@babylonjs/core 5.0.0-beta.2 → 5.0.0-beta.6

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 (692) 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/Audio/analyser.d.ts +2 -1
  5. package/Audio/analyser.js +5 -0
  6. package/Audio/analyser.js.map +1 -1
  7. package/Audio/audioSceneComponent.d.ts +1 -1
  8. package/Audio/audioSceneComponent.js +5 -0
  9. package/Audio/audioSceneComponent.js.map +1 -1
  10. package/Audio/sound.d.ts +1 -1
  11. package/Audio/sound.js +8 -1
  12. package/Audio/sound.js.map +1 -1
  13. package/Audio/soundTrack.d.ts +2 -1
  14. package/Audio/soundTrack.js +5 -0
  15. package/Audio/soundTrack.js.map +1 -1
  16. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
  17. package/BakedVertexAnimation/bakedVertexAnimationManager.js +5 -0
  18. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  19. package/Behaviors/Meshes/baseSixDofDragBehavior.js +29 -26
  20. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  21. package/Behaviors/Meshes/pointerDragBehavior.js +2 -0
  22. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  23. package/Bones/bone.d.ts +2 -1
  24. package/Bones/bone.js +28 -18
  25. package/Bones/bone.js.map +1 -1
  26. package/Bones/skeleton.js +3 -3
  27. package/Bones/skeleton.js.map +1 -1
  28. package/Buffers/buffer.d.ts +4 -0
  29. package/Buffers/buffer.js +13 -3
  30. package/Buffers/buffer.js.map +1 -1
  31. package/Cameras/Inputs/freeCameraMouseInput.d.ts +1 -0
  32. package/Cameras/Inputs/freeCameraMouseInput.js +6 -3
  33. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  34. package/Cameras/Inputs/freeCameraTouchInput.js +2 -4
  35. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  36. package/Cameras/Stereoscopic/anaglyphArcRotateCamera.d.ts +1 -1
  37. package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js.map +1 -1
  38. package/Cameras/Stereoscopic/anaglyphFreeCamera.d.ts +1 -1
  39. package/Cameras/Stereoscopic/anaglyphFreeCamera.js.map +1 -1
  40. package/Cameras/Stereoscopic/anaglyphGamepadCamera.d.ts +1 -1
  41. package/Cameras/Stereoscopic/anaglyphGamepadCamera.js.map +1 -1
  42. package/Cameras/Stereoscopic/anaglyphUniversalCamera.d.ts +1 -1
  43. package/Cameras/Stereoscopic/anaglyphUniversalCamera.js.map +1 -1
  44. package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.d.ts +1 -1
  45. package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js.map +1 -1
  46. package/Cameras/Stereoscopic/stereoscopicFreeCamera.d.ts +1 -1
  47. package/Cameras/Stereoscopic/stereoscopicFreeCamera.js.map +1 -1
  48. package/Cameras/Stereoscopic/stereoscopicGamepadCamera.d.ts +1 -1
  49. package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js.map +1 -1
  50. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +1 -1
  51. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  52. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.d.ts +1 -1
  53. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js.map +1 -1
  54. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.d.ts +1 -1
  55. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js.map +1 -1
  56. package/Cameras/VR/vrDeviceOrientationFreeCamera.d.ts +1 -1
  57. package/Cameras/VR/vrDeviceOrientationFreeCamera.js.map +1 -1
  58. package/Cameras/VR/vrDeviceOrientationGamepadCamera.d.ts +1 -1
  59. package/Cameras/VR/vrDeviceOrientationGamepadCamera.js.map +1 -1
  60. package/Cameras/VR/vrExperienceHelper.d.ts +1 -0
  61. package/Cameras/VR/vrExperienceHelper.js +1 -0
  62. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  63. package/Cameras/VR/webVRCamera.d.ts +2 -1
  64. package/Cameras/VR/webVRCamera.js +3 -2
  65. package/Cameras/VR/webVRCamera.js.map +1 -1
  66. package/Cameras/arcRotateCamera.d.ts +1 -1
  67. package/Cameras/arcRotateCamera.js.map +1 -1
  68. package/Cameras/camera.d.ts +1 -1
  69. package/Cameras/camera.js +1 -1
  70. package/Cameras/camera.js.map +1 -1
  71. package/Cameras/deviceOrientationCamera.d.ts +1 -1
  72. package/Cameras/deviceOrientationCamera.js.map +1 -1
  73. package/Cameras/flyCamera.d.ts +1 -1
  74. package/Cameras/flyCamera.js.map +1 -1
  75. package/Cameras/followCamera.d.ts +1 -1
  76. package/Cameras/followCamera.js.map +1 -1
  77. package/Cameras/freeCamera.d.ts +1 -1
  78. package/Cameras/freeCamera.js.map +1 -1
  79. package/Cameras/gamepadCamera.d.ts +1 -1
  80. package/Cameras/gamepadCamera.js.map +1 -1
  81. package/Cameras/targetCamera.d.ts +1 -1
  82. package/Cameras/targetCamera.js.map +1 -1
  83. package/Cameras/touchCamera.d.ts +1 -1
  84. package/Cameras/touchCamera.js.map +1 -1
  85. package/Cameras/universalCamera.d.ts +1 -1
  86. package/Cameras/universalCamera.js.map +1 -1
  87. package/Cameras/virtualJoysticksCamera.d.ts +1 -1
  88. package/Cameras/virtualJoysticksCamera.js.map +1 -1
  89. package/Collisions/collider.d.ts +1 -1
  90. package/Collisions/collider.js +48 -2
  91. package/Collisions/collider.js.map +1 -1
  92. package/Compute/computeEffect.js +2 -2
  93. package/Compute/computeEffect.js.map +1 -1
  94. package/Culling/Octrees/octreeSceneComponent.d.ts +1 -1
  95. package/Culling/Octrees/octreeSceneComponent.js +5 -0
  96. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  97. package/Culling/ray.d.ts +6 -4
  98. package/Culling/ray.js +33 -11
  99. package/Culling/ray.js.map +1 -1
  100. package/Debug/axesViewer.d.ts +2 -1
  101. package/Debug/axesViewer.js +6 -0
  102. package/Debug/axesViewer.js.map +1 -1
  103. package/Debug/debugLayer.d.ts +1 -1
  104. package/Debug/debugLayer.js +6 -2
  105. package/Debug/debugLayer.js.map +1 -1
  106. package/Debug/physicsViewer.d.ts +1 -1
  107. package/Debug/physicsViewer.js +3 -0
  108. package/Debug/physicsViewer.js.map +1 -1
  109. package/DeviceInput/Helpers/eventFactory.d.ts +1 -1
  110. package/DeviceInput/Helpers/eventFactory.js +1 -1
  111. package/DeviceInput/Helpers/eventFactory.js.map +1 -1
  112. package/DeviceInput/InputDevices/deviceEnums.d.ts +52 -1
  113. package/DeviceInput/InputDevices/deviceEnums.js +52 -0
  114. package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
  115. package/DeviceInput/InputDevices/deviceSource.d.ts +35 -0
  116. package/DeviceInput/InputDevices/deviceSource.js +38 -0
  117. package/DeviceInput/InputDevices/deviceSource.js.map +1 -0
  118. package/DeviceInput/InputDevices/deviceSourceManager.d.ts +14 -72
  119. package/DeviceInput/InputDevices/deviceSourceManager.js +10 -180
  120. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  121. package/DeviceInput/InputDevices/deviceTypes.d.ts +2 -2
  122. package/DeviceInput/InputDevices/deviceTypes.js.map +1 -1
  123. package/DeviceInput/{Interfaces → InputDevices}/inputInterfaces.d.ts +1 -5
  124. package/DeviceInput/{Interfaces → InputDevices}/inputInterfaces.js +0 -0
  125. package/DeviceInput/InputDevices/inputInterfaces.js.map +1 -0
  126. package/DeviceInput/InputDevices/internalDeviceSourceManager.d.ts +46 -0
  127. package/DeviceInput/InputDevices/internalDeviceSourceManager.js +144 -0
  128. package/DeviceInput/InputDevices/internalDeviceSourceManager.js.map +1 -0
  129. package/DeviceInput/{Implementations → InputDevices}/nativeDeviceInputSystem.d.ts +3 -7
  130. package/DeviceInput/{Implementations → InputDevices}/nativeDeviceInputSystem.js +9 -15
  131. package/DeviceInput/InputDevices/nativeDeviceInputSystem.js.map +1 -0
  132. package/DeviceInput/{Implementations → InputDevices}/webDeviceInputSystem.d.ts +11 -15
  133. package/DeviceInput/{Implementations → InputDevices}/webDeviceInputSystem.js +116 -95
  134. package/DeviceInput/InputDevices/webDeviceInputSystem.js.map +1 -0
  135. package/DeviceInput/index.d.ts +1 -5
  136. package/DeviceInput/index.js +1 -5
  137. package/DeviceInput/index.js.map +1 -1
  138. package/Engines/Extensions/engine.cubeTexture.d.ts +1 -1
  139. package/Engines/Extensions/engine.cubeTexture.js +5 -2
  140. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  141. package/Engines/Extensions/engine.multiview.d.ts +5 -0
  142. package/Engines/Extensions/engine.multiview.js +4 -1
  143. package/Engines/Extensions/engine.multiview.js.map +1 -1
  144. package/Engines/Native/nativeInterfaces.d.ts +3 -2
  145. package/Engines/Native/nativeInterfaces.js.map +1 -1
  146. package/Engines/Processors/Expressions/shaderDefineExpression.js +1 -1
  147. package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
  148. package/Engines/Processors/shaderCodeInliner.js +13 -13
  149. package/Engines/Processors/shaderCodeInliner.js.map +1 -1
  150. package/Engines/WebGPU/webgpuCacheBindGroups.js +9 -9
  151. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  152. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +5 -7
  153. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  154. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +1 -1
  155. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
  156. package/Engines/WebGPU/webgpuCacheSampler.d.ts +2 -0
  157. package/Engines/WebGPU/webgpuCacheSampler.js +23 -2
  158. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  159. package/Engines/WebGPU/webgpuComputeContext.js +1 -1
  160. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  161. package/Engines/WebGPU/webgpuDrawContext.d.ts +1 -1
  162. package/Engines/WebGPU/webgpuDrawContext.js +3 -3
  163. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  164. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +0 -1
  165. package/Engines/WebGPU/webgpuHardwareTexture.js +0 -3
  166. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  167. package/Engines/WebGPU/webgpuPipelineContext.d.ts +0 -8
  168. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  169. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +13 -13
  170. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  171. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +30 -30
  172. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  173. package/Engines/WebGPU/webgpuTextureHelper.d.ts +0 -1
  174. package/Engines/WebGPU/webgpuTextureHelper.js +8 -30
  175. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  176. package/Engines/engine.d.ts +3 -7
  177. package/Engines/engine.js +2 -6
  178. package/Engines/engine.js.map +1 -1
  179. package/Engines/engineCapabilities.d.ts +4 -0
  180. package/Engines/engineCapabilities.js.map +1 -1
  181. package/Engines/nativeEngine.d.ts +1 -0
  182. package/Engines/nativeEngine.js +39 -12
  183. package/Engines/nativeEngine.js.map +1 -1
  184. package/Engines/nullEngine.js +3 -1
  185. package/Engines/nullEngine.js.map +1 -1
  186. package/Engines/thinEngine.d.ts +11 -2
  187. package/Engines/thinEngine.js +34 -21
  188. package/Engines/thinEngine.js.map +1 -1
  189. package/Engines/webgpuEngine.d.ts +3 -7
  190. package/Engines/webgpuEngine.js +12 -22
  191. package/Engines/webgpuEngine.js.map +1 -1
  192. package/Gamepads/Controllers/daydreamController.js +1 -1
  193. package/Gamepads/Controllers/daydreamController.js.map +1 -1
  194. package/Gamepads/Controllers/oculusTouchController.js +2 -2
  195. package/Gamepads/Controllers/oculusTouchController.js.map +1 -1
  196. package/Gamepads/Controllers/webVRController.d.ts +1 -0
  197. package/Gamepads/Controllers/webVRController.js +1 -0
  198. package/Gamepads/Controllers/webVRController.js.map +1 -1
  199. package/Gamepads/gamepadManager.js +1 -1
  200. package/Gamepads/gamepadManager.js.map +1 -1
  201. package/Gizmos/gizmoManager.d.ts +2 -0
  202. package/Gizmos/gizmoManager.js +28 -24
  203. package/Gizmos/gizmoManager.js.map +1 -1
  204. package/Helpers/sceneHelpers.d.ts +1 -0
  205. package/Helpers/sceneHelpers.js.map +1 -1
  206. package/Inputs/scene.inputManager.d.ts +2 -2
  207. package/Inputs/scene.inputManager.js +10 -9
  208. package/Inputs/scene.inputManager.js.map +1 -1
  209. package/Instrumentation/sceneInstrumentation.js +2 -2
  210. package/Instrumentation/sceneInstrumentation.js.map +1 -1
  211. package/Layers/effectLayer.d.ts +1 -1
  212. package/Layers/effectLayer.js +1 -1
  213. package/Layers/effectLayer.js.map +1 -1
  214. package/Layers/effectLayerSceneComponent.d.ts +1 -1
  215. package/Layers/effectLayerSceneComponent.js +7 -3
  216. package/Layers/effectLayerSceneComponent.js.map +1 -1
  217. package/Layers/glowLayer.d.ts +1 -1
  218. package/Layers/glowLayer.js.map +1 -1
  219. package/Layers/highlightLayer.d.ts +1 -1
  220. package/Layers/highlightLayer.js +2 -1
  221. package/Layers/highlightLayer.js.map +1 -1
  222. package/Layers/layer.d.ts +2 -2
  223. package/Layers/layer.js.map +1 -1
  224. package/Layers/layerSceneComponent.d.ts +1 -1
  225. package/Layers/layerSceneComponent.js +7 -3
  226. package/Layers/layerSceneComponent.js.map +1 -1
  227. package/Lights/Shadows/cascadedShadowGenerator.js +2 -2
  228. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  229. package/Lights/Shadows/shadowGenerator.js +2 -2
  230. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  231. package/Loading/Plugins/babylonFileLoader.js +115 -29
  232. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  233. package/Loading/loadingScreen.js +8 -8
  234. package/Loading/loadingScreen.js.map +1 -1
  235. package/Loading/sceneLoader.js +3 -3
  236. package/Loading/sceneLoader.js.map +1 -1
  237. package/Materials/Background/backgroundMaterial.d.ts +1 -1
  238. package/Materials/Background/backgroundMaterial.js.map +1 -1
  239. package/Materials/Node/Blocks/Dual/clipPlanesBlock.d.ts +37 -0
  240. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js +117 -0
  241. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -0
  242. package/Materials/Node/Blocks/Dual/currentScreenBlock.js +12 -12
  243. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  244. package/Materials/Node/Blocks/Dual/fogBlock.js +5 -5
  245. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  246. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +13 -13
  247. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  248. package/Materials/Node/Blocks/Dual/index.d.ts +1 -0
  249. package/Materials/Node/Blocks/Dual/index.js +1 -0
  250. package/Materials/Node/Blocks/Dual/index.js.map +1 -1
  251. package/Materials/Node/Blocks/Dual/lightBlock.js +10 -10
  252. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  253. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +28 -28
  254. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  255. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +1 -1
  256. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
  257. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +7 -7
  258. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  259. package/Materials/Node/Blocks/Dual/textureBlock.js +32 -32
  260. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  261. package/Materials/Node/Blocks/Fragment/derivativeBlock.js +2 -2
  262. package/Materials/Node/Blocks/Fragment/derivativeBlock.js.map +1 -1
  263. package/Materials/Node/Blocks/Fragment/discardBlock.js +1 -1
  264. package/Materials/Node/Blocks/Fragment/discardBlock.js.map +1 -1
  265. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js +1 -1
  266. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
  267. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +10 -10
  268. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  269. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +7 -7
  270. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  271. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +12 -12
  272. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  273. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +1 -1
  274. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
  275. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +7 -7
  276. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
  277. package/Materials/Node/Blocks/Fragment/twirlBlock.js +4 -4
  278. package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -1
  279. package/Materials/Node/Blocks/Input/inputBlock.d.ts +2 -1
  280. package/Materials/Node/Blocks/Input/inputBlock.js +29 -24
  281. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  282. package/Materials/Node/Blocks/PBR/anisotropyBlock.js +5 -5
  283. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  284. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +5 -5
  285. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  286. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +33 -33
  287. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  288. package/Materials/Node/Blocks/PBR/reflectionBlock.js +11 -11
  289. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  290. package/Materials/Node/Blocks/PBR/refractionBlock.js +11 -11
  291. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  292. package/Materials/Node/Blocks/PBR/sheenBlock.js +3 -3
  293. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  294. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +1 -1
  295. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  296. package/Materials/Node/Blocks/Particle/particleBlendMultiplyBlock.js +1 -1
  297. package/Materials/Node/Blocks/Particle/particleBlendMultiplyBlock.js.map +1 -1
  298. package/Materials/Node/Blocks/Particle/particleRampGradientBlock.js +1 -1
  299. package/Materials/Node/Blocks/Particle/particleRampGradientBlock.js.map +1 -1
  300. package/Materials/Node/Blocks/Particle/particleTextureBlock.js +7 -7
  301. package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
  302. package/Materials/Node/Blocks/Vertex/bonesBlock.js +3 -3
  303. package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
  304. package/Materials/Node/Blocks/Vertex/instancesBlock.js +3 -3
  305. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  306. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js +5 -5
  307. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
  308. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +16 -16
  309. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  310. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js +1 -1
  311. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
  312. package/Materials/Node/Blocks/addBlock.js +1 -1
  313. package/Materials/Node/Blocks/addBlock.js.map +1 -1
  314. package/Materials/Node/Blocks/arcTan2Block.js +1 -1
  315. package/Materials/Node/Blocks/arcTan2Block.js.map +1 -1
  316. package/Materials/Node/Blocks/clampBlock.js +3 -3
  317. package/Materials/Node/Blocks/clampBlock.js.map +1 -1
  318. package/Materials/Node/Blocks/cloudBlock.js +7 -7
  319. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  320. package/Materials/Node/Blocks/colorMergerBlock.js +8 -8
  321. package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
  322. package/Materials/Node/Blocks/colorSplitterBlock.js +5 -5
  323. package/Materials/Node/Blocks/colorSplitterBlock.js.map +1 -1
  324. package/Materials/Node/Blocks/conditionalBlock.js +10 -10
  325. package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
  326. package/Materials/Node/Blocks/crossBlock.js +1 -1
  327. package/Materials/Node/Blocks/crossBlock.js.map +1 -1
  328. package/Materials/Node/Blocks/customBlock.js +1 -1
  329. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  330. package/Materials/Node/Blocks/desaturateBlock.js +4 -4
  331. package/Materials/Node/Blocks/desaturateBlock.js.map +1 -1
  332. package/Materials/Node/Blocks/distanceBlock.js +1 -1
  333. package/Materials/Node/Blocks/distanceBlock.js.map +1 -1
  334. package/Materials/Node/Blocks/divideBlock.js +1 -1
  335. package/Materials/Node/Blocks/divideBlock.js.map +1 -1
  336. package/Materials/Node/Blocks/dotBlock.js +1 -1
  337. package/Materials/Node/Blocks/dotBlock.js.map +1 -1
  338. package/Materials/Node/Blocks/elbowBlock.d.ts +27 -0
  339. package/Materials/Node/Blocks/elbowBlock.js +60 -0
  340. package/Materials/Node/Blocks/elbowBlock.js.map +1 -0
  341. package/Materials/Node/Blocks/fresnelBlock.js +2 -2
  342. package/Materials/Node/Blocks/fresnelBlock.js.map +1 -1
  343. package/Materials/Node/Blocks/gradientBlock.js +8 -8
  344. package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
  345. package/Materials/Node/Blocks/index.d.ts +1 -0
  346. package/Materials/Node/Blocks/index.js +1 -0
  347. package/Materials/Node/Blocks/index.js.map +1 -1
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@@ -101,7 +101,7 @@ export declare class ActionManager extends AbstractActionManager {
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  * Creates a new action manager
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  * @param scene defines the hosting scene
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  */
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- constructor(scene: Scene);
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+ constructor(scene?: Nullable<Scene>);
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  /**
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  * Releases all associated resources
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  */
@@ -22,7 +22,11 @@ var ActionManager = /** @class */ (function (_super) {
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  */
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  function ActionManager(scene) {
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  var _this = _super.call(this) || this;
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- _this._scene = scene || EngineStore.LastCreatedScene;
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+ scene = scene || EngineStore.LastCreatedScene;
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+ if (!scene) {
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+ return _this;
28
+ }
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+ _this._scene = scene;
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  scene.actionManagers.push(_this);
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  return _this;
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  }
@@ -1 +1 @@
1
- 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{ Nullable } from \"../types\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Scene } from \"../scene\";\r\nimport { Vector3, Vector4 } from \"../Maths/math.vector\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport { Condition, ValueCondition } from \"./condition\";\r\nimport { Action, IAction } from \"./action\";\r\nimport { DoNothingAction } from \"./directActions\";\r\n\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { IActionEvent } from \"../Actions/actionEvent\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { DeepCopier } from \"../Misc/deepCopier\";\r\nimport { GetClass } from \"../Misc/typeStore\";\r\nimport { AbstractActionManager } from './abstractActionManager';\r\n\r\n\r\n/**\r\n * Action Manager manages all events to be triggered on a given mesh or the global scene.\r\n * A single scene can have many Action Managers to handle predefined actions on specific meshes.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions\r\n */\r\nexport class ActionManager extends AbstractActionManager {\r\n /**\r\n * Nothing\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly NothingTrigger = 0;\r\n\r\n /**\r\n * On pick\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnPickTrigger = 1;\r\n\r\n /**\r\n * On left pick\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnLeftPickTrigger = 2;\r\n\r\n /**\r\n * On right pick\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnRightPickTrigger = 3;\r\n\r\n /**\r\n * On center pick\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnCenterPickTrigger = 4;\r\n\r\n /**\r\n * On pick down\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnPickDownTrigger = 5;\r\n\r\n /**\r\n * On double pick\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnDoublePickTrigger = 6;\r\n\r\n /**\r\n * On pick up\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnPickUpTrigger = 7;\r\n /**\r\n * On pick out.\r\n * This trigger will only be raised if you also declared a OnPickDown\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnPickOutTrigger = 16;\r\n\r\n /**\r\n * On long press\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnLongPressTrigger = 8;\r\n\r\n /**\r\n * On pointer over\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnPointerOverTrigger = 9;\r\n\r\n /**\r\n * On pointer out\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnPointerOutTrigger = 10;\r\n\r\n /**\r\n * On every frame\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnEveryFrameTrigger = 11;\r\n /**\r\n * On intersection enter\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnIntersectionEnterTrigger = 12;\r\n\r\n /**\r\n * On intersection exit\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnIntersectionExitTrigger = 13;\r\n\r\n /**\r\n * On key down\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnKeyDownTrigger = 14;\r\n\r\n /**\r\n * On key up\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnKeyUpTrigger = 15;\r\n\r\n // Members\r\n private _scene: Scene;\r\n\r\n /**\r\n * Creates a new action manager\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(scene: Scene) {\r\n super();\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n\r\n scene.actionManagers.push(this);\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose(): void {\r\n var index = this._scene.actionManagers.indexOf(this);\r\n\r\n for (var i = 0; i < this.actions.length; i++) {\r\n var action = this.actions[i];\r\n ActionManager.Triggers[action.trigger]--;\r\n if (ActionManager.Triggers[action.trigger] === 0) {\r\n delete ActionManager.Triggers[action.trigger];\r\n }\r\n }\r\n\r\n if (index > -1) {\r\n this._scene.actionManagers.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Gets hosting scene\r\n * @returns the hosting scene\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Does this action manager handles actions of any of the given triggers\r\n * @param triggers defines the triggers to be tested\r\n * @return a boolean indicating whether one (or more) of the triggers is handled\r\n */\r\n public hasSpecificTriggers(triggers: number[]): boolean {\r\n for (var index = 0; index < this.actions.length; index++) {\r\n var action = this.actions[index];\r\n\r\n if (triggers.indexOf(action.trigger) > -1) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager handles actions of any of the given triggers. This function takes two arguments for\r\n * speed.\r\n * @param triggerA defines the trigger to be tested\r\n * @param triggerB defines the trigger to be tested\r\n * @return a boolean indicating whether one (or more) of the triggers is handled\r\n */\r\n public hasSpecificTriggers2(triggerA: number, triggerB: number): boolean {\r\n for (var index = 0; index < this.actions.length; index++) {\r\n var action = this.actions[index];\r\n\r\n if (triggerA == action.trigger || triggerB == action.trigger) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager handles actions of a given trigger\r\n * @param trigger defines the trigger to be tested\r\n * @param parameterPredicate defines an optional predicate to filter triggers by parameter\r\n * @return whether the trigger is handled\r\n */\r\n public hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean {\r\n for (var index = 0; index < this.actions.length; index++) {\r\n var action = this.actions[index];\r\n\r\n if (action.trigger === trigger) {\r\n if (parameterPredicate) {\r\n if (parameterPredicate(action.getTriggerParameter())) {\r\n return true;\r\n }\r\n } else {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager has pointer triggers\r\n */\r\n public get hasPointerTriggers(): boolean {\r\n for (var index = 0; index < this.actions.length; index++) {\r\n var action = this.actions[index];\r\n\r\n if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPointerOutTrigger) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager has pick triggers\r\n */\r\n public get hasPickTriggers(): boolean {\r\n for (var index = 0; index < this.actions.length; index++) {\r\n var action = this.actions[index];\r\n\r\n if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPickUpTrigger) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Registers an action to this action manager\r\n * @param action defines the action to be registered\r\n * @return the action amended (prepared) after registration\r\n */\r\n public registerAction(action: IAction): Nullable<IAction> {\r\n if (action.trigger === ActionManager.OnEveryFrameTrigger) {\r\n if (this.getScene().actionManager !== this) {\r\n Logger.Warn(\"OnEveryFrameTrigger can only be used with scene.actionManager\");\r\n return null;\r\n }\r\n }\r\n\r\n this.actions.push(action);\r\n\r\n if (ActionManager.Triggers[action.trigger]) {\r\n ActionManager.Triggers[action.trigger]++;\r\n }\r\n else {\r\n ActionManager.Triggers[action.trigger] = 1;\r\n }\r\n\r\n action._actionManager = this;\r\n action._prepare();\r\n\r\n return action;\r\n }\r\n\r\n /**\r\n * Unregisters an action to this action manager\r\n * @param action defines the action to be unregistered\r\n * @return a boolean indicating whether the action has been unregistered\r\n */\r\n public unregisterAction(action: IAction): Boolean {\r\n var index = this.actions.indexOf(action);\r\n if (index !== -1) {\r\n this.actions.splice(index, 1);\r\n ActionManager.Triggers[action.trigger] -= 1;\r\n if (ActionManager.Triggers[action.trigger] === 0) {\r\n delete ActionManager.Triggers[action.trigger];\r\n }\r\n action._actionManager = null;\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Process a specific trigger\r\n * @param trigger defines the trigger to process\r\n * @param evt defines the event details to be processed\r\n */\r\n public processTrigger(trigger: number, evt?: IActionEvent): void {\r\n for (var index = 0; index < this.actions.length; index++) {\r\n var action = this.actions[index];\r\n\r\n if (action.trigger === trigger) {\r\n if (evt) {\r\n if (trigger === ActionManager.OnKeyUpTrigger\r\n || trigger === ActionManager.OnKeyDownTrigger) {\r\n var parameter = action.getTriggerParameter();\r\n\r\n if (parameter && parameter !== evt.sourceEvent.keyCode) {\r\n if (!parameter.toLowerCase) {\r\n continue;\r\n }\r\n var lowerCase = parameter.toLowerCase();\r\n\r\n if (lowerCase !== evt.sourceEvent.key) {\r\n var unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;\r\n var actualkey = String.fromCharCode(unicode).toLowerCase();\r\n if (actualkey !== lowerCase) {\r\n continue;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n action._executeCurrent(evt);\r\n }\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _getEffectiveTarget(target: any, propertyPath: string): any {\r\n var properties = propertyPath.split(\".\");\r\n\r\n for (var index = 0; index < properties.length - 1; index++) {\r\n target = target[properties[index]];\r\n }\r\n\r\n return target;\r\n }\r\n\r\n /** @hidden */\r\n public _getProperty(propertyPath: string): string {\r\n var properties = propertyPath.split(\".\");\r\n\r\n return properties[properties.length - 1];\r\n }\r\n\r\n /**\r\n * Serialize this manager to a JSON object\r\n * @param name defines the property name to store this manager\r\n * @returns a JSON representation of this manager\r\n */\r\n public serialize(name: string): any {\r\n var root = {\r\n children: new Array(),\r\n name: name,\r\n type: 3, // Root node\r\n properties: new Array() // Empty for root but required\r\n };\r\n\r\n for (var i = 0; i < this.actions.length; i++) {\r\n var triggerObject = {\r\n type: 0, // Trigger\r\n children: new Array(),\r\n name: ActionManager.GetTriggerName(this.actions[i].trigger),\r\n properties: new Array()\r\n };\r\n\r\n var triggerOptions = this.actions[i].triggerOptions;\r\n\r\n if (triggerOptions && typeof triggerOptions !== \"number\") {\r\n if (triggerOptions.parameter instanceof Node) {\r\n triggerObject.properties.push(Action._GetTargetProperty(triggerOptions.parameter));\r\n }\r\n else {\r\n var parameter = <any>{};\r\n DeepCopier.DeepCopy(triggerOptions.parameter, parameter, [\"mesh\"]);\r\n\r\n if (triggerOptions.parameter && triggerOptions.parameter.mesh) {\r\n parameter._meshId = triggerOptions.parameter.mesh.id;\r\n }\r\n\r\n triggerObject.properties.push({ name: \"parameter\", targetType: null, value: parameter });\r\n }\r\n }\r\n\r\n // Serialize child action, recursively\r\n this.actions[i].serialize(triggerObject);\r\n\r\n // Add serialized trigger\r\n root.children.push(triggerObject);\r\n }\r\n\r\n return root;\r\n }\r\n\r\n /**\r\n * Creates a new ActionManager from a JSON data\r\n * @param parsedActions defines the JSON data to read from\r\n * @param object defines the hosting mesh\r\n * @param scene defines the hosting scene\r\n */\r\n public static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void {\r\n var actionManager = new ActionManager(scene);\r\n if (object === null) {\r\n scene.actionManager = actionManager;\r\n }\r\n else {\r\n object.actionManager = actionManager;\r\n }\r\n\r\n // instanciate a new object\r\n var instanciate = (name: string, params: Array<any>): any => {\r\n const internalClassType = GetClass(\"BABYLON.\" + name);\r\n if (internalClassType) {\r\n var newInstance: Object = Object.create(internalClassType.prototype);\r\n newInstance.constructor.apply(newInstance, params);\r\n return newInstance;\r\n }\r\n };\r\n\r\n var parseParameter = (name: string, value: string, target: any, propertyPath: Nullable<string>): any => {\r\n if (propertyPath === null) {\r\n // String, boolean or float\r\n var floatValue = parseFloat(value);\r\n\r\n if (value === \"true\" || value === \"false\") {\r\n return value === \"true\";\r\n }\r\n else {\r\n return isNaN(floatValue) ? value : floatValue;\r\n }\r\n }\r\n\r\n var effectiveTarget = propertyPath.split(\".\");\r\n var values = value.split(\",\");\r\n\r\n // Get effective Target\r\n for (var i = 0; i < effectiveTarget.length; i++) {\r\n target = target[effectiveTarget[i]];\r\n }\r\n\r\n // Return appropriate value with its type\r\n if (typeof (target) === \"boolean\") {\r\n return values[0] === \"true\";\r\n }\r\n\r\n if (typeof (target) === \"string\") {\r\n return values[0];\r\n }\r\n\r\n // Parameters with multiple values such as Vector3 etc.\r\n var split = new Array<number>();\r\n for (var i = 0; i < values.length; i++) {\r\n split.push(parseFloat(values[i]));\r\n }\r\n\r\n if (target instanceof Vector3) {\r\n return Vector3.FromArray(split);\r\n }\r\n\r\n if (target instanceof Vector4) {\r\n return Vector4.FromArray(split);\r\n }\r\n\r\n if (target instanceof Color3) {\r\n return Color3.FromArray(split);\r\n }\r\n\r\n if (target instanceof Color4) {\r\n return Color4.FromArray(split);\r\n }\r\n\r\n return parseFloat(values[0]);\r\n };\r\n\r\n // traverse graph per trigger\r\n var traverse = (parsedAction: any, trigger: any, condition: Nullable<Condition>, action: Nullable<Action>, combineArray: Nullable<Array<Action>> = null) => {\r\n if (parsedAction.detached) {\r\n return;\r\n }\r\n\r\n var parameters = new Array<any>();\r\n var target: any = null;\r\n var propertyPath: Nullable<string> = null;\r\n var combine = parsedAction.combine && parsedAction.combine.length > 0;\r\n\r\n // Parameters\r\n if (parsedAction.type === 2) {\r\n parameters.push(actionManager);\r\n }\r\n else {\r\n parameters.push(trigger);\r\n }\r\n\r\n if (combine) {\r\n var actions = new Array<Action>();\r\n for (var j = 0; j < parsedAction.combine.length; j++) {\r\n traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);\r\n }\r\n parameters.push(actions);\r\n }\r\n else {\r\n for (var i = 0; i < parsedAction.properties.length; i++) {\r\n var value = parsedAction.properties[i].value;\r\n var name = parsedAction.properties[i].name;\r\n var targetType = parsedAction.properties[i].targetType;\r\n\r\n if (name === \"target\") {\r\n if (targetType !== null && targetType === \"SceneProperties\") {\r\n value = target = scene;\r\n }\r\n else {\r\n value = target = scene.getNodeByName(value);\r\n }\r\n }\r\n else if (name === \"parent\") {\r\n value = scene.getNodeByName(value);\r\n }\r\n else if (name === \"sound\") {\r\n // Can not externalize to component, so only checks for the presence off the API.\r\n if (scene.getSoundByName) {\r\n value = scene.getSoundByName(value);\r\n }\r\n }\r\n else if (name !== \"propertyPath\") {\r\n if (parsedAction.type === 2 && name === \"operator\") {\r\n value = (<any>ValueCondition)[value];\r\n }\r\n else {\r\n value = parseParameter(name, value, target, name === \"value\" ? propertyPath : null);\r\n }\r\n } else {\r\n propertyPath = value;\r\n }\r\n\r\n parameters.push(value);\r\n }\r\n }\r\n\r\n if (combineArray === null) {\r\n parameters.push(condition);\r\n }\r\n else {\r\n parameters.push(null);\r\n }\r\n\r\n // If interpolate value action\r\n if (parsedAction.name === \"InterpolateValueAction\") {\r\n var param = parameters[parameters.length - 2];\r\n parameters[parameters.length - 1] = param;\r\n parameters[parameters.length - 2] = condition;\r\n }\r\n\r\n // Action or condition(s) and not CombineAction\r\n var newAction = instanciate(parsedAction.name, parameters);\r\n\r\n if (newAction instanceof Condition && condition !== null) {\r\n var nothing = new DoNothingAction(trigger, condition);\r\n\r\n if (action) {\r\n action.then(nothing);\r\n }\r\n else {\r\n actionManager.registerAction(nothing);\r\n }\r\n\r\n action = nothing;\r\n }\r\n\r\n if (combineArray === null) {\r\n if (newAction instanceof Condition) {\r\n condition = newAction;\r\n newAction = action;\r\n } else {\r\n condition = null;\r\n if (action) {\r\n action.then(newAction);\r\n }\r\n else {\r\n actionManager.registerAction(newAction);\r\n }\r\n }\r\n }\r\n else {\r\n combineArray.push(newAction);\r\n }\r\n\r\n for (var i = 0; i < parsedAction.children.length; i++) {\r\n traverse(parsedAction.children[i], trigger, condition, newAction, null);\r\n }\r\n };\r\n\r\n // triggers\r\n for (var i = 0; i < parsedActions.children.length; i++) {\r\n var triggerParams: any;\r\n var trigger = parsedActions.children[i];\r\n\r\n if (trigger.properties.length > 0) {\r\n var param = trigger.properties[0].value;\r\n var value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);\r\n\r\n if (value._meshId) {\r\n value.mesh = scene.getMeshById(value._meshId);\r\n }\r\n\r\n triggerParams = { trigger: (<any>ActionManager)[trigger.name], parameter: value };\r\n }\r\n else {\r\n triggerParams = (<any>ActionManager)[trigger.name];\r\n }\r\n\r\n for (var j = 0; j < trigger.children.length; j++) {\r\n if (!trigger.detached) {\r\n traverse(trigger.children[j], triggerParams, null, null);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Get a trigger name by index\r\n * @param trigger defines the trigger index\r\n * @returns a trigger name\r\n */\r\n public static GetTriggerName(trigger: number): string {\r\n switch (trigger) {\r\n case 0: return \"NothingTrigger\";\r\n case 1: return \"OnPickTrigger\";\r\n case 2: return \"OnLeftPickTrigger\";\r\n case 3: return \"OnRightPickTrigger\";\r\n case 4: return \"OnCenterPickTrigger\";\r\n case 5: return \"OnPickDownTrigger\";\r\n case 6: return \"OnPickUpTrigger\";\r\n case 7: return \"OnLongPressTrigger\";\r\n case 8: return \"OnPointerOverTrigger\";\r\n case 9: return \"OnPointerOutTrigger\";\r\n case 10: return \"OnEveryFrameTrigger\";\r\n case 11: return \"OnIntersectionEnterTrigger\";\r\n case 12: return \"OnIntersectionExitTrigger\";\r\n case 13: return \"OnKeyDownTrigger\";\r\n case 14: return \"OnKeyUpTrigger\";\r\n case 15: return \"OnPickOutTrigger\";\r\n default: return \"\";\r\n }\r\n }\r\n}"]}
1
+ 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{ Nullable } from \"../types\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Scene } from \"../scene\";\r\nimport { Vector3, Vector4 } from \"../Maths/math.vector\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport { Condition, ValueCondition } from \"./condition\";\r\nimport { Action, IAction } from \"./action\";\r\nimport { DoNothingAction } from \"./directActions\";\r\n\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { IActionEvent } from \"../Actions/actionEvent\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { DeepCopier } from \"../Misc/deepCopier\";\r\nimport { GetClass } from \"../Misc/typeStore\";\r\nimport { AbstractActionManager } from './abstractActionManager';\r\n\r\n\r\n/**\r\n * Action Manager manages all events to be triggered on a given mesh or the global scene.\r\n * A single scene can have many Action Managers to handle predefined actions on specific meshes.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions\r\n */\r\nexport class ActionManager extends AbstractActionManager {\r\n /**\r\n * Nothing\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly NothingTrigger = 0;\r\n\r\n /**\r\n * On pick\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnPickTrigger = 1;\r\n\r\n /**\r\n * On left pick\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnLeftPickTrigger = 2;\r\n\r\n /**\r\n * On right pick\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnRightPickTrigger = 3;\r\n\r\n /**\r\n * On center pick\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnCenterPickTrigger = 4;\r\n\r\n /**\r\n * On pick down\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnPickDownTrigger = 5;\r\n\r\n /**\r\n * On double pick\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnDoublePickTrigger = 6;\r\n\r\n /**\r\n * On pick up\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnPickUpTrigger = 7;\r\n /**\r\n * On pick out.\r\n * This trigger will only be raised if you also declared a OnPickDown\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnPickOutTrigger = 16;\r\n\r\n /**\r\n * On long press\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnLongPressTrigger = 8;\r\n\r\n /**\r\n * On pointer over\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnPointerOverTrigger = 9;\r\n\r\n /**\r\n * On pointer out\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnPointerOutTrigger = 10;\r\n\r\n /**\r\n * On every frame\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnEveryFrameTrigger = 11;\r\n /**\r\n * On intersection enter\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnIntersectionEnterTrigger = 12;\r\n\r\n /**\r\n * On intersection exit\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnIntersectionExitTrigger = 13;\r\n\r\n /**\r\n * On key down\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnKeyDownTrigger = 14;\r\n\r\n /**\r\n * On key up\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n public static readonly OnKeyUpTrigger = 15;\r\n\r\n // Members\r\n private _scene: Scene;\r\n\r\n /**\r\n * Creates a new action manager\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(scene?: Nullable<Scene>) {\r\n super();\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.actionManagers.push(this);\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose(): void {\r\n var index = this._scene.actionManagers.indexOf(this);\r\n\r\n for (var i = 0; i < this.actions.length; i++) {\r\n var action = this.actions[i];\r\n ActionManager.Triggers[action.trigger]--;\r\n if (ActionManager.Triggers[action.trigger] === 0) {\r\n delete ActionManager.Triggers[action.trigger];\r\n }\r\n }\r\n\r\n if (index > -1) {\r\n this._scene.actionManagers.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Gets hosting scene\r\n * @returns the hosting scene\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Does this action manager handles actions of any of the given triggers\r\n * @param triggers defines the triggers to be tested\r\n * @return a boolean indicating whether one (or more) of the triggers is handled\r\n */\r\n public hasSpecificTriggers(triggers: number[]): boolean {\r\n for (var index = 0; index < this.actions.length; index++) {\r\n var action = this.actions[index];\r\n\r\n if (triggers.indexOf(action.trigger) > -1) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager handles actions of any of the given triggers. This function takes two arguments for\r\n * speed.\r\n * @param triggerA defines the trigger to be tested\r\n * @param triggerB defines the trigger to be tested\r\n * @return a boolean indicating whether one (or more) of the triggers is handled\r\n */\r\n public hasSpecificTriggers2(triggerA: number, triggerB: number): boolean {\r\n for (var index = 0; index < this.actions.length; index++) {\r\n var action = this.actions[index];\r\n\r\n if (triggerA == action.trigger || triggerB == action.trigger) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager handles actions of a given trigger\r\n * @param trigger defines the trigger to be tested\r\n * @param parameterPredicate defines an optional predicate to filter triggers by parameter\r\n * @return whether the trigger is handled\r\n */\r\n public hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean {\r\n for (var index = 0; index < this.actions.length; index++) {\r\n var action = this.actions[index];\r\n\r\n if (action.trigger === trigger) {\r\n if (parameterPredicate) {\r\n if (parameterPredicate(action.getTriggerParameter())) {\r\n return true;\r\n }\r\n } else {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager has pointer triggers\r\n */\r\n public get hasPointerTriggers(): boolean {\r\n for (var index = 0; index < this.actions.length; index++) {\r\n var action = this.actions[index];\r\n\r\n if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPointerOutTrigger) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager has pick triggers\r\n */\r\n public get hasPickTriggers(): boolean {\r\n for (var index = 0; index < this.actions.length; index++) {\r\n var action = this.actions[index];\r\n\r\n if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPickUpTrigger) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Registers an action to this action manager\r\n * @param action defines the action to be registered\r\n * @return the action amended (prepared) after registration\r\n */\r\n public registerAction(action: IAction): Nullable<IAction> {\r\n if (action.trigger === ActionManager.OnEveryFrameTrigger) {\r\n if (this.getScene().actionManager !== this) {\r\n Logger.Warn(\"OnEveryFrameTrigger can only be used with scene.actionManager\");\r\n return null;\r\n }\r\n }\r\n\r\n this.actions.push(action);\r\n\r\n if (ActionManager.Triggers[action.trigger]) {\r\n ActionManager.Triggers[action.trigger]++;\r\n }\r\n else {\r\n ActionManager.Triggers[action.trigger] = 1;\r\n }\r\n\r\n action._actionManager = this;\r\n action._prepare();\r\n\r\n return action;\r\n }\r\n\r\n /**\r\n * Unregisters an action to this action manager\r\n * @param action defines the action to be unregistered\r\n * @return a boolean indicating whether the action has been unregistered\r\n */\r\n public unregisterAction(action: IAction): Boolean {\r\n var index = this.actions.indexOf(action);\r\n if (index !== -1) {\r\n this.actions.splice(index, 1);\r\n ActionManager.Triggers[action.trigger] -= 1;\r\n if (ActionManager.Triggers[action.trigger] === 0) {\r\n delete ActionManager.Triggers[action.trigger];\r\n }\r\n action._actionManager = null;\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Process a specific trigger\r\n * @param trigger defines the trigger to process\r\n * @param evt defines the event details to be processed\r\n */\r\n public processTrigger(trigger: number, evt?: IActionEvent): void {\r\n for (var index = 0; index < this.actions.length; index++) {\r\n var action = this.actions[index];\r\n\r\n if (action.trigger === trigger) {\r\n if (evt) {\r\n if (trigger === ActionManager.OnKeyUpTrigger\r\n || trigger === ActionManager.OnKeyDownTrigger) {\r\n var parameter = action.getTriggerParameter();\r\n\r\n if (parameter && parameter !== evt.sourceEvent.keyCode) {\r\n if (!parameter.toLowerCase) {\r\n continue;\r\n }\r\n var lowerCase = parameter.toLowerCase();\r\n\r\n if (lowerCase !== evt.sourceEvent.key) {\r\n var unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;\r\n var actualkey = String.fromCharCode(unicode).toLowerCase();\r\n if (actualkey !== lowerCase) {\r\n continue;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n action._executeCurrent(evt);\r\n }\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _getEffectiveTarget(target: any, propertyPath: string): any {\r\n var properties = propertyPath.split(\".\");\r\n\r\n for (var index = 0; index < properties.length - 1; index++) {\r\n target = target[properties[index]];\r\n }\r\n\r\n return target;\r\n }\r\n\r\n /** @hidden */\r\n public _getProperty(propertyPath: string): string {\r\n var properties = propertyPath.split(\".\");\r\n\r\n return properties[properties.length - 1];\r\n }\r\n\r\n /**\r\n * Serialize this manager to a JSON object\r\n * @param name defines the property name to store this manager\r\n * @returns a JSON representation of this manager\r\n */\r\n public serialize(name: string): any {\r\n var root = {\r\n children: new Array(),\r\n name: name,\r\n type: 3, // Root node\r\n properties: new Array() // Empty for root but required\r\n };\r\n\r\n for (var i = 0; i < this.actions.length; i++) {\r\n var triggerObject = {\r\n type: 0, // Trigger\r\n children: new Array(),\r\n name: ActionManager.GetTriggerName(this.actions[i].trigger),\r\n properties: new Array()\r\n };\r\n\r\n var triggerOptions = this.actions[i].triggerOptions;\r\n\r\n if (triggerOptions && typeof triggerOptions !== \"number\") {\r\n if (triggerOptions.parameter instanceof Node) {\r\n triggerObject.properties.push(Action._GetTargetProperty(triggerOptions.parameter));\r\n }\r\n else {\r\n var parameter = <any>{};\r\n DeepCopier.DeepCopy(triggerOptions.parameter, parameter, [\"mesh\"]);\r\n\r\n if (triggerOptions.parameter && triggerOptions.parameter.mesh) {\r\n parameter._meshId = triggerOptions.parameter.mesh.id;\r\n }\r\n\r\n triggerObject.properties.push({ name: \"parameter\", targetType: null, value: parameter });\r\n }\r\n }\r\n\r\n // Serialize child action, recursively\r\n this.actions[i].serialize(triggerObject);\r\n\r\n // Add serialized trigger\r\n root.children.push(triggerObject);\r\n }\r\n\r\n return root;\r\n }\r\n\r\n /**\r\n * Creates a new ActionManager from a JSON data\r\n * @param parsedActions defines the JSON data to read from\r\n * @param object defines the hosting mesh\r\n * @param scene defines the hosting scene\r\n */\r\n public static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void {\r\n var actionManager = new ActionManager(scene);\r\n if (object === null) {\r\n scene.actionManager = actionManager;\r\n }\r\n else {\r\n object.actionManager = actionManager;\r\n }\r\n\r\n // instanciate a new object\r\n var instanciate = (name: string, params: Array<any>): any => {\r\n const internalClassType = GetClass(\"BABYLON.\" + name);\r\n if (internalClassType) {\r\n var newInstance: Object = Object.create(internalClassType.prototype);\r\n newInstance.constructor.apply(newInstance, params);\r\n return newInstance;\r\n }\r\n };\r\n\r\n var parseParameter = (name: string, value: string, target: any, propertyPath: Nullable<string>): any => {\r\n if (propertyPath === null) {\r\n // String, boolean or float\r\n var floatValue = parseFloat(value);\r\n\r\n if (value === \"true\" || value === \"false\") {\r\n return value === \"true\";\r\n }\r\n else {\r\n return isNaN(floatValue) ? value : floatValue;\r\n }\r\n }\r\n\r\n var effectiveTarget = propertyPath.split(\".\");\r\n var values = value.split(\",\");\r\n\r\n // Get effective Target\r\n for (var i = 0; i < effectiveTarget.length; i++) {\r\n target = target[effectiveTarget[i]];\r\n }\r\n\r\n // Return appropriate value with its type\r\n if (typeof (target) === \"boolean\") {\r\n return values[0] === \"true\";\r\n }\r\n\r\n if (typeof (target) === \"string\") {\r\n return values[0];\r\n }\r\n\r\n // Parameters with multiple values such as Vector3 etc.\r\n var split = new Array<number>();\r\n for (var i = 0; i < values.length; i++) {\r\n split.push(parseFloat(values[i]));\r\n }\r\n\r\n if (target instanceof Vector3) {\r\n return Vector3.FromArray(split);\r\n }\r\n\r\n if (target instanceof Vector4) {\r\n return Vector4.FromArray(split);\r\n }\r\n\r\n if (target instanceof Color3) {\r\n return Color3.FromArray(split);\r\n }\r\n\r\n if (target instanceof Color4) {\r\n return Color4.FromArray(split);\r\n }\r\n\r\n return parseFloat(values[0]);\r\n };\r\n\r\n // traverse graph per trigger\r\n var traverse = (parsedAction: any, trigger: any, condition: Nullable<Condition>, action: Nullable<Action>, combineArray: Nullable<Array<Action>> = null) => {\r\n if (parsedAction.detached) {\r\n return;\r\n }\r\n\r\n var parameters = new Array<any>();\r\n var target: any = null;\r\n var propertyPath: Nullable<string> = null;\r\n var combine = parsedAction.combine && parsedAction.combine.length > 0;\r\n\r\n // Parameters\r\n if (parsedAction.type === 2) {\r\n parameters.push(actionManager);\r\n }\r\n else {\r\n parameters.push(trigger);\r\n }\r\n\r\n if (combine) {\r\n var actions = new Array<Action>();\r\n for (var j = 0; j < parsedAction.combine.length; j++) {\r\n traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);\r\n }\r\n parameters.push(actions);\r\n }\r\n else {\r\n for (var i = 0; i < parsedAction.properties.length; i++) {\r\n var value = parsedAction.properties[i].value;\r\n var name = parsedAction.properties[i].name;\r\n var targetType = parsedAction.properties[i].targetType;\r\n\r\n if (name === \"target\") {\r\n if (targetType !== null && targetType === \"SceneProperties\") {\r\n value = target = scene;\r\n }\r\n else {\r\n value = target = scene.getNodeByName(value);\r\n }\r\n }\r\n else if (name === \"parent\") {\r\n value = scene.getNodeByName(value);\r\n }\r\n else if (name === \"sound\") {\r\n // Can not externalize to component, so only checks for the presence off the API.\r\n if (scene.getSoundByName) {\r\n value = scene.getSoundByName(value);\r\n }\r\n }\r\n else if (name !== \"propertyPath\") {\r\n if (parsedAction.type === 2 && name === \"operator\") {\r\n value = (<any>ValueCondition)[value];\r\n }\r\n else {\r\n value = parseParameter(name, value, target, name === \"value\" ? propertyPath : null);\r\n }\r\n } else {\r\n propertyPath = value;\r\n }\r\n\r\n parameters.push(value);\r\n }\r\n }\r\n\r\n if (combineArray === null) {\r\n parameters.push(condition);\r\n }\r\n else {\r\n parameters.push(null);\r\n }\r\n\r\n // If interpolate value action\r\n if (parsedAction.name === \"InterpolateValueAction\") {\r\n var param = parameters[parameters.length - 2];\r\n parameters[parameters.length - 1] = param;\r\n parameters[parameters.length - 2] = condition;\r\n }\r\n\r\n // Action or condition(s) and not CombineAction\r\n var newAction = instanciate(parsedAction.name, parameters);\r\n\r\n if (newAction instanceof Condition && condition !== null) {\r\n var nothing = new DoNothingAction(trigger, condition);\r\n\r\n if (action) {\r\n action.then(nothing);\r\n }\r\n else {\r\n actionManager.registerAction(nothing);\r\n }\r\n\r\n action = nothing;\r\n }\r\n\r\n if (combineArray === null) {\r\n if (newAction instanceof Condition) {\r\n condition = newAction;\r\n newAction = action;\r\n } else {\r\n condition = null;\r\n if (action) {\r\n action.then(newAction);\r\n }\r\n else {\r\n actionManager.registerAction(newAction);\r\n }\r\n }\r\n }\r\n else {\r\n combineArray.push(newAction);\r\n }\r\n\r\n for (var i = 0; i < parsedAction.children.length; i++) {\r\n traverse(parsedAction.children[i], trigger, condition, newAction, null);\r\n }\r\n };\r\n\r\n // triggers\r\n for (var i = 0; i < parsedActions.children.length; i++) {\r\n var triggerParams: any;\r\n var trigger = parsedActions.children[i];\r\n\r\n if (trigger.properties.length > 0) {\r\n var param = trigger.properties[0].value;\r\n var value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);\r\n\r\n if (value._meshId) {\r\n value.mesh = scene.getMeshById(value._meshId);\r\n }\r\n\r\n triggerParams = { trigger: (<any>ActionManager)[trigger.name], parameter: value };\r\n }\r\n else {\r\n triggerParams = (<any>ActionManager)[trigger.name];\r\n }\r\n\r\n for (var j = 0; j < trigger.children.length; j++) {\r\n if (!trigger.detached) {\r\n traverse(trigger.children[j], triggerParams, null, null);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Get a trigger name by index\r\n * @param trigger defines the trigger index\r\n * @returns a trigger name\r\n */\r\n public static GetTriggerName(trigger: number): string {\r\n switch (trigger) {\r\n case 0: return \"NothingTrigger\";\r\n case 1: return \"OnPickTrigger\";\r\n case 2: return \"OnLeftPickTrigger\";\r\n case 3: return \"OnRightPickTrigger\";\r\n case 4: return \"OnCenterPickTrigger\";\r\n case 5: return \"OnPickDownTrigger\";\r\n case 6: return \"OnPickUpTrigger\";\r\n case 7: return \"OnLongPressTrigger\";\r\n case 8: return \"OnPointerOverTrigger\";\r\n case 9: return \"OnPointerOutTrigger\";\r\n case 10: return \"OnEveryFrameTrigger\";\r\n case 11: return \"OnIntersectionEnterTrigger\";\r\n case 12: return \"OnIntersectionExitTrigger\";\r\n case 13: return \"OnKeyDownTrigger\";\r\n case 14: return \"OnKeyUpTrigger\";\r\n case 15: return \"OnPickOutTrigger\";\r\n default: return \"\";\r\n }\r\n }\r\n}"]}
@@ -1,3 +1,4 @@
1
+ import { Nullable } from "../types";
1
2
  import { Scene } from "../scene";
2
3
  /**
3
4
  * Class used to work with sound analyzer using fast fourier transform (FFT)
@@ -48,7 +49,7 @@ export declare class Analyser {
48
49
  * Creates a new analyser
49
50
  * @param scene defines hosting scene
50
51
  */
51
- constructor(scene: Scene);
52
+ constructor(scene?: Nullable<Scene>);
52
53
  /**
53
54
  * Get the number of data values you will have to play with for the visualization
54
55
  * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
package/Audio/analyser.js CHANGED
@@ -1,5 +1,6 @@
1
1
  import { Engine } from "../Engines/engine.js";
2
2
  import { Tools } from "../Misc/tools.js";
3
+ import { EngineStore } from "../Engines/engineStore.js";
3
4
  /**
4
5
  * Class used to work with sound analyzer using fast fourier transform (FFT)
5
6
  * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music
@@ -35,6 +36,10 @@ var Analyser = /** @class */ (function () {
35
36
  * @ignorenaming
36
37
  */
37
38
  this.DEBUGCANVASSIZE = { width: 320, height: 200 };
39
+ scene = scene || EngineStore.LastCreatedScene;
40
+ if (!scene) {
41
+ return;
42
+ }
38
43
  this._scene = scene;
39
44
  if (!Engine.audioEngine) {
40
45
  Tools.Warn("No audio engine initialized, failed to create an audio analyser");
@@ -1 +1 @@
1
- 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{ Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { IAudioEngine } from \"./Interfaces/IAudioEngine\";\r\nimport { Tools } from \"../Misc/tools\";\r\n\r\n/**\r\n * Class used to work with sound analyzer using fast fourier transform (FFT)\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music\r\n */\r\nexport class Analyser {\r\n /**\r\n * Gets or sets the smoothing\r\n * @ignorenaming\r\n */\r\n public SMOOTHING = 0.75;\r\n /**\r\n * Gets or sets the FFT table size\r\n * @ignorenaming\r\n */\r\n public FFT_SIZE = 512;\r\n /**\r\n * Gets or sets the bar graph amplitude\r\n * @ignorenaming\r\n */\r\n public BARGRAPHAMPLITUDE = 256;\r\n /**\r\n * Gets or sets the position of the debug canvas\r\n * @ignorenaming\r\n */\r\n public DEBUGCANVASPOS = { x: 20, y: 20 };\r\n /**\r\n * Gets or sets the debug canvas size\r\n * @ignorenaming\r\n */\r\n public DEBUGCANVASSIZE = { width: 320, height: 200 };\r\n\r\n private _byteFreqs: Uint8Array;\r\n private _byteTime: Uint8Array;\r\n private _floatFreqs: Float32Array;\r\n private _webAudioAnalyser: AnalyserNode;\r\n private _debugCanvas: Nullable<HTMLCanvasElement>;\r\n private _debugCanvasContext: Nullable<CanvasRenderingContext2D>;\r\n private _scene: Scene;\r\n private _registerFunc: Nullable<() => void>;\r\n private _audioEngine: IAudioEngine;\r\n\r\n /**\r\n * Creates a new analyser\r\n * @param scene defines hosting scene\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n if (!Engine.audioEngine) {\r\n Tools.Warn(\"No audio engine initialized, failed to create an audio analyser\");\r\n return;\r\n }\r\n this._audioEngine = Engine.audioEngine;\r\n if (this._audioEngine.canUseWebAudio && this._audioEngine.audioContext) {\r\n this._webAudioAnalyser = this._audioEngine.audioContext.createAnalyser();\r\n this._webAudioAnalyser.minDecibels = -140;\r\n this._webAudioAnalyser.maxDecibels = 0;\r\n this._byteFreqs = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);\r\n this._byteTime = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);\r\n this._floatFreqs = new Float32Array(this._webAudioAnalyser.frequencyBinCount);\r\n }\r\n }\r\n\r\n /**\r\n * Get the number of data values you will have to play with for the visualization\r\n * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount\r\n * @returns a number\r\n */\r\n public getFrequencyBinCount(): number {\r\n if (this._audioEngine.canUseWebAudio) {\r\n return this._webAudioAnalyser.frequencyBinCount;\r\n } else {\r\n return 0;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the current frequency data as a byte array\r\n * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData\r\n * @returns a Uint8Array\r\n */\r\n public getByteFrequencyData(): Uint8Array {\r\n if (this._audioEngine.canUseWebAudio) {\r\n this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;\r\n this._webAudioAnalyser.fftSize = this.FFT_SIZE;\r\n this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs);\r\n }\r\n return this._byteFreqs;\r\n }\r\n\r\n /**\r\n * Gets the current waveform as a byte array\r\n * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData\r\n * @returns a Uint8Array\r\n */\r\n public getByteTimeDomainData(): Uint8Array {\r\n if (this._audioEngine.canUseWebAudio) {\r\n this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;\r\n this._webAudioAnalyser.fftSize = this.FFT_SIZE;\r\n this._webAudioAnalyser.getByteTimeDomainData(this._byteTime);\r\n }\r\n return this._byteTime;\r\n }\r\n\r\n /**\r\n * Gets the current frequency data as a float array\r\n * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData\r\n * @returns a Float32Array\r\n */\r\n public getFloatFrequencyData(): Float32Array {\r\n if (this._audioEngine.canUseWebAudio) {\r\n this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;\r\n this._webAudioAnalyser.fftSize = this.FFT_SIZE;\r\n this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs);\r\n }\r\n return this._floatFreqs;\r\n }\r\n\r\n /**\r\n * Renders the debug canvas\r\n */\r\n public drawDebugCanvas() {\r\n if (this._audioEngine.canUseWebAudio) {\r\n if (!this._debugCanvas) {\r\n this._debugCanvas = document.createElement(\"canvas\");\r\n this._debugCanvas.width = this.DEBUGCANVASSIZE.width;\r\n this._debugCanvas.height = this.DEBUGCANVASSIZE.height;\r\n this._debugCanvas.style.position = \"absolute\";\r\n this._debugCanvas.style.top = this.DEBUGCANVASPOS.y + \"px\";\r\n this._debugCanvas.style.left = this.DEBUGCANVASPOS.x + \"px\";\r\n this._debugCanvasContext = this._debugCanvas.getContext(\"2d\");\r\n document.body.appendChild(this._debugCanvas);\r\n this._registerFunc = () => {\r\n this.drawDebugCanvas();\r\n };\r\n this._scene.registerBeforeRender(this._registerFunc);\r\n }\r\n if (this._registerFunc && this._debugCanvasContext) {\r\n var workingArray = this.getByteFrequencyData();\r\n\r\n this._debugCanvasContext.fillStyle = \"rgb(0, 0, 0)\";\r\n this._debugCanvasContext.fillRect(0, 0, this.DEBUGCANVASSIZE.width, this.DEBUGCANVASSIZE.height);\r\n\r\n // Draw the frequency domain chart.\r\n for (var i = 0; i < this.getFrequencyBinCount(); i++) {\r\n var value = workingArray[i];\r\n var percent = value / this.BARGRAPHAMPLITUDE;\r\n var height = this.DEBUGCANVASSIZE.height * percent;\r\n var offset = this.DEBUGCANVASSIZE.height - height - 1;\r\n var barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount();\r\n var hue = (i / this.getFrequencyBinCount()) * 360;\r\n this._debugCanvasContext.fillStyle = \"hsl(\" + hue + \", 100%, 50%)\";\r\n this._debugCanvasContext.fillRect(i * barWidth, offset, barWidth, height);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Stops rendering the debug canvas and removes it\r\n */\r\n public stopDebugCanvas() {\r\n if (this._debugCanvas) {\r\n if (this._registerFunc) {\r\n this._scene.unregisterBeforeRender(this._registerFunc);\r\n this._registerFunc = null;\r\n }\r\n document.body.removeChild(this._debugCanvas);\r\n this._debugCanvas = null;\r\n this._debugCanvasContext = null;\r\n }\r\n }\r\n\r\n /**\r\n * Connects two audio nodes\r\n * @param inputAudioNode defines first node to connect\r\n * @param outputAudioNode defines second node to connect\r\n */\r\n public connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode) {\r\n if (this._audioEngine.canUseWebAudio) {\r\n inputAudioNode.connect(this._webAudioAnalyser);\r\n this._webAudioAnalyser.connect(outputAudioNode);\r\n }\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n if (this._audioEngine.canUseWebAudio) {\r\n this._webAudioAnalyser.disconnect();\r\n }\r\n }\r\n}\r\n"]}
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{ Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { IAudioEngine } from \"./Interfaces/IAudioEngine\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\n\r\n/**\r\n * Class used to work with sound analyzer using fast fourier transform (FFT)\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music\r\n */\r\nexport class Analyser {\r\n /**\r\n * Gets or sets the smoothing\r\n * @ignorenaming\r\n */\r\n public SMOOTHING = 0.75;\r\n /**\r\n * Gets or sets the FFT table size\r\n * @ignorenaming\r\n */\r\n public FFT_SIZE = 512;\r\n /**\r\n * Gets or sets the bar graph amplitude\r\n * @ignorenaming\r\n */\r\n public BARGRAPHAMPLITUDE = 256;\r\n /**\r\n * Gets or sets the position of the debug canvas\r\n * @ignorenaming\r\n */\r\n public DEBUGCANVASPOS = { x: 20, y: 20 };\r\n /**\r\n * Gets or sets the debug canvas size\r\n * @ignorenaming\r\n */\r\n public DEBUGCANVASSIZE = { width: 320, height: 200 };\r\n\r\n private _byteFreqs: Uint8Array;\r\n private _byteTime: Uint8Array;\r\n private _floatFreqs: Float32Array;\r\n private _webAudioAnalyser: AnalyserNode;\r\n private _debugCanvas: Nullable<HTMLCanvasElement>;\r\n private _debugCanvasContext: Nullable<CanvasRenderingContext2D>;\r\n private _scene: Scene;\r\n private _registerFunc: Nullable<() => void>;\r\n private _audioEngine: IAudioEngine;\r\n\r\n /**\r\n * Creates a new analyser\r\n * @param scene defines hosting scene\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 if (!Engine.audioEngine) {\r\n Tools.Warn(\"No audio engine initialized, failed to create an audio analyser\");\r\n return;\r\n }\r\n this._audioEngine = Engine.audioEngine;\r\n if (this._audioEngine.canUseWebAudio && this._audioEngine.audioContext) {\r\n this._webAudioAnalyser = this._audioEngine.audioContext.createAnalyser();\r\n this._webAudioAnalyser.minDecibels = -140;\r\n this._webAudioAnalyser.maxDecibels = 0;\r\n this._byteFreqs = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);\r\n this._byteTime = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);\r\n this._floatFreqs = new Float32Array(this._webAudioAnalyser.frequencyBinCount);\r\n }\r\n }\r\n\r\n /**\r\n * Get the number of data values you will have to play with for the visualization\r\n * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount\r\n * @returns a number\r\n */\r\n public getFrequencyBinCount(): number {\r\n if (this._audioEngine.canUseWebAudio) {\r\n return this._webAudioAnalyser.frequencyBinCount;\r\n } else {\r\n return 0;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the current frequency data as a byte array\r\n * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData\r\n * @returns a Uint8Array\r\n */\r\n public getByteFrequencyData(): Uint8Array {\r\n if (this._audioEngine.canUseWebAudio) {\r\n this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;\r\n this._webAudioAnalyser.fftSize = this.FFT_SIZE;\r\n this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs);\r\n }\r\n return this._byteFreqs;\r\n }\r\n\r\n /**\r\n * Gets the current waveform as a byte array\r\n * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData\r\n * @returns a Uint8Array\r\n */\r\n public getByteTimeDomainData(): Uint8Array {\r\n if (this._audioEngine.canUseWebAudio) {\r\n this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;\r\n this._webAudioAnalyser.fftSize = this.FFT_SIZE;\r\n this._webAudioAnalyser.getByteTimeDomainData(this._byteTime);\r\n }\r\n return this._byteTime;\r\n }\r\n\r\n /**\r\n * Gets the current frequency data as a float array\r\n * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData\r\n * @returns a Float32Array\r\n */\r\n public getFloatFrequencyData(): Float32Array {\r\n if (this._audioEngine.canUseWebAudio) {\r\n this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;\r\n this._webAudioAnalyser.fftSize = this.FFT_SIZE;\r\n this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs);\r\n }\r\n return this._floatFreqs;\r\n }\r\n\r\n /**\r\n * Renders the debug canvas\r\n */\r\n public drawDebugCanvas() {\r\n if (this._audioEngine.canUseWebAudio) {\r\n if (!this._debugCanvas) {\r\n this._debugCanvas = document.createElement(\"canvas\");\r\n this._debugCanvas.width = this.DEBUGCANVASSIZE.width;\r\n this._debugCanvas.height = this.DEBUGCANVASSIZE.height;\r\n this._debugCanvas.style.position = \"absolute\";\r\n this._debugCanvas.style.top = this.DEBUGCANVASPOS.y + \"px\";\r\n this._debugCanvas.style.left = this.DEBUGCANVASPOS.x + \"px\";\r\n this._debugCanvasContext = this._debugCanvas.getContext(\"2d\");\r\n document.body.appendChild(this._debugCanvas);\r\n this._registerFunc = () => {\r\n this.drawDebugCanvas();\r\n };\r\n this._scene.registerBeforeRender(this._registerFunc);\r\n }\r\n if (this._registerFunc && this._debugCanvasContext) {\r\n var workingArray = this.getByteFrequencyData();\r\n\r\n this._debugCanvasContext.fillStyle = \"rgb(0, 0, 0)\";\r\n this._debugCanvasContext.fillRect(0, 0, this.DEBUGCANVASSIZE.width, this.DEBUGCANVASSIZE.height);\r\n\r\n // Draw the frequency domain chart.\r\n for (var i = 0; i < this.getFrequencyBinCount(); i++) {\r\n var value = workingArray[i];\r\n var percent = value / this.BARGRAPHAMPLITUDE;\r\n var height = this.DEBUGCANVASSIZE.height * percent;\r\n var offset = this.DEBUGCANVASSIZE.height - height - 1;\r\n var barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount();\r\n var hue = (i / this.getFrequencyBinCount()) * 360;\r\n this._debugCanvasContext.fillStyle = \"hsl(\" + hue + \", 100%, 50%)\";\r\n this._debugCanvasContext.fillRect(i * barWidth, offset, barWidth, height);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Stops rendering the debug canvas and removes it\r\n */\r\n public stopDebugCanvas() {\r\n if (this._debugCanvas) {\r\n if (this._registerFunc) {\r\n this._scene.unregisterBeforeRender(this._registerFunc);\r\n this._registerFunc = null;\r\n }\r\n document.body.removeChild(this._debugCanvas);\r\n this._debugCanvas = null;\r\n this._debugCanvasContext = null;\r\n }\r\n }\r\n\r\n /**\r\n * Connects two audio nodes\r\n * @param inputAudioNode defines first node to connect\r\n * @param outputAudioNode defines second node to connect\r\n */\r\n public connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode) {\r\n if (this._audioEngine.canUseWebAudio) {\r\n inputAudioNode.connect(this._webAudioAnalyser);\r\n this._webAudioAnalyser.connect(outputAudioNode);\r\n }\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n if (this._audioEngine.canUseWebAudio) {\r\n this._webAudioAnalyser.disconnect();\r\n }\r\n }\r\n}\r\n"]}
@@ -102,7 +102,7 @@ export declare class AudioSceneComponent implements ISceneSerializableComponent
102
102
  * Creates a new instance of the component for the given scene
103
103
  * @param scene Defines the scene to register the component in
104
104
  */
105
- constructor(scene: Scene);
105
+ constructor(scene?: Nullable<Scene>);
106
106
  /**
107
107
  * Registers the component in a given scene
108
108
  */
@@ -7,6 +7,7 @@ import { Scene } from "../scene.js";
7
7
  import { AbstractScene } from "../abstractScene.js";
8
8
  import "./audioEngine.js";
9
9
  import { PrecisionDate } from '../Misc/precisionDate.js';
10
+ import { EngineStore } from "../Engines/engineStore.js";
10
11
  // Adds the parser to the scene parsers.
11
12
  AbstractScene.AddParser(SceneComponentConstants.NAME_AUDIO, function (parsedData, scene, container, rootUrl) {
12
13
  var _a;
@@ -189,6 +190,10 @@ var AudioSceneComponent = /** @class */ (function () {
189
190
  this._cachedCameraDirection = new Vector3();
190
191
  this._cachedCameraPosition = new Vector3();
191
192
  this._lastCheck = 0;
193
+ scene = scene || EngineStore.LastCreatedScene;
194
+ if (!scene) {
195
+ return;
196
+ }
192
197
  this.scene = scene;
193
198
  scene.soundTracks = new Array();
194
199
  scene.sounds = new Array();
@@ -1 +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) {