@babylonjs/core 5.45.2 → 5.47.0

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 (563) hide show
  1. package/Actions/actionManager.js +6 -1
  2. package/Actions/actionManager.js.map +1 -1
  3. package/Actions/condition.js +23 -23
  4. package/Actions/condition.js.map +1 -1
  5. package/Animations/animatable.js +48 -48
  6. package/Animations/animatable.js.map +1 -1
  7. package/Animations/animation.js +53 -53
  8. package/Animations/animation.js.map +1 -1
  9. package/Animations/animationGroup.js +53 -53
  10. package/Animations/animationGroup.js.map +1 -1
  11. package/Animations/runtimeAnimation.js +36 -36
  12. package/Animations/runtimeAnimation.js.map +1 -1
  13. package/Audio/audioEngine.js +14 -14
  14. package/Audio/audioEngine.js.map +1 -1
  15. package/Audio/audioSceneComponent.js +14 -14
  16. package/Audio/audioSceneComponent.js.map +1 -1
  17. package/Audio/sound.js +47 -47
  18. package/Audio/sound.js.map +1 -1
  19. package/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +1 -1
  20. package/Behaviors/Meshes/fadeInOutBehavior.js +11 -11
  21. package/Behaviors/Meshes/fadeInOutBehavior.js.map +1 -1
  22. package/Behaviors/Meshes/pointerDragBehavior.js +34 -34
  23. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  24. package/Bones/bone.js +15 -15
  25. package/Bones/bone.js.map +1 -1
  26. package/Bones/boneIKController.js +9 -9
  27. package/Bones/boneIKController.js.map +1 -1
  28. package/Bones/boneLookController.js +50 -50
  29. package/Bones/boneLookController.js.map +1 -1
  30. package/Bones/skeleton.js +35 -35
  31. package/Bones/skeleton.js.map +1 -1
  32. package/Buffers/buffer.js +14 -14
  33. package/Buffers/buffer.js.map +1 -1
  34. package/Buffers/dataBuffer.js +6 -6
  35. package/Buffers/dataBuffer.js.map +1 -1
  36. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +42 -42
  37. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
  38. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +18 -18
  39. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  40. package/Cameras/VR/vrExperienceHelper.js +178 -178
  41. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  42. package/Cameras/arcRotateCamera.js +176 -176
  43. package/Cameras/arcRotateCamera.js.map +1 -1
  44. package/Cameras/camera.js +90 -90
  45. package/Cameras/camera.js.map +1 -1
  46. package/Cameras/flyCamera.js +82 -82
  47. package/Cameras/flyCamera.js.map +1 -1
  48. package/Cameras/freeCamera.js +54 -54
  49. package/Cameras/freeCamera.js.map +1 -1
  50. package/Compute/computeShader.js +12 -12
  51. package/Compute/computeShader.js.map +1 -1
  52. package/Culling/ray.d.ts +1 -1
  53. package/Debug/axesViewer.js +12 -12
  54. package/Debug/axesViewer.js.map +1 -1
  55. package/Debug/debugLayer.js +21 -21
  56. package/Debug/debugLayer.js.map +1 -1
  57. package/Debug/directionalLightFrustumViewer.js +20 -20
  58. package/Debug/directionalLightFrustumViewer.js.map +1 -1
  59. package/Debug/physicsViewer.js +3 -3
  60. package/Debug/physicsViewer.js.map +1 -1
  61. package/Debug/rayHelper.js +10 -10
  62. package/Debug/rayHelper.js.map +1 -1
  63. package/Debug/skeletonViewer.js +81 -81
  64. package/Debug/skeletonViewer.js.map +1 -1
  65. package/DeviceInput/InputDevices/deviceSource.d.ts +1 -1
  66. package/DeviceInput/InputDevices/deviceSourceManager.js +31 -31
  67. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  68. package/DeviceInput/InputDevices/deviceTypes.d.ts +1 -1
  69. package/DeviceInput/eventFactory.d.ts +1 -1
  70. package/DeviceInput/eventFactory.js +4 -4
  71. package/DeviceInput/eventFactory.js.map +1 -1
  72. package/DeviceInput/internalDeviceSourceManager.d.ts +2 -2
  73. package/DeviceInput/webDeviceInputSystem.js +2 -2
  74. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  75. package/Engines/Extensions/engine.computeShader.d.ts +3 -3
  76. package/Engines/Extensions/engine.multiRender.js +1 -1
  77. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  78. package/Engines/Extensions/engine.query.d.ts +1 -1
  79. package/Engines/Extensions/engine.renderTarget.d.ts +1 -1
  80. package/Engines/Extensions/engine.renderTarget.js +1 -1
  81. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  82. package/Engines/Native/nativeDataStream.d.ts +1 -1
  83. package/Engines/Native/nativeHardwareTexture.js +3 -3
  84. package/Engines/Native/nativeHardwareTexture.js.map +1 -1
  85. package/Engines/Native/nativeInterfaces.d.ts +5 -5
  86. package/Engines/Native/nativePipelineContext.js +7 -7
  87. package/Engines/Native/nativePipelineContext.js.map +1 -1
  88. package/Engines/Native/nativeRenderTargetWrapper.js +6 -6
  89. package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -1
  90. package/Engines/Processors/shaderCodeInliner.js +4 -4
  91. package/Engines/Processors/shaderCodeInliner.js.map +1 -1
  92. package/Engines/Processors/shaderProcessingOptions.d.ts +1 -1
  93. package/Engines/WebGL/webGLHardwareTexture.js +3 -3
  94. package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
  95. package/Engines/WebGPU/webgpuBufferManager.js +3 -3
  96. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  97. package/Engines/WebGPU/webgpuCacheBindGroups.js +6 -6
  98. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  99. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +5 -5
  100. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
  101. package/Engines/WebGPU/webgpuClearQuad.js +11 -11
  102. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  103. package/Engines/WebGPU/webgpuComputeContext.js +7 -7
  104. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  105. package/Engines/WebGPU/webgpuComputePipelineContext.js +4 -4
  106. package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
  107. package/Engines/WebGPU/webgpuDrawContext.js +7 -7
  108. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  109. package/Engines/WebGPU/webgpuHardwareTexture.js +9 -9
  110. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  111. package/Engines/WebGPU/webgpuMaterialContext.js +5 -5
  112. package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
  113. package/Engines/WebGPU/webgpuOcclusionQuery.js +10 -10
  114. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  115. package/Engines/WebGPU/webgpuPipelineContext.js +6 -6
  116. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  117. package/Engines/WebGPU/webgpuQuerySet.js +3 -3
  118. package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
  119. package/Engines/WebGPU/webgpuShaderProcessingContext.js +3 -3
  120. package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
  121. package/Engines/WebGPU/webgpuTextureHelper.js +3 -3
  122. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  123. package/Engines/WebGPU/webgpuTimestampQuery.js +3 -3
  124. package/Engines/WebGPU/webgpuTimestampQuery.js.map +1 -1
  125. package/Engines/engine.js +134 -134
  126. package/Engines/engine.js.map +1 -1
  127. package/Engines/nativeEngine.js +6 -6
  128. package/Engines/nativeEngine.js.map +1 -1
  129. package/Engines/nullEngine.js +25 -25
  130. package/Engines/nullEngine.js.map +1 -1
  131. package/Engines/renderTargetWrapper.js +25 -25
  132. package/Engines/renderTargetWrapper.js.map +1 -1
  133. package/Engines/thinEngine.js +243 -243
  134. package/Engines/thinEngine.js.map +1 -1
  135. package/Engines/webgpuEngine.js +132 -132
  136. package/Engines/webgpuEngine.js.map +1 -1
  137. package/Events/keyboardEvents.js +10 -10
  138. package/Events/keyboardEvents.js.map +1 -1
  139. package/Events/pointerEvents.js +10 -10
  140. package/Events/pointerEvents.js.map +1 -1
  141. package/Gamepads/Controllers/poseEnabledController.js +9 -9
  142. package/Gamepads/Controllers/poseEnabledController.js.map +1 -1
  143. package/Gamepads/Controllers/webVRController.js +13 -13
  144. package/Gamepads/Controllers/webVRController.js.map +1 -1
  145. package/Gamepads/gamepad.js +20 -20
  146. package/Gamepads/gamepad.js.map +1 -1
  147. package/Gizmos/axisDragGizmo.js +45 -45
  148. package/Gizmos/axisDragGizmo.js.map +1 -1
  149. package/Gizmos/axisScaleGizmo.js +12 -12
  150. package/Gizmos/axisScaleGizmo.js.map +1 -1
  151. package/Gizmos/boundingBoxGizmo.js +74 -74
  152. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  153. package/Gizmos/gizmo.js +34 -34
  154. package/Gizmos/gizmo.js.map +1 -1
  155. package/Gizmos/gizmoManager.js +40 -40
  156. package/Gizmos/gizmoManager.js.map +1 -1
  157. package/Gizmos/planeDragGizmo.js +23 -23
  158. package/Gizmos/planeDragGizmo.js.map +1 -1
  159. package/Gizmos/planeRotationGizmo.js +12 -12
  160. package/Gizmos/planeRotationGizmo.js.map +1 -1
  161. package/Gizmos/positionGizmo.js +40 -40
  162. package/Gizmos/positionGizmo.js.map +1 -1
  163. package/Gizmos/rotationGizmo.js +47 -47
  164. package/Gizmos/rotationGizmo.js.map +1 -1
  165. package/Gizmos/scaleGizmo.js +41 -41
  166. package/Gizmos/scaleGizmo.js.map +1 -1
  167. package/Helpers/environmentHelper.js +18 -18
  168. package/Helpers/environmentHelper.js.map +1 -1
  169. package/Helpers/textureDome.js +96 -96
  170. package/Helpers/textureDome.js.map +1 -1
  171. package/IAccessibilityTag.d.ts +2 -2
  172. package/Inputs/scene.inputManager.d.ts +4 -3
  173. package/Inputs/scene.inputManager.js +12 -11
  174. package/Inputs/scene.inputManager.js.map +1 -1
  175. package/Instrumentation/engineInstrumentation.js +21 -21
  176. package/Instrumentation/engineInstrumentation.js.map +1 -1
  177. package/Instrumentation/sceneInstrumentation.js +90 -90
  178. package/Instrumentation/sceneInstrumentation.js.map +1 -1
  179. package/Layers/effectLayer.js +48 -48
  180. package/Layers/effectLayer.js.map +1 -1
  181. package/Layers/glowLayer.js +32 -32
  182. package/Layers/glowLayer.js.map +1 -1
  183. package/Layers/highlightLayer.js +26 -26
  184. package/Layers/highlightLayer.js.map +1 -1
  185. package/Layers/layer.js +40 -40
  186. package/Layers/layer.js.map +1 -1
  187. package/LensFlares/lensFlare.js +15 -15
  188. package/LensFlares/lensFlare.js.map +1 -1
  189. package/LensFlares/lensFlareSystem.js +4 -4
  190. package/LensFlares/lensFlareSystem.js.map +1 -1
  191. package/Lights/Shadows/cascadedShadowGenerator.js +18 -18
  192. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  193. package/Lights/Shadows/shadowGenerator.js +115 -115
  194. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  195. package/Lights/directionalLight.js +31 -31
  196. package/Lights/directionalLight.js.map +1 -1
  197. package/Lights/light.js +72 -72
  198. package/Lights/light.js.map +1 -1
  199. package/Lights/pointLight.js +18 -18
  200. package/Lights/pointLight.js.map +1 -1
  201. package/Lights/spotLight.js +30 -30
  202. package/Lights/spotLight.js.map +1 -1
  203. package/Loading/sceneLoader.d.ts +1 -1
  204. package/Materials/Background/backgroundMaterial.js +124 -124
  205. package/Materials/Background/backgroundMaterial.js.map +1 -1
  206. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +8 -8
  207. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  208. package/Materials/Node/Blocks/Dual/lightBlock.js +14 -14
  209. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  210. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +9 -9
  211. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  212. package/Materials/Node/Blocks/Dual/textureBlock.js +26 -26
  213. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  214. package/Materials/Node/Blocks/Input/inputBlock.js +34 -34
  215. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  216. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +14 -14
  217. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  218. package/Materials/Node/Blocks/PBR/reflectionBlock.js +16 -16
  219. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  220. package/Materials/Node/Blocks/customBlock.js +7 -7
  221. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  222. package/Materials/Node/Blocks/gradientBlock.js +13 -13
  223. package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
  224. package/Materials/Node/Blocks/triPlanarBlock.js +30 -30
  225. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  226. package/Materials/Node/nodeMaterial.d.ts +1 -1
  227. package/Materials/Node/nodeMaterial.js +60 -60
  228. package/Materials/Node/nodeMaterial.js.map +1 -1
  229. package/Materials/Node/nodeMaterialBlock.js +35 -35
  230. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  231. package/Materials/Node/nodeMaterialBlockConnectionPoint.js +50 -50
  232. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  233. package/Materials/PBR/pbrAnisotropicConfiguration.js +5 -5
  234. package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
  235. package/Materials/PBR/pbrBRDFConfiguration.js +4 -4
  236. package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
  237. package/Materials/PBR/pbrBaseMaterial.js +53 -55
  238. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  239. package/Materials/PBR/pbrBaseSimpleMaterial.js +17 -17
  240. package/Materials/PBR/pbrBaseSimpleMaterial.js.map +1 -1
  241. package/Materials/PBR/pbrClearCoatConfiguration.js +5 -5
  242. package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
  243. package/Materials/PBR/pbrIridescenceConfiguration.js +5 -5
  244. package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
  245. package/Materials/PBR/pbrMaterial.js +209 -209
  246. package/Materials/PBR/pbrMaterial.js.map +1 -1
  247. package/Materials/PBR/pbrSheenConfiguration.js +5 -5
  248. package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
  249. package/Materials/PBR/pbrSpecularGlossinessMaterial.js +6 -6
  250. package/Materials/PBR/pbrSpecularGlossinessMaterial.js.map +1 -1
  251. package/Materials/PBR/pbrSubSurfaceConfiguration.js +51 -51
  252. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  253. package/Materials/Textures/baseTexture.js +99 -99
  254. package/Materials/Textures/baseTexture.js.map +1 -1
  255. package/Materials/Textures/cubeTexture.js +61 -61
  256. package/Materials/Textures/cubeTexture.js.map +1 -1
  257. package/Materials/Textures/externalTexture.js +16 -16
  258. package/Materials/Textures/externalTexture.js.map +1 -1
  259. package/Materials/Textures/hdrCubeTexture.js +44 -44
  260. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  261. package/Materials/Textures/internalTexture.js +31 -31
  262. package/Materials/Textures/internalTexture.js.map +1 -1
  263. package/Materials/Textures/mirrorTexture.js +73 -73
  264. package/Materials/Textures/mirrorTexture.js.map +1 -1
  265. package/Materials/Textures/multiRenderTarget.js +47 -47
  266. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  267. package/Materials/Textures/rawTexture2DArray.js +6 -6
  268. package/Materials/Textures/rawTexture2DArray.js.map +1 -1
  269. package/Materials/Textures/renderTargetTexture.js +142 -142
  270. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  271. package/Materials/Textures/texture.d.ts +1 -1
  272. package/Materials/Textures/texture.js +26 -26
  273. package/Materials/Textures/texture.js.map +1 -1
  274. package/Materials/Textures/textureCreationOptions.d.ts +1 -1
  275. package/Materials/Textures/textureSampler.js +20 -20
  276. package/Materials/Textures/textureSampler.js.map +1 -1
  277. package/Materials/Textures/thinRenderTargetTexture.js +6 -6
  278. package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
  279. package/Materials/Textures/thinTexture.js +39 -39
  280. package/Materials/Textures/thinTexture.js.map +1 -1
  281. package/Materials/Textures/videoTexture.js +41 -41
  282. package/Materials/Textures/videoTexture.js.map +1 -1
  283. package/Materials/drawWrapper.js +6 -6
  284. package/Materials/drawWrapper.js.map +1 -1
  285. package/Materials/effect.js +18 -18
  286. package/Materials/effect.js.map +1 -1
  287. package/Materials/effectRenderer.js +9 -9
  288. package/Materials/effectRenderer.js.map +1 -1
  289. package/Materials/fresnelParameters.d.ts +2 -2
  290. package/Materials/fresnelParameters.js +13 -13
  291. package/Materials/fresnelParameters.js.map +1 -1
  292. package/Materials/material.detailMapConfiguration.js +5 -5
  293. package/Materials/material.detailMapConfiguration.js.map +1 -1
  294. package/Materials/material.js +223 -223
  295. package/Materials/material.js.map +1 -1
  296. package/Materials/materialPluginBase.js +5 -5
  297. package/Materials/materialPluginBase.js.map +1 -1
  298. package/Materials/materialPluginEvent.d.ts +14 -14
  299. package/Materials/materialPluginManager.d.ts +1 -1
  300. package/Materials/multiMaterial.js +16 -16
  301. package/Materials/multiMaterial.js.map +1 -1
  302. package/Materials/shadowDepthWrapper.js +14 -14
  303. package/Materials/shadowDepthWrapper.js.map +1 -1
  304. package/Materials/standardMaterial.js +100 -100
  305. package/Materials/standardMaterial.js.map +1 -1
  306. package/Materials/uniformBufferEffectCommonAccessor.js +3 -3
  307. package/Materials/uniformBufferEffectCommonAccessor.js.map +1 -1
  308. package/Maths/math.functions.js +2 -0
  309. package/Maths/math.functions.js.map +1 -1
  310. package/Maths/math.path.js +11 -11
  311. package/Maths/math.path.js.map +1 -1
  312. package/Maths/math.vector.d.ts +27 -7
  313. package/Maths/math.vector.js +75 -48
  314. package/Maths/math.vector.js.map +1 -1
  315. package/Meshes/Builders/goldbergBuilder.d.ts +2 -2
  316. package/Meshes/Compression/dracoCompression.js +23 -23
  317. package/Meshes/Compression/dracoCompression.js.map +1 -1
  318. package/Meshes/Compression/meshoptCompression.js +9 -9
  319. package/Meshes/Compression/meshoptCompression.js.map +1 -1
  320. package/Meshes/abstractMesh.js +179 -179
  321. package/Meshes/abstractMesh.js.map +1 -1
  322. package/Meshes/geometry.js +32 -32
  323. package/Meshes/geometry.js.map +1 -1
  324. package/Meshes/goldbergMesh.d.ts +1 -1
  325. package/Meshes/linesMesh.js +3 -3
  326. package/Meshes/linesMesh.js.map +1 -1
  327. package/Meshes/mesh.js +166 -166
  328. package/Meshes/mesh.js.map +1 -1
  329. package/Meshes/mesh.vertexData.js.map +1 -1
  330. package/Meshes/polygonMesh.js +5 -5
  331. package/Meshes/polygonMesh.js.map +1 -1
  332. package/Meshes/subMesh.js +59 -59
  333. package/Meshes/subMesh.js.map +1 -1
  334. package/Meshes/transformNode.js +52 -52
  335. package/Meshes/transformNode.js.map +1 -1
  336. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.d.ts +1 -1
  337. package/Misc/PerformanceViewer/performanceViewerCollector.js +12 -12
  338. package/Misc/PerformanceViewer/performanceViewerCollector.js.map +1 -1
  339. package/Misc/arrayTools.d.ts +1 -1
  340. package/Misc/copyTextureToTexture.js +3 -3
  341. package/Misc/copyTextureToTexture.js.map +1 -1
  342. package/Misc/coroutine.d.ts +5 -5
  343. package/Misc/deferred.js +9 -9
  344. package/Misc/deferred.js.map +1 -1
  345. package/Misc/depthReducer.js +7 -7
  346. package/Misc/depthReducer.js.map +1 -1
  347. package/Misc/environmentTextureTools.d.ts +1 -1
  348. package/Misc/error.d.ts +1 -1
  349. package/Misc/fileTools.d.ts +5 -5
  350. package/Misc/filesInput.js +6 -6
  351. package/Misc/filesInput.js.map +1 -1
  352. package/Misc/khronosTextureContainer2.js +9 -9
  353. package/Misc/khronosTextureContainer2.js.map +1 -1
  354. package/Misc/observable.js +12 -12
  355. package/Misc/observable.js.map +1 -1
  356. package/Misc/perfCounter.js +16 -16
  357. package/Misc/perfCounter.js.map +1 -1
  358. package/Misc/sceneOptimizer.js +76 -76
  359. package/Misc/sceneOptimizer.js.map +1 -1
  360. package/Misc/stringDictionary.d.ts +1 -1
  361. package/Misc/trajectoryClassifier.js +67 -67
  362. package/Misc/trajectoryClassifier.js.map +1 -1
  363. package/Misc/videoRecorder.js +15 -15
  364. package/Misc/videoRecorder.js.map +1 -1
  365. package/Misc/virtualJoystick.js +12 -12
  366. package/Misc/virtualJoystick.js.map +1 -1
  367. package/Morph/morphTarget.js +28 -28
  368. package/Morph/morphTarget.js.map +1 -1
  369. package/Morph/morphTargetManager.js +18 -18
  370. package/Morph/morphTargetManager.js.map +1 -1
  371. package/Offline/database.js +12 -12
  372. package/Offline/database.js.map +1 -1
  373. package/Particles/EmitterTypes/coneParticleEmitter.js +25 -25
  374. package/Particles/EmitterTypes/coneParticleEmitter.js.map +1 -1
  375. package/Particles/EmitterTypes/meshParticleEmitter.js +20 -20
  376. package/Particles/EmitterTypes/meshParticleEmitter.js.map +1 -1
  377. package/Particles/baseParticleSystem.js +232 -232
  378. package/Particles/baseParticleSystem.js.map +1 -1
  379. package/Particles/cloudPoint.js +9 -9
  380. package/Particles/cloudPoint.js.map +1 -1
  381. package/Particles/gpuParticleSystem.js +123 -123
  382. package/Particles/gpuParticleSystem.js.map +1 -1
  383. package/Particles/particleSystem.js +102 -102
  384. package/Particles/particleSystem.js.map +1 -1
  385. package/Particles/particleSystemComponent.js +5 -0
  386. package/Particles/particleSystemComponent.js.map +1 -1
  387. package/Particles/pointsCloudSystem.js +18 -18
  388. package/Particles/pointsCloudSystem.js.map +1 -1
  389. package/Particles/solidParticle.js +23 -23
  390. package/Particles/solidParticle.js.map +1 -1
  391. package/Physics/index.d.ts +1 -0
  392. package/Physics/index.js +1 -0
  393. package/Physics/index.js.map +1 -1
  394. package/Physics/v1/physicsEngine.js +14 -14
  395. package/Physics/v1/physicsEngine.js.map +1 -1
  396. package/Physics/v1/physicsImpostor.js +149 -149
  397. package/Physics/v1/physicsImpostor.js.map +1 -1
  398. package/Physics/v2/IPhysicsEnginePlugin.d.ts +6 -8
  399. package/Physics/v2/IPhysicsEnginePlugin.js +1 -0
  400. package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
  401. package/Physics/v2/physicsBody.d.ts +10 -1
  402. package/Physics/v2/physicsBody.js +13 -1
  403. package/Physics/v2/physicsBody.js.map +1 -1
  404. package/Physics/v2/physicsConstraint.d.ts +139 -66
  405. package/Physics/v2/physicsConstraint.js +145 -78
  406. package/Physics/v2/physicsConstraint.js.map +1 -1
  407. package/Physics/v2/physicsEngine.js +14 -14
  408. package/Physics/v2/physicsEngine.js.map +1 -1
  409. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js +137 -129
  410. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
  411. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +68 -68
  412. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  413. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js +6 -6
  414. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js.map +1 -1
  415. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js +226 -225
  416. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
  417. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js +10 -10
  418. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js.map +1 -1
  419. package/PostProcesses/anaglyphPostProcess.js +7 -7
  420. package/PostProcesses/anaglyphPostProcess.js.map +1 -1
  421. package/PostProcesses/blackAndWhitePostProcess.js +7 -7
  422. package/PostProcesses/blackAndWhitePostProcess.js.map +1 -1
  423. package/PostProcesses/bloomEffect.js +28 -28
  424. package/PostProcesses/bloomEffect.js.map +1 -1
  425. package/PostProcesses/bloomMergePostProcess.js +7 -7
  426. package/PostProcesses/bloomMergePostProcess.js.map +1 -1
  427. package/PostProcesses/blurPostProcess.js +32 -32
  428. package/PostProcesses/blurPostProcess.js.map +1 -1
  429. package/PostProcesses/chromaticAberrationPostProcess.js +7 -7
  430. package/PostProcesses/chromaticAberrationPostProcess.js.map +1 -1
  431. package/PostProcesses/circleOfConfusionPostProcess.js +7 -7
  432. package/PostProcesses/circleOfConfusionPostProcess.js.map +1 -1
  433. package/PostProcesses/colorCorrectionPostProcess.js +7 -7
  434. package/PostProcesses/colorCorrectionPostProcess.js.map +1 -1
  435. package/PostProcesses/convolutionPostProcess.js +7 -7
  436. package/PostProcesses/convolutionPostProcess.js.map +1 -1
  437. package/PostProcesses/depthOfFieldBlurPostProcess.js +7 -7
  438. package/PostProcesses/depthOfFieldBlurPostProcess.js.map +1 -1
  439. package/PostProcesses/depthOfFieldEffect.js +36 -36
  440. package/PostProcesses/depthOfFieldEffect.js.map +1 -1
  441. package/PostProcesses/depthOfFieldMergePostProcess.js +7 -7
  442. package/PostProcesses/depthOfFieldMergePostProcess.js.map +1 -1
  443. package/PostProcesses/extractHighlightsPostProcess.js +7 -7
  444. package/PostProcesses/extractHighlightsPostProcess.js.map +1 -1
  445. package/PostProcesses/filterPostProcess.js +7 -7
  446. package/PostProcesses/filterPostProcess.js.map +1 -1
  447. package/PostProcesses/grainPostProcess.js +7 -7
  448. package/PostProcesses/grainPostProcess.js.map +1 -1
  449. package/PostProcesses/imageProcessingPostProcess.js +42 -42
  450. package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
  451. package/PostProcesses/motionBlurPostProcess.js +41 -41
  452. package/PostProcesses/motionBlurPostProcess.js.map +1 -1
  453. package/PostProcesses/passPostProcess.js +15 -15
  454. package/PostProcesses/passPostProcess.js.map +1 -1
  455. package/PostProcesses/postProcess.d.ts +2 -2
  456. package/PostProcesses/postProcess.js +123 -123
  457. package/PostProcesses/postProcess.js.map +1 -1
  458. package/PostProcesses/refractionPostProcess.js +21 -21
  459. package/PostProcesses/refractionPostProcess.js.map +1 -1
  460. package/PostProcesses/screenSpaceCurvaturePostProcess.js +7 -7
  461. package/PostProcesses/screenSpaceCurvaturePostProcess.js.map +1 -1
  462. package/PostProcesses/screenSpaceReflectionPostProcess.js +19 -19
  463. package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
  464. package/PostProcesses/sharpenPostProcess.js +7 -7
  465. package/PostProcesses/sharpenPostProcess.js.map +1 -1
  466. package/PostProcesses/stereoscopicInterlacePostProcess.js +14 -14
  467. package/PostProcesses/stereoscopicInterlacePostProcess.js.map +1 -1
  468. package/PostProcesses/tonemapPostProcess.js +7 -7
  469. package/PostProcesses/tonemapPostProcess.js.map +1 -1
  470. package/PostProcesses/volumetricLightScatteringPostProcess.js +11 -11
  471. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  472. package/PostProcesses/vrDistortionCorrectionPostProcess.js +7 -7
  473. package/PostProcesses/vrDistortionCorrectionPostProcess.js.map +1 -1
  474. package/Rendering/depthPeelingRenderer.js +36 -36
  475. package/Rendering/depthPeelingRenderer.js.map +1 -1
  476. package/Rendering/depthRenderer.js +8 -8
  477. package/Rendering/depthRenderer.js.map +1 -1
  478. package/Rendering/edgesRenderer.js +34 -34
  479. package/Rendering/edgesRenderer.js.map +1 -1
  480. package/Rendering/fluidRenderer/fluidRenderer.js +8 -8
  481. package/Rendering/fluidRenderer/fluidRenderer.js.map +1 -1
  482. package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.js +3 -3
  483. package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.js.map +1 -1
  484. package/Rendering/fluidRenderer/fluidRenderingObject.js +22 -19
  485. package/Rendering/fluidRenderer/fluidRenderingObject.js.map +1 -1
  486. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js +12 -12
  487. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js.map +1 -1
  488. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js +18 -18
  489. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js.map +1 -1
  490. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js +71 -68
  491. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js.map +1 -1
  492. package/Rendering/fluidRenderer/fluidRenderingTextures.js +29 -29
  493. package/Rendering/fluidRenderer/fluidRenderingTextures.js.map +1 -1
  494. package/Rendering/geometryBufferRenderer.js +173 -168
  495. package/Rendering/geometryBufferRenderer.js.map +1 -1
  496. package/Rendering/prePassRenderer.js +51 -51
  497. package/Rendering/prePassRenderer.js.map +1 -1
  498. package/Rendering/renderingGroup.js +25 -25
  499. package/Rendering/renderingGroup.js.map +1 -1
  500. package/Rendering/renderingManager.js +21 -21
  501. package/Rendering/renderingManager.js.map +1 -1
  502. package/Rendering/subSurfaceConfiguration.js +18 -18
  503. package/Rendering/subSurfaceConfiguration.js.map +1 -1
  504. package/Rendering/utilityLayerRenderer.js +76 -76
  505. package/Rendering/utilityLayerRenderer.js.map +1 -1
  506. package/Shaders/ShadersInclude/pbrBlockSubSurface.js +1 -1
  507. package/Shaders/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
  508. package/Shaders/fluidRenderingParticleDepth.fragment.js +5 -1
  509. package/Shaders/fluidRenderingParticleDepth.fragment.js.map +1 -1
  510. package/Shaders/fluidRenderingRender.fragment.js +7 -2
  511. package/Shaders/fluidRenderingRender.fragment.js.map +1 -1
  512. package/Shaders/geometry.fragment.d.ts +2 -0
  513. package/Shaders/geometry.fragment.js +5 -1
  514. package/Shaders/geometry.fragment.js.map +1 -1
  515. package/Shaders/geometry.vertex.d.ts +2 -0
  516. package/Shaders/geometry.vertex.js +8 -4
  517. package/Shaders/geometry.vertex.js.map +1 -1
  518. package/Sprites/sprite.js +16 -16
  519. package/Sprites/sprite.js.map +1 -1
  520. package/Sprites/spriteManager.js +81 -81
  521. package/Sprites/spriteManager.js.map +1 -1
  522. package/Sprites/spriteMap.js +32 -32
  523. package/Sprites/spriteMap.js.map +1 -1
  524. package/Sprites/spriteRenderer.js +6 -6
  525. package/Sprites/spriteRenderer.js.map +1 -1
  526. package/Sprites/thinSprite.js +22 -22
  527. package/Sprites/thinSprite.js.map +1 -1
  528. package/States/stencilStateComposer.js +10 -10
  529. package/States/stencilStateComposer.js.map +1 -1
  530. package/XR/features/WebXRAnchorSystem.js +7 -7
  531. package/XR/features/WebXRAnchorSystem.js.map +1 -1
  532. package/XR/features/WebXRControllerMovement.d.ts +3 -3
  533. package/XR/features/WebXRControllerMovement.js +97 -97
  534. package/XR/features/WebXRControllerMovement.js.map +1 -1
  535. package/XR/features/WebXRControllerPhysics.js +24 -24
  536. package/XR/features/WebXRControllerPhysics.js.map +1 -1
  537. package/XR/features/WebXRControllerTeleportation.js +26 -26
  538. package/XR/features/WebXRControllerTeleportation.js.map +1 -1
  539. package/XR/features/WebXRDOMOverlay.d.ts +1 -1
  540. package/XR/features/WebXRFeaturePointSystem.js +6 -6
  541. package/XR/features/WebXRFeaturePointSystem.js.map +1 -1
  542. package/XR/features/WebXRHandTracking.d.ts +1 -1
  543. package/XR/features/WebXRHandTracking.js +95 -95
  544. package/XR/features/WebXRHandTracking.js.map +1 -1
  545. package/XR/features/WebXRWalkingLocomotion.js +21 -21
  546. package/XR/features/WebXRWalkingLocomotion.js.map +1 -1
  547. package/XR/motionController/webXRAbstractMotionController.d.ts +3 -3
  548. package/XR/motionController/webXRMotionControllerManager.d.ts +1 -1
  549. package/XR/native/nativeXRFrame.js +3 -3
  550. package/XR/native/nativeXRFrame.js.map +1 -1
  551. package/XR/webXRFeaturesManager.d.ts +1 -1
  552. package/XR/webXRLayerWrapper.d.ts +2 -2
  553. package/XR/webXRLayerWrapper.js +17 -17
  554. package/XR/webXRLayerWrapper.js.map +1 -1
  555. package/abstractScene.d.ts +2 -2
  556. package/node.d.ts +1 -1
  557. package/node.js +71 -71
  558. package/node.js.map +1 -1
  559. package/package.json +1 -1
  560. package/scene.js +777 -777
  561. package/scene.js.map +1 -1
  562. package/sceneComponent.d.ts +12 -12
  563. package/types.d.ts +11 -11
@@ -13,105 +13,6 @@ import { ThinTexture } from "./thinTexture.js";
13
13
  * in order to make a correct use of the texture.
14
14
  */
15
15
  export class BaseTexture extends ThinTexture {
16
- /**
17
- * Instantiates a new BaseTexture.
18
- * Base class of all the textures in babylon.
19
- * It groups all the common properties the materials, post process, lights... might need
20
- * in order to make a correct use of the texture.
21
- * @param sceneOrEngine Define the scene or engine the texture belongs to
22
- * @param internalTexture Define the internal texture associated with the texture
23
- */
24
- constructor(sceneOrEngine, internalTexture = null) {
25
- super(null);
26
- /**
27
- * Gets or sets an object used to store user defined information.
28
- */
29
- this.metadata = null;
30
- /**
31
- * For internal use only. Please do not use.
32
- */
33
- this.reservedDataStore = null;
34
- this._hasAlpha = false;
35
- this._getAlphaFromRGB = false;
36
- /**
37
- * Intensity or strength of the texture.
38
- * It is commonly used by materials to fine tune the intensity of the texture
39
- */
40
- this.level = 1;
41
- this._coordinatesIndex = 0;
42
- /**
43
- * Gets or sets a boolean indicating that the texture should try to reduce shader code if there is no UV manipulation.
44
- * (ie. when texture.getTextureMatrix().isIdentityAs3x2() returns true)
45
- */
46
- this.optimizeUVAllocation = true;
47
- this._coordinatesMode = 0;
48
- /**
49
- * | Value | Type | Description |
50
- * | ----- | ------------------ | ----------- |
51
- * | 0 | CLAMP_ADDRESSMODE | |
52
- * | 1 | WRAP_ADDRESSMODE | |
53
- * | 2 | MIRROR_ADDRESSMODE | |
54
- */
55
- this.wrapR = 1;
56
- /**
57
- * With compliant hardware and browser (supporting anisotropic filtering)
58
- * this defines the level of anisotropic filtering in the texture.
59
- * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
60
- */
61
- this.anisotropicFilteringLevel = BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL;
62
- /** @internal */
63
- this._isCube = false;
64
- this._gammaSpace = true;
65
- /**
66
- * Is Z inverted in the texture (useful in a cube texture).
67
- */
68
- this.invertZ = false;
69
- /**
70
- * @internal
71
- */
72
- this.lodLevelInAlpha = false;
73
- /**
74
- * Define if the texture is a render target.
75
- */
76
- this.isRenderTarget = false;
77
- /** @internal */
78
- this._prefiltered = false;
79
- /** @internal */
80
- this._forceSerialize = false;
81
- /**
82
- * Define the list of animation attached to the texture.
83
- */
84
- this.animations = new Array();
85
- /**
86
- * An event triggered when the texture is disposed.
87
- */
88
- this.onDisposeObservable = new Observable();
89
- this._onDisposeObserver = null;
90
- this._scene = null;
91
- /** @internal */
92
- this._uid = null;
93
- /** @internal */
94
- this._parentContainer = null;
95
- this._loadingError = false;
96
- if (sceneOrEngine) {
97
- if (BaseTexture._IsScene(sceneOrEngine)) {
98
- this._scene = sceneOrEngine;
99
- }
100
- else {
101
- this._engine = sceneOrEngine;
102
- }
103
- }
104
- else {
105
- this._scene = EngineStore.LastCreatedScene;
106
- }
107
- if (this._scene) {
108
- this.uniqueId = this._scene.getUniqueId();
109
- this._scene.addTexture(this);
110
- this._engine = this._scene.getEngine();
111
- }
112
- this._texture = internalTexture;
113
- this._uid = null;
114
- }
115
16
  /**
116
17
  * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
117
18
  */
@@ -428,6 +329,105 @@ export class BaseTexture extends ThinTexture {
428
329
  get errorObject() {
429
330
  return this._errorObject;
430
331
  }
332
+ /**
333
+ * Instantiates a new BaseTexture.
334
+ * Base class of all the textures in babylon.
335
+ * It groups all the common properties the materials, post process, lights... might need
336
+ * in order to make a correct use of the texture.
337
+ * @param sceneOrEngine Define the scene or engine the texture belongs to
338
+ * @param internalTexture Define the internal texture associated with the texture
339
+ */
340
+ constructor(sceneOrEngine, internalTexture = null) {
341
+ super(null);
342
+ /**
343
+ * Gets or sets an object used to store user defined information.
344
+ */
345
+ this.metadata = null;
346
+ /**
347
+ * For internal use only. Please do not use.
348
+ */
349
+ this.reservedDataStore = null;
350
+ this._hasAlpha = false;
351
+ this._getAlphaFromRGB = false;
352
+ /**
353
+ * Intensity or strength of the texture.
354
+ * It is commonly used by materials to fine tune the intensity of the texture
355
+ */
356
+ this.level = 1;
357
+ this._coordinatesIndex = 0;
358
+ /**
359
+ * Gets or sets a boolean indicating that the texture should try to reduce shader code if there is no UV manipulation.
360
+ * (ie. when texture.getTextureMatrix().isIdentityAs3x2() returns true)
361
+ */
362
+ this.optimizeUVAllocation = true;
363
+ this._coordinatesMode = 0;
364
+ /**
365
+ * | Value | Type | Description |
366
+ * | ----- | ------------------ | ----------- |
367
+ * | 0 | CLAMP_ADDRESSMODE | |
368
+ * | 1 | WRAP_ADDRESSMODE | |
369
+ * | 2 | MIRROR_ADDRESSMODE | |
370
+ */
371
+ this.wrapR = 1;
372
+ /**
373
+ * With compliant hardware and browser (supporting anisotropic filtering)
374
+ * this defines the level of anisotropic filtering in the texture.
375
+ * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
376
+ */
377
+ this.anisotropicFilteringLevel = BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL;
378
+ /** @internal */
379
+ this._isCube = false;
380
+ this._gammaSpace = true;
381
+ /**
382
+ * Is Z inverted in the texture (useful in a cube texture).
383
+ */
384
+ this.invertZ = false;
385
+ /**
386
+ * @internal
387
+ */
388
+ this.lodLevelInAlpha = false;
389
+ /**
390
+ * Define if the texture is a render target.
391
+ */
392
+ this.isRenderTarget = false;
393
+ /** @internal */
394
+ this._prefiltered = false;
395
+ /** @internal */
396
+ this._forceSerialize = false;
397
+ /**
398
+ * Define the list of animation attached to the texture.
399
+ */
400
+ this.animations = new Array();
401
+ /**
402
+ * An event triggered when the texture is disposed.
403
+ */
404
+ this.onDisposeObservable = new Observable();
405
+ this._onDisposeObserver = null;
406
+ this._scene = null;
407
+ /** @internal */
408
+ this._uid = null;
409
+ /** @internal */
410
+ this._parentContainer = null;
411
+ this._loadingError = false;
412
+ if (sceneOrEngine) {
413
+ if (BaseTexture._IsScene(sceneOrEngine)) {
414
+ this._scene = sceneOrEngine;
415
+ }
416
+ else {
417
+ this._engine = sceneOrEngine;
418
+ }
419
+ }
420
+ else {
421
+ this._scene = EngineStore.LastCreatedScene;
422
+ }
423
+ if (this._scene) {
424
+ this.uniqueId = this._scene.getUniqueId();
425
+ this._scene.addTexture(this);
426
+ this._engine = this._scene.getEngine();
427
+ }
428
+ this._texture = internalTexture;
429
+ this._uid = null;
430
+ }
431
431
  /**
432
432
  * Get the scene the texture belongs to.
433
433
  * @returns the scene or null if undefined
@@ -1 +1 @@
1
- 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{ serialize, SerializationHelper, serializeAsTexture } from \"../../Misc/decorators\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix } from \"../../Maths/math.vector\";\r\nimport { EngineStore } from \"../../Engines/engineStore\";\r\nimport type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport type { IAnimatable } from \"../../Animations/animatable.interface\";\r\nimport { RandomGUID } from \"../../Misc/guid\";\r\n\r\nimport \"../../Misc/fileTools\";\r\nimport type { ThinEngine } from \"../../Engines/thinEngine\";\r\nimport { ThinTexture } from \"./thinTexture\";\r\nimport type { AbstractScene } from \"../../abstractScene\";\r\n\r\ndeclare type Animation = import(\"../../Animations/animation\").Animation;\r\n\r\n/**\r\n * Base class of all the textures in babylon.\r\n * It groups all the common properties the materials, post process, lights... might need\r\n * in order to make a correct use of the texture.\r\n */\r\nexport class BaseTexture extends ThinTexture implements IAnimatable {\r\n /**\r\n * Default anisotropic filtering level for the application.\r\n * It is set to 4 as a good tradeoff between perf and quality.\r\n */\r\n public static DEFAULT_ANISOTROPIC_FILTERING_LEVEL = 4;\r\n\r\n /**\r\n * Gets or sets the unique id of the texture\r\n */\r\n @serialize()\r\n public uniqueId: number;\r\n\r\n /**\r\n * Define the name of the texture.\r\n */\r\n @serialize()\r\n public name: string;\r\n\r\n /**\r\n * Gets or sets an object used to store user defined information.\r\n */\r\n @serialize()\r\n public metadata: any = null;\r\n\r\n /** @internal */\r\n public _internalMetadata: any;\r\n\r\n /**\r\n * For internal use only. Please do not use.\r\n */\r\n public reservedDataStore: any = null;\r\n\r\n @serialize(\"hasAlpha\")\r\n private _hasAlpha = false;\r\n /**\r\n * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).\r\n */\r\n public set hasAlpha(value: boolean) {\r\n if (this._hasAlpha === value) {\r\n return;\r\n }\r\n this._hasAlpha = value;\r\n if (this._scene) {\r\n this._scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this);\r\n });\r\n }\r\n }\r\n public get hasAlpha(): boolean {\r\n return this._hasAlpha;\r\n }\r\n\r\n @serialize(\"getAlphaFromRGB\")\r\n private _getAlphaFromRGB = false;\r\n /**\r\n * Defines if the alpha value should be determined via the rgb values.\r\n * If true the luminance of the pixel might be used to find the corresponding alpha value.\r\n */\r\n public set getAlphaFromRGB(value: boolean) {\r\n if (this._getAlphaFromRGB === value) {\r\n return;\r\n }\r\n this._getAlphaFromRGB = value;\r\n if (this._scene) {\r\n this._scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this);\r\n });\r\n }\r\n }\r\n public get getAlphaFromRGB(): boolean {\r\n return this._getAlphaFromRGB;\r\n }\r\n\r\n /**\r\n * Intensity or strength of the texture.\r\n * It is commonly used by materials to fine tune the intensity of the texture\r\n */\r\n @serialize()\r\n public level = 1;\r\n\r\n @serialize(\"coordinatesIndex\")\r\n protected _coordinatesIndex = 0;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that the texture should try to reduce shader code if there is no UV manipulation.\r\n * (ie. when texture.getTextureMatrix().isIdentityAs3x2() returns true)\r\n */\r\n @serialize()\r\n public optimizeUVAllocation = true;\r\n\r\n /**\r\n * Define the UV channel to use starting from 0 and defaulting to 0.\r\n * This is part of the texture as textures usually maps to one uv set.\r\n */\r\n public set coordinatesIndex(value: number) {\r\n if (this._coordinatesIndex === value) {\r\n return;\r\n }\r\n this._coordinatesIndex = value;\r\n if (this._scene) {\r\n this._scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this);\r\n });\r\n }\r\n }\r\n public get coordinatesIndex(): number {\r\n return this._coordinatesIndex;\r\n }\r\n\r\n @serialize(\"coordinatesMode\")\r\n protected _coordinatesMode = Constants.TEXTURE_EXPLICIT_MODE;\r\n\r\n /**\r\n * How a texture is mapped.\r\n *\r\n * | Value | Type | Description |\r\n * | ----- | ----------------------------------- | ----------- |\r\n * | 0 | EXPLICIT_MODE | |\r\n * | 1 | SPHERICAL_MODE | |\r\n * | 2 | PLANAR_MODE | |\r\n * | 3 | CUBIC_MODE | |\r\n * | 4 | PROJECTION_MODE | |\r\n * | 5 | SKYBOX_MODE | |\r\n * | 6 | INVCUBIC_MODE | |\r\n * | 7 | EQUIRECTANGULAR_MODE | |\r\n * | 8 | FIXED_EQUIRECTANGULAR_MODE | |\r\n * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |\r\n */\r\n public set coordinatesMode(value: number) {\r\n if (this._coordinatesMode === value) {\r\n return;\r\n }\r\n this._coordinatesMode = value;\r\n if (this._scene) {\r\n this._scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this);\r\n });\r\n }\r\n }\r\n public get coordinatesMode(): number {\r\n return this._coordinatesMode;\r\n }\r\n\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n @serialize()\r\n public get wrapU() {\r\n return this._wrapU;\r\n }\r\n public set wrapU(value: number) {\r\n this._wrapU = value;\r\n }\r\n\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n @serialize()\r\n public get wrapV() {\r\n return this._wrapV;\r\n }\r\n public set wrapV(value: number) {\r\n this._wrapV = value;\r\n }\r\n\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n @serialize()\r\n public wrapR = Constants.TEXTURE_WRAP_ADDRESSMODE;\r\n\r\n /**\r\n * With compliant hardware and browser (supporting anisotropic filtering)\r\n * this defines the level of anisotropic filtering in the texture.\r\n * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.\r\n */\r\n @serialize()\r\n public anisotropicFilteringLevel = BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL;\r\n\r\n /** @internal */\r\n public _isCube = false;\r\n /**\r\n * Define if the texture is a cube texture or if false a 2d texture.\r\n */\r\n @serialize()\r\n public get isCube(): boolean {\r\n if (!this._texture) {\r\n return this._isCube;\r\n }\r\n\r\n return this._texture.isCube;\r\n }\r\n\r\n protected set isCube(value: boolean) {\r\n if (!this._texture) {\r\n this._isCube = value;\r\n } else {\r\n this._texture.isCube = value;\r\n }\r\n }\r\n\r\n /**\r\n * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.\r\n */\r\n @serialize()\r\n public get is3D(): boolean {\r\n if (!this._texture) {\r\n return false;\r\n }\r\n\r\n return this._texture.is3D;\r\n }\r\n\r\n protected set is3D(value: boolean) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n\r\n this._texture.is3D = value;\r\n }\r\n\r\n /**\r\n * Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.\r\n */\r\n @serialize()\r\n public get is2DArray(): boolean {\r\n if (!this._texture) {\r\n return false;\r\n }\r\n\r\n return this._texture.is2DArray;\r\n }\r\n\r\n protected set is2DArray(value: boolean) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n\r\n this._texture.is2DArray = value;\r\n }\r\n\r\n private _gammaSpace = true;\r\n /**\r\n * Define if the texture contains data in gamma space (most of the png/jpg aside bump).\r\n * HDR texture are usually stored in linear space.\r\n * This only impacts the PBR and Background materials\r\n */\r\n @serialize()\r\n public get gammaSpace(): boolean {\r\n if (!this._texture) {\r\n return this._gammaSpace;\r\n } else {\r\n if (this._texture._gammaSpace === null) {\r\n this._texture._gammaSpace = this._gammaSpace;\r\n }\r\n }\r\n\r\n return this._texture._gammaSpace && !this._texture._useSRGBBuffer;\r\n }\r\n\r\n public set gammaSpace(gamma: boolean) {\r\n if (!this._texture) {\r\n if (this._gammaSpace === gamma) {\r\n return;\r\n }\r\n\r\n this._gammaSpace = gamma;\r\n } else {\r\n if (this._texture._gammaSpace === gamma) {\r\n return;\r\n }\r\n this._texture._gammaSpace = gamma;\r\n }\r\n\r\n this._markAllSubMeshesAsTexturesDirty();\r\n }\r\n\r\n /**\r\n * Gets or sets whether or not the texture contains RGBD data.\r\n */\r\n public get isRGBD(): boolean {\r\n return this._texture != null && this._texture._isRGBD;\r\n }\r\n public set isRGBD(value: boolean) {\r\n if (this._texture) {\r\n this._texture._isRGBD = value;\r\n }\r\n }\r\n\r\n /**\r\n * Is Z inverted in the texture (useful in a cube texture).\r\n */\r\n @serialize()\r\n public invertZ = false;\r\n\r\n /**\r\n * Are mip maps generated for this texture or not.\r\n */\r\n public get noMipmap(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n @serialize()\r\n public lodLevelInAlpha = false;\r\n\r\n /**\r\n * With prefiltered texture, defined the offset used during the prefiltering steps.\r\n */\r\n @serialize()\r\n public get lodGenerationOffset(): number {\r\n if (this._texture) {\r\n return this._texture._lodGenerationOffset;\r\n }\r\n\r\n return 0.0;\r\n }\r\n public set lodGenerationOffset(value: number) {\r\n if (this._texture) {\r\n this._texture._lodGenerationOffset = value;\r\n }\r\n }\r\n\r\n /**\r\n * With prefiltered texture, defined the scale used during the prefiltering steps.\r\n */\r\n @serialize()\r\n public get lodGenerationScale(): number {\r\n if (this._texture) {\r\n return this._texture._lodGenerationScale;\r\n }\r\n\r\n return 0.0;\r\n }\r\n public set lodGenerationScale(value: number) {\r\n if (this._texture) {\r\n this._texture._lodGenerationScale = value;\r\n }\r\n }\r\n\r\n /**\r\n * With prefiltered texture, defined if the specular generation is based on a linear ramp.\r\n * By default we are using a log2 of the linear roughness helping to keep a better resolution for\r\n * average roughness values.\r\n */\r\n @serialize()\r\n public get linearSpecularLOD(): boolean {\r\n if (this._texture) {\r\n return this._texture._linearSpecularLOD;\r\n }\r\n\r\n return false;\r\n }\r\n public set linearSpecularLOD(value: boolean) {\r\n if (this._texture) {\r\n this._texture._linearSpecularLOD = value;\r\n }\r\n }\r\n\r\n /**\r\n * In case a better definition than spherical harmonics is required for the diffuse part of the environment.\r\n * You can set the irradiance texture to rely on a texture instead of the spherical approach.\r\n * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).\r\n */\r\n @serializeAsTexture()\r\n public get irradianceTexture(): Nullable<BaseTexture> {\r\n if (this._texture) {\r\n return this._texture._irradianceTexture;\r\n }\r\n\r\n return null;\r\n }\r\n public set irradianceTexture(value: Nullable<BaseTexture>) {\r\n if (this._texture) {\r\n this._texture._irradianceTexture = value;\r\n }\r\n }\r\n\r\n /**\r\n * Define if the texture is a render target.\r\n */\r\n @serialize()\r\n public isRenderTarget = false;\r\n\r\n /**\r\n * Define the unique id of the texture in the scene.\r\n */\r\n public get uid(): string {\r\n if (!this._uid) {\r\n this._uid = RandomGUID();\r\n }\r\n return this._uid;\r\n }\r\n\r\n /** @internal */\r\n public _prefiltered: boolean = false;\r\n /** @internal */\r\n public _forceSerialize: boolean = false;\r\n\r\n /**\r\n * Return a string representation of the texture.\r\n * @returns the texture as a string\r\n */\r\n public toString(): string {\r\n return this.name;\r\n }\r\n\r\n /**\r\n * Get the class name of the texture.\r\n * @returns \"BaseTexture\"\r\n */\r\n public getClassName(): string {\r\n return \"BaseTexture\";\r\n }\r\n\r\n /**\r\n * Define the list of animation attached to the texture.\r\n */\r\n public animations = new Array<Animation>();\r\n\r\n /**\r\n * An event triggered when the texture is disposed.\r\n */\r\n public onDisposeObservable = new Observable<BaseTexture>();\r\n\r\n private _onDisposeObserver: Nullable<Observer<BaseTexture>> = null;\r\n /**\r\n * Callback triggered when the texture has been disposed.\r\n * Kept for back compatibility, you can use the onDisposeObservable instead.\r\n */\r\n public set onDispose(callback: () => void) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n }\r\n\r\n protected _scene: Nullable<Scene> = null;\r\n\r\n /** @internal */\r\n private _uid: Nullable<string> = null;\r\n\r\n /**\r\n * Define if the texture is preventing a material to render or not.\r\n * If not and the texture is not ready, the engine will use a default black texture instead.\r\n */\r\n public get isBlocking(): boolean {\r\n return true;\r\n }\r\n\r\n /** @internal */\r\n public _parentContainer: Nullable<AbstractScene> = null;\r\n\r\n protected _loadingError: boolean = false;\r\n protected _errorObject?: {\r\n message?: string;\r\n exception?: any;\r\n };\r\n\r\n /**\r\n * Was there any loading error?\r\n */\r\n public get loadingError(): boolean {\r\n return this._loadingError;\r\n }\r\n\r\n /**\r\n * If a loading error occurred this object will be populated with information about the error.\r\n */\r\n public get errorObject():\r\n | {\r\n message?: string;\r\n exception?: any;\r\n }\r\n | undefined {\r\n return this._errorObject;\r\n }\r\n\r\n /**\r\n * Instantiates a new BaseTexture.\r\n * Base class of all the textures in babylon.\r\n * It groups all the common properties the materials, post process, lights... might need\r\n * in order to make a correct use of the texture.\r\n * @param sceneOrEngine Define the scene or engine the texture belongs to\r\n * @param internalTexture Define the internal texture associated with the texture\r\n */\r\n constructor(sceneOrEngine?: Nullable<Scene | ThinEngine>, internalTexture: Nullable<InternalTexture> = null) {\r\n super(null);\r\n\r\n if (sceneOrEngine) {\r\n if (BaseTexture._IsScene(sceneOrEngine)) {\r\n this._scene = sceneOrEngine;\r\n } else {\r\n this._engine = sceneOrEngine;\r\n }\r\n } else {\r\n this._scene = EngineStore.LastCreatedScene;\r\n }\r\n\r\n if (this._scene) {\r\n this.uniqueId = this._scene.getUniqueId();\r\n this._scene.addTexture(this);\r\n this._engine = this._scene.getEngine();\r\n }\r\n\r\n this._texture = internalTexture;\r\n\r\n this._uid = null;\r\n }\r\n\r\n /**\r\n * Get the scene the texture belongs to.\r\n * @returns the scene or null if undefined\r\n */\r\n public getScene(): Nullable<Scene> {\r\n return this._scene;\r\n }\r\n\r\n /** @internal */\r\n protected _getEngine(): Nullable<ThinEngine> {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Checks if the texture has the same transform matrix than another texture\r\n * @param texture texture to check against\r\n * @returns true if the transforms are the same, else false\r\n */\r\n public checkTransformsAreIdentical(texture: Nullable<BaseTexture>): boolean {\r\n return texture !== null;\r\n }\r\n\r\n /**\r\n * Get the texture transform matrix used to offset tile the texture for instance.\r\n * @returns the transformation matrix\r\n */\r\n public getTextureMatrix(): Matrix {\r\n return <Matrix>Matrix.IdentityReadOnly;\r\n }\r\n\r\n /**\r\n * Get the texture reflection matrix used to rotate/transform the reflection.\r\n * @returns the reflection matrix\r\n */\r\n public getReflectionTextureMatrix(): Matrix {\r\n return <Matrix>Matrix.IdentityReadOnly;\r\n }\r\n\r\n /**\r\n * Get if the texture is ready to be consumed (either it is ready or it is not blocking)\r\n * @returns true if ready, not blocking or if there was an error loading the texture\r\n */\r\n public isReadyOrNotBlocking(): boolean {\r\n return !this.isBlocking || this.isReady() || this.loadingError;\r\n }\r\n\r\n /**\r\n * Scales the texture if is `canRescale()`\r\n * @param ratio the resize factor we want to use to rescale\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public scale(ratio: number): void {}\r\n\r\n /**\r\n * Get if the texture can rescale.\r\n */\r\n public get canRescale(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean, useSRGBBuffer?: boolean, isCube?: boolean): Nullable<InternalTexture> {\r\n const engine = this._getEngine();\r\n if (!engine) {\r\n return null;\r\n }\r\n\r\n const correctedUseSRGBBuffer = engine._getUseSRGBBuffer(!!useSRGBBuffer, noMipmap);\r\n\r\n const texturesCache = engine.getLoadedTexturesCache();\r\n for (let index = 0; index < texturesCache.length; index++) {\r\n const texturesCacheEntry = texturesCache[index];\r\n\r\n if (useSRGBBuffer === undefined || correctedUseSRGBBuffer === texturesCacheEntry._useSRGBBuffer) {\r\n if (invertY === undefined || invertY === texturesCacheEntry.invertY) {\r\n if (texturesCacheEntry.url === url && texturesCacheEntry.generateMipMaps === !noMipmap) {\r\n if (!sampling || sampling === texturesCacheEntry.samplingMode) {\r\n if (isCube === undefined || isCube === texturesCacheEntry.isCube) {\r\n texturesCacheEntry.incrementReferences();\r\n return texturesCacheEntry;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {}\r\n\r\n /**\r\n * Clones the texture.\r\n * @returns the cloned texture\r\n */\r\n public clone(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Get the texture underlying type (INT, FLOAT...)\r\n */\r\n public get textureType(): number {\r\n if (!this._texture) {\r\n return Constants.TEXTURETYPE_UNSIGNED_INT;\r\n }\r\n\r\n return this._texture.type !== undefined ? this._texture.type : Constants.TEXTURETYPE_UNSIGNED_INT;\r\n }\r\n\r\n /**\r\n * Get the texture underlying format (RGB, RGBA...)\r\n */\r\n public get textureFormat(): number {\r\n if (!this._texture) {\r\n return Constants.TEXTUREFORMAT_RGBA;\r\n }\r\n\r\n return this._texture.format !== undefined ? this._texture.format : Constants.TEXTUREFORMAT_RGBA;\r\n }\r\n\r\n /**\r\n * Indicates that textures need to be re-calculated for all materials\r\n */\r\n protected _markAllSubMeshesAsTexturesDirty() {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n\r\n /**\r\n * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.\r\n * This will returns an RGBA array buffer containing either in values (0-255) or\r\n * float values (0-1) depending of the underlying buffer type.\r\n * @param faceIndex defines the face of the texture to read (in case of cube texture)\r\n * @param level defines the LOD level of the texture to read (in case of Mip Maps)\r\n * @param buffer defines a user defined buffer to fill with data (can be null)\r\n * @param flushRenderer true to flush the renderer from the pending commands before reading the pixels\r\n * @param noDataConversion false to convert the data to Uint8Array (if texture type is UNSIGNED_BYTE) or to Float32Array (if texture type is anything but UNSIGNED_BYTE). If true, the type of the generated buffer (if buffer==null) will depend on the type of the texture\r\n * @param x defines the region x coordinates to start reading from (default to 0)\r\n * @param y defines the region y coordinates to start reading from (default to 0)\r\n * @param width defines the region width to read from (default to the texture size at level)\r\n * @param height defines the region width to read from (default to the texture size at level)\r\n * @returns The Array buffer promise containing the pixels data.\r\n */\r\n public readPixels(\r\n faceIndex = 0,\r\n level = 0,\r\n buffer: Nullable<ArrayBufferView> = null,\r\n flushRenderer = true,\r\n noDataConversion = false,\r\n x = 0,\r\n y = 0,\r\n width = Number.MAX_VALUE,\r\n height = Number.MAX_VALUE\r\n ): Nullable<Promise<ArrayBufferView>> {\r\n if (!this._texture) {\r\n return null;\r\n }\r\n\r\n const engine = this._getEngine();\r\n if (!engine) {\r\n return null;\r\n }\r\n\r\n const size = this.getSize();\r\n let maxWidth = size.width;\r\n let maxHeight = size.height;\r\n if (level !== 0) {\r\n maxWidth = maxWidth / Math.pow(2, level);\r\n maxHeight = maxHeight / Math.pow(2, level);\r\n maxWidth = Math.round(maxWidth);\r\n maxHeight = Math.round(maxHeight);\r\n }\r\n\r\n width = Math.min(maxWidth, width);\r\n height = Math.min(maxHeight, height);\r\n\r\n try {\r\n if (this._texture.isCube) {\r\n return engine._readTexturePixels(this._texture, width, height, faceIndex, level, buffer, flushRenderer, noDataConversion, x, y);\r\n }\r\n\r\n return engine._readTexturePixels(this._texture, width, height, -1, level, buffer, flushRenderer, noDataConversion, x, y);\r\n } catch (e) {\r\n return null;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _readPixelsSync(faceIndex = 0, level = 0, buffer: Nullable<ArrayBufferView> = null, flushRenderer = true, noDataConversion = false): Nullable<ArrayBufferView> {\r\n if (!this._texture) {\r\n return null;\r\n }\r\n\r\n const size = this.getSize();\r\n let width = size.width;\r\n let height = size.height;\r\n\r\n const engine = this._getEngine();\r\n if (!engine) {\r\n return null;\r\n }\r\n\r\n if (level != 0) {\r\n width = width / Math.pow(2, level);\r\n height = height / Math.pow(2, level);\r\n\r\n width = Math.round(width);\r\n height = Math.round(height);\r\n }\r\n\r\n try {\r\n if (this._texture.isCube) {\r\n return engine._readTexturePixelsSync(this._texture, width, height, faceIndex, level, buffer, flushRenderer, noDataConversion);\r\n }\r\n\r\n return engine._readTexturePixelsSync(this._texture, width, height, -1, level, buffer, flushRenderer, noDataConversion);\r\n } catch (e) {\r\n return null;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public get _lodTextureHigh(): Nullable<BaseTexture> {\r\n if (this._texture) {\r\n return this._texture._lodTextureHigh;\r\n }\r\n return null;\r\n }\r\n\r\n /** @internal */\r\n public get _lodTextureMid(): Nullable<BaseTexture> {\r\n if (this._texture) {\r\n return this._texture._lodTextureMid;\r\n }\r\n return null;\r\n }\r\n\r\n /** @internal */\r\n public get _lodTextureLow(): Nullable<BaseTexture> {\r\n if (this._texture) {\r\n return this._texture._lodTextureLow;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public dispose(): void {\r\n if (this._scene) {\r\n // Animations\r\n if (this._scene.stopAnimation) {\r\n this._scene.stopAnimation(this);\r\n }\r\n\r\n // Remove from scene\r\n this._scene.removePendingData(this);\r\n const index = this._scene.textures.indexOf(this);\r\n\r\n if (index >= 0) {\r\n this._scene.textures.splice(index, 1);\r\n }\r\n this._scene.onTextureRemovedObservable.notifyObservers(this);\r\n this._scene = null;\r\n\r\n if (this._parentContainer) {\r\n const index = this._parentContainer.textures.indexOf(this);\r\n if (index > -1) {\r\n this._parentContainer.textures.splice(index, 1);\r\n }\r\n this._parentContainer = null;\r\n }\r\n }\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n this.onDisposeObservable.clear();\r\n\r\n this.metadata = null;\r\n\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Serialize the texture into a JSON representation that can be parsed later on.\r\n * @param allowEmptyName True to force serialization even if name is empty. Default: false\r\n * @returns the JSON representation of the texture\r\n */\r\n public serialize(allowEmptyName = false): any {\r\n if (!this.name && !allowEmptyName) {\r\n return null;\r\n }\r\n\r\n const serializationObject = SerializationHelper.Serialize(this);\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 * Helper function to be called back once a list of texture contains only ready textures.\r\n * @param textures Define the list of textures to wait for\r\n * @param callback Define the callback triggered once the entire list will be ready\r\n */\r\n public static WhenAllReady(textures: BaseTexture[], callback: () => void): void {\r\n let numRemaining = textures.length;\r\n if (numRemaining === 0) {\r\n callback();\r\n return;\r\n }\r\n\r\n for (let i = 0; i < textures.length; i++) {\r\n const texture = textures[i];\r\n\r\n if (texture.isReady()) {\r\n if (--numRemaining === 0) {\r\n callback();\r\n }\r\n } else {\r\n const onLoadObservable = (texture as any).onLoadObservable as Observable<BaseTexture>;\r\n\r\n if (onLoadObservable) {\r\n onLoadObservable.addOnce(() => {\r\n if (--numRemaining === 0) {\r\n callback();\r\n }\r\n });\r\n } else {\r\n if (--numRemaining === 0) {\r\n callback();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n private static _IsScene(sceneOrEngine: Scene | ThinEngine): sceneOrEngine is Scene {\r\n return sceneOrEngine.getClassName() === \"Scene\";\r\n }\r\n}\r\n"]}
1
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{ serialize, SerializationHelper, serializeAsTexture } from \"../../Misc/decorators\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix } from \"../../Maths/math.vector\";\r\nimport { EngineStore } from \"../../Engines/engineStore\";\r\nimport type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport type { IAnimatable } from \"../../Animations/animatable.interface\";\r\nimport { RandomGUID } from \"../../Misc/guid\";\r\n\r\nimport \"../../Misc/fileTools\";\r\nimport type { ThinEngine } from \"../../Engines/thinEngine\";\r\nimport { ThinTexture } from \"./thinTexture\";\r\nimport type { AbstractScene } from \"../../abstractScene\";\r\n\r\ndeclare type Animation = import(\"../../Animations/animation\").Animation;\r\n\r\n/**\r\n * Base class of all the textures in babylon.\r\n * It groups all the common properties the materials, post process, lights... might need\r\n * in order to make a correct use of the texture.\r\n */\r\nexport class BaseTexture extends ThinTexture implements IAnimatable {\r\n /**\r\n * Default anisotropic filtering level for the application.\r\n * It is set to 4 as a good tradeoff between perf and quality.\r\n */\r\n public static DEFAULT_ANISOTROPIC_FILTERING_LEVEL = 4;\r\n\r\n /**\r\n * Gets or sets the unique id of the texture\r\n */\r\n @serialize()\r\n public uniqueId: number;\r\n\r\n /**\r\n * Define the name of the texture.\r\n */\r\n @serialize()\r\n public name: string;\r\n\r\n /**\r\n * Gets or sets an object used to store user defined information.\r\n */\r\n @serialize()\r\n public metadata: any = null;\r\n\r\n /** @internal */\r\n public _internalMetadata: any;\r\n\r\n /**\r\n * For internal use only. Please do not use.\r\n */\r\n public reservedDataStore: any = null;\r\n\r\n @serialize(\"hasAlpha\")\r\n private _hasAlpha = false;\r\n /**\r\n * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).\r\n */\r\n public set hasAlpha(value: boolean) {\r\n if (this._hasAlpha === value) {\r\n return;\r\n }\r\n this._hasAlpha = value;\r\n if (this._scene) {\r\n this._scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this);\r\n });\r\n }\r\n }\r\n public get hasAlpha(): boolean {\r\n return this._hasAlpha;\r\n }\r\n\r\n @serialize(\"getAlphaFromRGB\")\r\n private _getAlphaFromRGB = false;\r\n /**\r\n * Defines if the alpha value should be determined via the rgb values.\r\n * If true the luminance of the pixel might be used to find the corresponding alpha value.\r\n */\r\n public set getAlphaFromRGB(value: boolean) {\r\n if (this._getAlphaFromRGB === value) {\r\n return;\r\n }\r\n this._getAlphaFromRGB = value;\r\n if (this._scene) {\r\n this._scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this);\r\n });\r\n }\r\n }\r\n public get getAlphaFromRGB(): boolean {\r\n return this._getAlphaFromRGB;\r\n }\r\n\r\n /**\r\n * Intensity or strength of the texture.\r\n * It is commonly used by materials to fine tune the intensity of the texture\r\n */\r\n @serialize()\r\n public level = 1;\r\n\r\n @serialize(\"coordinatesIndex\")\r\n protected _coordinatesIndex = 0;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that the texture should try to reduce shader code if there is no UV manipulation.\r\n * (ie. when texture.getTextureMatrix().isIdentityAs3x2() returns true)\r\n */\r\n @serialize()\r\n public optimizeUVAllocation = true;\r\n\r\n /**\r\n * Define the UV channel to use starting from 0 and defaulting to 0.\r\n * This is part of the texture as textures usually maps to one uv set.\r\n */\r\n public set coordinatesIndex(value: number) {\r\n if (this._coordinatesIndex === value) {\r\n return;\r\n }\r\n this._coordinatesIndex = value;\r\n if (this._scene) {\r\n this._scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this);\r\n });\r\n }\r\n }\r\n public get coordinatesIndex(): number {\r\n return this._coordinatesIndex;\r\n }\r\n\r\n @serialize(\"coordinatesMode\")\r\n protected _coordinatesMode = Constants.TEXTURE_EXPLICIT_MODE;\r\n\r\n /**\r\n * How a texture is mapped.\r\n *\r\n * | Value | Type | Description |\r\n * | ----- | ----------------------------------- | ----------- |\r\n * | 0 | EXPLICIT_MODE | |\r\n * | 1 | SPHERICAL_MODE | |\r\n * | 2 | PLANAR_MODE | |\r\n * | 3 | CUBIC_MODE | |\r\n * | 4 | PROJECTION_MODE | |\r\n * | 5 | SKYBOX_MODE | |\r\n * | 6 | INVCUBIC_MODE | |\r\n * | 7 | EQUIRECTANGULAR_MODE | |\r\n * | 8 | FIXED_EQUIRECTANGULAR_MODE | |\r\n * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |\r\n */\r\n public set coordinatesMode(value: number) {\r\n if (this._coordinatesMode === value) {\r\n return;\r\n }\r\n this._coordinatesMode = value;\r\n if (this._scene) {\r\n this._scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this);\r\n });\r\n }\r\n }\r\n public get coordinatesMode(): number {\r\n return this._coordinatesMode;\r\n }\r\n\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n @serialize()\r\n public get wrapU() {\r\n return this._wrapU;\r\n }\r\n public set wrapU(value: number) {\r\n this._wrapU = value;\r\n }\r\n\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n @serialize()\r\n public get wrapV() {\r\n return this._wrapV;\r\n }\r\n public set wrapV(value: number) {\r\n this._wrapV = value;\r\n }\r\n\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n @serialize()\r\n public wrapR = Constants.TEXTURE_WRAP_ADDRESSMODE;\r\n\r\n /**\r\n * With compliant hardware and browser (supporting anisotropic filtering)\r\n * this defines the level of anisotropic filtering in the texture.\r\n * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.\r\n */\r\n @serialize()\r\n public anisotropicFilteringLevel = BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL;\r\n\r\n /** @internal */\r\n public _isCube = false;\r\n /**\r\n * Define if the texture is a cube texture or if false a 2d texture.\r\n */\r\n @serialize()\r\n public get isCube(): boolean {\r\n if (!this._texture) {\r\n return this._isCube;\r\n }\r\n\r\n return this._texture.isCube;\r\n }\r\n\r\n protected set isCube(value: boolean) {\r\n if (!this._texture) {\r\n this._isCube = value;\r\n } else {\r\n this._texture.isCube = value;\r\n }\r\n }\r\n\r\n /**\r\n * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.\r\n */\r\n @serialize()\r\n public get is3D(): boolean {\r\n if (!this._texture) {\r\n return false;\r\n }\r\n\r\n return this._texture.is3D;\r\n }\r\n\r\n protected set is3D(value: boolean) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n\r\n this._texture.is3D = value;\r\n }\r\n\r\n /**\r\n * Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.\r\n */\r\n @serialize()\r\n public get is2DArray(): boolean {\r\n if (!this._texture) {\r\n return false;\r\n }\r\n\r\n return this._texture.is2DArray;\r\n }\r\n\r\n protected set is2DArray(value: boolean) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n\r\n this._texture.is2DArray = value;\r\n }\r\n\r\n private _gammaSpace = true;\r\n /**\r\n * Define if the texture contains data in gamma space (most of the png/jpg aside bump).\r\n * HDR texture are usually stored in linear space.\r\n * This only impacts the PBR and Background materials\r\n */\r\n @serialize()\r\n public get gammaSpace(): boolean {\r\n if (!this._texture) {\r\n return this._gammaSpace;\r\n } else {\r\n if (this._texture._gammaSpace === null) {\r\n this._texture._gammaSpace = this._gammaSpace;\r\n }\r\n }\r\n\r\n return this._texture._gammaSpace && !this._texture._useSRGBBuffer;\r\n }\r\n\r\n public set gammaSpace(gamma: boolean) {\r\n if (!this._texture) {\r\n if (this._gammaSpace === gamma) {\r\n return;\r\n }\r\n\r\n this._gammaSpace = gamma;\r\n } else {\r\n if (this._texture._gammaSpace === gamma) {\r\n return;\r\n }\r\n this._texture._gammaSpace = gamma;\r\n }\r\n\r\n this._markAllSubMeshesAsTexturesDirty();\r\n }\r\n\r\n /**\r\n * Gets or sets whether or not the texture contains RGBD data.\r\n */\r\n public get isRGBD(): boolean {\r\n return this._texture != null && this._texture._isRGBD;\r\n }\r\n public set isRGBD(value: boolean) {\r\n if (this._texture) {\r\n this._texture._isRGBD = value;\r\n }\r\n }\r\n\r\n /**\r\n * Is Z inverted in the texture (useful in a cube texture).\r\n */\r\n @serialize()\r\n public invertZ = false;\r\n\r\n /**\r\n * Are mip maps generated for this texture or not.\r\n */\r\n public get noMipmap(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n @serialize()\r\n public lodLevelInAlpha = false;\r\n\r\n /**\r\n * With prefiltered texture, defined the offset used during the prefiltering steps.\r\n */\r\n @serialize()\r\n public get lodGenerationOffset(): number {\r\n if (this._texture) {\r\n return this._texture._lodGenerationOffset;\r\n }\r\n\r\n return 0.0;\r\n }\r\n public set lodGenerationOffset(value: number) {\r\n if (this._texture) {\r\n this._texture._lodGenerationOffset = value;\r\n }\r\n }\r\n\r\n /**\r\n * With prefiltered texture, defined the scale used during the prefiltering steps.\r\n */\r\n @serialize()\r\n public get lodGenerationScale(): number {\r\n if (this._texture) {\r\n return this._texture._lodGenerationScale;\r\n }\r\n\r\n return 0.0;\r\n }\r\n public set lodGenerationScale(value: number) {\r\n if (this._texture) {\r\n this._texture._lodGenerationScale = value;\r\n }\r\n }\r\n\r\n /**\r\n * With prefiltered texture, defined if the specular generation is based on a linear ramp.\r\n * By default we are using a log2 of the linear roughness helping to keep a better resolution for\r\n * average roughness values.\r\n */\r\n @serialize()\r\n public get linearSpecularLOD(): boolean {\r\n if (this._texture) {\r\n return this._texture._linearSpecularLOD;\r\n }\r\n\r\n return false;\r\n }\r\n public set linearSpecularLOD(value: boolean) {\r\n if (this._texture) {\r\n this._texture._linearSpecularLOD = value;\r\n }\r\n }\r\n\r\n /**\r\n * In case a better definition than spherical harmonics is required for the diffuse part of the environment.\r\n * You can set the irradiance texture to rely on a texture instead of the spherical approach.\r\n * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).\r\n */\r\n @serializeAsTexture()\r\n public get irradianceTexture(): Nullable<BaseTexture> {\r\n if (this._texture) {\r\n return this._texture._irradianceTexture;\r\n }\r\n\r\n return null;\r\n }\r\n public set irradianceTexture(value: Nullable<BaseTexture>) {\r\n if (this._texture) {\r\n this._texture._irradianceTexture = value;\r\n }\r\n }\r\n\r\n /**\r\n * Define if the texture is a render target.\r\n */\r\n @serialize()\r\n public isRenderTarget = false;\r\n\r\n /**\r\n * Define the unique id of the texture in the scene.\r\n */\r\n public get uid(): string {\r\n if (!this._uid) {\r\n this._uid = RandomGUID();\r\n }\r\n return this._uid;\r\n }\r\n\r\n /** @internal */\r\n public _prefiltered: boolean = false;\r\n /** @internal */\r\n public _forceSerialize: boolean = false;\r\n\r\n /**\r\n * Return a string representation of the texture.\r\n * @returns the texture as a string\r\n */\r\n public toString(): string {\r\n return this.name;\r\n }\r\n\r\n /**\r\n * Get the class name of the texture.\r\n * @returns \"BaseTexture\"\r\n */\r\n public getClassName(): string {\r\n return \"BaseTexture\";\r\n }\r\n\r\n /**\r\n * Define the list of animation attached to the texture.\r\n */\r\n public animations = new Array<Animation>();\r\n\r\n /**\r\n * An event triggered when the texture is disposed.\r\n */\r\n public onDisposeObservable = new Observable<BaseTexture>();\r\n\r\n private _onDisposeObserver: Nullable<Observer<BaseTexture>> = null;\r\n /**\r\n * Callback triggered when the texture has been disposed.\r\n * Kept for back compatibility, you can use the onDisposeObservable instead.\r\n */\r\n public set onDispose(callback: () => void) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n }\r\n\r\n protected _scene: Nullable<Scene> = null;\r\n\r\n /** @internal */\r\n private _uid: Nullable<string> = null;\r\n\r\n /**\r\n * Define if the texture is preventing a material to render or not.\r\n * If not and the texture is not ready, the engine will use a default black texture instead.\r\n */\r\n public get isBlocking(): boolean {\r\n return true;\r\n }\r\n\r\n /** @internal */\r\n public _parentContainer: Nullable<AbstractScene> = null;\r\n\r\n protected _loadingError: boolean = false;\r\n protected _errorObject?: {\r\n message?: string;\r\n exception?: any;\r\n };\r\n\r\n /**\r\n * Was there any loading error?\r\n */\r\n public get loadingError(): boolean {\r\n return this._loadingError;\r\n }\r\n\r\n /**\r\n * If a loading error occurred this object will be populated with information about the error.\r\n */\r\n public get errorObject():\r\n | {\r\n message?: string;\r\n exception?: any;\r\n }\r\n | undefined {\r\n return this._errorObject;\r\n }\r\n\r\n /**\r\n * Instantiates a new BaseTexture.\r\n * Base class of all the textures in babylon.\r\n * It groups all the common properties the materials, post process, lights... might need\r\n * in order to make a correct use of the texture.\r\n * @param sceneOrEngine Define the scene or engine the texture belongs to\r\n * @param internalTexture Define the internal texture associated with the texture\r\n */\r\n constructor(sceneOrEngine?: Nullable<Scene | ThinEngine>, internalTexture: Nullable<InternalTexture> = null) {\r\n super(null);\r\n\r\n if (sceneOrEngine) {\r\n if (BaseTexture._IsScene(sceneOrEngine)) {\r\n this._scene = sceneOrEngine;\r\n } else {\r\n this._engine = sceneOrEngine;\r\n }\r\n } else {\r\n this._scene = EngineStore.LastCreatedScene;\r\n }\r\n\r\n if (this._scene) {\r\n this.uniqueId = this._scene.getUniqueId();\r\n this._scene.addTexture(this);\r\n this._engine = this._scene.getEngine();\r\n }\r\n\r\n this._texture = internalTexture;\r\n\r\n this._uid = null;\r\n }\r\n\r\n /**\r\n * Get the scene the texture belongs to.\r\n * @returns the scene or null if undefined\r\n */\r\n public getScene(): Nullable<Scene> {\r\n return this._scene;\r\n }\r\n\r\n /** @internal */\r\n protected _getEngine(): Nullable<ThinEngine> {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Checks if the texture has the same transform matrix than another texture\r\n * @param texture texture to check against\r\n * @returns true if the transforms are the same, else false\r\n */\r\n public checkTransformsAreIdentical(texture: Nullable<BaseTexture>): boolean {\r\n return texture !== null;\r\n }\r\n\r\n /**\r\n * Get the texture transform matrix used to offset tile the texture for instance.\r\n * @returns the transformation matrix\r\n */\r\n public getTextureMatrix(): Matrix {\r\n return <Matrix>Matrix.IdentityReadOnly;\r\n }\r\n\r\n /**\r\n * Get the texture reflection matrix used to rotate/transform the reflection.\r\n * @returns the reflection matrix\r\n */\r\n public getReflectionTextureMatrix(): Matrix {\r\n return <Matrix>Matrix.IdentityReadOnly;\r\n }\r\n\r\n /**\r\n * Get if the texture is ready to be consumed (either it is ready or it is not blocking)\r\n * @returns true if ready, not blocking or if there was an error loading the texture\r\n */\r\n public isReadyOrNotBlocking(): boolean {\r\n return !this.isBlocking || this.isReady() || this.loadingError;\r\n }\r\n\r\n /**\r\n * Scales the texture if is `canRescale()`\r\n * @param ratio the resize factor we want to use to rescale\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public scale(ratio: number): void {}\r\n\r\n /**\r\n * Get if the texture can rescale.\r\n */\r\n public get canRescale(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean, useSRGBBuffer?: boolean, isCube?: boolean): Nullable<InternalTexture> {\r\n const engine = this._getEngine();\r\n if (!engine) {\r\n return null;\r\n }\r\n\r\n const correctedUseSRGBBuffer = engine._getUseSRGBBuffer(!!useSRGBBuffer, noMipmap);\r\n\r\n const texturesCache = engine.getLoadedTexturesCache();\r\n for (let index = 0; index < texturesCache.length; index++) {\r\n const texturesCacheEntry = texturesCache[index];\r\n\r\n if (useSRGBBuffer === undefined || correctedUseSRGBBuffer === texturesCacheEntry._useSRGBBuffer) {\r\n if (invertY === undefined || invertY === texturesCacheEntry.invertY) {\r\n if (texturesCacheEntry.url === url && texturesCacheEntry.generateMipMaps === !noMipmap) {\r\n if (!sampling || sampling === texturesCacheEntry.samplingMode) {\r\n if (isCube === undefined || isCube === texturesCacheEntry.isCube) {\r\n texturesCacheEntry.incrementReferences();\r\n return texturesCacheEntry;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {}\r\n\r\n /**\r\n * Clones the texture.\r\n * @returns the cloned texture\r\n */\r\n public clone(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Get the texture underlying type (INT, FLOAT...)\r\n */\r\n public get textureType(): number {\r\n if (!this._texture) {\r\n return Constants.TEXTURETYPE_UNSIGNED_INT;\r\n }\r\n\r\n return this._texture.type !== undefined ? this._texture.type : Constants.TEXTURETYPE_UNSIGNED_INT;\r\n }\r\n\r\n /**\r\n * Get the texture underlying format (RGB, RGBA...)\r\n */\r\n public get textureFormat(): number {\r\n if (!this._texture) {\r\n return Constants.TEXTUREFORMAT_RGBA;\r\n }\r\n\r\n return this._texture.format !== undefined ? this._texture.format : Constants.TEXTUREFORMAT_RGBA;\r\n }\r\n\r\n /**\r\n * Indicates that textures need to be re-calculated for all materials\r\n */\r\n protected _markAllSubMeshesAsTexturesDirty() {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n\r\n /**\r\n * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.\r\n * This will returns an RGBA array buffer containing either in values (0-255) or\r\n * float values (0-1) depending of the underlying buffer type.\r\n * @param faceIndex defines the face of the texture to read (in case of cube texture)\r\n * @param level defines the LOD level of the texture to read (in case of Mip Maps)\r\n * @param buffer defines a user defined buffer to fill with data (can be null)\r\n * @param flushRenderer true to flush the renderer from the pending commands before reading the pixels\r\n * @param noDataConversion false to convert the data to Uint8Array (if texture type is UNSIGNED_BYTE) or to Float32Array (if texture type is anything but UNSIGNED_BYTE). If true, the type of the generated buffer (if buffer==null) will depend on the type of the texture\r\n * @param x defines the region x coordinates to start reading from (default to 0)\r\n * @param y defines the region y coordinates to start reading from (default to 0)\r\n * @param width defines the region width to read from (default to the texture size at level)\r\n * @param height defines the region width to read from (default to the texture size at level)\r\n * @returns The Array buffer promise containing the pixels data.\r\n */\r\n public readPixels(\r\n faceIndex = 0,\r\n level = 0,\r\n buffer: Nullable<ArrayBufferView> = null,\r\n flushRenderer = true,\r\n noDataConversion = false,\r\n x = 0,\r\n y = 0,\r\n width = Number.MAX_VALUE,\r\n height = Number.MAX_VALUE\r\n ): Nullable<Promise<ArrayBufferView>> {\r\n if (!this._texture) {\r\n return null;\r\n }\r\n\r\n const engine = this._getEngine();\r\n if (!engine) {\r\n return null;\r\n }\r\n\r\n const size = this.getSize();\r\n let maxWidth = size.width;\r\n let maxHeight = size.height;\r\n if (level !== 0) {\r\n maxWidth = maxWidth / Math.pow(2, level);\r\n maxHeight = maxHeight / Math.pow(2, level);\r\n maxWidth = Math.round(maxWidth);\r\n maxHeight = Math.round(maxHeight);\r\n }\r\n\r\n width = Math.min(maxWidth, width);\r\n height = Math.min(maxHeight, height);\r\n\r\n try {\r\n if (this._texture.isCube) {\r\n return engine._readTexturePixels(this._texture, width, height, faceIndex, level, buffer, flushRenderer, noDataConversion, x, y);\r\n }\r\n\r\n return engine._readTexturePixels(this._texture, width, height, -1, level, buffer, flushRenderer, noDataConversion, x, y);\r\n } catch (e) {\r\n return null;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _readPixelsSync(faceIndex = 0, level = 0, buffer: Nullable<ArrayBufferView> = null, flushRenderer = true, noDataConversion = false): Nullable<ArrayBufferView> {\r\n if (!this._texture) {\r\n return null;\r\n }\r\n\r\n const size = this.getSize();\r\n let width = size.width;\r\n let height = size.height;\r\n\r\n const engine = this._getEngine();\r\n if (!engine) {\r\n return null;\r\n }\r\n\r\n if (level != 0) {\r\n width = width / Math.pow(2, level);\r\n height = height / Math.pow(2, level);\r\n\r\n width = Math.round(width);\r\n height = Math.round(height);\r\n }\r\n\r\n try {\r\n if (this._texture.isCube) {\r\n return engine._readTexturePixelsSync(this._texture, width, height, faceIndex, level, buffer, flushRenderer, noDataConversion);\r\n }\r\n\r\n return engine._readTexturePixelsSync(this._texture, width, height, -1, level, buffer, flushRenderer, noDataConversion);\r\n } catch (e) {\r\n return null;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public get _lodTextureHigh(): Nullable<BaseTexture> {\r\n if (this._texture) {\r\n return this._texture._lodTextureHigh;\r\n }\r\n return null;\r\n }\r\n\r\n /** @internal */\r\n public get _lodTextureMid(): Nullable<BaseTexture> {\r\n if (this._texture) {\r\n return this._texture._lodTextureMid;\r\n }\r\n return null;\r\n }\r\n\r\n /** @internal */\r\n public get _lodTextureLow(): Nullable<BaseTexture> {\r\n if (this._texture) {\r\n return this._texture._lodTextureLow;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public dispose(): void {\r\n if (this._scene) {\r\n // Animations\r\n if (this._scene.stopAnimation) {\r\n this._scene.stopAnimation(this);\r\n }\r\n\r\n // Remove from scene\r\n this._scene.removePendingData(this);\r\n const index = this._scene.textures.indexOf(this);\r\n\r\n if (index >= 0) {\r\n this._scene.textures.splice(index, 1);\r\n }\r\n this._scene.onTextureRemovedObservable.notifyObservers(this);\r\n this._scene = null;\r\n\r\n if (this._parentContainer) {\r\n const index = this._parentContainer.textures.indexOf(this);\r\n if (index > -1) {\r\n this._parentContainer.textures.splice(index, 1);\r\n }\r\n this._parentContainer = null;\r\n }\r\n }\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n this.onDisposeObservable.clear();\r\n\r\n this.metadata = null;\r\n\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Serialize the texture into a JSON representation that can be parsed later on.\r\n * @param allowEmptyName True to force serialization even if name is empty. Default: false\r\n * @returns the JSON representation of the texture\r\n */\r\n public serialize(allowEmptyName = false): any {\r\n if (!this.name && !allowEmptyName) {\r\n return null;\r\n }\r\n\r\n const serializationObject = SerializationHelper.Serialize(this);\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 * Helper function to be called back once a list of texture contains only ready textures.\r\n * @param textures Define the list of textures to wait for\r\n * @param callback Define the callback triggered once the entire list will be ready\r\n */\r\n public static WhenAllReady(textures: BaseTexture[], callback: () => void): void {\r\n let numRemaining = textures.length;\r\n if (numRemaining === 0) {\r\n callback();\r\n return;\r\n }\r\n\r\n for (let i = 0; i < textures.length; i++) {\r\n const texture = textures[i];\r\n\r\n if (texture.isReady()) {\r\n if (--numRemaining === 0) {\r\n callback();\r\n }\r\n } else {\r\n const onLoadObservable = (texture as any).onLoadObservable as Observable<BaseTexture>;\r\n\r\n if (onLoadObservable) {\r\n onLoadObservable.addOnce(() => {\r\n if (--numRemaining === 0) {\r\n callback();\r\n }\r\n });\r\n } else {\r\n if (--numRemaining === 0) {\r\n callback();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n private static _IsScene(sceneOrEngine: Scene | ThinEngine): sceneOrEngine is Scene {\r\n return sceneOrEngine.getClassName() === \"Scene\";\r\n }\r\n}\r\n"]}
@@ -12,67 +12,6 @@ import { Observable } from "../../Misc/observable.js";
12
12
  * Class for creating a cube texture
13
13
  */
14
14
  export class CubeTexture extends BaseTexture {
15
- /**
16
- * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
17
- * as prefiltered data.
18
- * @param rootUrl defines the url of the texture or the root name of the six images
19
- * @param sceneOrEngine defines the scene or engine the texture is attached to
20
- * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
21
- * @param noMipmap defines if mipmaps should be created or not
22
- * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
23
- * @param onLoad defines a callback triggered at the end of the file load if no errors occurred
24
- * @param onError defines a callback triggered in case of error during load
25
- * @param format defines the internal format to use for the texture once loaded
26
- * @param prefiltered defines whether or not the texture is created from prefiltered data
27
- * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
28
- * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
29
- * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
30
- * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
31
- * @param loaderOptions options to be passed to the loader
32
- * @param useSRGBBuffer Defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU) (default: false)
33
- * @returns the cube texture
34
- */
35
- constructor(rootUrl, sceneOrEngine, extensions = null, noMipmap = false, files = null, onLoad = null, onError = null, format = 5, prefiltered = false, forcedExtension = null, createPolynomials = false, lodScale = 0.8, lodOffset = 0, loaderOptions, useSRGBBuffer) {
36
- var _a;
37
- super(sceneOrEngine);
38
- this._lodScale = 0.8;
39
- this._lodOffset = 0;
40
- /**
41
- * Observable triggered once the texture has been loaded.
42
- */
43
- this.onLoadObservable = new Observable();
44
- /**
45
- * Gets or sets the center of the bounding box associated with the cube texture.
46
- * It must define where the camera used to render the texture was set
47
- * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/reflectionTexture#using-local-cubemap-mode
48
- */
49
- this.boundingBoxPosition = Vector3.Zero();
50
- this._rotationY = 0;
51
- /** @internal */
52
- this._files = null;
53
- this._forcedExtension = null;
54
- this._extensions = null;
55
- this.name = rootUrl;
56
- this.url = rootUrl;
57
- this._noMipmap = noMipmap;
58
- this.hasAlpha = false;
59
- this._format = format;
60
- this.isCube = true;
61
- this._textureMatrix = Matrix.Identity();
62
- this._createPolynomials = createPolynomials;
63
- this.coordinatesMode = Texture.CUBIC_MODE;
64
- this._extensions = extensions;
65
- this._files = files;
66
- this._forcedExtension = forcedExtension;
67
- this._loaderOptions = loaderOptions;
68
- this._useSRGBBuffer = useSRGBBuffer;
69
- this._lodScale = lodScale;
70
- this._lodOffset = lodOffset;
71
- if (!rootUrl && !files) {
72
- return;
73
- }
74
- this.updateURL(rootUrl, forcedExtension, onLoad, prefiltered, onError, extensions, (_a = this.getScene()) === null || _a === void 0 ? void 0 : _a.useDelayedTextureLoading, files);
75
- }
76
15
  /**
77
16
  * Gets or sets the size of the bounding box associated with the cube texture
78
17
  * When defined, the cubemap will switch to local mode
@@ -148,6 +87,67 @@ export class CubeTexture extends BaseTexture {
148
87
  scene.useDelayedTextureLoading = oldValue;
149
88
  return result;
150
89
  }
90
+ /**
91
+ * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
92
+ * as prefiltered data.
93
+ * @param rootUrl defines the url of the texture or the root name of the six images
94
+ * @param sceneOrEngine defines the scene or engine the texture is attached to
95
+ * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
96
+ * @param noMipmap defines if mipmaps should be created or not
97
+ * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
98
+ * @param onLoad defines a callback triggered at the end of the file load if no errors occurred
99
+ * @param onError defines a callback triggered in case of error during load
100
+ * @param format defines the internal format to use for the texture once loaded
101
+ * @param prefiltered defines whether or not the texture is created from prefiltered data
102
+ * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
103
+ * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
104
+ * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
105
+ * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
106
+ * @param loaderOptions options to be passed to the loader
107
+ * @param useSRGBBuffer Defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU) (default: false)
108
+ * @returns the cube texture
109
+ */
110
+ constructor(rootUrl, sceneOrEngine, extensions = null, noMipmap = false, files = null, onLoad = null, onError = null, format = 5, prefiltered = false, forcedExtension = null, createPolynomials = false, lodScale = 0.8, lodOffset = 0, loaderOptions, useSRGBBuffer) {
111
+ var _a;
112
+ super(sceneOrEngine);
113
+ this._lodScale = 0.8;
114
+ this._lodOffset = 0;
115
+ /**
116
+ * Observable triggered once the texture has been loaded.
117
+ */
118
+ this.onLoadObservable = new Observable();
119
+ /**
120
+ * Gets or sets the center of the bounding box associated with the cube texture.
121
+ * It must define where the camera used to render the texture was set
122
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/reflectionTexture#using-local-cubemap-mode
123
+ */
124
+ this.boundingBoxPosition = Vector3.Zero();
125
+ this._rotationY = 0;
126
+ /** @internal */
127
+ this._files = null;
128
+ this._forcedExtension = null;
129
+ this._extensions = null;
130
+ this.name = rootUrl;
131
+ this.url = rootUrl;
132
+ this._noMipmap = noMipmap;
133
+ this.hasAlpha = false;
134
+ this._format = format;
135
+ this.isCube = true;
136
+ this._textureMatrix = Matrix.Identity();
137
+ this._createPolynomials = createPolynomials;
138
+ this.coordinatesMode = Texture.CUBIC_MODE;
139
+ this._extensions = extensions;
140
+ this._files = files;
141
+ this._forcedExtension = forcedExtension;
142
+ this._loaderOptions = loaderOptions;
143
+ this._useSRGBBuffer = useSRGBBuffer;
144
+ this._lodScale = lodScale;
145
+ this._lodOffset = lodOffset;
146
+ if (!rootUrl && !files) {
147
+ return;
148
+ }
149
+ this.updateURL(rootUrl, forcedExtension, onLoad, prefiltered, onError, extensions, (_a = this.getScene()) === null || _a === void 0 ? void 0 : _a.useDelayedTextureLoading, files);
150
+ }
151
151
  /**
152
152
  * Get the current class name of the texture useful for serialization or dynamic coding.
153
153
  * @returns "CubeTexture"