@babylonjs/core 5.22.0 → 5.22.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (64) hide show
  1. package/Engines/thinEngine.js +2 -2
  2. package/Engines/thinEngine.js.map +1 -1
  3. package/Materials/Background/backgroundMaterial.js +1 -0
  4. package/Materials/Background/backgroundMaterial.js.map +1 -1
  5. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +1 -1
  6. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
  7. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +2 -0
  8. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  9. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +1 -0
  10. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  11. package/Materials/Node/nodeMaterial.d.ts +1 -0
  12. package/Materials/Node/nodeMaterial.js +1 -0
  13. package/Materials/Node/nodeMaterial.js.map +1 -1
  14. package/Materials/PBR/pbrBaseMaterial.d.ts +1 -0
  15. package/Materials/PBR/pbrBaseMaterial.js +1 -0
  16. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  17. package/Materials/Textures/renderTargetTexture.d.ts +4 -1
  18. package/Materials/Textures/renderTargetTexture.js +15 -28
  19. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  20. package/Materials/imageProcessingConfiguration.d.ts +22 -0
  21. package/Materials/imageProcessingConfiguration.js +68 -13
  22. package/Materials/imageProcessingConfiguration.js.map +1 -1
  23. package/Materials/standardMaterial.d.ts +1 -0
  24. package/Materials/standardMaterial.js +1 -0
  25. package/Materials/standardMaterial.js.map +1 -1
  26. package/Misc/arrayTools.d.ts +12 -0
  27. package/Misc/arrayTools.js +44 -0
  28. package/Misc/arrayTools.js.map +1 -1
  29. package/Misc/fileTools.d.ts +4 -0
  30. package/Misc/fileTools.js +14 -2
  31. package/Misc/fileTools.js.map +1 -1
  32. package/Misc/index.d.ts +1 -0
  33. package/Misc/index.js +1 -0
  34. package/Misc/index.js.map +1 -1
  35. package/Misc/logger.d.ts +1 -4
  36. package/Misc/logger.js +28 -66
  37. package/Misc/logger.js.map +1 -1
  38. package/Misc/observable.d.ts +9 -37
  39. package/Misc/observable.extensions.d.ts +41 -0
  40. package/Misc/observable.extensions.js +82 -0
  41. package/Misc/observable.extensions.js.map +1 -0
  42. package/Misc/observable.js +4 -95
  43. package/Misc/observable.js.map +1 -1
  44. package/Navigation/Plugins/recastJSPlugin.d.ts +11 -0
  45. package/Navigation/Plugins/recastJSPlugin.js +19 -1
  46. package/Navigation/Plugins/recastJSPlugin.js.map +1 -1
  47. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.d.ts +2 -0
  48. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js +20 -1
  49. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
  50. package/PostProcesses/imageProcessingPostProcess.d.ts +16 -0
  51. package/PostProcesses/imageProcessingPostProcess.js +25 -0
  52. package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
  53. package/Rendering/edgesRenderer.js +1 -1
  54. package/Rendering/edgesRenderer.js.map +1 -1
  55. package/Shaders/ShadersInclude/helperFunctions.js +1 -1
  56. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  57. package/Shaders/ShadersInclude/imageProcessingDeclaration.js +5 -1
  58. package/Shaders/ShadersInclude/imageProcessingDeclaration.js.map +1 -1
  59. package/Shaders/ShadersInclude/imageProcessingFunctions.js +2 -0
  60. package/Shaders/ShadersInclude/imageProcessingFunctions.js.map +1 -1
  61. package/package.json +1 -1
  62. package/scene.d.ts +8 -1
  63. package/scene.js +13 -2
  64. package/scene.js.map +1 -1
@@ -1 +1 @@
1
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type { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters, IObstacle } from \"../../Navigation/INavigationEngine\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { VertexData } from \"../../Meshes/mesh.vertexData\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Epsilon, Vector3, Matrix } from \"../../Maths/math\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\n\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\ndeclare let Recast: any;\r\n\r\n/**\r\n * RecastJS navigation plugin\r\n */\r\nexport class RecastJSPlugin implements INavigationEnginePlugin {\r\n /**\r\n * Reference to the Recast library\r\n */\r\n public bjsRECAST: any = {};\r\n\r\n /**\r\n * plugin name\r\n */\r\n public name: string = \"RecastJSPlugin\";\r\n\r\n /**\r\n * the first navmesh created. We might extend this to support multiple navmeshes\r\n */\r\n public navMesh: any;\r\n\r\n private _maximumSubStepCount: number = 10;\r\n private _timeStep: number = 1 / 60;\r\n\r\n private _tempVec1: any;\r\n private _tempVec2: any;\r\n\r\n private _worker: Nullable<Worker> = null;\r\n\r\n /**\r\n * Initializes the recastJS plugin\r\n * @param recastInjection can be used to inject your own recast reference\r\n */\r\n public constructor(recastInjection: any = Recast) {\r\n if (typeof recastInjection === \"function\") {\r\n Logger.Error(\"RecastJS is not ready. Please make sure you await Recast() before using the plugin.\");\r\n } else {\r\n this.bjsRECAST = recastInjection;\r\n }\r\n\r\n if (!this.isSupported()) {\r\n Logger.Error(\"RecastJS is not available. Please make sure you included the js file.\");\r\n return;\r\n }\r\n this.setTimeStep();\r\n\r\n this._tempVec1 = new this.bjsRECAST.Vec3();\r\n this._tempVec2 = new this.bjsRECAST.Vec3();\r\n }\r\n\r\n /**\r\n * Set worker URL to be used when generating a new navmesh\r\n * @param workerURL url string\r\n * @returns boolean indicating if worker is created\r\n */\r\n public setWorkerURL(workerURL: string): boolean {\r\n if (window && window.Worker) {\r\n this._worker = new Worker(workerURL);\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Set the time step of the navigation tick update.\r\n * Default is 1/60.\r\n * A value of 0 will disable fixed time update\r\n * @param newTimeStep the new timestep to apply to this world.\r\n */\r\n setTimeStep(newTimeStep: number = 1 / 60): void {\r\n this._timeStep = newTimeStep;\r\n }\r\n\r\n /**\r\n * Get the time step of the navigation tick update.\r\n * @returns the current time step\r\n */\r\n getTimeStep(): number {\r\n return this._timeStep;\r\n }\r\n\r\n /**\r\n * If delta time in navigation tick update is greater than the time step\r\n * a number of sub iterations are done. If more iterations are need to reach deltatime\r\n * they will be discarded.\r\n * A value of 0 will set to no maximum and update will use as many substeps as needed\r\n * @param newStepCount the maximum number of iterations\r\n */\r\n setMaximumSubStepCount(newStepCount: number = 10): void {\r\n this._maximumSubStepCount = newStepCount;\r\n }\r\n\r\n /**\r\n * Get the maximum number of iterations per navigation tick update\r\n * @returns the maximum number of iterations\r\n */\r\n getMaximumSubStepCount(): number {\r\n return this._maximumSubStepCount;\r\n }\r\n\r\n /**\r\n * Creates a navigation mesh\r\n * @param meshes array of all the geometry used to compute the navigation mesh\r\n * @param parameters bunch of parameters used to filter geometry\r\n * @param completion callback when data is available from the worker. Not used without a worker\r\n */\r\n createNavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters, completion?: (navmeshData: Uint8Array) => void): void {\r\n if (this._worker && !completion) {\r\n console.warn(\"A worker is avaible but no completion callback. Defaulting to blocking navmesh creation\");\r\n } else if (!this._worker && completion) {\r\n console.warn(\"A completion callback is avaible but no worker. Defaulting to blocking navmesh creation\");\r\n }\r\n\r\n this.navMesh = new this.bjsRECAST.NavMesh();\r\n\r\n let index: number;\r\n let tri: number;\r\n let pt: number;\r\n\r\n const indices = [];\r\n const positions = [];\r\n let offset = 0;\r\n for (index = 0; index < meshes.length; index++) {\r\n if (meshes[index]) {\r\n const mesh = meshes[index];\r\n\r\n const meshIndices = mesh.getIndices();\r\n if (!meshIndices) {\r\n continue;\r\n }\r\n const meshPositions = mesh.getVerticesData(VertexBuffer.PositionKind, false, false);\r\n if (!meshPositions) {\r\n continue;\r\n }\r\n\r\n const worldMatrices = [];\r\n const worldMatrix = mesh.computeWorldMatrix(true);\r\n\r\n if (mesh.hasThinInstances) {\r\n const thinMatrices = (mesh as Mesh).thinInstanceGetWorldMatrices();\r\n for (let instanceIndex = 0; instanceIndex < thinMatrices.length; instanceIndex++) {\r\n const tmpMatrix = new Matrix();\r\n const thinMatrix = thinMatrices[instanceIndex];\r\n thinMatrix.multiplyToRef(worldMatrix, tmpMatrix);\r\n worldMatrices.push(tmpMatrix);\r\n }\r\n } else {\r\n worldMatrices.push(worldMatrix);\r\n }\r\n\r\n for (let matrixIndex = 0; matrixIndex < worldMatrices.length; matrixIndex++) {\r\n const wm = worldMatrices[matrixIndex];\r\n for (tri = 0; tri < meshIndices.length; tri++) {\r\n indices.push(meshIndices[tri] + offset);\r\n }\r\n\r\n const transformed = Vector3.Zero();\r\n const position = Vector3.Zero();\r\n for (pt = 0; pt < meshPositions.length; pt += 3) {\r\n Vector3.FromArrayToRef(meshPositions, pt, position);\r\n Vector3.TransformCoordinatesToRef(position, wm, transformed);\r\n positions.push(transformed.x, transformed.y, transformed.z);\r\n }\r\n\r\n offset += meshPositions.length / 3;\r\n }\r\n }\r\n }\r\n\r\n if (this._worker && completion) {\r\n // spawn worker and send message\r\n this._worker.postMessage([positions, offset, indices, indices.length, parameters]);\r\n this._worker.onmessage = function (e) {\r\n completion(e.data);\r\n };\r\n } else {\r\n // blocking calls\r\n const rc = new this.bjsRECAST.rcConfig();\r\n rc.cs = parameters.cs;\r\n rc.ch = parameters.ch;\r\n rc.borderSize = parameters.borderSize ? parameters.borderSize : 0;\r\n rc.tileSize = parameters.tileSize ? parameters.tileSize : 0;\r\n rc.walkableSlopeAngle = parameters.walkableSlopeAngle;\r\n rc.walkableHeight = parameters.walkableHeight;\r\n rc.walkableClimb = parameters.walkableClimb;\r\n rc.walkableRadius = parameters.walkableRadius;\r\n rc.maxEdgeLen = parameters.maxEdgeLen;\r\n rc.maxSimplificationError = parameters.maxSimplificationError;\r\n rc.minRegionArea = parameters.minRegionArea;\r\n rc.mergeRegionArea = parameters.mergeRegionArea;\r\n rc.maxVertsPerPoly = parameters.maxVertsPerPoly;\r\n rc.detailSampleDist = parameters.detailSampleDist;\r\n rc.detailSampleMaxError = parameters.detailSampleMaxError;\r\n\r\n this.navMesh.build(positions, offset, indices, indices.length, rc);\r\n }\r\n }\r\n\r\n /**\r\n * Create a navigation mesh debug mesh\r\n * @param scene is where the mesh will be added\r\n * @returns debug display mesh\r\n */\r\n createDebugNavMesh(scene: Scene): Mesh {\r\n let tri: number;\r\n let pt: number;\r\n const debugNavMesh = this.navMesh.getDebugNavMesh();\r\n const triangleCount = debugNavMesh.getTriangleCount();\r\n\r\n const indices = [];\r\n const positions = [];\r\n for (tri = 0; tri < triangleCount * 3; tri++) {\r\n indices.push(tri);\r\n }\r\n for (tri = 0; tri < triangleCount; tri++) {\r\n for (pt = 0; pt < 3; pt++) {\r\n const point = debugNavMesh.getTriangle(tri).getPoint(pt);\r\n positions.push(point.x, point.y, point.z);\r\n }\r\n }\r\n\r\n const mesh = new Mesh(\"NavMeshDebug\", scene);\r\n const vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.applyToMesh(mesh, false);\r\n return mesh;\r\n }\r\n\r\n /**\r\n * Get a navigation mesh constrained position, closest to the parameter position\r\n * @param position world position\r\n * @returns the closest point to position constrained by the navigation mesh\r\n */\r\n getClosestPoint(position: Vector3): Vector3 {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n const ret = this.navMesh.getClosestPoint(this._tempVec1);\r\n const pr = new Vector3(ret.x, ret.y, ret.z);\r\n return pr;\r\n }\r\n\r\n /**\r\n * Get a navigation mesh constrained position, closest to the parameter position\r\n * @param position world position\r\n * @param result output the closest point to position constrained by the navigation mesh\r\n */\r\n getClosestPointToRef(position: Vector3, result: Vector3): void {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n const ret = this.navMesh.getClosestPoint(this._tempVec1);\r\n result.set(ret.x, ret.y, ret.z);\r\n }\r\n\r\n /**\r\n * Get a navigation mesh constrained position, within a particular radius\r\n * @param position world position\r\n * @param maxRadius the maximum distance to the constrained world position\r\n * @returns the closest point to position constrained by the navigation mesh\r\n */\r\n getRandomPointAround(position: Vector3, maxRadius: number): Vector3 {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n const ret = this.navMesh.getRandomPointAround(this._tempVec1, maxRadius);\r\n const pr = new Vector3(ret.x, ret.y, ret.z);\r\n return pr;\r\n }\r\n\r\n /**\r\n * Get a navigation mesh constrained position, within a particular radius\r\n * @param position world position\r\n * @param maxRadius the maximum distance to the constrained world position\r\n * @param result output the closest point to position constrained by the navigation mesh\r\n */\r\n getRandomPointAroundToRef(position: Vector3, maxRadius: number, result: Vector3): void {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n const ret = this.navMesh.getRandomPointAround(this._tempVec1, maxRadius);\r\n result.set(ret.x, ret.y, ret.z);\r\n }\r\n\r\n /**\r\n * Compute the final position from a segment made of destination-position\r\n * @param position world position\r\n * @param destination world position\r\n * @returns the resulting point along the navmesh\r\n */\r\n moveAlong(position: Vector3, destination: Vector3): Vector3 {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n this._tempVec2.x = destination.x;\r\n this._tempVec2.y = destination.y;\r\n this._tempVec2.z = destination.z;\r\n const ret = this.navMesh.moveAlong(this._tempVec1, this._tempVec2);\r\n const pr = new Vector3(ret.x, ret.y, ret.z);\r\n return pr;\r\n }\r\n\r\n /**\r\n * Compute the final position from a segment made of destination-position\r\n * @param position world position\r\n * @param destination world position\r\n * @param result output the resulting point along the navmesh\r\n */\r\n moveAlongToRef(position: Vector3, destination: Vector3, result: Vector3): void {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n this._tempVec2.x = destination.x;\r\n this._tempVec2.y = destination.y;\r\n this._tempVec2.z = destination.z;\r\n const ret = this.navMesh.moveAlong(this._tempVec1, this._tempVec2);\r\n result.set(ret.x, ret.y, ret.z);\r\n }\r\n\r\n /**\r\n * Compute a navigation path from start to end. Returns an empty array if no path can be computed\r\n * @param start world position\r\n * @param end world position\r\n * @returns array containing world position composing the path\r\n */\r\n computePath(start: Vector3, end: Vector3): Vector3[] {\r\n let pt: number;\r\n this._tempVec1.x = start.x;\r\n this._tempVec1.y = start.y;\r\n this._tempVec1.z = start.z;\r\n this._tempVec2.x = end.x;\r\n this._tempVec2.y = end.y;\r\n this._tempVec2.z = end.z;\r\n const navPath = this.navMesh.computePath(this._tempVec1, this._tempVec2);\r\n const pointCount = navPath.getPointCount();\r\n const positions = [];\r\n for (pt = 0; pt < pointCount; pt++) {\r\n const p = navPath.getPoint(pt);\r\n positions.push(new Vector3(p.x, p.y, p.z));\r\n }\r\n return positions;\r\n }\r\n\r\n /**\r\n * Create a new Crowd so you can add agents\r\n * @param maxAgents the maximum agent count in the crowd\r\n * @param maxAgentRadius the maximum radius an agent can have\r\n * @param scene to attach the crowd to\r\n * @returns the crowd you can add agents to\r\n */\r\n createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd {\r\n const crowd = new RecastJSCrowd(this, maxAgents, maxAgentRadius, scene);\r\n return crowd;\r\n }\r\n\r\n /**\r\n * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)\r\n * The queries will try to find a solution within those bounds\r\n * default is (1,1,1)\r\n * @param extent x,y,z value that define the extent around the queries point of reference\r\n */\r\n setDefaultQueryExtent(extent: Vector3): void {\r\n this._tempVec1.x = extent.x;\r\n this._tempVec1.y = extent.y;\r\n this._tempVec1.z = extent.z;\r\n this.navMesh.setDefaultQueryExtent(this._tempVec1);\r\n }\r\n\r\n /**\r\n * Get the Bounding box extent specified by setDefaultQueryExtent\r\n * @returns the box extent values\r\n */\r\n getDefaultQueryExtent(): Vector3 {\r\n const p = this.navMesh.getDefaultQueryExtent();\r\n return new Vector3(p.x, p.y, p.z);\r\n }\r\n\r\n /**\r\n * build the navmesh from a previously saved state using getNavmeshData\r\n * @param data the Uint8Array returned by getNavmeshData\r\n */\r\n buildFromNavmeshData(data: Uint8Array): void {\r\n const nDataBytes = data.length * data.BYTES_PER_ELEMENT;\r\n const dataPtr = this.bjsRECAST._malloc(nDataBytes);\r\n\r\n const dataHeap = new Uint8Array(this.bjsRECAST.HEAPU8.buffer, dataPtr, nDataBytes);\r\n dataHeap.set(data);\r\n\r\n const buf = new this.bjsRECAST.NavmeshData();\r\n buf.dataPointer = dataHeap.byteOffset;\r\n buf.size = data.length;\r\n this.navMesh = new this.bjsRECAST.NavMesh();\r\n this.navMesh.buildFromNavmeshData(buf);\r\n\r\n // Free memory\r\n this.bjsRECAST._free(dataHeap.byteOffset);\r\n }\r\n\r\n /**\r\n * returns the navmesh data that can be used later. The navmesh must be built before retrieving the data\r\n * @returns data the Uint8Array that can be saved and reused\r\n */\r\n getNavmeshData(): Uint8Array {\r\n const navmeshData = this.navMesh.getNavmeshData();\r\n const arrView = new Uint8Array(this.bjsRECAST.HEAPU8.buffer, navmeshData.dataPointer, navmeshData.size);\r\n const ret = new Uint8Array(navmeshData.size);\r\n ret.set(arrView);\r\n this.navMesh.freeNavmeshData(navmeshData);\r\n return ret;\r\n }\r\n\r\n /**\r\n * Get the Bounding box extent result specified by setDefaultQueryExtent\r\n * @param result output the box extent values\r\n */\r\n getDefaultQueryExtentToRef(result: Vector3): void {\r\n const p = this.navMesh.getDefaultQueryExtent();\r\n result.set(p.x, p.y, p.z);\r\n }\r\n\r\n /**\r\n * Disposes\r\n */\r\n public dispose() {}\r\n\r\n /**\r\n * Creates a cylinder obstacle and add it to the navigation\r\n * @param position world position\r\n * @param radius cylinder radius\r\n * @param height cylinder height\r\n * @returns the obstacle freshly created\r\n */\r\n addCylinderObstacle(position: Vector3, radius: number, height: number): IObstacle {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n return this.navMesh.addCylinderObstacle(this._tempVec1, radius, height);\r\n }\r\n\r\n /**\r\n * Creates an oriented box obstacle and add it to the navigation\r\n * @param position world position\r\n * @param extent box size\r\n * @param angle angle in radians of the box orientation on Y axis\r\n * @returns the obstacle freshly created\r\n */\r\n addBoxObstacle(position: Vector3, extent: Vector3, angle: number): IObstacle {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n this._tempVec2.x = extent.x;\r\n this._tempVec2.y = extent.y;\r\n this._tempVec2.z = extent.z;\r\n return this.navMesh.addBoxObstacle(this._tempVec1, this._tempVec2, angle);\r\n }\r\n\r\n /**\r\n * Removes an obstacle created by addCylinderObstacle or addBoxObstacle\r\n * @param obstacle obstacle to remove from the navigation\r\n */\r\n removeObstacle(obstacle: IObstacle): void {\r\n this.navMesh.removeObstacle(obstacle);\r\n }\r\n\r\n /**\r\n * If this plugin is supported\r\n * @returns true if plugin is supported\r\n */\r\n public isSupported(): boolean {\r\n return this.bjsRECAST !== undefined;\r\n }\r\n}\r\n\r\n/**\r\n * Recast detour crowd implementation\r\n */\r\nexport class RecastJSCrowd implements ICrowd {\r\n /**\r\n * Recast/detour plugin\r\n */\r\n public bjsRECASTPlugin: RecastJSPlugin;\r\n /**\r\n * Link to the detour crowd\r\n */\r\n public recastCrowd: any = {};\r\n /**\r\n * One transform per agent\r\n */\r\n public transforms: TransformNode[] = new Array<TransformNode>();\r\n /**\r\n * All agents created\r\n */\r\n public agents: number[] = new Array<number>();\r\n /**\r\n * agents reach radius\r\n */\r\n public reachRadii: number[] = new Array<number>();\r\n /**\r\n * true when a destination is active for an agent and notifier hasn't been notified of reach\r\n */\r\n private _agentDestinationArmed: boolean[] = new Array<boolean>();\r\n /**\r\n * agent current target\r\n */\r\n private _agentDestination: Vector3[] = new Array<Vector3>();\r\n /**\r\n * Link to the scene is kept to unregister the crowd from the scene\r\n */\r\n private _scene: Scene;\r\n\r\n /**\r\n * Observer for crowd updates\r\n */\r\n private _onBeforeAnimationsObserver: Nullable<Observer<Scene>> = null;\r\n\r\n /**\r\n * Fires each time an agent is in reach radius of its destination\r\n */\r\n public onReachTargetObservable = new Observable<{ agentIndex: number; destination: Vector3 }>();\r\n\r\n /**\r\n * Constructor\r\n * @param plugin recastJS plugin\r\n * @param maxAgents the maximum agent count in the crowd\r\n * @param maxAgentRadius the maximum radius an agent can have\r\n * @param scene to attach the crowd to\r\n * @returns the crowd you can add agents to\r\n */\r\n public constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene) {\r\n this.bjsRECASTPlugin = plugin;\r\n this.recastCrowd = new this.bjsRECASTPlugin.bjsRECAST.Crowd(maxAgents, maxAgentRadius, this.bjsRECASTPlugin.navMesh.getNavMesh());\r\n this._scene = scene;\r\n\r\n this._onBeforeAnimationsObserver = scene.onBeforeAnimationsObservable.add(() => {\r\n this.update(scene.getEngine().getDeltaTime() * 0.001);\r\n });\r\n }\r\n\r\n /**\r\n * Add a new agent to the crowd with the specified parameter a corresponding transformNode.\r\n * You can attach anything to that node. The node position is updated in the scene update tick.\r\n * @param pos world position that will be constrained by the navigation mesh\r\n * @param parameters agent parameters\r\n * @param transform hooked to the agent that will be update by the scene\r\n * @returns agent index\r\n */\r\n addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number {\r\n const agentParams = new this.bjsRECASTPlugin.bjsRECAST.dtCrowdAgentParams();\r\n agentParams.radius = parameters.radius;\r\n agentParams.height = parameters.height;\r\n agentParams.maxAcceleration = parameters.maxAcceleration;\r\n agentParams.maxSpeed = parameters.maxSpeed;\r\n agentParams.collisionQueryRange = parameters.collisionQueryRange;\r\n agentParams.pathOptimizationRange = parameters.pathOptimizationRange;\r\n agentParams.separationWeight = parameters.separationWeight;\r\n agentParams.updateFlags = 7;\r\n agentParams.obstacleAvoidanceType = 0;\r\n agentParams.queryFilterType = 0;\r\n agentParams.userData = 0;\r\n\r\n const agentIndex = this.recastCrowd.addAgent(new this.bjsRECASTPlugin.bjsRECAST.Vec3(pos.x, pos.y, pos.z), agentParams);\r\n this.transforms.push(transform);\r\n this.agents.push(agentIndex);\r\n this.reachRadii.push(parameters.reachRadius ? parameters.reachRadius : parameters.radius);\r\n this._agentDestinationArmed.push(false);\r\n this._agentDestination.push(new Vector3(0, 0, 0));\r\n return agentIndex;\r\n }\r\n\r\n /**\r\n * Returns the agent position in world space\r\n * @param index agent index returned by addAgent\r\n * @returns world space position\r\n */\r\n getAgentPosition(index: number): Vector3 {\r\n const agentPos = this.recastCrowd.getAgentPosition(index);\r\n return new Vector3(agentPos.x, agentPos.y, agentPos.z);\r\n }\r\n\r\n /**\r\n * Returns the agent position result in world space\r\n * @param index agent index returned by addAgent\r\n * @param result output world space position\r\n */\r\n getAgentPositionToRef(index: number, result: Vector3): void {\r\n const agentPos = this.recastCrowd.getAgentPosition(index);\r\n result.set(agentPos.x, agentPos.y, agentPos.z);\r\n }\r\n\r\n /**\r\n * Returns the agent velocity in world space\r\n * @param index agent index returned by addAgent\r\n * @returns world space velocity\r\n */\r\n getAgentVelocity(index: number): Vector3 {\r\n const agentVel = this.recastCrowd.getAgentVelocity(index);\r\n return new Vector3(agentVel.x, agentVel.y, agentVel.z);\r\n }\r\n\r\n /**\r\n * Returns the agent velocity result in world space\r\n * @param index agent index returned by addAgent\r\n * @param result output world space velocity\r\n */\r\n getAgentVelocityToRef(index: number, result: Vector3): void {\r\n const agentVel = this.recastCrowd.getAgentVelocity(index);\r\n result.set(agentVel.x, agentVel.y, agentVel.z);\r\n }\r\n\r\n /**\r\n * Returns the agent next target point on the path\r\n * @param index agent index returned by addAgent\r\n * @returns world space position\r\n */\r\n getAgentNextTargetPath(index: number): Vector3 {\r\n const pathTargetPos = this.recastCrowd.getAgentNextTargetPath(index);\r\n return new Vector3(pathTargetPos.x, pathTargetPos.y, pathTargetPos.z);\r\n }\r\n\r\n /**\r\n * Returns the agent next target point on the path\r\n * @param index agent index returned by addAgent\r\n * @param result output world space position\r\n */\r\n getAgentNextTargetPathToRef(index: number, result: Vector3): void {\r\n const pathTargetPos = this.recastCrowd.getAgentNextTargetPath(index);\r\n result.set(pathTargetPos.x, pathTargetPos.y, pathTargetPos.z);\r\n }\r\n\r\n /**\r\n * Gets the agent state\r\n * @param index agent index returned by addAgent\r\n * @returns agent state\r\n */\r\n getAgentState(index: number): number {\r\n return this.recastCrowd.getAgentState(index);\r\n }\r\n\r\n /**\r\n * returns true if the agent in over an off mesh link connection\r\n * @param index agent index returned by addAgent\r\n * @returns true if over an off mesh link connection\r\n */\r\n overOffmeshConnection(index: number): boolean {\r\n return this.recastCrowd.overOffmeshConnection(index);\r\n }\r\n\r\n /**\r\n * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh\r\n * @param index agent index returned by addAgent\r\n * @param destination targeted world position\r\n */\r\n agentGoto(index: number, destination: Vector3): void {\r\n this.recastCrowd.agentGoto(index, new this.bjsRECASTPlugin.bjsRECAST.Vec3(destination.x, destination.y, destination.z));\r\n\r\n // arm observer\r\n const item = this.agents.indexOf(index);\r\n if (item > -1) {\r\n this._agentDestinationArmed[item] = true;\r\n this._agentDestination[item].set(destination.x, destination.y, destination.z);\r\n }\r\n }\r\n\r\n /**\r\n * Teleport the agent to a new position\r\n * @param index agent index returned by addAgent\r\n * @param destination targeted world position\r\n */\r\n agentTeleport(index: number, destination: Vector3): void {\r\n this.recastCrowd.agentTeleport(index, new this.bjsRECASTPlugin.bjsRECAST.Vec3(destination.x, destination.y, destination.z));\r\n }\r\n\r\n /**\r\n * Update agent parameters\r\n * @param index agent index returned by addAgent\r\n * @param parameters agent parameters\r\n */\r\n updateAgentParameters(index: number, parameters: IAgentParameters): void {\r\n const agentParams = this.recastCrowd.getAgentParameters(index);\r\n\r\n if (parameters.radius !== undefined) {\r\n agentParams.radius = parameters.radius;\r\n }\r\n if (parameters.height !== undefined) {\r\n agentParams.height = parameters.height;\r\n }\r\n if (parameters.maxAcceleration !== undefined) {\r\n agentParams.maxAcceleration = parameters.maxAcceleration;\r\n }\r\n if (parameters.maxSpeed !== undefined) {\r\n agentParams.maxSpeed = parameters.maxSpeed;\r\n }\r\n if (parameters.collisionQueryRange !== undefined) {\r\n agentParams.collisionQueryRange = parameters.collisionQueryRange;\r\n }\r\n if (parameters.pathOptimizationRange !== undefined) {\r\n agentParams.pathOptimizationRange = parameters.pathOptimizationRange;\r\n }\r\n if (parameters.separationWeight !== undefined) {\r\n agentParams.separationWeight = parameters.separationWeight;\r\n }\r\n\r\n this.recastCrowd.setAgentParameters(index, agentParams);\r\n }\r\n\r\n /**\r\n * remove a particular agent previously created\r\n * @param index agent index returned by addAgent\r\n */\r\n removeAgent(index: number): void {\r\n this.recastCrowd.removeAgent(index);\r\n\r\n const item = this.agents.indexOf(index);\r\n if (item > -1) {\r\n this.agents.splice(item, 1);\r\n this.transforms.splice(item, 1);\r\n this.reachRadii.splice(item, 1);\r\n this._agentDestinationArmed.splice(item, 1);\r\n this._agentDestination.splice(item, 1);\r\n }\r\n }\r\n\r\n /**\r\n * get the list of all agents attached to this crowd\r\n * @returns list of agent indices\r\n */\r\n getAgents(): number[] {\r\n return this.agents;\r\n }\r\n\r\n /**\r\n * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function\r\n * @param deltaTime in seconds\r\n */\r\n update(deltaTime: number): void {\r\n // update obstacles\r\n this.bjsRECASTPlugin.navMesh.update();\r\n // update crowd\r\n const timeStep = this.bjsRECASTPlugin.getTimeStep();\r\n const maxStepCount = this.bjsRECASTPlugin.getMaximumSubStepCount();\r\n if (timeStep <= Epsilon) {\r\n this.recastCrowd.update(deltaTime);\r\n } else {\r\n let iterationCount = Math.floor(deltaTime / timeStep);\r\n if (maxStepCount && iterationCount > maxStepCount) {\r\n iterationCount = maxStepCount;\r\n }\r\n if (iterationCount < 1) {\r\n iterationCount = 1;\r\n }\r\n\r\n const step = deltaTime / iterationCount;\r\n for (let i = 0; i < iterationCount; i++) {\r\n this.recastCrowd.update(step);\r\n }\r\n }\r\n\r\n // update transforms\r\n for (let index = 0; index < this.agents.length; index++) {\r\n // update transform position\r\n const agentIndex = this.agents[index];\r\n const agentPosition = this.getAgentPosition(agentIndex);\r\n this.transforms[index].position = agentPosition;\r\n // check agent reach destination\r\n if (this._agentDestinationArmed[index]) {\r\n const dx = agentPosition.x - this._agentDestination[index].x;\r\n const dz = agentPosition.z - this._agentDestination[index].z;\r\n const radius = this.reachRadii[index];\r\n const groundY = this._agentDestination[index].y - this.reachRadii[index];\r\n const ceilingY = this._agentDestination[index].y + this.reachRadii[index];\r\n const distanceXZSquared = dx * dx + dz * dz;\r\n if (agentPosition.y > groundY && agentPosition.y < ceilingY && distanceXZSquared < radius * radius) {\r\n this.onReachTargetObservable.notifyObservers({ agentIndex: agentIndex, destination: this._agentDestination[index] });\r\n this._agentDestinationArmed[index] = false;\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)\r\n * The queries will try to find a solution within those bounds\r\n * default is (1,1,1)\r\n * @param extent x,y,z value that define the extent around the queries point of reference\r\n */\r\n setDefaultQueryExtent(extent: Vector3): void {\r\n const ext = new this.bjsRECASTPlugin.bjsRECAST.Vec3(extent.x, extent.y, extent.z);\r\n this.recastCrowd.setDefaultQueryExtent(ext);\r\n }\r\n\r\n /**\r\n * Get the Bounding box extent specified by setDefaultQueryExtent\r\n * @returns the box extent values\r\n */\r\n getDefaultQueryExtent(): Vector3 {\r\n const p = this.recastCrowd.getDefaultQueryExtent();\r\n return new Vector3(p.x, p.y, p.z);\r\n }\r\n\r\n /**\r\n * Get the Bounding box extent result specified by setDefaultQueryExtent\r\n * @param result output the box extent values\r\n */\r\n getDefaultQueryExtentToRef(result: Vector3): void {\r\n const p = this.recastCrowd.getDefaultQueryExtent();\r\n result.set(p.x, p.y, p.z);\r\n }\r\n\r\n /**\r\n * Get the next corner points composing the path (max 4 points)\r\n * @param index agent index returned by addAgent\r\n * @returns array containing world position composing the path\r\n */\r\n getCorners(index: number): Vector3[] {\r\n let pt: number;\r\n const navPath = this.recastCrowd.getCorners(index);\r\n const pointCount = navPath.getPointCount();\r\n const positions = [];\r\n for (pt = 0; pt < pointCount; pt++) {\r\n const p = navPath.getPoint(pt);\r\n positions.push(new Vector3(p.x, p.y, p.z));\r\n }\r\n return positions;\r\n }\r\n\r\n /**\r\n * Release all resources\r\n */\r\n dispose(): void {\r\n this.recastCrowd.destroy();\r\n this._scene.onBeforeAnimationsObservable.remove(this._onBeforeAnimationsObserver);\r\n this._onBeforeAnimationsObserver = null;\r\n this.onReachTargetObservable.clear();\r\n }\r\n}\r\n"]}
1
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type { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters, IObstacle } from \"../../Navigation/INavigationEngine\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { VertexData } from \"../../Meshes/mesh.vertexData\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Epsilon, Vector3, Matrix } from \"../../Maths/math\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\n\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\ndeclare let Recast: any;\r\n\r\n/**\r\n * RecastJS navigation plugin\r\n */\r\nexport class RecastJSPlugin implements INavigationEnginePlugin {\r\n /**\r\n * Reference to the Recast library\r\n */\r\n public bjsRECAST: any = {};\r\n\r\n /**\r\n * plugin name\r\n */\r\n public name: string = \"RecastJSPlugin\";\r\n\r\n /**\r\n * the first navmesh created. We might extend this to support multiple navmeshes\r\n */\r\n public navMesh: any;\r\n\r\n private _maximumSubStepCount: number = 10;\r\n private _timeStep: number = 1 / 60;\r\n private _timeFactor: number = 1;\r\n\r\n private _tempVec1: any;\r\n private _tempVec2: any;\r\n\r\n private _worker: Nullable<Worker> = null;\r\n\r\n /**\r\n * Initializes the recastJS plugin\r\n * @param recastInjection can be used to inject your own recast reference\r\n */\r\n public constructor(recastInjection: any = Recast) {\r\n if (typeof recastInjection === \"function\") {\r\n Logger.Error(\"RecastJS is not ready. Please make sure you await Recast() before using the plugin.\");\r\n } else {\r\n this.bjsRECAST = recastInjection;\r\n }\r\n\r\n if (!this.isSupported()) {\r\n Logger.Error(\"RecastJS is not available. Please make sure you included the js file.\");\r\n return;\r\n }\r\n this.setTimeStep();\r\n\r\n this._tempVec1 = new this.bjsRECAST.Vec3();\r\n this._tempVec2 = new this.bjsRECAST.Vec3();\r\n }\r\n\r\n /**\r\n * Set worker URL to be used when generating a new navmesh\r\n * @param workerURL url string\r\n * @returns boolean indicating if worker is created\r\n */\r\n public setWorkerURL(workerURL: string): boolean {\r\n if (window && window.Worker) {\r\n this._worker = new Worker(workerURL);\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Set the time step of the navigation tick update.\r\n * Default is 1/60.\r\n * A value of 0 will disable fixed time update\r\n * @param newTimeStep the new timestep to apply to this world.\r\n */\r\n setTimeStep(newTimeStep: number = 1 / 60): void {\r\n this._timeStep = newTimeStep;\r\n }\r\n\r\n /**\r\n * Get the time step of the navigation tick update.\r\n * @returns the current time step\r\n */\r\n getTimeStep(): number {\r\n return this._timeStep;\r\n }\r\n\r\n /**\r\n * If delta time in navigation tick update is greater than the time step\r\n * a number of sub iterations are done. If more iterations are need to reach deltatime\r\n * they will be discarded.\r\n * A value of 0 will set to no maximum and update will use as many substeps as needed\r\n * @param newStepCount the maximum number of iterations\r\n */\r\n setMaximumSubStepCount(newStepCount: number = 10): void {\r\n this._maximumSubStepCount = newStepCount;\r\n }\r\n\r\n /**\r\n * Get the maximum number of iterations per navigation tick update\r\n * @returns the maximum number of iterations\r\n */\r\n getMaximumSubStepCount(): number {\r\n return this._maximumSubStepCount;\r\n }\r\n\r\n /**\r\n * Time factor applied when updating crowd agents (default 1). A value of 0 will pause crowd updates.\r\n * @param value the time factor applied at update\r\n */\r\n public set timeFactor(value: number) {\r\n this._timeFactor = Math.max(value, 0);\r\n }\r\n\r\n /**\r\n * Get the time factor used for crowd agent update\r\n * @returns the time factor\r\n */\r\n public get timeFactor(): number {\r\n return this._timeFactor;\r\n }\r\n\r\n /**\r\n * Creates a navigation mesh\r\n * @param meshes array of all the geometry used to compute the navigation mesh\r\n * @param parameters bunch of parameters used to filter geometry\r\n * @param completion callback when data is available from the worker. Not used without a worker\r\n */\r\n createNavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters, completion?: (navmeshData: Uint8Array) => void): void {\r\n if (this._worker && !completion) {\r\n console.warn(\"A worker is avaible but no completion callback. Defaulting to blocking navmesh creation\");\r\n } else if (!this._worker && completion) {\r\n console.warn(\"A completion callback is avaible but no worker. Defaulting to blocking navmesh creation\");\r\n }\r\n\r\n this.navMesh = new this.bjsRECAST.NavMesh();\r\n\r\n let index: number;\r\n let tri: number;\r\n let pt: number;\r\n\r\n const indices = [];\r\n const positions = [];\r\n let offset = 0;\r\n for (index = 0; index < meshes.length; index++) {\r\n if (meshes[index]) {\r\n const mesh = meshes[index];\r\n\r\n const meshIndices = mesh.getIndices();\r\n if (!meshIndices) {\r\n continue;\r\n }\r\n const meshPositions = mesh.getVerticesData(VertexBuffer.PositionKind, false, false);\r\n if (!meshPositions) {\r\n continue;\r\n }\r\n\r\n const worldMatrices = [];\r\n const worldMatrix = mesh.computeWorldMatrix(true);\r\n\r\n if (mesh.hasThinInstances) {\r\n const thinMatrices = (mesh as Mesh).thinInstanceGetWorldMatrices();\r\n for (let instanceIndex = 0; instanceIndex < thinMatrices.length; instanceIndex++) {\r\n const tmpMatrix = new Matrix();\r\n const thinMatrix = thinMatrices[instanceIndex];\r\n thinMatrix.multiplyToRef(worldMatrix, tmpMatrix);\r\n worldMatrices.push(tmpMatrix);\r\n }\r\n } else {\r\n worldMatrices.push(worldMatrix);\r\n }\r\n\r\n for (let matrixIndex = 0; matrixIndex < worldMatrices.length; matrixIndex++) {\r\n const wm = worldMatrices[matrixIndex];\r\n for (tri = 0; tri < meshIndices.length; tri++) {\r\n indices.push(meshIndices[tri] + offset);\r\n }\r\n\r\n const transformed = Vector3.Zero();\r\n const position = Vector3.Zero();\r\n for (pt = 0; pt < meshPositions.length; pt += 3) {\r\n Vector3.FromArrayToRef(meshPositions, pt, position);\r\n Vector3.TransformCoordinatesToRef(position, wm, transformed);\r\n positions.push(transformed.x, transformed.y, transformed.z);\r\n }\r\n\r\n offset += meshPositions.length / 3;\r\n }\r\n }\r\n }\r\n\r\n if (this._worker && completion) {\r\n // spawn worker and send message\r\n this._worker.postMessage([positions, offset, indices, indices.length, parameters]);\r\n this._worker.onmessage = function (e) {\r\n completion(e.data);\r\n };\r\n } else {\r\n // blocking calls\r\n const rc = new this.bjsRECAST.rcConfig();\r\n rc.cs = parameters.cs;\r\n rc.ch = parameters.ch;\r\n rc.borderSize = parameters.borderSize ? parameters.borderSize : 0;\r\n rc.tileSize = parameters.tileSize ? parameters.tileSize : 0;\r\n rc.walkableSlopeAngle = parameters.walkableSlopeAngle;\r\n rc.walkableHeight = parameters.walkableHeight;\r\n rc.walkableClimb = parameters.walkableClimb;\r\n rc.walkableRadius = parameters.walkableRadius;\r\n rc.maxEdgeLen = parameters.maxEdgeLen;\r\n rc.maxSimplificationError = parameters.maxSimplificationError;\r\n rc.minRegionArea = parameters.minRegionArea;\r\n rc.mergeRegionArea = parameters.mergeRegionArea;\r\n rc.maxVertsPerPoly = parameters.maxVertsPerPoly;\r\n rc.detailSampleDist = parameters.detailSampleDist;\r\n rc.detailSampleMaxError = parameters.detailSampleMaxError;\r\n\r\n this.navMesh.build(positions, offset, indices, indices.length, rc);\r\n }\r\n }\r\n\r\n /**\r\n * Create a navigation mesh debug mesh\r\n * @param scene is where the mesh will be added\r\n * @returns debug display mesh\r\n */\r\n createDebugNavMesh(scene: Scene): Mesh {\r\n let tri: number;\r\n let pt: number;\r\n const debugNavMesh = this.navMesh.getDebugNavMesh();\r\n const triangleCount = debugNavMesh.getTriangleCount();\r\n\r\n const indices = [];\r\n const positions = [];\r\n for (tri = 0; tri < triangleCount * 3; tri++) {\r\n indices.push(tri);\r\n }\r\n for (tri = 0; tri < triangleCount; tri++) {\r\n for (pt = 0; pt < 3; pt++) {\r\n const point = debugNavMesh.getTriangle(tri).getPoint(pt);\r\n positions.push(point.x, point.y, point.z);\r\n }\r\n }\r\n\r\n const mesh = new Mesh(\"NavMeshDebug\", scene);\r\n const vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.applyToMesh(mesh, false);\r\n return mesh;\r\n }\r\n\r\n /**\r\n * Get a navigation mesh constrained position, closest to the parameter position\r\n * @param position world position\r\n * @returns the closest point to position constrained by the navigation mesh\r\n */\r\n getClosestPoint(position: Vector3): Vector3 {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n const ret = this.navMesh.getClosestPoint(this._tempVec1);\r\n const pr = new Vector3(ret.x, ret.y, ret.z);\r\n return pr;\r\n }\r\n\r\n /**\r\n * Get a navigation mesh constrained position, closest to the parameter position\r\n * @param position world position\r\n * @param result output the closest point to position constrained by the navigation mesh\r\n */\r\n getClosestPointToRef(position: Vector3, result: Vector3): void {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n const ret = this.navMesh.getClosestPoint(this._tempVec1);\r\n result.set(ret.x, ret.y, ret.z);\r\n }\r\n\r\n /**\r\n * Get a navigation mesh constrained position, within a particular radius\r\n * @param position world position\r\n * @param maxRadius the maximum distance to the constrained world position\r\n * @returns the closest point to position constrained by the navigation mesh\r\n */\r\n getRandomPointAround(position: Vector3, maxRadius: number): Vector3 {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n const ret = this.navMesh.getRandomPointAround(this._tempVec1, maxRadius);\r\n const pr = new Vector3(ret.x, ret.y, ret.z);\r\n return pr;\r\n }\r\n\r\n /**\r\n * Get a navigation mesh constrained position, within a particular radius\r\n * @param position world position\r\n * @param maxRadius the maximum distance to the constrained world position\r\n * @param result output the closest point to position constrained by the navigation mesh\r\n */\r\n getRandomPointAroundToRef(position: Vector3, maxRadius: number, result: Vector3): void {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n const ret = this.navMesh.getRandomPointAround(this._tempVec1, maxRadius);\r\n result.set(ret.x, ret.y, ret.z);\r\n }\r\n\r\n /**\r\n * Compute the final position from a segment made of destination-position\r\n * @param position world position\r\n * @param destination world position\r\n * @returns the resulting point along the navmesh\r\n */\r\n moveAlong(position: Vector3, destination: Vector3): Vector3 {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n this._tempVec2.x = destination.x;\r\n this._tempVec2.y = destination.y;\r\n this._tempVec2.z = destination.z;\r\n const ret = this.navMesh.moveAlong(this._tempVec1, this._tempVec2);\r\n const pr = new Vector3(ret.x, ret.y, ret.z);\r\n return pr;\r\n }\r\n\r\n /**\r\n * Compute the final position from a segment made of destination-position\r\n * @param position world position\r\n * @param destination world position\r\n * @param result output the resulting point along the navmesh\r\n */\r\n moveAlongToRef(position: Vector3, destination: Vector3, result: Vector3): void {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n this._tempVec2.x = destination.x;\r\n this._tempVec2.y = destination.y;\r\n this._tempVec2.z = destination.z;\r\n const ret = this.navMesh.moveAlong(this._tempVec1, this._tempVec2);\r\n result.set(ret.x, ret.y, ret.z);\r\n }\r\n\r\n /**\r\n * Compute a navigation path from start to end. Returns an empty array if no path can be computed\r\n * @param start world position\r\n * @param end world position\r\n * @returns array containing world position composing the path\r\n */\r\n computePath(start: Vector3, end: Vector3): Vector3[] {\r\n let pt: number;\r\n this._tempVec1.x = start.x;\r\n this._tempVec1.y = start.y;\r\n this._tempVec1.z = start.z;\r\n this._tempVec2.x = end.x;\r\n this._tempVec2.y = end.y;\r\n this._tempVec2.z = end.z;\r\n const navPath = this.navMesh.computePath(this._tempVec1, this._tempVec2);\r\n const pointCount = navPath.getPointCount();\r\n const positions = [];\r\n for (pt = 0; pt < pointCount; pt++) {\r\n const p = navPath.getPoint(pt);\r\n positions.push(new Vector3(p.x, p.y, p.z));\r\n }\r\n return positions;\r\n }\r\n\r\n /**\r\n * Create a new Crowd so you can add agents\r\n * @param maxAgents the maximum agent count in the crowd\r\n * @param maxAgentRadius the maximum radius an agent can have\r\n * @param scene to attach the crowd to\r\n * @returns the crowd you can add agents to\r\n */\r\n createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd {\r\n const crowd = new RecastJSCrowd(this, maxAgents, maxAgentRadius, scene);\r\n return crowd;\r\n }\r\n\r\n /**\r\n * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)\r\n * The queries will try to find a solution within those bounds\r\n * default is (1,1,1)\r\n * @param extent x,y,z value that define the extent around the queries point of reference\r\n */\r\n setDefaultQueryExtent(extent: Vector3): void {\r\n this._tempVec1.x = extent.x;\r\n this._tempVec1.y = extent.y;\r\n this._tempVec1.z = extent.z;\r\n this.navMesh.setDefaultQueryExtent(this._tempVec1);\r\n }\r\n\r\n /**\r\n * Get the Bounding box extent specified by setDefaultQueryExtent\r\n * @returns the box extent values\r\n */\r\n getDefaultQueryExtent(): Vector3 {\r\n const p = this.navMesh.getDefaultQueryExtent();\r\n return new Vector3(p.x, p.y, p.z);\r\n }\r\n\r\n /**\r\n * build the navmesh from a previously saved state using getNavmeshData\r\n * @param data the Uint8Array returned by getNavmeshData\r\n */\r\n buildFromNavmeshData(data: Uint8Array): void {\r\n const nDataBytes = data.length * data.BYTES_PER_ELEMENT;\r\n const dataPtr = this.bjsRECAST._malloc(nDataBytes);\r\n\r\n const dataHeap = new Uint8Array(this.bjsRECAST.HEAPU8.buffer, dataPtr, nDataBytes);\r\n dataHeap.set(data);\r\n\r\n const buf = new this.bjsRECAST.NavmeshData();\r\n buf.dataPointer = dataHeap.byteOffset;\r\n buf.size = data.length;\r\n this.navMesh = new this.bjsRECAST.NavMesh();\r\n this.navMesh.buildFromNavmeshData(buf);\r\n\r\n // Free memory\r\n this.bjsRECAST._free(dataHeap.byteOffset);\r\n }\r\n\r\n /**\r\n * returns the navmesh data that can be used later. The navmesh must be built before retrieving the data\r\n * @returns data the Uint8Array that can be saved and reused\r\n */\r\n getNavmeshData(): Uint8Array {\r\n const navmeshData = this.navMesh.getNavmeshData();\r\n const arrView = new Uint8Array(this.bjsRECAST.HEAPU8.buffer, navmeshData.dataPointer, navmeshData.size);\r\n const ret = new Uint8Array(navmeshData.size);\r\n ret.set(arrView);\r\n this.navMesh.freeNavmeshData(navmeshData);\r\n return ret;\r\n }\r\n\r\n /**\r\n * Get the Bounding box extent result specified by setDefaultQueryExtent\r\n * @param result output the box extent values\r\n */\r\n getDefaultQueryExtentToRef(result: Vector3): void {\r\n const p = this.navMesh.getDefaultQueryExtent();\r\n result.set(p.x, p.y, p.z);\r\n }\r\n\r\n /**\r\n * Disposes\r\n */\r\n public dispose() {}\r\n\r\n /**\r\n * Creates a cylinder obstacle and add it to the navigation\r\n * @param position world position\r\n * @param radius cylinder radius\r\n * @param height cylinder height\r\n * @returns the obstacle freshly created\r\n */\r\n addCylinderObstacle(position: Vector3, radius: number, height: number): IObstacle {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n return this.navMesh.addCylinderObstacle(this._tempVec1, radius, height);\r\n }\r\n\r\n /**\r\n * Creates an oriented box obstacle and add it to the navigation\r\n * @param position world position\r\n * @param extent box size\r\n * @param angle angle in radians of the box orientation on Y axis\r\n * @returns the obstacle freshly created\r\n */\r\n addBoxObstacle(position: Vector3, extent: Vector3, angle: number): IObstacle {\r\n this._tempVec1.x = position.x;\r\n this._tempVec1.y = position.y;\r\n this._tempVec1.z = position.z;\r\n this._tempVec2.x = extent.x;\r\n this._tempVec2.y = extent.y;\r\n this._tempVec2.z = extent.z;\r\n return this.navMesh.addBoxObstacle(this._tempVec1, this._tempVec2, angle);\r\n }\r\n\r\n /**\r\n * Removes an obstacle created by addCylinderObstacle or addBoxObstacle\r\n * @param obstacle obstacle to remove from the navigation\r\n */\r\n removeObstacle(obstacle: IObstacle): void {\r\n this.navMesh.removeObstacle(obstacle);\r\n }\r\n\r\n /**\r\n * If this plugin is supported\r\n * @returns true if plugin is supported\r\n */\r\n public isSupported(): boolean {\r\n return this.bjsRECAST !== undefined;\r\n }\r\n}\r\n\r\n/**\r\n * Recast detour crowd implementation\r\n */\r\nexport class RecastJSCrowd implements ICrowd {\r\n /**\r\n * Recast/detour plugin\r\n */\r\n public bjsRECASTPlugin: RecastJSPlugin;\r\n /**\r\n * Link to the detour crowd\r\n */\r\n public recastCrowd: any = {};\r\n /**\r\n * One transform per agent\r\n */\r\n public transforms: TransformNode[] = new Array<TransformNode>();\r\n /**\r\n * All agents created\r\n */\r\n public agents: number[] = new Array<number>();\r\n /**\r\n * agents reach radius\r\n */\r\n public reachRadii: number[] = new Array<number>();\r\n /**\r\n * true when a destination is active for an agent and notifier hasn't been notified of reach\r\n */\r\n private _agentDestinationArmed: boolean[] = new Array<boolean>();\r\n /**\r\n * agent current target\r\n */\r\n private _agentDestination: Vector3[] = new Array<Vector3>();\r\n /**\r\n * Link to the scene is kept to unregister the crowd from the scene\r\n */\r\n private _scene: Scene;\r\n\r\n /**\r\n * Observer for crowd updates\r\n */\r\n private _onBeforeAnimationsObserver: Nullable<Observer<Scene>> = null;\r\n\r\n /**\r\n * Fires each time an agent is in reach radius of its destination\r\n */\r\n public onReachTargetObservable = new Observable<{ agentIndex: number; destination: Vector3 }>();\r\n\r\n /**\r\n * Constructor\r\n * @param plugin recastJS plugin\r\n * @param maxAgents the maximum agent count in the crowd\r\n * @param maxAgentRadius the maximum radius an agent can have\r\n * @param scene to attach the crowd to\r\n * @returns the crowd you can add agents to\r\n */\r\n public constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene) {\r\n this.bjsRECASTPlugin = plugin;\r\n this.recastCrowd = new this.bjsRECASTPlugin.bjsRECAST.Crowd(maxAgents, maxAgentRadius, this.bjsRECASTPlugin.navMesh.getNavMesh());\r\n this._scene = scene;\r\n\r\n this._onBeforeAnimationsObserver = scene.onBeforeAnimationsObservable.add(() => {\r\n this.update(scene.getEngine().getDeltaTime() * 0.001 * plugin.timeFactor);\r\n });\r\n }\r\n\r\n /**\r\n * Add a new agent to the crowd with the specified parameter a corresponding transformNode.\r\n * You can attach anything to that node. The node position is updated in the scene update tick.\r\n * @param pos world position that will be constrained by the navigation mesh\r\n * @param parameters agent parameters\r\n * @param transform hooked to the agent that will be update by the scene\r\n * @returns agent index\r\n */\r\n addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number {\r\n const agentParams = new this.bjsRECASTPlugin.bjsRECAST.dtCrowdAgentParams();\r\n agentParams.radius = parameters.radius;\r\n agentParams.height = parameters.height;\r\n agentParams.maxAcceleration = parameters.maxAcceleration;\r\n agentParams.maxSpeed = parameters.maxSpeed;\r\n agentParams.collisionQueryRange = parameters.collisionQueryRange;\r\n agentParams.pathOptimizationRange = parameters.pathOptimizationRange;\r\n agentParams.separationWeight = parameters.separationWeight;\r\n agentParams.updateFlags = 7;\r\n agentParams.obstacleAvoidanceType = 0;\r\n agentParams.queryFilterType = 0;\r\n agentParams.userData = 0;\r\n\r\n const agentIndex = this.recastCrowd.addAgent(new this.bjsRECASTPlugin.bjsRECAST.Vec3(pos.x, pos.y, pos.z), agentParams);\r\n this.transforms.push(transform);\r\n this.agents.push(agentIndex);\r\n this.reachRadii.push(parameters.reachRadius ? parameters.reachRadius : parameters.radius);\r\n this._agentDestinationArmed.push(false);\r\n this._agentDestination.push(new Vector3(0, 0, 0));\r\n return agentIndex;\r\n }\r\n\r\n /**\r\n * Returns the agent position in world space\r\n * @param index agent index returned by addAgent\r\n * @returns world space position\r\n */\r\n getAgentPosition(index: number): Vector3 {\r\n const agentPos = this.recastCrowd.getAgentPosition(index);\r\n return new Vector3(agentPos.x, agentPos.y, agentPos.z);\r\n }\r\n\r\n /**\r\n * Returns the agent position result in world space\r\n * @param index agent index returned by addAgent\r\n * @param result output world space position\r\n */\r\n getAgentPositionToRef(index: number, result: Vector3): void {\r\n const agentPos = this.recastCrowd.getAgentPosition(index);\r\n result.set(agentPos.x, agentPos.y, agentPos.z);\r\n }\r\n\r\n /**\r\n * Returns the agent velocity in world space\r\n * @param index agent index returned by addAgent\r\n * @returns world space velocity\r\n */\r\n getAgentVelocity(index: number): Vector3 {\r\n const agentVel = this.recastCrowd.getAgentVelocity(index);\r\n return new Vector3(agentVel.x, agentVel.y, agentVel.z);\r\n }\r\n\r\n /**\r\n * Returns the agent velocity result in world space\r\n * @param index agent index returned by addAgent\r\n * @param result output world space velocity\r\n */\r\n getAgentVelocityToRef(index: number, result: Vector3): void {\r\n const agentVel = this.recastCrowd.getAgentVelocity(index);\r\n result.set(agentVel.x, agentVel.y, agentVel.z);\r\n }\r\n\r\n /**\r\n * Returns the agent next target point on the path\r\n * @param index agent index returned by addAgent\r\n * @returns world space position\r\n */\r\n getAgentNextTargetPath(index: number): Vector3 {\r\n const pathTargetPos = this.recastCrowd.getAgentNextTargetPath(index);\r\n return new Vector3(pathTargetPos.x, pathTargetPos.y, pathTargetPos.z);\r\n }\r\n\r\n /**\r\n * Returns the agent next target point on the path\r\n * @param index agent index returned by addAgent\r\n * @param result output world space position\r\n */\r\n getAgentNextTargetPathToRef(index: number, result: Vector3): void {\r\n const pathTargetPos = this.recastCrowd.getAgentNextTargetPath(index);\r\n result.set(pathTargetPos.x, pathTargetPos.y, pathTargetPos.z);\r\n }\r\n\r\n /**\r\n * Gets the agent state\r\n * @param index agent index returned by addAgent\r\n * @returns agent state\r\n */\r\n getAgentState(index: number): number {\r\n return this.recastCrowd.getAgentState(index);\r\n }\r\n\r\n /**\r\n * returns true if the agent in over an off mesh link connection\r\n * @param index agent index returned by addAgent\r\n * @returns true if over an off mesh link connection\r\n */\r\n overOffmeshConnection(index: number): boolean {\r\n return this.recastCrowd.overOffmeshConnection(index);\r\n }\r\n\r\n /**\r\n * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh\r\n * @param index agent index returned by addAgent\r\n * @param destination targeted world position\r\n */\r\n agentGoto(index: number, destination: Vector3): void {\r\n this.recastCrowd.agentGoto(index, new this.bjsRECASTPlugin.bjsRECAST.Vec3(destination.x, destination.y, destination.z));\r\n\r\n // arm observer\r\n const item = this.agents.indexOf(index);\r\n if (item > -1) {\r\n this._agentDestinationArmed[item] = true;\r\n this._agentDestination[item].set(destination.x, destination.y, destination.z);\r\n }\r\n }\r\n\r\n /**\r\n * Teleport the agent to a new position\r\n * @param index agent index returned by addAgent\r\n * @param destination targeted world position\r\n */\r\n agentTeleport(index: number, destination: Vector3): void {\r\n this.recastCrowd.agentTeleport(index, new this.bjsRECASTPlugin.bjsRECAST.Vec3(destination.x, destination.y, destination.z));\r\n }\r\n\r\n /**\r\n * Update agent parameters\r\n * @param index agent index returned by addAgent\r\n * @param parameters agent parameters\r\n */\r\n updateAgentParameters(index: number, parameters: IAgentParameters): void {\r\n const agentParams = this.recastCrowd.getAgentParameters(index);\r\n\r\n if (parameters.radius !== undefined) {\r\n agentParams.radius = parameters.radius;\r\n }\r\n if (parameters.height !== undefined) {\r\n agentParams.height = parameters.height;\r\n }\r\n if (parameters.maxAcceleration !== undefined) {\r\n agentParams.maxAcceleration = parameters.maxAcceleration;\r\n }\r\n if (parameters.maxSpeed !== undefined) {\r\n agentParams.maxSpeed = parameters.maxSpeed;\r\n }\r\n if (parameters.collisionQueryRange !== undefined) {\r\n agentParams.collisionQueryRange = parameters.collisionQueryRange;\r\n }\r\n if (parameters.pathOptimizationRange !== undefined) {\r\n agentParams.pathOptimizationRange = parameters.pathOptimizationRange;\r\n }\r\n if (parameters.separationWeight !== undefined) {\r\n agentParams.separationWeight = parameters.separationWeight;\r\n }\r\n\r\n this.recastCrowd.setAgentParameters(index, agentParams);\r\n }\r\n\r\n /**\r\n * remove a particular agent previously created\r\n * @param index agent index returned by addAgent\r\n */\r\n removeAgent(index: number): void {\r\n this.recastCrowd.removeAgent(index);\r\n\r\n const item = this.agents.indexOf(index);\r\n if (item > -1) {\r\n this.agents.splice(item, 1);\r\n this.transforms.splice(item, 1);\r\n this.reachRadii.splice(item, 1);\r\n this._agentDestinationArmed.splice(item, 1);\r\n this._agentDestination.splice(item, 1);\r\n }\r\n }\r\n\r\n /**\r\n * get the list of all agents attached to this crowd\r\n * @returns list of agent indices\r\n */\r\n getAgents(): number[] {\r\n return this.agents;\r\n }\r\n\r\n /**\r\n * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function\r\n * @param deltaTime in seconds\r\n */\r\n update(deltaTime: number): void {\r\n // update obstacles\r\n this.bjsRECASTPlugin.navMesh.update();\r\n\r\n if (deltaTime <= Epsilon) {\r\n return;\r\n }\r\n // update crowd\r\n const timeStep = this.bjsRECASTPlugin.getTimeStep();\r\n const maxStepCount = this.bjsRECASTPlugin.getMaximumSubStepCount();\r\n if (timeStep <= Epsilon) {\r\n this.recastCrowd.update(deltaTime);\r\n } else {\r\n let iterationCount = Math.floor(deltaTime / timeStep);\r\n if (maxStepCount && iterationCount > maxStepCount) {\r\n iterationCount = maxStepCount;\r\n }\r\n if (iterationCount < 1) {\r\n iterationCount = 1;\r\n }\r\n\r\n const step = deltaTime / iterationCount;\r\n for (let i = 0; i < iterationCount; i++) {\r\n this.recastCrowd.update(step);\r\n }\r\n }\r\n\r\n // update transforms\r\n for (let index = 0; index < this.agents.length; index++) {\r\n // update transform position\r\n const agentIndex = this.agents[index];\r\n const agentPosition = this.getAgentPosition(agentIndex);\r\n this.transforms[index].position = agentPosition;\r\n // check agent reach destination\r\n if (this._agentDestinationArmed[index]) {\r\n const dx = agentPosition.x - this._agentDestination[index].x;\r\n const dz = agentPosition.z - this._agentDestination[index].z;\r\n const radius = this.reachRadii[index];\r\n const groundY = this._agentDestination[index].y - this.reachRadii[index];\r\n const ceilingY = this._agentDestination[index].y + this.reachRadii[index];\r\n const distanceXZSquared = dx * dx + dz * dz;\r\n if (agentPosition.y > groundY && agentPosition.y < ceilingY && distanceXZSquared < radius * radius) {\r\n this.onReachTargetObservable.notifyObservers({ agentIndex: agentIndex, destination: this._agentDestination[index] });\r\n this._agentDestinationArmed[index] = false;\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)\r\n * The queries will try to find a solution within those bounds\r\n * default is (1,1,1)\r\n * @param extent x,y,z value that define the extent around the queries point of reference\r\n */\r\n setDefaultQueryExtent(extent: Vector3): void {\r\n const ext = new this.bjsRECASTPlugin.bjsRECAST.Vec3(extent.x, extent.y, extent.z);\r\n this.recastCrowd.setDefaultQueryExtent(ext);\r\n }\r\n\r\n /**\r\n * Get the Bounding box extent specified by setDefaultQueryExtent\r\n * @returns the box extent values\r\n */\r\n getDefaultQueryExtent(): Vector3 {\r\n const p = this.recastCrowd.getDefaultQueryExtent();\r\n return new Vector3(p.x, p.y, p.z);\r\n }\r\n\r\n /**\r\n * Get the Bounding box extent result specified by setDefaultQueryExtent\r\n * @param result output the box extent values\r\n */\r\n getDefaultQueryExtentToRef(result: Vector3): void {\r\n const p = this.recastCrowd.getDefaultQueryExtent();\r\n result.set(p.x, p.y, p.z);\r\n }\r\n\r\n /**\r\n * Get the next corner points composing the path (max 4 points)\r\n * @param index agent index returned by addAgent\r\n * @returns array containing world position composing the path\r\n */\r\n getCorners(index: number): Vector3[] {\r\n let pt: number;\r\n const navPath = this.recastCrowd.getCorners(index);\r\n const pointCount = navPath.getPointCount();\r\n const positions = [];\r\n for (pt = 0; pt < pointCount; pt++) {\r\n const p = navPath.getPoint(pt);\r\n positions.push(new Vector3(p.x, p.y, p.z));\r\n }\r\n return positions;\r\n }\r\n\r\n /**\r\n * Release all resources\r\n */\r\n dispose(): void {\r\n this.recastCrowd.destroy();\r\n this._scene.onBeforeAnimationsObservable.remove(this._onBeforeAnimationsObserver);\r\n this._onBeforeAnimationsObserver = null;\r\n this.onReachTargetObservable.clear();\r\n }\r\n}\r\n"]}
@@ -209,6 +209,8 @@ export declare class DefaultRenderingPipeline extends PostProcessRenderPipeline
209
209
  private _prevPrevPostProcess;
210
210
  private _setAutoClearAndTextureSharing;
211
211
  private _depthOfFieldSceneObserver;
212
+ private _activeCameraChangedObserver;
213
+ private _activeCamerasChangedObserver;
212
214
  private _buildPipeline;
213
215
  private _disposePostProcesses;
214
216
  /**
@@ -95,6 +95,8 @@ export class DefaultRenderingPipeline extends PostProcessRenderPipeline {
95
95
  this._prevPostProcess = null;
96
96
  this._prevPrevPostProcess = null;
97
97
  this._depthOfFieldSceneObserver = null;
98
+ this._activeCameraChangedObserver = null;
99
+ this._activeCamerasChangedObserver = null;
98
100
  this._cameras = cameras || scene.cameras;
99
101
  this._cameras = this._cameras.slice();
100
102
  this._camerasToBeAttached = this._cameras.slice();
@@ -498,9 +500,24 @@ export class DefaultRenderingPipeline extends PostProcessRenderPipeline {
498
500
  this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
499
501
  }
500
502
  // In multicamera mode, the scene needs to autoclear in between cameras.
501
- if (this._scene.activeCameras && this._scene.activeCameras.length > 1) {
503
+ if ((this._scene.activeCameras && this._scene.activeCameras.length > 1) || (this._scene.activeCamera && this.cameras.indexOf(this._scene.activeCamera) === -1)) {
502
504
  this._scene.autoClear = true;
503
505
  }
506
+ // The active camera on the scene can be changed anytime
507
+ if (!this._activeCameraChangedObserver) {
508
+ this._activeCameraChangedObserver = this._scene.onActiveCameraChanged.add(() => {
509
+ if (this._scene.activeCamera && this.cameras.indexOf(this._scene.activeCamera) === -1) {
510
+ this._scene.autoClear = true;
511
+ }
512
+ });
513
+ }
514
+ if (!this._activeCamerasChangedObserver) {
515
+ this._activeCamerasChangedObserver = this._scene.onActiveCamerasChanged.add(() => {
516
+ if (this._scene.activeCameras && this._scene.activeCameras.length > 1) {
517
+ this._scene.autoClear = true;
518
+ }
519
+ });
520
+ }
504
521
  if (!this._enableMSAAOnFirstPostProcess(this.samples) && this.samples > 1) {
505
522
  Logger.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
506
523
  }
@@ -581,6 +598,8 @@ export class DefaultRenderingPipeline extends PostProcessRenderPipeline {
581
598
  this._scene.getEngine().onResizeObservable.remove(this._resizeObserver);
582
599
  this._resizeObserver = null;
583
600
  }
601
+ this._scene.onActiveCameraChanged.remove(this._activeCameraChangedObserver);
602
+ this._scene.onActiveCamerasChanged.remove(this._activeCamerasChangedObserver);
584
603
  this._scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigurationObserver);
585
604
  super.dispose();
586
605
  }
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../../../types\";\r\nimport { serialize, SerializationHelper } from \"../../../Misc/decorators\";\r\nimport type { Observer } from \"../../../Misc/observable\";\r\nimport { Observable } from \"../../../Misc/observable\";\r\nimport type { IAnimatable } from \"../../../Animations/animatable.interface\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport type { Camera } from \"../../../Cameras/camera\";\r\nimport type { ImageProcessingConfiguration } from \"../../../Materials/imageProcessingConfiguration\";\r\nimport { Texture } from \"../../../Materials/Textures/texture\";\r\nimport type { Engine } from \"../../../Engines/engine\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport type { IDisposable, Scene } from \"../../../scene\";\r\nimport { GlowLayer } from \"../../../Layers/glowLayer\";\r\n\r\nimport type { PostProcess } from \"../../../PostProcesses/postProcess\";\r\nimport { SharpenPostProcess } from \"../../../PostProcesses/sharpenPostProcess\";\r\nimport { ImageProcessingPostProcess } from \"../../../PostProcesses/imageProcessingPostProcess\";\r\nimport { ChromaticAberrationPostProcess } from \"../../../PostProcesses/chromaticAberrationPostProcess\";\r\nimport { GrainPostProcess } from \"../../../PostProcesses/grainPostProcess\";\r\nimport { FxaaPostProcess } from \"../../../PostProcesses/fxaaPostProcess\";\r\nimport { PostProcessRenderPipeline } from \"../../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"../../../PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from \"../../../PostProcesses/depthOfFieldEffect\";\r\nimport { BloomEffect } from \"../../../PostProcesses/bloomEffect\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { EngineStore } from \"../../../Engines/engineStore\";\r\n\r\nimport \"../../../PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent\";\r\n\r\ndeclare type Animation = import(\"../../../Animations/animation\").Animation;\r\n\r\n/**\r\n * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.\r\n * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline\r\n */\r\nexport class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {\r\n private _scene: Scene;\r\n private _camerasToBeAttached: Array<Camera> = [];\r\n /**\r\n * ID of the sharpen post process,\r\n */\r\n private readonly SharpenPostProcessId: string = \"SharpenPostProcessEffect\";\r\n /**\r\n * @ignore\r\n * ID of the image processing post process;\r\n */\r\n readonly ImageProcessingPostProcessId: string = \"ImageProcessingPostProcessEffect\";\r\n /**\r\n * @ignore\r\n * ID of the Fast Approximate Anti-Aliasing post process;\r\n */\r\n readonly FxaaPostProcessId: string = \"FxaaPostProcessEffect\";\r\n /**\r\n * ID of the chromatic aberration post process,\r\n */\r\n private readonly ChromaticAberrationPostProcessId: string = \"ChromaticAberrationPostProcessEffect\";\r\n /**\r\n * ID of the grain post process\r\n */\r\n private readonly GrainPostProcessId: string = \"GrainPostProcessEffect\";\r\n\r\n // Post-processes\r\n /**\r\n * Sharpen post process which will apply a sharpen convolution to enhance edges\r\n */\r\n public sharpen: SharpenPostProcess;\r\n private _sharpenEffect: PostProcessRenderEffect;\r\n private bloom: BloomEffect;\r\n /**\r\n * Depth of field effect, applies a blur based on how far away objects are from the focus distance.\r\n */\r\n public depthOfField: DepthOfFieldEffect;\r\n /**\r\n * The Fast Approximate Anti-Aliasing post process which attempts to remove aliasing from an image.\r\n */\r\n public fxaa: FxaaPostProcess;\r\n /**\r\n * Image post processing pass used to perform operations such as tone mapping or color grading.\r\n */\r\n public imageProcessing: ImageProcessingPostProcess;\r\n /**\r\n * Chromatic aberration post process which will shift rgb colors in the image\r\n */\r\n public chromaticAberration: ChromaticAberrationPostProcess;\r\n private _chromaticAberrationEffect: PostProcessRenderEffect;\r\n /**\r\n * Grain post process which add noise to the image\r\n */\r\n public grain: GrainPostProcess;\r\n private _grainEffect: PostProcessRenderEffect;\r\n /**\r\n * Glow post process which adds a glow to emissive areas of the image\r\n */\r\n private _glowLayer: Nullable<GlowLayer> = null;\r\n\r\n /**\r\n * Animations which can be used to tweak settings over a period of time\r\n */\r\n public animations: Animation[] = [];\r\n\r\n private _imageProcessingConfigurationObserver: Nullable<Observer<ImageProcessingConfiguration>> = null;\r\n // Values\r\n private _sharpenEnabled: boolean = false;\r\n private _bloomEnabled: boolean = false;\r\n private _depthOfFieldEnabled: boolean = false;\r\n private _depthOfFieldBlurLevel = DepthOfFieldEffectBlurLevel.Low;\r\n private _fxaaEnabled: boolean = false;\r\n private _imageProcessingEnabled: boolean = true;\r\n private _defaultPipelineTextureType: number;\r\n private _bloomScale: number = 0.5;\r\n private _chromaticAberrationEnabled: boolean = false;\r\n private _grainEnabled: boolean = false;\r\n\r\n private _buildAllowed = true;\r\n\r\n /**\r\n * This is triggered each time the pipeline has been built.\r\n */\r\n public onBuildObservable = new Observable<DefaultRenderingPipeline>();\r\n\r\n /**\r\n * Gets active scene\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Enable or disable the sharpen process from the pipeline\r\n */\r\n public set sharpenEnabled(enabled: boolean) {\r\n if (this._sharpenEnabled === enabled) {\r\n return;\r\n }\r\n this._sharpenEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get sharpenEnabled(): boolean {\r\n return this._sharpenEnabled;\r\n }\r\n\r\n private _resizeObserver: Nullable<Observer<Engine>> = null;\r\n private _hardwareScaleLevel = 1.0;\r\n private _bloomKernel: number = 64;\r\n /**\r\n * Specifies the size of the bloom blur kernel, relative to the final output size\r\n */\r\n @serialize()\r\n public get bloomKernel(): number {\r\n return this._bloomKernel;\r\n }\r\n public set bloomKernel(value: number) {\r\n this._bloomKernel = value;\r\n this.bloom.kernel = value / this._hardwareScaleLevel;\r\n }\r\n\r\n /**\r\n * Specifies the weight of the bloom in the final rendering\r\n */\r\n @serialize()\r\n private _bloomWeight: number = 0.15;\r\n /**\r\n * Specifies the luma threshold for the area that will be blurred by the bloom\r\n */\r\n @serialize()\r\n private _bloomThreshold: number = 0.9;\r\n\r\n @serialize()\r\n private _hdr: boolean;\r\n\r\n /**\r\n * The strength of the bloom.\r\n */\r\n public set bloomWeight(value: number) {\r\n if (this._bloomWeight === value) {\r\n return;\r\n }\r\n this.bloom.weight = value;\r\n\r\n this._bloomWeight = value;\r\n }\r\n\r\n @serialize()\r\n public get bloomWeight(): number {\r\n return this._bloomWeight;\r\n }\r\n\r\n /**\r\n * The luminance threshold to find bright areas of the image to bloom.\r\n */\r\n public set bloomThreshold(value: number) {\r\n if (this._bloomThreshold === value) {\r\n return;\r\n }\r\n this.bloom.threshold = value;\r\n this._bloomThreshold = value;\r\n }\r\n\r\n @serialize()\r\n public get bloomThreshold(): number {\r\n return this._bloomThreshold;\r\n }\r\n\r\n /**\r\n * The scale of the bloom, lower value will provide better performance.\r\n */\r\n public set bloomScale(value: number) {\r\n if (this._bloomScale === value) {\r\n return;\r\n }\r\n this._bloomScale = value;\r\n\r\n // recreate bloom and dispose old as this setting is not dynamic\r\n this._rebuildBloom();\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get bloomScale(): number {\r\n return this._bloomScale;\r\n }\r\n\r\n /**\r\n * Enable or disable the bloom from the pipeline\r\n */\r\n public set bloomEnabled(enabled: boolean) {\r\n if (this._bloomEnabled === enabled) {\r\n return;\r\n }\r\n this._bloomEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get bloomEnabled(): boolean {\r\n return this._bloomEnabled;\r\n }\r\n\r\n private _rebuildBloom() {\r\n // recreate bloom and dispose old as this setting is not dynamic\r\n const oldBloom = this.bloom;\r\n this.bloom = new BloomEffect(this._scene, this.bloomScale, this._bloomWeight, this.bloomKernel, this._defaultPipelineTextureType, false);\r\n this.bloom.threshold = oldBloom.threshold;\r\n for (let i = 0; i < this._cameras.length; i++) {\r\n oldBloom.disposeEffects(this._cameras[i]);\r\n }\r\n }\r\n\r\n /**\r\n * If the depth of field is enabled.\r\n */\r\n @serialize()\r\n public get depthOfFieldEnabled(): boolean {\r\n return this._depthOfFieldEnabled;\r\n }\r\n\r\n public set depthOfFieldEnabled(enabled: boolean) {\r\n if (this._depthOfFieldEnabled === enabled) {\r\n return;\r\n }\r\n this._depthOfFieldEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Blur level of the depth of field effect. (Higher blur will effect performance)\r\n */\r\n @serialize()\r\n public get depthOfFieldBlurLevel(): DepthOfFieldEffectBlurLevel {\r\n return this._depthOfFieldBlurLevel;\r\n }\r\n\r\n public set depthOfFieldBlurLevel(value: DepthOfFieldEffectBlurLevel) {\r\n if (this._depthOfFieldBlurLevel === value) {\r\n return;\r\n }\r\n this._depthOfFieldBlurLevel = value;\r\n\r\n // recreate dof and dispose old as this setting is not dynamic\r\n const oldDof = this.depthOfField;\r\n\r\n this.depthOfField = new DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, false);\r\n this.depthOfField.focalLength = oldDof.focalLength;\r\n this.depthOfField.focusDistance = oldDof.focusDistance;\r\n this.depthOfField.fStop = oldDof.fStop;\r\n this.depthOfField.lensSize = oldDof.lensSize;\r\n\r\n for (let i = 0; i < this._cameras.length; i++) {\r\n oldDof.disposeEffects(this._cameras[i]);\r\n }\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * If the anti aliasing is enabled.\r\n */\r\n public set fxaaEnabled(enabled: boolean) {\r\n if (this._fxaaEnabled === enabled) {\r\n return;\r\n }\r\n this._fxaaEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get fxaaEnabled(): boolean {\r\n return this._fxaaEnabled;\r\n }\r\n\r\n private _samples = 1;\r\n /**\r\n * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)\r\n */\r\n public set samples(sampleCount: number) {\r\n if (this._samples === sampleCount) {\r\n return;\r\n }\r\n this._samples = sampleCount;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n /**\r\n * If image processing is enabled.\r\n */\r\n public set imageProcessingEnabled(enabled: boolean) {\r\n if (this._imageProcessingEnabled === enabled) {\r\n return;\r\n }\r\n\r\n this._scene.imageProcessingConfiguration.isEnabled = enabled;\r\n }\r\n\r\n @serialize()\r\n public get imageProcessingEnabled(): boolean {\r\n return this._imageProcessingEnabled;\r\n }\r\n\r\n /**\r\n * If glow layer is enabled. (Adds a glow effect to emmissive materials)\r\n */\r\n public set glowLayerEnabled(enabled: boolean) {\r\n if (enabled && !this._glowLayer) {\r\n this._glowLayer = new GlowLayer(\"\", this._scene);\r\n } else if (!enabled && this._glowLayer) {\r\n this._glowLayer.dispose();\r\n this._glowLayer = null;\r\n }\r\n }\r\n\r\n @serialize()\r\n public get glowLayerEnabled(): boolean {\r\n return this._glowLayer != null;\r\n }\r\n\r\n /**\r\n * Gets the glow layer (or null if not defined)\r\n */\r\n public get glowLayer() {\r\n return this._glowLayer;\r\n }\r\n\r\n /**\r\n * Enable or disable the chromaticAberration process from the pipeline\r\n */\r\n public set chromaticAberrationEnabled(enabled: boolean) {\r\n if (this._chromaticAberrationEnabled === enabled) {\r\n return;\r\n }\r\n this._chromaticAberrationEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get chromaticAberrationEnabled(): boolean {\r\n return this._chromaticAberrationEnabled;\r\n }\r\n /**\r\n * Enable or disable the grain process from the pipeline\r\n */\r\n public set grainEnabled(enabled: boolean) {\r\n if (this._grainEnabled === enabled) {\r\n return;\r\n }\r\n this._grainEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get grainEnabled(): boolean {\r\n return this._grainEnabled;\r\n }\r\n\r\n /**\r\n * @constructor\r\n * @param name - The rendering pipeline name (default: \"\")\r\n * @param hdr - If high dynamic range textures should be used (default: true)\r\n * @param scene - The scene linked to this pipeline (default: the last created scene)\r\n * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)\r\n * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)\r\n */\r\n constructor(name: string = \"\", hdr: boolean = true, scene: Scene = EngineStore.LastCreatedScene!, cameras?: Camera[], automaticBuild = true) {\r\n super(scene.getEngine(), name);\r\n this._cameras = cameras || scene.cameras;\r\n this._cameras = this._cameras.slice();\r\n this._camerasToBeAttached = this._cameras.slice();\r\n\r\n this._buildAllowed = automaticBuild;\r\n\r\n // Initialize\r\n this._scene = scene;\r\n const caps = this._scene.getEngine().getCaps();\r\n this._hdr = hdr && (caps.textureHalfFloatRender || caps.textureFloatRender);\r\n\r\n // Misc\r\n if (this._hdr) {\r\n if (caps.textureHalfFloatRender) {\r\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else if (caps.textureFloatRender) {\r\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n } else {\r\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n }\r\n\r\n // Attach\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n\r\n const engine = this._scene.getEngine();\r\n // Create post processes before hand so they can be modified before enabled.\r\n // Block compilation flag is set to true to avoid compilation prior to use, these will be updated on first use in build pipeline.\r\n this.sharpen = new SharpenPostProcess(\"sharpen\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType, true);\r\n this._sharpenEffect = new PostProcessRenderEffect(\r\n engine,\r\n this.SharpenPostProcessId,\r\n () => {\r\n return this.sharpen;\r\n },\r\n true\r\n );\r\n\r\n this.depthOfField = new DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, true);\r\n\r\n this.bloom = new BloomEffect(this._scene, this._bloomScale, this._bloomWeight, this.bloomKernel, this._defaultPipelineTextureType, true);\r\n\r\n this.chromaticAberration = new ChromaticAberrationPostProcess(\r\n \"ChromaticAberration\",\r\n engine.getRenderWidth(),\r\n engine.getRenderHeight(),\r\n 1.0,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n this._defaultPipelineTextureType,\r\n true\r\n );\r\n this._chromaticAberrationEffect = new PostProcessRenderEffect(\r\n engine,\r\n this.ChromaticAberrationPostProcessId,\r\n () => {\r\n return this.chromaticAberration;\r\n },\r\n true\r\n );\r\n\r\n this.grain = new GrainPostProcess(\"Grain\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType, true);\r\n this._grainEffect = new PostProcessRenderEffect(\r\n engine,\r\n this.GrainPostProcessId,\r\n () => {\r\n return this.grain;\r\n },\r\n true\r\n );\r\n\r\n this._resizeObserver = engine.onResizeObservable.add(() => {\r\n this._hardwareScaleLevel = engine.getHardwareScalingLevel();\r\n this.bloomKernel = this._bloomKernel;\r\n });\r\n\r\n this._imageProcessingConfigurationObserver = this._scene.imageProcessingConfiguration.onUpdateParameters.add(() => {\r\n this.bloom._downscale._exposure = this._scene.imageProcessingConfiguration.exposure;\r\n\r\n if (this.imageProcessingEnabled !== this._scene.imageProcessingConfiguration.isEnabled) {\r\n this._imageProcessingEnabled = this._scene.imageProcessingConfiguration.isEnabled;\r\n this._buildPipeline();\r\n }\r\n });\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"DefaultRenderingPipeline\"\r\n */\r\n public getClassName(): string {\r\n return \"DefaultRenderingPipeline\";\r\n }\r\n\r\n /**\r\n * Force the compilation of the entire pipeline.\r\n */\r\n public prepare(): void {\r\n const previousState = this._buildAllowed;\r\n this._buildAllowed = true;\r\n this._buildPipeline();\r\n this._buildAllowed = previousState;\r\n }\r\n\r\n private _hasCleared = false;\r\n private _prevPostProcess: Nullable<PostProcess> = null;\r\n private _prevPrevPostProcess: Nullable<PostProcess> = null;\r\n\r\n private _setAutoClearAndTextureSharing(postProcess: PostProcess, skipTextureSharing = false) {\r\n if (this._hasCleared) {\r\n postProcess.autoClear = false;\r\n } else {\r\n postProcess.autoClear = true;\r\n this._scene.autoClear = false;\r\n this._hasCleared = true;\r\n }\r\n\r\n if (!skipTextureSharing) {\r\n if (this._prevPrevPostProcess) {\r\n postProcess.shareOutputWith(this._prevPrevPostProcess);\r\n } else {\r\n postProcess.useOwnOutput();\r\n }\r\n\r\n if (this._prevPostProcess) {\r\n this._prevPrevPostProcess = this._prevPostProcess;\r\n }\r\n this._prevPostProcess = postProcess;\r\n }\r\n }\r\n\r\n private _depthOfFieldSceneObserver: Nullable<Observer<Scene>> = null;\r\n\r\n private _buildPipeline() {\r\n if (!this._buildAllowed) {\r\n return;\r\n }\r\n this._scene.autoClear = true;\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n this._disposePostProcesses();\r\n if (this._cameras !== null) {\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\r\n // get back cameras to be used to reattach pipeline\r\n this._cameras = this._camerasToBeAttached.slice();\r\n }\r\n this._reset();\r\n this._prevPostProcess = null;\r\n this._prevPrevPostProcess = null;\r\n this._hasCleared = false;\r\n\r\n if (this.depthOfFieldEnabled) {\r\n // Multi camera suport\r\n if (this._cameras.length > 1) {\r\n for (const camera of this._cameras) {\r\n const depthRenderer = this._scene.enableDepthRenderer(camera);\r\n depthRenderer.useOnlyInActiveCamera = true;\r\n }\r\n\r\n this._depthOfFieldSceneObserver = this._scene.onAfterRenderTargetsRenderObservable.add((scene) => {\r\n if (this._cameras.indexOf(scene.activeCamera!) > -1) {\r\n this.depthOfField.depthTexture = scene.enableDepthRenderer(scene.activeCamera).getDepthMap();\r\n }\r\n });\r\n } else {\r\n this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);\r\n const depthRenderer = this._scene.enableDepthRenderer(this._cameras[0]);\r\n this.depthOfField.depthTexture = depthRenderer.getDepthMap();\r\n }\r\n\r\n if (!this.depthOfField._isReady()) {\r\n this.depthOfField._updateEffects();\r\n }\r\n this.addEffect(this.depthOfField);\r\n this._setAutoClearAndTextureSharing(this.depthOfField._effects[0], true);\r\n } else {\r\n this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);\r\n }\r\n\r\n if (this.bloomEnabled) {\r\n if (!this.bloom._isReady()) {\r\n this.bloom._updateEffects();\r\n }\r\n this.addEffect(this.bloom);\r\n this._setAutoClearAndTextureSharing(this.bloom._effects[0], true);\r\n }\r\n\r\n if (this._imageProcessingEnabled) {\r\n this.imageProcessing = new ImageProcessingPostProcess(\r\n \"imageProcessing\",\r\n 1.0,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n this._defaultPipelineTextureType,\r\n this.scene.imageProcessingConfiguration\r\n );\r\n if (this._hdr) {\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n engine,\r\n this.ImageProcessingPostProcessId,\r\n () => {\r\n return this.imageProcessing;\r\n },\r\n true\r\n )\r\n );\r\n this._setAutoClearAndTextureSharing(this.imageProcessing);\r\n } else {\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = false;\r\n }\r\n\r\n if (!this.cameras || this.cameras.length === 0) {\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = false;\r\n }\r\n\r\n if (!this.imageProcessing.getEffect()) {\r\n this.imageProcessing._updateParameters();\r\n }\r\n }\r\n\r\n if (this.sharpenEnabled) {\r\n if (!this.sharpen.isReady()) {\r\n this.sharpen.updateEffect();\r\n }\r\n this.addEffect(this._sharpenEffect);\r\n this._setAutoClearAndTextureSharing(this.sharpen);\r\n }\r\n\r\n if (this.grainEnabled) {\r\n if (!this.grain.isReady()) {\r\n this.grain.updateEffect();\r\n }\r\n this.addEffect(this._grainEffect);\r\n this._setAutoClearAndTextureSharing(this.grain);\r\n }\r\n\r\n if (this.chromaticAberrationEnabled) {\r\n if (!this.chromaticAberration.isReady()) {\r\n this.chromaticAberration.updateEffect();\r\n }\r\n this.addEffect(this._chromaticAberrationEffect);\r\n this._setAutoClearAndTextureSharing(this.chromaticAberration);\r\n }\r\n\r\n if (this.fxaaEnabled) {\r\n this.fxaa = new FxaaPostProcess(\"fxaa\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n engine,\r\n this.FxaaPostProcessId,\r\n () => {\r\n return this.fxaa;\r\n },\r\n true\r\n )\r\n );\r\n this._setAutoClearAndTextureSharing(this.fxaa, true);\r\n }\r\n\r\n if (this._cameras !== null) {\r\n this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);\r\n }\r\n\r\n // In multicamera mode, the scene needs to autoclear in between cameras.\r\n if (this._scene.activeCameras && this._scene.activeCameras.length > 1) {\r\n this._scene.autoClear = true;\r\n }\r\n\r\n if (!this._enableMSAAOnFirstPostProcess(this.samples) && this.samples > 1) {\r\n Logger.Warn(\"MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0\");\r\n }\r\n\r\n this.onBuildObservable.notifyObservers(this);\r\n }\r\n\r\n private _disposePostProcesses(disposeNonRecreated = false): void {\r\n for (let i = 0; i < this._cameras.length; i++) {\r\n const camera = this._cameras[i];\r\n\r\n if (this.imageProcessing) {\r\n this.imageProcessing.dispose(camera);\r\n }\r\n\r\n if (this.fxaa) {\r\n this.fxaa.dispose(camera);\r\n }\r\n\r\n // These are created in the constructor and should not be disposed on every pipeline change\r\n if (disposeNonRecreated) {\r\n if (this.sharpen) {\r\n this.sharpen.dispose(camera);\r\n }\r\n\r\n if (this.depthOfField) {\r\n this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);\r\n this.depthOfField.disposeEffects(camera);\r\n }\r\n\r\n if (this.bloom) {\r\n this.bloom.disposeEffects(camera);\r\n }\r\n\r\n if (this.chromaticAberration) {\r\n this.chromaticAberration.dispose(camera);\r\n }\r\n\r\n if (this.grain) {\r\n this.grain.dispose(camera);\r\n }\r\n if (this._glowLayer) {\r\n this._glowLayer.dispose();\r\n }\r\n }\r\n }\r\n\r\n (<any>this.imageProcessing) = null;\r\n (<any>this.fxaa) = null;\r\n\r\n if (disposeNonRecreated) {\r\n (<any>this.sharpen) = null;\r\n (<any>this._sharpenEffect) = null;\r\n (<any>this.depthOfField) = null;\r\n (<any>this.bloom) = null;\r\n (<any>this.chromaticAberration) = null;\r\n (<any>this._chromaticAberrationEffect) = null;\r\n (<any>this.grain) = null;\r\n (<any>this._grainEffect) = null;\r\n this._glowLayer = null;\r\n }\r\n }\r\n\r\n /**\r\n * Adds a camera to the pipeline\r\n * @param camera the camera to be added\r\n */\r\n public addCamera(camera: Camera): void {\r\n this._camerasToBeAttached.push(camera);\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Removes a camera from the pipeline\r\n * @param camera the camera to remove\r\n */\r\n public removeCamera(camera: Camera): void {\r\n const index = this._camerasToBeAttached.indexOf(camera);\r\n this._camerasToBeAttached.splice(index, 1);\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Dispose of the pipeline and stop all post processes\r\n */\r\n public dispose(): void {\r\n this.onBuildObservable.clear();\r\n this._disposePostProcesses(true);\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\r\n this._scene.autoClear = true;\r\n if (this._resizeObserver) {\r\n this._scene.getEngine().onResizeObservable.remove(this._resizeObserver);\r\n this._resizeObserver = null;\r\n }\r\n this._scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigurationObserver);\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Serialize the rendering pipeline (Used when exporting)\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"DefaultRenderingPipeline\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse the serialized pipeline\r\n * @param source Source pipeline.\r\n * @param scene The scene to load the pipeline to.\r\n * @param rootUrl The URL of the serialized pipeline.\r\n * @returns An instantiated pipeline from the serialized object.\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline {\r\n return SerializationHelper.Parse(() => new DefaultRenderingPipeline(source._name, source._name._hdr, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.DefaultRenderingPipeline\", DefaultRenderingPipeline);\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../../../types\";\r\nimport { serialize, SerializationHelper } from \"../../../Misc/decorators\";\r\nimport type { Observer } from \"../../../Misc/observable\";\r\nimport { Observable } from \"../../../Misc/observable\";\r\nimport type { IAnimatable } from \"../../../Animations/animatable.interface\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport type { Camera } from \"../../../Cameras/camera\";\r\nimport type { ImageProcessingConfiguration } from \"../../../Materials/imageProcessingConfiguration\";\r\nimport { Texture } from \"../../../Materials/Textures/texture\";\r\nimport type { Engine } from \"../../../Engines/engine\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport type { IDisposable, Scene } from \"../../../scene\";\r\nimport { GlowLayer } from \"../../../Layers/glowLayer\";\r\n\r\nimport type { PostProcess } from \"../../../PostProcesses/postProcess\";\r\nimport { SharpenPostProcess } from \"../../../PostProcesses/sharpenPostProcess\";\r\nimport { ImageProcessingPostProcess } from \"../../../PostProcesses/imageProcessingPostProcess\";\r\nimport { ChromaticAberrationPostProcess } from \"../../../PostProcesses/chromaticAberrationPostProcess\";\r\nimport { GrainPostProcess } from \"../../../PostProcesses/grainPostProcess\";\r\nimport { FxaaPostProcess } from \"../../../PostProcesses/fxaaPostProcess\";\r\nimport { PostProcessRenderPipeline } from \"../../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"../../../PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from \"../../../PostProcesses/depthOfFieldEffect\";\r\nimport { BloomEffect } from \"../../../PostProcesses/bloomEffect\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { EngineStore } from \"../../../Engines/engineStore\";\r\n\r\nimport \"../../../PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent\";\r\nimport type { INotifyArrayChangeType } from \"core/Misc/arrayTools\";\r\n\r\ndeclare type Animation = import(\"../../../Animations/animation\").Animation;\r\n\r\n/**\r\n * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.\r\n * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline\r\n */\r\nexport class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {\r\n private _scene: Scene;\r\n private _camerasToBeAttached: Array<Camera> = [];\r\n /**\r\n * ID of the sharpen post process,\r\n */\r\n private readonly SharpenPostProcessId: string = \"SharpenPostProcessEffect\";\r\n /**\r\n * @ignore\r\n * ID of the image processing post process;\r\n */\r\n readonly ImageProcessingPostProcessId: string = \"ImageProcessingPostProcessEffect\";\r\n /**\r\n * @ignore\r\n * ID of the Fast Approximate Anti-Aliasing post process;\r\n */\r\n readonly FxaaPostProcessId: string = \"FxaaPostProcessEffect\";\r\n /**\r\n * ID of the chromatic aberration post process,\r\n */\r\n private readonly ChromaticAberrationPostProcessId: string = \"ChromaticAberrationPostProcessEffect\";\r\n /**\r\n * ID of the grain post process\r\n */\r\n private readonly GrainPostProcessId: string = \"GrainPostProcessEffect\";\r\n\r\n // Post-processes\r\n /**\r\n * Sharpen post process which will apply a sharpen convolution to enhance edges\r\n */\r\n public sharpen: SharpenPostProcess;\r\n private _sharpenEffect: PostProcessRenderEffect;\r\n private bloom: BloomEffect;\r\n /**\r\n * Depth of field effect, applies a blur based on how far away objects are from the focus distance.\r\n */\r\n public depthOfField: DepthOfFieldEffect;\r\n /**\r\n * The Fast Approximate Anti-Aliasing post process which attempts to remove aliasing from an image.\r\n */\r\n public fxaa: FxaaPostProcess;\r\n /**\r\n * Image post processing pass used to perform operations such as tone mapping or color grading.\r\n */\r\n public imageProcessing: ImageProcessingPostProcess;\r\n /**\r\n * Chromatic aberration post process which will shift rgb colors in the image\r\n */\r\n public chromaticAberration: ChromaticAberrationPostProcess;\r\n private _chromaticAberrationEffect: PostProcessRenderEffect;\r\n /**\r\n * Grain post process which add noise to the image\r\n */\r\n public grain: GrainPostProcess;\r\n private _grainEffect: PostProcessRenderEffect;\r\n /**\r\n * Glow post process which adds a glow to emissive areas of the image\r\n */\r\n private _glowLayer: Nullable<GlowLayer> = null;\r\n\r\n /**\r\n * Animations which can be used to tweak settings over a period of time\r\n */\r\n public animations: Animation[] = [];\r\n\r\n private _imageProcessingConfigurationObserver: Nullable<Observer<ImageProcessingConfiguration>> = null;\r\n // Values\r\n private _sharpenEnabled: boolean = false;\r\n private _bloomEnabled: boolean = false;\r\n private _depthOfFieldEnabled: boolean = false;\r\n private _depthOfFieldBlurLevel = DepthOfFieldEffectBlurLevel.Low;\r\n private _fxaaEnabled: boolean = false;\r\n private _imageProcessingEnabled: boolean = true;\r\n private _defaultPipelineTextureType: number;\r\n private _bloomScale: number = 0.5;\r\n private _chromaticAberrationEnabled: boolean = false;\r\n private _grainEnabled: boolean = false;\r\n\r\n private _buildAllowed = true;\r\n\r\n /**\r\n * This is triggered each time the pipeline has been built.\r\n */\r\n public onBuildObservable = new Observable<DefaultRenderingPipeline>();\r\n\r\n /**\r\n * Gets active scene\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Enable or disable the sharpen process from the pipeline\r\n */\r\n public set sharpenEnabled(enabled: boolean) {\r\n if (this._sharpenEnabled === enabled) {\r\n return;\r\n }\r\n this._sharpenEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get sharpenEnabled(): boolean {\r\n return this._sharpenEnabled;\r\n }\r\n\r\n private _resizeObserver: Nullable<Observer<Engine>> = null;\r\n private _hardwareScaleLevel = 1.0;\r\n private _bloomKernel: number = 64;\r\n /**\r\n * Specifies the size of the bloom blur kernel, relative to the final output size\r\n */\r\n @serialize()\r\n public get bloomKernel(): number {\r\n return this._bloomKernel;\r\n }\r\n public set bloomKernel(value: number) {\r\n this._bloomKernel = value;\r\n this.bloom.kernel = value / this._hardwareScaleLevel;\r\n }\r\n\r\n /**\r\n * Specifies the weight of the bloom in the final rendering\r\n */\r\n @serialize()\r\n private _bloomWeight: number = 0.15;\r\n /**\r\n * Specifies the luma threshold for the area that will be blurred by the bloom\r\n */\r\n @serialize()\r\n private _bloomThreshold: number = 0.9;\r\n\r\n @serialize()\r\n private _hdr: boolean;\r\n\r\n /**\r\n * The strength of the bloom.\r\n */\r\n public set bloomWeight(value: number) {\r\n if (this._bloomWeight === value) {\r\n return;\r\n }\r\n this.bloom.weight = value;\r\n\r\n this._bloomWeight = value;\r\n }\r\n\r\n @serialize()\r\n public get bloomWeight(): number {\r\n return this._bloomWeight;\r\n }\r\n\r\n /**\r\n * The luminance threshold to find bright areas of the image to bloom.\r\n */\r\n public set bloomThreshold(value: number) {\r\n if (this._bloomThreshold === value) {\r\n return;\r\n }\r\n this.bloom.threshold = value;\r\n this._bloomThreshold = value;\r\n }\r\n\r\n @serialize()\r\n public get bloomThreshold(): number {\r\n return this._bloomThreshold;\r\n }\r\n\r\n /**\r\n * The scale of the bloom, lower value will provide better performance.\r\n */\r\n public set bloomScale(value: number) {\r\n if (this._bloomScale === value) {\r\n return;\r\n }\r\n this._bloomScale = value;\r\n\r\n // recreate bloom and dispose old as this setting is not dynamic\r\n this._rebuildBloom();\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get bloomScale(): number {\r\n return this._bloomScale;\r\n }\r\n\r\n /**\r\n * Enable or disable the bloom from the pipeline\r\n */\r\n public set bloomEnabled(enabled: boolean) {\r\n if (this._bloomEnabled === enabled) {\r\n return;\r\n }\r\n this._bloomEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get bloomEnabled(): boolean {\r\n return this._bloomEnabled;\r\n }\r\n\r\n private _rebuildBloom() {\r\n // recreate bloom and dispose old as this setting is not dynamic\r\n const oldBloom = this.bloom;\r\n this.bloom = new BloomEffect(this._scene, this.bloomScale, this._bloomWeight, this.bloomKernel, this._defaultPipelineTextureType, false);\r\n this.bloom.threshold = oldBloom.threshold;\r\n for (let i = 0; i < this._cameras.length; i++) {\r\n oldBloom.disposeEffects(this._cameras[i]);\r\n }\r\n }\r\n\r\n /**\r\n * If the depth of field is enabled.\r\n */\r\n @serialize()\r\n public get depthOfFieldEnabled(): boolean {\r\n return this._depthOfFieldEnabled;\r\n }\r\n\r\n public set depthOfFieldEnabled(enabled: boolean) {\r\n if (this._depthOfFieldEnabled === enabled) {\r\n return;\r\n }\r\n this._depthOfFieldEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Blur level of the depth of field effect. (Higher blur will effect performance)\r\n */\r\n @serialize()\r\n public get depthOfFieldBlurLevel(): DepthOfFieldEffectBlurLevel {\r\n return this._depthOfFieldBlurLevel;\r\n }\r\n\r\n public set depthOfFieldBlurLevel(value: DepthOfFieldEffectBlurLevel) {\r\n if (this._depthOfFieldBlurLevel === value) {\r\n return;\r\n }\r\n this._depthOfFieldBlurLevel = value;\r\n\r\n // recreate dof and dispose old as this setting is not dynamic\r\n const oldDof = this.depthOfField;\r\n\r\n this.depthOfField = new DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, false);\r\n this.depthOfField.focalLength = oldDof.focalLength;\r\n this.depthOfField.focusDistance = oldDof.focusDistance;\r\n this.depthOfField.fStop = oldDof.fStop;\r\n this.depthOfField.lensSize = oldDof.lensSize;\r\n\r\n for (let i = 0; i < this._cameras.length; i++) {\r\n oldDof.disposeEffects(this._cameras[i]);\r\n }\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * If the anti aliasing is enabled.\r\n */\r\n public set fxaaEnabled(enabled: boolean) {\r\n if (this._fxaaEnabled === enabled) {\r\n return;\r\n }\r\n this._fxaaEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get fxaaEnabled(): boolean {\r\n return this._fxaaEnabled;\r\n }\r\n\r\n private _samples = 1;\r\n /**\r\n * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)\r\n */\r\n public set samples(sampleCount: number) {\r\n if (this._samples === sampleCount) {\r\n return;\r\n }\r\n this._samples = sampleCount;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n /**\r\n * If image processing is enabled.\r\n */\r\n public set imageProcessingEnabled(enabled: boolean) {\r\n if (this._imageProcessingEnabled === enabled) {\r\n return;\r\n }\r\n\r\n this._scene.imageProcessingConfiguration.isEnabled = enabled;\r\n }\r\n\r\n @serialize()\r\n public get imageProcessingEnabled(): boolean {\r\n return this._imageProcessingEnabled;\r\n }\r\n\r\n /**\r\n * If glow layer is enabled. (Adds a glow effect to emmissive materials)\r\n */\r\n public set glowLayerEnabled(enabled: boolean) {\r\n if (enabled && !this._glowLayer) {\r\n this._glowLayer = new GlowLayer(\"\", this._scene);\r\n } else if (!enabled && this._glowLayer) {\r\n this._glowLayer.dispose();\r\n this._glowLayer = null;\r\n }\r\n }\r\n\r\n @serialize()\r\n public get glowLayerEnabled(): boolean {\r\n return this._glowLayer != null;\r\n }\r\n\r\n /**\r\n * Gets the glow layer (or null if not defined)\r\n */\r\n public get glowLayer() {\r\n return this._glowLayer;\r\n }\r\n\r\n /**\r\n * Enable or disable the chromaticAberration process from the pipeline\r\n */\r\n public set chromaticAberrationEnabled(enabled: boolean) {\r\n if (this._chromaticAberrationEnabled === enabled) {\r\n return;\r\n }\r\n this._chromaticAberrationEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get chromaticAberrationEnabled(): boolean {\r\n return this._chromaticAberrationEnabled;\r\n }\r\n /**\r\n * Enable or disable the grain process from the pipeline\r\n */\r\n public set grainEnabled(enabled: boolean) {\r\n if (this._grainEnabled === enabled) {\r\n return;\r\n }\r\n this._grainEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get grainEnabled(): boolean {\r\n return this._grainEnabled;\r\n }\r\n\r\n /**\r\n * @constructor\r\n * @param name - The rendering pipeline name (default: \"\")\r\n * @param hdr - If high dynamic range textures should be used (default: true)\r\n * @param scene - The scene linked to this pipeline (default: the last created scene)\r\n * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)\r\n * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)\r\n */\r\n constructor(name: string = \"\", hdr: boolean = true, scene: Scene = EngineStore.LastCreatedScene!, cameras?: Camera[], automaticBuild = true) {\r\n super(scene.getEngine(), name);\r\n this._cameras = cameras || scene.cameras;\r\n this._cameras = this._cameras.slice();\r\n this._camerasToBeAttached = this._cameras.slice();\r\n\r\n this._buildAllowed = automaticBuild;\r\n\r\n // Initialize\r\n this._scene = scene;\r\n const caps = this._scene.getEngine().getCaps();\r\n this._hdr = hdr && (caps.textureHalfFloatRender || caps.textureFloatRender);\r\n\r\n // Misc\r\n if (this._hdr) {\r\n if (caps.textureHalfFloatRender) {\r\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else if (caps.textureFloatRender) {\r\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n } else {\r\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n }\r\n\r\n // Attach\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n\r\n const engine = this._scene.getEngine();\r\n // Create post processes before hand so they can be modified before enabled.\r\n // Block compilation flag is set to true to avoid compilation prior to use, these will be updated on first use in build pipeline.\r\n this.sharpen = new SharpenPostProcess(\"sharpen\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType, true);\r\n this._sharpenEffect = new PostProcessRenderEffect(\r\n engine,\r\n this.SharpenPostProcessId,\r\n () => {\r\n return this.sharpen;\r\n },\r\n true\r\n );\r\n\r\n this.depthOfField = new DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, true);\r\n\r\n this.bloom = new BloomEffect(this._scene, this._bloomScale, this._bloomWeight, this.bloomKernel, this._defaultPipelineTextureType, true);\r\n\r\n this.chromaticAberration = new ChromaticAberrationPostProcess(\r\n \"ChromaticAberration\",\r\n engine.getRenderWidth(),\r\n engine.getRenderHeight(),\r\n 1.0,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n this._defaultPipelineTextureType,\r\n true\r\n );\r\n this._chromaticAberrationEffect = new PostProcessRenderEffect(\r\n engine,\r\n this.ChromaticAberrationPostProcessId,\r\n () => {\r\n return this.chromaticAberration;\r\n },\r\n true\r\n );\r\n\r\n this.grain = new GrainPostProcess(\"Grain\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType, true);\r\n this._grainEffect = new PostProcessRenderEffect(\r\n engine,\r\n this.GrainPostProcessId,\r\n () => {\r\n return this.grain;\r\n },\r\n true\r\n );\r\n\r\n this._resizeObserver = engine.onResizeObservable.add(() => {\r\n this._hardwareScaleLevel = engine.getHardwareScalingLevel();\r\n this.bloomKernel = this._bloomKernel;\r\n });\r\n\r\n this._imageProcessingConfigurationObserver = this._scene.imageProcessingConfiguration.onUpdateParameters.add(() => {\r\n this.bloom._downscale._exposure = this._scene.imageProcessingConfiguration.exposure;\r\n\r\n if (this.imageProcessingEnabled !== this._scene.imageProcessingConfiguration.isEnabled) {\r\n this._imageProcessingEnabled = this._scene.imageProcessingConfiguration.isEnabled;\r\n this._buildPipeline();\r\n }\r\n });\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"DefaultRenderingPipeline\"\r\n */\r\n public getClassName(): string {\r\n return \"DefaultRenderingPipeline\";\r\n }\r\n\r\n /**\r\n * Force the compilation of the entire pipeline.\r\n */\r\n public prepare(): void {\r\n const previousState = this._buildAllowed;\r\n this._buildAllowed = true;\r\n this._buildPipeline();\r\n this._buildAllowed = previousState;\r\n }\r\n\r\n private _hasCleared = false;\r\n private _prevPostProcess: Nullable<PostProcess> = null;\r\n private _prevPrevPostProcess: Nullable<PostProcess> = null;\r\n\r\n private _setAutoClearAndTextureSharing(postProcess: PostProcess, skipTextureSharing = false) {\r\n if (this._hasCleared) {\r\n postProcess.autoClear = false;\r\n } else {\r\n postProcess.autoClear = true;\r\n this._scene.autoClear = false;\r\n this._hasCleared = true;\r\n }\r\n\r\n if (!skipTextureSharing) {\r\n if (this._prevPrevPostProcess) {\r\n postProcess.shareOutputWith(this._prevPrevPostProcess);\r\n } else {\r\n postProcess.useOwnOutput();\r\n }\r\n\r\n if (this._prevPostProcess) {\r\n this._prevPrevPostProcess = this._prevPostProcess;\r\n }\r\n this._prevPostProcess = postProcess;\r\n }\r\n }\r\n\r\n private _depthOfFieldSceneObserver: Nullable<Observer<Scene>> = null;\r\n private _activeCameraChangedObserver: Nullable<Observer<Scene>> = null;\r\n private _activeCamerasChangedObserver: Nullable<Observer<INotifyArrayChangeType<Camera>>> = null;\r\n\r\n private _buildPipeline() {\r\n if (!this._buildAllowed) {\r\n return;\r\n }\r\n this._scene.autoClear = true;\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n this._disposePostProcesses();\r\n if (this._cameras !== null) {\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\r\n // get back cameras to be used to reattach pipeline\r\n this._cameras = this._camerasToBeAttached.slice();\r\n }\r\n this._reset();\r\n this._prevPostProcess = null;\r\n this._prevPrevPostProcess = null;\r\n this._hasCleared = false;\r\n\r\n if (this.depthOfFieldEnabled) {\r\n // Multi camera suport\r\n if (this._cameras.length > 1) {\r\n for (const camera of this._cameras) {\r\n const depthRenderer = this._scene.enableDepthRenderer(camera);\r\n depthRenderer.useOnlyInActiveCamera = true;\r\n }\r\n\r\n this._depthOfFieldSceneObserver = this._scene.onAfterRenderTargetsRenderObservable.add((scene) => {\r\n if (this._cameras.indexOf(scene.activeCamera!) > -1) {\r\n this.depthOfField.depthTexture = scene.enableDepthRenderer(scene.activeCamera).getDepthMap();\r\n }\r\n });\r\n } else {\r\n this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);\r\n const depthRenderer = this._scene.enableDepthRenderer(this._cameras[0]);\r\n this.depthOfField.depthTexture = depthRenderer.getDepthMap();\r\n }\r\n\r\n if (!this.depthOfField._isReady()) {\r\n this.depthOfField._updateEffects();\r\n }\r\n this.addEffect(this.depthOfField);\r\n this._setAutoClearAndTextureSharing(this.depthOfField._effects[0], true);\r\n } else {\r\n this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);\r\n }\r\n\r\n if (this.bloomEnabled) {\r\n if (!this.bloom._isReady()) {\r\n this.bloom._updateEffects();\r\n }\r\n this.addEffect(this.bloom);\r\n this._setAutoClearAndTextureSharing(this.bloom._effects[0], true);\r\n }\r\n\r\n if (this._imageProcessingEnabled) {\r\n this.imageProcessing = new ImageProcessingPostProcess(\r\n \"imageProcessing\",\r\n 1.0,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n this._defaultPipelineTextureType,\r\n this.scene.imageProcessingConfiguration\r\n );\r\n if (this._hdr) {\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n engine,\r\n this.ImageProcessingPostProcessId,\r\n () => {\r\n return this.imageProcessing;\r\n },\r\n true\r\n )\r\n );\r\n this._setAutoClearAndTextureSharing(this.imageProcessing);\r\n } else {\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = false;\r\n }\r\n\r\n if (!this.cameras || this.cameras.length === 0) {\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = false;\r\n }\r\n\r\n if (!this.imageProcessing.getEffect()) {\r\n this.imageProcessing._updateParameters();\r\n }\r\n }\r\n\r\n if (this.sharpenEnabled) {\r\n if (!this.sharpen.isReady()) {\r\n this.sharpen.updateEffect();\r\n }\r\n this.addEffect(this._sharpenEffect);\r\n this._setAutoClearAndTextureSharing(this.sharpen);\r\n }\r\n\r\n if (this.grainEnabled) {\r\n if (!this.grain.isReady()) {\r\n this.grain.updateEffect();\r\n }\r\n this.addEffect(this._grainEffect);\r\n this._setAutoClearAndTextureSharing(this.grain);\r\n }\r\n\r\n if (this.chromaticAberrationEnabled) {\r\n if (!this.chromaticAberration.isReady()) {\r\n this.chromaticAberration.updateEffect();\r\n }\r\n this.addEffect(this._chromaticAberrationEffect);\r\n this._setAutoClearAndTextureSharing(this.chromaticAberration);\r\n }\r\n\r\n if (this.fxaaEnabled) {\r\n this.fxaa = new FxaaPostProcess(\"fxaa\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n engine,\r\n this.FxaaPostProcessId,\r\n () => {\r\n return this.fxaa;\r\n },\r\n true\r\n )\r\n );\r\n this._setAutoClearAndTextureSharing(this.fxaa, true);\r\n }\r\n\r\n if (this._cameras !== null) {\r\n this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);\r\n }\r\n\r\n // In multicamera mode, the scene needs to autoclear in between cameras.\r\n if ((this._scene.activeCameras && this._scene.activeCameras.length > 1) || (this._scene.activeCamera && this.cameras.indexOf(this._scene.activeCamera) === -1)) {\r\n this._scene.autoClear = true;\r\n }\r\n // The active camera on the scene can be changed anytime\r\n if (!this._activeCameraChangedObserver) {\r\n this._activeCameraChangedObserver = this._scene.onActiveCameraChanged.add(() => {\r\n if (this._scene.activeCamera && this.cameras.indexOf(this._scene.activeCamera) === -1) {\r\n this._scene.autoClear = true;\r\n }\r\n });\r\n }\r\n if (!this._activeCamerasChangedObserver) {\r\n this._activeCamerasChangedObserver = this._scene.onActiveCamerasChanged.add(() => {\r\n if (this._scene.activeCameras && this._scene.activeCameras.length > 1) {\r\n this._scene.autoClear = true;\r\n }\r\n });\r\n }\r\n\r\n if (!this._enableMSAAOnFirstPostProcess(this.samples) && this.samples > 1) {\r\n Logger.Warn(\"MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0\");\r\n }\r\n\r\n this.onBuildObservable.notifyObservers(this);\r\n }\r\n\r\n private _disposePostProcesses(disposeNonRecreated = false): void {\r\n for (let i = 0; i < this._cameras.length; i++) {\r\n const camera = this._cameras[i];\r\n\r\n if (this.imageProcessing) {\r\n this.imageProcessing.dispose(camera);\r\n }\r\n\r\n if (this.fxaa) {\r\n this.fxaa.dispose(camera);\r\n }\r\n\r\n // These are created in the constructor and should not be disposed on every pipeline change\r\n if (disposeNonRecreated) {\r\n if (this.sharpen) {\r\n this.sharpen.dispose(camera);\r\n }\r\n\r\n if (this.depthOfField) {\r\n this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);\r\n this.depthOfField.disposeEffects(camera);\r\n }\r\n\r\n if (this.bloom) {\r\n this.bloom.disposeEffects(camera);\r\n }\r\n\r\n if (this.chromaticAberration) {\r\n this.chromaticAberration.dispose(camera);\r\n }\r\n\r\n if (this.grain) {\r\n this.grain.dispose(camera);\r\n }\r\n if (this._glowLayer) {\r\n this._glowLayer.dispose();\r\n }\r\n }\r\n }\r\n\r\n (<any>this.imageProcessing) = null;\r\n (<any>this.fxaa) = null;\r\n\r\n if (disposeNonRecreated) {\r\n (<any>this.sharpen) = null;\r\n (<any>this._sharpenEffect) = null;\r\n (<any>this.depthOfField) = null;\r\n (<any>this.bloom) = null;\r\n (<any>this.chromaticAberration) = null;\r\n (<any>this._chromaticAberrationEffect) = null;\r\n (<any>this.grain) = null;\r\n (<any>this._grainEffect) = null;\r\n this._glowLayer = null;\r\n }\r\n }\r\n\r\n /**\r\n * Adds a camera to the pipeline\r\n * @param camera the camera to be added\r\n */\r\n public addCamera(camera: Camera): void {\r\n this._camerasToBeAttached.push(camera);\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Removes a camera from the pipeline\r\n * @param camera the camera to remove\r\n */\r\n public removeCamera(camera: Camera): void {\r\n const index = this._camerasToBeAttached.indexOf(camera);\r\n this._camerasToBeAttached.splice(index, 1);\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Dispose of the pipeline and stop all post processes\r\n */\r\n public dispose(): void {\r\n this.onBuildObservable.clear();\r\n this._disposePostProcesses(true);\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\r\n this._scene.autoClear = true;\r\n if (this._resizeObserver) {\r\n this._scene.getEngine().onResizeObservable.remove(this._resizeObserver);\r\n this._resizeObserver = null;\r\n }\r\n\r\n this._scene.onActiveCameraChanged.remove(this._activeCameraChangedObserver);\r\n this._scene.onActiveCamerasChanged.remove(this._activeCamerasChangedObserver);\r\n\r\n this._scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigurationObserver);\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Serialize the rendering pipeline (Used when exporting)\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"DefaultRenderingPipeline\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse the serialized pipeline\r\n * @param source Source pipeline.\r\n * @param scene The scene to load the pipeline to.\r\n * @param rootUrl The URL of the serialized pipeline.\r\n * @returns An instantiated pipeline from the serialized object.\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline {\r\n return SerializationHelper.Parse(() => new DefaultRenderingPipeline(source._name, source._name._hdr, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.DefaultRenderingPipeline\", DefaultRenderingPipeline);\r\n"]}
@@ -172,6 +172,22 @@ export declare class ImageProcessingPostProcess extends PostProcess {
172
172
  * Sets whether the vignette effect is enabled.
173
173
  */
174
174
  set vignetteEnabled(value: boolean);
175
+ /**
176
+ * Gets intensity of the dithering effect.
177
+ */
178
+ get ditheringIntensity(): number;
179
+ /**
180
+ * Sets intensity of the dithering effect.
181
+ */
182
+ set ditheringIntensity(value: number);
183
+ /**
184
+ * Gets whether the dithering effect is enabled.
185
+ */
186
+ get ditheringEnabled(): boolean;
187
+ /**
188
+ * Sets whether the dithering effect is enabled.
189
+ */
190
+ set ditheringEnabled(value: boolean);
175
191
  private _fromLinearSpace;
176
192
  /**
177
193
  * Gets whether the input of the processing is in Gamma or Linear Space.