@babylonjs/core 8.12.1 → 8.13.1

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Files changed (159) hide show
  1. package/AudioV2/abstractAudio/abstractAudioBus.d.ts +4 -21
  2. package/AudioV2/abstractAudio/abstractAudioBus.js +2 -34
  3. package/AudioV2/abstractAudio/abstractAudioBus.js.map +1 -1
  4. package/AudioV2/abstractAudio/abstractAudioOutNode.d.ts +40 -0
  5. package/AudioV2/abstractAudio/abstractAudioOutNode.js +56 -0
  6. package/AudioV2/abstractAudio/abstractAudioOutNode.js.map +1 -0
  7. package/AudioV2/abstractAudio/abstractSoundSource.d.ts +5 -16
  8. package/AudioV2/abstractAudio/abstractSoundSource.js +2 -27
  9. package/AudioV2/abstractAudio/abstractSoundSource.js.map +1 -1
  10. package/AudioV2/abstractAudio/audioEngineV2.d.ts +13 -0
  11. package/AudioV2/abstractAudio/audioEngineV2.js +4 -0
  12. package/AudioV2/abstractAudio/audioEngineV2.js.map +1 -1
  13. package/AudioV2/abstractAudio/index.d.ts +1 -0
  14. package/AudioV2/abstractAudio/index.js +1 -0
  15. package/AudioV2/abstractAudio/index.js.map +1 -1
  16. package/AudioV2/abstractAudio/subNodes/volumeAudioSubNode.d.ts +3 -0
  17. package/AudioV2/abstractAudio/subNodes/volumeAudioSubNode.js.map +1 -1
  18. package/AudioV2/audioParameter.d.ts +31 -0
  19. package/AudioV2/audioParameter.js +19 -0
  20. package/AudioV2/audioParameter.js.map +1 -0
  21. package/AudioV2/audioUtils.d.ts +3 -0
  22. package/AudioV2/audioUtils.js +61 -0
  23. package/AudioV2/audioUtils.js.map +1 -1
  24. package/AudioV2/index.d.ts +1 -0
  25. package/AudioV2/index.js +1 -0
  26. package/AudioV2/index.js.map +1 -1
  27. package/AudioV2/webAudio/components/webAudioParameterComponent.d.ts +37 -0
  28. package/AudioV2/webAudio/components/webAudioParameterComponent.js +89 -0
  29. package/AudioV2/webAudio/components/webAudioParameterComponent.js.map +1 -0
  30. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.d.ts +8 -0
  31. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js +24 -6
  32. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js.map +1 -1
  33. package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.d.ts +2 -0
  34. package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.js +9 -4
  35. package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.js.map +1 -1
  36. package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.d.ts +7 -1
  37. package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.js +14 -5
  38. package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.js.map +1 -1
  39. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js +92 -30
  40. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js.map +1 -1
  41. package/AudioV2/webAudio/webAudioEngine.d.ts +4 -2
  42. package/AudioV2/webAudio/webAudioEngine.js +9 -4
  43. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  44. package/AudioV2/webAudio/webAudioMainOut.d.ts +6 -2
  45. package/AudioV2/webAudio/webAudioMainOut.js +15 -10
  46. package/AudioV2/webAudio/webAudioMainOut.js.map +1 -1
  47. package/AudioV2/webAudio/webAudioStaticSound.d.ts +4 -2
  48. package/AudioV2/webAudio/webAudioStaticSound.js +17 -14
  49. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  50. package/BakedVertexAnimation/vertexAnimationBaker.d.ts +10 -2
  51. package/BakedVertexAnimation/vertexAnimationBaker.js +48 -2
  52. package/BakedVertexAnimation/vertexAnimationBaker.js.map +1 -1
  53. package/Behaviors/Meshes/pointerDragBehavior.d.ts +5 -0
  54. package/Behaviors/Meshes/pointerDragBehavior.js +7 -1
  55. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  56. package/Cameras/camera.d.ts +6 -0
  57. package/Cameras/camera.js +8 -0
  58. package/Cameras/camera.js.map +1 -1
  59. package/Engines/abstractEngine.js +2 -2
  60. package/Engines/abstractEngine.js.map +1 -1
  61. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.d.ts +1 -1
  62. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.js +27 -18
  63. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.js.map +1 -1
  64. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.d.ts +55 -3
  65. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js +83 -2
  66. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js.map +1 -1
  67. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js.map +1 -1
  68. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js.map +1 -1
  69. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.js.map +1 -1
  70. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js.map +1 -1
  71. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSetDelayBlock.js.map +1 -1
  72. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.d.ts +1 -0
  73. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js +23 -2
  74. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js.map +1 -1
  75. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js +5 -5
  76. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js.map +1 -1
  77. package/FlowGraph/Blocks/flowGraphBlockFactory.js +10 -0
  78. package/FlowGraph/Blocks/flowGraphBlockFactory.js.map +1 -1
  79. package/FlowGraph/Blocks/flowGraphBlockNames.d.ts +5 -0
  80. package/FlowGraph/Blocks/flowGraphBlockNames.js +5 -0
  81. package/FlowGraph/Blocks/flowGraphBlockNames.js.map +1 -1
  82. package/FlowGraph/flowGraphRichTypes.js +10 -8
  83. package/FlowGraph/flowGraphRichTypes.js.map +1 -1
  84. package/FlowGraph/utils.d.ts +3 -3
  85. package/FlowGraph/utils.js +5 -4
  86. package/FlowGraph/utils.js.map +1 -1
  87. package/Gizmos/boundingBoxGizmo.d.ts +6 -0
  88. package/Gizmos/boundingBoxGizmo.js +16 -1
  89. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  90. package/Instrumentation/engineInstrumentation.d.ts +2 -2
  91. package/Instrumentation/engineInstrumentation.js +5 -0
  92. package/Instrumentation/engineInstrumentation.js.map +1 -1
  93. package/Instrumentation/sceneInstrumentation.d.ts +1 -0
  94. package/Instrumentation/sceneInstrumentation.js +5 -0
  95. package/Instrumentation/sceneInstrumentation.js.map +1 -1
  96. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +2 -0
  97. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  98. package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.d.ts +2 -5
  99. package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js +8 -71
  100. package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js.map +1 -1
  101. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.d.ts +2 -0
  102. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +7 -8
  103. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  104. package/Materials/Node/Blocks/Fragment/index.d.ts +1 -0
  105. package/Materials/Node/Blocks/Fragment/index.js +1 -0
  106. package/Materials/Node/Blocks/Fragment/index.js.map +1 -1
  107. package/Materials/Node/Blocks/Fragment/smartFilterFragmentOutputBlock.d.ts +29 -0
  108. package/Materials/Node/Blocks/Fragment/smartFilterFragmentOutputBlock.js +100 -0
  109. package/Materials/Node/Blocks/Fragment/smartFilterFragmentOutputBlock.js.map +1 -0
  110. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js +3 -1
  111. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js.map +1 -1
  112. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +1 -0
  113. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  114. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +5 -5
  115. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  116. package/Materials/Node/nodeMaterial.js +1 -1
  117. package/Materials/Node/nodeMaterial.js.map +1 -1
  118. package/Materials/Node/nodeMaterialBuildState.d.ts +0 -2
  119. package/Materials/Node/nodeMaterialBuildState.js +0 -2
  120. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  121. package/Materials/Node/nodeMaterialDefault.js +2 -1
  122. package/Materials/Node/nodeMaterialDefault.js.map +1 -1
  123. package/Materials/PBR/pbrSubSurfaceConfiguration.d.ts +10 -3
  124. package/Materials/PBR/pbrSubSurfaceConfiguration.js +16 -5
  125. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  126. package/Maths/math.vector.d.ts +14 -0
  127. package/Maths/math.vector.functions.d.ts +25 -1
  128. package/Maths/math.vector.functions.js +35 -0
  129. package/Maths/math.vector.functions.js.map +1 -1
  130. package/Maths/math.vector.js +28 -0
  131. package/Maths/math.vector.js.map +1 -1
  132. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +6 -0
  133. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +11 -4
  134. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  135. package/Meshes/csg2.js +1 -1
  136. package/Meshes/csg2.js.map +1 -1
  137. package/Meshes/linesMesh.d.ts +4 -12
  138. package/Meshes/linesMesh.js +15 -24
  139. package/Meshes/linesMesh.js.map +1 -1
  140. package/Misc/environmentTextureTools.d.ts +4 -1
  141. package/Misc/environmentTextureTools.js +9 -2
  142. package/Misc/environmentTextureTools.js.map +1 -1
  143. package/Morph/morphTargetManager.d.ts +5 -0
  144. package/Morph/morphTargetManager.js +8 -0
  145. package/Morph/morphTargetManager.js.map +1 -1
  146. package/Particles/Node/Blocks/particleDebugBlock.d.ts +6 -0
  147. package/Particles/Node/Blocks/particleDebugBlock.js +10 -0
  148. package/Particles/Node/Blocks/particleDebugBlock.js.map +1 -1
  149. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +16 -2
  150. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  151. package/Shaders/gaussianSplatting.vertex.js +2 -3
  152. package/Shaders/gaussianSplatting.vertex.js.map +1 -1
  153. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js +17 -2
  154. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  155. package/ShadersWGSL/gaussianSplatting.vertex.js +2 -3
  156. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  157. package/XR/features/WebXRControllerPointerSelection.js +3 -3
  158. package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
  159. package/package.json +1 -1
@@ -1 +1 @@
1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../../types\";\r\nimport type { IAnimatable } from \"../../Animations/animatable.interface\";\r\nimport { serialize, serializeAsTexture, expandToProperty, serializeAsColor3 } from \"../../Misc/decorators\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\nimport type { SmartArray } from \"../../Misc/smartArray\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport type { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport { MaterialFlags } from \"../materialFlags\";\r\nimport type { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\nimport type { EffectFallbacks } from \"../effectFallbacks\";\r\nimport type { CubeTexture } from \"../Textures/cubeTexture\";\r\nimport { TmpVectors } from \"../../Maths/math.vector\";\r\nimport type { SubMesh } from \"../../Meshes/subMesh\";\r\nimport { MaterialPluginBase } from \"../materialPluginBase\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { MaterialDefines } from \"../materialDefines\";\r\n\r\nimport type { Engine } from \"../../Engines/engine\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { PBRBaseMaterial } from \"./pbrBaseMaterial\";\r\nimport { BindTextureMatrix, PrepareDefinesForMergedUV } from \"../materialHelper.functions\";\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class MaterialSubSurfaceDefines extends MaterialDefines {\r\n public SUBSURFACE = false;\r\n\r\n public SS_REFRACTION = false;\r\n public SS_REFRACTION_USE_INTENSITY_FROM_THICKNESS = false;\r\n public SS_TRANSLUCENCY = false;\r\n public SS_TRANSLUCENCY_USE_INTENSITY_FROM_THICKNESS = false;\r\n public SS_SCATTERING = false;\r\n public SS_DISPERSION = false;\r\n\r\n public SS_THICKNESSANDMASK_TEXTURE = false;\r\n public SS_THICKNESSANDMASK_TEXTUREDIRECTUV = 0;\r\n public SS_HAS_THICKNESS = false;\r\n public SS_REFRACTIONINTENSITY_TEXTURE = false;\r\n public SS_REFRACTIONINTENSITY_TEXTUREDIRECTUV = 0;\r\n public SS_TRANSLUCENCYINTENSITY_TEXTURE = false;\r\n public SS_TRANSLUCENCYINTENSITY_TEXTUREDIRECTUV = 0;\r\n public SS_TRANSLUCENCYCOLOR_TEXTURE = false;\r\n public SS_TRANSLUCENCYCOLOR_TEXTUREDIRECTUV = 0;\r\n public SS_TRANSLUCENCYCOLOR_TEXTURE_GAMMA = false;\r\n\r\n public SS_REFRACTIONMAP_3D = false;\r\n public SS_REFRACTIONMAP_OPPOSITEZ = false;\r\n public SS_LODINREFRACTIONALPHA = false;\r\n public SS_GAMMAREFRACTION = false;\r\n public SS_RGBDREFRACTION = false;\r\n public SS_LINEARSPECULARREFRACTION = false;\r\n public SS_LINKREFRACTIONTOTRANSPARENCY = false;\r\n public SS_ALBEDOFORREFRACTIONTINT = false;\r\n public SS_ALBEDOFORTRANSLUCENCYTINT = false;\r\n public SS_USE_LOCAL_REFRACTIONMAP_CUBIC = false;\r\n public SS_USE_THICKNESS_AS_DEPTH = false;\r\n\r\n public SS_USE_GLTF_TEXTURES = false;\r\n public SS_APPLY_ALBEDO_AFTER_SUBSURFACE = false;\r\n public SS_TRANSLUCENCY_LEGACY = false;\r\n}\r\n\r\n/**\r\n * Plugin that implements the sub surface component of the PBR material\r\n */\r\nexport class PBRSubSurfaceConfiguration extends MaterialPluginBase {\r\n /**\r\n * Default value used for applyAlbedoAfterSubSurface.\r\n *\r\n * This property only exists for backward compatibility reasons.\r\n * Set it to true if your rendering in 8.0+ is different from that in 7 when you use sub-surface properties (transmission, refraction, etc.). Default is false.\r\n * Note however that the PBR calculation is wrong when this property is set to true, so only use it if you want to mimic the 7.0 behavior.\r\n */\r\n public static DEFAULT_APPLY_ALBEDO_AFTERSUBSURFACE = false;\r\n\r\n /**\r\n * Default value used for legacyTranslucency.\r\n *\r\n * This property only exists for backward compatibility reasons.\r\n * Set it to true if your rendering in 8.0+ is different from that in 7 when you use sub-surface transluceny. Default is false.\r\n */\r\n public static DEFAULT_LEGACY_TRANSLUCENCY = false;\r\n\r\n protected override _material: PBRBaseMaterial;\r\n\r\n private _isRefractionEnabled = false;\r\n /**\r\n * Defines if the refraction is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isRefractionEnabled = false;\r\n\r\n private _isTranslucencyEnabled = false;\r\n /**\r\n * Defines if the translucency is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isTranslucencyEnabled = false;\r\n\r\n private _isDispersionEnabled = false;\r\n /**\r\n * Defines if dispersion is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isDispersionEnabled = false;\r\n\r\n private _isScatteringEnabled = false;\r\n /**\r\n * Defines if the sub surface scattering is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markScenePrePassDirty\")\r\n public isScatteringEnabled = false;\r\n\r\n @serialize()\r\n private _scatteringDiffusionProfileIndex = 0;\r\n\r\n /**\r\n * Diffusion profile for subsurface scattering.\r\n * Useful for better scattering in the skins or foliages.\r\n */\r\n public get scatteringDiffusionProfile(): Nullable<Color3> {\r\n if (!this._scene.subSurfaceConfiguration) {\r\n return null;\r\n }\r\n\r\n return this._scene.subSurfaceConfiguration.ssDiffusionProfileColors[this._scatteringDiffusionProfileIndex];\r\n }\r\n\r\n public set scatteringDiffusionProfile(c: Nullable<Color3>) {\r\n if (!this._scene.enableSubSurfaceForPrePass()) {\r\n // Not supported\r\n return;\r\n }\r\n\r\n // addDiffusionProfile automatically checks for doubles\r\n if (c) {\r\n this._scatteringDiffusionProfileIndex = this._scene.subSurfaceConfiguration!.addDiffusionProfile(c);\r\n }\r\n }\r\n\r\n /**\r\n * Defines the refraction intensity of the material.\r\n * The refraction when enabled replaces the Diffuse part of the material.\r\n * The intensity helps transitioning between diffuse and refraction.\r\n */\r\n @serialize()\r\n public refractionIntensity: number = 1;\r\n\r\n /**\r\n * Defines the translucency intensity of the material.\r\n * When translucency has been enabled, this defines how much of the \"translucency\"\r\n * is added to the diffuse part of the material.\r\n */\r\n @serialize()\r\n public translucencyIntensity: number = 1;\r\n\r\n /**\r\n * When enabled, transparent surfaces will be tinted with the albedo colour (independent of thickness)\r\n */\r\n @serialize()\r\n public useAlbedoToTintRefraction: boolean = false;\r\n\r\n /**\r\n * When enabled, translucent surfaces will be tinted with the albedo colour (independent of thickness)\r\n */\r\n @serialize()\r\n public useAlbedoToTintTranslucency: boolean = false;\r\n\r\n private _thicknessTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).\r\n * The red (or green if useGltfStyleTextures=true) channel of the texture should contain the thickness remapped between 0 and 1.\r\n * 0 would mean minimumThickness\r\n * 1 would mean maximumThickness\r\n * The other channels might be use as a mask to vary the different effects intensity.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public thicknessTexture: Nullable<BaseTexture> = null;\r\n\r\n private _refractionTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Defines the texture to use for refraction.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public refractionTexture: Nullable<BaseTexture> = null;\r\n\r\n /** @internal */\r\n public _indexOfRefraction = 1.5;\r\n /**\r\n * Index of refraction of the material base layer.\r\n * https://en.wikipedia.org/wiki/List_of_refractive_indices\r\n *\r\n * This does not only impact refraction but also the Base F0 of Dielectric Materials.\r\n *\r\n * From dielectric fresnel rules: F0 = square((iorT - iorI) / (iorT + iorI))\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public indexOfRefraction = 1.5;\r\n\r\n @serialize()\r\n private _volumeIndexOfRefraction = -1.0;\r\n\r\n /**\r\n * Index of refraction of the material's volume.\r\n * https://en.wikipedia.org/wiki/List_of_refractive_indices\r\n *\r\n * This ONLY impacts refraction. If not provided or given a non-valid value,\r\n * the volume will use the same IOR as the surface.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public get volumeIndexOfRefraction(): number {\r\n if (this._volumeIndexOfRefraction >= 1.0) {\r\n return this._volumeIndexOfRefraction;\r\n }\r\n return this._indexOfRefraction;\r\n }\r\n public set volumeIndexOfRefraction(value: number) {\r\n if (value >= 1.0) {\r\n this._volumeIndexOfRefraction = value;\r\n } else {\r\n this._volumeIndexOfRefraction = -1.0;\r\n }\r\n }\r\n\r\n private _invertRefractionY = false;\r\n /**\r\n * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public invertRefractionY = false;\r\n\r\n /** @internal */\r\n public _linkRefractionWithTransparency = false;\r\n /**\r\n * This parameters will make the material used its opacity to control how much it is refracting against not.\r\n * Materials half opaque for instance using refraction could benefit from this control.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public linkRefractionWithTransparency = false;\r\n\r\n /**\r\n * Defines the minimum thickness stored in the thickness map.\r\n * If no thickness map is defined, this value will be used to simulate thickness.\r\n */\r\n @serialize()\r\n public minimumThickness: number = 0;\r\n\r\n /**\r\n * Defines the maximum thickness stored in the thickness map.\r\n */\r\n @serialize()\r\n public maximumThickness: number = 1;\r\n\r\n /**\r\n * Defines that the thickness should be used as a measure of the depth volume.\r\n */\r\n @serialize()\r\n public useThicknessAsDepth = false;\r\n\r\n /**\r\n * Defines the volume tint of the material.\r\n * This is used for both translucency and scattering.\r\n */\r\n @serializeAsColor3()\r\n public tintColor = Color3.White();\r\n\r\n /**\r\n * Defines the distance at which the tint color should be found in the media.\r\n * This is used for refraction only.\r\n */\r\n @serialize()\r\n public tintColorAtDistance = 1;\r\n\r\n /**\r\n * Defines the Abbe number for the volume.\r\n */\r\n @serialize()\r\n public dispersion = 0;\r\n\r\n /**\r\n * Defines how far each channel transmit through the media.\r\n * It is defined as a color to simplify it selection.\r\n */\r\n @serializeAsColor3()\r\n public diffusionDistance = Color3.White();\r\n\r\n private _useMaskFromThicknessTexture = false;\r\n /**\r\n * Stores the intensity of the different subsurface effects in the thickness texture.\r\n * Note that if refractionIntensityTexture and/or translucencyIntensityTexture is provided it takes precedence over thicknessTexture + useMaskFromThicknessTexture\r\n * * the green (red if useGltfStyleTextures = true) channel is the refraction intensity.\r\n * * the blue (alpha if useGltfStyleTextures = true) channel is the translucency intensity.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useMaskFromThicknessTexture: boolean = false;\r\n\r\n private _refractionIntensityTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the intensity of the refraction. If provided, it takes precedence over thicknessTexture + useMaskFromThicknessTexture\r\n * * the green (red if useGltfStyleTextures = true) channel is the refraction intensity.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public refractionIntensityTexture: Nullable<BaseTexture> = null;\r\n\r\n private _translucencyIntensityTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the intensity of the translucency. If provided, it takes precedence over thicknessTexture + useMaskFromThicknessTexture\r\n * * the blue (alpha if useGltfStyleTextures = true) channel is the translucency intensity.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public translucencyIntensityTexture: Nullable<BaseTexture> = null;\r\n\r\n /**\r\n * Defines the translucency tint of the material.\r\n * If not set, the tint color will be used instead.\r\n */\r\n @serializeAsColor3()\r\n public translucencyColor: Nullable<Color3> = null;\r\n\r\n private _translucencyColorTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Defines the translucency tint color of the material as a texture.\r\n * This is multiplied against the translucency color to add variety and realism to the material.\r\n * If translucencyColor is not set, the tint color will be used instead.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public translucencyColorTexture: Nullable<BaseTexture> = null;\r\n\r\n private _useGltfStyleTextures = true;\r\n /**\r\n * Use channels layout used by glTF:\r\n * * thicknessTexture: the green (instead of red) channel is the thickness\r\n * * thicknessTexture/refractionIntensityTexture: the red (instead of green) channel is the refraction intensity\r\n * * thicknessTexture/translucencyIntensityTexture: the alpha (instead of blue) channel is the translucency intensity\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useGltfStyleTextures: boolean = true;\r\n\r\n /**\r\n * This property only exists for backward compatibility reasons.\r\n * Set it to true if your rendering in 8.0+ is different from that in 7 when you use sub-surface properties (transmission, refraction, etc.). Default is false.\r\n * Note however that the PBR calculation is wrong when this property is set to true, so only use it if you want to mimic the 7.0 behavior.\r\n */\r\n @serialize()\r\n public applyAlbedoAfterSubSurface = PBRSubSurfaceConfiguration.DEFAULT_APPLY_ALBEDO_AFTERSUBSURFACE;\r\n\r\n /**\r\n * This property only exists for backward compatibility reasons.\r\n * Set it to true if your rendering in 8.0+ is different from that in 7 when you use sub-surface transluceny. Default is false.\r\n */\r\n @serialize()\r\n public legacyTransluceny = PBRSubSurfaceConfiguration.DEFAULT_LEGACY_TRANSLUCENCY;\r\n\r\n private _scene: Scene;\r\n\r\n /** @internal */\r\n private _internalMarkAllSubMeshesAsTexturesDirty: () => void;\r\n private _internalMarkScenePrePassDirty: () => void;\r\n\r\n /** @internal */\r\n public _markAllSubMeshesAsTexturesDirty(): void {\r\n this._enable(this._isRefractionEnabled || this._isTranslucencyEnabled || this._isScatteringEnabled);\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n }\r\n /** @internal */\r\n public _markScenePrePassDirty(): void {\r\n this._enable(this._isRefractionEnabled || this._isTranslucencyEnabled || this._isScatteringEnabled);\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n this._internalMarkScenePrePassDirty();\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the plugin is compatible with a given shader language.\r\n * @returns true if the plugin is compatible with the shader language\r\n */\r\n public override isCompatible(): boolean {\r\n return true;\r\n }\r\n\r\n constructor(material: PBRBaseMaterial, addToPluginList = true) {\r\n super(material, \"PBRSubSurface\", 130, new MaterialSubSurfaceDefines(), addToPluginList);\r\n\r\n this._scene = material.getScene();\r\n this.registerForExtraEvents = true;\r\n\r\n this._internalMarkAllSubMeshesAsTexturesDirty = material._dirtyCallbacks[Constants.MATERIAL_TextureDirtyFlag];\r\n this._internalMarkScenePrePassDirty = material._dirtyCallbacks[Constants.MATERIAL_PrePassDirtyFlag];\r\n }\r\n\r\n public override isReadyForSubMesh(defines: MaterialSubSurfaceDefines, scene: Scene): boolean {\r\n if (!this._isRefractionEnabled && !this._isTranslucencyEnabled && !this._isScatteringEnabled) {\r\n return true;\r\n }\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n if (!this._thicknessTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n\r\n if (this._translucencyColorTexture && MaterialFlags.TranslucencyColorTextureEnabled) {\r\n if (!this._translucencyColorTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n\r\n if (this._translucencyIntensityTexture && MaterialFlags.TranslucencyIntensityTextureEnabled) {\r\n if (!this._translucencyIntensityTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n\r\n const refractionTexture = this._getRefractionTexture(scene);\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n if (!refractionTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public override prepareDefinesBeforeAttributes(defines: MaterialSubSurfaceDefines, scene: Scene): void {\r\n if (!this._isRefractionEnabled && !this._isTranslucencyEnabled && !this._isScatteringEnabled) {\r\n defines.SUBSURFACE = false;\r\n defines.SS_DISPERSION = false;\r\n defines.SS_TRANSLUCENCY = false;\r\n defines.SS_SCATTERING = false;\r\n defines.SS_REFRACTION = false;\r\n defines.SS_REFRACTION_USE_INTENSITY_FROM_THICKNESS = false;\r\n defines.SS_TRANSLUCENCY_USE_INTENSITY_FROM_THICKNESS = false;\r\n defines.SS_THICKNESSANDMASK_TEXTURE = false;\r\n defines.SS_THICKNESSANDMASK_TEXTUREDIRECTUV = 0;\r\n defines.SS_HAS_THICKNESS = false;\r\n defines.SS_REFRACTIONINTENSITY_TEXTURE = false;\r\n defines.SS_REFRACTIONINTENSITY_TEXTUREDIRECTUV = 0;\r\n defines.SS_TRANSLUCENCYINTENSITY_TEXTURE = false;\r\n defines.SS_TRANSLUCENCYINTENSITY_TEXTUREDIRECTUV = 0;\r\n defines.SS_REFRACTIONMAP_3D = false;\r\n defines.SS_REFRACTIONMAP_OPPOSITEZ = false;\r\n defines.SS_LODINREFRACTIONALPHA = false;\r\n defines.SS_GAMMAREFRACTION = false;\r\n defines.SS_RGBDREFRACTION = false;\r\n defines.SS_LINEARSPECULARREFRACTION = false;\r\n defines.SS_LINKREFRACTIONTOTRANSPARENCY = false;\r\n defines.SS_ALBEDOFORREFRACTIONTINT = false;\r\n defines.SS_ALBEDOFORTRANSLUCENCYTINT = false;\r\n defines.SS_USE_LOCAL_REFRACTIONMAP_CUBIC = false;\r\n defines.SS_USE_THICKNESS_AS_DEPTH = false;\r\n defines.SS_USE_GLTF_TEXTURES = false;\r\n defines.SS_TRANSLUCENCYCOLOR_TEXTURE = false;\r\n defines.SS_TRANSLUCENCYCOLOR_TEXTUREDIRECTUV = 0;\r\n defines.SS_TRANSLUCENCYCOLOR_TEXTURE_GAMMA = false;\r\n defines.SS_APPLY_ALBEDO_AFTER_SUBSURFACE = false;\r\n return;\r\n }\r\n\r\n if (defines._areTexturesDirty) {\r\n defines.SUBSURFACE = true;\r\n\r\n defines.SS_DISPERSION = this._isDispersionEnabled;\r\n defines.SS_TRANSLUCENCY = this._isTranslucencyEnabled;\r\n defines.SS_TRANSLUCENCY_USE_INTENSITY_FROM_THICKNESS = false;\r\n defines.SS_TRANSLUCENCY_LEGACY = this.legacyTransluceny;\r\n defines.SS_SCATTERING = this._isScatteringEnabled;\r\n defines.SS_THICKNESSANDMASK_TEXTURE = false;\r\n defines.SS_REFRACTIONINTENSITY_TEXTURE = false;\r\n defines.SS_TRANSLUCENCYINTENSITY_TEXTURE = false;\r\n defines.SS_HAS_THICKNESS = false;\r\n defines.SS_USE_GLTF_TEXTURES = false;\r\n defines.SS_REFRACTION = false;\r\n defines.SS_REFRACTION_USE_INTENSITY_FROM_THICKNESS = false;\r\n defines.SS_REFRACTIONMAP_3D = false;\r\n defines.SS_GAMMAREFRACTION = false;\r\n defines.SS_RGBDREFRACTION = false;\r\n defines.SS_LINEARSPECULARREFRACTION = false;\r\n defines.SS_REFRACTIONMAP_OPPOSITEZ = false;\r\n defines.SS_LODINREFRACTIONALPHA = false;\r\n defines.SS_LINKREFRACTIONTOTRANSPARENCY = false;\r\n defines.SS_ALBEDOFORREFRACTIONTINT = false;\r\n defines.SS_ALBEDOFORTRANSLUCENCYTINT = false;\r\n defines.SS_USE_LOCAL_REFRACTIONMAP_CUBIC = false;\r\n defines.SS_USE_THICKNESS_AS_DEPTH = false;\r\n defines.SS_TRANSLUCENCYCOLOR_TEXTURE = false;\r\n defines.SS_APPLY_ALBEDO_AFTER_SUBSURFACE = this.applyAlbedoAfterSubSurface;\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n PrepareDefinesForMergedUV(this._thicknessTexture, defines, \"SS_THICKNESSANDMASK_TEXTURE\");\r\n }\r\n\r\n if (this._refractionIntensityTexture && MaterialFlags.RefractionIntensityTextureEnabled) {\r\n PrepareDefinesForMergedUV(this._refractionIntensityTexture, defines, \"SS_REFRACTIONINTENSITY_TEXTURE\");\r\n }\r\n\r\n if (this._translucencyIntensityTexture && MaterialFlags.TranslucencyIntensityTextureEnabled) {\r\n PrepareDefinesForMergedUV(this._translucencyIntensityTexture, defines, \"SS_TRANSLUCENCYINTENSITY_TEXTURE\");\r\n }\r\n\r\n if (this._translucencyColorTexture && MaterialFlags.TranslucencyColorTextureEnabled) {\r\n PrepareDefinesForMergedUV(this._translucencyColorTexture, defines, \"SS_TRANSLUCENCYCOLOR_TEXTURE\");\r\n defines.SS_TRANSLUCENCYCOLOR_TEXTURE_GAMMA = this._translucencyColorTexture.gammaSpace;\r\n }\r\n }\r\n }\r\n\r\n defines.SS_HAS_THICKNESS = this.maximumThickness - this.minimumThickness !== 0.0;\r\n defines.SS_USE_GLTF_TEXTURES = this._useGltfStyleTextures;\r\n defines.SS_REFRACTION_USE_INTENSITY_FROM_THICKNESS = this._useMaskFromThicknessTexture && !this._refractionIntensityTexture;\r\n defines.SS_TRANSLUCENCY_USE_INTENSITY_FROM_THICKNESS = this._useMaskFromThicknessTexture && !this._translucencyIntensityTexture;\r\n\r\n if (this._isRefractionEnabled) {\r\n if (scene.texturesEnabled) {\r\n const refractionTexture = this._getRefractionTexture(scene);\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n defines.SS_REFRACTION = true;\r\n defines.SS_REFRACTIONMAP_3D = refractionTexture.isCube;\r\n defines.SS_GAMMAREFRACTION = refractionTexture.gammaSpace;\r\n defines.SS_RGBDREFRACTION = refractionTexture.isRGBD;\r\n defines.SS_LINEARSPECULARREFRACTION = refractionTexture.linearSpecularLOD;\r\n defines.SS_REFRACTIONMAP_OPPOSITEZ = this._scene.useRightHandedSystem && refractionTexture.isCube ? !refractionTexture.invertZ : refractionTexture.invertZ;\r\n defines.SS_LODINREFRACTIONALPHA = refractionTexture.lodLevelInAlpha;\r\n defines.SS_LINKREFRACTIONTOTRANSPARENCY = this._linkRefractionWithTransparency;\r\n defines.SS_ALBEDOFORREFRACTIONTINT = this.useAlbedoToTintRefraction;\r\n defines.SS_USE_LOCAL_REFRACTIONMAP_CUBIC = refractionTexture.isCube && (<any>refractionTexture).boundingBoxSize;\r\n defines.SS_USE_THICKNESS_AS_DEPTH = this.useThicknessAsDepth;\r\n }\r\n }\r\n }\r\n\r\n if (this._isTranslucencyEnabled) {\r\n defines.SS_ALBEDOFORTRANSLUCENCYTINT = this.useAlbedoToTintTranslucency;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Binds the material data (this function is called even if mustRebind() returns false)\r\n * @param uniformBuffer defines the Uniform buffer to fill in.\r\n * @param scene defines the scene the material belongs to.\r\n * @param engine defines the engine the material belongs to.\r\n * @param subMesh the submesh to bind data for\r\n */\r\n public override hardBindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, subMesh: SubMesh): void {\r\n if (!this._isRefractionEnabled && !this._isTranslucencyEnabled && !this._isScatteringEnabled) {\r\n return;\r\n }\r\n\r\n // If min/max thickness is 0, avoid decompising to determine the scaled thickness (it's always zero).\r\n if (this.maximumThickness === 0.0 && this.minimumThickness === 0.0) {\r\n uniformBuffer.updateFloat2(\"vThicknessParam\", 0, 0);\r\n } else {\r\n subMesh.getRenderingMesh().getWorldMatrix().decompose(TmpVectors.Vector3[0]);\r\n const thicknessScale = Math.max(Math.abs(TmpVectors.Vector3[0].x), Math.abs(TmpVectors.Vector3[0].y), Math.abs(TmpVectors.Vector3[0].z));\r\n uniformBuffer.updateFloat2(\"vThicknessParam\", this.minimumThickness * thicknessScale, (this.maximumThickness - this.minimumThickness) * thicknessScale);\r\n }\r\n }\r\n\r\n public override bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, subMesh: SubMesh): void {\r\n if (!this._isRefractionEnabled && !this._isTranslucencyEnabled && !this._isScatteringEnabled) {\r\n return;\r\n }\r\n\r\n const defines = subMesh.materialDefines as unknown as MaterialSubSurfaceDefines;\r\n\r\n const isFrozen = this._material.isFrozen;\r\n const realTimeFiltering = this._material.realTimeFiltering;\r\n const lodBasedMicrosurface = defines.LODBASEDMICROSFURACE;\r\n\r\n const refractionTexture = this._getRefractionTexture(scene);\r\n\r\n if (!uniformBuffer.useUbo || !isFrozen || !uniformBuffer.isSync) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n uniformBuffer.updateFloat2(\"vThicknessInfos\", this._thicknessTexture.coordinatesIndex, this._thicknessTexture.level);\r\n BindTextureMatrix(this._thicknessTexture, uniformBuffer, \"thickness\");\r\n }\r\n\r\n if (this._refractionIntensityTexture && MaterialFlags.RefractionIntensityTextureEnabled && defines.SS_REFRACTIONINTENSITY_TEXTURE) {\r\n uniformBuffer.updateFloat2(\"vRefractionIntensityInfos\", this._refractionIntensityTexture.coordinatesIndex, this._refractionIntensityTexture.level);\r\n BindTextureMatrix(this._refractionIntensityTexture, uniformBuffer, \"refractionIntensity\");\r\n }\r\n\r\n if (this._translucencyColorTexture && MaterialFlags.TranslucencyColorTextureEnabled && defines.SS_TRANSLUCENCYCOLOR_TEXTURE) {\r\n uniformBuffer.updateFloat2(\"vTranslucencyColorInfos\", this._translucencyColorTexture.coordinatesIndex, this._translucencyColorTexture.level);\r\n BindTextureMatrix(this._translucencyColorTexture, uniformBuffer, \"translucencyColor\");\r\n }\r\n\r\n if (this._translucencyIntensityTexture && MaterialFlags.TranslucencyIntensityTextureEnabled && defines.SS_TRANSLUCENCYINTENSITY_TEXTURE) {\r\n uniformBuffer.updateFloat2(\"vTranslucencyIntensityInfos\", this._translucencyIntensityTexture.coordinatesIndex, this._translucencyIntensityTexture.level);\r\n BindTextureMatrix(this._translucencyIntensityTexture, uniformBuffer, \"translucencyIntensity\");\r\n }\r\n\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n uniformBuffer.updateMatrix(\"refractionMatrix\", refractionTexture.getRefractionTextureMatrix());\r\n\r\n let depth = 1.0;\r\n if (!refractionTexture.isCube) {\r\n if ((<any>refractionTexture).depth) {\r\n depth = (<any>refractionTexture).depth;\r\n }\r\n }\r\n\r\n const width = refractionTexture.getSize().width;\r\n const refractionIor = this.volumeIndexOfRefraction;\r\n uniformBuffer.updateFloat4(\"vRefractionInfos\", refractionTexture.level, 1 / refractionIor, depth, this._invertRefractionY ? -1 : 1);\r\n uniformBuffer.updateFloat4(\r\n \"vRefractionMicrosurfaceInfos\",\r\n width,\r\n refractionTexture.lodGenerationScale,\r\n refractionTexture.lodGenerationOffset,\r\n 1.0 / this.indexOfRefraction\r\n );\r\n\r\n if (realTimeFiltering) {\r\n uniformBuffer.updateFloat2(\"vRefractionFilteringInfo\", width, Math.log2(width));\r\n }\r\n\r\n if ((<any>refractionTexture).boundingBoxSize) {\r\n const cubeTexture = <CubeTexture>refractionTexture;\r\n\r\n uniformBuffer.updateVector3(\"vRefractionPosition\", cubeTexture.boundingBoxPosition);\r\n uniformBuffer.updateVector3(\"vRefractionSize\", cubeTexture.boundingBoxSize);\r\n }\r\n }\r\n\r\n if (this._isScatteringEnabled) {\r\n uniformBuffer.updateFloat(\"scatteringDiffusionProfile\", this._scatteringDiffusionProfileIndex);\r\n }\r\n uniformBuffer.updateColor3(\"vDiffusionDistance\", this.diffusionDistance);\r\n\r\n uniformBuffer.updateFloat4(\"vTintColor\", this.tintColor.r, this.tintColor.g, this.tintColor.b, Math.max(0.00001, this.tintColorAtDistance));\r\n uniformBuffer.updateColor4(\"vTranslucencyColor\", this.translucencyColor ?? this.tintColor, 0);\r\n\r\n uniformBuffer.updateFloat3(\"vSubSurfaceIntensity\", this.refractionIntensity, this.translucencyIntensity, 0);\r\n\r\n uniformBuffer.updateFloat(\"dispersion\", this.dispersion);\r\n }\r\n\r\n // Textures\r\n if (scene.texturesEnabled) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n uniformBuffer.setTexture(\"thicknessSampler\", this._thicknessTexture);\r\n }\r\n\r\n if (this._refractionIntensityTexture && MaterialFlags.RefractionIntensityTextureEnabled && defines.SS_REFRACTIONINTENSITY_TEXTURE) {\r\n uniformBuffer.setTexture(\"refractionIntensitySampler\", this._refractionIntensityTexture);\r\n }\r\n\r\n if (this._translucencyIntensityTexture && MaterialFlags.TranslucencyIntensityTextureEnabled && defines.SS_TRANSLUCENCYINTENSITY_TEXTURE) {\r\n uniformBuffer.setTexture(\"translucencyIntensitySampler\", this._translucencyIntensityTexture);\r\n }\r\n\r\n if (this._translucencyColorTexture && MaterialFlags.TranslucencyColorTextureEnabled && defines.SS_TRANSLUCENCYCOLOR_TEXTURE) {\r\n uniformBuffer.setTexture(\"translucencyColorSampler\", this._translucencyColorTexture);\r\n }\r\n\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n if (lodBasedMicrosurface) {\r\n uniformBuffer.setTexture(\"refractionSampler\", refractionTexture);\r\n } else {\r\n uniformBuffer.setTexture(\"refractionSampler\", refractionTexture._lodTextureMid || refractionTexture);\r\n uniformBuffer.setTexture(\"refractionSamplerLow\", refractionTexture._lodTextureLow || refractionTexture);\r\n uniformBuffer.setTexture(\"refractionSamplerHigh\", refractionTexture._lodTextureHigh || refractionTexture);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Returns the texture used for refraction or null if none is used.\r\n * @param scene defines the scene the material belongs to.\r\n * @returns - Refraction texture if present. If no refraction texture and refraction\r\n * is linked with transparency, returns environment texture. Otherwise, returns null.\r\n */\r\n private _getRefractionTexture(scene: Scene): Nullable<BaseTexture> {\r\n if (this._refractionTexture) {\r\n return this._refractionTexture;\r\n }\r\n\r\n if (this._isRefractionEnabled) {\r\n return scene.environmentTexture;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Returns true if alpha blending should be disabled.\r\n */\r\n public get disableAlphaBlending(): boolean {\r\n return this._isRefractionEnabled && this._linkRefractionWithTransparency;\r\n }\r\n\r\n /**\r\n * Fills the list of render target textures.\r\n * @param renderTargets the list of render targets to update\r\n */\r\n public override fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void {\r\n if (MaterialFlags.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {\r\n renderTargets.push(<RenderTargetTexture>this._refractionTexture);\r\n }\r\n }\r\n\r\n public override hasTexture(texture: BaseTexture): boolean {\r\n if (this._thicknessTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._refractionTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._refractionIntensityTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._translucencyIntensityTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._translucencyColorTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public override hasRenderTargetTextures(): boolean {\r\n if (MaterialFlags.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public override getActiveTextures(activeTextures: BaseTexture[]): void {\r\n if (this._thicknessTexture) {\r\n activeTextures.push(this._thicknessTexture);\r\n }\r\n\r\n if (this._refractionTexture) {\r\n activeTextures.push(this._refractionTexture);\r\n }\r\n\r\n if (this._translucencyColorTexture) {\r\n activeTextures.push(this._translucencyColorTexture);\r\n }\r\n\r\n if (this._translucencyIntensityTexture) {\r\n activeTextures.push(this._translucencyIntensityTexture);\r\n }\r\n }\r\n\r\n public override getAnimatables(animatables: IAnimatable[]): void {\r\n if (this._thicknessTexture && this._thicknessTexture.animations && this._thicknessTexture.animations.length > 0) {\r\n animatables.push(this._thicknessTexture);\r\n }\r\n\r\n if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {\r\n animatables.push(this._refractionTexture);\r\n }\r\n\r\n if (this._translucencyColorTexture && this._translucencyColorTexture.animations && this._translucencyColorTexture.animations.length > 0) {\r\n animatables.push(this._translucencyColorTexture);\r\n }\r\n\r\n if (this._translucencyIntensityTexture && this._translucencyIntensityTexture.animations && this._translucencyIntensityTexture.animations.length > 0) {\r\n animatables.push(this._translucencyIntensityTexture);\r\n }\r\n }\r\n\r\n public override dispose(forceDisposeTextures?: boolean): void {\r\n if (forceDisposeTextures) {\r\n if (this._thicknessTexture) {\r\n this._thicknessTexture.dispose();\r\n }\r\n\r\n if (this._refractionTexture) {\r\n this._refractionTexture.dispose();\r\n }\r\n\r\n if (this._translucencyColorTexture) {\r\n this._translucencyColorTexture.dispose();\r\n }\r\n\r\n if (this._translucencyIntensityTexture) {\r\n this._translucencyIntensityTexture.dispose();\r\n }\r\n }\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"PBRSubSurfaceConfiguration\";\r\n }\r\n\r\n public override addFallbacks(defines: MaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number {\r\n if (defines.SS_SCATTERING) {\r\n fallbacks.addFallback(currentRank++, \"SS_SCATTERING\");\r\n }\r\n if (defines.SS_TRANSLUCENCY) {\r\n fallbacks.addFallback(currentRank++, \"SS_TRANSLUCENCY\");\r\n }\r\n return currentRank;\r\n }\r\n\r\n public override getSamplers(samplers: string[]): void {\r\n samplers.push(\r\n \"thicknessSampler\",\r\n \"refractionIntensitySampler\",\r\n \"translucencyIntensitySampler\",\r\n \"refractionSampler\",\r\n \"refractionSamplerLow\",\r\n \"refractionSamplerHigh\",\r\n \"translucencyColorSampler\"\r\n );\r\n }\r\n\r\n public override getUniforms(): { ubo?: Array<{ name: string; size: number; type: string }>; vertex?: string; fragment?: string } {\r\n return {\r\n ubo: [\r\n { name: \"vRefractionMicrosurfaceInfos\", size: 4, type: \"vec4\" },\r\n { name: \"vRefractionFilteringInfo\", size: 2, type: \"vec2\" },\r\n { name: \"vTranslucencyIntensityInfos\", size: 2, type: \"vec2\" },\r\n { name: \"vRefractionInfos\", size: 4, type: \"vec4\" },\r\n { name: \"refractionMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"vThicknessInfos\", size: 2, type: \"vec2\" },\r\n { name: \"vRefractionIntensityInfos\", size: 2, type: \"vec2\" },\r\n { name: \"thicknessMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"refractionIntensityMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"translucencyIntensityMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"vThicknessParam\", size: 2, type: \"vec2\" },\r\n { name: \"vDiffusionDistance\", size: 3, type: \"vec3\" },\r\n { name: \"vTintColor\", size: 4, type: \"vec4\" },\r\n { name: \"vSubSurfaceIntensity\", size: 3, type: \"vec3\" },\r\n { name: \"vRefractionPosition\", size: 3, type: \"vec3\" },\r\n { name: \"vRefractionSize\", size: 3, type: \"vec3\" },\r\n { name: \"scatteringDiffusionProfile\", size: 1, type: \"float\" },\r\n { name: \"dispersion\", size: 1, type: \"float\" },\r\n\r\n { name: \"vTranslucencyColor\", size: 4, type: \"vec4\" },\r\n { name: \"vTranslucencyColorInfos\", size: 2, type: \"vec2\" },\r\n { name: \"translucencyColorMatrix\", size: 16, type: \"mat4\" },\r\n ],\r\n };\r\n }\r\n}\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../../types\";\r\nimport type { IAnimatable } from \"../../Animations/animatable.interface\";\r\nimport { serialize, serializeAsTexture, expandToProperty, serializeAsColor3 } from \"../../Misc/decorators\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\nimport type { SmartArray } from \"../../Misc/smartArray\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport type { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport { MaterialFlags } from \"../materialFlags\";\r\nimport type { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\nimport type { EffectFallbacks } from \"../effectFallbacks\";\r\nimport type { CubeTexture } from \"../Textures/cubeTexture\";\r\nimport { TmpVectors } from \"../../Maths/math.vector\";\r\nimport type { SubMesh } from \"../../Meshes/subMesh\";\r\nimport { MaterialPluginBase } from \"../materialPluginBase\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { MaterialDefines } from \"../materialDefines\";\r\n\r\nimport type { Engine } from \"../../Engines/engine\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { PBRBaseMaterial } from \"./pbrBaseMaterial\";\r\nimport { BindTextureMatrix, PrepareDefinesForMergedUV } from \"../materialHelper.functions\";\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class MaterialSubSurfaceDefines extends MaterialDefines {\r\n public SUBSURFACE = false;\r\n\r\n public SS_REFRACTION = false;\r\n public SS_REFRACTION_USE_INTENSITY_FROM_THICKNESS = false;\r\n public SS_TRANSLUCENCY = false;\r\n public SS_TRANSLUCENCY_USE_INTENSITY_FROM_THICKNESS = false;\r\n public SS_SCATTERING = false;\r\n public SS_DISPERSION = false;\r\n\r\n public SS_THICKNESSANDMASK_TEXTURE = false;\r\n public SS_THICKNESSANDMASK_TEXTUREDIRECTUV = 0;\r\n public SS_HAS_THICKNESS = false;\r\n public SS_REFRACTIONINTENSITY_TEXTURE = false;\r\n public SS_REFRACTIONINTENSITY_TEXTUREDIRECTUV = 0;\r\n public SS_TRANSLUCENCYINTENSITY_TEXTURE = false;\r\n public SS_TRANSLUCENCYINTENSITY_TEXTUREDIRECTUV = 0;\r\n public SS_TRANSLUCENCYCOLOR_TEXTURE = false;\r\n public SS_TRANSLUCENCYCOLOR_TEXTUREDIRECTUV = 0;\r\n public SS_TRANSLUCENCYCOLOR_TEXTURE_GAMMA = false;\r\n\r\n public SS_REFRACTIONMAP_3D = false;\r\n public SS_REFRACTIONMAP_OPPOSITEZ = false;\r\n public SS_LODINREFRACTIONALPHA = false;\r\n public SS_GAMMAREFRACTION = false;\r\n public SS_RGBDREFRACTION = false;\r\n public SS_LINEARSPECULARREFRACTION = false;\r\n public SS_LINKREFRACTIONTOTRANSPARENCY = false;\r\n public SS_ALBEDOFORREFRACTIONTINT = false;\r\n public SS_ALBEDOFORTRANSLUCENCYTINT = false;\r\n public SS_USE_LOCAL_REFRACTIONMAP_CUBIC = false;\r\n public SS_USE_THICKNESS_AS_DEPTH = false;\r\n\r\n public SS_USE_GLTF_TEXTURES = false;\r\n public SS_APPLY_ALBEDO_AFTER_SUBSURFACE = false;\r\n public SS_TRANSLUCENCY_LEGACY = false;\r\n}\r\n\r\n/**\r\n * Plugin that implements the sub surface component of the PBR material\r\n */\r\nexport class PBRSubSurfaceConfiguration extends MaterialPluginBase {\r\n /**\r\n * Default value used for applyAlbedoAfterSubSurface.\r\n *\r\n * This property only exists for backward compatibility reasons.\r\n * Set it to true if your rendering in 8.0+ is different from that in 7 when you use sub-surface properties (transmission, refraction, etc.). Default is false.\r\n * Note however that the PBR calculation is wrong when this property is set to true, so only use it if you want to mimic the 7.0 behavior.\r\n */\r\n public static DEFAULT_APPLY_ALBEDO_AFTERSUBSURFACE = false;\r\n\r\n /**\r\n * Default value used for legacyTranslucency.\r\n *\r\n * This property only exists for backward compatibility reasons.\r\n * Set it to true if your rendering in 8.0+ is different from that in 7 when you use sub-surface translucency. Default is false.\r\n */\r\n public static DEFAULT_LEGACY_TRANSLUCENCY = false;\r\n\r\n protected override _material: PBRBaseMaterial;\r\n\r\n private _isRefractionEnabled = false;\r\n /**\r\n * Defines if the refraction is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isRefractionEnabled = false;\r\n\r\n private _isTranslucencyEnabled = false;\r\n /**\r\n * Defines if the translucency is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isTranslucencyEnabled = false;\r\n\r\n private _isDispersionEnabled = false;\r\n /**\r\n * Defines if dispersion is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isDispersionEnabled = false;\r\n\r\n private _isScatteringEnabled = false;\r\n /**\r\n * Defines if the sub surface scattering is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markScenePrePassDirty\")\r\n public isScatteringEnabled = false;\r\n\r\n @serialize()\r\n private _scatteringDiffusionProfileIndex = 0;\r\n\r\n /**\r\n * Diffusion profile for subsurface scattering.\r\n * Useful for better scattering in the skins or foliages.\r\n */\r\n public get scatteringDiffusionProfile(): Nullable<Color3> {\r\n if (!this._scene.subSurfaceConfiguration) {\r\n return null;\r\n }\r\n\r\n return this._scene.subSurfaceConfiguration.ssDiffusionProfileColors[this._scatteringDiffusionProfileIndex];\r\n }\r\n\r\n public set scatteringDiffusionProfile(c: Nullable<Color3>) {\r\n if (!this._scene.enableSubSurfaceForPrePass()) {\r\n // Not supported\r\n return;\r\n }\r\n\r\n // addDiffusionProfile automatically checks for doubles\r\n if (c) {\r\n this._scatteringDiffusionProfileIndex = this._scene.subSurfaceConfiguration!.addDiffusionProfile(c);\r\n }\r\n }\r\n\r\n /**\r\n * Defines the refraction intensity of the material.\r\n * The refraction when enabled replaces the Diffuse part of the material.\r\n * The intensity helps transitioning between diffuse and refraction.\r\n */\r\n @serialize()\r\n public refractionIntensity: number = 1;\r\n\r\n /**\r\n * Defines the translucency intensity of the material.\r\n * When translucency has been enabled, this defines how much of the \"translucency\"\r\n * is added to the diffuse part of the material.\r\n */\r\n @serialize()\r\n public translucencyIntensity: number = 1;\r\n\r\n /**\r\n * When enabled, transparent surfaces will be tinted with the albedo colour (independent of thickness)\r\n */\r\n @serialize()\r\n public useAlbedoToTintRefraction: boolean = false;\r\n\r\n /**\r\n * When enabled, translucent surfaces will be tinted with the albedo colour (independent of thickness)\r\n */\r\n @serialize()\r\n public useAlbedoToTintTranslucency: boolean = false;\r\n\r\n private _thicknessTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).\r\n * The red (or green if useGltfStyleTextures=true) channel of the texture should contain the thickness remapped between 0 and 1.\r\n * 0 would mean minimumThickness\r\n * 1 would mean maximumThickness\r\n * The other channels might be use as a mask to vary the different effects intensity.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public thicknessTexture: Nullable<BaseTexture> = null;\r\n\r\n private _refractionTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Defines the texture to use for refraction.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public refractionTexture: Nullable<BaseTexture> = null;\r\n\r\n /** @internal */\r\n public _indexOfRefraction = 1.5;\r\n /**\r\n * Index of refraction of the material base layer.\r\n * https://en.wikipedia.org/wiki/List_of_refractive_indices\r\n *\r\n * This does not only impact refraction but also the Base F0 of Dielectric Materials.\r\n *\r\n * From dielectric fresnel rules: F0 = square((iorT - iorI) / (iorT + iorI))\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public indexOfRefraction = 1.5;\r\n\r\n @serialize()\r\n private _volumeIndexOfRefraction = -1.0;\r\n\r\n /**\r\n * Index of refraction of the material's volume.\r\n * https://en.wikipedia.org/wiki/List_of_refractive_indices\r\n *\r\n * This ONLY impacts refraction. If not provided or given a non-valid value,\r\n * the volume will use the same IOR as the surface.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public get volumeIndexOfRefraction(): number {\r\n if (this._volumeIndexOfRefraction >= 1.0) {\r\n return this._volumeIndexOfRefraction;\r\n }\r\n return this._indexOfRefraction;\r\n }\r\n public set volumeIndexOfRefraction(value: number) {\r\n if (value >= 1.0) {\r\n this._volumeIndexOfRefraction = value;\r\n } else {\r\n this._volumeIndexOfRefraction = -1.0;\r\n }\r\n }\r\n\r\n private _invertRefractionY = false;\r\n /**\r\n * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public invertRefractionY = false;\r\n\r\n /** @internal */\r\n public _linkRefractionWithTransparency = false;\r\n /**\r\n * This parameters will make the material used its opacity to control how much it is refracting against not.\r\n * Materials half opaque for instance using refraction could benefit from this control.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public linkRefractionWithTransparency = false;\r\n\r\n /**\r\n * Defines the minimum thickness stored in the thickness map.\r\n * If no thickness map is defined, this value will be used to simulate thickness.\r\n */\r\n @serialize()\r\n public minimumThickness: number = 0;\r\n\r\n /**\r\n * Defines the maximum thickness stored in the thickness map.\r\n */\r\n @serialize()\r\n public maximumThickness: number = 1;\r\n\r\n /**\r\n * Defines that the thickness should be used as a measure of the depth volume.\r\n */\r\n @serialize()\r\n public useThicknessAsDepth = false;\r\n\r\n /**\r\n * Defines the volume tint of the material.\r\n * This is used for both translucency and scattering.\r\n */\r\n @serializeAsColor3()\r\n public tintColor = Color3.White();\r\n\r\n /**\r\n * Defines the distance at which the tint color should be found in the media.\r\n * This is used for refraction only.\r\n */\r\n @serialize()\r\n public tintColorAtDistance = 1;\r\n\r\n /**\r\n * Defines the Abbe number for the volume.\r\n */\r\n @serialize()\r\n public dispersion = 0;\r\n\r\n /**\r\n * Defines how far each channel transmit through the media.\r\n * It is defined as a color to simplify it selection.\r\n */\r\n @serializeAsColor3()\r\n public diffusionDistance = Color3.White();\r\n\r\n private _useMaskFromThicknessTexture = false;\r\n /**\r\n * Stores the intensity of the different subsurface effects in the thickness texture.\r\n * Note that if refractionIntensityTexture and/or translucencyIntensityTexture is provided it takes precedence over thicknessTexture + useMaskFromThicknessTexture\r\n * * the green (red if useGltfStyleTextures = true) channel is the refraction intensity.\r\n * * the blue (alpha if useGltfStyleTextures = true) channel is the translucency intensity.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useMaskFromThicknessTexture: boolean = false;\r\n\r\n private _refractionIntensityTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the intensity of the refraction. If provided, it takes precedence over thicknessTexture + useMaskFromThicknessTexture\r\n * * the green (red if useGltfStyleTextures = true) channel is the refraction intensity.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public refractionIntensityTexture: Nullable<BaseTexture> = null;\r\n\r\n private _translucencyIntensityTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the intensity of the translucency. If provided, it takes precedence over thicknessTexture + useMaskFromThicknessTexture\r\n * * the blue (alpha if useGltfStyleTextures = true) channel is the translucency intensity.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public translucencyIntensityTexture: Nullable<BaseTexture> = null;\r\n\r\n /**\r\n * Defines the translucency tint of the material.\r\n * If not set, the tint color will be used instead.\r\n */\r\n @serializeAsColor3()\r\n public translucencyColor: Nullable<Color3> = null;\r\n\r\n private _translucencyColorTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Defines the translucency tint color of the material as a texture.\r\n * This is multiplied against the translucency color to add variety and realism to the material.\r\n * If translucencyColor is not set, the tint color will be used instead.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public translucencyColorTexture: Nullable<BaseTexture> = null;\r\n\r\n private _useGltfStyleTextures = true;\r\n /**\r\n * Use channels layout used by glTF:\r\n * * thicknessTexture: the green (instead of red) channel is the thickness\r\n * * thicknessTexture/refractionIntensityTexture: the red (instead of green) channel is the refraction intensity\r\n * * thicknessTexture/translucencyIntensityTexture: the alpha (instead of blue) channel is the translucency intensity\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useGltfStyleTextures: boolean = true;\r\n\r\n /**\r\n * This property only exists for backward compatibility reasons.\r\n * Set it to true if your rendering in 8.0+ is different from that in 7 when you use sub-surface properties (transmission, refraction, etc.). Default is false.\r\n * Note however that the PBR calculation is wrong when this property is set to true, so only use it if you want to mimic the 7.0 behavior.\r\n */\r\n @serialize()\r\n public applyAlbedoAfterSubSurface = PBRSubSurfaceConfiguration.DEFAULT_APPLY_ALBEDO_AFTERSUBSURFACE;\r\n\r\n /**\r\n * This property only exists for backward compatibility reasons.\r\n * Set it to true if your rendering in 8.0+ is different from that in 7 when you use sub-surface translucency. Default is false.\r\n */\r\n @serialize()\r\n public legacyTranslucency = PBRSubSurfaceConfiguration.DEFAULT_LEGACY_TRANSLUCENCY;\r\n\r\n /**\r\n * Keeping for backward compatibility... Should not be used anymore. It has been replaced by\r\n * the property with the correct spelling.\r\n * @see legacyTranslucency\r\n */\r\n public get legacyTransluceny(): boolean {\r\n return this.legacyTranslucency;\r\n }\r\n public set legacyTransluceny(value: boolean) {\r\n this.legacyTranslucency = value;\r\n }\r\n\r\n private _scene: Scene;\r\n\r\n /** @internal */\r\n private _internalMarkAllSubMeshesAsTexturesDirty: () => void;\r\n private _internalMarkScenePrePassDirty: () => void;\r\n\r\n /** @internal */\r\n public _markAllSubMeshesAsTexturesDirty(): void {\r\n this._enable(this._isRefractionEnabled || this._isTranslucencyEnabled || this._isScatteringEnabled);\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n }\r\n /** @internal */\r\n public _markScenePrePassDirty(): void {\r\n this._enable(this._isRefractionEnabled || this._isTranslucencyEnabled || this._isScatteringEnabled);\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n this._internalMarkScenePrePassDirty();\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the plugin is compatible with a given shader language.\r\n * @returns true if the plugin is compatible with the shader language\r\n */\r\n public override isCompatible(): boolean {\r\n return true;\r\n }\r\n\r\n constructor(material: PBRBaseMaterial, addToPluginList = true) {\r\n super(material, \"PBRSubSurface\", 130, new MaterialSubSurfaceDefines(), addToPluginList);\r\n\r\n this._scene = material.getScene();\r\n this.registerForExtraEvents = true;\r\n\r\n this._internalMarkAllSubMeshesAsTexturesDirty = material._dirtyCallbacks[Constants.MATERIAL_TextureDirtyFlag];\r\n this._internalMarkScenePrePassDirty = material._dirtyCallbacks[Constants.MATERIAL_PrePassDirtyFlag];\r\n }\r\n\r\n public override isReadyForSubMesh(defines: MaterialSubSurfaceDefines, scene: Scene): boolean {\r\n if (!this._isRefractionEnabled && !this._isTranslucencyEnabled && !this._isScatteringEnabled) {\r\n return true;\r\n }\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n if (!this._thicknessTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n\r\n if (this._translucencyColorTexture && MaterialFlags.TranslucencyColorTextureEnabled) {\r\n if (!this._translucencyColorTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n\r\n if (this._translucencyIntensityTexture && MaterialFlags.TranslucencyIntensityTextureEnabled) {\r\n if (!this._translucencyIntensityTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n\r\n const refractionTexture = this._getRefractionTexture(scene);\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n if (!refractionTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public override prepareDefinesBeforeAttributes(defines: MaterialSubSurfaceDefines, scene: Scene): void {\r\n if (!this._isRefractionEnabled && !this._isTranslucencyEnabled && !this._isScatteringEnabled) {\r\n defines.SUBSURFACE = false;\r\n defines.SS_DISPERSION = false;\r\n defines.SS_TRANSLUCENCY = false;\r\n defines.SS_SCATTERING = false;\r\n defines.SS_REFRACTION = false;\r\n defines.SS_REFRACTION_USE_INTENSITY_FROM_THICKNESS = false;\r\n defines.SS_TRANSLUCENCY_USE_INTENSITY_FROM_THICKNESS = false;\r\n defines.SS_THICKNESSANDMASK_TEXTURE = false;\r\n defines.SS_THICKNESSANDMASK_TEXTUREDIRECTUV = 0;\r\n defines.SS_HAS_THICKNESS = false;\r\n defines.SS_REFRACTIONINTENSITY_TEXTURE = false;\r\n defines.SS_REFRACTIONINTENSITY_TEXTUREDIRECTUV = 0;\r\n defines.SS_TRANSLUCENCYINTENSITY_TEXTURE = false;\r\n defines.SS_TRANSLUCENCYINTENSITY_TEXTUREDIRECTUV = 0;\r\n defines.SS_REFRACTIONMAP_3D = false;\r\n defines.SS_REFRACTIONMAP_OPPOSITEZ = false;\r\n defines.SS_LODINREFRACTIONALPHA = false;\r\n defines.SS_GAMMAREFRACTION = false;\r\n defines.SS_RGBDREFRACTION = false;\r\n defines.SS_LINEARSPECULARREFRACTION = false;\r\n defines.SS_LINKREFRACTIONTOTRANSPARENCY = false;\r\n defines.SS_ALBEDOFORREFRACTIONTINT = false;\r\n defines.SS_ALBEDOFORTRANSLUCENCYTINT = false;\r\n defines.SS_USE_LOCAL_REFRACTIONMAP_CUBIC = false;\r\n defines.SS_USE_THICKNESS_AS_DEPTH = false;\r\n defines.SS_USE_GLTF_TEXTURES = false;\r\n defines.SS_TRANSLUCENCYCOLOR_TEXTURE = false;\r\n defines.SS_TRANSLUCENCYCOLOR_TEXTUREDIRECTUV = 0;\r\n defines.SS_TRANSLUCENCYCOLOR_TEXTURE_GAMMA = false;\r\n defines.SS_APPLY_ALBEDO_AFTER_SUBSURFACE = false;\r\n return;\r\n }\r\n\r\n if (defines._areTexturesDirty) {\r\n defines.SUBSURFACE = true;\r\n\r\n defines.SS_DISPERSION = this._isDispersionEnabled;\r\n defines.SS_TRANSLUCENCY = this._isTranslucencyEnabled;\r\n defines.SS_TRANSLUCENCY_USE_INTENSITY_FROM_THICKNESS = false;\r\n defines.SS_TRANSLUCENCY_LEGACY = this.legacyTranslucency;\r\n defines.SS_SCATTERING = this._isScatteringEnabled;\r\n defines.SS_THICKNESSANDMASK_TEXTURE = false;\r\n defines.SS_REFRACTIONINTENSITY_TEXTURE = false;\r\n defines.SS_TRANSLUCENCYINTENSITY_TEXTURE = false;\r\n defines.SS_HAS_THICKNESS = false;\r\n defines.SS_USE_GLTF_TEXTURES = false;\r\n defines.SS_REFRACTION = false;\r\n defines.SS_REFRACTION_USE_INTENSITY_FROM_THICKNESS = false;\r\n defines.SS_REFRACTIONMAP_3D = false;\r\n defines.SS_GAMMAREFRACTION = false;\r\n defines.SS_RGBDREFRACTION = false;\r\n defines.SS_LINEARSPECULARREFRACTION = false;\r\n defines.SS_REFRACTIONMAP_OPPOSITEZ = false;\r\n defines.SS_LODINREFRACTIONALPHA = false;\r\n defines.SS_LINKREFRACTIONTOTRANSPARENCY = false;\r\n defines.SS_ALBEDOFORREFRACTIONTINT = false;\r\n defines.SS_ALBEDOFORTRANSLUCENCYTINT = false;\r\n defines.SS_USE_LOCAL_REFRACTIONMAP_CUBIC = false;\r\n defines.SS_USE_THICKNESS_AS_DEPTH = false;\r\n defines.SS_TRANSLUCENCYCOLOR_TEXTURE = false;\r\n defines.SS_APPLY_ALBEDO_AFTER_SUBSURFACE = this.applyAlbedoAfterSubSurface;\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n PrepareDefinesForMergedUV(this._thicknessTexture, defines, \"SS_THICKNESSANDMASK_TEXTURE\");\r\n }\r\n\r\n if (this._refractionIntensityTexture && MaterialFlags.RefractionIntensityTextureEnabled) {\r\n PrepareDefinesForMergedUV(this._refractionIntensityTexture, defines, \"SS_REFRACTIONINTENSITY_TEXTURE\");\r\n }\r\n\r\n if (this._translucencyIntensityTexture && MaterialFlags.TranslucencyIntensityTextureEnabled) {\r\n PrepareDefinesForMergedUV(this._translucencyIntensityTexture, defines, \"SS_TRANSLUCENCYINTENSITY_TEXTURE\");\r\n }\r\n\r\n if (this._translucencyColorTexture && MaterialFlags.TranslucencyColorTextureEnabled) {\r\n PrepareDefinesForMergedUV(this._translucencyColorTexture, defines, \"SS_TRANSLUCENCYCOLOR_TEXTURE\");\r\n defines.SS_TRANSLUCENCYCOLOR_TEXTURE_GAMMA = this._translucencyColorTexture.gammaSpace;\r\n }\r\n }\r\n }\r\n\r\n defines.SS_HAS_THICKNESS = this.maximumThickness - this.minimumThickness !== 0.0;\r\n defines.SS_USE_GLTF_TEXTURES = this._useGltfStyleTextures;\r\n defines.SS_REFRACTION_USE_INTENSITY_FROM_THICKNESS = this._useMaskFromThicknessTexture && !this._refractionIntensityTexture;\r\n defines.SS_TRANSLUCENCY_USE_INTENSITY_FROM_THICKNESS = this._useMaskFromThicknessTexture && !this._translucencyIntensityTexture;\r\n\r\n if (this._isRefractionEnabled) {\r\n if (scene.texturesEnabled) {\r\n const refractionTexture = this._getRefractionTexture(scene);\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n defines.SS_REFRACTION = true;\r\n defines.SS_REFRACTIONMAP_3D = refractionTexture.isCube;\r\n defines.SS_GAMMAREFRACTION = refractionTexture.gammaSpace;\r\n defines.SS_RGBDREFRACTION = refractionTexture.isRGBD;\r\n defines.SS_LINEARSPECULARREFRACTION = refractionTexture.linearSpecularLOD;\r\n defines.SS_REFRACTIONMAP_OPPOSITEZ = this._scene.useRightHandedSystem && refractionTexture.isCube ? !refractionTexture.invertZ : refractionTexture.invertZ;\r\n defines.SS_LODINREFRACTIONALPHA = refractionTexture.lodLevelInAlpha;\r\n defines.SS_LINKREFRACTIONTOTRANSPARENCY = this._linkRefractionWithTransparency;\r\n defines.SS_ALBEDOFORREFRACTIONTINT = this.useAlbedoToTintRefraction;\r\n defines.SS_USE_LOCAL_REFRACTIONMAP_CUBIC = refractionTexture.isCube && (<any>refractionTexture).boundingBoxSize;\r\n defines.SS_USE_THICKNESS_AS_DEPTH = this.useThicknessAsDepth;\r\n }\r\n }\r\n }\r\n\r\n if (this._isTranslucencyEnabled) {\r\n defines.SS_ALBEDOFORTRANSLUCENCYTINT = this.useAlbedoToTintTranslucency;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Binds the material data (this function is called even if mustRebind() returns false)\r\n * @param uniformBuffer defines the Uniform buffer to fill in.\r\n * @param scene defines the scene the material belongs to.\r\n * @param engine defines the engine the material belongs to.\r\n * @param subMesh the submesh to bind data for\r\n */\r\n public override hardBindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, subMesh: SubMesh): void {\r\n if (!this._isRefractionEnabled && !this._isTranslucencyEnabled && !this._isScatteringEnabled) {\r\n return;\r\n }\r\n\r\n // If min/max thickness is 0, avoid decompising to determine the scaled thickness (it's always zero).\r\n if (this.maximumThickness === 0.0 && this.minimumThickness === 0.0) {\r\n uniformBuffer.updateFloat2(\"vThicknessParam\", 0, 0);\r\n } else {\r\n subMesh.getRenderingMesh().getWorldMatrix().decompose(TmpVectors.Vector3[0]);\r\n const thicknessScale = Math.max(Math.abs(TmpVectors.Vector3[0].x), Math.abs(TmpVectors.Vector3[0].y), Math.abs(TmpVectors.Vector3[0].z));\r\n uniformBuffer.updateFloat2(\"vThicknessParam\", this.minimumThickness * thicknessScale, (this.maximumThickness - this.minimumThickness) * thicknessScale);\r\n }\r\n }\r\n\r\n public override bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, subMesh: SubMesh): void {\r\n if (!this._isRefractionEnabled && !this._isTranslucencyEnabled && !this._isScatteringEnabled) {\r\n return;\r\n }\r\n\r\n const defines = subMesh.materialDefines as unknown as MaterialSubSurfaceDefines;\r\n\r\n const isFrozen = this._material.isFrozen;\r\n const realTimeFiltering = this._material.realTimeFiltering;\r\n const lodBasedMicrosurface = defines.LODBASEDMICROSFURACE;\r\n\r\n const refractionTexture = this._getRefractionTexture(scene);\r\n\r\n if (!uniformBuffer.useUbo || !isFrozen || !uniformBuffer.isSync) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n uniformBuffer.updateFloat2(\"vThicknessInfos\", this._thicknessTexture.coordinatesIndex, this._thicknessTexture.level);\r\n BindTextureMatrix(this._thicknessTexture, uniformBuffer, \"thickness\");\r\n }\r\n\r\n if (this._refractionIntensityTexture && MaterialFlags.RefractionIntensityTextureEnabled && defines.SS_REFRACTIONINTENSITY_TEXTURE) {\r\n uniformBuffer.updateFloat2(\"vRefractionIntensityInfos\", this._refractionIntensityTexture.coordinatesIndex, this._refractionIntensityTexture.level);\r\n BindTextureMatrix(this._refractionIntensityTexture, uniformBuffer, \"refractionIntensity\");\r\n }\r\n\r\n if (this._translucencyColorTexture && MaterialFlags.TranslucencyColorTextureEnabled && defines.SS_TRANSLUCENCYCOLOR_TEXTURE) {\r\n uniformBuffer.updateFloat2(\"vTranslucencyColorInfos\", this._translucencyColorTexture.coordinatesIndex, this._translucencyColorTexture.level);\r\n BindTextureMatrix(this._translucencyColorTexture, uniformBuffer, \"translucencyColor\");\r\n }\r\n\r\n if (this._translucencyIntensityTexture && MaterialFlags.TranslucencyIntensityTextureEnabled && defines.SS_TRANSLUCENCYINTENSITY_TEXTURE) {\r\n uniformBuffer.updateFloat2(\"vTranslucencyIntensityInfos\", this._translucencyIntensityTexture.coordinatesIndex, this._translucencyIntensityTexture.level);\r\n BindTextureMatrix(this._translucencyIntensityTexture, uniformBuffer, \"translucencyIntensity\");\r\n }\r\n\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n uniformBuffer.updateMatrix(\"refractionMatrix\", refractionTexture.getRefractionTextureMatrix());\r\n\r\n let depth = 1.0;\r\n if (!refractionTexture.isCube) {\r\n if ((<any>refractionTexture).depth) {\r\n depth = (<any>refractionTexture).depth;\r\n }\r\n }\r\n\r\n const width = refractionTexture.getSize().width;\r\n const refractionIor = this.volumeIndexOfRefraction;\r\n uniformBuffer.updateFloat4(\"vRefractionInfos\", refractionTexture.level, 1 / refractionIor, depth, this._invertRefractionY ? -1 : 1);\r\n uniformBuffer.updateFloat4(\r\n \"vRefractionMicrosurfaceInfos\",\r\n width,\r\n refractionTexture.lodGenerationScale,\r\n refractionTexture.lodGenerationOffset,\r\n 1.0 / this.indexOfRefraction\r\n );\r\n\r\n if (realTimeFiltering) {\r\n uniformBuffer.updateFloat2(\"vRefractionFilteringInfo\", width, Math.log2(width));\r\n }\r\n\r\n if ((<any>refractionTexture).boundingBoxSize) {\r\n const cubeTexture = <CubeTexture>refractionTexture;\r\n\r\n uniformBuffer.updateVector3(\"vRefractionPosition\", cubeTexture.boundingBoxPosition);\r\n uniformBuffer.updateVector3(\"vRefractionSize\", cubeTexture.boundingBoxSize);\r\n }\r\n }\r\n\r\n if (this._isScatteringEnabled) {\r\n uniformBuffer.updateFloat(\"scatteringDiffusionProfile\", this._scatteringDiffusionProfileIndex);\r\n }\r\n uniformBuffer.updateColor3(\"vDiffusionDistance\", this.diffusionDistance);\r\n\r\n uniformBuffer.updateFloat4(\"vTintColor\", this.tintColor.r, this.tintColor.g, this.tintColor.b, Math.max(0.00001, this.tintColorAtDistance));\r\n uniformBuffer.updateColor4(\"vTranslucencyColor\", this.translucencyColor ?? this.tintColor, 0);\r\n\r\n uniformBuffer.updateFloat3(\"vSubSurfaceIntensity\", this.refractionIntensity, this.translucencyIntensity, 0);\r\n\r\n uniformBuffer.updateFloat(\"dispersion\", this.dispersion);\r\n }\r\n\r\n // Textures\r\n if (scene.texturesEnabled) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n uniformBuffer.setTexture(\"thicknessSampler\", this._thicknessTexture);\r\n }\r\n\r\n if (this._refractionIntensityTexture && MaterialFlags.RefractionIntensityTextureEnabled && defines.SS_REFRACTIONINTENSITY_TEXTURE) {\r\n uniformBuffer.setTexture(\"refractionIntensitySampler\", this._refractionIntensityTexture);\r\n }\r\n\r\n if (this._translucencyIntensityTexture && MaterialFlags.TranslucencyIntensityTextureEnabled && defines.SS_TRANSLUCENCYINTENSITY_TEXTURE) {\r\n uniformBuffer.setTexture(\"translucencyIntensitySampler\", this._translucencyIntensityTexture);\r\n }\r\n\r\n if (this._translucencyColorTexture && MaterialFlags.TranslucencyColorTextureEnabled && defines.SS_TRANSLUCENCYCOLOR_TEXTURE) {\r\n uniformBuffer.setTexture(\"translucencyColorSampler\", this._translucencyColorTexture);\r\n }\r\n\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n if (lodBasedMicrosurface) {\r\n uniformBuffer.setTexture(\"refractionSampler\", refractionTexture);\r\n } else {\r\n uniformBuffer.setTexture(\"refractionSampler\", refractionTexture._lodTextureMid || refractionTexture);\r\n uniformBuffer.setTexture(\"refractionSamplerLow\", refractionTexture._lodTextureLow || refractionTexture);\r\n uniformBuffer.setTexture(\"refractionSamplerHigh\", refractionTexture._lodTextureHigh || refractionTexture);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Returns the texture used for refraction or null if none is used.\r\n * @param scene defines the scene the material belongs to.\r\n * @returns - Refraction texture if present. If no refraction texture and refraction\r\n * is linked with transparency, returns environment texture. Otherwise, returns null.\r\n */\r\n private _getRefractionTexture(scene: Scene): Nullable<BaseTexture> {\r\n if (this._refractionTexture) {\r\n return this._refractionTexture;\r\n }\r\n\r\n if (this._isRefractionEnabled) {\r\n return scene.environmentTexture;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Returns true if alpha blending should be disabled.\r\n */\r\n public get disableAlphaBlending(): boolean {\r\n return this._isRefractionEnabled && this._linkRefractionWithTransparency;\r\n }\r\n\r\n /**\r\n * Fills the list of render target textures.\r\n * @param renderTargets the list of render targets to update\r\n */\r\n public override fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void {\r\n if (MaterialFlags.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {\r\n renderTargets.push(<RenderTargetTexture>this._refractionTexture);\r\n }\r\n }\r\n\r\n public override hasTexture(texture: BaseTexture): boolean {\r\n if (this._thicknessTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._refractionTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._refractionIntensityTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._translucencyIntensityTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._translucencyColorTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public override hasRenderTargetTextures(): boolean {\r\n if (MaterialFlags.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public override getActiveTextures(activeTextures: BaseTexture[]): void {\r\n if (this._thicknessTexture) {\r\n activeTextures.push(this._thicknessTexture);\r\n }\r\n\r\n if (this._refractionTexture) {\r\n activeTextures.push(this._refractionTexture);\r\n }\r\n\r\n if (this._translucencyColorTexture) {\r\n activeTextures.push(this._translucencyColorTexture);\r\n }\r\n\r\n if (this._translucencyIntensityTexture) {\r\n activeTextures.push(this._translucencyIntensityTexture);\r\n }\r\n }\r\n\r\n public override getAnimatables(animatables: IAnimatable[]): void {\r\n if (this._thicknessTexture && this._thicknessTexture.animations && this._thicknessTexture.animations.length > 0) {\r\n animatables.push(this._thicknessTexture);\r\n }\r\n\r\n if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {\r\n animatables.push(this._refractionTexture);\r\n }\r\n\r\n if (this._translucencyColorTexture && this._translucencyColorTexture.animations && this._translucencyColorTexture.animations.length > 0) {\r\n animatables.push(this._translucencyColorTexture);\r\n }\r\n\r\n if (this._translucencyIntensityTexture && this._translucencyIntensityTexture.animations && this._translucencyIntensityTexture.animations.length > 0) {\r\n animatables.push(this._translucencyIntensityTexture);\r\n }\r\n }\r\n\r\n public override dispose(forceDisposeTextures?: boolean): void {\r\n if (forceDisposeTextures) {\r\n if (this._thicknessTexture) {\r\n this._thicknessTexture.dispose();\r\n }\r\n\r\n if (this._refractionTexture) {\r\n this._refractionTexture.dispose();\r\n }\r\n\r\n if (this._translucencyColorTexture) {\r\n this._translucencyColorTexture.dispose();\r\n }\r\n\r\n if (this._translucencyIntensityTexture) {\r\n this._translucencyIntensityTexture.dispose();\r\n }\r\n }\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"PBRSubSurfaceConfiguration\";\r\n }\r\n\r\n public override addFallbacks(defines: MaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number {\r\n if (defines.SS_SCATTERING) {\r\n fallbacks.addFallback(currentRank++, \"SS_SCATTERING\");\r\n }\r\n if (defines.SS_TRANSLUCENCY) {\r\n fallbacks.addFallback(currentRank++, \"SS_TRANSLUCENCY\");\r\n }\r\n return currentRank;\r\n }\r\n\r\n public override getSamplers(samplers: string[]): void {\r\n samplers.push(\r\n \"thicknessSampler\",\r\n \"refractionIntensitySampler\",\r\n \"translucencyIntensitySampler\",\r\n \"refractionSampler\",\r\n \"refractionSamplerLow\",\r\n \"refractionSamplerHigh\",\r\n \"translucencyColorSampler\"\r\n );\r\n }\r\n\r\n public override getUniforms(): { ubo?: Array<{ name: string; size: number; type: string }>; vertex?: string; fragment?: string } {\r\n return {\r\n ubo: [\r\n { name: \"vRefractionMicrosurfaceInfos\", size: 4, type: \"vec4\" },\r\n { name: \"vRefractionFilteringInfo\", size: 2, type: \"vec2\" },\r\n { name: \"vTranslucencyIntensityInfos\", size: 2, type: \"vec2\" },\r\n { name: \"vRefractionInfos\", size: 4, type: \"vec4\" },\r\n { name: \"refractionMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"vThicknessInfos\", size: 2, type: \"vec2\" },\r\n { name: \"vRefractionIntensityInfos\", size: 2, type: \"vec2\" },\r\n { name: \"thicknessMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"refractionIntensityMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"translucencyIntensityMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"vThicknessParam\", size: 2, type: \"vec2\" },\r\n { name: \"vDiffusionDistance\", size: 3, type: \"vec3\" },\r\n { name: \"vTintColor\", size: 4, type: \"vec4\" },\r\n { name: \"vSubSurfaceIntensity\", size: 3, type: \"vec3\" },\r\n { name: \"vRefractionPosition\", size: 3, type: \"vec3\" },\r\n { name: \"vRefractionSize\", size: 3, type: \"vec3\" },\r\n { name: \"scatteringDiffusionProfile\", size: 1, type: \"float\" },\r\n { name: \"dispersion\", size: 1, type: \"float\" },\r\n\r\n { name: \"vTranslucencyColor\", size: 4, type: \"vec4\" },\r\n { name: \"vTranslucencyColorInfos\", size: 2, type: \"vec2\" },\r\n { name: \"translucencyColorMatrix\", size: 16, type: \"mat4\" },\r\n ],\r\n };\r\n }\r\n}\r\n"]}
@@ -2875,6 +2875,20 @@ export declare class Quaternion implements Tensor<Tuple<number, 4>, Quaternion>,
2875
2875
  * @returns the dot product
2876
2876
  */
2877
2877
  dot(other: DeepImmutable<this>): number;
2878
+ /**
2879
+ * Converts the current quaternion to an axis angle representation
2880
+ * @returns the axis and angle in radians
2881
+ */
2882
+ toAxisAngle(): {
2883
+ axis: Vector3;
2884
+ angle: number;
2885
+ };
2886
+ /**
2887
+ * Converts the current quaternion to an axis angle representation
2888
+ * @param axis defines the target axis vector
2889
+ * @returns the angle in radians
2890
+ */
2891
+ toAxisAngleToRef<T extends Vector3>(axis: T): number;
2878
2892
  /**
2879
2893
  * Creates a new quaternion from a rotation matrix
2880
2894
  * Example Playground https://playground.babylonjs.com/#L49EJ7#101
@@ -1,4 +1,6 @@
1
- import type { Vector2, Vector3, Vector4 } from "./math.vector.js";
1
+ import type { DeepImmutable } from "../types.js";
2
+ import type { Vector2, Vector4 } from "./math.vector.js";
3
+ import { Quaternion, Vector3 } from "./math.vector.js";
2
4
  /**
3
5
  * Creates a string representation of the Vector2
4
6
  * @param vector defines the Vector2 to stringify
@@ -20,3 +22,25 @@ export declare function Vector3ToFixed(vector: Vector3, decimalCount: number): s
20
22
  * @returns a string with the Vector4 coordinates.
21
23
  */
22
24
  export declare function Vector4ToFixed(vector: Vector4, decimalCount: number): string;
25
+ /**
26
+ * Returns the angle in radians between two quaternions
27
+ * @param q1 defines the first quaternion
28
+ * @param q2 defines the second quaternion
29
+ * @returns the angle in radians between the two quaternions
30
+ */
31
+ export declare function GetAngleBetweenQuaternions(q1: DeepImmutable<Quaternion>, q2: DeepImmutable<Quaternion>): number;
32
+ /**
33
+ * Creates a quaternion from two direction vectors
34
+ * @param a defines the first direction vector
35
+ * @param b defines the second direction vector
36
+ * @returns the target quaternion
37
+ */
38
+ export declare function GetQuaternionFromDirections<T extends Vector3>(a: T, b: T): Quaternion;
39
+ /**
40
+ * Creates a quaternion from two direction vectors
41
+ * @param a defines the first direction vector
42
+ * @param b defines the second direction vector
43
+ * @param result defines the target quaternion
44
+ * @returns the target quaternion
45
+ */
46
+ export declare function GetQuaternionFromDirectionsToRef<T extends Vector3, ResultT extends Quaternion>(a: T, b: T, result: ResultT): ResultT;
@@ -1,3 +1,5 @@
1
+ import { Clamp } from "./math.scalar.functions.js";
2
+ import { Quaternion, Vector3 } from "./math.vector.js";
1
3
  /**
2
4
  * Creates a string representation of the Vector2
3
5
  * @param vector defines the Vector2 to stringify
@@ -25,4 +27,37 @@ export function Vector3ToFixed(vector, decimalCount) {
25
27
  export function Vector4ToFixed(vector, decimalCount) {
26
28
  return `{X: ${vector.x.toFixed(decimalCount)} Y: ${vector.y.toFixed(decimalCount)} Z: ${vector.z.toFixed(decimalCount)} W: ${vector.w.toFixed(decimalCount)}}`;
27
29
  }
30
+ /**
31
+ * Returns the angle in radians between two quaternions
32
+ * @param q1 defines the first quaternion
33
+ * @param q2 defines the second quaternion
34
+ * @returns the angle in radians between the two quaternions
35
+ */
36
+ export function GetAngleBetweenQuaternions(q1, q2) {
37
+ return Math.acos(Clamp(Quaternion.Dot(q1, q2))) * 2;
38
+ }
39
+ /**
40
+ * Creates a quaternion from two direction vectors
41
+ * @param a defines the first direction vector
42
+ * @param b defines the second direction vector
43
+ * @returns the target quaternion
44
+ */
45
+ export function GetQuaternionFromDirections(a, b) {
46
+ const result = new Quaternion();
47
+ GetQuaternionFromDirectionsToRef(a, b, result);
48
+ return result;
49
+ }
50
+ /**
51
+ * Creates a quaternion from two direction vectors
52
+ * @param a defines the first direction vector
53
+ * @param b defines the second direction vector
54
+ * @param result defines the target quaternion
55
+ * @returns the target quaternion
56
+ */
57
+ export function GetQuaternionFromDirectionsToRef(a, b, result) {
58
+ const axis = Vector3.Cross(a, b);
59
+ const angle = Math.acos(Clamp(Vector3.Dot(a, b), -1, 1));
60
+ Quaternion.RotationAxisToRef(axis, angle, result);
61
+ return result;
62
+ }
28
63
  //# sourceMappingURL=math.vector.functions.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"math.vector.functions.js","sourceRoot":"","sources":["../../../../dev/core/src/Maths/math.vector.functions.ts"],"names":[],"mappings":"AAEA;;;;;GAKG;AACH,MAAM,UAAU,cAAc,CAAC,MAAe,EAAE,YAAoB;IAChE,OAAO,OAAO,MAAM,CAAC,CAAC,CAAC,OAAO,CAAC,YAAY,CAAC,OAAO,MAAM,CAAC,CAAC,CAAC,OAAO,CAAC,YAAY,CAAC,GAAG,CAAC;AACzF,CAAC;AAED;;;;;GAKG;AACH,MAAM,UAAU,cAAc,CAAC,MAAe,EAAE,YAAoB;IAChE,OAAO,OAAO,MAAM,CAAC,EAAE,CAAC,OAAO,CAAC,YAAY,CAAC,OAAO,MAAM,CAAC,EAAE,CAAC,OAAO,CAAC,YAAY,CAAC,OAAO,MAAM,CAAC,EAAE,CAAC,OAAO,CAAC,YAAY,CAAC,GAAG,CAAC;AACjI,CAAC;AAED;;;;;GAKG;AACH,MAAM,UAAU,cAAc,CAAC,MAAe,EAAE,YAAoB;IAChE,OAAO,OAAO,MAAM,CAAC,CAAC,CAAC,OAAO,CAAC,YAAY,CAAC,OAAO,MAAM,CAAC,CAAC,CAAC,OAAO,CAAC,YAAY,CAAC,OAAO,MAAM,CAAC,CAAC,CAAC,OAAO,CAAC,YAAY,CAAC,OAAO,MAAM,CAAC,CAAC,CAAC,OAAO,CAAC,YAAY,CAAC,GAAG,CAAC;AACnK,CAAC","sourcesContent":["import type { Vector2, Vector3, Vector4 } from \"./math.vector\";\r\n\r\n/**\r\n * Creates a string representation of the Vector2\r\n * @param vector defines the Vector2 to stringify\r\n * @param decimalCount defines the number of decimals to use\r\n * @returns a string with the Vector2 coordinates.\r\n */\r\nexport function Vector2ToFixed(vector: Vector2, decimalCount: number): string {\r\n return `{X: ${vector.x.toFixed(decimalCount)} Y: ${vector.y.toFixed(decimalCount)}}`;\r\n}\r\n\r\n/**\r\n * Creates a string representation of the Vector3\r\n * @param vector defines the Vector3 to stringify\r\n * @param decimalCount defines the number of decimals to use\r\n * @returns a string with the Vector3 coordinates.\r\n */\r\nexport function Vector3ToFixed(vector: Vector3, decimalCount: number): string {\r\n return `{X: ${vector._x.toFixed(decimalCount)} Y: ${vector._y.toFixed(decimalCount)} Z: ${vector._z.toFixed(decimalCount)}}`;\r\n}\r\n\r\n/**\r\n * Creates a string representation of the Vector4\r\n * @param vector defines the Vector4 to stringify\r\n * @param decimalCount defines the number of decimals to use\r\n * @returns a string with the Vector4 coordinates.\r\n */\r\nexport function Vector4ToFixed(vector: Vector4, decimalCount: number): string {\r\n return `{X: ${vector.x.toFixed(decimalCount)} Y: ${vector.y.toFixed(decimalCount)} Z: ${vector.z.toFixed(decimalCount)} W: ${vector.w.toFixed(decimalCount)}}`;\r\n}\r\n"]}
1
+ {"version":3,"file":"math.vector.functions.js","sourceRoot":"","sources":["../../../../dev/core/src/Maths/math.vector.functions.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,KAAK,EAAE,MAAM,yBAAyB,CAAC;AAEhD,OAAO,EAAE,UAAU,EAAE,OAAO,EAAE,MAAM,eAAe,CAAC;AAEpD;;;;;GAKG;AACH,MAAM,UAAU,cAAc,CAAC,MAAe,EAAE,YAAoB;IAChE,OAAO,OAAO,MAAM,CAAC,CAAC,CAAC,OAAO,CAAC,YAAY,CAAC,OAAO,MAAM,CAAC,CAAC,CAAC,OAAO,CAAC,YAAY,CAAC,GAAG,CAAC;AACzF,CAAC;AAED;;;;;GAKG;AACH,MAAM,UAAU,cAAc,CAAC,MAAe,EAAE,YAAoB;IAChE,OAAO,OAAO,MAAM,CAAC,EAAE,CAAC,OAAO,CAAC,YAAY,CAAC,OAAO,MAAM,CAAC,EAAE,CAAC,OAAO,CAAC,YAAY,CAAC,OAAO,MAAM,CAAC,EAAE,CAAC,OAAO,CAAC,YAAY,CAAC,GAAG,CAAC;AACjI,CAAC;AAED;;;;;GAKG;AACH,MAAM,UAAU,cAAc,CAAC,MAAe,EAAE,YAAoB;IAChE,OAAO,OAAO,MAAM,CAAC,CAAC,CAAC,OAAO,CAAC,YAAY,CAAC,OAAO,MAAM,CAAC,CAAC,CAAC,OAAO,CAAC,YAAY,CAAC,OAAO,MAAM,CAAC,CAAC,CAAC,OAAO,CAAC,YAAY,CAAC,OAAO,MAAM,CAAC,CAAC,CAAC,OAAO,CAAC,YAAY,CAAC,GAAG,CAAC;AACnK,CAAC;AAED;;;;;GAKG;AACH,MAAM,UAAU,0BAA0B,CAAC,EAA6B,EAAE,EAA6B;IACnG,OAAO,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,UAAU,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;AACxD,CAAC;AAED;;;;;GAKG;AACH,MAAM,UAAU,2BAA2B,CAAoB,CAAI,EAAE,CAAI;IACrE,MAAM,MAAM,GAAG,IAAI,UAAU,EAAE,CAAC;IAChC,gCAAgC,CAAC,CAAC,EAAE,CAAC,EAAE,MAAM,CAAC,CAAC;IAC/C,OAAO,MAAM,CAAC;AAClB,CAAC;AAED;;;;;;GAMG;AACH,MAAM,UAAU,gCAAgC,CAAgD,CAAI,EAAE,CAAI,EAAE,MAAe;IACvH,MAAM,IAAI,GAAG,OAAO,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;IACjC,MAAM,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IACzD,UAAU,CAAC,iBAAiB,CAAC,IAAI,EAAE,KAAK,EAAE,MAAM,CAAC,CAAC;IAClD,OAAO,MAAM,CAAC;AAClB,CAAC","sourcesContent":["import type { DeepImmutable } from \"../types\";\r\nimport { Clamp } from \"./math.scalar.functions\";\r\nimport type { Vector2, Vector4 } from \"./math.vector\";\r\nimport { Quaternion, Vector3 } from \"./math.vector\";\r\n\r\n/**\r\n * Creates a string representation of the Vector2\r\n * @param vector defines the Vector2 to stringify\r\n * @param decimalCount defines the number of decimals to use\r\n * @returns a string with the Vector2 coordinates.\r\n */\r\nexport function Vector2ToFixed(vector: Vector2, decimalCount: number): string {\r\n return `{X: ${vector.x.toFixed(decimalCount)} Y: ${vector.y.toFixed(decimalCount)}}`;\r\n}\r\n\r\n/**\r\n * Creates a string representation of the Vector3\r\n * @param vector defines the Vector3 to stringify\r\n * @param decimalCount defines the number of decimals to use\r\n * @returns a string with the Vector3 coordinates.\r\n */\r\nexport function Vector3ToFixed(vector: Vector3, decimalCount: number): string {\r\n return `{X: ${vector._x.toFixed(decimalCount)} Y: ${vector._y.toFixed(decimalCount)} Z: ${vector._z.toFixed(decimalCount)}}`;\r\n}\r\n\r\n/**\r\n * Creates a string representation of the Vector4\r\n * @param vector defines the Vector4 to stringify\r\n * @param decimalCount defines the number of decimals to use\r\n * @returns a string with the Vector4 coordinates.\r\n */\r\nexport function Vector4ToFixed(vector: Vector4, decimalCount: number): string {\r\n return `{X: ${vector.x.toFixed(decimalCount)} Y: ${vector.y.toFixed(decimalCount)} Z: ${vector.z.toFixed(decimalCount)} W: ${vector.w.toFixed(decimalCount)}}`;\r\n}\r\n\r\n/**\r\n * Returns the angle in radians between two quaternions\r\n * @param q1 defines the first quaternion\r\n * @param q2 defines the second quaternion\r\n * @returns the angle in radians between the two quaternions\r\n */\r\nexport function GetAngleBetweenQuaternions(q1: DeepImmutable<Quaternion>, q2: DeepImmutable<Quaternion>): number {\r\n return Math.acos(Clamp(Quaternion.Dot(q1, q2))) * 2;\r\n}\r\n\r\n/**\r\n * Creates a quaternion from two direction vectors\r\n * @param a defines the first direction vector\r\n * @param b defines the second direction vector\r\n * @returns the target quaternion\r\n */\r\nexport function GetQuaternionFromDirections<T extends Vector3>(a: T, b: T): Quaternion {\r\n const result = new Quaternion();\r\n GetQuaternionFromDirectionsToRef(a, b, result);\r\n return result;\r\n}\r\n\r\n/**\r\n * Creates a quaternion from two direction vectors\r\n * @param a defines the first direction vector\r\n * @param b defines the second direction vector\r\n * @param result defines the target quaternion\r\n * @returns the target quaternion\r\n */\r\nexport function GetQuaternionFromDirectionsToRef<T extends Vector3, ResultT extends Quaternion>(a: T, b: T, result: ResultT): ResultT {\r\n const axis = Vector3.Cross(a, b);\r\n const angle = Math.acos(Clamp(Vector3.Dot(a, b), -1, 1));\r\n Quaternion.RotationAxisToRef(axis, angle, result);\r\n return result;\r\n}\r\n"]}
@@ -4579,6 +4579,34 @@ export class Quaternion {
4579
4579
  dot(other) {
4580
4580
  return this._x * other._x + this._y * other._y + this._z * other._z + this._w * other._w;
4581
4581
  }
4582
+ /**
4583
+ * Converts the current quaternion to an axis angle representation
4584
+ * @returns the axis and angle in radians
4585
+ */
4586
+ toAxisAngle() {
4587
+ const axis = Vector3.Zero();
4588
+ const angle = this.toAxisAngleToRef(axis);
4589
+ return { axis, angle };
4590
+ }
4591
+ /**
4592
+ * Converts the current quaternion to an axis angle representation
4593
+ * @param axis defines the target axis vector
4594
+ * @returns the angle in radians
4595
+ */
4596
+ toAxisAngleToRef(axis) {
4597
+ let angle = 0;
4598
+ const sinHalfAngle = Math.sqrt(this._x * this._x + this._y * this._y + this._z * this._z);
4599
+ const cosHalfAngle = this._w;
4600
+ if (sinHalfAngle > 0) {
4601
+ angle = 2 * Math.atan2(sinHalfAngle, cosHalfAngle);
4602
+ axis.set(this._x / sinHalfAngle, this._y / sinHalfAngle, this._z / sinHalfAngle);
4603
+ }
4604
+ else {
4605
+ angle = 0;
4606
+ axis.set(1, 0, 0);
4607
+ }
4608
+ return angle;
4609
+ }
4582
4610
  // Statics
4583
4611
  /**
4584
4612
  * Creates a new quaternion from a rotation matrix