@babylonjs/core 5.0.0-beta.7 → 5.0.0-rc.0

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 (189) hide show
  1. package/Animations/animation.d.ts +6 -6
  2. package/Animations/animation.js +9 -5
  3. package/Animations/animation.js.map +1 -1
  4. package/Audio/sound.js +9 -3
  5. package/Audio/sound.js.map +1 -1
  6. package/Bones/skeleton.d.ts +0 -6
  7. package/Bones/skeleton.js +2 -14
  8. package/Bones/skeleton.js.map +1 -1
  9. package/Compat/compatibilityOptions.d.ts +9 -0
  10. package/Compat/compatibilityOptions.js +14 -0
  11. package/Compat/compatibilityOptions.js.map +1 -0
  12. package/Compat/index.d.ts +1 -0
  13. package/Compat/index.js +2 -0
  14. package/Compat/index.js.map +1 -0
  15. package/Culling/ray.js +2 -2
  16. package/Culling/ray.js.map +1 -1
  17. package/Debug/skeletonViewer.js +3 -4
  18. package/Debug/skeletonViewer.js.map +1 -1
  19. package/DeviceInput/Helpers/eventFactory.js +8 -1
  20. package/DeviceInput/Helpers/eventFactory.js.map +1 -1
  21. package/DeviceInput/InputDevices/deviceSourceManager.d.ts +20 -5
  22. package/DeviceInput/InputDevices/deviceSourceManager.js +68 -7
  23. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  24. package/DeviceInput/InputDevices/internalDeviceSourceManager.d.ts +15 -10
  25. package/DeviceInput/InputDevices/internalDeviceSourceManager.js +25 -31
  26. package/DeviceInput/InputDevices/internalDeviceSourceManager.js.map +1 -1
  27. package/DeviceInput/InputDevices/webDeviceInputSystem.d.ts +8 -6
  28. package/DeviceInput/InputDevices/webDeviceInputSystem.js +113 -42
  29. package/DeviceInput/InputDevices/webDeviceInputSystem.js.map +1 -1
  30. package/Engines/Extensions/engine.multiview.js +0 -1
  31. package/Engines/Extensions/engine.multiview.js.map +1 -1
  32. package/Engines/Extensions/engine.query.d.ts +7 -0
  33. package/Engines/Extensions/engine.query.js +12 -0
  34. package/Engines/Extensions/engine.query.js.map +1 -1
  35. package/Engines/Extensions/engine.renderTarget.d.ts +5 -0
  36. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  37. package/Engines/Extensions/engine.views.d.ts +7 -0
  38. package/Engines/Extensions/engine.views.js +12 -0
  39. package/Engines/Extensions/engine.views.js.map +1 -1
  40. package/Engines/WebGPU/Extensions/engine.computeShader.js +1 -1
  41. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  42. package/Engines/WebGPU/webgpuConstants.d.ts +2 -1
  43. package/Engines/WebGPU/webgpuConstants.js +1 -0
  44. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  45. package/Engines/WebGPU/webgpuTextureHelper.js +5 -5
  46. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  47. package/Engines/engine.d.ts +45 -26
  48. package/Engines/index.d.ts +1 -0
  49. package/Engines/index.js +1 -0
  50. package/Engines/index.js.map +1 -1
  51. package/Engines/nativeEngine.js +12 -11
  52. package/Engines/nativeEngine.js.map +1 -1
  53. package/Engines/thinEngine.js +2 -2
  54. package/Engines/thinEngine.js.map +1 -1
  55. package/Engines/webgpuEngine.js +33 -22
  56. package/Engines/webgpuEngine.js.map +1 -1
  57. package/Events/keyboardEvents.d.ts +7 -1
  58. package/Events/keyboardEvents.js +11 -1
  59. package/Events/keyboardEvents.js.map +1 -1
  60. package/Gizmos/boundingBoxGizmo.js +0 -10
  61. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  62. package/Gizmos/gizmo.js +1 -1
  63. package/Gizmos/gizmo.js.map +1 -1
  64. package/Helpers/environmentHelper.js +2 -2
  65. package/Helpers/environmentHelper.js.map +1 -1
  66. package/Inputs/scene.inputManager.d.ts +0 -1
  67. package/Inputs/scene.inputManager.js +7 -7
  68. package/Inputs/scene.inputManager.js.map +1 -1
  69. package/Layers/effectLayer.d.ts +1 -0
  70. package/Layers/effectLayer.js +24 -0
  71. package/Layers/effectLayer.js.map +1 -1
  72. package/Lights/Shadows/shadowGenerator.js +5 -5
  73. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  74. package/Loading/Plugins/babylonFileLoader.js +0 -8
  75. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  76. package/Loading/sceneLoader.js +4 -3
  77. package/Loading/sceneLoader.js.map +1 -1
  78. package/Materials/PBR/pbrBaseMaterial.js +1 -0
  79. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  80. package/Materials/Textures/dynamicTexture.d.ts +1 -1
  81. package/Materials/Textures/dynamicTexture.js.map +1 -1
  82. package/Materials/Textures/texture.js +5 -5
  83. package/Materials/Textures/texture.js.map +1 -1
  84. package/Materials/materialPluginBase.d.ts +5 -0
  85. package/Materials/materialPluginBase.js +5 -0
  86. package/Materials/materialPluginBase.js.map +1 -1
  87. package/Materials/materialPluginEvent.d.ts +1 -0
  88. package/Materials/materialPluginEvent.js.map +1 -1
  89. package/Materials/materialPluginManager.d.ts +1 -0
  90. package/Materials/materialPluginManager.js +20 -15
  91. package/Materials/materialPluginManager.js.map +1 -1
  92. package/Materials/standardMaterial.js +1 -0
  93. package/Materials/standardMaterial.js.map +1 -1
  94. package/Maths/math.vector.d.ts +5 -0
  95. package/Maths/math.vector.js +11 -0
  96. package/Maths/math.vector.js.map +1 -1
  97. package/Meshes/Builders/boxBuilder.js +5 -4
  98. package/Meshes/Builders/boxBuilder.js.map +1 -1
  99. package/Meshes/Builders/capsuleBuilder.js +4 -3
  100. package/Meshes/Builders/capsuleBuilder.js.map +1 -1
  101. package/Meshes/Builders/cylinderBuilder.js +10 -7
  102. package/Meshes/Builders/cylinderBuilder.js.map +1 -1
  103. package/Meshes/Builders/decalBuilder.js +5 -2
  104. package/Meshes/Builders/decalBuilder.js.map +1 -1
  105. package/Meshes/Builders/discBuilder.js +3 -2
  106. package/Meshes/Builders/discBuilder.js.map +1 -1
  107. package/Meshes/Builders/goldbergBuilder.js +10 -1
  108. package/Meshes/Builders/goldbergBuilder.js.map +1 -1
  109. package/Meshes/Builders/groundBuilder.js +2 -1
  110. package/Meshes/Builders/groundBuilder.js.map +1 -1
  111. package/Meshes/Builders/icoSphereBuilder.js +2 -1
  112. package/Meshes/Builders/icoSphereBuilder.js.map +1 -1
  113. package/Meshes/Builders/planeBuilder.js +5 -4
  114. package/Meshes/Builders/planeBuilder.js.map +1 -1
  115. package/Meshes/Builders/polygonBuilder.js +8 -3
  116. package/Meshes/Builders/polygonBuilder.js.map +1 -1
  117. package/Meshes/Builders/polyhedronBuilder.js +3 -2
  118. package/Meshes/Builders/polyhedronBuilder.js.map +1 -1
  119. package/Meshes/Builders/ribbonBuilder.js +4 -3
  120. package/Meshes/Builders/ribbonBuilder.js.map +1 -1
  121. package/Meshes/Builders/sphereBuilder.js +2 -1
  122. package/Meshes/Builders/sphereBuilder.js.map +1 -1
  123. package/Meshes/Builders/tiledBoxBuilder.js +4 -0
  124. package/Meshes/Builders/tiledBoxBuilder.js.map +1 -1
  125. package/Meshes/Builders/torusBuilder.js +2 -1
  126. package/Meshes/Builders/torusBuilder.js.map +1 -1
  127. package/Meshes/Builders/torusKnotBuilder.js +2 -1
  128. package/Meshes/Builders/torusKnotBuilder.js.map +1 -1
  129. package/Meshes/abstractMesh.d.ts +9 -3
  130. package/Meshes/abstractMesh.js +33 -31
  131. package/Meshes/abstractMesh.js.map +1 -1
  132. package/Meshes/geometry.js +31 -0
  133. package/Meshes/geometry.js.map +1 -1
  134. package/Meshes/instancedMesh.js +12 -10
  135. package/Meshes/instancedMesh.js.map +1 -1
  136. package/Meshes/mesh.d.ts +1 -1
  137. package/Meshes/mesh.js +52 -51
  138. package/Meshes/mesh.js.map +1 -1
  139. package/Meshes/mesh.vertexData.d.ts +2 -2
  140. package/Meshes/mesh.vertexData.js +100 -76
  141. package/Meshes/mesh.vertexData.js.map +1 -1
  142. package/Meshes/transformNode.d.ts +0 -2
  143. package/Meshes/transformNode.js +6 -5
  144. package/Meshes/transformNode.js.map +1 -1
  145. package/Misc/decorators.d.ts +1 -1
  146. package/Misc/decorators.js +8 -1
  147. package/Misc/decorators.js.map +1 -1
  148. package/Misc/deepCopier.js +3 -3
  149. package/Misc/deepCopier.js.map +1 -1
  150. package/Misc/error.d.ts +51 -0
  151. package/Misc/error.js +66 -0
  152. package/Misc/error.js.map +1 -0
  153. package/Misc/fileTools.d.ts +4 -4
  154. package/Misc/fileTools.js +7 -7
  155. package/Misc/fileTools.js.map +1 -1
  156. package/Misc/index.d.ts +1 -0
  157. package/Misc/index.js +1 -0
  158. package/Misc/index.js.map +1 -1
  159. package/Particles/particleSystem.d.ts +13 -1
  160. package/Particles/particleSystem.js +27 -1
  161. package/Particles/particleSystem.js.map +1 -1
  162. package/Rendering/prePassRenderer.js +12 -2
  163. package/Rendering/prePassRenderer.js.map +1 -1
  164. package/Rendering/subSurfaceConfiguration.js +1 -1
  165. package/Rendering/subSurfaceConfiguration.js.map +1 -1
  166. package/Rendering/utilityLayerRenderer.js +2 -0
  167. package/Rendering/utilityLayerRenderer.js.map +1 -1
  168. package/Shaders/ShadersInclude/pointCloudVertex.js +1 -1
  169. package/Shaders/ShadersInclude/pointCloudVertex.js.map +1 -1
  170. package/Shaders/background.vertex.js +1 -1
  171. package/Shaders/background.vertex.js.map +1 -1
  172. package/Shaders/pbr.vertex.js +1 -1
  173. package/Shaders/pbr.vertex.js.map +1 -1
  174. package/XR/features/WebXRNearInteraction.js +4 -2
  175. package/XR/features/WebXRNearInteraction.js.map +1 -1
  176. package/assetContainer.js +1 -4
  177. package/assetContainer.js.map +1 -1
  178. package/index.d.ts +1 -0
  179. package/index.js +1 -0
  180. package/index.js.map +1 -1
  181. package/package.json +10 -4
  182. package/scene.d.ts +1 -10
  183. package/scene.js +23 -43
  184. package/scene.js.map +1 -1
  185. package/types.d.ts +1 -1
  186. package/types.js.map +1 -1
  187. package/Misc/baseError.d.ts +0 -7
  188. package/Misc/baseError.js +0 -18
  189. package/Misc/baseError.js.map +0 -1
@@ -1 +1 @@
1
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{ AbstractScene } from \"./abstractScene\";\r\nimport { Scene } from \"./scene\";\r\nimport { Mesh } from \"./Meshes/mesh\";\r\nimport { TransformNode } from './Meshes/transformNode';\r\nimport { Skeleton } from './Bones/skeleton';\r\nimport { AnimationGroup } from './Animations/animationGroup';\r\nimport { Animatable } from './Animations/animatable';\r\nimport { AbstractMesh } from './Meshes/abstractMesh';\r\nimport { MultiMaterial } from './Materials/multiMaterial';\r\nimport { Material } from './Materials/material';\r\nimport { Logger } from './Misc/logger';\r\nimport { EngineStore } from './Engines/engineStore';\r\nimport { Nullable } from './types';\r\nimport { Node } from './node';\r\nimport { Observer } from \"./Misc/observable\";\r\nimport { ThinEngine } from \"./Engines/thinEngine\";\r\n\r\n/**\r\n * Set of assets to keep when moving a scene into an asset container.\r\n */\r\nexport class KeepAssets extends AbstractScene { }\r\n\r\n/**\r\n * Class used to store the output of the AssetContainer.instantiateAllMeshesToScene function\r\n */\r\nexport class InstantiatedEntries {\r\n /**\r\n * List of new root nodes (eg. nodes with no parent)\r\n */\r\n public rootNodes: TransformNode[] = [];\r\n\r\n /**\r\n * List of new skeletons\r\n */\r\n public skeletons: Skeleton[] = [];\r\n\r\n /**\r\n * List of new animation groups\r\n */\r\n public animationGroups: AnimationGroup[] = [];\r\n}\r\n\r\n/**\r\n * Container with a set of assets that can be added or removed from a scene.\r\n */\r\nexport class AssetContainer extends AbstractScene {\r\n private _wasAddedToScene = false;\r\n private _onContextRestoredObserver: Nullable<Observer<ThinEngine>>;\r\n\r\n /**\r\n * The scene the AssetContainer belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Instantiates an AssetContainer.\r\n * @param scene The scene the AssetContainer belongs to.\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 this[\"sounds\"] = [];\r\n this[\"effectLayers\"] = [];\r\n this[\"layers\"] = [];\r\n this[\"lensFlareSystems\"] = [];\r\n this[\"proceduralTextures\"] = [];\r\n this[\"reflectionProbes\"] = [];\r\n\r\n scene.onDisposeObservable.add(() => {\r\n if (!this._wasAddedToScene) {\r\n this.dispose();\r\n }\r\n });\r\n\r\n this._onContextRestoredObserver = scene.getEngine().onContextRestoredObservable.add(() => {\r\n for (const geometry of this.geometries) {\r\n geometry._rebuild();\r\n }\r\n\r\n for (const mesh of this.meshes) {\r\n mesh._rebuild();\r\n }\r\n\r\n for (const system of this.particleSystems) {\r\n system.rebuild();\r\n }\r\n\r\n for (const texture of this.textures) {\r\n texture._rebuild();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Instantiate or clone all meshes and add the new ones to the scene.\r\n * Skeletons and animation groups will all be cloned\r\n * @param nameFunction defines an optional function used to get new names for clones\r\n * @param cloneMaterials defines an optional boolean that defines if materials must be cloned as well (false by default)\r\n * @param options defines an optional list of options to control how to instanciate / clone models\r\n * @returns a list of rootNodes, skeletons and aniamtion groups that were duplicated\r\n */\r\n public instantiateModelsToScene(nameFunction?: (sourceName: string) => string, cloneMaterials = false, options?: { doNotInstantiate: boolean }): InstantiatedEntries {\r\n let convertionMap: { [key: number]: number } = {};\r\n let storeMap: { [key: number]: any } = {};\r\n let result = new InstantiatedEntries();\r\n let alreadySwappedSkeletons: Skeleton[] = [];\r\n let alreadySwappedMaterials: Material[] = [];\r\n\r\n if (!options) {\r\n options = {\r\n doNotInstantiate: true\r\n };\r\n }\r\n\r\n let onClone = (source: TransformNode, clone: TransformNode) => {\r\n convertionMap[source.uniqueId] = clone.uniqueId;\r\n storeMap[clone.uniqueId] = clone;\r\n\r\n if (nameFunction) {\r\n clone.name = nameFunction(source.name);\r\n }\r\n\r\n if (clone instanceof Mesh) {\r\n let clonedMesh = clone as Mesh;\r\n\r\n if (clonedMesh.morphTargetManager) {\r\n let oldMorphTargetManager = (source as Mesh).morphTargetManager!;\r\n clonedMesh.morphTargetManager = oldMorphTargetManager.clone();\r\n\r\n for (var index = 0; index < oldMorphTargetManager.numTargets; index++) {\r\n let oldTarget = oldMorphTargetManager.getTarget(index);\r\n let newTarget = clonedMesh.morphTargetManager.getTarget(index);\r\n\r\n convertionMap[oldTarget.uniqueId] = newTarget.uniqueId;\r\n storeMap[newTarget.uniqueId] = newTarget;\r\n }\r\n }\r\n }\r\n };\r\n\r\n this.transformNodes.forEach((o) => {\r\n if (!o.parent) {\r\n let newOne = o.instantiateHierarchy(null, options, (source, clone) => {\r\n onClone(source, clone);\r\n });\r\n\r\n if (newOne) {\r\n result.rootNodes.push(newOne);\r\n }\r\n }\r\n });\r\n\r\n this.meshes.forEach((o) => {\r\n if (!o.parent) {\r\n let newOne = o.instantiateHierarchy(null, options, (source, clone) => {\r\n onClone(source, clone);\r\n\r\n if ((clone as any).material) {\r\n let mesh = clone as AbstractMesh;\r\n\r\n if (mesh.material) {\r\n if (cloneMaterials) {\r\n let sourceMaterial = (source as AbstractMesh).material!;\r\n\r\n if (alreadySwappedMaterials.indexOf(sourceMaterial) === -1) {\r\n let swap = sourceMaterial.clone(nameFunction ? nameFunction(sourceMaterial.name) : \"Clone of \" + sourceMaterial.name)!;\r\n alreadySwappedMaterials.push(sourceMaterial);\r\n convertionMap[sourceMaterial.uniqueId] = swap.uniqueId;\r\n storeMap[swap.uniqueId] = swap;\r\n\r\n if (sourceMaterial.getClassName() === \"MultiMaterial\") {\r\n let multi = sourceMaterial as MultiMaterial;\r\n\r\n for (var material of multi.subMaterials) {\r\n if (!material) {\r\n continue;\r\n }\r\n swap = material.clone(nameFunction ? nameFunction(material.name) : \"Clone of \" + material.name)!;\r\n alreadySwappedMaterials.push(material);\r\n convertionMap[material.uniqueId] = swap.uniqueId;\r\n storeMap[swap.uniqueId] = swap;\r\n }\r\n\r\n multi.subMaterials = multi.subMaterials.map((m) => m && storeMap[convertionMap[m.uniqueId]]);\r\n }\r\n }\r\n\r\n if (mesh.getClassName() !== \"InstancedMesh\") {\r\n mesh.material = storeMap[convertionMap[sourceMaterial.uniqueId]];\r\n }\r\n } else {\r\n if (mesh.material.getClassName() === \"MultiMaterial\") {\r\n if (this.scene.multiMaterials.indexOf(mesh.material as MultiMaterial) === -1) {\r\n this.scene.addMultiMaterial(mesh.material as MultiMaterial);\r\n }\r\n } else {\r\n if (this.scene.materials.indexOf(mesh.material) === -1) {\r\n this.scene.addMaterial(mesh.material);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n });\r\n\r\n if (newOne) {\r\n result.rootNodes.push(newOne);\r\n }\r\n }\r\n });\r\n\r\n this.skeletons.forEach((s) => {\r\n let clone = s.clone(nameFunction ? nameFunction(s.name) : \"Clone of \" + s.name);\r\n\r\n if (s.overrideMesh) {\r\n clone.overrideMesh = storeMap[convertionMap[s.overrideMesh.uniqueId]];\r\n }\r\n\r\n for (var m of this.meshes) {\r\n if (m.skeleton === s && !m.isAnInstance) {\r\n let copy = storeMap[convertionMap[m.uniqueId]] as Mesh;\r\n if (copy.isAnInstance) {\r\n continue;\r\n }\r\n copy.skeleton = clone;\r\n\r\n if (alreadySwappedSkeletons.indexOf(clone) !== -1) {\r\n continue;\r\n }\r\n\r\n alreadySwappedSkeletons.push(clone);\r\n\r\n // Check if bones are mesh linked\r\n for (var bone of clone.bones) {\r\n if (bone._linkedTransformNode) {\r\n bone._linkedTransformNode = storeMap[convertionMap[bone._linkedTransformNode.uniqueId]];\r\n }\r\n }\r\n }\r\n }\r\n\r\n result.skeletons.push(clone);\r\n });\r\n\r\n this.animationGroups.forEach((o) => {\r\n let clone = o.clone(o.name, (oldTarget) => {\r\n let newTarget = storeMap[convertionMap[oldTarget.uniqueId]];\r\n\r\n return newTarget || oldTarget;\r\n });\r\n\r\n result.animationGroups.push(clone);\r\n });\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Adds all the assets from the container to the scene.\r\n */\r\n public addAllToScene() {\r\n if (this._wasAddedToScene) {\r\n return;\r\n }\r\n\r\n this._wasAddedToScene = true;\r\n\r\n this.cameras.forEach((o) => {\r\n this.scene.addCamera(o);\r\n });\r\n this.lights.forEach((o) => {\r\n this.scene.addLight(o);\r\n });\r\n this.meshes.forEach((o) => {\r\n this.scene.addMesh(o);\r\n });\r\n this.skeletons.forEach((o) => {\r\n this.scene.addSkeleton(o);\r\n });\r\n this.animations.forEach((o) => {\r\n this.scene.addAnimation(o);\r\n });\r\n this.animationGroups.forEach((o) => {\r\n this.scene.addAnimationGroup(o);\r\n });\r\n this.multiMaterials.forEach((o) => {\r\n this.scene.addMultiMaterial(o);\r\n });\r\n this.materials.forEach((o) => {\r\n this.scene.addMaterial(o);\r\n });\r\n this.morphTargetManagers.forEach((o) => {\r\n this.scene.addMorphTargetManager(o);\r\n });\r\n this.geometries.forEach((o) => {\r\n this.scene.addGeometry(o);\r\n });\r\n this.transformNodes.forEach((o) => {\r\n this.scene.addTransformNode(o);\r\n });\r\n this.actionManagers.forEach((o) => {\r\n this.scene.addActionManager(o);\r\n });\r\n this.textures.forEach((o) => {\r\n this.scene.addTexture(o);\r\n });\r\n this.reflectionProbes.forEach((o) => {\r\n this.scene.addReflectionProbe(o);\r\n });\r\n\r\n if (this.environmentTexture) {\r\n this.scene.environmentTexture = this.environmentTexture;\r\n }\r\n\r\n for (let component of this.scene._serializableComponents) {\r\n component.addFromContainer(this);\r\n }\r\n\r\n this.scene.getEngine().onContextRestoredObservable.remove(this._onContextRestoredObserver);\r\n this._onContextRestoredObserver = null;\r\n }\r\n\r\n /**\r\n * Removes all the assets in the container from the scene\r\n */\r\n public removeAllFromScene() {\r\n this._wasAddedToScene = false;\r\n\r\n this.cameras.forEach((o) => {\r\n this.scene.removeCamera(o);\r\n });\r\n this.lights.forEach((o) => {\r\n this.scene.removeLight(o);\r\n });\r\n this.meshes.forEach((o) => {\r\n this.scene.removeMesh(o);\r\n });\r\n this.skeletons.forEach((o) => {\r\n this.scene.removeSkeleton(o);\r\n });\r\n this.animations.forEach((o) => {\r\n this.scene.removeAnimation(o);\r\n });\r\n this.animationGroups.forEach((o) => {\r\n this.scene.removeAnimationGroup(o);\r\n });\r\n this.multiMaterials.forEach((o) => {\r\n this.scene.removeMultiMaterial(o);\r\n });\r\n this.materials.forEach((o) => {\r\n this.scene.removeMaterial(o);\r\n });\r\n this.morphTargetManagers.forEach((o) => {\r\n this.scene.removeMorphTargetManager(o);\r\n });\r\n this.geometries.forEach((o) => {\r\n this.scene.removeGeometry(o);\r\n });\r\n this.transformNodes.forEach((o) => {\r\n this.scene.removeTransformNode(o);\r\n });\r\n this.actionManagers.forEach((o) => {\r\n this.scene.removeActionManager(o);\r\n });\r\n this.textures.forEach((o) => {\r\n this.scene.removeTexture(o);\r\n });\r\n this.reflectionProbes.forEach((o) => {\r\n this.scene.removeReflectionProbe(o);\r\n });\r\n\r\n if (this.environmentTexture === this.scene.environmentTexture) {\r\n this.scene.environmentTexture = null;\r\n }\r\n\r\n for (let component of this.scene._serializableComponents) {\r\n component.removeFromContainer(this);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes all the assets in the container\r\n */\r\n public dispose() {\r\n this.cameras.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.cameras = [];\r\n\r\n this.lights.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.lights = [];\r\n\r\n this.meshes.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.meshes = [];\r\n\r\n this.skeletons.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.skeletons = [];\r\n\r\n this.animationGroups.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.animationGroups = [];\r\n\r\n this.multiMaterials.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.multiMaterials = [];\r\n\r\n this.materials.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.materials = [];\r\n\r\n this.geometries.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.geometries = [];\r\n\r\n this.transformNodes.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.transformNodes = [];\r\n\r\n this.actionManagers.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.actionManagers = [];\r\n\r\n this.textures.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.textures = [];\r\n\r\n this.reflectionProbes.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.reflectionProbes = [];\r\n\r\n if (this.environmentTexture) {\r\n this.environmentTexture.dispose();\r\n this.environmentTexture = null;\r\n }\r\n\r\n for (let component of this.scene._serializableComponents) {\r\n component.removeFromContainer(this, true);\r\n }\r\n\r\n if (this._onContextRestoredObserver) {\r\n this.scene.getEngine().onContextRestoredObservable.remove(this._onContextRestoredObserver);\r\n this._onContextRestoredObserver = null;\r\n }\r\n }\r\n\r\n private _moveAssets<T>(sourceAssets: T[], targetAssets: T[], keepAssets: T[]): void {\r\n if (!sourceAssets) {\r\n return;\r\n }\r\n\r\n for (let asset of sourceAssets) {\r\n let move = true;\r\n if (keepAssets) {\r\n for (let keepAsset of keepAssets) {\r\n if (asset === keepAsset) {\r\n move = false;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n if (move) {\r\n targetAssets.push(asset);\r\n (asset as any)._parentContainer = this;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Removes all the assets contained in the scene and adds them to the container.\r\n * @param keepAssets Set of assets to keep in the scene. (default: empty)\r\n */\r\n public moveAllFromScene(keepAssets?: KeepAssets): void {\r\n this._wasAddedToScene = false;\r\n\r\n if (keepAssets === undefined) {\r\n keepAssets = new KeepAssets();\r\n }\r\n\r\n for (let key in this) {\r\n if (this.hasOwnProperty(key)) {\r\n (<any>this)[key] = (<any>this)[key] || (key === \"environmentTexture\" ? null : []);\r\n this._moveAssets((<any>this.scene)[key], (<any>this)[key], (<any>keepAssets)[key]);\r\n }\r\n }\r\n\r\n this.environmentTexture = this.scene.environmentTexture;\r\n\r\n this.removeAllFromScene();\r\n }\r\n\r\n /**\r\n * Adds all meshes in the asset container to a root mesh that can be used to position all the contained meshes. The root mesh is then added to the front of the meshes in the assetContainer.\r\n * @returns the root mesh\r\n */\r\n public createRootMesh() {\r\n var rootMesh = new Mesh(\"assetContainerRootMesh\", this.scene);\r\n this.meshes.forEach((m) => {\r\n if (!m.parent) {\r\n rootMesh.addChild(m);\r\n }\r\n });\r\n this.meshes.unshift(rootMesh);\r\n return rootMesh;\r\n }\r\n\r\n /**\r\n * Merge animations (direct and animation groups) from this asset container into a scene\r\n * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)\r\n * @param animatables set of animatables to retarget to a node from the scene\r\n * @param targetConverter defines a function used to convert animation targets from the asset container to the scene (default: search node by name)\r\n * @returns an array of the new AnimationGroup added to the scene (empty array if none)\r\n */\r\n public mergeAnimationsTo(scene: Nullable<Scene> = EngineStore.LastCreatedScene, animatables: Animatable[], targetConverter: Nullable<(target: any) => Nullable<Node>> = null): AnimationGroup[] {\r\n if (!scene) {\r\n Logger.Error(\"No scene available to merge animations to\");\r\n return [];\r\n }\r\n\r\n let _targetConverter = targetConverter ? targetConverter : (target: any) => {\r\n let node = null;\r\n\r\n const targetProperty = target.animations.length ? target.animations[0].targetProperty : \"\";\r\n /*\r\n BabylonJS adds special naming to targets that are children of nodes.\r\n This name attempts to remove that special naming to get the parent nodes name in case the target\r\n can't be found in the node tree\r\n\r\n Ex: Torso_primitive0 likely points to a Mesh primitive. We take away primitive0 and are left with \"Torso\" which is the name\r\n of the primitive's parent.\r\n */\r\n const name = target.name.split(\".\").join(\"\").split(\"_primitive\")[0];\r\n\r\n switch (targetProperty) {\r\n case \"position\":\r\n case \"rotationQuaternion\":\r\n node = scene.getTransformNodeByName(target.name) || scene.getTransformNodeByName(name);\r\n break;\r\n case \"influence\":\r\n node = scene.getMorphTargetByName(target.name) || scene.getMorphTargetByName(name);\r\n break;\r\n default:\r\n node = scene.getNodeByName(target.name) || scene.getNodeByName(name);\r\n }\r\n\r\n return node;\r\n };\r\n\r\n // Copy new node animations\r\n let nodesInAC = this.getNodes();\r\n nodesInAC.forEach((nodeInAC) => {\r\n let nodeInScene = _targetConverter(nodeInAC);\r\n if (nodeInScene !== null) {\r\n // Remove old animations with same target property as a new one\r\n for (let animationInAC of nodeInAC.animations) {\r\n // Doing treatment on an array for safety measure\r\n let animationsWithSameProperty = nodeInScene.animations.filter((animationInScene) => {\r\n return animationInScene.targetProperty === animationInAC.targetProperty;\r\n });\r\n for (let animationWithSameProperty of animationsWithSameProperty) {\r\n const index = nodeInScene.animations.indexOf(animationWithSameProperty, 0);\r\n if (index > -1) {\r\n nodeInScene.animations.splice(index, 1);\r\n }\r\n }\r\n }\r\n\r\n // Append new animations\r\n nodeInScene.animations = nodeInScene.animations.concat(nodeInAC.animations);\r\n }\r\n });\r\n\r\n let newAnimationGroups = new Array<AnimationGroup>();\r\n\r\n // Copy new animation groups\r\n this.animationGroups.slice().forEach((animationGroupInAC) => {\r\n // Clone the animation group and all its animatables\r\n newAnimationGroups.push(animationGroupInAC.clone(animationGroupInAC.name, _targetConverter));\r\n\r\n // Remove animatables related to the asset container\r\n animationGroupInAC.animatables.forEach((animatable) => {\r\n animatable.stop();\r\n });\r\n });\r\n\r\n // Retarget animatables\r\n animatables.forEach((animatable) => {\r\n let target = _targetConverter(animatable.target);\r\n\r\n if (target) {\r\n // Clone the animatable and retarget it\r\n scene.beginAnimation(target, animatable.fromFrame, animatable.toFrame, animatable.loopAnimation, animatable.speedRatio, animatable.onAnimationEnd ? animatable.onAnimationEnd : undefined, undefined, true, undefined, animatable.onAnimationLoop ? animatable.onAnimationLoop : undefined);\r\n\r\n // Stop animation for the target in the asset container\r\n scene.stopAnimation(animatable.target);\r\n }\r\n });\r\n\r\n return newAnimationGroups;\r\n }\r\n}\r\n"]}
1
+ 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{ AbstractScene } from \"./abstractScene\";\r\nimport { Scene } from \"./scene\";\r\nimport { Mesh } from \"./Meshes/mesh\";\r\nimport { TransformNode } from './Meshes/transformNode';\r\nimport { Skeleton } from './Bones/skeleton';\r\nimport { AnimationGroup } from './Animations/animationGroup';\r\nimport { Animatable } from './Animations/animatable';\r\nimport { AbstractMesh } from './Meshes/abstractMesh';\r\nimport { MultiMaterial } from './Materials/multiMaterial';\r\nimport { Material } from './Materials/material';\r\nimport { Logger } from './Misc/logger';\r\nimport { EngineStore } from './Engines/engineStore';\r\nimport { Nullable } from './types';\r\nimport { Node } from './node';\r\nimport { Observer } from \"./Misc/observable\";\r\nimport { ThinEngine } from \"./Engines/thinEngine\";\r\n\r\n/**\r\n * Set of assets to keep when moving a scene into an asset container.\r\n */\r\nexport class KeepAssets extends AbstractScene { }\r\n\r\n/**\r\n * Class used to store the output of the AssetContainer.instantiateAllMeshesToScene function\r\n */\r\nexport class InstantiatedEntries {\r\n /**\r\n * List of new root nodes (eg. nodes with no parent)\r\n */\r\n public rootNodes: TransformNode[] = [];\r\n\r\n /**\r\n * List of new skeletons\r\n */\r\n public skeletons: Skeleton[] = [];\r\n\r\n /**\r\n * List of new animation groups\r\n */\r\n public animationGroups: AnimationGroup[] = [];\r\n}\r\n\r\n/**\r\n * Container with a set of assets that can be added or removed from a scene.\r\n */\r\nexport class AssetContainer extends AbstractScene {\r\n private _wasAddedToScene = false;\r\n private _onContextRestoredObserver: Nullable<Observer<ThinEngine>>;\r\n\r\n /**\r\n * The scene the AssetContainer belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Instantiates an AssetContainer.\r\n * @param scene The scene the AssetContainer belongs to.\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 this[\"sounds\"] = [];\r\n this[\"effectLayers\"] = [];\r\n this[\"layers\"] = [];\r\n this[\"lensFlareSystems\"] = [];\r\n this[\"proceduralTextures\"] = [];\r\n this[\"reflectionProbes\"] = [];\r\n\r\n scene.onDisposeObservable.add(() => {\r\n if (!this._wasAddedToScene) {\r\n this.dispose();\r\n }\r\n });\r\n\r\n this._onContextRestoredObserver = scene.getEngine().onContextRestoredObservable.add(() => {\r\n for (const geometry of this.geometries) {\r\n geometry._rebuild();\r\n }\r\n\r\n for (const mesh of this.meshes) {\r\n mesh._rebuild();\r\n }\r\n\r\n for (const system of this.particleSystems) {\r\n system.rebuild();\r\n }\r\n\r\n for (const texture of this.textures) {\r\n texture._rebuild();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Instantiate or clone all meshes and add the new ones to the scene.\r\n * Skeletons and animation groups will all be cloned\r\n * @param nameFunction defines an optional function used to get new names for clones\r\n * @param cloneMaterials defines an optional boolean that defines if materials must be cloned as well (false by default)\r\n * @param options defines an optional list of options to control how to instanciate / clone models\r\n * @returns a list of rootNodes, skeletons and aniamtion groups that were duplicated\r\n */\r\n public instantiateModelsToScene(nameFunction?: (sourceName: string) => string, cloneMaterials = false, options?: { doNotInstantiate: boolean }): InstantiatedEntries {\r\n let convertionMap: { [key: number]: number } = {};\r\n let storeMap: { [key: number]: any } = {};\r\n let result = new InstantiatedEntries();\r\n let alreadySwappedSkeletons: Skeleton[] = [];\r\n let alreadySwappedMaterials: Material[] = [];\r\n\r\n if (!options) {\r\n options = {\r\n doNotInstantiate: true\r\n };\r\n }\r\n\r\n let onClone = (source: TransformNode, clone: TransformNode) => {\r\n convertionMap[source.uniqueId] = clone.uniqueId;\r\n storeMap[clone.uniqueId] = clone;\r\n\r\n if (nameFunction) {\r\n clone.name = nameFunction(source.name);\r\n }\r\n\r\n if (clone instanceof Mesh) {\r\n let clonedMesh = clone as Mesh;\r\n\r\n if (clonedMesh.morphTargetManager) {\r\n let oldMorphTargetManager = (source as Mesh).morphTargetManager!;\r\n clonedMesh.morphTargetManager = oldMorphTargetManager.clone();\r\n\r\n for (var index = 0; index < oldMorphTargetManager.numTargets; index++) {\r\n let oldTarget = oldMorphTargetManager.getTarget(index);\r\n let newTarget = clonedMesh.morphTargetManager.getTarget(index);\r\n\r\n convertionMap[oldTarget.uniqueId] = newTarget.uniqueId;\r\n storeMap[newTarget.uniqueId] = newTarget;\r\n }\r\n }\r\n }\r\n };\r\n\r\n this.transformNodes.forEach((o) => {\r\n if (!o.parent) {\r\n let newOne = o.instantiateHierarchy(null, options, (source, clone) => {\r\n onClone(source, clone);\r\n });\r\n\r\n if (newOne) {\r\n result.rootNodes.push(newOne);\r\n }\r\n }\r\n });\r\n\r\n this.meshes.forEach((o) => {\r\n if (!o.parent) {\r\n let newOne = o.instantiateHierarchy(null, options, (source, clone) => {\r\n onClone(source, clone);\r\n\r\n if ((clone as any).material) {\r\n let mesh = clone as AbstractMesh;\r\n\r\n if (mesh.material) {\r\n if (cloneMaterials) {\r\n let sourceMaterial = (source as AbstractMesh).material!;\r\n\r\n if (alreadySwappedMaterials.indexOf(sourceMaterial) === -1) {\r\n let swap = sourceMaterial.clone(nameFunction ? nameFunction(sourceMaterial.name) : \"Clone of \" + sourceMaterial.name)!;\r\n alreadySwappedMaterials.push(sourceMaterial);\r\n convertionMap[sourceMaterial.uniqueId] = swap.uniqueId;\r\n storeMap[swap.uniqueId] = swap;\r\n\r\n if (sourceMaterial.getClassName() === \"MultiMaterial\") {\r\n let multi = sourceMaterial as MultiMaterial;\r\n\r\n for (var material of multi.subMaterials) {\r\n if (!material) {\r\n continue;\r\n }\r\n swap = material.clone(nameFunction ? nameFunction(material.name) : \"Clone of \" + material.name)!;\r\n alreadySwappedMaterials.push(material);\r\n convertionMap[material.uniqueId] = swap.uniqueId;\r\n storeMap[swap.uniqueId] = swap;\r\n }\r\n\r\n multi.subMaterials = multi.subMaterials.map((m) => m && storeMap[convertionMap[m.uniqueId]]);\r\n }\r\n }\r\n\r\n if (mesh.getClassName() !== \"InstancedMesh\") {\r\n mesh.material = storeMap[convertionMap[sourceMaterial.uniqueId]];\r\n }\r\n } else {\r\n if (mesh.material.getClassName() === \"MultiMaterial\") {\r\n if (this.scene.multiMaterials.indexOf(mesh.material as MultiMaterial) === -1) {\r\n this.scene.addMultiMaterial(mesh.material as MultiMaterial);\r\n }\r\n } else {\r\n if (this.scene.materials.indexOf(mesh.material) === -1) {\r\n this.scene.addMaterial(mesh.material);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n });\r\n\r\n if (newOne) {\r\n result.rootNodes.push(newOne);\r\n }\r\n }\r\n });\r\n\r\n this.skeletons.forEach((s) => {\r\n let clone = s.clone(nameFunction ? nameFunction(s.name) : \"Clone of \" + s.name);\r\n\r\n for (var m of this.meshes) {\r\n if (m.skeleton === s && !m.isAnInstance) {\r\n let copy = storeMap[convertionMap[m.uniqueId]] as Mesh;\r\n if (copy.isAnInstance) {\r\n continue;\r\n }\r\n copy.skeleton = clone;\r\n\r\n if (alreadySwappedSkeletons.indexOf(clone) !== -1) {\r\n continue;\r\n }\r\n\r\n alreadySwappedSkeletons.push(clone);\r\n\r\n // Check if bones are mesh linked\r\n for (var bone of clone.bones) {\r\n if (bone._linkedTransformNode) {\r\n bone._linkedTransformNode = storeMap[convertionMap[bone._linkedTransformNode.uniqueId]];\r\n }\r\n }\r\n }\r\n }\r\n\r\n result.skeletons.push(clone);\r\n });\r\n\r\n this.animationGroups.forEach((o) => {\r\n let clone = o.clone(nameFunction ? nameFunction(o.name) : \"Clone of \" + o.name, (oldTarget) => {\r\n let newTarget = storeMap[convertionMap[oldTarget.uniqueId]];\r\n\r\n return newTarget || oldTarget;\r\n });\r\n\r\n result.animationGroups.push(clone);\r\n });\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Adds all the assets from the container to the scene.\r\n */\r\n public addAllToScene() {\r\n if (this._wasAddedToScene) {\r\n return;\r\n }\r\n\r\n this._wasAddedToScene = true;\r\n\r\n this.cameras.forEach((o) => {\r\n this.scene.addCamera(o);\r\n });\r\n this.lights.forEach((o) => {\r\n this.scene.addLight(o);\r\n });\r\n this.meshes.forEach((o) => {\r\n this.scene.addMesh(o);\r\n });\r\n this.skeletons.forEach((o) => {\r\n this.scene.addSkeleton(o);\r\n });\r\n this.animations.forEach((o) => {\r\n this.scene.addAnimation(o);\r\n });\r\n this.animationGroups.forEach((o) => {\r\n this.scene.addAnimationGroup(o);\r\n });\r\n this.multiMaterials.forEach((o) => {\r\n this.scene.addMultiMaterial(o);\r\n });\r\n this.materials.forEach((o) => {\r\n this.scene.addMaterial(o);\r\n });\r\n this.morphTargetManagers.forEach((o) => {\r\n this.scene.addMorphTargetManager(o);\r\n });\r\n this.geometries.forEach((o) => {\r\n this.scene.addGeometry(o);\r\n });\r\n this.transformNodes.forEach((o) => {\r\n this.scene.addTransformNode(o);\r\n });\r\n this.actionManagers.forEach((o) => {\r\n this.scene.addActionManager(o);\r\n });\r\n this.textures.forEach((o) => {\r\n this.scene.addTexture(o);\r\n });\r\n this.reflectionProbes.forEach((o) => {\r\n this.scene.addReflectionProbe(o);\r\n });\r\n\r\n if (this.environmentTexture) {\r\n this.scene.environmentTexture = this.environmentTexture;\r\n }\r\n\r\n for (let component of this.scene._serializableComponents) {\r\n component.addFromContainer(this);\r\n }\r\n\r\n this.scene.getEngine().onContextRestoredObservable.remove(this._onContextRestoredObserver);\r\n this._onContextRestoredObserver = null;\r\n }\r\n\r\n /**\r\n * Removes all the assets in the container from the scene\r\n */\r\n public removeAllFromScene() {\r\n this._wasAddedToScene = false;\r\n\r\n this.cameras.forEach((o) => {\r\n this.scene.removeCamera(o);\r\n });\r\n this.lights.forEach((o) => {\r\n this.scene.removeLight(o);\r\n });\r\n this.meshes.forEach((o) => {\r\n this.scene.removeMesh(o);\r\n });\r\n this.skeletons.forEach((o) => {\r\n this.scene.removeSkeleton(o);\r\n });\r\n this.animations.forEach((o) => {\r\n this.scene.removeAnimation(o);\r\n });\r\n this.animationGroups.forEach((o) => {\r\n this.scene.removeAnimationGroup(o);\r\n });\r\n this.multiMaterials.forEach((o) => {\r\n this.scene.removeMultiMaterial(o);\r\n });\r\n this.materials.forEach((o) => {\r\n this.scene.removeMaterial(o);\r\n });\r\n this.morphTargetManagers.forEach((o) => {\r\n this.scene.removeMorphTargetManager(o);\r\n });\r\n this.geometries.forEach((o) => {\r\n this.scene.removeGeometry(o);\r\n });\r\n this.transformNodes.forEach((o) => {\r\n this.scene.removeTransformNode(o);\r\n });\r\n this.actionManagers.forEach((o) => {\r\n this.scene.removeActionManager(o);\r\n });\r\n this.textures.forEach((o) => {\r\n this.scene.removeTexture(o);\r\n });\r\n this.reflectionProbes.forEach((o) => {\r\n this.scene.removeReflectionProbe(o);\r\n });\r\n\r\n if (this.environmentTexture === this.scene.environmentTexture) {\r\n this.scene.environmentTexture = null;\r\n }\r\n\r\n for (let component of this.scene._serializableComponents) {\r\n component.removeFromContainer(this);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes all the assets in the container\r\n */\r\n public dispose() {\r\n this.cameras.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.cameras = [];\r\n\r\n this.lights.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.lights = [];\r\n\r\n this.meshes.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.meshes = [];\r\n\r\n this.skeletons.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.skeletons = [];\r\n\r\n this.animationGroups.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.animationGroups = [];\r\n\r\n this.multiMaterials.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.multiMaterials = [];\r\n\r\n this.materials.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.materials = [];\r\n\r\n this.geometries.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.geometries = [];\r\n\r\n this.transformNodes.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.transformNodes = [];\r\n\r\n this.actionManagers.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.actionManagers = [];\r\n\r\n this.textures.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.textures = [];\r\n\r\n this.reflectionProbes.slice(0).forEach((o) => {\r\n o.dispose();\r\n });\r\n this.reflectionProbes = [];\r\n\r\n if (this.environmentTexture) {\r\n this.environmentTexture.dispose();\r\n this.environmentTexture = null;\r\n }\r\n\r\n for (let component of this.scene._serializableComponents) {\r\n component.removeFromContainer(this, true);\r\n }\r\n\r\n if (this._onContextRestoredObserver) {\r\n this.scene.getEngine().onContextRestoredObservable.remove(this._onContextRestoredObserver);\r\n this._onContextRestoredObserver = null;\r\n }\r\n }\r\n\r\n private _moveAssets<T>(sourceAssets: T[], targetAssets: T[], keepAssets: T[]): void {\r\n if (!sourceAssets) {\r\n return;\r\n }\r\n\r\n for (let asset of sourceAssets) {\r\n let move = true;\r\n if (keepAssets) {\r\n for (let keepAsset of keepAssets) {\r\n if (asset === keepAsset) {\r\n move = false;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n if (move) {\r\n targetAssets.push(asset);\r\n (asset as any)._parentContainer = this;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Removes all the assets contained in the scene and adds them to the container.\r\n * @param keepAssets Set of assets to keep in the scene. (default: empty)\r\n */\r\n public moveAllFromScene(keepAssets?: KeepAssets): void {\r\n this._wasAddedToScene = false;\r\n\r\n if (keepAssets === undefined) {\r\n keepAssets = new KeepAssets();\r\n }\r\n\r\n for (let key in this) {\r\n if (this.hasOwnProperty(key)) {\r\n (<any>this)[key] = (<any>this)[key] || (key === \"environmentTexture\" ? null : []);\r\n this._moveAssets((<any>this.scene)[key], (<any>this)[key], (<any>keepAssets)[key]);\r\n }\r\n }\r\n\r\n this.environmentTexture = this.scene.environmentTexture;\r\n\r\n this.removeAllFromScene();\r\n }\r\n\r\n /**\r\n * Adds all meshes in the asset container to a root mesh that can be used to position all the contained meshes. The root mesh is then added to the front of the meshes in the assetContainer.\r\n * @returns the root mesh\r\n */\r\n public createRootMesh() {\r\n var rootMesh = new Mesh(\"assetContainerRootMesh\", this.scene);\r\n this.meshes.forEach((m) => {\r\n if (!m.parent) {\r\n rootMesh.addChild(m);\r\n }\r\n });\r\n this.meshes.unshift(rootMesh);\r\n return rootMesh;\r\n }\r\n\r\n /**\r\n * Merge animations (direct and animation groups) from this asset container into a scene\r\n * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)\r\n * @param animatables set of animatables to retarget to a node from the scene\r\n * @param targetConverter defines a function used to convert animation targets from the asset container to the scene (default: search node by name)\r\n * @returns an array of the new AnimationGroup added to the scene (empty array if none)\r\n */\r\n public mergeAnimationsTo(scene: Nullable<Scene> = EngineStore.LastCreatedScene, animatables: Animatable[], targetConverter: Nullable<(target: any) => Nullable<Node>> = null): AnimationGroup[] {\r\n if (!scene) {\r\n Logger.Error(\"No scene available to merge animations to\");\r\n return [];\r\n }\r\n\r\n let _targetConverter = targetConverter ? targetConverter : (target: any) => {\r\n let node = null;\r\n\r\n const targetProperty = target.animations.length ? target.animations[0].targetProperty : \"\";\r\n /*\r\n BabylonJS adds special naming to targets that are children of nodes.\r\n This name attempts to remove that special naming to get the parent nodes name in case the target\r\n can't be found in the node tree\r\n\r\n Ex: Torso_primitive0 likely points to a Mesh primitive. We take away primitive0 and are left with \"Torso\" which is the name\r\n of the primitive's parent.\r\n */\r\n const name = target.name.split(\".\").join(\"\").split(\"_primitive\")[0];\r\n\r\n switch (targetProperty) {\r\n case \"position\":\r\n case \"rotationQuaternion\":\r\n node = scene.getTransformNodeByName(target.name) || scene.getTransformNodeByName(name);\r\n break;\r\n case \"influence\":\r\n node = scene.getMorphTargetByName(target.name) || scene.getMorphTargetByName(name);\r\n break;\r\n default:\r\n node = scene.getNodeByName(target.name) || scene.getNodeByName(name);\r\n }\r\n\r\n return node;\r\n };\r\n\r\n // Copy new node animations\r\n let nodesInAC = this.getNodes();\r\n nodesInAC.forEach((nodeInAC) => {\r\n let nodeInScene = _targetConverter(nodeInAC);\r\n if (nodeInScene !== null) {\r\n // Remove old animations with same target property as a new one\r\n for (let animationInAC of nodeInAC.animations) {\r\n // Doing treatment on an array for safety measure\r\n let animationsWithSameProperty = nodeInScene.animations.filter((animationInScene) => {\r\n return animationInScene.targetProperty === animationInAC.targetProperty;\r\n });\r\n for (let animationWithSameProperty of animationsWithSameProperty) {\r\n const index = nodeInScene.animations.indexOf(animationWithSameProperty, 0);\r\n if (index > -1) {\r\n nodeInScene.animations.splice(index, 1);\r\n }\r\n }\r\n }\r\n\r\n // Append new animations\r\n nodeInScene.animations = nodeInScene.animations.concat(nodeInAC.animations);\r\n }\r\n });\r\n\r\n let newAnimationGroups = new Array<AnimationGroup>();\r\n\r\n // Copy new animation groups\r\n this.animationGroups.slice().forEach((animationGroupInAC) => {\r\n // Clone the animation group and all its animatables\r\n newAnimationGroups.push(animationGroupInAC.clone(animationGroupInAC.name, _targetConverter));\r\n\r\n // Remove animatables related to the asset container\r\n animationGroupInAC.animatables.forEach((animatable) => {\r\n animatable.stop();\r\n });\r\n });\r\n\r\n // Retarget animatables\r\n animatables.forEach((animatable) => {\r\n let target = _targetConverter(animatable.target);\r\n\r\n if (target) {\r\n // Clone the animatable and retarget it\r\n scene.beginAnimation(target, animatable.fromFrame, animatable.toFrame, animatable.loopAnimation, animatable.speedRatio, animatable.onAnimationEnd ? animatable.onAnimationEnd : undefined, undefined, true, undefined, animatable.onAnimationLoop ? animatable.onAnimationLoop : undefined);\r\n\r\n // Stop animation for the target in the asset container\r\n scene.stopAnimation(animatable.target);\r\n }\r\n });\r\n\r\n return newAnimationGroups;\r\n }\r\n}\r\n"]}
package/index.d.ts CHANGED
@@ -43,3 +43,4 @@ export * from "./States/index";
43
43
  export * from "./Misc/index";
44
44
  export * from "./XR/index";
45
45
  export * from "./types";
46
+ export * from "./Compat/index";
package/index.js CHANGED
@@ -43,4 +43,5 @@ export * from "./States/index.js";
43
43
  export * from "./Misc/index.js";
44
44
  export * from "./XR/index.js";
45
45
  export * from "./types.js";
46
+ export * from "./Compat/index.js";
46
47
  //# sourceMappingURL=index.js.map
package/index.js.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../sourceES6/core/index.ts"],"names":[],"mappings":"AAAA,cAAc,iBAAiB,CAAC;AAChC,cAAc,iBAAiB,CAAC;AAChC,cAAc,oBAAoB,CAAC;AACnC,cAAc,kBAAkB,CAAC;AACjC,cAAc,eAAe,CAAC;AAC9B,cAAc,8BAA8B,CAAC;AAC7C,cAAc,mBAAmB,CAAC;AAClC,cAAc,eAAe,CAAC;AAC9B,cAAc,iBAAiB,CAAC;AAChC,cAAc,iBAAiB,CAAC;AAChC,cAAc,oBAAoB,CAAC;AACnC,cAAc,iBAAiB,CAAC;AAChC,cAAc,iBAAiB,CAAC;AAChC,cAAc,eAAe,CAAC;AAC9B,cAAc,qBAAqB,CAAC;AACpC,cAAc,iBAAiB,CAAC;AAChC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,kBAAkB,CAAC;AACjC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,iBAAiB,CAAC;AAChC,cAAc,yBAAyB,CAAC;AACxC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,oBAAoB,CAAC;AACnC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,iBAAiB,CAAC;AAChC,cAAc,mBAAmB,CAAC;AAClC,cAAc,eAAe,CAAC;AAC9B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,eAAe,CAAC;AAC9B,cAAc,oBAAoB,CAAC;AACnC,cAAc,QAAQ,CAAC;AACvB,cAAc,iBAAiB,CAAC;AAChC,cAAc,mBAAmB,CAAC;AAClC,cAAc,iBAAiB,CAAC;AAChC,cAAc,uBAAuB,CAAC;AACtC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,mBAAmB,CAAC;AAClC,cAAc,SAAS,CAAC;AACxB,cAAc,aAAa,CAAC;AAC5B,cAAc,kBAAkB,CAAC;AACjC,cAAc,iBAAiB,CAAC;AAChC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,cAAc,CAAC;AAC7B,cAAc,YAAY,CAAC;AAC3B,cAAc,SAAS,CAAC","sourcesContent":["export * from \"./abstractScene\";\r\nexport * from \"./Actions/index\";\r\nexport * from \"./Animations/index\";\r\nexport * from \"./assetContainer\";\r\nexport * from \"./Audio/index\";\r\nexport * from \"./BakedVertexAnimation/index\";\r\nexport * from \"./Behaviors/index\";\r\nexport * from \"./Bones/index\";\r\nexport * from \"./Buffers/index\";\r\nexport * from \"./Cameras/index\";\r\nexport * from \"./Collisions/index\";\r\nexport * from \"./Compute/index\";\r\nexport * from \"./Culling/index\";\r\nexport * from \"./Debug/index\";\r\nexport * from \"./DeviceInput/index\";\r\nexport * from \"./Engines/index\";\r\nexport * from \"./Events/index\";\r\nexport * from \"./Gamepads/index\";\r\nexport * from \"./Gizmos/index\";\r\nexport * from \"./Helpers/index\";\r\nexport * from \"./Instrumentation/index\";\r\nexport * from \"./Layers/index\";\r\nexport * from \"./LensFlares/index\";\r\nexport * from \"./Lights/index\";\r\nexport * from \"./Loading/index\";\r\nexport * from \"./Materials/index\";\r\nexport * from \"./Maths/index\";\r\nexport * from \"./Meshes/index\";\r\nexport * from \"./Morph/index\";\r\nexport * from \"./Navigation/index\";\r\nexport * from \"./node\";\r\nexport * from \"./Offline/index\";\r\nexport * from \"./Particles/index\";\r\nexport * from \"./Physics/index\";\r\nexport * from \"./PostProcesses/index\";\r\nexport * from \"./Probes/index\";\r\nexport * from \"./Rendering/index\";\r\nexport * from \"./scene\";\r\nexport * from \"./scene.lts\";\r\nexport * from \"./sceneComponent\";\r\nexport * from \"./Sprites/index\";\r\nexport * from \"./States/index\";\r\nexport * from \"./Misc/index\";\r\nexport * from \"./XR/index\";\r\nexport * from \"./types\";"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../sourceES6/core/index.ts"],"names":[],"mappings":"AAAA,cAAc,iBAAiB,CAAC;AAChC,cAAc,iBAAiB,CAAC;AAChC,cAAc,oBAAoB,CAAC;AACnC,cAAc,kBAAkB,CAAC;AACjC,cAAc,eAAe,CAAC;AAC9B,cAAc,8BAA8B,CAAC;AAC7C,cAAc,mBAAmB,CAAC;AAClC,cAAc,eAAe,CAAC;AAC9B,cAAc,iBAAiB,CAAC;AAChC,cAAc,iBAAiB,CAAC;AAChC,cAAc,oBAAoB,CAAC;AACnC,cAAc,iBAAiB,CAAC;AAChC,cAAc,iBAAiB,CAAC;AAChC,cAAc,eAAe,CAAC;AAC9B,cAAc,qBAAqB,CAAC;AACpC,cAAc,iBAAiB,CAAC;AAChC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,kBAAkB,CAAC;AACjC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,iBAAiB,CAAC;AAChC,cAAc,yBAAyB,CAAC;AACxC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,oBAAoB,CAAC;AACnC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,iBAAiB,CAAC;AAChC,cAAc,mBAAmB,CAAC;AAClC,cAAc,eAAe,CAAC;AAC9B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,eAAe,CAAC;AAC9B,cAAc,oBAAoB,CAAC;AACnC,cAAc,QAAQ,CAAC;AACvB,cAAc,iBAAiB,CAAC;AAChC,cAAc,mBAAmB,CAAC;AAClC,cAAc,iBAAiB,CAAC;AAChC,cAAc,uBAAuB,CAAC;AACtC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,mBAAmB,CAAC;AAClC,cAAc,SAAS,CAAC;AACxB,cAAc,aAAa,CAAC;AAC5B,cAAc,kBAAkB,CAAC;AACjC,cAAc,iBAAiB,CAAC;AAChC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,cAAc,CAAC;AAC7B,cAAc,YAAY,CAAC;AAC3B,cAAc,SAAS,CAAC;AACxB,cAAc,gBAAgB,CAAC","sourcesContent":["export * from \"./abstractScene\";\r\nexport * from \"./Actions/index\";\r\nexport * from \"./Animations/index\";\r\nexport * from \"./assetContainer\";\r\nexport * from \"./Audio/index\";\r\nexport * from \"./BakedVertexAnimation/index\";\r\nexport * from \"./Behaviors/index\";\r\nexport * from \"./Bones/index\";\r\nexport * from \"./Buffers/index\";\r\nexport * from \"./Cameras/index\";\r\nexport * from \"./Collisions/index\";\r\nexport * from \"./Compute/index\";\r\nexport * from \"./Culling/index\";\r\nexport * from \"./Debug/index\";\r\nexport * from \"./DeviceInput/index\";\r\nexport * from \"./Engines/index\";\r\nexport * from \"./Events/index\";\r\nexport * from \"./Gamepads/index\";\r\nexport * from \"./Gizmos/index\";\r\nexport * from \"./Helpers/index\";\r\nexport * from \"./Instrumentation/index\";\r\nexport * from \"./Layers/index\";\r\nexport * from \"./LensFlares/index\";\r\nexport * from \"./Lights/index\";\r\nexport * from \"./Loading/index\";\r\nexport * from \"./Materials/index\";\r\nexport * from \"./Maths/index\";\r\nexport * from \"./Meshes/index\";\r\nexport * from \"./Morph/index\";\r\nexport * from \"./Navigation/index\";\r\nexport * from \"./node\";\r\nexport * from \"./Offline/index\";\r\nexport * from \"./Particles/index\";\r\nexport * from \"./Physics/index\";\r\nexport * from \"./PostProcesses/index\";\r\nexport * from \"./Probes/index\";\r\nexport * from \"./Rendering/index\";\r\nexport * from \"./scene\";\r\nexport * from \"./scene.lts\";\r\nexport * from \"./sceneComponent\";\r\nexport * from \"./Sprites/index\";\r\nexport * from \"./States/index\";\r\nexport * from \"./Misc/index\";\r\nexport * from \"./XR/index\";\r\nexport * from \"./types\";\r\nexport * from \"./Compat/index\";"]}
package/package.json CHANGED
@@ -7,7 +7,7 @@
7
7
  ],
8
8
  "name": "@babylonjs/core",
9
9
  "description": "Babylon.js is a JavaScript 3D engine based on webgl.",
10
- "version": "5.0.0-beta.7",
10
+ "version": "5.0.0-rc.0",
11
11
  "repository": {
12
12
  "type": "git",
13
13
  "url": "https://github.com/BabylonJS/Babylon.js.git"
@@ -392,6 +392,12 @@
392
392
  "Collisions/pickingInfo.d.ts",
393
393
  "Collisions/pickingInfo.js",
394
394
  "Collisions/pickingInfo.js.map",
395
+ "Compat/compatibilityOptions.d.ts",
396
+ "Compat/compatibilityOptions.js",
397
+ "Compat/compatibilityOptions.js.map",
398
+ "Compat/index.d.ts",
399
+ "Compat/index.js",
400
+ "Compat/index.js.map",
395
401
  "Compute/computeEffect.d.ts",
396
402
  "Compute/computeEffect.js",
397
403
  "Compute/computeEffect.js.map",
@@ -1872,9 +1878,6 @@
1872
1878
  "Misc/assetsManager.d.ts",
1873
1879
  "Misc/assetsManager.js",
1874
1880
  "Misc/assetsManager.js.map",
1875
- "Misc/baseError.d.ts",
1876
- "Misc/baseError.js",
1877
- "Misc/baseError.js.map",
1878
1881
  "Misc/basis.d.ts",
1879
1882
  "Misc/basis.js",
1880
1883
  "Misc/basis.js.map",
@@ -1926,6 +1929,9 @@
1926
1929
  "Misc/environmentTextureTools.d.ts",
1927
1930
  "Misc/environmentTextureTools.js",
1928
1931
  "Misc/environmentTextureTools.js.map",
1932
+ "Misc/error.d.ts",
1933
+ "Misc/error.js",
1934
+ "Misc/error.js.map",
1929
1935
  "Misc/fileRequest.d.ts",
1930
1936
  "Misc/fileRequest.js",
1931
1937
  "Misc/fileRequest.js.map",
package/scene.d.ts CHANGED
@@ -161,22 +161,13 @@ export declare class Scene extends AbstractScene implements IAnimatable, IClipPl
161
161
  * this is easier to set here than in all the materials.
162
162
  */
163
163
  set environmentTexture(value: Nullable<BaseTexture>);
164
- /** @hidden */
165
- protected _environmentIntensity: number;
166
164
  /**
167
165
  * Intensity of the environment in all pbr material.
168
166
  * This dims or reinforces the IBL lighting overall (reflection and diffuse).
169
167
  * As in the majority of the scene they are the same (exception for multi room and so on),
170
168
  * this is easier to reference from here than from all the materials.
171
169
  */
172
- get environmentIntensity(): number;
173
- /**
174
- * Intensity of the environment in all pbr material.
175
- * This dims or reinforces the IBL lighting overall (reflection and diffuse).
176
- * As in the majority of the scene they are the same (exception for multi room and so on),
177
- * this is easier to set here than in all the materials.
178
- */
179
- set environmentIntensity(value: number);
170
+ environmentIntensity: number;
180
171
  /** @hidden */
181
172
  protected _imageProcessingConfiguration: ImageProcessingConfiguration;
182
173
  /**
package/scene.js CHANGED
@@ -63,8 +63,13 @@ var Scene = /** @class */ (function (_super) {
63
63
  * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
64
64
  */
65
65
  _this.ambientColor = new Color3(0, 0, 0);
66
- /** @hidden */
67
- _this._environmentIntensity = 1;
66
+ /**
67
+ * Intensity of the environment in all pbr material.
68
+ * This dims or reinforces the IBL lighting overall (reflection and diffuse).
69
+ * As in the majority of the scene they are the same (exception for multi room and so on),
70
+ * this is easier to reference from here than from all the materials.
71
+ */
72
+ _this.environmentIntensity = 1;
68
73
  _this._forceWireframe = false;
69
74
  _this._skipFrustumClipping = false;
70
75
  _this._forcePointsCloud = false;
@@ -457,7 +462,7 @@ var Scene = /** @class */ (function (_super) {
457
462
  _this.animationTimeScale = 1;
458
463
  _this._renderId = 0;
459
464
  _this._frameId = 0;
460
- _this._executeWhenReadyTimeoutId = -1;
465
+ _this._executeWhenReadyTimeoutId = null;
461
466
  _this._intermediateRendering = false;
462
467
  _this._defaultFrameBufferCleared = false;
463
468
  _this._viewUpdateFlag = -1;
@@ -731,32 +736,6 @@ var Scene = /** @class */ (function (_super) {
731
736
  enumerable: false,
732
737
  configurable: true
733
738
  });
734
- Object.defineProperty(Scene.prototype, "environmentIntensity", {
735
- /**
736
- * Intensity of the environment in all pbr material.
737
- * This dims or reinforces the IBL lighting overall (reflection and diffuse).
738
- * As in the majority of the scene they are the same (exception for multi room and so on),
739
- * this is easier to reference from here than from all the materials.
740
- */
741
- get: function () {
742
- return this._environmentIntensity;
743
- },
744
- /**
745
- * Intensity of the environment in all pbr material.
746
- * This dims or reinforces the IBL lighting overall (reflection and diffuse).
747
- * As in the majority of the scene they are the same (exception for multi room and so on),
748
- * this is easier to set here than in all the materials.
749
- */
750
- set: function (value) {
751
- if (this._environmentIntensity === value) {
752
- return;
753
- }
754
- this._environmentIntensity = value;
755
- this.markAllMaterialsAsDirty(1);
756
- },
757
- enumerable: false,
758
- configurable: true
759
- });
760
739
  Object.defineProperty(Scene.prototype, "imageProcessingConfiguration", {
761
740
  /**
762
741
  * Default image processing configuration used either in the rendering
@@ -1739,7 +1718,7 @@ var Scene = /** @class */ (function (_super) {
1739
1718
  var _this = this;
1740
1719
  if (checkRenderTargets === void 0) { checkRenderTargets = false; }
1741
1720
  this.onReadyObservable.add(func);
1742
- if (this._executeWhenReadyTimeoutId !== -1) {
1721
+ if (this._executeWhenReadyTimeoutId !== null) {
1743
1722
  return;
1744
1723
  }
1745
1724
  this._executeWhenReadyTimeoutId = setTimeout(function () {
@@ -1768,12 +1747,12 @@ var Scene = /** @class */ (function (_super) {
1768
1747
  if (this.isReady(checkRenderTargets)) {
1769
1748
  this.onReadyObservable.notifyObservers(this);
1770
1749
  this.onReadyObservable.clear();
1771
- this._executeWhenReadyTimeoutId = -1;
1750
+ this._executeWhenReadyTimeoutId = null;
1772
1751
  return;
1773
1752
  }
1774
1753
  if (this._isDisposed) {
1775
1754
  this.onReadyObservable.clear();
1776
- this._executeWhenReadyTimeoutId = -1;
1755
+ this._executeWhenReadyTimeoutId = null;
1777
1756
  return;
1778
1757
  }
1779
1758
  this._executeWhenReadyTimeoutId = setTimeout(function () {
@@ -3149,7 +3128,7 @@ var Scene = /** @class */ (function (_super) {
3149
3128
  return;
3150
3129
  }
3151
3130
  if (!_this._frustumPlanes) {
3152
- _this.setTransformMatrix(_this.activeCamera.getViewMatrix(), _this.activeCamera.getProjectionMatrix());
3131
+ _this.updateTransformMatrix();
3153
3132
  }
3154
3133
  _this._evaluateActiveMeshes();
3155
3134
  _this._activeMeshesFrozen = true;
@@ -3335,7 +3314,14 @@ var Scene = /** @class */ (function (_super) {
3335
3314
  if (!this.activeCamera) {
3336
3315
  return;
3337
3316
  }
3338
- this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
3317
+ if (this.activeCamera._renderingMultiview) {
3318
+ var leftCamera = this.activeCamera._rigCameras[0];
3319
+ var rightCamera = this.activeCamera._rigCameras[1];
3320
+ this.setTransformMatrix(leftCamera.getViewMatrix(), leftCamera.getProjectionMatrix(force), rightCamera.getViewMatrix(), rightCamera.getProjectionMatrix(force));
3321
+ }
3322
+ else {
3323
+ this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
3324
+ }
3339
3325
  };
3340
3326
  Scene.prototype._bindFrameBuffer = function (camera, clear) {
3341
3327
  if (clear === void 0) { clear = true; }
@@ -3400,13 +3386,7 @@ var Scene = /** @class */ (function (_super) {
3400
3386
  if (!this.prePass && bindFrameBuffer) {
3401
3387
  this._bindFrameBuffer(this._activeCamera);
3402
3388
  }
3403
- var useMultiview = camera._renderingMultiview;
3404
- if (useMultiview) {
3405
- this.setTransformMatrix(camera._rigCameras[0].getViewMatrix(), camera._rigCameras[0].getProjectionMatrix(), camera._rigCameras[1].getViewMatrix(), camera._rigCameras[1].getProjectionMatrix());
3406
- }
3407
- else {
3408
- this.updateTransformMatrix();
3409
- }
3389
+ this.updateTransformMatrix();
3410
3390
  this.onBeforeCameraRenderObservable.notifyObservers(this.activeCamera);
3411
3391
  // Meshes
3412
3392
  this._evaluateActiveMeshes();
@@ -3513,7 +3493,7 @@ var Scene = /** @class */ (function (_super) {
3513
3493
  }
3514
3494
  // Use _activeCamera instead of activeCamera to avoid onActiveCameraChanged
3515
3495
  this._activeCamera = camera;
3516
- this.setTransformMatrix(this._activeCamera.getViewMatrix(), this._activeCamera.getProjectionMatrix());
3496
+ this.updateTransformMatrix();
3517
3497
  this.onAfterRenderCameraObservable.notifyObservers(camera);
3518
3498
  };
3519
3499
  Scene.prototype._checkIntersections = function () {
@@ -3647,7 +3627,7 @@ var Scene = /** @class */ (function (_super) {
3647
3627
  if (this.isDisposed) {
3648
3628
  return;
3649
3629
  }
3650
- if (this.onReadyObservable.hasObservers() && this._executeWhenReadyTimeoutId === -1) {
3630
+ if (this.onReadyObservable.hasObservers() && this._executeWhenReadyTimeoutId === null) {
3651
3631
  this._checkIsReady();
3652
3632
  }
3653
3633
  this._frameId++;