@babylonjs/core 8.44.1 → 8.45.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Cameras/Inputs/geospatialCameraKeyboardInput.js +6 -10
- package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -1
- package/Cameras/Inputs/geospatialCameraMouseWheelInput.js +1 -1
- package/Cameras/Inputs/geospatialCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Limits/geospatialLimits.d.ts +4 -22
- package/Cameras/Limits/geospatialLimits.js +4 -36
- package/Cameras/Limits/geospatialLimits.js.map +1 -1
- package/Cameras/geospatialCamera.d.ts +15 -4
- package/Cameras/geospatialCamera.js +90 -37
- package/Cameras/geospatialCamera.js.map +1 -1
- package/Cameras/geospatialCameraMovement.d.ts +1 -3
- package/Cameras/geospatialCameraMovement.js +15 -51
- package/Cameras/geospatialCameraMovement.js.map +1 -1
- package/Collisions/collisionCoordinator.d.ts +2 -2
- package/Collisions/collisionCoordinator.js +1 -0
- package/Collisions/collisionCoordinator.js.map +1 -1
- package/Engines/Extensions/engine.debugging.d.ts +3 -5
- package/Engines/Extensions/engine.debugging.js +3 -4
- package/Engines/Extensions/engine.debugging.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.debugging.js +15 -65
- package/Engines/WebGPU/Extensions/engine.debugging.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureManager.js +9 -9
- package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
- package/Engines/abstractEngine.d.ts +2 -0
- package/Engines/abstractEngine.js +4 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/thinWebGPUEngine.d.ts +0 -2
- package/Engines/thinWebGPUEngine.js +0 -8
- package/Engines/thinWebGPUEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +1 -3
- package/Engines/webgpuEngine.js +4 -10
- package/Engines/webgpuEngine.js.map +1 -1
- package/FrameGraph/Passes/renderPass.js +4 -9
- package/FrameGraph/Passes/renderPass.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +1 -1
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +4 -1
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +2 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js +31 -7
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
- package/FrameGraph/frameGraph.js +2 -2
- package/FrameGraph/frameGraph.js.map +1 -1
- package/FrameGraph/frameGraphContext.d.ts +9 -0
- package/FrameGraph/frameGraphContext.js +13 -2
- package/FrameGraph/frameGraphContext.js.map +1 -1
- package/FrameGraph/frameGraphObjectList.js.map +1 -1
- package/FrameGraph/frameGraphRenderContext.d.ts +9 -8
- package/FrameGraph/frameGraphRenderContext.js +23 -20
- package/FrameGraph/frameGraphRenderContext.js.map +1 -1
- package/FrameGraph/frameGraphTask.d.ts +2 -0
- package/FrameGraph/frameGraphTask.js +14 -4
- package/FrameGraph/frameGraphTask.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.js +4 -1
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.js +8 -3
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/areaLight.d.ts +2 -1
- package/Lights/areaLight.js +3 -2
- package/Lights/areaLight.js.map +1 -1
- package/Lights/directionalLight.d.ts +2 -1
- package/Lights/directionalLight.js +3 -2
- package/Lights/directionalLight.js.map +1 -1
- package/Lights/hemisphericLight.d.ts +2 -1
- package/Lights/hemisphericLight.js +3 -2
- package/Lights/hemisphericLight.js.map +1 -1
- package/Lights/light.d.ts +2 -1
- package/Lights/light.js +8 -3
- package/Lights/light.js.map +1 -1
- package/Lights/lightingVolume.js +11 -6
- package/Lights/lightingVolume.js.map +1 -1
- package/Lights/pointLight.d.ts +2 -1
- package/Lights/pointLight.js +3 -2
- package/Lights/pointLight.js.map +1 -1
- package/Lights/rectAreaLight.d.ts +2 -1
- package/Lights/rectAreaLight.js +3 -2
- package/Lights/rectAreaLight.js.map +1 -1
- package/Lights/spotLight.d.ts +2 -1
- package/Lights/spotLight.js +3 -2
- package/Lights/spotLight.js.map +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.js +3 -0
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +1 -0
- package/Materials/Node/nodeMaterial.js +4 -0
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildStateSharedData.d.ts +6 -0
- package/Materials/Node/nodeMaterialBuildStateSharedData.js +4 -0
- package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
- package/Materials/Textures/Loaders/iesTextureLoader.js +1 -1
- package/Materials/Textures/Loaders/iesTextureLoader.js.map +1 -1
- package/Materials/Textures/Procedurals/proceduralTexture.js +7 -2
- package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
- package/Materials/Textures/internalTexture.d.ts +6 -4
- package/Materials/Textures/internalTexture.js +6 -4
- package/Materials/Textures/internalTexture.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.js +2 -2
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/Textures/textureSampler.d.ts +3 -3
- package/Materials/Textures/textureSampler.js.map +1 -1
- package/Misc/minMaxReducer.js +2 -2
- package/Misc/minMaxReducer.js.map +1 -1
- package/Misc/screenshotTools.d.ts +3 -1
- package/Misc/screenshotTools.js +5 -2
- package/Misc/screenshotTools.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.helper.js +47 -46
- package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/taaMaterialManager.js +4 -1
- package/PostProcesses/RenderPipeline/Pipelines/taaMaterialManager.js.map +1 -1
- package/Probes/reflectionProbe.js +9 -2
- package/Probes/reflectionProbe.js.map +1 -1
- package/Rendering/depthRenderer.js +7 -2
- package/Rendering/depthRenderer.js.map +1 -1
- package/Shaders/particles.vertex.js +8 -1
- package/Shaders/particles.vertex.js.map +1 -1
- package/ShadersWGSL/particles.vertex.js +6 -0
- package/ShadersWGSL/particles.vertex.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +10 -0
- package/scene.js +30 -5
- package/scene.js.map +1 -1
package/Lights/areaLight.d.ts
CHANGED
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@@ -26,8 +26,9 @@ export declare abstract class AreaLight extends Light {
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* @param name The friendly name of the light
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* @param position The position of the area light.
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* @param scene The scene the light belongs to
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+
* @param dontAddToScene True to not add the light to the scene
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*/
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-
constructor(name: string, position: Vector3, scene?: Scene);
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constructor(name: string, position: Vector3, scene?: Scene, dontAddToScene?: boolean);
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transferTexturesToEffect(effect: Effect): Light;
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/**
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* Prepares the list of defines specific to the light type.
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package/Lights/areaLight.js
CHANGED
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@@ -49,9 +49,10 @@ export class AreaLight extends Light {
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* @param name The friendly name of the light
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* @param position The position of the area light.
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* @param scene The scene the light belongs to
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* @param dontAddToScene True to not add the light to the scene
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*/
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constructor(name, position, scene) {
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super(name, scene);
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constructor(name, position, scene, dontAddToScene) {
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super(name, scene, dontAddToScene);
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this.position = position;
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if (!this._scene._ltcTextures) {
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CreateSceneLTCTextures(this._scene);
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package/Lights/areaLight.js.map
CHANGED
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@@ -1 +1 @@
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1
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-
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1
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+
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type { Vector3 } from \"core/Maths/math.vector\";\r\nimport { RawTexture } from \"core/Materials/Textures/rawTexture\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { Light } from \"core/Lights/light\";\r\nimport type { Effect } from \"core/Materials/effect\";\r\nimport type { ILTCTextures } from \"core/Lights/LTC/ltcTextureTool\";\r\nimport { DecodeLTCTextureDataAsync } from \"core/Lights/LTC/ltcTextureTool\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\ndeclare module \"../scene\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Scene {\r\n /**\r\n * @internal\r\n */\r\n _ltcTextures?: ILTCTextures;\r\n }\r\n}\r\n\r\nfunction CreateSceneLTCTextures(scene: Scene): void {\r\n const useDelayedTextureLoading = scene.useDelayedTextureLoading;\r\n scene.useDelayedTextureLoading = false;\r\n\r\n const previousState = scene._blockEntityCollection;\r\n scene._blockEntityCollection = false;\r\n\r\n scene._ltcTextures = {\r\n LTC1: RawTexture.CreateRGBATexture(null, 64, 64, scene.getEngine(), false, false, Constants.TEXTURE_LINEAR_LINEAR, Constants.TEXTURETYPE_HALF_FLOAT, 0, false, true),\r\n LTC2: RawTexture.CreateRGBATexture(null, 64, 64, scene.getEngine(), false, false, Constants.TEXTURE_LINEAR_LINEAR, Constants.TEXTURETYPE_HALF_FLOAT, 0, false, true),\r\n };\r\n\r\n scene._blockEntityCollection = previousState;\r\n\r\n scene._ltcTextures.LTC1.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n scene._ltcTextures.LTC1.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n\r\n scene._ltcTextures.LTC2.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n scene._ltcTextures.LTC2.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n\r\n scene.useDelayedTextureLoading = useDelayedTextureLoading;\r\n\r\n DecodeLTCTextureDataAsync()\r\n // eslint-disable-next-line github/no-then\r\n .then((textureData) => {\r\n if (scene._ltcTextures) {\r\n const ltc1 = scene._ltcTextures?.LTC1 as RawTexture;\r\n ltc1.update(textureData[0]);\r\n\r\n const ltc2 = scene._ltcTextures?.LTC2 as RawTexture;\r\n ltc2.update(textureData[1]);\r\n\r\n scene.onDisposeObservable.addOnce(() => {\r\n scene._ltcTextures?.LTC1.dispose();\r\n scene._ltcTextures?.LTC2.dispose();\r\n });\r\n }\r\n })\r\n // eslint-disable-next-line github/no-then\r\n .catch((error) => {\r\n Logger.Error(`Area Light fail to get LTC textures data. Error: ${error}`);\r\n });\r\n}\r\n\r\n/**\r\n * Abstract Area Light class that servers as parent for all Area Lights implementations.\r\n * The light is emitted from the area in the -Z direction.\r\n */\r\nexport abstract class AreaLight extends Light {\r\n /**\r\n * Area Light position.\r\n */\r\n public position: Vector3;\r\n\r\n /**\r\n * Creates a area light object.\r\n * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n * @param name The friendly name of the light\r\n * @param position The position of the area light.\r\n * @param scene The scene the light belongs to\r\n * @param dontAddToScene True to not add the light to the scene\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene, dontAddToScene?: boolean) {\r\n super(name, scene, dontAddToScene);\r\n this.position = position;\r\n\r\n if (!this._scene._ltcTextures) {\r\n CreateSceneLTCTextures(this._scene);\r\n }\r\n }\r\n\r\n public override transferTexturesToEffect(effect: Effect): Light {\r\n if (this._scene._ltcTextures) {\r\n effect.setTexture(\"areaLightsLTC1Sampler\", this._scene._ltcTextures.LTC1);\r\n effect.setTexture(\"areaLightsLTC2Sampler\", this._scene._ltcTextures.LTC2);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Prepares the list of defines specific to the light type.\r\n * @param defines the list of defines\r\n * @param lightIndex defines the index of the light for the effect\r\n */\r\n public prepareLightSpecificDefines(defines: any, lightIndex: number): void {\r\n defines[\"AREALIGHT\" + lightIndex] = true;\r\n defines[\"AREALIGHTUSED\"] = true;\r\n }\r\n\r\n public override _isReady(): boolean {\r\n if (this._scene._ltcTextures) {\r\n return this._scene._ltcTextures.LTC1.isReady() && this._scene._ltcTextures.LTC2.isReady();\r\n }\r\n\r\n return false;\r\n }\r\n}\r\n"]}
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@@ -77,8 +77,9 @@ export declare class DirectionalLight extends ShadowLight {
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* @param name The friendly name of the light
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* @param direction The direction of the light
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*/
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constructor(name: string, direction: Vector3, scene?: Scene);
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+
constructor(name: string, direction: Vector3, scene?: Scene, dontAddToScene?: boolean);
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/**
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* Returns the string "DirectionalLight".
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* @returns The class name
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@@ -90,9 +90,10 @@ export class DirectionalLight extends ShadowLight {
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* @param name The friendly name of the light
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* @param direction The direction of the light
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* @param scene The scene the light belongs to
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-
constructor(name, direction, scene) {
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super(name, scene);
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constructor(name, direction, scene, dontAddToScene) {
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super(name, scene, dontAddToScene);
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this._shadowFrustumSize = 0;
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this._shadowOrthoScale = 0.1;
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/**
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@@ -1 +1 @@
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-
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{ serialize } from \"../Misc/decorators\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Node } from \"../node\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Light } from \"./light\";\r\nimport { ShadowLight } from \"./shadowLight\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\nNode.AddNodeConstructor(\"Light_Type_1\", (name, scene) => {\r\n return () => new DirectionalLight(name, Vector3.Zero(), scene);\r\n});\r\n\r\n/**\r\n * A directional light is defined by a direction (what a surprise!).\r\n * The light is emitted from everywhere in the specified direction, and has an infinite range.\r\n * An example of a directional light is when a distance planet is lit by the apparently parallel lines of light from its sun. Light in a downward direction will light the top of an object.\r\n * Documentation: https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n */\r\nexport class DirectionalLight extends ShadowLight {\r\n private _shadowFrustumSize = 0;\r\n /**\r\n * Fix frustum size for the shadow generation. This is disabled if the value is 0.\r\n */\r\n @serialize()\r\n public get shadowFrustumSize(): number {\r\n return this._shadowFrustumSize;\r\n }\r\n /**\r\n * Specifies a fix frustum size for the shadow generation.\r\n */\r\n public set shadowFrustumSize(value: number) {\r\n this._shadowFrustumSize = value;\r\n this.forceProjectionMatrixCompute();\r\n }\r\n\r\n private _shadowOrthoScale = 0.1;\r\n /**\r\n * Gets the shadow projection scale against the optimal computed one.\r\n * 0.1 by default which means that the projection window is increase by 10% from the optimal size.\r\n * This does not impact in fixed frustum size (shadowFrustumSize being set)\r\n */\r\n @serialize()\r\n public get shadowOrthoScale(): number {\r\n return this._shadowOrthoScale;\r\n }\r\n /**\r\n * Sets the shadow projection scale against the optimal computed one.\r\n * 0.1 by default which means that the projection window is increase by 10% from the optimal size.\r\n * This does not impact in fixed frustum size (shadowFrustumSize being set)\r\n */\r\n public set shadowOrthoScale(value: number) {\r\n this._shadowOrthoScale = value;\r\n this.forceProjectionMatrixCompute();\r\n }\r\n\r\n /**\r\n * Automatically compute the projection matrix to best fit (including all the casters)\r\n * on each frame.\r\n */\r\n @serialize()\r\n public autoUpdateExtends = true;\r\n\r\n /**\r\n * Automatically compute the shadowMinZ and shadowMaxZ for the projection matrix to best fit (including all the casters)\r\n * on each frame. autoUpdateExtends must be set to true for this to work\r\n */\r\n @serialize()\r\n public autoCalcShadowZBounds = false;\r\n\r\n // Cache\r\n @serialize(\"orthoLeft\")\r\n private _orthoLeft = Number.MAX_VALUE;\r\n @serialize(\"orthoRight\")\r\n private _orthoRight = Number.MIN_VALUE;\r\n @serialize(\"orthoTop\")\r\n private _orthoTop = Number.MIN_VALUE;\r\n @serialize(\"orthoBottom\")\r\n private _orthoBottom = Number.MAX_VALUE;\r\n\r\n /**\r\n * Gets or sets the orthoLeft property used to build the light frustum\r\n */\r\n public get orthoLeft(): number {\r\n return this._orthoLeft;\r\n }\r\n\r\n public set orthoLeft(left: number) {\r\n this._orthoLeft = left;\r\n }\r\n\r\n /**\r\n * Gets or sets the orthoRight property used to build the light frustum\r\n */\r\n public get orthoRight(): number {\r\n return this._orthoRight;\r\n }\r\n\r\n public set orthoRight(right: number) {\r\n this._orthoRight = right;\r\n }\r\n\r\n /**\r\n * Gets or sets the orthoTop property used to build the light frustum\r\n */\r\n public get orthoTop(): number {\r\n return this._orthoTop;\r\n }\r\n\r\n public set orthoTop(top: number) {\r\n this._orthoTop = top;\r\n }\r\n\r\n /**\r\n * Gets or sets the orthoBottom property used to build the light frustum\r\n */\r\n public get orthoBottom(): number {\r\n return this._orthoBottom;\r\n }\r\n\r\n public set orthoBottom(bottom: number) {\r\n this._orthoBottom = bottom;\r\n }\r\n\r\n /**\r\n * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).\r\n * The directional light is emitted from everywhere in the given direction.\r\n * It can cast shadows.\r\n * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n * @param name The friendly name of the light\r\n * @param direction The direction of the light\r\n * @param scene The scene the light belongs to\r\n */\r\n constructor(name: string, direction: Vector3, scene?: Scene) {\r\n super(name, scene);\r\n this.position = direction.scale(-1.0);\r\n this.direction = direction;\r\n }\r\n\r\n /**\r\n * Returns the string \"DirectionalLight\".\r\n * @returns The class name\r\n */\r\n public override getClassName(): string {\r\n return \"DirectionalLight\";\r\n }\r\n\r\n /**\r\n * Returns the integer 1.\r\n * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public override getTypeID(): number {\r\n return Light.LIGHTTYPEID_DIRECTIONALLIGHT;\r\n }\r\n\r\n /**\r\n * Sets the passed matrix \"matrix\" as projection matrix for the shadows cast by the light according to the passed view matrix.\r\n * Returns the DirectionalLight Shadow projection matrix.\r\n * @param matrix\r\n * @param viewMatrix\r\n * @param renderList\r\n */\r\n protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void {\r\n if (this.shadowFrustumSize > 0) {\r\n this._setDefaultFixedFrustumShadowProjectionMatrix(matrix);\r\n } else {\r\n this._setDefaultAutoExtendShadowProjectionMatrix(matrix, viewMatrix, renderList);\r\n }\r\n }\r\n\r\n /**\r\n * Sets the passed matrix \"matrix\" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.\r\n * Returns the DirectionalLight Shadow projection matrix.\r\n * @param matrix\r\n */\r\n protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void {\r\n const activeCamera = this.getScene().activeCamera;\r\n\r\n Matrix.OrthoLHToRef(\r\n this.shadowFrustumSize,\r\n this.shadowFrustumSize,\r\n this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera ? activeCamera.minZ : Constants.ShadowMinZ,\r\n this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera ? activeCamera.maxZ : Constants.ShadowMaxZ,\r\n matrix,\r\n this.getScene().getEngine().isNDCHalfZRange\r\n );\r\n }\r\n\r\n /**\r\n * Sets the passed matrix \"matrix\" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.\r\n * Returns the DirectionalLight Shadow projection matrix.\r\n * @param matrix\r\n * @param viewMatrix\r\n * @param renderList\r\n */\r\n protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void {\r\n const activeCamera = this.getScene().activeCamera;\r\n\r\n // Check extends\r\n if (this.autoUpdateExtends || this._orthoLeft === Number.MAX_VALUE) {\r\n const tempVector3 = Vector3.Zero();\r\n\r\n this._orthoLeft = Number.MAX_VALUE;\r\n this._orthoRight = -Number.MAX_VALUE;\r\n this._orthoTop = -Number.MAX_VALUE;\r\n this._orthoBottom = Number.MAX_VALUE;\r\n\r\n let shadowMinZ = Number.MAX_VALUE;\r\n let shadowMaxZ = -Number.MAX_VALUE;\r\n\r\n for (let meshIndex = 0; meshIndex < renderList.length; meshIndex++) {\r\n const mesh = renderList[meshIndex];\r\n\r\n if (!mesh) {\r\n continue;\r\n }\r\n\r\n const boundingInfo = mesh.getBoundingInfo();\r\n const boundingBox = boundingInfo.boundingBox;\r\n\r\n for (let index = 0; index < boundingBox.vectorsWorld.length; index++) {\r\n Vector3.TransformCoordinatesToRef(boundingBox.vectorsWorld[index], viewMatrix, tempVector3);\r\n\r\n if (tempVector3.x < this._orthoLeft) {\r\n this._orthoLeft = tempVector3.x;\r\n }\r\n if (tempVector3.y < this._orthoBottom) {\r\n this._orthoBottom = tempVector3.y;\r\n }\r\n\r\n if (tempVector3.x > this._orthoRight) {\r\n this._orthoRight = tempVector3.x;\r\n }\r\n if (tempVector3.y > this._orthoTop) {\r\n this._orthoTop = tempVector3.y;\r\n }\r\n if (this.autoCalcShadowZBounds) {\r\n if (tempVector3.z < shadowMinZ) {\r\n shadowMinZ = tempVector3.z;\r\n }\r\n if (tempVector3.z > shadowMaxZ) {\r\n shadowMaxZ = tempVector3.z;\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (this.autoCalcShadowZBounds) {\r\n this._shadowMinZ = shadowMinZ;\r\n this._shadowMaxZ = shadowMaxZ;\r\n }\r\n }\r\n\r\n const xOffset = this._orthoRight - this._orthoLeft;\r\n const yOffset = this._orthoTop - this._orthoBottom;\r\n\r\n const minZ = this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera?.minZ || Constants.ShadowMinZ;\r\n const maxZ = this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera?.maxZ || Constants.ShadowMaxZ;\r\n\r\n const useReverseDepthBuffer = this.getScene().getEngine().useReverseDepthBuffer;\r\n\r\n Matrix.OrthoOffCenterLHToRef(\r\n this._orthoLeft - xOffset * this.shadowOrthoScale,\r\n this._orthoRight + xOffset * this.shadowOrthoScale,\r\n this._orthoBottom - yOffset * this.shadowOrthoScale,\r\n this._orthoTop + yOffset * this.shadowOrthoScale,\r\n useReverseDepthBuffer ? maxZ : minZ,\r\n useReverseDepthBuffer ? minZ : maxZ,\r\n matrix,\r\n this.getScene().getEngine().isNDCHalfZRange\r\n );\r\n }\r\n\r\n protected _buildUniformLayout(): void {\r\n this._uniformBuffer.addUniform(\"vLightData\", 4);\r\n this._uniformBuffer.addUniform(\"vLightDiffuse\", 4);\r\n this._uniformBuffer.addUniform(\"vLightSpecular\", 4);\r\n this._uniformBuffer.addUniform(\"shadowsInfo\", 3);\r\n this._uniformBuffer.addUniform(\"depthValues\", 2);\r\n this._uniformBuffer.create();\r\n }\r\n\r\n /**\r\n * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The directional light\r\n */\r\n public transferToEffect(effect: Effect, lightIndex: string): DirectionalLight {\r\n if (this.computeTransformedInformation()) {\r\n this._uniformBuffer.updateFloat4(\"vLightData\", this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z, 1, lightIndex);\r\n return this;\r\n }\r\n this._uniformBuffer.updateFloat4(\"vLightData\", this.direction.x, this.direction.y, this.direction.z, 1, lightIndex);\r\n return this;\r\n }\r\n\r\n public transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light {\r\n if (this.computeTransformedInformation()) {\r\n effect.setFloat3(lightDataUniformName, this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z);\r\n return this;\r\n }\r\n\r\n effect.setFloat3(lightDataUniformName, this.direction.x, this.direction.y, this.direction.z);\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets the minZ used for shadow according to both the scene and the light.\r\n *\r\n * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being\r\n * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.\r\n * (when not using reverse depth buffer / NDC half Z range)\r\n * @param _activeCamera The camera we are returning the min for (not used)\r\n * @returns the depth min z\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public override getDepthMinZ(_activeCamera: Nullable<Camera>): number {\r\n const engine = this._scene.getEngine();\r\n return !engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n }\r\n\r\n /**\r\n * Gets the maxZ used for shadow according to both the scene and the light.\r\n *\r\n * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being\r\n * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.\r\n * (when not using reverse depth buffer / NDC half Z range)\r\n * @param _activeCamera The camera we are returning the max for\r\n * @returns the depth max z\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public override getDepthMaxZ(_activeCamera: Nullable<Camera>): number {\r\n const engine = this._scene.getEngine();\r\n return engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n }\r\n\r\n /**\r\n * Prepares the list of defines specific to the light type.\r\n * @param defines the list of defines\r\n * @param lightIndex defines the index of the light for the effect\r\n */\r\n public prepareLightSpecificDefines(defines: any, lightIndex: number): void {\r\n defines[\"DIRLIGHT\" + lightIndex] = true;\r\n }\r\n}\r\n\r\n// Register Class Name\r\nRegisterClass(\"BABYLON.DirectionalLight\", DirectionalLight);\r\n"]}
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+
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{ serialize } from \"../Misc/decorators\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Node } from \"../node\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Light } from \"./light\";\r\nimport { ShadowLight } from \"./shadowLight\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\nNode.AddNodeConstructor(\"Light_Type_1\", (name, scene) => {\r\n return () => new DirectionalLight(name, Vector3.Zero(), scene);\r\n});\r\n\r\n/**\r\n * A directional light is defined by a direction (what a surprise!).\r\n * The light is emitted from everywhere in the specified direction, and has an infinite range.\r\n * An example of a directional light is when a distance planet is lit by the apparently parallel lines of light from its sun. Light in a downward direction will light the top of an object.\r\n * Documentation: https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n */\r\nexport class DirectionalLight extends ShadowLight {\r\n private _shadowFrustumSize = 0;\r\n /**\r\n * Fix frustum size for the shadow generation. This is disabled if the value is 0.\r\n */\r\n @serialize()\r\n public get shadowFrustumSize(): number {\r\n return this._shadowFrustumSize;\r\n }\r\n /**\r\n * Specifies a fix frustum size for the shadow generation.\r\n */\r\n public set shadowFrustumSize(value: number) {\r\n this._shadowFrustumSize = value;\r\n this.forceProjectionMatrixCompute();\r\n }\r\n\r\n private _shadowOrthoScale = 0.1;\r\n /**\r\n * Gets the shadow projection scale against the optimal computed one.\r\n * 0.1 by default which means that the projection window is increase by 10% from the optimal size.\r\n * This does not impact in fixed frustum size (shadowFrustumSize being set)\r\n */\r\n @serialize()\r\n public get shadowOrthoScale(): number {\r\n return this._shadowOrthoScale;\r\n }\r\n /**\r\n * Sets the shadow projection scale against the optimal computed one.\r\n * 0.1 by default which means that the projection window is increase by 10% from the optimal size.\r\n * This does not impact in fixed frustum size (shadowFrustumSize being set)\r\n */\r\n public set shadowOrthoScale(value: number) {\r\n this._shadowOrthoScale = value;\r\n this.forceProjectionMatrixCompute();\r\n }\r\n\r\n /**\r\n * Automatically compute the projection matrix to best fit (including all the casters)\r\n * on each frame.\r\n */\r\n @serialize()\r\n public autoUpdateExtends = true;\r\n\r\n /**\r\n * Automatically compute the shadowMinZ and shadowMaxZ for the projection matrix to best fit (including all the casters)\r\n * on each frame. autoUpdateExtends must be set to true for this to work\r\n */\r\n @serialize()\r\n public autoCalcShadowZBounds = false;\r\n\r\n // Cache\r\n @serialize(\"orthoLeft\")\r\n private _orthoLeft = Number.MAX_VALUE;\r\n @serialize(\"orthoRight\")\r\n private _orthoRight = Number.MIN_VALUE;\r\n @serialize(\"orthoTop\")\r\n private _orthoTop = Number.MIN_VALUE;\r\n @serialize(\"orthoBottom\")\r\n private _orthoBottom = Number.MAX_VALUE;\r\n\r\n /**\r\n * Gets or sets the orthoLeft property used to build the light frustum\r\n */\r\n public get orthoLeft(): number {\r\n return this._orthoLeft;\r\n }\r\n\r\n public set orthoLeft(left: number) {\r\n this._orthoLeft = left;\r\n }\r\n\r\n /**\r\n * Gets or sets the orthoRight property used to build the light frustum\r\n */\r\n public get orthoRight(): number {\r\n return this._orthoRight;\r\n }\r\n\r\n public set orthoRight(right: number) {\r\n this._orthoRight = right;\r\n }\r\n\r\n /**\r\n * Gets or sets the orthoTop property used to build the light frustum\r\n */\r\n public get orthoTop(): number {\r\n return this._orthoTop;\r\n }\r\n\r\n public set orthoTop(top: number) {\r\n this._orthoTop = top;\r\n }\r\n\r\n /**\r\n * Gets or sets the orthoBottom property used to build the light frustum\r\n */\r\n public get orthoBottom(): number {\r\n return this._orthoBottom;\r\n }\r\n\r\n public set orthoBottom(bottom: number) {\r\n this._orthoBottom = bottom;\r\n }\r\n\r\n /**\r\n * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).\r\n * The directional light is emitted from everywhere in the given direction.\r\n * It can cast shadows.\r\n * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n * @param name The friendly name of the light\r\n * @param direction The direction of the light\r\n * @param scene The scene the light belongs to\r\n * @param dontAddToScene True to not add the light to the scene\r\n */\r\n constructor(name: string, direction: Vector3, scene?: Scene, dontAddToScene?: boolean) {\r\n super(name, scene, dontAddToScene);\r\n this.position = direction.scale(-1.0);\r\n this.direction = direction;\r\n }\r\n\r\n /**\r\n * Returns the string \"DirectionalLight\".\r\n * @returns The class name\r\n */\r\n public override getClassName(): string {\r\n return \"DirectionalLight\";\r\n }\r\n\r\n /**\r\n * Returns the integer 1.\r\n * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public override getTypeID(): number {\r\n return Light.LIGHTTYPEID_DIRECTIONALLIGHT;\r\n }\r\n\r\n /**\r\n * Sets the passed matrix \"matrix\" as projection matrix for the shadows cast by the light according to the passed view matrix.\r\n * Returns the DirectionalLight Shadow projection matrix.\r\n * @param matrix\r\n * @param viewMatrix\r\n * @param renderList\r\n */\r\n protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void {\r\n if (this.shadowFrustumSize > 0) {\r\n this._setDefaultFixedFrustumShadowProjectionMatrix(matrix);\r\n } else {\r\n this._setDefaultAutoExtendShadowProjectionMatrix(matrix, viewMatrix, renderList);\r\n }\r\n }\r\n\r\n /**\r\n * Sets the passed matrix \"matrix\" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.\r\n * Returns the DirectionalLight Shadow projection matrix.\r\n * @param matrix\r\n */\r\n protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void {\r\n const activeCamera = this.getScene().activeCamera;\r\n\r\n Matrix.OrthoLHToRef(\r\n this.shadowFrustumSize,\r\n this.shadowFrustumSize,\r\n this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera ? activeCamera.minZ : Constants.ShadowMinZ,\r\n this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera ? activeCamera.maxZ : Constants.ShadowMaxZ,\r\n matrix,\r\n this.getScene().getEngine().isNDCHalfZRange\r\n );\r\n }\r\n\r\n /**\r\n * Sets the passed matrix \"matrix\" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.\r\n * Returns the DirectionalLight Shadow projection matrix.\r\n * @param matrix\r\n * @param viewMatrix\r\n * @param renderList\r\n */\r\n protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void {\r\n const activeCamera = this.getScene().activeCamera;\r\n\r\n // Check extends\r\n if (this.autoUpdateExtends || this._orthoLeft === Number.MAX_VALUE) {\r\n const tempVector3 = Vector3.Zero();\r\n\r\n this._orthoLeft = Number.MAX_VALUE;\r\n this._orthoRight = -Number.MAX_VALUE;\r\n this._orthoTop = -Number.MAX_VALUE;\r\n this._orthoBottom = Number.MAX_VALUE;\r\n\r\n let shadowMinZ = Number.MAX_VALUE;\r\n let shadowMaxZ = -Number.MAX_VALUE;\r\n\r\n for (let meshIndex = 0; meshIndex < renderList.length; meshIndex++) {\r\n const mesh = renderList[meshIndex];\r\n\r\n if (!mesh) {\r\n continue;\r\n }\r\n\r\n const boundingInfo = mesh.getBoundingInfo();\r\n const boundingBox = boundingInfo.boundingBox;\r\n\r\n for (let index = 0; index < boundingBox.vectorsWorld.length; index++) {\r\n Vector3.TransformCoordinatesToRef(boundingBox.vectorsWorld[index], viewMatrix, tempVector3);\r\n\r\n if (tempVector3.x < this._orthoLeft) {\r\n this._orthoLeft = tempVector3.x;\r\n }\r\n if (tempVector3.y < this._orthoBottom) {\r\n this._orthoBottom = tempVector3.y;\r\n }\r\n\r\n if (tempVector3.x > this._orthoRight) {\r\n this._orthoRight = tempVector3.x;\r\n }\r\n if (tempVector3.y > this._orthoTop) {\r\n this._orthoTop = tempVector3.y;\r\n }\r\n if (this.autoCalcShadowZBounds) {\r\n if (tempVector3.z < shadowMinZ) {\r\n shadowMinZ = tempVector3.z;\r\n }\r\n if (tempVector3.z > shadowMaxZ) {\r\n shadowMaxZ = tempVector3.z;\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (this.autoCalcShadowZBounds) {\r\n this._shadowMinZ = shadowMinZ;\r\n this._shadowMaxZ = shadowMaxZ;\r\n }\r\n }\r\n\r\n const xOffset = this._orthoRight - this._orthoLeft;\r\n const yOffset = this._orthoTop - this._orthoBottom;\r\n\r\n const minZ = this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera?.minZ || Constants.ShadowMinZ;\r\n const maxZ = this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera?.maxZ || Constants.ShadowMaxZ;\r\n\r\n const useReverseDepthBuffer = this.getScene().getEngine().useReverseDepthBuffer;\r\n\r\n Matrix.OrthoOffCenterLHToRef(\r\n this._orthoLeft - xOffset * this.shadowOrthoScale,\r\n this._orthoRight + xOffset * this.shadowOrthoScale,\r\n this._orthoBottom - yOffset * this.shadowOrthoScale,\r\n this._orthoTop + yOffset * this.shadowOrthoScale,\r\n useReverseDepthBuffer ? maxZ : minZ,\r\n useReverseDepthBuffer ? minZ : maxZ,\r\n matrix,\r\n this.getScene().getEngine().isNDCHalfZRange\r\n );\r\n }\r\n\r\n protected _buildUniformLayout(): void {\r\n this._uniformBuffer.addUniform(\"vLightData\", 4);\r\n this._uniformBuffer.addUniform(\"vLightDiffuse\", 4);\r\n this._uniformBuffer.addUniform(\"vLightSpecular\", 4);\r\n this._uniformBuffer.addUniform(\"shadowsInfo\", 3);\r\n this._uniformBuffer.addUniform(\"depthValues\", 2);\r\n this._uniformBuffer.create();\r\n }\r\n\r\n /**\r\n * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The directional light\r\n */\r\n public transferToEffect(effect: Effect, lightIndex: string): DirectionalLight {\r\n if (this.computeTransformedInformation()) {\r\n this._uniformBuffer.updateFloat4(\"vLightData\", this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z, 1, lightIndex);\r\n return this;\r\n }\r\n this._uniformBuffer.updateFloat4(\"vLightData\", this.direction.x, this.direction.y, this.direction.z, 1, lightIndex);\r\n return this;\r\n }\r\n\r\n public transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light {\r\n if (this.computeTransformedInformation()) {\r\n effect.setFloat3(lightDataUniformName, this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z);\r\n return this;\r\n }\r\n\r\n effect.setFloat3(lightDataUniformName, this.direction.x, this.direction.y, this.direction.z);\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets the minZ used for shadow according to both the scene and the light.\r\n *\r\n * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being\r\n * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.\r\n * (when not using reverse depth buffer / NDC half Z range)\r\n * @param _activeCamera The camera we are returning the min for (not used)\r\n * @returns the depth min z\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public override getDepthMinZ(_activeCamera: Nullable<Camera>): number {\r\n const engine = this._scene.getEngine();\r\n return !engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n }\r\n\r\n /**\r\n * Gets the maxZ used for shadow according to both the scene and the light.\r\n *\r\n * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being\r\n * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.\r\n * (when not using reverse depth buffer / NDC half Z range)\r\n * @param _activeCamera The camera we are returning the max for\r\n * @returns the depth max z\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public override getDepthMaxZ(_activeCamera: Nullable<Camera>): number {\r\n const engine = this._scene.getEngine();\r\n return engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n }\r\n\r\n /**\r\n * Prepares the list of defines specific to the light type.\r\n * @param defines the list of defines\r\n * @param lightIndex defines the index of the light for the effect\r\n */\r\n public prepareLightSpecificDefines(defines: any, lightIndex: number): void {\r\n defines[\"DIRLIGHT\" + lightIndex] = true;\r\n }\r\n}\r\n\r\n// Register Class Name\r\nRegisterClass(\"BABYLON.DirectionalLight\", DirectionalLight);\r\n"]}
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@@ -27,8 +27,9 @@ export declare class HemisphericLight extends Light {
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* @param name The friendly name of the light
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* @param direction The direction of the light reflection
|
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* @param scene The scene the light belongs to
|
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* @param dontAddToScene True to not add the light to the scene
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*/
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-
constructor(name: string, direction: Vector3, scene?: Scene);
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constructor(name: string, direction: Vector3, scene?: Scene, dontAddToScene?: boolean);
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protected _buildUniformLayout(): void;
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/**
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* Returns the string "HemisphericLight".
|
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@@ -21,9 +21,10 @@ export class HemisphericLight extends Light {
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* @param name The friendly name of the light
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* @param direction The direction of the light reflection
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* @param scene The scene the light belongs to
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* @param dontAddToScene True to not add the light to the scene
|
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*/
|
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-
constructor(name, direction, scene) {
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super(name, scene);
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+
constructor(name, direction, scene, dontAddToScene) {
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super(name, scene, dontAddToScene);
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/**
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* The groundColor is the light in the opposite direction to the one specified during creation.
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* You can think of the diffuse and specular light as coming from the centre of the object in the given direction and the groundColor light in the opposite direction.
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"hemisphericLight.js","sourceRoot":"","sources":["../../../../dev/core/src/Lights/hemisphericLight.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,iBAAiB,EAAE,kBAAkB,EAAE,MAAM,oBAAoB,CAAC;AAG3E,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AACvD,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAC7C,OAAO,EAAE,IAAI,EAAE,MAAM,SAAS,CAAC;AAE/B,OAAO,EAAE,KAAK,EAAE,MAAM,SAAS,CAAC;AAEhC,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAElD,IAAI,CAAC,kBAAkB,CAAC,cAAc,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE;IACpD,OAAO,GAAG,EAAE,CAAC,IAAI,gBAAgB,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,KAAK,CAAC,CAAC;AACnE,CAAC,CAAC,CAAC;AAEH;;;GAGG;AACH,MAAM,OAAO,gBAAiB,SAAQ,KAAK;IAcvC
|
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1
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+
{"version":3,"file":"hemisphericLight.js","sourceRoot":"","sources":["../../../../dev/core/src/Lights/hemisphericLight.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,iBAAiB,EAAE,kBAAkB,EAAE,MAAM,oBAAoB,CAAC;AAG3E,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AACvD,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAC7C,OAAO,EAAE,IAAI,EAAE,MAAM,SAAS,CAAC;AAE/B,OAAO,EAAE,KAAK,EAAE,MAAM,SAAS,CAAC;AAEhC,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAElD,IAAI,CAAC,kBAAkB,CAAC,cAAc,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE;IACpD,OAAO,GAAG,EAAE,CAAC,IAAI,gBAAgB,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,KAAK,CAAC,CAAC;AACnE,CAAC,CAAC,CAAC;AAEH;;;GAGG;AACH,MAAM,OAAO,gBAAiB,SAAQ,KAAK;IAcvC;;;;;;;;;OASG;IACH,YAAY,IAAY,EAAE,SAAkB,EAAE,KAAa,EAAE,cAAwB;QACjF,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,cAAc,CAAC,CAAC;QAxBvC;;;WAGG;QAEI,gBAAW,GAAG,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAoB3C,IAAI,CAAC,SAAS,GAAG,SAAS,IAAI,OAAO,CAAC,EAAE,EAAE,CAAC;IAC/C,CAAC;IAES,mBAAmB;QACzB,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,YAAY,EAAE,CAAC,CAAC,CAAC;QAChD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,eAAe,EAAE,CAAC,CAAC,CAAC;QACnD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,gBAAgB,EAAE,CAAC,CAAC,CAAC;QACpD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,cAAc,EAAE,CAAC,CAAC,CAAC;QAClD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,aAAa,EAAE,CAAC,CAAC,CAAC;QACjD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,aAAa,EAAE,CAAC,CAAC,CAAC;QACjD,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,CAAC;IACjC,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,kBAAkB,CAAC;IAC9B,CAAC;IAED;;;;;OAKG;IACI,oBAAoB,CAAC,MAAe;QACvC,IAAI,CAAC,SAAS,GAAG,OAAO,CAAC,SAAS,CAAC,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC;QACpE,OAAO,IAAI,CAAC,SAAS,CAAC;IAC1B,CAAC;IAED;;;OAGG;IACa,kBAAkB;QAC9B,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;;OAKG;IACI,gBAAgB,CAAC,OAAe,EAAE,UAAkB;QACvD,MAAM,kBAAkB,GAAG,OAAO,CAAC,SAAS,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;QAC7D,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,YAAY,EAAE,kBAAkB,CAAC,CAAC,EAAE,kBAAkB,CAAC,CAAC,EAAE,kBAAkB,CAAC,CAAC,EAAE,GAAG,EAAE,UAAU,CAAC,CAAC;QAClI,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,cAAc,EAAE,IAAI,CAAC,WAAW,CAAC,KAAK,CAAC,IAAI,CAAC,SAAS,CAAC,EAAE,UAAU,CAAC,CAAC;QACrG,OAAO,IAAI,CAAC;IAChB,CAAC;IAEM,4BAA4B,CAAC,MAAc,EAAE,oBAA4B;QAC5E,MAAM,kBAAkB,GAAG,OAAO,CAAC,SAAS,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;QAC7D,MAAM,CAAC,SAAS,CAAC,oBAAoB,EAAE,kBAAkB,CAAC,CAAC,EAAE,kBAAkB,CAAC,CAAC,EAAE,kBAAkB,CAAC,CAAC,CAAC,CAAC;QACzG,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;OAGG;IACa,kBAAkB;QAC9B,IAAI,CAAC,IAAI,CAAC,YAAY,EAAE,CAAC;YACrB,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,QAAQ,EAAE,CAAC;QAC1C,CAAC;QACD,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED;;;OAGG;IACH,gEAAgE;IAChD,SAAS;QACrB,OAAO,KAAK,CAAC,4BAA4B,CAAC;IAC9C,CAAC;IAED;;;;OAIG;IACI,2BAA2B,CAAC,OAAY,EAAE,UAAkB;QAC/D,OAAO,CAAC,WAAW,GAAG,UAAU,CAAC,GAAG,IAAI,CAAC;IAC7C,CAAC;CACJ;AA3GU;IADN,iBAAiB,EAAE;qDAC2B;AAMxC;IADN,kBAAkB,EAAE;mDACK;AAuG9B,sBAAsB;AACtB,aAAa,CAAC,0BAA0B,EAAE,gBAAgB,CAAC,CAAC","sourcesContent":["import { serializeAsColor3, serializeAsVector3 } from \"../Misc/decorators\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { Node } from \"../node\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Light } from \"./light\";\r\nimport type { IShadowGenerator } from \"./Shadows/shadowGenerator\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\nNode.AddNodeConstructor(\"Light_Type_3\", (name, scene) => {\r\n return () => new HemisphericLight(name, Vector3.Zero(), scene);\r\n});\r\n\r\n/**\r\n * The HemisphericLight simulates the ambient environment light,\r\n * so the passed direction is the light reflection direction, not the incoming direction.\r\n */\r\nexport class HemisphericLight extends Light {\r\n /**\r\n * The groundColor is the light in the opposite direction to the one specified during creation.\r\n * You can think of the diffuse and specular light as coming from the centre of the object in the given direction and the groundColor light in the opposite direction.\r\n */\r\n @serializeAsColor3()\r\n public groundColor = new Color3(0.0, 0.0, 0.0);\r\n\r\n /**\r\n * The light reflection direction, not the incoming direction.\r\n */\r\n @serializeAsVector3()\r\n public direction: Vector3;\r\n\r\n /**\r\n * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).\r\n * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.\r\n * The HemisphericLight can't cast shadows.\r\n * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n * @param name The friendly name of the light\r\n * @param direction The direction of the light reflection\r\n * @param scene The scene the light belongs to\r\n * @param dontAddToScene True to not add the light to the scene\r\n */\r\n constructor(name: string, direction: Vector3, scene?: Scene, dontAddToScene?: boolean) {\r\n super(name, scene, dontAddToScene);\r\n this.direction = direction || Vector3.Up();\r\n }\r\n\r\n protected _buildUniformLayout(): void {\r\n this._uniformBuffer.addUniform(\"vLightData\", 4);\r\n this._uniformBuffer.addUniform(\"vLightDiffuse\", 4);\r\n this._uniformBuffer.addUniform(\"vLightSpecular\", 4);\r\n this._uniformBuffer.addUniform(\"vLightGround\", 3);\r\n this._uniformBuffer.addUniform(\"shadowsInfo\", 3);\r\n this._uniformBuffer.addUniform(\"depthValues\", 2);\r\n this._uniformBuffer.create();\r\n }\r\n\r\n /**\r\n * Returns the string \"HemisphericLight\".\r\n * @returns The class name\r\n */\r\n public override getClassName(): string {\r\n return \"HemisphericLight\";\r\n }\r\n\r\n /**\r\n * Sets the HemisphericLight direction towards the passed target (Vector3).\r\n * Returns the updated direction.\r\n * @param target The target the direction should point to\r\n * @returns The computed direction\r\n */\r\n public setDirectionToTarget(target: Vector3): Vector3 {\r\n this.direction = Vector3.Normalize(target.subtract(Vector3.Zero()));\r\n return this.direction;\r\n }\r\n\r\n /**\r\n * Returns the shadow generator associated to the light.\r\n * @returns Always null for hemispheric lights because it does not support shadows.\r\n */\r\n public override getShadowGenerator(): Nullable<IShadowGenerator> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).\r\n * @param _effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The hemispheric light\r\n */\r\n public transferToEffect(_effect: Effect, lightIndex: string): HemisphericLight {\r\n const normalizeDirection = Vector3.Normalize(this.direction);\r\n this._uniformBuffer.updateFloat4(\"vLightData\", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0.0, lightIndex);\r\n this._uniformBuffer.updateColor3(\"vLightGround\", this.groundColor.scale(this.intensity), lightIndex);\r\n return this;\r\n }\r\n\r\n public transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string) {\r\n const normalizeDirection = Vector3.Normalize(this.direction);\r\n effect.setFloat3(lightDataUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z);\r\n return this;\r\n }\r\n\r\n /**\r\n * Computes the world matrix of the node\r\n * @returns the world matrix\r\n */\r\n public override computeWorldMatrix(): Matrix {\r\n if (!this._worldMatrix) {\r\n this._worldMatrix = Matrix.Identity();\r\n }\r\n return this._worldMatrix;\r\n }\r\n\r\n /**\r\n * Returns the integer 3.\r\n * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public override getTypeID(): number {\r\n return Light.LIGHTTYPEID_HEMISPHERICLIGHT;\r\n }\r\n\r\n /**\r\n * Prepares the list of defines specific to the light type.\r\n * @param defines the list of defines\r\n * @param lightIndex defines the index of the light for the effect\r\n */\r\n public prepareLightSpecificDefines(defines: any, lightIndex: number): void {\r\n defines[\"HEMILIGHT\" + lightIndex] = true;\r\n }\r\n}\r\n\r\n// Register Class Name\r\nRegisterClass(\"BABYLON.HemisphericLight\", HemisphericLight);\r\n"]}
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package/Lights/light.d.ts
CHANGED
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@@ -269,8 +269,9 @@ export declare abstract class Light extends Node implements ISortableLight {
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* Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction
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* @param dontAddToScene True to not add the light to the scene
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constructor(name: string, scene?: Scene);
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constructor(name: string, scene?: Scene, dontAddToScene?: boolean);
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protected abstract _buildUniformLayout(): void;
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/**
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* Sets the passed Effect "effect" with the Light information.
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package/Lights/light.js
CHANGED
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@@ -169,8 +169,9 @@ export class Light extends Node {
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* Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction
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* @param dontAddToScene True to not add the light to the scene
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constructor(name, scene) {
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constructor(name, scene, dontAddToScene) {
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super(name, scene, false);
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/**
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* Diffuse gives the basic color to an object.
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@@ -235,12 +236,16 @@ export class Light extends Node {
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this._currentViewDepth = 0;
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/** @internal */
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this._isLight = true;
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|
238
|
-
|
|
239
|
+
if (!dontAddToScene) {
|
|
240
|
+
this.getScene().addLight(this);
|
|
241
|
+
}
|
|
239
242
|
this._uniformBuffer = new UniformBuffer(this.getScene().getEngine(), undefined, undefined, name);
|
|
240
243
|
this._buildUniformLayout();
|
|
241
244
|
this.includedOnlyMeshes = [];
|
|
242
245
|
this.excludedMeshes = [];
|
|
243
|
-
|
|
246
|
+
if (!dontAddToScene) {
|
|
247
|
+
this._resyncMeshes();
|
|
248
|
+
}
|
|
244
249
|
}
|
|
245
250
|
/**
|
|
246
251
|
* Sets the passed Effect "effect" with the Light textures.
|
package/Lights/light.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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{ serialize, serializeAsColor3, expandToProperty } from \"../Misc/decorators\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Matrix } from \"../Maths/math.vector\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3, TmpColors } from \"../Maths/math.color\";\r\nimport { Node } from \"../node\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { UniformBuffer } from \"../Materials/uniformBuffer\";\r\nimport type { IShadowGenerator } from \"./Shadows/shadowGenerator\";\r\nimport { GetClass } from \"../Misc/typeStore\";\r\nimport type { ISortableLight } from \"./lightConstants\";\r\nimport { LightConstants } from \"./lightConstants\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\n/**\r\n * Base class of all the lights in Babylon. It groups all the generic information about lights.\r\n * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.\r\n * All meshes allow light to pass through them unless shadow generation is activated. The default number of lights allowed is four but this can be increased.\r\n */\r\nexport abstract class Light extends Node implements ISortableLight {\r\n /**\r\n * Falloff Default: light is falling off following the material specification:\r\n * standard material is using standard falloff whereas pbr material can request special falloff per materials.\r\n */\r\n public static readonly FALLOFF_DEFAULT = LightConstants.FALLOFF_DEFAULT;\r\n\r\n /**\r\n * Falloff Physical: light is falling off following the inverse squared distance law.\r\n */\r\n public static readonly FALLOFF_PHYSICAL = LightConstants.FALLOFF_PHYSICAL;\r\n\r\n /**\r\n * Falloff gltf: light is falling off as described in the gltf moving to PBR document\r\n * to enhance interoperability with other engines.\r\n */\r\n public static readonly FALLOFF_GLTF = LightConstants.FALLOFF_GLTF;\r\n\r\n /**\r\n * Falloff Standard: light is falling off like in the standard material\r\n * to enhance interoperability with other materials.\r\n */\r\n public static readonly FALLOFF_STANDARD = LightConstants.FALLOFF_STANDARD;\r\n\r\n //lightmapMode Consts\r\n /**\r\n * If every light affecting the material is in this lightmapMode,\r\n * material.lightmapTexture adds or multiplies\r\n * (depends on material.useLightmapAsShadowmap)\r\n * after every other light calculations.\r\n */\r\n public static readonly LIGHTMAP_DEFAULT = LightConstants.LIGHTMAP_DEFAULT;\r\n /**\r\n * material.lightmapTexture as only diffuse lighting from this light\r\n * adds only specular lighting from this light\r\n * adds dynamic shadows\r\n */\r\n public static readonly LIGHTMAP_SPECULAR = LightConstants.LIGHTMAP_SPECULAR;\r\n /**\r\n * material.lightmapTexture as only lighting\r\n * no light calculation from this light\r\n * only adds dynamic shadows from this light\r\n */\r\n public static readonly LIGHTMAP_SHADOWSONLY = LightConstants.LIGHTMAP_SHADOWSONLY;\r\n\r\n // Intensity Mode Consts\r\n /**\r\n * Each light type uses the default quantity according to its type:\r\n * point/spot lights use luminous intensity\r\n * directional lights use illuminance\r\n */\r\n public static readonly INTENSITYMODE_AUTOMATIC = LightConstants.INTENSITYMODE_AUTOMATIC;\r\n /**\r\n * lumen (lm)\r\n */\r\n public static readonly INTENSITYMODE_LUMINOUSPOWER = LightConstants.INTENSITYMODE_LUMINOUSPOWER;\r\n /**\r\n * candela (lm/sr)\r\n */\r\n public static readonly INTENSITYMODE_LUMINOUSINTENSITY = LightConstants.INTENSITYMODE_LUMINOUSINTENSITY;\r\n /**\r\n * lux (lm/m^2)\r\n */\r\n public static readonly INTENSITYMODE_ILLUMINANCE = LightConstants.INTENSITYMODE_ILLUMINANCE;\r\n /**\r\n * nit (cd/m^2)\r\n */\r\n public static readonly INTENSITYMODE_LUMINANCE = LightConstants.INTENSITYMODE_LUMINANCE;\r\n\r\n // Light types ids const.\r\n /**\r\n * Light type const id of the point light.\r\n */\r\n public static readonly LIGHTTYPEID_POINTLIGHT = LightConstants.LIGHTTYPEID_POINTLIGHT;\r\n /**\r\n * Light type const id of the directional light.\r\n */\r\n public static readonly LIGHTTYPEID_DIRECTIONALLIGHT = LightConstants.LIGHTTYPEID_DIRECTIONALLIGHT;\r\n /**\r\n * Light type const id of the spot light.\r\n */\r\n public static readonly LIGHTTYPEID_SPOTLIGHT = LightConstants.LIGHTTYPEID_SPOTLIGHT;\r\n /**\r\n * Light type const id of the hemispheric light.\r\n */\r\n public static readonly LIGHTTYPEID_HEMISPHERICLIGHT = LightConstants.LIGHTTYPEID_HEMISPHERICLIGHT;\r\n\r\n /**\r\n * Light type const id of the area light.\r\n */\r\n public static readonly LIGHTTYPEID_RECT_AREALIGHT = LightConstants.LIGHTTYPEID_RECT_AREALIGHT;\r\n\r\n /**\r\n * Diffuse gives the basic color to an object.\r\n */\r\n @serializeAsColor3()\r\n public diffuse = new Color3(1.0, 1.0, 1.0);\r\n\r\n /**\r\n * Specular produces a highlight color on an object.\r\n * Note: This is not affecting PBR materials.\r\n */\r\n @serializeAsColor3()\r\n public specular = new Color3(1.0, 1.0, 1.0);\r\n\r\n /**\r\n * Defines the falloff type for this light. This lets overriding how punctual light are\r\n * falling off base on range or angle.\r\n * This can be set to any values in Light.FALLOFF_x.\r\n *\r\n * Note: This is only useful for PBR Materials at the moment. This could be extended if required to\r\n * other types of materials.\r\n */\r\n @serialize()\r\n public falloffType = Light.FALLOFF_DEFAULT;\r\n\r\n /**\r\n * Strength of the light.\r\n * Note: By default it is define in the framework own unit.\r\n * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.\r\n */\r\n @serialize()\r\n public intensity = 1.0;\r\n\r\n private _range = Number.MAX_VALUE;\r\n /** @internal */\r\n public _inverseSquaredRange = 0;\r\n\r\n /**\r\n * Defines how far from the source the light is impacting in scene units.\r\n * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.\r\n */\r\n @serialize()\r\n public get range(): number {\r\n return this._range;\r\n }\r\n /**\r\n * Defines how far from the source the light is impacting in scene units.\r\n * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.\r\n */\r\n public set range(value: number) {\r\n this._range = value;\r\n this._inverseSquaredRange = 1.0 / (this.range * this.range);\r\n }\r\n\r\n /**\r\n * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type\r\n * of light.\r\n */\r\n private _photometricScale = 1.0;\r\n\r\n private _intensityMode: number = Light.INTENSITYMODE_AUTOMATIC;\r\n /**\r\n * Gets the photometric scale used to interpret the intensity.\r\n * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.\r\n */\r\n @serialize()\r\n public get intensityMode(): number {\r\n return this._intensityMode;\r\n }\r\n /**\r\n * Sets the photometric scale used to interpret the intensity.\r\n * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.\r\n */\r\n public set intensityMode(value: number) {\r\n this._intensityMode = value;\r\n this._computePhotometricScale();\r\n }\r\n\r\n private _radius = 0.00001;\r\n /**\r\n * Gets the light radius used by PBR Materials to simulate soft area lights.\r\n */\r\n @serialize()\r\n public get radius(): number {\r\n return this._radius;\r\n }\r\n /**\r\n * sets the light radius used by PBR Materials to simulate soft area lights.\r\n */\r\n public set radius(value: number) {\r\n this._radius = value;\r\n this._computePhotometricScale();\r\n }\r\n\r\n @serialize()\r\n private _renderPriority: number;\r\n /**\r\n * Defines the rendering priority of the lights. It can help in case of fallback or number of lights\r\n * exceeding the number allowed of the materials.\r\n */\r\n @expandToProperty(\"_reorderLightsInScene\")\r\n public renderPriority: number = 0;\r\n\r\n @serialize(\"shadowEnabled\")\r\n private _shadowEnabled: boolean = true;\r\n /**\r\n * Gets whether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching\r\n * the current shadow generator.\r\n */\r\n public get shadowEnabled(): boolean {\r\n return this._shadowEnabled;\r\n }\r\n /**\r\n * Sets whether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching\r\n * the current shadow generator.\r\n */\r\n public set shadowEnabled(value: boolean) {\r\n if (this._shadowEnabled === value) {\r\n return;\r\n }\r\n\r\n this._shadowEnabled = value;\r\n this._markMeshesAsLightDirty();\r\n }\r\n\r\n private _includedOnlyMeshes: AbstractMesh[];\r\n /**\r\n * Gets the only meshes impacted by this light.\r\n */\r\n public get includedOnlyMeshes(): AbstractMesh[] {\r\n return this._includedOnlyMeshes;\r\n }\r\n /**\r\n * Sets the only meshes impacted by this light.\r\n */\r\n public set includedOnlyMeshes(value: AbstractMesh[]) {\r\n this._includedOnlyMeshes = value;\r\n this._hookArrayForIncludedOnly(value);\r\n }\r\n\r\n private _excludedMeshes: AbstractMesh[];\r\n /**\r\n * Gets the meshes not impacted by this light.\r\n */\r\n public get excludedMeshes(): AbstractMesh[] {\r\n return this._excludedMeshes;\r\n }\r\n /**\r\n * Sets the meshes not impacted by this light.\r\n */\r\n public set excludedMeshes(value: AbstractMesh[]) {\r\n this._excludedMeshes = value;\r\n this._hookArrayForExcluded(value);\r\n }\r\n\r\n @serialize(\"excludeWithLayerMask\")\r\n private _excludeWithLayerMask = 0;\r\n /**\r\n * Gets the layer id use to find what meshes are not impacted by the light.\r\n * Inactive if 0\r\n */\r\n public get excludeWithLayerMask(): number {\r\n return this._excludeWithLayerMask;\r\n }\r\n /**\r\n * Sets the layer id use to find what meshes are not impacted by the light.\r\n * Inactive if 0\r\n */\r\n public set excludeWithLayerMask(value: number) {\r\n this._excludeWithLayerMask = value;\r\n this._resyncMeshes();\r\n }\r\n\r\n @serialize(\"includeOnlyWithLayerMask\")\r\n private _includeOnlyWithLayerMask = 0;\r\n /**\r\n * Gets the layer id use to find what meshes are impacted by the light.\r\n * Inactive if 0\r\n */\r\n public get includeOnlyWithLayerMask(): number {\r\n return this._includeOnlyWithLayerMask;\r\n }\r\n /**\r\n * Sets the layer id use to find what meshes are impacted by the light.\r\n * Inactive if 0\r\n */\r\n public set includeOnlyWithLayerMask(value: number) {\r\n this._includeOnlyWithLayerMask = value;\r\n this._resyncMeshes();\r\n }\r\n\r\n @serialize(\"lightmapMode\")\r\n private _lightmapMode = 0;\r\n /**\r\n * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)\r\n */\r\n public get lightmapMode(): number {\r\n return this._lightmapMode;\r\n }\r\n /**\r\n * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)\r\n */\r\n public set lightmapMode(value: number) {\r\n if (this._lightmapMode === value) {\r\n return;\r\n }\r\n\r\n this._lightmapMode = value;\r\n this._markMeshesAsLightDirty();\r\n }\r\n\r\n /**\r\n * Returns the view matrix.\r\n * @param _faceIndex The index of the face for which we want to extract the view matrix. Only used for point light types.\r\n * @returns The view matrix. Can be null, if a view matrix cannot be defined for the type of light considered (as for a hemispherical light, for example).\r\n */\r\n public getViewMatrix(_faceIndex?: number): Nullable<Matrix> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Returns the projection matrix.\r\n * Note that viewMatrix and renderList are optional and are only used by lights that calculate the projection matrix from a list of meshes (e.g. directional lights with automatic extents calculation).\r\n * @param _viewMatrix The view transform matrix of the light (optional).\r\n * @param _renderList The list of meshes to take into account when calculating the projection matrix (optional).\r\n * @returns The projection matrix. Can be null, if a projection matrix cannot be defined for the type of light considered (as for a hemispherical light, for example).\r\n */\r\n public getProjectionMatrix(_viewMatrix?: Matrix, _renderList?: Array<AbstractMesh>): Nullable<Matrix> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Shadow generators associated to the light.\r\n * @internal Internal use only.\r\n */\r\n public _shadowGenerators: Nullable<Map<Nullable<Camera>, IShadowGenerator>> = null;\r\n\r\n /**\r\n * @internal Internal use only.\r\n */\r\n public _excludedMeshesIds = new Array<string>();\r\n\r\n /**\r\n * @internal Internal use only.\r\n */\r\n public _includedOnlyMeshesIds = new Array<string>();\r\n\r\n /**\r\n * The current light uniform buffer.\r\n * @internal Internal use only.\r\n */\r\n public _uniformBuffer: UniformBuffer;\r\n\r\n /** @internal */\r\n public _renderId: number;\r\n\r\n private _lastUseSpecular: boolean;\r\n\r\n /**\r\n * Used internally by ClusteredLight to sort lights\r\n * @internal\r\n */\r\n public _currentViewDepth = 0;\r\n\r\n /**\r\n * Creates a Light object in the scene.\r\n * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n * @param name The friendly name of the light\r\n * @param scene The scene the light belongs too\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene, false);\r\n this.getScene().addLight(this);\r\n this._uniformBuffer = new UniformBuffer(this.getScene().getEngine(), undefined, undefined, name);\r\n this._buildUniformLayout();\r\n\r\n this.includedOnlyMeshes = [] as AbstractMesh[];\r\n this.excludedMeshes = [] as AbstractMesh[];\r\n\r\n this._resyncMeshes();\r\n }\r\n\r\n protected abstract _buildUniformLayout(): void;\r\n\r\n /**\r\n * Sets the passed Effect \"effect\" with the Light information.\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The light\r\n */\r\n public abstract transferToEffect(effect: Effect, lightIndex: string): Light;\r\n\r\n /**\r\n * Sets the passed Effect \"effect\" with the Light textures.\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The light\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public transferTexturesToEffect(effect: Effect, lightIndex: string): Light {\r\n // Do nothing by default.\r\n return this;\r\n }\r\n\r\n /**\r\n * Binds the lights information from the scene to the effect for the given mesh.\r\n * @param lightIndex Light index\r\n * @param scene The scene where the light belongs to\r\n * @param effect The effect we are binding the data to\r\n * @param useSpecular Defines if specular is supported\r\n * @param receiveShadows Defines if the effect (mesh) we bind the light for receives shadows\r\n */\r\n public _bindLight(lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, receiveShadows = true): void {\r\n const iAsString = lightIndex.toString();\r\n let needUpdate = false;\r\n\r\n this._uniformBuffer.bindToEffect(effect, \"Light\" + iAsString);\r\n\r\n if (this._renderId !== scene.getRenderId() || this._lastUseSpecular !== useSpecular || !this._uniformBuffer.useUbo) {\r\n this._renderId = scene.getRenderId();\r\n this._lastUseSpecular = useSpecular;\r\n\r\n const scaledIntensity = this.getScaledIntensity();\r\n\r\n this.transferToEffect(effect, iAsString);\r\n\r\n this.diffuse.scaleToRef(scaledIntensity, TmpColors.Color3[0]);\r\n this._uniformBuffer.updateColor4(\"vLightDiffuse\", TmpColors.Color3[0], this.range, iAsString);\r\n if (useSpecular) {\r\n this.specular.scaleToRef(scaledIntensity, TmpColors.Color3[1]);\r\n this._uniformBuffer.updateColor4(\"vLightSpecular\", TmpColors.Color3[1], this.radius, iAsString);\r\n }\r\n needUpdate = true;\r\n }\r\n\r\n // Textures might still need to be rebound.\r\n this.transferTexturesToEffect(effect, iAsString);\r\n\r\n // Shadows\r\n if (scene.shadowsEnabled && this.shadowEnabled && receiveShadows) {\r\n const shadowGenerator = this.getShadowGenerator(scene.activeCamera) ?? this.getShadowGenerator();\r\n if (shadowGenerator) {\r\n shadowGenerator.bindShadowLight(iAsString, effect);\r\n needUpdate = true;\r\n }\r\n }\r\n\r\n if (needUpdate) {\r\n this._uniformBuffer.update();\r\n } else {\r\n this._uniformBuffer.bindUniformBuffer();\r\n }\r\n }\r\n\r\n /**\r\n * Sets the passed Effect \"effect\" with the Light information.\r\n * @param effect The effect to update\r\n * @param lightDataUniformName The uniform used to store light data (position or direction)\r\n * @returns The light\r\n */\r\n public abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;\r\n\r\n /**\r\n * Returns the string \"Light\".\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"Light\";\r\n }\r\n\r\n /** @internal */\r\n public readonly _isLight = true;\r\n\r\n /**\r\n * Converts the light information to a readable string for debug purpose.\r\n * @param fullDetails Supports for multiple levels of logging within scene loading\r\n * @returns the human readable light info\r\n */\r\n public override toString(fullDetails?: boolean): string {\r\n let ret = \"Name: \" + this.name;\r\n ret += \", type: \" + [\"Point\", \"Directional\", \"Spot\", \"Hemispheric\", \"Clustered\"][this.getTypeID()];\r\n if (this.animations) {\r\n for (let i = 0; i < this.animations.length; i++) {\r\n ret += \", animation[0]: \" + this.animations[i].toString(fullDetails);\r\n }\r\n }\r\n return ret;\r\n }\r\n\r\n /** @internal */\r\n protected override _syncParentEnabledState() {\r\n super._syncParentEnabledState();\r\n if (!this.isDisposed()) {\r\n this._resyncMeshes();\r\n }\r\n }\r\n\r\n /**\r\n * Set the enabled state of this node.\r\n * @param value - the new enabled state\r\n */\r\n public override setEnabled(value: boolean): void {\r\n super.setEnabled(value);\r\n\r\n this._resyncMeshes();\r\n }\r\n\r\n /**\r\n * Returns the Light associated shadow generator if any.\r\n * @param camera Camera for which the shadow generator should be retrieved (default: null). If null, retrieves the default shadow generator\r\n * @returns the associated shadow generator.\r\n */\r\n public getShadowGenerator(camera: Nullable<Camera> = null): Nullable<IShadowGenerator> {\r\n if (this._shadowGenerators === null) {\r\n return null;\r\n }\r\n\r\n return this._shadowGenerators.get(camera) ?? null;\r\n }\r\n\r\n /**\r\n * Returns all the shadow generators associated to this light\r\n * @returns\r\n */\r\n public getShadowGenerators(): Nullable<Map<Nullable<Camera>, IShadowGenerator>> {\r\n return this._shadowGenerators;\r\n }\r\n\r\n /**\r\n * Returns a Vector3, the absolute light position in the World.\r\n * @returns the world space position of the light\r\n */\r\n public getAbsolutePosition(): Vector3 {\r\n return Vector3.Zero();\r\n }\r\n\r\n /**\r\n * Specifies if the light will affect the passed mesh.\r\n * @param mesh The mesh to test against the light\r\n * @returns true the mesh is affected otherwise, false.\r\n */\r\n public canAffectMesh(mesh: AbstractMesh): boolean {\r\n if (!mesh) {\r\n return true;\r\n }\r\n\r\n if (this.includedOnlyMeshes && this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {\r\n return false;\r\n }\r\n\r\n if (this.excludedMeshes && this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {\r\n return false;\r\n }\r\n\r\n if (this.includeOnlyWithLayerMask !== 0 && (this.includeOnlyWithLayerMask & mesh.layerMask) === 0) {\r\n return false;\r\n }\r\n\r\n if (this.excludeWithLayerMask !== 0 && this.excludeWithLayerMask & mesh.layerMask) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Releases resources associated with this node.\r\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\r\n * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\r\n */\r\n public override dispose(doNotRecurse?: boolean, disposeMaterialAndTextures = false): void {\r\n if (this._shadowGenerators) {\r\n const iterator = this._shadowGenerators.values();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const shadowGenerator = key.value;\r\n shadowGenerator.dispose();\r\n }\r\n this._shadowGenerators = null;\r\n }\r\n\r\n // Animations\r\n this.getScene().stopAnimation(this);\r\n\r\n if (this._parentContainer) {\r\n const index = this._parentContainer.lights.indexOf(this);\r\n if (index > -1) {\r\n this._parentContainer.lights.splice(index, 1);\r\n }\r\n this._parentContainer = null;\r\n }\r\n\r\n // Remove from meshes\r\n for (const mesh of this.getScene().meshes) {\r\n mesh._removeLightSource(this, true);\r\n }\r\n\r\n this._uniformBuffer.dispose();\r\n\r\n // Remove from scene\r\n this.getScene().removeLight(this);\r\n super.dispose(doNotRecurse, disposeMaterialAndTextures);\r\n }\r\n\r\n /**\r\n * Returns the light type ID (integer).\r\n * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public getTypeID(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.\r\n * @returns the scaled intensity in intensity mode unit\r\n */\r\n public getScaledIntensity() {\r\n return this._photometricScale * this.intensity;\r\n }\r\n\r\n /**\r\n * Returns a new Light object, named \"name\", from the current one.\r\n * @param name The name of the cloned light\r\n * @param newParent The parent of this light, if it has one\r\n * @returns the new created light\r\n */\r\n public override clone(name: string, newParent: Nullable<Node> = null): Nullable<Light> {\r\n const constructor = Light.GetConstructorFromName(this.getTypeID(), name, this.getScene());\r\n\r\n if (!constructor) {\r\n return null;\r\n }\r\n const clonedLight = SerializationHelper.Clone(constructor, this);\r\n if (name) {\r\n clonedLight.name = name;\r\n }\r\n if (newParent) {\r\n clonedLight.parent = newParent;\r\n }\r\n clonedLight.setEnabled(this.isEnabled());\r\n\r\n this.onClonedObservable.notifyObservers(clonedLight);\r\n\r\n return clonedLight;\r\n }\r\n\r\n /**\r\n * Serializes the current light into a Serialization object.\r\n * @returns the serialized object.\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.uniqueId = this.uniqueId;\r\n\r\n // Type\r\n serializationObject.type = this.getTypeID();\r\n\r\n // Parent\r\n if (this.parent) {\r\n this.parent._serializeAsParent(serializationObject);\r\n }\r\n\r\n // Inclusion / exclusions\r\n if (this.excludedMeshes.length > 0) {\r\n serializationObject.excludedMeshesIds = [];\r\n for (const mesh of this.excludedMeshes) {\r\n serializationObject.excludedMeshesIds.push(mesh.id);\r\n }\r\n }\r\n\r\n if (this.includedOnlyMeshes.length > 0) {\r\n serializationObject.includedOnlyMeshesIds = [];\r\n for (const mesh of this.includedOnlyMeshes) {\r\n serializationObject.includedOnlyMeshesIds.push(mesh.id);\r\n }\r\n }\r\n\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(this, serializationObject);\r\n serializationObject.ranges = this.serializeAnimationRanges();\r\n\r\n serializationObject.isEnabled = this.isEnabled();\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.\r\n * This new light is named \"name\" and added to the passed scene.\r\n * @param type Type according to the types available in Light.LIGHTTYPEID_x\r\n * @param name The friendly name of the light\r\n * @param scene The scene the new light will belong to\r\n * @returns the constructor function\r\n */\r\n static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light> {\r\n const constructorFunc = Node.Construct(\"Light_Type_\" + type, name, scene);\r\n\r\n if (constructorFunc) {\r\n return <() => Light>constructorFunc;\r\n }\r\n\r\n // Default to no light for none present once.\r\n return null;\r\n }\r\n\r\n /**\r\n * Parses the passed \"parsedLight\" and returns a new instanced Light from this parsing.\r\n * @param parsedLight The JSON representation of the light\r\n * @param scene The scene to create the parsed light in\r\n * @returns the created light after parsing\r\n */\r\n public static Parse(parsedLight: any, scene: Scene): Nullable<Light> {\r\n const constructor = Light.GetConstructorFromName(parsedLight.type, parsedLight.name, scene);\r\n\r\n if (!constructor) {\r\n return null;\r\n }\r\n\r\n const light = SerializationHelper.Parse(constructor, parsedLight, scene);\r\n\r\n // Inclusion / exclusions\r\n if (parsedLight.excludedMeshesIds) {\r\n light._excludedMeshesIds = parsedLight.excludedMeshesIds;\r\n }\r\n\r\n if (parsedLight.includedOnlyMeshesIds) {\r\n light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;\r\n }\r\n\r\n // Parent\r\n if (parsedLight.parentId !== undefined) {\r\n light._waitingParentId = parsedLight.parentId;\r\n }\r\n\r\n if (parsedLight.parentInstanceIndex !== undefined) {\r\n light._waitingParentInstanceIndex = parsedLight.parentInstanceIndex;\r\n }\r\n\r\n // Falloff\r\n if (parsedLight.falloffType !== undefined) {\r\n light.falloffType = parsedLight.falloffType;\r\n }\r\n\r\n // Lightmaps\r\n if (parsedLight.lightmapMode !== undefined) {\r\n light.lightmapMode = parsedLight.lightmapMode;\r\n }\r\n\r\n // Animations\r\n if (parsedLight.animations) {\r\n for (let animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {\r\n const parsedAnimation = parsedLight.animations[animationIndex];\r\n const internalClass = GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n light.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n Node.ParseAnimationRanges(light, parsedLight, scene);\r\n }\r\n\r\n if (parsedLight.autoAnimate) {\r\n scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, parsedLight.autoAnimateSpeed || 1.0);\r\n }\r\n\r\n // Check if isEnabled is defined to be back compatible with prior serialized versions.\r\n if (parsedLight.isEnabled !== undefined) {\r\n light.setEnabled(parsedLight.isEnabled);\r\n }\r\n\r\n return light;\r\n }\r\n\r\n private _hookArrayForExcluded(array: AbstractMesh[]): void {\r\n const oldPush = array.push;\r\n array.push = (...items: AbstractMesh[]) => {\r\n const result = oldPush.apply(array, items);\r\n\r\n for (const item of items) {\r\n item._resyncLightSource(this);\r\n }\r\n\r\n return result;\r\n };\r\n\r\n const oldSplice = array.splice;\r\n array.splice = (index: number, deleteCount?: number) => {\r\n const deleted = oldSplice.apply(array, [index, deleteCount]);\r\n\r\n for (const item of deleted) {\r\n item._resyncLightSource(this);\r\n }\r\n\r\n return deleted;\r\n };\r\n\r\n for (const item of array) {\r\n item._resyncLightSource(this);\r\n }\r\n }\r\n\r\n private _hookArrayForIncludedOnly(array: AbstractMesh[]): void {\r\n const oldPush = array.push;\r\n array.push = (...items: AbstractMesh[]) => {\r\n const result = oldPush.apply(array, items);\r\n\r\n this._resyncMeshes();\r\n\r\n return result;\r\n };\r\n\r\n const oldSplice = array.splice;\r\n array.splice = (index: number, deleteCount?: number) => {\r\n const deleted = oldSplice.apply(array, [index, deleteCount]);\r\n\r\n this._resyncMeshes();\r\n\r\n return deleted;\r\n };\r\n\r\n this._resyncMeshes();\r\n }\r\n\r\n private _resyncMeshes() {\r\n for (const mesh of this.getScene().meshes) {\r\n mesh._resyncLightSource(this);\r\n }\r\n }\r\n\r\n /**\r\n * Forces the meshes to update their light related information in their rendering used effects\r\n * @internal Internal Use Only\r\n */\r\n public _markMeshesAsLightDirty() {\r\n for (const mesh of this.getScene().meshes) {\r\n if (mesh.lightSources.indexOf(this) !== -1) {\r\n mesh._markSubMeshesAsLightDirty();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Recomputes the cached photometric scale if needed.\r\n */\r\n private _computePhotometricScale(): void {\r\n this._photometricScale = this._getPhotometricScale();\r\n this.getScene().resetCachedMaterial();\r\n }\r\n\r\n /**\r\n * @returns the Photometric Scale according to the light type and intensity mode.\r\n */\r\n private _getPhotometricScale() {\r\n let photometricScale = 0.0;\r\n const lightTypeID = this.getTypeID();\r\n\r\n //get photometric mode\r\n let photometricMode = this.intensityMode;\r\n if (photometricMode === Light.INTENSITYMODE_AUTOMATIC) {\r\n if (lightTypeID === Light.LIGHTTYPEID_DIRECTIONALLIGHT) {\r\n photometricMode = Light.INTENSITYMODE_ILLUMINANCE;\r\n } else {\r\n photometricMode = Light.INTENSITYMODE_LUMINOUSINTENSITY;\r\n }\r\n }\r\n\r\n //compute photometric scale\r\n switch (lightTypeID) {\r\n case Light.LIGHTTYPEID_POINTLIGHT:\r\n case Light.LIGHTTYPEID_SPOTLIGHT:\r\n switch (photometricMode) {\r\n case Light.INTENSITYMODE_LUMINOUSPOWER:\r\n photometricScale = 1.0 / (4.0 * Math.PI);\r\n break;\r\n case Light.INTENSITYMODE_LUMINOUSINTENSITY:\r\n photometricScale = 1.0;\r\n break;\r\n case Light.INTENSITYMODE_LUMINANCE:\r\n photometricScale = this.radius * this.radius;\r\n break;\r\n }\r\n break;\r\n\r\n case Light.LIGHTTYPEID_DIRECTIONALLIGHT:\r\n switch (photometricMode) {\r\n case Light.INTENSITYMODE_ILLUMINANCE:\r\n photometricScale = 1.0;\r\n break;\r\n case Light.INTENSITYMODE_LUMINANCE: {\r\n // When radius (and therefore solid angle) is non-zero a directional lights brightness can be specified via central (peak) luminance.\r\n // For a directional light the 'radius' defines the angular radius (in radians) rather than world-space radius (e.g. in metres).\r\n let apexAngleRadians = this.radius;\r\n // Impose a minimum light angular size to avoid the light becoming an infinitely small angular light source (i.e. a dirac delta function).\r\n apexAngleRadians = Math.max(apexAngleRadians, 0.001);\r\n const solidAngle = 2.0 * Math.PI * (1.0 - Math.cos(apexAngleRadians));\r\n photometricScale = solidAngle;\r\n break;\r\n }\r\n }\r\n break;\r\n\r\n case Light.LIGHTTYPEID_HEMISPHERICLIGHT:\r\n // No fall off in hemispheric light.\r\n photometricScale = 1.0;\r\n break;\r\n }\r\n return photometricScale;\r\n }\r\n\r\n /**\r\n * Reorder the light in the scene according to their defined priority.\r\n * @internal Internal Use Only\r\n */\r\n public _reorderLightsInScene(): void {\r\n const scene = this.getScene();\r\n if (this._renderPriority != 0) {\r\n scene.requireLightSorting = true;\r\n }\r\n this.getScene().sortLightsByPriority();\r\n }\r\n\r\n /**\r\n * Prepares the list of defines specific to the light type.\r\n * @param defines the list of defines\r\n * @param lightIndex defines the index of the light for the effect\r\n */\r\n public abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;\r\n\r\n /**\r\n * @internal\r\n */\r\n public _isReady() {\r\n return true;\r\n }\r\n}\r\n"]}
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1
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+
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{ serialize, serializeAsColor3, expandToProperty } from \"../Misc/decorators\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Matrix } from \"../Maths/math.vector\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3, TmpColors } from \"../Maths/math.color\";\r\nimport { Node } from \"../node\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { UniformBuffer } from \"../Materials/uniformBuffer\";\r\nimport type { IShadowGenerator } from \"./Shadows/shadowGenerator\";\r\nimport { GetClass } from \"../Misc/typeStore\";\r\nimport type { ISortableLight } from \"./lightConstants\";\r\nimport { LightConstants } from \"./lightConstants\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\n/**\r\n * Base class of all the lights in Babylon. It groups all the generic information about lights.\r\n * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.\r\n * All meshes allow light to pass through them unless shadow generation is activated. The default number of lights allowed is four but this can be increased.\r\n */\r\nexport abstract class Light extends Node implements ISortableLight {\r\n /**\r\n * Falloff Default: light is falling off following the material specification:\r\n * standard material is using standard falloff whereas pbr material can request special falloff per materials.\r\n */\r\n public static readonly FALLOFF_DEFAULT = LightConstants.FALLOFF_DEFAULT;\r\n\r\n /**\r\n * Falloff Physical: light is falling off following the inverse squared distance law.\r\n */\r\n public static readonly FALLOFF_PHYSICAL = LightConstants.FALLOFF_PHYSICAL;\r\n\r\n /**\r\n * Falloff gltf: light is falling off as described in the gltf moving to PBR document\r\n * to enhance interoperability with other engines.\r\n */\r\n public static readonly FALLOFF_GLTF = LightConstants.FALLOFF_GLTF;\r\n\r\n /**\r\n * Falloff Standard: light is falling off like in the standard material\r\n * to enhance interoperability with other materials.\r\n */\r\n public static readonly FALLOFF_STANDARD = LightConstants.FALLOFF_STANDARD;\r\n\r\n //lightmapMode Consts\r\n /**\r\n * If every light affecting the material is in this lightmapMode,\r\n * material.lightmapTexture adds or multiplies\r\n * (depends on material.useLightmapAsShadowmap)\r\n * after every other light calculations.\r\n */\r\n public static readonly LIGHTMAP_DEFAULT = LightConstants.LIGHTMAP_DEFAULT;\r\n /**\r\n * material.lightmapTexture as only diffuse lighting from this light\r\n * adds only specular lighting from this light\r\n * adds dynamic shadows\r\n */\r\n public static readonly LIGHTMAP_SPECULAR = LightConstants.LIGHTMAP_SPECULAR;\r\n /**\r\n * material.lightmapTexture as only lighting\r\n * no light calculation from this light\r\n * only adds dynamic shadows from this light\r\n */\r\n public static readonly LIGHTMAP_SHADOWSONLY = LightConstants.LIGHTMAP_SHADOWSONLY;\r\n\r\n // Intensity Mode Consts\r\n /**\r\n * Each light type uses the default quantity according to its type:\r\n * point/spot lights use luminous intensity\r\n * directional lights use illuminance\r\n */\r\n public static readonly INTENSITYMODE_AUTOMATIC = LightConstants.INTENSITYMODE_AUTOMATIC;\r\n /**\r\n * lumen (lm)\r\n */\r\n public static readonly INTENSITYMODE_LUMINOUSPOWER = LightConstants.INTENSITYMODE_LUMINOUSPOWER;\r\n /**\r\n * candela (lm/sr)\r\n */\r\n public static readonly INTENSITYMODE_LUMINOUSINTENSITY = LightConstants.INTENSITYMODE_LUMINOUSINTENSITY;\r\n /**\r\n * lux (lm/m^2)\r\n */\r\n public static readonly INTENSITYMODE_ILLUMINANCE = LightConstants.INTENSITYMODE_ILLUMINANCE;\r\n /**\r\n * nit (cd/m^2)\r\n */\r\n public static readonly INTENSITYMODE_LUMINANCE = LightConstants.INTENSITYMODE_LUMINANCE;\r\n\r\n // Light types ids const.\r\n /**\r\n * Light type const id of the point light.\r\n */\r\n public static readonly LIGHTTYPEID_POINTLIGHT = LightConstants.LIGHTTYPEID_POINTLIGHT;\r\n /**\r\n * Light type const id of the directional light.\r\n */\r\n public static readonly LIGHTTYPEID_DIRECTIONALLIGHT = LightConstants.LIGHTTYPEID_DIRECTIONALLIGHT;\r\n /**\r\n * Light type const id of the spot light.\r\n */\r\n public static readonly LIGHTTYPEID_SPOTLIGHT = LightConstants.LIGHTTYPEID_SPOTLIGHT;\r\n /**\r\n * Light type const id of the hemispheric light.\r\n */\r\n public static readonly LIGHTTYPEID_HEMISPHERICLIGHT = LightConstants.LIGHTTYPEID_HEMISPHERICLIGHT;\r\n\r\n /**\r\n * Light type const id of the area light.\r\n */\r\n public static readonly LIGHTTYPEID_RECT_AREALIGHT = LightConstants.LIGHTTYPEID_RECT_AREALIGHT;\r\n\r\n /**\r\n * Diffuse gives the basic color to an object.\r\n */\r\n @serializeAsColor3()\r\n public diffuse = new Color3(1.0, 1.0, 1.0);\r\n\r\n /**\r\n * Specular produces a highlight color on an object.\r\n * Note: This is not affecting PBR materials.\r\n */\r\n @serializeAsColor3()\r\n public specular = new Color3(1.0, 1.0, 1.0);\r\n\r\n /**\r\n * Defines the falloff type for this light. This lets overriding how punctual light are\r\n * falling off base on range or angle.\r\n * This can be set to any values in Light.FALLOFF_x.\r\n *\r\n * Note: This is only useful for PBR Materials at the moment. This could be extended if required to\r\n * other types of materials.\r\n */\r\n @serialize()\r\n public falloffType = Light.FALLOFF_DEFAULT;\r\n\r\n /**\r\n * Strength of the light.\r\n * Note: By default it is define in the framework own unit.\r\n * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.\r\n */\r\n @serialize()\r\n public intensity = 1.0;\r\n\r\n private _range = Number.MAX_VALUE;\r\n /** @internal */\r\n public _inverseSquaredRange = 0;\r\n\r\n /**\r\n * Defines how far from the source the light is impacting in scene units.\r\n * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.\r\n */\r\n @serialize()\r\n public get range(): number {\r\n return this._range;\r\n }\r\n /**\r\n * Defines how far from the source the light is impacting in scene units.\r\n * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.\r\n */\r\n public set range(value: number) {\r\n this._range = value;\r\n this._inverseSquaredRange = 1.0 / (this.range * this.range);\r\n }\r\n\r\n /**\r\n * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type\r\n * of light.\r\n */\r\n private _photometricScale = 1.0;\r\n\r\n private _intensityMode: number = Light.INTENSITYMODE_AUTOMATIC;\r\n /**\r\n * Gets the photometric scale used to interpret the intensity.\r\n * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.\r\n */\r\n @serialize()\r\n public get intensityMode(): number {\r\n return this._intensityMode;\r\n }\r\n /**\r\n * Sets the photometric scale used to interpret the intensity.\r\n * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.\r\n */\r\n public set intensityMode(value: number) {\r\n this._intensityMode = value;\r\n this._computePhotometricScale();\r\n }\r\n\r\n private _radius = 0.00001;\r\n /**\r\n * Gets the light radius used by PBR Materials to simulate soft area lights.\r\n */\r\n @serialize()\r\n public get radius(): number {\r\n return this._radius;\r\n }\r\n /**\r\n * sets the light radius used by PBR Materials to simulate soft area lights.\r\n */\r\n public set radius(value: number) {\r\n this._radius = value;\r\n this._computePhotometricScale();\r\n }\r\n\r\n @serialize()\r\n private _renderPriority: number;\r\n /**\r\n * Defines the rendering priority of the lights. It can help in case of fallback or number of lights\r\n * exceeding the number allowed of the materials.\r\n */\r\n @expandToProperty(\"_reorderLightsInScene\")\r\n public renderPriority: number = 0;\r\n\r\n @serialize(\"shadowEnabled\")\r\n private _shadowEnabled: boolean = true;\r\n /**\r\n * Gets whether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching\r\n * the current shadow generator.\r\n */\r\n public get shadowEnabled(): boolean {\r\n return this._shadowEnabled;\r\n }\r\n /**\r\n * Sets whether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching\r\n * the current shadow generator.\r\n */\r\n public set shadowEnabled(value: boolean) {\r\n if (this._shadowEnabled === value) {\r\n return;\r\n }\r\n\r\n this._shadowEnabled = value;\r\n this._markMeshesAsLightDirty();\r\n }\r\n\r\n private _includedOnlyMeshes: AbstractMesh[];\r\n /**\r\n * Gets the only meshes impacted by this light.\r\n */\r\n public get includedOnlyMeshes(): AbstractMesh[] {\r\n return this._includedOnlyMeshes;\r\n }\r\n /**\r\n * Sets the only meshes impacted by this light.\r\n */\r\n public set includedOnlyMeshes(value: AbstractMesh[]) {\r\n this._includedOnlyMeshes = value;\r\n this._hookArrayForIncludedOnly(value);\r\n }\r\n\r\n private _excludedMeshes: AbstractMesh[];\r\n /**\r\n * Gets the meshes not impacted by this light.\r\n */\r\n public get excludedMeshes(): AbstractMesh[] {\r\n return this._excludedMeshes;\r\n }\r\n /**\r\n * Sets the meshes not impacted by this light.\r\n */\r\n public set excludedMeshes(value: AbstractMesh[]) {\r\n this._excludedMeshes = value;\r\n this._hookArrayForExcluded(value);\r\n }\r\n\r\n @serialize(\"excludeWithLayerMask\")\r\n private _excludeWithLayerMask = 0;\r\n /**\r\n * Gets the layer id use to find what meshes are not impacted by the light.\r\n * Inactive if 0\r\n */\r\n public get excludeWithLayerMask(): number {\r\n return this._excludeWithLayerMask;\r\n }\r\n /**\r\n * Sets the layer id use to find what meshes are not impacted by the light.\r\n * Inactive if 0\r\n */\r\n public set excludeWithLayerMask(value: number) {\r\n this._excludeWithLayerMask = value;\r\n this._resyncMeshes();\r\n }\r\n\r\n @serialize(\"includeOnlyWithLayerMask\")\r\n private _includeOnlyWithLayerMask = 0;\r\n /**\r\n * Gets the layer id use to find what meshes are impacted by the light.\r\n * Inactive if 0\r\n */\r\n public get includeOnlyWithLayerMask(): number {\r\n return this._includeOnlyWithLayerMask;\r\n }\r\n /**\r\n * Sets the layer id use to find what meshes are impacted by the light.\r\n * Inactive if 0\r\n */\r\n public set includeOnlyWithLayerMask(value: number) {\r\n this._includeOnlyWithLayerMask = value;\r\n this._resyncMeshes();\r\n }\r\n\r\n @serialize(\"lightmapMode\")\r\n private _lightmapMode = 0;\r\n /**\r\n * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)\r\n */\r\n public get lightmapMode(): number {\r\n return this._lightmapMode;\r\n }\r\n /**\r\n * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)\r\n */\r\n public set lightmapMode(value: number) {\r\n if (this._lightmapMode === value) {\r\n return;\r\n }\r\n\r\n this._lightmapMode = value;\r\n this._markMeshesAsLightDirty();\r\n }\r\n\r\n /**\r\n * Returns the view matrix.\r\n * @param _faceIndex The index of the face for which we want to extract the view matrix. Only used for point light types.\r\n * @returns The view matrix. Can be null, if a view matrix cannot be defined for the type of light considered (as for a hemispherical light, for example).\r\n */\r\n public getViewMatrix(_faceIndex?: number): Nullable<Matrix> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Returns the projection matrix.\r\n * Note that viewMatrix and renderList are optional and are only used by lights that calculate the projection matrix from a list of meshes (e.g. directional lights with automatic extents calculation).\r\n * @param _viewMatrix The view transform matrix of the light (optional).\r\n * @param _renderList The list of meshes to take into account when calculating the projection matrix (optional).\r\n * @returns The projection matrix. Can be null, if a projection matrix cannot be defined for the type of light considered (as for a hemispherical light, for example).\r\n */\r\n public getProjectionMatrix(_viewMatrix?: Matrix, _renderList?: Array<AbstractMesh>): Nullable<Matrix> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Shadow generators associated to the light.\r\n * @internal Internal use only.\r\n */\r\n public _shadowGenerators: Nullable<Map<Nullable<Camera>, IShadowGenerator>> = null;\r\n\r\n /**\r\n * @internal Internal use only.\r\n */\r\n public _excludedMeshesIds = new Array<string>();\r\n\r\n /**\r\n * @internal Internal use only.\r\n */\r\n public _includedOnlyMeshesIds = new Array<string>();\r\n\r\n /**\r\n * The current light uniform buffer.\r\n * @internal Internal use only.\r\n */\r\n public _uniformBuffer: UniformBuffer;\r\n\r\n /** @internal */\r\n public _renderId: number;\r\n\r\n private _lastUseSpecular: boolean;\r\n\r\n /**\r\n * Used internally by ClusteredLight to sort lights\r\n * @internal\r\n */\r\n public _currentViewDepth = 0;\r\n\r\n /**\r\n * Creates a Light object in the scene.\r\n * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n * @param name The friendly name of the light\r\n * @param scene The scene the light belongs too\r\n * @param dontAddToScene True to not add the light to the scene\r\n */\r\n constructor(name: string, scene?: Scene, dontAddToScene?: boolean) {\r\n super(name, scene, false);\r\n if (!dontAddToScene) {\r\n this.getScene().addLight(this);\r\n }\r\n this._uniformBuffer = new UniformBuffer(this.getScene().getEngine(), undefined, undefined, name);\r\n this._buildUniformLayout();\r\n\r\n this.includedOnlyMeshes = [] as AbstractMesh[];\r\n this.excludedMeshes = [] as AbstractMesh[];\r\n\r\n if (!dontAddToScene) {\r\n this._resyncMeshes();\r\n }\r\n }\r\n\r\n protected abstract _buildUniformLayout(): void;\r\n\r\n /**\r\n * Sets the passed Effect \"effect\" with the Light information.\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The light\r\n */\r\n public abstract transferToEffect(effect: Effect, lightIndex: string): Light;\r\n\r\n /**\r\n * Sets the passed Effect \"effect\" with the Light textures.\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The light\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public transferTexturesToEffect(effect: Effect, lightIndex: string): Light {\r\n // Do nothing by default.\r\n return this;\r\n }\r\n\r\n /**\r\n * Binds the lights information from the scene to the effect for the given mesh.\r\n * @param lightIndex Light index\r\n * @param scene The scene where the light belongs to\r\n * @param effect The effect we are binding the data to\r\n * @param useSpecular Defines if specular is supported\r\n * @param receiveShadows Defines if the effect (mesh) we bind the light for receives shadows\r\n */\r\n public _bindLight(lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, receiveShadows = true): void {\r\n const iAsString = lightIndex.toString();\r\n let needUpdate = false;\r\n\r\n this._uniformBuffer.bindToEffect(effect, \"Light\" + iAsString);\r\n\r\n if (this._renderId !== scene.getRenderId() || this._lastUseSpecular !== useSpecular || !this._uniformBuffer.useUbo) {\r\n this._renderId = scene.getRenderId();\r\n this._lastUseSpecular = useSpecular;\r\n\r\n const scaledIntensity = this.getScaledIntensity();\r\n\r\n this.transferToEffect(effect, iAsString);\r\n\r\n this.diffuse.scaleToRef(scaledIntensity, TmpColors.Color3[0]);\r\n this._uniformBuffer.updateColor4(\"vLightDiffuse\", TmpColors.Color3[0], this.range, iAsString);\r\n if (useSpecular) {\r\n this.specular.scaleToRef(scaledIntensity, TmpColors.Color3[1]);\r\n this._uniformBuffer.updateColor4(\"vLightSpecular\", TmpColors.Color3[1], this.radius, iAsString);\r\n }\r\n needUpdate = true;\r\n }\r\n\r\n // Textures might still need to be rebound.\r\n this.transferTexturesToEffect(effect, iAsString);\r\n\r\n // Shadows\r\n if (scene.shadowsEnabled && this.shadowEnabled && receiveShadows) {\r\n const shadowGenerator = this.getShadowGenerator(scene.activeCamera) ?? this.getShadowGenerator();\r\n if (shadowGenerator) {\r\n shadowGenerator.bindShadowLight(iAsString, effect);\r\n needUpdate = true;\r\n }\r\n }\r\n\r\n if (needUpdate) {\r\n this._uniformBuffer.update();\r\n } else {\r\n this._uniformBuffer.bindUniformBuffer();\r\n }\r\n }\r\n\r\n /**\r\n * Sets the passed Effect \"effect\" with the Light information.\r\n * @param effect The effect to update\r\n * @param lightDataUniformName The uniform used to store light data (position or direction)\r\n * @returns The light\r\n */\r\n public abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;\r\n\r\n /**\r\n * Returns the string \"Light\".\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"Light\";\r\n }\r\n\r\n /** @internal */\r\n public readonly _isLight = true;\r\n\r\n /**\r\n * Converts the light information to a readable string for debug purpose.\r\n * @param fullDetails Supports for multiple levels of logging within scene loading\r\n * @returns the human readable light info\r\n */\r\n public override toString(fullDetails?: boolean): string {\r\n let ret = \"Name: \" + this.name;\r\n ret += \", type: \" + [\"Point\", \"Directional\", \"Spot\", \"Hemispheric\", \"Clustered\"][this.getTypeID()];\r\n if (this.animations) {\r\n for (let i = 0; i < this.animations.length; i++) {\r\n ret += \", animation[0]: \" + this.animations[i].toString(fullDetails);\r\n }\r\n }\r\n return ret;\r\n }\r\n\r\n /** @internal */\r\n protected override _syncParentEnabledState() {\r\n super._syncParentEnabledState();\r\n if (!this.isDisposed()) {\r\n this._resyncMeshes();\r\n }\r\n }\r\n\r\n /**\r\n * Set the enabled state of this node.\r\n * @param value - the new enabled state\r\n */\r\n public override setEnabled(value: boolean): void {\r\n super.setEnabled(value);\r\n\r\n this._resyncMeshes();\r\n }\r\n\r\n /**\r\n * Returns the Light associated shadow generator if any.\r\n * @param camera Camera for which the shadow generator should be retrieved (default: null). If null, retrieves the default shadow generator\r\n * @returns the associated shadow generator.\r\n */\r\n public getShadowGenerator(camera: Nullable<Camera> = null): Nullable<IShadowGenerator> {\r\n if (this._shadowGenerators === null) {\r\n return null;\r\n }\r\n\r\n return this._shadowGenerators.get(camera) ?? null;\r\n }\r\n\r\n /**\r\n * Returns all the shadow generators associated to this light\r\n * @returns\r\n */\r\n public getShadowGenerators(): Nullable<Map<Nullable<Camera>, IShadowGenerator>> {\r\n return this._shadowGenerators;\r\n }\r\n\r\n /**\r\n * Returns a Vector3, the absolute light position in the World.\r\n * @returns the world space position of the light\r\n */\r\n public getAbsolutePosition(): Vector3 {\r\n return Vector3.Zero();\r\n }\r\n\r\n /**\r\n * Specifies if the light will affect the passed mesh.\r\n * @param mesh The mesh to test against the light\r\n * @returns true the mesh is affected otherwise, false.\r\n */\r\n public canAffectMesh(mesh: AbstractMesh): boolean {\r\n if (!mesh) {\r\n return true;\r\n }\r\n\r\n if (this.includedOnlyMeshes && this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {\r\n return false;\r\n }\r\n\r\n if (this.excludedMeshes && this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {\r\n return false;\r\n }\r\n\r\n if (this.includeOnlyWithLayerMask !== 0 && (this.includeOnlyWithLayerMask & mesh.layerMask) === 0) {\r\n return false;\r\n }\r\n\r\n if (this.excludeWithLayerMask !== 0 && this.excludeWithLayerMask & mesh.layerMask) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Releases resources associated with this node.\r\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\r\n * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\r\n */\r\n public override dispose(doNotRecurse?: boolean, disposeMaterialAndTextures = false): void {\r\n if (this._shadowGenerators) {\r\n const iterator = this._shadowGenerators.values();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const shadowGenerator = key.value;\r\n shadowGenerator.dispose();\r\n }\r\n this._shadowGenerators = null;\r\n }\r\n\r\n // Animations\r\n this.getScene().stopAnimation(this);\r\n\r\n if (this._parentContainer) {\r\n const index = this._parentContainer.lights.indexOf(this);\r\n if (index > -1) {\r\n this._parentContainer.lights.splice(index, 1);\r\n }\r\n this._parentContainer = null;\r\n }\r\n\r\n // Remove from meshes\r\n for (const mesh of this.getScene().meshes) {\r\n mesh._removeLightSource(this, true);\r\n }\r\n\r\n this._uniformBuffer.dispose();\r\n\r\n // Remove from scene\r\n this.getScene().removeLight(this);\r\n super.dispose(doNotRecurse, disposeMaterialAndTextures);\r\n }\r\n\r\n /**\r\n * Returns the light type ID (integer).\r\n * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public getTypeID(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.\r\n * @returns the scaled intensity in intensity mode unit\r\n */\r\n public getScaledIntensity() {\r\n return this._photometricScale * this.intensity;\r\n }\r\n\r\n /**\r\n * Returns a new Light object, named \"name\", from the current one.\r\n * @param name The name of the cloned light\r\n * @param newParent The parent of this light, if it has one\r\n * @returns the new created light\r\n */\r\n public override clone(name: string, newParent: Nullable<Node> = null): Nullable<Light> {\r\n const constructor = Light.GetConstructorFromName(this.getTypeID(), name, this.getScene());\r\n\r\n if (!constructor) {\r\n return null;\r\n }\r\n const clonedLight = SerializationHelper.Clone(constructor, this);\r\n if (name) {\r\n clonedLight.name = name;\r\n }\r\n if (newParent) {\r\n clonedLight.parent = newParent;\r\n }\r\n clonedLight.setEnabled(this.isEnabled());\r\n\r\n this.onClonedObservable.notifyObservers(clonedLight);\r\n\r\n return clonedLight;\r\n }\r\n\r\n /**\r\n * Serializes the current light into a Serialization object.\r\n * @returns the serialized object.\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.uniqueId = this.uniqueId;\r\n\r\n // Type\r\n serializationObject.type = this.getTypeID();\r\n\r\n // Parent\r\n if (this.parent) {\r\n this.parent._serializeAsParent(serializationObject);\r\n }\r\n\r\n // Inclusion / exclusions\r\n if (this.excludedMeshes.length > 0) {\r\n serializationObject.excludedMeshesIds = [];\r\n for (const mesh of this.excludedMeshes) {\r\n serializationObject.excludedMeshesIds.push(mesh.id);\r\n }\r\n }\r\n\r\n if (this.includedOnlyMeshes.length > 0) {\r\n serializationObject.includedOnlyMeshesIds = [];\r\n for (const mesh of this.includedOnlyMeshes) {\r\n serializationObject.includedOnlyMeshesIds.push(mesh.id);\r\n }\r\n }\r\n\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(this, serializationObject);\r\n serializationObject.ranges = this.serializeAnimationRanges();\r\n\r\n serializationObject.isEnabled = this.isEnabled();\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.\r\n * This new light is named \"name\" and added to the passed scene.\r\n * @param type Type according to the types available in Light.LIGHTTYPEID_x\r\n * @param name The friendly name of the light\r\n * @param scene The scene the new light will belong to\r\n * @returns the constructor function\r\n */\r\n static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light> {\r\n const constructorFunc = Node.Construct(\"Light_Type_\" + type, name, scene);\r\n\r\n if (constructorFunc) {\r\n return <() => Light>constructorFunc;\r\n }\r\n\r\n // Default to no light for none present once.\r\n return null;\r\n }\r\n\r\n /**\r\n * Parses the passed \"parsedLight\" and returns a new instanced Light from this parsing.\r\n * @param parsedLight The JSON representation of the light\r\n * @param scene The scene to create the parsed light in\r\n * @returns the created light after parsing\r\n */\r\n public static Parse(parsedLight: any, scene: Scene): Nullable<Light> {\r\n const constructor = Light.GetConstructorFromName(parsedLight.type, parsedLight.name, scene);\r\n\r\n if (!constructor) {\r\n return null;\r\n }\r\n\r\n const light = SerializationHelper.Parse(constructor, parsedLight, scene);\r\n\r\n // Inclusion / exclusions\r\n if (parsedLight.excludedMeshesIds) {\r\n light._excludedMeshesIds = parsedLight.excludedMeshesIds;\r\n }\r\n\r\n if (parsedLight.includedOnlyMeshesIds) {\r\n light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;\r\n }\r\n\r\n // Parent\r\n if (parsedLight.parentId !== undefined) {\r\n light._waitingParentId = parsedLight.parentId;\r\n }\r\n\r\n if (parsedLight.parentInstanceIndex !== undefined) {\r\n light._waitingParentInstanceIndex = parsedLight.parentInstanceIndex;\r\n }\r\n\r\n // Falloff\r\n if (parsedLight.falloffType !== undefined) {\r\n light.falloffType = parsedLight.falloffType;\r\n }\r\n\r\n // Lightmaps\r\n if (parsedLight.lightmapMode !== undefined) {\r\n light.lightmapMode = parsedLight.lightmapMode;\r\n }\r\n\r\n // Animations\r\n if (parsedLight.animations) {\r\n for (let animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {\r\n const parsedAnimation = parsedLight.animations[animationIndex];\r\n const internalClass = GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n light.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n Node.ParseAnimationRanges(light, parsedLight, scene);\r\n }\r\n\r\n if (parsedLight.autoAnimate) {\r\n scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, parsedLight.autoAnimateSpeed || 1.0);\r\n }\r\n\r\n // Check if isEnabled is defined to be back compatible with prior serialized versions.\r\n if (parsedLight.isEnabled !== undefined) {\r\n light.setEnabled(parsedLight.isEnabled);\r\n }\r\n\r\n return light;\r\n }\r\n\r\n private _hookArrayForExcluded(array: AbstractMesh[]): void {\r\n const oldPush = array.push;\r\n array.push = (...items: AbstractMesh[]) => {\r\n const result = oldPush.apply(array, items);\r\n\r\n for (const item of items) {\r\n item._resyncLightSource(this);\r\n }\r\n\r\n return result;\r\n };\r\n\r\n const oldSplice = array.splice;\r\n array.splice = (index: number, deleteCount?: number) => {\r\n const deleted = oldSplice.apply(array, [index, deleteCount]);\r\n\r\n for (const item of deleted) {\r\n item._resyncLightSource(this);\r\n }\r\n\r\n return deleted;\r\n };\r\n\r\n for (const item of array) {\r\n item._resyncLightSource(this);\r\n }\r\n }\r\n\r\n private _hookArrayForIncludedOnly(array: AbstractMesh[]): void {\r\n const oldPush = array.push;\r\n array.push = (...items: AbstractMesh[]) => {\r\n const result = oldPush.apply(array, items);\r\n\r\n this._resyncMeshes();\r\n\r\n return result;\r\n };\r\n\r\n const oldSplice = array.splice;\r\n array.splice = (index: number, deleteCount?: number) => {\r\n const deleted = oldSplice.apply(array, [index, deleteCount]);\r\n\r\n this._resyncMeshes();\r\n\r\n return deleted;\r\n };\r\n\r\n this._resyncMeshes();\r\n }\r\n\r\n private _resyncMeshes() {\r\n for (const mesh of this.getScene().meshes) {\r\n mesh._resyncLightSource(this);\r\n }\r\n }\r\n\r\n /**\r\n * Forces the meshes to update their light related information in their rendering used effects\r\n * @internal Internal Use Only\r\n */\r\n public _markMeshesAsLightDirty() {\r\n for (const mesh of this.getScene().meshes) {\r\n if (mesh.lightSources.indexOf(this) !== -1) {\r\n mesh._markSubMeshesAsLightDirty();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Recomputes the cached photometric scale if needed.\r\n */\r\n private _computePhotometricScale(): void {\r\n this._photometricScale = this._getPhotometricScale();\r\n this.getScene().resetCachedMaterial();\r\n }\r\n\r\n /**\r\n * @returns the Photometric Scale according to the light type and intensity mode.\r\n */\r\n private _getPhotometricScale() {\r\n let photometricScale = 0.0;\r\n const lightTypeID = this.getTypeID();\r\n\r\n //get photometric mode\r\n let photometricMode = this.intensityMode;\r\n if (photometricMode === Light.INTENSITYMODE_AUTOMATIC) {\r\n if (lightTypeID === Light.LIGHTTYPEID_DIRECTIONALLIGHT) {\r\n photometricMode = Light.INTENSITYMODE_ILLUMINANCE;\r\n } else {\r\n photometricMode = Light.INTENSITYMODE_LUMINOUSINTENSITY;\r\n }\r\n }\r\n\r\n //compute photometric scale\r\n switch (lightTypeID) {\r\n case Light.LIGHTTYPEID_POINTLIGHT:\r\n case Light.LIGHTTYPEID_SPOTLIGHT:\r\n switch (photometricMode) {\r\n case Light.INTENSITYMODE_LUMINOUSPOWER:\r\n photometricScale = 1.0 / (4.0 * Math.PI);\r\n break;\r\n case Light.INTENSITYMODE_LUMINOUSINTENSITY:\r\n photometricScale = 1.0;\r\n break;\r\n case Light.INTENSITYMODE_LUMINANCE:\r\n photometricScale = this.radius * this.radius;\r\n break;\r\n }\r\n break;\r\n\r\n case Light.LIGHTTYPEID_DIRECTIONALLIGHT:\r\n switch (photometricMode) {\r\n case Light.INTENSITYMODE_ILLUMINANCE:\r\n photometricScale = 1.0;\r\n break;\r\n case Light.INTENSITYMODE_LUMINANCE: {\r\n // When radius (and therefore solid angle) is non-zero a directional lights brightness can be specified via central (peak) luminance.\r\n // For a directional light the 'radius' defines the angular radius (in radians) rather than world-space radius (e.g. in metres).\r\n let apexAngleRadians = this.radius;\r\n // Impose a minimum light angular size to avoid the light becoming an infinitely small angular light source (i.e. a dirac delta function).\r\n apexAngleRadians = Math.max(apexAngleRadians, 0.001);\r\n const solidAngle = 2.0 * Math.PI * (1.0 - Math.cos(apexAngleRadians));\r\n photometricScale = solidAngle;\r\n break;\r\n }\r\n }\r\n break;\r\n\r\n case Light.LIGHTTYPEID_HEMISPHERICLIGHT:\r\n // No fall off in hemispheric light.\r\n photometricScale = 1.0;\r\n break;\r\n }\r\n return photometricScale;\r\n }\r\n\r\n /**\r\n * Reorder the light in the scene according to their defined priority.\r\n * @internal Internal Use Only\r\n */\r\n public _reorderLightsInScene(): void {\r\n const scene = this.getScene();\r\n if (this._renderPriority != 0) {\r\n scene.requireLightSorting = true;\r\n }\r\n this.getScene().sortLightsByPriority();\r\n }\r\n\r\n /**\r\n * Prepares the list of defines specific to the light type.\r\n * @param defines the list of defines\r\n * @param lightIndex defines the index of the light for the effect\r\n */\r\n public abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;\r\n\r\n /**\r\n * @internal\r\n */\r\n public _isReady() {\r\n return true;\r\n }\r\n}\r\n"]}
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