@babylonjs/core 5.50.1 → 5.51.0

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Files changed (61) hide show
  1. package/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +8 -0
  2. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +28 -2
  3. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  4. package/Cameras/freeCamera.d.ts +10 -0
  5. package/Cameras/freeCamera.js +32 -0
  6. package/Cameras/freeCamera.js.map +1 -1
  7. package/Cameras/targetCamera.js +4 -1
  8. package/Cameras/targetCamera.js.map +1 -1
  9. package/Engines/engineCapabilities.d.ts +2 -0
  10. package/Engines/engineCapabilities.js.map +1 -1
  11. package/Engines/nativeEngine.js +1 -0
  12. package/Engines/nativeEngine.js.map +1 -1
  13. package/Engines/nullEngine.js +1 -0
  14. package/Engines/nullEngine.js.map +1 -1
  15. package/Engines/thinEngine.js +3 -2
  16. package/Engines/thinEngine.js.map +1 -1
  17. package/Engines/webgpuEngine.js +1 -0
  18. package/Engines/webgpuEngine.js.map +1 -1
  19. package/Inputs/scene.inputManager.d.ts +6 -3
  20. package/Inputs/scene.inputManager.js +67 -12
  21. package/Inputs/scene.inputManager.js.map +1 -1
  22. package/Meshes/mesh.js +2 -2
  23. package/Meshes/mesh.js.map +1 -1
  24. package/Meshes/mesh.vertexData.d.ts +4 -1
  25. package/Meshes/mesh.vertexData.js +21 -17
  26. package/Meshes/mesh.vertexData.js.map +1 -1
  27. package/Misc/decorators.d.ts +8 -0
  28. package/Misc/decorators.js +22 -12
  29. package/Misc/decorators.js.map +1 -1
  30. package/Misc/khronosTextureContainer.js +4 -0
  31. package/Misc/khronosTextureContainer.js.map +1 -1
  32. package/Misc/sceneRecorder.js +3 -0
  33. package/Misc/sceneRecorder.js.map +1 -1
  34. package/Morph/morphTargetManager.js +7 -1
  35. package/Morph/morphTargetManager.js.map +1 -1
  36. package/Physics/v2/physicsBody.d.ts +2 -1
  37. package/Physics/v2/physicsBody.js.map +1 -1
  38. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +3 -5
  39. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  40. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.d.ts +65 -13
  41. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js +218 -80
  42. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
  43. package/Rendering/geometryBufferRenderer.d.ts +8 -2
  44. package/Rendering/geometryBufferRenderer.js +32 -10
  45. package/Rendering/geometryBufferRenderer.js.map +1 -1
  46. package/Rendering/prePassRenderer.d.ts +18 -2
  47. package/Rendering/prePassRenderer.js +72 -26
  48. package/Rendering/prePassRenderer.js.map +1 -1
  49. package/Shaders/ShadersInclude/screenSpaceRayTrace.js +3 -3
  50. package/Shaders/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
  51. package/Shaders/geometry.fragment.js +2 -2
  52. package/Shaders/geometry.fragment.js.map +1 -1
  53. package/Shaders/screenSpaceReflection2.fragment.js +20 -10
  54. package/Shaders/screenSpaceReflection2.fragment.js.map +1 -1
  55. package/Shaders/screenSpaceReflection2Blur.fragment.js +1 -1
  56. package/Shaders/screenSpaceReflection2Blur.fragment.js.map +1 -1
  57. package/Shaders/screenSpaceReflection2BlurCombiner.fragment.js +9 -2
  58. package/Shaders/screenSpaceReflection2BlurCombiner.fragment.js.map +1 -1
  59. package/assetContainer.js +4 -0
  60. package/assetContainer.js.map +1 -1
  61. package/package.json +1 -1
@@ -1 +1 @@
1
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type { Observer } from \"../Misc/observable\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { IDisposable, Scene } from \"../scene\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { MorphTarget } from \"./morphTarget\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { RawTexture2DArray } from \"../Materials/Textures/rawTexture2DArray\";\r\nimport type { AbstractScene } from \"../abstractScene\";\r\n/**\r\n * This class is used to deform meshes using morphing between different targets\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/morphTargets\r\n */\r\nexport class MorphTargetManager implements IDisposable {\r\n /** Enable storing morph target data into textures when set to true (true by default) */\r\n public static EnableTextureStorage = true;\r\n\r\n /** Maximum number of active morph targets supported in the \"vertex attribute\" mode (i.e., not the \"texture\" mode) */\r\n public static MaxActiveMorphTargetsInVertexAttributeMode = 8;\r\n\r\n private _targets = new Array<MorphTarget>();\r\n private _targetInfluenceChangedObservers = new Array<Nullable<Observer<boolean>>>();\r\n private _targetDataLayoutChangedObservers = new Array<Nullable<Observer<void>>>();\r\n private _activeTargets = new SmartArray<MorphTarget>(16);\r\n private _scene: Nullable<Scene>;\r\n private _influences: Float32Array;\r\n private _morphTargetTextureIndices: Float32Array;\r\n private _supportsNormals = false;\r\n private _supportsTangents = false;\r\n private _supportsUVs = false;\r\n private _vertexCount = 0;\r\n private _textureVertexStride = 0;\r\n private _textureWidth = 0;\r\n private _textureHeight = 1;\r\n private _uniqueId = 0;\r\n private _tempInfluences = new Array<number>();\r\n private _canUseTextureForTargets = false;\r\n private _blockCounter = 0;\r\n\r\n /** @internal */\r\n public _parentContainer: Nullable<AbstractScene> = null;\r\n\r\n /** @internal */\r\n public _targetStoreTexture: Nullable<RawTexture2DArray>;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if influencers must be optimized (eg. recompiling the shader if less influencers are used)\r\n */\r\n public optimizeInfluencers = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if normals must be morphed\r\n */\r\n public enableNormalMorphing = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if tangents must be morphed\r\n */\r\n public enableTangentMorphing = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if UV must be morphed\r\n */\r\n public enableUVMorphing = true;\r\n\r\n /**\r\n * Sets a boolean indicating that adding new target or updating an existing target will not update the underlying data buffers\r\n */\r\n public set areUpdatesFrozen(block: boolean) {\r\n if (block) {\r\n this._blockCounter++;\r\n } else {\r\n this._blockCounter--;\r\n if (this._blockCounter <= 0) {\r\n this._blockCounter = 0;\r\n\r\n this._syncActiveTargets(true);\r\n }\r\n }\r\n }\r\n\r\n public get areUpdatesFrozen() {\r\n return this._blockCounter > 0;\r\n }\r\n\r\n /**\r\n * Creates a new MorphTargetManager\r\n * @param scene defines the current scene\r\n */\r\n public constructor(scene: Nullable<Scene> = null) {\r\n if (!scene) {\r\n scene = EngineStore.LastCreatedScene;\r\n }\r\n\r\n this._scene = scene;\r\n\r\n if (this._scene) {\r\n this._scene.morphTargetManagers.push(this);\r\n\r\n this._uniqueId = this._scene.getUniqueId();\r\n\r\n const engineCaps = this._scene.getEngine().getCaps();\r\n this._canUseTextureForTargets =\r\n engineCaps.canUseGLVertexID && engineCaps.textureFloat && engineCaps.maxVertexTextureImageUnits > 0 && engineCaps.texture2DArrayMaxLayerCount > 1;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the unique ID of this manager\r\n */\r\n public get uniqueId(): number {\r\n return this._uniqueId;\r\n }\r\n\r\n /**\r\n * Gets the number of vertices handled by this manager\r\n */\r\n public get vertexCount(): number {\r\n return this._vertexCount;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of normals\r\n */\r\n public get supportsNormals(): boolean {\r\n return this._supportsNormals && this.enableNormalMorphing;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of tangents\r\n */\r\n public get supportsTangents(): boolean {\r\n return this._supportsTangents && this.enableTangentMorphing;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of texture coordinates\r\n */\r\n public get supportsUVs(): boolean {\r\n return this._supportsUVs && this.enableUVMorphing;\r\n }\r\n\r\n /**\r\n * Gets the number of targets stored in this manager\r\n */\r\n public get numTargets(): number {\r\n return this._targets.length;\r\n }\r\n\r\n /**\r\n * Gets the number of influencers (ie. the number of targets with influences > 0)\r\n */\r\n public get numInfluencers(): number {\r\n return this._activeTargets.length;\r\n }\r\n\r\n /**\r\n * Gets the list of influences (one per target)\r\n */\r\n public get influences(): Float32Array {\r\n return this._influences;\r\n }\r\n\r\n private _useTextureToStoreTargets = true;\r\n /**\r\n * Gets or sets a boolean indicating that targets should be stored as a texture instead of using vertex attributes (default is true).\r\n * Please note that this option is not available if the hardware does not support it\r\n */\r\n public get useTextureToStoreTargets(): boolean {\r\n return this._useTextureToStoreTargets;\r\n }\r\n\r\n public set useTextureToStoreTargets(value: boolean) {\r\n this._useTextureToStoreTargets = value;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the targets are stored into a texture (instead of as attributes)\r\n */\r\n public get isUsingTextureForTargets() {\r\n return MorphTargetManager.EnableTextureStorage && this.useTextureToStoreTargets && this._canUseTextureForTargets;\r\n }\r\n\r\n /**\r\n * Gets the active target at specified index. An active target is a target with an influence > 0\r\n * @param index defines the index to check\r\n * @returns the requested target\r\n */\r\n public getActiveTarget(index: number): MorphTarget {\r\n return this._activeTargets.data[index];\r\n }\r\n\r\n /**\r\n * Gets the target at specified index\r\n * @param index defines the index to check\r\n * @returns the requested target\r\n */\r\n public getTarget(index: number): MorphTarget {\r\n return this._targets[index];\r\n }\r\n\r\n /**\r\n * Add a new target to this manager\r\n * @param target defines the target to add\r\n */\r\n public addTarget(target: MorphTarget): void {\r\n this._targets.push(target);\r\n this._targetInfluenceChangedObservers.push(\r\n target.onInfluenceChanged.add((needUpdate) => {\r\n this._syncActiveTargets(needUpdate);\r\n })\r\n );\r\n this._targetDataLayoutChangedObservers.push(\r\n target._onDataLayoutChanged.add(() => {\r\n this._syncActiveTargets(true);\r\n })\r\n );\r\n this._syncActiveTargets(true);\r\n }\r\n\r\n /**\r\n * Removes a target from the manager\r\n * @param target defines the target to remove\r\n */\r\n public removeTarget(target: MorphTarget): void {\r\n const index = this._targets.indexOf(target);\r\n if (index >= 0) {\r\n this._targets.splice(index, 1);\r\n\r\n target.onInfluenceChanged.remove(this._targetInfluenceChangedObservers.splice(index, 1)[0]);\r\n target._onDataLayoutChanged.remove(this._targetDataLayoutChangedObservers.splice(index, 1)[0]);\r\n this._syncActiveTargets(true);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _bind(effect: Effect) {\r\n effect.setFloat3(\"morphTargetTextureInfo\", this._textureVertexStride, this._textureWidth, this._textureHeight);\r\n effect.setFloatArray(\"morphTargetTextureIndices\", this._morphTargetTextureIndices);\r\n effect.setTexture(\"morphTargets\", this._targetStoreTexture);\r\n }\r\n\r\n /**\r\n * Clone the current manager\r\n * @returns a new MorphTargetManager\r\n */\r\n public clone(): MorphTargetManager {\r\n const copy = new MorphTargetManager(this._scene);\r\n\r\n for (const target of this._targets) {\r\n copy.addTarget(target.clone());\r\n }\r\n\r\n copy.enableNormalMorphing = this.enableNormalMorphing;\r\n copy.enableTangentMorphing = this.enableTangentMorphing;\r\n copy.enableUVMorphing = this.enableUVMorphing;\r\n\r\n return copy;\r\n }\r\n\r\n /**\r\n * Serializes the current manager into a Serialization object\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.id = this.uniqueId;\r\n\r\n serializationObject.targets = [];\r\n for (const target of this._targets) {\r\n serializationObject.targets.push(target.serialize());\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n private _syncActiveTargets(needUpdate: boolean): void {\r\n if (this.areUpdatesFrozen) {\r\n return;\r\n }\r\n\r\n let influenceCount = 0;\r\n this._activeTargets.reset();\r\n this._supportsNormals = true;\r\n this._supportsTangents = true;\r\n this._supportsUVs = true;\r\n this._vertexCount = 0;\r\n\r\n if (this._scene && this._targets.length > this._scene.getEngine().getCaps().texture2DArrayMaxLayerCount) {\r\n this.useTextureToStoreTargets = false;\r\n }\r\n\r\n if (!this._morphTargetTextureIndices || this._morphTargetTextureIndices.length !== this._targets.length) {\r\n this._morphTargetTextureIndices = new Float32Array(this._targets.length);\r\n }\r\n\r\n let targetIndex = -1;\r\n for (const target of this._targets) {\r\n targetIndex++;\r\n if (target.influence === 0 && this.optimizeInfluencers) {\r\n continue;\r\n }\r\n\r\n if (this._activeTargets.length >= MorphTargetManager.MaxActiveMorphTargetsInVertexAttributeMode && !this.isUsingTextureForTargets) {\r\n break;\r\n }\r\n\r\n this._activeTargets.push(target);\r\n this._morphTargetTextureIndices[influenceCount] = targetIndex;\r\n this._tempInfluences[influenceCount++] = target.influence;\r\n\r\n this._supportsNormals = this._supportsNormals && target.hasNormals;\r\n this._supportsTangents = this._supportsTangents && target.hasTangents;\r\n this._supportsUVs = this._supportsUVs && target.hasUVs;\r\n\r\n const positions = target.getPositions();\r\n if (positions) {\r\n const vertexCount = positions.length / 3;\r\n if (this._vertexCount === 0) {\r\n this._vertexCount = vertexCount;\r\n } else if (this._vertexCount !== vertexCount) {\r\n Logger.Error(\"Incompatible target. Targets must all have the same vertices count.\");\r\n return;\r\n }\r\n }\r\n }\r\n\r\n if (!this._influences || this._influences.length !== influenceCount) {\r\n this._influences = new Float32Array(influenceCount);\r\n }\r\n\r\n for (let index = 0; index < influenceCount; index++) {\r\n this._influences[index] = this._tempInfluences[index];\r\n }\r\n\r\n if (needUpdate) {\r\n this.synchronize();\r\n }\r\n }\r\n\r\n /**\r\n * Synchronize the targets with all the meshes using this morph target manager\r\n */\r\n public synchronize(): void {\r\n if (!this._scene || this.areUpdatesFrozen) {\r\n return;\r\n }\r\n\r\n if (this.isUsingTextureForTargets && this._vertexCount) {\r\n this._textureVertexStride = 1;\r\n\r\n if (this._supportsNormals) {\r\n this._textureVertexStride++;\r\n }\r\n\r\n if (this._supportsTangents) {\r\n this._textureVertexStride++;\r\n }\r\n\r\n if (this._supportsUVs) {\r\n this._textureVertexStride++;\r\n }\r\n\r\n this._textureWidth = this._vertexCount * this._textureVertexStride;\r\n this._textureHeight = 1;\r\n\r\n const maxTextureSize = this._scene.getEngine().getCaps().maxTextureSize;\r\n if (this._textureWidth > maxTextureSize) {\r\n this._textureHeight = Math.ceil(this._textureWidth / maxTextureSize);\r\n this._textureWidth = maxTextureSize;\r\n }\r\n\r\n let mustUpdateTexture = true;\r\n if (this._targetStoreTexture) {\r\n const textureSize = this._targetStoreTexture.getSize();\r\n if (textureSize.width === this._textureWidth && textureSize.height === this._textureHeight && this._targetStoreTexture.depth === this._targets.length) {\r\n mustUpdateTexture = false;\r\n }\r\n }\r\n\r\n if (mustUpdateTexture) {\r\n if (this._targetStoreTexture) {\r\n this._targetStoreTexture.dispose();\r\n }\r\n\r\n const targetCount = this._targets.length;\r\n const data = new Float32Array(targetCount * this._textureWidth * this._textureHeight * 4);\r\n\r\n let offset = 0;\r\n for (let index = 0; index < targetCount; index++) {\r\n const target = this._targets[index];\r\n\r\n const positions = target.getPositions();\r\n const normals = target.getNormals();\r\n const uvs = target.getUVs();\r\n const tangents = target.getTangents();\r\n\r\n if (!positions) {\r\n if (index === 0) {\r\n Logger.Error(\"Invalid morph target. Target must have positions.\");\r\n }\r\n return;\r\n }\r\n\r\n offset = index * this._textureWidth * this._textureHeight * 4;\r\n for (let vertex = 0; vertex < this._vertexCount; vertex++) {\r\n data[offset] = positions[vertex * 3];\r\n data[offset + 1] = positions[vertex * 3 + 1];\r\n data[offset + 2] = positions[vertex * 3 + 2];\r\n\r\n offset += 4;\r\n\r\n if (normals) {\r\n data[offset] = normals[vertex * 3];\r\n data[offset + 1] = normals[vertex * 3 + 1];\r\n data[offset + 2] = normals[vertex * 3 + 2];\r\n offset += 4;\r\n }\r\n\r\n if (uvs) {\r\n data[offset] = uvs[vertex * 2];\r\n data[offset + 1] = uvs[vertex * 2 + 1];\r\n offset += 4;\r\n }\r\n\r\n if (tangents) {\r\n data[offset] = tangents[vertex * 3];\r\n data[offset + 1] = tangents[vertex * 3 + 1];\r\n data[offset + 2] = tangents[vertex * 3 + 2];\r\n offset += 4;\r\n }\r\n }\r\n }\r\n\r\n this._targetStoreTexture = RawTexture2DArray.CreateRGBATexture(\r\n data,\r\n this._textureWidth,\r\n this._textureHeight,\r\n targetCount,\r\n this._scene,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n }\r\n }\r\n\r\n // Flag meshes as dirty to resync with the active targets\r\n for (const mesh of this._scene.meshes) {\r\n if ((<any>mesh).morphTargetManager === this) {\r\n (<Mesh>mesh)._syncGeometryWithMorphTargetManager();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Release all resources\r\n */\r\n public dispose() {\r\n if (this._targetStoreTexture) {\r\n this._targetStoreTexture.dispose();\r\n }\r\n\r\n this._targetStoreTexture = null;\r\n\r\n // Remove from scene\r\n if (this._scene) {\r\n this._scene.removeMorphTargetManager(this);\r\n\r\n if (this._parentContainer) {\r\n const index = this._parentContainer.morphTargetManagers.indexOf(this);\r\n if (index > -1) {\r\n this._parentContainer.morphTargetManagers.splice(index, 1);\r\n }\r\n this._parentContainer = null;\r\n }\r\n }\r\n }\r\n\r\n // Statics\r\n\r\n /**\r\n * Creates a new MorphTargetManager from serialized data\r\n * @param serializationObject defines the serialized data\r\n * @param scene defines the hosting scene\r\n * @returns the new MorphTargetManager\r\n */\r\n public static Parse(serializationObject: any, scene: Scene): MorphTargetManager {\r\n const result = new MorphTargetManager(scene);\r\n\r\n result._uniqueId = serializationObject.id;\r\n\r\n for (const targetData of serializationObject.targets) {\r\n result.addTarget(MorphTarget.Parse(targetData, scene));\r\n }\r\n\r\n return result;\r\n }\r\n}\r\n"]}
1
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type { Observer } from \"../Misc/observable\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { IDisposable, Scene } from \"../scene\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { MorphTarget } from \"./morphTarget\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { RawTexture2DArray } from \"../Materials/Textures/rawTexture2DArray\";\r\nimport type { AbstractScene } from \"../abstractScene\";\r\n/**\r\n * This class is used to deform meshes using morphing between different targets\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/morphTargets\r\n */\r\nexport class MorphTargetManager implements IDisposable {\r\n /** Enable storing morph target data into textures when set to true (true by default) */\r\n public static EnableTextureStorage = true;\r\n\r\n /** Maximum number of active morph targets supported in the \"vertex attribute\" mode (i.e., not the \"texture\" mode) */\r\n public static MaxActiveMorphTargetsInVertexAttributeMode = 8;\r\n\r\n private _targets = new Array<MorphTarget>();\r\n private _targetInfluenceChangedObservers = new Array<Nullable<Observer<boolean>>>();\r\n private _targetDataLayoutChangedObservers = new Array<Nullable<Observer<void>>>();\r\n private _activeTargets = new SmartArray<MorphTarget>(16);\r\n private _scene: Nullable<Scene>;\r\n private _influences: Float32Array;\r\n private _morphTargetTextureIndices: Float32Array;\r\n private _supportsNormals = false;\r\n private _supportsTangents = false;\r\n private _supportsUVs = false;\r\n private _vertexCount = 0;\r\n private _textureVertexStride = 0;\r\n private _textureWidth = 0;\r\n private _textureHeight = 1;\r\n private _uniqueId = 0;\r\n private _tempInfluences = new Array<number>();\r\n private _canUseTextureForTargets = false;\r\n private _blockCounter = 0;\r\n\r\n /** @internal */\r\n public _parentContainer: Nullable<AbstractScene> = null;\r\n\r\n /** @internal */\r\n public _targetStoreTexture: Nullable<RawTexture2DArray>;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if influencers must be optimized (eg. recompiling the shader if less influencers are used)\r\n */\r\n public optimizeInfluencers = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if normals must be morphed\r\n */\r\n public enableNormalMorphing = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if tangents must be morphed\r\n */\r\n public enableTangentMorphing = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if UV must be morphed\r\n */\r\n public enableUVMorphing = true;\r\n\r\n /**\r\n * Sets a boolean indicating that adding new target or updating an existing target will not update the underlying data buffers\r\n */\r\n public set areUpdatesFrozen(block: boolean) {\r\n if (block) {\r\n this._blockCounter++;\r\n } else {\r\n this._blockCounter--;\r\n if (this._blockCounter <= 0) {\r\n this._blockCounter = 0;\r\n\r\n this._syncActiveTargets(true);\r\n }\r\n }\r\n }\r\n\r\n public get areUpdatesFrozen() {\r\n return this._blockCounter > 0;\r\n }\r\n\r\n /**\r\n * Creates a new MorphTargetManager\r\n * @param scene defines the current scene\r\n */\r\n public constructor(scene: Nullable<Scene> = null) {\r\n if (!scene) {\r\n scene = EngineStore.LastCreatedScene;\r\n }\r\n\r\n this._scene = scene;\r\n\r\n if (this._scene) {\r\n this._scene.addMorphTargetManager(this);\r\n\r\n this._uniqueId = this._scene.getUniqueId();\r\n\r\n const engineCaps = this._scene.getEngine().getCaps();\r\n this._canUseTextureForTargets =\r\n engineCaps.canUseGLVertexID && engineCaps.textureFloat && engineCaps.maxVertexTextureImageUnits > 0 && engineCaps.texture2DArrayMaxLayerCount > 1;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the unique ID of this manager\r\n */\r\n public get uniqueId(): number {\r\n return this._uniqueId;\r\n }\r\n\r\n /**\r\n * Gets the number of vertices handled by this manager\r\n */\r\n public get vertexCount(): number {\r\n return this._vertexCount;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of normals\r\n */\r\n public get supportsNormals(): boolean {\r\n return this._supportsNormals && this.enableNormalMorphing;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of tangents\r\n */\r\n public get supportsTangents(): boolean {\r\n return this._supportsTangents && this.enableTangentMorphing;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this manager supports morphing of texture coordinates\r\n */\r\n public get supportsUVs(): boolean {\r\n return this._supportsUVs && this.enableUVMorphing;\r\n }\r\n\r\n /**\r\n * Gets the number of targets stored in this manager\r\n */\r\n public get numTargets(): number {\r\n return this._targets.length;\r\n }\r\n\r\n /**\r\n * Gets the number of influencers (ie. the number of targets with influences > 0)\r\n */\r\n public get numInfluencers(): number {\r\n return this._activeTargets.length;\r\n }\r\n\r\n /**\r\n * Gets the list of influences (one per target)\r\n */\r\n public get influences(): Float32Array {\r\n return this._influences;\r\n }\r\n\r\n private _useTextureToStoreTargets = true;\r\n /**\r\n * Gets or sets a boolean indicating that targets should be stored as a texture instead of using vertex attributes (default is true).\r\n * Please note that this option is not available if the hardware does not support it\r\n */\r\n public get useTextureToStoreTargets(): boolean {\r\n return this._useTextureToStoreTargets;\r\n }\r\n\r\n public set useTextureToStoreTargets(value: boolean) {\r\n this._useTextureToStoreTargets = value;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the targets are stored into a texture (instead of as attributes)\r\n */\r\n public get isUsingTextureForTargets() {\r\n return MorphTargetManager.EnableTextureStorage && this.useTextureToStoreTargets && this._canUseTextureForTargets;\r\n }\r\n\r\n /**\r\n * Gets the active target at specified index. An active target is a target with an influence > 0\r\n * @param index defines the index to check\r\n * @returns the requested target\r\n */\r\n public getActiveTarget(index: number): MorphTarget {\r\n return this._activeTargets.data[index];\r\n }\r\n\r\n /**\r\n * Gets the target at specified index\r\n * @param index defines the index to check\r\n * @returns the requested target\r\n */\r\n public getTarget(index: number): MorphTarget {\r\n return this._targets[index];\r\n }\r\n\r\n /**\r\n * Add a new target to this manager\r\n * @param target defines the target to add\r\n */\r\n public addTarget(target: MorphTarget): void {\r\n this._targets.push(target);\r\n this._targetInfluenceChangedObservers.push(\r\n target.onInfluenceChanged.add((needUpdate) => {\r\n this._syncActiveTargets(needUpdate);\r\n })\r\n );\r\n this._targetDataLayoutChangedObservers.push(\r\n target._onDataLayoutChanged.add(() => {\r\n this._syncActiveTargets(true);\r\n })\r\n );\r\n this._syncActiveTargets(true);\r\n }\r\n\r\n /**\r\n * Removes a target from the manager\r\n * @param target defines the target to remove\r\n */\r\n public removeTarget(target: MorphTarget): void {\r\n const index = this._targets.indexOf(target);\r\n if (index >= 0) {\r\n this._targets.splice(index, 1);\r\n\r\n target.onInfluenceChanged.remove(this._targetInfluenceChangedObservers.splice(index, 1)[0]);\r\n target._onDataLayoutChanged.remove(this._targetDataLayoutChangedObservers.splice(index, 1)[0]);\r\n this._syncActiveTargets(true);\r\n }\r\n\r\n if (this._scene) {\r\n this._scene.stopAnimation(target);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _bind(effect: Effect) {\r\n effect.setFloat3(\"morphTargetTextureInfo\", this._textureVertexStride, this._textureWidth, this._textureHeight);\r\n effect.setFloatArray(\"morphTargetTextureIndices\", this._morphTargetTextureIndices);\r\n effect.setTexture(\"morphTargets\", this._targetStoreTexture);\r\n }\r\n\r\n /**\r\n * Clone the current manager\r\n * @returns a new MorphTargetManager\r\n */\r\n public clone(): MorphTargetManager {\r\n const copy = new MorphTargetManager(this._scene);\r\n\r\n for (const target of this._targets) {\r\n copy.addTarget(target.clone());\r\n }\r\n\r\n copy.enableNormalMorphing = this.enableNormalMorphing;\r\n copy.enableTangentMorphing = this.enableTangentMorphing;\r\n copy.enableUVMorphing = this.enableUVMorphing;\r\n\r\n return copy;\r\n }\r\n\r\n /**\r\n * Serializes the current manager into a Serialization object\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.id = this.uniqueId;\r\n\r\n serializationObject.targets = [];\r\n for (const target of this._targets) {\r\n serializationObject.targets.push(target.serialize());\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n private _syncActiveTargets(needUpdate: boolean): void {\r\n if (this.areUpdatesFrozen) {\r\n return;\r\n }\r\n\r\n let influenceCount = 0;\r\n this._activeTargets.reset();\r\n this._supportsNormals = true;\r\n this._supportsTangents = true;\r\n this._supportsUVs = true;\r\n this._vertexCount = 0;\r\n\r\n if (this._scene && this._targets.length > this._scene.getEngine().getCaps().texture2DArrayMaxLayerCount) {\r\n this.useTextureToStoreTargets = false;\r\n }\r\n\r\n if (!this._morphTargetTextureIndices || this._morphTargetTextureIndices.length !== this._targets.length) {\r\n this._morphTargetTextureIndices = new Float32Array(this._targets.length);\r\n }\r\n\r\n let targetIndex = -1;\r\n for (const target of this._targets) {\r\n targetIndex++;\r\n if (target.influence === 0 && this.optimizeInfluencers) {\r\n continue;\r\n }\r\n\r\n if (this._activeTargets.length >= MorphTargetManager.MaxActiveMorphTargetsInVertexAttributeMode && !this.isUsingTextureForTargets) {\r\n break;\r\n }\r\n\r\n this._activeTargets.push(target);\r\n this._morphTargetTextureIndices[influenceCount] = targetIndex;\r\n this._tempInfluences[influenceCount++] = target.influence;\r\n\r\n this._supportsNormals = this._supportsNormals && target.hasNormals;\r\n this._supportsTangents = this._supportsTangents && target.hasTangents;\r\n this._supportsUVs = this._supportsUVs && target.hasUVs;\r\n\r\n const positions = target.getPositions();\r\n if (positions) {\r\n const vertexCount = positions.length / 3;\r\n if (this._vertexCount === 0) {\r\n this._vertexCount = vertexCount;\r\n } else if (this._vertexCount !== vertexCount) {\r\n Logger.Error(\"Incompatible target. Targets must all have the same vertices count.\");\r\n return;\r\n }\r\n }\r\n }\r\n\r\n if (!this._influences || this._influences.length !== influenceCount) {\r\n this._influences = new Float32Array(influenceCount);\r\n }\r\n\r\n for (let index = 0; index < influenceCount; index++) {\r\n this._influences[index] = this._tempInfluences[index];\r\n }\r\n\r\n if (needUpdate) {\r\n this.synchronize();\r\n }\r\n }\r\n\r\n /**\r\n * Synchronize the targets with all the meshes using this morph target manager\r\n */\r\n public synchronize(): void {\r\n if (!this._scene || this.areUpdatesFrozen) {\r\n return;\r\n }\r\n\r\n if (this.isUsingTextureForTargets && this._vertexCount) {\r\n this._textureVertexStride = 1;\r\n\r\n if (this._supportsNormals) {\r\n this._textureVertexStride++;\r\n }\r\n\r\n if (this._supportsTangents) {\r\n this._textureVertexStride++;\r\n }\r\n\r\n if (this._supportsUVs) {\r\n this._textureVertexStride++;\r\n }\r\n\r\n this._textureWidth = this._vertexCount * this._textureVertexStride;\r\n this._textureHeight = 1;\r\n\r\n const maxTextureSize = this._scene.getEngine().getCaps().maxTextureSize;\r\n if (this._textureWidth > maxTextureSize) {\r\n this._textureHeight = Math.ceil(this._textureWidth / maxTextureSize);\r\n this._textureWidth = maxTextureSize;\r\n }\r\n\r\n let mustUpdateTexture = true;\r\n if (this._targetStoreTexture) {\r\n const textureSize = this._targetStoreTexture.getSize();\r\n if (textureSize.width === this._textureWidth && textureSize.height === this._textureHeight && this._targetStoreTexture.depth === this._targets.length) {\r\n mustUpdateTexture = false;\r\n }\r\n }\r\n\r\n if (mustUpdateTexture) {\r\n if (this._targetStoreTexture) {\r\n this._targetStoreTexture.dispose();\r\n }\r\n\r\n const targetCount = this._targets.length;\r\n const data = new Float32Array(targetCount * this._textureWidth * this._textureHeight * 4);\r\n\r\n let offset = 0;\r\n for (let index = 0; index < targetCount; index++) {\r\n const target = this._targets[index];\r\n\r\n const positions = target.getPositions();\r\n const normals = target.getNormals();\r\n const uvs = target.getUVs();\r\n const tangents = target.getTangents();\r\n\r\n if (!positions) {\r\n if (index === 0) {\r\n Logger.Error(\"Invalid morph target. Target must have positions.\");\r\n }\r\n return;\r\n }\r\n\r\n offset = index * this._textureWidth * this._textureHeight * 4;\r\n for (let vertex = 0; vertex < this._vertexCount; vertex++) {\r\n data[offset] = positions[vertex * 3];\r\n data[offset + 1] = positions[vertex * 3 + 1];\r\n data[offset + 2] = positions[vertex * 3 + 2];\r\n\r\n offset += 4;\r\n\r\n if (normals) {\r\n data[offset] = normals[vertex * 3];\r\n data[offset + 1] = normals[vertex * 3 + 1];\r\n data[offset + 2] = normals[vertex * 3 + 2];\r\n offset += 4;\r\n }\r\n\r\n if (uvs) {\r\n data[offset] = uvs[vertex * 2];\r\n data[offset + 1] = uvs[vertex * 2 + 1];\r\n offset += 4;\r\n }\r\n\r\n if (tangents) {\r\n data[offset] = tangents[vertex * 3];\r\n data[offset + 1] = tangents[vertex * 3 + 1];\r\n data[offset + 2] = tangents[vertex * 3 + 2];\r\n offset += 4;\r\n }\r\n }\r\n }\r\n\r\n this._targetStoreTexture = RawTexture2DArray.CreateRGBATexture(\r\n data,\r\n this._textureWidth,\r\n this._textureHeight,\r\n targetCount,\r\n this._scene,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n }\r\n }\r\n\r\n // Flag meshes as dirty to resync with the active targets\r\n for (const mesh of this._scene.meshes) {\r\n if ((<any>mesh).morphTargetManager === this) {\r\n (<Mesh>mesh)._syncGeometryWithMorphTargetManager();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Release all resources\r\n */\r\n public dispose() {\r\n if (this._targetStoreTexture) {\r\n this._targetStoreTexture.dispose();\r\n }\r\n\r\n this._targetStoreTexture = null;\r\n\r\n // Remove from scene\r\n if (this._scene) {\r\n this._scene.removeMorphTargetManager(this);\r\n\r\n if (this._parentContainer) {\r\n const index = this._parentContainer.morphTargetManagers.indexOf(this);\r\n if (index > -1) {\r\n this._parentContainer.morphTargetManagers.splice(index, 1);\r\n }\r\n this._parentContainer = null;\r\n }\r\n\r\n for (const morph of this._targets) {\r\n this._scene.stopAnimation(morph);\r\n }\r\n }\r\n }\r\n\r\n // Statics\r\n\r\n /**\r\n * Creates a new MorphTargetManager from serialized data\r\n * @param serializationObject defines the serialized data\r\n * @param scene defines the hosting scene\r\n * @returns the new MorphTargetManager\r\n */\r\n public static Parse(serializationObject: any, scene: Scene): MorphTargetManager {\r\n const result = new MorphTargetManager(scene);\r\n\r\n result._uniqueId = serializationObject.id;\r\n\r\n for (const targetData of serializationObject.targets) {\r\n result.addTarget(MorphTarget.Parse(targetData, scene));\r\n }\r\n\r\n return result;\r\n }\r\n}\r\n"]}
@@ -2,10 +2,11 @@ import type { MassProperties } from "./IPhysicsEnginePlugin";
2
2
  import type { PhysicsShape } from "./physicsShape";
3
3
  import { Vector3, Quaternion } from "../../Maths/math.vector";
4
4
  import type { Scene } from "../../scene";
5
- import type { TransformNode, AbstractMesh } from "../../Meshes";
6
5
  import type { Nullable } from "../../types.js";
7
6
  import type { PhysicsConstraint } from "./physicsConstraint";
8
7
  import type { Bone } from "../../Bones/bone.js";
8
+ import type { TransformNode } from "../../Meshes/transformNode.js";
9
+ import type { AbstractMesh } from "../../Meshes/abstractMesh.js";
9
10
  /**
10
11
  * PhysicsBody is useful for creating a physics body that can be used in a physics engine. It allows
11
12
  * the user to set the mass and velocity of the body, which can then be used to calculate the
@@ -1 +1 @@
1
- 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type { IPhysicsEnginePluginV2, MassProperties } from \"./IPhysicsEnginePlugin\";\r\nimport type { PhysicsShape } from \"./physicsShape\";\r\nimport { Vector3, Quaternion, TmpVectors } from \"../../Maths/math.vector\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { PhysicsEngine } from \"./physicsEngine\";\r\nimport type { Mesh, TransformNode, AbstractMesh } from \"../../Meshes\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { PhysicsConstraint } from \"./physicsConstraint\";\r\nimport type { Bone } from \"core/Bones/bone\";\r\nimport { Space } from \"core/Maths/math.axis\";\r\n/**\r\n * PhysicsBody is useful for creating a physics body that can be used in a physics engine. It allows\r\n * the user to set the mass and velocity of the body, which can then be used to calculate the\r\n * motion of the body in the physics engine.\r\n */\r\nexport class PhysicsBody {\r\n /**\r\n * V2 Physics plugin private data for single Transform\r\n */\r\n public _pluginData: any = undefined;\r\n /**\r\n * V2 Physics plugin private data for instances\r\n */\r\n public _pluginDataInstances: Array<any> = [];\r\n /**\r\n * The V2 plugin used to create and manage this Physics Body\r\n */\r\n private _physicsPlugin: IPhysicsEnginePluginV2;\r\n /**\r\n * The engine used to create and manage this Physics Body\r\n */\r\n private _physicsEngine: PhysicsEngine;\r\n /**\r\n * The transform node associated with this Physics Body\r\n */\r\n transformNode: TransformNode;\r\n /**\r\n * Disable pre-step that consists in updating Physics Body from Transform Node Translation/Orientation.\r\n * True by default for maximum performance.\r\n */\r\n disablePreStep: boolean = true;\r\n\r\n private static _DEFAULT_OBJECT_SIZE: Vector3 = new Vector3(1, 1, 1);\r\n private static _IDENTITY_QUATERNION = Quaternion.Identity();\r\n\r\n /**\r\n * Constructs a new physics body for the given node.\r\n * @param transformNode - The Transform Node to construct the physics body for.\r\n * @param scene - The scene containing the physics engine.\r\n *\r\n * This code is useful for creating a physics body for a given Transform Node in a scene.\r\n * It checks the version of the physics engine and the physics plugin, and initializes the body accordingly.\r\n * It also sets the node's rotation quaternion if it is not already set. Finally, it adds the body to the physics engine.\r\n */\r\n constructor(transformNode: TransformNode, scene: Scene) {\r\n if (!scene) {\r\n return;\r\n }\r\n const physicsEngine = scene.getPhysicsEngine() as PhysicsEngine;\r\n if (!physicsEngine) {\r\n throw new Error(\"No Physics Engine available.\");\r\n }\r\n this._physicsEngine = physicsEngine;\r\n if (physicsEngine.getPluginVersion() != 2) {\r\n throw new Error(\"Plugin version is incorrect. Expected version 2.\");\r\n }\r\n const physicsPlugin = physicsEngine.getPhysicsPlugin();\r\n if (!physicsPlugin) {\r\n throw new Error(\"No Physics Plugin available.\");\r\n }\r\n\r\n this._physicsPlugin = physicsPlugin as IPhysicsEnginePluginV2;\r\n if (!transformNode.rotationQuaternion) {\r\n transformNode.rotationQuaternion = Quaternion.FromEulerAngles(transformNode.rotation.x, transformNode.rotation.y, transformNode.rotation.z);\r\n }\r\n // instances?\r\n const m = transformNode as Mesh;\r\n if (m.hasThinInstances) {\r\n this._physicsPlugin.initBodyInstances(this, m);\r\n } else {\r\n // single instance\r\n this._physicsPlugin.initBody(this, transformNode.position, transformNode.rotationQuaternion);\r\n }\r\n this.transformNode = transformNode;\r\n transformNode.physicsBody = this;\r\n physicsEngine.addBody(this);\r\n }\r\n\r\n /**\r\n * If a physics body is connected to an instanced node, update the number physic instances to match the number of node instances.\r\n */\r\n public updateBodyInstances() {\r\n const m = this.transformNode as Mesh;\r\n if (m.hasThinInstances) {\r\n this._physicsPlugin.updateBodyInstances(this, m);\r\n }\r\n }\r\n\r\n /**\r\n * Sets the shape of the physics body.\r\n * @param shape - The shape of the physics body.\r\n *\r\n * This method is useful for setting the shape of the physics body, which is necessary for the physics engine to accurately simulate the body's behavior.\r\n * The shape is used to calculate the body's mass, inertia, and other properties.\r\n */\r\n public setShape(shape: PhysicsShape): void {\r\n this._physicsPlugin.setShape(this, shape);\r\n }\r\n\r\n /**\r\n * Retrieves the physics shape associated with this object.\r\n *\r\n * @returns The physics shape associated with this object, or `undefined` if no\r\n * shape is associated.\r\n *\r\n * This method is useful for retrieving the physics shape associated with this object,\r\n * which can be used to apply physical forces to the object or to detect collisions.\r\n */\r\n public getShape(): PhysicsShape | undefined {\r\n return this._physicsPlugin.getShape(this);\r\n }\r\n\r\n /**\r\n * Sets the filter group of the physics body.\r\n * @param group - The filter group of the physics body.\r\n *\r\n * This method is useful for setting the filter group of the physics body.\r\n * The filter group is used to determine which bodies should collide with each other.\r\n * This allows for more control over the physics engine and can be used to create more realistic simulations.\r\n */\r\n public setFilterGroup(group: number): void {\r\n this._physicsPlugin.setFilterGroup(this, group);\r\n }\r\n\r\n /**\r\n * Gets the filter group of the physics engine.\r\n *\r\n * @returns The filter group of the physics engine.\r\n *\r\n * This method is useful for getting the filter group of the physics engine,\r\n * which is used to determine which objects will interact with each other.\r\n * This is important for creating realistic physics simulations.\r\n */\r\n public getFilterGroup(): number {\r\n return this._physicsPlugin.getFilterGroup(this);\r\n }\r\n\r\n /**\r\n * Sets the event mask for the physics engine.\r\n *\r\n * @param eventMask - A bitmask that determines which events will be sent to the physics engine.\r\n *\r\n * This method is useful for setting the event mask for the physics engine, which determines which events\r\n * will be sent to the physics engine. This allows the user to control which events the physics engine will respond to.\r\n */\r\n public setEventMask(eventMask: number): void {\r\n this._physicsPlugin.setEventMask(this, eventMask);\r\n }\r\n\r\n /**\r\n * Gets the event mask of the physics engine.\r\n *\r\n * @returns The event mask of the physics engine.\r\n *\r\n * This method is useful for getting the event mask of the physics engine,\r\n * which is used to determine which events the engine will respond to.\r\n * This is important for ensuring that the engine is responding to the correct events and not\r\n * wasting resources on unnecessary events.\r\n */\r\n public getEventMask(): number {\r\n return this._physicsPlugin.getEventMask(this);\r\n }\r\n\r\n /**\r\n * Sets the mass properties of the physics object.\r\n *\r\n * @param massProps - The mass properties to set.\r\n *\r\n * This method is useful for setting the mass properties of a physics object, such as its mass,\r\n * inertia, and center of mass. This is important for accurately simulating the physics of the object in the physics engine.\r\n */\r\n public setMassProperties(massProps: MassProperties): void {\r\n this._physicsPlugin.setMassProperties(this, massProps);\r\n }\r\n\r\n /**\r\n * Retrieves the mass properties of the object.\r\n *\r\n * @returns The mass properties of the object, or `undefined` if the physics\r\n * plugin does not support mass properties.\r\n *\r\n * This method is useful for physics simulations, as it allows the user to\r\n * retrieve the mass properties of the object, such as its mass, center of mass,\r\n * and moment of inertia. This information is necessary for accurate physics\r\n * simulations.\r\n */\r\n public getMassProperties(): MassProperties | undefined {\r\n return this._physicsPlugin.getMassProperties(this);\r\n }\r\n\r\n /**\r\n * Sets the linear damping of the physics body.\r\n *\r\n * @param damping - The linear damping value.\r\n *\r\n * This method is useful for controlling the linear damping of the physics body,\r\n * which is the rate at which the body's velocity decreases over time. This is useful for simulating\r\n * the effects of air resistance or other forms of friction.\r\n */\r\n public setLinearDamping(damping: number): void {\r\n this._physicsPlugin.setLinearDamping(this, damping);\r\n }\r\n\r\n /**\r\n * Gets the linear damping of the physics body.\r\n * @returns The linear damping of the physics body.\r\n *\r\n * This method is useful for retrieving the linear damping of the physics body, which is the amount of\r\n * resistance the body has to linear motion. This is useful for simulating realistic physics behavior\r\n * in a game.\r\n */\r\n public getLinearDamping(): number {\r\n return this._physicsPlugin.getLinearDamping(this);\r\n }\r\n\r\n /**\r\n * Sets the angular damping of the physics body.\r\n * @param damping The angular damping of the body.\r\n *\r\n * This method is useful for controlling the angular velocity of a physics body.\r\n * By setting the damping, the body's angular velocity will be reduced over time, simulating the effect of friction.\r\n * This can be used to create realistic physical behavior in a physics engine.\r\n */\r\n public setAngularDamping(damping: number): void {\r\n this._physicsPlugin.setAngularDamping(this, damping);\r\n }\r\n\r\n /**\r\n * Gets the angular damping of the physics body.\r\n *\r\n * @returns The angular damping of the physics body.\r\n *\r\n * This method is useful for getting the angular damping of the physics body,\r\n * which is the rate of reduction of the angular velocity over time.\r\n * This is important for simulating realistic physics behavior in a game.\r\n */\r\n public getAngularDamping(): number {\r\n return this._physicsPlugin.getAngularDamping(this);\r\n }\r\n\r\n /**\r\n * Sets the linear velocity of the physics object.\r\n * @param linVel - The linear velocity to set.\r\n *\r\n * This method is useful for setting the linear velocity of a physics object,\r\n * which is necessary for simulating realistic physics in a game engine.\r\n * By setting the linear velocity, the physics object will move in the direction and speed specified by the vector.\r\n * This allows for realistic physics simulations, such as simulating the motion of a ball rolling down a hill.\r\n */\r\n public setLinearVelocity(linVel: Vector3): void {\r\n this._physicsPlugin.setLinearVelocity(this, linVel);\r\n }\r\n\r\n /**\r\n * Gets the linear velocity of the physics body and stores it in the given vector3.\r\n * @param linVel - The vector3 to store the linear velocity in.\r\n *\r\n * This method is useful for getting the linear velocity of a physics body in a physics engine.\r\n * This can be used to determine the speed and direction of the body, which can be used to calculate the motion of the body.*/\r\n public getLinearVelocityToRef(linVel: Vector3): void {\r\n return this._physicsPlugin.getLinearVelocityToRef(this, linVel);\r\n }\r\n\r\n /**\r\n * Sets the angular velocity of the physics object.\r\n * @param angVel - The angular velocity to set.\r\n *\r\n * This method is useful for setting the angular velocity of a physics object, which is necessary for\r\n * simulating realistic physics behavior. The angular velocity is used to determine the rate of rotation of the object,\r\n * which is important for simulating realistic motion.\r\n */\r\n public setAngularVelocity(angVel: Vector3): void {\r\n this._physicsPlugin.setAngularVelocity(this, angVel);\r\n }\r\n\r\n /**\r\n * Gets the angular velocity of the physics body and stores it in the given vector3.\r\n * @param angVel - The vector3 to store the angular velocity in.\r\n *\r\n * This method is useful for getting the angular velocity of a physics body, which can be used to determine the body's\r\n * rotational speed. This information can be used to create realistic physics simulations.\r\n */\r\n public getAngularVelocityToRef(angVel: Vector3): void {\r\n return this._physicsPlugin.getAngularVelocityToRef(this, angVel);\r\n }\r\n\r\n /**\r\n * Applies an impulse to the physics object.\r\n *\r\n * @param impulse The impulse vector.\r\n * @param location The location of the impulse.\r\n *\r\n * This method is useful for applying an impulse to a physics object, which can be used to simulate physical forces such as gravity,\r\n * collisions, and explosions. This can be used to create realistic physics simulations in a game or other application.\r\n */\r\n public applyImpulse(impulse: Vector3, location: Vector3): void {\r\n this._physicsPlugin.applyImpulse(this, impulse, location);\r\n }\r\n\r\n /**\r\n * Applies a force to the physics object.\r\n *\r\n * @param force The force vector.\r\n * @param location The location of the force.\r\n *\r\n * This method is useful for applying a force to a physics object, which can be used to simulate physical forces such as gravity,\r\n * collisions, and explosions. This can be used to create realistic physics simulations in a game or other application.\r\n */\r\n public applyForce(force: Vector3, location: Vector3): void {\r\n this._physicsPlugin.applyForce(this, force, location);\r\n }\r\n\r\n /**\r\n * Retrieves the geometry of the body from the physics plugin.\r\n *\r\n * @returns The geometry of the body.\r\n *\r\n * This method is useful for retrieving the geometry of the body from the physics plugin, which can be used for various physics calculations.\r\n */\r\n public getGeometry(): {} {\r\n return this._physicsPlugin.getBodyGeometry(this);\r\n }\r\n\r\n /**\r\n * Register a collision callback that is called when the body collides\r\n * Filtering by body is inefficient. It's more preferable to register a collision callback for the entire world\r\n * and do the filtering on the user side.\r\n */\r\n public registerOnCollide(func: (collider: PhysicsBody, collidedAgainst: PhysicsBody, point: Nullable<Vector3>) => void): void {\r\n return this._physicsPlugin.registerOnBodyCollide(this, func);\r\n }\r\n\r\n /**\r\n * Unregister a collision callback that is called when the body collides\r\n */\r\n public unregisterOnCollide(func: (collider: PhysicsBody, collidedAgainst: PhysicsBody, point: Nullable<Vector3>) => void): void {\r\n return this._physicsPlugin.unregisterOnBodyCollide(this, func);\r\n }\r\n\r\n /**\r\n * Enable or disable collision callback for this PhysicsBody.\r\n * `registerOnCollide` method will enable collision callback and `unregisterOnCollide` will disable them.\r\n * Registering a collision callback on the plugin and enabling collision per body is faster than\r\n * registering callback per PhysicsBody.\r\n * @param enabled true if PhysicsBody's collision will rise a collision event and call the callback\r\n */\r\n public setCollisionCallbackEnabled(enabled: boolean): void {\r\n return this._physicsPlugin.setCollisionCallbackEnabled(this, enabled);\r\n }\r\n\r\n /**\r\n * Gets the object extents\r\n * @returns the object extents\r\n */\r\n public getObjectExtents(): Vector3 {\r\n const tmAbstractMesh = this.transformNode as AbstractMesh;\r\n if (tmAbstractMesh.getBoundingInfo) {\r\n const q = this.transformNode.rotationQuaternion;\r\n const scaling = this.transformNode.scaling.clone();\r\n //reset rotation\r\n this.transformNode.rotationQuaternion = PhysicsBody._IDENTITY_QUATERNION;\r\n //calculate the world matrix with no rotation\r\n const worldMatrix = this.transformNode.computeWorldMatrix && this.transformNode.computeWorldMatrix(true);\r\n if (worldMatrix) {\r\n worldMatrix.decompose(scaling, undefined, undefined);\r\n }\r\n tmAbstractMesh.refreshBoundingInfo();\r\n const boundingInfo = tmAbstractMesh.getBoundingInfo();\r\n // get the global scaling of the object\r\n const size = boundingInfo.boundingBox.extendSize.scale(2).multiplyInPlace(scaling);\r\n size.x = Math.abs(size.x);\r\n size.y = Math.abs(size.y);\r\n size.z = Math.abs(size.z);\r\n //bring back the rotation\r\n this.transformNode.rotationQuaternion = q;\r\n //calculate the world matrix with the new rotation\r\n this.transformNode.computeWorldMatrix && this.transformNode.computeWorldMatrix(true);\r\n return size;\r\n } else {\r\n return PhysicsBody._DEFAULT_OBJECT_SIZE;\r\n }\r\n }\r\n\r\n /**\r\n * returns the delta between the object bounding box center and the mesh origin\r\n * @returns delta between object bounding box center and origin\r\n */\r\n public getObjectCenterDelta(): Vector3 {\r\n const tmAbstractMesh = this.transformNode as AbstractMesh;\r\n if (tmAbstractMesh.getBoundingInfo) {\r\n const delta = new Vector3();\r\n const boundingInfo = tmAbstractMesh.getBoundingInfo();\r\n this.transformNode.computeWorldMatrix(true);\r\n tmAbstractMesh.refreshBoundingInfo();\r\n delta.copyFrom(boundingInfo.boundingBox.centerWorld);\r\n delta.subtractInPlace(tmAbstractMesh.getAbsolutePosition());\r\n delta.x /= tmAbstractMesh.scaling.x;\r\n delta.y /= tmAbstractMesh.scaling.y;\r\n delta.z /= tmAbstractMesh.scaling.z;\r\n return delta;\r\n } else {\r\n return Vector3.Zero();\r\n }\r\n }\r\n\r\n /**\r\n * @returns geometric center of the associated mesh\r\n */\r\n public getObjectCenter(): Vector3 {\r\n // TODO\r\n return new Vector3(0, 0, 0);\r\n }\r\n\r\n /**\r\n * Adds a constraint to the physics engine.\r\n *\r\n * @param childBody - The body to which the constraint will be applied.\r\n * @param constraint - The constraint to be applied.\r\n *\r\n */\r\n public addConstraint(childBody: PhysicsBody, constraint: PhysicsConstraint): void {\r\n this._physicsPlugin.addConstraint(this, childBody, constraint);\r\n }\r\n\r\n /**\r\n * Sync with a bone\r\n * @param bone The bone that the impostor will be synced to.\r\n * @param boneMesh The mesh that the bone is influencing.\r\n * @param jointPivot The pivot of the joint / bone in local space.\r\n * @param distToJoint Optional distance from the impostor to the joint.\r\n * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.\r\n * @param boneAxis Optional vector3 axis the bone is aligned with\r\n */\r\n public syncWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3) {\r\n const mesh = this.transformNode;\r\n\r\n if (mesh.rotationQuaternion) {\r\n if (adjustRotation) {\r\n const tempQuat = TmpVectors.Quaternion[0];\r\n bone.getRotationQuaternionToRef(Space.WORLD, boneMesh, tempQuat);\r\n tempQuat.multiplyToRef(adjustRotation, mesh.rotationQuaternion);\r\n } else {\r\n bone.getRotationQuaternionToRef(Space.WORLD, boneMesh, mesh.rotationQuaternion);\r\n }\r\n }\r\n\r\n const pos = TmpVectors.Vector3[0];\r\n const boneDir = TmpVectors.Vector3[1];\r\n\r\n if (!boneAxis) {\r\n boneAxis = TmpVectors.Vector3[2];\r\n boneAxis.x = 0;\r\n boneAxis.y = 1;\r\n boneAxis.z = 0;\r\n }\r\n\r\n bone.getDirectionToRef(boneAxis, boneMesh, boneDir);\r\n bone.getAbsolutePositionToRef(boneMesh, pos);\r\n\r\n if ((distToJoint === undefined || distToJoint === null) && jointPivot) {\r\n distToJoint = jointPivot.length();\r\n }\r\n\r\n if (distToJoint !== undefined && distToJoint !== null) {\r\n pos.x += boneDir.x * distToJoint;\r\n pos.y += boneDir.y * distToJoint;\r\n pos.z += boneDir.z * distToJoint;\r\n }\r\n\r\n mesh.setAbsolutePosition(pos);\r\n }\r\n\r\n /**\r\n * Disposes the body from the physics engine.\r\n *\r\n * This method is useful for cleaning up the physics engine when a body is no longer needed. Disposing the body will free up resources and prevent memory leaks.\r\n */\r\n public dispose() {\r\n this._physicsEngine.removeBody(this);\r\n this._physicsPlugin.removeBody(this);\r\n this._physicsPlugin.disposeBody(this);\r\n this._pluginData = null;\r\n this._pluginDataInstances.length = 0;\r\n }\r\n}\r\n"]}
1
+ 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type { IPhysicsEnginePluginV2, MassProperties } from \"./IPhysicsEnginePlugin\";\r\nimport type { PhysicsShape } from \"./physicsShape\";\r\nimport { Vector3, Quaternion, TmpVectors } from \"../../Maths/math.vector\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { PhysicsEngine } from \"./physicsEngine\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { PhysicsConstraint } from \"./physicsConstraint\";\r\nimport type { Bone } from \"core/Bones/bone\";\r\nimport { Space } from \"core/Maths/math.axis\";\r\nimport type { TransformNode } from \"core/Meshes/transformNode\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\n/**\r\n * PhysicsBody is useful for creating a physics body that can be used in a physics engine. It allows\r\n * the user to set the mass and velocity of the body, which can then be used to calculate the\r\n * motion of the body in the physics engine.\r\n */\r\nexport class PhysicsBody {\r\n /**\r\n * V2 Physics plugin private data for single Transform\r\n */\r\n public _pluginData: any = undefined;\r\n /**\r\n * V2 Physics plugin private data for instances\r\n */\r\n public _pluginDataInstances: Array<any> = [];\r\n /**\r\n * The V2 plugin used to create and manage this Physics Body\r\n */\r\n private _physicsPlugin: IPhysicsEnginePluginV2;\r\n /**\r\n * The engine used to create and manage this Physics Body\r\n */\r\n private _physicsEngine: PhysicsEngine;\r\n /**\r\n * The transform node associated with this Physics Body\r\n */\r\n transformNode: TransformNode;\r\n /**\r\n * Disable pre-step that consists in updating Physics Body from Transform Node Translation/Orientation.\r\n * True by default for maximum performance.\r\n */\r\n disablePreStep: boolean = true;\r\n\r\n private static _DEFAULT_OBJECT_SIZE: Vector3 = new Vector3(1, 1, 1);\r\n private static _IDENTITY_QUATERNION = Quaternion.Identity();\r\n\r\n /**\r\n * Constructs a new physics body for the given node.\r\n * @param transformNode - The Transform Node to construct the physics body for.\r\n * @param scene - The scene containing the physics engine.\r\n *\r\n * This code is useful for creating a physics body for a given Transform Node in a scene.\r\n * It checks the version of the physics engine and the physics plugin, and initializes the body accordingly.\r\n * It also sets the node's rotation quaternion if it is not already set. Finally, it adds the body to the physics engine.\r\n */\r\n constructor(transformNode: TransformNode, scene: Scene) {\r\n if (!scene) {\r\n return;\r\n }\r\n const physicsEngine = scene.getPhysicsEngine() as PhysicsEngine;\r\n if (!physicsEngine) {\r\n throw new Error(\"No Physics Engine available.\");\r\n }\r\n this._physicsEngine = physicsEngine;\r\n if (physicsEngine.getPluginVersion() != 2) {\r\n throw new Error(\"Plugin version is incorrect. Expected version 2.\");\r\n }\r\n const physicsPlugin = physicsEngine.getPhysicsPlugin();\r\n if (!physicsPlugin) {\r\n throw new Error(\"No Physics Plugin available.\");\r\n }\r\n\r\n this._physicsPlugin = physicsPlugin as IPhysicsEnginePluginV2;\r\n if (!transformNode.rotationQuaternion) {\r\n transformNode.rotationQuaternion = Quaternion.FromEulerAngles(transformNode.rotation.x, transformNode.rotation.y, transformNode.rotation.z);\r\n }\r\n // instances?\r\n const m = transformNode as Mesh;\r\n if (m.hasThinInstances) {\r\n this._physicsPlugin.initBodyInstances(this, m);\r\n } else {\r\n // single instance\r\n this._physicsPlugin.initBody(this, transformNode.position, transformNode.rotationQuaternion);\r\n }\r\n this.transformNode = transformNode;\r\n transformNode.physicsBody = this;\r\n physicsEngine.addBody(this);\r\n }\r\n\r\n /**\r\n * If a physics body is connected to an instanced node, update the number physic instances to match the number of node instances.\r\n */\r\n public updateBodyInstances() {\r\n const m = this.transformNode as Mesh;\r\n if (m.hasThinInstances) {\r\n this._physicsPlugin.updateBodyInstances(this, m);\r\n }\r\n }\r\n\r\n /**\r\n * Sets the shape of the physics body.\r\n * @param shape - The shape of the physics body.\r\n *\r\n * This method is useful for setting the shape of the physics body, which is necessary for the physics engine to accurately simulate the body's behavior.\r\n * The shape is used to calculate the body's mass, inertia, and other properties.\r\n */\r\n public setShape(shape: PhysicsShape): void {\r\n this._physicsPlugin.setShape(this, shape);\r\n }\r\n\r\n /**\r\n * Retrieves the physics shape associated with this object.\r\n *\r\n * @returns The physics shape associated with this object, or `undefined` if no\r\n * shape is associated.\r\n *\r\n * This method is useful for retrieving the physics shape associated with this object,\r\n * which can be used to apply physical forces to the object or to detect collisions.\r\n */\r\n public getShape(): PhysicsShape | undefined {\r\n return this._physicsPlugin.getShape(this);\r\n }\r\n\r\n /**\r\n * Sets the filter group of the physics body.\r\n * @param group - The filter group of the physics body.\r\n *\r\n * This method is useful for setting the filter group of the physics body.\r\n * The filter group is used to determine which bodies should collide with each other.\r\n * This allows for more control over the physics engine and can be used to create more realistic simulations.\r\n */\r\n public setFilterGroup(group: number): void {\r\n this._physicsPlugin.setFilterGroup(this, group);\r\n }\r\n\r\n /**\r\n * Gets the filter group of the physics engine.\r\n *\r\n * @returns The filter group of the physics engine.\r\n *\r\n * This method is useful for getting the filter group of the physics engine,\r\n * which is used to determine which objects will interact with each other.\r\n * This is important for creating realistic physics simulations.\r\n */\r\n public getFilterGroup(): number {\r\n return this._physicsPlugin.getFilterGroup(this);\r\n }\r\n\r\n /**\r\n * Sets the event mask for the physics engine.\r\n *\r\n * @param eventMask - A bitmask that determines which events will be sent to the physics engine.\r\n *\r\n * This method is useful for setting the event mask for the physics engine, which determines which events\r\n * will be sent to the physics engine. This allows the user to control which events the physics engine will respond to.\r\n */\r\n public setEventMask(eventMask: number): void {\r\n this._physicsPlugin.setEventMask(this, eventMask);\r\n }\r\n\r\n /**\r\n * Gets the event mask of the physics engine.\r\n *\r\n * @returns The event mask of the physics engine.\r\n *\r\n * This method is useful for getting the event mask of the physics engine,\r\n * which is used to determine which events the engine will respond to.\r\n * This is important for ensuring that the engine is responding to the correct events and not\r\n * wasting resources on unnecessary events.\r\n */\r\n public getEventMask(): number {\r\n return this._physicsPlugin.getEventMask(this);\r\n }\r\n\r\n /**\r\n * Sets the mass properties of the physics object.\r\n *\r\n * @param massProps - The mass properties to set.\r\n *\r\n * This method is useful for setting the mass properties of a physics object, such as its mass,\r\n * inertia, and center of mass. This is important for accurately simulating the physics of the object in the physics engine.\r\n */\r\n public setMassProperties(massProps: MassProperties): void {\r\n this._physicsPlugin.setMassProperties(this, massProps);\r\n }\r\n\r\n /**\r\n * Retrieves the mass properties of the object.\r\n *\r\n * @returns The mass properties of the object, or `undefined` if the physics\r\n * plugin does not support mass properties.\r\n *\r\n * This method is useful for physics simulations, as it allows the user to\r\n * retrieve the mass properties of the object, such as its mass, center of mass,\r\n * and moment of inertia. This information is necessary for accurate physics\r\n * simulations.\r\n */\r\n public getMassProperties(): MassProperties | undefined {\r\n return this._physicsPlugin.getMassProperties(this);\r\n }\r\n\r\n /**\r\n * Sets the linear damping of the physics body.\r\n *\r\n * @param damping - The linear damping value.\r\n *\r\n * This method is useful for controlling the linear damping of the physics body,\r\n * which is the rate at which the body's velocity decreases over time. This is useful for simulating\r\n * the effects of air resistance or other forms of friction.\r\n */\r\n public setLinearDamping(damping: number): void {\r\n this._physicsPlugin.setLinearDamping(this, damping);\r\n }\r\n\r\n /**\r\n * Gets the linear damping of the physics body.\r\n * @returns The linear damping of the physics body.\r\n *\r\n * This method is useful for retrieving the linear damping of the physics body, which is the amount of\r\n * resistance the body has to linear motion. This is useful for simulating realistic physics behavior\r\n * in a game.\r\n */\r\n public getLinearDamping(): number {\r\n return this._physicsPlugin.getLinearDamping(this);\r\n }\r\n\r\n /**\r\n * Sets the angular damping of the physics body.\r\n * @param damping The angular damping of the body.\r\n *\r\n * This method is useful for controlling the angular velocity of a physics body.\r\n * By setting the damping, the body's angular velocity will be reduced over time, simulating the effect of friction.\r\n * This can be used to create realistic physical behavior in a physics engine.\r\n */\r\n public setAngularDamping(damping: number): void {\r\n this._physicsPlugin.setAngularDamping(this, damping);\r\n }\r\n\r\n /**\r\n * Gets the angular damping of the physics body.\r\n *\r\n * @returns The angular damping of the physics body.\r\n *\r\n * This method is useful for getting the angular damping of the physics body,\r\n * which is the rate of reduction of the angular velocity over time.\r\n * This is important for simulating realistic physics behavior in a game.\r\n */\r\n public getAngularDamping(): number {\r\n return this._physicsPlugin.getAngularDamping(this);\r\n }\r\n\r\n /**\r\n * Sets the linear velocity of the physics object.\r\n * @param linVel - The linear velocity to set.\r\n *\r\n * This method is useful for setting the linear velocity of a physics object,\r\n * which is necessary for simulating realistic physics in a game engine.\r\n * By setting the linear velocity, the physics object will move in the direction and speed specified by the vector.\r\n * This allows for realistic physics simulations, such as simulating the motion of a ball rolling down a hill.\r\n */\r\n public setLinearVelocity(linVel: Vector3): void {\r\n this._physicsPlugin.setLinearVelocity(this, linVel);\r\n }\r\n\r\n /**\r\n * Gets the linear velocity of the physics body and stores it in the given vector3.\r\n * @param linVel - The vector3 to store the linear velocity in.\r\n *\r\n * This method is useful for getting the linear velocity of a physics body in a physics engine.\r\n * This can be used to determine the speed and direction of the body, which can be used to calculate the motion of the body.*/\r\n public getLinearVelocityToRef(linVel: Vector3): void {\r\n return this._physicsPlugin.getLinearVelocityToRef(this, linVel);\r\n }\r\n\r\n /**\r\n * Sets the angular velocity of the physics object.\r\n * @param angVel - The angular velocity to set.\r\n *\r\n * This method is useful for setting the angular velocity of a physics object, which is necessary for\r\n * simulating realistic physics behavior. The angular velocity is used to determine the rate of rotation of the object,\r\n * which is important for simulating realistic motion.\r\n */\r\n public setAngularVelocity(angVel: Vector3): void {\r\n this._physicsPlugin.setAngularVelocity(this, angVel);\r\n }\r\n\r\n /**\r\n * Gets the angular velocity of the physics body and stores it in the given vector3.\r\n * @param angVel - The vector3 to store the angular velocity in.\r\n *\r\n * This method is useful for getting the angular velocity of a physics body, which can be used to determine the body's\r\n * rotational speed. This information can be used to create realistic physics simulations.\r\n */\r\n public getAngularVelocityToRef(angVel: Vector3): void {\r\n return this._physicsPlugin.getAngularVelocityToRef(this, angVel);\r\n }\r\n\r\n /**\r\n * Applies an impulse to the physics object.\r\n *\r\n * @param impulse The impulse vector.\r\n * @param location The location of the impulse.\r\n *\r\n * This method is useful for applying an impulse to a physics object, which can be used to simulate physical forces such as gravity,\r\n * collisions, and explosions. This can be used to create realistic physics simulations in a game or other application.\r\n */\r\n public applyImpulse(impulse: Vector3, location: Vector3): void {\r\n this._physicsPlugin.applyImpulse(this, impulse, location);\r\n }\r\n\r\n /**\r\n * Applies a force to the physics object.\r\n *\r\n * @param force The force vector.\r\n * @param location The location of the force.\r\n *\r\n * This method is useful for applying a force to a physics object, which can be used to simulate physical forces such as gravity,\r\n * collisions, and explosions. This can be used to create realistic physics simulations in a game or other application.\r\n */\r\n public applyForce(force: Vector3, location: Vector3): void {\r\n this._physicsPlugin.applyForce(this, force, location);\r\n }\r\n\r\n /**\r\n * Retrieves the geometry of the body from the physics plugin.\r\n *\r\n * @returns The geometry of the body.\r\n *\r\n * This method is useful for retrieving the geometry of the body from the physics plugin, which can be used for various physics calculations.\r\n */\r\n public getGeometry(): {} {\r\n return this._physicsPlugin.getBodyGeometry(this);\r\n }\r\n\r\n /**\r\n * Register a collision callback that is called when the body collides\r\n * Filtering by body is inefficient. It's more preferable to register a collision callback for the entire world\r\n * and do the filtering on the user side.\r\n */\r\n public registerOnCollide(func: (collider: PhysicsBody, collidedAgainst: PhysicsBody, point: Nullable<Vector3>) => void): void {\r\n return this._physicsPlugin.registerOnBodyCollide(this, func);\r\n }\r\n\r\n /**\r\n * Unregister a collision callback that is called when the body collides\r\n */\r\n public unregisterOnCollide(func: (collider: PhysicsBody, collidedAgainst: PhysicsBody, point: Nullable<Vector3>) => void): void {\r\n return this._physicsPlugin.unregisterOnBodyCollide(this, func);\r\n }\r\n\r\n /**\r\n * Enable or disable collision callback for this PhysicsBody.\r\n * `registerOnCollide` method will enable collision callback and `unregisterOnCollide` will disable them.\r\n * Registering a collision callback on the plugin and enabling collision per body is faster than\r\n * registering callback per PhysicsBody.\r\n * @param enabled true if PhysicsBody's collision will rise a collision event and call the callback\r\n */\r\n public setCollisionCallbackEnabled(enabled: boolean): void {\r\n return this._physicsPlugin.setCollisionCallbackEnabled(this, enabled);\r\n }\r\n\r\n /**\r\n * Gets the object extents\r\n * @returns the object extents\r\n */\r\n public getObjectExtents(): Vector3 {\r\n const tmAbstractMesh = this.transformNode as AbstractMesh;\r\n if (tmAbstractMesh.getBoundingInfo) {\r\n const q = this.transformNode.rotationQuaternion;\r\n const scaling = this.transformNode.scaling.clone();\r\n //reset rotation\r\n this.transformNode.rotationQuaternion = PhysicsBody._IDENTITY_QUATERNION;\r\n //calculate the world matrix with no rotation\r\n const worldMatrix = this.transformNode.computeWorldMatrix && this.transformNode.computeWorldMatrix(true);\r\n if (worldMatrix) {\r\n worldMatrix.decompose(scaling, undefined, undefined);\r\n }\r\n tmAbstractMesh.refreshBoundingInfo();\r\n const boundingInfo = tmAbstractMesh.getBoundingInfo();\r\n // get the global scaling of the object\r\n const size = boundingInfo.boundingBox.extendSize.scale(2).multiplyInPlace(scaling);\r\n size.x = Math.abs(size.x);\r\n size.y = Math.abs(size.y);\r\n size.z = Math.abs(size.z);\r\n //bring back the rotation\r\n this.transformNode.rotationQuaternion = q;\r\n //calculate the world matrix with the new rotation\r\n this.transformNode.computeWorldMatrix && this.transformNode.computeWorldMatrix(true);\r\n return size;\r\n } else {\r\n return PhysicsBody._DEFAULT_OBJECT_SIZE;\r\n }\r\n }\r\n\r\n /**\r\n * returns the delta between the object bounding box center and the mesh origin\r\n * @returns delta between object bounding box center and origin\r\n */\r\n public getObjectCenterDelta(): Vector3 {\r\n const tmAbstractMesh = this.transformNode as AbstractMesh;\r\n if (tmAbstractMesh.getBoundingInfo) {\r\n const delta = new Vector3();\r\n const boundingInfo = tmAbstractMesh.getBoundingInfo();\r\n this.transformNode.computeWorldMatrix(true);\r\n tmAbstractMesh.refreshBoundingInfo();\r\n delta.copyFrom(boundingInfo.boundingBox.centerWorld);\r\n delta.subtractInPlace(tmAbstractMesh.getAbsolutePosition());\r\n delta.x /= tmAbstractMesh.scaling.x;\r\n delta.y /= tmAbstractMesh.scaling.y;\r\n delta.z /= tmAbstractMesh.scaling.z;\r\n return delta;\r\n } else {\r\n return Vector3.Zero();\r\n }\r\n }\r\n\r\n /**\r\n * @returns geometric center of the associated mesh\r\n */\r\n public getObjectCenter(): Vector3 {\r\n // TODO\r\n return new Vector3(0, 0, 0);\r\n }\r\n\r\n /**\r\n * Adds a constraint to the physics engine.\r\n *\r\n * @param childBody - The body to which the constraint will be applied.\r\n * @param constraint - The constraint to be applied.\r\n *\r\n */\r\n public addConstraint(childBody: PhysicsBody, constraint: PhysicsConstraint): void {\r\n this._physicsPlugin.addConstraint(this, childBody, constraint);\r\n }\r\n\r\n /**\r\n * Sync with a bone\r\n * @param bone The bone that the impostor will be synced to.\r\n * @param boneMesh The mesh that the bone is influencing.\r\n * @param jointPivot The pivot of the joint / bone in local space.\r\n * @param distToJoint Optional distance from the impostor to the joint.\r\n * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.\r\n * @param boneAxis Optional vector3 axis the bone is aligned with\r\n */\r\n public syncWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3) {\r\n const mesh = this.transformNode;\r\n\r\n if (mesh.rotationQuaternion) {\r\n if (adjustRotation) {\r\n const tempQuat = TmpVectors.Quaternion[0];\r\n bone.getRotationQuaternionToRef(Space.WORLD, boneMesh, tempQuat);\r\n tempQuat.multiplyToRef(adjustRotation, mesh.rotationQuaternion);\r\n } else {\r\n bone.getRotationQuaternionToRef(Space.WORLD, boneMesh, mesh.rotationQuaternion);\r\n }\r\n }\r\n\r\n const pos = TmpVectors.Vector3[0];\r\n const boneDir = TmpVectors.Vector3[1];\r\n\r\n if (!boneAxis) {\r\n boneAxis = TmpVectors.Vector3[2];\r\n boneAxis.x = 0;\r\n boneAxis.y = 1;\r\n boneAxis.z = 0;\r\n }\r\n\r\n bone.getDirectionToRef(boneAxis, boneMesh, boneDir);\r\n bone.getAbsolutePositionToRef(boneMesh, pos);\r\n\r\n if ((distToJoint === undefined || distToJoint === null) && jointPivot) {\r\n distToJoint = jointPivot.length();\r\n }\r\n\r\n if (distToJoint !== undefined && distToJoint !== null) {\r\n pos.x += boneDir.x * distToJoint;\r\n pos.y += boneDir.y * distToJoint;\r\n pos.z += boneDir.z * distToJoint;\r\n }\r\n\r\n mesh.setAbsolutePosition(pos);\r\n }\r\n\r\n /**\r\n * Disposes the body from the physics engine.\r\n *\r\n * This method is useful for cleaning up the physics engine when a body is no longer needed. Disposing the body will free up resources and prevent memory leaks.\r\n */\r\n public dispose() {\r\n this._physicsEngine.removeBody(this);\r\n this._physicsPlugin.removeBody(this);\r\n this._physicsPlugin.disposeBody(this);\r\n this._pluginData = null;\r\n this._pluginDataInstances.length = 0;\r\n }\r\n}\r\n"]}
@@ -63,11 +63,9 @@ export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
63
63
  * If bilateral blur should be used
64
64
  */
65
65
  set expensiveBlur(b) {
66
- this._blurHPostProcess.updateEffect("#define BILATERAL_BLUR\n#define BILATERAL_BLUR_H\n#define SAMPLES 16\n#define EXPENSIVE " + (b ? "1" : "0") + "\n", null, [
67
- "textureSampler",
68
- "depthSampler",
69
- ]);
70
- this._blurVPostProcess.updateEffect("#define BILATERAL_BLUR\n#define SAMPLES 16\n#define EXPENSIVE " + (b ? "1" : "0") + "\n", null, ["textureSampler", "depthSampler"]);
66
+ const expensive = b ? "#define EXPENSIVE\n" : "";
67
+ this._blurHPostProcess.updateEffect(`#define BILATERAL_BLUR\n#define BILATERAL_BLUR_H\n#define SAMPLES 16\n${expensive}`, null, ["textureSampler", "depthSampler"]);
68
+ this._blurVPostProcess.updateEffect(`#define BILATERAL_BLUR\n#define SAMPLES 16\n${expensive}`, null, ["textureSampler", "depthSampler"]);
71
69
  this._expensiveBlur = b;
72
70
  }
73
71
  get expensiveBlur() {
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport { serialize, SerializationHelper } from \"../../../Misc/decorators\";\r\nimport { Vector3, TmpVectors } from \"../../../Maths/math.vector\";\r\nimport { Camera } from \"../../../Cameras/camera\";\r\nimport type { Effect } from \"../../../Materials/effect\";\r\nimport { Texture } from \"../../../Materials/Textures/texture\";\r\nimport { DynamicTexture } from \"../../../Materials/Textures/dynamicTexture\";\r\nimport { PostProcess } from \"../../../PostProcesses/postProcess\";\r\nimport { PostProcessRenderPipeline } from \"../../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"../../../PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport { PassPostProcess } from \"../../../PostProcesses/passPostProcess\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { EngineStore } from \"../../../Engines/engineStore\";\r\nimport { SSAO2Configuration } from \"../../../Rendering/ssao2Configuration\";\r\nimport type { PrePassRenderer } from \"../../../Rendering/prePassRenderer\";\r\nimport type { GeometryBufferRenderer } from \"../../../Rendering/geometryBufferRenderer\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport type { Nullable } from \"../../../types\";\r\n\r\nimport \"../../../PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent\";\r\n\r\nimport \"../../../Shaders/ssao2.fragment\";\r\nimport \"../../../Shaders/ssaoCombine.fragment\";\r\n\r\n/**\r\n * Render pipeline to produce ssao effect\r\n */\r\nexport class SSAO2RenderingPipeline extends PostProcessRenderPipeline {\r\n // Members\r\n\r\n /**\r\n * @ignore\r\n * The PassPostProcess id in the pipeline that contains the original scene color\r\n */\r\n public SSAOOriginalSceneColorEffect: string = \"SSAOOriginalSceneColorEffect\";\r\n /**\r\n * @ignore\r\n * The SSAO PostProcess id in the pipeline\r\n */\r\n public SSAORenderEffect: string = \"SSAORenderEffect\";\r\n /**\r\n * @ignore\r\n * The horizontal blur PostProcess id in the pipeline\r\n */\r\n public SSAOBlurHRenderEffect: string = \"SSAOBlurHRenderEffect\";\r\n /**\r\n * @ignore\r\n * The vertical blur PostProcess id in the pipeline\r\n */\r\n public SSAOBlurVRenderEffect: string = \"SSAOBlurVRenderEffect\";\r\n /**\r\n * @ignore\r\n * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)\r\n */\r\n public SSAOCombineRenderEffect: string = \"SSAOCombineRenderEffect\";\r\n\r\n /**\r\n * The output strength of the SSAO post-process. Default value is 1.0.\r\n */\r\n @serialize()\r\n public totalStrength: number = 1.0;\r\n\r\n /**\r\n * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.\r\n */\r\n @serialize()\r\n public maxZ: number = 100.0;\r\n\r\n /**\r\n * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much\r\n */\r\n @serialize()\r\n public minZAspect: number = 0.2;\r\n\r\n @serialize(\"samples\")\r\n private _samples: number = 8;\r\n /**\r\n * Number of samples used for the SSAO calculations. Default value is 8\r\n */\r\n public set samples(n: number) {\r\n this._samples = n;\r\n this._ssaoPostProcess.updateEffect(this._getDefinesForSSAO());\r\n this._sampleSphere = this._generateHemisphere();\r\n }\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n @serialize(\"textureSamples\")\r\n private _textureSamples: number = 1;\r\n /**\r\n * Number of samples to use for antialiasing\r\n */\r\n public set textureSamples(n: number) {\r\n this._textureSamples = n;\r\n\r\n if (this._prePassRenderer) {\r\n this._prePassRenderer.samples = n;\r\n } else {\r\n this._originalColorPostProcess.samples = n;\r\n }\r\n }\r\n public get textureSamples(): number {\r\n return this._textureSamples;\r\n }\r\n\r\n /**\r\n * Force rendering the geometry through geometry buffer\r\n */\r\n private _forceGeometryBuffer: boolean = false;\r\n private get _geometryBufferRenderer(): Nullable<GeometryBufferRenderer> {\r\n if (!this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n return this._scene.geometryBufferRenderer;\r\n }\r\n private get _prePassRenderer(): Nullable<PrePassRenderer> {\r\n if (this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n return this._scene.prePassRenderer;\r\n }\r\n /**\r\n * Ratio object used for SSAO ratio and blur ratio\r\n */\r\n @serialize()\r\n private _ratio: any;\r\n\r\n /**\r\n * Dynamically generated sphere sampler.\r\n */\r\n private _sampleSphere: number[];\r\n\r\n /**\r\n * Blur filter offsets\r\n */\r\n private _samplerOffsets: number[];\r\n\r\n @serialize(\"expensiveBlur\")\r\n private _expensiveBlur: boolean = true;\r\n /**\r\n * If bilateral blur should be used\r\n */\r\n public set expensiveBlur(b: boolean) {\r\n this._blurHPostProcess.updateEffect(\"#define BILATERAL_BLUR\\n#define BILATERAL_BLUR_H\\n#define SAMPLES 16\\n#define EXPENSIVE \" + (b ? \"1\" : \"0\") + \"\\n\", null, [\r\n \"textureSampler\",\r\n \"depthSampler\",\r\n ]);\r\n this._blurVPostProcess.updateEffect(\"#define BILATERAL_BLUR\\n#define SAMPLES 16\\n#define EXPENSIVE \" + (b ? \"1\" : \"0\") + \"\\n\", null, [\"textureSampler\", \"depthSampler\"]);\r\n this._expensiveBlur = b;\r\n }\r\n\r\n public get expensiveBlur(): boolean {\r\n return this._expensiveBlur;\r\n }\r\n\r\n /**\r\n * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0\r\n */\r\n @serialize()\r\n public radius: number = 2.0;\r\n\r\n /**\r\n * The base color of the SSAO post-process\r\n * The final result is \"base + ssao\" between [0, 1]\r\n */\r\n @serialize()\r\n public base: number = 0;\r\n\r\n /**\r\n * Support test.\r\n */\r\n public static get IsSupported(): boolean {\r\n const engine = EngineStore.LastCreatedEngine;\r\n if (!engine) {\r\n return false;\r\n }\r\n return engine._features.supportSSAO2;\r\n }\r\n\r\n private _scene: Scene;\r\n private _randomTexture: DynamicTexture;\r\n private _originalColorPostProcess: PassPostProcess;\r\n private _ssaoPostProcess: PostProcess;\r\n private _blurHPostProcess: PostProcess;\r\n private _blurVPostProcess: PostProcess;\r\n private _ssaoCombinePostProcess: PostProcess;\r\n\r\n /**\r\n * Gets active scene\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * @constructor\r\n * @param name The rendering pipeline name\r\n * @param scene The scene linked to this pipeline\r\n * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }\r\n * @param cameras The array of cameras that the rendering pipeline will be attached to\r\n * @param forceGeometryBuffer Set to true if you want to use the legacy geometry buffer renderer\r\n * @param textureType The texture type used by the different post processes created by SSAO (default: Constants.TEXTURETYPE_UNSIGNED_INT)\r\n */\r\n constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[], forceGeometryBuffer = false, textureType = Constants.TEXTURETYPE_UNSIGNED_INT) {\r\n super(scene.getEngine(), name);\r\n\r\n this._scene = scene;\r\n this._ratio = ratio;\r\n this._forceGeometryBuffer = forceGeometryBuffer;\r\n\r\n if (!this.isSupported) {\r\n Logger.Error(\"The current engine does not support SSAO 2.\");\r\n return;\r\n }\r\n\r\n const ssaoRatio = this._ratio.ssaoRatio || ratio;\r\n const blurRatio = this._ratio.blurRatio || ratio;\r\n\r\n // Set up assets\r\n if (this._forceGeometryBuffer) {\r\n scene.enableGeometryBufferRenderer();\r\n } else {\r\n scene.enablePrePassRenderer();\r\n }\r\n\r\n this._createRandomTexture();\r\n\r\n this._originalColorPostProcess = new PassPostProcess(\"SSAOOriginalSceneColor\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), undefined, textureType);\r\n this._originalColorPostProcess.samples = this.textureSamples;\r\n this._createSSAOPostProcess(1.0, textureType);\r\n this._createBlurPostProcess(ssaoRatio, blurRatio, textureType);\r\n this._createSSAOCombinePostProcess(blurRatio, textureType);\r\n\r\n // Set up pipeline\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOOriginalSceneColorEffect,\r\n () => {\r\n return this._originalColorPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAORenderEffect,\r\n () => {\r\n return this._ssaoPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOBlurHRenderEffect,\r\n () => {\r\n return this._blurHPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOBlurVRenderEffect,\r\n () => {\r\n return this._blurVPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOCombineRenderEffect,\r\n () => {\r\n return this._ssaoCombinePostProcess;\r\n },\r\n true\r\n )\r\n );\r\n\r\n // Finish\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n if (cameras) {\r\n scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);\r\n }\r\n }\r\n\r\n // Public Methods\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"SSAO2RenderingPipeline\"\r\n */\r\n public getClassName(): string {\r\n return \"SSAO2RenderingPipeline\";\r\n }\r\n\r\n /**\r\n * Removes the internal pipeline assets and detaches the pipeline from the scene cameras\r\n * @param disableGeometryBufferRenderer\r\n */\r\n public dispose(disableGeometryBufferRenderer: boolean = false): void {\r\n for (let i = 0; i < this._scene.cameras.length; i++) {\r\n const camera = this._scene.cameras[i];\r\n\r\n this._originalColorPostProcess.dispose(camera);\r\n this._ssaoPostProcess.dispose(camera);\r\n this._blurHPostProcess.dispose(camera);\r\n this._blurVPostProcess.dispose(camera);\r\n this._ssaoCombinePostProcess.dispose(camera);\r\n }\r\n\r\n this._randomTexture.dispose();\r\n\r\n if (disableGeometryBufferRenderer) {\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);\r\n\r\n super.dispose();\r\n }\r\n\r\n // Private Methods\r\n private _createBlurPostProcess(ssaoRatio: number, blurRatio: number, textureType: number): void {\r\n this._samplerOffsets = [];\r\n const expensive = this.expensiveBlur;\r\n\r\n for (let i = -8; i < 8; i++) {\r\n this._samplerOffsets.push(i * 2 + 0.5);\r\n }\r\n\r\n this._blurHPostProcess = new PostProcess(\r\n \"BlurH\",\r\n \"ssao2\",\r\n [\"outSize\", \"samplerOffsets\", \"near\", \"far\", \"radius\"],\r\n [\"depthSampler\"],\r\n ssaoRatio,\r\n null,\r\n Texture.TRILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n \"#define BILATERAL_BLUR\\n#define BILATERAL_BLUR_H\\n#define SAMPLES 16\\n#define EXPENSIVE \" + (expensive ? \"1\" : \"0\") + \"\\n\",\r\n textureType\r\n );\r\n this._blurHPostProcess.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n effect.setFloat(\"outSize\", this._ssaoCombinePostProcess.width > 0 ? this._ssaoCombinePostProcess.width : this._originalColorPostProcess.width);\r\n effect.setFloat(\"near\", this._scene.activeCamera.minZ);\r\n effect.setFloat(\"far\", this._scene.activeCamera.maxZ);\r\n effect.setFloat(\"radius\", this.radius);\r\n if (this._geometryBufferRenderer) {\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\r\n } else if (this._prePassRenderer) {\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n }\r\n effect.setArray(\"samplerOffsets\", this._samplerOffsets);\r\n };\r\n\r\n this._blurVPostProcess = new PostProcess(\r\n \"BlurV\",\r\n \"ssao2\",\r\n [\"outSize\", \"samplerOffsets\", \"near\", \"far\", \"radius\"],\r\n [\"depthSampler\"],\r\n blurRatio,\r\n null,\r\n Texture.TRILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n \"#define BILATERAL_BLUR\\n#define BILATERAL_BLUR_V\\n#define SAMPLES 16\\n#define EXPENSIVE \" + (expensive ? \"1\" : \"0\") + \"\\n\",\r\n textureType\r\n );\r\n this._blurVPostProcess.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n effect.setFloat(\"outSize\", this._ssaoCombinePostProcess.height > 0 ? this._ssaoCombinePostProcess.height : this._originalColorPostProcess.height);\r\n effect.setFloat(\"near\", this._scene.activeCamera.minZ);\r\n effect.setFloat(\"far\", this._scene.activeCamera.maxZ);\r\n effect.setFloat(\"radius\", this.radius);\r\n if (this._geometryBufferRenderer) {\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\r\n } else if (this._prePassRenderer) {\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n }\r\n effect.setArray(\"samplerOffsets\", this._samplerOffsets);\r\n };\r\n\r\n this._blurHPostProcess.samples = this.textureSamples;\r\n this._blurVPostProcess.samples = this.textureSamples;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild() {\r\n super._rebuild();\r\n }\r\n\r\n private _bits = new Uint32Array(1);\r\n\r\n //Van der Corput radical inverse\r\n private _radicalInverse_VdC(i: number) {\r\n this._bits[0] = i;\r\n this._bits[0] = ((this._bits[0] << 16) | (this._bits[0] >> 16)) >>> 0;\r\n this._bits[0] = ((this._bits[0] & 0x55555555) << 1) | (((this._bits[0] & 0xaaaaaaaa) >>> 1) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x33333333) << 2) | (((this._bits[0] & 0xcccccccc) >>> 2) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x0f0f0f0f) << 4) | (((this._bits[0] & 0xf0f0f0f0) >>> 4) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x00ff00ff) << 8) | (((this._bits[0] & 0xff00ff00) >>> 8) >>> 0);\r\n return this._bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296\r\n }\r\n\r\n private _hammersley(i: number, n: number) {\r\n return [i / n, this._radicalInverse_VdC(i)];\r\n }\r\n\r\n private _hemisphereSample_uniform(u: number, v: number): Vector3 {\r\n const phi = v * 2.0 * Math.PI;\r\n // rejecting samples that are close to tangent plane to avoid z-fighting artifacts\r\n const cosTheta = 1.0 - u * 0.85;\r\n const sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta);\r\n return new Vector3(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta);\r\n }\r\n\r\n private _generateHemisphere(): number[] {\r\n const numSamples = this.samples;\r\n const result = [];\r\n let vector;\r\n\r\n let i = 0;\r\n while (i < numSamples) {\r\n if (numSamples < 16) {\r\n vector = this._hemisphereSample_uniform(Math.random(), Math.random());\r\n } else {\r\n const rand = this._hammersley(i, numSamples);\r\n vector = this._hemisphereSample_uniform(rand[0], rand[1]);\r\n }\r\n\r\n result.push(vector.x, vector.y, vector.z);\r\n i++;\r\n }\r\n\r\n return result;\r\n }\r\n\r\n private _getDefinesForSSAO() {\r\n const defines = \"#define SAMPLES \" + this.samples + \"\\n#define SSAO\";\r\n\r\n return defines;\r\n }\r\n\r\n private static readonly ORTHO_DEPTH_PROJECTION = [1, 0, 0, 0, 1, 0, 0, 0, 1];\r\n\r\n private static readonly PERSPECTIVE_DEPTH_PROJECTION = [0, 0, 0, 0, 0, 0, 1, 1, 1];\r\n\r\n private _createSSAOPostProcess(ratio: number, textureType: number): void {\r\n this._sampleSphere = this._generateHemisphere();\r\n\r\n const defines = this._getDefinesForSSAO();\r\n const samplers = [\"randomSampler\", \"depthSampler\", \"normalSampler\"];\r\n\r\n this._ssaoPostProcess = new PostProcess(\r\n \"ssao2\",\r\n \"ssao2\",\r\n [\r\n \"sampleSphere\",\r\n \"samplesFactor\",\r\n \"randTextureTiles\",\r\n \"totalStrength\",\r\n \"radius\",\r\n \"base\",\r\n \"range\",\r\n \"projection\",\r\n \"near\",\r\n \"far\",\r\n \"texelSize\",\r\n \"xViewport\",\r\n \"yViewport\",\r\n \"maxZ\",\r\n \"minZAspect\",\r\n \"depthProjection\",\r\n ],\r\n samplers,\r\n ratio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n defines,\r\n textureType\r\n );\r\n\r\n this._ssaoPostProcess.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n effect.setArray3(\"sampleSphere\", this._sampleSphere);\r\n effect.setFloat(\"randTextureTiles\", 32.0);\r\n effect.setFloat(\"samplesFactor\", 1 / this.samples);\r\n effect.setFloat(\"totalStrength\", this.totalStrength);\r\n effect.setFloat2(\"texelSize\", 1 / this._ssaoPostProcess.width, 1 / this._ssaoPostProcess.height);\r\n effect.setFloat(\"radius\", this.radius);\r\n effect.setFloat(\"maxZ\", this.maxZ);\r\n effect.setFloat(\"minZAspect\", this.minZAspect);\r\n effect.setFloat(\"base\", this.base);\r\n effect.setFloat(\"near\", this._scene.activeCamera.minZ);\r\n effect.setFloat(\"far\", this._scene.activeCamera.maxZ);\r\n if (this._scene.activeCamera.mode === Camera.PERSPECTIVE_CAMERA) {\r\n effect.setMatrix3x3(\"depthProjection\", SSAO2RenderingPipeline.PERSPECTIVE_DEPTH_PROJECTION);\r\n effect.setFloat(\"xViewport\", Math.tan(this._scene.activeCamera.fov / 2) * this._scene.getEngine().getAspectRatio(this._scene.activeCamera, true));\r\n effect.setFloat(\"yViewport\", Math.tan(this._scene.activeCamera.fov / 2));\r\n } else {\r\n const halfWidth = this._scene.getEngine().getRenderWidth() / 2.0;\r\n const halfHeight = this._scene.getEngine().getRenderHeight() / 2.0;\r\n const orthoLeft = this._scene.activeCamera.orthoLeft ?? -halfWidth;\r\n const orthoRight = this._scene.activeCamera.orthoRight ?? halfWidth;\r\n const orthoBottom = this._scene.activeCamera.orthoBottom ?? -halfHeight;\r\n const orthoTop = this._scene.activeCamera.orthoTop ?? halfHeight;\r\n effect.setMatrix3x3(\"depthProjection\", SSAO2RenderingPipeline.ORTHO_DEPTH_PROJECTION);\r\n effect.setFloat(\"xViewport\", (orthoRight - orthoLeft) * 0.5);\r\n effect.setFloat(\"yViewport\", (orthoTop - orthoBottom) * 0.5);\r\n }\r\n effect.setMatrix(\"projection\", this._scene.getProjectionMatrix());\r\n\r\n if (this._geometryBufferRenderer) {\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\r\n effect.setTexture(\"normalSampler\", this._geometryBufferRenderer.getGBuffer().textures[1]);\r\n } else if (this._prePassRenderer) {\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n effect.setTexture(\"normalSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_NORMAL_TEXTURE_TYPE)]);\r\n }\r\n effect.setTexture(\"randomSampler\", this._randomTexture);\r\n };\r\n this._ssaoPostProcess.samples = this.textureSamples;\r\n\r\n if (!this._forceGeometryBuffer) {\r\n this._ssaoPostProcess._prePassEffectConfiguration = new SSAO2Configuration();\r\n }\r\n }\r\n\r\n private _createSSAOCombinePostProcess(ratio: number, textureType: number): void {\r\n this._ssaoCombinePostProcess = new PostProcess(\r\n \"ssaoCombine\",\r\n \"ssaoCombine\",\r\n [],\r\n [\"originalColor\", \"viewport\"],\r\n ratio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n undefined,\r\n textureType\r\n );\r\n\r\n this._ssaoCombinePostProcess.onApply = (effect: Effect) => {\r\n const viewport = this._scene.activeCamera!.viewport;\r\n effect.setVector4(\"viewport\", TmpVectors.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height));\r\n effect.setTextureFromPostProcessOutput(\"originalColor\", this._originalColorPostProcess);\r\n };\r\n this._ssaoCombinePostProcess.samples = this.textureSamples;\r\n }\r\n\r\n private _createRandomTexture(): void {\r\n const size = 128;\r\n\r\n this._randomTexture = new DynamicTexture(\"SSAORandomTexture\", size, this._scene, false, Texture.TRILINEAR_SAMPLINGMODE);\r\n this._randomTexture.wrapU = Texture.WRAP_ADDRESSMODE;\r\n this._randomTexture.wrapV = Texture.WRAP_ADDRESSMODE;\r\n\r\n const context = this._randomTexture.getContext();\r\n\r\n const rand = (min: number, max: number) => {\r\n return Math.random() * (max - min) + min;\r\n };\r\n\r\n const randVector = Vector3.Zero();\r\n\r\n for (let x = 0; x < size; x++) {\r\n for (let y = 0; y < size; y++) {\r\n randVector.x = rand(0.0, 1.0);\r\n randVector.y = rand(0.0, 1.0);\r\n randVector.z = 0.0;\r\n\r\n randVector.normalize();\r\n\r\n randVector.scaleInPlace(255);\r\n randVector.x = Math.floor(randVector.x);\r\n randVector.y = Math.floor(randVector.y);\r\n\r\n context.fillStyle = \"rgb(\" + randVector.x + \", \" + randVector.y + \", \" + randVector.z + \")\";\r\n context.fillRect(x, y, 1, 1);\r\n }\r\n }\r\n\r\n this._randomTexture.update(false);\r\n }\r\n\r\n /**\r\n * Serialize the rendering pipeline (Used when exporting)\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"SSAO2RenderingPipeline\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse the serialized pipeline\r\n * @param source Source pipeline.\r\n * @param scene The scene to load the pipeline to.\r\n * @param rootUrl The URL of the serialized pipeline.\r\n * @returns An instantiated pipeline from the serialized object.\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline {\r\n return SerializationHelper.Parse(() => new SSAO2RenderingPipeline(source._name, scene, source._ratio), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SSAO2RenderingPipeline\", SSAO2RenderingPipeline);\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport { serialize, SerializationHelper } from \"../../../Misc/decorators\";\r\nimport { Vector3, TmpVectors } from \"../../../Maths/math.vector\";\r\nimport { Camera } from \"../../../Cameras/camera\";\r\nimport type { Effect } from \"../../../Materials/effect\";\r\nimport { Texture } from \"../../../Materials/Textures/texture\";\r\nimport { DynamicTexture } from \"../../../Materials/Textures/dynamicTexture\";\r\nimport { PostProcess } from \"../../../PostProcesses/postProcess\";\r\nimport { PostProcessRenderPipeline } from \"../../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"../../../PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport { PassPostProcess } from \"../../../PostProcesses/passPostProcess\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { EngineStore } from \"../../../Engines/engineStore\";\r\nimport { SSAO2Configuration } from \"../../../Rendering/ssao2Configuration\";\r\nimport type { PrePassRenderer } from \"../../../Rendering/prePassRenderer\";\r\nimport type { GeometryBufferRenderer } from \"../../../Rendering/geometryBufferRenderer\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport type { Nullable } from \"../../../types\";\r\n\r\nimport \"../../../PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent\";\r\n\r\nimport \"../../../Shaders/ssao2.fragment\";\r\nimport \"../../../Shaders/ssaoCombine.fragment\";\r\n\r\n/**\r\n * Render pipeline to produce ssao effect\r\n */\r\nexport class SSAO2RenderingPipeline extends PostProcessRenderPipeline {\r\n // Members\r\n\r\n /**\r\n * @ignore\r\n * The PassPostProcess id in the pipeline that contains the original scene color\r\n */\r\n public SSAOOriginalSceneColorEffect: string = \"SSAOOriginalSceneColorEffect\";\r\n /**\r\n * @ignore\r\n * The SSAO PostProcess id in the pipeline\r\n */\r\n public SSAORenderEffect: string = \"SSAORenderEffect\";\r\n /**\r\n * @ignore\r\n * The horizontal blur PostProcess id in the pipeline\r\n */\r\n public SSAOBlurHRenderEffect: string = \"SSAOBlurHRenderEffect\";\r\n /**\r\n * @ignore\r\n * The vertical blur PostProcess id in the pipeline\r\n */\r\n public SSAOBlurVRenderEffect: string = \"SSAOBlurVRenderEffect\";\r\n /**\r\n * @ignore\r\n * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)\r\n */\r\n public SSAOCombineRenderEffect: string = \"SSAOCombineRenderEffect\";\r\n\r\n /**\r\n * The output strength of the SSAO post-process. Default value is 1.0.\r\n */\r\n @serialize()\r\n public totalStrength: number = 1.0;\r\n\r\n /**\r\n * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.\r\n */\r\n @serialize()\r\n public maxZ: number = 100.0;\r\n\r\n /**\r\n * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much\r\n */\r\n @serialize()\r\n public minZAspect: number = 0.2;\r\n\r\n @serialize(\"samples\")\r\n private _samples: number = 8;\r\n /**\r\n * Number of samples used for the SSAO calculations. Default value is 8\r\n */\r\n public set samples(n: number) {\r\n this._samples = n;\r\n this._ssaoPostProcess.updateEffect(this._getDefinesForSSAO());\r\n this._sampleSphere = this._generateHemisphere();\r\n }\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n @serialize(\"textureSamples\")\r\n private _textureSamples: number = 1;\r\n /**\r\n * Number of samples to use for antialiasing\r\n */\r\n public set textureSamples(n: number) {\r\n this._textureSamples = n;\r\n\r\n if (this._prePassRenderer) {\r\n this._prePassRenderer.samples = n;\r\n } else {\r\n this._originalColorPostProcess.samples = n;\r\n }\r\n }\r\n public get textureSamples(): number {\r\n return this._textureSamples;\r\n }\r\n\r\n /**\r\n * Force rendering the geometry through geometry buffer\r\n */\r\n private _forceGeometryBuffer: boolean = false;\r\n private get _geometryBufferRenderer(): Nullable<GeometryBufferRenderer> {\r\n if (!this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n return this._scene.geometryBufferRenderer;\r\n }\r\n private get _prePassRenderer(): Nullable<PrePassRenderer> {\r\n if (this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n return this._scene.prePassRenderer;\r\n }\r\n /**\r\n * Ratio object used for SSAO ratio and blur ratio\r\n */\r\n @serialize()\r\n private _ratio: any;\r\n\r\n /**\r\n * Dynamically generated sphere sampler.\r\n */\r\n private _sampleSphere: number[];\r\n\r\n /**\r\n * Blur filter offsets\r\n */\r\n private _samplerOffsets: number[];\r\n\r\n @serialize(\"expensiveBlur\")\r\n private _expensiveBlur: boolean = true;\r\n /**\r\n * If bilateral blur should be used\r\n */\r\n public set expensiveBlur(b: boolean) {\r\n const expensive = b ? \"#define EXPENSIVE\\n\" : \"\";\r\n this._blurHPostProcess.updateEffect(`#define BILATERAL_BLUR\\n#define BILATERAL_BLUR_H\\n#define SAMPLES 16\\n${expensive}`, null, [\"textureSampler\", \"depthSampler\"]);\r\n this._blurVPostProcess.updateEffect(`#define BILATERAL_BLUR\\n#define SAMPLES 16\\n${expensive}`, null, [\"textureSampler\", \"depthSampler\"]);\r\n this._expensiveBlur = b;\r\n }\r\n\r\n public get expensiveBlur(): boolean {\r\n return this._expensiveBlur;\r\n }\r\n\r\n /**\r\n * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0\r\n */\r\n @serialize()\r\n public radius: number = 2.0;\r\n\r\n /**\r\n * The base color of the SSAO post-process\r\n * The final result is \"base + ssao\" between [0, 1]\r\n */\r\n @serialize()\r\n public base: number = 0;\r\n\r\n /**\r\n * Support test.\r\n */\r\n public static get IsSupported(): boolean {\r\n const engine = EngineStore.LastCreatedEngine;\r\n if (!engine) {\r\n return false;\r\n }\r\n return engine._features.supportSSAO2;\r\n }\r\n\r\n private _scene: Scene;\r\n private _randomTexture: DynamicTexture;\r\n private _originalColorPostProcess: PassPostProcess;\r\n private _ssaoPostProcess: PostProcess;\r\n private _blurHPostProcess: PostProcess;\r\n private _blurVPostProcess: PostProcess;\r\n private _ssaoCombinePostProcess: PostProcess;\r\n\r\n /**\r\n * Gets active scene\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * @constructor\r\n * @param name The rendering pipeline name\r\n * @param scene The scene linked to this pipeline\r\n * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }\r\n * @param cameras The array of cameras that the rendering pipeline will be attached to\r\n * @param forceGeometryBuffer Set to true if you want to use the legacy geometry buffer renderer\r\n * @param textureType The texture type used by the different post processes created by SSAO (default: Constants.TEXTURETYPE_UNSIGNED_INT)\r\n */\r\n constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[], forceGeometryBuffer = false, textureType = Constants.TEXTURETYPE_UNSIGNED_INT) {\r\n super(scene.getEngine(), name);\r\n\r\n this._scene = scene;\r\n this._ratio = ratio;\r\n this._forceGeometryBuffer = forceGeometryBuffer;\r\n\r\n if (!this.isSupported) {\r\n Logger.Error(\"The current engine does not support SSAO 2.\");\r\n return;\r\n }\r\n\r\n const ssaoRatio = this._ratio.ssaoRatio || ratio;\r\n const blurRatio = this._ratio.blurRatio || ratio;\r\n\r\n // Set up assets\r\n if (this._forceGeometryBuffer) {\r\n scene.enableGeometryBufferRenderer();\r\n } else {\r\n scene.enablePrePassRenderer();\r\n }\r\n\r\n this._createRandomTexture();\r\n\r\n this._originalColorPostProcess = new PassPostProcess(\"SSAOOriginalSceneColor\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), undefined, textureType);\r\n this._originalColorPostProcess.samples = this.textureSamples;\r\n this._createSSAOPostProcess(1.0, textureType);\r\n this._createBlurPostProcess(ssaoRatio, blurRatio, textureType);\r\n this._createSSAOCombinePostProcess(blurRatio, textureType);\r\n\r\n // Set up pipeline\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOOriginalSceneColorEffect,\r\n () => {\r\n return this._originalColorPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAORenderEffect,\r\n () => {\r\n return this._ssaoPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOBlurHRenderEffect,\r\n () => {\r\n return this._blurHPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOBlurVRenderEffect,\r\n () => {\r\n return this._blurVPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOCombineRenderEffect,\r\n () => {\r\n return this._ssaoCombinePostProcess;\r\n },\r\n true\r\n )\r\n );\r\n\r\n // Finish\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n if (cameras) {\r\n scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);\r\n }\r\n }\r\n\r\n // Public Methods\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"SSAO2RenderingPipeline\"\r\n */\r\n public getClassName(): string {\r\n return \"SSAO2RenderingPipeline\";\r\n }\r\n\r\n /**\r\n * Removes the internal pipeline assets and detaches the pipeline from the scene cameras\r\n * @param disableGeometryBufferRenderer\r\n */\r\n public dispose(disableGeometryBufferRenderer: boolean = false): void {\r\n for (let i = 0; i < this._scene.cameras.length; i++) {\r\n const camera = this._scene.cameras[i];\r\n\r\n this._originalColorPostProcess.dispose(camera);\r\n this._ssaoPostProcess.dispose(camera);\r\n this._blurHPostProcess.dispose(camera);\r\n this._blurVPostProcess.dispose(camera);\r\n this._ssaoCombinePostProcess.dispose(camera);\r\n }\r\n\r\n this._randomTexture.dispose();\r\n\r\n if (disableGeometryBufferRenderer) {\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);\r\n\r\n super.dispose();\r\n }\r\n\r\n // Private Methods\r\n private _createBlurPostProcess(ssaoRatio: number, blurRatio: number, textureType: number): void {\r\n this._samplerOffsets = [];\r\n const expensive = this.expensiveBlur;\r\n\r\n for (let i = -8; i < 8; i++) {\r\n this._samplerOffsets.push(i * 2 + 0.5);\r\n }\r\n\r\n this._blurHPostProcess = new PostProcess(\r\n \"BlurH\",\r\n \"ssao2\",\r\n [\"outSize\", \"samplerOffsets\", \"near\", \"far\", \"radius\"],\r\n [\"depthSampler\"],\r\n ssaoRatio,\r\n null,\r\n Texture.TRILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n \"#define BILATERAL_BLUR\\n#define BILATERAL_BLUR_H\\n#define SAMPLES 16\\n#define EXPENSIVE \" + (expensive ? \"1\" : \"0\") + \"\\n\",\r\n textureType\r\n );\r\n this._blurHPostProcess.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n effect.setFloat(\"outSize\", this._ssaoCombinePostProcess.width > 0 ? this._ssaoCombinePostProcess.width : this._originalColorPostProcess.width);\r\n effect.setFloat(\"near\", this._scene.activeCamera.minZ);\r\n effect.setFloat(\"far\", this._scene.activeCamera.maxZ);\r\n effect.setFloat(\"radius\", this.radius);\r\n if (this._geometryBufferRenderer) {\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\r\n } else if (this._prePassRenderer) {\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n }\r\n effect.setArray(\"samplerOffsets\", this._samplerOffsets);\r\n };\r\n\r\n this._blurVPostProcess = new PostProcess(\r\n \"BlurV\",\r\n \"ssao2\",\r\n [\"outSize\", \"samplerOffsets\", \"near\", \"far\", \"radius\"],\r\n [\"depthSampler\"],\r\n blurRatio,\r\n null,\r\n Texture.TRILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n \"#define BILATERAL_BLUR\\n#define BILATERAL_BLUR_V\\n#define SAMPLES 16\\n#define EXPENSIVE \" + (expensive ? \"1\" : \"0\") + \"\\n\",\r\n textureType\r\n );\r\n this._blurVPostProcess.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n effect.setFloat(\"outSize\", this._ssaoCombinePostProcess.height > 0 ? this._ssaoCombinePostProcess.height : this._originalColorPostProcess.height);\r\n effect.setFloat(\"near\", this._scene.activeCamera.minZ);\r\n effect.setFloat(\"far\", this._scene.activeCamera.maxZ);\r\n effect.setFloat(\"radius\", this.radius);\r\n if (this._geometryBufferRenderer) {\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\r\n } else if (this._prePassRenderer) {\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n }\r\n effect.setArray(\"samplerOffsets\", this._samplerOffsets);\r\n };\r\n\r\n this._blurHPostProcess.samples = this.textureSamples;\r\n this._blurVPostProcess.samples = this.textureSamples;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild() {\r\n super._rebuild();\r\n }\r\n\r\n private _bits = new Uint32Array(1);\r\n\r\n //Van der Corput radical inverse\r\n private _radicalInverse_VdC(i: number) {\r\n this._bits[0] = i;\r\n this._bits[0] = ((this._bits[0] << 16) | (this._bits[0] >> 16)) >>> 0;\r\n this._bits[0] = ((this._bits[0] & 0x55555555) << 1) | (((this._bits[0] & 0xaaaaaaaa) >>> 1) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x33333333) << 2) | (((this._bits[0] & 0xcccccccc) >>> 2) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x0f0f0f0f) << 4) | (((this._bits[0] & 0xf0f0f0f0) >>> 4) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x00ff00ff) << 8) | (((this._bits[0] & 0xff00ff00) >>> 8) >>> 0);\r\n return this._bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296\r\n }\r\n\r\n private _hammersley(i: number, n: number) {\r\n return [i / n, this._radicalInverse_VdC(i)];\r\n }\r\n\r\n private _hemisphereSample_uniform(u: number, v: number): Vector3 {\r\n const phi = v * 2.0 * Math.PI;\r\n // rejecting samples that are close to tangent plane to avoid z-fighting artifacts\r\n const cosTheta = 1.0 - u * 0.85;\r\n const sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta);\r\n return new Vector3(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta);\r\n }\r\n\r\n private _generateHemisphere(): number[] {\r\n const numSamples = this.samples;\r\n const result = [];\r\n let vector;\r\n\r\n let i = 0;\r\n while (i < numSamples) {\r\n if (numSamples < 16) {\r\n vector = this._hemisphereSample_uniform(Math.random(), Math.random());\r\n } else {\r\n const rand = this._hammersley(i, numSamples);\r\n vector = this._hemisphereSample_uniform(rand[0], rand[1]);\r\n }\r\n\r\n result.push(vector.x, vector.y, vector.z);\r\n i++;\r\n }\r\n\r\n return result;\r\n }\r\n\r\n private _getDefinesForSSAO() {\r\n const defines = \"#define SAMPLES \" + this.samples + \"\\n#define SSAO\";\r\n\r\n return defines;\r\n }\r\n\r\n private static readonly ORTHO_DEPTH_PROJECTION = [1, 0, 0, 0, 1, 0, 0, 0, 1];\r\n\r\n private static readonly PERSPECTIVE_DEPTH_PROJECTION = [0, 0, 0, 0, 0, 0, 1, 1, 1];\r\n\r\n private _createSSAOPostProcess(ratio: number, textureType: number): void {\r\n this._sampleSphere = this._generateHemisphere();\r\n\r\n const defines = this._getDefinesForSSAO();\r\n const samplers = [\"randomSampler\", \"depthSampler\", \"normalSampler\"];\r\n\r\n this._ssaoPostProcess = new PostProcess(\r\n \"ssao2\",\r\n \"ssao2\",\r\n [\r\n \"sampleSphere\",\r\n \"samplesFactor\",\r\n \"randTextureTiles\",\r\n \"totalStrength\",\r\n \"radius\",\r\n \"base\",\r\n \"range\",\r\n \"projection\",\r\n \"near\",\r\n \"far\",\r\n \"texelSize\",\r\n \"xViewport\",\r\n \"yViewport\",\r\n \"maxZ\",\r\n \"minZAspect\",\r\n \"depthProjection\",\r\n ],\r\n samplers,\r\n ratio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n defines,\r\n textureType\r\n );\r\n\r\n this._ssaoPostProcess.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n effect.setArray3(\"sampleSphere\", this._sampleSphere);\r\n effect.setFloat(\"randTextureTiles\", 32.0);\r\n effect.setFloat(\"samplesFactor\", 1 / this.samples);\r\n effect.setFloat(\"totalStrength\", this.totalStrength);\r\n effect.setFloat2(\"texelSize\", 1 / this._ssaoPostProcess.width, 1 / this._ssaoPostProcess.height);\r\n effect.setFloat(\"radius\", this.radius);\r\n effect.setFloat(\"maxZ\", this.maxZ);\r\n effect.setFloat(\"minZAspect\", this.minZAspect);\r\n effect.setFloat(\"base\", this.base);\r\n effect.setFloat(\"near\", this._scene.activeCamera.minZ);\r\n effect.setFloat(\"far\", this._scene.activeCamera.maxZ);\r\n if (this._scene.activeCamera.mode === Camera.PERSPECTIVE_CAMERA) {\r\n effect.setMatrix3x3(\"depthProjection\", SSAO2RenderingPipeline.PERSPECTIVE_DEPTH_PROJECTION);\r\n effect.setFloat(\"xViewport\", Math.tan(this._scene.activeCamera.fov / 2) * this._scene.getEngine().getAspectRatio(this._scene.activeCamera, true));\r\n effect.setFloat(\"yViewport\", Math.tan(this._scene.activeCamera.fov / 2));\r\n } else {\r\n const halfWidth = this._scene.getEngine().getRenderWidth() / 2.0;\r\n const halfHeight = this._scene.getEngine().getRenderHeight() / 2.0;\r\n const orthoLeft = this._scene.activeCamera.orthoLeft ?? -halfWidth;\r\n const orthoRight = this._scene.activeCamera.orthoRight ?? halfWidth;\r\n const orthoBottom = this._scene.activeCamera.orthoBottom ?? -halfHeight;\r\n const orthoTop = this._scene.activeCamera.orthoTop ?? halfHeight;\r\n effect.setMatrix3x3(\"depthProjection\", SSAO2RenderingPipeline.ORTHO_DEPTH_PROJECTION);\r\n effect.setFloat(\"xViewport\", (orthoRight - orthoLeft) * 0.5);\r\n effect.setFloat(\"yViewport\", (orthoTop - orthoBottom) * 0.5);\r\n }\r\n effect.setMatrix(\"projection\", this._scene.getProjectionMatrix());\r\n\r\n if (this._geometryBufferRenderer) {\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\r\n effect.setTexture(\"normalSampler\", this._geometryBufferRenderer.getGBuffer().textures[1]);\r\n } else if (this._prePassRenderer) {\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n effect.setTexture(\"normalSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_NORMAL_TEXTURE_TYPE)]);\r\n }\r\n effect.setTexture(\"randomSampler\", this._randomTexture);\r\n };\r\n this._ssaoPostProcess.samples = this.textureSamples;\r\n\r\n if (!this._forceGeometryBuffer) {\r\n this._ssaoPostProcess._prePassEffectConfiguration = new SSAO2Configuration();\r\n }\r\n }\r\n\r\n private _createSSAOCombinePostProcess(ratio: number, textureType: number): void {\r\n this._ssaoCombinePostProcess = new PostProcess(\r\n \"ssaoCombine\",\r\n \"ssaoCombine\",\r\n [],\r\n [\"originalColor\", \"viewport\"],\r\n ratio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n undefined,\r\n textureType\r\n );\r\n\r\n this._ssaoCombinePostProcess.onApply = (effect: Effect) => {\r\n const viewport = this._scene.activeCamera!.viewport;\r\n effect.setVector4(\"viewport\", TmpVectors.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height));\r\n effect.setTextureFromPostProcessOutput(\"originalColor\", this._originalColorPostProcess);\r\n };\r\n this._ssaoCombinePostProcess.samples = this.textureSamples;\r\n }\r\n\r\n private _createRandomTexture(): void {\r\n const size = 128;\r\n\r\n this._randomTexture = new DynamicTexture(\"SSAORandomTexture\", size, this._scene, false, Texture.TRILINEAR_SAMPLINGMODE);\r\n this._randomTexture.wrapU = Texture.WRAP_ADDRESSMODE;\r\n this._randomTexture.wrapV = Texture.WRAP_ADDRESSMODE;\r\n\r\n const context = this._randomTexture.getContext();\r\n\r\n const rand = (min: number, max: number) => {\r\n return Math.random() * (max - min) + min;\r\n };\r\n\r\n const randVector = Vector3.Zero();\r\n\r\n for (let x = 0; x < size; x++) {\r\n for (let y = 0; y < size; y++) {\r\n randVector.x = rand(0.0, 1.0);\r\n randVector.y = rand(0.0, 1.0);\r\n randVector.z = 0.0;\r\n\r\n randVector.normalize();\r\n\r\n randVector.scaleInPlace(255);\r\n randVector.x = Math.floor(randVector.x);\r\n randVector.y = Math.floor(randVector.y);\r\n\r\n context.fillStyle = \"rgb(\" + randVector.x + \", \" + randVector.y + \", \" + randVector.z + \")\";\r\n context.fillRect(x, y, 1, 1);\r\n }\r\n }\r\n\r\n this._randomTexture.update(false);\r\n }\r\n\r\n /**\r\n * Serialize the rendering pipeline (Used when exporting)\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"SSAO2RenderingPipeline\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse the serialized pipeline\r\n * @param source Source pipeline.\r\n * @param scene The scene to load the pipeline to.\r\n * @param rootUrl The URL of the serialized pipeline.\r\n * @returns An instantiated pipeline from the serialized object.\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline {\r\n return SerializationHelper.Parse(() => new SSAO2RenderingPipeline(source._name, scene, source._ratio), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SSAO2RenderingPipeline\", SSAO2RenderingPipeline);\r\n"]}