@babylonjs/core 5.31.0 → 5.31.2

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.
@@ -1,6 +1,6 @@
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  import { __decorate } from "../tslib.es6.js";
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  import { Logger } from "../Misc/logger.js";
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- import { Matrix, Vector2 } from "../Maths/math.vector.js";
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+ import { Matrix, TmpVectors, Vector2 } from "../Maths/math.vector.js";
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  import { PostProcess } from "./postProcess.js";
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  import { GeometryBufferRenderer } from "../Rendering/geometryBufferRenderer.js";
@@ -37,7 +37,7 @@ export class MotionBlurPostProcess extends PostProcess {
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  * @param forceGeometryBuffer If this post process should use geometry buffer instead of prepass (default: false)
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  */
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  constructor(name, scene, options, camera, samplingMode, engine, reusable, textureType = 0, blockCompilation = false, forceGeometryBuffer = false) {
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- super(name, "motionBlur", ["motionStrength", "motionScale", "screenSize", "inverseViewProjection", "prevViewProjection"], ["velocitySampler"], options, camera, samplingMode, engine, reusable, "#define GEOMETRY_SUPPORTED\n#define SAMPLES 64.0\n#define OBJECT_BASED", textureType, undefined, null, blockCompilation);
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+ super(name, "motionBlur", ["motionStrength", "motionScale", "screenSize", "inverseViewProjection", "prevViewProjection", "projection"], ["velocitySampler", "depthSampler"], options, camera, samplingMode, engine, reusable, "#define GEOMETRY_SUPPORTED\n#define SAMPLES 64.0\n#define OBJECT_BASED", textureType, undefined, null, blockCompilation);
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  /**
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  * Defines how much the image is blurred by the movement. Default value is equal to 1
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  */
@@ -188,7 +188,7 @@ export class MotionBlurPostProcess extends PostProcess {
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  }
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  else {
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  this._invViewProjection = Matrix.Identity();
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- this._previousViewProjection = Matrix.Identity();
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+ this._previousViewProjection = this._scene.getTransformMatrix().clone();
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  if (this._prePassRenderer && this._prePassEffectConfiguration) {
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  this._prePassEffectConfiguration.texturesRequired[0] = 5;
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  }
@@ -217,11 +217,13 @@ export class MotionBlurPostProcess extends PostProcess {
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  * @param effect
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  */
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  _onApplyScreenBased(effect) {
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- const viewProjection = this._scene.getProjectionMatrix().multiply(this._scene.getViewMatrix());
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+ const viewProjection = TmpVectors.Matrix[0];
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+ viewProjection.copyFrom(this._scene.getTransformMatrix());
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  viewProjection.invertToRef(this._invViewProjection);
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  effect.setMatrix("inverseViewProjection", this._invViewProjection);
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  effect.setMatrix("prevViewProjection", this._previousViewProjection);
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- this._previousViewProjection = viewProjection;
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+ this._previousViewProjection.copyFrom(viewProjection);
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+ effect.setMatrix("projection", this._scene.getProjectionMatrix());
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  effect.setVector2("screenSize", new Vector2(this.width, this.height));
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  effect.setFloat("motionScale", this._scene.getAnimationRatio());
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  effect.setFloat("motionStrength", this.motionStrength);
@@ -1 +1 @@
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- 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type { Nullable } from \"../types\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Matrix, Vector2 } from \"../Maths/math.vector\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { GeometryBufferRenderer } from \"../Rendering/geometryBufferRenderer\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { MotionBlurConfiguration } from \"../Rendering/motionBlurConfiguration\";\r\nimport type { PrePassRenderer } from \"../Rendering/prePassRenderer\";\r\n\r\nimport \"../Animations/animatable\";\r\nimport \"../Rendering/geometryBufferRendererSceneComponent\";\r\nimport \"../Shaders/motionBlur.fragment\";\r\nimport { serialize, SerializationHelper } from \"../Misc/decorators\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\ndeclare type Engine = import(\"../Engines/engine\").Engine;\r\ndeclare type Scene = import(\"../scene\").Scene;\r\n\r\n/**\r\n * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.\r\n * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.\r\n * As an example, all you have to do is to create the post-process:\r\n * var mb = new BABYLON.MotionBlurPostProcess(\r\n * 'mb', // The name of the effect.\r\n * scene, // The scene containing the objects to blur according to their velocity.\r\n * 1.0, // The required width/height ratio to downsize to before computing the render pass.\r\n * camera // The camera to apply the render pass to.\r\n * );\r\n * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.\r\n */\r\nexport class MotionBlurPostProcess extends PostProcess {\r\n /**\r\n * Defines how much the image is blurred by the movement. Default value is equal to 1\r\n */\r\n @serialize()\r\n public motionStrength: number = 1;\r\n\r\n /**\r\n * Gets the number of iterations are used for motion blur quality. Default value is equal to 32\r\n */\r\n @serialize()\r\n public get motionBlurSamples(): number {\r\n return this._motionBlurSamples;\r\n }\r\n\r\n /**\r\n * Sets the number of iterations to be used for motion blur quality\r\n */\r\n public set motionBlurSamples(samples: number) {\r\n this._motionBlurSamples = samples;\r\n this._updateEffect();\r\n }\r\n\r\n private _motionBlurSamples: number = 32;\r\n\r\n /**\r\n * Gets whether or not the motion blur post-process is in object based mode.\r\n */\r\n @serialize()\r\n public get isObjectBased(): boolean {\r\n return this._isObjectBased;\r\n }\r\n\r\n /**\r\n * Sets whether or not the motion blur post-process is in object based mode.\r\n */\r\n public set isObjectBased(value: boolean) {\r\n if (this._isObjectBased === value) {\r\n return;\r\n }\r\n\r\n this._isObjectBased = value;\r\n this._applyMode();\r\n }\r\n\r\n private _isObjectBased: boolean = true;\r\n\r\n private _forceGeometryBuffer: boolean = false;\r\n private get _geometryBufferRenderer(): Nullable<GeometryBufferRenderer> {\r\n if (!this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n\r\n return this._scene.geometryBufferRenderer;\r\n }\r\n\r\n private get _prePassRenderer(): Nullable<PrePassRenderer> {\r\n if (this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n\r\n return this._scene.prePassRenderer;\r\n }\r\n\r\n private _invViewProjection: Nullable<Matrix> = null;\r\n private _previousViewProjection: Nullable<Matrix> = null;\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"MotionBlurPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"MotionBlurPostProcess\";\r\n }\r\n\r\n /**\r\n * Creates a new instance MotionBlurPostProcess\r\n * @param name The name of the effect.\r\n * @param scene The scene containing the objects to blur according to their velocity.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: true)\r\n * @param forceGeometryBuffer If this post process should use geometry buffer instead of prepass (default: false)\r\n */\r\n constructor(\r\n name: string,\r\n scene: Scene,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode?: number,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n blockCompilation = false,\r\n forceGeometryBuffer = false\r\n ) {\r\n super(\r\n name,\r\n \"motionBlur\",\r\n [\"motionStrength\", \"motionScale\", \"screenSize\", \"inverseViewProjection\", \"prevViewProjection\"],\r\n [\"velocitySampler\"],\r\n options,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n \"#define GEOMETRY_SUPPORTED\\n#define SAMPLES 64.0\\n#define OBJECT_BASED\",\r\n textureType,\r\n undefined,\r\n null,\r\n blockCompilation\r\n );\r\n\r\n this._forceGeometryBuffer = forceGeometryBuffer;\r\n\r\n // Set up assets\r\n if (this._forceGeometryBuffer) {\r\n scene.enableGeometryBufferRenderer();\r\n\r\n if (this._geometryBufferRenderer) {\r\n this._geometryBufferRenderer.enableVelocity = true;\r\n }\r\n } else {\r\n scene.enablePrePassRenderer();\r\n\r\n if (this._prePassRenderer) {\r\n this._prePassRenderer.markAsDirty();\r\n this._prePassEffectConfiguration = new MotionBlurConfiguration();\r\n }\r\n }\r\n\r\n this._applyMode();\r\n }\r\n\r\n /**\r\n * Excludes the given skinned mesh from computing bones velocities.\r\n * Computing bones velocities can have a cost and that cost. The cost can be saved by calling this function and by passing the skinned mesh reference to ignore.\r\n * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.\r\n */\r\n public excludeSkinnedMesh(skinnedMesh: AbstractMesh): void {\r\n if (skinnedMesh.skeleton) {\r\n let list;\r\n if (this._geometryBufferRenderer) {\r\n list = this._geometryBufferRenderer.excludedSkinnedMeshesFromVelocity;\r\n } else if (this._prePassRenderer) {\r\n list = this._prePassRenderer.excludedSkinnedMesh;\r\n } else {\r\n return;\r\n }\r\n list.push(skinnedMesh);\r\n }\r\n }\r\n\r\n /**\r\n * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.\r\n * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.\r\n * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.\r\n */\r\n public removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void {\r\n if (skinnedMesh.skeleton) {\r\n let list;\r\n if (this._geometryBufferRenderer) {\r\n list = this._geometryBufferRenderer.excludedSkinnedMeshesFromVelocity;\r\n } else if (this._prePassRenderer) {\r\n list = this._prePassRenderer.excludedSkinnedMesh;\r\n } else {\r\n return;\r\n }\r\n\r\n const index = list.indexOf(skinnedMesh);\r\n if (index !== -1) {\r\n list.splice(index, 1);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the post process.\r\n * @param camera The camera to dispose the post process on.\r\n */\r\n public dispose(camera?: Camera): void {\r\n if (this._geometryBufferRenderer) {\r\n // Clear previous transformation matrices dictionary used to compute objects velocities\r\n this._geometryBufferRenderer._previousTransformationMatrices = {};\r\n this._geometryBufferRenderer._previousBonesTransformationMatrices = {};\r\n this._geometryBufferRenderer.excludedSkinnedMeshesFromVelocity = [];\r\n }\r\n\r\n super.dispose(camera);\r\n }\r\n\r\n /**\r\n * Called on the mode changed (object based or screen based).\r\n */\r\n private _applyMode(): void {\r\n if (!this._geometryBufferRenderer && !this._prePassRenderer) {\r\n // We can't get a velocity or depth texture. So, work as a passthrough.\r\n Logger.Warn(\"Multiple Render Target support needed to compute object based motion blur\");\r\n return this.updateEffect();\r\n }\r\n\r\n this._updateEffect();\r\n\r\n this._invViewProjection = null;\r\n this._previousViewProjection = null;\r\n\r\n if (this.isObjectBased) {\r\n if (this._prePassRenderer && this._prePassEffectConfiguration) {\r\n this._prePassEffectConfiguration.texturesRequired[0] = Constants.PREPASS_VELOCITY_TEXTURE_TYPE;\r\n }\r\n\r\n this.onApply = (effect: Effect) => this._onApplyObjectBased(effect);\r\n } else {\r\n this._invViewProjection = Matrix.Identity();\r\n this._previousViewProjection = Matrix.Identity();\r\n\r\n if (this._prePassRenderer && this._prePassEffectConfiguration) {\r\n this._prePassEffectConfiguration.texturesRequired[0] = Constants.PREPASS_DEPTH_TEXTURE_TYPE;\r\n }\r\n\r\n this.onApply = (effect: Effect) => this._onApplyScreenBased(effect);\r\n }\r\n }\r\n\r\n /**\r\n * Called on the effect is applied when the motion blur post-process is in object based mode.\r\n * @param effect\r\n */\r\n private _onApplyObjectBased(effect: Effect): void {\r\n effect.setVector2(\"screenSize\", new Vector2(this.width, this.height));\r\n\r\n effect.setFloat(\"motionScale\", this._scene.getAnimationRatio());\r\n effect.setFloat(\"motionStrength\", this.motionStrength);\r\n\r\n if (this._geometryBufferRenderer) {\r\n const velocityIndex = this._geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE);\r\n effect.setTexture(\"velocitySampler\", this._geometryBufferRenderer.getGBuffer().textures[velocityIndex]);\r\n } else if (this._prePassRenderer) {\r\n const velocityIndex = this._prePassRenderer.getIndex(Constants.PREPASS_VELOCITY_TEXTURE_TYPE);\r\n effect.setTexture(\"velocitySampler\", this._prePassRenderer.getRenderTarget().textures[velocityIndex]);\r\n }\r\n }\r\n\r\n /**\r\n * Called on the effect is applied when the motion blur post-process is in screen based mode.\r\n * @param effect\r\n */\r\n private _onApplyScreenBased(effect: Effect): void {\r\n const viewProjection = this._scene.getProjectionMatrix().multiply(this._scene.getViewMatrix());\r\n\r\n viewProjection.invertToRef(this._invViewProjection!);\r\n effect.setMatrix(\"inverseViewProjection\", this._invViewProjection!);\r\n\r\n effect.setMatrix(\"prevViewProjection\", this._previousViewProjection!);\r\n this._previousViewProjection = viewProjection;\r\n\r\n effect.setVector2(\"screenSize\", new Vector2(this.width, this.height));\r\n\r\n effect.setFloat(\"motionScale\", this._scene.getAnimationRatio());\r\n effect.setFloat(\"motionStrength\", this.motionStrength);\r\n\r\n if (this._geometryBufferRenderer) {\r\n const depthIndex = this._geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.DEPTH_TEXTURE_TYPE);\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[depthIndex]);\r\n } else if (this._prePassRenderer) {\r\n const depthIndex = this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE);\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[depthIndex]);\r\n }\r\n }\r\n\r\n /**\r\n * Called on the effect must be updated (changed mode, samples count, etc.).\r\n */\r\n private _updateEffect(): void {\r\n if (this._geometryBufferRenderer || this._prePassRenderer) {\r\n const defines: string[] = [\r\n \"#define GEOMETRY_SUPPORTED\",\r\n \"#define SAMPLES \" + this._motionBlurSamples.toFixed(1),\r\n this._isObjectBased ? \"#define OBJECT_BASED\" : \"#define SCREEN_BASED\",\r\n ];\r\n\r\n this.updateEffect(defines.join(\"\\n\"));\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<MotionBlurPostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new MotionBlurPostProcess(\r\n parsedPostProcess.name,\r\n scene,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable,\r\n parsedPostProcess.textureType,\r\n false\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.MotionBlurPostProcess\", MotionBlurPostProcess);\r\n"]}
1
+ 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type { Nullable } from \"../types\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Matrix, TmpVectors, Vector2 } from \"../Maths/math.vector\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { GeometryBufferRenderer } from \"../Rendering/geometryBufferRenderer\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { MotionBlurConfiguration } from \"../Rendering/motionBlurConfiguration\";\r\nimport type { PrePassRenderer } from \"../Rendering/prePassRenderer\";\r\n\r\nimport \"../Animations/animatable\";\r\nimport \"../Rendering/geometryBufferRendererSceneComponent\";\r\nimport \"../Shaders/motionBlur.fragment\";\r\nimport { serialize, SerializationHelper } from \"../Misc/decorators\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\ndeclare type Engine = import(\"../Engines/engine\").Engine;\r\ndeclare type Scene = import(\"../scene\").Scene;\r\n\r\n/**\r\n * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.\r\n * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.\r\n * As an example, all you have to do is to create the post-process:\r\n * var mb = new BABYLON.MotionBlurPostProcess(\r\n * 'mb', // The name of the effect.\r\n * scene, // The scene containing the objects to blur according to their velocity.\r\n * 1.0, // The required width/height ratio to downsize to before computing the render pass.\r\n * camera // The camera to apply the render pass to.\r\n * );\r\n * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.\r\n */\r\nexport class MotionBlurPostProcess extends PostProcess {\r\n /**\r\n * Defines how much the image is blurred by the movement. Default value is equal to 1\r\n */\r\n @serialize()\r\n public motionStrength: number = 1;\r\n\r\n /**\r\n * Gets the number of iterations are used for motion blur quality. Default value is equal to 32\r\n */\r\n @serialize()\r\n public get motionBlurSamples(): number {\r\n return this._motionBlurSamples;\r\n }\r\n\r\n /**\r\n * Sets the number of iterations to be used for motion blur quality\r\n */\r\n public set motionBlurSamples(samples: number) {\r\n this._motionBlurSamples = samples;\r\n this._updateEffect();\r\n }\r\n\r\n private _motionBlurSamples: number = 32;\r\n\r\n /**\r\n * Gets whether or not the motion blur post-process is in object based mode.\r\n */\r\n @serialize()\r\n public get isObjectBased(): boolean {\r\n return this._isObjectBased;\r\n }\r\n\r\n /**\r\n * Sets whether or not the motion blur post-process is in object based mode.\r\n */\r\n public set isObjectBased(value: boolean) {\r\n if (this._isObjectBased === value) {\r\n return;\r\n }\r\n\r\n this._isObjectBased = value;\r\n this._applyMode();\r\n }\r\n\r\n private _isObjectBased: boolean = true;\r\n\r\n private _forceGeometryBuffer: boolean = false;\r\n private get _geometryBufferRenderer(): Nullable<GeometryBufferRenderer> {\r\n if (!this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n\r\n return this._scene.geometryBufferRenderer;\r\n }\r\n\r\n private get _prePassRenderer(): Nullable<PrePassRenderer> {\r\n if (this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n\r\n return this._scene.prePassRenderer;\r\n }\r\n\r\n private _invViewProjection: Nullable<Matrix> = null;\r\n private _previousViewProjection: Nullable<Matrix> = null;\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"MotionBlurPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"MotionBlurPostProcess\";\r\n }\r\n\r\n /**\r\n * Creates a new instance MotionBlurPostProcess\r\n * @param name The name of the effect.\r\n * @param scene The scene containing the objects to blur according to their velocity.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: true)\r\n * @param forceGeometryBuffer If this post process should use geometry buffer instead of prepass (default: false)\r\n */\r\n constructor(\r\n name: string,\r\n scene: Scene,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode?: number,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n blockCompilation = false,\r\n forceGeometryBuffer = false\r\n ) {\r\n super(\r\n name,\r\n \"motionBlur\",\r\n [\"motionStrength\", \"motionScale\", \"screenSize\", \"inverseViewProjection\", \"prevViewProjection\", \"projection\"],\r\n [\"velocitySampler\", \"depthSampler\"],\r\n options,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n \"#define GEOMETRY_SUPPORTED\\n#define SAMPLES 64.0\\n#define OBJECT_BASED\",\r\n textureType,\r\n undefined,\r\n null,\r\n blockCompilation\r\n );\r\n\r\n this._forceGeometryBuffer = forceGeometryBuffer;\r\n\r\n // Set up assets\r\n if (this._forceGeometryBuffer) {\r\n scene.enableGeometryBufferRenderer();\r\n\r\n if (this._geometryBufferRenderer) {\r\n this._geometryBufferRenderer.enableVelocity = true;\r\n }\r\n } else {\r\n scene.enablePrePassRenderer();\r\n\r\n if (this._prePassRenderer) {\r\n this._prePassRenderer.markAsDirty();\r\n this._prePassEffectConfiguration = new MotionBlurConfiguration();\r\n }\r\n }\r\n\r\n this._applyMode();\r\n }\r\n\r\n /**\r\n * Excludes the given skinned mesh from computing bones velocities.\r\n * Computing bones velocities can have a cost and that cost. The cost can be saved by calling this function and by passing the skinned mesh reference to ignore.\r\n * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.\r\n */\r\n public excludeSkinnedMesh(skinnedMesh: AbstractMesh): void {\r\n if (skinnedMesh.skeleton) {\r\n let list;\r\n if (this._geometryBufferRenderer) {\r\n list = this._geometryBufferRenderer.excludedSkinnedMeshesFromVelocity;\r\n } else if (this._prePassRenderer) {\r\n list = this._prePassRenderer.excludedSkinnedMesh;\r\n } else {\r\n return;\r\n }\r\n list.push(skinnedMesh);\r\n }\r\n }\r\n\r\n /**\r\n * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.\r\n * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.\r\n * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.\r\n */\r\n public removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void {\r\n if (skinnedMesh.skeleton) {\r\n let list;\r\n if (this._geometryBufferRenderer) {\r\n list = this._geometryBufferRenderer.excludedSkinnedMeshesFromVelocity;\r\n } else if (this._prePassRenderer) {\r\n list = this._prePassRenderer.excludedSkinnedMesh;\r\n } else {\r\n return;\r\n }\r\n\r\n const index = list.indexOf(skinnedMesh);\r\n if (index !== -1) {\r\n list.splice(index, 1);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the post process.\r\n * @param camera The camera to dispose the post process on.\r\n */\r\n public dispose(camera?: Camera): void {\r\n if (this._geometryBufferRenderer) {\r\n // Clear previous transformation matrices dictionary used to compute objects velocities\r\n this._geometryBufferRenderer._previousTransformationMatrices = {};\r\n this._geometryBufferRenderer._previousBonesTransformationMatrices = {};\r\n this._geometryBufferRenderer.excludedSkinnedMeshesFromVelocity = [];\r\n }\r\n\r\n super.dispose(camera);\r\n }\r\n\r\n /**\r\n * Called on the mode changed (object based or screen based).\r\n */\r\n private _applyMode(): void {\r\n if (!this._geometryBufferRenderer && !this._prePassRenderer) {\r\n // We can't get a velocity or depth texture. So, work as a passthrough.\r\n Logger.Warn(\"Multiple Render Target support needed to compute object based motion blur\");\r\n return this.updateEffect();\r\n }\r\n\r\n this._updateEffect();\r\n\r\n this._invViewProjection = null;\r\n this._previousViewProjection = null;\r\n\r\n if (this.isObjectBased) {\r\n if (this._prePassRenderer && this._prePassEffectConfiguration) {\r\n this._prePassEffectConfiguration.texturesRequired[0] = Constants.PREPASS_VELOCITY_TEXTURE_TYPE;\r\n }\r\n\r\n this.onApply = (effect: Effect) => this._onApplyObjectBased(effect);\r\n } else {\r\n this._invViewProjection = Matrix.Identity();\r\n this._previousViewProjection = this._scene.getTransformMatrix().clone();\r\n\r\n if (this._prePassRenderer && this._prePassEffectConfiguration) {\r\n this._prePassEffectConfiguration.texturesRequired[0] = Constants.PREPASS_DEPTH_TEXTURE_TYPE;\r\n }\r\n\r\n this.onApply = (effect: Effect) => this._onApplyScreenBased(effect);\r\n }\r\n }\r\n\r\n /**\r\n * Called on the effect is applied when the motion blur post-process is in object based mode.\r\n * @param effect\r\n */\r\n private _onApplyObjectBased(effect: Effect): void {\r\n effect.setVector2(\"screenSize\", new Vector2(this.width, this.height));\r\n\r\n effect.setFloat(\"motionScale\", this._scene.getAnimationRatio());\r\n effect.setFloat(\"motionStrength\", this.motionStrength);\r\n\r\n if (this._geometryBufferRenderer) {\r\n const velocityIndex = this._geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE);\r\n effect.setTexture(\"velocitySampler\", this._geometryBufferRenderer.getGBuffer().textures[velocityIndex]);\r\n } else if (this._prePassRenderer) {\r\n const velocityIndex = this._prePassRenderer.getIndex(Constants.PREPASS_VELOCITY_TEXTURE_TYPE);\r\n effect.setTexture(\"velocitySampler\", this._prePassRenderer.getRenderTarget().textures[velocityIndex]);\r\n }\r\n }\r\n\r\n /**\r\n * Called on the effect is applied when the motion blur post-process is in screen based mode.\r\n * @param effect\r\n */\r\n private _onApplyScreenBased(effect: Effect): void {\r\n const viewProjection = TmpVectors.Matrix[0];\r\n viewProjection.copyFrom(this._scene.getTransformMatrix());\r\n\r\n viewProjection.invertToRef(this._invViewProjection!);\r\n effect.setMatrix(\"inverseViewProjection\", this._invViewProjection!);\r\n\r\n effect.setMatrix(\"prevViewProjection\", this._previousViewProjection!);\r\n this._previousViewProjection!.copyFrom(viewProjection);\r\n\r\n effect.setMatrix(\"projection\", this._scene.getProjectionMatrix());\r\n\r\n effect.setVector2(\"screenSize\", new Vector2(this.width, this.height));\r\n\r\n effect.setFloat(\"motionScale\", this._scene.getAnimationRatio());\r\n effect.setFloat(\"motionStrength\", this.motionStrength);\r\n\r\n if (this._geometryBufferRenderer) {\r\n const depthIndex = this._geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.DEPTH_TEXTURE_TYPE);\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[depthIndex]);\r\n } else if (this._prePassRenderer) {\r\n const depthIndex = this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE);\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[depthIndex]);\r\n }\r\n }\r\n\r\n /**\r\n * Called on the effect must be updated (changed mode, samples count, etc.).\r\n */\r\n private _updateEffect(): void {\r\n if (this._geometryBufferRenderer || this._prePassRenderer) {\r\n const defines: string[] = [\r\n \"#define GEOMETRY_SUPPORTED\",\r\n \"#define SAMPLES \" + this._motionBlurSamples.toFixed(1),\r\n this._isObjectBased ? \"#define OBJECT_BASED\" : \"#define SCREEN_BASED\",\r\n ];\r\n\r\n this.updateEffect(defines.join(\"\\n\"));\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<MotionBlurPostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new MotionBlurPostProcess(\r\n parsedPostProcess.name,\r\n scene,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable,\r\n parsedPostProcess.textureType,\r\n false\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.MotionBlurPostProcess\", MotionBlurPostProcess);\r\n"]}
@@ -3,12 +3,12 @@ import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "motionBlurPixelShader";
4
4
  const shader = `varying vec2 vUV;
5
5
  uniform sampler2D velocitySampler;
6
- uniform sampler2D depthSampler;
6
+ uniform sampler2D depthSampler;
7
7
  #define CUSTOM_FRAGMENT_DEFINITIONS
8
8
  void main(void)
9
9
  #ifdef OBJECT_BASED
10
10
  vec2 texelSize=1.0/screenSize;
11
- vec2 texelSize=1.0/screenSize;
11
+ vec2 texelSize=1.0/screenSize;
12
12
  #else
13
13
  gl_FragColor=texture2D(textureSampler,vUV);
14
14
  }
@@ -1 +1 @@
1
- {"version":3,"file":"motionBlur.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/motionBlur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Dd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"motionBlurPixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\runiform float motionStrength;\runiform float motionScale;\runiform vec2 screenSize;\r#ifdef OBJECT_BASED\nuniform sampler2D velocitySampler;\r#else\nuniform sampler2D depthSampler;\runiform mat4 inverseViewProjection;\runiform mat4 prevViewProjection;\r#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\r#ifdef GEOMETRY_SUPPORTED\n#ifdef OBJECT_BASED\nvec2 texelSize=1.0/screenSize;\rvec4 velocityColor=texture2D(velocitySampler,vUV);\rvelocityColor.rg=velocityColor.rg*2.0-vec2(1.0);\rvec2 velocity=vec2(pow(velocityColor.r,3.0),pow(velocityColor.g,3.0))*velocityColor.a;\rvelocity*=motionScale*motionStrength;\rfloat speed=length(velocity/texelSize);\rint samplesCount=int(clamp(speed,1.0,SAMPLES));\rvelocity=normalize(velocity)*texelSize;\rfloat hlim=float(-samplesCount)*0.5+0.5;\rvec4 result=texture2D(textureSampler,vUV);\rfor (int i=1; i<int(SAMPLES); ++i)\r{\rif (i>=samplesCount)\rbreak;\rvec2 offset=vUV+velocity*(hlim+float(i));\rresult+=texture2D(textureSampler,offset);\r}\rgl_FragColor=result/float(samplesCount);\rgl_FragColor.a=1.0;\r#else\nvec2 texelSize=1.0/screenSize;\rfloat depth=texture2D(depthSampler,vUV).r;\rvec4 cpos=vec4(vUV*2.0-1.0,depth,1.0);\rcpos=cpos*inverseViewProjection;\rvec4 ppos=cpos*prevViewProjection;\rppos.xyz/=ppos.w;\rppos.xy=ppos.xy*0.5+0.5;\rvec2 velocity=(ppos.xy-vUV)*motionScale*motionStrength;\rfloat speed=length(velocity/texelSize);\rint nSamples=int(clamp(speed,1.0,SAMPLES));\rvec4 result=texture2D(textureSampler,vUV);\rfor (int i=1; i<int(SAMPLES); ++i) {\rif (i>=nSamples)\rbreak;\rvec2 offset1=vUV+velocity*(float(i)/float(nSamples-1)-0.5);\rresult+=texture2D(textureSampler,offset1);\r}\rgl_FragColor=result/float(nSamples);\r#endif\n#else\ngl_FragColor=texture2D(textureSampler,vUV);\r#endif\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const motionBlurPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"motionBlur.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/motionBlur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+Dd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"motionBlurPixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\runiform float motionStrength;\runiform float motionScale;\runiform vec2 screenSize;\r#ifdef OBJECT_BASED\nuniform sampler2D velocitySampler;\r#else\nuniform sampler2D depthSampler;\runiform mat4 inverseViewProjection;\runiform mat4 prevViewProjection;\runiform mat4 projection;\r#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\r#ifdef GEOMETRY_SUPPORTED\n#ifdef OBJECT_BASED\nvec2 texelSize=1.0/screenSize;\rvec4 velocityColor=texture2D(velocitySampler,vUV);\rvelocityColor.rg=velocityColor.rg*2.0-vec2(1.0);\rvec2 velocity=vec2(pow(velocityColor.r,3.0),pow(velocityColor.g,3.0))*velocityColor.a;\rvelocity*=motionScale*motionStrength;\rfloat speed=length(velocity/texelSize);\rint samplesCount=int(clamp(speed,1.0,SAMPLES));\rvelocity=normalize(velocity)*texelSize;\rfloat hlim=float(-samplesCount)*0.5+0.5;\rvec4 result=texture2D(textureSampler,vUV);\rfor (int i=1; i<int(SAMPLES); ++i)\r{\rif (i>=samplesCount)\rbreak;\rvec2 offset=vUV+velocity*(hlim+float(i));\rresult+=texture2D(textureSampler,offset);\r}\rgl_FragColor=result/float(samplesCount);\rgl_FragColor.a=1.0;\r#else\nvec2 texelSize=1.0/screenSize;\rfloat depth=texture2D(depthSampler,vUV).r;\rdepth=projection[2].z+projection[3].z/depth; \rvec4 cpos=vec4(vUV*2.0-1.0,depth,1.0);\rcpos=inverseViewProjection*cpos;\rcpos/=cpos.w;\rvec4 ppos=prevViewProjection*cpos;\rppos/=ppos.w;\rppos.xy=ppos.xy*0.5+0.5;\rvec2 velocity=(ppos.xy-vUV)*motionScale*motionStrength;\rfloat speed=length(velocity/texelSize);\rint nSamples=int(clamp(speed,1.0,SAMPLES));\rvec4 result=texture2D(textureSampler,vUV);\rfor (int i=1; i<int(SAMPLES); ++i) {\rif (i>=nSamples)\rbreak;\rvec2 offset1=vUV+velocity*(float(i)/float(nSamples-1)-0.5);\rresult+=texture2D(textureSampler,offset1);\r}\rgl_FragColor=result/float(nSamples);\r#endif\n#else\ngl_FragColor=texture2D(textureSampler,vUV);\r#endif\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const motionBlurPixelShader = { name, shader };\n"]}
@@ -6,15 +6,17 @@ import "./ShadersInclude/clipPlaneFragment.js";
6
6
  import "./ShadersInclude/shadowMapFragment.js";
7
7
  const name = "shadowMapPixelShader";
8
8
  const shader = `#include<shadowMapFragmentExtraDeclaration>
9
- #ifdef ALPHATEST
9
+ #ifdef ALPHATEXTURE
10
10
  varying vec2 vUV;
11
11
  #include<clipPlaneFragmentDeclaration>
12
12
  #define CUSTOM_FRAGMENT_DEFINITIONS
13
13
  void main(void)
14
- #ifdef ALPHATEST
15
- float alphaFromAlphaTexture=texture2D(diffuseSampler,vUV).a;
14
+ #ifdef ALPHATEXTURE
15
+ float alphaFromAlphaTexture=texture2D(diffuseSampler,vUV).a;
16
+ if (alphaFromAlphaTexture<ALPHATESTVALUE)
17
+ #endif
16
18
  #if SM_SOFTTRANSPARENTSHADOW==1
17
- #ifdef ALPHATEST
19
+ #ifdef ALPHATEXTURE
18
20
  if ((bayerDither8(floor(mod(gl_FragCoord.xy,8.0))))/64.0>=softTransparentShadowSM*alphaFromAlphaTexture) discard;
19
21
  if ((bayerDither8(floor(mod(gl_FragCoord.xy,8.0))))/64.0>=softTransparentShadowSM) discard;
20
22
  #endif
@@ -1 +1 @@
1
- {"version":3,"file":"shadowMap.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/shadowMap.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,oDAAoD,CAAC;AAC5D,OAAO,+CAA+C,CAAC;AACvD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;EAuBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/shadowMapFragmentExtraDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/shadowMapFragment\";\n\nconst name = \"shadowMapPixelShader\";\nconst shader = `#include<shadowMapFragmentExtraDeclaration>\n#ifdef ALPHATEST\nvarying vec2 vUV;\runiform sampler2D diffuseSampler;\r#endif\n#include<clipPlaneFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\r#include<clipPlaneFragment>\n#ifdef ALPHATEST\nfloat alphaFromAlphaTexture=texture2D(diffuseSampler,vUV).a;\rif (alphaFromAlphaTexture<ALPHATESTVALUE)\rdiscard;\r#endif\n#if SM_SOFTTRANSPARENTSHADOW==1\n#ifdef ALPHATEST\nif ((bayerDither8(floor(mod(gl_FragCoord.xy,8.0))))/64.0>=softTransparentShadowSM*alphaFromAlphaTexture) discard;\r#else\nif ((bayerDither8(floor(mod(gl_FragCoord.xy,8.0))))/64.0>=softTransparentShadowSM) discard;\r#endif\n#endif\n#include<shadowMapFragment>\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const shadowMapPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"shadowMap.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/shadowMap.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,oDAAoD,CAAC;AAC5D,OAAO,+CAA+C,CAAC;AACvD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;EAyBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/shadowMapFragmentExtraDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/shadowMapFragment\";\n\nconst name = \"shadowMapPixelShader\";\nconst shader = `#include<shadowMapFragmentExtraDeclaration>\n#ifdef ALPHATEXTURE\nvarying vec2 vUV;\runiform sampler2D diffuseSampler;\r#endif\n#include<clipPlaneFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\r#include<clipPlaneFragment>\n#ifdef ALPHATEXTURE\nfloat alphaFromAlphaTexture=texture2D(diffuseSampler,vUV).a;\r#ifdef ALPHATESTVALUE\nif (alphaFromAlphaTexture<ALPHATESTVALUE)\rdiscard;\r#endif\n#endif\n#if SM_SOFTTRANSPARENTSHADOW==1\n#ifdef ALPHATEXTURE\nif ((bayerDither8(floor(mod(gl_FragCoord.xy,8.0))))/64.0>=softTransparentShadowSM*alphaFromAlphaTexture) discard;\r#else\nif ((bayerDither8(floor(mod(gl_FragCoord.xy,8.0))))/64.0>=softTransparentShadowSM) discard;\r#endif\n#endif\n#include<shadowMapFragment>\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const shadowMapPixelShader = { name, shader };\n"]}
@@ -28,7 +28,7 @@ attribute vec3 normal;
28
28
  attribute vec4 world0;
29
29
  #include<helperFunctions>
30
30
  #include<__decl__shadowMapVertex>
31
- #ifdef ALPHATEST
31
+ #ifdef ALPHATEXTURE
32
32
  varying vec2 vUV;
33
33
  attribute vec2 uv;
34
34
  #ifdef UV2
@@ -55,7 +55,7 @@ vec3 vNormalW=normalize(normWorldSM*normalUpdated);
55
55
  #endif
56
56
  #include<shadowMapVertexNormalBias>
57
57
  gl_Position=viewProjection*worldPos;
58
- #ifdef ALPHATEST
58
+ #ifdef ALPHATEXTURE
59
59
  #ifdef UV1
60
60
  vUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));
61
61
  #ifdef UV2
@@ -1 +1 @@
1
- {"version":3,"file":"shadowMap.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/shadowMap.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,6CAA6C,CAAC;AACrD,OAAO,0CAA0C,CAAC;AAClD,OAAO,kDAAkD,CAAC;AAC1D,OAAO,6CAA6C,CAAC;AACrD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAoEb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/shadowMapVertexDeclaration\";\nimport \"./ShadersInclude/shadowMapUboDeclaration\";\nimport \"./ShadersInclude/shadowMapVertexExtraDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/shadowMapVertexNormalBias\";\nimport \"./ShadersInclude/shadowMapVertexMetric\";\nimport \"./ShadersInclude/clipPlaneVertex\";\n\nconst name = \"shadowMapVertexShader\";\nconst shader = `attribute vec3 position;\r#ifdef NORMAL\nattribute vec3 normal;\r#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef INSTANCES\nattribute vec4 world0;\rattribute vec4 world1;\rattribute vec4 world2;\rattribute vec4 world3;\r#endif\n#include<helperFunctions>\n#include<__decl__shadowMapVertex>\n#ifdef ALPHATEST\nvarying vec2 vUV;\runiform mat4 diffuseMatrix;\r#ifdef UV1\nattribute vec2 uv;\r#endif\n#ifdef UV2\nattribute vec2 uv2;\r#endif\n#endif\n#include<shadowMapVertexExtraDeclaration>\n#include<clipPlaneVertexDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void)\r{\rvec3 positionUpdated=position;\r#ifdef UV1\nvec2 uvUpdated=uv;\r#endif\n#ifdef NORMAL\nvec3 normalUpdated=normal;\r#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\r#ifdef NORMAL\nmat3 normWorldSM=mat3(finalWorld);\r#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvec3 vNormalW=normalUpdated/vec3(dot(normWorldSM[0],normWorldSM[0]),dot(normWorldSM[1],normWorldSM[1]),dot(normWorldSM[2],normWorldSM[2]));\rvNormalW=normalize(normWorldSM*vNormalW);\r#else\n#ifdef NONUNIFORMSCALING\nnormWorldSM=transposeMat3(inverseMat3(normWorldSM));\r#endif\nvec3 vNormalW=normalize(normWorldSM*normalUpdated);\r#endif\n#endif\n#include<shadowMapVertexNormalBias>\ngl_Position=viewProjection*worldPos;\r#include<shadowMapVertexMetric>\n#ifdef ALPHATEST\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));\r#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\r#endif\n#endif\n#include<clipPlaneVertex>\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const shadowMapVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"shadowMap.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/shadowMap.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,6CAA6C,CAAC;AACrD,OAAO,0CAA0C,CAAC;AAClD,OAAO,kDAAkD,CAAC;AAC1D,OAAO,6CAA6C,CAAC;AACrD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAoEb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/shadowMapVertexDeclaration\";\nimport \"./ShadersInclude/shadowMapUboDeclaration\";\nimport \"./ShadersInclude/shadowMapVertexExtraDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/shadowMapVertexNormalBias\";\nimport \"./ShadersInclude/shadowMapVertexMetric\";\nimport \"./ShadersInclude/clipPlaneVertex\";\n\nconst name = \"shadowMapVertexShader\";\nconst shader = `attribute vec3 position;\r#ifdef NORMAL\nattribute vec3 normal;\r#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef INSTANCES\nattribute vec4 world0;\rattribute vec4 world1;\rattribute vec4 world2;\rattribute vec4 world3;\r#endif\n#include<helperFunctions>\n#include<__decl__shadowMapVertex>\n#ifdef ALPHATEXTURE\nvarying vec2 vUV;\runiform mat4 diffuseMatrix;\r#ifdef UV1\nattribute vec2 uv;\r#endif\n#ifdef UV2\nattribute vec2 uv2;\r#endif\n#endif\n#include<shadowMapVertexExtraDeclaration>\n#include<clipPlaneVertexDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void)\r{\rvec3 positionUpdated=position;\r#ifdef UV1\nvec2 uvUpdated=uv;\r#endif\n#ifdef NORMAL\nvec3 normalUpdated=normal;\r#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\r#ifdef NORMAL\nmat3 normWorldSM=mat3(finalWorld);\r#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvec3 vNormalW=normalUpdated/vec3(dot(normWorldSM[0],normWorldSM[0]),dot(normWorldSM[1],normWorldSM[1]),dot(normWorldSM[2],normWorldSM[2]));\rvNormalW=normalize(normWorldSM*vNormalW);\r#else\n#ifdef NONUNIFORMSCALING\nnormWorldSM=transposeMat3(inverseMat3(normWorldSM));\r#endif\nvec3 vNormalW=normalize(normWorldSM*normalUpdated);\r#endif\n#endif\n#include<shadowMapVertexNormalBias>\ngl_Position=viewProjection*worldPos;\r#include<shadowMapVertexMetric>\n#ifdef ALPHATEXTURE\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));\r#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\r#endif\n#endif\n#include<clipPlaneVertex>\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const shadowMapVertexShader = { name, shader };\n"]}
package/XR/webXRCamera.js CHANGED
@@ -237,6 +237,8 @@ export class WebXRCamera extends FreeCamera {
237
237
  // Set cameras to render to the session's render target
238
238
  currentRig.outputRenderTarget = renderTargetTexture || this._xrSessionManager.getRenderTargetTextureForView(view);
239
239
  }
240
+ // Replicate parent rig camera behavior
241
+ currentRig.layerMask = this.layerMask;
240
242
  });
241
243
  }
242
244
  _updateNumberOfRigCameras(viewCount = 1) {
@@ -1 +1 @@
1
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{ Vector3, Matrix, Quaternion, TmpVectors } from \"../Maths/math.vector\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { FreeCamera } from \"../Cameras/freeCamera\";\r\nimport { TargetCamera } from \"../Cameras/targetCamera\";\r\nimport type { WebXRSessionManager } from \"./webXRSessionManager\";\r\nimport { Viewport } from \"../Maths/math.viewport\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { WebXRTrackingState } from \"./webXRTypes\";\r\n\r\n/**\r\n * WebXR Camera which holds the views for the xrSession\r\n * @see https://doc.babylonjs.com/how_to/webxr_camera\r\n */\r\nexport class WebXRCamera extends FreeCamera {\r\n private static _ScaleReadOnly = Vector3.One();\r\n\r\n private _firstFrame = false;\r\n private _referenceQuaternion: Quaternion = Quaternion.Identity();\r\n private _referencedPosition: Vector3 = new Vector3();\r\n private _trackingState: WebXRTrackingState = WebXRTrackingState.NOT_TRACKING;\r\n\r\n /**\r\n * Observable raised before camera teleportation\r\n */\r\n public onBeforeCameraTeleport = new Observable<Vector3>();\r\n\r\n /**\r\n * Observable raised after camera teleportation\r\n */\r\n public onAfterCameraTeleport = new Observable<Vector3>();\r\n\r\n /**\r\n * Notifies when the camera's tracking state has changed.\r\n * Notice - will also be triggered when tracking has started (at the beginning of the session)\r\n */\r\n public onTrackingStateChanged = new Observable<WebXRTrackingState>();\r\n /**\r\n * Should position compensation execute on first frame.\r\n * This is used when copying the position from a native (non XR) camera\r\n */\r\n public compensateOnFirstFrame: boolean = true;\r\n\r\n /**\r\n * The last XRViewerPose from the current XRFrame\r\n * @internal\r\n */\r\n public _lastXRViewerPose?: XRViewerPose;\r\n\r\n /**\r\n * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager\r\n * @param name the name of the camera\r\n * @param scene the scene to add the camera to\r\n * @param _xrSessionManager a constructed xr session manager\r\n */\r\n constructor(name: string, scene: Scene, private _xrSessionManager: WebXRSessionManager) {\r\n super(name, Vector3.Zero(), scene);\r\n\r\n // Initial camera configuration\r\n this.minZ = 0.1;\r\n this.rotationQuaternion = new Quaternion();\r\n this.cameraRigMode = Camera.RIG_MODE_CUSTOM;\r\n this.updateUpVectorFromRotation = true;\r\n this._updateNumberOfRigCameras(1);\r\n // freeze projection matrix, which will be copied later\r\n this.freezeProjectionMatrix();\r\n\r\n this._xrSessionManager.onXRSessionInit.add(() => {\r\n this._referencedPosition.copyFromFloats(0, 0, 0);\r\n this._referenceQuaternion.copyFromFloats(0, 0, 0, 1);\r\n // first frame - camera's y position should be 0 for the correct offset\r\n this._firstFrame = this.compensateOnFirstFrame;\r\n });\r\n\r\n // Check transformation changes on each frame. Callback is added to be first so that the transformation will be\r\n // applied to the rest of the elements using the referenceSpace object\r\n this._xrSessionManager.onXRFrameObservable.add(\r\n () => {\r\n if (this._firstFrame) {\r\n this._updateFromXRSession();\r\n }\r\n this._updateReferenceSpace();\r\n this._updateFromXRSession();\r\n },\r\n undefined,\r\n true\r\n );\r\n }\r\n\r\n /**\r\n * Get the current XR tracking state of the camera\r\n */\r\n public get trackingState(): WebXRTrackingState {\r\n return this._trackingState;\r\n }\r\n\r\n private _setTrackingState(newState: WebXRTrackingState) {\r\n if (this._trackingState !== newState) {\r\n this._trackingState = newState;\r\n this.onTrackingStateChanged.notifyObservers(newState);\r\n }\r\n }\r\n\r\n /**\r\n * Return the user's height, unrelated to the current ground.\r\n * This will be the y position of this camera, when ground level is 0.\r\n */\r\n public get realWorldHeight(): number {\r\n const basePose = this._xrSessionManager.currentFrame && this._xrSessionManager.currentFrame.getViewerPose(this._xrSessionManager.baseReferenceSpace);\r\n if (basePose && basePose.transform) {\r\n return basePose.transform.position.y;\r\n } else {\r\n return 0;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _updateForDualEyeDebugging(/*pupilDistance = 0.01*/) {\r\n // Create initial camera rigs\r\n this._updateNumberOfRigCameras(2);\r\n this.rigCameras[0].viewport = new Viewport(0, 0, 0.5, 1.0);\r\n // this.rigCameras[0].position.x = -pupilDistance / 2;\r\n this.rigCameras[0].outputRenderTarget = null;\r\n this.rigCameras[1].viewport = new Viewport(0.5, 0, 0.5, 1.0);\r\n // this.rigCameras[1].position.x = pupilDistance / 2;\r\n this.rigCameras[1].outputRenderTarget = null;\r\n }\r\n\r\n /**\r\n * Sets this camera's transformation based on a non-vr camera\r\n * @param otherCamera the non-vr camera to copy the transformation from\r\n * @param resetToBaseReferenceSpace should XR reset to the base reference space\r\n */\r\n public setTransformationFromNonVRCamera(otherCamera: Camera = this.getScene().activeCamera!, resetToBaseReferenceSpace: boolean = true) {\r\n if (!otherCamera || otherCamera === this) {\r\n return;\r\n }\r\n const mat = otherCamera.computeWorldMatrix();\r\n mat.decompose(undefined, this.rotationQuaternion, this.position);\r\n // set the ground level\r\n this.position.y = 0;\r\n Quaternion.FromEulerAnglesToRef(0, this.rotationQuaternion.toEulerAngles().y, 0, this.rotationQuaternion);\r\n this._firstFrame = true;\r\n if (resetToBaseReferenceSpace) {\r\n this._xrSessionManager.resetReferenceSpace();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the current instance class name (\"WebXRCamera\").\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"WebXRCamera\";\r\n }\r\n\r\n public dispose() {\r\n super.dispose();\r\n this._lastXRViewerPose = undefined;\r\n }\r\n\r\n private _rotate180 = new Quaternion(0, 1, 0, 0);\r\n\r\n private _updateFromXRSession() {\r\n const pose = this._xrSessionManager.currentFrame && this._xrSessionManager.currentFrame.getViewerPose(this._xrSessionManager.referenceSpace);\r\n this._lastXRViewerPose = pose || undefined;\r\n if (!pose) {\r\n this._setTrackingState(WebXRTrackingState.NOT_TRACKING);\r\n return;\r\n }\r\n\r\n // Set the tracking state. if it didn't change it is a no-op\r\n const trackingState = pose.emulatedPosition ? WebXRTrackingState.TRACKING_LOST : WebXRTrackingState.TRACKING;\r\n this._setTrackingState(trackingState);\r\n\r\n // check min/max Z and update if not the same as in cache\r\n if (this.minZ !== this._cache.minZ || this.maxZ !== this._cache.maxZ) {\r\n const xrRenderState: XRRenderStateInit = {\r\n // if maxZ is 0 it should be \"Infinity\", but it doesn't work with the WebXR API. Setting to a large number.\r\n depthFar: this.maxZ || 10000,\r\n depthNear: this.minZ,\r\n };\r\n\r\n this._xrSessionManager.updateRenderState(xrRenderState);\r\n this._cache.minZ = this.minZ;\r\n this._cache.maxZ = this.maxZ;\r\n }\r\n\r\n if (pose.transform) {\r\n const orientation = pose.transform.orientation;\r\n if (pose.transform.orientation.x === undefined) {\r\n // Babylon native polyfill can return an undefined orientation value\r\n // When not initialized\r\n return;\r\n }\r\n const pos = pose.transform.position;\r\n this._referencedPosition.set(pos.x, pos.y, pos.z);\r\n\r\n this._referenceQuaternion.set(orientation.x, orientation.y, orientation.z, orientation.w);\r\n if (!this._scene.useRightHandedSystem) {\r\n this._referencedPosition.z *= -1;\r\n this._referenceQuaternion.z *= -1;\r\n this._referenceQuaternion.w *= -1;\r\n }\r\n\r\n if (this._firstFrame) {\r\n this._firstFrame = false;\r\n // we have the XR reference, now use this to find the offset to get the camera to be\r\n // in the right position\r\n\r\n // set the height to correlate to the current height\r\n this.position.y += this._referencedPosition.y;\r\n // avoid using the head rotation on the first frame.\r\n this._referenceQuaternion.copyFromFloats(0, 0, 0, 1);\r\n } else {\r\n // update position and rotation as reference\r\n this.rotationQuaternion.copyFrom(this._referenceQuaternion);\r\n this.position.copyFrom(this._referencedPosition);\r\n }\r\n }\r\n\r\n // Update camera rigs\r\n if (this.rigCameras.length !== pose.views.length) {\r\n this._updateNumberOfRigCameras(pose.views.length);\r\n }\r\n\r\n pose.views.forEach((view: XRView, i: number) => {\r\n const currentRig = <TargetCamera>this.rigCameras[i];\r\n // update right and left, where applicable\r\n if (!currentRig.isLeftCamera && !currentRig.isRightCamera) {\r\n if (view.eye === \"right\") {\r\n currentRig._isRightCamera = true;\r\n } else if (view.eye === \"left\") {\r\n currentRig._isLeftCamera = true;\r\n }\r\n }\r\n // Update view/projection matrix\r\n const pos = view.transform.position;\r\n const orientation = view.transform.orientation;\r\n\r\n currentRig.parent = this.parent;\r\n\r\n currentRig.position.set(pos.x, pos.y, pos.z);\r\n currentRig.rotationQuaternion.set(orientation.x, orientation.y, orientation.z, orientation.w);\r\n if (!this._scene.useRightHandedSystem) {\r\n currentRig.position.z *= -1;\r\n currentRig.rotationQuaternion.z *= -1;\r\n currentRig.rotationQuaternion.w *= -1;\r\n } else {\r\n currentRig.rotationQuaternion.multiplyInPlace(this._rotate180);\r\n }\r\n Matrix.FromFloat32ArrayToRefScaled(view.projectionMatrix, 0, 1, currentRig._projectionMatrix);\r\n\r\n if (!this._scene.useRightHandedSystem) {\r\n currentRig._projectionMatrix.toggleProjectionMatrixHandInPlace();\r\n }\r\n\r\n // first camera?\r\n if (i === 0) {\r\n this._projectionMatrix.copyFrom(currentRig._projectionMatrix);\r\n }\r\n\r\n const renderTargetTexture = this._xrSessionManager.getRenderTargetTextureForView(view);\r\n this._renderingMultiview = renderTargetTexture?._texture?.isMultiview || false;\r\n if (this._renderingMultiview) {\r\n // For multiview, the render target texture is the same per-view (just the slice index is different),\r\n // so we only need to set the output render target once for the rig parent.\r\n if (i == 0) {\r\n this._xrSessionManager.trySetViewportForView(this.viewport, view);\r\n this.outputRenderTarget = renderTargetTexture;\r\n }\r\n } else {\r\n // Update viewport\r\n this._xrSessionManager.trySetViewportForView(currentRig.viewport, view);\r\n\r\n // Set cameras to render to the session's render target\r\n currentRig.outputRenderTarget = renderTargetTexture || this._xrSessionManager.getRenderTargetTextureForView(view);\r\n }\r\n });\r\n }\r\n\r\n private _updateNumberOfRigCameras(viewCount = 1) {\r\n while (this.rigCameras.length < viewCount) {\r\n const newCamera = new TargetCamera(\"XR-RigCamera: \" + this.rigCameras.length, Vector3.Zero(), this.getScene());\r\n newCamera.minZ = 0.1;\r\n newCamera.rotationQuaternion = new Quaternion();\r\n newCamera.updateUpVectorFromRotation = true;\r\n newCamera.isRigCamera = true;\r\n newCamera.rigParent = this;\r\n // do not compute projection matrix, provided by XR\r\n newCamera.freezeProjectionMatrix();\r\n this.rigCameras.push(newCamera);\r\n }\r\n while (this.rigCameras.length > viewCount) {\r\n const removedCamera = this.rigCameras.pop();\r\n if (removedCamera) {\r\n removedCamera.dispose();\r\n }\r\n }\r\n }\r\n\r\n private _updateReferenceSpace() {\r\n // were position & rotation updated OUTSIDE of the xr update loop\r\n if (!this.position.equals(this._referencedPosition) || !this.rotationQuaternion.equals(this._referenceQuaternion)) {\r\n const referencedMat = TmpVectors.Matrix[0];\r\n const poseMat = TmpVectors.Matrix[1];\r\n const transformMat = TmpVectors.Matrix[2];\r\n\r\n Matrix.ComposeToRef(WebXRCamera._ScaleReadOnly, this._referenceQuaternion, this._referencedPosition, referencedMat);\r\n Matrix.ComposeToRef(WebXRCamera._ScaleReadOnly, this.rotationQuaternion, this.position, poseMat);\r\n referencedMat.invert().multiplyToRef(poseMat, transformMat);\r\n transformMat.invert();\r\n\r\n if (!this._scene.useRightHandedSystem) {\r\n transformMat.toggleModelMatrixHandInPlace();\r\n }\r\n\r\n transformMat.decompose(undefined, this._referenceQuaternion, this._referencedPosition);\r\n const transform = new XRRigidTransform(\r\n {\r\n x: this._referencedPosition.x,\r\n y: this._referencedPosition.y,\r\n z: this._referencedPosition.z,\r\n },\r\n {\r\n x: this._referenceQuaternion.x,\r\n y: this._referenceQuaternion.y,\r\n z: this._referenceQuaternion.z,\r\n w: this._referenceQuaternion.w,\r\n }\r\n );\r\n this._xrSessionManager.referenceSpace = this._xrSessionManager.referenceSpace.getOffsetReferenceSpace(transform);\r\n }\r\n }\r\n}\r\n"]}
1
+ 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{ Vector3, Matrix, Quaternion, TmpVectors } from \"../Maths/math.vector\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { FreeCamera } from \"../Cameras/freeCamera\";\r\nimport { TargetCamera } from \"../Cameras/targetCamera\";\r\nimport type { WebXRSessionManager } from \"./webXRSessionManager\";\r\nimport { Viewport } from \"../Maths/math.viewport\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { WebXRTrackingState } from \"./webXRTypes\";\r\n\r\n/**\r\n * WebXR Camera which holds the views for the xrSession\r\n * @see https://doc.babylonjs.com/how_to/webxr_camera\r\n */\r\nexport class WebXRCamera extends FreeCamera {\r\n private static _ScaleReadOnly = Vector3.One();\r\n\r\n private _firstFrame = false;\r\n private _referenceQuaternion: Quaternion = Quaternion.Identity();\r\n private _referencedPosition: Vector3 = new Vector3();\r\n private _trackingState: WebXRTrackingState = WebXRTrackingState.NOT_TRACKING;\r\n\r\n /**\r\n * Observable raised before camera teleportation\r\n */\r\n public onBeforeCameraTeleport = new Observable<Vector3>();\r\n\r\n /**\r\n * Observable raised after camera teleportation\r\n */\r\n public onAfterCameraTeleport = new Observable<Vector3>();\r\n\r\n /**\r\n * Notifies when the camera's tracking state has changed.\r\n * Notice - will also be triggered when tracking has started (at the beginning of the session)\r\n */\r\n public onTrackingStateChanged = new Observable<WebXRTrackingState>();\r\n /**\r\n * Should position compensation execute on first frame.\r\n * This is used when copying the position from a native (non XR) camera\r\n */\r\n public compensateOnFirstFrame: boolean = true;\r\n\r\n /**\r\n * The last XRViewerPose from the current XRFrame\r\n * @internal\r\n */\r\n public _lastXRViewerPose?: XRViewerPose;\r\n\r\n /**\r\n * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager\r\n * @param name the name of the camera\r\n * @param scene the scene to add the camera to\r\n * @param _xrSessionManager a constructed xr session manager\r\n */\r\n constructor(name: string, scene: Scene, private _xrSessionManager: WebXRSessionManager) {\r\n super(name, Vector3.Zero(), scene);\r\n\r\n // Initial camera configuration\r\n this.minZ = 0.1;\r\n this.rotationQuaternion = new Quaternion();\r\n this.cameraRigMode = Camera.RIG_MODE_CUSTOM;\r\n this.updateUpVectorFromRotation = true;\r\n this._updateNumberOfRigCameras(1);\r\n // freeze projection matrix, which will be copied later\r\n this.freezeProjectionMatrix();\r\n\r\n this._xrSessionManager.onXRSessionInit.add(() => {\r\n this._referencedPosition.copyFromFloats(0, 0, 0);\r\n this._referenceQuaternion.copyFromFloats(0, 0, 0, 1);\r\n // first frame - camera's y position should be 0 for the correct offset\r\n this._firstFrame = this.compensateOnFirstFrame;\r\n });\r\n\r\n // Check transformation changes on each frame. Callback is added to be first so that the transformation will be\r\n // applied to the rest of the elements using the referenceSpace object\r\n this._xrSessionManager.onXRFrameObservable.add(\r\n () => {\r\n if (this._firstFrame) {\r\n this._updateFromXRSession();\r\n }\r\n this._updateReferenceSpace();\r\n this._updateFromXRSession();\r\n },\r\n undefined,\r\n true\r\n );\r\n }\r\n\r\n /**\r\n * Get the current XR tracking state of the camera\r\n */\r\n public get trackingState(): WebXRTrackingState {\r\n return this._trackingState;\r\n }\r\n\r\n private _setTrackingState(newState: WebXRTrackingState) {\r\n if (this._trackingState !== newState) {\r\n this._trackingState = newState;\r\n this.onTrackingStateChanged.notifyObservers(newState);\r\n }\r\n }\r\n\r\n /**\r\n * Return the user's height, unrelated to the current ground.\r\n * This will be the y position of this camera, when ground level is 0.\r\n */\r\n public get realWorldHeight(): number {\r\n const basePose = this._xrSessionManager.currentFrame && this._xrSessionManager.currentFrame.getViewerPose(this._xrSessionManager.baseReferenceSpace);\r\n if (basePose && basePose.transform) {\r\n return basePose.transform.position.y;\r\n } else {\r\n return 0;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _updateForDualEyeDebugging(/*pupilDistance = 0.01*/) {\r\n // Create initial camera rigs\r\n this._updateNumberOfRigCameras(2);\r\n this.rigCameras[0].viewport = new Viewport(0, 0, 0.5, 1.0);\r\n // this.rigCameras[0].position.x = -pupilDistance / 2;\r\n this.rigCameras[0].outputRenderTarget = null;\r\n this.rigCameras[1].viewport = new Viewport(0.5, 0, 0.5, 1.0);\r\n // this.rigCameras[1].position.x = pupilDistance / 2;\r\n this.rigCameras[1].outputRenderTarget = null;\r\n }\r\n\r\n /**\r\n * Sets this camera's transformation based on a non-vr camera\r\n * @param otherCamera the non-vr camera to copy the transformation from\r\n * @param resetToBaseReferenceSpace should XR reset to the base reference space\r\n */\r\n public setTransformationFromNonVRCamera(otherCamera: Camera = this.getScene().activeCamera!, resetToBaseReferenceSpace: boolean = true) {\r\n if (!otherCamera || otherCamera === this) {\r\n return;\r\n }\r\n const mat = otherCamera.computeWorldMatrix();\r\n mat.decompose(undefined, this.rotationQuaternion, this.position);\r\n // set the ground level\r\n this.position.y = 0;\r\n Quaternion.FromEulerAnglesToRef(0, this.rotationQuaternion.toEulerAngles().y, 0, this.rotationQuaternion);\r\n this._firstFrame = true;\r\n if (resetToBaseReferenceSpace) {\r\n this._xrSessionManager.resetReferenceSpace();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the current instance class name (\"WebXRCamera\").\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"WebXRCamera\";\r\n }\r\n\r\n public dispose() {\r\n super.dispose();\r\n this._lastXRViewerPose = undefined;\r\n }\r\n\r\n private _rotate180 = new Quaternion(0, 1, 0, 0);\r\n\r\n private _updateFromXRSession() {\r\n const pose = this._xrSessionManager.currentFrame && this._xrSessionManager.currentFrame.getViewerPose(this._xrSessionManager.referenceSpace);\r\n this._lastXRViewerPose = pose || undefined;\r\n if (!pose) {\r\n this._setTrackingState(WebXRTrackingState.NOT_TRACKING);\r\n return;\r\n }\r\n\r\n // Set the tracking state. if it didn't change it is a no-op\r\n const trackingState = pose.emulatedPosition ? WebXRTrackingState.TRACKING_LOST : WebXRTrackingState.TRACKING;\r\n this._setTrackingState(trackingState);\r\n\r\n // check min/max Z and update if not the same as in cache\r\n if (this.minZ !== this._cache.minZ || this.maxZ !== this._cache.maxZ) {\r\n const xrRenderState: XRRenderStateInit = {\r\n // if maxZ is 0 it should be \"Infinity\", but it doesn't work with the WebXR API. Setting to a large number.\r\n depthFar: this.maxZ || 10000,\r\n depthNear: this.minZ,\r\n };\r\n\r\n this._xrSessionManager.updateRenderState(xrRenderState);\r\n this._cache.minZ = this.minZ;\r\n this._cache.maxZ = this.maxZ;\r\n }\r\n\r\n if (pose.transform) {\r\n const orientation = pose.transform.orientation;\r\n if (pose.transform.orientation.x === undefined) {\r\n // Babylon native polyfill can return an undefined orientation value\r\n // When not initialized\r\n return;\r\n }\r\n const pos = pose.transform.position;\r\n this._referencedPosition.set(pos.x, pos.y, pos.z);\r\n\r\n this._referenceQuaternion.set(orientation.x, orientation.y, orientation.z, orientation.w);\r\n if (!this._scene.useRightHandedSystem) {\r\n this._referencedPosition.z *= -1;\r\n this._referenceQuaternion.z *= -1;\r\n this._referenceQuaternion.w *= -1;\r\n }\r\n\r\n if (this._firstFrame) {\r\n this._firstFrame = false;\r\n // we have the XR reference, now use this to find the offset to get the camera to be\r\n // in the right position\r\n\r\n // set the height to correlate to the current height\r\n this.position.y += this._referencedPosition.y;\r\n // avoid using the head rotation on the first frame.\r\n this._referenceQuaternion.copyFromFloats(0, 0, 0, 1);\r\n } else {\r\n // update position and rotation as reference\r\n this.rotationQuaternion.copyFrom(this._referenceQuaternion);\r\n this.position.copyFrom(this._referencedPosition);\r\n }\r\n }\r\n\r\n // Update camera rigs\r\n if (this.rigCameras.length !== pose.views.length) {\r\n this._updateNumberOfRigCameras(pose.views.length);\r\n }\r\n\r\n pose.views.forEach((view: XRView, i: number) => {\r\n const currentRig = <TargetCamera>this.rigCameras[i];\r\n // update right and left, where applicable\r\n if (!currentRig.isLeftCamera && !currentRig.isRightCamera) {\r\n if (view.eye === \"right\") {\r\n currentRig._isRightCamera = true;\r\n } else if (view.eye === \"left\") {\r\n currentRig._isLeftCamera = true;\r\n }\r\n }\r\n // Update view/projection matrix\r\n const pos = view.transform.position;\r\n const orientation = view.transform.orientation;\r\n\r\n currentRig.parent = this.parent;\r\n\r\n currentRig.position.set(pos.x, pos.y, pos.z);\r\n currentRig.rotationQuaternion.set(orientation.x, orientation.y, orientation.z, orientation.w);\r\n if (!this._scene.useRightHandedSystem) {\r\n currentRig.position.z *= -1;\r\n currentRig.rotationQuaternion.z *= -1;\r\n currentRig.rotationQuaternion.w *= -1;\r\n } else {\r\n currentRig.rotationQuaternion.multiplyInPlace(this._rotate180);\r\n }\r\n Matrix.FromFloat32ArrayToRefScaled(view.projectionMatrix, 0, 1, currentRig._projectionMatrix);\r\n\r\n if (!this._scene.useRightHandedSystem) {\r\n currentRig._projectionMatrix.toggleProjectionMatrixHandInPlace();\r\n }\r\n\r\n // first camera?\r\n if (i === 0) {\r\n this._projectionMatrix.copyFrom(currentRig._projectionMatrix);\r\n }\r\n\r\n const renderTargetTexture = this._xrSessionManager.getRenderTargetTextureForView(view);\r\n this._renderingMultiview = renderTargetTexture?._texture?.isMultiview || false;\r\n if (this._renderingMultiview) {\r\n // For multiview, the render target texture is the same per-view (just the slice index is different),\r\n // so we only need to set the output render target once for the rig parent.\r\n if (i == 0) {\r\n this._xrSessionManager.trySetViewportForView(this.viewport, view);\r\n this.outputRenderTarget = renderTargetTexture;\r\n }\r\n } else {\r\n // Update viewport\r\n this._xrSessionManager.trySetViewportForView(currentRig.viewport, view);\r\n\r\n // Set cameras to render to the session's render target\r\n currentRig.outputRenderTarget = renderTargetTexture || this._xrSessionManager.getRenderTargetTextureForView(view);\r\n }\r\n\r\n // Replicate parent rig camera behavior\r\n currentRig.layerMask = this.layerMask;\r\n });\r\n }\r\n\r\n private _updateNumberOfRigCameras(viewCount = 1) {\r\n while (this.rigCameras.length < viewCount) {\r\n const newCamera = new TargetCamera(\"XR-RigCamera: \" + this.rigCameras.length, Vector3.Zero(), this.getScene());\r\n newCamera.minZ = 0.1;\r\n newCamera.rotationQuaternion = new Quaternion();\r\n newCamera.updateUpVectorFromRotation = true;\r\n newCamera.isRigCamera = true;\r\n newCamera.rigParent = this;\r\n // do not compute projection matrix, provided by XR\r\n newCamera.freezeProjectionMatrix();\r\n this.rigCameras.push(newCamera);\r\n }\r\n while (this.rigCameras.length > viewCount) {\r\n const removedCamera = this.rigCameras.pop();\r\n if (removedCamera) {\r\n removedCamera.dispose();\r\n }\r\n }\r\n }\r\n\r\n private _updateReferenceSpace() {\r\n // were position & rotation updated OUTSIDE of the xr update loop\r\n if (!this.position.equals(this._referencedPosition) || !this.rotationQuaternion.equals(this._referenceQuaternion)) {\r\n const referencedMat = TmpVectors.Matrix[0];\r\n const poseMat = TmpVectors.Matrix[1];\r\n const transformMat = TmpVectors.Matrix[2];\r\n\r\n Matrix.ComposeToRef(WebXRCamera._ScaleReadOnly, this._referenceQuaternion, this._referencedPosition, referencedMat);\r\n Matrix.ComposeToRef(WebXRCamera._ScaleReadOnly, this.rotationQuaternion, this.position, poseMat);\r\n referencedMat.invert().multiplyToRef(poseMat, transformMat);\r\n transformMat.invert();\r\n\r\n if (!this._scene.useRightHandedSystem) {\r\n transformMat.toggleModelMatrixHandInPlace();\r\n }\r\n\r\n transformMat.decompose(undefined, this._referenceQuaternion, this._referencedPosition);\r\n const transform = new XRRigidTransform(\r\n {\r\n x: this._referencedPosition.x,\r\n y: this._referencedPosition.y,\r\n z: this._referencedPosition.z,\r\n },\r\n {\r\n x: this._referenceQuaternion.x,\r\n y: this._referenceQuaternion.y,\r\n z: this._referenceQuaternion.z,\r\n w: this._referenceQuaternion.w,\r\n }\r\n );\r\n this._xrSessionManager.referenceSpace = this._xrSessionManager.referenceSpace.getOffsetReferenceSpace(transform);\r\n }\r\n }\r\n}\r\n"]}
package/assetContainer.js CHANGED
@@ -517,7 +517,7 @@ export class AssetContainer extends AbstractScene {
517
517
  }
518
518
  }
519
519
  _moveAssets(sourceAssets, targetAssets, keepAssets) {
520
- if (!sourceAssets) {
520
+ if (!sourceAssets || !targetAssets) {
521
521
  return;
522
522
  }
523
523
  for (const asset of sourceAssets) {
@@ -547,7 +547,7 @@ export class AssetContainer extends AbstractScene {
547
547
  }
548
548
  for (const key in this) {
549
549
  if (Object.prototype.hasOwnProperty.call(this, key)) {
550
- this[key] = this[key] || (key === "environmentTexture" ? null : []);
550
+ this[key] = this[key] || (key === "_environmentTexture" ? null : []);
551
551
  this._moveAssets(this.scene[key], this[key], keepAssets[key]);
552
552
  }
553
553
  }