@babylonjs/core 7.28.0 → 7.30.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (120) hide show
  1. package/Culling/ray.core.d.ts +13 -0
  2. package/Culling/ray.core.js +14 -6
  3. package/Culling/ray.core.js.map +1 -1
  4. package/Engines/WebGPU/Extensions/engine.debugging.js +24 -0
  5. package/Engines/WebGPU/Extensions/engine.debugging.js.map +1 -1
  6. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +4 -1
  7. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  8. package/Engines/abstractEngine.js +2 -2
  9. package/Engines/abstractEngine.js.map +1 -1
  10. package/Engines/engine.d.ts +2 -1
  11. package/Engines/index.d.ts +1 -0
  12. package/Engines/index.js +1 -0
  13. package/Engines/index.js.map +1 -1
  14. package/Engines/nullEngine.d.ts +1 -0
  15. package/Engines/nullEngine.js +1 -0
  16. package/Engines/nullEngine.js.map +1 -1
  17. package/Engines/webgpuEngine.d.ts +4 -0
  18. package/Engines/webgpuEngine.js +2 -4
  19. package/Engines/webgpuEngine.js.map +1 -1
  20. package/Lights/Shadows/shadowGenerator.js +1 -1
  21. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  22. package/Loading/Plugins/babylonFileLoader.js +34 -18
  23. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  24. package/Materials/Textures/rawTexture3D.d.ts +12 -0
  25. package/Materials/Textures/rawTexture3D.js +18 -0
  26. package/Materials/Textures/rawTexture3D.js.map +1 -1
  27. package/Materials/Textures/renderTargetTexture.js +1 -2
  28. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  29. package/Materials/effect.d.ts +11 -0
  30. package/Materials/effect.js +20 -0
  31. package/Materials/effect.js.map +1 -1
  32. package/Materials/materialPluginBase.d.ts +46 -46
  33. package/Materials/materialPluginBase.js +46 -60
  34. package/Materials/materialPluginBase.js.map +1 -1
  35. package/Meshes/Builders/greasedLineBuilder.d.ts +0 -16
  36. package/Meshes/Builders/greasedLineBuilder.js.map +1 -1
  37. package/Meshes/GreasedLine/greasedLineBaseMesh.d.ts +17 -1
  38. package/Meshes/GreasedLine/greasedLineBaseMesh.js +3 -2
  39. package/Meshes/GreasedLine/greasedLineBaseMesh.js.map +1 -1
  40. package/Meshes/Node/Blocks/Set/latticeBlock.d.ts +91 -0
  41. package/Meshes/Node/Blocks/Set/latticeBlock.js +194 -0
  42. package/Meshes/Node/Blocks/Set/latticeBlock.js.map +1 -0
  43. package/Meshes/Node/Blocks/Set/setPositionsBlock.js +11 -4
  44. package/Meshes/Node/Blocks/Set/setPositionsBlock.js.map +1 -1
  45. package/Meshes/Node/Blocks/geometryClampBlock.d.ts +8 -0
  46. package/Meshes/Node/Blocks/geometryClampBlock.js +22 -6
  47. package/Meshes/Node/Blocks/geometryClampBlock.js.map +1 -1
  48. package/Meshes/Node/Blocks/geometryInputBlock.js +2 -0
  49. package/Meshes/Node/Blocks/geometryInputBlock.js.map +1 -1
  50. package/Meshes/Node/Blocks/geometryInterceptorBlock.d.ts +5 -0
  51. package/Meshes/Node/Blocks/geometryInterceptorBlock.js +5 -1
  52. package/Meshes/Node/Blocks/geometryInterceptorBlock.js.map +1 -1
  53. package/Meshes/Node/Enums/nodeGeometryContextualSources.d.ts +5 -1
  54. package/Meshes/Node/Enums/nodeGeometryContextualSources.js +4 -0
  55. package/Meshes/Node/Enums/nodeGeometryContextualSources.js.map +1 -1
  56. package/Meshes/Node/index.d.ts +1 -0
  57. package/Meshes/Node/index.js +1 -0
  58. package/Meshes/Node/index.js.map +1 -1
  59. package/Meshes/Node/nodeGeometryBuildState.js +12 -0
  60. package/Meshes/Node/nodeGeometryBuildState.js.map +1 -1
  61. package/Meshes/abstractMesh.d.ts +2 -0
  62. package/Meshes/abstractMesh.hotSpot.d.ts +30 -0
  63. package/Meshes/abstractMesh.hotSpot.js +84 -0
  64. package/Meshes/abstractMesh.hotSpot.js.map +1 -0
  65. package/Meshes/abstractMesh.js +2 -0
  66. package/Meshes/abstractMesh.js.map +1 -1
  67. package/Meshes/index.d.ts +3 -0
  68. package/Meshes/index.js +3 -0
  69. package/Meshes/index.js.map +1 -1
  70. package/Meshes/lattice.d.ts +110 -0
  71. package/Meshes/lattice.js +224 -0
  72. package/Meshes/lattice.js.map +1 -0
  73. package/Meshes/lattice.material.d.ts +82 -0
  74. package/Meshes/lattice.material.js +259 -0
  75. package/Meshes/lattice.material.js.map +1 -0
  76. package/Meshes/mesh.js +1 -1
  77. package/Meshes/mesh.js.map +1 -1
  78. package/Misc/greasedLineTools.d.ts +1 -2
  79. package/Misc/greasedLineTools.js.map +1 -1
  80. package/Misc/index.d.ts +1 -0
  81. package/Misc/index.js +1 -0
  82. package/Misc/index.js.map +1 -1
  83. package/Misc/screenshotTools.js +0 -3
  84. package/Misc/screenshotTools.js.map +1 -1
  85. package/Misc/snapshotRenderingHelper.d.ts +63 -0
  86. package/Misc/snapshotRenderingHelper.js +182 -0
  87. package/Misc/snapshotRenderingHelper.js.map +1 -0
  88. package/Morph/morphTargetManager.js +0 -1
  89. package/Morph/morphTargetManager.js.map +1 -1
  90. package/Shaders/spriteMap.fragment.d.ts +4 -0
  91. package/Shaders/spriteMap.fragment.js +16 -3
  92. package/Shaders/spriteMap.fragment.js.map +1 -1
  93. package/Shaders/spriteMap.vertex.d.ts +3 -0
  94. package/Shaders/spriteMap.vertex.js +14 -2
  95. package/Shaders/spriteMap.vertex.js.map +1 -1
  96. package/ShadersWGSL/bilateralBlurQuality.fragment.js +1 -1
  97. package/ShadersWGSL/bilateralBlurQuality.fragment.js.map +1 -1
  98. package/ShadersWGSL/default.fragment.js +1 -1
  99. package/ShadersWGSL/default.fragment.js.map +1 -1
  100. package/ShadersWGSL/geometry.fragment.js +2 -2
  101. package/ShadersWGSL/geometry.fragment.js.map +1 -1
  102. package/ShadersWGSL/geometry.vertex.js +2 -2
  103. package/ShadersWGSL/geometry.vertex.js.map +1 -1
  104. package/ShadersWGSL/pbr.fragment.js +1 -1
  105. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  106. package/ShadersWGSL/rsmFullGlobalIllumination.fragment.js +1 -1
  107. package/ShadersWGSL/rsmFullGlobalIllumination.fragment.js.map +1 -1
  108. package/Sprites/spriteManager.d.ts +10 -1
  109. package/Sprites/spriteManager.js +3 -2
  110. package/Sprites/spriteManager.js.map +1 -1
  111. package/Sprites/spriteMap.d.ts +7 -0
  112. package/Sprites/spriteMap.js +29 -1
  113. package/Sprites/spriteMap.js.map +1 -1
  114. package/Sprites/spritePackedManager.d.ts +6 -1
  115. package/Sprites/spritePackedManager.js +6 -2
  116. package/Sprites/spritePackedManager.js.map +1 -1
  117. package/Sprites/spriteRenderer.d.ts +16 -3
  118. package/Sprites/spriteRenderer.js +5 -3
  119. package/Sprites/spriteRenderer.js.map +1 -1
  120. package/package.json +1 -1
@@ -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\nimport type { Ray } from \"../Culling/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 * Serializes the sprite manager to a JSON object\r\n */\r\n serialize(serializeTexture?: boolean): any;\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: 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 /** Gets or sets a boolean indicating if the manager must use logarithmic depth when rendering */\r\n public get useLogarithmicDepth(): boolean {\r\n return this._spriteRenderer.useLogarithmicDepth;\r\n }\r\n public set useLogarithmicDepth(value: boolean) {\r\n this._spriteRenderer.useLogarithmicDepth = 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 if (value && this.texture.samplingMode !== Constants.TEXTURE_TRILINEAR_SAMPLINGMODE) {\r\n this.texture.updateSamplingMode(Constants.TEXTURE_TRILINEAR_SAMPLINGMODE);\r\n }\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);\r\n const contactPointV = 1.0 - (contactPoint.y - min.y) / (max.y - min.y);\r\n\r\n const u = (sprite._xOffset * textureSize.width + contactPointU * sprite._xSize) | 0;\r\n const v = (sprite._yOffset * textureSize.height + contactPointV * 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 serializationObject.useLogarithmicDepth = this.useLogarithmicDepth;\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 if (parsedManager.useLogarithmicDepth !== undefined) {\r\n manager.useLogarithmicDepth = parsedManager.useLogarithmicDepth;\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"]}
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 type { SpriteRendererOptions } from \"./spriteRenderer\";\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\nimport type { Ray } from \"../Culling/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 * Serializes the sprite manager to a JSON object\r\n */\r\n serialize(serializeTexture?: boolean): any;\r\n}\r\n\r\n/**\r\n * Options for the SpriteManager\r\n */\r\nexport interface SpriteManagerOptions {\r\n /** Options for the sprite renderer */\r\n spriteRendererOptions: SpriteRendererOptions;\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: 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 /** Gets or sets a boolean indicating if the manager must use logarithmic depth when rendering */\r\n public get useLogarithmicDepth(): boolean {\r\n return this._spriteRenderer.useLogarithmicDepth;\r\n }\r\n public set useLogarithmicDepth(value: boolean) {\r\n this._spriteRenderer.useLogarithmicDepth = 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 if (value && this.texture.samplingMode !== Constants.TEXTURE_TRILINEAR_SAMPLINGMODE) {\r\n this.texture.updateSamplingMode(Constants.TEXTURE_TRILINEAR_SAMPLINGMODE);\r\n }\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 * @param options options used to create the SpriteManager instance\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 options?: SpriteManagerOptions\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, options?.spriteRendererOptions);\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);\r\n const contactPointV = 1.0 - (contactPoint.y - min.y) / (max.y - min.y);\r\n\r\n const u = (sprite._xOffset * textureSize.width + contactPointU * sprite._xSize) | 0;\r\n const v = (sprite._yOffset * textureSize.height + contactPointV * 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 serializationObject.useLogarithmicDepth = this.useLogarithmicDepth;\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 if (parsedManager.useLogarithmicDepth !== undefined) {\r\n manager.useLogarithmicDepth = parsedManager.useLogarithmicDepth;\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"]}
@@ -105,6 +105,13 @@ export declare class SpriteMap implements ISpriteMap {
105
105
  get animationMap(): RawTexture;
106
106
  /** Sets the AnimationMap*/
107
107
  set animationMap(v: RawTexture);
108
+ /** Gets or sets a boolean indicating if the sprite map must consider scene fog when rendering */
109
+ get fogEnabled(): boolean;
110
+ set fogEnabled(value: boolean);
111
+ protected _useLogarithmicDepth: boolean;
112
+ /** Gets or sets a boolean indicating if the sprite map must use logarithmic depth when rendering */
113
+ get useLogarithmicDepth(): boolean;
114
+ set useLogarithmicDepth(value: boolean);
108
115
  /** Scene that the SpriteMap was created in */
109
116
  private _scene;
110
117
  /** Texture Buffer of Float32 that holds tile frame data*/
@@ -48,6 +48,20 @@ export class SpriteMap {
48
48
  this._animationMap = am;
49
49
  this._material.setTexture("animationMap", this._animationMap);
50
50
  }
51
+ /** Gets or sets a boolean indicating if the sprite map must consider scene fog when rendering */
52
+ get fogEnabled() {
53
+ return this._material.fogEnabled;
54
+ }
55
+ set fogEnabled(value) {
56
+ this._material.fogEnabled = value;
57
+ }
58
+ /** Gets or sets a boolean indicating if the sprite map must use logarithmic depth when rendering */
59
+ get useLogarithmicDepth() {
60
+ return this._material.useLogarithmicDepth;
61
+ }
62
+ set useLogarithmicDepth(value) {
63
+ this._material.useLogarithmicDepth = value;
64
+ }
51
65
  /**
52
66
  * Creates a new SpriteMap
53
67
  * @param name defines the SpriteMaps Name
@@ -114,7 +128,21 @@ export class SpriteMap {
114
128
  }, {
115
129
  defines,
116
130
  attributes: ["position", "normal", "uv"],
117
- uniforms: ["worldViewProjection", "time", "stageSize", "outputSize", "spriteMapSize", "spriteCount", "time", "colorMul", "mousePosition", "curTile", "flipU"],
131
+ uniforms: [
132
+ "world",
133
+ "view",
134
+ "projection",
135
+ "time",
136
+ "stageSize",
137
+ "outputSize",
138
+ "spriteMapSize",
139
+ "spriteCount",
140
+ "time",
141
+ "colorMul",
142
+ "mousePosition",
143
+ "curTile",
144
+ "flipU",
145
+ ],
118
146
  samplers: ["spriteSheet", "frameMap", "tileMaps", "animationMap"],
119
147
  needAlphaBlending: true,
120
148
  });
@@ -1 +1 @@
1
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type { IDisposable, Scene } from \"../scene\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Vector2, Vector3 } from \"../Maths/math.vector\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RawTexture } from \"../Materials/Textures/rawTexture\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport type { ISpriteJSONSprite, ISpriteJSONAtlas } from \"./ISprites\";\r\nimport { Effect } from \"../Materials/effect\";\r\n\r\nimport { CreatePlane } from \"../Meshes/Builders/planeBuilder\";\r\nimport \"../Shaders/spriteMap.fragment\";\r\nimport \"../Shaders/spriteMap.vertex\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\nexport enum SpriteMapFrameRotationDirection {\r\n CCW = 0,\r\n CW = 1,\r\n}\r\n\r\n/**\r\n * Defines the basic options interface of a SpriteMap\r\n */\r\nexport interface ISpriteMapOptions {\r\n /**\r\n * Vector2 of the number of cells in the grid.\r\n */\r\n stageSize?: Vector2;\r\n\r\n /**\r\n * Vector2 of the size of the output plane in World Units.\r\n */\r\n outputSize?: Vector2;\r\n\r\n /**\r\n * Vector3 of the position of the output plane in World Units.\r\n */\r\n outputPosition?: Vector3;\r\n\r\n /**\r\n * Vector3 of the rotation of the output plane.\r\n */\r\n outputRotation?: Vector3;\r\n\r\n /**\r\n * number of layers that the system will reserve in resources.\r\n */\r\n layerCount?: number;\r\n\r\n /**\r\n * number of max animation frames a single cell will reserve in resources.\r\n */\r\n maxAnimationFrames?: number;\r\n\r\n /**\r\n * number cell index of the base tile when the system compiles.\r\n */\r\n baseTile?: number;\r\n\r\n /**\r\n * boolean flip the sprite after its been repositioned by the framing data.\r\n */\r\n flipU?: boolean;\r\n\r\n /**\r\n * Vector3 scalar of the global RGB values of the SpriteMap.\r\n */\r\n colorMultiply?: Vector3;\r\n\r\n /**\r\n * Rotation direction of the frame by 90 degrees.\r\n * Applied when the the frame's \"rotated\" parameter is true.\r\n * Default is CCW.\r\n */\r\n frameRotationDirection?: SpriteMapFrameRotationDirection;\r\n}\r\n\r\n/**\r\n * Defines the IDisposable interface in order to be cleanable from resources.\r\n */\r\nexport interface ISpriteMap extends IDisposable {\r\n /**\r\n * String name of the SpriteMap.\r\n */\r\n name: string;\r\n\r\n /**\r\n * The JSON Array file from a https://www.codeandweb.com/texturepacker export. Or similar structure.\r\n */\r\n atlasJSON: ISpriteJSONAtlas;\r\n\r\n /**\r\n * Texture of the SpriteMap.\r\n */\r\n spriteSheet: Texture;\r\n\r\n /**\r\n * The parameters to initialize the SpriteMap with.\r\n */\r\n options: ISpriteMapOptions;\r\n}\r\n\r\n/**\r\n * Class used to manage a grid restricted sprite deployment on an Output plane.\r\n */\r\nexport class SpriteMap implements ISpriteMap {\r\n /** The Name of the spriteMap */\r\n public name: string;\r\n\r\n /** The JSON file with the frame and meta data */\r\n public atlasJSON: ISpriteJSONAtlas;\r\n\r\n /** The systems Sprite Sheet Texture */\r\n public spriteSheet: Texture;\r\n\r\n /** Arguments passed with the Constructor */\r\n public options: ISpriteMapOptions;\r\n\r\n /** Public Sprite Storage array, parsed from atlasJSON */\r\n public sprites: Array<ISpriteJSONSprite>;\r\n\r\n /** Returns the Number of Sprites in the System */\r\n public get spriteCount(): number {\r\n return this.sprites.length;\r\n }\r\n\r\n /** Returns the Position of Output Plane*/\r\n public get position(): Vector3 {\r\n return this._output.position;\r\n }\r\n\r\n /** Returns the Position of Output Plane*/\r\n public set position(v: Vector3) {\r\n this._output.position = v;\r\n }\r\n\r\n /** Returns the Rotation of Output Plane*/\r\n public get rotation(): Vector3 {\r\n return this._output.rotation;\r\n }\r\n\r\n /** Returns the Rotation of Output Plane*/\r\n public set rotation(v: Vector3) {\r\n this._output.rotation = v;\r\n }\r\n\r\n /** Sets the AnimationMap*/\r\n public get animationMap() {\r\n return this._animationMap;\r\n }\r\n\r\n /** Sets the AnimationMap*/\r\n public set animationMap(v: RawTexture) {\r\n const buffer = v!._texture!._bufferView;\r\n const am = this._createTileAnimationBuffer(buffer);\r\n this._animationMap.dispose();\r\n this._animationMap = am;\r\n this._material.setTexture(\"animationMap\", this._animationMap);\r\n }\r\n\r\n /** Scene that the SpriteMap was created in */\r\n private _scene: Scene;\r\n\r\n /** Texture Buffer of Float32 that holds tile frame data*/\r\n private _frameMap: RawTexture;\r\n\r\n /** Texture Buffers of Float32 that holds tileMap data*/\r\n private _tileMaps: RawTexture[];\r\n\r\n /** Texture Buffer of Float32 that holds Animation Data*/\r\n private _animationMap: RawTexture;\r\n\r\n /** Custom ShaderMaterial Central to the System*/\r\n private _material: ShaderMaterial;\r\n\r\n /** Custom ShaderMaterial Central to the System*/\r\n private _output: Mesh;\r\n\r\n /** Systems Time Ticker*/\r\n private _time: number;\r\n\r\n /**\r\n * Creates a new SpriteMap\r\n * @param name defines the SpriteMaps Name\r\n * @param atlasJSON is the JSON file that controls the Sprites Frames and Meta\r\n * @param spriteSheet is the Texture that the Sprites are on.\r\n * @param options a basic deployment configuration\r\n * @param scene The Scene that the map is deployed on\r\n */\r\n constructor(name: string, atlasJSON: ISpriteJSONAtlas, spriteSheet: Texture, options: ISpriteMapOptions, scene: Scene) {\r\n this.name = name;\r\n this.sprites = [];\r\n this.atlasJSON = atlasJSON;\r\n this.sprites = this.atlasJSON[\"frames\"];\r\n this.spriteSheet = spriteSheet;\r\n\r\n /**\r\n * Run through the options and set what ever defaults are needed that where not declared.\r\n */\r\n this.options = options;\r\n options.stageSize = options.stageSize || new Vector2(1, 1);\r\n options.outputSize = options.outputSize || options.stageSize;\r\n options.outputPosition = options.outputPosition || Vector3.Zero();\r\n options.outputRotation = options.outputRotation || Vector3.Zero();\r\n options.layerCount = options.layerCount || 1;\r\n options.maxAnimationFrames = options.maxAnimationFrames || 0;\r\n options.baseTile = options.baseTile || 0;\r\n options.flipU = options.flipU || false;\r\n options.colorMultiply = options.colorMultiply || new Vector3(1, 1, 1);\r\n\r\n this._scene = scene;\r\n\r\n this._frameMap = this._createFrameBuffer();\r\n\r\n this._tileMaps = new Array();\r\n for (let i = 0; i < options.layerCount; i++) {\r\n this._tileMaps.push(this._createTileBuffer(null, i));\r\n }\r\n\r\n this._animationMap = this._createTileAnimationBuffer(null);\r\n\r\n const defines = [];\r\n defines.push(\"#define LAYERS \" + options.layerCount);\r\n\r\n if (options?.frameRotationDirection === SpriteMapFrameRotationDirection.CW) {\r\n defines.push(\"#define FR_CW\");\r\n }\r\n\r\n if (options.flipU) {\r\n defines.push(\"#define FLIPU\");\r\n }\r\n\r\n defines.push(`#define MAX_ANIMATION_FRAMES ${options.maxAnimationFrames}.0`);\r\n\r\n const shaderString: string = Effect.ShadersStore[\"spriteMapPixelShader\"];\r\n\r\n let layerSampleString: string;\r\n if (!scene.getEngine()._features.supportSwitchCaseInShader) {\r\n layerSampleString = \"\";\r\n for (let i = 0; i < options.layerCount; i++) {\r\n layerSampleString += `if (${i} == i) { frameID = texture2D(tileMaps[${i}], (tileID + 0.5) / stageSize, 0.).x; }`;\r\n }\r\n } else {\r\n layerSampleString = \"switch(i) {\";\r\n for (let i = 0; i < options.layerCount; i++) {\r\n layerSampleString += \"case \" + i + \" : frameID = texture(tileMaps[\" + i + \"], (tileID + 0.5) / stageSize, 0.).x;\";\r\n layerSampleString += \"break;\";\r\n }\r\n layerSampleString += \"}\";\r\n }\r\n\r\n Effect.ShadersStore[\"spriteMap\" + this.name + \"PixelShader\"] = shaderString.replace(\"#define LAYER_ID_SWITCH\", layerSampleString);\r\n\r\n this._material = new ShaderMaterial(\r\n \"spriteMap:\" + this.name,\r\n this._scene,\r\n {\r\n vertex: \"spriteMap\",\r\n fragment: \"spriteMap\" + this.name,\r\n },\r\n {\r\n defines,\r\n attributes: [\"position\", \"normal\", \"uv\"],\r\n uniforms: [\"worldViewProjection\", \"time\", \"stageSize\", \"outputSize\", \"spriteMapSize\", \"spriteCount\", \"time\", \"colorMul\", \"mousePosition\", \"curTile\", \"flipU\"],\r\n samplers: [\"spriteSheet\", \"frameMap\", \"tileMaps\", \"animationMap\"],\r\n needAlphaBlending: true,\r\n }\r\n );\r\n\r\n this._time = 0;\r\n\r\n this._material.setFloat(\"spriteCount\", this.spriteCount);\r\n this._material.setVector2(\"stageSize\", options.stageSize);\r\n this._material.setVector2(\"outputSize\", options.outputSize);\r\n this._material.setTexture(\"spriteSheet\", this.spriteSheet);\r\n this._material.setVector2(\"spriteMapSize\", new Vector2(1, 1));\r\n this._material.setVector3(\"colorMul\", options.colorMultiply);\r\n\r\n let tickSave = 0;\r\n\r\n const bindSpriteTexture = () => {\r\n if (this.spriteSheet && this.spriteSheet.isReady()) {\r\n if (this.spriteSheet._texture) {\r\n this._material.setVector2(\"spriteMapSize\", new Vector2(this.spriteSheet._texture.baseWidth || 1, this.spriteSheet._texture.baseHeight || 1));\r\n return;\r\n }\r\n }\r\n if (tickSave < 100) {\r\n setTimeout(() => {\r\n tickSave++;\r\n bindSpriteTexture();\r\n }, 100);\r\n }\r\n };\r\n\r\n bindSpriteTexture();\r\n\r\n this._material.setVector3(\"colorMul\", options.colorMultiply);\r\n this._material.setTexture(\"frameMap\", this._frameMap);\r\n this._material.setTextureArray(\"tileMaps\", this._tileMaps);\r\n this._material.setTexture(\"animationMap\", this._animationMap);\r\n this._material.setFloat(\"time\", this._time);\r\n\r\n this._output = CreatePlane(name + \":output\", { size: 1, updatable: true }, scene);\r\n this._output.scaling.x = options.outputSize.x;\r\n this._output.scaling.y = options.outputSize.y;\r\n this.position = options.outputPosition;\r\n this.rotation = options.outputRotation;\r\n\r\n const obfunction = () => {\r\n this._time += this._scene.getEngine().getDeltaTime();\r\n this._material.setFloat(\"time\", this._time);\r\n };\r\n\r\n this._scene.onBeforeRenderObservable.add(obfunction);\r\n this._output.material = this._material;\r\n }\r\n\r\n /**\r\n * Returns the index of the frame for a given filename\r\n * @param name filename of the frame\r\n * @returns index of the frame\r\n */\r\n public getTileIdxByName(name: string): number {\r\n const idx = this.atlasJSON.frames.findIndex((f) => f.filename === name);\r\n return idx;\r\n }\r\n\r\n /**\r\n * Returns tileID location\r\n * @returns Vector2 the cell position ID\r\n */\r\n public getTileID(): Vector2 {\r\n const p = this.getMousePosition();\r\n p.multiplyInPlace(this.options.stageSize || Vector2.Zero());\r\n p.x = Math.floor(p.x);\r\n p.y = Math.floor(p.y);\r\n return p;\r\n }\r\n\r\n /**\r\n * Gets the UV location of the mouse over the SpriteMap.\r\n * @returns Vector2 the UV position of the mouse interaction\r\n */\r\n public getMousePosition(): Vector2 {\r\n const out = this._output;\r\n const pickinfo: Nullable<PickingInfo> = this._scene.pick(this._scene.pointerX, this._scene.pointerY, (mesh) => {\r\n if (mesh !== out) {\r\n return false;\r\n }\r\n return true;\r\n });\r\n\r\n if (!pickinfo || !pickinfo.hit || !pickinfo.getTextureCoordinates) {\r\n return new Vector2(-1, -1);\r\n }\r\n\r\n const coords = pickinfo.getTextureCoordinates();\r\n if (coords) {\r\n return coords;\r\n }\r\n\r\n return new Vector2(-1, -1);\r\n }\r\n\r\n /**\r\n * Creates the \"frame\" texture Buffer\r\n * -------------------------------------\r\n * Structure of frames\r\n * \"filename\": \"Falling-Water-2.png\",\r\n * \"frame\": {\"x\":69,\"y\":103,\"w\":24,\"h\":32},\r\n * \"rotated\": true,\r\n * \"trimmed\": true,\r\n * \"spriteSourceSize\": {\"x\":4,\"y\":0,\"w\":24,\"h\":32},\r\n * \"sourceSize\": {\"w\":32,\"h\":32}\r\n * @returns RawTexture of the frameMap\r\n */\r\n private _createFrameBuffer(): RawTexture {\r\n const data = [];\r\n //Do two Passes\r\n for (let i = 0; i < this.spriteCount; i++) {\r\n data.push(0, 0, 0, 0); //frame\r\n data.push(0, 0, 0, 0); //spriteSourceSize\r\n data.push(0, 0, 0, 0); //sourceSize, rotated, trimmed\r\n data.push(0, 0, 0, 0); //Keep it pow2 cause I\"m cool like that... it helps with sampling accuracy as well. Plus then we have 4 other parameters for future stuff.\r\n }\r\n //Second Pass\r\n for (let i = 0; i < this.spriteCount; i++) {\r\n const f = this.sprites[i][\"frame\"];\r\n const sss = this.sprites[i][\"spriteSourceSize\"];\r\n const ss = this.sprites[i][\"sourceSize\"];\r\n const r = this.sprites[i][\"rotated\"] ? 1 : 0;\r\n const t = this.sprites[i][\"trimmed\"] ? 1 : 0;\r\n\r\n //frame\r\n data[i * 4] = f.x;\r\n data[i * 4 + 1] = f.y;\r\n data[i * 4 + 2] = f.w;\r\n data[i * 4 + 3] = f.h;\r\n //spriteSourceSize\r\n data[i * 4 + this.spriteCount * 4] = sss.x;\r\n data[i * 4 + 1 + this.spriteCount * 4] = sss.y;\r\n data[i * 4 + 3 + this.spriteCount * 4] = sss.h;\r\n //sourceSize, rotated, trimmed\r\n data[i * 4 + this.spriteCount * 8] = ss.w;\r\n data[i * 4 + 1 + this.spriteCount * 8] = ss.h;\r\n data[i * 4 + 2 + this.spriteCount * 8] = r;\r\n data[i * 4 + 3 + this.spriteCount * 8] = t;\r\n }\r\n\r\n const floatArray = new Float32Array(data);\r\n\r\n const t = RawTexture.CreateRGBATexture(floatArray, this.spriteCount, 4, this._scene, false, false, Texture.NEAREST_NEAREST, Constants.TEXTURETYPE_FLOAT);\r\n\r\n return t;\r\n }\r\n\r\n /**\r\n * Creates the tileMap texture Buffer\r\n * @param buffer normally and array of numbers, or a false to generate from scratch\r\n * @param _layer indicates what layer for a logic trigger dealing with the baseTile. The system uses this\r\n * @returns RawTexture of the tileMap\r\n */\r\n private _createTileBuffer(buffer: any, _layer: number = 0): RawTexture {\r\n let data = [];\r\n const _ty = this.options.stageSize!.y || 0;\r\n const _tx = this.options.stageSize!.x || 0;\r\n\r\n if (!buffer) {\r\n let bt = this.options.baseTile;\r\n if (_layer != 0) {\r\n bt = 0;\r\n }\r\n\r\n for (let y = 0; y < _ty; y++) {\r\n for (let x = 0; x < _tx * 4; x += 4) {\r\n data.push(bt, 0, 0, 0);\r\n }\r\n }\r\n } else {\r\n data = buffer;\r\n }\r\n\r\n const floatArray = new Float32Array(data);\r\n const t = RawTexture.CreateRGBATexture(floatArray, _tx, _ty, this._scene, false, false, Texture.NEAREST_NEAREST, Constants.TEXTURETYPE_FLOAT);\r\n\r\n return t;\r\n }\r\n\r\n /**\r\n * Modifies the data of the tileMaps\r\n * @param _layer is the ID of the layer you want to edit on the SpriteMap\r\n * @param pos is the iVector2 Coordinates of the Tile\r\n * @param tile The SpriteIndex of the new Tile\r\n */\r\n public changeTiles(_layer: number = 0, pos: Vector2 | Vector2[], tile: number = 0): void {\r\n const buffer = this._tileMaps[_layer]!._texture!._bufferView;\r\n if (buffer === null) {\r\n return;\r\n }\r\n\r\n let p = [];\r\n if (pos instanceof Vector2) {\r\n p.push(pos);\r\n } else {\r\n p = pos;\r\n }\r\n\r\n const _tx = this.options.stageSize!.x || 0;\r\n\r\n for (let i = 0; i < p.length; i++) {\r\n const _p = p[i];\r\n _p.x = Math.floor(_p.x);\r\n _p.y = Math.floor(_p.y);\r\n const id: number = _p.x * 4 + _p.y * (_tx * 4);\r\n (buffer as any)[id] = tile;\r\n }\r\n\r\n const t = this._createTileBuffer(buffer);\r\n this._tileMaps[_layer].dispose();\r\n this._tileMaps[_layer] = t;\r\n this._material.setTextureArray(\"tileMap\", this._tileMaps);\r\n }\r\n\r\n /**\r\n * Creates the animationMap texture Buffer\r\n * @param buffer normally and array of numbers, or a false to generate from scratch\r\n * @returns RawTexture of the animationMap\r\n */\r\n private _createTileAnimationBuffer(buffer: Nullable<ArrayBufferView>): RawTexture {\r\n const data = [];\r\n let floatArray;\r\n if (!buffer) {\r\n for (let i = 0; i < this.spriteCount; i++) {\r\n data.push(0, 0, 0, 0);\r\n let count = 1;\r\n while (count < (this.options.maxAnimationFrames || 4)) {\r\n data.push(0, 0, 0, 0);\r\n count++;\r\n }\r\n }\r\n floatArray = new Float32Array(data);\r\n } else {\r\n floatArray = buffer;\r\n }\r\n\r\n const t = RawTexture.CreateRGBATexture(\r\n floatArray,\r\n this.spriteCount,\r\n this.options.maxAnimationFrames || 4,\r\n this._scene,\r\n false,\r\n false,\r\n Texture.NEAREST_NEAREST,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n\r\n return t;\r\n }\r\n\r\n /**\r\n * Modifies the data of the animationMap\r\n * @param cellID is the Index of the Sprite\r\n * @param _frame is the target Animation frame\r\n * @param toCell is the Target Index of the next frame of the animation\r\n * @param time is a value between 0-1 that is the trigger for when the frame should change tiles\r\n * @param speed is a global scalar of the time variable on the map.\r\n */\r\n public addAnimationToTile(cellID: number = 0, _frame: number = 0, toCell: number = 0, time: number = 0, speed: number = 1): void {\r\n const buffer: any = this._animationMap!._texture!._bufferView;\r\n const id: number = cellID * 4 + this.spriteCount * 4 * _frame;\r\n if (!buffer) {\r\n return;\r\n }\r\n buffer[id] = toCell;\r\n buffer[id + 1] = time;\r\n buffer[id + 2] = speed;\r\n const t = this._createTileAnimationBuffer(buffer);\r\n this._animationMap.dispose();\r\n this._animationMap = t;\r\n this._material.setTexture(\"animationMap\", this._animationMap);\r\n }\r\n\r\n /**\r\n * Exports the .tilemaps file\r\n */\r\n public saveTileMaps(): void {\r\n let maps = \"\";\r\n for (let i = 0; i < this._tileMaps.length; i++) {\r\n if (i > 0) {\r\n maps += \"\\n\\r\";\r\n }\r\n\r\n maps += this._tileMaps[i]!._texture!._bufferView!.toString();\r\n }\r\n const hiddenElement = document.createElement(\"a\");\r\n hiddenElement.href = \"data:octet/stream;charset=utf-8,\" + encodeURI(maps);\r\n hiddenElement.target = \"_blank\";\r\n hiddenElement.download = this.name + \".tilemaps\";\r\n hiddenElement.click();\r\n hiddenElement.remove();\r\n }\r\n\r\n /**\r\n * Imports the .tilemaps file\r\n * @param url of the .tilemaps file\r\n */\r\n public loadTileMaps(url: string): void {\r\n const xhr = new XMLHttpRequest();\r\n xhr.open(\"GET\", url);\r\n\r\n const _lc = this.options!.layerCount || 0;\r\n\r\n xhr.onload = () => {\r\n const data = xhr.response.split(\"\\n\\r\");\r\n for (let i = 0; i < _lc; i++) {\r\n const d = data[i].split(\",\").map(Number);\r\n const t = this._createTileBuffer(d);\r\n this._tileMaps[i].dispose();\r\n this._tileMaps[i] = t;\r\n }\r\n this._material.setTextureArray(\"tileMap\", this._tileMaps);\r\n };\r\n xhr.send();\r\n }\r\n\r\n /**\r\n * Release associated resources\r\n */\r\n public dispose(): void {\r\n this._output.dispose();\r\n this._material.dispose();\r\n this._animationMap.dispose();\r\n this._tileMaps.forEach((tm) => {\r\n tm.dispose();\r\n });\r\n this._frameMap.dispose();\r\n }\r\n}\r\n"]}
1
+ 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type { IDisposable, Scene } from \"../scene\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Vector2, Vector3 } from \"../Maths/math.vector\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RawTexture } from \"../Materials/Textures/rawTexture\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport type { ISpriteJSONSprite, ISpriteJSONAtlas } from \"./ISprites\";\r\nimport { Effect } from \"../Materials/effect\";\r\n\r\nimport { CreatePlane } from \"../Meshes/Builders/planeBuilder\";\r\nimport \"../Shaders/spriteMap.fragment\";\r\nimport \"../Shaders/spriteMap.vertex\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\nexport enum SpriteMapFrameRotationDirection {\r\n CCW = 0,\r\n CW = 1,\r\n}\r\n\r\n/**\r\n * Defines the basic options interface of a SpriteMap\r\n */\r\nexport interface ISpriteMapOptions {\r\n /**\r\n * Vector2 of the number of cells in the grid.\r\n */\r\n stageSize?: Vector2;\r\n\r\n /**\r\n * Vector2 of the size of the output plane in World Units.\r\n */\r\n outputSize?: Vector2;\r\n\r\n /**\r\n * Vector3 of the position of the output plane in World Units.\r\n */\r\n outputPosition?: Vector3;\r\n\r\n /**\r\n * Vector3 of the rotation of the output plane.\r\n */\r\n outputRotation?: Vector3;\r\n\r\n /**\r\n * number of layers that the system will reserve in resources.\r\n */\r\n layerCount?: number;\r\n\r\n /**\r\n * number of max animation frames a single cell will reserve in resources.\r\n */\r\n maxAnimationFrames?: number;\r\n\r\n /**\r\n * number cell index of the base tile when the system compiles.\r\n */\r\n baseTile?: number;\r\n\r\n /**\r\n * boolean flip the sprite after its been repositioned by the framing data.\r\n */\r\n flipU?: boolean;\r\n\r\n /**\r\n * Vector3 scalar of the global RGB values of the SpriteMap.\r\n */\r\n colorMultiply?: Vector3;\r\n\r\n /**\r\n * Rotation direction of the frame by 90 degrees.\r\n * Applied when the the frame's \"rotated\" parameter is true.\r\n * Default is CCW.\r\n */\r\n frameRotationDirection?: SpriteMapFrameRotationDirection;\r\n}\r\n\r\n/**\r\n * Defines the IDisposable interface in order to be cleanable from resources.\r\n */\r\nexport interface ISpriteMap extends IDisposable {\r\n /**\r\n * String name of the SpriteMap.\r\n */\r\n name: string;\r\n\r\n /**\r\n * The JSON Array file from a https://www.codeandweb.com/texturepacker export. Or similar structure.\r\n */\r\n atlasJSON: ISpriteJSONAtlas;\r\n\r\n /**\r\n * Texture of the SpriteMap.\r\n */\r\n spriteSheet: Texture;\r\n\r\n /**\r\n * The parameters to initialize the SpriteMap with.\r\n */\r\n options: ISpriteMapOptions;\r\n}\r\n\r\n/**\r\n * Class used to manage a grid restricted sprite deployment on an Output plane.\r\n */\r\nexport class SpriteMap implements ISpriteMap {\r\n /** The Name of the spriteMap */\r\n public name: string;\r\n\r\n /** The JSON file with the frame and meta data */\r\n public atlasJSON: ISpriteJSONAtlas;\r\n\r\n /** The systems Sprite Sheet Texture */\r\n public spriteSheet: Texture;\r\n\r\n /** Arguments passed with the Constructor */\r\n public options: ISpriteMapOptions;\r\n\r\n /** Public Sprite Storage array, parsed from atlasJSON */\r\n public sprites: Array<ISpriteJSONSprite>;\r\n\r\n /** Returns the Number of Sprites in the System */\r\n public get spriteCount(): number {\r\n return this.sprites.length;\r\n }\r\n\r\n /** Returns the Position of Output Plane*/\r\n public get position(): Vector3 {\r\n return this._output.position;\r\n }\r\n\r\n /** Returns the Position of Output Plane*/\r\n public set position(v: Vector3) {\r\n this._output.position = v;\r\n }\r\n\r\n /** Returns the Rotation of Output Plane*/\r\n public get rotation(): Vector3 {\r\n return this._output.rotation;\r\n }\r\n\r\n /** Returns the Rotation of Output Plane*/\r\n public set rotation(v: Vector3) {\r\n this._output.rotation = v;\r\n }\r\n\r\n /** Sets the AnimationMap*/\r\n public get animationMap() {\r\n return this._animationMap;\r\n }\r\n\r\n /** Sets the AnimationMap*/\r\n public set animationMap(v: RawTexture) {\r\n const buffer = v!._texture!._bufferView;\r\n const am = this._createTileAnimationBuffer(buffer);\r\n this._animationMap.dispose();\r\n this._animationMap = am;\r\n this._material.setTexture(\"animationMap\", this._animationMap);\r\n }\r\n\r\n /** Gets or sets a boolean indicating if the sprite map must consider scene fog when rendering */\r\n public get fogEnabled(): boolean {\r\n return this._material.fogEnabled;\r\n }\r\n public set fogEnabled(value: boolean) {\r\n this._material.fogEnabled = value;\r\n }\r\n\r\n protected _useLogarithmicDepth: boolean;\r\n\r\n /** Gets or sets a boolean indicating if the sprite map must use logarithmic depth when rendering */\r\n public get useLogarithmicDepth(): boolean {\r\n return this._material.useLogarithmicDepth;\r\n }\r\n public set useLogarithmicDepth(value: boolean) {\r\n this._material.useLogarithmicDepth = value;\r\n }\r\n\r\n /** Scene that the SpriteMap was created in */\r\n private _scene: Scene;\r\n\r\n /** Texture Buffer of Float32 that holds tile frame data*/\r\n private _frameMap: RawTexture;\r\n\r\n /** Texture Buffers of Float32 that holds tileMap data*/\r\n private _tileMaps: RawTexture[];\r\n\r\n /** Texture Buffer of Float32 that holds Animation Data*/\r\n private _animationMap: RawTexture;\r\n\r\n /** Custom ShaderMaterial Central to the System*/\r\n private _material: ShaderMaterial;\r\n\r\n /** Custom ShaderMaterial Central to the System*/\r\n private _output: Mesh;\r\n\r\n /** Systems Time Ticker*/\r\n private _time: number;\r\n\r\n /**\r\n * Creates a new SpriteMap\r\n * @param name defines the SpriteMaps Name\r\n * @param atlasJSON is the JSON file that controls the Sprites Frames and Meta\r\n * @param spriteSheet is the Texture that the Sprites are on.\r\n * @param options a basic deployment configuration\r\n * @param scene The Scene that the map is deployed on\r\n */\r\n constructor(name: string, atlasJSON: ISpriteJSONAtlas, spriteSheet: Texture, options: ISpriteMapOptions, scene: Scene) {\r\n this.name = name;\r\n this.sprites = [];\r\n this.atlasJSON = atlasJSON;\r\n this.sprites = this.atlasJSON[\"frames\"];\r\n this.spriteSheet = spriteSheet;\r\n\r\n /**\r\n * Run through the options and set what ever defaults are needed that where not declared.\r\n */\r\n this.options = options;\r\n options.stageSize = options.stageSize || new Vector2(1, 1);\r\n options.outputSize = options.outputSize || options.stageSize;\r\n options.outputPosition = options.outputPosition || Vector3.Zero();\r\n options.outputRotation = options.outputRotation || Vector3.Zero();\r\n options.layerCount = options.layerCount || 1;\r\n options.maxAnimationFrames = options.maxAnimationFrames || 0;\r\n options.baseTile = options.baseTile || 0;\r\n options.flipU = options.flipU || false;\r\n options.colorMultiply = options.colorMultiply || new Vector3(1, 1, 1);\r\n\r\n this._scene = scene;\r\n\r\n this._frameMap = this._createFrameBuffer();\r\n\r\n this._tileMaps = new Array();\r\n for (let i = 0; i < options.layerCount; i++) {\r\n this._tileMaps.push(this._createTileBuffer(null, i));\r\n }\r\n\r\n this._animationMap = this._createTileAnimationBuffer(null);\r\n\r\n const defines = [];\r\n defines.push(\"#define LAYERS \" + options.layerCount);\r\n\r\n if (options?.frameRotationDirection === SpriteMapFrameRotationDirection.CW) {\r\n defines.push(\"#define FR_CW\");\r\n }\r\n\r\n if (options.flipU) {\r\n defines.push(\"#define FLIPU\");\r\n }\r\n\r\n defines.push(`#define MAX_ANIMATION_FRAMES ${options.maxAnimationFrames}.0`);\r\n\r\n const shaderString: string = Effect.ShadersStore[\"spriteMapPixelShader\"];\r\n\r\n let layerSampleString: string;\r\n if (!scene.getEngine()._features.supportSwitchCaseInShader) {\r\n layerSampleString = \"\";\r\n for (let i = 0; i < options.layerCount; i++) {\r\n layerSampleString += `if (${i} == i) { frameID = texture2D(tileMaps[${i}], (tileID + 0.5) / stageSize, 0.).x; }`;\r\n }\r\n } else {\r\n layerSampleString = \"switch(i) {\";\r\n for (let i = 0; i < options.layerCount; i++) {\r\n layerSampleString += \"case \" + i + \" : frameID = texture(tileMaps[\" + i + \"], (tileID + 0.5) / stageSize, 0.).x;\";\r\n layerSampleString += \"break;\";\r\n }\r\n layerSampleString += \"}\";\r\n }\r\n\r\n Effect.ShadersStore[\"spriteMap\" + this.name + \"PixelShader\"] = shaderString.replace(\"#define LAYER_ID_SWITCH\", layerSampleString);\r\n\r\n this._material = new ShaderMaterial(\r\n \"spriteMap:\" + this.name,\r\n this._scene,\r\n {\r\n vertex: \"spriteMap\",\r\n fragment: \"spriteMap\" + this.name,\r\n },\r\n {\r\n defines,\r\n attributes: [\"position\", \"normal\", \"uv\"],\r\n uniforms: [\r\n \"world\",\r\n \"view\",\r\n \"projection\",\r\n \"time\",\r\n \"stageSize\",\r\n \"outputSize\",\r\n \"spriteMapSize\",\r\n \"spriteCount\",\r\n \"time\",\r\n \"colorMul\",\r\n \"mousePosition\",\r\n \"curTile\",\r\n \"flipU\",\r\n ],\r\n samplers: [\"spriteSheet\", \"frameMap\", \"tileMaps\", \"animationMap\"],\r\n needAlphaBlending: true,\r\n }\r\n );\r\n\r\n this._time = 0;\r\n\r\n this._material.setFloat(\"spriteCount\", this.spriteCount);\r\n this._material.setVector2(\"stageSize\", options.stageSize);\r\n this._material.setVector2(\"outputSize\", options.outputSize);\r\n this._material.setTexture(\"spriteSheet\", this.spriteSheet);\r\n this._material.setVector2(\"spriteMapSize\", new Vector2(1, 1));\r\n this._material.setVector3(\"colorMul\", options.colorMultiply);\r\n\r\n let tickSave = 0;\r\n\r\n const bindSpriteTexture = () => {\r\n if (this.spriteSheet && this.spriteSheet.isReady()) {\r\n if (this.spriteSheet._texture) {\r\n this._material.setVector2(\"spriteMapSize\", new Vector2(this.spriteSheet._texture.baseWidth || 1, this.spriteSheet._texture.baseHeight || 1));\r\n return;\r\n }\r\n }\r\n if (tickSave < 100) {\r\n setTimeout(() => {\r\n tickSave++;\r\n bindSpriteTexture();\r\n }, 100);\r\n }\r\n };\r\n\r\n bindSpriteTexture();\r\n\r\n this._material.setVector3(\"colorMul\", options.colorMultiply);\r\n this._material.setTexture(\"frameMap\", this._frameMap);\r\n this._material.setTextureArray(\"tileMaps\", this._tileMaps);\r\n this._material.setTexture(\"animationMap\", this._animationMap);\r\n this._material.setFloat(\"time\", this._time);\r\n\r\n this._output = CreatePlane(name + \":output\", { size: 1, updatable: true }, scene);\r\n this._output.scaling.x = options.outputSize.x;\r\n this._output.scaling.y = options.outputSize.y;\r\n this.position = options.outputPosition;\r\n this.rotation = options.outputRotation;\r\n\r\n const obfunction = () => {\r\n this._time += this._scene.getEngine().getDeltaTime();\r\n this._material.setFloat(\"time\", this._time);\r\n };\r\n\r\n this._scene.onBeforeRenderObservable.add(obfunction);\r\n this._output.material = this._material;\r\n }\r\n\r\n /**\r\n * Returns the index of the frame for a given filename\r\n * @param name filename of the frame\r\n * @returns index of the frame\r\n */\r\n public getTileIdxByName(name: string): number {\r\n const idx = this.atlasJSON.frames.findIndex((f) => f.filename === name);\r\n return idx;\r\n }\r\n\r\n /**\r\n * Returns tileID location\r\n * @returns Vector2 the cell position ID\r\n */\r\n public getTileID(): Vector2 {\r\n const p = this.getMousePosition();\r\n p.multiplyInPlace(this.options.stageSize || Vector2.Zero());\r\n p.x = Math.floor(p.x);\r\n p.y = Math.floor(p.y);\r\n return p;\r\n }\r\n\r\n /**\r\n * Gets the UV location of the mouse over the SpriteMap.\r\n * @returns Vector2 the UV position of the mouse interaction\r\n */\r\n public getMousePosition(): Vector2 {\r\n const out = this._output;\r\n const pickinfo: Nullable<PickingInfo> = this._scene.pick(this._scene.pointerX, this._scene.pointerY, (mesh) => {\r\n if (mesh !== out) {\r\n return false;\r\n }\r\n return true;\r\n });\r\n\r\n if (!pickinfo || !pickinfo.hit || !pickinfo.getTextureCoordinates) {\r\n return new Vector2(-1, -1);\r\n }\r\n\r\n const coords = pickinfo.getTextureCoordinates();\r\n if (coords) {\r\n return coords;\r\n }\r\n\r\n return new Vector2(-1, -1);\r\n }\r\n\r\n /**\r\n * Creates the \"frame\" texture Buffer\r\n * -------------------------------------\r\n * Structure of frames\r\n * \"filename\": \"Falling-Water-2.png\",\r\n * \"frame\": {\"x\":69,\"y\":103,\"w\":24,\"h\":32},\r\n * \"rotated\": true,\r\n * \"trimmed\": true,\r\n * \"spriteSourceSize\": {\"x\":4,\"y\":0,\"w\":24,\"h\":32},\r\n * \"sourceSize\": {\"w\":32,\"h\":32}\r\n * @returns RawTexture of the frameMap\r\n */\r\n private _createFrameBuffer(): RawTexture {\r\n const data = [];\r\n //Do two Passes\r\n for (let i = 0; i < this.spriteCount; i++) {\r\n data.push(0, 0, 0, 0); //frame\r\n data.push(0, 0, 0, 0); //spriteSourceSize\r\n data.push(0, 0, 0, 0); //sourceSize, rotated, trimmed\r\n data.push(0, 0, 0, 0); //Keep it pow2 cause I\"m cool like that... it helps with sampling accuracy as well. Plus then we have 4 other parameters for future stuff.\r\n }\r\n //Second Pass\r\n for (let i = 0; i < this.spriteCount; i++) {\r\n const f = this.sprites[i][\"frame\"];\r\n const sss = this.sprites[i][\"spriteSourceSize\"];\r\n const ss = this.sprites[i][\"sourceSize\"];\r\n const r = this.sprites[i][\"rotated\"] ? 1 : 0;\r\n const t = this.sprites[i][\"trimmed\"] ? 1 : 0;\r\n\r\n //frame\r\n data[i * 4] = f.x;\r\n data[i * 4 + 1] = f.y;\r\n data[i * 4 + 2] = f.w;\r\n data[i * 4 + 3] = f.h;\r\n //spriteSourceSize\r\n data[i * 4 + this.spriteCount * 4] = sss.x;\r\n data[i * 4 + 1 + this.spriteCount * 4] = sss.y;\r\n data[i * 4 + 3 + this.spriteCount * 4] = sss.h;\r\n //sourceSize, rotated, trimmed\r\n data[i * 4 + this.spriteCount * 8] = ss.w;\r\n data[i * 4 + 1 + this.spriteCount * 8] = ss.h;\r\n data[i * 4 + 2 + this.spriteCount * 8] = r;\r\n data[i * 4 + 3 + this.spriteCount * 8] = t;\r\n }\r\n\r\n const floatArray = new Float32Array(data);\r\n\r\n const t = RawTexture.CreateRGBATexture(floatArray, this.spriteCount, 4, this._scene, false, false, Texture.NEAREST_NEAREST, Constants.TEXTURETYPE_FLOAT);\r\n\r\n return t;\r\n }\r\n\r\n /**\r\n * Creates the tileMap texture Buffer\r\n * @param buffer normally and array of numbers, or a false to generate from scratch\r\n * @param _layer indicates what layer for a logic trigger dealing with the baseTile. The system uses this\r\n * @returns RawTexture of the tileMap\r\n */\r\n private _createTileBuffer(buffer: any, _layer: number = 0): RawTexture {\r\n let data = [];\r\n const _ty = this.options.stageSize!.y || 0;\r\n const _tx = this.options.stageSize!.x || 0;\r\n\r\n if (!buffer) {\r\n let bt = this.options.baseTile;\r\n if (_layer != 0) {\r\n bt = 0;\r\n }\r\n\r\n for (let y = 0; y < _ty; y++) {\r\n for (let x = 0; x < _tx * 4; x += 4) {\r\n data.push(bt, 0, 0, 0);\r\n }\r\n }\r\n } else {\r\n data = buffer;\r\n }\r\n\r\n const floatArray = new Float32Array(data);\r\n const t = RawTexture.CreateRGBATexture(floatArray, _tx, _ty, this._scene, false, false, Texture.NEAREST_NEAREST, Constants.TEXTURETYPE_FLOAT);\r\n\r\n return t;\r\n }\r\n\r\n /**\r\n * Modifies the data of the tileMaps\r\n * @param _layer is the ID of the layer you want to edit on the SpriteMap\r\n * @param pos is the iVector2 Coordinates of the Tile\r\n * @param tile The SpriteIndex of the new Tile\r\n */\r\n public changeTiles(_layer: number = 0, pos: Vector2 | Vector2[], tile: number = 0): void {\r\n const buffer = this._tileMaps[_layer]!._texture!._bufferView;\r\n if (buffer === null) {\r\n return;\r\n }\r\n\r\n let p = [];\r\n if (pos instanceof Vector2) {\r\n p.push(pos);\r\n } else {\r\n p = pos;\r\n }\r\n\r\n const _tx = this.options.stageSize!.x || 0;\r\n\r\n for (let i = 0; i < p.length; i++) {\r\n const _p = p[i];\r\n _p.x = Math.floor(_p.x);\r\n _p.y = Math.floor(_p.y);\r\n const id: number = _p.x * 4 + _p.y * (_tx * 4);\r\n (buffer as any)[id] = tile;\r\n }\r\n\r\n const t = this._createTileBuffer(buffer);\r\n this._tileMaps[_layer].dispose();\r\n this._tileMaps[_layer] = t;\r\n this._material.setTextureArray(\"tileMap\", this._tileMaps);\r\n }\r\n\r\n /**\r\n * Creates the animationMap texture Buffer\r\n * @param buffer normally and array of numbers, or a false to generate from scratch\r\n * @returns RawTexture of the animationMap\r\n */\r\n private _createTileAnimationBuffer(buffer: Nullable<ArrayBufferView>): RawTexture {\r\n const data = [];\r\n let floatArray;\r\n if (!buffer) {\r\n for (let i = 0; i < this.spriteCount; i++) {\r\n data.push(0, 0, 0, 0);\r\n let count = 1;\r\n while (count < (this.options.maxAnimationFrames || 4)) {\r\n data.push(0, 0, 0, 0);\r\n count++;\r\n }\r\n }\r\n floatArray = new Float32Array(data);\r\n } else {\r\n floatArray = buffer;\r\n }\r\n\r\n const t = RawTexture.CreateRGBATexture(\r\n floatArray,\r\n this.spriteCount,\r\n this.options.maxAnimationFrames || 4,\r\n this._scene,\r\n false,\r\n false,\r\n Texture.NEAREST_NEAREST,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n\r\n return t;\r\n }\r\n\r\n /**\r\n * Modifies the data of the animationMap\r\n * @param cellID is the Index of the Sprite\r\n * @param _frame is the target Animation frame\r\n * @param toCell is the Target Index of the next frame of the animation\r\n * @param time is a value between 0-1 that is the trigger for when the frame should change tiles\r\n * @param speed is a global scalar of the time variable on the map.\r\n */\r\n public addAnimationToTile(cellID: number = 0, _frame: number = 0, toCell: number = 0, time: number = 0, speed: number = 1): void {\r\n const buffer: any = this._animationMap!._texture!._bufferView;\r\n const id: number = cellID * 4 + this.spriteCount * 4 * _frame;\r\n if (!buffer) {\r\n return;\r\n }\r\n buffer[id] = toCell;\r\n buffer[id + 1] = time;\r\n buffer[id + 2] = speed;\r\n const t = this._createTileAnimationBuffer(buffer);\r\n this._animationMap.dispose();\r\n this._animationMap = t;\r\n this._material.setTexture(\"animationMap\", this._animationMap);\r\n }\r\n\r\n /**\r\n * Exports the .tilemaps file\r\n */\r\n public saveTileMaps(): void {\r\n let maps = \"\";\r\n for (let i = 0; i < this._tileMaps.length; i++) {\r\n if (i > 0) {\r\n maps += \"\\n\\r\";\r\n }\r\n\r\n maps += this._tileMaps[i]!._texture!._bufferView!.toString();\r\n }\r\n const hiddenElement = document.createElement(\"a\");\r\n hiddenElement.href = \"data:octet/stream;charset=utf-8,\" + encodeURI(maps);\r\n hiddenElement.target = \"_blank\";\r\n hiddenElement.download = this.name + \".tilemaps\";\r\n hiddenElement.click();\r\n hiddenElement.remove();\r\n }\r\n\r\n /**\r\n * Imports the .tilemaps file\r\n * @param url of the .tilemaps file\r\n */\r\n public loadTileMaps(url: string): void {\r\n const xhr = new XMLHttpRequest();\r\n xhr.open(\"GET\", url);\r\n\r\n const _lc = this.options!.layerCount || 0;\r\n\r\n xhr.onload = () => {\r\n const data = xhr.response.split(\"\\n\\r\");\r\n for (let i = 0; i < _lc; i++) {\r\n const d = data[i].split(\",\").map(Number);\r\n const t = this._createTileBuffer(d);\r\n this._tileMaps[i].dispose();\r\n this._tileMaps[i] = t;\r\n }\r\n this._material.setTextureArray(\"tileMap\", this._tileMaps);\r\n };\r\n xhr.send();\r\n }\r\n\r\n /**\r\n * Release associated resources\r\n */\r\n public dispose(): void {\r\n this._output.dispose();\r\n this._material.dispose();\r\n this._animationMap.dispose();\r\n this._tileMaps.forEach((tm) => {\r\n tm.dispose();\r\n });\r\n this._frameMap.dispose();\r\n }\r\n}\r\n"]}
@@ -1,9 +1,13 @@
1
+ import type { SpriteManagerOptions } from "./spriteManager";
1
2
  import { SpriteManager } from "./spriteManager";
2
3
  import type { Scene } from "../scene";
3
4
  /**
4
5
  * Class used to manage multiple sprites of different sizes on the same spritesheet
5
6
  * @see https://doc.babylonjs.com/features/featuresDeepDive/sprites
6
7
  */
8
+ /**
9
+ *
10
+ */
7
11
  export declare class SpritePackedManager extends SpriteManager {
8
12
  /** defines the packed manager's name */
9
13
  name: string;
@@ -17,8 +21,9 @@ export declare class SpritePackedManager extends SpriteManager {
17
21
  * @param epsilon defines the epsilon value to align texture (0.01 by default)
18
22
  * @param samplingMode defines the sampling mode to use with spritesheet
19
23
  * @param fromPacked set to true; do not alter
24
+ * @param options options for the sprite manager
20
25
  */
21
26
  constructor(
22
27
  /** defines the packed manager's name */
23
- name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
28
+ name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number, options?: SpriteManagerOptions);
24
29
  }
@@ -4,6 +4,9 @@ import { Texture } from "../Materials/Textures/texture.js";
4
4
  * Class used to manage multiple sprites of different sizes on the same spritesheet
5
5
  * @see https://doc.babylonjs.com/features/featuresDeepDive/sprites
6
6
  */
7
+ /**
8
+ *
9
+ */
7
10
  export class SpritePackedManager extends SpriteManager {
8
11
  /**
9
12
  * Creates a new sprite manager from a packed sprite sheet
@@ -15,12 +18,13 @@ export class SpritePackedManager extends SpriteManager {
15
18
  * @param epsilon defines the epsilon value to align texture (0.01 by default)
16
19
  * @param samplingMode defines the sampling mode to use with spritesheet
17
20
  * @param fromPacked set to true; do not alter
21
+ * @param options options for the sprite manager
18
22
  */
19
23
  constructor(
20
24
  /** defines the packed manager's name */
21
- name, imgUrl, capacity, scene, spriteJSON = null, epsilon = 0.01, samplingMode = Texture.TRILINEAR_SAMPLINGMODE) {
25
+ name, imgUrl, capacity, scene, spriteJSON = null, epsilon = 0.01, samplingMode = Texture.TRILINEAR_SAMPLINGMODE, options) {
22
26
  //the cellSize parameter is not used when built from JSON which provides individual cell data, defaults to 64 if JSON load fails
23
- super(name, imgUrl, capacity, 64, scene, epsilon, samplingMode, true, spriteJSON);
27
+ super(name, imgUrl, capacity, 64, scene, epsilon, samplingMode, true, spriteJSON, options);
24
28
  this.name = name;
25
29
  }
26
30
  }
@@ -1 +1 @@
1
- {"version":3,"file":"spritePackedManager.js","sourceRoot":"","sources":["../../../../dev/core/src/Sprites/spritePackedManager.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AAExD;;;GAGG;AAEH,MAAM,OAAO,mBAAoB,SAAQ,aAAa;IAClD;;;;;;;;;;OAUG;IAEH;IACI,wCAAwC;IACxB,IAAY,EAC5B,MAAc,EACd,QAAgB,EAChB,KAAY,EACZ,aAA4B,IAAI,EAChC,UAAkB,IAAI,EACtB,eAAuB,OAAO,CAAC,sBAAsB;QAErD,gIAAgI;QAChI,KAAK,CAAC,IAAI,EAAE,MAAM,EAAE,QAAQ,EAAE,EAAE,EAAE,KAAK,EAAE,OAAO,EAAE,YAAY,EAAE,IAAI,EAAE,UAAU,CAAC,CAAC;QATlE,SAAI,GAAJ,IAAI,CAAQ;IAUhC,CAAC;CACJ","sourcesContent":["import { SpriteManager } from \"./spriteManager\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\n\r\n/**\r\n * Class used to manage multiple sprites of different sizes on the same spritesheet\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/sprites\r\n */\r\n\r\nexport class SpritePackedManager extends SpriteManager {\r\n /**\r\n * Creates a new sprite manager from a packed sprite sheet\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 scene defines the hosting scene\r\n * @param spriteJSON null otherwise a JSON object defining sprite sheet data\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 true; do not alter\r\n */\r\n\r\n constructor(\r\n /** defines the packed manager's name */\r\n public override name: string,\r\n imgUrl: string,\r\n capacity: number,\r\n scene: Scene,\r\n spriteJSON: string | null = null,\r\n epsilon: number = 0.01,\r\n samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE\r\n ) {\r\n //the cellSize parameter is not used when built from JSON which provides individual cell data, defaults to 64 if JSON load fails\r\n super(name, imgUrl, capacity, 64, scene, epsilon, samplingMode, true, spriteJSON);\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"spritePackedManager.js","sourceRoot":"","sources":["../../../../dev/core/src/Sprites/spritePackedManager.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AAExD;;;GAGG;AAEH;;GAEG;AACH,MAAM,OAAO,mBAAoB,SAAQ,aAAa;IAClD;;;;;;;;;;;OAWG;IAEH;IACI,wCAAwC;IACxB,IAAY,EAC5B,MAAc,EACd,QAAgB,EAChB,KAAY,EACZ,aAA4B,IAAI,EAChC,UAAkB,IAAI,EACtB,eAAuB,OAAO,CAAC,sBAAsB,EACrD,OAA8B;QAE9B,gIAAgI;QAChI,KAAK,CAAC,IAAI,EAAE,MAAM,EAAE,QAAQ,EAAE,EAAE,EAAE,KAAK,EAAE,OAAO,EAAE,YAAY,EAAE,IAAI,EAAE,UAAU,EAAE,OAAO,CAAC,CAAC;QAV3E,SAAI,GAAJ,IAAI,CAAQ;IAWhC,CAAC;CACJ","sourcesContent":["import type { SpriteManagerOptions } from \"./spriteManager\";\r\nimport { SpriteManager } from \"./spriteManager\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\n\r\n/**\r\n * Class used to manage multiple sprites of different sizes on the same spritesheet\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/sprites\r\n */\r\n\r\n/**\r\n *\r\n */\r\nexport class SpritePackedManager extends SpriteManager {\r\n /**\r\n * Creates a new sprite manager from a packed sprite sheet\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 scene defines the hosting scene\r\n * @param spriteJSON null otherwise a JSON object defining sprite sheet data\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 true; do not alter\r\n * @param options options for the sprite manager\r\n */\r\n\r\n constructor(\r\n /** defines the packed manager's name */\r\n public override name: string,\r\n imgUrl: string,\r\n capacity: number,\r\n scene: Scene,\r\n spriteJSON: string | null = null,\r\n epsilon: number = 0.01,\r\n samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE,\r\n options?: SpriteManagerOptions\r\n ) {\r\n //the cellSize parameter is not used when built from JSON which provides individual cell data, defaults to 64 if JSON load fails\r\n super(name, imgUrl, capacity, 64, scene, epsilon, samplingMode, true, spriteJSON, options);\r\n }\r\n}\r\n"]}
@@ -5,7 +5,19 @@ import type { ThinSprite } from "./thinSprite";
5
5
  import type { ISize } from "../Maths/math.size";
6
6
  import type { ThinTexture } from "../Materials/Textures/thinTexture";
7
7
  import type { Scene } from "../scene";
8
- import { ShaderLanguage } from "../Materials/shaderLanguage.js";
8
+ import { ShaderLanguage } from "../Materials/shaderLanguage";
9
+ /**
10
+ * Options for the SpriteRenderer
11
+ */
12
+ export interface SpriteRendererOptions {
13
+ /**
14
+ * Sets a boolean indicating if the renderer must render sprites with pixel perfect rendering.
15
+ * 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.
16
+ * Note that for this mode to work as expected, the sprite texture must use the BILINEAR sampling mode, not NEAREST!
17
+ * Default is false.
18
+ */
19
+ pixelPerfect?: boolean;
20
+ }
9
21
  /**
10
22
  * Class used to render sprites.
11
23
  *
@@ -94,13 +106,14 @@ export declare class SpriteRenderer {
94
106
  private _vertexArrayObject;
95
107
  private _isDisposed;
96
108
  /**
97
- * Creates a new sprite Renderer
109
+ * Creates a new sprite renderer
98
110
  * @param engine defines the engine the renderer works with
99
111
  * @param capacity defines the maximum allowed number of sprites
100
112
  * @param epsilon defines the epsilon value to align texture (0.01 by default)
101
113
  * @param scene defines the hosting scene
114
+ * @param rendererOptions options for the sprite renderer
102
115
  */
103
- constructor(engine: AbstractEngine, capacity: number, epsilon?: number, scene?: Nullable<Scene>);
116
+ constructor(engine: AbstractEngine, capacity: number, epsilon?: number, scene?: Nullable<Scene>, rendererOptions?: SpriteRendererOptions);
104
117
  private _shadersLoaded;
105
118
  private _initShaderSourceAsync;
106
119
  private _createEffects;