@babylonjs/core 5.45.2 → 5.46.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (525) hide show
  1. package/Actions/condition.js +23 -23
  2. package/Actions/condition.js.map +1 -1
  3. package/Animations/animatable.js +48 -48
  4. package/Animations/animatable.js.map +1 -1
  5. package/Animations/animation.js +53 -53
  6. package/Animations/animation.js.map +1 -1
  7. package/Animations/animationGroup.js +53 -53
  8. package/Animations/animationGroup.js.map +1 -1
  9. package/Animations/runtimeAnimation.js +36 -36
  10. package/Animations/runtimeAnimation.js.map +1 -1
  11. package/Audio/audioEngine.js +14 -14
  12. package/Audio/audioEngine.js.map +1 -1
  13. package/Audio/audioSceneComponent.js +14 -14
  14. package/Audio/audioSceneComponent.js.map +1 -1
  15. package/Audio/sound.js +47 -47
  16. package/Audio/sound.js.map +1 -1
  17. package/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +1 -1
  18. package/Behaviors/Meshes/fadeInOutBehavior.js +11 -11
  19. package/Behaviors/Meshes/fadeInOutBehavior.js.map +1 -1
  20. package/Behaviors/Meshes/pointerDragBehavior.js +34 -34
  21. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  22. package/Bones/bone.js +15 -15
  23. package/Bones/bone.js.map +1 -1
  24. package/Bones/boneIKController.js +9 -9
  25. package/Bones/boneIKController.js.map +1 -1
  26. package/Bones/boneLookController.js +50 -50
  27. package/Bones/boneLookController.js.map +1 -1
  28. package/Bones/skeleton.js +35 -35
  29. package/Bones/skeleton.js.map +1 -1
  30. package/Buffers/buffer.js +14 -14
  31. package/Buffers/buffer.js.map +1 -1
  32. package/Buffers/dataBuffer.js +6 -6
  33. package/Buffers/dataBuffer.js.map +1 -1
  34. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +42 -42
  35. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
  36. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +18 -18
  37. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  38. package/Cameras/VR/vrExperienceHelper.js +178 -178
  39. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  40. package/Cameras/arcRotateCamera.js +176 -176
  41. package/Cameras/arcRotateCamera.js.map +1 -1
  42. package/Cameras/camera.js +90 -90
  43. package/Cameras/camera.js.map +1 -1
  44. package/Cameras/flyCamera.js +82 -82
  45. package/Cameras/flyCamera.js.map +1 -1
  46. package/Cameras/freeCamera.js +54 -54
  47. package/Cameras/freeCamera.js.map +1 -1
  48. package/Compute/computeShader.js +12 -12
  49. package/Compute/computeShader.js.map +1 -1
  50. package/Culling/ray.d.ts +1 -1
  51. package/Debug/axesViewer.js +12 -12
  52. package/Debug/axesViewer.js.map +1 -1
  53. package/Debug/debugLayer.js +21 -21
  54. package/Debug/debugLayer.js.map +1 -1
  55. package/Debug/directionalLightFrustumViewer.js +20 -20
  56. package/Debug/directionalLightFrustumViewer.js.map +1 -1
  57. package/Debug/rayHelper.js +10 -10
  58. package/Debug/rayHelper.js.map +1 -1
  59. package/Debug/skeletonViewer.js +81 -81
  60. package/Debug/skeletonViewer.js.map +1 -1
  61. package/DeviceInput/InputDevices/deviceSource.d.ts +1 -1
  62. package/DeviceInput/InputDevices/deviceSourceManager.js +31 -31
  63. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  64. package/DeviceInput/InputDevices/deviceTypes.d.ts +1 -1
  65. package/DeviceInput/internalDeviceSourceManager.d.ts +2 -2
  66. package/Engines/Extensions/engine.computeShader.d.ts +3 -3
  67. package/Engines/Extensions/engine.multiRender.js +1 -1
  68. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  69. package/Engines/Extensions/engine.query.d.ts +1 -1
  70. package/Engines/Extensions/engine.renderTarget.d.ts +1 -1
  71. package/Engines/Extensions/engine.renderTarget.js +1 -1
  72. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  73. package/Engines/Native/nativeDataStream.d.ts +1 -1
  74. package/Engines/Native/nativeHardwareTexture.js +3 -3
  75. package/Engines/Native/nativeHardwareTexture.js.map +1 -1
  76. package/Engines/Native/nativeInterfaces.d.ts +5 -5
  77. package/Engines/Native/nativePipelineContext.js +7 -7
  78. package/Engines/Native/nativePipelineContext.js.map +1 -1
  79. package/Engines/Native/nativeRenderTargetWrapper.js +6 -6
  80. package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -1
  81. package/Engines/Processors/shaderCodeInliner.js +4 -4
  82. package/Engines/Processors/shaderCodeInliner.js.map +1 -1
  83. package/Engines/Processors/shaderProcessingOptions.d.ts +1 -1
  84. package/Engines/WebGL/webGLHardwareTexture.js +3 -3
  85. package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
  86. package/Engines/WebGPU/webgpuBufferManager.js +3 -3
  87. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  88. package/Engines/WebGPU/webgpuCacheBindGroups.js +6 -6
  89. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  90. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +5 -5
  91. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
  92. package/Engines/WebGPU/webgpuClearQuad.js +11 -11
  93. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  94. package/Engines/WebGPU/webgpuComputeContext.js +7 -7
  95. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  96. package/Engines/WebGPU/webgpuComputePipelineContext.js +4 -4
  97. package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
  98. package/Engines/WebGPU/webgpuDrawContext.js +7 -7
  99. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  100. package/Engines/WebGPU/webgpuHardwareTexture.js +9 -9
  101. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  102. package/Engines/WebGPU/webgpuMaterialContext.js +5 -5
  103. package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
  104. package/Engines/WebGPU/webgpuOcclusionQuery.js +10 -10
  105. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  106. package/Engines/WebGPU/webgpuPipelineContext.js +6 -6
  107. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  108. package/Engines/WebGPU/webgpuQuerySet.js +3 -3
  109. package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
  110. package/Engines/WebGPU/webgpuShaderProcessingContext.js +3 -3
  111. package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
  112. package/Engines/WebGPU/webgpuTextureHelper.js +3 -3
  113. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  114. package/Engines/WebGPU/webgpuTimestampQuery.js +3 -3
  115. package/Engines/WebGPU/webgpuTimestampQuery.js.map +1 -1
  116. package/Engines/engine.js +134 -134
  117. package/Engines/engine.js.map +1 -1
  118. package/Engines/nativeEngine.js +6 -6
  119. package/Engines/nativeEngine.js.map +1 -1
  120. package/Engines/nullEngine.js +25 -25
  121. package/Engines/nullEngine.js.map +1 -1
  122. package/Engines/renderTargetWrapper.js +25 -25
  123. package/Engines/renderTargetWrapper.js.map +1 -1
  124. package/Engines/thinEngine.js +243 -243
  125. package/Engines/thinEngine.js.map +1 -1
  126. package/Engines/webgpuEngine.js +132 -132
  127. package/Engines/webgpuEngine.js.map +1 -1
  128. package/Events/keyboardEvents.js +10 -10
  129. package/Events/keyboardEvents.js.map +1 -1
  130. package/Events/pointerEvents.js +9 -9
  131. package/Events/pointerEvents.js.map +1 -1
  132. package/Gamepads/Controllers/poseEnabledController.js +9 -9
  133. package/Gamepads/Controllers/poseEnabledController.js.map +1 -1
  134. package/Gamepads/Controllers/webVRController.js +13 -13
  135. package/Gamepads/Controllers/webVRController.js.map +1 -1
  136. package/Gamepads/gamepad.js +20 -20
  137. package/Gamepads/gamepad.js.map +1 -1
  138. package/Gizmos/axisDragGizmo.js +45 -45
  139. package/Gizmos/axisDragGizmo.js.map +1 -1
  140. package/Gizmos/axisScaleGizmo.js +12 -12
  141. package/Gizmos/axisScaleGizmo.js.map +1 -1
  142. package/Gizmos/boundingBoxGizmo.js +74 -74
  143. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  144. package/Gizmos/gizmo.js +34 -34
  145. package/Gizmos/gizmo.js.map +1 -1
  146. package/Gizmos/gizmoManager.js +40 -40
  147. package/Gizmos/gizmoManager.js.map +1 -1
  148. package/Gizmos/planeDragGizmo.js +23 -23
  149. package/Gizmos/planeDragGizmo.js.map +1 -1
  150. package/Gizmos/planeRotationGizmo.js +12 -12
  151. package/Gizmos/planeRotationGizmo.js.map +1 -1
  152. package/Gizmos/positionGizmo.js +40 -40
  153. package/Gizmos/positionGizmo.js.map +1 -1
  154. package/Gizmos/rotationGizmo.js +47 -47
  155. package/Gizmos/rotationGizmo.js.map +1 -1
  156. package/Gizmos/scaleGizmo.js +41 -41
  157. package/Gizmos/scaleGizmo.js.map +1 -1
  158. package/Helpers/environmentHelper.js +18 -18
  159. package/Helpers/environmentHelper.js.map +1 -1
  160. package/Helpers/textureDome.js +96 -96
  161. package/Helpers/textureDome.js.map +1 -1
  162. package/IAccessibilityTag.d.ts +2 -2
  163. package/Instrumentation/engineInstrumentation.js +21 -21
  164. package/Instrumentation/engineInstrumentation.js.map +1 -1
  165. package/Instrumentation/sceneInstrumentation.js +90 -90
  166. package/Instrumentation/sceneInstrumentation.js.map +1 -1
  167. package/Layers/effectLayer.js +48 -48
  168. package/Layers/effectLayer.js.map +1 -1
  169. package/Layers/glowLayer.js +32 -32
  170. package/Layers/glowLayer.js.map +1 -1
  171. package/Layers/highlightLayer.js +26 -26
  172. package/Layers/highlightLayer.js.map +1 -1
  173. package/Layers/layer.js +40 -40
  174. package/Layers/layer.js.map +1 -1
  175. package/LensFlares/lensFlare.js +15 -15
  176. package/LensFlares/lensFlare.js.map +1 -1
  177. package/LensFlares/lensFlareSystem.js +4 -4
  178. package/LensFlares/lensFlareSystem.js.map +1 -1
  179. package/Lights/Shadows/cascadedShadowGenerator.js +18 -18
  180. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  181. package/Lights/Shadows/shadowGenerator.js +115 -115
  182. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  183. package/Lights/directionalLight.js +31 -31
  184. package/Lights/directionalLight.js.map +1 -1
  185. package/Lights/light.js +72 -72
  186. package/Lights/light.js.map +1 -1
  187. package/Lights/pointLight.js +18 -18
  188. package/Lights/pointLight.js.map +1 -1
  189. package/Lights/spotLight.js +30 -30
  190. package/Lights/spotLight.js.map +1 -1
  191. package/Loading/sceneLoader.d.ts +1 -1
  192. package/Materials/Background/backgroundMaterial.js +124 -124
  193. package/Materials/Background/backgroundMaterial.js.map +1 -1
  194. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +8 -8
  195. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  196. package/Materials/Node/Blocks/Dual/lightBlock.js +14 -14
  197. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  198. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +9 -9
  199. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  200. package/Materials/Node/Blocks/Dual/textureBlock.js +26 -26
  201. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  202. package/Materials/Node/Blocks/Input/inputBlock.js +34 -34
  203. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  204. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +14 -14
  205. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  206. package/Materials/Node/Blocks/PBR/reflectionBlock.js +16 -16
  207. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  208. package/Materials/Node/Blocks/customBlock.js +7 -7
  209. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  210. package/Materials/Node/Blocks/gradientBlock.js +13 -13
  211. package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
  212. package/Materials/Node/Blocks/triPlanarBlock.js +30 -30
  213. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  214. package/Materials/Node/nodeMaterial.d.ts +1 -1
  215. package/Materials/Node/nodeMaterial.js +60 -60
  216. package/Materials/Node/nodeMaterial.js.map +1 -1
  217. package/Materials/Node/nodeMaterialBlock.js +35 -35
  218. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  219. package/Materials/Node/nodeMaterialBlockConnectionPoint.js +50 -50
  220. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  221. package/Materials/PBR/pbrAnisotropicConfiguration.js +5 -5
  222. package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
  223. package/Materials/PBR/pbrBRDFConfiguration.js +4 -4
  224. package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
  225. package/Materials/PBR/pbrBaseMaterial.js +52 -52
  226. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  227. package/Materials/PBR/pbrBaseSimpleMaterial.js +17 -17
  228. package/Materials/PBR/pbrBaseSimpleMaterial.js.map +1 -1
  229. package/Materials/PBR/pbrClearCoatConfiguration.js +5 -5
  230. package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
  231. package/Materials/PBR/pbrIridescenceConfiguration.js +5 -5
  232. package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
  233. package/Materials/PBR/pbrMaterial.js +209 -209
  234. package/Materials/PBR/pbrMaterial.js.map +1 -1
  235. package/Materials/PBR/pbrSheenConfiguration.js +5 -5
  236. package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
  237. package/Materials/PBR/pbrSpecularGlossinessMaterial.js +6 -6
  238. package/Materials/PBR/pbrSpecularGlossinessMaterial.js.map +1 -1
  239. package/Materials/PBR/pbrSubSurfaceConfiguration.js +51 -51
  240. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  241. package/Materials/Textures/baseTexture.js +99 -99
  242. package/Materials/Textures/baseTexture.js.map +1 -1
  243. package/Materials/Textures/cubeTexture.js +61 -61
  244. package/Materials/Textures/cubeTexture.js.map +1 -1
  245. package/Materials/Textures/externalTexture.js +16 -16
  246. package/Materials/Textures/externalTexture.js.map +1 -1
  247. package/Materials/Textures/hdrCubeTexture.js +44 -44
  248. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  249. package/Materials/Textures/internalTexture.js +31 -31
  250. package/Materials/Textures/internalTexture.js.map +1 -1
  251. package/Materials/Textures/mirrorTexture.js +73 -73
  252. package/Materials/Textures/mirrorTexture.js.map +1 -1
  253. package/Materials/Textures/multiRenderTarget.js +47 -47
  254. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  255. package/Materials/Textures/rawTexture2DArray.js +6 -6
  256. package/Materials/Textures/rawTexture2DArray.js.map +1 -1
  257. package/Materials/Textures/renderTargetTexture.js +142 -142
  258. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  259. package/Materials/Textures/texture.d.ts +1 -1
  260. package/Materials/Textures/texture.js +26 -26
  261. package/Materials/Textures/texture.js.map +1 -1
  262. package/Materials/Textures/textureCreationOptions.d.ts +1 -1
  263. package/Materials/Textures/textureSampler.js +20 -20
  264. package/Materials/Textures/textureSampler.js.map +1 -1
  265. package/Materials/Textures/thinRenderTargetTexture.js +6 -6
  266. package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
  267. package/Materials/Textures/thinTexture.js +39 -39
  268. package/Materials/Textures/thinTexture.js.map +1 -1
  269. package/Materials/Textures/videoTexture.js +40 -40
  270. package/Materials/Textures/videoTexture.js.map +1 -1
  271. package/Materials/drawWrapper.js +6 -6
  272. package/Materials/drawWrapper.js.map +1 -1
  273. package/Materials/effect.js +18 -18
  274. package/Materials/effect.js.map +1 -1
  275. package/Materials/effectRenderer.js +9 -9
  276. package/Materials/effectRenderer.js.map +1 -1
  277. package/Materials/fresnelParameters.d.ts +2 -2
  278. package/Materials/fresnelParameters.js +13 -13
  279. package/Materials/fresnelParameters.js.map +1 -1
  280. package/Materials/material.detailMapConfiguration.js +5 -5
  281. package/Materials/material.detailMapConfiguration.js.map +1 -1
  282. package/Materials/material.js +223 -223
  283. package/Materials/material.js.map +1 -1
  284. package/Materials/materialPluginBase.js +5 -5
  285. package/Materials/materialPluginBase.js.map +1 -1
  286. package/Materials/materialPluginEvent.d.ts +14 -14
  287. package/Materials/materialPluginManager.d.ts +1 -1
  288. package/Materials/multiMaterial.js +16 -16
  289. package/Materials/multiMaterial.js.map +1 -1
  290. package/Materials/shadowDepthWrapper.js +14 -14
  291. package/Materials/shadowDepthWrapper.js.map +1 -1
  292. package/Materials/standardMaterial.js +100 -100
  293. package/Materials/standardMaterial.js.map +1 -1
  294. package/Materials/uniformBufferEffectCommonAccessor.js +3 -3
  295. package/Materials/uniformBufferEffectCommonAccessor.js.map +1 -1
  296. package/Maths/math.functions.js +2 -0
  297. package/Maths/math.functions.js.map +1 -1
  298. package/Maths/math.path.js +11 -11
  299. package/Maths/math.path.js.map +1 -1
  300. package/Maths/math.vector.d.ts +6 -7
  301. package/Maths/math.vector.js +48 -48
  302. package/Maths/math.vector.js.map +1 -1
  303. package/Meshes/Builders/goldbergBuilder.d.ts +2 -2
  304. package/Meshes/Compression/dracoCompression.js +23 -23
  305. package/Meshes/Compression/dracoCompression.js.map +1 -1
  306. package/Meshes/Compression/meshoptCompression.js +9 -9
  307. package/Meshes/Compression/meshoptCompression.js.map +1 -1
  308. package/Meshes/abstractMesh.js +179 -179
  309. package/Meshes/abstractMesh.js.map +1 -1
  310. package/Meshes/geometry.js +32 -32
  311. package/Meshes/geometry.js.map +1 -1
  312. package/Meshes/goldbergMesh.d.ts +1 -1
  313. package/Meshes/linesMesh.js +3 -3
  314. package/Meshes/linesMesh.js.map +1 -1
  315. package/Meshes/mesh.js +165 -165
  316. package/Meshes/mesh.js.map +1 -1
  317. package/Meshes/mesh.vertexData.js.map +1 -1
  318. package/Meshes/polygonMesh.js +5 -5
  319. package/Meshes/polygonMesh.js.map +1 -1
  320. package/Meshes/subMesh.js +59 -59
  321. package/Meshes/subMesh.js.map +1 -1
  322. package/Meshes/transformNode.js +52 -52
  323. package/Meshes/transformNode.js.map +1 -1
  324. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.d.ts +1 -1
  325. package/Misc/PerformanceViewer/performanceViewerCollector.js +12 -12
  326. package/Misc/PerformanceViewer/performanceViewerCollector.js.map +1 -1
  327. package/Misc/arrayTools.d.ts +1 -1
  328. package/Misc/copyTextureToTexture.js +3 -3
  329. package/Misc/copyTextureToTexture.js.map +1 -1
  330. package/Misc/coroutine.d.ts +5 -5
  331. package/Misc/deferred.js +9 -9
  332. package/Misc/deferred.js.map +1 -1
  333. package/Misc/depthReducer.js +7 -7
  334. package/Misc/depthReducer.js.map +1 -1
  335. package/Misc/environmentTextureTools.d.ts +1 -1
  336. package/Misc/error.d.ts +1 -1
  337. package/Misc/fileTools.d.ts +5 -5
  338. package/Misc/filesInput.js +6 -6
  339. package/Misc/filesInput.js.map +1 -1
  340. package/Misc/khronosTextureContainer2.js +9 -9
  341. package/Misc/khronosTextureContainer2.js.map +1 -1
  342. package/Misc/observable.js +12 -12
  343. package/Misc/observable.js.map +1 -1
  344. package/Misc/perfCounter.js +16 -16
  345. package/Misc/perfCounter.js.map +1 -1
  346. package/Misc/sceneOptimizer.js +76 -76
  347. package/Misc/sceneOptimizer.js.map +1 -1
  348. package/Misc/stringDictionary.d.ts +1 -1
  349. package/Misc/trajectoryClassifier.js +67 -67
  350. package/Misc/trajectoryClassifier.js.map +1 -1
  351. package/Misc/videoRecorder.js +15 -15
  352. package/Misc/videoRecorder.js.map +1 -1
  353. package/Misc/virtualJoystick.js +12 -12
  354. package/Misc/virtualJoystick.js.map +1 -1
  355. package/Morph/morphTarget.js +28 -28
  356. package/Morph/morphTarget.js.map +1 -1
  357. package/Morph/morphTargetManager.js +18 -18
  358. package/Morph/morphTargetManager.js.map +1 -1
  359. package/Offline/database.js +12 -12
  360. package/Offline/database.js.map +1 -1
  361. package/Particles/EmitterTypes/coneParticleEmitter.js +25 -25
  362. package/Particles/EmitterTypes/coneParticleEmitter.js.map +1 -1
  363. package/Particles/EmitterTypes/meshParticleEmitter.js +20 -20
  364. package/Particles/EmitterTypes/meshParticleEmitter.js.map +1 -1
  365. package/Particles/baseParticleSystem.js +232 -232
  366. package/Particles/baseParticleSystem.js.map +1 -1
  367. package/Particles/cloudPoint.js +9 -9
  368. package/Particles/cloudPoint.js.map +1 -1
  369. package/Particles/gpuParticleSystem.js +123 -123
  370. package/Particles/gpuParticleSystem.js.map +1 -1
  371. package/Particles/particleSystem.js +102 -102
  372. package/Particles/particleSystem.js.map +1 -1
  373. package/Particles/pointsCloudSystem.js +18 -18
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type { Nullable } from \"../types\";\r\nimport { Vector3, Vector2 } from \"../Maths/math.vector\";\r\nimport { StringDictionary } from \"./stringDictionary\";\r\n\r\n// Mainly based on these 2 articles :\r\n// Creating an universal virtual touch joystick working for all Touch models thanks to Hand.JS : http://blogs.msdn.com/b/davrous/archive/2013/02/22/creating-an-universal-virtual-touch-joystick-working-for-all-touch-models-thanks-to-hand-js.aspx\r\n// & on Seb Lee-Delisle original work: http://seb.ly/2011/04/multi-touch-game-controller-in-javascripthtml5-for-ipad/\r\n\r\n/**\r\n * Defines the potential axis of a Joystick\r\n */\r\nexport enum JoystickAxis {\r\n /** X axis */\r\n X,\r\n /** Y axis */\r\n Y,\r\n /** Z axis */\r\n Z,\r\n}\r\n\r\n/**\r\n * Represents the different customization options available\r\n * for VirtualJoystick\r\n */\r\ninterface VirtualJoystickCustomizations {\r\n /**\r\n * Size of the joystick's puck\r\n */\r\n puckSize: number;\r\n /**\r\n * Size of the joystick's container\r\n */\r\n containerSize: number;\r\n /**\r\n * Color of the joystick && puck\r\n */\r\n color: string;\r\n /**\r\n * Image URL for the joystick's puck\r\n */\r\n puckImage?: string;\r\n /**\r\n * Image URL for the joystick's container\r\n */\r\n containerImage?: string;\r\n /**\r\n * Defines the unmoving position of the joystick container\r\n */\r\n position?: { x: number; y: number };\r\n /**\r\n * Defines whether or not the joystick container is always visible\r\n */\r\n alwaysVisible: boolean;\r\n /**\r\n * Defines whether or not to limit the movement of the puck to the joystick's container\r\n */\r\n limitToContainer: boolean;\r\n}\r\n\r\n/**\r\n * Class used to define virtual joystick (used in touch mode)\r\n */\r\nexport class VirtualJoystick {\r\n /**\r\n * Gets or sets a boolean indicating that left and right values must be inverted\r\n */\r\n public reverseLeftRight: boolean;\r\n /**\r\n * Gets or sets a boolean indicating that up and down values must be inverted\r\n */\r\n public reverseUpDown: boolean;\r\n /**\r\n * Gets the offset value for the position (ie. the change of the position value)\r\n */\r\n public deltaPosition: Vector3;\r\n /**\r\n * Gets a boolean indicating if the virtual joystick was pressed\r\n */\r\n public pressed: boolean;\r\n /**\r\n * Canvas the virtual joystick will render onto, default z-index of this is 5\r\n */\r\n public static Canvas: Nullable<HTMLCanvasElement>;\r\n\r\n /**\r\n * boolean indicating whether or not the joystick's puck's movement should be limited to the joystick's container area\r\n */\r\n public limitToContainer: boolean;\r\n\r\n // Used to draw the virtual joystick inside a 2D canvas on top of the WebGL rendering canvas\r\n private static _GlobalJoystickIndex: number = 0;\r\n private static _AlwaysVisibleSticks: number = 0;\r\n private static _VJCanvasContext: CanvasRenderingContext2D;\r\n private static _VJCanvasWidth: number;\r\n private static _VJCanvasHeight: number;\r\n private static _HalfWidth: number;\r\n private static _GetDefaultOptions(): VirtualJoystickCustomizations {\r\n return {\r\n puckSize: 40,\r\n containerSize: 60,\r\n color: \"cyan\",\r\n puckImage: undefined,\r\n containerImage: undefined,\r\n position: undefined,\r\n alwaysVisible: false,\r\n limitToContainer: false,\r\n };\r\n }\r\n\r\n private _action: () => any;\r\n private _axisTargetedByLeftAndRight: JoystickAxis;\r\n private _axisTargetedByUpAndDown: JoystickAxis;\r\n private _joystickSensibility: number;\r\n private _inversedSensibility: number;\r\n private _joystickPointerId: number;\r\n private _joystickColor: string;\r\n private _joystickPointerPos: Vector2;\r\n private _joystickPreviousPointerPos: Vector2;\r\n private _joystickPointerStartPos: Vector2;\r\n private _deltaJoystickVector: Vector2;\r\n private _leftJoystick: boolean;\r\n private _touches: StringDictionary<{ x: number; y: number; prevX: number; prevY: number } | PointerEvent>;\r\n private _joystickPosition: Nullable<Vector2>;\r\n private _alwaysVisible: boolean;\r\n private _puckImage: HTMLImageElement;\r\n private _containerImage: HTMLImageElement;\r\n private _released = false;\r\n\r\n // size properties\r\n private _joystickPuckSize: number;\r\n private _joystickContainerSize: number;\r\n private _clearPuckSize: number;\r\n private _clearContainerSize: number;\r\n private _clearPuckSizeOffset: number;\r\n private _clearContainerSizeOffset: number;\r\n\r\n private _onPointerDownHandlerRef: (e: PointerEvent) => any;\r\n private _onPointerMoveHandlerRef: (e: PointerEvent) => any;\r\n private _onPointerUpHandlerRef: (e: PointerEvent) => any;\r\n private _onResize: (e: any) => any;\r\n\r\n /**\r\n * Creates a new virtual joystick\r\n * @param leftJoystick defines that the joystick is for left hand (false by default)\r\n * @param customizations Defines the options we want to customize the VirtualJoystick\r\n */\r\n constructor(leftJoystick?: boolean, customizations?: Partial<VirtualJoystickCustomizations>) {\r\n const options = {\r\n ...VirtualJoystick._GetDefaultOptions(),\r\n ...customizations,\r\n };\r\n\r\n if (leftJoystick) {\r\n this._leftJoystick = true;\r\n } else {\r\n this._leftJoystick = false;\r\n }\r\n\r\n VirtualJoystick._GlobalJoystickIndex++;\r\n\r\n // By default left & right arrow keys are moving the X\r\n // and up & down keys are moving the Y\r\n this._axisTargetedByLeftAndRight = JoystickAxis.X;\r\n this._axisTargetedByUpAndDown = JoystickAxis.Y;\r\n\r\n this.reverseLeftRight = false;\r\n this.reverseUpDown = false;\r\n\r\n // collections of pointers\r\n this._touches = new StringDictionary<{ x: number; y: number; prevX: number; prevY: number } | PointerEvent>();\r\n this.deltaPosition = Vector3.Zero();\r\n\r\n this._joystickSensibility = 25;\r\n this._inversedSensibility = 1 / (this._joystickSensibility / 1000);\r\n\r\n this._onResize = () => {\r\n VirtualJoystick._VJCanvasWidth = window.innerWidth;\r\n VirtualJoystick._VJCanvasHeight = window.innerHeight;\r\n if (VirtualJoystick.Canvas) {\r\n VirtualJoystick.Canvas.width = VirtualJoystick._VJCanvasWidth;\r\n VirtualJoystick.Canvas.height = VirtualJoystick._VJCanvasHeight;\r\n }\r\n VirtualJoystick._HalfWidth = VirtualJoystick._VJCanvasWidth / 2;\r\n };\r\n\r\n // injecting a canvas element on top of the canvas 3D game\r\n if (!VirtualJoystick.Canvas) {\r\n window.addEventListener(\"resize\", this._onResize, false);\r\n VirtualJoystick.Canvas = document.createElement(\"canvas\");\r\n VirtualJoystick._VJCanvasWidth = window.innerWidth;\r\n VirtualJoystick._VJCanvasHeight = window.innerHeight;\r\n VirtualJoystick.Canvas.width = window.innerWidth;\r\n VirtualJoystick.Canvas.height = window.innerHeight;\r\n VirtualJoystick.Canvas.style.width = \"100%\";\r\n VirtualJoystick.Canvas.style.height = \"100%\";\r\n VirtualJoystick.Canvas.style.position = \"absolute\";\r\n VirtualJoystick.Canvas.style.backgroundColor = \"transparent\";\r\n VirtualJoystick.Canvas.style.top = \"0px\";\r\n VirtualJoystick.Canvas.style.left = \"0px\";\r\n VirtualJoystick.Canvas.style.zIndex = \"5\";\r\n VirtualJoystick.Canvas.style.touchAction = \"none\"; // fix https://forum.babylonjs.com/t/virtualjoystick-needs-to-set-style-touch-action-none-explicitly/9562\r\n // Support for jQuery PEP polyfill\r\n VirtualJoystick.Canvas.setAttribute(\"touch-action\", \"none\");\r\n const context = VirtualJoystick.Canvas.getContext(\"2d\");\r\n\r\n if (!context) {\r\n throw new Error(\"Unable to create canvas for virtual joystick\");\r\n }\r\n\r\n VirtualJoystick._VJCanvasContext = context;\r\n VirtualJoystick._VJCanvasContext.strokeStyle = \"#ffffff\";\r\n VirtualJoystick._VJCanvasContext.lineWidth = 2;\r\n document.body.appendChild(VirtualJoystick.Canvas);\r\n }\r\n VirtualJoystick._HalfWidth = VirtualJoystick.Canvas.width / 2;\r\n this.pressed = false;\r\n this.limitToContainer = options.limitToContainer;\r\n\r\n // default joystick color\r\n this._joystickColor = options.color;\r\n\r\n // default joystick size\r\n this.containerSize = options.containerSize;\r\n this.puckSize = options.puckSize;\r\n\r\n if (options.position) {\r\n this.setPosition(options.position.x, options.position.y);\r\n }\r\n if (options.puckImage) {\r\n this.setPuckImage(options.puckImage);\r\n }\r\n if (options.containerImage) {\r\n this.setContainerImage(options.containerImage);\r\n }\r\n if (options.alwaysVisible) {\r\n VirtualJoystick._AlwaysVisibleSticks++;\r\n }\r\n\r\n // must come after position potentially set\r\n this.alwaysVisible = options.alwaysVisible;\r\n\r\n this._joystickPointerId = -1;\r\n // current joystick position\r\n this._joystickPointerPos = new Vector2(0, 0);\r\n this._joystickPreviousPointerPos = new Vector2(0, 0);\r\n // origin joystick position\r\n this._joystickPointerStartPos = new Vector2(0, 0);\r\n this._deltaJoystickVector = new Vector2(0, 0);\r\n\r\n this._onPointerDownHandlerRef = (evt) => {\r\n this._onPointerDown(evt);\r\n };\r\n this._onPointerMoveHandlerRef = (evt) => {\r\n this._onPointerMove(evt);\r\n };\r\n this._onPointerUpHandlerRef = (evt) => {\r\n this._onPointerUp(evt);\r\n };\r\n\r\n VirtualJoystick.Canvas.addEventListener(\"pointerdown\", this._onPointerDownHandlerRef, false);\r\n VirtualJoystick.Canvas.addEventListener(\"pointermove\", this._onPointerMoveHandlerRef, false);\r\n VirtualJoystick.Canvas.addEventListener(\"pointerup\", this._onPointerUpHandlerRef, false);\r\n VirtualJoystick.Canvas.addEventListener(\"pointerout\", this._onPointerUpHandlerRef, false);\r\n VirtualJoystick.Canvas.addEventListener(\r\n \"contextmenu\",\r\n (evt) => {\r\n evt.preventDefault(); // Disables system menu\r\n },\r\n false\r\n );\r\n requestAnimationFrame(() => {\r\n this._drawVirtualJoystick();\r\n });\r\n }\r\n\r\n /**\r\n * Defines joystick sensibility (ie. the ratio between a physical move and virtual joystick position change)\r\n * @param newJoystickSensibility defines the new sensibility\r\n */\r\n public setJoystickSensibility(newJoystickSensibility: number) {\r\n this._joystickSensibility = newJoystickSensibility;\r\n this._inversedSensibility = 1 / (this._joystickSensibility / 1000);\r\n }\r\n\r\n private _onPointerDown(e: PointerEvent) {\r\n let positionOnScreenCondition: boolean;\r\n\r\n e.preventDefault();\r\n\r\n if (this._leftJoystick === true) {\r\n positionOnScreenCondition = e.clientX < VirtualJoystick._HalfWidth;\r\n } else {\r\n positionOnScreenCondition = e.clientX > VirtualJoystick._HalfWidth;\r\n }\r\n\r\n if (positionOnScreenCondition && this._joystickPointerId < 0) {\r\n // First contact will be dedicated to the virtual joystick\r\n this._joystickPointerId = e.pointerId;\r\n\r\n if (this._joystickPosition) {\r\n this._joystickPointerStartPos = this._joystickPosition.clone();\r\n this._joystickPointerPos = this._joystickPosition.clone();\r\n this._joystickPreviousPointerPos = this._joystickPosition.clone();\r\n\r\n // in case the user only clicks down && doesn't move:\r\n // this ensures the delta is properly set\r\n this._onPointerMove(e);\r\n } else {\r\n this._joystickPointerStartPos.x = e.clientX;\r\n this._joystickPointerStartPos.y = e.clientY;\r\n this._joystickPointerPos = this._joystickPointerStartPos.clone();\r\n this._joystickPreviousPointerPos = this._joystickPointerStartPos.clone();\r\n }\r\n\r\n this._deltaJoystickVector.x = 0;\r\n this._deltaJoystickVector.y = 0;\r\n this.pressed = true;\r\n this._touches.add(e.pointerId.toString(), e);\r\n } else {\r\n // You can only trigger the action buttons with a joystick declared\r\n if (VirtualJoystick._GlobalJoystickIndex < 2 && this._action) {\r\n this._action();\r\n this._touches.add(e.pointerId.toString(), { x: e.clientX, y: e.clientY, prevX: e.clientX, prevY: e.clientY });\r\n }\r\n }\r\n }\r\n\r\n private _onPointerMove(e: PointerEvent) {\r\n // If the current pointer is the one associated to the joystick (first touch contact)\r\n if (this._joystickPointerId == e.pointerId) {\r\n // limit to container if need be\r\n if (this.limitToContainer) {\r\n const vector = new Vector2(e.clientX - this._joystickPointerStartPos.x, e.clientY - this._joystickPointerStartPos.y);\r\n const distance = vector.length();\r\n\r\n if (distance > this.containerSize) {\r\n vector.scaleInPlace(this.containerSize / distance);\r\n }\r\n\r\n this._joystickPointerPos.x = this._joystickPointerStartPos.x + vector.x;\r\n this._joystickPointerPos.y = this._joystickPointerStartPos.y + vector.y;\r\n } else {\r\n this._joystickPointerPos.x = e.clientX;\r\n this._joystickPointerPos.y = e.clientY;\r\n }\r\n\r\n // create delta vector\r\n this._deltaJoystickVector = this._joystickPointerPos.clone();\r\n this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos);\r\n\r\n // if a joystick is always visible, there will be clipping issues if\r\n // you drag the puck from one over the container of the other\r\n if (0 < VirtualJoystick._AlwaysVisibleSticks) {\r\n if (this._leftJoystick) {\r\n this._joystickPointerPos.x = Math.min(VirtualJoystick._HalfWidth, this._joystickPointerPos.x);\r\n } else {\r\n this._joystickPointerPos.x = Math.max(VirtualJoystick._HalfWidth, this._joystickPointerPos.x);\r\n }\r\n }\r\n\r\n const directionLeftRight = this.reverseLeftRight ? -1 : 1;\r\n const deltaJoystickX = (directionLeftRight * this._deltaJoystickVector.x) / this._inversedSensibility;\r\n switch (this._axisTargetedByLeftAndRight) {\r\n case JoystickAxis.X:\r\n this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX));\r\n break;\r\n case JoystickAxis.Y:\r\n this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX));\r\n break;\r\n case JoystickAxis.Z:\r\n this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX));\r\n break;\r\n }\r\n const directionUpDown = this.reverseUpDown ? 1 : -1;\r\n const deltaJoystickY = (directionUpDown * this._deltaJoystickVector.y) / this._inversedSensibility;\r\n switch (this._axisTargetedByUpAndDown) {\r\n case JoystickAxis.X:\r\n this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY));\r\n break;\r\n case JoystickAxis.Y:\r\n this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY));\r\n break;\r\n case JoystickAxis.Z:\r\n this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY));\r\n break;\r\n }\r\n } else {\r\n const data = this._touches.get(e.pointerId.toString());\r\n if (data) {\r\n (data as any).x = e.clientX;\r\n (data as any).y = e.clientY;\r\n }\r\n }\r\n }\r\n\r\n private _onPointerUp(e: PointerEvent) {\r\n if (this._joystickPointerId == e.pointerId) {\r\n this._clearPreviousDraw();\r\n\r\n this._joystickPointerId = -1;\r\n this.pressed = false;\r\n } else {\r\n const touch = <{ x: number; y: number; prevX: number; prevY: number }>this._touches.get(e.pointerId.toString());\r\n if (touch) {\r\n VirtualJoystick._VJCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);\r\n }\r\n }\r\n this._deltaJoystickVector.x = 0;\r\n this._deltaJoystickVector.y = 0;\r\n\r\n this._touches.remove(e.pointerId.toString());\r\n }\r\n\r\n /**\r\n * Change the color of the virtual joystick\r\n * @param newColor a string that must be a CSS color value (like \"red\") or the hexa value (like \"#FF0000\")\r\n */\r\n public setJoystickColor(newColor: string) {\r\n this._joystickColor = newColor;\r\n }\r\n\r\n /**\r\n * Size of the joystick's container\r\n */\r\n public set containerSize(newSize: number) {\r\n this._joystickContainerSize = newSize;\r\n this._clearContainerSize = ~~(this._joystickContainerSize * 2.1);\r\n this._clearContainerSizeOffset = ~~(this._clearContainerSize / 2);\r\n }\r\n public get containerSize() {\r\n return this._joystickContainerSize;\r\n }\r\n\r\n /**\r\n * Size of the joystick's puck\r\n */\r\n public set puckSize(newSize: number) {\r\n this._joystickPuckSize = newSize;\r\n this._clearPuckSize = ~~(this._joystickPuckSize * 2.1);\r\n this._clearPuckSizeOffset = ~~(this._clearPuckSize / 2);\r\n }\r\n public get puckSize() {\r\n return this._joystickPuckSize;\r\n }\r\n\r\n /**\r\n * Clears the set position of the joystick\r\n */\r\n public clearPosition() {\r\n this.alwaysVisible = false;\r\n\r\n this._joystickPosition = null;\r\n }\r\n\r\n /**\r\n * Defines whether or not the joystick container is always visible\r\n */\r\n public set alwaysVisible(value: boolean) {\r\n if (this._alwaysVisible === value) {\r\n return;\r\n }\r\n\r\n if (value && this._joystickPosition) {\r\n VirtualJoystick._AlwaysVisibleSticks++;\r\n\r\n this._alwaysVisible = true;\r\n } else {\r\n VirtualJoystick._AlwaysVisibleSticks--;\r\n\r\n this._alwaysVisible = false;\r\n }\r\n }\r\n public get alwaysVisible() {\r\n return this._alwaysVisible;\r\n }\r\n\r\n /**\r\n * Sets the constant position of the Joystick container\r\n * @param x X axis coordinate\r\n * @param y Y axis coordinate\r\n */\r\n public setPosition(x: number, y: number) {\r\n // just in case position is moved while the container is visible\r\n if (this._joystickPointerStartPos) {\r\n this._clearPreviousDraw();\r\n }\r\n\r\n this._joystickPosition = new Vector2(x, y);\r\n }\r\n\r\n /**\r\n * Defines a callback to call when the joystick is touched\r\n * @param action defines the callback\r\n */\r\n public setActionOnTouch(action: () => any) {\r\n this._action = action;\r\n }\r\n\r\n /**\r\n * Defines which axis you'd like to control for left & right\r\n * @param axis defines the axis to use\r\n */\r\n public setAxisForLeftRight(axis: JoystickAxis) {\r\n switch (axis) {\r\n case JoystickAxis.X:\r\n case JoystickAxis.Y:\r\n case JoystickAxis.Z:\r\n this._axisTargetedByLeftAndRight = axis;\r\n break;\r\n default:\r\n this._axisTargetedByLeftAndRight = JoystickAxis.X;\r\n break;\r\n }\r\n }\r\n\r\n /**\r\n * Defines which axis you'd like to control for up & down\r\n * @param axis defines the axis to use\r\n */\r\n public setAxisForUpDown(axis: JoystickAxis) {\r\n switch (axis) {\r\n case JoystickAxis.X:\r\n case JoystickAxis.Y:\r\n case JoystickAxis.Z:\r\n this._axisTargetedByUpAndDown = axis;\r\n break;\r\n default:\r\n this._axisTargetedByUpAndDown = JoystickAxis.Y;\r\n break;\r\n }\r\n }\r\n\r\n /**\r\n * Clears the canvas from the previous puck / container draw\r\n */\r\n private _clearPreviousDraw() {\r\n const jp = this._joystickPosition || this._joystickPointerStartPos;\r\n\r\n // clear container pixels\r\n VirtualJoystick._VJCanvasContext.clearRect(\r\n jp.x - this._clearContainerSizeOffset,\r\n jp.y - this._clearContainerSizeOffset,\r\n this._clearContainerSize,\r\n this._clearContainerSize\r\n );\r\n\r\n // clear puck pixels\r\n VirtualJoystick._VJCanvasContext.clearRect(\r\n this._joystickPreviousPointerPos.x - this._clearPuckSizeOffset,\r\n this._joystickPreviousPointerPos.y - this._clearPuckSizeOffset,\r\n this._clearPuckSize,\r\n this._clearPuckSize\r\n );\r\n }\r\n\r\n /**\r\n * Loads `urlPath` to be used for the container's image\r\n * @param urlPath defines the urlPath of an image to use\r\n */\r\n public setContainerImage(urlPath: string) {\r\n const image = new Image();\r\n image.src = urlPath;\r\n\r\n image.onload = () => (this._containerImage = image);\r\n }\r\n\r\n /**\r\n * Loads `urlPath` to be used for the puck's image\r\n * @param urlPath defines the urlPath of an image to use\r\n */\r\n public setPuckImage(urlPath: string) {\r\n const image = new Image();\r\n image.src = urlPath;\r\n\r\n image.onload = () => (this._puckImage = image);\r\n }\r\n\r\n /**\r\n * Draws the Virtual Joystick's container\r\n */\r\n private _drawContainer() {\r\n const jp = this._joystickPosition || this._joystickPointerStartPos;\r\n\r\n this._clearPreviousDraw();\r\n\r\n if (this._containerImage) {\r\n VirtualJoystick._VJCanvasContext.drawImage(this._containerImage, jp.x - this.containerSize, jp.y - this.containerSize, this.containerSize * 2, this.containerSize * 2);\r\n } else {\r\n // outer container\r\n VirtualJoystick._VJCanvasContext.beginPath();\r\n VirtualJoystick._VJCanvasContext.strokeStyle = this._joystickColor;\r\n VirtualJoystick._VJCanvasContext.lineWidth = 2;\r\n VirtualJoystick._VJCanvasContext.arc(jp.x, jp.y, this.containerSize, 0, Math.PI * 2, true);\r\n VirtualJoystick._VJCanvasContext.stroke();\r\n VirtualJoystick._VJCanvasContext.closePath();\r\n\r\n // inner container\r\n VirtualJoystick._VJCanvasContext.beginPath();\r\n VirtualJoystick._VJCanvasContext.lineWidth = 6;\r\n VirtualJoystick._VJCanvasContext.strokeStyle = this._joystickColor;\r\n VirtualJoystick._VJCanvasContext.arc(jp.x, jp.y, this.puckSize, 0, Math.PI * 2, true);\r\n VirtualJoystick._VJCanvasContext.stroke();\r\n VirtualJoystick._VJCanvasContext.closePath();\r\n }\r\n }\r\n\r\n /**\r\n * Draws the Virtual Joystick's puck\r\n */\r\n private _drawPuck() {\r\n if (this._puckImage) {\r\n VirtualJoystick._VJCanvasContext.drawImage(\r\n this._puckImage,\r\n this._joystickPointerPos.x - this.puckSize,\r\n this._joystickPointerPos.y - this.puckSize,\r\n this.puckSize * 2,\r\n this.puckSize * 2\r\n );\r\n } else {\r\n VirtualJoystick._VJCanvasContext.beginPath();\r\n VirtualJoystick._VJCanvasContext.strokeStyle = this._joystickColor;\r\n VirtualJoystick._VJCanvasContext.lineWidth = 2;\r\n VirtualJoystick._VJCanvasContext.arc(this._joystickPointerPos.x, this._joystickPointerPos.y, this.puckSize, 0, Math.PI * 2, true);\r\n VirtualJoystick._VJCanvasContext.stroke();\r\n VirtualJoystick._VJCanvasContext.closePath();\r\n }\r\n }\r\n\r\n private _drawVirtualJoystick() {\r\n // canvas released? don't continue iterating\r\n if (this._released) {\r\n return;\r\n }\r\n if (this.alwaysVisible) {\r\n this._drawContainer();\r\n }\r\n\r\n if (this.pressed) {\r\n this._touches.forEach((key, touch) => {\r\n if ((<PointerEvent>touch).pointerId === this._joystickPointerId) {\r\n if (!this.alwaysVisible) {\r\n this._drawContainer();\r\n }\r\n\r\n this._drawPuck();\r\n\r\n // store current pointer for next clear\r\n this._joystickPreviousPointerPos = this._joystickPointerPos.clone();\r\n } else {\r\n VirtualJoystick._VJCanvasContext.clearRect((<any>touch).prevX - 44, (<any>touch).prevY - 44, 88, 88);\r\n VirtualJoystick._VJCanvasContext.beginPath();\r\n VirtualJoystick._VJCanvasContext.fillStyle = \"white\";\r\n VirtualJoystick._VJCanvasContext.beginPath();\r\n VirtualJoystick._VJCanvasContext.strokeStyle = \"red\";\r\n VirtualJoystick._VJCanvasContext.lineWidth = 6;\r\n VirtualJoystick._VJCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true);\r\n VirtualJoystick._VJCanvasContext.stroke();\r\n VirtualJoystick._VJCanvasContext.closePath();\r\n (<any>touch).prevX = touch.x;\r\n (<any>touch).prevY = touch.y;\r\n }\r\n });\r\n }\r\n requestAnimationFrame(() => {\r\n this._drawVirtualJoystick();\r\n });\r\n }\r\n\r\n /**\r\n * Release internal HTML canvas\r\n */\r\n public releaseCanvas() {\r\n if (VirtualJoystick.Canvas) {\r\n VirtualJoystick.Canvas.removeEventListener(\"pointerdown\", this._onPointerDownHandlerRef);\r\n VirtualJoystick.Canvas.removeEventListener(\"pointermove\", this._onPointerMoveHandlerRef);\r\n VirtualJoystick.Canvas.removeEventListener(\"pointerup\", this._onPointerUpHandlerRef);\r\n VirtualJoystick.Canvas.removeEventListener(\"pointerout\", this._onPointerUpHandlerRef);\r\n window.removeEventListener(\"resize\", this._onResize);\r\n document.body.removeChild(VirtualJoystick.Canvas);\r\n VirtualJoystick.Canvas = null;\r\n }\r\n this._released = true;\r\n }\r\n}\r\n"]}
1
+ 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type { Nullable } from \"../types\";\r\nimport { Vector3, Vector2 } from \"../Maths/math.vector\";\r\nimport { StringDictionary } from \"./stringDictionary\";\r\n\r\n// Mainly based on these 2 articles :\r\n// Creating an universal virtual touch joystick working for all Touch models thanks to Hand.JS : http://blogs.msdn.com/b/davrous/archive/2013/02/22/creating-an-universal-virtual-touch-joystick-working-for-all-touch-models-thanks-to-hand-js.aspx\r\n// & on Seb Lee-Delisle original work: http://seb.ly/2011/04/multi-touch-game-controller-in-javascripthtml5-for-ipad/\r\n\r\n/**\r\n * Defines the potential axis of a Joystick\r\n */\r\nexport enum JoystickAxis {\r\n /** X axis */\r\n X,\r\n /** Y axis */\r\n Y,\r\n /** Z axis */\r\n Z,\r\n}\r\n\r\n/**\r\n * Represents the different customization options available\r\n * for VirtualJoystick\r\n */\r\ninterface VirtualJoystickCustomizations {\r\n /**\r\n * Size of the joystick's puck\r\n */\r\n puckSize: number;\r\n /**\r\n * Size of the joystick's container\r\n */\r\n containerSize: number;\r\n /**\r\n * Color of the joystick && puck\r\n */\r\n color: string;\r\n /**\r\n * Image URL for the joystick's puck\r\n */\r\n puckImage?: string;\r\n /**\r\n * Image URL for the joystick's container\r\n */\r\n containerImage?: string;\r\n /**\r\n * Defines the unmoving position of the joystick container\r\n */\r\n position?: { x: number; y: number };\r\n /**\r\n * Defines whether or not the joystick container is always visible\r\n */\r\n alwaysVisible: boolean;\r\n /**\r\n * Defines whether or not to limit the movement of the puck to the joystick's container\r\n */\r\n limitToContainer: boolean;\r\n}\r\n\r\n/**\r\n * Class used to define virtual joystick (used in touch mode)\r\n */\r\nexport class VirtualJoystick {\r\n /**\r\n * Gets or sets a boolean indicating that left and right values must be inverted\r\n */\r\n public reverseLeftRight: boolean;\r\n /**\r\n * Gets or sets a boolean indicating that up and down values must be inverted\r\n */\r\n public reverseUpDown: boolean;\r\n /**\r\n * Gets the offset value for the position (ie. the change of the position value)\r\n */\r\n public deltaPosition: Vector3;\r\n /**\r\n * Gets a boolean indicating if the virtual joystick was pressed\r\n */\r\n public pressed: boolean;\r\n /**\r\n * Canvas the virtual joystick will render onto, default z-index of this is 5\r\n */\r\n public static Canvas: Nullable<HTMLCanvasElement>;\r\n\r\n /**\r\n * boolean indicating whether or not the joystick's puck's movement should be limited to the joystick's container area\r\n */\r\n public limitToContainer: boolean;\r\n\r\n // Used to draw the virtual joystick inside a 2D canvas on top of the WebGL rendering canvas\r\n private static _GlobalJoystickIndex: number = 0;\r\n private static _AlwaysVisibleSticks: number = 0;\r\n private static _VJCanvasContext: CanvasRenderingContext2D;\r\n private static _VJCanvasWidth: number;\r\n private static _VJCanvasHeight: number;\r\n private static _HalfWidth: number;\r\n private static _GetDefaultOptions(): VirtualJoystickCustomizations {\r\n return {\r\n puckSize: 40,\r\n containerSize: 60,\r\n color: \"cyan\",\r\n puckImage: undefined,\r\n containerImage: undefined,\r\n position: undefined,\r\n alwaysVisible: false,\r\n limitToContainer: false,\r\n };\r\n }\r\n\r\n private _action: () => any;\r\n private _axisTargetedByLeftAndRight: JoystickAxis;\r\n private _axisTargetedByUpAndDown: JoystickAxis;\r\n private _joystickSensibility: number;\r\n private _inversedSensibility: number;\r\n private _joystickPointerId: number;\r\n private _joystickColor: string;\r\n private _joystickPointerPos: Vector2;\r\n private _joystickPreviousPointerPos: Vector2;\r\n private _joystickPointerStartPos: Vector2;\r\n private _deltaJoystickVector: Vector2;\r\n private _leftJoystick: boolean;\r\n private _touches: StringDictionary<{ x: number; y: number; prevX: number; prevY: number } | PointerEvent>;\r\n private _joystickPosition: Nullable<Vector2>;\r\n private _alwaysVisible: boolean;\r\n private _puckImage: HTMLImageElement;\r\n private _containerImage: HTMLImageElement;\r\n private _released = false;\r\n\r\n // size properties\r\n private _joystickPuckSize: number;\r\n private _joystickContainerSize: number;\r\n private _clearPuckSize: number;\r\n private _clearContainerSize: number;\r\n private _clearPuckSizeOffset: number;\r\n private _clearContainerSizeOffset: number;\r\n\r\n private _onPointerDownHandlerRef: (e: PointerEvent) => any;\r\n private _onPointerMoveHandlerRef: (e: PointerEvent) => any;\r\n private _onPointerUpHandlerRef: (e: PointerEvent) => any;\r\n private _onResize: (e: any) => any;\r\n\r\n /**\r\n * Creates a new virtual joystick\r\n * @param leftJoystick defines that the joystick is for left hand (false by default)\r\n * @param customizations Defines the options we want to customize the VirtualJoystick\r\n */\r\n constructor(leftJoystick?: boolean, customizations?: Partial<VirtualJoystickCustomizations>) {\r\n const options = {\r\n ...VirtualJoystick._GetDefaultOptions(),\r\n ...customizations,\r\n };\r\n\r\n if (leftJoystick) {\r\n this._leftJoystick = true;\r\n } else {\r\n this._leftJoystick = false;\r\n }\r\n\r\n VirtualJoystick._GlobalJoystickIndex++;\r\n\r\n // By default left & right arrow keys are moving the X\r\n // and up & down keys are moving the Y\r\n this._axisTargetedByLeftAndRight = JoystickAxis.X;\r\n this._axisTargetedByUpAndDown = JoystickAxis.Y;\r\n\r\n this.reverseLeftRight = false;\r\n this.reverseUpDown = false;\r\n\r\n // collections of pointers\r\n this._touches = new StringDictionary<{ x: number; y: number; prevX: number; prevY: number } | PointerEvent>();\r\n this.deltaPosition = Vector3.Zero();\r\n\r\n this._joystickSensibility = 25;\r\n this._inversedSensibility = 1 / (this._joystickSensibility / 1000);\r\n\r\n this._onResize = () => {\r\n VirtualJoystick._VJCanvasWidth = window.innerWidth;\r\n VirtualJoystick._VJCanvasHeight = window.innerHeight;\r\n if (VirtualJoystick.Canvas) {\r\n VirtualJoystick.Canvas.width = VirtualJoystick._VJCanvasWidth;\r\n VirtualJoystick.Canvas.height = VirtualJoystick._VJCanvasHeight;\r\n }\r\n VirtualJoystick._HalfWidth = VirtualJoystick._VJCanvasWidth / 2;\r\n };\r\n\r\n // injecting a canvas element on top of the canvas 3D game\r\n if (!VirtualJoystick.Canvas) {\r\n window.addEventListener(\"resize\", this._onResize, false);\r\n VirtualJoystick.Canvas = document.createElement(\"canvas\");\r\n VirtualJoystick._VJCanvasWidth = window.innerWidth;\r\n VirtualJoystick._VJCanvasHeight = window.innerHeight;\r\n VirtualJoystick.Canvas.width = window.innerWidth;\r\n VirtualJoystick.Canvas.height = window.innerHeight;\r\n VirtualJoystick.Canvas.style.width = \"100%\";\r\n VirtualJoystick.Canvas.style.height = \"100%\";\r\n VirtualJoystick.Canvas.style.position = \"absolute\";\r\n VirtualJoystick.Canvas.style.backgroundColor = \"transparent\";\r\n VirtualJoystick.Canvas.style.top = \"0px\";\r\n VirtualJoystick.Canvas.style.left = \"0px\";\r\n VirtualJoystick.Canvas.style.zIndex = \"5\";\r\n VirtualJoystick.Canvas.style.touchAction = \"none\"; // fix https://forum.babylonjs.com/t/virtualjoystick-needs-to-set-style-touch-action-none-explicitly/9562\r\n // Support for jQuery PEP polyfill\r\n VirtualJoystick.Canvas.setAttribute(\"touch-action\", \"none\");\r\n const context = VirtualJoystick.Canvas.getContext(\"2d\");\r\n\r\n if (!context) {\r\n throw new Error(\"Unable to create canvas for virtual joystick\");\r\n }\r\n\r\n VirtualJoystick._VJCanvasContext = context;\r\n VirtualJoystick._VJCanvasContext.strokeStyle = \"#ffffff\";\r\n VirtualJoystick._VJCanvasContext.lineWidth = 2;\r\n document.body.appendChild(VirtualJoystick.Canvas);\r\n }\r\n VirtualJoystick._HalfWidth = VirtualJoystick.Canvas.width / 2;\r\n this.pressed = false;\r\n this.limitToContainer = options.limitToContainer;\r\n\r\n // default joystick color\r\n this._joystickColor = options.color;\r\n\r\n // default joystick size\r\n this.containerSize = options.containerSize;\r\n this.puckSize = options.puckSize;\r\n\r\n if (options.position) {\r\n this.setPosition(options.position.x, options.position.y);\r\n }\r\n if (options.puckImage) {\r\n this.setPuckImage(options.puckImage);\r\n }\r\n if (options.containerImage) {\r\n this.setContainerImage(options.containerImage);\r\n }\r\n if (options.alwaysVisible) {\r\n VirtualJoystick._AlwaysVisibleSticks++;\r\n }\r\n\r\n // must come after position potentially set\r\n this.alwaysVisible = options.alwaysVisible;\r\n\r\n this._joystickPointerId = -1;\r\n // current joystick position\r\n this._joystickPointerPos = new Vector2(0, 0);\r\n this._joystickPreviousPointerPos = new Vector2(0, 0);\r\n // origin joystick position\r\n this._joystickPointerStartPos = new Vector2(0, 0);\r\n this._deltaJoystickVector = new Vector2(0, 0);\r\n\r\n this._onPointerDownHandlerRef = (evt) => {\r\n this._onPointerDown(evt);\r\n };\r\n this._onPointerMoveHandlerRef = (evt) => {\r\n this._onPointerMove(evt);\r\n };\r\n this._onPointerUpHandlerRef = (evt) => {\r\n this._onPointerUp(evt);\r\n };\r\n\r\n VirtualJoystick.Canvas.addEventListener(\"pointerdown\", this._onPointerDownHandlerRef, false);\r\n VirtualJoystick.Canvas.addEventListener(\"pointermove\", this._onPointerMoveHandlerRef, false);\r\n VirtualJoystick.Canvas.addEventListener(\"pointerup\", this._onPointerUpHandlerRef, false);\r\n VirtualJoystick.Canvas.addEventListener(\"pointerout\", this._onPointerUpHandlerRef, false);\r\n VirtualJoystick.Canvas.addEventListener(\r\n \"contextmenu\",\r\n (evt) => {\r\n evt.preventDefault(); // Disables system menu\r\n },\r\n false\r\n );\r\n requestAnimationFrame(() => {\r\n this._drawVirtualJoystick();\r\n });\r\n }\r\n\r\n /**\r\n * Defines joystick sensibility (ie. the ratio between a physical move and virtual joystick position change)\r\n * @param newJoystickSensibility defines the new sensibility\r\n */\r\n public setJoystickSensibility(newJoystickSensibility: number) {\r\n this._joystickSensibility = newJoystickSensibility;\r\n this._inversedSensibility = 1 / (this._joystickSensibility / 1000);\r\n }\r\n\r\n private _onPointerDown(e: PointerEvent) {\r\n let positionOnScreenCondition: boolean;\r\n\r\n e.preventDefault();\r\n\r\n if (this._leftJoystick === true) {\r\n positionOnScreenCondition = e.clientX < VirtualJoystick._HalfWidth;\r\n } else {\r\n positionOnScreenCondition = e.clientX > VirtualJoystick._HalfWidth;\r\n }\r\n\r\n if (positionOnScreenCondition && this._joystickPointerId < 0) {\r\n // First contact will be dedicated to the virtual joystick\r\n this._joystickPointerId = e.pointerId;\r\n\r\n if (this._joystickPosition) {\r\n this._joystickPointerStartPos = this._joystickPosition.clone();\r\n this._joystickPointerPos = this._joystickPosition.clone();\r\n this._joystickPreviousPointerPos = this._joystickPosition.clone();\r\n\r\n // in case the user only clicks down && doesn't move:\r\n // this ensures the delta is properly set\r\n this._onPointerMove(e);\r\n } else {\r\n this._joystickPointerStartPos.x = e.clientX;\r\n this._joystickPointerStartPos.y = e.clientY;\r\n this._joystickPointerPos = this._joystickPointerStartPos.clone();\r\n this._joystickPreviousPointerPos = this._joystickPointerStartPos.clone();\r\n }\r\n\r\n this._deltaJoystickVector.x = 0;\r\n this._deltaJoystickVector.y = 0;\r\n this.pressed = true;\r\n this._touches.add(e.pointerId.toString(), e);\r\n } else {\r\n // You can only trigger the action buttons with a joystick declared\r\n if (VirtualJoystick._GlobalJoystickIndex < 2 && this._action) {\r\n this._action();\r\n this._touches.add(e.pointerId.toString(), { x: e.clientX, y: e.clientY, prevX: e.clientX, prevY: e.clientY });\r\n }\r\n }\r\n }\r\n\r\n private _onPointerMove(e: PointerEvent) {\r\n // If the current pointer is the one associated to the joystick (first touch contact)\r\n if (this._joystickPointerId == e.pointerId) {\r\n // limit to container if need be\r\n if (this.limitToContainer) {\r\n const vector = new Vector2(e.clientX - this._joystickPointerStartPos.x, e.clientY - this._joystickPointerStartPos.y);\r\n const distance = vector.length();\r\n\r\n if (distance > this.containerSize) {\r\n vector.scaleInPlace(this.containerSize / distance);\r\n }\r\n\r\n this._joystickPointerPos.x = this._joystickPointerStartPos.x + vector.x;\r\n this._joystickPointerPos.y = this._joystickPointerStartPos.y + vector.y;\r\n } else {\r\n this._joystickPointerPos.x = e.clientX;\r\n this._joystickPointerPos.y = e.clientY;\r\n }\r\n\r\n // create delta vector\r\n this._deltaJoystickVector = this._joystickPointerPos.clone();\r\n this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos);\r\n\r\n // if a joystick is always visible, there will be clipping issues if\r\n // you drag the puck from one over the container of the other\r\n if (0 < VirtualJoystick._AlwaysVisibleSticks) {\r\n if (this._leftJoystick) {\r\n this._joystickPointerPos.x = Math.min(VirtualJoystick._HalfWidth, this._joystickPointerPos.x);\r\n } else {\r\n this._joystickPointerPos.x = Math.max(VirtualJoystick._HalfWidth, this._joystickPointerPos.x);\r\n }\r\n }\r\n\r\n const directionLeftRight = this.reverseLeftRight ? -1 : 1;\r\n const deltaJoystickX = (directionLeftRight * this._deltaJoystickVector.x) / this._inversedSensibility;\r\n switch (this._axisTargetedByLeftAndRight) {\r\n case JoystickAxis.X:\r\n this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX));\r\n break;\r\n case JoystickAxis.Y:\r\n this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX));\r\n break;\r\n case JoystickAxis.Z:\r\n this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX));\r\n break;\r\n }\r\n const directionUpDown = this.reverseUpDown ? 1 : -1;\r\n const deltaJoystickY = (directionUpDown * this._deltaJoystickVector.y) / this._inversedSensibility;\r\n switch (this._axisTargetedByUpAndDown) {\r\n case JoystickAxis.X:\r\n this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY));\r\n break;\r\n case JoystickAxis.Y:\r\n this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY));\r\n break;\r\n case JoystickAxis.Z:\r\n this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY));\r\n break;\r\n }\r\n } else {\r\n const data = this._touches.get(e.pointerId.toString());\r\n if (data) {\r\n (data as any).x = e.clientX;\r\n (data as any).y = e.clientY;\r\n }\r\n }\r\n }\r\n\r\n private _onPointerUp(e: PointerEvent) {\r\n if (this._joystickPointerId == e.pointerId) {\r\n this._clearPreviousDraw();\r\n\r\n this._joystickPointerId = -1;\r\n this.pressed = false;\r\n } else {\r\n const touch = <{ x: number; y: number; prevX: number; prevY: number }>this._touches.get(e.pointerId.toString());\r\n if (touch) {\r\n VirtualJoystick._VJCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);\r\n }\r\n }\r\n this._deltaJoystickVector.x = 0;\r\n this._deltaJoystickVector.y = 0;\r\n\r\n this._touches.remove(e.pointerId.toString());\r\n }\r\n\r\n /**\r\n * Change the color of the virtual joystick\r\n * @param newColor a string that must be a CSS color value (like \"red\") or the hexa value (like \"#FF0000\")\r\n */\r\n public setJoystickColor(newColor: string) {\r\n this._joystickColor = newColor;\r\n }\r\n\r\n /**\r\n * Size of the joystick's container\r\n */\r\n public set containerSize(newSize: number) {\r\n this._joystickContainerSize = newSize;\r\n this._clearContainerSize = ~~(this._joystickContainerSize * 2.1);\r\n this._clearContainerSizeOffset = ~~(this._clearContainerSize / 2);\r\n }\r\n public get containerSize() {\r\n return this._joystickContainerSize;\r\n }\r\n\r\n /**\r\n * Size of the joystick's puck\r\n */\r\n public set puckSize(newSize: number) {\r\n this._joystickPuckSize = newSize;\r\n this._clearPuckSize = ~~(this._joystickPuckSize * 2.1);\r\n this._clearPuckSizeOffset = ~~(this._clearPuckSize / 2);\r\n }\r\n public get puckSize() {\r\n return this._joystickPuckSize;\r\n }\r\n\r\n /**\r\n * Clears the set position of the joystick\r\n */\r\n public clearPosition() {\r\n this.alwaysVisible = false;\r\n\r\n this._joystickPosition = null;\r\n }\r\n\r\n /**\r\n * Defines whether or not the joystick container is always visible\r\n */\r\n public set alwaysVisible(value: boolean) {\r\n if (this._alwaysVisible === value) {\r\n return;\r\n }\r\n\r\n if (value && this._joystickPosition) {\r\n VirtualJoystick._AlwaysVisibleSticks++;\r\n\r\n this._alwaysVisible = true;\r\n } else {\r\n VirtualJoystick._AlwaysVisibleSticks--;\r\n\r\n this._alwaysVisible = false;\r\n }\r\n }\r\n public get alwaysVisible() {\r\n return this._alwaysVisible;\r\n }\r\n\r\n /**\r\n * Sets the constant position of the Joystick container\r\n * @param x X axis coordinate\r\n * @param y Y axis coordinate\r\n */\r\n public setPosition(x: number, y: number) {\r\n // just in case position is moved while the container is visible\r\n if (this._joystickPointerStartPos) {\r\n this._clearPreviousDraw();\r\n }\r\n\r\n this._joystickPosition = new Vector2(x, y);\r\n }\r\n\r\n /**\r\n * Defines a callback to call when the joystick is touched\r\n * @param action defines the callback\r\n */\r\n public setActionOnTouch(action: () => any) {\r\n this._action = action;\r\n }\r\n\r\n /**\r\n * Defines which axis you'd like to control for left & right\r\n * @param axis defines the axis to use\r\n */\r\n public setAxisForLeftRight(axis: JoystickAxis) {\r\n switch (axis) {\r\n case JoystickAxis.X:\r\n case JoystickAxis.Y:\r\n case JoystickAxis.Z:\r\n this._axisTargetedByLeftAndRight = axis;\r\n break;\r\n default:\r\n this._axisTargetedByLeftAndRight = JoystickAxis.X;\r\n break;\r\n }\r\n }\r\n\r\n /**\r\n * Defines which axis you'd like to control for up & down\r\n * @param axis defines the axis to use\r\n */\r\n public setAxisForUpDown(axis: JoystickAxis) {\r\n switch (axis) {\r\n case JoystickAxis.X:\r\n case JoystickAxis.Y:\r\n case JoystickAxis.Z:\r\n this._axisTargetedByUpAndDown = axis;\r\n break;\r\n default:\r\n this._axisTargetedByUpAndDown = JoystickAxis.Y;\r\n break;\r\n }\r\n }\r\n\r\n /**\r\n * Clears the canvas from the previous puck / container draw\r\n */\r\n private _clearPreviousDraw() {\r\n const jp = this._joystickPosition || this._joystickPointerStartPos;\r\n\r\n // clear container pixels\r\n VirtualJoystick._VJCanvasContext.clearRect(\r\n jp.x - this._clearContainerSizeOffset,\r\n jp.y - this._clearContainerSizeOffset,\r\n this._clearContainerSize,\r\n this._clearContainerSize\r\n );\r\n\r\n // clear puck pixels\r\n VirtualJoystick._VJCanvasContext.clearRect(\r\n this._joystickPreviousPointerPos.x - this._clearPuckSizeOffset,\r\n this._joystickPreviousPointerPos.y - this._clearPuckSizeOffset,\r\n this._clearPuckSize,\r\n this._clearPuckSize\r\n );\r\n }\r\n\r\n /**\r\n * Loads `urlPath` to be used for the container's image\r\n * @param urlPath defines the urlPath of an image to use\r\n */\r\n public setContainerImage(urlPath: string) {\r\n const image = new Image();\r\n image.src = urlPath;\r\n\r\n image.onload = () => (this._containerImage = image);\r\n }\r\n\r\n /**\r\n * Loads `urlPath` to be used for the puck's image\r\n * @param urlPath defines the urlPath of an image to use\r\n */\r\n public setPuckImage(urlPath: string) {\r\n const image = new Image();\r\n image.src = urlPath;\r\n\r\n image.onload = () => (this._puckImage = image);\r\n }\r\n\r\n /**\r\n * Draws the Virtual Joystick's container\r\n */\r\n private _drawContainer() {\r\n const jp = this._joystickPosition || this._joystickPointerStartPos;\r\n\r\n this._clearPreviousDraw();\r\n\r\n if (this._containerImage) {\r\n VirtualJoystick._VJCanvasContext.drawImage(this._containerImage, jp.x - this.containerSize, jp.y - this.containerSize, this.containerSize * 2, this.containerSize * 2);\r\n } else {\r\n // outer container\r\n VirtualJoystick._VJCanvasContext.beginPath();\r\n VirtualJoystick._VJCanvasContext.strokeStyle = this._joystickColor;\r\n VirtualJoystick._VJCanvasContext.lineWidth = 2;\r\n VirtualJoystick._VJCanvasContext.arc(jp.x, jp.y, this.containerSize, 0, Math.PI * 2, true);\r\n VirtualJoystick._VJCanvasContext.stroke();\r\n VirtualJoystick._VJCanvasContext.closePath();\r\n\r\n // inner container\r\n VirtualJoystick._VJCanvasContext.beginPath();\r\n VirtualJoystick._VJCanvasContext.lineWidth = 6;\r\n VirtualJoystick._VJCanvasContext.strokeStyle = this._joystickColor;\r\n VirtualJoystick._VJCanvasContext.arc(jp.x, jp.y, this.puckSize, 0, Math.PI * 2, true);\r\n VirtualJoystick._VJCanvasContext.stroke();\r\n VirtualJoystick._VJCanvasContext.closePath();\r\n }\r\n }\r\n\r\n /**\r\n * Draws the Virtual Joystick's puck\r\n */\r\n private _drawPuck() {\r\n if (this._puckImage) {\r\n VirtualJoystick._VJCanvasContext.drawImage(\r\n this._puckImage,\r\n this._joystickPointerPos.x - this.puckSize,\r\n this._joystickPointerPos.y - this.puckSize,\r\n this.puckSize * 2,\r\n this.puckSize * 2\r\n );\r\n } else {\r\n VirtualJoystick._VJCanvasContext.beginPath();\r\n VirtualJoystick._VJCanvasContext.strokeStyle = this._joystickColor;\r\n VirtualJoystick._VJCanvasContext.lineWidth = 2;\r\n VirtualJoystick._VJCanvasContext.arc(this._joystickPointerPos.x, this._joystickPointerPos.y, this.puckSize, 0, Math.PI * 2, true);\r\n VirtualJoystick._VJCanvasContext.stroke();\r\n VirtualJoystick._VJCanvasContext.closePath();\r\n }\r\n }\r\n\r\n private _drawVirtualJoystick() {\r\n // canvas released? don't continue iterating\r\n if (this._released) {\r\n return;\r\n }\r\n if (this.alwaysVisible) {\r\n this._drawContainer();\r\n }\r\n\r\n if (this.pressed) {\r\n this._touches.forEach((key, touch) => {\r\n if ((<PointerEvent>touch).pointerId === this._joystickPointerId) {\r\n if (!this.alwaysVisible) {\r\n this._drawContainer();\r\n }\r\n\r\n this._drawPuck();\r\n\r\n // store current pointer for next clear\r\n this._joystickPreviousPointerPos = this._joystickPointerPos.clone();\r\n } else {\r\n VirtualJoystick._VJCanvasContext.clearRect((<any>touch).prevX - 44, (<any>touch).prevY - 44, 88, 88);\r\n VirtualJoystick._VJCanvasContext.beginPath();\r\n VirtualJoystick._VJCanvasContext.fillStyle = \"white\";\r\n VirtualJoystick._VJCanvasContext.beginPath();\r\n VirtualJoystick._VJCanvasContext.strokeStyle = \"red\";\r\n VirtualJoystick._VJCanvasContext.lineWidth = 6;\r\n VirtualJoystick._VJCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true);\r\n VirtualJoystick._VJCanvasContext.stroke();\r\n VirtualJoystick._VJCanvasContext.closePath();\r\n (<any>touch).prevX = touch.x;\r\n (<any>touch).prevY = touch.y;\r\n }\r\n });\r\n }\r\n requestAnimationFrame(() => {\r\n this._drawVirtualJoystick();\r\n });\r\n }\r\n\r\n /**\r\n * Release internal HTML canvas\r\n */\r\n public releaseCanvas() {\r\n if (VirtualJoystick.Canvas) {\r\n VirtualJoystick.Canvas.removeEventListener(\"pointerdown\", this._onPointerDownHandlerRef);\r\n VirtualJoystick.Canvas.removeEventListener(\"pointermove\", this._onPointerMoveHandlerRef);\r\n VirtualJoystick.Canvas.removeEventListener(\"pointerup\", this._onPointerUpHandlerRef);\r\n VirtualJoystick.Canvas.removeEventListener(\"pointerout\", this._onPointerUpHandlerRef);\r\n window.removeEventListener(\"resize\", this._onResize);\r\n document.body.removeChild(VirtualJoystick.Canvas);\r\n VirtualJoystick.Canvas = null;\r\n }\r\n this._released = true;\r\n }\r\n}\r\n"]}
@@ -9,6 +9,34 @@ import { GetClass } from "../Misc/typeStore.js";
9
9
  * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/morphTargets
10
10
  */
11
11
  export class MorphTarget {
12
+ /**
13
+ * Gets or sets the influence of this target (ie. its weight in the overall morphing)
14
+ */
15
+ get influence() {
16
+ return this._influence;
17
+ }
18
+ set influence(influence) {
19
+ if (this._influence === influence) {
20
+ return;
21
+ }
22
+ const previous = this._influence;
23
+ this._influence = influence;
24
+ if (this.onInfluenceChanged.hasObservers()) {
25
+ this.onInfluenceChanged.notifyObservers(previous === 0 || influence === 0);
26
+ }
27
+ }
28
+ /**
29
+ * Gets or sets the animation properties override
30
+ */
31
+ get animationPropertiesOverride() {
32
+ if (!this._animationPropertiesOverride && this._scene) {
33
+ return this._scene.animationPropertiesOverride;
34
+ }
35
+ return this._animationPropertiesOverride;
36
+ }
37
+ set animationPropertiesOverride(value) {
38
+ this._animationPropertiesOverride = value;
39
+ }
12
40
  /**
13
41
  * Creates a new MorphTarget
14
42
  * @param name defines the name of the target
@@ -41,34 +69,6 @@ export class MorphTarget {
41
69
  this._uniqueId = this._scene.getUniqueId();
42
70
  }
43
71
  }
44
- /**
45
- * Gets or sets the influence of this target (ie. its weight in the overall morphing)
46
- */
47
- get influence() {
48
- return this._influence;
49
- }
50
- set influence(influence) {
51
- if (this._influence === influence) {
52
- return;
53
- }
54
- const previous = this._influence;
55
- this._influence = influence;
56
- if (this.onInfluenceChanged.hasObservers()) {
57
- this.onInfluenceChanged.notifyObservers(previous === 0 || influence === 0);
58
- }
59
- }
60
- /**
61
- * Gets or sets the animation properties override
62
- */
63
- get animationPropertiesOverride() {
64
- if (!this._animationPropertiesOverride && this._scene) {
65
- return this._scene.animationPropertiesOverride;
66
- }
67
- return this._animationPropertiesOverride;
68
- }
69
- set animationPropertiesOverride(value) {
70
- this._animationPropertiesOverride = value;
71
- }
72
72
  /**
73
73
  * Gets the unique ID of this manager
74
74
  */
@@ -1 +1 @@
1
- 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type { IAnimatable } from \"../Animations/animatable.interface\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable, FloatArray } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { AnimationPropertiesOverride } from \"../Animations/animationPropertiesOverride\";\r\nimport { serialize, SerializationHelper } from \"../Misc/decorators\";\r\nimport { GetClass } from \"../Misc/typeStore\";\r\n\r\ndeclare type Animation = import(\"../Animations/animation\").Animation;\r\n\r\n/**\r\n * Defines a target to use with MorphTargetManager\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/morphTargets\r\n */\r\nexport class MorphTarget implements IAnimatable {\r\n /**\r\n * Gets or sets the list of animations\r\n */\r\n public animations = new Array<Animation>();\r\n\r\n private _scene: Nullable<Scene>;\r\n private _positions: Nullable<FloatArray> = null;\r\n private _normals: Nullable<FloatArray> = null;\r\n private _tangents: Nullable<FloatArray> = null;\r\n private _uvs: Nullable<FloatArray> = null;\r\n private _influence: number;\r\n private _uniqueId = 0;\r\n\r\n /**\r\n * Observable raised when the influence changes\r\n */\r\n public onInfluenceChanged = new Observable<boolean>();\r\n\r\n /** @internal */\r\n public _onDataLayoutChanged = new Observable<void>();\r\n\r\n /**\r\n * Gets or sets the influence of this target (ie. its weight in the overall morphing)\r\n */\r\n public get influence(): number {\r\n return this._influence;\r\n }\r\n\r\n public set influence(influence: number) {\r\n if (this._influence === influence) {\r\n return;\r\n }\r\n\r\n const previous = this._influence;\r\n this._influence = influence;\r\n\r\n if (this.onInfluenceChanged.hasObservers()) {\r\n this.onInfluenceChanged.notifyObservers(previous === 0 || influence === 0);\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the id of the morph Target\r\n */\r\n @serialize()\r\n public id: string;\r\n\r\n private _animationPropertiesOverride: Nullable<AnimationPropertiesOverride> = null;\r\n\r\n /**\r\n * Gets or sets the animation properties override\r\n */\r\n public get animationPropertiesOverride(): Nullable<AnimationPropertiesOverride> {\r\n if (!this._animationPropertiesOverride && this._scene) {\r\n return this._scene.animationPropertiesOverride;\r\n }\r\n return this._animationPropertiesOverride;\r\n }\r\n\r\n public set animationPropertiesOverride(value: Nullable<AnimationPropertiesOverride>) {\r\n this._animationPropertiesOverride = value;\r\n }\r\n\r\n /**\r\n * Creates a new MorphTarget\r\n * @param name defines the name of the target\r\n * @param influence defines the influence to use\r\n * @param scene defines the scene the morphtarget belongs to\r\n */\r\n public constructor(\r\n /** defines the name of the target */\r\n public name: string,\r\n influence = 0,\r\n scene: Nullable<Scene> = null\r\n ) {\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n this.influence = influence;\r\n\r\n if (this._scene) {\r\n this._uniqueId = this._scene.getUniqueId();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the unique ID of this manager\r\n */\r\n public get uniqueId(): number {\r\n return this._uniqueId;\r\n }\r\n\r\n /**\r\n * Gets a boolean defining if the target contains position data\r\n */\r\n public get hasPositions(): boolean {\r\n return !!this._positions;\r\n }\r\n\r\n /**\r\n * Gets a boolean defining if the target contains normal data\r\n */\r\n public get hasNormals(): boolean {\r\n return !!this._normals;\r\n }\r\n\r\n /**\r\n * Gets a boolean defining if the target contains tangent data\r\n */\r\n public get hasTangents(): boolean {\r\n return !!this._tangents;\r\n }\r\n\r\n /**\r\n * Gets a boolean defining if the target contains texture coordinates data\r\n */\r\n public get hasUVs(): boolean {\r\n return !!this._uvs;\r\n }\r\n\r\n /**\r\n * Affects position data to this target\r\n * @param data defines the position data to use\r\n */\r\n public setPositions(data: Nullable<FloatArray>) {\r\n const hadPositions = this.hasPositions;\r\n\r\n this._positions = data;\r\n\r\n if (hadPositions !== this.hasPositions) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the position data stored in this target\r\n * @returns a FloatArray containing the position data (or null if not present)\r\n */\r\n public getPositions(): Nullable<FloatArray> {\r\n return this._positions;\r\n }\r\n\r\n /**\r\n * Affects normal data to this target\r\n * @param data defines the normal data to use\r\n */\r\n public setNormals(data: Nullable<FloatArray>) {\r\n const hadNormals = this.hasNormals;\r\n\r\n this._normals = data;\r\n\r\n if (hadNormals !== this.hasNormals) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the normal data stored in this target\r\n * @returns a FloatArray containing the normal data (or null if not present)\r\n */\r\n public getNormals(): Nullable<FloatArray> {\r\n return this._normals;\r\n }\r\n\r\n /**\r\n * Affects tangent data to this target\r\n * @param data defines the tangent data to use\r\n */\r\n public setTangents(data: Nullable<FloatArray>) {\r\n const hadTangents = this.hasTangents;\r\n\r\n this._tangents = data;\r\n\r\n if (hadTangents !== this.hasTangents) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the tangent data stored in this target\r\n * @returns a FloatArray containing the tangent data (or null if not present)\r\n */\r\n public getTangents(): Nullable<FloatArray> {\r\n return this._tangents;\r\n }\r\n\r\n /**\r\n * Affects texture coordinates data to this target\r\n * @param data defines the texture coordinates data to use\r\n */\r\n public setUVs(data: Nullable<FloatArray>) {\r\n const hadUVs = this.hasUVs;\r\n\r\n this._uvs = data;\r\n\r\n if (hadUVs !== this.hasUVs) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the texture coordinates data stored in this target\r\n * @returns a FloatArray containing the texture coordinates data (or null if not present)\r\n */\r\n public getUVs(): Nullable<FloatArray> {\r\n return this._uvs;\r\n }\r\n\r\n /**\r\n * Clone the current target\r\n * @returns a new MorphTarget\r\n */\r\n public clone(): MorphTarget {\r\n const newOne = SerializationHelper.Clone(() => new MorphTarget(this.name, this.influence, this._scene), this);\r\n\r\n newOne._positions = this._positions;\r\n newOne._normals = this._normals;\r\n newOne._tangents = this._tangents;\r\n newOne._uvs = this._uvs;\r\n\r\n return newOne;\r\n }\r\n\r\n /**\r\n * Serializes the current target into a Serialization object\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.influence = this.influence;\r\n\r\n serializationObject.positions = Array.prototype.slice.call(this.getPositions());\r\n if (this.id != null) {\r\n serializationObject.id = this.id;\r\n }\r\n if (this.hasNormals) {\r\n serializationObject.normals = Array.prototype.slice.call(this.getNormals());\r\n }\r\n if (this.hasTangents) {\r\n serializationObject.tangents = Array.prototype.slice.call(this.getTangents());\r\n }\r\n if (this.hasUVs) {\r\n serializationObject.uvs = Array.prototype.slice.call(this.getUVs());\r\n }\r\n\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(this, serializationObject);\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Returns the string \"MorphTarget\"\r\n * @returns \"MorphTarget\"\r\n */\r\n public getClassName(): string {\r\n return \"MorphTarget\";\r\n }\r\n\r\n // Statics\r\n\r\n /**\r\n * Creates a new target from serialized data\r\n * @param serializationObject defines the serialized data to use\r\n * @param scene defines the hosting scene\r\n * @returns a new MorphTarget\r\n */\r\n public static Parse(serializationObject: any, scene?: Scene): MorphTarget {\r\n const result = new MorphTarget(serializationObject.name, serializationObject.influence);\r\n\r\n result.setPositions(serializationObject.positions);\r\n\r\n if (serializationObject.id != null) {\r\n result.id = serializationObject.id;\r\n }\r\n if (serializationObject.normals) {\r\n result.setNormals(serializationObject.normals);\r\n }\r\n if (serializationObject.tangents) {\r\n result.setTangents(serializationObject.tangents);\r\n }\r\n if (serializationObject.uvs) {\r\n result.setUVs(serializationObject.uvs);\r\n }\r\n\r\n // Animations\r\n if (serializationObject.animations) {\r\n for (let animationIndex = 0; animationIndex < serializationObject.animations.length; animationIndex++) {\r\n const parsedAnimation = serializationObject.animations[animationIndex];\r\n const internalClass = GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n result.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n\r\n if (serializationObject.autoAnimate && scene) {\r\n scene.beginAnimation(\r\n result,\r\n serializationObject.autoAnimateFrom,\r\n serializationObject.autoAnimateTo,\r\n serializationObject.autoAnimateLoop,\r\n serializationObject.autoAnimateSpeed || 1.0\r\n );\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a MorphTarget from mesh data\r\n * @param mesh defines the source mesh\r\n * @param name defines the name to use for the new target\r\n * @param influence defines the influence to attach to the target\r\n * @returns a new MorphTarget\r\n */\r\n public static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget {\r\n if (!name) {\r\n name = mesh.name;\r\n }\r\n\r\n const result = new MorphTarget(name, influence, mesh.getScene());\r\n\r\n result.setPositions(<FloatArray>mesh.getVerticesData(VertexBuffer.PositionKind));\r\n\r\n if (mesh.isVerticesDataPresent(VertexBuffer.NormalKind)) {\r\n result.setNormals(<FloatArray>mesh.getVerticesData(VertexBuffer.NormalKind));\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.TangentKind)) {\r\n result.setTangents(<FloatArray>mesh.getVerticesData(VertexBuffer.TangentKind));\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n result.setUVs(<FloatArray>mesh.getVerticesData(VertexBuffer.UVKind));\r\n }\r\n\r\n return result;\r\n }\r\n}\r\n"]}
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type { IAnimatable } from \"../Animations/animatable.interface\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable, FloatArray } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { AnimationPropertiesOverride } from \"../Animations/animationPropertiesOverride\";\r\nimport { serialize, SerializationHelper } from \"../Misc/decorators\";\r\nimport { GetClass } from \"../Misc/typeStore\";\r\n\r\ndeclare type Animation = import(\"../Animations/animation\").Animation;\r\n\r\n/**\r\n * Defines a target to use with MorphTargetManager\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/morphTargets\r\n */\r\nexport class MorphTarget implements IAnimatable {\r\n /**\r\n * Gets or sets the list of animations\r\n */\r\n public animations = new Array<Animation>();\r\n\r\n private _scene: Nullable<Scene>;\r\n private _positions: Nullable<FloatArray> = null;\r\n private _normals: Nullable<FloatArray> = null;\r\n private _tangents: Nullable<FloatArray> = null;\r\n private _uvs: Nullable<FloatArray> = null;\r\n private _influence: number;\r\n private _uniqueId = 0;\r\n\r\n /**\r\n * Observable raised when the influence changes\r\n */\r\n public onInfluenceChanged = new Observable<boolean>();\r\n\r\n /** @internal */\r\n public _onDataLayoutChanged = new Observable<void>();\r\n\r\n /**\r\n * Gets or sets the influence of this target (ie. its weight in the overall morphing)\r\n */\r\n public get influence(): number {\r\n return this._influence;\r\n }\r\n\r\n public set influence(influence: number) {\r\n if (this._influence === influence) {\r\n return;\r\n }\r\n\r\n const previous = this._influence;\r\n this._influence = influence;\r\n\r\n if (this.onInfluenceChanged.hasObservers()) {\r\n this.onInfluenceChanged.notifyObservers(previous === 0 || influence === 0);\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the id of the morph Target\r\n */\r\n @serialize()\r\n public id: string;\r\n\r\n private _animationPropertiesOverride: Nullable<AnimationPropertiesOverride> = null;\r\n\r\n /**\r\n * Gets or sets the animation properties override\r\n */\r\n public get animationPropertiesOverride(): Nullable<AnimationPropertiesOverride> {\r\n if (!this._animationPropertiesOverride && this._scene) {\r\n return this._scene.animationPropertiesOverride;\r\n }\r\n return this._animationPropertiesOverride;\r\n }\r\n\r\n public set animationPropertiesOverride(value: Nullable<AnimationPropertiesOverride>) {\r\n this._animationPropertiesOverride = value;\r\n }\r\n\r\n /**\r\n * Creates a new MorphTarget\r\n * @param name defines the name of the target\r\n * @param influence defines the influence to use\r\n * @param scene defines the scene the morphtarget belongs to\r\n */\r\n public constructor(\r\n /** defines the name of the target */\r\n public name: string,\r\n influence = 0,\r\n scene: Nullable<Scene> = null\r\n ) {\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n this.influence = influence;\r\n\r\n if (this._scene) {\r\n this._uniqueId = this._scene.getUniqueId();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the unique ID of this manager\r\n */\r\n public get uniqueId(): number {\r\n return this._uniqueId;\r\n }\r\n\r\n /**\r\n * Gets a boolean defining if the target contains position data\r\n */\r\n public get hasPositions(): boolean {\r\n return !!this._positions;\r\n }\r\n\r\n /**\r\n * Gets a boolean defining if the target contains normal data\r\n */\r\n public get hasNormals(): boolean {\r\n return !!this._normals;\r\n }\r\n\r\n /**\r\n * Gets a boolean defining if the target contains tangent data\r\n */\r\n public get hasTangents(): boolean {\r\n return !!this._tangents;\r\n }\r\n\r\n /**\r\n * Gets a boolean defining if the target contains texture coordinates data\r\n */\r\n public get hasUVs(): boolean {\r\n return !!this._uvs;\r\n }\r\n\r\n /**\r\n * Affects position data to this target\r\n * @param data defines the position data to use\r\n */\r\n public setPositions(data: Nullable<FloatArray>) {\r\n const hadPositions = this.hasPositions;\r\n\r\n this._positions = data;\r\n\r\n if (hadPositions !== this.hasPositions) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the position data stored in this target\r\n * @returns a FloatArray containing the position data (or null if not present)\r\n */\r\n public getPositions(): Nullable<FloatArray> {\r\n return this._positions;\r\n }\r\n\r\n /**\r\n * Affects normal data to this target\r\n * @param data defines the normal data to use\r\n */\r\n public setNormals(data: Nullable<FloatArray>) {\r\n const hadNormals = this.hasNormals;\r\n\r\n this._normals = data;\r\n\r\n if (hadNormals !== this.hasNormals) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the normal data stored in this target\r\n * @returns a FloatArray containing the normal data (or null if not present)\r\n */\r\n public getNormals(): Nullable<FloatArray> {\r\n return this._normals;\r\n }\r\n\r\n /**\r\n * Affects tangent data to this target\r\n * @param data defines the tangent data to use\r\n */\r\n public setTangents(data: Nullable<FloatArray>) {\r\n const hadTangents = this.hasTangents;\r\n\r\n this._tangents = data;\r\n\r\n if (hadTangents !== this.hasTangents) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the tangent data stored in this target\r\n * @returns a FloatArray containing the tangent data (or null if not present)\r\n */\r\n public getTangents(): Nullable<FloatArray> {\r\n return this._tangents;\r\n }\r\n\r\n /**\r\n * Affects texture coordinates data to this target\r\n * @param data defines the texture coordinates data to use\r\n */\r\n public setUVs(data: Nullable<FloatArray>) {\r\n const hadUVs = this.hasUVs;\r\n\r\n this._uvs = data;\r\n\r\n if (hadUVs !== this.hasUVs) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the texture coordinates data stored in this target\r\n * @returns a FloatArray containing the texture coordinates data (or null if not present)\r\n */\r\n public getUVs(): Nullable<FloatArray> {\r\n return this._uvs;\r\n }\r\n\r\n /**\r\n * Clone the current target\r\n * @returns a new MorphTarget\r\n */\r\n public clone(): MorphTarget {\r\n const newOne = SerializationHelper.Clone(() => new MorphTarget(this.name, this.influence, this._scene), this);\r\n\r\n newOne._positions = this._positions;\r\n newOne._normals = this._normals;\r\n newOne._tangents = this._tangents;\r\n newOne._uvs = this._uvs;\r\n\r\n return newOne;\r\n }\r\n\r\n /**\r\n * Serializes the current target into a Serialization object\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.influence = this.influence;\r\n\r\n serializationObject.positions = Array.prototype.slice.call(this.getPositions());\r\n if (this.id != null) {\r\n serializationObject.id = this.id;\r\n }\r\n if (this.hasNormals) {\r\n serializationObject.normals = Array.prototype.slice.call(this.getNormals());\r\n }\r\n if (this.hasTangents) {\r\n serializationObject.tangents = Array.prototype.slice.call(this.getTangents());\r\n }\r\n if (this.hasUVs) {\r\n serializationObject.uvs = Array.prototype.slice.call(this.getUVs());\r\n }\r\n\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(this, serializationObject);\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Returns the string \"MorphTarget\"\r\n * @returns \"MorphTarget\"\r\n */\r\n public getClassName(): string {\r\n return \"MorphTarget\";\r\n }\r\n\r\n // Statics\r\n\r\n /**\r\n * Creates a new target from serialized data\r\n * @param serializationObject defines the serialized data to use\r\n * @param scene defines the hosting scene\r\n * @returns a new MorphTarget\r\n */\r\n public static Parse(serializationObject: any, scene?: Scene): MorphTarget {\r\n const result = new MorphTarget(serializationObject.name, serializationObject.influence);\r\n\r\n result.setPositions(serializationObject.positions);\r\n\r\n if (serializationObject.id != null) {\r\n result.id = serializationObject.id;\r\n }\r\n if (serializationObject.normals) {\r\n result.setNormals(serializationObject.normals);\r\n }\r\n if (serializationObject.tangents) {\r\n result.setTangents(serializationObject.tangents);\r\n }\r\n if (serializationObject.uvs) {\r\n result.setUVs(serializationObject.uvs);\r\n }\r\n\r\n // Animations\r\n if (serializationObject.animations) {\r\n for (let animationIndex = 0; animationIndex < serializationObject.animations.length; animationIndex++) {\r\n const parsedAnimation = serializationObject.animations[animationIndex];\r\n const internalClass = GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n result.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n\r\n if (serializationObject.autoAnimate && scene) {\r\n scene.beginAnimation(\r\n result,\r\n serializationObject.autoAnimateFrom,\r\n serializationObject.autoAnimateTo,\r\n serializationObject.autoAnimateLoop,\r\n serializationObject.autoAnimateSpeed || 1.0\r\n );\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a MorphTarget from mesh data\r\n * @param mesh defines the source mesh\r\n * @param name defines the name to use for the new target\r\n * @param influence defines the influence to attach to the target\r\n * @returns a new MorphTarget\r\n */\r\n public static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget {\r\n if (!name) {\r\n name = mesh.name;\r\n }\r\n\r\n const result = new MorphTarget(name, influence, mesh.getScene());\r\n\r\n result.setPositions(<FloatArray>mesh.getVerticesData(VertexBuffer.PositionKind));\r\n\r\n if (mesh.isVerticesDataPresent(VertexBuffer.NormalKind)) {\r\n result.setNormals(<FloatArray>mesh.getVerticesData(VertexBuffer.NormalKind));\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.TangentKind)) {\r\n result.setTangents(<FloatArray>mesh.getVerticesData(VertexBuffer.TangentKind));\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n result.setUVs(<FloatArray>mesh.getVerticesData(VertexBuffer.UVKind));\r\n }\r\n\r\n return result;\r\n }\r\n}\r\n"]}
@@ -9,6 +9,24 @@ import { RawTexture2DArray } from "../Materials/Textures/rawTexture2DArray.js";
9
9
  * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/morphTargets
10
10
  */
11
11
  export class MorphTargetManager {
12
+ /**
13
+ * Sets a boolean indicating that adding new target or updating an existing target will not update the underlying data buffers
14
+ */
15
+ set areUpdatesFrozen(block) {
16
+ if (block) {
17
+ this._blockCounter++;
18
+ }
19
+ else {
20
+ this._blockCounter--;
21
+ if (this._blockCounter <= 0) {
22
+ this._blockCounter = 0;
23
+ this._syncActiveTargets(true);
24
+ }
25
+ }
26
+ }
27
+ get areUpdatesFrozen() {
28
+ return this._blockCounter > 0;
29
+ }
12
30
  /**
13
31
  * Creates a new MorphTargetManager
14
32
  * @param scene defines the current scene
@@ -60,24 +78,6 @@ export class MorphTargetManager {
60
78
  engineCaps.canUseGLVertexID && engineCaps.textureFloat && engineCaps.maxVertexTextureImageUnits > 0 && engineCaps.texture2DArrayMaxLayerCount > 1;
61
79
  }
62
80
  }
63
- /**
64
- * Sets a boolean indicating that adding new target or updating an existing target will not update the underlying data buffers
65
- */
66
- set areUpdatesFrozen(block) {
67
- if (block) {
68
- this._blockCounter++;
69
- }
70
- else {
71
- this._blockCounter--;
72
- if (this._blockCounter <= 0) {
73
- this._blockCounter = 0;
74
- this._syncActiveTargets(true);
75
- }
76
- }
77
- }
78
- get areUpdatesFrozen() {
79
- return this._blockCounter > 0;
80
- }
81
81
  /**
82
82
  * Gets the unique ID of this manager
83
83
  */
@@ -1 +1 @@
1
- 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type { Observer } from \"../Misc/observable\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { IDisposable, Scene } from \"../scene\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { MorphTarget } from \"./morphTarget\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { RawTexture2DArray } from \"../Materials/Textures/rawTexture2DArray\";\r\nimport type { AbstractScene } from \"../abstractScene\";\r\n/**\r\n * This class is used to deform meshes using morphing between different targets\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/morphTargets\r\n */\r\nexport class MorphTargetManager implements IDisposable {\r\n /** Enable storing morph target data into textures when set to true (true by default) */\r\n public static EnableTextureStorage = true;\r\n\r\n /** Maximum number of active morph targets supported in the \"vertex attribute\" mode (i.e., not the \"texture\" mode) */\r\n public static MaxActiveMorphTargetsInVertexAttributeMode = 8;\r\n\r\n private _targets = new Array<MorphTarget>();\r\n private _targetInfluenceChangedObservers = new Array<Nullable<Observer<boolean>>>();\r\n private _targetDataLayoutChangedObservers = new Array<Nullable<Observer<void>>>();\r\n private _activeTargets = new SmartArray<MorphTarget>(16);\r\n private _scene: Nullable<Scene>;\r\n private _influences: Float32Array;\r\n private _morphTargetTextureIndices: Float32Array;\r\n private _supportsNormals = false;\r\n private _supportsTangents = false;\r\n private _supportsUVs = false;\r\n private _vertexCount = 0;\r\n private _textureVertexStride = 0;\r\n private _textureWidth = 0;\r\n private _textureHeight = 1;\r\n private _uniqueId = 0;\r\n private _tempInfluences = new Array<number>();\r\n private _canUseTextureForTargets = false;\r\n private _blockCounter = 0;\r\n\r\n /** @internal */\r\n public _parentContainer: Nullable<AbstractScene> = null;\r\n\r\n /** @internal */\r\n public _targetStoreTexture: Nullable<RawTexture2DArray>;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if influencers must be optimized (eg. recompiling the shader if less influencers are used)\r\n */\r\n public optimizeInfluencers = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if normals must be morphed\r\n */\r\n public enableNormalMorphing = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if tangents must be morphed\r\n */\r\n public enableTangentMorphing = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if UV must be morphed\r\n */\r\n public enableUVMorphing = true;\r\n\r\n /**\r\n * Sets a boolean indicating that adding new target or updating an existing target will not update the underlying data buffers\r\n */\r\n public set areUpdatesFrozen(block: boolean) {\r\n if (block) {\r\n this._blockCounter++;\r\n } else {\r\n this._blockCounter--;\r\n if (this._blockCounter <= 0) {\r\n this._blockCounter = 0;\r\n\r\n this._syncActiveTargets(true);\r\n }\r\n }\r\n }\r\n\r\n public get areUpdatesFrozen() {\r\n return this._blockCounter > 0;\r\n }\r\n\r\n /**\r\n * Creates a new MorphTargetManager\r\n * @param scene defines the current scene\r\n */\r\n public constructor(scene: Nullable<Scene> = null) {\r\n if (!scene) {\r\n scene = EngineStore.LastCreatedScene;\r\n }\r\n\r\n this._scene = scene;\r\n\r\n if (this._scene) {\r\n this._scene.morphTargetManagers.push(this);\r\n\r\n this._uniqueId = this._scene.getUniqueId();\r\n\r\n const engineCaps = this._scene.getEngine().getCaps();\r\n this._canUseTextureForTargets =\r\n engineCaps.canUseGLVertexID && engineCaps.textureFloat && engineCaps.maxVertexTextureImageUnits > 0 && engineCaps.texture2DArrayMaxLayerCount > 1;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the unique ID of this manager\r\n */\r\n public get uniqueId(): number {\r\n return this._uniqueId;\r\n }\r\n\r\n /**\r\n * Gets the number of vertices handled by this manager\r\n */\r\n public get vertexCount(): number {\r\n return this._vertexCount;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of normals\r\n */\r\n public get supportsNormals(): boolean {\r\n return this._supportsNormals && this.enableNormalMorphing;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of tangents\r\n */\r\n public get supportsTangents(): boolean {\r\n return this._supportsTangents && this.enableTangentMorphing;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of texture coordinates\r\n */\r\n public get supportsUVs(): boolean {\r\n return this._supportsUVs && this.enableUVMorphing;\r\n }\r\n\r\n /**\r\n * Gets the number of targets stored in this manager\r\n */\r\n public get numTargets(): number {\r\n return this._targets.length;\r\n }\r\n\r\n /**\r\n * Gets the number of influencers (ie. the number of targets with influences > 0)\r\n */\r\n public get numInfluencers(): number {\r\n return this._activeTargets.length;\r\n }\r\n\r\n /**\r\n * Gets the list of influences (one per target)\r\n */\r\n public get influences(): Float32Array {\r\n return this._influences;\r\n }\r\n\r\n private _useTextureToStoreTargets = true;\r\n /**\r\n * Gets or sets a boolean indicating that targets should be stored as a texture instead of using vertex attributes (default is true).\r\n * Please note that this option is not available if the hardware does not support it\r\n */\r\n public get useTextureToStoreTargets(): boolean {\r\n return this._useTextureToStoreTargets;\r\n }\r\n\r\n public set useTextureToStoreTargets(value: boolean) {\r\n this._useTextureToStoreTargets = value;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the targets are stored into a texture (instead of as attributes)\r\n */\r\n public get isUsingTextureForTargets() {\r\n return MorphTargetManager.EnableTextureStorage && this.useTextureToStoreTargets && this._canUseTextureForTargets;\r\n }\r\n\r\n /**\r\n * Gets the active target at specified index. An active target is a target with an influence > 0\r\n * @param index defines the index to check\r\n * @returns the requested target\r\n */\r\n public getActiveTarget(index: number): MorphTarget {\r\n return this._activeTargets.data[index];\r\n }\r\n\r\n /**\r\n * Gets the target at specified index\r\n * @param index defines the index to check\r\n * @returns the requested target\r\n */\r\n public getTarget(index: number): MorphTarget {\r\n return this._targets[index];\r\n }\r\n\r\n /**\r\n * Add a new target to this manager\r\n * @param target defines the target to add\r\n */\r\n public addTarget(target: MorphTarget): void {\r\n this._targets.push(target);\r\n this._targetInfluenceChangedObservers.push(\r\n target.onInfluenceChanged.add((needUpdate) => {\r\n this._syncActiveTargets(needUpdate);\r\n })\r\n );\r\n this._targetDataLayoutChangedObservers.push(\r\n target._onDataLayoutChanged.add(() => {\r\n this._syncActiveTargets(true);\r\n })\r\n );\r\n this._syncActiveTargets(true);\r\n }\r\n\r\n /**\r\n * Removes a target from the manager\r\n * @param target defines the target to remove\r\n */\r\n public removeTarget(target: MorphTarget): void {\r\n const index = this._targets.indexOf(target);\r\n if (index >= 0) {\r\n this._targets.splice(index, 1);\r\n\r\n target.onInfluenceChanged.remove(this._targetInfluenceChangedObservers.splice(index, 1)[0]);\r\n target._onDataLayoutChanged.remove(this._targetDataLayoutChangedObservers.splice(index, 1)[0]);\r\n this._syncActiveTargets(true);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _bind(effect: Effect) {\r\n effect.setFloat3(\"morphTargetTextureInfo\", this._textureVertexStride, this._textureWidth, this._textureHeight);\r\n effect.setFloatArray(\"morphTargetTextureIndices\", this._morphTargetTextureIndices);\r\n effect.setTexture(\"morphTargets\", this._targetStoreTexture);\r\n }\r\n\r\n /**\r\n * Clone the current manager\r\n * @returns a new MorphTargetManager\r\n */\r\n public clone(): MorphTargetManager {\r\n const copy = new MorphTargetManager(this._scene);\r\n\r\n for (const target of this._targets) {\r\n copy.addTarget(target.clone());\r\n }\r\n\r\n copy.enableNormalMorphing = this.enableNormalMorphing;\r\n copy.enableTangentMorphing = this.enableTangentMorphing;\r\n copy.enableUVMorphing = this.enableUVMorphing;\r\n\r\n return copy;\r\n }\r\n\r\n /**\r\n * Serializes the current manager into a Serialization object\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.id = this.uniqueId;\r\n\r\n serializationObject.targets = [];\r\n for (const target of this._targets) {\r\n serializationObject.targets.push(target.serialize());\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n private _syncActiveTargets(needUpdate: boolean): void {\r\n if (this.areUpdatesFrozen) {\r\n return;\r\n }\r\n\r\n let influenceCount = 0;\r\n this._activeTargets.reset();\r\n this._supportsNormals = true;\r\n this._supportsTangents = true;\r\n this._supportsUVs = true;\r\n this._vertexCount = 0;\r\n\r\n if (this._scene && this._targets.length > this._scene.getEngine().getCaps().texture2DArrayMaxLayerCount) {\r\n this.useTextureToStoreTargets = false;\r\n }\r\n\r\n if (!this._morphTargetTextureIndices || this._morphTargetTextureIndices.length !== this._targets.length) {\r\n this._morphTargetTextureIndices = new Float32Array(this._targets.length);\r\n }\r\n\r\n let targetIndex = -1;\r\n for (const target of this._targets) {\r\n targetIndex++;\r\n if (target.influence === 0 && this.optimizeInfluencers) {\r\n continue;\r\n }\r\n\r\n if (this._activeTargets.length >= MorphTargetManager.MaxActiveMorphTargetsInVertexAttributeMode && !this.isUsingTextureForTargets) {\r\n break;\r\n }\r\n\r\n this._activeTargets.push(target);\r\n this._morphTargetTextureIndices[influenceCount] = targetIndex;\r\n this._tempInfluences[influenceCount++] = target.influence;\r\n\r\n this._supportsNormals = this._supportsNormals && target.hasNormals;\r\n this._supportsTangents = this._supportsTangents && target.hasTangents;\r\n this._supportsUVs = this._supportsUVs && target.hasUVs;\r\n\r\n const positions = target.getPositions();\r\n if (positions) {\r\n const vertexCount = positions.length / 3;\r\n if (this._vertexCount === 0) {\r\n this._vertexCount = vertexCount;\r\n } else if (this._vertexCount !== vertexCount) {\r\n Logger.Error(\"Incompatible target. Targets must all have the same vertices count.\");\r\n return;\r\n }\r\n }\r\n }\r\n\r\n if (!this._influences || this._influences.length !== influenceCount) {\r\n this._influences = new Float32Array(influenceCount);\r\n }\r\n\r\n for (let index = 0; index < influenceCount; index++) {\r\n this._influences[index] = this._tempInfluences[index];\r\n }\r\n\r\n if (needUpdate) {\r\n this.synchronize();\r\n }\r\n }\r\n\r\n /**\r\n * Synchronize the targets with all the meshes using this morph target manager\r\n */\r\n public synchronize(): void {\r\n if (!this._scene || this.areUpdatesFrozen) {\r\n return;\r\n }\r\n\r\n if (this.isUsingTextureForTargets && this._vertexCount) {\r\n this._textureVertexStride = 1;\r\n\r\n if (this._supportsNormals) {\r\n this._textureVertexStride++;\r\n }\r\n\r\n if (this._supportsTangents) {\r\n this._textureVertexStride++;\r\n }\r\n\r\n if (this._supportsUVs) {\r\n this._textureVertexStride++;\r\n }\r\n\r\n this._textureWidth = this._vertexCount * this._textureVertexStride;\r\n this._textureHeight = 1;\r\n\r\n const maxTextureSize = this._scene.getEngine().getCaps().maxTextureSize;\r\n if (this._textureWidth > maxTextureSize) {\r\n this._textureHeight = Math.ceil(this._textureWidth / maxTextureSize);\r\n this._textureWidth = maxTextureSize;\r\n }\r\n\r\n let mustUpdateTexture = true;\r\n if (this._targetStoreTexture) {\r\n const textureSize = this._targetStoreTexture.getSize();\r\n if (textureSize.width === this._textureWidth && textureSize.height === this._textureHeight && this._targetStoreTexture.depth === this._targets.length) {\r\n mustUpdateTexture = false;\r\n }\r\n }\r\n\r\n if (mustUpdateTexture) {\r\n if (this._targetStoreTexture) {\r\n this._targetStoreTexture.dispose();\r\n }\r\n\r\n const targetCount = this._targets.length;\r\n const data = new Float32Array(targetCount * this._textureWidth * this._textureHeight * 4);\r\n\r\n let offset = 0;\r\n for (let index = 0; index < targetCount; index++) {\r\n const target = this._targets[index];\r\n\r\n const positions = target.getPositions();\r\n const normals = target.getNormals();\r\n const uvs = target.getUVs();\r\n const tangents = target.getTangents();\r\n\r\n if (!positions) {\r\n if (index === 0) {\r\n Logger.Error(\"Invalid morph target. Target must have positions.\");\r\n }\r\n return;\r\n }\r\n\r\n offset = index * this._textureWidth * this._textureHeight * 4;\r\n for (let vertex = 0; vertex < this._vertexCount; vertex++) {\r\n data[offset] = positions[vertex * 3];\r\n data[offset + 1] = positions[vertex * 3 + 1];\r\n data[offset + 2] = positions[vertex * 3 + 2];\r\n\r\n offset += 4;\r\n\r\n if (normals) {\r\n data[offset] = normals[vertex * 3];\r\n data[offset + 1] = normals[vertex * 3 + 1];\r\n data[offset + 2] = normals[vertex * 3 + 2];\r\n offset += 4;\r\n }\r\n\r\n if (uvs) {\r\n data[offset] = uvs[vertex * 2];\r\n data[offset + 1] = uvs[vertex * 2 + 1];\r\n offset += 4;\r\n }\r\n\r\n if (tangents) {\r\n data[offset] = tangents[vertex * 3];\r\n data[offset + 1] = tangents[vertex * 3 + 1];\r\n data[offset + 2] = tangents[vertex * 3 + 2];\r\n offset += 4;\r\n }\r\n }\r\n }\r\n\r\n this._targetStoreTexture = RawTexture2DArray.CreateRGBATexture(\r\n data,\r\n this._textureWidth,\r\n this._textureHeight,\r\n targetCount,\r\n this._scene,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n }\r\n }\r\n\r\n // Flag meshes as dirty to resync with the active targets\r\n for (const mesh of this._scene.meshes) {\r\n if ((<any>mesh).morphTargetManager === this) {\r\n (<Mesh>mesh)._syncGeometryWithMorphTargetManager();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Release all resources\r\n */\r\n public dispose() {\r\n if (this._targetStoreTexture) {\r\n this._targetStoreTexture.dispose();\r\n }\r\n\r\n this._targetStoreTexture = null;\r\n\r\n // Remove from scene\r\n if (this._scene) {\r\n this._scene.removeMorphTargetManager(this);\r\n\r\n if (this._parentContainer) {\r\n const index = this._parentContainer.morphTargetManagers.indexOf(this);\r\n if (index > -1) {\r\n this._parentContainer.morphTargetManagers.splice(index, 1);\r\n }\r\n this._parentContainer = null;\r\n }\r\n }\r\n }\r\n\r\n // Statics\r\n\r\n /**\r\n * Creates a new MorphTargetManager from serialized data\r\n * @param serializationObject defines the serialized data\r\n * @param scene defines the hosting scene\r\n * @returns the new MorphTargetManager\r\n */\r\n public static Parse(serializationObject: any, scene: Scene): MorphTargetManager {\r\n const result = new MorphTargetManager(scene);\r\n\r\n result._uniqueId = serializationObject.id;\r\n\r\n for (const targetData of serializationObject.targets) {\r\n result.addTarget(MorphTarget.Parse(targetData, scene));\r\n }\r\n\r\n return result;\r\n }\r\n}\r\n"]}
1
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type { Observer } from \"../Misc/observable\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { IDisposable, Scene } from \"../scene\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { MorphTarget } from \"./morphTarget\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { RawTexture2DArray } from \"../Materials/Textures/rawTexture2DArray\";\r\nimport type { AbstractScene } from \"../abstractScene\";\r\n/**\r\n * This class is used to deform meshes using morphing between different targets\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/morphTargets\r\n */\r\nexport class MorphTargetManager implements IDisposable {\r\n /** Enable storing morph target data into textures when set to true (true by default) */\r\n public static EnableTextureStorage = true;\r\n\r\n /** Maximum number of active morph targets supported in the \"vertex attribute\" mode (i.e., not the \"texture\" mode) */\r\n public static MaxActiveMorphTargetsInVertexAttributeMode = 8;\r\n\r\n private _targets = new Array<MorphTarget>();\r\n private _targetInfluenceChangedObservers = new Array<Nullable<Observer<boolean>>>();\r\n private _targetDataLayoutChangedObservers = new Array<Nullable<Observer<void>>>();\r\n private _activeTargets = new SmartArray<MorphTarget>(16);\r\n private _scene: Nullable<Scene>;\r\n private _influences: Float32Array;\r\n private _morphTargetTextureIndices: Float32Array;\r\n private _supportsNormals = false;\r\n private _supportsTangents = false;\r\n private _supportsUVs = false;\r\n private _vertexCount = 0;\r\n private _textureVertexStride = 0;\r\n private _textureWidth = 0;\r\n private _textureHeight = 1;\r\n private _uniqueId = 0;\r\n private _tempInfluences = new Array<number>();\r\n private _canUseTextureForTargets = false;\r\n private _blockCounter = 0;\r\n\r\n /** @internal */\r\n public _parentContainer: Nullable<AbstractScene> = null;\r\n\r\n /** @internal */\r\n public _targetStoreTexture: Nullable<RawTexture2DArray>;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if influencers must be optimized (eg. recompiling the shader if less influencers are used)\r\n */\r\n public optimizeInfluencers = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if normals must be morphed\r\n */\r\n public enableNormalMorphing = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if tangents must be morphed\r\n */\r\n public enableTangentMorphing = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if UV must be morphed\r\n */\r\n public enableUVMorphing = true;\r\n\r\n /**\r\n * Sets a boolean indicating that adding new target or updating an existing target will not update the underlying data buffers\r\n */\r\n public set areUpdatesFrozen(block: boolean) {\r\n if (block) {\r\n this._blockCounter++;\r\n } else {\r\n this._blockCounter--;\r\n if (this._blockCounter <= 0) {\r\n this._blockCounter = 0;\r\n\r\n this._syncActiveTargets(true);\r\n }\r\n }\r\n }\r\n\r\n public get areUpdatesFrozen() {\r\n return this._blockCounter > 0;\r\n }\r\n\r\n /**\r\n * Creates a new MorphTargetManager\r\n * @param scene defines the current scene\r\n */\r\n public constructor(scene: Nullable<Scene> = null) {\r\n if (!scene) {\r\n scene = EngineStore.LastCreatedScene;\r\n }\r\n\r\n this._scene = scene;\r\n\r\n if (this._scene) {\r\n this._scene.morphTargetManagers.push(this);\r\n\r\n this._uniqueId = this._scene.getUniqueId();\r\n\r\n const engineCaps = this._scene.getEngine().getCaps();\r\n this._canUseTextureForTargets =\r\n engineCaps.canUseGLVertexID && engineCaps.textureFloat && engineCaps.maxVertexTextureImageUnits > 0 && engineCaps.texture2DArrayMaxLayerCount > 1;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the unique ID of this manager\r\n */\r\n public get uniqueId(): number {\r\n return this._uniqueId;\r\n }\r\n\r\n /**\r\n * Gets the number of vertices handled by this manager\r\n */\r\n public get vertexCount(): number {\r\n return this._vertexCount;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of normals\r\n */\r\n public get supportsNormals(): boolean {\r\n return this._supportsNormals && this.enableNormalMorphing;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of tangents\r\n */\r\n public get supportsTangents(): boolean {\r\n return this._supportsTangents && this.enableTangentMorphing;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of texture coordinates\r\n */\r\n public get supportsUVs(): boolean {\r\n return this._supportsUVs && this.enableUVMorphing;\r\n }\r\n\r\n /**\r\n * Gets the number of targets stored in this manager\r\n */\r\n public get numTargets(): number {\r\n return this._targets.length;\r\n }\r\n\r\n /**\r\n * Gets the number of influencers (ie. the number of targets with influences > 0)\r\n */\r\n public get numInfluencers(): number {\r\n return this._activeTargets.length;\r\n }\r\n\r\n /**\r\n * Gets the list of influences (one per target)\r\n */\r\n public get influences(): Float32Array {\r\n return this._influences;\r\n }\r\n\r\n private _useTextureToStoreTargets = true;\r\n /**\r\n * Gets or sets a boolean indicating that targets should be stored as a texture instead of using vertex attributes (default is true).\r\n * Please note that this option is not available if the hardware does not support it\r\n */\r\n public get useTextureToStoreTargets(): boolean {\r\n return this._useTextureToStoreTargets;\r\n }\r\n\r\n public set useTextureToStoreTargets(value: boolean) {\r\n this._useTextureToStoreTargets = value;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the targets are stored into a texture (instead of as attributes)\r\n */\r\n public get isUsingTextureForTargets() {\r\n return MorphTargetManager.EnableTextureStorage && this.useTextureToStoreTargets && this._canUseTextureForTargets;\r\n }\r\n\r\n /**\r\n * Gets the active target at specified index. An active target is a target with an influence > 0\r\n * @param index defines the index to check\r\n * @returns the requested target\r\n */\r\n public getActiveTarget(index: number): MorphTarget {\r\n return this._activeTargets.data[index];\r\n }\r\n\r\n /**\r\n * Gets the target at specified index\r\n * @param index defines the index to check\r\n * @returns the requested target\r\n */\r\n public getTarget(index: number): MorphTarget {\r\n return this._targets[index];\r\n }\r\n\r\n /**\r\n * Add a new target to this manager\r\n * @param target defines the target to add\r\n */\r\n public addTarget(target: MorphTarget): void {\r\n this._targets.push(target);\r\n this._targetInfluenceChangedObservers.push(\r\n target.onInfluenceChanged.add((needUpdate) => {\r\n this._syncActiveTargets(needUpdate);\r\n })\r\n );\r\n this._targetDataLayoutChangedObservers.push(\r\n target._onDataLayoutChanged.add(() => {\r\n this._syncActiveTargets(true);\r\n })\r\n );\r\n this._syncActiveTargets(true);\r\n }\r\n\r\n /**\r\n * Removes a target from the manager\r\n * @param target defines the target to remove\r\n */\r\n public removeTarget(target: MorphTarget): void {\r\n const index = this._targets.indexOf(target);\r\n if (index >= 0) {\r\n this._targets.splice(index, 1);\r\n\r\n target.onInfluenceChanged.remove(this._targetInfluenceChangedObservers.splice(index, 1)[0]);\r\n target._onDataLayoutChanged.remove(this._targetDataLayoutChangedObservers.splice(index, 1)[0]);\r\n this._syncActiveTargets(true);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _bind(effect: Effect) {\r\n effect.setFloat3(\"morphTargetTextureInfo\", this._textureVertexStride, this._textureWidth, this._textureHeight);\r\n effect.setFloatArray(\"morphTargetTextureIndices\", this._morphTargetTextureIndices);\r\n effect.setTexture(\"morphTargets\", this._targetStoreTexture);\r\n }\r\n\r\n /**\r\n * Clone the current manager\r\n * @returns a new MorphTargetManager\r\n */\r\n public clone(): MorphTargetManager {\r\n const copy = new MorphTargetManager(this._scene);\r\n\r\n for (const target of this._targets) {\r\n copy.addTarget(target.clone());\r\n }\r\n\r\n copy.enableNormalMorphing = this.enableNormalMorphing;\r\n copy.enableTangentMorphing = this.enableTangentMorphing;\r\n copy.enableUVMorphing = this.enableUVMorphing;\r\n\r\n return copy;\r\n }\r\n\r\n /**\r\n * Serializes the current manager into a Serialization object\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.id = this.uniqueId;\r\n\r\n serializationObject.targets = [];\r\n for (const target of this._targets) {\r\n serializationObject.targets.push(target.serialize());\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n private _syncActiveTargets(needUpdate: boolean): void {\r\n if (this.areUpdatesFrozen) {\r\n return;\r\n }\r\n\r\n let influenceCount = 0;\r\n this._activeTargets.reset();\r\n this._supportsNormals = true;\r\n this._supportsTangents = true;\r\n this._supportsUVs = true;\r\n this._vertexCount = 0;\r\n\r\n if (this._scene && this._targets.length > this._scene.getEngine().getCaps().texture2DArrayMaxLayerCount) {\r\n this.useTextureToStoreTargets = false;\r\n }\r\n\r\n if (!this._morphTargetTextureIndices || this._morphTargetTextureIndices.length !== this._targets.length) {\r\n this._morphTargetTextureIndices = new Float32Array(this._targets.length);\r\n }\r\n\r\n let targetIndex = -1;\r\n for (const target of this._targets) {\r\n targetIndex++;\r\n if (target.influence === 0 && this.optimizeInfluencers) {\r\n continue;\r\n }\r\n\r\n if (this._activeTargets.length >= MorphTargetManager.MaxActiveMorphTargetsInVertexAttributeMode && !this.isUsingTextureForTargets) {\r\n break;\r\n }\r\n\r\n this._activeTargets.push(target);\r\n this._morphTargetTextureIndices[influenceCount] = targetIndex;\r\n this._tempInfluences[influenceCount++] = target.influence;\r\n\r\n this._supportsNormals = this._supportsNormals && target.hasNormals;\r\n this._supportsTangents = this._supportsTangents && target.hasTangents;\r\n this._supportsUVs = this._supportsUVs && target.hasUVs;\r\n\r\n const positions = target.getPositions();\r\n if (positions) {\r\n const vertexCount = positions.length / 3;\r\n if (this._vertexCount === 0) {\r\n this._vertexCount = vertexCount;\r\n } else if (this._vertexCount !== vertexCount) {\r\n Logger.Error(\"Incompatible target. Targets must all have the same vertices count.\");\r\n return;\r\n }\r\n }\r\n }\r\n\r\n if (!this._influences || this._influences.length !== influenceCount) {\r\n this._influences = new Float32Array(influenceCount);\r\n }\r\n\r\n for (let index = 0; index < influenceCount; index++) {\r\n this._influences[index] = this._tempInfluences[index];\r\n }\r\n\r\n if (needUpdate) {\r\n this.synchronize();\r\n }\r\n }\r\n\r\n /**\r\n * Synchronize the targets with all the meshes using this morph target manager\r\n */\r\n public synchronize(): void {\r\n if (!this._scene || this.areUpdatesFrozen) {\r\n return;\r\n }\r\n\r\n if (this.isUsingTextureForTargets && this._vertexCount) {\r\n this._textureVertexStride = 1;\r\n\r\n if (this._supportsNormals) {\r\n this._textureVertexStride++;\r\n }\r\n\r\n if (this._supportsTangents) {\r\n this._textureVertexStride++;\r\n }\r\n\r\n if (this._supportsUVs) {\r\n this._textureVertexStride++;\r\n }\r\n\r\n this._textureWidth = this._vertexCount * this._textureVertexStride;\r\n this._textureHeight = 1;\r\n\r\n const maxTextureSize = this._scene.getEngine().getCaps().maxTextureSize;\r\n if (this._textureWidth > maxTextureSize) {\r\n this._textureHeight = Math.ceil(this._textureWidth / maxTextureSize);\r\n this._textureWidth = maxTextureSize;\r\n }\r\n\r\n let mustUpdateTexture = true;\r\n if (this._targetStoreTexture) {\r\n const textureSize = this._targetStoreTexture.getSize();\r\n if (textureSize.width === this._textureWidth && textureSize.height === this._textureHeight && this._targetStoreTexture.depth === this._targets.length) {\r\n mustUpdateTexture = false;\r\n }\r\n }\r\n\r\n if (mustUpdateTexture) {\r\n if (this._targetStoreTexture) {\r\n this._targetStoreTexture.dispose();\r\n }\r\n\r\n const targetCount = this._targets.length;\r\n const data = new Float32Array(targetCount * this._textureWidth * this._textureHeight * 4);\r\n\r\n let offset = 0;\r\n for (let index = 0; index < targetCount; index++) {\r\n const target = this._targets[index];\r\n\r\n const positions = target.getPositions();\r\n const normals = target.getNormals();\r\n const uvs = target.getUVs();\r\n const tangents = target.getTangents();\r\n\r\n if (!positions) {\r\n if (index === 0) {\r\n Logger.Error(\"Invalid morph target. Target must have positions.\");\r\n }\r\n return;\r\n }\r\n\r\n offset = index * this._textureWidth * this._textureHeight * 4;\r\n for (let vertex = 0; vertex < this._vertexCount; vertex++) {\r\n data[offset] = positions[vertex * 3];\r\n data[offset + 1] = positions[vertex * 3 + 1];\r\n data[offset + 2] = positions[vertex * 3 + 2];\r\n\r\n offset += 4;\r\n\r\n if (normals) {\r\n data[offset] = normals[vertex * 3];\r\n data[offset + 1] = normals[vertex * 3 + 1];\r\n data[offset + 2] = normals[vertex * 3 + 2];\r\n offset += 4;\r\n }\r\n\r\n if (uvs) {\r\n data[offset] = uvs[vertex * 2];\r\n data[offset + 1] = uvs[vertex * 2 + 1];\r\n offset += 4;\r\n }\r\n\r\n if (tangents) {\r\n data[offset] = tangents[vertex * 3];\r\n data[offset + 1] = tangents[vertex * 3 + 1];\r\n data[offset + 2] = tangents[vertex * 3 + 2];\r\n offset += 4;\r\n }\r\n }\r\n }\r\n\r\n this._targetStoreTexture = RawTexture2DArray.CreateRGBATexture(\r\n data,\r\n this._textureWidth,\r\n this._textureHeight,\r\n targetCount,\r\n this._scene,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n }\r\n }\r\n\r\n // Flag meshes as dirty to resync with the active targets\r\n for (const mesh of this._scene.meshes) {\r\n if ((<any>mesh).morphTargetManager === this) {\r\n (<Mesh>mesh)._syncGeometryWithMorphTargetManager();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Release all resources\r\n */\r\n public dispose() {\r\n if (this._targetStoreTexture) {\r\n this._targetStoreTexture.dispose();\r\n }\r\n\r\n this._targetStoreTexture = null;\r\n\r\n // Remove from scene\r\n if (this._scene) {\r\n this._scene.removeMorphTargetManager(this);\r\n\r\n if (this._parentContainer) {\r\n const index = this._parentContainer.morphTargetManagers.indexOf(this);\r\n if (index > -1) {\r\n this._parentContainer.morphTargetManagers.splice(index, 1);\r\n }\r\n this._parentContainer = null;\r\n }\r\n }\r\n }\r\n\r\n // Statics\r\n\r\n /**\r\n * Creates a new MorphTargetManager from serialized data\r\n * @param serializationObject defines the serialized data\r\n * @param scene defines the hosting scene\r\n * @returns the new MorphTargetManager\r\n */\r\n public static Parse(serializationObject: any, scene: Scene): MorphTargetManager {\r\n const result = new MorphTargetManager(scene);\r\n\r\n result._uniqueId = serializationObject.id;\r\n\r\n for (const targetData of serializationObject.targets) {\r\n result.addTarget(MorphTarget.Parse(targetData, scene));\r\n }\r\n\r\n return result;\r\n }\r\n}\r\n"]}
@@ -12,6 +12,18 @@ Engine.OfflineProviderFactory = (urlToScene, callbackManifestChecked, disableMan
12
12
  * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/optimizeCached
13
13
  */
14
14
  export class Database {
15
+ /**
16
+ * Gets a boolean indicating if scene must be saved in the database
17
+ */
18
+ get enableSceneOffline() {
19
+ return this._enableSceneOffline;
20
+ }
21
+ /**
22
+ * Gets a boolean indicating if textures must be saved in the database
23
+ */
24
+ get enableTexturesOffline() {
25
+ return this._enableTexturesOffline;
26
+ }
15
27
  /**
16
28
  * Creates a new Database
17
29
  * @param urlToScene defines the url to load the scene
@@ -45,18 +57,6 @@ export class Database {
45
57
  }
46
58
  }
47
59
  }
48
- /**
49
- * Gets a boolean indicating if scene must be saved in the database
50
- */
51
- get enableSceneOffline() {
52
- return this._enableSceneOffline;
53
- }
54
- /**
55
- * Gets a boolean indicating if textures must be saved in the database
56
- */
57
- get enableTexturesOffline() {
58
- return this._enableTexturesOffline;
59
- }
60
60
  _checkManifestFile(callbackManifestChecked) {
61
61
  const noManifestFile = () => {
62
62
  this._enableSceneOffline = false;