@babylonjs/core 5.0.3 → 5.2.0

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Files changed (129) hide show
  1. package/Audio/audioSceneComponent.d.ts +2 -0
  2. package/Audio/audioSceneComponent.js +9 -7
  3. package/Audio/audioSceneComponent.js.map +1 -1
  4. package/Cameras/arcRotateCamera.d.ts +5 -0
  5. package/Cameras/arcRotateCamera.js +5 -0
  6. package/Cameras/arcRotateCamera.js.map +1 -1
  7. package/Cameras/camera.d.ts +5 -1
  8. package/Cameras/camera.js +7 -7
  9. package/Cameras/camera.js.map +1 -1
  10. package/Debug/debugLayer.d.ts +5 -0
  11. package/Debug/debugLayer.js +24 -0
  12. package/Debug/debugLayer.js.map +1 -1
  13. package/Engines/Processors/shaderCodeCursor.js +5 -0
  14. package/Engines/Processors/shaderCodeCursor.js.map +1 -1
  15. package/Engines/constants.d.ts +25 -1
  16. package/Engines/constants.js +25 -1
  17. package/Engines/constants.js.map +1 -1
  18. package/Engines/engine.d.ts +1 -1
  19. package/Engines/engine.js +1 -1
  20. package/Engines/engine.js.map +1 -1
  21. package/Engines/nativeEngine.d.ts +1 -1
  22. package/Engines/nativeEngine.js +7 -8
  23. package/Engines/nativeEngine.js.map +1 -1
  24. package/Engines/thinEngine.js +2 -2
  25. package/Engines/thinEngine.js.map +1 -1
  26. package/Engines/webgpuEngine.d.ts +4 -0
  27. package/Engines/webgpuEngine.js +2 -0
  28. package/Engines/webgpuEngine.js.map +1 -1
  29. package/Gizmos/boundingBoxGizmo.js +6 -6
  30. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  31. package/Gizmos/gizmo.d.ts +5 -0
  32. package/Gizmos/gizmo.js +8 -2
  33. package/Gizmos/gizmo.js.map +1 -1
  34. package/Inputs/scene.inputManager.js +7 -1
  35. package/Inputs/scene.inputManager.js.map +1 -1
  36. package/Lights/Shadows/shadowGenerator.d.ts +5 -0
  37. package/Lights/Shadows/shadowGenerator.js +20 -2
  38. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  39. package/Loading/Plugins/babylonFileLoader.js +8 -6
  40. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  41. package/Materials/Node/Blocks/PBR/clearCoatBlock.d.ts +4 -0
  42. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +19 -1
  43. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  44. package/Materials/Node/Blocks/PBR/iridescenceBlock.d.ts +54 -0
  45. package/Materials/Node/Blocks/PBR/iridescenceBlock.js +135 -0
  46. package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -0
  47. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.d.ts +4 -0
  48. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +42 -24
  49. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  50. package/Materials/PBR/index.d.ts +1 -0
  51. package/Materials/PBR/index.js +1 -0
  52. package/Materials/PBR/index.js.map +1 -1
  53. package/Materials/PBR/pbrBaseMaterial.d.ts +5 -0
  54. package/Materials/PBR/pbrBaseMaterial.js +2 -0
  55. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  56. package/Materials/PBR/pbrIridescenceConfiguration.d.ts +102 -0
  57. package/Materials/PBR/pbrIridescenceConfiguration.js +257 -0
  58. package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -0
  59. package/Materials/Textures/Loaders/ktxTextureLoader.js +31 -0
  60. package/Materials/Textures/Loaders/ktxTextureLoader.js.map +1 -1
  61. package/Materials/Textures/MultiviewRenderTarget.js +1 -0
  62. package/Materials/Textures/MultiviewRenderTarget.js.map +1 -1
  63. package/Materials/Textures/videoTexture.js +12 -12
  64. package/Materials/Textures/videoTexture.js.map +1 -1
  65. package/Materials/materialFlags.d.ts +6 -0
  66. package/Materials/materialFlags.js +18 -0
  67. package/Materials/materialFlags.js.map +1 -1
  68. package/Materials/materialPluginFactoryExport.d.ts +6 -0
  69. package/Materials/materialPluginFactoryExport.js +12 -0
  70. package/Materials/materialPluginFactoryExport.js.map +1 -1
  71. package/Maths/math.color.d.ts +11 -2
  72. package/Maths/math.color.js +12 -7
  73. package/Maths/math.color.js.map +1 -1
  74. package/Meshes/abstractMesh.d.ts +1 -1
  75. package/Meshes/abstractMesh.js +6 -3
  76. package/Meshes/abstractMesh.js.map +1 -1
  77. package/Meshes/mesh.d.ts +2 -2
  78. package/Meshes/mesh.js +11 -3
  79. package/Meshes/mesh.js.map +1 -1
  80. package/Misc/khronosTextureContainer.js +1 -1
  81. package/Misc/khronosTextureContainer.js.map +1 -1
  82. package/Physics/physicsImpostor.js +1 -1
  83. package/Physics/physicsImpostor.js.map +1 -1
  84. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.d.ts +6 -1
  85. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js +13 -2
  86. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js.map +1 -1
  87. package/Rendering/boundingBoxRenderer.js +4 -4
  88. package/Rendering/boundingBoxRenderer.js.map +1 -1
  89. package/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.js +1 -1
  90. package/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.js.map +1 -1
  91. package/Shaders/ShadersInclude/helperFunctions.js +1 -1
  92. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  93. package/Shaders/ShadersInclude/lightFragment.js +1 -1
  94. package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
  95. package/Shaders/ShadersInclude/pbrBRDFFunctions.js +1 -1
  96. package/Shaders/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
  97. package/Shaders/ShadersInclude/pbrBlockIridescence.d.ts +5 -0
  98. package/Shaders/ShadersInclude/pbrBlockIridescence.js +9 -0
  99. package/Shaders/ShadersInclude/pbrBlockIridescence.js.map +1 -0
  100. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js +1 -1
  101. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  102. package/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions.js +1 -1
  103. package/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions.js.map +1 -1
  104. package/Shaders/ShadersInclude/pbrFragmentDeclaration.js +1 -1
  105. package/Shaders/ShadersInclude/pbrFragmentDeclaration.js.map +1 -1
  106. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js +1 -1
  107. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
  108. package/Shaders/ShadersInclude/pbrVertexDeclaration.js +1 -1
  109. package/Shaders/ShadersInclude/pbrVertexDeclaration.js.map +1 -1
  110. package/Shaders/pbr.fragment.d.ts +1 -0
  111. package/Shaders/pbr.fragment.js +2 -1
  112. package/Shaders/pbr.fragment.js.map +1 -1
  113. package/Shaders/pbr.vertex.js +1 -1
  114. package/Shaders/pbr.vertex.js.map +1 -1
  115. package/XR/features/WebXRHandTracking.js +1 -1
  116. package/XR/features/WebXRHandTracking.js.map +1 -1
  117. package/XR/features/WebXRImageTracking.d.ts +0 -5
  118. package/XR/features/WebXRImageTracking.js +5 -8
  119. package/XR/features/WebXRImageTracking.js.map +1 -1
  120. package/XR/native/nativeXRFrame.d.ts +2 -1
  121. package/XR/native/nativeXRFrame.js +5 -1
  122. package/XR/native/nativeXRFrame.js.map +1 -1
  123. package/assetContainer.d.ts +13 -1
  124. package/assetContainer.js +130 -17
  125. package/assetContainer.js.map +1 -1
  126. package/package.json +1 -1
  127. package/scene.d.ts +4 -0
  128. package/scene.js +4 -0
  129. package/scene.js.map +1 -1
@@ -94,7 +94,7 @@ var KhronosTextureContainer = /** @class */ (function () {
94
94
  for (var face = 0; face < this.numberOfFaces; face++) {
95
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  var byteArray = new Uint8Array(this.data.buffer, this.data.byteOffset + dataOffset, imageSize);
96
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  var engine = texture.getEngine();
97
- engine._uploadCompressedDataToTextureDirectly(texture, this.glInternalFormat, width, height, byteArray, face, level);
97
+ engine._uploadCompressedDataToTextureDirectly(texture, texture.format, width, height, byteArray, face, level);
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  dataOffset += imageSize; // add size of the image for the next face/mipmap
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  dataOffset += 3 - ((imageSize + 3) % 4); // add padding for odd sized image
100
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  }
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\n\r\n/**\r\n * for description see https://www.khronos.org/opengles/sdk/tools/KTX/\r\n * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/\r\n */\r\nexport class KhronosTextureContainer {\r\n private static HEADER_LEN = 12 + 13 * 4; // identifier + header elements (not including key value meta-data pairs)\r\n\r\n // load types\r\n private static COMPRESSED_2D = 0; // uses a gl.compressedTexImage2D()\r\n private static COMPRESSED_3D = 1; // uses a gl.compressedTexImage3D()\r\n private static TEX_2D = 2; // uses a gl.texImage2D()\r\n private static TEX_3D = 3; // uses a gl.texImage3D()\r\n\r\n // elements of the header\r\n /**\r\n * Gets the openGL type\r\n */\r\n public glType: number;\r\n /**\r\n * Gets the openGL type size\r\n */\r\n public glTypeSize: number;\r\n /**\r\n * Gets the openGL format\r\n */\r\n public glFormat: number;\r\n /**\r\n * Gets the openGL internal format\r\n */\r\n public glInternalFormat: number;\r\n /**\r\n * Gets the base internal format\r\n */\r\n public glBaseInternalFormat: number;\r\n /**\r\n * Gets image width in pixel\r\n */\r\n public pixelWidth: number;\r\n /**\r\n * Gets image height in pixel\r\n */\r\n public pixelHeight: number;\r\n /**\r\n * Gets image depth in pixels\r\n */\r\n public pixelDepth: number;\r\n /**\r\n * Gets the number of array elements\r\n */\r\n public numberOfArrayElements: number;\r\n /**\r\n * Gets the number of faces\r\n */\r\n public numberOfFaces: number;\r\n /**\r\n * Gets the number of mipmap levels\r\n */\r\n public numberOfMipmapLevels: number;\r\n /**\r\n * Gets the bytes of key value data\r\n */\r\n public bytesOfKeyValueData: number;\r\n /**\r\n * Gets the load type\r\n */\r\n public loadType: number;\r\n /**\r\n * If the container has been made invalid (eg. constructor failed to correctly load array buffer)\r\n */\r\n public isInvalid = false;\r\n\r\n /**\r\n * Creates a new KhronosTextureContainer\r\n * @param data contents of the KTX container file\r\n * @param facesExpected should be either 1 or 6, based whether a cube texture or or\r\n */\r\n public constructor(\r\n /** contents of the KTX container file */\r\n public data: ArrayBufferView,\r\n facesExpected: number\r\n ) {\r\n if (!KhronosTextureContainer.IsValid(data)) {\r\n this.isInvalid = true;\r\n Logger.Error(\"texture missing KTX identifier\");\r\n return;\r\n }\r\n\r\n // load the reset of the header in native 32 bit uint\r\n const dataSize = Uint32Array.BYTES_PER_ELEMENT;\r\n const headerDataView = new DataView(this.data.buffer, this.data.byteOffset + 12, 13 * dataSize);\r\n const endianness = headerDataView.getUint32(0, true);\r\n const littleEndian = endianness === 0x04030201;\r\n\r\n this.glType = headerDataView.getUint32(1 * dataSize, littleEndian); // must be 0 for compressed textures\r\n this.glTypeSize = headerDataView.getUint32(2 * dataSize, littleEndian); // must be 1 for compressed textures\r\n this.glFormat = headerDataView.getUint32(3 * dataSize, littleEndian); // must be 0 for compressed textures\r\n this.glInternalFormat = headerDataView.getUint32(4 * dataSize, littleEndian); // the value of arg passed to gl.compressedTexImage2D(,,x,,,,)\r\n this.glBaseInternalFormat = headerDataView.getUint32(5 * dataSize, littleEndian); // specify GL_RGB, GL_RGBA, GL_ALPHA, etc (un-compressed only)\r\n this.pixelWidth = headerDataView.getUint32(6 * dataSize, littleEndian); // level 0 value of arg passed to gl.compressedTexImage2D(,,,x,,,)\r\n this.pixelHeight = headerDataView.getUint32(7 * dataSize, littleEndian); // level 0 value of arg passed to gl.compressedTexImage2D(,,,,x,,)\r\n this.pixelDepth = headerDataView.getUint32(8 * dataSize, littleEndian); // level 0 value of arg passed to gl.compressedTexImage3D(,,,,,x,,)\r\n this.numberOfArrayElements = headerDataView.getUint32(9 * dataSize, littleEndian); // used for texture arrays\r\n this.numberOfFaces = headerDataView.getUint32(10 * dataSize, littleEndian); // used for cubemap textures, should either be 1 or 6\r\n this.numberOfMipmapLevels = headerDataView.getUint32(11 * dataSize, littleEndian); // number of levels; disregard possibility of 0 for compressed textures\r\n this.bytesOfKeyValueData = headerDataView.getUint32(12 * dataSize, littleEndian); // the amount of space after the header for meta-data\r\n\r\n // Make sure we have a compressed type. Not only reduces work, but probably better to let dev know they are not compressing.\r\n if (this.glType !== 0) {\r\n Logger.Error(\"only compressed formats currently supported\");\r\n return;\r\n } else {\r\n // value of zero is an indication to generate mipmaps @ runtime. Not usually allowed for compressed, so disregard.\r\n this.numberOfMipmapLevels = Math.max(1, this.numberOfMipmapLevels);\r\n }\r\n\r\n if (this.pixelHeight === 0 || this.pixelDepth !== 0) {\r\n Logger.Error(\"only 2D textures currently supported\");\r\n return;\r\n }\r\n\r\n if (this.numberOfArrayElements !== 0) {\r\n Logger.Error(\"texture arrays not currently supported\");\r\n return;\r\n }\r\n\r\n if (this.numberOfFaces !== facesExpected) {\r\n Logger.Error(\"number of faces expected\" + facesExpected + \", but found \" + this.numberOfFaces);\r\n return;\r\n }\r\n\r\n // we now have a completely validated file, so could use existence of loadType as success\r\n // would need to make this more elaborate & adjust checks above to support more than one load type\r\n this.loadType = KhronosTextureContainer.COMPRESSED_2D;\r\n }\r\n\r\n /**\r\n * Uploads KTX content to a Babylon Texture.\r\n * It is assumed that the texture has already been created & is currently bound\r\n * @param texture\r\n * @param loadMipmaps\r\n * @hidden\r\n */\r\n public uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void {\r\n switch (this.loadType) {\r\n case KhronosTextureContainer.COMPRESSED_2D:\r\n this._upload2DCompressedLevels(texture, loadMipmaps);\r\n break;\r\n\r\n case KhronosTextureContainer.TEX_2D:\r\n case KhronosTextureContainer.COMPRESSED_3D:\r\n case KhronosTextureContainer.TEX_3D:\r\n }\r\n }\r\n\r\n private _upload2DCompressedLevels(texture: InternalTexture, loadMipmaps: boolean): void {\r\n // initialize width & height for level 1\r\n let dataOffset = KhronosTextureContainer.HEADER_LEN + this.bytesOfKeyValueData;\r\n let width = this.pixelWidth;\r\n let height = this.pixelHeight;\r\n\r\n const mipmapCount = loadMipmaps ? this.numberOfMipmapLevels : 1;\r\n for (let level = 0; level < mipmapCount; level++) {\r\n const imageSize = new Int32Array(this.data.buffer, this.data.byteOffset + dataOffset, 1)[0]; // size per face, since not supporting array cubemaps\r\n dataOffset += 4; //image data starts from next multiple of 4 offset. Each face refers to same imagesize field above.\r\n for (let face = 0; face < this.numberOfFaces; face++) {\r\n const byteArray = new Uint8Array(this.data.buffer, this.data.byteOffset + dataOffset, imageSize);\r\n\r\n const engine = texture.getEngine();\r\n engine._uploadCompressedDataToTextureDirectly(texture, this.glInternalFormat, width, height, byteArray, face, level);\r\n\r\n dataOffset += imageSize; // add size of the image for the next face/mipmap\r\n dataOffset += 3 - ((imageSize + 3) % 4); // add padding for odd sized image\r\n }\r\n width = Math.max(1.0, width * 0.5);\r\n height = Math.max(1.0, height * 0.5);\r\n }\r\n }\r\n\r\n /**\r\n * Checks if the given data starts with a KTX file identifier.\r\n * @param data the data to check\r\n * @returns true if the data is a KTX file or false otherwise\r\n */\r\n public static IsValid(data: ArrayBufferView): boolean {\r\n if (data.byteLength >= 12) {\r\n // '«', 'K', 'T', 'X', ' ', '1', '1', '»', '\\r', '\\n', '\\x1A', '\\n'\r\n const identifier = new Uint8Array(data.buffer, data.byteOffset, 12);\r\n if (\r\n identifier[0] === 0xab &&\r\n identifier[1] === 0x4b &&\r\n identifier[2] === 0x54 &&\r\n identifier[3] === 0x58 &&\r\n identifier[4] === 0x20 &&\r\n identifier[5] === 0x31 &&\r\n identifier[6] === 0x31 &&\r\n identifier[7] === 0xbb &&\r\n identifier[8] === 0x0d &&\r\n identifier[9] === 0x0a &&\r\n identifier[10] === 0x1a &&\r\n identifier[11] === 0x0a\r\n ) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n}\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\n\r\n/**\r\n * for description see https://www.khronos.org/opengles/sdk/tools/KTX/\r\n * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/\r\n */\r\nexport class KhronosTextureContainer {\r\n private static HEADER_LEN = 12 + 13 * 4; // identifier + header elements (not including key value meta-data pairs)\r\n\r\n // load types\r\n private static COMPRESSED_2D = 0; // uses a gl.compressedTexImage2D()\r\n private static COMPRESSED_3D = 1; // uses a gl.compressedTexImage3D()\r\n private static TEX_2D = 2; // uses a gl.texImage2D()\r\n private static TEX_3D = 3; // uses a gl.texImage3D()\r\n\r\n // elements of the header\r\n /**\r\n * Gets the openGL type\r\n */\r\n public glType: number;\r\n /**\r\n * Gets the openGL type size\r\n */\r\n public glTypeSize: number;\r\n /**\r\n * Gets the openGL format\r\n */\r\n public glFormat: number;\r\n /**\r\n * Gets the openGL internal format\r\n */\r\n public glInternalFormat: number;\r\n /**\r\n * Gets the base internal format\r\n */\r\n public glBaseInternalFormat: number;\r\n /**\r\n * Gets image width in pixel\r\n */\r\n public pixelWidth: number;\r\n /**\r\n * Gets image height in pixel\r\n */\r\n public pixelHeight: number;\r\n /**\r\n * Gets image depth in pixels\r\n */\r\n public pixelDepth: number;\r\n /**\r\n * Gets the number of array elements\r\n */\r\n public numberOfArrayElements: number;\r\n /**\r\n * Gets the number of faces\r\n */\r\n public numberOfFaces: number;\r\n /**\r\n * Gets the number of mipmap levels\r\n */\r\n public numberOfMipmapLevels: number;\r\n /**\r\n * Gets the bytes of key value data\r\n */\r\n public bytesOfKeyValueData: number;\r\n /**\r\n * Gets the load type\r\n */\r\n public loadType: number;\r\n /**\r\n * If the container has been made invalid (eg. constructor failed to correctly load array buffer)\r\n */\r\n public isInvalid = false;\r\n\r\n /**\r\n * Creates a new KhronosTextureContainer\r\n * @param data contents of the KTX container file\r\n * @param facesExpected should be either 1 or 6, based whether a cube texture or or\r\n */\r\n public constructor(\r\n /** contents of the KTX container file */\r\n public data: ArrayBufferView,\r\n facesExpected: number\r\n ) {\r\n if (!KhronosTextureContainer.IsValid(data)) {\r\n this.isInvalid = true;\r\n Logger.Error(\"texture missing KTX identifier\");\r\n return;\r\n }\r\n\r\n // load the reset of the header in native 32 bit uint\r\n const dataSize = Uint32Array.BYTES_PER_ELEMENT;\r\n const headerDataView = new DataView(this.data.buffer, this.data.byteOffset + 12, 13 * dataSize);\r\n const endianness = headerDataView.getUint32(0, true);\r\n const littleEndian = endianness === 0x04030201;\r\n\r\n this.glType = headerDataView.getUint32(1 * dataSize, littleEndian); // must be 0 for compressed textures\r\n this.glTypeSize = headerDataView.getUint32(2 * dataSize, littleEndian); // must be 1 for compressed textures\r\n this.glFormat = headerDataView.getUint32(3 * dataSize, littleEndian); // must be 0 for compressed textures\r\n this.glInternalFormat = headerDataView.getUint32(4 * dataSize, littleEndian); // the value of arg passed to gl.compressedTexImage2D(,,x,,,,)\r\n this.glBaseInternalFormat = headerDataView.getUint32(5 * dataSize, littleEndian); // specify GL_RGB, GL_RGBA, GL_ALPHA, etc (un-compressed only)\r\n this.pixelWidth = headerDataView.getUint32(6 * dataSize, littleEndian); // level 0 value of arg passed to gl.compressedTexImage2D(,,,x,,,)\r\n this.pixelHeight = headerDataView.getUint32(7 * dataSize, littleEndian); // level 0 value of arg passed to gl.compressedTexImage2D(,,,,x,,)\r\n this.pixelDepth = headerDataView.getUint32(8 * dataSize, littleEndian); // level 0 value of arg passed to gl.compressedTexImage3D(,,,,,x,,)\r\n this.numberOfArrayElements = headerDataView.getUint32(9 * dataSize, littleEndian); // used for texture arrays\r\n this.numberOfFaces = headerDataView.getUint32(10 * dataSize, littleEndian); // used for cubemap textures, should either be 1 or 6\r\n this.numberOfMipmapLevels = headerDataView.getUint32(11 * dataSize, littleEndian); // number of levels; disregard possibility of 0 for compressed textures\r\n this.bytesOfKeyValueData = headerDataView.getUint32(12 * dataSize, littleEndian); // the amount of space after the header for meta-data\r\n\r\n // Make sure we have a compressed type. Not only reduces work, but probably better to let dev know they are not compressing.\r\n if (this.glType !== 0) {\r\n Logger.Error(\"only compressed formats currently supported\");\r\n return;\r\n } else {\r\n // value of zero is an indication to generate mipmaps @ runtime. Not usually allowed for compressed, so disregard.\r\n this.numberOfMipmapLevels = Math.max(1, this.numberOfMipmapLevels);\r\n }\r\n\r\n if (this.pixelHeight === 0 || this.pixelDepth !== 0) {\r\n Logger.Error(\"only 2D textures currently supported\");\r\n return;\r\n }\r\n\r\n if (this.numberOfArrayElements !== 0) {\r\n Logger.Error(\"texture arrays not currently supported\");\r\n return;\r\n }\r\n\r\n if (this.numberOfFaces !== facesExpected) {\r\n Logger.Error(\"number of faces expected\" + facesExpected + \", but found \" + this.numberOfFaces);\r\n return;\r\n }\r\n\r\n // we now have a completely validated file, so could use existence of loadType as success\r\n // would need to make this more elaborate & adjust checks above to support more than one load type\r\n this.loadType = KhronosTextureContainer.COMPRESSED_2D;\r\n }\r\n\r\n /**\r\n * Uploads KTX content to a Babylon Texture.\r\n * It is assumed that the texture has already been created & is currently bound\r\n * @param texture\r\n * @param loadMipmaps\r\n * @hidden\r\n */\r\n public uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void {\r\n switch (this.loadType) {\r\n case KhronosTextureContainer.COMPRESSED_2D:\r\n this._upload2DCompressedLevels(texture, loadMipmaps);\r\n break;\r\n\r\n case KhronosTextureContainer.TEX_2D:\r\n case KhronosTextureContainer.COMPRESSED_3D:\r\n case KhronosTextureContainer.TEX_3D:\r\n }\r\n }\r\n\r\n private _upload2DCompressedLevels(texture: InternalTexture, loadMipmaps: boolean): void {\r\n // initialize width & height for level 1\r\n let dataOffset = KhronosTextureContainer.HEADER_LEN + this.bytesOfKeyValueData;\r\n let width = this.pixelWidth;\r\n let height = this.pixelHeight;\r\n\r\n const mipmapCount = loadMipmaps ? this.numberOfMipmapLevels : 1;\r\n for (let level = 0; level < mipmapCount; level++) {\r\n const imageSize = new Int32Array(this.data.buffer, this.data.byteOffset + dataOffset, 1)[0]; // size per face, since not supporting array cubemaps\r\n dataOffset += 4; //image data starts from next multiple of 4 offset. Each face refers to same imagesize field above.\r\n for (let face = 0; face < this.numberOfFaces; face++) {\r\n const byteArray = new Uint8Array(this.data.buffer, this.data.byteOffset + dataOffset, imageSize);\r\n\r\n const engine = texture.getEngine();\r\n engine._uploadCompressedDataToTextureDirectly(texture, texture.format, width, height, byteArray, face, level);\r\n\r\n dataOffset += imageSize; // add size of the image for the next face/mipmap\r\n dataOffset += 3 - ((imageSize + 3) % 4); // add padding for odd sized image\r\n }\r\n width = Math.max(1.0, width * 0.5);\r\n height = Math.max(1.0, height * 0.5);\r\n }\r\n }\r\n\r\n /**\r\n * Checks if the given data starts with a KTX file identifier.\r\n * @param data the data to check\r\n * @returns true if the data is a KTX file or false otherwise\r\n */\r\n public static IsValid(data: ArrayBufferView): boolean {\r\n if (data.byteLength >= 12) {\r\n // '«', 'K', 'T', 'X', ' ', '1', '1', '»', '\\r', '\\n', '\\x1A', '\\n'\r\n const identifier = new Uint8Array(data.buffer, data.byteOffset, 12);\r\n if (\r\n identifier[0] === 0xab &&\r\n identifier[1] === 0x4b &&\r\n identifier[2] === 0x54 &&\r\n identifier[3] === 0x58 &&\r\n identifier[4] === 0x20 &&\r\n identifier[5] === 0x31 &&\r\n identifier[6] === 0x31 &&\r\n identifier[7] === 0xbb &&\r\n identifier[8] === 0x0d &&\r\n identifier[9] === 0x0a &&\r\n identifier[10] === 0x1a &&\r\n identifier[11] === 0x0a\r\n ) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n}\r\n"]}
@@ -411,7 +411,7 @@ var PhysicsImpostor = /** @class */ (function () {
411
411
  * @returns boolean specifying if body initialization is required
412
412
  */
413
413
  PhysicsImpostor.prototype.isBodyInitRequired = function () {
414
- return this._bodyUpdateRequired || (!this._physicsBody && !this._parent);
414
+ return this._bodyUpdateRequired || (!this._physicsBody && (!this._parent || !!this._options.ignoreParent));
415
415
  };
416
416
  /**
417
417
  * Sets the updated scaling
@@ -1 +1 @@
1
- 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type { Nullable, IndicesArray } from \"../types\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { ArrayTools } from \"../Misc/arrayTools\";\r\nimport type { Matrix } from \"../Maths/math.vector\";\r\nimport { Vector3, Quaternion } from \"../Maths/math.vector\";\r\nimport type { TransformNode } from \"../Meshes/transformNode\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Bone } from \"../Bones/bone\";\r\nimport type { BoundingInfo } from \"../Culling/boundingInfo\";\r\nimport type { IPhysicsEngine } from \"./IPhysicsEngine\";\r\nimport type { PhysicsJointData } from \"./physicsJoint\";\r\nimport { PhysicsJoint } from \"./physicsJoint\";\r\nimport { Space } from \"../Maths/math.axis\";\r\n\r\n/**\r\n * The interface for the physics imposter parameters\r\n * @see https://doc.babylonjs.com/how_to/using_the_physics_engine\r\n */\r\nexport interface PhysicsImpostorParameters {\r\n /**\r\n * The mass of the physics imposter\r\n */\r\n mass: number;\r\n /**\r\n * The friction of the physics imposter\r\n */\r\n friction?: number;\r\n /**\r\n * The coefficient of restitution of the physics imposter\r\n */\r\n restitution?: number;\r\n /**\r\n * The native options of the physics imposter\r\n */\r\n nativeOptions?: any;\r\n /**\r\n * Specifies if the parent should be ignored\r\n */\r\n ignoreParent?: boolean;\r\n /**\r\n * Specifies if bi-directional transformations should be disabled\r\n */\r\n disableBidirectionalTransformation?: boolean;\r\n /**\r\n * The pressure inside the physics imposter, soft object only\r\n */\r\n pressure?: number;\r\n /**\r\n * The stiffness the physics imposter, soft object only\r\n */\r\n stiffness?: number;\r\n /**\r\n * The number of iterations used in maintaining consistent vertex velocities, soft object only\r\n */\r\n velocityIterations?: number;\r\n /**\r\n * The number of iterations used in maintaining consistent vertex positions, soft object only\r\n */\r\n positionIterations?: number;\r\n /**\r\n * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only\r\n * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right\r\n * Add to fix multiple points\r\n */\r\n fixedPoints?: number;\r\n /**\r\n * The collision margin around a soft object\r\n */\r\n margin?: number;\r\n /**\r\n * The collision margin around a soft object\r\n */\r\n damping?: number;\r\n /**\r\n * The path for a rope based on an extrusion\r\n */\r\n path?: any;\r\n /**\r\n * The shape of an extrusion used for a rope based on an extrusion\r\n */\r\n shape?: any;\r\n}\r\n\r\n/**\r\n * Interface for a physics-enabled object\r\n * @see https://doc.babylonjs.com/how_to/using_the_physics_engine\r\n */\r\nexport interface IPhysicsEnabledObject {\r\n /**\r\n * The position of the physics-enabled object\r\n */\r\n position: Vector3;\r\n /**\r\n * The rotation of the physics-enabled object\r\n */\r\n rotationQuaternion: Nullable<Quaternion>;\r\n /**\r\n * The scale of the physics-enabled object\r\n */\r\n scaling: Vector3;\r\n /**\r\n * The rotation of the physics-enabled object\r\n */\r\n rotation?: Vector3;\r\n /**\r\n * The parent of the physics-enabled object\r\n */\r\n parent?: any;\r\n /**\r\n * The bounding info of the physics-enabled object\r\n * @returns The bounding info of the physics-enabled object\r\n */\r\n getBoundingInfo(): BoundingInfo;\r\n /**\r\n * Computes the world matrix\r\n * @param force Specifies if the world matrix should be computed by force\r\n * @returns A world matrix\r\n */\r\n computeWorldMatrix(force: boolean): Matrix;\r\n /**\r\n * Gets the world matrix\r\n * @returns A world matrix\r\n */\r\n getWorldMatrix?(): Matrix;\r\n /**\r\n * Gets the child meshes\r\n * @param directDescendantsOnly Specifies if only direct-descendants should be obtained\r\n * @returns An array of abstract meshes\r\n */\r\n getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;\r\n /**\r\n * Gets the vertex data\r\n * @param kind The type of vertex data\r\n * @returns A nullable array of numbers, or a float32 array\r\n */\r\n getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;\r\n /**\r\n * Gets the indices from the mesh\r\n * @returns A nullable array of index arrays\r\n */\r\n getIndices?(): Nullable<IndicesArray>;\r\n /**\r\n * Gets the scene from the mesh\r\n * @returns the indices array or null\r\n */\r\n getScene?(): Scene;\r\n /**\r\n * Gets the absolute position from the mesh\r\n * @returns the absolute position\r\n */\r\n getAbsolutePosition(): Vector3;\r\n /**\r\n * Gets the absolute pivot point from the mesh\r\n * @returns the absolute pivot point\r\n */\r\n getAbsolutePivotPoint(): Vector3;\r\n /**\r\n * Rotates the mesh\r\n * @param axis The axis of rotation\r\n * @param amount The amount of rotation\r\n * @param space The space of the rotation\r\n * @returns The rotation transform node\r\n */\r\n rotate(axis: Vector3, amount: number, space?: Space): TransformNode;\r\n /**\r\n * Translates the mesh\r\n * @param axis The axis of translation\r\n * @param distance The distance of translation\r\n * @param space The space of the translation\r\n * @returns The transform node\r\n */\r\n translate(axis: Vector3, distance: number, space?: Space): TransformNode;\r\n /**\r\n * Sets the absolute position of the mesh\r\n * @param absolutePosition The absolute position of the mesh\r\n * @returns The transform node\r\n */\r\n setAbsolutePosition(absolutePosition: Vector3): TransformNode;\r\n /**\r\n * Gets the class name of the mesh\r\n * @returns The class name\r\n */\r\n getClassName(): string;\r\n}\r\n\r\nMesh._PhysicsImpostorParser = function (scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor {\r\n return new PhysicsImpostor(\r\n physicObject,\r\n jsonObject.physicsImpostor,\r\n {\r\n mass: jsonObject.physicsMass,\r\n friction: jsonObject.physicsFriction,\r\n restitution: jsonObject.physicsRestitution,\r\n },\r\n scene\r\n );\r\n};\r\n\r\n/**\r\n * Represents a physics imposter\r\n * @see https://doc.babylonjs.com/how_to/using_the_physics_engine\r\n */\r\nexport class PhysicsImpostor {\r\n /**\r\n * The default object size of the imposter\r\n */\r\n public static DEFAULT_OBJECT_SIZE: Vector3 = new Vector3(1, 1, 1);\r\n\r\n /**\r\n * The identity quaternion of the imposter\r\n */\r\n public static IDENTITY_QUATERNION = Quaternion.Identity();\r\n\r\n /** @hidden */\r\n public _pluginData: any = {};\r\n\r\n private _physicsEngine: Nullable<IPhysicsEngine>;\r\n //The native cannon/oimo/energy physics body object.\r\n private _physicsBody: any;\r\n private _bodyUpdateRequired: boolean = false;\r\n\r\n private _onBeforePhysicsStepCallbacks = new Array<(impostor: PhysicsImpostor) => void>();\r\n private _onAfterPhysicsStepCallbacks = new Array<(impostor: PhysicsImpostor) => void>();\r\n /** @hidden */\r\n public _onPhysicsCollideCallbacks: Array<{\r\n callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor, point: Nullable<Vector3>) => void;\r\n otherImpostors: Array<PhysicsImpostor>;\r\n }> = [];\r\n\r\n private _deltaPosition: Vector3 = Vector3.Zero();\r\n private _deltaRotation: Quaternion;\r\n private _deltaRotationConjugated: Quaternion;\r\n\r\n /** @hidden */\r\n public _isFromLine: boolean;\r\n\r\n //If set, this is this impostor's parent\r\n private _parent: Nullable<PhysicsImpostor>;\r\n\r\n private _isDisposed = false;\r\n\r\n private static _TmpVecs: Vector3[] = ArrayTools.BuildArray(3, Vector3.Zero);\r\n private static _TmpQuat: Quaternion = Quaternion.Identity();\r\n\r\n /**\r\n * Specifies if the physics imposter is disposed\r\n */\r\n get isDisposed(): boolean {\r\n return this._isDisposed;\r\n }\r\n\r\n /**\r\n * Gets the mass of the physics imposter\r\n */\r\n get mass(): number {\r\n return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyMass(this) : 0;\r\n }\r\n\r\n set mass(value: number) {\r\n this.setMass(value);\r\n }\r\n\r\n /**\r\n * Gets the coefficient of friction\r\n */\r\n get friction(): number {\r\n return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyFriction(this) : 0;\r\n }\r\n\r\n /**\r\n * Sets the coefficient of friction\r\n */\r\n set friction(value: number) {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n this._physicsEngine.getPhysicsPlugin().setBodyFriction(this, value);\r\n }\r\n\r\n /**\r\n * Gets the coefficient of restitution\r\n */\r\n get restitution(): number {\r\n return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyRestitution(this) : 0;\r\n }\r\n\r\n /**\r\n * Sets the coefficient of restitution\r\n */\r\n set restitution(value: number) {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n this._physicsEngine.getPhysicsPlugin().setBodyRestitution(this, value);\r\n }\r\n\r\n /**\r\n * Gets the pressure of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n get pressure(): number {\r\n if (!this._physicsEngine) {\r\n return 0;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.setBodyPressure) {\r\n return 0;\r\n }\r\n return plugin.getBodyPressure!(this);\r\n }\r\n\r\n /**\r\n * Sets the pressure of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n set pressure(value: number) {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.setBodyPressure) {\r\n return;\r\n }\r\n plugin.setBodyPressure!(this, value);\r\n }\r\n\r\n /**\r\n * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n get stiffness(): number {\r\n if (!this._physicsEngine) {\r\n return 0;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.getBodyStiffness) {\r\n return 0;\r\n }\r\n return plugin.getBodyStiffness!(this);\r\n }\r\n\r\n /**\r\n * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n set stiffness(value: number) {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.setBodyStiffness) {\r\n return;\r\n }\r\n plugin.setBodyStiffness!(this, value);\r\n }\r\n\r\n /**\r\n * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n get velocityIterations(): number {\r\n if (!this._physicsEngine) {\r\n return 0;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.getBodyVelocityIterations) {\r\n return 0;\r\n }\r\n return plugin.getBodyVelocityIterations!(this);\r\n }\r\n\r\n /**\r\n * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n set velocityIterations(value: number) {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.setBodyVelocityIterations) {\r\n return;\r\n }\r\n plugin.setBodyVelocityIterations!(this, value);\r\n }\r\n\r\n /**\r\n * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n get positionIterations(): number {\r\n if (!this._physicsEngine) {\r\n return 0;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.getBodyPositionIterations) {\r\n return 0;\r\n }\r\n return plugin.getBodyPositionIterations!(this);\r\n }\r\n\r\n /**\r\n * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n set positionIterations(value: number) {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.setBodyPositionIterations) {\r\n return;\r\n }\r\n plugin.setBodyPositionIterations!(this, value);\r\n }\r\n\r\n /**\r\n * The unique id of the physics imposter\r\n * set by the physics engine when adding this impostor to the array\r\n */\r\n public uniqueId: number;\r\n\r\n /**\r\n * @hidden\r\n */\r\n public soft: boolean = false;\r\n\r\n /**\r\n * @hidden\r\n */\r\n public segments: number = 0;\r\n\r\n private _joints: Array<{\r\n joint: PhysicsJoint;\r\n otherImpostor: PhysicsImpostor;\r\n }>;\r\n\r\n /**\r\n * Initializes the physics imposter\r\n * @param object The physics-enabled object used as the physics imposter\r\n * @param type The type of the physics imposter. Types are available as static members of this class.\r\n * @param _options The options for the physics imposter\r\n * @param _scene The Babylon scene\r\n */\r\n constructor(\r\n /**\r\n * The physics-enabled object used as the physics imposter\r\n */\r\n public object: IPhysicsEnabledObject,\r\n /**\r\n * The type of the physics imposter\r\n */\r\n public type: number,\r\n private _options: PhysicsImpostorParameters = { mass: 0 },\r\n private _scene?: Scene\r\n ) {\r\n //sanity check!\r\n if (!this.object) {\r\n Logger.Error(\"No object was provided. A physics object is obligatory\");\r\n return;\r\n }\r\n if (this.object.parent && _options.mass !== 0) {\r\n Logger.Warn(\"A physics impostor has been created for an object which has a parent. Babylon physics currently works in local space so unexpected issues may occur.\");\r\n }\r\n\r\n // Legacy support for old syntax.\r\n if (!this._scene && object.getScene) {\r\n this._scene = object.getScene();\r\n }\r\n\r\n if (!this._scene) {\r\n return;\r\n }\r\n\r\n if (this.type > 100) {\r\n this.soft = true;\r\n }\r\n\r\n this._physicsEngine = this._scene.getPhysicsEngine();\r\n if (!this._physicsEngine) {\r\n Logger.Error(\"Physics not enabled. Please use scene.enablePhysics(...) before creating impostors.\");\r\n } else {\r\n //set the object's quaternion, if not set\r\n if (!this.object.rotationQuaternion) {\r\n if (this.object.rotation) {\r\n this.object.rotationQuaternion = Quaternion.RotationYawPitchRoll(this.object.rotation.y, this.object.rotation.x, this.object.rotation.z);\r\n } else {\r\n this.object.rotationQuaternion = new Quaternion();\r\n }\r\n }\r\n //default options params\r\n this._options.mass = _options.mass === void 0 ? 0 : _options.mass;\r\n this._options.friction = _options.friction === void 0 ? 0.2 : _options.friction;\r\n this._options.restitution = _options.restitution === void 0 ? 0.2 : _options.restitution;\r\n if (this.soft) {\r\n //softbody mass must be above 0;\r\n this._options.mass = this._options.mass > 0 ? this._options.mass : 1;\r\n this._options.pressure = _options.pressure === void 0 ? 200 : _options.pressure;\r\n this._options.stiffness = _options.stiffness === void 0 ? 1 : _options.stiffness;\r\n this._options.velocityIterations = _options.velocityIterations === void 0 ? 20 : _options.velocityIterations;\r\n this._options.positionIterations = _options.positionIterations === void 0 ? 20 : _options.positionIterations;\r\n this._options.fixedPoints = _options.fixedPoints === void 0 ? 0 : _options.fixedPoints;\r\n this._options.margin = _options.margin === void 0 ? 0 : _options.margin;\r\n this._options.damping = _options.damping === void 0 ? 0 : _options.damping;\r\n this._options.path = _options.path === void 0 ? null : _options.path;\r\n this._options.shape = _options.shape === void 0 ? null : _options.shape;\r\n }\r\n this._joints = [];\r\n //If the mesh has a parent, don't initialize the physicsBody. Instead wait for the parent to do that.\r\n if (!this.object.parent || this._options.ignoreParent) {\r\n this._init();\r\n } else if (this.object.parent.physicsImpostor) {\r\n Logger.Warn(\"You must affect impostors to children before affecting impostor to parent.\");\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * This function will completely initialize this impostor.\r\n * It will create a new body - but only if this mesh has no parent.\r\n * If it has, this impostor will not be used other than to define the impostor\r\n * of the child mesh.\r\n * @hidden\r\n */\r\n public _init() {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n\r\n this._physicsEngine.removeImpostor(this);\r\n this.physicsBody = null;\r\n this._parent = this._parent || this._getPhysicsParent();\r\n if (!this._isDisposed && (!this.parent || this._options.ignoreParent)) {\r\n this._physicsEngine.addImpostor(this);\r\n }\r\n }\r\n\r\n private _getPhysicsParent(): Nullable<PhysicsImpostor> {\r\n if (this.object.parent instanceof AbstractMesh) {\r\n const parentMesh: AbstractMesh = <AbstractMesh>this.object.parent;\r\n return parentMesh.physicsImpostor;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Should a new body be generated.\r\n * @returns boolean specifying if body initialization is required\r\n */\r\n public isBodyInitRequired(): boolean {\r\n return this._bodyUpdateRequired || (!this._physicsBody && !this._parent);\r\n }\r\n\r\n /**\r\n * Sets the updated scaling\r\n */\r\n public setScalingUpdated() {\r\n this.forceUpdate();\r\n }\r\n\r\n /**\r\n * Force a regeneration of this or the parent's impostor's body.\r\n * Use under cautious - This will remove all joints already implemented.\r\n */\r\n public forceUpdate() {\r\n this._init();\r\n if (this.parent && !this._options.ignoreParent) {\r\n this.parent.forceUpdate();\r\n }\r\n }\r\n\r\n /*public get mesh(): AbstractMesh {\r\n return this._mesh;\r\n }*/\r\n\r\n /**\r\n * Gets the body that holds this impostor. Either its own, or its parent.\r\n */\r\n public get physicsBody(): any {\r\n return this._parent && !this._options.ignoreParent ? this._parent.physicsBody : this._physicsBody;\r\n }\r\n\r\n /**\r\n * Get the parent of the physics imposter\r\n * @returns Physics imposter or null\r\n */\r\n public get parent(): Nullable<PhysicsImpostor> {\r\n return !this._options.ignoreParent && this._parent ? this._parent : null;\r\n }\r\n\r\n /**\r\n * Sets the parent of the physics imposter\r\n */\r\n public set parent(value: Nullable<PhysicsImpostor>) {\r\n this._parent = value;\r\n }\r\n\r\n /**\r\n * Set the physics body. Used mainly by the physics engine/plugin\r\n */\r\n public set physicsBody(physicsBody: any) {\r\n if (this._physicsBody && this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().removePhysicsBody(this);\r\n }\r\n this._physicsBody = physicsBody;\r\n this.resetUpdateFlags();\r\n }\r\n\r\n /**\r\n * Resets the update flags\r\n */\r\n public resetUpdateFlags() {\r\n this._bodyUpdateRequired = false;\r\n }\r\n\r\n /**\r\n * Gets the object extend size\r\n * @returns the object extend size\r\n */\r\n public getObjectExtendSize(): Vector3 {\r\n if (this.object.getBoundingInfo) {\r\n const q = this.object.rotationQuaternion;\r\n const scaling = this.object.scaling.clone();\r\n //reset rotation\r\n this.object.rotationQuaternion = PhysicsImpostor.IDENTITY_QUATERNION;\r\n //calculate the world matrix with no rotation\r\n const worldMatrix = this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);\r\n if (worldMatrix) {\r\n worldMatrix.decompose(scaling, undefined, undefined);\r\n }\r\n const boundingInfo = this.object.getBoundingInfo();\r\n // get the global scaling of the object\r\n const size = boundingInfo.boundingBox.extendSize.scale(2).multiplyInPlace(scaling);\r\n size.x = Math.abs(size.x);\r\n size.y = Math.abs(size.y);\r\n size.z = Math.abs(size.z);\r\n //bring back the rotation\r\n this.object.rotationQuaternion = q;\r\n //calculate the world matrix with the new rotation\r\n this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);\r\n return size;\r\n } else {\r\n return PhysicsImpostor.DEFAULT_OBJECT_SIZE;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the object center\r\n * @returns The object center\r\n */\r\n public getObjectCenter(): Vector3 {\r\n if (this.object.getBoundingInfo) {\r\n const boundingInfo = this.object.getBoundingInfo();\r\n return boundingInfo.boundingBox.centerWorld;\r\n } else {\r\n return this.object.position;\r\n }\r\n }\r\n\r\n /**\r\n * Get a specific parameter from the options parameters\r\n * @param paramName The object parameter name\r\n * @returns The object parameter\r\n */\r\n public getParam(paramName: string): any {\r\n return (<any>this._options)[paramName];\r\n }\r\n\r\n /**\r\n * Sets a specific parameter in the options given to the physics plugin\r\n * @param paramName The parameter name\r\n * @param value The value of the parameter\r\n */\r\n public setParam(paramName: string, value: number) {\r\n (<any>this._options)[paramName] = value;\r\n this._bodyUpdateRequired = true;\r\n }\r\n\r\n /**\r\n * Specifically change the body's mass option. Won't recreate the physics body object\r\n * @param mass The mass of the physics imposter\r\n */\r\n public setMass(mass: number) {\r\n if (this.getParam(\"mass\") !== mass) {\r\n this.setParam(\"mass\", mass);\r\n }\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().setBodyMass(this, mass);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the linear velocity\r\n * @returns linear velocity or null\r\n */\r\n public getLinearVelocity(): Nullable<Vector3> {\r\n return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getLinearVelocity(this) : Vector3.Zero();\r\n }\r\n\r\n /**\r\n * Sets the linear velocity\r\n * @param velocity linear velocity or null\r\n */\r\n public setLinearVelocity(velocity: Nullable<Vector3>) {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().setLinearVelocity(this, velocity);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the angular velocity\r\n * @returns angular velocity or null\r\n */\r\n public getAngularVelocity(): Nullable<Vector3> {\r\n return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getAngularVelocity(this) : Vector3.Zero();\r\n }\r\n\r\n /**\r\n * Sets the angular velocity\r\n * @param velocity The velocity or null\r\n */\r\n public setAngularVelocity(velocity: Nullable<Vector3>) {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().setAngularVelocity(this, velocity);\r\n }\r\n }\r\n\r\n /**\r\n * Execute a function with the physics plugin native code\r\n * Provide a function the will have two variables - the world object and the physics body object\r\n * @param func The function to execute with the physics plugin native code\r\n */\r\n\r\n public executeNativeFunction(func: (world: any, physicsBody: any) => void) {\r\n if (this._physicsEngine) {\r\n func(this._physicsEngine.getPhysicsPlugin().world, this.physicsBody);\r\n }\r\n }\r\n\r\n /**\r\n * Register a function that will be executed before the physics world is stepping forward\r\n * @param func The function to execute before the physics world is stepped forward\r\n */\r\n public registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void {\r\n this._onBeforePhysicsStepCallbacks.push(func);\r\n }\r\n\r\n /**\r\n * Unregister a function that will be executed before the physics world is stepping forward\r\n * @param func The function to execute before the physics world is stepped forward\r\n */\r\n public unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void {\r\n const index = this._onBeforePhysicsStepCallbacks.indexOf(func);\r\n\r\n if (index > -1) {\r\n this._onBeforePhysicsStepCallbacks.splice(index, 1);\r\n } else {\r\n Logger.Warn(\"Function to remove was not found\");\r\n }\r\n }\r\n\r\n /**\r\n * Register a function that will be executed after the physics step\r\n * @param func The function to execute after physics step\r\n */\r\n public registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void {\r\n this._onAfterPhysicsStepCallbacks.push(func);\r\n }\r\n\r\n /**\r\n * Unregisters a function that will be executed after the physics step\r\n * @param func The function to execute after physics step\r\n */\r\n public unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void {\r\n const index = this._onAfterPhysicsStepCallbacks.indexOf(func);\r\n\r\n if (index > -1) {\r\n this._onAfterPhysicsStepCallbacks.splice(index, 1);\r\n } else {\r\n Logger.Warn(\"Function to remove was not found\");\r\n }\r\n }\r\n\r\n /**\r\n * register a function that will be executed when this impostor collides against a different body\r\n * @param collideAgainst Physics imposter, or array of physics imposters to collide against\r\n * @param func Callback that is executed on collision\r\n */\r\n public registerOnPhysicsCollide(\r\n collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>,\r\n func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor, point: Nullable<Vector3>) => void\r\n ): void {\r\n const collidedAgainstList: Array<PhysicsImpostor> = collideAgainst instanceof Array ? <Array<PhysicsImpostor>>collideAgainst : [<PhysicsImpostor>collideAgainst];\r\n this._onPhysicsCollideCallbacks.push({ callback: func, otherImpostors: collidedAgainstList });\r\n }\r\n\r\n /**\r\n * Unregisters the physics imposter on contact\r\n * @param collideAgainst The physics object to collide against\r\n * @param func Callback to execute on collision\r\n */\r\n public unregisterOnPhysicsCollide(\r\n collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>,\r\n func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>, point: Nullable<Vector3>) => void\r\n ): void {\r\n const collidedAgainstList: Array<PhysicsImpostor> = collideAgainst instanceof Array ? <Array<PhysicsImpostor>>collideAgainst : [<PhysicsImpostor>collideAgainst];\r\n let index = -1;\r\n const found = this._onPhysicsCollideCallbacks.some((cbDef, idx) => {\r\n if (cbDef.callback === func && cbDef.otherImpostors.length === collidedAgainstList.length) {\r\n // chcek the arrays match\r\n const sameList = cbDef.otherImpostors.every((impostor) => {\r\n return collidedAgainstList.indexOf(impostor) > -1;\r\n });\r\n if (sameList) {\r\n index = idx;\r\n }\r\n return sameList;\r\n }\r\n return false;\r\n });\r\n\r\n if (found) {\r\n this._onPhysicsCollideCallbacks.splice(index, 1);\r\n } else {\r\n Logger.Warn(\"Function to remove was not found\");\r\n }\r\n }\r\n\r\n //temp variables for parent rotation calculations\r\n //private _mats: Array<Matrix> = [new Matrix(), new Matrix()];\r\n private _tmpQuat: Quaternion = new Quaternion();\r\n private _tmpQuat2: Quaternion = new Quaternion();\r\n\r\n /**\r\n * Get the parent rotation\r\n * @returns The parent rotation\r\n */\r\n public getParentsRotation(): Quaternion {\r\n let parent = this.object.parent;\r\n this._tmpQuat.copyFromFloats(0, 0, 0, 1);\r\n while (parent) {\r\n if (parent.rotationQuaternion) {\r\n this._tmpQuat2.copyFrom(parent.rotationQuaternion);\r\n } else {\r\n Quaternion.RotationYawPitchRollToRef(parent.rotation.y, parent.rotation.x, parent.rotation.z, this._tmpQuat2);\r\n }\r\n this._tmpQuat.multiplyToRef(this._tmpQuat2, this._tmpQuat);\r\n parent = parent.parent;\r\n }\r\n return this._tmpQuat;\r\n }\r\n\r\n /**\r\n * this function is executed by the physics engine.\r\n */\r\n public beforeStep = () => {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n\r\n this.object.translate(this._deltaPosition, -1);\r\n this._deltaRotationConjugated &&\r\n this.object.rotationQuaternion &&\r\n this.object.rotationQuaternion.multiplyToRef(this._deltaRotationConjugated, this.object.rotationQuaternion);\r\n this.object.computeWorldMatrix(false);\r\n if (this.object.parent && this.object.rotationQuaternion) {\r\n this.getParentsRotation();\r\n this._tmpQuat.multiplyToRef(this.object.rotationQuaternion, this._tmpQuat);\r\n } else {\r\n this._tmpQuat.copyFrom(this.object.rotationQuaternion || new Quaternion());\r\n }\r\n if (!this._options.disableBidirectionalTransformation) {\r\n this.object.rotationQuaternion &&\r\n this._physicsEngine.getPhysicsPlugin().setPhysicsBodyTransformation(this, /*bInfo.boundingBox.centerWorld*/ this.object.getAbsolutePosition(), this._tmpQuat);\r\n }\r\n\r\n this._onBeforePhysicsStepCallbacks.forEach((func) => {\r\n func(this);\r\n });\r\n };\r\n\r\n /**\r\n * this function is executed by the physics engine\r\n */\r\n public afterStep = () => {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n\r\n this._onAfterPhysicsStepCallbacks.forEach((func) => {\r\n func(this);\r\n });\r\n\r\n this._physicsEngine.getPhysicsPlugin().setTransformationFromPhysicsBody(this);\r\n // object has now its world rotation. needs to be converted to local.\r\n if (this.object.parent && this.object.rotationQuaternion) {\r\n this.getParentsRotation();\r\n this._tmpQuat.conjugateInPlace();\r\n this._tmpQuat.multiplyToRef(this.object.rotationQuaternion, this.object.rotationQuaternion);\r\n }\r\n // take the position set and make it the absolute position of this object.\r\n this.object.setAbsolutePosition(this.object.position);\r\n this._deltaRotation && this.object.rotationQuaternion && this.object.rotationQuaternion.multiplyToRef(this._deltaRotation, this.object.rotationQuaternion);\r\n this.object.translate(this._deltaPosition, 1);\r\n };\r\n\r\n /**\r\n * Legacy collision detection event support\r\n */\r\n public onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void> = null;\r\n\r\n /**\r\n * event and body object due to cannon's event-based architecture.\r\n * @param e\r\n * @param e.body\r\n * @param e.point\r\n */\r\n public onCollide = (e: { body: any; point: Nullable<Vector3> }) => {\r\n if (!this._onPhysicsCollideCallbacks.length && !this.onCollideEvent) {\r\n return;\r\n }\r\n\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n const otherImpostor = this._physicsEngine.getImpostorWithPhysicsBody(e.body);\r\n if (otherImpostor) {\r\n // Legacy collision detection event support\r\n if (this.onCollideEvent) {\r\n this.onCollideEvent(this, otherImpostor);\r\n }\r\n this._onPhysicsCollideCallbacks\r\n .filter((obj) => {\r\n return obj.otherImpostors.indexOf(<PhysicsImpostor>otherImpostor) !== -1;\r\n })\r\n .forEach((obj) => {\r\n obj.callback(this, <PhysicsImpostor>otherImpostor, e.point);\r\n });\r\n }\r\n };\r\n\r\n /**\r\n * Apply a force\r\n * @param force The force to apply\r\n * @param contactPoint The contact point for the force\r\n * @returns The physics imposter\r\n */\r\n public applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().applyForce(this, force, contactPoint);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Apply an impulse\r\n * @param force The impulse force\r\n * @param contactPoint The contact point for the impulse force\r\n * @returns The physics imposter\r\n */\r\n public applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().applyImpulse(this, force, contactPoint);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * A help function to create a joint\r\n * @param otherImpostor A physics imposter used to create a joint\r\n * @param jointType The type of joint\r\n * @param jointData The data for the joint\r\n * @returns The physics imposter\r\n */\r\n public createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor {\r\n const joint = new PhysicsJoint(jointType, jointData);\r\n this.addJoint(otherImpostor, joint);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Add a joint to this impostor with a different impostor\r\n * @param otherImpostor A physics imposter used to add a joint\r\n * @param joint The joint to add\r\n * @returns The physics imposter\r\n */\r\n public addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor {\r\n this._joints.push({\r\n otherImpostor: otherImpostor,\r\n joint: joint,\r\n });\r\n\r\n if (this._physicsEngine) {\r\n this._physicsEngine.addJoint(this, otherImpostor, joint);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Add an anchor to a cloth impostor\r\n * @param otherImpostor rigid impostor to anchor to\r\n * @param width ratio across width from 0 to 1\r\n * @param height ratio up height from 0 to 1\r\n * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little stretch\r\n * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false\r\n * @returns impostor the soft imposter\r\n */\r\n public addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor {\r\n if (!this._physicsEngine) {\r\n return this;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.appendAnchor) {\r\n return this;\r\n }\r\n if (this._physicsEngine) {\r\n plugin.appendAnchor!(this, otherImpostor, width, height, influence, noCollisionBetweenLinkedBodies);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Add a hook to a rope impostor\r\n * @param otherImpostor rigid impostor to anchor to\r\n * @param length ratio across rope from 0 to 1\r\n * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little stretch\r\n * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false\r\n * @returns impostor the rope imposter\r\n */\r\n public addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor {\r\n if (!this._physicsEngine) {\r\n return this;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.appendAnchor) {\r\n return this;\r\n }\r\n if (this._physicsEngine) {\r\n plugin.appendHook!(this, otherImpostor, length, influence, noCollisionBetweenLinkedBodies);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Will keep this body still, in a sleep mode.\r\n * @returns the physics imposter\r\n */\r\n public sleep(): PhysicsImpostor {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().sleepBody(this);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Wake the body up.\r\n * @returns The physics imposter\r\n */\r\n public wakeUp(): PhysicsImpostor {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().wakeUpBody(this);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Clones the physics imposter\r\n * @param newObject The physics imposter clones to this physics-enabled object\r\n * @returns A nullable physics imposter\r\n */\r\n public clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor> {\r\n if (!newObject) {\r\n return null;\r\n }\r\n return new PhysicsImpostor(newObject, this.type, this._options, this._scene);\r\n }\r\n\r\n /**\r\n * Disposes the physics imposter\r\n */\r\n public dispose(/*disposeChildren: boolean = true*/) {\r\n //no dispose if no physics engine is available.\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n\r\n this._joints.forEach((j) => {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.removeJoint(this, j.otherImpostor, j.joint);\r\n }\r\n });\r\n //dispose the physics body\r\n this._physicsEngine.removeImpostor(this);\r\n if (this.parent) {\r\n this.parent.forceUpdate();\r\n } else {\r\n /*this._object.getChildMeshes().forEach(function(mesh) {\r\n if (mesh.physicsImpostor) {\r\n if (disposeChildren) {\r\n mesh.physicsImpostor.dispose();\r\n mesh.physicsImpostor = null;\r\n }\r\n }\r\n })*/\r\n }\r\n\r\n this._isDisposed = true;\r\n }\r\n\r\n /**\r\n * Sets the delta position\r\n * @param position The delta position amount\r\n */\r\n public setDeltaPosition(position: Vector3) {\r\n this._deltaPosition.copyFrom(position);\r\n }\r\n\r\n /**\r\n * Sets the delta rotation\r\n * @param rotation The delta rotation amount\r\n */\r\n public setDeltaRotation(rotation: Quaternion) {\r\n if (!this._deltaRotation) {\r\n this._deltaRotation = new Quaternion();\r\n }\r\n this._deltaRotation.copyFrom(rotation);\r\n this._deltaRotationConjugated = this._deltaRotation.conjugate();\r\n }\r\n\r\n /**\r\n * Gets the box size of the physics imposter and stores the result in the input parameter\r\n * @param result Stores the box size\r\n * @returns The physics imposter\r\n */\r\n public getBoxSizeToRef(result: Vector3): PhysicsImpostor {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().getBoxSizeToRef(this, result);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets the radius of the physics imposter\r\n * @returns Radius of the physics imposter\r\n */\r\n public getRadius(): number {\r\n return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getRadius(this) : 0;\r\n }\r\n\r\n /**\r\n * Sync a bone with this impostor\r\n * @param bone The bone to sync to the impostor.\r\n * @param boneMesh The mesh that the bone is influencing.\r\n * @param jointPivot The pivot of the joint / bone in local space.\r\n * @param distToJoint Optional distance from the impostor to the joint.\r\n * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.\r\n */\r\n public syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion) {\r\n const tempVec = PhysicsImpostor._TmpVecs[0];\r\n const mesh = <AbstractMesh>this.object;\r\n\r\n if (mesh.rotationQuaternion) {\r\n if (adjustRotation) {\r\n const tempQuat = PhysicsImpostor._TmpQuat;\r\n mesh.rotationQuaternion.multiplyToRef(adjustRotation, tempQuat);\r\n bone.setRotationQuaternion(tempQuat, Space.WORLD, boneMesh);\r\n } else {\r\n bone.setRotationQuaternion(mesh.rotationQuaternion, Space.WORLD, boneMesh);\r\n }\r\n }\r\n\r\n tempVec.x = 0;\r\n tempVec.y = 0;\r\n tempVec.z = 0;\r\n\r\n if (jointPivot) {\r\n tempVec.x = jointPivot.x;\r\n tempVec.y = jointPivot.y;\r\n tempVec.z = jointPivot.z;\r\n\r\n bone.getDirectionToRef(tempVec, boneMesh, tempVec);\r\n\r\n if (distToJoint === undefined || distToJoint === null) {\r\n distToJoint = jointPivot.length();\r\n }\r\n\r\n tempVec.x *= distToJoint;\r\n tempVec.y *= distToJoint;\r\n tempVec.z *= distToJoint;\r\n }\r\n\r\n if (bone.getParent()) {\r\n tempVec.addInPlace(mesh.getAbsolutePosition());\r\n bone.setAbsolutePosition(tempVec, boneMesh);\r\n } else {\r\n boneMesh.setAbsolutePosition(mesh.getAbsolutePosition());\r\n boneMesh.position.x -= tempVec.x;\r\n boneMesh.position.y -= tempVec.y;\r\n boneMesh.position.z -= tempVec.z;\r\n }\r\n }\r\n\r\n /**\r\n * Sync impostor to a bone\r\n * @param bone The bone that the impostor will be synced to.\r\n * @param boneMesh The mesh that the bone is influencing.\r\n * @param jointPivot The pivot of the joint / bone in local space.\r\n * @param distToJoint Optional distance from the impostor to the joint.\r\n * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.\r\n * @param boneAxis Optional vector3 axis the bone is aligned with\r\n */\r\n public syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3) {\r\n const mesh = <AbstractMesh>this.object;\r\n\r\n if (mesh.rotationQuaternion) {\r\n if (adjustRotation) {\r\n const tempQuat = PhysicsImpostor._TmpQuat;\r\n bone.getRotationQuaternionToRef(Space.WORLD, boneMesh, tempQuat);\r\n tempQuat.multiplyToRef(adjustRotation, mesh.rotationQuaternion);\r\n } else {\r\n bone.getRotationQuaternionToRef(Space.WORLD, boneMesh, mesh.rotationQuaternion);\r\n }\r\n }\r\n\r\n const pos = PhysicsImpostor._TmpVecs[0];\r\n const boneDir = PhysicsImpostor._TmpVecs[1];\r\n\r\n if (!boneAxis) {\r\n boneAxis = PhysicsImpostor._TmpVecs[2];\r\n boneAxis.x = 0;\r\n boneAxis.y = 1;\r\n boneAxis.z = 0;\r\n }\r\n\r\n bone.getDirectionToRef(boneAxis, boneMesh, boneDir);\r\n bone.getAbsolutePositionToRef(boneMesh, pos);\r\n\r\n if ((distToJoint === undefined || distToJoint === null) && jointPivot) {\r\n distToJoint = jointPivot.length();\r\n }\r\n\r\n if (distToJoint !== undefined && distToJoint !== null) {\r\n pos.x += boneDir.x * distToJoint;\r\n pos.y += boneDir.y * distToJoint;\r\n pos.z += boneDir.z * distToJoint;\r\n }\r\n\r\n mesh.setAbsolutePosition(pos);\r\n }\r\n\r\n //Impostor types\r\n /**\r\n * No-Imposter type\r\n */\r\n public static NoImpostor = 0;\r\n /**\r\n * Sphere-Imposter type\r\n */\r\n public static SphereImpostor = 1;\r\n /**\r\n * Box-Imposter type\r\n */\r\n public static BoxImpostor = 2;\r\n /**\r\n * Plane-Imposter type\r\n */\r\n public static PlaneImpostor = 3;\r\n /**\r\n * Mesh-imposter type (Only available to objects with vertices data)\r\n */\r\n public static MeshImpostor = 4;\r\n /**\r\n * Capsule-Impostor type (Ammo.js plugin only)\r\n */\r\n public static CapsuleImpostor = 6;\r\n /**\r\n * Cylinder-Imposter type\r\n */\r\n public static CylinderImpostor = 7;\r\n /**\r\n * Particle-Imposter type\r\n */\r\n public static ParticleImpostor = 8;\r\n /**\r\n * Heightmap-Imposter type\r\n */\r\n public static HeightmapImpostor = 9;\r\n /**\r\n * ConvexHull-Impostor type (Ammo.js plugin only)\r\n */\r\n public static ConvexHullImpostor = 10;\r\n /**\r\n * Custom-Imposter type (Ammo.js plugin only)\r\n */\r\n public static CustomImpostor = 100;\r\n /**\r\n * Rope-Imposter type\r\n */\r\n public static RopeImpostor = 101;\r\n /**\r\n * Cloth-Imposter type\r\n */\r\n public static ClothImpostor = 102;\r\n /**\r\n * Softbody-Imposter type\r\n */\r\n public static SoftbodyImpostor = 103;\r\n}\r\n"]}
1
+ 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type { Nullable, IndicesArray } from \"../types\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { ArrayTools } from \"../Misc/arrayTools\";\r\nimport type { Matrix } from \"../Maths/math.vector\";\r\nimport { Vector3, Quaternion } from \"../Maths/math.vector\";\r\nimport type { TransformNode } from \"../Meshes/transformNode\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Bone } from \"../Bones/bone\";\r\nimport type { BoundingInfo } from \"../Culling/boundingInfo\";\r\nimport type { IPhysicsEngine } from \"./IPhysicsEngine\";\r\nimport type { PhysicsJointData } from \"./physicsJoint\";\r\nimport { PhysicsJoint } from \"./physicsJoint\";\r\nimport { Space } from \"../Maths/math.axis\";\r\n\r\n/**\r\n * The interface for the physics imposter parameters\r\n * @see https://doc.babylonjs.com/how_to/using_the_physics_engine\r\n */\r\nexport interface PhysicsImpostorParameters {\r\n /**\r\n * The mass of the physics imposter\r\n */\r\n mass: number;\r\n /**\r\n * The friction of the physics imposter\r\n */\r\n friction?: number;\r\n /**\r\n * The coefficient of restitution of the physics imposter\r\n */\r\n restitution?: number;\r\n /**\r\n * The native options of the physics imposter\r\n */\r\n nativeOptions?: any;\r\n /**\r\n * Specifies if the parent should be ignored\r\n */\r\n ignoreParent?: boolean;\r\n /**\r\n * Specifies if bi-directional transformations should be disabled\r\n */\r\n disableBidirectionalTransformation?: boolean;\r\n /**\r\n * The pressure inside the physics imposter, soft object only\r\n */\r\n pressure?: number;\r\n /**\r\n * The stiffness the physics imposter, soft object only\r\n */\r\n stiffness?: number;\r\n /**\r\n * The number of iterations used in maintaining consistent vertex velocities, soft object only\r\n */\r\n velocityIterations?: number;\r\n /**\r\n * The number of iterations used in maintaining consistent vertex positions, soft object only\r\n */\r\n positionIterations?: number;\r\n /**\r\n * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only\r\n * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right\r\n * Add to fix multiple points\r\n */\r\n fixedPoints?: number;\r\n /**\r\n * The collision margin around a soft object\r\n */\r\n margin?: number;\r\n /**\r\n * The collision margin around a soft object\r\n */\r\n damping?: number;\r\n /**\r\n * The path for a rope based on an extrusion\r\n */\r\n path?: any;\r\n /**\r\n * The shape of an extrusion used for a rope based on an extrusion\r\n */\r\n shape?: any;\r\n}\r\n\r\n/**\r\n * Interface for a physics-enabled object\r\n * @see https://doc.babylonjs.com/how_to/using_the_physics_engine\r\n */\r\nexport interface IPhysicsEnabledObject {\r\n /**\r\n * The position of the physics-enabled object\r\n */\r\n position: Vector3;\r\n /**\r\n * The rotation of the physics-enabled object\r\n */\r\n rotationQuaternion: Nullable<Quaternion>;\r\n /**\r\n * The scale of the physics-enabled object\r\n */\r\n scaling: Vector3;\r\n /**\r\n * The rotation of the physics-enabled object\r\n */\r\n rotation?: Vector3;\r\n /**\r\n * The parent of the physics-enabled object\r\n */\r\n parent?: any;\r\n /**\r\n * The bounding info of the physics-enabled object\r\n * @returns The bounding info of the physics-enabled object\r\n */\r\n getBoundingInfo(): BoundingInfo;\r\n /**\r\n * Computes the world matrix\r\n * @param force Specifies if the world matrix should be computed by force\r\n * @returns A world matrix\r\n */\r\n computeWorldMatrix(force: boolean): Matrix;\r\n /**\r\n * Gets the world matrix\r\n * @returns A world matrix\r\n */\r\n getWorldMatrix?(): Matrix;\r\n /**\r\n * Gets the child meshes\r\n * @param directDescendantsOnly Specifies if only direct-descendants should be obtained\r\n * @returns An array of abstract meshes\r\n */\r\n getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;\r\n /**\r\n * Gets the vertex data\r\n * @param kind The type of vertex data\r\n * @returns A nullable array of numbers, or a float32 array\r\n */\r\n getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;\r\n /**\r\n * Gets the indices from the mesh\r\n * @returns A nullable array of index arrays\r\n */\r\n getIndices?(): Nullable<IndicesArray>;\r\n /**\r\n * Gets the scene from the mesh\r\n * @returns the indices array or null\r\n */\r\n getScene?(): Scene;\r\n /**\r\n * Gets the absolute position from the mesh\r\n * @returns the absolute position\r\n */\r\n getAbsolutePosition(): Vector3;\r\n /**\r\n * Gets the absolute pivot point from the mesh\r\n * @returns the absolute pivot point\r\n */\r\n getAbsolutePivotPoint(): Vector3;\r\n /**\r\n * Rotates the mesh\r\n * @param axis The axis of rotation\r\n * @param amount The amount of rotation\r\n * @param space The space of the rotation\r\n * @returns The rotation transform node\r\n */\r\n rotate(axis: Vector3, amount: number, space?: Space): TransformNode;\r\n /**\r\n * Translates the mesh\r\n * @param axis The axis of translation\r\n * @param distance The distance of translation\r\n * @param space The space of the translation\r\n * @returns The transform node\r\n */\r\n translate(axis: Vector3, distance: number, space?: Space): TransformNode;\r\n /**\r\n * Sets the absolute position of the mesh\r\n * @param absolutePosition The absolute position of the mesh\r\n * @returns The transform node\r\n */\r\n setAbsolutePosition(absolutePosition: Vector3): TransformNode;\r\n /**\r\n * Gets the class name of the mesh\r\n * @returns The class name\r\n */\r\n getClassName(): string;\r\n}\r\n\r\nMesh._PhysicsImpostorParser = function (scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor {\r\n return new PhysicsImpostor(\r\n physicObject,\r\n jsonObject.physicsImpostor,\r\n {\r\n mass: jsonObject.physicsMass,\r\n friction: jsonObject.physicsFriction,\r\n restitution: jsonObject.physicsRestitution,\r\n },\r\n scene\r\n );\r\n};\r\n\r\n/**\r\n * Represents a physics imposter\r\n * @see https://doc.babylonjs.com/how_to/using_the_physics_engine\r\n */\r\nexport class PhysicsImpostor {\r\n /**\r\n * The default object size of the imposter\r\n */\r\n public static DEFAULT_OBJECT_SIZE: Vector3 = new Vector3(1, 1, 1);\r\n\r\n /**\r\n * The identity quaternion of the imposter\r\n */\r\n public static IDENTITY_QUATERNION = Quaternion.Identity();\r\n\r\n /** @hidden */\r\n public _pluginData: any = {};\r\n\r\n private _physicsEngine: Nullable<IPhysicsEngine>;\r\n //The native cannon/oimo/energy physics body object.\r\n private _physicsBody: any;\r\n private _bodyUpdateRequired: boolean = false;\r\n\r\n private _onBeforePhysicsStepCallbacks = new Array<(impostor: PhysicsImpostor) => void>();\r\n private _onAfterPhysicsStepCallbacks = new Array<(impostor: PhysicsImpostor) => void>();\r\n /** @hidden */\r\n public _onPhysicsCollideCallbacks: Array<{\r\n callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor, point: Nullable<Vector3>) => void;\r\n otherImpostors: Array<PhysicsImpostor>;\r\n }> = [];\r\n\r\n private _deltaPosition: Vector3 = Vector3.Zero();\r\n private _deltaRotation: Quaternion;\r\n private _deltaRotationConjugated: Quaternion;\r\n\r\n /** @hidden */\r\n public _isFromLine: boolean;\r\n\r\n //If set, this is this impostor's parent\r\n private _parent: Nullable<PhysicsImpostor>;\r\n\r\n private _isDisposed = false;\r\n\r\n private static _TmpVecs: Vector3[] = ArrayTools.BuildArray(3, Vector3.Zero);\r\n private static _TmpQuat: Quaternion = Quaternion.Identity();\r\n\r\n /**\r\n * Specifies if the physics imposter is disposed\r\n */\r\n get isDisposed(): boolean {\r\n return this._isDisposed;\r\n }\r\n\r\n /**\r\n * Gets the mass of the physics imposter\r\n */\r\n get mass(): number {\r\n return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyMass(this) : 0;\r\n }\r\n\r\n set mass(value: number) {\r\n this.setMass(value);\r\n }\r\n\r\n /**\r\n * Gets the coefficient of friction\r\n */\r\n get friction(): number {\r\n return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyFriction(this) : 0;\r\n }\r\n\r\n /**\r\n * Sets the coefficient of friction\r\n */\r\n set friction(value: number) {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n this._physicsEngine.getPhysicsPlugin().setBodyFriction(this, value);\r\n }\r\n\r\n /**\r\n * Gets the coefficient of restitution\r\n */\r\n get restitution(): number {\r\n return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyRestitution(this) : 0;\r\n }\r\n\r\n /**\r\n * Sets the coefficient of restitution\r\n */\r\n set restitution(value: number) {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n this._physicsEngine.getPhysicsPlugin().setBodyRestitution(this, value);\r\n }\r\n\r\n /**\r\n * Gets the pressure of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n get pressure(): number {\r\n if (!this._physicsEngine) {\r\n return 0;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.setBodyPressure) {\r\n return 0;\r\n }\r\n return plugin.getBodyPressure!(this);\r\n }\r\n\r\n /**\r\n * Sets the pressure of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n set pressure(value: number) {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.setBodyPressure) {\r\n return;\r\n }\r\n plugin.setBodyPressure!(this, value);\r\n }\r\n\r\n /**\r\n * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n get stiffness(): number {\r\n if (!this._physicsEngine) {\r\n return 0;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.getBodyStiffness) {\r\n return 0;\r\n }\r\n return plugin.getBodyStiffness!(this);\r\n }\r\n\r\n /**\r\n * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n set stiffness(value: number) {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.setBodyStiffness) {\r\n return;\r\n }\r\n plugin.setBodyStiffness!(this, value);\r\n }\r\n\r\n /**\r\n * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n get velocityIterations(): number {\r\n if (!this._physicsEngine) {\r\n return 0;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.getBodyVelocityIterations) {\r\n return 0;\r\n }\r\n return plugin.getBodyVelocityIterations!(this);\r\n }\r\n\r\n /**\r\n * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n set velocityIterations(value: number) {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.setBodyVelocityIterations) {\r\n return;\r\n }\r\n plugin.setBodyVelocityIterations!(this, value);\r\n }\r\n\r\n /**\r\n * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n get positionIterations(): number {\r\n if (!this._physicsEngine) {\r\n return 0;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.getBodyPositionIterations) {\r\n return 0;\r\n }\r\n return plugin.getBodyPositionIterations!(this);\r\n }\r\n\r\n /**\r\n * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n set positionIterations(value: number) {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.setBodyPositionIterations) {\r\n return;\r\n }\r\n plugin.setBodyPositionIterations!(this, value);\r\n }\r\n\r\n /**\r\n * The unique id of the physics imposter\r\n * set by the physics engine when adding this impostor to the array\r\n */\r\n public uniqueId: number;\r\n\r\n /**\r\n * @hidden\r\n */\r\n public soft: boolean = false;\r\n\r\n /**\r\n * @hidden\r\n */\r\n public segments: number = 0;\r\n\r\n private _joints: Array<{\r\n joint: PhysicsJoint;\r\n otherImpostor: PhysicsImpostor;\r\n }>;\r\n\r\n /**\r\n * Initializes the physics imposter\r\n * @param object The physics-enabled object used as the physics imposter\r\n * @param type The type of the physics imposter. Types are available as static members of this class.\r\n * @param _options The options for the physics imposter\r\n * @param _scene The Babylon scene\r\n */\r\n constructor(\r\n /**\r\n * The physics-enabled object used as the physics imposter\r\n */\r\n public object: IPhysicsEnabledObject,\r\n /**\r\n * The type of the physics imposter\r\n */\r\n public type: number,\r\n private _options: PhysicsImpostorParameters = { mass: 0 },\r\n private _scene?: Scene\r\n ) {\r\n //sanity check!\r\n if (!this.object) {\r\n Logger.Error(\"No object was provided. A physics object is obligatory\");\r\n return;\r\n }\r\n if (this.object.parent && _options.mass !== 0) {\r\n Logger.Warn(\"A physics impostor has been created for an object which has a parent. Babylon physics currently works in local space so unexpected issues may occur.\");\r\n }\r\n\r\n // Legacy support for old syntax.\r\n if (!this._scene && object.getScene) {\r\n this._scene = object.getScene();\r\n }\r\n\r\n if (!this._scene) {\r\n return;\r\n }\r\n\r\n if (this.type > 100) {\r\n this.soft = true;\r\n }\r\n\r\n this._physicsEngine = this._scene.getPhysicsEngine();\r\n if (!this._physicsEngine) {\r\n Logger.Error(\"Physics not enabled. Please use scene.enablePhysics(...) before creating impostors.\");\r\n } else {\r\n //set the object's quaternion, if not set\r\n if (!this.object.rotationQuaternion) {\r\n if (this.object.rotation) {\r\n this.object.rotationQuaternion = Quaternion.RotationYawPitchRoll(this.object.rotation.y, this.object.rotation.x, this.object.rotation.z);\r\n } else {\r\n this.object.rotationQuaternion = new Quaternion();\r\n }\r\n }\r\n //default options params\r\n this._options.mass = _options.mass === void 0 ? 0 : _options.mass;\r\n this._options.friction = _options.friction === void 0 ? 0.2 : _options.friction;\r\n this._options.restitution = _options.restitution === void 0 ? 0.2 : _options.restitution;\r\n if (this.soft) {\r\n //softbody mass must be above 0;\r\n this._options.mass = this._options.mass > 0 ? this._options.mass : 1;\r\n this._options.pressure = _options.pressure === void 0 ? 200 : _options.pressure;\r\n this._options.stiffness = _options.stiffness === void 0 ? 1 : _options.stiffness;\r\n this._options.velocityIterations = _options.velocityIterations === void 0 ? 20 : _options.velocityIterations;\r\n this._options.positionIterations = _options.positionIterations === void 0 ? 20 : _options.positionIterations;\r\n this._options.fixedPoints = _options.fixedPoints === void 0 ? 0 : _options.fixedPoints;\r\n this._options.margin = _options.margin === void 0 ? 0 : _options.margin;\r\n this._options.damping = _options.damping === void 0 ? 0 : _options.damping;\r\n this._options.path = _options.path === void 0 ? null : _options.path;\r\n this._options.shape = _options.shape === void 0 ? null : _options.shape;\r\n }\r\n this._joints = [];\r\n //If the mesh has a parent, don't initialize the physicsBody. Instead wait for the parent to do that.\r\n if (!this.object.parent || this._options.ignoreParent) {\r\n this._init();\r\n } else if (this.object.parent.physicsImpostor) {\r\n Logger.Warn(\"You must affect impostors to children before affecting impostor to parent.\");\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * This function will completely initialize this impostor.\r\n * It will create a new body - but only if this mesh has no parent.\r\n * If it has, this impostor will not be used other than to define the impostor\r\n * of the child mesh.\r\n * @hidden\r\n */\r\n public _init() {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n\r\n this._physicsEngine.removeImpostor(this);\r\n this.physicsBody = null;\r\n this._parent = this._parent || this._getPhysicsParent();\r\n if (!this._isDisposed && (!this.parent || this._options.ignoreParent)) {\r\n this._physicsEngine.addImpostor(this);\r\n }\r\n }\r\n\r\n private _getPhysicsParent(): Nullable<PhysicsImpostor> {\r\n if (this.object.parent instanceof AbstractMesh) {\r\n const parentMesh: AbstractMesh = <AbstractMesh>this.object.parent;\r\n return parentMesh.physicsImpostor;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Should a new body be generated.\r\n * @returns boolean specifying if body initialization is required\r\n */\r\n public isBodyInitRequired(): boolean {\r\n return this._bodyUpdateRequired || (!this._physicsBody && (!this._parent || !!this._options.ignoreParent));\r\n }\r\n\r\n /**\r\n * Sets the updated scaling\r\n */\r\n public setScalingUpdated() {\r\n this.forceUpdate();\r\n }\r\n\r\n /**\r\n * Force a regeneration of this or the parent's impostor's body.\r\n * Use under cautious - This will remove all joints already implemented.\r\n */\r\n public forceUpdate() {\r\n this._init();\r\n if (this.parent && !this._options.ignoreParent) {\r\n this.parent.forceUpdate();\r\n }\r\n }\r\n\r\n /*public get mesh(): AbstractMesh {\r\n return this._mesh;\r\n }*/\r\n\r\n /**\r\n * Gets the body that holds this impostor. Either its own, or its parent.\r\n */\r\n public get physicsBody(): any {\r\n return this._parent && !this._options.ignoreParent ? this._parent.physicsBody : this._physicsBody;\r\n }\r\n\r\n /**\r\n * Get the parent of the physics imposter\r\n * @returns Physics imposter or null\r\n */\r\n public get parent(): Nullable<PhysicsImpostor> {\r\n return !this._options.ignoreParent && this._parent ? this._parent : null;\r\n }\r\n\r\n /**\r\n * Sets the parent of the physics imposter\r\n */\r\n public set parent(value: Nullable<PhysicsImpostor>) {\r\n this._parent = value;\r\n }\r\n\r\n /**\r\n * Set the physics body. Used mainly by the physics engine/plugin\r\n */\r\n public set physicsBody(physicsBody: any) {\r\n if (this._physicsBody && this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().removePhysicsBody(this);\r\n }\r\n this._physicsBody = physicsBody;\r\n this.resetUpdateFlags();\r\n }\r\n\r\n /**\r\n * Resets the update flags\r\n */\r\n public resetUpdateFlags() {\r\n this._bodyUpdateRequired = false;\r\n }\r\n\r\n /**\r\n * Gets the object extend size\r\n * @returns the object extend size\r\n */\r\n public getObjectExtendSize(): Vector3 {\r\n if (this.object.getBoundingInfo) {\r\n const q = this.object.rotationQuaternion;\r\n const scaling = this.object.scaling.clone();\r\n //reset rotation\r\n this.object.rotationQuaternion = PhysicsImpostor.IDENTITY_QUATERNION;\r\n //calculate the world matrix with no rotation\r\n const worldMatrix = this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);\r\n if (worldMatrix) {\r\n worldMatrix.decompose(scaling, undefined, undefined);\r\n }\r\n const boundingInfo = this.object.getBoundingInfo();\r\n // get the global scaling of the object\r\n const size = boundingInfo.boundingBox.extendSize.scale(2).multiplyInPlace(scaling);\r\n size.x = Math.abs(size.x);\r\n size.y = Math.abs(size.y);\r\n size.z = Math.abs(size.z);\r\n //bring back the rotation\r\n this.object.rotationQuaternion = q;\r\n //calculate the world matrix with the new rotation\r\n this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);\r\n return size;\r\n } else {\r\n return PhysicsImpostor.DEFAULT_OBJECT_SIZE;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the object center\r\n * @returns The object center\r\n */\r\n public getObjectCenter(): Vector3 {\r\n if (this.object.getBoundingInfo) {\r\n const boundingInfo = this.object.getBoundingInfo();\r\n return boundingInfo.boundingBox.centerWorld;\r\n } else {\r\n return this.object.position;\r\n }\r\n }\r\n\r\n /**\r\n * Get a specific parameter from the options parameters\r\n * @param paramName The object parameter name\r\n * @returns The object parameter\r\n */\r\n public getParam(paramName: string): any {\r\n return (<any>this._options)[paramName];\r\n }\r\n\r\n /**\r\n * Sets a specific parameter in the options given to the physics plugin\r\n * @param paramName The parameter name\r\n * @param value The value of the parameter\r\n */\r\n public setParam(paramName: string, value: number) {\r\n (<any>this._options)[paramName] = value;\r\n this._bodyUpdateRequired = true;\r\n }\r\n\r\n /**\r\n * Specifically change the body's mass option. Won't recreate the physics body object\r\n * @param mass The mass of the physics imposter\r\n */\r\n public setMass(mass: number) {\r\n if (this.getParam(\"mass\") !== mass) {\r\n this.setParam(\"mass\", mass);\r\n }\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().setBodyMass(this, mass);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the linear velocity\r\n * @returns linear velocity or null\r\n */\r\n public getLinearVelocity(): Nullable<Vector3> {\r\n return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getLinearVelocity(this) : Vector3.Zero();\r\n }\r\n\r\n /**\r\n * Sets the linear velocity\r\n * @param velocity linear velocity or null\r\n */\r\n public setLinearVelocity(velocity: Nullable<Vector3>) {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().setLinearVelocity(this, velocity);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the angular velocity\r\n * @returns angular velocity or null\r\n */\r\n public getAngularVelocity(): Nullable<Vector3> {\r\n return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getAngularVelocity(this) : Vector3.Zero();\r\n }\r\n\r\n /**\r\n * Sets the angular velocity\r\n * @param velocity The velocity or null\r\n */\r\n public setAngularVelocity(velocity: Nullable<Vector3>) {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().setAngularVelocity(this, velocity);\r\n }\r\n }\r\n\r\n /**\r\n * Execute a function with the physics plugin native code\r\n * Provide a function the will have two variables - the world object and the physics body object\r\n * @param func The function to execute with the physics plugin native code\r\n */\r\n\r\n public executeNativeFunction(func: (world: any, physicsBody: any) => void) {\r\n if (this._physicsEngine) {\r\n func(this._physicsEngine.getPhysicsPlugin().world, this.physicsBody);\r\n }\r\n }\r\n\r\n /**\r\n * Register a function that will be executed before the physics world is stepping forward\r\n * @param func The function to execute before the physics world is stepped forward\r\n */\r\n public registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void {\r\n this._onBeforePhysicsStepCallbacks.push(func);\r\n }\r\n\r\n /**\r\n * Unregister a function that will be executed before the physics world is stepping forward\r\n * @param func The function to execute before the physics world is stepped forward\r\n */\r\n public unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void {\r\n const index = this._onBeforePhysicsStepCallbacks.indexOf(func);\r\n\r\n if (index > -1) {\r\n this._onBeforePhysicsStepCallbacks.splice(index, 1);\r\n } else {\r\n Logger.Warn(\"Function to remove was not found\");\r\n }\r\n }\r\n\r\n /**\r\n * Register a function that will be executed after the physics step\r\n * @param func The function to execute after physics step\r\n */\r\n public registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void {\r\n this._onAfterPhysicsStepCallbacks.push(func);\r\n }\r\n\r\n /**\r\n * Unregisters a function that will be executed after the physics step\r\n * @param func The function to execute after physics step\r\n */\r\n public unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void {\r\n const index = this._onAfterPhysicsStepCallbacks.indexOf(func);\r\n\r\n if (index > -1) {\r\n this._onAfterPhysicsStepCallbacks.splice(index, 1);\r\n } else {\r\n Logger.Warn(\"Function to remove was not found\");\r\n }\r\n }\r\n\r\n /**\r\n * register a function that will be executed when this impostor collides against a different body\r\n * @param collideAgainst Physics imposter, or array of physics imposters to collide against\r\n * @param func Callback that is executed on collision\r\n */\r\n public registerOnPhysicsCollide(\r\n collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>,\r\n func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor, point: Nullable<Vector3>) => void\r\n ): void {\r\n const collidedAgainstList: Array<PhysicsImpostor> = collideAgainst instanceof Array ? <Array<PhysicsImpostor>>collideAgainst : [<PhysicsImpostor>collideAgainst];\r\n this._onPhysicsCollideCallbacks.push({ callback: func, otherImpostors: collidedAgainstList });\r\n }\r\n\r\n /**\r\n * Unregisters the physics imposter on contact\r\n * @param collideAgainst The physics object to collide against\r\n * @param func Callback to execute on collision\r\n */\r\n public unregisterOnPhysicsCollide(\r\n collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>,\r\n func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>, point: Nullable<Vector3>) => void\r\n ): void {\r\n const collidedAgainstList: Array<PhysicsImpostor> = collideAgainst instanceof Array ? <Array<PhysicsImpostor>>collideAgainst : [<PhysicsImpostor>collideAgainst];\r\n let index = -1;\r\n const found = this._onPhysicsCollideCallbacks.some((cbDef, idx) => {\r\n if (cbDef.callback === func && cbDef.otherImpostors.length === collidedAgainstList.length) {\r\n // chcek the arrays match\r\n const sameList = cbDef.otherImpostors.every((impostor) => {\r\n return collidedAgainstList.indexOf(impostor) > -1;\r\n });\r\n if (sameList) {\r\n index = idx;\r\n }\r\n return sameList;\r\n }\r\n return false;\r\n });\r\n\r\n if (found) {\r\n this._onPhysicsCollideCallbacks.splice(index, 1);\r\n } else {\r\n Logger.Warn(\"Function to remove was not found\");\r\n }\r\n }\r\n\r\n //temp variables for parent rotation calculations\r\n //private _mats: Array<Matrix> = [new Matrix(), new Matrix()];\r\n private _tmpQuat: Quaternion = new Quaternion();\r\n private _tmpQuat2: Quaternion = new Quaternion();\r\n\r\n /**\r\n * Get the parent rotation\r\n * @returns The parent rotation\r\n */\r\n public getParentsRotation(): Quaternion {\r\n let parent = this.object.parent;\r\n this._tmpQuat.copyFromFloats(0, 0, 0, 1);\r\n while (parent) {\r\n if (parent.rotationQuaternion) {\r\n this._tmpQuat2.copyFrom(parent.rotationQuaternion);\r\n } else {\r\n Quaternion.RotationYawPitchRollToRef(parent.rotation.y, parent.rotation.x, parent.rotation.z, this._tmpQuat2);\r\n }\r\n this._tmpQuat.multiplyToRef(this._tmpQuat2, this._tmpQuat);\r\n parent = parent.parent;\r\n }\r\n return this._tmpQuat;\r\n }\r\n\r\n /**\r\n * this function is executed by the physics engine.\r\n */\r\n public beforeStep = () => {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n\r\n this.object.translate(this._deltaPosition, -1);\r\n this._deltaRotationConjugated &&\r\n this.object.rotationQuaternion &&\r\n this.object.rotationQuaternion.multiplyToRef(this._deltaRotationConjugated, this.object.rotationQuaternion);\r\n this.object.computeWorldMatrix(false);\r\n if (this.object.parent && this.object.rotationQuaternion) {\r\n this.getParentsRotation();\r\n this._tmpQuat.multiplyToRef(this.object.rotationQuaternion, this._tmpQuat);\r\n } else {\r\n this._tmpQuat.copyFrom(this.object.rotationQuaternion || new Quaternion());\r\n }\r\n if (!this._options.disableBidirectionalTransformation) {\r\n this.object.rotationQuaternion &&\r\n this._physicsEngine.getPhysicsPlugin().setPhysicsBodyTransformation(this, /*bInfo.boundingBox.centerWorld*/ this.object.getAbsolutePosition(), this._tmpQuat);\r\n }\r\n\r\n this._onBeforePhysicsStepCallbacks.forEach((func) => {\r\n func(this);\r\n });\r\n };\r\n\r\n /**\r\n * this function is executed by the physics engine\r\n */\r\n public afterStep = () => {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n\r\n this._onAfterPhysicsStepCallbacks.forEach((func) => {\r\n func(this);\r\n });\r\n\r\n this._physicsEngine.getPhysicsPlugin().setTransformationFromPhysicsBody(this);\r\n // object has now its world rotation. needs to be converted to local.\r\n if (this.object.parent && this.object.rotationQuaternion) {\r\n this.getParentsRotation();\r\n this._tmpQuat.conjugateInPlace();\r\n this._tmpQuat.multiplyToRef(this.object.rotationQuaternion, this.object.rotationQuaternion);\r\n }\r\n // take the position set and make it the absolute position of this object.\r\n this.object.setAbsolutePosition(this.object.position);\r\n this._deltaRotation && this.object.rotationQuaternion && this.object.rotationQuaternion.multiplyToRef(this._deltaRotation, this.object.rotationQuaternion);\r\n this.object.translate(this._deltaPosition, 1);\r\n };\r\n\r\n /**\r\n * Legacy collision detection event support\r\n */\r\n public onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void> = null;\r\n\r\n /**\r\n * event and body object due to cannon's event-based architecture.\r\n * @param e\r\n * @param e.body\r\n * @param e.point\r\n */\r\n public onCollide = (e: { body: any; point: Nullable<Vector3> }) => {\r\n if (!this._onPhysicsCollideCallbacks.length && !this.onCollideEvent) {\r\n return;\r\n }\r\n\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n const otherImpostor = this._physicsEngine.getImpostorWithPhysicsBody(e.body);\r\n if (otherImpostor) {\r\n // Legacy collision detection event support\r\n if (this.onCollideEvent) {\r\n this.onCollideEvent(this, otherImpostor);\r\n }\r\n this._onPhysicsCollideCallbacks\r\n .filter((obj) => {\r\n return obj.otherImpostors.indexOf(<PhysicsImpostor>otherImpostor) !== -1;\r\n })\r\n .forEach((obj) => {\r\n obj.callback(this, <PhysicsImpostor>otherImpostor, e.point);\r\n });\r\n }\r\n };\r\n\r\n /**\r\n * Apply a force\r\n * @param force The force to apply\r\n * @param contactPoint The contact point for the force\r\n * @returns The physics imposter\r\n */\r\n public applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().applyForce(this, force, contactPoint);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Apply an impulse\r\n * @param force The impulse force\r\n * @param contactPoint The contact point for the impulse force\r\n * @returns The physics imposter\r\n */\r\n public applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().applyImpulse(this, force, contactPoint);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * A help function to create a joint\r\n * @param otherImpostor A physics imposter used to create a joint\r\n * @param jointType The type of joint\r\n * @param jointData The data for the joint\r\n * @returns The physics imposter\r\n */\r\n public createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor {\r\n const joint = new PhysicsJoint(jointType, jointData);\r\n this.addJoint(otherImpostor, joint);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Add a joint to this impostor with a different impostor\r\n * @param otherImpostor A physics imposter used to add a joint\r\n * @param joint The joint to add\r\n * @returns The physics imposter\r\n */\r\n public addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor {\r\n this._joints.push({\r\n otherImpostor: otherImpostor,\r\n joint: joint,\r\n });\r\n\r\n if (this._physicsEngine) {\r\n this._physicsEngine.addJoint(this, otherImpostor, joint);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Add an anchor to a cloth impostor\r\n * @param otherImpostor rigid impostor to anchor to\r\n * @param width ratio across width from 0 to 1\r\n * @param height ratio up height from 0 to 1\r\n * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little stretch\r\n * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false\r\n * @returns impostor the soft imposter\r\n */\r\n public addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor {\r\n if (!this._physicsEngine) {\r\n return this;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.appendAnchor) {\r\n return this;\r\n }\r\n if (this._physicsEngine) {\r\n plugin.appendAnchor!(this, otherImpostor, width, height, influence, noCollisionBetweenLinkedBodies);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Add a hook to a rope impostor\r\n * @param otherImpostor rigid impostor to anchor to\r\n * @param length ratio across rope from 0 to 1\r\n * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little stretch\r\n * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false\r\n * @returns impostor the rope imposter\r\n */\r\n public addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor {\r\n if (!this._physicsEngine) {\r\n return this;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.appendAnchor) {\r\n return this;\r\n }\r\n if (this._physicsEngine) {\r\n plugin.appendHook!(this, otherImpostor, length, influence, noCollisionBetweenLinkedBodies);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Will keep this body still, in a sleep mode.\r\n * @returns the physics imposter\r\n */\r\n public sleep(): PhysicsImpostor {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().sleepBody(this);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Wake the body up.\r\n * @returns The physics imposter\r\n */\r\n public wakeUp(): PhysicsImpostor {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().wakeUpBody(this);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Clones the physics imposter\r\n * @param newObject The physics imposter clones to this physics-enabled object\r\n * @returns A nullable physics imposter\r\n */\r\n public clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor> {\r\n if (!newObject) {\r\n return null;\r\n }\r\n return new PhysicsImpostor(newObject, this.type, this._options, this._scene);\r\n }\r\n\r\n /**\r\n * Disposes the physics imposter\r\n */\r\n public dispose(/*disposeChildren: boolean = true*/) {\r\n //no dispose if no physics engine is available.\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n\r\n this._joints.forEach((j) => {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.removeJoint(this, j.otherImpostor, j.joint);\r\n }\r\n });\r\n //dispose the physics body\r\n this._physicsEngine.removeImpostor(this);\r\n if (this.parent) {\r\n this.parent.forceUpdate();\r\n } else {\r\n /*this._object.getChildMeshes().forEach(function(mesh) {\r\n if (mesh.physicsImpostor) {\r\n if (disposeChildren) {\r\n mesh.physicsImpostor.dispose();\r\n mesh.physicsImpostor = null;\r\n }\r\n }\r\n })*/\r\n }\r\n\r\n this._isDisposed = true;\r\n }\r\n\r\n /**\r\n * Sets the delta position\r\n * @param position The delta position amount\r\n */\r\n public setDeltaPosition(position: Vector3) {\r\n this._deltaPosition.copyFrom(position);\r\n }\r\n\r\n /**\r\n * Sets the delta rotation\r\n * @param rotation The delta rotation amount\r\n */\r\n public setDeltaRotation(rotation: Quaternion) {\r\n if (!this._deltaRotation) {\r\n this._deltaRotation = new Quaternion();\r\n }\r\n this._deltaRotation.copyFrom(rotation);\r\n this._deltaRotationConjugated = this._deltaRotation.conjugate();\r\n }\r\n\r\n /**\r\n * Gets the box size of the physics imposter and stores the result in the input parameter\r\n * @param result Stores the box size\r\n * @returns The physics imposter\r\n */\r\n public getBoxSizeToRef(result: Vector3): PhysicsImpostor {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().getBoxSizeToRef(this, result);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets the radius of the physics imposter\r\n * @returns Radius of the physics imposter\r\n */\r\n public getRadius(): number {\r\n return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getRadius(this) : 0;\r\n }\r\n\r\n /**\r\n * Sync a bone with this impostor\r\n * @param bone The bone to sync to the impostor.\r\n * @param boneMesh The mesh that the bone is influencing.\r\n * @param jointPivot The pivot of the joint / bone in local space.\r\n * @param distToJoint Optional distance from the impostor to the joint.\r\n * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.\r\n */\r\n public syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion) {\r\n const tempVec = PhysicsImpostor._TmpVecs[0];\r\n const mesh = <AbstractMesh>this.object;\r\n\r\n if (mesh.rotationQuaternion) {\r\n if (adjustRotation) {\r\n const tempQuat = PhysicsImpostor._TmpQuat;\r\n mesh.rotationQuaternion.multiplyToRef(adjustRotation, tempQuat);\r\n bone.setRotationQuaternion(tempQuat, Space.WORLD, boneMesh);\r\n } else {\r\n bone.setRotationQuaternion(mesh.rotationQuaternion, Space.WORLD, boneMesh);\r\n }\r\n }\r\n\r\n tempVec.x = 0;\r\n tempVec.y = 0;\r\n tempVec.z = 0;\r\n\r\n if (jointPivot) {\r\n tempVec.x = jointPivot.x;\r\n tempVec.y = jointPivot.y;\r\n tempVec.z = jointPivot.z;\r\n\r\n bone.getDirectionToRef(tempVec, boneMesh, tempVec);\r\n\r\n if (distToJoint === undefined || distToJoint === null) {\r\n distToJoint = jointPivot.length();\r\n }\r\n\r\n tempVec.x *= distToJoint;\r\n tempVec.y *= distToJoint;\r\n tempVec.z *= distToJoint;\r\n }\r\n\r\n if (bone.getParent()) {\r\n tempVec.addInPlace(mesh.getAbsolutePosition());\r\n bone.setAbsolutePosition(tempVec, boneMesh);\r\n } else {\r\n boneMesh.setAbsolutePosition(mesh.getAbsolutePosition());\r\n boneMesh.position.x -= tempVec.x;\r\n boneMesh.position.y -= tempVec.y;\r\n boneMesh.position.z -= tempVec.z;\r\n }\r\n }\r\n\r\n /**\r\n * Sync impostor to a bone\r\n * @param bone The bone that the impostor will be synced to.\r\n * @param boneMesh The mesh that the bone is influencing.\r\n * @param jointPivot The pivot of the joint / bone in local space.\r\n * @param distToJoint Optional distance from the impostor to the joint.\r\n * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.\r\n * @param boneAxis Optional vector3 axis the bone is aligned with\r\n */\r\n public syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3) {\r\n const mesh = <AbstractMesh>this.object;\r\n\r\n if (mesh.rotationQuaternion) {\r\n if (adjustRotation) {\r\n const tempQuat = PhysicsImpostor._TmpQuat;\r\n bone.getRotationQuaternionToRef(Space.WORLD, boneMesh, tempQuat);\r\n tempQuat.multiplyToRef(adjustRotation, mesh.rotationQuaternion);\r\n } else {\r\n bone.getRotationQuaternionToRef(Space.WORLD, boneMesh, mesh.rotationQuaternion);\r\n }\r\n }\r\n\r\n const pos = PhysicsImpostor._TmpVecs[0];\r\n const boneDir = PhysicsImpostor._TmpVecs[1];\r\n\r\n if (!boneAxis) {\r\n boneAxis = PhysicsImpostor._TmpVecs[2];\r\n boneAxis.x = 0;\r\n boneAxis.y = 1;\r\n boneAxis.z = 0;\r\n }\r\n\r\n bone.getDirectionToRef(boneAxis, boneMesh, boneDir);\r\n bone.getAbsolutePositionToRef(boneMesh, pos);\r\n\r\n if ((distToJoint === undefined || distToJoint === null) && jointPivot) {\r\n distToJoint = jointPivot.length();\r\n }\r\n\r\n if (distToJoint !== undefined && distToJoint !== null) {\r\n pos.x += boneDir.x * distToJoint;\r\n pos.y += boneDir.y * distToJoint;\r\n pos.z += boneDir.z * distToJoint;\r\n }\r\n\r\n mesh.setAbsolutePosition(pos);\r\n }\r\n\r\n //Impostor types\r\n /**\r\n * No-Imposter type\r\n */\r\n public static NoImpostor = 0;\r\n /**\r\n * Sphere-Imposter type\r\n */\r\n public static SphereImpostor = 1;\r\n /**\r\n * Box-Imposter type\r\n */\r\n public static BoxImpostor = 2;\r\n /**\r\n * Plane-Imposter type\r\n */\r\n public static PlaneImpostor = 3;\r\n /**\r\n * Mesh-imposter type (Only available to objects with vertices data)\r\n */\r\n public static MeshImpostor = 4;\r\n /**\r\n * Capsule-Impostor type (Ammo.js plugin only)\r\n */\r\n public static CapsuleImpostor = 6;\r\n /**\r\n * Cylinder-Imposter type\r\n */\r\n public static CylinderImpostor = 7;\r\n /**\r\n * Particle-Imposter type\r\n */\r\n public static ParticleImpostor = 8;\r\n /**\r\n * Heightmap-Imposter type\r\n */\r\n public static HeightmapImpostor = 9;\r\n /**\r\n * ConvexHull-Impostor type (Ammo.js plugin only)\r\n */\r\n public static ConvexHullImpostor = 10;\r\n /**\r\n * Custom-Imposter type (Ammo.js plugin only)\r\n */\r\n public static CustomImpostor = 100;\r\n /**\r\n * Rope-Imposter type\r\n */\r\n public static RopeImpostor = 101;\r\n /**\r\n * Cloth-Imposter type\r\n */\r\n public static ClothImpostor = 102;\r\n /**\r\n * Softbody-Imposter type\r\n */\r\n public static SoftbodyImpostor = 103;\r\n}\r\n"]}
@@ -59,7 +59,6 @@ export declare class SSAORenderingPipeline extends PostProcessRenderPipeline {
59
59
  */
60
60
  base: number;
61
61
  private _scene;
62
- private _depthTexture;
63
62
  private _randomTexture;
64
63
  private _originalColorPostProcess;
65
64
  private _ssaoPostProcess;
@@ -79,6 +78,12 @@ export declare class SSAORenderingPipeline extends PostProcessRenderPipeline {
79
78
  * @param cameras - The array of cameras that the rendering pipeline will be attached to
80
79
  */
81
80
  constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
81
+ /**
82
+ * @param cameras
83
+ * @param unique
84
+ * @hidden
85
+ */
86
+ _attachCameras(cameras: any, unique: boolean): void;
82
87
  /**
83
88
  * Get the class name
84
89
  * @returns "SSAORenderingPipeline"
@@ -82,7 +82,6 @@ var SSAORenderingPipeline = /** @class */ (function (_super) {
82
82
  _this._scene = scene;
83
83
  // Set up assets
84
84
  _this._createRandomTexture();
85
- _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
86
85
  var ssaoRatio = ratio.ssaoRatio || ratio;
87
86
  var combineRatio = ratio.combineRatio || ratio;
88
87
  _this._originalColorPostProcess = new PassPostProcess("SSAOOriginalSceneColor", combineRatio, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
@@ -122,6 +121,18 @@ var SSAORenderingPipeline = /** @class */ (function (_super) {
122
121
  enumerable: false,
123
122
  configurable: true
124
123
  });
124
+ /**
125
+ * @param cameras
126
+ * @param unique
127
+ * @hidden
128
+ */
129
+ SSAORenderingPipeline.prototype._attachCameras = function (cameras, unique) {
130
+ _super.prototype._attachCameras.call(this, cameras, unique);
131
+ for (var _i = 0, _a = this._cameras; _i < _a.length; _i++) {
132
+ var camera = _a[_i];
133
+ this._scene.enableDepthRenderer(camera).getDepthMap(); // Force depth renderer "on"
134
+ }
135
+ };
125
136
  // Public Methods
126
137
  /**
127
138
  * Get the class name
@@ -193,7 +204,7 @@ var SSAORenderingPipeline = /** @class */ (function (_super) {
193
204
  effect.setFloat("area", _this.area);
194
205
  effect.setFloat("fallOff", _this.fallOff);
195
206
  effect.setFloat("base", _this.base);
196
- effect.setTexture("textureSampler", _this._depthTexture);
207
+ effect.setTexture("textureSampler", _this._scene.enableDepthRenderer(_this._scene.activeCamera).getDepthMap());
197
208
  effect.setTexture("randomSampler", _this._randomTexture);
198
209
  };
199
210
  };