@babylonjs/core 5.22.1 → 5.24.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (351) hide show
  1. package/Actions/abstractActionManager.d.ts +6 -6
  2. package/Actions/abstractActionManager.js +1 -1
  3. package/Actions/abstractActionManager.js.map +1 -1
  4. package/Actions/actionManager.d.ts +5 -5
  5. package/Actions/actionManager.js +5 -5
  6. package/Actions/actionManager.js.map +1 -1
  7. package/Animations/animatable.js +2 -1
  8. package/Animations/animatable.js.map +1 -1
  9. package/Animations/animation.js +137 -139
  10. package/Animations/animation.js.map +1 -1
  11. package/Animations/animationGroup.d.ts +3 -3
  12. package/Animations/animationGroup.js +3 -3
  13. package/Animations/animationGroup.js.map +1 -1
  14. package/Animations/runtimeAnimation.js +6 -7
  15. package/Animations/runtimeAnimation.js.map +1 -1
  16. package/Audio/audioSceneComponent.d.ts +1 -1
  17. package/Audio/audioSceneComponent.js.map +1 -1
  18. package/Audio/sound.d.ts +2 -1
  19. package/Audio/sound.js +21 -9
  20. package/Audio/sound.js.map +1 -1
  21. package/Behaviors/Cameras/autoRotationBehavior.d.ts +1 -1
  22. package/Behaviors/Cameras/autoRotationBehavior.js +1 -1
  23. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  24. package/Behaviors/Cameras/bouncingBehavior.d.ts +1 -1
  25. package/Behaviors/Cameras/bouncingBehavior.js +1 -1
  26. package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
  27. package/Behaviors/Cameras/framingBehavior.d.ts +1 -1
  28. package/Behaviors/Cameras/framingBehavior.js +1 -1
  29. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  30. package/Bones/bone.d.ts +1 -1
  31. package/Bones/bone.js +1 -1
  32. package/Bones/bone.js.map +1 -1
  33. package/Bones/skeleton.d.ts +2 -2
  34. package/Bones/skeleton.js +11 -5
  35. package/Bones/skeleton.js.map +1 -1
  36. package/Cameras/Inputs/BaseCameraMouseWheelInput.js +3 -22
  37. package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
  38. package/Cameras/Inputs/BaseCameraPointersInput.js +3 -3
  39. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  40. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +1 -11
  41. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  42. package/Cameras/Inputs/flyCameraMouseInput.js +3 -3
  43. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  44. package/Cameras/Inputs/followCameraMouseWheelInput.js +1 -4
  45. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  46. package/Cameras/Inputs/freeCameraMouseInput.js +3 -3
  47. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  48. package/Cameras/arcRotateCamera.d.ts +1 -1
  49. package/Cameras/arcRotateCamera.js +1 -1
  50. package/Cameras/arcRotateCamera.js.map +1 -1
  51. package/Cameras/camera.d.ts +2 -2
  52. package/Cameras/camera.js +2 -2
  53. package/Cameras/camera.js.map +1 -1
  54. package/Cameras/freeCamera.d.ts +1 -1
  55. package/Cameras/freeCamera.js +1 -1
  56. package/Cameras/freeCamera.js.map +1 -1
  57. package/Cameras/gamepadCamera.d.ts +1 -1
  58. package/Cameras/gamepadCamera.js +1 -1
  59. package/Cameras/gamepadCamera.js.map +1 -1
  60. package/Cameras/targetCamera.d.ts +1 -1
  61. package/Cameras/targetCamera.js +1 -1
  62. package/Cameras/targetCamera.js.map +1 -1
  63. package/Cameras/touchCamera.d.ts +1 -1
  64. package/Cameras/touchCamera.js +1 -1
  65. package/Cameras/touchCamera.js.map +1 -1
  66. package/Cameras/universalCamera.d.ts +1 -1
  67. package/Cameras/universalCamera.js +1 -1
  68. package/Cameras/universalCamera.js.map +1 -1
  69. package/Cameras/virtualJoysticksCamera.d.ts +1 -1
  70. package/Cameras/virtualJoysticksCamera.js +1 -1
  71. package/Cameras/virtualJoysticksCamera.js.map +1 -1
  72. package/Culling/boundingBox.d.ts +2 -2
  73. package/Culling/boundingBox.js +2 -2
  74. package/Culling/boundingBox.js.map +1 -1
  75. package/Culling/ray.d.ts +1 -1
  76. package/Culling/ray.js +1 -1
  77. package/Culling/ray.js.map +1 -1
  78. package/Debug/debugLayer.d.ts +1 -1
  79. package/Debug/debugLayer.js +1 -1
  80. package/Debug/debugLayer.js.map +1 -1
  81. package/DeviceInput/webDeviceInputSystem.js +20 -2
  82. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  83. package/Engines/Extensions/engine.multiRender.js +8 -10
  84. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  85. package/Engines/Extensions/engine.query.d.ts +2 -2
  86. package/Engines/Extensions/engine.query.js.map +1 -1
  87. package/Engines/ICanvas.d.ts +11 -0
  88. package/Engines/ICanvas.js.map +1 -1
  89. package/Engines/WebGL/webGLPipelineContext.d.ts +29 -19
  90. package/Engines/WebGL/webGLPipelineContext.js +99 -311
  91. package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
  92. package/Engines/WebGL/webGLRenderTargetWrapper.js +1 -1
  93. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  94. package/Engines/engine.d.ts +2 -2
  95. package/Engines/engine.js +2 -2
  96. package/Engines/engine.js.map +1 -1
  97. package/Engines/nativeEngine.d.ts +2 -2
  98. package/Engines/nativeEngine.js +2 -2
  99. package/Engines/nativeEngine.js.map +1 -1
  100. package/Engines/renderTargetWrapper.d.ts +1 -0
  101. package/Engines/renderTargetWrapper.js +5 -2
  102. package/Engines/renderTargetWrapper.js.map +1 -1
  103. package/Engines/thinEngine.d.ts +6 -5
  104. package/Engines/thinEngine.js +11 -7
  105. package/Engines/thinEngine.js.map +1 -1
  106. package/Engines/webgpuEngine.js +4 -1
  107. package/Engines/webgpuEngine.js.map +1 -1
  108. package/Events/clipboardEvents.d.ts +1 -1
  109. package/Events/clipboardEvents.js +1 -1
  110. package/Events/clipboardEvents.js.map +1 -1
  111. package/Events/deviceInputEvents.d.ts +11 -4
  112. package/Events/deviceInputEvents.js.map +1 -1
  113. package/Gamepads/Controllers/windowsMotionController.d.ts +1 -1
  114. package/Gamepads/Controllers/windowsMotionController.js +1 -1
  115. package/Gamepads/Controllers/windowsMotionController.js.map +1 -1
  116. package/Gizmos/boundingBoxGizmo.d.ts +4 -0
  117. package/Gizmos/boundingBoxGizmo.js +6 -0
  118. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  119. package/Inputs/scene.inputManager.js +4 -4
  120. package/Inputs/scene.inputManager.js.map +1 -1
  121. package/Layers/effectLayer.d.ts +3 -3
  122. package/Layers/effectLayer.js +1 -1
  123. package/Layers/effectLayer.js.map +1 -1
  124. package/Layers/glowLayer.d.ts +3 -3
  125. package/Layers/glowLayer.js +2 -2
  126. package/Layers/glowLayer.js.map +1 -1
  127. package/Layers/highlightLayer.d.ts +3 -3
  128. package/Layers/highlightLayer.js +2 -2
  129. package/Layers/highlightLayer.js.map +1 -1
  130. package/Lights/directionalLight.d.ts +2 -2
  131. package/Lights/directionalLight.js +2 -2
  132. package/Lights/directionalLight.js.map +1 -1
  133. package/Lights/hemisphericLight.d.ts +3 -3
  134. package/Lights/hemisphericLight.js +3 -3
  135. package/Lights/hemisphericLight.js.map +1 -1
  136. package/Lights/light.d.ts +2 -2
  137. package/Lights/light.js +2 -2
  138. package/Lights/light.js.map +1 -1
  139. package/Lights/lightConstants.d.ts +1 -1
  140. package/Lights/lightConstants.js +1 -1
  141. package/Lights/lightConstants.js.map +1 -1
  142. package/Loading/Plugins/babylonFileLoader.js +3 -0
  143. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  144. package/Loading/sceneLoader.d.ts +1 -1
  145. package/Loading/sceneLoader.js.map +1 -1
  146. package/Materials/Background/backgroundMaterial.js +4 -0
  147. package/Materials/Background/backgroundMaterial.js.map +1 -1
  148. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +4 -1
  149. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  150. package/Materials/Node/nodeMaterial.d.ts +1 -1
  151. package/Materials/Node/nodeMaterial.js +5 -1
  152. package/Materials/Node/nodeMaterial.js.map +1 -1
  153. package/Materials/PBR/pbrBaseMaterial.js +4 -1
  154. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  155. package/Materials/Textures/Filtering/hdrFiltering.d.ts +1 -1
  156. package/Materials/Textures/Filtering/hdrFiltering.js +1 -1
  157. package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
  158. package/Materials/Textures/Procedurals/customProceduralTexture.d.ts +2 -1
  159. package/Materials/Textures/Procedurals/customProceduralTexture.js +9 -3
  160. package/Materials/Textures/Procedurals/customProceduralTexture.js.map +1 -1
  161. package/Materials/Textures/Procedurals/proceduralTexture.d.ts +9 -9
  162. package/Materials/Textures/Procedurals/proceduralTexture.js +9 -9
  163. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  164. package/Materials/Textures/colorGradingTexture.d.ts +1 -1
  165. package/Materials/Textures/colorGradingTexture.js +1 -1
  166. package/Materials/Textures/colorGradingTexture.js.map +1 -1
  167. package/Materials/Textures/cubeTexture.d.ts +2 -2
  168. package/Materials/Textures/cubeTexture.js +2 -2
  169. package/Materials/Textures/cubeTexture.js.map +1 -1
  170. package/Materials/Textures/rawCubeTexture.d.ts +1 -1
  171. package/Materials/Textures/rawCubeTexture.js +1 -1
  172. package/Materials/Textures/rawCubeTexture.js.map +1 -1
  173. package/Materials/Textures/renderTargetTexture.d.ts +3 -5
  174. package/Materials/Textures/renderTargetTexture.js +19 -19
  175. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  176. package/Materials/colorCurves.d.ts +3 -3
  177. package/Materials/colorCurves.js +3 -3
  178. package/Materials/colorCurves.js.map +1 -1
  179. package/Materials/effect.d.ts +27 -27
  180. package/Materials/effect.js +22 -288
  181. package/Materials/effect.js.map +1 -1
  182. package/Materials/fresnelParameters.d.ts +1 -1
  183. package/Materials/fresnelParameters.js +1 -1
  184. package/Materials/fresnelParameters.js.map +1 -1
  185. package/Materials/imageProcessingConfiguration.d.ts +4 -4
  186. package/Materials/imageProcessingConfiguration.js +4 -4
  187. package/Materials/imageProcessingConfiguration.js.map +1 -1
  188. package/Materials/shaderMaterial.d.ts +25 -25
  189. package/Materials/shaderMaterial.js +25 -25
  190. package/Materials/shaderMaterial.js.map +1 -1
  191. package/Materials/standardMaterial.js +4 -1
  192. package/Materials/standardMaterial.js.map +1 -1
  193. package/Maths/index.d.ts +1 -0
  194. package/Maths/index.js +1 -0
  195. package/Maths/index.js.map +1 -1
  196. package/Maths/math.functions.d.ts +2 -2
  197. package/Maths/math.functions.js +2 -2
  198. package/Maths/math.functions.js.map +1 -1
  199. package/Maths/math.polar.d.ts +77 -0
  200. package/Maths/math.polar.js +114 -0
  201. package/Maths/math.polar.js.map +1 -0
  202. package/Maths/math.scalar.d.ts +2 -2
  203. package/Maths/math.scalar.js +2 -2
  204. package/Maths/math.scalar.js.map +1 -1
  205. package/Maths/math.vector.d.ts +13 -12
  206. package/Maths/math.vector.js +13 -12
  207. package/Maths/math.vector.js.map +1 -1
  208. package/Meshes/abstractMesh.d.ts +1 -1
  209. package/Meshes/abstractMesh.js +13 -2
  210. package/Meshes/abstractMesh.js.map +1 -1
  211. package/Meshes/geometry.d.ts +3 -3
  212. package/Meshes/geometry.js +3 -3
  213. package/Meshes/geometry.js.map +1 -1
  214. package/Meshes/groundMesh.d.ts +5 -4
  215. package/Meshes/groundMesh.js +5 -4
  216. package/Meshes/groundMesh.js.map +1 -1
  217. package/Meshes/instancedMesh.d.ts +1 -1
  218. package/Meshes/instancedMesh.js +1 -1
  219. package/Meshes/instancedMesh.js.map +1 -1
  220. package/Meshes/mesh.d.ts +3 -3
  221. package/Meshes/mesh.js +7 -3
  222. package/Meshes/mesh.js.map +1 -1
  223. package/Meshes/subMesh.d.ts +1 -1
  224. package/Meshes/subMesh.js +1 -1
  225. package/Meshes/subMesh.js.map +1 -1
  226. package/Meshes/thinInstanceMesh.d.ts +1 -1
  227. package/Meshes/thinInstanceMesh.js.map +1 -1
  228. package/Meshes/transformNode.js +6 -0
  229. package/Meshes/transformNode.js.map +1 -1
  230. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.d.ts +2 -2
  231. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js +2 -2
  232. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js.map +1 -1
  233. package/Misc/HighDynamicRange/hdr.d.ts +3 -3
  234. package/Misc/HighDynamicRange/hdr.js +3 -3
  235. package/Misc/HighDynamicRange/hdr.js.map +1 -1
  236. package/Misc/HighDynamicRange/panoramaToCubemap.d.ts +1 -1
  237. package/Misc/HighDynamicRange/panoramaToCubemap.js +1 -1
  238. package/Misc/HighDynamicRange/panoramaToCubemap.js.map +1 -1
  239. package/Misc/arrayTools.d.ts +13 -12
  240. package/Misc/arrayTools.js +70 -39
  241. package/Misc/arrayTools.js.map +1 -1
  242. package/Misc/assetsManager.d.ts +3 -3
  243. package/Misc/assetsManager.js +3 -3
  244. package/Misc/assetsManager.js.map +1 -1
  245. package/Misc/basis.js +17 -3
  246. package/Misc/basis.js.map +1 -1
  247. package/Misc/environmentTextureTools.d.ts +4 -4
  248. package/Misc/environmentTextureTools.js +5 -5
  249. package/Misc/environmentTextureTools.js.map +1 -1
  250. package/Misc/fileTools.d.ts +3 -3
  251. package/Misc/fileTools.js +19 -12
  252. package/Misc/fileTools.js.map +1 -1
  253. package/Misc/logger.js +1 -1
  254. package/Misc/logger.js.map +1 -1
  255. package/Misc/observable.d.ts +1 -1
  256. package/Misc/observable.js +1 -1
  257. package/Misc/observable.js.map +1 -1
  258. package/Misc/performanceMonitor.d.ts +3 -3
  259. package/Misc/performanceMonitor.js +3 -3
  260. package/Misc/performanceMonitor.js.map +1 -1
  261. package/Misc/rgbdTextureTools.d.ts +1 -1
  262. package/Misc/rgbdTextureTools.js +1 -1
  263. package/Misc/rgbdTextureTools.js.map +1 -1
  264. package/Misc/sceneOptimizer.d.ts +7 -7
  265. package/Misc/sceneOptimizer.js +7 -7
  266. package/Misc/sceneOptimizer.js.map +1 -1
  267. package/Misc/stringDictionary.d.ts +6 -6
  268. package/Misc/stringDictionary.js +6 -6
  269. package/Misc/stringDictionary.js.map +1 -1
  270. package/Misc/textureTools.d.ts +4 -4
  271. package/Misc/textureTools.js +4 -4
  272. package/Misc/textureTools.js.map +1 -1
  273. package/Misc/tools.d.ts +6 -6
  274. package/Misc/tools.js +6 -6
  275. package/Misc/tools.js.map +1 -1
  276. package/Misc/videoRecorder.d.ts +1 -1
  277. package/Misc/videoRecorder.js +1 -1
  278. package/Misc/videoRecorder.js.map +1 -1
  279. package/Offline/database.js +3 -3
  280. package/Offline/database.js.map +1 -1
  281. package/Particles/IParticleSystem.d.ts +1 -1
  282. package/Particles/IParticleSystem.js.map +1 -1
  283. package/Particles/gpuParticleSystem.d.ts +1 -1
  284. package/Particles/gpuParticleSystem.js +1 -1
  285. package/Particles/gpuParticleSystem.js.map +1 -1
  286. package/Particles/particleSystem.d.ts +1 -1
  287. package/Particles/particleSystem.js +1 -1
  288. package/Particles/particleSystem.js.map +1 -1
  289. package/Particles/solidParticleSystem.d.ts +4 -0
  290. package/Particles/solidParticleSystem.js +25 -3
  291. package/Particles/solidParticleSystem.js.map +1 -1
  292. package/Physics/Plugins/ammoJSPlugin.d.ts +1 -1
  293. package/Physics/Plugins/ammoJSPlugin.js +1 -1
  294. package/Physics/Plugins/ammoJSPlugin.js.map +1 -1
  295. package/Physics/Plugins/oimoJSPlugin.js +1 -1
  296. package/Physics/Plugins/oimoJSPlugin.js.map +1 -1
  297. package/Physics/physicsEngineComponent.d.ts +1 -1
  298. package/Physics/physicsEngineComponent.js +1 -1
  299. package/Physics/physicsEngineComponent.js.map +1 -1
  300. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js +3 -3
  301. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
  302. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js +1 -2
  303. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js.map +1 -1
  304. package/PostProcesses/blurPostProcess.d.ts +3 -3
  305. package/PostProcesses/blurPostProcess.js +3 -3
  306. package/PostProcesses/blurPostProcess.js.map +1 -1
  307. package/PostProcesses/volumetricLightScatteringPostProcess.d.ts +3 -3
  308. package/PostProcesses/volumetricLightScatteringPostProcess.js +3 -3
  309. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  310. package/Rendering/depthPeelingRenderer.d.ts +1 -0
  311. package/Rendering/depthPeelingRenderer.js +32 -5
  312. package/Rendering/depthPeelingRenderer.js.map +1 -1
  313. package/Rendering/edgesRenderer.d.ts +2 -2
  314. package/Rendering/edgesRenderer.js +1 -1
  315. package/Rendering/edgesRenderer.js.map +1 -1
  316. package/Rendering/geometryBufferRenderer.d.ts +4 -2
  317. package/Rendering/geometryBufferRenderer.js +5 -3
  318. package/Rendering/geometryBufferRenderer.js.map +1 -1
  319. package/Rendering/geometryBufferRendererSceneComponent.d.ts +2 -1
  320. package/Rendering/geometryBufferRendererSceneComponent.js +3 -2
  321. package/Rendering/geometryBufferRendererSceneComponent.js.map +1 -1
  322. package/Rendering/prePassRenderer.d.ts +11 -3
  323. package/Rendering/prePassRenderer.js +18 -3
  324. package/Rendering/prePassRenderer.js.map +1 -1
  325. package/Rendering/subSurfaceConfiguration.d.ts +2 -2
  326. package/Rendering/subSurfaceConfiguration.js +2 -2
  327. package/Rendering/subSurfaceConfiguration.js.map +1 -1
  328. package/Sprites/spriteSceneComponent.js +4 -1
  329. package/Sprites/spriteSceneComponent.js.map +1 -1
  330. package/XR/features/WebXRControllerTeleportation.d.ts +4 -0
  331. package/XR/features/WebXRControllerTeleportation.js +24 -19
  332. package/XR/features/WebXRControllerTeleportation.js.map +1 -1
  333. package/XR/motionController/webXRAbstractMotionController.d.ts +2 -2
  334. package/XR/motionController/webXRAbstractMotionController.js +2 -2
  335. package/XR/motionController/webXRAbstractMotionController.js.map +1 -1
  336. package/XR/motionController/webXRControllerComponent.d.ts +1 -1
  337. package/XR/motionController/webXRControllerComponent.js +1 -1
  338. package/XR/motionController/webXRControllerComponent.js.map +1 -1
  339. package/XR/motionController/webXRMotionControllerManager.d.ts +3 -3
  340. package/XR/motionController/webXRMotionControllerManager.js +3 -3
  341. package/XR/motionController/webXRMotionControllerManager.js.map +1 -1
  342. package/node.d.ts +4 -4
  343. package/node.js +3 -3
  344. package/node.js.map +1 -1
  345. package/package.json +1 -1
  346. package/readme.md +0 -4
  347. package/scene.d.ts +80 -63
  348. package/scene.js +92 -46
  349. package/scene.js.map +1 -1
  350. package/sceneComponent.d.ts +1 -1
  351. package/sceneComponent.js.map +1 -1
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type { IPhysicsEnginePlugin, PhysicsImpostorJoint } from \"../../Physics/IPhysicsEngine\";\r\nimport type { IPhysicsEnabledObject } from \"../../Physics/physicsImpostor\";\r\nimport { PhysicsImpostor } from \"../../Physics/physicsImpostor\";\r\nimport type { IMotorEnabledJoint, DistanceJointData, SpringJointData } from \"../../Physics/physicsJoint\";\r\nimport { PhysicsJoint } from \"../../Physics/physicsJoint\";\r\nimport { PhysicsEngine } from \"../../Physics/physicsEngine\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Vector3, Quaternion } from \"../../Maths/math.vector\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { PhysicsRaycastResult } from \"../physicsRaycastResult\";\r\n\r\ndeclare let OIMO: any;\r\n\r\n/** @hidden */\r\nexport class OimoJSPlugin implements IPhysicsEnginePlugin {\r\n public world: any;\r\n public name: string = \"OimoJSPlugin\";\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public BJSOIMO: any;\r\n private _raycastResult: PhysicsRaycastResult;\r\n private _fixedTimeStep: number = 1 / 60;\r\n\r\n constructor(private _useDeltaForWorldStep: boolean = true, iterations?: number, oimoInjection = OIMO) {\r\n this.BJSOIMO = oimoInjection;\r\n this.world = new this.BJSOIMO.World({\r\n iterations: iterations,\r\n });\r\n this.world.clear();\r\n this._raycastResult = new PhysicsRaycastResult();\r\n }\r\n\r\n public setGravity(gravity: Vector3) {\r\n this.world.gravity.set(gravity.x, gravity.y, gravity.z);\r\n }\r\n\r\n public setTimeStep(timeStep: number) {\r\n this.world.timeStep = timeStep;\r\n }\r\n\r\n public getTimeStep(): number {\r\n return this.world.timeStep;\r\n }\r\n\r\n private _tmpImpostorsArray: Array<PhysicsImpostor> = [];\r\n\r\n public executeStep(delta: number, impostors: Array<PhysicsImpostor>) {\r\n impostors.forEach(function (impostor) {\r\n impostor.beforeStep();\r\n });\r\n\r\n this.world.timeStep = this._useDeltaForWorldStep ? delta : this._fixedTimeStep;\r\n this.world.step();\r\n\r\n impostors.forEach((impostor) => {\r\n impostor.afterStep();\r\n //update the ordered impostors array\r\n this._tmpImpostorsArray[impostor.uniqueId] = impostor;\r\n });\r\n\r\n //check for collisions\r\n let contact = this.world.contacts;\r\n\r\n while (contact !== null) {\r\n if (contact.touching && !contact.body1.sleeping && !contact.body2.sleeping) {\r\n contact = contact.next;\r\n continue;\r\n }\r\n //is this body colliding with any other? get the impostor\r\n const mainImpostor = this._tmpImpostorsArray[+contact.body1.name];\r\n const collidingImpostor = this._tmpImpostorsArray[+contact.body2.name];\r\n\r\n if (!mainImpostor || !collidingImpostor) {\r\n contact = contact.next;\r\n continue;\r\n }\r\n\r\n mainImpostor.onCollide({ body: collidingImpostor.physicsBody, point: null });\r\n collidingImpostor.onCollide({ body: mainImpostor.physicsBody, point: null });\r\n contact = contact.next;\r\n }\r\n }\r\n\r\n public applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3) {\r\n const mass = impostor.physicsBody.mass;\r\n impostor.physicsBody.applyImpulse(contactPoint.scale(this.world.invScale), force.scale(this.world.invScale * mass));\r\n }\r\n public applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3) {\r\n Logger.Warn(\"Oimo doesn't support applying force. Using impule instead.\");\r\n this.applyImpulse(impostor, force, contactPoint);\r\n }\r\n public generatePhysicsBody(impostor: PhysicsImpostor) {\r\n //parent-child relationship. Does this impostor has a parent impostor?\r\n if (impostor.parent) {\r\n if (impostor.physicsBody) {\r\n this.removePhysicsBody(impostor);\r\n //TODO is that needed?\r\n impostor.forceUpdate();\r\n }\r\n return;\r\n }\r\n\r\n if (impostor.isBodyInitRequired()) {\r\n const bodyConfig: any = {\r\n name: impostor.uniqueId,\r\n //Oimo must have mass, also for static objects.\r\n config: [impostor.getParam(\"mass\") || 0.001, impostor.getParam(\"friction\"), impostor.getParam(\"restitution\")],\r\n size: [],\r\n type: [],\r\n pos: [],\r\n posShape: [],\r\n rot: [],\r\n rotShape: [],\r\n move: impostor.getParam(\"mass\") !== 0,\r\n density: impostor.getParam(\"mass\"),\r\n friction: impostor.getParam(\"friction\"),\r\n restitution: impostor.getParam(\"restitution\"),\r\n //Supporting older versions of Oimo\r\n world: this.world,\r\n };\r\n\r\n const impostors = [impostor];\r\n const addToArray = (parent: IPhysicsEnabledObject) => {\r\n if (!parent.getChildMeshes) {\r\n return;\r\n }\r\n parent.getChildMeshes().forEach(function (m) {\r\n if (m.physicsImpostor) {\r\n impostors.push(m.physicsImpostor);\r\n //m.physicsImpostor._init();\r\n }\r\n });\r\n };\r\n addToArray(impostor.object);\r\n\r\n const checkWithEpsilon = (value: number): number => {\r\n return Math.max(value, PhysicsEngine.Epsilon);\r\n };\r\n\r\n const globalQuaternion: Quaternion = new Quaternion();\r\n\r\n impostors.forEach((i) => {\r\n if (!i.object.rotationQuaternion) {\r\n return;\r\n }\r\n //get the correct bounding box\r\n const oldQuaternion = i.object.rotationQuaternion;\r\n globalQuaternion.copyFrom(oldQuaternion);\r\n\r\n i.object.rotationQuaternion.set(0, 0, 0, 1);\r\n i.object.computeWorldMatrix(true);\r\n\r\n const rot = globalQuaternion.toEulerAngles();\r\n const impostorExtents = i.getObjectExtents();\r\n\r\n // eslint-disable-next-line no-loss-of-precision\r\n const radToDeg = 57.295779513082320876;\r\n\r\n if (i === impostor) {\r\n const center = impostor.getObjectCenter();\r\n\r\n impostor.object.getAbsolutePivotPoint().subtractToRef(center, this._tmpPositionVector);\r\n this._tmpPositionVector.divideInPlace(impostor.object.scaling);\r\n\r\n //Can also use Array.prototype.push.apply\r\n bodyConfig.pos.push(center.x);\r\n bodyConfig.pos.push(center.y);\r\n bodyConfig.pos.push(center.z);\r\n bodyConfig.posShape.push(0, 0, 0);\r\n\r\n bodyConfig.rotShape.push(0, 0, 0);\r\n } else {\r\n const localPosition = i.object.position.clone();\r\n bodyConfig.posShape.push(localPosition.x);\r\n bodyConfig.posShape.push(localPosition.y);\r\n bodyConfig.posShape.push(localPosition.z);\r\n\r\n // bodyConfig.pos.push(0, 0, 0);\r\n\r\n bodyConfig.rotShape.push(rot.x * radToDeg, rot.y * radToDeg, rot.z * radToDeg);\r\n }\r\n\r\n i.object.rotationQuaternion.copyFrom(globalQuaternion);\r\n\r\n // register mesh\r\n switch (i.type) {\r\n case PhysicsImpostor.ParticleImpostor:\r\n Logger.Warn(\"No Particle support in OIMO.js. using SphereImpostor instead\");\r\n // eslint-disable-next-line no-fallthrough\r\n case PhysicsImpostor.SphereImpostor: {\r\n const radiusX = impostorExtents.x;\r\n const radiusY = impostorExtents.y;\r\n const radiusZ = impostorExtents.z;\r\n\r\n const size = Math.max(checkWithEpsilon(radiusX), checkWithEpsilon(radiusY), checkWithEpsilon(radiusZ)) / 2;\r\n\r\n bodyConfig.type.push(\"sphere\");\r\n //due to the way oimo works with compounds, add 3 times\r\n bodyConfig.size.push(size);\r\n bodyConfig.size.push(size);\r\n bodyConfig.size.push(size);\r\n break;\r\n }\r\n case PhysicsImpostor.CylinderImpostor: {\r\n const sizeX = checkWithEpsilon(impostorExtents.x) / 2;\r\n const sizeY = checkWithEpsilon(impostorExtents.y);\r\n bodyConfig.type.push(\"cylinder\");\r\n bodyConfig.size.push(sizeX);\r\n bodyConfig.size.push(sizeY);\r\n //due to the way oimo works with compounds, add one more value.\r\n bodyConfig.size.push(sizeY);\r\n break;\r\n }\r\n case PhysicsImpostor.PlaneImpostor:\r\n case PhysicsImpostor.BoxImpostor:\r\n default: {\r\n const sizeX = checkWithEpsilon(impostorExtents.x);\r\n const sizeY = checkWithEpsilon(impostorExtents.y);\r\n const sizeZ = checkWithEpsilon(impostorExtents.z);\r\n\r\n bodyConfig.type.push(\"box\");\r\n //if (i === impostor) {\r\n bodyConfig.size.push(sizeX);\r\n bodyConfig.size.push(sizeY);\r\n bodyConfig.size.push(sizeZ);\r\n //} else {\r\n // bodyConfig.size.push(0,0,0);\r\n //}\r\n break;\r\n }\r\n }\r\n\r\n //actually not needed, but hey...\r\n i.object.rotationQuaternion = oldQuaternion;\r\n });\r\n impostor.physicsBody = this.world.add(bodyConfig);\r\n // set the quaternion, ignoring the previously defined (euler) rotation\r\n impostor.physicsBody.resetQuaternion(globalQuaternion);\r\n // update with delta 0, so the body will receive the new rotation.\r\n impostor.physicsBody.updatePosition(0);\r\n } else {\r\n this._tmpPositionVector.copyFromFloats(0, 0, 0);\r\n }\r\n\r\n impostor.setDeltaPosition(this._tmpPositionVector);\r\n\r\n //this._tmpPositionVector.addInPlace(impostor.mesh.getBoundingInfo().boundingBox.center);\r\n //this.setPhysicsBodyTransformation(impostor, this._tmpPositionVector, impostor.mesh.rotationQuaternion);\r\n }\r\n\r\n private _tmpPositionVector: Vector3 = Vector3.Zero();\r\n\r\n public removePhysicsBody(impostor: PhysicsImpostor) {\r\n //impostor.physicsBody.dispose();\r\n this.world.removeRigidBody(impostor.physicsBody);\r\n }\r\n\r\n public generateJoint(impostorJoint: PhysicsImpostorJoint) {\r\n const mainBody = impostorJoint.mainImpostor.physicsBody;\r\n const connectedBody = impostorJoint.connectedImpostor.physicsBody;\r\n\r\n if (!mainBody || !connectedBody) {\r\n return;\r\n }\r\n const jointData = impostorJoint.joint.jointData;\r\n const options = jointData.nativeParams || {};\r\n let type;\r\n const nativeJointData: any = {\r\n body1: mainBody,\r\n body2: connectedBody,\r\n\r\n axe1: options.axe1 || (jointData.mainAxis ? jointData.mainAxis.asArray() : null),\r\n axe2: options.axe2 || (jointData.connectedAxis ? jointData.connectedAxis.asArray() : null),\r\n pos1: options.pos1 || (jointData.mainPivot ? jointData.mainPivot.asArray() : null),\r\n pos2: options.pos2 || (jointData.connectedPivot ? jointData.connectedPivot.asArray() : null),\r\n\r\n min: options.min,\r\n max: options.max,\r\n collision: options.collision || jointData.collision,\r\n spring: options.spring,\r\n\r\n //supporting older version of Oimo\r\n world: this.world,\r\n };\r\n switch (impostorJoint.joint.type) {\r\n case PhysicsJoint.BallAndSocketJoint:\r\n type = \"jointBall\";\r\n break;\r\n case PhysicsJoint.SpringJoint: {\r\n Logger.Warn(\"OIMO.js doesn't support Spring Constraint. Simulating using DistanceJoint instead\");\r\n const springData = <SpringJointData>jointData;\r\n nativeJointData.min = springData.length || nativeJointData.min;\r\n //Max should also be set, just make sure it is at least min\r\n nativeJointData.max = Math.max(nativeJointData.min, nativeJointData.max);\r\n }\r\n // eslint-disable-next-line no-fallthrough\r\n case PhysicsJoint.DistanceJoint:\r\n type = \"jointDistance\";\r\n nativeJointData.max = (<DistanceJointData>jointData).maxDistance;\r\n break;\r\n case PhysicsJoint.PrismaticJoint:\r\n type = \"jointPrisme\";\r\n break;\r\n case PhysicsJoint.SliderJoint:\r\n type = \"jointSlide\";\r\n break;\r\n case PhysicsJoint.WheelJoint:\r\n type = \"jointWheel\";\r\n break;\r\n case PhysicsJoint.HingeJoint:\r\n default:\r\n type = \"jointHinge\";\r\n break;\r\n }\r\n nativeJointData.type = type;\r\n impostorJoint.joint.physicsJoint = this.world.add(nativeJointData);\r\n }\r\n\r\n public removeJoint(impostorJoint: PhysicsImpostorJoint) {\r\n //Bug in Oimo prevents us from disposing a joint in the playground\r\n //joint.joint.physicsJoint.dispose();\r\n //So we will bruteforce it!\r\n try {\r\n this.world.removeJoint(impostorJoint.joint.physicsJoint);\r\n } catch (e) {\r\n Logger.Warn(e);\r\n }\r\n }\r\n\r\n public isSupported(): boolean {\r\n return this.BJSOIMO !== undefined;\r\n }\r\n\r\n public setTransformationFromPhysicsBody(impostor: PhysicsImpostor) {\r\n if (!impostor.physicsBody.sleeping) {\r\n if (impostor.physicsBody.shapes.next) {\r\n let parent = impostor.physicsBody.shapes;\r\n while (parent.next) {\r\n parent = parent.next;\r\n }\r\n impostor.object.position.set(parent.position.x, parent.position.y, parent.position.z);\r\n } else {\r\n const pos = impostor.physicsBody.getPosition();\r\n impostor.object.position.set(pos.x, pos.y, pos.z);\r\n }\r\n\r\n if (impostor.object.rotationQuaternion) {\r\n const quat = impostor.physicsBody.getQuaternion();\r\n impostor.object.rotationQuaternion.set(quat.x, quat.y, quat.z, quat.w);\r\n }\r\n }\r\n }\r\n\r\n public setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion) {\r\n const body = impostor.physicsBody;\r\n // disable bidirectional for compound meshes\r\n if (impostor.physicsBody.shapes.next) {\r\n return;\r\n }\r\n body.position.set(newPosition.x, newPosition.y, newPosition.z);\r\n body.orientation.set(newRotation.x, newRotation.y, newRotation.z, newRotation.w);\r\n body.syncShapes();\r\n body.awake();\r\n }\r\n\r\n /*private _getLastShape(body: any): any {\r\n var lastShape = body.shapes;\r\n while (lastShape.next) {\r\n lastShape = lastShape.next;\r\n }\r\n return lastShape;\r\n }*/\r\n\r\n public setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3) {\r\n impostor.physicsBody.linearVelocity.set(velocity.x, velocity.y, velocity.z);\r\n }\r\n\r\n public setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3) {\r\n impostor.physicsBody.angularVelocity.set(velocity.x, velocity.y, velocity.z);\r\n }\r\n\r\n public getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3> {\r\n const v = impostor.physicsBody.linearVelocity;\r\n if (!v) {\r\n return null;\r\n }\r\n return new Vector3(v.x, v.y, v.z);\r\n }\r\n public getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3> {\r\n const v = impostor.physicsBody.angularVelocity;\r\n if (!v) {\r\n return null;\r\n }\r\n return new Vector3(v.x, v.y, v.z);\r\n }\r\n\r\n public setBodyMass(impostor: PhysicsImpostor, mass: number) {\r\n const staticBody: boolean = mass === 0;\r\n //this will actually set the body's density and not its mass.\r\n //But this is how oimo treats the mass variable.\r\n impostor.physicsBody.shapes.density = staticBody ? 1 : mass;\r\n impostor.physicsBody.setupMass(staticBody ? 0x2 : 0x1);\r\n }\r\n\r\n public getBodyMass(impostor: PhysicsImpostor): number {\r\n return impostor.physicsBody.shapes.density;\r\n }\r\n\r\n public getBodyFriction(impostor: PhysicsImpostor): number {\r\n return impostor.physicsBody.shapes.friction;\r\n }\r\n\r\n public setBodyFriction(impostor: PhysicsImpostor, friction: number) {\r\n impostor.physicsBody.shapes.friction = friction;\r\n }\r\n\r\n public getBodyRestitution(impostor: PhysicsImpostor): number {\r\n return impostor.physicsBody.shapes.restitution;\r\n }\r\n\r\n public setBodyRestitution(impostor: PhysicsImpostor, restitution: number) {\r\n impostor.physicsBody.shapes.restitution = restitution;\r\n }\r\n\r\n public sleepBody(impostor: PhysicsImpostor) {\r\n impostor.physicsBody.sleep();\r\n }\r\n\r\n public wakeUpBody(impostor: PhysicsImpostor) {\r\n impostor.physicsBody.awake();\r\n }\r\n\r\n public updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number) {\r\n joint.physicsJoint.limitMotor.upperLimit = maxDistance;\r\n if (minDistance !== void 0) {\r\n joint.physicsJoint.limitMotor.lowerLimit = minDistance;\r\n }\r\n }\r\n\r\n public setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number) {\r\n if (force !== undefined) {\r\n Logger.Warn(\"OimoJS plugin currently has unexpected behavior when using setMotor with force parameter\");\r\n } else {\r\n force = 1e6;\r\n }\r\n speed *= -1;\r\n\r\n //TODO separate rotational and transational motors.\r\n const motor = motorIndex\r\n ? joint.physicsJoint.rotationalLimitMotor2\r\n : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;\r\n if (motor) {\r\n motor.setMotor(speed, force);\r\n }\r\n }\r\n\r\n public setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number) {\r\n //TODO separate rotational and transational motors.\r\n const motor = motorIndex\r\n ? joint.physicsJoint.rotationalLimitMotor2\r\n : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;\r\n if (motor) {\r\n motor.setLimit(upperLimit, lowerLimit === void 0 ? -upperLimit : lowerLimit);\r\n }\r\n }\r\n\r\n public syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor) {\r\n const body = impostor.physicsBody;\r\n\r\n mesh.position.x = body.position.x;\r\n mesh.position.y = body.position.y;\r\n mesh.position.z = body.position.z;\r\n\r\n if (mesh.rotationQuaternion) {\r\n mesh.rotationQuaternion.x = body.orientation.x;\r\n mesh.rotationQuaternion.y = body.orientation.y;\r\n mesh.rotationQuaternion.z = body.orientation.z;\r\n mesh.rotationQuaternion.w = body.orientation.w;\r\n }\r\n }\r\n\r\n public getRadius(impostor: PhysicsImpostor): number {\r\n return impostor.physicsBody.shapes.radius;\r\n }\r\n\r\n public getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void {\r\n const shape = impostor.physicsBody.shapes;\r\n result.x = shape.halfWidth * 2;\r\n result.y = shape.halfHeight * 2;\r\n result.z = shape.halfDepth * 2;\r\n }\r\n\r\n public dispose() {\r\n this.world.clear();\r\n }\r\n\r\n /**\r\n * Does a raycast in the physics world\r\n * @param from when should the ray start?\r\n * @param to when should the ray end?\r\n * @returns PhysicsRaycastResult\r\n */\r\n public raycast(from: Vector3, to: Vector3): PhysicsRaycastResult {\r\n Logger.Warn(\"raycast is not currently supported by the Oimo physics plugin\");\r\n\r\n this._raycastResult.reset(from, to);\r\n\r\n return this._raycastResult;\r\n }\r\n}\r\n"]}
1
+ 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type { IPhysicsEnginePlugin, PhysicsImpostorJoint } from \"../../Physics/IPhysicsEngine\";\r\nimport type { IPhysicsEnabledObject } from \"../../Physics/physicsImpostor\";\r\nimport { PhysicsImpostor } from \"../../Physics/physicsImpostor\";\r\nimport type { IMotorEnabledJoint, DistanceJointData, SpringJointData } from \"../../Physics/physicsJoint\";\r\nimport { PhysicsJoint } from \"../../Physics/physicsJoint\";\r\nimport { PhysicsEngine } from \"../../Physics/physicsEngine\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Vector3, Quaternion } from \"../../Maths/math.vector\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { PhysicsRaycastResult } from \"../physicsRaycastResult\";\r\n\r\ndeclare let OIMO: any;\r\n\r\n/** @hidden */\r\nexport class OimoJSPlugin implements IPhysicsEnginePlugin {\r\n public world: any;\r\n public name: string = \"OimoJSPlugin\";\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public BJSOIMO: any;\r\n private _raycastResult: PhysicsRaycastResult;\r\n private _fixedTimeStep: number = 1 / 60;\r\n\r\n constructor(private _useDeltaForWorldStep: boolean = true, iterations?: number, oimoInjection = OIMO) {\r\n this.BJSOIMO = oimoInjection;\r\n this.world = new this.BJSOIMO.World({\r\n iterations: iterations,\r\n });\r\n this.world.clear();\r\n this._raycastResult = new PhysicsRaycastResult();\r\n }\r\n\r\n public setGravity(gravity: Vector3) {\r\n this.world.gravity.set(gravity.x, gravity.y, gravity.z);\r\n }\r\n\r\n public setTimeStep(timeStep: number) {\r\n this.world.timeStep = timeStep;\r\n }\r\n\r\n public getTimeStep(): number {\r\n return this.world.timeStep;\r\n }\r\n\r\n private _tmpImpostorsArray: Array<PhysicsImpostor> = [];\r\n\r\n public executeStep(delta: number, impostors: Array<PhysicsImpostor>) {\r\n impostors.forEach(function (impostor) {\r\n impostor.beforeStep();\r\n });\r\n\r\n this.world.timeStep = this._useDeltaForWorldStep ? delta : this._fixedTimeStep;\r\n this.world.step();\r\n\r\n impostors.forEach((impostor) => {\r\n impostor.afterStep();\r\n //update the ordered impostors array\r\n this._tmpImpostorsArray[impostor.uniqueId] = impostor;\r\n });\r\n\r\n //check for collisions\r\n let contact = this.world.contacts;\r\n\r\n while (contact !== null) {\r\n if (contact.touching && !contact.body1.sleeping && !contact.body2.sleeping) {\r\n contact = contact.next;\r\n continue;\r\n }\r\n //is this body colliding with any other? get the impostor\r\n const mainImpostor = this._tmpImpostorsArray[+contact.body1.name];\r\n const collidingImpostor = this._tmpImpostorsArray[+contact.body2.name];\r\n\r\n if (!mainImpostor || !collidingImpostor) {\r\n contact = contact.next;\r\n continue;\r\n }\r\n\r\n mainImpostor.onCollide({ body: collidingImpostor.physicsBody, point: null });\r\n collidingImpostor.onCollide({ body: mainImpostor.physicsBody, point: null });\r\n contact = contact.next;\r\n }\r\n }\r\n\r\n public applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3) {\r\n const mass = impostor.physicsBody.mass;\r\n impostor.physicsBody.applyImpulse(contactPoint.scale(this.world.invScale), force.scale(this.world.invScale * mass));\r\n }\r\n public applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3) {\r\n Logger.Warn(\"Oimo doesn't support applying force. Using impulse instead.\");\r\n this.applyImpulse(impostor, force, contactPoint);\r\n }\r\n public generatePhysicsBody(impostor: PhysicsImpostor) {\r\n //parent-child relationship. Does this impostor has a parent impostor?\r\n if (impostor.parent) {\r\n if (impostor.physicsBody) {\r\n this.removePhysicsBody(impostor);\r\n //TODO is that needed?\r\n impostor.forceUpdate();\r\n }\r\n return;\r\n }\r\n\r\n if (impostor.isBodyInitRequired()) {\r\n const bodyConfig: any = {\r\n name: impostor.uniqueId,\r\n //Oimo must have mass, also for static objects.\r\n config: [impostor.getParam(\"mass\") || 0.001, impostor.getParam(\"friction\"), impostor.getParam(\"restitution\")],\r\n size: [],\r\n type: [],\r\n pos: [],\r\n posShape: [],\r\n rot: [],\r\n rotShape: [],\r\n move: impostor.getParam(\"mass\") !== 0,\r\n density: impostor.getParam(\"mass\"),\r\n friction: impostor.getParam(\"friction\"),\r\n restitution: impostor.getParam(\"restitution\"),\r\n //Supporting older versions of Oimo\r\n world: this.world,\r\n };\r\n\r\n const impostors = [impostor];\r\n const addToArray = (parent: IPhysicsEnabledObject) => {\r\n if (!parent.getChildMeshes) {\r\n return;\r\n }\r\n parent.getChildMeshes().forEach(function (m) {\r\n if (m.physicsImpostor) {\r\n impostors.push(m.physicsImpostor);\r\n //m.physicsImpostor._init();\r\n }\r\n });\r\n };\r\n addToArray(impostor.object);\r\n\r\n const checkWithEpsilon = (value: number): number => {\r\n return Math.max(value, PhysicsEngine.Epsilon);\r\n };\r\n\r\n const globalQuaternion: Quaternion = new Quaternion();\r\n\r\n impostors.forEach((i) => {\r\n if (!i.object.rotationQuaternion) {\r\n return;\r\n }\r\n //get the correct bounding box\r\n const oldQuaternion = i.object.rotationQuaternion;\r\n globalQuaternion.copyFrom(oldQuaternion);\r\n\r\n i.object.rotationQuaternion.set(0, 0, 0, 1);\r\n i.object.computeWorldMatrix(true);\r\n\r\n const rot = globalQuaternion.toEulerAngles();\r\n const impostorExtents = i.getObjectExtents();\r\n\r\n // eslint-disable-next-line no-loss-of-precision\r\n const radToDeg = 57.295779513082320876;\r\n\r\n if (i === impostor) {\r\n const center = impostor.getObjectCenter();\r\n\r\n impostor.object.getAbsolutePivotPoint().subtractToRef(center, this._tmpPositionVector);\r\n this._tmpPositionVector.divideInPlace(impostor.object.scaling);\r\n\r\n //Can also use Array.prototype.push.apply\r\n bodyConfig.pos.push(center.x);\r\n bodyConfig.pos.push(center.y);\r\n bodyConfig.pos.push(center.z);\r\n bodyConfig.posShape.push(0, 0, 0);\r\n\r\n bodyConfig.rotShape.push(0, 0, 0);\r\n } else {\r\n const localPosition = i.object.position.clone();\r\n bodyConfig.posShape.push(localPosition.x);\r\n bodyConfig.posShape.push(localPosition.y);\r\n bodyConfig.posShape.push(localPosition.z);\r\n\r\n // bodyConfig.pos.push(0, 0, 0);\r\n\r\n bodyConfig.rotShape.push(rot.x * radToDeg, rot.y * radToDeg, rot.z * radToDeg);\r\n }\r\n\r\n i.object.rotationQuaternion.copyFrom(globalQuaternion);\r\n\r\n // register mesh\r\n switch (i.type) {\r\n case PhysicsImpostor.ParticleImpostor:\r\n Logger.Warn(\"No Particle support in OIMO.js. using SphereImpostor instead\");\r\n // eslint-disable-next-line no-fallthrough\r\n case PhysicsImpostor.SphereImpostor: {\r\n const radiusX = impostorExtents.x;\r\n const radiusY = impostorExtents.y;\r\n const radiusZ = impostorExtents.z;\r\n\r\n const size = Math.max(checkWithEpsilon(radiusX), checkWithEpsilon(radiusY), checkWithEpsilon(radiusZ)) / 2;\r\n\r\n bodyConfig.type.push(\"sphere\");\r\n //due to the way oimo works with compounds, add 3 times\r\n bodyConfig.size.push(size);\r\n bodyConfig.size.push(size);\r\n bodyConfig.size.push(size);\r\n break;\r\n }\r\n case PhysicsImpostor.CylinderImpostor: {\r\n const sizeX = checkWithEpsilon(impostorExtents.x) / 2;\r\n const sizeY = checkWithEpsilon(impostorExtents.y);\r\n bodyConfig.type.push(\"cylinder\");\r\n bodyConfig.size.push(sizeX);\r\n bodyConfig.size.push(sizeY);\r\n //due to the way oimo works with compounds, add one more value.\r\n bodyConfig.size.push(sizeY);\r\n break;\r\n }\r\n case PhysicsImpostor.PlaneImpostor:\r\n case PhysicsImpostor.BoxImpostor:\r\n default: {\r\n const sizeX = checkWithEpsilon(impostorExtents.x);\r\n const sizeY = checkWithEpsilon(impostorExtents.y);\r\n const sizeZ = checkWithEpsilon(impostorExtents.z);\r\n\r\n bodyConfig.type.push(\"box\");\r\n //if (i === impostor) {\r\n bodyConfig.size.push(sizeX);\r\n bodyConfig.size.push(sizeY);\r\n bodyConfig.size.push(sizeZ);\r\n //} else {\r\n // bodyConfig.size.push(0,0,0);\r\n //}\r\n break;\r\n }\r\n }\r\n\r\n //actually not needed, but hey...\r\n i.object.rotationQuaternion = oldQuaternion;\r\n });\r\n impostor.physicsBody = this.world.add(bodyConfig);\r\n // set the quaternion, ignoring the previously defined (euler) rotation\r\n impostor.physicsBody.resetQuaternion(globalQuaternion);\r\n // update with delta 0, so the body will receive the new rotation.\r\n impostor.physicsBody.updatePosition(0);\r\n } else {\r\n this._tmpPositionVector.copyFromFloats(0, 0, 0);\r\n }\r\n\r\n impostor.setDeltaPosition(this._tmpPositionVector);\r\n\r\n //this._tmpPositionVector.addInPlace(impostor.mesh.getBoundingInfo().boundingBox.center);\r\n //this.setPhysicsBodyTransformation(impostor, this._tmpPositionVector, impostor.mesh.rotationQuaternion);\r\n }\r\n\r\n private _tmpPositionVector: Vector3 = Vector3.Zero();\r\n\r\n public removePhysicsBody(impostor: PhysicsImpostor) {\r\n //impostor.physicsBody.dispose();\r\n this.world.removeRigidBody(impostor.physicsBody);\r\n }\r\n\r\n public generateJoint(impostorJoint: PhysicsImpostorJoint) {\r\n const mainBody = impostorJoint.mainImpostor.physicsBody;\r\n const connectedBody = impostorJoint.connectedImpostor.physicsBody;\r\n\r\n if (!mainBody || !connectedBody) {\r\n return;\r\n }\r\n const jointData = impostorJoint.joint.jointData;\r\n const options = jointData.nativeParams || {};\r\n let type;\r\n const nativeJointData: any = {\r\n body1: mainBody,\r\n body2: connectedBody,\r\n\r\n axe1: options.axe1 || (jointData.mainAxis ? jointData.mainAxis.asArray() : null),\r\n axe2: options.axe2 || (jointData.connectedAxis ? jointData.connectedAxis.asArray() : null),\r\n pos1: options.pos1 || (jointData.mainPivot ? jointData.mainPivot.asArray() : null),\r\n pos2: options.pos2 || (jointData.connectedPivot ? jointData.connectedPivot.asArray() : null),\r\n\r\n min: options.min,\r\n max: options.max,\r\n collision: options.collision || jointData.collision,\r\n spring: options.spring,\r\n\r\n //supporting older version of Oimo\r\n world: this.world,\r\n };\r\n switch (impostorJoint.joint.type) {\r\n case PhysicsJoint.BallAndSocketJoint:\r\n type = \"jointBall\";\r\n break;\r\n case PhysicsJoint.SpringJoint: {\r\n Logger.Warn(\"OIMO.js doesn't support Spring Constraint. Simulating using DistanceJoint instead\");\r\n const springData = <SpringJointData>jointData;\r\n nativeJointData.min = springData.length || nativeJointData.min;\r\n //Max should also be set, just make sure it is at least min\r\n nativeJointData.max = Math.max(nativeJointData.min, nativeJointData.max);\r\n }\r\n // eslint-disable-next-line no-fallthrough\r\n case PhysicsJoint.DistanceJoint:\r\n type = \"jointDistance\";\r\n nativeJointData.max = (<DistanceJointData>jointData).maxDistance;\r\n break;\r\n case PhysicsJoint.PrismaticJoint:\r\n type = \"jointPrisme\";\r\n break;\r\n case PhysicsJoint.SliderJoint:\r\n type = \"jointSlide\";\r\n break;\r\n case PhysicsJoint.WheelJoint:\r\n type = \"jointWheel\";\r\n break;\r\n case PhysicsJoint.HingeJoint:\r\n default:\r\n type = \"jointHinge\";\r\n break;\r\n }\r\n nativeJointData.type = type;\r\n impostorJoint.joint.physicsJoint = this.world.add(nativeJointData);\r\n }\r\n\r\n public removeJoint(impostorJoint: PhysicsImpostorJoint) {\r\n //Bug in Oimo prevents us from disposing a joint in the playground\r\n //joint.joint.physicsJoint.dispose();\r\n //So we will bruteforce it!\r\n try {\r\n this.world.removeJoint(impostorJoint.joint.physicsJoint);\r\n } catch (e) {\r\n Logger.Warn(e);\r\n }\r\n }\r\n\r\n public isSupported(): boolean {\r\n return this.BJSOIMO !== undefined;\r\n }\r\n\r\n public setTransformationFromPhysicsBody(impostor: PhysicsImpostor) {\r\n if (!impostor.physicsBody.sleeping) {\r\n if (impostor.physicsBody.shapes.next) {\r\n let parent = impostor.physicsBody.shapes;\r\n while (parent.next) {\r\n parent = parent.next;\r\n }\r\n impostor.object.position.set(parent.position.x, parent.position.y, parent.position.z);\r\n } else {\r\n const pos = impostor.physicsBody.getPosition();\r\n impostor.object.position.set(pos.x, pos.y, pos.z);\r\n }\r\n\r\n if (impostor.object.rotationQuaternion) {\r\n const quat = impostor.physicsBody.getQuaternion();\r\n impostor.object.rotationQuaternion.set(quat.x, quat.y, quat.z, quat.w);\r\n }\r\n }\r\n }\r\n\r\n public setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion) {\r\n const body = impostor.physicsBody;\r\n // disable bidirectional for compound meshes\r\n if (impostor.physicsBody.shapes.next) {\r\n return;\r\n }\r\n body.position.set(newPosition.x, newPosition.y, newPosition.z);\r\n body.orientation.set(newRotation.x, newRotation.y, newRotation.z, newRotation.w);\r\n body.syncShapes();\r\n body.awake();\r\n }\r\n\r\n /*private _getLastShape(body: any): any {\r\n var lastShape = body.shapes;\r\n while (lastShape.next) {\r\n lastShape = lastShape.next;\r\n }\r\n return lastShape;\r\n }*/\r\n\r\n public setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3) {\r\n impostor.physicsBody.linearVelocity.set(velocity.x, velocity.y, velocity.z);\r\n }\r\n\r\n public setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3) {\r\n impostor.physicsBody.angularVelocity.set(velocity.x, velocity.y, velocity.z);\r\n }\r\n\r\n public getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3> {\r\n const v = impostor.physicsBody.linearVelocity;\r\n if (!v) {\r\n return null;\r\n }\r\n return new Vector3(v.x, v.y, v.z);\r\n }\r\n public getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3> {\r\n const v = impostor.physicsBody.angularVelocity;\r\n if (!v) {\r\n return null;\r\n }\r\n return new Vector3(v.x, v.y, v.z);\r\n }\r\n\r\n public setBodyMass(impostor: PhysicsImpostor, mass: number) {\r\n const staticBody: boolean = mass === 0;\r\n //this will actually set the body's density and not its mass.\r\n //But this is how oimo treats the mass variable.\r\n impostor.physicsBody.shapes.density = staticBody ? 1 : mass;\r\n impostor.physicsBody.setupMass(staticBody ? 0x2 : 0x1);\r\n }\r\n\r\n public getBodyMass(impostor: PhysicsImpostor): number {\r\n return impostor.physicsBody.shapes.density;\r\n }\r\n\r\n public getBodyFriction(impostor: PhysicsImpostor): number {\r\n return impostor.physicsBody.shapes.friction;\r\n }\r\n\r\n public setBodyFriction(impostor: PhysicsImpostor, friction: number) {\r\n impostor.physicsBody.shapes.friction = friction;\r\n }\r\n\r\n public getBodyRestitution(impostor: PhysicsImpostor): number {\r\n return impostor.physicsBody.shapes.restitution;\r\n }\r\n\r\n public setBodyRestitution(impostor: PhysicsImpostor, restitution: number) {\r\n impostor.physicsBody.shapes.restitution = restitution;\r\n }\r\n\r\n public sleepBody(impostor: PhysicsImpostor) {\r\n impostor.physicsBody.sleep();\r\n }\r\n\r\n public wakeUpBody(impostor: PhysicsImpostor) {\r\n impostor.physicsBody.awake();\r\n }\r\n\r\n public updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number) {\r\n joint.physicsJoint.limitMotor.upperLimit = maxDistance;\r\n if (minDistance !== void 0) {\r\n joint.physicsJoint.limitMotor.lowerLimit = minDistance;\r\n }\r\n }\r\n\r\n public setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number) {\r\n if (force !== undefined) {\r\n Logger.Warn(\"OimoJS plugin currently has unexpected behavior when using setMotor with force parameter\");\r\n } else {\r\n force = 1e6;\r\n }\r\n speed *= -1;\r\n\r\n //TODO separate rotational and transational motors.\r\n const motor = motorIndex\r\n ? joint.physicsJoint.rotationalLimitMotor2\r\n : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;\r\n if (motor) {\r\n motor.setMotor(speed, force);\r\n }\r\n }\r\n\r\n public setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number) {\r\n //TODO separate rotational and transational motors.\r\n const motor = motorIndex\r\n ? joint.physicsJoint.rotationalLimitMotor2\r\n : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;\r\n if (motor) {\r\n motor.setLimit(upperLimit, lowerLimit === void 0 ? -upperLimit : lowerLimit);\r\n }\r\n }\r\n\r\n public syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor) {\r\n const body = impostor.physicsBody;\r\n\r\n mesh.position.x = body.position.x;\r\n mesh.position.y = body.position.y;\r\n mesh.position.z = body.position.z;\r\n\r\n if (mesh.rotationQuaternion) {\r\n mesh.rotationQuaternion.x = body.orientation.x;\r\n mesh.rotationQuaternion.y = body.orientation.y;\r\n mesh.rotationQuaternion.z = body.orientation.z;\r\n mesh.rotationQuaternion.w = body.orientation.w;\r\n }\r\n }\r\n\r\n public getRadius(impostor: PhysicsImpostor): number {\r\n return impostor.physicsBody.shapes.radius;\r\n }\r\n\r\n public getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void {\r\n const shape = impostor.physicsBody.shapes;\r\n result.x = shape.halfWidth * 2;\r\n result.y = shape.halfHeight * 2;\r\n result.z = shape.halfDepth * 2;\r\n }\r\n\r\n public dispose() {\r\n this.world.clear();\r\n }\r\n\r\n /**\r\n * Does a raycast in the physics world\r\n * @param from when should the ray start?\r\n * @param to when should the ray end?\r\n * @returns PhysicsRaycastResult\r\n */\r\n public raycast(from: Vector3, to: Vector3): PhysicsRaycastResult {\r\n Logger.Warn(\"raycast is not currently supported by the Oimo physics plugin\");\r\n\r\n this._raycastResult.reset(from, to);\r\n\r\n return this._raycastResult;\r\n }\r\n}\r\n"]}
@@ -23,7 +23,7 @@ declare module "../scene" {
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  * Enables physics to the current scene
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24
  * @param gravity defines the scene's gravity for the physics engine. defaults to real earth gravity : (0, -9.81, 0)
25
25
  * @param plugin defines the physics engine to be used. defaults to CannonJS.
26
- * @return a boolean indicating if the physics engine was initialized
26
+ * @returns a boolean indicating if the physics engine was initialized
27
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  */
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28
  enablePhysics(gravity?: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
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  /**
@@ -16,7 +16,7 @@ Scene.prototype.getPhysicsEngine = function () {
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16
  * Enables physics to the current scene
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17
  * @param gravity defines the scene's gravity for the physics engine
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18
  * @param plugin defines the physics engine to be used. defaults to CannonJS.
19
- * @return a boolean indicating if the physics engine was initialized
19
+ * @returns a boolean indicating if the physics engine was initialized
20
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  */
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  Scene.prototype.enablePhysics = function (gravity = null, plugin) {
22
22
  if (this._physicsEngine) {
@@ -1 +1 @@
1
- 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type { Nullable } from \"../types\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Vector3 } from \"../Maths/math.vector\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { Scene } from \"../scene\";\r\nimport type { Node } from \"../node\";\r\n\r\nimport type { IPhysicsEngine, IPhysicsEnginePlugin } from \"./IPhysicsEngine\";\r\nimport { PhysicsEngine } from \"./physicsEngine\";\r\nimport type { PhysicsImpostor } from \"./physicsImpostor\";\r\nimport { PhysicsJoint } from \"./physicsJoint\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @hidden (Backing field) */\r\n _physicsEngine: Nullable<IPhysicsEngine>;\r\n /** @hidden */\r\n _physicsTimeAccumulator: number;\r\n\r\n /**\r\n * Gets the current physics engine\r\n * @returns a IPhysicsEngine or null if none attached\r\n */\r\n getPhysicsEngine(): Nullable<IPhysicsEngine>;\r\n\r\n /**\r\n * Enables physics to the current scene\r\n * @param gravity defines the scene's gravity for the physics engine. defaults to real earth gravity : (0, -9.81, 0)\r\n * @param plugin defines the physics engine to be used. defaults to CannonJS.\r\n * @return a boolean indicating if the physics engine was initialized\r\n */\r\n enablePhysics(gravity?: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;\r\n\r\n /**\r\n * Disables and disposes the physics engine associated with the scene\r\n */\r\n disablePhysicsEngine(): void;\r\n\r\n /**\r\n * Gets a boolean indicating if there is an active physics engine\r\n * @returns a boolean indicating if there is an active physics engine\r\n */\r\n isPhysicsEnabled(): boolean;\r\n\r\n /**\r\n * Deletes a physics compound impostor\r\n * @param compound defines the compound to delete\r\n */\r\n deleteCompoundImpostor(compound: any): void;\r\n\r\n /**\r\n * An event triggered when physic simulation is about to be run\r\n */\r\n onBeforePhysicsObservable: Observable<Scene>;\r\n\r\n /**\r\n * An event triggered when physic simulation has been done\r\n */\r\n onAfterPhysicsObservable: Observable<Scene>;\r\n }\r\n}\r\n\r\n/**\r\n * Gets the current physics engine\r\n * @returns a IPhysicsEngine or null if none attached\r\n */\r\nScene.prototype.getPhysicsEngine = function (): Nullable<IPhysicsEngine> {\r\n return this._physicsEngine;\r\n};\r\n\r\n/**\r\n * Enables physics to the current scene\r\n * @param gravity defines the scene's gravity for the physics engine\r\n * @param plugin defines the physics engine to be used. defaults to CannonJS.\r\n * @return a boolean indicating if the physics engine was initialized\r\n */\r\nScene.prototype.enablePhysics = function (gravity: Nullable<Vector3> = null, plugin?: IPhysicsEnginePlugin): boolean {\r\n if (this._physicsEngine) {\r\n return true;\r\n }\r\n\r\n // Register the component to the scene\r\n let component = this._getComponent(SceneComponentConstants.NAME_PHYSICSENGINE) as PhysicsEngineSceneComponent;\r\n if (!component) {\r\n component = new PhysicsEngineSceneComponent(this);\r\n this._addComponent(component);\r\n }\r\n\r\n try {\r\n this._physicsEngine = new PhysicsEngine(gravity, plugin);\r\n this._physicsTimeAccumulator = 0;\r\n return true;\r\n } catch (e) {\r\n Logger.Error(e.message);\r\n return false;\r\n }\r\n};\r\n\r\n/**\r\n * Disables and disposes the physics engine associated with the scene\r\n */\r\nScene.prototype.disablePhysicsEngine = function (): void {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n\r\n this._physicsEngine.dispose();\r\n this._physicsEngine = null;\r\n};\r\n\r\n/**\r\n * Gets a boolean indicating if there is an active physics engine\r\n * @returns a boolean indicating if there is an active physics engine\r\n */\r\nScene.prototype.isPhysicsEnabled = function (): boolean {\r\n return this._physicsEngine !== undefined;\r\n};\r\n\r\n/**\r\n * Deletes a physics compound impostor\r\n * @param compound defines the compound to delete\r\n */\r\nScene.prototype.deleteCompoundImpostor = function (compound: any): void {\r\n const mesh: AbstractMesh = compound.parts[0].mesh;\r\n\r\n if (mesh.physicsImpostor) {\r\n mesh.physicsImpostor.dispose(/*true*/);\r\n mesh.physicsImpostor = null;\r\n }\r\n};\r\n\r\n/**\r\n * @param step\r\n * @hidden\r\n */\r\nScene.prototype._advancePhysicsEngineStep = function (step: number) {\r\n if (this._physicsEngine) {\r\n const subTime = this._physicsEngine.getSubTimeStep();\r\n if (subTime > 0) {\r\n this._physicsTimeAccumulator += step;\r\n while (this._physicsTimeAccumulator > subTime) {\r\n this.onBeforePhysicsObservable.notifyObservers(this);\r\n this._physicsEngine._step(subTime / 1000);\r\n this.onAfterPhysicsObservable.notifyObservers(this);\r\n this._physicsTimeAccumulator -= subTime;\r\n }\r\n } else {\r\n this.onBeforePhysicsObservable.notifyObservers(this);\r\n this._physicsEngine._step(step / 1000);\r\n this.onAfterPhysicsObservable.notifyObservers(this);\r\n }\r\n }\r\n};\r\n\r\ndeclare module \"../Meshes/abstractMesh\" {\r\n export interface AbstractMesh {\r\n /** @hidden */\r\n _physicsImpostor: Nullable<PhysicsImpostor>;\r\n\r\n /**\r\n * Gets or sets impostor used for physic simulation\r\n * @see https://doc.babylonjs.com/features/physics_engine\r\n */\r\n physicsImpostor: Nullable<PhysicsImpostor>;\r\n\r\n /**\r\n * Gets the current physics impostor\r\n * @see https://doc.babylonjs.com/features/physics_engine\r\n * @returns a physics impostor or null\r\n */\r\n getPhysicsImpostor(): Nullable<PhysicsImpostor>;\r\n\r\n /** Apply a physic impulse to the mesh\r\n * @param force defines the force to apply\r\n * @param contactPoint defines where to apply the force\r\n * @returns the current mesh\r\n * @see https://doc.babylonjs.com/how_to/using_the_physics_engine\r\n */\r\n applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;\r\n\r\n /**\r\n * Creates a physic joint between two meshes\r\n * @param otherMesh defines the other mesh to use\r\n * @param pivot1 defines the pivot to use on this mesh\r\n * @param pivot2 defines the pivot to use on the other mesh\r\n * @param options defines additional options (can be plugin dependent)\r\n * @returns the current mesh\r\n * @see https://www.babylonjs-playground.com/#0BS5U0#0\r\n */\r\n setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;\r\n\r\n /** @hidden */\r\n _disposePhysicsObserver: Nullable<Observer<Node>>;\r\n }\r\n}\r\n\r\nObject.defineProperty(AbstractMesh.prototype, \"physicsImpostor\", {\r\n get: function (this: AbstractMesh) {\r\n return this._physicsImpostor;\r\n },\r\n set: function (this: AbstractMesh, value: Nullable<PhysicsImpostor>) {\r\n if (this._physicsImpostor === value) {\r\n return;\r\n }\r\n if (this._disposePhysicsObserver) {\r\n this.onDisposeObservable.remove(this._disposePhysicsObserver);\r\n }\r\n\r\n this._physicsImpostor = value;\r\n\r\n if (value) {\r\n this._disposePhysicsObserver = this.onDisposeObservable.add(() => {\r\n // Physics\r\n if (this.physicsImpostor) {\r\n this.physicsImpostor.dispose(/*!doNotRecurse*/);\r\n this.physicsImpostor = null;\r\n }\r\n });\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\n/**\r\n * Gets the current physics impostor\r\n * @see https://doc.babylonjs.com/features/physics_engine\r\n * @returns a physics impostor or null\r\n */\r\nAbstractMesh.prototype.getPhysicsImpostor = function (): Nullable<PhysicsImpostor> {\r\n return this.physicsImpostor;\r\n};\r\n\r\n/**\r\n * Apply a physic impulse to the mesh\r\n * @param force defines the force to apply\r\n * @param contactPoint defines where to apply the force\r\n * @returns the current mesh\r\n * @see https://doc.babylonjs.com/how_to/using_the_physics_engine\r\n */\r\nAbstractMesh.prototype.applyImpulse = function (force: Vector3, contactPoint: Vector3): AbstractMesh {\r\n if (!this.physicsImpostor) {\r\n return this;\r\n }\r\n this.physicsImpostor.applyImpulse(force, contactPoint);\r\n return this;\r\n};\r\n\r\n/**\r\n * Creates a physic joint between two meshes\r\n * @param otherMesh defines the other mesh to use\r\n * @param pivot1 defines the pivot to use on this mesh\r\n * @param pivot2 defines the pivot to use on the other mesh\r\n * @param options defines additional options (can be plugin dependent)\r\n * @returns the current mesh\r\n * @see https://www.babylonjs-playground.com/#0BS5U0#0\r\n */\r\nAbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh {\r\n if (!this.physicsImpostor || !otherMesh.physicsImpostor) {\r\n return this;\r\n }\r\n this.physicsImpostor.createJoint(otherMesh.physicsImpostor, PhysicsJoint.HingeJoint, {\r\n mainPivot: pivot1,\r\n connectedPivot: pivot2,\r\n nativeParams: options,\r\n });\r\n return this;\r\n};\r\n\r\n/**\r\n * Defines the physics engine scene component responsible to manage a physics engine\r\n */\r\nexport class PhysicsEngineSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_PHYSICSENGINE;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n this.scene.onBeforePhysicsObservable = new Observable<Scene>();\r\n this.scene.onAfterPhysicsObservable = new Observable<Scene>();\r\n\r\n // Replace the function used to get the deterministic frame time\r\n this.scene.getDeterministicFrameTime = () => {\r\n if (this.scene._physicsEngine) {\r\n return this.scene._physicsEngine.getTimeStep() * 1000;\r\n }\r\n\r\n return 1000.0 / 60.0;\r\n };\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {}\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do for this component\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n this.scene.onBeforePhysicsObservable.clear();\r\n this.scene.onAfterPhysicsObservable.clear();\r\n\r\n if (this.scene._physicsEngine) {\r\n this.scene.disablePhysicsEngine();\r\n }\r\n }\r\n}\r\n"]}
1
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type { Nullable } from \"../types\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Vector3 } from \"../Maths/math.vector\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { Scene } from \"../scene\";\r\nimport type { Node } from \"../node\";\r\n\r\nimport type { IPhysicsEngine, IPhysicsEnginePlugin } from \"./IPhysicsEngine\";\r\nimport { PhysicsEngine } from \"./physicsEngine\";\r\nimport type { PhysicsImpostor } from \"./physicsImpostor\";\r\nimport { PhysicsJoint } from \"./physicsJoint\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @hidden (Backing field) */\r\n _physicsEngine: Nullable<IPhysicsEngine>;\r\n /** @hidden */\r\n _physicsTimeAccumulator: number;\r\n\r\n /**\r\n * Gets the current physics engine\r\n * @returns a IPhysicsEngine or null if none attached\r\n */\r\n getPhysicsEngine(): Nullable<IPhysicsEngine>;\r\n\r\n /**\r\n * Enables physics to the current scene\r\n * @param gravity defines the scene's gravity for the physics engine. defaults to real earth gravity : (0, -9.81, 0)\r\n * @param plugin defines the physics engine to be used. defaults to CannonJS.\r\n * @returns a boolean indicating if the physics engine was initialized\r\n */\r\n enablePhysics(gravity?: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;\r\n\r\n /**\r\n * Disables and disposes the physics engine associated with the scene\r\n */\r\n disablePhysicsEngine(): void;\r\n\r\n /**\r\n * Gets a boolean indicating if there is an active physics engine\r\n * @returns a boolean indicating if there is an active physics engine\r\n */\r\n isPhysicsEnabled(): boolean;\r\n\r\n /**\r\n * Deletes a physics compound impostor\r\n * @param compound defines the compound to delete\r\n */\r\n deleteCompoundImpostor(compound: any): void;\r\n\r\n /**\r\n * An event triggered when physic simulation is about to be run\r\n */\r\n onBeforePhysicsObservable: Observable<Scene>;\r\n\r\n /**\r\n * An event triggered when physic simulation has been done\r\n */\r\n onAfterPhysicsObservable: Observable<Scene>;\r\n }\r\n}\r\n\r\n/**\r\n * Gets the current physics engine\r\n * @returns a IPhysicsEngine or null if none attached\r\n */\r\nScene.prototype.getPhysicsEngine = function (): Nullable<IPhysicsEngine> {\r\n return this._physicsEngine;\r\n};\r\n\r\n/**\r\n * Enables physics to the current scene\r\n * @param gravity defines the scene's gravity for the physics engine\r\n * @param plugin defines the physics engine to be used. defaults to CannonJS.\r\n * @returns a boolean indicating if the physics engine was initialized\r\n */\r\nScene.prototype.enablePhysics = function (gravity: Nullable<Vector3> = null, plugin?: IPhysicsEnginePlugin): boolean {\r\n if (this._physicsEngine) {\r\n return true;\r\n }\r\n\r\n // Register the component to the scene\r\n let component = this._getComponent(SceneComponentConstants.NAME_PHYSICSENGINE) as PhysicsEngineSceneComponent;\r\n if (!component) {\r\n component = new PhysicsEngineSceneComponent(this);\r\n this._addComponent(component);\r\n }\r\n\r\n try {\r\n this._physicsEngine = new PhysicsEngine(gravity, plugin);\r\n this._physicsTimeAccumulator = 0;\r\n return true;\r\n } catch (e) {\r\n Logger.Error(e.message);\r\n return false;\r\n }\r\n};\r\n\r\n/**\r\n * Disables and disposes the physics engine associated with the scene\r\n */\r\nScene.prototype.disablePhysicsEngine = function (): void {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n\r\n this._physicsEngine.dispose();\r\n this._physicsEngine = null;\r\n};\r\n\r\n/**\r\n * Gets a boolean indicating if there is an active physics engine\r\n * @returns a boolean indicating if there is an active physics engine\r\n */\r\nScene.prototype.isPhysicsEnabled = function (): boolean {\r\n return this._physicsEngine !== undefined;\r\n};\r\n\r\n/**\r\n * Deletes a physics compound impostor\r\n * @param compound defines the compound to delete\r\n */\r\nScene.prototype.deleteCompoundImpostor = function (compound: any): void {\r\n const mesh: AbstractMesh = compound.parts[0].mesh;\r\n\r\n if (mesh.physicsImpostor) {\r\n mesh.physicsImpostor.dispose(/*true*/);\r\n mesh.physicsImpostor = null;\r\n }\r\n};\r\n\r\n/**\r\n * @param step\r\n * @hidden\r\n */\r\nScene.prototype._advancePhysicsEngineStep = function (step: number) {\r\n if (this._physicsEngine) {\r\n const subTime = this._physicsEngine.getSubTimeStep();\r\n if (subTime > 0) {\r\n this._physicsTimeAccumulator += step;\r\n while (this._physicsTimeAccumulator > subTime) {\r\n this.onBeforePhysicsObservable.notifyObservers(this);\r\n this._physicsEngine._step(subTime / 1000);\r\n this.onAfterPhysicsObservable.notifyObservers(this);\r\n this._physicsTimeAccumulator -= subTime;\r\n }\r\n } else {\r\n this.onBeforePhysicsObservable.notifyObservers(this);\r\n this._physicsEngine._step(step / 1000);\r\n this.onAfterPhysicsObservable.notifyObservers(this);\r\n }\r\n }\r\n};\r\n\r\ndeclare module \"../Meshes/abstractMesh\" {\r\n export interface AbstractMesh {\r\n /** @hidden */\r\n _physicsImpostor: Nullable<PhysicsImpostor>;\r\n\r\n /**\r\n * Gets or sets impostor used for physic simulation\r\n * @see https://doc.babylonjs.com/features/physics_engine\r\n */\r\n physicsImpostor: Nullable<PhysicsImpostor>;\r\n\r\n /**\r\n * Gets the current physics impostor\r\n * @see https://doc.babylonjs.com/features/physics_engine\r\n * @returns a physics impostor or null\r\n */\r\n getPhysicsImpostor(): Nullable<PhysicsImpostor>;\r\n\r\n /** Apply a physic impulse to the mesh\r\n * @param force defines the force to apply\r\n * @param contactPoint defines where to apply the force\r\n * @returns the current mesh\r\n * @see https://doc.babylonjs.com/how_to/using_the_physics_engine\r\n */\r\n applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;\r\n\r\n /**\r\n * Creates a physic joint between two meshes\r\n * @param otherMesh defines the other mesh to use\r\n * @param pivot1 defines the pivot to use on this mesh\r\n * @param pivot2 defines the pivot to use on the other mesh\r\n * @param options defines additional options (can be plugin dependent)\r\n * @returns the current mesh\r\n * @see https://www.babylonjs-playground.com/#0BS5U0#0\r\n */\r\n setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;\r\n\r\n /** @hidden */\r\n _disposePhysicsObserver: Nullable<Observer<Node>>;\r\n }\r\n}\r\n\r\nObject.defineProperty(AbstractMesh.prototype, \"physicsImpostor\", {\r\n get: function (this: AbstractMesh) {\r\n return this._physicsImpostor;\r\n },\r\n set: function (this: AbstractMesh, value: Nullable<PhysicsImpostor>) {\r\n if (this._physicsImpostor === value) {\r\n return;\r\n }\r\n if (this._disposePhysicsObserver) {\r\n this.onDisposeObservable.remove(this._disposePhysicsObserver);\r\n }\r\n\r\n this._physicsImpostor = value;\r\n\r\n if (value) {\r\n this._disposePhysicsObserver = this.onDisposeObservable.add(() => {\r\n // Physics\r\n if (this.physicsImpostor) {\r\n this.physicsImpostor.dispose(/*!doNotRecurse*/);\r\n this.physicsImpostor = null;\r\n }\r\n });\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\n/**\r\n * Gets the current physics impostor\r\n * @see https://doc.babylonjs.com/features/physics_engine\r\n * @returns a physics impostor or null\r\n */\r\nAbstractMesh.prototype.getPhysicsImpostor = function (): Nullable<PhysicsImpostor> {\r\n return this.physicsImpostor;\r\n};\r\n\r\n/**\r\n * Apply a physic impulse to the mesh\r\n * @param force defines the force to apply\r\n * @param contactPoint defines where to apply the force\r\n * @returns the current mesh\r\n * @see https://doc.babylonjs.com/how_to/using_the_physics_engine\r\n */\r\nAbstractMesh.prototype.applyImpulse = function (force: Vector3, contactPoint: Vector3): AbstractMesh {\r\n if (!this.physicsImpostor) {\r\n return this;\r\n }\r\n this.physicsImpostor.applyImpulse(force, contactPoint);\r\n return this;\r\n};\r\n\r\n/**\r\n * Creates a physic joint between two meshes\r\n * @param otherMesh defines the other mesh to use\r\n * @param pivot1 defines the pivot to use on this mesh\r\n * @param pivot2 defines the pivot to use on the other mesh\r\n * @param options defines additional options (can be plugin dependent)\r\n * @returns the current mesh\r\n * @see https://www.babylonjs-playground.com/#0BS5U0#0\r\n */\r\nAbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh {\r\n if (!this.physicsImpostor || !otherMesh.physicsImpostor) {\r\n return this;\r\n }\r\n this.physicsImpostor.createJoint(otherMesh.physicsImpostor, PhysicsJoint.HingeJoint, {\r\n mainPivot: pivot1,\r\n connectedPivot: pivot2,\r\n nativeParams: options,\r\n });\r\n return this;\r\n};\r\n\r\n/**\r\n * Defines the physics engine scene component responsible to manage a physics engine\r\n */\r\nexport class PhysicsEngineSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_PHYSICSENGINE;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n this.scene.onBeforePhysicsObservable = new Observable<Scene>();\r\n this.scene.onAfterPhysicsObservable = new Observable<Scene>();\r\n\r\n // Replace the function used to get the deterministic frame time\r\n this.scene.getDeterministicFrameTime = () => {\r\n if (this.scene._physicsEngine) {\r\n return this.scene._physicsEngine.getTimeStep() * 1000;\r\n }\r\n\r\n return 1000.0 / 60.0;\r\n };\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {}\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do for this component\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n this.scene.onBeforePhysicsObservable.clear();\r\n this.scene.onAfterPhysicsObservable.clear();\r\n\r\n if (this.scene._physicsEngine) {\r\n this.scene.disablePhysicsEngine();\r\n }\r\n }\r\n}\r\n"]}
@@ -461,7 +461,7 @@ export class DefaultRenderingPipeline extends PostProcessRenderPipeline {
461
461
  else {
462
462
  this._scene.imageProcessingConfiguration.applyByPostProcess = false;
463
463
  }
464
- if (!this.cameras || this.cameras.length === 0) {
464
+ if (!this._cameras || this._cameras.length === 0) {
465
465
  this._scene.imageProcessingConfiguration.applyByPostProcess = false;
466
466
  }
467
467
  if (!this.imageProcessing.getEffect()) {
@@ -500,13 +500,13 @@ export class DefaultRenderingPipeline extends PostProcessRenderPipeline {
500
500
  this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
501
501
  }
502
502
  // In multicamera mode, the scene needs to autoclear in between cameras.
503
- if ((this._scene.activeCameras && this._scene.activeCameras.length > 1) || (this._scene.activeCamera && this.cameras.indexOf(this._scene.activeCamera) === -1)) {
503
+ if ((this._scene.activeCameras && this._scene.activeCameras.length > 1) || (this._scene.activeCamera && this._cameras.indexOf(this._scene.activeCamera) === -1)) {
504
504
  this._scene.autoClear = true;
505
505
  }
506
506
  // The active camera on the scene can be changed anytime
507
507
  if (!this._activeCameraChangedObserver) {
508
508
  this._activeCameraChangedObserver = this._scene.onActiveCameraChanged.add(() => {
509
- if (this._scene.activeCamera && this.cameras.indexOf(this._scene.activeCamera) === -1) {
509
+ if (this._scene.activeCamera && this._cameras.indexOf(this._scene.activeCamera) === -1) {
510
510
  this._scene.autoClear = true;
511
511
  }
512
512
  });
@@ -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\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"]}
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 private _activeCameraChangedObserver: Nullable<Observer<Scene>> = null;\r\n private _activeCamerasChangedObserver: 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) || (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"]}
@@ -99,9 +99,8 @@ export class PostProcessRenderPipeline {
99
99
  if (!camera) {
100
100
  continue;
101
101
  }
102
- const cameraName = camera.name;
103
102
  if (this._cameras.indexOf(camera) === -1) {
104
- this._cameras[cameraName] = camera;
103
+ this._cameras.push(camera);
105
104
  }
106
105
  else if (unique) {
107
106
  indicesToDelete.push(i);