@babylonjs/core 8.14.0 → 8.14.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/AudioV2/abstractAudio/index.js +1 -1
- package/AudioV2/abstractAudio/index.js.map +1 -1
- package/AudioV2/audioUtils.js +12 -3
- package/AudioV2/audioUtils.js.map +1 -1
- package/AudioV2/index.js +1 -1
- package/AudioV2/index.js.map +1 -1
- package/Behaviors/index.js +1 -1
- package/Behaviors/index.js.map +1 -1
- package/Cameras/index.js +1 -1
- package/Cameras/index.js.map +1 -1
- package/Culling/index.js +1 -1
- package/Culling/index.js.map +1 -1
- package/Culling/ray.core.js +2 -2
- package/Culling/ray.core.js.map +1 -1
- package/Debug/skeletonViewer.d.ts +1 -1
- package/Debug/skeletonViewer.js.map +1 -1
- package/Engines/Processors/Expressions/index.js +1 -1
- package/Engines/Processors/Expressions/index.js.map +1 -1
- package/Engines/Processors/index.js +1 -1
- package/Engines/Processors/index.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/engine.d.ts +1 -1
- package/Engines/index.js +1 -1
- package/Engines/index.js.map +1 -1
- package/FlowGraph/Blocks/Data/index.js +3 -3
- package/FlowGraph/Blocks/Data/index.js.map +1 -1
- package/FlowGraph/Blocks/Execution/index.js +2 -2
- package/FlowGraph/Blocks/Execution/index.js.map +1 -1
- package/FlowGraph/Blocks/index.js +1 -1
- package/FlowGraph/Blocks/index.js.map +1 -1
- package/FlowGraph/index.js +2 -2
- package/FlowGraph/index.js.map +1 -1
- package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/fxaaPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/shadowGeneratorBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Teleport/teleportInBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Textures/clearBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/cullObjectsBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/elbowBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/executeBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/inputBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/outputBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/resourceContainerBlock.js.map +1 -1
- package/FrameGraph/Node/Types/nodeRenderGraphTypes.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraphBuildState.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraphConnectionPointCustomObject.js.map +1 -1
- package/FrameGraph/Passes/cullPass.js.map +1 -1
- package/FrameGraph/Passes/pass.js.map +1 -1
- package/FrameGraph/Passes/renderPass.js.map +1 -1
- package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
- package/FrameGraph/Tasks/Layers/glowLayerTask.js.map +1 -1
- package/FrameGraph/Tasks/Layers/highlightLayerTask.js.map +1 -1
- package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -1
- package/FrameGraph/Tasks/Misc/executeTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/anaglyphTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/blurTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/chromaticAberrationTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/extractHighlightsTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/fxaaTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/imageProcessingTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/motionBlurTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssrTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/copyToBackbufferColorTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/generateMipMapsTask.js.map +1 -1
- package/FrameGraph/frameGraph.js.map +1 -1
- package/FrameGraph/frameGraphContext.js.map +1 -1
- package/FrameGraph/frameGraphObjectList.js.map +1 -1
- package/FrameGraph/frameGraphRenderContext.js.map +1 -1
- package/FrameGraph/frameGraphRenderTarget.js.map +1 -1
- package/FrameGraph/frameGraphTask.js.map +1 -1
- package/FrameGraph/frameGraphTextureManager.js.map +1 -1
- package/FrameGraph/frameGraphTypes.js.map +1 -1
- package/FrameGraph/index.js +1 -1
- package/FrameGraph/index.js.map +1 -1
- package/Layers/thinHighlightLayer.js.map +1 -1
- package/Legacy/legacy.js +1 -1
- package/Legacy/legacy.js.map +1 -1
- package/Lights/index.js +1 -1
- package/Lights/index.js.map +1 -1
- package/Loading/index.js +1 -1
- package/Loading/index.js.map +1 -1
- package/Materials/Node/Blocks/index.js +1 -1
- package/Materials/Node/Blocks/index.js.map +1 -1
- package/Materials/Node/index.js +1 -1
- package/Materials/Node/index.js.map +1 -1
- package/Materials/Textures/Loaders/index.js +1 -1
- package/Materials/Textures/Loaders/index.js.map +1 -1
- package/Materials/Textures/index.js +1 -1
- package/Materials/Textures/index.js.map +1 -1
- package/Materials/index.js +1 -1
- package/Materials/index.js.map +1 -1
- package/Materials/materialHelper.geometryrendering.js.map +1 -1
- package/Maths/index.js +1 -1
- package/Maths/index.js.map +1 -1
- package/Maths/math.vector.d.ts +0 -4
- package/Maths/math.vector.js +1 -13
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/abstractMesh.hotSpot.js.map +1 -1
- package/Meshes/index.js +1 -1
- package/Meshes/index.js.map +1 -1
- package/Meshes/linesMesh.d.ts +7 -0
- package/Meshes/linesMesh.js +13 -0
- package/Meshes/linesMesh.js.map +1 -1
- package/Meshes/transformNode.d.ts +1 -0
- package/Meshes/transformNode.js +10 -2
- package/Meshes/transformNode.js.map +1 -1
- package/Misc/index.js +1 -1
- package/Misc/index.js.map +1 -1
- package/Misc/pressureObserverWrapper.js +4 -1
- package/Misc/pressureObserverWrapper.js.map +1 -1
- package/Misc/snapshotRenderingHelper.js.map +1 -1
- package/Misc/thinMinMaxReducer.js.map +1 -1
- package/Navigation/index.js +1 -1
- package/Navigation/index.js.map +1 -1
- package/Particles/IParticleSystem.js.map +1 -1
- package/Particles/Node/Blocks/index.d.ts +0 -1
- package/Particles/Node/Blocks/index.js +1 -2
- package/Particles/Node/Blocks/index.js.map +1 -1
- package/Particles/Node/Blocks/particleGradientBlock.d.ts +3 -0
- package/Particles/Node/Blocks/particleGradientBlock.js +20 -4
- package/Particles/Node/Blocks/particleGradientBlock.js.map +1 -1
- package/Particles/Node/Blocks/particleRandomBlock.js +1 -1
- package/Particles/Node/Blocks/particleRandomBlock.js.map +1 -1
- package/Particles/Node/index.js +1 -1
- package/Particles/Node/index.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.d.ts +2 -2
- package/Particles/Node/nodeParticleSystemSet.js +2 -2
- package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
- package/Particles/baseParticleSystem.js.map +1 -1
- package/Particles/gpuParticleSystem.js +5 -0
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/index.js +1 -1
- package/Particles/index.js.map +1 -1
- package/Particles/thinParticleSystem.js.map +1 -1
- package/Physics/index.js +1 -1
- package/Physics/index.js.map +1 -1
- package/Physics/v1/index.js +1 -1
- package/Physics/v1/index.js.map +1 -1
- package/Physics/v2/index.js +2 -2
- package/Physics/v2/index.js.map +1 -1
- package/Physics/v2/physicsBody.d.ts +0 -1
- package/Physics/v2/physicsBody.js +1 -2
- package/Physics/v2/physicsBody.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/thinSSRRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/index.js +1 -1
- package/PostProcesses/RenderPipeline/index.js.map +1 -1
- package/PostProcesses/index.js +1 -1
- package/PostProcesses/index.js.map +1 -1
- package/PostProcesses/thinAnaglyphPostProcess.js.map +1 -1
- package/PostProcesses/thinBlackAndWhitePostProcess.js.map +1 -1
- package/PostProcesses/thinBloomEffect.js.map +1 -1
- package/PostProcesses/thinBloomMergePostProcess.js.map +1 -1
- package/PostProcesses/thinBlurPostProcess.js.map +1 -1
- package/PostProcesses/thinChromaticAberrationPostProcess.js.map +1 -1
- package/PostProcesses/thinCircleOfConfusionPostProcess.js.map +1 -1
- package/PostProcesses/thinDepthOfFieldBlurPostProcess.js.map +1 -1
- package/PostProcesses/thinDepthOfFieldMergePostProcess.js.map +1 -1
- package/PostProcesses/thinExtractHighlightsPostProcess.js.map +1 -1
- package/PostProcesses/thinFXAAPostProcess.js.map +1 -1
- package/PostProcesses/thinGrainPostProcess.js.map +1 -1
- package/PostProcesses/thinImageProcessingPostProcess.js.map +1 -1
- package/PostProcesses/thinMotionBlurPostProcess.js.map +1 -1
- package/PostProcesses/thinPassPostProcess.js.map +1 -1
- package/PostProcesses/thinSSRBlurCombinerPostProcess.js.map +1 -1
- package/PostProcesses/thinSSRBlurPostProcess.js.map +1 -1
- package/PostProcesses/thinSSRPostProcess.js.map +1 -1
- package/PostProcesses/thinTAAPostProcess.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsPluginMaterial.js +1 -4
- package/Rendering/IBLShadows/iblShadowsPluginMaterial.js.map +1 -1
- package/Rendering/index.js +1 -1
- package/Rendering/index.js.map +1 -1
- package/Rendering/objectRenderer.js.map +1 -1
- package/Sprites/spriteManager.d.ts +6 -1
- package/Sprites/spriteManager.js +2 -0
- package/Sprites/spriteManager.js.map +1 -1
- package/Sprites/spriteSceneComponent.d.ts +14 -0
- package/Sprites/spriteSceneComponent.js +23 -0
- package/Sprites/spriteSceneComponent.js.map +1 -1
- package/XR/index.js +1 -1
- package/XR/index.js.map +1 -1
- package/index.js +1 -1
- package/index.js.map +1 -1
- package/package.json +1 -1
- package/Particles/Node/Blocks/randomRangeBlock.d.ts +0 -45
- package/Particles/Node/Blocks/randomRangeBlock.js +0 -151
- package/Particles/Node/Blocks/randomRangeBlock.js.map +0 -1
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@@ -2,6 +2,7 @@ import type { IDisposable, Scene } from "../scene.js";
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import type { Nullable } from "../types.js";
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import { Observable } from "../Misc/observable.js";
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import { Sprite } from "./sprite.js";
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import type { InternalSpriteAugmentedScene } from "./spriteSceneComponent.js";
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import { PickingInfo } from "../Collisions/pickingInfo.js";
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import type { Camera } from "../Cameras/camera.js";
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import { Texture } from "../Materials/Textures/texture.js";
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@@ -11,6 +12,10 @@ import type { Ray } from "../Culling/ray.js";
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* Defines the minimum interface to fulfill in order to be a sprite manager.
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*/
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export interface ISpriteManager extends IDisposable {
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/**
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* Gets or sets the unique id of the texture
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*/
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uniqueId: number;
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/**
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* Gets manager's name
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*/
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/**
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* Gets the hosting scene
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*/
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get scene():
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get scene(): InternalSpriteAugmentedScene;
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/**
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* Gets the capacity of the manager
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*/
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package/Sprites/spriteManager.js
CHANGED
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if (this._fromPacked) {
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this._makePacked(imgUrl, spriteJSON);
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}
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this._scene._onNewSpriteManagerAddedObservable?.notifyObservers(this);
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}
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/**
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* Returns the string "SpriteManager"
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@@ -466,6 +467,7 @@ export class SpriteManager {
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if (this._scene.spriteManagers) {
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const index = this._scene.spriteManagers.indexOf(this);
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this._scene.spriteManagers.splice(index, 1);
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this._scene._onSpriteManagerRemovedObservable?.notifyObservers(this);
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}
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// Callback
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this.onDisposeObservable.notifyObservers(this);
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@@ -1 +1 @@
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-
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type { IDisposable, Scene } from \"../scene\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Vector3, TmpVectors, Matrix } from \"../Maths/math.vector\";\r\nimport { Sprite } from \"./sprite\";\r\nimport { SpriteSceneComponent } from \"./spriteSceneComponent\";\r\nimport { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { WebRequest } from \"../Misc/webRequest\";\r\nimport type { SpriteRendererOptions } from \"./spriteRenderer\";\r\nimport { SpriteRenderer } from \"./spriteRenderer\";\r\nimport type { ThinSprite } from \"./thinSprite\";\r\nimport type { ISize } from \"../Maths/math.size\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport type { Ray } from \"../Culling/ray\";\r\n\r\n// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Reflect\r\ndeclare const Reflect: any;\r\n\r\n/**\r\n * Defines the minimum interface to fulfill in order to be a sprite manager.\r\n */\r\nexport interface ISpriteManager extends IDisposable {\r\n /**\r\n * Gets manager's name\r\n */\r\n name: string;\r\n\r\n /**\r\n * Restricts the camera to viewing objects with the same layerMask.\r\n * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0\r\n */\r\n layerMask: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true\r\n */\r\n isPickable: boolean;\r\n\r\n /**\r\n * Gets the hosting scene\r\n */\r\n scene: Scene;\r\n\r\n /**\r\n * Specifies the rendering group id for this mesh (0 by default)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/advanced/transparent_rendering#rendering-groups\r\n */\r\n renderingGroupId: number;\r\n\r\n /**\r\n * Defines the list of sprites managed by the manager.\r\n */\r\n sprites: Array<Sprite>;\r\n\r\n /**\r\n * Gets or sets the spritesheet texture\r\n */\r\n texture: Texture;\r\n\r\n /** Defines the default width of a cell in the spritesheet */\r\n cellWidth: number;\r\n /** Defines the default height of a cell in the spritesheet */\r\n cellHeight: number;\r\n\r\n /** @internal */\r\n _wasDispatched: boolean;\r\n\r\n /**\r\n * Tests the intersection of a sprite with a specific ray.\r\n * @param ray The ray we are sending to test the collision\r\n * @param camera The camera space we are sending rays in\r\n * @param predicate A predicate allowing excluding sprites from the list of object to test\r\n * @param fastCheck defines if the first intersection will be used (and not the closest)\r\n * @returns picking info or null.\r\n */\r\n intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;\r\n\r\n /**\r\n * Intersects the sprites with a ray\r\n * @param ray defines the ray to intersect with\r\n * @param camera defines the current active camera\r\n * @param predicate defines a predicate used to select candidate sprites\r\n * @returns null if no hit or a PickingInfo array\r\n */\r\n multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;\r\n\r\n /**\r\n * Renders the list of sprites on screen.\r\n */\r\n render(): void;\r\n\r\n /**\r\n * Rebuilds the manager (after a context lost, for eg)\r\n */\r\n rebuild(): void;\r\n\r\n /**\r\n * Serializes the sprite manager to a JSON object\r\n */\r\n serialize(serializeTexture?: boolean): any;\r\n}\r\n\r\n/**\r\n * Options for the SpriteManager\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface SpriteManagerOptions {\r\n /** Options for the sprite renderer */\r\n spriteRendererOptions: SpriteRendererOptions;\r\n}\r\n\r\n/**\r\n * Class used to manage multiple sprites on the same spritesheet\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/sprites\r\n */\r\nexport class SpriteManager implements ISpriteManager {\r\n /** Define the Url to load snippets */\r\n public static SnippetUrl = Constants.SnippetUrl;\r\n\r\n /** Snippet ID if the manager was created from the snippet server */\r\n public snippetId: string;\r\n\r\n /** Gets the list of sprites */\r\n public sprites: Sprite[] = [];\r\n /** Gets or sets the rendering group id (0 by default) */\r\n public renderingGroupId = 0;\r\n /** Gets or sets camera layer mask */\r\n public layerMask: number = 0x0fffffff;\r\n /** Gets or sets a boolean indicating if the sprites are pickable */\r\n public isPickable = false;\r\n\r\n /**\r\n * Gets or sets an object used to store user defined information for the sprite manager\r\n */\r\n public metadata: any = null;\r\n\r\n /** @internal */\r\n public _wasDispatched = false;\r\n\r\n /**\r\n * An event triggered when the manager is disposed.\r\n */\r\n public onDisposeObservable = new Observable<SpriteManager>();\r\n\r\n /**\r\n * Callback called when the manager is disposed\r\n */\r\n public set onDispose(callback: () => void) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n }\r\n\r\n /**\r\n * Gets or sets the unique id of the sprite\r\n */\r\n public uniqueId: number;\r\n\r\n /**\r\n * Gets the array of sprites\r\n */\r\n public get children() {\r\n return this.sprites;\r\n }\r\n\r\n /**\r\n * Gets the hosting scene\r\n */\r\n public get scene() {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Gets the capacity of the manager\r\n */\r\n public get capacity() {\r\n return this._spriteRenderer.capacity;\r\n }\r\n\r\n /**\r\n * Gets or sets the spritesheet texture\r\n */\r\n public get texture(): Texture {\r\n return this._spriteRenderer.texture as Texture;\r\n }\r\n public set texture(value: Texture) {\r\n value.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n value.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._spriteRenderer.texture = value;\r\n this._textureContent = null;\r\n }\r\n\r\n /** Defines the default width of a cell in the spritesheet */\r\n public get cellWidth(): number {\r\n return this._spriteRenderer.cellWidth;\r\n }\r\n public set cellWidth(value: number) {\r\n this._spriteRenderer.cellWidth = value;\r\n }\r\n\r\n /** Defines the default height of a cell in the spritesheet */\r\n public get cellHeight(): number {\r\n return this._spriteRenderer.cellHeight;\r\n }\r\n public set cellHeight(value: number) {\r\n this._spriteRenderer.cellHeight = value;\r\n }\r\n\r\n /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */\r\n public get fogEnabled(): boolean {\r\n return this._spriteRenderer.fogEnabled;\r\n }\r\n public set fogEnabled(value: boolean) {\r\n this._spriteRenderer.fogEnabled = value;\r\n }\r\n\r\n /** Gets or sets a boolean indicating if the manager must use logarithmic depth when rendering */\r\n public get useLogarithmicDepth(): boolean {\r\n return this._spriteRenderer.useLogarithmicDepth;\r\n }\r\n public set useLogarithmicDepth(value: boolean) {\r\n this._spriteRenderer.useLogarithmicDepth = value;\r\n }\r\n\r\n /**\r\n * Blend mode use to render the particle, it can be any of\r\n * the static Constants.ALPHA_x properties provided in this class.\r\n * Default value is Constants.ALPHA_COMBINE\r\n */\r\n public get blendMode() {\r\n return this._spriteRenderer.blendMode;\r\n }\r\n public set blendMode(blendMode: number) {\r\n this._spriteRenderer.blendMode = blendMode;\r\n }\r\n\r\n private _disableDepthWrite: boolean = false;\r\n /** Disables writing to the depth buffer when rendering the sprites.\r\n * It can be handy to disable depth writing when using textures without alpha channel\r\n * and setting some specific blend modes.\r\n */\r\n public get disableDepthWrite() {\r\n return this._disableDepthWrite;\r\n }\r\n\r\n public set disableDepthWrite(value: boolean) {\r\n this._disableDepthWrite = value;\r\n this._spriteRenderer.disableDepthWrite = value;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the renderer must render sprites with pixel perfect rendering\r\n * In this mode, sprites are rendered as \"pixel art\", which means that they appear as pixelated but remain stable when moving or when rotated or scaled.\r\n * Note that for this mode to work as expected, the sprite texture must use the BILINEAR sampling mode, not NEAREST!\r\n */\r\n public get pixelPerfect() {\r\n return this._spriteRenderer.pixelPerfect;\r\n }\r\n\r\n public set pixelPerfect(value: boolean) {\r\n this._spriteRenderer.pixelPerfect = value;\r\n if (value && this.texture.samplingMode !== Constants.TEXTURE_TRILINEAR_SAMPLINGMODE) {\r\n this.texture.updateSamplingMode(Constants.TEXTURE_TRILINEAR_SAMPLINGMODE);\r\n }\r\n }\r\n\r\n private _spriteRenderer: SpriteRenderer;\r\n /** Associative array from JSON sprite data file */\r\n private _cellData: any;\r\n /** Array of sprite names from JSON sprite data file */\r\n private _spriteMap: Array<string>;\r\n /** True when packed cell data from JSON file is ready*/\r\n private _packedAndReady: boolean = false;\r\n private _textureContent: Nullable<Uint8Array>;\r\n private _onDisposeObserver: Nullable<Observer<SpriteManager>>;\r\n private _fromPacked: boolean;\r\n private _scene: Scene;\r\n\r\n /**\r\n * Creates a new sprite manager\r\n * @param name defines the manager's name\r\n * @param imgUrl defines the sprite sheet url\r\n * @param capacity defines the maximum allowed number of sprites\r\n * @param cellSize defines the size of a sprite cell\r\n * @param scene defines the hosting scene\r\n * @param epsilon defines the epsilon value to align texture (0.01 by default)\r\n * @param samplingMode defines the sampling mode to use with spritesheet\r\n * @param fromPacked set to false; do not alter\r\n * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter\r\n * @param options options used to create the SpriteManager instance\r\n */\r\n constructor(\r\n /** defines the manager's name */\r\n public name: string,\r\n imgUrl: string,\r\n capacity: number,\r\n cellSize: any,\r\n scene: Scene,\r\n epsilon: number = 0.01,\r\n samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE,\r\n fromPacked: boolean = false,\r\n spriteJSON: null | string = null,\r\n options?: SpriteManagerOptions\r\n ) {\r\n if (!scene) {\r\n scene = EngineStore.LastCreatedScene!;\r\n }\r\n\r\n if (!scene._getComponent(SceneComponentConstants.NAME_SPRITE)) {\r\n scene._addComponent(new SpriteSceneComponent(scene));\r\n }\r\n this._fromPacked = fromPacked;\r\n\r\n this._scene = scene;\r\n const engine = this._scene.getEngine();\r\n this._spriteRenderer = new SpriteRenderer(engine, capacity, epsilon, scene, options?.spriteRendererOptions);\r\n\r\n if (cellSize.width && cellSize.height) {\r\n this.cellWidth = cellSize.width;\r\n this.cellHeight = cellSize.height;\r\n } else if (cellSize !== undefined) {\r\n this.cellWidth = cellSize;\r\n this.cellHeight = cellSize;\r\n } else {\r\n this._spriteRenderer = <any>null;\r\n return;\r\n }\r\n\r\n this._scene.spriteManagers && this._scene.spriteManagers.push(this);\r\n this.uniqueId = this.scene.getUniqueId();\r\n\r\n if (imgUrl) {\r\n this.texture = new Texture(imgUrl, scene, true, false, samplingMode);\r\n }\r\n\r\n if (this._fromPacked) {\r\n this._makePacked(imgUrl, spriteJSON);\r\n }\r\n }\r\n\r\n /**\r\n * Returns the string \"SpriteManager\"\r\n * @returns \"SpriteManager\"\r\n */\r\n public getClassName(): string {\r\n return \"SpriteManager\";\r\n }\r\n\r\n private _makePacked(imgUrl: string, spriteJSON: any) {\r\n if (spriteJSON !== null) {\r\n try {\r\n //Get the JSON and Check its structure. If its an array parse it if its a JSON string etc...\r\n let celldata: any;\r\n if (typeof spriteJSON === \"string\") {\r\n celldata = JSON.parse(spriteJSON);\r\n } else {\r\n celldata = spriteJSON;\r\n }\r\n\r\n if (celldata.frames.length) {\r\n const frametemp: any = {};\r\n for (let i = 0; i < celldata.frames.length; i++) {\r\n const _f = celldata.frames[i];\r\n if (typeof Object.keys(_f)[0] !== \"string\") {\r\n throw new Error(\"Invalid JSON Format. Check the frame values and make sure the name is the first parameter.\");\r\n }\r\n\r\n const name: string = _f[Object.keys(_f)[0]];\r\n frametemp[name] = _f;\r\n }\r\n celldata.frames = frametemp;\r\n }\r\n\r\n const spritemap = <string[]>Reflect.ownKeys(celldata.frames);\r\n\r\n this._spriteMap = spritemap;\r\n this._packedAndReady = true;\r\n this._cellData = celldata.frames;\r\n } catch (e) {\r\n this._fromPacked = false;\r\n this._packedAndReady = false;\r\n throw new Error(\"Invalid JSON from string. Spritesheet managed with constant cell size.\");\r\n }\r\n } else {\r\n const re = /\\./g;\r\n let li: number;\r\n do {\r\n li = re.lastIndex;\r\n re.test(imgUrl);\r\n } while (re.lastIndex > 0);\r\n const jsonUrl = imgUrl.substring(0, li - 1) + \".json\";\r\n const onerror = () => {\r\n Logger.Error(\"JSON ERROR: Unable to load JSON file.\");\r\n this._fromPacked = false;\r\n this._packedAndReady = false;\r\n };\r\n const onload = (data: string | ArrayBuffer) => {\r\n try {\r\n const celldata = JSON.parse(data as string);\r\n const spritemap = <string[]>Reflect.ownKeys(celldata.frames);\r\n this._spriteMap = spritemap;\r\n this._packedAndReady = true;\r\n this._cellData = celldata.frames;\r\n } catch (e) {\r\n this._fromPacked = false;\r\n this._packedAndReady = false;\r\n throw new Error(\"Invalid JSON format. Please check documentation for format specifications.\");\r\n }\r\n };\r\n Tools.LoadFile(jsonUrl, onload, undefined, undefined, false, onerror);\r\n }\r\n }\r\n\r\n private _checkTextureAlpha(sprite: Sprite, ray: Ray, distance: number, min: Vector3, max: Vector3) {\r\n if (!sprite.useAlphaForPicking || !this.texture?.isReady()) {\r\n return true;\r\n }\r\n\r\n const textureSize = this.texture.getSize();\r\n if (!this._textureContent) {\r\n this._textureContent = new Uint8Array(textureSize.width * textureSize.height * 4);\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this.texture.readPixels(0, 0, this._textureContent);\r\n }\r\n\r\n const contactPoint = TmpVectors.Vector3[0];\r\n\r\n contactPoint.copyFrom(ray.direction);\r\n\r\n contactPoint.normalize();\r\n contactPoint.scaleInPlace(distance);\r\n contactPoint.addInPlace(ray.origin);\r\n\r\n const contactPointU = (contactPoint.x - min.x) / (max.x - min.x);\r\n const contactPointV = 1.0 - (contactPoint.y - min.y) / (max.y - min.y);\r\n\r\n const u = (sprite._xOffset * textureSize.width + contactPointU * sprite._xSize) | 0;\r\n const v = (sprite._yOffset * textureSize.height + contactPointV * sprite._ySize) | 0;\r\n\r\n const alpha = this._textureContent[(u + v * textureSize.width) * 4 + 3];\r\n\r\n return alpha > 0.5;\r\n }\r\n\r\n /**\r\n * Intersects the sprites with a ray\r\n * @param ray defines the ray to intersect with\r\n * @param camera defines the current active camera\r\n * @param predicate defines a predicate used to select candidate sprites\r\n * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)\r\n * @returns null if no hit or a PickingInfo\r\n */\r\n public intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo> {\r\n const count = Math.min(this.capacity, this.sprites.length);\r\n const min = Vector3.Zero();\r\n const max = Vector3.Zero();\r\n let distance = Number.MAX_VALUE;\r\n let currentSprite: Nullable<Sprite> = null;\r\n const pickedPoint = TmpVectors.Vector3[0];\r\n const cameraSpacePosition = TmpVectors.Vector3[1];\r\n const cameraView = camera.getViewMatrix();\r\n let activeRay: Ray = ray;\r\n let pickedRay: Ray = ray;\r\n\r\n for (let index = 0; index < count; index++) {\r\n const sprite = this.sprites[index];\r\n if (!sprite) {\r\n continue;\r\n }\r\n\r\n if (predicate) {\r\n if (!predicate(sprite)) {\r\n continue;\r\n }\r\n } else if (!sprite.isPickable) {\r\n continue;\r\n }\r\n\r\n Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);\r\n\r\n if (sprite.angle) {\r\n // Create a rotation matrix to rotate the ray to the sprite's rotation\r\n Matrix.TranslationToRef(-cameraSpacePosition.x, -cameraSpacePosition.y, 0, TmpVectors.Matrix[1]);\r\n Matrix.TranslationToRef(cameraSpacePosition.x, cameraSpacePosition.y, 0, TmpVectors.Matrix[2]);\r\n Matrix.RotationZToRef(-sprite.angle, TmpVectors.Matrix[3]);\r\n\r\n // inv translation x rotation x translation\r\n TmpVectors.Matrix[1].multiplyToRef(TmpVectors.Matrix[3], TmpVectors.Matrix[4]);\r\n TmpVectors.Matrix[4].multiplyToRef(TmpVectors.Matrix[2], TmpVectors.Matrix[0]);\r\n\r\n activeRay = ray.clone();\r\n Vector3.TransformCoordinatesToRef(ray.origin, TmpVectors.Matrix[0], activeRay.origin);\r\n Vector3.TransformNormalToRef(ray.direction, TmpVectors.Matrix[0], activeRay.direction);\r\n } else {\r\n activeRay = ray;\r\n }\r\n\r\n min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);\r\n max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);\r\n\r\n if (activeRay.intersectsBoxMinMax(min, max)) {\r\n const currentDistance = Vector3.Distance(cameraSpacePosition, activeRay.origin);\r\n\r\n if (distance > currentDistance) {\r\n if (!this._checkTextureAlpha(sprite, activeRay, currentDistance, min, max)) {\r\n continue;\r\n }\r\n\r\n pickedRay = activeRay;\r\n distance = currentDistance;\r\n currentSprite = sprite;\r\n\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (currentSprite) {\r\n const result = new PickingInfo();\r\n\r\n cameraView.invertToRef(TmpVectors.Matrix[0]);\r\n result.hit = true;\r\n result.pickedSprite = currentSprite;\r\n result.distance = distance;\r\n\r\n // Get picked point\r\n const direction = TmpVectors.Vector3[2];\r\n direction.copyFrom(pickedRay.direction);\r\n direction.normalize();\r\n direction.scaleInPlace(distance);\r\n\r\n pickedRay.origin.addToRef(direction, pickedPoint);\r\n result.pickedPoint = Vector3.TransformCoordinates(pickedPoint, TmpVectors.Matrix[0]);\r\n\r\n return result;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Intersects the sprites with a ray\r\n * @param ray defines the ray to intersect with\r\n * @param camera defines the current active camera\r\n * @param predicate defines a predicate used to select candidate sprites\r\n * @returns null if no hit or a PickingInfo array\r\n */\r\n public multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]> {\r\n const count = Math.min(this.capacity, this.sprites.length);\r\n const min = Vector3.Zero();\r\n const max = Vector3.Zero();\r\n let distance: number;\r\n const results: Nullable<PickingInfo[]> = [];\r\n const pickedPoint = TmpVectors.Vector3[0].copyFromFloats(0, 0, 0);\r\n const cameraSpacePosition = TmpVectors.Vector3[1].copyFromFloats(0, 0, 0);\r\n const cameraView = camera.getViewMatrix();\r\n\r\n for (let index = 0; index < count; index++) {\r\n const sprite = this.sprites[index];\r\n if (!sprite) {\r\n continue;\r\n }\r\n\r\n if (predicate) {\r\n if (!predicate(sprite)) {\r\n continue;\r\n }\r\n } else if (!sprite.isPickable) {\r\n continue;\r\n }\r\n\r\n Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);\r\n\r\n min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);\r\n max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);\r\n\r\n if (ray.intersectsBoxMinMax(min, max)) {\r\n distance = Vector3.Distance(cameraSpacePosition, ray.origin);\r\n\r\n if (!this._checkTextureAlpha(sprite, ray, distance, min, max)) {\r\n continue;\r\n }\r\n\r\n const result = new PickingInfo();\r\n results.push(result);\r\n\r\n cameraView.invertToRef(TmpVectors.Matrix[0]);\r\n result.hit = true;\r\n result.pickedSprite = sprite;\r\n result.distance = distance;\r\n\r\n // Get picked point\r\n const direction = TmpVectors.Vector3[2];\r\n direction.copyFrom(ray.direction);\r\n direction.normalize();\r\n direction.scaleInPlace(distance);\r\n\r\n ray.origin.addToRef(direction, pickedPoint);\r\n result.pickedPoint = Vector3.TransformCoordinates(pickedPoint, TmpVectors.Matrix[0]);\r\n }\r\n }\r\n\r\n return results;\r\n }\r\n\r\n /**\r\n * Render all child sprites\r\n */\r\n public render(): void {\r\n // Check\r\n if (this._fromPacked && (!this._packedAndReady || !this._spriteMap || !this._cellData)) {\r\n return;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n const deltaTime = engine.getDeltaTime();\r\n if (this._packedAndReady) {\r\n this._spriteRenderer.render(this.sprites, deltaTime, this._scene.getViewMatrix(), this._scene.getProjectionMatrix(), this._customUpdate);\r\n } else {\r\n this._spriteRenderer.render(this.sprites, deltaTime, this._scene.getViewMatrix(), this._scene.getProjectionMatrix());\r\n }\r\n }\r\n\r\n private _customUpdate = (sprite: ThinSprite, baseSize: ISize): void => {\r\n if (!sprite.cellRef) {\r\n sprite.cellIndex = 0;\r\n }\r\n const num = sprite.cellIndex;\r\n if (typeof num === \"number\" && isFinite(num) && Math.floor(num) === num) {\r\n sprite.cellRef = this._spriteMap[sprite.cellIndex];\r\n }\r\n sprite._xOffset = this._cellData[sprite.cellRef].frame.x / baseSize.width;\r\n sprite._yOffset = this._cellData[sprite.cellRef].frame.y / baseSize.height;\r\n sprite._xSize = this._cellData[sprite.cellRef].frame.w;\r\n sprite._ySize = this._cellData[sprite.cellRef].frame.h;\r\n };\r\n\r\n /**\r\n * Rebuilds the manager (after a context lost, for eg)\r\n */\r\n public rebuild(): void {\r\n this._spriteRenderer?.rebuild();\r\n }\r\n\r\n /**\r\n * Release associated resources\r\n */\r\n public dispose(): void {\r\n if (this._spriteRenderer) {\r\n this._spriteRenderer.dispose();\r\n (<any>this._spriteRenderer) = null;\r\n }\r\n\r\n this._textureContent = null;\r\n\r\n // Remove from scene\r\n if (this._scene.spriteManagers) {\r\n const index = this._scene.spriteManagers.indexOf(this);\r\n this._scene.spriteManagers.splice(index, 1);\r\n }\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n this.onDisposeObservable.clear();\r\n\r\n this.metadata = null;\r\n }\r\n\r\n /**\r\n * Serializes the sprite manager to a JSON object\r\n * @param serializeTexture defines if the texture must be serialized as well\r\n * @returns the JSON object\r\n */\r\n public serialize(serializeTexture = false): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.capacity = this.capacity;\r\n serializationObject.cellWidth = this.cellWidth;\r\n serializationObject.cellHeight = this.cellHeight;\r\n serializationObject.fogEnabled = this.fogEnabled;\r\n serializationObject.blendMode = this.blendMode;\r\n serializationObject.disableDepthWrite = this.disableDepthWrite;\r\n serializationObject.pixelPerfect = this.pixelPerfect;\r\n serializationObject.useLogarithmicDepth = this.useLogarithmicDepth;\r\n\r\n if (this.texture) {\r\n if (serializeTexture) {\r\n serializationObject.texture = this.texture.serialize();\r\n } else {\r\n serializationObject.textureUrl = this.texture.name;\r\n serializationObject.invertY = this.texture._invertY;\r\n }\r\n }\r\n\r\n serializationObject.sprites = [];\r\n\r\n for (const sprite of this.sprites) {\r\n serializationObject.sprites.push(sprite.serialize());\r\n }\r\n\r\n serializationObject.metadata = this.metadata;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parses a JSON object to create a new sprite manager.\r\n * @param parsedManager The JSON object to parse\r\n * @param scene The scene to create the sprite manager\r\n * @param rootUrl The root url to use to load external dependencies like texture\r\n * @returns the new sprite manager\r\n */\r\n public static Parse(parsedManager: any, scene: Scene, rootUrl: string): SpriteManager {\r\n const manager = new SpriteManager(\r\n parsedManager.name,\r\n \"\",\r\n parsedManager.capacity,\r\n {\r\n width: parsedManager.cellWidth,\r\n height: parsedManager.cellHeight,\r\n },\r\n scene\r\n );\r\n\r\n if (parsedManager.fogEnabled !== undefined) {\r\n manager.fogEnabled = parsedManager.fogEnabled;\r\n }\r\n if (parsedManager.blendMode !== undefined) {\r\n manager.blendMode = parsedManager.blendMode;\r\n }\r\n if (parsedManager.disableDepthWrite !== undefined) {\r\n manager.disableDepthWrite = parsedManager.disableDepthWrite;\r\n }\r\n if (parsedManager.pixelPerfect !== undefined) {\r\n manager.pixelPerfect = parsedManager.pixelPerfect;\r\n }\r\n if (parsedManager.useLogarithmicDepth !== undefined) {\r\n manager.useLogarithmicDepth = parsedManager.useLogarithmicDepth;\r\n }\r\n\r\n if (parsedManager.metadata !== undefined) {\r\n manager.metadata = parsedManager.metadata;\r\n }\r\n\r\n if (parsedManager.texture) {\r\n manager.texture = Texture.Parse(parsedManager.texture, scene, rootUrl) as Texture;\r\n } else if (parsedManager.textureName) {\r\n manager.texture = new Texture(rootUrl + parsedManager.textureUrl, scene, false, parsedManager.invertY !== undefined ? parsedManager.invertY : true);\r\n }\r\n\r\n for (const parsedSprite of parsedManager.sprites) {\r\n Sprite.Parse(parsedSprite, manager);\r\n }\r\n\r\n return manager;\r\n }\r\n\r\n /**\r\n * Creates a sprite manager from a snippet saved in a remote file\r\n * @param name defines the name of the sprite manager to create (can be null or empty to use the one from the json data)\r\n * @param url defines the url to load from\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a promise that will resolve to the new sprite manager\r\n */\r\n public static async ParseFromFileAsync(name: Nullable<string>, url: string, scene: Scene, rootUrl: string = \"\"): Promise<SpriteManager> {\r\n return await new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n const serializationObject = JSON.parse(request.responseText);\r\n const output = SpriteManager.Parse(serializationObject, scene || EngineStore.LastCreatedScene, rootUrl);\r\n\r\n if (name) {\r\n output.name = name;\r\n }\r\n\r\n resolve(output);\r\n } else {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(\"Unable to load the sprite manager\");\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", url);\r\n request.send();\r\n });\r\n }\r\n\r\n /**\r\n * Creates a sprite manager from a snippet saved by the sprite editor\r\n * @param snippetId defines the snippet to load (can be set to _BLANK to create a default one)\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a promise that will resolve to the new sprite manager\r\n */\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n public static ParseFromSnippetAsync(snippetId: string, scene: Scene, rootUrl: string = \"\"): Promise<SpriteManager> {\r\n if (snippetId === \"_BLANK\") {\r\n return Promise.resolve(new SpriteManager(\"Default sprite manager\", \"//playground.babylonjs.com/textures/player.png\", 500, 64, scene));\r\n }\r\n\r\n return new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n const snippet = JSON.parse(JSON.parse(request.responseText).jsonPayload);\r\n const serializationObject = JSON.parse(snippet.spriteManager);\r\n const output = SpriteManager.Parse(serializationObject, scene || EngineStore.LastCreatedScene, rootUrl);\r\n\r\n output.snippetId = snippetId;\r\n\r\n resolve(output);\r\n } else {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(\"Unable to load the snippet \" + snippetId);\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", this.SnippetUrl + \"/\" + snippetId.replace(/#/g, \"/\"));\r\n request.send();\r\n });\r\n }\r\n\r\n /**\r\n * Creates a sprite manager from a snippet saved by the sprite editor\r\n * @deprecated Please use ParseFromSnippetAsync instead\r\n * @param snippetId defines the snippet to load (can be set to _BLANK to create a default one)\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a promise that will resolve to the new sprite manager\r\n */\r\n public static CreateFromSnippetAsync = SpriteManager.ParseFromSnippetAsync;\r\n}\r\n"]}
|
|
1
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+
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type { IDisposable, Scene } from \"../scene\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Vector3, TmpVectors, Matrix } from \"../Maths/math.vector\";\r\nimport { Sprite } from \"./sprite\";\r\nimport { SpriteSceneComponent } from \"./spriteSceneComponent\";\r\nimport type { InternalSpriteAugmentedScene } from \"./spriteSceneComponent\";\r\nimport { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { WebRequest } from \"../Misc/webRequest\";\r\nimport type { SpriteRendererOptions } from \"./spriteRenderer\";\r\nimport { SpriteRenderer } from \"./spriteRenderer\";\r\nimport type { ThinSprite } from \"./thinSprite\";\r\nimport type { ISize } from \"../Maths/math.size\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport type { Ray } from \"../Culling/ray\";\r\n\r\n// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Reflect\r\ndeclare const Reflect: any;\r\n\r\n/**\r\n * Defines the minimum interface to fulfill in order to be a sprite manager.\r\n */\r\nexport interface ISpriteManager extends IDisposable {\r\n /**\r\n * Gets or sets the unique id of the texture\r\n */\r\n uniqueId: number;\r\n\r\n /**\r\n * Gets manager's name\r\n */\r\n name: string;\r\n\r\n /**\r\n * Restricts the camera to viewing objects with the same layerMask.\r\n * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0\r\n */\r\n layerMask: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true\r\n */\r\n isPickable: boolean;\r\n\r\n /**\r\n * Gets the hosting scene\r\n */\r\n scene: Scene;\r\n\r\n /**\r\n * Specifies the rendering group id for this mesh (0 by default)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/advanced/transparent_rendering#rendering-groups\r\n */\r\n renderingGroupId: number;\r\n\r\n /**\r\n * Defines the list of sprites managed by the manager.\r\n */\r\n sprites: Array<Sprite>;\r\n\r\n /**\r\n * Gets or sets the spritesheet texture\r\n */\r\n texture: Texture;\r\n\r\n /** Defines the default width of a cell in the spritesheet */\r\n cellWidth: number;\r\n /** Defines the default height of a cell in the spritesheet */\r\n cellHeight: number;\r\n\r\n /** @internal */\r\n _wasDispatched: boolean;\r\n\r\n /**\r\n * Tests the intersection of a sprite with a specific ray.\r\n * @param ray The ray we are sending to test the collision\r\n * @param camera The camera space we are sending rays in\r\n * @param predicate A predicate allowing excluding sprites from the list of object to test\r\n * @param fastCheck defines if the first intersection will be used (and not the closest)\r\n * @returns picking info or null.\r\n */\r\n intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;\r\n\r\n /**\r\n * Intersects the sprites with a ray\r\n * @param ray defines the ray to intersect with\r\n * @param camera defines the current active camera\r\n * @param predicate defines a predicate used to select candidate sprites\r\n * @returns null if no hit or a PickingInfo array\r\n */\r\n multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;\r\n\r\n /**\r\n * Renders the list of sprites on screen.\r\n */\r\n render(): void;\r\n\r\n /**\r\n * Rebuilds the manager (after a context lost, for eg)\r\n */\r\n rebuild(): void;\r\n\r\n /**\r\n * Serializes the sprite manager to a JSON object\r\n */\r\n serialize(serializeTexture?: boolean): any;\r\n}\r\n\r\n/**\r\n * Options for the SpriteManager\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface SpriteManagerOptions {\r\n /** Options for the sprite renderer */\r\n spriteRendererOptions: SpriteRendererOptions;\r\n}\r\n\r\n/**\r\n * Class used to manage multiple sprites on the same spritesheet\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/sprites\r\n */\r\nexport class SpriteManager implements ISpriteManager {\r\n /** Define the Url to load snippets */\r\n public static SnippetUrl = Constants.SnippetUrl;\r\n\r\n /** Snippet ID if the manager was created from the snippet server */\r\n public snippetId: string;\r\n\r\n /** Gets the list of sprites */\r\n public sprites: Sprite[] = [];\r\n /** Gets or sets the rendering group id (0 by default) */\r\n public renderingGroupId = 0;\r\n /** Gets or sets camera layer mask */\r\n public layerMask: number = 0x0fffffff;\r\n /** Gets or sets a boolean indicating if the sprites are pickable */\r\n public isPickable = false;\r\n\r\n /**\r\n * Gets or sets an object used to store user defined information for the sprite manager\r\n */\r\n public metadata: any = null;\r\n\r\n /** @internal */\r\n public _wasDispatched = false;\r\n\r\n /**\r\n * An event triggered when the manager is disposed.\r\n */\r\n public onDisposeObservable = new Observable<SpriteManager>();\r\n\r\n /**\r\n * Callback called when the manager is disposed\r\n */\r\n public set onDispose(callback: () => void) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n }\r\n\r\n /**\r\n * Gets or sets the unique id of the sprite\r\n */\r\n public uniqueId: number;\r\n\r\n /**\r\n * Gets the array of sprites\r\n */\r\n public get children() {\r\n return this.sprites;\r\n }\r\n\r\n /**\r\n * Gets the hosting scene\r\n */\r\n public get scene() {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Gets the capacity of the manager\r\n */\r\n public get capacity() {\r\n return this._spriteRenderer.capacity;\r\n }\r\n\r\n /**\r\n * Gets or sets the spritesheet texture\r\n */\r\n public get texture(): Texture {\r\n return this._spriteRenderer.texture as Texture;\r\n }\r\n public set texture(value: Texture) {\r\n value.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n value.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._spriteRenderer.texture = value;\r\n this._textureContent = null;\r\n }\r\n\r\n /** Defines the default width of a cell in the spritesheet */\r\n public get cellWidth(): number {\r\n return this._spriteRenderer.cellWidth;\r\n }\r\n public set cellWidth(value: number) {\r\n this._spriteRenderer.cellWidth = value;\r\n }\r\n\r\n /** Defines the default height of a cell in the spritesheet */\r\n public get cellHeight(): number {\r\n return this._spriteRenderer.cellHeight;\r\n }\r\n public set cellHeight(value: number) {\r\n this._spriteRenderer.cellHeight = value;\r\n }\r\n\r\n /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */\r\n public get fogEnabled(): boolean {\r\n return this._spriteRenderer.fogEnabled;\r\n }\r\n public set fogEnabled(value: boolean) {\r\n this._spriteRenderer.fogEnabled = value;\r\n }\r\n\r\n /** Gets or sets a boolean indicating if the manager must use logarithmic depth when rendering */\r\n public get useLogarithmicDepth(): boolean {\r\n return this._spriteRenderer.useLogarithmicDepth;\r\n }\r\n public set useLogarithmicDepth(value: boolean) {\r\n this._spriteRenderer.useLogarithmicDepth = value;\r\n }\r\n\r\n /**\r\n * Blend mode use to render the particle, it can be any of\r\n * the static Constants.ALPHA_x properties provided in this class.\r\n * Default value is Constants.ALPHA_COMBINE\r\n */\r\n public get blendMode() {\r\n return this._spriteRenderer.blendMode;\r\n }\r\n public set blendMode(blendMode: number) {\r\n this._spriteRenderer.blendMode = blendMode;\r\n }\r\n\r\n private _disableDepthWrite: boolean = false;\r\n /** Disables writing to the depth buffer when rendering the sprites.\r\n * It can be handy to disable depth writing when using textures without alpha channel\r\n * and setting some specific blend modes.\r\n */\r\n public get disableDepthWrite() {\r\n return this._disableDepthWrite;\r\n }\r\n\r\n public set disableDepthWrite(value: boolean) {\r\n this._disableDepthWrite = value;\r\n this._spriteRenderer.disableDepthWrite = value;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the renderer must render sprites with pixel perfect rendering\r\n * In this mode, sprites are rendered as \"pixel art\", which means that they appear as pixelated but remain stable when moving or when rotated or scaled.\r\n * Note that for this mode to work as expected, the sprite texture must use the BILINEAR sampling mode, not NEAREST!\r\n */\r\n public get pixelPerfect() {\r\n return this._spriteRenderer.pixelPerfect;\r\n }\r\n\r\n public set pixelPerfect(value: boolean) {\r\n this._spriteRenderer.pixelPerfect = value;\r\n if (value && this.texture.samplingMode !== Constants.TEXTURE_TRILINEAR_SAMPLINGMODE) {\r\n this.texture.updateSamplingMode(Constants.TEXTURE_TRILINEAR_SAMPLINGMODE);\r\n }\r\n }\r\n\r\n private _spriteRenderer: SpriteRenderer;\r\n /** Associative array from JSON sprite data file */\r\n private _cellData: any;\r\n /** Array of sprite names from JSON sprite data file */\r\n private _spriteMap: Array<string>;\r\n /** True when packed cell data from JSON file is ready*/\r\n private _packedAndReady: boolean = false;\r\n private _textureContent: Nullable<Uint8Array>;\r\n private _onDisposeObserver: Nullable<Observer<SpriteManager>>;\r\n private _fromPacked: boolean;\r\n private _scene: InternalSpriteAugmentedScene;\r\n\r\n /**\r\n * Creates a new sprite manager\r\n * @param name defines the manager's name\r\n * @param imgUrl defines the sprite sheet url\r\n * @param capacity defines the maximum allowed number of sprites\r\n * @param cellSize defines the size of a sprite cell\r\n * @param scene defines the hosting scene\r\n * @param epsilon defines the epsilon value to align texture (0.01 by default)\r\n * @param samplingMode defines the sampling mode to use with spritesheet\r\n * @param fromPacked set to false; do not alter\r\n * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter\r\n * @param options options used to create the SpriteManager instance\r\n */\r\n constructor(\r\n /** defines the manager's name */\r\n public name: string,\r\n imgUrl: string,\r\n capacity: number,\r\n cellSize: any,\r\n scene: Scene,\r\n epsilon: number = 0.01,\r\n samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE,\r\n fromPacked: boolean = false,\r\n spriteJSON: null | string = null,\r\n options?: SpriteManagerOptions\r\n ) {\r\n if (!scene) {\r\n scene = EngineStore.LastCreatedScene!;\r\n }\r\n\r\n if (!scene._getComponent(SceneComponentConstants.NAME_SPRITE)) {\r\n scene._addComponent(new SpriteSceneComponent(scene));\r\n }\r\n this._fromPacked = fromPacked;\r\n\r\n this._scene = scene as InternalSpriteAugmentedScene;\r\n const engine = this._scene.getEngine();\r\n this._spriteRenderer = new SpriteRenderer(engine, capacity, epsilon, scene, options?.spriteRendererOptions);\r\n\r\n if (cellSize.width && cellSize.height) {\r\n this.cellWidth = cellSize.width;\r\n this.cellHeight = cellSize.height;\r\n } else if (cellSize !== undefined) {\r\n this.cellWidth = cellSize;\r\n this.cellHeight = cellSize;\r\n } else {\r\n this._spriteRenderer = <any>null;\r\n return;\r\n }\r\n\r\n this._scene.spriteManagers && this._scene.spriteManagers.push(this);\r\n this.uniqueId = this.scene.getUniqueId();\r\n\r\n if (imgUrl) {\r\n this.texture = new Texture(imgUrl, scene, true, false, samplingMode);\r\n }\r\n\r\n if (this._fromPacked) {\r\n this._makePacked(imgUrl, spriteJSON);\r\n }\r\n\r\n this._scene._onNewSpriteManagerAddedObservable?.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Returns the string \"SpriteManager\"\r\n * @returns \"SpriteManager\"\r\n */\r\n public getClassName(): string {\r\n return \"SpriteManager\";\r\n }\r\n\r\n private _makePacked(imgUrl: string, spriteJSON: any) {\r\n if (spriteJSON !== null) {\r\n try {\r\n //Get the JSON and Check its structure. If its an array parse it if its a JSON string etc...\r\n let celldata: any;\r\n if (typeof spriteJSON === \"string\") {\r\n celldata = JSON.parse(spriteJSON);\r\n } else {\r\n celldata = spriteJSON;\r\n }\r\n\r\n if (celldata.frames.length) {\r\n const frametemp: any = {};\r\n for (let i = 0; i < celldata.frames.length; i++) {\r\n const _f = celldata.frames[i];\r\n if (typeof Object.keys(_f)[0] !== \"string\") {\r\n throw new Error(\"Invalid JSON Format. Check the frame values and make sure the name is the first parameter.\");\r\n }\r\n\r\n const name: string = _f[Object.keys(_f)[0]];\r\n frametemp[name] = _f;\r\n }\r\n celldata.frames = frametemp;\r\n }\r\n\r\n const spritemap = <string[]>Reflect.ownKeys(celldata.frames);\r\n\r\n this._spriteMap = spritemap;\r\n this._packedAndReady = true;\r\n this._cellData = celldata.frames;\r\n } catch (e) {\r\n this._fromPacked = false;\r\n this._packedAndReady = false;\r\n throw new Error(\"Invalid JSON from string. Spritesheet managed with constant cell size.\");\r\n }\r\n } else {\r\n const re = /\\./g;\r\n let li: number;\r\n do {\r\n li = re.lastIndex;\r\n re.test(imgUrl);\r\n } while (re.lastIndex > 0);\r\n const jsonUrl = imgUrl.substring(0, li - 1) + \".json\";\r\n const onerror = () => {\r\n Logger.Error(\"JSON ERROR: Unable to load JSON file.\");\r\n this._fromPacked = false;\r\n this._packedAndReady = false;\r\n };\r\n const onload = (data: string | ArrayBuffer) => {\r\n try {\r\n const celldata = JSON.parse(data as string);\r\n const spritemap = <string[]>Reflect.ownKeys(celldata.frames);\r\n this._spriteMap = spritemap;\r\n this._packedAndReady = true;\r\n this._cellData = celldata.frames;\r\n } catch (e) {\r\n this._fromPacked = false;\r\n this._packedAndReady = false;\r\n throw new Error(\"Invalid JSON format. Please check documentation for format specifications.\");\r\n }\r\n };\r\n Tools.LoadFile(jsonUrl, onload, undefined, undefined, false, onerror);\r\n }\r\n }\r\n\r\n private _checkTextureAlpha(sprite: Sprite, ray: Ray, distance: number, min: Vector3, max: Vector3) {\r\n if (!sprite.useAlphaForPicking || !this.texture?.isReady()) {\r\n return true;\r\n }\r\n\r\n const textureSize = this.texture.getSize();\r\n if (!this._textureContent) {\r\n this._textureContent = new Uint8Array(textureSize.width * textureSize.height * 4);\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this.texture.readPixels(0, 0, this._textureContent);\r\n }\r\n\r\n const contactPoint = TmpVectors.Vector3[0];\r\n\r\n contactPoint.copyFrom(ray.direction);\r\n\r\n contactPoint.normalize();\r\n contactPoint.scaleInPlace(distance);\r\n contactPoint.addInPlace(ray.origin);\r\n\r\n const contactPointU = (contactPoint.x - min.x) / (max.x - min.x);\r\n const contactPointV = 1.0 - (contactPoint.y - min.y) / (max.y - min.y);\r\n\r\n const u = (sprite._xOffset * textureSize.width + contactPointU * sprite._xSize) | 0;\r\n const v = (sprite._yOffset * textureSize.height + contactPointV * sprite._ySize) | 0;\r\n\r\n const alpha = this._textureContent[(u + v * textureSize.width) * 4 + 3];\r\n\r\n return alpha > 0.5;\r\n }\r\n\r\n /**\r\n * Intersects the sprites with a ray\r\n * @param ray defines the ray to intersect with\r\n * @param camera defines the current active camera\r\n * @param predicate defines a predicate used to select candidate sprites\r\n * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)\r\n * @returns null if no hit or a PickingInfo\r\n */\r\n public intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo> {\r\n const count = Math.min(this.capacity, this.sprites.length);\r\n const min = Vector3.Zero();\r\n const max = Vector3.Zero();\r\n let distance = Number.MAX_VALUE;\r\n let currentSprite: Nullable<Sprite> = null;\r\n const pickedPoint = TmpVectors.Vector3[0];\r\n const cameraSpacePosition = TmpVectors.Vector3[1];\r\n const cameraView = camera.getViewMatrix();\r\n let activeRay: Ray = ray;\r\n let pickedRay: Ray = ray;\r\n\r\n for (let index = 0; index < count; index++) {\r\n const sprite = this.sprites[index];\r\n if (!sprite) {\r\n continue;\r\n }\r\n\r\n if (predicate) {\r\n if (!predicate(sprite)) {\r\n continue;\r\n }\r\n } else if (!sprite.isPickable) {\r\n continue;\r\n }\r\n\r\n Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);\r\n\r\n if (sprite.angle) {\r\n // Create a rotation matrix to rotate the ray to the sprite's rotation\r\n Matrix.TranslationToRef(-cameraSpacePosition.x, -cameraSpacePosition.y, 0, TmpVectors.Matrix[1]);\r\n Matrix.TranslationToRef(cameraSpacePosition.x, cameraSpacePosition.y, 0, TmpVectors.Matrix[2]);\r\n Matrix.RotationZToRef(-sprite.angle, TmpVectors.Matrix[3]);\r\n\r\n // inv translation x rotation x translation\r\n TmpVectors.Matrix[1].multiplyToRef(TmpVectors.Matrix[3], TmpVectors.Matrix[4]);\r\n TmpVectors.Matrix[4].multiplyToRef(TmpVectors.Matrix[2], TmpVectors.Matrix[0]);\r\n\r\n activeRay = ray.clone();\r\n Vector3.TransformCoordinatesToRef(ray.origin, TmpVectors.Matrix[0], activeRay.origin);\r\n Vector3.TransformNormalToRef(ray.direction, TmpVectors.Matrix[0], activeRay.direction);\r\n } else {\r\n activeRay = ray;\r\n }\r\n\r\n min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);\r\n max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);\r\n\r\n if (activeRay.intersectsBoxMinMax(min, max)) {\r\n const currentDistance = Vector3.Distance(cameraSpacePosition, activeRay.origin);\r\n\r\n if (distance > currentDistance) {\r\n if (!this._checkTextureAlpha(sprite, activeRay, currentDistance, min, max)) {\r\n continue;\r\n }\r\n\r\n pickedRay = activeRay;\r\n distance = currentDistance;\r\n currentSprite = sprite;\r\n\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (currentSprite) {\r\n const result = new PickingInfo();\r\n\r\n cameraView.invertToRef(TmpVectors.Matrix[0]);\r\n result.hit = true;\r\n result.pickedSprite = currentSprite;\r\n result.distance = distance;\r\n\r\n // Get picked point\r\n const direction = TmpVectors.Vector3[2];\r\n direction.copyFrom(pickedRay.direction);\r\n direction.normalize();\r\n direction.scaleInPlace(distance);\r\n\r\n pickedRay.origin.addToRef(direction, pickedPoint);\r\n result.pickedPoint = Vector3.TransformCoordinates(pickedPoint, TmpVectors.Matrix[0]);\r\n\r\n return result;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Intersects the sprites with a ray\r\n * @param ray defines the ray to intersect with\r\n * @param camera defines the current active camera\r\n * @param predicate defines a predicate used to select candidate sprites\r\n * @returns null if no hit or a PickingInfo array\r\n */\r\n public multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]> {\r\n const count = Math.min(this.capacity, this.sprites.length);\r\n const min = Vector3.Zero();\r\n const max = Vector3.Zero();\r\n let distance: number;\r\n const results: Nullable<PickingInfo[]> = [];\r\n const pickedPoint = TmpVectors.Vector3[0].copyFromFloats(0, 0, 0);\r\n const cameraSpacePosition = TmpVectors.Vector3[1].copyFromFloats(0, 0, 0);\r\n const cameraView = camera.getViewMatrix();\r\n\r\n for (let index = 0; index < count; index++) {\r\n const sprite = this.sprites[index];\r\n if (!sprite) {\r\n continue;\r\n }\r\n\r\n if (predicate) {\r\n if (!predicate(sprite)) {\r\n continue;\r\n }\r\n } else if (!sprite.isPickable) {\r\n continue;\r\n }\r\n\r\n Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);\r\n\r\n min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);\r\n max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);\r\n\r\n if (ray.intersectsBoxMinMax(min, max)) {\r\n distance = Vector3.Distance(cameraSpacePosition, ray.origin);\r\n\r\n if (!this._checkTextureAlpha(sprite, ray, distance, min, max)) {\r\n continue;\r\n }\r\n\r\n const result = new PickingInfo();\r\n results.push(result);\r\n\r\n cameraView.invertToRef(TmpVectors.Matrix[0]);\r\n result.hit = true;\r\n result.pickedSprite = sprite;\r\n result.distance = distance;\r\n\r\n // Get picked point\r\n const direction = TmpVectors.Vector3[2];\r\n direction.copyFrom(ray.direction);\r\n direction.normalize();\r\n direction.scaleInPlace(distance);\r\n\r\n ray.origin.addToRef(direction, pickedPoint);\r\n result.pickedPoint = Vector3.TransformCoordinates(pickedPoint, TmpVectors.Matrix[0]);\r\n }\r\n }\r\n\r\n return results;\r\n }\r\n\r\n /**\r\n * Render all child sprites\r\n */\r\n public render(): void {\r\n // Check\r\n if (this._fromPacked && (!this._packedAndReady || !this._spriteMap || !this._cellData)) {\r\n return;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n const deltaTime = engine.getDeltaTime();\r\n if (this._packedAndReady) {\r\n this._spriteRenderer.render(this.sprites, deltaTime, this._scene.getViewMatrix(), this._scene.getProjectionMatrix(), this._customUpdate);\r\n } else {\r\n this._spriteRenderer.render(this.sprites, deltaTime, this._scene.getViewMatrix(), this._scene.getProjectionMatrix());\r\n }\r\n }\r\n\r\n private _customUpdate = (sprite: ThinSprite, baseSize: ISize): void => {\r\n if (!sprite.cellRef) {\r\n sprite.cellIndex = 0;\r\n }\r\n const num = sprite.cellIndex;\r\n if (typeof num === \"number\" && isFinite(num) && Math.floor(num) === num) {\r\n sprite.cellRef = this._spriteMap[sprite.cellIndex];\r\n }\r\n sprite._xOffset = this._cellData[sprite.cellRef].frame.x / baseSize.width;\r\n sprite._yOffset = this._cellData[sprite.cellRef].frame.y / baseSize.height;\r\n sprite._xSize = this._cellData[sprite.cellRef].frame.w;\r\n sprite._ySize = this._cellData[sprite.cellRef].frame.h;\r\n };\r\n\r\n /**\r\n * Rebuilds the manager (after a context lost, for eg)\r\n */\r\n public rebuild(): void {\r\n this._spriteRenderer?.rebuild();\r\n }\r\n\r\n /**\r\n * Release associated resources\r\n */\r\n public dispose(): void {\r\n if (this._spriteRenderer) {\r\n this._spriteRenderer.dispose();\r\n (<any>this._spriteRenderer) = null;\r\n }\r\n\r\n this._textureContent = null;\r\n\r\n // Remove from scene\r\n if (this._scene.spriteManagers) {\r\n const index = this._scene.spriteManagers.indexOf(this);\r\n this._scene.spriteManagers.splice(index, 1);\r\n this._scene._onSpriteManagerRemovedObservable?.notifyObservers(this);\r\n }\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n this.onDisposeObservable.clear();\r\n\r\n this.metadata = null;\r\n }\r\n\r\n /**\r\n * Serializes the sprite manager to a JSON object\r\n * @param serializeTexture defines if the texture must be serialized as well\r\n * @returns the JSON object\r\n */\r\n public serialize(serializeTexture = false): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.capacity = this.capacity;\r\n serializationObject.cellWidth = this.cellWidth;\r\n serializationObject.cellHeight = this.cellHeight;\r\n serializationObject.fogEnabled = this.fogEnabled;\r\n serializationObject.blendMode = this.blendMode;\r\n serializationObject.disableDepthWrite = this.disableDepthWrite;\r\n serializationObject.pixelPerfect = this.pixelPerfect;\r\n serializationObject.useLogarithmicDepth = this.useLogarithmicDepth;\r\n\r\n if (this.texture) {\r\n if (serializeTexture) {\r\n serializationObject.texture = this.texture.serialize();\r\n } else {\r\n serializationObject.textureUrl = this.texture.name;\r\n serializationObject.invertY = this.texture._invertY;\r\n }\r\n }\r\n\r\n serializationObject.sprites = [];\r\n\r\n for (const sprite of this.sprites) {\r\n serializationObject.sprites.push(sprite.serialize());\r\n }\r\n\r\n serializationObject.metadata = this.metadata;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parses a JSON object to create a new sprite manager.\r\n * @param parsedManager The JSON object to parse\r\n * @param scene The scene to create the sprite manager\r\n * @param rootUrl The root url to use to load external dependencies like texture\r\n * @returns the new sprite manager\r\n */\r\n public static Parse(parsedManager: any, scene: Scene, rootUrl: string): SpriteManager {\r\n const manager = new SpriteManager(\r\n parsedManager.name,\r\n \"\",\r\n parsedManager.capacity,\r\n {\r\n width: parsedManager.cellWidth,\r\n height: parsedManager.cellHeight,\r\n },\r\n scene\r\n );\r\n\r\n if (parsedManager.fogEnabled !== undefined) {\r\n manager.fogEnabled = parsedManager.fogEnabled;\r\n }\r\n if (parsedManager.blendMode !== undefined) {\r\n manager.blendMode = parsedManager.blendMode;\r\n }\r\n if (parsedManager.disableDepthWrite !== undefined) {\r\n manager.disableDepthWrite = parsedManager.disableDepthWrite;\r\n }\r\n if (parsedManager.pixelPerfect !== undefined) {\r\n manager.pixelPerfect = parsedManager.pixelPerfect;\r\n }\r\n if (parsedManager.useLogarithmicDepth !== undefined) {\r\n manager.useLogarithmicDepth = parsedManager.useLogarithmicDepth;\r\n }\r\n\r\n if (parsedManager.metadata !== undefined) {\r\n manager.metadata = parsedManager.metadata;\r\n }\r\n\r\n if (parsedManager.texture) {\r\n manager.texture = Texture.Parse(parsedManager.texture, scene, rootUrl) as Texture;\r\n } else if (parsedManager.textureName) {\r\n manager.texture = new Texture(rootUrl + parsedManager.textureUrl, scene, false, parsedManager.invertY !== undefined ? parsedManager.invertY : true);\r\n }\r\n\r\n for (const parsedSprite of parsedManager.sprites) {\r\n Sprite.Parse(parsedSprite, manager);\r\n }\r\n\r\n return manager;\r\n }\r\n\r\n /**\r\n * Creates a sprite manager from a snippet saved in a remote file\r\n * @param name defines the name of the sprite manager to create (can be null or empty to use the one from the json data)\r\n * @param url defines the url to load from\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a promise that will resolve to the new sprite manager\r\n */\r\n public static async ParseFromFileAsync(name: Nullable<string>, url: string, scene: Scene, rootUrl: string = \"\"): Promise<SpriteManager> {\r\n return await new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n const serializationObject = JSON.parse(request.responseText);\r\n const output = SpriteManager.Parse(serializationObject, scene || EngineStore.LastCreatedScene, rootUrl);\r\n\r\n if (name) {\r\n output.name = name;\r\n }\r\n\r\n resolve(output);\r\n } else {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(\"Unable to load the sprite manager\");\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", url);\r\n request.send();\r\n });\r\n }\r\n\r\n /**\r\n * Creates a sprite manager from a snippet saved by the sprite editor\r\n * @param snippetId defines the snippet to load (can be set to _BLANK to create a default one)\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a promise that will resolve to the new sprite manager\r\n */\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n public static ParseFromSnippetAsync(snippetId: string, scene: Scene, rootUrl: string = \"\"): Promise<SpriteManager> {\r\n if (snippetId === \"_BLANK\") {\r\n return Promise.resolve(new SpriteManager(\"Default sprite manager\", \"//playground.babylonjs.com/textures/player.png\", 500, 64, scene));\r\n }\r\n\r\n return new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n const snippet = JSON.parse(JSON.parse(request.responseText).jsonPayload);\r\n const serializationObject = JSON.parse(snippet.spriteManager);\r\n const output = SpriteManager.Parse(serializationObject, scene || EngineStore.LastCreatedScene, rootUrl);\r\n\r\n output.snippetId = snippetId;\r\n\r\n resolve(output);\r\n } else {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(\"Unable to load the snippet \" + snippetId);\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", this.SnippetUrl + \"/\" + snippetId.replace(/#/g, \"/\"));\r\n request.send();\r\n });\r\n }\r\n\r\n /**\r\n * Creates a sprite manager from a snippet saved by the sprite editor\r\n * @deprecated Please use ParseFromSnippetAsync instead\r\n * @param snippetId defines the snippet to load (can be set to _BLANK to create a default one)\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a promise that will resolve to the new sprite manager\r\n */\r\n public static CreateFromSnippetAsync = SpriteManager.ParseFromSnippetAsync;\r\n}\r\n"]}
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@@ -1,5 +1,6 @@
|
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1
1
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import type { Nullable } from "../types.js";
|
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2
2
|
import { Observable } from "../Misc/observable.js";
|
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3
|
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import type { IReadonlyObservable } from "../Misc/observable.js";
|
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3
4
|
import { Scene } from "../scene.js";
|
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4
5
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import type { Sprite } from "./sprite.js";
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5
6
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import type { ISpriteManager } from "./spriteManager.js";
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@@ -20,6 +21,14 @@ declare module "../scene.js" {
|
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20
21
|
* @see https://doc.babylonjs.com/features/featuresDeepDive/sprites
|
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21
22
|
*/
|
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22
23
|
spriteManagers?: Array<ISpriteManager>;
|
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24
|
+
/**
|
|
25
|
+
* An event triggered when a sprite manager is added to the scene
|
|
26
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+
*/
|
|
27
|
+
readonly onNewSpriteManagerAddedObservable: IReadonlyObservable<ISpriteManager>;
|
|
28
|
+
/**
|
|
29
|
+
* An event triggered when a sprite manager is removed from the scene
|
|
30
|
+
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|
|
31
|
+
readonly onSpriteManagerRemovedObservable: IReadonlyObservable<ISpriteManager>;
|
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23
32
|
/**
|
|
24
33
|
* An event triggered when sprites rendering is about to start
|
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25
34
|
* Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
|
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@@ -78,6 +87,11 @@ declare module "../scene.js" {
|
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78
87
|
getPointerOverSprite(): Nullable<Sprite>;
|
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79
88
|
}
|
|
80
89
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}
|
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90
|
+
/** @internal */
|
|
91
|
+
export type InternalSpriteAugmentedScene = Scene & {
|
|
92
|
+
_onNewSpriteManagerAddedObservable?: Observable<ISpriteManager>;
|
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93
|
+
_onSpriteManagerRemovedObservable?: Observable<ISpriteManager>;
|
|
94
|
+
};
|
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81
95
|
/**
|
|
82
96
|
* Defines the sprite scene component responsible to manage sprites
|
|
83
97
|
* in a given scene.
|
|
@@ -5,6 +5,28 @@ import { PickingInfo } from "../Collisions/pickingInfo.js";
|
|
|
5
5
|
import { SceneComponentConstants } from "../sceneComponent.js";
|
|
6
6
|
import { ActionEvent } from "../Actions/actionEvent.js";
|
|
7
7
|
|
|
8
|
+
Object.defineProperty(Scene.prototype, "onNewSpriteManagerAddedObservable", {
|
|
9
|
+
get: function () {
|
|
10
|
+
if (!this.isDisposed && !this._onNewSpriteManagerAddedObservable) {
|
|
11
|
+
const onNewSpriteManagerAddedObservable = (this._onNewSpriteManagerAddedObservable = new Observable());
|
|
12
|
+
this.onDisposeObservable.addOnce(() => onNewSpriteManagerAddedObservable.clear());
|
|
13
|
+
}
|
|
14
|
+
return this._onNewSpriteManagerAddedObservable;
|
|
15
|
+
},
|
|
16
|
+
enumerable: true,
|
|
17
|
+
configurable: true,
|
|
18
|
+
});
|
|
19
|
+
Object.defineProperty(Scene.prototype, "onSpriteManagerRemovedObservable", {
|
|
20
|
+
get: function () {
|
|
21
|
+
if (!this.isDisposed && !this._onSpriteManagerRemovedObservable) {
|
|
22
|
+
const onSpriteManagerRemovedObservable = (this._onSpriteManagerRemovedObservable = new Observable());
|
|
23
|
+
this.onDisposeObservable.addOnce(() => onSpriteManagerRemovedObservable.clear());
|
|
24
|
+
}
|
|
25
|
+
return this._onSpriteManagerRemovedObservable;
|
|
26
|
+
},
|
|
27
|
+
enumerable: true,
|
|
28
|
+
configurable: true,
|
|
29
|
+
});
|
|
8
30
|
Scene.prototype._internalPickSprites = function (ray, predicate, fastCheck, camera) {
|
|
9
31
|
if (!PickingInfo) {
|
|
10
32
|
return null;
|
|
@@ -138,6 +160,7 @@ export class SpriteSceneComponent {
|
|
|
138
160
|
this.name = SceneComponentConstants.NAME_SPRITE;
|
|
139
161
|
this.scene = scene;
|
|
140
162
|
this.scene.spriteManagers = [];
|
|
163
|
+
// This ray is used to pick sprites in the scene
|
|
141
164
|
this.scene._tempSpritePickingRay = Ray ? Ray.Zero() : null;
|
|
142
165
|
this.scene.onBeforeSpritesRenderingObservable = new Observable();
|
|
143
166
|
this.scene.onAfterSpritesRenderingObservable = new Observable();
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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type { Nullable } from \"../types\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Scene } from \"../scene\";\r\nimport type { Sprite } from \"./sprite\";\r\nimport type { ISpriteManager } from \"./spriteManager\";\r\nimport { CreatePickingRayInCameraSpace, CreatePickingRayInCameraSpaceToRef, Ray } from \"../Culling/ray.core\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { ActionEvent } from \"../Actions/actionEvent\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { IPointerEvent } from \"../Events/deviceInputEvents\";\r\n\r\ndeclare module \"../scene\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Scene {\r\n /** @internal */\r\n _pointerOverSprite: Nullable<Sprite>;\r\n\r\n /** @internal */\r\n _pickedDownSprite: Nullable<Sprite>;\r\n\r\n /** @internal */\r\n _tempSpritePickingRay: Nullable<Ray>;\r\n\r\n /**\r\n * All of the sprite managers added to this scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/sprites\r\n */\r\n spriteManagers?: Array<ISpriteManager>;\r\n\r\n /**\r\n * An event triggered when sprites rendering is about to start\r\n * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)\r\n */\r\n onBeforeSpritesRenderingObservable: Observable<Scene>;\r\n\r\n /**\r\n * An event triggered when sprites rendering is done\r\n * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)\r\n */\r\n onAfterSpritesRenderingObservable: Observable<Scene>;\r\n\r\n /** @internal */\r\n _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;\r\n\r\n /** Launch a ray to try to pick a sprite in the scene\r\n * @param x position on screen\r\n * @param y position on screen\r\n * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true\r\n * @param fastCheck defines if the first intersection will be used (and not the closest)\r\n * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used\r\n * @returns a PickingInfo\r\n */\r\n pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;\r\n\r\n /** Use the given ray to pick a sprite in the scene\r\n * @param ray The ray (in world space) to use to pick meshes\r\n * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true\r\n * @param fastCheck defines if the first intersection will be used (and not the closest)\r\n * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used\r\n * @returns a PickingInfo\r\n */\r\n pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;\r\n\r\n /** @internal */\r\n _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;\r\n\r\n /** Launch a ray to try to pick sprites in the scene\r\n * @param x position on screen\r\n * @param y position on screen\r\n * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true\r\n * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used\r\n * @returns a PickingInfo array\r\n */\r\n multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;\r\n\r\n /** Use the given ray to pick sprites in the scene\r\n * @param ray The ray (in world space) to use to pick meshes\r\n * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true\r\n * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used\r\n * @returns a PickingInfo array\r\n */\r\n multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;\r\n\r\n /**\r\n * Force the sprite under the pointer\r\n * @param sprite defines the sprite to use\r\n */\r\n setPointerOverSprite(sprite: Nullable<Sprite>): void;\r\n\r\n /**\r\n * Gets the sprite under the pointer\r\n * @returns a Sprite or null if no sprite is under the pointer\r\n */\r\n getPointerOverSprite(): Nullable<Sprite>;\r\n }\r\n}\r\n\r\nScene.prototype._internalPickSprites = function (ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo> {\r\n if (!PickingInfo) {\r\n return null;\r\n }\r\n\r\n let pickingInfo = null;\r\n\r\n if (!camera) {\r\n if (!this.activeCamera) {\r\n return null;\r\n }\r\n camera = this.activeCamera;\r\n }\r\n\r\n if (this.spriteManagers && this.spriteManagers.length > 0) {\r\n for (let spriteIndex = 0; spriteIndex < this.spriteManagers.length; spriteIndex++) {\r\n const spriteManager = this.spriteManagers[spriteIndex];\r\n\r\n if (!spriteManager.isPickable) {\r\n continue;\r\n }\r\n\r\n const result = spriteManager.intersects(ray, camera, predicate, fastCheck);\r\n if (!result || !result.hit) {\r\n continue;\r\n }\r\n\r\n if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {\r\n continue;\r\n }\r\n\r\n pickingInfo = result;\r\n\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return pickingInfo || new PickingInfo();\r\n};\r\n\r\nScene.prototype._internalMultiPickSprites = function (ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]> {\r\n if (!PickingInfo) {\r\n return null;\r\n }\r\n\r\n let pickingInfos: PickingInfo[] = [];\r\n\r\n if (!camera) {\r\n if (!this.activeCamera) {\r\n return null;\r\n }\r\n camera = this.activeCamera;\r\n }\r\n\r\n if (this.spriteManagers && this.spriteManagers.length > 0) {\r\n for (let spriteIndex = 0; spriteIndex < this.spriteManagers.length; spriteIndex++) {\r\n const spriteManager = this.spriteManagers[spriteIndex];\r\n\r\n if (!spriteManager.isPickable) {\r\n continue;\r\n }\r\n\r\n const results = spriteManager.multiIntersects(ray, camera, predicate);\r\n\r\n if (results !== null) {\r\n pickingInfos = pickingInfos.concat(results);\r\n }\r\n }\r\n }\r\n\r\n return pickingInfos;\r\n};\r\n\r\nScene.prototype.pickSprite = function (x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo> {\r\n if (!this._tempSpritePickingRay) {\r\n return null;\r\n }\r\n\r\n CreatePickingRayInCameraSpaceToRef(this, x, y, this._tempSpritePickingRay, camera);\r\n\r\n const result = this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);\r\n if (result) {\r\n result.ray = CreatePickingRayInCameraSpace(this, x, y, camera);\r\n }\r\n\r\n return result;\r\n};\r\n\r\nScene.prototype.pickSpriteWithRay = function (ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo> {\r\n if (!this._tempSpritePickingRay) {\r\n return null;\r\n }\r\n\r\n if (!camera) {\r\n if (!this.activeCamera) {\r\n return null;\r\n }\r\n camera = this.activeCamera;\r\n }\r\n\r\n Ray.TransformToRef(ray, camera.getViewMatrix(), this._tempSpritePickingRay);\r\n\r\n const result = this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);\r\n if (result) {\r\n result.ray = ray;\r\n }\r\n\r\n return result;\r\n};\r\n\r\nScene.prototype.multiPickSprite = function (x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]> {\r\n CreatePickingRayInCameraSpaceToRef(this, x, y, this._tempSpritePickingRay!, camera);\r\n\r\n return this._internalMultiPickSprites(this._tempSpritePickingRay!, predicate, camera);\r\n};\r\n\r\nScene.prototype.multiPickSpriteWithRay = function (ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]> {\r\n if (!this._tempSpritePickingRay) {\r\n return null;\r\n }\r\n\r\n if (!camera) {\r\n if (!this.activeCamera) {\r\n return null;\r\n }\r\n camera = this.activeCamera;\r\n }\r\n\r\n Ray.TransformToRef(ray, camera.getViewMatrix(), this._tempSpritePickingRay);\r\n\r\n return this._internalMultiPickSprites(this._tempSpritePickingRay, predicate, camera);\r\n};\r\n\r\nScene.prototype.setPointerOverSprite = function (sprite: Nullable<Sprite>): void {\r\n if (this._pointerOverSprite === sprite) {\r\n return;\r\n }\r\n\r\n if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {\r\n this._pointerOverSprite.actionManager.processTrigger(Constants.ACTION_OnPointerOutTrigger, ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));\r\n }\r\n\r\n this._pointerOverSprite = sprite;\r\n if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {\r\n this._pointerOverSprite.actionManager.processTrigger(Constants.ACTION_OnPointerOverTrigger, ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));\r\n }\r\n};\r\n\r\nScene.prototype.getPointerOverSprite = function (): Nullable<Sprite> {\r\n return this._pointerOverSprite;\r\n};\r\n\r\n/**\r\n * Defines the sprite scene component responsible to manage sprites\r\n * in a given scene.\r\n */\r\nexport class SpriteSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpfull to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_SPRITE;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /** @internal */\r\n private _spritePredicate: (sprite: Sprite) => boolean;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n this.scene.spriteManagers = [] as ISpriteManager[];\r\n this.scene._tempSpritePickingRay = Ray ? Ray.Zero() : null;\r\n this.scene.onBeforeSpritesRenderingObservable = new Observable<Scene>();\r\n this.scene.onAfterSpritesRenderingObservable = new Observable<Scene>();\r\n this._spritePredicate = (sprite: Sprite): boolean => {\r\n if (!sprite.actionManager) {\r\n return false;\r\n }\r\n return sprite.isPickable && sprite.actionManager.hasPointerTriggers;\r\n };\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._pointerMoveStage.registerStep(SceneComponentConstants.STEP_POINTERMOVE_SPRITE, this, this._pointerMove);\r\n this.scene._pointerDownStage.registerStep(SceneComponentConstants.STEP_POINTERDOWN_SPRITE, this, this._pointerDown);\r\n this.scene._pointerUpStage.registerStep(SceneComponentConstants.STEP_POINTERUP_SPRITE, this, this._pointerUp);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n /** Nothing to do for sprites */\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources.\r\n */\r\n public dispose(): void {\r\n this.scene.onBeforeSpritesRenderingObservable.clear();\r\n this.scene.onAfterSpritesRenderingObservable.clear();\r\n\r\n const spriteManagers = this.scene.spriteManagers;\r\n if (!spriteManagers) {\r\n return;\r\n }\r\n while (spriteManagers.length) {\r\n spriteManagers[0].dispose();\r\n }\r\n }\r\n\r\n private _pickSpriteButKeepRay(originalPointerInfo: Nullable<PickingInfo>, x: number, y: number, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo> {\r\n const result = this.scene.pickSprite(x, y, this._spritePredicate, fastCheck, camera);\r\n if (result) {\r\n result.ray = originalPointerInfo ? originalPointerInfo.ray : null;\r\n }\r\n return result;\r\n }\r\n\r\n private _pointerMove(\r\n unTranslatedPointerX: number,\r\n unTranslatedPointerY: number,\r\n pickResult: Nullable<PickingInfo>,\r\n isMeshPicked: boolean,\r\n element: Nullable<HTMLElement>\r\n ): Nullable<PickingInfo> {\r\n const scene = this.scene;\r\n if (isMeshPicked) {\r\n scene.setPointerOverSprite(null);\r\n } else {\r\n pickResult = this._pickSpriteButKeepRay(pickResult, unTranslatedPointerX, unTranslatedPointerY, false, scene.cameraToUseForPointers || undefined);\r\n\r\n if (pickResult && pickResult.hit && pickResult.pickedSprite) {\r\n scene.setPointerOverSprite(pickResult.pickedSprite);\r\n if (!scene.doNotHandleCursors && element) {\r\n if (scene._pointerOverSprite && scene._pointerOverSprite.actionManager && scene._pointerOverSprite.actionManager.hoverCursor) {\r\n element.style.cursor = scene._pointerOverSprite.actionManager.hoverCursor;\r\n } else {\r\n element.style.cursor = scene.hoverCursor;\r\n }\r\n }\r\n } else {\r\n scene.setPointerOverSprite(null);\r\n }\r\n }\r\n\r\n return pickResult;\r\n }\r\n\r\n private _pointerDown(unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: IPointerEvent): Nullable<PickingInfo> {\r\n const scene = this.scene;\r\n scene._pickedDownSprite = null;\r\n if (scene.spriteManagers && scene.spriteManagers.length > 0) {\r\n pickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);\r\n\r\n if (pickResult && pickResult.hit && pickResult.pickedSprite) {\r\n if (pickResult.pickedSprite.actionManager) {\r\n scene._pickedDownSprite = pickResult.pickedSprite;\r\n switch (evt.button) {\r\n case 0:\r\n pickResult.pickedSprite.actionManager.processTrigger(\r\n Constants.ACTION_OnLeftPickTrigger,\r\n ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt)\r\n );\r\n break;\r\n case 1:\r\n pickResult.pickedSprite.actionManager.processTrigger(\r\n Constants.ACTION_OnCenterPickTrigger,\r\n ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt)\r\n );\r\n break;\r\n case 2:\r\n pickResult.pickedSprite.actionManager.processTrigger(\r\n Constants.ACTION_OnRightPickTrigger,\r\n ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt)\r\n );\r\n break;\r\n }\r\n if (pickResult.pickedSprite.actionManager) {\r\n pickResult.pickedSprite.actionManager.processTrigger(\r\n Constants.ACTION_OnPickDownTrigger,\r\n ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt)\r\n );\r\n }\r\n }\r\n }\r\n }\r\n\r\n return pickResult;\r\n }\r\n\r\n private _pointerUp(\r\n unTranslatedPointerX: number,\r\n unTranslatedPointerY: number,\r\n pickResult: Nullable<PickingInfo>,\r\n evt: IPointerEvent,\r\n doubleClick: boolean\r\n ): Nullable<PickingInfo> {\r\n const scene = this.scene;\r\n if (scene.spriteManagers && scene.spriteManagers.length > 0) {\r\n const spritePickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);\r\n\r\n if (spritePickResult) {\r\n if (spritePickResult.hit && spritePickResult.pickedSprite) {\r\n if (spritePickResult.pickedSprite.actionManager) {\r\n spritePickResult.pickedSprite.actionManager.processTrigger(\r\n Constants.ACTION_OnPickUpTrigger,\r\n ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt)\r\n );\r\n\r\n if (spritePickResult.pickedSprite.actionManager) {\r\n if (!this.scene._inputManager._isPointerSwiping()) {\r\n spritePickResult.pickedSprite.actionManager.processTrigger(\r\n Constants.ACTION_OnPickTrigger,\r\n ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt)\r\n );\r\n }\r\n\r\n if (doubleClick) {\r\n spritePickResult.pickedSprite.actionManager.processTrigger(\r\n Constants.ACTION_OnDoublePickTrigger,\r\n ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt)\r\n );\r\n }\r\n }\r\n }\r\n }\r\n if (scene._pickedDownSprite && scene._pickedDownSprite.actionManager && scene._pickedDownSprite !== spritePickResult.pickedSprite) {\r\n scene._pickedDownSprite.actionManager.processTrigger(Constants.ACTION_OnPickOutTrigger, ActionEvent.CreateNewFromSprite(scene._pickedDownSprite, scene, evt));\r\n }\r\n }\r\n }\r\n\r\n return pickResult;\r\n }\r\n}\r\n"]}
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+
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type { Nullable } from \"../types\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { IReadonlyObservable } from \"../Misc/observable\";\r\nimport { Scene } from \"../scene\";\r\nimport type { Sprite } from \"./sprite\";\r\nimport type { ISpriteManager } from \"./spriteManager\";\r\nimport { CreatePickingRayInCameraSpace, CreatePickingRayInCameraSpaceToRef, Ray } from \"../Culling/ray.core\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { ActionEvent } from \"../Actions/actionEvent\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { IPointerEvent } from \"../Events/deviceInputEvents\";\r\n\r\ndeclare module \"../scene\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Scene {\r\n /** @internal */\r\n _pointerOverSprite: Nullable<Sprite>;\r\n\r\n /** @internal */\r\n _pickedDownSprite: Nullable<Sprite>;\r\n\r\n /** @internal */\r\n _tempSpritePickingRay: Nullable<Ray>;\r\n\r\n /**\r\n * All of the sprite managers added to this scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/sprites\r\n */\r\n spriteManagers?: Array<ISpriteManager>;\r\n\r\n /**\r\n * An event triggered when a sprite manager is added to the scene\r\n */\r\n readonly onNewSpriteManagerAddedObservable: IReadonlyObservable<ISpriteManager>;\r\n\r\n /**\r\n * An event triggered when a sprite manager is removed from the scene\r\n */\r\n readonly onSpriteManagerRemovedObservable: IReadonlyObservable<ISpriteManager>;\r\n\r\n /**\r\n * An event triggered when sprites rendering is about to start\r\n * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)\r\n */\r\n onBeforeSpritesRenderingObservable: Observable<Scene>;\r\n\r\n /**\r\n * An event triggered when sprites rendering is done\r\n * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)\r\n */\r\n onAfterSpritesRenderingObservable: Observable<Scene>;\r\n\r\n /** @internal */\r\n _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;\r\n\r\n /** Launch a ray to try to pick a sprite in the scene\r\n * @param x position on screen\r\n * @param y position on screen\r\n * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true\r\n * @param fastCheck defines if the first intersection will be used (and not the closest)\r\n * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used\r\n * @returns a PickingInfo\r\n */\r\n pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;\r\n\r\n /** Use the given ray to pick a sprite in the scene\r\n * @param ray The ray (in world space) to use to pick meshes\r\n * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true\r\n * @param fastCheck defines if the first intersection will be used (and not the closest)\r\n * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used\r\n * @returns a PickingInfo\r\n */\r\n pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;\r\n\r\n /** @internal */\r\n _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;\r\n\r\n /** Launch a ray to try to pick sprites in the scene\r\n * @param x position on screen\r\n * @param y position on screen\r\n * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true\r\n * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used\r\n * @returns a PickingInfo array\r\n */\r\n multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;\r\n\r\n /** Use the given ray to pick sprites in the scene\r\n * @param ray The ray (in world space) to use to pick meshes\r\n * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true\r\n * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used\r\n * @returns a PickingInfo array\r\n */\r\n multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;\r\n\r\n /**\r\n * Force the sprite under the pointer\r\n * @param sprite defines the sprite to use\r\n */\r\n setPointerOverSprite(sprite: Nullable<Sprite>): void;\r\n\r\n /**\r\n * Gets the sprite under the pointer\r\n * @returns a Sprite or null if no sprite is under the pointer\r\n */\r\n getPointerOverSprite(): Nullable<Sprite>;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport type InternalSpriteAugmentedScene = Scene & {\r\n _onNewSpriteManagerAddedObservable?: Observable<ISpriteManager>;\r\n _onSpriteManagerRemovedObservable?: Observable<ISpriteManager>;\r\n};\r\n\r\nObject.defineProperty(Scene.prototype, \"onNewSpriteManagerAddedObservable\", {\r\n get: function (this: InternalSpriteAugmentedScene) {\r\n if (!this.isDisposed && !this._onNewSpriteManagerAddedObservable) {\r\n const onNewSpriteManagerAddedObservable = (this._onNewSpriteManagerAddedObservable = new Observable<ISpriteManager>());\r\n this.onDisposeObservable.addOnce(() => onNewSpriteManagerAddedObservable.clear());\r\n }\r\n return this._onNewSpriteManagerAddedObservable;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nObject.defineProperty(Scene.prototype, \"onSpriteManagerRemovedObservable\", {\r\n get: function (this: InternalSpriteAugmentedScene) {\r\n if (!this.isDisposed && !this._onSpriteManagerRemovedObservable) {\r\n const onSpriteManagerRemovedObservable = (this._onSpriteManagerRemovedObservable = new Observable<ISpriteManager>());\r\n this.onDisposeObservable.addOnce(() => onSpriteManagerRemovedObservable.clear());\r\n }\r\n return this._onSpriteManagerRemovedObservable;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nScene.prototype._internalPickSprites = function (ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo> {\r\n if (!PickingInfo) {\r\n return null;\r\n }\r\n\r\n let pickingInfo = null;\r\n\r\n if (!camera) {\r\n if (!this.activeCamera) {\r\n return null;\r\n }\r\n camera = this.activeCamera;\r\n }\r\n\r\n if (this.spriteManagers && this.spriteManagers.length > 0) {\r\n for (let spriteIndex = 0; spriteIndex < this.spriteManagers.length; spriteIndex++) {\r\n const spriteManager = this.spriteManagers[spriteIndex];\r\n\r\n if (!spriteManager.isPickable) {\r\n continue;\r\n }\r\n\r\n const result = spriteManager.intersects(ray, camera, predicate, fastCheck);\r\n if (!result || !result.hit) {\r\n continue;\r\n }\r\n\r\n if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {\r\n continue;\r\n }\r\n\r\n pickingInfo = result;\r\n\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return pickingInfo || new PickingInfo();\r\n};\r\n\r\nScene.prototype._internalMultiPickSprites = function (ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]> {\r\n if (!PickingInfo) {\r\n return null;\r\n }\r\n\r\n let pickingInfos: PickingInfo[] = [];\r\n\r\n if (!camera) {\r\n if (!this.activeCamera) {\r\n return null;\r\n }\r\n camera = this.activeCamera;\r\n }\r\n\r\n if (this.spriteManagers && this.spriteManagers.length > 0) {\r\n for (let spriteIndex = 0; spriteIndex < this.spriteManagers.length; spriteIndex++) {\r\n const spriteManager = this.spriteManagers[spriteIndex];\r\n\r\n if (!spriteManager.isPickable) {\r\n continue;\r\n }\r\n\r\n const results = spriteManager.multiIntersects(ray, camera, predicate);\r\n\r\n if (results !== null) {\r\n pickingInfos = pickingInfos.concat(results);\r\n }\r\n }\r\n }\r\n\r\n return pickingInfos;\r\n};\r\n\r\nScene.prototype.pickSprite = function (x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo> {\r\n if (!this._tempSpritePickingRay) {\r\n return null;\r\n }\r\n\r\n CreatePickingRayInCameraSpaceToRef(this, x, y, this._tempSpritePickingRay, camera);\r\n\r\n const result = this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);\r\n if (result) {\r\n result.ray = CreatePickingRayInCameraSpace(this, x, y, camera);\r\n }\r\n\r\n return result;\r\n};\r\n\r\nScene.prototype.pickSpriteWithRay = function (ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo> {\r\n if (!this._tempSpritePickingRay) {\r\n return null;\r\n }\r\n\r\n if (!camera) {\r\n if (!this.activeCamera) {\r\n return null;\r\n }\r\n camera = this.activeCamera;\r\n }\r\n\r\n Ray.TransformToRef(ray, camera.getViewMatrix(), this._tempSpritePickingRay);\r\n\r\n const result = this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);\r\n if (result) {\r\n result.ray = ray;\r\n }\r\n\r\n return result;\r\n};\r\n\r\nScene.prototype.multiPickSprite = function (x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]> {\r\n CreatePickingRayInCameraSpaceToRef(this, x, y, this._tempSpritePickingRay!, camera);\r\n\r\n return this._internalMultiPickSprites(this._tempSpritePickingRay!, predicate, camera);\r\n};\r\n\r\nScene.prototype.multiPickSpriteWithRay = function (ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]> {\r\n if (!this._tempSpritePickingRay) {\r\n return null;\r\n }\r\n\r\n if (!camera) {\r\n if (!this.activeCamera) {\r\n return null;\r\n }\r\n camera = this.activeCamera;\r\n }\r\n\r\n Ray.TransformToRef(ray, camera.getViewMatrix(), this._tempSpritePickingRay);\r\n\r\n return this._internalMultiPickSprites(this._tempSpritePickingRay, predicate, camera);\r\n};\r\n\r\nScene.prototype.setPointerOverSprite = function (sprite: Nullable<Sprite>): void {\r\n if (this._pointerOverSprite === sprite) {\r\n return;\r\n }\r\n\r\n if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {\r\n this._pointerOverSprite.actionManager.processTrigger(Constants.ACTION_OnPointerOutTrigger, ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));\r\n }\r\n\r\n this._pointerOverSprite = sprite;\r\n if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {\r\n this._pointerOverSprite.actionManager.processTrigger(Constants.ACTION_OnPointerOverTrigger, ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));\r\n }\r\n};\r\n\r\nScene.prototype.getPointerOverSprite = function (): Nullable<Sprite> {\r\n return this._pointerOverSprite;\r\n};\r\n\r\n/**\r\n * Defines the sprite scene component responsible to manage sprites\r\n * in a given scene.\r\n */\r\nexport class SpriteSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpfull to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_SPRITE;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /** @internal */\r\n private _spritePredicate: (sprite: Sprite) => boolean;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n this.scene.spriteManagers = [] as ISpriteManager[];\r\n // This ray is used to pick sprites in the scene\r\n this.scene._tempSpritePickingRay = Ray ? Ray.Zero() : null;\r\n this.scene.onBeforeSpritesRenderingObservable = new Observable<Scene>();\r\n this.scene.onAfterSpritesRenderingObservable = new Observable<Scene>();\r\n this._spritePredicate = (sprite: Sprite): boolean => {\r\n if (!sprite.actionManager) {\r\n return false;\r\n }\r\n return sprite.isPickable && sprite.actionManager.hasPointerTriggers;\r\n };\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._pointerMoveStage.registerStep(SceneComponentConstants.STEP_POINTERMOVE_SPRITE, this, this._pointerMove);\r\n this.scene._pointerDownStage.registerStep(SceneComponentConstants.STEP_POINTERDOWN_SPRITE, this, this._pointerDown);\r\n this.scene._pointerUpStage.registerStep(SceneComponentConstants.STEP_POINTERUP_SPRITE, this, this._pointerUp);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n /** Nothing to do for sprites */\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources.\r\n */\r\n public dispose(): void {\r\n this.scene.onBeforeSpritesRenderingObservable.clear();\r\n this.scene.onAfterSpritesRenderingObservable.clear();\r\n\r\n const spriteManagers = this.scene.spriteManagers;\r\n if (!spriteManagers) {\r\n return;\r\n }\r\n while (spriteManagers.length) {\r\n spriteManagers[0].dispose();\r\n }\r\n }\r\n\r\n private _pickSpriteButKeepRay(originalPointerInfo: Nullable<PickingInfo>, x: number, y: number, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo> {\r\n const result = this.scene.pickSprite(x, y, this._spritePredicate, fastCheck, camera);\r\n if (result) {\r\n result.ray = originalPointerInfo ? originalPointerInfo.ray : null;\r\n }\r\n return result;\r\n }\r\n\r\n private _pointerMove(\r\n unTranslatedPointerX: number,\r\n unTranslatedPointerY: number,\r\n pickResult: Nullable<PickingInfo>,\r\n isMeshPicked: boolean,\r\n element: Nullable<HTMLElement>\r\n ): Nullable<PickingInfo> {\r\n const scene = this.scene;\r\n if (isMeshPicked) {\r\n scene.setPointerOverSprite(null);\r\n } else {\r\n pickResult = this._pickSpriteButKeepRay(pickResult, unTranslatedPointerX, unTranslatedPointerY, false, scene.cameraToUseForPointers || undefined);\r\n\r\n if (pickResult && pickResult.hit && pickResult.pickedSprite) {\r\n scene.setPointerOverSprite(pickResult.pickedSprite);\r\n if (!scene.doNotHandleCursors && element) {\r\n if (scene._pointerOverSprite && scene._pointerOverSprite.actionManager && scene._pointerOverSprite.actionManager.hoverCursor) {\r\n element.style.cursor = scene._pointerOverSprite.actionManager.hoverCursor;\r\n } else {\r\n element.style.cursor = scene.hoverCursor;\r\n }\r\n }\r\n } else {\r\n scene.setPointerOverSprite(null);\r\n }\r\n }\r\n\r\n return pickResult;\r\n }\r\n\r\n private _pointerDown(unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: IPointerEvent): Nullable<PickingInfo> {\r\n const scene = this.scene;\r\n scene._pickedDownSprite = null;\r\n if (scene.spriteManagers && scene.spriteManagers.length > 0) {\r\n pickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);\r\n\r\n if (pickResult && pickResult.hit && pickResult.pickedSprite) {\r\n if (pickResult.pickedSprite.actionManager) {\r\n scene._pickedDownSprite = pickResult.pickedSprite;\r\n switch (evt.button) {\r\n case 0:\r\n pickResult.pickedSprite.actionManager.processTrigger(\r\n Constants.ACTION_OnLeftPickTrigger,\r\n ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt)\r\n );\r\n break;\r\n case 1:\r\n pickResult.pickedSprite.actionManager.processTrigger(\r\n Constants.ACTION_OnCenterPickTrigger,\r\n ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt)\r\n );\r\n break;\r\n case 2:\r\n pickResult.pickedSprite.actionManager.processTrigger(\r\n Constants.ACTION_OnRightPickTrigger,\r\n ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt)\r\n );\r\n break;\r\n }\r\n if (pickResult.pickedSprite.actionManager) {\r\n pickResult.pickedSprite.actionManager.processTrigger(\r\n Constants.ACTION_OnPickDownTrigger,\r\n ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt)\r\n );\r\n }\r\n }\r\n }\r\n }\r\n\r\n return pickResult;\r\n }\r\n\r\n private _pointerUp(\r\n unTranslatedPointerX: number,\r\n unTranslatedPointerY: number,\r\n pickResult: Nullable<PickingInfo>,\r\n evt: IPointerEvent,\r\n doubleClick: boolean\r\n ): Nullable<PickingInfo> {\r\n const scene = this.scene;\r\n if (scene.spriteManagers && scene.spriteManagers.length > 0) {\r\n const spritePickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);\r\n\r\n if (spritePickResult) {\r\n if (spritePickResult.hit && spritePickResult.pickedSprite) {\r\n if (spritePickResult.pickedSprite.actionManager) {\r\n spritePickResult.pickedSprite.actionManager.processTrigger(\r\n Constants.ACTION_OnPickUpTrigger,\r\n ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt)\r\n );\r\n\r\n if (spritePickResult.pickedSprite.actionManager) {\r\n if (!this.scene._inputManager._isPointerSwiping()) {\r\n spritePickResult.pickedSprite.actionManager.processTrigger(\r\n Constants.ACTION_OnPickTrigger,\r\n ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt)\r\n );\r\n }\r\n\r\n if (doubleClick) {\r\n spritePickResult.pickedSprite.actionManager.processTrigger(\r\n Constants.ACTION_OnDoublePickTrigger,\r\n ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt)\r\n );\r\n }\r\n }\r\n }\r\n }\r\n if (scene._pickedDownSprite && scene._pickedDownSprite.actionManager && scene._pickedDownSprite !== spritePickResult.pickedSprite) {\r\n scene._pickedDownSprite.actionManager.processTrigger(Constants.ACTION_OnPickOutTrigger, ActionEvent.CreateNewFromSprite(scene._pickedDownSprite, scene, evt));\r\n }\r\n }\r\n }\r\n\r\n return pickResult;\r\n }\r\n}\r\n"]}
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package/XR/index.js
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package/XR/index.js.map
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{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/core/src/XR/index.ts"],"names":[],"mappings":"AAAA
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{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/core/src/XR/index.ts"],"names":[],"mappings":"AAAA,6DAA6D;AAC7D,cAAc,eAAe,CAAC;AAC9B,cAAc,oBAAoB,CAAC;AACnC,cAAc,yBAAyB,CAAC;AACxC,cAAc,cAAc,CAAC;AAC7B,cAAc,oBAAoB,CAAC;AACnC,cAAc,4BAA4B,CAAC;AAC3C,cAAc,cAAc,CAAC;AAC7B,cAAc,uBAAuB,CAAC;AACtC,cAAc,0BAA0B,CAAC;AACzC,cAAc,wBAAwB,CAAC;AACvC,cAAc,kBAAkB,CAAC;AACjC,cAAc,0BAA0B,CAAC;AACzC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,oCAAoC,CAAC","sourcesContent":["/* eslint-disable @typescript-eslint/no-restricted-imports */\r\nexport * from \"./webXRCamera\";\r\nexport * from \"./webXREnterExitUI\";\r\nexport * from \"./webXRExperienceHelper\";\r\nexport * from \"./webXRInput\";\r\nexport * from \"./webXRInputSource\";\r\nexport * from \"./webXRManagedOutputCanvas\";\r\nexport * from \"./webXRTypes\";\r\nexport * from \"./webXRSessionManager\";\r\nexport * from \"./webXRDefaultExperience\";\r\nexport * from \"./webXRFeaturesManager\";\r\nexport * from \"./features/index\";\r\nexport * from \"./motionController/index\";\r\nexport * from \"./native/index\";\r\nexport * from \"./webXRRenderTargetTextureProvider\";\r\n"]}
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{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../dev/core/src/index.ts"],"names":[],"mappings":"AAAA
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{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../dev/core/src/index.ts"],"names":[],"mappings":"AAAA,6DAA6D;AAC7D,cAAc,iBAAiB,CAAC;AAChC,cAAc,oBAAoB,CAAC;AACnC,cAAc,kBAAkB,CAAC;AACjC,cAAc,eAAe,CAAC;AAC9B,cAAc,iBAAiB,CAAC;AAChC,cAAc,8BAA8B,CAAC;AAC7C,cAAc,mBAAmB,CAAC;AAClC,cAAc,eAAe,CAAC;AAC9B,cAAc,iBAAiB,CAAC;AAChC,cAAc,iBAAiB,CAAC;AAChC,cAAc,oBAAoB,CAAC;AACnC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,iBAAiB,CAAC;AAChC,cAAc,iBAAiB,CAAC;AAChC,cAAc,eAAe,CAAC;AAC9B,cAAc,qBAAqB,CAAC;AACpC,cAAc,iBAAiB,CAAC;AAChC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,mBAAmB,CAAC;AAClC,cAAc,oBAAoB,CAAC;AACnC,cAAc,kBAAkB,CAAC;AACjC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,iBAAiB,CAAC;AAChC,cAAc,yBAAyB,CAAC;AACxC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,oBAAoB,CAAC;AACnC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,iBAAiB,CAAC;AAChC,cAAc,mBAAmB,CAAC;AAClC,cAAc,eAAe,CAAC;AAC9B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,cAAc,CAAC;AAC7B,cAAc,eAAe,CAAC;AAC9B,cAAc,oBAAoB,CAAC;AACnC,cAAc,QAAQ,CAAC;AACvB,cAAc,qBAAqB,CAAC;AACpC,cAAc,iBAAiB,CAAC;AAChC,cAAc,mBAAmB,CAAC;AAClC,cAAc,iBAAiB,CAAC;AAChC,cAAc,uBAAuB,CAAC;AACtC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,mBAAmB,CAAC;AAClC,cAAc,SAAS,CAAC;AACxB,cAAc,kBAAkB,CAAC;AACjC,cAAc,iBAAiB,CAAC;AAChC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,SAAS,CAAC;AACxB,cAAc,YAAY,CAAC;AAE3B,OAAO,mDAAmD,CAAC","sourcesContent":["/* eslint-disable @typescript-eslint/no-restricted-imports */\r\nexport * from \"./Actions/index\";\r\nexport * from \"./Animations/index\";\r\nexport * from \"./assetContainer\";\r\nexport * from \"./Audio/index\";\r\nexport * from \"./AudioV2/index\";\r\nexport * from \"./BakedVertexAnimation/index\";\r\nexport * from \"./Behaviors/index\";\r\nexport * from \"./Bones/index\";\r\nexport * from \"./Buffers/index\";\r\nexport * from \"./Cameras/index\";\r\nexport * from \"./Collisions/index\";\r\nexport * from \"./Compat/index\";\r\nexport * from \"./Compute/index\";\r\nexport * from \"./Culling/index\";\r\nexport * from \"./Debug/index\";\r\nexport * from \"./DeviceInput/index\";\r\nexport * from \"./Engines/index\";\r\nexport * from \"./Events/index\";\r\nexport * from \"./FlowGraph/index\";\r\nexport * from \"./FrameGraph/index\";\r\nexport * from \"./Gamepads/index\";\r\nexport * from \"./Gizmos/index\";\r\nexport * from \"./Helpers/index\";\r\nexport * from \"./Instrumentation/index\";\r\nexport * from \"./Layers/index\";\r\nexport * from \"./LensFlares/index\";\r\nexport * from \"./Lights/index\";\r\nexport * from \"./Loading/index\";\r\nexport * from \"./Materials/index\";\r\nexport * from \"./Maths/index\";\r\nexport * from \"./Meshes/index\";\r\nexport * from \"./Misc/index\";\r\nexport * from \"./Morph/index\";\r\nexport * from \"./Navigation/index\";\r\nexport * from \"./node\";\r\nexport * from \"./ObjectModel/index\";\r\nexport * from \"./Offline/index\";\r\nexport * from \"./Particles/index\";\r\nexport * from \"./Physics/index\";\r\nexport * from \"./PostProcesses/index\";\r\nexport * from \"./Probes/index\";\r\nexport * from \"./Rendering/index\";\r\nexport * from \"./scene\";\r\nexport * from \"./sceneComponent\";\r\nexport * from \"./Sprites/index\";\r\nexport * from \"./States/index\";\r\nexport * from \"./types\";\r\nexport * from \"./XR/index\";\r\n\r\nimport \"./Shaders/ShadersInclude/sceneFragmentDeclaration\";\r\n"]}
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