive;\nuniform sampler2D emissiveSampler;\n#endif\n#ifdef VERTEXALPHA\nvarying vec4 vColor;\n#endif\nuniform vec4 glowColor;\nvoid main(void)\n{\nvec4 finalColor=glowColor;\n\n#ifdef DIFFUSE\nvec4 albedoTexture=texture2D(diffuseSampler,vUVDiffuse);\n#ifdef GLOW\n\nfinalColor.a*=albedoTexture.a;\n#endif\n#ifdef HIGHLIGHT\n\nfinalColor.a=albedoTexture.a;\n#endif\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vUVOpacity);\n#ifdef OPACITYRGB\nfinalColor.a*=getLuminance(opacityMap.rgb);\n#else\nfinalColor.a*=opacityMap.a;\n#endif\nfinalColor.a*=opacityIntensity;\n#endif\n#ifdef VERTEXALPHA\nfinalColor.a*=vColor.a;\n#endif\n#ifdef ALPHATEST\nif (finalColor.a\n#include\n#include[0..maxSimultaneousMorphTargets]\n\n#include\nuniform mat4 viewProjection;\nvarying vec4 vPosition;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef DIFFUSE\nvarying vec2 vUVDiffuse;\nuniform mat4 diffuseMatrix;\n#endif\n#ifdef OPACITY\nvarying vec2 vUVOpacity;\nuniform mat4 opacityMatrix;\n#endif\n#ifdef EMISSIVE\nvarying vec2 vUVEmissive;\nuniform mat4 emissiveMatrix;\n#endif\n#ifdef VERTEXALPHA\nattribute vec4 color;\nvarying vec4 vColor;\n#endif\nvoid main(void)\n{\nvec3 positionUpdated=position;\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#include[0..maxSimultaneousMorphTargets]\n#include\n#include\n#ifdef CUBEMAP\nvPosition=finalWorld*vec4(positionUpdated,1.0);\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#else\nvPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);\ngl_Position=vPosition;\n#endif\n#ifdef DIFFUSE\n#ifdef DIFFUSEUV1\nvUVDiffuse=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#ifdef DIFFUSEUV2\nvUVDiffuse=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n#ifdef OPACITY\n#ifdef OPACITYUV1\nvUVOpacity=vec2(opacityMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#ifdef OPACITYUV2\nvUVOpacity=vec2(opacityMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n#ifdef EMISSIVE\n#ifdef EMISSIVEUV1\nvUVEmissive=vec2(emissiveMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#ifdef EMISSIVEUV2\nvUVEmissive=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n#ifdef VERTEXALPHA\nvColor=color;\n#endif\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var glowMapGenerationVertexShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'glowMapMergePixelShader';\nlet shader = `\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#ifdef EMISSIVE\nuniform sampler2D textureSampler2;\n#endif\n\nuniform float offset;\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\n#ifdef EMISSIVE\nbaseColor+=texture2D(textureSampler2,vUV);\nbaseColor*=offset;\n#else\nbaseColor.a=abs(offset-baseColor.a);\n#ifdef STROKE\nfloat alpha=smoothstep(.0,.1,baseColor.a);\nbaseColor.a=alpha;\nbaseColor.rgb=baseColor.rgb*alpha;\n#endif\n#endif\ngl_FragColor=baseColor;\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var glowMapMergePixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'glowMapMergeVertexShader';\nlet shader = `\nattribute vec2 position;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) {\nvUV=position*madd+madd;\ngl_Position=vec4(position,0.0,1.0);\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var glowMapMergeVertexShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration2\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\n\nlet name = 'gpuRenderParticlesPixelShader';\nlet shader = `#version 300 es\nuniform sampler2D diffuseSampler;\nin vec2 vUV;\nin vec4 vColor;\nout vec4 outFragColor;\n#include\n#include\n#include\n#include\nvoid main() {\n#include\nvec4 textureColor=texture(diffuseSampler,vUV);\noutFragColor=textureColor*vColor;\n#ifdef BLENDMULTIPLYMODE\nfloat alpha=vColor.a*textureColor.a;\noutFragColor.rgb=outFragColor.rgb*alpha+vec3(1.0)*(1.0-alpha);\n#endif\n\n\n#ifdef IMAGEPROCESSINGPOSTPROCESS\noutFragColor.rgb=toLinearSpace(outFragColor.rgb);\n#else\n#ifdef IMAGEPROCESSING\noutFragColor.rgb=toLinearSpace(outFragColor.rgb);\noutFragColor=applyImageProcessing(outFragColor);\n#endif\n#endif\n}\n`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var gpuRenderParticlesPixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration2\";\nimport \"./ShadersInclude/clipPlaneVertex\";\n\nlet name = 'gpuRenderParticlesVertexShader';\nlet shader = `#version 300 es\nuniform mat4 view;\nuniform mat4 projection;\nuniform vec2 translationPivot;\nuniform vec3 worldOffset;\n#ifdef LOCAL\nuniform mat4 emitterWM;\n#endif\n\nin vec3 position;\nin float age;\nin float life;\nin vec3 size;\n#ifndef BILLBOARD\nin vec3 initialDirection;\n#endif\n#ifdef BILLBOARDSTRETCHED\nin vec3 direction;\n#endif\nin float angle;\n#ifdef ANIMATESHEET\nin float cellIndex;\n#endif\nin vec2 offset;\nin vec2 uv;\nout vec2 vUV;\nout vec4 vColor;\nout vec3 vPositionW;\n#if defined(BILLBOARD) && !defined(BILLBOARDY) && !defined(BILLBOARDSTRETCHED)\nuniform mat4 invView;\n#endif\n#include\n#ifdef COLORGRADIENTS\nuniform sampler2D colorGradientSampler;\n#else\nuniform vec4 colorDead;\nin vec4 color;\n#endif\n#ifdef ANIMATESHEET\nuniform vec3 sheetInfos;\n#endif\n#ifdef BILLBOARD\nuniform vec3 eyePosition;\n#endif\nvec3 rotate(vec3 yaxis,vec3 rotatedCorner) {\nvec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));\nvec3 zaxis=normalize(cross(yaxis,xaxis));\nvec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);\nvec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);\nvec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\n#ifdef LOCAL\nreturn ((emitterWM*vec4(position,1.0)).xyz+worldOffset)+alignedCorner;\n#else\nreturn (position+worldOffset)+alignedCorner;\n#endif\n}\n#ifdef BILLBOARDSTRETCHED\nvec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {\nvec3 normalizedToCamera=normalize(toCamera);\nvec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));\nvec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));\nvec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);\nvec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);\nvec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\n#ifdef LOCAL\nreturn ((emitterWM*vec4(position,1.0)).xyz+worldOffset)+alignedCorner;\n#else\nreturn (position+worldOffset)+alignedCorner;\n#endif\n}\n#endif\nvoid main() {\n#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex/sheetInfos.z);\nfloat columnOffset=cellIndex-rowOffset*sheetInfos.z;\nvec2 uvScale=sheetInfos.xy;\nvec2 uvOffset=vec2(uv.x ,1.0-uv.y);\nvUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\n#else\nvUV=uv;\n#endif\nfloat ratio=age/life;\n#ifdef COLORGRADIENTS\nvColor=texture(colorGradientSampler,vec2(ratio,0));\n#else\nvColor=color*vec4(1.0-ratio)+colorDead*vec4(ratio);\n#endif\nvec2 cornerPos=(offset-translationPivot)*size.yz*size.x+translationPivot;\n#ifdef BILLBOARD\nvec4 rotatedCorner;\nrotatedCorner.w=0.;\n#ifdef BILLBOARDY\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.y=0.;\nvec3 yaxis=(position+worldOffset)-eyePosition;\nyaxis.y=0.;\nvPositionW=rotate(normalize(yaxis),rotatedCorner.xyz);\nvec4 viewPosition=(view*vec4(vPositionW,1.0));\n#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\nvec3 toCamera=(position+worldOffset)-eyePosition;\nvPositionW=rotateAlign(toCamera,rotatedCorner.xyz);\nvec4 viewPosition=(view*vec4(vPositionW,1.0));\n#else\n\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\n\n#ifdef LOCAL\nvec4 viewPosition=view*vec4(((emitterWM*vec4(position,1.0)).xyz+worldOffset),1.0)+rotatedCorner;\n#else\nvec4 viewPosition=view*vec4((position+worldOffset),1.0)+rotatedCorner;\n#endif\nvPositionW=(invView*viewPosition).xyz;\n#endif\n#else\n\nvec3 rotatedCorner;\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=0.;\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nvec3 yaxis=normalize(initialDirection);\nvPositionW=rotate(yaxis,rotatedCorner);\n\nvec4 viewPosition=view*vec4(vPositionW,1.0);\n#endif\ngl_Position=projection*viewPosition;\n\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6)\nvec4 worldPos=vec4(vPositionW,1.0);\n#endif\n#include\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var gpuRenderParticlesVertexShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'gpuUpdateParticlesPixelShader';\nlet shader = `#version 300 es\nvoid main() {\ndiscard;\n}\n`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var gpuUpdateParticlesPixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'gpuUpdateParticlesVertexShader';\nlet shader = `#version 300 es\n#define PI 3.14159\nuniform float currentCount;\nuniform float timeDelta;\nuniform float stopFactor;\n#ifndef LOCAL\nuniform mat4 emitterWM;\n#endif\nuniform vec2 lifeTime;\nuniform vec2 emitPower;\nuniform vec2 sizeRange;\nuniform vec4 scaleRange;\n#ifndef COLORGRADIENTS\nuniform vec4 color1;\nuniform vec4 color2;\n#endif\nuniform vec3 gravity;\nuniform sampler2D randomSampler;\nuniform sampler2D randomSampler2;\nuniform vec4 angleRange;\n#ifdef BOXEMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\nuniform vec3 minEmitBox;\nuniform vec3 maxEmitBox;\n#endif\n#ifdef POINTEMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\n#endif\n#ifdef HEMISPHERICEMITTER\nuniform float radius;\nuniform float radiusRange;\nuniform float directionRandomizer;\n#endif\n#ifdef SPHEREEMITTER\nuniform float radius;\nuniform float radiusRange;\n#ifdef DIRECTEDSPHEREEMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CYLINDEREMITTER\nuniform float radius;\nuniform float height;\nuniform float radiusRange;\n#ifdef DIRECTEDCYLINDEREMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CONEEMITTER\nuniform vec2 radius;\nuniform float coneAngle;\nuniform vec2 height;\nuniform float directionRandomizer;\n#endif\n\nin vec3 position;\n#ifdef CUSTOMEMITTER\nin vec3 initialPosition;\n#endif\nin float age;\nin float life;\nin vec4 seed;\nin vec3 size;\n#ifndef COLORGRADIENTS\nin vec4 color;\n#endif\nin vec3 direction;\n#ifndef BILLBOARD\nin vec3 initialDirection;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nin float angle;\n#else\nin vec2 angle;\n#endif\n#ifdef ANIMATESHEET\nin float cellIndex;\n#ifdef ANIMATESHEETRANDOMSTART\nin float cellStartOffset;\n#endif\n#endif\n#ifdef NOISE\nin vec3 noiseCoordinates1;\nin vec3 noiseCoordinates2;\n#endif\n\nout vec3 outPosition;\n#ifdef CUSTOMEMITTER\nout vec3 outInitialPosition;\n#endif\nout float outAge;\nout float outLife;\nout vec4 outSeed;\nout vec3 outSize;\n#ifndef COLORGRADIENTS\nout vec4 outColor;\n#endif\nout vec3 outDirection;\n#ifndef BILLBOARD\nout vec3 outInitialDirection;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nout float outAngle;\n#else\nout vec2 outAngle;\n#endif\n#ifdef ANIMATESHEET\nout float outCellIndex;\n#ifdef ANIMATESHEETRANDOMSTART\nout float outCellStartOffset;\n#endif\n#endif\n#ifdef NOISE\nout vec3 outNoiseCoordinates1;\nout vec3 outNoiseCoordinates2;\n#endif\n#ifdef SIZEGRADIENTS\nuniform sampler2D sizeGradientSampler;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nuniform sampler2D angularSpeedGradientSampler;\n#endif\n#ifdef VELOCITYGRADIENTS\nuniform sampler2D velocityGradientSampler;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\nuniform sampler2D limitVelocityGradientSampler;\nuniform float limitVelocityDamping;\n#endif\n#ifdef DRAGGRADIENTS\nuniform sampler2D dragGradientSampler;\n#endif\n#ifdef NOISE\nuniform vec3 noiseStrength;\nuniform sampler2D noiseSampler;\n#endif\n#ifdef ANIMATESHEET\nuniform vec3 cellInfos;\n#endif\nvec3 getRandomVec3(float offset) {\nreturn texture(randomSampler2,vec2(float(gl_VertexID)*offset/currentCount,0)).rgb;\n}\nvec4 getRandomVec4(float offset) {\nreturn texture(randomSampler,vec2(float(gl_VertexID)*offset/currentCount,0));\n}\nvoid main() {\nfloat newAge=age+timeDelta;\n\nif (newAge>=life && stopFactor != 0.) {\nvec3 newPosition;\nvec3 newDirection;\n\nvec4 randoms=getRandomVec4(seed.x);\n\noutLife=lifeTime.x+(lifeTime.y-lifeTime.x)*randoms.r;\noutAge=newAge-life;\n\noutSeed=seed;\n\n#ifdef SIZEGRADIENTS\noutSize.x=texture(sizeGradientSampler,vec2(0,0)).r;\n#else\noutSize.x=sizeRange.x+(sizeRange.y-sizeRange.x)*randoms.g;\n#endif\noutSize.y=scaleRange.x+(scaleRange.y-scaleRange.x)*randoms.b;\noutSize.z=scaleRange.z+(scaleRange.w-scaleRange.z)*randoms.a;\n#ifndef COLORGRADIENTS\n\noutColor=color1+(color2-color1)*randoms.b;\n#endif\n\n#ifndef ANGULARSPEEDGRADIENTS\noutAngle.y=angleRange.x+(angleRange.y-angleRange.x)*randoms.a;\noutAngle.x=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\n#else\noutAngle=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\n#endif\n\n#ifdef POINTEMITTER\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\nnewPosition=vec3(0,0,0);\nnewDirection=direction1+(direction2-direction1)*randoms3;\n#elif defined(BOXEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\nnewPosition=minEmitBox+(maxEmitBox-minEmitBox)*randoms2;\nnewDirection=direction1+(direction2-direction1)*randoms3;\n#elif defined(HEMISPHERICEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\n\nfloat phi=2.0*PI*randoms2.x;\nfloat theta=acos(2.0*randoms2.y-1.0);\nfloat randX=cos(phi)*sin(theta);\nfloat randY=cos(theta);\nfloat randZ=sin(phi)*sin(theta);\nnewPosition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,abs(randY),randZ);\nnewDirection=newPosition+directionRandomizer*randoms3;\n#elif defined(SPHEREEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\n\nfloat phi=2.0*PI*randoms2.x;\nfloat theta=acos(2.0*randoms2.y-1.0);\nfloat randX=cos(phi)*sin(theta);\nfloat randY=cos(theta);\nfloat randZ=sin(phi)*sin(theta);\nnewPosition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,randY,randZ);\n#ifdef DIRECTEDSPHEREEMITTER\nnewDirection=direction1+(direction2-direction1)*randoms3;\n#else\n\nnewDirection=newPosition+directionRandomizer*randoms3;\n#endif\n#elif defined(CYLINDEREMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\n\nfloat yPos=(randoms2.x-0.5)*height;\nfloat angle=randoms2.y*PI*2.;\nfloat inverseRadiusRangeSquared=((1.-radiusRange)*(1.-radiusRange));\nfloat positionRadius=radius*sqrt(inverseRadiusRangeSquared+(randoms2.z*(1.-inverseRadiusRangeSquared)));\nfloat xPos=positionRadius*cos(angle);\nfloat zPos=positionRadius*sin(angle);\nnewPosition=vec3(xPos,yPos,zPos);\n#ifdef DIRECTEDCYLINDEREMITTER\nnewDirection=direction1+(direction2-direction1)*randoms3;\n#else\n\nangle=angle+((randoms3.x-0.5)*PI);\nnewDirection=vec3(cos(angle),randoms3.y-0.5,sin(angle));\nnewDirection=normalize(newDirection);\n#endif\n#elif defined(CONEEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nfloat s=2.0*PI*randoms2.x;\n#ifdef CONEEMITTERSPAWNPOINT\nfloat h=0.0001;\n#else\nfloat h=randoms2.y*height.y;\n\nh=1.-h*h;\n#endif\nfloat lRadius=radius.x-radius.x*randoms2.z*radius.y;\nlRadius=lRadius*h;\nfloat randX=lRadius*sin(s);\nfloat randZ=lRadius*cos(s);\nfloat randY=h*height.x;\nnewPosition=vec3(randX,randY,randZ);\n\nif (abs(cos(coneAngle)) == 1.0) {\nnewDirection=vec3(0.,1.0,0.);\n} else {\nvec3 randoms3=getRandomVec3(seed.z);\nnewDirection=normalize(newPosition+directionRandomizer*randoms3);\n}\n#elif defined(CUSTOMEMITTER)\nnewPosition=initialPosition;\noutInitialPosition=initialPosition;\n#else\n\nnewPosition=vec3(0.,0.,0.);\n\nnewDirection=2.0*(getRandomVec3(seed.w)-vec3(0.5,0.5,0.5));\n#endif\nfloat power=emitPower.x+(emitPower.y-emitPower.x)*randoms.a;\n#ifdef LOCAL\noutPosition=newPosition;\n#else\noutPosition=(emitterWM*vec4(newPosition,1.)).xyz;\n#endif\n#ifdef CUSTOMEMITTER\noutDirection=direction;\n#ifndef BILLBOARD\noutInitialDirection=direction;\n#endif\n#else\n#ifdef LOCAL\nvec3 initial=newDirection;\n#else\nvec3 initial=(emitterWM*vec4(newDirection,0.)).xyz;\n#endif\noutDirection=initial*power;\n#ifndef BILLBOARD\noutInitialDirection=initial;\n#endif\n#endif\n#ifdef ANIMATESHEET\noutCellIndex=cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=randoms.a*outLife;\n#endif\n#endif\n#ifdef NOISE\noutNoiseCoordinates1=noiseCoordinates1;\noutNoiseCoordinates2=noiseCoordinates2;\n#endif\n} else {\nfloat directionScale=timeDelta;\noutAge=newAge;\nfloat ageGradient=newAge/life;\n#ifdef VELOCITYGRADIENTS\ndirectionScale*=texture(velocityGradientSampler,vec2(ageGradient,0)).r;\n#endif\n#ifdef DRAGGRADIENTS\ndirectionScale*=1.0-texture(dragGradientSampler,vec2(ageGradient,0)).r;\n#endif\n#if defined(CUSTOMEMITTER)\noutPosition=position+(direction-position)*ageGradient;\noutInitialPosition=initialPosition;\n#else\noutPosition=position+direction*directionScale;\n#endif\noutLife=life;\noutSeed=seed;\n#ifndef COLORGRADIENTS\noutColor=color;\n#endif\n#ifdef SIZEGRADIENTS\noutSize.x=texture(sizeGradientSampler,vec2(ageGradient,0)).r;\noutSize.yz=size.yz;\n#else\noutSize=size;\n#endif\n#ifndef BILLBOARD\noutInitialDirection=initialDirection;\n#endif\n#ifdef CUSTOMEMITTER\noutDirection=direction;\n#else\nvec3 updatedDirection=direction+gravity*timeDelta;\n#ifdef LIMITVELOCITYGRADIENTS\nfloat limitVelocity=texture(limitVelocityGradientSampler,vec2(ageGradient,0)).r;\nfloat currentVelocity=length(updatedDirection);\nif (currentVelocity>limitVelocity) {\nupdatedDirection=updatedDirection*limitVelocityDamping;\n}\n#endif\noutDirection=updatedDirection;\n#ifdef NOISE\nfloat fetchedR=texture(noiseSampler,vec2(noiseCoordinates1.x,noiseCoordinates1.y)*vec2(0.5)+vec2(0.5)).r;\nfloat fetchedG=texture(noiseSampler,vec2(noiseCoordinates1.z,noiseCoordinates2.x)*vec2(0.5)+vec2(0.5)).r;\nfloat fetchedB=texture(noiseSampler,vec2(noiseCoordinates2.y,noiseCoordinates2.z)*vec2(0.5)+vec2(0.5)).r;\nvec3 force=vec3(2.*fetchedR-1.,2.*fetchedG-1.,2.*fetchedB-1.)*noiseStrength;\noutDirection=outDirection+force*timeDelta;\noutNoiseCoordinates1=noiseCoordinates1;\noutNoiseCoordinates2=noiseCoordinates2;\n#endif\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nfloat angularSpeed=texture(angularSpeedGradientSampler,vec2(ageGradient,0)).r;\noutAngle=angle+angularSpeed*timeDelta;\n#else\noutAngle=vec2(angle.x+angle.y*timeDelta,angle.y);\n#endif\n#ifdef ANIMATESHEET\nfloat offsetAge=outAge;\nfloat dist=cellInfos.y-cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=cellStartOffset;\noffsetAge+=cellStartOffset;\n#else\nfloat cellStartOffset=0.;\n#endif\nfloat ratio=clamp(mod(cellStartOffset+cellInfos.z*offsetAge,life)/life,0.,1.0);\noutCellIndex=float(int(cellInfos.x+ratio*dist));\n#endif\n}\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var gpuUpdateParticlesVertexShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\nimport \"./ShadersInclude/helperFunctions\";\n\nlet name = 'grainPixelShader';\nlet shader = `#include\n\nuniform sampler2D textureSampler;\n\nuniform float intensity;\nuniform float animatedSeed;\n\nvarying vec2 vUV;\nvoid main(void)\n{\ngl_FragColor=texture2D(textureSampler,vUV);\nvec2 seed=vUV*(animatedSeed);\nfloat grain=dither(seed,intensity);\n\nfloat lum=getLuminance(gl_FragColor.rgb);\nfloat grainAmount=(cos(-PI+(lum*PI*2.))+1.)/2.;\ngl_FragColor.rgb+=grain*grainAmount;\ngl_FragColor.rgb=max(gl_FragColor.rgb,0.0);\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var grainPixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\n\nlet name = 'hdrFilteringPixelShader';\nlet shader = `#include\n#include\n#include\n#include\nuniform float alphaG;\nuniform samplerCube inputTexture;\nuniform vec2 vFilteringInfo;\nuniform float hdrScale;\nvarying vec3 direction;\nvoid main() {\nvec3 color=radiance(alphaG,inputTexture,direction,vFilteringInfo);\ngl_FragColor=vec4(color*hdrScale,1.0);\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var hdrFilteringPixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'hdrFilteringVertexShader';\nlet shader = `\nattribute vec2 position;\n\nvarying vec3 direction;\n\nuniform vec3 up;\nuniform vec3 right;\nuniform vec3 front;\nvoid main(void) {\nmat3 view=mat3(up,right,front);\ndirection=view*vec3(position,1.0);\ngl_Position=vec4(position,0.0,1.0);\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var hdrFilteringVertexShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'highlightsPixelShader';\nlet shader = `\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nconst vec3 RGBLuminanceCoefficients=vec3(0.2126,0.7152,0.0722);\nvoid main(void)\n{\nvec4 tex=texture2D(textureSampler,vUV);\nvec3 c=tex.rgb;\nfloat luma=dot(c.rgb,RGBLuminanceCoefficients);\n\n\ngl_FragColor=vec4(pow(c,vec3(25.0-luma*15.0)),tex.a);\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var highlightsPixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\n\nlet name = 'imageProcessingPixelShader';\nlet shader = `\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#include\n#include\n#include\nvoid main(void)\n{\nvec4 result=texture2D(textureSampler,vUV);\n#ifdef IMAGEPROCESSING\n#ifndef FROMLINEARSPACE\n\nresult.rgb=toLinearSpace(result.rgb);\n#endif\nresult=applyImageProcessing(result);\n#else\n\n#ifdef FROMLINEARSPACE\nresult=applyImageProcessing(result);\n#endif\n#endif\ngl_FragColor=result;\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var imageProcessingPixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\nimport \"./ShadersInclude/kernelBlurVaryingDeclaration\";\nimport \"./ShadersInclude/packingFunctions\";\nimport \"./ShadersInclude/kernelBlurFragment\";\nimport \"./ShadersInclude/kernelBlurFragment2\";\n\nlet name = 'kernelBlurPixelShader';\nlet shader = `\nuniform sampler2D textureSampler;\nuniform vec2 delta;\n\nvarying vec2 sampleCenter;\n#ifdef DOF\nuniform sampler2D circleOfConfusionSampler;\nuniform vec2 cameraMinMaxZ;\nfloat sampleDistance(const in vec2 offset) {\nfloat depth=texture2D(circleOfConfusionSampler,offset).g;\nreturn cameraMinMaxZ.x+(cameraMinMaxZ.y-cameraMinMaxZ.x)*depth;\n}\nfloat sampleCoC(const in vec2 offset) {\nfloat coc=texture2D(circleOfConfusionSampler,offset).r;\nreturn coc;\n}\n#endif\n#include[0..varyingCount]\n#ifdef PACKEDFLOAT\n#include\n#endif\nvoid main(void)\n{\nfloat computedWeight=0.0;\n#ifdef PACKEDFLOAT\nfloat blend=0.;\n#else\nvec4 blend=vec4(0.);\n#endif\n#ifdef DOF\nfloat sumOfWeights=CENTER_WEIGHT;\nfloat factor=0.0;\n\n#ifdef PACKEDFLOAT\nblend+=unpack(texture2D(textureSampler,sampleCenter))*CENTER_WEIGHT;\n#else\nblend+=texture2D(textureSampler,sampleCenter)*CENTER_WEIGHT;\n#endif\n#endif\n#include[0..varyingCount]\n#include[0..depCount]\n#ifdef PACKEDFLOAT\ngl_FragColor=pack(blend);\n#else\ngl_FragColor=blend;\n#endif\n#ifdef DOF\ngl_FragColor/=sumOfWeights;\n#endif\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var kernelBlurPixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\nimport \"./ShadersInclude/kernelBlurVaryingDeclaration\";\nimport \"./ShadersInclude/kernelBlurVertex\";\n\nlet name = 'kernelBlurVertexShader';\nlet shader = `\nattribute vec2 position;\n\nuniform vec2 delta;\n\nvarying vec2 sampleCenter;\n#include[0..varyingCount]\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) {\nsampleCenter=(position*madd+madd);\n#include[0..varyingCount]\ngl_Position=vec4(position,0.0,1.0);\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var kernelBlurVertexShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\nimport \"./ShadersInclude/helperFunctions\";\n\nlet name = 'layerPixelShader';\nlet shader = `\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec4 color;\n\n#include\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\n#ifdef LINEAR\nbaseColor.rgb=toGammaSpace(baseColor.rgb);\n#endif\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\ngl_FragColor=baseColor*color;\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var layerPixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'layerVertexShader';\nlet shader = `\nattribute vec2 position;\n\nuniform vec2 scale;\nuniform vec2 offset;\nuniform mat4 textureMatrix;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) {\nvec2 shiftedPosition=position*scale+offset;\nvUV=vec2(textureMatrix*vec4(shiftedPosition*madd+madd,1.0,0.0));\ngl_Position=vec4(shiftedPosition,0.0,1.0);\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var layerVertexShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'lensFlarePixelShader';\nlet shader = `\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec4 color;\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\ngl_FragColor=baseColor*color;\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var lensFlarePixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'lensFlareVertexShader';\nlet shader = `\nattribute vec2 position;\n\nuniform mat4 viewportMatrix;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) {\nvUV=position*madd+madd;\ngl_Position=viewportMatrix*vec4(position,0.0,1.0);\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var lensFlareVertexShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'lensHighlightsPixelShader';\nlet shader = `\nuniform sampler2D textureSampler;\n\nuniform float gain;\nuniform float threshold;\nuniform float screen_width;\nuniform float screen_height;\n\nvarying vec2 vUV;\n\nvec4 highlightColor(vec4 color) {\nvec4 highlight=color;\nfloat luminance=dot(highlight.rgb,vec3(0.2125,0.7154,0.0721));\nfloat lum_threshold;\nif (threshold>1.0) { lum_threshold=0.94+0.01*threshold; }\nelse { lum_threshold=0.5+0.44*threshold; }\nluminance=clamp((luminance-lum_threshold)*(1.0/(1.0-lum_threshold)),0.0,1.0);\nhighlight*=luminance*gain;\nhighlight.a=1.0;\nreturn highlight;\n}\nvoid main(void)\n{\nvec4 original=texture2D(textureSampler,vUV);\n\nif (gain == -1.0) {\ngl_FragColor=vec4(0.0,0.0,0.0,1.0);\nreturn;\n}\nfloat w=2.0/screen_width;\nfloat h=2.0/screen_height;\nfloat weight=1.0;\n\nvec4 blurred=vec4(0.0,0.0,0.0,0.0);\n#ifdef PENTAGON\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.84*w,0.43*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.48*w,-1.29*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.61*w,1.51*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.55*w,-0.74*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.71*w,-0.52*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.94*w,1.59*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.40*w,-1.87*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.62*w,1.16*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.09*w,0.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.46*w,-1.71*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.08*w,2.42*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.85*w,-1.89*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.89*w,0.16*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.29*w,1.88*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.40*w,-2.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.54*w,2.26*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.60*w,-0.61*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.31*w,-1.30*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.83*w,2.53*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.12*w,-2.48*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.60*w,1.11*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.82*w,0.99*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.50*w,-2.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.85*w,3.33*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.94*w,-1.92*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.27*w,-0.53*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.95*w,2.48*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.23*w,-3.04*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.17*w,2.05*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.97*w,-0.04*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.25*w,-2.00*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.31*w,3.08*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.94*w,-2.59*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.37*w,0.64*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.13*w,1.93*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.03*w,-3.65*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.60*w,3.17*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.14*w,-1.19*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.00*w,-1.19*h)));\n#else\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.85*w,0.36*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.52*w,-1.14*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.46*w,1.42*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.46*w,-0.83*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.79*w,-0.42*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.11*w,1.62*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.29*w,-2.07*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.69*w,1.39*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.28*w,0.12*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.65*w,-1.69*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.08*w,2.44*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.63*w,-1.90*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.55*w,0.31*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.13*w,1.52*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.56*w,-2.61*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.38*w,2.34*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.64*w,-0.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.53*w,-1.21*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.06*w,2.63*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.00*w,-2.69*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.59*w,1.32*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.82*w,0.78*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.57*w,-2.50*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.54*w,2.93*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.39*w,-1.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.01*w,-0.28*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.04*w,2.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.02*w,-3.05*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.09*w,2.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.07*w,-0.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.44*w,-1.90*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.52*w,3.05*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.68*w,-2.61*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.01*w,0.79*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.76*w,1.46*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.05*w,-2.94*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.21*w,2.88*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.84*w,-1.30*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.98*w,-0.96*h)));\n#endif\nblurred/=39.0;\ngl_FragColor=blurred;\n\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var lensHighlightsPixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'linePixelShader';\nlet shader = `uniform vec4 color;\nvoid main(void) {\ngl_FragColor=color;\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var linePixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/instancesVertex\";\n\nlet name = 'lineVertexShader';\nlet shader = `#include\n\nattribute vec3 position;\nattribute vec4 normal;\n\nuniform mat4 viewProjection;\nuniform float width;\nuniform float aspectRatio;\nvoid main(void) {\n#include\nmat4 worldViewProjection=viewProjection*finalWorld;\nvec4 viewPosition=worldViewProjection*vec4(position,1.0);\nvec4 viewPositionNext=worldViewProjection*vec4(normal.xyz,1.0);\nvec2 currentScreen=viewPosition.xy/viewPosition.w;\nvec2 nextScreen=viewPositionNext.xy/viewPositionNext.w;\ncurrentScreen.x*=aspectRatio;\nnextScreen.x*=aspectRatio;\nvec2 dir=normalize(nextScreen-currentScreen);\nvec2 normalDir=vec2(-dir.y,dir.x);\nnormalDir*=width/2.0;\nnormalDir.x/=aspectRatio;\nvec4 offset=vec4(normalDir*normal.w,0.0,0.0);\ngl_Position=viewPosition+offset;\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var lineVertexShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'minmaxReduxPixelShader';\nlet shader = `attribute vec2 vUV;\nuniform sampler2D textureSampler;\n#if defined(INITIAL)\nuniform sampler2D sourceTexture;\nuniform vec2 texSize;\nvoid main(void)\n{\nivec2 coord=ivec2(vUV*(texSize-1.0));\nfloat f1=texelFetch(sourceTexture,coord,0).r;\nfloat f2=texelFetch(sourceTexture,coord+ivec2(1,0),0).r;\nfloat f3=texelFetch(sourceTexture,coord+ivec2(1,1),0).r;\nfloat f4=texelFetch(sourceTexture,coord+ivec2(0,1),0).r;\nfloat minz=min(min(min(f1,f2),f3),f4);\n#ifdef DEPTH_REDUX\nfloat maxz=max(max(max(sign(1.0-f1)*f1,sign(1.0-f2)*f2),sign(1.0-f3)*f3),sign(1.0-f4)*f4);\n#else\nfloat maxz=max(max(max(f1,f2),f3),f4);\n#endif\nglFragColor=vec4(minz,maxz,0.,0.);\n}\n#elif defined(MAIN)\nuniform vec2 texSize;\nvoid main(void)\n{\nivec2 coord=ivec2(vUV*(texSize-1.0));\nvec2 f1=texelFetch(textureSampler,coord,0).rg;\nvec2 f2=texelFetch(textureSampler,coord+ivec2(1,0),0).rg;\nvec2 f3=texelFetch(textureSampler,coord+ivec2(1,1),0).rg;\nvec2 f4=texelFetch(textureSampler,coord+ivec2(0,1),0).rg;\nfloat minz=min(min(min(f1.x,f2.x),f3.x),f4.x);\nfloat maxz=max(max(max(f1.y,f2.y),f3.y),f4.y);\nglFragColor=vec4(minz,maxz,0.,0.);\n}\n#elif defined(ONEBEFORELAST)\nuniform ivec2 texSize;\nvoid main(void)\n{\nivec2 coord=ivec2(vUV*vec2(texSize-1));\nvec2 f1=texelFetch(textureSampler,coord % texSize,0).rg;\nvec2 f2=texelFetch(textureSampler,(coord+ivec2(1,0)) % texSize,0).rg;\nvec2 f3=texelFetch(textureSampler,(coord+ivec2(1,1)) % texSize,0).rg;\nvec2 f4=texelFetch(textureSampler,(coord+ivec2(0,1)) % texSize,0).rg;\nfloat minz=min(f1.x,f2.x);\nfloat maxz=max(f1.y,f2.y);\nglFragColor=vec4(minz,maxz,0.,0.);\n}\n#elif defined(LAST)\nvoid main(void)\n{\ndiscard;\nglFragColor=vec4(0.);\n}\n#endif\n`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var minmaxReduxPixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'motionBlurPixelShader';\nlet shader = `\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D velocitySampler;\nuniform float motionStrength;\nuniform float motionScale;\nuniform vec2 screenSize;\nvoid main(void)\n{\n#ifdef GEOMETRY_SUPPORTED\nvec2 texelSize=1.0/screenSize;\nvec2 velocityColor=texture2D(velocitySampler,vUV).rg*2.0-1.0;\nvec2 velocity=vec2(pow(velocityColor.r,3.0),pow(velocityColor.g,3.0));\nvelocity*=motionScale*motionStrength;\nfloat speed=length(velocity/texelSize);\nint samplesCount=int(clamp(speed,1.0,SAMPLES));\nvelocity=normalize(velocity)*texelSize;\nfloat hlim=float(-samplesCount)*0.5+0.5;\nvec4 result=texture2D(textureSampler,vUV);\nfor (int i=1; i=samplesCount)\nbreak;\nvec2 offset=vUV+velocity*(hlim+float(i));\nresult+=texture2D(textureSampler,offset);\n}\ngl_FragColor=result/float(samplesCount);\ngl_FragColor.a=1.0;\n#else\ngl_FragColor=texture2D(textureSampler,vUV);\n#endif\n}\n`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var motionBlurPixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'noisePixelShader';\nlet shader = `\n\nuniform float brightness;\nuniform float persistence;\nuniform float timeScale;\n\nvarying vec2 vUV;\n\nvec2 hash22(vec2 p)\n{\np=p*mat2(127.1,311.7,269.5,183.3);\np=-1.0+2.0*fract(sin(p)*43758.5453123);\nreturn sin(p*6.283+timeScale);\n}\nfloat interpolationNoise(vec2 p)\n{\nvec2 pi=floor(p);\nvec2 pf=p-pi;\nvec2 w=pf*pf*(3.-2.*pf);\nfloat f00=dot(hash22(pi+vec2(.0,.0)),pf-vec2(.0,.0));\nfloat f01=dot(hash22(pi+vec2(.0,1.)),pf-vec2(.0,1.));\nfloat f10=dot(hash22(pi+vec2(1.0,0.)),pf-vec2(1.0,0.));\nfloat f11=dot(hash22(pi+vec2(1.0,1.)),pf-vec2(1.0,1.));\nfloat xm1=mix(f00,f10,w.x);\nfloat xm2=mix(f01,f11,w.x);\nfloat ym=mix(xm1,xm2,w.y);\nreturn ym;\n}\nfloat perlinNoise2D(float x,float y)\n{\nfloat sum=0.0;\nfloat frequency=0.0;\nfloat amplitude=0.0;\nfor(int i=0; i\nvoid main(void) {\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\n#include\ngl_FragColor=color;\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var outlinePixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nlet name = 'outlineVertexShader';\nlet shader = `\nattribute vec3 position;\nattribute vec3 normal;\n#include\n#include\n#include[0..maxSimultaneousMorphTargets]\n\nuniform float offset;\n#include\nuniform mat4 viewProjection;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n#include\nvoid main(void)\n{\nvec3 positionUpdated=position;\nvec3 normalUpdated=normal;\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#include[0..maxSimultaneousMorphTargets]\nvec3 offsetPosition=positionUpdated+(normalUpdated*offset);\n#include\n#include\ngl_Position=viewProjection*finalWorld*vec4(offsetPosition,1.0);\n#ifdef ALPHATEST\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n#include\n}\n`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var outlineVertexShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\n\nlet name = 'particlesPixelShader';\nlet shader = `\nvarying vec2 vUV;\nvarying vec4 vColor;\nuniform vec4 textureMask;\nuniform sampler2D diffuseSampler;\n#include\n#include\n#include\n#include\n#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;\nuniform sampler2D rampSampler;\n#endif\nvoid main(void) {\n#include\nvec4 textureColor=texture2D(diffuseSampler,vUV);\nvec4 baseColor=(textureColor*textureMask+(vec4(1.,1.,1.,1.)-textureMask))*vColor;\n#ifdef RAMPGRADIENT\nfloat alpha=baseColor.a;\nfloat remappedColorIndex=clamp((alpha-remapRanges.x)/remapRanges.y,0.0,1.0);\nvec4 rampColor=texture2D(rampSampler,vec2(1.0-remappedColorIndex,0.));\nbaseColor.rgb*=rampColor.rgb;\n\nfloat finalAlpha=baseColor.a;\nbaseColor.a=clamp((alpha*rampColor.a-remapRanges.z)/remapRanges.w,0.0,1.0);\n#endif\n#ifdef BLENDMULTIPLYMODE\nfloat sourceAlpha=vColor.a*textureColor.a;\nbaseColor.rgb=baseColor.rgb*sourceAlpha+vec3(1.0)*(1.0-sourceAlpha);\n#endif\n\n\n#ifdef IMAGEPROCESSINGPOSTPROCESS\nbaseColor.rgb=toLinearSpace(baseColor.rgb);\n#else\n#ifdef IMAGEPROCESSING\nbaseColor.rgb=toLinearSpace(baseColor.rgb);\nbaseColor=applyImageProcessing(baseColor);\n#endif\n#endif\ngl_FragColor=baseColor;\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var particlesPixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertex\";\n\nlet name = 'particlesVertexShader';\nlet shader = `\nattribute vec3 position;\nattribute vec4 color;\nattribute float angle;\nattribute vec2 size;\n#ifdef ANIMATESHEET\nattribute float cellIndex;\n#endif\n#ifndef BILLBOARD\nattribute vec3 direction;\n#endif\n#ifdef BILLBOARDSTRETCHED\nattribute vec3 direction;\n#endif\n#ifdef RAMPGRADIENT\nattribute vec4 remapData;\n#endif\nattribute vec2 offset;\n\nuniform mat4 view;\nuniform mat4 projection;\nuniform vec2 translationPivot;\n#ifdef ANIMATESHEET\nuniform vec3 particlesInfos;\n#endif\n\nvarying vec2 vUV;\nvarying vec4 vColor;\nvarying vec3 vPositionW;\n#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;\n#endif\n#if defined(BILLBOARD) && !defined(BILLBOARDY) && !defined(BILLBOARDSTRETCHED)\nuniform mat4 invView;\n#endif\n#include\n#ifdef BILLBOARD\nuniform vec3 eyePosition;\n#endif\nvec3 rotate(vec3 yaxis,vec3 rotatedCorner) {\nvec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));\nvec3 zaxis=normalize(cross(yaxis,xaxis));\nvec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);\nvec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);\nvec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner;\n}\n#ifdef BILLBOARDSTRETCHED\nvec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {\nvec3 normalizedToCamera=normalize(toCamera);\nvec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));\nvec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));\nvec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);\nvec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);\nvec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner;\n}\n#endif\nvoid main(void) {\nvec2 cornerPos;\ncornerPos=(vec2(offset.x-0.5,offset.y-0.5)-translationPivot)*size+translationPivot;\n#ifdef BILLBOARD\n\nvec3 rotatedCorner;\n#ifdef BILLBOARDY\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.y=0.;\nvec3 yaxis=position-eyePosition;\nyaxis.y=0.;\nvPositionW=rotate(normalize(yaxis),rotatedCorner);\nvec3 viewPos=(view*vec4(vPositionW,1.0)).xyz;\n#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\nvec3 toCamera=position-eyePosition;\nvPositionW=rotateAlign(toCamera,rotatedCorner);\nvec3 viewPos=(view*vec4(vPositionW,1.0)).xyz;\n#else\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\nvec3 viewPos=(view*vec4(position,1.0)).xyz+rotatedCorner;\nvPositionW=(invView*vec4(viewPos,1)).xyz;\n#endif\n#ifdef RAMPGRADIENT\nremapRanges=remapData;\n#endif\n\ngl_Position=projection*vec4(viewPos,1.0);\n#else\n\nvec3 rotatedCorner;\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.y=0.;\nvec3 yaxis=normalize(direction);\nvPositionW=rotate(yaxis,rotatedCorner);\ngl_Position=projection*view*vec4(vPositionW,1.0);\n#endif\nvColor=color;\n#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex/particlesInfos.z);\nfloat columnOffset=cellIndex-rowOffset*particlesInfos.z;\nvec2 uvScale=particlesInfos.xy;\nvec2 uvOffset=vec2(offset.x ,1.0-offset.y);\nvUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\n#else\nvUV=offset;\n#endif\n\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6)\nvec4 worldPos=vec4(vPositionW,1.0);\n#endif\n#include\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var particlesVertexShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'passPixelShader';\nlet shader = `\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nvoid main(void)\n{\ngl_FragColor=texture2D(textureSampler,vUV);\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var passPixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'passCubePixelShader';\nlet shader = `\nvarying vec2 vUV;\nuniform samplerCube textureSampler;\nvoid main(void)\n{\nvec2 uv=vUV*2.0-1.0;\n#ifdef POSITIVEX\ngl_FragColor=textureCube(textureSampler,vec3(1.001,uv.y,uv.x));\n#endif\n#ifdef NEGATIVEX\ngl_FragColor=textureCube(textureSampler,vec3(-1.001,uv.y,uv.x));\n#endif\n#ifdef POSITIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,1.001,uv.x));\n#endif\n#ifdef NEGATIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,-1.001,uv.x));\n#endif\n#ifdef POSITIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,1.001));\n#endif\n#ifdef NEGATIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,-1.001));\n#endif\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var passCubePixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\nimport \"./ShadersInclude/pbrFragmentDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentExtraDeclaration\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentSamplersDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrHelperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingSetupFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFalloffFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFunctions\";\nimport \"./ShadersInclude/pbrIBLFunctions\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/pbrBlockAlbedoOpacity\";\nimport \"./ShadersInclude/pbrBlockReflectivity\";\nimport \"./ShadersInclude/pbrBlockAmbientOcclusion\";\nimport \"./ShadersInclude/pbrBlockAlphaFresnel\";\nimport \"./ShadersInclude/pbrBlockAnisotropic\";\nimport \"./ShadersInclude/pbrBlockReflection\";\nimport \"./ShadersInclude/pbrBlockSheen\";\nimport \"./ShadersInclude/pbrBlockClearcoat\";\nimport \"./ShadersInclude/pbrBlockSubSurface\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/pbrBlockNormalGeometric\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/pbrBlockNormalFinal\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/pbrBlockGeometryInfo\";\nimport \"./ShadersInclude/pbrBlockReflectance0\";\nimport \"./ShadersInclude/pbrBlockReflectance\";\nimport \"./ShadersInclude/pbrBlockDirectLighting\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/pbrBlockFinalLitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalUnlitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalColorComposition\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/pbrBlockImageProcessing\";\nimport \"./ShadersInclude/pbrDebug\";\n\nlet name = 'pbrPixelShader';\nlet shader = `#if defined(BUMP) || !defined(NORMAL) || defined(FORCENORMALFORWARD) || defined(SPECULARAA) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LODBASEDMICROSFURACE\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nprecision highp float;\n\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE\n#endif\n\n#include<__decl__pbrFragment>\n#include\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include\n#include\n#include\n#include\n#include\n\n#include\n#include\n#include\n#include\n#include\n#include\n#include\n#include\n#include\n#include\n#include\n#include\n#include\n#include\n#ifdef REFLECTION\n#include\n#endif\n#include\n#include\n#include\n#include\n#include\n#include\n#include\n#include\n#include\n#define CUSTOM_FRAGMENT_DEFINITIONS\n\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include\n\n#include\n#include\n#include\n\nalbedoOpacityOutParams albedoOpacityOut;\n#ifdef ALBEDO\nvec4 albedoTexture=texture2D(albedoSampler,vAlbedoUV+uvOffset);\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#endif\nalbedoOpacityBlock(\nvAlbedoColor,\n#ifdef ALBEDO\nalbedoTexture,\nvAlbedoInfos,\n#endif\n#ifdef OPACITY\nopacityMap,\nvOpacityInfos,\n#endif\nalbedoOpacityOut\n);\nvec3 surfaceAlbedo=albedoOpacityOut.surfaceAlbedo;\nfloat alpha=albedoOpacityOut.alpha;\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\n#include\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\n\nambientOcclusionOutParams aoOut;\n#ifdef AMBIENT\nvec3 ambientOcclusionColorMap=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb;\n#endif\nambientOcclusionBlock(\n#ifdef AMBIENT\nambientOcclusionColorMap,\nvAmbientInfos,\n#endif\naoOut\n);\n#ifdef UNLIT\nvec3 diffuseBase=vec3(1.,1.,1.);\n#else\n\nvec3 baseColor=surfaceAlbedo;\nreflectivityOutParams reflectivityOut;\n#if defined(REFLECTIVITY)\nvec4 surfaceMetallicOrReflectivityColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);\n#ifndef METALLICWORKFLOW\nsurfaceMetallicOrReflectivityColorMap=toLinearSpace(surfaceMetallicOrReflectivityColorMap);\nsurfaceMetallicOrReflectivityColorMap.rgb*=vReflectivityInfos.y;\n#endif\n#endif\n#if defined(MICROSURFACEMAP)\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\n#endif\n#ifdef METALLICWORKFLOW\nvec4 metallicReflectanceFactors=vMetallicReflectanceFactors;\n#ifdef METALLIC_REFLECTANCE\nvec4 metallicReflectanceFactorsMap=texture2D(metallicReflectanceSampler,vMetallicReflectanceUV+uvOffset);\nmetallicReflectanceFactorsMap=toLinearSpace(metallicReflectanceFactorsMap);\nmetallicReflectanceFactors*=metallicReflectanceFactorsMap;\n#endif\n#endif\nreflectivityBlock(\nvReflectivityColor,\n#ifdef METALLICWORKFLOW\nsurfaceAlbedo,\nmetallicReflectanceFactors,\n#endif\n#ifdef REFLECTIVITY\nvReflectivityInfos,\nsurfaceMetallicOrReflectivityColorMap,\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\naoOut.ambientOcclusionColor,\n#endif\n#ifdef MICROSURFACEMAP\nmicroSurfaceTexel,\n#endif\nreflectivityOut\n);\nfloat microSurface=reflectivityOut.microSurface;\nfloat roughness=reflectivityOut.roughness;\n#ifdef METALLICWORKFLOW\nsurfaceAlbedo=reflectivityOut.surfaceAlbedo;\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\naoOut.ambientOcclusionColor=reflectivityOut.ambientOcclusionColor;\n#endif\n\n#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\nalphaFresnelOutParams alphaFresnelOut;\nalphaFresnelBlock(\nnormalW,\nviewDirectionW,\nalpha,\nmicroSurface,\nalphaFresnelOut\n);\nalpha=alphaFresnelOut.alpha;\n#endif\n#endif\n\n#include\n\n#ifdef ANISOTROPIC\nanisotropicOutParams anisotropicOut;\n#ifdef ANISOTROPIC_TEXTURE\nvec3 anisotropyMapData=texture2D(anisotropySampler,vAnisotropyUV+uvOffset).rgb*vAnisotropyInfos.y;\n#endif\nanisotropicBlock(\nvAnisotropy,\n#ifdef ANISOTROPIC_TEXTURE\nanisotropyMapData,\n#endif\nTBN,\nnormalW,\nviewDirectionW,\nanisotropicOut\n);\n#endif\n\n#ifdef REFLECTION\nreflectionOutParams reflectionOut;\nreflectionBlock(\nvPositionW,\nnormalW,\nalphaG,\nvReflectionMicrosurfaceInfos,\nvReflectionInfos,\nvReflectionColor,\n#ifdef ANISOTROPIC\nanisotropicOut,\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nNdotVUnclamped,\n#endif\n#ifdef LINEARSPECULARREFLECTION\nroughness,\n#endif\nreflectionSampler,\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nvEnvironmentIrradiance,\n#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\nreflectionMatrix,\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\nirradianceSampler,\n#endif\n#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\nreflectionSamplerHigh,\n#endif\nreflectionOut\n);\n#endif\n\n#include\n\n#ifdef SHEEN\nsheenOutParams sheenOut;\n#ifdef SHEEN_TEXTURE\nvec4 sheenMapData=toLinearSpace(texture2D(sheenSampler,vSheenUV+uvOffset))*vSheenInfos.y;\n#endif\nsheenBlock(\nvSheenColor,\n#ifdef SHEEN_ROUGHNESS\nvSheenRoughness,\n#endif\nroughness,\n#ifdef SHEEN_TEXTURE\nsheenMapData,\n#endif\nreflectance,\n#ifdef SHEEN_LINKWITHALBEDO\nbaseColor,\nsurfaceAlbedo,\n#endif\n#ifdef ENVIRONMENTBRDF\nNdotV,\nenvironmentBrdf,\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\nAARoughnessFactors,\nvReflectionMicrosurfaceInfos,\nvReflectionInfos,\nvReflectionColor,\nvLightingIntensity,\nreflectionSampler,\nreflectionOut.reflectionCoords,\nNdotVUnclamped,\n#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\nreflectionSamplerHigh,\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(RADIANCEOCCLUSION)\nseo,\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\neho,\n#endif\n#endif\nsheenOut\n);\n#ifdef SHEEN_LINKWITHALBEDO\nsurfaceAlbedo=sheenOut.surfaceAlbedo;\n#endif\n#endif\n\nclearcoatOutParams clearcoatOut;\n#ifdef CLEARCOAT\n#ifdef CLEARCOAT_TEXTURE\nvec2 clearCoatMapData=texture2D(clearCoatSampler,vClearCoatUV+uvOffset).rg*vClearCoatInfos.y;\n#endif\n#if defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\nvec4 clearCoatTintMapData=toLinearSpace(texture2D(clearCoatTintSampler,vClearCoatTintUV+uvOffset));\n#endif\n#ifdef CLEARCOAT_BUMP\nvec4 clearCoatBumpMapData=texture2D(clearCoatBumpSampler,vClearCoatBumpUV+uvOffset);\n#endif\nclearcoatBlock(\nvPositionW,\ngeometricNormalW,\nviewDirectionW,\nvClearCoatParams,\nspecularEnvironmentR0,\n#ifdef CLEARCOAT_TEXTURE\nclearCoatMapData,\n#endif\n#ifdef CLEARCOAT_TINT\nvClearCoatTintParams,\nclearCoatColorAtDistance,\nvClearCoatRefractionParams,\n#ifdef CLEARCOAT_TINT_TEXTURE\nclearCoatTintMapData,\n#endif\n#endif\n#ifdef CLEARCOAT_BUMP\nvClearCoatBumpInfos,\nclearCoatBumpMapData,\nvClearCoatBumpUV,\n#if defined(TANGENT) && defined(NORMAL)\nvTBN,\n#else\nvClearCoatTangentSpaceParams,\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\nnormalMatrix,\n#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nfaceNormal,\n#endif\n#ifdef REFLECTION\nvReflectionMicrosurfaceInfos,\nvReflectionInfos,\nvReflectionColor,\nvLightingIntensity,\nreflectionSampler,\n#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\nreflectionSamplerHigh,\n#endif\n#endif\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\n#ifdef RADIANCEOCCLUSION\nambientMonochrome,\n#endif\n#endif\nclearcoatOut\n);\n#else\nclearcoatOut.specularEnvironmentR0=specularEnvironmentR0;\n#endif\n\n#include\n\nsubSurfaceOutParams subSurfaceOut;\n#ifdef SUBSURFACE\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nvec4 thicknessMap=texture2D(thicknessSampler,vThicknessUV+uvOffset);\n#endif\nsubSurfaceBlock(\nvSubSurfaceIntensity,\nvThicknessParam,\nvTintColor,\nnormalW,\nspecularEnvironmentReflectance,\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nthicknessMap,\n#endif\n#ifdef REFLECTION\n#ifdef SS_TRANSLUCENCY\nreflectionMatrix,\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\nreflectionOut.irradianceVector,\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\nirradianceSampler,\n#endif\n#endif\n#endif\n#ifdef SS_REFRACTION\nvPositionW,\nviewDirectionW,\nview,\nsurfaceAlbedo,\nvRefractionInfos,\nrefractionMatrix,\nvRefractionMicrosurfaceInfos,\nvLightingIntensity,\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nalpha,\n#endif\n#ifdef SS_LODINREFRACTIONALPHA\nNdotVUnclamped,\n#endif\n#ifdef SS_LINEARSPECULARREFRACTION\nroughness,\n#else\nalphaG,\n#endif\nrefractionSampler,\n#ifndef LODBASEDMICROSFURACE\nrefractionSamplerLow,\nrefractionSamplerHigh,\n#endif\n#ifdef ANISOTROPIC\nanisotropicOut,\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\nvDiffusionDistance,\n#endif\nsubSurfaceOut\n);\n#ifdef SS_REFRACTION\nsurfaceAlbedo=subSurfaceOut.surfaceAlbedo;\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nalpha=subSurfaceOut.alpha;\n#endif\n#endif\n#else\nsubSurfaceOut.specularEnvironmentReflectance=specularEnvironmentReflectance;\n#endif\n\n#include\n#include[0..maxSimultaneousLights]\n\n#include\n#endif\n#include\n#include\n#include\n#include(color,finalColor)\n#include\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\ngl_FragColor=finalColor;\n#include\n}\n`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var pbrPixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\nimport \"./ShadersInclude/pbrVertexDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/bumpVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bumpVertex\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/shadowsVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nlet name = 'pbrVertexShader';\nlet shader = `precision highp float;\n#include<__decl__pbrVertex>\n#define CUSTOM_VERTEX_BEGIN\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include\n#include\n\n#include\n#if defined(ALBEDO) && ALBEDODIRECTUV == 0\nvarying vec2 vAlbedoUV;\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\nvarying vec2 vAmbientUV;\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\nvarying vec2 vOpacityUV;\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\nvarying vec2 vEmissiveUV;\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\nvarying vec2 vLightmapUV;\n#endif\n#if defined(REFLECTIVITY) && REFLECTIVITYDIRECTUV == 0\nvarying vec2 vReflectivityUV;\n#endif\n#if defined(MICROSURFACEMAP) && MICROSURFACEMAPDIRECTUV == 0\nvarying vec2 vMicroSurfaceSamplerUV;\n#endif\n#if defined(METALLIC_REFLECTANCE) && METALLIC_REFLECTANCEDIRECTUV == 0\nvarying vec2 vMetallicReflectanceUV;\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0\nvarying vec2 vBumpUV;\n#endif\n#ifdef CLEARCOAT\n#if defined(CLEARCOAT_TEXTURE) && CLEARCOAT_TEXTUREDIRECTUV == 0\nvarying vec2 vClearCoatUV;\n#endif\n#if defined(CLEARCOAT_BUMP) && CLEARCOAT_BUMPDIRECTUV == 0\nvarying vec2 vClearCoatBumpUV;\n#endif\n#if defined(CLEARCOAT_TINT_TEXTURE) && CLEARCOAT_TINT_TEXTUREDIRECTUV == 0\nvarying vec2 vClearCoatTintUV;\n#endif\n#endif\n#ifdef SHEEN\n#if defined(SHEEN_TEXTURE) && SHEEN_TEXTUREDIRECTUV == 0\nvarying vec2 vSheenUV;\n#endif\n#endif\n#ifdef ANISOTROPIC\n#if defined(ANISOTROPIC_TEXTURE) && ANISOTROPIC_TEXTUREDIRECTUV == 0\nvarying vec2 vAnisotropyUV;\n#endif\n#endif\n#ifdef SUBSURFACE\n#if defined(SS_THICKNESSANDMASK_TEXTURE) && SS_THICKNESSANDMASK_TEXTUREDIRECTUV == 0\nvarying vec2 vThicknessUV;\n#endif\n#endif\n\nvarying vec3 vPositionW;\n#if DEBUGMODE>0\nvarying vec4 vClipSpacePosition;\n#endif\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#include\n#endif\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include\n#include\n#include\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include\n#include[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\n#ifdef NORMAL\nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#include[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=positionUpdated;\n#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include\n#include\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));\nvNormalW=normalize(normalWorld*vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR == 0u) {\ngl_Position=viewProjection*worldPos;\n} else {\ngl_Position=viewProjectionR*worldPos;\n}\n#else\ngl_Position=viewProjection*worldPos;\n#endif\n#if DEBUGMODE>0\nvClipSpacePosition=gl_Position;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n\n#ifndef UV1\nvec2 uvUpdated=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uvUpdated;\n#endif\n#ifdef MAINUV2\nvMainUV2=uv2;\n#endif\n#if defined(ALBEDO) && ALBEDODIRECTUV == 0\nif (vAlbedoInfos.x == 0.)\n{\nvAlbedoUV=vec2(albedoMatrix*vec4(uvUpdated,1.0,0.0));\n}\nelse\n{\nvAlbedoUV=vec2(albedoMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\nif (vAmbientInfos.x == 0.)\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uvUpdated,1.0,0.0));\n}\nelse\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\nif (vOpacityInfos.x == 0.)\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uvUpdated,1.0,0.0));\n}\nelse\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\nif (vEmissiveInfos.x == 0.)\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uvUpdated,1.0,0.0));\n}\nelse\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\nif (vLightmapInfos.x == 0.)\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uvUpdated,1.0,0.0));\n}\nelse\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(REFLECTIVITY) && REFLECTIVITYDIRECTUV == 0\nif (vReflectivityInfos.x == 0.)\n{\nvReflectivityUV=vec2(reflectivityMatrix*vec4(uvUpdated,1.0,0.0));\n}\nelse\n{\nvReflectivityUV=vec2(reflectivityMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(MICROSURFACEMAP) && MICROSURFACEMAPDIRECTUV == 0\nif (vMicroSurfaceSamplerInfos.x == 0.)\n{\nvMicroSurfaceSamplerUV=vec2(microSurfaceSamplerMatrix*vec4(uvUpdated,1.0,0.0));\n}\nelse\n{\nvMicroSurfaceSamplerUV=vec2(microSurfaceSamplerMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(METALLIC_REFLECTANCE) && METALLIC_REFLECTANCEDIRECTUV == 0\nif (vMetallicReflectanceInfos.x == 0.)\n{\nvMetallicReflectanceUV=vec2(metallicReflectanceMatrix*vec4(uvUpdated,1.0,0.0));\n}\nelse\n{\nvMetallicReflectanceUV=vec2(metallicReflectanceMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0\nif (vBumpInfos.x == 0.)\n{\nvBumpUV=vec2(bumpMatrix*vec4(uvUpdated,1.0,0.0));\n}\nelse\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#ifdef CLEARCOAT\n#if defined(CLEARCOAT_TEXTURE) && CLEARCOAT_TEXTUREDIRECTUV == 0\nif (vClearCoatInfos.x == 0.)\n{\nvClearCoatUV=vec2(clearCoatMatrix*vec4(uvUpdated,1.0,0.0));\n}\nelse\n{\nvClearCoatUV=vec2(clearCoatMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(CLEARCOAT_BUMP) && CLEARCOAT_BUMPDIRECTUV == 0\nif (vClearCoatBumpInfos.x == 0.)\n{\nvClearCoatBumpUV=vec2(clearCoatBumpMatrix*vec4(uvUpdated,1.0,0.0));\n}\nelse\n{\nvClearCoatBumpUV=vec2(clearCoatBumpMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(CLEARCOAT_TINT_TEXTURE) && CLEARCOAT_TINT_TEXTUREDIRECTUV == 0\nif (vClearCoatTintInfos.x == 0.)\n{\nvClearCoatTintUV=vec2(clearCoatTintMatrix*vec4(uvUpdated,1.0,0.0));\n}\nelse\n{\nvClearCoatTintUV=vec2(clearCoatTintMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#endif\n#ifdef SHEEN\n#if defined(SHEEN_TEXTURE) && SHEEN_TEXTUREDIRECTUV == 0\nif (vSheenInfos.x == 0.)\n{\nvSheenUV=vec2(sheenMatrix*vec4(uvUpdated,1.0,0.0));\n}\nelse\n{\nvSheenUV=vec2(sheenMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#endif\n#ifdef ANISOTROPIC\n#if defined(ANISOTROPIC_TEXTURE) && ANISOTROPIC_TEXTUREDIRECTUV == 0\nif (vAnisotropyInfos.x == 0.)\n{\nvAnisotropyUV=vec2(anisotropyMatrix*vec4(uvUpdated,1.0,0.0));\n}\nelse\n{\nvAnisotropyUV=vec2(anisotropyMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#endif\n#ifdef SUBSURFACE\n#if defined(SS_THICKNESSANDMASK_TEXTURE) && SS_THICKNESSANDMASK_TEXTUREDIRECTUV == 0\nif (vThicknessInfos.x == 0.)\n{\nvThicknessUV=vec2(thicknessMatrix*vec4(uvUpdated,1.0,0.0));\n}\nelse\n{\nvThicknessUV=vec2(thicknessMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#endif\n\n#include\n\n#include\n\n#include\n\n#include[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n\n#include\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var pbrVertexShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'postprocessVertexShader';\nlet shader = `\nattribute vec2 position;\nuniform vec2 scale;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) {\nvUV=(position*madd+madd)*scale;\ngl_Position=vec4(position,0.0,1.0);\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var postprocessVertexShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'proceduralVertexShader';\nlet shader = `\nattribute vec2 position;\n\nvarying vec2 vPosition;\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) {\nvPosition=position;\nvUV=position*madd+madd;\ngl_Position=vec4(position,0.0,1.0);\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var proceduralVertexShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'refractionPixelShader';\nlet shader = `\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D refractionSampler;\n\nuniform vec3 baseColor;\nuniform float depth;\nuniform float colorLevel;\nvoid main() {\nfloat ref=1.0-texture2D(refractionSampler,vUV).r;\nvec2 uv=vUV-vec2(0.5);\nvec2 offset=uv*depth*ref;\nvec3 sourceColor=texture2D(textureSampler,vUV-offset).rgb;\ngl_FragColor=vec4(sourceColor+sourceColor*ref*colorLevel,1.0);\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var refractionPixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\nimport \"./ShadersInclude/helperFunctions\";\n\nlet name = 'rgbdDecodePixelShader';\nlet shader = `\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#include\nvoid main(void)\n{\ngl_FragColor=vec4(fromRGBD(texture2D(textureSampler,vUV)),1.0);\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var rgbdDecodePixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\nimport \"./ShadersInclude/helperFunctions\";\n\nlet name = 'rgbdEncodePixelShader';\nlet shader = `\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#include\nvoid main(void)\n{\ngl_FragColor=toRGBD(texture2D(textureSampler,vUV).rgb);\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var rgbdEncodePixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'screenSpaceReflectionPixelShader';\nlet shader = `\n\nuniform sampler2D textureSampler;\nuniform sampler2D normalSampler;\nuniform sampler2D positionSampler;\nuniform sampler2D reflectivitySampler;\nuniform mat4 view;\nuniform mat4 projection;\nuniform float step;\nuniform float strength;\nuniform float threshold;\nuniform float roughnessFactor;\nuniform float reflectionSpecularFalloffExponent;\n\nvarying vec2 vUV;\n\nstruct ReflectionInfo {\nvec3 color;\nvec4 coords;\n};\n\nvec3 fresnelSchlick(float cosTheta,vec3 F0)\n{\nreturn F0+(1.0-F0)*pow(1.0-cosTheta,5.0);\n}\n\nReflectionInfo smoothReflectionInfo(vec3 dir,vec3 hitCoord)\n{\nReflectionInfo info;\ninfo.color=vec3(0.0);\nvec4 projectedCoord;\nfloat sampledDepth;\nfor(int i=0; i0.0)\nhitCoord-=dir;\nelse\nhitCoord+=dir;\ninfo.color+=texture2D(textureSampler,projectedCoord.xy).rgb;\n}\nprojectedCoord=projection*vec4(hitCoord,1.0);\nprojectedCoord.xy/=projectedCoord.w;\nprojectedCoord.xy=0.5*projectedCoord.xy+vec2(0.5);\n\ninfo.coords=vec4(projectedCoord.xy,sampledDepth,1.0);\ninfo.color+=texture2D(textureSampler,projectedCoord.xy).rgb;\ninfo.color/=float(SMOOTH_STEPS+1);\nreturn info;\n}\n\nReflectionInfo getReflectionInfo(vec3 dir,vec3 hitCoord)\n{\nReflectionInfo info;\nvec4 projectedCoord;\nfloat sampledDepth;\ndir*=step;\nfor(int i=0; i\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n#include\nvoid main(void)\n{\n#include\n#ifdef ALPHATEST\nfloat alphaFromAlphaTexture=texture2D(diffuseSampler,vUV).a;\nif (alphaFromAlphaTexture<0.4)\ndiscard;\n#endif\n#if SM_SOFTTRANSPARENTSHADOW == 1\n#ifdef ALPHATEST\nif ((bayerDither8(floor(mod(gl_FragCoord.xy,8.0))))/64.0>=softTransparentShadowSM*alphaFromAlphaTexture) discard;\n#else\nif ((bayerDither8(floor(mod(gl_FragCoord.xy,8.0))))/64.0>=softTransparentShadowSM) discard;\n#endif\n#endif\n#include\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var shadowMapPixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/shadowMapVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/shadowMapVertexNormalBias\";\nimport \"./ShadersInclude/shadowMapVertexMetric\";\nimport \"./ShadersInclude/clipPlaneVertex\";\n\nlet name = 'shadowMapVertexShader';\nlet shader = `\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#include\n#include\n#include[0..maxSimultaneousMorphTargets]\n\n#include\n#include\nuniform mat4 viewProjection;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n#include\n#include\nvoid main(void)\n{\nvec3 positionUpdated=position;\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#ifdef NORMAL\nvec3 normalUpdated=normal;\n#endif\n#include[0..maxSimultaneousMorphTargets]\n#include\n#include\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\n#ifdef NORMAL\nmat3 normWorldSM=mat3(finalWorld);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvec3 vNormalW=normalUpdated/vec3(dot(normWorldSM[0],normWorldSM[0]),dot(normWorldSM[1],normWorldSM[1]),dot(normWorldSM[2],normWorldSM[2]));\nvNormalW=normalize(normWorldSM*vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormWorldSM=transposeMat3(inverseMat3(normWorldSM));\n#endif\nvec3 vNormalW=normalize(normWorldSM*normalUpdated);\n#endif\n#endif\n#include\n\ngl_Position=viewProjection*worldPos;\n#include\n#ifdef ALPHATEST\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n#include\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var shadowMapVertexShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'sharpenPixelShader';\nlet shader = `\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 screenSize;\nuniform vec2 sharpnessAmounts;\nvoid main(void)\n{\nvec2 onePixel=vec2(1.0,1.0)/screenSize;\nvec4 color=texture2D(textureSampler,vUV);\nvec4 edgeDetection=texture2D(textureSampler,vUV+onePixel*vec2(0,-1)) +\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,0)) +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,0)) +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,1)) -\ncolor*4.0;\ngl_FragColor=max(vec4(color.rgb*sharpnessAmounts.y,color.a)-(sharpnessAmounts.x*vec4(edgeDetection.rgb,0)),0.);\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var sharpenPixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'spriteMapPixelShader';\nlet shader = `precision highp float;\nvarying vec3 vPosition;\nvarying vec2 vUV;\nvarying vec2 tUV;\nuniform float time;\nuniform float spriteCount;\nuniform sampler2D spriteSheet;\nuniform vec2 spriteMapSize;\nuniform vec2 outputSize;\nuniform vec2 stageSize;\nuniform sampler2D frameMap;\nuniform sampler2D tileMaps[LAYERS];\nuniform sampler2D animationMap;\nuniform vec3 colorMul;\nfloat mt;\nconst float fdStep=1./4.;\nconst float aFrameSteps=1./MAX_ANIMATION_FRAMES;\nmat4 getFrameData(float frameID){\nfloat fX=frameID/spriteCount;\nreturn mat4(\ntexture2D(frameMap,vec2(fX,0.),0.),\ntexture2D(frameMap,vec2(fX,fdStep*1.),0.),\ntexture2D(frameMap,vec2(fX,fdStep*2.),0.),\nvec4(0.)\n);\n}\nvoid main(){\nvec4 color=vec4(0.);\nvec2 tileUV=fract(tUV);\n#ifdef FLIPU\ntileUV.y=1.0-tileUV.y;\n#endif\nvec2 tileID=floor(tUV);\nvec2 sheetUnits=1./spriteMapSize;\nfloat spriteUnits=1./spriteCount;\nvec2 stageUnits=1./stageSize;\nfor(int i=0; i0.) {\nmt=mod(time*animationData.z,1.0);\nfor(float f=0.; fmt){\nframeID=animationData.x;\nbreak;\n}\nanimationData=texture2D(animationMap,vec2((frameID+0.5)/spriteCount,aFrameSteps*f),0.);\n}\n}\n\nmat4 frameData=getFrameData(frameID+0.5);\nvec2 frameSize=(frameData[0].wz)/spriteMapSize;\nvec2 offset=frameData[0].xy*sheetUnits;\nvec2 ratio=frameData[2].xy/frameData[0].wz;\n\nif (frameData[2].z == 1.){\ntileUV.xy=tileUV.yx;\n}\nif (i == 0){\ncolor=texture2D(spriteSheet,tileUV*frameSize+offset);\n} else {\nvec4 nc=texture2D(spriteSheet,tileUV*frameSize+offset);\nfloat alpha=min(color.a+nc.a,1.0);\nvec3 mixed=mix(color.xyz,nc.xyz,nc.a);\ncolor=vec4(mixed,alpha);\n}\n}\ncolor.xyz*=colorMul;\ngl_FragColor=color;\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var spriteMapPixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'spriteMapVertexShader';\nlet shader = `precision highp float;\n\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\n\nvarying vec3 vPosition;\nvarying vec2 vUV;\nvarying vec2 tUV;\nvarying vec2 stageUnits;\nvarying vec2 levelUnits;\nvarying vec2 tileID;\n\nuniform float time;\nuniform mat4 worldViewProjection;\nuniform vec2 outputSize;\nuniform vec2 stageSize;\nuniform vec2 spriteMapSize;\nuniform float stageScale;\nvoid main() {\nvec4 p=vec4( position,1. );\nvPosition=p.xyz;\nvUV=uv;\ntUV=uv*stageSize;\ngl_Position=worldViewProjection*p;\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var spriteMapVertexShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/fogFragment\";\n\nlet name = 'spritesPixelShader';\nlet shader = `uniform bool alphaTest;\nvarying vec4 vColor;\n\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n\n#include\nvoid main(void) {\nvec4 color=texture2D(diffuseSampler,vUV);\nif (alphaTest)\n{\nif (color.a<0.95)\ndiscard;\n}\ncolor*=vColor;\n#include\ngl_FragColor=color;\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var spritesPixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\n\nlet name = 'spritesVertexShader';\nlet shader = `\nattribute vec4 position;\nattribute vec4 options;\nattribute vec2 inverts;\nattribute vec4 cellInfo;\nattribute vec4 color;\n\nuniform mat4 view;\nuniform mat4 projection;\n\nvarying vec2 vUV;\nvarying vec4 vColor;\n#include\nvoid main(void) {\nvec3 viewPos=(view*vec4(position.xyz,1.0)).xyz;\nvec2 cornerPos;\nfloat angle=position.w;\nvec2 size=vec2(options.x,options.y);\nvec2 offset=options.zw;\ncornerPos=vec2(offset.x-0.5,offset.y-0.5)*size;\n\nvec3 rotatedCorner;\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\n\nviewPos+=rotatedCorner;\ngl_Position=projection*vec4(viewPos,1.0);\n\nvColor=color;\n\nvec2 uvOffset=vec2(abs(offset.x-inverts.x),abs(1.0-offset.y-inverts.y));\nvec2 uvPlace=cellInfo.xy;\nvec2 uvSize=cellInfo.zw;\nvUV.x=uvPlace.x+uvSize.x*uvOffset.x;\nvUV.y=uvPlace.y+uvSize.y*uvOffset.y;\n\n#ifdef FOG\nvFogDistance=viewPos;\n#endif\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var spritesVertexShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'ssaoPixelShader';\nlet shader = `\nuniform sampler2D textureSampler;\nvarying vec2 vUV;\n#ifdef SSAO\nuniform sampler2D randomSampler;\nuniform float randTextureTiles;\nuniform float samplesFactor;\nuniform vec3 sampleSphere[SAMPLES];\nuniform float totalStrength;\nuniform float radius;\nuniform float area;\nuniform float fallOff;\nuniform float base;\nvec3 normalFromDepth(float depth,vec2 coords)\n{\nvec2 offset1=vec2(0.0,radius);\nvec2 offset2=vec2(radius,0.0);\nfloat depth1=texture2D(textureSampler,coords+offset1).r;\nfloat depth2=texture2D(textureSampler,coords+offset2).r;\nvec3 p1=vec3(offset1,depth1-depth);\nvec3 p2=vec3(offset2,depth2-depth);\nvec3 normal=cross(p1,p2);\nnormal.z=-normal.z;\nreturn normalize(normal);\n}\nvoid main()\n{\nvec3 random=normalize(texture2D(randomSampler,vUV*randTextureTiles).rgb);\nfloat depth=texture2D(textureSampler,vUV).r;\nvec3 position=vec3(vUV,depth);\nvec3 normal=normalFromDepth(depth,vUV);\nfloat radiusDepth=radius/depth;\nfloat occlusion=0.0;\nvec3 ray;\nvec3 hemiRay;\nfloat occlusionDepth;\nfloat difference;\nfor (int i=0; i1e-2 ? rvec : vec3(-rvec.y,0.0,rvec.x);\nvec3 tangent=normalize(rvec-normal*dot(rvec,normal));\nvec3 bitangent=cross(normal,tangent);\nmat3 tbn=mat3(tangent,bitangent,normal);\nfloat difference;\nfor (int i=0; i1.0 || offset.y>1.0) {\ncontinue;\n}\n\nfloat sampleDepth=abs(texture2D(textureSampler,offset.xy).r);\n\ndifference=depthSign*samplePosition.z-sampleDepth;\nfloat rangeCheck=1.0-smoothstep(correctedRadius*0.5,correctedRadius,difference);\nocclusion+=(difference>=0.0 ? 1.0 : 0.0)*rangeCheck;\n}\nocclusion=occlusion*(1.0-smoothstep(maxZ*0.75,maxZ,depth));\nfloat ao=1.0-totalStrength*occlusion*samplesFactor;\nfloat result=clamp(ao+base,0.0,1.0);\ngl_FragColor=vec4(vec3(result),1.0);\n}\n#endif\n#ifdef BILATERAL_BLUR\nuniform sampler2D depthSampler;\nuniform float outSize;\nuniform float samplerOffsets[SAMPLES];\nvec4 blur9(sampler2D image,vec2 uv,float resolution,vec2 direction) {\nvec4 color=vec4(0.0);\nvec2 off1=vec2(1.3846153846)*direction;\nvec2 off2=vec2(3.2307692308)*direction;\ncolor+=texture2D(image,uv)*0.2270270270;\ncolor+=texture2D(image,uv+(off1/resolution))*0.3162162162;\ncolor+=texture2D(image,uv-(off1/resolution))*0.3162162162;\ncolor+=texture2D(image,uv+(off2/resolution))*0.0702702703;\ncolor+=texture2D(image,uv-(off2/resolution))*0.0702702703;\nreturn color;\n}\nvec4 blur13(sampler2D image,vec2 uv,float resolution,vec2 direction) {\nvec4 color=vec4(0.0);\nvec2 off1=vec2(1.411764705882353)*direction;\nvec2 off2=vec2(3.2941176470588234)*direction;\nvec2 off3=vec2(5.176470588235294)*direction;\ncolor+=texture2D(image,uv)*0.1964825501511404;\ncolor+=texture2D(image,uv+(off1/resolution))*0.2969069646728344;\ncolor+=texture2D(image,uv-(off1/resolution))*0.2969069646728344;\ncolor+=texture2D(image,uv+(off2/resolution))*0.09447039785044732;\ncolor+=texture2D(image,uv-(off2/resolution))*0.09447039785044732;\ncolor+=texture2D(image,uv+(off3/resolution))*0.010381362401148057;\ncolor+=texture2D(image,uv-(off3/resolution))*0.010381362401148057;\nreturn color;\n}\nvec4 blur13Bilateral(sampler2D image,vec2 uv,float resolution,vec2 direction) {\nvec4 color=vec4(0.0);\nvec2 off1=vec2(1.411764705882353)*direction;\nvec2 off2=vec2(3.2941176470588234)*direction;\nvec2 off3=vec2(5.176470588235294)*direction;\nfloat compareDepth=abs(texture2D(depthSampler,uv).r);\nfloat sampleDepth;\nfloat weight;\nfloat weightSum=30.0;\ncolor+=texture2D(image,uv)*30.0;\nsampleDepth=abs(texture2D(depthSampler,uv+(off1/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv+(off1/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv-(off1/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv-(off1/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv+(off2/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv+(off2/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv-(off2/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv-(off2/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv+(off3/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv+(off3/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv-(off3/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv-(off3/resolution))*weight;\nreturn color/weightSum;\n}\nvoid main()\n{\n#if EXPENSIVE\nfloat compareDepth=abs(texture2D(depthSampler,vUV).r);\nfloat texelsize=1.0/outSize;\nfloat result=0.0;\nfloat weightSum=0.0;\nfor (int i=0; ishadowPixelDepth)\naccumFog+=sunColor*computeScattering(dot(rayDirection,sunDirection));\ncurrentPosition+=stepL;\n}\naccumFog/=NB_STEPS;\nvec3 color=accumFog*scatteringPower;\ngl_FragColor=vec4(color*exp(color) ,1.0);\n}\n#endif\n#if defined(VLSMERGE)\nuniform sampler2D originalSampler;\nvoid main(void)\n{\ngl_FragColor=texture2D(originalSampler,vUV)+texture2D(textureSampler,vUV);\n}\n#endif\n#if defined(LUMINANCE)\nuniform vec2 lumOffsets[4];\nvoid main()\n{\nfloat average=0.0;\nvec4 color=vec4(0.0);\nfloat maximum=-1e20;\nvec3 weight=vec3(0.299,0.587,0.114);\nfor (int i=0; i<4; i++)\n{\ncolor=texture2D(textureSampler,vUV+ lumOffsets[i]);\n\nfloat GreyValue=dot(color.rgb,vec3(0.33,0.33,0.33));\n\n#ifdef WEIGHTED_AVERAGE\nfloat GreyValue=dot(color.rgb,weight);\n#endif\n#ifdef BRIGHTNESS\nfloat GreyValue=max(color.r,max(color.g,color.b));\n#endif\n#ifdef HSL_COMPONENT\nfloat GreyValue=0.5*(max(color.r,max(color.g,color.b))+min(color.r,min(color.g,color.b)));\n#endif\n#ifdef MAGNITUDE\nfloat GreyValue=length(color.rgb);\n#endif\nmaximum=max(maximum,GreyValue);\naverage+=(0.25*log(1e-5+GreyValue));\n}\naverage=exp(average);\ngl_FragColor=vec4(average,maximum,0.0,1.0);\n}\n#endif\n#if defined(LUMINANCE_DOWN_SAMPLE)\nuniform vec2 dsOffsets[9];\nuniform float halfDestPixelSize;\n#ifdef FINAL_DOWN_SAMPLER\n#include\n#endif\nvoid main()\n{\nvec4 color=vec4(0.0);\nfloat average=0.0;\nfor (int i=0; i<9; i++)\n{\ncolor=texture2D(textureSampler,vUV+vec2(halfDestPixelSize,halfDestPixelSize)+dsOffsets[i]);\naverage+=color.r;\n}\naverage/=9.0;\n#ifdef FINAL_DOWN_SAMPLER\ngl_FragColor=pack(average);\n#else\ngl_FragColor=vec4(average,average,0.0,1.0);\n#endif\n}\n#endif\n#if defined(HDR)\nuniform sampler2D textureAdderSampler;\nuniform float averageLuminance;\nvoid main()\n{\nvec4 color=texture2D(textureAdderSampler,vUV);\n#ifndef AUTO_EXPOSURE\nvec4 adjustedColor=color/averageLuminance;\ncolor=adjustedColor;\ncolor.a=1.0;\n#endif\ngl_FragColor=color;\n}\n#endif\n#if defined(LENS_FLARE)\n#define GHOSTS 3\nuniform sampler2D lensColorSampler;\nuniform float strength;\nuniform float ghostDispersal;\nuniform float haloWidth;\nuniform vec2 resolution;\nuniform float distortionStrength;\nfloat hash(vec2 p)\n{\nfloat h=dot(p,vec2(127.1,311.7));\nreturn -1.0+2.0*fract(sin(h)*43758.5453123);\n}\nfloat noise(in vec2 p)\n{\nvec2 i=floor(p);\nvec2 f=fract(p);\nvec2 u=f*f*(3.0-2.0*f);\nreturn mix(mix(hash(i+vec2(0.0,0.0)),\nhash(i+vec2(1.0,0.0)),u.x),\nmix(hash(i+vec2(0.0,1.0)),\nhash(i+vec2(1.0,1.0)),u.x),u.y);\n}\nfloat fbm(vec2 p)\n{\nfloat f=0.0;\nf+=0.5000*noise(p); p*=2.02;\nf+=0.2500*noise(p); p*=2.03;\nf+=0.1250*noise(p); p*=2.01;\nf+=0.0625*noise(p); p*=2.04;\nf/=0.9375;\nreturn f;\n}\nvec3 pattern(vec2 uv)\n{\nvec2 p=-1.0+2.0*uv;\nfloat p2=dot(p,p);\nfloat f=fbm(vec2(15.0*p2))/2.0;\nfloat r=0.2+0.6*sin(12.5*length(uv-vec2(0.5)));\nfloat g=0.2+0.6*sin(20.5*length(uv-vec2(0.5)));\nfloat b=0.2+0.6*sin(17.2*length(uv-vec2(0.5)));\nreturn (1.0-f)*vec3(r,g,b);\n}\nfloat luminance(vec3 color)\n{\nreturn dot(color.rgb,vec3(0.2126,0.7152,0.0722));\n}\nvec4 textureDistorted(sampler2D tex,vec2 texcoord,vec2 direction,vec3 distortion)\n{\nreturn vec4(\ntexture2D(tex,texcoord+direction*distortion.r).r,\ntexture2D(tex,texcoord+direction*distortion.g).g,\ntexture2D(tex,texcoord+direction*distortion.b).b,\n1.0\n);\n}\nvoid main(void)\n{\nvec2 uv=-vUV+vec2(1.0);\nvec2 ghostDir=(vec2(0.5)-uv)*ghostDispersal;\nvec2 texelSize=1.0/resolution;\nvec3 distortion=vec3(-texelSize.x*distortionStrength,0.0,texelSize.x*distortionStrength);\nvec4 result=vec4(0.0);\nfloat ghostIndice=1.0;\nfor (int i=0; i=nSamples)\nbreak;\nvec2 offset1=vUV+velocity*(float(i)/float(nSamples-1)-0.5);\nresult+=texture2D(textureSampler,offset1);\n}\ngl_FragColor=result/float(nSamples);\n}\n#endif\n`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var standardPixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'stereoscopicInterlacePixelShader';\nlet shader = `const vec3 TWO=vec3(2.0,2.0,2.0);\nvarying vec2 vUV;\nuniform sampler2D camASampler;\nuniform sampler2D textureSampler;\nuniform vec2 stepSize;\nvoid main(void)\n{\nbool useCamA;\nbool useCamB;\nvec2 texCoord1;\nvec2 texCoord2;\nvec3 frag1;\nvec3 frag2;\n#ifdef IS_STEREOSCOPIC_HORIZ\nuseCamB=vUV.x>0.5;\nuseCamA=!useCamB;\ntexCoord1=vec2(useCamB ? (vUV.x-0.5)*2.0 : vUV.x*2.0,vUV.y);\ntexCoord2=vec2(texCoord1.x+stepSize.x,vUV.y);\n#else\n#ifdef IS_STEREOSCOPIC_INTERLACED\nfloat rowNum=floor(vUV.y/stepSize.y);\nuseCamA=mod(rowNum,2.0) == 1.0;\nuseCamB=mod(rowNum,2.0) == 0.0;\ntexCoord1=vec2(vUV.x,vUV.y);\ntexCoord2=vec2(vUV.x,vUV.y);\n#else\nuseCamB=vUV.y>0.5;\nuseCamA=!useCamB;\ntexCoord1=vec2(vUV.x,useCamB ? (vUV.y-0.5)*2.0 : vUV.y*2.0);\ntexCoord2=vec2(vUV.x,texCoord1.y+stepSize.y);\n#endif\n#endif\n\nif (useCamB){\nfrag1=texture2D(textureSampler,texCoord1).rgb;\nfrag2=texture2D(textureSampler,texCoord2).rgb;\n}else if (useCamA){\nfrag1=texture2D(camASampler ,texCoord1).rgb;\nfrag2=texture2D(camASampler ,texCoord2).rgb;\n}else {\ndiscard;\n}\ngl_FragColor=vec4((frag1+frag2)/TWO,1.0);\n}\n`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var stereoscopicInterlacePixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'tonemapPixelShader';\nlet shader = `\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform float _ExposureAdjustment;\n#if defined(HABLE_TONEMAPPING)\nconst float A=0.15;\nconst float B=0.50;\nconst float C=0.10;\nconst float D=0.20;\nconst float E=0.02;\nconst float F=0.30;\nconst float W=11.2;\n#endif\nfloat Luminance(vec3 c)\n{\nreturn dot(c,vec3(0.22,0.707,0.071));\n}\nvoid main(void)\n{\nvec3 colour=texture2D(textureSampler,vUV).rgb;\n#if defined(REINHARD_TONEMAPPING)\nfloat lum=Luminance(colour.rgb);\nfloat lumTm=lum*_ExposureAdjustment;\nfloat scale=lumTm/(1.0+lumTm);\ncolour*=scale/lum;\n#elif defined(HABLE_TONEMAPPING)\ncolour*=_ExposureAdjustment;\nconst float ExposureBias=2.0;\nvec3 x=ExposureBias*colour;\nvec3 curr=((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;\nx=vec3(W,W,W);\nvec3 whiteScale=1.0/(((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F);\ncolour=curr*whiteScale;\n#elif defined(OPTIMIZED_HEJIDAWSON_TONEMAPPING)\ncolour*=_ExposureAdjustment;\nvec3 X=max(vec3(0.0,0.0,0.0),colour-0.004);\nvec3 retColor=(X*(6.2*X+0.5))/(X*(6.2*X+1.7)+0.06);\ncolour=retColor*retColor;\n#elif defined(PHOTOGRAPHIC_TONEMAPPING)\ncolour=vec3(1.0,1.0,1.0)-exp2(-_ExposureAdjustment*colour);\n#endif\ngl_FragColor=vec4(colour.rgb,1.0);\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var tonemapPixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'volumetricLightScatteringPixelShader';\nlet shader = `uniform sampler2D textureSampler;\nuniform sampler2D lightScatteringSampler;\nuniform float decay;\nuniform float exposure;\nuniform float weight;\nuniform float density;\nuniform vec2 meshPositionOnScreen;\nvarying vec2 vUV;\nvoid main(void) {\nvec2 tc=vUV;\nvec2 deltaTexCoord=(tc-meshPositionOnScreen.xy);\ndeltaTexCoord*=1.0/float(NUM_SAMPLES)*density;\nfloat illuminationDecay=1.0;\nvec4 color=texture2D(lightScatteringSampler,tc)*0.4;\nfor(int i=0; i\n#include\n#include[0..maxSimultaneousMorphTargets]\n\n#include\nuniform mat4 viewProjection;\nuniform vec2 depthValues;\n#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\nvoid main(void)\n{\nvec3 positionUpdated=position;\n#if (defined(ALPHATEST) || defined(NEED_UV)) && defined(UV1)\nvec2 uvUpdated=uv;\n#endif\n#include[0..maxSimultaneousMorphTargets]\n#include\n#include\ngl_Position=viewProjection*finalWorld*vec4(positionUpdated,1.0);\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}\n`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var volumetricLightScatteringPassVertexShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'vrDistortionCorrectionPixelShader';\nlet shader = `\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 LensCenter;\nuniform vec2 Scale;\nuniform vec2 ScaleIn;\nuniform vec4 HmdWarpParam;\nvec2 HmdWarp(vec2 in01) {\nvec2 theta=(in01-LensCenter)*ScaleIn;\nfloat rSq=theta.x*theta.x+theta.y*theta.y;\nvec2 rvector=theta*(HmdWarpParam.x+HmdWarpParam.y*rSq+HmdWarpParam.z*rSq*rSq+HmdWarpParam.w*rSq*rSq*rSq);\nreturn LensCenter+Scale*rvector;\n}\nvoid main(void)\n{\nvec2 tc=HmdWarp(vUV);\nif (tc.x <0.0 || tc.x>1.0 || tc.y<0.0 || tc.y>1.0)\ngl_FragColor=vec4(0.0,0.0,0.0,0.0);\nelse{\ngl_FragColor=texture2D(textureSampler,tc);\n}\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var vrDistortionCorrectionPixelShader = { name, shader };\n","import { Effect } from \"../Materials/effect\";\n\nlet name = 'vrMultiviewToSingleviewPixelShader';\nlet shader = `precision mediump sampler2DArray;\nvarying vec2 vUV;\nuniform sampler2DArray multiviewSampler;\nuniform int imageIndex;\nvoid main(void)\n{\ngl_FragColor=texture(multiviewSampler,vec3(vUV,imageIndex));\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var vrMultiviewToSingleviewPixelShader = { name, shader };\n","export * from \"./sprite\";\r\nexport * from \"./ISprites\";\r\nexport * from \"./spriteManager\";\r\nexport * from \"./spriteMap\";\r\nexport * from \"./spritePackedManager\";\r\nexport * from \"./spriteSceneComponent\";","import { Vector3 } from \"../Maths/math.vector\";\r\nimport { Nullable } from \"../types\";\r\nimport { ActionManager } from \"../Actions/actionManager\";\r\nimport { ISpriteManager, SpriteManager } from \"./spriteManager\";\r\nimport { Color4 } from '../Maths/math.color';\r\nimport { Observable } from '../Misc/observable';\r\nimport { IAnimatable } from '../Animations/animatable.interface';\r\ndeclare type Animation = import(\"../Animations/animation\").Animation;\r\n\r\n/**\r\n * Class used to represent a sprite\r\n * @see http://doc.babylonjs.com/babylon101/sprites\r\n */\r\nexport class Sprite implements IAnimatable {\r\n /** Gets or sets the current world position */\r\n public position: Vector3;\r\n /** Gets or sets the main color */\r\n public color = new Color4(1.0, 1.0, 1.0, 1.0);\r\n /** Gets or sets the width */\r\n public width = 1.0;\r\n /** Gets or sets the height */\r\n public height = 1.0;\r\n /** Gets or sets rotation angle */\r\n public angle = 0;\r\n /** Gets or sets the cell index in the sprite sheet */\r\n public cellIndex: number;\r\n /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */\r\n public cellRef: string;\r\n /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */\r\n public invertU = false;\r\n /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */\r\n public invertV = false;\r\n /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */\r\n public disposeWhenFinishedAnimating: boolean;\r\n /** Gets the list of attached animations */\r\n public animations: Nullable> = new Array();\r\n /** Gets or sets a boolean indicating if the sprite can be picked */\r\n public isPickable = false;\r\n /** Gets or sets a boolean indicating that sprite texture alpha will be used for precise picking (false by default) */\r\n public useAlphaForPicking = false;\r\n\r\n /** @hidden */\r\n public _xOffset: number;\r\n /** @hidden */\r\n public _yOffset: number;\r\n /** @hidden */\r\n public _xSize: number;\r\n /** @hidden */\r\n public _ySize: number;\r\n\r\n /**\r\n * Gets or sets the associated action manager\r\n */\r\n public actionManager: Nullable;\r\n\r\n /**\r\n * An event triggered when the control has been disposed\r\n */\r\n public onDisposeObservable = new Observable();\r\n\r\n private _animationStarted = false;\r\n private _loopAnimation = false;\r\n private _fromIndex = 0;\r\n private _toIndex = 0;\r\n private _delay = 0;\r\n private _direction = 1;\r\n private _manager: ISpriteManager;\r\n private _time = 0;\r\n private _onAnimationEnd: Nullable<() => void> = null;\r\n /**\r\n * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true\r\n */\r\n public isVisible = true;\r\n\r\n /**\r\n * Gets or sets the sprite size\r\n */\r\n public get size(): number {\r\n return this.width;\r\n }\r\n\r\n public set size(value: number) {\r\n this.width = value;\r\n this.height = value;\r\n }\r\n\r\n /**\r\n * Returns a boolean indicating if the animation is started\r\n */\r\n public get animationStarted() {\r\n return this._animationStarted;\r\n }\r\n\r\n /**\r\n * Gets or sets the unique id of the sprite\r\n */\r\n public uniqueId: number;\r\n\r\n /**\r\n * Gets the manager of this sprite\r\n */\r\n public get manager() {\r\n return this._manager;\r\n }\r\n\r\n /**\r\n * Creates a new Sprite\r\n * @param name defines the name\r\n * @param manager defines the manager\r\n */\r\n constructor(\r\n /** defines the name */\r\n public name: string,\r\n manager: ISpriteManager) {\r\n this._manager = manager;\r\n\r\n this._manager.sprites.push(this);\r\n this.uniqueId = this._manager.scene.getUniqueId();\r\n\r\n this.position = Vector3.Zero();\r\n }\r\n\r\n /**\r\n * Returns the string \"Sprite\"\r\n * @returns \"Sprite\"\r\n */\r\n public getClassName(): string {\r\n return \"Sprite\";\r\n }\r\n\r\n /** Gets or sets the initial key for the animation (setting it will restart the animation) */\r\n public get fromIndex() {\r\n return this._fromIndex;\r\n }\r\n\r\n public set fromIndex(value: number) {\r\n this.playAnimation(value, this._toIndex, this._loopAnimation, this._delay, this._onAnimationEnd);\r\n }\r\n\r\n /** Gets or sets the end key for the animation (setting it will restart the animation) */\r\n public get toIndex() {\r\n return this._toIndex;\r\n }\r\n\r\n public set toIndex(value: number) {\r\n this.playAnimation(this._fromIndex, value, this._loopAnimation, this._delay, this._onAnimationEnd);\r\n }\r\n\r\n /** Gets or sets a boolean indicating if the animation is looping (setting it will restart the animation) */\r\n public get loopAnimation() {\r\n return this._loopAnimation;\r\n }\r\n\r\n public set loopAnimation(value: boolean) {\r\n this.playAnimation(this._fromIndex, this._toIndex, value, this._delay, this._onAnimationEnd);\r\n }\r\n\r\n /** Gets or sets the delay between cell changes (setting it will restart the animation) */\r\n public get delay() {\r\n return Math.max(this._delay, 1);\r\n }\r\n\r\n public set delay(value: number) {\r\n this.playAnimation(this._fromIndex, this._toIndex, this._loopAnimation, value, this._onAnimationEnd);\r\n }\r\n\r\n /**\r\n * Starts an animation\r\n * @param from defines the initial key\r\n * @param to defines the end key\r\n * @param loop defines if the animation must loop\r\n * @param delay defines the start delay (in ms)\r\n * @param onAnimationEnd defines a callback to call when animation ends\r\n */\r\n public playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: Nullable<() => void> = null): void {\r\n this._fromIndex = from;\r\n this._toIndex = to;\r\n this._loopAnimation = loop;\r\n this._delay = delay || 1;\r\n this._animationStarted = true;\r\n\r\n if (from < to) {\r\n this._direction = 1;\r\n } else {\r\n this._direction = -1;\r\n this._toIndex = from;\r\n this._fromIndex = to;\r\n }\r\n\r\n this.cellIndex = from;\r\n this._time = 0;\r\n\r\n this._onAnimationEnd = onAnimationEnd;\r\n }\r\n\r\n /** Stops current animation (if any) */\r\n public stopAnimation(): void {\r\n this._animationStarted = false;\r\n }\r\n\r\n /** @hidden */\r\n public _animate(deltaTime: number): void {\r\n if (!this._animationStarted) {\r\n return;\r\n }\r\n\r\n this._time += deltaTime;\r\n if (this._time > this._delay) {\r\n this._time = this._time % this._delay;\r\n this.cellIndex += this._direction;\r\n if (this._direction > 0 && this.cellIndex > this._toIndex || this._direction < 0 && this.cellIndex < this._fromIndex) {\r\n if (this._loopAnimation) {\r\n this.cellIndex = this._direction > 0 ? this._fromIndex : this._toIndex;\r\n } else {\r\n this.cellIndex = this._toIndex;\r\n this._animationStarted = false;\r\n if (this._onAnimationEnd) {\r\n this._onAnimationEnd();\r\n }\r\n if (this.disposeWhenFinishedAnimating) {\r\n this.dispose();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /** Release associated resources */\r\n public dispose(): void {\r\n for (var i = 0; i < this._manager.sprites.length; i++) {\r\n if (this._manager.sprites[i] == this) {\r\n this._manager.sprites.splice(i, 1);\r\n }\r\n }\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n this.onDisposeObservable.clear();\r\n }\r\n\r\n /**\r\n * Serializes the sprite to a JSON object\r\n * @returns the JSON object\r\n */\r\n public serialize(): any {\r\n var serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.position = this.position.asArray();\r\n serializationObject.color = this.color.asArray();\r\n serializationObject.width = this.width;\r\n serializationObject.height = this.height;\r\n serializationObject.angle = this.angle;\r\n serializationObject.cellIndex = this.cellIndex;\r\n serializationObject.cellRef = this.cellRef;\r\n serializationObject.invertU = this.invertU;\r\n serializationObject.invertV = this.invertV;\r\n serializationObject.disposeWhenFinishedAnimating = this.disposeWhenFinishedAnimating;\r\n serializationObject.isPickable = this.isPickable;\r\n serializationObject.isVisible = this.isVisible;\r\n serializationObject.useAlphaForPicking = this.useAlphaForPicking;\r\n\r\n serializationObject.animationStarted = this.animationStarted;\r\n serializationObject.fromIndex = this.fromIndex;\r\n serializationObject.toIndex = this.toIndex;\r\n serializationObject.loopAnimation = this.loopAnimation;\r\n serializationObject.delay = this.delay;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parses a JSON object to create a new sprite\r\n * @param parsedSprite The JSON object to parse\r\n * @param manager defines the hosting manager\r\n * @returns the new sprite\r\n */\r\n public static Parse(parsedSprite: any, manager: SpriteManager): Sprite {\r\n var sprite = new Sprite(parsedSprite.name, manager);\r\n\r\n sprite.position = Vector3.FromArray(parsedSprite.position);\r\n sprite.color = Color4.FromArray(parsedSprite.color);\r\n sprite.width = parsedSprite.width;\r\n sprite.height = parsedSprite.height;\r\n sprite.angle = parsedSprite.angle;\r\n sprite.cellIndex = parsedSprite.cellIndex;\r\n sprite.cellRef = parsedSprite.cellRef;\r\n sprite.invertU = parsedSprite.invertU;\r\n sprite.invertV = parsedSprite.invertV;\r\n sprite.disposeWhenFinishedAnimating = parsedSprite.disposeWhenFinishedAnimating;\r\n sprite.isPickable = parsedSprite.isPickable;\r\n sprite.isVisible = parsedSprite.isVisible;\r\n sprite.useAlphaForPicking = parsedSprite.useAlphaForPicking;\r\n\r\n sprite.fromIndex = parsedSprite.fromIndex;\r\n sprite.toIndex = parsedSprite.toIndex;\r\n sprite.loopAnimation = parsedSprite.loopAnimation;\r\n sprite.delay = parsedSprite.delay;\r\n\r\n if (parsedSprite.animationStarted) {\r\n sprite.playAnimation(sprite.fromIndex, sprite.toIndex, sprite.loopAnimation, sprite.delay);\r\n }\r\n\r\n return sprite;\r\n }\r\n}\r\n","import { IDisposable, Scene } from \"../scene\";\r\nimport { Nullable } from \"../types\";\r\nimport { Observable, Observer } from \"../Misc/observable\";\r\nimport { Buffer } from \"../Meshes/buffer\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { Vector3, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Sprite } from \"./sprite\";\r\nimport { SpriteSceneComponent } from \"./spriteSceneComponent\";\r\nimport { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Logger } from \"../Misc/logger\";\r\n\r\nimport \"../Shaders/sprites.fragment\";\r\nimport \"../Shaders/sprites.vertex\";\r\nimport { DataBuffer } from '../Meshes/dataBuffer';\r\nimport { Engine } from '../Engines/engine';\r\nimport { WebRequest } from '../Misc/webRequest';\r\ndeclare type Ray = import(\"../Culling/ray\").Ray;\r\n\r\n/**\r\n * Defines the minimum interface to fullfil in order to be a sprite manager.\r\n */\r\nexport interface ISpriteManager extends IDisposable {\r\n\r\n /**\r\n * Gets manager's name\r\n */\r\n name: string;\r\n\r\n /**\r\n * Restricts the camera to viewing objects with the same layerMask.\r\n * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0\r\n */\r\n layerMask: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true\r\n */\r\n isPickable: boolean;\r\n\r\n /**\r\n * Gets the hosting scene\r\n */\r\n scene: Scene;\r\n\r\n /**\r\n * Specifies the rendering group id for this mesh (0 by default)\r\n * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups\r\n */\r\n renderingGroupId: number;\r\n\r\n /**\r\n * Defines the list of sprites managed by the manager.\r\n */\r\n sprites: Array;\r\n\r\n /**\r\n * Gets or sets the spritesheet texture\r\n */\r\n texture: Texture;\r\n\r\n /** Defines the default width of a cell in the spritesheet */\r\n cellWidth: number;\r\n /** Defines the default height of a cell in the spritesheet */\r\n cellHeight: number;\r\n\r\n /**\r\n * Tests the intersection of a sprite with a specific ray.\r\n * @param ray The ray we are sending to test the collision\r\n * @param camera The camera space we are sending rays in\r\n * @param predicate A predicate allowing excluding sprites from the list of object to test\r\n * @param fastCheck defines if the first intersection will be used (and not the closest)\r\n * @returns picking info or null.\r\n */\r\n intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable;\r\n\r\n /**\r\n * Intersects the sprites with a ray\r\n * @param ray defines the ray to intersect with\r\n * @param camera defines the current active camera\r\n * @param predicate defines a predicate used to select candidate sprites\r\n * @returns null if no hit or a PickingInfo array\r\n */\r\n multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable;\r\n\r\n /**\r\n * Renders the list of sprites on screen.\r\n */\r\n render(): void;\r\n}\r\n\r\n/**\r\n * Class used to manage multiple sprites on the same spritesheet\r\n * @see http://doc.babylonjs.com/babylon101/sprites\r\n */\r\nexport class SpriteManager implements ISpriteManager {\r\n /** Define the Url to load snippets */\r\n public static SnippetUrl = \"https://snippet.babylonjs.com\";\r\n\r\n /** Snippet ID if the manager was created from the snippet server */\r\n public snippetId: string;\r\n\r\n /** Gets the list of sprites */\r\n public sprites = new Array();\r\n /** Gets or sets the rendering group id (0 by default) */\r\n public renderingGroupId = 0;\r\n /** Gets or sets camera layer mask */\r\n public layerMask: number = 0x0FFFFFFF;\r\n /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */\r\n public fogEnabled = true;\r\n /** Gets or sets a boolean indicating if the sprites are pickable */\r\n public isPickable = false;\r\n /** Defines the default width of a cell in the spritesheet */\r\n public cellWidth: number;\r\n /** Defines the default height of a cell in the spritesheet */\r\n public cellHeight: number;\r\n\r\n /** Associative array from JSON sprite data file */\r\n private _cellData: any;\r\n /** Array of sprite names from JSON sprite data file */\r\n private _spriteMap: Array;\r\n /** True when packed cell data from JSON file is ready*/\r\n private _packedAndReady: boolean = false;\r\n\r\n private _textureContent: Nullable;\r\n\r\n /**\r\n * An event triggered when the manager is disposed.\r\n */\r\n public onDisposeObservable = new Observable();\r\n\r\n private _onDisposeObserver: Nullable>;\r\n\r\n /**\r\n * Callback called when the manager is disposed\r\n */\r\n public set onDispose(callback: () => void) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n }\r\n\r\n private _capacity: number;\r\n private _fromPacked: boolean;\r\n private _spriteTexture: Texture;\r\n private _epsilon: number;\r\n\r\n private _scene: Scene;\r\n\r\n private _vertexData: Float32Array;\r\n private _buffer: Buffer;\r\n private _vertexBuffers: { [key: string]: VertexBuffer } = {};\r\n private _indexBuffer: DataBuffer;\r\n private _effectBase: Effect;\r\n private _effectFog: Effect;\r\n\r\n /**\r\n * Gets or sets the unique id of the sprite\r\n */\r\n public uniqueId: number;\r\n\r\n /**\r\n * Gets the array of sprites\r\n */\r\n public get children() {\r\n return this.sprites;\r\n }\r\n\r\n /**\r\n * Gets the hosting scene\r\n */\r\n public get scene() {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Gets the capacity of the manager\r\n */\r\n public get capacity() {\r\n return this._capacity;\r\n }\r\n\r\n /**\r\n * Gets or sets the spritesheet texture\r\n */\r\n public get texture(): Texture {\r\n return this._spriteTexture;\r\n }\r\n\r\n public set texture(value: Texture) {\r\n this._spriteTexture = value;\r\n this._spriteTexture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._spriteTexture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._textureContent = null;\r\n }\r\n\r\n private _blendMode = Constants.ALPHA_COMBINE;\r\n /**\r\n * Blend mode use to render the particle, it can be any of\r\n * the static Constants.ALPHA_x properties provided in this class.\r\n * Default value is Constants.ALPHA_COMBINE\r\n */\r\n public get blendMode() { return this._blendMode; }\r\n public set blendMode(blendMode: number) {\r\n this._blendMode = blendMode;\r\n }\r\n\r\n /** Disables writing to the depth buffer when rendering the sprites.\r\n * It can be handy to disable depth writing when using textures without alpha channel\r\n * and setting some specific blend modes.\r\n */\r\n public disableDepthWrite: boolean = false;\r\n\r\n /**\r\n * Creates a new sprite manager\r\n * @param name defines the manager's name\r\n * @param imgUrl defines the sprite sheet url\r\n * @param capacity defines the maximum allowed number of sprites\r\n * @param cellSize defines the size of a sprite cell\r\n * @param scene defines the hosting scene\r\n * @param epsilon defines the epsilon value to align texture (0.01 by default)\r\n * @param samplingMode defines the smapling mode to use with spritesheet\r\n * @param fromPacked set to false; do not alter\r\n * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter\r\n */\r\n constructor(\r\n /** defines the manager's name */\r\n public name: string,\r\n imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon: number = 0.01, samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE, fromPacked: boolean = false, spriteJSON: any | null = null) {\r\n if (!scene._getComponent(SceneComponentConstants.NAME_SPRITE)) {\r\n scene._addComponent(new SpriteSceneComponent(scene));\r\n }\r\n this._capacity = capacity;\r\n this._fromPacked = fromPacked;\r\n\r\n if (imgUrl) {\r\n this._spriteTexture = new Texture(imgUrl, scene, true, false, samplingMode);\r\n this._spriteTexture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._spriteTexture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n }\r\n\r\n if (cellSize.width && cellSize.height) {\r\n this.cellWidth = cellSize.width;\r\n this.cellHeight = cellSize.height;\r\n } else if (cellSize !== undefined) {\r\n this.cellWidth = cellSize;\r\n this.cellHeight = cellSize;\r\n } else {\r\n return;\r\n }\r\n\r\n this._epsilon = epsilon;\r\n this._scene = scene || Engine.LastCreatedScene;\r\n this._scene.spriteManagers.push(this);\r\n this.uniqueId = this.scene.getUniqueId();\r\n\r\n var indices = [];\r\n var index = 0;\r\n for (var count = 0; count < capacity; count++) {\r\n indices.push(index);\r\n indices.push(index + 1);\r\n indices.push(index + 2);\r\n indices.push(index);\r\n indices.push(index + 2);\r\n indices.push(index + 3);\r\n index += 4;\r\n }\r\n\r\n this._indexBuffer = scene.getEngine().createIndexBuffer(indices);\r\n\r\n // VBO\r\n // 18 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellLeft, cellTop, cellWidth, cellHeight, color r, color g, color b, color a)\r\n this._vertexData = new Float32Array(capacity * 18 * 4);\r\n this._buffer = new Buffer(scene.getEngine(), this._vertexData, true, 18);\r\n\r\n var positions = this._buffer.createVertexBuffer(VertexBuffer.PositionKind, 0, 4);\r\n var options = this._buffer.createVertexBuffer(\"options\", 4, 4);\r\n var inverts = this._buffer.createVertexBuffer(\"inverts\", 8, 2);\r\n var cellInfo = this._buffer.createVertexBuffer(\"cellInfo\", 10, 4);\r\n var colors = this._buffer.createVertexBuffer(VertexBuffer.ColorKind, 14, 4);\r\n\r\n this._vertexBuffers[VertexBuffer.PositionKind] = positions;\r\n this._vertexBuffers[\"options\"] = options;\r\n this._vertexBuffers[\"inverts\"] = inverts;\r\n this._vertexBuffers[\"cellInfo\"] = cellInfo;\r\n this._vertexBuffers[VertexBuffer.ColorKind] = colors;\r\n\r\n // Effects\r\n this._effectBase = this._scene.getEngine().createEffect(\"sprites\",\r\n [VertexBuffer.PositionKind, \"options\", \"inverts\", \"cellInfo\", VertexBuffer.ColorKind],\r\n [\"view\", \"projection\", \"textureInfos\", \"alphaTest\"],\r\n [\"diffuseSampler\"], \"\");\r\n\r\n this._effectFog = this._scene.getEngine().createEffect(\"sprites\",\r\n [VertexBuffer.PositionKind, \"options\", \"inverts\", \"cellInfo\", VertexBuffer.ColorKind],\r\n [\"view\", \"projection\", \"textureInfos\", \"alphaTest\", \"vFogInfos\", \"vFogColor\"],\r\n [\"diffuseSampler\"], \"#define FOG\");\r\n\r\n if (this._fromPacked) {\r\n this._makePacked(imgUrl, spriteJSON);\r\n }\r\n }\r\n\r\n /**\r\n * Returns the string \"SpriteManager\"\r\n * @returns \"SpriteManager\"\r\n */\r\n public getClassName(): string {\r\n return \"SpriteManager\";\r\n }\r\n\r\n private _makePacked(imgUrl: string, spriteJSON: any) {\r\n if (spriteJSON !== null) {\r\n try {\r\n //Get the JSON and Check its stucture. If its an array parse it if its a JSON sring etc...\r\n let celldata: any;\r\n if (typeof spriteJSON === \"string\") {\r\n celldata = JSON.parse(spriteJSON);\r\n }else {\r\n celldata = spriteJSON;\r\n }\r\n\r\n if (celldata.frames.length) {\r\n let frametemp: any = {};\r\n for (let i = 0; i < celldata.frames.length; i++) {\r\n let _f = celldata.frames[i];\r\n if (typeof (Object.keys(_f))[0] !== \"string\") {\r\n throw new Error(\"Invalid JSON Format. Check the frame values and make sure the name is the first parameter.\");\r\n }\r\n\r\n let name: string = _f[(Object.keys(_f))[0]];\r\n frametemp[name] = _f;\r\n }\r\n celldata.frames = frametemp;\r\n }\r\n\r\n let spritemap = ((Reflect).ownKeys(celldata.frames));\r\n\r\n this._spriteMap = spritemap;\r\n this._packedAndReady = true;\r\n this._cellData = celldata.frames;\r\n }\r\n catch (e) {\r\n this._fromPacked = false;\r\n this._packedAndReady = false;\r\n throw new Error(\"Invalid JSON from string. Spritesheet managed with constant cell size.\");\r\n }\r\n }\r\n else {\r\n let re = /\\./g;\r\n let li: number;\r\n do {\r\n li = re.lastIndex;\r\n re.test(imgUrl);\r\n } while (re.lastIndex > 0);\r\n let jsonUrl = imgUrl.substring(0, li - 1) + \".json\";\r\n let xmlhttp = new XMLHttpRequest();\r\n xmlhttp.open(\"GET\", jsonUrl, true);\r\n xmlhttp.onerror = () => {\r\n Logger.Error(\"JSON ERROR: Unable to load JSON file.\");\r\n this._fromPacked = false;\r\n this._packedAndReady = false;\r\n };\r\n xmlhttp.onload = () => {\r\n try {\r\n let celldata = JSON.parse(xmlhttp.response);\r\n let spritemap = ((Reflect).ownKeys(celldata.frames));\r\n this._spriteMap = spritemap;\r\n this._packedAndReady = true;\r\n this._cellData = celldata.frames;\r\n }\r\n catch (e) {\r\n this._fromPacked = false;\r\n this._packedAndReady = false;\r\n throw new Error(\"Invalid JSON format. Please check documentation for format specifications.\");\r\n }\r\n };\r\n xmlhttp.send();\r\n }\r\n }\r\n\r\n private _appendSpriteVertex(index: number, sprite: Sprite, offsetX: number, offsetY: number, baseSize: any): void {\r\n var arrayOffset = index * 18;\r\n\r\n if (offsetX === 0) {\r\n offsetX = this._epsilon;\r\n }\r\n else if (offsetX === 1) {\r\n offsetX = 1 - this._epsilon;\r\n }\r\n\r\n if (offsetY === 0) {\r\n offsetY = this._epsilon;\r\n }\r\n else if (offsetY === 1) {\r\n offsetY = 1 - this._epsilon;\r\n }\r\n\r\n // Positions\r\n this._vertexData[arrayOffset] = sprite.position.x;\r\n this._vertexData[arrayOffset + 1] = sprite.position.y;\r\n this._vertexData[arrayOffset + 2] = sprite.position.z;\r\n this._vertexData[arrayOffset + 3] = sprite.angle;\r\n // Options\r\n this._vertexData[arrayOffset + 4] = sprite.width;\r\n this._vertexData[arrayOffset + 5] = sprite.height;\r\n this._vertexData[arrayOffset + 6] = offsetX;\r\n this._vertexData[arrayOffset + 7] = offsetY;\r\n\r\n // Inverts according to Right Handed\r\n if (this._scene.useRightHandedSystem) {\r\n this._vertexData[arrayOffset + 8] = sprite.invertU ? 0 : 1;\r\n }\r\n else {\r\n this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;\r\n }\r\n\r\n this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;\r\n // CellIfo\r\n if (this._packedAndReady) {\r\n if (!sprite.cellRef) {\r\n sprite.cellIndex = 0;\r\n }\r\n let num = sprite.cellIndex;\r\n if (typeof (num) === \"number\" && isFinite(num) && Math.floor(num) === num) {\r\n sprite.cellRef = this._spriteMap[sprite.cellIndex];\r\n }\r\n sprite._xOffset = this._cellData[sprite.cellRef].frame.x / baseSize.width;\r\n sprite._yOffset = this._cellData[sprite.cellRef].frame.y / baseSize.height;\r\n sprite._xSize = this._cellData[sprite.cellRef].frame.w;\r\n sprite._ySize = this._cellData[sprite.cellRef].frame.h;\r\n this._vertexData[arrayOffset + 10] = sprite._xOffset;\r\n this._vertexData[arrayOffset + 11] = sprite._yOffset;\r\n this._vertexData[arrayOffset + 12] = sprite._xSize / baseSize.width;\r\n this._vertexData[arrayOffset + 13] = sprite._ySize / baseSize.height;\r\n }\r\n else {\r\n if (!sprite.cellIndex) {\r\n sprite.cellIndex = 0;\r\n }\r\n var rowSize = baseSize.width / this.cellWidth;\r\n var offset = (sprite.cellIndex / rowSize) >> 0;\r\n sprite._xOffset = (sprite.cellIndex - offset * rowSize) * this.cellWidth / baseSize.width;\r\n sprite._yOffset = offset * this.cellHeight / baseSize.height;\r\n sprite._xSize = this.cellWidth;\r\n sprite._ySize = this.cellHeight;\r\n this._vertexData[arrayOffset + 10] = sprite._xOffset;\r\n this._vertexData[arrayOffset + 11] = sprite._yOffset;\r\n this._vertexData[arrayOffset + 12] = this.cellWidth / baseSize.width;\r\n this._vertexData[arrayOffset + 13] = this.cellHeight / baseSize.height;\r\n }\r\n // Color\r\n this._vertexData[arrayOffset + 14] = sprite.color.r;\r\n this._vertexData[arrayOffset + 15] = sprite.color.g;\r\n this._vertexData[arrayOffset + 16] = sprite.color.b;\r\n this._vertexData[arrayOffset + 17] = sprite.color.a;\r\n }\r\n\r\n private _checkTextureAlpha(sprite: Sprite, ray: Ray, distance: number, min: Vector3, max: Vector3) {\r\n if (!sprite.useAlphaForPicking || !this._spriteTexture) {\r\n return true;\r\n }\r\n\r\n let textureSize = this._spriteTexture.getSize();\r\n if (!this._textureContent) {\r\n this._textureContent = new Uint8Array(textureSize.width * textureSize.height * 4);\r\n this._spriteTexture.readPixels(0, 0, this._textureContent);\r\n }\r\n\r\n let contactPoint = TmpVectors.Vector3[0];\r\n\r\n contactPoint.copyFrom(ray.direction);\r\n\r\n contactPoint.normalize();\r\n contactPoint.scaleInPlace(distance);\r\n contactPoint.addInPlace(ray.origin);\r\n\r\n let contactPointU = ((contactPoint.x - min.x) / (max.x - min.x)) - 0.5;\r\n let contactPointV = (1.0 - (contactPoint.y - min.y) / (max.y - min.y)) - 0.5;\r\n\r\n // Rotate\r\n let angle = sprite.angle;\r\n let rotatedU = 0.5 + (contactPointU * Math.cos(angle) - contactPointV * Math.sin(angle));\r\n let rotatedV = 0.5 + (contactPointU * Math.sin(angle) + contactPointV * Math.cos(angle));\r\n\r\n let u = (sprite._xOffset * textureSize.width + rotatedU * sprite._xSize) | 0;\r\n let v = (sprite._yOffset * textureSize.height + rotatedV * sprite._ySize) | 0;\r\n\r\n let alpha = this._textureContent![(u + v * textureSize.width) * 4 + 3];\r\n\r\n return (alpha > 0.5);\r\n }\r\n\r\n /**\r\n * Intersects the sprites with a ray\r\n * @param ray defines the ray to intersect with\r\n * @param camera defines the current active camera\r\n * @param predicate defines a predicate used to select candidate sprites\r\n * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)\r\n * @returns null if no hit or a PickingInfo\r\n */\r\n public intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable {\r\n var count = Math.min(this._capacity, this.sprites.length);\r\n var min = Vector3.Zero();\r\n var max = Vector3.Zero();\r\n var distance = Number.MAX_VALUE;\r\n var currentSprite: Nullable = null;\r\n var pickedPoint = TmpVectors.Vector3[0];\r\n var cameraSpacePosition = TmpVectors.Vector3[1];\r\n var cameraView = camera.getViewMatrix();\r\n\r\n for (var index = 0; index < count; index++) {\r\n var sprite = this.sprites[index];\r\n if (!sprite) {\r\n continue;\r\n }\r\n\r\n if (predicate) {\r\n if (!predicate(sprite)) {\r\n continue;\r\n }\r\n } else if (!sprite.isPickable) {\r\n continue;\r\n }\r\n\r\n Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);\r\n\r\n min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);\r\n max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);\r\n\r\n if (ray.intersectsBoxMinMax(min, max)) {\r\n var currentDistance = Vector3.Distance(cameraSpacePosition, ray.origin);\r\n\r\n if (distance > currentDistance) {\r\n\r\n if (!this._checkTextureAlpha(sprite, ray, currentDistance, min, max)) {\r\n continue;\r\n }\r\n\r\n distance = currentDistance;\r\n currentSprite = sprite;\r\n\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (currentSprite) {\r\n var result = new PickingInfo();\r\n\r\n cameraView.invertToRef(TmpVectors.Matrix[0]);\r\n result.hit = true;\r\n result.pickedSprite = currentSprite;\r\n result.distance = distance;\r\n\r\n // Get picked point\r\n let direction = TmpVectors.Vector3[2];\r\n direction.copyFrom(ray.direction);\r\n direction.normalize();\r\n direction.scaleInPlace(distance);\r\n\r\n ray.origin.addToRef(direction, pickedPoint);\r\n result.pickedPoint = Vector3.TransformCoordinates(pickedPoint, TmpVectors.Matrix[0]);\r\n\r\n return result;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Intersects the sprites with a ray\r\n * @param ray defines the ray to intersect with\r\n * @param camera defines the current active camera\r\n * @param predicate defines a predicate used to select candidate sprites\r\n * @returns null if no hit or a PickingInfo array\r\n */\r\n public multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable {\r\n var count = Math.min(this._capacity, this.sprites.length);\r\n var min = Vector3.Zero();\r\n var max = Vector3.Zero();\r\n var distance: number;\r\n var results: Nullable = [];\r\n var pickedPoint = TmpVectors.Vector3[0].copyFromFloats(0, 0, 0);\r\n var cameraSpacePosition = TmpVectors.Vector3[1].copyFromFloats(0, 0, 0);\r\n var cameraView = camera.getViewMatrix();\r\n\r\n for (var index = 0; index < count; index++) {\r\n var sprite = this.sprites[index];\r\n if (!sprite) {\r\n continue;\r\n }\r\n\r\n if (predicate) {\r\n if (!predicate(sprite)) {\r\n continue;\r\n }\r\n } else if (!sprite.isPickable) {\r\n continue;\r\n }\r\n\r\n Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);\r\n\r\n min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);\r\n max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);\r\n\r\n if (ray.intersectsBoxMinMax(min, max)) {\r\n distance = Vector3.Distance(cameraSpacePosition, ray.origin);\r\n\r\n if (!this._checkTextureAlpha(sprite, ray, distance, min, max)) {\r\n continue;\r\n }\r\n\r\n var result = new PickingInfo();\r\n results.push(result);\r\n\r\n cameraView.invertToRef(TmpVectors.Matrix[0]);\r\n result.hit = true;\r\n result.pickedSprite = sprite;\r\n result.distance = distance;\r\n\r\n // Get picked point\r\n let direction = TmpVectors.Vector3[2];\r\n direction.copyFrom(ray.direction);\r\n direction.normalize();\r\n direction.scaleInPlace(distance);\r\n\r\n ray.origin.addToRef(direction, pickedPoint);\r\n result.pickedPoint = Vector3.TransformCoordinates(pickedPoint, TmpVectors.Matrix[0]);\r\n }\r\n\r\n }\r\n\r\n return results;\r\n }\r\n\r\n /**\r\n * Render all child sprites\r\n */\r\n public render(): void {\r\n // Check\r\n if (!this._effectBase.isReady() || !this._effectFog.isReady() || !this._spriteTexture\r\n || !this._spriteTexture.isReady() || !this.sprites.length) {\r\n return;\r\n }\r\n\r\n if (this._fromPacked && (!this._packedAndReady || !this._spriteMap || !this._cellData)) {\r\n return;\r\n }\r\n\r\n var engine = this._scene.getEngine();\r\n var baseSize = this._spriteTexture.getBaseSize();\r\n\r\n // Sprites\r\n var deltaTime = engine.getDeltaTime();\r\n var max = Math.min(this._capacity, this.sprites.length);\r\n\r\n var offset = 0;\r\n let noSprite = true;\r\n for (var index = 0; index < max; index++) {\r\n var sprite = this.sprites[index];\r\n if (!sprite || !sprite.isVisible) {\r\n continue;\r\n }\r\n\r\n noSprite = false;\r\n sprite._animate(deltaTime);\r\n\r\n this._appendSpriteVertex(offset++, sprite, 0, 0, baseSize);\r\n this._appendSpriteVertex(offset++, sprite, 1, 0, baseSize);\r\n this._appendSpriteVertex(offset++, sprite, 1, 1, baseSize);\r\n this._appendSpriteVertex(offset++, sprite, 0, 1, baseSize);\r\n }\r\n\r\n if (noSprite) {\r\n return;\r\n }\r\n\r\n this._buffer.update(this._vertexData);\r\n\r\n // Render\r\n var effect = this._effectBase;\r\n\r\n if (this._scene.fogEnabled && this._scene.fogMode !== Scene.FOGMODE_NONE && this.fogEnabled) {\r\n effect = this._effectFog;\r\n }\r\n\r\n engine.enableEffect(effect);\r\n\r\n var viewMatrix = this._scene.getViewMatrix();\r\n effect.setTexture(\"diffuseSampler\", this._spriteTexture);\r\n effect.setMatrix(\"view\", viewMatrix);\r\n effect.setMatrix(\"projection\", this._scene.getProjectionMatrix());\r\n\r\n // Fog\r\n if (this._scene.fogEnabled && this._scene.fogMode !== Scene.FOGMODE_NONE && this.fogEnabled) {\r\n effect.setFloat4(\"vFogInfos\", this._scene.fogMode, this._scene.fogStart, this._scene.fogEnd, this._scene.fogDensity);\r\n effect.setColor3(\"vFogColor\", this._scene.fogColor);\r\n }\r\n\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);\r\n\r\n // Handle Right Handed\r\n const culling = engine.depthCullingState.cull || true;\r\n const zOffset = engine.depthCullingState.zOffset;\r\n if (this._scene.useRightHandedSystem) {\r\n engine.setState(culling, zOffset, false, false);\r\n }\r\n\r\n // Draw order\r\n engine.setDepthFunctionToLessOrEqual();\r\n if (!this.disableDepthWrite) {\r\n effect.setBool(\"alphaTest\", true);\r\n engine.setColorWrite(false);\r\n engine.drawElementsType(Material.TriangleFillMode, 0, (offset / 4) * 6);\r\n engine.setColorWrite(true);\r\n effect.setBool(\"alphaTest\", false);\r\n }\r\n\r\n engine.setAlphaMode(this._blendMode);\r\n engine.drawElementsType(Material.TriangleFillMode, 0, (offset / 4) * 6);\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n\r\n // Restore Right Handed\r\n if (this._scene.useRightHandedSystem) {\r\n engine.setState(culling, zOffset, false, true);\r\n }\r\n }\r\n\r\n /**\r\n * Release associated resources\r\n */\r\n public dispose(): void {\r\n if (this._buffer) {\r\n this._buffer.dispose();\r\n (this._buffer) = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n (this._indexBuffer) = null;\r\n }\r\n\r\n if (this._spriteTexture) {\r\n this._spriteTexture.dispose();\r\n (this._spriteTexture) = null;\r\n }\r\n\r\n this._textureContent = null;\r\n\r\n // Remove from scene\r\n var index = this._scene.spriteManagers.indexOf(this);\r\n this._scene.spriteManagers.splice(index, 1);\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n this.onDisposeObservable.clear();\r\n }\r\n\r\n /**\r\n * Serializes the sprite manager to a JSON object\r\n * @param serializeTexture defines if the texture must be serialized as well\r\n * @returns the JSON object\r\n */\r\n public serialize(serializeTexture = false): any {\r\n var serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.capacity = this.capacity;\r\n serializationObject.cellWidth = this.cellWidth;\r\n serializationObject.cellHeight = this.cellHeight;\r\n\r\n if (this.texture) {\r\n if (serializeTexture) {\r\n serializationObject.texture = this.texture.serialize();\r\n } else {\r\n serializationObject.textureUrl = this.texture.name;\r\n serializationObject.invertY = this.texture._invertY;\r\n }\r\n }\r\n\r\n serializationObject.sprites = [];\r\n\r\n for (var sprite of this.sprites) {\r\n serializationObject.sprites.push(sprite.serialize());\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parses a JSON object to create a new sprite manager.\r\n * @param parsedManager The JSON object to parse\r\n * @param scene The scene to create the sprite managerin\r\n * @param rootUrl The root url to use to load external dependencies like texture\r\n * @returns the new sprite manager\r\n */\r\n public static Parse(parsedManager: any, scene: Scene, rootUrl: string): SpriteManager {\r\n var manager = new SpriteManager(parsedManager.name, \"\", parsedManager.capacity, {\r\n width: parsedManager.cellWidth,\r\n height: parsedManager.cellHeight,\r\n }, scene);\r\n\r\n if (parsedManager.texture) {\r\n manager.texture = Texture.Parse(parsedManager.texture, scene, rootUrl) as Texture;\r\n } else if (parsedManager.textureName) {\r\n manager.texture = new Texture(rootUrl + parsedManager.textureUrl, scene, false, parsedManager.invertY !== undefined ? parsedManager.invertY : true);\r\n }\r\n\r\n for (var parsedSprite of parsedManager.sprites) {\r\n Sprite.Parse(parsedSprite, manager);\r\n }\r\n\r\n return manager;\r\n }\r\n\r\n /**\r\n * Creates a sprite manager from a snippet saved in a remote file\r\n * @param name defines the name of the sprite manager to create (can be null or empty to use the one from the json data)\r\n * @param url defines the url to load from\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a promise that will resolve to the new sprite manager\r\n */\r\n public static ParseFromFileAsync(name: Nullable, url: string, scene: Scene, rootUrl: string = \"\"): Promise {\r\n\r\n return new Promise((resolve, reject) => {\r\n var request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n let serializationObject = JSON.parse(request.responseText);\r\n let output = SpriteManager.Parse(serializationObject, scene || Engine.LastCreatedScene, rootUrl);\r\n\r\n if (name) {\r\n output.name = name;\r\n }\r\n\r\n resolve(output);\r\n } else {\r\n reject(\"Unable to load the sprite manager\");\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", url);\r\n request.send();\r\n });\r\n }\r\n\r\n /**\r\n * Creates a sprite manager from a snippet saved by the sprite editor\r\n * @param snippetId defines the snippet to load\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a promise that will resolve to the new sprite manager\r\n */\r\n public static CreateFromSnippetAsync(snippetId: string, scene: Scene, rootUrl: string = \"\"): Promise {\r\n return new Promise((resolve, reject) => {\r\n var request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n var snippet = JSON.parse(JSON.parse(request.responseText).jsonPayload);\r\n let serializationObject = JSON.parse(snippet.spriteManager);\r\n let output = SpriteManager.Parse(serializationObject, scene || Engine.LastCreatedScene, rootUrl);\r\n\r\n output.snippetId = snippetId;\r\n\r\n resolve(output);\r\n } else {\r\n reject(\"Unable to load the snippet \" + snippetId);\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", this.SnippetUrl + \"/\" + snippetId.replace(/#/g, \"/\"));\r\n request.send();\r\n });\r\n }\r\n}","import { Engine } from \"../Engines/engine\";\r\nimport { IDisposable, Scene } from \"../scene\";\r\nimport { Nullable } from \"../types\";\r\nimport { Vector2, Vector3 } from \"../Maths/math.vector\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RawTexture } from \"../Materials/Textures/rawTexture\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport { ISpriteJSONSprite, ISpriteJSONAtlas } from \"./ISprites\";\r\nimport { Effect } from \"../Materials/effect\";\r\n\r\nimport \"../Meshes/Builders/planeBuilder\";\r\nimport \"../Shaders/spriteMap.fragment\";\r\nimport \"../Shaders/spriteMap.vertex\";\r\n\r\n/**\r\n * Defines the basic options interface of a SpriteMap\r\n */\r\nexport interface ISpriteMapOptions{\r\n\r\n /**\r\n\t * Vector2 of the number of cells in the grid.\r\n\t */\r\n stageSize?: Vector2;\r\n\r\n /**\r\n\t * Vector2 of the size of the output plane in World Units.\r\n\t */\r\n outputSize?: Vector2;\r\n\r\n /**\r\n\t * Vector3 of the position of the output plane in World Units.\r\n\t */\r\n outputPosition?: Vector3;\r\n\r\n /**\r\n\t * Vector3 of the rotation of the output plane.\r\n\t */\r\n outputRotation?: Vector3;\r\n\r\n /**\r\n\t * number of layers that the system will reserve in resources.\r\n\t */\r\n layerCount?: number;\r\n\r\n /**\r\n\t * number of max animation frames a single cell will reserve in resources.\r\n\t */\r\n maxAnimationFrames?: number;\r\n\r\n /**\r\n\t * number cell index of the base tile when the system compiles.\r\n\t */\r\n baseTile?: number;\r\n\r\n /**\r\n\t* boolean flip the sprite after its been repositioned by the framing data.\r\n\t*/\r\n flipU?: boolean;\r\n\r\n /**\r\n\t * Vector3 scalar of the global RGB values of the SpriteMap.\r\n\t */\r\n colorMultiply?: Vector3;\r\n\r\n}\r\n\r\n/**\r\n * Defines the IDisposable interface in order to be cleanable from resources.\r\n */\r\nexport interface ISpriteMap extends IDisposable {\r\n\r\n /**\r\n\t * String name of the SpriteMap.\r\n\t */\r\n name: string;\r\n\r\n /**\r\n\t * The JSON Array file from a https://www.codeandweb.com/texturepacker export. Or similar structure.\r\n\t */\r\n atlasJSON: ISpriteJSONAtlas;\r\n\r\n /**\r\n\t * Texture of the SpriteMap.\r\n\t */\r\n spriteSheet: Texture;\r\n\r\n /**\r\n\t * The parameters to initialize the SpriteMap with.\r\n\t */\r\n options: ISpriteMapOptions;\r\n\r\n}\r\n\r\n/**\r\n * Class used to manage a grid restricted sprite deployment on an Output plane.\r\n */\r\nexport class SpriteMap implements ISpriteMap {\r\n\r\n /** The Name of the spriteMap */\r\n public name: string;\r\n\r\n /** The JSON file with the frame and meta data */\r\n public atlasJSON: ISpriteJSONAtlas;\r\n\r\n /** The systems Sprite Sheet Texture */\r\n public spriteSheet: Texture;\r\n\r\n /** Arguments passed with the Constructor */\r\n public options: ISpriteMapOptions;\r\n\r\n /** Public Sprite Storage array, parsed from atlasJSON */\r\n public sprites: Array;\r\n\r\n /** Returns the Number of Sprites in the System */\r\n public get spriteCount(): number {\r\n return this.sprites.length;\r\n }\r\n\r\n /** Returns the Position of Output Plane*/\r\n public get position(): Vector3 {\r\n return this._output.position;\r\n }\r\n\r\n /** Returns the Position of Output Plane*/\r\n public set position(v: Vector3) {\r\n this._output.position = v;\r\n }\r\n\r\n /** Returns the Rotation of Output Plane*/\r\n public get rotation(): Vector3 {\r\n return this._output.rotation;\r\n }\r\n\r\n /** Returns the Rotation of Output Plane*/\r\n public set rotation(v: Vector3) {\r\n this._output.rotation = v;\r\n }\r\n\r\n /** Sets the AnimationMap*/\r\n public get animationMap() {\r\n return this._animationMap;\r\n }\r\n\r\n /** Sets the AnimationMap*/\r\n public set animationMap(v: RawTexture) {\r\n let buffer = v!._texture!._bufferView;\r\n let am = this._createTileAnimationBuffer(buffer);\r\n this._animationMap.dispose();\r\n this._animationMap = am;\r\n this._material.setTexture(\"animationMap\", this._animationMap);\r\n }\r\n\r\n /** Scene that the SpriteMap was created in */\r\n private _scene: Scene;\r\n\r\n /** Texture Buffer of Float32 that holds tile frame data*/\r\n private _frameMap: RawTexture;\r\n\r\n /** Texture Buffers of Float32 that holds tileMap data*/\r\n private _tileMaps: RawTexture[];\r\n\r\n /** Texture Buffer of Float32 that holds Animation Data*/\r\n private _animationMap: RawTexture;\r\n\r\n /** Custom ShaderMaterial Central to the System*/\r\n private _material: ShaderMaterial;\r\n\r\n /** Custom ShaderMaterial Central to the System*/\r\n private _output: Mesh;\r\n\r\n /** Systems Time Ticker*/\r\n private _time: number;\r\n\r\n /**\r\n * Creates a new SpriteMap\r\n * @param name defines the SpriteMaps Name\r\n * @param atlasJSON is the JSON file that controls the Sprites Frames and Meta\r\n * @param spriteSheet is the Texture that the Sprites are on.\r\n * @param options a basic deployment configuration\r\n * @param scene The Scene that the map is deployed on\r\n */\r\n constructor(name : string, atlasJSON: ISpriteJSONAtlas, spriteSheet: Texture, options: ISpriteMapOptions, scene : Scene) {\r\n\r\n this.name = name;\r\n this.sprites = [];\r\n this.atlasJSON = atlasJSON;\r\n this.sprites = this.atlasJSON[\"frames\"];\r\n this.spriteSheet = spriteSheet;\r\n\r\n /**\r\n * Run through the options and set what ever defaults are needed that where not declared.\r\n */\r\n this.options = options;\r\n options.stageSize = options.stageSize || new Vector2(1, 1);\r\n options.outputSize = options.outputSize || options.stageSize;\r\n options.outputPosition = options.outputPosition || Vector3.Zero();\r\n options.outputRotation = options.outputRotation || Vector3.Zero();\r\n options.layerCount = options.layerCount || 1;\r\n options.maxAnimationFrames = options.maxAnimationFrames || 0;\r\n options.baseTile = options.baseTile || 0;\r\n options.flipU = options.flipU || false;\r\n options.colorMultiply = options.colorMultiply || new Vector3(1, 1, 1);\r\n\r\n this._scene = scene;\r\n\r\n this._frameMap = this._createFrameBuffer();\r\n\r\n this._tileMaps = new Array();\r\n for (let i = 0; i < options.layerCount; i++) {\r\n this._tileMaps.push(this._createTileBuffer(null, i));\r\n }\r\n\r\n this._animationMap = this._createTileAnimationBuffer(null);\r\n\r\n let defines = [];\r\n defines.push(\"#define LAYERS \" + options.layerCount);\r\n\r\n if (options.flipU) {\r\n defines.push(\"#define FLIPU\");\r\n }\r\n\r\n defines.push(`#define MAX_ANIMATION_FRAMES ${options.maxAnimationFrames}.0`);\r\n\r\n let shaderString: string = Effect.ShadersStore[\"spriteMapPixelShader\"];\r\n\r\n let layerSampleString: string;\r\n if (this._scene.getEngine().webGLVersion === 1) {\r\n layerSampleString = \"\";\r\n for (let i = 0; i < options.layerCount; i++) {\r\n layerSampleString += `if (${i} == i) { frameID = texture2D(tileMaps[${i}], (tileID + 0.5) / stageSize, 0.).x; }`;\r\n }\r\n }\r\n else {\r\n layerSampleString = \"switch(i) {\";\r\n for (let i = 0; i < options.layerCount; i++) {\r\n layerSampleString += \"case \" + i + \" : frameID = texture(tileMaps[\" + i + \"], (tileID + 0.5) / stageSize, 0.).x;\";\r\n layerSampleString += \"break;\";\r\n }\r\n layerSampleString += \"}\";\r\n }\r\n\r\n Effect.ShadersStore[\"spriteMap\" + this.name + \"PixelShader\"] = shaderString.replace(\"#define LAYER_ID_SWITCH\", layerSampleString);\r\n\r\n this._material = new ShaderMaterial(\"spriteMap:\" + this.name, this._scene, {\r\n vertex: \"spriteMap\",\r\n fragment: \"spriteMap\" + this.name,\r\n }, {\r\n defines,\r\n attributes: [\"position\", \"normal\", \"uv\"],\r\n uniforms: [\r\n \"worldViewProjection\",\r\n \"time\",\r\n \"stageSize\",\r\n \"outputSize\",\r\n \"spriteMapSize\",\r\n \"spriteCount\",\r\n \"time\",\r\n \"colorMul\",\r\n \"mousePosition\",\r\n \"curTile\",\r\n \"flipU\"\r\n ],\r\n samplers: [\r\n \"spriteSheet\", \"frameMap\", \"tileMaps\", \"animationMap\"\r\n ],\r\n needAlphaBlending: true\r\n });\r\n\r\n this._time = 0;\r\n\r\n this._material.setFloat(\"spriteCount\", this.spriteCount);\r\n this._material.setVector2(\"stageSize\", options.stageSize);\r\n this._material.setVector2(\"outputSize\", options.outputSize);\r\n this._material.setTexture(\"spriteSheet\", this.spriteSheet);\r\n this._material.setVector2(\"spriteMapSize\", new Vector2(1, 1));\r\n this._material.setVector3(\"colorMul\", options.colorMultiply);\r\n\r\n let tickSave = 0;\r\n\r\n const bindSpriteTexture = () => {\r\n if ((this.spriteSheet) && this.spriteSheet.isReady()) {\r\n if (this.spriteSheet._texture) {\r\n this._material.setVector2(\"spriteMapSize\", new Vector2(this.spriteSheet._texture.baseWidth || 1, this.spriteSheet._texture.baseHeight || 1));\r\n return;\r\n }\r\n }\r\n if (tickSave < 100) {\r\n setTimeout(() => {tickSave++; bindSpriteTexture(); }, 100);\r\n }\r\n };\r\n\r\n bindSpriteTexture();\r\n\r\n this._material.setVector3(\"colorMul\", options.colorMultiply);\r\n this._material.setTexture(\"frameMap\", this._frameMap);\r\n this._material.setTextureArray(\"tileMaps\", this._tileMaps);\r\n this._material.setTexture(\"animationMap\", this._animationMap);\r\n this._material.setFloat(\"time\", this._time);\r\n\r\n this._output = Mesh.CreatePlane(name + \":output\", 1, scene, true);\r\n this._output.scaling.x = options.outputSize.x;\r\n this._output.scaling.y = options.outputSize.y;\r\n\r\n let obfunction = () => {\r\n this._time += this._scene.getEngine().getDeltaTime();\r\n this._material.setFloat(\"time\", this._time);\r\n };\r\n\r\n this._scene.onBeforeRenderObservable.add(obfunction);\r\n this._output.material = this._material;\r\n }\r\n\r\n /**\r\n * Returns tileID location\r\n * @returns Vector2 the cell position ID\r\n */\r\n public getTileID(): Vector2 {\r\n let p = this.getMousePosition();\r\n p.multiplyInPlace(this.options.stageSize || Vector2.Zero());\r\n p.x = Math.floor(p.x);\r\n p.y = Math.floor(p.y);\r\n return p;\r\n }\r\n\r\n /**\r\n * Gets the UV location of the mouse over the SpriteMap.\r\n * @returns Vector2 the UV position of the mouse interaction\r\n */\r\n public getMousePosition(): Vector2 {\r\n let out = this._output;\r\n var pickinfo: Nullable = this._scene.pick(this._scene.pointerX, this._scene.pointerY, (mesh) => {\r\n if (mesh !== out) {\r\n return false;\r\n }\r\n return true;\r\n });\r\n\r\n if (((!pickinfo) || !pickinfo.hit) || !pickinfo.getTextureCoordinates) {\r\n return new Vector2(-1, -1);\r\n }\r\n\r\n let coords = pickinfo.getTextureCoordinates();\r\n if (coords) {\r\n return coords;\r\n }\r\n\r\n return \tnew Vector2(-1, -1);\r\n }\r\n\r\n /**\r\n * Creates the \"frame\" texture Buffer\r\n * -------------------------------------\r\n * Structure of frames\r\n * \"filename\": \"Falling-Water-2.png\",\r\n * \"frame\": {\"x\":69,\"y\":103,\"w\":24,\"h\":32},\r\n * \"rotated\": true,\r\n * \"trimmed\": true,\r\n * \"spriteSourceSize\": {\"x\":4,\"y\":0,\"w\":24,\"h\":32},\r\n * \"sourceSize\": {\"w\":32,\"h\":32}\r\n * @returns RawTexture of the frameMap\r\n */\r\n private _createFrameBuffer(): RawTexture {\r\n let data = new Array();\r\n //Do two Passes\r\n for (let i = 0; i < this.spriteCount; i++) {\r\n data.push(0, 0, 0, 0); //frame\r\n data.push(0, 0, 0, 0); //spriteSourceSize\r\n data.push(0, 0, 0, 0); //sourceSize, rotated, trimmed\r\n data.push(0, 0, 0, 0); //Keep it pow2 cause I\"m cool like that... it helps with sampling accuracy as well. Plus then we have 4 other parameters for future stuff.\r\n }\r\n //Second Pass\r\n for (let i = 0; i < this.spriteCount; i++) {\r\n let f = this.sprites[i][\"frame\"];\r\n let sss = this.sprites[i][\"spriteSourceSize\"];\r\n let ss = this.sprites[i][\"sourceSize\"];\r\n let r = (this.sprites[i][\"rotated\"]) ? 1 : 0;\r\n let t = (this.sprites[i][\"trimmed\"]) ? 1 : 0;\r\n\r\n //frame\r\n data[i * 4] = f.x;\r\n data[i * 4 + 1] = f.y;\r\n data[i * 4 + 2] = f.w;\r\n data[i * 4 + 3] = f.h;\r\n //spriteSourceSize\r\n data[i * 4 + (this.spriteCount * 4)] = sss.x;\r\n data[i * 4 + 1 + (this.spriteCount * 4)] = sss.y;\r\n data[i * 4 + 3 + (this.spriteCount * 4)] = sss.h;\r\n //sourceSize, rotated, trimmed\r\n data[i * 4 + (this.spriteCount * 8)] = ss.w;\r\n data[i * 4 + 1 + (this.spriteCount * 8)] = ss.h;\r\n data[i * 4 + 2 + (this.spriteCount * 8)] = r;\r\n data[i * 4 + 3 + (this.spriteCount * 8)] = t ;\r\n }\r\n\r\n let floatArray = new Float32Array(data);\r\n\r\n let t = RawTexture.CreateRGBATexture(\r\n floatArray,\r\n this.spriteCount,\r\n 4,\r\n this._scene,\r\n false,\r\n false,\r\n Texture.NEAREST_NEAREST,\r\n Engine.TEXTURETYPE_FLOAT\r\n );\r\n\r\n return t;\r\n }\r\n\r\n /**\r\n * Creates the tileMap texture Buffer\r\n * @param buffer normally and array of numbers, or a false to generate from scratch\r\n * @param _layer indicates what layer for a logic trigger dealing with the baseTile. The system uses this\r\n * @returns RawTexture of the tileMap\r\n */\r\n private _createTileBuffer(buffer: any, _layer: number = 0): RawTexture {\r\n\r\n let data = new Array();\r\n let _ty = (this.options.stageSize!.y) || 0;\r\n let _tx = (this.options.stageSize!.x) || 0;\r\n\r\n if (!buffer) {\r\n let bt = this.options.baseTile;\r\n if (_layer != 0) {\r\n bt = 0;\r\n }\r\n\r\n for (let y = 0; y < _ty; y++) {\r\n for (let x = 0; x < _tx * 4; x += 4) {\r\n data.push(bt, 0, 0, 0);\r\n }\r\n }\r\n } else {\r\n data = buffer;\r\n }\r\n\r\n let floatArray = new Float32Array(data);\r\n let t = RawTexture.CreateRGBATexture(\r\n floatArray,\r\n _tx,\r\n _ty,\r\n this._scene,\r\n false,\r\n false,\r\n Texture.NEAREST_NEAREST,\r\n Engine.TEXTURETYPE_FLOAT\r\n );\r\n\r\n return t;\r\n }\r\n\r\n /**\r\n * Modifies the data of the tileMaps\r\n * @param _layer is the ID of the layer you want to edit on the SpriteMap\r\n * @param pos is the iVector2 Coordinates of the Tile\r\n * @param tile The SpriteIndex of the new Tile\r\n */\r\n public changeTiles(_layer: number = 0, pos: Vector2 | Vector2[] , tile: number = 0): void {\r\n\r\n let buffer: Nullable;\r\n buffer = this._tileMaps[_layer]!._texture!._bufferView;\r\n if (buffer === null) {\r\n return;\r\n }\r\n\r\n let p = new Array();\r\n if (pos instanceof Vector2) {\r\n p.push(pos);\r\n } else {\r\n p = pos;\r\n }\r\n\r\n let _tx = (this.options.stageSize!.x) || 0;\r\n\r\n for (let i = 0; i < p.length; i++) {\r\n let _p = p[i];\r\n _p.x = Math.floor(_p.x);\r\n _p.y = Math.floor(_p.y);\r\n let id: number = (_p.x * 4) + (_p.y * (_tx * 4));\r\n (buffer as any)[id] = tile;\r\n }\r\n\r\n let t = this._createTileBuffer(buffer);\r\n this._tileMaps[_layer].dispose();\r\n this._tileMaps[_layer] = t;\r\n this._material.setTextureArray(\"tileMap\", this._tileMaps);\r\n }\r\n\r\n /**\r\n * Creates the animationMap texture Buffer\r\n * @param buffer normally and array of numbers, or a false to generate from scratch\r\n * @returns RawTexture of the animationMap\r\n */\r\n private _createTileAnimationBuffer(buffer: Nullable): RawTexture {\r\n let data = new Array();\r\n let floatArray;\r\n if (!buffer) {\r\n for (let i = 0; i < this.spriteCount; i++) {\r\n data.push(0, 0, 0, 0);\r\n let count = 1;\r\n while (count < (this.options.maxAnimationFrames || 4)) {\r\n data.push(0, 0, 0, 0);\r\n count++;\r\n }\r\n }\r\n floatArray = new Float32Array(data);\r\n } else {\r\n floatArray = buffer;\r\n }\r\n\r\n let t = RawTexture.CreateRGBATexture(\r\n floatArray,\r\n this.spriteCount,\r\n (this.options.maxAnimationFrames || 4),\r\n this._scene,\r\n false,\r\n false,\r\n Texture.NEAREST_NEAREST,\r\n Engine.TEXTURETYPE_FLOAT\r\n );\r\n\r\n return t;\r\n }\r\n\r\n /**\r\n * Modifies the data of the animationMap\r\n * @param cellID is the Index of the Sprite\r\n * @param _frame is the target Animation frame\r\n * @param toCell is the Target Index of the next frame of the animation\r\n * @param time is a value between 0-1 that is the trigger for when the frame should change tiles\r\n * @param speed is a global scalar of the time variable on the map.\r\n */\r\n public addAnimationToTile(cellID: number = 0, _frame: number = 0, toCell: number = 0, time: number = 0, speed: number = 1): void {\r\n let buffer: any = this._animationMap!._texture!._bufferView;\r\n let id: number = (cellID * 4) + (this.spriteCount * 4 * _frame);\r\n if (!buffer) {\r\n return;\r\n }\r\n buffer[id] = toCell;\r\n buffer[id + 1 ] = time;\r\n buffer[id + 2 ] = speed;\r\n let t = this._createTileAnimationBuffer(buffer);\r\n this._animationMap.dispose();\r\n this._animationMap = t;\r\n this._material.setTexture(\"animationMap\", this._animationMap);\r\n }\r\n\r\n /**\r\n * Exports the .tilemaps file\r\n */\r\n public saveTileMaps(): void {\r\n let maps = \"\";\r\n for (var i = 0; i < this._tileMaps.length; i++) {\r\n if (i > 0) {maps += \"\\n\\r\"; }\r\n\r\n maps += this._tileMaps[i]!._texture!._bufferView!.toString();\r\n }\r\n var hiddenElement = document.createElement(\"a\");\r\n hiddenElement.href = \"data:octet/stream;charset=utf-8,\" + encodeURI(maps);\r\n hiddenElement.target = \"_blank\";\r\n hiddenElement.download = this.name + \".tilemaps\";\r\n hiddenElement.click();\r\n hiddenElement.remove();\r\n }\r\n\r\n /**\r\n * Imports the .tilemaps file\r\n * @param url of the .tilemaps file\r\n */\r\n public loadTileMaps(url : string) : void {\r\n let xhr = new XMLHttpRequest();\r\n xhr.open(\"GET\", url);\r\n\r\n let _lc = this.options!.layerCount || 0;\r\n\r\n xhr.onload = () =>\r\n {\r\n let data = xhr.response.split(\"\\n\\r\");\r\n for (let i = 0; i < _lc; i++) {\r\n let d = (data[i].split(\",\")).map(Number);\r\n let t = this._createTileBuffer(d);\r\n this._tileMaps[i].dispose();\r\n this._tileMaps[i] = t;\r\n }\r\n this._material.setTextureArray(\"tileMap\", this._tileMaps);\r\n };\r\n xhr.send();\r\n }\r\n\r\n /**\r\n * Release associated resources\r\n */\r\n public dispose(): void {\r\n this._output.dispose();\r\n this._material.dispose();\r\n this._animationMap.dispose();\r\n this._tileMaps.forEach((tm) => {\r\n tm.dispose();\r\n });\r\n this._frameMap.dispose();\r\n }\r\n}","import { SpriteManager } from \"./spriteManager\";\r\nimport { Scene } from \"../scene\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\n\r\n/**\r\n * Class used to manage multiple sprites of different sizes on the same spritesheet\r\n * @see http://doc.babylonjs.com/babylon101/sprites\r\n */\r\n\r\nexport class SpritePackedManager extends SpriteManager{\r\n\r\n /**\r\n * Creates a new sprite manager from a packed sprite sheet\r\n * @param name defines the manager's name\r\n * @param imgUrl defines the sprite sheet url\r\n * @param capacity defines the maximum allowed number of sprites\r\n * @param scene defines the hosting scene\r\n * @param spriteJSON null otherwise a JSON object defining sprite sheet data\r\n * @param epsilon defines the epsilon value to align texture (0.01 by default)\r\n * @param samplingMode defines the smapling mode to use with spritesheet\r\n * @param fromPacked set to true; do not alter\r\n */\r\n\r\n constructor(\r\n /** defines the packed manager's name */\r\n public name: string,\r\n imgUrl: string, capacity: number, scene: Scene, spriteJSON: string | null = null, epsilon: number = 0.01, samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE) {\r\n\r\n //the cellSize parameter is not used when built from JSON which provides individual cell data, defaults to 64 if JSON load fails\r\n super(name, imgUrl, capacity, 64, scene, epsilon, samplingMode, true, spriteJSON);\r\n\r\n }\r\n}","import { Nullable } from \"../types\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Scene } from \"../scene\";\r\nimport { Sprite } from \"./sprite\";\r\nimport { ISpriteManager } from \"./spriteManager\";\r\nimport { Ray } from \"../Culling/ray\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport { ISceneComponent, SceneComponentConstants } from \"../sceneComponent\";\r\nimport { ActionEvent } from \"../Actions/actionEvent\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @hidden */\r\n _pointerOverSprite: Nullable;\r\n\r\n /** @hidden */\r\n _pickedDownSprite: Nullable;\r\n\r\n /** @hidden */\r\n _tempSpritePickingRay: Nullable;\r\n\r\n /**\r\n * All of the sprite managers added to this scene\r\n * @see http://doc.babylonjs.com/babylon101/sprites\r\n */\r\n spriteManagers: Array;\r\n\r\n /**\r\n * An event triggered when sprites rendering is about to start\r\n * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)\r\n */\r\n onBeforeSpritesRenderingObservable: Observable;\r\n\r\n /**\r\n * An event triggered when sprites rendering is done\r\n * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)\r\n */\r\n onAfterSpritesRenderingObservable: Observable;\r\n\r\n /** @hidden */\r\n _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable;\r\n\r\n /** Launch a ray to try to pick a sprite in the scene\r\n * @param x position on screen\r\n * @param y position on screen\r\n * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true\r\n * @param fastCheck defines if the first intersection will be used (and not the closest)\r\n * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used\r\n * @returns a PickingInfo\r\n */\r\n pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable;\r\n\r\n /** Use the given ray to pick a sprite in the scene\r\n * @param ray The ray (in world space) to use to pick meshes\r\n * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true\r\n * @param fastCheck defines if the first intersection will be used (and not the closest)\r\n * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used\r\n * @returns a PickingInfo\r\n */\r\n pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable;\r\n\r\n /** @hidden */\r\n _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable;\r\n\r\n /** Launch a ray to try to pick sprites in the scene\r\n * @param x position on screen\r\n * @param y position on screen\r\n * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true\r\n * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used\r\n * @returns a PickingInfo array\r\n */\r\n multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable;\r\n\r\n /** Use the given ray to pick sprites in the scene\r\n * @param ray The ray (in world space) to use to pick meshes\r\n * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true\r\n * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used\r\n * @returns a PickingInfo array\r\n */\r\n multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable;\r\n\r\n /**\r\n * Force the sprite under the pointer\r\n * @param sprite defines the sprite to use\r\n */\r\n setPointerOverSprite(sprite: Nullable): void;\r\n\r\n /**\r\n * Gets the sprite under the pointer\r\n * @returns a Sprite or null if no sprite is under the pointer\r\n */\r\n getPointerOverSprite(): Nullable;\r\n }\r\n}\r\n\r\nScene.prototype._internalPickSprites = function(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable {\r\n if (!PickingInfo) {\r\n return null;\r\n }\r\n\r\n var pickingInfo = null;\r\n\r\n if (!camera) {\r\n if (!this.activeCamera) {\r\n return null;\r\n }\r\n camera = this.activeCamera;\r\n }\r\n\r\n if (this.spriteManagers.length > 0) {\r\n for (var spriteIndex = 0; spriteIndex < this.spriteManagers.length; spriteIndex++) {\r\n var spriteManager = this.spriteManagers[spriteIndex];\r\n\r\n if (!spriteManager.isPickable) {\r\n continue;\r\n }\r\n\r\n var result = spriteManager.intersects(ray, camera, predicate, fastCheck);\r\n if (!result || !result.hit) {\r\n continue;\r\n }\r\n\r\n if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {\r\n continue;\r\n }\r\n\r\n pickingInfo = result;\r\n\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return pickingInfo || new PickingInfo();\r\n};\r\n\r\nScene.prototype._internalMultiPickSprites = function(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable {\r\n if (!PickingInfo) {\r\n return null;\r\n }\r\n\r\n var pickingInfos = new Array();\r\n\r\n if (!camera) {\r\n if (!this.activeCamera) {\r\n return null;\r\n }\r\n camera = this.activeCamera;\r\n }\r\n\r\n if (this.spriteManagers.length > 0) {\r\n for (var spriteIndex = 0; spriteIndex < this.spriteManagers.length; spriteIndex++) {\r\n var spriteManager = this.spriteManagers[spriteIndex];\r\n\r\n if (!spriteManager.isPickable) {\r\n continue;\r\n }\r\n\r\n var results = spriteManager.multiIntersects(ray, camera, predicate);\r\n\r\n if (results !== null) {\r\n pickingInfos = pickingInfos.concat(results);\r\n }\r\n }\r\n }\r\n\r\n return pickingInfos;\r\n};\r\n\r\nScene.prototype.pickSprite = function(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable {\r\n this.createPickingRayInCameraSpaceToRef(x, y, this._tempSpritePickingRay!, camera);\r\n\r\n return this._internalPickSprites(this._tempSpritePickingRay!, predicate, fastCheck, camera);\r\n};\r\n\r\nScene.prototype.pickSpriteWithRay = function(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable {\r\n if (!this._tempSpritePickingRay) {\r\n return null;\r\n }\r\n\r\n if (!camera) {\r\n if (!this.activeCamera) {\r\n return null;\r\n }\r\n camera = this.activeCamera;\r\n }\r\n\r\n Ray.TransformToRef(ray, camera.getViewMatrix(), this._tempSpritePickingRay);\r\n\r\n return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);\r\n};\r\n\r\nScene.prototype.multiPickSprite = function(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable {\r\n this.createPickingRayInCameraSpaceToRef(x, y, this._tempSpritePickingRay!, camera);\r\n\r\n return this._internalMultiPickSprites(this._tempSpritePickingRay!, predicate, camera);\r\n};\r\n\r\nScene.prototype.multiPickSpriteWithRay = function(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable {\r\n if (!this._tempSpritePickingRay) {\r\n return null;\r\n }\r\n\r\n if (!camera) {\r\n if (!this.activeCamera) {\r\n return null;\r\n }\r\n camera = this.activeCamera;\r\n }\r\n\r\n Ray.TransformToRef(ray, camera.getViewMatrix(), this._tempSpritePickingRay);\r\n\r\n return this._internalMultiPickSprites(this._tempSpritePickingRay, predicate, camera);\r\n};\r\n\r\nScene.prototype.setPointerOverSprite = function(sprite: Nullable): void {\r\n if (this._pointerOverSprite === sprite) {\r\n return;\r\n }\r\n\r\n if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {\r\n this._pointerOverSprite.actionManager.processTrigger(Constants.ACTION_OnPointerOutTrigger, ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));\r\n }\r\n\r\n this._pointerOverSprite = sprite;\r\n if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {\r\n this._pointerOverSprite.actionManager.processTrigger(Constants.ACTION_OnPointerOverTrigger, ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));\r\n }\r\n};\r\n\r\nScene.prototype.getPointerOverSprite = function(): Nullable {\r\n return this._pointerOverSprite;\r\n};\r\n\r\n/**\r\n * Defines the sprite scene component responsible to manage sprites\r\n * in a given scene.\r\n */\r\nexport class SpriteSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpfull to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_SPRITE;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /** @hidden */\r\n private _spritePredicate: (sprite: Sprite) => boolean;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n this.scene.spriteManagers = new Array();\r\n this.scene._tempSpritePickingRay = Ray ? Ray.Zero() : null;\r\n this.scene.onBeforeSpritesRenderingObservable = new Observable();\r\n this.scene.onAfterSpritesRenderingObservable = new Observable();\r\n this._spritePredicate = (sprite: Sprite): boolean => {\r\n if (!sprite.actionManager) {\r\n return false;\r\n }\r\n return sprite.isPickable && sprite.actionManager.hasPointerTriggers;\r\n };\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._pointerMoveStage.registerStep(SceneComponentConstants.STEP_POINTERMOVE_SPRITE, this, this._pointerMove);\r\n this.scene._pointerDownStage.registerStep(SceneComponentConstants.STEP_POINTERDOWN_SPRITE, this, this._pointerDown);\r\n this.scene._pointerUpStage.registerStep(SceneComponentConstants.STEP_POINTERUP_SPRITE, this, this._pointerUp);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n /** Nothing to do for sprites */\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated ressources.\r\n */\r\n public dispose(): void {\r\n this.scene.onBeforeSpritesRenderingObservable.clear();\r\n this.scene.onAfterSpritesRenderingObservable.clear();\r\n\r\n let spriteManagers = this.scene.spriteManagers;\r\n while (spriteManagers.length) {\r\n spriteManagers[0].dispose();\r\n }\r\n }\r\n\r\n private _pickSpriteButKeepRay(originalPointerInfo: Nullable, x: number, y: number, fastCheck?: boolean, camera?: Camera): Nullable {\r\n var result = this.scene.pickSprite(x, y, this._spritePredicate, fastCheck, camera);\r\n if (result) {\r\n result.ray = originalPointerInfo ? originalPointerInfo.ray : null;\r\n }\r\n return result;\r\n }\r\n\r\n private _pointerMove(unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable, isMeshPicked: boolean, element: HTMLElement): Nullable {\r\n var scene = this.scene;\r\n if (isMeshPicked) {\r\n scene.setPointerOverSprite(null);\r\n } else {\r\n pickResult = this._pickSpriteButKeepRay(pickResult, unTranslatedPointerX, unTranslatedPointerY, false, scene.cameraToUseForPointers || undefined);\r\n\r\n if (pickResult && pickResult.hit && pickResult.pickedSprite) {\r\n scene.setPointerOverSprite(pickResult.pickedSprite);\r\n if (!scene.doNotHandleCursors) {\r\n if (scene._pointerOverSprite && scene._pointerOverSprite.actionManager && scene._pointerOverSprite.actionManager.hoverCursor) {\r\n element.style.cursor = scene._pointerOverSprite.actionManager.hoverCursor;\r\n } else {\r\n element.style.cursor = scene.hoverCursor;\r\n }\r\n }\r\n } else {\r\n scene.setPointerOverSprite(null);\r\n }\r\n }\r\n\r\n return pickResult;\r\n }\r\n\r\n private _pointerDown(unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable, evt: PointerEvent): Nullable {\r\n var scene = this.scene;\r\n scene._pickedDownSprite = null;\r\n if (scene.spriteManagers.length > 0) {\r\n pickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);\r\n\r\n if (pickResult && pickResult.hit && pickResult.pickedSprite) {\r\n if (pickResult.pickedSprite.actionManager) {\r\n scene._pickedDownSprite = pickResult.pickedSprite;\r\n switch (evt.button) {\r\n case 0:\r\n pickResult.pickedSprite.actionManager.processTrigger(Constants.ACTION_OnLeftPickTrigger, ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));\r\n break;\r\n case 1:\r\n pickResult.pickedSprite.actionManager.processTrigger(Constants.ACTION_OnCenterPickTrigger, ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));\r\n break;\r\n case 2:\r\n pickResult.pickedSprite.actionManager.processTrigger(Constants.ACTION_OnRightPickTrigger, ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));\r\n break;\r\n }\r\n if (pickResult.pickedSprite.actionManager) {\r\n pickResult.pickedSprite.actionManager.processTrigger(Constants.ACTION_OnPickDownTrigger, ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));\r\n }\r\n }\r\n }\r\n }\r\n\r\n return pickResult;\r\n }\r\n\r\n private _pointerUp(unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable, evt: PointerEvent): Nullable {\r\n var scene = this.scene;\r\n if (scene.spriteManagers.length > 0) {\r\n let spritePickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);\r\n\r\n if (spritePickResult) {\r\n if (spritePickResult.hit && spritePickResult.pickedSprite) {\r\n if (spritePickResult.pickedSprite.actionManager) {\r\n spritePickResult.pickedSprite.actionManager.processTrigger(Constants.ACTION_OnPickUpTrigger, ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));\r\n if (spritePickResult.pickedSprite.actionManager) {\r\n if (!this.scene._inputManager._isPointerSwiping()) {\r\n spritePickResult.pickedSprite.actionManager.processTrigger(Constants.ACTION_OnPickTrigger, ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));\r\n }\r\n }\r\n }\r\n }\r\n if (scene._pickedDownSprite && scene._pickedDownSprite.actionManager && scene._pickedDownSprite !== spritePickResult.pickedSprite) {\r\n scene._pickedDownSprite.actionManager.processTrigger(Constants.ACTION_OnPickOutTrigger, ActionEvent.CreateNewFromSprite(scene._pickedDownSprite, scene, evt));\r\n }\r\n }\r\n }\r\n\r\n return pickResult;\r\n }\r\n}\r\n","import { Nullable } from \"../types\";\r\n\r\n/**\r\n * @hidden\r\n **/\r\nexport class AlphaState {\r\n private _isAlphaBlendDirty = false;\r\n private _isBlendFunctionParametersDirty = false;\r\n private _isBlendEquationParametersDirty = false;\r\n private _isBlendConstantsDirty = false;\r\n private _alphaBlend = false;\r\n private _blendFunctionParameters = new Array>(4);\r\n private _blendEquationParameters = new Array>(2);\r\n private _blendConstants = new Array>(4);\r\n\r\n /**\r\n * Initializes the state.\r\n */\r\n public constructor() {\r\n this.reset();\r\n }\r\n\r\n public get isDirty(): boolean {\r\n return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty;\r\n }\r\n\r\n public get alphaBlend(): boolean {\r\n return this._alphaBlend;\r\n }\r\n\r\n public set alphaBlend(value: boolean) {\r\n if (this._alphaBlend === value) {\r\n return;\r\n }\r\n\r\n this._alphaBlend = value;\r\n this._isAlphaBlendDirty = true;\r\n }\r\n\r\n public setAlphaBlendConstants(r: number, g: number, b: number, a: number): void {\r\n if (\r\n this._blendConstants[0] === r &&\r\n this._blendConstants[1] === g &&\r\n this._blendConstants[2] === b &&\r\n this._blendConstants[3] === a\r\n ) {\r\n return;\r\n }\r\n\r\n this._blendConstants[0] = r;\r\n this._blendConstants[1] = g;\r\n this._blendConstants[2] = b;\r\n this._blendConstants[3] = a;\r\n\r\n this._isBlendConstantsDirty = true;\r\n }\r\n\r\n public setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void {\r\n if (\r\n this._blendFunctionParameters[0] === value0 &&\r\n this._blendFunctionParameters[1] === value1 &&\r\n this._blendFunctionParameters[2] === value2 &&\r\n this._blendFunctionParameters[3] === value3\r\n ) {\r\n return;\r\n }\r\n\r\n this._blendFunctionParameters[0] = value0;\r\n this._blendFunctionParameters[1] = value1;\r\n this._blendFunctionParameters[2] = value2;\r\n this._blendFunctionParameters[3] = value3;\r\n\r\n this._isBlendFunctionParametersDirty = true;\r\n }\r\n\r\n public setAlphaEquationParameters(rgb: number, alpha: number): void {\r\n if (\r\n this._blendEquationParameters[0] === rgb &&\r\n this._blendEquationParameters[1] === alpha\r\n ) {\r\n return;\r\n }\r\n\r\n this._blendEquationParameters[0] = rgb;\r\n this._blendEquationParameters[1] = alpha;\r\n\r\n this._isBlendEquationParametersDirty = true;\r\n }\r\n\r\n public reset() {\r\n this._alphaBlend = false;\r\n this._blendFunctionParameters[0] = null;\r\n this._blendFunctionParameters[1] = null;\r\n this._blendFunctionParameters[2] = null;\r\n this._blendFunctionParameters[3] = null;\r\n\r\n this._blendEquationParameters[0] = null;\r\n this._blendEquationParameters[1] = null;\r\n\r\n this._blendConstants[0] = null;\r\n this._blendConstants[1] = null;\r\n this._blendConstants[2] = null;\r\n this._blendConstants[3] = null;\r\n\r\n this._isAlphaBlendDirty = true;\r\n this._isBlendFunctionParametersDirty = false;\r\n this._isBlendEquationParametersDirty = false;\r\n this._isBlendConstantsDirty = false;\r\n }\r\n\r\n public apply(gl: WebGLRenderingContext) {\r\n\r\n if (!this.isDirty) {\r\n return;\r\n }\r\n\r\n // Alpha blend\r\n if (this._isAlphaBlendDirty) {\r\n if (this._alphaBlend) {\r\n gl.enable(gl.BLEND);\r\n } else {\r\n gl.disable(gl.BLEND);\r\n }\r\n\r\n this._isAlphaBlendDirty = false;\r\n }\r\n\r\n // Alpha function\r\n if (this._isBlendFunctionParametersDirty) {\r\n gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]);\r\n this._isBlendFunctionParametersDirty = false;\r\n }\r\n\r\n // Alpha equation\r\n if (this._isBlendEquationParametersDirty) {\r\n gl.blendEquationSeparate(this._blendEquationParameters[0]!, this._blendEquationParameters[1]!);\r\n this._isBlendEquationParametersDirty = false;\r\n }\r\n\r\n // Constants\r\n if (this._isBlendConstantsDirty) {\r\n gl.blendColor(this._blendConstants[0], this._blendConstants[1], this._blendConstants[2], this._blendConstants[3]);\r\n this._isBlendConstantsDirty = false;\r\n }\r\n }\r\n}\r\n","import { Nullable } from \"../types\";\r\n\r\n/**\r\n * @hidden\r\n **/\r\nexport class DepthCullingState {\r\n private _isDepthTestDirty = false;\r\n private _isDepthMaskDirty = false;\r\n private _isDepthFuncDirty = false;\r\n private _isCullFaceDirty = false;\r\n private _isCullDirty = false;\r\n private _isZOffsetDirty = false;\r\n private _isFrontFaceDirty = false;\r\n\r\n private _depthTest: boolean;\r\n private _depthMask: boolean;\r\n private _depthFunc: Nullable;\r\n private _cull: Nullable;\r\n private _cullFace: Nullable;\r\n private _zOffset: number;\r\n private _frontFace: Nullable;\r\n\r\n /**\r\n * Initializes the state.\r\n */\r\n public constructor() {\r\n this.reset();\r\n }\r\n\r\n public get isDirty(): boolean {\r\n return this._isDepthFuncDirty || this._isDepthTestDirty || this._isDepthMaskDirty || this._isCullFaceDirty || this._isCullDirty || this._isZOffsetDirty || this._isFrontFaceDirty;\r\n }\r\n\r\n public get zOffset(): number {\r\n return this._zOffset;\r\n }\r\n\r\n public set zOffset(value: number) {\r\n if (this._zOffset === value) {\r\n return;\r\n }\r\n\r\n this._zOffset = value;\r\n this._isZOffsetDirty = true;\r\n }\r\n\r\n public get cullFace(): Nullable {\r\n return this._cullFace;\r\n }\r\n\r\n public set cullFace(value: Nullable) {\r\n if (this._cullFace === value) {\r\n return;\r\n }\r\n\r\n this._cullFace = value;\r\n this._isCullFaceDirty = true;\r\n }\r\n\r\n public get cull(): Nullable {\r\n return this._cull;\r\n }\r\n\r\n public set cull(value: Nullable) {\r\n if (this._cull === value) {\r\n return;\r\n }\r\n\r\n this._cull = value;\r\n this._isCullDirty = true;\r\n }\r\n\r\n public get depthFunc(): Nullable {\r\n return this._depthFunc;\r\n }\r\n\r\n public set depthFunc(value: Nullable) {\r\n if (this._depthFunc === value) {\r\n return;\r\n }\r\n\r\n this._depthFunc = value;\r\n this._isDepthFuncDirty = true;\r\n }\r\n\r\n public get depthMask(): boolean {\r\n return this._depthMask;\r\n }\r\n\r\n public set depthMask(value: boolean) {\r\n if (this._depthMask === value) {\r\n return;\r\n }\r\n\r\n this._depthMask = value;\r\n this._isDepthMaskDirty = true;\r\n }\r\n\r\n public get depthTest(): boolean {\r\n return this._depthTest;\r\n }\r\n\r\n public set depthTest(value: boolean) {\r\n if (this._depthTest === value) {\r\n return;\r\n }\r\n\r\n this._depthTest = value;\r\n this._isDepthTestDirty = true;\r\n }\r\n\r\n public get frontFace(): Nullable {\r\n return this._frontFace;\r\n }\r\n\r\n public set frontFace(value: Nullable) {\r\n if (this._frontFace === value) {\r\n return;\r\n }\r\n\r\n this._frontFace = value;\r\n this._isFrontFaceDirty = true;\r\n }\r\n\r\n public reset() {\r\n this._depthMask = true;\r\n this._depthTest = true;\r\n this._depthFunc = null;\r\n this._cullFace = null;\r\n this._cull = null;\r\n this._zOffset = 0;\r\n this._frontFace = null;\r\n\r\n this._isDepthTestDirty = true;\r\n this._isDepthMaskDirty = true;\r\n this._isDepthFuncDirty = false;\r\n this._isCullFaceDirty = false;\r\n this._isCullDirty = false;\r\n this._isZOffsetDirty = false;\r\n this._isFrontFaceDirty = false;\r\n }\r\n\r\n public apply(gl: WebGLRenderingContext) {\r\n\r\n if (!this.isDirty) {\r\n return;\r\n }\r\n\r\n // Cull\r\n if (this._isCullDirty) {\r\n if (this.cull) {\r\n gl.enable(gl.CULL_FACE);\r\n } else {\r\n gl.disable(gl.CULL_FACE);\r\n }\r\n\r\n this._isCullDirty = false;\r\n }\r\n\r\n // Cull face\r\n if (this._isCullFaceDirty) {\r\n gl.cullFace(this.cullFace);\r\n this._isCullFaceDirty = false;\r\n }\r\n\r\n // Depth mask\r\n if (this._isDepthMaskDirty) {\r\n gl.depthMask(this.depthMask);\r\n this._isDepthMaskDirty = false;\r\n }\r\n\r\n // Depth test\r\n if (this._isDepthTestDirty) {\r\n if (this.depthTest) {\r\n gl.enable(gl.DEPTH_TEST);\r\n } else {\r\n gl.disable(gl.DEPTH_TEST);\r\n }\r\n this._isDepthTestDirty = false;\r\n }\r\n\r\n // Depth func\r\n if (this._isDepthFuncDirty) {\r\n gl.depthFunc(this.depthFunc);\r\n this._isDepthFuncDirty = false;\r\n }\r\n\r\n // zOffset\r\n if (this._isZOffsetDirty) {\r\n if (this.zOffset) {\r\n gl.enable(gl.POLYGON_OFFSET_FILL);\r\n gl.polygonOffset(this.zOffset, 0);\r\n } else {\r\n gl.disable(gl.POLYGON_OFFSET_FILL);\r\n }\r\n\r\n this._isZOffsetDirty = false;\r\n }\r\n\r\n // Front face\r\n if (this._isFrontFaceDirty) {\r\n gl.frontFace(this.frontFace);\r\n this._isFrontFaceDirty = false;\r\n }\r\n }\r\n}\r\n","export * from \"./alphaCullingState\";\r\nexport * from \"./depthCullingState\";\r\nexport * from \"./stencilState\";","import { Constants } from \"../Engines/constants\";\r\n/**\r\n * @hidden\r\n **/\r\nexport class StencilState {\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */\r\n public static readonly ALWAYS = Constants.ALWAYS;\r\n /** Passed to stencilOperation to specify that stencil value must be kept */\r\n public static readonly KEEP = Constants.KEEP;\r\n /** Passed to stencilOperation to specify that stencil value must be replaced */\r\n public static readonly REPLACE = Constants.REPLACE;\r\n\r\n private _isStencilTestDirty = false;\r\n private _isStencilMaskDirty = false;\r\n private _isStencilFuncDirty = false;\r\n private _isStencilOpDirty = false;\r\n\r\n private _stencilTest: boolean;\r\n\r\n private _stencilMask: number;\r\n\r\n private _stencilFunc: number;\r\n private _stencilFuncRef: number;\r\n private _stencilFuncMask: number;\r\n\r\n private _stencilOpStencilFail: number;\r\n private _stencilOpDepthFail: number;\r\n private _stencilOpStencilDepthPass: number;\r\n\r\n public get isDirty(): boolean {\r\n return this._isStencilTestDirty || this._isStencilMaskDirty || this._isStencilFuncDirty || this._isStencilOpDirty;\r\n }\r\n\r\n public get stencilFunc(): number {\r\n return this._stencilFunc;\r\n }\r\n\r\n public set stencilFunc(value: number) {\r\n if (this._stencilFunc === value) {\r\n return;\r\n }\r\n\r\n this._stencilFunc = value;\r\n this._isStencilFuncDirty = true;\r\n }\r\n\r\n public get stencilFuncRef(): number {\r\n return this._stencilFuncRef;\r\n }\r\n\r\n public set stencilFuncRef(value: number) {\r\n if (this._stencilFuncRef === value) {\r\n return;\r\n }\r\n\r\n this._stencilFuncRef = value;\r\n this._isStencilFuncDirty = true;\r\n }\r\n\r\n public get stencilFuncMask(): number {\r\n return this._stencilFuncMask;\r\n }\r\n\r\n public set stencilFuncMask(value: number) {\r\n if (this._stencilFuncMask === value) {\r\n return;\r\n }\r\n\r\n this._stencilFuncMask = value;\r\n this._isStencilFuncDirty = true;\r\n }\r\n\r\n public get stencilOpStencilFail(): number {\r\n return this._stencilOpStencilFail;\r\n }\r\n\r\n public set stencilOpStencilFail(value: number) {\r\n if (this._stencilOpStencilFail === value) {\r\n return;\r\n }\r\n\r\n this._stencilOpStencilFail = value;\r\n this._isStencilOpDirty = true;\r\n }\r\n\r\n public get stencilOpDepthFail(): number {\r\n return this._stencilOpDepthFail;\r\n }\r\n\r\n public set stencilOpDepthFail(value: number) {\r\n if (this._stencilOpDepthFail === value) {\r\n return;\r\n }\r\n\r\n this._stencilOpDepthFail = value;\r\n this._isStencilOpDirty = true;\r\n }\r\n\r\n public get stencilOpStencilDepthPass(): number {\r\n return this._stencilOpStencilDepthPass;\r\n }\r\n\r\n public set stencilOpStencilDepthPass(value: number) {\r\n if (this._stencilOpStencilDepthPass === value) {\r\n return;\r\n }\r\n\r\n this._stencilOpStencilDepthPass = value;\r\n this._isStencilOpDirty = true;\r\n }\r\n\r\n public get stencilMask(): number {\r\n return this._stencilMask;\r\n }\r\n\r\n public set stencilMask(value: number) {\r\n if (this._stencilMask === value) {\r\n return;\r\n }\r\n\r\n this._stencilMask = value;\r\n this._isStencilMaskDirty = true;\r\n }\r\n\r\n public get stencilTest(): boolean {\r\n return this._stencilTest;\r\n }\r\n\r\n public set stencilTest(value: boolean) {\r\n if (this._stencilTest === value) {\r\n return;\r\n }\r\n\r\n this._stencilTest = value;\r\n this._isStencilTestDirty = true;\r\n }\r\n\r\n public constructor() {\r\n this.reset();\r\n }\r\n\r\n public reset() {\r\n this._stencilTest = false;\r\n this._stencilMask = 0xFF;\r\n\r\n this._stencilFunc = StencilState.ALWAYS;\r\n this._stencilFuncRef = 1;\r\n this._stencilFuncMask = 0xFF;\r\n\r\n this._stencilOpStencilFail = StencilState.KEEP;\r\n this._stencilOpDepthFail = StencilState.KEEP;\r\n this._stencilOpStencilDepthPass = StencilState.REPLACE;\r\n\r\n this._isStencilTestDirty = true;\r\n this._isStencilMaskDirty = true;\r\n this._isStencilFuncDirty = true;\r\n this._isStencilOpDirty = true;\r\n }\r\n\r\n public apply(gl: WebGLRenderingContext) {\r\n if (!this.isDirty) {\r\n return;\r\n }\r\n\r\n // Stencil test\r\n if (this._isStencilTestDirty) {\r\n if (this.stencilTest) {\r\n gl.enable(gl.STENCIL_TEST);\r\n } else {\r\n gl.disable(gl.STENCIL_TEST);\r\n }\r\n this._isStencilTestDirty = false;\r\n }\r\n\r\n // Stencil mask\r\n if (this._isStencilMaskDirty) {\r\n gl.stencilMask(this.stencilMask);\r\n this._isStencilMaskDirty = false;\r\n }\r\n\r\n // Stencil func\r\n if (this._isStencilFuncDirty) {\r\n gl.stencilFunc(this.stencilFunc, this.stencilFuncRef, this.stencilFuncMask);\r\n this._isStencilFuncDirty = false;\r\n }\r\n\r\n // Stencil op\r\n if (this._isStencilOpDirty) {\r\n gl.stencilOp(this.stencilOpStencilFail, this.stencilOpDepthFail, this.stencilOpStencilDepthPass);\r\n this._isStencilOpDirty = false;\r\n }\r\n }\r\n}\r\n","import { IWebXRFeature } from '../webXRFeaturesManager';\r\nimport { Observer, Observable, EventState } from '../../Misc/observable';\r\nimport { Nullable } from '../../types';\r\nimport { WebXRSessionManager } from '../webXRSessionManager';\r\n\r\n/**\r\n * This is the base class for all WebXR features.\r\n * Since most features require almost the same resources and callbacks, this class can be used to simplify the development\r\n * Note that since the features manager is using the `IWebXRFeature` you are in no way obligated to use this class\r\n */\r\nexport abstract class WebXRAbstractFeature implements IWebXRFeature {\r\n private _attached: boolean = false;\r\n private _removeOnDetach: {\r\n observer: Nullable>;\r\n observable: Observable;\r\n }[] = [];\r\n\r\n /**\r\n * Should auto-attach be disabled?\r\n */\r\n public disableAutoAttach: boolean = false;\r\n\r\n /**\r\n * Construct a new (abstract) WebXR feature\r\n * @param _xrSessionManager the xr session manager for this feature\r\n */\r\n constructor(protected _xrSessionManager: WebXRSessionManager) {\r\n }\r\n\r\n /**\r\n * Is this feature attached\r\n */\r\n public get attached() {\r\n return this._attached;\r\n }\r\n\r\n /**\r\n * attach this feature\r\n *\r\n * @param force should attachment be forced (even when already attached)\r\n * @returns true if successful, false is failed or already attached\r\n */\r\n public attach(force?: boolean): boolean {\r\n if (!force) {\r\n if (this.attached) {\r\n return false;\r\n }\r\n } else {\r\n if (this.attached) {\r\n // detach first, to be sure\r\n this.detach();\r\n }\r\n }\r\n\r\n this._attached = true;\r\n this._addNewAttachObserver(this._xrSessionManager.onXRFrameObservable, (frame) => this._onXRFrame(frame));\r\n return true;\r\n }\r\n\r\n /**\r\n * detach this feature.\r\n *\r\n * @returns true if successful, false if failed or already detached\r\n */\r\n public detach(): boolean {\r\n if (!this._attached) {\r\n this.disableAutoAttach = true;\r\n return false;\r\n }\r\n this._attached = false;\r\n this._removeOnDetach.forEach((toRemove) => {\r\n toRemove.observable.remove(toRemove.observer);\r\n });\r\n return true;\r\n }\r\n\r\n /**\r\n * Dispose this feature and all of the resources attached\r\n */\r\n public dispose(): void {\r\n this.detach();\r\n }\r\n\r\n /**\r\n * This is used to register callbacks that will automatically be removed when detach is called.\r\n * @param observable the observable to which the observer will be attached\r\n * @param callback the callback to register\r\n */\r\n protected _addNewAttachObserver(observable: Observable, callback: (eventData: T, eventState: EventState) => void) {\r\n this._removeOnDetach.push({\r\n observable,\r\n observer: observable.add(callback)\r\n });\r\n }\r\n\r\n /**\r\n * Code in this function will be executed on each xrFrame received from the browser.\r\n * This function will not execute after the feature is detached.\r\n * @param _xrFrame the current frame\r\n */\r\n protected abstract _onXRFrame(_xrFrame: XRFrame): void;\r\n}","import { WebXRFeatureName, WebXRFeaturesManager } from '../webXRFeaturesManager';\r\nimport { WebXRSessionManager } from '../webXRSessionManager';\r\nimport { Observable } from '../../Misc/observable';\r\nimport { Matrix, Vector3, Quaternion } from '../../Maths/math.vector';\r\nimport { TransformNode } from '../../Meshes/transformNode';\r\nimport { WebXRAbstractFeature } from './WebXRAbstractFeature';\r\nimport { IWebXRHitResult } from './WebXRHitTest';\r\nimport { Tools } from '../../Misc/tools';\r\n\r\n/**\r\n * Configuration options of the anchor system\r\n */\r\nexport interface IWebXRAnchorSystemOptions {\r\n /**\r\n * a node that will be used to convert local to world coordinates\r\n */\r\n worldParentNode?: TransformNode;\r\n\r\n /**\r\n * If set to true a reference of the created anchors will be kept until the next session starts\r\n * If not defined, anchors will be removed from the array when the feature is detached or the session ended.\r\n */\r\n doNotRemoveAnchorsOnSessionEnded?: boolean;\r\n}\r\n\r\n/**\r\n * A babylon container for an XR Anchor\r\n */\r\nexport interface IWebXRAnchor {\r\n /**\r\n * A babylon-assigned ID for this anchor\r\n */\r\n id: number;\r\n /**\r\n * Transformation matrix to apply to an object attached to this anchor\r\n */\r\n transformationMatrix: Matrix;\r\n /**\r\n * The native anchor object\r\n */\r\n xrAnchor: XRAnchor;\r\n\r\n /**\r\n * if defined, this object will be constantly updated by the anchor's position and rotation\r\n */\r\n attachedNode?: TransformNode;\r\n}\r\n\r\n/**\r\n * An internal interface for a future (promise based) anchor\r\n */\r\ninterface IWebXRFutureAnchor {\r\n /**\r\n * A resolve function\r\n */\r\n resolve: (xrAnchor: XRAnchor) => void;\r\n /**\r\n * A reject function\r\n */\r\n reject: (msg?: string) => void;\r\n /**\r\n * The XR Transformation of the future anchor\r\n */\r\n xrTransformation: XRRigidTransform;\r\n}\r\n\r\nlet anchorIdProvider = 0;\r\n\r\n/**\r\n * An implementation of the anchor system for WebXR.\r\n * For further information see https://github.com/immersive-web/anchors/\r\n */\r\nexport class WebXRAnchorSystem extends WebXRAbstractFeature {\r\n private _lastFrameDetected: XRAnchorSet = new Set();\r\n\r\n private _trackedAnchors: Array = [];\r\n\r\n private _referenceSpaceForFrameAnchors: XRReferenceSpace;\r\n\r\n private _futureAnchors: IWebXRFutureAnchor[] = [];\r\n\r\n /**\r\n * The module's name\r\n */\r\n public static readonly Name = WebXRFeatureName.ANCHOR_SYSTEM;\r\n /**\r\n * The (Babylon) version of this module.\r\n * This is an integer representing the implementation version.\r\n * This number does not correspond to the WebXR specs version\r\n */\r\n public static readonly Version = 1;\r\n\r\n /**\r\n * Observers registered here will be executed when a new anchor was added to the session\r\n */\r\n public onAnchorAddedObservable: Observable = new Observable();\r\n /**\r\n * Observers registered here will be executed when an anchor was removed from the session\r\n */\r\n public onAnchorRemovedObservable: Observable = new Observable();\r\n /**\r\n * Observers registered here will be executed when an existing anchor updates\r\n * This can execute N times every frame\r\n */\r\n public onAnchorUpdatedObservable: Observable = new Observable();\r\n\r\n /**\r\n * Set the reference space to use for anchor creation, when not using a hit test.\r\n * Will default to the session's reference space if not defined\r\n */\r\n public set referenceSpaceForFrameAnchors(referenceSpace: XRReferenceSpace) {\r\n this._referenceSpaceForFrameAnchors = referenceSpace;\r\n }\r\n\r\n /**\r\n * constructs a new anchor system\r\n * @param _xrSessionManager an instance of WebXRSessionManager\r\n * @param _options configuration object for this feature\r\n */\r\n constructor(_xrSessionManager: WebXRSessionManager, private _options: IWebXRAnchorSystemOptions = {}) {\r\n super(_xrSessionManager);\r\n }\r\n\r\n private _tmpVector = new Vector3();\r\n private _tmpQuaternion = new Quaternion();\r\n\r\n private _populateTmpTransformation(position: Vector3, rotationQuaternion: Quaternion) {\r\n this._tmpVector.copyFrom(position);\r\n this._tmpQuaternion.copyFrom(rotationQuaternion);\r\n if (!this._xrSessionManager.scene.useRightHandedSystem) {\r\n this._tmpVector.z *= -1;\r\n this._tmpQuaternion.z *= -1;\r\n this._tmpQuaternion.w *= -1;\r\n }\r\n return {\r\n position: this._tmpVector,\r\n rotationQuaternion: this._tmpQuaternion\r\n };\r\n }\r\n\r\n /**\r\n * Create a new anchor point using a hit test result at a specific point in the scene\r\n * An anchor is tracked only after it is added to the trackerAnchors in xrFrame. The promise returned here does not yet guaranty that.\r\n * Use onAnchorAddedObservable to get newly added anchors if you require tracking guaranty.\r\n *\r\n * @param hitTestResult The hit test result to use for this anchor creation\r\n * @param position an optional position offset for this anchor\r\n * @param rotationQuaternion an optional rotation offset for this anchor\r\n * @returns A promise that fulfills when the XR anchor was registered in the system (but not necessarily added to the tracked anchors)\r\n */\r\n public async addAnchorPointUsingHitTestResultAsync(hitTestResult: IWebXRHitResult, position: Vector3 = new Vector3(), rotationQuaternion: Quaternion = new Quaternion()): Promise {\r\n // convert to XR space (right handed) if needed\r\n this._populateTmpTransformation(position, rotationQuaternion);\r\n // the matrix that we'll use\r\n const m = new XRRigidTransform({...this._tmpVector}, {...this._tmpQuaternion});\r\n if (!hitTestResult.xrHitResult.createAnchor) {\r\n throw new Error('Anchors not enabled in this browsed. Add \"anchors\" to optional features');\r\n } else {\r\n try {\r\n return hitTestResult.xrHitResult.createAnchor(m);\r\n }\r\n catch (error) {\r\n throw new Error(error);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Add a new anchor at a specific position and rotation\r\n * This function will add a new anchor per default in the next available frame. Unless forced, the createAnchor function\r\n * will be called in the next xrFrame loop to make sure that the anchor can be created correctly.\r\n * An anchor is tracked only after it is added to the trackerAnchors in xrFrame. The promise returned here does not yet guaranty that.\r\n * Use onAnchorAddedObservable to get newly added anchors if you require tracking guaranty.\r\n *\r\n * @param position the position in which to add an anchor\r\n * @param rotationQuaternion an optional rotation for the anchor transformation\r\n * @param forceCreateInCurrentFrame force the creation of this anchor in the current frame. Must be called inside xrFrame loop!\r\n * @returns A promise that fulfills when the XR anchor was registered in the system (but not necessarily added to the tracked anchors)\r\n */\r\n public addAnchorAtPositionAndRotationAsync(position: Vector3, rotationQuaternion: Quaternion = new Quaternion(), forceCreateInCurrentFrame = false): Promise {\r\n // convert to XR space (right handed) if needed\r\n this._populateTmpTransformation(position, rotationQuaternion);\r\n // the matrix that we'll use\r\n const xrTransformation = new XRRigidTransform({...this._tmpVector}, {...this._tmpQuaternion});\r\n if (forceCreateInCurrentFrame && this.attached && this._xrSessionManager.currentFrame) {\r\n return this._createAnchorAtTransformation(xrTransformation, this._xrSessionManager.currentFrame);\r\n } else {\r\n // add the transformation to the future anchors list\r\n return new Promise((resolve, reject) => {\r\n this._futureAnchors.push({\r\n xrTransformation,\r\n resolve,\r\n reject\r\n });\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * detach this feature.\r\n * Will usually be called by the features manager\r\n *\r\n * @returns true if successful.\r\n */\r\n public detach(): boolean {\r\n if (!super.detach()) {\r\n return false;\r\n }\r\n\r\n if (!this._options.doNotRemoveAnchorsOnSessionEnded) {\r\n while (this._trackedAnchors.length) {\r\n const toRemove = this._trackedAnchors.pop();\r\n if (toRemove) {\r\n this.onAnchorRemovedObservable.notifyObservers(toRemove);\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Dispose this feature and all of the resources attached\r\n */\r\n public dispose(): void {\r\n super.dispose();\r\n this.onAnchorAddedObservable.clear();\r\n this.onAnchorRemovedObservable.clear();\r\n this.onAnchorUpdatedObservable.clear();\r\n }\r\n\r\n protected _onXRFrame(frame: XRFrame) {\r\n if (!this.attached || !frame) { return; }\r\n\r\n const trackedAnchors = frame.trackedAnchors;\r\n if (trackedAnchors) {\r\n const toRemove = this._trackedAnchors.filter((anchor) => !trackedAnchors.has(anchor.xrAnchor)).map((anchor) => {\r\n const index = this._trackedAnchors.indexOf(anchor);\r\n return index;\r\n });\r\n let idxTracker = 0;\r\n toRemove.forEach((index) => {\r\n const anchor = this._trackedAnchors.splice(index - idxTracker, 1)[0];\r\n this.onAnchorRemovedObservable.notifyObservers(anchor);\r\n idxTracker--;\r\n });\r\n // now check for new ones\r\n trackedAnchors.forEach((xrAnchor) => {\r\n if (!this._lastFrameDetected.has(xrAnchor)) {\r\n const newAnchor: Partial = {\r\n id: anchorIdProvider++,\r\n xrAnchor: xrAnchor\r\n };\r\n const anchor = this._updateAnchorWithXRFrame(xrAnchor, newAnchor, frame);\r\n this._trackedAnchors.push(anchor);\r\n this.onAnchorAddedObservable.notifyObservers(anchor);\r\n } else {\r\n let index = this._findIndexInAnchorArray(xrAnchor);\r\n const anchor = this._trackedAnchors[index];\r\n try {\r\n // anchors update every frame\r\n this._updateAnchorWithXRFrame(xrAnchor, anchor, frame);\r\n if (anchor.attachedNode) {\r\n anchor.attachedNode.rotationQuaternion = anchor.attachedNode.rotationQuaternion || new Quaternion();\r\n anchor.transformationMatrix.decompose(anchor.attachedNode.scaling, anchor.attachedNode.rotationQuaternion, anchor.attachedNode.position);\r\n }\r\n this.onAnchorUpdatedObservable.notifyObservers(anchor);\r\n } catch (e) {\r\n Tools.Warn(`Anchor could not be updated`);\r\n }\r\n }\r\n });\r\n this._lastFrameDetected = trackedAnchors;\r\n }\r\n\r\n // process future anchors\r\n while (this._futureAnchors.length) {\r\n const futureAnchor = this._futureAnchors.pop();\r\n if (!futureAnchor) {\r\n return;\r\n }\r\n if (!frame.createAnchor) {\r\n futureAnchor.reject('Anchors not enabled in this browser');\r\n }\r\n this._createAnchorAtTransformation(futureAnchor.xrTransformation, frame).then(futureAnchor.resolve, futureAnchor.reject);\r\n }\r\n }\r\n\r\n /**\r\n * avoiding using Array.find for global support.\r\n * @param xrAnchor the plane to find in the array\r\n */\r\n private _findIndexInAnchorArray(xrAnchor: XRAnchor) {\r\n for (let i = 0; i < this._trackedAnchors.length; ++i) {\r\n if (this._trackedAnchors[i].xrAnchor === xrAnchor) {\r\n return i;\r\n }\r\n }\r\n return -1;\r\n }\r\n\r\n private _updateAnchorWithXRFrame(xrAnchor: XRAnchor, anchor: Partial, xrFrame: XRFrame): IWebXRAnchor {\r\n // matrix\r\n const pose = xrFrame.getPose(xrAnchor.anchorSpace, this._xrSessionManager.referenceSpace);\r\n if (pose) {\r\n const mat = anchor.transformationMatrix || new Matrix();\r\n Matrix.FromArrayToRef(pose.transform.matrix, 0, mat);\r\n if (!this._xrSessionManager.scene.useRightHandedSystem) {\r\n mat.toggleModelMatrixHandInPlace();\r\n }\r\n anchor.transformationMatrix = mat;\r\n if (!this._options.worldParentNode) {\r\n // Logger.Warn(\"Please provide a world parent node to apply world transformation\");\r\n } else {\r\n mat.multiplyToRef(this._options.worldParentNode.getWorldMatrix(), mat);\r\n }\r\n }\r\n\r\n return anchor;\r\n }\r\n\r\n private async _createAnchorAtTransformation(xrTransformation: XRRigidTransform, xrFrame: XRFrame) {\r\n if (xrFrame.createAnchor) {\r\n try {\r\n return xrFrame.createAnchor(xrTransformation, this._referenceSpaceForFrameAnchors ?? this._xrSessionManager.referenceSpace);\r\n }\r\n catch (error) {\r\n throw new Error(error);\r\n }\r\n } else {\r\n throw new Error('Anchors are not enabled in your browser');\r\n }\r\n }\r\n}\r\n\r\n// register the plugin\r\nWebXRFeaturesManager.AddWebXRFeature(WebXRAnchorSystem.Name, (xrSessionManager, options) => {\r\n return () => new WebXRAnchorSystem(xrSessionManager, options);\r\n}, WebXRAnchorSystem.Version);","import { WebXRFeaturesManager, WebXRFeatureName } from \"../webXRFeaturesManager\";\r\nimport { WebXRSessionManager } from '../webXRSessionManager';\r\nimport { AbstractMesh } from '../../Meshes/abstractMesh';\r\nimport { Observable } from '../../Misc/observable';\r\nimport { WebXRAbstractFeature } from './WebXRAbstractFeature';\r\n\r\n/**\r\n * Options interface for the background remover plugin\r\n */\r\nexport interface IWebXRBackgroundRemoverOptions {\r\n /**\r\n * Further background meshes to disable when entering AR\r\n */\r\n backgroundMeshes?: AbstractMesh[];\r\n /**\r\n * flags to configure the removal of the environment helper.\r\n * If not set, the entire background will be removed. If set, flags should be set as well.\r\n */\r\n environmentHelperRemovalFlags?: {\r\n /**\r\n * Should the skybox be removed (default false)\r\n */\r\n skyBox?: boolean;\r\n /**\r\n * Should the ground be removed (default false)\r\n */\r\n ground?: boolean;\r\n };\r\n /**\r\n * don't disable the environment helper\r\n */\r\n ignoreEnvironmentHelper?: boolean;\r\n}\r\n\r\n/**\r\n * A module that will automatically disable background meshes when entering AR and will enable them when leaving AR.\r\n */\r\nexport class WebXRBackgroundRemover extends WebXRAbstractFeature {\r\n /**\r\n * The module's name\r\n */\r\n public static readonly Name = WebXRFeatureName.BACKGROUND_REMOVER;\r\n /**\r\n * The (Babylon) version of this module.\r\n * This is an integer representing the implementation version.\r\n * This number does not correspond to the WebXR specs version\r\n */\r\n public static readonly Version = 1;\r\n\r\n /**\r\n * registered observers will be triggered when the background state changes\r\n */\r\n public onBackgroundStateChangedObservable: Observable = new Observable();\r\n\r\n /**\r\n * constructs a new background remover module\r\n * @param _xrSessionManager the session manager for this module\r\n * @param options read-only options to be used in this module\r\n */\r\n constructor(_xrSessionManager: WebXRSessionManager,\r\n /**\r\n * read-only options to be used in this module\r\n */\r\n public readonly options: IWebXRBackgroundRemoverOptions = {}) {\r\n super(_xrSessionManager);\r\n }\r\n\r\n /**\r\n * attach this feature\r\n * Will usually be called by the features manager\r\n *\r\n * @returns true if successful.\r\n */\r\n public attach(): boolean {\r\n this._setBackgroundState(false);\r\n return super.attach();\r\n }\r\n\r\n /**\r\n * detach this feature.\r\n * Will usually be called by the features manager\r\n *\r\n * @returns true if successful.\r\n */\r\n public detach(): boolean {\r\n this._setBackgroundState(true);\r\n return super.detach();\r\n }\r\n\r\n /**\r\n * Dispose this feature and all of the resources attached\r\n */\r\n public dispose(): void {\r\n super.dispose();\r\n this.onBackgroundStateChangedObservable.clear();\r\n }\r\n\r\n protected _onXRFrame(_xrFrame: XRFrame) {\r\n // no-op\r\n }\r\n\r\n private _setBackgroundState(newState: boolean) {\r\n const scene = this._xrSessionManager.scene;\r\n if (!this.options.ignoreEnvironmentHelper) {\r\n if (this.options.environmentHelperRemovalFlags) {\r\n if (this.options.environmentHelperRemovalFlags.skyBox) {\r\n const backgroundSkybox = scene.getMeshByName(\"BackgroundSkybox\");\r\n if (backgroundSkybox) {\r\n backgroundSkybox.setEnabled(newState);\r\n }\r\n }\r\n if (this.options.environmentHelperRemovalFlags.ground) {\r\n const backgroundPlane = scene.getMeshByName(\"BackgroundPlane\");\r\n if (backgroundPlane) {\r\n backgroundPlane.setEnabled(newState);\r\n }\r\n }\r\n } else {\r\n const backgroundHelper = scene.getMeshByName(\"BackgroundHelper\");\r\n if (backgroundHelper) {\r\n backgroundHelper.setEnabled(newState);\r\n }\r\n }\r\n }\r\n\r\n if (this.options.backgroundMeshes) {\r\n this.options.backgroundMeshes.forEach((mesh) => mesh.setEnabled(newState));\r\n }\r\n\r\n this.onBackgroundStateChangedObservable.notifyObservers(newState);\r\n }\r\n}\r\n\r\n//register the plugin\r\nWebXRFeaturesManager.AddWebXRFeature(WebXRBackgroundRemover.Name, (xrSessionManager, options) => {\r\n return () => new WebXRBackgroundRemover(xrSessionManager, options);\r\n}, WebXRBackgroundRemover.Version, true);\r\n","import { WebXRAbstractFeature } from \"./WebXRAbstractFeature\";\r\nimport { Vector3, Quaternion } from \"../../Maths/math.vector\";\r\nimport { WebXRInputSource } from \"../webXRInputSource\";\r\nimport { PhysicsImpostor } from \"../../Physics/physicsImpostor\";\r\nimport { WebXRInput } from \"../webXRInput\";\r\nimport { WebXRSessionManager } from \"../webXRSessionManager\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { SphereBuilder } from \"../../Meshes/Builders/sphereBuilder\";\r\nimport { WebXRFeatureName, WebXRFeaturesManager } from \"../webXRFeaturesManager\";\r\nimport { Logger } from '../../Misc/logger';\r\nimport { Nullable } from '../../types';\r\n\r\n/**\r\n * Options for the controller physics feature\r\n */\r\nexport class IWebXRControllerPhysicsOptions {\r\n /**\r\n * Should the headset get its own impostor\r\n */\r\n enableHeadsetImpostor?: boolean;\r\n /**\r\n * Optional parameters for the headset impostor\r\n */\r\n headsetImpostorParams?: {\r\n /**\r\n * The type of impostor to create. Default is sphere\r\n */\r\n impostorType: number;\r\n /**\r\n * the size of the impostor. Defaults to 10cm\r\n */\r\n impostorSize?: number | { width: number, height: number, depth: number };\r\n /**\r\n * Friction definitions\r\n */\r\n friction?: number;\r\n /**\r\n * Restitution\r\n */\r\n restitution?: number;\r\n };\r\n /**\r\n * The physics properties of the future impostors\r\n */\r\n physicsProperties?: {\r\n /**\r\n * If set to true, a mesh impostor will be created when the controller mesh was loaded\r\n * Note that this requires a physics engine that supports mesh impostors!\r\n */\r\n useControllerMesh?: boolean;\r\n /**\r\n * The type of impostor to create. Default is sphere\r\n */\r\n impostorType?: number;\r\n /**\r\n * the size of the impostor. Defaults to 10cm\r\n */\r\n impostorSize?: number | { width: number, height: number, depth: number };\r\n /**\r\n * Friction definitions\r\n */\r\n friction?: number;\r\n /**\r\n * Restitution\r\n */\r\n restitution?: number;\r\n };\r\n /**\r\n * the xr input to use with this pointer selection\r\n */\r\n public xrInput: WebXRInput;\r\n}\r\n\r\n/**\r\n * Add physics impostor to your webxr controllers,\r\n * including naive calculation of their linear and angular velocity\r\n */\r\nexport class WebXRControllerPhysics extends WebXRAbstractFeature {\r\n private _attachController = (xrController: WebXRInputSource\r\n ) => {\r\n if (this._controllers[xrController.uniqueId]) {\r\n // already attached\r\n return;\r\n }\r\n if (!this._xrSessionManager.scene.isPhysicsEnabled()) {\r\n Logger.Warn(\"physics engine not enabled, skipped. Please add this controller manually.\");\r\n }\r\n // if no motion controller available, create impostors!\r\n if (this._options.physicsProperties!.useControllerMesh && xrController.inputSource.gamepad) {\r\n xrController.onMotionControllerInitObservable.addOnce((motionController) => {\r\n motionController.onModelLoadedObservable.addOnce(() => {\r\n const impostor = new PhysicsImpostor(motionController.rootMesh!, PhysicsImpostor.MeshImpostor, {\r\n mass: 0,\r\n ...this._options.physicsProperties\r\n });\r\n const controllerMesh = xrController.grip || xrController.pointer;\r\n this._controllers[xrController.uniqueId] = {\r\n xrController,\r\n impostor,\r\n oldPos: controllerMesh.position.clone(),\r\n oldRotation: controllerMesh.rotationQuaternion!.clone()\r\n };\r\n });\r\n });\r\n } else {\r\n const impostorType: number = this._options.physicsProperties!.impostorType || PhysicsImpostor.SphereImpostor;\r\n const impostorSize: number | { width: number, height: number, depth: number } = this._options.physicsProperties!.impostorSize || 0.1;\r\n const impostorMesh = SphereBuilder.CreateSphere('impostor-mesh-' + xrController.uniqueId, {\r\n diameterX: typeof impostorSize === 'number' ? impostorSize : impostorSize.width,\r\n diameterY: typeof impostorSize === 'number' ? impostorSize : impostorSize.height,\r\n diameterZ: typeof impostorSize === 'number' ? impostorSize : impostorSize.depth\r\n });\r\n impostorMesh.isVisible = this._debugMode;\r\n impostorMesh.isPickable = false;\r\n impostorMesh.rotationQuaternion = new Quaternion();\r\n const controllerMesh = xrController.grip || xrController.pointer;\r\n impostorMesh.position.copyFrom(controllerMesh.position);\r\n impostorMesh.rotationQuaternion!.copyFrom(controllerMesh.rotationQuaternion!);\r\n const impostor = new PhysicsImpostor(impostorMesh, impostorType, {\r\n mass: 0,\r\n ...this._options.physicsProperties\r\n });\r\n this._controllers[xrController.uniqueId] = {\r\n xrController,\r\n impostor,\r\n impostorMesh\r\n };\r\n }\r\n }\r\n\r\n private _controllers: {\r\n [id: string]: {\r\n xrController: WebXRInputSource;\r\n impostorMesh?: AbstractMesh,\r\n impostor: PhysicsImpostor\r\n oldPos?: Vector3;\r\n oldSpeed?: Vector3,\r\n oldRotation?: Quaternion;\r\n }\r\n } = {};\r\n private _debugMode = false;\r\n private _delta: number = 0;\r\n private _headsetImpostor?: PhysicsImpostor;\r\n private _headsetMesh?: AbstractMesh;\r\n private _lastTimestamp: number = 0;\r\n private _tmpQuaternion: Quaternion = new Quaternion();\r\n private _tmpVector: Vector3 = new Vector3();\r\n\r\n /**\r\n * The module's name\r\n */\r\n public static readonly Name = WebXRFeatureName.PHYSICS_CONTROLLERS;\r\n /**\r\n * The (Babylon) version of this module.\r\n * This is an integer representing the implementation version.\r\n * This number does not correspond to the webxr specs version\r\n */\r\n public static readonly Version = 1;\r\n\r\n /**\r\n * Construct a new Controller Physics Feature\r\n * @param _xrSessionManager the corresponding xr session manager\r\n * @param _options options to create this feature with\r\n */\r\n constructor(_xrSessionManager: WebXRSessionManager, private readonly _options: IWebXRControllerPhysicsOptions) {\r\n super(_xrSessionManager);\r\n if (!this._options.physicsProperties) {\r\n this._options.physicsProperties = {\r\n };\r\n }\r\n }\r\n\r\n /**\r\n * @hidden\r\n * enable debugging - will show console outputs and the impostor mesh\r\n */\r\n public _enablePhysicsDebug() {\r\n this._debugMode = true;\r\n Object.keys(this._controllers).forEach((controllerId) => {\r\n const controllerData = this._controllers[controllerId];\r\n if (controllerData.impostorMesh) {\r\n controllerData.impostorMesh.isVisible = true;\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Manually add a controller (if no xrInput was provided or physics engine was not enabled)\r\n * @param xrController the controller to add\r\n */\r\n public addController(xrController: WebXRInputSource) {\r\n this._attachController(xrController);\r\n }\r\n\r\n /**\r\n * attach this feature\r\n * Will usually be called by the features manager\r\n *\r\n * @returns true if successful.\r\n */\r\n public attach(): boolean {\r\n if (!super.attach()) {\r\n return false;\r\n }\r\n\r\n if (!this._options.xrInput) {\r\n return true;\r\n }\r\n\r\n this._options.xrInput.controllers.forEach(this._attachController);\r\n this._addNewAttachObserver(this._options.xrInput.onControllerAddedObservable, this._attachController);\r\n this._addNewAttachObserver(this._options.xrInput.onControllerRemovedObservable, (controller) => {\r\n // REMOVE the controller\r\n this._detachController(controller.uniqueId);\r\n });\r\n\r\n if (this._options.enableHeadsetImpostor) {\r\n const params = this._options.headsetImpostorParams || {\r\n impostorType: PhysicsImpostor.SphereImpostor,\r\n restitution: 0.8,\r\n impostorSize: 0.3\r\n };\r\n const impostorSize = params.impostorSize || 0.3;\r\n this._headsetMesh = SphereBuilder.CreateSphere('headset-mesh', {\r\n diameterX: typeof impostorSize === 'number' ? impostorSize : impostorSize.width,\r\n diameterY: typeof impostorSize === 'number' ? impostorSize : impostorSize.height,\r\n diameterZ: typeof impostorSize === 'number' ? impostorSize : impostorSize.depth\r\n });\r\n this._headsetMesh.rotationQuaternion = new Quaternion();\r\n this._headsetMesh.isVisible = false;\r\n this._headsetImpostor = new PhysicsImpostor(this._headsetMesh, params.impostorType, { mass: 0, ...params });\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * detach this feature.\r\n * Will usually be called by the features manager\r\n *\r\n * @returns true if successful.\r\n */\r\n public detach(): boolean {\r\n if (!super.detach()) {\r\n return false;\r\n }\r\n\r\n Object.keys(this._controllers).forEach((controllerId) => {\r\n this._detachController(controllerId);\r\n });\r\n\r\n if (this._headsetMesh) {\r\n this._headsetMesh.dispose();\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Get the headset impostor, if enabled\r\n * @returns the impostor\r\n */\r\n public getHeadsetImpostor() {\r\n return this._headsetImpostor;\r\n }\r\n\r\n /**\r\n * Get the physics impostor of a specific controller.\r\n * The impostor is not attached to a mesh because a mesh for each controller is not obligatory\r\n * @param controller the controller or the controller id of which to get the impostor\r\n * @returns the impostor or null\r\n */\r\n public getImpostorForController(controller: WebXRInputSource | string): Nullable {\r\n let id = typeof controller === \"string\" ? controller : controller.uniqueId;\r\n if (this._controllers[id]) {\r\n return this._controllers[id].impostor;\r\n } else {\r\n return null;\r\n }\r\n }\r\n\r\n /**\r\n * Update the physics properties provided in the constructor\r\n * @param newProperties the new properties object\r\n */\r\n public setPhysicsProperties(newProperties: {\r\n impostorType?: number,\r\n impostorSize?: number | { width: number, height: number, depth: number },\r\n friction?: number,\r\n restitution?: number\r\n }) {\r\n this._options.physicsProperties = {\r\n ...this._options.physicsProperties,\r\n ...newProperties\r\n };\r\n }\r\n\r\n protected _onXRFrame(_xrFrame: any): void {\r\n this._delta = (this._xrSessionManager.currentTimestamp - this._lastTimestamp);\r\n this._lastTimestamp = this._xrSessionManager.currentTimestamp;\r\n if (this._headsetMesh) {\r\n this._headsetMesh.position.copyFrom(this._options.xrInput.xrCamera.position);\r\n this._headsetMesh.rotationQuaternion!.copyFrom(this._options.xrInput.xrCamera.rotationQuaternion!);\r\n }\r\n Object.keys(this._controllers).forEach((controllerId) => {\r\n const controllerData = this._controllers[controllerId];\r\n const controllerMesh = controllerData.xrController.grip || controllerData.xrController.pointer;\r\n\r\n const comparedPosition = controllerData.oldPos || controllerData.impostorMesh!.position;\r\n const comparedQuaternion = controllerData.oldRotation || controllerData.impostorMesh!.rotationQuaternion!;\r\n\r\n controllerMesh.position.subtractToRef(comparedPosition, this._tmpVector);\r\n this._tmpVector.scaleInPlace(1000 / this._delta);\r\n controllerData.impostor.setLinearVelocity(this._tmpVector);\r\n if (this._debugMode) {\r\n console.log(this._tmpVector, 'linear');\r\n }\r\n\r\n if (!comparedQuaternion.equalsWithEpsilon(controllerMesh.rotationQuaternion!)) {\r\n // roughly based on this - https://www.gamedev.net/forums/topic/347752-quaternion-and-angular-velocity/\r\n comparedQuaternion.conjugateInPlace().multiplyToRef(controllerMesh.rotationQuaternion!, this._tmpQuaternion);\r\n const len = Math.sqrt(this._tmpQuaternion.x * this._tmpQuaternion.x + this._tmpQuaternion.y * this._tmpQuaternion.y + this._tmpQuaternion.z * this._tmpQuaternion.z);\r\n this._tmpVector.set(this._tmpQuaternion.x, this._tmpQuaternion.y, this._tmpQuaternion.z);\r\n // define a better epsilon\r\n if (len < 0.001) {\r\n this._tmpVector.scaleInPlace(2);\r\n } else {\r\n const angle = 2 * Math.atan2(len, this._tmpQuaternion.w);\r\n this._tmpVector.scaleInPlace((angle / (len * (this._delta / 1000))));\r\n }\r\n controllerData.impostor.setAngularVelocity(this._tmpVector);\r\n if (this._debugMode) {\r\n console.log(this._tmpVector, this._tmpQuaternion, 'angular');\r\n }\r\n }\r\n comparedPosition.copyFrom(controllerMesh.position);\r\n comparedQuaternion.copyFrom(controllerMesh.rotationQuaternion!);\r\n });\r\n }\r\n\r\n private _detachController(xrControllerUniqueId: string) {\r\n const controllerData = this._controllers[xrControllerUniqueId];\r\n if (!controllerData) { return; }\r\n if (controllerData.impostorMesh) {\r\n controllerData.impostorMesh.dispose();\r\n }\r\n // remove from the map\r\n delete this._controllers[xrControllerUniqueId];\r\n }\r\n}\r\n\r\n//register the plugin\r\nWebXRFeaturesManager.AddWebXRFeature(WebXRControllerPhysics.Name, (xrSessionManager, options) => {\r\n return () => new WebXRControllerPhysics(xrSessionManager, options);\r\n}, WebXRControllerPhysics.Version, true);","import { WebXRFeaturesManager, WebXRFeatureName } from \"../webXRFeaturesManager\";\r\nimport { WebXRSessionManager } from '../webXRSessionManager';\r\nimport { AbstractMesh } from '../../Meshes/abstractMesh';\r\nimport { Observer } from '../../Misc/observable';\r\nimport { WebXRInput } from '../webXRInput';\r\nimport { WebXRInputSource } from '../webXRInputSource';\r\nimport { Scene } from '../../scene';\r\nimport { WebXRControllerComponent } from '../motionController/webXRControllerComponent';\r\nimport { Nullable } from '../../types';\r\nimport { Vector3 } from '../../Maths/math.vector';\r\nimport { Color3 } from '../../Maths/math.color';\r\nimport { Axis } from '../../Maths/math.axis';\r\nimport { StandardMaterial } from '../../Materials/standardMaterial';\r\nimport { CylinderBuilder } from '../../Meshes/Builders/cylinderBuilder';\r\nimport { TorusBuilder } from '../../Meshes/Builders/torusBuilder';\r\nimport { Ray } from '../../Culling/ray';\r\nimport { PickingInfo } from '../../Collisions/pickingInfo';\r\nimport { WebXRAbstractFeature } from './WebXRAbstractFeature';\r\nimport { UtilityLayerRenderer } from '../../Rendering/utilityLayerRenderer';\r\nimport { WebXRAbstractMotionController } from '../motionController/webXRAbstractMotionController';\r\n\r\n/**\r\n * Options interface for the pointer selection module\r\n */\r\nexport interface IWebXRControllerPointerSelectionOptions {\r\n /**\r\n * if provided, this scene will be used to render meshes.\r\n */\r\n customUtilityLayerScene?: Scene;\r\n /**\r\n * Disable the pointer up event when the xr controller in screen and gaze mode is disposed (meaning - when the user removed the finger from the screen)\r\n * If not disabled, the last picked point will be used to execute a pointer up event\r\n * If disabled, pointer up event will be triggered right after the pointer down event.\r\n * Used in screen and gaze target ray mode only\r\n */\r\n disablePointerUpOnTouchOut: boolean;\r\n /**\r\n * For gaze mode (time to select instead of press)\r\n */\r\n forceGazeMode: boolean;\r\n /**\r\n * Factor to be applied to the pointer-moved function in the gaze mode. How sensitive should the gaze mode be when checking if the pointer moved\r\n * to start a new countdown to the pointer down event.\r\n * Defaults to 1.\r\n */\r\n gazeModePointerMovedFactor?: number;\r\n /**\r\n * Different button type to use instead of the main component\r\n */\r\n overrideButtonId?: string;\r\n /**\r\n * use this rendering group id for the meshes (optional)\r\n */\r\n renderingGroupId?: number;\r\n /**\r\n * The amount of time in milliseconds it takes between pick found something to a pointer down event.\r\n * Used in gaze modes. Tracked pointer uses the trigger, screen uses touch events\r\n * 3000 means 3 seconds between pointing at something and selecting it\r\n */\r\n timeToSelect?: number;\r\n /**\r\n * Should meshes created here be added to a utility layer or the main scene\r\n */\r\n useUtilityLayer?: boolean;\r\n /**\r\n * the xr input to use with this pointer selection\r\n */\r\n xrInput: WebXRInput;\r\n}\r\n\r\n/**\r\n * A module that will enable pointer selection for motion controllers of XR Input Sources\r\n */\r\nexport class WebXRControllerPointerSelection extends WebXRAbstractFeature {\r\n private static _idCounter = 0;\r\n\r\n private _attachController = (xrController: WebXRInputSource) => {\r\n if (this._controllers[xrController.uniqueId]) {\r\n // already attached\r\n return;\r\n }\r\n // only support tracker pointer\r\n const { laserPointer, selectionMesh } = this._generateNewMeshPair(xrController);\r\n\r\n // get two new meshes\r\n this._controllers[xrController.uniqueId] = {\r\n xrController,\r\n laserPointer,\r\n selectionMesh,\r\n meshUnderPointer: null,\r\n pick: null,\r\n tmpRay: new Ray(new Vector3(), new Vector3()),\r\n id: WebXRControllerPointerSelection._idCounter++\r\n };\r\n switch (xrController.inputSource.targetRayMode) {\r\n case \"tracked-pointer\":\r\n return this._attachTrackedPointerRayMode(xrController);\r\n case \"gaze\":\r\n return this._attachGazeMode(xrController);\r\n case \"screen\":\r\n return this._attachScreenRayMode(xrController);\r\n }\r\n }\r\n\r\n private _controllers: {\r\n [controllerUniqueId: string]: {\r\n xrController: WebXRInputSource;\r\n selectionComponent?: WebXRControllerComponent;\r\n onButtonChangedObserver?: Nullable>;\r\n onFrameObserver?: Nullable>;\r\n laserPointer: AbstractMesh;\r\n selectionMesh: AbstractMesh;\r\n meshUnderPointer: Nullable;\r\n pick: Nullable;\r\n id: number;\r\n tmpRay: Ray;\r\n // event support\r\n eventListeners?: {[event in XREventType]?: ((event: XRInputSourceEvent) => void)};\r\n };\r\n } = {};\r\n private _scene: Scene;\r\n private _tmpVectorForPickCompare = new Vector3();\r\n\r\n /**\r\n * The module's name\r\n */\r\n public static readonly Name = WebXRFeatureName.POINTER_SELECTION;\r\n /**\r\n * The (Babylon) version of this module.\r\n * This is an integer representing the implementation version.\r\n * This number does not correspond to the WebXR specs version\r\n */\r\n public static readonly Version = 1;\r\n\r\n /**\r\n * Disable lighting on the laser pointer (so it will always be visible)\r\n */\r\n public disablePointerLighting: boolean = true;\r\n /**\r\n * Disable lighting on the selection mesh (so it will always be visible)\r\n */\r\n public disableSelectionMeshLighting: boolean = true;\r\n /**\r\n * Should the laser pointer be displayed\r\n */\r\n public displayLaserPointer: boolean = true;\r\n /**\r\n * Should the selection mesh be displayed (The ring at the end of the laser pointer)\r\n */\r\n public displaySelectionMesh: boolean = true;\r\n /**\r\n * This color will be set to the laser pointer when selection is triggered\r\n */\r\n public laserPointerPickedColor: Color3 = new Color3(0.9, 0.9, 0.9);\r\n /**\r\n * Default color of the laser pointer\r\n */\r\n public laserPointerDefaultColor: Color3 = new Color3(0.7, 0.7, 0.7);\r\n /**\r\n * default color of the selection ring\r\n */\r\n public selectionMeshDefaultColor: Color3 = new Color3(0.8, 0.8, 0.8);\r\n /**\r\n * This color will be applied to the selection ring when selection is triggered\r\n */\r\n public selectionMeshPickedColor: Color3 = new Color3(0.3, 0.3, 1.0);\r\n\r\n /**\r\n * Optional filter to be used for ray selection. This predicate shares behavior with\r\n * scene.pointerMovePredicate which takes priority if it is also assigned.\r\n */\r\n public raySelectionPredicate: (mesh: AbstractMesh) => boolean;\r\n\r\n /**\r\n * constructs a new background remover module\r\n * @param _xrSessionManager the session manager for this module\r\n * @param _options read-only options to be used in this module\r\n */\r\n constructor(_xrSessionManager: WebXRSessionManager, private readonly _options: IWebXRControllerPointerSelectionOptions) {\r\n super(_xrSessionManager);\r\n this._scene = this._xrSessionManager.scene;\r\n }\r\n\r\n /**\r\n * attach this feature\r\n * Will usually be called by the features manager\r\n *\r\n * @returns true if successful.\r\n */\r\n public attach(): boolean {\r\n if (!super.attach()) {\r\n return false;\r\n }\r\n\r\n this._options.xrInput.controllers.forEach(this._attachController);\r\n this._addNewAttachObserver(this._options.xrInput.onControllerAddedObservable, this._attachController);\r\n this._addNewAttachObserver(this._options.xrInput.onControllerRemovedObservable, (controller) => {\r\n // REMOVE the controller\r\n this._detachController(controller.uniqueId);\r\n });\r\n\r\n this._scene.constantlyUpdateMeshUnderPointer = true;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * detach this feature.\r\n * Will usually be called by the features manager\r\n *\r\n * @returns true if successful.\r\n */\r\n public detach(): boolean {\r\n if (!super.detach()) {\r\n return false;\r\n }\r\n\r\n Object.keys(this._controllers).forEach((controllerId) => {\r\n this._detachController(controllerId);\r\n });\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Will get the mesh under a specific pointer.\r\n * `scene.meshUnderPointer` will only return one mesh - either left or right.\r\n * @param controllerId the controllerId to check\r\n * @returns The mesh under pointer or null if no mesh is under the pointer\r\n */\r\n public getMeshUnderPointer(controllerId: string): Nullable {\r\n if (this._controllers[controllerId]) {\r\n return this._controllers[controllerId].meshUnderPointer;\r\n } else {\r\n return null;\r\n }\r\n }\r\n\r\n /**\r\n * Get the xr controller that correlates to the pointer id in the pointer event\r\n *\r\n * @param id the pointer id to search for\r\n * @returns the controller that correlates to this id or null if not found\r\n */\r\n public getXRControllerByPointerId(id: number): Nullable {\r\n const keys = Object.keys(this._controllers);\r\n\r\n for (let i = 0; i < keys.length; ++i) {\r\n if (this._controllers[keys[i]].id === id) {\r\n return this._controllers[keys[i]].xrController;\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n protected _onXRFrame(_xrFrame: XRFrame) {\r\n Object.keys(this._controllers).forEach((id) => {\r\n const controllerData = this._controllers[id];\r\n\r\n // Every frame check collisions/input\r\n controllerData.xrController.getWorldPointerRayToRef(controllerData.tmpRay);\r\n controllerData.pick = this._scene.pickWithRay(controllerData.tmpRay,\r\n this._scene.pointerMovePredicate || this.raySelectionPredicate);\r\n\r\n const pick = controllerData.pick;\r\n\r\n if (pick && pick.pickedPoint && pick.hit) {\r\n // Update laser state\r\n this._updatePointerDistance(controllerData.laserPointer, pick.distance);\r\n\r\n // Update cursor state\r\n controllerData.selectionMesh.position.copyFrom(pick.pickedPoint);\r\n controllerData.selectionMesh.scaling.x = Math.sqrt(pick.distance);\r\n controllerData.selectionMesh.scaling.y = Math.sqrt(pick.distance);\r\n controllerData.selectionMesh.scaling.z = Math.sqrt(pick.distance);\r\n\r\n // To avoid z-fighting\r\n let pickNormal = this._convertNormalToDirectionOfRay(pick.getNormal(true), controllerData.tmpRay);\r\n let deltaFighting = 0.001;\r\n controllerData.selectionMesh.position.copyFrom(pick.pickedPoint);\r\n if (pickNormal) {\r\n let axis1 = Vector3.Cross(Axis.Y, pickNormal);\r\n let axis2 = Vector3.Cross(pickNormal, axis1);\r\n Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, controllerData.selectionMesh.rotation);\r\n controllerData.selectionMesh.position.addInPlace(pickNormal.scale(deltaFighting));\r\n }\r\n controllerData.selectionMesh.isVisible = true && this.displaySelectionMesh;\r\n controllerData.meshUnderPointer = pick.pickedMesh;\r\n } else {\r\n controllerData.selectionMesh.isVisible = false;\r\n controllerData.meshUnderPointer = null;\r\n }\r\n });\r\n }\r\n\r\n private _attachGazeMode(xrController: WebXRInputSource) {\r\n const controllerData = this._controllers[xrController.uniqueId];\r\n // attached when touched, detaches when raised\r\n const timeToSelect = this._options.timeToSelect || 3000;\r\n const sceneToRenderTo = this._options.useUtilityLayer ? (this._options.customUtilityLayerScene || UtilityLayerRenderer.DefaultUtilityLayer.utilityLayerScene) : this._scene;\r\n let oldPick = new PickingInfo();\r\n let discMesh = TorusBuilder.CreateTorus(\"selection\", {\r\n diameter: 0.0035 * 15,\r\n thickness: 0.0025 * 6,\r\n tessellation: 20\r\n }, sceneToRenderTo);\r\n discMesh.isVisible = false;\r\n discMesh.isPickable = false;\r\n discMesh.parent = controllerData.selectionMesh;\r\n let timer = 0;\r\n let downTriggered = false;\r\n controllerData.onFrameObserver = this._xrSessionManager.onXRFrameObservable.add(() => {\r\n if (!controllerData.pick) { return; }\r\n controllerData.laserPointer.material!.alpha = 0;\r\n discMesh.isVisible = false;\r\n if (controllerData.pick.hit) {\r\n if (!this._pickingMoved(oldPick, controllerData.pick)) {\r\n if (timer > timeToSelect / 10) {\r\n discMesh.isVisible = true;\r\n }\r\n\r\n timer += this._scene.getEngine().getDeltaTime();\r\n if (timer >= timeToSelect) {\r\n this._scene.simulatePointerDown(controllerData.pick, { pointerId: controllerData.id });\r\n downTriggered = true;\r\n // pointer up right after down, if disable on touch out\r\n if (this._options.disablePointerUpOnTouchOut) {\r\n this._scene.simulatePointerUp(controllerData.pick, { pointerId: controllerData.id });\r\n }\r\n discMesh.isVisible = false;\r\n } else {\r\n const scaleFactor = 1 - (timer / timeToSelect);\r\n discMesh.scaling.set(scaleFactor, scaleFactor, scaleFactor);\r\n }\r\n } else {\r\n if (downTriggered) {\r\n if (!this._options.disablePointerUpOnTouchOut) {\r\n this._scene.simulatePointerUp(controllerData.pick, { pointerId: controllerData.id });\r\n }\r\n }\r\n downTriggered = false;\r\n timer = 0;\r\n }\r\n } else {\r\n downTriggered = false;\r\n timer = 0;\r\n }\r\n\r\n this._scene.simulatePointerMove(controllerData.pick, { pointerId: controllerData.id });\r\n\r\n oldPick = controllerData.pick;\r\n });\r\n\r\n if (this._options.renderingGroupId !== undefined) {\r\n discMesh.renderingGroupId = this._options.renderingGroupId;\r\n }\r\n xrController.onDisposeObservable.addOnce(() => {\r\n if (controllerData.pick && !this._options.disablePointerUpOnTouchOut && downTriggered) {\r\n this._scene.simulatePointerUp(controllerData.pick, { pointerId: controllerData.id });\r\n }\r\n discMesh.dispose();\r\n });\r\n }\r\n\r\n private _attachScreenRayMode(xrController: WebXRInputSource) {\r\n const controllerData = this._controllers[xrController.uniqueId];\r\n let downTriggered = false;\r\n controllerData.onFrameObserver = this._xrSessionManager.onXRFrameObservable.add(() => {\r\n if (!controllerData.pick || (this._options.disablePointerUpOnTouchOut && downTriggered)) { return; }\r\n if (!downTriggered) {\r\n this._scene.simulatePointerDown(controllerData.pick, { pointerId: controllerData.id });\r\n downTriggered = true;\r\n if (this._options.disablePointerUpOnTouchOut) {\r\n this._scene.simulatePointerUp(controllerData.pick, { pointerId: controllerData.id });\r\n }\r\n } else {\r\n this._scene.simulatePointerMove(controllerData.pick, { pointerId: controllerData.id });\r\n }\r\n });\r\n xrController.onDisposeObservable.addOnce(() => {\r\n if (controllerData.pick && downTriggered && !this._options.disablePointerUpOnTouchOut) {\r\n this._scene.simulatePointerUp(controllerData.pick, { pointerId: controllerData.id });\r\n }\r\n });\r\n }\r\n\r\n private _attachTrackedPointerRayMode(xrController: WebXRInputSource) {\r\n const controllerData = this._controllers[xrController.uniqueId];\r\n if (this._options.forceGazeMode) {\r\n return this._attachGazeMode(xrController);\r\n }\r\n controllerData.onFrameObserver = this._xrSessionManager.onXRFrameObservable.add(() => {\r\n controllerData.laserPointer.isVisible = this.displayLaserPointer;\r\n (controllerData.laserPointer.material).disableLighting = this.disablePointerLighting;\r\n (controllerData.selectionMesh.material).disableLighting = this.disableSelectionMeshLighting;\r\n\r\n if (controllerData.pick) {\r\n this._scene.simulatePointerMove(controllerData.pick, { pointerId: controllerData.id });\r\n }\r\n });\r\n if (xrController.inputSource.gamepad) {\r\n const init = (motionController: WebXRAbstractMotionController) => {\r\n if (this._options.overrideButtonId) {\r\n controllerData.selectionComponent = motionController.getComponent(this._options.overrideButtonId);\r\n }\r\n if (!controllerData.selectionComponent) {\r\n controllerData.selectionComponent = motionController.getMainComponent();\r\n }\r\n\r\n controllerData.onButtonChangedObserver = controllerData.selectionComponent.onButtonStateChangedObservable.add((component) => {\r\n if (component.changes.pressed) {\r\n const pressed = component.changes.pressed.current;\r\n if (controllerData.pick) {\r\n if (pressed) {\r\n this._scene.simulatePointerDown(controllerData.pick, { pointerId: controllerData.id });\r\n (controllerData.selectionMesh.material).emissiveColor = this.selectionMeshPickedColor;\r\n (controllerData.laserPointer.material).emissiveColor = this.laserPointerPickedColor;\r\n } else {\r\n this._scene.simulatePointerUp(controllerData.pick, { pointerId: controllerData.id });\r\n (controllerData.selectionMesh.material).emissiveColor = this.selectionMeshDefaultColor;\r\n (controllerData.laserPointer.material).emissiveColor = this.laserPointerDefaultColor;\r\n }\r\n }\r\n }\r\n });\r\n };\r\n if (xrController.motionController) {\r\n init(xrController.motionController);\r\n } else {\r\n xrController.onMotionControllerInitObservable.add(init);\r\n }\r\n } else {\r\n // use the select and squeeze events\r\n const selectStartListener = (event: XRInputSourceEvent) => {\r\n if (event.inputSource === controllerData.xrController.inputSource && controllerData.pick) {\r\n this._scene.simulatePointerDown(controllerData.pick, { pointerId: controllerData.id });\r\n (controllerData.selectionMesh.material).emissiveColor = this.selectionMeshPickedColor;\r\n (controllerData.laserPointer.material).emissiveColor = this.laserPointerPickedColor;\r\n }\r\n };\r\n\r\n const selectEndListener = (event: XRInputSourceEvent) => {\r\n if (event.inputSource === controllerData.xrController.inputSource && controllerData.pick) {\r\n this._scene.simulatePointerUp(controllerData.pick, { pointerId: controllerData.id });\r\n (controllerData.selectionMesh.material).emissiveColor = this.selectionMeshDefaultColor;\r\n (controllerData.laserPointer.material).emissiveColor = this.laserPointerDefaultColor;\r\n }\r\n };\r\n\r\n controllerData.eventListeners = {\r\n selectend: selectEndListener,\r\n selectstart: selectStartListener\r\n };\r\n\r\n this._xrSessionManager.session.addEventListener('selectstart', selectStartListener);\r\n this._xrSessionManager.session.addEventListener('selectend', selectEndListener);\r\n }\r\n }\r\n\r\n private _convertNormalToDirectionOfRay(normal: Nullable, ray: Ray) {\r\n if (normal) {\r\n let angle = Math.acos(Vector3.Dot(normal, ray.direction));\r\n if (angle < Math.PI / 2) {\r\n normal.scaleInPlace(-1);\r\n }\r\n }\r\n return normal;\r\n }\r\n\r\n private _detachController(xrControllerUniqueId: string) {\r\n const controllerData = this._controllers[xrControllerUniqueId];\r\n if (!controllerData) { return; }\r\n if (controllerData.selectionComponent) {\r\n if (controllerData.onButtonChangedObserver) {\r\n controllerData.selectionComponent.onButtonStateChangedObservable.remove(controllerData.onButtonChangedObserver);\r\n }\r\n }\r\n if (controllerData.onFrameObserver) {\r\n this._xrSessionManager.onXRFrameObservable.remove(controllerData.onFrameObserver);\r\n }\r\n if (controllerData.eventListeners) {\r\n Object.keys(controllerData.eventListeners).forEach((eventName: string) => {\r\n const func = controllerData.eventListeners && controllerData.eventListeners[eventName as XREventType];\r\n if (func) {\r\n this._xrSessionManager.session.removeEventListener(eventName, func);\r\n }\r\n });\r\n }\r\n controllerData.selectionMesh.dispose();\r\n controllerData.laserPointer.dispose();\r\n // remove from the map\r\n delete this._controllers[xrControllerUniqueId];\r\n }\r\n\r\n private _generateNewMeshPair(xrController: WebXRInputSource) {\r\n const sceneToRenderTo = this._options.useUtilityLayer ? (this._options.customUtilityLayerScene || UtilityLayerRenderer.DefaultUtilityLayer.utilityLayerScene) : this._scene;\r\n const laserPointer = CylinderBuilder.CreateCylinder(\"laserPointer\", {\r\n height: 1,\r\n diameterTop: 0.0002,\r\n diameterBottom: 0.004,\r\n tessellation: 20,\r\n subdivisions: 1\r\n }, sceneToRenderTo);\r\n laserPointer.parent = xrController.pointer;\r\n let laserPointerMaterial = new StandardMaterial(\"laserPointerMat\", sceneToRenderTo);\r\n laserPointerMaterial.emissiveColor = this.laserPointerDefaultColor;\r\n laserPointerMaterial.alpha = 0.7;\r\n laserPointer.material = laserPointerMaterial;\r\n laserPointer.rotation.x = Math.PI / 2;\r\n this._updatePointerDistance(laserPointer, 1);\r\n laserPointer.isPickable = false;\r\n\r\n // Create a gaze tracker for the XR controller\r\n const selectionMesh = TorusBuilder.CreateTorus(\"gazeTracker\", {\r\n diameter: 0.0035 * 3,\r\n thickness: 0.0025 * 3,\r\n tessellation: 20\r\n }, sceneToRenderTo);\r\n selectionMesh.bakeCurrentTransformIntoVertices();\r\n selectionMesh.isPickable = false;\r\n selectionMesh.isVisible = false;\r\n let targetMat = new StandardMaterial(\"targetMat\", sceneToRenderTo);\r\n targetMat.specularColor = Color3.Black();\r\n targetMat.emissiveColor = this.selectionMeshDefaultColor;\r\n targetMat.backFaceCulling = false;\r\n selectionMesh.material = targetMat;\r\n\r\n if (this._options.renderingGroupId !== undefined) {\r\n laserPointer.renderingGroupId = this._options.renderingGroupId;\r\n selectionMesh.renderingGroupId = this._options.renderingGroupId;\r\n }\r\n\r\n return {\r\n laserPointer,\r\n selectionMesh\r\n };\r\n }\r\n\r\n private _pickingMoved(oldPick: PickingInfo, newPick: PickingInfo) {\r\n if (!oldPick.hit || !newPick.hit) { return true; }\r\n if (!oldPick.pickedMesh || !oldPick.pickedPoint || !newPick.pickedMesh || !newPick.pickedPoint) { return true; }\r\n if (oldPick.pickedMesh !== newPick.pickedMesh) { return true; }\r\n oldPick.pickedPoint?.subtractToRef(newPick.pickedPoint, this._tmpVectorForPickCompare);\r\n this._tmpVectorForPickCompare.set(Math.abs(this._tmpVectorForPickCompare.x), Math.abs(this._tmpVectorForPickCompare.y), Math.abs(this._tmpVectorForPickCompare.z));\r\n const delta = (this._options.gazeModePointerMovedFactor || 1) * 0.01 * newPick.distance;\r\n const length = this._tmpVectorForPickCompare.length();\r\n console.log(delta, length, newPick.distance);\r\n if (length > delta) { return true; }\r\n return false;\r\n }\r\n\r\n private _updatePointerDistance(_laserPointer: AbstractMesh, distance: number = 100) {\r\n _laserPointer.scaling.y = distance;\r\n // a bit of distance from the controller\r\n if (this._scene.useRightHandedSystem) {\r\n distance *= -1;\r\n }\r\n _laserPointer.position.z = (distance / 2) + 0.05;\r\n }\r\n\r\n /** @hidden */\r\n public get lasterPointerDefaultColor(): Color3 {\r\n // here due to a typo\r\n return this.laserPointerDefaultColor;\r\n }\r\n}\r\n\r\n//register the plugin\r\nWebXRFeaturesManager.AddWebXRFeature(WebXRControllerPointerSelection.Name, (xrSessionManager, options) => {\r\n return () => new WebXRControllerPointerSelection(xrSessionManager, options);\r\n}, WebXRControllerPointerSelection.Version, true);\r\n","import { IWebXRFeature, WebXRFeaturesManager, WebXRFeatureName } from '../webXRFeaturesManager';\r\nimport { Observer } from '../../Misc/observable';\r\nimport { WebXRSessionManager } from '../webXRSessionManager';\r\nimport { Nullable } from '../../types';\r\nimport { WebXRInput } from '../webXRInput';\r\nimport { WebXRInputSource } from '../webXRInputSource';\r\nimport { WebXRControllerComponent, IWebXRMotionControllerAxesValue } from '../motionController/webXRControllerComponent';\r\nimport { AbstractMesh } from '../../Meshes/abstractMesh';\r\nimport { Vector3, Quaternion } from '../../Maths/math.vector';\r\nimport { Ray } from '../../Culling/ray';\r\nimport { Material } from '../../Materials/material';\r\nimport { DynamicTexture } from '../../Materials/Textures/dynamicTexture';\r\nimport { CylinderBuilder } from '../../Meshes/Builders/cylinderBuilder';\r\nimport { SineEase, EasingFunction } from '../../Animations/easing';\r\nimport { Animation } from '../../Animations/animation';\r\nimport { Axis } from '../../Maths/math.axis';\r\nimport { StandardMaterial } from '../../Materials/standardMaterial';\r\nimport { GroundBuilder } from '../../Meshes/Builders/groundBuilder';\r\nimport { TorusBuilder } from '../../Meshes/Builders/torusBuilder';\r\nimport { PickingInfo } from '../../Collisions/pickingInfo';\r\nimport { Curve3 } from '../../Maths/math.path';\r\nimport { LinesBuilder } from '../../Meshes/Builders/linesBuilder';\r\nimport { WebXRAbstractFeature } from './WebXRAbstractFeature';\r\nimport { Color3 } from '../../Maths/math.color';\r\nimport { Scene } from '../../scene';\r\nimport { UtilityLayerRenderer } from '../../Rendering/utilityLayerRenderer';\r\nimport { PointerEventTypes } from '../../Events/pointerEvents';\r\nimport { setAndStartTimer } from '../../Misc/timer';\r\n\r\n/**\r\n * The options container for the teleportation module\r\n */\r\nexport interface IWebXRTeleportationOptions {\r\n /**\r\n * if provided, this scene will be used to render meshes.\r\n */\r\n customUtilityLayerScene?: Scene;\r\n /**\r\n * Values to configure the default target mesh\r\n */\r\n defaultTargetMeshOptions?: {\r\n /**\r\n * Fill color of the teleportation area\r\n */\r\n teleportationFillColor?: string;\r\n /**\r\n * Border color for the teleportation area\r\n */\r\n teleportationBorderColor?: string;\r\n /**\r\n * Disable the mesh's animation sequence\r\n */\r\n disableAnimation?: boolean;\r\n /**\r\n * Disable lighting on the material or the ring and arrow\r\n */\r\n disableLighting?: boolean;\r\n /**\r\n * Override the default material of the torus and arrow\r\n */\r\n torusArrowMaterial?: Material;\r\n };\r\n /**\r\n * A list of meshes to use as floor meshes.\r\n * Meshes can be added and removed after initializing the feature using the\r\n * addFloorMesh and removeFloorMesh functions\r\n * If empty, rotation will still work\r\n */\r\n floorMeshes?: AbstractMesh[];\r\n /**\r\n * use this rendering group id for the meshes (optional)\r\n */\r\n renderingGroupId?: number;\r\n /**\r\n * Should teleportation move only to snap points\r\n */\r\n snapPointsOnly?: boolean;\r\n /**\r\n * An array of points to which the teleportation will snap to.\r\n * If the teleportation ray is in the proximity of one of those points, it will be corrected to this point.\r\n */\r\n snapPositions?: Vector3[];\r\n /**\r\n * How close should the teleportation ray be in order to snap to position.\r\n * Default to 0.8 units (meters)\r\n */\r\n snapToPositionRadius?: number;\r\n /**\r\n * Provide your own teleportation mesh instead of babylon's wonderful doughnut.\r\n * If you want to support rotation, make sure your mesh has a direction indicator.\r\n *\r\n * When left untouched, the default mesh will be initialized.\r\n */\r\n teleportationTargetMesh?: AbstractMesh;\r\n /**\r\n * If main component is used (no thumbstick), how long should the \"long press\" take before teleport\r\n */\r\n timeToTeleport?: number;\r\n /**\r\n * Disable using the thumbstick and use the main component (usually trigger) on long press.\r\n * This will be automatically true if the controller doesn't have a thumbstick or touchpad.\r\n */\r\n useMainComponentOnly?: boolean;\r\n /**\r\n * Should meshes created here be added to a utility layer or the main scene\r\n */\r\n useUtilityLayer?: boolean;\r\n /**\r\n * Babylon XR Input class for controller\r\n */\r\n xrInput: WebXRInput;\r\n}\r\n\r\n/**\r\n * This is a teleportation feature to be used with WebXR-enabled motion controllers.\r\n * When enabled and attached, the feature will allow a user to move around and rotate in the scene using\r\n * the input of the attached controllers.\r\n */\r\nexport class WebXRMotionControllerTeleportation extends WebXRAbstractFeature {\r\n private _controllers: {\r\n [controllerUniqueId: string]: {\r\n xrController: WebXRInputSource;\r\n teleportationComponent?: WebXRControllerComponent;\r\n teleportationState: {\r\n forward: boolean;\r\n backwards: boolean;\r\n currentRotation: number;\r\n baseRotation: number;\r\n rotating: boolean;\r\n }\r\n onAxisChangedObserver?: Nullable>;\r\n onButtonChangedObserver?: Nullable>;\r\n };\r\n } = {};\r\n private _currentTeleportationControllerId: string;\r\n private _floorMeshes: AbstractMesh[];\r\n private _quadraticBezierCurve: AbstractMesh;\r\n private _selectionFeature: IWebXRFeature;\r\n private _snapToPositions: Vector3[];\r\n private _snappedToPoint: boolean = false;\r\n private _teleportationRingMaterial?: StandardMaterial;\r\n private _tmpRay = new Ray(new Vector3(), new Vector3());\r\n private _tmpVector = new Vector3();\r\n\r\n /**\r\n * The module's name\r\n */\r\n public static readonly Name = WebXRFeatureName.TELEPORTATION;\r\n /**\r\n * The (Babylon) version of this module.\r\n * This is an integer representing the implementation version.\r\n * This number does not correspond to the webxr specs version\r\n */\r\n public static readonly Version = 1;\r\n\r\n /**\r\n * Is movement backwards enabled\r\n */\r\n public backwardsMovementEnabled = true;\r\n /**\r\n * Distance to travel when moving backwards\r\n */\r\n public backwardsTeleportationDistance: number = 0.7;\r\n /**\r\n * The distance from the user to the inspection point in the direction of the controller\r\n * A higher number will allow the user to move further\r\n * defaults to 5 (meters, in xr units)\r\n */\r\n public parabolicCheckRadius: number = 5;\r\n /**\r\n * Should the module support parabolic ray on top of direct ray\r\n * If enabled, the user will be able to point \"at the sky\" and move according to predefined radius distance\r\n * Very helpful when moving between floors / different heights\r\n */\r\n public parabolicRayEnabled: boolean = true;\r\n /**\r\n * How much rotation should be applied when rotating right and left\r\n */\r\n public rotationAngle: number = Math.PI / 8;\r\n /**\r\n * Is rotation enabled when moving forward?\r\n * Disabling this feature will prevent the user from deciding the direction when teleporting\r\n */\r\n public rotationEnabled: boolean = true;\r\n\r\n /**\r\n * constructs a new anchor system\r\n * @param _xrSessionManager an instance of WebXRSessionManager\r\n * @param _options configuration object for this feature\r\n */\r\n constructor(_xrSessionManager: WebXRSessionManager, private _options: IWebXRTeleportationOptions) {\r\n super(_xrSessionManager);\r\n // create default mesh if not provided\r\n if (!this._options.teleportationTargetMesh) {\r\n this._createDefaultTargetMesh();\r\n }\r\n\r\n this._floorMeshes = this._options.floorMeshes || [];\r\n this._snapToPositions = this._options.snapPositions || [];\r\n\r\n this._setTargetMeshVisibility(false);\r\n }\r\n\r\n /**\r\n * Get the snapPointsOnly flag\r\n */\r\n public get snapPointsOnly(): boolean {\r\n return !!this._options.snapPointsOnly;\r\n }\r\n\r\n /**\r\n * Sets the snapPointsOnly flag\r\n * @param snapToPoints should teleportation be exclusively to snap points\r\n */\r\n public set snapPointsOnly(snapToPoints: boolean) {\r\n this._options.snapPointsOnly = snapToPoints;\r\n }\r\n\r\n /**\r\n * Add a new mesh to the floor meshes array\r\n * @param mesh the mesh to use as floor mesh\r\n */\r\n public addFloorMesh(mesh: AbstractMesh) {\r\n this._floorMeshes.push(mesh);\r\n }\r\n\r\n /**\r\n * Add a new snap-to point to fix teleportation to this position\r\n * @param newSnapPoint The new Snap-To point\r\n */\r\n public addSnapPoint(newSnapPoint: Vector3) {\r\n this._snapToPositions.push(newSnapPoint);\r\n }\r\n\r\n public attach(): boolean {\r\n if (!super.attach()) {\r\n return false;\r\n }\r\n\r\n this._options.xrInput.controllers.forEach(this._attachController);\r\n this._addNewAttachObserver(this._options.xrInput.onControllerAddedObservable, this._attachController);\r\n this._addNewAttachObserver(this._options.xrInput.onControllerRemovedObservable, (controller) => {\r\n // REMOVE the controller\r\n this._detachController(controller.uniqueId);\r\n });\r\n\r\n return true;\r\n }\r\n\r\n public detach(): boolean {\r\n if (!super.detach()) {\r\n return false;\r\n }\r\n\r\n Object.keys(this._controllers).forEach((controllerId) => {\r\n this._detachController(controllerId);\r\n });\r\n\r\n this._setTargetMeshVisibility(false);\r\n\r\n return true;\r\n }\r\n\r\n public dispose(): void {\r\n super.dispose();\r\n this._options.teleportationTargetMesh && this._options.teleportationTargetMesh.dispose(false, true);\r\n }\r\n\r\n /**\r\n * Remove a mesh from the floor meshes array\r\n * @param mesh the mesh to remove\r\n */\r\n public removeFloorMesh(mesh: AbstractMesh) {\r\n const index = this._floorMeshes.indexOf(mesh);\r\n if (index !== -1) {\r\n this._floorMeshes.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the floor meshes array using its name\r\n * @param name the mesh name to remove\r\n */\r\n public removeFloorMeshByName(name: string) {\r\n const mesh = this._xrSessionManager.scene.getMeshByName(name);\r\n if (mesh) {\r\n this.removeFloorMesh(mesh);\r\n }\r\n }\r\n\r\n /**\r\n * This function will iterate through the array, searching for this point or equal to it. It will then remove it from the snap-to array\r\n * @param snapPointToRemove the point (or a clone of it) to be removed from the array\r\n * @returns was the point found and removed or not\r\n */\r\n public removeSnapPoint(snapPointToRemove: Vector3): boolean {\r\n // check if the object is in the array\r\n let index = this._snapToPositions.indexOf(snapPointToRemove);\r\n // if not found as an object, compare to the points\r\n if (index === -1) {\r\n for (let i = 0; i < this._snapToPositions.length; ++i) {\r\n // equals? index is i, break the loop\r\n if (this._snapToPositions[i].equals(snapPointToRemove)) {\r\n index = i;\r\n break;\r\n }\r\n }\r\n }\r\n // index is not -1? remove the object\r\n if (index !== -1) {\r\n this._snapToPositions.splice(index, 1);\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * This function sets a selection feature that will be disabled when\r\n * the forward ray is shown and will be reattached when hidden.\r\n * This is used to remove the selection rays when moving.\r\n * @param selectionFeature the feature to disable when forward movement is enabled\r\n */\r\n public setSelectionFeature(selectionFeature: IWebXRFeature) {\r\n this._selectionFeature = selectionFeature;\r\n }\r\n\r\n protected _onXRFrame(_xrFrame: XRFrame) {\r\n const frame = this._xrSessionManager.currentFrame;\r\n const scene = this._xrSessionManager.scene;\r\n if (!this.attach || !frame) { return; }\r\n\r\n // render target if needed\r\n const targetMesh = this._options.teleportationTargetMesh;\r\n if (this._currentTeleportationControllerId) {\r\n if (!targetMesh) {\r\n return;\r\n }\r\n targetMesh.rotationQuaternion = targetMesh.rotationQuaternion || new Quaternion();\r\n const controllerData = this._controllers[this._currentTeleportationControllerId];\r\n if (controllerData.teleportationState.forward) {\r\n // set the rotation\r\n Quaternion.RotationYawPitchRollToRef(controllerData.teleportationState.currentRotation + controllerData.teleportationState.baseRotation, 0, 0, targetMesh.rotationQuaternion);\r\n // set the ray and position\r\n\r\n let hitPossible = false;\r\n // first check if direct ray possible\r\n controllerData.xrController.getWorldPointerRayToRef(this._tmpRay);\r\n // pick grounds that are LOWER only. upper will use parabolic path\r\n let pick = scene.pickWithRay(this._tmpRay, (o) => {\r\n const index = this._floorMeshes.indexOf(o);\r\n if (index === -1) { return false; }\r\n return (this._floorMeshes[index].absolutePosition.y < this._options.xrInput.xrCamera.position.y);\r\n });\r\n if (pick && pick.pickedPoint) {\r\n hitPossible = true;\r\n this._setTargetMeshPosition(pick.pickedPoint);\r\n this._setTargetMeshVisibility(true);\r\n this._showParabolicPath(pick);\r\n } else {\r\n if (this.parabolicRayEnabled) {\r\n // radius compensation according to pointer rotation around X\r\n const xRotation = controllerData.xrController.pointer.rotationQuaternion!.toEulerAngles().x;\r\n const compensation = (1 + ((Math.PI / 2) - Math.abs(xRotation)));\r\n // check parabolic ray\r\n const radius = this.parabolicCheckRadius * compensation;\r\n this._tmpRay.origin.addToRef(this._tmpRay.direction.scale(radius * 2), this._tmpVector);\r\n this._tmpVector.y = this._tmpRay.origin.y;\r\n this._tmpRay.origin.addInPlace(this._tmpRay.direction.scale(radius));\r\n this._tmpVector.subtractToRef(this._tmpRay.origin, this._tmpRay.direction);\r\n this._tmpRay.direction.normalize();\r\n\r\n let pick = scene.pickWithRay(this._tmpRay, (o) => {\r\n return this._floorMeshes.indexOf(o) !== -1;\r\n });\r\n if (pick && pick.pickedPoint) {\r\n hitPossible = true;\r\n this._setTargetMeshPosition(pick.pickedPoint);\r\n this._setTargetMeshVisibility(true);\r\n this._showParabolicPath(pick);\r\n }\r\n }\r\n }\r\n\r\n // if needed, set visible:\r\n this._setTargetMeshVisibility(hitPossible);\r\n } else {\r\n this._setTargetMeshVisibility(false);\r\n }\r\n } else {\r\n this._setTargetMeshVisibility(false);\r\n }\r\n }\r\n\r\n private _attachController = (xrController: WebXRInputSource) => {\r\n if (this._controllers[xrController.uniqueId]) {\r\n // already attached\r\n return;\r\n }\r\n this._controllers[xrController.uniqueId] = {\r\n xrController,\r\n teleportationState: {\r\n forward: false,\r\n backwards: false,\r\n rotating: false,\r\n currentRotation: 0,\r\n baseRotation: 0\r\n }\r\n };\r\n const controllerData = this._controllers[xrController.uniqueId];\r\n // motion controller only available to gamepad-enabled input sources.\r\n if (controllerData.xrController.inputSource.targetRayMode === 'tracked-pointer'\r\n && controllerData.xrController.inputSource.gamepad) {\r\n // motion controller support\r\n xrController.onMotionControllerInitObservable.addOnce(() => {\r\n if (xrController.motionController) {\r\n const movementController = xrController.motionController.getComponentOfType(WebXRControllerComponent.THUMBSTICK_TYPE) || xrController.motionController.getComponentOfType(WebXRControllerComponent.TOUCHPAD_TYPE);\r\n if (!movementController || this._options.useMainComponentOnly) {\r\n // use trigger to move on long press\r\n const mainComponent = xrController.motionController.getMainComponent();\r\n if (!mainComponent) {\r\n return;\r\n }\r\n controllerData.onButtonChangedObserver = mainComponent.onButtonStateChangedObservable.add(() => {\r\n // did \"pressed\" changed?\r\n if (mainComponent.changes.pressed) {\r\n if (mainComponent.changes.pressed.current) {\r\n // simulate \"forward\" thumbstick push\r\n controllerData.teleportationState.forward = true;\r\n this._currentTeleportationControllerId = controllerData.xrController.uniqueId;\r\n controllerData.teleportationState.baseRotation = this._options.xrInput.xrCamera.rotationQuaternion.toEulerAngles().y;\r\n controllerData.teleportationState.currentRotation = 0;\r\n const timeToSelect = this._options.timeToTeleport || 3000;\r\n setAndStartTimer({\r\n timeout: timeToSelect,\r\n contextObservable: this._xrSessionManager.onXRFrameObservable,\r\n breakCondition: () => !mainComponent.pressed,\r\n onEnded: () => {\r\n if (this._currentTeleportationControllerId === controllerData.xrController.uniqueId && controllerData.teleportationState.forward) {\r\n this._teleportForward(xrController.uniqueId);\r\n }\r\n }\r\n });\r\n } else {\r\n controllerData.teleportationState.forward = false;\r\n this._currentTeleportationControllerId = \"\";\r\n }\r\n }\r\n });\r\n } else {\r\n // use thumbstick (or touchpad if thumbstick not available)\r\n controllerData.onAxisChangedObserver = movementController.onAxisValueChangedObservable.add((axesData) => {\r\n if (axesData.y <= 0.7 && controllerData.teleportationState.backwards) {\r\n controllerData.teleportationState.backwards = false;\r\n }\r\n if (axesData.y > 0.7 && !controllerData.teleportationState.forward && this.backwardsMovementEnabled && !this.snapPointsOnly) {\r\n // teleport backwards\r\n if (!controllerData.teleportationState.backwards) {\r\n controllerData.teleportationState.backwards = true;\r\n // teleport backwards ONCE\r\n this._tmpVector.set(0, 0, this.backwardsTeleportationDistance * (this._xrSessionManager.scene.useRightHandedSystem ? -1.0 : 1.0));\r\n this._tmpVector.rotateByQuaternionToRef(this._options.xrInput.xrCamera.rotationQuaternion!, this._tmpVector);\r\n this._tmpVector.addInPlace(this._options.xrInput.xrCamera.position);\r\n this._options.xrInput.xrCamera.position.subtractToRef(this._tmpVector, this._tmpVector);\r\n this._tmpRay.origin.copyFrom(this._tmpVector);\r\n this._tmpRay.direction.set(0, this._xrSessionManager.scene.useRightHandedSystem ? 1 : -1, 0);\r\n let pick = this._xrSessionManager.scene.pickWithRay(this._tmpRay, (o) => {\r\n return this._floorMeshes.indexOf(o) !== -1;\r\n });\r\n\r\n // pick must exist, but stay safe\r\n if (pick && pick.pickedPoint) {\r\n // Teleport the users feet to where they targeted\r\n this._options.xrInput.xrCamera.position.addInPlace(pick.pickedPoint);\r\n }\r\n }\r\n }\r\n if (axesData.y < -0.7 && !this._currentTeleportationControllerId && !controllerData.teleportationState.rotating) {\r\n controllerData.teleportationState.forward = true;\r\n this._currentTeleportationControllerId = controllerData.xrController.uniqueId;\r\n controllerData.teleportationState.baseRotation = this._options.xrInput.xrCamera.rotationQuaternion.toEulerAngles().y;\r\n }\r\n if (axesData.x) {\r\n if (!controllerData.teleportationState.forward) {\r\n if (!controllerData.teleportationState.rotating && Math.abs(axesData.x) > 0.7) {\r\n // rotate in the right direction positive is right\r\n controllerData.teleportationState.rotating = true;\r\n const rotation = this.rotationAngle * (axesData.x > 0 ? 1 : -1) * (this._xrSessionManager.scene.useRightHandedSystem ? -1 : 1);\r\n this._options.xrInput.xrCamera.rotationQuaternion.multiplyInPlace(Quaternion.FromEulerAngles(0, rotation, 0));\r\n }\r\n } else {\r\n if (this._currentTeleportationControllerId === controllerData.xrController.uniqueId) {\r\n // set the rotation of the forward movement\r\n if (this.rotationEnabled) {\r\n setTimeout(() => {\r\n controllerData.teleportationState.currentRotation = Math.atan2(axesData.x, axesData.y * (this._xrSessionManager.scene.useRightHandedSystem ? 1 : -1));\r\n });\r\n } else {\r\n controllerData.teleportationState.currentRotation = 0;\r\n }\r\n }\r\n }\r\n } else {\r\n controllerData.teleportationState.rotating = false;\r\n }\r\n\r\n if (axesData.x === 0 && axesData.y === 0) {\r\n if (controllerData.teleportationState.forward) {\r\n this._teleportForward(xrController.uniqueId);\r\n }\r\n }\r\n });\r\n }\r\n }\r\n });\r\n } else {\r\n\r\n this._xrSessionManager.scene.onPointerObservable.add((pointerInfo) => {\r\n if (pointerInfo.type === PointerEventTypes.POINTERDOWN) {\r\n controllerData.teleportationState.forward = true;\r\n this._currentTeleportationControllerId = controllerData.xrController.uniqueId;\r\n controllerData.teleportationState.baseRotation = this._options.xrInput.xrCamera.rotationQuaternion.toEulerAngles().y;\r\n controllerData.teleportationState.currentRotation = 0;\r\n const timeToSelect = this._options.timeToTeleport || 3000;\r\n setAndStartTimer({\r\n timeout: timeToSelect,\r\n contextObservable: this._xrSessionManager.onXRFrameObservable,\r\n onEnded: () => {\r\n if (this._currentTeleportationControllerId === controllerData.xrController.uniqueId && controllerData.teleportationState.forward) {\r\n this._teleportForward(xrController.uniqueId);\r\n }\r\n }\r\n });\r\n } else if (pointerInfo.type === PointerEventTypes.POINTERUP) {\r\n controllerData.teleportationState.forward = false;\r\n this._currentTeleportationControllerId = \"\";\r\n }\r\n });\r\n }\r\n }\r\n\r\n private _createDefaultTargetMesh() {\r\n // set defaults\r\n this._options.defaultTargetMeshOptions = this._options.defaultTargetMeshOptions || {};\r\n const sceneToRenderTo = this._options.useUtilityLayer ? (this._options.customUtilityLayerScene || UtilityLayerRenderer.DefaultUtilityLayer.utilityLayerScene) : this._xrSessionManager.scene;\r\n let teleportationTarget = GroundBuilder.CreateGround(\"teleportationTarget\", { width: 2, height: 2, subdivisions: 2 }, sceneToRenderTo);\r\n teleportationTarget.isPickable = false;\r\n let length = 512;\r\n let dynamicTexture = new DynamicTexture(\"teleportationPlaneDynamicTexture\", length, sceneToRenderTo, true);\r\n dynamicTexture.hasAlpha = true;\r\n let context = dynamicTexture.getContext();\r\n let centerX = length / 2;\r\n let centerY = length / 2;\r\n let radius = 200;\r\n context.beginPath();\r\n context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);\r\n context.fillStyle = this._options.defaultTargetMeshOptions.teleportationFillColor || \"#444444\";\r\n context.fill();\r\n context.lineWidth = 10;\r\n context.strokeStyle = this._options.defaultTargetMeshOptions.teleportationBorderColor || \"#FFFFFF\";\r\n context.stroke();\r\n context.closePath();\r\n dynamicTexture.update();\r\n const teleportationCircleMaterial = new StandardMaterial(\"teleportationPlaneMaterial\", sceneToRenderTo);\r\n teleportationCircleMaterial.diffuseTexture = dynamicTexture;\r\n teleportationTarget.material = teleportationCircleMaterial;\r\n let torus = TorusBuilder.CreateTorus(\"torusTeleportation\", {\r\n diameter: 0.75,\r\n thickness: 0.1,\r\n tessellation: 20\r\n }, sceneToRenderTo);\r\n torus.isPickable = false;\r\n torus.parent = teleportationTarget;\r\n if (!this._options.defaultTargetMeshOptions.disableAnimation) {\r\n let animationInnerCircle = new Animation(\"animationInnerCircle\", \"position.y\", 30, Animation.ANIMATIONTYPE_FLOAT, Animation.ANIMATIONLOOPMODE_CYCLE);\r\n let keys = [];\r\n keys.push({\r\n frame: 0,\r\n value: 0\r\n });\r\n keys.push({\r\n frame: 30,\r\n value: 0.4\r\n });\r\n keys.push({\r\n frame: 60,\r\n value: 0\r\n });\r\n animationInnerCircle.setKeys(keys);\r\n let easingFunction = new SineEase();\r\n easingFunction.setEasingMode(EasingFunction.EASINGMODE_EASEINOUT);\r\n animationInnerCircle.setEasingFunction(easingFunction);\r\n torus.animations = [];\r\n torus.animations.push(animationInnerCircle);\r\n sceneToRenderTo.beginAnimation(torus, 0, 60, true);\r\n }\r\n\r\n var cone = CylinderBuilder.CreateCylinder(\"cone\", { diameterTop: 0, tessellation: 4 }, sceneToRenderTo);\r\n cone.isPickable = false;\r\n cone.scaling.set(0.5, 0.12, 0.2);\r\n\r\n cone.rotate(Axis.X, Math.PI / 2);\r\n\r\n cone.position.z = 0.6;\r\n cone.parent = torus;\r\n\r\n if (this._options.defaultTargetMeshOptions.torusArrowMaterial) {\r\n torus.material = this._options.defaultTargetMeshOptions.torusArrowMaterial;\r\n cone.material = this._options.defaultTargetMeshOptions.torusArrowMaterial;\r\n } else {\r\n const torusConeMaterial = new StandardMaterial(\"torusConsMat\", sceneToRenderTo);\r\n torusConeMaterial.disableLighting = !!this._options.defaultTargetMeshOptions.disableLighting;\r\n if (torusConeMaterial.disableLighting) {\r\n torusConeMaterial.emissiveColor = new Color3(0.3, 0.3, 1.0);\r\n } else {\r\n torusConeMaterial.diffuseColor = new Color3(0.3, 0.3, 1.0);\r\n }\r\n torusConeMaterial.alpha = 0.9;\r\n torus.material = torusConeMaterial;\r\n cone.material = torusConeMaterial;\r\n this._teleportationRingMaterial = torusConeMaterial;\r\n }\r\n\r\n if (this._options.renderingGroupId !== undefined) {\r\n teleportationTarget.renderingGroupId = this._options.renderingGroupId;\r\n torus.renderingGroupId = this._options.renderingGroupId;\r\n cone.renderingGroupId = this._options.renderingGroupId;\r\n }\r\n\r\n this._options.teleportationTargetMesh = teleportationTarget;\r\n }\r\n\r\n private _detachController(xrControllerUniqueId: string) {\r\n const controllerData = this._controllers[xrControllerUniqueId];\r\n if (!controllerData) { return; }\r\n if (controllerData.teleportationComponent) {\r\n if (controllerData.onAxisChangedObserver) {\r\n controllerData.teleportationComponent.onAxisValueChangedObservable.remove(controllerData.onAxisChangedObserver);\r\n }\r\n if (controllerData.onButtonChangedObserver) {\r\n controllerData.teleportationComponent.onButtonStateChangedObservable.remove(controllerData.onButtonChangedObserver);\r\n }\r\n }\r\n // remove from the map\r\n delete this._controllers[xrControllerUniqueId];\r\n }\r\n\r\n private _findClosestSnapPointWithRadius(realPosition: Vector3, radius: number = this._options.snapToPositionRadius || 0.8) {\r\n let closestPoint: Nullable = null;\r\n let closestDistance = Number.MAX_VALUE;\r\n if (this._snapToPositions.length) {\r\n const radiusSquared = radius * radius;\r\n this._snapToPositions.forEach((position) => {\r\n const dist = Vector3.DistanceSquared(position, realPosition);\r\n if (dist <= radiusSquared && dist < closestDistance) {\r\n closestDistance = dist;\r\n closestPoint = position;\r\n }\r\n });\r\n }\r\n return closestPoint;\r\n }\r\n\r\n private _setTargetMeshPosition(newPosition: Vector3) {\r\n if (!this._options.teleportationTargetMesh) { return; }\r\n const snapPosition = this._findClosestSnapPointWithRadius(newPosition);\r\n this._snappedToPoint = !!snapPosition;\r\n if (this.snapPointsOnly && !this._snappedToPoint && this._teleportationRingMaterial) {\r\n this._teleportationRingMaterial.diffuseColor.set(1.0, 0.3, 0.3);\r\n } else if (this.snapPointsOnly && this._snappedToPoint && this._teleportationRingMaterial) {\r\n this._teleportationRingMaterial.diffuseColor.set(0.3, 0.3, 1.0);\r\n }\r\n this._options.teleportationTargetMesh.position.copyFrom(snapPosition || newPosition);\r\n this._options.teleportationTargetMesh.position.y += 0.01;\r\n }\r\n\r\n private _setTargetMeshVisibility(visible: boolean) {\r\n if (!this._options.teleportationTargetMesh) { return; }\r\n if (this._options.teleportationTargetMesh.isVisible === visible) { return; }\r\n this._options.teleportationTargetMesh.isVisible = visible;\r\n this._options.teleportationTargetMesh.getChildren(undefined, false).forEach((m) => { ((m)).isVisible = visible; });\r\n\r\n if (!visible) {\r\n if (this._quadraticBezierCurve) {\r\n this._quadraticBezierCurve.dispose();\r\n }\r\n if (this._selectionFeature) {\r\n this._selectionFeature.attach();\r\n }\r\n } else {\r\n if (this._selectionFeature) {\r\n this._selectionFeature.detach();\r\n }\r\n }\r\n }\r\n\r\n private _showParabolicPath(pickInfo: PickingInfo) {\r\n if (!pickInfo.pickedPoint) { return; }\r\n\r\n const controllerData = this._controllers[this._currentTeleportationControllerId];\r\n\r\n const quadraticBezierVectors = Curve3.CreateQuadraticBezier(\r\n controllerData.xrController.pointer.absolutePosition,\r\n pickInfo.ray!.origin,\r\n pickInfo.pickedPoint,\r\n 25);\r\n\r\n if (this._quadraticBezierCurve) {\r\n this._quadraticBezierCurve.dispose();\r\n }\r\n\r\n this._quadraticBezierCurve = LinesBuilder.CreateLines(\"path line\", { points: quadraticBezierVectors.getPoints() });\r\n this._quadraticBezierCurve.isPickable = false;\r\n }\r\n\r\n private _teleportForward(controllerId: string) {\r\n const controllerData = this._controllers[controllerId];\r\n if (!controllerData.teleportationState.forward) {\r\n return;\r\n }\r\n controllerData.teleportationState.forward = false;\r\n this._currentTeleportationControllerId = \"\";\r\n if (this.snapPointsOnly && !this._snappedToPoint) {\r\n return;\r\n }\r\n // do the movement forward here\r\n if (this._options.teleportationTargetMesh && this._options.teleportationTargetMesh.isVisible) {\r\n const height = this._options.xrInput.xrCamera.realWorldHeight;\r\n this._options.xrInput.xrCamera.position.copyFrom(this._options.teleportationTargetMesh.position);\r\n this._options.xrInput.xrCamera.position.y += height;\r\n this._options.xrInput.xrCamera.rotationQuaternion.multiplyInPlace(Quaternion.FromEulerAngles(0, controllerData.teleportationState.currentRotation - (this._xrSessionManager.scene.useRightHandedSystem ? Math.PI : 0), 0));\r\n }\r\n }\r\n}\r\n\r\nWebXRFeaturesManager.AddWebXRFeature(WebXRMotionControllerTeleportation.Name, (xrSessionManager, options) => {\r\n return () => new WebXRMotionControllerTeleportation(xrSessionManager, options);\r\n}, WebXRMotionControllerTeleportation.Version, true);","import { WebXRFeaturesManager, WebXRFeatureName } from '../webXRFeaturesManager';\r\nimport { WebXRSessionManager } from '../webXRSessionManager';\r\nimport { Observable } from '../../Misc/observable';\r\nimport { Vector3, Matrix, Quaternion } from '../../Maths/math.vector';\r\nimport { WebXRAbstractFeature } from './WebXRAbstractFeature';\r\nimport { IWebXRLegacyHitTestOptions, IWebXRLegacyHitResult, IWebXRHitTestFeature } from './WebXRHitTestLegacy';\r\nimport { Tools } from '../../Misc/tools';\r\nimport { Nullable } from '../../types';\r\n\r\n/**\r\n * Options used for hit testing (version 2)\r\n */\r\nexport interface IWebXRHitTestOptions extends IWebXRLegacyHitTestOptions {\r\n /**\r\n * Do not create a permanent hit test. Will usually be used when only\r\n * transient inputs are needed.\r\n */\r\n disablePermanentHitTest?: boolean;\r\n /**\r\n * Enable transient (for example touch-based) hit test inspections\r\n */\r\n enableTransientHitTest?: boolean;\r\n /**\r\n * Offset ray for the permanent hit test\r\n */\r\n offsetRay?: Vector3;\r\n /**\r\n * Offset ray for the transient hit test\r\n */\r\n transientOffsetRay?: Vector3;\r\n /**\r\n * Instead of using viewer space for hit tests, use the reference space defined in the session manager\r\n */\r\n useReferenceSpace?: boolean;\r\n}\r\n\r\n/**\r\n * Interface defining the babylon result of hit-test\r\n */\r\nexport interface IWebXRHitResult extends IWebXRLegacyHitResult {\r\n /**\r\n * The input source that generated this hit test (if transient)\r\n */\r\n inputSource?: XRInputSource;\r\n /**\r\n * Is this a transient hit test\r\n */\r\n isTransient?: boolean;\r\n /**\r\n * Position of the hit test result\r\n */\r\n position: Vector3;\r\n /**\r\n * Rotation of the hit test result\r\n */\r\n rotationQuaternion: Quaternion;\r\n\r\n /**\r\n * The native hit test result\r\n */\r\n xrHitResult: XRHitTestResult;\r\n}\r\n\r\n/**\r\n * The currently-working hit-test module.\r\n * Hit test (or Ray-casting) is used to interact with the real world.\r\n * For further information read here - https://github.com/immersive-web/hit-test\r\n *\r\n * Tested on chrome (mobile) 80.\r\n */\r\nexport class WebXRHitTest extends WebXRAbstractFeature implements IWebXRHitTestFeature {\r\n private _tmpMat: Matrix = new Matrix();\r\n private _tmpPos: Vector3 = new Vector3();\r\n private _tmpQuat: Quaternion = new Quaternion();\r\n private _transientXrHitTestSource: Nullable;\r\n // in XR space z-forward is negative\r\n private _xrHitTestSource: Nullable;\r\n private initHitTestSource = (referenceSpace: XRReferenceSpace) => {\r\n if (!referenceSpace) {\r\n return;\r\n }\r\n const offsetRay = new XRRay(this.options.offsetRay || {});\r\n const options: XRHitTestOptionsInit = {\r\n space: this.options.useReferenceSpace ? referenceSpace : this._xrSessionManager.viewerReferenceSpace,\r\n offsetRay: offsetRay\r\n };\r\n if (!options.space) {\r\n Tools.Warn('waiting for viewer reference space to initialize');\r\n return;\r\n }\r\n this._xrSessionManager.session.requestHitTestSource(options).then((hitTestSource) => {\r\n if (this._xrHitTestSource) {\r\n this._xrHitTestSource.cancel();\r\n }\r\n this._xrHitTestSource = hitTestSource;\r\n });\r\n }\r\n\r\n /**\r\n * The module's name\r\n */\r\n public static readonly Name = WebXRFeatureName.HIT_TEST;\r\n /**\r\n * The (Babylon) version of this module.\r\n * This is an integer representing the implementation version.\r\n * This number does not correspond to the WebXR specs version\r\n */\r\n public static readonly Version = 2;\r\n\r\n /**\r\n * When set to true, each hit test will have its own position/rotation objects\r\n * When set to false, position and rotation objects will be reused for each hit test. It is expected that\r\n * the developers will clone them or copy them as they see fit.\r\n */\r\n public autoCloneTransformation: boolean = false;\r\n /**\r\n * Triggered when new babylon (transformed) hit test results are available\r\n */\r\n public onHitTestResultObservable: Observable = new Observable();\r\n /**\r\n * Use this to temporarily pause hit test checks.\r\n */\r\n public paused: boolean = false;\r\n\r\n /**\r\n * Creates a new instance of the hit test feature\r\n * @param _xrSessionManager an instance of WebXRSessionManager\r\n * @param options options to use when constructing this feature\r\n */\r\n constructor(_xrSessionManager: WebXRSessionManager,\r\n /**\r\n * options to use when constructing this feature\r\n */\r\n public readonly options: IWebXRHitTestOptions = {}) {\r\n super(_xrSessionManager);\r\n Tools.Warn('Hit test is an experimental and unstable feature. make sure you enable optionalFeatures when creating the XR session');\r\n }\r\n\r\n /**\r\n * attach this feature\r\n * Will usually be called by the features manager\r\n *\r\n * @returns true if successful.\r\n */\r\n public attach(): boolean {\r\n if (!super.attach()) {\r\n return false;\r\n }\r\n\r\n if (!this.options.disablePermanentHitTest) {\r\n if (this._xrSessionManager.referenceSpace) {\r\n this.initHitTestSource(this._xrSessionManager.referenceSpace);\r\n }\r\n this._xrSessionManager.onXRReferenceSpaceChanged.add(this.initHitTestSource);\r\n }\r\n if (this.options.enableTransientHitTest) {\r\n const offsetRay = new XRRay(this.options.transientOffsetRay || {});\r\n this._xrSessionManager.session.requestHitTestSourceForTransientInput({\r\n profile : 'generic-touchscreen',\r\n offsetRay\r\n }).then((hitSource) => {\r\n this._transientXrHitTestSource = hitSource;\r\n });\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * detach this feature.\r\n * Will usually be called by the features manager\r\n *\r\n * @returns true if successful.\r\n */\r\n public detach(): boolean {\r\n if (!super.detach()) {\r\n return false;\r\n }\r\n if (this._xrHitTestSource) {\r\n this._xrHitTestSource.cancel();\r\n this._xrHitTestSource = null;\r\n }\r\n this._xrSessionManager.onXRReferenceSpaceChanged.removeCallback(this.initHitTestSource);\r\n if (this._transientXrHitTestSource) {\r\n this._transientXrHitTestSource.cancel();\r\n this._transientXrHitTestSource = null;\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Dispose this feature and all of the resources attached\r\n */\r\n public dispose(): void {\r\n super.dispose();\r\n this.onHitTestResultObservable.clear();\r\n }\r\n\r\n protected _onXRFrame(frame: XRFrame) {\r\n // make sure we do nothing if (async) not attached\r\n if (!this.attached || this.paused) {\r\n return;\r\n }\r\n\r\n if (this._xrHitTestSource) {\r\n const results = frame.getHitTestResults(this._xrHitTestSource);\r\n if (results.length) {\r\n this._processWebXRHitTestResult(results);\r\n }\r\n }\r\n if (this._transientXrHitTestSource) {\r\n let hitTestResultsPerInputSource = frame.getHitTestResultsForTransientInput(this._transientXrHitTestSource);\r\n\r\n hitTestResultsPerInputSource.forEach((resultsPerInputSource) => {\r\n if (resultsPerInputSource.results.length > 0) {\r\n this._processWebXRHitTestResult(resultsPerInputSource.results, resultsPerInputSource.inputSource);\r\n }\r\n });\r\n }\r\n }\r\n\r\n private _processWebXRHitTestResult(hitTestResults: XRHitTestResult[], inputSource?: XRInputSource) {\r\n const results : IWebXRHitResult[] = [];\r\n hitTestResults.forEach((hitTestResult) => {\r\n const pose = hitTestResult.getPose(this._xrSessionManager.referenceSpace);\r\n if (!pose) {\r\n return;\r\n }\r\n this._tmpPos.copyFrom(pose.transform.position as unknown as Vector3);\r\n this._tmpQuat.copyFrom(pose.transform.orientation as unknown as Quaternion);\r\n Matrix.FromFloat32ArrayToRefScaled(pose.transform.matrix, 0, 1, this._tmpMat);\r\n if (!this._xrSessionManager.scene.useRightHandedSystem) {\r\n this._tmpPos.z *= -1;\r\n this._tmpQuat.z *= -1;\r\n this._tmpQuat.w *= -1;\r\n this._tmpMat.toggleModelMatrixHandInPlace();\r\n }\r\n\r\n const result: IWebXRHitResult = {\r\n position: this.autoCloneTransformation ? this._tmpPos.clone() : this._tmpPos,\r\n rotationQuaternion: this.autoCloneTransformation ? this._tmpQuat.clone() : this._tmpQuat,\r\n transformationMatrix: this.autoCloneTransformation ? this._tmpMat.clone() : this._tmpMat,\r\n inputSource: inputSource,\r\n isTransient: !!inputSource,\r\n xrHitResult: hitTestResult\r\n };\r\n results.push(result);\r\n });\r\n\r\n if (results.length) {\r\n this.onHitTestResultObservable.notifyObservers(results);\r\n }\r\n }\r\n}\r\n\r\n//register the plugin versions\r\nWebXRFeaturesManager.AddWebXRFeature(WebXRHitTest.Name, (xrSessionManager, options) => {\r\n return () => new WebXRHitTest(xrSessionManager, options);\r\n}, WebXRHitTest.Version, false);","import { WebXRFeaturesManager, WebXRFeatureName, IWebXRFeature } from '../webXRFeaturesManager';\r\nimport { WebXRSessionManager } from '../webXRSessionManager';\r\nimport { Observable } from '../../Misc/observable';\r\nimport { Vector3, Matrix } from '../../Maths/math.vector';\r\nimport { TransformNode } from '../../Meshes/transformNode';\r\nimport { WebXRAbstractFeature } from './WebXRAbstractFeature';\r\n\r\n// the plugin is registered at the end of the file\r\n\r\n/**\r\n * An interface for all Hit test features\r\n */\r\nexport interface IWebXRHitTestFeature extends IWebXRFeature {\r\n /**\r\n * Triggered when new babylon (transformed) hit test results are available\r\n */\r\n onHitTestResultObservable: Observable;\r\n}\r\n\r\n/**\r\n * Options used for hit testing\r\n */\r\nexport interface IWebXRLegacyHitTestOptions {\r\n /**\r\n * Only test when user interacted with the scene. Default - hit test every frame\r\n */\r\n testOnPointerDownOnly?: boolean;\r\n /**\r\n * The node to use to transform the local results to world coordinates\r\n */\r\n worldParentNode?: TransformNode;\r\n}\r\n\r\n/**\r\n * Interface defining the babylon result of raycasting/hit-test\r\n */\r\nexport interface IWebXRLegacyHitResult {\r\n /**\r\n * Transformation matrix that can be applied to a node that will put it in the hit point location\r\n */\r\n transformationMatrix: Matrix;\r\n /**\r\n * The native hit test result\r\n */\r\n xrHitResult: XRHitResult | XRHitTestResult;\r\n}\r\n\r\n/**\r\n * The currently-working hit-test module.\r\n * Hit test (or Ray-casting) is used to interact with the real world.\r\n * For further information read here - https://github.com/immersive-web/hit-test\r\n */\r\nexport class WebXRHitTestLegacy extends WebXRAbstractFeature implements IWebXRHitTestFeature {\r\n // in XR space z-forward is negative\r\n private _direction = new Vector3(0, 0, -1);\r\n private _mat = new Matrix();\r\n private _onSelectEnabled = false;\r\n private _origin = new Vector3(0, 0, 0);\r\n\r\n /**\r\n * The module's name\r\n */\r\n public static readonly Name = WebXRFeatureName.HIT_TEST;\r\n /**\r\n * The (Babylon) version of this module.\r\n * This is an integer representing the implementation version.\r\n * This number does not correspond to the WebXR specs version\r\n */\r\n public static readonly Version = 1;\r\n\r\n /**\r\n * Populated with the last native XR Hit Results\r\n */\r\n public lastNativeXRHitResults: XRHitResult[] = [];\r\n /**\r\n * Triggered when new babylon (transformed) hit test results are available\r\n */\r\n public onHitTestResultObservable: Observable = new Observable();\r\n\r\n /**\r\n * Creates a new instance of the (legacy version) hit test feature\r\n * @param _xrSessionManager an instance of WebXRSessionManager\r\n * @param options options to use when constructing this feature\r\n */\r\n constructor(_xrSessionManager: WebXRSessionManager,\r\n /**\r\n * options to use when constructing this feature\r\n */\r\n public readonly options: IWebXRLegacyHitTestOptions = {}) {\r\n super(_xrSessionManager);\r\n }\r\n\r\n /**\r\n * execute a hit test with an XR Ray\r\n *\r\n * @param xrSession a native xrSession that will execute this hit test\r\n * @param xrRay the ray (position and direction) to use for ray-casting\r\n * @param referenceSpace native XR reference space to use for the hit-test\r\n * @param filter filter function that will filter the results\r\n * @returns a promise that resolves with an array of native XR hit result in xr coordinates system\r\n */\r\n public static XRHitTestWithRay(xrSession: XRSession, xrRay: XRRay, referenceSpace: XRReferenceSpace, filter?: (result: XRHitResult) => boolean): Promise {\r\n return xrSession.requestHitTest(xrRay, referenceSpace).then((results) => {\r\n const filterFunction = filter || ((result) => !!result.hitMatrix);\r\n return results.filter(filterFunction);\r\n });\r\n }\r\n\r\n /**\r\n * Execute a hit test on the current running session using a select event returned from a transient input (such as touch)\r\n * @param event the (select) event to use to select with\r\n * @param referenceSpace the reference space to use for this hit test\r\n * @returns a promise that resolves with an array of native XR hit result in xr coordinates system\r\n */\r\n public static XRHitTestWithSelectEvent(event: XRInputSourceEvent, referenceSpace: XRReferenceSpace): Promise {\r\n let targetRayPose = event.frame.getPose(event.inputSource.targetRaySpace, referenceSpace);\r\n if (!targetRayPose) {\r\n return Promise.resolve([]);\r\n }\r\n let targetRay = new XRRay(targetRayPose.transform);\r\n\r\n return this.XRHitTestWithRay(event.frame.session, targetRay, referenceSpace);\r\n }\r\n\r\n /**\r\n * attach this feature\r\n * Will usually be called by the features manager\r\n *\r\n * @returns true if successful.\r\n */\r\n public attach(): boolean {\r\n if (!super.attach()) {\r\n return false;\r\n }\r\n if (this.options.testOnPointerDownOnly) {\r\n this._xrSessionManager.session.addEventListener('select', this._onSelect, false);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * detach this feature.\r\n * Will usually be called by the features manager\r\n *\r\n * @returns true if successful.\r\n */\r\n public detach(): boolean {\r\n if (!super.detach()) {\r\n return false;\r\n }\r\n // disable select\r\n this._onSelectEnabled = false;\r\n this._xrSessionManager.session.removeEventListener('select', this._onSelect);\r\n return true;\r\n }\r\n\r\n /**\r\n * Dispose this feature and all of the resources attached\r\n */\r\n public dispose(): void {\r\n super.dispose();\r\n this.onHitTestResultObservable.clear();\r\n }\r\n\r\n protected _onXRFrame(frame: XRFrame) {\r\n // make sure we do nothing if (async) not attached\r\n if (!this.attached || this.options.testOnPointerDownOnly) {\r\n return;\r\n }\r\n let pose = frame.getViewerPose(this._xrSessionManager.referenceSpace);\r\n if (!pose) {\r\n return;\r\n }\r\n Matrix.FromArrayToRef(pose.transform.matrix, 0, this._mat);\r\n Vector3.TransformCoordinatesFromFloatsToRef(0, 0, 0, this._mat, this._origin);\r\n Vector3.TransformCoordinatesFromFloatsToRef(0, 0, -1, this._mat, this._direction);\r\n this._direction.subtractInPlace(this._origin);\r\n this._direction.normalize();\r\n let ray = new XRRay(({ x: this._origin.x, y: this._origin.y, z: this._origin.z, w: 0 }),\r\n ({ x: this._direction.x, y: this._direction.y, z: this._direction.z, w: 0 }));\r\n WebXRHitTestLegacy.XRHitTestWithRay(this._xrSessionManager.session, ray, this._xrSessionManager.referenceSpace).then(this._onHitTestResults);\r\n }\r\n\r\n private _onHitTestResults = (xrResults: XRHitResult[]) => {\r\n const mats = xrResults.map((result) => {\r\n let mat = Matrix.FromArray(result.hitMatrix);\r\n if (!this._xrSessionManager.scene.useRightHandedSystem) {\r\n mat.toggleModelMatrixHandInPlace();\r\n }\r\n // if (this.options.coordinatesSpace === Space.WORLD) {\r\n if (this.options.worldParentNode) {\r\n mat.multiplyToRef(this.options.worldParentNode.getWorldMatrix(), mat);\r\n }\r\n return {\r\n xrHitResult: result,\r\n transformationMatrix: mat\r\n };\r\n });\r\n\r\n this.lastNativeXRHitResults = xrResults;\r\n this.onHitTestResultObservable.notifyObservers(mats);\r\n }\r\n\r\n // can be done using pointerdown event, and xrSessionManager.currentFrame\r\n private _onSelect = (event: XRInputSourceEvent) => {\r\n if (!this._onSelectEnabled) {\r\n return;\r\n }\r\n WebXRHitTestLegacy.XRHitTestWithSelectEvent(event, this._xrSessionManager.referenceSpace);\r\n }\r\n}\r\n\r\n//register the plugin versions\r\nWebXRFeaturesManager.AddWebXRFeature(WebXRHitTestLegacy.Name, (xrSessionManager, options) => {\r\n return () => new WebXRHitTestLegacy(xrSessionManager, options);\r\n}, WebXRHitTestLegacy.Version, false);","import { WebXRFeaturesManager, WebXRFeatureName } from '../webXRFeaturesManager';\r\nimport { TransformNode } from '../../Meshes/transformNode';\r\nimport { WebXRSessionManager } from '../webXRSessionManager';\r\nimport { Observable } from '../../Misc/observable';\r\nimport { Vector3, Matrix } from '../../Maths/math.vector';\r\nimport { WebXRAbstractFeature } from './WebXRAbstractFeature';\r\n\r\n/**\r\n * Options used in the plane detector module\r\n */\r\nexport interface IWebXRPlaneDetectorOptions {\r\n /**\r\n * The node to use to transform the local results to world coordinates\r\n */\r\n worldParentNode?: TransformNode;\r\n\r\n /**\r\n * If set to true a reference of the created planes will be kept until the next session starts\r\n * If not defined, planes will be removed from the array when the feature is detached or the session ended.\r\n */\r\n doNotRemovePlanesOnSessionEnded?: boolean;\r\n}\r\n\r\n/**\r\n * A babylon interface for a WebXR plane.\r\n * A Plane is actually a polygon, built from N points in space\r\n *\r\n * Supported in chrome 79, not supported in canary 81 ATM\r\n */\r\nexport interface IWebXRPlane {\r\n /**\r\n * a babylon-assigned ID for this polygon\r\n */\r\n id: number;\r\n /**\r\n * an array of vector3 points in babylon space. right/left hand system is taken into account.\r\n */\r\n polygonDefinition: Array;\r\n /**\r\n * A transformation matrix to apply on the mesh that will be built using the polygonDefinition\r\n * Local vs. World are decided if worldParentNode was provided or not in the options when constructing the module\r\n */\r\n transformationMatrix: Matrix;\r\n /**\r\n * the native xr-plane object\r\n */\r\n xrPlane: XRPlane;\r\n}\r\n\r\nlet planeIdProvider = 0;\r\n\r\n/**\r\n * The plane detector is used to detect planes in the real world when in AR\r\n * For more information see https://github.com/immersive-web/real-world-geometry/\r\n */\r\nexport class WebXRPlaneDetector extends WebXRAbstractFeature {\r\n private _detectedPlanes: Array = [];\r\n private _enabled: boolean = false;\r\n private _lastFrameDetected: XRPlaneSet = new Set();\r\n\r\n /**\r\n * The module's name\r\n */\r\n public static readonly Name = WebXRFeatureName.PLANE_DETECTION;\r\n /**\r\n * The (Babylon) version of this module.\r\n * This is an integer representing the implementation version.\r\n * This number does not correspond to the WebXR specs version\r\n */\r\n public static readonly Version = 1;\r\n\r\n /**\r\n * Observers registered here will be executed when a new plane was added to the session\r\n */\r\n public onPlaneAddedObservable: Observable = new Observable();\r\n /**\r\n * Observers registered here will be executed when a plane is no longer detected in the session\r\n */\r\n public onPlaneRemovedObservable: Observable = new Observable();\r\n /**\r\n * Observers registered here will be executed when an existing plane updates (for example - expanded)\r\n * This can execute N times every frame\r\n */\r\n public onPlaneUpdatedObservable: Observable = new Observable();\r\n\r\n /**\r\n * construct a new Plane Detector\r\n * @param _xrSessionManager an instance of xr Session manager\r\n * @param _options configuration to use when constructing this feature\r\n */\r\n constructor(_xrSessionManager: WebXRSessionManager, private _options: IWebXRPlaneDetectorOptions = {}) {\r\n super(_xrSessionManager);\r\n if (this._xrSessionManager.session) {\r\n this._init();\r\n } else {\r\n this._xrSessionManager.onXRSessionInit.addOnce(() => {\r\n this._init();\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * detach this feature.\r\n * Will usually be called by the features manager\r\n *\r\n * @returns true if successful.\r\n */\r\n public detach(): boolean {\r\n if (!super.detach()) {\r\n return false;\r\n }\r\n\r\n if (!this._options.doNotRemovePlanesOnSessionEnded) {\r\n while (this._detectedPlanes.length) {\r\n const toRemove = this._detectedPlanes.pop();\r\n if (toRemove) {\r\n this.onPlaneRemovedObservable.notifyObservers(toRemove);\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Dispose this feature and all of the resources attached\r\n */\r\n public dispose(): void {\r\n super.dispose();\r\n this.onPlaneAddedObservable.clear();\r\n this.onPlaneRemovedObservable.clear();\r\n this.onPlaneUpdatedObservable.clear();\r\n }\r\n\r\n protected _onXRFrame(frame: XRFrame) {\r\n if (!this.attached || !this._enabled || !frame) { return; }\r\n // const timestamp = this.xrSessionManager.currentTimestamp;\r\n\r\n const detectedPlanes = frame.worldInformation.detectedPlanes;\r\n if (detectedPlanes) {\r\n const toRemove = this._detectedPlanes.filter((plane) => !detectedPlanes.has(plane.xrPlane)).map((plane) => {\r\n return this._detectedPlanes.indexOf(plane);\r\n });\r\n let idxTracker = 0;\r\n toRemove.forEach((index) => {\r\n const plane = this._detectedPlanes.splice(index - idxTracker, 1)[0];\r\n this.onPlaneRemovedObservable.notifyObservers(plane);\r\n idxTracker--;\r\n });\r\n // now check for new ones\r\n detectedPlanes.forEach((xrPlane) => {\r\n if (!this._lastFrameDetected.has(xrPlane)) {\r\n const newPlane: Partial = {\r\n id: planeIdProvider++,\r\n xrPlane: xrPlane,\r\n polygonDefinition: []\r\n };\r\n const plane = this._updatePlaneWithXRPlane(xrPlane, newPlane, frame);\r\n this._detectedPlanes.push(plane);\r\n this.onPlaneAddedObservable.notifyObservers(plane);\r\n } else {\r\n // updated?\r\n if (xrPlane.lastChangedTime === this._xrSessionManager.currentTimestamp) {\r\n let index = this.findIndexInPlaneArray(xrPlane);\r\n const plane = this._detectedPlanes[index];\r\n this._updatePlaneWithXRPlane(xrPlane, plane, frame);\r\n this.onPlaneUpdatedObservable.notifyObservers(plane);\r\n }\r\n }\r\n });\r\n this._lastFrameDetected = detectedPlanes;\r\n }\r\n }\r\n\r\n private _init() {\r\n if (!this._xrSessionManager.session.updateWorldTrackingState) {\r\n // fail silently\r\n return;\r\n }\r\n this._xrSessionManager.session.updateWorldTrackingState({ planeDetectionState: { enabled: true } });\r\n this._enabled = true;\r\n if (this._detectedPlanes.length) {\r\n this._detectedPlanes = [];\r\n }\r\n }\r\n\r\n private _updatePlaneWithXRPlane(xrPlane: XRPlane, plane: Partial, xrFrame: XRFrame): IWebXRPlane {\r\n plane.polygonDefinition = xrPlane.polygon.map((xrPoint) => {\r\n const rightHandedSystem = this._xrSessionManager.scene.useRightHandedSystem ? 1 : -1;\r\n return new Vector3(xrPoint.x, xrPoint.y, xrPoint.z * rightHandedSystem);\r\n });\r\n // matrix\r\n const pose = xrFrame.getPose(xrPlane.planeSpace, this._xrSessionManager.referenceSpace);\r\n if (pose) {\r\n const mat = plane.transformationMatrix || new Matrix();\r\n Matrix.FromArrayToRef(pose.transform.matrix, 0, mat);\r\n if (!this._xrSessionManager.scene.useRightHandedSystem) {\r\n mat.toggleModelMatrixHandInPlace();\r\n }\r\n plane.transformationMatrix = mat;\r\n if (this._options.worldParentNode) {\r\n mat.multiplyToRef(this._options.worldParentNode.getWorldMatrix(), mat);\r\n }\r\n }\r\n return plane;\r\n }\r\n\r\n /**\r\n * avoiding using Array.find for global support.\r\n * @param xrPlane the plane to find in the array\r\n */\r\n private findIndexInPlaneArray(xrPlane: XRPlane) {\r\n for (let i = 0; i < this._detectedPlanes.length; ++i) {\r\n if (this._detectedPlanes[i].xrPlane === xrPlane) {\r\n return i;\r\n }\r\n }\r\n return -1;\r\n }\r\n}\r\n\r\n//register the plugin\r\nWebXRFeaturesManager.AddWebXRFeature(WebXRPlaneDetector.Name, (xrSessionManager, options) => {\r\n return () => new WebXRPlaneDetector(xrSessionManager, options);\r\n}, WebXRPlaneDetector.Version);\r\n","export * from \"./WebXRHitTestLegacy\";\r\nexport * from \"./WebXRAnchorSystem\";\r\nexport * from \"./WebXRPlaneDetector\";\r\nexport * from \"./WebXRBackgroundRemover\";\r\nexport * from \"./WebXRControllerTeleportation\";\r\nexport * from \"./WebXRControllerPointerSelection\";\r\nexport * from './WebXRControllerPhysics';\r\nexport * from './WebXRHitTest';","export * from \"./webXRCamera\";\r\nexport * from \"./webXREnterExitUI\";\r\nexport * from \"./webXRExperienceHelper\";\r\nexport * from \"./webXRInput\";\r\nexport * from \"./webXRInputSource\";\r\nexport * from \"./webXRManagedOutputCanvas\";\r\nexport * from \"./webXRTypes\";\r\nexport * from \"./webXRSessionManager\";\r\nexport * from \"./webXRDefaultExperience\";\r\nexport * from \"./webXRFeaturesManager\";\r\nexport * from \"./features/index\";\r\nexport * from \"./motionController/index\";","export * from \"./webXRAbstractMotionController\";\r\nexport * from \"./webXRControllerComponent\";\r\nexport * from \"./webXRGenericMotionController\";\r\nexport * from \"./webXRMicrosoftMixedRealityController\";\r\nexport * from \"./webXRMotionControllerManager\";\r\nexport * from \"./webXROculusTouchMotionController\";\r\nexport * from \"./webXRHTCViveMotionController\";\r\nexport * from \"./webXRProfiledMotionController\";","import { IDisposable, Scene } from '../../scene';\r\nimport { WebXRControllerComponent } from './webXRControllerComponent';\r\nimport { Observable } from '../../Misc/observable';\r\nimport { Logger } from '../../Misc/logger';\r\nimport { SceneLoader } from '../../Loading/sceneLoader';\r\nimport { AbstractMesh } from '../../Meshes/abstractMesh';\r\nimport { Nullable } from '../../types';\r\nimport { Quaternion, Vector3 } from '../../Maths/math.vector';\r\nimport { Mesh } from '../../Meshes/mesh';\r\n\r\n/**\r\n * Handedness type in xrInput profiles. These can be used to define layouts in the Layout Map.\r\n */\r\nexport type MotionControllerHandedness = \"none\" | \"left\" | \"right\";\r\n/**\r\n * The type of components available in motion controllers.\r\n * This is not the name of the component.\r\n */\r\nexport type MotionControllerComponentType = \"trigger\" | \"squeeze\" | \"touchpad\" | \"thumbstick\" | \"button\";\r\n\r\n/**\r\n * The state of a controller component\r\n */\r\nexport type MotionControllerComponentStateType = \"default\" | \"touched\" | \"pressed\";\r\n\r\n/**\r\n * The schema of motion controller layout.\r\n * No object will be initialized using this interface\r\n * This is used just to define the profile.\r\n */\r\nexport interface IMotionControllerLayout {\r\n /**\r\n * Path to load the assets. Usually relative to the base path\r\n */\r\n assetPath: string;\r\n /**\r\n * Available components (unsorted)\r\n */\r\n components: {\r\n /**\r\n * A map of component Ids\r\n */\r\n [componentId: string]: {\r\n /**\r\n * The type of input the component outputs\r\n */\r\n type: MotionControllerComponentType;\r\n /**\r\n * The indices of this component in the gamepad object\r\n */\r\n gamepadIndices: {\r\n /**\r\n * Index of button\r\n */\r\n button?: number;\r\n /**\r\n * If available, index of x-axis\r\n */\r\n xAxis?: number;\r\n /**\r\n * If available, index of y-axis\r\n */\r\n yAxis?: number;\r\n };\r\n /**\r\n * The mesh's root node name\r\n */\r\n rootNodeName: string;\r\n /**\r\n * Animation definitions for this model\r\n */\r\n visualResponses: {\r\n [stateKey: string]: {\r\n /**\r\n * What property will be animated\r\n */\r\n componentProperty: \"xAxis\" | \"yAxis\" | \"button\" | \"state\";\r\n /**\r\n * What states influence this visual response\r\n */\r\n states: MotionControllerComponentStateType[];\r\n /**\r\n * Type of animation - movement or visibility\r\n */\r\n valueNodeProperty: \"transform\" | \"visibility\";\r\n /**\r\n * Base node name to move. Its position will be calculated according to the min and max nodes\r\n */\r\n valueNodeName?: string;\r\n /**\r\n * Minimum movement node\r\n */\r\n minNodeName?: string;\r\n /**\r\n * Max movement node\r\n */\r\n maxNodeName?: string;\r\n }\r\n }\r\n /**\r\n * If touch enabled, what is the name of node to display user feedback\r\n */\r\n touchPointNodeName?: string;\r\n }\r\n };\r\n /**\r\n * Is it xr standard mapping or not\r\n */\r\n gamepadMapping: \"\" | \"xr-standard\";\r\n /**\r\n * Base root node of this entire model\r\n */\r\n rootNodeName: string;\r\n /**\r\n * Defines the main button component id\r\n */\r\n selectComponentId: string;\r\n}\r\n\r\n/**\r\n * A definition for the layout map in the input profile\r\n */\r\nexport interface IMotionControllerLayoutMap {\r\n /**\r\n * Layouts with handedness type as a key\r\n */\r\n [handedness: string /* handedness */]: IMotionControllerLayout;\r\n}\r\n\r\n/**\r\n * The XR Input profile schema\r\n * Profiles can be found here:\r\n * https://github.com/immersive-web/webxr-input-profiles/tree/master/packages/registry/profiles\r\n */\r\nexport interface IMotionControllerProfile {\r\n /**\r\n * fallback profiles for this profileId\r\n */\r\n fallbackProfileIds: string[];\r\n /**\r\n * The layout map, with handedness as key\r\n */\r\n layouts: IMotionControllerLayoutMap;\r\n /**\r\n * The id of this profile\r\n * correlates to the profile(s) in the xrInput.profiles array\r\n */\r\n profileId: string;\r\n}\r\n\r\n/**\r\n * A helper-interface for the 3 meshes needed for controller button animation\r\n * The meshes are provided to the _lerpButtonTransform function to calculate the current position of the value mesh\r\n */\r\nexport interface IMotionControllerButtonMeshMap {\r\n /**\r\n * the mesh that defines the pressed value mesh position.\r\n * This is used to find the max-position of this button\r\n */\r\n pressedMesh: AbstractMesh;\r\n /**\r\n * the mesh that defines the unpressed value mesh position.\r\n * This is used to find the min (or initial) position of this button\r\n */\r\n unpressedMesh: AbstractMesh;\r\n /**\r\n * The mesh that will be changed when value changes\r\n */\r\n valueMesh: AbstractMesh;\r\n}\r\n\r\n/**\r\n * A helper-interface for the 3 meshes needed for controller axis animation.\r\n * This will be expanded when touchpad animations are fully supported\r\n * The meshes are provided to the _lerpAxisTransform function to calculate the current position of the value mesh\r\n */\r\nexport interface IMotionControllerMeshMap {\r\n /**\r\n * the mesh that defines the maximum value mesh position.\r\n */\r\n maxMesh?: AbstractMesh;\r\n /**\r\n * the mesh that defines the minimum value mesh position.\r\n */\r\n minMesh?: AbstractMesh;\r\n /**\r\n * The mesh that will be changed when axis value changes\r\n */\r\n valueMesh: AbstractMesh;\r\n}\r\n\r\n/**\r\n * The elements needed for change-detection of the gamepad objects in motion controllers\r\n */\r\nexport interface IMinimalMotionControllerObject {\r\n /**\r\n * Available axes of this controller\r\n */\r\n axes: number[];\r\n /**\r\n * An array of available buttons\r\n */\r\n buttons: Array<{\r\n /**\r\n * Value of the button/trigger\r\n */\r\n value: number;\r\n /**\r\n * If the button/trigger is currently touched\r\n */\r\n touched: boolean;\r\n /**\r\n * If the button/trigger is currently pressed\r\n */\r\n pressed: boolean;\r\n }>;\r\n\r\n /**\r\n * EXPERIMENTAL haptic support.\r\n */\r\n hapticActuators?: Array<{\r\n pulse: (value: number, duration: number) => Promise\r\n }>;\r\n}\r\n\r\n/**\r\n * An Abstract Motion controller\r\n * This class receives an xrInput and a profile layout and uses those to initialize the components\r\n * Each component has an observable to check for changes in value and state\r\n */\r\nexport abstract class WebXRAbstractMotionController implements IDisposable {\r\n private _initComponent = (id: string) => {\r\n if (!id) { return; }\r\n const componentDef = this.layout.components[id];\r\n const type = componentDef.type;\r\n const buttonIndex = componentDef.gamepadIndices.button;\r\n // search for axes\r\n let axes: number[] = [];\r\n if (componentDef.gamepadIndices.xAxis !== undefined && componentDef.gamepadIndices.yAxis !== undefined) {\r\n axes.push(componentDef.gamepadIndices.xAxis, componentDef.gamepadIndices.yAxis);\r\n }\r\n\r\n this.components[id] = new WebXRControllerComponent(id, type, buttonIndex, axes);\r\n }\r\n\r\n private _modelReady: boolean = false;\r\n\r\n /**\r\n * A map of components (WebXRControllerComponent) in this motion controller\r\n * Components have a ComponentType and can also have both button and axis definitions\r\n */\r\n public readonly components: {\r\n [id: string]: WebXRControllerComponent\r\n } = {};\r\n\r\n /**\r\n * Disable the model's animation. Can be set at any time.\r\n */\r\n public disableAnimation: boolean = false;\r\n /**\r\n * Observers registered here will be triggered when the model of this controller is done loading\r\n */\r\n public onModelLoadedObservable: Observable = new Observable();\r\n /**\r\n * The profile id of this motion controller\r\n */\r\n public abstract profileId: string;\r\n /**\r\n * The root mesh of the model. It is null if the model was not yet initialized\r\n */\r\n public rootMesh: Nullable;\r\n\r\n /**\r\n * constructs a new abstract motion controller\r\n * @param scene the scene to which the model of the controller will be added\r\n * @param layout The profile layout to load\r\n * @param gamepadObject The gamepad object correlating to this controller\r\n * @param handedness handedness (left/right/none) of this controller\r\n * @param _doNotLoadControllerMesh set this flag to ignore the mesh loading\r\n */\r\n constructor(protected scene: Scene, protected layout: IMotionControllerLayout,\r\n /**\r\n * The gamepad object correlating to this controller\r\n */\r\n public gamepadObject: IMinimalMotionControllerObject,\r\n /**\r\n * handedness (left/right/none) of this controller\r\n */\r\n public handedness: MotionControllerHandedness,\r\n _doNotLoadControllerMesh: boolean = false) {\r\n // initialize the components\r\n if (layout.components) {\r\n Object.keys(layout.components).forEach(this._initComponent);\r\n }\r\n // Model is loaded in WebXRInput\r\n }\r\n\r\n /**\r\n * Dispose this controller, the model mesh and all its components\r\n */\r\n public dispose(): void {\r\n this.getComponentIds().forEach((id) => this.getComponent(id).dispose());\r\n if (this.rootMesh) {\r\n this.rootMesh.dispose();\r\n }\r\n }\r\n\r\n /**\r\n * Returns all components of specific type\r\n * @param type the type to search for\r\n * @return an array of components with this type\r\n */\r\n public getAllComponentsOfType(type: MotionControllerComponentType): WebXRControllerComponent[] {\r\n return this.getComponentIds().map((id) => this.components[id]).filter((component) => component.type === type);\r\n }\r\n\r\n /**\r\n * get a component based an its component id as defined in layout.components\r\n * @param id the id of the component\r\n * @returns the component correlates to the id or undefined if not found\r\n */\r\n public getComponent(id: string): WebXRControllerComponent {\r\n return this.components[id];\r\n }\r\n\r\n /**\r\n * Get the list of components available in this motion controller\r\n * @returns an array of strings correlating to available components\r\n */\r\n public getComponentIds(): string[] {\r\n return Object.keys(this.components);\r\n }\r\n\r\n /**\r\n * Get the first component of specific type\r\n * @param type type of component to find\r\n * @return a controller component or null if not found\r\n */\r\n public getComponentOfType(type: MotionControllerComponentType): Nullable {\r\n return this.getAllComponentsOfType(type)[0] || null;\r\n }\r\n\r\n /**\r\n * Get the main (Select) component of this controller as defined in the layout\r\n * @returns the main component of this controller\r\n */\r\n public getMainComponent(): WebXRControllerComponent {\r\n return this.getComponent(this.layout.selectComponentId);\r\n }\r\n\r\n /**\r\n * Loads the model correlating to this controller\r\n * When the mesh is loaded, the onModelLoadedObservable will be triggered\r\n * @returns A promise fulfilled with the result of the model loading\r\n */\r\n public async loadModel(): Promise {\r\n let useGeneric = !this._getModelLoadingConstraints();\r\n let loadingParams = this._getGenericFilenameAndPath();\r\n // Checking if GLB loader is present\r\n if (useGeneric) {\r\n Logger.Warn(\"Falling back to generic models\");\r\n } else {\r\n loadingParams = this._getFilenameAndPath();\r\n }\r\n return new Promise((resolve, reject) => {\r\n SceneLoader.ImportMesh(\"\", loadingParams.path, loadingParams.filename, this.scene, (meshes: AbstractMesh[]) => {\r\n if (useGeneric) {\r\n this._getGenericParentMesh(meshes);\r\n } else {\r\n this._setRootMesh(meshes);\r\n }\r\n this._processLoadedModel(meshes);\r\n this._modelReady = true;\r\n this.onModelLoadedObservable.notifyObservers(this);\r\n resolve(true);\r\n }, null, (_scene: Scene, message: string) => {\r\n Logger.Log(message);\r\n Logger.Warn(`Failed to retrieve controller model of type ${this.profileId} from the remote server: ${loadingParams.path}${loadingParams.filename}`);\r\n reject(message);\r\n });\r\n });\r\n }\r\n\r\n /**\r\n * Update this model using the current XRFrame\r\n * @param xrFrame the current xr frame to use and update the model\r\n */\r\n public updateFromXRFrame(xrFrame: XRFrame): void {\r\n this.getComponentIds().forEach((id) => this.getComponent(id).update(this.gamepadObject));\r\n this.updateModel(xrFrame);\r\n }\r\n\r\n /**\r\n * Backwards compatibility due to a deeply-integrated typo\r\n */\r\n public get handness() {\r\n return this.handedness;\r\n }\r\n\r\n /**\r\n * Pulse (vibrate) this controller\r\n * If the controller does not support pulses, this function will fail silently and return Promise directly after called\r\n * Consecutive calls to this function will cancel the last pulse call\r\n *\r\n * @param value the strength of the pulse in 0.0...1.0 range\r\n * @param duration Duration of the pulse in milliseconds\r\n * @param hapticActuatorIndex optional index of actuator (will usually be 0)\r\n * @returns a promise that will send true when the pulse has ended and false if the device doesn't support pulse or an error accrued\r\n */\r\n public pulse(value: number, duration: number, hapticActuatorIndex: number = 0): Promise {\r\n if (this.gamepadObject.hapticActuators && this.gamepadObject.hapticActuators[hapticActuatorIndex]) {\r\n return this.gamepadObject.hapticActuators[hapticActuatorIndex].pulse(value, duration);\r\n } else {\r\n return Promise.resolve(false);\r\n }\r\n }\r\n\r\n // Look through all children recursively. This will return null if no mesh exists with the given name.\r\n protected _getChildByName(node: AbstractMesh, name: string): AbstractMesh {\r\n return node.getChildren((n) => n.name === name, false)[0];\r\n }\r\n\r\n // Look through only immediate children. This will return null if no mesh exists with the given name.\r\n protected _getImmediateChildByName(node: AbstractMesh, name: string): AbstractMesh {\r\n return node.getChildren((n) => n.name == name, true)[0];\r\n }\r\n\r\n /**\r\n * Moves the axis on the controller mesh based on its current state\r\n * @param axis the index of the axis\r\n * @param axisValue the value of the axis which determines the meshes new position\r\n * @hidden\r\n */\r\n protected _lerpTransform(axisMap: IMotionControllerMeshMap, axisValue: number, fixValueCoordinates?: boolean): void {\r\n if (!axisMap.minMesh || !axisMap.maxMesh) {\r\n return;\r\n }\r\n\r\n if (!axisMap.minMesh.rotationQuaternion || !axisMap.maxMesh.rotationQuaternion || !axisMap.valueMesh.rotationQuaternion) {\r\n return;\r\n }\r\n\r\n // Convert from gamepad value range (-1 to +1) to lerp range (0 to 1)\r\n let lerpValue = fixValueCoordinates ? axisValue * 0.5 + 0.5 : axisValue;\r\n Quaternion.SlerpToRef(\r\n axisMap.minMesh.rotationQuaternion,\r\n axisMap.maxMesh.rotationQuaternion,\r\n lerpValue,\r\n axisMap.valueMesh.rotationQuaternion);\r\n Vector3.LerpToRef(\r\n axisMap.minMesh.position,\r\n axisMap.maxMesh.position,\r\n lerpValue,\r\n axisMap.valueMesh.position);\r\n }\r\n\r\n /**\r\n * Update the model itself with the current frame data\r\n * @param xrFrame the frame to use for updating the model mesh\r\n */\r\n protected updateModel(xrFrame: XRFrame): void {\r\n if (!this._modelReady) {\r\n return;\r\n }\r\n this._updateModel(xrFrame);\r\n }\r\n\r\n /**\r\n * Get the filename and path for this controller's model\r\n * @returns a map of filename and path\r\n */\r\n protected abstract _getFilenameAndPath(): { filename: string, path: string };\r\n /**\r\n * This function is called before the mesh is loaded. It checks for loading constraints.\r\n * For example, this function can check if the GLB loader is available\r\n * If this function returns false, the generic controller will be loaded instead\r\n * @returns Is the client ready to load the mesh\r\n */\r\n protected abstract _getModelLoadingConstraints(): boolean;\r\n /**\r\n * This function will be called after the model was successfully loaded and can be used\r\n * for mesh transformations before it is available for the user\r\n * @param meshes the loaded meshes\r\n */\r\n protected abstract _processLoadedModel(meshes: AbstractMesh[]): void;\r\n /**\r\n * Set the root mesh for this controller. Important for the WebXR controller class\r\n * @param meshes the loaded meshes\r\n */\r\n protected abstract _setRootMesh(meshes: AbstractMesh[]): void;\r\n /**\r\n * A function executed each frame that updates the mesh (if needed)\r\n * @param xrFrame the current xrFrame\r\n */\r\n protected abstract _updateModel(xrFrame: XRFrame): void;\r\n\r\n private _getGenericFilenameAndPath(): { filename: string, path: string } {\r\n return {\r\n filename: \"generic.babylon\",\r\n path: \"https://controllers.babylonjs.com/generic/\"\r\n };\r\n }\r\n\r\n private _getGenericParentMesh(meshes: AbstractMesh[]): void {\r\n this.rootMesh = new Mesh(this.profileId + \" \" + this.handedness, this.scene);\r\n\r\n meshes.forEach((mesh) => {\r\n if (!mesh.parent) {\r\n mesh.isPickable = false;\r\n mesh.setParent(this.rootMesh);\r\n }\r\n });\r\n\r\n this.rootMesh.rotationQuaternion = Quaternion.FromEulerAngles(0, Math.PI, 0);\r\n }\r\n}","import { IMinimalMotionControllerObject, MotionControllerComponentType } from \"./webXRAbstractMotionController\";\r\nimport { Observable } from '../../Misc/observable';\r\nimport { IDisposable } from '../../scene';\r\n\r\n/**\r\n * X-Y values for axes in WebXR\r\n */\r\nexport interface IWebXRMotionControllerAxesValue {\r\n /**\r\n * The value of the x axis\r\n */\r\n x: number;\r\n /**\r\n * The value of the y-axis\r\n */\r\n y: number;\r\n}\r\n\r\n/**\r\n * changed / previous values for the values of this component\r\n */\r\nexport interface IWebXRMotionControllerComponentChangesValues {\r\n /**\r\n * current (this frame) value\r\n */\r\n current: T;\r\n /**\r\n * previous (last change) value\r\n */\r\n previous: T;\r\n}\r\n\r\n/**\r\n * Represents changes in the component between current frame and last values recorded\r\n */\r\nexport interface IWebXRMotionControllerComponentChanges {\r\n /**\r\n * will be populated with previous and current values if axes changed\r\n */\r\n axes?: IWebXRMotionControllerComponentChangesValues;\r\n /**\r\n * will be populated with previous and current values if pressed changed\r\n */\r\n pressed?: IWebXRMotionControllerComponentChangesValues;\r\n /**\r\n * will be populated with previous and current values if touched changed\r\n */\r\n touched?: IWebXRMotionControllerComponentChangesValues;\r\n /**\r\n * will be populated with previous and current values if value changed\r\n */\r\n value?: IWebXRMotionControllerComponentChangesValues;\r\n}\r\n/**\r\n * This class represents a single component (for example button or thumbstick) of a motion controller\r\n */\r\nexport class WebXRControllerComponent implements IDisposable {\r\n private _axes: IWebXRMotionControllerAxesValue = {\r\n x: 0,\r\n y: 0\r\n };\r\n private _changes: IWebXRMotionControllerComponentChanges = {};\r\n private _currentValue: number = 0;\r\n private _hasChanges: boolean = false;\r\n private _pressed: boolean = false;\r\n private _touched: boolean = false;\r\n\r\n /**\r\n * button component type\r\n */\r\n public static BUTTON_TYPE: MotionControllerComponentType = \"button\";\r\n /**\r\n * squeeze component type\r\n */\r\n public static SQUEEZE_TYPE: MotionControllerComponentType = \"squeeze\";\r\n /**\r\n * Thumbstick component type\r\n */\r\n public static THUMBSTICK_TYPE: MotionControllerComponentType = \"thumbstick\";\r\n /**\r\n * Touchpad component type\r\n */\r\n public static TOUCHPAD_TYPE: MotionControllerComponentType = \"touchpad\";\r\n /**\r\n * trigger component type\r\n */\r\n public static TRIGGER_TYPE: MotionControllerComponentType = \"trigger\";\r\n\r\n /**\r\n * If axes are available for this component (like a touchpad or thumbstick) the observers will be notified when\r\n * the axes data changes\r\n */\r\n public onAxisValueChangedObservable: Observable<{ x: number, y: number }> = new Observable();\r\n /**\r\n * Observers registered here will be triggered when the state of a button changes\r\n * State change is either pressed / touched / value\r\n */\r\n public onButtonStateChangedObservable: Observable = new Observable();\r\n\r\n /**\r\n * Creates a new component for a motion controller.\r\n * It is created by the motion controller itself\r\n *\r\n * @param id the id of this component\r\n * @param type the type of the component\r\n * @param _buttonIndex index in the buttons array of the gamepad\r\n * @param _axesIndices indices of the values in the axes array of the gamepad\r\n */\r\n constructor(\r\n /**\r\n * the id of this component\r\n */\r\n public id: string,\r\n /**\r\n * the type of the component\r\n */\r\n public type: MotionControllerComponentType,\r\n private _buttonIndex: number = -1,\r\n private _axesIndices: number[] = []) {\r\n }\r\n\r\n /**\r\n * The current axes data. If this component has no axes it will still return an object { x: 0, y: 0 }\r\n */\r\n public get axes(): IWebXRMotionControllerAxesValue {\r\n return this._axes;\r\n }\r\n\r\n /**\r\n * Get the changes. Elements will be populated only if they changed with their previous and current value\r\n */\r\n public get changes(): IWebXRMotionControllerComponentChanges {\r\n return this._changes;\r\n }\r\n\r\n /**\r\n * Return whether or not the component changed the last frame\r\n */\r\n public get hasChanges(): boolean {\r\n return this._hasChanges;\r\n }\r\n\r\n /**\r\n * is the button currently pressed\r\n */\r\n public get pressed(): boolean {\r\n return this._pressed;\r\n }\r\n\r\n /**\r\n * is the button currently touched\r\n */\r\n public get touched(): boolean {\r\n return this._touched;\r\n }\r\n\r\n /**\r\n * Get the current value of this component\r\n */\r\n public get value(): number {\r\n return this._currentValue;\r\n }\r\n\r\n /**\r\n * Dispose this component\r\n */\r\n public dispose(): void {\r\n this.onAxisValueChangedObservable.clear();\r\n this.onButtonStateChangedObservable.clear();\r\n }\r\n\r\n /**\r\n * Are there axes correlating to this component\r\n * @return true is axes data is available\r\n */\r\n public isAxes(): boolean {\r\n return this._axesIndices.length !== 0;\r\n }\r\n\r\n /**\r\n * Is this component a button (hence - pressable)\r\n * @returns true if can be pressed\r\n */\r\n public isButton(): boolean {\r\n return this._buttonIndex !== -1;\r\n }\r\n\r\n /**\r\n * update this component using the gamepad object it is in. Called on every frame\r\n * @param nativeController the native gamepad controller object\r\n */\r\n public update(nativeController: IMinimalMotionControllerObject) {\r\n let buttonUpdated = false;\r\n let axesUpdate = false;\r\n this._hasChanges = false;\r\n this._changes = {};\r\n\r\n if (this.isButton()) {\r\n const button = nativeController.buttons[this._buttonIndex];\r\n // defensive, in case a profile was forced\r\n if (!button) {\r\n return;\r\n }\r\n if (this._currentValue !== button.value) {\r\n this.changes.value = {\r\n current: button.value,\r\n previous: this._currentValue\r\n };\r\n buttonUpdated = true;\r\n this._currentValue = button.value;\r\n }\r\n if (this._touched !== button.touched) {\r\n this.changes.touched = {\r\n current: button.touched,\r\n previous: this._touched\r\n };\r\n buttonUpdated = true;\r\n this._touched = button.touched;\r\n }\r\n if (this._pressed !== button.pressed) {\r\n this.changes.pressed = {\r\n current: button.pressed,\r\n previous: this._pressed\r\n };\r\n buttonUpdated = true;\r\n this._pressed = button.pressed;\r\n }\r\n }\r\n\r\n if (this.isAxes()) {\r\n if (this._axes.x !== nativeController.axes[this._axesIndices[0]]) {\r\n this.changes.axes = {\r\n current: {\r\n x: nativeController.axes[this._axesIndices[0]],\r\n y: this._axes.y\r\n },\r\n previous: {\r\n x: this._axes.x,\r\n y: this._axes.y\r\n }\r\n };\r\n this._axes.x = nativeController.axes[this._axesIndices[0]];\r\n axesUpdate = true;\r\n }\r\n\r\n if (this._axes.y !== nativeController.axes[this._axesIndices[1]]) {\r\n if (this.changes.axes) {\r\n this.changes.axes.current.y = nativeController.axes[this._axesIndices[1]];\r\n } else {\r\n this.changes.axes = {\r\n current: {\r\n x: this._axes.x,\r\n y: nativeController.axes[this._axesIndices[1]]\r\n },\r\n previous: {\r\n x: this._axes.x,\r\n y: this._axes.y\r\n }\r\n };\r\n }\r\n this._axes.y = nativeController.axes[this._axesIndices[1]];\r\n axesUpdate = true;\r\n }\r\n }\r\n\r\n if (buttonUpdated) {\r\n this._hasChanges = true;\r\n this.onButtonStateChangedObservable.notifyObservers(this);\r\n }\r\n if (axesUpdate) {\r\n this._hasChanges = true;\r\n this.onAxisValueChangedObservable.notifyObservers(this._axes);\r\n }\r\n }\r\n}","import {\r\n WebXRAbstractMotionController,\r\n IMinimalMotionControllerObject,\r\n MotionControllerHandedness,\r\n IMotionControllerLayoutMap\r\n} from \"./webXRAbstractMotionController\";\r\nimport { AbstractMesh } from '../../Meshes/abstractMesh';\r\nimport { Scene } from '../../scene';\r\nimport { Mesh } from '../../Meshes/mesh';\r\nimport { Quaternion } from '../../Maths/math.vector';\r\n\r\n/**\r\n * A generic trigger-only motion controller for WebXR\r\n */\r\nexport class WebXRGenericTriggerMotionController extends WebXRAbstractMotionController {\r\n /**\r\n * Static version of the profile id of this controller\r\n */\r\n public static ProfileId = \"generic-trigger\";\r\n\r\n public profileId = WebXRGenericTriggerMotionController.ProfileId;\r\n\r\n constructor(scene: Scene, gamepadObject: IMinimalMotionControllerObject, handedness: MotionControllerHandedness) {\r\n super(scene, GenericTriggerLayout[handedness], gamepadObject, handedness);\r\n }\r\n\r\n protected _getFilenameAndPath(): { filename: string; path: string; } {\r\n return {\r\n filename: \"generic.babylon\",\r\n path: \"https://controllers.babylonjs.com/generic/\"\r\n };\r\n }\r\n\r\n protected _getModelLoadingConstraints(): boolean {\r\n return true;\r\n }\r\n\r\n protected _processLoadedModel(meshes: AbstractMesh[]): void {\r\n // nothing to do\r\n }\r\n\r\n protected _setRootMesh(meshes: AbstractMesh[]): void {\r\n this.rootMesh = new Mesh(this.profileId + \" \" + this.handedness, this.scene);\r\n\r\n meshes.forEach((mesh) => {\r\n mesh.isPickable = false;\r\n if (!mesh.parent) {\r\n mesh.setParent(this.rootMesh);\r\n }\r\n });\r\n\r\n this.rootMesh.rotationQuaternion = Quaternion.FromEulerAngles(0, Math.PI, 0);\r\n }\r\n\r\n protected _updateModel(): void {\r\n // no-op\r\n }\r\n}\r\n\r\n// https://github.com/immersive-web/webxr-input-profiles/blob/master/packages/registry/profiles/generic/generic-trigger-touchpad-thumbstick.json\r\nconst GenericTriggerLayout: IMotionControllerLayoutMap = {\r\n \"left\": {\r\n \"selectComponentId\": \"xr-standard-trigger\",\r\n \"components\": {\r\n \"xr-standard-trigger\": {\r\n \"type\": \"trigger\",\r\n \"gamepadIndices\": {\r\n \"button\": 0\r\n },\r\n \"rootNodeName\": \"xr_standard_trigger\",\r\n \"visualResponses\": {}\r\n }\r\n },\r\n \"gamepadMapping\": \"xr-standard\",\r\n \"rootNodeName\": \"generic-trigger-left\",\r\n \"assetPath\": \"left.glb\"\r\n },\r\n \"right\": {\r\n \"selectComponentId\": \"xr-standard-trigger\",\r\n \"components\": {\r\n \"xr-standard-trigger\": {\r\n \"type\": \"trigger\",\r\n \"gamepadIndices\": {\r\n \"button\": 0\r\n },\r\n \"rootNodeName\": \"xr_standard_trigger\",\r\n \"visualResponses\": {}\r\n }\r\n },\r\n \"gamepadMapping\": \"xr-standard\",\r\n \"rootNodeName\": \"generic-trigger-right\",\r\n \"assetPath\": \"right.glb\"\r\n },\r\n \"none\": {\r\n \"selectComponentId\": \"xr-standard-trigger\",\r\n \"components\": {\r\n \"xr-standard-trigger\": {\r\n \"type\": \"trigger\",\r\n \"gamepadIndices\": {\r\n \"button\": 0\r\n },\r\n \"rootNodeName\": \"xr_standard_trigger\",\r\n \"visualResponses\": {}\r\n }\r\n },\r\n \"gamepadMapping\": \"xr-standard\",\r\n \"rootNodeName\": \"generic-trigger-none\",\r\n \"assetPath\": \"none.glb\"\r\n }\r\n};","import {\r\n IMotionControllerLayoutMap,\r\n IMinimalMotionControllerObject,\r\n MotionControllerHandedness,\r\n WebXRAbstractMotionController\r\n} from \"./webXRAbstractMotionController\";\r\nimport { Scene } from '../../scene';\r\nimport { AbstractMesh } from '../../Meshes/abstractMesh';\r\nimport { Mesh } from '../../Meshes/mesh';\r\nimport { Quaternion } from '../../Maths/math.vector';\r\nimport { WebXRMotionControllerManager } from './webXRMotionControllerManager';\r\n\r\n/**\r\n * The motion controller class for the standard HTC-Vive controllers\r\n */\r\nexport class WebXRHTCViveMotionController extends WebXRAbstractMotionController {\r\n private _modelRootNode: AbstractMesh;\r\n\r\n /**\r\n * The base url used to load the left and right controller models\r\n */\r\n public static MODEL_BASE_URL: string = 'https://controllers.babylonjs.com/vive/';\r\n /**\r\n * File name for the controller model.\r\n */\r\n public static MODEL_FILENAME: string = 'wand.babylon';\r\n\r\n public profileId = \"htc-vive\";\r\n\r\n /**\r\n * Create a new Vive motion controller object\r\n * @param scene the scene to use to create this controller\r\n * @param gamepadObject the corresponding gamepad object\r\n * @param handedness the handedness of the controller\r\n */\r\n constructor(scene: Scene,\r\n gamepadObject: IMinimalMotionControllerObject,\r\n handedness: MotionControllerHandedness) {\r\n super(scene, HTCViveLayout[handedness], gamepadObject, handedness);\r\n }\r\n\r\n protected _getFilenameAndPath(): { filename: string; path: string; } {\r\n let filename = WebXRHTCViveMotionController.MODEL_FILENAME;\r\n let path = WebXRHTCViveMotionController.MODEL_BASE_URL;\r\n\r\n return {\r\n filename,\r\n path\r\n };\r\n }\r\n\r\n protected _getModelLoadingConstraints(): boolean {\r\n return true;\r\n }\r\n\r\n protected _processLoadedModel(_meshes: AbstractMesh[]): void {\r\n this.getComponentIds().forEach((id) => {\r\n const comp = id && this.getComponent(id);\r\n if (comp) {\r\n comp.onButtonStateChangedObservable.add((component) => {\r\n if (!this.rootMesh || this.disableAnimation) { return; }\r\n\r\n switch (id) {\r\n case \"xr-standard-trigger\":\r\n ((this._modelRootNode.getChildren()[6])).rotation.x = -component.value * 0.15;\r\n return;\r\n case \"xr-standard-touchpad\":\r\n return;\r\n case \"xr-standard-squeeze\":\r\n return;\r\n }\r\n }, undefined, true);\r\n }\r\n });\r\n }\r\n\r\n protected _setRootMesh(meshes: AbstractMesh[]): void {\r\n this.rootMesh = new Mesh(this.profileId + \" \" + this.handedness, this.scene);\r\n\r\n meshes.forEach((mesh) => { mesh.isPickable = false; });\r\n this._modelRootNode = meshes[1];\r\n this._modelRootNode.parent = this.rootMesh;\r\n if (!this.scene.useRightHandedSystem) {\r\n this.rootMesh.rotationQuaternion = Quaternion.FromEulerAngles(0, Math.PI, 0);\r\n }\r\n }\r\n\r\n protected _updateModel(): void {\r\n // no-op. model is updated using observables.\r\n }\r\n}\r\n\r\n// register the profile\r\nWebXRMotionControllerManager.RegisterController(\"htc-vive\", (xrInput: XRInputSource, scene: Scene) => {\r\n return new WebXRHTCViveMotionController(scene, (xrInput.gamepad), xrInput.handedness);\r\n});\r\n\r\n// WebXRMotionControllerManager.RegisterController(\"htc-vive-legacy\", (xrInput: XRInputSource, scene: Scene) => {\r\n// return new WebXRHTCViveMotionController(scene, (xrInput.gamepad), xrInput.handedness, true);\r\n// });\r\n\r\nconst HTCViveLayout: IMotionControllerLayoutMap = {\r\n \"left\": {\r\n \"selectComponentId\": \"xr-standard-trigger\",\r\n \"components\": {\r\n \"xr-standard-trigger\": {\r\n \"type\": \"trigger\",\r\n \"gamepadIndices\": {\r\n \"button\": 0\r\n },\r\n \"rootNodeName\": \"xr_standard_trigger\",\r\n \"visualResponses\": {\r\n }\r\n },\r\n \"xr-standard-squeeze\": {\r\n \"type\": \"squeeze\",\r\n \"gamepadIndices\": {\r\n \"button\": 1\r\n },\r\n \"rootNodeName\": \"xr_standard_squeeze\",\r\n \"visualResponses\": {\r\n }\r\n },\r\n \"xr-standard-touchpad\": {\r\n \"type\": \"touchpad\",\r\n \"gamepadIndices\": {\r\n \"button\": 2,\r\n \"xAxis\": 0,\r\n \"yAxis\": 1\r\n },\r\n \"rootNodeName\": \"xr_standard_touchpad\",\r\n \"visualResponses\": {\r\n },\r\n },\r\n \"menu\": {\r\n \"type\": \"button\",\r\n \"gamepadIndices\": {\r\n \"button\": 4\r\n },\r\n \"rootNodeName\": \"menu\",\r\n \"visualResponses\": {\r\n }\r\n }\r\n },\r\n \"gamepadMapping\": \"xr-standard\",\r\n \"rootNodeName\": \"htc_vive_none\",\r\n \"assetPath\": \"none.glb\"\r\n },\r\n \"right\": {\r\n \"selectComponentId\": \"xr-standard-trigger\",\r\n \"components\": {\r\n \"xr-standard-trigger\": {\r\n \"type\": \"trigger\",\r\n \"gamepadIndices\": {\r\n \"button\": 0\r\n },\r\n \"rootNodeName\": \"xr_standard_trigger\",\r\n \"visualResponses\": {\r\n }\r\n },\r\n \"xr-standard-squeeze\": {\r\n \"type\": \"squeeze\",\r\n \"gamepadIndices\": {\r\n \"button\": 1\r\n },\r\n \"rootNodeName\": \"xr_standard_squeeze\",\r\n \"visualResponses\": {\r\n }\r\n },\r\n \"xr-standard-touchpad\": {\r\n \"type\": \"touchpad\",\r\n \"gamepadIndices\": {\r\n \"button\": 2,\r\n \"xAxis\": 0,\r\n \"yAxis\": 1\r\n },\r\n \"rootNodeName\": \"xr_standard_touchpad\",\r\n \"visualResponses\": {\r\n },\r\n },\r\n \"menu\": {\r\n \"type\": \"button\",\r\n \"gamepadIndices\": {\r\n \"button\": 4\r\n },\r\n \"rootNodeName\": \"menu\",\r\n \"visualResponses\": {\r\n }\r\n }\r\n },\r\n \"gamepadMapping\": \"xr-standard\",\r\n \"rootNodeName\": \"htc_vive_none\",\r\n \"assetPath\": \"none.glb\"\r\n },\r\n \"none\": {\r\n \"selectComponentId\": \"xr-standard-trigger\",\r\n \"components\": {\r\n \"xr-standard-trigger\": {\r\n \"type\": \"trigger\",\r\n \"gamepadIndices\": {\r\n \"button\": 0\r\n },\r\n \"rootNodeName\": \"xr_standard_trigger\",\r\n \"visualResponses\": {\r\n }\r\n },\r\n \"xr-standard-squeeze\": {\r\n \"type\": \"squeeze\",\r\n \"gamepadIndices\": {\r\n \"button\": 1\r\n },\r\n \"rootNodeName\": \"xr_standard_squeeze\",\r\n \"visualResponses\": {\r\n }\r\n },\r\n \"xr-standard-touchpad\": {\r\n \"type\": \"touchpad\",\r\n \"gamepadIndices\": {\r\n \"button\": 2,\r\n \"xAxis\": 0,\r\n \"yAxis\": 1\r\n },\r\n \"rootNodeName\": \"xr_standard_touchpad\",\r\n \"visualResponses\": {\r\n },\r\n },\r\n \"menu\": {\r\n \"type\": \"button\",\r\n \"gamepadIndices\": {\r\n \"button\": 4\r\n },\r\n \"rootNodeName\": \"menu\",\r\n \"visualResponses\": {\r\n }\r\n }\r\n },\r\n \"gamepadMapping\": \"xr-standard\",\r\n \"rootNodeName\": \"htc-vive-none\",\r\n \"assetPath\": \"none.glb\"\r\n }\r\n};\r\n","import {\r\n WebXRAbstractMotionController,\r\n IMinimalMotionControllerObject,\r\n MotionControllerHandedness,\r\n IMotionControllerLayoutMap\r\n} from \"./webXRAbstractMotionController\";\r\nimport { WebXRMotionControllerManager } from './webXRMotionControllerManager';\r\nimport { AbstractMesh } from '../../Meshes/abstractMesh';\r\nimport { Scene } from '../../scene';\r\nimport { Mesh } from '../../Meshes/mesh';\r\nimport { Quaternion } from '../../Maths/math.vector';\r\nimport { SceneLoader } from '../../Loading/sceneLoader';\r\nimport { Logger } from '../../Misc/logger';\r\n\r\n/**\r\n * The motion controller class for all microsoft mixed reality controllers\r\n */\r\nexport class WebXRMicrosoftMixedRealityController extends WebXRAbstractMotionController {\r\n // use this in the future - https://github.com/immersive-web/webxr-input-profiles/tree/master/packages/assets/profiles/microsoft\r\n protected readonly _mapping = {\r\n defaultButton: {\r\n \"valueNodeName\": \"VALUE\",\r\n \"unpressedNodeName\": \"UNPRESSED\",\r\n \"pressedNodeName\": \"PRESSED\"\r\n },\r\n defaultAxis: {\r\n \"valueNodeName\": \"VALUE\",\r\n \"minNodeName\": \"MIN\",\r\n \"maxNodeName\": \"MAX\"\r\n },\r\n buttons: {\r\n \"xr-standard-trigger\": {\r\n \"rootNodeName\": \"SELECT\",\r\n \"componentProperty\": \"button\",\r\n \"states\": [\"default\", \"touched\", \"pressed\"]\r\n },\r\n \"xr-standard-squeeze\": {\r\n \"rootNodeName\": \"GRASP\",\r\n \"componentProperty\": \"state\",\r\n \"states\": [\"pressed\"]\r\n },\r\n \"xr-standard-touchpad\": {\r\n \"rootNodeName\": \"TOUCHPAD_PRESS\",\r\n \"labelAnchorNodeName\": \"squeeze-label\",\r\n \"touchPointNodeName\": \"TOUCH\" // TODO - use this for visual feedback\r\n },\r\n \"xr-standard-thumbstick\": {\r\n \"rootNodeName\": \"THUMBSTICK_PRESS\",\r\n \"componentProperty\": \"state\",\r\n \"states\": [\"pressed\"],\r\n }\r\n },\r\n axes: {\r\n \"xr-standard-touchpad\": {\r\n \"x-axis\": {\r\n \"rootNodeName\": \"TOUCHPAD_TOUCH_X\"\r\n },\r\n \"y-axis\": {\r\n \"rootNodeName\": \"TOUCHPAD_TOUCH_Y\"\r\n }\r\n },\r\n \"xr-standard-thumbstick\": {\r\n \"x-axis\": {\r\n \"rootNodeName\": \"THUMBSTICK_X\"\r\n },\r\n \"y-axis\": {\r\n \"rootNodeName\": \"THUMBSTICK_Y\"\r\n }\r\n }\r\n }\r\n };\r\n\r\n /**\r\n * The base url used to load the left and right controller models\r\n */\r\n public static MODEL_BASE_URL: string = 'https://controllers.babylonjs.com/microsoft/';\r\n /**\r\n * The name of the left controller model file\r\n */\r\n public static MODEL_LEFT_FILENAME: string = 'left.glb';\r\n /**\r\n * The name of the right controller model file\r\n */\r\n public static MODEL_RIGHT_FILENAME: string = 'right.glb';\r\n\r\n public profileId = \"microsoft-mixed-reality\";\r\n\r\n constructor(scene: Scene, gamepadObject: IMinimalMotionControllerObject, handedness: MotionControllerHandedness) {\r\n super(scene, MixedRealityProfile[\"left-right\"], gamepadObject, handedness);\r\n }\r\n\r\n protected _getFilenameAndPath(): { filename: string; path: string; } {\r\n let filename = \"\";\r\n if (this.handedness === 'left') {\r\n filename = WebXRMicrosoftMixedRealityController.MODEL_LEFT_FILENAME;\r\n }\r\n else { // Right is the default if no hand is specified\r\n filename = WebXRMicrosoftMixedRealityController.MODEL_RIGHT_FILENAME;\r\n }\r\n\r\n const device = 'default';\r\n let path = WebXRMicrosoftMixedRealityController.MODEL_BASE_URL + device + '/';\r\n return {\r\n filename,\r\n path\r\n };\r\n }\r\n\r\n protected _getModelLoadingConstraints(): boolean {\r\n const glbLoaded = SceneLoader.IsPluginForExtensionAvailable(\".glb\");\r\n if (!glbLoaded) {\r\n Logger.Warn('glTF / glb loaded was not registered, using generic controller instead');\r\n }\r\n return glbLoaded;\r\n }\r\n\r\n protected _processLoadedModel(_meshes: AbstractMesh[]): void {\r\n if (!this.rootMesh) { return; }\r\n\r\n // Button Meshes\r\n this.getComponentIds().forEach((id, i) => {\r\n if (this.disableAnimation) {\r\n return;\r\n }\r\n if (id && this.rootMesh) {\r\n const buttonMap = (this._mapping.buttons)[id];\r\n const buttonMeshName = buttonMap.rootNodeName;\r\n if (!buttonMeshName) {\r\n Logger.Log('Skipping unknown button at index: ' + i + ' with mapped name: ' + id);\r\n return;\r\n }\r\n\r\n var buttonMesh = this._getChildByName(this.rootMesh, buttonMeshName);\r\n if (!buttonMesh) {\r\n Logger.Warn('Missing button mesh with name: ' + buttonMeshName);\r\n return;\r\n }\r\n\r\n buttonMap.valueMesh = this._getImmediateChildByName(buttonMesh, this._mapping.defaultButton.valueNodeName);\r\n buttonMap.pressedMesh = this._getImmediateChildByName(buttonMesh, this._mapping.defaultButton.pressedNodeName);\r\n buttonMap.unpressedMesh = this._getImmediateChildByName(buttonMesh, this._mapping.defaultButton.unpressedNodeName);\r\n\r\n if (buttonMap.valueMesh && buttonMap.pressedMesh && buttonMap.unpressedMesh) {\r\n const comp = this.getComponent(id);\r\n if (comp) {\r\n comp.onButtonStateChangedObservable.add((component) => {\r\n this._lerpTransform(buttonMap, component.value);\r\n }, undefined, true);\r\n }\r\n } else {\r\n // If we didn't find the mesh, it simply means this button won't have transforms applied as mapped button value changes.\r\n Logger.Warn('Missing button submesh under mesh with name: ' + buttonMeshName);\r\n }\r\n }\r\n\r\n });\r\n\r\n // Axis Meshes\r\n this.getComponentIds().forEach((id, i) => {\r\n const comp = this.getComponent(id);\r\n if (!comp.isAxes()) {\r\n return;\r\n }\r\n\r\n [\"x-axis\", \"y-axis\"].forEach((axis) => {\r\n if (!this.rootMesh) { return; }\r\n const axisMap = (this._mapping.axes)[id][axis];\r\n\r\n var axisMesh = this._getChildByName(this.rootMesh, axisMap.rootNodeName);\r\n if (!axisMesh) {\r\n Logger.Warn('Missing axis mesh with name: ' + axisMap.rootNodeName);\r\n return;\r\n }\r\n\r\n axisMap.valueMesh = this._getImmediateChildByName(axisMesh, this._mapping.defaultAxis.valueNodeName);\r\n axisMap.minMesh = this._getImmediateChildByName(axisMesh, this._mapping.defaultAxis.minNodeName);\r\n axisMap.maxMesh = this._getImmediateChildByName(axisMesh, this._mapping.defaultAxis.maxNodeName);\r\n\r\n if (axisMap.valueMesh && axisMap.minMesh && axisMap.maxMesh) {\r\n if (comp) {\r\n comp.onAxisValueChangedObservable.add((axisValues) => {\r\n const value = axis === \"x-axis\" ? axisValues.x : axisValues.y;\r\n this._lerpTransform(axisMap, value, true);\r\n }, undefined, true);\r\n }\r\n\r\n } else {\r\n // If we didn't find the mesh, it simply means this button won't have transforms applied as mapped button value changes.\r\n Logger.Warn('Missing axis submesh under mesh with name: ' + axisMap.rootNodeName);\r\n }\r\n\r\n });\r\n });\r\n }\r\n\r\n protected _setRootMesh(meshes: AbstractMesh[]): void {\r\n this.rootMesh = new Mesh(this.profileId + \" \" + this.handedness, this.scene);\r\n this.rootMesh.isPickable = false;\r\n let rootMesh;\r\n // Find the root node in the loaded glTF scene, and attach it as a child of 'parentMesh'\r\n for (let i = 0; i < meshes.length; i++) {\r\n let mesh = meshes[i];\r\n\r\n mesh.isPickable = false;\r\n\r\n if (!mesh.parent) {\r\n // Handle root node, attach to the new parentMesh\r\n rootMesh = mesh;\r\n }\r\n }\r\n\r\n if (rootMesh) {\r\n rootMesh.setParent(this.rootMesh);\r\n }\r\n\r\n if (!this.scene.useRightHandedSystem) {\r\n this.rootMesh.rotationQuaternion = Quaternion.FromEulerAngles(0, Math.PI, 0);\r\n }\r\n }\r\n\r\n protected _updateModel(): void {\r\n // no-op. model is updated using observables.\r\n }\r\n}\r\n\r\n// register the profile\r\nWebXRMotionControllerManager.RegisterController(\"windows-mixed-reality\", (xrInput: XRInputSource, scene: Scene) => {\r\n return new WebXRMicrosoftMixedRealityController(scene, (xrInput.gamepad), xrInput.handedness);\r\n});\r\n\r\n// https://github.com/immersive-web/webxr-input-profiles/blob/master/packages/registry/profiles/microsoft/microsoft-mixed-reality.json\r\nconst MixedRealityProfile: IMotionControllerLayoutMap = {\r\n \"left\": {\r\n \"selectComponentId\": \"xr-standard-trigger\",\r\n \"components\": {\r\n \"xr-standard-trigger\": {\r\n \"type\": \"trigger\",\r\n \"gamepadIndices\": {\r\n \"button\": 0\r\n },\r\n \"rootNodeName\": \"xr_standard_trigger\",\r\n \"visualResponses\": {\r\n \"xr_standard_trigger_pressed\": {\r\n \"componentProperty\": \"button\",\r\n \"states\": [\r\n \"default\",\r\n \"touched\",\r\n \"pressed\"\r\n ],\r\n \"valueNodeProperty\": \"transform\",\r\n \"valueNodeName\": \"xr_standard_trigger_pressed_value\",\r\n \"minNodeName\": \"xr_standard_trigger_pressed_min\",\r\n \"maxNodeName\": \"xr_standard_trigger_pressed_max\"\r\n }\r\n }\r\n },\r\n \"xr-standard-squeeze\": {\r\n \"type\": \"squeeze\",\r\n \"gamepadIndices\": {\r\n \"button\": 1\r\n },\r\n \"rootNodeName\": \"xr_standard_squeeze\",\r\n \"visualResponses\": {\r\n \"xr_standard_squeeze_pressed\": {\r\n \"componentProperty\": \"button\",\r\n \"states\": [\r\n \"default\",\r\n \"touched\",\r\n \"pressed\"\r\n ],\r\n \"valueNodeProperty\": \"transform\",\r\n \"valueNodeName\": \"xr_standard_squeeze_pressed_value\",\r\n \"minNodeName\": \"xr_standard_squeeze_pressed_min\",\r\n \"maxNodeName\": \"xr_standard_squeeze_pressed_max\"\r\n }\r\n }\r\n },\r\n \"xr-standard-touchpad\": {\r\n \"type\": \"touchpad\",\r\n \"gamepadIndices\": {\r\n \"button\": 2,\r\n \"xAxis\": 0,\r\n \"yAxis\": 1\r\n },\r\n \"rootNodeName\": \"xr_standard_touchpad\",\r\n \"visualResponses\": {\r\n \"xr_standard_touchpad_pressed\": {\r\n \"componentProperty\": \"button\",\r\n \"states\": [\r\n \"default\",\r\n \"touched\",\r\n \"pressed\"\r\n ],\r\n \"valueNodeProperty\": \"transform\",\r\n \"valueNodeName\": \"xr_standard_touchpad_pressed_value\",\r\n \"minNodeName\": \"xr_standard_touchpad_pressed_min\",\r\n \"maxNodeName\": \"xr_standard_touchpad_pressed_max\"\r\n },\r\n \"xr_standard_touchpad_xaxis_pressed\": {\r\n \"componentProperty\": \"xAxis\",\r\n \"states\": [\r\n \"default\",\r\n \"touched\",\r\n \"pressed\"\r\n ],\r\n \"valueNodeProperty\": \"transform\",\r\n \"valueNodeName\": \"xr_standard_touchpad_xaxis_pressed_value\",\r\n \"minNodeName\": \"xr_standard_touchpad_xaxis_pressed_min\",\r\n \"maxNodeName\": \"xr_standard_touchpad_xaxis_pressed_max\"\r\n },\r\n \"xr_standard_touchpad_yaxis_pressed\": {\r\n \"componentProperty\": \"yAxis\",\r\n \"states\": [\r\n \"default\",\r\n \"touched\",\r\n \"pressed\"\r\n ],\r\n \"valueNodeProperty\": \"transform\",\r\n \"valueNodeName\": \"xr_standard_touchpad_yaxis_pressed_value\",\r\n \"minNodeName\": \"xr_standard_touchpad_yaxis_pressed_min\",\r\n \"maxNodeName\": \"xr_standard_touchpad_yaxis_pressed_max\"\r\n },\r\n \"xr_standard_touchpad_xaxis_touched\": {\r\n \"componentProperty\": \"xAxis\",\r\n \"states\": [\r\n \"default\",\r\n \"touched\",\r\n \"pressed\"\r\n ],\r\n \"valueNodeProperty\": \"transform\",\r\n \"valueNodeName\": \"xr_standard_touchpad_xaxis_touched_value\",\r\n \"minNodeName\": \"xr_standard_touchpad_xaxis_touched_min\",\r\n \"maxNodeName\": \"xr_standard_touchpad_xaxis_touched_max\"\r\n },\r\n \"xr_standard_touchpad_yaxis_touched\": {\r\n \"componentProperty\": \"yAxis\",\r\n \"states\": [\r\n \"default\",\r\n \"touched\",\r\n \"pressed\"\r\n ],\r\n \"valueNodeProperty\": \"transform\",\r\n \"valueNodeName\": \"xr_standard_touchpad_yaxis_touched_value\",\r\n \"minNodeName\": \"xr_standard_touchpad_yaxis_touched_min\",\r\n \"maxNodeName\": \"xr_standard_touchpad_yaxis_touched_max\"\r\n },\r\n \"xr_standard_touchpad_axes_touched\": {\r\n \"componentProperty\": \"state\",\r\n \"states\": [\r\n \"touched\",\r\n \"pressed\"\r\n ],\r\n \"valueNodeProperty\": \"visibility\",\r\n \"valueNodeName\": \"xr_standard_touchpad_axes_touched_value\"\r\n }\r\n },\r\n \"touchPointNodeName\": \"xr_standard_touchpad_axes_touched_value\"\r\n },\r\n \"xr-standard-thumbstick\": {\r\n \"type\": \"thumbstick\",\r\n \"gamepadIndices\": {\r\n \"button\": 3,\r\n \"xAxis\": 2,\r\n \"yAxis\": 3\r\n },\r\n \"rootNodeName\": \"xr_standard_thumbstick\",\r\n \"visualResponses\": {\r\n \"xr_standard_thumbstick_pressed\": {\r\n \"componentProperty\": \"button\",\r\n \"states\": [\r\n \"default\",\r\n \"touched\",\r\n \"pressed\"\r\n ],\r\n \"valueNodeProperty\": \"transform\",\r\n \"valueNodeName\": \"xr_standard_thumbstick_pressed_value\",\r\n \"minNodeName\": \"xr_standard_thumbstick_pressed_min\",\r\n \"maxNodeName\": \"xr_standard_thumbstick_pressed_max\"\r\n },\r\n \"xr_standard_thumbstick_xaxis_pressed\": {\r\n \"componentProperty\": \"xAxis\",\r\n \"states\": [\r\n \"default\",\r\n \"touched\",\r\n \"pressed\"\r\n ],\r\n \"valueNodeProperty\": \"transform\",\r\n \"valueNodeName\": \"xr_standard_thumbstick_xaxis_pressed_value\",\r\n \"minNodeName\": \"xr_standard_thumbstick_xaxis_pressed_min\",\r\n \"maxNodeName\": \"xr_standard_thumbstick_xaxis_pressed_max\"\r\n },\r\n \"xr_standard_thumbstick_yaxis_pressed\": {\r\n \"componentProperty\": \"yAxis\",\r\n \"states\": [\r\n \"default\",\r\n \"touched\",\r\n \"pressed\"\r\n ],\r\n \"valueNodeProperty\": \"transform\",\r\n \"valueNodeName\": \"xr_standard_thumbstick_yaxis_pressed_value\",\r\n \"minNodeName\": \"xr_standard_thumbstick_yaxis_pressed_min\",\r\n \"maxNodeName\": \"xr_standard_thumbstick_yaxis_pressed_max\"\r\n }\r\n }\r\n }\r\n },\r\n \"gamepadMapping\": \"xr-standard\",\r\n \"rootNodeName\": \"microsoft-mixed-reality-left\",\r\n \"assetPath\": \"left.glb\"\r\n },\r\n \"right\": {\r\n \"selectComponentId\": \"xr-standard-trigger\",\r\n \"components\": {\r\n \"xr-standard-trigger\": {\r\n \"type\": \"trigger\",\r\n \"gamepadIndices\": {\r\n \"button\": 0\r\n },\r\n \"rootNodeName\": \"xr_standard_trigger\",\r\n \"visualResponses\": {\r\n \"xr_standard_trigger_pressed\": {\r\n \"componentProperty\": \"button\",\r\n \"states\": [\r\n \"default\",\r\n \"touched\",\r\n \"pressed\"\r\n ],\r\n \"valueNodeProperty\": \"transform\",\r\n \"valueNodeName\": \"xr_standard_trigger_pressed_value\",\r\n \"minNodeName\": \"xr_standard_trigger_pressed_min\",\r\n \"maxNodeName\": \"xr_standard_trigger_pressed_max\"\r\n }\r\n }\r\n },\r\n \"xr-standard-squeeze\": {\r\n \"type\": \"squeeze\",\r\n \"gamepadIndices\": {\r\n \"button\": 1\r\n },\r\n \"rootNodeName\": \"xr_standard_squeeze\",\r\n \"visualResponses\": {\r\n \"xr_standard_squeeze_pressed\": {\r\n \"componentProperty\": \"button\",\r\n \"states\": [\r\n \"default\",\r\n \"touched\",\r\n \"pressed\"\r\n ],\r\n \"valueNodeProperty\": \"transform\",\r\n \"valueNodeName\": \"xr_standard_squeeze_pressed_value\",\r\n \"minNodeName\": \"xr_standard_squeeze_pressed_min\",\r\n \"maxNodeName\": \"xr_standard_squeeze_pressed_max\"\r\n }\r\n }\r\n },\r\n \"xr-standard-touchpad\": {\r\n \"type\": \"touchpad\",\r\n \"gamepadIndices\": {\r\n \"button\": 2,\r\n \"xAxis\": 0,\r\n \"yAxis\": 1\r\n },\r\n \"rootNodeName\": \"xr_standard_touchpad\",\r\n \"visualResponses\": {\r\n \"xr_standard_touchpad_pressed\": {\r\n \"componentProperty\": \"button\",\r\n \"states\": [\r\n \"default\",\r\n \"touched\",\r\n \"pressed\"\r\n ],\r\n \"valueNodeProperty\": \"transform\",\r\n \"valueNodeName\": \"xr_standard_touchpad_pressed_value\",\r\n \"minNodeName\": \"xr_standard_touchpad_pressed_min\",\r\n \"maxNodeName\": \"xr_standard_touchpad_pressed_max\"\r\n },\r\n \"xr_standard_touchpad_xaxis_pressed\": {\r\n \"componentProperty\": \"xAxis\",\r\n \"states\": [\r\n \"default\",\r\n \"touched\",\r\n \"pressed\"\r\n ],\r\n \"valueNodeProperty\": \"transform\",\r\n \"valueNodeName\": \"xr_standard_touchpad_xaxis_pressed_value\",\r\n \"minNodeName\": \"xr_standard_touchpad_xaxis_pressed_min\",\r\n \"maxNodeName\": \"xr_standard_touchpad_xaxis_pressed_max\"\r\n },\r\n \"xr_standard_touchpad_yaxis_pressed\": {\r\n \"componentProperty\": \"yAxis\",\r\n \"states\": [\r\n \"default\",\r\n \"touched\",\r\n \"pressed\"\r\n ],\r\n \"valueNodeProperty\": \"transform\",\r\n \"valueNodeName\": \"xr_standard_touchpad_yaxis_pressed_value\",\r\n \"minNodeName\": \"xr_standard_touchpad_yaxis_pressed_min\",\r\n \"maxNodeName\": \"xr_standard_touchpad_yaxis_pressed_max\"\r\n },\r\n \"xr_standard_touchpad_xaxis_touched\": {\r\n \"componentProperty\": \"xAxis\",\r\n \"states\": [\r\n \"default\",\r\n \"touched\",\r\n \"pressed\"\r\n ],\r\n \"valueNodeProperty\": \"transform\",\r\n \"valueNodeName\": \"xr_standard_touchpad_xaxis_touched_value\",\r\n \"minNodeName\": \"xr_standard_touchpad_xaxis_touched_min\",\r\n \"maxNodeName\": \"xr_standard_touchpad_xaxis_touched_max\"\r\n },\r\n \"xr_standard_touchpad_yaxis_touched\": {\r\n \"componentProperty\": \"yAxis\",\r\n \"states\": [\r\n \"default\",\r\n \"touched\",\r\n \"pressed\"\r\n ],\r\n \"valueNodeProperty\": \"transform\",\r\n \"valueNodeName\": \"xr_standard_touchpad_yaxis_touched_value\",\r\n \"minNodeName\": \"xr_standard_touchpad_yaxis_touched_min\",\r\n \"maxNodeName\": \"xr_standard_touchpad_yaxis_touched_max\"\r\n },\r\n \"xr_standard_touchpad_axes_touched\": {\r\n \"componentProperty\": \"state\",\r\n \"states\": [\r\n \"touched\",\r\n \"pressed\"\r\n ],\r\n \"valueNodeProperty\": \"visibility\",\r\n \"valueNodeName\": \"xr_standard_touchpad_axes_touched_value\"\r\n }\r\n },\r\n \"touchPointNodeName\": \"xr_standard_touchpad_axes_touched_value\"\r\n },\r\n \"xr-standard-thumbstick\": {\r\n \"type\": \"thumbstick\",\r\n \"gamepadIndices\": {\r\n \"button\": 3,\r\n \"xAxis\": 2,\r\n \"yAxis\": 3\r\n },\r\n \"rootNodeName\": \"xr_standard_thumbstick\",\r\n \"visualResponses\": {\r\n \"xr_standard_thumbstick_pressed\": {\r\n \"componentProperty\": \"button\",\r\n \"states\": [\r\n \"default\",\r\n \"touched\",\r\n \"pressed\"\r\n ],\r\n \"valueNodeProperty\": \"transform\",\r\n \"valueNodeName\": \"xr_standard_thumbstick_pressed_value\",\r\n \"minNodeName\": \"xr_standard_thumbstick_pressed_min\",\r\n \"maxNodeName\": \"xr_standard_thumbstick_pressed_max\"\r\n },\r\n \"xr_standard_thumbstick_xaxis_pressed\": {\r\n \"componentProperty\": \"xAxis\",\r\n \"states\": [\r\n \"default\",\r\n \"touched\",\r\n \"pressed\"\r\n ],\r\n \"valueNodeProperty\": \"transform\",\r\n \"valueNodeName\": \"xr_standard_thumbstick_xaxis_pressed_value\",\r\n \"minNodeName\": \"xr_standard_thumbstick_xaxis_pressed_min\",\r\n \"maxNodeName\": \"xr_standard_thumbstick_xaxis_pressed_max\"\r\n },\r\n \"xr_standard_thumbstick_yaxis_pressed\": {\r\n \"componentProperty\": \"yAxis\",\r\n \"states\": [\r\n \"default\",\r\n \"touched\",\r\n \"pressed\"\r\n ],\r\n \"valueNodeProperty\": \"transform\",\r\n \"valueNodeName\": \"xr_standard_thumbstick_yaxis_pressed_value\",\r\n \"minNodeName\": \"xr_standard_thumbstick_yaxis_pressed_min\",\r\n \"maxNodeName\": \"xr_standard_thumbstick_yaxis_pressed_max\"\r\n }\r\n }\r\n }\r\n },\r\n \"gamepadMapping\": \"xr-standard\",\r\n \"rootNodeName\": \"microsoft-mixed-reality-right\",\r\n \"assetPath\": \"right.glb\"\r\n }\r\n};","import {\r\n WebXRAbstractMotionController, IMotionControllerProfile,\r\n} from './webXRAbstractMotionController';\r\nimport { WebXRGenericTriggerMotionController } from './webXRGenericMotionController';\r\nimport { Scene } from '../../scene';\r\nimport { Tools } from '../../Misc/tools';\r\nimport { WebXRProfiledMotionController } from './webXRProfiledMotionController';\r\n\r\n/**\r\n * A construction function type to create a new controller based on an xrInput object\r\n */\r\nexport type MotionControllerConstructor = (xrInput: XRInputSource, scene: Scene) => WebXRAbstractMotionController;\r\n\r\n/**\r\n * The MotionController Manager manages all registered motion controllers and loads the right one when needed.\r\n *\r\n * When this repository is complete: https://github.com/immersive-web/webxr-input-profiles/tree/master/packages/assets\r\n * it should be replaced with auto-loaded controllers.\r\n *\r\n * When using a model try to stay as generic as possible. Eventually there will be no need in any of the controller classes\r\n */\r\nexport class WebXRMotionControllerManager {\r\n private static _AvailableControllers: { [type: string]: MotionControllerConstructor } = {};\r\n private static _Fallbacks: { [profileId: string]: string[] } = {};\r\n // cache for loading\r\n private static _ProfileLoadingPromises: { [profileName: string]: Promise } = {};\r\n private static _ProfilesList: Promise<{ [profile: string]: string }>;\r\n\r\n /**\r\n * The base URL of the online controller repository. Can be changed at any time.\r\n */\r\n public static BaseRepositoryUrl = \"https://immersive-web.github.io/webxr-input-profiles/packages/viewer/dist\";\r\n /**\r\n * Which repository gets priority - local or online\r\n */\r\n public static PrioritizeOnlineRepository: boolean = true;\r\n /**\r\n * Use the online repository, or use only locally-defined controllers\r\n */\r\n public static UseOnlineRepository: boolean = true;\r\n\r\n /**\r\n * Clear the cache used for profile loading and reload when requested again\r\n */\r\n public static ClearProfilesCache() {\r\n delete this._ProfilesList;\r\n this._ProfileLoadingPromises = {};\r\n }\r\n\r\n /**\r\n * Register the default fallbacks.\r\n * This function is called automatically when this file is imported.\r\n */\r\n public static DefaultFallbacks() {\r\n this.RegisterFallbacksForProfileId(\"google-daydream\", [\"generic-touchpad\"]);\r\n this.RegisterFallbacksForProfileId(\"htc-vive-focus\", [\"generic-trigger-touchpad\"]);\r\n this.RegisterFallbacksForProfileId(\"htc-vive\", [\"generic-trigger-squeeze-touchpad\"]);\r\n this.RegisterFallbacksForProfileId(\"magicleap-one\", [\"generic-trigger-squeeze-touchpad\"]);\r\n this.RegisterFallbacksForProfileId(\"windows-mixed-reality\", [\"generic-trigger-squeeze-touchpad-thumbstick\"]);\r\n this.RegisterFallbacksForProfileId(\"microsoft-mixed-reality\", [\"windows-mixed-reality\", \"generic-trigger-squeeze-touchpad-thumbstick\"]);\r\n this.RegisterFallbacksForProfileId(\"oculus-go\", [\"generic-trigger-touchpad\"]);\r\n this.RegisterFallbacksForProfileId(\"oculus-touch-v2\", [\"oculus-touch\", \"generic-trigger-squeeze-thumbstick\"]);\r\n this.RegisterFallbacksForProfileId(\"oculus-touch\", [\"generic-trigger-squeeze-thumbstick\"]);\r\n this.RegisterFallbacksForProfileId(\"samsung-gearvr\", [\"windows-mixed-reality\", \"generic-trigger-squeeze-touchpad-thumbstick\"]);\r\n this.RegisterFallbacksForProfileId(\"samsung-odyssey\", [\"generic-touchpad\"]);\r\n this.RegisterFallbacksForProfileId(\"valve-index\", [\"generic-trigger-squeeze-touchpad-thumbstick\"]);\r\n }\r\n\r\n /**\r\n * Find a fallback profile if the profile was not found. There are a few predefined generic profiles.\r\n * @param profileId the profile to which a fallback needs to be found\r\n * @return an array with corresponding fallback profiles\r\n */\r\n public static FindFallbackWithProfileId(profileId: string): string[] {\r\n const returnArray = this._Fallbacks[profileId] || [];\r\n\r\n returnArray.unshift(profileId);\r\n return returnArray;\r\n }\r\n\r\n /**\r\n * When acquiring a new xrInput object (usually by the WebXRInput class), match it with the correct profile.\r\n * The order of search:\r\n *\r\n * 1) Iterate the profiles array of the xr input and try finding a corresponding motion controller\r\n * 2) (If not found) search in the gamepad id and try using it (legacy versions only)\r\n * 3) search for registered fallbacks (should be redundant, nonetheless it makes sense to check)\r\n * 4) return the generic trigger controller if none were found\r\n *\r\n * @param xrInput the xrInput to which a new controller is initialized\r\n * @param scene the scene to which the model will be added\r\n * @param forceProfile force a certain profile for this controller\r\n * @return A promise that fulfils with the motion controller class for this profile id or the generic standard class if none was found\r\n */\r\n public static GetMotionControllerWithXRInput(xrInput: XRInputSource, scene: Scene, forceProfile?: string): Promise {\r\n const profileArray: string[] = [];\r\n if (forceProfile) {\r\n profileArray.push(forceProfile);\r\n }\r\n profileArray.push(...(xrInput.profiles || []));\r\n\r\n // emulator support\r\n if (profileArray.length && !profileArray[0]) {\r\n // remove the first \"undefined\" that the emulator is adding\r\n profileArray.pop();\r\n }\r\n\r\n // legacy support - try using the gamepad id\r\n if (xrInput.gamepad && xrInput.gamepad.id) {\r\n switch (xrInput.gamepad.id) {\r\n case (xrInput.gamepad.id.match(/oculus touch/gi) ? xrInput.gamepad.id : undefined):\r\n // oculus in gamepad id\r\n profileArray.push(\"oculus-touch-v2\");\r\n break;\r\n }\r\n }\r\n\r\n // make sure microsoft/windows mixed reality works correctly\r\n const windowsMRIdx = profileArray.indexOf(\"windows-mixed-reality\");\r\n if (windowsMRIdx !== -1) {\r\n profileArray.splice(windowsMRIdx, 0, \"microsoft-mixed-reality\");\r\n }\r\n\r\n if (!profileArray.length) {\r\n profileArray.push(\"generic-trigger\");\r\n }\r\n\r\n if (this.UseOnlineRepository) {\r\n const firstFunction = this.PrioritizeOnlineRepository ? this._LoadProfileFromRepository : this._LoadProfilesFromAvailableControllers;\r\n const secondFunction = this.PrioritizeOnlineRepository ? this._LoadProfilesFromAvailableControllers : this._LoadProfileFromRepository;\r\n\r\n return firstFunction.call(this, profileArray, xrInput, scene).catch(() => {\r\n return secondFunction.call(this, profileArray, xrInput, scene);\r\n });\r\n\r\n } else {\r\n // use only available functions\r\n return this._LoadProfilesFromAvailableControllers(profileArray, xrInput, scene);\r\n }\r\n }\r\n\r\n /**\r\n * Register a new controller based on its profile. This function will be called by the controller classes themselves.\r\n *\r\n * If you are missing a profile, make sure it is imported in your source, otherwise it will not register.\r\n *\r\n * @param type the profile type to register\r\n * @param constructFunction the function to be called when loading this profile\r\n */\r\n public static RegisterController(type: string, constructFunction: MotionControllerConstructor) {\r\n this._AvailableControllers[type] = constructFunction;\r\n }\r\n\r\n /**\r\n * Register a fallback to a specific profile.\r\n * @param profileId the profileId that will receive the fallbacks\r\n * @param fallbacks A list of fallback profiles\r\n */\r\n public static RegisterFallbacksForProfileId(profileId: string, fallbacks: string[]): void {\r\n if (this._Fallbacks[profileId]) {\r\n this._Fallbacks[profileId].push(...fallbacks);\r\n } else {\r\n this._Fallbacks[profileId] = fallbacks;\r\n }\r\n }\r\n\r\n /**\r\n * Will update the list of profiles available in the repository\r\n * @return a promise that resolves to a map of profiles available online\r\n */\r\n public static UpdateProfilesList() {\r\n this._ProfilesList = Tools.LoadFileAsync(this.BaseRepositoryUrl + '/profiles/profilesList.json', false).then((data) => {\r\n return JSON.parse(data.toString());\r\n });\r\n return this._ProfilesList;\r\n }\r\n\r\n private static _LoadProfileFromRepository(profileArray: string[], xrInput: XRInputSource, scene: Scene): Promise {\r\n return Promise.resolve().then(() => {\r\n if (!this._ProfilesList) {\r\n return this.UpdateProfilesList();\r\n } else {\r\n return this._ProfilesList;\r\n }\r\n }).then((profilesList: { [profile: string]: string }) => {\r\n // load the right profile\r\n for (let i = 0; i < profileArray.length; ++i) {\r\n // defensive\r\n if (!profileArray[i]) {\r\n continue;\r\n }\r\n if (profilesList[profileArray[i]]) {\r\n return profileArray[i];\r\n }\r\n }\r\n\r\n throw new Error(`neither controller ${profileArray[0]} nor all fallbacks were found in the repository,`);\r\n }).then((profileToLoad: string) => {\r\n // load the profile\r\n if (!this._ProfileLoadingPromises[profileToLoad]) {\r\n this._ProfileLoadingPromises[profileToLoad] = Tools.LoadFileAsync(`${this.BaseRepositoryUrl}/profiles/${profileToLoad}/profile.json`, false).then((data) => JSON.parse(data as string));\r\n }\r\n return this._ProfileLoadingPromises[profileToLoad];\r\n }).then((profile: IMotionControllerProfile) => {\r\n return new WebXRProfiledMotionController(scene, xrInput, profile, this.BaseRepositoryUrl);\r\n });\r\n }\r\n\r\n private static _LoadProfilesFromAvailableControllers(profileArray: string[], xrInput: XRInputSource, scene: Scene) {\r\n // check fallbacks\r\n for (let i = 0; i < profileArray.length; ++i) {\r\n // defensive\r\n if (!profileArray[i]) {\r\n continue;\r\n }\r\n const fallbacks = this.FindFallbackWithProfileId(profileArray[i]);\r\n for (let j = 0; j < fallbacks.length; ++j) {\r\n const constructionFunction = this._AvailableControllers[fallbacks[j]];\r\n if (constructionFunction) {\r\n return Promise.resolve(constructionFunction(xrInput, scene));\r\n }\r\n }\r\n }\r\n\r\n throw new Error(`no controller requested was found in the available controllers list`);\r\n }\r\n}\r\n\r\n// register the generic profile(s) here so we will at least have them\r\nWebXRMotionControllerManager.RegisterController(WebXRGenericTriggerMotionController.ProfileId, (xrInput: XRInputSource, scene: Scene) => {\r\n return new WebXRGenericTriggerMotionController(scene, (xrInput.gamepad), xrInput.handedness);\r\n});\r\n\r\n// register fallbacks\r\nWebXRMotionControllerManager.DefaultFallbacks();","import {\r\n WebXRAbstractMotionController,\r\n IMinimalMotionControllerObject,\r\n MotionControllerHandedness,\r\n IMotionControllerLayoutMap\r\n} from \"./webXRAbstractMotionController\";\r\nimport { WebXRMotionControllerManager } from './webXRMotionControllerManager';\r\nimport { AbstractMesh } from '../../Meshes/abstractMesh';\r\nimport { Scene } from '../../scene';\r\nimport { Mesh } from '../../Meshes/mesh';\r\nimport { Quaternion } from '../../Maths/math.vector';\r\n\r\n/**\r\n * The motion controller class for oculus touch (quest, rift).\r\n * This class supports legacy mapping as well the standard xr mapping\r\n */\r\nexport class WebXROculusTouchMotionController extends WebXRAbstractMotionController {\r\n private _modelRootNode: AbstractMesh;\r\n\r\n /**\r\n * The base url used to load the left and right controller models\r\n */\r\n public static MODEL_BASE_URL: string = 'https://controllers.babylonjs.com/oculus/';\r\n /**\r\n * The name of the left controller model file\r\n */\r\n public static MODEL_LEFT_FILENAME: string = 'left.babylon';\r\n /**\r\n * The name of the right controller model file\r\n */\r\n public static MODEL_RIGHT_FILENAME: string = 'right.babylon';\r\n /**\r\n * Base Url for the Quest controller model.\r\n */\r\n public static QUEST_MODEL_BASE_URL: string = 'https://controllers.babylonjs.com/oculusQuest/';\r\n\r\n public profileId = \"oculus-touch\";\r\n\r\n constructor(scene: Scene,\r\n gamepadObject: IMinimalMotionControllerObject,\r\n handedness: MotionControllerHandedness,\r\n legacyMapping: boolean = false,\r\n private _forceLegacyControllers: boolean = false) {\r\n super(scene, OculusTouchLayouts[handedness], gamepadObject, handedness);\r\n }\r\n\r\n protected _getFilenameAndPath(): { filename: string; path: string; } {\r\n let filename = \"\";\r\n if (this.handedness === 'left') {\r\n filename = WebXROculusTouchMotionController.MODEL_LEFT_FILENAME;\r\n }\r\n else { // Right is the default if no hand is specified\r\n filename = WebXROculusTouchMotionController.MODEL_RIGHT_FILENAME;\r\n }\r\n\r\n let path = this._isQuest() ? WebXROculusTouchMotionController.QUEST_MODEL_BASE_URL : WebXROculusTouchMotionController.MODEL_BASE_URL;\r\n return {\r\n filename,\r\n path\r\n };\r\n }\r\n\r\n protected _getModelLoadingConstraints(): boolean {\r\n return true;\r\n }\r\n\r\n protected _processLoadedModel(_meshes: AbstractMesh[]): void {\r\n const isQuest = this._isQuest();\r\n const triggerDirection = this.handedness === 'right' ? -1 : 1;\r\n\r\n this.getComponentIds().forEach((id) => {\r\n const comp = id && this.getComponent(id);\r\n if (comp) {\r\n comp.onButtonStateChangedObservable.add((component) => {\r\n if (!this.rootMesh || this.disableAnimation) { return; }\r\n\r\n switch (id) {\r\n case \"xr-standard-trigger\": // index trigger\r\n if (!isQuest) {\r\n ((this._modelRootNode.getChildren()[3])).rotation.x = -component.value * 0.20;\r\n ((this._modelRootNode.getChildren()[3])).position.y = -component.value * 0.005;\r\n ((this._modelRootNode.getChildren()[3])).position.z = -component.value * 0.005;\r\n }\r\n return;\r\n case \"xr-standard-squeeze\": // secondary trigger\r\n if (!isQuest) {\r\n ((this._modelRootNode.getChildren()[4])).position.x = triggerDirection * component.value * 0.0035;\r\n }\r\n return;\r\n case \"xr-standard-thumbstick\": // thumbstick\r\n return;\r\n case \"a-button\":\r\n case \"x-button\":\r\n if (!isQuest) {\r\n if (component.pressed) {\r\n ((this._modelRootNode.getChildren()[1])).position.y = -0.001;\r\n }\r\n else {\r\n ((this._modelRootNode.getChildren()[1])).position.y = 0;\r\n }\r\n }\r\n return;\r\n case \"b-button\":\r\n case \"y-button\":\r\n if (!isQuest) {\r\n if (component.pressed) {\r\n ((this._modelRootNode.getChildren()[2])).position.y = -0.001;\r\n }\r\n else {\r\n ((this._modelRootNode.getChildren()[2])).position.y = 0;\r\n }\r\n }\r\n return;\r\n }\r\n }, undefined, true);\r\n }\r\n });\r\n }\r\n\r\n protected _setRootMesh(meshes: AbstractMesh[]): void {\r\n this.rootMesh = new Mesh(this.profileId + \" \" + this.handedness, this.scene);\r\n if (!this.scene.useRightHandedSystem) {\r\n this.rootMesh.rotationQuaternion = Quaternion.FromEulerAngles(0, Math.PI, 0);\r\n }\r\n\r\n meshes.forEach((mesh) => { mesh.isPickable = false; });\r\n if (this._isQuest()) {\r\n this._modelRootNode = meshes[0];\r\n } else {\r\n this._modelRootNode = meshes[1];\r\n this.rootMesh.position.y = 0.034;\r\n this.rootMesh.position.z = 0.052;\r\n }\r\n this._modelRootNode.parent = this.rootMesh;\r\n }\r\n\r\n protected _updateModel(): void {\r\n // no-op. model is updated using observables.\r\n }\r\n\r\n /**\r\n * Is this the new type of oculus touch. At the moment both have the same profile and it is impossible to differentiate\r\n * between the touch and touch 2.\r\n */\r\n private _isQuest() {\r\n // this is SADLY the only way to currently check. Until proper profiles will be available.\r\n return !!navigator.userAgent.match(/Quest/gi) && !this._forceLegacyControllers;\r\n }\r\n}\r\n\r\n// register the profile\r\nWebXRMotionControllerManager.RegisterController(\"oculus-touch\", (xrInput: XRInputSource, scene: Scene) => {\r\n return new WebXROculusTouchMotionController(scene, (xrInput.gamepad), xrInput.handedness);\r\n});\r\n\r\nWebXRMotionControllerManager.RegisterController(\"oculus-touch-legacy\", (xrInput: XRInputSource, scene: Scene) => {\r\n return new WebXROculusTouchMotionController(scene, (xrInput.gamepad), xrInput.handedness, true);\r\n});\r\n\r\nconst OculusTouchLayouts: IMotionControllerLayoutMap = {\r\n \"left\": {\r\n \"selectComponentId\": \"xr-standard-trigger\",\r\n \"components\": {\r\n \"xr-standard-trigger\": {\r\n \"type\": \"trigger\",\r\n \"gamepadIndices\": {\r\n \"button\": 0\r\n },\r\n \"rootNodeName\": \"xr_standard_trigger\",\r\n \"visualResponses\": {\r\n }\r\n },\r\n \"xr-standard-squeeze\": {\r\n \"type\": \"squeeze\",\r\n \"gamepadIndices\": {\r\n \"button\": 1\r\n },\r\n \"rootNodeName\": \"xr_standard_squeeze\",\r\n \"visualResponses\": {\r\n }\r\n },\r\n \"xr-standard-thumbstick\": {\r\n \"type\": \"thumbstick\",\r\n \"gamepadIndices\": {\r\n \"button\": 3,\r\n \"xAxis\": 2,\r\n \"yAxis\": 3\r\n },\r\n \"rootNodeName\": \"xr_standard_thumbstick\",\r\n \"visualResponses\": {\r\n }\r\n },\r\n \"x-button\": {\r\n \"type\": \"button\",\r\n \"gamepadIndices\": {\r\n \"button\": 4\r\n },\r\n \"rootNodeName\": \"x_button\",\r\n \"visualResponses\": {\r\n }\r\n },\r\n \"y-button\": {\r\n \"type\": \"button\",\r\n \"gamepadIndices\": {\r\n \"button\": 5\r\n },\r\n \"rootNodeName\": \"y_button\",\r\n \"visualResponses\": {\r\n }\r\n },\r\n \"thumbrest\": {\r\n \"type\": \"button\",\r\n \"gamepadIndices\": {\r\n \"button\": 6\r\n },\r\n \"rootNodeName\": \"thumbrest\",\r\n \"visualResponses\": {\r\n }\r\n }\r\n },\r\n \"gamepadMapping\": \"xr-standard\",\r\n \"rootNodeName\": \"oculus-touch-v2-left\",\r\n \"assetPath\": \"left.glb\"\r\n },\r\n \"right\": {\r\n \"selectComponentId\": \"xr-standard-trigger\",\r\n \"components\": {\r\n \"xr-standard-trigger\": {\r\n \"type\": \"trigger\",\r\n \"gamepadIndices\": {\r\n \"button\": 0\r\n },\r\n \"rootNodeName\": \"xr_standard_trigger\",\r\n \"visualResponses\": {\r\n }\r\n },\r\n \"xr-standard-squeeze\": {\r\n \"type\": \"squeeze\",\r\n \"gamepadIndices\": {\r\n \"button\": 1\r\n },\r\n \"rootNodeName\": \"xr_standard_squeeze\",\r\n \"visualResponses\": {\r\n }\r\n },\r\n \"xr-standard-thumbstick\": {\r\n \"type\": \"thumbstick\",\r\n \"gamepadIndices\": {\r\n \"button\": 3,\r\n \"xAxis\": 2,\r\n \"yAxis\": 3\r\n },\r\n \"rootNodeName\": \"xr_standard_thumbstick\",\r\n \"visualResponses\": {\r\n }\r\n },\r\n \"a-button\": {\r\n \"type\": \"button\",\r\n \"gamepadIndices\": {\r\n \"button\": 4\r\n },\r\n \"rootNodeName\": \"a_button\",\r\n \"visualResponses\": {\r\n }\r\n },\r\n \"b-button\": {\r\n \"type\": \"button\",\r\n \"gamepadIndices\": {\r\n \"button\": 5\r\n },\r\n \"rootNodeName\": \"b_button\",\r\n \"visualResponses\": {\r\n }\r\n },\r\n \"thumbrest\": {\r\n \"type\": \"button\",\r\n \"gamepadIndices\": {\r\n \"button\": 6\r\n },\r\n \"rootNodeName\": \"thumbrest\",\r\n \"visualResponses\": {\r\n }\r\n }\r\n },\r\n \"gamepadMapping\": \"xr-standard\",\r\n \"rootNodeName\": \"oculus-touch-v2-right\",\r\n \"assetPath\": \"right.glb\"\r\n }\r\n};","import { AbstractMesh } from '../../Meshes/abstractMesh';\r\nimport { WebXRAbstractMotionController, IMotionControllerProfile, IMotionControllerMeshMap } from './webXRAbstractMotionController';\r\nimport { Scene } from '../../scene';\r\nimport { SceneLoader } from '../../Loading/sceneLoader';\r\nimport { Mesh } from '../../Meshes/mesh';\r\nimport { Axis, Space } from '../../Maths/math.axis';\r\nimport { Color3 } from '../../Maths/math.color';\r\nimport { WebXRControllerComponent } from './webXRControllerComponent';\r\nimport { SphereBuilder } from '../../Meshes/Builders/sphereBuilder';\r\nimport { StandardMaterial } from '../../Materials/standardMaterial';\r\nimport { Logger } from '../../Misc/logger';\r\n\r\n/**\r\n * A profiled motion controller has its profile loaded from an online repository.\r\n * The class is responsible of loading the model, mapping the keys and enabling model-animations\r\n */\r\nexport class WebXRProfiledMotionController extends WebXRAbstractMotionController {\r\n private _buttonMeshMapping: {\r\n [buttonName: string]: {\r\n mainMesh: AbstractMesh;\r\n states: {\r\n [state: string]: IMotionControllerMeshMap\r\n }\r\n }\r\n } = {};\r\n private _touchDots: { [visKey: string]: AbstractMesh } = {};\r\n\r\n /**\r\n * The profile ID of this controller. Will be populated when the controller initializes.\r\n */\r\n public profileId: string;\r\n\r\n constructor(scene: Scene, xrInput: XRInputSource, _profile: IMotionControllerProfile, private _repositoryUrl: string) {\r\n super(scene, _profile.layouts[xrInput.handedness || \"none\"], xrInput.gamepad as any, xrInput.handedness);\r\n this.profileId = _profile.profileId;\r\n }\r\n\r\n public dispose() {\r\n super.dispose();\r\n Object.keys(this._touchDots).forEach((visResKey) => {\r\n this._touchDots[visResKey].dispose();\r\n });\r\n }\r\n\r\n protected _getFilenameAndPath(): { filename: string; path: string; } {\r\n return {\r\n filename: this.layout.assetPath,\r\n path: `${this._repositoryUrl}/profiles/${this.profileId}/`\r\n };\r\n }\r\n\r\n protected _getModelLoadingConstraints(): boolean {\r\n const glbLoaded = SceneLoader.IsPluginForExtensionAvailable(\".glb\");\r\n if (!glbLoaded) {\r\n Logger.Warn('glTF / glb loaded was not registered, using generic controller instead');\r\n }\r\n return glbLoaded;\r\n }\r\n\r\n protected _processLoadedModel(_meshes: AbstractMesh[]): void {\r\n this.getComponentIds().forEach((type) => {\r\n const componentInLayout = this.layout.components[type];\r\n this._buttonMeshMapping[type] = {\r\n mainMesh: this._getChildByName(this.rootMesh!, componentInLayout.rootNodeName),\r\n states: {}\r\n };\r\n Object.keys(componentInLayout.visualResponses).forEach((visualResponseKey) => {\r\n const visResponse = componentInLayout.visualResponses[visualResponseKey];\r\n if (visResponse.valueNodeProperty === \"transform\") {\r\n this._buttonMeshMapping[type].states[visualResponseKey] = {\r\n valueMesh: this._getChildByName(this.rootMesh!, visResponse.valueNodeName!),\r\n minMesh: this._getChildByName(this.rootMesh!, visResponse.minNodeName!),\r\n maxMesh: this._getChildByName(this.rootMesh!, visResponse.maxNodeName!)\r\n };\r\n } else {\r\n // visibility, usually for touchpads\r\n const nameOfMesh = (componentInLayout.type === WebXRControllerComponent.TOUCHPAD_TYPE && componentInLayout.touchPointNodeName)\r\n ? componentInLayout.touchPointNodeName : visResponse.valueNodeName!;\r\n this._buttonMeshMapping[type].states[visualResponseKey] = {\r\n valueMesh: this._getChildByName(this.rootMesh!, nameOfMesh)\r\n };\r\n if (componentInLayout.type === WebXRControllerComponent.TOUCHPAD_TYPE && !this._touchDots[visualResponseKey]) {\r\n const dot = SphereBuilder.CreateSphere(visualResponseKey + 'dot', {\r\n diameter: 0.0015,\r\n segments: 8\r\n }, this.scene);\r\n dot.material = new StandardMaterial(visualResponseKey + 'mat', this.scene);\r\n (dot.material).diffuseColor = Color3.Red();\r\n dot.parent = this._buttonMeshMapping[type].states[visualResponseKey].valueMesh;\r\n dot.isVisible = false;\r\n this._touchDots[visualResponseKey] = dot;\r\n }\r\n }\r\n });\r\n });\r\n }\r\n\r\n protected _setRootMesh(meshes: AbstractMesh[]): void {\r\n this.rootMesh = new Mesh(this.profileId + \"-\" + this.handedness, this.scene);\r\n this.rootMesh.isPickable = false;\r\n let rootMesh;\r\n // Find the root node in the loaded glTF scene, and attach it as a child of 'parentMesh'\r\n for (let i = 0; i < meshes.length; i++) {\r\n let mesh = meshes[i];\r\n\r\n mesh.isPickable = false;\r\n\r\n if (!mesh.parent) {\r\n // Handle root node, attach to the new parentMesh\r\n rootMesh = mesh;\r\n }\r\n }\r\n\r\n if (rootMesh) {\r\n rootMesh.setParent(this.rootMesh);\r\n }\r\n if (!this.scene.useRightHandedSystem) {\r\n this.rootMesh.rotate(Axis.Y, Math.PI, Space.WORLD);\r\n }\r\n }\r\n\r\n protected _updateModel(_xrFrame: XRFrame): void {\r\n if (this.disableAnimation) {\r\n return;\r\n }\r\n this.getComponentIds().forEach((id) => {\r\n const component = this.getComponent(id);\r\n if (!component.hasChanges) { return; }\r\n const meshes = this._buttonMeshMapping[id];\r\n const componentInLayout = this.layout.components[id];\r\n Object.keys(componentInLayout.visualResponses).forEach((visualResponseKey) => {\r\n const visResponse = componentInLayout.visualResponses[visualResponseKey];\r\n let value = component.value;\r\n if (visResponse.componentProperty === \"xAxis\") {\r\n value = component.axes.x;\r\n } else if (visResponse.componentProperty === \"yAxis\") {\r\n value = component.axes.y;\r\n }\r\n if (visResponse.valueNodeProperty === \"transform\") {\r\n this._lerpTransform(meshes.states[visualResponseKey], value, visResponse.componentProperty !== \"button\");\r\n } else {\r\n // visibility\r\n meshes.states[visualResponseKey].valueMesh.isVisible = component.touched || component.pressed;\r\n if (this._touchDots[visualResponseKey]) {\r\n this._touchDots[visualResponseKey].isVisible = component.touched || component.pressed;\r\n }\r\n }\r\n });\r\n });\r\n }\r\n}","import { Vector3, Matrix, Quaternion } from \"../Maths/math.vector\";\r\nimport { Scene } from \"../scene\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { FreeCamera } from \"../Cameras/freeCamera\";\r\nimport { TargetCamera } from \"../Cameras/targetCamera\";\r\nimport { WebXRSessionManager } from \"./webXRSessionManager\";\r\nimport { Viewport } from '../Maths/math.viewport';\r\n\r\n/**\r\n * WebXR Camera which holds the views for the xrSession\r\n * @see https://doc.babylonjs.com/how_to/webxr_camera\r\n */\r\nexport class WebXRCamera extends FreeCamera {\r\n private _firstFrame = false;\r\n private _referenceQuaternion: Quaternion = Quaternion.Identity();\r\n private _referencedPosition: Vector3 = new Vector3();\r\n private _xrInvPositionCache: Vector3 = new Vector3();\r\n private _xrInvQuaternionCache = Quaternion.Identity();\r\n\r\n /**\r\n * Should position compensation execute on first frame.\r\n * This is used when copying the position from a native (non XR) camera\r\n */\r\n public compensateOnFirstFrame: boolean = true;\r\n\r\n /**\r\n * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager\r\n * @param name the name of the camera\r\n * @param scene the scene to add the camera to\r\n * @param _xrSessionManager a constructed xr session manager\r\n */\r\n constructor(name: string, scene: Scene, private _xrSessionManager: WebXRSessionManager) {\r\n super(name, Vector3.Zero(), scene);\r\n\r\n // Initial camera configuration\r\n this.minZ = 0.1;\r\n this.rotationQuaternion = new Quaternion();\r\n this.cameraRigMode = Camera.RIG_MODE_CUSTOM;\r\n this.updateUpVectorFromRotation = true;\r\n this._updateNumberOfRigCameras(1);\r\n\r\n this._xrSessionManager.onXRSessionInit.add(() => {\r\n this._referencedPosition.copyFromFloats(0, 0, 0);\r\n this._referenceQuaternion.copyFromFloats(0, 0, 0, 1);\r\n // first frame - camera's y position should be 0 for the correct offset\r\n this._firstFrame = this.compensateOnFirstFrame;\r\n\r\n });\r\n\r\n // Check transformation changes on each frame. Callback is added to be first so that the transformation will be\r\n // applied to the rest of the elements using the referenceSpace object\r\n this._xrSessionManager.onXRFrameObservable.add((frame) => {\r\n if (this._firstFrame) {\r\n this._updateFromXRSession();\r\n }\r\n this._updateReferenceSpace();\r\n this._updateFromXRSession();\r\n }, undefined, true);\r\n }\r\n\r\n /**\r\n * Return the user's height, unrelated to the current ground.\r\n * This will be the y position of this camera, when ground level is 0.\r\n */\r\n public get realWorldHeight(): number {\r\n const basePose = this._xrSessionManager.currentFrame && this._xrSessionManager.currentFrame.getViewerPose(this._xrSessionManager.baseReferenceSpace);\r\n if (basePose && basePose.transform) {\r\n return basePose.transform.position.y;\r\n } else {\r\n return 0;\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _updateForDualEyeDebugging(/*pupilDistance = 0.01*/) {\r\n // Create initial camera rigs\r\n this._updateNumberOfRigCameras(2);\r\n this.rigCameras[0].viewport = new Viewport(0, 0, 0.5, 1.0);\r\n // this.rigCameras[0].position.x = -pupilDistance / 2;\r\n this.rigCameras[0].outputRenderTarget = null;\r\n this.rigCameras[1].viewport = new Viewport(0.5, 0, 0.5, 1.0);\r\n // this.rigCameras[1].position.x = pupilDistance / 2;\r\n this.rigCameras[1].outputRenderTarget = null;\r\n }\r\n\r\n /**\r\n * Sets this camera's transformation based on a non-vr camera\r\n * @param otherCamera the non-vr camera to copy the transformation from\r\n * @param resetToBaseReferenceSpace should XR reset to the base reference space\r\n */\r\n public setTransformationFromNonVRCamera(otherCamera: Camera = this.getScene().activeCamera!, resetToBaseReferenceSpace: boolean = true) {\r\n if (!otherCamera || otherCamera === this) {\r\n return;\r\n }\r\n const mat = otherCamera.computeWorldMatrix();\r\n mat.decompose(undefined, this.rotationQuaternion, this.position);\r\n // set the ground level\r\n this.position.y = 0;\r\n Quaternion.FromEulerAnglesToRef(0, this.rotationQuaternion.toEulerAngles().y, 0, this.rotationQuaternion);\r\n this._firstFrame = true;\r\n if (resetToBaseReferenceSpace) {\r\n this._xrSessionManager.resetReferenceSpace();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the current instance class name (\"WebXRCamera\").\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"WebXRCamera\";\r\n }\r\n\r\n /**\r\n * Overriding the _getViewMatrix function, as it is computed by WebXR\r\n */\r\n public _getViewMatrix(): Matrix {\r\n return this._computedViewMatrix;\r\n }\r\n\r\n private _updateFromXRSession() {\r\n const pose = this._xrSessionManager.currentFrame && this._xrSessionManager.currentFrame.getViewerPose(this._xrSessionManager.referenceSpace);\r\n\r\n if (!pose) {\r\n return;\r\n }\r\n\r\n if (pose.transform) {\r\n this._referencedPosition.copyFrom((pose.transform.position));\r\n this._referenceQuaternion.copyFrom((pose.transform.orientation));\r\n if (!this._scene.useRightHandedSystem) {\r\n this._referencedPosition.z *= -1;\r\n this._referenceQuaternion.z *= -1;\r\n this._referenceQuaternion.w *= -1;\r\n }\r\n\r\n if (this._firstFrame) {\r\n this._firstFrame = false;\r\n // we have the XR reference, now use this to find the offset to get the camera to be\r\n // in the right position\r\n\r\n // set the height to correlate to the current height\r\n this.position.y += this._referencedPosition.y;\r\n // avoid using the head rotation on the first frame.\r\n this._referenceQuaternion.copyFromFloats(0, 0, 0, 1);\r\n }\r\n else {\r\n // update position and rotation as reference\r\n this.rotationQuaternion.copyFrom(this._referenceQuaternion);\r\n this.position.copyFrom(this._referencedPosition);\r\n if (pose.transform.inverse) {\r\n Matrix.FromFloat32ArrayToRefScaled(pose.transform.inverse.matrix, 0, 1, this._computedViewMatrix);\r\n } else {\r\n Matrix.FromFloat32ArrayToRefScaled(pose.transform.matrix, 0, 1, this._computedViewMatrix);\r\n this._computedViewMatrix.invert();\r\n }\r\n if (!this._scene.useRightHandedSystem) {\r\n this._computedViewMatrix.toggleModelMatrixHandInPlace();\r\n }\r\n }\r\n }\r\n\r\n // Update camera rigs\r\n if (this.rigCameras.length !== pose.views.length) {\r\n this._updateNumberOfRigCameras(pose.views.length);\r\n }\r\n\r\n pose.views.forEach((view: any, i: number) => {\r\n const currentRig = this.rigCameras[i];\r\n // update right and left, where applicable\r\n if (!currentRig.isLeftCamera && !currentRig.isRightCamera) {\r\n if (view.eye === 'right') {\r\n currentRig._isRightCamera = true;\r\n } else if (view.eye === 'left') {\r\n currentRig._isLeftCamera = true;\r\n }\r\n }\r\n // Update view/projection matrix\r\n currentRig.position.copyFrom(view.transform.position);\r\n currentRig.rotationQuaternion.copyFrom(view.transform.orientation);\r\n if (!this._scene.useRightHandedSystem) {\r\n currentRig.position.z *= -1;\r\n currentRig.rotationQuaternion.z *= -1;\r\n currentRig.rotationQuaternion.w *= -1;\r\n }\r\n if (view.transform.inverse) {\r\n Matrix.FromFloat32ArrayToRefScaled(view.transform.inverse.matrix, 0, 1, currentRig._computedViewMatrix);\r\n } else {\r\n Matrix.FromFloat32ArrayToRefScaled(view.transform.matrix, 0, 1, currentRig._computedViewMatrix);\r\n currentRig._computedViewMatrix.invert();\r\n }\r\n if (!this._scene.useRightHandedSystem) {\r\n currentRig._computedViewMatrix.toggleModelMatrixHandInPlace();\r\n }\r\n Matrix.FromFloat32ArrayToRefScaled(view.projectionMatrix, 0, 1, currentRig._projectionMatrix);\r\n\r\n if (!this._scene.useRightHandedSystem) {\r\n currentRig._projectionMatrix.toggleProjectionMatrixHandInPlace();\r\n }\r\n\r\n // Update viewport\r\n if (this._xrSessionManager.session.renderState.baseLayer) {\r\n var viewport = this._xrSessionManager.session.renderState.baseLayer.getViewport(view);\r\n var width = this._xrSessionManager.session.renderState.baseLayer.framebufferWidth;\r\n var height = this._xrSessionManager.session.renderState.baseLayer.framebufferHeight;\r\n currentRig.viewport.width = viewport.width / width;\r\n currentRig.viewport.height = viewport.height / height;\r\n currentRig.viewport.x = viewport.x / width;\r\n currentRig.viewport.y = viewport.y / height;\r\n }\r\n\r\n // Set cameras to render to the session's render target\r\n currentRig.outputRenderTarget = this._xrSessionManager.getRenderTargetTextureForEye(view.eye);\r\n });\r\n }\r\n\r\n private _updateNumberOfRigCameras(viewCount = 1) {\r\n while (this.rigCameras.length < viewCount) {\r\n var newCamera = new TargetCamera(\"XR-RigCamera: \" + this.rigCameras.length, Vector3.Zero(), this.getScene());\r\n newCamera.minZ = 0.1;\r\n newCamera.rotationQuaternion = new Quaternion();\r\n newCamera.updateUpVectorFromRotation = true;\r\n newCamera.isRigCamera = true;\r\n newCamera.rigParent = this;\r\n // do not compute projection matrix, provided by XR\r\n newCamera.freezeProjectionMatrix();\r\n // use the view matrix provided by XR\r\n newCamera._getViewMatrix = function(): Matrix {\r\n return this._computedViewMatrix;\r\n };\r\n this.rigCameras.push(newCamera);\r\n }\r\n while (this.rigCameras.length > viewCount) {\r\n var removedCamera = this.rigCameras.pop();\r\n if (removedCamera) {\r\n removedCamera.dispose();\r\n }\r\n }\r\n }\r\n\r\n private _updateReferenceSpace() {\r\n // were position & rotation updated OUTSIDE of the xr update loop\r\n if (!this.position.equals(this._referencedPosition) || !this.rotationQuaternion.equals(this._referenceQuaternion)) {\r\n this.position.subtractToRef(this._referencedPosition, this._referencedPosition);\r\n this._referenceQuaternion.conjugateInPlace();\r\n this._referenceQuaternion.multiplyToRef(this.rotationQuaternion, this._referenceQuaternion);\r\n this._updateReferenceSpaceOffset(this._referencedPosition, this._referenceQuaternion.normalize());\r\n }\r\n }\r\n\r\n private _updateReferenceSpaceOffset(positionOffset: Vector3, rotationOffset?: Quaternion, ignoreHeight: boolean = false) {\r\n if (!this._xrSessionManager.referenceSpace || !this._xrSessionManager.currentFrame) {\r\n return;\r\n }\r\n // Compute the origin offset based on player position/orientation.\r\n this._xrInvPositionCache.copyFrom(positionOffset);\r\n if (rotationOffset) {\r\n this._xrInvQuaternionCache.copyFrom(rotationOffset);\r\n } else {\r\n this._xrInvQuaternionCache.copyFromFloats(0, 0, 0, 1);\r\n }\r\n\r\n // right handed system\r\n if (!this._scene.useRightHandedSystem) {\r\n this._xrInvPositionCache.z *= -1;\r\n this._xrInvQuaternionCache.z *= -1;\r\n this._xrInvQuaternionCache.w *= -1;\r\n }\r\n\r\n this._xrInvPositionCache.negateInPlace();\r\n this._xrInvQuaternionCache.conjugateInPlace();\r\n // transform point according to rotation with pivot\r\n this._xrInvPositionCache.rotateByQuaternionToRef(this._xrInvQuaternionCache, this._xrInvPositionCache);\r\n if (ignoreHeight) {\r\n this._xrInvPositionCache.y = 0;\r\n }\r\n const transform = new XRRigidTransform(\r\n { ...this._xrInvPositionCache },\r\n { ...this._xrInvQuaternionCache });\r\n // Update offset reference to use a new originOffset with the teleported\r\n // player position and orientation.\r\n // This new offset needs to be applied to the base ref space.\r\n const referenceSpace = this._xrSessionManager.referenceSpace.getOffsetReferenceSpace(transform);\r\n\r\n const pose = this._xrSessionManager.currentFrame && this._xrSessionManager.currentFrame.getViewerPose(referenceSpace);\r\n\r\n if (pose) {\r\n const pos = new Vector3();\r\n pos.copyFrom((pose.transform.position));\r\n if (!this._scene.useRightHandedSystem) {\r\n pos.z *= -1;\r\n }\r\n this.position.subtractToRef(pos, pos);\r\n if (!this._scene.useRightHandedSystem) {\r\n pos.z *= -1;\r\n }\r\n pos.negateInPlace();\r\n\r\n const transform2 = new XRRigidTransform(\r\n { ...pos });\r\n // Update offset reference to use a new originOffset with the teleported\r\n // player position and orientation.\r\n // This new offset needs to be applied to the base ref space.\r\n this._xrSessionManager.referenceSpace = referenceSpace.getOffsetReferenceSpace(transform2);\r\n }\r\n }\r\n}\r\n","import { WebXRExperienceHelper } from \"./webXRExperienceHelper\";\r\nimport { Scene } from '../scene';\r\nimport { WebXRInput, IWebXRInputOptions } from './webXRInput';\r\nimport { WebXRControllerPointerSelection, IWebXRControllerPointerSelectionOptions } from './features/WebXRControllerPointerSelection';\r\nimport { WebXRRenderTarget } from './webXRTypes';\r\nimport { WebXREnterExitUI, WebXREnterExitUIOptions } from './webXREnterExitUI';\r\nimport { AbstractMesh } from '../Meshes/abstractMesh';\r\nimport { WebXRManagedOutputCanvasOptions } from './webXRManagedOutputCanvas';\r\nimport { WebXRMotionControllerTeleportation, IWebXRTeleportationOptions } from './features/WebXRControllerTeleportation';\r\nimport { Logger } from '../Misc/logger';\r\n\r\n/**\r\n * Options for the default xr helper\r\n */\r\nexport class WebXRDefaultExperienceOptions {\r\n /**\r\n * Enable or disable default UI to enter XR\r\n */\r\n public disableDefaultUI?: boolean;\r\n /**\r\n * Should teleportation not initialize. defaults to false.\r\n */\r\n public disableTeleportation?: boolean;\r\n /**\r\n * Floor meshes that will be used for teleport\r\n */\r\n public floorMeshes?: Array;\r\n /**\r\n * If set to true, the first frame will not be used to reset position\r\n * The first frame is mainly used when copying transformation from the old camera\r\n * Mainly used in AR\r\n */\r\n public ignoreNativeCameraTransformation?: boolean;\r\n /**\r\n * Disable the controller mesh-loading. Can be used if you want to load your own meshes\r\n */\r\n public inputOptions?: IWebXRInputOptions;\r\n /**\r\n * optional configuration for the output canvas\r\n */\r\n public outputCanvasOptions?: WebXRManagedOutputCanvasOptions;\r\n /**\r\n * optional UI options. This can be used among other to change session mode and reference space type\r\n */\r\n public uiOptions?: WebXREnterExitUIOptions;\r\n /**\r\n * When loading teleportation and pointer select, use stable versions instead of latest.\r\n */\r\n public useStablePlugins?: boolean;\r\n\r\n /**\r\n * An optional rendering group id that will be set globally for teleportation, pointer selection and default controller meshes\r\n */\r\n public renderingGroupId?: number;\r\n\r\n /**\r\n * A list of optional features to init the session with\r\n * If set to true, all features we support will be added\r\n */\r\n optionalFeatures?: boolean | string[];\r\n}\r\n\r\n/**\r\n * Default experience which provides a similar setup to the previous webVRExperience\r\n */\r\nexport class WebXRDefaultExperience {\r\n /**\r\n * Base experience\r\n */\r\n public baseExperience: WebXRExperienceHelper;\r\n /**\r\n * Enables ui for entering/exiting xr\r\n */\r\n public enterExitUI: WebXREnterExitUI;\r\n /**\r\n * Input experience extension\r\n */\r\n public input: WebXRInput;\r\n /**\r\n * Enables laser pointer and selection\r\n */\r\n public pointerSelection: WebXRControllerPointerSelection;\r\n /**\r\n * Default target xr should render to\r\n */\r\n public renderTarget: WebXRRenderTarget;\r\n /**\r\n * Enables teleportation\r\n */\r\n public teleportation: WebXRMotionControllerTeleportation;\r\n\r\n private constructor() {\r\n }\r\n\r\n /**\r\n * Creates the default xr experience\r\n * @param scene scene\r\n * @param options options for basic configuration\r\n * @returns resulting WebXRDefaultExperience\r\n */\r\n public static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions = {}) {\r\n var result = new WebXRDefaultExperience();\r\n\r\n // Create base experience\r\n return WebXRExperienceHelper.CreateAsync(scene).then((xrHelper) => {\r\n result.baseExperience = xrHelper;\r\n\r\n if (options.ignoreNativeCameraTransformation) {\r\n result.baseExperience.camera.compensateOnFirstFrame = false;\r\n }\r\n\r\n // Add controller support\r\n result.input = new WebXRInput(xrHelper.sessionManager, xrHelper.camera, {\r\n controllerOptions: {\r\n renderingGroupId: options.renderingGroupId\r\n },\r\n ...(options.inputOptions || {})\r\n });\r\n result.pointerSelection = result.baseExperience.featuresManager.enableFeature(WebXRControllerPointerSelection.Name, options.useStablePlugins ? \"stable\" : \"latest\",\r\n {\r\n xrInput: result.input,\r\n renderingGroupId: options.renderingGroupId\r\n });\r\n\r\n // Add default teleportation, including rotation\r\n if (!options.disableTeleportation) {\r\n result.teleportation = result.baseExperience.featuresManager.enableFeature(WebXRMotionControllerTeleportation.Name, options.useStablePlugins ? \"stable\" : \"latest\",\r\n {\r\n floorMeshes: options.floorMeshes,\r\n xrInput: result.input,\r\n renderingGroupId: options.renderingGroupId\r\n });\r\n result.teleportation.setSelectionFeature(result.pointerSelection);\r\n }\r\n\r\n // Create the WebXR output target\r\n result.renderTarget = result.baseExperience.sessionManager.getWebXRRenderTarget(options.outputCanvasOptions);\r\n\r\n if (!options.disableDefaultUI) {\r\n\r\n const uiOptions: WebXREnterExitUIOptions = {\r\n renderTarget: result.renderTarget,\r\n ...(options.uiOptions || {})\r\n };\r\n if (options.optionalFeatures) {\r\n if (typeof options.optionalFeatures === 'boolean') {\r\n uiOptions.optionalFeatures = ['hit-test', 'anchors', 'planes', 'hand-tracking'];\r\n } else {\r\n uiOptions.optionalFeatures = options.optionalFeatures;\r\n }\r\n }\r\n // Create ui for entering/exiting xr\r\n return WebXREnterExitUI.CreateAsync(scene, result.baseExperience, uiOptions).then((ui) => {\r\n result.enterExitUI = ui;\r\n });\r\n } else {\r\n return;\r\n }\r\n }).then(() => {\r\n return result;\r\n }).catch((error) => {\r\n Logger.Error(\"Error initializing XR\");\r\n Logger.Error(error);\r\n return result;\r\n });\r\n }\r\n\r\n /**\r\n * DIsposes of the experience helper\r\n */\r\n public dispose() {\r\n if (this.baseExperience) {\r\n this.baseExperience.dispose();\r\n }\r\n if (this.input) {\r\n this.input.dispose();\r\n }\r\n if (this.enterExitUI) {\r\n this.enterExitUI.dispose();\r\n }\r\n if (this.renderTarget) {\r\n this.renderTarget.dispose();\r\n }\r\n }\r\n}","import { Nullable } from \"../types\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { IDisposable, Scene } from \"../scene\";\r\nimport { WebXRExperienceHelper } from \"./webXRExperienceHelper\";\r\nimport { WebXRState, WebXRRenderTarget } from './webXRTypes';\r\nimport { Tools } from '../Misc/tools';\r\n/**\r\n * Button which can be used to enter a different mode of XR\r\n */\r\nexport class WebXREnterExitUIButton {\r\n /**\r\n * Creates a WebXREnterExitUIButton\r\n * @param element button element\r\n * @param sessionMode XR initialization session mode\r\n * @param referenceSpaceType the type of reference space to be used\r\n */\r\n constructor(\r\n /** button element */\r\n public element: HTMLElement,\r\n /** XR initialization options for the button */\r\n public sessionMode: XRSessionMode,\r\n /** Reference space type */\r\n public referenceSpaceType: XRReferenceSpaceType\r\n ) { }\r\n\r\n /**\r\n * Extendable function which can be used to update the button's visuals when the state changes\r\n * @param activeButton the current active button in the UI\r\n */\r\n public update(activeButton: Nullable) {\r\n }\r\n}\r\n\r\n/**\r\n * Options to create the webXR UI\r\n */\r\nexport class WebXREnterExitUIOptions {\r\n /**\r\n * User provided buttons to enable/disable WebXR. The system will provide default if not set\r\n */\r\n customButtons?: Array;\r\n /**\r\n * A reference space type to use when creating the default button.\r\n * Default is local-floor\r\n */\r\n referenceSpaceType?: XRReferenceSpaceType;\r\n /**\r\n * Context to enter xr with\r\n */\r\n renderTarget?: Nullable;\r\n /**\r\n * A session mode to use when creating the default button.\r\n * Default is immersive-vr\r\n */\r\n sessionMode?: XRSessionMode;\r\n\r\n /**\r\n * A list of optional features to init the session with\r\n */\r\n optionalFeatures?: string[];\r\n}\r\n/**\r\n * UI to allow the user to enter/exit XR mode\r\n */\r\nexport class WebXREnterExitUI implements IDisposable {\r\n private _activeButton: Nullable = null;\r\n private _buttons: Array = [];\r\n private _overlay: HTMLDivElement;\r\n\r\n /**\r\n * Fired every time the active button is changed.\r\n *\r\n * When xr is entered via a button that launches xr that button will be the callback parameter\r\n *\r\n * When exiting xr the callback parameter will be null)\r\n */\r\n public activeButtonChangedObservable = new Observable>();\r\n\r\n /**\r\n *\r\n * @param scene babylon scene object to use\r\n * @param options (read-only) version of the options passed to this UI\r\n */\r\n private constructor(\r\n private scene: Scene,\r\n /** version of the options passed to this UI */\r\n public options: WebXREnterExitUIOptions\r\n ) {\r\n this._overlay = document.createElement(\"div\");\r\n this._overlay.style.cssText = \"z-index:11;position: absolute; right: 20px;bottom: 50px;\";\r\n\r\n // if served over HTTP, warn people.\r\n // Hopefully the browsers will catch up\r\n if (typeof window !== 'undefined') {\r\n if (window.location && window.location.protocol === 'http:') {\r\n Tools.Warn('WebXR can only be served over HTTPS');\r\n }\r\n }\r\n\r\n if (options.customButtons) {\r\n this._buttons = options.customButtons;\r\n } else {\r\n const sessionMode = options.sessionMode || \"immersive-vr\";\r\n const referenceSpaceType = options.referenceSpaceType || \"local-floor\";\r\n const url = !window.SVGSVGElement ? \"https://cdn.babylonjs.com/Assets/vrButton.png\" : \"data:image/svg+xml;charset=UTF-8,%3Csvg%20xmlns%3D%22http%3A//www.w3.org/2000/svg%22%20width%3D%222048%22%20height%3D%221152%22%20viewBox%3D%220%200%202048%201152%22%20version%3D%221.1%22%3E%3Cpath%20transform%3D%22rotate%28180%201024%2C576.0000000000001%29%22%20d%3D%22m1109%2C896q17%2C0%2030%2C-12t13%2C-30t-12.5%2C-30.5t-30.5%2C-12.5l-170%2C0q-18%2C0%20-30.5%2C12.5t-12.5%2C30.5t13%2C30t30%2C12l170%2C0zm-85%2C256q59%2C0%20132.5%2C-1.5t154.5%2C-5.5t164.5%2C-11.5t163%2C-20t150%2C-30t124.5%2C-41.5q23%2C-11%2042%2C-24t38%2C-30q27%2C-25%2041%2C-61.5t14%2C-72.5l0%2C-257q0%2C-123%20-47%2C-232t-128%2C-190t-190%2C-128t-232%2C-47l-81%2C0q-37%2C0%20-68.5%2C14t-60.5%2C34.5t-55.5%2C45t-53%2C45t-53%2C34.5t-55.5%2C14t-55.5%2C-14t-53%2C-34.5t-53%2C-45t-55.5%2C-45t-60.5%2C-34.5t-68.5%2C-14l-81%2C0q-123%2C0%20-232%2C47t-190%2C128t-128%2C190t-47%2C232l0%2C257q0%2C68%2038%2C115t97%2C73q54%2C24%20124.5%2C41.5t150%2C30t163%2C20t164.5%2C11.5t154.5%2C5.5t132.5%2C1.5zm939%2C-298q0%2C39%20-24.5%2C67t-58.5%2C42q-54%2C23%20-122%2C39.5t-143.5%2C28t-155.5%2C19t-157%2C11t-148.5%2C5t-129.5%2C1.5q-59%2C0%20-130%2C-1.5t-148%2C-5t-157%2C-11t-155.5%2C-19t-143.5%2C-28t-122%2C-39.5q-34%2C-14%20-58.5%2C-42t-24.5%2C-67l0%2C-257q0%2C-106%2040.5%2C-199t110%2C-162.5t162.5%2C-109.5t199%2C-40l81%2C0q27%2C0%2052%2C14t50%2C34.5t51%2C44.5t55.5%2C44.5t63.5%2C34.5t74%2C14t74%2C-14t63.5%2C-34.5t55.5%2C-44.5t51%2C-44.5t50%2C-34.5t52%2C-14l14%2C0q37%2C0%2070%2C0.5t64.5%2C4.5t63.5%2C12t68%2C23q71%2C30%20128.5%2C78.5t98.5%2C110t63.5%2C133.5t22.5%2C149l0%2C257z%22%20fill%3D%22white%22%20/%3E%3C/svg%3E%0A\";\r\n var css = \".babylonVRicon { color: #868686; border-color: #868686; border-style: solid; margin-left: 10px; height: 50px; width: 80px; background-color: rgba(51,51,51,0.7); background-image: url(\" + url + \"); background-size: 80%; background-repeat:no-repeat; background-position: center; border: none; outline: none; transition: transform 0.125s ease-out } .babylonVRicon:hover { transform: scale(1.05) } .babylonVRicon:active {background-color: rgba(51,51,51,1) } .babylonVRicon:focus {background-color: rgba(51,51,51,1) }\";\r\n css += \".babylonVRicon.vrdisplaypresenting { background-image: none;} .vrdisplaypresenting::after { content: \\\"EXIT\\\"} .xr-error::after { content: \\\"ERROR\\\"}\";\r\n\r\n var style = document.createElement('style');\r\n style.appendChild(document.createTextNode(css));\r\n document.getElementsByTagName('head')[0].appendChild(style);\r\n var hmdBtn = document.createElement(\"button\");\r\n hmdBtn.className = \"babylonVRicon\";\r\n hmdBtn.title = `${sessionMode} - ${referenceSpaceType}`;\r\n this._buttons.push(new WebXREnterExitUIButton(hmdBtn, sessionMode, referenceSpaceType));\r\n this._buttons[this._buttons.length - 1].update = function(activeButton: WebXREnterExitUIButton) {\r\n this.element.style.display = (activeButton === null || activeButton === this) ? \"\" : \"none\";\r\n hmdBtn.className = \"babylonVRicon\" + (activeButton === this ? \" vrdisplaypresenting\" : \"\");\r\n };\r\n this._updateButtons(null);\r\n }\r\n\r\n var renderCanvas = scene.getEngine().getInputElement();\r\n if (renderCanvas && renderCanvas.parentNode) {\r\n renderCanvas.parentNode.appendChild(this._overlay);\r\n scene.onDisposeObservable.addOnce(() => {\r\n this.dispose();\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Creates UI to allow the user to enter/exit XR mode\r\n * @param scene the scene to add the ui to\r\n * @param helper the xr experience helper to enter/exit xr with\r\n * @param options options to configure the UI\r\n * @returns the created ui\r\n */\r\n public static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise {\r\n var ui = new WebXREnterExitUI(scene, options);\r\n var supportedPromises = ui._buttons.map((btn) => {\r\n return helper.sessionManager.isSessionSupportedAsync(btn.sessionMode);\r\n });\r\n helper.onStateChangedObservable.add((state) => {\r\n if (state == WebXRState.NOT_IN_XR) {\r\n ui._updateButtons(null);\r\n }\r\n });\r\n return Promise.all(supportedPromises).then((results) => {\r\n results.forEach((supported, i) => {\r\n if (supported) {\r\n ui._overlay.appendChild(ui._buttons[i].element);\r\n ui._buttons[i].element.onclick = async() => {\r\n if (helper.state == WebXRState.IN_XR) {\r\n await helper.exitXRAsync();\r\n ui._updateButtons(null);\r\n } else if (helper.state == WebXRState.NOT_IN_XR) {\r\n if (options.renderTarget) {\r\n try {\r\n await helper.enterXRAsync(ui._buttons[i].sessionMode, ui._buttons[i].referenceSpaceType, options.renderTarget, {optionalFeatures: options.optionalFeatures});\r\n ui._updateButtons(ui._buttons[i]);\r\n } catch (e) {\r\n // make sure button is visible\r\n ui._updateButtons(null);\r\n const element = ui._buttons[i].element;\r\n const prevTitle = element.title;\r\n element.title = \"Error entering XR session : \" + prevTitle;\r\n element.classList.add(\"xr-error\");\r\n }\r\n }\r\n }\r\n };\r\n } else {\r\n Tools.Warn(`Session mode \"${ui._buttons[i].sessionMode}\" not supported in browser`);\r\n }\r\n });\r\n return ui;\r\n });\r\n }\r\n\r\n /**\r\n * Disposes of the XR UI component\r\n */\r\n public dispose() {\r\n var renderCanvas = this.scene.getEngine().getInputElement();\r\n if (renderCanvas && renderCanvas.parentNode && renderCanvas.parentNode.contains(this._overlay)) {\r\n renderCanvas.parentNode.removeChild(this._overlay);\r\n }\r\n this.activeButtonChangedObservable.clear();\r\n }\r\n\r\n private _updateButtons(activeButton: Nullable) {\r\n this._activeButton = activeButton;\r\n this._buttons.forEach((b) => {\r\n b.update(this._activeButton);\r\n });\r\n this.activeButtonChangedObservable.notifyObservers(this._activeButton);\r\n }\r\n}","import { Nullable } from \"../types\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { IDisposable, Scene } from \"../scene\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { WebXRSessionManager } from \"./webXRSessionManager\";\r\nimport { WebXRCamera } from \"./webXRCamera\";\r\nimport { WebXRState, WebXRRenderTarget } from './webXRTypes';\r\nimport { WebXRFeaturesManager } from './webXRFeaturesManager';\r\nimport { Logger } from '../Misc/logger';\r\n\r\n/**\r\n * Base set of functionality needed to create an XR experience (WebXRSessionManager, Camera, StateManagement, etc.)\r\n * @see https://doc.babylonjs.com/how_to/webxr\r\n */\r\nexport class WebXRExperienceHelper implements IDisposable {\r\n private _nonVRCamera: Nullable = null;\r\n private _originalSceneAutoClear = true;\r\n private _supported = false;\r\n\r\n /**\r\n * Camera used to render xr content\r\n */\r\n public camera: WebXRCamera;\r\n /** A features manager for this xr session */\r\n public featuresManager: WebXRFeaturesManager;\r\n /**\r\n * Observers registered here will be triggered after the camera's initial transformation is set\r\n * This can be used to set a different ground level or an extra rotation.\r\n *\r\n * Note that ground level is considered to be at 0. The height defined by the XR camera will be added\r\n * to the position set after this observable is done executing.\r\n */\r\n public onInitialXRPoseSetObservable = new Observable();\r\n /**\r\n * Fires when the state of the experience helper has changed\r\n */\r\n public onStateChangedObservable = new Observable();\r\n /** Session manager used to keep track of xr session */\r\n public sessionManager: WebXRSessionManager;\r\n /**\r\n * The current state of the XR experience (eg. transitioning, in XR or not in XR)\r\n */\r\n public state: WebXRState = WebXRState.NOT_IN_XR;\r\n\r\n /**\r\n * Creates a WebXRExperienceHelper\r\n * @param scene The scene the helper should be created in\r\n */\r\n private constructor(private scene: Scene) {\r\n this.sessionManager = new WebXRSessionManager(scene);\r\n this.camera = new WebXRCamera(\"\", scene, this.sessionManager);\r\n this.featuresManager = new WebXRFeaturesManager(this.sessionManager);\r\n\r\n scene.onDisposeObservable.add(() => {\r\n this.exitXRAsync();\r\n });\r\n }\r\n\r\n /**\r\n * Creates the experience helper\r\n * @param scene the scene to attach the experience helper to\r\n * @returns a promise for the experience helper\r\n */\r\n public static CreateAsync(scene: Scene): Promise {\r\n var helper = new WebXRExperienceHelper(scene);\r\n return helper.sessionManager.initializeAsync().then(() => {\r\n helper._supported = true;\r\n return helper;\r\n }).catch((e) => {\r\n helper._setState(WebXRState.NOT_IN_XR);\r\n helper.dispose();\r\n throw e;\r\n });\r\n }\r\n\r\n /**\r\n * Disposes of the experience helper\r\n */\r\n public dispose() {\r\n this.camera.dispose();\r\n this.onStateChangedObservable.clear();\r\n this.onInitialXRPoseSetObservable.clear();\r\n this.sessionManager.dispose();\r\n if (this._nonVRCamera) {\r\n this.scene.activeCamera = this._nonVRCamera;\r\n }\r\n }\r\n\r\n /**\r\n * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)\r\n * @param sessionMode options for the XR session\r\n * @param referenceSpaceType frame of reference of the XR session\r\n * @param renderTarget the output canvas that will be used to enter XR mode\r\n * @param sessionCreationOptions optional XRSessionInit object to init the session with\r\n * @returns promise that resolves after xr mode has entered\r\n */\r\n public enterXRAsync(sessionMode: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, renderTarget: WebXRRenderTarget = this.sessionManager.getWebXRRenderTarget(), sessionCreationOptions: XRSessionInit = {}): Promise {\r\n if (!this._supported) {\r\n throw \"WebXR not supported in this browser or environment\";\r\n }\r\n this._setState(WebXRState.ENTERING_XR);\r\n if (referenceSpaceType !== \"viewer\" && referenceSpaceType !== \"local\") {\r\n sessionCreationOptions.optionalFeatures = sessionCreationOptions.optionalFeatures || [];\r\n sessionCreationOptions.optionalFeatures.push(referenceSpaceType);\r\n }\r\n // we currently recommend \"unbounded\" space in AR (#7959)\r\n if (sessionMode === \"immersive-ar\" && referenceSpaceType !== \"unbounded\") {\r\n Logger.Warn(\"We recommend using 'unbounded' reference space type when using 'immersive-ar' session mode\");\r\n }\r\n // make sure that the session mode is supported\r\n return this.sessionManager.initializeSessionAsync(sessionMode, sessionCreationOptions).then(() => {\r\n return this.sessionManager.setReferenceSpaceTypeAsync(referenceSpaceType);\r\n }).then(() => {\r\n return renderTarget.initializeXRLayerAsync(this.sessionManager.session);\r\n }).then(() => {\r\n return this.sessionManager.updateRenderStateAsync({ depthFar: this.camera.maxZ, depthNear: this.camera.minZ, baseLayer: renderTarget.xrLayer! });\r\n }).then(() => {\r\n // run the render loop\r\n this.sessionManager.runXRRenderLoop();\r\n // Cache pre xr scene settings\r\n this._originalSceneAutoClear = this.scene.autoClear;\r\n this._nonVRCamera = this.scene.activeCamera;\r\n\r\n this.scene.activeCamera = this.camera;\r\n // do not compensate when AR session is used\r\n if (sessionMode !== 'immersive-ar') {\r\n this._nonXRToXRCamera();\r\n } else {\r\n // Kept here, TODO - check if needed\r\n this.scene.autoClear = false;\r\n this.camera.compensateOnFirstFrame = false;\r\n }\r\n\r\n this.sessionManager.onXRSessionEnded.addOnce(() => {\r\n // Reset camera rigs output render target to ensure sessions render target is not drawn after it ends\r\n this.camera.rigCameras.forEach((c) => {\r\n c.outputRenderTarget = null;\r\n });\r\n\r\n // Restore scene settings\r\n this.scene.autoClear = this._originalSceneAutoClear;\r\n this.scene.activeCamera = this._nonVRCamera;\r\n if (sessionMode !== 'immersive-ar' && this.camera.compensateOnFirstFrame) {\r\n if ((this._nonVRCamera).setPosition) {\r\n (this._nonVRCamera).setPosition(this.camera.position);\r\n } else {\r\n this._nonVRCamera!.position.copyFrom(this.camera.position);\r\n }\r\n }\r\n\r\n this._setState(WebXRState.NOT_IN_XR);\r\n });\r\n\r\n // Wait until the first frame arrives before setting state to in xr\r\n this.sessionManager.onXRFrameObservable.addOnce(() => {\r\n this._setState(WebXRState.IN_XR);\r\n });\r\n\r\n return this.sessionManager;\r\n }).catch((e: any) => {\r\n console.log(e);\r\n console.log(e.message);\r\n this._setState(WebXRState.NOT_IN_XR);\r\n throw (e);\r\n });\r\n }\r\n\r\n /**\r\n * Exits XR mode and returns the scene to its original state\r\n * @returns promise that resolves after xr mode has exited\r\n */\r\n public exitXRAsync() {\r\n // only exit if state is IN_XR\r\n if (this.state !== WebXRState.IN_XR) {\r\n return Promise.resolve();\r\n }\r\n this._setState(WebXRState.EXITING_XR);\r\n return this.sessionManager.exitXRAsync();\r\n }\r\n\r\n private _nonXRToXRCamera() {\r\n this.camera.setTransformationFromNonVRCamera(this._nonVRCamera!);\r\n this.onInitialXRPoseSetObservable.notifyObservers(this.camera);\r\n }\r\n\r\n private _setState(val: WebXRState) {\r\n if (this.state === val) {\r\n return;\r\n }\r\n this.state = val;\r\n this.onStateChangedObservable.notifyObservers(this.state);\r\n }\r\n}\r\n","import { WebXRSessionManager } from './webXRSessionManager';\r\nimport { IDisposable } from '../scene';\r\n\r\n/**\r\n * Defining the interface required for a (webxr) feature\r\n */\r\nexport interface IWebXRFeature extends IDisposable {\r\n /**\r\n * Is this feature attached\r\n */\r\n attached: boolean;\r\n /**\r\n * Should auto-attach be disabled?\r\n */\r\n disableAutoAttach: boolean;\r\n\r\n /**\r\n * Attach the feature to the session\r\n * Will usually be called by the features manager\r\n *\r\n * @param force should attachment be forced (even when already attached)\r\n * @returns true if successful.\r\n */\r\n attach(force?: boolean): boolean;\r\n /**\r\n * Detach the feature from the session\r\n * Will usually be called by the features manager\r\n *\r\n * @returns true if successful.\r\n */\r\n detach(): boolean;\r\n}\r\n\r\n/**\r\n * A list of the currently available features without referencing them\r\n */\r\nexport class WebXRFeatureName {\r\n /**\r\n * The name of the anchor system feature\r\n */\r\n public static ANCHOR_SYSTEM = \"xr-anchor-system\";\r\n /**\r\n * The name of the background remover feature\r\n */\r\n public static BACKGROUND_REMOVER = \"xr-background-remover\";\r\n /**\r\n * The name of the hit test feature\r\n */\r\n public static HIT_TEST = \"xr-hit-test\";\r\n /**\r\n * physics impostors for xr controllers feature\r\n */\r\n public static PHYSICS_CONTROLLERS = \"xr-physics-controller\";\r\n /**\r\n * The name of the plane detection feature\r\n */\r\n public static PLANE_DETECTION = \"xr-plane-detection\";\r\n /**\r\n * The name of the pointer selection feature\r\n */\r\n public static POINTER_SELECTION = \"xr-controller-pointer-selection\";\r\n /**\r\n * The name of the teleportation feature\r\n */\r\n public static TELEPORTATION = \"xr-controller-teleportation\";\r\n}\r\n\r\n/**\r\n * Defining the constructor of a feature. Used to register the modules.\r\n */\r\nexport type WebXRFeatureConstructor = (xrSessionManager: WebXRSessionManager, options?: any) => (() => IWebXRFeature);\r\n\r\n/**\r\n * The WebXR features manager is responsible of enabling or disabling features required for the current XR session.\r\n * It is mainly used in AR sessions.\r\n *\r\n * A feature can have a version that is defined by Babylon (and does not correspond with the webxr version).\r\n */\r\nexport class WebXRFeaturesManager implements IDisposable {\r\n private static readonly _AvailableFeatures: {\r\n [name: string]: {\r\n stable: number;\r\n latest: number;\r\n [version: number]: WebXRFeatureConstructor;\r\n }\r\n } = {};\r\n\r\n private _features: {\r\n [name: string]: {\r\n featureImplementation: IWebXRFeature,\r\n version: number,\r\n enabled: boolean\r\n }\r\n } = {};\r\n\r\n /**\r\n * constructs a new features manages.\r\n *\r\n * @param _xrSessionManager an instance of WebXRSessionManager\r\n */\r\n constructor(private _xrSessionManager: WebXRSessionManager) {\r\n // when session starts / initialized - attach\r\n this._xrSessionManager.onXRSessionInit.add(() => {\r\n this.getEnabledFeatures().forEach((featureName) => {\r\n const feature = this._features[featureName];\r\n if (feature.enabled && !feature.featureImplementation.attached && !feature.featureImplementation.disableAutoAttach) {\r\n this.attachFeature(featureName);\r\n }\r\n });\r\n });\r\n\r\n // when session ends - detach\r\n this._xrSessionManager.onXRSessionEnded.add(() => {\r\n this.getEnabledFeatures().forEach((featureName) => {\r\n const feature = this._features[featureName];\r\n if (feature.enabled && feature.featureImplementation.attached) {\r\n // detach, but don't disable!\r\n this.detachFeature(featureName);\r\n }\r\n });\r\n });\r\n }\r\n\r\n /**\r\n * Used to register a module. After calling this function a developer can use this feature in the scene.\r\n * Mainly used internally.\r\n *\r\n * @param featureName the name of the feature to register\r\n * @param constructorFunction the function used to construct the module\r\n * @param version the (babylon) version of the module\r\n * @param stable is that a stable version of this module\r\n */\r\n public static AddWebXRFeature(featureName: string, constructorFunction: WebXRFeatureConstructor, version: number = 1, stable: boolean = false) {\r\n this._AvailableFeatures[featureName] = this._AvailableFeatures[featureName] || { latest: version };\r\n if (version > this._AvailableFeatures[featureName].latest) {\r\n this._AvailableFeatures[featureName].latest = version;\r\n }\r\n if (stable) {\r\n this._AvailableFeatures[featureName].stable = version;\r\n }\r\n this._AvailableFeatures[featureName][version] = constructorFunction;\r\n }\r\n\r\n /**\r\n * Returns a constructor of a specific feature.\r\n *\r\n * @param featureName the name of the feature to construct\r\n * @param version the version of the feature to load\r\n * @param xrSessionManager the xrSessionManager. Used to construct the module\r\n * @param options optional options provided to the module.\r\n * @returns a function that, when called, will return a new instance of this feature\r\n */\r\n public static ConstructFeature(featureName: string, version: number = 1, xrSessionManager: WebXRSessionManager, options?: any): (() => IWebXRFeature) {\r\n const constructorFunction = this._AvailableFeatures[featureName][version];\r\n if (!constructorFunction) {\r\n // throw an error? return nothing?\r\n throw new Error('feature not found');\r\n }\r\n\r\n return constructorFunction(xrSessionManager, options);\r\n }\r\n\r\n /**\r\n * Can be used to return the list of features currently registered\r\n *\r\n * @returns an Array of available features\r\n */\r\n public static GetAvailableFeatures() {\r\n return Object.keys(this._AvailableFeatures);\r\n }\r\n\r\n /**\r\n * Gets the versions available for a specific feature\r\n * @param featureName the name of the feature\r\n * @returns an array with the available versions\r\n */\r\n public static GetAvailableVersions(featureName: string) {\r\n return Object.keys(this._AvailableFeatures[featureName]);\r\n }\r\n\r\n /**\r\n * Return the latest unstable version of this feature\r\n * @param featureName the name of the feature to search\r\n * @returns the version number. if not found will return -1\r\n */\r\n public static GetLatestVersionOfFeature(featureName: string): number {\r\n return (this._AvailableFeatures[featureName] && this._AvailableFeatures[featureName].latest) || -1;\r\n }\r\n\r\n /**\r\n * Return the latest stable version of this feature\r\n * @param featureName the name of the feature to search\r\n * @returns the version number. if not found will return -1\r\n */\r\n public static GetStableVersionOfFeature(featureName: string): number {\r\n return (this._AvailableFeatures[featureName] && this._AvailableFeatures[featureName].stable) || -1;\r\n }\r\n\r\n /**\r\n * Attach a feature to the current session. Mainly used when session started to start the feature effect.\r\n * Can be used during a session to start a feature\r\n * @param featureName the name of feature to attach\r\n */\r\n public attachFeature(featureName: string) {\r\n const feature = this._features[featureName];\r\n if (feature && feature.enabled && !feature.featureImplementation.attached) {\r\n feature.featureImplementation.attach();\r\n }\r\n }\r\n\r\n /**\r\n * Can be used inside a session or when the session ends to detach a specific feature\r\n * @param featureName the name of the feature to detach\r\n */\r\n public detachFeature(featureName: string) {\r\n const feature = this._features[featureName];\r\n if (feature && feature.featureImplementation.attached) {\r\n feature.featureImplementation.detach();\r\n }\r\n }\r\n\r\n /**\r\n * Used to disable an already-enabled feature\r\n * The feature will be disposed and will be recreated once enabled.\r\n * @param featureName the feature to disable\r\n * @returns true if disable was successful\r\n */\r\n public disableFeature(featureName: string | { Name: string }): boolean {\r\n const name = typeof featureName === 'string' ? featureName : featureName.Name;\r\n const feature = this._features[name];\r\n if (feature && feature.enabled) {\r\n feature.enabled = false;\r\n this.detachFeature(name);\r\n feature.featureImplementation.dispose();\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * dispose this features manager\r\n */\r\n public dispose(): void {\r\n this.getEnabledFeatures().forEach((feature) => {\r\n this.disableFeature(feature);\r\n this._features[feature].featureImplementation.dispose();\r\n });\r\n }\r\n\r\n /**\r\n * Enable a feature using its name and a version. This will enable it in the scene, and will be responsible to attach it when the session starts.\r\n * If used twice, the old version will be disposed and a new one will be constructed. This way you can re-enable with different configuration.\r\n *\r\n * @param featureName the name of the feature to load or the class of the feature\r\n * @param version optional version to load. if not provided the latest version will be enabled\r\n * @param moduleOptions options provided to the module. Ses the module documentation / constructor\r\n * @param attachIfPossible if set to true (default) the feature will be automatically attached, if it is currently possible\r\n * @returns a new constructed feature or throws an error if feature not found.\r\n */\r\n public enableFeature(featureName: string | { Name: string }, version: number | string = 'latest', moduleOptions: any = {}, attachIfPossible: boolean = true): IWebXRFeature {\r\n const name = typeof featureName === 'string' ? featureName : featureName.Name;\r\n let versionToLoad = 0;\r\n if (typeof version === 'string') {\r\n if (!version) {\r\n throw new Error(`Error in provided version - ${name} (${version})`);\r\n }\r\n if (version === 'stable') {\r\n versionToLoad = WebXRFeaturesManager.GetStableVersionOfFeature(name);\r\n } else if (version === 'latest') {\r\n versionToLoad = WebXRFeaturesManager.GetLatestVersionOfFeature(name);\r\n } else {\r\n // try loading the number the string represents\r\n versionToLoad = +version;\r\n }\r\n if (versionToLoad === -1 || isNaN(versionToLoad)) {\r\n throw new Error(`feature not found - ${name} (${version})`);\r\n }\r\n } else {\r\n versionToLoad = version;\r\n }\r\n // check if already initialized\r\n const feature = this._features[name];\r\n const constructFunction = WebXRFeaturesManager.ConstructFeature(name, versionToLoad, this._xrSessionManager, moduleOptions);\r\n if (!constructFunction) {\r\n // report error?\r\n throw new Error(`feature not found - ${name}`);\r\n }\r\n\r\n /* If the feature is already enabled, detach and dispose it, and create a new one */\r\n if (feature) {\r\n this.disableFeature(name);\r\n }\r\n\r\n this._features[name] = {\r\n featureImplementation: constructFunction(),\r\n enabled: true,\r\n version: versionToLoad\r\n };\r\n\r\n if (attachIfPossible) {\r\n // if session started already, request and enable\r\n if (this._xrSessionManager.session && !feature.featureImplementation.attached) {\r\n // enable feature\r\n this.attachFeature(name);\r\n }\r\n } else {\r\n // disable auto-attach when session starts\r\n this._features[name].featureImplementation.disableAutoAttach = true;\r\n }\r\n\r\n return this._features[name].featureImplementation;\r\n }\r\n\r\n /**\r\n * get the implementation of an enabled feature.\r\n * @param featureName the name of the feature to load\r\n * @returns the feature class, if found\r\n */\r\n public getEnabledFeature(featureName: string): IWebXRFeature {\r\n return this._features[featureName] && this._features[featureName].featureImplementation;\r\n }\r\n\r\n /**\r\n * Get the list of enabled features\r\n * @returns an array of enabled features\r\n */\r\n public getEnabledFeatures() {\r\n return Object.keys(this._features);\r\n }\r\n}","import { Nullable } from \"../types\";\r\nimport { Observer, Observable } from \"../Misc/observable\";\r\nimport { IDisposable } from \"../scene\";\r\nimport { WebXRInputSource, IWebXRControllerOptions } from './webXRInputSource';\r\nimport { WebXRSessionManager } from './webXRSessionManager';\r\nimport { WebXRCamera } from './webXRCamera';\r\nimport { WebXRMotionControllerManager } from './motionController/webXRMotionControllerManager';\r\n\r\n/**\r\n * The schema for initialization options of the XR Input class\r\n */\r\nexport interface IWebXRInputOptions {\r\n /**\r\n * If set to true no model will be automatically loaded\r\n */\r\n doNotLoadControllerMeshes?: boolean;\r\n\r\n /**\r\n * If set, this profile will be used for all controllers loaded (for example \"microsoft-mixed-reality\")\r\n * If not found, the xr input profile data will be used.\r\n * Profiles are defined here - https://github.com/immersive-web/webxr-input-profiles/\r\n */\r\n forceInputProfile?: string;\r\n\r\n /**\r\n * Do not send a request to the controller repository to load the profile.\r\n *\r\n * Instead, use the controllers available in babylon itself.\r\n */\r\n disableOnlineControllerRepository?: boolean;\r\n\r\n /**\r\n * A custom URL for the controllers repository\r\n */\r\n customControllersRepositoryURL?: string;\r\n\r\n /**\r\n * Should the controller model's components not move according to the user input\r\n */\r\n disableControllerAnimation?: boolean;\r\n\r\n /**\r\n * Optional options to pass to the controller. Will be overridden by the Input options where applicable\r\n */\r\n controllerOptions?: IWebXRControllerOptions;\r\n}\r\n/**\r\n * XR input used to track XR inputs such as controllers/rays\r\n */\r\nexport class WebXRInput implements IDisposable {\r\n /**\r\n * XR controllers being tracked\r\n */\r\n public controllers: Array = [];\r\n private _frameObserver: Nullable>;\r\n private _sessionEndedObserver: Nullable>;\r\n private _sessionInitObserver: Nullable>;\r\n /**\r\n * Event when a controller has been connected/added\r\n */\r\n public onControllerAddedObservable = new Observable();\r\n /**\r\n * Event when a controller has been removed/disconnected\r\n */\r\n public onControllerRemovedObservable = new Observable();\r\n\r\n /**\r\n * Initializes the WebXRInput\r\n * @param xrSessionManager the xr session manager for this session\r\n * @param xrCamera the WebXR camera for this session. Mainly used for teleportation\r\n * @param options = initialization options for this xr input\r\n */\r\n public constructor(\r\n /**\r\n * the xr session manager for this session\r\n */\r\n public xrSessionManager: WebXRSessionManager,\r\n /**\r\n * the WebXR camera for this session. Mainly used for teleportation\r\n */\r\n public xrCamera: WebXRCamera,\r\n private readonly options: IWebXRInputOptions = {}\r\n ) {\r\n // Remove controllers when exiting XR\r\n this._sessionEndedObserver = this.xrSessionManager.onXRSessionEnded.add(() => {\r\n this._addAndRemoveControllers([], this.controllers.map((c) => { return c.inputSource; }));\r\n });\r\n\r\n this._sessionInitObserver = this.xrSessionManager.onXRSessionInit.add((session) => {\r\n session.addEventListener(\"inputsourceschange\", this._onInputSourcesChange);\r\n });\r\n\r\n this._frameObserver = this.xrSessionManager.onXRFrameObservable.add((frame) => {\r\n // Update controller pose info\r\n this.controllers.forEach((controller) => {\r\n controller.updateFromXRFrame(frame, this.xrSessionManager.referenceSpace);\r\n });\r\n });\r\n\r\n if (this.options.customControllersRepositoryURL) {\r\n WebXRMotionControllerManager.BaseRepositoryUrl = this.options.customControllersRepositoryURL;\r\n }\r\n\r\n if (!this.options.disableOnlineControllerRepository) {\r\n WebXRMotionControllerManager.UseOnlineRepository = true;\r\n // pre-load the profiles list to load the controllers quicker afterwards\r\n WebXRMotionControllerManager.UpdateProfilesList();\r\n } else {\r\n WebXRMotionControllerManager.UseOnlineRepository = false;\r\n }\r\n }\r\n\r\n private _onInputSourcesChange = (event: XRInputSourceChangeEvent) => {\r\n this._addAndRemoveControllers(event.added, event.removed);\r\n }\r\n\r\n private _addAndRemoveControllers(addInputs: Array, removeInputs: Array) {\r\n // Add controllers if they don't already exist\r\n let sources = this.controllers.map((c) => { return c.inputSource; });\r\n for (let input of addInputs) {\r\n if (sources.indexOf(input) === -1) {\r\n let controller = new WebXRInputSource(this.xrSessionManager.scene, input, {\r\n ...(this.options.controllerOptions || {}),\r\n forceControllerProfile: this.options.forceInputProfile,\r\n doNotLoadControllerMesh: this.options.doNotLoadControllerMeshes,\r\n disableMotionControllerAnimation: this.options.disableControllerAnimation\r\n });\r\n this.controllers.push(controller);\r\n this.onControllerAddedObservable.notifyObservers(controller);\r\n }\r\n }\r\n\r\n // Remove and dispose of controllers to be disposed\r\n let keepControllers: Array = [];\r\n let removedControllers: Array = [];\r\n this.controllers.forEach((c) => {\r\n if (removeInputs.indexOf(c.inputSource) === -1) {\r\n keepControllers.push(c);\r\n } else {\r\n removedControllers.push(c);\r\n }\r\n });\r\n this.controllers = keepControllers;\r\n removedControllers.forEach((c) => {\r\n this.onControllerRemovedObservable.notifyObservers(c);\r\n c.dispose();\r\n });\r\n\r\n }\r\n\r\n /**\r\n * Disposes of the object\r\n */\r\n public dispose() {\r\n this.controllers.forEach((c) => {\r\n c.dispose();\r\n });\r\n this.xrSessionManager.onXRFrameObservable.remove(this._frameObserver);\r\n this.xrSessionManager.onXRSessionInit.remove(this._sessionInitObserver);\r\n this.xrSessionManager.onXRSessionEnded.remove(this._sessionEndedObserver);\r\n this.onControllerAddedObservable.clear();\r\n this.onControllerRemovedObservable.clear();\r\n }\r\n}\r\n","import { Observable } from \"../Misc/observable\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Quaternion, Vector3 } from '../Maths/math.vector';\r\nimport { Ray } from '../Culling/ray';\r\nimport { Scene } from '../scene';\r\nimport { WebXRAbstractMotionController } from './motionController/webXRAbstractMotionController';\r\nimport { WebXRMotionControllerManager } from './motionController/webXRMotionControllerManager';\r\nimport { Tools } from '../Misc/tools';\r\n\r\nlet idCount = 0;\r\n\r\n/**\r\n * Configuration options for the WebXR controller creation\r\n */\r\nexport interface IWebXRControllerOptions {\r\n /**\r\n * Should the controller mesh be animated when a user interacts with it\r\n * The pressed buttons / thumbstick and touchpad animations will be disabled\r\n */\r\n disableMotionControllerAnimation?: boolean;\r\n /**\r\n * Do not load the controller mesh, in case a different mesh needs to be loaded.\r\n */\r\n doNotLoadControllerMesh?: boolean;\r\n /**\r\n * Force a specific controller type for this controller.\r\n * This can be used when creating your own profile or when testing different controllers\r\n */\r\n forceControllerProfile?: string;\r\n /**\r\n * Defines a rendering group ID for meshes that will be loaded.\r\n * This is for the default controllers only.\r\n */\r\n renderingGroupId?: number;\r\n}\r\n\r\n/**\r\n * Represents an XR controller\r\n */\r\nexport class WebXRInputSource {\r\n private _tmpVector = new Vector3();\r\n private _uniqueId: string;\r\n\r\n /**\r\n * Represents the part of the controller that is held. This may not exist if the controller is the head mounted display itself, if thats the case only the pointer from the head will be availible\r\n */\r\n public grip?: AbstractMesh;\r\n /**\r\n * If available, this is the gamepad object related to this controller.\r\n * Using this object it is possible to get click events and trackpad changes of the\r\n * webxr controller that is currently being used.\r\n */\r\n public motionController?: WebXRAbstractMotionController;\r\n /**\r\n * Event that fires when the controller is removed/disposed.\r\n * The object provided as event data is this controller, after associated assets were disposed.\r\n * uniqueId is still available.\r\n */\r\n public onDisposeObservable = new Observable();\r\n /**\r\n * Will be triggered when the mesh associated with the motion controller is done loading.\r\n * It is also possible that this will never trigger (!) if no mesh was loaded, or if the developer decides to load a different mesh\r\n * A shortened version of controller -> motion controller -> on mesh loaded.\r\n */\r\n public onMeshLoadedObservable = new Observable();\r\n /**\r\n * Observers registered here will trigger when a motion controller profile was assigned to this xr controller\r\n */\r\n public onMotionControllerInitObservable = new Observable();\r\n /**\r\n * Pointer which can be used to select objects or attach a visible laser to\r\n */\r\n public pointer: AbstractMesh;\r\n\r\n /**\r\n * Creates the controller\r\n * @see https://doc.babylonjs.com/how_to/webxr\r\n * @param _scene the scene which the controller should be associated to\r\n * @param inputSource the underlying input source for the controller\r\n * @param _options options for this controller creation\r\n */\r\n constructor(\r\n private _scene: Scene,\r\n /** The underlying input source for the controller */\r\n public inputSource: XRInputSource,\r\n private _options: IWebXRControllerOptions = {}) {\r\n this._uniqueId = `controller-${idCount++}-${inputSource.targetRayMode}-${inputSource.handedness}`;\r\n\r\n this.pointer = new AbstractMesh(`${this._uniqueId}-pointer`, _scene);\r\n this.pointer.rotationQuaternion = new Quaternion();\r\n\r\n if (this.inputSource.gripSpace) {\r\n this.grip = new AbstractMesh(`${this._uniqueId}-grip`, this._scene);\r\n this.grip.rotationQuaternion = new Quaternion();\r\n }\r\n\r\n this._tmpVector.set(0, 0, (this._scene.useRightHandedSystem ? -1.0 : 1.0));\r\n\r\n // for now only load motion controllers if gamepad object available\r\n if (this.inputSource.gamepad) {\r\n WebXRMotionControllerManager.GetMotionControllerWithXRInput(inputSource, _scene, this._options.forceControllerProfile).then((motionController) => {\r\n this.motionController = motionController;\r\n this.onMotionControllerInitObservable.notifyObservers(motionController);\r\n // should the model be loaded?\r\n if (!this._options.doNotLoadControllerMesh) {\r\n this.motionController.loadModel().then((success) => {\r\n if (success && this.motionController && this.motionController.rootMesh) {\r\n if (this._options.renderingGroupId) {\r\n // anything other than 0?\r\n this.motionController.rootMesh.renderingGroupId = this._options.renderingGroupId;\r\n this.motionController.rootMesh.getChildMeshes(false).forEach((mesh) => mesh.renderingGroupId = this._options.renderingGroupId!);\r\n }\r\n this.onMeshLoadedObservable.notifyObservers(this.motionController.rootMesh);\r\n this.motionController.rootMesh.parent = this.grip || this.pointer;\r\n this.motionController.disableAnimation = !!this._options.disableMotionControllerAnimation;\r\n }\r\n });\r\n }\r\n }, () => {\r\n Tools.Warn(`Could not find a matching motion controller for the registered input source`);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Get this controllers unique id\r\n */\r\n public get uniqueId() {\r\n return this._uniqueId;\r\n }\r\n\r\n /**\r\n * Disposes of the object\r\n */\r\n public dispose() {\r\n if (this.grip) {\r\n this.grip.dispose();\r\n }\r\n if (this.motionController) {\r\n this.motionController.dispose();\r\n }\r\n this.pointer.dispose();\r\n this.onMotionControllerInitObservable.clear();\r\n this.onMeshLoadedObservable.clear();\r\n this.onDisposeObservable.notifyObservers(this);\r\n this.onDisposeObservable.clear();\r\n }\r\n\r\n /**\r\n * Gets a world space ray coming from the pointer or grip\r\n * @param result the resulting ray\r\n * @param gripIfAvailable use the grip mesh instead of the pointer, if available\r\n */\r\n public getWorldPointerRayToRef(result: Ray, gripIfAvailable: boolean = false) {\r\n const object = gripIfAvailable && this.grip ? this.grip : this.pointer;\r\n Vector3.TransformNormalToRef(\r\n this._tmpVector,\r\n object.getWorldMatrix(),\r\n result.direction\r\n );\r\n result.direction.normalize();\r\n result.origin.copyFrom(object.absolutePosition);\r\n result.length = 1000;\r\n }\r\n\r\n /**\r\n * Updates the controller pose based on the given XRFrame\r\n * @param xrFrame xr frame to update the pose with\r\n * @param referenceSpace reference space to use\r\n */\r\n public updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace) {\r\n let pose = xrFrame.getPose(this.inputSource.targetRaySpace, referenceSpace);\r\n\r\n // Update the pointer mesh\r\n if (pose) {\r\n this.pointer.position.copyFrom((pose.transform.position));\r\n this.pointer.rotationQuaternion!.copyFrom((pose.transform.orientation));\r\n if (!this._scene.useRightHandedSystem) {\r\n this.pointer.position.z *= -1;\r\n this.pointer.rotationQuaternion!.z *= -1;\r\n this.pointer.rotationQuaternion!.w *= -1;\r\n }\r\n }\r\n\r\n // Update the grip mesh if it exists\r\n if (this.inputSource.gripSpace && this.grip) {\r\n let pose = xrFrame.getPose(this.inputSource.gripSpace, referenceSpace);\r\n if (pose) {\r\n this.grip.position.copyFrom((pose.transform.position));\r\n this.grip.rotationQuaternion!.copyFrom((pose.transform.orientation));\r\n if (!this._scene.useRightHandedSystem) {\r\n this.grip.position.z *= -1;\r\n this.grip.rotationQuaternion!.z *= -1;\r\n this.grip.rotationQuaternion!.w *= -1;\r\n }\r\n }\r\n }\r\n if (this.motionController) {\r\n // either update buttons only or also position, if in gamepad mode\r\n this.motionController.updateFromXRFrame(xrFrame);\r\n }\r\n }\r\n}","import { Nullable } from \"../types\";\r\nimport { ThinEngine } from '../Engines/thinEngine';\r\nimport { WebXRRenderTarget } from \"./webXRTypes\";\r\nimport { WebXRSessionManager } from './webXRSessionManager';\r\n\r\n/**\r\n * COnfiguration object for WebXR output canvas\r\n */\r\nexport class WebXRManagedOutputCanvasOptions {\r\n /**\r\n * An optional canvas in case you wish to create it yourself and provide it here.\r\n * If not provided, a new canvas will be created\r\n */\r\n public canvasElement?: HTMLCanvasElement;\r\n /**\r\n * Options for this XR Layer output\r\n */\r\n public canvasOptions?: XRWebGLLayerOptions;\r\n /**\r\n * CSS styling for a newly created canvas (if not provided)\r\n */\r\n public newCanvasCssStyle?: string;\r\n\r\n /**\r\n * Get the default values of the configuration object\r\n * @returns default values of this configuration object\r\n */\r\n public static GetDefaults(): WebXRManagedOutputCanvasOptions {\r\n const defaults = new WebXRManagedOutputCanvasOptions();\r\n defaults.canvasOptions = {\r\n antialias: true,\r\n depth: true,\r\n stencil: false,\r\n alpha: true,\r\n multiview: false,\r\n framebufferScaleFactor: 1\r\n };\r\n\r\n defaults.newCanvasCssStyle = \"position:absolute; bottom:0px;right:0px;z-index:10;width:90%;height:100%;background-color: #000000;\";\r\n\r\n return defaults;\r\n }\r\n}\r\n/**\r\n * Creates a canvas that is added/removed from the webpage when entering/exiting XR\r\n */\r\nexport class WebXRManagedOutputCanvas implements WebXRRenderTarget {\r\n private _canvas: Nullable = null;\r\n private _engine: ThinEngine;\r\n\r\n /**\r\n * Rendering context of the canvas which can be used to display/mirror xr content\r\n */\r\n public canvasContext: WebGLRenderingContext;\r\n /**\r\n * xr layer for the canvas\r\n */\r\n public xrLayer: Nullable = null;\r\n\r\n /**\r\n * Initializes the canvas to be added/removed upon entering/exiting xr\r\n * @param _xrSessionManager The XR Session manager\r\n * @param _options optional configuration for this canvas output. defaults will be used if not provided\r\n */\r\n constructor(_xrSessionManager: WebXRSessionManager, private _options: WebXRManagedOutputCanvasOptions = WebXRManagedOutputCanvasOptions.GetDefaults()) {\r\n this._engine = _xrSessionManager.scene.getEngine();\r\n if (!_options.canvasElement) {\r\n const canvas = document.createElement('canvas');\r\n canvas.style.cssText = this._options.newCanvasCssStyle || \"position:absolute; bottom:0px;right:0px;\";\r\n this._setManagedOutputCanvas(canvas);\r\n } else {\r\n this._setManagedOutputCanvas(_options.canvasElement);\r\n }\r\n\r\n _xrSessionManager.onXRSessionInit.add(() => {\r\n this._addCanvas();\r\n });\r\n\r\n _xrSessionManager.onXRSessionEnded.add(() => {\r\n this._removeCanvas();\r\n });\r\n }\r\n\r\n /**\r\n * Disposes of the object\r\n */\r\n public dispose() {\r\n this._removeCanvas();\r\n this._setManagedOutputCanvas(null);\r\n }\r\n\r\n /**\r\n * Initializes the xr layer for the session\r\n * @param xrSession xr session\r\n * @returns a promise that will resolve once the XR Layer has been created\r\n */\r\n public initializeXRLayerAsync(xrSession: XRSession): Promise {\r\n const createLayer = () => {\r\n return new XRWebGLLayer(xrSession, this.canvasContext, this._options.canvasOptions);\r\n };\r\n\r\n // support canvases without makeXRCompatible\r\n if (!(this.canvasContext as any).makeXRCompatible) {\r\n this.xrLayer = createLayer();\r\n return Promise.resolve(this.xrLayer);\r\n }\r\n\r\n return (this.canvasContext as any).makeXRCompatible().then(() => {\r\n this.xrLayer = createLayer();\r\n return this.xrLayer;\r\n });\r\n }\r\n\r\n private _addCanvas() {\r\n if (this._canvas && this._canvas !== this._engine.getRenderingCanvas()) {\r\n document.body.appendChild(this._canvas);\r\n }\r\n }\r\n\r\n private _removeCanvas() {\r\n if (this._canvas && document.body.contains(this._canvas) && this._canvas !== this._engine.getRenderingCanvas()) {\r\n document.body.removeChild(this._canvas);\r\n }\r\n }\r\n\r\n private _setManagedOutputCanvas(canvas: Nullable) {\r\n this._removeCanvas();\r\n if (!canvas) {\r\n this._canvas = null;\r\n (this.canvasContext as any) = null;\r\n } else {\r\n this._canvas = canvas;\r\n this.canvasContext = this._canvas.getContext('webgl2');\r\n if (!this.canvasContext) {\r\n this.canvasContext = this._canvas.getContext('webgl');\r\n }\r\n }\r\n }\r\n}","import { Logger } from \"../Misc/logger\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Nullable } from \"../types\";\r\nimport { IDisposable, Scene } from \"../scene\";\r\nimport { InternalTexture, InternalTextureSource } from \"../Materials/Textures/internalTexture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { WebXRRenderTarget } from './webXRTypes';\r\nimport { WebXRManagedOutputCanvas, WebXRManagedOutputCanvasOptions } from './webXRManagedOutputCanvas';\r\n\r\ninterface IRenderTargetProvider {\r\n getRenderTargetForEye(eye: XREye): RenderTargetTexture;\r\n}\r\n\r\n/**\r\n * Manages an XRSession to work with Babylon's engine\r\n * @see https://doc.babylonjs.com/how_to/webxr\r\n */\r\nexport class WebXRSessionManager implements IDisposable {\r\n private _referenceSpace: XRReferenceSpace;\r\n private _rttProvider: Nullable;\r\n private _sessionEnded: boolean = false;\r\n private _xrNavigator: any;\r\n private baseLayer: Nullable = null;\r\n\r\n /**\r\n * The base reference space from which the session started. good if you want to reset your\r\n * reference space\r\n */\r\n public baseReferenceSpace: XRReferenceSpace;\r\n /**\r\n * Current XR frame\r\n */\r\n public currentFrame: Nullable;\r\n /** WebXR timestamp updated every frame */\r\n public currentTimestamp: number = -1;\r\n /**\r\n * Used just in case of a failure to initialize an immersive session.\r\n * The viewer reference space is compensated using this height, creating a kind of \"viewer-floor\" reference space\r\n */\r\n public defaultHeightCompensation = 1.7;\r\n /**\r\n * Fires every time a new xrFrame arrives which can be used to update the camera\r\n */\r\n public onXRFrameObservable: Observable = new Observable();\r\n /**\r\n * Fires when the reference space changed\r\n */\r\n public onXRReferenceSpaceChanged: Observable = new Observable();\r\n /**\r\n * Fires when the xr session is ended either by the device or manually done\r\n */\r\n public onXRSessionEnded: Observable = new Observable();\r\n /**\r\n * Fires when the xr session is ended either by the device or manually done\r\n */\r\n public onXRSessionInit: Observable = new Observable();\r\n /**\r\n * Underlying xr session\r\n */\r\n public session: XRSession;\r\n /**\r\n * The viewer (head position) reference space. This can be used to get the XR world coordinates\r\n * or get the offset the player is currently at.\r\n */\r\n public viewerReferenceSpace: XRReferenceSpace;\r\n\r\n /**\r\n * Constructs a WebXRSessionManager, this must be initialized within a user action before usage\r\n * @param scene The scene which the session should be created for\r\n */\r\n constructor(\r\n /** The scene which the session should be created for */\r\n public scene: Scene\r\n ) {\r\n }\r\n\r\n /**\r\n * The current reference space used in this session. This reference space can constantly change!\r\n * It is mainly used to offset the camera's position.\r\n */\r\n public get referenceSpace(): XRReferenceSpace {\r\n return this._referenceSpace;\r\n }\r\n\r\n /**\r\n * Set a new reference space and triggers the observable\r\n */\r\n public set referenceSpace(newReferenceSpace: XRReferenceSpace) {\r\n this._referenceSpace = newReferenceSpace;\r\n this.onXRReferenceSpaceChanged.notifyObservers(this._referenceSpace);\r\n }\r\n\r\n /**\r\n * Disposes of the session manager\r\n */\r\n public dispose() {\r\n // disposing without leaving XR? Exit XR first\r\n if (!this._sessionEnded) {\r\n this.exitXRAsync();\r\n }\r\n this.onXRFrameObservable.clear();\r\n this.onXRSessionEnded.clear();\r\n this.onXRReferenceSpaceChanged.clear();\r\n this.onXRSessionInit.clear();\r\n }\r\n\r\n /**\r\n * Stops the xrSession and restores the render loop\r\n * @returns Promise which resolves after it exits XR\r\n */\r\n public exitXRAsync() {\r\n if (this.session && !this._sessionEnded) {\r\n return this.session.end().catch((e) => {\r\n Logger.Warn(\"could not end XR session. It has ended already.\");\r\n });\r\n }\r\n return Promise.resolve();\r\n }\r\n\r\n /**\r\n * Gets the correct render target texture to be rendered this frame for this eye\r\n * @param eye the eye for which to get the render target\r\n * @returns the render target for the specified eye\r\n */\r\n public getRenderTargetTextureForEye(eye: XREye): RenderTargetTexture {\r\n return this._rttProvider!.getRenderTargetForEye(eye);\r\n }\r\n\r\n /**\r\n * Creates a WebXRRenderTarget object for the XR session\r\n * @param onStateChangedObservable optional, mechanism for enabling/disabling XR rendering canvas, used only on Web\r\n * @param options optional options to provide when creating a new render target\r\n * @returns a WebXR render target to which the session can render\r\n */\r\n public getWebXRRenderTarget(options?: WebXRManagedOutputCanvasOptions): WebXRRenderTarget {\r\n const engine = this.scene.getEngine();\r\n if (this._xrNavigator.xr.native) {\r\n return this._xrNavigator.xr.getWebXRRenderTarget(engine);\r\n }\r\n else {\r\n options = options || {};\r\n options.canvasElement = engine.getRenderingCanvas() || undefined;\r\n return new WebXRManagedOutputCanvas(this, options);\r\n }\r\n }\r\n\r\n /**\r\n * Initializes the manager\r\n * After initialization enterXR can be called to start an XR session\r\n * @returns Promise which resolves after it is initialized\r\n */\r\n public initializeAsync(): Promise {\r\n // Check if the browser supports webXR\r\n this._xrNavigator = navigator;\r\n if (!this._xrNavigator.xr) {\r\n return Promise.reject(\"WebXR not available\");\r\n }\r\n return Promise.resolve();\r\n }\r\n\r\n /**\r\n * Initializes an xr session\r\n * @param xrSessionMode mode to initialize\r\n * @param xrSessionInit defines optional and required values to pass to the session builder\r\n * @returns a promise which will resolve once the session has been initialized\r\n */\r\n public initializeSessionAsync(xrSessionMode: XRSessionMode = 'immersive-vr', xrSessionInit: XRSessionInit = {}): Promise {\r\n return this._xrNavigator.xr.requestSession(xrSessionMode, xrSessionInit).then((session: XRSession) => {\r\n this.session = session;\r\n this.onXRSessionInit.notifyObservers(session);\r\n this._sessionEnded = false;\r\n\r\n // handle when the session is ended (By calling session.end or device ends its own session eg. pressing home button on phone)\r\n this.session.addEventListener(\"end\", () => {\r\n const engine = this.scene.getEngine();\r\n this._sessionEnded = true;\r\n // Remove render target texture and notify frame observers\r\n this._rttProvider = null;\r\n // make sure dimensions object is restored\r\n engine.framebufferDimensionsObject = null;\r\n\r\n // Restore frame buffer to avoid clear on xr framebuffer after session end\r\n engine.restoreDefaultFramebuffer();\r\n\r\n // Need to restart render loop as after the session is ended the last request for new frame will never call callback\r\n engine.customAnimationFrameRequester = null;\r\n this.onXRSessionEnded.notifyObservers(null);\r\n engine._renderLoop();\r\n }, { once: true });\r\n return this.session;\r\n });\r\n }\r\n\r\n /**\r\n * Checks if a session would be supported for the creation options specified\r\n * @param sessionMode session mode to check if supported eg. immersive-vr\r\n * @returns A Promise that resolves to true if supported and false if not\r\n */\r\n public isSessionSupportedAsync(sessionMode: XRSessionMode): Promise {\r\n return WebXRSessionManager.IsSessionSupportedAsync(sessionMode);\r\n }\r\n\r\n /**\r\n * Resets the reference space to the one started the session\r\n */\r\n public resetReferenceSpace() {\r\n this.referenceSpace = this.baseReferenceSpace;\r\n }\r\n\r\n /**\r\n * Starts rendering to the xr layer\r\n */\r\n public runXRRenderLoop() {\r\n const engine = this.scene.getEngine();\r\n // Tell the engine's render loop to be driven by the xr session's refresh rate and provide xr pose information\r\n engine.customAnimationFrameRequester = {\r\n requestAnimationFrame: this.session.requestAnimationFrame.bind(this.session),\r\n renderFunction: (timestamp: number, xrFrame: Nullable) => {\r\n if (this._sessionEnded) {\r\n return;\r\n }\r\n // Store the XR frame and timestamp in the session manager\r\n this.currentFrame = xrFrame;\r\n this.currentTimestamp = timestamp;\r\n if (xrFrame) {\r\n this.onXRFrameObservable.notifyObservers(xrFrame);\r\n // only run the render loop if a frame exists\r\n engine.framebufferDimensionsObject = this.baseLayer!;\r\n engine._renderLoop();\r\n engine.framebufferDimensionsObject = null;\r\n }\r\n }\r\n };\r\n\r\n if (this._xrNavigator.xr.native) {\r\n this._rttProvider = this._xrNavigator.xr.getNativeRenderTargetProvider(this.session, this._createRenderTargetTexture.bind(this));\r\n } else {\r\n // Create render target texture from xr's webgl render target\r\n const rtt = this._createRenderTargetTexture(this.baseLayer!.framebufferWidth, this.baseLayer!.framebufferHeight, this.baseLayer!.framebuffer);\r\n this._rttProvider = { getRenderTargetForEye: () => rtt };\r\n engine.framebufferDimensionsObject = this.baseLayer;\r\n }\r\n\r\n // Stop window's animation frame and trigger sessions animation frame\r\n if (window.cancelAnimationFrame) { window.cancelAnimationFrame(engine._frameHandler); }\r\n engine._renderLoop();\r\n }\r\n\r\n /**\r\n * Sets the reference space on the xr session\r\n * @param referenceSpaceType space to set\r\n * @returns a promise that will resolve once the reference space has been set\r\n */\r\n public setReferenceSpaceTypeAsync(referenceSpaceType: XRReferenceSpaceType = \"local-floor\"): Promise {\r\n return this.session.requestReferenceSpace(referenceSpaceType).then((referenceSpace: XRReferenceSpace) => {\r\n return referenceSpace;\r\n }, (rejectionReason) => {\r\n Logger.Error(\"XR.requestReferenceSpace failed for the following reason: \");\r\n Logger.Error(rejectionReason);\r\n Logger.Log(\"Defaulting to universally-supported \\\"viewer\\\" reference space type.\");\r\n\r\n return this.session.requestReferenceSpace(\"viewer\").then((referenceSpace: XRReferenceSpace) => {\r\n const heightCompensation = new XRRigidTransform({ x: 0, y: -this.defaultHeightCompensation, z: 0 });\r\n return referenceSpace.getOffsetReferenceSpace(heightCompensation);\r\n }, (rejectionReason) => {\r\n Logger.Error(rejectionReason);\r\n throw \"XR initialization failed: required \\\"viewer\\\" reference space type not supported.\";\r\n });\r\n }).then((referenceSpace) => {\r\n // create viewer reference space before setting the first reference space\r\n return this.session.requestReferenceSpace(\"viewer\").then((viewerReferenceSpace: XRReferenceSpace) => {\r\n this.viewerReferenceSpace = viewerReferenceSpace;\r\n return referenceSpace;\r\n });\r\n }).then((referenceSpace) => {\r\n // initialize the base and offset (currently the same)\r\n this.referenceSpace = this.baseReferenceSpace = referenceSpace;\r\n return this.referenceSpace;\r\n });\r\n }\r\n\r\n /**\r\n * Updates the render state of the session\r\n * @param state state to set\r\n * @returns a promise that resolves once the render state has been updated\r\n */\r\n public updateRenderStateAsync(state: XRRenderState) {\r\n if (state.baseLayer) {\r\n this.baseLayer = state.baseLayer;\r\n }\r\n return this.session.updateRenderState(state);\r\n }\r\n\r\n /**\r\n * Returns a promise that resolves with a boolean indicating if the provided session mode is supported by this browser\r\n * @param sessionMode defines the session to test\r\n * @returns a promise with boolean as final value\r\n */\r\n public static IsSessionSupportedAsync(sessionMode: XRSessionMode): Promise {\r\n if (!(navigator as any).xr) {\r\n return Promise.resolve(false);\r\n }\r\n // When the specs are final, remove supportsSession!\r\n const functionToUse = (navigator as any).xr.isSessionSupported || (navigator as any).xr.supportsSession;\r\n if (!functionToUse) {\r\n return Promise.resolve(false);\r\n } else {\r\n return functionToUse.call((navigator as any).xr, sessionMode).then((result: boolean) => {\r\n const returnValue = (typeof result === \"undefined\") ? true : result;\r\n return Promise.resolve(returnValue);\r\n }).catch((e: any) => {\r\n Logger.Warn(e);\r\n return Promise.resolve(false);\r\n });\r\n }\r\n }\r\n\r\n private _createRenderTargetTexture(width: number, height: number, framebuffer: Nullable = null) {\r\n // Create internal texture\r\n var internalTexture = new InternalTexture(this.scene.getEngine(), InternalTextureSource.Unknown, true);\r\n internalTexture.width = width;\r\n internalTexture.height = height;\r\n internalTexture._framebuffer = framebuffer;\r\n\r\n // Create render target texture from the internal texture\r\n var renderTargetTexture = new RenderTargetTexture(\"XR renderTargetTexture\", { width: width, height: height }, this.scene,\r\n undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, true);\r\n renderTargetTexture._texture = internalTexture;\r\n\r\n return renderTargetTexture;\r\n }\r\n}","import { Nullable } from \"../types\";\nimport { IDisposable } from \"../scene\";\n\n/**\n * States of the webXR experience\n */\nexport enum WebXRState {\n /**\n * Transitioning to being in XR mode\n */\n ENTERING_XR,\n /**\n * Transitioning to non XR mode\n */\n EXITING_XR,\n /**\n * In XR mode and presenting\n */\n IN_XR,\n /**\n * Not entered XR mode\n */\n NOT_IN_XR\n}\n\n/**\n * Abstraction of the XR render target\n */\nexport interface WebXRRenderTarget extends IDisposable {\n /**\n * xrpresent context of the canvas which can be used to display/mirror xr content\n */\n canvasContext: WebGLRenderingContext;\n\n /**\n * xr layer for the canvas\n */\n xrLayer: Nullable;\n\n /**\n * Initializes the xr layer for the session\n * @param xrSession xr session\n * @returns a promise that will resolve once the XR Layer has been created\n */\n initializeXRLayerAsync(xrSession: XRSession) : Promise;\n}","import { Scene } from \"./scene\";\r\nimport { Nullable } from \"./types\";\r\nimport { AbstractMesh } from \"./Meshes/abstractMesh\";\r\nimport { TransformNode } from \"./Meshes/transformNode\";\r\nimport { Geometry } from \"./Meshes/geometry\";\r\nimport { Skeleton } from \"./Bones/skeleton\";\r\nimport { MorphTargetManager } from \"./Morph/morphTargetManager\";\r\nimport { AssetContainer } from \"./assetContainer\";\r\nimport { IParticleSystem } from \"./Particles/IParticleSystem\";\r\nimport { AnimationGroup } from \"./Animations/animationGroup\";\r\nimport { BaseTexture } from \"./Materials/Textures/baseTexture\";\r\nimport { Material } from \"./Materials/material\";\r\nimport { MultiMaterial } from \"./Materials/multiMaterial\";\r\nimport { AbstractActionManager } from \"./Actions/abstractActionManager\";\r\nimport { Camera } from \"./Cameras/camera\";\r\nimport { Light } from \"./Lights/light\";\r\nimport { Node } from \"./node\";\r\n\r\ndeclare type Animation = import(\"./Animations/animation\").Animation;\r\n\r\n/**\r\n * Defines how the parser contract is defined.\r\n * These parsers are used to parse a list of specific assets (like particle systems, etc..)\r\n */\r\nexport type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;\r\n\r\n/**\r\n * Defines how the individual parser contract is defined.\r\n * These parser can parse an individual asset\r\n */\r\nexport type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;\r\n\r\n/**\r\n * Base class of the scene acting as a container for the different elements composing a scene.\r\n * This class is dynamically extended by the different components of the scene increasing\r\n * flexibility and reducing coupling\r\n */\r\nexport abstract class AbstractScene {\r\n /**\r\n * Stores the list of available parsers in the application.\r\n */\r\n private static _BabylonFileParsers: { [key: string]: BabylonFileParser } = {};\r\n\r\n /**\r\n * Stores the list of available individual parsers in the application.\r\n */\r\n private static _IndividualBabylonFileParsers: { [key: string]: IndividualBabylonFileParser } = {};\r\n\r\n /**\r\n * Adds a parser in the list of available ones\r\n * @param name Defines the name of the parser\r\n * @param parser Defines the parser to add\r\n */\r\n public static AddParser(name: string, parser: BabylonFileParser): void {\r\n this._BabylonFileParsers[name] = parser;\r\n }\r\n\r\n /**\r\n * Gets a general parser from the list of avaialble ones\r\n * @param name Defines the name of the parser\r\n * @returns the requested parser or null\r\n */\r\n public static GetParser(name: string): Nullable {\r\n if (this._BabylonFileParsers[name]) {\r\n return this._BabylonFileParsers[name];\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Adds n individual parser in the list of available ones\r\n * @param name Defines the name of the parser\r\n * @param parser Defines the parser to add\r\n */\r\n public static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void {\r\n this._IndividualBabylonFileParsers[name] = parser;\r\n }\r\n\r\n /**\r\n * Gets an individual parser from the list of avaialble ones\r\n * @param name Defines the name of the parser\r\n * @returns the requested parser or null\r\n */\r\n public static GetIndividualParser(name: string): Nullable {\r\n if (this._IndividualBabylonFileParsers[name]) {\r\n return this._IndividualBabylonFileParsers[name];\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Parser json data and populate both a scene and its associated container object\r\n * @param jsonData Defines the data to parse\r\n * @param scene Defines the scene to parse the data for\r\n * @param container Defines the container attached to the parsing sequence\r\n * @param rootUrl Defines the root url of the data\r\n */\r\n public static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void {\r\n for (let parserName in this._BabylonFileParsers) {\r\n if (this._BabylonFileParsers.hasOwnProperty(parserName)) {\r\n this._BabylonFileParsers[parserName](jsonData, scene, container, rootUrl);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets the list of root nodes (ie. nodes with no parent)\r\n */\r\n public rootNodes = new Array();\r\n\r\n /** All of the cameras added to this scene\r\n * @see http://doc.babylonjs.com/babylon101/cameras\r\n */\r\n public cameras = new Array();\r\n\r\n /**\r\n * All of the lights added to this scene\r\n * @see http://doc.babylonjs.com/babylon101/lights\r\n */\r\n public lights = new Array();\r\n\r\n /**\r\n * All of the (abstract) meshes added to this scene\r\n */\r\n public meshes = new Array();\r\n\r\n /**\r\n * The list of skeletons added to the scene\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons\r\n */\r\n public skeletons = new Array();\r\n\r\n /**\r\n * All of the particle systems added to this scene\r\n * @see http://doc.babylonjs.com/babylon101/particles\r\n */\r\n public particleSystems = new Array();\r\n\r\n /**\r\n * Gets a list of Animations associated with the scene\r\n */\r\n public animations: Animation[] = [];\r\n\r\n /**\r\n * All of the animation groups added to this scene\r\n * @see http://doc.babylonjs.com/how_to/group\r\n */\r\n public animationGroups = new Array();\r\n\r\n /**\r\n * All of the multi-materials added to this scene\r\n * @see http://doc.babylonjs.com/how_to/multi_materials\r\n */\r\n public multiMaterials = new Array();\r\n\r\n /**\r\n * All of the materials added to this scene\r\n * In the context of a Scene, it is not supposed to be modified manually.\r\n * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.\r\n * Note also that the order of the Material within the array is not significant and might change.\r\n * @see http://doc.babylonjs.com/babylon101/materials\r\n */\r\n public materials = new Array();\r\n\r\n /**\r\n * The list of morph target managers added to the scene\r\n * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh\r\n */\r\n public morphTargetManagers = new Array();\r\n\r\n /**\r\n * The list of geometries used in the scene.\r\n */\r\n public geometries = new Array();\r\n\r\n /**\r\n * All of the tranform nodes added to this scene\r\n * In the context of a Scene, it is not supposed to be modified manually.\r\n * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.\r\n * Note also that the order of the TransformNode wihin the array is not significant and might change.\r\n * @see http://doc.babylonjs.com/how_to/transformnode\r\n */\r\n public transformNodes = new Array();\r\n\r\n /**\r\n * ActionManagers available on the scene.\r\n */\r\n public actionManagers = new Array();\r\n\r\n /**\r\n * Textures to keep.\r\n */\r\n public textures = new Array();\r\n\r\n /**\r\n * Environment texture for the scene\r\n */\r\n public environmentTexture: Nullable = null;\r\n\r\n /**\r\n * @returns all meshes, lights, cameras, transformNodes and bones\r\n */\r\n public getNodes(): Array {\r\n let nodes = new Array();\r\n nodes = nodes.concat(this.meshes);\r\n nodes = nodes.concat(this.lights);\r\n nodes = nodes.concat(this.cameras);\r\n nodes = nodes.concat(this.transformNodes); // dummies\r\n this.skeletons.forEach((skeleton) => nodes = nodes.concat(skeleton.bones));\r\n return nodes;\r\n }\r\n}\r\n","import { AbstractScene } from \"./abstractScene\";\r\nimport { Scene } from \"./scene\";\r\nimport { Mesh } from \"./Meshes/mesh\";\r\nimport { TransformNode } from './Meshes/transformNode';\r\nimport { Skeleton } from './Bones/skeleton';\r\nimport { AnimationGroup } from './Animations/animationGroup';\r\nimport { Animatable } from './Animations/animatable';\r\nimport { AbstractMesh } from './Meshes/abstractMesh';\r\nimport { MultiMaterial } from './Materials/multiMaterial';\r\nimport { Material } from './Materials/material';\r\nimport { Logger } from './Misc/logger';\r\nimport { EngineStore } from './Engines/engineStore';\r\nimport { Nullable } from './types';\r\nimport { Node } from './node';\r\n\r\n/**\r\n * Set of assets to keep when moving a scene into an asset container.\r\n */\r\nexport class KeepAssets extends AbstractScene { }\r\n\r\n/**\r\n * Class used to store the output of the AssetContainer.instantiateAllMeshesToScene function\r\n */\r\nexport class InstantiatedEntries {\r\n /**\r\n * List of new root nodes (eg. nodes with no parent)\r\n */\r\n public rootNodes: TransformNode[] = [];\r\n\r\n /**\r\n * List of new skeletons\r\n */\r\n public skeletons: Skeleton[] = [];\r\n\r\n /**\r\n * List of new animation groups\r\n */\r\n public animationGroups: AnimationGroup[] = [];\r\n}\r\n\r\n/**\r\n * Container with a set of assets that can be added or removed from a scene.\r\n */\r\nexport class AssetContainer extends AbstractScene {\r\n private _wasAddedToScene = false;\r\n\r\n /**\r\n * The scene the AssetContainer belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Instantiates an AssetContainer.\r\n * @param scene The scene the AssetContainer belongs to.\r\n */\r\n constructor(scene: Scene) {\r\n super();\r\n this.scene = scene;\r\n this[\"sounds\"] = [];\r\n this[\"effectLayers\"] = [];\r\n this[\"layers\"] = [];\r\n this[\"lensFlareSystems\"] = [];\r\n this[\"proceduralTextures\"] = [];\r\n this[\"reflectionProbes\"] = [];\r\n\r\n scene.onDisposeObservable.add(() => {\r\n if (!this._wasAddedToScene) {\r\n this.dispose();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Instantiate or clone all meshes and add the new ones to the scene.\r\n * Skeletons and animation groups will all be cloned\r\n * @param nameFunction defines an optional function used to get new names for clones\r\n * @param cloneMaterials defines an optional boolean that defines if materials must be cloned as well (false by default)\r\n * @returns a list of rootNodes, skeletons and aniamtion groups that were duplicated\r\n */\r\n public instantiateModelsToScene(nameFunction?: (sourceName: string) => string, cloneMaterials = false): InstantiatedEntries {\r\n let convertionMap: {[key: number]: number} = {};\r\n let storeMap: {[key: number]: any} = {};\r\n let result = new InstantiatedEntries();\r\n let alreadySwappedSkeletons: Skeleton[] = [];\r\n let alreadySwappedMaterials: Material[] = [];\r\n\r\n let options = {\r\n doNotInstantiate: true\r\n };\r\n\r\n let onClone = (source: TransformNode, clone: TransformNode) => {\r\n convertionMap[source.uniqueId] = clone.uniqueId;\r\n storeMap[clone.uniqueId] = clone;\r\n\r\n if (nameFunction) {\r\n clone.name = nameFunction(source.name);\r\n }\r\n\r\n if (clone instanceof Mesh) {\r\n let clonedMesh = clone as Mesh;\r\n\r\n if (clonedMesh.morphTargetManager) {\r\n let oldMorphTargetManager = (source as Mesh).morphTargetManager!;\r\n clonedMesh.morphTargetManager = oldMorphTargetManager.clone();\r\n\r\n for (var index = 0; index < oldMorphTargetManager.numTargets; index++) {\r\n let oldTarget = oldMorphTargetManager.getTarget(index);\r\n let newTarget = clonedMesh.morphTargetManager.getTarget(index);\r\n\r\n convertionMap[oldTarget.uniqueId] = newTarget.uniqueId;\r\n storeMap[newTarget.uniqueId] = newTarget;\r\n }\r\n }\r\n }\r\n };\r\n\r\n this.transformNodes.forEach((o) => {\r\n if (!o.parent) {\r\n let newOne = o.instantiateHierarchy(null, options, (source, clone) => {\r\n onClone(source, clone);\r\n });\r\n\r\n if (newOne) {\r\n result.rootNodes.push(newOne);\r\n }\r\n }\r\n });\r\n\r\n this.meshes.forEach((o) => {\r\n if (!o.parent) {\r\n let newOne = o.instantiateHierarchy(null, options, (source, clone) => {\r\n onClone(source, clone);\r\n\r\n if ((clone as any).material) {\r\n let mesh = clone as AbstractMesh;\r\n\r\n if (mesh.material) {\r\n if (cloneMaterials) {\r\n let sourceMaterial = (source as AbstractMesh).material!;\r\n\r\n if (alreadySwappedMaterials.indexOf(sourceMaterial) === -1) {\r\n let swap = sourceMaterial.clone(nameFunction ? nameFunction(sourceMaterial.name) : \"Clone of \" + sourceMaterial.name)!;\r\n alreadySwappedMaterials.push(sourceMaterial);\r\n convertionMap[sourceMaterial.uniqueId] = swap.uniqueId;\r\n storeMap[swap.uniqueId] = swap;\r\n\r\n if (sourceMaterial.getClassName() === \"MultiMaterial\") {\r\n let multi = sourceMaterial as MultiMaterial;\r\n\r\n for (var material of multi.subMaterials) {\r\n if (!material) {\r\n continue;\r\n }\r\n swap = material.clone(nameFunction ? nameFunction(material.name) : \"Clone of \" + material.name)!;\r\n alreadySwappedMaterials.push(material);\r\n convertionMap[material.uniqueId] = swap.uniqueId;\r\n storeMap[swap.uniqueId] = swap;\r\n }\r\n }\r\n }\r\n\r\n mesh.material = storeMap[convertionMap[sourceMaterial.uniqueId]];\r\n } else {\r\n if (mesh.material.getClassName() === \"MultiMaterial\") {\r\n if (this.scene.multiMaterials.indexOf(mesh.material as MultiMaterial) === -1) {\r\n this.scene.addMultiMaterial(mesh.material as MultiMaterial);\r\n }\r\n } else {\r\n if (this.scene.materials.indexOf(mesh.material) === -1) {\r\n this.scene.addMaterial(mesh.material);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n });\r\n\r\n if (newOne) {\r\n result.rootNodes.push(newOne);\r\n }\r\n }\r\n });\r\n\r\n this.skeletons.forEach((s) => {\r\n let clone = s.clone(nameFunction ? nameFunction(s.name) : \"Clone of \" + s.name);\r\n\r\n if (s.overrideMesh) {\r\n clone.overrideMesh = storeMap[convertionMap[s.overrideMesh.uniqueId]];\r\n }\r\n\r\n for (var m of this.meshes) {\r\n if (m.skeleton === s && !m.isAnInstance) {\r\n let copy = storeMap[convertionMap[m.uniqueId]];\r\n (copy as Mesh).skeleton = clone;\r\n\r\n if (alreadySwappedSkeletons.indexOf(clone) !== -1) {\r\n continue;\r\n }\r\n\r\n alreadySwappedSkeletons.push(clone);\r\n\r\n // Check if bones are mesh linked\r\n for (var bone of clone.bones) {\r\n if (bone._linkedTransformNode) {\r\n bone._linkedTransformNode = storeMap[convertionMap[bone._linkedTransformNode.uniqueId]];\r\n }\r\n }\r\n }\r\n }\r\n\r\n result.skeletons.push(clone);\r\n });\r\n\r\n this.animationGroups.forEach((o) => {\r\n let clone = o.clone(o.name, (oldTarget) => {\r\n let newTarget = storeMap[convertionMap[oldTarget.uniqueId]];\r\n\r\n return newTarget || oldTarget;\r\n });\r\n\r\n result.animationGroups.push(clone);\r\n });\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Adds all the assets from the container to the scene.\r\n */\r\n public addAllToScene() {\r\n this._wasAddedToScene = true;\r\n\r\n this.cameras.forEach((o) => {\r\n this.scene.addCamera(o);\r\n });\r\n this.lights.forEach((o) => {\r\n this.scene.addLight(o);\r\n });\r\n this.meshes.forEach((o) => {\r\n this.scene.addMesh(o);\r\n });\r\n this.skeletons.forEach((o) => {\r\n this.scene.addSkeleton(o);\r\n });\r\n this.animations.forEach((o) => {\r\n this.scene.addAnimation(o);\r\n });\r\n this.animationGroups.forEach((o) => {\r\n this.scene.addAnimationGroup(o);\r\n });\r\n this.multiMaterials.forEach((o) => {\r\n this.scene.addMultiMaterial(o);\r\n });\r\n this.materials.forEach((o) => {\r\n this.scene.addMaterial(o);\r\n });\r\n this.morphTargetManagers.forEach((o) => {\r\n this.scene.addMorphTargetManager(o);\r\n });\r\n this.geometries.forEach((o) => {\r\n this.scene.addGeometry(o);\r\n });\r\n this.transformNodes.forEach((o) => {\r\n this.scene.addTransformNode(o);\r\n });\r\n this.actionManagers.forEach((o) => {\r\n this.scene.addActionManager(o);\r\n });\r\n this.textures.forEach((o) => {\r\n this.scene.addTexture(o);\r\n });\r\n this.reflectionProbes.forEach((o) => {\r\n this.scene.addReflectionProbe(o);\r\n });\r\n\r\n if (this.environmentTexture) {\r\n this.scene.environmentTexture = this.environmentTexture;\r\n }\r\n\r\n for (let component of this.scene._serializableComponents) {\r\n component.addFromContainer(this);\r\n }\r\n }\r\n\r\n /**\r\n * Removes all the assets in the container from the scene\r\n */\r\n public removeAllFromScene() {\r\n this._wasAddedToScene = false;\r\n\r\n this.cameras.forEach((o) => {\r\n this.scene.removeCamera(o);\r\n });\r\n this.lights.forEach((o) => {\r\n this.scene.removeLight(o);\r\n });\r\n this.meshes.forEach((o) => {\r\n this.scene.removeMesh(o);\r\n });\r\n this.skeletons.forEach((o) => {\r\n this.scene.removeSkeleton(o);\r\n });\r\n this.animations.forEach((o) => {\r\n this.scene.removeAnimation(o);\r\n });\r\n this.animationGroups.forEach((o) => {\r\n this.scene.removeAnimationGroup(o);\r\n });\r\n this.multiMaterials.forEach((o) => {\r\n this.scene.removeMultiMaterial(o);\r\n });\r\n this.materials.forEach((o) => {\r\n this.scene.removeMaterial(o);\r\n });\r\n this.morphTargetManagers.forEach((o) => {\r\n this.scene.removeMorphTargetManager(o);\r\n });\r\n this.geometries.forEach((o) => {\r\n this.scene.removeGeometry(o);\r\n });\r\n this.transformNodes.forEach((o) => {\r\n this.scene.removeTransformNode(o);\r\n });\r\n this.actionManagers.forEach((o) => {\r\n this.scene.removeActionManager(o);\r\n });\r\n this.textures.forEach((o) => {\r\n this.scene.removeTexture(o);\r\n });\r\n this.reflectionProbes.forEach((o) => {\r\n this.scene.removeReflectionProbe(o);\r\n });\r\n\r\n if (this.environmentTexture === this.scene.environmentTexture) {\r\n this.scene.environmentTexture = null;\r\n }\r\n\r\n for (let component of this.scene._serializableComponents) {\r\n component.removeFromContainer(this);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes all the assets in the container\r\n */\r\n public dispose() {\r\n this.cameras.forEach((o) => {\r\n o.dispose();\r\n });\r\n this.cameras = [];\r\n\r\n this.lights.forEach((o) => {\r\n o.dispose();\r\n });\r\n this.lights = [];\r\n\r\n this.meshes.forEach((o) => {\r\n o.dispose();\r\n });\r\n this.meshes = [];\r\n\r\n this.skeletons.forEach((o) => {\r\n o.dispose();\r\n });\r\n this.skeletons = [];\r\n\r\n this.animationGroups.forEach((o) => {\r\n o.dispose();\r\n });\r\n this.animationGroups = [];\r\n\r\n this.multiMaterials.forEach((o) => {\r\n o.dispose();\r\n });\r\n this.multiMaterials = [];\r\n\r\n this.materials.forEach((o) => {\r\n o.dispose();\r\n });\r\n this.materials = [];\r\n\r\n this.geometries.forEach((o) => {\r\n o.dispose();\r\n });\r\n this.geometries = [];\r\n\r\n this.transformNodes.forEach((o) => {\r\n o.dispose();\r\n });\r\n this.transformNodes = [];\r\n\r\n this.actionManagers.forEach((o) => {\r\n o.dispose();\r\n });\r\n this.actionManagers = [];\r\n\r\n this.textures.forEach((o) => {\r\n o.dispose();\r\n });\r\n this.textures = [];\r\n\r\n this.reflectionProbes.forEach((o) => {\r\n o.dispose();\r\n });\r\n this.reflectionProbes = [];\r\n\r\n if (this.environmentTexture) {\r\n this.environmentTexture.dispose();\r\n this.environmentTexture = null;\r\n }\r\n\r\n for (let component of this.scene._serializableComponents) {\r\n component.removeFromContainer(this, true);\r\n }\r\n }\r\n\r\n private _moveAssets(sourceAssets: T[], targetAssets: T[], keepAssets: T[]): void {\r\n if (!sourceAssets) {\r\n return;\r\n }\r\n\r\n for (let asset of sourceAssets) {\r\n let move = true;\r\n if (keepAssets) {\r\n for (let keepAsset of keepAssets) {\r\n if (asset === keepAsset) {\r\n move = false;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n if (move) {\r\n targetAssets.push(asset);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Removes all the assets contained in the scene and adds them to the container.\r\n * @param keepAssets Set of assets to keep in the scene. (default: empty)\r\n */\r\n public moveAllFromScene(keepAssets?: KeepAssets): void {\r\n this._wasAddedToScene = false;\r\n\r\n if (keepAssets === undefined) {\r\n keepAssets = new KeepAssets();\r\n }\r\n\r\n for (let key in this) {\r\n if (this.hasOwnProperty(key)) {\r\n (this)[key] = (this)[key] || (key === \"environmentTexture\" ? null : []);\r\n this._moveAssets((this.scene)[key], (this)[key], (keepAssets)[key]);\r\n }\r\n }\r\n\r\n this.removeAllFromScene();\r\n }\r\n\r\n /**\r\n * Adds all meshes in the asset container to a root mesh that can be used to position all the contained meshes. The root mesh is then added to the front of the meshes in the assetContainer.\r\n * @returns the root mesh\r\n */\r\n public createRootMesh() {\r\n var rootMesh = new Mesh(\"assetContainerRootMesh\", this.scene);\r\n this.meshes.forEach((m) => {\r\n if (!m.parent) {\r\n rootMesh.addChild(m);\r\n }\r\n });\r\n this.meshes.unshift(rootMesh);\r\n return rootMesh;\r\n }\r\n\r\n /**\r\n * Merge animations (direct and animation groups) from this asset container into a scene\r\n * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)\r\n * @param animatables set of animatables to retarget to a node from the scene\r\n * @param targetConverter defines a function used to convert animation targets from the asset container to the scene (default: search node by name)\r\n * @returns an array of the new AnimationGroup added to the scene (empty array if none)\r\n */\r\n public mergeAnimationsTo(scene: Nullable = EngineStore.LastCreatedScene, animatables: Animatable[], targetConverter: Nullable<(target: any) => Nullable> = null): AnimationGroup[] {\r\n if (!scene) {\r\n Logger.Error(\"No scene available to merge animations to\");\r\n return [];\r\n }\r\n\r\n let _targetConverter = targetConverter ? targetConverter : (target: any) => {\r\n let node = null;\r\n\r\n const targetProperty = target.animations.length ? target.animations[0].targetProperty : \"\";\r\n /*\r\n BabylonJS adds special naming to targets that are children of nodes.\r\n This name attempts to remove that special naming to get the parent nodes name in case the target\r\n can't be found in the node tree\r\n\r\n Ex: Torso_primitive0 likely points to a Mesh primitive. We take away primitive0 and are left with \"Torso\" which is the name\r\n of the primitive's parent.\r\n */\r\n const name = target.name.split(\".\").join(\"\").split(\"_primitive\")[0];\r\n\r\n switch (targetProperty) {\r\n case \"position\":\r\n case \"rotationQuaternion\":\r\n node = scene.getTransformNodeByName(target.name) || scene.getTransformNodeByName(name);\r\n break;\r\n case \"influence\":\r\n node = scene.getMorphTargetByName(target.name) || scene.getMorphTargetByName(name);\r\n break;\r\n default:\r\n node = scene.getNodeByName(target.name) || scene.getNodeByName(name);\r\n }\r\n\r\n return node;\r\n };\r\n\r\n // Copy new node animations\r\n let nodesInAC = this.getNodes();\r\n nodesInAC.forEach((nodeInAC) => {\r\n let nodeInScene = _targetConverter(nodeInAC);\r\n if (nodeInScene !== null) {\r\n // Remove old animations with same target property as a new one\r\n for (let animationInAC of nodeInAC.animations) {\r\n // Doing treatment on an array for safety measure\r\n let animationsWithSameProperty = nodeInScene.animations.filter((animationInScene) => {\r\n return animationInScene.targetProperty === animationInAC.targetProperty;\r\n });\r\n for (let animationWithSameProperty of animationsWithSameProperty) {\r\n const index = nodeInScene.animations.indexOf(animationWithSameProperty, 0);\r\n if (index > -1) {\r\n nodeInScene.animations.splice(index, 1);\r\n }\r\n }\r\n }\r\n\r\n // Append new animations\r\n nodeInScene.animations = nodeInScene.animations.concat(nodeInAC.animations);\r\n }\r\n });\r\n\r\n let newAnimationGroups = new Array();\r\n\r\n // Copy new animation groups\r\n this.animationGroups.slice().forEach((animationGroupInAC) => {\r\n // Clone the animation group and all its animatables\r\n newAnimationGroups.push(animationGroupInAC.clone(animationGroupInAC.name, _targetConverter));\r\n\r\n // Remove animatables related to the asset container\r\n animationGroupInAC.animatables.forEach((animatable) => {\r\n animatable.stop();\r\n });\r\n });\r\n\r\n // Retarget animatables\r\n animatables.forEach((animatable) => {\r\n let target = _targetConverter(animatable.target);\r\n\r\n if (target) {\r\n // Clone the animatable and retarget it\r\n scene.beginAnimation(target, animatable.fromFrame, animatable.toFrame, animatable.loopAnimation, animatable.speedRatio, animatable.onAnimationEnd ? animatable.onAnimationEnd : undefined, undefined, true, undefined, animatable.onAnimationLoop ? animatable.onAnimationLoop : undefined);\r\n\r\n // Stop animation for the target in the asset container\r\n scene.stopAnimation(animatable.target);\r\n }\r\n });\r\n\r\n return newAnimationGroups;\r\n }\r\n}\r\n","export * from \"./abstractScene\";\r\nexport * from \"./Actions/index\";\r\nexport * from \"./Animations/index\";\r\nexport * from \"./assetContainer\";\r\nexport * from \"./Audio/index\";\r\nexport * from \"./Behaviors/index\";\r\nexport * from \"./Bones/index\";\r\nexport * from \"./Cameras/index\";\r\nexport * from \"./Collisions/index\";\r\nexport * from \"./Culling/index\";\r\nexport * from \"./Debug/index\";\r\nexport * from \"./DeviceInput/index\";\r\nexport * from \"./Engines/index\";\r\nexport * from \"./Events/index\";\r\nexport * from \"./Gamepads/index\";\r\nexport * from \"./Gizmos/index\";\r\nexport * from \"./Helpers/index\";\r\nexport * from \"./Instrumentation/index\";\r\nexport * from \"./Layers/index\";\r\nexport * from \"./LensFlares/index\";\r\nexport * from \"./Lights/index\";\r\nexport * from \"./Loading/index\";\r\nexport * from \"./Materials/index\";\r\nexport * from \"./Maths/index\";\r\nexport * from \"./Meshes/index\";\r\nexport * from \"./Morph/index\";\r\nexport * from \"./Navigation/index\";\r\nexport * from \"./node\";\r\nexport * from \"./Offline/index\";\r\nexport * from \"./Particles/index\";\r\nexport * from \"./Physics/index\";\r\nexport * from \"./PostProcesses/index\";\r\nexport * from \"./Probes/index\";\r\nexport * from \"./Rendering/index\";\r\nexport * from \"./scene\";\r\nexport * from \"./sceneComponent\";\r\nexport * from \"./Sprites/index\";\r\nexport * from \"./States/index\";\r\nexport * from \"./Misc/index\";\r\nexport * from \"./XR/index\";\r\nexport * from \"./types\";","import { Scene } from \"./scene\";\r\nimport { Nullable } from \"./types\";\r\nimport { Matrix, Vector3 } from \"./Maths/math.vector\";\r\nimport { Engine } from \"./Engines/engine\";\r\nimport { IBehaviorAware, Behavior } from \"./Behaviors/behavior\";\r\nimport { serialize } from \"./Misc/decorators\";\r\nimport { Observable, Observer } from \"./Misc/observable\";\r\nimport { EngineStore } from \"./Engines/engineStore\";\r\nimport { _DevTools } from './Misc/devTools';\r\nimport { AbstractActionManager } from './Actions/abstractActionManager';\r\nimport { IInspectable } from './Misc/iInspectable';\r\n\r\ndeclare type Animatable = import(\"./Animations/animatable\").Animatable;\r\ndeclare type AnimationPropertiesOverride = import(\"./Animations/animationPropertiesOverride\").AnimationPropertiesOverride;\r\ndeclare type Animation = import(\"./Animations/animation\").Animation;\r\ndeclare type AnimationRange = import(\"./Animations/animationRange\").AnimationRange;\r\ndeclare type AbstractMesh = import(\"./Meshes/abstractMesh\").AbstractMesh;\r\n\r\n/**\r\n * Defines how a node can be built from a string name.\r\n */\r\nexport type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;\r\n\r\n/**\r\n * Node is the basic class for all scene objects (Mesh, Light, Camera.)\r\n */\r\nexport class Node implements IBehaviorAware {\r\n /** @hidden */\r\n public static _AnimationRangeFactory = (name: string, from: number, to: number): AnimationRange => {\r\n throw _DevTools.WarnImport(\"AnimationRange\");\r\n }\r\n\r\n private static _NodeConstructors: { [key: string]: any } = {};\r\n\r\n /**\r\n * Add a new node constructor\r\n * @param type defines the type name of the node to construct\r\n * @param constructorFunc defines the constructor function\r\n */\r\n public static AddNodeConstructor(type: string, constructorFunc: NodeConstructor) {\r\n this._NodeConstructors[type] = constructorFunc;\r\n }\r\n\r\n /**\r\n * Returns a node constructor based on type name\r\n * @param type defines the type name\r\n * @param name defines the new node name\r\n * @param scene defines the hosting scene\r\n * @param options defines optional options to transmit to constructors\r\n * @returns the new constructor or null\r\n */\r\n public static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node> {\r\n let constructorFunc = this._NodeConstructors[type];\r\n\r\n if (!constructorFunc) {\r\n return null;\r\n }\r\n\r\n return constructorFunc(name, scene, options);\r\n }\r\n\r\n /**\r\n * Gets or sets the name of the node\r\n */\r\n @serialize()\r\n public name: string;\r\n\r\n /**\r\n * Gets or sets the id of the node\r\n */\r\n @serialize()\r\n public id: string;\r\n\r\n /**\r\n * Gets or sets the unique id of the node\r\n */\r\n @serialize()\r\n public uniqueId: number;\r\n\r\n /**\r\n * Gets or sets a string used to store user defined state for the node\r\n */\r\n @serialize()\r\n public state = \"\";\r\n\r\n /**\r\n * Gets or sets an object used to store user defined information for the node\r\n */\r\n @serialize()\r\n public metadata: any = null;\r\n\r\n /**\r\n * For internal use only. Please do not use.\r\n */\r\n public reservedDataStore: any = null;\r\n\r\n /**\r\n * List of inspectable custom properties (used by the Inspector)\r\n * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility\r\n */\r\n public inspectableCustomProperties: IInspectable[];\r\n\r\n private _doNotSerialize = false;\r\n /**\r\n * Gets or sets a boolean used to define if the node must be serialized\r\n */\r\n public get doNotSerialize() {\r\n if (this._doNotSerialize) {\r\n return true;\r\n }\r\n\r\n if (this._parentNode) {\r\n return this._parentNode.doNotSerialize;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public set doNotSerialize(value: boolean) {\r\n this._doNotSerialize = value;\r\n }\r\n\r\n /** @hidden */\r\n public _isDisposed = false;\r\n\r\n /**\r\n * Gets a list of Animations associated with the node\r\n */\r\n public animations = new Array();\r\n protected _ranges: { [name: string]: Nullable } = {};\r\n\r\n /**\r\n * Callback raised when the node is ready to be used\r\n */\r\n public onReady: Nullable<(node: Node) => void> = null;\r\n\r\n private _isEnabled = true;\r\n private _isParentEnabled = true;\r\n private _isReady = true;\r\n /** @hidden */\r\n public _currentRenderId = -1;\r\n private _parentUpdateId = -1;\r\n /** @hidden */\r\n public _childUpdateId = -1;\r\n\r\n /** @hidden */\r\n public _waitingParentId: Nullable = null;\r\n /** @hidden */\r\n public _scene: Scene;\r\n /** @hidden */\r\n public _cache: any = {};\r\n\r\n private _parentNode: Nullable = null;\r\n private _children: Nullable = null;\r\n\r\n /** @hidden */\r\n public _worldMatrix = Matrix.Identity();\r\n /** @hidden */\r\n public _worldMatrixDeterminant = 0;\r\n /** @hidden */\r\n public _worldMatrixDeterminantIsDirty = true;\r\n\r\n /** @hidden */\r\n private _sceneRootNodesIndex = -1;\r\n\r\n /**\r\n * Gets a boolean indicating if the node has been disposed\r\n * @returns true if the node was disposed\r\n */\r\n public isDisposed(): boolean {\r\n return this._isDisposed;\r\n }\r\n\r\n /**\r\n * Gets or sets the parent of the node (without keeping the current position in the scene)\r\n * @see https://doc.babylonjs.com/how_to/parenting\r\n */\r\n public set parent(parent: Nullable) {\r\n if (this._parentNode === parent) {\r\n return;\r\n }\r\n\r\n const previousParentNode = this._parentNode;\r\n\r\n // Remove self from list of children of parent\r\n if (this._parentNode && this._parentNode._children !== undefined && this._parentNode._children !== null) {\r\n var index = this._parentNode._children.indexOf(this);\r\n if (index !== -1) {\r\n this._parentNode._children.splice(index, 1);\r\n }\r\n\r\n if (!parent && !this._isDisposed) {\r\n this._addToSceneRootNodes();\r\n }\r\n }\r\n\r\n // Store new parent\r\n this._parentNode = parent;\r\n\r\n // Add as child to new parent\r\n if (this._parentNode) {\r\n if (this._parentNode._children === undefined || this._parentNode._children === null) {\r\n this._parentNode._children = new Array();\r\n }\r\n this._parentNode._children.push(this);\r\n\r\n if (!previousParentNode) {\r\n this._removeFromSceneRootNodes();\r\n }\r\n }\r\n\r\n // Enabled state\r\n this._syncParentEnabledState();\r\n }\r\n\r\n public get parent(): Nullable {\r\n return this._parentNode;\r\n }\r\n\r\n /** @hidden */\r\n public _addToSceneRootNodes() {\r\n if (this._sceneRootNodesIndex === -1) {\r\n this._sceneRootNodesIndex = this._scene.rootNodes.length;\r\n this._scene.rootNodes.push(this);\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _removeFromSceneRootNodes() {\r\n if (this._sceneRootNodesIndex !== -1) {\r\n const rootNodes = this._scene.rootNodes;\r\n const lastIdx = rootNodes.length - 1;\r\n rootNodes[this._sceneRootNodesIndex] = rootNodes[lastIdx];\r\n rootNodes[this._sceneRootNodesIndex]._sceneRootNodesIndex = this._sceneRootNodesIndex;\r\n this._scene.rootNodes.pop();\r\n this._sceneRootNodesIndex = -1;\r\n }\r\n }\r\n\r\n private _animationPropertiesOverride: Nullable = null;\r\n\r\n /**\r\n * Gets or sets the animation properties override\r\n */\r\n public get animationPropertiesOverride(): Nullable {\r\n if (!this._animationPropertiesOverride) {\r\n return this._scene.animationPropertiesOverride;\r\n }\r\n return this._animationPropertiesOverride;\r\n }\r\n\r\n public set animationPropertiesOverride(value: Nullable) {\r\n this._animationPropertiesOverride = value;\r\n }\r\n\r\n /**\r\n * Gets a string idenfifying the name of the class\r\n * @returns \"Node\" string\r\n */\r\n public getClassName(): string {\r\n return \"Node\";\r\n }\r\n\r\n /** @hidden */\r\n public readonly _isNode = true;\r\n\r\n /**\r\n * An event triggered when the mesh is disposed\r\n */\r\n public onDisposeObservable = new Observable();\r\n\r\n private _onDisposeObserver: Nullable> = null;\r\n /**\r\n * Sets a callback that will be raised when the node will be disposed\r\n */\r\n public set onDispose(callback: () => void) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n }\r\n\r\n /**\r\n * Creates a new Node\r\n * @param name the name and id to be given to this node\r\n * @param scene the scene this node will be added to\r\n */\r\n constructor(name: string, scene: Nullable = null) {\r\n this.name = name;\r\n this.id = name;\r\n this._scene = (scene || EngineStore.LastCreatedScene);\r\n this.uniqueId = this._scene.getUniqueId();\r\n this._initCache();\r\n }\r\n\r\n /**\r\n * Gets the scene of the node\r\n * @returns a scene\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Gets the engine of the node\r\n * @returns a Engine\r\n */\r\n public getEngine(): Engine {\r\n return this._scene.getEngine();\r\n }\r\n\r\n // Behaviors\r\n private _behaviors = new Array>();\r\n\r\n /**\r\n * Attach a behavior to the node\r\n * @see http://doc.babylonjs.com/features/behaviour\r\n * @param behavior defines the behavior to attach\r\n * @param attachImmediately defines that the behavior must be attached even if the scene is still loading\r\n * @returns the current Node\r\n */\r\n public addBehavior(behavior: Behavior, attachImmediately = false): Node {\r\n var index = this._behaviors.indexOf(behavior);\r\n\r\n if (index !== -1) {\r\n return this;\r\n }\r\n\r\n behavior.init();\r\n if (this._scene.isLoading && !attachImmediately) {\r\n // We defer the attach when the scene will be loaded\r\n this._scene.onDataLoadedObservable.addOnce(() => {\r\n behavior.attach(this);\r\n });\r\n } else {\r\n behavior.attach(this);\r\n }\r\n this._behaviors.push(behavior);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove an attached behavior\r\n * @see http://doc.babylonjs.com/features/behaviour\r\n * @param behavior defines the behavior to attach\r\n * @returns the current Node\r\n */\r\n public removeBehavior(behavior: Behavior): Node {\r\n var index = this._behaviors.indexOf(behavior);\r\n\r\n if (index === -1) {\r\n return this;\r\n }\r\n\r\n this._behaviors[index].detach();\r\n this._behaviors.splice(index, 1);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets the list of attached behaviors\r\n * @see http://doc.babylonjs.com/features/behaviour\r\n */\r\n public get behaviors(): Behavior[] {\r\n return this._behaviors;\r\n }\r\n\r\n /**\r\n * Gets an attached behavior by name\r\n * @param name defines the name of the behavior to look for\r\n * @see http://doc.babylonjs.com/features/behaviour\r\n * @returns null if behavior was not found else the requested behavior\r\n */\r\n public getBehaviorByName(name: string): Nullable> {\r\n for (var behavior of this._behaviors) {\r\n if (behavior.name === name) {\r\n return behavior;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Returns the latest update of the World matrix\r\n * @returns a Matrix\r\n */\r\n public getWorldMatrix(): Matrix {\r\n if (this._currentRenderId !== this._scene.getRenderId()) {\r\n this.computeWorldMatrix();\r\n }\r\n return this._worldMatrix;\r\n }\r\n\r\n /** @hidden */\r\n public _getWorldMatrixDeterminant(): number {\r\n if (this._worldMatrixDeterminantIsDirty) {\r\n this._worldMatrixDeterminantIsDirty = false;\r\n this._worldMatrixDeterminant = this._worldMatrix.determinant();\r\n }\r\n return this._worldMatrixDeterminant;\r\n }\r\n\r\n /**\r\n * Returns directly the latest state of the mesh World matrix.\r\n * A Matrix is returned.\r\n */\r\n public get worldMatrixFromCache(): Matrix {\r\n return this._worldMatrix;\r\n }\r\n\r\n // override it in derived class if you add new variables to the cache\r\n // and call the parent class method\r\n /** @hidden */\r\n public _initCache() {\r\n this._cache = {};\r\n this._cache.parent = undefined;\r\n }\r\n\r\n /** @hidden */\r\n public updateCache(force?: boolean): void {\r\n if (!force && this.isSynchronized()) {\r\n return;\r\n }\r\n\r\n this._cache.parent = this.parent;\r\n\r\n this._updateCache();\r\n }\r\n\r\n /** @hidden */\r\n public _getActionManagerForTrigger(trigger?: number, initialCall = true): Nullable {\r\n if (!this.parent) {\r\n return null;\r\n }\r\n\r\n return this.parent._getActionManagerForTrigger(trigger, false);\r\n }\r\n\r\n // override it in derived class if you add new variables to the cache\r\n // and call the parent class method if !ignoreParentClass\r\n /** @hidden */\r\n public _updateCache(ignoreParentClass?: boolean): void {\r\n }\r\n\r\n // override it in derived class if you add new variables to the cache\r\n /** @hidden */\r\n public _isSynchronized(): boolean {\r\n return true;\r\n }\r\n\r\n /** @hidden */\r\n public _markSyncedWithParent() {\r\n if (this._parentNode) {\r\n this._parentUpdateId = this._parentNode._childUpdateId;\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public isSynchronizedWithParent(): boolean {\r\n if (!this._parentNode) {\r\n return true;\r\n }\r\n\r\n if (this._parentUpdateId !== this._parentNode._childUpdateId) {\r\n return false;\r\n }\r\n\r\n return this._parentNode.isSynchronized();\r\n }\r\n\r\n /** @hidden */\r\n public isSynchronized(): boolean {\r\n if (this._cache.parent != this._parentNode) {\r\n this._cache.parent = this._parentNode;\r\n return false;\r\n }\r\n\r\n if (this._parentNode && !this.isSynchronizedWithParent()) {\r\n return false;\r\n }\r\n\r\n return this._isSynchronized();\r\n }\r\n\r\n /**\r\n * Is this node ready to be used/rendered\r\n * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)\r\n * @return true if the node is ready\r\n */\r\n public isReady(completeCheck = false): boolean {\r\n return this._isReady;\r\n }\r\n\r\n /**\r\n * Is this node enabled?\r\n * If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true\r\n * @param checkAncestors indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors\r\n * @return whether this node (and its parent) is enabled\r\n */\r\n public isEnabled(checkAncestors: boolean = true): boolean {\r\n if (checkAncestors === false) {\r\n return this._isEnabled;\r\n }\r\n\r\n if (!this._isEnabled) {\r\n return false;\r\n }\r\n\r\n return this._isParentEnabled;\r\n }\r\n\r\n /** @hidden */\r\n protected _syncParentEnabledState() {\r\n this._isParentEnabled = this._parentNode ? this._parentNode.isEnabled() : true;\r\n\r\n if (this._children) {\r\n this._children.forEach((c) => {\r\n c._syncParentEnabledState(); // Force children to update accordingly\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Set the enabled state of this node\r\n * @param value defines the new enabled state\r\n */\r\n public setEnabled(value: boolean): void {\r\n this._isEnabled = value;\r\n\r\n this._syncParentEnabledState();\r\n }\r\n\r\n /**\r\n * Is this node a descendant of the given node?\r\n * The function will iterate up the hierarchy until the ancestor was found or no more parents defined\r\n * @param ancestor defines the parent node to inspect\r\n * @returns a boolean indicating if this node is a descendant of the given node\r\n */\r\n public isDescendantOf(ancestor: Node): boolean {\r\n if (this.parent) {\r\n if (this.parent === ancestor) {\r\n return true;\r\n }\r\n\r\n return this.parent.isDescendantOf(ancestor);\r\n }\r\n return false;\r\n }\r\n\r\n /** @hidden */\r\n public _getDescendants(results: Node[], directDescendantsOnly: boolean = false, predicate?: (node: Node) => boolean): void {\r\n if (!this._children) {\r\n return;\r\n }\r\n\r\n for (var index = 0; index < this._children.length; index++) {\r\n var item = this._children[index];\r\n\r\n if (!predicate || predicate(item)) {\r\n results.push(item);\r\n }\r\n\r\n if (!directDescendantsOnly) {\r\n item._getDescendants(results, false, predicate);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Will return all nodes that have this node as ascendant\r\n * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered\r\n * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored\r\n * @return all children nodes of all types\r\n */\r\n public getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[] {\r\n var results = new Array();\r\n\r\n this._getDescendants(results, directDescendantsOnly, predicate);\r\n\r\n return results;\r\n }\r\n\r\n /**\r\n * Get all child-meshes of this node\r\n * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: false)\r\n * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored\r\n * @returns an array of AbstractMesh\r\n */\r\n public getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[] {\r\n var results: Array = [];\r\n this._getDescendants(results, directDescendantsOnly, (node: Node) => {\r\n return ((!predicate || predicate(node)) && ((node).cullingStrategy !== undefined));\r\n });\r\n return results;\r\n }\r\n\r\n /**\r\n * Get all direct children of this node\r\n * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored\r\n * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)\r\n * @returns an array of Node\r\n */\r\n public getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly = true): Node[] {\r\n return this.getDescendants(directDescendantsOnly, predicate);\r\n }\r\n\r\n /** @hidden */\r\n public _setReady(state: boolean): void {\r\n if (state === this._isReady) {\r\n return;\r\n }\r\n\r\n if (!state) {\r\n this._isReady = false;\r\n return;\r\n }\r\n\r\n if (this.onReady) {\r\n this.onReady(this);\r\n }\r\n this._isReady = true;\r\n }\r\n\r\n /**\r\n * Get an animation by name\r\n * @param name defines the name of the animation to look for\r\n * @returns null if not found else the requested animation\r\n */\r\n public getAnimationByName(name: string): Nullable {\r\n for (var i = 0; i < this.animations.length; i++) {\r\n var animation = this.animations[i];\r\n\r\n if (animation.name === name) {\r\n return animation;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Creates an animation range for this node\r\n * @param name defines the name of the range\r\n * @param from defines the starting key\r\n * @param to defines the end key\r\n */\r\n public createAnimationRange(name: string, from: number, to: number): void {\r\n // check name not already in use\r\n if (!this._ranges[name]) {\r\n this._ranges[name] = Node._AnimationRangeFactory(name, from, to);\r\n for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {\r\n if (this.animations[i]) {\r\n this.animations[i].createRange(name, from, to);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Delete a specific animation range\r\n * @param name defines the name of the range to delete\r\n * @param deleteFrames defines if animation frames from the range must be deleted as well\r\n */\r\n public deleteAnimationRange(name: string, deleteFrames = true): void {\r\n for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {\r\n if (this.animations[i]) {\r\n this.animations[i].deleteRange(name, deleteFrames);\r\n }\r\n }\r\n this._ranges[name] = null; // said much faster than 'delete this._range[name]'\r\n }\r\n\r\n /**\r\n * Get an animation range by name\r\n * @param name defines the name of the animation range to look for\r\n * @returns null if not found else the requested animation range\r\n */\r\n public getAnimationRange(name: string): Nullable {\r\n return this._ranges[name] || null;\r\n }\r\n\r\n /**\r\n * Gets the list of all animation ranges defined on this node\r\n * @returns an array\r\n */\r\n public getAnimationRanges(): Nullable[] {\r\n var animationRanges: Nullable[] = [];\r\n var name: string;\r\n for (name in this._ranges) {\r\n animationRanges.push(this._ranges[name]);\r\n }\r\n return animationRanges;\r\n }\r\n\r\n /**\r\n * Will start the animation sequence\r\n * @param name defines the range frames for animation sequence\r\n * @param loop defines if the animation should loop (false by default)\r\n * @param speedRatio defines the speed factor in which to run the animation (1 by default)\r\n * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)\r\n * @returns the object created for this animation. If range does not exist, it will return null\r\n */\r\n public beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable {\r\n var range = this.getAnimationRange(name);\r\n\r\n if (!range) {\r\n return null;\r\n }\r\n\r\n return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);\r\n }\r\n\r\n /**\r\n * Serialize animation ranges into a JSON compatible object\r\n * @returns serialization object\r\n */\r\n public serializeAnimationRanges(): any {\r\n var serializationRanges = [];\r\n for (var name in this._ranges) {\r\n var localRange = this._ranges[name];\r\n if (!localRange) {\r\n continue;\r\n }\r\n var range: any = {};\r\n range.name = name;\r\n range.from = localRange.from;\r\n range.to = localRange.to;\r\n serializationRanges.push(range);\r\n }\r\n return serializationRanges;\r\n }\r\n\r\n /**\r\n * Computes the world matrix of the node\r\n * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch\r\n * @returns the world matrix\r\n */\r\n public computeWorldMatrix(force?: boolean): Matrix {\r\n if (!this._worldMatrix) {\r\n this._worldMatrix = Matrix.Identity();\r\n }\r\n return this._worldMatrix;\r\n }\r\n\r\n /**\r\n * Releases resources associated with this node.\r\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\r\n * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\r\n */\r\n public dispose(doNotRecurse?: boolean, disposeMaterialAndTextures = false): void {\r\n this._isDisposed = true;\r\n\r\n if (!doNotRecurse) {\r\n const nodes = this.getDescendants(true);\r\n for (const node of nodes) {\r\n node.dispose(doNotRecurse, disposeMaterialAndTextures);\r\n }\r\n }\r\n\r\n if (!this.parent) {\r\n this._removeFromSceneRootNodes();\r\n } else {\r\n this.parent = null;\r\n }\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n this.onDisposeObservable.clear();\r\n\r\n // Behaviors\r\n for (var behavior of this._behaviors) {\r\n behavior.detach();\r\n }\r\n\r\n this._behaviors = [];\r\n }\r\n\r\n /**\r\n * Parse animation range data from a serialization object and store them into a given node\r\n * @param node defines where to store the animation ranges\r\n * @param parsedNode defines the serialization object to read data from\r\n * @param scene defines the hosting scene\r\n */\r\n public static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void {\r\n if (parsedNode.ranges) {\r\n for (var index = 0; index < parsedNode.ranges.length; index++) {\r\n var data = parsedNode.ranges[index];\r\n node.createAnimationRange(data.name, data.from, data.to);\r\n }\r\n }\r\n }\r\n /**\r\n * Return the minimum and maximum world vectors of the entire hierarchy under current node\r\n * @param includeDescendants Include bounding info from descendants as well (true by default)\r\n * @param predicate defines a callback function that can be customize to filter what meshes should be included in the list used to compute the bounding vectors\r\n * @returns the new bounding vectors\r\n */\r\n public getHierarchyBoundingVectors(includeDescendants = true, predicate: Nullable<(abstractMesh: AbstractMesh) => boolean> = null): { min: Vector3, max: Vector3 } {\r\n // Ensures that all world matrix will be recomputed.\r\n this.getScene().incrementRenderId();\r\n\r\n this.computeWorldMatrix(true);\r\n\r\n let min: Vector3;\r\n let max: Vector3;\r\n\r\n let thisAbstractMesh = (this as Node as AbstractMesh);\r\n if (thisAbstractMesh.getBoundingInfo && thisAbstractMesh.subMeshes) {\r\n // If this is an abstract mesh get its bounding info\r\n let boundingInfo = thisAbstractMesh.getBoundingInfo();\r\n min = boundingInfo.boundingBox.minimumWorld.clone();\r\n max = boundingInfo.boundingBox.maximumWorld.clone();\r\n } else {\r\n min = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n max = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);\r\n }\r\n\r\n if (includeDescendants) {\r\n let descendants = this.getDescendants(false);\r\n\r\n for (var descendant of descendants) {\r\n let childMesh = descendant;\r\n childMesh.computeWorldMatrix(true);\r\n\r\n // Filters meshes based on custom predicate function.\r\n if (predicate && !predicate(childMesh)) {\r\n continue;\r\n }\r\n\r\n //make sure we have the needed params to get mix and max\r\n if (!childMesh.getBoundingInfo || childMesh.getTotalVertices() === 0) {\r\n continue;\r\n }\r\n\r\n let childBoundingInfo = childMesh.getBoundingInfo();\r\n let boundingBox = childBoundingInfo.boundingBox;\r\n\r\n var minBox = boundingBox.minimumWorld;\r\n var maxBox = boundingBox.maximumWorld;\r\n\r\n Vector3.CheckExtends(minBox, min, max);\r\n Vector3.CheckExtends(maxBox, min, max);\r\n }\r\n }\r\n\r\n return {\r\n min: min,\r\n max: max\r\n };\r\n }\r\n}\r\n","import { Nullable } from \"./types\";\r\nimport { Tools } from \"./Misc/tools\";\r\nimport { IAnimatable } from './Animations/animatable.interface';\r\nimport { PrecisionDate } from \"./Misc/precisionDate\";\r\nimport { Observable, Observer } from \"./Misc/observable\";\r\nimport { SmartArrayNoDuplicate, SmartArray, ISmartArrayLike } from \"./Misc/smartArray\";\r\nimport { StringDictionary } from \"./Misc/stringDictionary\";\r\nimport { Tags } from \"./Misc/tags\";\r\nimport { Vector2, Vector3, Matrix } from \"./Maths/math.vector\";\r\nimport { Geometry } from \"./Meshes/geometry\";\r\nimport { TransformNode } from \"./Meshes/transformNode\";\r\nimport { SubMesh } from \"./Meshes/subMesh\";\r\nimport { AbstractMesh } from \"./Meshes/abstractMesh\";\r\nimport { Mesh } from \"./Meshes/mesh\";\r\nimport { IParticleSystem } from \"./Particles/IParticleSystem\";\r\nimport { Bone } from \"./Bones/bone\";\r\nimport { Skeleton } from \"./Bones/skeleton\";\r\nimport { MorphTargetManager } from \"./Morph/morphTargetManager\";\r\nimport { Camera } from \"./Cameras/camera\";\r\nimport { AbstractScene } from \"./abstractScene\";\r\nimport { BaseTexture } from \"./Materials/Textures/baseTexture\";\r\nimport { Texture } from \"./Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"./Materials/Textures/renderTargetTexture\";\r\nimport { Material } from \"./Materials/material\";\r\nimport { ImageProcessingConfiguration } from \"./Materials/imageProcessingConfiguration\";\r\nimport { Effect } from \"./Materials/effect\";\r\nimport { UniformBuffer } from \"./Materials/uniformBuffer\";\r\nimport { MultiMaterial } from \"./Materials/multiMaterial\";\r\nimport { Light } from \"./Lights/light\";\r\nimport { PickingInfo } from \"./Collisions/pickingInfo\";\r\nimport { ICollisionCoordinator } from \"./Collisions/collisionCoordinator\";\r\nimport { PointerEventTypes, PointerInfoPre, PointerInfo } from \"./Events/pointerEvents\";\r\nimport { KeyboardInfoPre, KeyboardInfo } from \"./Events/keyboardEvents\";\r\nimport { ActionEvent } from \"./Actions/actionEvent\";\r\nimport { PostProcess } from \"./PostProcesses/postProcess\";\r\nimport { PostProcessManager } from \"./PostProcesses/postProcessManager\";\r\nimport { IOfflineProvider } from \"./Offline/IOfflineProvider\";\r\nimport { RenderingGroupInfo, RenderingManager, IRenderingManagerAutoClearSetup } from \"./Rendering/renderingManager\";\r\nimport { ISceneComponent, ISceneSerializableComponent, Stage, SimpleStageAction, RenderTargetsStageAction, RenderTargetStageAction, MeshStageAction, EvaluateSubMeshStageAction, ActiveMeshStageAction, CameraStageAction, RenderingGroupStageAction, RenderingMeshStageAction, PointerMoveStageAction, PointerUpDownStageAction, CameraStageFrameBufferAction } from \"./sceneComponent\";\r\nimport { Engine } from \"./Engines/engine\";\r\nimport { Node } from \"./node\";\r\nimport { MorphTarget } from \"./Morph/morphTarget\";\r\nimport { Constants } from \"./Engines/constants\";\r\nimport { DomManagement } from \"./Misc/domManagement\";\r\nimport { Logger } from \"./Misc/logger\";\r\nimport { EngineStore } from \"./Engines/engineStore\";\r\nimport { AbstractActionManager } from './Actions/abstractActionManager';\r\nimport { _DevTools } from './Misc/devTools';\r\nimport { WebRequest } from './Misc/webRequest';\r\nimport { InputManager } from './Inputs/scene.inputManager';\r\nimport { PerfCounter } from './Misc/perfCounter';\r\nimport { IFileRequest } from './Misc/fileRequest';\r\nimport { Color4, Color3 } from './Maths/math.color';\r\nimport { Plane } from './Maths/math.plane';\r\nimport { Frustum } from './Maths/math.frustum';\r\nimport { UniqueIdGenerator } from './Misc/uniqueIdGenerator';\r\nimport { FileTools, LoadFileError, RequestFileError, ReadFileError } from './Misc/fileTools';\r\n\r\ndeclare type Ray = import(\"./Culling/ray\").Ray;\r\ndeclare type TrianglePickingPredicate = import(\"./Culling/ray\").TrianglePickingPredicate;\r\ndeclare type Animation = import(\"./Animations/animation\").Animation;\r\ndeclare type Animatable = import(\"./Animations/animatable\").Animatable;\r\ndeclare type AnimationGroup = import(\"./Animations/animationGroup\").AnimationGroup;\r\ndeclare type AnimationPropertiesOverride = import(\"./Animations/animationPropertiesOverride\").AnimationPropertiesOverride;\r\ndeclare type Collider = import(\"./Collisions/collider\").Collider;\r\n\r\n/**\r\n * Define an interface for all classes that will hold resources\r\n */\r\nexport interface IDisposable {\r\n /**\r\n * Releases all held resources\r\n */\r\n dispose(): void;\r\n}\r\n\r\n/** Interface defining initialization parameters for Scene class */\r\nexport interface SceneOptions {\r\n /**\r\n * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId\r\n * It will improve performance when the number of geometries becomes important.\r\n */\r\n useGeometryUniqueIdsMap?: boolean;\r\n\r\n /**\r\n * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing\r\n * It will improve performance when the number of mesh becomes important, but might consume a bit more memory\r\n */\r\n useMaterialMeshMap?: boolean;\r\n\r\n /**\r\n * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing\r\n * It will improve performance when the number of mesh becomes important, but might consume a bit more memory\r\n */\r\n useClonedMeshMap?: boolean;\r\n\r\n /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */\r\n virtual?: boolean;\r\n}\r\n\r\n/**\r\n * Represents a scene to be rendered by the engine.\r\n * @see http://doc.babylonjs.com/features/scene\r\n */\r\nexport class Scene extends AbstractScene implements IAnimatable {\r\n /** The fog is deactivated */\r\n public static readonly FOGMODE_NONE = 0;\r\n /** The fog density is following an exponential function */\r\n public static readonly FOGMODE_EXP = 1;\r\n /** The fog density is following an exponential function faster than FOGMODE_EXP */\r\n public static readonly FOGMODE_EXP2 = 2;\r\n /** The fog density is following a linear function. */\r\n public static readonly FOGMODE_LINEAR = 3;\r\n\r\n /**\r\n * Gets or sets the minimum deltatime when deterministic lock step is enabled\r\n * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep\r\n */\r\n public static MinDeltaTime = 1.0;\r\n /**\r\n * Gets or sets the maximum deltatime when deterministic lock step is enabled\r\n * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep\r\n */\r\n public static MaxDeltaTime = 1000.0;\r\n\r\n /**\r\n * Factory used to create the default material.\r\n * @param name The name of the material to create\r\n * @param scene The scene to create the material for\r\n * @returns The default material\r\n */\r\n public static DefaultMaterialFactory(scene: Scene): Material {\r\n throw _DevTools.WarnImport(\"StandardMaterial\");\r\n }\r\n\r\n /**\r\n * Factory used to create the a collision coordinator.\r\n * @returns The collision coordinator\r\n */\r\n public static CollisionCoordinatorFactory(): ICollisionCoordinator {\r\n throw _DevTools.WarnImport(\"DefaultCollisionCoordinator\");\r\n }\r\n\r\n // Members\r\n\r\n /** @hidden */\r\n public _inputManager = new InputManager(this);\r\n\r\n /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */\r\n public cameraToUseForPointers: Nullable = null;\r\n\r\n /** @hidden */\r\n public readonly _isScene = true;\r\n\r\n /** @hidden */\r\n public _blockEntityCollection = false;\r\n\r\n /**\r\n * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame\r\n */\r\n public autoClear = true;\r\n /**\r\n * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame\r\n */\r\n public autoClearDepthAndStencil = true;\r\n /**\r\n * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))\r\n */\r\n public clearColor: Color4 = new Color4(0.2, 0.2, 0.3, 1.0);\r\n /**\r\n * Defines the color used to simulate the ambient color (Default is (0, 0, 0))\r\n */\r\n public ambientColor = new Color3(0, 0, 0);\r\n\r\n /**\r\n * This is use to store the default BRDF lookup for PBR materials in your scene.\r\n * It should only be one of the following (if not the default embedded one):\r\n * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds\r\n * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds\r\n * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds\r\n * The material properties need to be setup according to the type of texture in use.\r\n */\r\n public environmentBRDFTexture: BaseTexture;\r\n\r\n /** @hidden */\r\n protected _environmentTexture: Nullable;\r\n /**\r\n * Texture used in all pbr material as the reflection texture.\r\n * As in the majority of the scene they are the same (exception for multi room and so on),\r\n * this is easier to reference from here than from all the materials.\r\n */\r\n public get environmentTexture(): Nullable {\r\n return this._environmentTexture;\r\n }\r\n /**\r\n * Texture used in all pbr material as the reflection texture.\r\n * As in the majority of the scene they are the same (exception for multi room and so on),\r\n * this is easier to set here than in all the materials.\r\n */\r\n public set environmentTexture(value: Nullable) {\r\n if (this._environmentTexture === value) {\r\n return;\r\n }\r\n\r\n this._environmentTexture = value;\r\n this.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n\r\n /** @hidden */\r\n protected _environmentIntensity: number = 1;\r\n /**\r\n * Intensity of the environment in all pbr material.\r\n * This dims or reinforces the IBL lighting overall (reflection and diffuse).\r\n * As in the majority of the scene they are the same (exception for multi room and so on),\r\n * this is easier to reference from here than from all the materials.\r\n */\r\n public get environmentIntensity(): number {\r\n return this._environmentIntensity;\r\n }\r\n /**\r\n * Intensity of the environment in all pbr material.\r\n * This dims or reinforces the IBL lighting overall (reflection and diffuse).\r\n * As in the majority of the scene they are the same (exception for multi room and so on),\r\n * this is easier to set here than in all the materials.\r\n */\r\n public set environmentIntensity(value: number) {\r\n if (this._environmentIntensity === value) {\r\n return;\r\n }\r\n\r\n this._environmentIntensity = value;\r\n this.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n\r\n /** @hidden */\r\n protected _imageProcessingConfiguration: ImageProcessingConfiguration;\r\n /**\r\n * Default image processing configuration used either in the rendering\r\n * Forward main pass or through the imageProcessingPostProcess if present.\r\n * As in the majority of the scene they are the same (exception for multi camera),\r\n * this is easier to reference from here than from all the materials and post process.\r\n *\r\n * No setter as we it is a shared configuration, you can set the values instead.\r\n */\r\n public get imageProcessingConfiguration(): ImageProcessingConfiguration {\r\n return this._imageProcessingConfiguration;\r\n }\r\n\r\n private _forceWireframe = false;\r\n /**\r\n * Gets or sets a boolean indicating if all rendering must be done in wireframe\r\n */\r\n public set forceWireframe(value: boolean) {\r\n if (this._forceWireframe === value) {\r\n return;\r\n }\r\n this._forceWireframe = value;\r\n this.markAllMaterialsAsDirty(Constants.MATERIAL_MiscDirtyFlag);\r\n }\r\n public get forceWireframe(): boolean {\r\n return this._forceWireframe;\r\n }\r\n\r\n private _skipFrustumClipping = false;\r\n /**\r\n * Gets or sets a boolean indicating if we should skip the frustum clipping part of the active meshes selection\r\n */\r\n public set skipFrustumClipping(value: boolean) {\r\n if (this._skipFrustumClipping === value) {\r\n return;\r\n }\r\n this._skipFrustumClipping = value;\r\n }\r\n public get skipFrustumClipping(): boolean {\r\n return this._skipFrustumClipping;\r\n }\r\n\r\n private _forcePointsCloud = false;\r\n /**\r\n * Gets or sets a boolean indicating if all rendering must be done in point cloud\r\n */\r\n public set forcePointsCloud(value: boolean) {\r\n if (this._forcePointsCloud === value) {\r\n return;\r\n }\r\n this._forcePointsCloud = value;\r\n this.markAllMaterialsAsDirty(Constants.MATERIAL_MiscDirtyFlag);\r\n }\r\n public get forcePointsCloud(): boolean {\r\n return this._forcePointsCloud;\r\n }\r\n\r\n /**\r\n * Gets or sets the active clipplane 1\r\n */\r\n public clipPlane: Nullable;\r\n\r\n /**\r\n * Gets or sets the active clipplane 2\r\n */\r\n public clipPlane2: Nullable;\r\n\r\n /**\r\n * Gets or sets the active clipplane 3\r\n */\r\n public clipPlane3: Nullable;\r\n\r\n /**\r\n * Gets or sets the active clipplane 4\r\n */\r\n public clipPlane4: Nullable;\r\n\r\n /**\r\n * Gets or sets the active clipplane 5\r\n */\r\n public clipPlane5: Nullable;\r\n\r\n /**\r\n * Gets or sets the active clipplane 6\r\n */\r\n public clipPlane6: Nullable;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if animations are enabled\r\n */\r\n public animationsEnabled = true;\r\n\r\n private _animationPropertiesOverride: Nullable = null;\r\n\r\n /**\r\n * Gets or sets the animation properties override\r\n */\r\n public get animationPropertiesOverride(): Nullable {\r\n return this._animationPropertiesOverride;\r\n }\r\n\r\n public set animationPropertiesOverride(value: Nullable) {\r\n this._animationPropertiesOverride = value;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if a constant deltatime has to be used\r\n * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate\r\n */\r\n public useConstantAnimationDeltaTime = false;\r\n /**\r\n * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated\r\n * Please note that it requires to run a ray cast through the scene on every frame\r\n */\r\n public constantlyUpdateMeshUnderPointer = false;\r\n\r\n /**\r\n * Defines the HTML cursor to use when hovering over interactive elements\r\n */\r\n public hoverCursor = \"pointer\";\r\n /**\r\n * Defines the HTML default cursor to use (empty by default)\r\n */\r\n public defaultCursor: string = \"\";\r\n /**\r\n * Defines whether cursors are handled by the scene.\r\n */\r\n public doNotHandleCursors = false;\r\n /**\r\n * This is used to call preventDefault() on pointer down\r\n * in order to block unwanted artifacts like system double clicks\r\n */\r\n public preventDefaultOnPointerDown = true;\r\n\r\n /**\r\n * This is used to call preventDefault() on pointer up\r\n * in order to block unwanted artifacts like system double clicks\r\n */\r\n public preventDefaultOnPointerUp = true;\r\n\r\n // Metadata\r\n /**\r\n * Gets or sets user defined metadata\r\n */\r\n public metadata: any = null;\r\n\r\n /**\r\n * For internal use only. Please do not use.\r\n */\r\n public reservedDataStore: any = null;\r\n\r\n /**\r\n * Gets the name of the plugin used to load this scene (null by default)\r\n */\r\n public loadingPluginName: string;\r\n\r\n /**\r\n * Use this array to add regular expressions used to disable offline support for specific urls\r\n */\r\n public disableOfflineSupportExceptionRules = new Array();\r\n\r\n /**\r\n * An event triggered when the scene is disposed.\r\n */\r\n public onDisposeObservable = new Observable();\r\n\r\n private _onDisposeObserver: Nullable> = null;\r\n /** Sets a function to be executed when this scene is disposed. */\r\n public set onDispose(callback: () => void) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered before rendering the scene (right after animations and physics)\r\n */\r\n public onBeforeRenderObservable = new Observable();\r\n\r\n private _onBeforeRenderObserver: Nullable> = null;\r\n /** Sets a function to be executed before rendering this scene */\r\n public set beforeRender(callback: Nullable<() => void>) {\r\n if (this._onBeforeRenderObserver) {\r\n this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);\r\n }\r\n if (callback) {\r\n this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);\r\n }\r\n }\r\n\r\n /**\r\n * An event triggered after rendering the scene\r\n */\r\n public onAfterRenderObservable = new Observable();\r\n\r\n /**\r\n * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)\r\n */\r\n public onAfterRenderCameraObservable = new Observable();\r\n\r\n private _onAfterRenderObserver: Nullable> = null;\r\n /** Sets a function to be executed after rendering this scene */\r\n public set afterRender(callback: Nullable<() => void>) {\r\n if (this._onAfterRenderObserver) {\r\n this.onAfterRenderObservable.remove(this._onAfterRenderObserver);\r\n }\r\n\r\n if (callback) {\r\n this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);\r\n }\r\n }\r\n\r\n /**\r\n * An event triggered before animating the scene\r\n */\r\n public onBeforeAnimationsObservable = new Observable();\r\n\r\n /**\r\n * An event triggered after animations processing\r\n */\r\n public onAfterAnimationsObservable = new Observable();\r\n\r\n /**\r\n * An event triggered before draw calls are ready to be sent\r\n */\r\n public onBeforeDrawPhaseObservable = new Observable();\r\n\r\n /**\r\n * An event triggered after draw calls have been sent\r\n */\r\n public onAfterDrawPhaseObservable = new Observable();\r\n\r\n /**\r\n * An event triggered when the scene is ready\r\n */\r\n public onReadyObservable = new Observable();\r\n\r\n /**\r\n * An event triggered before rendering a camera\r\n */\r\n public onBeforeCameraRenderObservable = new Observable();\r\n\r\n private _onBeforeCameraRenderObserver: Nullable> = null;\r\n /** Sets a function to be executed before rendering a camera*/\r\n public set beforeCameraRender(callback: () => void) {\r\n if (this._onBeforeCameraRenderObserver) {\r\n this.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);\r\n }\r\n\r\n this._onBeforeCameraRenderObserver = this.onBeforeCameraRenderObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered after rendering a camera\r\n */\r\n public onAfterCameraRenderObservable = new Observable();\r\n\r\n private _onAfterCameraRenderObserver: Nullable> = null;\r\n /** Sets a function to be executed after rendering a camera*/\r\n public set afterCameraRender(callback: () => void) {\r\n if (this._onAfterCameraRenderObserver) {\r\n this.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);\r\n }\r\n this._onAfterCameraRenderObserver = this.onAfterCameraRenderObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered when active meshes evaluation is about to start\r\n */\r\n public onBeforeActiveMeshesEvaluationObservable = new Observable();\r\n\r\n /**\r\n * An event triggered when active meshes evaluation is done\r\n */\r\n public onAfterActiveMeshesEvaluationObservable = new Observable();\r\n\r\n /**\r\n * An event triggered when particles rendering is about to start\r\n * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)\r\n */\r\n public onBeforeParticlesRenderingObservable = new Observable();\r\n\r\n /**\r\n * An event triggered when particles rendering is done\r\n * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)\r\n */\r\n public onAfterParticlesRenderingObservable = new Observable();\r\n\r\n /**\r\n * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed\r\n */\r\n public onDataLoadedObservable = new Observable();\r\n\r\n /**\r\n * An event triggered when a camera is created\r\n */\r\n public onNewCameraAddedObservable = new Observable();\r\n\r\n /**\r\n * An event triggered when a camera is removed\r\n */\r\n public onCameraRemovedObservable = new Observable();\r\n\r\n /**\r\n * An event triggered when a light is created\r\n */\r\n public onNewLightAddedObservable = new Observable();\r\n\r\n /**\r\n * An event triggered when a light is removed\r\n */\r\n public onLightRemovedObservable = new Observable();\r\n\r\n /**\r\n * An event triggered when a geometry is created\r\n */\r\n public onNewGeometryAddedObservable = new Observable();\r\n\r\n /**\r\n * An event triggered when a geometry is removed\r\n */\r\n public onGeometryRemovedObservable = new Observable();\r\n\r\n /**\r\n * An event triggered when a transform node is created\r\n */\r\n public onNewTransformNodeAddedObservable = new Observable();\r\n\r\n /**\r\n * An event triggered when a transform node is removed\r\n */\r\n public onTransformNodeRemovedObservable = new Observable();\r\n\r\n /**\r\n * An event triggered when a mesh is created\r\n */\r\n public onNewMeshAddedObservable = new Observable();\r\n\r\n /**\r\n * An event triggered when a mesh is removed\r\n */\r\n public onMeshRemovedObservable = new Observable();\r\n\r\n /**\r\n * An event triggered when a skeleton is created\r\n */\r\n public onNewSkeletonAddedObservable = new Observable();\r\n\r\n /**\r\n * An event triggered when a skeleton is removed\r\n */\r\n public onSkeletonRemovedObservable = new Observable();\r\n\r\n /**\r\n * An event triggered when a material is created\r\n */\r\n public onNewMaterialAddedObservable = new Observable();\r\n\r\n /**\r\n * An event triggered when a material is removed\r\n */\r\n public onMaterialRemovedObservable = new Observable();\r\n\r\n /**\r\n * An event triggered when a texture is created\r\n */\r\n public onNewTextureAddedObservable = new Observable();\r\n\r\n /**\r\n * An event triggered when a texture is removed\r\n */\r\n public onTextureRemovedObservable = new Observable();\r\n\r\n /**\r\n * An event triggered when render targets are about to be rendered\r\n * Can happen multiple times per frame.\r\n */\r\n public onBeforeRenderTargetsRenderObservable = new Observable();\r\n\r\n /**\r\n * An event triggered when render targets were rendered.\r\n * Can happen multiple times per frame.\r\n */\r\n public onAfterRenderTargetsRenderObservable = new Observable();\r\n\r\n /**\r\n * An event triggered before calculating deterministic simulation step\r\n */\r\n public onBeforeStepObservable = new Observable();\r\n\r\n /**\r\n * An event triggered after calculating deterministic simulation step\r\n */\r\n public onAfterStepObservable = new Observable();\r\n\r\n /**\r\n * An event triggered when the activeCamera property is updated\r\n */\r\n public onActiveCameraChanged = new Observable();\r\n\r\n /**\r\n * This Observable will be triggered before rendering each renderingGroup of each rendered camera.\r\n * The RenderinGroupInfo class contains all the information about the context in which the observable is called\r\n * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)\r\n */\r\n public onBeforeRenderingGroupObservable = new Observable();\r\n\r\n /**\r\n * This Observable will be triggered after rendering each renderingGroup of each rendered camera.\r\n * The RenderinGroupInfo class contains all the information about the context in which the observable is called\r\n * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)\r\n */\r\n public onAfterRenderingGroupObservable = new Observable();\r\n\r\n /**\r\n * This Observable will when a mesh has been imported into the scene.\r\n */\r\n public onMeshImportedObservable = new Observable();\r\n\r\n /**\r\n * This Observable will when an animation file has been imported into the scene.\r\n */\r\n public onAnimationFileImportedObservable = new Observable();\r\n\r\n /**\r\n * Gets or sets a user defined funtion to select LOD from a mesh and a camera.\r\n * By default this function is undefined and Babylon.js will select LOD based on distance to camera\r\n */\r\n public customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable;\r\n\r\n // Animations\r\n\r\n /** @hidden */\r\n public _registeredForLateAnimationBindings = new SmartArrayNoDuplicate(256);\r\n\r\n // Pointers\r\n /**\r\n * Gets or sets a predicate used to select candidate meshes for a pointer down event\r\n */\r\n public pointerDownPredicate: (Mesh: AbstractMesh) => boolean;\r\n /**\r\n * Gets or sets a predicate used to select candidate meshes for a pointer up event\r\n */\r\n public pointerUpPredicate: (Mesh: AbstractMesh) => boolean;\r\n /**\r\n * Gets or sets a predicate used to select candidate meshes for a pointer move event\r\n */\r\n public pointerMovePredicate: (Mesh: AbstractMesh) => boolean;\r\n\r\n /** Callback called when a pointer move is detected */\r\n public onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;\r\n /** Callback called when a pointer down is detected */\r\n public onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;\r\n /** Callback called when a pointer up is detected */\r\n public onPointerUp: (evt: PointerEvent, pickInfo: Nullable, type: PointerEventTypes) => void;\r\n /** Callback called when a pointer pick is detected */\r\n public onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;\r\n\r\n /**\r\n * This observable event is triggered when any ponter event is triggered. It is registered during Scene.attachControl() and it is called BEFORE the 3D engine process anything (mesh/sprite picking for instance).\r\n * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true\r\n */\r\n public onPrePointerObservable = new Observable();\r\n\r\n /**\r\n * Observable event triggered each time an input event is received from the rendering canvas\r\n */\r\n public onPointerObservable = new Observable();\r\n\r\n /**\r\n * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)\r\n */\r\n public get unTranslatedPointer(): Vector2 {\r\n return this._inputManager.unTranslatedPointer;\r\n }\r\n\r\n /**\r\n * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels\r\n */\r\n public static get DragMovementThreshold() {\r\n return InputManager.DragMovementThreshold;\r\n }\r\n\r\n public static set DragMovementThreshold(value: number) {\r\n InputManager.DragMovementThreshold = value;\r\n }\r\n\r\n /**\r\n * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms\r\n */\r\n public static get LongPressDelay() {\r\n return InputManager.LongPressDelay;\r\n }\r\n\r\n public static set LongPressDelay(value: number) {\r\n InputManager.LongPressDelay = value;\r\n }\r\n\r\n /**\r\n * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms\r\n */\r\n public static get DoubleClickDelay() {\r\n return InputManager.DoubleClickDelay;\r\n }\r\n\r\n public static set DoubleClickDelay(value: number) {\r\n InputManager.DoubleClickDelay = value;\r\n }\r\n\r\n /** If you need to check double click without raising a single click at first click, enable this flag */\r\n public static get ExclusiveDoubleClickMode() {\r\n return InputManager.ExclusiveDoubleClickMode;\r\n }\r\n\r\n public static set ExclusiveDoubleClickMode(value: boolean) {\r\n InputManager.ExclusiveDoubleClickMode = value;\r\n }\r\n\r\n // Mirror\r\n /** @hidden */\r\n public _mirroredCameraPosition: Nullable;\r\n\r\n // Keyboard\r\n\r\n /**\r\n * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()\r\n * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true\r\n */\r\n public onPreKeyboardObservable = new Observable();\r\n\r\n /**\r\n * Observable event triggered each time an keyboard event is received from the hosting window\r\n */\r\n public onKeyboardObservable = new Observable();\r\n\r\n // Coordinates system\r\n\r\n private _useRightHandedSystem = false;\r\n /**\r\n * Gets or sets a boolean indicating if the scene must use right-handed coordinates system\r\n */\r\n public set useRightHandedSystem(value: boolean) {\r\n if (this._useRightHandedSystem === value) {\r\n return;\r\n }\r\n this._useRightHandedSystem = value;\r\n this.markAllMaterialsAsDirty(Constants.MATERIAL_MiscDirtyFlag);\r\n }\r\n public get useRightHandedSystem(): boolean {\r\n return this._useRightHandedSystem;\r\n }\r\n\r\n // Deterministic lockstep\r\n private _timeAccumulator: number = 0;\r\n private _currentStepId: number = 0;\r\n private _currentInternalStep: number = 0;\r\n\r\n /**\r\n * Sets the step Id used by deterministic lock step\r\n * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep\r\n * @param newStepId defines the step Id\r\n */\r\n public setStepId(newStepId: number): void {\r\n this._currentStepId = newStepId;\r\n }\r\n\r\n /**\r\n * Gets the step Id used by deterministic lock step\r\n * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep\r\n * @returns the step Id\r\n */\r\n public getStepId(): number {\r\n return this._currentStepId;\r\n }\r\n\r\n /**\r\n * Gets the internal step used by deterministic lock step\r\n * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep\r\n * @returns the internal step\r\n */\r\n public getInternalStep(): number {\r\n return this._currentInternalStep;\r\n }\r\n\r\n // Fog\r\n\r\n private _fogEnabled = true;\r\n /**\r\n * Gets or sets a boolean indicating if fog is enabled on this scene\r\n * @see http://doc.babylonjs.com/babylon101/environment#fog\r\n * (Default is true)\r\n */\r\n public set fogEnabled(value: boolean) {\r\n if (this._fogEnabled === value) {\r\n return;\r\n }\r\n this._fogEnabled = value;\r\n this.markAllMaterialsAsDirty(Constants.MATERIAL_MiscDirtyFlag);\r\n }\r\n public get fogEnabled(): boolean {\r\n return this._fogEnabled;\r\n }\r\n\r\n private _fogMode = Scene.FOGMODE_NONE;\r\n /**\r\n * Gets or sets the fog mode to use\r\n * @see http://doc.babylonjs.com/babylon101/environment#fog\r\n * | mode | value |\r\n * | --- | --- |\r\n * | FOGMODE_NONE | 0 |\r\n * | FOGMODE_EXP | 1 |\r\n * | FOGMODE_EXP2 | 2 |\r\n * | FOGMODE_LINEAR | 3 |\r\n */\r\n public set fogMode(value: number) {\r\n if (this._fogMode === value) {\r\n return;\r\n }\r\n this._fogMode = value;\r\n this.markAllMaterialsAsDirty(Constants.MATERIAL_MiscDirtyFlag);\r\n }\r\n public get fogMode(): number {\r\n return this._fogMode;\r\n }\r\n\r\n /**\r\n * Gets or sets the fog color to use\r\n * @see http://doc.babylonjs.com/babylon101/environment#fog\r\n * (Default is Color3(0.2, 0.2, 0.3))\r\n */\r\n public fogColor = new Color3(0.2, 0.2, 0.3);\r\n /**\r\n * Gets or sets the fog density to use\r\n * @see http://doc.babylonjs.com/babylon101/environment#fog\r\n * (Default is 0.1)\r\n */\r\n public fogDensity = 0.1;\r\n /**\r\n * Gets or sets the fog start distance to use\r\n * @see http://doc.babylonjs.com/babylon101/environment#fog\r\n * (Default is 0)\r\n */\r\n public fogStart = 0;\r\n /**\r\n * Gets or sets the fog end distance to use\r\n * @see http://doc.babylonjs.com/babylon101/environment#fog\r\n * (Default is 1000)\r\n */\r\n public fogEnd = 1000.0;\r\n\r\n // Lights\r\n private _shadowsEnabled = true;\r\n /**\r\n * Gets or sets a boolean indicating if shadows are enabled on this scene\r\n */\r\n public set shadowsEnabled(value: boolean) {\r\n if (this._shadowsEnabled === value) {\r\n return;\r\n }\r\n this._shadowsEnabled = value;\r\n this.markAllMaterialsAsDirty(Constants.MATERIAL_LightDirtyFlag);\r\n }\r\n public get shadowsEnabled(): boolean {\r\n return this._shadowsEnabled;\r\n }\r\n\r\n private _lightsEnabled = true;\r\n /**\r\n * Gets or sets a boolean indicating if lights are enabled on this scene\r\n */\r\n public set lightsEnabled(value: boolean) {\r\n if (this._lightsEnabled === value) {\r\n return;\r\n }\r\n this._lightsEnabled = value;\r\n this.markAllMaterialsAsDirty(Constants.MATERIAL_LightDirtyFlag);\r\n }\r\n\r\n public get lightsEnabled(): boolean {\r\n return this._lightsEnabled;\r\n }\r\n\r\n /** All of the active cameras added to this scene. */\r\n public activeCameras = new Array();\r\n\r\n /** @hidden */\r\n public _activeCamera: Nullable;\r\n /** Gets or sets the current active camera */\r\n public get activeCamera(): Nullable {\r\n return this._activeCamera;\r\n }\r\n\r\n public set activeCamera(value: Nullable) {\r\n if (value === this._activeCamera) {\r\n return;\r\n }\r\n\r\n this._activeCamera = value;\r\n this.onActiveCameraChanged.notifyObservers(this);\r\n }\r\n\r\n private _defaultMaterial: Material;\r\n\r\n /** The default material used on meshes when no material is affected */\r\n public get defaultMaterial(): Material {\r\n if (!this._defaultMaterial) {\r\n this._defaultMaterial = Scene.DefaultMaterialFactory(this);\r\n }\r\n\r\n return this._defaultMaterial;\r\n }\r\n\r\n /** The default material used on meshes when no material is affected */\r\n public set defaultMaterial(value: Material) {\r\n this._defaultMaterial = value;\r\n }\r\n\r\n // Textures\r\n private _texturesEnabled = true;\r\n /**\r\n * Gets or sets a boolean indicating if textures are enabled on this scene\r\n */\r\n public set texturesEnabled(value: boolean) {\r\n if (this._texturesEnabled === value) {\r\n return;\r\n }\r\n this._texturesEnabled = value;\r\n this.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n\r\n public get texturesEnabled(): boolean {\r\n return this._texturesEnabled;\r\n }\r\n\r\n // Physics\r\n /**\r\n * Gets or sets a boolean indicating if physic engines are enabled on this scene\r\n */\r\n public physicsEnabled = true;\r\n\r\n // Particles\r\n /**\r\n * Gets or sets a boolean indicating if particles are enabled on this scene\r\n */\r\n public particlesEnabled = true;\r\n\r\n // Sprites\r\n /**\r\n * Gets or sets a boolean indicating if sprites are enabled on this scene\r\n */\r\n public spritesEnabled = true;\r\n\r\n // Skeletons\r\n private _skeletonsEnabled = true;\r\n /**\r\n * Gets or sets a boolean indicating if skeletons are enabled on this scene\r\n */\r\n public set skeletonsEnabled(value: boolean) {\r\n if (this._skeletonsEnabled === value) {\r\n return;\r\n }\r\n this._skeletonsEnabled = value;\r\n this.markAllMaterialsAsDirty(Constants.MATERIAL_AttributesDirtyFlag);\r\n }\r\n\r\n public get skeletonsEnabled(): boolean {\r\n return this._skeletonsEnabled;\r\n }\r\n\r\n // Lens flares\r\n /**\r\n * Gets or sets a boolean indicating if lens flares are enabled on this scene\r\n */\r\n public lensFlaresEnabled = true;\r\n\r\n // Collisions\r\n /**\r\n * Gets or sets a boolean indicating if collisions are enabled on this scene\r\n * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity\r\n */\r\n public collisionsEnabled = true;\r\n\r\n private _collisionCoordinator: ICollisionCoordinator;\r\n\r\n /** @hidden */\r\n public get collisionCoordinator(): ICollisionCoordinator {\r\n if (!this._collisionCoordinator) {\r\n this._collisionCoordinator = Scene.CollisionCoordinatorFactory();\r\n this._collisionCoordinator.init(this);\r\n }\r\n\r\n return this._collisionCoordinator;\r\n }\r\n\r\n /**\r\n * Defines the gravity applied to this scene (used only for collisions)\r\n * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity\r\n */\r\n public gravity = new Vector3(0, -9.807, 0);\r\n\r\n // Postprocesses\r\n /**\r\n * Gets or sets a boolean indicating if postprocesses are enabled on this scene\r\n */\r\n public postProcessesEnabled = true;\r\n /**\r\n * The list of postprocesses added to the scene\r\n */\r\n public postProcesses = new Array();\r\n /**\r\n * Gets the current postprocess manager\r\n */\r\n public postProcessManager: PostProcessManager;\r\n\r\n // Customs render targets\r\n /**\r\n * Gets or sets a boolean indicating if render targets are enabled on this scene\r\n */\r\n public renderTargetsEnabled = true;\r\n /**\r\n * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes\r\n * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com\r\n */\r\n public dumpNextRenderTargets = false;\r\n /**\r\n * The list of user defined render targets added to the scene\r\n */\r\n public customRenderTargets = new Array();\r\n\r\n /**\r\n * Defines if texture loading must be delayed\r\n * If true, textures will only be loaded when they need to be rendered\r\n */\r\n public useDelayedTextureLoading: boolean;\r\n\r\n /**\r\n * Gets the list of meshes imported to the scene through SceneLoader\r\n */\r\n public importedMeshesFiles = new Array();\r\n\r\n // Probes\r\n /**\r\n * Gets or sets a boolean indicating if probes are enabled on this scene\r\n */\r\n public probesEnabled = true;\r\n\r\n // Offline support\r\n /**\r\n * Gets or sets the current offline provider to use to store scene data\r\n * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb\r\n */\r\n public offlineProvider: IOfflineProvider;\r\n\r\n /**\r\n * Gets or sets the action manager associated with the scene\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions\r\n */\r\n public actionManager: AbstractActionManager;\r\n\r\n private _meshesForIntersections = new SmartArrayNoDuplicate(256);\r\n\r\n // Procedural textures\r\n /**\r\n * Gets or sets a boolean indicating if procedural textures are enabled on this scene\r\n */\r\n public proceduralTexturesEnabled = true;\r\n\r\n // Private\r\n private _engine: Engine;\r\n\r\n // Performance counters\r\n private _totalVertices = new PerfCounter();\r\n /** @hidden */\r\n public _activeIndices = new PerfCounter();\r\n /** @hidden */\r\n public _activeParticles = new PerfCounter();\r\n /** @hidden */\r\n public _activeBones = new PerfCounter();\r\n\r\n private _animationRatio: number;\r\n\r\n /** @hidden */\r\n public _animationTimeLast: number;\r\n\r\n /** @hidden */\r\n public _animationTime: number = 0;\r\n\r\n /**\r\n * Gets or sets a general scale for animation speed\r\n * @see https://www.babylonjs-playground.com/#IBU2W7#3\r\n */\r\n public animationTimeScale: number = 1;\r\n\r\n /** @hidden */\r\n public _cachedMaterial: Nullable;\r\n /** @hidden */\r\n public _cachedEffect: Nullable;\r\n /** @hidden */\r\n public _cachedVisibility: Nullable;\r\n\r\n private _renderId = 0;\r\n private _frameId = 0;\r\n private _executeWhenReadyTimeoutId = -1;\r\n private _intermediateRendering = false;\r\n\r\n private _viewUpdateFlag = -1;\r\n private _projectionUpdateFlag = -1;\r\n\r\n /** @hidden */\r\n public _toBeDisposed = new Array>(256);\r\n private _activeRequests = new Array();\r\n\r\n /** @hidden */\r\n public _pendingData = new Array();\r\n private _isDisposed = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered\r\n * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)\r\n */\r\n public dispatchAllSubMeshesOfActiveMeshes: boolean = false;\r\n private _activeMeshes = new SmartArray(256);\r\n private _processedMaterials = new SmartArray(256);\r\n private _renderTargets = new SmartArrayNoDuplicate(256);\r\n /** @hidden */\r\n public _activeParticleSystems = new SmartArray(256);\r\n private _activeSkeletons = new SmartArrayNoDuplicate(32);\r\n private _softwareSkinnedMeshes = new SmartArrayNoDuplicate(32);\r\n\r\n private _renderingManager: RenderingManager;\r\n\r\n /** @hidden */\r\n public _activeAnimatables = new Array();\r\n\r\n private _transformMatrix = Matrix.Zero();\r\n private _sceneUbo: UniformBuffer;\r\n\r\n /** @hidden */\r\n public _viewMatrix: Matrix;\r\n private _projectionMatrix: Matrix;\r\n /** @hidden */\r\n public _forcedViewPosition: Nullable;\r\n\r\n /** @hidden */\r\n public _frustumPlanes: Plane[];\r\n /**\r\n * Gets the list of frustum planes (built from the active camera)\r\n */\r\n public get frustumPlanes(): Plane[] {\r\n return this._frustumPlanes;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)\r\n * This is useful if there are more lights that the maximum simulteanous authorized\r\n */\r\n public requireLightSorting = false;\r\n\r\n /** @hidden */\r\n public readonly useMaterialMeshMap: boolean;\r\n /** @hidden */\r\n public readonly useClonedMeshMap: boolean;\r\n\r\n private _externalData: StringDictionary;\r\n private _uid: Nullable;\r\n\r\n /**\r\n * @hidden\r\n * Backing store of defined scene components.\r\n */\r\n public _components: ISceneComponent[] = [];\r\n\r\n /**\r\n * @hidden\r\n * Backing store of defined scene components.\r\n */\r\n public _serializableComponents: ISceneSerializableComponent[] = [];\r\n\r\n /**\r\n * List of components to register on the next registration step.\r\n */\r\n private _transientComponents: ISceneComponent[] = [];\r\n\r\n /**\r\n * Registers the transient components if needed.\r\n */\r\n private _registerTransientComponents(): void {\r\n // Register components that have been associated lately to the scene.\r\n if (this._transientComponents.length > 0) {\r\n for (let component of this._transientComponents) {\r\n component.register();\r\n }\r\n this._transientComponents = [];\r\n }\r\n }\r\n\r\n /**\r\n * @hidden\r\n * Add a component to the scene.\r\n * Note that the ccomponent could be registered on th next frame if this is called after\r\n * the register component stage.\r\n * @param component Defines the component to add to the scene\r\n */\r\n public _addComponent(component: ISceneComponent) {\r\n this._components.push(component);\r\n this._transientComponents.push(component);\r\n\r\n const serializableComponent = component as ISceneSerializableComponent;\r\n if (serializableComponent.addFromContainer && serializableComponent.serialize) {\r\n this._serializableComponents.push(serializableComponent);\r\n }\r\n }\r\n\r\n /**\r\n * @hidden\r\n * Gets a component from the scene.\r\n * @param name defines the name of the component to retrieve\r\n * @returns the component or null if not present\r\n */\r\n public _getComponent(name: string): Nullable {\r\n for (let component of this._components) {\r\n if (component.name === name) {\r\n return component;\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * @hidden\r\n * Defines the actions happening before camera updates.\r\n */\r\n public _beforeCameraUpdateStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening before clear the canvas.\r\n */\r\n public _beforeClearStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions when collecting render targets for the frame.\r\n */\r\n public _gatherRenderTargetsStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening for one camera in the frame.\r\n */\r\n public _gatherActiveCameraRenderTargetsStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening during the per mesh ready checks.\r\n */\r\n public _isReadyForMeshStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening before evaluate active mesh checks.\r\n */\r\n public _beforeEvaluateActiveMeshStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening during the evaluate sub mesh checks.\r\n */\r\n public _evaluateSubMeshStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening during the active mesh stage.\r\n */\r\n public _activeMeshStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening during the per camera render target step.\r\n */\r\n public _cameraDrawRenderTargetStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening just before the active camera is drawing.\r\n */\r\n public _beforeCameraDrawStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening just before a render target is drawing.\r\n */\r\n public _beforeRenderTargetDrawStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening just before a rendering group is drawing.\r\n */\r\n public _beforeRenderingGroupDrawStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening just before a mesh is drawing.\r\n */\r\n public _beforeRenderingMeshStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening just after a mesh has been drawn.\r\n */\r\n public _afterRenderingMeshStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening just after a rendering group has been drawn.\r\n */\r\n public _afterRenderingGroupDrawStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening just after the active camera has been drawn.\r\n */\r\n public _afterCameraDrawStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening just after a render target has been drawn.\r\n */\r\n public _afterRenderTargetDrawStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening just after rendering all cameras and computing intersections.\r\n */\r\n public _afterRenderStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening when a pointer move event happens.\r\n */\r\n public _pointerMoveStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening when a pointer down event happens.\r\n */\r\n public _pointerDownStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening when a pointer up event happens.\r\n */\r\n public _pointerUpStage = Stage.Create();\r\n\r\n /**\r\n * an optional map from Geometry Id to Geometry index in the 'geometries' array\r\n */\r\n private geometriesByUniqueId: Nullable<{ [uniqueId: string]: number | undefined }> = null;\r\n\r\n /**\r\n * Creates a new Scene\r\n * @param engine defines the engine to use to render this scene\r\n * @param options defines the scene options\r\n */\r\n constructor(engine: Engine, options?: SceneOptions) {\r\n super();\r\n\r\n const fullOptions = {\r\n useGeometryUniqueIdsMap: true,\r\n useMaterialMeshMap: true,\r\n useClonedMeshMap: true,\r\n virtual: false,\r\n ...options\r\n };\r\n\r\n this._engine = engine || EngineStore.LastCreatedEngine;\r\n if (!fullOptions.virtual) {\r\n EngineStore._LastCreatedScene = this;\r\n this._engine.scenes.push(this);\r\n }\r\n\r\n this._uid = null;\r\n\r\n this._renderingManager = new RenderingManager(this);\r\n\r\n if (PostProcessManager) {\r\n this.postProcessManager = new PostProcessManager(this);\r\n }\r\n\r\n if (DomManagement.IsWindowObjectExist()) {\r\n this.attachControl();\r\n }\r\n\r\n // Uniform Buffer\r\n this._createUbo();\r\n\r\n // Default Image processing definition\r\n if (ImageProcessingConfiguration) {\r\n this._imageProcessingConfiguration = new ImageProcessingConfiguration();\r\n }\r\n\r\n this.setDefaultCandidateProviders();\r\n\r\n if (fullOptions.useGeometryUniqueIdsMap) {\r\n this.geometriesByUniqueId = {};\r\n }\r\n\r\n this.useMaterialMeshMap = fullOptions.useMaterialMeshMap;\r\n this.useClonedMeshMap = fullOptions.useClonedMeshMap;\r\n\r\n if (!options || !options.virtual) {\r\n this._engine.onNewSceneAddedObservable.notifyObservers(this);\r\n }\r\n }\r\n\r\n /**\r\n * Gets a string idenfifying the name of the class\r\n * @returns \"Scene\" string\r\n */\r\n public getClassName(): string {\r\n return \"Scene\";\r\n }\r\n\r\n private _defaultMeshCandidates: ISmartArrayLike = {\r\n data: [],\r\n length: 0\r\n };\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _getDefaultMeshCandidates(): ISmartArrayLike {\r\n this._defaultMeshCandidates.data = this.meshes;\r\n this._defaultMeshCandidates.length = this.meshes.length;\r\n return this._defaultMeshCandidates;\r\n }\r\n\r\n private _defaultSubMeshCandidates: ISmartArrayLike = {\r\n data: [],\r\n length: 0\r\n };\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike {\r\n this._defaultSubMeshCandidates.data = mesh.subMeshes;\r\n this._defaultSubMeshCandidates.length = mesh.subMeshes.length;\r\n return this._defaultSubMeshCandidates;\r\n }\r\n\r\n /**\r\n * Sets the default candidate providers for the scene.\r\n * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates\r\n * and getCollidingSubMeshCandidates to their default function\r\n */\r\n public setDefaultCandidateProviders(): void {\r\n this.getActiveMeshCandidates = this._getDefaultMeshCandidates.bind(this);\r\n\r\n this.getActiveSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);\r\n this.getIntersectingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);\r\n this.getCollidingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);\r\n }\r\n\r\n /**\r\n * Gets the mesh that is currently under the pointer\r\n */\r\n public get meshUnderPointer(): Nullable {\r\n return this._inputManager.meshUnderPointer;\r\n }\r\n\r\n /**\r\n * Gets or sets the current on-screen X position of the pointer\r\n */\r\n public get pointerX(): number {\r\n return this._inputManager.pointerX;\r\n }\r\n\r\n public set pointerX(value: number) {\r\n this._inputManager.pointerX = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the current on-screen Y position of the pointer\r\n */\r\n public get pointerY(): number {\r\n return this._inputManager.pointerY;\r\n }\r\n\r\n public set pointerY(value: number) {\r\n this._inputManager.pointerY = value;\r\n }\r\n\r\n /**\r\n * Gets the cached material (ie. the latest rendered one)\r\n * @returns the cached material\r\n */\r\n public getCachedMaterial(): Nullable {\r\n return this._cachedMaterial;\r\n }\r\n\r\n /**\r\n * Gets the cached effect (ie. the latest rendered one)\r\n * @returns the cached effect\r\n */\r\n public getCachedEffect(): Nullable {\r\n return this._cachedEffect;\r\n }\r\n\r\n /**\r\n * Gets the cached visibility state (ie. the latest rendered one)\r\n * @returns the cached visibility state\r\n */\r\n public getCachedVisibility(): Nullable {\r\n return this._cachedVisibility;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the current material / effect / visibility must be bind again\r\n * @param material defines the current material\r\n * @param effect defines the current effect\r\n * @param visibility defines the current visibility state\r\n * @returns true if one parameter is not cached\r\n */\r\n public isCachedMaterialInvalid(material: Material, effect: Effect, visibility: number = 1) {\r\n return this._cachedEffect !== effect || this._cachedMaterial !== material || this._cachedVisibility !== visibility;\r\n }\r\n\r\n /**\r\n * Gets the engine associated with the scene\r\n * @returns an Engine\r\n */\r\n public getEngine(): Engine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Gets the total number of vertices rendered per frame\r\n * @returns the total number of vertices rendered per frame\r\n */\r\n public getTotalVertices(): number {\r\n return this._totalVertices.current;\r\n }\r\n\r\n /**\r\n * Gets the performance counter for total vertices\r\n * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation\r\n */\r\n public get totalVerticesPerfCounter(): PerfCounter {\r\n return this._totalVertices;\r\n }\r\n\r\n /**\r\n * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)\r\n * @returns the total number of active indices rendered per frame\r\n */\r\n public getActiveIndices(): number {\r\n return this._activeIndices.current;\r\n }\r\n\r\n /**\r\n * Gets the performance counter for active indices\r\n * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation\r\n */\r\n public get totalActiveIndicesPerfCounter(): PerfCounter {\r\n return this._activeIndices;\r\n }\r\n\r\n /**\r\n * Gets the total number of active particles rendered per frame\r\n * @returns the total number of active particles rendered per frame\r\n */\r\n public getActiveParticles(): number {\r\n return this._activeParticles.current;\r\n }\r\n\r\n /**\r\n * Gets the performance counter for active particles\r\n * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation\r\n */\r\n public get activeParticlesPerfCounter(): PerfCounter {\r\n return this._activeParticles;\r\n }\r\n\r\n /**\r\n * Gets the total number of active bones rendered per frame\r\n * @returns the total number of active bones rendered per frame\r\n */\r\n public getActiveBones(): number {\r\n return this._activeBones.current;\r\n }\r\n\r\n /**\r\n * Gets the performance counter for active bones\r\n * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation\r\n */\r\n public get activeBonesPerfCounter(): PerfCounter {\r\n return this._activeBones;\r\n }\r\n\r\n /**\r\n * Gets the array of active meshes\r\n * @returns an array of AbstractMesh\r\n */\r\n public getActiveMeshes(): SmartArray {\r\n return this._activeMeshes;\r\n }\r\n\r\n /**\r\n * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)\r\n * @returns a number\r\n */\r\n public getAnimationRatio(): number {\r\n return this._animationRatio !== undefined ? this._animationRatio : 1;\r\n }\r\n\r\n /**\r\n * Gets an unique Id for the current render phase\r\n * @returns a number\r\n */\r\n public getRenderId(): number {\r\n return this._renderId;\r\n }\r\n\r\n /**\r\n * Gets an unique Id for the current frame\r\n * @returns a number\r\n */\r\n public getFrameId(): number {\r\n return this._frameId;\r\n }\r\n\r\n /** Call this function if you want to manually increment the render Id*/\r\n public incrementRenderId(): void {\r\n this._renderId++;\r\n }\r\n\r\n private _createUbo(): void {\r\n this._sceneUbo = new UniformBuffer(this._engine, undefined, true);\r\n this._sceneUbo.addUniform(\"viewProjection\", 16);\r\n this._sceneUbo.addUniform(\"view\", 16);\r\n }\r\n\r\n /**\r\n * Use this method to simulate a pointer move on a mesh\r\n * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\r\n * @param pickResult pickingInfo of the object wished to simulate pointer event on\r\n * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\r\n * @returns the current scene\r\n */\r\n public simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene {\r\n this._inputManager.simulatePointerMove(pickResult, pointerEventInit);\r\n return this;\r\n }\r\n\r\n /**\r\n * Use this method to simulate a pointer down on a mesh\r\n * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\r\n * @param pickResult pickingInfo of the object wished to simulate pointer event on\r\n * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\r\n * @returns the current scene\r\n */\r\n public simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene {\r\n this._inputManager.simulatePointerDown(pickResult, pointerEventInit);\r\n return this;\r\n }\r\n\r\n /**\r\n * Use this method to simulate a pointer up on a mesh\r\n * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\r\n * @param pickResult pickingInfo of the object wished to simulate pointer event on\r\n * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\r\n * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)\r\n * @returns the current scene\r\n */\r\n public simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene {\r\n this._inputManager.simulatePointerUp(pickResult, pointerEventInit, doubleTap);\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)\r\n * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)\r\n * @returns true if the pointer was captured\r\n */\r\n public isPointerCaptured(pointerId = 0): boolean {\r\n return this._inputManager.isPointerCaptured(pointerId);\r\n }\r\n\r\n /**\r\n * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp\r\n * @param attachUp defines if you want to attach events to pointerup\r\n * @param attachDown defines if you want to attach events to pointerdown\r\n * @param attachMove defines if you want to attach events to pointermove\r\n */\r\n public attachControl(attachUp = true, attachDown = true, attachMove = true): void {\r\n this._inputManager.attachControl(attachUp, attachDown, attachMove);\r\n }\r\n\r\n /** Detaches all event handlers*/\r\n public detachControl() {\r\n this._inputManager.detachControl();\r\n }\r\n\r\n /**\r\n * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)\r\n * Delay loaded resources are not taking in account\r\n * @return true if all required resources are ready\r\n */\r\n public isReady(): boolean {\r\n if (this._isDisposed) {\r\n return false;\r\n }\r\n\r\n let index: number;\r\n let engine = this.getEngine();\r\n\r\n // Effects\r\n if (!engine.areAllEffectsReady()) {\r\n return false;\r\n }\r\n\r\n // Pending data\r\n if (this._pendingData.length > 0) {\r\n return false;\r\n }\r\n\r\n // Meshes\r\n for (index = 0; index < this.meshes.length; index++) {\r\n var mesh = this.meshes[index];\r\n\r\n if (!mesh.isEnabled()) {\r\n continue;\r\n }\r\n\r\n if (!mesh.subMeshes || mesh.subMeshes.length === 0) {\r\n continue;\r\n }\r\n\r\n if (!mesh.isReady(true)) {\r\n return false;\r\n }\r\n\r\n let hardwareInstancedRendering = mesh.hasThinInstances || mesh.getClassName() === \"InstancedMesh\" || mesh.getClassName() === \"InstancedLinesMesh\" || engine.getCaps().instancedArrays && (mesh).instances.length > 0;\r\n // Is Ready For Mesh\r\n for (let step of this._isReadyForMeshStage) {\r\n if (!step.action(mesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n // Geometries\r\n for (index = 0; index < this.geometries.length; index++) {\r\n var geometry = this.geometries[index];\r\n\r\n if (geometry.delayLoadState === Constants.DELAYLOADSTATE_LOADING) {\r\n return false;\r\n }\r\n }\r\n\r\n // Post-processes\r\n if (this.activeCameras && this.activeCameras.length > 0) {\r\n for (var camera of this.activeCameras) {\r\n if (!camera.isReady(true)) {\r\n return false;\r\n }\r\n }\r\n } else if (this.activeCamera) {\r\n if (!this.activeCamera.isReady(true)) {\r\n return false;\r\n }\r\n }\r\n\r\n // Particles\r\n for (var particleSystem of this.particleSystems) {\r\n if (!particleSystem.isReady()) {\r\n return false;\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /** Resets all cached information relative to material (including effect and visibility) */\r\n public resetCachedMaterial(): void {\r\n this._cachedMaterial = null;\r\n this._cachedEffect = null;\r\n this._cachedVisibility = null;\r\n }\r\n\r\n /**\r\n * Registers a function to be called before every frame render\r\n * @param func defines the function to register\r\n */\r\n public registerBeforeRender(func: () => void): void {\r\n this.onBeforeRenderObservable.add(func);\r\n }\r\n\r\n /**\r\n * Unregisters a function called before every frame render\r\n * @param func defines the function to unregister\r\n */\r\n public unregisterBeforeRender(func: () => void): void {\r\n this.onBeforeRenderObservable.removeCallback(func);\r\n }\r\n\r\n /**\r\n * Registers a function to be called after every frame render\r\n * @param func defines the function to register\r\n */\r\n public registerAfterRender(func: () => void): void {\r\n this.onAfterRenderObservable.add(func);\r\n }\r\n\r\n /**\r\n * Unregisters a function called after every frame render\r\n * @param func defines the function to unregister\r\n */\r\n public unregisterAfterRender(func: () => void): void {\r\n this.onAfterRenderObservable.removeCallback(func);\r\n }\r\n\r\n private _executeOnceBeforeRender(func: () => void): void {\r\n let execFunc = () => {\r\n func();\r\n setTimeout(() => {\r\n this.unregisterBeforeRender(execFunc);\r\n });\r\n };\r\n this.registerBeforeRender(execFunc);\r\n }\r\n\r\n /**\r\n * The provided function will run before render once and will be disposed afterwards.\r\n * A timeout delay can be provided so that the function will be executed in N ms.\r\n * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.\r\n * @param func The function to be executed.\r\n * @param timeout optional delay in ms\r\n */\r\n public executeOnceBeforeRender(func: () => void, timeout?: number): void {\r\n if (timeout !== undefined) {\r\n setTimeout(() => {\r\n this._executeOnceBeforeRender(func);\r\n }, timeout);\r\n } else {\r\n this._executeOnceBeforeRender(func);\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _addPendingData(data: any): void {\r\n this._pendingData.push(data);\r\n }\r\n\r\n /** @hidden */\r\n public _removePendingData(data: any): void {\r\n var wasLoading = this.isLoading;\r\n var index = this._pendingData.indexOf(data);\r\n\r\n if (index !== -1) {\r\n this._pendingData.splice(index, 1);\r\n }\r\n\r\n if (wasLoading && !this.isLoading) {\r\n this.onDataLoadedObservable.notifyObservers(this);\r\n }\r\n }\r\n\r\n /**\r\n * Returns the number of items waiting to be loaded\r\n * @returns the number of items waiting to be loaded\r\n */\r\n public getWaitingItemsCount(): number {\r\n return this._pendingData.length;\r\n }\r\n\r\n /**\r\n * Returns a boolean indicating if the scene is still loading data\r\n */\r\n public get isLoading(): boolean {\r\n return this._pendingData.length > 0;\r\n }\r\n\r\n /**\r\n * Registers a function to be executed when the scene is ready\r\n * @param {Function} func - the function to be executed\r\n */\r\n public executeWhenReady(func: () => void): void {\r\n this.onReadyObservable.add(func);\r\n\r\n if (this._executeWhenReadyTimeoutId !== -1) {\r\n return;\r\n }\r\n\r\n this._executeWhenReadyTimeoutId = setTimeout(() => {\r\n this._checkIsReady();\r\n }, 150);\r\n }\r\n\r\n /**\r\n * Returns a promise that resolves when the scene is ready\r\n * @returns A promise that resolves when the scene is ready\r\n */\r\n public whenReadyAsync(): Promise {\r\n return new Promise((resolve) => {\r\n this.executeWhenReady(() => {\r\n resolve();\r\n });\r\n });\r\n }\r\n\r\n /** @hidden */\r\n public _checkIsReady() {\r\n this._registerTransientComponents();\r\n\r\n if (this.isReady()) {\r\n this.onReadyObservable.notifyObservers(this);\r\n\r\n this.onReadyObservable.clear();\r\n this._executeWhenReadyTimeoutId = -1;\r\n return;\r\n }\r\n\r\n if (this._isDisposed) {\r\n this.onReadyObservable.clear();\r\n this._executeWhenReadyTimeoutId = -1;\r\n return;\r\n }\r\n\r\n this._executeWhenReadyTimeoutId = setTimeout(() => {\r\n this._checkIsReady();\r\n }, 150);\r\n }\r\n\r\n /**\r\n * Gets all animatable attached to the scene\r\n */\r\n public get animatables(): Animatable[] {\r\n return this._activeAnimatables;\r\n }\r\n\r\n /**\r\n * Resets the last animation time frame.\r\n * Useful to override when animations start running when loading a scene for the first time.\r\n */\r\n public resetLastAnimationTimeFrame(): void {\r\n this._animationTimeLast = PrecisionDate.Now;\r\n }\r\n\r\n // Matrix\r\n\r\n /**\r\n * Gets the current view matrix\r\n * @returns a Matrix\r\n */\r\n public getViewMatrix(): Matrix {\r\n return this._viewMatrix;\r\n }\r\n\r\n /**\r\n * Gets the current projection matrix\r\n * @returns a Matrix\r\n */\r\n public getProjectionMatrix(): Matrix {\r\n return this._projectionMatrix;\r\n }\r\n\r\n /**\r\n * Gets the current transform matrix\r\n * @returns a Matrix made of View * Projection\r\n */\r\n public getTransformMatrix(): Matrix {\r\n return this._transformMatrix;\r\n }\r\n\r\n /**\r\n * Sets the current transform matrix\r\n * @param viewL defines the View matrix to use\r\n * @param projectionL defines the Projection matrix to use\r\n * @param viewR defines the right View matrix to use (if provided)\r\n * @param projectionR defines the right Projection matrix to use (if provided)\r\n */\r\n public setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void {\r\n if (this._viewUpdateFlag === viewL.updateFlag && this._projectionUpdateFlag === projectionL.updateFlag) {\r\n return;\r\n }\r\n\r\n this._viewUpdateFlag = viewL.updateFlag;\r\n this._projectionUpdateFlag = projectionL.updateFlag;\r\n this._viewMatrix = viewL;\r\n this._projectionMatrix = projectionL;\r\n\r\n this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);\r\n\r\n // Update frustum\r\n if (!this._frustumPlanes) {\r\n this._frustumPlanes = Frustum.GetPlanes(this._transformMatrix);\r\n } else {\r\n Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);\r\n }\r\n\r\n if (this._multiviewSceneUbo && this._multiviewSceneUbo.useUbo) {\r\n this._updateMultiviewUbo(viewR, projectionR);\r\n } else if (this._sceneUbo.useUbo) {\r\n this._sceneUbo.updateMatrix(\"viewProjection\", this._transformMatrix);\r\n this._sceneUbo.updateMatrix(\"view\", this._viewMatrix);\r\n this._sceneUbo.update();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the uniform buffer used to store scene data\r\n * @returns a UniformBuffer\r\n */\r\n public getSceneUniformBuffer(): UniformBuffer {\r\n return this._multiviewSceneUbo ? this._multiviewSceneUbo : this._sceneUbo;\r\n }\r\n\r\n /**\r\n * Gets an unique (relatively to the current scene) Id\r\n * @returns an unique number for the scene\r\n */\r\n public getUniqueId() {\r\n return UniqueIdGenerator.UniqueId;\r\n }\r\n\r\n /**\r\n * Add a mesh to the list of scene's meshes\r\n * @param newMesh defines the mesh to add\r\n * @param recursive if all child meshes should also be added to the scene\r\n */\r\n public addMesh(newMesh: AbstractMesh, recursive = false) {\r\n if (this._blockEntityCollection) {\r\n return;\r\n }\r\n\r\n this.meshes.push(newMesh);\r\n\r\n newMesh._resyncLightSources();\r\n\r\n if (!newMesh.parent) {\r\n newMesh._addToSceneRootNodes();\r\n }\r\n\r\n this.onNewMeshAddedObservable.notifyObservers(newMesh);\r\n\r\n if (recursive) {\r\n newMesh.getChildMeshes().forEach((m) => {\r\n this.addMesh(m);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh for the list of scene's meshes\r\n * @param toRemove defines the mesh to remove\r\n * @param recursive if all child meshes should also be removed from the scene\r\n * @returns the index where the mesh was in the mesh list\r\n */\r\n public removeMesh(toRemove: AbstractMesh, recursive = false): number {\r\n var index = this.meshes.indexOf(toRemove);\r\n if (index !== -1) {\r\n // Remove from the scene if mesh found\r\n this.meshes[index] = this.meshes[this.meshes.length - 1];\r\n this.meshes.pop();\r\n\r\n if (!toRemove.parent) {\r\n toRemove._removeFromSceneRootNodes();\r\n }\r\n }\r\n\r\n this.onMeshRemovedObservable.notifyObservers(toRemove);\r\n if (recursive) {\r\n toRemove.getChildMeshes().forEach((m) => {\r\n this.removeMesh(m);\r\n });\r\n }\r\n return index;\r\n }\r\n\r\n /**\r\n * Add a transform node to the list of scene's transform nodes\r\n * @param newTransformNode defines the transform node to add\r\n */\r\n public addTransformNode(newTransformNode: TransformNode) {\r\n if (this._blockEntityCollection) {\r\n return;\r\n }\r\n newTransformNode._indexInSceneTransformNodesArray = this.transformNodes.length;\r\n this.transformNodes.push(newTransformNode);\r\n\r\n if (!newTransformNode.parent) {\r\n newTransformNode._addToSceneRootNodes();\r\n }\r\n\r\n this.onNewTransformNodeAddedObservable.notifyObservers(newTransformNode);\r\n }\r\n\r\n /**\r\n * Remove a transform node for the list of scene's transform nodes\r\n * @param toRemove defines the transform node to remove\r\n * @returns the index where the transform node was in the transform node list\r\n */\r\n public removeTransformNode(toRemove: TransformNode): number {\r\n var index = toRemove._indexInSceneTransformNodesArray;\r\n if (index !== -1) {\r\n if (index !== this.transformNodes.length - 1) {\r\n const lastNode = this.transformNodes[this.transformNodes.length - 1];\r\n this.transformNodes[index] = lastNode;\r\n lastNode._indexInSceneTransformNodesArray = index;\r\n }\r\n\r\n toRemove._indexInSceneTransformNodesArray = -1;\r\n this.transformNodes.pop();\r\n if (!toRemove.parent) {\r\n toRemove._removeFromSceneRootNodes();\r\n }\r\n }\r\n\r\n this.onTransformNodeRemovedObservable.notifyObservers(toRemove);\r\n\r\n return index;\r\n }\r\n\r\n /**\r\n * Remove a skeleton for the list of scene's skeletons\r\n * @param toRemove defines the skeleton to remove\r\n * @returns the index where the skeleton was in the skeleton list\r\n */\r\n public removeSkeleton(toRemove: Skeleton): number {\r\n var index = this.skeletons.indexOf(toRemove);\r\n if (index !== -1) {\r\n // Remove from the scene if found\r\n this.skeletons.splice(index, 1);\r\n this.onSkeletonRemovedObservable.notifyObservers(toRemove);\r\n }\r\n\r\n return index;\r\n }\r\n\r\n /**\r\n * Remove a morph target for the list of scene's morph targets\r\n * @param toRemove defines the morph target to remove\r\n * @returns the index where the morph target was in the morph target list\r\n */\r\n public removeMorphTargetManager(toRemove: MorphTargetManager): number {\r\n var index = this.morphTargetManagers.indexOf(toRemove);\r\n if (index !== -1) {\r\n // Remove from the scene if found\r\n this.morphTargetManagers.splice(index, 1);\r\n }\r\n\r\n return index;\r\n }\r\n\r\n /**\r\n * Remove a light for the list of scene's lights\r\n * @param toRemove defines the light to remove\r\n * @returns the index where the light was in the light list\r\n */\r\n public removeLight(toRemove: Light): number {\r\n var index = this.lights.indexOf(toRemove);\r\n if (index !== -1) {\r\n // Remove from meshes\r\n for (var mesh of this.meshes) {\r\n mesh._removeLightSource(toRemove, false);\r\n }\r\n\r\n // Remove from the scene if mesh found\r\n this.lights.splice(index, 1);\r\n this.sortLightsByPriority();\r\n\r\n if (!toRemove.parent) {\r\n toRemove._removeFromSceneRootNodes();\r\n }\r\n }\r\n this.onLightRemovedObservable.notifyObservers(toRemove);\r\n return index;\r\n }\r\n\r\n /**\r\n * Remove a camera for the list of scene's cameras\r\n * @param toRemove defines the camera to remove\r\n * @returns the index where the camera was in the camera list\r\n */\r\n public removeCamera(toRemove: Camera): number {\r\n var index = this.cameras.indexOf(toRemove);\r\n if (index !== -1) {\r\n // Remove from the scene if mesh found\r\n this.cameras.splice(index, 1);\r\n if (!toRemove.parent) {\r\n toRemove._removeFromSceneRootNodes();\r\n }\r\n }\r\n // Remove from activeCameras\r\n var index2 = this.activeCameras.indexOf(toRemove);\r\n if (index2 !== -1) {\r\n // Remove from the scene if mesh found\r\n this.activeCameras.splice(index2, 1);\r\n }\r\n // Reset the activeCamera\r\n if (this.activeCamera === toRemove) {\r\n if (this.cameras.length > 0) {\r\n this.activeCamera = this.cameras[0];\r\n } else {\r\n this.activeCamera = null;\r\n }\r\n }\r\n this.onCameraRemovedObservable.notifyObservers(toRemove);\r\n return index;\r\n }\r\n\r\n /**\r\n * Remove a particle system for the list of scene's particle systems\r\n * @param toRemove defines the particle system to remove\r\n * @returns the index where the particle system was in the particle system list\r\n */\r\n public removeParticleSystem(toRemove: IParticleSystem): number {\r\n var index = this.particleSystems.indexOf(toRemove);\r\n if (index !== -1) {\r\n this.particleSystems.splice(index, 1);\r\n }\r\n return index;\r\n }\r\n\r\n /**\r\n * Remove a animation for the list of scene's animations\r\n * @param toRemove defines the animation to remove\r\n * @returns the index where the animation was in the animation list\r\n */\r\n public removeAnimation(toRemove: Animation): number {\r\n var index = this.animations.indexOf(toRemove);\r\n if (index !== -1) {\r\n this.animations.splice(index, 1);\r\n }\r\n return index;\r\n }\r\n\r\n /**\r\n * Will stop the animation of the given target\r\n * @param target - the target\r\n * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)\r\n * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)\r\n */\r\n public stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void {\r\n // Do nothing as code will be provided by animation component\r\n }\r\n\r\n /**\r\n * Removes the given animation group from this scene.\r\n * @param toRemove The animation group to remove\r\n * @returns The index of the removed animation group\r\n */\r\n public removeAnimationGroup(toRemove: AnimationGroup): number {\r\n var index = this.animationGroups.indexOf(toRemove);\r\n if (index !== -1) {\r\n this.animationGroups.splice(index, 1);\r\n }\r\n return index;\r\n }\r\n\r\n /**\r\n * Removes the given multi-material from this scene.\r\n * @param toRemove The multi-material to remove\r\n * @returns The index of the removed multi-material\r\n */\r\n public removeMultiMaterial(toRemove: MultiMaterial): number {\r\n var index = this.multiMaterials.indexOf(toRemove);\r\n if (index !== -1) {\r\n this.multiMaterials.splice(index, 1);\r\n }\r\n return index;\r\n }\r\n\r\n /**\r\n * Removes the given material from this scene.\r\n * @param toRemove The material to remove\r\n * @returns The index of the removed material\r\n */\r\n public removeMaterial(toRemove: Material): number {\r\n var index = toRemove._indexInSceneMaterialArray;\r\n if (index !== -1 && index < this.materials.length) {\r\n if (index !== this.materials.length - 1) {\r\n const lastMaterial = this.materials[this.materials.length - 1];\r\n this.materials[index] = lastMaterial;\r\n lastMaterial._indexInSceneMaterialArray = index;\r\n }\r\n\r\n toRemove._indexInSceneMaterialArray = -1;\r\n this.materials.pop();\r\n }\r\n\r\n this.onMaterialRemovedObservable.notifyObservers(toRemove);\r\n\r\n return index;\r\n }\r\n\r\n /**\r\n * Removes the given action manager from this scene.\r\n * @param toRemove The action manager to remove\r\n * @returns The index of the removed action manager\r\n */\r\n public removeActionManager(toRemove: AbstractActionManager): number {\r\n var index = this.actionManagers.indexOf(toRemove);\r\n if (index !== -1) {\r\n this.actionManagers.splice(index, 1);\r\n }\r\n return index;\r\n }\r\n\r\n /**\r\n * Removes the given texture from this scene.\r\n * @param toRemove The texture to remove\r\n * @returns The index of the removed texture\r\n */\r\n public removeTexture(toRemove: BaseTexture): number {\r\n var index = this.textures.indexOf(toRemove);\r\n if (index !== -1) {\r\n this.textures.splice(index, 1);\r\n }\r\n this.onTextureRemovedObservable.notifyObservers(toRemove);\r\n\r\n return index;\r\n }\r\n\r\n /**\r\n * Adds the given light to this scene\r\n * @param newLight The light to add\r\n */\r\n public addLight(newLight: Light): void {\r\n if (this._blockEntityCollection) {\r\n return;\r\n }\r\n this.lights.push(newLight);\r\n this.sortLightsByPriority();\r\n\r\n if (!newLight.parent) {\r\n newLight._addToSceneRootNodes();\r\n }\r\n\r\n // Add light to all meshes (To support if the light is removed and then re-added)\r\n for (var mesh of this.meshes) {\r\n if (mesh.lightSources.indexOf(newLight) === -1) {\r\n mesh.lightSources.push(newLight);\r\n mesh._resyncLightSources();\r\n }\r\n }\r\n\r\n this.onNewLightAddedObservable.notifyObservers(newLight);\r\n }\r\n\r\n /**\r\n * Sorts the list list based on light priorities\r\n */\r\n public sortLightsByPriority(): void {\r\n if (this.requireLightSorting) {\r\n this.lights.sort(Light.CompareLightsPriority);\r\n }\r\n }\r\n\r\n /**\r\n * Adds the given camera to this scene\r\n * @param newCamera The camera to add\r\n */\r\n public addCamera(newCamera: Camera): void {\r\n if (this._blockEntityCollection) {\r\n return;\r\n }\r\n\r\n this.cameras.push(newCamera);\r\n this.onNewCameraAddedObservable.notifyObservers(newCamera);\r\n\r\n if (!newCamera.parent) {\r\n newCamera._addToSceneRootNodes();\r\n }\r\n }\r\n\r\n /**\r\n * Adds the given skeleton to this scene\r\n * @param newSkeleton The skeleton to add\r\n */\r\n public addSkeleton(newSkeleton: Skeleton): void {\r\n if (this._blockEntityCollection) {\r\n return;\r\n }\r\n this.skeletons.push(newSkeleton);\r\n this.onNewSkeletonAddedObservable.notifyObservers(newSkeleton);\r\n }\r\n\r\n /**\r\n * Adds the given particle system to this scene\r\n * @param newParticleSystem The particle system to add\r\n */\r\n public addParticleSystem(newParticleSystem: IParticleSystem): void {\r\n if (this._blockEntityCollection) {\r\n return;\r\n }\r\n this.particleSystems.push(newParticleSystem);\r\n }\r\n\r\n /**\r\n * Adds the given animation to this scene\r\n * @param newAnimation The animation to add\r\n */\r\n public addAnimation(newAnimation: Animation): void {\r\n if (this._blockEntityCollection) {\r\n return;\r\n }\r\n this.animations.push(newAnimation);\r\n }\r\n\r\n /**\r\n * Adds the given animation group to this scene.\r\n * @param newAnimationGroup The animation group to add\r\n */\r\n public addAnimationGroup(newAnimationGroup: AnimationGroup): void {\r\n if (this._blockEntityCollection) {\r\n return;\r\n }\r\n this.animationGroups.push(newAnimationGroup);\r\n }\r\n\r\n /**\r\n * Adds the given multi-material to this scene\r\n * @param newMultiMaterial The multi-material to add\r\n */\r\n public addMultiMaterial(newMultiMaterial: MultiMaterial): void {\r\n if (this._blockEntityCollection) {\r\n return;\r\n }\r\n this.multiMaterials.push(newMultiMaterial);\r\n }\r\n\r\n /**\r\n * Adds the given material to this scene\r\n * @param newMaterial The material to add\r\n */\r\n public addMaterial(newMaterial: Material): void {\r\n if (this._blockEntityCollection) {\r\n return;\r\n }\r\n\r\n newMaterial._indexInSceneMaterialArray = this.materials.length;\r\n this.materials.push(newMaterial);\r\n this.onNewMaterialAddedObservable.notifyObservers(newMaterial);\r\n }\r\n\r\n /**\r\n * Adds the given morph target to this scene\r\n * @param newMorphTargetManager The morph target to add\r\n */\r\n public addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void {\r\n if (this._blockEntityCollection) {\r\n return;\r\n }\r\n this.morphTargetManagers.push(newMorphTargetManager);\r\n }\r\n\r\n /**\r\n * Adds the given geometry to this scene\r\n * @param newGeometry The geometry to add\r\n */\r\n public addGeometry(newGeometry: Geometry): void {\r\n if (this._blockEntityCollection) {\r\n return;\r\n }\r\n\r\n if (this.geometriesByUniqueId) {\r\n this.geometriesByUniqueId[newGeometry.uniqueId] = this.geometries.length;\r\n }\r\n\r\n this.geometries.push(newGeometry);\r\n }\r\n\r\n /**\r\n * Adds the given action manager to this scene\r\n * @param newActionManager The action manager to add\r\n */\r\n public addActionManager(newActionManager: AbstractActionManager): void {\r\n this.actionManagers.push(newActionManager);\r\n }\r\n\r\n /**\r\n * Adds the given texture to this scene.\r\n * @param newTexture The texture to add\r\n */\r\n public addTexture(newTexture: BaseTexture): void {\r\n if (this._blockEntityCollection) {\r\n return;\r\n }\r\n this.textures.push(newTexture);\r\n this.onNewTextureAddedObservable.notifyObservers(newTexture);\r\n }\r\n\r\n /**\r\n * Switch active camera\r\n * @param newCamera defines the new active camera\r\n * @param attachControl defines if attachControl must be called for the new active camera (default: true)\r\n */\r\n public switchActiveCamera(newCamera: Camera, attachControl = true): void {\r\n var canvas = this._engine.getInputElement();\r\n\r\n if (!canvas) {\r\n return;\r\n }\r\n\r\n if (this.activeCamera) {\r\n this.activeCamera.detachControl(canvas);\r\n }\r\n this.activeCamera = newCamera;\r\n if (attachControl) {\r\n newCamera.attachControl(canvas);\r\n }\r\n }\r\n\r\n /**\r\n * sets the active camera of the scene using its ID\r\n * @param id defines the camera's ID\r\n * @return the new active camera or null if none found.\r\n */\r\n public setActiveCameraByID(id: string): Nullable {\r\n var camera = this.getCameraByID(id);\r\n\r\n if (camera) {\r\n this.activeCamera = camera;\r\n return camera;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * sets the active camera of the scene using its name\r\n * @param name defines the camera's name\r\n * @returns the new active camera or null if none found.\r\n */\r\n public setActiveCameraByName(name: string): Nullable {\r\n var camera = this.getCameraByName(name);\r\n\r\n if (camera) {\r\n this.activeCamera = camera;\r\n return camera;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * get an animation group using its name\r\n * @param name defines the material's name\r\n * @return the animation group or null if none found.\r\n */\r\n public getAnimationGroupByName(name: string): Nullable {\r\n for (var index = 0; index < this.animationGroups.length; index++) {\r\n if (this.animationGroups[index].name === name) {\r\n return this.animationGroups[index];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Get a material using its unique id\r\n * @param uniqueId defines the material's unique id\r\n * @return the material or null if none found.\r\n */\r\n public getMaterialByUniqueID(uniqueId: number): Nullable {\r\n for (var index = 0; index < this.materials.length; index++) {\r\n if (this.materials[index].uniqueId === uniqueId) {\r\n return this.materials[index];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * get a material using its id\r\n * @param id defines the material's ID\r\n * @return the material or null if none found.\r\n */\r\n public getMaterialByID(id: string): Nullable {\r\n for (var index = 0; index < this.materials.length; index++) {\r\n if (this.materials[index].id === id) {\r\n return this.materials[index];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets a the last added material using a given id\r\n * @param id defines the material's ID\r\n * @return the last material with the given id or null if none found.\r\n */\r\n public getLastMaterialByID(id: string): Nullable {\r\n for (var index = this.materials.length - 1; index >= 0; index--) {\r\n if (this.materials[index].id === id) {\r\n return this.materials[index];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets a material using its name\r\n * @param name defines the material's name\r\n * @return the material or null if none found.\r\n */\r\n public getMaterialByName(name: string): Nullable {\r\n for (var index = 0; index < this.materials.length; index++) {\r\n if (this.materials[index].name === name) {\r\n return this.materials[index];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Get a texture using its unique id\r\n * @param uniqueId defines the texture's unique id\r\n * @return the texture or null if none found.\r\n */\r\n public getTextureByUniqueID(uniqueId: number): Nullable {\r\n for (var index = 0; index < this.textures.length; index++) {\r\n if (this.textures[index].uniqueId === uniqueId) {\r\n return this.textures[index];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets a camera using its id\r\n * @param id defines the id to look for\r\n * @returns the camera or null if not found\r\n */\r\n public getCameraByID(id: string): Nullable {\r\n for (var index = 0; index < this.cameras.length; index++) {\r\n if (this.cameras[index].id === id) {\r\n return this.cameras[index];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets a camera using its unique id\r\n * @param uniqueId defines the unique id to look for\r\n * @returns the camera or null if not found\r\n */\r\n public getCameraByUniqueID(uniqueId: number): Nullable {\r\n for (var index = 0; index < this.cameras.length; index++) {\r\n if (this.cameras[index].uniqueId === uniqueId) {\r\n return this.cameras[index];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets a camera using its name\r\n * @param name defines the camera's name\r\n * @return the camera or null if none found.\r\n */\r\n public getCameraByName(name: string): Nullable {\r\n for (var index = 0; index < this.cameras.length; index++) {\r\n if (this.cameras[index].name === name) {\r\n return this.cameras[index];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets a bone using its id\r\n * @param id defines the bone's id\r\n * @return the bone or null if not found\r\n */\r\n public getBoneByID(id: string): Nullable {\r\n for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {\r\n var skeleton = this.skeletons[skeletonIndex];\r\n for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {\r\n if (skeleton.bones[boneIndex].id === id) {\r\n return skeleton.bones[boneIndex];\r\n }\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets a bone using its id\r\n * @param name defines the bone's name\r\n * @return the bone or null if not found\r\n */\r\n public getBoneByName(name: string): Nullable {\r\n for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {\r\n var skeleton = this.skeletons[skeletonIndex];\r\n for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {\r\n if (skeleton.bones[boneIndex].name === name) {\r\n return skeleton.bones[boneIndex];\r\n }\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets a light node using its name\r\n * @param name defines the the light's name\r\n * @return the light or null if none found.\r\n */\r\n public getLightByName(name: string): Nullable {\r\n for (var index = 0; index < this.lights.length; index++) {\r\n if (this.lights[index].name === name) {\r\n return this.lights[index];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets a light node using its id\r\n * @param id defines the light's id\r\n * @return the light or null if none found.\r\n */\r\n public getLightByID(id: string): Nullable {\r\n for (var index = 0; index < this.lights.length; index++) {\r\n if (this.lights[index].id === id) {\r\n return this.lights[index];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets a light node using its scene-generated unique ID\r\n * @param uniqueId defines the light's unique id\r\n * @return the light or null if none found.\r\n */\r\n public getLightByUniqueID(uniqueId: number): Nullable {\r\n for (var index = 0; index < this.lights.length; index++) {\r\n if (this.lights[index].uniqueId === uniqueId) {\r\n return this.lights[index];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets a particle system by id\r\n * @param id defines the particle system id\r\n * @return the corresponding system or null if none found\r\n */\r\n public getParticleSystemByID(id: string): Nullable {\r\n for (var index = 0; index < this.particleSystems.length; index++) {\r\n if (this.particleSystems[index].id === id) {\r\n return this.particleSystems[index];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets a geometry using its ID\r\n * @param id defines the geometry's id\r\n * @return the geometry or null if none found.\r\n */\r\n public getGeometryByID(id: string): Nullable {\r\n for (var index = 0; index < this.geometries.length; index++) {\r\n if (this.geometries[index].id === id) {\r\n return this.geometries[index];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n private _getGeometryByUniqueID(uniqueId: number): Nullable {\r\n if (this.geometriesByUniqueId) {\r\n const index = this.geometriesByUniqueId[uniqueId];\r\n if (index !== undefined) {\r\n return this.geometries[index];\r\n }\r\n }\r\n else {\r\n for (var index = 0; index < this.geometries.length; index++) {\r\n if (this.geometries[index].uniqueId === uniqueId) {\r\n return this.geometries[index];\r\n }\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Add a new geometry to this scene\r\n * @param geometry defines the geometry to be added to the scene.\r\n * @param force defines if the geometry must be pushed even if a geometry with this id already exists\r\n * @return a boolean defining if the geometry was added or not\r\n */\r\n public pushGeometry(geometry: Geometry, force?: boolean): boolean {\r\n if (!force && this._getGeometryByUniqueID(geometry.uniqueId)) {\r\n return false;\r\n }\r\n\r\n this.addGeometry(geometry);\r\n\r\n this.onNewGeometryAddedObservable.notifyObservers(geometry);\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Removes an existing geometry\r\n * @param geometry defines the geometry to be removed from the scene\r\n * @return a boolean defining if the geometry was removed or not\r\n */\r\n public removeGeometry(geometry: Geometry): boolean {\r\n let index;\r\n if (this.geometriesByUniqueId) {\r\n index = this.geometriesByUniqueId[geometry.uniqueId];\r\n if (index === undefined) {\r\n return false;\r\n }\r\n }\r\n else {\r\n index = this.geometries.indexOf(geometry);\r\n if (index < 0) {\r\n return false;\r\n }\r\n }\r\n\r\n if (index !== this.geometries.length - 1) {\r\n const lastGeometry = this.geometries[this.geometries.length - 1];\r\n this.geometries[index] = lastGeometry;\r\n if (this.geometriesByUniqueId) {\r\n this.geometriesByUniqueId[lastGeometry.uniqueId] = index;\r\n this.geometriesByUniqueId[geometry.uniqueId] = undefined;\r\n }\r\n }\r\n\r\n this.geometries.pop();\r\n\r\n this.onGeometryRemovedObservable.notifyObservers(geometry);\r\n return true;\r\n }\r\n\r\n /**\r\n * Gets the list of geometries attached to the scene\r\n * @returns an array of Geometry\r\n */\r\n public getGeometries(): Geometry[] {\r\n return this.geometries;\r\n }\r\n\r\n /**\r\n * Gets the first added mesh found of a given ID\r\n * @param id defines the id to search for\r\n * @return the mesh found or null if not found at all\r\n */\r\n public getMeshByID(id: string): Nullable {\r\n for (var index = 0; index < this.meshes.length; index++) {\r\n if (this.meshes[index].id === id) {\r\n return this.meshes[index];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets a list of meshes using their id\r\n * @param id defines the id to search for\r\n * @returns a list of meshes\r\n */\r\n public getMeshesByID(id: string): Array {\r\n return this.meshes.filter(function(m) {\r\n return m.id === id;\r\n });\r\n }\r\n\r\n /**\r\n * Gets the first added transform node found of a given ID\r\n * @param id defines the id to search for\r\n * @return the found transform node or null if not found at all.\r\n */\r\n public getTransformNodeByID(id: string): Nullable {\r\n for (var index = 0; index < this.transformNodes.length; index++) {\r\n if (this.transformNodes[index].id === id) {\r\n return this.transformNodes[index];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets a transform node with its auto-generated unique id\r\n * @param uniqueId efines the unique id to search for\r\n * @return the found transform node or null if not found at all.\r\n */\r\n public getTransformNodeByUniqueID(uniqueId: number): Nullable {\r\n for (var index = 0; index < this.transformNodes.length; index++) {\r\n if (this.transformNodes[index].uniqueId === uniqueId) {\r\n return this.transformNodes[index];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets a list of transform nodes using their id\r\n * @param id defines the id to search for\r\n * @returns a list of transform nodes\r\n */\r\n public getTransformNodesByID(id: string): Array {\r\n return this.transformNodes.filter(function(m) {\r\n return m.id === id;\r\n });\r\n }\r\n\r\n /**\r\n * Gets a mesh with its auto-generated unique id\r\n * @param uniqueId defines the unique id to search for\r\n * @return the found mesh or null if not found at all.\r\n */\r\n public getMeshByUniqueID(uniqueId: number): Nullable {\r\n for (var index = 0; index < this.meshes.length; index++) {\r\n if (this.meshes[index].uniqueId === uniqueId) {\r\n return this.meshes[index];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets a the last added mesh using a given id\r\n * @param id defines the id to search for\r\n * @return the found mesh or null if not found at all.\r\n */\r\n public getLastMeshByID(id: string): Nullable {\r\n for (var index = this.meshes.length - 1; index >= 0; index--) {\r\n if (this.meshes[index].id === id) {\r\n return this.meshes[index];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets a the last added node (Mesh, Camera, Light) using a given id\r\n * @param id defines the id to search for\r\n * @return the found node or null if not found at all\r\n */\r\n public getLastEntryByID(id: string): Nullable {\r\n var index: number;\r\n for (index = this.meshes.length - 1; index >= 0; index--) {\r\n if (this.meshes[index].id === id) {\r\n return this.meshes[index];\r\n }\r\n }\r\n\r\n for (index = this.transformNodes.length - 1; index >= 0; index--) {\r\n if (this.transformNodes[index].id === id) {\r\n return this.transformNodes[index];\r\n }\r\n }\r\n\r\n for (index = this.cameras.length - 1; index >= 0; index--) {\r\n if (this.cameras[index].id === id) {\r\n return this.cameras[index];\r\n }\r\n }\r\n\r\n for (index = this.lights.length - 1; index >= 0; index--) {\r\n if (this.lights[index].id === id) {\r\n return this.lights[index];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets a node (Mesh, Camera, Light) using a given id\r\n * @param id defines the id to search for\r\n * @return the found node or null if not found at all\r\n */\r\n public getNodeByID(id: string): Nullable {\r\n const mesh = this.getMeshByID(id);\r\n if (mesh) {\r\n return mesh;\r\n }\r\n\r\n const transformNode = this.getTransformNodeByID(id);\r\n if (transformNode) {\r\n return transformNode;\r\n }\r\n\r\n const light = this.getLightByID(id);\r\n if (light) {\r\n return light;\r\n }\r\n\r\n const camera = this.getCameraByID(id);\r\n if (camera) {\r\n return camera;\r\n }\r\n\r\n const bone = this.getBoneByID(id);\r\n if (bone) {\r\n return bone;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets a node (Mesh, Camera, Light) using a given name\r\n * @param name defines the name to search for\r\n * @return the found node or null if not found at all.\r\n */\r\n public getNodeByName(name: string): Nullable {\r\n const mesh = this.getMeshByName(name);\r\n if (mesh) {\r\n return mesh;\r\n }\r\n\r\n const transformNode = this.getTransformNodeByName(name);\r\n if (transformNode) {\r\n return transformNode;\r\n }\r\n\r\n const light = this.getLightByName(name);\r\n if (light) {\r\n return light;\r\n }\r\n\r\n const camera = this.getCameraByName(name);\r\n if (camera) {\r\n return camera;\r\n }\r\n\r\n const bone = this.getBoneByName(name);\r\n if (bone) {\r\n return bone;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets a mesh using a given name\r\n * @param name defines the name to search for\r\n * @return the found mesh or null if not found at all.\r\n */\r\n public getMeshByName(name: string): Nullable {\r\n for (var index = 0; index < this.meshes.length; index++) {\r\n if (this.meshes[index].name === name) {\r\n return this.meshes[index];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets a transform node using a given name\r\n * @param name defines the name to search for\r\n * @return the found transform node or null if not found at all.\r\n */\r\n public getTransformNodeByName(name: string): Nullable {\r\n for (var index = 0; index < this.transformNodes.length; index++) {\r\n if (this.transformNodes[index].name === name) {\r\n return this.transformNodes[index];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets a skeleton using a given id (if many are found, this function will pick the last one)\r\n * @param id defines the id to search for\r\n * @return the found skeleton or null if not found at all.\r\n */\r\n public getLastSkeletonByID(id: string): Nullable {\r\n for (var index = this.skeletons.length - 1; index >= 0; index--) {\r\n if (this.skeletons[index].id === id) {\r\n return this.skeletons[index];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets a skeleton using a given auto generated unique id\r\n * @param uniqueId defines the unique id to search for\r\n * @return the found skeleton or null if not found at all.\r\n */\r\n public getSkeletonByUniqueId(uniqueId: number): Nullable {\r\n for (var index = 0; index < this.skeletons.length; index++) {\r\n if (this.skeletons[index].uniqueId === uniqueId) {\r\n return this.skeletons[index];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets a skeleton using a given id (if many are found, this function will pick the first one)\r\n * @param id defines the id to search for\r\n * @return the found skeleton or null if not found at all.\r\n */\r\n public getSkeletonById(id: string): Nullable {\r\n for (var index = 0; index < this.skeletons.length; index++) {\r\n if (this.skeletons[index].id === id) {\r\n return this.skeletons[index];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets a skeleton using a given name\r\n * @param name defines the name to search for\r\n * @return the found skeleton or null if not found at all.\r\n */\r\n public getSkeletonByName(name: string): Nullable {\r\n for (var index = 0; index < this.skeletons.length; index++) {\r\n if (this.skeletons[index].name === name) {\r\n return this.skeletons[index];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets a morph target manager using a given id (if many are found, this function will pick the last one)\r\n * @param id defines the id to search for\r\n * @return the found morph target manager or null if not found at all.\r\n */\r\n public getMorphTargetManagerById(id: number): Nullable {\r\n for (var index = 0; index < this.morphTargetManagers.length; index++) {\r\n if (this.morphTargetManagers[index].uniqueId === id) {\r\n return this.morphTargetManagers[index];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets a morph target using a given id (if many are found, this function will pick the first one)\r\n * @param id defines the id to search for\r\n * @return the found morph target or null if not found at all.\r\n */\r\n public getMorphTargetById(id: string): Nullable {\r\n for (let managerIndex = 0; managerIndex < this.morphTargetManagers.length; ++managerIndex) {\r\n const morphTargetManager = this.morphTargetManagers[managerIndex];\r\n for (let index = 0; index < morphTargetManager.numTargets; ++index) {\r\n const target = morphTargetManager.getTarget(index);\r\n if (target.id === id) {\r\n return target;\r\n }\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets a morph target using a given name (if many are found, this function will pick the first one)\r\n * @param name defines the name to search for\r\n * @return the found morph target or null if not found at all.\r\n */\r\n public getMorphTargetByName(name: string): Nullable {\r\n for (let managerIndex = 0; managerIndex < this.morphTargetManagers.length; ++managerIndex) {\r\n const morphTargetManager = this.morphTargetManagers[managerIndex];\r\n for (let index = 0; index < morphTargetManager.numTargets; ++index) {\r\n const target = morphTargetManager.getTarget(index);\r\n if (target.name === name) {\r\n return target;\r\n }\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the given mesh is active\r\n * @param mesh defines the mesh to look for\r\n * @returns true if the mesh is in the active list\r\n */\r\n public isActiveMesh(mesh: AbstractMesh): boolean {\r\n return (this._activeMeshes.indexOf(mesh) !== -1);\r\n }\r\n\r\n /**\r\n * Return a unique id as a string which can serve as an identifier for the scene\r\n */\r\n public get uid(): string {\r\n if (!this._uid) {\r\n this._uid = Tools.RandomId();\r\n }\r\n return this._uid;\r\n }\r\n\r\n /**\r\n * Add an externaly attached data from its key.\r\n * This method call will fail and return false, if such key already exists.\r\n * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.\r\n * @param key the unique key that identifies the data\r\n * @param data the data object to associate to the key for this Engine instance\r\n * @return true if no such key were already present and the data was added successfully, false otherwise\r\n */\r\n public addExternalData(key: string, data: T): boolean {\r\n if (!this._externalData) {\r\n this._externalData = new StringDictionary();\r\n }\r\n return this._externalData.add(key, data);\r\n }\r\n\r\n /**\r\n * Get an externaly attached data from its key\r\n * @param key the unique key that identifies the data\r\n * @return the associated data, if present (can be null), or undefined if not present\r\n */\r\n public getExternalData(key: string): Nullable {\r\n if (!this._externalData) {\r\n return null;\r\n }\r\n return this._externalData.get(key);\r\n }\r\n\r\n /**\r\n * Get an externaly attached data from its key, create it using a factory if it's not already present\r\n * @param key the unique key that identifies the data\r\n * @param factory the factory that will be called to create the instance if and only if it doesn't exists\r\n * @return the associated data, can be null if the factory returned null.\r\n */\r\n public getOrAddExternalDataWithFactory(key: string, factory: (k: string) => T): T {\r\n if (!this._externalData) {\r\n this._externalData = new StringDictionary();\r\n }\r\n return this._externalData.getOrAddWithFactory(key, factory);\r\n }\r\n\r\n /**\r\n * Remove an externaly attached data from the Engine instance\r\n * @param key the unique key that identifies the data\r\n * @return true if the data was successfully removed, false if it doesn't exist\r\n */\r\n public removeExternalData(key: string): boolean {\r\n return this._externalData.remove(key);\r\n }\r\n\r\n private _evaluateSubMesh(subMesh: SubMesh, mesh: AbstractMesh, initialMesh: AbstractMesh): void {\r\n if (initialMesh.hasInstances || initialMesh.isAnInstance || this.dispatchAllSubMeshesOfActiveMeshes || this._skipFrustumClipping || mesh.alwaysSelectAsActiveMesh || mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {\r\n for (let step of this._evaluateSubMeshStage) {\r\n step.action(mesh, subMesh);\r\n }\r\n\r\n const material = subMesh.getMaterial();\r\n if (material !== null && material !== undefined) {\r\n // Render targets\r\n if (material.hasRenderTargetTextures && material.getRenderTargetTextures != null) {\r\n if (this._processedMaterials.indexOf(material) === -1) {\r\n this._processedMaterials.push(material);\r\n\r\n this._renderTargets.concatWithNoDuplicate(material.getRenderTargetTextures!());\r\n }\r\n }\r\n\r\n // Dispatch\r\n this._renderingManager.dispatch(subMesh, mesh, material);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clear the processed materials smart array preventing retention point in material dispose.\r\n */\r\n public freeProcessedMaterials(): void {\r\n this._processedMaterials.dispose();\r\n }\r\n\r\n private _preventFreeActiveMeshesAndRenderingGroups = false;\r\n\r\n /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups\r\n * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance\r\n * when disposing several meshes in a row or a hierarchy of meshes.\r\n * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.\r\n */\r\n public get blockfreeActiveMeshesAndRenderingGroups(): boolean {\r\n return this._preventFreeActiveMeshesAndRenderingGroups;\r\n }\r\n\r\n public set blockfreeActiveMeshesAndRenderingGroups(value: boolean) {\r\n if (this._preventFreeActiveMeshesAndRenderingGroups === value) {\r\n return;\r\n }\r\n\r\n if (value) {\r\n this.freeActiveMeshes();\r\n this.freeRenderingGroups();\r\n }\r\n\r\n this._preventFreeActiveMeshesAndRenderingGroups = value;\r\n }\r\n\r\n /**\r\n * Clear the active meshes smart array preventing retention point in mesh dispose.\r\n */\r\n public freeActiveMeshes(): void {\r\n if (this.blockfreeActiveMeshesAndRenderingGroups) {\r\n return;\r\n }\r\n\r\n this._activeMeshes.dispose();\r\n if (this.activeCamera && this.activeCamera._activeMeshes) {\r\n this.activeCamera._activeMeshes.dispose();\r\n }\r\n if (this.activeCameras) {\r\n for (let i = 0; i < this.activeCameras.length; i++) {\r\n let activeCamera = this.activeCameras[i];\r\n if (activeCamera && activeCamera._activeMeshes) {\r\n activeCamera._activeMeshes.dispose();\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clear the info related to rendering groups preventing retention points during dispose.\r\n */\r\n public freeRenderingGroups(): void {\r\n if (this.blockfreeActiveMeshesAndRenderingGroups) {\r\n return;\r\n }\r\n\r\n if (this._renderingManager) {\r\n this._renderingManager.freeRenderingGroups();\r\n }\r\n if (this.textures) {\r\n for (let i = 0; i < this.textures.length; i++) {\r\n let texture = this.textures[i];\r\n if (texture && (texture).renderList) {\r\n (texture).freeRenderingGroups();\r\n }\r\n }\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _isInIntermediateRendering(): boolean {\r\n return this._intermediateRendering;\r\n }\r\n\r\n /**\r\n * Lambda returning the list of potentially active meshes.\r\n */\r\n public getActiveMeshCandidates: () => ISmartArrayLike;\r\n\r\n /**\r\n * Lambda returning the list of potentially active sub meshes.\r\n */\r\n public getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike;\r\n\r\n /**\r\n * Lambda returning the list of potentially intersecting sub meshes.\r\n */\r\n public getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike;\r\n\r\n /**\r\n * Lambda returning the list of potentially colliding sub meshes.\r\n */\r\n public getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike;\r\n\r\n private _activeMeshesFrozen = false;\r\n private _skipEvaluateActiveMeshesCompletely = false;\r\n\r\n /**\r\n * Use this function to stop evaluating active meshes. The current list will be keep alive between frames\r\n * @param skipEvaluateActiveMeshes defines an optional boolean indicating that the evaluate active meshes step must be completely skipped\r\n * @returns the current scene\r\n */\r\n public freezeActiveMeshes(skipEvaluateActiveMeshes = false): Scene {\r\n this.executeWhenReady(() => {\r\n if (!this.activeCamera) {\r\n return;\r\n }\r\n\r\n if (!this._frustumPlanes) {\r\n this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());\r\n }\r\n\r\n this._evaluateActiveMeshes();\r\n this._activeMeshesFrozen = true;\r\n this._skipEvaluateActiveMeshesCompletely = skipEvaluateActiveMeshes;\r\n\r\n for (var index = 0; index < this._activeMeshes.length; index++) {\r\n this._activeMeshes.data[index]._freeze();\r\n }\r\n });\r\n return this;\r\n }\r\n\r\n /**\r\n * Use this function to restart evaluating active meshes on every frame\r\n * @returns the current scene\r\n */\r\n public unfreezeActiveMeshes(): Scene {\r\n\r\n for (var index = 0; index < this.meshes.length; index++) {\r\n const mesh = this.meshes[index];\r\n if (mesh._internalAbstractMeshDataInfo) {\r\n mesh._internalAbstractMeshDataInfo._isActive = false;\r\n }\r\n }\r\n\r\n for (var index = 0; index < this._activeMeshes.length; index++) {\r\n this._activeMeshes.data[index]._unFreeze();\r\n }\r\n\r\n this._activeMeshesFrozen = false;\r\n return this;\r\n }\r\n\r\n private _evaluateActiveMeshes(): void {\r\n if (this._activeMeshesFrozen && this._activeMeshes.length) {\r\n\r\n if (!this._skipEvaluateActiveMeshesCompletely) {\r\n const len = this._activeMeshes.length;\r\n for (let i = 0; i < len; i++) {\r\n let mesh = this._activeMeshes.data[i];\r\n mesh.computeWorldMatrix();\r\n }\r\n }\r\n\r\n if (this._activeParticleSystems) {\r\n const psLength = this._activeParticleSystems.length;\r\n for (let i = 0; i < psLength; i++) {\r\n this._activeParticleSystems.data[i].animate();\r\n }\r\n }\r\n\r\n return;\r\n }\r\n\r\n if (!this.activeCamera) {\r\n return;\r\n }\r\n\r\n this.onBeforeActiveMeshesEvaluationObservable.notifyObservers(this);\r\n\r\n this.activeCamera._activeMeshes.reset();\r\n this._activeMeshes.reset();\r\n this._renderingManager.reset();\r\n this._processedMaterials.reset();\r\n this._activeParticleSystems.reset();\r\n this._activeSkeletons.reset();\r\n this._softwareSkinnedMeshes.reset();\r\n for (let step of this._beforeEvaluateActiveMeshStage) {\r\n step.action();\r\n }\r\n\r\n // Determine mesh candidates\r\n const meshes = this.getActiveMeshCandidates();\r\n\r\n // Check each mesh\r\n const len = meshes.length;\r\n for (let i = 0; i < len; i++) {\r\n const mesh = meshes.data[i];\r\n if (mesh.isBlocked) {\r\n continue;\r\n }\r\n\r\n this._totalVertices.addCount(mesh.getTotalVertices(), false);\r\n\r\n if (!mesh.isReady() || !mesh.isEnabled() || mesh.scaling.lengthSquared() === 0) {\r\n continue;\r\n }\r\n\r\n mesh.computeWorldMatrix();\r\n\r\n // Intersections\r\n if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers2(Constants.ACTION_OnIntersectionEnterTrigger, Constants.ACTION_OnIntersectionExitTrigger)) {\r\n this._meshesForIntersections.pushNoDuplicate(mesh);\r\n }\r\n\r\n // Switch to current LOD\r\n let meshToRender = this.customLODSelector ? this.customLODSelector(mesh, this.activeCamera) : mesh.getLOD(this.activeCamera);\r\n if (meshToRender === undefined || meshToRender === null) {\r\n continue;\r\n }\r\n\r\n // Compute world matrix if LOD is billboard\r\n if (meshToRender !== mesh && meshToRender.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {\r\n meshToRender.computeWorldMatrix();\r\n }\r\n\r\n mesh._preActivate();\r\n\r\n if (mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) !== 0) && (this._skipFrustumClipping || mesh.alwaysSelectAsActiveMesh || mesh.isInFrustum(this._frustumPlanes))) {\r\n this._activeMeshes.push(mesh);\r\n this.activeCamera._activeMeshes.push(mesh);\r\n\r\n if (meshToRender !== mesh) {\r\n meshToRender._activate(this._renderId, false);\r\n }\r\n\r\n if (mesh._activate(this._renderId, false)) {\r\n if (!mesh.isAnInstance) {\r\n meshToRender._internalAbstractMeshDataInfo._onlyForInstances = false;\r\n } else {\r\n if (mesh._internalAbstractMeshDataInfo._actAsRegularMesh) {\r\n meshToRender = mesh;\r\n }\r\n }\r\n meshToRender._internalAbstractMeshDataInfo._isActive = true;\r\n this._activeMesh(mesh, meshToRender);\r\n }\r\n\r\n mesh._postActivate();\r\n }\r\n }\r\n\r\n this.onAfterActiveMeshesEvaluationObservable.notifyObservers(this);\r\n\r\n // Particle systems\r\n if (this.particlesEnabled) {\r\n this.onBeforeParticlesRenderingObservable.notifyObservers(this);\r\n for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {\r\n var particleSystem = this.particleSystems[particleIndex];\r\n\r\n if (!particleSystem.isStarted() || !particleSystem.emitter) {\r\n continue;\r\n }\r\n\r\n let emitter = particleSystem.emitter;\r\n if (!emitter.position || emitter.isEnabled()) {\r\n this._activeParticleSystems.push(particleSystem);\r\n particleSystem.animate();\r\n this._renderingManager.dispatchParticles(particleSystem);\r\n }\r\n }\r\n this.onAfterParticlesRenderingObservable.notifyObservers(this);\r\n }\r\n }\r\n\r\n private _activeMesh(sourceMesh: AbstractMesh, mesh: AbstractMesh): void {\r\n if (this._skeletonsEnabled && mesh.skeleton !== null && mesh.skeleton !== undefined) {\r\n if (this._activeSkeletons.pushNoDuplicate(mesh.skeleton)) {\r\n mesh.skeleton.prepare();\r\n }\r\n\r\n if (!mesh.computeBonesUsingShaders) {\r\n this._softwareSkinnedMeshes.pushNoDuplicate(mesh);\r\n }\r\n }\r\n\r\n for (let step of this._activeMeshStage) {\r\n step.action(sourceMesh, mesh);\r\n }\r\n\r\n if (\r\n mesh !== undefined && mesh !== null\r\n && mesh.subMeshes !== undefined && mesh.subMeshes !== null && mesh.subMeshes.length > 0\r\n ) {\r\n const subMeshes = this.getActiveSubMeshCandidates(mesh);\r\n const len = subMeshes.length;\r\n for (let i = 0; i < len; i++) {\r\n const subMesh = subMeshes.data[i];\r\n this._evaluateSubMesh(subMesh, mesh, sourceMesh);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Update the transform matrix to update from the current active camera\r\n * @param force defines a boolean used to force the update even if cache is up to date\r\n */\r\n public updateTransformMatrix(force?: boolean): void {\r\n if (!this.activeCamera) {\r\n return;\r\n }\r\n this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));\r\n }\r\n\r\n private _bindFrameBuffer() {\r\n if (this.activeCamera && this.activeCamera._multiviewTexture) {\r\n this.activeCamera._multiviewTexture._bindFrameBuffer();\r\n } else if (this.activeCamera && this.activeCamera.outputRenderTarget) {\r\n var useMultiview = this.getEngine().getCaps().multiview && this.activeCamera.outputRenderTarget && this.activeCamera.outputRenderTarget.getViewCount() > 1;\r\n if (useMultiview) {\r\n this.activeCamera.outputRenderTarget._bindFrameBuffer();\r\n } else {\r\n var internalTexture = this.activeCamera.outputRenderTarget.getInternalTexture();\r\n if (internalTexture) {\r\n this.getEngine().bindFramebuffer(internalTexture);\r\n } else {\r\n Logger.Error(\"Camera contains invalid customDefaultRenderTarget\");\r\n }\r\n }\r\n } else {\r\n this.getEngine().restoreDefaultFramebuffer(); // Restore back buffer if needed\r\n }\r\n }\r\n /** @hidden */\r\n public _allowPostProcessClearColor = true;\r\n /** @hidden */\r\n public _renderForCamera(camera: Camera, rigParent?: Camera): void {\r\n if (camera && camera._skipRendering) {\r\n return;\r\n }\r\n\r\n var engine = this._engine;\r\n\r\n // Use _activeCamera instead of activeCamera to avoid onActiveCameraChanged\r\n this._activeCamera = camera;\r\n\r\n if (!this.activeCamera) {\r\n throw new Error(\"Active camera not set\");\r\n }\r\n\r\n // Viewport\r\n engine.setViewport(this.activeCamera.viewport);\r\n\r\n // Camera\r\n this.resetCachedMaterial();\r\n this._renderId++;\r\n\r\n var useMultiview = this.getEngine().getCaps().multiview && camera.outputRenderTarget && camera.outputRenderTarget.getViewCount() > 1;\r\n if (useMultiview) {\r\n this.setTransformMatrix(camera._rigCameras[0].getViewMatrix(), camera._rigCameras[0].getProjectionMatrix(), camera._rigCameras[1].getViewMatrix(), camera._rigCameras[1].getProjectionMatrix());\r\n } else {\r\n this.updateTransformMatrix();\r\n }\r\n\r\n this.onBeforeCameraRenderObservable.notifyObservers(this.activeCamera);\r\n\r\n // Meshes\r\n this._evaluateActiveMeshes();\r\n\r\n // Software skinning\r\n for (var softwareSkinnedMeshIndex = 0; softwareSkinnedMeshIndex < this._softwareSkinnedMeshes.length; softwareSkinnedMeshIndex++) {\r\n var mesh = this._softwareSkinnedMeshes.data[softwareSkinnedMeshIndex];\r\n\r\n mesh.applySkeleton(mesh.skeleton);\r\n }\r\n\r\n // Render targets\r\n this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);\r\n\r\n if (camera.customRenderTargets && camera.customRenderTargets.length > 0) {\r\n this._renderTargets.concatWithNoDuplicate(camera.customRenderTargets);\r\n }\r\n\r\n if (rigParent && rigParent.customRenderTargets && rigParent.customRenderTargets.length > 0) {\r\n this._renderTargets.concatWithNoDuplicate(rigParent.customRenderTargets);\r\n }\r\n\r\n // Collects render targets from external components.\r\n for (let step of this._gatherActiveCameraRenderTargetsStage) {\r\n step.action(this._renderTargets);\r\n }\r\n\r\n if (this.renderTargetsEnabled) {\r\n this._intermediateRendering = true;\r\n let needRebind = false;\r\n\r\n if (this._renderTargets.length > 0) {\r\n Tools.StartPerformanceCounter(\"Render targets\", this._renderTargets.length > 0);\r\n for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {\r\n let renderTarget = this._renderTargets.data[renderIndex];\r\n if (renderTarget._shouldRender()) {\r\n this._renderId++;\r\n var hasSpecialRenderTargetCamera = renderTarget.activeCamera && renderTarget.activeCamera !== this.activeCamera;\r\n renderTarget.render((hasSpecialRenderTargetCamera), this.dumpNextRenderTargets);\r\n needRebind = true;\r\n }\r\n }\r\n Tools.EndPerformanceCounter(\"Render targets\", this._renderTargets.length > 0);\r\n\r\n this._renderId++;\r\n }\r\n\r\n for (let step of this._cameraDrawRenderTargetStage) {\r\n needRebind = step.action(this.activeCamera) || needRebind;\r\n }\r\n\r\n this._intermediateRendering = false;\r\n\r\n // Need to bind if sub-camera has an outputRenderTarget eg. for webXR\r\n if (this.activeCamera && this.activeCamera.outputRenderTarget) {\r\n needRebind = true;\r\n }\r\n\r\n // Restore framebuffer after rendering to targets\r\n if (needRebind) {\r\n this._bindFrameBuffer();\r\n }\r\n\r\n }\r\n\r\n this.onAfterRenderTargetsRenderObservable.notifyObservers(this);\r\n\r\n // Prepare Frame\r\n if (this.postProcessManager && !camera._multiviewTexture) {\r\n this.postProcessManager._prepareFrame();\r\n }\r\n\r\n // Before Camera Draw\r\n for (let step of this._beforeCameraDrawStage) {\r\n step.action(this.activeCamera);\r\n }\r\n\r\n // Render\r\n this.onBeforeDrawPhaseObservable.notifyObservers(this);\r\n this._renderingManager.render(null, null, true, true);\r\n this.onAfterDrawPhaseObservable.notifyObservers(this);\r\n\r\n // After Camera Draw\r\n for (let step of this._afterCameraDrawStage) {\r\n step.action(this.activeCamera);\r\n }\r\n\r\n // Finalize frame\r\n if (this.postProcessManager && !camera._multiviewTexture) {\r\n this.postProcessManager._finalizeFrame(camera.isIntermediate);\r\n }\r\n\r\n // Reset some special arrays\r\n this._renderTargets.reset();\r\n\r\n this.onAfterCameraRenderObservable.notifyObservers(this.activeCamera);\r\n }\r\n\r\n private _processSubCameras(camera: Camera): void {\r\n if (camera.cameraRigMode === Camera.RIG_MODE_NONE || (camera.outputRenderTarget && camera.outputRenderTarget.getViewCount() > 1 && this.getEngine().getCaps().multiview)) {\r\n this._renderForCamera(camera);\r\n this.onAfterRenderCameraObservable.notifyObservers(camera);\r\n return;\r\n }\r\n\r\n if (camera._useMultiviewToSingleView) {\r\n this._renderMultiviewToSingleView(camera);\r\n } else {\r\n // rig cameras\r\n for (var index = 0; index < camera._rigCameras.length; index++) {\r\n this._renderForCamera(camera._rigCameras[index], camera);\r\n }\r\n }\r\n\r\n // Use _activeCamera instead of activeCamera to avoid onActiveCameraChanged\r\n this._activeCamera = camera;\r\n this.setTransformMatrix(this._activeCamera.getViewMatrix(), this._activeCamera.getProjectionMatrix());\r\n this.onAfterRenderCameraObservable.notifyObservers(camera);\r\n }\r\n\r\n private _checkIntersections(): void {\r\n for (var index = 0; index < this._meshesForIntersections.length; index++) {\r\n var sourceMesh = this._meshesForIntersections.data[index];\r\n\r\n if (!sourceMesh.actionManager) {\r\n continue;\r\n }\r\n\r\n for (var actionIndex = 0; sourceMesh.actionManager && actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {\r\n var action = sourceMesh.actionManager.actions[actionIndex];\r\n\r\n if (action.trigger === Constants.ACTION_OnIntersectionEnterTrigger || action.trigger === Constants.ACTION_OnIntersectionExitTrigger) {\r\n var parameters = action.getTriggerParameter();\r\n var otherMesh = parameters instanceof AbstractMesh ? parameters : parameters.mesh;\r\n\r\n var areIntersecting = otherMesh.intersectsMesh(sourceMesh, parameters.usePreciseIntersection);\r\n var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);\r\n\r\n if (areIntersecting && currentIntersectionInProgress === -1) {\r\n if (action.trigger === Constants.ACTION_OnIntersectionEnterTrigger) {\r\n action._executeCurrent(ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));\r\n sourceMesh._intersectionsInProgress.push(otherMesh);\r\n } else if (action.trigger === Constants.ACTION_OnIntersectionExitTrigger) {\r\n sourceMesh._intersectionsInProgress.push(otherMesh);\r\n }\r\n } else if (!areIntersecting && currentIntersectionInProgress > -1) {\r\n //They intersected, and now they don't.\r\n\r\n //is this trigger an exit trigger? execute an event.\r\n if (action.trigger === Constants.ACTION_OnIntersectionExitTrigger) {\r\n action._executeCurrent(ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));\r\n }\r\n\r\n //if this is an exit trigger, or no exit trigger exists, remove the id from the intersection in progress array.\r\n if (!sourceMesh.actionManager.hasSpecificTrigger(Constants.ACTION_OnIntersectionExitTrigger, (parameter) => {\r\n var parameterMesh = parameter instanceof AbstractMesh ? parameter : parameter.mesh;\r\n return otherMesh === parameterMesh;\r\n }) || action.trigger === Constants.ACTION_OnIntersectionExitTrigger) {\r\n sourceMesh._intersectionsInProgress.splice(currentIntersectionInProgress, 1);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _advancePhysicsEngineStep(step: number) {\r\n // Do nothing. Code will be replaced if physics engine component is referenced\r\n }\r\n\r\n /**\r\n * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode\r\n */\r\n public getDeterministicFrameTime: () => number = () => {\r\n return this._engine.getTimeStep();\r\n }\r\n\r\n /** @hidden */\r\n public _animate(): void {\r\n // Nothing to do as long as Animatable have not been imported.\r\n }\r\n\r\n /** Execute all animations (for a frame) */\r\n public animate() {\r\n if (this._engine.isDeterministicLockStep()) {\r\n var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime)) + this._timeAccumulator;\r\n\r\n let defaultFrameTime = this._engine.getTimeStep();\r\n var defaultFPS = (1000.0 / defaultFrameTime) / 1000.0;\r\n\r\n let stepsTaken = 0;\r\n\r\n var maxSubSteps = this._engine.getLockstepMaxSteps();\r\n\r\n var internalSteps = Math.floor(deltaTime / defaultFrameTime);\r\n internalSteps = Math.min(internalSteps, maxSubSteps);\r\n\r\n while (deltaTime > 0 && stepsTaken < internalSteps) {\r\n this.onBeforeStepObservable.notifyObservers(this);\r\n\r\n // Animations\r\n this._animationRatio = defaultFrameTime * defaultFPS;\r\n this._animate();\r\n this.onAfterAnimationsObservable.notifyObservers(this);\r\n\r\n // Physics\r\n if (this.physicsEnabled) {\r\n this._advancePhysicsEngineStep(defaultFrameTime);\r\n }\r\n\r\n this.onAfterStepObservable.notifyObservers(this);\r\n this._currentStepId++;\r\n\r\n stepsTaken++;\r\n deltaTime -= defaultFrameTime;\r\n\r\n }\r\n\r\n this._timeAccumulator = deltaTime < 0 ? 0 : deltaTime;\r\n\r\n }\r\n else {\r\n // Animations\r\n var deltaTime = this.useConstantAnimationDeltaTime ? 16 : Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime));\r\n this._animationRatio = deltaTime * (60.0 / 1000.0);\r\n this._animate();\r\n this.onAfterAnimationsObservable.notifyObservers(this);\r\n\r\n // Physics\r\n if (this.physicsEnabled) {\r\n this._advancePhysicsEngineStep(deltaTime);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Render the scene\r\n * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)\r\n * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)\r\n */\r\n public render(updateCameras = true, ignoreAnimations = false): void {\r\n if (this.isDisposed) {\r\n return;\r\n }\r\n\r\n if (this.onReadyObservable.hasObservers() && this._executeWhenReadyTimeoutId === -1) {\r\n this._checkIsReady();\r\n }\r\n\r\n this._frameId++;\r\n\r\n // Register components that have been associated lately to the scene.\r\n this._registerTransientComponents();\r\n\r\n this._activeParticles.fetchNewFrame();\r\n this._totalVertices.fetchNewFrame();\r\n this._activeIndices.fetchNewFrame();\r\n this._activeBones.fetchNewFrame();\r\n this._meshesForIntersections.reset();\r\n this.resetCachedMaterial();\r\n\r\n this.onBeforeAnimationsObservable.notifyObservers(this);\r\n\r\n // Actions\r\n if (this.actionManager) {\r\n this.actionManager.processTrigger(Constants.ACTION_OnEveryFrameTrigger);\r\n }\r\n\r\n // Animations\r\n if (!ignoreAnimations) {\r\n this.animate();\r\n }\r\n\r\n // Before camera update steps\r\n for (let step of this._beforeCameraUpdateStage) {\r\n step.action();\r\n }\r\n\r\n // Update Cameras\r\n if (updateCameras) {\r\n if (this.activeCameras.length > 0) {\r\n for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {\r\n let camera = this.activeCameras[cameraIndex];\r\n camera.update();\r\n if (camera.cameraRigMode !== Camera.RIG_MODE_NONE) {\r\n // rig cameras\r\n for (var index = 0; index < camera._rigCameras.length; index++) {\r\n camera._rigCameras[index].update();\r\n }\r\n }\r\n }\r\n } else if (this.activeCamera) {\r\n this.activeCamera.update();\r\n if (this.activeCamera.cameraRigMode !== Camera.RIG_MODE_NONE) {\r\n // rig cameras\r\n for (var index = 0; index < this.activeCamera._rigCameras.length; index++) {\r\n this.activeCamera._rigCameras[index].update();\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Before render\r\n this.onBeforeRenderObservable.notifyObservers(this);\r\n\r\n // Customs render targets\r\n this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);\r\n var engine = this.getEngine();\r\n var currentActiveCamera = this.activeCamera;\r\n if (this.renderTargetsEnabled) {\r\n Tools.StartPerformanceCounter(\"Custom render targets\", this.customRenderTargets.length > 0);\r\n this._intermediateRendering = true;\r\n for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {\r\n var renderTarget = this.customRenderTargets[customIndex];\r\n if (renderTarget._shouldRender()) {\r\n this._renderId++;\r\n\r\n this.activeCamera = renderTarget.activeCamera || this.activeCamera;\r\n\r\n if (!this.activeCamera) {\r\n throw new Error(\"Active camera not set\");\r\n }\r\n\r\n // Viewport\r\n engine.setViewport(this.activeCamera.viewport);\r\n\r\n // Camera\r\n this.updateTransformMatrix();\r\n\r\n renderTarget.render(currentActiveCamera !== this.activeCamera, this.dumpNextRenderTargets);\r\n }\r\n }\r\n Tools.EndPerformanceCounter(\"Custom render targets\", this.customRenderTargets.length > 0);\r\n this._intermediateRendering = false;\r\n this._renderId++;\r\n }\r\n\r\n // Restore back buffer\r\n this.activeCamera = currentActiveCamera;\r\n if (this._activeCamera && this._activeCamera.cameraRigMode !== Camera.RIG_MODE_CUSTOM) {\r\n this._bindFrameBuffer();\r\n }\r\n this.onAfterRenderTargetsRenderObservable.notifyObservers(this);\r\n\r\n for (let step of this._beforeClearStage) {\r\n step.action();\r\n }\r\n\r\n // Clear\r\n if (this.autoClearDepthAndStencil || this.autoClear) {\r\n this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe || this.forcePointsCloud, this.autoClearDepthAndStencil, this.autoClearDepthAndStencil);\r\n }\r\n\r\n // Collects render targets from external components.\r\n for (let step of this._gatherRenderTargetsStage) {\r\n step.action(this._renderTargets);\r\n }\r\n\r\n // Multi-cameras?\r\n if (this.activeCameras.length > 0) {\r\n for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {\r\n if (cameraIndex > 0) {\r\n this._engine.clear(null, false, true, true);\r\n }\r\n\r\n this._processSubCameras(this.activeCameras[cameraIndex]);\r\n }\r\n } else {\r\n if (!this.activeCamera) {\r\n throw new Error(\"No camera defined\");\r\n }\r\n\r\n this._processSubCameras(this.activeCamera);\r\n }\r\n\r\n // Intersection checks\r\n this._checkIntersections();\r\n\r\n // Executes the after render stage actions.\r\n for (let step of this._afterRenderStage) {\r\n step.action();\r\n }\r\n\r\n // After render\r\n if (this.afterRender) {\r\n this.afterRender();\r\n }\r\n\r\n this.onAfterRenderObservable.notifyObservers(this);\r\n\r\n // Cleaning\r\n if (this._toBeDisposed.length) {\r\n for (var index = 0; index < this._toBeDisposed.length; index++) {\r\n var data = this._toBeDisposed[index];\r\n if (data) {\r\n data.dispose();\r\n }\r\n }\r\n\r\n this._toBeDisposed = [];\r\n }\r\n\r\n if (this.dumpNextRenderTargets) {\r\n this.dumpNextRenderTargets = false;\r\n }\r\n\r\n this._activeBones.addCount(0, true);\r\n this._activeIndices.addCount(0, true);\r\n this._activeParticles.addCount(0, true);\r\n }\r\n\r\n /**\r\n * Freeze all materials\r\n * A frozen material will not be updatable but should be faster to render\r\n */\r\n public freezeMaterials(): void {\r\n for (var i = 0; i < this.materials.length; i++) {\r\n this.materials[i].freeze();\r\n }\r\n }\r\n\r\n /**\r\n * Unfreeze all materials\r\n * A frozen material will not be updatable but should be faster to render\r\n */\r\n public unfreezeMaterials(): void {\r\n for (var i = 0; i < this.materials.length; i++) {\r\n this.materials[i].unfreeze();\r\n }\r\n }\r\n\r\n /**\r\n * Releases all held ressources\r\n */\r\n public dispose(): void {\r\n this.beforeRender = null;\r\n this.afterRender = null;\r\n\r\n if (EngineStore._LastCreatedScene === this) {\r\n EngineStore._LastCreatedScene = null;\r\n }\r\n\r\n this.skeletons = [];\r\n this.morphTargetManagers = [];\r\n this._transientComponents = [];\r\n this._isReadyForMeshStage.clear();\r\n this._beforeEvaluateActiveMeshStage.clear();\r\n this._evaluateSubMeshStage.clear();\r\n this._activeMeshStage.clear();\r\n this._cameraDrawRenderTargetStage.clear();\r\n this._beforeCameraDrawStage.clear();\r\n this._beforeRenderTargetDrawStage.clear();\r\n this._beforeRenderingGroupDrawStage.clear();\r\n this._beforeRenderingMeshStage.clear();\r\n this._afterRenderingMeshStage.clear();\r\n this._afterRenderingGroupDrawStage.clear();\r\n this._afterCameraDrawStage.clear();\r\n this._afterRenderTargetDrawStage.clear();\r\n this._afterRenderStage.clear();\r\n this._beforeCameraUpdateStage.clear();\r\n this._beforeClearStage.clear();\r\n this._gatherRenderTargetsStage.clear();\r\n this._gatherActiveCameraRenderTargetsStage.clear();\r\n this._pointerMoveStage.clear();\r\n this._pointerDownStage.clear();\r\n this._pointerUpStage.clear();\r\n\r\n for (let component of this._components) {\r\n component.dispose();\r\n }\r\n\r\n this.importedMeshesFiles = new Array();\r\n\r\n if (this.stopAllAnimations) {\r\n this.stopAllAnimations();\r\n }\r\n\r\n this.resetCachedMaterial();\r\n\r\n // Smart arrays\r\n if (this.activeCamera) {\r\n this.activeCamera._activeMeshes.dispose();\r\n this.activeCamera = null;\r\n }\r\n this._activeMeshes.dispose();\r\n this._renderingManager.dispose();\r\n this._processedMaterials.dispose();\r\n this._activeParticleSystems.dispose();\r\n this._activeSkeletons.dispose();\r\n this._softwareSkinnedMeshes.dispose();\r\n this._renderTargets.dispose();\r\n this._registeredForLateAnimationBindings.dispose();\r\n this._meshesForIntersections.dispose();\r\n this._toBeDisposed = [];\r\n\r\n // Abort active requests\r\n for (let request of this._activeRequests) {\r\n request.abort();\r\n }\r\n\r\n // Events\r\n this.onDisposeObservable.notifyObservers(this);\r\n\r\n this.onDisposeObservable.clear();\r\n this.onBeforeRenderObservable.clear();\r\n this.onAfterRenderObservable.clear();\r\n this.onBeforeRenderTargetsRenderObservable.clear();\r\n this.onAfterRenderTargetsRenderObservable.clear();\r\n this.onAfterStepObservable.clear();\r\n this.onBeforeStepObservable.clear();\r\n this.onBeforeActiveMeshesEvaluationObservable.clear();\r\n this.onAfterActiveMeshesEvaluationObservable.clear();\r\n this.onBeforeParticlesRenderingObservable.clear();\r\n this.onAfterParticlesRenderingObservable.clear();\r\n this.onBeforeDrawPhaseObservable.clear();\r\n this.onAfterDrawPhaseObservable.clear();\r\n this.onBeforeAnimationsObservable.clear();\r\n this.onAfterAnimationsObservable.clear();\r\n this.onDataLoadedObservable.clear();\r\n this.onBeforeRenderingGroupObservable.clear();\r\n this.onAfterRenderingGroupObservable.clear();\r\n this.onMeshImportedObservable.clear();\r\n this.onBeforeCameraRenderObservable.clear();\r\n this.onAfterCameraRenderObservable.clear();\r\n this.onReadyObservable.clear();\r\n this.onNewCameraAddedObservable.clear();\r\n this.onCameraRemovedObservable.clear();\r\n this.onNewLightAddedObservable.clear();\r\n this.onLightRemovedObservable.clear();\r\n this.onNewGeometryAddedObservable.clear();\r\n this.onGeometryRemovedObservable.clear();\r\n this.onNewTransformNodeAddedObservable.clear();\r\n this.onTransformNodeRemovedObservable.clear();\r\n this.onNewMeshAddedObservable.clear();\r\n this.onMeshRemovedObservable.clear();\r\n this.onNewSkeletonAddedObservable.clear();\r\n this.onSkeletonRemovedObservable.clear();\r\n this.onNewMaterialAddedObservable.clear();\r\n this.onMaterialRemovedObservable.clear();\r\n this.onNewTextureAddedObservable.clear();\r\n this.onTextureRemovedObservable.clear();\r\n this.onPrePointerObservable.clear();\r\n this.onPointerObservable.clear();\r\n this.onPreKeyboardObservable.clear();\r\n this.onKeyboardObservable.clear();\r\n this.onActiveCameraChanged.clear();\r\n\r\n this.detachControl();\r\n\r\n // Detach cameras\r\n var canvas = this._engine.getInputElement();\r\n\r\n if (canvas) {\r\n var index;\r\n for (index = 0; index < this.cameras.length; index++) {\r\n this.cameras[index].detachControl(canvas);\r\n }\r\n }\r\n\r\n // Release animation groups\r\n while (this.animationGroups.length) {\r\n this.animationGroups[0].dispose();\r\n }\r\n\r\n // Release lights\r\n while (this.lights.length) {\r\n this.lights[0].dispose();\r\n }\r\n\r\n // Release meshes\r\n while (this.meshes.length) {\r\n this.meshes[0].dispose(true);\r\n }\r\n while (this.transformNodes.length) {\r\n this.transformNodes[0].dispose(true);\r\n }\r\n\r\n // Release cameras\r\n while (this.cameras.length) {\r\n this.cameras[0].dispose();\r\n }\r\n\r\n // Release materials\r\n if (this._defaultMaterial) {\r\n this._defaultMaterial.dispose();\r\n }\r\n while (this.multiMaterials.length) {\r\n this.multiMaterials[0].dispose();\r\n }\r\n while (this.materials.length) {\r\n this.materials[0].dispose();\r\n }\r\n\r\n // Release particles\r\n while (this.particleSystems.length) {\r\n this.particleSystems[0].dispose();\r\n }\r\n\r\n // Release postProcesses\r\n while (this.postProcesses.length) {\r\n this.postProcesses[0].dispose();\r\n }\r\n\r\n // Release textures\r\n while (this.textures.length) {\r\n this.textures[0].dispose();\r\n }\r\n\r\n // Release UBO\r\n this._sceneUbo.dispose();\r\n\r\n if (this._multiviewSceneUbo) {\r\n this._multiviewSceneUbo.dispose();\r\n }\r\n\r\n // Post-processes\r\n this.postProcessManager.dispose();\r\n\r\n // Remove from engine\r\n index = this._engine.scenes.indexOf(this);\r\n\r\n if (index > -1) {\r\n this._engine.scenes.splice(index, 1);\r\n }\r\n\r\n this._engine.wipeCaches(true);\r\n this._isDisposed = true;\r\n }\r\n\r\n /**\r\n * Gets if the scene is already disposed\r\n */\r\n public get isDisposed(): boolean {\r\n return this._isDisposed;\r\n }\r\n\r\n /**\r\n * Call this function to reduce memory footprint of the scene.\r\n * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)\r\n */\r\n public clearCachedVertexData(): void {\r\n for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {\r\n var mesh = this.meshes[meshIndex];\r\n var geometry = (mesh).geometry;\r\n\r\n if (geometry) {\r\n geometry._indices = [];\r\n\r\n for (var vbName in geometry._vertexBuffers) {\r\n if (!geometry._vertexBuffers.hasOwnProperty(vbName)) {\r\n continue;\r\n }\r\n geometry._vertexBuffers[vbName]._buffer._data = null;\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * This function will remove the local cached buffer data from texture.\r\n * It will save memory but will prevent the texture from being rebuilt\r\n */\r\n public cleanCachedTextureBuffer(): void {\r\n for (var baseTexture of this.textures) {\r\n let buffer = (baseTexture)._buffer;\r\n\r\n if (buffer) {\r\n (baseTexture)._buffer = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Get the world extend vectors with an optional filter\r\n *\r\n * @param filterPredicate the predicate - which meshes should be included when calculating the world size\r\n * @returns {{ min: Vector3; max: Vector3 }} min and max vectors\r\n */\r\n public getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): { min: Vector3; max: Vector3 } {\r\n var min = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n var max = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);\r\n filterPredicate = filterPredicate || (() => true);\r\n this.meshes.filter(filterPredicate).forEach((mesh) => {\r\n mesh.computeWorldMatrix(true);\r\n\r\n if (!mesh.subMeshes || mesh.subMeshes.length === 0 || mesh.infiniteDistance) {\r\n return;\r\n }\r\n\r\n let boundingInfo = mesh.getBoundingInfo();\r\n\r\n var minBox = boundingInfo.boundingBox.minimumWorld;\r\n var maxBox = boundingInfo.boundingBox.maximumWorld;\r\n\r\n Vector3.CheckExtends(minBox, min, max);\r\n Vector3.CheckExtends(maxBox, min, max);\r\n });\r\n\r\n return {\r\n min: min,\r\n max: max\r\n };\r\n }\r\n\r\n // Picking\r\n\r\n /**\r\n * Creates a ray that can be used to pick in the scene\r\n * @param x defines the x coordinate of the origin (on-screen)\r\n * @param y defines the y coordinate of the origin (on-screen)\r\n * @param world defines the world matrix to use if you want to pick in object space (instead of world space)\r\n * @param camera defines the camera to use for the picking\r\n * @param cameraViewSpace defines if picking will be done in view space (false by default)\r\n * @returns a Ray\r\n */\r\n public createPickingRay(x: number, y: number, world: Matrix, camera: Nullable, cameraViewSpace = false): Ray {\r\n throw _DevTools.WarnImport(\"Ray\");\r\n }\r\n\r\n /**\r\n * Creates a ray that can be used to pick in the scene\r\n * @param x defines the x coordinate of the origin (on-screen)\r\n * @param y defines the y coordinate of the origin (on-screen)\r\n * @param world defines the world matrix to use if you want to pick in object space (instead of world space)\r\n * @param result defines the ray where to store the picking ray\r\n * @param camera defines the camera to use for the picking\r\n * @param cameraViewSpace defines if picking will be done in view space (false by default)\r\n * @returns the current scene\r\n */\r\n public createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable, cameraViewSpace = false): Scene {\r\n throw _DevTools.WarnImport(\"Ray\");\r\n }\r\n\r\n /**\r\n * Creates a ray that can be used to pick in the scene\r\n * @param x defines the x coordinate of the origin (on-screen)\r\n * @param y defines the y coordinate of the origin (on-screen)\r\n * @param camera defines the camera to use for the picking\r\n * @returns a Ray\r\n */\r\n public createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray {\r\n throw _DevTools.WarnImport(\"Ray\");\r\n }\r\n\r\n /**\r\n * Creates a ray that can be used to pick in the scene\r\n * @param x defines the x coordinate of the origin (on-screen)\r\n * @param y defines the y coordinate of the origin (on-screen)\r\n * @param result defines the ray where to store the picking ray\r\n * @param camera defines the camera to use for the picking\r\n * @returns the current scene\r\n */\r\n public createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene {\r\n throw _DevTools.WarnImport(\"Ray\");\r\n }\r\n\r\n /** Launch a ray to try to pick a mesh in the scene\r\n * @param x position on screen\r\n * @param y position on screen\r\n * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true\r\n * @param fastCheck defines if the first intersection will be used (and not the closest)\r\n * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used\r\n * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected\r\n * @returns a PickingInfo\r\n */\r\n public pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean,\r\n fastCheck?: boolean, camera?: Nullable,\r\n trianglePredicate?: TrianglePickingPredicate\r\n ): Nullable {\r\n // Dummy info if picking as not been imported\r\n const pi = new PickingInfo();\r\n pi._pickingUnavailable = true;\r\n return pi;\r\n }\r\n\r\n /** Launch a ray to try to pick a mesh in the scene using only bounding information of the main mesh (not using submeshes)\r\n * @param x position on screen\r\n * @param y position on screen\r\n * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true\r\n * @param fastCheck defines if the first intersection will be used (and not the closest)\r\n * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used\r\n * @returns a PickingInfo (Please note that some info will not be set like distance, bv, bu and everything that cannot be capture by only using bounding infos)\r\n */\r\n public pickWithBoundingInfo(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean,\r\n fastCheck?: boolean, camera?: Nullable): Nullable {\r\n // Dummy info if picking as not been imported\r\n const pi = new PickingInfo();\r\n pi._pickingUnavailable = true;\r\n return pi;\r\n }\r\n\r\n /** Use the given ray to pick a mesh in the scene\r\n * @param ray The ray to use to pick meshes\r\n * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must have isPickable set to true\r\n * @param fastCheck defines if the first intersection will be used (and not the closest)\r\n * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected\r\n * @returns a PickingInfo\r\n */\r\n public pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean,\r\n trianglePredicate?: TrianglePickingPredicate): Nullable {\r\n throw _DevTools.WarnImport(\"Ray\");\r\n }\r\n\r\n /**\r\n * Launch a ray to try to pick a mesh in the scene\r\n * @param x X position on screen\r\n * @param y Y position on screen\r\n * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true\r\n * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used\r\n * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected\r\n * @returns an array of PickingInfo\r\n */\r\n public multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera,\r\n trianglePredicate?: TrianglePickingPredicate): Nullable {\r\n throw _DevTools.WarnImport(\"Ray\");\r\n }\r\n\r\n /**\r\n * Launch a ray to try to pick a mesh in the scene\r\n * @param ray Ray to use\r\n * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true\r\n * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected\r\n * @returns an array of PickingInfo\r\n */\r\n public multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable {\r\n throw _DevTools.WarnImport(\"Ray\");\r\n }\r\n\r\n /**\r\n * Force the value of meshUnderPointer\r\n * @param mesh defines the mesh to use\r\n */\r\n public setPointerOverMesh(mesh: Nullable): void {\r\n this._inputManager.setPointerOverMesh(mesh);\r\n }\r\n\r\n /**\r\n * Gets the mesh under the pointer\r\n * @returns a Mesh or null if no mesh is under the pointer\r\n */\r\n public getPointerOverMesh(): Nullable {\r\n return this._inputManager.getPointerOverMesh();\r\n }\r\n\r\n // Misc.\r\n /** @hidden */\r\n public _rebuildGeometries(): void {\r\n for (var geometry of this.geometries) {\r\n geometry._rebuild();\r\n }\r\n\r\n for (var mesh of this.meshes) {\r\n mesh._rebuild();\r\n }\r\n\r\n if (this.postProcessManager) {\r\n this.postProcessManager._rebuild();\r\n }\r\n\r\n for (let component of this._components) {\r\n component.rebuild();\r\n }\r\n\r\n for (var system of this.particleSystems) {\r\n system.rebuild();\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _rebuildTextures(): void {\r\n for (var texture of this.textures) {\r\n texture._rebuild();\r\n }\r\n\r\n this.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n\r\n // Tags\r\n private _getByTags(list: any[], tagsQuery: string, forEach?: (item: any) => void): any[] {\r\n if (tagsQuery === undefined) {\r\n // returns the complete list (could be done with Tags.MatchesQuery but no need to have a for-loop here)\r\n return list;\r\n }\r\n\r\n var listByTags = [];\r\n\r\n forEach = forEach || ((item: any) => { return; });\r\n\r\n for (var i in list) {\r\n var item = list[i];\r\n if (Tags && Tags.MatchesQuery(item, tagsQuery)) {\r\n listByTags.push(item);\r\n forEach(item);\r\n }\r\n }\r\n\r\n return listByTags;\r\n }\r\n\r\n /**\r\n * Get a list of meshes by tags\r\n * @param tagsQuery defines the tags query to use\r\n * @param forEach defines a predicate used to filter results\r\n * @returns an array of Mesh\r\n */\r\n public getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[] {\r\n return this._getByTags(this.meshes, tagsQuery, forEach);\r\n }\r\n\r\n /**\r\n * Get a list of cameras by tags\r\n * @param tagsQuery defines the tags query to use\r\n * @param forEach defines a predicate used to filter results\r\n * @returns an array of Camera\r\n */\r\n public getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[] {\r\n return this._getByTags(this.cameras, tagsQuery, forEach);\r\n }\r\n\r\n /**\r\n * Get a list of lights by tags\r\n * @param tagsQuery defines the tags query to use\r\n * @param forEach defines a predicate used to filter results\r\n * @returns an array of Light\r\n */\r\n public getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[] {\r\n return this._getByTags(this.lights, tagsQuery, forEach);\r\n }\r\n\r\n /**\r\n * Get a list of materials by tags\r\n * @param tagsQuery defines the tags query to use\r\n * @param forEach defines a predicate used to filter results\r\n * @returns an array of Material\r\n */\r\n public getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[] {\r\n return this._getByTags(this.materials, tagsQuery, forEach).concat(this._getByTags(this.multiMaterials, tagsQuery, forEach));\r\n }\r\n\r\n /**\r\n * Overrides the default sort function applied in the renderging group to prepare the meshes.\r\n * This allowed control for front to back rendering or reversly depending of the special needs.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param opaqueSortCompareFn The opaque queue comparison function use to sort.\r\n * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.\r\n * @param transparentSortCompareFn The transparent queue comparison function use to sort.\r\n */\r\n public setRenderingOrder(renderingGroupId: number,\r\n opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null): void {\r\n\r\n this._renderingManager.setRenderingOrder(renderingGroupId,\r\n opaqueSortCompareFn,\r\n alphaTestSortCompareFn,\r\n transparentSortCompareFn);\r\n }\r\n\r\n /**\r\n * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.\r\n * @param depth Automatically clears depth between groups if true and autoClear is true.\r\n * @param stencil Automatically clears stencil between groups if true and autoClear is true.\r\n */\r\n public setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean,\r\n depth = true,\r\n stencil = true): void {\r\n this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil, depth, stencil);\r\n }\r\n\r\n /**\r\n * Gets the current auto clear configuration for one rendering group of the rendering\r\n * manager.\r\n * @param index the rendering group index to get the information for\r\n * @returns The auto clear setup for the requested rendering group\r\n */\r\n public getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup {\r\n return this._renderingManager.getAutoClearDepthStencilSetup(index);\r\n }\r\n\r\n private _blockMaterialDirtyMechanism = false;\r\n\r\n /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */\r\n public get blockMaterialDirtyMechanism(): boolean {\r\n return this._blockMaterialDirtyMechanism;\r\n }\r\n\r\n public set blockMaterialDirtyMechanism(value: boolean) {\r\n if (this._blockMaterialDirtyMechanism === value) {\r\n return;\r\n }\r\n\r\n this._blockMaterialDirtyMechanism = value;\r\n\r\n if (!value) { // Do a complete update\r\n this.markAllMaterialsAsDirty(Constants.MATERIAL_AllDirtyFlag);\r\n }\r\n }\r\n\r\n /**\r\n * Will flag all materials as dirty to trigger new shader compilation\r\n * @param flag defines the flag used to specify which material part must be marked as dirty\r\n * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty\r\n */\r\n public markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void {\r\n if (this._blockMaterialDirtyMechanism) {\r\n return;\r\n }\r\n\r\n for (var material of this.materials) {\r\n if (predicate && !predicate(material)) {\r\n continue;\r\n }\r\n material.markAsDirty(flag);\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest {\r\n const request = FileTools.LoadFile(url, onSuccess, onProgress, useOfflineSupport ? this.offlineProvider : undefined, useArrayBuffer, onError);\r\n this._activeRequests.push(request);\r\n request.onCompleteObservable.add((request) => {\r\n this._activeRequests.splice(this._activeRequests.indexOf(request), 1);\r\n });\r\n return request;\r\n }\r\n\r\n /** @hidden */\r\n public _loadFileAsync(url: string, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise {\r\n return new Promise((resolve, reject) => {\r\n this._loadFile(url, (data) => {\r\n resolve(data);\r\n }, onProgress, useOfflineSupport, useArrayBuffer, (request, exception) => {\r\n reject(exception);\r\n });\r\n });\r\n }\r\n\r\n /** @hidden */\r\n public _requestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest {\r\n const request = FileTools.RequestFile(url, onSuccess, onProgress, useOfflineSupport ? this.offlineProvider : undefined, useArrayBuffer, onError, onOpened);\r\n this._activeRequests.push(request);\r\n request.onCompleteObservable.add((request) => {\r\n this._activeRequests.splice(this._activeRequests.indexOf(request), 1);\r\n });\r\n return request;\r\n }\r\n\r\n /** @hidden */\r\n public _requestFileAsync(url: string, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onOpened?: (request: WebRequest) => void): Promise {\r\n return new Promise((resolve, reject) => {\r\n this._requestFile(url, (data) => {\r\n resolve(data);\r\n }, onProgress, useOfflineSupport, useArrayBuffer, (error) => {\r\n reject(error);\r\n }, onOpened);\r\n });\r\n }\r\n\r\n /** @hidden */\r\n public _readFile(file: File, onSuccess: (data: string | ArrayBuffer) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest {\r\n const request = FileTools.ReadFile(file, onSuccess, onProgress, useArrayBuffer, onError);\r\n this._activeRequests.push(request);\r\n request.onCompleteObservable.add((request) => {\r\n this._activeRequests.splice(this._activeRequests.indexOf(request), 1);\r\n });\r\n return request;\r\n }\r\n\r\n /** @hidden */\r\n public _readFileAsync(file: File, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): Promise {\r\n return new Promise((resolve, reject) => {\r\n this._readFile(file, (data) => {\r\n resolve(data);\r\n }, onProgress, useArrayBuffer, (error) => {\r\n reject(error);\r\n });\r\n });\r\n }\r\n}\r\n","import { Scene } from \"./scene\";\r\nimport { AbstractMesh } from \"./Meshes/abstractMesh\";\r\nimport { SubMesh, } from \"./Meshes/subMesh\";\r\nimport { _InstancesBatch } from \"./Meshes/mesh\";\r\nimport { SmartArrayNoDuplicate } from \"./Misc/smartArray\";\r\nimport { Nullable } from \"./types\";\r\nimport { Camera } from \"./Cameras/camera\";\r\nimport { RenderTargetTexture } from \"./Materials/Textures/renderTargetTexture\";\r\nimport { PickingInfo } from \"./Collisions/pickingInfo\";\r\nimport { AbstractScene } from \"./abstractScene\";\r\n\r\ndeclare type Mesh = import(\"./Meshes/mesh\").Mesh;\r\n\r\n/**\r\n * Groups all the scene component constants in one place to ease maintenance.\r\n * @hidden\r\n */\r\nexport class SceneComponentConstants {\r\n public static readonly NAME_EFFECTLAYER = \"EffectLayer\";\r\n public static readonly NAME_LAYER = \"Layer\";\r\n public static readonly NAME_LENSFLARESYSTEM = \"LensFlareSystem\";\r\n public static readonly NAME_BOUNDINGBOXRENDERER = \"BoundingBoxRenderer\";\r\n public static readonly NAME_PARTICLESYSTEM = \"ParticleSystem\";\r\n public static readonly NAME_GAMEPAD = \"Gamepad\";\r\n public static readonly NAME_SIMPLIFICATIONQUEUE = \"SimplificationQueue\";\r\n public static readonly NAME_GEOMETRYBUFFERRENDERER = \"GeometryBufferRenderer\";\r\n public static readonly NAME_DEPTHRENDERER = \"DepthRenderer\";\r\n public static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER = \"PostProcessRenderPipelineManager\";\r\n public static readonly NAME_SPRITE = \"Sprite\";\r\n public static readonly NAME_OUTLINERENDERER = \"Outline\";\r\n public static readonly NAME_PROCEDURALTEXTURE = \"ProceduralTexture\";\r\n public static readonly NAME_SHADOWGENERATOR = \"ShadowGenerator\";\r\n public static readonly NAME_OCTREE = \"Octree\";\r\n public static readonly NAME_PHYSICSENGINE = \"PhysicsEngine\";\r\n public static readonly NAME_AUDIO = \"Audio\";\r\n\r\n public static readonly STEP_ISREADYFORMESH_EFFECTLAYER = 0;\r\n\r\n public static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER = 0;\r\n\r\n public static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER = 0;\r\n\r\n public static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER = 0;\r\n\r\n public static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER = 1;\r\n\r\n public static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER = 0;\r\n public static readonly STEP_BEFORECAMERADRAW_LAYER = 1;\r\n\r\n public static readonly STEP_BEFORERENDERTARGETDRAW_LAYER = 0;\r\n\r\n public static readonly STEP_BEFORERENDERINGMESH_OUTLINE = 0;\r\n\r\n public static readonly STEP_AFTERRENDERINGMESH_OUTLINE = 0;\r\n\r\n public static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW = 0;\r\n public static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER = 1;\r\n\r\n public static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE = 0;\r\n public static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD = 1;\r\n\r\n public static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE = 0;\r\n\r\n public static readonly STEP_AFTERRENDERTARGETDRAW_LAYER = 0;\r\n\r\n public static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER = 0;\r\n public static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM = 1;\r\n public static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW = 2;\r\n public static readonly STEP_AFTERCAMERADRAW_LAYER = 3;\r\n\r\n public static readonly STEP_AFTERRENDER_AUDIO = 0;\r\n\r\n public static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER = 0;\r\n public static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER = 1;\r\n public static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR = 2;\r\n public static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER = 3;\r\n\r\n public static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER = 0;\r\n\r\n public static readonly STEP_POINTERMOVE_SPRITE = 0;\r\n public static readonly STEP_POINTERDOWN_SPRITE = 0;\r\n public static readonly STEP_POINTERUP_SPRITE = 0;\r\n}\r\n\r\n/**\r\n * This represents a scene component.\r\n *\r\n * This is used to decouple the dependency the scene is having on the different workloads like\r\n * layers, post processes...\r\n */\r\nexport interface ISceneComponent {\r\n /**\r\n * The name of the component. Each component must have a unique name.\r\n */\r\n name: string;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n scene: Scene;\r\n\r\n /**\r\n * Register the component to one instance of a scene.\r\n */\r\n register(): void;\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n rebuild(): void;\r\n\r\n /**\r\n * Disposes the component and the associated ressources.\r\n */\r\n dispose(): void;\r\n}\r\n\r\n/**\r\n * This represents a SERIALIZABLE scene component.\r\n *\r\n * This extends Scene Component to add Serialization methods on top.\r\n */\r\nexport interface ISceneSerializableComponent extends ISceneComponent {\r\n /**\r\n * Adds all the elements from the container to the scene\r\n * @param container the container holding the elements\r\n */\r\n addFromContainer(container: AbstractScene): void;\r\n\r\n /**\r\n * Removes all the elements in the container from the scene\r\n * @param container contains the elements to remove\r\n * @param dispose if the removed element should be disposed (default: false)\r\n */\r\n removeFromContainer(container: AbstractScene, dispose?: boolean): void;\r\n\r\n /**\r\n * Serializes the component data to the specified json object\r\n * @param serializationObject The object to serialize to\r\n */\r\n serialize(serializationObject: any): void;\r\n}\r\n\r\n/**\r\n * Strong typing of a Mesh related stage step action\r\n */\r\nexport type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;\r\n\r\n/**\r\n * Strong typing of a Evaluate Sub Mesh related stage step action\r\n */\r\nexport type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;\r\n\r\n/**\r\n * Strong typing of a Active Mesh related stage step action\r\n */\r\nexport type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;\r\n\r\n/**\r\n * Strong typing of a Camera related stage step action\r\n */\r\nexport type CameraStageAction = (camera: Camera) => void;\r\n\r\n/**\r\n * Strong typing of a Camera Frame buffer related stage step action\r\n */\r\nexport type CameraStageFrameBufferAction = (camera: Camera) => boolean;\r\n\r\n/**\r\n * Strong typing of a Render Target related stage step action\r\n */\r\nexport type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;\r\n\r\n/**\r\n * Strong typing of a RenderingGroup related stage step action\r\n */\r\nexport type RenderingGroupStageAction = (renderingGroupId: number) => void;\r\n\r\n/**\r\n * Strong typing of a Mesh Render related stage step action\r\n */\r\nexport type RenderingMeshStageAction = (mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch) => void;\r\n\r\n/**\r\n * Strong typing of a simple stage step action\r\n */\r\nexport type SimpleStageAction = () => void;\r\n\r\n/**\r\n * Strong typing of a render target action.\r\n */\r\nexport type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate) => void;\r\n\r\n/**\r\n * Strong typing of a pointer move action.\r\n */\r\nexport type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable, isMeshPicked: boolean, element: HTMLElement) => Nullable;\r\n\r\n/**\r\n * Strong typing of a pointer up/down action.\r\n */\r\nexport type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable, evt: PointerEvent) => Nullable;\r\n\r\n/**\r\n * Representation of a stage in the scene (Basically a list of ordered steps)\r\n * @hidden\r\n */\r\nexport class Stage extends Array<{ index: number, component: ISceneComponent, action: T }> {\r\n /**\r\n * Hide ctor from the rest of the world.\r\n * @param items The items to add.\r\n */\r\n private constructor(items?: { index: number, component: ISceneComponent, action: T }[]) {\r\n super(...items);\r\n }\r\n\r\n /**\r\n * Creates a new Stage.\r\n * @returns A new instance of a Stage\r\n */\r\n static Create(): Stage {\r\n return Object.create(Stage.prototype);\r\n }\r\n\r\n /**\r\n * Registers a step in an ordered way in the targeted stage.\r\n * @param index Defines the position to register the step in\r\n * @param component Defines the component attached to the step\r\n * @param action Defines the action to launch during the step\r\n */\r\n public registerStep(index: number, component: ISceneComponent, action: T): void {\r\n let i = 0;\r\n let maxIndex = Number.MAX_VALUE;\r\n for (; i < this.length; i++) {\r\n let step = this[i];\r\n maxIndex = step.index;\r\n if (index < maxIndex) {\r\n break;\r\n }\r\n }\r\n this.splice(i, 0, { index, component, action: action.bind(component) });\r\n }\r\n\r\n /**\r\n * Clears all the steps from the stage.\r\n */\r\n public clear(): void {\r\n this.length = 0;\r\n }\r\n}\r\n"],"sourceRoot":""}