@babylonjs/core 5.28.0 → 5.30.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Actions/actionManager.js +2 -0
- package/Actions/actionManager.js.map +1 -1
- package/Cameras/camera.js +4 -4
- package/Cameras/camera.js.map +1 -1
- package/Collisions/pickingInfo.d.ts +1 -2
- package/Collisions/pickingInfo.js +7 -4
- package/Collisions/pickingInfo.js.map +1 -1
- package/Culling/ray.d.ts +1 -1
- package/Culling/ray.js +5 -6
- package/Culling/ray.js.map +1 -1
- package/Debug/debugLayer.d.ts +5 -0
- package/Debug/debugLayer.js.map +1 -1
- package/Engines/Extensions/engine.renderTarget.js +5 -1
- package/Engines/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/Extensions/engine.videoTexture.js +6 -3
- package/Engines/Extensions/engine.videoTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.renderTarget.js +4 -1
- package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js +2 -0
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.js +3 -7
- package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.js +2 -0
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/WebGPU/webgpuTintWASM.d.ts +1 -0
- package/Engines/WebGPU/webgpuTintWASM.js +7 -1
- package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
- package/Engines/constants.d.ts +4 -0
- package/Engines/constants.js +4 -0
- package/Engines/constants.js.map +1 -1
- package/Engines/engine.d.ts +45 -12
- package/Engines/renderTargetWrapper.d.ts +2 -1
- package/Engines/renderTargetWrapper.js +1 -0
- package/Engines/renderTargetWrapper.js.map +1 -1
- package/Engines/thinEngine.js +6 -3
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +0 -2
- package/Engines/webgpuEngine.js +15 -14
- package/Engines/webgpuEngine.js.map +1 -1
- package/Events/pointerEvents.d.ts +11 -6
- package/Events/pointerEvents.js +24 -6
- package/Events/pointerEvents.js.map +1 -1
- package/IAccessibilityTag.d.ts +29 -0
- package/IAccessibilityTag.js +2 -0
- package/IAccessibilityTag.js.map +1 -0
- package/Inputs/scene.inputManager.d.ts +9 -1
- package/Inputs/scene.inputManager.js +83 -37
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Layers/effectLayer.js +2 -6
- package/Layers/effectLayer.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/heightToNormalBlock.d.ts +24 -3
- package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +92 -21
- package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
- package/Materials/PBR/pbrMetallicRoughnessMaterial.d.ts +1 -1
- package/Materials/PBR/pbrMetallicRoughnessMaterial.js +1 -1
- package/Materials/PBR/pbrMetallicRoughnessMaterial.js.map +1 -1
- package/Materials/Textures/htmlElementTexture.d.ts +5 -0
- package/Materials/Textures/htmlElementTexture.js +4 -1
- package/Materials/Textures/htmlElementTexture.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.d.ts +1 -1
- package/Materials/Textures/renderTargetTexture.js +2 -2
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/Textures/videoTexture.d.ts +6 -1
- package/Materials/Textures/videoTexture.js +7 -2
- package/Materials/Textures/videoTexture.js.map +1 -1
- package/Maths/math.vector.d.ts +460 -337
- package/Maths/math.vector.js +370 -184
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/Builders/decalBuilder.d.ts +8 -0
- package/Meshes/Builders/decalBuilder.js +270 -51
- package/Meshes/Builders/decalBuilder.js.map +1 -1
- package/Meshes/mesh.d.ts +1 -1
- package/Meshes/mesh.js +42 -1
- package/Meshes/mesh.js.map +1 -1
- package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.d.ts +17 -4
- package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js +49 -9
- package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js.map +1 -1
- package/Misc/iInspectable.d.ts +5 -1
- package/Misc/iInspectable.js +4 -0
- package/Misc/iInspectable.js.map +1 -1
- package/Misc/index.d.ts +1 -1
- package/Misc/index.js +1 -1
- package/Misc/index.js.map +1 -1
- package/Misc/khronosTextureContainer2.js +41 -46
- package/Misc/khronosTextureContainer2.js.map +1 -1
- package/Misc/observable.js +4 -4
- package/Misc/observable.js.map +1 -1
- package/Misc/pressureObserverWrapper.d.ts +36 -0
- package/Misc/pressureObserverWrapper.js +68 -0
- package/Misc/pressureObserverWrapper.js.map +1 -0
- package/Misc/screenshotTools.js +0 -1
- package/Misc/screenshotTools.js.map +1 -1
- package/Particles/particleSystem.d.ts +4 -0
- package/Particles/particleSystem.js +12 -4
- package/Particles/particleSystem.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.d.ts +14 -8
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js +16 -6
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
- package/PostProcesses/blurPostProcess.d.ts +2 -1
- package/PostProcesses/blurPostProcess.js +3 -2
- package/PostProcesses/blurPostProcess.js.map +1 -1
- package/PostProcesses/circleOfConfusionPostProcess.js +2 -1
- package/PostProcesses/circleOfConfusionPostProcess.js.map +1 -1
- package/PostProcesses/depthOfFieldBlurPostProcess.d.ts +2 -1
- package/PostProcesses/depthOfFieldBlurPostProcess.js +3 -5
- package/PostProcesses/depthOfFieldBlurPostProcess.js.map +1 -1
- package/PostProcesses/depthOfFieldEffect.js +9 -4
- package/PostProcesses/depthOfFieldEffect.js.map +1 -1
- package/PostProcesses/depthOfFieldMergePostProcess.js.map +1 -1
- package/PostProcesses/postProcess.js +4 -4
- package/PostProcesses/postProcess.js.map +1 -1
- package/PostProcesses/volumetricLightScatteringPostProcess.js +2 -6
- package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
- package/Rendering/depthPeelingRenderer.js +4 -0
- package/Rendering/depthPeelingRenderer.js.map +1 -1
- package/Rendering/depthRenderer.js +2 -6
- package/Rendering/depthRenderer.js.map +1 -1
- package/Rendering/geometryBufferRenderer.js +2 -6
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Rendering/renderingGroup.d.ts +4 -0
- package/Rendering/renderingGroup.js +7 -1
- package/Rendering/renderingGroup.js.map +1 -1
- package/Rendering/renderingManager.d.ts +8 -0
- package/Rendering/renderingManager.js +18 -0
- package/Rendering/renderingManager.js.map +1 -1
- package/Shaders/ShadersInclude/shadowsFragmentFunctions.js +18 -13
- package/Shaders/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
- package/Shaders/circleOfConfusion.fragment.js +1 -1
- package/Shaders/circleOfConfusion.fragment.js.map +1 -1
- package/Shaders/depthOfFieldMerge.fragment.js +1 -1
- package/Shaders/depthOfFieldMerge.fragment.js.map +1 -1
- package/Shaders/fxaa.fragment.js +10 -5
- package/Shaders/fxaa.fragment.js.map +1 -1
- package/Shaders/kernelBlur.fragment.js +2 -2
- package/Shaders/kernelBlur.fragment.js.map +1 -1
- package/Shaders/particles.vertex.js +4 -1
- package/Shaders/particles.vertex.js.map +1 -1
- package/Shaders/spriteMap.fragment.js +7 -2
- package/Shaders/spriteMap.fragment.js.map +1 -1
- package/XR/features/WebXRControllerPointerSelection.js +1 -0
- package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
- package/XR/features/WebXRNearInteraction.js.map +1 -1
- package/XR/webXRRenderTargetTextureProvider.js +1 -0
- package/XR/webXRRenderTargetTextureProvider.js.map +1 -1
- package/node.d.ts +8 -0
- package/node.js +13 -1
- package/node.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +6 -8
- package/scene.js +11 -30
- package/scene.js.map +1 -1
- package/Misc/computePressure.d.ts +0 -57
- package/Misc/computePressure.js +0 -48
- package/Misc/computePressure.js.map +0 -1
package/Misc/observable.js
CHANGED
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@@ -244,15 +244,15 @@ export class Observable {
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continue;
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}
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if (obs.mask & mask) {
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if (obs.unregisterOnNextCall) {
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this._deferUnregister(obs);
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}
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if (obs.scope) {
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state.lastReturnValue = obs.callback.apply(obs.scope, [eventData, state]);
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}
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else {
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state.lastReturnValue = obs.callback(eventData, state);
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}
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if (obs.unregisterOnNextCall) {
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this._deferUnregister(obs);
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}
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}
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return false;
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const state = this._eventState;
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state.mask = mask;
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state.skipNextObservers = false;
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observer.callback(eventData, state);
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if (observer.unregisterOnNextCall) {
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this._deferUnregister(observer);
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}
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observer.callback(eventData, state);
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}
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/**
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* Gets a boolean indicating if the observable has at least one observer
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package/Misc/observable.js.map
CHANGED
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@@ -1 +1 @@
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1
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-
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type { Nullable } from \"../types\";\r\n\r\n/**\r\n * A class serves as a medium between the observable and its observers\r\n */\r\nexport class EventState {\r\n /**\r\n * Create a new EventState\r\n * @param mask defines the mask associated with this state\r\n * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true\r\n * @param target defines the original target of the state\r\n * @param currentTarget defines the current target of the state\r\n */\r\n constructor(mask: number, skipNextObservers = false, target?: any, currentTarget?: any) {\r\n this.initialize(mask, skipNextObservers, target, currentTarget);\r\n }\r\n\r\n /**\r\n * Initialize the current event state\r\n * @param mask defines the mask associated with this state\r\n * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true\r\n * @param target defines the original target of the state\r\n * @param currentTarget defines the current target of the state\r\n * @returns the current event state\r\n */\r\n public initialize(mask: number, skipNextObservers = false, target?: any, currentTarget?: any): EventState {\r\n this.mask = mask;\r\n this.skipNextObservers = skipNextObservers;\r\n this.target = target;\r\n this.currentTarget = currentTarget;\r\n return this;\r\n }\r\n\r\n /**\r\n * An Observer can set this property to true to prevent subsequent observers of being notified\r\n */\r\n public skipNextObservers: boolean;\r\n\r\n /**\r\n * Get the mask value that were used to trigger the event corresponding to this EventState object\r\n */\r\n public mask: number;\r\n\r\n /**\r\n * The object that originally notified the event\r\n */\r\n public target?: any;\r\n\r\n /**\r\n * The current object in the bubbling phase\r\n */\r\n public currentTarget?: any;\r\n\r\n /**\r\n * This will be populated with the return value of the last function that was executed.\r\n * If it is the first function in the callback chain it will be the event data.\r\n */\r\n public lastReturnValue?: any;\r\n\r\n /**\r\n * User defined information that will be sent to observers\r\n */\r\n public userInfo?: any;\r\n}\r\n\r\n/**\r\n * Represent an Observer registered to a given Observable object.\r\n */\r\nexport class Observer<T> {\r\n /** @internal */\r\n public _willBeUnregistered = false;\r\n /**\r\n * Gets or sets a property defining that the observer as to be unregistered after the next notification\r\n */\r\n public unregisterOnNextCall = false;\r\n\r\n /**\r\n * Creates a new observer\r\n * @param callback defines the callback to call when the observer is notified\r\n * @param mask defines the mask of the observer (used to filter notifications)\r\n * @param scope defines the current scope used to restore the JS context\r\n */\r\n constructor(\r\n /**\r\n * Defines the callback to call when the observer is notified\r\n */\r\n public callback: (eventData: T, eventState: EventState) => void,\r\n /**\r\n * Defines the mask of the observer (used to filter notifications)\r\n */\r\n public mask: number,\r\n /**\r\n * Defines the current scope used to restore the JS context\r\n */\r\n public scope: any = null\r\n ) {}\r\n}\r\n\r\n/**\r\n * The Observable class is a simple implementation of the Observable pattern.\r\n *\r\n * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.\r\n * This enable a more fine grained execution without having to rely on multiple different Observable objects.\r\n * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).\r\n * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.\r\n */\r\nexport class Observable<T> {\r\n private _observers = new Array<Observer<T>>();\r\n\r\n /**\r\n * @internal\r\n */\r\n public _eventState: EventState;\r\n\r\n private _onObserverAdded: Nullable<(observer: Observer<T>) => void>;\r\n\r\n /**\r\n * Create an observable from a Promise.\r\n * @param promise a promise to observe for fulfillment.\r\n * @param onErrorObservable an observable to notify if a promise was rejected.\r\n * @returns the new Observable\r\n */\r\n public static FromPromise<T, E = Error>(promise: Promise<T>, onErrorObservable?: Observable<E>): Observable<T> {\r\n const observable = new Observable<T>();\r\n\r\n promise\r\n .then((ret: T) => {\r\n observable.notifyObservers(ret);\r\n })\r\n .catch((err) => {\r\n if (onErrorObservable) {\r\n onErrorObservable.notifyObservers(err as E);\r\n } else {\r\n throw err;\r\n }\r\n });\r\n\r\n return observable;\r\n }\r\n\r\n /**\r\n * Gets the list of observers\r\n */\r\n public get observers(): Array<Observer<T>> {\r\n return this._observers;\r\n }\r\n\r\n /**\r\n * Creates a new observable\r\n * @param onObserverAdded defines a callback to call when a new observer is added\r\n */\r\n constructor(onObserverAdded?: (observer: Observer<T>) => void) {\r\n this._eventState = new EventState(0);\r\n\r\n if (onObserverAdded) {\r\n this._onObserverAdded = onObserverAdded;\r\n }\r\n }\r\n\r\n /**\r\n * Create a new Observer with the specified callback\r\n * @param callback the callback that will be executed for that Observer\r\n * @param mask the mask used to filter observers\r\n * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.\r\n * @param scope optional scope for the callback to be called from\r\n * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification\r\n * @returns the new observer created for the callback\r\n */\r\n public add(\r\n callback: (eventData: T, eventState: EventState) => void,\r\n mask: number = -1,\r\n insertFirst = false,\r\n scope: any = null,\r\n unregisterOnFirstCall = false\r\n ): Nullable<Observer<T>> {\r\n if (!callback) {\r\n return null;\r\n }\r\n\r\n const observer = new Observer(callback, mask, scope);\r\n observer.unregisterOnNextCall = unregisterOnFirstCall;\r\n\r\n if (insertFirst) {\r\n this._observers.unshift(observer);\r\n } else {\r\n this._observers.push(observer);\r\n }\r\n\r\n if (this._onObserverAdded) {\r\n this._onObserverAdded(observer);\r\n }\r\n\r\n return observer;\r\n }\r\n\r\n /**\r\n * Create a new Observer with the specified callback and unregisters after the next notification\r\n * @param callback the callback that will be executed for that Observer\r\n * @returns the new observer created for the callback\r\n */\r\n public addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>> {\r\n return this.add(callback, undefined, undefined, undefined, true);\r\n }\r\n\r\n /**\r\n * Remove an Observer from the Observable object\r\n * @param observer the instance of the Observer to remove\r\n * @returns false if it doesn't belong to this Observable\r\n */\r\n public remove(observer: Nullable<Observer<T>>): boolean {\r\n if (!observer) {\r\n return false;\r\n }\r\n\r\n const index = this._observers.indexOf(observer);\r\n\r\n if (index !== -1) {\r\n this._deferUnregister(observer);\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Remove a callback from the Observable object\r\n * @param callback the callback to remove\r\n * @param scope optional scope. If used only the callbacks with this scope will be removed\r\n * @returns false if it doesn't belong to this Observable\r\n */\r\n public removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean {\r\n for (let index = 0; index < this._observers.length; index++) {\r\n const observer = this._observers[index];\r\n if (observer._willBeUnregistered) {\r\n continue;\r\n }\r\n if (observer.callback === callback && (!scope || scope === observer.scope)) {\r\n this._deferUnregister(observer);\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _deferUnregister(observer: Observer<T>): void {\r\n observer.unregisterOnNextCall = false;\r\n observer._willBeUnregistered = true;\r\n setTimeout(() => {\r\n this._remove(observer);\r\n }, 0);\r\n }\r\n\r\n // This should only be called when not iterating over _observers to avoid callback skipping.\r\n // Removes an observer from the _observer Array.\r\n private _remove(observer: Nullable<Observer<T>>): boolean {\r\n if (!observer) {\r\n return false;\r\n }\r\n\r\n const index = this._observers.indexOf(observer);\r\n\r\n if (index !== -1) {\r\n this._observers.splice(index, 1);\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Moves the observable to the top of the observer list making it get called first when notified\r\n * @param observer the observer to move\r\n */\r\n public makeObserverTopPriority(observer: Observer<T>) {\r\n this._remove(observer);\r\n this._observers.unshift(observer);\r\n }\r\n\r\n /**\r\n * Moves the observable to the bottom of the observer list making it get called last when notified\r\n * @param observer the observer to move\r\n */\r\n public makeObserverBottomPriority(observer: Observer<T>) {\r\n this._remove(observer);\r\n this._observers.push(observer);\r\n }\r\n\r\n /**\r\n * Notify all Observers by calling their respective callback with the given data\r\n * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute\r\n * @param eventData defines the data to send to all observers\r\n * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)\r\n * @param target defines the original target of the state\r\n * @param currentTarget defines the current target of the state\r\n * @param userInfo defines any user info to send to observers\r\n * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)\r\n */\r\n public notifyObservers(eventData: T, mask: number = -1, target?: any, currentTarget?: any, userInfo?: any): boolean {\r\n if (!this._observers.length) {\r\n return true;\r\n }\r\n\r\n const state = this._eventState;\r\n state.mask = mask;\r\n state.target = target;\r\n state.currentTarget = currentTarget;\r\n state.skipNextObservers = false;\r\n state.lastReturnValue = eventData;\r\n state.userInfo = userInfo;\r\n\r\n for (const obs of this._observers) {\r\n if (obs._willBeUnregistered) {\r\n continue;\r\n }\r\n\r\n if (obs.mask & mask) {\r\n if (obs.scope) {\r\n state.lastReturnValue = obs.callback.apply(obs.scope, [eventData, state]);\r\n } else {\r\n state.lastReturnValue = obs.callback(eventData, state);\r\n }\r\n\r\n if (obs.unregisterOnNextCall) {\r\n this._deferUnregister(obs);\r\n }\r\n }\r\n if (state.skipNextObservers) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Notify a specific observer\r\n * @param observer defines the observer to notify\r\n * @param eventData defines the data to be sent to each callback\r\n * @param mask is used to filter observers defaults to -1\r\n */\r\n public notifyObserver(observer: Observer<T>, eventData: T, mask: number = -1): void {\r\n if (observer._willBeUnregistered) {\r\n return;\r\n }\r\n\r\n const state = this._eventState;\r\n state.mask = mask;\r\n state.skipNextObservers = false;\r\n\r\n observer.callback(eventData, state);\r\n\r\n if (observer.unregisterOnNextCall) {\r\n this._deferUnregister(observer);\r\n }\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the observable has at least one observer\r\n * @returns true is the Observable has at least one Observer registered\r\n */\r\n public hasObservers(): boolean {\r\n return this._observers.length > 0;\r\n }\r\n\r\n /**\r\n * Clear the list of observers\r\n */\r\n public clear(): void {\r\n this._observers = new Array<Observer<T>>();\r\n this._onObserverAdded = null;\r\n }\r\n\r\n /**\r\n * Clone the current observable\r\n * @returns a new observable\r\n */\r\n public clone(): Observable<T> {\r\n const result = new Observable<T>();\r\n\r\n result._observers = this._observers.slice(0);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Does this observable handles observer registered with a given mask\r\n * @param mask defines the mask to be tested\r\n * @returns whether or not one observer registered with the given mask is handled\r\n **/\r\n public hasSpecificMask(mask: number = -1): boolean {\r\n for (const obs of this._observers) {\r\n if (obs.mask & mask || obs.mask === mask) {\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n}\r\n"]}
|
|
1
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+
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type { Nullable } from \"../types\";\r\n\r\n/**\r\n * A class serves as a medium between the observable and its observers\r\n */\r\nexport class EventState {\r\n /**\r\n * Create a new EventState\r\n * @param mask defines the mask associated with this state\r\n * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true\r\n * @param target defines the original target of the state\r\n * @param currentTarget defines the current target of the state\r\n */\r\n constructor(mask: number, skipNextObservers = false, target?: any, currentTarget?: any) {\r\n this.initialize(mask, skipNextObservers, target, currentTarget);\r\n }\r\n\r\n /**\r\n * Initialize the current event state\r\n * @param mask defines the mask associated with this state\r\n * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true\r\n * @param target defines the original target of the state\r\n * @param currentTarget defines the current target of the state\r\n * @returns the current event state\r\n */\r\n public initialize(mask: number, skipNextObservers = false, target?: any, currentTarget?: any): EventState {\r\n this.mask = mask;\r\n this.skipNextObservers = skipNextObservers;\r\n this.target = target;\r\n this.currentTarget = currentTarget;\r\n return this;\r\n }\r\n\r\n /**\r\n * An Observer can set this property to true to prevent subsequent observers of being notified\r\n */\r\n public skipNextObservers: boolean;\r\n\r\n /**\r\n * Get the mask value that were used to trigger the event corresponding to this EventState object\r\n */\r\n public mask: number;\r\n\r\n /**\r\n * The object that originally notified the event\r\n */\r\n public target?: any;\r\n\r\n /**\r\n * The current object in the bubbling phase\r\n */\r\n public currentTarget?: any;\r\n\r\n /**\r\n * This will be populated with the return value of the last function that was executed.\r\n * If it is the first function in the callback chain it will be the event data.\r\n */\r\n public lastReturnValue?: any;\r\n\r\n /**\r\n * User defined information that will be sent to observers\r\n */\r\n public userInfo?: any;\r\n}\r\n\r\n/**\r\n * Represent an Observer registered to a given Observable object.\r\n */\r\nexport class Observer<T> {\r\n /** @internal */\r\n public _willBeUnregistered = false;\r\n /**\r\n * Gets or sets a property defining that the observer as to be unregistered after the next notification\r\n */\r\n public unregisterOnNextCall = false;\r\n\r\n /**\r\n * Creates a new observer\r\n * @param callback defines the callback to call when the observer is notified\r\n * @param mask defines the mask of the observer (used to filter notifications)\r\n * @param scope defines the current scope used to restore the JS context\r\n */\r\n constructor(\r\n /**\r\n * Defines the callback to call when the observer is notified\r\n */\r\n public callback: (eventData: T, eventState: EventState) => void,\r\n /**\r\n * Defines the mask of the observer (used to filter notifications)\r\n */\r\n public mask: number,\r\n /**\r\n * Defines the current scope used to restore the JS context\r\n */\r\n public scope: any = null\r\n ) {}\r\n}\r\n\r\n/**\r\n * The Observable class is a simple implementation of the Observable pattern.\r\n *\r\n * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.\r\n * This enable a more fine grained execution without having to rely on multiple different Observable objects.\r\n * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).\r\n * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.\r\n */\r\nexport class Observable<T> {\r\n private _observers = new Array<Observer<T>>();\r\n\r\n /**\r\n * @internal\r\n */\r\n public _eventState: EventState;\r\n\r\n private _onObserverAdded: Nullable<(observer: Observer<T>) => void>;\r\n\r\n /**\r\n * Create an observable from a Promise.\r\n * @param promise a promise to observe for fulfillment.\r\n * @param onErrorObservable an observable to notify if a promise was rejected.\r\n * @returns the new Observable\r\n */\r\n public static FromPromise<T, E = Error>(promise: Promise<T>, onErrorObservable?: Observable<E>): Observable<T> {\r\n const observable = new Observable<T>();\r\n\r\n promise\r\n .then((ret: T) => {\r\n observable.notifyObservers(ret);\r\n })\r\n .catch((err) => {\r\n if (onErrorObservable) {\r\n onErrorObservable.notifyObservers(err as E);\r\n } else {\r\n throw err;\r\n }\r\n });\r\n\r\n return observable;\r\n }\r\n\r\n /**\r\n * Gets the list of observers\r\n */\r\n public get observers(): Array<Observer<T>> {\r\n return this._observers;\r\n }\r\n\r\n /**\r\n * Creates a new observable\r\n * @param onObserverAdded defines a callback to call when a new observer is added\r\n */\r\n constructor(onObserverAdded?: (observer: Observer<T>) => void) {\r\n this._eventState = new EventState(0);\r\n\r\n if (onObserverAdded) {\r\n this._onObserverAdded = onObserverAdded;\r\n }\r\n }\r\n\r\n /**\r\n * Create a new Observer with the specified callback\r\n * @param callback the callback that will be executed for that Observer\r\n * @param mask the mask used to filter observers\r\n * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.\r\n * @param scope optional scope for the callback to be called from\r\n * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification\r\n * @returns the new observer created for the callback\r\n */\r\n public add(\r\n callback: (eventData: T, eventState: EventState) => void,\r\n mask: number = -1,\r\n insertFirst = false,\r\n scope: any = null,\r\n unregisterOnFirstCall = false\r\n ): Nullable<Observer<T>> {\r\n if (!callback) {\r\n return null;\r\n }\r\n\r\n const observer = new Observer(callback, mask, scope);\r\n observer.unregisterOnNextCall = unregisterOnFirstCall;\r\n\r\n if (insertFirst) {\r\n this._observers.unshift(observer);\r\n } else {\r\n this._observers.push(observer);\r\n }\r\n\r\n if (this._onObserverAdded) {\r\n this._onObserverAdded(observer);\r\n }\r\n\r\n return observer;\r\n }\r\n\r\n /**\r\n * Create a new Observer with the specified callback and unregisters after the next notification\r\n * @param callback the callback that will be executed for that Observer\r\n * @returns the new observer created for the callback\r\n */\r\n public addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>> {\r\n return this.add(callback, undefined, undefined, undefined, true);\r\n }\r\n\r\n /**\r\n * Remove an Observer from the Observable object\r\n * @param observer the instance of the Observer to remove\r\n * @returns false if it doesn't belong to this Observable\r\n */\r\n public remove(observer: Nullable<Observer<T>>): boolean {\r\n if (!observer) {\r\n return false;\r\n }\r\n\r\n const index = this._observers.indexOf(observer);\r\n\r\n if (index !== -1) {\r\n this._deferUnregister(observer);\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Remove a callback from the Observable object\r\n * @param callback the callback to remove\r\n * @param scope optional scope. If used only the callbacks with this scope will be removed\r\n * @returns false if it doesn't belong to this Observable\r\n */\r\n public removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean {\r\n for (let index = 0; index < this._observers.length; index++) {\r\n const observer = this._observers[index];\r\n if (observer._willBeUnregistered) {\r\n continue;\r\n }\r\n if (observer.callback === callback && (!scope || scope === observer.scope)) {\r\n this._deferUnregister(observer);\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _deferUnregister(observer: Observer<T>): void {\r\n observer.unregisterOnNextCall = false;\r\n observer._willBeUnregistered = true;\r\n setTimeout(() => {\r\n this._remove(observer);\r\n }, 0);\r\n }\r\n\r\n // This should only be called when not iterating over _observers to avoid callback skipping.\r\n // Removes an observer from the _observer Array.\r\n private _remove(observer: Nullable<Observer<T>>): boolean {\r\n if (!observer) {\r\n return false;\r\n }\r\n\r\n const index = this._observers.indexOf(observer);\r\n\r\n if (index !== -1) {\r\n this._observers.splice(index, 1);\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Moves the observable to the top of the observer list making it get called first when notified\r\n * @param observer the observer to move\r\n */\r\n public makeObserverTopPriority(observer: Observer<T>) {\r\n this._remove(observer);\r\n this._observers.unshift(observer);\r\n }\r\n\r\n /**\r\n * Moves the observable to the bottom of the observer list making it get called last when notified\r\n * @param observer the observer to move\r\n */\r\n public makeObserverBottomPriority(observer: Observer<T>) {\r\n this._remove(observer);\r\n this._observers.push(observer);\r\n }\r\n\r\n /**\r\n * Notify all Observers by calling their respective callback with the given data\r\n * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute\r\n * @param eventData defines the data to send to all observers\r\n * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)\r\n * @param target defines the original target of the state\r\n * @param currentTarget defines the current target of the state\r\n * @param userInfo defines any user info to send to observers\r\n * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)\r\n */\r\n public notifyObservers(eventData: T, mask: number = -1, target?: any, currentTarget?: any, userInfo?: any): boolean {\r\n if (!this._observers.length) {\r\n return true;\r\n }\r\n\r\n const state = this._eventState;\r\n state.mask = mask;\r\n state.target = target;\r\n state.currentTarget = currentTarget;\r\n state.skipNextObservers = false;\r\n state.lastReturnValue = eventData;\r\n state.userInfo = userInfo;\r\n\r\n for (const obs of this._observers) {\r\n if (obs._willBeUnregistered) {\r\n continue;\r\n }\r\n\r\n if (obs.mask & mask) {\r\n if (obs.unregisterOnNextCall) {\r\n this._deferUnregister(obs);\r\n }\r\n\r\n if (obs.scope) {\r\n state.lastReturnValue = obs.callback.apply(obs.scope, [eventData, state]);\r\n } else {\r\n state.lastReturnValue = obs.callback(eventData, state);\r\n }\r\n }\r\n if (state.skipNextObservers) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Notify a specific observer\r\n * @param observer defines the observer to notify\r\n * @param eventData defines the data to be sent to each callback\r\n * @param mask is used to filter observers defaults to -1\r\n */\r\n public notifyObserver(observer: Observer<T>, eventData: T, mask: number = -1): void {\r\n if (observer._willBeUnregistered) {\r\n return;\r\n }\r\n\r\n const state = this._eventState;\r\n state.mask = mask;\r\n state.skipNextObservers = false;\r\n\r\n if (observer.unregisterOnNextCall) {\r\n this._deferUnregister(observer);\r\n }\r\n\r\n observer.callback(eventData, state);\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the observable has at least one observer\r\n * @returns true is the Observable has at least one Observer registered\r\n */\r\n public hasObservers(): boolean {\r\n return this._observers.length > 0;\r\n }\r\n\r\n /**\r\n * Clear the list of observers\r\n */\r\n public clear(): void {\r\n this._observers = new Array<Observer<T>>();\r\n this._onObserverAdded = null;\r\n }\r\n\r\n /**\r\n * Clone the current observable\r\n * @returns a new observable\r\n */\r\n public clone(): Observable<T> {\r\n const result = new Observable<T>();\r\n\r\n result._observers = this._observers.slice(0);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Does this observable handles observer registered with a given mask\r\n * @param mask defines the mask to be tested\r\n * @returns whether or not one observer registered with the given mask is handled\r\n **/\r\n public hasSpecificMask(mask: number = -1): boolean {\r\n for (const obs of this._observers) {\r\n if (obs.mask & mask || obs.mask === mask) {\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n}\r\n"]}
|
|
@@ -0,0 +1,36 @@
|
|
|
1
|
+
import { Observable } from "./observable";
|
|
2
|
+
/**
|
|
3
|
+
* A wrapper for the experimental pressure api which allows a callback to be called whenever certain thresholds are met.
|
|
4
|
+
*/
|
|
5
|
+
export declare class PressureObserverWrapper {
|
|
6
|
+
private _observer;
|
|
7
|
+
private _currentState;
|
|
8
|
+
/**
|
|
9
|
+
* An event triggered when the cpu usage/speed meets certain thresholds.
|
|
10
|
+
* Note: pressure is an experimental API.
|
|
11
|
+
*/
|
|
12
|
+
onPressureChanged: Observable<PressureRecord[]>;
|
|
13
|
+
/**
|
|
14
|
+
* A pressure observer will call this callback, whenever these thresholds are met.
|
|
15
|
+
* @param options An object containing the thresholds used to decide what value to to return for each update property (average of start and end of a threshold boundary).
|
|
16
|
+
*/
|
|
17
|
+
constructor(options?: PressureObserverOptions);
|
|
18
|
+
/**
|
|
19
|
+
* Returns true if PressureObserver is available for use, false otherwise.
|
|
20
|
+
*/
|
|
21
|
+
static get IsAvailable(): boolean;
|
|
22
|
+
/**
|
|
23
|
+
* Method that must be called to begin observing changes, and triggering callbacks.
|
|
24
|
+
* @param source defines the source to observe
|
|
25
|
+
*/
|
|
26
|
+
observe(source: PressureSource): void;
|
|
27
|
+
/**
|
|
28
|
+
* Method that must be called to stop observing changes and triggering callbacks (cleanup function).
|
|
29
|
+
* @param source defines the source to unobserve
|
|
30
|
+
*/
|
|
31
|
+
unobserve(source: PressureSource): void;
|
|
32
|
+
/**
|
|
33
|
+
* Release the associated resources.
|
|
34
|
+
*/
|
|
35
|
+
dispose(): void;
|
|
36
|
+
}
|
|
@@ -0,0 +1,68 @@
|
|
|
1
|
+
import { Observable } from "./observable.js";
|
|
2
|
+
/**
|
|
3
|
+
* A wrapper for the experimental pressure api which allows a callback to be called whenever certain thresholds are met.
|
|
4
|
+
*/
|
|
5
|
+
export class PressureObserverWrapper {
|
|
6
|
+
/**
|
|
7
|
+
* A pressure observer will call this callback, whenever these thresholds are met.
|
|
8
|
+
* @param options An object containing the thresholds used to decide what value to to return for each update property (average of start and end of a threshold boundary).
|
|
9
|
+
*/
|
|
10
|
+
constructor(options) {
|
|
11
|
+
this._observer = null;
|
|
12
|
+
this._currentState = [];
|
|
13
|
+
/**
|
|
14
|
+
* An event triggered when the cpu usage/speed meets certain thresholds.
|
|
15
|
+
* Note: pressure is an experimental API.
|
|
16
|
+
*/
|
|
17
|
+
this.onPressureChanged = new Observable();
|
|
18
|
+
if (PressureObserverWrapper.IsAvailable) {
|
|
19
|
+
this._observer = new PressureObserver((update) => {
|
|
20
|
+
this._currentState = update;
|
|
21
|
+
this.onPressureChanged.notifyObservers(update);
|
|
22
|
+
}, options);
|
|
23
|
+
}
|
|
24
|
+
}
|
|
25
|
+
/**
|
|
26
|
+
* Returns true if PressureObserver is available for use, false otherwise.
|
|
27
|
+
*/
|
|
28
|
+
static get IsAvailable() {
|
|
29
|
+
return typeof PressureObserver !== "undefined" && PressureObserver.supportedSources.includes("cpu");
|
|
30
|
+
}
|
|
31
|
+
/**
|
|
32
|
+
* Method that must be called to begin observing changes, and triggering callbacks.
|
|
33
|
+
* @param source defines the source to observe
|
|
34
|
+
*/
|
|
35
|
+
observe(source) {
|
|
36
|
+
var _a;
|
|
37
|
+
try {
|
|
38
|
+
(_a = this._observer) === null || _a === void 0 ? void 0 : _a.observe(source);
|
|
39
|
+
this.onPressureChanged.notifyObservers(this._currentState);
|
|
40
|
+
}
|
|
41
|
+
catch (_b) {
|
|
42
|
+
// Ignore error
|
|
43
|
+
}
|
|
44
|
+
}
|
|
45
|
+
/**
|
|
46
|
+
* Method that must be called to stop observing changes and triggering callbacks (cleanup function).
|
|
47
|
+
* @param source defines the source to unobserve
|
|
48
|
+
*/
|
|
49
|
+
unobserve(source) {
|
|
50
|
+
var _a;
|
|
51
|
+
try {
|
|
52
|
+
(_a = this._observer) === null || _a === void 0 ? void 0 : _a.unobserve(source);
|
|
53
|
+
}
|
|
54
|
+
catch (_b) {
|
|
55
|
+
// Ignore error
|
|
56
|
+
}
|
|
57
|
+
}
|
|
58
|
+
/**
|
|
59
|
+
* Release the associated resources.
|
|
60
|
+
*/
|
|
61
|
+
dispose() {
|
|
62
|
+
var _a;
|
|
63
|
+
(_a = this._observer) === null || _a === void 0 ? void 0 : _a.disconnect();
|
|
64
|
+
this._observer = null;
|
|
65
|
+
this.onPressureChanged.clear();
|
|
66
|
+
}
|
|
67
|
+
}
|
|
68
|
+
//# sourceMappingURL=pressureObserverWrapper.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"pressureObserverWrapper.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Misc/pressureObserverWrapper.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAE1C;;GAEG;AACH,MAAM,OAAO,uBAAuB;IAUhC;;;OAGG;IACH,YAAY,OAAiC;QAbrC,cAAS,GAA+B,IAAI,CAAC;QAC7C,kBAAa,GAAqB,EAAE,CAAC;QAE7C;;;WAGG;QACI,sBAAiB,GAAG,IAAI,UAAU,EAAoB,CAAC;QAO1D,IAAI,uBAAuB,CAAC,WAAW,EAAE;YACrC,IAAI,CAAC,SAAS,GAAG,IAAI,gBAAgB,CAAC,CAAC,MAAM,EAAE,EAAE;gBAC7C,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC;gBAC5B,IAAI,CAAC,iBAAiB,CAAC,eAAe,CAAC,MAAM,CAAC,CAAC;YACnD,CAAC,EAAE,OAAO,CAAC,CAAC;SACf;IACL,CAAC;IAED;;OAEG;IACI,MAAM,KAAK,WAAW;QACzB,OAAO,OAAO,gBAAgB,KAAK,WAAW,IAAI,gBAAgB,CAAC,gBAAgB,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;IACxG,CAAC;IAED;;;OAGG;IACH,OAAO,CAAC,MAAsB;;QAC1B,IAAI;YACA,MAAA,IAAI,CAAC,SAAS,0CAAE,OAAO,CAAC,MAAM,CAAC,CAAC;YAChC,IAAI,CAAC,iBAAiB,CAAC,eAAe,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;SAC9D;QAAC,WAAM;YACJ,eAAe;SAClB;IACL,CAAC;IAED;;;OAGG;IACH,SAAS,CAAC,MAAsB;;QAC5B,IAAI;YACA,MAAA,IAAI,CAAC,SAAS,0CAAE,SAAS,CAAC,MAAM,CAAC,CAAC;SACrC;QAAC,WAAM;YACJ,eAAe;SAClB;IACL,CAAC;IAED;;OAEG;IACH,OAAO;;QACH,MAAA,IAAI,CAAC,SAAS,0CAAE,UAAU,EAAE,CAAC;QAC7B,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;QACtB,IAAI,CAAC,iBAAiB,CAAC,KAAK,EAAE,CAAC;IACnC,CAAC;CACJ","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport { Observable } from \"./observable\";\r\n\r\n/**\r\n * A wrapper for the experimental pressure api which allows a callback to be called whenever certain thresholds are met.\r\n */\r\nexport class PressureObserverWrapper {\r\n private _observer: Nullable<PressureObserver> = null;\r\n private _currentState: PressureRecord[] = [];\r\n\r\n /**\r\n * An event triggered when the cpu usage/speed meets certain thresholds.\r\n * Note: pressure is an experimental API.\r\n */\r\n public onPressureChanged = new Observable<PressureRecord[]>();\r\n\r\n /**\r\n * A pressure observer will call this callback, whenever these thresholds are met.\r\n * @param options An object containing the thresholds used to decide what value to to return for each update property (average of start and end of a threshold boundary).\r\n */\r\n constructor(options?: PressureObserverOptions) {\r\n if (PressureObserverWrapper.IsAvailable) {\r\n this._observer = new PressureObserver((update) => {\r\n this._currentState = update;\r\n this.onPressureChanged.notifyObservers(update);\r\n }, options);\r\n }\r\n }\r\n\r\n /**\r\n * Returns true if PressureObserver is available for use, false otherwise.\r\n */\r\n public static get IsAvailable() {\r\n return typeof PressureObserver !== \"undefined\" && PressureObserver.supportedSources.includes(\"cpu\");\r\n }\r\n\r\n /**\r\n * Method that must be called to begin observing changes, and triggering callbacks.\r\n * @param source defines the source to observe\r\n */\r\n observe(source: PressureSource): void {\r\n try {\r\n this._observer?.observe(source);\r\n this.onPressureChanged.notifyObservers(this._currentState);\r\n } catch {\r\n // Ignore error\r\n }\r\n }\r\n\r\n /**\r\n * Method that must be called to stop observing changes and triggering callbacks (cleanup function).\r\n * @param source defines the source to unobserve\r\n */\r\n unobserve(source: PressureSource): void {\r\n try {\r\n this._observer?.unobserve(source);\r\n } catch {\r\n // Ignore error\r\n }\r\n }\r\n\r\n /**\r\n * Release the associated resources.\r\n */\r\n dispose() {\r\n this._observer?.disconnect();\r\n this._observer = null;\r\n this.onPressureChanged.clear();\r\n }\r\n}\r\n"]}
|
package/Misc/screenshotTools.js
CHANGED
|
@@ -152,7 +152,6 @@ export function CreateScreenshotUsingRenderTarget(engine, camera, size, successC
|
|
|
152
152
|
const originalSize = { width: engine.getRenderWidth(), height: engine.getRenderHeight() };
|
|
153
153
|
engine.setSize(width, height); // we need this call to trigger onResizeObservable with the screenshot width/height on all the subsystems that are observing this event and that needs to (re)create some resources with the right dimensions
|
|
154
154
|
const scene = camera.getScene();
|
|
155
|
-
scene.render(); // make sure the scene is ready to be rendered in the RTT with the right list of active meshes (which depends on the camera, that may have been changed above)
|
|
156
155
|
// At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)
|
|
157
156
|
const texture = new RenderTargetTexture("screenShot", targetTextureSize, scene, false, false, 0, false, Texture.NEAREST_SAMPLINGMODE, undefined, enableStencilBuffer, undefined, undefined, undefined, samples);
|
|
158
157
|
texture.renderList = scene.meshes.slice();
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { FxaaPostProcess } from \"../PostProcesses/fxaaPostProcess\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Logger } from \"./logger\";\r\nimport { Tools } from \"./tools\";\r\nimport type { IScreenshotSize } from \"./interfaces/screenshotSize\";\r\n\r\ndeclare type Engine = import(\"../Engines/engine\").Engine;\r\n\r\n/**\r\n * Captures a screenshot of the current rendering\r\n * @see https://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback defines the callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an <img> to display it\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param forceDownload force the system to download the image even if a successCallback is provided\r\n */\r\nexport function CreateScreenshot(\r\n engine: Engine,\r\n camera: Camera,\r\n size: IScreenshotSize | number,\r\n successCallback?: (data: string) => void,\r\n mimeType: string = \"image/png\",\r\n forceDownload = false\r\n): void {\r\n const { height, width } = _GetScreenshotSize(engine, camera, size);\r\n\r\n if (!(height && width)) {\r\n Logger.Error(\"Invalid 'size' parameter !\");\r\n return;\r\n }\r\n\r\n if (!Tools._ScreenshotCanvas) {\r\n Tools._ScreenshotCanvas = document.createElement(\"canvas\");\r\n }\r\n\r\n Tools._ScreenshotCanvas.width = width;\r\n Tools._ScreenshotCanvas.height = height;\r\n\r\n const renderContext = Tools._ScreenshotCanvas.getContext(\"2d\");\r\n\r\n const ratio = engine.getRenderWidth() / engine.getRenderHeight();\r\n let newWidth = width;\r\n let newHeight = newWidth / ratio;\r\n if (newHeight > height) {\r\n newHeight = height;\r\n newWidth = newHeight * ratio;\r\n }\r\n\r\n const offsetX = Math.max(0, width - newWidth) / 2;\r\n const offsetY = Math.max(0, height - newHeight) / 2;\r\n\r\n const scene = camera.getScene();\r\n if (scene.activeCamera !== camera) {\r\n CreateScreenshotUsingRenderTarget(\r\n engine,\r\n camera,\r\n size,\r\n (data) => {\r\n if (forceDownload) {\r\n const blob = new Blob([data]);\r\n Tools.DownloadBlob(blob);\r\n if (successCallback) {\r\n successCallback(\"\");\r\n }\r\n } else if (successCallback) {\r\n successCallback(data);\r\n }\r\n },\r\n mimeType,\r\n 1,\r\n engine.getCreationOptions().antialias\r\n );\r\n } else {\r\n engine.onEndFrameObservable.addOnce(() => {\r\n const renderingCanvas = engine.getRenderingCanvas();\r\n if (renderContext && renderingCanvas) {\r\n renderContext.drawImage(renderingCanvas, offsetX, offsetY, newWidth, newHeight);\r\n }\r\n\r\n if (forceDownload) {\r\n Tools.EncodeScreenshotCanvasData(undefined, mimeType);\r\n if (successCallback) {\r\n successCallback(\"\");\r\n }\r\n } else {\r\n Tools.EncodeScreenshotCanvasData(successCallback, mimeType);\r\n }\r\n });\r\n }\r\n}\r\n\r\n/**\r\n * Captures a screenshot of the current rendering\r\n * @see https://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\nexport function CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType: string = \"image/png\"): Promise<string> {\r\n return new Promise((resolve, reject) => {\r\n CreateScreenshot(\r\n engine,\r\n camera,\r\n size,\r\n (data) => {\r\n if (typeof data !== \"undefined\") {\r\n resolve(data);\r\n } else {\r\n reject(new Error(\"Data is undefined\"));\r\n }\r\n },\r\n mimeType\r\n );\r\n });\r\n}\r\n\r\n/**\r\n * Captures a screenshot of the current rendering for a specific size. This will render the entire canvas but will generate a blink (due to canvas resize)\r\n * @see https://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param width defines the expected width\r\n * @param height defines the expected height\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\nexport function CreateScreenshotWithResizeAsync(engine: Engine, camera: Camera, width: number, height: number, mimeType: string = \"image/png\"): Promise<void> {\r\n return new Promise((resolve) => {\r\n CreateScreenshot(\r\n engine,\r\n camera,\r\n { width: width, height: height },\r\n () => {\r\n resolve();\r\n },\r\n mimeType,\r\n true\r\n );\r\n });\r\n}\r\n\r\n/**\r\n * Generates an image screenshot from the specified camera.\r\n * @see https://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback The callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an <img> to display it\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @param enableStencilBuffer Whether the stencil buffer should be enabled or not (default: false)\r\n */\r\nexport function CreateScreenshotUsingRenderTarget(\r\n engine: Engine,\r\n camera: Camera,\r\n size: IScreenshotSize | number,\r\n successCallback?: (data: string) => void,\r\n mimeType: string = \"image/png\",\r\n samples: number = 1,\r\n antialiasing: boolean = false,\r\n fileName?: string,\r\n renderSprites: boolean = false,\r\n enableStencilBuffer: boolean = false\r\n): void {\r\n const { height, width } = _GetScreenshotSize(engine, camera, size);\r\n const targetTextureSize = { width, height };\r\n\r\n if (!(height && width)) {\r\n Logger.Error(\"Invalid 'size' parameter !\");\r\n return;\r\n }\r\n\r\n const originalSize = { width: engine.getRenderWidth(), height: engine.getRenderHeight() };\r\n engine.setSize(width, height); // we need this call to trigger onResizeObservable with the screenshot width/height on all the subsystems that are observing this event and that needs to (re)create some resources with the right dimensions\r\n\r\n const scene = camera.getScene();\r\n\r\n scene.render(); // make sure the scene is ready to be rendered in the RTT with the right list of active meshes (which depends on the camera, that may have been changed above)\r\n\r\n // At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)\r\n const texture = new RenderTargetTexture(\r\n \"screenShot\",\r\n targetTextureSize,\r\n scene,\r\n false,\r\n false,\r\n Constants.TEXTURETYPE_UNSIGNED_INT,\r\n false,\r\n Texture.NEAREST_SAMPLINGMODE,\r\n undefined,\r\n enableStencilBuffer,\r\n undefined,\r\n undefined,\r\n undefined,\r\n samples\r\n );\r\n texture.renderList = scene.meshes.slice();\r\n texture.samples = samples;\r\n texture.renderSprites = renderSprites;\r\n texture.activeCamera = camera;\r\n\r\n const renderToTexture = () => {\r\n engine.onEndFrameObservable.addOnce(() => {\r\n texture.readPixels(undefined, undefined, undefined, false)!.then((data) => {\r\n Tools.DumpData(width, height, data, successCallback as (data: string | ArrayBuffer) => void, mimeType, fileName, true);\r\n texture.dispose();\r\n });\r\n });\r\n\r\n // render the RTT\r\n scene.incrementRenderId();\r\n scene.resetCachedMaterial();\r\n texture.render(true);\r\n\r\n // re-render the scene after the camera has been reset to the original camera to avoid a flicker that could occur\r\n // if the camera used for the RTT rendering stays in effect for the next frame (and if that camera was different from the original camera)\r\n scene.incrementRenderId();\r\n scene.resetCachedMaterial();\r\n engine.setSize(originalSize.width, originalSize.height);\r\n camera.getProjectionMatrix(true); // Force cache refresh;\r\n scene.render();\r\n };\r\n\r\n if (antialiasing) {\r\n const fxaaPostProcess = new FxaaPostProcess(\"antialiasing\", 1.0, scene.activeCamera);\r\n texture.addPostProcess(fxaaPostProcess);\r\n // Async Shader Compilation can lead to none ready effects in synchronous code\r\n if (!fxaaPostProcess.getEffect().isReady()) {\r\n fxaaPostProcess.getEffect().onCompiled = () => {\r\n renderToTexture();\r\n };\r\n }\r\n // The effect is ready we can render\r\n else {\r\n renderToTexture();\r\n }\r\n } else {\r\n // No need to wait for extra resources to be ready\r\n renderToTexture();\r\n }\r\n}\r\n\r\n/**\r\n * Generates an image screenshot from the specified camera.\r\n * @see https://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\nexport function CreateScreenshotUsingRenderTargetAsync(\r\n engine: Engine,\r\n camera: Camera,\r\n size: IScreenshotSize | number,\r\n mimeType: string = \"image/png\",\r\n samples: number = 1,\r\n antialiasing: boolean = false,\r\n fileName?: string,\r\n renderSprites: boolean = false\r\n): Promise<string> {\r\n return new Promise((resolve, reject) => {\r\n CreateScreenshotUsingRenderTarget(\r\n engine,\r\n camera,\r\n size,\r\n (data) => {\r\n if (typeof data !== \"undefined\") {\r\n resolve(data);\r\n } else {\r\n reject(new Error(\"Data is undefined\"));\r\n }\r\n },\r\n mimeType,\r\n samples,\r\n antialiasing,\r\n fileName,\r\n renderSprites\r\n );\r\n });\r\n}\r\n\r\n/**\r\n * Gets height and width for screenshot size\r\n * @param engine\r\n * @param camera\r\n * @param size\r\n * @private\r\n */\r\nfunction _GetScreenshotSize(engine: Engine, camera: Camera, size: IScreenshotSize | number): { height: number; width: number } {\r\n let height = 0;\r\n let width = 0;\r\n\r\n //If a size value defined as object\r\n if (typeof size === \"object\") {\r\n const precision = size.precision\r\n ? Math.abs(size.precision) // prevent GL_INVALID_VALUE : glViewport: negative width/height\r\n : 1;\r\n\r\n //If a width and height values is specified\r\n if (size.width && size.height) {\r\n height = size.height * precision;\r\n width = size.width * precision;\r\n }\r\n //If passing only width, computing height to keep display canvas ratio.\r\n else if (size.width && !size.height) {\r\n width = size.width * precision;\r\n height = Math.round(width / engine.getAspectRatio(camera));\r\n }\r\n //If passing only height, computing width to keep display canvas ratio.\r\n else if (size.height && !size.width) {\r\n height = size.height * precision;\r\n width = Math.round(height * engine.getAspectRatio(camera));\r\n } else {\r\n width = Math.round(engine.getRenderWidth() * precision);\r\n height = Math.round(width / engine.getAspectRatio(camera));\r\n }\r\n }\r\n //Assuming here that \"size\" parameter is a number\r\n else if (!isNaN(size)) {\r\n height = size;\r\n width = size;\r\n }\r\n\r\n // When creating the image data from the CanvasRenderingContext2D, the width and height is clamped to the size of the _gl context\r\n // On certain GPUs, it seems as if the _gl context truncates to an integer automatically. Therefore, if a user tries to pass the width of their canvas element\r\n // and it happens to be a float (1000.5 x 600.5 px), the engine.readPixels will return a different size array than context.createImageData\r\n // to resolve this, we truncate the floats here to ensure the same size\r\n if (width) {\r\n width = Math.floor(width);\r\n }\r\n if (height) {\r\n height = Math.floor(height);\r\n }\r\n\r\n return { height: height | 0, width: width | 0 };\r\n}\r\n\r\n/**\r\n * Class containing a set of static utilities functions for screenshots\r\n */\r\nexport const ScreenshotTools = {\r\n /**\r\n * Captures a screenshot of the current rendering\r\n * @see https://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback defines the callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an <img> to display it\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param forceDownload force the system to download the image even if a successCallback is provided\r\n */\r\n CreateScreenshot,\r\n\r\n /**\r\n * Captures a screenshot of the current rendering\r\n * @see https://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\n CreateScreenshotAsync,\r\n\r\n /**\r\n * Captures a screenshot of the current rendering for a specific size. This will render the entire canvas but will generate a blink (due to canvas resize)\r\n * @see https://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param width defines the expected width\r\n * @param height defines the expected height\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\n CreateScreenshotWithResizeAsync,\r\n\r\n /**\r\n * Generates an image screenshot from the specified camera.\r\n * @see https://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback The callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an <img> to display it\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @param enableStencilBuffer Whether the stencil buffer should be enabled or not (default: false)\r\n */\r\n CreateScreenshotUsingRenderTarget,\r\n\r\n /**\r\n * Generates an image screenshot from the specified camera.\r\n * @see https://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\n CreateScreenshotUsingRenderTargetAsync,\r\n};\r\n\r\n/**\r\n * This will be executed automatically for UMD and es5.\r\n * If esm dev wants the side effects to execute they will have to run it manually\r\n * Once we build native modules those need to be exported.\r\n * @internal\r\n */\r\nconst initSideEffects = () => {\r\n // References the dependencies.\r\n Tools.CreateScreenshot = CreateScreenshot;\r\n Tools.CreateScreenshotAsync = CreateScreenshotAsync;\r\n Tools.CreateScreenshotUsingRenderTarget = CreateScreenshotUsingRenderTarget;\r\n Tools.CreateScreenshotUsingRenderTargetAsync = CreateScreenshotUsingRenderTargetAsync;\r\n};\r\n\r\ninitSideEffects();\r\n"]}
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { FxaaPostProcess } from \"../PostProcesses/fxaaPostProcess\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Logger } from \"./logger\";\r\nimport { Tools } from \"./tools\";\r\nimport type { IScreenshotSize } from \"./interfaces/screenshotSize\";\r\n\r\ndeclare type Engine = import(\"../Engines/engine\").Engine;\r\n\r\n/**\r\n * Captures a screenshot of the current rendering\r\n * @see https://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback defines the callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an <img> to display it\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param forceDownload force the system to download the image even if a successCallback is provided\r\n */\r\nexport function CreateScreenshot(\r\n engine: Engine,\r\n camera: Camera,\r\n size: IScreenshotSize | number,\r\n successCallback?: (data: string) => void,\r\n mimeType: string = \"image/png\",\r\n forceDownload = false\r\n): void {\r\n const { height, width } = _GetScreenshotSize(engine, camera, size);\r\n\r\n if (!(height && width)) {\r\n Logger.Error(\"Invalid 'size' parameter !\");\r\n return;\r\n }\r\n\r\n if (!Tools._ScreenshotCanvas) {\r\n Tools._ScreenshotCanvas = document.createElement(\"canvas\");\r\n }\r\n\r\n Tools._ScreenshotCanvas.width = width;\r\n Tools._ScreenshotCanvas.height = height;\r\n\r\n const renderContext = Tools._ScreenshotCanvas.getContext(\"2d\");\r\n\r\n const ratio = engine.getRenderWidth() / engine.getRenderHeight();\r\n let newWidth = width;\r\n let newHeight = newWidth / ratio;\r\n if (newHeight > height) {\r\n newHeight = height;\r\n newWidth = newHeight * ratio;\r\n }\r\n\r\n const offsetX = Math.max(0, width - newWidth) / 2;\r\n const offsetY = Math.max(0, height - newHeight) / 2;\r\n\r\n const scene = camera.getScene();\r\n if (scene.activeCamera !== camera) {\r\n CreateScreenshotUsingRenderTarget(\r\n engine,\r\n camera,\r\n size,\r\n (data) => {\r\n if (forceDownload) {\r\n const blob = new Blob([data]);\r\n Tools.DownloadBlob(blob);\r\n if (successCallback) {\r\n successCallback(\"\");\r\n }\r\n } else if (successCallback) {\r\n successCallback(data);\r\n }\r\n },\r\n mimeType,\r\n 1,\r\n engine.getCreationOptions().antialias\r\n );\r\n } else {\r\n engine.onEndFrameObservable.addOnce(() => {\r\n const renderingCanvas = engine.getRenderingCanvas();\r\n if (renderContext && renderingCanvas) {\r\n renderContext.drawImage(renderingCanvas, offsetX, offsetY, newWidth, newHeight);\r\n }\r\n\r\n if (forceDownload) {\r\n Tools.EncodeScreenshotCanvasData(undefined, mimeType);\r\n if (successCallback) {\r\n successCallback(\"\");\r\n }\r\n } else {\r\n Tools.EncodeScreenshotCanvasData(successCallback, mimeType);\r\n }\r\n });\r\n }\r\n}\r\n\r\n/**\r\n * Captures a screenshot of the current rendering\r\n * @see https://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\nexport function CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType: string = \"image/png\"): Promise<string> {\r\n return new Promise((resolve, reject) => {\r\n CreateScreenshot(\r\n engine,\r\n camera,\r\n size,\r\n (data) => {\r\n if (typeof data !== \"undefined\") {\r\n resolve(data);\r\n } else {\r\n reject(new Error(\"Data is undefined\"));\r\n }\r\n },\r\n mimeType\r\n );\r\n });\r\n}\r\n\r\n/**\r\n * Captures a screenshot of the current rendering for a specific size. This will render the entire canvas but will generate a blink (due to canvas resize)\r\n * @see https://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param width defines the expected width\r\n * @param height defines the expected height\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\nexport function CreateScreenshotWithResizeAsync(engine: Engine, camera: Camera, width: number, height: number, mimeType: string = \"image/png\"): Promise<void> {\r\n return new Promise((resolve) => {\r\n CreateScreenshot(\r\n engine,\r\n camera,\r\n { width: width, height: height },\r\n () => {\r\n resolve();\r\n },\r\n mimeType,\r\n true\r\n );\r\n });\r\n}\r\n\r\n/**\r\n * Generates an image screenshot from the specified camera.\r\n * @see https://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback The callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an <img> to display it\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @param enableStencilBuffer Whether the stencil buffer should be enabled or not (default: false)\r\n */\r\nexport function CreateScreenshotUsingRenderTarget(\r\n engine: Engine,\r\n camera: Camera,\r\n size: IScreenshotSize | number,\r\n successCallback?: (data: string) => void,\r\n mimeType: string = \"image/png\",\r\n samples: number = 1,\r\n antialiasing: boolean = false,\r\n fileName?: string,\r\n renderSprites: boolean = false,\r\n enableStencilBuffer: boolean = false\r\n): void {\r\n const { height, width } = _GetScreenshotSize(engine, camera, size);\r\n const targetTextureSize = { width, height };\r\n\r\n if (!(height && width)) {\r\n Logger.Error(\"Invalid 'size' parameter !\");\r\n return;\r\n }\r\n\r\n const originalSize = { width: engine.getRenderWidth(), height: engine.getRenderHeight() };\r\n engine.setSize(width, height); // we need this call to trigger onResizeObservable with the screenshot width/height on all the subsystems that are observing this event and that needs to (re)create some resources with the right dimensions\r\n\r\n const scene = camera.getScene();\r\n\r\n // At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)\r\n const texture = new RenderTargetTexture(\r\n \"screenShot\",\r\n targetTextureSize,\r\n scene,\r\n false,\r\n false,\r\n Constants.TEXTURETYPE_UNSIGNED_INT,\r\n false,\r\n Texture.NEAREST_SAMPLINGMODE,\r\n undefined,\r\n enableStencilBuffer,\r\n undefined,\r\n undefined,\r\n undefined,\r\n samples\r\n );\r\n texture.renderList = scene.meshes.slice();\r\n texture.samples = samples;\r\n texture.renderSprites = renderSprites;\r\n texture.activeCamera = camera;\r\n\r\n const renderToTexture = () => {\r\n engine.onEndFrameObservable.addOnce(() => {\r\n texture.readPixels(undefined, undefined, undefined, false)!.then((data) => {\r\n Tools.DumpData(width, height, data, successCallback as (data: string | ArrayBuffer) => void, mimeType, fileName, true);\r\n texture.dispose();\r\n });\r\n });\r\n\r\n // render the RTT\r\n scene.incrementRenderId();\r\n scene.resetCachedMaterial();\r\n texture.render(true);\r\n\r\n // re-render the scene after the camera has been reset to the original camera to avoid a flicker that could occur\r\n // if the camera used for the RTT rendering stays in effect for the next frame (and if that camera was different from the original camera)\r\n scene.incrementRenderId();\r\n scene.resetCachedMaterial();\r\n engine.setSize(originalSize.width, originalSize.height);\r\n camera.getProjectionMatrix(true); // Force cache refresh;\r\n scene.render();\r\n };\r\n\r\n if (antialiasing) {\r\n const fxaaPostProcess = new FxaaPostProcess(\"antialiasing\", 1.0, scene.activeCamera);\r\n texture.addPostProcess(fxaaPostProcess);\r\n // Async Shader Compilation can lead to none ready effects in synchronous code\r\n if (!fxaaPostProcess.getEffect().isReady()) {\r\n fxaaPostProcess.getEffect().onCompiled = () => {\r\n renderToTexture();\r\n };\r\n }\r\n // The effect is ready we can render\r\n else {\r\n renderToTexture();\r\n }\r\n } else {\r\n // No need to wait for extra resources to be ready\r\n renderToTexture();\r\n }\r\n}\r\n\r\n/**\r\n * Generates an image screenshot from the specified camera.\r\n * @see https://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\nexport function CreateScreenshotUsingRenderTargetAsync(\r\n engine: Engine,\r\n camera: Camera,\r\n size: IScreenshotSize | number,\r\n mimeType: string = \"image/png\",\r\n samples: number = 1,\r\n antialiasing: boolean = false,\r\n fileName?: string,\r\n renderSprites: boolean = false\r\n): Promise<string> {\r\n return new Promise((resolve, reject) => {\r\n CreateScreenshotUsingRenderTarget(\r\n engine,\r\n camera,\r\n size,\r\n (data) => {\r\n if (typeof data !== \"undefined\") {\r\n resolve(data);\r\n } else {\r\n reject(new Error(\"Data is undefined\"));\r\n }\r\n },\r\n mimeType,\r\n samples,\r\n antialiasing,\r\n fileName,\r\n renderSprites\r\n );\r\n });\r\n}\r\n\r\n/**\r\n * Gets height and width for screenshot size\r\n * @param engine\r\n * @param camera\r\n * @param size\r\n * @private\r\n */\r\nfunction _GetScreenshotSize(engine: Engine, camera: Camera, size: IScreenshotSize | number): { height: number; width: number } {\r\n let height = 0;\r\n let width = 0;\r\n\r\n //If a size value defined as object\r\n if (typeof size === \"object\") {\r\n const precision = size.precision\r\n ? Math.abs(size.precision) // prevent GL_INVALID_VALUE : glViewport: negative width/height\r\n : 1;\r\n\r\n //If a width and height values is specified\r\n if (size.width && size.height) {\r\n height = size.height * precision;\r\n width = size.width * precision;\r\n }\r\n //If passing only width, computing height to keep display canvas ratio.\r\n else if (size.width && !size.height) {\r\n width = size.width * precision;\r\n height = Math.round(width / engine.getAspectRatio(camera));\r\n }\r\n //If passing only height, computing width to keep display canvas ratio.\r\n else if (size.height && !size.width) {\r\n height = size.height * precision;\r\n width = Math.round(height * engine.getAspectRatio(camera));\r\n } else {\r\n width = Math.round(engine.getRenderWidth() * precision);\r\n height = Math.round(width / engine.getAspectRatio(camera));\r\n }\r\n }\r\n //Assuming here that \"size\" parameter is a number\r\n else if (!isNaN(size)) {\r\n height = size;\r\n width = size;\r\n }\r\n\r\n // When creating the image data from the CanvasRenderingContext2D, the width and height is clamped to the size of the _gl context\r\n // On certain GPUs, it seems as if the _gl context truncates to an integer automatically. Therefore, if a user tries to pass the width of their canvas element\r\n // and it happens to be a float (1000.5 x 600.5 px), the engine.readPixels will return a different size array than context.createImageData\r\n // to resolve this, we truncate the floats here to ensure the same size\r\n if (width) {\r\n width = Math.floor(width);\r\n }\r\n if (height) {\r\n height = Math.floor(height);\r\n }\r\n\r\n return { height: height | 0, width: width | 0 };\r\n}\r\n\r\n/**\r\n * Class containing a set of static utilities functions for screenshots\r\n */\r\nexport const ScreenshotTools = {\r\n /**\r\n * Captures a screenshot of the current rendering\r\n * @see https://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback defines the callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an <img> to display it\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param forceDownload force the system to download the image even if a successCallback is provided\r\n */\r\n CreateScreenshot,\r\n\r\n /**\r\n * Captures a screenshot of the current rendering\r\n * @see https://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\n CreateScreenshotAsync,\r\n\r\n /**\r\n * Captures a screenshot of the current rendering for a specific size. This will render the entire canvas but will generate a blink (due to canvas resize)\r\n * @see https://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param width defines the expected width\r\n * @param height defines the expected height\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\n CreateScreenshotWithResizeAsync,\r\n\r\n /**\r\n * Generates an image screenshot from the specified camera.\r\n * @see https://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback The callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an <img> to display it\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @param enableStencilBuffer Whether the stencil buffer should be enabled or not (default: false)\r\n */\r\n CreateScreenshotUsingRenderTarget,\r\n\r\n /**\r\n * Generates an image screenshot from the specified camera.\r\n * @see https://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\n CreateScreenshotUsingRenderTargetAsync,\r\n};\r\n\r\n/**\r\n * This will be executed automatically for UMD and es5.\r\n * If esm dev wants the side effects to execute they will have to run it manually\r\n * Once we build native modules those need to be exported.\r\n * @internal\r\n */\r\nconst initSideEffects = () => {\r\n // References the dependencies.\r\n Tools.CreateScreenshot = CreateScreenshot;\r\n Tools.CreateScreenshotAsync = CreateScreenshotAsync;\r\n Tools.CreateScreenshotUsingRenderTarget = CreateScreenshotUsingRenderTarget;\r\n Tools.CreateScreenshotUsingRenderTargetAsync = CreateScreenshotUsingRenderTargetAsync;\r\n};\r\n\r\ninitSideEffects();\r\n"]}
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@@ -36,6 +36,10 @@ export declare class ParticleSystem extends BaseParticleSystem implements IDispo
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36
36
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* Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
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*/
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38
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static readonly BILLBOARDMODE_STRETCHED = 8;
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+
/**
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+
* Special billboard mode where the particle will be billboard to the camera but only around the axis of the direction of particle emission
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*/
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static readonly BILLBOARDMODE_STRETCHED_LOCAL = 9;
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/**
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* This function can be defined to provide custom update for active particles.
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* This function will be called instead of regular update (age, position, color, etc.).
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@@ -857,7 +857,7 @@ export class ParticleSystem extends BaseParticleSystem {
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if (this._isAnimationSheetEnabled) {
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this._vertexBufferSize += 1;
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}
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860
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-
if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
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860
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+
if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED_LOCAL) {
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861
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this._vertexBufferSize += 3;
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}
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if (this._useRampGradients) {
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@@ -885,7 +885,7 @@ export class ParticleSystem extends BaseParticleSystem {
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885
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this._vertexBuffers["cellIndex"] = cellIndexBuffer;
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dataOffset += 1;
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}
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888
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-
if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
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888
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+
if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED_LOCAL) {
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889
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const directionBuffer = this._vertexBuffer.createVertexBuffer("direction", dataOffset, 3, this._vertexBufferSize, this._useInstancing);
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890
890
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this._vertexBuffers["direction"] = directionBuffer;
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891
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dataOffset += 3;
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@@ -1101,7 +1101,7 @@ export class ParticleSystem extends BaseParticleSystem {
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1101
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this._vertexData[offset++] = direction.z;
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1102
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}
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1103
1103
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}
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-
else if (this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
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1104
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+
else if (this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED_LOCAL) {
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1105
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this._vertexData[offset++] = particle.direction.x;
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1106
1106
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this._vertexData[offset++] = particle.direction.y;
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this._vertexData[offset++] = particle.direction.z;
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@@ -1433,7 +1433,11 @@ export class ParticleSystem extends BaseParticleSystem {
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defines.push("#define BILLBOARDY");
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break;
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1435
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case ParticleSystem.BILLBOARDMODE_STRETCHED:
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1436
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+
case ParticleSystem.BILLBOARDMODE_STRETCHED_LOCAL:
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defines.push("#define BILLBOARDSTRETCHED");
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1438
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+
if (this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED_LOCAL) {
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+
defines.push("#define BILLBOARDSTRETCHED_LOCAL");
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1440
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+
}
|
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1437
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break;
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1438
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case ParticleSystem.BILLBOARDMODE_ALL:
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defines.push("#define BILLBOARDMODE_ALL");
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@@ -1454,7 +1458,7 @@ export class ParticleSystem extends BaseParticleSystem {
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* @param samplers Samplers array to fill
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*/
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fillUniformsAttributesAndSamplerNames(uniforms, attributes, samplers) {
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-
attributes.push(...ParticleSystem._GetAttributeNamesOrOptions(this._isAnimationSheetEnabled, this._isBillboardBased && this.billboardMode !== ParticleSystem.BILLBOARDMODE_STRETCHED, this._useRampGradients));
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+
attributes.push(...ParticleSystem._GetAttributeNamesOrOptions(this._isAnimationSheetEnabled, this._isBillboardBased && this.billboardMode !== ParticleSystem.BILLBOARDMODE_STRETCHED && this.billboardMode !== ParticleSystem.BILLBOARDMODE_STRETCHED_LOCAL, this._useRampGradients));
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uniforms.push(...ParticleSystem._GetEffectCreationOptions(this._isAnimationSheetEnabled, this.useLogarithmicDepth));
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samplers.push("diffuseSampler", "rampSampler");
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if (this._imageProcessingConfiguration) {
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@@ -2441,5 +2445,9 @@ ParticleSystem.BILLBOARDMODE_ALL = 7;
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* Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
|
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|
*/
|
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|
ParticleSystem.BILLBOARDMODE_STRETCHED = 8;
|
|
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|
+
/**
|
|
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+
* Special billboard mode where the particle will be billboard to the camera but only around the axis of the direction of particle emission
|
|
2450
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+
*/
|
|
2451
|
+
ParticleSystem.BILLBOARDMODE_STRETCHED_LOCAL = 9;
|
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|
SubEmitter._ParseParticleSystem = ParticleSystem.Parse;
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//# sourceMappingURL=particleSystem.js.map
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