@babylonjs/core 5.0.0-alpha.60 → 5.0.0-alpha.64
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/animation.d.ts +20 -0
- package/Animations/animation.js +99 -10
- package/Animations/animation.js.map +1 -1
- package/Animations/animationGroup.d.ts +5 -1
- package/Animations/animationGroup.js +19 -1
- package/Animations/animationGroup.js.map +1 -1
- package/Animations/animationKey.d.ts +4 -0
- package/Animations/animationKey.js +4 -0
- package/Animations/animationKey.js.map +1 -1
- package/Audio/sound.js +15 -1
- package/Audio/sound.js.map +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +130 -0
- package/BakedVertexAnimation/bakedVertexAnimationManager.js +134 -0
- package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -0
- package/BakedVertexAnimation/index.d.ts +2 -0
- package/BakedVertexAnimation/index.js +3 -0
- package/BakedVertexAnimation/index.js.map +1 -0
- package/BakedVertexAnimation/vertexAnimationBaker.d.ts +65 -0
- package/BakedVertexAnimation/vertexAnimationBaker.js +155 -0
- package/BakedVertexAnimation/vertexAnimationBaker.js.map +1 -0
- package/Behaviors/Cameras/autoRotationBehavior.d.ts +5 -0
- package/Behaviors/Cameras/autoRotationBehavior.js +7 -0
- package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
- package/Behaviors/Cameras/framingBehavior.d.ts +5 -0
- package/Behaviors/Cameras/framingBehavior.js +8 -1
- package/Behaviors/Cameras/framingBehavior.js.map +1 -1
- package/Behaviors/Meshes/followBehavior.js +1 -1
- package/Behaviors/Meshes/followBehavior.js.map +1 -1
- package/Behaviors/Meshes/handConstraintBehavior.js +16 -12
- package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
- package/Bones/bone.d.ts +3 -1
- package/Bones/bone.js +4 -1
- package/Bones/bone.js.map +1 -1
- package/Cameras/Inputs/BaseCameraPointersInput.js +4 -6
- package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraMouseInput.js +4 -4
- package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.js +4 -4
- package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
- package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js +1 -1
- package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js.map +1 -1
- package/Cameras/VR/vrExperienceHelper.d.ts +1 -1
- package/Cameras/VR/vrExperienceHelper.js +1 -1
- package/Cameras/VR/vrExperienceHelper.js.map +1 -1
- package/Cameras/camera.js +8 -2
- package/Cameras/camera.js.map +1 -1
- package/Cameras/targetCamera.js +1 -1
- package/Cameras/targetCamera.js.map +1 -1
- package/Culling/boundingBox.d.ts +4 -0
- package/Culling/boundingBox.js +8 -0
- package/Culling/boundingBox.js.map +1 -1
- package/Debug/physicsViewer.js +1 -1
- package/Debug/physicsViewer.js.map +1 -1
- package/Debug/skeletonViewer.js +2 -2
- package/Debug/skeletonViewer.js.map +1 -1
- package/DeviceInput/Implementations/{nativeDeviceInputWrapper.d.ts → nativeDeviceInputSystem.d.ts} +11 -22
- package/DeviceInput/Implementations/nativeDeviceInputSystem.js +80 -0
- package/DeviceInput/Implementations/nativeDeviceInputSystem.js.map +1 -0
- package/DeviceInput/Implementations/webDeviceInputSystem.d.ts +7 -20
- package/DeviceInput/Implementations/webDeviceInputSystem.js +80 -72
- package/DeviceInput/Implementations/webDeviceInputSystem.js.map +1 -1
- package/DeviceInput/InputDevices/deviceSourceManager.d.ts +3 -2
- package/DeviceInput/InputDevices/deviceSourceManager.js +5 -1
- package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
- package/DeviceInput/Interfaces/inputInterfaces.d.ts +6 -13
- package/DeviceInput/Interfaces/inputInterfaces.js.map +1 -1
- package/DeviceInput/deviceInputSystem.d.ts +49 -5
- package/DeviceInput/deviceInputSystem.js +66 -9
- package/DeviceInput/deviceInputSystem.js.map +1 -1
- package/DeviceInput/index.d.ts +1 -1
- package/DeviceInput/index.js +1 -1
- package/DeviceInput/index.js.map +1 -1
- package/Engines/Extensions/engine.dynamicTexture.d.ts +2 -1
- package/Engines/Extensions/engine.dynamicTexture.js +2 -1
- package/Engines/Extensions/engine.dynamicTexture.js.map +1 -1
- package/Engines/Extensions/engine.multiview.js +17 -6
- package/Engines/Extensions/engine.multiview.js.map +1 -1
- package/Engines/Extensions/engine.views.d.ts +1 -1
- package/Engines/Extensions/engine.views.js +1 -1
- package/Engines/Extensions/engine.views.js.map +1 -1
- package/Engines/Processors/iShaderProcessor.d.ts +1 -1
- package/Engines/Processors/iShaderProcessor.js.map +1 -1
- package/Engines/Processors/shaderProcessingOptions.d.ts +5 -0
- package/Engines/Processors/shaderProcessingOptions.js.map +1 -1
- package/Engines/Processors/shaderProcessor.js +8 -2
- package/Engines/Processors/shaderProcessor.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +3 -11
- package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.multiRender.js +0 -4
- package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.query.js +19 -3
- package/Engines/WebGPU/Extensions/engine.query.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.renderTarget.js +0 -4
- package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/WebGPU/webgpuBufferManager.d.ts +1 -1
- package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
- package/Engines/WebGPU/webgpuBundleList.d.ts +13 -0
- package/Engines/WebGPU/webgpuBundleList.js +27 -0
- package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.js +3 -3
- package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js +42 -61
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheSampler.js +6 -4
- package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
- package/Engines/WebGPU/webgpuClearQuad.js +17 -8
- package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
- package/Engines/WebGPU/webgpuComputeContext.js +2 -2
- package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
- package/Engines/WebGPU/webgpuConstants.d.ts +57 -13
- package/Engines/WebGPU/webgpuConstants.js +62 -13
- package/Engines/WebGPU/webgpuConstants.js.map +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.d.ts +27 -3
- package/Engines/WebGPU/webgpuHardwareTexture.js +12 -2
- package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessingContext.js +2 -0
- package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.d.ts +2 -0
- package/Engines/WebGPU/webgpuShaderProcessor.js +23 -0
- package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.d.ts +1 -0
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +17 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +7 -2
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +16 -29
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/WebGPU/webgpuSnapshotRendering.d.ts +27 -0
- package/Engines/WebGPU/webgpuSnapshotRendering.js +107 -0
- package/Engines/WebGPU/webgpuSnapshotRendering.js.map +1 -0
- package/Engines/WebGPU/webgpuTextureHelper.d.ts +4 -4
- package/Engines/WebGPU/webgpuTextureHelper.js +277 -83
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/constants.d.ts +2 -0
- package/Engines/constants.js +2 -0
- package/Engines/constants.js.map +1 -1
- package/Engines/engine.d.ts +157 -46
- package/Engines/engine.js +38 -1
- package/Engines/engine.js.map +1 -1
- package/Engines/engineFeatures.d.ts +2 -0
- package/Engines/engineFeatures.js.map +1 -1
- package/Engines/index.d.ts +1 -0
- package/Engines/index.js +1 -0
- package/Engines/index.js.map +1 -1
- package/Engines/nativeEngine.js +34 -17
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.js +1 -0
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/renderTargetWrapper.d.ts +1 -1
- package/Engines/renderTargetWrapper.js +1 -1
- package/Engines/renderTargetWrapper.js.map +1 -1
- package/Engines/thinEngine.d.ts +0 -11
- package/Engines/thinEngine.js +12 -40
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +11 -19
- package/Engines/webgpuEngine.js +46 -126
- package/Engines/webgpuEngine.js.map +1 -1
- package/Gizmos/positionGizmo.js +1 -1
- package/Gizmos/positionGizmo.js.map +1 -1
- package/Helpers/sceneHelpers.d.ts +3 -3
- package/Helpers/sceneHelpers.js +1 -2
- package/Helpers/sceneHelpers.js.map +1 -1
- package/Inputs/scene.inputManager.js +18 -15
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Layers/effectLayer.d.ts +13 -1
- package/Layers/effectLayer.js +115 -65
- package/Layers/effectLayer.js.map +1 -1
- package/Layers/glowLayer.d.ts +8 -0
- package/Layers/glowLayer.js +7 -3
- package/Layers/glowLayer.js.map +1 -1
- package/Layers/highlightLayer.d.ts +2 -1
- package/Layers/highlightLayer.js +8 -3
- package/Layers/highlightLayer.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.d.ts +1 -0
- package/Lights/Shadows/cascadedShadowGenerator.js +14 -0
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.d.ts +4 -0
- package/Lights/Shadows/shadowGenerator.js +31 -3
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/light.js +10 -1
- package/Lights/light.js.map +1 -1
- package/Lights/pointLight.js +1 -1
- package/Lights/pointLight.js.map +1 -1
- package/Lights/spotLight.js +1 -1
- package/Lights/spotLight.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +20 -4
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Materials/Background/backgroundMaterial.js +1 -0
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.d.ts +10 -0
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +31 -0
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/index.d.ts +2 -0
- package/Materials/Node/Blocks/Fragment/index.js +2 -0
- package/Materials/Node/Blocks/Fragment/index.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.d.ts +41 -0
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +128 -0
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -0
- package/Materials/Node/Blocks/Fragment/twirlBlock.d.ts +49 -0
- package/Materials/Node/Blocks/Fragment/twirlBlock.js +145 -0
- package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -0
- package/Materials/Node/Blocks/Input/inputBlock.js +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/vertexOutputBlock.d.ts +1 -0
- package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js +15 -0
- package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/customBlock.d.ts +31 -0
- package/Materials/Node/Blocks/customBlock.js +144 -0
- package/Materials/Node/Blocks/customBlock.js.map +1 -0
- package/Materials/Node/Blocks/index.d.ts +2 -0
- package/Materials/Node/Blocks/index.js +2 -0
- package/Materials/Node/Blocks/index.js.map +1 -1
- package/Materials/Node/Blocks/vectorMergerBlock.js +4 -4
- package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
- package/Materials/Node/Blocks/voronoiNoiseBlock.d.ts +39 -0
- package/Materials/Node/Blocks/voronoiNoiseBlock.js +107 -0
- package/Materials/Node/Blocks/voronoiNoiseBlock.js.map +1 -0
- package/Materials/Node/Blocks/worleyNoise3DBlock.d.ts +8 -0
- package/Materials/Node/Blocks/worleyNoise3DBlock.js +34 -2
- package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +1 -0
- package/Materials/Node/nodeMaterial.js +10 -0
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBlock.js +1 -1
- package/Materials/Node/nodeMaterialBlock.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildStateSharedData.d.ts +5 -0
- package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
- package/Materials/PBR/index.d.ts +4 -0
- package/Materials/PBR/index.js +4 -0
- package/Materials/PBR/index.js.map +1 -1
- package/Materials/PBR/pbrAnisotropicConfiguration.d.ts +28 -96
- package/Materials/PBR/pbrAnisotropicConfiguration.js +50 -111
- package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
- package/Materials/PBR/pbrBRDFConfiguration.d.ts +11 -37
- package/Materials/PBR/pbrBRDFConfiguration.js +39 -52
- package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.d.ts +17 -74
- package/Materials/PBR/pbrBaseMaterial.js +75 -183
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/PBR/pbrBaseSimpleMaterial.js.map +1 -1
- package/Materials/PBR/pbrClearCoatConfiguration.d.ts +23 -98
- package/Materials/PBR/pbrClearCoatConfiguration.js +91 -143
- package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
- package/Materials/PBR/pbrSheenConfiguration.d.ts +25 -93
- package/Materials/PBR/pbrSheenConfiguration.js +71 -126
- package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
- package/Materials/PBR/pbrSubSurfaceConfiguration.d.ts +29 -104
- package/Materials/PBR/pbrSubSurfaceConfiguration.js +158 -204
- package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
- package/Materials/Textures/dynamicTexture.d.ts +3 -2
- package/Materials/Textures/dynamicTexture.js +5 -3
- package/Materials/Textures/dynamicTexture.js.map +1 -1
- package/Materials/Textures/hdrCubeTexture.d.ts +9 -0
- package/Materials/Textures/hdrCubeTexture.js +21 -5
- package/Materials/Textures/hdrCubeTexture.js.map +1 -1
- package/Materials/Textures/mirrorTexture.d.ts +2 -0
- package/Materials/Textures/mirrorTexture.js +13 -0
- package/Materials/Textures/mirrorTexture.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.js +1 -1
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/Textures/thinRenderTargetTexture.js +1 -1
- package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
- package/Materials/Textures/thinTexture.d.ts +1 -2
- package/Materials/Textures/thinTexture.js +2 -4
- package/Materials/Textures/thinTexture.js.map +1 -1
- package/Materials/Textures/videoTexture.d.ts +1 -1
- package/Materials/Textures/videoTexture.js +1 -1
- package/Materials/Textures/videoTexture.js.map +1 -1
- package/Materials/effect.d.ts +6 -1
- package/Materials/effect.js +4 -1
- package/Materials/effect.js.map +1 -1
- package/Materials/fresnelParameters.d.ts +1 -1
- package/Materials/fresnelParameters.js +1 -1
- package/Materials/fresnelParameters.js.map +1 -1
- package/Materials/imageProcessingConfiguration.d.ts +16 -1
- package/Materials/imageProcessingConfiguration.js +31 -0
- package/Materials/imageProcessingConfiguration.js.map +1 -1
- package/Materials/index.d.ts +4 -0
- package/Materials/index.js +4 -0
- package/Materials/index.js.map +1 -1
- package/Materials/material.d.ts +43 -2
- package/Materials/material.detailMapConfiguration.d.ts +29 -87
- package/Materials/material.detailMapConfiguration.js +50 -106
- package/Materials/material.detailMapConfiguration.js.map +1 -1
- package/Materials/material.js +99 -8
- package/Materials/material.js.map +1 -1
- package/Materials/materialDefines.d.ts +16 -0
- package/Materials/materialDefines.js +17 -5
- package/Materials/materialDefines.js.map +1 -1
- package/Materials/materialHelper.d.ts +15 -1
- package/Materials/materialHelper.js +40 -3
- package/Materials/materialHelper.js.map +1 -1
- package/Materials/materialPluginBase.d.ts +182 -0
- package/Materials/materialPluginBase.js +209 -0
- package/Materials/materialPluginBase.js.map +1 -0
- package/Materials/materialPluginEvent.d.ts +98 -0
- package/Materials/materialPluginEvent.js +21 -0
- package/Materials/materialPluginEvent.js.map +1 -0
- package/Materials/materialPluginFactoryExport.d.ts +40 -0
- package/Materials/materialPluginFactoryExport.js +75 -0
- package/Materials/materialPluginFactoryExport.js.map +1 -0
- package/Materials/materialPluginManager.d.ts +90 -0
- package/Materials/materialPluginManager.js +323 -0
- package/Materials/materialPluginManager.js.map +1 -0
- package/Materials/pushMaterial.d.ts +2 -2
- package/Materials/pushMaterial.js +7 -3
- package/Materials/pushMaterial.js.map +1 -1
- package/Materials/shaderMaterial.d.ts +7 -6
- package/Materials/shaderMaterial.js +71 -29
- package/Materials/shaderMaterial.js.map +1 -1
- package/Materials/shadowDepthWrapper.js +7 -7
- package/Materials/shadowDepthWrapper.js.map +1 -1
- package/Materials/standardMaterial.d.ts +15 -10
- package/Materials/standardMaterial.js +53 -49
- package/Materials/standardMaterial.js.map +1 -1
- package/Materials/uniformBuffer.js +1 -2
- package/Materials/uniformBuffer.js.map +1 -1
- package/Maths/math.color.d.ts +20 -0
- package/Maths/math.color.js +45 -2
- package/Maths/math.color.js.map +1 -1
- package/Maths/math.vector.d.ts +14 -9
- package/Maths/math.vector.js +36 -17
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/Builders/boxBuilder.d.ts +1 -1
- package/Meshes/Builders/boxBuilder.js +1 -0
- package/Meshes/Builders/boxBuilder.js.map +1 -1
- package/Meshes/Builders/capsuleBuilder.d.ts +1 -1
- package/Meshes/Builders/capsuleBuilder.js +1 -1
- package/Meshes/Builders/capsuleBuilder.js.map +1 -1
- package/Meshes/Builders/cylinderBuilder.d.ts +17 -17
- package/Meshes/Builders/cylinderBuilder.js +1 -0
- package/Meshes/Builders/cylinderBuilder.js.map +1 -1
- package/Meshes/Builders/discBuilder.d.ts +1 -1
- package/Meshes/Builders/discBuilder.js +1 -0
- package/Meshes/Builders/discBuilder.js.map +1 -1
- package/Meshes/Builders/groundBuilder.d.ts +8 -8
- package/Meshes/Builders/groundBuilder.js +2 -0
- package/Meshes/Builders/groundBuilder.js.map +1 -1
- package/Meshes/Builders/hemisphereBuilder.d.ts +4 -4
- package/Meshes/Builders/hemisphereBuilder.js +1 -0
- package/Meshes/Builders/hemisphereBuilder.js.map +1 -1
- package/Meshes/Builders/icoSphereBuilder.d.ts +1 -1
- package/Meshes/Builders/icoSphereBuilder.js +1 -0
- package/Meshes/Builders/icoSphereBuilder.js.map +1 -1
- package/Meshes/Builders/planeBuilder.d.ts +1 -1
- package/Meshes/Builders/planeBuilder.js +1 -0
- package/Meshes/Builders/planeBuilder.js.map +1 -1
- package/Meshes/Builders/polyhedronBuilder.d.ts +1 -1
- package/Meshes/Builders/polyhedronBuilder.js +1 -0
- package/Meshes/Builders/polyhedronBuilder.js.map +1 -1
- package/Meshes/Builders/sphereBuilder.d.ts +1 -1
- package/Meshes/Builders/sphereBuilder.js +1 -0
- package/Meshes/Builders/sphereBuilder.js.map +1 -1
- package/Meshes/Builders/torusBuilder.d.ts +8 -8
- package/Meshes/Builders/torusBuilder.js +1 -0
- package/Meshes/Builders/torusBuilder.js.map +1 -1
- package/Meshes/Builders/torusKnotBuilder.d.ts +11 -11
- package/Meshes/Builders/torusKnotBuilder.js +1 -0
- package/Meshes/Builders/torusKnotBuilder.js.map +1 -1
- package/Meshes/abstractMesh.d.ts +23 -3
- package/Meshes/abstractMesh.js +79 -29
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/geometry.d.ts +3 -0
- package/Meshes/geometry.js +15 -7
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/linesMesh.d.ts +1 -3
- package/Meshes/linesMesh.js +5 -36
- package/Meshes/linesMesh.js.map +1 -1
- package/Meshes/mesh.d.ts +12 -0
- package/Meshes/mesh.js +186 -117
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/mesh.lts.d.ts +8 -8
- package/Meshes/mesh.lts.js.map +1 -1
- package/Meshes/mesh.vertexData.d.ts +6 -1
- package/Meshes/mesh.vertexData.js +295 -114
- package/Meshes/mesh.vertexData.js.map +1 -1
- package/Meshes/thinInstanceMesh.js +6 -5
- package/Meshes/thinInstanceMesh.js.map +1 -1
- package/Meshes/transformNode.d.ts +8 -8
- package/Meshes/transformNode.js +41 -26
- package/Meshes/transformNode.js.map +1 -1
- package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.d.ts +2 -1
- package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js +38 -33
- package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js.map +1 -1
- package/Misc/PerformanceViewer/performanceViewerCollector.d.ts +29 -4
- package/Misc/PerformanceViewer/performanceViewerCollector.js +36 -12
- package/Misc/PerformanceViewer/performanceViewerCollector.js.map +1 -1
- package/Misc/assetsManager.d.ts +4 -4
- package/Misc/assetsManager.js +2 -2
- package/Misc/assetsManager.js.map +1 -1
- package/Misc/basis.d.ts +2 -2
- package/Misc/basis.js +20 -4
- package/Misc/basis.js.map +1 -1
- package/Misc/coroutine.d.ts +41 -0
- package/Misc/coroutine.js +136 -0
- package/Misc/coroutine.js.map +1 -0
- package/Misc/index.d.ts +1 -0
- package/Misc/index.js +1 -0
- package/Misc/index.js.map +1 -1
- package/Misc/interfaces/iPerfViewer.d.ts +4 -0
- package/Misc/interfaces/iPerfViewer.js.map +1 -1
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returns in the string.\r\nconst carriageReturnRegex = /\\r/g;\r\n\r\n/**\r\n * The collector class handles the collection and storage of data into the appropriate array.\r\n * The collector also handles notifying any observers of any updates.\r\n */\r\nexport class PerformanceViewerCollector {\r\n private _datasetMeta: Map<string, IPerfMetadata>;\r\n private _strategies: Map<string, IPerfViewerCollectionStrategy>;\r\n private _startingTimestamp: number;\r\n private _hasLoadedData: boolean;\r\n private readonly _customEventObservable: Observable<IPerfCustomEvent>;\r\n private readonly _eventRestoreSet: Set<string>;\r\n\r\n /**\r\n * Datastructure containing the collected datasets. Warning: you should not modify the values in here, data will be of the form [timestamp, numberOfPoints, value1, value2..., timestamp, etc...]\r\n */\r\n public readonly datasets: IPerfDatasets;\r\n /**\r\n * An observable you can attach to get deltas in the dataset. Subscribing to this will increase memory consumption slightly, and may hurt performance due to increased garbage collection needed.\r\n * Updates of slices will be of the form [timestamp, numberOfPoints, value1, value2...].\r\n */\r\n public readonly datasetObservable: Observable<number[]>;\r\n /**\r\n * An observable you can attach to get the most updated map of metadatas.\r\n */\r\n public readonly metadataObservable: Observable<Map<string, IPerfMetadata>>;\r\n\r\n /**\r\n * The offset for when actual data values start appearing inside a slice.\r\n */\r\n public static get SliceDataOffset() {\r\n return 2;\r\n }\r\n\r\n /**\r\n * The offset for the value of the number of points inside a slice.\r\n */\r\n public static get NumberOfPointsOffset() {\r\n return 1;\r\n }\r\n\r\n /**\r\n * Handles the creation of a performance viewer collector.\r\n * @param _scene the scene to collect on.\r\n * @param _enabledStrategyCallbacks the list of data to collect with callbacks for initialization purposes.\r\n */\r\n constructor(private _scene: Scene, _enabledStrategyCallbacks?: PerfStrategyInitialization[]) {\r\n this.datasets = {\r\n ids: [],\r\n data: new DynamicFloat32Array(initialArraySize),\r\n startingIndices: new DynamicFloat32Array(initialArraySize)\r\n };\r\n this._strategies = new Map<string, IPerfViewerCollectionStrategy>();\r\n this._datasetMeta = new Map<string, IPerfMetadata>();\r\n this._eventRestoreSet = new Set();\r\n this._customEventObservable = new Observable();\r\n this.datasetObservable = new Observable();\r\n this.metadataObservable = new Observable((observer) => observer.callback(this._datasetMeta, new EventState(0)));\r\n if (_enabledStrategyCallbacks) {\r\n this.addCollectionStrategies(..._enabledStrategyCallbacks);\r\n }\r\n }\r\n\r\n /**\r\n * Registers a custom string event which will be callable via sendEvent. This method returns an event object which will contain the id of the event.\r\n * The user can set a value optionally, which will be used in the sendEvent method. If the value is set, we will record this value at the end of each frame,\r\n * if not we will increment our counter and record the value of the counter at the end of each frame. The value recorded is 0 if no sendEvent method is called, within a frame.\r\n * @param name The name of the event to register\r\n * @param forceUpdate if the code should force add an event, and replace the last one.\r\n * @returns The event registered, used in sendEvent\r\n */\r\n public registerEvent(name: string, forceUpdate?: boolean): IPerfCustomEvent | undefined {\r\n if (this._strategies.has(name) && !forceUpdate) {\r\n return;\r\n }\r\n\r\n if (this._strategies.has(name) && forceUpdate) {\r\n this._strategies.get(name)?.dispose();\r\n this._strategies.delete(name);\r\n }\r\n\r\n const strategy: PerfStrategyInitialization = (scene) => {\r\n let counter: number = 0;\r\n let value: number = 0;\r\n\r\n const afterRenderObserver = scene.onAfterRenderObservable.add(() => {\r\n value = counter;\r\n counter = 0;\r\n });\r\n\r\n const stringObserver = this._customEventObservable.add((eventVal) => {\r\n if (name !== eventVal.name) {\r\n return;\r\n }\r\n\r\n if (eventVal.value !== undefined) {\r\n counter = eventVal.value;\r\n } else {\r\n counter++;\r\n }\r\n });\r\n\r\n return {\r\n id: name,\r\n getData: () => value,\r\n dispose: () => {\r\n scene.onAfterRenderObservable.remove(afterRenderObserver);\r\n this._customEventObservable.remove(stringObserver);\r\n }\r\n };\r\n };\r\n const event: IPerfCustomEvent = {\r\n name\r\n };\r\n\r\n this._eventRestoreSet.add(name);\r\n this.addCollectionStrategies(strategy);\r\n\r\n return event;\r\n }\r\n\r\n /**\r\n * Lets the perf collector handle an event, occurences or event value depending on if the event.value params is set.\r\n * @param event the event to handle an occurence for\r\n */\r\n public sendEvent(event: IPerfCustomEvent) {\r\n this._customEventObservable.notifyObservers(event);\r\n }\r\n\r\n /**\r\n * This event restores all custom string events if necessary.\r\n */\r\n private _restoreStringEvents() {\r\n if (this._eventRestoreSet.size !== this._customEventObservable.observers.length) {\r\n this._eventRestoreSet.forEach((event) => {\r\n this.registerEvent(event, true);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * This method adds additional collection strategies for data collection purposes.\r\n * @param strategyCallbacks the list of data to collect with callbacks.\r\n */\r\n public addCollectionStrategies(...strategyCallbacks: PerfStrategyInitialization[]) {\r\n for (const strategyCallback of strategyCallbacks) {\r\n const strategy = strategyCallback(this._scene);\r\n if (this._strategies.has(strategy.id)) {\r\n strategy.dispose();\r\n continue;\r\n }\r\n\r\n this.datasets.ids.push(strategy.id);\r\n\r\n this._datasetMeta.set(strategy.id, {\r\n color: this._getHexColorFromId(strategy.id),\r\n });\r\n\r\n this._strategies.set(strategy.id, strategy);\r\n }\r\n\r\n this.metadataObservable.notifyObservers(this._datasetMeta);\r\n }\r\n\r\n /**\r\n * Gets a 6 character hexcode representing the colour from a passed in string.\r\n * @param id the string to get a hex code for.\r\n * @returns a hexcode hashed from the id.\r\n */\r\n private _getHexColorFromId(id: string) {\r\n // this first bit is just a known way of hashing a string.\r\n let hash = 0;\r\n for (let i = 0; i < id.length; i++) {\r\n // (hash << 5) - hash is the same as hash * 31\r\n hash = id.charCodeAt(i) + ((hash << 5) - hash);\r\n }\r\n\r\n // then we build the string octet by octet.\r\n let hex = \"#\";\r\n for (let i = 0; i < numberOfBitsInHexcode; i += 8) {\r\n const octet = (hash >> i) & 0xFF;\r\n hex += (hexPadding + octet.toString(16)).substr(-2);\r\n }\r\n\r\n return hex;\r\n }\r\n\r\n /**\r\n * Collects data for every dataset by using the appropriate strategy. This is called every frame.\r\n * This method will then notify all observers with the latest slice.\r\n */\r\n private _collectDataAtFrame = () => {\r\n const timestamp = PrecisionDate.Now - this._startingTimestamp;\r\n const numPoints = this.datasets.ids.length;\r\n\r\n // add the starting index for the slice\r\n const numberOfIndices = this.datasets.startingIndices.itemLength;\r\n let startingIndex = 0;\r\n\r\n if (numberOfIndices > 0) {\r\n const previousStartingIndex = this.datasets.startingIndices.at(numberOfIndices - 1);\r\n startingIndex = previousStartingIndex + this.datasets.data.at(previousStartingIndex + PerformanceViewerCollector.NumberOfPointsOffset) + PerformanceViewerCollector.SliceDataOffset;\r\n }\r\n\r\n this.datasets.startingIndices.push(startingIndex);\r\n\r\n // add the first 2 items in our slice.\r\n this.datasets.data.push(timestamp);\r\n this.datasets.data.push(numPoints);\r\n\r\n // add the values inside the slice.\r\n this.datasets.ids.forEach((id: string) => {\r\n const strategy = this._strategies.get(id);\r\n\r\n if (!strategy) {\r\n return;\r\n }\r\n\r\n this.datasets.data.push(strategy.getData());\r\n });\r\n\r\n if (this.datasetObservable.hasObservers()) {\r\n const slice: number[] = [timestamp, numPoints];\r\n\r\n for (let i = 0; i < numPoints; i++) {\r\n slice.push(this.datasets.data.at(startingIndex + PerformanceViewerCollector.SliceDataOffset + i));\r\n }\r\n\r\n this.datasetObservable.notifyObservers(slice);\r\n }\r\n }\r\n\r\n /**\r\n * Collects and then sends the latest slice to any observers by using the appropriate strategy when the user wants.\r\n * The slice will be of the form [timestamp, numberOfPoints, value1, value2...]\r\n * This method does not add onto the collected data accessible via the datasets variable.\r\n */\r\n public getCurrentSlice() {\r\n const timestamp = PrecisionDate.Now - this._startingTimestamp;\r\n const numPoints = this.datasets.ids.length;\r\n const slice: number[] = [timestamp, numPoints];\r\n\r\n // add the values inside the slice.\r\n this.datasets.ids.forEach((id: string) => {\r\n const strategy = this._strategies.get(id);\r\n\r\n if (!strategy) {\r\n return;\r\n }\r\n\r\n if (this.datasetObservable.hasObservers()) {\r\n slice.push(strategy.getData());\r\n }\r\n });\r\n\r\n if (this.datasetObservable.hasObservers()) {\r\n this.datasetObservable.notifyObservers(slice);\r\n }\r\n\r\n }\r\n\r\n /**\r\n * Updates a property for a dataset's metadata with the value provided.\r\n * @param id the id of the dataset which needs its metadata updated.\r\n * @param prop the property to update.\r\n * @param value the value to update the property with.\r\n */\r\n public updateMetadata<T extends keyof IPerfMetadata>(id: string, prop: T, value: IPerfMetadata[T]) {\r\n const meta = this._datasetMeta.get(id);\r\n\r\n if (!meta) {\r\n return;\r\n }\r\n\r\n meta[prop] = value;\r\n\r\n this.metadataObservable.notifyObservers(this._datasetMeta);\r\n }\r\n\r\n /**\r\n * Completely clear, data, ids, and strategies saved to this performance collector.\r\n * @param preserveStringEventsRestore if it should preserve the string events, by default will clear string events registered when called.\r\n */\r\n public clear(preserveStringEventsRestore?: boolean) {\r\n this.datasets.data = new DynamicFloat32Array(initialArraySize);\r\n this.datasets.ids.length = 0;\r\n this.datasets.startingIndices = new DynamicFloat32Array(initialArraySize);\r\n this._datasetMeta.clear();\r\n this._strategies.forEach((strategy) => strategy.dispose());\r\n this._strategies.clear();\r\n\r\n if (!preserveStringEventsRestore) {\r\n this._eventRestoreSet.clear();\r\n }\r\n this._hasLoadedData = false;\r\n }\r\n\r\n /**\r\n * Accessor which lets the caller know if the performance collector has data loaded from a file or not!\r\n * Call clear() to reset this value.\r\n * @returns true if the data is loaded from a file, false otherwise.\r\n */\r\n public get hasLoadedData(): boolean {\r\n return this._hasLoadedData;\r\n }\r\n\r\n /**\r\n * Given a string containing file data, this function parses the file data into the datasets object.\r\n * It returns a boolean to indicate if this object was successfully loaded with the data.\r\n * @param data string content representing the file data.\r\n * @returns true if the data was successfully loaded, false otherwise.\r\n */\r\n public loadFromFileData(data: string): boolean {\r\n const lines =\r\n data.replace(carriageReturnRegex, '').split('\\n')\r\n .map((line) => (\r\n line.split(',')\r\n .filter((s) => s.length > 0)\r\n ))\r\n .filter((line) => line.length > 0);\r\n const timestampIndex = 0;\r\n const numPointsIndex = PerformanceViewerCollector.NumberOfPointsOffset;\r\n if (lines.length < 2) {\r\n return false;\r\n }\r\n\r\n const parsedDatasets: IPerfDatasets = {\r\n ids: [],\r\n data: new DynamicFloat32Array(initialArraySize),\r\n startingIndices: new DynamicFloat32Array(initialArraySize)\r\n };\r\n\r\n // parse first line seperately to populate ids!\r\n const [firstLine, ...dataLines] = lines;\r\n // make sure we have the correct beginning headers\r\n if (firstLine.length < 2 || firstLine[timestampIndex] !== timestampColHeader || firstLine[numPointsIndex] !== numPointsColHeader) {\r\n return false;\r\n }\r\n\r\n // populate the ids.\r\n for (let i = PerformanceViewerCollector.SliceDataOffset; i < firstLine.length; i++) {\r\n parsedDatasets.ids.push(firstLine[i]);\r\n }\r\n\r\n let startingIndex = 0;\r\n for (const line of dataLines) {\r\n if (line.length < 2) {\r\n return false;\r\n }\r\n\r\n const timestamp = parseFloat(line[timestampIndex]);\r\n const numPoints = parseInt(line[numPointsIndex]);\r\n\r\n if (isNaN(numPoints) || isNaN(timestamp)) {\r\n return false;\r\n }\r\n\r\n parsedDatasets.data.push(timestamp);\r\n parsedDatasets.data.push(numPoints);\r\n\r\n if (numPoints + PerformanceViewerCollector.SliceDataOffset !== line.length) {\r\n return false;\r\n }\r\n\r\n for (let i = PerformanceViewerCollector.SliceDataOffset; i < line.length; i++) {\r\n const val = parseFloat(line[i]);\r\n if (isNaN(val)) {\r\n return false;\r\n }\r\n parsedDatasets.data.push(val);\r\n }\r\n\r\n parsedDatasets.startingIndices.push(startingIndex);\r\n startingIndex += line.length;\r\n }\r\n\r\n this.datasets.ids = parsedDatasets.ids;\r\n this.datasets.data = parsedDatasets.data;\r\n this.datasets.startingIndices = parsedDatasets.startingIndices;\r\n this._datasetMeta.clear();\r\n this._strategies.forEach((strategy) => strategy.dispose());\r\n this._strategies.clear();\r\n\r\n // populate metadata.\r\n for (const id of this.datasets.ids) {\r\n this._datasetMeta.set(id, {color: this._getHexColorFromId(id)});\r\n }\r\n this.metadataObservable.notifyObservers(this._datasetMeta);\r\n this._hasLoadedData = true;\r\n return true;\r\n }\r\n\r\n /**\r\n * Exports the datasets inside of the collector to a csv.\r\n */\r\n public exportDataToCsv() {\r\n let csvContent = \"\";\r\n // create the header line.\r\n csvContent += `${timestampColHeader},${numPointsColHeader}`;\r\n for (let i = 0; i < this.datasets.ids.length; i++) {\r\n csvContent += `,${this.datasets.ids[i]}`;\r\n }\r\n csvContent += \"\\n\";\r\n // create the data lines\r\n for (let i = 0; i < this.datasets.startingIndices.itemLength; i++) {\r\n const startingIndex = this.datasets.startingIndices.at(i);\r\n const timestamp = this.datasets.data.at(startingIndex);\r\n const numPoints = this.datasets.data.at(startingIndex + PerformanceViewerCollector.NumberOfPointsOffset);\r\n\r\n csvContent += `${timestamp},${numPoints}`;\r\n\r\n for (let offset = 0; offset < numPoints; offset++) {\r\n csvContent += `,${this.datasets.data.at(startingIndex + PerformanceViewerCollector.SliceDataOffset + offset)}`;\r\n }\r\n\r\n // add extra commas.\r\n for (let diff = 0; diff < this.datasets.ids.length - numPoints; diff++) {\r\n csvContent += \",\";\r\n }\r\n\r\n csvContent += \"\\n\";\r\n }\r\n\r\n const fileName = `${new Date().toISOString()}-perfdata.csv`;\r\n Tools.Download(new Blob([csvContent], {type: \"text/csv\"}), fileName);\r\n }\r\n /**\r\n * Starts the realtime collection of data.\r\n * @param shouldPreserve optional boolean param, if set will preserve the dataset between calls of start.\r\n */\r\n public start(shouldPreserve?: boolean) {\r\n if (!shouldPreserve) {\r\n this.datasets.data = new DynamicFloat32Array(initialArraySize);\r\n this.datasets.startingIndices = new DynamicFloat32Array(initialArraySize);\r\n }\r\n this._startingTimestamp = PrecisionDate.Now;\r\n this._scene.onBeforeRenderObservable.add(this._collectDataAtFrame);\r\n this._restoreStringEvents();\r\n }\r\n\r\n /**\r\n * Stops the collection of data.\r\n */\r\n public stop() {\r\n this._scene.onBeforeRenderObservable.removeCallback(this._collectDataAtFrame);\r\n }\r\n\r\n /**\r\n * Disposes of the object\r\n */\r\n public dispose() {\r\n this._scene.onBeforeRenderObservable.removeCallback(this._collectDataAtFrame);\r\n this._datasetMeta.clear();\r\n this._strategies.forEach((strategy) => {\r\n strategy.dispose();\r\n });\r\n this.datasetObservable.clear();\r\n this.metadataObservable.clear();\r\n (<any>this.datasets) = null;\r\n }\r\n}"]}
|
|
1
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{ Scene } from \"../../scene\";\r\nimport { IPerfCustomEvent, IPerfDatasets, IPerfMetadata } from \"../interfaces/iPerfViewer\";\r\nimport { EventState, Observable } from \"../observable\";\r\nimport { PrecisionDate } from \"../precisionDate\";\r\nimport { Tools } from \"../tools\";\r\nimport { DynamicFloat32Array } from \"./dynamicFloat32Array\";\r\nimport { IPerfViewerCollectionStrategy, PerfStrategyInitialization } from \"./performanceViewerCollectionStrategies\";\r\n\r\n// the initial size of our array, should be a multiple of two!\r\nconst initialArraySize = 1800;\r\n\r\n// three octets in a hexcode. #[AA][BB][CC], i.e. 24 bits of data.\r\nconst numberOfBitsInHexcode = 24;\r\n\r\n// Allows single numeral hex numbers to be appended by a 0.\r\nconst hexPadding = \"0\";\r\n\r\n// header for the timestamp column\r\nconst timestampColHeader = \"timestamp\";\r\n\r\n// header for the numPoints column\r\nconst numPointsColHeader = \"numPoints\";\r\n\r\n// regex to capture all carriage returns in the string.\r\nconst carriageReturnRegex = /\\r/g;\r\n\r\n/**\r\n * Callback strategy and optional category for data collection\r\n */\r\ninterface IPerformanceViewerStrategyParameter {\r\n /**\r\n * The strategy for collecting data. Available strategies are located on the PerfCollectionStrategy class\r\n */\r\n strategyCallback: PerfStrategyInitialization;\r\n /**\r\n * Category for displaying this strategy on the viewer. Can be undefined or an empty string, in which case the strategy will be displayed on top\r\n */\r\n category?: string;\r\n /**\r\n * Starts hidden\r\n */\r\n hidden?: boolean;\r\n}\r\n\r\n/**\r\n * The collector class handles the collection and storage of data into the appropriate array.\r\n * The collector also handles notifying any observers of any updates.\r\n */\r\nexport class PerformanceViewerCollector {\r\n private _datasetMeta: Map<string, IPerfMetadata>;\r\n private _strategies: Map<string, IPerfViewerCollectionStrategy>;\r\n private _startingTimestamp: number;\r\n private _hasLoadedData: boolean;\r\n private _isStarted: boolean;\r\n private readonly _customEventObservable: Observable<IPerfCustomEvent>;\r\n private readonly _eventRestoreSet: Set<string>;\r\n\r\n /**\r\n * Datastructure containing the collected datasets. Warning: you should not modify the values in here, data will be of the form [timestamp, numberOfPoints, value1, value2..., timestamp, etc...]\r\n */\r\n public readonly datasets: IPerfDatasets;\r\n /**\r\n * An observable you can attach to get deltas in the dataset. Subscribing to this will increase memory consumption slightly, and may hurt performance due to increased garbage collection needed.\r\n * Updates of slices will be of the form [timestamp, numberOfPoints, value1, value2...].\r\n */\r\n public readonly datasetObservable: Observable<number[]>;\r\n /**\r\n * An observable you can attach to get the most updated map of metadatas.\r\n */\r\n public readonly metadataObservable: Observable<Map<string, IPerfMetadata>>;\r\n\r\n /**\r\n * The offset for when actual data values start appearing inside a slice.\r\n */\r\n public static get SliceDataOffset() {\r\n return 2;\r\n }\r\n\r\n /**\r\n * The offset for the value of the number of points inside a slice.\r\n */\r\n public static get NumberOfPointsOffset() {\r\n return 1;\r\n }\r\n\r\n /**\r\n * Handles the creation of a performance viewer collector.\r\n * @param _scene the scene to collect on.\r\n * @param _enabledStrategyCallbacks the list of data to collect with callbacks for initialization purposes.\r\n */\r\n constructor(private _scene: Scene, _enabledStrategyCallbacks?: IPerformanceViewerStrategyParameter[]) {\r\n this.datasets = {\r\n ids: [],\r\n data: new DynamicFloat32Array(initialArraySize),\r\n startingIndices: new DynamicFloat32Array(initialArraySize)\r\n };\r\n this._strategies = new Map<string, IPerfViewerCollectionStrategy>();\r\n this._datasetMeta = new Map<string, IPerfMetadata>();\r\n this._eventRestoreSet = new Set();\r\n this._customEventObservable = new Observable();\r\n this.datasetObservable = new Observable();\r\n this.metadataObservable = new Observable((observer) => observer.callback(this._datasetMeta, new EventState(0)));\r\n if (_enabledStrategyCallbacks) {\r\n this.addCollectionStrategies(..._enabledStrategyCallbacks);\r\n }\r\n }\r\n\r\n /**\r\n * Registers a custom string event which will be callable via sendEvent. This method returns an event object which will contain the id of the event.\r\n * The user can set a value optionally, which will be used in the sendEvent method. If the value is set, we will record this value at the end of each frame,\r\n * if not we will increment our counter and record the value of the counter at the end of each frame. The value recorded is 0 if no sendEvent method is called, within a frame.\r\n * @param name The name of the event to register\r\n * @param forceUpdate if the code should force add an event, and replace the last one.\r\n * @param category the category for that event\r\n * @returns The event registered, used in sendEvent\r\n */\r\n public registerEvent(name: string, forceUpdate?: boolean, category?: string): IPerfCustomEvent | undefined {\r\n if (this._strategies.has(name) && !forceUpdate) {\r\n return;\r\n }\r\n\r\n if (this._strategies.has(name) && forceUpdate) {\r\n this._strategies.get(name)?.dispose();\r\n this._strategies.delete(name);\r\n }\r\n\r\n const strategy: PerfStrategyInitialization = (scene) => {\r\n let counter: number = 0;\r\n let value: number = 0;\r\n\r\n const afterRenderObserver = scene.onAfterRenderObservable.add(() => {\r\n value = counter;\r\n counter = 0;\r\n });\r\n\r\n const stringObserver = this._customEventObservable.add((eventVal) => {\r\n if (name !== eventVal.name) {\r\n return;\r\n }\r\n\r\n if (eventVal.value !== undefined) {\r\n counter = eventVal.value;\r\n } else {\r\n counter++;\r\n }\r\n });\r\n\r\n return {\r\n id: name,\r\n getData: () => value,\r\n dispose: () => {\r\n scene.onAfterRenderObservable.remove(afterRenderObserver);\r\n this._customEventObservable.remove(stringObserver);\r\n }\r\n };\r\n };\r\n const event: IPerfCustomEvent = {\r\n name\r\n };\r\n\r\n this._eventRestoreSet.add(name);\r\n this.addCollectionStrategies({strategyCallback: strategy, category});\r\n\r\n return event;\r\n }\r\n\r\n /**\r\n * Lets the perf collector handle an event, occurences or event value depending on if the event.value params is set.\r\n * @param event the event to handle an occurence for\r\n */\r\n public sendEvent(event: IPerfCustomEvent) {\r\n this._customEventObservable.notifyObservers(event);\r\n }\r\n\r\n /**\r\n * This event restores all custom string events if necessary.\r\n */\r\n private _restoreStringEvents() {\r\n if (this._eventRestoreSet.size !== this._customEventObservable.observers.length) {\r\n this._eventRestoreSet.forEach((event) => {\r\n this.registerEvent(event, true);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * This method adds additional collection strategies for data collection purposes.\r\n * @param strategyCallbacks the list of data to collect with callbacks.\r\n */\r\n public addCollectionStrategies(...strategyCallbacks: IPerformanceViewerStrategyParameter[]) {\r\n for (const {strategyCallback, category, hidden} of strategyCallbacks) {\r\n const strategy = strategyCallback(this._scene);\r\n if (this._strategies.has(strategy.id)) {\r\n strategy.dispose();\r\n continue;\r\n }\r\n\r\n this.datasets.ids.push(strategy.id);\r\n\r\n this._datasetMeta.set(strategy.id, {\r\n color: this._getHexColorFromId(strategy.id),\r\n category,\r\n hidden\r\n });\r\n\r\n this._strategies.set(strategy.id, strategy);\r\n }\r\n\r\n this.metadataObservable.notifyObservers(this._datasetMeta);\r\n }\r\n\r\n /**\r\n * Gets a 6 character hexcode representing the colour from a passed in string.\r\n * @param id the string to get a hex code for.\r\n * @returns a hexcode hashed from the id.\r\n */\r\n private _getHexColorFromId(id: string) {\r\n // this first bit is just a known way of hashing a string.\r\n let hash = 0;\r\n for (let i = 0; i < id.length; i++) {\r\n // (hash << 5) - hash is the same as hash * 31\r\n hash = id.charCodeAt(i) + ((hash << 5) - hash);\r\n }\r\n\r\n // then we build the string octet by octet.\r\n let hex = \"#\";\r\n for (let i = 0; i < numberOfBitsInHexcode; i += 8) {\r\n const octet = (hash >> i) & 0xFF;\r\n hex += (hexPadding + octet.toString(16)).substr(-2);\r\n }\r\n\r\n return hex;\r\n }\r\n\r\n /**\r\n * Collects data for every dataset by using the appropriate strategy. This is called every frame.\r\n * This method will then notify all observers with the latest slice.\r\n */\r\n private _collectDataAtFrame = () => {\r\n const timestamp = PrecisionDate.Now - this._startingTimestamp;\r\n const numPoints = this.datasets.ids.length;\r\n\r\n // add the starting index for the slice\r\n const numberOfIndices = this.datasets.startingIndices.itemLength;\r\n let startingIndex = 0;\r\n\r\n if (numberOfIndices > 0) {\r\n const previousStartingIndex = this.datasets.startingIndices.at(numberOfIndices - 1);\r\n startingIndex = previousStartingIndex + this.datasets.data.at(previousStartingIndex + PerformanceViewerCollector.NumberOfPointsOffset) + PerformanceViewerCollector.SliceDataOffset;\r\n }\r\n\r\n this.datasets.startingIndices.push(startingIndex);\r\n\r\n // add the first 2 items in our slice.\r\n this.datasets.data.push(timestamp);\r\n this.datasets.data.push(numPoints);\r\n\r\n // add the values inside the slice.\r\n this.datasets.ids.forEach((id: string) => {\r\n const strategy = this._strategies.get(id);\r\n\r\n if (!strategy) {\r\n return;\r\n }\r\n\r\n this.datasets.data.push(strategy.getData());\r\n });\r\n\r\n if (this.datasetObservable.hasObservers()) {\r\n const slice: number[] = [timestamp, numPoints];\r\n\r\n for (let i = 0; i < numPoints; i++) {\r\n slice.push(this.datasets.data.at(startingIndex + PerformanceViewerCollector.SliceDataOffset + i));\r\n }\r\n\r\n this.datasetObservable.notifyObservers(slice);\r\n }\r\n }\r\n\r\n /**\r\n * Collects and then sends the latest slice to any observers by using the appropriate strategy when the user wants.\r\n * The slice will be of the form [timestamp, numberOfPoints, value1, value2...]\r\n * This method does not add onto the collected data accessible via the datasets variable.\r\n */\r\n public getCurrentSlice() {\r\n const timestamp = PrecisionDate.Now - this._startingTimestamp;\r\n const numPoints = this.datasets.ids.length;\r\n const slice: number[] = [timestamp, numPoints];\r\n\r\n // add the values inside the slice.\r\n this.datasets.ids.forEach((id: string) => {\r\n const strategy = this._strategies.get(id);\r\n\r\n if (!strategy) {\r\n return;\r\n }\r\n\r\n if (this.datasetObservable.hasObservers()) {\r\n slice.push(strategy.getData());\r\n }\r\n });\r\n\r\n if (this.datasetObservable.hasObservers()) {\r\n this.datasetObservable.notifyObservers(slice);\r\n }\r\n\r\n }\r\n\r\n /**\r\n * Updates a property for a dataset's metadata with the value provided.\r\n * @param id the id of the dataset which needs its metadata updated.\r\n * @param prop the property to update.\r\n * @param value the value to update the property with.\r\n */\r\n public updateMetadata<T extends keyof IPerfMetadata>(id: string, prop: T, value: IPerfMetadata[T]) {\r\n const meta = this._datasetMeta.get(id);\r\n\r\n if (!meta) {\r\n return;\r\n }\r\n\r\n meta[prop] = value;\r\n\r\n this.metadataObservable.notifyObservers(this._datasetMeta);\r\n }\r\n\r\n /**\r\n * Completely clear, data, ids, and strategies saved to this performance collector.\r\n * @param preserveStringEventsRestore if it should preserve the string events, by default will clear string events registered when called.\r\n */\r\n public clear(preserveStringEventsRestore?: boolean) {\r\n this.datasets.data = new DynamicFloat32Array(initialArraySize);\r\n this.datasets.ids.length = 0;\r\n this.datasets.startingIndices = new DynamicFloat32Array(initialArraySize);\r\n this._datasetMeta.clear();\r\n this._strategies.forEach((strategy) => strategy.dispose());\r\n this._strategies.clear();\r\n\r\n if (!preserveStringEventsRestore) {\r\n this._eventRestoreSet.clear();\r\n }\r\n this._hasLoadedData = false;\r\n }\r\n\r\n /**\r\n * Accessor which lets the caller know if the performance collector has data loaded from a file or not!\r\n * Call clear() to reset this value.\r\n * @returns true if the data is loaded from a file, false otherwise.\r\n */\r\n public get hasLoadedData(): boolean {\r\n return this._hasLoadedData;\r\n }\r\n\r\n /**\r\n * Given a string containing file data, this function parses the file data into the datasets object.\r\n * It returns a boolean to indicate if this object was successfully loaded with the data.\r\n * @param data string content representing the file data.\r\n * @param keepDatasetMeta if it should use reuse the existing dataset metadata\r\n * @returns true if the data was successfully loaded, false otherwise.\r\n */\r\n public loadFromFileData(data: string, keepDatasetMeta?: boolean): boolean {\r\n const lines =\r\n data.replace(carriageReturnRegex, '').split('\\n')\r\n .map((line) => (\r\n line.split(',')\r\n .filter((s) => s.length > 0)\r\n ))\r\n .filter((line) => line.length > 0);\r\n const timestampIndex = 0;\r\n const numPointsIndex = PerformanceViewerCollector.NumberOfPointsOffset;\r\n if (lines.length < 2) {\r\n return false;\r\n }\r\n\r\n const parsedDatasets: IPerfDatasets = {\r\n ids: [],\r\n data: new DynamicFloat32Array(initialArraySize),\r\n startingIndices: new DynamicFloat32Array(initialArraySize)\r\n };\r\n\r\n // parse first line seperately to populate ids!\r\n const [firstLine, ...dataLines] = lines;\r\n // make sure we have the correct beginning headers\r\n if (firstLine.length < 2 || firstLine[timestampIndex] !== timestampColHeader || firstLine[numPointsIndex] !== numPointsColHeader) {\r\n return false;\r\n }\r\n\r\n // populate the ids.\r\n for (let i = PerformanceViewerCollector.SliceDataOffset; i < firstLine.length; i++) {\r\n parsedDatasets.ids.push(firstLine[i]);\r\n }\r\n\r\n let startingIndex = 0;\r\n for (const line of dataLines) {\r\n if (line.length < 2) {\r\n return false;\r\n }\r\n\r\n const timestamp = parseFloat(line[timestampIndex]);\r\n const numPoints = parseInt(line[numPointsIndex]);\r\n\r\n if (isNaN(numPoints) || isNaN(timestamp)) {\r\n return false;\r\n }\r\n\r\n parsedDatasets.data.push(timestamp);\r\n parsedDatasets.data.push(numPoints);\r\n\r\n if (numPoints + PerformanceViewerCollector.SliceDataOffset !== line.length) {\r\n return false;\r\n }\r\n\r\n for (let i = PerformanceViewerCollector.SliceDataOffset; i < line.length; i++) {\r\n const val = parseFloat(line[i]);\r\n if (isNaN(val)) {\r\n return false;\r\n }\r\n parsedDatasets.data.push(val);\r\n }\r\n\r\n parsedDatasets.startingIndices.push(startingIndex);\r\n startingIndex += line.length;\r\n }\r\n\r\n this.datasets.ids = parsedDatasets.ids;\r\n this.datasets.data = parsedDatasets.data;\r\n this.datasets.startingIndices = parsedDatasets.startingIndices;\r\n if (!keepDatasetMeta) {\r\n this._datasetMeta.clear();\r\n }\r\n this._strategies.forEach((strategy) => strategy.dispose());\r\n this._strategies.clear();\r\n\r\n // populate metadata.\r\n if (!keepDatasetMeta) {\r\n for (const id of this.datasets.ids) {\r\n this._datasetMeta.set(id, {color: this._getHexColorFromId(id)});\r\n }\r\n }\r\n this.metadataObservable.notifyObservers(this._datasetMeta);\r\n this._hasLoadedData = true;\r\n return true;\r\n }\r\n\r\n /**\r\n * Exports the datasets inside of the collector to a csv.\r\n */\r\n public exportDataToCsv() {\r\n let csvContent = \"\";\r\n // create the header line.\r\n csvContent += `${timestampColHeader},${numPointsColHeader}`;\r\n for (let i = 0; i < this.datasets.ids.length; i++) {\r\n csvContent += `,${this.datasets.ids[i]}`;\r\n }\r\n csvContent += \"\\n\";\r\n // create the data lines\r\n for (let i = 0; i < this.datasets.startingIndices.itemLength; i++) {\r\n const startingIndex = this.datasets.startingIndices.at(i);\r\n const timestamp = this.datasets.data.at(startingIndex);\r\n const numPoints = this.datasets.data.at(startingIndex + PerformanceViewerCollector.NumberOfPointsOffset);\r\n\r\n csvContent += `${timestamp},${numPoints}`;\r\n\r\n for (let offset = 0; offset < numPoints; offset++) {\r\n csvContent += `,${this.datasets.data.at(startingIndex + PerformanceViewerCollector.SliceDataOffset + offset)}`;\r\n }\r\n\r\n // add extra commas.\r\n for (let diff = 0; diff < this.datasets.ids.length - numPoints; diff++) {\r\n csvContent += \",\";\r\n }\r\n\r\n csvContent += \"\\n\";\r\n }\r\n\r\n const fileName = `${new Date().toISOString()}-perfdata.csv`;\r\n Tools.Download(new Blob([csvContent], {type: \"text/csv\"}), fileName);\r\n }\r\n /**\r\n * Starts the realtime collection of data.\r\n * @param shouldPreserve optional boolean param, if set will preserve the dataset between calls of start.\r\n */\r\n public start(shouldPreserve?: boolean) {\r\n if (!shouldPreserve) {\r\n this.datasets.data = new DynamicFloat32Array(initialArraySize);\r\n this.datasets.startingIndices = new DynamicFloat32Array(initialArraySize);\r\n this._startingTimestamp = PrecisionDate.Now;\r\n } else if (this._startingTimestamp === undefined) {\r\n this._startingTimestamp = PrecisionDate.Now;\r\n }\r\n this._scene.onAfterRenderObservable.add(this._collectDataAtFrame);\r\n this._restoreStringEvents();\r\n this._isStarted = true;\r\n }\r\n\r\n /**\r\n * Stops the collection of data.\r\n */\r\n public stop() {\r\n this._scene.onAfterRenderObservable.removeCallback(this._collectDataAtFrame);\r\n this._isStarted = false;\r\n }\r\n\r\n /**\r\n * Returns if the perf collector has been started or not.\r\n */\r\n public get isStarted() : boolean {\r\n return this._isStarted;\r\n }\r\n\r\n /**\r\n * Disposes of the object\r\n */\r\n public dispose() {\r\n this._scene.onAfterRenderObservable.removeCallback(this._collectDataAtFrame);\r\n this._datasetMeta.clear();\r\n this._strategies.forEach((strategy) => {\r\n strategy.dispose();\r\n });\r\n this.datasetObservable.clear();\r\n this.metadataObservable.clear();\r\n this._isStarted = false;\r\n (<any>this.datasets) = null;\r\n }\r\n}"]}
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package/Misc/assetsManager.d.ts
CHANGED
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@@ -829,19 +829,19 @@ export declare class AssetsManager {
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829
829
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* @param taskName defines the name of the new task
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830
830
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* @param meshesNames defines the name of meshes to load
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831
831
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* @param rootUrl defines the root url to use to locate files
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832
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-
* @param sceneFilename defines the filename of the scene file
|
|
832
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+
* @param sceneFilename defines the filename of the scene file or the File itself
|
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833
833
|
* @returns a new ContainerAssetTask object
|
|
834
834
|
*/
|
|
835
|
-
addContainerTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): ContainerAssetTask;
|
|
835
|
+
addContainerTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string | File): ContainerAssetTask;
|
|
836
836
|
/**
|
|
837
837
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* Add a MeshAssetTask to the list of active tasks
|
|
838
838
|
* @param taskName defines the name of the new task
|
|
839
839
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* @param meshesNames defines the name of meshes to load
|
|
840
840
|
* @param rootUrl defines the root url to use to locate files
|
|
841
|
-
* @param sceneFilename defines the filename of the scene file
|
|
841
|
+
* @param sceneFilename defines the filename of the scene file or the File itself
|
|
842
842
|
* @returns a new MeshAssetTask object
|
|
843
843
|
*/
|
|
844
|
-
addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
|
|
844
|
+
addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string | File): MeshAssetTask;
|
|
845
845
|
/**
|
|
846
846
|
* Add a TextFileAssetTask to the list of active tasks
|
|
847
847
|
* @param taskName defines the name of the new task
|
package/Misc/assetsManager.js
CHANGED
|
@@ -730,7 +730,7 @@ var AssetsManager = /** @class */ (function () {
|
|
|
730
730
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* @param taskName defines the name of the new task
|
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731
731
|
* @param meshesNames defines the name of meshes to load
|
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732
732
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* @param rootUrl defines the root url to use to locate files
|
|
733
|
-
* @param sceneFilename defines the filename of the scene file
|
|
733
|
+
* @param sceneFilename defines the filename of the scene file or the File itself
|
|
734
734
|
* @returns a new ContainerAssetTask object
|
|
735
735
|
*/
|
|
736
736
|
AssetsManager.prototype.addContainerTask = function (taskName, meshesNames, rootUrl, sceneFilename) {
|
|
@@ -743,7 +743,7 @@ var AssetsManager = /** @class */ (function () {
|
|
|
743
743
|
* @param taskName defines the name of the new task
|
|
744
744
|
* @param meshesNames defines the name of meshes to load
|
|
745
745
|
* @param rootUrl defines the root url to use to locate files
|
|
746
|
-
* @param sceneFilename defines the filename of the scene file
|
|
746
|
+
* @param sceneFilename defines the filename of the scene file or the File itself
|
|
747
747
|
* @returns a new MeshAssetTask object
|
|
748
748
|
*/
|
|
749
749
|
AssetsManager.prototype.addMeshTask = function (taskName, meshesNames, rootUrl, sceneFilename) {
|
|
@@ -1 +1 @@
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|
|
1
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-
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{ Scene } from \"../scene\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { IParticleSystem } from \"../Particles/IParticleSystem\";\r\nimport { Skeleton } from \"../Bones/skeleton\";\r\nimport { SceneLoader } from \"../Loading/sceneLoader\";\r\nimport { Tools } from \"./tools\";\r\nimport { Observable } from \"./observable\";\r\nimport { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { CubeTexture } from \"../Materials/Textures/cubeTexture\";\r\nimport { HDRCubeTexture } from \"../Materials/Textures/hdrCubeTexture\";\r\nimport { EquiRectangularCubeTexture } from \"../Materials/Textures/equiRectangularCubeTexture\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { AnimationGroup } from '../Animations/animationGroup';\r\nimport { AssetContainer } from \"../assetContainer\";\r\n\r\n/**\r\n * Defines the list of states available for a task inside a AssetsManager\r\n */\r\nexport enum AssetTaskState {\r\n /**\r\n * Initialization\r\n */\r\n INIT,\r\n /**\r\n * Running\r\n */\r\n RUNNING,\r\n /**\r\n * Done\r\n */\r\n DONE,\r\n /**\r\n * Error\r\n */\r\n ERROR\r\n}\r\n\r\n/**\r\n * Define an abstract asset task used with a AssetsManager class to load assets into a scene\r\n */\r\nexport abstract class AbstractAssetTask {\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onSuccess: (task: any) => void;\r\n\r\n /**\r\n * Callback called when the task is not successful\r\n */\r\n public onError: (task: any, message?: string, exception?: any) => void;\r\n\r\n /**\r\n * Creates a new AssetsManager\r\n * @param name defines the name of the task\r\n */\r\n constructor(\r\n /**\r\n * Task name\r\n */public name: string) {\r\n }\r\n\r\n private _isCompleted = false;\r\n private _taskState = AssetTaskState.INIT;\r\n private _errorObject: { message?: string; exception?: any; };\r\n\r\n /**\r\n * Get if the task is completed\r\n */\r\n public get isCompleted(): boolean {\r\n return this._isCompleted;\r\n }\r\n\r\n /**\r\n * Gets the current state of the task\r\n */\r\n public get taskState(): AssetTaskState {\r\n return this._taskState;\r\n }\r\n\r\n /**\r\n * Gets the current error object (if task is in error)\r\n */\r\n public get errorObject(): { message?: string; exception?: any; } {\r\n return this._errorObject;\r\n }\r\n\r\n /**\r\n * Internal only\r\n * @hidden\r\n */\r\n public _setErrorObject(message?: string, exception?: any) {\r\n if (this._errorObject) {\r\n return;\r\n }\r\n\r\n this._errorObject = {\r\n message: message,\r\n exception: exception\r\n };\r\n }\r\n\r\n /**\r\n * Execute the current task\r\n * @param scene defines the scene where you want your assets to be loaded\r\n * @param onSuccess is a callback called when the task is successfully executed\r\n * @param onError is a callback called if an error occurs\r\n */\r\n public run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void) {\r\n this._taskState = AssetTaskState.RUNNING;\r\n this.runTask(scene, () => {\r\n this.onDoneCallback(onSuccess, onError);\r\n }, (msg, exception) => {\r\n this.onErrorCallback(onError, msg, exception);\r\n });\r\n }\r\n\r\n /**\r\n * Execute the current task\r\n * @param scene defines the scene where you want your assets to be loaded\r\n * @param onSuccess is a callback called when the task is successfully executed\r\n * @param onError is a callback called if an error occurs\r\n */\r\n public runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void) {\r\n throw new Error(\"runTask is not implemented\");\r\n }\r\n\r\n /**\r\n * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.\r\n * This can be used with failed tasks that have the reason for failure fixed.\r\n */\r\n public reset() {\r\n this._taskState = AssetTaskState.INIT;\r\n }\r\n\r\n private onErrorCallback(onError: (message?: string, exception?: any) => void, message?: string, exception?: any) {\r\n this._taskState = AssetTaskState.ERROR;\r\n\r\n this._errorObject = {\r\n message: message,\r\n exception: exception\r\n };\r\n\r\n if (this.onError) {\r\n this.onError(this, message, exception);\r\n }\r\n\r\n onError();\r\n }\r\n\r\n private onDoneCallback(onSuccess: () => void, onError: (message?: string, exception?: any) => void) {\r\n try {\r\n this._taskState = AssetTaskState.DONE;\r\n this._isCompleted = true;\r\n\r\n if (this.onSuccess) {\r\n this.onSuccess(this);\r\n }\r\n\r\n onSuccess();\r\n } catch (e) {\r\n this.onErrorCallback(onError, \"Task is done, error executing success callback(s)\", e);\r\n }\r\n }\r\n\r\n}\r\n\r\n/**\r\n * Define the interface used by progress events raised during assets loading\r\n */\r\nexport interface IAssetsProgressEvent {\r\n /**\r\n * Defines the number of remaining tasks to process\r\n */\r\n remainingCount: number;\r\n /**\r\n * Defines the total number of tasks\r\n */\r\n totalCount: number;\r\n /**\r\n * Defines the task that was just processed\r\n */\r\n task: AbstractAssetTask;\r\n}\r\n\r\n/**\r\n * Class used to share progress information about assets loading\r\n */\r\nexport class AssetsProgressEvent implements IAssetsProgressEvent {\r\n /**\r\n * Defines the number of remaining tasks to process\r\n */\r\n public remainingCount: number;\r\n /**\r\n * Defines the total number of tasks\r\n */\r\n public totalCount: number;\r\n /**\r\n * Defines the task that was just processed\r\n */\r\n public task: AbstractAssetTask;\r\n\r\n /**\r\n * Creates a AssetsProgressEvent\r\n * @param remainingCount defines the number of remaining tasks to process\r\n * @param totalCount defines the total number of tasks\r\n * @param task defines the task that was just processed\r\n */\r\n constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask) {\r\n this.remainingCount = remainingCount;\r\n this.totalCount = totalCount;\r\n this.task = task;\r\n }\r\n}\r\n\r\n/**\r\n * Define a task used by AssetsManager to load assets into a container\r\n */\r\nexport class ContainerAssetTask extends AbstractAssetTask {\r\n /**\r\n * Get the loaded asset container\r\n */\r\n public loadedContainer: AssetContainer;\r\n /**\r\n * Gets the list of loaded meshes\r\n */\r\n public loadedMeshes: Array<AbstractMesh>;\r\n /**\r\n * Gets the list of loaded particle systems\r\n */\r\n public loadedParticleSystems: Array<IParticleSystem>;\r\n /**\r\n * Gets the list of loaded skeletons\r\n */\r\n public loadedSkeletons: Array<Skeleton>;\r\n /**\r\n * Gets the list of loaded animation groups\r\n */\r\n public loadedAnimationGroups: Array<AnimationGroup>;\r\n\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onSuccess: (task: ContainerAssetTask) => void;\r\n\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onError: (task: ContainerAssetTask, message?: string, exception?: any) => void;\r\n\r\n /**\r\n * Creates a new ContainerAssetTask\r\n * @param name defines the name of the task\r\n * @param meshesNames defines the list of mesh's names you want to load\r\n * @param rootUrl defines the root url to use as a base to load your meshes and associated resources\r\n * @param sceneFilename defines the filename or File of the scene to load from\r\n */\r\n constructor(\r\n /**\r\n * Defines the name of the task\r\n */\r\n public name: string,\r\n /**\r\n * Defines the list of mesh's names you want to load\r\n */\r\n public meshesNames: any,\r\n /**\r\n * Defines the root url to use as a base to load your meshes and associated resources\r\n */\r\n public rootUrl: string,\r\n /**\r\n * Defines the filename or File of the scene to load from\r\n */\r\n public sceneFilename: string | File) {\r\n super(name);\r\n }\r\n\r\n /**\r\n * Execute the current task\r\n * @param scene defines the scene where you want your assets to be loaded\r\n * @param onSuccess is a callback called when the task is successfully executed\r\n * @param onError is a callback called if an error occurs\r\n */\r\n public runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void) {\r\n SceneLoader.LoadAssetContainer(this.rootUrl, this.sceneFilename, scene,\r\n (container: AssetContainer) => {\r\n this.loadedContainer = container;\r\n this.loadedMeshes = container.meshes;\r\n this.loadedParticleSystems = container.particleSystems;\r\n this.loadedSkeletons = container.skeletons;\r\n this.loadedAnimationGroups = container.animationGroups;\r\n onSuccess();\r\n }, null, (scene, message, exception) => {\r\n onError(message, exception);\r\n }\r\n );\r\n }\r\n}\r\n\r\n/**\r\n * Define a task used by AssetsManager to load meshes\r\n */\r\nexport class MeshAssetTask extends AbstractAssetTask {\r\n /**\r\n * Gets the list of loaded meshes\r\n */\r\n public loadedMeshes: Array<AbstractMesh>;\r\n /**\r\n * Gets the list of loaded particle systems\r\n */\r\n public loadedParticleSystems: Array<IParticleSystem>;\r\n /**\r\n * Gets the list of loaded skeletons\r\n */\r\n public loadedSkeletons: Array<Skeleton>;\r\n /**\r\n * Gets the list of loaded animation groups\r\n */\r\n public loadedAnimationGroups: Array<AnimationGroup>;\r\n\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onSuccess: (task: MeshAssetTask) => void;\r\n\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onError: (task: MeshAssetTask, message?: string, exception?: any) => void;\r\n\r\n /**\r\n * Creates a new MeshAssetTask\r\n * @param name defines the name of the task\r\n * @param meshesNames defines the list of mesh's names you want to load\r\n * @param rootUrl defines the root url to use as a base to load your meshes and associated resources\r\n * @param sceneFilename defines the filename or File of the scene to load from\r\n */\r\n constructor(\r\n /**\r\n * Defines the name of the task\r\n */\r\n public name: string,\r\n /**\r\n * Defines the list of mesh's names you want to load\r\n */\r\n public meshesNames: any,\r\n /**\r\n * Defines the root url to use as a base to load your meshes and associated resources\r\n */\r\n public rootUrl: string,\r\n /**\r\n * Defines the filename or File of the scene to load from\r\n */\r\n public sceneFilename: string | File) {\r\n super(name);\r\n }\r\n\r\n /**\r\n * Execute the current task\r\n * @param scene defines the scene where you want your assets to be loaded\r\n * @param onSuccess is a callback called when the task is successfully executed\r\n * @param onError is a callback called if an error occurs\r\n */\r\n public runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void) {\r\n SceneLoader.ImportMesh(this.meshesNames, this.rootUrl, this.sceneFilename, scene,\r\n (meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], animationGroups: AnimationGroup[]) => {\r\n this.loadedMeshes = meshes;\r\n this.loadedParticleSystems = particleSystems;\r\n this.loadedSkeletons = skeletons;\r\n this.loadedAnimationGroups = animationGroups;\r\n onSuccess();\r\n }, null, (scene, message, exception) => {\r\n onError(message, exception);\r\n }\r\n );\r\n }\r\n}\r\n\r\n/**\r\n * Define a task used by AssetsManager to load text content\r\n */\r\nexport class TextFileAssetTask extends AbstractAssetTask {\r\n /**\r\n * Gets the loaded text string\r\n */\r\n public text: string;\r\n\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onSuccess: (task: TextFileAssetTask) => void;\r\n\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;\r\n\r\n /**\r\n * Creates a new TextFileAssetTask object\r\n * @param name defines the name of the task\r\n * @param url defines the location of the file to load\r\n */\r\n constructor(\r\n /**\r\n * Defines the name of the task\r\n */\r\n public name: string,\r\n /**\r\n * Defines the location of the file to load\r\n */\r\n public url: string) {\r\n super(name);\r\n }\r\n\r\n /**\r\n * Execute the current task\r\n * @param scene defines the scene where you want your assets to be loaded\r\n * @param onSuccess is a callback called when the task is successfully executed\r\n * @param onError is a callback called if an error occurs\r\n */\r\n public runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void) {\r\n scene._loadFile(this.url, (data) => {\r\n this.text = data as string;\r\n onSuccess();\r\n }, undefined, false, false, (request, exception) => {\r\n if (request) {\r\n onError(request.status + \" \" + request.statusText, exception);\r\n }\r\n });\r\n }\r\n}\r\n\r\n/**\r\n * Define a task used by AssetsManager to load binary data\r\n */\r\nexport class BinaryFileAssetTask extends AbstractAssetTask {\r\n /**\r\n * Gets the lodaded data (as an array buffer)\r\n */\r\n public data: ArrayBuffer;\r\n\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onSuccess: (task: BinaryFileAssetTask) => void;\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;\r\n\r\n /**\r\n * Creates a new BinaryFileAssetTask object\r\n * @param name defines the name of the new task\r\n * @param url defines the location of the file to load\r\n */\r\n constructor(\r\n /**\r\n * Defines the name of the task\r\n */\r\n public name: string,\r\n /**\r\n * Defines the location of the file to load\r\n */\r\n public url: string) {\r\n super(name);\r\n }\r\n\r\n /**\r\n * Execute the current task\r\n * @param scene defines the scene where you want your assets to be loaded\r\n * @param onSuccess is a callback called when the task is successfully executed\r\n * @param onError is a callback called if an error occurs\r\n */\r\n public runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void) {\r\n scene._loadFile(this.url, (data) => {\r\n this.data = data as ArrayBuffer;\r\n onSuccess();\r\n }, undefined, true, true, (request, exception) => {\r\n if (request) {\r\n onError(request.status + \" \" + request.statusText, exception);\r\n }\r\n });\r\n }\r\n}\r\n\r\n/**\r\n * Define a task used by AssetsManager to load images\r\n */\r\nexport class ImageAssetTask extends AbstractAssetTask {\r\n /**\r\n * Gets the loaded images\r\n */\r\n public image: HTMLImageElement;\r\n\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onSuccess: (task: ImageAssetTask) => void;\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onError: (task: ImageAssetTask, message?: string, exception?: any) => void;\r\n\r\n /**\r\n * Creates a new ImageAssetTask\r\n * @param name defines the name of the task\r\n * @param url defines the location of the image to load\r\n */\r\n constructor(\r\n /**\r\n * Defines the name of the task\r\n */\r\n public name: string,\r\n /**\r\n * Defines the location of the image to load\r\n */\r\n public url: string) {\r\n super(name);\r\n }\r\n\r\n /**\r\n * Execute the current task\r\n * @param scene defines the scene where you want your assets to be loaded\r\n * @param onSuccess is a callback called when the task is successfully executed\r\n * @param onError is a callback called if an error occurs\r\n */\r\n public runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void) {\r\n var img = new Image();\r\n\r\n Tools.SetCorsBehavior(this.url, img);\r\n\r\n img.onload = () => {\r\n this.image = img;\r\n onSuccess();\r\n };\r\n\r\n img.onerror = (err: string | Event): any => {\r\n onError(\"Error loading image\", err);\r\n };\r\n\r\n img.src = this.url;\r\n }\r\n}\r\n\r\n/**\r\n * Defines the interface used by texture loading tasks\r\n */\r\nexport interface ITextureAssetTask<TEX extends BaseTexture> {\r\n /**\r\n * Gets the loaded texture\r\n */\r\n texture: TEX;\r\n}\r\n\r\n/**\r\n * Define a task used by AssetsManager to load 2D textures\r\n */\r\nexport class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {\r\n /**\r\n * Gets the loaded texture\r\n */\r\n public texture: Texture;\r\n\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onSuccess: (task: TextureAssetTask) => void;\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onError: (task: TextureAssetTask, message?: string, exception?: any) => void;\r\n\r\n /**\r\n * Creates a new TextureAssetTask object\r\n * @param name defines the name of the task\r\n * @param url defines the location of the file to load\r\n * @param noMipmap defines if mipmap should not be generated (default is false)\r\n * @param invertY defines if texture must be inverted on Y axis (default is true)\r\n * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)\r\n */\r\n constructor(\r\n /**\r\n * Defines the name of the task\r\n */\r\n public name: string,\r\n /**\r\n * Defines the location of the file to load\r\n */\r\n public url: string,\r\n /**\r\n * Defines if mipmap should not be generated (default is false)\r\n */\r\n public noMipmap?: boolean,\r\n /**\r\n * Defines if texture must be inverted on Y axis (default is true)\r\n */\r\n public invertY: boolean = true,\r\n /**\r\n * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)\r\n */\r\n public samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE) {\r\n super(name);\r\n }\r\n\r\n /**\r\n * Execute the current task\r\n * @param scene defines the scene where you want your assets to be loaded\r\n * @param onSuccess is a callback called when the task is successfully executed\r\n * @param onError is a callback called if an error occurs\r\n */\r\n public runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void) {\r\n\r\n var onload = () => {\r\n onSuccess();\r\n };\r\n\r\n var onerror = (message?: string, exception?: any) => {\r\n onError(message, exception);\r\n };\r\n\r\n this.texture = new Texture(this.url, scene, this.noMipmap, this.invertY, this.samplingMode, onload, onerror);\r\n }\r\n}\r\n\r\n/**\r\n * Define a task used by AssetsManager to load cube textures\r\n */\r\nexport class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {\r\n /**\r\n * Gets the loaded texture\r\n */\r\n public texture: CubeTexture;\r\n\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onSuccess: (task: CubeTextureAssetTask) => void;\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;\r\n\r\n /**\r\n * Creates a new CubeTextureAssetTask\r\n * @param name defines the name of the task\r\n * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)\r\n * @param extensions defines the extensions to use to load files ([\"_px\", \"_py\", \"_pz\", \"_nx\", \"_ny\", \"_nz\"] by default)\r\n * @param noMipmap defines if mipmaps should not be generated (default is false)\r\n * @param files defines the explicit list of files (undefined by default)\r\n */\r\n constructor(\r\n /**\r\n * Defines the name of the task\r\n */\r\n public name: string,\r\n /**\r\n * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)\r\n */\r\n public url: string,\r\n /**\r\n * Defines the extensions to use to load files ([\"_px\", \"_py\", \"_pz\", \"_nx\", \"_ny\", \"_nz\"] by default)\r\n */\r\n public extensions?: string[],\r\n /**\r\n * Defines if mipmaps should not be generated (default is false)\r\n */\r\n public noMipmap?: boolean,\r\n /**\r\n * Defines the explicit list of files (undefined by default)\r\n */\r\n public files?: string[],\r\n /**\r\n * Defines the prefiltered texture option (default is false)\r\n */\r\n public prefiltered?: boolean) {\r\n super(name);\r\n }\r\n\r\n /**\r\n * Execute the current task\r\n * @param scene defines the scene where you want your assets to be loaded\r\n * @param onSuccess is a callback called when the task is successfully executed\r\n * @param onError is a callback called if an error occurs\r\n */\r\n public runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void) {\r\n\r\n var onload = () => {\r\n onSuccess();\r\n };\r\n\r\n var onerror = (message?: string, exception?: any) => {\r\n onError(message, exception);\r\n };\r\n\r\n this.texture = new CubeTexture(this.url, scene, this.extensions, this.noMipmap, this.files, onload, onerror, undefined, this.prefiltered);\r\n }\r\n}\r\n\r\n/**\r\n * Define a task used by AssetsManager to load HDR cube textures\r\n */\r\nexport class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {\r\n /**\r\n * Gets the loaded texture\r\n */\r\n public texture: HDRCubeTexture;\r\n\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onSuccess: (task: HDRCubeTextureAssetTask) => void;\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;\r\n\r\n /**\r\n * Creates a new HDRCubeTextureAssetTask object\r\n * @param name defines the name of the task\r\n * @param url defines the location of the file to load\r\n * @param size defines the desired size (the more it increases the longer the generation will be) If the size is omitted this implies you are using a preprocessed cubemap.\r\n * @param noMipmap defines if mipmaps should not be generated (default is false)\r\n * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)\r\n * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)\r\n * @param reserved Internal use only\r\n */\r\n constructor(\r\n /**\r\n * Defines the name of the task\r\n */\r\n public name: string,\r\n /**\r\n * Defines the location of the file to load\r\n */\r\n public url: string,\r\n /**\r\n * Defines the desired size (the more it increases the longer the generation will be)\r\n */\r\n public size: number,\r\n /**\r\n * Defines if mipmaps should not be generated (default is false)\r\n */\r\n public noMipmap = false,\r\n /**\r\n * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)\r\n */\r\n public generateHarmonics = true,\r\n /**\r\n * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)\r\n */\r\n public gammaSpace = false,\r\n /**\r\n * Internal Use Only\r\n */\r\n public reserved = false) {\r\n super(name);\r\n }\r\n\r\n /**\r\n * Execute the current task\r\n * @param scene defines the scene where you want your assets to be loaded\r\n * @param onSuccess is a callback called when the task is successfully executed\r\n * @param onError is a callback called if an error occurs\r\n */\r\n public runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void) {\r\n\r\n var onload = () => {\r\n onSuccess();\r\n };\r\n\r\n var onerror = (message?: string, exception?: any) => {\r\n onError(message, exception);\r\n };\r\n\r\n this.texture = new HDRCubeTexture(this.url, scene, this.size, this.noMipmap, this.generateHarmonics, this.gammaSpace, this.reserved, onload, onerror);\r\n }\r\n}\r\n\r\n/**\r\n * Define a task used by AssetsManager to load Equirectangular cube textures\r\n */\r\nexport class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {\r\n /**\r\n * Gets the loaded texture\r\n */\r\n public texture: EquiRectangularCubeTexture;\r\n\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;\r\n\r\n /**\r\n * Creates a new EquiRectangularCubeTextureAssetTask object\r\n * @param name defines the name of the task\r\n * @param url defines the location of the file to load\r\n * @param size defines the desired size (the more it increases the longer the generation will be)\r\n * If the size is omitted this implies you are using a preprocessed cubemap.\r\n * @param noMipmap defines if mipmaps should not be generated (default is false)\r\n * @param gammaSpace specifies if the texture will be used in gamma or linear space\r\n * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)\r\n * (default is true)\r\n */\r\n constructor(\r\n /**\r\n * Defines the name of the task\r\n */\r\n public name: string,\r\n /**\r\n * Defines the location of the file to load\r\n */\r\n public url: string,\r\n /**\r\n * Defines the desired size (the more it increases the longer the generation will be)\r\n */\r\n public size: number,\r\n /**\r\n * Defines if mipmaps should not be generated (default is false)\r\n */\r\n public noMipmap: boolean = false,\r\n /**\r\n * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,\r\n * but the standard material would require them in Gamma space) (default is true)\r\n */\r\n public gammaSpace: boolean = true) {\r\n super(name);\r\n }\r\n\r\n /**\r\n * Execute the current task\r\n * @param scene defines the scene where you want your assets to be loaded\r\n * @param onSuccess is a callback called when the task is successfully executed\r\n * @param onError is a callback called if an error occurs\r\n */\r\n public runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void {\r\n\r\n const onload = () => {\r\n onSuccess();\r\n };\r\n\r\n const onerror = (message?: string, exception?: any) => {\r\n onError(message, exception);\r\n };\r\n\r\n this.texture = new EquiRectangularCubeTexture(this.url, scene, this.size, this.noMipmap, this.gammaSpace, onload, onerror);\r\n }\r\n}\r\n\r\n/**\r\n * This class can be used to easily import assets into a scene\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_assetsmanager\r\n */\r\nexport class AssetsManager {\r\n private _scene: Scene;\r\n private _isLoading = false;\r\n\r\n protected _tasks = new Array<AbstractAssetTask>();\r\n protected _waitingTasksCount = 0;\r\n protected _totalTasksCount = 0;\r\n\r\n /**\r\n * Callback called when all tasks are processed\r\n */\r\n public onFinish: (tasks: AbstractAssetTask[]) => void;\r\n\r\n /**\r\n * Callback called when a task is successful\r\n */\r\n public onTaskSuccess: (task: AbstractAssetTask) => void;\r\n\r\n /**\r\n * Callback called when a task had an error\r\n */\r\n public onTaskError: (task: AbstractAssetTask) => void;\r\n\r\n /**\r\n * Callback called when a task is done (whatever the result is)\r\n */\r\n public onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;\r\n\r\n /**\r\n * Observable called when all tasks are processed\r\n */\r\n public onTaskSuccessObservable = new Observable<AbstractAssetTask>();\r\n\r\n /**\r\n * Observable called when a task had an error\r\n */\r\n public onTaskErrorObservable = new Observable<AbstractAssetTask>();\r\n\r\n /**\r\n * Observable called when all tasks were executed\r\n */\r\n public onTasksDoneObservable = new Observable<AbstractAssetTask[]>();\r\n\r\n /**\r\n * Observable called when a task is done (whatever the result is)\r\n */\r\n public onProgressObservable = new Observable<IAssetsProgressEvent>();\r\n\r\n /**\r\n * Gets or sets a boolean defining if the AssetsManager should use the default loading screen\r\n * @see https://doc.babylonjs.com/how_to/creating_a_custom_loading_screen\r\n */\r\n public useDefaultLoadingScreen = true;\r\n\r\n /**\r\n * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen\r\n * when all assets have been downloaded.\r\n * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.\r\n */\r\n public autoHideLoadingUI = true;\r\n\r\n /**\r\n * Creates a new AssetsManager\r\n * @param scene defines the scene to work on\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n }\r\n\r\n /**\r\n * Add a ContainerAssetTask to the list of active tasks\r\n * @param taskName defines the name of the new task\r\n * @param meshesNames defines the name of meshes to load\r\n * @param rootUrl defines the root url to use to locate files\r\n * @param sceneFilename defines the filename of the scene file\r\n * @returns a new ContainerAssetTask object\r\n */\r\n public addContainerTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): ContainerAssetTask {\r\n var task = new ContainerAssetTask(taskName, meshesNames, rootUrl, sceneFilename);\r\n this._tasks.push(task);\r\n\r\n return task;\r\n }\r\n\r\n /**\r\n * Add a MeshAssetTask to the list of active tasks\r\n * @param taskName defines the name of the new task\r\n * @param meshesNames defines the name of meshes to load\r\n * @param rootUrl defines the root url to use to locate files\r\n * @param sceneFilename defines the filename of the scene file\r\n * @returns a new MeshAssetTask object\r\n */\r\n public addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask {\r\n var task = new MeshAssetTask(taskName, meshesNames, rootUrl, sceneFilename);\r\n this._tasks.push(task);\r\n\r\n return task;\r\n }\r\n\r\n /**\r\n * Add a TextFileAssetTask to the list of active tasks\r\n * @param taskName defines the name of the new task\r\n * @param url defines the url of the file to load\r\n * @returns a new TextFileAssetTask object\r\n */\r\n public addTextFileTask(taskName: string, url: string): TextFileAssetTask {\r\n var task = new TextFileAssetTask(taskName, url);\r\n this._tasks.push(task);\r\n\r\n return task;\r\n }\r\n\r\n /**\r\n * Add a BinaryFileAssetTask to the list of active tasks\r\n * @param taskName defines the name of the new task\r\n * @param url defines the url of the file to load\r\n * @returns a new BinaryFileAssetTask object\r\n */\r\n public addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask {\r\n var task = new BinaryFileAssetTask(taskName, url);\r\n this._tasks.push(task);\r\n\r\n return task;\r\n }\r\n\r\n /**\r\n * Add a ImageAssetTask to the list of active tasks\r\n * @param taskName defines the name of the new task\r\n * @param url defines the url of the file to load\r\n * @returns a new ImageAssetTask object\r\n */\r\n public addImageTask(taskName: string, url: string): ImageAssetTask {\r\n var task = new ImageAssetTask(taskName, url);\r\n this._tasks.push(task);\r\n\r\n return task;\r\n }\r\n\r\n /**\r\n * Add a TextureAssetTask to the list of active tasks\r\n * @param taskName defines the name of the new task\r\n * @param url defines the url of the file to load\r\n * @param noMipmap defines if the texture must not receive mipmaps (false by default)\r\n * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)\r\n * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)\r\n * @returns a new TextureAssetTask object\r\n */\r\n public addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE): TextureAssetTask {\r\n var task = new TextureAssetTask(taskName, url, noMipmap, invertY, samplingMode);\r\n this._tasks.push(task);\r\n\r\n return task;\r\n }\r\n\r\n /**\r\n * Add a CubeTextureAssetTask to the list of active tasks\r\n * @param taskName defines the name of the new task\r\n * @param url defines the url of the file to load\r\n * @param extensions defines the extension to use to load the cube map (can be null)\r\n * @param noMipmap defines if the texture must not receive mipmaps (false by default)\r\n * @param files defines the list of files to load (can be null)\r\n * @param prefiltered defines the prefiltered texture option (default is false)\r\n * @returns a new CubeTextureAssetTask object\r\n */\r\n public addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[], prefiltered?: boolean): CubeTextureAssetTask {\r\n var task = new CubeTextureAssetTask(taskName, url, extensions, noMipmap, files, prefiltered);\r\n this._tasks.push(task);\r\n\r\n return task;\r\n }\r\n\r\n /**\r\n *\r\n * Add a HDRCubeTextureAssetTask to the list of active tasks\r\n * @param taskName defines the name of the new task\r\n * @param url defines the url of the file to load\r\n * @param size defines the size you want for the cubemap (can be null)\r\n * @param noMipmap defines if the texture must not receive mipmaps (false by default)\r\n * @param generateHarmonics defines if you want to automatically generate (true by default)\r\n * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)\r\n * @param reserved Internal use only\r\n * @returns a new HDRCubeTextureAssetTask object\r\n */\r\n public addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap = false, generateHarmonics = true, gammaSpace = false, reserved = false): HDRCubeTextureAssetTask {\r\n var task = new HDRCubeTextureAssetTask(taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved);\r\n this._tasks.push(task);\r\n\r\n return task;\r\n }\r\n\r\n /**\r\n *\r\n * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks\r\n * @param taskName defines the name of the new task\r\n * @param url defines the url of the file to load\r\n * @param size defines the size you want for the cubemap (can be null)\r\n * @param noMipmap defines if the texture must not receive mipmaps (false by default)\r\n * @param gammaSpace Specifies if the texture will be used in gamma or linear space\r\n * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)\r\n * @returns a new EquiRectangularCubeTextureAssetTask object\r\n */\r\n public addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap = false, gammaSpace = true): EquiRectangularCubeTextureAssetTask {\r\n const task = new EquiRectangularCubeTextureAssetTask(taskName, url, size, noMipmap, gammaSpace);\r\n this._tasks.push(task);\r\n\r\n return task;\r\n }\r\n\r\n /**\r\n * Remove a task from the assets manager.\r\n * @param task the task to remove\r\n */\r\n public removeTask(task: AbstractAssetTask) {\r\n let index = this._tasks.indexOf(task);\r\n\r\n if (index > -1) {\r\n this._tasks.splice(index, 1);\r\n }\r\n }\r\n\r\n private _decreaseWaitingTasksCount(task: AbstractAssetTask): void {\r\n this._waitingTasksCount--;\r\n\r\n try {\r\n if (this.onProgress) {\r\n this.onProgress(\r\n this._waitingTasksCount,\r\n this._totalTasksCount,\r\n task\r\n );\r\n }\r\n\r\n this.onProgressObservable.notifyObservers(\r\n new AssetsProgressEvent(\r\n this._waitingTasksCount,\r\n this._totalTasksCount,\r\n task\r\n )\r\n );\r\n } catch (e) {\r\n Logger.Error(\"Error running progress callbacks.\");\r\n console.log(e);\r\n }\r\n\r\n if (this._waitingTasksCount === 0) {\r\n try {\r\n\r\n var currentTasks = this._tasks.slice();\r\n\r\n if (this.onFinish) {\r\n // Calling onFinish with immutable array of tasks\r\n this.onFinish(currentTasks);\r\n }\r\n\r\n // Let's remove successfull tasks\r\n for (var task of currentTasks) {\r\n if (task.taskState === AssetTaskState.DONE) {\r\n let index = this._tasks.indexOf(task);\r\n\r\n if (index > -1) {\r\n this._tasks.splice(index, 1);\r\n }\r\n }\r\n }\r\n\r\n this.onTasksDoneObservable.notifyObservers(this._tasks);\r\n } catch (e) {\r\n Logger.Error(\"Error running tasks-done callbacks.\");\r\n console.log(e);\r\n }\r\n this._isLoading = false;\r\n if (this.autoHideLoadingUI) {\r\n this._scene.getEngine().hideLoadingUI();\r\n }\r\n }\r\n }\r\n\r\n private _runTask(task: AbstractAssetTask): void {\r\n\r\n let done = () => {\r\n try {\r\n if (this.onTaskSuccess) {\r\n this.onTaskSuccess(task);\r\n }\r\n this.onTaskSuccessObservable.notifyObservers(task);\r\n this._decreaseWaitingTasksCount(task);\r\n } catch (e) {\r\n error(\"Error executing task success callbacks\", e);\r\n }\r\n\r\n };\r\n\r\n let error = (message?: string, exception?: any) => {\r\n task._setErrorObject(message, exception);\r\n\r\n if (this.onTaskError) {\r\n this.onTaskError(task);\r\n }\r\n this.onTaskErrorObservable.notifyObservers(task);\r\n this._decreaseWaitingTasksCount(task);\r\n };\r\n\r\n task.run(this._scene, done, error);\r\n }\r\n\r\n /**\r\n * Reset the AssetsManager and remove all tasks\r\n * @return the current instance of the AssetsManager\r\n */\r\n public reset(): AssetsManager {\r\n this._isLoading = false;\r\n this._tasks = new Array<AbstractAssetTask>();\r\n return this;\r\n }\r\n\r\n /**\r\n * Start the loading process\r\n * @return the current instance of the AssetsManager\r\n */\r\n public load(): AssetsManager {\r\n if (this._isLoading) {\r\n return this;\r\n }\r\n this._isLoading = true;\r\n this._waitingTasksCount = this._tasks.length;\r\n this._totalTasksCount = this._tasks.length;\r\n\r\n if (this._waitingTasksCount === 0) {\r\n this._isLoading = false;\r\n if (this.onFinish) {\r\n this.onFinish(this._tasks);\r\n }\r\n this.onTasksDoneObservable.notifyObservers(this._tasks);\r\n return this;\r\n }\r\n\r\n if (this.useDefaultLoadingScreen) {\r\n this._scene.getEngine().displayLoadingUI();\r\n }\r\n\r\n for (var index = 0; index < this._tasks.length; index++) {\r\n var task = this._tasks[index];\r\n if (task.taskState === AssetTaskState.INIT) {\r\n this._runTask(task);\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Start the loading process as an async operation\r\n * @return a promise returning the list of failed tasks\r\n */\r\n public loadAsync(): Promise<void> {\r\n return new Promise((resolve, reject) => {\r\n if (this._isLoading) {\r\n resolve();\r\n return;\r\n }\r\n this.onTasksDoneObservable.addOnce((remainingTasks) => {\r\n if (remainingTasks && remainingTasks.length) {\r\n reject(remainingTasks);\r\n } else {\r\n resolve();\r\n }\r\n });\r\n\r\n this.load();\r\n });\r\n }\r\n}\r\n"]}
|
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1
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{ Scene } from \"../scene\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { IParticleSystem } from \"../Particles/IParticleSystem\";\r\nimport { Skeleton } from \"../Bones/skeleton\";\r\nimport { SceneLoader } from \"../Loading/sceneLoader\";\r\nimport { Tools } from \"./tools\";\r\nimport { Observable } from \"./observable\";\r\nimport { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { CubeTexture } from \"../Materials/Textures/cubeTexture\";\r\nimport { HDRCubeTexture } from \"../Materials/Textures/hdrCubeTexture\";\r\nimport { EquiRectangularCubeTexture } from \"../Materials/Textures/equiRectangularCubeTexture\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { AnimationGroup } from '../Animations/animationGroup';\r\nimport { AssetContainer } from \"../assetContainer\";\r\n\r\n/**\r\n * Defines the list of states available for a task inside a AssetsManager\r\n */\r\nexport enum AssetTaskState {\r\n /**\r\n * Initialization\r\n */\r\n INIT,\r\n /**\r\n * Running\r\n */\r\n RUNNING,\r\n /**\r\n * Done\r\n */\r\n DONE,\r\n /**\r\n * Error\r\n */\r\n ERROR\r\n}\r\n\r\n/**\r\n * Define an abstract asset task used with a AssetsManager class to load assets into a scene\r\n */\r\nexport abstract class AbstractAssetTask {\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onSuccess: (task: any) => void;\r\n\r\n /**\r\n * Callback called when the task is not successful\r\n */\r\n public onError: (task: any, message?: string, exception?: any) => void;\r\n\r\n /**\r\n * Creates a new AssetsManager\r\n * @param name defines the name of the task\r\n */\r\n constructor(\r\n /**\r\n * Task name\r\n */public name: string) {\r\n }\r\n\r\n private _isCompleted = false;\r\n private _taskState = AssetTaskState.INIT;\r\n private _errorObject: { message?: string; exception?: any; };\r\n\r\n /**\r\n * Get if the task is completed\r\n */\r\n public get isCompleted(): boolean {\r\n return this._isCompleted;\r\n }\r\n\r\n /**\r\n * Gets the current state of the task\r\n */\r\n public get taskState(): AssetTaskState {\r\n return this._taskState;\r\n }\r\n\r\n /**\r\n * Gets the current error object (if task is in error)\r\n */\r\n public get errorObject(): { message?: string; exception?: any; } {\r\n return this._errorObject;\r\n }\r\n\r\n /**\r\n * Internal only\r\n * @hidden\r\n */\r\n public _setErrorObject(message?: string, exception?: any) {\r\n if (this._errorObject) {\r\n return;\r\n }\r\n\r\n this._errorObject = {\r\n message: message,\r\n exception: exception\r\n };\r\n }\r\n\r\n /**\r\n * Execute the current task\r\n * @param scene defines the scene where you want your assets to be loaded\r\n * @param onSuccess is a callback called when the task is successfully executed\r\n * @param onError is a callback called if an error occurs\r\n */\r\n public run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void) {\r\n this._taskState = AssetTaskState.RUNNING;\r\n this.runTask(scene, () => {\r\n this.onDoneCallback(onSuccess, onError);\r\n }, (msg, exception) => {\r\n this.onErrorCallback(onError, msg, exception);\r\n });\r\n }\r\n\r\n /**\r\n * Execute the current task\r\n * @param scene defines the scene where you want your assets to be loaded\r\n * @param onSuccess is a callback called when the task is successfully executed\r\n * @param onError is a callback called if an error occurs\r\n */\r\n public runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void) {\r\n throw new Error(\"runTask is not implemented\");\r\n }\r\n\r\n /**\r\n * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.\r\n * This can be used with failed tasks that have the reason for failure fixed.\r\n */\r\n public reset() {\r\n this._taskState = AssetTaskState.INIT;\r\n }\r\n\r\n private onErrorCallback(onError: (message?: string, exception?: any) => void, message?: string, exception?: any) {\r\n this._taskState = AssetTaskState.ERROR;\r\n\r\n this._errorObject = {\r\n message: message,\r\n exception: exception\r\n };\r\n\r\n if (this.onError) {\r\n this.onError(this, message, exception);\r\n }\r\n\r\n onError();\r\n }\r\n\r\n private onDoneCallback(onSuccess: () => void, onError: (message?: string, exception?: any) => void) {\r\n try {\r\n this._taskState = AssetTaskState.DONE;\r\n this._isCompleted = true;\r\n\r\n if (this.onSuccess) {\r\n this.onSuccess(this);\r\n }\r\n\r\n onSuccess();\r\n } catch (e) {\r\n this.onErrorCallback(onError, \"Task is done, error executing success callback(s)\", e);\r\n }\r\n }\r\n\r\n}\r\n\r\n/**\r\n * Define the interface used by progress events raised during assets loading\r\n */\r\nexport interface IAssetsProgressEvent {\r\n /**\r\n * Defines the number of remaining tasks to process\r\n */\r\n remainingCount: number;\r\n /**\r\n * Defines the total number of tasks\r\n */\r\n totalCount: number;\r\n /**\r\n * Defines the task that was just processed\r\n */\r\n task: AbstractAssetTask;\r\n}\r\n\r\n/**\r\n * Class used to share progress information about assets loading\r\n */\r\nexport class AssetsProgressEvent implements IAssetsProgressEvent {\r\n /**\r\n * Defines the number of remaining tasks to process\r\n */\r\n public remainingCount: number;\r\n /**\r\n * Defines the total number of tasks\r\n */\r\n public totalCount: number;\r\n /**\r\n * Defines the task that was just processed\r\n */\r\n public task: AbstractAssetTask;\r\n\r\n /**\r\n * Creates a AssetsProgressEvent\r\n * @param remainingCount defines the number of remaining tasks to process\r\n * @param totalCount defines the total number of tasks\r\n * @param task defines the task that was just processed\r\n */\r\n constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask) {\r\n this.remainingCount = remainingCount;\r\n this.totalCount = totalCount;\r\n this.task = task;\r\n }\r\n}\r\n\r\n/**\r\n * Define a task used by AssetsManager to load assets into a container\r\n */\r\nexport class ContainerAssetTask extends AbstractAssetTask {\r\n /**\r\n * Get the loaded asset container\r\n */\r\n public loadedContainer: AssetContainer;\r\n /**\r\n * Gets the list of loaded meshes\r\n */\r\n public loadedMeshes: Array<AbstractMesh>;\r\n /**\r\n * Gets the list of loaded particle systems\r\n */\r\n public loadedParticleSystems: Array<IParticleSystem>;\r\n /**\r\n * Gets the list of loaded skeletons\r\n */\r\n public loadedSkeletons: Array<Skeleton>;\r\n /**\r\n * Gets the list of loaded animation groups\r\n */\r\n public loadedAnimationGroups: Array<AnimationGroup>;\r\n\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onSuccess: (task: ContainerAssetTask) => void;\r\n\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onError: (task: ContainerAssetTask, message?: string, exception?: any) => void;\r\n\r\n /**\r\n * Creates a new ContainerAssetTask\r\n * @param name defines the name of the task\r\n * @param meshesNames defines the list of mesh's names you want to load\r\n * @param rootUrl defines the root url to use as a base to load your meshes and associated resources\r\n * @param sceneFilename defines the filename or File of the scene to load from\r\n */\r\n constructor(\r\n /**\r\n * Defines the name of the task\r\n */\r\n public name: string,\r\n /**\r\n * Defines the list of mesh's names you want to load\r\n */\r\n public meshesNames: any,\r\n /**\r\n * Defines the root url to use as a base to load your meshes and associated resources\r\n */\r\n public rootUrl: string,\r\n /**\r\n * Defines the filename or File of the scene to load from\r\n */\r\n public sceneFilename: string | File) {\r\n super(name);\r\n }\r\n\r\n /**\r\n * Execute the current task\r\n * @param scene defines the scene where you want your assets to be loaded\r\n * @param onSuccess is a callback called when the task is successfully executed\r\n * @param onError is a callback called if an error occurs\r\n */\r\n public runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void) {\r\n SceneLoader.LoadAssetContainer(this.rootUrl, this.sceneFilename, scene,\r\n (container: AssetContainer) => {\r\n this.loadedContainer = container;\r\n this.loadedMeshes = container.meshes;\r\n this.loadedParticleSystems = container.particleSystems;\r\n this.loadedSkeletons = container.skeletons;\r\n this.loadedAnimationGroups = container.animationGroups;\r\n onSuccess();\r\n }, null, (scene, message, exception) => {\r\n onError(message, exception);\r\n }\r\n );\r\n }\r\n}\r\n\r\n/**\r\n * Define a task used by AssetsManager to load meshes\r\n */\r\nexport class MeshAssetTask extends AbstractAssetTask {\r\n /**\r\n * Gets the list of loaded meshes\r\n */\r\n public loadedMeshes: Array<AbstractMesh>;\r\n /**\r\n * Gets the list of loaded particle systems\r\n */\r\n public loadedParticleSystems: Array<IParticleSystem>;\r\n /**\r\n * Gets the list of loaded skeletons\r\n */\r\n public loadedSkeletons: Array<Skeleton>;\r\n /**\r\n * Gets the list of loaded animation groups\r\n */\r\n public loadedAnimationGroups: Array<AnimationGroup>;\r\n\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onSuccess: (task: MeshAssetTask) => void;\r\n\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onError: (task: MeshAssetTask, message?: string, exception?: any) => void;\r\n\r\n /**\r\n * Creates a new MeshAssetTask\r\n * @param name defines the name of the task\r\n * @param meshesNames defines the list of mesh's names you want to load\r\n * @param rootUrl defines the root url to use as a base to load your meshes and associated resources\r\n * @param sceneFilename defines the filename or File of the scene to load from\r\n */\r\n constructor(\r\n /**\r\n * Defines the name of the task\r\n */\r\n public name: string,\r\n /**\r\n * Defines the list of mesh's names you want to load\r\n */\r\n public meshesNames: any,\r\n /**\r\n * Defines the root url to use as a base to load your meshes and associated resources\r\n */\r\n public rootUrl: string,\r\n /**\r\n * Defines the filename or File of the scene to load from\r\n */\r\n public sceneFilename: string | File) {\r\n super(name);\r\n }\r\n\r\n /**\r\n * Execute the current task\r\n * @param scene defines the scene where you want your assets to be loaded\r\n * @param onSuccess is a callback called when the task is successfully executed\r\n * @param onError is a callback called if an error occurs\r\n */\r\n public runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void) {\r\n SceneLoader.ImportMesh(this.meshesNames, this.rootUrl, this.sceneFilename, scene,\r\n (meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], animationGroups: AnimationGroup[]) => {\r\n this.loadedMeshes = meshes;\r\n this.loadedParticleSystems = particleSystems;\r\n this.loadedSkeletons = skeletons;\r\n this.loadedAnimationGroups = animationGroups;\r\n onSuccess();\r\n }, null, (scene, message, exception) => {\r\n onError(message, exception);\r\n }\r\n );\r\n }\r\n}\r\n\r\n/**\r\n * Define a task used by AssetsManager to load text content\r\n */\r\nexport class TextFileAssetTask extends AbstractAssetTask {\r\n /**\r\n * Gets the loaded text string\r\n */\r\n public text: string;\r\n\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onSuccess: (task: TextFileAssetTask) => void;\r\n\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;\r\n\r\n /**\r\n * Creates a new TextFileAssetTask object\r\n * @param name defines the name of the task\r\n * @param url defines the location of the file to load\r\n */\r\n constructor(\r\n /**\r\n * Defines the name of the task\r\n */\r\n public name: string,\r\n /**\r\n * Defines the location of the file to load\r\n */\r\n public url: string) {\r\n super(name);\r\n }\r\n\r\n /**\r\n * Execute the current task\r\n * @param scene defines the scene where you want your assets to be loaded\r\n * @param onSuccess is a callback called when the task is successfully executed\r\n * @param onError is a callback called if an error occurs\r\n */\r\n public runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void) {\r\n scene._loadFile(this.url, (data) => {\r\n this.text = data as string;\r\n onSuccess();\r\n }, undefined, false, false, (request, exception) => {\r\n if (request) {\r\n onError(request.status + \" \" + request.statusText, exception);\r\n }\r\n });\r\n }\r\n}\r\n\r\n/**\r\n * Define a task used by AssetsManager to load binary data\r\n */\r\nexport class BinaryFileAssetTask extends AbstractAssetTask {\r\n /**\r\n * Gets the lodaded data (as an array buffer)\r\n */\r\n public data: ArrayBuffer;\r\n\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onSuccess: (task: BinaryFileAssetTask) => void;\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;\r\n\r\n /**\r\n * Creates a new BinaryFileAssetTask object\r\n * @param name defines the name of the new task\r\n * @param url defines the location of the file to load\r\n */\r\n constructor(\r\n /**\r\n * Defines the name of the task\r\n */\r\n public name: string,\r\n /**\r\n * Defines the location of the file to load\r\n */\r\n public url: string) {\r\n super(name);\r\n }\r\n\r\n /**\r\n * Execute the current task\r\n * @param scene defines the scene where you want your assets to be loaded\r\n * @param onSuccess is a callback called when the task is successfully executed\r\n * @param onError is a callback called if an error occurs\r\n */\r\n public runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void) {\r\n scene._loadFile(this.url, (data) => {\r\n this.data = data as ArrayBuffer;\r\n onSuccess();\r\n }, undefined, true, true, (request, exception) => {\r\n if (request) {\r\n onError(request.status + \" \" + request.statusText, exception);\r\n }\r\n });\r\n }\r\n}\r\n\r\n/**\r\n * Define a task used by AssetsManager to load images\r\n */\r\nexport class ImageAssetTask extends AbstractAssetTask {\r\n /**\r\n * Gets the loaded images\r\n */\r\n public image: HTMLImageElement;\r\n\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onSuccess: (task: ImageAssetTask) => void;\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onError: (task: ImageAssetTask, message?: string, exception?: any) => void;\r\n\r\n /**\r\n * Creates a new ImageAssetTask\r\n * @param name defines the name of the task\r\n * @param url defines the location of the image to load\r\n */\r\n constructor(\r\n /**\r\n * Defines the name of the task\r\n */\r\n public name: string,\r\n /**\r\n * Defines the location of the image to load\r\n */\r\n public url: string) {\r\n super(name);\r\n }\r\n\r\n /**\r\n * Execute the current task\r\n * @param scene defines the scene where you want your assets to be loaded\r\n * @param onSuccess is a callback called when the task is successfully executed\r\n * @param onError is a callback called if an error occurs\r\n */\r\n public runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void) {\r\n var img = new Image();\r\n\r\n Tools.SetCorsBehavior(this.url, img);\r\n\r\n img.onload = () => {\r\n this.image = img;\r\n onSuccess();\r\n };\r\n\r\n img.onerror = (err: string | Event): any => {\r\n onError(\"Error loading image\", err);\r\n };\r\n\r\n img.src = this.url;\r\n }\r\n}\r\n\r\n/**\r\n * Defines the interface used by texture loading tasks\r\n */\r\nexport interface ITextureAssetTask<TEX extends BaseTexture> {\r\n /**\r\n * Gets the loaded texture\r\n */\r\n texture: TEX;\r\n}\r\n\r\n/**\r\n * Define a task used by AssetsManager to load 2D textures\r\n */\r\nexport class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {\r\n /**\r\n * Gets the loaded texture\r\n */\r\n public texture: Texture;\r\n\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onSuccess: (task: TextureAssetTask) => void;\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onError: (task: TextureAssetTask, message?: string, exception?: any) => void;\r\n\r\n /**\r\n * Creates a new TextureAssetTask object\r\n * @param name defines the name of the task\r\n * @param url defines the location of the file to load\r\n * @param noMipmap defines if mipmap should not be generated (default is false)\r\n * @param invertY defines if texture must be inverted on Y axis (default is true)\r\n * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)\r\n */\r\n constructor(\r\n /**\r\n * Defines the name of the task\r\n */\r\n public name: string,\r\n /**\r\n * Defines the location of the file to load\r\n */\r\n public url: string,\r\n /**\r\n * Defines if mipmap should not be generated (default is false)\r\n */\r\n public noMipmap?: boolean,\r\n /**\r\n * Defines if texture must be inverted on Y axis (default is true)\r\n */\r\n public invertY: boolean = true,\r\n /**\r\n * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)\r\n */\r\n public samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE) {\r\n super(name);\r\n }\r\n\r\n /**\r\n * Execute the current task\r\n * @param scene defines the scene where you want your assets to be loaded\r\n * @param onSuccess is a callback called when the task is successfully executed\r\n * @param onError is a callback called if an error occurs\r\n */\r\n public runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void) {\r\n\r\n var onload = () => {\r\n onSuccess();\r\n };\r\n\r\n var onerror = (message?: string, exception?: any) => {\r\n onError(message, exception);\r\n };\r\n\r\n this.texture = new Texture(this.url, scene, this.noMipmap, this.invertY, this.samplingMode, onload, onerror);\r\n }\r\n}\r\n\r\n/**\r\n * Define a task used by AssetsManager to load cube textures\r\n */\r\nexport class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {\r\n /**\r\n * Gets the loaded texture\r\n */\r\n public texture: CubeTexture;\r\n\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onSuccess: (task: CubeTextureAssetTask) => void;\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;\r\n\r\n /**\r\n * Creates a new CubeTextureAssetTask\r\n * @param name defines the name of the task\r\n * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)\r\n * @param extensions defines the extensions to use to load files ([\"_px\", \"_py\", \"_pz\", \"_nx\", \"_ny\", \"_nz\"] by default)\r\n * @param noMipmap defines if mipmaps should not be generated (default is false)\r\n * @param files defines the explicit list of files (undefined by default)\r\n */\r\n constructor(\r\n /**\r\n * Defines the name of the task\r\n */\r\n public name: string,\r\n /**\r\n * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)\r\n */\r\n public url: string,\r\n /**\r\n * Defines the extensions to use to load files ([\"_px\", \"_py\", \"_pz\", \"_nx\", \"_ny\", \"_nz\"] by default)\r\n */\r\n public extensions?: string[],\r\n /**\r\n * Defines if mipmaps should not be generated (default is false)\r\n */\r\n public noMipmap?: boolean,\r\n /**\r\n * Defines the explicit list of files (undefined by default)\r\n */\r\n public files?: string[],\r\n /**\r\n * Defines the prefiltered texture option (default is false)\r\n */\r\n public prefiltered?: boolean) {\r\n super(name);\r\n }\r\n\r\n /**\r\n * Execute the current task\r\n * @param scene defines the scene where you want your assets to be loaded\r\n * @param onSuccess is a callback called when the task is successfully executed\r\n * @param onError is a callback called if an error occurs\r\n */\r\n public runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void) {\r\n\r\n var onload = () => {\r\n onSuccess();\r\n };\r\n\r\n var onerror = (message?: string, exception?: any) => {\r\n onError(message, exception);\r\n };\r\n\r\n this.texture = new CubeTexture(this.url, scene, this.extensions, this.noMipmap, this.files, onload, onerror, undefined, this.prefiltered);\r\n }\r\n}\r\n\r\n/**\r\n * Define a task used by AssetsManager to load HDR cube textures\r\n */\r\nexport class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {\r\n /**\r\n * Gets the loaded texture\r\n */\r\n public texture: HDRCubeTexture;\r\n\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onSuccess: (task: HDRCubeTextureAssetTask) => void;\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;\r\n\r\n /**\r\n * Creates a new HDRCubeTextureAssetTask object\r\n * @param name defines the name of the task\r\n * @param url defines the location of the file to load\r\n * @param size defines the desired size (the more it increases the longer the generation will be) If the size is omitted this implies you are using a preprocessed cubemap.\r\n * @param noMipmap defines if mipmaps should not be generated (default is false)\r\n * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)\r\n * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)\r\n * @param reserved Internal use only\r\n */\r\n constructor(\r\n /**\r\n * Defines the name of the task\r\n */\r\n public name: string,\r\n /**\r\n * Defines the location of the file to load\r\n */\r\n public url: string,\r\n /**\r\n * Defines the desired size (the more it increases the longer the generation will be)\r\n */\r\n public size: number,\r\n /**\r\n * Defines if mipmaps should not be generated (default is false)\r\n */\r\n public noMipmap = false,\r\n /**\r\n * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)\r\n */\r\n public generateHarmonics = true,\r\n /**\r\n * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)\r\n */\r\n public gammaSpace = false,\r\n /**\r\n * Internal Use Only\r\n */\r\n public reserved = false) {\r\n super(name);\r\n }\r\n\r\n /**\r\n * Execute the current task\r\n * @param scene defines the scene where you want your assets to be loaded\r\n * @param onSuccess is a callback called when the task is successfully executed\r\n * @param onError is a callback called if an error occurs\r\n */\r\n public runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void) {\r\n\r\n var onload = () => {\r\n onSuccess();\r\n };\r\n\r\n var onerror = (message?: string, exception?: any) => {\r\n onError(message, exception);\r\n };\r\n\r\n this.texture = new HDRCubeTexture(this.url, scene, this.size, this.noMipmap, this.generateHarmonics, this.gammaSpace, this.reserved, onload, onerror);\r\n }\r\n}\r\n\r\n/**\r\n * Define a task used by AssetsManager to load Equirectangular cube textures\r\n */\r\nexport class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {\r\n /**\r\n * Gets the loaded texture\r\n */\r\n public texture: EquiRectangularCubeTexture;\r\n\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;\r\n /**\r\n * Callback called when the task is successful\r\n */\r\n public onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;\r\n\r\n /**\r\n * Creates a new EquiRectangularCubeTextureAssetTask object\r\n * @param name defines the name of the task\r\n * @param url defines the location of the file to load\r\n * @param size defines the desired size (the more it increases the longer the generation will be)\r\n * If the size is omitted this implies you are using a preprocessed cubemap.\r\n * @param noMipmap defines if mipmaps should not be generated (default is false)\r\n * @param gammaSpace specifies if the texture will be used in gamma or linear space\r\n * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)\r\n * (default is true)\r\n */\r\n constructor(\r\n /**\r\n * Defines the name of the task\r\n */\r\n public name: string,\r\n /**\r\n * Defines the location of the file to load\r\n */\r\n public url: string,\r\n /**\r\n * Defines the desired size (the more it increases the longer the generation will be)\r\n */\r\n public size: number,\r\n /**\r\n * Defines if mipmaps should not be generated (default is false)\r\n */\r\n public noMipmap: boolean = false,\r\n /**\r\n * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,\r\n * but the standard material would require them in Gamma space) (default is true)\r\n */\r\n public gammaSpace: boolean = true) {\r\n super(name);\r\n }\r\n\r\n /**\r\n * Execute the current task\r\n * @param scene defines the scene where you want your assets to be loaded\r\n * @param onSuccess is a callback called when the task is successfully executed\r\n * @param onError is a callback called if an error occurs\r\n */\r\n public runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void {\r\n\r\n const onload = () => {\r\n onSuccess();\r\n };\r\n\r\n const onerror = (message?: string, exception?: any) => {\r\n onError(message, exception);\r\n };\r\n\r\n this.texture = new EquiRectangularCubeTexture(this.url, scene, this.size, this.noMipmap, this.gammaSpace, onload, onerror);\r\n }\r\n}\r\n\r\n/**\r\n * This class can be used to easily import assets into a scene\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_assetsmanager\r\n */\r\nexport class AssetsManager {\r\n private _scene: Scene;\r\n private _isLoading = false;\r\n\r\n protected _tasks = new Array<AbstractAssetTask>();\r\n protected _waitingTasksCount = 0;\r\n protected _totalTasksCount = 0;\r\n\r\n /**\r\n * Callback called when all tasks are processed\r\n */\r\n public onFinish: (tasks: AbstractAssetTask[]) => void;\r\n\r\n /**\r\n * Callback called when a task is successful\r\n */\r\n public onTaskSuccess: (task: AbstractAssetTask) => void;\r\n\r\n /**\r\n * Callback called when a task had an error\r\n */\r\n public onTaskError: (task: AbstractAssetTask) => void;\r\n\r\n /**\r\n * Callback called when a task is done (whatever the result is)\r\n */\r\n public onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;\r\n\r\n /**\r\n * Observable called when all tasks are processed\r\n */\r\n public onTaskSuccessObservable = new Observable<AbstractAssetTask>();\r\n\r\n /**\r\n * Observable called when a task had an error\r\n */\r\n public onTaskErrorObservable = new Observable<AbstractAssetTask>();\r\n\r\n /**\r\n * Observable called when all tasks were executed\r\n */\r\n public onTasksDoneObservable = new Observable<AbstractAssetTask[]>();\r\n\r\n /**\r\n * Observable called when a task is done (whatever the result is)\r\n */\r\n public onProgressObservable = new Observable<IAssetsProgressEvent>();\r\n\r\n /**\r\n * Gets or sets a boolean defining if the AssetsManager should use the default loading screen\r\n * @see https://doc.babylonjs.com/how_to/creating_a_custom_loading_screen\r\n */\r\n public useDefaultLoadingScreen = true;\r\n\r\n /**\r\n * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen\r\n * when all assets have been downloaded.\r\n * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.\r\n */\r\n public autoHideLoadingUI = true;\r\n\r\n /**\r\n * Creates a new AssetsManager\r\n * @param scene defines the scene to work on\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n }\r\n\r\n /**\r\n * Add a ContainerAssetTask to the list of active tasks\r\n * @param taskName defines the name of the new task\r\n * @param meshesNames defines the name of meshes to load\r\n * @param rootUrl defines the root url to use to locate files\r\n * @param sceneFilename defines the filename of the scene file or the File itself\r\n * @returns a new ContainerAssetTask object\r\n */\r\n public addContainerTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string | File): ContainerAssetTask {\r\n var task = new ContainerAssetTask(taskName, meshesNames, rootUrl, sceneFilename);\r\n this._tasks.push(task);\r\n\r\n return task;\r\n }\r\n\r\n /**\r\n * Add a MeshAssetTask to the list of active tasks\r\n * @param taskName defines the name of the new task\r\n * @param meshesNames defines the name of meshes to load\r\n * @param rootUrl defines the root url to use to locate files\r\n * @param sceneFilename defines the filename of the scene file or the File itself\r\n * @returns a new MeshAssetTask object\r\n */\r\n public addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string | File): MeshAssetTask {\r\n var task = new MeshAssetTask(taskName, meshesNames, rootUrl, sceneFilename);\r\n this._tasks.push(task);\r\n\r\n return task;\r\n }\r\n\r\n /**\r\n * Add a TextFileAssetTask to the list of active tasks\r\n * @param taskName defines the name of the new task\r\n * @param url defines the url of the file to load\r\n * @returns a new TextFileAssetTask object\r\n */\r\n public addTextFileTask(taskName: string, url: string): TextFileAssetTask {\r\n var task = new TextFileAssetTask(taskName, url);\r\n this._tasks.push(task);\r\n\r\n return task;\r\n }\r\n\r\n /**\r\n * Add a BinaryFileAssetTask to the list of active tasks\r\n * @param taskName defines the name of the new task\r\n * @param url defines the url of the file to load\r\n * @returns a new BinaryFileAssetTask object\r\n */\r\n public addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask {\r\n var task = new BinaryFileAssetTask(taskName, url);\r\n this._tasks.push(task);\r\n\r\n return task;\r\n }\r\n\r\n /**\r\n * Add a ImageAssetTask to the list of active tasks\r\n * @param taskName defines the name of the new task\r\n * @param url defines the url of the file to load\r\n * @returns a new ImageAssetTask object\r\n */\r\n public addImageTask(taskName: string, url: string): ImageAssetTask {\r\n var task = new ImageAssetTask(taskName, url);\r\n this._tasks.push(task);\r\n\r\n return task;\r\n }\r\n\r\n /**\r\n * Add a TextureAssetTask to the list of active tasks\r\n * @param taskName defines the name of the new task\r\n * @param url defines the url of the file to load\r\n * @param noMipmap defines if the texture must not receive mipmaps (false by default)\r\n * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)\r\n * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)\r\n * @returns a new TextureAssetTask object\r\n */\r\n public addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE): TextureAssetTask {\r\n var task = new TextureAssetTask(taskName, url, noMipmap, invertY, samplingMode);\r\n this._tasks.push(task);\r\n\r\n return task;\r\n }\r\n\r\n /**\r\n * Add a CubeTextureAssetTask to the list of active tasks\r\n * @param taskName defines the name of the new task\r\n * @param url defines the url of the file to load\r\n * @param extensions defines the extension to use to load the cube map (can be null)\r\n * @param noMipmap defines if the texture must not receive mipmaps (false by default)\r\n * @param files defines the list of files to load (can be null)\r\n * @param prefiltered defines the prefiltered texture option (default is false)\r\n * @returns a new CubeTextureAssetTask object\r\n */\r\n public addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[], prefiltered?: boolean): CubeTextureAssetTask {\r\n var task = new CubeTextureAssetTask(taskName, url, extensions, noMipmap, files, prefiltered);\r\n this._tasks.push(task);\r\n\r\n return task;\r\n }\r\n\r\n /**\r\n *\r\n * Add a HDRCubeTextureAssetTask to the list of active tasks\r\n * @param taskName defines the name of the new task\r\n * @param url defines the url of the file to load\r\n * @param size defines the size you want for the cubemap (can be null)\r\n * @param noMipmap defines if the texture must not receive mipmaps (false by default)\r\n * @param generateHarmonics defines if you want to automatically generate (true by default)\r\n * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)\r\n * @param reserved Internal use only\r\n * @returns a new HDRCubeTextureAssetTask object\r\n */\r\n public addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap = false, generateHarmonics = true, gammaSpace = false, reserved = false): HDRCubeTextureAssetTask {\r\n var task = new HDRCubeTextureAssetTask(taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved);\r\n this._tasks.push(task);\r\n\r\n return task;\r\n }\r\n\r\n /**\r\n *\r\n * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks\r\n * @param taskName defines the name of the new task\r\n * @param url defines the url of the file to load\r\n * @param size defines the size you want for the cubemap (can be null)\r\n * @param noMipmap defines if the texture must not receive mipmaps (false by default)\r\n * @param gammaSpace Specifies if the texture will be used in gamma or linear space\r\n * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)\r\n * @returns a new EquiRectangularCubeTextureAssetTask object\r\n */\r\n public addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap = false, gammaSpace = true): EquiRectangularCubeTextureAssetTask {\r\n const task = new EquiRectangularCubeTextureAssetTask(taskName, url, size, noMipmap, gammaSpace);\r\n this._tasks.push(task);\r\n\r\n return task;\r\n }\r\n\r\n /**\r\n * Remove a task from the assets manager.\r\n * @param task the task to remove\r\n */\r\n public removeTask(task: AbstractAssetTask) {\r\n let index = this._tasks.indexOf(task);\r\n\r\n if (index > -1) {\r\n this._tasks.splice(index, 1);\r\n }\r\n }\r\n\r\n private _decreaseWaitingTasksCount(task: AbstractAssetTask): void {\r\n this._waitingTasksCount--;\r\n\r\n try {\r\n if (this.onProgress) {\r\n this.onProgress(\r\n this._waitingTasksCount,\r\n this._totalTasksCount,\r\n task\r\n );\r\n }\r\n\r\n this.onProgressObservable.notifyObservers(\r\n new AssetsProgressEvent(\r\n this._waitingTasksCount,\r\n this._totalTasksCount,\r\n task\r\n )\r\n );\r\n } catch (e) {\r\n Logger.Error(\"Error running progress callbacks.\");\r\n console.log(e);\r\n }\r\n\r\n if (this._waitingTasksCount === 0) {\r\n try {\r\n\r\n var currentTasks = this._tasks.slice();\r\n\r\n if (this.onFinish) {\r\n // Calling onFinish with immutable array of tasks\r\n this.onFinish(currentTasks);\r\n }\r\n\r\n // Let's remove successfull tasks\r\n for (var task of currentTasks) {\r\n if (task.taskState === AssetTaskState.DONE) {\r\n let index = this._tasks.indexOf(task);\r\n\r\n if (index > -1) {\r\n this._tasks.splice(index, 1);\r\n }\r\n }\r\n }\r\n\r\n this.onTasksDoneObservable.notifyObservers(this._tasks);\r\n } catch (e) {\r\n Logger.Error(\"Error running tasks-done callbacks.\");\r\n console.log(e);\r\n }\r\n this._isLoading = false;\r\n if (this.autoHideLoadingUI) {\r\n this._scene.getEngine().hideLoadingUI();\r\n }\r\n }\r\n }\r\n\r\n private _runTask(task: AbstractAssetTask): void {\r\n\r\n let done = () => {\r\n try {\r\n if (this.onTaskSuccess) {\r\n this.onTaskSuccess(task);\r\n }\r\n this.onTaskSuccessObservable.notifyObservers(task);\r\n this._decreaseWaitingTasksCount(task);\r\n } catch (e) {\r\n error(\"Error executing task success callbacks\", e);\r\n }\r\n\r\n };\r\n\r\n let error = (message?: string, exception?: any) => {\r\n task._setErrorObject(message, exception);\r\n\r\n if (this.onTaskError) {\r\n this.onTaskError(task);\r\n }\r\n this.onTaskErrorObservable.notifyObservers(task);\r\n this._decreaseWaitingTasksCount(task);\r\n };\r\n\r\n task.run(this._scene, done, error);\r\n }\r\n\r\n /**\r\n * Reset the AssetsManager and remove all tasks\r\n * @return the current instance of the AssetsManager\r\n */\r\n public reset(): AssetsManager {\r\n this._isLoading = false;\r\n this._tasks = new Array<AbstractAssetTask>();\r\n return this;\r\n }\r\n\r\n /**\r\n * Start the loading process\r\n * @return the current instance of the AssetsManager\r\n */\r\n public load(): AssetsManager {\r\n if (this._isLoading) {\r\n return this;\r\n }\r\n this._isLoading = true;\r\n this._waitingTasksCount = this._tasks.length;\r\n this._totalTasksCount = this._tasks.length;\r\n\r\n if (this._waitingTasksCount === 0) {\r\n this._isLoading = false;\r\n if (this.onFinish) {\r\n this.onFinish(this._tasks);\r\n }\r\n this.onTasksDoneObservable.notifyObservers(this._tasks);\r\n return this;\r\n }\r\n\r\n if (this.useDefaultLoadingScreen) {\r\n this._scene.getEngine().displayLoadingUI();\r\n }\r\n\r\n for (var index = 0; index < this._tasks.length; index++) {\r\n var task = this._tasks[index];\r\n if (task.taskState === AssetTaskState.INIT) {\r\n this._runTask(task);\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Start the loading process as an async operation\r\n * @return a promise returning the list of failed tasks\r\n */\r\n public loadAsync(): Promise<void> {\r\n return new Promise((resolve, reject) => {\r\n if (this._isLoading) {\r\n resolve();\r\n return;\r\n }\r\n this.onTasksDoneObservable.addOnce((remainingTasks) => {\r\n if (remainingTasks && remainingTasks.length) {\r\n reject(remainingTasks);\r\n } else {\r\n resolve();\r\n }\r\n });\r\n\r\n this.load();\r\n });\r\n }\r\n}\r\n"]}
|
package/Misc/basis.d.ts
CHANGED
|
@@ -85,7 +85,7 @@ export declare const BasisToolsOptions: {
|
|
|
85
85
|
* @param basisFormat format chosen from GetSupportedTranscodeFormat
|
|
86
86
|
* @returns internal format corresponding to the Basis format
|
|
87
87
|
*/
|
|
88
|
-
export declare const GetInternalFormatFromBasisFormat: (basisFormat: number, engine: Engine) =>
|
|
88
|
+
export declare const GetInternalFormatFromBasisFormat: (basisFormat: number, engine: Engine) => number;
|
|
89
89
|
/**
|
|
90
90
|
* Transcodes a loaded image file to compressed pixel data
|
|
91
91
|
* @param data image data to transcode
|
|
@@ -117,7 +117,7 @@ export declare const BasisTools: {
|
|
|
117
117
|
* @param basisFormat format chosen from GetSupportedTranscodeFormat
|
|
118
118
|
* @returns internal format corresponding to the Basis format
|
|
119
119
|
*/
|
|
120
|
-
GetInternalFormatFromBasisFormat: (basisFormat: number, engine: Engine) =>
|
|
120
|
+
GetInternalFormatFromBasisFormat: (basisFormat: number, engine: Engine) => number;
|
|
121
121
|
/**
|
|
122
122
|
* Transcodes a loaded image file to compressed pixel data
|
|
123
123
|
* @param data image data to transcode
|
package/Misc/basis.js
CHANGED
|
@@ -62,17 +62,16 @@ export var BasisToolsOptions = {
|
|
|
62
62
|
* @returns internal format corresponding to the Basis format
|
|
63
63
|
*/
|
|
64
64
|
export var GetInternalFormatFromBasisFormat = function (basisFormat, engine) {
|
|
65
|
-
var _a, _b, _c;
|
|
66
65
|
var format;
|
|
67
66
|
switch (basisFormat) {
|
|
68
67
|
case BASIS_FORMATS.cTFETC1:
|
|
69
|
-
format =
|
|
68
|
+
format = 36196;
|
|
70
69
|
break;
|
|
71
70
|
case BASIS_FORMATS.cTFBC1:
|
|
72
|
-
format =
|
|
71
|
+
format = 33776;
|
|
73
72
|
break;
|
|
74
73
|
case BASIS_FORMATS.cTFBC4:
|
|
75
|
-
format =
|
|
74
|
+
format = 33779;
|
|
76
75
|
break;
|
|
77
76
|
}
|
|
78
77
|
if (format === undefined) {
|
|
@@ -185,6 +184,7 @@ export var LoadTextureFromTranscodeResult = function (texture, transcodeResult)
|
|
|
185
184
|
else {
|
|
186
185
|
texture.width = rootImage.width;
|
|
187
186
|
texture.height = rootImage.height;
|
|
187
|
+
texture.generateMipMaps = transcodeResult.fileInfo.images[i].levels.length > 1;
|
|
188
188
|
// Upload all mip levels in the file
|
|
189
189
|
transcodeResult.fileInfo.images[i].levels.forEach(function (level, index) {
|
|
190
190
|
engine._uploadCompressedDataToTextureDirectly(texture, BasisTools.GetInternalFormatFromBasisFormat(transcodeResult.format, engine), level.width, level.height, level.transcodedPixels, i, index);
|
|
@@ -430,4 +430,20 @@ function workerFunc() {
|
|
|
430
430
|
return dst;
|
|
431
431
|
}
|
|
432
432
|
}
|
|
433
|
+
Object.defineProperty(BasisTools, "JSModuleURL", {
|
|
434
|
+
get: function () {
|
|
435
|
+
return BasisToolsOptions.JSModuleURL;
|
|
436
|
+
},
|
|
437
|
+
set: function (value) {
|
|
438
|
+
BasisToolsOptions.JSModuleURL = value;
|
|
439
|
+
}
|
|
440
|
+
});
|
|
441
|
+
Object.defineProperty(BasisTools, "WasmModuleURL", {
|
|
442
|
+
get: function () {
|
|
443
|
+
return BasisToolsOptions.WasmModuleURL;
|
|
444
|
+
},
|
|
445
|
+
set: function (value) {
|
|
446
|
+
BasisToolsOptions.WasmModuleURL = value;
|
|
447
|
+
}
|
|
448
|
+
});
|
|
433
449
|
//# sourceMappingURL=basis.js.map
|