@babylonjs/core 5.15.0 → 5.17.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/animatable.js +1 -1
- package/Animations/animatable.js.map +1 -1
- package/Animations/animation.d.ts +8 -1
- package/Animations/animation.js +8 -1
- package/Animations/animation.js.map +1 -1
- package/Animations/animationGroup.js +5 -4
- package/Animations/animationGroup.js.map +1 -1
- package/Audio/sound.js +2 -2
- package/Audio/sound.js.map +1 -1
- package/Bones/skeleton.js +1 -1
- package/Bones/skeleton.js.map +1 -1
- package/Cameras/Inputs/BaseCameraMouseWheelInput.d.ts +1 -1
- package/Cameras/Inputs/BaseCameraMouseWheelInput.js +8 -2
- package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js +2 -2
- package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.d.ts +0 -1
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +7 -2
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraKeyboardInput.js +3 -3
- package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
- package/Cameras/Inputs/followCameraKeyboardMoveInput.js +2 -2
- package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/followCameraMouseWheelInput.d.ts +0 -1
- package/Cameras/Inputs/followCameraMouseWheelInput.js +7 -2
- package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +3 -3
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraTouchInput.js +1 -1
- package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
- package/Cameras/VR/vrExperienceHelper.js +1 -1
- package/Cameras/VR/vrExperienceHelper.js.map +1 -1
- package/Cameras/VR/webVRCamera.js +1 -1
- package/Cameras/VR/webVRCamera.js.map +1 -1
- package/Cameras/arcRotateCamera.js +3 -2
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/camera.js +18 -3
- package/Cameras/camera.js.map +1 -1
- package/DeviceInput/InputDevices/webDeviceInputSystem.js +1 -1
- package/DeviceInput/InputDevices/webDeviceInputSystem.js.map +1 -1
- package/Engines/Extensions/engine.cubeTexture.js +3 -3
- package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
- package/Engines/Extensions/engine.rawTexture.js +3 -3
- package/Engines/Extensions/engine.rawTexture.js.map +1 -1
- package/Engines/Native/nativeInterfaces.d.ts +1 -0
- package/Engines/Native/nativeInterfaces.js.map +1 -1
- package/Engines/Processors/shaderCodeCursor.js +2 -1
- package/Engines/Processors/shaderCodeCursor.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.rawTexture.js +3 -3
- package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -1
- package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +6 -6
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +4 -4
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/engine.d.ts +0 -10
- package/Engines/engine.js +0 -14
- package/Engines/engine.js.map +1 -1
- package/Engines/nativeEngine.d.ts +7 -2
- package/Engines/nativeEngine.js +30 -10
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/thinEngine.d.ts +22 -2
- package/Engines/thinEngine.js +49 -9
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +1 -1
- package/Engines/webgpuEngine.js.map +1 -1
- package/Gizmos/boundingBoxGizmo.d.ts +4 -0
- package/Gizmos/boundingBoxGizmo.js +6 -0
- package/Gizmos/boundingBoxGizmo.js.map +1 -1
- package/Inputs/scene.inputManager.js +5 -4
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Loading/sceneLoader.js +12 -12
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/TBNBlock.d.ts +12 -0
- package/Materials/Node/Blocks/Fragment/TBNBlock.js +50 -0
- package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +2 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/Blocks/gradientBlock.js +1 -1
- package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +10 -1
- package/Materials/Node/nodeMaterial.js +43 -26
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +4 -4
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/Textures/baseTexture.d.ts +1 -1
- package/Materials/Textures/baseTexture.js +2 -2
- package/Materials/Textures/baseTexture.js.map +1 -1
- package/Materials/Textures/prePassRenderTarget.js +1 -1
- package/Materials/Textures/prePassRenderTarget.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.js +11 -3
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/Textures/videoTexture.js +4 -1
- package/Materials/Textures/videoTexture.js.map +1 -1
- package/Materials/imageProcessingConfiguration.js.map +1 -1
- package/Materials/materialDefines.js +3 -1
- package/Materials/materialDefines.js.map +1 -1
- package/Materials/materialHelper.d.ts +1 -1
- package/Materials/materialHelper.js +6 -6
- package/Materials/materialHelper.js.map +1 -1
- package/Materials/shaderMaterial.d.ts +10 -1
- package/Materials/shaderMaterial.js +10 -1
- package/Materials/shaderMaterial.js.map +1 -1
- package/Maths/math.color.d.ts +9 -1
- package/Maths/math.color.js +13 -1
- package/Maths/math.color.js.map +1 -1
- package/Meshes/Builders/icoSphereBuilder.js +2 -2
- package/Meshes/Builders/icoSphereBuilder.js.map +1 -1
- package/Meshes/abstractMesh.js +1 -1
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/geometry.js +3 -4
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/mesh.d.ts +1 -1
- package/Meshes/mesh.js +8 -7
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/thinInstanceMesh.js +5 -0
- package/Meshes/thinInstanceMesh.js.map +1 -1
- package/Meshes/transformNode.d.ts +2 -2
- package/Meshes/transformNode.js +1 -1
- package/Meshes/transformNode.js.map +1 -1
- package/Misc/smartArray.js +0 -1
- package/Misc/smartArray.js.map +1 -1
- package/Particles/computeShaderParticleSystem.js +2 -2
- package/Particles/computeShaderParticleSystem.js.map +1 -1
- package/Particles/particleHelper.d.ts +12 -1
- package/Particles/particleHelper.js +16 -5
- package/Particles/particleHelper.js.map +1 -1
- package/Particles/particleSystem.js +2 -2
- package/Particles/particleSystem.js.map +1 -1
- package/Particles/particleSystemSet.js +1 -1
- package/Particles/particleSystemSet.js.map +1 -1
- package/Particles/solidParticleSystem.d.ts +3 -0
- package/Particles/solidParticleSystem.js +3 -0
- package/Particles/solidParticleSystem.js.map +1 -1
- package/Particles/webgl2ParticleSystem.js +2 -2
- package/Particles/webgl2ParticleSystem.js.map +1 -1
- package/Physics/Plugins/cannonJSPlugin.js +1 -1
- package/Physics/Plugins/cannonJSPlugin.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js +3 -3
- package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
- package/Rendering/geometryBufferRenderer.js +3 -2
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Rendering/utilityLayerRenderer.js +1 -1
- package/Rendering/utilityLayerRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/helperFunctions.js +1 -1
- package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
- package/Shaders/geometry.fragment.js +1 -1
- package/Shaders/geometry.fragment.js.map +1 -1
- package/Sprites/spriteManager.d.ts +10 -1
- package/Sprites/spriteManager.js +10 -1
- package/Sprites/spriteManager.js.map +1 -1
- package/XR/features/WebXRLayers.js +1 -1
- package/XR/features/WebXRLayers.js.map +1 -1
- package/assetContainer.d.ts +1 -1
- package/assetContainer.js +23 -23
- package/assetContainer.js.map +1 -1
- package/node.js +1 -1
- package/node.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +8 -6
- package/scene.js +23 -14
- package/scene.js.map +1 -1
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@@ -6,7 +6,7 @@ import "./ShadersInclude/bumpFragmentFunctions.js";
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import "./ShadersInclude/helperFunctions.js";
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import "./ShadersInclude/bumpFragment.js";
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var name = "geometryPixelShader";
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var shader = "#extension GL_EXT_draw_buffers : require\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\nprecision highp float;\n#ifdef BUMP\nvarying mat4 vWorldView;\nvarying vec3 vNormalW;\n#else\nvarying vec3 vNormalV;\n#endif\nvarying vec4 vViewPos;\n#if defined(POSITION) || defined(BUMP)\nvarying vec3 vPositionW;\n#endif\n#ifdef VELOCITY\nvarying vec4 vCurrentPosition;\nvarying vec4 vPreviousPosition;\n#endif\n#ifdef NEED_UV\nvarying vec2 vUV;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform vec2 vTangentSpaceParams;\n#endif\n#if defined(REFLECTIVITY)\nvarying vec2 vReflectivityUV;\nvarying vec2 vAlbedoUV;\nuniform sampler2D reflectivitySampler;\nuniform sampler2D albedoSampler;\nuniform vec3 reflectivityColor;\nuniform vec3 albedoColor;\nuniform float metallic;\nuniform float glossiness;\n#endif\n#ifdef ALPHATEST\nuniform sampler2D diffuseSampler;\n#endif\n#include<mrtFragmentDeclaration>[RENDER_TARGET_COUNT]\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<helperFunctions>\nvoid main() {\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\nvec3 normalOutput;\n#ifdef BUMP\nvec3 normalW=normalize(vNormalW);\n#include<bumpFragment>\nnormalOutput=normalize(vec3(vWorldView*vec4(normalW,0.0)));\n#else\nnormalOutput=normalize(vNormalV);\n#endif\n#ifdef PREPASS\n#ifdef PREPASS_DEPTH\ngl_FragData[DEPTH_INDEX]=vec4(vViewPos.z/vViewPos.w,0.0,0.0,1.0);\n#endif\n#ifdef PREPASS_NORMAL\ngl_FragData[NORMAL_INDEX]=vec4(normalOutput,1.0);\n#endif\n#else\ngl_FragData[0]=vec4(vViewPos.z/vViewPos.w,0.0,0.0,1.0);\ngl_FragData[1]=vec4(normalOutput,1.0);\n#endif\n#ifdef POSITION\ngl_FragData[POSITION_INDEX]=vec4(vPositionW,1.0);\n#endif\n#ifdef VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;\nvec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;\nvec2 velocity=abs(a-b);\nvelocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;\ngl_FragData[VELOCITY_INDEX]=vec4(velocity,0.0,1.0);\n#endif\n#ifdef REFLECTIVITY\nvec4 reflectivity=vec4(1.0,1.0,1.0,1.0);\n#ifdef METALLICWORKFLOW\nfloat metal=1.0;\nfloat roughness=1.0;\n#ifdef ORMTEXTURE\nmetal*=texture2D(reflectivitySampler,vReflectivityUV).b;\nroughness*=texture2D(reflectivitySampler,vReflectivityUV).g;\n#endif\n#ifdef METALLIC\nmetal*=metallic;\n#endif\n#ifdef ROUGHNESS\nroughness*=(1.0-glossiness); \n#endif\nreflectivity.a-=roughness;\nvec3 color=vec3(1.0)
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var shader = "#extension GL_EXT_draw_buffers : require\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\nprecision highp float;\n#ifdef BUMP\nvarying mat4 vWorldView;\nvarying vec3 vNormalW;\n#else\nvarying vec3 vNormalV;\n#endif\nvarying vec4 vViewPos;\n#if defined(POSITION) || defined(BUMP)\nvarying vec3 vPositionW;\n#endif\n#ifdef VELOCITY\nvarying vec4 vCurrentPosition;\nvarying vec4 vPreviousPosition;\n#endif\n#ifdef NEED_UV\nvarying vec2 vUV;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform vec2 vTangentSpaceParams;\n#endif\n#if defined(REFLECTIVITY)\nvarying vec2 vReflectivityUV;\nvarying vec2 vAlbedoUV;\nuniform sampler2D reflectivitySampler;\nuniform sampler2D albedoSampler;\nuniform vec3 reflectivityColor;\nuniform vec3 albedoColor;\nuniform float metallic;\nuniform float glossiness;\n#endif\n#ifdef ALPHATEST\nuniform sampler2D diffuseSampler;\n#endif\n#include<mrtFragmentDeclaration>[RENDER_TARGET_COUNT]\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<helperFunctions>\nvoid main() {\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\nvec3 normalOutput;\n#ifdef BUMP\nvec3 normalW=normalize(vNormalW);\n#include<bumpFragment>\nnormalOutput=normalize(vec3(vWorldView*vec4(normalW,0.0)));\n#else\nnormalOutput=normalize(vNormalV);\n#endif\n#ifdef PREPASS\n#ifdef PREPASS_DEPTH\ngl_FragData[DEPTH_INDEX]=vec4(vViewPos.z/vViewPos.w,0.0,0.0,1.0);\n#endif\n#ifdef PREPASS_NORMAL\ngl_FragData[NORMAL_INDEX]=vec4(normalOutput,1.0);\n#endif\n#else\ngl_FragData[0]=vec4(vViewPos.z/vViewPos.w,0.0,0.0,1.0);\ngl_FragData[1]=vec4(normalOutput,1.0);\n#endif\n#ifdef POSITION\ngl_FragData[POSITION_INDEX]=vec4(vPositionW,1.0);\n#endif\n#ifdef VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;\nvec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;\nvec2 velocity=abs(a-b);\nvelocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;\ngl_FragData[VELOCITY_INDEX]=vec4(velocity,0.0,1.0);\n#endif\n#ifdef REFLECTIVITY\nvec4 reflectivity=vec4(1.0,1.0,1.0,1.0);\n#ifdef METALLICWORKFLOW\nfloat metal=1.0;\nfloat roughness=1.0;\n#ifdef ORMTEXTURE\nmetal*=texture2D(reflectivitySampler,vReflectivityUV).b;\nroughness*=texture2D(reflectivitySampler,vReflectivityUV).g;\n#endif\n#ifdef METALLIC\nmetal*=metallic;\n#endif\n#ifdef ROUGHNESS\nroughness*=(1.0-glossiness); \n#endif\nreflectivity.a-=roughness;\nvec3 color=vec3(1.0);\n#ifdef ALBEDOTEXTURE\ncolor=texture2D(albedoSampler,vAlbedoUV).rgb;\n#ifdef GAMMAALBEDO\ncolor=toLinearSpace(color);\n#endif\n#endif\n#ifdef ALBEDOCOLOR\ncolor*=albedoColor.xyz;\n#endif\nreflectivity.rgb=mix(vec3(0.04),color,metal);\n#else\n#ifdef SPECULARGLOSSINESSTEXTURE\nreflectivity=texture2D(reflectivitySampler,vReflectivityUV);\n#ifdef GAMMAREFLECTIVITYTEXTURE\nreflectivity.rgb=toLinearSpace(reflectivity.rgb);\n#endif\n#ifdef GLOSSINESSS\nreflectivity.a*=glossiness;\n#endif\n#else \n#ifdef REFLECTIVITYTEXTURE\nreflectivity.rbg=texture2D(reflectivitySampler,vReflectivityUV).rbg;\n#ifdef GAMMAREFLECTIVITYTEXTURE\nreflectivity.rgb=toLinearSpace(reflectivity.rgb);\n#endif\n#else\n#ifdef REFLECTIVITYCOLOR\nreflectivity.rgb=reflectivityColor.xyz;\nreflectivity.a=1.0;\n#endif\n#endif \n#ifdef GLOSSINESSS\nreflectivity.a=glossiness; \n#else\nreflectivity.a=1.0; \n#endif\n#endif\n#endif\nreflectivity.rgb=toGammaSpace(reflectivity.rgb); \ngl_FragData[REFLECTIVITY_INDEX]=reflectivity;\n#endif\n}\n";
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// Sideeffect
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ShaderStore.ShadersStore[name] = shader;
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/** @hidden */
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@@ -1 +1 @@
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-
{"version":3,"file":"geometry.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/geometry.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,yCAAyC,CAAC;AACjD,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,+BAA+B,CAAC;AAEvC,IAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,IAAM,MAAM,GAAG,
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{"version":3,"file":"geometry.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/geometry.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,yCAAyC,CAAC;AACjD,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,+BAA+B,CAAC;AAEvC,IAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,IAAM,MAAM,GAAG,65GAwId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAM,mBAAmB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/mrtFragmentDeclaration\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/bumpFragment\";\n\nconst name = \"geometryPixelShader\";\nconst shader = `#extension GL_EXT_draw_buffers : require\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\nprecision highp float;\r#ifdef BUMP\nvarying mat4 vWorldView;\rvarying vec3 vNormalW;\r#else\nvarying vec3 vNormalV;\r#endif\nvarying vec4 vViewPos;\r#if defined(POSITION) || defined(BUMP)\nvarying vec3 vPositionW;\r#endif\n#ifdef VELOCITY\nvarying vec4 vCurrentPosition;\rvarying vec4 vPreviousPosition;\r#endif\n#ifdef NEED_UV\nvarying vec2 vUV;\r#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\runiform vec2 vTangentSpaceParams;\r#endif\n#if defined(REFLECTIVITY)\nvarying vec2 vReflectivityUV;\rvarying vec2 vAlbedoUV;\runiform sampler2D reflectivitySampler;\runiform sampler2D albedoSampler;\runiform vec3 reflectivityColor;\runiform vec3 albedoColor;\runiform float metallic;\runiform float glossiness;\r#endif\n#ifdef ALPHATEST\nuniform sampler2D diffuseSampler;\r#endif\n#include<mrtFragmentDeclaration>[RENDER_TARGET_COUNT]\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<helperFunctions>\nvoid main() {\r#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\rdiscard;\r#endif\nvec3 normalOutput;\r#ifdef BUMP\nvec3 normalW=normalize(vNormalW);\r#include<bumpFragment>\nnormalOutput=normalize(vec3(vWorldView*vec4(normalW,0.0)));\r#else\nnormalOutput=normalize(vNormalV);\r#endif\n#ifdef PREPASS\n#ifdef PREPASS_DEPTH\ngl_FragData[DEPTH_INDEX]=vec4(vViewPos.z/vViewPos.w,0.0,0.0,1.0);\r#endif\n#ifdef PREPASS_NORMAL\ngl_FragData[NORMAL_INDEX]=vec4(normalOutput,1.0);\r#endif\n#else\ngl_FragData[0]=vec4(vViewPos.z/vViewPos.w,0.0,0.0,1.0);\rgl_FragData[1]=vec4(normalOutput,1.0);\r#endif\n#ifdef POSITION\ngl_FragData[POSITION_INDEX]=vec4(vPositionW,1.0);\r#endif\n#ifdef VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;\rvec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;\rvec2 velocity=abs(a-b);\rvelocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;\rgl_FragData[VELOCITY_INDEX]=vec4(velocity,0.0,1.0);\r#endif\n#ifdef REFLECTIVITY\nvec4 reflectivity=vec4(1.0,1.0,1.0,1.0);\r#ifdef METALLICWORKFLOW\nfloat metal=1.0;\rfloat roughness=1.0;\r#ifdef ORMTEXTURE\nmetal*=texture2D(reflectivitySampler,vReflectivityUV).b;\rroughness*=texture2D(reflectivitySampler,vReflectivityUV).g;\r#endif\n#ifdef METALLIC\nmetal*=metallic;\r#endif\n#ifdef ROUGHNESS\nroughness*=(1.0-glossiness); \r#endif\nreflectivity.a-=roughness;\rvec3 color=vec3(1.0);\r#ifdef ALBEDOTEXTURE\ncolor=texture2D(albedoSampler,vAlbedoUV).rgb;\r#ifdef GAMMAALBEDO\ncolor=toLinearSpace(color);\r#endif\n#endif\n#ifdef ALBEDOCOLOR\ncolor*=albedoColor.xyz;\r#endif\nreflectivity.rgb=mix(vec3(0.04),color,metal);\r#else\n#ifdef SPECULARGLOSSINESSTEXTURE\nreflectivity=texture2D(reflectivitySampler,vReflectivityUV);\r#ifdef GAMMAREFLECTIVITYTEXTURE\nreflectivity.rgb=toLinearSpace(reflectivity.rgb);\r#endif\n#ifdef GLOSSINESSS\nreflectivity.a*=glossiness;\r#endif\n#else \n#ifdef REFLECTIVITYTEXTURE\nreflectivity.rbg=texture2D(reflectivitySampler,vReflectivityUV).rbg;\r#ifdef GAMMAREFLECTIVITYTEXTURE\nreflectivity.rgb=toLinearSpace(reflectivity.rgb);\r#endif\n#else\n#ifdef REFLECTIVITYCOLOR\nreflectivity.rgb=reflectivityColor.xyz;\rreflectivity.a=1.0;\r#endif\n#endif \n#ifdef GLOSSINESSS\nreflectivity.a=glossiness; \r#else\nreflectivity.a=1.0; \r#endif\n#endif\n#endif\nreflectivity.rgb=toGammaSpace(reflectivity.rgb); \rgl_FragData[REFLECTIVITY_INDEX]=reflectivity;\r#endif\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const geometryPixelShader = { name, shader };\n"]}
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@@ -234,6 +234,15 @@ export declare class SpriteManager implements ISpriteManager {
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+
static ParseFromSnippetAsync(snippetId: string, scene: Scene, rootUrl?: string): Promise<SpriteManager>;
|
|
238
|
+
/**
|
|
239
|
+
* Creates a sprite manager from a snippet saved by the sprite editor
|
|
240
|
+
* @deprecated Please use ParseFromSnippetAsync instead
|
|
241
|
+
* @param snippetId defines the snippet to load (can be set to _BLANK to create a default one)
|
|
242
|
+
* @param scene defines the hosting scene
|
|
243
|
+
* @param rootUrl defines the root URL to use to load textures and relative dependencies
|
|
244
|
+
* @returns a promise that will resolve to the new sprite manager
|
|
245
|
+
*/
|
|
246
|
+
static CreateFromSnippetAsync: typeof SpriteManager.ParseFromSnippetAsync;
|
|
238
247
|
}
|
|
239
248
|
export {};
|
package/Sprites/spriteManager.js
CHANGED
|
@@ -581,7 +581,7 @@ var SpriteManager = /** @class */ (function () {
|
|
|
581
581
|
* @param rootUrl defines the root URL to use to load textures and relative dependencies
|
|
582
582
|
* @returns a promise that will resolve to the new sprite manager
|
|
583
583
|
*/
|
|
584
|
-
SpriteManager.
|
|
584
|
+
SpriteManager.ParseFromSnippetAsync = function (snippetId, scene, rootUrl) {
|
|
585
585
|
var _this = this;
|
|
586
586
|
if (rootUrl === void 0) { rootUrl = ""; }
|
|
587
587
|
if (snippetId === "_BLANK") {
|
|
@@ -609,6 +609,15 @@ var SpriteManager = /** @class */ (function () {
|
|
|
609
609
|
};
|
|
610
610
|
/** Define the Url to load snippets */
|
|
611
611
|
SpriteManager.SnippetUrl = `https://snippet.babylonjs.com`;
|
|
612
|
+
/**
|
|
613
|
+
* Creates a sprite manager from a snippet saved by the sprite editor
|
|
614
|
+
* @deprecated Please use ParseFromSnippetAsync instead
|
|
615
|
+
* @param snippetId defines the snippet to load (can be set to _BLANK to create a default one)
|
|
616
|
+
* @param scene defines the hosting scene
|
|
617
|
+
* @param rootUrl defines the root URL to use to load textures and relative dependencies
|
|
618
|
+
* @returns a promise that will resolve to the new sprite manager
|
|
619
|
+
*/
|
|
620
|
+
SpriteManager.CreateFromSnippetAsync = SpriteManager.ParseFromSnippetAsync;
|
|
612
621
|
return SpriteManager;
|
|
613
622
|
}());
|
|
614
623
|
export { SpriteManager };
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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type { IDisposable, Scene } from \"../scene\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Vector3, TmpVectors, Matrix } from \"../Maths/math.vector\";\r\nimport { Sprite } from \"./sprite\";\r\nimport { SpriteSceneComponent } from \"./spriteSceneComponent\";\r\nimport { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { WebRequest } from \"../Misc/webRequest\";\r\nimport { SpriteRenderer } from \"./spriteRenderer\";\r\nimport type { ThinSprite } from \"./thinSprite\";\r\nimport type { ISize } from \"../Maths/math.size\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\ndeclare type Ray = import(\"../Culling/ray\").Ray;\r\n\r\n// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Reflect\r\ndeclare const Reflect: any;\r\n\r\n/**\r\n * Defines the minimum interface to fulfill in order to be a sprite manager.\r\n */\r\nexport interface ISpriteManager extends IDisposable {\r\n /**\r\n * Gets manager's name\r\n */\r\n name: string;\r\n\r\n /**\r\n * Restricts the camera to viewing objects with the same layerMask.\r\n * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0\r\n */\r\n layerMask: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true\r\n */\r\n isPickable: boolean;\r\n\r\n /**\r\n * Gets the hosting scene\r\n */\r\n scene: Scene;\r\n\r\n /**\r\n * Specifies the rendering group id for this mesh (0 by default)\r\n * @see https://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups\r\n */\r\n renderingGroupId: number;\r\n\r\n /**\r\n * Defines the list of sprites managed by the manager.\r\n */\r\n sprites: Array<Sprite>;\r\n\r\n /**\r\n * Gets or sets the spritesheet texture\r\n */\r\n texture: Texture;\r\n\r\n /** Defines the default width of a cell in the spritesheet */\r\n cellWidth: number;\r\n /** Defines the default height of a cell in the spritesheet */\r\n cellHeight: number;\r\n\r\n /**\r\n * Tests the intersection of a sprite with a specific ray.\r\n * @param ray The ray we are sending to test the collision\r\n * @param camera The camera space we are sending rays in\r\n * @param predicate A predicate allowing excluding sprites from the list of object to test\r\n * @param fastCheck defines if the first intersection will be used (and not the closest)\r\n * @returns picking info or null.\r\n */\r\n intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;\r\n\r\n /**\r\n * Intersects the sprites with a ray\r\n * @param ray defines the ray to intersect with\r\n * @param camera defines the current active camera\r\n * @param predicate defines a predicate used to select candidate sprites\r\n * @returns null if no hit or a PickingInfo array\r\n */\r\n multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;\r\n\r\n /**\r\n * Renders the list of sprites on screen.\r\n */\r\n render(): void;\r\n\r\n /**\r\n * Rebuilds the manager (after a context lost, for eg)\r\n */\r\n rebuild(): void;\r\n}\r\n\r\n/**\r\n * Class used to manage multiple sprites on the same spritesheet\r\n * @see https://doc.babylonjs.com/babylon101/sprites\r\n */\r\nexport class SpriteManager implements ISpriteManager {\r\n /** Define the Url to load snippets */\r\n public static SnippetUrl = Constants.SnippetUrl;\r\n\r\n /** Snippet ID if the manager was created from the snippet server */\r\n public snippetId: string;\r\n\r\n /** Gets the list of sprites */\r\n public sprites = new Array<Sprite>();\r\n /** Gets or sets the rendering group id (0 by default) */\r\n public renderingGroupId = 0;\r\n /** Gets or sets camera layer mask */\r\n public layerMask: number = 0x0fffffff;\r\n /** Gets or sets a boolean indicating if the sprites are pickable */\r\n public isPickable = false;\r\n\r\n /**\r\n * An event triggered when the manager is disposed.\r\n */\r\n public onDisposeObservable = new Observable<SpriteManager>();\r\n\r\n /**\r\n * Callback called when the manager is disposed\r\n */\r\n public set onDispose(callback: () => void) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n }\r\n\r\n /**\r\n * Gets or sets the unique id of the sprite\r\n */\r\n public uniqueId: number;\r\n\r\n /**\r\n * Gets the array of sprites\r\n */\r\n public get children() {\r\n return this.sprites;\r\n }\r\n\r\n /**\r\n * Gets the hosting scene\r\n */\r\n public get scene() {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Gets the capacity of the manager\r\n */\r\n public get capacity() {\r\n return this._spriteRenderer.capacity;\r\n }\r\n\r\n /**\r\n * Gets or sets the spritesheet texture\r\n */\r\n public get texture(): Texture {\r\n return this._spriteRenderer.texture as Texture;\r\n }\r\n public set texture(value: Texture) {\r\n value.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n value.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._spriteRenderer.texture = value;\r\n this._textureContent = null;\r\n }\r\n\r\n /** Defines the default width of a cell in the spritesheet */\r\n public get cellWidth(): number {\r\n return this._spriteRenderer.cellWidth;\r\n }\r\n public set cellWidth(value: number) {\r\n this._spriteRenderer.cellWidth = value;\r\n }\r\n\r\n /** Defines the default height of a cell in the spritesheet */\r\n public get cellHeight(): number {\r\n return this._spriteRenderer.cellHeight;\r\n }\r\n public set cellHeight(value: number) {\r\n this._spriteRenderer.cellHeight = value;\r\n }\r\n\r\n /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */\r\n public get fogEnabled(): boolean {\r\n return this._spriteRenderer.fogEnabled;\r\n }\r\n public set fogEnabled(value: boolean) {\r\n this._spriteRenderer.fogEnabled = value;\r\n }\r\n\r\n /**\r\n * Blend mode use to render the particle, it can be any of\r\n * the static Constants.ALPHA_x properties provided in this class.\r\n * Default value is Constants.ALPHA_COMBINE\r\n */\r\n public get blendMode() {\r\n return this._spriteRenderer.blendMode;\r\n }\r\n public set blendMode(blendMode: number) {\r\n this._spriteRenderer.blendMode = blendMode;\r\n }\r\n\r\n private _disableDepthWrite: boolean = false;\r\n /** Disables writing to the depth buffer when rendering the sprites.\r\n * It can be handy to disable depth writing when using textures without alpha channel\r\n * and setting some specific blend modes.\r\n */\r\n public get disableDepthWrite() {\r\n return this._disableDepthWrite;\r\n }\r\n\r\n public set disableDepthWrite(value: boolean) {\r\n this._disableDepthWrite = value;\r\n this._spriteRenderer.disableDepthWrite = value;\r\n }\r\n\r\n private _spriteRenderer: SpriteRenderer;\r\n /** Associative array from JSON sprite data file */\r\n private _cellData: any;\r\n /** Array of sprite names from JSON sprite data file */\r\n private _spriteMap: Array<string>;\r\n /** True when packed cell data from JSON file is ready*/\r\n private _packedAndReady: boolean = false;\r\n private _textureContent: Nullable<Uint8Array>;\r\n private _onDisposeObserver: Nullable<Observer<SpriteManager>>;\r\n private _fromPacked: boolean;\r\n private _scene: Scene;\r\n\r\n /**\r\n * Creates a new sprite manager\r\n * @param name defines the manager's name\r\n * @param imgUrl defines the sprite sheet url\r\n * @param capacity defines the maximum allowed number of sprites\r\n * @param cellSize defines the size of a sprite cell\r\n * @param scene defines the hosting scene\r\n * @param epsilon defines the epsilon value to align texture (0.01 by default)\r\n * @param samplingMode defines the sampling mode to use with spritesheet\r\n * @param fromPacked set to false; do not alter\r\n * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter\r\n */\r\n constructor(\r\n /** defines the manager's name */\r\n public name: string,\r\n imgUrl: string,\r\n capacity: number,\r\n cellSize: any,\r\n scene: Scene,\r\n epsilon: number = 0.01,\r\n samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE,\r\n fromPacked: boolean = false,\r\n spriteJSON: any | null = null\r\n ) {\r\n if (!scene) {\r\n scene = EngineStore.LastCreatedScene!;\r\n }\r\n\r\n if (!scene._getComponent(SceneComponentConstants.NAME_SPRITE)) {\r\n scene._addComponent(new SpriteSceneComponent(scene));\r\n }\r\n this._fromPacked = fromPacked;\r\n\r\n this._scene = scene;\r\n const engine = this._scene.getEngine();\r\n this._spriteRenderer = new SpriteRenderer(engine, capacity, epsilon, scene);\r\n\r\n if (cellSize.width && cellSize.height) {\r\n this.cellWidth = cellSize.width;\r\n this.cellHeight = cellSize.height;\r\n } else if (cellSize !== undefined) {\r\n this.cellWidth = cellSize;\r\n this.cellHeight = cellSize;\r\n } else {\r\n this._spriteRenderer = <any>null;\r\n return;\r\n }\r\n\r\n this._scene.spriteManagers.push(this);\r\n this.uniqueId = this.scene.getUniqueId();\r\n\r\n if (imgUrl) {\r\n this.texture = new Texture(imgUrl, scene, true, false, samplingMode);\r\n }\r\n\r\n if (this._fromPacked) {\r\n this._makePacked(imgUrl, spriteJSON);\r\n }\r\n }\r\n\r\n /**\r\n * Returns the string \"SpriteManager\"\r\n * @returns \"SpriteManager\"\r\n */\r\n public getClassName(): string {\r\n return \"SpriteManager\";\r\n }\r\n\r\n private _makePacked(imgUrl: string, spriteJSON: any) {\r\n if (spriteJSON !== null) {\r\n try {\r\n //Get the JSON and Check its structure. If its an array parse it if its a JSON string etc...\r\n let celldata: any;\r\n if (typeof spriteJSON === \"string\") {\r\n celldata = JSON.parse(spriteJSON);\r\n } else {\r\n celldata = spriteJSON;\r\n }\r\n\r\n if (celldata.frames.length) {\r\n const frametemp: any = {};\r\n for (let i = 0; i < celldata.frames.length; i++) {\r\n const _f = celldata.frames[i];\r\n if (typeof Object.keys(_f)[0] !== \"string\") {\r\n throw new Error(\"Invalid JSON Format. Check the frame values and make sure the name is the first parameter.\");\r\n }\r\n\r\n const name: string = _f[Object.keys(_f)[0]];\r\n frametemp[name] = _f;\r\n }\r\n celldata.frames = frametemp;\r\n }\r\n\r\n const spritemap = <string[]>Reflect.ownKeys(celldata.frames);\r\n\r\n this._spriteMap = spritemap;\r\n this._packedAndReady = true;\r\n this._cellData = celldata.frames;\r\n } catch (e) {\r\n this._fromPacked = false;\r\n this._packedAndReady = false;\r\n throw new Error(\"Invalid JSON from string. Spritesheet managed with constant cell size.\");\r\n }\r\n } else {\r\n const re = /\\./g;\r\n let li: number;\r\n do {\r\n li = re.lastIndex;\r\n re.test(imgUrl);\r\n } while (re.lastIndex > 0);\r\n const jsonUrl = imgUrl.substring(0, li - 1) + \".json\";\r\n const onerror = () => {\r\n Logger.Error(\"JSON ERROR: Unable to load JSON file.\");\r\n this._fromPacked = false;\r\n this._packedAndReady = false;\r\n };\r\n const onload = (data: string | ArrayBuffer) => {\r\n try {\r\n const celldata = JSON.parse(data as string);\r\n const spritemap = <string[]>Reflect.ownKeys(celldata.frames);\r\n this._spriteMap = spritemap;\r\n this._packedAndReady = true;\r\n this._cellData = celldata.frames;\r\n } catch (e) {\r\n this._fromPacked = false;\r\n this._packedAndReady = false;\r\n throw new Error(\"Invalid JSON format. Please check documentation for format specifications.\");\r\n }\r\n };\r\n Tools.LoadFile(jsonUrl, onload, undefined, undefined, false, onerror);\r\n }\r\n }\r\n\r\n private _checkTextureAlpha(sprite: Sprite, ray: Ray, distance: number, min: Vector3, max: Vector3) {\r\n if (!sprite.useAlphaForPicking || !this.texture) {\r\n return true;\r\n }\r\n\r\n const textureSize = this.texture.getSize();\r\n if (!this._textureContent) {\r\n this._textureContent = new Uint8Array(textureSize.width * textureSize.height * 4);\r\n this.texture.readPixels(0, 0, this._textureContent);\r\n }\r\n\r\n const contactPoint = TmpVectors.Vector3[0];\r\n\r\n contactPoint.copyFrom(ray.direction);\r\n\r\n contactPoint.normalize();\r\n contactPoint.scaleInPlace(distance);\r\n contactPoint.addInPlace(ray.origin);\r\n\r\n const contactPointU = (contactPoint.x - min.x) / (max.x - min.x) - 0.5;\r\n const contactPointV = 1.0 - (contactPoint.y - min.y) / (max.y - min.y) - 0.5;\r\n\r\n // Rotate\r\n const angle = sprite.angle;\r\n const rotatedU = 0.5 + (contactPointU * Math.cos(angle) - contactPointV * Math.sin(angle));\r\n const rotatedV = 0.5 + (contactPointU * Math.sin(angle) + contactPointV * Math.cos(angle));\r\n\r\n const u = (sprite._xOffset * textureSize.width + rotatedU * sprite._xSize) | 0;\r\n const v = (sprite._yOffset * textureSize.height + rotatedV * sprite._ySize) | 0;\r\n\r\n const alpha = this._textureContent![(u + v * textureSize.width) * 4 + 3];\r\n\r\n return alpha > 0.5;\r\n }\r\n\r\n /**\r\n * Intersects the sprites with a ray\r\n * @param ray defines the ray to intersect with\r\n * @param camera defines the current active camera\r\n * @param predicate defines a predicate used to select candidate sprites\r\n * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)\r\n * @returns null if no hit or a PickingInfo\r\n */\r\n public intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo> {\r\n const count = Math.min(this.capacity, this.sprites.length);\r\n const min = Vector3.Zero();\r\n const max = Vector3.Zero();\r\n let distance = Number.MAX_VALUE;\r\n let currentSprite: Nullable<Sprite> = null;\r\n const pickedPoint = TmpVectors.Vector3[0];\r\n const cameraSpacePosition = TmpVectors.Vector3[1];\r\n const cameraView = camera.getViewMatrix();\r\n let activeRay: Ray = ray;\r\n let pickedRay: Ray = ray;\r\n\r\n for (let index = 0; index < count; index++) {\r\n const sprite = this.sprites[index];\r\n if (!sprite) {\r\n continue;\r\n }\r\n\r\n if (predicate) {\r\n if (!predicate(sprite)) {\r\n continue;\r\n }\r\n } else if (!sprite.isPickable) {\r\n continue;\r\n }\r\n\r\n Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);\r\n\r\n if (sprite.angle) {\r\n // Create a rotation matrix to rotate the ray to the sprite's rotation\r\n Matrix.TranslationToRef(-cameraSpacePosition.x, -cameraSpacePosition.y, 0, TmpVectors.Matrix[1]);\r\n Matrix.TranslationToRef(cameraSpacePosition.x, cameraSpacePosition.y, 0, TmpVectors.Matrix[2]);\r\n Matrix.RotationZToRef(sprite.angle, TmpVectors.Matrix[3]);\r\n\r\n // inv translation x rotation x translation\r\n TmpVectors.Matrix[1].multiplyToRef(TmpVectors.Matrix[3], TmpVectors.Matrix[4]);\r\n TmpVectors.Matrix[4].multiplyToRef(TmpVectors.Matrix[2], TmpVectors.Matrix[0]);\r\n\r\n activeRay = ray.clone();\r\n Vector3.TransformCoordinatesToRef(ray.origin, TmpVectors.Matrix[0], activeRay.origin);\r\n Vector3.TransformNormalToRef(ray.direction, TmpVectors.Matrix[0], activeRay.direction);\r\n } else {\r\n activeRay = ray;\r\n }\r\n\r\n min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);\r\n max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);\r\n\r\n if (activeRay.intersectsBoxMinMax(min, max)) {\r\n const currentDistance = Vector3.Distance(cameraSpacePosition, activeRay.origin);\r\n\r\n if (distance > currentDistance) {\r\n if (!this._checkTextureAlpha(sprite, activeRay, currentDistance, min, max)) {\r\n continue;\r\n }\r\n\r\n pickedRay = activeRay;\r\n distance = currentDistance;\r\n currentSprite = sprite;\r\n\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (currentSprite) {\r\n const result = new PickingInfo();\r\n\r\n cameraView.invertToRef(TmpVectors.Matrix[0]);\r\n result.hit = true;\r\n result.pickedSprite = currentSprite;\r\n result.distance = distance;\r\n\r\n // Get picked point\r\n const direction = TmpVectors.Vector3[2];\r\n direction.copyFrom(pickedRay.direction);\r\n direction.normalize();\r\n direction.scaleInPlace(distance);\r\n\r\n pickedRay.origin.addToRef(direction, pickedPoint);\r\n result.pickedPoint = Vector3.TransformCoordinates(pickedPoint, TmpVectors.Matrix[0]);\r\n\r\n return result;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Intersects the sprites with a ray\r\n * @param ray defines the ray to intersect with\r\n * @param camera defines the current active camera\r\n * @param predicate defines a predicate used to select candidate sprites\r\n * @returns null if no hit or a PickingInfo array\r\n */\r\n public multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]> {\r\n const count = Math.min(this.capacity, this.sprites.length);\r\n const min = Vector3.Zero();\r\n const max = Vector3.Zero();\r\n let distance: number;\r\n const results: Nullable<PickingInfo[]> = [];\r\n const pickedPoint = TmpVectors.Vector3[0].copyFromFloats(0, 0, 0);\r\n const cameraSpacePosition = TmpVectors.Vector3[1].copyFromFloats(0, 0, 0);\r\n const cameraView = camera.getViewMatrix();\r\n\r\n for (let index = 0; index < count; index++) {\r\n const sprite = this.sprites[index];\r\n if (!sprite) {\r\n continue;\r\n }\r\n\r\n if (predicate) {\r\n if (!predicate(sprite)) {\r\n continue;\r\n }\r\n } else if (!sprite.isPickable) {\r\n continue;\r\n }\r\n\r\n Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);\r\n\r\n min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);\r\n max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);\r\n\r\n if (ray.intersectsBoxMinMax(min, max)) {\r\n distance = Vector3.Distance(cameraSpacePosition, ray.origin);\r\n\r\n if (!this._checkTextureAlpha(sprite, ray, distance, min, max)) {\r\n continue;\r\n }\r\n\r\n const result = new PickingInfo();\r\n results.push(result);\r\n\r\n cameraView.invertToRef(TmpVectors.Matrix[0]);\r\n result.hit = true;\r\n result.pickedSprite = sprite;\r\n result.distance = distance;\r\n\r\n // Get picked point\r\n const direction = TmpVectors.Vector3[2];\r\n direction.copyFrom(ray.direction);\r\n direction.normalize();\r\n direction.scaleInPlace(distance);\r\n\r\n ray.origin.addToRef(direction, pickedPoint);\r\n result.pickedPoint = Vector3.TransformCoordinates(pickedPoint, TmpVectors.Matrix[0]);\r\n }\r\n }\r\n\r\n return results;\r\n }\r\n\r\n /**\r\n * Render all child sprites\r\n */\r\n public render(): void {\r\n // Check\r\n if (this._fromPacked && (!this._packedAndReady || !this._spriteMap || !this._cellData)) {\r\n return;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n const deltaTime = engine.getDeltaTime();\r\n if (this._packedAndReady) {\r\n this._spriteRenderer.render(this.sprites, deltaTime, this._scene.getViewMatrix(), this._scene.getProjectionMatrix(), this._customUpdate);\r\n } else {\r\n this._spriteRenderer.render(this.sprites, deltaTime, this._scene.getViewMatrix(), this._scene.getProjectionMatrix());\r\n }\r\n }\r\n\r\n private _customUpdate = (sprite: ThinSprite, baseSize: ISize): void => {\r\n if (!sprite.cellRef) {\r\n sprite.cellIndex = 0;\r\n }\r\n const num = sprite.cellIndex;\r\n if (typeof num === \"number\" && isFinite(num) && Math.floor(num) === num) {\r\n sprite.cellRef = this._spriteMap[sprite.cellIndex];\r\n }\r\n sprite._xOffset = this._cellData[sprite.cellRef].frame.x / baseSize.width;\r\n sprite._yOffset = this._cellData[sprite.cellRef].frame.y / baseSize.height;\r\n sprite._xSize = this._cellData[sprite.cellRef].frame.w;\r\n sprite._ySize = this._cellData[sprite.cellRef].frame.h;\r\n };\r\n\r\n /**\r\n * Rebuilds the manager (after a context lost, for eg)\r\n */\r\n public rebuild(): void {\r\n this._spriteRenderer?.rebuild();\r\n }\r\n\r\n /**\r\n * Release associated resources\r\n */\r\n public dispose(): void {\r\n if (this._spriteRenderer) {\r\n this._spriteRenderer.dispose();\r\n (<any>this._spriteRenderer) = null;\r\n }\r\n\r\n this._textureContent = null;\r\n\r\n // Remove from scene\r\n const index = this._scene.spriteManagers.indexOf(this);\r\n this._scene.spriteManagers.splice(index, 1);\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n this.onDisposeObservable.clear();\r\n }\r\n\r\n /**\r\n * Serializes the sprite manager to a JSON object\r\n * @param serializeTexture defines if the texture must be serialized as well\r\n * @returns the JSON object\r\n */\r\n public serialize(serializeTexture = false): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.capacity = this.capacity;\r\n serializationObject.cellWidth = this.cellWidth;\r\n serializationObject.cellHeight = this.cellHeight;\r\n\r\n if (this.texture) {\r\n if (serializeTexture) {\r\n serializationObject.texture = this.texture.serialize();\r\n } else {\r\n serializationObject.textureUrl = this.texture.name;\r\n serializationObject.invertY = this.texture._invertY;\r\n }\r\n }\r\n\r\n serializationObject.sprites = [];\r\n\r\n for (const sprite of this.sprites) {\r\n serializationObject.sprites.push(sprite.serialize());\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parses a JSON object to create a new sprite manager.\r\n * @param parsedManager The JSON object to parse\r\n * @param scene The scene to create the sprite manager\r\n * @param rootUrl The root url to use to load external dependencies like texture\r\n * @returns the new sprite manager\r\n */\r\n public static Parse(parsedManager: any, scene: Scene, rootUrl: string): SpriteManager {\r\n const manager = new SpriteManager(\r\n parsedManager.name,\r\n \"\",\r\n parsedManager.capacity,\r\n {\r\n width: parsedManager.cellWidth,\r\n height: parsedManager.cellHeight,\r\n },\r\n scene\r\n );\r\n\r\n if (parsedManager.texture) {\r\n manager.texture = Texture.Parse(parsedManager.texture, scene, rootUrl) as Texture;\r\n } else if (parsedManager.textureName) {\r\n manager.texture = new Texture(rootUrl + parsedManager.textureUrl, scene, false, parsedManager.invertY !== undefined ? parsedManager.invertY : true);\r\n }\r\n\r\n for (const parsedSprite of parsedManager.sprites) {\r\n Sprite.Parse(parsedSprite, manager);\r\n }\r\n\r\n return manager;\r\n }\r\n\r\n /**\r\n * Creates a sprite manager from a snippet saved in a remote file\r\n * @param name defines the name of the sprite manager to create (can be null or empty to use the one from the json data)\r\n * @param url defines the url to load from\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a promise that will resolve to the new sprite manager\r\n */\r\n public static ParseFromFileAsync(name: Nullable<string>, url: string, scene: Scene, rootUrl: string = \"\"): Promise<SpriteManager> {\r\n return new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n const serializationObject = JSON.parse(request.responseText);\r\n const output = SpriteManager.Parse(serializationObject, scene || EngineStore.LastCreatedScene, rootUrl);\r\n\r\n if (name) {\r\n output.name = name;\r\n }\r\n\r\n resolve(output);\r\n } else {\r\n reject(\"Unable to load the sprite manager\");\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", url);\r\n request.send();\r\n });\r\n }\r\n\r\n /**\r\n * Creates a sprite manager from a snippet saved by the sprite editor\r\n * @param snippetId defines the snippet to load (can be set to _BLANK to create a default one)\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a promise that will resolve to the new sprite manager\r\n */\r\n public static CreateFromSnippetAsync(snippetId: string, scene: Scene, rootUrl: string = \"\"): Promise<SpriteManager> {\r\n if (snippetId === \"_BLANK\") {\r\n return Promise.resolve(new SpriteManager(\"Default sprite manager\", \"//playground.babylonjs.com/textures/player.png\", 500, 64, scene));\r\n }\r\n\r\n return new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n const snippet = JSON.parse(JSON.parse(request.responseText).jsonPayload);\r\n const serializationObject = JSON.parse(snippet.spriteManager);\r\n const output = SpriteManager.Parse(serializationObject, scene || EngineStore.LastCreatedScene, rootUrl);\r\n\r\n output.snippetId = snippetId;\r\n\r\n resolve(output);\r\n } else {\r\n reject(\"Unable to load the snippet \" + snippetId);\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", this.SnippetUrl + \"/\" + snippetId.replace(/#/g, \"/\"));\r\n request.send();\r\n });\r\n }\r\n}\r\n"]}
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1
|
+
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type { IDisposable, Scene } from \"../scene\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Vector3, TmpVectors, Matrix } from \"../Maths/math.vector\";\r\nimport { Sprite } from \"./sprite\";\r\nimport { SpriteSceneComponent } from \"./spriteSceneComponent\";\r\nimport { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { WebRequest } from \"../Misc/webRequest\";\r\nimport { SpriteRenderer } from \"./spriteRenderer\";\r\nimport type { ThinSprite } from \"./thinSprite\";\r\nimport type { ISize } from \"../Maths/math.size\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\ndeclare type Ray = import(\"../Culling/ray\").Ray;\r\n\r\n// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Reflect\r\ndeclare const Reflect: any;\r\n\r\n/**\r\n * Defines the minimum interface to fulfill in order to be a sprite manager.\r\n */\r\nexport interface ISpriteManager extends IDisposable {\r\n /**\r\n * Gets manager's name\r\n */\r\n name: string;\r\n\r\n /**\r\n * Restricts the camera to viewing objects with the same layerMask.\r\n * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0\r\n */\r\n layerMask: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true\r\n */\r\n isPickable: boolean;\r\n\r\n /**\r\n * Gets the hosting scene\r\n */\r\n scene: Scene;\r\n\r\n /**\r\n * Specifies the rendering group id for this mesh (0 by default)\r\n * @see https://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups\r\n */\r\n renderingGroupId: number;\r\n\r\n /**\r\n * Defines the list of sprites managed by the manager.\r\n */\r\n sprites: Array<Sprite>;\r\n\r\n /**\r\n * Gets or sets the spritesheet texture\r\n */\r\n texture: Texture;\r\n\r\n /** Defines the default width of a cell in the spritesheet */\r\n cellWidth: number;\r\n /** Defines the default height of a cell in the spritesheet */\r\n cellHeight: number;\r\n\r\n /**\r\n * Tests the intersection of a sprite with a specific ray.\r\n * @param ray The ray we are sending to test the collision\r\n * @param camera The camera space we are sending rays in\r\n * @param predicate A predicate allowing excluding sprites from the list of object to test\r\n * @param fastCheck defines if the first intersection will be used (and not the closest)\r\n * @returns picking info or null.\r\n */\r\n intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;\r\n\r\n /**\r\n * Intersects the sprites with a ray\r\n * @param ray defines the ray to intersect with\r\n * @param camera defines the current active camera\r\n * @param predicate defines a predicate used to select candidate sprites\r\n * @returns null if no hit or a PickingInfo array\r\n */\r\n multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;\r\n\r\n /**\r\n * Renders the list of sprites on screen.\r\n */\r\n render(): void;\r\n\r\n /**\r\n * Rebuilds the manager (after a context lost, for eg)\r\n */\r\n rebuild(): void;\r\n}\r\n\r\n/**\r\n * Class used to manage multiple sprites on the same spritesheet\r\n * @see https://doc.babylonjs.com/babylon101/sprites\r\n */\r\nexport class SpriteManager implements ISpriteManager {\r\n /** Define the Url to load snippets */\r\n public static SnippetUrl = Constants.SnippetUrl;\r\n\r\n /** Snippet ID if the manager was created from the snippet server */\r\n public snippetId: string;\r\n\r\n /** Gets the list of sprites */\r\n public sprites = new Array<Sprite>();\r\n /** Gets or sets the rendering group id (0 by default) */\r\n public renderingGroupId = 0;\r\n /** Gets or sets camera layer mask */\r\n public layerMask: number = 0x0fffffff;\r\n /** Gets or sets a boolean indicating if the sprites are pickable */\r\n public isPickable = false;\r\n\r\n /**\r\n * An event triggered when the manager is disposed.\r\n */\r\n public onDisposeObservable = new Observable<SpriteManager>();\r\n\r\n /**\r\n * Callback called when the manager is disposed\r\n */\r\n public set onDispose(callback: () => void) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n }\r\n\r\n /**\r\n * Gets or sets the unique id of the sprite\r\n */\r\n public uniqueId: number;\r\n\r\n /**\r\n * Gets the array of sprites\r\n */\r\n public get children() {\r\n return this.sprites;\r\n }\r\n\r\n /**\r\n * Gets the hosting scene\r\n */\r\n public get scene() {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Gets the capacity of the manager\r\n */\r\n public get capacity() {\r\n return this._spriteRenderer.capacity;\r\n }\r\n\r\n /**\r\n * Gets or sets the spritesheet texture\r\n */\r\n public get texture(): Texture {\r\n return this._spriteRenderer.texture as Texture;\r\n }\r\n public set texture(value: Texture) {\r\n value.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n value.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._spriteRenderer.texture = value;\r\n this._textureContent = null;\r\n }\r\n\r\n /** Defines the default width of a cell in the spritesheet */\r\n public get cellWidth(): number {\r\n return this._spriteRenderer.cellWidth;\r\n }\r\n public set cellWidth(value: number) {\r\n this._spriteRenderer.cellWidth = value;\r\n }\r\n\r\n /** Defines the default height of a cell in the spritesheet */\r\n public get cellHeight(): number {\r\n return this._spriteRenderer.cellHeight;\r\n }\r\n public set cellHeight(value: number) {\r\n this._spriteRenderer.cellHeight = value;\r\n }\r\n\r\n /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */\r\n public get fogEnabled(): boolean {\r\n return this._spriteRenderer.fogEnabled;\r\n }\r\n public set fogEnabled(value: boolean) {\r\n this._spriteRenderer.fogEnabled = value;\r\n }\r\n\r\n /**\r\n * Blend mode use to render the particle, it can be any of\r\n * the static Constants.ALPHA_x properties provided in this class.\r\n * Default value is Constants.ALPHA_COMBINE\r\n */\r\n public get blendMode() {\r\n return this._spriteRenderer.blendMode;\r\n }\r\n public set blendMode(blendMode: number) {\r\n this._spriteRenderer.blendMode = blendMode;\r\n }\r\n\r\n private _disableDepthWrite: boolean = false;\r\n /** Disables writing to the depth buffer when rendering the sprites.\r\n * It can be handy to disable depth writing when using textures without alpha channel\r\n * and setting some specific blend modes.\r\n */\r\n public get disableDepthWrite() {\r\n return this._disableDepthWrite;\r\n }\r\n\r\n public set disableDepthWrite(value: boolean) {\r\n this._disableDepthWrite = value;\r\n this._spriteRenderer.disableDepthWrite = value;\r\n }\r\n\r\n private _spriteRenderer: SpriteRenderer;\r\n /** Associative array from JSON sprite data file */\r\n private _cellData: any;\r\n /** Array of sprite names from JSON sprite data file */\r\n private _spriteMap: Array<string>;\r\n /** True when packed cell data from JSON file is ready*/\r\n private _packedAndReady: boolean = false;\r\n private _textureContent: Nullable<Uint8Array>;\r\n private _onDisposeObserver: Nullable<Observer<SpriteManager>>;\r\n private _fromPacked: boolean;\r\n private _scene: Scene;\r\n\r\n /**\r\n * Creates a new sprite manager\r\n * @param name defines the manager's name\r\n * @param imgUrl defines the sprite sheet url\r\n * @param capacity defines the maximum allowed number of sprites\r\n * @param cellSize defines the size of a sprite cell\r\n * @param scene defines the hosting scene\r\n * @param epsilon defines the epsilon value to align texture (0.01 by default)\r\n * @param samplingMode defines the sampling mode to use with spritesheet\r\n * @param fromPacked set to false; do not alter\r\n * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter\r\n */\r\n constructor(\r\n /** defines the manager's name */\r\n public name: string,\r\n imgUrl: string,\r\n capacity: number,\r\n cellSize: any,\r\n scene: Scene,\r\n epsilon: number = 0.01,\r\n samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE,\r\n fromPacked: boolean = false,\r\n spriteJSON: any | null = null\r\n ) {\r\n if (!scene) {\r\n scene = EngineStore.LastCreatedScene!;\r\n }\r\n\r\n if (!scene._getComponent(SceneComponentConstants.NAME_SPRITE)) {\r\n scene._addComponent(new SpriteSceneComponent(scene));\r\n }\r\n this._fromPacked = fromPacked;\r\n\r\n this._scene = scene;\r\n const engine = this._scene.getEngine();\r\n this._spriteRenderer = new SpriteRenderer(engine, capacity, epsilon, scene);\r\n\r\n if (cellSize.width && cellSize.height) {\r\n this.cellWidth = cellSize.width;\r\n this.cellHeight = cellSize.height;\r\n } else if (cellSize !== undefined) {\r\n this.cellWidth = cellSize;\r\n this.cellHeight = cellSize;\r\n } else {\r\n this._spriteRenderer = <any>null;\r\n return;\r\n }\r\n\r\n this._scene.spriteManagers.push(this);\r\n this.uniqueId = this.scene.getUniqueId();\r\n\r\n if (imgUrl) {\r\n this.texture = new Texture(imgUrl, scene, true, false, samplingMode);\r\n }\r\n\r\n if (this._fromPacked) {\r\n this._makePacked(imgUrl, spriteJSON);\r\n }\r\n }\r\n\r\n /**\r\n * Returns the string \"SpriteManager\"\r\n * @returns \"SpriteManager\"\r\n */\r\n public getClassName(): string {\r\n return \"SpriteManager\";\r\n }\r\n\r\n private _makePacked(imgUrl: string, spriteJSON: any) {\r\n if (spriteJSON !== null) {\r\n try {\r\n //Get the JSON and Check its structure. If its an array parse it if its a JSON string etc...\r\n let celldata: any;\r\n if (typeof spriteJSON === \"string\") {\r\n celldata = JSON.parse(spriteJSON);\r\n } else {\r\n celldata = spriteJSON;\r\n }\r\n\r\n if (celldata.frames.length) {\r\n const frametemp: any = {};\r\n for (let i = 0; i < celldata.frames.length; i++) {\r\n const _f = celldata.frames[i];\r\n if (typeof Object.keys(_f)[0] !== \"string\") {\r\n throw new Error(\"Invalid JSON Format. Check the frame values and make sure the name is the first parameter.\");\r\n }\r\n\r\n const name: string = _f[Object.keys(_f)[0]];\r\n frametemp[name] = _f;\r\n }\r\n celldata.frames = frametemp;\r\n }\r\n\r\n const spritemap = <string[]>Reflect.ownKeys(celldata.frames);\r\n\r\n this._spriteMap = spritemap;\r\n this._packedAndReady = true;\r\n this._cellData = celldata.frames;\r\n } catch (e) {\r\n this._fromPacked = false;\r\n this._packedAndReady = false;\r\n throw new Error(\"Invalid JSON from string. Spritesheet managed with constant cell size.\");\r\n }\r\n } else {\r\n const re = /\\./g;\r\n let li: number;\r\n do {\r\n li = re.lastIndex;\r\n re.test(imgUrl);\r\n } while (re.lastIndex > 0);\r\n const jsonUrl = imgUrl.substring(0, li - 1) + \".json\";\r\n const onerror = () => {\r\n Logger.Error(\"JSON ERROR: Unable to load JSON file.\");\r\n this._fromPacked = false;\r\n this._packedAndReady = false;\r\n };\r\n const onload = (data: string | ArrayBuffer) => {\r\n try {\r\n const celldata = JSON.parse(data as string);\r\n const spritemap = <string[]>Reflect.ownKeys(celldata.frames);\r\n this._spriteMap = spritemap;\r\n this._packedAndReady = true;\r\n this._cellData = celldata.frames;\r\n } catch (e) {\r\n this._fromPacked = false;\r\n this._packedAndReady = false;\r\n throw new Error(\"Invalid JSON format. Please check documentation for format specifications.\");\r\n }\r\n };\r\n Tools.LoadFile(jsonUrl, onload, undefined, undefined, false, onerror);\r\n }\r\n }\r\n\r\n private _checkTextureAlpha(sprite: Sprite, ray: Ray, distance: number, min: Vector3, max: Vector3) {\r\n if (!sprite.useAlphaForPicking || !this.texture) {\r\n return true;\r\n }\r\n\r\n const textureSize = this.texture.getSize();\r\n if (!this._textureContent) {\r\n this._textureContent = new Uint8Array(textureSize.width * textureSize.height * 4);\r\n this.texture.readPixels(0, 0, this._textureContent);\r\n }\r\n\r\n const contactPoint = TmpVectors.Vector3[0];\r\n\r\n contactPoint.copyFrom(ray.direction);\r\n\r\n contactPoint.normalize();\r\n contactPoint.scaleInPlace(distance);\r\n contactPoint.addInPlace(ray.origin);\r\n\r\n const contactPointU = (contactPoint.x - min.x) / (max.x - min.x) - 0.5;\r\n const contactPointV = 1.0 - (contactPoint.y - min.y) / (max.y - min.y) - 0.5;\r\n\r\n // Rotate\r\n const angle = sprite.angle;\r\n const rotatedU = 0.5 + (contactPointU * Math.cos(angle) - contactPointV * Math.sin(angle));\r\n const rotatedV = 0.5 + (contactPointU * Math.sin(angle) + contactPointV * Math.cos(angle));\r\n\r\n const u = (sprite._xOffset * textureSize.width + rotatedU * sprite._xSize) | 0;\r\n const v = (sprite._yOffset * textureSize.height + rotatedV * sprite._ySize) | 0;\r\n\r\n const alpha = this._textureContent![(u + v * textureSize.width) * 4 + 3];\r\n\r\n return alpha > 0.5;\r\n }\r\n\r\n /**\r\n * Intersects the sprites with a ray\r\n * @param ray defines the ray to intersect with\r\n * @param camera defines the current active camera\r\n * @param predicate defines a predicate used to select candidate sprites\r\n * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)\r\n * @returns null if no hit or a PickingInfo\r\n */\r\n public intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo> {\r\n const count = Math.min(this.capacity, this.sprites.length);\r\n const min = Vector3.Zero();\r\n const max = Vector3.Zero();\r\n let distance = Number.MAX_VALUE;\r\n let currentSprite: Nullable<Sprite> = null;\r\n const pickedPoint = TmpVectors.Vector3[0];\r\n const cameraSpacePosition = TmpVectors.Vector3[1];\r\n const cameraView = camera.getViewMatrix();\r\n let activeRay: Ray = ray;\r\n let pickedRay: Ray = ray;\r\n\r\n for (let index = 0; index < count; index++) {\r\n const sprite = this.sprites[index];\r\n if (!sprite) {\r\n continue;\r\n }\r\n\r\n if (predicate) {\r\n if (!predicate(sprite)) {\r\n continue;\r\n }\r\n } else if (!sprite.isPickable) {\r\n continue;\r\n }\r\n\r\n Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);\r\n\r\n if (sprite.angle) {\r\n // Create a rotation matrix to rotate the ray to the sprite's rotation\r\n Matrix.TranslationToRef(-cameraSpacePosition.x, -cameraSpacePosition.y, 0, TmpVectors.Matrix[1]);\r\n Matrix.TranslationToRef(cameraSpacePosition.x, cameraSpacePosition.y, 0, TmpVectors.Matrix[2]);\r\n Matrix.RotationZToRef(sprite.angle, TmpVectors.Matrix[3]);\r\n\r\n // inv translation x rotation x translation\r\n TmpVectors.Matrix[1].multiplyToRef(TmpVectors.Matrix[3], TmpVectors.Matrix[4]);\r\n TmpVectors.Matrix[4].multiplyToRef(TmpVectors.Matrix[2], TmpVectors.Matrix[0]);\r\n\r\n activeRay = ray.clone();\r\n Vector3.TransformCoordinatesToRef(ray.origin, TmpVectors.Matrix[0], activeRay.origin);\r\n Vector3.TransformNormalToRef(ray.direction, TmpVectors.Matrix[0], activeRay.direction);\r\n } else {\r\n activeRay = ray;\r\n }\r\n\r\n min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);\r\n max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);\r\n\r\n if (activeRay.intersectsBoxMinMax(min, max)) {\r\n const currentDistance = Vector3.Distance(cameraSpacePosition, activeRay.origin);\r\n\r\n if (distance > currentDistance) {\r\n if (!this._checkTextureAlpha(sprite, activeRay, currentDistance, min, max)) {\r\n continue;\r\n }\r\n\r\n pickedRay = activeRay;\r\n distance = currentDistance;\r\n currentSprite = sprite;\r\n\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (currentSprite) {\r\n const result = new PickingInfo();\r\n\r\n cameraView.invertToRef(TmpVectors.Matrix[0]);\r\n result.hit = true;\r\n result.pickedSprite = currentSprite;\r\n result.distance = distance;\r\n\r\n // Get picked point\r\n const direction = TmpVectors.Vector3[2];\r\n direction.copyFrom(pickedRay.direction);\r\n direction.normalize();\r\n direction.scaleInPlace(distance);\r\n\r\n pickedRay.origin.addToRef(direction, pickedPoint);\r\n result.pickedPoint = Vector3.TransformCoordinates(pickedPoint, TmpVectors.Matrix[0]);\r\n\r\n return result;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Intersects the sprites with a ray\r\n * @param ray defines the ray to intersect with\r\n * @param camera defines the current active camera\r\n * @param predicate defines a predicate used to select candidate sprites\r\n * @returns null if no hit or a PickingInfo array\r\n */\r\n public multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]> {\r\n const count = Math.min(this.capacity, this.sprites.length);\r\n const min = Vector3.Zero();\r\n const max = Vector3.Zero();\r\n let distance: number;\r\n const results: Nullable<PickingInfo[]> = [];\r\n const pickedPoint = TmpVectors.Vector3[0].copyFromFloats(0, 0, 0);\r\n const cameraSpacePosition = TmpVectors.Vector3[1].copyFromFloats(0, 0, 0);\r\n const cameraView = camera.getViewMatrix();\r\n\r\n for (let index = 0; index < count; index++) {\r\n const sprite = this.sprites[index];\r\n if (!sprite) {\r\n continue;\r\n }\r\n\r\n if (predicate) {\r\n if (!predicate(sprite)) {\r\n continue;\r\n }\r\n } else if (!sprite.isPickable) {\r\n continue;\r\n }\r\n\r\n Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);\r\n\r\n min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);\r\n max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);\r\n\r\n if (ray.intersectsBoxMinMax(min, max)) {\r\n distance = Vector3.Distance(cameraSpacePosition, ray.origin);\r\n\r\n if (!this._checkTextureAlpha(sprite, ray, distance, min, max)) {\r\n continue;\r\n }\r\n\r\n const result = new PickingInfo();\r\n results.push(result);\r\n\r\n cameraView.invertToRef(TmpVectors.Matrix[0]);\r\n result.hit = true;\r\n result.pickedSprite = sprite;\r\n result.distance = distance;\r\n\r\n // Get picked point\r\n const direction = TmpVectors.Vector3[2];\r\n direction.copyFrom(ray.direction);\r\n direction.normalize();\r\n direction.scaleInPlace(distance);\r\n\r\n ray.origin.addToRef(direction, pickedPoint);\r\n result.pickedPoint = Vector3.TransformCoordinates(pickedPoint, TmpVectors.Matrix[0]);\r\n }\r\n }\r\n\r\n return results;\r\n }\r\n\r\n /**\r\n * Render all child sprites\r\n */\r\n public render(): void {\r\n // Check\r\n if (this._fromPacked && (!this._packedAndReady || !this._spriteMap || !this._cellData)) {\r\n return;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n const deltaTime = engine.getDeltaTime();\r\n if (this._packedAndReady) {\r\n this._spriteRenderer.render(this.sprites, deltaTime, this._scene.getViewMatrix(), this._scene.getProjectionMatrix(), this._customUpdate);\r\n } else {\r\n this._spriteRenderer.render(this.sprites, deltaTime, this._scene.getViewMatrix(), this._scene.getProjectionMatrix());\r\n }\r\n }\r\n\r\n private _customUpdate = (sprite: ThinSprite, baseSize: ISize): void => {\r\n if (!sprite.cellRef) {\r\n sprite.cellIndex = 0;\r\n }\r\n const num = sprite.cellIndex;\r\n if (typeof num === \"number\" && isFinite(num) && Math.floor(num) === num) {\r\n sprite.cellRef = this._spriteMap[sprite.cellIndex];\r\n }\r\n sprite._xOffset = this._cellData[sprite.cellRef].frame.x / baseSize.width;\r\n sprite._yOffset = this._cellData[sprite.cellRef].frame.y / baseSize.height;\r\n sprite._xSize = this._cellData[sprite.cellRef].frame.w;\r\n sprite._ySize = this._cellData[sprite.cellRef].frame.h;\r\n };\r\n\r\n /**\r\n * Rebuilds the manager (after a context lost, for eg)\r\n */\r\n public rebuild(): void {\r\n this._spriteRenderer?.rebuild();\r\n }\r\n\r\n /**\r\n * Release associated resources\r\n */\r\n public dispose(): void {\r\n if (this._spriteRenderer) {\r\n this._spriteRenderer.dispose();\r\n (<any>this._spriteRenderer) = null;\r\n }\r\n\r\n this._textureContent = null;\r\n\r\n // Remove from scene\r\n const index = this._scene.spriteManagers.indexOf(this);\r\n this._scene.spriteManagers.splice(index, 1);\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n this.onDisposeObservable.clear();\r\n }\r\n\r\n /**\r\n * Serializes the sprite manager to a JSON object\r\n * @param serializeTexture defines if the texture must be serialized as well\r\n * @returns the JSON object\r\n */\r\n public serialize(serializeTexture = false): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.capacity = this.capacity;\r\n serializationObject.cellWidth = this.cellWidth;\r\n serializationObject.cellHeight = this.cellHeight;\r\n\r\n if (this.texture) {\r\n if (serializeTexture) {\r\n serializationObject.texture = this.texture.serialize();\r\n } else {\r\n serializationObject.textureUrl = this.texture.name;\r\n serializationObject.invertY = this.texture._invertY;\r\n }\r\n }\r\n\r\n serializationObject.sprites = [];\r\n\r\n for (const sprite of this.sprites) {\r\n serializationObject.sprites.push(sprite.serialize());\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parses a JSON object to create a new sprite manager.\r\n * @param parsedManager The JSON object to parse\r\n * @param scene The scene to create the sprite manager\r\n * @param rootUrl The root url to use to load external dependencies like texture\r\n * @returns the new sprite manager\r\n */\r\n public static Parse(parsedManager: any, scene: Scene, rootUrl: string): SpriteManager {\r\n const manager = new SpriteManager(\r\n parsedManager.name,\r\n \"\",\r\n parsedManager.capacity,\r\n {\r\n width: parsedManager.cellWidth,\r\n height: parsedManager.cellHeight,\r\n },\r\n scene\r\n );\r\n\r\n if (parsedManager.texture) {\r\n manager.texture = Texture.Parse(parsedManager.texture, scene, rootUrl) as Texture;\r\n } else if (parsedManager.textureName) {\r\n manager.texture = new Texture(rootUrl + parsedManager.textureUrl, scene, false, parsedManager.invertY !== undefined ? parsedManager.invertY : true);\r\n }\r\n\r\n for (const parsedSprite of parsedManager.sprites) {\r\n Sprite.Parse(parsedSprite, manager);\r\n }\r\n\r\n return manager;\r\n }\r\n\r\n /**\r\n * Creates a sprite manager from a snippet saved in a remote file\r\n * @param name defines the name of the sprite manager to create (can be null or empty to use the one from the json data)\r\n * @param url defines the url to load from\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a promise that will resolve to the new sprite manager\r\n */\r\n public static ParseFromFileAsync(name: Nullable<string>, url: string, scene: Scene, rootUrl: string = \"\"): Promise<SpriteManager> {\r\n return new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n const serializationObject = JSON.parse(request.responseText);\r\n const output = SpriteManager.Parse(serializationObject, scene || EngineStore.LastCreatedScene, rootUrl);\r\n\r\n if (name) {\r\n output.name = name;\r\n }\r\n\r\n resolve(output);\r\n } else {\r\n reject(\"Unable to load the sprite manager\");\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", url);\r\n request.send();\r\n });\r\n }\r\n\r\n /**\r\n * Creates a sprite manager from a snippet saved by the sprite editor\r\n * @param snippetId defines the snippet to load (can be set to _BLANK to create a default one)\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a promise that will resolve to the new sprite manager\r\n */\r\n public static ParseFromSnippetAsync(snippetId: string, scene: Scene, rootUrl: string = \"\"): Promise<SpriteManager> {\r\n if (snippetId === \"_BLANK\") {\r\n return Promise.resolve(new SpriteManager(\"Default sprite manager\", \"//playground.babylonjs.com/textures/player.png\", 500, 64, scene));\r\n }\r\n\r\n return new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n const snippet = JSON.parse(JSON.parse(request.responseText).jsonPayload);\r\n const serializationObject = JSON.parse(snippet.spriteManager);\r\n const output = SpriteManager.Parse(serializationObject, scene || EngineStore.LastCreatedScene, rootUrl);\r\n\r\n output.snippetId = snippetId;\r\n\r\n resolve(output);\r\n } else {\r\n reject(\"Unable to load the snippet \" + snippetId);\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", this.SnippetUrl + \"/\" + snippetId.replace(/#/g, \"/\"));\r\n request.send();\r\n });\r\n }\r\n\r\n /**\r\n * Creates a sprite manager from a snippet saved by the sprite editor\r\n * @deprecated Please use ParseFromSnippetAsync instead\r\n * @param snippetId defines the snippet to load (can be set to _BLANK to create a default one)\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a promise that will resolve to the new sprite manager\r\n */\r\n public static CreateFromSnippetAsync = SpriteManager.ParseFromSnippetAsync;\r\n}\r\n"]}
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@@ -172,7 +172,7 @@ var WebXRLayers = /** @class */ (function (_super) {
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var engine = this._xrSessionManager.scene.getEngine();
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this._glContext = engine._gl;
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this._xrWebGLBinding = new XRWebGLBinding(this._xrSessionManager.session, this._glContext);
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this._existingLayers =
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this._existingLayers.length = 0;
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var projectionLayerInit = __assign({}, defaultXRProjectionLayerInit);
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var projectionLayerMultiview = this._options.preferMultiviewOnInit && engine.getCaps().multiview;
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if (projectionLayerMultiview) {
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@@ -1 +1 @@
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{ WebXRFeatureName, WebXRFeaturesManager } from \"../webXRFeaturesManager\";\r\nimport type { WebXRSessionManager } from \"../webXRSessionManager\";\r\nimport { WebXRAbstractFeature } from \"./WebXRAbstractFeature\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { WebXRLayerRenderTargetTextureProvider } from \"../webXRRenderTargetTextureProvider\";\r\nimport type { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport type { WebXRLayerType } from \"../webXRLayerWrapper\";\r\nimport { WebXRLayerWrapper } from \"../webXRLayerWrapper\";\r\nimport type { Viewport } from \"../../Maths/math.viewport\";\r\nimport { WebXRWebGLLayerWrapper } from \"../webXRWebGLLayer\";\r\n\r\n/**\r\n * Wraps xr composition layers.\r\n * @hidden\r\n */\r\nexport class WebXRCompositionLayerWrapper extends WebXRLayerWrapper {\r\n constructor(\r\n public getWidth: () => number,\r\n public getHeight: () => number,\r\n public readonly layer: XRCompositionLayer,\r\n public readonly layerType: WebXRLayerType,\r\n public readonly isMultiview: boolean,\r\n public createRTTProvider: (xrSessionManager: WebXRSessionManager) => WebXRLayerRenderTargetTextureProvider\r\n ) {\r\n super(getWidth, getHeight, layer, layerType, createRTTProvider);\r\n }\r\n}\r\n\r\n/**\r\n * Provides render target textures and other important rendering information for a given XRCompositionLayer.\r\n * @hidden\r\n */\r\nclass WebXRCompositionLayerRenderTargetTextureProvider extends WebXRLayerRenderTargetTextureProvider {\r\n protected _lastSubImages = new Map<XREye, XRWebGLSubImage>();\r\n private _compositionLayer: XRCompositionLayer;\r\n\r\n constructor(\r\n protected readonly _xrSessionManager: WebXRSessionManager,\r\n protected readonly _xrWebGLBinding: XRWebGLBinding,\r\n public readonly layerWrapper: WebXRCompositionLayerWrapper\r\n ) {\r\n super(_xrSessionManager.scene, layerWrapper);\r\n this._compositionLayer = layerWrapper.layer;\r\n }\r\n\r\n protected _getRenderTargetForSubImage(subImage: XRWebGLSubImage, eye: XREye) {\r\n const lastSubImage = this._lastSubImages.get(eye);\r\n const eyeIndex = eye == \"left\" ? 0 : 1;\r\n if (!this._renderTargetTextures[eyeIndex] || lastSubImage?.textureWidth !== subImage.textureWidth || lastSubImage?.textureHeight != subImage.textureHeight) {\r\n this._renderTargetTextures[eyeIndex] = this._createRenderTargetTexture(\r\n subImage.textureWidth,\r\n subImage.textureHeight,\r\n null,\r\n subImage.colorTexture,\r\n subImage.depthStencilTexture,\r\n this.layerWrapper.isMultiview\r\n );\r\n\r\n this._framebufferDimensions = {\r\n framebufferWidth: subImage.textureWidth,\r\n framebufferHeight: subImage.textureHeight,\r\n };\r\n }\r\n\r\n this._lastSubImages.set(eye, subImage);\r\n\r\n return this._renderTargetTextures[eyeIndex];\r\n }\r\n\r\n private _getSubImageForEye(eye: XREye): Nullable<XRWebGLSubImage> {\r\n const currentFrame = this._xrSessionManager.currentFrame;\r\n if (currentFrame) {\r\n return this._xrWebGLBinding.getSubImage(this._compositionLayer, currentFrame, eye);\r\n }\r\n return null;\r\n }\r\n\r\n public getRenderTargetTextureForEye(eye: XREye): Nullable<RenderTargetTexture> {\r\n const subImage = this._getSubImageForEye(eye);\r\n if (subImage) {\r\n return this._getRenderTargetForSubImage(subImage, eye);\r\n }\r\n return null;\r\n }\r\n\r\n public getRenderTargetTextureForView(view: XRView): Nullable<RenderTargetTexture> {\r\n return this.getRenderTargetTextureForEye(view.eye);\r\n }\r\n\r\n protected _setViewportForSubImage(viewport: Viewport, subImage: XRWebGLSubImage) {\r\n const textureWidth = subImage.textureWidth;\r\n const textureHeight = subImage.textureHeight;\r\n const xrViewport = subImage.viewport;\r\n viewport.x = xrViewport.x / textureWidth;\r\n viewport.y = xrViewport.y / textureHeight;\r\n viewport.width = xrViewport.width / textureWidth;\r\n viewport.height = xrViewport.height / textureHeight;\r\n }\r\n\r\n public trySetViewportForView(viewport: Viewport, view: XRView): boolean {\r\n const subImage = this._lastSubImages.get(view.eye) || this._getSubImageForEye(view.eye);\r\n if (subImage) {\r\n this._setViewportForSubImage(viewport, subImage);\r\n return true;\r\n }\r\n return false;\r\n }\r\n}\r\n\r\n/**\r\n * Wraps xr projection layers.\r\n * @hidden\r\n */\r\nexport class WebXRProjectionLayerWrapper extends WebXRCompositionLayerWrapper {\r\n constructor(public readonly layer: XRProjectionLayer, isMultiview: boolean, xrGLBinding: XRWebGLBinding) {\r\n super(\r\n () => layer.textureWidth,\r\n () => layer.textureHeight,\r\n layer,\r\n \"XRProjectionLayer\",\r\n isMultiview,\r\n (sessionManager) => new WebXRProjectionLayerRenderTargetTextureProvider(sessionManager, xrGLBinding, this)\r\n );\r\n }\r\n}\r\n\r\n/**\r\n * Provides render target textures and other important rendering information for a given XRProjectionLayer.\r\n * @hidden\r\n */\r\nclass WebXRProjectionLayerRenderTargetTextureProvider extends WebXRCompositionLayerRenderTargetTextureProvider {\r\n private readonly _projectionLayer: XRProjectionLayer;\r\n\r\n constructor(_xrSessionManager: WebXRSessionManager, _xrWebGLBinding: XRWebGLBinding, public readonly layerWrapper: WebXRProjectionLayerWrapper) {\r\n super(_xrSessionManager, _xrWebGLBinding, layerWrapper);\r\n this._projectionLayer = layerWrapper.layer;\r\n }\r\n\r\n private _getSubImageForView(view: XRView): XRWebGLSubImage {\r\n return this._xrWebGLBinding.getViewSubImage(this._projectionLayer, view);\r\n }\r\n\r\n public getRenderTargetTextureForView(view: XRView): Nullable<RenderTargetTexture> {\r\n return this._getRenderTargetForSubImage(this._getSubImageForView(view), view.eye);\r\n }\r\n\r\n public getRenderTargetTextureForEye(eye: XREye): Nullable<RenderTargetTexture> {\r\n const lastSubImage = this._lastSubImages.get(eye);\r\n if (lastSubImage) {\r\n return this._getRenderTargetForSubImage(lastSubImage, eye);\r\n }\r\n return null;\r\n }\r\n\r\n public trySetViewportForView(viewport: Viewport, view: XRView): boolean {\r\n const subImage = this._lastSubImages.get(view.eye) || this._getSubImageForView(view);\r\n if (subImage) {\r\n this._setViewportForSubImage(viewport, subImage);\r\n return true;\r\n }\r\n return false;\r\n }\r\n}\r\n\r\nconst defaultXRWebGLLayerInit: XRWebGLLayerInit = {};\r\n\r\nconst defaultXRProjectionLayerInit: XRProjectionLayerInit = {\r\n textureType: \"texture\",\r\n colorFormat: 0x1908 /* WebGLRenderingContext.RGBA */,\r\n depthFormat: 0x88f0 /* WebGLRenderingContext.DEPTH24_STENCIL8 */,\r\n scaleFactor: 1.0,\r\n};\r\n\r\n/**\r\n * Configuration options of the layers feature\r\n */\r\nexport interface IWebXRLayersOptions {\r\n /**\r\n * Whether to try initializing the base projection layer as a multiview render target, if multiview is supported.\r\n * Defaults to false.\r\n */\r\n preferMultiviewOnInit?: boolean;\r\n}\r\n\r\n/**\r\n * Exposes the WebXR Layers API.\r\n */\r\nexport class WebXRLayers extends WebXRAbstractFeature {\r\n /**\r\n * The module's name\r\n */\r\n public static readonly Name = WebXRFeatureName.LAYERS;\r\n /**\r\n * The (Babylon) version of this module.\r\n * This is an integer representing the implementation version.\r\n * This number does not correspond to the WebXR specs version\r\n */\r\n public static readonly Version = 1;\r\n /**\r\n * Already-created layers\r\n */\r\n private _existingLayers: WebXRLayerWrapper[] = [];\r\n\r\n private _glContext: WebGLRenderingContext | WebGL2RenderingContext;\r\n private _xrWebGLBinding: XRWebGLBinding;\r\n\r\n constructor(_xrSessionManager: WebXRSessionManager, private readonly _options: IWebXRLayersOptions = {}) {\r\n super(_xrSessionManager);\r\n this.xrNativeFeatureName = \"layers\";\r\n }\r\n\r\n /**\r\n * Attach this feature.\r\n * Will usually be called by the features manager.\r\n *\r\n * @returns true if successful.\r\n */\r\n public attach(): boolean {\r\n if (!super.attach()) {\r\n return false;\r\n }\r\n\r\n const engine = this._xrSessionManager.scene.getEngine();\r\n this._glContext = engine._gl;\r\n this._xrWebGLBinding = new XRWebGLBinding(this._xrSessionManager.session, this._glContext);\r\n this._existingLayers = [];\r\n\r\n const projectionLayerInit = { ...defaultXRProjectionLayerInit };\r\n const projectionLayerMultiview = this._options.preferMultiviewOnInit && engine.getCaps().multiview;\r\n if (projectionLayerMultiview) {\r\n projectionLayerInit.textureType = \"texture-array\";\r\n }\r\n this.addXRSessionLayer(this.createProjectionLayer(projectionLayerInit, projectionLayerMultiview));\r\n\r\n return true;\r\n }\r\n\r\n public detach(): boolean {\r\n if (!super.detach()) {\r\n return false;\r\n }\r\n this._existingLayers.length = 0;\r\n return true;\r\n }\r\n\r\n /**\r\n * Creates a new XRWebGLLayer.\r\n * @param params an object providing configuration options for the new XRWebGLLayer\r\n * @returns the XRWebGLLayer\r\n */\r\n public createXRWebGLLayer(params = defaultXRWebGLLayerInit): WebXRWebGLLayerWrapper {\r\n const layer = new XRWebGLLayer(this._xrSessionManager.session, this._glContext, params);\r\n return new WebXRWebGLLayerWrapper(layer);\r\n }\r\n\r\n /**\r\n * Creates a new XRProjectionLayer.\r\n * @param params an object providing configuration options for the new XRProjectionLayer.\r\n * @param multiview whether the projection layer should render with multiview.\r\n * @returns the projection layer\r\n */\r\n public createProjectionLayer(params = defaultXRProjectionLayerInit, multiview = false): WebXRProjectionLayerWrapper {\r\n if (multiview && params.textureType !== \"texture-array\") {\r\n throw new Error(\"Projection layers can only be made multiview if they use texture arrays. Set the textureType parameter to 'texture-array'.\");\r\n }\r\n\r\n // TODO (rgerd): Support RTT's that are bound to sub-images in the texture array.\r\n if (!multiview && params.textureType === \"texture-array\") {\r\n throw new Error(\"We currently only support multiview rendering when the textureType parameter is set to 'texture-array'.\");\r\n }\r\n\r\n const projLayer = this._xrWebGLBinding.createProjectionLayer(params);\r\n return new WebXRProjectionLayerWrapper(projLayer, multiview, this._xrWebGLBinding);\r\n }\r\n\r\n /**\r\n * Add a new layer to the already-existing list of layers\r\n * @param wrappedLayer the new layer to add to the existing ones\r\n */\r\n public addXRSessionLayer(wrappedLayer: WebXRLayerWrapper) {\r\n this.setXRSessionLayers([...this._existingLayers, wrappedLayer]);\r\n }\r\n\r\n /**\r\n * Sets the layers to be used by the XR session.\r\n * Note that you must call this function with any layers you wish to render to\r\n * since it adds them to the XR session's render state\r\n * (replacing any layers that were added in a previous call to setXRSessionLayers or updateRenderState).\r\n * This method also sets up the session manager's render target texture provider\r\n * as the first layer in the array, which feeds the WebXR camera(s) attached to the session.\r\n * @param wrappedLayers An array of WebXRLayerWrapper, usually returned from the WebXRLayers createLayer functions.\r\n */\r\n public setXRSessionLayers(wrappedLayers: Array<WebXRLayerWrapper>): void {\r\n this._existingLayers = wrappedLayers;\r\n const renderStateInit: XRRenderStateInit = { ...this._xrSessionManager.session.renderState };\r\n // Clear out the layer-related fields.\r\n renderStateInit.baseLayer = undefined;\r\n renderStateInit.layers = wrappedLayers.map((wrappedLayer) => wrappedLayer.layer);\r\n this._xrSessionManager.updateRenderState(renderStateInit);\r\n this._xrSessionManager._setBaseLayerWrapper(wrappedLayers.length > 0 ? wrappedLayers[0] : null);\r\n }\r\n\r\n public isCompatible(): boolean {\r\n // TODO (rgerd): Add native support.\r\n return !this._xrSessionManager.isNative && typeof XRWebGLBinding !== \"undefined\" && !!XRWebGLBinding.prototype.createProjectionLayer;\r\n }\r\n\r\n /**\r\n * Dispose this feature and all of the resources attached.\r\n */\r\n public dispose(): void {\r\n super.dispose();\r\n }\r\n\r\n protected _onXRFrame(_xrFrame: XRFrame): void {\r\n /* empty */\r\n }\r\n}\r\n\r\n//register the plugin\r\nWebXRFeaturesManager.AddWebXRFeature(\r\n WebXRLayers.Name,\r\n (xrSessionManager, options) => {\r\n return () => new WebXRLayers(xrSessionManager, options);\r\n },\r\n WebXRLayers.Version,\r\n false\r\n);\r\n"]}
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{ WebXRFeatureName, WebXRFeaturesManager } from \"../webXRFeaturesManager\";\r\nimport type { WebXRSessionManager } from \"../webXRSessionManager\";\r\nimport { WebXRAbstractFeature } from \"./WebXRAbstractFeature\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { WebXRLayerRenderTargetTextureProvider } from \"../webXRRenderTargetTextureProvider\";\r\nimport type { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport type { WebXRLayerType } from \"../webXRLayerWrapper\";\r\nimport { WebXRLayerWrapper } from \"../webXRLayerWrapper\";\r\nimport type { Viewport } from \"../../Maths/math.viewport\";\r\nimport { WebXRWebGLLayerWrapper } from \"../webXRWebGLLayer\";\r\n\r\n/**\r\n * Wraps xr composition layers.\r\n * @hidden\r\n */\r\nexport class WebXRCompositionLayerWrapper extends WebXRLayerWrapper {\r\n constructor(\r\n public getWidth: () => number,\r\n public getHeight: () => number,\r\n public readonly layer: XRCompositionLayer,\r\n public readonly layerType: WebXRLayerType,\r\n public readonly isMultiview: boolean,\r\n public createRTTProvider: (xrSessionManager: WebXRSessionManager) => WebXRLayerRenderTargetTextureProvider\r\n ) {\r\n super(getWidth, getHeight, layer, layerType, createRTTProvider);\r\n }\r\n}\r\n\r\n/**\r\n * Provides render target textures and other important rendering information for a given XRCompositionLayer.\r\n * @hidden\r\n */\r\nclass WebXRCompositionLayerRenderTargetTextureProvider extends WebXRLayerRenderTargetTextureProvider {\r\n protected _lastSubImages = new Map<XREye, XRWebGLSubImage>();\r\n private _compositionLayer: XRCompositionLayer;\r\n\r\n constructor(\r\n protected readonly _xrSessionManager: WebXRSessionManager,\r\n protected readonly _xrWebGLBinding: XRWebGLBinding,\r\n public readonly layerWrapper: WebXRCompositionLayerWrapper\r\n ) {\r\n super(_xrSessionManager.scene, layerWrapper);\r\n this._compositionLayer = layerWrapper.layer;\r\n }\r\n\r\n protected _getRenderTargetForSubImage(subImage: XRWebGLSubImage, eye: XREye) {\r\n const lastSubImage = this._lastSubImages.get(eye);\r\n const eyeIndex = eye == \"left\" ? 0 : 1;\r\n if (!this._renderTargetTextures[eyeIndex] || lastSubImage?.textureWidth !== subImage.textureWidth || lastSubImage?.textureHeight != subImage.textureHeight) {\r\n this._renderTargetTextures[eyeIndex] = this._createRenderTargetTexture(\r\n subImage.textureWidth,\r\n subImage.textureHeight,\r\n null,\r\n subImage.colorTexture,\r\n subImage.depthStencilTexture,\r\n this.layerWrapper.isMultiview\r\n );\r\n\r\n this._framebufferDimensions = {\r\n framebufferWidth: subImage.textureWidth,\r\n framebufferHeight: subImage.textureHeight,\r\n };\r\n }\r\n\r\n this._lastSubImages.set(eye, subImage);\r\n\r\n return this._renderTargetTextures[eyeIndex];\r\n }\r\n\r\n private _getSubImageForEye(eye: XREye): Nullable<XRWebGLSubImage> {\r\n const currentFrame = this._xrSessionManager.currentFrame;\r\n if (currentFrame) {\r\n return this._xrWebGLBinding.getSubImage(this._compositionLayer, currentFrame, eye);\r\n }\r\n return null;\r\n }\r\n\r\n public getRenderTargetTextureForEye(eye: XREye): Nullable<RenderTargetTexture> {\r\n const subImage = this._getSubImageForEye(eye);\r\n if (subImage) {\r\n return this._getRenderTargetForSubImage(subImage, eye);\r\n }\r\n return null;\r\n }\r\n\r\n public getRenderTargetTextureForView(view: XRView): Nullable<RenderTargetTexture> {\r\n return this.getRenderTargetTextureForEye(view.eye);\r\n }\r\n\r\n protected _setViewportForSubImage(viewport: Viewport, subImage: XRWebGLSubImage) {\r\n const textureWidth = subImage.textureWidth;\r\n const textureHeight = subImage.textureHeight;\r\n const xrViewport = subImage.viewport;\r\n viewport.x = xrViewport.x / textureWidth;\r\n viewport.y = xrViewport.y / textureHeight;\r\n viewport.width = xrViewport.width / textureWidth;\r\n viewport.height = xrViewport.height / textureHeight;\r\n }\r\n\r\n public trySetViewportForView(viewport: Viewport, view: XRView): boolean {\r\n const subImage = this._lastSubImages.get(view.eye) || this._getSubImageForEye(view.eye);\r\n if (subImage) {\r\n this._setViewportForSubImage(viewport, subImage);\r\n return true;\r\n }\r\n return false;\r\n }\r\n}\r\n\r\n/**\r\n * Wraps xr projection layers.\r\n * @hidden\r\n */\r\nexport class WebXRProjectionLayerWrapper extends WebXRCompositionLayerWrapper {\r\n constructor(public readonly layer: XRProjectionLayer, isMultiview: boolean, xrGLBinding: XRWebGLBinding) {\r\n super(\r\n () => layer.textureWidth,\r\n () => layer.textureHeight,\r\n layer,\r\n \"XRProjectionLayer\",\r\n isMultiview,\r\n (sessionManager) => new WebXRProjectionLayerRenderTargetTextureProvider(sessionManager, xrGLBinding, this)\r\n );\r\n }\r\n}\r\n\r\n/**\r\n * Provides render target textures and other important rendering information for a given XRProjectionLayer.\r\n * @hidden\r\n */\r\nclass WebXRProjectionLayerRenderTargetTextureProvider extends WebXRCompositionLayerRenderTargetTextureProvider {\r\n private readonly _projectionLayer: XRProjectionLayer;\r\n\r\n constructor(_xrSessionManager: WebXRSessionManager, _xrWebGLBinding: XRWebGLBinding, public readonly layerWrapper: WebXRProjectionLayerWrapper) {\r\n super(_xrSessionManager, _xrWebGLBinding, layerWrapper);\r\n this._projectionLayer = layerWrapper.layer;\r\n }\r\n\r\n private _getSubImageForView(view: XRView): XRWebGLSubImage {\r\n return this._xrWebGLBinding.getViewSubImage(this._projectionLayer, view);\r\n }\r\n\r\n public getRenderTargetTextureForView(view: XRView): Nullable<RenderTargetTexture> {\r\n return this._getRenderTargetForSubImage(this._getSubImageForView(view), view.eye);\r\n }\r\n\r\n public getRenderTargetTextureForEye(eye: XREye): Nullable<RenderTargetTexture> {\r\n const lastSubImage = this._lastSubImages.get(eye);\r\n if (lastSubImage) {\r\n return this._getRenderTargetForSubImage(lastSubImage, eye);\r\n }\r\n return null;\r\n }\r\n\r\n public trySetViewportForView(viewport: Viewport, view: XRView): boolean {\r\n const subImage = this._lastSubImages.get(view.eye) || this._getSubImageForView(view);\r\n if (subImage) {\r\n this._setViewportForSubImage(viewport, subImage);\r\n return true;\r\n }\r\n return false;\r\n }\r\n}\r\n\r\nconst defaultXRWebGLLayerInit: XRWebGLLayerInit = {};\r\n\r\nconst defaultXRProjectionLayerInit: XRProjectionLayerInit = {\r\n textureType: \"texture\",\r\n colorFormat: 0x1908 /* WebGLRenderingContext.RGBA */,\r\n depthFormat: 0x88f0 /* WebGLRenderingContext.DEPTH24_STENCIL8 */,\r\n scaleFactor: 1.0,\r\n};\r\n\r\n/**\r\n * Configuration options of the layers feature\r\n */\r\nexport interface IWebXRLayersOptions {\r\n /**\r\n * Whether to try initializing the base projection layer as a multiview render target, if multiview is supported.\r\n * Defaults to false.\r\n */\r\n preferMultiviewOnInit?: boolean;\r\n}\r\n\r\n/**\r\n * Exposes the WebXR Layers API.\r\n */\r\nexport class WebXRLayers extends WebXRAbstractFeature {\r\n /**\r\n * The module's name\r\n */\r\n public static readonly Name = WebXRFeatureName.LAYERS;\r\n /**\r\n * The (Babylon) version of this module.\r\n * This is an integer representing the implementation version.\r\n * This number does not correspond to the WebXR specs version\r\n */\r\n public static readonly Version = 1;\r\n /**\r\n * Already-created layers\r\n */\r\n private _existingLayers: WebXRLayerWrapper[] = [];\r\n\r\n private _glContext: WebGLRenderingContext | WebGL2RenderingContext;\r\n private _xrWebGLBinding: XRWebGLBinding;\r\n\r\n constructor(_xrSessionManager: WebXRSessionManager, private readonly _options: IWebXRLayersOptions = {}) {\r\n super(_xrSessionManager);\r\n this.xrNativeFeatureName = \"layers\";\r\n }\r\n\r\n /**\r\n * Attach this feature.\r\n * Will usually be called by the features manager.\r\n *\r\n * @returns true if successful.\r\n */\r\n public attach(): boolean {\r\n if (!super.attach()) {\r\n return false;\r\n }\r\n\r\n const engine = this._xrSessionManager.scene.getEngine();\r\n this._glContext = engine._gl;\r\n this._xrWebGLBinding = new XRWebGLBinding(this._xrSessionManager.session, this._glContext);\r\n this._existingLayers.length = 0;\r\n\r\n const projectionLayerInit = { ...defaultXRProjectionLayerInit };\r\n const projectionLayerMultiview = this._options.preferMultiviewOnInit && engine.getCaps().multiview;\r\n if (projectionLayerMultiview) {\r\n projectionLayerInit.textureType = \"texture-array\";\r\n }\r\n this.addXRSessionLayer(this.createProjectionLayer(projectionLayerInit, projectionLayerMultiview));\r\n\r\n return true;\r\n }\r\n\r\n public detach(): boolean {\r\n if (!super.detach()) {\r\n return false;\r\n }\r\n this._existingLayers.length = 0;\r\n return true;\r\n }\r\n\r\n /**\r\n * Creates a new XRWebGLLayer.\r\n * @param params an object providing configuration options for the new XRWebGLLayer\r\n * @returns the XRWebGLLayer\r\n */\r\n public createXRWebGLLayer(params = defaultXRWebGLLayerInit): WebXRWebGLLayerWrapper {\r\n const layer = new XRWebGLLayer(this._xrSessionManager.session, this._glContext, params);\r\n return new WebXRWebGLLayerWrapper(layer);\r\n }\r\n\r\n /**\r\n * Creates a new XRProjectionLayer.\r\n * @param params an object providing configuration options for the new XRProjectionLayer.\r\n * @param multiview whether the projection layer should render with multiview.\r\n * @returns the projection layer\r\n */\r\n public createProjectionLayer(params = defaultXRProjectionLayerInit, multiview = false): WebXRProjectionLayerWrapper {\r\n if (multiview && params.textureType !== \"texture-array\") {\r\n throw new Error(\"Projection layers can only be made multiview if they use texture arrays. Set the textureType parameter to 'texture-array'.\");\r\n }\r\n\r\n // TODO (rgerd): Support RTT's that are bound to sub-images in the texture array.\r\n if (!multiview && params.textureType === \"texture-array\") {\r\n throw new Error(\"We currently only support multiview rendering when the textureType parameter is set to 'texture-array'.\");\r\n }\r\n\r\n const projLayer = this._xrWebGLBinding.createProjectionLayer(params);\r\n return new WebXRProjectionLayerWrapper(projLayer, multiview, this._xrWebGLBinding);\r\n }\r\n\r\n /**\r\n * Add a new layer to the already-existing list of layers\r\n * @param wrappedLayer the new layer to add to the existing ones\r\n */\r\n public addXRSessionLayer(wrappedLayer: WebXRLayerWrapper) {\r\n this.setXRSessionLayers([...this._existingLayers, wrappedLayer]);\r\n }\r\n\r\n /**\r\n * Sets the layers to be used by the XR session.\r\n * Note that you must call this function with any layers you wish to render to\r\n * since it adds them to the XR session's render state\r\n * (replacing any layers that were added in a previous call to setXRSessionLayers or updateRenderState).\r\n * This method also sets up the session manager's render target texture provider\r\n * as the first layer in the array, which feeds the WebXR camera(s) attached to the session.\r\n * @param wrappedLayers An array of WebXRLayerWrapper, usually returned from the WebXRLayers createLayer functions.\r\n */\r\n public setXRSessionLayers(wrappedLayers: Array<WebXRLayerWrapper>): void {\r\n this._existingLayers = wrappedLayers;\r\n const renderStateInit: XRRenderStateInit = { ...this._xrSessionManager.session.renderState };\r\n // Clear out the layer-related fields.\r\n renderStateInit.baseLayer = undefined;\r\n renderStateInit.layers = wrappedLayers.map((wrappedLayer) => wrappedLayer.layer);\r\n this._xrSessionManager.updateRenderState(renderStateInit);\r\n this._xrSessionManager._setBaseLayerWrapper(wrappedLayers.length > 0 ? wrappedLayers[0] : null);\r\n }\r\n\r\n public isCompatible(): boolean {\r\n // TODO (rgerd): Add native support.\r\n return !this._xrSessionManager.isNative && typeof XRWebGLBinding !== \"undefined\" && !!XRWebGLBinding.prototype.createProjectionLayer;\r\n }\r\n\r\n /**\r\n * Dispose this feature and all of the resources attached.\r\n */\r\n public dispose(): void {\r\n super.dispose();\r\n }\r\n\r\n protected _onXRFrame(_xrFrame: XRFrame): void {\r\n /* empty */\r\n }\r\n}\r\n\r\n//register the plugin\r\nWebXRFeaturesManager.AddWebXRFeature(\r\n WebXRLayers.Name,\r\n (xrSessionManager, options) => {\r\n return () => new WebXRLayers(xrSessionManager, options);\r\n },\r\n WebXRLayers.Version,\r\n false\r\n);\r\n"]}
|
package/assetContainer.d.ts
CHANGED
|
@@ -55,7 +55,7 @@ export declare class AssetContainer extends AbstractScene {
|
|
|
55
55
|
* @returns a list of rootNodes, skeletons and animation groups that were duplicated
|
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56
56
|
*/
|
|
57
57
|
instantiateModelsToScene(nameFunction?: (sourceName: string) => string, cloneMaterials?: boolean, options?: {
|
|
58
|
-
doNotInstantiate: boolean;
|
|
58
|
+
doNotInstantiate?: boolean | ((node: TransformNode) => boolean);
|
|
59
59
|
predicate?: (entity: any) => boolean;
|
|
60
60
|
}): InstantiatedEntries;
|
|
61
61
|
/**
|
package/assetContainer.js
CHANGED
|
@@ -1,4 +1,4 @@
|
|
|
1
|
-
import { __extends } from "tslib";
|
|
1
|
+
import { __assign, __extends } from "tslib";
|
|
2
2
|
import { AbstractScene } from "./abstractScene.js";
|
|
3
3
|
import { Mesh } from "./Meshes/mesh.js";
|
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4
4
|
import { Logger } from "./Misc/logger.js";
|
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@@ -101,10 +101,10 @@ var AssetContainer = /** @class */ (function (_super) {
|
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|
101
101
|
var result = new InstantiatedEntries();
|
|
102
102
|
var alreadySwappedSkeletons = [];
|
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103
103
|
var alreadySwappedMaterials = [];
|
|
104
|
-
|
|
105
|
-
|
|
106
|
-
|
|
107
|
-
};
|
|
104
|
+
var localOptions = __assign({ doNotInstantiate: true }, options);
|
|
105
|
+
if (!localOptions.doNotInstantiate) {
|
|
106
|
+
// Always clone skinned meshes.
|
|
107
|
+
localOptions.doNotInstantiate = function (node) { return !!node.skeleton; };
|
|
108
108
|
}
|
|
109
109
|
var onClone = function (source, clone) {
|
|
110
110
|
convertionMap[source.uniqueId] = clone.uniqueId;
|
|
@@ -127,11 +127,11 @@ var AssetContainer = /** @class */ (function (_super) {
|
|
|
127
127
|
}
|
|
128
128
|
};
|
|
129
129
|
this.transformNodes.forEach(function (o) {
|
|
130
|
-
if (
|
|
130
|
+
if (localOptions.predicate && !localOptions.predicate(o)) {
|
|
131
131
|
return;
|
|
132
132
|
}
|
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133
133
|
if (!o.parent) {
|
|
134
|
-
var newOne = o.instantiateHierarchy(null,
|
|
134
|
+
var newOne = o.instantiateHierarchy(null, localOptions, function (source, clone) {
|
|
135
135
|
onClone(source, clone);
|
|
136
136
|
});
|
|
137
137
|
if (newOne) {
|
|
@@ -140,11 +140,11 @@ var AssetContainer = /** @class */ (function (_super) {
|
|
|
140
140
|
}
|
|
141
141
|
});
|
|
142
142
|
this.meshes.forEach(function (o) {
|
|
143
|
-
if (
|
|
143
|
+
if (localOptions.predicate && !localOptions.predicate(o)) {
|
|
144
144
|
return;
|
|
145
145
|
}
|
|
146
146
|
if (!o.parent) {
|
|
147
|
-
var newOne = o.instantiateHierarchy(null,
|
|
147
|
+
var newOne = o.instantiateHierarchy(null, localOptions, function (source, clone) {
|
|
148
148
|
onClone(source, clone);
|
|
149
149
|
if (clone.material) {
|
|
150
150
|
var mesh = clone;
|
|
@@ -196,7 +196,7 @@ var AssetContainer = /** @class */ (function (_super) {
|
|
|
196
196
|
}
|
|
197
197
|
});
|
|
198
198
|
this.skeletons.forEach(function (s) {
|
|
199
|
-
if (
|
|
199
|
+
if (localOptions.predicate && !localOptions.predicate(s)) {
|
|
200
200
|
return;
|
|
201
201
|
}
|
|
202
202
|
var clone = s.clone(nameFunction ? nameFunction(s.name) : "Clone of " + s.name);
|
|
@@ -224,7 +224,7 @@ var AssetContainer = /** @class */ (function (_super) {
|
|
|
224
224
|
result.skeletons.push(clone);
|
|
225
225
|
});
|
|
226
226
|
this.animationGroups.forEach(function (o) {
|
|
227
|
-
if (
|
|
227
|
+
if (localOptions.predicate && !localOptions.predicate(o)) {
|
|
228
228
|
return;
|
|
229
229
|
}
|
|
230
230
|
var clone = o.clone(nameFunction ? nameFunction(o.name) : "Clone of " + o.name, function (oldTarget) {
|
|
@@ -459,51 +459,51 @@ var AssetContainer = /** @class */ (function (_super) {
|
|
|
459
459
|
this.cameras.slice(0).forEach(function (o) {
|
|
460
460
|
o.dispose();
|
|
461
461
|
});
|
|
462
|
-
this.cameras =
|
|
462
|
+
this.cameras.length = 0;
|
|
463
463
|
this.lights.slice(0).forEach(function (o) {
|
|
464
464
|
o.dispose();
|
|
465
465
|
});
|
|
466
|
-
this.lights =
|
|
466
|
+
this.lights.length = 0;
|
|
467
467
|
this.meshes.slice(0).forEach(function (o) {
|
|
468
468
|
o.dispose();
|
|
469
469
|
});
|
|
470
|
-
this.meshes =
|
|
470
|
+
this.meshes.length = 0;
|
|
471
471
|
this.skeletons.slice(0).forEach(function (o) {
|
|
472
472
|
o.dispose();
|
|
473
473
|
});
|
|
474
|
-
this.skeletons =
|
|
474
|
+
this.skeletons.length = 0;
|
|
475
475
|
this.animationGroups.slice(0).forEach(function (o) {
|
|
476
476
|
o.dispose();
|
|
477
477
|
});
|
|
478
|
-
this.animationGroups =
|
|
478
|
+
this.animationGroups.length = 0;
|
|
479
479
|
this.multiMaterials.slice(0).forEach(function (o) {
|
|
480
480
|
o.dispose();
|
|
481
481
|
});
|
|
482
|
-
this.multiMaterials =
|
|
482
|
+
this.multiMaterials.length = 0;
|
|
483
483
|
this.materials.slice(0).forEach(function (o) {
|
|
484
484
|
o.dispose();
|
|
485
485
|
});
|
|
486
|
-
this.materials =
|
|
486
|
+
this.materials.length = 0;
|
|
487
487
|
this.geometries.slice(0).forEach(function (o) {
|
|
488
488
|
o.dispose();
|
|
489
489
|
});
|
|
490
|
-
this.geometries =
|
|
490
|
+
this.geometries.length = 0;
|
|
491
491
|
this.transformNodes.slice(0).forEach(function (o) {
|
|
492
492
|
o.dispose();
|
|
493
493
|
});
|
|
494
|
-
this.transformNodes =
|
|
494
|
+
this.transformNodes.length = 0;
|
|
495
495
|
this.actionManagers.slice(0).forEach(function (o) {
|
|
496
496
|
o.dispose();
|
|
497
497
|
});
|
|
498
|
-
this.actionManagers =
|
|
498
|
+
this.actionManagers.length = 0;
|
|
499
499
|
this.textures.slice(0).forEach(function (o) {
|
|
500
500
|
o.dispose();
|
|
501
501
|
});
|
|
502
|
-
this.textures =
|
|
502
|
+
this.textures.length = 0;
|
|
503
503
|
this.reflectionProbes.slice(0).forEach(function (o) {
|
|
504
504
|
o.dispose();
|
|
505
505
|
});
|
|
506
|
-
this.reflectionProbes =
|
|
506
|
+
this.reflectionProbes.length = 0;
|
|
507
507
|
if (this.environmentTexture) {
|
|
508
508
|
this.environmentTexture.dispose();
|
|
509
509
|
this.environmentTexture = null;
|