@babylonjs/core 5.50.1 → 5.52.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/animatable.d.ts +5 -3
- package/Animations/animatable.js +10 -7
- package/Animations/animatable.js.map +1 -1
- package/Animations/animationGroup.js +3 -1
- package/Animations/animationGroup.js.map +1 -1
- package/Animations/runtimeAnimation.d.ts +1 -0
- package/Animations/runtimeAnimation.js +1 -0
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +8 -0
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +28 -2
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/freeCamera.d.ts +10 -0
- package/Cameras/freeCamera.js +32 -0
- package/Cameras/freeCamera.js.map +1 -1
- package/Cameras/targetCamera.js +4 -1
- package/Cameras/targetCamera.js.map +1 -1
- package/Engines/engineCapabilities.d.ts +2 -0
- package/Engines/engineCapabilities.js.map +1 -1
- package/Engines/nativeEngine.js +1 -0
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.js +1 -0
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/thinEngine.js +3 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +1 -0
- package/Engines/webgpuEngine.js.map +1 -1
- package/Inputs/scene.inputManager.d.ts +6 -3
- package/Inputs/scene.inputManager.js +67 -12
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.d.ts +4 -0
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +37 -2
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
- package/Materials/Node/nodeMaterialDecorator.d.ts +1 -1
- package/Materials/Node/nodeMaterialDecorator.js.map +1 -1
- package/Materials/PBR/pbrMaterial.js +1 -0
- package/Materials/PBR/pbrMaterial.js.map +1 -1
- package/Materials/Textures/cubeTexture.js +7 -1
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Meshes/mesh.js +2 -2
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/mesh.vertexData.d.ts +4 -1
- package/Meshes/mesh.vertexData.js +21 -17
- package/Meshes/mesh.vertexData.js.map +1 -1
- package/Misc/decorators.d.ts +8 -0
- package/Misc/decorators.js +22 -12
- package/Misc/decorators.js.map +1 -1
- package/Misc/environmentTextureTools.js +7 -0
- package/Misc/environmentTextureTools.js.map +1 -1
- package/Misc/khronosTextureContainer.js +4 -0
- package/Misc/khronosTextureContainer.js.map +1 -1
- package/Misc/observable.js +3 -0
- package/Misc/observable.js.map +1 -1
- package/Misc/sceneRecorder.js +3 -0
- package/Misc/sceneRecorder.js.map +1 -1
- package/Misc/virtualJoystick.js +2 -2
- package/Misc/virtualJoystick.js.map +1 -1
- package/Morph/morphTargetManager.js +7 -1
- package/Morph/morphTargetManager.js.map +1 -1
- package/Particles/gpuParticleSystem.js +18 -14
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Physics/v2/IPhysicsEnginePlugin.d.ts +126 -19
- package/Physics/v2/IPhysicsEnginePlugin.js +6 -0
- package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
- package/Physics/v2/physicsAggregate.d.ts +7 -1
- package/Physics/v2/physicsAggregate.js +21 -7
- package/Physics/v2/physicsAggregate.js.map +1 -1
- package/Physics/v2/physicsBody.d.ts +24 -15
- package/Physics/v2/physicsBody.js +46 -20
- package/Physics/v2/physicsBody.js.map +1 -1
- package/Physics/v2/physicsEngineComponent.d.ts +10 -0
- package/Physics/v2/physicsEngineComponent.js +27 -0
- package/Physics/v2/physicsEngineComponent.js.map +1 -1
- package/Physics/v2/physicsMaterial.d.ts +52 -46
- package/Physics/v2/physicsMaterial.js +23 -80
- package/Physics/v2/physicsMaterial.js.map +1 -1
- package/Physics/v2/physicsShape.d.ts +27 -2
- package/Physics/v2/physicsShape.js +52 -1
- package/Physics/v2/physicsShape.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.d.ts +59 -13
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +131 -56
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.d.ts +65 -13
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js +218 -80
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
- package/Rendering/depthRenderer.js +1 -1
- package/Rendering/depthRenderer.js.map +1 -1
- package/Rendering/depthRendererSceneComponent.d.ts +2 -1
- package/Rendering/depthRendererSceneComponent.js +2 -2
- package/Rendering/depthRendererSceneComponent.js.map +1 -1
- package/Rendering/geometryBufferRenderer.d.ts +8 -2
- package/Rendering/geometryBufferRenderer.js +32 -10
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Rendering/prePassRenderer.d.ts +18 -2
- package/Rendering/prePassRenderer.js +72 -26
- package/Rendering/prePassRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/screenSpaceRayTrace.js +3 -3
- package/Shaders/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
- package/Shaders/geometry.fragment.js +2 -2
- package/Shaders/geometry.fragment.js.map +1 -1
- package/Shaders/screenSpaceReflection2.fragment.js +20 -10
- package/Shaders/screenSpaceReflection2.fragment.js.map +1 -1
- package/Shaders/screenSpaceReflection2Blur.fragment.js +1 -1
- package/Shaders/screenSpaceReflection2Blur.fragment.js.map +1 -1
- package/Shaders/screenSpaceReflection2BlurCombiner.fragment.js +9 -2
- package/Shaders/screenSpaceReflection2BlurCombiner.fragment.js.map +1 -1
- package/Shaders/sprites.fragment.js +6 -1
- package/Shaders/sprites.fragment.js.map +1 -1
- package/Shaders/ssao2.fragment.js +0 -2
- package/Shaders/ssao2.fragment.js.map +1 -1
- package/Sprites/spriteManager.d.ts +7 -0
- package/Sprites/spriteManager.js +27 -0
- package/Sprites/spriteManager.js.map +1 -1
- package/Sprites/spriteRenderer.d.ts +8 -0
- package/Sprites/spriteRenderer.js +42 -19
- package/Sprites/spriteRenderer.js.map +1 -1
- package/assetContainer.js +5 -1
- package/assetContainer.js.map +1 -1
- package/package.json +1 -1
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{"version":3,"file":"screenSpaceReflection2.fragment.js","sourceRoot":"","sources":["../../../../lts/core/generated/Shaders/screenSpaceReflection2.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,sCAAsC,CAAC;AAE9C,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG
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{"version":3,"file":"screenSpaceReflection2.fragment.js","sourceRoot":"","sources":["../../../../lts/core/generated/Shaders/screenSpaceReflection2.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,sCAAsC,CAAC;AAE9C,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkNd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/screenSpaceRayTrace\";\n\nconst name = \"screenSpaceReflection2PixelShader\";\nconst shader = `uniform sampler2D textureSampler;\rvarying vec2 vUV;\r#ifdef SSR_SUPPORTED\nuniform sampler2D reflectivitySampler;\runiform sampler2D normalSampler;\runiform sampler2D depthSampler;\r#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\nuniform sampler2D backDepthSampler;\runiform float backSizeFactor;\r#endif\n#ifdef SSR_USE_ENVIRONMENT_CUBE\nuniform samplerCube envCubeSampler;\r#ifdef SSR_USE_LOCAL_REFLECTIONMAP_CUBIC\nuniform vec3 vReflectionPosition;\runiform vec3 vReflectionSize;\r#endif\n#endif\nuniform mat4 view;\runiform mat4 invView;\runiform mat4 projection;\runiform mat4 invProjectionMatrix;\runiform mat4 projectionPixel;\runiform float nearPlaneZ;\runiform float stepSize;\runiform float maxSteps;\runiform float strength;\runiform float thickness;\runiform float roughnessFactor;\runiform float reflectionSpecularFalloffExponent;\runiform float maxDistance;\runiform float selfCollisionNumSkip;\runiform float reflectivityThreshold;\r#include<helperFunctions>\n#include<screenSpaceRayTrace>\nvec3 fresnelSchlick(float cosTheta,vec3 F0)\r{\rreturn F0+(1.0-F0)*pow(1.0-cosTheta,5.0);\r}\rvec3 hash(vec3 a)\r{\ra=fract(a*0.8);\ra+=dot(a,a.yxz+19.19);\rreturn fract((a.xxy+a.yxx)*a.zyx);\r}\rvec3 computeViewPosFromUVDepth(vec2 texCoord,float depth) {\rvec4 ndc;\rndc.xy=texCoord*2.0-1.0;\r#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE\nndc.z=-projection[2].z-projection[3].z/depth;\r#else\nndc.z=projection[2].z+projection[3].z/depth;\r#endif\nndc.w=1.0;\rvec4 eyePos=invProjectionMatrix*ndc;\reyePos.xyz/=eyePos.w;\rreturn eyePos.xyz;\r}\rfloat computeAttenuationForIntersection(ivec2 hitPixel,vec2 hitUV,vec3 vsRayOrigin,vec3 vsHitPoint,vec3 reflectionVector,float maxRayDistance,float numIterations) {\rfloat attenuation=1.0;\r#ifdef SSR_ATTENUATE_SCREEN_BORDERS\nvec2 dCoords=smoothstep(0.2,0.6,abs(vec2(0.5,0.5)-hitUV.xy));\rattenuation*=clamp(1.0-(dCoords.x+dCoords.y),0.0,1.0);\r#endif\n#ifdef SSR_ATTENUATE_INTERSECTION_DISTANCE\nattenuation*=1.0-clamp(distance(vsRayOrigin,vsHitPoint)/maxRayDistance,0.0,1.0);\r#endif\n#ifdef SSR_ATTENUATE_INTERSECTION_NUMITERATIONS\nattenuation*=1.0-(numIterations/maxSteps);\r#endif\n#ifdef SSR_ATTENUATE_BACKFACE_REFLECTION\nvec3 reflectionNormal=texelFetch(normalSampler,hitPixel,0).xyz;\rfloat directionBasedAttenuation=smoothstep(-0.17,0.0,dot(reflectionNormal,-reflectionVector));\rattenuation*=directionBasedAttenuation;\r#endif\nreturn attenuation;\r}\r#endif\nvoid main()\r{\r#ifdef SSR_SUPPORTED\nvec4 colorFull=texture2D(textureSampler,vUV);\rvec3 color=colorFull.rgb;\rvec4 reflectivity=texture2D(reflectivitySampler,vUV);\rif (max(reflectivity.r,max(reflectivity.g,reflectivity.b))<=reflectivityThreshold) {\r#ifdef SSR_USE_BLUR\ngl_FragColor=vec4(0.);\r#else\ngl_FragColor=colorFull;\r#endif\nreturn;\r}\r#ifdef SSR_INPUT_IS_GAMMA_SPACE\ncolor=toLinearSpace(color);\r#endif\nvec2 texSize=vec2(textureSize(depthSampler,0));\rvec3 csNormal=texelFetch(normalSampler,ivec2(vUV*texSize),0).xyz; \rfloat depth=texelFetch(depthSampler,ivec2(vUV*texSize),0).r;\rvec3 csPosition=computeViewPosFromUVDepth(vUV,depth);\rvec3 csViewDirection=normalize(csPosition);\rvec3 csReflectedVector=reflect(csViewDirection,csNormal);\r#ifdef SSR_USE_ENVIRONMENT_CUBE\nvec3 wReflectedVector=vec3(invView*vec4(csReflectedVector,0.0));\r#ifdef SSR_USE_LOCAL_REFLECTIONMAP_CUBIC\nvec4 worldPos=invView*vec4(csPosition,1.0);\rwReflectedVector=parallaxCorrectNormal(worldPos.xyz,normalize(wReflectedVector),vReflectionSize,vReflectionPosition);\r#endif\n#ifdef SSR_INVERTCUBICMAP\nwReflectedVector.y*=-1.0;\r#endif\n#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE\nwReflectedVector.z*=-1.0;\r#endif\nvec3 envColor=textureCube(envCubeSampler,wReflectedVector).xyz;\r#ifdef SSR_ENVIRONMENT_CUBE_IS_GAMMASPACE\nenvColor=toLinearSpace(envColor);\r#endif\n#else\nvec3 envColor=color;\r#endif\nfloat reflectionAttenuation=1.0;\rbool rayHasHit=false;\rvec2 startPixel;\rvec2 hitPixel;\rvec3 hitPoint;\rfloat numIterations;\r#ifdef SSRAYTRACE_DEBUG\nvec3 debugColor;\r#endif\n#ifdef SSR_ATTENUATE_FACING_CAMERA\nreflectionAttenuation*=1.0-smoothstep(0.25,0.5,dot(-csViewDirection,csReflectedVector));\r#endif\nif (reflectionAttenuation>0.0) {\r#ifdef SSR_USE_BLUR\nvec3 jitt=vec3(0.);\r#else\nfloat roughness=1.0-reflectivity.a;\rvec3 jitt=mix(vec3(0.0),hash(csPosition),roughness)*roughnessFactor; \r#endif\nvec2 uv2=vUV*texSize;\rfloat c=(uv2.x+uv2.y)*0.25;\rfloat jitter=mod(c,1.0); \rrayHasHit=traceScreenSpaceRay1(\rcsPosition,\rnormalize(csReflectedVector+jitt),\rprojectionPixel,\rdepthSampler,\rtexSize,\r#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\nbackDepthSampler,\rbackSizeFactor,\r#endif\nthickness,\rnearPlaneZ,\rstepSize,\rjitter,\rmaxSteps,\rmaxDistance,\rselfCollisionNumSkip,\rstartPixel,\rhitPixel,\rhitPoint,\rnumIterations\r#ifdef SSRAYTRACE_DEBUG\n,debugColor\r#endif\n);\r}\r#ifdef SSRAYTRACE_DEBUG\ngl_FragColor=vec4(debugColor,1.);\rreturn;\r#endif\nvec3 F0=reflectivity.rgb;\rvec3 fresnel=fresnelSchlick(max(dot(csNormal,-csViewDirection),0.0),F0);\rvec3 SSR=envColor;\rif (rayHasHit) {\rvec3 reflectedColor=texelFetch(textureSampler,ivec2(hitPixel),0).rgb;\r#ifdef SSR_INPUT_IS_GAMMA_SPACE\nreflectedColor=toLinearSpace(reflectedColor);\r#endif\nreflectionAttenuation*=computeAttenuationForIntersection(ivec2(hitPixel),hitPixel/texSize,csPosition,hitPoint,csReflectedVector,maxDistance,numIterations);\rSSR=reflectedColor*reflectionAttenuation+(1.0-reflectionAttenuation)*envColor;\r}\rSSR*=fresnel;\r#ifdef SSR_USE_BLUR\nfloat blur_radius=0.0;\rfloat roughness=1.0-reflectivity.a*(1.0-roughnessFactor);\rif (roughness>0.001) {\rfloat cone_angle=min(roughness,0.999)*3.14159265*0.5;\rfloat cone_len=distance(startPixel,hitPixel);\rfloat op_len=2.0*tan(cone_angle)*cone_len; \rfloat a=op_len;\rfloat h=cone_len;\rfloat a2=a*a;\rfloat fh2=4.0f*h*h;\rblur_radius=(a*(sqrt(a2+fh2)-a))/(4.0f*h);\r}\rgl_FragColor=vec4(SSR,blur_radius/255.0); \r#else\nvec3 reflectionMultiplier=clamp(pow(reflectivity.rgb*strength,vec3(reflectionSpecularFalloffExponent)),0.0,1.0);\rvec3 colorMultiplier=1.0-reflectionMultiplier;\rvec3 finalColor=(color*colorMultiplier)+(SSR*reflectionMultiplier);\r#ifdef SSR_OUTPUT_IS_GAMMA_SPACE\nfinalColor=toGammaSpace(finalColor);\r#endif\ngl_FragColor=vec4(finalColor,colorFull.a);\r#endif\n#else\ngl_FragColor=texture2D(textureSampler,vUV);\r#endif\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const screenSpaceReflection2PixelShader = { name, shader };\n"]}
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import { ShaderStore } from "../Engines/shaderStore.js";
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const name = "screenSpaceReflection2BlurPixelShader";
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const shader = `uniform sampler2D textureSampler;
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const shader = `uniform sampler2D textureSampler;
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// Sideeffect
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ShaderStore.ShadersStore[name] = shader;
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/** @internal */
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{"version":3,"file":"screenSpaceReflection2Blur.fragment.js","sourceRoot":"","sources":["../../../../lts/core/generated/Shaders/screenSpaceReflection2Blur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uCAAuC,CAAC;AACrD,MAAM,MAAM,GAAG
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{"version":3,"file":"screenSpaceReflection2Blur.fragment.js","sourceRoot":"","sources":["../../../../lts/core/generated/Shaders/screenSpaceReflection2Blur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uCAAuC,CAAC;AACrD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Cd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,qCAAqC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"screenSpaceReflection2BlurPixelShader\";\nconst shader = `uniform sampler2D textureSampler;\rvarying vec2 vUV;\runiform vec2 texelOffsetScale;\rconst float weights[8]=float[8] (0.071303,0.131514,0.189879,0.321392,0.452906, 0.584419,0.715932,0.847445);\rvoid processSample(vec2 uv,float i,vec2 stepSize,out vec4 accumulator,out float denominator)\r{\rvec2 offsetUV=stepSize*i+uv;\rfloat coefficient=weights[int(2.0-abs(i))];\raccumulator+=texture2D(textureSampler,offsetUV)*coefficient;\rdenominator+=coefficient;\r}\rvoid main()\r{\rvec4 colorFull=texture2D(textureSampler,vUV);\rif (dot(colorFull,vec4(1.0))==0.0) {\rgl_FragColor=colorFull;\rreturn;\r}\rfloat blurRadius=colorFull.a*255.0; \rvec2 stepSize=texelOffsetScale.xy*blurRadius;\rvec4 accumulator=texture2D(textureSampler,vUV)*0.214607;\rfloat denominator=0.214607;\rprocessSample(vUV,1.0,stepSize,accumulator,denominator);\rprocessSample(vUV,1.0*0.2,stepSize,accumulator,denominator);\rprocessSample(vUV,1.0*0.4,stepSize,accumulator,denominator);\rprocessSample(vUV,1.0*0.6,stepSize,accumulator,denominator);\rprocessSample(vUV,1.0*0.8,stepSize,accumulator,denominator);\rprocessSample(vUV,1.0*1.2,stepSize,accumulator,denominator);\rprocessSample(vUV,1.0*1.4,stepSize,accumulator,denominator);\rprocessSample(vUV,1.0*1.6,stepSize,accumulator,denominator);\rprocessSample(vUV,1.0*1.8,stepSize,accumulator,denominator);\rprocessSample(vUV,1.0*2.0,stepSize,accumulator,denominator);\rprocessSample(vUV,-1.0,stepSize,accumulator,denominator);\rprocessSample(vUV,-1.0*0.2,stepSize,accumulator,denominator);\rprocessSample(vUV,-1.0*0.4,stepSize,accumulator,denominator);\rprocessSample(vUV,-1.0*0.6,stepSize,accumulator,denominator);\rprocessSample(vUV,-1.0*0.8,stepSize,accumulator,denominator);\rprocessSample(vUV,-1.0*1.2,stepSize,accumulator,denominator);\rprocessSample(vUV,-1.0*1.4,stepSize,accumulator,denominator);\rprocessSample(vUV,-1.0*1.6,stepSize,accumulator,denominator);\rprocessSample(vUV,-1.0*1.8,stepSize,accumulator,denominator);\rprocessSample(vUV,-1.0*2.0,stepSize,accumulator,denominator);\rgl_FragColor=vec4(accumulator.rgb/denominator,colorFull.a);\r}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const screenSpaceReflection2BlurPixelShader = { name, shader };\n"]}
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import { ShaderStore } from "../Engines/shaderStore.js";
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import "./ShadersInclude/helperFunctions.js";
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const name = "screenSpaceReflection2BlurCombinerPixelShader";
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const shader = `uniform sampler2D textureSampler;
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void main()
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const shader = `uniform sampler2D textureSampler;
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void main()
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gl_FragColor=texture2D(textureSampler,vUV);
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vec3 SSR=texture2D(textureSampler,vUV).rgb;
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color=toLinearSpace(color);
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vec3 reflectionMultiplier=clamp(pow(reflectivity.rgb*strength,vec3(reflectionSpecularFalloffExponent)),0.0,1.0);
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finalColor=toGammaSpace(finalColor);
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gl_FragColor=vec4(finalColor,color.a);
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}
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{"version":3,"file":"screenSpaceReflection2BlurCombiner.fragment.js","sourceRoot":"","sources":["../../../../lts/core/generated/Shaders/screenSpaceReflection2BlurCombiner.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,+CAA+C,CAAC;AAC7D,MAAM,MAAM,GAAG
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{"version":3,"file":"screenSpaceReflection2BlurCombiner.fragment.js","sourceRoot":"","sources":["../../../../lts/core/generated/Shaders/screenSpaceReflection2BlurCombiner.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,+CAA+C,CAAC;AAC7D,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgCd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,6CAA6C,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\n\nconst name = \"screenSpaceReflection2BlurCombinerPixelShader\";\nconst shader = `uniform sampler2D textureSampler; \runiform sampler2D mainSampler;\runiform sampler2D reflectivitySampler;\runiform float strength;\runiform float reflectionSpecularFalloffExponent;\runiform float reflectivityThreshold;\rvarying vec2 vUV;\r#include<helperFunctions>\nvoid main()\r{\r#ifdef SSRAYTRACE_DEBUG\ngl_FragColor=texture2D(textureSampler,vUV);\r#else\nvec3 SSR=texture2D(textureSampler,vUV).rgb;\rvec4 color=texture2D(mainSampler,vUV);\rvec4 reflectivity=texture2D(reflectivitySampler,vUV);\rif (max(reflectivity.r,max(reflectivity.g,reflectivity.b))<=reflectivityThreshold) {\rgl_FragColor=color;\rreturn;\r}\r#ifdef SSR_INPUT_IS_GAMMA_SPACE\ncolor=toLinearSpace(color);\r#endif\nvec3 reflectionMultiplier=clamp(pow(reflectivity.rgb*strength,vec3(reflectionSpecularFalloffExponent)),0.0,1.0);\rvec3 colorMultiplier=1.0-reflectionMultiplier;\rvec3 finalColor=(color.rgb*colorMultiplier)+(SSR*reflectionMultiplier);\r#ifdef SSR_OUTPUT_IS_GAMMA_SPACE\nfinalColor=toGammaSpace(finalColor);\r#endif\ngl_FragColor=vec4(finalColor,color.a);\r#endif\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const screenSpaceReflection2BlurCombinerPixelShader = { name, shader };\n"]}
|
|
@@ -6,8 +6,13 @@ import "./ShadersInclude/imageProcessingCompatibility.js";
|
|
|
6
6
|
const name = "spritesPixelShader";
|
|
7
7
|
const shader = `uniform bool alphaTest;
|
|
8
8
|
#define CUSTOM_FRAGMENT_DEFINITIONS
|
|
9
|
+
#ifdef PIXEL_PERFECT
|
|
10
|
+
vec2 uvPixelPerfect(vec2 uv) {
|
|
9
11
|
void main(void) {
|
|
10
|
-
|
|
12
|
+
#ifdef PIXEL_PERFECT
|
|
13
|
+
vec2 uv=uvPixelPerfect(vUV);
|
|
14
|
+
vec2 uv=vUV;
|
|
15
|
+
vec4 color=texture2D(diffuseSampler,uv);
|
|
11
16
|
gl_FragColor=color;
|
|
12
17
|
#define CUSTOM_FRAGMENT_MAIN_END
|
|
13
18
|
}`;
|
|
@@ -1 +1 @@
|
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|
1
|
-
{"version":3,"file":"sprites.fragment.js","sourceRoot":"","sources":["../../../../lts/core/generated/Shaders/sprites.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,yCAAyC,CAAC;AACjD,OAAO,8BAA8B,CAAC;AACtC,OAAO,+CAA+C,CAAC;AAEvD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG
|
|
1
|
+
{"version":3,"file":"sprites.fragment.js","sourceRoot":"","sources":["../../../../lts/core/generated/Shaders/sprites.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,yCAAyC,CAAC;AACjD,OAAO,8BAA8B,CAAC;AACtC,OAAO,+CAA+C,CAAC;AAEvD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAkCb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"spritesPixelShader\";\nconst shader = `uniform bool alphaTest;\rvarying vec4 vColor;\rvarying vec2 vUV;\runiform sampler2D diffuseSampler;\r#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#ifdef PIXEL_PERFECT\nvec2 uvPixelPerfect(vec2 uv) {\rvec2 res=vec2(textureSize(diffuseSampler,0));\ruv=uv*res;\rvec2 seam=floor(uv+0.5);\ruv=seam+clamp((uv-seam)/fwidth(uv),-0.5,0.5);\rreturn uv/res;\r}\r#endif\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#ifdef PIXEL_PERFECT\nvec2 uv=uvPixelPerfect(vUV);\r#else\nvec2 uv=vUV;\r#endif\nvec4 color=texture2D(diffuseSampler,uv);\rfloat fAlphaTest=float(alphaTest);\rif (fAlphaTest != 0.)\r{\rif (color.a<0.95)\rdiscard;\r}\rcolor*=vColor;\r#include<fogFragment>\ngl_FragColor=color;\r#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const spritesPixelShader = { name, shader };\n"]}
|
|
@@ -1 +1 @@
|
|
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1
|
-
{"version":3,"file":"ssao2.fragment.js","sourceRoot":"","sources":["../../../../lts/core/generated/Shaders/ssao2.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG
|
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1
|
+
{"version":3,"file":"ssao2.fragment.js","sourceRoot":"","sources":["../../../../lts/core/generated/Shaders/ssao2.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiKd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"ssao2PixelShader\";\nconst shader = `precision highp float;\runiform sampler2D textureSampler;\rvarying vec2 vUV;\r#ifdef SSAO\nfloat scales[16]=float[16](\r0.1,\r0.11406250000000001,\r0.131640625,\r0.15625,\r0.187890625,\r0.2265625,\r0.272265625,\r0.325,\r0.384765625,\r0.4515625,\r0.525390625,\r0.60625,\r0.694140625,\r0.7890625,\r0.891015625,\r1.0\r);\runiform float near;\runiform float radius;\runiform sampler2D depthSampler;\runiform sampler2D randomSampler;\runiform sampler2D normalSampler;\runiform float randTextureTiles;\runiform float samplesFactor;\runiform vec3 sampleSphere[SAMPLES];\runiform float totalStrength;\runiform float base;\runiform float xViewport;\runiform float yViewport;\runiform mat3 depthProjection;\runiform float maxZ;\runiform float minZAspect;\runiform vec2 texelSize;\runiform mat4 projection;\rvoid main()\r{\rvec3 random=textureLod(randomSampler,vUV*randTextureTiles,0.0).rgb;\rfloat depth=textureLod(depthSampler,vUV,0.0).r;\rfloat depthSign=depth/abs(depth);\rdepth=depth*depthSign;\rvec3 normal=textureLod(normalSampler,vUV,0.0).rgb;\rfloat occlusion=0.0;\rfloat correctedRadius=min(radius,minZAspect*depth/near);\rvec3 vViewRay=vec3((vUV.x*2.0-1.0)*xViewport,(vUV.y*2.0-1.0)*yViewport,depthSign);\rvec3 vDepthFactor=depthProjection*vec3(1.0,1.0,depth);\rvec3 origin=vViewRay*vDepthFactor;\rvec3 rvec=random*2.0-1.0;\rrvec.z=0.0;\rfloat dotProduct=dot(rvec,normal);\rrvec=1.0-abs(dotProduct)>1e-2 ? rvec : vec3(-rvec.y,0.0,rvec.x);\rvec3 tangent=normalize(rvec-normal*dot(rvec,normal));\rvec3 bitangent=cross(normal,tangent);\rmat3 tbn=mat3(tangent,bitangent,normal);\rfloat difference;\rfor (int i=0; i<SAMPLES; ++i) {\rvec3 samplePosition=scales[(i+int(random.x*16.0)) % 16]*tbn*sampleSphere[(i+int(random.y*16.0)) % 16];\rsamplePosition=samplePosition*correctedRadius+origin;\rvec4 offset=vec4(samplePosition,1.0);\roffset=projection*offset;\roffset.xyz/=offset.w;\roffset.xy=offset.xy*0.5+0.5;\rif (offset.x<0.0 || offset.y<0.0 || offset.x>1.0 || offset.y>1.0) {\rcontinue;\r}\rfloat sampleDepth=abs(textureLod(depthSampler,offset.xy,0.0).r);\rdifference=depthSign*samplePosition.z-sampleDepth;\rfloat rangeCheck=1.0-smoothstep(correctedRadius*0.5,correctedRadius,difference);\rocclusion+=step(EPSILON,difference)*rangeCheck;\r}\rocclusion=occlusion*(1.0-smoothstep(maxZ*0.75,maxZ,depth));\rfloat ao=1.0-totalStrength*occlusion*samplesFactor;\rfloat result=clamp(ao+base,0.0,1.0);\rgl_FragColor=vec4(vec3(result),1.0);\r}\r#endif\n#ifdef BLUR\nuniform float outSize;\runiform float soften;\runiform float tolerance;\runiform int samples;\r#ifndef BLUR_BYPASS\nuniform sampler2D depthSampler;\r#ifdef BLUR_LEGACY\nfloat blur13Bilateral(sampler2D image,vec2 uv,vec2 step) {\rfloat result=0.0;\rvec2 off1=vec2(1.411764705882353)*step;\rvec2 off2=vec2(3.2941176470588234)*step;\rvec2 off3=vec2(5.176470588235294)*step;\rfloat compareDepth=abs(textureLod(depthSampler,uv,0.0).r);\rfloat sampleDepth;\rfloat weight;\rfloat weightSum=30.0;\rresult+=textureLod(image,uv,0.0).r*30.0;\rsampleDepth=abs(textureLod(depthSampler,uv+off1,0.0).r);\rweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\rweightSum+= weight;\rresult+=textureLod(image,uv+off1,0.0).r*weight;\rsampleDepth=abs(textureLod(depthSampler,uv-off1,0.0).r);\rweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\rweightSum+= weight;\rresult+=textureLod(image,uv-off1,0.0).r*weight;\rsampleDepth=abs(textureLod(depthSampler,uv+off2,0.0).r);\rweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\rweightSum+=weight;\rresult+=textureLod(image,uv+off2,0.0).r*weight;\rsampleDepth=abs(textureLod(depthSampler,uv-off2,0.0).r);\rweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\rweightSum+=weight;\rresult+=textureLod(image,uv-off2,0.0).r*weight;\rsampleDepth=abs(textureLod(depthSampler,uv+off3,0.0).r);\rweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\rweightSum+=weight;\rresult+=textureLod(image,uv+off3,0.0).r*weight;\rsampleDepth=abs(textureLod(depthSampler,uv-off3,0.0).r);\rweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\rweightSum+=weight;\rresult+=textureLod(image,uv-off3,0.0).r*weight;\rreturn result/weightSum;\r}\r#endif\n#endif\nvoid main()\r{\rfloat result=0.0;\r#ifdef BLUR_BYPASS\nresult=textureLod(textureSampler,vUV,0.0).r;\r#else\n#ifdef BLUR_H\nvec2 step=vec2(1.0/outSize,0.0);\r#else\nvec2 step=vec2(0.0,1.0/outSize);\r#endif\n#ifdef BLUR_LEGACY\nresult=blur13Bilateral(textureSampler,vUV,step);\r#else\nfloat compareDepth=abs(textureLod(depthSampler,vUV,0.0).r);\rfloat weightSum=0.0;\rfor (int i=-samples; i<samples; i+=2)\r{\rvec2 samplePos=vUV+step*(float(i)+0.5);\rfloat sampleDepth=abs(textureLod(depthSampler,samplePos,0.0).r);\rfloat falloff=smoothstep(0.0,\rfloat(samples),\rfloat(samples)-abs(float(i))*soften);\rfloat minDivider=tolerance*0.5+0.003;\rfloat weight=falloff/( minDivider+abs(compareDepth-sampleDepth));\rresult+=textureLod(textureSampler,samplePos,0.0).r*weight;\rweightSum+=weight;\r}\rresult/=weightSum;\r#endif\n#endif\ngl_FragColor.rgb=vec3(result);\rgl_FragColor.a=1.0;\r}\r#endif\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const ssao2PixelShader = { name, shader };\n"]}
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@@ -149,6 +149,13 @@ export declare class SpriteManager implements ISpriteManager {
|
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149
149
|
*/
|
|
150
150
|
get disableDepthWrite(): boolean;
|
|
151
151
|
set disableDepthWrite(value: boolean);
|
|
152
|
+
/**
|
|
153
|
+
* Gets or sets a boolean indicating if the renderer must render sprites with pixel perfect rendering
|
|
154
|
+
* In this mode, sprites are rendered as "pixel art", which means that they appear as pixelated but remain stable when moving or when rotated or scaled.
|
|
155
|
+
* Note that for this mode to work as expected, the sprite texture must use the BILINEAR sampling mode, not NEAREST!
|
|
156
|
+
*/
|
|
157
|
+
get pixelPerfect(): boolean;
|
|
158
|
+
set pixelPerfect(value: boolean);
|
|
152
159
|
private _spriteRenderer;
|
|
153
160
|
/** Associative array from JSON sprite data file */
|
|
154
161
|
private _cellData;
|
package/Sprites/spriteManager.js
CHANGED
|
@@ -98,6 +98,17 @@ export class SpriteManager {
|
|
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98
98
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this._disableDepthWrite = value;
|
|
99
99
|
this._spriteRenderer.disableDepthWrite = value;
|
|
100
100
|
}
|
|
101
|
+
/**
|
|
102
|
+
* Gets or sets a boolean indicating if the renderer must render sprites with pixel perfect rendering
|
|
103
|
+
* In this mode, sprites are rendered as "pixel art", which means that they appear as pixelated but remain stable when moving or when rotated or scaled.
|
|
104
|
+
* Note that for this mode to work as expected, the sprite texture must use the BILINEAR sampling mode, not NEAREST!
|
|
105
|
+
*/
|
|
106
|
+
get pixelPerfect() {
|
|
107
|
+
return this._spriteRenderer.pixelPerfect;
|
|
108
|
+
}
|
|
109
|
+
set pixelPerfect(value) {
|
|
110
|
+
this._spriteRenderer.pixelPerfect = value;
|
|
111
|
+
}
|
|
101
112
|
/**
|
|
102
113
|
* Creates a new sprite manager
|
|
103
114
|
* @param name defines the manager's name
|
|
@@ -465,6 +476,10 @@ export class SpriteManager {
|
|
|
465
476
|
serializationObject.capacity = this.capacity;
|
|
466
477
|
serializationObject.cellWidth = this.cellWidth;
|
|
467
478
|
serializationObject.cellHeight = this.cellHeight;
|
|
479
|
+
serializationObject.fogEnabled = this.fogEnabled;
|
|
480
|
+
serializationObject.blendMode = this.blendMode;
|
|
481
|
+
serializationObject.disableDepthWrite = this.disableDepthWrite;
|
|
482
|
+
serializationObject.pixelPerfect = this.pixelPerfect;
|
|
468
483
|
if (this.texture) {
|
|
469
484
|
if (serializeTexture) {
|
|
470
485
|
serializationObject.texture = this.texture.serialize();
|
|
@@ -493,6 +508,18 @@ export class SpriteManager {
|
|
|
493
508
|
width: parsedManager.cellWidth,
|
|
494
509
|
height: parsedManager.cellHeight,
|
|
495
510
|
}, scene);
|
|
511
|
+
if (parsedManager.fogEnabled !== undefined) {
|
|
512
|
+
manager.fogEnabled = parsedManager.fogEnabled;
|
|
513
|
+
}
|
|
514
|
+
if (parsedManager.blendMode !== undefined) {
|
|
515
|
+
manager.blendMode = parsedManager.blendMode;
|
|
516
|
+
}
|
|
517
|
+
if (parsedManager.disableDepthWrite !== undefined) {
|
|
518
|
+
manager.disableDepthWrite = parsedManager.disableDepthWrite;
|
|
519
|
+
}
|
|
520
|
+
if (parsedManager.pixelPerfect !== undefined) {
|
|
521
|
+
manager.pixelPerfect = parsedManager.pixelPerfect;
|
|
522
|
+
}
|
|
496
523
|
if (parsedManager.metadata !== undefined) {
|
|
497
524
|
manager.metadata = parsedManager.metadata;
|
|
498
525
|
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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type { IDisposable, Scene } from \"../scene\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Vector3, TmpVectors, Matrix } from \"../Maths/math.vector\";\r\nimport { Sprite } from \"./sprite\";\r\nimport { SpriteSceneComponent } from \"./spriteSceneComponent\";\r\nimport { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { WebRequest } from \"../Misc/webRequest\";\r\nimport { SpriteRenderer } from \"./spriteRenderer\";\r\nimport type { ThinSprite } from \"./thinSprite\";\r\nimport type { ISize } from \"../Maths/math.size\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\ndeclare type Ray = import(\"../Culling/ray\").Ray;\r\n\r\n// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Reflect\r\ndeclare const Reflect: any;\r\n\r\n/**\r\n * Defines the minimum interface to fulfill in order to be a sprite manager.\r\n */\r\nexport interface ISpriteManager extends IDisposable {\r\n /**\r\n * Gets manager's name\r\n */\r\n name: string;\r\n\r\n /**\r\n * Restricts the camera to viewing objects with the same layerMask.\r\n * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0\r\n */\r\n layerMask: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true\r\n */\r\n isPickable: boolean;\r\n\r\n /**\r\n * Gets the hosting scene\r\n */\r\n scene: Scene;\r\n\r\n /**\r\n * Specifies the rendering group id for this mesh (0 by default)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/advanced/transparent_rendering#rendering-groups\r\n */\r\n renderingGroupId: number;\r\n\r\n /**\r\n * Defines the list of sprites managed by the manager.\r\n */\r\n sprites: Array<Sprite>;\r\n\r\n /**\r\n * Gets or sets the spritesheet texture\r\n */\r\n texture: Texture;\r\n\r\n /** Defines the default width of a cell in the spritesheet */\r\n cellWidth: number;\r\n /** Defines the default height of a cell in the spritesheet */\r\n cellHeight: number;\r\n\r\n /** @internal */\r\n _wasDispatched: boolean;\r\n\r\n /**\r\n * Tests the intersection of a sprite with a specific ray.\r\n * @param ray The ray we are sending to test the collision\r\n * @param camera The camera space we are sending rays in\r\n * @param predicate A predicate allowing excluding sprites from the list of object to test\r\n * @param fastCheck defines if the first intersection will be used (and not the closest)\r\n * @returns picking info or null.\r\n */\r\n intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;\r\n\r\n /**\r\n * Intersects the sprites with a ray\r\n * @param ray defines the ray to intersect with\r\n * @param camera defines the current active camera\r\n * @param predicate defines a predicate used to select candidate sprites\r\n * @returns null if no hit or a PickingInfo array\r\n */\r\n multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;\r\n\r\n /**\r\n * Renders the list of sprites on screen.\r\n */\r\n render(): void;\r\n\r\n /**\r\n * Rebuilds the manager (after a context lost, for eg)\r\n */\r\n rebuild(): void;\r\n}\r\n\r\n/**\r\n * Class used to manage multiple sprites on the same spritesheet\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/sprites\r\n */\r\nexport class SpriteManager implements ISpriteManager {\r\n /** Define the Url to load snippets */\r\n public static SnippetUrl = Constants.SnippetUrl;\r\n\r\n /** Snippet ID if the manager was created from the snippet server */\r\n public snippetId: string;\r\n\r\n /** Gets the list of sprites */\r\n public sprites = new Array<Sprite>();\r\n /** Gets or sets the rendering group id (0 by default) */\r\n public renderingGroupId = 0;\r\n /** Gets or sets camera layer mask */\r\n public layerMask: number = 0x0fffffff;\r\n /** Gets or sets a boolean indicating if the sprites are pickable */\r\n public isPickable = false;\r\n\r\n /**\r\n * Gets or sets an object used to store user defined information for the sprite manager\r\n */\r\n public metadata: any = null;\r\n\r\n /** @internal */\r\n public _wasDispatched = false;\r\n\r\n /**\r\n * An event triggered when the manager is disposed.\r\n */\r\n public onDisposeObservable = new Observable<SpriteManager>();\r\n\r\n /**\r\n * Callback called when the manager is disposed\r\n */\r\n public set onDispose(callback: () => void) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n }\r\n\r\n /**\r\n * Gets or sets the unique id of the sprite\r\n */\r\n public uniqueId: number;\r\n\r\n /**\r\n * Gets the array of sprites\r\n */\r\n public get children() {\r\n return this.sprites;\r\n }\r\n\r\n /**\r\n * Gets the hosting scene\r\n */\r\n public get scene() {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Gets the capacity of the manager\r\n */\r\n public get capacity() {\r\n return this._spriteRenderer.capacity;\r\n }\r\n\r\n /**\r\n * Gets or sets the spritesheet texture\r\n */\r\n public get texture(): Texture {\r\n return this._spriteRenderer.texture as Texture;\r\n }\r\n public set texture(value: Texture) {\r\n value.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n value.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._spriteRenderer.texture = value;\r\n this._textureContent = null;\r\n }\r\n\r\n /** Defines the default width of a cell in the spritesheet */\r\n public get cellWidth(): number {\r\n return this._spriteRenderer.cellWidth;\r\n }\r\n public set cellWidth(value: number) {\r\n this._spriteRenderer.cellWidth = value;\r\n }\r\n\r\n /** Defines the default height of a cell in the spritesheet */\r\n public get cellHeight(): number {\r\n return this._spriteRenderer.cellHeight;\r\n }\r\n public set cellHeight(value: number) {\r\n this._spriteRenderer.cellHeight = value;\r\n }\r\n\r\n /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */\r\n public get fogEnabled(): boolean {\r\n return this._spriteRenderer.fogEnabled;\r\n }\r\n public set fogEnabled(value: boolean) {\r\n this._spriteRenderer.fogEnabled = value;\r\n }\r\n\r\n /**\r\n * Blend mode use to render the particle, it can be any of\r\n * the static Constants.ALPHA_x properties provided in this class.\r\n * Default value is Constants.ALPHA_COMBINE\r\n */\r\n public get blendMode() {\r\n return this._spriteRenderer.blendMode;\r\n }\r\n public set blendMode(blendMode: number) {\r\n this._spriteRenderer.blendMode = blendMode;\r\n }\r\n\r\n private _disableDepthWrite: boolean = false;\r\n /** Disables writing to the depth buffer when rendering the sprites.\r\n * It can be handy to disable depth writing when using textures without alpha channel\r\n * and setting some specific blend modes.\r\n */\r\n public get disableDepthWrite() {\r\n return this._disableDepthWrite;\r\n }\r\n\r\n public set disableDepthWrite(value: boolean) {\r\n this._disableDepthWrite = value;\r\n this._spriteRenderer.disableDepthWrite = value;\r\n }\r\n\r\n private _spriteRenderer: SpriteRenderer;\r\n /** Associative array from JSON sprite data file */\r\n private _cellData: any;\r\n /** Array of sprite names from JSON sprite data file */\r\n private _spriteMap: Array<string>;\r\n /** True when packed cell data from JSON file is ready*/\r\n private _packedAndReady: boolean = false;\r\n private _textureContent: Nullable<Uint8Array>;\r\n private _onDisposeObserver: Nullable<Observer<SpriteManager>>;\r\n private _fromPacked: boolean;\r\n private _scene: Scene;\r\n\r\n /**\r\n * Creates a new sprite manager\r\n * @param name defines the manager's name\r\n * @param imgUrl defines the sprite sheet url\r\n * @param capacity defines the maximum allowed number of sprites\r\n * @param cellSize defines the size of a sprite cell\r\n * @param scene defines the hosting scene\r\n * @param epsilon defines the epsilon value to align texture (0.01 by default)\r\n * @param samplingMode defines the sampling mode to use with spritesheet\r\n * @param fromPacked set to false; do not alter\r\n * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter\r\n */\r\n constructor(\r\n /** defines the manager's name */\r\n public name: string,\r\n imgUrl: string,\r\n capacity: number,\r\n cellSize: any,\r\n scene: Scene,\r\n epsilon: number = 0.01,\r\n samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE,\r\n fromPacked: boolean = false,\r\n spriteJSON: any | null = null\r\n ) {\r\n if (!scene) {\r\n scene = EngineStore.LastCreatedScene!;\r\n }\r\n\r\n if (!scene._getComponent(SceneComponentConstants.NAME_SPRITE)) {\r\n scene._addComponent(new SpriteSceneComponent(scene));\r\n }\r\n this._fromPacked = fromPacked;\r\n\r\n this._scene = scene;\r\n const engine = this._scene.getEngine();\r\n this._spriteRenderer = new SpriteRenderer(engine, capacity, epsilon, scene);\r\n\r\n if (cellSize.width && cellSize.height) {\r\n this.cellWidth = cellSize.width;\r\n this.cellHeight = cellSize.height;\r\n } else if (cellSize !== undefined) {\r\n this.cellWidth = cellSize;\r\n this.cellHeight = cellSize;\r\n } else {\r\n this._spriteRenderer = <any>null;\r\n return;\r\n }\r\n\r\n this._scene.spriteManagers && this._scene.spriteManagers.push(this);\r\n this.uniqueId = this.scene.getUniqueId();\r\n\r\n if (imgUrl) {\r\n this.texture = new Texture(imgUrl, scene, true, false, samplingMode);\r\n }\r\n\r\n if (this._fromPacked) {\r\n this._makePacked(imgUrl, spriteJSON);\r\n }\r\n }\r\n\r\n /**\r\n * Returns the string \"SpriteManager\"\r\n * @returns \"SpriteManager\"\r\n */\r\n public getClassName(): string {\r\n return \"SpriteManager\";\r\n }\r\n\r\n private _makePacked(imgUrl: string, spriteJSON: any) {\r\n if (spriteJSON !== null) {\r\n try {\r\n //Get the JSON and Check its structure. If its an array parse it if its a JSON string etc...\r\n let celldata: any;\r\n if (typeof spriteJSON === \"string\") {\r\n celldata = JSON.parse(spriteJSON);\r\n } else {\r\n celldata = spriteJSON;\r\n }\r\n\r\n if (celldata.frames.length) {\r\n const frametemp: any = {};\r\n for (let i = 0; i < celldata.frames.length; i++) {\r\n const _f = celldata.frames[i];\r\n if (typeof Object.keys(_f)[0] !== \"string\") {\r\n throw new Error(\"Invalid JSON Format. Check the frame values and make sure the name is the first parameter.\");\r\n }\r\n\r\n const name: string = _f[Object.keys(_f)[0]];\r\n frametemp[name] = _f;\r\n }\r\n celldata.frames = frametemp;\r\n }\r\n\r\n const spritemap = <string[]>Reflect.ownKeys(celldata.frames);\r\n\r\n this._spriteMap = spritemap;\r\n this._packedAndReady = true;\r\n this._cellData = celldata.frames;\r\n } catch (e) {\r\n this._fromPacked = false;\r\n this._packedAndReady = false;\r\n throw new Error(\"Invalid JSON from string. Spritesheet managed with constant cell size.\");\r\n }\r\n } else {\r\n const re = /\\./g;\r\n let li: number;\r\n do {\r\n li = re.lastIndex;\r\n re.test(imgUrl);\r\n } while (re.lastIndex > 0);\r\n const jsonUrl = imgUrl.substring(0, li - 1) + \".json\";\r\n const onerror = () => {\r\n Logger.Error(\"JSON ERROR: Unable to load JSON file.\");\r\n this._fromPacked = false;\r\n this._packedAndReady = false;\r\n };\r\n const onload = (data: string | ArrayBuffer) => {\r\n try {\r\n const celldata = JSON.parse(data as string);\r\n const spritemap = <string[]>Reflect.ownKeys(celldata.frames);\r\n this._spriteMap = spritemap;\r\n this._packedAndReady = true;\r\n this._cellData = celldata.frames;\r\n } catch (e) {\r\n this._fromPacked = false;\r\n this._packedAndReady = false;\r\n throw new Error(\"Invalid JSON format. Please check documentation for format specifications.\");\r\n }\r\n };\r\n Tools.LoadFile(jsonUrl, onload, undefined, undefined, false, onerror);\r\n }\r\n }\r\n\r\n private _checkTextureAlpha(sprite: Sprite, ray: Ray, distance: number, min: Vector3, max: Vector3) {\r\n if (!sprite.useAlphaForPicking || !this.texture) {\r\n return true;\r\n }\r\n\r\n const textureSize = this.texture.getSize();\r\n if (!this._textureContent) {\r\n this._textureContent = new Uint8Array(textureSize.width * textureSize.height * 4);\r\n this.texture.readPixels(0, 0, this._textureContent);\r\n }\r\n\r\n const contactPoint = TmpVectors.Vector3[0];\r\n\r\n contactPoint.copyFrom(ray.direction);\r\n\r\n contactPoint.normalize();\r\n contactPoint.scaleInPlace(distance);\r\n contactPoint.addInPlace(ray.origin);\r\n\r\n const contactPointU = (contactPoint.x - min.x) / (max.x - min.x) - 0.5;\r\n const contactPointV = 1.0 - (contactPoint.y - min.y) / (max.y - min.y) - 0.5;\r\n\r\n // Rotate\r\n const angle = sprite.angle;\r\n const rotatedU = 0.5 + (contactPointU * Math.cos(angle) - contactPointV * Math.sin(angle));\r\n const rotatedV = 0.5 + (contactPointU * Math.sin(angle) + contactPointV * Math.cos(angle));\r\n\r\n const u = (sprite._xOffset * textureSize.width + rotatedU * sprite._xSize) | 0;\r\n const v = (sprite._yOffset * textureSize.height + rotatedV * sprite._ySize) | 0;\r\n\r\n const alpha = this._textureContent![(u + v * textureSize.width) * 4 + 3];\r\n\r\n return alpha > 0.5;\r\n }\r\n\r\n /**\r\n * Intersects the sprites with a ray\r\n * @param ray defines the ray to intersect with\r\n * @param camera defines the current active camera\r\n * @param predicate defines a predicate used to select candidate sprites\r\n * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)\r\n * @returns null if no hit or a PickingInfo\r\n */\r\n public intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo> {\r\n const count = Math.min(this.capacity, this.sprites.length);\r\n const min = Vector3.Zero();\r\n const max = Vector3.Zero();\r\n let distance = Number.MAX_VALUE;\r\n let currentSprite: Nullable<Sprite> = null;\r\n const pickedPoint = TmpVectors.Vector3[0];\r\n const cameraSpacePosition = TmpVectors.Vector3[1];\r\n const cameraView = camera.getViewMatrix();\r\n let activeRay: Ray = ray;\r\n let pickedRay: Ray = ray;\r\n\r\n for (let index = 0; index < count; index++) {\r\n const sprite = this.sprites[index];\r\n if (!sprite) {\r\n continue;\r\n }\r\n\r\n if (predicate) {\r\n if (!predicate(sprite)) {\r\n continue;\r\n }\r\n } else if (!sprite.isPickable) {\r\n continue;\r\n }\r\n\r\n Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);\r\n\r\n if (sprite.angle) {\r\n // Create a rotation matrix to rotate the ray to the sprite's rotation\r\n Matrix.TranslationToRef(-cameraSpacePosition.x, -cameraSpacePosition.y, 0, TmpVectors.Matrix[1]);\r\n Matrix.TranslationToRef(cameraSpacePosition.x, cameraSpacePosition.y, 0, TmpVectors.Matrix[2]);\r\n Matrix.RotationZToRef(sprite.angle, TmpVectors.Matrix[3]);\r\n\r\n // inv translation x rotation x translation\r\n TmpVectors.Matrix[1].multiplyToRef(TmpVectors.Matrix[3], TmpVectors.Matrix[4]);\r\n TmpVectors.Matrix[4].multiplyToRef(TmpVectors.Matrix[2], TmpVectors.Matrix[0]);\r\n\r\n activeRay = ray.clone();\r\n Vector3.TransformCoordinatesToRef(ray.origin, TmpVectors.Matrix[0], activeRay.origin);\r\n Vector3.TransformNormalToRef(ray.direction, TmpVectors.Matrix[0], activeRay.direction);\r\n } else {\r\n activeRay = ray;\r\n }\r\n\r\n min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);\r\n max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);\r\n\r\n if (activeRay.intersectsBoxMinMax(min, max)) {\r\n const currentDistance = Vector3.Distance(cameraSpacePosition, activeRay.origin);\r\n\r\n if (distance > currentDistance) {\r\n if (!this._checkTextureAlpha(sprite, activeRay, currentDistance, min, max)) {\r\n continue;\r\n }\r\n\r\n pickedRay = activeRay;\r\n distance = currentDistance;\r\n currentSprite = sprite;\r\n\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (currentSprite) {\r\n const result = new PickingInfo();\r\n\r\n cameraView.invertToRef(TmpVectors.Matrix[0]);\r\n result.hit = true;\r\n result.pickedSprite = currentSprite;\r\n result.distance = distance;\r\n\r\n // Get picked point\r\n const direction = TmpVectors.Vector3[2];\r\n direction.copyFrom(pickedRay.direction);\r\n direction.normalize();\r\n direction.scaleInPlace(distance);\r\n\r\n pickedRay.origin.addToRef(direction, pickedPoint);\r\n result.pickedPoint = Vector3.TransformCoordinates(pickedPoint, TmpVectors.Matrix[0]);\r\n\r\n return result;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Intersects the sprites with a ray\r\n * @param ray defines the ray to intersect with\r\n * @param camera defines the current active camera\r\n * @param predicate defines a predicate used to select candidate sprites\r\n * @returns null if no hit or a PickingInfo array\r\n */\r\n public multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]> {\r\n const count = Math.min(this.capacity, this.sprites.length);\r\n const min = Vector3.Zero();\r\n const max = Vector3.Zero();\r\n let distance: number;\r\n const results: Nullable<PickingInfo[]> = [];\r\n const pickedPoint = TmpVectors.Vector3[0].copyFromFloats(0, 0, 0);\r\n const cameraSpacePosition = TmpVectors.Vector3[1].copyFromFloats(0, 0, 0);\r\n const cameraView = camera.getViewMatrix();\r\n\r\n for (let index = 0; index < count; index++) {\r\n const sprite = this.sprites[index];\r\n if (!sprite) {\r\n continue;\r\n }\r\n\r\n if (predicate) {\r\n if (!predicate(sprite)) {\r\n continue;\r\n }\r\n } else if (!sprite.isPickable) {\r\n continue;\r\n }\r\n\r\n Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);\r\n\r\n min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);\r\n max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);\r\n\r\n if (ray.intersectsBoxMinMax(min, max)) {\r\n distance = Vector3.Distance(cameraSpacePosition, ray.origin);\r\n\r\n if (!this._checkTextureAlpha(sprite, ray, distance, min, max)) {\r\n continue;\r\n }\r\n\r\n const result = new PickingInfo();\r\n results.push(result);\r\n\r\n cameraView.invertToRef(TmpVectors.Matrix[0]);\r\n result.hit = true;\r\n result.pickedSprite = sprite;\r\n result.distance = distance;\r\n\r\n // Get picked point\r\n const direction = TmpVectors.Vector3[2];\r\n direction.copyFrom(ray.direction);\r\n direction.normalize();\r\n direction.scaleInPlace(distance);\r\n\r\n ray.origin.addToRef(direction, pickedPoint);\r\n result.pickedPoint = Vector3.TransformCoordinates(pickedPoint, TmpVectors.Matrix[0]);\r\n }\r\n }\r\n\r\n return results;\r\n }\r\n\r\n /**\r\n * Render all child sprites\r\n */\r\n public render(): void {\r\n // Check\r\n if (this._fromPacked && (!this._packedAndReady || !this._spriteMap || !this._cellData)) {\r\n return;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n const deltaTime = engine.getDeltaTime();\r\n if (this._packedAndReady) {\r\n this._spriteRenderer.render(this.sprites, deltaTime, this._scene.getViewMatrix(), this._scene.getProjectionMatrix(), this._customUpdate);\r\n } else {\r\n this._spriteRenderer.render(this.sprites, deltaTime, this._scene.getViewMatrix(), this._scene.getProjectionMatrix());\r\n }\r\n }\r\n\r\n private _customUpdate = (sprite: ThinSprite, baseSize: ISize): void => {\r\n if (!sprite.cellRef) {\r\n sprite.cellIndex = 0;\r\n }\r\n const num = sprite.cellIndex;\r\n if (typeof num === \"number\" && isFinite(num) && Math.floor(num) === num) {\r\n sprite.cellRef = this._spriteMap[sprite.cellIndex];\r\n }\r\n sprite._xOffset = this._cellData[sprite.cellRef].frame.x / baseSize.width;\r\n sprite._yOffset = this._cellData[sprite.cellRef].frame.y / baseSize.height;\r\n sprite._xSize = this._cellData[sprite.cellRef].frame.w;\r\n sprite._ySize = this._cellData[sprite.cellRef].frame.h;\r\n };\r\n\r\n /**\r\n * Rebuilds the manager (after a context lost, for eg)\r\n */\r\n public rebuild(): void {\r\n this._spriteRenderer?.rebuild();\r\n }\r\n\r\n /**\r\n * Release associated resources\r\n */\r\n public dispose(): void {\r\n if (this._spriteRenderer) {\r\n this._spriteRenderer.dispose();\r\n (<any>this._spriteRenderer) = null;\r\n }\r\n\r\n this._textureContent = null;\r\n\r\n // Remove from scene\r\n if (this._scene.spriteManagers) {\r\n const index = this._scene.spriteManagers.indexOf(this);\r\n this._scene.spriteManagers.splice(index, 1);\r\n }\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n this.onDisposeObservable.clear();\r\n\r\n this.metadata = null;\r\n }\r\n\r\n /**\r\n * Serializes the sprite manager to a JSON object\r\n * @param serializeTexture defines if the texture must be serialized as well\r\n * @returns the JSON object\r\n */\r\n public serialize(serializeTexture = false): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.capacity = this.capacity;\r\n serializationObject.cellWidth = this.cellWidth;\r\n serializationObject.cellHeight = this.cellHeight;\r\n\r\n if (this.texture) {\r\n if (serializeTexture) {\r\n serializationObject.texture = this.texture.serialize();\r\n } else {\r\n serializationObject.textureUrl = this.texture.name;\r\n serializationObject.invertY = this.texture._invertY;\r\n }\r\n }\r\n\r\n serializationObject.sprites = [];\r\n\r\n for (const sprite of this.sprites) {\r\n serializationObject.sprites.push(sprite.serialize());\r\n }\r\n\r\n serializationObject.metadata = this.metadata;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parses a JSON object to create a new sprite manager.\r\n * @param parsedManager The JSON object to parse\r\n * @param scene The scene to create the sprite manager\r\n * @param rootUrl The root url to use to load external dependencies like texture\r\n * @returns the new sprite manager\r\n */\r\n public static Parse(parsedManager: any, scene: Scene, rootUrl: string): SpriteManager {\r\n const manager = new SpriteManager(\r\n parsedManager.name,\r\n \"\",\r\n parsedManager.capacity,\r\n {\r\n width: parsedManager.cellWidth,\r\n height: parsedManager.cellHeight,\r\n },\r\n scene\r\n );\r\n\r\n if (parsedManager.metadata !== undefined) {\r\n manager.metadata = parsedManager.metadata;\r\n }\r\n\r\n if (parsedManager.texture) {\r\n manager.texture = Texture.Parse(parsedManager.texture, scene, rootUrl) as Texture;\r\n } else if (parsedManager.textureName) {\r\n manager.texture = new Texture(rootUrl + parsedManager.textureUrl, scene, false, parsedManager.invertY !== undefined ? parsedManager.invertY : true);\r\n }\r\n\r\n for (const parsedSprite of parsedManager.sprites) {\r\n Sprite.Parse(parsedSprite, manager);\r\n }\r\n\r\n return manager;\r\n }\r\n\r\n /**\r\n * Creates a sprite manager from a snippet saved in a remote file\r\n * @param name defines the name of the sprite manager to create (can be null or empty to use the one from the json data)\r\n * @param url defines the url to load from\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a promise that will resolve to the new sprite manager\r\n */\r\n public static ParseFromFileAsync(name: Nullable<string>, url: string, scene: Scene, rootUrl: string = \"\"): Promise<SpriteManager> {\r\n return new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n const serializationObject = JSON.parse(request.responseText);\r\n const output = SpriteManager.Parse(serializationObject, scene || EngineStore.LastCreatedScene, rootUrl);\r\n\r\n if (name) {\r\n output.name = name;\r\n }\r\n\r\n resolve(output);\r\n } else {\r\n reject(\"Unable to load the sprite manager\");\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", url);\r\n request.send();\r\n });\r\n }\r\n\r\n /**\r\n * Creates a sprite manager from a snippet saved by the sprite editor\r\n * @param snippetId defines the snippet to load (can be set to _BLANK to create a default one)\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a promise that will resolve to the new sprite manager\r\n */\r\n public static ParseFromSnippetAsync(snippetId: string, scene: Scene, rootUrl: string = \"\"): Promise<SpriteManager> {\r\n if (snippetId === \"_BLANK\") {\r\n return Promise.resolve(new SpriteManager(\"Default sprite manager\", \"//playground.babylonjs.com/textures/player.png\", 500, 64, scene));\r\n }\r\n\r\n return new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n const snippet = JSON.parse(JSON.parse(request.responseText).jsonPayload);\r\n const serializationObject = JSON.parse(snippet.spriteManager);\r\n const output = SpriteManager.Parse(serializationObject, scene || EngineStore.LastCreatedScene, rootUrl);\r\n\r\n output.snippetId = snippetId;\r\n\r\n resolve(output);\r\n } else {\r\n reject(\"Unable to load the snippet \" + snippetId);\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", this.SnippetUrl + \"/\" + snippetId.replace(/#/g, \"/\"));\r\n request.send();\r\n });\r\n }\r\n\r\n /**\r\n * Creates a sprite manager from a snippet saved by the sprite editor\r\n * @deprecated Please use ParseFromSnippetAsync instead\r\n * @param snippetId defines the snippet to load (can be set to _BLANK to create a default one)\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a promise that will resolve to the new sprite manager\r\n */\r\n public static CreateFromSnippetAsync = SpriteManager.ParseFromSnippetAsync;\r\n}\r\n"]}
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1
|
+
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type { IDisposable, Scene } from \"../scene\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Vector3, TmpVectors, Matrix } from \"../Maths/math.vector\";\r\nimport { Sprite } from \"./sprite\";\r\nimport { SpriteSceneComponent } from \"./spriteSceneComponent\";\r\nimport { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { WebRequest } from \"../Misc/webRequest\";\r\nimport { SpriteRenderer } from \"./spriteRenderer\";\r\nimport type { ThinSprite } from \"./thinSprite\";\r\nimport type { ISize } from \"../Maths/math.size\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\ndeclare type Ray = import(\"../Culling/ray\").Ray;\r\n\r\n// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Reflect\r\ndeclare const Reflect: any;\r\n\r\n/**\r\n * Defines the minimum interface to fulfill in order to be a sprite manager.\r\n */\r\nexport interface ISpriteManager extends IDisposable {\r\n /**\r\n * Gets manager's name\r\n */\r\n name: string;\r\n\r\n /**\r\n * Restricts the camera to viewing objects with the same layerMask.\r\n * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0\r\n */\r\n layerMask: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true\r\n */\r\n isPickable: boolean;\r\n\r\n /**\r\n * Gets the hosting scene\r\n */\r\n scene: Scene;\r\n\r\n /**\r\n * Specifies the rendering group id for this mesh (0 by default)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/advanced/transparent_rendering#rendering-groups\r\n */\r\n renderingGroupId: number;\r\n\r\n /**\r\n * Defines the list of sprites managed by the manager.\r\n */\r\n sprites: Array<Sprite>;\r\n\r\n /**\r\n * Gets or sets the spritesheet texture\r\n */\r\n texture: Texture;\r\n\r\n /** Defines the default width of a cell in the spritesheet */\r\n cellWidth: number;\r\n /** Defines the default height of a cell in the spritesheet */\r\n cellHeight: number;\r\n\r\n /** @internal */\r\n _wasDispatched: boolean;\r\n\r\n /**\r\n * Tests the intersection of a sprite with a specific ray.\r\n * @param ray The ray we are sending to test the collision\r\n * @param camera The camera space we are sending rays in\r\n * @param predicate A predicate allowing excluding sprites from the list of object to test\r\n * @param fastCheck defines if the first intersection will be used (and not the closest)\r\n * @returns picking info or null.\r\n */\r\n intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;\r\n\r\n /**\r\n * Intersects the sprites with a ray\r\n * @param ray defines the ray to intersect with\r\n * @param camera defines the current active camera\r\n * @param predicate defines a predicate used to select candidate sprites\r\n * @returns null if no hit or a PickingInfo array\r\n */\r\n multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;\r\n\r\n /**\r\n * Renders the list of sprites on screen.\r\n */\r\n render(): void;\r\n\r\n /**\r\n * Rebuilds the manager (after a context lost, for eg)\r\n */\r\n rebuild(): void;\r\n}\r\n\r\n/**\r\n * Class used to manage multiple sprites on the same spritesheet\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/sprites\r\n */\r\nexport class SpriteManager implements ISpriteManager {\r\n /** Define the Url to load snippets */\r\n public static SnippetUrl = Constants.SnippetUrl;\r\n\r\n /** Snippet ID if the manager was created from the snippet server */\r\n public snippetId: string;\r\n\r\n /** Gets the list of sprites */\r\n public sprites = new Array<Sprite>();\r\n /** Gets or sets the rendering group id (0 by default) */\r\n public renderingGroupId = 0;\r\n /** Gets or sets camera layer mask */\r\n public layerMask: number = 0x0fffffff;\r\n /** Gets or sets a boolean indicating if the sprites are pickable */\r\n public isPickable = false;\r\n\r\n /**\r\n * Gets or sets an object used to store user defined information for the sprite manager\r\n */\r\n public metadata: any = null;\r\n\r\n /** @internal */\r\n public _wasDispatched = false;\r\n\r\n /**\r\n * An event triggered when the manager is disposed.\r\n */\r\n public onDisposeObservable = new Observable<SpriteManager>();\r\n\r\n /**\r\n * Callback called when the manager is disposed\r\n */\r\n public set onDispose(callback: () => void) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n }\r\n\r\n /**\r\n * Gets or sets the unique id of the sprite\r\n */\r\n public uniqueId: number;\r\n\r\n /**\r\n * Gets the array of sprites\r\n */\r\n public get children() {\r\n return this.sprites;\r\n }\r\n\r\n /**\r\n * Gets the hosting scene\r\n */\r\n public get scene() {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Gets the capacity of the manager\r\n */\r\n public get capacity() {\r\n return this._spriteRenderer.capacity;\r\n }\r\n\r\n /**\r\n * Gets or sets the spritesheet texture\r\n */\r\n public get texture(): Texture {\r\n return this._spriteRenderer.texture as Texture;\r\n }\r\n public set texture(value: Texture) {\r\n value.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n value.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._spriteRenderer.texture = value;\r\n this._textureContent = null;\r\n }\r\n\r\n /** Defines the default width of a cell in the spritesheet */\r\n public get cellWidth(): number {\r\n return this._spriteRenderer.cellWidth;\r\n }\r\n public set cellWidth(value: number) {\r\n this._spriteRenderer.cellWidth = value;\r\n }\r\n\r\n /** Defines the default height of a cell in the spritesheet */\r\n public get cellHeight(): number {\r\n return this._spriteRenderer.cellHeight;\r\n }\r\n public set cellHeight(value: number) {\r\n this._spriteRenderer.cellHeight = value;\r\n }\r\n\r\n /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */\r\n public get fogEnabled(): boolean {\r\n return this._spriteRenderer.fogEnabled;\r\n }\r\n public set fogEnabled(value: boolean) {\r\n this._spriteRenderer.fogEnabled = value;\r\n }\r\n\r\n /**\r\n * Blend mode use to render the particle, it can be any of\r\n * the static Constants.ALPHA_x properties provided in this class.\r\n * Default value is Constants.ALPHA_COMBINE\r\n */\r\n public get blendMode() {\r\n return this._spriteRenderer.blendMode;\r\n }\r\n public set blendMode(blendMode: number) {\r\n this._spriteRenderer.blendMode = blendMode;\r\n }\r\n\r\n private _disableDepthWrite: boolean = false;\r\n /** Disables writing to the depth buffer when rendering the sprites.\r\n * It can be handy to disable depth writing when using textures without alpha channel\r\n * and setting some specific blend modes.\r\n */\r\n public get disableDepthWrite() {\r\n return this._disableDepthWrite;\r\n }\r\n\r\n public set disableDepthWrite(value: boolean) {\r\n this._disableDepthWrite = value;\r\n this._spriteRenderer.disableDepthWrite = value;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the renderer must render sprites with pixel perfect rendering\r\n * In this mode, sprites are rendered as \"pixel art\", which means that they appear as pixelated but remain stable when moving or when rotated or scaled.\r\n * Note that for this mode to work as expected, the sprite texture must use the BILINEAR sampling mode, not NEAREST!\r\n */\r\n public get pixelPerfect() {\r\n return this._spriteRenderer.pixelPerfect;\r\n }\r\n\r\n public set pixelPerfect(value: boolean) {\r\n this._spriteRenderer.pixelPerfect = value;\r\n }\r\n\r\n private _spriteRenderer: SpriteRenderer;\r\n /** Associative array from JSON sprite data file */\r\n private _cellData: any;\r\n /** Array of sprite names from JSON sprite data file */\r\n private _spriteMap: Array<string>;\r\n /** True when packed cell data from JSON file is ready*/\r\n private _packedAndReady: boolean = false;\r\n private _textureContent: Nullable<Uint8Array>;\r\n private _onDisposeObserver: Nullable<Observer<SpriteManager>>;\r\n private _fromPacked: boolean;\r\n private _scene: Scene;\r\n\r\n /**\r\n * Creates a new sprite manager\r\n * @param name defines the manager's name\r\n * @param imgUrl defines the sprite sheet url\r\n * @param capacity defines the maximum allowed number of sprites\r\n * @param cellSize defines the size of a sprite cell\r\n * @param scene defines the hosting scene\r\n * @param epsilon defines the epsilon value to align texture (0.01 by default)\r\n * @param samplingMode defines the sampling mode to use with spritesheet\r\n * @param fromPacked set to false; do not alter\r\n * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter\r\n */\r\n constructor(\r\n /** defines the manager's name */\r\n public name: string,\r\n imgUrl: string,\r\n capacity: number,\r\n cellSize: any,\r\n scene: Scene,\r\n epsilon: number = 0.01,\r\n samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE,\r\n fromPacked: boolean = false,\r\n spriteJSON: any | null = null\r\n ) {\r\n if (!scene) {\r\n scene = EngineStore.LastCreatedScene!;\r\n }\r\n\r\n if (!scene._getComponent(SceneComponentConstants.NAME_SPRITE)) {\r\n scene._addComponent(new SpriteSceneComponent(scene));\r\n }\r\n this._fromPacked = fromPacked;\r\n\r\n this._scene = scene;\r\n const engine = this._scene.getEngine();\r\n this._spriteRenderer = new SpriteRenderer(engine, capacity, epsilon, scene);\r\n\r\n if (cellSize.width && cellSize.height) {\r\n this.cellWidth = cellSize.width;\r\n this.cellHeight = cellSize.height;\r\n } else if (cellSize !== undefined) {\r\n this.cellWidth = cellSize;\r\n this.cellHeight = cellSize;\r\n } else {\r\n this._spriteRenderer = <any>null;\r\n return;\r\n }\r\n\r\n this._scene.spriteManagers && this._scene.spriteManagers.push(this);\r\n this.uniqueId = this.scene.getUniqueId();\r\n\r\n if (imgUrl) {\r\n this.texture = new Texture(imgUrl, scene, true, false, samplingMode);\r\n }\r\n\r\n if (this._fromPacked) {\r\n this._makePacked(imgUrl, spriteJSON);\r\n }\r\n }\r\n\r\n /**\r\n * Returns the string \"SpriteManager\"\r\n * @returns \"SpriteManager\"\r\n */\r\n public getClassName(): string {\r\n return \"SpriteManager\";\r\n }\r\n\r\n private _makePacked(imgUrl: string, spriteJSON: any) {\r\n if (spriteJSON !== null) {\r\n try {\r\n //Get the JSON and Check its structure. If its an array parse it if its a JSON string etc...\r\n let celldata: any;\r\n if (typeof spriteJSON === \"string\") {\r\n celldata = JSON.parse(spriteJSON);\r\n } else {\r\n celldata = spriteJSON;\r\n }\r\n\r\n if (celldata.frames.length) {\r\n const frametemp: any = {};\r\n for (let i = 0; i < celldata.frames.length; i++) {\r\n const _f = celldata.frames[i];\r\n if (typeof Object.keys(_f)[0] !== \"string\") {\r\n throw new Error(\"Invalid JSON Format. Check the frame values and make sure the name is the first parameter.\");\r\n }\r\n\r\n const name: string = _f[Object.keys(_f)[0]];\r\n frametemp[name] = _f;\r\n }\r\n celldata.frames = frametemp;\r\n }\r\n\r\n const spritemap = <string[]>Reflect.ownKeys(celldata.frames);\r\n\r\n this._spriteMap = spritemap;\r\n this._packedAndReady = true;\r\n this._cellData = celldata.frames;\r\n } catch (e) {\r\n this._fromPacked = false;\r\n this._packedAndReady = false;\r\n throw new Error(\"Invalid JSON from string. Spritesheet managed with constant cell size.\");\r\n }\r\n } else {\r\n const re = /\\./g;\r\n let li: number;\r\n do {\r\n li = re.lastIndex;\r\n re.test(imgUrl);\r\n } while (re.lastIndex > 0);\r\n const jsonUrl = imgUrl.substring(0, li - 1) + \".json\";\r\n const onerror = () => {\r\n Logger.Error(\"JSON ERROR: Unable to load JSON file.\");\r\n this._fromPacked = false;\r\n this._packedAndReady = false;\r\n };\r\n const onload = (data: string | ArrayBuffer) => {\r\n try {\r\n const celldata = JSON.parse(data as string);\r\n const spritemap = <string[]>Reflect.ownKeys(celldata.frames);\r\n this._spriteMap = spritemap;\r\n this._packedAndReady = true;\r\n this._cellData = celldata.frames;\r\n } catch (e) {\r\n this._fromPacked = false;\r\n this._packedAndReady = false;\r\n throw new Error(\"Invalid JSON format. Please check documentation for format specifications.\");\r\n }\r\n };\r\n Tools.LoadFile(jsonUrl, onload, undefined, undefined, false, onerror);\r\n }\r\n }\r\n\r\n private _checkTextureAlpha(sprite: Sprite, ray: Ray, distance: number, min: Vector3, max: Vector3) {\r\n if (!sprite.useAlphaForPicking || !this.texture) {\r\n return true;\r\n }\r\n\r\n const textureSize = this.texture.getSize();\r\n if (!this._textureContent) {\r\n this._textureContent = new Uint8Array(textureSize.width * textureSize.height * 4);\r\n this.texture.readPixels(0, 0, this._textureContent);\r\n }\r\n\r\n const contactPoint = TmpVectors.Vector3[0];\r\n\r\n contactPoint.copyFrom(ray.direction);\r\n\r\n contactPoint.normalize();\r\n contactPoint.scaleInPlace(distance);\r\n contactPoint.addInPlace(ray.origin);\r\n\r\n const contactPointU = (contactPoint.x - min.x) / (max.x - min.x) - 0.5;\r\n const contactPointV = 1.0 - (contactPoint.y - min.y) / (max.y - min.y) - 0.5;\r\n\r\n // Rotate\r\n const angle = sprite.angle;\r\n const rotatedU = 0.5 + (contactPointU * Math.cos(angle) - contactPointV * Math.sin(angle));\r\n const rotatedV = 0.5 + (contactPointU * Math.sin(angle) + contactPointV * Math.cos(angle));\r\n\r\n const u = (sprite._xOffset * textureSize.width + rotatedU * sprite._xSize) | 0;\r\n const v = (sprite._yOffset * textureSize.height + rotatedV * sprite._ySize) | 0;\r\n\r\n const alpha = this._textureContent![(u + v * textureSize.width) * 4 + 3];\r\n\r\n return alpha > 0.5;\r\n }\r\n\r\n /**\r\n * Intersects the sprites with a ray\r\n * @param ray defines the ray to intersect with\r\n * @param camera defines the current active camera\r\n * @param predicate defines a predicate used to select candidate sprites\r\n * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)\r\n * @returns null if no hit or a PickingInfo\r\n */\r\n public intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo> {\r\n const count = Math.min(this.capacity, this.sprites.length);\r\n const min = Vector3.Zero();\r\n const max = Vector3.Zero();\r\n let distance = Number.MAX_VALUE;\r\n let currentSprite: Nullable<Sprite> = null;\r\n const pickedPoint = TmpVectors.Vector3[0];\r\n const cameraSpacePosition = TmpVectors.Vector3[1];\r\n const cameraView = camera.getViewMatrix();\r\n let activeRay: Ray = ray;\r\n let pickedRay: Ray = ray;\r\n\r\n for (let index = 0; index < count; index++) {\r\n const sprite = this.sprites[index];\r\n if (!sprite) {\r\n continue;\r\n }\r\n\r\n if (predicate) {\r\n if (!predicate(sprite)) {\r\n continue;\r\n }\r\n } else if (!sprite.isPickable) {\r\n continue;\r\n }\r\n\r\n Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);\r\n\r\n if (sprite.angle) {\r\n // Create a rotation matrix to rotate the ray to the sprite's rotation\r\n Matrix.TranslationToRef(-cameraSpacePosition.x, -cameraSpacePosition.y, 0, TmpVectors.Matrix[1]);\r\n Matrix.TranslationToRef(cameraSpacePosition.x, cameraSpacePosition.y, 0, TmpVectors.Matrix[2]);\r\n Matrix.RotationZToRef(sprite.angle, TmpVectors.Matrix[3]);\r\n\r\n // inv translation x rotation x translation\r\n TmpVectors.Matrix[1].multiplyToRef(TmpVectors.Matrix[3], TmpVectors.Matrix[4]);\r\n TmpVectors.Matrix[4].multiplyToRef(TmpVectors.Matrix[2], TmpVectors.Matrix[0]);\r\n\r\n activeRay = ray.clone();\r\n Vector3.TransformCoordinatesToRef(ray.origin, TmpVectors.Matrix[0], activeRay.origin);\r\n Vector3.TransformNormalToRef(ray.direction, TmpVectors.Matrix[0], activeRay.direction);\r\n } else {\r\n activeRay = ray;\r\n }\r\n\r\n min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);\r\n max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);\r\n\r\n if (activeRay.intersectsBoxMinMax(min, max)) {\r\n const currentDistance = Vector3.Distance(cameraSpacePosition, activeRay.origin);\r\n\r\n if (distance > currentDistance) {\r\n if (!this._checkTextureAlpha(sprite, activeRay, currentDistance, min, max)) {\r\n continue;\r\n }\r\n\r\n pickedRay = activeRay;\r\n distance = currentDistance;\r\n currentSprite = sprite;\r\n\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (currentSprite) {\r\n const result = new PickingInfo();\r\n\r\n cameraView.invertToRef(TmpVectors.Matrix[0]);\r\n result.hit = true;\r\n result.pickedSprite = currentSprite;\r\n result.distance = distance;\r\n\r\n // Get picked point\r\n const direction = TmpVectors.Vector3[2];\r\n direction.copyFrom(pickedRay.direction);\r\n direction.normalize();\r\n direction.scaleInPlace(distance);\r\n\r\n pickedRay.origin.addToRef(direction, pickedPoint);\r\n result.pickedPoint = Vector3.TransformCoordinates(pickedPoint, TmpVectors.Matrix[0]);\r\n\r\n return result;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Intersects the sprites with a ray\r\n * @param ray defines the ray to intersect with\r\n * @param camera defines the current active camera\r\n * @param predicate defines a predicate used to select candidate sprites\r\n * @returns null if no hit or a PickingInfo array\r\n */\r\n public multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]> {\r\n const count = Math.min(this.capacity, this.sprites.length);\r\n const min = Vector3.Zero();\r\n const max = Vector3.Zero();\r\n let distance: number;\r\n const results: Nullable<PickingInfo[]> = [];\r\n const pickedPoint = TmpVectors.Vector3[0].copyFromFloats(0, 0, 0);\r\n const cameraSpacePosition = TmpVectors.Vector3[1].copyFromFloats(0, 0, 0);\r\n const cameraView = camera.getViewMatrix();\r\n\r\n for (let index = 0; index < count; index++) {\r\n const sprite = this.sprites[index];\r\n if (!sprite) {\r\n continue;\r\n }\r\n\r\n if (predicate) {\r\n if (!predicate(sprite)) {\r\n continue;\r\n }\r\n } else if (!sprite.isPickable) {\r\n continue;\r\n }\r\n\r\n Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);\r\n\r\n min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);\r\n max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);\r\n\r\n if (ray.intersectsBoxMinMax(min, max)) {\r\n distance = Vector3.Distance(cameraSpacePosition, ray.origin);\r\n\r\n if (!this._checkTextureAlpha(sprite, ray, distance, min, max)) {\r\n continue;\r\n }\r\n\r\n const result = new PickingInfo();\r\n results.push(result);\r\n\r\n cameraView.invertToRef(TmpVectors.Matrix[0]);\r\n result.hit = true;\r\n result.pickedSprite = sprite;\r\n result.distance = distance;\r\n\r\n // Get picked point\r\n const direction = TmpVectors.Vector3[2];\r\n direction.copyFrom(ray.direction);\r\n direction.normalize();\r\n direction.scaleInPlace(distance);\r\n\r\n ray.origin.addToRef(direction, pickedPoint);\r\n result.pickedPoint = Vector3.TransformCoordinates(pickedPoint, TmpVectors.Matrix[0]);\r\n }\r\n }\r\n\r\n return results;\r\n }\r\n\r\n /**\r\n * Render all child sprites\r\n */\r\n public render(): void {\r\n // Check\r\n if (this._fromPacked && (!this._packedAndReady || !this._spriteMap || !this._cellData)) {\r\n return;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n const deltaTime = engine.getDeltaTime();\r\n if (this._packedAndReady) {\r\n this._spriteRenderer.render(this.sprites, deltaTime, this._scene.getViewMatrix(), this._scene.getProjectionMatrix(), this._customUpdate);\r\n } else {\r\n this._spriteRenderer.render(this.sprites, deltaTime, this._scene.getViewMatrix(), this._scene.getProjectionMatrix());\r\n }\r\n }\r\n\r\n private _customUpdate = (sprite: ThinSprite, baseSize: ISize): void => {\r\n if (!sprite.cellRef) {\r\n sprite.cellIndex = 0;\r\n }\r\n const num = sprite.cellIndex;\r\n if (typeof num === \"number\" && isFinite(num) && Math.floor(num) === num) {\r\n sprite.cellRef = this._spriteMap[sprite.cellIndex];\r\n }\r\n sprite._xOffset = this._cellData[sprite.cellRef].frame.x / baseSize.width;\r\n sprite._yOffset = this._cellData[sprite.cellRef].frame.y / baseSize.height;\r\n sprite._xSize = this._cellData[sprite.cellRef].frame.w;\r\n sprite._ySize = this._cellData[sprite.cellRef].frame.h;\r\n };\r\n\r\n /**\r\n * Rebuilds the manager (after a context lost, for eg)\r\n */\r\n public rebuild(): void {\r\n this._spriteRenderer?.rebuild();\r\n }\r\n\r\n /**\r\n * Release associated resources\r\n */\r\n public dispose(): void {\r\n if (this._spriteRenderer) {\r\n this._spriteRenderer.dispose();\r\n (<any>this._spriteRenderer) = null;\r\n }\r\n\r\n this._textureContent = null;\r\n\r\n // Remove from scene\r\n if (this._scene.spriteManagers) {\r\n const index = this._scene.spriteManagers.indexOf(this);\r\n this._scene.spriteManagers.splice(index, 1);\r\n }\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n this.onDisposeObservable.clear();\r\n\r\n this.metadata = null;\r\n }\r\n\r\n /**\r\n * Serializes the sprite manager to a JSON object\r\n * @param serializeTexture defines if the texture must be serialized as well\r\n * @returns the JSON object\r\n */\r\n public serialize(serializeTexture = false): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.capacity = this.capacity;\r\n serializationObject.cellWidth = this.cellWidth;\r\n serializationObject.cellHeight = this.cellHeight;\r\n serializationObject.fogEnabled = this.fogEnabled;\r\n serializationObject.blendMode = this.blendMode;\r\n serializationObject.disableDepthWrite = this.disableDepthWrite;\r\n serializationObject.pixelPerfect = this.pixelPerfect;\r\n\r\n if (this.texture) {\r\n if (serializeTexture) {\r\n serializationObject.texture = this.texture.serialize();\r\n } else {\r\n serializationObject.textureUrl = this.texture.name;\r\n serializationObject.invertY = this.texture._invertY;\r\n }\r\n }\r\n\r\n serializationObject.sprites = [];\r\n\r\n for (const sprite of this.sprites) {\r\n serializationObject.sprites.push(sprite.serialize());\r\n }\r\n\r\n serializationObject.metadata = this.metadata;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parses a JSON object to create a new sprite manager.\r\n * @param parsedManager The JSON object to parse\r\n * @param scene The scene to create the sprite manager\r\n * @param rootUrl The root url to use to load external dependencies like texture\r\n * @returns the new sprite manager\r\n */\r\n public static Parse(parsedManager: any, scene: Scene, rootUrl: string): SpriteManager {\r\n const manager = new SpriteManager(\r\n parsedManager.name,\r\n \"\",\r\n parsedManager.capacity,\r\n {\r\n width: parsedManager.cellWidth,\r\n height: parsedManager.cellHeight,\r\n },\r\n scene\r\n );\r\n\r\n if (parsedManager.fogEnabled !== undefined) {\r\n manager.fogEnabled = parsedManager.fogEnabled;\r\n }\r\n if (parsedManager.blendMode !== undefined) {\r\n manager.blendMode = parsedManager.blendMode;\r\n }\r\n if (parsedManager.disableDepthWrite !== undefined) {\r\n manager.disableDepthWrite = parsedManager.disableDepthWrite;\r\n }\r\n if (parsedManager.pixelPerfect !== undefined) {\r\n manager.pixelPerfect = parsedManager.pixelPerfect;\r\n }\r\n\r\n if (parsedManager.metadata !== undefined) {\r\n manager.metadata = parsedManager.metadata;\r\n }\r\n\r\n if (parsedManager.texture) {\r\n manager.texture = Texture.Parse(parsedManager.texture, scene, rootUrl) as Texture;\r\n } else if (parsedManager.textureName) {\r\n manager.texture = new Texture(rootUrl + parsedManager.textureUrl, scene, false, parsedManager.invertY !== undefined ? parsedManager.invertY : true);\r\n }\r\n\r\n for (const parsedSprite of parsedManager.sprites) {\r\n Sprite.Parse(parsedSprite, manager);\r\n }\r\n\r\n return manager;\r\n }\r\n\r\n /**\r\n * Creates a sprite manager from a snippet saved in a remote file\r\n * @param name defines the name of the sprite manager to create (can be null or empty to use the one from the json data)\r\n * @param url defines the url to load from\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a promise that will resolve to the new sprite manager\r\n */\r\n public static ParseFromFileAsync(name: Nullable<string>, url: string, scene: Scene, rootUrl: string = \"\"): Promise<SpriteManager> {\r\n return new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n const serializationObject = JSON.parse(request.responseText);\r\n const output = SpriteManager.Parse(serializationObject, scene || EngineStore.LastCreatedScene, rootUrl);\r\n\r\n if (name) {\r\n output.name = name;\r\n }\r\n\r\n resolve(output);\r\n } else {\r\n reject(\"Unable to load the sprite manager\");\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", url);\r\n request.send();\r\n });\r\n }\r\n\r\n /**\r\n * Creates a sprite manager from a snippet saved by the sprite editor\r\n * @param snippetId defines the snippet to load (can be set to _BLANK to create a default one)\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a promise that will resolve to the new sprite manager\r\n */\r\n public static ParseFromSnippetAsync(snippetId: string, scene: Scene, rootUrl: string = \"\"): Promise<SpriteManager> {\r\n if (snippetId === \"_BLANK\") {\r\n return Promise.resolve(new SpriteManager(\"Default sprite manager\", \"//playground.babylonjs.com/textures/player.png\", 500, 64, scene));\r\n }\r\n\r\n return new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n const snippet = JSON.parse(JSON.parse(request.responseText).jsonPayload);\r\n const serializationObject = JSON.parse(snippet.spriteManager);\r\n const output = SpriteManager.Parse(serializationObject, scene || EngineStore.LastCreatedScene, rootUrl);\r\n\r\n output.snippetId = snippetId;\r\n\r\n resolve(output);\r\n } else {\r\n reject(\"Unable to load the snippet \" + snippetId);\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", this.SnippetUrl + \"/\" + snippetId.replace(/#/g, \"/\"));\r\n request.send();\r\n });\r\n }\r\n\r\n /**\r\n * Creates a sprite manager from a snippet saved by the sprite editor\r\n * @deprecated Please use ParseFromSnippetAsync instead\r\n * @param snippetId defines the snippet to load (can be set to _BLANK to create a default one)\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a promise that will resolve to the new sprite manager\r\n */\r\n public static CreateFromSnippetAsync = SpriteManager.ParseFromSnippetAsync;\r\n}\r\n"]}
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@@ -52,6 +52,13 @@ export declare class SpriteRenderer {
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* Gets the capacity of the manager
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*/
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get capacity(): number;
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private _pixelPerfect;
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/**
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* Gets or sets a boolean indicating if the renderer must render sprites with pixel perfect rendering
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* Note that pixel perfect mode is not supported in WebGL 1
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*/
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get pixelPerfect(): boolean;
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set pixelPerfect(value: boolean);
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private readonly _engine;
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private readonly _useVAO;
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private readonly _useInstancing;
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@@ -77,6 +84,7 @@ export declare class SpriteRenderer {
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* @param scene defines the hosting scene
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*/
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constructor(engine: ThinEngine, capacity: number, epsilon?: number, scene?: Nullable<Scene>);
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private _createEffects;
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/**
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* Render all child sprites
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* @param sprites defines the list of sprites to render
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@@ -17,6 +17,20 @@ export class SpriteRenderer {
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get capacity() {
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return this._capacity;
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}
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/**
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* Gets or sets a boolean indicating if the renderer must render sprites with pixel perfect rendering
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* Note that pixel perfect mode is not supported in WebGL 1
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*/
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get pixelPerfect() {
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return this._pixelPerfect;
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}
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set pixelPerfect(value) {
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if (this._pixelPerfect === value) {
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return;
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}
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this._pixelPerfect = value;
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}
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/**
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* Creates a new sprite Renderer
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* @param engine defines the engine the renderer works with
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@@ -46,6 +60,7 @@ export class SpriteRenderer {
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* Gets or sets a boolean indicating if the manager must consider scene fog when rendering
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this.fogEnabled = true;
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this._pixelPerfect = false;
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this._useVAO = false;
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this._useInstancing = false;
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this._vertexBuffers = {};
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@@ -55,25 +70,9 @@ export class SpriteRenderer {
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this._useInstancing = engine.getCaps().instancedArrays && engine._features.supportSpriteInstancing;
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this._useVAO = engine.getCaps().vertexArrayObject && !engine.disableVertexArrayObjects;
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this._scene = scene;
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this._drawWrapperBase = new DrawWrapper(engine);
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this._drawWrapperFog = new DrawWrapper(engine);
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this._drawWrapperDepth = new DrawWrapper(engine, false);
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this._drawWrapperFogDepth = new DrawWrapper(engine, false);
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if (!this._useInstancing) {
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this._buildIndexBuffer();
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}
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if (this._drawWrapperBase.drawContext) {
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this._drawWrapperBase.drawContext.useInstancing = this._useInstancing;
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}
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if (this._drawWrapperFog.drawContext) {
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this._drawWrapperFog.drawContext.useInstancing = this._useInstancing;
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}
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if (this._drawWrapperDepth.drawContext) {
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this._drawWrapperDepth.drawContext.useInstancing = this._useInstancing;
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}
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if (this._drawWrapperFogDepth.drawContext) {
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this._drawWrapperFogDepth.drawContext.useInstancing = this._useInstancing;
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}
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// VBO
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// 18 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellLeft, cellTop, cellWidth, cellHeight, color r, color g, color b, color a)
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// 16 when using instances
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@@ -102,14 +101,38 @@ export class SpriteRenderer {
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this._vertexBuffers["inverts"] = inverts;
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this._vertexBuffers["cellInfo"] = cellInfo;
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this._vertexBuffers[VertexBuffer.ColorKind] = colors;
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-
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-
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+
this._createEffects();
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}
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_createEffects() {
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var _a, _b, _c, _d;
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(_a = this._drawWrapperBase) === null || _a === void 0 ? void 0 : _a.dispose();
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+
(_b = this._drawWrapperFog) === null || _b === void 0 ? void 0 : _b.dispose();
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(_c = this._drawWrapperDepth) === null || _c === void 0 ? void 0 : _c.dispose();
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+
(_d = this._drawWrapperFogDepth) === null || _d === void 0 ? void 0 : _d.dispose();
|
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+
this._drawWrapperBase = new DrawWrapper(this._engine);
|
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+
this._drawWrapperFog = new DrawWrapper(this._engine);
|
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+
this._drawWrapperDepth = new DrawWrapper(this._engine, false);
|
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|
+
this._drawWrapperFogDepth = new DrawWrapper(this._engine, false);
|
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|
+
if (this._drawWrapperBase.drawContext) {
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|
+
this._drawWrapperBase.drawContext.useInstancing = this._useInstancing;
|
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|
+
}
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|
+
if (this._drawWrapperFog.drawContext) {
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|
+
this._drawWrapperFog.drawContext.useInstancing = this._useInstancing;
|
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|
+
}
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|
+
if (this._drawWrapperDepth.drawContext) {
|
|
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|
+
this._drawWrapperDepth.drawContext.useInstancing = this._useInstancing;
|
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|
+
}
|
|
125
|
+
if (this._drawWrapperFogDepth.drawContext) {
|
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|
+
this._drawWrapperFogDepth.drawContext.useInstancing = this._useInstancing;
|
|
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|
+
}
|
|
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|
+
const defines = this._pixelPerfect ? "#define PIXEL_PERFECT\n" : "";
|
|
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|
+
this._drawWrapperBase.effect = this._engine.createEffect("sprites", [VertexBuffer.PositionKind, "options", "offsets", "inverts", "cellInfo", VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], defines);
|
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|
this._drawWrapperDepth.effect = this._drawWrapperBase.effect;
|
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|
this._drawWrapperDepth.materialContext = this._drawWrapperBase.materialContext;
|
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132
|
if (this._scene) {
|
|
110
133
|
this._drawWrapperFog.effect = this._scene
|
|
111
134
|
.getEngine()
|
|
112
|
-
.createEffect("sprites", [VertexBuffer.PositionKind, "options", "offsets", "inverts", "cellInfo", VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG");
|
|
135
|
+
.createEffect("sprites", [VertexBuffer.PositionKind, "options", "offsets", "inverts", "cellInfo", VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], defines + "#define FOG");
|
|
113
136
|
this._drawWrapperFogDepth.effect = this._drawWrapperFog.effect;
|
|
114
137
|
this._drawWrapperFogDepth.materialContext = this._drawWrapperFog.materialContext;
|
|
115
138
|
}
|