@babylonjs/core 5.0.0-beta.1 → 5.0.0-beta.10

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.
Files changed (796) hide show
  1. package/Actions/actionManager.d.ts +1 -1
  2. package/Actions/actionManager.js +5 -1
  3. package/Actions/actionManager.js.map +1 -1
  4. package/Animations/animation.d.ts +6 -6
  5. package/Animations/animation.js +9 -5
  6. package/Animations/animation.js.map +1 -1
  7. package/Audio/analyser.d.ts +2 -1
  8. package/Audio/analyser.js +5 -0
  9. package/Audio/analyser.js.map +1 -1
  10. package/Audio/audioSceneComponent.d.ts +1 -1
  11. package/Audio/audioSceneComponent.js +5 -0
  12. package/Audio/audioSceneComponent.js.map +1 -1
  13. package/Audio/sound.d.ts +1 -1
  14. package/Audio/sound.js +8 -1
  15. package/Audio/sound.js.map +1 -1
  16. package/Audio/soundTrack.d.ts +2 -1
  17. package/Audio/soundTrack.js +5 -0
  18. package/Audio/soundTrack.js.map +1 -1
  19. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
  20. package/BakedVertexAnimation/bakedVertexAnimationManager.js +5 -0
  21. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  22. package/Behaviors/Meshes/baseSixDofDragBehavior.js +29 -26
  23. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  24. package/Behaviors/Meshes/pointerDragBehavior.js +2 -0
  25. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  26. package/Bones/bone.d.ts +2 -1
  27. package/Bones/bone.js +28 -18
  28. package/Bones/bone.js.map +1 -1
  29. package/Bones/skeleton.d.ts +0 -6
  30. package/Bones/skeleton.js +5 -17
  31. package/Bones/skeleton.js.map +1 -1
  32. package/Buffers/buffer.d.ts +4 -0
  33. package/Buffers/buffer.js +13 -3
  34. package/Buffers/buffer.js.map +1 -1
  35. package/Cameras/Inputs/freeCameraMouseInput.d.ts +1 -0
  36. package/Cameras/Inputs/freeCameraMouseInput.js +6 -3
  37. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  38. package/Cameras/Inputs/freeCameraTouchInput.js +2 -4
  39. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  40. package/Cameras/Stereoscopic/anaglyphArcRotateCamera.d.ts +1 -1
  41. package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js.map +1 -1
  42. package/Cameras/Stereoscopic/anaglyphFreeCamera.d.ts +1 -1
  43. package/Cameras/Stereoscopic/anaglyphFreeCamera.js.map +1 -1
  44. package/Cameras/Stereoscopic/anaglyphGamepadCamera.d.ts +1 -1
  45. package/Cameras/Stereoscopic/anaglyphGamepadCamera.js.map +1 -1
  46. package/Cameras/Stereoscopic/anaglyphUniversalCamera.d.ts +1 -1
  47. package/Cameras/Stereoscopic/anaglyphUniversalCamera.js.map +1 -1
  48. package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.d.ts +1 -1
  49. package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js.map +1 -1
  50. package/Cameras/Stereoscopic/stereoscopicFreeCamera.d.ts +1 -1
  51. package/Cameras/Stereoscopic/stereoscopicFreeCamera.js.map +1 -1
  52. package/Cameras/Stereoscopic/stereoscopicGamepadCamera.d.ts +1 -1
  53. package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js.map +1 -1
  54. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +1 -1
  55. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  56. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.d.ts +1 -1
  57. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js.map +1 -1
  58. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.d.ts +1 -1
  59. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js.map +1 -1
  60. package/Cameras/VR/vrDeviceOrientationFreeCamera.d.ts +1 -1
  61. package/Cameras/VR/vrDeviceOrientationFreeCamera.js.map +1 -1
  62. package/Cameras/VR/vrDeviceOrientationGamepadCamera.d.ts +1 -1
  63. package/Cameras/VR/vrDeviceOrientationGamepadCamera.js.map +1 -1
  64. package/Cameras/VR/vrExperienceHelper.d.ts +1 -0
  65. package/Cameras/VR/vrExperienceHelper.js +1 -0
  66. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  67. package/Cameras/VR/webVRCamera.d.ts +2 -1
  68. package/Cameras/VR/webVRCamera.js +3 -2
  69. package/Cameras/VR/webVRCamera.js.map +1 -1
  70. package/Cameras/arcRotateCamera.d.ts +1 -1
  71. package/Cameras/arcRotateCamera.js.map +1 -1
  72. package/Cameras/camera.d.ts +1 -1
  73. package/Cameras/camera.js +1 -1
  74. package/Cameras/camera.js.map +1 -1
  75. package/Cameras/deviceOrientationCamera.d.ts +1 -1
  76. package/Cameras/deviceOrientationCamera.js.map +1 -1
  77. package/Cameras/flyCamera.d.ts +1 -1
  78. package/Cameras/flyCamera.js.map +1 -1
  79. package/Cameras/followCamera.d.ts +1 -1
  80. package/Cameras/followCamera.js.map +1 -1
  81. package/Cameras/freeCamera.d.ts +1 -1
  82. package/Cameras/freeCamera.js.map +1 -1
  83. package/Cameras/gamepadCamera.d.ts +1 -1
  84. package/Cameras/gamepadCamera.js.map +1 -1
  85. package/Cameras/targetCamera.d.ts +1 -1
  86. package/Cameras/targetCamera.js.map +1 -1
  87. package/Cameras/touchCamera.d.ts +1 -1
  88. package/Cameras/touchCamera.js.map +1 -1
  89. package/Cameras/universalCamera.d.ts +1 -1
  90. package/Cameras/universalCamera.js.map +1 -1
  91. package/Cameras/virtualJoysticksCamera.d.ts +1 -1
  92. package/Cameras/virtualJoysticksCamera.js.map +1 -1
  93. package/Collisions/collider.d.ts +1 -1
  94. package/Collisions/collider.js +48 -2
  95. package/Collisions/collider.js.map +1 -1
  96. package/Compat/compatibilityOptions.d.ts +9 -0
  97. package/Compat/compatibilityOptions.js +14 -0
  98. package/Compat/compatibilityOptions.js.map +1 -0
  99. package/Compat/index.d.ts +1 -0
  100. package/Compat/index.js +2 -0
  101. package/Compat/index.js.map +1 -0
  102. package/Compute/computeEffect.js +2 -2
  103. package/Compute/computeEffect.js.map +1 -1
  104. package/Culling/Octrees/octreeSceneComponent.d.ts +1 -1
  105. package/Culling/Octrees/octreeSceneComponent.js +5 -0
  106. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  107. package/Culling/ray.d.ts +6 -4
  108. package/Culling/ray.js +35 -13
  109. package/Culling/ray.js.map +1 -1
  110. package/Debug/axesViewer.d.ts +2 -1
  111. package/Debug/axesViewer.js +6 -0
  112. package/Debug/axesViewer.js.map +1 -1
  113. package/Debug/debugLayer.d.ts +1 -1
  114. package/Debug/debugLayer.js +6 -2
  115. package/Debug/debugLayer.js.map +1 -1
  116. package/Debug/physicsViewer.d.ts +1 -1
  117. package/Debug/physicsViewer.js +3 -0
  118. package/Debug/physicsViewer.js.map +1 -1
  119. package/Debug/skeletonViewer.js +3 -4
  120. package/Debug/skeletonViewer.js.map +1 -1
  121. package/DeviceInput/Helpers/eventFactory.d.ts +1 -1
  122. package/DeviceInput/Helpers/eventFactory.js +10 -6
  123. package/DeviceInput/Helpers/eventFactory.js.map +1 -1
  124. package/DeviceInput/InputDevices/deviceEnums.d.ts +55 -2
  125. package/DeviceInput/InputDevices/deviceEnums.js +54 -0
  126. package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
  127. package/DeviceInput/InputDevices/deviceSource.d.ts +35 -0
  128. package/DeviceInput/InputDevices/deviceSource.js +38 -0
  129. package/DeviceInput/InputDevices/deviceSource.js.map +1 -0
  130. package/DeviceInput/InputDevices/deviceSourceManager.d.ts +23 -66
  131. package/DeviceInput/InputDevices/deviceSourceManager.js +40 -149
  132. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  133. package/DeviceInput/InputDevices/deviceTypes.d.ts +2 -2
  134. package/DeviceInput/InputDevices/deviceTypes.js.map +1 -1
  135. package/DeviceInput/{Interfaces → InputDevices}/inputInterfaces.d.ts +1 -5
  136. package/DeviceInput/{Interfaces → InputDevices}/inputInterfaces.js +0 -0
  137. package/DeviceInput/InputDevices/inputInterfaces.js.map +1 -0
  138. package/DeviceInput/InputDevices/internalDeviceSourceManager.d.ts +51 -0
  139. package/DeviceInput/InputDevices/internalDeviceSourceManager.js +138 -0
  140. package/DeviceInput/InputDevices/internalDeviceSourceManager.js.map +1 -0
  141. package/DeviceInput/{Implementations → InputDevices}/nativeDeviceInputSystem.d.ts +3 -7
  142. package/DeviceInput/{Implementations → InputDevices}/nativeDeviceInputSystem.js +11 -16
  143. package/DeviceInput/InputDevices/nativeDeviceInputSystem.js.map +1 -0
  144. package/DeviceInput/{Implementations → InputDevices}/webDeviceInputSystem.d.ts +17 -19
  145. package/DeviceInput/{Implementations → InputDevices}/webDeviceInputSystem.js +212 -166
  146. package/DeviceInput/InputDevices/webDeviceInputSystem.js.map +1 -0
  147. package/DeviceInput/index.d.ts +1 -5
  148. package/DeviceInput/index.js +1 -5
  149. package/DeviceInput/index.js.map +1 -1
  150. package/Engines/Extensions/engine.cubeTexture.d.ts +1 -1
  151. package/Engines/Extensions/engine.cubeTexture.js +6 -2
  152. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  153. package/Engines/Extensions/engine.multiview.d.ts +5 -0
  154. package/Engines/Extensions/engine.multiview.js +4 -2
  155. package/Engines/Extensions/engine.multiview.js.map +1 -1
  156. package/Engines/Extensions/engine.query.d.ts +7 -0
  157. package/Engines/Extensions/engine.query.js +12 -0
  158. package/Engines/Extensions/engine.query.js.map +1 -1
  159. package/Engines/Extensions/engine.views.d.ts +7 -0
  160. package/Engines/Extensions/engine.views.js +12 -0
  161. package/Engines/Extensions/engine.views.js.map +1 -1
  162. package/Engines/Native/nativeInterfaces.d.ts +3 -2
  163. package/Engines/Native/nativeInterfaces.js.map +1 -1
  164. package/Engines/Processors/Expressions/shaderDefineExpression.js +1 -1
  165. package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
  166. package/Engines/Processors/shaderCodeInliner.js +13 -13
  167. package/Engines/Processors/shaderCodeInliner.js.map +1 -1
  168. package/Engines/WebGPU/Extensions/engine.computeShader.js +1 -1
  169. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  170. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +4 -1
  171. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  172. package/Engines/WebGPU/webgpuCacheBindGroups.js +9 -9
  173. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  174. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +5 -7
  175. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  176. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +1 -1
  177. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
  178. package/Engines/WebGPU/webgpuCacheSampler.d.ts +2 -0
  179. package/Engines/WebGPU/webgpuCacheSampler.js +23 -2
  180. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  181. package/Engines/WebGPU/webgpuComputeContext.js +1 -1
  182. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  183. package/Engines/WebGPU/webgpuConstants.d.ts +2 -1
  184. package/Engines/WebGPU/webgpuConstants.js +1 -0
  185. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  186. package/Engines/WebGPU/webgpuDrawContext.d.ts +1 -1
  187. package/Engines/WebGPU/webgpuDrawContext.js +3 -3
  188. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  189. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +0 -1
  190. package/Engines/WebGPU/webgpuHardwareTexture.js +0 -3
  191. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  192. package/Engines/WebGPU/webgpuPipelineContext.d.ts +0 -8
  193. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  194. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +13 -13
  195. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  196. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +30 -30
  197. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  198. package/Engines/WebGPU/webgpuTextureHelper.d.ts +0 -1
  199. package/Engines/WebGPU/webgpuTextureHelper.js +22 -37
  200. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  201. package/Engines/engine.d.ts +48 -33
  202. package/Engines/engine.js +2 -6
  203. package/Engines/engine.js.map +1 -1
  204. package/Engines/engineCapabilities.d.ts +4 -0
  205. package/Engines/engineCapabilities.js.map +1 -1
  206. package/Engines/index.d.ts +1 -0
  207. package/Engines/index.js +1 -0
  208. package/Engines/index.js.map +1 -1
  209. package/Engines/nativeEngine.d.ts +1 -0
  210. package/Engines/nativeEngine.js +40 -12
  211. package/Engines/nativeEngine.js.map +1 -1
  212. package/Engines/nullEngine.js +3 -1
  213. package/Engines/nullEngine.js.map +1 -1
  214. package/Engines/renderTargetWrapper.d.ts +8 -0
  215. package/Engines/renderTargetWrapper.js +20 -0
  216. package/Engines/renderTargetWrapper.js.map +1 -1
  217. package/Engines/thinEngine.d.ts +18 -2
  218. package/Engines/thinEngine.js +51 -21
  219. package/Engines/thinEngine.js.map +1 -1
  220. package/Engines/webgpuEngine.d.ts +3 -7
  221. package/Engines/webgpuEngine.js +43 -42
  222. package/Engines/webgpuEngine.js.map +1 -1
  223. package/Events/keyboardEvents.d.ts +7 -1
  224. package/Events/keyboardEvents.js +11 -1
  225. package/Events/keyboardEvents.js.map +1 -1
  226. package/Gamepads/Controllers/daydreamController.js +1 -1
  227. package/Gamepads/Controllers/daydreamController.js.map +1 -1
  228. package/Gamepads/Controllers/oculusTouchController.js +2 -2
  229. package/Gamepads/Controllers/oculusTouchController.js.map +1 -1
  230. package/Gamepads/Controllers/webVRController.d.ts +1 -0
  231. package/Gamepads/Controllers/webVRController.js +1 -0
  232. package/Gamepads/Controllers/webVRController.js.map +1 -1
  233. package/Gamepads/gamepadManager.js +1 -1
  234. package/Gamepads/gamepadManager.js.map +1 -1
  235. package/Gizmos/boundingBoxGizmo.js +0 -10
  236. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  237. package/Gizmos/gizmo.js +1 -1
  238. package/Gizmos/gizmo.js.map +1 -1
  239. package/Gizmos/gizmoManager.d.ts +2 -0
  240. package/Gizmos/gizmoManager.js +28 -24
  241. package/Gizmos/gizmoManager.js.map +1 -1
  242. package/Helpers/sceneHelpers.d.ts +1 -0
  243. package/Helpers/sceneHelpers.js.map +1 -1
  244. package/Inputs/scene.inputManager.d.ts +2 -3
  245. package/Inputs/scene.inputManager.js +14 -16
  246. package/Inputs/scene.inputManager.js.map +1 -1
  247. package/Instrumentation/sceneInstrumentation.js +2 -2
  248. package/Instrumentation/sceneInstrumentation.js.map +1 -1
  249. package/Layers/effectLayer.d.ts +2 -1
  250. package/Layers/effectLayer.js +25 -1
  251. package/Layers/effectLayer.js.map +1 -1
  252. package/Layers/effectLayerSceneComponent.d.ts +1 -1
  253. package/Layers/effectLayerSceneComponent.js +7 -3
  254. package/Layers/effectLayerSceneComponent.js.map +1 -1
  255. package/Layers/glowLayer.d.ts +1 -1
  256. package/Layers/glowLayer.js.map +1 -1
  257. package/Layers/highlightLayer.d.ts +1 -1
  258. package/Layers/highlightLayer.js +2 -1
  259. package/Layers/highlightLayer.js.map +1 -1
  260. package/Layers/layer.d.ts +2 -2
  261. package/Layers/layer.js.map +1 -1
  262. package/Layers/layerSceneComponent.d.ts +1 -1
  263. package/Layers/layerSceneComponent.js +7 -3
  264. package/Layers/layerSceneComponent.js.map +1 -1
  265. package/Lights/Shadows/cascadedShadowGenerator.js +2 -2
  266. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  267. package/Lights/Shadows/shadowGenerator.js +7 -7
  268. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  269. package/Loading/Plugins/babylonFileLoader.js +115 -37
  270. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  271. package/Loading/loadingScreen.js +8 -8
  272. package/Loading/loadingScreen.js.map +1 -1
  273. package/Loading/sceneLoader.js +7 -6
  274. package/Loading/sceneLoader.js.map +1 -1
  275. package/Materials/Background/backgroundMaterial.d.ts +1 -1
  276. package/Materials/Background/backgroundMaterial.js.map +1 -1
  277. package/Materials/Node/Blocks/Dual/clipPlanesBlock.d.ts +37 -0
  278. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js +117 -0
  279. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -0
  280. package/Materials/Node/Blocks/Dual/currentScreenBlock.js +12 -12
  281. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  282. package/Materials/Node/Blocks/Dual/fogBlock.js +5 -5
  283. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  284. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +13 -13
  285. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  286. package/Materials/Node/Blocks/Dual/index.d.ts +1 -0
  287. package/Materials/Node/Blocks/Dual/index.js +1 -0
  288. package/Materials/Node/Blocks/Dual/index.js.map +1 -1
  289. package/Materials/Node/Blocks/Dual/lightBlock.js +10 -10
  290. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  291. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +28 -28
  292. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  293. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +1 -1
  294. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
  295. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +7 -7
  296. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  297. package/Materials/Node/Blocks/Dual/textureBlock.js +32 -32
  298. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  299. package/Materials/Node/Blocks/Fragment/derivativeBlock.js +2 -2
  300. package/Materials/Node/Blocks/Fragment/derivativeBlock.js.map +1 -1
  301. package/Materials/Node/Blocks/Fragment/discardBlock.js +1 -1
  302. package/Materials/Node/Blocks/Fragment/discardBlock.js.map +1 -1
  303. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js +1 -1
  304. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
  305. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +10 -10
  306. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  307. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +7 -7
  308. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  309. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +12 -12
  310. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  311. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +1 -1
  312. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
  313. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +7 -7
  314. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
  315. package/Materials/Node/Blocks/Fragment/twirlBlock.js +4 -4
  316. package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -1
  317. package/Materials/Node/Blocks/Input/inputBlock.d.ts +2 -1
  318. package/Materials/Node/Blocks/Input/inputBlock.js +29 -24
  319. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  320. package/Materials/Node/Blocks/PBR/anisotropyBlock.js +5 -5
  321. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  322. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +5 -5
  323. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  324. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +33 -33
  325. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  326. package/Materials/Node/Blocks/PBR/reflectionBlock.js +11 -11
  327. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  328. package/Materials/Node/Blocks/PBR/refractionBlock.js +11 -11
  329. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  330. package/Materials/Node/Blocks/PBR/sheenBlock.js +3 -3
  331. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  332. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +1 -1
  333. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  334. package/Materials/Node/Blocks/Particle/particleBlendMultiplyBlock.js +1 -1
  335. package/Materials/Node/Blocks/Particle/particleBlendMultiplyBlock.js.map +1 -1
  336. package/Materials/Node/Blocks/Particle/particleRampGradientBlock.js +1 -1
  337. package/Materials/Node/Blocks/Particle/particleRampGradientBlock.js.map +1 -1
  338. package/Materials/Node/Blocks/Particle/particleTextureBlock.js +7 -7
  339. package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
  340. package/Materials/Node/Blocks/Vertex/bonesBlock.js +3 -3
  341. package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
  342. package/Materials/Node/Blocks/Vertex/instancesBlock.js +3 -3
  343. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  344. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js +5 -5
  345. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
  346. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +16 -16
  347. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  348. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js +1 -1
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{ Sound } from \"./sound\";\r\nimport { SoundTrack } from \"./soundTrack\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Nullable } from \"../types\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { SceneComponentConstants, ISceneSerializableComponent } from \"../sceneComponent\";\r\nimport { Scene } from \"../scene\";\r\nimport { AbstractScene } from \"../abstractScene\";\r\nimport { AssetContainer } from \"../assetContainer\";\r\n\r\nimport \"./audioEngine\";\r\nimport { PrecisionDate } from '../Misc/precisionDate';\r\n\r\n// Adds the parser to the scene parsers.\r\nAbstractScene.AddParser(SceneComponentConstants.NAME_AUDIO, (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => {\r\n // TODO: add sound\r\n var loadedSounds: Sound[] = [];\r\n var loadedSound: Sound;\r\n container.sounds = container.sounds || [];\r\n if (parsedData.sounds !== undefined && parsedData.sounds !== null) {\r\n for (let index = 0, cache = parsedData.sounds.length; index < cache; index++) {\r\n var parsedSound = parsedData.sounds[index];\r\n if (Engine.audioEngine?.canUseWebAudio) {\r\n if (!parsedSound.url) { parsedSound.url = parsedSound.name; }\r\n if (!loadedSounds[parsedSound.url]) {\r\n loadedSound = Sound.Parse(parsedSound, scene, rootUrl);\r\n loadedSounds[parsedSound.url] = loadedSound;\r\n container.sounds.push(loadedSound);\r\n }\r\n else {\r\n container.sounds.push(Sound.Parse(parsedSound, scene, rootUrl, loadedSounds[parsedSound.url]));\r\n }\r\n } else {\r\n container.sounds.push(new Sound(parsedSound.name, null, scene));\r\n }\r\n }\r\n }\r\n\r\n loadedSounds = [];\r\n});\r\n\r\ndeclare module \"../abstractScene\" {\r\n export interface AbstractScene {\r\n /**\r\n * The list of sounds used in the scene.\r\n */\r\n sounds: Nullable<Array<Sound>>;\r\n }\r\n}\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /**\r\n * @hidden\r\n * Backing field\r\n */\r\n _mainSoundTrack: SoundTrack;\r\n /**\r\n * The main sound track played by the scene.\r\n * It contains your primary collection of sounds.\r\n */\r\n mainSoundTrack: SoundTrack;\r\n /**\r\n * The list of sound tracks added to the scene\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music\r\n */\r\n soundTracks: Nullable<Array<SoundTrack>>;\r\n\r\n /**\r\n * Gets a sound using a given name\r\n * @param name defines the name to search for\r\n * @return the found sound or null if not found at all.\r\n */\r\n getSoundByName(name: string): Nullable<Sound>;\r\n\r\n /**\r\n * Gets or sets if audio support is enabled\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music\r\n */\r\n audioEnabled: boolean;\r\n\r\n /**\r\n * Gets or sets if audio will be output to headphones\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music\r\n */\r\n headphone: boolean;\r\n\r\n /**\r\n * Gets or sets custom audio listener position provider\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music\r\n */\r\n audioListenerPositionProvider: Nullable<() => Vector3>;\r\n\r\n /**\r\n * Gets or sets a refresh rate when using 3D audio positioning\r\n */\r\n audioPositioningRefreshRate: number;\r\n }\r\n}\r\n\r\nObject.defineProperty(Scene.prototype, \"mainSoundTrack\", {\r\n get: function (this: Scene) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n if (!this._mainSoundTrack) {\r\n this._mainSoundTrack = new SoundTrack(this, { mainTrack: true });\r\n }\r\n\r\n return this._mainSoundTrack;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\nScene.prototype.getSoundByName = function (name: string): Nullable<Sound> {\r\n var index: number;\r\n for (index = 0; index < this.mainSoundTrack.soundCollection.length; index++) {\r\n if (this.mainSoundTrack.soundCollection[index].name === name) {\r\n return this.mainSoundTrack.soundCollection[index];\r\n }\r\n }\r\n\r\n if (this.soundTracks) {\r\n for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) {\r\n for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) {\r\n if (this.soundTracks[sdIndex].soundCollection[index].name === name) {\r\n return this.soundTracks[sdIndex].soundCollection[index];\r\n }\r\n }\r\n }\r\n }\r\n\r\n return null;\r\n};\r\n\r\nObject.defineProperty(Scene.prototype, \"audioEnabled\", {\r\n get: function (this: Scene) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n return compo.audioEnabled;\r\n },\r\n set: function (this: Scene, value: boolean) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n if (value) {\r\n compo.enableAudio();\r\n }\r\n else {\r\n compo.disableAudio();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\nObject.defineProperty(Scene.prototype, \"headphone\", {\r\n get: function (this: Scene) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n return compo.headphone;\r\n },\r\n set: function (this: Scene, value: boolean) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n if (value) {\r\n compo.switchAudioModeForHeadphones();\r\n }\r\n else {\r\n compo.switchAudioModeForNormalSpeakers();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\nObject.defineProperty(Scene.prototype, \"audioListenerPositionProvider\", {\r\n get: function (this: Scene) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n return compo.audioListenerPositionProvider;\r\n },\r\n set: function (this: Scene, value: () => Vector3) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n if (typeof value !== 'function') {\r\n throw new Error('The value passed to [Scene.audioListenerPositionProvider] must be a function that returns a Vector3');\r\n } else {\r\n compo.audioListenerPositionProvider = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\nObject.defineProperty(Scene.prototype, \"audioPositioningRefreshRate\", {\r\n get: function (this: Scene) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n return compo.audioPositioningRefreshRate;\r\n },\r\n set: function (this: Scene, value: number) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n compo.audioPositioningRefreshRate = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\n/**\r\n * Defines the sound scene component responsible to manage any sounds\r\n * in a given scene.\r\n */\r\nexport class AudioSceneComponent implements ISceneSerializableComponent {\r\n private static _CameraDirection = new Vector3(0, 0, -1);\r\n\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_AUDIO;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n private _audioEnabled = true;\r\n /**\r\n * Gets whether audio is enabled or not.\r\n * Please use related enable/disable method to switch state.\r\n */\r\n public get audioEnabled(): boolean {\r\n return this._audioEnabled;\r\n }\r\n\r\n private _headphone = false;\r\n /**\r\n * Gets whether audio is outputting to headphone or not.\r\n * Please use the according Switch methods to change output.\r\n */\r\n public get headphone(): boolean {\r\n return this._headphone;\r\n }\r\n\r\n /**\r\n * Gets or sets a refresh rate when using 3D audio positioning\r\n */\r\n public audioPositioningRefreshRate = 500;\r\n\r\n private _audioListenerPositionProvider: Nullable<() => Vector3> = null;\r\n /**\r\n * Gets the current audio listener position provider\r\n */\r\n public get audioListenerPositionProvider(): Nullable<() => Vector3> {\r\n return this._audioListenerPositionProvider;\r\n }\r\n /**\r\n * Sets a custom listener position for all sounds in the scene\r\n * By default, this is the position of the first active camera\r\n */\r\n public set audioListenerPositionProvider(value: Nullable<() => Vector3>) {\r\n this._audioListenerPositionProvider = value;\r\n }\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n\r\n scene.soundTracks = new Array<SoundTrack>();\r\n scene.sounds = new Array<Sound>();\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._afterRenderStage.registerStep(SceneComponentConstants.STEP_AFTERRENDER_AUDIO, this, this._afterRender);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do here. (Not rendering related)\r\n }\r\n\r\n /**\r\n * Serializes the component data to the specified json object\r\n * @param serializationObject The object to serialize to\r\n */\r\n public serialize(serializationObject: any): void {\r\n serializationObject.sounds = [];\r\n\r\n if (this.scene.soundTracks) {\r\n for (var index = 0; index < this.scene.soundTracks.length; index++) {\r\n var soundtrack = this.scene.soundTracks[index];\r\n\r\n for (var soundId = 0; soundId < soundtrack.soundCollection.length; soundId++) {\r\n serializationObject.sounds.push(soundtrack.soundCollection[soundId].serialize());\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Adds all the elements from the container to the scene\r\n * @param container the container holding the elements\r\n */\r\n public addFromContainer(container: AbstractScene): void {\r\n if (!container.sounds) {\r\n return;\r\n }\r\n container.sounds.forEach((sound) => {\r\n sound.play();\r\n sound.autoplay = true;\r\n this.scene.mainSoundTrack.addSound(sound);\r\n });\r\n }\r\n\r\n /**\r\n * Removes all the elements in the container from the scene\r\n * @param container contains the elements to remove\r\n * @param dispose if the removed element should be disposed (default: false)\r\n */\r\n public removeFromContainer(container: AbstractScene, dispose = false): void {\r\n if (!container.sounds) {\r\n return;\r\n }\r\n container.sounds.forEach((sound) => {\r\n sound.stop();\r\n sound.autoplay = false;\r\n this.scene.mainSoundTrack.removeSound(sound);\r\n if (dispose) {\r\n sound.dispose();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources.\r\n */\r\n public dispose(): void {\r\n const scene = this.scene;\r\n if (scene._mainSoundTrack) {\r\n scene.mainSoundTrack.dispose();\r\n }\r\n\r\n if (scene.soundTracks) {\r\n for (var scIndex = 0; scIndex < scene.soundTracks.length; scIndex++) {\r\n scene.soundTracks[scIndex].dispose();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Disables audio in the associated scene.\r\n */\r\n public disableAudio() {\r\n const scene = this.scene;\r\n this._audioEnabled = false;\r\n\r\n if (Engine.audioEngine && Engine.audioEngine.audioContext) {\r\n Engine.audioEngine.audioContext.suspend();\r\n }\r\n\r\n let i: number;\r\n for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {\r\n scene.mainSoundTrack.soundCollection[i].pause();\r\n }\r\n if (scene.soundTracks) {\r\n for (i = 0; i < scene.soundTracks.length; i++) {\r\n for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {\r\n scene.soundTracks[i].soundCollection[j].pause();\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Enables audio in the associated scene.\r\n */\r\n public enableAudio() {\r\n const scene = this.scene;\r\n this._audioEnabled = true;\r\n\r\n if (Engine.audioEngine && Engine.audioEngine.audioContext) {\r\n Engine.audioEngine.audioContext.resume();\r\n }\r\n\r\n let i: number;\r\n for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {\r\n if (scene.mainSoundTrack.soundCollection[i].isPaused) {\r\n scene.mainSoundTrack.soundCollection[i].play();\r\n }\r\n }\r\n if (scene.soundTracks) {\r\n for (i = 0; i < scene.soundTracks.length; i++) {\r\n for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {\r\n if (scene.soundTracks[i].soundCollection[j].isPaused) {\r\n scene.soundTracks[i].soundCollection[j].play();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Switch audio to headphone output.\r\n */\r\n public switchAudioModeForHeadphones() {\r\n const scene = this.scene;\r\n this._headphone = true;\r\n\r\n scene.mainSoundTrack.switchPanningModelToHRTF();\r\n if (scene.soundTracks) {\r\n for (var i = 0; i < scene.soundTracks.length; i++) {\r\n scene.soundTracks[i].switchPanningModelToHRTF();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Switch audio to normal speakers.\r\n */\r\n public switchAudioModeForNormalSpeakers() {\r\n const scene = this.scene;\r\n this._headphone = false;\r\n\r\n scene.mainSoundTrack.switchPanningModelToEqualPower();\r\n\r\n if (scene.soundTracks) {\r\n for (var i = 0; i < scene.soundTracks.length; i++) {\r\n scene.soundTracks[i].switchPanningModelToEqualPower();\r\n }\r\n }\r\n }\r\n\r\n private _cachedCameraDirection = new Vector3();\r\n private _cachedCameraPosition = new Vector3();\r\n private _lastCheck = 0;\r\n\r\n private _afterRender() {\r\n var now = PrecisionDate.Now;\r\n if (this._lastCheck && now - this._lastCheck < this.audioPositioningRefreshRate) {\r\n return;\r\n }\r\n\r\n this._lastCheck = now;\r\n\r\n const scene = this.scene;\r\n if (!this._audioEnabled || !scene._mainSoundTrack || !scene.soundTracks || (scene._mainSoundTrack.soundCollection.length === 0 && scene.soundTracks.length === 1)) {\r\n return;\r\n }\r\n\r\n var audioEngine = Engine.audioEngine;\r\n\r\n if (!audioEngine) {\r\n return;\r\n }\r\n\r\n if (audioEngine.audioContext) {\r\n // A custom listener position provider was set\r\n // Use the users provided position instead of camera's\r\n if (this._audioListenerPositionProvider) {\r\n var position: Vector3 = this._audioListenerPositionProvider();\r\n // Make sure all coordinates were provided\r\n position.x = position.x || 0;\r\n position.y = position.y || 0;\r\n position.z = position.z || 0;\r\n // Set the listener position\r\n audioEngine.audioContext.listener.setPosition(position.x, position.y, position.z);\r\n } else {\r\n var listeningCamera: Nullable<Camera>;\r\n\r\n if (scene.activeCameras && scene.activeCameras.length > 0) {\r\n listeningCamera = scene.activeCameras[0];\r\n } else {\r\n listeningCamera = scene.activeCamera;\r\n }\r\n\r\n // Check if there is a listening camera\r\n if (listeningCamera) {\r\n // Set the listener position to the listening camera global position\r\n if (!this._cachedCameraPosition.equals(listeningCamera.globalPosition)) {\r\n this._cachedCameraPosition.copyFrom(listeningCamera.globalPosition);\r\n audioEngine.audioContext.listener.setPosition(listeningCamera.globalPosition.x, listeningCamera.globalPosition.y, listeningCamera.globalPosition.z);\r\n }\r\n\r\n // for VR cameras\r\n if (listeningCamera.rigCameras && listeningCamera.rigCameras.length > 0) {\r\n listeningCamera = listeningCamera.rigCameras[0];\r\n }\r\n var mat = Matrix.Invert(listeningCamera.getViewMatrix());\r\n var cameraDirection = Vector3.TransformNormal(AudioSceneComponent._CameraDirection, mat);\r\n cameraDirection.normalize();\r\n // To avoid some errors on GearVR\r\n if (!isNaN(cameraDirection.x) && !isNaN(cameraDirection.y) && !isNaN(cameraDirection.z)) {\r\n if (!this._cachedCameraDirection.equals(cameraDirection)) {\r\n this._cachedCameraDirection.copyFrom(cameraDirection);\r\n audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0);\r\n }\r\n }\r\n }\r\n // Otherwise set the listener position to 0, 0 ,0\r\n else {\r\n // Set the listener position\r\n audioEngine.audioContext.listener.setPosition(0, 0, 0);\r\n }\r\n }\r\n\r\n var i: number;\r\n for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {\r\n var sound = scene.mainSoundTrack.soundCollection[i];\r\n if (sound.useCustomAttenuation) {\r\n sound.updateDistanceFromListener();\r\n }\r\n }\r\n if (scene.soundTracks) {\r\n for (i = 0; i < scene.soundTracks.length; i++) {\r\n for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {\r\n sound = scene.soundTracks[i].soundCollection[j];\r\n if (sound.useCustomAttenuation) {\r\n sound.updateDistanceFromListener();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n}\r\n\r\nSound._SceneComponentInitialization = (scene: Scene) => {\r\n let compo = scene._getComponent(SceneComponentConstants.NAME_AUDIO);\r\n if (!compo) {\r\n compo = new AudioSceneComponent(scene);\r\n scene._addComponent(compo);\r\n }\r\n};\r\n"]}
1
+ 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{ Sound } from \"./sound\";\r\nimport { SoundTrack } from \"./soundTrack\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Nullable } from \"../types\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { SceneComponentConstants, ISceneSerializableComponent } from \"../sceneComponent\";\r\nimport { Scene } from \"../scene\";\r\nimport { AbstractScene } from \"../abstractScene\";\r\nimport { AssetContainer } from \"../assetContainer\";\r\n\r\nimport \"./audioEngine\";\r\nimport { PrecisionDate } from '../Misc/precisionDate';\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\n\r\n// Adds the parser to the scene parsers.\r\nAbstractScene.AddParser(SceneComponentConstants.NAME_AUDIO, (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => {\r\n // TODO: add sound\r\n var loadedSounds: Sound[] = [];\r\n var loadedSound: Sound;\r\n container.sounds = container.sounds || [];\r\n if (parsedData.sounds !== undefined && parsedData.sounds !== null) {\r\n for (let index = 0, cache = parsedData.sounds.length; index < cache; index++) {\r\n var parsedSound = parsedData.sounds[index];\r\n if (Engine.audioEngine?.canUseWebAudio) {\r\n if (!parsedSound.url) { parsedSound.url = parsedSound.name; }\r\n if (!loadedSounds[parsedSound.url]) {\r\n loadedSound = Sound.Parse(parsedSound, scene, rootUrl);\r\n loadedSounds[parsedSound.url] = loadedSound;\r\n container.sounds.push(loadedSound);\r\n }\r\n else {\r\n container.sounds.push(Sound.Parse(parsedSound, scene, rootUrl, loadedSounds[parsedSound.url]));\r\n }\r\n } else {\r\n container.sounds.push(new Sound(parsedSound.name, null, scene));\r\n }\r\n }\r\n }\r\n\r\n loadedSounds = [];\r\n});\r\n\r\ndeclare module \"../abstractScene\" {\r\n export interface AbstractScene {\r\n /**\r\n * The list of sounds used in the scene.\r\n */\r\n sounds: Nullable<Array<Sound>>;\r\n }\r\n}\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /**\r\n * @hidden\r\n * Backing field\r\n */\r\n _mainSoundTrack: SoundTrack;\r\n /**\r\n * The main sound track played by the scene.\r\n * It contains your primary collection of sounds.\r\n */\r\n mainSoundTrack: SoundTrack;\r\n /**\r\n * The list of sound tracks added to the scene\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music\r\n */\r\n soundTracks: Nullable<Array<SoundTrack>>;\r\n\r\n /**\r\n * Gets a sound using a given name\r\n * @param name defines the name to search for\r\n * @return the found sound or null if not found at all.\r\n */\r\n getSoundByName(name: string): Nullable<Sound>;\r\n\r\n /**\r\n * Gets or sets if audio support is enabled\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music\r\n */\r\n audioEnabled: boolean;\r\n\r\n /**\r\n * Gets or sets if audio will be output to headphones\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music\r\n */\r\n headphone: boolean;\r\n\r\n /**\r\n * Gets or sets custom audio listener position provider\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music\r\n */\r\n audioListenerPositionProvider: Nullable<() => Vector3>;\r\n\r\n /**\r\n * Gets or sets a refresh rate when using 3D audio positioning\r\n */\r\n audioPositioningRefreshRate: number;\r\n }\r\n}\r\n\r\nObject.defineProperty(Scene.prototype, \"mainSoundTrack\", {\r\n get: function (this: Scene) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n if (!this._mainSoundTrack) {\r\n this._mainSoundTrack = new SoundTrack(this, { mainTrack: true });\r\n }\r\n\r\n return this._mainSoundTrack;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\nScene.prototype.getSoundByName = function (name: string): Nullable<Sound> {\r\n var index: number;\r\n for (index = 0; index < this.mainSoundTrack.soundCollection.length; index++) {\r\n if (this.mainSoundTrack.soundCollection[index].name === name) {\r\n return this.mainSoundTrack.soundCollection[index];\r\n }\r\n }\r\n\r\n if (this.soundTracks) {\r\n for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) {\r\n for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) {\r\n if (this.soundTracks[sdIndex].soundCollection[index].name === name) {\r\n return this.soundTracks[sdIndex].soundCollection[index];\r\n }\r\n }\r\n }\r\n }\r\n\r\n return null;\r\n};\r\n\r\nObject.defineProperty(Scene.prototype, \"audioEnabled\", {\r\n get: function (this: Scene) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n return compo.audioEnabled;\r\n },\r\n set: function (this: Scene, value: boolean) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n if (value) {\r\n compo.enableAudio();\r\n }\r\n else {\r\n compo.disableAudio();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\nObject.defineProperty(Scene.prototype, \"headphone\", {\r\n get: function (this: Scene) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n return compo.headphone;\r\n },\r\n set: function (this: Scene, value: boolean) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n if (value) {\r\n compo.switchAudioModeForHeadphones();\r\n }\r\n else {\r\n compo.switchAudioModeForNormalSpeakers();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\nObject.defineProperty(Scene.prototype, \"audioListenerPositionProvider\", {\r\n get: function (this: Scene) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n return compo.audioListenerPositionProvider;\r\n },\r\n set: function (this: Scene, value: () => Vector3) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n if (typeof value !== 'function') {\r\n throw new Error('The value passed to [Scene.audioListenerPositionProvider] must be a function that returns a Vector3');\r\n } else {\r\n compo.audioListenerPositionProvider = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\nObject.defineProperty(Scene.prototype, \"audioPositioningRefreshRate\", {\r\n get: function (this: Scene) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n return compo.audioPositioningRefreshRate;\r\n },\r\n set: function (this: Scene, value: number) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n compo.audioPositioningRefreshRate = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\n/**\r\n * Defines the sound scene component responsible to manage any sounds\r\n * in a given scene.\r\n */\r\nexport class AudioSceneComponent implements ISceneSerializableComponent {\r\n private static _CameraDirection = new Vector3(0, 0, -1);\r\n\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_AUDIO;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n private _audioEnabled = true;\r\n /**\r\n * Gets whether audio is enabled or not.\r\n * Please use related enable/disable method to switch state.\r\n */\r\n public get audioEnabled(): boolean {\r\n return this._audioEnabled;\r\n }\r\n\r\n private _headphone = false;\r\n /**\r\n * Gets whether audio is outputting to headphone or not.\r\n * Please use the according Switch methods to change output.\r\n */\r\n public get headphone(): boolean {\r\n return this._headphone;\r\n }\r\n\r\n /**\r\n * Gets or sets a refresh rate when using 3D audio positioning\r\n */\r\n public audioPositioningRefreshRate = 500;\r\n\r\n private _audioListenerPositionProvider: Nullable<() => Vector3> = null;\r\n /**\r\n * Gets the current audio listener position provider\r\n */\r\n public get audioListenerPositionProvider(): Nullable<() => Vector3> {\r\n return this._audioListenerPositionProvider;\r\n }\r\n /**\r\n * Sets a custom listener position for all sounds in the scene\r\n * By default, this is the position of the first active camera\r\n */\r\n public set audioListenerPositionProvider(value: Nullable<() => Vector3>) {\r\n this._audioListenerPositionProvider = value;\r\n }\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene?: Nullable<Scene>) {\r\n scene = scene || EngineStore.LastCreatedScene;\r\n if (!scene) {\r\n return;\r\n }\r\n this.scene = scene;\r\n\r\n scene.soundTracks = new Array<SoundTrack>();\r\n scene.sounds = new Array<Sound>();\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._afterRenderStage.registerStep(SceneComponentConstants.STEP_AFTERRENDER_AUDIO, this, this._afterRender);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do here. (Not rendering related)\r\n }\r\n\r\n /**\r\n * Serializes the component data to the specified json object\r\n * @param serializationObject The object to serialize to\r\n */\r\n public serialize(serializationObject: any): void {\r\n serializationObject.sounds = [];\r\n\r\n if (this.scene.soundTracks) {\r\n for (var index = 0; index < this.scene.soundTracks.length; index++) {\r\n var soundtrack = this.scene.soundTracks[index];\r\n\r\n for (var soundId = 0; soundId < soundtrack.soundCollection.length; soundId++) {\r\n serializationObject.sounds.push(soundtrack.soundCollection[soundId].serialize());\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Adds all the elements from the container to the scene\r\n * @param container the container holding the elements\r\n */\r\n public addFromContainer(container: AbstractScene): void {\r\n if (!container.sounds) {\r\n return;\r\n }\r\n container.sounds.forEach((sound) => {\r\n sound.play();\r\n sound.autoplay = true;\r\n this.scene.mainSoundTrack.addSound(sound);\r\n });\r\n }\r\n\r\n /**\r\n * Removes all the elements in the container from the scene\r\n * @param container contains the elements to remove\r\n * @param dispose if the removed element should be disposed (default: false)\r\n */\r\n public removeFromContainer(container: AbstractScene, dispose = false): void {\r\n if (!container.sounds) {\r\n return;\r\n }\r\n container.sounds.forEach((sound) => {\r\n sound.stop();\r\n sound.autoplay = false;\r\n this.scene.mainSoundTrack.removeSound(sound);\r\n if (dispose) {\r\n sound.dispose();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources.\r\n */\r\n public dispose(): void {\r\n const scene = this.scene;\r\n if (scene._mainSoundTrack) {\r\n scene.mainSoundTrack.dispose();\r\n }\r\n\r\n if (scene.soundTracks) {\r\n for (var scIndex = 0; scIndex < scene.soundTracks.length; scIndex++) {\r\n scene.soundTracks[scIndex].dispose();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Disables audio in the associated scene.\r\n */\r\n public disableAudio() {\r\n const scene = this.scene;\r\n this._audioEnabled = false;\r\n\r\n if (Engine.audioEngine && Engine.audioEngine.audioContext) {\r\n Engine.audioEngine.audioContext.suspend();\r\n }\r\n\r\n let i: number;\r\n for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {\r\n scene.mainSoundTrack.soundCollection[i].pause();\r\n }\r\n if (scene.soundTracks) {\r\n for (i = 0; i < scene.soundTracks.length; i++) {\r\n for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {\r\n scene.soundTracks[i].soundCollection[j].pause();\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Enables audio in the associated scene.\r\n */\r\n public enableAudio() {\r\n const scene = this.scene;\r\n this._audioEnabled = true;\r\n\r\n if (Engine.audioEngine && Engine.audioEngine.audioContext) {\r\n Engine.audioEngine.audioContext.resume();\r\n }\r\n\r\n let i: number;\r\n for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {\r\n if (scene.mainSoundTrack.soundCollection[i].isPaused) {\r\n scene.mainSoundTrack.soundCollection[i].play();\r\n }\r\n }\r\n if (scene.soundTracks) {\r\n for (i = 0; i < scene.soundTracks.length; i++) {\r\n for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {\r\n if (scene.soundTracks[i].soundCollection[j].isPaused) {\r\n scene.soundTracks[i].soundCollection[j].play();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Switch audio to headphone output.\r\n */\r\n public switchAudioModeForHeadphones() {\r\n const scene = this.scene;\r\n this._headphone = true;\r\n\r\n scene.mainSoundTrack.switchPanningModelToHRTF();\r\n if (scene.soundTracks) {\r\n for (var i = 0; i < scene.soundTracks.length; i++) {\r\n scene.soundTracks[i].switchPanningModelToHRTF();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Switch audio to normal speakers.\r\n */\r\n public switchAudioModeForNormalSpeakers() {\r\n const scene = this.scene;\r\n this._headphone = false;\r\n\r\n scene.mainSoundTrack.switchPanningModelToEqualPower();\r\n\r\n if (scene.soundTracks) {\r\n for (var i = 0; i < scene.soundTracks.length; i++) {\r\n scene.soundTracks[i].switchPanningModelToEqualPower();\r\n }\r\n }\r\n }\r\n\r\n private _cachedCameraDirection = new Vector3();\r\n private _cachedCameraPosition = new Vector3();\r\n private _lastCheck = 0;\r\n\r\n private _afterRender() {\r\n var now = PrecisionDate.Now;\r\n if (this._lastCheck && now - this._lastCheck < this.audioPositioningRefreshRate) {\r\n return;\r\n }\r\n\r\n this._lastCheck = now;\r\n\r\n const scene = this.scene;\r\n if (!this._audioEnabled || !scene._mainSoundTrack || !scene.soundTracks || (scene._mainSoundTrack.soundCollection.length === 0 && scene.soundTracks.length === 1)) {\r\n return;\r\n }\r\n\r\n var audioEngine = Engine.audioEngine;\r\n\r\n if (!audioEngine) {\r\n return;\r\n }\r\n\r\n if (audioEngine.audioContext) {\r\n // A custom listener position provider was set\r\n // Use the users provided position instead of camera's\r\n if (this._audioListenerPositionProvider) {\r\n var position: Vector3 = this._audioListenerPositionProvider();\r\n // Make sure all coordinates were provided\r\n position.x = position.x || 0;\r\n position.y = position.y || 0;\r\n position.z = position.z || 0;\r\n // Set the listener position\r\n audioEngine.audioContext.listener.setPosition(position.x, position.y, position.z);\r\n } else {\r\n var listeningCamera: Nullable<Camera>;\r\n\r\n if (scene.activeCameras && scene.activeCameras.length > 0) {\r\n listeningCamera = scene.activeCameras[0];\r\n } else {\r\n listeningCamera = scene.activeCamera;\r\n }\r\n\r\n // Check if there is a listening camera\r\n if (listeningCamera) {\r\n // Set the listener position to the listening camera global position\r\n if (!this._cachedCameraPosition.equals(listeningCamera.globalPosition)) {\r\n this._cachedCameraPosition.copyFrom(listeningCamera.globalPosition);\r\n audioEngine.audioContext.listener.setPosition(listeningCamera.globalPosition.x, listeningCamera.globalPosition.y, listeningCamera.globalPosition.z);\r\n }\r\n\r\n // for VR cameras\r\n if (listeningCamera.rigCameras && listeningCamera.rigCameras.length > 0) {\r\n listeningCamera = listeningCamera.rigCameras[0];\r\n }\r\n var mat = Matrix.Invert(listeningCamera.getViewMatrix());\r\n var cameraDirection = Vector3.TransformNormal(AudioSceneComponent._CameraDirection, mat);\r\n cameraDirection.normalize();\r\n // To avoid some errors on GearVR\r\n if (!isNaN(cameraDirection.x) && !isNaN(cameraDirection.y) && !isNaN(cameraDirection.z)) {\r\n if (!this._cachedCameraDirection.equals(cameraDirection)) {\r\n this._cachedCameraDirection.copyFrom(cameraDirection);\r\n audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0);\r\n }\r\n }\r\n }\r\n // Otherwise set the listener position to 0, 0 ,0\r\n else {\r\n // Set the listener position\r\n audioEngine.audioContext.listener.setPosition(0, 0, 0);\r\n }\r\n }\r\n\r\n var i: number;\r\n for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {\r\n var sound = scene.mainSoundTrack.soundCollection[i];\r\n if (sound.useCustomAttenuation) {\r\n sound.updateDistanceFromListener();\r\n }\r\n }\r\n if (scene.soundTracks) {\r\n for (i = 0; i < scene.soundTracks.length; i++) {\r\n for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {\r\n sound = scene.soundTracks[i].soundCollection[j];\r\n if (sound.useCustomAttenuation) {\r\n sound.updateDistanceFromListener();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n}\r\n\r\nSound._SceneComponentInitialization = (scene: Scene) => {\r\n let compo = scene._getComponent(SceneComponentConstants.NAME_AUDIO);\r\n if (!compo) {\r\n compo = new AudioSceneComponent(scene);\r\n scene._addComponent(compo);\r\n }\r\n};\r\n"]}
package/Audio/sound.d.ts CHANGED
@@ -124,7 +124,7 @@ export declare class Sound {
124
124
  * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
125
125
  * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
126
126
  */
127
- constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
127
+ constructor(name: string, urlOrArrayBuffer: any, scene?: Nullable<Scene>, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
128
128
  /**
129
129
  * Release the sound and its associated resources
130
130
  */
package/Audio/sound.js CHANGED
@@ -4,6 +4,7 @@ import { Vector3 } from "../Maths/math.vector.js";
4
4
  import { Engine } from "../Engines/engine.js";
5
5
  import { Logger } from "../Misc/logger.js";
6
6
  import { _WarnImport } from "../Misc/devTools.js";
7
+ import { EngineStore } from "../Engines/engineStore.js";
7
8
  /**
8
9
  * Defines a sound that can be played in the application.
9
10
  * The sound can either be an ambient track or a simple sound played in reaction to a user action.
@@ -92,6 +93,10 @@ var Sound = /** @class */ (function () {
92
93
  this._isOutputConnected = false;
93
94
  this._urlType = "Unknown";
94
95
  this.name = name;
96
+ scene = scene || EngineStore.LastCreatedScene;
97
+ if (!scene) {
98
+ return;
99
+ }
95
100
  this._scene = scene;
96
101
  Sound._SceneComponentInitialization(scene);
97
102
  this._readyToPlayCallback = readyToPlayCallback;
@@ -196,6 +201,7 @@ var Sound = /** @class */ (function () {
196
201
  (url.indexOf(".ogg", url.length - 4) !== -1 && Engine.audioEngine.isOGGsupported) ||
197
202
  url.indexOf(".wav", url.length - 4) !== -1 ||
198
203
  url.indexOf(".m4a", url.length - 4) !== -1 ||
204
+ url.indexOf(".mp4", url.length - 4) !== -1 ||
199
205
  url.indexOf("blob:") !== -1;
200
206
  if (codecSupportedFound) {
201
207
  // Loading sound
@@ -404,7 +410,7 @@ var Sound = /** @class */ (function () {
404
410
  * @param options A JSON object containing values named as the object properties
405
411
  */
406
412
  Sound.prototype.updateOptions = function (options) {
407
- var _a, _b, _c, _d, _e, _f, _g, _h, _j;
413
+ var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k;
408
414
  if (options) {
409
415
  this.loop = (_a = options.loop) !== null && _a !== void 0 ? _a : this.loop;
410
416
  this.maxDistance = (_b = options.maxDistance) !== null && _b !== void 0 ? _b : this.maxDistance;
@@ -415,6 +421,7 @@ var Sound = /** @class */ (function () {
415
421
  this._playbackRate = (_g = options.playbackRate) !== null && _g !== void 0 ? _g : this._playbackRate;
416
422
  this._length = (_h = options.length) !== null && _h !== void 0 ? _h : undefined;
417
423
  this._offset = (_j = options.offset) !== null && _j !== void 0 ? _j : undefined;
424
+ this.setVolume((_k = options.volume) !== null && _k !== void 0 ? _k : this._volume);
418
425
  this._updateSpatialParameters();
419
426
  if (this.isPlaying) {
420
427
  if (this._streaming && this._htmlAudioElement) {