@babylonjs/core 7.4.0 → 7.6.0

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Files changed (235) hide show
  1. package/Audio/sound.js +3 -0
  2. package/Audio/sound.js.map +1 -1
  3. package/Buffers/storageBuffer.d.ts +2 -2
  4. package/Buffers/storageBuffer.js.map +1 -1
  5. package/Cameras/arcRotateCamera.js +3 -0
  6. package/Cameras/arcRotateCamera.js.map +1 -1
  7. package/Cameras/flyCamera.js +3 -0
  8. package/Cameras/flyCamera.js.map +1 -1
  9. package/Cameras/followCamera.js +4 -0
  10. package/Cameras/followCamera.js.map +1 -1
  11. package/Cameras/freeCamera.js +3 -0
  12. package/Cameras/freeCamera.js.map +1 -1
  13. package/Engines/Extensions/index.d.ts +0 -3
  14. package/Engines/Extensions/index.js +0 -3
  15. package/Engines/Extensions/index.js.map +1 -1
  16. package/Engines/WebGPU/Extensions/index.d.ts +0 -3
  17. package/Engines/WebGPU/Extensions/index.js +0 -3
  18. package/Engines/WebGPU/Extensions/index.js.map +1 -1
  19. package/Engines/abstractEngine.d.ts +11 -63
  20. package/Engines/abstractEngine.js +7 -7
  21. package/Engines/abstractEngine.js.map +1 -1
  22. package/Engines/nativeEngine.js +2 -2
  23. package/Engines/nativeEngine.js.map +1 -1
  24. package/Engines/thinEngine.d.ts +2 -2
  25. package/Engines/thinEngine.functions.d.ts +2 -10
  26. package/Engines/thinEngine.functions.js +1 -20
  27. package/Engines/thinEngine.functions.js.map +1 -1
  28. package/Engines/thinEngine.js +27 -11
  29. package/Engines/thinEngine.js.map +1 -1
  30. package/Engines/webgpuEngine.d.ts +54 -2
  31. package/Engines/webgpuEngine.js +147 -0
  32. package/Engines/webgpuEngine.js.map +1 -1
  33. package/Inputs/scene.inputManager.d.ts +1 -0
  34. package/Inputs/scene.inputManager.js +1 -0
  35. package/Inputs/scene.inputManager.js.map +1 -1
  36. package/Lights/directionalLight.js +3 -0
  37. package/Lights/directionalLight.js.map +1 -1
  38. package/Lights/hemisphericLight.js +3 -0
  39. package/Lights/hemisphericLight.js.map +1 -1
  40. package/Lights/pointLight.js +3 -0
  41. package/Lights/pointLight.js.map +1 -1
  42. package/Lights/spotLight.js +3 -0
  43. package/Lights/spotLight.js.map +1 -1
  44. package/Loading/Plugins/babylonFileLoader.js +25 -14
  45. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  46. package/Materials/Background/backgroundMaterial.js +1 -2
  47. package/Materials/Background/backgroundMaterial.js.map +1 -1
  48. package/Materials/GreasedLine/greasedLinePluginMaterial.js +7 -3
  49. package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
  50. package/Materials/Node/Blocks/Dual/clipPlanesBlock.d.ts +1 -1
  51. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -1
  52. package/Materials/Node/Blocks/Dual/currentScreenBlock.d.ts +1 -1
  53. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  54. package/Materials/Node/Blocks/Dual/fogBlock.d.ts +1 -1
  55. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  56. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.d.ts +1 -1
  57. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  58. package/Materials/Node/Blocks/Dual/sceneDepthBlock.d.ts +1 -1
  59. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  60. package/Materials/Node/Blocks/Dual/textureBlock.d.ts +1 -1
  61. package/Materials/Node/Blocks/Dual/textureBlock.js +5 -1
  62. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  63. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.d.ts +1 -1
  64. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  65. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.d.ts +1 -1
  66. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  67. package/Materials/Node/Blocks/Fragment/screenSizeBlock.d.ts +1 -1
  68. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
  69. package/Materials/Node/Blocks/Fragment/shadowMapBlock.d.ts +1 -1
  70. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js.map +1 -1
  71. package/Materials/Node/Blocks/Input/animatedInputBlockTypes.d.ts +2 -1
  72. package/Materials/Node/Blocks/Input/animatedInputBlockTypes.js +1 -0
  73. package/Materials/Node/Blocks/Input/animatedInputBlockTypes.js.map +1 -1
  74. package/Materials/Node/Blocks/Input/inputBlock.d.ts +1 -1
  75. package/Materials/Node/Blocks/Input/inputBlock.js +16 -0
  76. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  77. package/Materials/Node/Blocks/PBR/anisotropyBlock.d.ts +1 -1
  78. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  79. package/Materials/Node/Blocks/PBR/clearCoatBlock.d.ts +1 -1
  80. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  81. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.d.ts +1 -1
  82. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  83. package/Materials/Node/Blocks/PBR/reflectionBlock.d.ts +1 -1
  84. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  85. package/Materials/Node/Blocks/PBR/refractionBlock.d.ts +1 -1
  86. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  87. package/Materials/Node/Blocks/Vertex/lightInformationBlock.d.ts +1 -1
  88. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
  89. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.d.ts +1 -1
  90. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
  91. package/Materials/Node/Blocks/baseMathBlock.js +2 -4
  92. package/Materials/Node/Blocks/baseMathBlock.js.map +1 -1
  93. package/Materials/Node/Blocks/modBlock.js +7 -1
  94. package/Materials/Node/Blocks/modBlock.js.map +1 -1
  95. package/Materials/Node/Blocks/triPlanarBlock.d.ts +1 -1
  96. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  97. package/Materials/Node/nodeMaterial.d.ts +2 -4
  98. package/Materials/Node/nodeMaterial.js +1 -3
  99. package/Materials/Node/nodeMaterial.js.map +1 -1
  100. package/Materials/Node/nodeMaterialBlockConnectionPoint.d.ts +34 -14
  101. package/Materials/Node/nodeMaterialBlockConnectionPoint.js +87 -9
  102. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  103. package/Materials/Node/nodeMaterialBuildState.d.ts +1 -1
  104. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  105. package/Materials/PBR/pbrBaseMaterial.d.ts +1 -2
  106. package/Materials/PBR/pbrBaseMaterial.js +1 -2
  107. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  108. package/Materials/Textures/Loaders/ktxTextureLoader.js +1 -1
  109. package/Materials/Textures/Loaders/ktxTextureLoader.js.map +1 -1
  110. package/Materials/Textures/htmlElementTexture.d.ts +0 -1
  111. package/Materials/Textures/htmlElementTexture.js +7 -2
  112. package/Materials/Textures/htmlElementTexture.js.map +1 -1
  113. package/Materials/Textures/videoTexture.js +4 -2
  114. package/Materials/Textures/videoTexture.js.map +1 -1
  115. package/Materials/effect.d.ts +4 -0
  116. package/Materials/effect.functions.d.ts +1 -1
  117. package/Materials/effect.functions.js +6 -4
  118. package/Materials/effect.functions.js.map +1 -1
  119. package/Materials/effect.js +1 -1
  120. package/Materials/effect.js.map +1 -1
  121. package/Materials/effect.webgl.functions.js +3 -3
  122. package/Materials/effect.webgl.functions.js.map +1 -1
  123. package/Materials/imageProcessingConfiguration.d.ts +5 -0
  124. package/Materials/imageProcessingConfiguration.defines.d.ts +2 -4
  125. package/Materials/imageProcessingConfiguration.defines.js +1 -2
  126. package/Materials/imageProcessingConfiguration.defines.js.map +1 -1
  127. package/Materials/imageProcessingConfiguration.js +26 -11
  128. package/Materials/imageProcessingConfiguration.js.map +1 -1
  129. package/Materials/materialPluginBase.js +3 -0
  130. package/Materials/materialPluginBase.js.map +1 -1
  131. package/Materials/meshDebugPluginMaterial.js +2 -2
  132. package/Materials/meshDebugPluginMaterial.js.map +1 -1
  133. package/Materials/shaderMaterial.js +18 -8
  134. package/Materials/shaderMaterial.js.map +1 -1
  135. package/Materials/standardMaterial.d.ts +1 -2
  136. package/Materials/standardMaterial.js +1 -2
  137. package/Materials/standardMaterial.js.map +1 -1
  138. package/Maths/math.color.d.ts +85 -82
  139. package/Maths/math.color.js +34 -27
  140. package/Maths/math.color.js.map +1 -1
  141. package/Maths/math.vector.d.ts +202 -202
  142. package/Maths/math.vector.js +133 -130
  143. package/Maths/math.vector.js.map +1 -1
  144. package/Maths/tensor.d.ts +44 -42
  145. package/Maths/tensor.js.map +1 -1
  146. package/Meshes/Compression/dracoCompression.d.ts +7 -0
  147. package/Meshes/Compression/dracoCompression.js +14 -0
  148. package/Meshes/Compression/dracoCompression.js.map +1 -1
  149. package/Meshes/Node/nodeGeometryBlockConnectionPoint.js +6 -0
  150. package/Meshes/Node/nodeGeometryBlockConnectionPoint.js.map +1 -1
  151. package/Meshes/instancedMesh.js +3 -0
  152. package/Meshes/instancedMesh.js.map +1 -1
  153. package/Misc/dumpTools.js +11 -0
  154. package/Misc/dumpTools.js.map +1 -1
  155. package/Misc/fileTools.d.ts +9 -3
  156. package/Misc/fileTools.js +17 -14
  157. package/Misc/fileTools.js.map +1 -1
  158. package/Misc/greasedLineTools.js +7 -1
  159. package/Misc/greasedLineTools.js.map +1 -1
  160. package/Misc/sceneSerializer.js +9 -1
  161. package/Misc/sceneSerializer.js.map +1 -1
  162. package/Misc/textureTools.d.ts +2 -0
  163. package/Misc/textureTools.js +2 -0
  164. package/Misc/textureTools.js.map +1 -1
  165. package/Misc/tools.d.ts +5 -6
  166. package/Misc/tools.js +9 -9
  167. package/Misc/tools.js.map +1 -1
  168. package/Misc/typeStore.d.ts +4 -0
  169. package/Misc/typeStore.js +11 -0
  170. package/Misc/typeStore.js.map +1 -1
  171. package/NOTICE.md +8 -0
  172. package/Particles/baseParticleSystem.js +3 -0
  173. package/Particles/baseParticleSystem.js.map +1 -1
  174. package/Particles/computeShaderParticleSystem.d.ts +2 -2
  175. package/Particles/computeShaderParticleSystem.js.map +1 -1
  176. package/Physics/v1/Plugins/ammoJSPlugin.js +39 -10
  177. package/Physics/v1/Plugins/ammoJSPlugin.js.map +1 -1
  178. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js +4 -0
  179. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
  180. package/PostProcesses/imageProcessingPostProcess.js +14 -5
  181. package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
  182. package/Rendering/GlobalIllumination/giRSMManager.d.ts +6 -0
  183. package/Rendering/GlobalIllumination/giRSMManager.js +15 -1
  184. package/Rendering/GlobalIllumination/giRSMManager.js.map +1 -1
  185. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js +22 -20
  186. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js.map +1 -1
  187. package/Rendering/renderingGroup.js +1 -1
  188. package/Rendering/renderingGroup.js.map +1 -1
  189. package/Shaders/ShadersInclude/imageProcessingFunctions.js +8 -5
  190. package/Shaders/ShadersInclude/imageProcessingFunctions.js.map +1 -1
  191. package/Shaders/ShadersInclude/screenSpaceRayTrace.js +8 -0
  192. package/Shaders/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
  193. package/Shaders/lod.fragment.d.ts +5 -0
  194. package/Shaders/lod.fragment.js +12 -0
  195. package/Shaders/lod.fragment.js.map +1 -0
  196. package/Shaders/lodCube.fragment.d.ts +5 -0
  197. package/Shaders/lodCube.fragment.js +30 -0
  198. package/Shaders/lodCube.fragment.js.map +1 -0
  199. package/Shaders/screenSpaceReflection2.fragment.js +7 -1
  200. package/Shaders/screenSpaceReflection2.fragment.js.map +1 -1
  201. package/Shaders/ssao2.fragment.js +1 -1
  202. package/Shaders/ssao2.fragment.js.map +1 -1
  203. package/XR/features/WebXRNearInteraction.d.ts +6 -0
  204. package/XR/features/WebXRNearInteraction.js +14 -2
  205. package/XR/features/WebXRNearInteraction.js.map +1 -1
  206. package/XR/webXRManagedOutputCanvas.d.ts +2 -0
  207. package/XR/webXRManagedOutputCanvas.js +14 -6
  208. package/XR/webXRManagedOutputCanvas.js.map +1 -1
  209. package/abstractScene.js +3 -0
  210. package/abstractScene.js.map +1 -1
  211. package/assets/glslang/glslang.js +113 -0
  212. package/assets/glslang/glslang.wasm +0 -0
  213. package/assets/twgsl/twgsl.js +53 -0
  214. package/assets/twgsl/twgsl.wasm +0 -0
  215. package/package.json +1 -1
  216. package/scene.js +3 -0
  217. package/scene.js.map +1 -1
  218. package/Engines/Extensions/engine.externalTexture.d.ts +0 -18
  219. package/Engines/Extensions/engine.externalTexture.js +0 -10
  220. package/Engines/Extensions/engine.externalTexture.js.map +0 -1
  221. package/Engines/Extensions/engine.storageBuffer.d.ts +0 -39
  222. package/Engines/Extensions/engine.storageBuffer.js +0 -16
  223. package/Engines/Extensions/engine.storageBuffer.js.map +0 -1
  224. package/Engines/Extensions/engine.textureSampler.d.ts +0 -12
  225. package/Engines/Extensions/engine.textureSampler.js +0 -6
  226. package/Engines/Extensions/engine.textureSampler.js.map +0 -1
  227. package/Engines/WebGPU/Extensions/engine.externalTexture.d.ts +0 -28
  228. package/Engines/WebGPU/Extensions/engine.externalTexture.js +0 -18
  229. package/Engines/WebGPU/Extensions/engine.externalTexture.js.map +0 -1
  230. package/Engines/WebGPU/Extensions/engine.storageBuffer.d.ts +0 -50
  231. package/Engines/WebGPU/Extensions/engine.storageBuffer.js +0 -88
  232. package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +0 -1
  233. package/Engines/WebGPU/Extensions/engine.textureSampler.d.ts +0 -22
  234. package/Engines/WebGPU/Extensions/engine.textureSampler.js +0 -9
  235. package/Engines/WebGPU/Extensions/engine.textureSampler.js.map +0 -1
@@ -1 +1 @@
1
- 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{ serializeAsColor3, serializeAsVector3 } from \"../Misc/decorators\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { Node } from \"../node\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Light } from \"./light\";\r\nimport type { IShadowGenerator } from \"./Shadows/shadowGenerator\";\r\n\r\nNode.AddNodeConstructor(\"Light_Type_3\", (name, scene) => {\r\n return () => new HemisphericLight(name, Vector3.Zero(), scene);\r\n});\r\n\r\n/**\r\n * The HemisphericLight simulates the ambient environment light,\r\n * so the passed direction is the light reflection direction, not the incoming direction.\r\n */\r\nexport class HemisphericLight extends Light {\r\n /**\r\n * The groundColor is the light in the opposite direction to the one specified during creation.\r\n * You can think of the diffuse and specular light as coming from the centre of the object in the given direction and the groundColor light in the opposite direction.\r\n */\r\n @serializeAsColor3()\r\n public groundColor = new Color3(0.0, 0.0, 0.0);\r\n\r\n /**\r\n * The light reflection direction, not the incoming direction.\r\n */\r\n @serializeAsVector3()\r\n public direction: Vector3;\r\n\r\n /**\r\n * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).\r\n * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.\r\n * The HemisphericLight can't cast shadows.\r\n * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n * @param name The friendly name of the light\r\n * @param direction The direction of the light reflection\r\n * @param scene The scene the light belongs to\r\n */\r\n constructor(name: string, direction: Vector3, scene?: Scene) {\r\n super(name, scene);\r\n this.direction = direction || Vector3.Up();\r\n }\r\n\r\n protected _buildUniformLayout(): void {\r\n this._uniformBuffer.addUniform(\"vLightData\", 4);\r\n this._uniformBuffer.addUniform(\"vLightDiffuse\", 4);\r\n this._uniformBuffer.addUniform(\"vLightSpecular\", 4);\r\n this._uniformBuffer.addUniform(\"vLightGround\", 3);\r\n this._uniformBuffer.addUniform(\"shadowsInfo\", 3);\r\n this._uniformBuffer.addUniform(\"depthValues\", 2);\r\n this._uniformBuffer.create();\r\n }\r\n\r\n /**\r\n * Returns the string \"HemisphericLight\".\r\n * @returns The class name\r\n */\r\n public override getClassName(): string {\r\n return \"HemisphericLight\";\r\n }\r\n\r\n /**\r\n * Sets the HemisphericLight direction towards the passed target (Vector3).\r\n * Returns the updated direction.\r\n * @param target The target the direction should point to\r\n * @returns The computed direction\r\n */\r\n public setDirectionToTarget(target: Vector3): Vector3 {\r\n this.direction = Vector3.Normalize(target.subtract(Vector3.Zero()));\r\n return this.direction;\r\n }\r\n\r\n /**\r\n * Returns the shadow generator associated to the light.\r\n * @returns Always null for hemispheric lights because it does not support shadows.\r\n */\r\n public override getShadowGenerator(): Nullable<IShadowGenerator> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).\r\n * @param _effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The hemispheric light\r\n */\r\n public transferToEffect(_effect: Effect, lightIndex: string): HemisphericLight {\r\n const normalizeDirection = Vector3.Normalize(this.direction);\r\n this._uniformBuffer.updateFloat4(\"vLightData\", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0.0, lightIndex);\r\n this._uniformBuffer.updateColor3(\"vLightGround\", this.groundColor.scale(this.intensity), lightIndex);\r\n return this;\r\n }\r\n\r\n public transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string) {\r\n const normalizeDirection = Vector3.Normalize(this.direction);\r\n effect.setFloat3(lightDataUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z);\r\n return this;\r\n }\r\n\r\n /**\r\n * Computes the world matrix of the node\r\n * @returns the world matrix\r\n */\r\n public override computeWorldMatrix(): Matrix {\r\n if (!this._worldMatrix) {\r\n this._worldMatrix = Matrix.Identity();\r\n }\r\n return this._worldMatrix;\r\n }\r\n\r\n /**\r\n * Returns the integer 3.\r\n * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x\r\n */\r\n public override getTypeID(): number {\r\n return Light.LIGHTTYPEID_HEMISPHERICLIGHT;\r\n }\r\n\r\n /**\r\n * Prepares the list of defines specific to the light type.\r\n * @param defines the list of defines\r\n * @param lightIndex defines the index of the light for the effect\r\n */\r\n public prepareLightSpecificDefines(defines: any, lightIndex: number): void {\r\n defines[\"HEMILIGHT\" + lightIndex] = true;\r\n }\r\n}\r\n"]}
1
+ 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{ serializeAsColor3, serializeAsVector3 } from \"../Misc/decorators\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { Node } from \"../node\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Light } from \"./light\";\r\nimport type { IShadowGenerator } from \"./Shadows/shadowGenerator\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\nNode.AddNodeConstructor(\"Light_Type_3\", (name, scene) => {\r\n return () => new HemisphericLight(name, Vector3.Zero(), scene);\r\n});\r\n\r\n/**\r\n * The HemisphericLight simulates the ambient environment light,\r\n * so the passed direction is the light reflection direction, not the incoming direction.\r\n */\r\nexport class HemisphericLight extends Light {\r\n /**\r\n * The groundColor is the light in the opposite direction to the one specified during creation.\r\n * You can think of the diffuse and specular light as coming from the centre of the object in the given direction and the groundColor light in the opposite direction.\r\n */\r\n @serializeAsColor3()\r\n public groundColor = new Color3(0.0, 0.0, 0.0);\r\n\r\n /**\r\n * The light reflection direction, not the incoming direction.\r\n */\r\n @serializeAsVector3()\r\n public direction: Vector3;\r\n\r\n /**\r\n * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).\r\n * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.\r\n * The HemisphericLight can't cast shadows.\r\n * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n * @param name The friendly name of the light\r\n * @param direction The direction of the light reflection\r\n * @param scene The scene the light belongs to\r\n */\r\n constructor(name: string, direction: Vector3, scene?: Scene) {\r\n super(name, scene);\r\n this.direction = direction || Vector3.Up();\r\n }\r\n\r\n protected _buildUniformLayout(): void {\r\n this._uniformBuffer.addUniform(\"vLightData\", 4);\r\n this._uniformBuffer.addUniform(\"vLightDiffuse\", 4);\r\n this._uniformBuffer.addUniform(\"vLightSpecular\", 4);\r\n this._uniformBuffer.addUniform(\"vLightGround\", 3);\r\n this._uniformBuffer.addUniform(\"shadowsInfo\", 3);\r\n this._uniformBuffer.addUniform(\"depthValues\", 2);\r\n this._uniformBuffer.create();\r\n }\r\n\r\n /**\r\n * Returns the string \"HemisphericLight\".\r\n * @returns The class name\r\n */\r\n public override getClassName(): string {\r\n return \"HemisphericLight\";\r\n }\r\n\r\n /**\r\n * Sets the HemisphericLight direction towards the passed target (Vector3).\r\n * Returns the updated direction.\r\n * @param target The target the direction should point to\r\n * @returns The computed direction\r\n */\r\n public setDirectionToTarget(target: Vector3): Vector3 {\r\n this.direction = Vector3.Normalize(target.subtract(Vector3.Zero()));\r\n return this.direction;\r\n }\r\n\r\n /**\r\n * Returns the shadow generator associated to the light.\r\n * @returns Always null for hemispheric lights because it does not support shadows.\r\n */\r\n public override getShadowGenerator(): Nullable<IShadowGenerator> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).\r\n * @param _effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The hemispheric light\r\n */\r\n public transferToEffect(_effect: Effect, lightIndex: string): HemisphericLight {\r\n const normalizeDirection = Vector3.Normalize(this.direction);\r\n this._uniformBuffer.updateFloat4(\"vLightData\", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0.0, lightIndex);\r\n this._uniformBuffer.updateColor3(\"vLightGround\", this.groundColor.scale(this.intensity), lightIndex);\r\n return this;\r\n }\r\n\r\n public transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string) {\r\n const normalizeDirection = Vector3.Normalize(this.direction);\r\n effect.setFloat3(lightDataUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z);\r\n return this;\r\n }\r\n\r\n /**\r\n * Computes the world matrix of the node\r\n * @returns the world matrix\r\n */\r\n public override computeWorldMatrix(): Matrix {\r\n if (!this._worldMatrix) {\r\n this._worldMatrix = Matrix.Identity();\r\n }\r\n return this._worldMatrix;\r\n }\r\n\r\n /**\r\n * Returns the integer 3.\r\n * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x\r\n */\r\n public override getTypeID(): number {\r\n return Light.LIGHTTYPEID_HEMISPHERICLIGHT;\r\n }\r\n\r\n /**\r\n * Prepares the list of defines specific to the light type.\r\n * @param defines the list of defines\r\n * @param lightIndex defines the index of the light for the effect\r\n */\r\n public prepareLightSpecificDefines(defines: any, lightIndex: number): void {\r\n defines[\"HEMILIGHT\" + lightIndex] = true;\r\n }\r\n}\r\n\r\n// Register Class Name\r\nRegisterClass(\"BABYLON.HemisphericLight\", HemisphericLight);\r\n"]}
@@ -4,6 +4,7 @@ import { Matrix, Vector3 } from "../Maths/math.vector.js";
4
4
  import { Node } from "../node.js";
5
5
  import { Light } from "./light.js";
6
6
  import { ShadowLight } from "./shadowLight.js";
7
+ import { RegisterClass } from "../Misc/typeStore.js";
7
8
  Node.AddNodeConstructor("Light_Type_0", (name, scene) => {
8
9
  return () => new PointLight(name, Vector3.Zero(), scene);
9
10
  });
@@ -187,4 +188,6 @@ export class PointLight extends ShadowLight {
187
188
  __decorate([
188
189
  serialize()
189
190
  ], PointLight.prototype, "shadowAngle", null);
191
+ // Register Class Name
192
+ RegisterClass("BABYLON.PointLight", PointLight);
190
193
  //# sourceMappingURL=pointLight.js.map
@@ -1 +1 @@
1
- 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{ serialize } from \"../Misc/decorators\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Node } from \"../node\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Light } from \"./light\";\r\nimport { ShadowLight } from \"./shadowLight\";\r\nimport type { Effect } from \"../Materials/effect\";\r\n\r\nNode.AddNodeConstructor(\"Light_Type_0\", (name, scene) => {\r\n return () => new PointLight(name, Vector3.Zero(), scene);\r\n});\r\n\r\n/**\r\n * A point light is a light defined by an unique point in world space.\r\n * The light is emitted in every direction from this point.\r\n * A good example of a point light is a standard light bulb.\r\n * Documentation: https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n */\r\nexport class PointLight extends ShadowLight {\r\n private _shadowAngle = Math.PI / 2;\r\n /**\r\n * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback\r\n * This specifies what angle the shadow will use to be created.\r\n *\r\n * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.\r\n */\r\n @serialize()\r\n public get shadowAngle(): number {\r\n return this._shadowAngle;\r\n }\r\n /**\r\n * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback\r\n * This specifies what angle the shadow will use to be created.\r\n *\r\n * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.\r\n */\r\n public set shadowAngle(value: number) {\r\n this._shadowAngle = value;\r\n this.forceProjectionMatrixCompute();\r\n }\r\n\r\n /**\r\n * Gets the direction if it has been set.\r\n * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback\r\n */\r\n public override get direction(): Vector3 {\r\n return this._direction;\r\n }\r\n\r\n /**\r\n * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback\r\n */\r\n public override set direction(value: Vector3) {\r\n const previousNeedCube = this.needCube();\r\n this._direction = value;\r\n if (this.needCube() !== previousNeedCube && this._shadowGenerators) {\r\n const iterator = this._shadowGenerators.values();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const shadowGenerator = key.value;\r\n shadowGenerator.recreateShadowMap();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.\r\n * A PointLight emits the light in every direction.\r\n * It can cast shadows.\r\n * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :\r\n * ```javascript\r\n * var pointLight = new PointLight(\"pl\", camera.position, scene);\r\n * ```\r\n * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n * @param name The light friendly name\r\n * @param position The position of the point light in the scene\r\n * @param scene The scene the lights belongs to\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene) {\r\n super(name, scene);\r\n this.position = position;\r\n }\r\n\r\n /**\r\n * Returns the string \"PointLight\"\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"PointLight\";\r\n }\r\n\r\n /**\r\n * Returns the integer 0.\r\n * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x\r\n */\r\n public override getTypeID(): number {\r\n return Light.LIGHTTYPEID_POINTLIGHT;\r\n }\r\n\r\n /**\r\n * Specifies whether or not the shadowmap should be a cube texture.\r\n * @returns true if the shadowmap needs to be a cube texture.\r\n */\r\n public override needCube(): boolean {\r\n return !this.direction;\r\n }\r\n\r\n /**\r\n * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).\r\n * @param faceIndex The index of the face we are computed the direction to generate shadow\r\n * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true\r\n */\r\n public override getShadowDirection(faceIndex?: number): Vector3 {\r\n if (this.direction) {\r\n return super.getShadowDirection(faceIndex);\r\n } else {\r\n switch (faceIndex) {\r\n case 0:\r\n return new Vector3(1.0, 0.0, 0.0);\r\n case 1:\r\n return new Vector3(-1.0, 0.0, 0.0);\r\n case 2:\r\n return new Vector3(0.0, -1.0, 0.0);\r\n case 3:\r\n return new Vector3(0.0, 1.0, 0.0);\r\n case 4:\r\n return new Vector3(0.0, 0.0, 1.0);\r\n case 5:\r\n return new Vector3(0.0, 0.0, -1.0);\r\n }\r\n }\r\n\r\n return Vector3.Zero();\r\n }\r\n\r\n /**\r\n * Sets the passed matrix \"matrix\" as a left-handed perspective projection matrix with the following settings :\r\n * - fov = PI / 2\r\n * - aspect ratio : 1.0\r\n * - z-near and far equal to the active camera minZ and maxZ.\r\n * Returns the PointLight.\r\n * @param matrix\r\n * @param viewMatrix\r\n * @param renderList\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void {\r\n const activeCamera = this.getScene().activeCamera;\r\n\r\n if (!activeCamera) {\r\n return;\r\n }\r\n\r\n const minZ = this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;\r\n const maxZ = this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;\r\n\r\n const useReverseDepthBuffer = this.getScene().getEngine().useReverseDepthBuffer;\r\n\r\n Matrix.PerspectiveFovLHToRef(\r\n this.shadowAngle,\r\n 1.0,\r\n useReverseDepthBuffer ? maxZ : minZ,\r\n useReverseDepthBuffer ? minZ : maxZ,\r\n matrix,\r\n true,\r\n this._scene.getEngine().isNDCHalfZRange,\r\n undefined,\r\n useReverseDepthBuffer\r\n );\r\n }\r\n\r\n protected _buildUniformLayout(): void {\r\n this._uniformBuffer.addUniform(\"vLightData\", 4);\r\n this._uniformBuffer.addUniform(\"vLightDiffuse\", 4);\r\n this._uniformBuffer.addUniform(\"vLightSpecular\", 4);\r\n this._uniformBuffer.addUniform(\"vLightFalloff\", 4);\r\n this._uniformBuffer.addUniform(\"shadowsInfo\", 3);\r\n this._uniformBuffer.addUniform(\"depthValues\", 2);\r\n this._uniformBuffer.create();\r\n }\r\n\r\n /**\r\n * Sets the passed Effect \"effect\" with the PointLight transformed position (or position, if none) and passed name (string).\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The point light\r\n */\r\n public transferToEffect(effect: Effect, lightIndex: string): PointLight {\r\n if (this.computeTransformedInformation()) {\r\n this._uniformBuffer.updateFloat4(\"vLightData\", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, 0.0, lightIndex);\r\n } else {\r\n this._uniformBuffer.updateFloat4(\"vLightData\", this.position.x, this.position.y, this.position.z, 0, lightIndex);\r\n }\r\n\r\n this._uniformBuffer.updateFloat4(\"vLightFalloff\", this.range, this._inverseSquaredRange, 0, 0, lightIndex);\r\n return this;\r\n }\r\n\r\n public transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string) {\r\n if (this.computeTransformedInformation()) {\r\n effect.setFloat3(lightDataUniformName, this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z);\r\n } else {\r\n effect.setFloat3(lightDataUniformName, this.position.x, this.position.y, this.position.z);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Prepares the list of defines specific to the light type.\r\n * @param defines the list of defines\r\n * @param lightIndex defines the index of the light for the effect\r\n */\r\n public prepareLightSpecificDefines(defines: any, lightIndex: number): void {\r\n defines[\"POINTLIGHT\" + lightIndex] = true;\r\n }\r\n}\r\n"]}
1
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{ serialize } from \"../Misc/decorators\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Node } from \"../node\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Light } from \"./light\";\r\nimport { ShadowLight } from \"./shadowLight\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\nNode.AddNodeConstructor(\"Light_Type_0\", (name, scene) => {\r\n return () => new PointLight(name, Vector3.Zero(), scene);\r\n});\r\n\r\n/**\r\n * A point light is a light defined by an unique point in world space.\r\n * The light is emitted in every direction from this point.\r\n * A good example of a point light is a standard light bulb.\r\n * Documentation: https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n */\r\nexport class PointLight extends ShadowLight {\r\n private _shadowAngle = Math.PI / 2;\r\n /**\r\n * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback\r\n * This specifies what angle the shadow will use to be created.\r\n *\r\n * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.\r\n */\r\n @serialize()\r\n public get shadowAngle(): number {\r\n return this._shadowAngle;\r\n }\r\n /**\r\n * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback\r\n * This specifies what angle the shadow will use to be created.\r\n *\r\n * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.\r\n */\r\n public set shadowAngle(value: number) {\r\n this._shadowAngle = value;\r\n this.forceProjectionMatrixCompute();\r\n }\r\n\r\n /**\r\n * Gets the direction if it has been set.\r\n * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback\r\n */\r\n public override get direction(): Vector3 {\r\n return this._direction;\r\n }\r\n\r\n /**\r\n * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback\r\n */\r\n public override set direction(value: Vector3) {\r\n const previousNeedCube = this.needCube();\r\n this._direction = value;\r\n if (this.needCube() !== previousNeedCube && this._shadowGenerators) {\r\n const iterator = this._shadowGenerators.values();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const shadowGenerator = key.value;\r\n shadowGenerator.recreateShadowMap();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.\r\n * A PointLight emits the light in every direction.\r\n * It can cast shadows.\r\n * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :\r\n * ```javascript\r\n * var pointLight = new PointLight(\"pl\", camera.position, scene);\r\n * ```\r\n * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n * @param name The light friendly name\r\n * @param position The position of the point light in the scene\r\n * @param scene The scene the lights belongs to\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene) {\r\n super(name, scene);\r\n this.position = position;\r\n }\r\n\r\n /**\r\n * Returns the string \"PointLight\"\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"PointLight\";\r\n }\r\n\r\n /**\r\n * Returns the integer 0.\r\n * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x\r\n */\r\n public override getTypeID(): number {\r\n return Light.LIGHTTYPEID_POINTLIGHT;\r\n }\r\n\r\n /**\r\n * Specifies whether or not the shadowmap should be a cube texture.\r\n * @returns true if the shadowmap needs to be a cube texture.\r\n */\r\n public override needCube(): boolean {\r\n return !this.direction;\r\n }\r\n\r\n /**\r\n * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).\r\n * @param faceIndex The index of the face we are computed the direction to generate shadow\r\n * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true\r\n */\r\n public override getShadowDirection(faceIndex?: number): Vector3 {\r\n if (this.direction) {\r\n return super.getShadowDirection(faceIndex);\r\n } else {\r\n switch (faceIndex) {\r\n case 0:\r\n return new Vector3(1.0, 0.0, 0.0);\r\n case 1:\r\n return new Vector3(-1.0, 0.0, 0.0);\r\n case 2:\r\n return new Vector3(0.0, -1.0, 0.0);\r\n case 3:\r\n return new Vector3(0.0, 1.0, 0.0);\r\n case 4:\r\n return new Vector3(0.0, 0.0, 1.0);\r\n case 5:\r\n return new Vector3(0.0, 0.0, -1.0);\r\n }\r\n }\r\n\r\n return Vector3.Zero();\r\n }\r\n\r\n /**\r\n * Sets the passed matrix \"matrix\" as a left-handed perspective projection matrix with the following settings :\r\n * - fov = PI / 2\r\n * - aspect ratio : 1.0\r\n * - z-near and far equal to the active camera minZ and maxZ.\r\n * Returns the PointLight.\r\n * @param matrix\r\n * @param viewMatrix\r\n * @param renderList\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void {\r\n const activeCamera = this.getScene().activeCamera;\r\n\r\n if (!activeCamera) {\r\n return;\r\n }\r\n\r\n const minZ = this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;\r\n const maxZ = this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;\r\n\r\n const useReverseDepthBuffer = this.getScene().getEngine().useReverseDepthBuffer;\r\n\r\n Matrix.PerspectiveFovLHToRef(\r\n this.shadowAngle,\r\n 1.0,\r\n useReverseDepthBuffer ? maxZ : minZ,\r\n useReverseDepthBuffer ? minZ : maxZ,\r\n matrix,\r\n true,\r\n this._scene.getEngine().isNDCHalfZRange,\r\n undefined,\r\n useReverseDepthBuffer\r\n );\r\n }\r\n\r\n protected _buildUniformLayout(): void {\r\n this._uniformBuffer.addUniform(\"vLightData\", 4);\r\n this._uniformBuffer.addUniform(\"vLightDiffuse\", 4);\r\n this._uniformBuffer.addUniform(\"vLightSpecular\", 4);\r\n this._uniformBuffer.addUniform(\"vLightFalloff\", 4);\r\n this._uniformBuffer.addUniform(\"shadowsInfo\", 3);\r\n this._uniformBuffer.addUniform(\"depthValues\", 2);\r\n this._uniformBuffer.create();\r\n }\r\n\r\n /**\r\n * Sets the passed Effect \"effect\" with the PointLight transformed position (or position, if none) and passed name (string).\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The point light\r\n */\r\n public transferToEffect(effect: Effect, lightIndex: string): PointLight {\r\n if (this.computeTransformedInformation()) {\r\n this._uniformBuffer.updateFloat4(\"vLightData\", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, 0.0, lightIndex);\r\n } else {\r\n this._uniformBuffer.updateFloat4(\"vLightData\", this.position.x, this.position.y, this.position.z, 0, lightIndex);\r\n }\r\n\r\n this._uniformBuffer.updateFloat4(\"vLightFalloff\", this.range, this._inverseSquaredRange, 0, 0, lightIndex);\r\n return this;\r\n }\r\n\r\n public transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string) {\r\n if (this.computeTransformedInformation()) {\r\n effect.setFloat3(lightDataUniformName, this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z);\r\n } else {\r\n effect.setFloat3(lightDataUniformName, this.position.x, this.position.y, this.position.z);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Prepares the list of defines specific to the light type.\r\n * @param defines the list of defines\r\n * @param lightIndex defines the index of the light for the effect\r\n */\r\n public prepareLightSpecificDefines(defines: any, lightIndex: number): void {\r\n defines[\"POINTLIGHT\" + lightIndex] = true;\r\n }\r\n}\r\n\r\n// Register Class Name\r\nRegisterClass(\"BABYLON.PointLight\", PointLight);\r\n"]}
@@ -5,6 +5,7 @@ import { Node } from "../node.js";
5
5
  import { Light } from "./light.js";
6
6
  import { ShadowLight } from "./shadowLight.js";
7
7
  import { Texture } from "../Materials/Textures/texture.js";
8
+ import { RegisterClass } from "../Misc/typeStore.js";
8
9
  Node.AddNodeConstructor("Light_Type_2", (name, scene) => {
9
10
  return () => new SpotLight(name, Vector3.Zero(), Vector3.Zero(), 0, 0, scene);
10
11
  });
@@ -397,4 +398,6 @@ __decorate([
397
398
  __decorate([
398
399
  serializeAsTexture("projectedLightTexture")
399
400
  ], SpotLight.prototype, "_projectionTexture", void 0);
401
+ // Register Class Name
402
+ RegisterClass("BABYLON.SpotLight", SpotLight);
400
403
  //# sourceMappingURL=spotLight.js.map
@@ -1 +1 @@
1
- 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{ serialize, serializeAsTexture } from \"../Misc/decorators\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Node } from \"../node\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Light } from \"./light\";\r\nimport { ShadowLight } from \"./shadowLight\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { ProceduralTexture } from \"../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\n\r\nNode.AddNodeConstructor(\"Light_Type_2\", (name, scene) => {\r\n return () => new SpotLight(name, Vector3.Zero(), Vector3.Zero(), 0, 0, scene);\r\n});\r\n\r\n/**\r\n * A spot light is defined by a position, a direction, an angle, and an exponent.\r\n * These values define a cone of light starting from the position, emitting toward the direction.\r\n * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,\r\n * and the exponent defines the speed of the decay of the light with distance (reach).\r\n * Documentation: https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n */\r\nexport class SpotLight extends ShadowLight {\r\n /*\r\n upVector , rightVector and direction will form the coordinate system for this spot light.\r\n These three vectors will be used as projection matrix when doing texture projection.\r\n\r\n Also we have the following rules always holds:\r\n direction cross up = right\r\n right cross direction = up\r\n up cross right = forward\r\n\r\n light_near and light_far will control the range of the texture projection. If a plane is\r\n out of the range in spot light space, there is no texture projection.\r\n */\r\n\r\n private _angle: number;\r\n private _innerAngle: number = 0;\r\n private _cosHalfAngle: number;\r\n\r\n private _lightAngleScale: number;\r\n private _lightAngleOffset: number;\r\n\r\n /**\r\n * Gets the cone angle of the spot light in Radians.\r\n */\r\n @serialize()\r\n public get angle(): number {\r\n return this._angle;\r\n }\r\n /**\r\n * Sets the cone angle of the spot light in Radians.\r\n */\r\n public set angle(value: number) {\r\n this._angle = value;\r\n this._cosHalfAngle = Math.cos(value * 0.5);\r\n this._projectionTextureProjectionLightDirty = true;\r\n this.forceProjectionMatrixCompute();\r\n this._computeAngleValues();\r\n }\r\n\r\n /**\r\n * Only used in gltf falloff mode, this defines the angle where\r\n * the directional falloff will start before cutting at angle which could be seen\r\n * as outer angle.\r\n */\r\n @serialize()\r\n public get innerAngle(): number {\r\n return this._innerAngle;\r\n }\r\n /**\r\n * Only used in gltf falloff mode, this defines the angle where\r\n * the directional falloff will start before cutting at angle which could be seen\r\n * as outer angle.\r\n */\r\n public set innerAngle(value: number) {\r\n this._innerAngle = value;\r\n this._computeAngleValues();\r\n }\r\n\r\n private _shadowAngleScale: number;\r\n /**\r\n * Allows scaling the angle of the light for shadow generation only.\r\n */\r\n @serialize()\r\n public get shadowAngleScale(): number {\r\n return this._shadowAngleScale;\r\n }\r\n /**\r\n * Allows scaling the angle of the light for shadow generation only.\r\n */\r\n public set shadowAngleScale(value: number) {\r\n this._shadowAngleScale = value;\r\n this.forceProjectionMatrixCompute();\r\n }\r\n\r\n /**\r\n * The light decay speed with the distance from the emission spot.\r\n */\r\n @serialize()\r\n public exponent: number;\r\n\r\n private _projectionTextureMatrix = Matrix.Zero();\r\n /**\r\n * Allows reading the projection texture\r\n */\r\n public get projectionTextureMatrix(): Matrix {\r\n return this._projectionTextureMatrix;\r\n }\r\n\r\n protected _projectionTextureLightNear: number = 1e-6;\r\n /**\r\n * Gets the near clip of the Spotlight for texture projection.\r\n */\r\n @serialize()\r\n public get projectionTextureLightNear(): number {\r\n return this._projectionTextureLightNear;\r\n }\r\n /**\r\n * Sets the near clip of the Spotlight for texture projection.\r\n */\r\n public set projectionTextureLightNear(value: number) {\r\n this._projectionTextureLightNear = value;\r\n this._projectionTextureProjectionLightDirty = true;\r\n }\r\n\r\n protected _projectionTextureLightFar: number = 1000.0;\r\n /**\r\n * Gets the far clip of the Spotlight for texture projection.\r\n */\r\n @serialize()\r\n public get projectionTextureLightFar(): number {\r\n return this._projectionTextureLightFar;\r\n }\r\n /**\r\n * Sets the far clip of the Spotlight for texture projection.\r\n */\r\n public set projectionTextureLightFar(value: number) {\r\n this._projectionTextureLightFar = value;\r\n this._projectionTextureProjectionLightDirty = true;\r\n }\r\n\r\n protected _projectionTextureUpDirection: Vector3 = Vector3.Up();\r\n /**\r\n * Gets the Up vector of the Spotlight for texture projection.\r\n */\r\n @serialize()\r\n public get projectionTextureUpDirection(): Vector3 {\r\n return this._projectionTextureUpDirection;\r\n }\r\n /**\r\n * Sets the Up vector of the Spotlight for texture projection.\r\n */\r\n public set projectionTextureUpDirection(value: Vector3) {\r\n this._projectionTextureUpDirection = value;\r\n this._projectionTextureProjectionLightDirty = true;\r\n }\r\n\r\n @serializeAsTexture(\"projectedLightTexture\")\r\n private _projectionTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Gets the projection texture of the light.\r\n */\r\n public get projectionTexture(): Nullable<BaseTexture> {\r\n return this._projectionTexture;\r\n }\r\n /**\r\n * Sets the projection texture of the light.\r\n */\r\n public set projectionTexture(value: Nullable<BaseTexture>) {\r\n if (this._projectionTexture === value) {\r\n return;\r\n }\r\n this._projectionTexture = value;\r\n this._projectionTextureDirty = true;\r\n if (this._projectionTexture && !this._projectionTexture.isReady()) {\r\n if (SpotLight._IsProceduralTexture(this._projectionTexture)) {\r\n this._projectionTexture.getEffect().executeWhenCompiled(() => {\r\n this._markMeshesAsLightDirty();\r\n });\r\n } else if (SpotLight._IsTexture(this._projectionTexture)) {\r\n this._projectionTexture.onLoadObservable.addOnce(() => {\r\n this._markMeshesAsLightDirty();\r\n });\r\n }\r\n }\r\n }\r\n\r\n private static _IsProceduralTexture(texture: BaseTexture): texture is ProceduralTexture {\r\n return (texture as ProceduralTexture).onGeneratedObservable !== undefined;\r\n }\r\n\r\n private static _IsTexture(texture: BaseTexture): texture is Texture {\r\n return (texture as Texture).onLoadObservable !== undefined;\r\n }\r\n\r\n private _projectionTextureViewLightDirty = true;\r\n private _projectionTextureProjectionLightDirty = true;\r\n private _projectionTextureDirty = true;\r\n private _projectionTextureViewTargetVector = Vector3.Zero();\r\n private _projectionTextureViewLightMatrix = Matrix.Zero();\r\n\r\n private _projectionTextureProjectionLightMatrix = Matrix.Zero();\r\n /**\r\n * Gets or sets the light projection matrix as used by the projection texture\r\n */\r\n public get projectionTextureProjectionLightMatrix(): Matrix {\r\n return this._projectionTextureProjectionLightMatrix;\r\n }\r\n\r\n public set projectionTextureProjectionLightMatrix(projection: Matrix) {\r\n this._projectionTextureProjectionLightMatrix = projection;\r\n this._projectionTextureProjectionLightDirty = false;\r\n this._projectionTextureDirty = true;\r\n }\r\n\r\n private _projectionTextureScalingMatrix = Matrix.FromValues(0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0);\r\n\r\n /**\r\n * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.\r\n * It can cast shadows.\r\n * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n * @param name The light friendly name\r\n * @param position The position of the spot light in the scene\r\n * @param direction The direction of the light in the scene\r\n * @param angle The cone angle of the light in Radians\r\n * @param exponent The light decay speed with the distance from the emission spot\r\n * @param scene The scene the lights belongs to\r\n */\r\n constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene?: Scene) {\r\n super(name, scene);\r\n\r\n this.position = position;\r\n this.direction = direction;\r\n this.angle = angle;\r\n this.exponent = exponent;\r\n }\r\n\r\n /**\r\n * Returns the string \"SpotLight\".\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"SpotLight\";\r\n }\r\n\r\n /**\r\n * Returns the integer 2.\r\n * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x\r\n */\r\n public override getTypeID(): number {\r\n return Light.LIGHTTYPEID_SPOTLIGHT;\r\n }\r\n\r\n /**\r\n * Overrides the direction setter to recompute the projection texture view light Matrix.\r\n * @param value\r\n */\r\n protected override _setDirection(value: Vector3) {\r\n super._setDirection(value);\r\n this._projectionTextureViewLightDirty = true;\r\n }\r\n\r\n /**\r\n * Overrides the position setter to recompute the projection texture view light Matrix.\r\n * @param value\r\n */\r\n protected override _setPosition(value: Vector3) {\r\n super._setPosition(value);\r\n this._projectionTextureViewLightDirty = true;\r\n }\r\n\r\n /**\r\n * Sets the passed matrix \"matrix\" as perspective projection matrix for the shadows and the passed view matrix with the fov equal to the SpotLight angle and and aspect ratio of 1.0.\r\n * Returns the SpotLight.\r\n * @param matrix\r\n * @param viewMatrix\r\n * @param renderList\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void {\r\n const activeCamera = this.getScene().activeCamera;\r\n\r\n if (!activeCamera) {\r\n return;\r\n }\r\n\r\n this._shadowAngleScale = this._shadowAngleScale || 1;\r\n const angle = this._shadowAngleScale * this._angle;\r\n\r\n const minZ = this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;\r\n const maxZ = this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;\r\n\r\n const useReverseDepthBuffer = this.getScene().getEngine().useReverseDepthBuffer;\r\n\r\n Matrix.PerspectiveFovLHToRef(\r\n angle,\r\n 1.0,\r\n useReverseDepthBuffer ? maxZ : minZ,\r\n useReverseDepthBuffer ? minZ : maxZ,\r\n matrix,\r\n true,\r\n this._scene.getEngine().isNDCHalfZRange,\r\n undefined,\r\n useReverseDepthBuffer\r\n );\r\n }\r\n\r\n protected _computeProjectionTextureViewLightMatrix(): void {\r\n this._projectionTextureViewLightDirty = false;\r\n this._projectionTextureDirty = true;\r\n\r\n this.getAbsolutePosition().addToRef(this.getShadowDirection(), this._projectionTextureViewTargetVector);\r\n Matrix.LookAtLHToRef(this.getAbsolutePosition(), this._projectionTextureViewTargetVector, this._projectionTextureUpDirection, this._projectionTextureViewLightMatrix);\r\n }\r\n\r\n protected _computeProjectionTextureProjectionLightMatrix(): void {\r\n this._projectionTextureProjectionLightDirty = false;\r\n this._projectionTextureDirty = true;\r\n\r\n const lightFar = this.projectionTextureLightFar;\r\n const lightNear = this.projectionTextureLightNear;\r\n\r\n const P = lightFar / (lightFar - lightNear);\r\n const Q = -P * lightNear;\r\n const S = 1.0 / Math.tan(this._angle / 2.0);\r\n const A = 1.0;\r\n\r\n Matrix.FromValuesToRef(S / A, 0.0, 0.0, 0.0, 0.0, S, 0.0, 0.0, 0.0, 0.0, P, 1.0, 0.0, 0.0, Q, 0.0, this._projectionTextureProjectionLightMatrix);\r\n }\r\n\r\n /**\r\n * Main function for light texture projection matrix computing.\r\n */\r\n protected _computeProjectionTextureMatrix(): void {\r\n this._projectionTextureDirty = false;\r\n\r\n this._projectionTextureViewLightMatrix.multiplyToRef(this._projectionTextureProjectionLightMatrix, this._projectionTextureMatrix);\r\n if (this._projectionTexture instanceof Texture) {\r\n const u = this._projectionTexture.uScale / 2.0;\r\n const v = this._projectionTexture.vScale / 2.0;\r\n Matrix.FromValuesToRef(u, 0.0, 0.0, 0.0, 0.0, v, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0, this._projectionTextureScalingMatrix);\r\n }\r\n this._projectionTextureMatrix.multiplyToRef(this._projectionTextureScalingMatrix, this._projectionTextureMatrix);\r\n }\r\n\r\n protected _buildUniformLayout(): void {\r\n this._uniformBuffer.addUniform(\"vLightData\", 4);\r\n this._uniformBuffer.addUniform(\"vLightDiffuse\", 4);\r\n this._uniformBuffer.addUniform(\"vLightSpecular\", 4);\r\n this._uniformBuffer.addUniform(\"vLightDirection\", 3);\r\n this._uniformBuffer.addUniform(\"vLightFalloff\", 4);\r\n this._uniformBuffer.addUniform(\"shadowsInfo\", 3);\r\n this._uniformBuffer.addUniform(\"depthValues\", 2);\r\n this._uniformBuffer.create();\r\n }\r\n\r\n private _computeAngleValues(): void {\r\n this._lightAngleScale = 1.0 / Math.max(0.001, Math.cos(this._innerAngle * 0.5) - this._cosHalfAngle);\r\n this._lightAngleOffset = -this._cosHalfAngle * this._lightAngleScale;\r\n }\r\n\r\n /**\r\n * Sets the passed Effect \"effect\" with the Light textures.\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The light\r\n */\r\n public override transferTexturesToEffect(effect: Effect, lightIndex: string): Light {\r\n if (this.projectionTexture && this.projectionTexture.isReady()) {\r\n if (this._projectionTextureViewLightDirty) {\r\n this._computeProjectionTextureViewLightMatrix();\r\n }\r\n if (this._projectionTextureProjectionLightDirty) {\r\n this._computeProjectionTextureProjectionLightMatrix();\r\n }\r\n if (this._projectionTextureDirty) {\r\n this._computeProjectionTextureMatrix();\r\n }\r\n effect.setMatrix(\"textureProjectionMatrix\" + lightIndex, this._projectionTextureMatrix);\r\n effect.setTexture(\"projectionLightSampler\" + lightIndex, this.projectionTexture);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the passed Effect object with the SpotLight transformed position (or position if not parented) and normalized direction.\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The spot light\r\n */\r\n public transferToEffect(effect: Effect, lightIndex: string): SpotLight {\r\n let normalizeDirection;\r\n\r\n if (this.computeTransformedInformation()) {\r\n this._uniformBuffer.updateFloat4(\"vLightData\", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, this.exponent, lightIndex);\r\n\r\n normalizeDirection = Vector3.Normalize(this.transformedDirection);\r\n } else {\r\n this._uniformBuffer.updateFloat4(\"vLightData\", this.position.x, this.position.y, this.position.z, this.exponent, lightIndex);\r\n\r\n normalizeDirection = Vector3.Normalize(this.direction);\r\n }\r\n\r\n this._uniformBuffer.updateFloat4(\"vLightDirection\", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, this._cosHalfAngle, lightIndex);\r\n\r\n this._uniformBuffer.updateFloat4(\"vLightFalloff\", this.range, this._inverseSquaredRange, this._lightAngleScale, this._lightAngleOffset, lightIndex);\r\n return this;\r\n }\r\n\r\n public transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string) {\r\n let normalizeDirection;\r\n\r\n if (this.computeTransformedInformation()) {\r\n normalizeDirection = Vector3.Normalize(this.transformedDirection);\r\n } else {\r\n normalizeDirection = Vector3.Normalize(this.direction);\r\n }\r\n\r\n if (this.getScene().useRightHandedSystem) {\r\n effect.setFloat3(lightDataUniformName, -normalizeDirection.x, -normalizeDirection.y, -normalizeDirection.z);\r\n } else {\r\n effect.setFloat3(lightDataUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Disposes the light and the associated resources.\r\n */\r\n public override dispose(): void {\r\n super.dispose();\r\n if (this._projectionTexture) {\r\n this._projectionTexture.dispose();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the minZ used for shadow according to both the scene and the light.\r\n * @param activeCamera The camera we are returning the min for\r\n * @returns the depth min z\r\n */\r\n public override getDepthMinZ(activeCamera: Camera): number {\r\n const engine = this._scene.getEngine();\r\n const minZ = this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;\r\n\r\n return engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? minZ : this._scene.getEngine().isNDCHalfZRange ? 0 : minZ;\r\n }\r\n\r\n /**\r\n * Gets the maxZ used for shadow according to both the scene and the light.\r\n * @param activeCamera The camera we are returning the max for\r\n * @returns the depth max z\r\n */\r\n public override getDepthMaxZ(activeCamera: Camera): number {\r\n const engine = this._scene.getEngine();\r\n const maxZ = this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;\r\n\r\n return engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : maxZ;\r\n }\r\n\r\n /**\r\n * Prepares the list of defines specific to the light type.\r\n * @param defines the list of defines\r\n * @param lightIndex defines the index of the light for the effect\r\n */\r\n public prepareLightSpecificDefines(defines: any, lightIndex: number): void {\r\n defines[\"SPOTLIGHT\" + lightIndex] = true;\r\n defines[\"PROJECTEDLIGHTTEXTURE\" + lightIndex] = this.projectionTexture && this.projectionTexture.isReady() ? true : false;\r\n }\r\n}\r\n"]}
1
+ 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{ serialize, serializeAsTexture } from \"../Misc/decorators\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Node } from \"../node\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Light } from \"./light\";\r\nimport { ShadowLight } from \"./shadowLight\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { ProceduralTexture } from \"../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\nNode.AddNodeConstructor(\"Light_Type_2\", (name, scene) => {\r\n return () => new SpotLight(name, Vector3.Zero(), Vector3.Zero(), 0, 0, scene);\r\n});\r\n\r\n/**\r\n * A spot light is defined by a position, a direction, an angle, and an exponent.\r\n * These values define a cone of light starting from the position, emitting toward the direction.\r\n * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,\r\n * and the exponent defines the speed of the decay of the light with distance (reach).\r\n * Documentation: https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n */\r\nexport class SpotLight extends ShadowLight {\r\n /*\r\n upVector , rightVector and direction will form the coordinate system for this spot light.\r\n These three vectors will be used as projection matrix when doing texture projection.\r\n\r\n Also we have the following rules always holds:\r\n direction cross up = right\r\n right cross direction = up\r\n up cross right = forward\r\n\r\n light_near and light_far will control the range of the texture projection. If a plane is\r\n out of the range in spot light space, there is no texture projection.\r\n */\r\n\r\n private _angle: number;\r\n private _innerAngle: number = 0;\r\n private _cosHalfAngle: number;\r\n\r\n private _lightAngleScale: number;\r\n private _lightAngleOffset: number;\r\n\r\n /**\r\n * Gets the cone angle of the spot light in Radians.\r\n */\r\n @serialize()\r\n public get angle(): number {\r\n return this._angle;\r\n }\r\n /**\r\n * Sets the cone angle of the spot light in Radians.\r\n */\r\n public set angle(value: number) {\r\n this._angle = value;\r\n this._cosHalfAngle = Math.cos(value * 0.5);\r\n this._projectionTextureProjectionLightDirty = true;\r\n this.forceProjectionMatrixCompute();\r\n this._computeAngleValues();\r\n }\r\n\r\n /**\r\n * Only used in gltf falloff mode, this defines the angle where\r\n * the directional falloff will start before cutting at angle which could be seen\r\n * as outer angle.\r\n */\r\n @serialize()\r\n public get innerAngle(): number {\r\n return this._innerAngle;\r\n }\r\n /**\r\n * Only used in gltf falloff mode, this defines the angle where\r\n * the directional falloff will start before cutting at angle which could be seen\r\n * as outer angle.\r\n */\r\n public set innerAngle(value: number) {\r\n this._innerAngle = value;\r\n this._computeAngleValues();\r\n }\r\n\r\n private _shadowAngleScale: number;\r\n /**\r\n * Allows scaling the angle of the light for shadow generation only.\r\n */\r\n @serialize()\r\n public get shadowAngleScale(): number {\r\n return this._shadowAngleScale;\r\n }\r\n /**\r\n * Allows scaling the angle of the light for shadow generation only.\r\n */\r\n public set shadowAngleScale(value: number) {\r\n this._shadowAngleScale = value;\r\n this.forceProjectionMatrixCompute();\r\n }\r\n\r\n /**\r\n * The light decay speed with the distance from the emission spot.\r\n */\r\n @serialize()\r\n public exponent: number;\r\n\r\n private _projectionTextureMatrix = Matrix.Zero();\r\n /**\r\n * Allows reading the projection texture\r\n */\r\n public get projectionTextureMatrix(): Matrix {\r\n return this._projectionTextureMatrix;\r\n }\r\n\r\n protected _projectionTextureLightNear: number = 1e-6;\r\n /**\r\n * Gets the near clip of the Spotlight for texture projection.\r\n */\r\n @serialize()\r\n public get projectionTextureLightNear(): number {\r\n return this._projectionTextureLightNear;\r\n }\r\n /**\r\n * Sets the near clip of the Spotlight for texture projection.\r\n */\r\n public set projectionTextureLightNear(value: number) {\r\n this._projectionTextureLightNear = value;\r\n this._projectionTextureProjectionLightDirty = true;\r\n }\r\n\r\n protected _projectionTextureLightFar: number = 1000.0;\r\n /**\r\n * Gets the far clip of the Spotlight for texture projection.\r\n */\r\n @serialize()\r\n public get projectionTextureLightFar(): number {\r\n return this._projectionTextureLightFar;\r\n }\r\n /**\r\n * Sets the far clip of the Spotlight for texture projection.\r\n */\r\n public set projectionTextureLightFar(value: number) {\r\n this._projectionTextureLightFar = value;\r\n this._projectionTextureProjectionLightDirty = true;\r\n }\r\n\r\n protected _projectionTextureUpDirection: Vector3 = Vector3.Up();\r\n /**\r\n * Gets the Up vector of the Spotlight for texture projection.\r\n */\r\n @serialize()\r\n public get projectionTextureUpDirection(): Vector3 {\r\n return this._projectionTextureUpDirection;\r\n }\r\n /**\r\n * Sets the Up vector of the Spotlight for texture projection.\r\n */\r\n public set projectionTextureUpDirection(value: Vector3) {\r\n this._projectionTextureUpDirection = value;\r\n this._projectionTextureProjectionLightDirty = true;\r\n }\r\n\r\n @serializeAsTexture(\"projectedLightTexture\")\r\n private _projectionTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Gets the projection texture of the light.\r\n */\r\n public get projectionTexture(): Nullable<BaseTexture> {\r\n return this._projectionTexture;\r\n }\r\n /**\r\n * Sets the projection texture of the light.\r\n */\r\n public set projectionTexture(value: Nullable<BaseTexture>) {\r\n if (this._projectionTexture === value) {\r\n return;\r\n }\r\n this._projectionTexture = value;\r\n this._projectionTextureDirty = true;\r\n if (this._projectionTexture && !this._projectionTexture.isReady()) {\r\n if (SpotLight._IsProceduralTexture(this._projectionTexture)) {\r\n this._projectionTexture.getEffect().executeWhenCompiled(() => {\r\n this._markMeshesAsLightDirty();\r\n });\r\n } else if (SpotLight._IsTexture(this._projectionTexture)) {\r\n this._projectionTexture.onLoadObservable.addOnce(() => {\r\n this._markMeshesAsLightDirty();\r\n });\r\n }\r\n }\r\n }\r\n\r\n private static _IsProceduralTexture(texture: BaseTexture): texture is ProceduralTexture {\r\n return (texture as ProceduralTexture).onGeneratedObservable !== undefined;\r\n }\r\n\r\n private static _IsTexture(texture: BaseTexture): texture is Texture {\r\n return (texture as Texture).onLoadObservable !== undefined;\r\n }\r\n\r\n private _projectionTextureViewLightDirty = true;\r\n private _projectionTextureProjectionLightDirty = true;\r\n private _projectionTextureDirty = true;\r\n private _projectionTextureViewTargetVector = Vector3.Zero();\r\n private _projectionTextureViewLightMatrix = Matrix.Zero();\r\n\r\n private _projectionTextureProjectionLightMatrix = Matrix.Zero();\r\n /**\r\n * Gets or sets the light projection matrix as used by the projection texture\r\n */\r\n public get projectionTextureProjectionLightMatrix(): Matrix {\r\n return this._projectionTextureProjectionLightMatrix;\r\n }\r\n\r\n public set projectionTextureProjectionLightMatrix(projection: Matrix) {\r\n this._projectionTextureProjectionLightMatrix = projection;\r\n this._projectionTextureProjectionLightDirty = false;\r\n this._projectionTextureDirty = true;\r\n }\r\n\r\n private _projectionTextureScalingMatrix = Matrix.FromValues(0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0);\r\n\r\n /**\r\n * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.\r\n * It can cast shadows.\r\n * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n * @param name The light friendly name\r\n * @param position The position of the spot light in the scene\r\n * @param direction The direction of the light in the scene\r\n * @param angle The cone angle of the light in Radians\r\n * @param exponent The light decay speed with the distance from the emission spot\r\n * @param scene The scene the lights belongs to\r\n */\r\n constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene?: Scene) {\r\n super(name, scene);\r\n\r\n this.position = position;\r\n this.direction = direction;\r\n this.angle = angle;\r\n this.exponent = exponent;\r\n }\r\n\r\n /**\r\n * Returns the string \"SpotLight\".\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"SpotLight\";\r\n }\r\n\r\n /**\r\n * Returns the integer 2.\r\n * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x\r\n */\r\n public override getTypeID(): number {\r\n return Light.LIGHTTYPEID_SPOTLIGHT;\r\n }\r\n\r\n /**\r\n * Overrides the direction setter to recompute the projection texture view light Matrix.\r\n * @param value\r\n */\r\n protected override _setDirection(value: Vector3) {\r\n super._setDirection(value);\r\n this._projectionTextureViewLightDirty = true;\r\n }\r\n\r\n /**\r\n * Overrides the position setter to recompute the projection texture view light Matrix.\r\n * @param value\r\n */\r\n protected override _setPosition(value: Vector3) {\r\n super._setPosition(value);\r\n this._projectionTextureViewLightDirty = true;\r\n }\r\n\r\n /**\r\n * Sets the passed matrix \"matrix\" as perspective projection matrix for the shadows and the passed view matrix with the fov equal to the SpotLight angle and and aspect ratio of 1.0.\r\n * Returns the SpotLight.\r\n * @param matrix\r\n * @param viewMatrix\r\n * @param renderList\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void {\r\n const activeCamera = this.getScene().activeCamera;\r\n\r\n if (!activeCamera) {\r\n return;\r\n }\r\n\r\n this._shadowAngleScale = this._shadowAngleScale || 1;\r\n const angle = this._shadowAngleScale * this._angle;\r\n\r\n const minZ = this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;\r\n const maxZ = this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;\r\n\r\n const useReverseDepthBuffer = this.getScene().getEngine().useReverseDepthBuffer;\r\n\r\n Matrix.PerspectiveFovLHToRef(\r\n angle,\r\n 1.0,\r\n useReverseDepthBuffer ? maxZ : minZ,\r\n useReverseDepthBuffer ? minZ : maxZ,\r\n matrix,\r\n true,\r\n this._scene.getEngine().isNDCHalfZRange,\r\n undefined,\r\n useReverseDepthBuffer\r\n );\r\n }\r\n\r\n protected _computeProjectionTextureViewLightMatrix(): void {\r\n this._projectionTextureViewLightDirty = false;\r\n this._projectionTextureDirty = true;\r\n\r\n this.getAbsolutePosition().addToRef(this.getShadowDirection(), this._projectionTextureViewTargetVector);\r\n Matrix.LookAtLHToRef(this.getAbsolutePosition(), this._projectionTextureViewTargetVector, this._projectionTextureUpDirection, this._projectionTextureViewLightMatrix);\r\n }\r\n\r\n protected _computeProjectionTextureProjectionLightMatrix(): void {\r\n this._projectionTextureProjectionLightDirty = false;\r\n this._projectionTextureDirty = true;\r\n\r\n const lightFar = this.projectionTextureLightFar;\r\n const lightNear = this.projectionTextureLightNear;\r\n\r\n const P = lightFar / (lightFar - lightNear);\r\n const Q = -P * lightNear;\r\n const S = 1.0 / Math.tan(this._angle / 2.0);\r\n const A = 1.0;\r\n\r\n Matrix.FromValuesToRef(S / A, 0.0, 0.0, 0.0, 0.0, S, 0.0, 0.0, 0.0, 0.0, P, 1.0, 0.0, 0.0, Q, 0.0, this._projectionTextureProjectionLightMatrix);\r\n }\r\n\r\n /**\r\n * Main function for light texture projection matrix computing.\r\n */\r\n protected _computeProjectionTextureMatrix(): void {\r\n this._projectionTextureDirty = false;\r\n\r\n this._projectionTextureViewLightMatrix.multiplyToRef(this._projectionTextureProjectionLightMatrix, this._projectionTextureMatrix);\r\n if (this._projectionTexture instanceof Texture) {\r\n const u = this._projectionTexture.uScale / 2.0;\r\n const v = this._projectionTexture.vScale / 2.0;\r\n Matrix.FromValuesToRef(u, 0.0, 0.0, 0.0, 0.0, v, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0, this._projectionTextureScalingMatrix);\r\n }\r\n this._projectionTextureMatrix.multiplyToRef(this._projectionTextureScalingMatrix, this._projectionTextureMatrix);\r\n }\r\n\r\n protected _buildUniformLayout(): void {\r\n this._uniformBuffer.addUniform(\"vLightData\", 4);\r\n this._uniformBuffer.addUniform(\"vLightDiffuse\", 4);\r\n this._uniformBuffer.addUniform(\"vLightSpecular\", 4);\r\n this._uniformBuffer.addUniform(\"vLightDirection\", 3);\r\n this._uniformBuffer.addUniform(\"vLightFalloff\", 4);\r\n this._uniformBuffer.addUniform(\"shadowsInfo\", 3);\r\n this._uniformBuffer.addUniform(\"depthValues\", 2);\r\n this._uniformBuffer.create();\r\n }\r\n\r\n private _computeAngleValues(): void {\r\n this._lightAngleScale = 1.0 / Math.max(0.001, Math.cos(this._innerAngle * 0.5) - this._cosHalfAngle);\r\n this._lightAngleOffset = -this._cosHalfAngle * this._lightAngleScale;\r\n }\r\n\r\n /**\r\n * Sets the passed Effect \"effect\" with the Light textures.\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The light\r\n */\r\n public override transferTexturesToEffect(effect: Effect, lightIndex: string): Light {\r\n if (this.projectionTexture && this.projectionTexture.isReady()) {\r\n if (this._projectionTextureViewLightDirty) {\r\n this._computeProjectionTextureViewLightMatrix();\r\n }\r\n if (this._projectionTextureProjectionLightDirty) {\r\n this._computeProjectionTextureProjectionLightMatrix();\r\n }\r\n if (this._projectionTextureDirty) {\r\n this._computeProjectionTextureMatrix();\r\n }\r\n effect.setMatrix(\"textureProjectionMatrix\" + lightIndex, this._projectionTextureMatrix);\r\n effect.setTexture(\"projectionLightSampler\" + lightIndex, this.projectionTexture);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the passed Effect object with the SpotLight transformed position (or position if not parented) and normalized direction.\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The spot light\r\n */\r\n public transferToEffect(effect: Effect, lightIndex: string): SpotLight {\r\n let normalizeDirection;\r\n\r\n if (this.computeTransformedInformation()) {\r\n this._uniformBuffer.updateFloat4(\"vLightData\", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, this.exponent, lightIndex);\r\n\r\n normalizeDirection = Vector3.Normalize(this.transformedDirection);\r\n } else {\r\n this._uniformBuffer.updateFloat4(\"vLightData\", this.position.x, this.position.y, this.position.z, this.exponent, lightIndex);\r\n\r\n normalizeDirection = Vector3.Normalize(this.direction);\r\n }\r\n\r\n this._uniformBuffer.updateFloat4(\"vLightDirection\", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, this._cosHalfAngle, lightIndex);\r\n\r\n this._uniformBuffer.updateFloat4(\"vLightFalloff\", this.range, this._inverseSquaredRange, this._lightAngleScale, this._lightAngleOffset, lightIndex);\r\n return this;\r\n }\r\n\r\n public transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string) {\r\n let normalizeDirection;\r\n\r\n if (this.computeTransformedInformation()) {\r\n normalizeDirection = Vector3.Normalize(this.transformedDirection);\r\n } else {\r\n normalizeDirection = Vector3.Normalize(this.direction);\r\n }\r\n\r\n if (this.getScene().useRightHandedSystem) {\r\n effect.setFloat3(lightDataUniformName, -normalizeDirection.x, -normalizeDirection.y, -normalizeDirection.z);\r\n } else {\r\n effect.setFloat3(lightDataUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Disposes the light and the associated resources.\r\n */\r\n public override dispose(): void {\r\n super.dispose();\r\n if (this._projectionTexture) {\r\n this._projectionTexture.dispose();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the minZ used for shadow according to both the scene and the light.\r\n * @param activeCamera The camera we are returning the min for\r\n * @returns the depth min z\r\n */\r\n public override getDepthMinZ(activeCamera: Camera): number {\r\n const engine = this._scene.getEngine();\r\n const minZ = this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;\r\n\r\n return engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? minZ : this._scene.getEngine().isNDCHalfZRange ? 0 : minZ;\r\n }\r\n\r\n /**\r\n * Gets the maxZ used for shadow according to both the scene and the light.\r\n * @param activeCamera The camera we are returning the max for\r\n * @returns the depth max z\r\n */\r\n public override getDepthMaxZ(activeCamera: Camera): number {\r\n const engine = this._scene.getEngine();\r\n const maxZ = this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;\r\n\r\n return engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : maxZ;\r\n }\r\n\r\n /**\r\n * Prepares the list of defines specific to the light type.\r\n * @param defines the list of defines\r\n * @param lightIndex defines the index of the light for the effect\r\n */\r\n public prepareLightSpecificDefines(defines: any, lightIndex: number): void {\r\n defines[\"SPOTLIGHT\" + lightIndex] = true;\r\n defines[\"PROJECTEDLIGHTTEXTURE\" + lightIndex] = this.projectionTexture && this.projectionTexture.isReady() ? true : false;\r\n }\r\n}\r\n\r\n// Register Class Name\r\nRegisterClass(\"BABYLON.SpotLight\", SpotLight);\r\n"]}
@@ -847,25 +847,36 @@ SceneLoader.RegisterPlugin({
847
847
  scene.useRightHandedSystem = !!parsedData.useRightHandedSystem;
848
848
  }
849
849
  // Fog
850
- if (parsedData.fogMode && parsedData.fogMode !== 0) {
850
+ if (parsedData.fogMode !== undefined && parsedData.fogMode !== null) {
851
851
  scene.fogMode = parsedData.fogMode;
852
+ }
853
+ if (parsedData.fogColor !== undefined && parsedData.fogColor !== null) {
852
854
  scene.fogColor = Color3.FromArray(parsedData.fogColor);
855
+ }
856
+ if (parsedData.fogStart !== undefined && parsedData.fogStart !== null) {
853
857
  scene.fogStart = parsedData.fogStart;
858
+ }
859
+ if (parsedData.fogEnd !== undefined && parsedData.fogEnd !== null) {
854
860
  scene.fogEnd = parsedData.fogEnd;
861
+ }
862
+ if (parsedData.fogDensity !== undefined && parsedData.fogDensity !== null) {
855
863
  scene.fogDensity = parsedData.fogDensity;
856
- log += "\tFog mode for scene: ";
857
- switch (scene.fogMode) {
858
- // getters not compiling, so using hardcoded
859
- case 1:
860
- log += "exp\n";
861
- break;
862
- case 2:
863
- log += "exp2\n";
864
- break;
865
- case 3:
866
- log += "linear\n";
867
- break;
868
- }
864
+ }
865
+ log += "\tFog mode for scene: ";
866
+ switch (scene.fogMode) {
867
+ case 0:
868
+ log += "none\n";
869
+ break;
870
+ // getters not compiling, so using hardcoded
871
+ case 1:
872
+ log += "exp\n";
873
+ break;
874
+ case 2:
875
+ log += "exp2\n";
876
+ break;
877
+ case 3:
878
+ log += "linear\n";
879
+ break;
869
880
  }
870
881
  //Physics
871
882
  if (parsedData.physicsEnabled) {