@babylonjs/core 5.24.0 → 5.26.0

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 (1729) hide show
  1. package/Actions/action.d.ts +12 -21
  2. package/Actions/action.js +8 -17
  3. package/Actions/action.js.map +1 -1
  4. package/Actions/actionManager.d.ts +2 -5
  5. package/Actions/actionManager.js +2 -5
  6. package/Actions/actionManager.js.map +1 -1
  7. package/Actions/condition.d.ts +9 -50
  8. package/Actions/condition.js +3 -26
  9. package/Actions/condition.js.map +1 -1
  10. package/Actions/directActions.d.ts +7 -7
  11. package/Actions/directActions.js +7 -7
  12. package/Actions/directActions.js.map +1 -1
  13. package/Actions/directAudioActions.d.ts +2 -2
  14. package/Actions/directAudioActions.js +2 -2
  15. package/Actions/directAudioActions.js.map +1 -1
  16. package/Actions/interpolateValueAction.d.ts +1 -1
  17. package/Actions/interpolateValueAction.js +1 -1
  18. package/Actions/interpolateValueAction.js.map +1 -1
  19. package/Animations/animatable.d.ts +5 -6
  20. package/Animations/animatable.js +1 -2
  21. package/Animations/animatable.js.map +1 -1
  22. package/Animations/animation.d.ts +6 -20
  23. package/Animations/animation.js +6 -20
  24. package/Animations/animation.js.map +1 -1
  25. package/Animations/animationEvent.d.ts +1 -1
  26. package/Animations/animationEvent.js +1 -1
  27. package/Animations/animationEvent.js.map +1 -1
  28. package/Animations/animationGroup.d.ts +1 -1
  29. package/Animations/animationGroup.js +1 -1
  30. package/Animations/animationGroup.js.map +1 -1
  31. package/Animations/easing.d.ts +13 -26
  32. package/Animations/easing.js +13 -26
  33. package/Animations/easing.js.map +1 -1
  34. package/Animations/runtimeAnimation.d.ts +3 -4
  35. package/Animations/runtimeAnimation.js +1 -2
  36. package/Animations/runtimeAnimation.js.map +1 -1
  37. package/Audio/audioEngine.js +1 -2
  38. package/Audio/audioEngine.js.map +1 -1
  39. package/Audio/audioSceneComponent.d.ts +1 -1
  40. package/Audio/audioSceneComponent.js.map +1 -1
  41. package/Audio/sound.d.ts +3 -4
  42. package/Audio/sound.js +2 -3
  43. package/Audio/sound.js.map +1 -1
  44. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
  45. package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
  46. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  47. package/Behaviors/Meshes/attachToBoxBehavior.js +1 -1
  48. package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
  49. package/Behaviors/Meshes/baseSixDofDragBehavior.js +5 -5
  50. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  51. package/Behaviors/Meshes/followBehavior.d.ts +1 -1
  52. package/Behaviors/Meshes/followBehavior.js +1 -1
  53. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  54. package/Behaviors/Meshes/pointerDragBehavior.d.ts +1 -1
  55. package/Behaviors/Meshes/pointerDragBehavior.js +1 -1
  56. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  57. package/Bones/bone.d.ts +7 -9
  58. package/Bones/bone.js +7 -9
  59. package/Bones/bone.js.map +1 -1
  60. package/Bones/skeleton.d.ts +6 -8
  61. package/Bones/skeleton.js +6 -8
  62. package/Bones/skeleton.js.map +1 -1
  63. package/Buffers/buffer.d.ts +6 -6
  64. package/Buffers/buffer.js +14 -16
  65. package/Buffers/buffer.js.map +1 -1
  66. package/Buffers/storageBuffer.d.ts +1 -1
  67. package/Buffers/storageBuffer.js +1 -1
  68. package/Buffers/storageBuffer.js.map +1 -1
  69. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.d.ts +1 -2
  70. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js +1 -2
  71. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js.map +1 -1
  72. package/Cameras/Inputs/flyCameraKeyboardInput.d.ts +1 -1
  73. package/Cameras/Inputs/flyCameraKeyboardInput.js +1 -1
  74. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  75. package/Cameras/Inputs/freeCameraDeviceOrientationInput.d.ts +6 -3
  76. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +18 -5
  77. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
  78. package/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +1 -1
  79. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +1 -1
  80. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  81. package/Cameras/Inputs/freeCameraMouseInput.d.ts +1 -1
  82. package/Cameras/Inputs/freeCameraMouseInput.js +1 -1
  83. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  84. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.d.ts +1 -2
  85. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +1 -2
  86. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js.map +1 -1
  87. package/Cameras/RigModes/stereoscopicRigMode.d.ts +1 -2
  88. package/Cameras/RigModes/stereoscopicRigMode.js +1 -2
  89. package/Cameras/RigModes/stereoscopicRigMode.js.map +1 -1
  90. package/Cameras/RigModes/vrRigMode.d.ts +1 -3
  91. package/Cameras/RigModes/vrRigMode.js +1 -3
  92. package/Cameras/RigModes/vrRigMode.js.map +1 -1
  93. package/Cameras/RigModes/webVRRigMode.d.ts +1 -3
  94. package/Cameras/RigModes/webVRRigMode.js +1 -3
  95. package/Cameras/RigModes/webVRRigMode.js.map +1 -1
  96. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +2 -3
  97. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +2 -3
  98. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  99. package/Cameras/VR/vrCameraMetrics.d.ts +4 -4
  100. package/Cameras/VR/vrCameraMetrics.js +4 -4
  101. package/Cameras/VR/vrCameraMetrics.js.map +1 -1
  102. package/Cameras/VR/vrExperienceHelper.js +20 -48
  103. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  104. package/Cameras/VR/webVRCamera.d.ts +9 -9
  105. package/Cameras/VR/webVRCamera.js +9 -9
  106. package/Cameras/VR/webVRCamera.js.map +1 -1
  107. package/Cameras/arcRotateCamera.d.ts +11 -12
  108. package/Cameras/arcRotateCamera.js +8 -9
  109. package/Cameras/arcRotateCamera.js.map +1 -1
  110. package/Cameras/camera.d.ts +29 -38
  111. package/Cameras/camera.js +27 -36
  112. package/Cameras/camera.js.map +1 -1
  113. package/Cameras/deviceOrientationCamera.d.ts +1 -1
  114. package/Cameras/deviceOrientationCamera.js +1 -1
  115. package/Cameras/deviceOrientationCamera.js.map +1 -1
  116. package/Cameras/flyCamera.d.ts +8 -12
  117. package/Cameras/flyCamera.js +6 -10
  118. package/Cameras/flyCamera.js.map +1 -1
  119. package/Cameras/followCamera.d.ts +2 -2
  120. package/Cameras/followCamera.js +2 -2
  121. package/Cameras/followCamera.js.map +1 -1
  122. package/Cameras/freeCamera.d.ts +6 -7
  123. package/Cameras/freeCamera.js +4 -5
  124. package/Cameras/freeCamera.js.map +1 -1
  125. package/Cameras/freeCameraInputsManager.d.ts +2 -2
  126. package/Cameras/freeCameraInputsManager.js +2 -2
  127. package/Cameras/freeCameraInputsManager.js.map +1 -1
  128. package/Cameras/targetCamera.d.ts +21 -24
  129. package/Cameras/targetCamera.js +20 -23
  130. package/Cameras/targetCamera.js.map +1 -1
  131. package/Cameras/touchCamera.d.ts +1 -1
  132. package/Cameras/touchCamera.js +1 -1
  133. package/Cameras/touchCamera.js.map +1 -1
  134. package/Collisions/collider.d.ts +13 -44
  135. package/Collisions/collider.js +10 -41
  136. package/Collisions/collider.js.map +1 -1
  137. package/Collisions/collisionCoordinator.d.ts +2 -2
  138. package/Collisions/collisionCoordinator.js +1 -1
  139. package/Collisions/collisionCoordinator.js.map +1 -1
  140. package/Collisions/intersectionInfo.d.ts +1 -1
  141. package/Collisions/intersectionInfo.js +1 -1
  142. package/Collisions/intersectionInfo.js.map +1 -1
  143. package/Collisions/meshCollisionData.d.ts +1 -1
  144. package/Collisions/meshCollisionData.js +1 -1
  145. package/Collisions/meshCollisionData.js.map +1 -1
  146. package/Collisions/pickingInfo.d.ts +1 -1
  147. package/Collisions/pickingInfo.js +1 -1
  148. package/Collisions/pickingInfo.js.map +1 -1
  149. package/Compute/IComputeContext.d.ts +1 -1
  150. package/Compute/IComputeContext.js.map +1 -1
  151. package/Compute/IComputePipelineContext.d.ts +2 -2
  152. package/Compute/IComputePipelineContext.js.map +1 -1
  153. package/Compute/computeEffect.d.ts +5 -5
  154. package/Compute/computeEffect.js +5 -5
  155. package/Compute/computeEffect.js.map +1 -1
  156. package/Culling/Octrees/octreeBlock.d.ts +1 -9
  157. package/Culling/Octrees/octreeBlock.js +1 -9
  158. package/Culling/Octrees/octreeBlock.js.map +1 -1
  159. package/Culling/Octrees/octreeSceneComponent.d.ts +2 -2
  160. package/Culling/Octrees/octreeSceneComponent.js +1 -5
  161. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  162. package/Culling/boundingBox.d.ts +4 -5
  163. package/Culling/boundingBox.js +3 -4
  164. package/Culling/boundingBox.js.map +1 -1
  165. package/Culling/boundingInfo.d.ts +1 -2
  166. package/Culling/boundingInfo.js +1 -2
  167. package/Culling/boundingInfo.js.map +1 -1
  168. package/Culling/boundingSphere.d.ts +1 -2
  169. package/Culling/boundingSphere.js +1 -2
  170. package/Culling/boundingSphere.js.map +1 -1
  171. package/Culling/ray.d.ts +6 -6
  172. package/Culling/ray.js.map +1 -1
  173. package/Debug/debugLayer.d.ts +1 -1
  174. package/Debug/debugLayer.js.map +1 -1
  175. package/Debug/physicsViewer.d.ts +6 -6
  176. package/Debug/physicsViewer.js +4 -4
  177. package/Debug/physicsViewer.js.map +1 -1
  178. package/DeviceInput/InputDevices/deviceEnums.d.ts +1 -1
  179. package/DeviceInput/InputDevices/deviceEnums.js +1 -1
  180. package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
  181. package/DeviceInput/InputDevices/deviceSourceManager.d.ts +3 -3
  182. package/DeviceInput/InputDevices/deviceSourceManager.js +3 -3
  183. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  184. package/DeviceInput/internalDeviceSourceManager.d.ts +3 -3
  185. package/DeviceInput/internalDeviceSourceManager.js +1 -1
  186. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  187. package/DeviceInput/nativeDeviceInputSystem.d.ts +1 -1
  188. package/DeviceInput/nativeDeviceInputSystem.js +1 -1
  189. package/DeviceInput/nativeDeviceInputSystem.js.map +1 -1
  190. package/DeviceInput/webDeviceInputSystem.d.ts +1 -1
  191. package/DeviceInput/webDeviceInputSystem.js +1 -19
  192. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  193. package/Engines/Extensions/engine.computeShader.d.ts +7 -7
  194. package/Engines/Extensions/engine.computeShader.js +1 -1
  195. package/Engines/Extensions/engine.computeShader.js.map +1 -1
  196. package/Engines/Extensions/engine.cubeTexture.d.ts +6 -6
  197. package/Engines/Extensions/engine.cubeTexture.js +3 -2
  198. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  199. package/Engines/Extensions/engine.debugging.d.ts +4 -4
  200. package/Engines/Extensions/engine.debugging.js.map +1 -1
  201. package/Engines/Extensions/engine.multiview.d.ts +9 -9
  202. package/Engines/Extensions/engine.multiview.js.map +1 -1
  203. package/Engines/Extensions/engine.query.d.ts +22 -22
  204. package/Engines/Extensions/engine.query.js +8 -8
  205. package/Engines/Extensions/engine.query.js.map +1 -1
  206. package/Engines/Extensions/engine.rawTexture.js +3 -7
  207. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  208. package/Engines/Extensions/engine.readTexture.d.ts +2 -2
  209. package/Engines/Extensions/engine.readTexture.js.map +1 -1
  210. package/Engines/Extensions/engine.renderTarget.d.ts +2 -2
  211. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  212. package/Engines/Extensions/engine.textureSelector.d.ts +2 -2
  213. package/Engines/Extensions/engine.textureSelector.js.map +1 -1
  214. package/Engines/Extensions/engine.transformFeedback.d.ts +1 -1
  215. package/Engines/Extensions/engine.transformFeedback.js +1 -1
  216. package/Engines/Extensions/engine.transformFeedback.js.map +1 -1
  217. package/Engines/Extensions/engine.views.d.ts +2 -2
  218. package/Engines/Extensions/engine.views.js.map +1 -1
  219. package/Engines/Extensions/engine.webVR.d.ts +13 -13
  220. package/Engines/Extensions/engine.webVR.js.map +1 -1
  221. package/Engines/IDrawContext.d.ts +1 -1
  222. package/Engines/IDrawContext.js.map +1 -1
  223. package/Engines/IMaterialContext.d.ts +1 -1
  224. package/Engines/IMaterialContext.js.map +1 -1
  225. package/Engines/IPipelineContext.d.ts +5 -5
  226. package/Engines/IPipelineContext.js.map +1 -1
  227. package/Engines/Native/nativeDataStream.d.ts +2 -2
  228. package/Engines/Native/nativeDataStream.js +1 -1
  229. package/Engines/Native/nativeDataStream.js.map +1 -1
  230. package/Engines/Native/nativeInterfaces.d.ts +10 -10
  231. package/Engines/Native/nativeInterfaces.js.map +1 -1
  232. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.d.ts +1 -1
  233. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js +1 -1
  234. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js.map +1 -1
  235. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.d.ts +1 -1
  236. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js +1 -1
  237. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js.map +1 -1
  238. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.d.ts +1 -1
  239. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js +1 -1
  240. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js.map +1 -1
  241. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.d.ts +1 -1
  242. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js +1 -1
  243. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js.map +1 -1
  244. package/Engines/Processors/Expressions/shaderDefineExpression.d.ts +1 -1
  245. package/Engines/Processors/Expressions/shaderDefineExpression.js +1 -1
  246. package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
  247. package/Engines/Processors/iShaderProcessor.d.ts +1 -1
  248. package/Engines/Processors/iShaderProcessor.js.map +1 -1
  249. package/Engines/Processors/shaderCodeConditionNode.d.ts +1 -1
  250. package/Engines/Processors/shaderCodeConditionNode.js +1 -1
  251. package/Engines/Processors/shaderCodeConditionNode.js.map +1 -1
  252. package/Engines/Processors/shaderCodeCursor.d.ts +1 -1
  253. package/Engines/Processors/shaderCodeCursor.js +1 -1
  254. package/Engines/Processors/shaderCodeCursor.js.map +1 -1
  255. package/Engines/Processors/shaderCodeNode.d.ts +1 -1
  256. package/Engines/Processors/shaderCodeNode.js +1 -1
  257. package/Engines/Processors/shaderCodeNode.js.map +1 -1
  258. package/Engines/Processors/shaderCodeTestNode.d.ts +1 -1
  259. package/Engines/Processors/shaderCodeTestNode.js +1 -1
  260. package/Engines/Processors/shaderCodeTestNode.js.map +1 -1
  261. package/Engines/Processors/shaderProcessingOptions.d.ts +2 -2
  262. package/Engines/Processors/shaderProcessingOptions.js.map +1 -1
  263. package/Engines/Processors/shaderProcessor.d.ts +2 -2
  264. package/Engines/Processors/shaderProcessor.js +2 -2
  265. package/Engines/Processors/shaderProcessor.js.map +1 -1
  266. package/Engines/WebGL/webGL2ShaderProcessors.d.ts +1 -1
  267. package/Engines/WebGL/webGL2ShaderProcessors.js +1 -1
  268. package/Engines/WebGL/webGL2ShaderProcessors.js.map +1 -1
  269. package/Engines/WebGL/webGLHardwareTexture.d.ts +1 -1
  270. package/Engines/WebGL/webGLHardwareTexture.js +1 -1
  271. package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
  272. package/Engines/WebGL/webGLPipelineContext.d.ts +6 -25
  273. package/Engines/WebGL/webGLPipelineContext.js +6 -25
  274. package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
  275. package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +2 -2
  276. package/Engines/WebGL/webGLRenderTargetWrapper.js +2 -2
  277. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  278. package/Engines/WebGL/webGLShaderProcessors.d.ts +1 -1
  279. package/Engines/WebGL/webGLShaderProcessors.js +1 -1
  280. package/Engines/WebGL/webGLShaderProcessors.js.map +1 -1
  281. package/Engines/WebGPU/Extensions/engine.computeShader.d.ts +1 -1
  282. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  283. package/Engines/WebGPU/Extensions/engine.rawTexture.js +1 -5
  284. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  285. package/Engines/WebGPU/webgpuBufferManager.d.ts +1 -1
  286. package/Engines/WebGPU/webgpuBufferManager.js +1 -1
  287. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  288. package/Engines/WebGPU/webgpuBundleList.d.ts +8 -8
  289. package/Engines/WebGPU/webgpuBundleList.js +7 -7
  290. package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
  291. package/Engines/WebGPU/webgpuCacheBindGroups.d.ts +1 -1
  292. package/Engines/WebGPU/webgpuCacheBindGroups.js +1 -1
  293. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  294. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
  295. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +1 -1
  296. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  297. package/Engines/WebGPU/webgpuCacheRenderPipelineString.d.ts +1 -1
  298. package/Engines/WebGPU/webgpuCacheRenderPipelineString.js +1 -1
  299. package/Engines/WebGPU/webgpuCacheRenderPipelineString.js.map +1 -1
  300. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +2 -2
  301. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +2 -2
  302. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
  303. package/Engines/WebGPU/webgpuCacheSampler.d.ts +1 -1
  304. package/Engines/WebGPU/webgpuCacheSampler.js +1 -1
  305. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  306. package/Engines/WebGPU/webgpuClearQuad.d.ts +1 -1
  307. package/Engines/WebGPU/webgpuClearQuad.js +1 -1
  308. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  309. package/Engines/WebGPU/webgpuComputeContext.d.ts +1 -1
  310. package/Engines/WebGPU/webgpuComputeContext.js +1 -1
  311. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  312. package/Engines/WebGPU/webgpuComputePipelineContext.d.ts +2 -2
  313. package/Engines/WebGPU/webgpuComputePipelineContext.js +1 -1
  314. package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
  315. package/Engines/WebGPU/webgpuConstants.d.ts +38 -38
  316. package/Engines/WebGPU/webgpuConstants.js +38 -38
  317. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  318. package/Engines/WebGPU/webgpuDepthCullingState.d.ts +1 -1
  319. package/Engines/WebGPU/webgpuDepthCullingState.js +1 -1
  320. package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
  321. package/Engines/WebGPU/webgpuDrawContext.d.ts +1 -1
  322. package/Engines/WebGPU/webgpuDrawContext.js +1 -1
  323. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  324. package/Engines/WebGPU/webgpuExternalTexture.d.ts +1 -1
  325. package/Engines/WebGPU/webgpuExternalTexture.js +1 -1
  326. package/Engines/WebGPU/webgpuExternalTexture.js.map +1 -1
  327. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +9 -9
  328. package/Engines/WebGPU/webgpuHardwareTexture.js +1 -1
  329. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  330. package/Engines/WebGPU/webgpuMaterialContext.d.ts +3 -3
  331. package/Engines/WebGPU/webgpuMaterialContext.js +1 -1
  332. package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
  333. package/Engines/WebGPU/webgpuOcclusionQuery.d.ts +1 -1
  334. package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -1
  335. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  336. package/Engines/WebGPU/webgpuPipelineContext.d.ts +4 -4
  337. package/Engines/WebGPU/webgpuPipelineContext.js +2 -2
  338. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  339. package/Engines/WebGPU/webgpuQuerySet.d.ts +1 -1
  340. package/Engines/WebGPU/webgpuQuerySet.js +1 -1
  341. package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
  342. package/Engines/WebGPU/webgpuRenderPassWrapper.d.ts +1 -1
  343. package/Engines/WebGPU/webgpuRenderPassWrapper.js +1 -1
  344. package/Engines/WebGPU/webgpuRenderPassWrapper.js.map +1 -1
  345. package/Engines/WebGPU/webgpuRenderTargetWrapper.d.ts +2 -2
  346. package/Engines/WebGPU/webgpuRenderTargetWrapper.js +1 -1
  347. package/Engines/WebGPU/webgpuRenderTargetWrapper.js.map +1 -1
  348. package/Engines/WebGPU/webgpuShaderProcessingContext.d.ts +7 -7
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  1710. package/XR/webXRSessionManager.js.map +1 -1
  1711. package/XR/webXRWebGLLayer.d.ts +2 -2
  1712. package/XR/webXRWebGLLayer.js +2 -2
  1713. package/XR/webXRWebGLLayer.js.map +1 -1
  1714. package/abstractScene.d.ts +1 -1
  1715. package/abstractScene.js +1 -1
  1716. package/abstractScene.js.map +1 -1
  1717. package/node.d.ts +40 -52
  1718. package/node.js +40 -55
  1719. package/node.js.map +1 -1
  1720. package/package.json +1 -1
  1721. package/scene.d.ts +83 -107
  1722. package/scene.js +94 -108
  1723. package/scene.js.map +1 -1
  1724. package/sceneComponent.d.ts +4 -2
  1725. package/sceneComponent.js +4 -2
  1726. package/sceneComponent.js.map +1 -1
  1727. package/types.d.ts +2 -2
  1728. package/types.js +1 -1
  1729. package/types.js.map +1 -1
@@ -1 +1 @@
1
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{ Tools } from \"../Misc/tools\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { TransformNode } from \"../Meshes/transformNode\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport type { ISoundOptions } from \"./Interfaces/ISoundOptions\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\n\r\n/**\r\n * Defines a sound that can be played in the application.\r\n * The sound can either be an ambient track or a simple sound played in reaction to a user action.\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music\r\n */\r\nexport class Sound {\r\n /**\r\n * The name of the sound in the scene.\r\n */\r\n public name: string;\r\n /**\r\n * Does the sound autoplay once loaded.\r\n */\r\n public autoplay: boolean = false;\r\n\r\n private _loop = false;\r\n /**\r\n * Does the sound loop after it finishes playing once.\r\n */\r\n public get loop(): boolean {\r\n return this._loop;\r\n }\r\n\r\n public set loop(value: boolean) {\r\n if (value === this._loop) {\r\n return;\r\n }\r\n\r\n this._loop = value;\r\n this.updateOptions({ loop: value });\r\n }\r\n\r\n /**\r\n * Does the sound use a custom attenuation curve to simulate the falloff\r\n * happening when the source gets further away from the camera.\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function\r\n */\r\n public useCustomAttenuation: boolean = false;\r\n /**\r\n * The sound track id this sound belongs to.\r\n */\r\n public soundTrackId: number;\r\n /**\r\n * Is this sound currently played.\r\n */\r\n public isPlaying: boolean = false;\r\n /**\r\n * Is this sound currently paused.\r\n */\r\n public isPaused: boolean = false;\r\n /**\r\n * Define the reference distance the sound should be heard perfectly.\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound\r\n */\r\n public refDistance: number = 1;\r\n /**\r\n * Define the roll off factor of spatial sounds.\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound\r\n */\r\n public rolloffFactor: number = 1;\r\n /**\r\n * Define the max distance the sound should be heard (intensity just became 0 at this point).\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound\r\n */\r\n public maxDistance: number = 100;\r\n /**\r\n * Define the distance attenuation model the sound will follow.\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound\r\n */\r\n public distanceModel: string = \"linear\";\r\n /**\r\n * @hidden\r\n * Back Compat\r\n **/\r\n public onended: () => any;\r\n /**\r\n * Gets or sets an object used to store user defined information for the sound.\r\n */\r\n public metadata: any = null;\r\n\r\n /**\r\n * Observable event when the current playing sound finishes.\r\n */\r\n public onEndedObservable = new Observable<Sound>();\r\n\r\n /**\r\n * Gets the current time for the sound.\r\n */\r\n public get currentTime(): number {\r\n if (this._htmlAudioElement) {\r\n return this._htmlAudioElement.currentTime;\r\n }\r\n\r\n let currentTime: number = this._startOffset;\r\n if (this.isPlaying && Engine.audioEngine?.audioContext) {\r\n currentTime += Engine.audioEngine.audioContext.currentTime - this._startTime;\r\n }\r\n return currentTime;\r\n }\r\n\r\n /**\r\n * Does this sound enables spatial sound.\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound\r\n */\r\n public get spatialSound(): boolean {\r\n return this._spatialSound;\r\n }\r\n /**\r\n * Does this sound enables spatial sound.\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound\r\n */\r\n public set spatialSound(newValue: boolean) {\r\n this._spatialSound = newValue;\r\n if (this._spatialSound && Engine.audioEngine?.canUseWebAudio && Engine.audioEngine.audioContext) {\r\n this._createSpatialParameters();\r\n }\r\n }\r\n private _spatialSound: boolean = false;\r\n private _panningModel: string = \"equalpower\";\r\n private _playbackRate: number = 1;\r\n private _streaming: boolean = false;\r\n private _startTime: number = 0;\r\n private _startOffset: number = 0;\r\n private _position: Vector3 = Vector3.Zero();\r\n private _localDirection: Vector3 = new Vector3(1, 0, 0);\r\n private _volume: number = 1;\r\n private _isReadyToPlay: boolean = false;\r\n private _isDirectional: boolean = false;\r\n private _readyToPlayCallback: Nullable<() => any>;\r\n private _audioBuffer: Nullable<AudioBuffer>;\r\n private _soundSource: Nullable<AudioBufferSourceNode>;\r\n private _streamingSource: AudioNode;\r\n private _soundPanner: Nullable<PannerNode>;\r\n private _soundGain: Nullable<GainNode>;\r\n private _inputAudioNode: Nullable<AudioNode>;\r\n private _outputAudioNode: Nullable<AudioNode>;\r\n // Used if you'd like to create a directional sound.\r\n // If not set, the sound will be omnidirectional\r\n private _coneInnerAngle: number = 360;\r\n private _coneOuterAngle: number = 360;\r\n private _coneOuterGain: number = 0;\r\n private _scene: Scene;\r\n private _connectedTransformNode: Nullable<TransformNode>;\r\n private _customAttenuationFunction: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number;\r\n private _registerFunc: Nullable<(connectedMesh: TransformNode) => void>;\r\n private _isOutputConnected = false;\r\n private _htmlAudioElement: HTMLAudioElement;\r\n private _urlType: \"Unknown\" | \"String\" | \"Array\" | \"ArrayBuffer\" | \"MediaStream\" | \"AudioBuffer\" | \"MediaElement\" = \"Unknown\";\r\n private _length?: number;\r\n private _offset?: number;\r\n\r\n /**\r\n * @param _\r\n * @hidden\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"AudioSceneComponent\");\r\n };\r\n\r\n /**\r\n * Create a sound and attach it to a scene\r\n * @param name Name of your sound\r\n * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams and AudioBuffers\r\n * @param scene defines the scene the sound belongs to\r\n * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played\r\n * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming\r\n */\r\n constructor(name: string, urlOrArrayBuffer: any, scene?: Nullable<Scene>, readyToPlayCallback: Nullable<() => void> = null, options?: ISoundOptions) {\r\n this.name = name;\r\n scene = scene || EngineStore.LastCreatedScene;\r\n if (!scene) {\r\n return;\r\n }\r\n this._scene = scene;\r\n Sound._SceneComponentInitialization(scene);\r\n\r\n this._readyToPlayCallback = readyToPlayCallback;\r\n // Default custom attenuation function is a linear attenuation\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n this._customAttenuationFunction = (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => {\r\n if (currentDistance < maxDistance) {\r\n return currentVolume * (1 - currentDistance / maxDistance);\r\n } else {\r\n return 0;\r\n }\r\n };\r\n if (options) {\r\n this.autoplay = options.autoplay || false;\r\n this._loop = options.loop || false;\r\n // if volume === 0, we need another way to check this option\r\n if (options.volume !== undefined) {\r\n this._volume = options.volume;\r\n }\r\n this._spatialSound = options.spatialSound ?? false;\r\n this.maxDistance = options.maxDistance ?? 100;\r\n this.useCustomAttenuation = options.useCustomAttenuation ?? false;\r\n this.rolloffFactor = options.rolloffFactor || 1;\r\n this.refDistance = options.refDistance || 1;\r\n this.distanceModel = options.distanceModel || \"linear\";\r\n this._playbackRate = options.playbackRate || 1;\r\n this._streaming = options.streaming ?? false;\r\n this._length = options.length;\r\n this._offset = options.offset;\r\n }\r\n\r\n if (Engine.audioEngine?.canUseWebAudio && Engine.audioEngine.audioContext) {\r\n this._soundGain = Engine.audioEngine.audioContext.createGain();\r\n this._soundGain!.gain.value = this._volume;\r\n this._inputAudioNode = this._soundGain;\r\n this._outputAudioNode = this._soundGain;\r\n if (this._spatialSound) {\r\n this._createSpatialParameters();\r\n }\r\n this._scene.mainSoundTrack.addSound(this);\r\n let validParameter = true;\r\n\r\n // if no parameter is passed, you need to call setAudioBuffer yourself to prepare the sound\r\n if (urlOrArrayBuffer) {\r\n try {\r\n if (typeof urlOrArrayBuffer === \"string\") {\r\n this._urlType = \"String\";\r\n } else if (urlOrArrayBuffer instanceof ArrayBuffer) {\r\n this._urlType = \"ArrayBuffer\";\r\n } else if (urlOrArrayBuffer instanceof HTMLMediaElement) {\r\n this._urlType = \"MediaElement\";\r\n } else if (urlOrArrayBuffer instanceof MediaStream) {\r\n this._urlType = \"MediaStream\";\r\n } else if (urlOrArrayBuffer instanceof AudioBuffer) {\r\n this._urlType = \"AudioBuffer\";\r\n } else if (Array.isArray(urlOrArrayBuffer)) {\r\n this._urlType = \"Array\";\r\n }\r\n\r\n let urls: string[] = [];\r\n let codecSupportedFound = false;\r\n\r\n switch (this._urlType) {\r\n case \"MediaElement\":\r\n this._streaming = true;\r\n this._isReadyToPlay = true;\r\n this._streamingSource = Engine.audioEngine.audioContext.createMediaElementSource(urlOrArrayBuffer);\r\n\r\n if (this.autoplay) {\r\n this.play(0, this._offset, this._length);\r\n }\r\n\r\n if (this._readyToPlayCallback) {\r\n this._readyToPlayCallback();\r\n }\r\n break;\r\n case \"MediaStream\":\r\n this._streaming = true;\r\n this._isReadyToPlay = true;\r\n this._streamingSource = Engine.audioEngine.audioContext.createMediaStreamSource(urlOrArrayBuffer);\r\n\r\n if (this.autoplay) {\r\n this.play(0, this._offset, this._length);\r\n }\r\n\r\n if (this._readyToPlayCallback) {\r\n this._readyToPlayCallback();\r\n }\r\n break;\r\n case \"ArrayBuffer\":\r\n if ((<ArrayBuffer>urlOrArrayBuffer).byteLength > 0) {\r\n codecSupportedFound = true;\r\n this._soundLoaded(urlOrArrayBuffer);\r\n }\r\n break;\r\n case \"AudioBuffer\":\r\n this._audioBufferLoaded(urlOrArrayBuffer);\r\n break;\r\n case \"String\":\r\n urls.push(urlOrArrayBuffer);\r\n // eslint-disable-next-line no-fallthrough\r\n case \"Array\":\r\n if (urls.length === 0) {\r\n urls = urlOrArrayBuffer;\r\n }\r\n // If we found a supported format, we load it immediately and stop the loop\r\n for (let i = 0; i < urls.length; i++) {\r\n const url = urls[i];\r\n codecSupportedFound =\r\n (options && options.skipCodecCheck) ||\r\n (url.indexOf(\".mp3\", url.length - 4) !== -1 && Engine.audioEngine.isMP3supported) ||\r\n (url.indexOf(\".ogg\", url.length - 4) !== -1 && Engine.audioEngine.isOGGsupported) ||\r\n url.indexOf(\".wav\", url.length - 4) !== -1 ||\r\n url.indexOf(\".m4a\", url.length - 4) !== -1 ||\r\n url.indexOf(\".mp4\", url.length - 4) !== -1 ||\r\n url.indexOf(\"blob:\") !== -1;\r\n if (codecSupportedFound) {\r\n // Loading sound\r\n if (!this._streaming) {\r\n this._scene._loadFile(\r\n url,\r\n (data) => {\r\n this._soundLoaded(data as ArrayBuffer);\r\n },\r\n undefined,\r\n true,\r\n true,\r\n (exception) => {\r\n if (exception) {\r\n Logger.Error(\"XHR \" + exception.status + \" error on: \" + url + \".\");\r\n }\r\n Logger.Error(\"Sound creation aborted.\");\r\n this._scene.mainSoundTrack.removeSound(this);\r\n }\r\n );\r\n }\r\n // Streaming sound using HTML5 Audio tag\r\n else {\r\n this._htmlAudioElement = new Audio(url);\r\n this._htmlAudioElement.controls = false;\r\n this._htmlAudioElement.loop = this.loop;\r\n Tools.SetCorsBehavior(url, this._htmlAudioElement);\r\n this._htmlAudioElement.preload = \"auto\";\r\n this._htmlAudioElement.addEventListener(\"canplaythrough\", () => {\r\n this._isReadyToPlay = true;\r\n if (this.autoplay) {\r\n this.play(0, this._offset, this._length);\r\n }\r\n if (this._readyToPlayCallback) {\r\n this._readyToPlayCallback();\r\n }\r\n });\r\n document.body.appendChild(this._htmlAudioElement);\r\n this._htmlAudioElement.load();\r\n }\r\n break;\r\n }\r\n }\r\n break;\r\n default:\r\n validParameter = false;\r\n break;\r\n }\r\n\r\n if (!validParameter) {\r\n Logger.Error(\"Parameter must be a URL to the sound, an Array of URLs (.mp3 & .ogg) or an ArrayBuffer of the sound.\");\r\n } else {\r\n if (!codecSupportedFound) {\r\n this._isReadyToPlay = true;\r\n // Simulating a ready to play event to avoid breaking code path\r\n if (this._readyToPlayCallback) {\r\n window.setTimeout(() => {\r\n if (this._readyToPlayCallback) {\r\n this._readyToPlayCallback();\r\n }\r\n }, 1000);\r\n }\r\n }\r\n }\r\n } catch (ex) {\r\n Logger.Error(\"Unexpected error. Sound creation aborted.\");\r\n this._scene.mainSoundTrack.removeSound(this);\r\n }\r\n }\r\n } else {\r\n // Adding an empty sound to avoid breaking audio calls for non Web Audio browsers\r\n this._scene.mainSoundTrack.addSound(this);\r\n if (Engine.audioEngine && !Engine.audioEngine.WarnedWebAudioUnsupported) {\r\n Logger.Error(\"Web Audio is not supported by your browser.\");\r\n Engine.audioEngine.WarnedWebAudioUnsupported = true;\r\n }\r\n // Simulating a ready to play event to avoid breaking code for non web audio browsers\r\n if (this._readyToPlayCallback) {\r\n window.setTimeout(() => {\r\n if (this._readyToPlayCallback) {\r\n this._readyToPlayCallback();\r\n }\r\n }, 1000);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Release the sound and its associated resources\r\n */\r\n public dispose() {\r\n if (Engine.audioEngine?.canUseWebAudio) {\r\n if (this.isPlaying) {\r\n this.stop();\r\n }\r\n this._isReadyToPlay = false;\r\n if (this.soundTrackId === -1) {\r\n this._scene.mainSoundTrack.removeSound(this);\r\n } else if (this._scene.soundTracks) {\r\n this._scene.soundTracks[this.soundTrackId].removeSound(this);\r\n }\r\n if (this._soundGain) {\r\n this._soundGain.disconnect();\r\n this._soundGain = null;\r\n }\r\n if (this._soundPanner) {\r\n this._soundPanner.disconnect();\r\n this._soundPanner = null;\r\n }\r\n if (this._soundSource) {\r\n this._soundSource.disconnect();\r\n this._soundSource = null;\r\n }\r\n this._audioBuffer = null;\r\n\r\n if (this._htmlAudioElement) {\r\n this._htmlAudioElement.pause();\r\n this._htmlAudioElement.src = \"\";\r\n document.body.removeChild(this._htmlAudioElement);\r\n }\r\n\r\n if (this._streamingSource) {\r\n this._streamingSource.disconnect();\r\n }\r\n\r\n if (this._connectedTransformNode && this._registerFunc) {\r\n this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);\r\n this._connectedTransformNode = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets if the sounds is ready to be played or not.\r\n * @returns true if ready, otherwise false\r\n */\r\n public isReady(): boolean {\r\n return this._isReadyToPlay;\r\n }\r\n\r\n /**\r\n * Get the current class name.\r\n * @returns current class name\r\n */\r\n public getClassName(): string {\r\n return \"Sound\";\r\n }\r\n\r\n private _audioBufferLoaded(buffer: AudioBuffer) {\r\n if (!Engine.audioEngine?.audioContext) {\r\n return;\r\n }\r\n this._audioBuffer = buffer;\r\n this._isReadyToPlay = true;\r\n if (this.autoplay) {\r\n this.play(0, this._offset, this._length);\r\n }\r\n if (this._readyToPlayCallback) {\r\n this._readyToPlayCallback();\r\n }\r\n }\r\n\r\n private _soundLoaded(audioData: ArrayBuffer) {\r\n if (!Engine.audioEngine?.audioContext) {\r\n return;\r\n }\r\n Engine.audioEngine.audioContext.decodeAudioData(\r\n audioData,\r\n (buffer) => {\r\n this._audioBufferLoaded(buffer);\r\n },\r\n (err: any) => {\r\n Logger.Error(\"Error while decoding audio data for: \" + this.name + \" / Error: \" + err);\r\n }\r\n );\r\n }\r\n\r\n /**\r\n * Sets the data of the sound from an audiobuffer\r\n * @param audioBuffer The audioBuffer containing the data\r\n */\r\n public setAudioBuffer(audioBuffer: AudioBuffer): void {\r\n if (Engine.audioEngine?.canUseWebAudio) {\r\n this._audioBuffer = audioBuffer;\r\n this._isReadyToPlay = true;\r\n }\r\n }\r\n\r\n /**\r\n * Updates the current sounds options such as maxdistance, loop...\r\n * @param options A JSON object containing values named as the object properties\r\n */\r\n public updateOptions(options: ISoundOptions): void {\r\n if (options) {\r\n this.loop = options.loop ?? this.loop;\r\n this.maxDistance = options.maxDistance ?? this.maxDistance;\r\n this.useCustomAttenuation = options.useCustomAttenuation ?? this.useCustomAttenuation;\r\n this.rolloffFactor = options.rolloffFactor ?? this.rolloffFactor;\r\n this.refDistance = options.refDistance ?? this.refDistance;\r\n this.distanceModel = options.distanceModel ?? this.distanceModel;\r\n this._playbackRate = options.playbackRate ?? this._playbackRate;\r\n this._length = options.length ?? undefined;\r\n this._offset = options.offset ?? undefined;\r\n this.setVolume(options.volume ?? this._volume);\r\n this._updateSpatialParameters();\r\n if (this.isPlaying) {\r\n if (this._streaming && this._htmlAudioElement) {\r\n this._htmlAudioElement.playbackRate = this._playbackRate;\r\n if (this._htmlAudioElement.loop !== this.loop) {\r\n this._htmlAudioElement.loop = this.loop;\r\n }\r\n } else {\r\n if (this._soundSource) {\r\n this._soundSource.playbackRate.value = this._playbackRate;\r\n if (this._soundSource.loop !== this.loop) {\r\n this._soundSource.loop = this.loop;\r\n }\r\n if (this._offset !== undefined && this._soundSource.loopStart !== this._offset) {\r\n this._soundSource.loopStart = this._offset;\r\n }\r\n if (this._length !== undefined && this._length !== this._soundSource.loopEnd) {\r\n this._soundSource.loopEnd = (this._offset! | 0) + this._length!;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _createSpatialParameters() {\r\n if (Engine.audioEngine?.canUseWebAudio && Engine.audioEngine.audioContext) {\r\n if (this._scene.headphone) {\r\n this._panningModel = \"HRTF\";\r\n }\r\n this._soundPanner = this._soundPanner ?? Engine.audioEngine.audioContext.createPanner();\r\n if (this._soundPanner && this._outputAudioNode) {\r\n this._updateSpatialParameters();\r\n this._soundPanner.connect(this._outputAudioNode);\r\n this._inputAudioNode = this._soundPanner;\r\n }\r\n }\r\n }\r\n\r\n private _updateSpatialParameters() {\r\n if (this._spatialSound && this._soundPanner) {\r\n if (this.useCustomAttenuation) {\r\n // Tricks to disable in a way embedded Web Audio attenuation\r\n this._soundPanner.distanceModel = \"linear\";\r\n this._soundPanner.maxDistance = Number.MAX_VALUE;\r\n this._soundPanner.refDistance = 1;\r\n this._soundPanner.rolloffFactor = 1;\r\n this._soundPanner.panningModel = this._panningModel as any;\r\n } else {\r\n this._soundPanner.distanceModel = this.distanceModel as any;\r\n this._soundPanner.maxDistance = this.maxDistance;\r\n this._soundPanner.refDistance = this.refDistance;\r\n this._soundPanner.rolloffFactor = this.rolloffFactor;\r\n this._soundPanner.panningModel = this._panningModel as any;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Switch the panning model to HRTF:\r\n * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound\r\n */\r\n public switchPanningModelToHRTF() {\r\n this._panningModel = \"HRTF\";\r\n this._switchPanningModel();\r\n }\r\n\r\n /**\r\n * Switch the panning model to Equal Power:\r\n * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound\r\n */\r\n public switchPanningModelToEqualPower() {\r\n this._panningModel = \"equalpower\";\r\n this._switchPanningModel();\r\n }\r\n\r\n private _switchPanningModel() {\r\n if (Engine.audioEngine?.canUseWebAudio && this._spatialSound && this._soundPanner) {\r\n this._soundPanner.panningModel = this._panningModel as any;\r\n }\r\n }\r\n\r\n /**\r\n * Connect this sound to a sound track audio node like gain...\r\n * @param soundTrackAudioNode the sound track audio node to connect to\r\n */\r\n public connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void {\r\n if (Engine.audioEngine?.canUseWebAudio && this._outputAudioNode) {\r\n if (this._isOutputConnected) {\r\n this._outputAudioNode.disconnect();\r\n }\r\n this._outputAudioNode.connect(soundTrackAudioNode);\r\n this._isOutputConnected = true;\r\n }\r\n }\r\n\r\n /**\r\n * Transform this sound into a directional source\r\n * @param coneInnerAngle Size of the inner cone in degree\r\n * @param coneOuterAngle Size of the outer cone in degree\r\n * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)\r\n */\r\n public setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void {\r\n if (coneOuterAngle < coneInnerAngle) {\r\n Logger.Error(\"setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle.\");\r\n return;\r\n }\r\n this._coneInnerAngle = coneInnerAngle;\r\n this._coneOuterAngle = coneOuterAngle;\r\n this._coneOuterGain = coneOuterGain;\r\n this._isDirectional = true;\r\n\r\n if (this.isPlaying && this.loop) {\r\n this.stop();\r\n this.play(0, this._offset, this._length);\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the inner angle for the directional cone.\r\n */\r\n public get directionalConeInnerAngle(): number {\r\n return this._coneInnerAngle;\r\n }\r\n\r\n /**\r\n * Gets or sets the inner angle for the directional cone.\r\n */\r\n public set directionalConeInnerAngle(value: number) {\r\n if (value != this._coneInnerAngle) {\r\n if (this._coneOuterAngle < value) {\r\n Logger.Error(\"directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.\");\r\n return;\r\n }\r\n\r\n this._coneInnerAngle = value;\r\n if (Engine.audioEngine?.canUseWebAudio && this._spatialSound && this._soundPanner) {\r\n this._soundPanner.coneInnerAngle = this._coneInnerAngle;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the outer angle for the directional cone.\r\n */\r\n public get directionalConeOuterAngle(): number {\r\n return this._coneOuterAngle;\r\n }\r\n\r\n /**\r\n * Gets or sets the outer angle for the directional cone.\r\n */\r\n public set directionalConeOuterAngle(value: number) {\r\n if (value != this._coneOuterAngle) {\r\n if (value < this._coneInnerAngle) {\r\n Logger.Error(\"directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.\");\r\n return;\r\n }\r\n\r\n this._coneOuterAngle = value;\r\n if (Engine.audioEngine?.canUseWebAudio && this._spatialSound && this._soundPanner) {\r\n this._soundPanner.coneOuterAngle = this._coneOuterAngle;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets the position of the emitter if spatial sound is enabled\r\n * @param newPosition Defines the new position\r\n */\r\n public setPosition(newPosition: Vector3): void {\r\n if (newPosition.equals(this._position)) {\r\n return;\r\n }\r\n this._position.copyFrom(newPosition);\r\n\r\n if (Engine.audioEngine?.canUseWebAudio && this._spatialSound && this._soundPanner && !isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {\r\n this._soundPanner.positionX.value = this._position.x;\r\n this._soundPanner.positionY.value = this._position.y;\r\n this._soundPanner.positionZ.value = this._position.z;\r\n }\r\n }\r\n\r\n /**\r\n * Sets the local direction of the emitter if spatial sound is enabled\r\n * @param newLocalDirection Defines the new local direction\r\n */\r\n public setLocalDirectionToMesh(newLocalDirection: Vector3): void {\r\n this._localDirection = newLocalDirection;\r\n\r\n if (Engine.audioEngine?.canUseWebAudio && this._connectedTransformNode && this.isPlaying) {\r\n this._updateDirection();\r\n }\r\n }\r\n\r\n private _updateDirection() {\r\n if (!this._connectedTransformNode || !this._soundPanner) {\r\n return;\r\n }\r\n\r\n const mat = this._connectedTransformNode.getWorldMatrix();\r\n const direction = Vector3.TransformNormal(this._localDirection, mat);\r\n direction.normalize();\r\n this._soundPanner.orientationX.value = direction.x;\r\n this._soundPanner.orientationY.value = direction.y;\r\n this._soundPanner.orientationZ.value = direction.z;\r\n }\r\n\r\n /** @hidden */\r\n public updateDistanceFromListener() {\r\n if (Engine.audioEngine?.canUseWebAudio && this._connectedTransformNode && this.useCustomAttenuation && this._soundGain && this._scene.activeCamera) {\r\n const distance = this._connectedTransformNode.getDistanceToCamera(this._scene.activeCamera);\r\n this._soundGain.gain.value = this._customAttenuationFunction(this._volume, distance, this.maxDistance, this.refDistance, this.rolloffFactor);\r\n }\r\n }\r\n\r\n /**\r\n * Sets a new custom attenuation function for the sound.\r\n * @param callback Defines the function used for the attenuation\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function\r\n */\r\n public setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void {\r\n this._customAttenuationFunction = callback;\r\n }\r\n\r\n /**\r\n * Play the sound\r\n * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.\r\n * @param offset (optional) Start the sound at a specific time in seconds\r\n * @param length (optional) Sound duration (in seconds)\r\n */\r\n public play(time?: number, offset?: number, length?: number): void {\r\n if (this._isReadyToPlay && this._scene.audioEnabled && Engine.audioEngine?.audioContext) {\r\n try {\r\n if (this._startOffset < 0) {\r\n time = -this._startOffset;\r\n this._startOffset = 0;\r\n }\r\n let startTime = time ? Engine.audioEngine?.audioContext.currentTime + time : Engine.audioEngine?.audioContext.currentTime;\r\n if (!this._soundSource || !this._streamingSource) {\r\n if (this._spatialSound && this._soundPanner) {\r\n if (!isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {\r\n this._soundPanner.positionX.value = this._position.x;\r\n this._soundPanner.positionY.value = this._position.y;\r\n this._soundPanner.positionZ.value = this._position.z;\r\n }\r\n if (this._isDirectional) {\r\n this._soundPanner.coneInnerAngle = this._coneInnerAngle;\r\n this._soundPanner.coneOuterAngle = this._coneOuterAngle;\r\n this._soundPanner.coneOuterGain = this._coneOuterGain;\r\n if (this._connectedTransformNode) {\r\n this._updateDirection();\r\n } else {\r\n this._soundPanner.setOrientation(this._localDirection.x, this._localDirection.y, this._localDirection.z);\r\n }\r\n }\r\n }\r\n }\r\n if (this._streaming) {\r\n if (!this._streamingSource) {\r\n this._streamingSource = Engine.audioEngine.audioContext.createMediaElementSource(this._htmlAudioElement);\r\n this._htmlAudioElement.onended = () => {\r\n this._onended();\r\n };\r\n this._htmlAudioElement.playbackRate = this._playbackRate;\r\n }\r\n this._streamingSource.disconnect();\r\n if (this._inputAudioNode) {\r\n this._streamingSource.connect(this._inputAudioNode);\r\n }\r\n if (this._htmlAudioElement) {\r\n // required to manage properly the new suspended default state of Chrome\r\n // When the option 'streaming: true' is used, we need first to wait for\r\n // the audio engine to be unlocked by a user gesture before trying to play\r\n // an HTML Audio element\r\n const tryToPlay = () => {\r\n if (Engine.audioEngine?.unlocked) {\r\n const playPromise = this._htmlAudioElement.play();\r\n\r\n // In browsers that don’t yet support this functionality,\r\n // playPromise won’t be defined.\r\n if (playPromise !== undefined) {\r\n playPromise.catch(() => {\r\n // Automatic playback failed.\r\n // Waiting for the audio engine to be unlocked by user click on unmute\r\n Engine.audioEngine?.lock();\r\n if (this.loop || this.autoplay) {\r\n Engine.audioEngine?.onAudioUnlockedObservable.addOnce(() => {\r\n tryToPlay();\r\n });\r\n }\r\n });\r\n }\r\n } else {\r\n if (this.loop || this.autoplay) {\r\n Engine.audioEngine?.onAudioUnlockedObservable.addOnce(() => {\r\n tryToPlay();\r\n });\r\n }\r\n }\r\n };\r\n tryToPlay();\r\n }\r\n } else {\r\n const tryToPlay = () => {\r\n if (Engine.audioEngine?.audioContext) {\r\n length = length || this._length;\r\n offset = offset || this._offset;\r\n\r\n if (this._soundSource) {\r\n const oldSource = this._soundSource;\r\n oldSource.onended = () => {\r\n oldSource.disconnect();\r\n };\r\n }\r\n this._soundSource = Engine.audioEngine?.audioContext.createBufferSource();\r\n if (this._soundSource && this._inputAudioNode) {\r\n this._soundSource.buffer = this._audioBuffer;\r\n this._soundSource.connect(this._inputAudioNode);\r\n this._soundSource.loop = this.loop;\r\n if (offset !== undefined) {\r\n this._soundSource.loopStart = offset;\r\n }\r\n if (length !== undefined) {\r\n this._soundSource.loopEnd = (offset! | 0) + length!;\r\n }\r\n this._soundSource.playbackRate.value = this._playbackRate;\r\n this._soundSource.onended = () => {\r\n this._onended();\r\n };\r\n startTime = time ? Engine.audioEngine?.audioContext!.currentTime + time : Engine.audioEngine.audioContext!.currentTime;\r\n const actualOffset = this.isPaused ? this._startOffset % this._soundSource!.buffer!.duration : offset ? offset : 0;\r\n this._soundSource!.start(startTime, actualOffset, this.loop ? undefined : length);\r\n }\r\n }\r\n };\r\n\r\n if (Engine.audioEngine?.audioContext.state === \"suspended\") {\r\n // Wait a bit for FF as context seems late to be ready.\r\n setTimeout(() => {\r\n if (Engine.audioEngine?.audioContext!.state === \"suspended\") {\r\n // Automatic playback failed.\r\n // Waiting for the audio engine to be unlocked by user click on unmute\r\n Engine.audioEngine.lock();\r\n if (this.loop || this.autoplay) {\r\n Engine.audioEngine.onAudioUnlockedObservable.addOnce(() => {\r\n tryToPlay();\r\n });\r\n }\r\n } else {\r\n tryToPlay();\r\n }\r\n }, 500);\r\n } else {\r\n tryToPlay();\r\n }\r\n }\r\n this._startTime = startTime;\r\n this.isPlaying = true;\r\n this.isPaused = false;\r\n } catch (ex) {\r\n Logger.Error(\"Error while trying to play audio: \" + this.name + \", \" + ex.message);\r\n }\r\n }\r\n }\r\n\r\n private _onended() {\r\n this.isPlaying = false;\r\n this._startOffset = 0;\r\n if (this.onended) {\r\n this.onended();\r\n }\r\n this.onEndedObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Stop the sound\r\n * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.\r\n */\r\n public stop(time?: number): void {\r\n if (this.isPlaying) {\r\n if (this._streaming) {\r\n if (this._htmlAudioElement) {\r\n this._htmlAudioElement.pause();\r\n // Test needed for Firefox or it will generate an Invalid State Error\r\n if (this._htmlAudioElement.currentTime > 0) {\r\n this._htmlAudioElement.currentTime = 0;\r\n }\r\n } else {\r\n this._streamingSource.disconnect();\r\n }\r\n this.isPlaying = false;\r\n } else if (Engine.audioEngine?.audioContext && this._soundSource) {\r\n const stopTime = time ? Engine.audioEngine.audioContext.currentTime + time : undefined;\r\n this._soundSource.stop(stopTime);\r\n if (stopTime === undefined) {\r\n this.isPlaying = false;\r\n this._soundSource.onended = () => void 0;\r\n } else {\r\n this._soundSource.onended = () => {\r\n this.isPlaying = false;\r\n };\r\n }\r\n if (!this.isPaused) {\r\n this._startOffset = 0;\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Put the sound in pause\r\n */\r\n public pause(): void {\r\n if (this.isPlaying) {\r\n this.isPaused = true;\r\n if (this._streaming) {\r\n if (this._htmlAudioElement) {\r\n this._htmlAudioElement.pause();\r\n } else {\r\n this._streamingSource.disconnect();\r\n }\r\n this.isPlaying = false;\r\n } else if (Engine.audioEngine?.audioContext) {\r\n this.stop(0);\r\n this._startOffset += Engine.audioEngine.audioContext.currentTime - this._startTime;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a dedicated volume for this sounds\r\n * @param newVolume Define the new volume of the sound\r\n * @param time Define time for gradual change to new volume\r\n */\r\n public setVolume(newVolume: number, time?: number): void {\r\n if (Engine.audioEngine?.canUseWebAudio && this._soundGain) {\r\n if (time && Engine.audioEngine.audioContext) {\r\n this._soundGain.gain.cancelScheduledValues(Engine.audioEngine.audioContext.currentTime);\r\n this._soundGain.gain.setValueAtTime(this._soundGain.gain.value, Engine.audioEngine.audioContext.currentTime);\r\n this._soundGain.gain.linearRampToValueAtTime(newVolume, Engine.audioEngine.audioContext.currentTime + time);\r\n } else {\r\n this._soundGain.gain.value = newVolume;\r\n }\r\n }\r\n this._volume = newVolume;\r\n }\r\n\r\n /**\r\n * Set the sound play back rate\r\n * @param newPlaybackRate Define the playback rate the sound should be played at\r\n */\r\n public setPlaybackRate(newPlaybackRate: number): void {\r\n this._playbackRate = newPlaybackRate;\r\n if (this.isPlaying) {\r\n if (this._streaming && this._htmlAudioElement) {\r\n this._htmlAudioElement.playbackRate = this._playbackRate;\r\n } else if (this._soundSource) {\r\n this._soundSource.playbackRate.value = this._playbackRate;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets the volume of the sound.\r\n * @returns the volume of the sound\r\n */\r\n public getVolume(): number {\r\n return this._volume;\r\n }\r\n\r\n /**\r\n * Attach the sound to a dedicated mesh\r\n * @param transformNode The transform node to connect the sound with\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh\r\n */\r\n public attachToMesh(transformNode: TransformNode): void {\r\n if (this._connectedTransformNode && this._registerFunc) {\r\n this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);\r\n this._registerFunc = null;\r\n }\r\n this._connectedTransformNode = transformNode;\r\n if (!this._spatialSound) {\r\n this._spatialSound = true;\r\n this._createSpatialParameters();\r\n if (this.isPlaying && this.loop) {\r\n this.stop();\r\n this.play(0, this._offset, this._length);\r\n }\r\n }\r\n this._onRegisterAfterWorldMatrixUpdate(this._connectedTransformNode);\r\n this._registerFunc = (transformNode: TransformNode) => this._onRegisterAfterWorldMatrixUpdate(transformNode);\r\n this._connectedTransformNode.registerAfterWorldMatrixUpdate(this._registerFunc);\r\n }\r\n\r\n /**\r\n * Detach the sound from the previously attached mesh\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh\r\n */\r\n public detachFromMesh() {\r\n if (this._connectedTransformNode && this._registerFunc) {\r\n this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);\r\n this._registerFunc = null;\r\n this._connectedTransformNode = null;\r\n }\r\n }\r\n\r\n private _onRegisterAfterWorldMatrixUpdate(node: TransformNode): void {\r\n if (!(<any>node).getBoundingInfo) {\r\n this.setPosition(node.absolutePosition);\r\n } else {\r\n const mesh = node as AbstractMesh;\r\n const boundingInfo = mesh.getBoundingInfo();\r\n this.setPosition(boundingInfo.boundingSphere.centerWorld);\r\n }\r\n if (Engine.audioEngine?.canUseWebAudio && this._isDirectional && this.isPlaying) {\r\n this._updateDirection();\r\n }\r\n }\r\n\r\n /**\r\n * Clone the current sound in the scene.\r\n * @returns the new sound clone\r\n */\r\n public clone(): Nullable<Sound> {\r\n if (!this._streaming) {\r\n const setBufferAndRun = () => {\r\n if (this._isReadyToPlay) {\r\n clonedSound._audioBuffer = this.getAudioBuffer();\r\n clonedSound._isReadyToPlay = true;\r\n if (clonedSound.autoplay) {\r\n clonedSound.play(0, this._offset, this._length);\r\n }\r\n } else {\r\n window.setTimeout(setBufferAndRun, 300);\r\n }\r\n };\r\n\r\n const currentOptions = {\r\n autoplay: this.autoplay,\r\n loop: this.loop,\r\n volume: this._volume,\r\n spatialSound: this._spatialSound,\r\n maxDistance: this.maxDistance,\r\n useCustomAttenuation: this.useCustomAttenuation,\r\n rolloffFactor: this.rolloffFactor,\r\n refDistance: this.refDistance,\r\n distanceModel: this.distanceModel,\r\n };\r\n\r\n const clonedSound = new Sound(this.name + \"_cloned\", new ArrayBuffer(0), this._scene, null, currentOptions);\r\n if (this.useCustomAttenuation) {\r\n clonedSound.setAttenuationFunction(this._customAttenuationFunction);\r\n }\r\n clonedSound.setPosition(this._position);\r\n clonedSound.setPlaybackRate(this._playbackRate);\r\n setBufferAndRun();\r\n\r\n return clonedSound;\r\n }\r\n // Can't clone a streaming sound\r\n else {\r\n return null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the current underlying audio buffer containing the data\r\n * @returns the audio buffer\r\n */\r\n public getAudioBuffer(): Nullable<AudioBuffer> {\r\n return this._audioBuffer;\r\n }\r\n\r\n /**\r\n * Gets the WebAudio AudioBufferSourceNode, lets you keep track of and stop instances of this Sound.\r\n * @returns the source node\r\n */\r\n public getSoundSource(): Nullable<AudioBufferSourceNode> {\r\n return this._soundSource;\r\n }\r\n\r\n /**\r\n * Gets the WebAudio GainNode, gives you precise control over the gain of instances of this Sound.\r\n * @returns the gain node\r\n */\r\n public getSoundGain(): Nullable<GainNode> {\r\n return this._soundGain;\r\n }\r\n\r\n /**\r\n * Serializes the Sound in a JSON representation\r\n * @returns the JSON representation of the sound\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {\r\n name: this.name,\r\n url: this.name,\r\n autoplay: this.autoplay,\r\n loop: this.loop,\r\n volume: this._volume,\r\n spatialSound: this._spatialSound,\r\n maxDistance: this.maxDistance,\r\n rolloffFactor: this.rolloffFactor,\r\n refDistance: this.refDistance,\r\n distanceModel: this.distanceModel,\r\n playbackRate: this._playbackRate,\r\n panningModel: this._panningModel,\r\n soundTrackId: this.soundTrackId,\r\n metadata: this.metadata,\r\n };\r\n\r\n if (this._spatialSound) {\r\n if (this._connectedTransformNode) {\r\n serializationObject.connectedMeshId = this._connectedTransformNode.id;\r\n }\r\n\r\n serializationObject.position = this._position.asArray();\r\n serializationObject.refDistance = this.refDistance;\r\n serializationObject.distanceModel = this.distanceModel;\r\n\r\n serializationObject.isDirectional = this._isDirectional;\r\n serializationObject.localDirectionToMesh = this._localDirection.asArray();\r\n serializationObject.coneInnerAngle = this._coneInnerAngle;\r\n serializationObject.coneOuterAngle = this._coneOuterAngle;\r\n serializationObject.coneOuterGain = this._coneOuterGain;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse a JSON representation of a sound to instantiate in a given scene\r\n * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)\r\n * @param scene Define the scene the new parsed sound should be created in\r\n * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies\r\n * @param sourceSound Define a sound place holder if do not need to instantiate a new one\r\n * @returns the newly parsed sound\r\n */\r\n public static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound {\r\n const soundName = parsedSound.name;\r\n let soundUrl;\r\n\r\n if (parsedSound.url) {\r\n soundUrl = rootUrl + parsedSound.url;\r\n } else {\r\n soundUrl = rootUrl + soundName;\r\n }\r\n\r\n const options = {\r\n autoplay: parsedSound.autoplay,\r\n loop: parsedSound.loop,\r\n volume: parsedSound.volume,\r\n spatialSound: parsedSound.spatialSound,\r\n maxDistance: parsedSound.maxDistance,\r\n rolloffFactor: parsedSound.rolloffFactor,\r\n refDistance: parsedSound.refDistance,\r\n distanceModel: parsedSound.distanceModel,\r\n playbackRate: parsedSound.playbackRate,\r\n };\r\n\r\n let newSound: Sound;\r\n\r\n if (!sourceSound) {\r\n newSound = new Sound(\r\n soundName,\r\n soundUrl,\r\n scene,\r\n () => {\r\n scene.removePendingData(newSound);\r\n },\r\n options\r\n );\r\n scene.addPendingData(newSound);\r\n } else {\r\n const setBufferAndRun = () => {\r\n if (sourceSound._isReadyToPlay) {\r\n newSound._audioBuffer = sourceSound.getAudioBuffer();\r\n newSound._isReadyToPlay = true;\r\n if (newSound.autoplay) {\r\n newSound.play(0, newSound._offset, newSound._length);\r\n }\r\n } else {\r\n window.setTimeout(setBufferAndRun, 300);\r\n }\r\n };\r\n\r\n newSound = new Sound(soundName, new ArrayBuffer(0), scene, null, options);\r\n setBufferAndRun();\r\n }\r\n\r\n if (parsedSound.position) {\r\n const soundPosition = Vector3.FromArray(parsedSound.position);\r\n newSound.setPosition(soundPosition);\r\n }\r\n if (parsedSound.isDirectional) {\r\n newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);\r\n if (parsedSound.localDirectionToMesh) {\r\n const localDirectionToMesh = Vector3.FromArray(parsedSound.localDirectionToMesh);\r\n newSound.setLocalDirectionToMesh(localDirectionToMesh);\r\n }\r\n }\r\n if (parsedSound.connectedMeshId) {\r\n const connectedMesh = scene.getMeshById(parsedSound.connectedMeshId);\r\n if (connectedMesh) {\r\n newSound.attachToMesh(connectedMesh);\r\n }\r\n }\r\n\r\n if (parsedSound.metadata) {\r\n newSound.metadata = parsedSound.metadata;\r\n }\r\n\r\n return newSound;\r\n }\r\n}\r\n"]}
1
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{ Tools } from \"../Misc/tools\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { TransformNode } from \"../Meshes/transformNode\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport type { ISoundOptions } from \"./Interfaces/ISoundOptions\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\n\r\n/**\r\n * Defines a sound that can be played in the application.\r\n * The sound can either be an ambient track or a simple sound played in reaction to a user action.\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music\r\n */\r\nexport class Sound {\r\n /**\r\n * The name of the sound in the scene.\r\n */\r\n public name: string;\r\n /**\r\n * Does the sound autoplay once loaded.\r\n */\r\n public autoplay: boolean = false;\r\n\r\n private _loop = false;\r\n /**\r\n * Does the sound loop after it finishes playing once.\r\n */\r\n public get loop(): boolean {\r\n return this._loop;\r\n }\r\n\r\n public set loop(value: boolean) {\r\n if (value === this._loop) {\r\n return;\r\n }\r\n\r\n this._loop = value;\r\n this.updateOptions({ loop: value });\r\n }\r\n\r\n /**\r\n * Does the sound use a custom attenuation curve to simulate the falloff\r\n * happening when the source gets further away from the camera.\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function\r\n */\r\n public useCustomAttenuation: boolean = false;\r\n /**\r\n * The sound track id this sound belongs to.\r\n */\r\n public soundTrackId: number;\r\n /**\r\n * Is this sound currently played.\r\n */\r\n public isPlaying: boolean = false;\r\n /**\r\n * Is this sound currently paused.\r\n */\r\n public isPaused: boolean = false;\r\n /**\r\n * Define the reference distance the sound should be heard perfectly.\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound\r\n */\r\n public refDistance: number = 1;\r\n /**\r\n * Define the roll off factor of spatial sounds.\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound\r\n */\r\n public rolloffFactor: number = 1;\r\n /**\r\n * Define the max distance the sound should be heard (intensity just became 0 at this point).\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound\r\n */\r\n public maxDistance: number = 100;\r\n /**\r\n * Define the distance attenuation model the sound will follow.\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound\r\n */\r\n public distanceModel: string = \"linear\";\r\n /**\r\n * @internal\r\n * Back Compat\r\n **/\r\n public onended: () => any;\r\n /**\r\n * Gets or sets an object used to store user defined information for the sound.\r\n */\r\n public metadata: any = null;\r\n\r\n /**\r\n * Observable event when the current playing sound finishes.\r\n */\r\n public onEndedObservable = new Observable<Sound>();\r\n\r\n /**\r\n * Gets the current time for the sound.\r\n */\r\n public get currentTime(): number {\r\n if (this._htmlAudioElement) {\r\n return this._htmlAudioElement.currentTime;\r\n }\r\n\r\n let currentTime: number = this._startOffset;\r\n if (this.isPlaying && Engine.audioEngine?.audioContext) {\r\n currentTime += Engine.audioEngine.audioContext.currentTime - this._startTime;\r\n }\r\n return currentTime;\r\n }\r\n\r\n /**\r\n * Does this sound enables spatial sound.\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound\r\n */\r\n public get spatialSound(): boolean {\r\n return this._spatialSound;\r\n }\r\n /**\r\n * Does this sound enables spatial sound.\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound\r\n */\r\n public set spatialSound(newValue: boolean) {\r\n this._spatialSound = newValue;\r\n if (this._spatialSound && Engine.audioEngine?.canUseWebAudio && Engine.audioEngine.audioContext) {\r\n this._createSpatialParameters();\r\n }\r\n }\r\n private _spatialSound: boolean = false;\r\n private _panningModel: string = \"equalpower\";\r\n private _playbackRate: number = 1;\r\n private _streaming: boolean = false;\r\n private _startTime: number = 0;\r\n private _startOffset: number = 0;\r\n private _position: Vector3 = Vector3.Zero();\r\n private _localDirection: Vector3 = new Vector3(1, 0, 0);\r\n private _volume: number = 1;\r\n private _isReadyToPlay: boolean = false;\r\n private _isDirectional: boolean = false;\r\n private _readyToPlayCallback: Nullable<() => any>;\r\n private _audioBuffer: Nullable<AudioBuffer>;\r\n private _soundSource: Nullable<AudioBufferSourceNode>;\r\n private _streamingSource: AudioNode;\r\n private _soundPanner: Nullable<PannerNode>;\r\n private _soundGain: Nullable<GainNode>;\r\n private _inputAudioNode: Nullable<AudioNode>;\r\n private _outputAudioNode: Nullable<AudioNode>;\r\n // Used if you'd like to create a directional sound.\r\n // If not set, the sound will be omnidirectional\r\n private _coneInnerAngle: number = 360;\r\n private _coneOuterAngle: number = 360;\r\n private _coneOuterGain: number = 0;\r\n private _scene: Scene;\r\n private _connectedTransformNode: Nullable<TransformNode>;\r\n private _customAttenuationFunction: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number;\r\n private _registerFunc: Nullable<(connectedMesh: TransformNode) => void>;\r\n private _isOutputConnected = false;\r\n private _htmlAudioElement: HTMLAudioElement;\r\n private _urlType: \"Unknown\" | \"String\" | \"Array\" | \"ArrayBuffer\" | \"MediaStream\" | \"AudioBuffer\" | \"MediaElement\" = \"Unknown\";\r\n private _length?: number;\r\n private _offset?: number;\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"AudioSceneComponent\");\r\n };\r\n\r\n /**\r\n * Create a sound and attach it to a scene\r\n * @param name Name of your sound\r\n * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams and AudioBuffers\r\n * @param scene defines the scene the sound belongs to\r\n * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played\r\n * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming\r\n */\r\n constructor(name: string, urlOrArrayBuffer: any, scene?: Nullable<Scene>, readyToPlayCallback: Nullable<() => void> = null, options?: ISoundOptions) {\r\n this.name = name;\r\n scene = scene || EngineStore.LastCreatedScene;\r\n if (!scene) {\r\n return;\r\n }\r\n this._scene = scene;\r\n Sound._SceneComponentInitialization(scene);\r\n\r\n this._readyToPlayCallback = readyToPlayCallback;\r\n // Default custom attenuation function is a linear attenuation\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n this._customAttenuationFunction = (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => {\r\n if (currentDistance < maxDistance) {\r\n return currentVolume * (1 - currentDistance / maxDistance);\r\n } else {\r\n return 0;\r\n }\r\n };\r\n if (options) {\r\n this.autoplay = options.autoplay || false;\r\n this._loop = options.loop || false;\r\n // if volume === 0, we need another way to check this option\r\n if (options.volume !== undefined) {\r\n this._volume = options.volume;\r\n }\r\n this._spatialSound = options.spatialSound ?? false;\r\n this.maxDistance = options.maxDistance ?? 100;\r\n this.useCustomAttenuation = options.useCustomAttenuation ?? false;\r\n this.rolloffFactor = options.rolloffFactor || 1;\r\n this.refDistance = options.refDistance || 1;\r\n this.distanceModel = options.distanceModel || \"linear\";\r\n this._playbackRate = options.playbackRate || 1;\r\n this._streaming = options.streaming ?? false;\r\n this._length = options.length;\r\n this._offset = options.offset;\r\n }\r\n\r\n if (Engine.audioEngine?.canUseWebAudio && Engine.audioEngine.audioContext) {\r\n this._soundGain = Engine.audioEngine.audioContext.createGain();\r\n this._soundGain!.gain.value = this._volume;\r\n this._inputAudioNode = this._soundGain;\r\n this._outputAudioNode = this._soundGain;\r\n if (this._spatialSound) {\r\n this._createSpatialParameters();\r\n }\r\n this._scene.mainSoundTrack.addSound(this);\r\n let validParameter = true;\r\n\r\n // if no parameter is passed, you need to call setAudioBuffer yourself to prepare the sound\r\n if (urlOrArrayBuffer) {\r\n try {\r\n if (typeof urlOrArrayBuffer === \"string\") {\r\n this._urlType = \"String\";\r\n } else if (urlOrArrayBuffer instanceof ArrayBuffer) {\r\n this._urlType = \"ArrayBuffer\";\r\n } else if (urlOrArrayBuffer instanceof HTMLMediaElement) {\r\n this._urlType = \"MediaElement\";\r\n } else if (urlOrArrayBuffer instanceof MediaStream) {\r\n this._urlType = \"MediaStream\";\r\n } else if (urlOrArrayBuffer instanceof AudioBuffer) {\r\n this._urlType = \"AudioBuffer\";\r\n } else if (Array.isArray(urlOrArrayBuffer)) {\r\n this._urlType = \"Array\";\r\n }\r\n\r\n let urls: string[] = [];\r\n let codecSupportedFound = false;\r\n\r\n switch (this._urlType) {\r\n case \"MediaElement\":\r\n this._streaming = true;\r\n this._isReadyToPlay = true;\r\n this._streamingSource = Engine.audioEngine.audioContext.createMediaElementSource(urlOrArrayBuffer);\r\n\r\n if (this.autoplay) {\r\n this.play(0, this._offset, this._length);\r\n }\r\n\r\n if (this._readyToPlayCallback) {\r\n this._readyToPlayCallback();\r\n }\r\n break;\r\n case \"MediaStream\":\r\n this._streaming = true;\r\n this._isReadyToPlay = true;\r\n this._streamingSource = Engine.audioEngine.audioContext.createMediaStreamSource(urlOrArrayBuffer);\r\n\r\n if (this.autoplay) {\r\n this.play(0, this._offset, this._length);\r\n }\r\n\r\n if (this._readyToPlayCallback) {\r\n this._readyToPlayCallback();\r\n }\r\n break;\r\n case \"ArrayBuffer\":\r\n if ((<ArrayBuffer>urlOrArrayBuffer).byteLength > 0) {\r\n codecSupportedFound = true;\r\n this._soundLoaded(urlOrArrayBuffer);\r\n }\r\n break;\r\n case \"AudioBuffer\":\r\n this._audioBufferLoaded(urlOrArrayBuffer);\r\n break;\r\n case \"String\":\r\n urls.push(urlOrArrayBuffer);\r\n // eslint-disable-next-line no-fallthrough\r\n case \"Array\":\r\n if (urls.length === 0) {\r\n urls = urlOrArrayBuffer;\r\n }\r\n // If we found a supported format, we load it immediately and stop the loop\r\n for (let i = 0; i < urls.length; i++) {\r\n const url = urls[i];\r\n codecSupportedFound =\r\n (options && options.skipCodecCheck) ||\r\n (url.indexOf(\".mp3\", url.length - 4) !== -1 && Engine.audioEngine.isMP3supported) ||\r\n (url.indexOf(\".ogg\", url.length - 4) !== -1 && Engine.audioEngine.isOGGsupported) ||\r\n url.indexOf(\".wav\", url.length - 4) !== -1 ||\r\n url.indexOf(\".m4a\", url.length - 4) !== -1 ||\r\n url.indexOf(\".mp4\", url.length - 4) !== -1 ||\r\n url.indexOf(\"blob:\") !== -1;\r\n if (codecSupportedFound) {\r\n // Loading sound\r\n if (!this._streaming) {\r\n this._scene._loadFile(\r\n url,\r\n (data) => {\r\n this._soundLoaded(data as ArrayBuffer);\r\n },\r\n undefined,\r\n true,\r\n true,\r\n (exception) => {\r\n if (exception) {\r\n Logger.Error(\"XHR \" + exception.status + \" error on: \" + url + \".\");\r\n }\r\n Logger.Error(\"Sound creation aborted.\");\r\n this._scene.mainSoundTrack.removeSound(this);\r\n }\r\n );\r\n }\r\n // Streaming sound using HTML5 Audio tag\r\n else {\r\n this._htmlAudioElement = new Audio(url);\r\n this._htmlAudioElement.controls = false;\r\n this._htmlAudioElement.loop = this.loop;\r\n Tools.SetCorsBehavior(url, this._htmlAudioElement);\r\n this._htmlAudioElement.preload = \"auto\";\r\n this._htmlAudioElement.addEventListener(\"canplaythrough\", () => {\r\n this._isReadyToPlay = true;\r\n if (this.autoplay) {\r\n this.play(0, this._offset, this._length);\r\n }\r\n if (this._readyToPlayCallback) {\r\n this._readyToPlayCallback();\r\n }\r\n });\r\n document.body.appendChild(this._htmlAudioElement);\r\n this._htmlAudioElement.load();\r\n }\r\n break;\r\n }\r\n }\r\n break;\r\n default:\r\n validParameter = false;\r\n break;\r\n }\r\n\r\n if (!validParameter) {\r\n Logger.Error(\"Parameter must be a URL to the sound, an Array of URLs (.mp3 & .ogg) or an ArrayBuffer of the sound.\");\r\n } else {\r\n if (!codecSupportedFound) {\r\n this._isReadyToPlay = true;\r\n // Simulating a ready to play event to avoid breaking code path\r\n if (this._readyToPlayCallback) {\r\n window.setTimeout(() => {\r\n if (this._readyToPlayCallback) {\r\n this._readyToPlayCallback();\r\n }\r\n }, 1000);\r\n }\r\n }\r\n }\r\n } catch (ex) {\r\n Logger.Error(\"Unexpected error. Sound creation aborted.\");\r\n this._scene.mainSoundTrack.removeSound(this);\r\n }\r\n }\r\n } else {\r\n // Adding an empty sound to avoid breaking audio calls for non Web Audio browsers\r\n this._scene.mainSoundTrack.addSound(this);\r\n if (Engine.audioEngine && !Engine.audioEngine.WarnedWebAudioUnsupported) {\r\n Logger.Error(\"Web Audio is not supported by your browser.\");\r\n Engine.audioEngine.WarnedWebAudioUnsupported = true;\r\n }\r\n // Simulating a ready to play event to avoid breaking code for non web audio browsers\r\n if (this._readyToPlayCallback) {\r\n window.setTimeout(() => {\r\n if (this._readyToPlayCallback) {\r\n this._readyToPlayCallback();\r\n }\r\n }, 1000);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Release the sound and its associated resources\r\n */\r\n public dispose() {\r\n if (Engine.audioEngine?.canUseWebAudio) {\r\n if (this.isPlaying) {\r\n this.stop();\r\n }\r\n this._isReadyToPlay = false;\r\n if (this.soundTrackId === -1) {\r\n this._scene.mainSoundTrack.removeSound(this);\r\n } else if (this._scene.soundTracks) {\r\n this._scene.soundTracks[this.soundTrackId].removeSound(this);\r\n }\r\n if (this._soundGain) {\r\n this._soundGain.disconnect();\r\n this._soundGain = null;\r\n }\r\n if (this._soundPanner) {\r\n this._soundPanner.disconnect();\r\n this._soundPanner = null;\r\n }\r\n if (this._soundSource) {\r\n this._soundSource.disconnect();\r\n this._soundSource = null;\r\n }\r\n this._audioBuffer = null;\r\n\r\n if (this._htmlAudioElement) {\r\n this._htmlAudioElement.pause();\r\n this._htmlAudioElement.src = \"\";\r\n document.body.removeChild(this._htmlAudioElement);\r\n }\r\n\r\n if (this._streamingSource) {\r\n this._streamingSource.disconnect();\r\n }\r\n\r\n if (this._connectedTransformNode && this._registerFunc) {\r\n this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);\r\n this._connectedTransformNode = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets if the sounds is ready to be played or not.\r\n * @returns true if ready, otherwise false\r\n */\r\n public isReady(): boolean {\r\n return this._isReadyToPlay;\r\n }\r\n\r\n /**\r\n * Get the current class name.\r\n * @returns current class name\r\n */\r\n public getClassName(): string {\r\n return \"Sound\";\r\n }\r\n\r\n private _audioBufferLoaded(buffer: AudioBuffer) {\r\n if (!Engine.audioEngine?.audioContext) {\r\n return;\r\n }\r\n this._audioBuffer = buffer;\r\n this._isReadyToPlay = true;\r\n if (this.autoplay) {\r\n this.play(0, this._offset, this._length);\r\n }\r\n if (this._readyToPlayCallback) {\r\n this._readyToPlayCallback();\r\n }\r\n }\r\n\r\n private _soundLoaded(audioData: ArrayBuffer) {\r\n if (!Engine.audioEngine?.audioContext) {\r\n return;\r\n }\r\n Engine.audioEngine.audioContext.decodeAudioData(\r\n audioData,\r\n (buffer) => {\r\n this._audioBufferLoaded(buffer);\r\n },\r\n (err: any) => {\r\n Logger.Error(\"Error while decoding audio data for: \" + this.name + \" / Error: \" + err);\r\n }\r\n );\r\n }\r\n\r\n /**\r\n * Sets the data of the sound from an audiobuffer\r\n * @param audioBuffer The audioBuffer containing the data\r\n */\r\n public setAudioBuffer(audioBuffer: AudioBuffer): void {\r\n if (Engine.audioEngine?.canUseWebAudio) {\r\n this._audioBuffer = audioBuffer;\r\n this._isReadyToPlay = true;\r\n }\r\n }\r\n\r\n /**\r\n * Updates the current sounds options such as maxdistance, loop...\r\n * @param options A JSON object containing values named as the object properties\r\n */\r\n public updateOptions(options: ISoundOptions): void {\r\n if (options) {\r\n this.loop = options.loop ?? this.loop;\r\n this.maxDistance = options.maxDistance ?? this.maxDistance;\r\n this.useCustomAttenuation = options.useCustomAttenuation ?? this.useCustomAttenuation;\r\n this.rolloffFactor = options.rolloffFactor ?? this.rolloffFactor;\r\n this.refDistance = options.refDistance ?? this.refDistance;\r\n this.distanceModel = options.distanceModel ?? this.distanceModel;\r\n this._playbackRate = options.playbackRate ?? this._playbackRate;\r\n this._length = options.length ?? undefined;\r\n this._offset = options.offset ?? undefined;\r\n this.setVolume(options.volume ?? this._volume);\r\n this._updateSpatialParameters();\r\n if (this.isPlaying) {\r\n if (this._streaming && this._htmlAudioElement) {\r\n this._htmlAudioElement.playbackRate = this._playbackRate;\r\n if (this._htmlAudioElement.loop !== this.loop) {\r\n this._htmlAudioElement.loop = this.loop;\r\n }\r\n } else {\r\n if (this._soundSource) {\r\n this._soundSource.playbackRate.value = this._playbackRate;\r\n if (this._soundSource.loop !== this.loop) {\r\n this._soundSource.loop = this.loop;\r\n }\r\n if (this._offset !== undefined && this._soundSource.loopStart !== this._offset) {\r\n this._soundSource.loopStart = this._offset;\r\n }\r\n if (this._length !== undefined && this._length !== this._soundSource.loopEnd) {\r\n this._soundSource.loopEnd = (this._offset! | 0) + this._length!;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _createSpatialParameters() {\r\n if (Engine.audioEngine?.canUseWebAudio && Engine.audioEngine.audioContext) {\r\n if (this._scene.headphone) {\r\n this._panningModel = \"HRTF\";\r\n }\r\n this._soundPanner = this._soundPanner ?? Engine.audioEngine.audioContext.createPanner();\r\n if (this._soundPanner && this._outputAudioNode) {\r\n this._updateSpatialParameters();\r\n this._soundPanner.connect(this._outputAudioNode);\r\n this._inputAudioNode = this._soundPanner;\r\n }\r\n }\r\n }\r\n\r\n private _updateSpatialParameters() {\r\n if (this._spatialSound && this._soundPanner) {\r\n if (this.useCustomAttenuation) {\r\n // Tricks to disable in a way embedded Web Audio attenuation\r\n this._soundPanner.distanceModel = \"linear\";\r\n this._soundPanner.maxDistance = Number.MAX_VALUE;\r\n this._soundPanner.refDistance = 1;\r\n this._soundPanner.rolloffFactor = 1;\r\n this._soundPanner.panningModel = this._panningModel as any;\r\n } else {\r\n this._soundPanner.distanceModel = this.distanceModel as any;\r\n this._soundPanner.maxDistance = this.maxDistance;\r\n this._soundPanner.refDistance = this.refDistance;\r\n this._soundPanner.rolloffFactor = this.rolloffFactor;\r\n this._soundPanner.panningModel = this._panningModel as any;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Switch the panning model to HRTF:\r\n * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound\r\n */\r\n public switchPanningModelToHRTF() {\r\n this._panningModel = \"HRTF\";\r\n this._switchPanningModel();\r\n }\r\n\r\n /**\r\n * Switch the panning model to Equal Power:\r\n * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound\r\n */\r\n public switchPanningModelToEqualPower() {\r\n this._panningModel = \"equalpower\";\r\n this._switchPanningModel();\r\n }\r\n\r\n private _switchPanningModel() {\r\n if (Engine.audioEngine?.canUseWebAudio && this._spatialSound && this._soundPanner) {\r\n this._soundPanner.panningModel = this._panningModel as any;\r\n }\r\n }\r\n\r\n /**\r\n * Connect this sound to a sound track audio node like gain...\r\n * @param soundTrackAudioNode the sound track audio node to connect to\r\n */\r\n public connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void {\r\n if (Engine.audioEngine?.canUseWebAudio && this._outputAudioNode) {\r\n if (this._isOutputConnected) {\r\n this._outputAudioNode.disconnect();\r\n }\r\n this._outputAudioNode.connect(soundTrackAudioNode);\r\n this._isOutputConnected = true;\r\n }\r\n }\r\n\r\n /**\r\n * Transform this sound into a directional source\r\n * @param coneInnerAngle Size of the inner cone in degree\r\n * @param coneOuterAngle Size of the outer cone in degree\r\n * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)\r\n */\r\n public setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void {\r\n if (coneOuterAngle < coneInnerAngle) {\r\n Logger.Error(\"setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle.\");\r\n return;\r\n }\r\n this._coneInnerAngle = coneInnerAngle;\r\n this._coneOuterAngle = coneOuterAngle;\r\n this._coneOuterGain = coneOuterGain;\r\n this._isDirectional = true;\r\n\r\n if (this.isPlaying && this.loop) {\r\n this.stop();\r\n this.play(0, this._offset, this._length);\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the inner angle for the directional cone.\r\n */\r\n public get directionalConeInnerAngle(): number {\r\n return this._coneInnerAngle;\r\n }\r\n\r\n /**\r\n * Gets or sets the inner angle for the directional cone.\r\n */\r\n public set directionalConeInnerAngle(value: number) {\r\n if (value != this._coneInnerAngle) {\r\n if (this._coneOuterAngle < value) {\r\n Logger.Error(\"directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.\");\r\n return;\r\n }\r\n\r\n this._coneInnerAngle = value;\r\n if (Engine.audioEngine?.canUseWebAudio && this._spatialSound && this._soundPanner) {\r\n this._soundPanner.coneInnerAngle = this._coneInnerAngle;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the outer angle for the directional cone.\r\n */\r\n public get directionalConeOuterAngle(): number {\r\n return this._coneOuterAngle;\r\n }\r\n\r\n /**\r\n * Gets or sets the outer angle for the directional cone.\r\n */\r\n public set directionalConeOuterAngle(value: number) {\r\n if (value != this._coneOuterAngle) {\r\n if (value < this._coneInnerAngle) {\r\n Logger.Error(\"directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.\");\r\n return;\r\n }\r\n\r\n this._coneOuterAngle = value;\r\n if (Engine.audioEngine?.canUseWebAudio && this._spatialSound && this._soundPanner) {\r\n this._soundPanner.coneOuterAngle = this._coneOuterAngle;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets the position of the emitter if spatial sound is enabled\r\n * @param newPosition Defines the new position\r\n */\r\n public setPosition(newPosition: Vector3): void {\r\n if (newPosition.equals(this._position)) {\r\n return;\r\n }\r\n this._position.copyFrom(newPosition);\r\n\r\n if (Engine.audioEngine?.canUseWebAudio && this._spatialSound && this._soundPanner && !isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {\r\n this._soundPanner.positionX.value = this._position.x;\r\n this._soundPanner.positionY.value = this._position.y;\r\n this._soundPanner.positionZ.value = this._position.z;\r\n }\r\n }\r\n\r\n /**\r\n * Sets the local direction of the emitter if spatial sound is enabled\r\n * @param newLocalDirection Defines the new local direction\r\n */\r\n public setLocalDirectionToMesh(newLocalDirection: Vector3): void {\r\n this._localDirection = newLocalDirection;\r\n\r\n if (Engine.audioEngine?.canUseWebAudio && this._connectedTransformNode && this.isPlaying) {\r\n this._updateDirection();\r\n }\r\n }\r\n\r\n private _updateDirection() {\r\n if (!this._connectedTransformNode || !this._soundPanner) {\r\n return;\r\n }\r\n\r\n const mat = this._connectedTransformNode.getWorldMatrix();\r\n const direction = Vector3.TransformNormal(this._localDirection, mat);\r\n direction.normalize();\r\n this._soundPanner.orientationX.value = direction.x;\r\n this._soundPanner.orientationY.value = direction.y;\r\n this._soundPanner.orientationZ.value = direction.z;\r\n }\r\n\r\n /** @internal */\r\n public updateDistanceFromListener() {\r\n if (Engine.audioEngine?.canUseWebAudio && this._connectedTransformNode && this.useCustomAttenuation && this._soundGain && this._scene.activeCamera) {\r\n const distance = this._connectedTransformNode.getDistanceToCamera(this._scene.activeCamera);\r\n this._soundGain.gain.value = this._customAttenuationFunction(this._volume, distance, this.maxDistance, this.refDistance, this.rolloffFactor);\r\n }\r\n }\r\n\r\n /**\r\n * Sets a new custom attenuation function for the sound.\r\n * @param callback Defines the function used for the attenuation\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function\r\n */\r\n public setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void {\r\n this._customAttenuationFunction = callback;\r\n }\r\n\r\n /**\r\n * Play the sound\r\n * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.\r\n * @param offset (optional) Start the sound at a specific time in seconds\r\n * @param length (optional) Sound duration (in seconds)\r\n */\r\n public play(time?: number, offset?: number, length?: number): void {\r\n if (this._isReadyToPlay && this._scene.audioEnabled && Engine.audioEngine?.audioContext) {\r\n try {\r\n if (this._startOffset < 0) {\r\n time = -this._startOffset;\r\n this._startOffset = 0;\r\n }\r\n let startTime = time ? Engine.audioEngine?.audioContext.currentTime + time : Engine.audioEngine?.audioContext.currentTime;\r\n if (!this._soundSource || !this._streamingSource) {\r\n if (this._spatialSound && this._soundPanner) {\r\n if (!isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {\r\n this._soundPanner.positionX.value = this._position.x;\r\n this._soundPanner.positionY.value = this._position.y;\r\n this._soundPanner.positionZ.value = this._position.z;\r\n }\r\n if (this._isDirectional) {\r\n this._soundPanner.coneInnerAngle = this._coneInnerAngle;\r\n this._soundPanner.coneOuterAngle = this._coneOuterAngle;\r\n this._soundPanner.coneOuterGain = this._coneOuterGain;\r\n if (this._connectedTransformNode) {\r\n this._updateDirection();\r\n } else {\r\n this._soundPanner.setOrientation(this._localDirection.x, this._localDirection.y, this._localDirection.z);\r\n }\r\n }\r\n }\r\n }\r\n if (this._streaming) {\r\n if (!this._streamingSource) {\r\n this._streamingSource = Engine.audioEngine.audioContext.createMediaElementSource(this._htmlAudioElement);\r\n this._htmlAudioElement.onended = () => {\r\n this._onended();\r\n };\r\n this._htmlAudioElement.playbackRate = this._playbackRate;\r\n }\r\n this._streamingSource.disconnect();\r\n if (this._inputAudioNode) {\r\n this._streamingSource.connect(this._inputAudioNode);\r\n }\r\n if (this._htmlAudioElement) {\r\n // required to manage properly the new suspended default state of Chrome\r\n // When the option 'streaming: true' is used, we need first to wait for\r\n // the audio engine to be unlocked by a user gesture before trying to play\r\n // an HTML Audio element\r\n const tryToPlay = () => {\r\n if (Engine.audioEngine?.unlocked) {\r\n const playPromise = this._htmlAudioElement.play();\r\n\r\n // In browsers that don’t yet support this functionality,\r\n // playPromise won’t be defined.\r\n if (playPromise !== undefined) {\r\n playPromise.catch(() => {\r\n // Automatic playback failed.\r\n // Waiting for the audio engine to be unlocked by user click on unmute\r\n Engine.audioEngine?.lock();\r\n if (this.loop || this.autoplay) {\r\n Engine.audioEngine?.onAudioUnlockedObservable.addOnce(() => {\r\n tryToPlay();\r\n });\r\n }\r\n });\r\n }\r\n } else {\r\n if (this.loop || this.autoplay) {\r\n Engine.audioEngine?.onAudioUnlockedObservable.addOnce(() => {\r\n tryToPlay();\r\n });\r\n }\r\n }\r\n };\r\n tryToPlay();\r\n }\r\n } else {\r\n const tryToPlay = () => {\r\n if (Engine.audioEngine?.audioContext) {\r\n length = length || this._length;\r\n offset = offset || this._offset;\r\n\r\n if (this._soundSource) {\r\n const oldSource = this._soundSource;\r\n oldSource.onended = () => {\r\n oldSource.disconnect();\r\n };\r\n }\r\n this._soundSource = Engine.audioEngine?.audioContext.createBufferSource();\r\n if (this._soundSource && this._inputAudioNode) {\r\n this._soundSource.buffer = this._audioBuffer;\r\n this._soundSource.connect(this._inputAudioNode);\r\n this._soundSource.loop = this.loop;\r\n if (offset !== undefined) {\r\n this._soundSource.loopStart = offset;\r\n }\r\n if (length !== undefined) {\r\n this._soundSource.loopEnd = (offset! | 0) + length!;\r\n }\r\n this._soundSource.playbackRate.value = this._playbackRate;\r\n this._soundSource.onended = () => {\r\n this._onended();\r\n };\r\n startTime = time ? Engine.audioEngine?.audioContext!.currentTime + time : Engine.audioEngine.audioContext!.currentTime;\r\n const actualOffset = this.isPaused ? this._startOffset % this._soundSource!.buffer!.duration : offset ? offset : 0;\r\n this._soundSource!.start(startTime, actualOffset, this.loop ? undefined : length);\r\n }\r\n }\r\n };\r\n\r\n if (Engine.audioEngine?.audioContext.state === \"suspended\") {\r\n // Wait a bit for FF as context seems late to be ready.\r\n setTimeout(() => {\r\n if (Engine.audioEngine?.audioContext!.state === \"suspended\") {\r\n // Automatic playback failed.\r\n // Waiting for the audio engine to be unlocked by user click on unmute\r\n Engine.audioEngine.lock();\r\n if (this.loop || this.autoplay) {\r\n Engine.audioEngine.onAudioUnlockedObservable.addOnce(() => {\r\n tryToPlay();\r\n });\r\n }\r\n } else {\r\n tryToPlay();\r\n }\r\n }, 500);\r\n } else {\r\n tryToPlay();\r\n }\r\n }\r\n this._startTime = startTime;\r\n this.isPlaying = true;\r\n this.isPaused = false;\r\n } catch (ex) {\r\n Logger.Error(\"Error while trying to play audio: \" + this.name + \", \" + ex.message);\r\n }\r\n }\r\n }\r\n\r\n private _onended() {\r\n this.isPlaying = false;\r\n this._startOffset = 0;\r\n if (this.onended) {\r\n this.onended();\r\n }\r\n this.onEndedObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Stop the sound\r\n * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.\r\n */\r\n public stop(time?: number): void {\r\n if (this.isPlaying) {\r\n if (this._streaming) {\r\n if (this._htmlAudioElement) {\r\n this._htmlAudioElement.pause();\r\n // Test needed for Firefox or it will generate an Invalid State Error\r\n if (this._htmlAudioElement.currentTime > 0) {\r\n this._htmlAudioElement.currentTime = 0;\r\n }\r\n } else {\r\n this._streamingSource.disconnect();\r\n }\r\n this.isPlaying = false;\r\n } else if (Engine.audioEngine?.audioContext && this._soundSource) {\r\n const stopTime = time ? Engine.audioEngine.audioContext.currentTime + time : undefined;\r\n this._soundSource.stop(stopTime);\r\n if (stopTime === undefined) {\r\n this.isPlaying = false;\r\n this._soundSource.onended = () => void 0;\r\n } else {\r\n this._soundSource.onended = () => {\r\n this.isPlaying = false;\r\n };\r\n }\r\n if (!this.isPaused) {\r\n this._startOffset = 0;\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Put the sound in pause\r\n */\r\n public pause(): void {\r\n if (this.isPlaying) {\r\n this.isPaused = true;\r\n if (this._streaming) {\r\n if (this._htmlAudioElement) {\r\n this._htmlAudioElement.pause();\r\n } else {\r\n this._streamingSource.disconnect();\r\n }\r\n this.isPlaying = false;\r\n } else if (Engine.audioEngine?.audioContext) {\r\n this.stop(0);\r\n this._startOffset += Engine.audioEngine.audioContext.currentTime - this._startTime;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a dedicated volume for this sounds\r\n * @param newVolume Define the new volume of the sound\r\n * @param time Define time for gradual change to new volume\r\n */\r\n public setVolume(newVolume: number, time?: number): void {\r\n if (Engine.audioEngine?.canUseWebAudio && this._soundGain) {\r\n if (time && Engine.audioEngine.audioContext) {\r\n this._soundGain.gain.cancelScheduledValues(Engine.audioEngine.audioContext.currentTime);\r\n this._soundGain.gain.setValueAtTime(this._soundGain.gain.value, Engine.audioEngine.audioContext.currentTime);\r\n this._soundGain.gain.linearRampToValueAtTime(newVolume, Engine.audioEngine.audioContext.currentTime + time);\r\n } else {\r\n this._soundGain.gain.value = newVolume;\r\n }\r\n }\r\n this._volume = newVolume;\r\n }\r\n\r\n /**\r\n * Set the sound play back rate\r\n * @param newPlaybackRate Define the playback rate the sound should be played at\r\n */\r\n public setPlaybackRate(newPlaybackRate: number): void {\r\n this._playbackRate = newPlaybackRate;\r\n if (this.isPlaying) {\r\n if (this._streaming && this._htmlAudioElement) {\r\n this._htmlAudioElement.playbackRate = this._playbackRate;\r\n } else if (this._soundSource) {\r\n this._soundSource.playbackRate.value = this._playbackRate;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets the volume of the sound.\r\n * @returns the volume of the sound\r\n */\r\n public getVolume(): number {\r\n return this._volume;\r\n }\r\n\r\n /**\r\n * Attach the sound to a dedicated mesh\r\n * @param transformNode The transform node to connect the sound with\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh\r\n */\r\n public attachToMesh(transformNode: TransformNode): void {\r\n if (this._connectedTransformNode && this._registerFunc) {\r\n this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);\r\n this._registerFunc = null;\r\n }\r\n this._connectedTransformNode = transformNode;\r\n if (!this._spatialSound) {\r\n this._spatialSound = true;\r\n this._createSpatialParameters();\r\n if (this.isPlaying && this.loop) {\r\n this.stop();\r\n this.play(0, this._offset, this._length);\r\n }\r\n }\r\n this._onRegisterAfterWorldMatrixUpdate(this._connectedTransformNode);\r\n this._registerFunc = (transformNode: TransformNode) => this._onRegisterAfterWorldMatrixUpdate(transformNode);\r\n this._connectedTransformNode.registerAfterWorldMatrixUpdate(this._registerFunc);\r\n }\r\n\r\n /**\r\n * Detach the sound from the previously attached mesh\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh\r\n */\r\n public detachFromMesh() {\r\n if (this._connectedTransformNode && this._registerFunc) {\r\n this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);\r\n this._registerFunc = null;\r\n this._connectedTransformNode = null;\r\n }\r\n }\r\n\r\n private _onRegisterAfterWorldMatrixUpdate(node: TransformNode): void {\r\n if (!(<any>node).getBoundingInfo) {\r\n this.setPosition(node.absolutePosition);\r\n } else {\r\n const mesh = node as AbstractMesh;\r\n const boundingInfo = mesh.getBoundingInfo();\r\n this.setPosition(boundingInfo.boundingSphere.centerWorld);\r\n }\r\n if (Engine.audioEngine?.canUseWebAudio && this._isDirectional && this.isPlaying) {\r\n this._updateDirection();\r\n }\r\n }\r\n\r\n /**\r\n * Clone the current sound in the scene.\r\n * @returns the new sound clone\r\n */\r\n public clone(): Nullable<Sound> {\r\n if (!this._streaming) {\r\n const setBufferAndRun = () => {\r\n if (this._isReadyToPlay) {\r\n clonedSound._audioBuffer = this.getAudioBuffer();\r\n clonedSound._isReadyToPlay = true;\r\n if (clonedSound.autoplay) {\r\n clonedSound.play(0, this._offset, this._length);\r\n }\r\n } else {\r\n window.setTimeout(setBufferAndRun, 300);\r\n }\r\n };\r\n\r\n const currentOptions = {\r\n autoplay: this.autoplay,\r\n loop: this.loop,\r\n volume: this._volume,\r\n spatialSound: this._spatialSound,\r\n maxDistance: this.maxDistance,\r\n useCustomAttenuation: this.useCustomAttenuation,\r\n rolloffFactor: this.rolloffFactor,\r\n refDistance: this.refDistance,\r\n distanceModel: this.distanceModel,\r\n };\r\n\r\n const clonedSound = new Sound(this.name + \"_cloned\", new ArrayBuffer(0), this._scene, null, currentOptions);\r\n if (this.useCustomAttenuation) {\r\n clonedSound.setAttenuationFunction(this._customAttenuationFunction);\r\n }\r\n clonedSound.setPosition(this._position);\r\n clonedSound.setPlaybackRate(this._playbackRate);\r\n setBufferAndRun();\r\n\r\n return clonedSound;\r\n }\r\n // Can't clone a streaming sound\r\n else {\r\n return null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the current underlying audio buffer containing the data\r\n * @returns the audio buffer\r\n */\r\n public getAudioBuffer(): Nullable<AudioBuffer> {\r\n return this._audioBuffer;\r\n }\r\n\r\n /**\r\n * Gets the WebAudio AudioBufferSourceNode, lets you keep track of and stop instances of this Sound.\r\n * @returns the source node\r\n */\r\n public getSoundSource(): Nullable<AudioBufferSourceNode> {\r\n return this._soundSource;\r\n }\r\n\r\n /**\r\n * Gets the WebAudio GainNode, gives you precise control over the gain of instances of this Sound.\r\n * @returns the gain node\r\n */\r\n public getSoundGain(): Nullable<GainNode> {\r\n return this._soundGain;\r\n }\r\n\r\n /**\r\n * Serializes the Sound in a JSON representation\r\n * @returns the JSON representation of the sound\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {\r\n name: this.name,\r\n url: this.name,\r\n autoplay: this.autoplay,\r\n loop: this.loop,\r\n volume: this._volume,\r\n spatialSound: this._spatialSound,\r\n maxDistance: this.maxDistance,\r\n rolloffFactor: this.rolloffFactor,\r\n refDistance: this.refDistance,\r\n distanceModel: this.distanceModel,\r\n playbackRate: this._playbackRate,\r\n panningModel: this._panningModel,\r\n soundTrackId: this.soundTrackId,\r\n metadata: this.metadata,\r\n };\r\n\r\n if (this._spatialSound) {\r\n if (this._connectedTransformNode) {\r\n serializationObject.connectedMeshId = this._connectedTransformNode.id;\r\n }\r\n\r\n serializationObject.position = this._position.asArray();\r\n serializationObject.refDistance = this.refDistance;\r\n serializationObject.distanceModel = this.distanceModel;\r\n\r\n serializationObject.isDirectional = this._isDirectional;\r\n serializationObject.localDirectionToMesh = this._localDirection.asArray();\r\n serializationObject.coneInnerAngle = this._coneInnerAngle;\r\n serializationObject.coneOuterAngle = this._coneOuterAngle;\r\n serializationObject.coneOuterGain = this._coneOuterGain;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse a JSON representation of a sound to instantiate in a given scene\r\n * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)\r\n * @param scene Define the scene the new parsed sound should be created in\r\n * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies\r\n * @param sourceSound Define a sound place holder if do not need to instantiate a new one\r\n * @returns the newly parsed sound\r\n */\r\n public static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound {\r\n const soundName = parsedSound.name;\r\n let soundUrl;\r\n\r\n if (parsedSound.url) {\r\n soundUrl = rootUrl + parsedSound.url;\r\n } else {\r\n soundUrl = rootUrl + soundName;\r\n }\r\n\r\n const options = {\r\n autoplay: parsedSound.autoplay,\r\n loop: parsedSound.loop,\r\n volume: parsedSound.volume,\r\n spatialSound: parsedSound.spatialSound,\r\n maxDistance: parsedSound.maxDistance,\r\n rolloffFactor: parsedSound.rolloffFactor,\r\n refDistance: parsedSound.refDistance,\r\n distanceModel: parsedSound.distanceModel,\r\n playbackRate: parsedSound.playbackRate,\r\n };\r\n\r\n let newSound: Sound;\r\n\r\n if (!sourceSound) {\r\n newSound = new Sound(\r\n soundName,\r\n soundUrl,\r\n scene,\r\n () => {\r\n scene.removePendingData(newSound);\r\n },\r\n options\r\n );\r\n scene.addPendingData(newSound);\r\n } else {\r\n const setBufferAndRun = () => {\r\n if (sourceSound._isReadyToPlay) {\r\n newSound._audioBuffer = sourceSound.getAudioBuffer();\r\n newSound._isReadyToPlay = true;\r\n if (newSound.autoplay) {\r\n newSound.play(0, newSound._offset, newSound._length);\r\n }\r\n } else {\r\n window.setTimeout(setBufferAndRun, 300);\r\n }\r\n };\r\n\r\n newSound = new Sound(soundName, new ArrayBuffer(0), scene, null, options);\r\n setBufferAndRun();\r\n }\r\n\r\n if (parsedSound.position) {\r\n const soundPosition = Vector3.FromArray(parsedSound.position);\r\n newSound.setPosition(soundPosition);\r\n }\r\n if (parsedSound.isDirectional) {\r\n newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);\r\n if (parsedSound.localDirectionToMesh) {\r\n const localDirectionToMesh = Vector3.FromArray(parsedSound.localDirectionToMesh);\r\n newSound.setLocalDirectionToMesh(localDirectionToMesh);\r\n }\r\n }\r\n if (parsedSound.connectedMeshId) {\r\n const connectedMesh = scene.getMeshById(parsedSound.connectedMeshId);\r\n if (connectedMesh) {\r\n newSound.attachToMesh(connectedMesh);\r\n }\r\n }\r\n\r\n if (parsedSound.metadata) {\r\n newSound.metadata = parsedSound.metadata;\r\n }\r\n\r\n return newSound;\r\n }\r\n}\r\n"]}
@@ -79,7 +79,7 @@ export declare class BakedVertexAnimationManager implements IBakedVertexAnimatio
79
79
  * @param scene defines the current scene
80
80
  */
81
81
  constructor(scene?: Nullable<Scene>);
82
- /** @hidden */
82
+ /** @internal */
83
83
  _markSubMeshesAsAttributesDirty(): void;
84
84
  /**
85
85
  * Binds to the effect.
@@ -30,7 +30,7 @@ export class BakedVertexAnimationManager {
30
30
  this._scene = scene;
31
31
  this.animationParameters = new Vector4(0, 0, 0, 30);
32
32
  }
33
- /** @hidden */
33
+ /** @internal */
34
34
  _markSubMeshesAsAttributesDirty() {
35
35
  for (const mesh of this._scene.meshes) {
36
36
  if (mesh.bakedVertexAnimationManager === this) {
@@ -1 +1 @@
1
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See setAnimationParameters()\r\n */\r\n animationParameters: Vector4;\r\n\r\n /**\r\n * The time counter, to pick the correct animation frame.\r\n */\r\n time: number;\r\n\r\n /**\r\n * Binds to the effect.\r\n * @param effect The effect to bind to.\r\n * @param useInstances True when it's an instance.\r\n */\r\n bind(effect: Effect, useInstances: boolean): void;\r\n\r\n /**\r\n * Sets animation parameters.\r\n * @param startFrame The first frame of the animation.\r\n * @param endFrame The last frame of the animation.\r\n * @param offset The offset when starting the animation.\r\n * @param speedFramesPerSecond The frame rate.\r\n */\r\n setAnimationParameters(startFrame: number, endFrame: number, offset: number, speedFramesPerSecond: number): void;\r\n\r\n /**\r\n * Disposes the resources of the manager.\r\n * @param forceDisposeTextures - Forces the disposal of all textures.\r\n */\r\n dispose(forceDisposeTextures?: boolean): void;\r\n\r\n /**\r\n * Get the current class name useful for serialization or dynamic coding.\r\n * @returns \"BakedVertexAnimationManager\"\r\n */\r\n getClassName(): string;\r\n}\r\n\r\n/**\r\n * This class is used to animate meshes using a baked vertex animation texture\r\n * @see https://doc.babylonjs.com/divingDeeper/animation/baked_texture_animations\r\n * @since 5.0\r\n */\r\nexport class BakedVertexAnimationManager implements IBakedVertexAnimationManager {\r\n private _scene: Scene;\r\n\r\n private _texture: Nullable<BaseTexture> = null;\r\n /**\r\n * The vertex animation texture\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markSubMeshesAsAttributesDirty\")\r\n public texture: Nullable<BaseTexture>;\r\n\r\n private _isEnabled = true;\r\n /**\r\n * Enable or disable the vertex animation manager\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markSubMeshesAsAttributesDirty\")\r\n public isEnabled = true;\r\n\r\n /**\r\n * The animation parameters for the mesh. See setAnimationParameters()\r\n */\r\n @serialize()\r\n public animationParameters: Vector4;\r\n\r\n /**\r\n * The time counter, to pick the correct animation frame.\r\n */\r\n @serialize()\r\n public time = 0;\r\n\r\n /**\r\n * Creates a new BakedVertexAnimationManager\r\n * @param scene defines the current scene\r\n */\r\n constructor(scene?: Nullable<Scene>) {\r\n scene = scene || EngineStore.LastCreatedScene;\r\n if (!scene) {\r\n return;\r\n }\r\n this._scene = scene;\r\n this.animationParameters = new Vector4(0, 0, 0, 30);\r\n }\r\n\r\n /** @hidden */\r\n public _markSubMeshesAsAttributesDirty(): void {\r\n for (const mesh of this._scene.meshes) {\r\n if ((<any>mesh).bakedVertexAnimationManager === this) {\r\n mesh._markSubMeshesAsAttributesDirty();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Binds to the effect.\r\n * @param effect The effect to bind to.\r\n * @param useInstances True when it's an instance.\r\n */\r\n public bind(effect: Effect, useInstances = false): void {\r\n if (!this._texture || !this._isEnabled) {\r\n return;\r\n }\r\n\r\n const size = this._texture.getSize();\r\n effect.setFloat2(\"bakedVertexAnimationTextureSizeInverted\", 1.0 / size.width, 1.0 / size.height);\r\n effect.setFloat(\"bakedVertexAnimationTime\", this.time);\r\n\r\n if (!useInstances) {\r\n effect.setVector4(\"bakedVertexAnimationSettings\", this.animationParameters);\r\n }\r\n\r\n effect.setTexture(\"bakedVertexAnimationTexture\", this._texture);\r\n }\r\n\r\n /**\r\n * Clone the current manager\r\n * @returns a new BakedVertexAnimationManager\r\n */\r\n public clone(): BakedVertexAnimationManager {\r\n const copy = new BakedVertexAnimationManager(this._scene);\r\n this.copyTo(copy);\r\n return copy;\r\n }\r\n\r\n /**\r\n * Sets animation parameters.\r\n * @param startFrame The first frame of the animation.\r\n * @param endFrame The last frame of the animation.\r\n * @param offset The offset when starting the animation.\r\n * @param speedFramesPerSecond The frame rate.\r\n */\r\n public setAnimationParameters(startFrame: number, endFrame: number, offset: number = 0, speedFramesPerSecond: number = 30): void {\r\n this.animationParameters = new Vector4(startFrame, endFrame, offset, speedFramesPerSecond);\r\n }\r\n\r\n /**\r\n * Disposes the resources of the manager.\r\n * @param forceDisposeTextures - Forces the disposal of all textures.\r\n */\r\n public dispose(forceDisposeTextures?: boolean): void {\r\n if (forceDisposeTextures) {\r\n this._texture?.dispose();\r\n }\r\n }\r\n\r\n /**\r\n * Get the current class name useful for serialization or dynamic coding.\r\n * @returns \"BakedVertexAnimationManager\"\r\n */\r\n public getClassName(): string {\r\n return \"BakedVertexAnimationManager\";\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current instance into another one.\r\n * @param vatMap define the instance where to copy the info\r\n */\r\n public copyTo(vatMap: BakedVertexAnimationManager): void {\r\n SerializationHelper.Clone(() => vatMap, this);\r\n }\r\n\r\n /**\r\n * Serializes this vertex animation instance\r\n * @returns - An object with the serialized instance.\r\n */\r\n public serialize(): any {\r\n return SerializationHelper.Serialize(this);\r\n }\r\n\r\n /**\r\n * Parses a vertex animation setting from a serialized object.\r\n * @param source - Serialized object.\r\n * @param scene Defines the scene we are parsing for\r\n * @param rootUrl Defines the rootUrl to load from\r\n */\r\n public parse(source: any, scene: Scene, rootUrl: string): void {\r\n SerializationHelper.Parse(() => this, source, scene, rootUrl);\r\n }\r\n}\r\n"]}
1
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See setAnimationParameters()\r\n */\r\n animationParameters: Vector4;\r\n\r\n /**\r\n * The time counter, to pick the correct animation frame.\r\n */\r\n time: number;\r\n\r\n /**\r\n * Binds to the effect.\r\n * @param effect The effect to bind to.\r\n * @param useInstances True when it's an instance.\r\n */\r\n bind(effect: Effect, useInstances: boolean): void;\r\n\r\n /**\r\n * Sets animation parameters.\r\n * @param startFrame The first frame of the animation.\r\n * @param endFrame The last frame of the animation.\r\n * @param offset The offset when starting the animation.\r\n * @param speedFramesPerSecond The frame rate.\r\n */\r\n setAnimationParameters(startFrame: number, endFrame: number, offset: number, speedFramesPerSecond: number): void;\r\n\r\n /**\r\n * Disposes the resources of the manager.\r\n * @param forceDisposeTextures - Forces the disposal of all textures.\r\n */\r\n dispose(forceDisposeTextures?: boolean): void;\r\n\r\n /**\r\n * Get the current class name useful for serialization or dynamic coding.\r\n * @returns \"BakedVertexAnimationManager\"\r\n */\r\n getClassName(): string;\r\n}\r\n\r\n/**\r\n * This class is used to animate meshes using a baked vertex animation texture\r\n * @see https://doc.babylonjs.com/divingDeeper/animation/baked_texture_animations\r\n * @since 5.0\r\n */\r\nexport class BakedVertexAnimationManager implements IBakedVertexAnimationManager {\r\n private _scene: Scene;\r\n\r\n private _texture: Nullable<BaseTexture> = null;\r\n /**\r\n * The vertex animation texture\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markSubMeshesAsAttributesDirty\")\r\n public texture: Nullable<BaseTexture>;\r\n\r\n private _isEnabled = true;\r\n /**\r\n * Enable or disable the vertex animation manager\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markSubMeshesAsAttributesDirty\")\r\n public isEnabled = true;\r\n\r\n /**\r\n * The animation parameters for the mesh. See setAnimationParameters()\r\n */\r\n @serialize()\r\n public animationParameters: Vector4;\r\n\r\n /**\r\n * The time counter, to pick the correct animation frame.\r\n */\r\n @serialize()\r\n public time = 0;\r\n\r\n /**\r\n * Creates a new BakedVertexAnimationManager\r\n * @param scene defines the current scene\r\n */\r\n constructor(scene?: Nullable<Scene>) {\r\n scene = scene || EngineStore.LastCreatedScene;\r\n if (!scene) {\r\n return;\r\n }\r\n this._scene = scene;\r\n this.animationParameters = new Vector4(0, 0, 0, 30);\r\n }\r\n\r\n /** @internal */\r\n public _markSubMeshesAsAttributesDirty(): void {\r\n for (const mesh of this._scene.meshes) {\r\n if ((<any>mesh).bakedVertexAnimationManager === this) {\r\n mesh._markSubMeshesAsAttributesDirty();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Binds to the effect.\r\n * @param effect The effect to bind to.\r\n * @param useInstances True when it's an instance.\r\n */\r\n public bind(effect: Effect, useInstances = false): void {\r\n if (!this._texture || !this._isEnabled) {\r\n return;\r\n }\r\n\r\n const size = this._texture.getSize();\r\n effect.setFloat2(\"bakedVertexAnimationTextureSizeInverted\", 1.0 / size.width, 1.0 / size.height);\r\n effect.setFloat(\"bakedVertexAnimationTime\", this.time);\r\n\r\n if (!useInstances) {\r\n effect.setVector4(\"bakedVertexAnimationSettings\", this.animationParameters);\r\n }\r\n\r\n effect.setTexture(\"bakedVertexAnimationTexture\", this._texture);\r\n }\r\n\r\n /**\r\n * Clone the current manager\r\n * @returns a new BakedVertexAnimationManager\r\n */\r\n public clone(): BakedVertexAnimationManager {\r\n const copy = new BakedVertexAnimationManager(this._scene);\r\n this.copyTo(copy);\r\n return copy;\r\n }\r\n\r\n /**\r\n * Sets animation parameters.\r\n * @param startFrame The first frame of the animation.\r\n * @param endFrame The last frame of the animation.\r\n * @param offset The offset when starting the animation.\r\n * @param speedFramesPerSecond The frame rate.\r\n */\r\n public setAnimationParameters(startFrame: number, endFrame: number, offset: number = 0, speedFramesPerSecond: number = 30): void {\r\n this.animationParameters = new Vector4(startFrame, endFrame, offset, speedFramesPerSecond);\r\n }\r\n\r\n /**\r\n * Disposes the resources of the manager.\r\n * @param forceDisposeTextures - Forces the disposal of all textures.\r\n */\r\n public dispose(forceDisposeTextures?: boolean): void {\r\n if (forceDisposeTextures) {\r\n this._texture?.dispose();\r\n }\r\n }\r\n\r\n /**\r\n * Get the current class name useful for serialization or dynamic coding.\r\n * @returns \"BakedVertexAnimationManager\"\r\n */\r\n public getClassName(): string {\r\n return \"BakedVertexAnimationManager\";\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current instance into another one.\r\n * @param vatMap define the instance where to copy the info\r\n */\r\n public copyTo(vatMap: BakedVertexAnimationManager): void {\r\n SerializationHelper.Clone(() => vatMap, this);\r\n }\r\n\r\n /**\r\n * Serializes this vertex animation instance\r\n * @returns - An object with the serialized instance.\r\n */\r\n public serialize(): any {\r\n return SerializationHelper.Serialize(this);\r\n }\r\n\r\n /**\r\n * Parses a vertex animation setting from a serialized object.\r\n * @param source - Serialized object.\r\n * @param scene Defines the scene we are parsing for\r\n * @param rootUrl Defines the rootUrl to load from\r\n */\r\n public parse(source: any, scene: Scene, rootUrl: string): void {\r\n SerializationHelper.Parse(() => this, source, scene, rootUrl);\r\n }\r\n}\r\n"]}
@@ -1,6 +1,6 @@
1
1
  import { Vector3, Matrix, Quaternion } from "../../Maths/math.vector.js";
2
2
  /**
3
- * @hidden
3
+ * @internal
4
4
  */
5
5
  class FaceDirectionInfo {
6
6
  constructor(direction, rotatedDirection = new Vector3(), diff = 0, ignore = false) {
@@ -1 +1 @@
1
- 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{ Vector3, Matrix, Quaternion } from \"../../Maths/math.vector\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { Behavior } from \"../../Behaviors/behavior\";\r\n\r\n/**\r\n * @hidden\r\n */\r\nclass FaceDirectionInfo {\r\n constructor(public direction: Vector3, public rotatedDirection = new Vector3(), public diff = 0, public ignore = false) {}\r\n}\r\n\r\n/**\r\n * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera\r\n */\r\nexport class AttachToBoxBehavior implements Behavior<Mesh> {\r\n /**\r\n * The name of the behavior\r\n */\r\n public name = \"AttachToBoxBehavior\";\r\n /**\r\n * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)\r\n */\r\n public distanceAwayFromFace = 0.15;\r\n /**\r\n * The distance from the bottom of the face that the UI should be attached to (default: 0.15)\r\n */\r\n public distanceAwayFromBottomOfFace = 0.15;\r\n private _faceVectors = [\r\n new FaceDirectionInfo(Vector3.Up()),\r\n new FaceDirectionInfo(Vector3.Down()),\r\n new FaceDirectionInfo(Vector3.Left()),\r\n new FaceDirectionInfo(Vector3.Right()),\r\n new FaceDirectionInfo(Vector3.Forward()),\r\n new FaceDirectionInfo(Vector3.Forward().scaleInPlace(-1)),\r\n ];\r\n private _target: Mesh;\r\n private _scene: Scene;\r\n private _onRenderObserver: Nullable<Observer<Scene>>;\r\n private _tmpMatrix = new Matrix();\r\n private _tmpVector = new Vector3();\r\n\r\n /**\r\n * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera\r\n * @param _ui The transform node that should be attached to the mesh\r\n */\r\n constructor(private _ui: TransformNode) {\r\n /* Does nothing */\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {\r\n /* Does nothing */\r\n }\r\n\r\n private _closestFace(targetDirection: Vector3) {\r\n // Go over each face and calculate the angle between the face's normal and targetDirection\r\n this._faceVectors.forEach((v) => {\r\n if (!this._target.rotationQuaternion) {\r\n this._target.rotationQuaternion = Quaternion.RotationYawPitchRoll(this._target.rotation.y, this._target.rotation.x, this._target.rotation.z);\r\n }\r\n this._target.rotationQuaternion.toRotationMatrix(this._tmpMatrix);\r\n Vector3.TransformCoordinatesToRef(v.direction, this._tmpMatrix, v.rotatedDirection);\r\n v.diff = Vector3.GetAngleBetweenVectors(v.rotatedDirection, targetDirection, Vector3.Cross(v.rotatedDirection, targetDirection));\r\n });\r\n // Return the face information of the one with the normal closest to target direction\r\n return this._faceVectors.reduce((min, p) => {\r\n if (min.ignore) {\r\n return p;\r\n } else if (p.ignore) {\r\n return min;\r\n } else {\r\n return min.diff < p.diff ? min : p;\r\n }\r\n }, this._faceVectors[0]);\r\n }\r\n\r\n private _zeroVector = Vector3.Zero();\r\n private _lookAtTmpMatrix = new Matrix();\r\n private _lookAtToRef(pos: Vector3, up = new Vector3(0, 1, 0), ref: Quaternion) {\r\n Matrix.LookAtLHToRef(this._zeroVector, pos, up, this._lookAtTmpMatrix);\r\n this._lookAtTmpMatrix.invert();\r\n Quaternion.FromRotationMatrixToRef(this._lookAtTmpMatrix, ref);\r\n }\r\n\r\n /**\r\n * Attaches the AttachToBoxBehavior to the passed in mesh\r\n * @param target The mesh that the specified node will be attached to\r\n */\r\n attach(target: Mesh) {\r\n this._target = target;\r\n this._scene = this._target.getScene();\r\n\r\n // Every frame, update the app bars position\r\n this._onRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n // Find the face closest to the cameras position\r\n let cameraPos = this._scene.activeCamera.position;\r\n if ((<any>this._scene.activeCamera).devicePosition) {\r\n cameraPos = (<any>this._scene.activeCamera).devicePosition;\r\n }\r\n const facing = this._closestFace(cameraPos.subtract(target.position));\r\n if (this._scene.activeCamera.leftCamera) {\r\n this._scene.activeCamera.leftCamera.computeWorldMatrix().getRotationMatrixToRef(this._tmpMatrix);\r\n } else {\r\n this._scene.activeCamera.computeWorldMatrix().getRotationMatrixToRef(this._tmpMatrix);\r\n }\r\n\r\n // Get camera up direction\r\n Vector3.TransformCoordinatesToRef(Vector3.Up(), this._tmpMatrix, this._tmpVector);\r\n // Ignore faces to not select a parallel face for the up vector of the UI\r\n this._faceVectors.forEach((v) => {\r\n if (facing.direction.x && v.direction.x) {\r\n v.ignore = true;\r\n }\r\n if (facing.direction.y && v.direction.y) {\r\n v.ignore = true;\r\n }\r\n if (facing.direction.z && v.direction.z) {\r\n v.ignore = true;\r\n }\r\n });\r\n const facingUp = this._closestFace(this._tmpVector);\r\n // Unignore faces\r\n this._faceVectors.forEach((v) => {\r\n v.ignore = false;\r\n });\r\n\r\n // Position the app bar on that face\r\n this._ui.position.copyFrom(target.position);\r\n if (facing.direction.x) {\r\n facing.rotatedDirection.scaleToRef(target.scaling.x / 2 + this.distanceAwayFromFace, this._tmpVector);\r\n this._ui.position.addInPlace(this._tmpVector);\r\n }\r\n if (facing.direction.y) {\r\n facing.rotatedDirection.scaleToRef(target.scaling.y / 2 + this.distanceAwayFromFace, this._tmpVector);\r\n this._ui.position.addInPlace(this._tmpVector);\r\n }\r\n if (facing.direction.z) {\r\n facing.rotatedDirection.scaleToRef(target.scaling.z / 2 + this.distanceAwayFromFace, this._tmpVector);\r\n this._ui.position.addInPlace(this._tmpVector);\r\n }\r\n\r\n // Rotate to be oriented properly to the camera\r\n if (!this._ui.rotationQuaternion) {\r\n this._ui.rotationQuaternion = Quaternion.RotationYawPitchRoll(this._ui.rotation.y, this._ui.rotation.x, this._ui.rotation.z);\r\n }\r\n facing.rotatedDirection.scaleToRef(-1, this._tmpVector);\r\n this._lookAtToRef(this._tmpVector, facingUp.rotatedDirection, this._ui.rotationQuaternion);\r\n\r\n // Place ui the correct distance from the bottom of the mesh\r\n if (facingUp.direction.x) {\r\n this._ui.up.scaleToRef(this.distanceAwayFromBottomOfFace - target.scaling.x / 2, this._tmpVector);\r\n }\r\n if (facingUp.direction.y) {\r\n this._ui.up.scaleToRef(this.distanceAwayFromBottomOfFace - target.scaling.y / 2, this._tmpVector);\r\n }\r\n if (facingUp.direction.z) {\r\n this._ui.up.scaleToRef(this.distanceAwayFromBottomOfFace - target.scaling.z / 2, this._tmpVector);\r\n }\r\n this._ui.position.addInPlace(this._tmpVector);\r\n });\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n detach() {\r\n this._scene.onBeforeRenderObservable.remove(this._onRenderObserver);\r\n }\r\n}\r\n"]}
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{ Vector3, Matrix, Quaternion } from \"../../Maths/math.vector\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { Behavior } from \"../../Behaviors/behavior\";\r\n\r\n/**\r\n * @internal\r\n */\r\nclass FaceDirectionInfo {\r\n constructor(public direction: Vector3, public rotatedDirection = new Vector3(), public diff = 0, public ignore = false) {}\r\n}\r\n\r\n/**\r\n * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera\r\n */\r\nexport class AttachToBoxBehavior implements Behavior<Mesh> {\r\n /**\r\n * The name of the behavior\r\n */\r\n public name = \"AttachToBoxBehavior\";\r\n /**\r\n * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)\r\n */\r\n public distanceAwayFromFace = 0.15;\r\n /**\r\n * The distance from the bottom of the face that the UI should be attached to (default: 0.15)\r\n */\r\n public distanceAwayFromBottomOfFace = 0.15;\r\n private _faceVectors = [\r\n new FaceDirectionInfo(Vector3.Up()),\r\n new FaceDirectionInfo(Vector3.Down()),\r\n new FaceDirectionInfo(Vector3.Left()),\r\n new FaceDirectionInfo(Vector3.Right()),\r\n new FaceDirectionInfo(Vector3.Forward()),\r\n new FaceDirectionInfo(Vector3.Forward().scaleInPlace(-1)),\r\n ];\r\n private _target: Mesh;\r\n private _scene: Scene;\r\n private _onRenderObserver: Nullable<Observer<Scene>>;\r\n private _tmpMatrix = new Matrix();\r\n private _tmpVector = new Vector3();\r\n\r\n /**\r\n * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera\r\n * @param _ui The transform node that should be attached to the mesh\r\n */\r\n constructor(private _ui: TransformNode) {\r\n /* Does nothing */\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {\r\n /* Does nothing */\r\n }\r\n\r\n private _closestFace(targetDirection: Vector3) {\r\n // Go over each face and calculate the angle between the face's normal and targetDirection\r\n this._faceVectors.forEach((v) => {\r\n if (!this._target.rotationQuaternion) {\r\n this._target.rotationQuaternion = Quaternion.RotationYawPitchRoll(this._target.rotation.y, this._target.rotation.x, this._target.rotation.z);\r\n }\r\n this._target.rotationQuaternion.toRotationMatrix(this._tmpMatrix);\r\n Vector3.TransformCoordinatesToRef(v.direction, this._tmpMatrix, v.rotatedDirection);\r\n v.diff = Vector3.GetAngleBetweenVectors(v.rotatedDirection, targetDirection, Vector3.Cross(v.rotatedDirection, targetDirection));\r\n });\r\n // Return the face information of the one with the normal closest to target direction\r\n return this._faceVectors.reduce((min, p) => {\r\n if (min.ignore) {\r\n return p;\r\n } else if (p.ignore) {\r\n return min;\r\n } else {\r\n return min.diff < p.diff ? min : p;\r\n }\r\n }, this._faceVectors[0]);\r\n }\r\n\r\n private _zeroVector = Vector3.Zero();\r\n private _lookAtTmpMatrix = new Matrix();\r\n private _lookAtToRef(pos: Vector3, up = new Vector3(0, 1, 0), ref: Quaternion) {\r\n Matrix.LookAtLHToRef(this._zeroVector, pos, up, this._lookAtTmpMatrix);\r\n this._lookAtTmpMatrix.invert();\r\n Quaternion.FromRotationMatrixToRef(this._lookAtTmpMatrix, ref);\r\n }\r\n\r\n /**\r\n * Attaches the AttachToBoxBehavior to the passed in mesh\r\n * @param target The mesh that the specified node will be attached to\r\n */\r\n attach(target: Mesh) {\r\n this._target = target;\r\n this._scene = this._target.getScene();\r\n\r\n // Every frame, update the app bars position\r\n this._onRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n // Find the face closest to the cameras position\r\n let cameraPos = this._scene.activeCamera.position;\r\n if ((<any>this._scene.activeCamera).devicePosition) {\r\n cameraPos = (<any>this._scene.activeCamera).devicePosition;\r\n }\r\n const facing = this._closestFace(cameraPos.subtract(target.position));\r\n if (this._scene.activeCamera.leftCamera) {\r\n this._scene.activeCamera.leftCamera.computeWorldMatrix().getRotationMatrixToRef(this._tmpMatrix);\r\n } else {\r\n this._scene.activeCamera.computeWorldMatrix().getRotationMatrixToRef(this._tmpMatrix);\r\n }\r\n\r\n // Get camera up direction\r\n Vector3.TransformCoordinatesToRef(Vector3.Up(), this._tmpMatrix, this._tmpVector);\r\n // Ignore faces to not select a parallel face for the up vector of the UI\r\n this._faceVectors.forEach((v) => {\r\n if (facing.direction.x && v.direction.x) {\r\n v.ignore = true;\r\n }\r\n if (facing.direction.y && v.direction.y) {\r\n v.ignore = true;\r\n }\r\n if (facing.direction.z && v.direction.z) {\r\n v.ignore = true;\r\n }\r\n });\r\n const facingUp = this._closestFace(this._tmpVector);\r\n // Unignore faces\r\n this._faceVectors.forEach((v) => {\r\n v.ignore = false;\r\n });\r\n\r\n // Position the app bar on that face\r\n this._ui.position.copyFrom(target.position);\r\n if (facing.direction.x) {\r\n facing.rotatedDirection.scaleToRef(target.scaling.x / 2 + this.distanceAwayFromFace, this._tmpVector);\r\n this._ui.position.addInPlace(this._tmpVector);\r\n }\r\n if (facing.direction.y) {\r\n facing.rotatedDirection.scaleToRef(target.scaling.y / 2 + this.distanceAwayFromFace, this._tmpVector);\r\n this._ui.position.addInPlace(this._tmpVector);\r\n }\r\n if (facing.direction.z) {\r\n facing.rotatedDirection.scaleToRef(target.scaling.z / 2 + this.distanceAwayFromFace, this._tmpVector);\r\n this._ui.position.addInPlace(this._tmpVector);\r\n }\r\n\r\n // Rotate to be oriented properly to the camera\r\n if (!this._ui.rotationQuaternion) {\r\n this._ui.rotationQuaternion = Quaternion.RotationYawPitchRoll(this._ui.rotation.y, this._ui.rotation.x, this._ui.rotation.z);\r\n }\r\n facing.rotatedDirection.scaleToRef(-1, this._tmpVector);\r\n this._lookAtToRef(this._tmpVector, facingUp.rotatedDirection, this._ui.rotationQuaternion);\r\n\r\n // Place ui the correct distance from the bottom of the mesh\r\n if (facingUp.direction.x) {\r\n this._ui.up.scaleToRef(this.distanceAwayFromBottomOfFace - target.scaling.x / 2, this._tmpVector);\r\n }\r\n if (facingUp.direction.y) {\r\n this._ui.up.scaleToRef(this.distanceAwayFromBottomOfFace - target.scaling.y / 2, this._tmpVector);\r\n }\r\n if (facingUp.direction.z) {\r\n this._ui.up.scaleToRef(this.distanceAwayFromBottomOfFace - target.scaling.z / 2, this._tmpVector);\r\n }\r\n this._ui.position.addInPlace(this._tmpVector);\r\n });\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n detach() {\r\n this._scene.onBeforeRenderObservable.remove(this._onRenderObserver);\r\n }\r\n}\r\n"]}