@babylonjs/viewer 7.41.1 → 7.42.0-alpha

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (619) hide show
  1. package/assets/photoStudio.env +0 -0
  2. package/dist/babylon-viewer.esm.js +2 -0
  3. package/dist/babylon-viewer.esm.js.map +1 -0
  4. package/dist/babylon-viewer.esm.min.js +2 -0
  5. package/dist/babylon-viewer.esm.min.js.map +1 -0
  6. package/dist/chunks/EXT_lights_ies-BHDD74jk.esm.min.js +2 -0
  7. package/dist/chunks/EXT_lights_ies-BHDD74jk.esm.min.js.map +1 -0
  8. package/dist/chunks/EXT_lights_ies-CJfRNbJm.esm.js +84 -0
  9. package/dist/chunks/EXT_lights_ies-CJfRNbJm.esm.js.map +1 -0
  10. package/dist/chunks/EXT_lights_image_based-B460Sv95.esm.min.js +2 -0
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  14. package/dist/chunks/EXT_mesh_gpu_instancing-D77OfiDS.esm.js +86 -0
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  18. package/dist/chunks/EXT_meshopt_compression-CniiOX0a.esm.js +134 -0
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  26. package/dist/chunks/EXT_texture_webp-Bm29ukIo.esm.js +43 -0
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  78. package/dist/chunks/KHR_materials_pbrSpecularGlossiness-B-HlmeqI.esm.js +81 -0
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  82. package/dist/chunks/KHR_materials_sheen-D2QD8uSC.esm.js +85 -0
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  102. package/dist/chunks/KHR_materials_volume-BJVGGE1g.esm.min.js +2 -0
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  496. package/configuration/loader.js.map +0 -1
  497. package/configuration/mappers.d.ts +0 -43
  498. package/configuration/mappers.js +0 -193
  499. package/configuration/mappers.js.map +0 -1
  500. package/configuration/renderOnlyLoader.d.ts +0 -33
  501. package/configuration/renderOnlyLoader.js +0 -162
  502. package/configuration/renderOnlyLoader.js.map +0 -1
  503. package/configuration/types/default.d.ts +0 -6
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  505. package/configuration/types/default.js.map +0 -1
  506. package/configuration/types/environmentMap.d.ts +0 -5
  507. package/configuration/types/environmentMap.js +0 -14
  508. package/configuration/types/environmentMap.js.map +0 -1
  509. package/configuration/types/extended.d.ts +0 -6
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  511. package/configuration/types/extended.js.map +0 -1
  512. package/configuration/types/index.d.ts +0 -14
  513. package/configuration/types/index.js +0 -51
  514. package/configuration/types/index.js.map +0 -1
  515. package/configuration/types/minimal.d.ts +0 -6
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  517. package/configuration/types/minimal.js.map +0 -1
  518. package/configuration/types/renderOnlyDefault.d.ts +0 -30
  519. package/configuration/types/renderOnlyDefault.js +0 -31
  520. package/configuration/types/renderOnlyDefault.js.map +0 -1
  521. package/configuration/types/shadowLight.d.ts +0 -9
  522. package/configuration/types/shadowLight.js +0 -64
  523. package/configuration/types/shadowLight.js.map +0 -1
  524. package/helper/index.d.ts +0 -29
  525. package/helper/index.js +0 -66
  526. package/helper/index.js.map +0 -1
  527. package/index.d.ts +0 -30
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  530. package/initializer.d.ts +0 -11
  531. package/initializer.js +0 -35
  532. package/initializer.js.map +0 -1
  533. package/interfaces.d.ts +0 -5
  534. package/interfaces.js +0 -7
  535. package/interfaces.js.map +0 -1
  536. package/labs/environmentSerializer.d.ts +0 -126
  537. package/labs/environmentSerializer.js +0 -191
  538. package/labs/environmentSerializer.js.map +0 -1
  539. package/labs/texture.d.ts +0 -183
  540. package/labs/texture.js +0 -351
  541. package/labs/texture.js.map +0 -1
  542. package/labs/viewerLabs.d.ts +0 -51
  543. package/labs/viewerLabs.js +0 -134
  544. package/labs/viewerLabs.js.map +0 -1
  545. package/loader/modelLoader.d.ts +0 -56
  546. package/loader/modelLoader.js +0 -202
  547. package/loader/modelLoader.js.map +0 -1
  548. package/loader/plugins/applyMaterialConfig.d.ts +0 -12
  549. package/loader/plugins/applyMaterialConfig.js +0 -16
  550. package/loader/plugins/applyMaterialConfig.js.map +0 -1
  551. package/loader/plugins/extendedMaterialLoaderPlugin.d.ts +0 -9
  552. package/loader/plugins/extendedMaterialLoaderPlugin.js +0 -16
  553. package/loader/plugins/extendedMaterialLoaderPlugin.js.map +0 -1
  554. package/loader/plugins/index.d.ts +0 -19
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  556. package/loader/plugins/index.js.map +0 -1
  557. package/loader/plugins/loaderPlugin.d.ts +0 -24
  558. package/loader/plugins/loaderPlugin.js +0 -2
  559. package/loader/plugins/loaderPlugin.js.map +0 -1
  560. package/loader/plugins/msftLodLoaderPlugin.d.ts +0 -12
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  562. package/loader/plugins/msftLodLoaderPlugin.js.map +0 -1
  563. package/loader/plugins/telemetryLoaderPlugin.d.ts +0 -12
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  565. package/loader/plugins/telemetryLoaderPlugin.js.map +0 -1
  566. package/managers/observablesManager.d.ts +0 -66
  567. package/managers/observablesManager.js +0 -35
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  569. package/managers/sceneManager.d.ts +0 -245
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  572. package/managers/telemetryManager.d.ts +0 -78
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  575. package/model/modelAnimation.d.ts +0 -215
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  577. package/model/modelAnimation.js.map +0 -1
  578. package/model/viewerModel.d.ts +0 -233
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  587. package/renderOnlyIndex.d.ts +0 -11
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  590. package/templating/eventManager.d.ts +0 -35
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  592. package/templating/eventManager.js.map +0 -1
  593. package/templating/plugins/hdButtonPlugin.d.ts +0 -9
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  595. package/templating/plugins/hdButtonPlugin.js.map +0 -1
  596. package/templating/plugins/printButton.d.ts +0 -9
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  602. package/templating/viewerTemplatePlugin.d.ts +0 -21
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  605. package/viewer/defaultViewer.d.ts +0 -130
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  608. package/viewer/renderOnlyViewer.d.ts +0 -9
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  617. package/viewer/viewerWithTemplate.d.ts +0 -9
  618. package/viewer/viewerWithTemplate.js +0 -20
  619. package/viewer/viewerWithTemplate.js.map +0 -1
@@ -0,0 +1,581 @@
1
+ import { aX as Node, v as Vector3, aY as Light, a5 as Matrix, C as Constants, an as __decorate, ar as serialize, R as RegisterClass, s as Color3, aQ as unregisterGLTFExtension, aR as registerGLTFExtension } from './index-Dlf001gP.esm.js';
2
+ import { S as ShadowLight, a as SpotLight } from './spotLight-DPadbSE2.esm.js';
3
+ import { A as ArrayItem, G as GLTFLoader } from './glTFLoader-DnWHbX53.esm.js';
4
+ import './rawTexture-D0O_yrdQ.esm.js';
5
+ import './assetContainer-0Qu2XIWb.esm.js';
6
+ import './glTFLoaderAnimation-C3gHlipY.esm.js';
7
+
8
+ Node.AddNodeConstructor("Light_Type_1", (name, scene) => {
9
+ return () => new DirectionalLight(name, Vector3.Zero(), scene);
10
+ });
11
+ /**
12
+ * A directional light is defined by a direction (what a surprise!).
13
+ * The light is emitted from everywhere in the specified direction, and has an infinite range.
14
+ * 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.
15
+ * Documentation: https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction
16
+ */
17
+ class DirectionalLight extends ShadowLight {
18
+ /**
19
+ * Fix frustum size for the shadow generation. This is disabled if the value is 0.
20
+ */
21
+ get shadowFrustumSize() {
22
+ return this._shadowFrustumSize;
23
+ }
24
+ /**
25
+ * Specifies a fix frustum size for the shadow generation.
26
+ */
27
+ set shadowFrustumSize(value) {
28
+ this._shadowFrustumSize = value;
29
+ this.forceProjectionMatrixCompute();
30
+ }
31
+ /**
32
+ * Gets the shadow projection scale against the optimal computed one.
33
+ * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
34
+ * This does not impact in fixed frustum size (shadowFrustumSize being set)
35
+ */
36
+ get shadowOrthoScale() {
37
+ return this._shadowOrthoScale;
38
+ }
39
+ /**
40
+ * Sets the shadow projection scale against the optimal computed one.
41
+ * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
42
+ * This does not impact in fixed frustum size (shadowFrustumSize being set)
43
+ */
44
+ set shadowOrthoScale(value) {
45
+ this._shadowOrthoScale = value;
46
+ this.forceProjectionMatrixCompute();
47
+ }
48
+ /**
49
+ * Gets or sets the orthoLeft property used to build the light frustum
50
+ */
51
+ get orthoLeft() {
52
+ return this._orthoLeft;
53
+ }
54
+ set orthoLeft(left) {
55
+ this._orthoLeft = left;
56
+ }
57
+ /**
58
+ * Gets or sets the orthoRight property used to build the light frustum
59
+ */
60
+ get orthoRight() {
61
+ return this._orthoRight;
62
+ }
63
+ set orthoRight(right) {
64
+ this._orthoRight = right;
65
+ }
66
+ /**
67
+ * Gets or sets the orthoTop property used to build the light frustum
68
+ */
69
+ get orthoTop() {
70
+ return this._orthoTop;
71
+ }
72
+ set orthoTop(top) {
73
+ this._orthoTop = top;
74
+ }
75
+ /**
76
+ * Gets or sets the orthoBottom property used to build the light frustum
77
+ */
78
+ get orthoBottom() {
79
+ return this._orthoBottom;
80
+ }
81
+ set orthoBottom(bottom) {
82
+ this._orthoBottom = bottom;
83
+ }
84
+ /**
85
+ * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
86
+ * The directional light is emitted from everywhere in the given direction.
87
+ * It can cast shadows.
88
+ * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction
89
+ * @param name The friendly name of the light
90
+ * @param direction The direction of the light
91
+ * @param scene The scene the light belongs to
92
+ */
93
+ constructor(name, direction, scene) {
94
+ super(name, scene);
95
+ this._shadowFrustumSize = 0;
96
+ this._shadowOrthoScale = 0.1;
97
+ /**
98
+ * Automatically compute the projection matrix to best fit (including all the casters)
99
+ * on each frame.
100
+ */
101
+ this.autoUpdateExtends = true;
102
+ /**
103
+ * Automatically compute the shadowMinZ and shadowMaxZ for the projection matrix to best fit (including all the casters)
104
+ * on each frame. autoUpdateExtends must be set to true for this to work
105
+ */
106
+ this.autoCalcShadowZBounds = false;
107
+ // Cache
108
+ this._orthoLeft = Number.MAX_VALUE;
109
+ this._orthoRight = Number.MIN_VALUE;
110
+ this._orthoTop = Number.MIN_VALUE;
111
+ this._orthoBottom = Number.MAX_VALUE;
112
+ this.position = direction.scale(-1.0);
113
+ this.direction = direction;
114
+ }
115
+ /**
116
+ * Returns the string "DirectionalLight".
117
+ * @returns The class name
118
+ */
119
+ getClassName() {
120
+ return "DirectionalLight";
121
+ }
122
+ /**
123
+ * Returns the integer 1.
124
+ * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
125
+ */
126
+ getTypeID() {
127
+ return Light.LIGHTTYPEID_DIRECTIONALLIGHT;
128
+ }
129
+ /**
130
+ * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
131
+ * Returns the DirectionalLight Shadow projection matrix.
132
+ * @param matrix
133
+ * @param viewMatrix
134
+ * @param renderList
135
+ */
136
+ _setDefaultShadowProjectionMatrix(matrix, viewMatrix, renderList) {
137
+ if (this.shadowFrustumSize > 0) {
138
+ this._setDefaultFixedFrustumShadowProjectionMatrix(matrix);
139
+ }
140
+ else {
141
+ this._setDefaultAutoExtendShadowProjectionMatrix(matrix, viewMatrix, renderList);
142
+ }
143
+ }
144
+ /**
145
+ * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
146
+ * Returns the DirectionalLight Shadow projection matrix.
147
+ * @param matrix
148
+ */
149
+ _setDefaultFixedFrustumShadowProjectionMatrix(matrix) {
150
+ const activeCamera = this.getScene().activeCamera;
151
+ if (!activeCamera) {
152
+ return;
153
+ }
154
+ Matrix.OrthoLHToRef(this.shadowFrustumSize, this.shadowFrustumSize, this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ, this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ, matrix, this.getScene().getEngine().isNDCHalfZRange);
155
+ }
156
+ /**
157
+ * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
158
+ * Returns the DirectionalLight Shadow projection matrix.
159
+ * @param matrix
160
+ * @param viewMatrix
161
+ * @param renderList
162
+ */
163
+ _setDefaultAutoExtendShadowProjectionMatrix(matrix, viewMatrix, renderList) {
164
+ const activeCamera = this.getScene().activeCamera;
165
+ // Check extends
166
+ if (this.autoUpdateExtends || this._orthoLeft === Number.MAX_VALUE) {
167
+ const tempVector3 = Vector3.Zero();
168
+ this._orthoLeft = Number.MAX_VALUE;
169
+ this._orthoRight = -Number.MAX_VALUE;
170
+ this._orthoTop = -Number.MAX_VALUE;
171
+ this._orthoBottom = Number.MAX_VALUE;
172
+ let shadowMinZ = Number.MAX_VALUE;
173
+ let shadowMaxZ = -Number.MAX_VALUE;
174
+ for (let meshIndex = 0; meshIndex < renderList.length; meshIndex++) {
175
+ const mesh = renderList[meshIndex];
176
+ if (!mesh) {
177
+ continue;
178
+ }
179
+ const boundingInfo = mesh.getBoundingInfo();
180
+ const boundingBox = boundingInfo.boundingBox;
181
+ for (let index = 0; index < boundingBox.vectorsWorld.length; index++) {
182
+ Vector3.TransformCoordinatesToRef(boundingBox.vectorsWorld[index], viewMatrix, tempVector3);
183
+ if (tempVector3.x < this._orthoLeft) {
184
+ this._orthoLeft = tempVector3.x;
185
+ }
186
+ if (tempVector3.y < this._orthoBottom) {
187
+ this._orthoBottom = tempVector3.y;
188
+ }
189
+ if (tempVector3.x > this._orthoRight) {
190
+ this._orthoRight = tempVector3.x;
191
+ }
192
+ if (tempVector3.y > this._orthoTop) {
193
+ this._orthoTop = tempVector3.y;
194
+ }
195
+ if (this.autoCalcShadowZBounds) {
196
+ if (tempVector3.z < shadowMinZ) {
197
+ shadowMinZ = tempVector3.z;
198
+ }
199
+ if (tempVector3.z > shadowMaxZ) {
200
+ shadowMaxZ = tempVector3.z;
201
+ }
202
+ }
203
+ }
204
+ }
205
+ if (this.autoCalcShadowZBounds) {
206
+ this._shadowMinZ = shadowMinZ;
207
+ this._shadowMaxZ = shadowMaxZ;
208
+ }
209
+ }
210
+ const xOffset = this._orthoRight - this._orthoLeft;
211
+ const yOffset = this._orthoTop - this._orthoBottom;
212
+ const minZ = this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera?.minZ || Constants.ShadowMinZ;
213
+ const maxZ = this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera?.maxZ || Constants.ShadowMaxZ;
214
+ const useReverseDepthBuffer = this.getScene().getEngine().useReverseDepthBuffer;
215
+ Matrix.OrthoOffCenterLHToRef(this._orthoLeft - xOffset * this.shadowOrthoScale, this._orthoRight + xOffset * this.shadowOrthoScale, this._orthoBottom - yOffset * this.shadowOrthoScale, this._orthoTop + yOffset * this.shadowOrthoScale, useReverseDepthBuffer ? maxZ : minZ, useReverseDepthBuffer ? minZ : maxZ, matrix, this.getScene().getEngine().isNDCHalfZRange);
216
+ }
217
+ _buildUniformLayout() {
218
+ this._uniformBuffer.addUniform("vLightData", 4);
219
+ this._uniformBuffer.addUniform("vLightDiffuse", 4);
220
+ this._uniformBuffer.addUniform("vLightSpecular", 4);
221
+ this._uniformBuffer.addUniform("shadowsInfo", 3);
222
+ this._uniformBuffer.addUniform("depthValues", 2);
223
+ this._uniformBuffer.create();
224
+ }
225
+ /**
226
+ * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
227
+ * @param effect The effect to update
228
+ * @param lightIndex The index of the light in the effect to update
229
+ * @returns The directional light
230
+ */
231
+ transferToEffect(effect, lightIndex) {
232
+ if (this.computeTransformedInformation()) {
233
+ this._uniformBuffer.updateFloat4("vLightData", this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z, 1, lightIndex);
234
+ return this;
235
+ }
236
+ this._uniformBuffer.updateFloat4("vLightData", this.direction.x, this.direction.y, this.direction.z, 1, lightIndex);
237
+ return this;
238
+ }
239
+ transferToNodeMaterialEffect(effect, lightDataUniformName) {
240
+ if (this.computeTransformedInformation()) {
241
+ effect.setFloat3(lightDataUniformName, this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z);
242
+ return this;
243
+ }
244
+ effect.setFloat3(lightDataUniformName, this.direction.x, this.direction.y, this.direction.z);
245
+ return this;
246
+ }
247
+ /**
248
+ * Gets the minZ used for shadow according to both the scene and the light.
249
+ *
250
+ * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
251
+ * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
252
+ * (when not using reverse depth buffer / NDC half Z range)
253
+ * @param _activeCamera The camera we are returning the min for (not used)
254
+ * @returns the depth min z
255
+ */
256
+ // eslint-disable-next-line @typescript-eslint/no-unused-vars
257
+ getDepthMinZ(_activeCamera) {
258
+ const engine = this._scene.getEngine();
259
+ return !engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;
260
+ }
261
+ /**
262
+ * Gets the maxZ used for shadow according to both the scene and the light.
263
+ *
264
+ * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
265
+ * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
266
+ * (when not using reverse depth buffer / NDC half Z range)
267
+ * @param _activeCamera The camera we are returning the max for
268
+ * @returns the depth max z
269
+ */
270
+ // eslint-disable-next-line @typescript-eslint/no-unused-vars
271
+ getDepthMaxZ(_activeCamera) {
272
+ const engine = this._scene.getEngine();
273
+ return engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;
274
+ }
275
+ /**
276
+ * Prepares the list of defines specific to the light type.
277
+ * @param defines the list of defines
278
+ * @param lightIndex defines the index of the light for the effect
279
+ */
280
+ prepareLightSpecificDefines(defines, lightIndex) {
281
+ defines["DIRLIGHT" + lightIndex] = true;
282
+ }
283
+ }
284
+ __decorate([
285
+ serialize()
286
+ ], DirectionalLight.prototype, "shadowFrustumSize", null);
287
+ __decorate([
288
+ serialize()
289
+ ], DirectionalLight.prototype, "shadowOrthoScale", null);
290
+ __decorate([
291
+ serialize()
292
+ ], DirectionalLight.prototype, "autoUpdateExtends", void 0);
293
+ __decorate([
294
+ serialize()
295
+ ], DirectionalLight.prototype, "autoCalcShadowZBounds", void 0);
296
+ __decorate([
297
+ serialize("orthoLeft")
298
+ ], DirectionalLight.prototype, "_orthoLeft", void 0);
299
+ __decorate([
300
+ serialize("orthoRight")
301
+ ], DirectionalLight.prototype, "_orthoRight", void 0);
302
+ __decorate([
303
+ serialize("orthoTop")
304
+ ], DirectionalLight.prototype, "_orthoTop", void 0);
305
+ __decorate([
306
+ serialize("orthoBottom")
307
+ ], DirectionalLight.prototype, "_orthoBottom", void 0);
308
+ // Register Class Name
309
+ RegisterClass("BABYLON.DirectionalLight", DirectionalLight);
310
+
311
+ Node.AddNodeConstructor("Light_Type_0", (name, scene) => {
312
+ return () => new PointLight(name, Vector3.Zero(), scene);
313
+ });
314
+ /**
315
+ * A point light is a light defined by an unique point in world space.
316
+ * The light is emitted in every direction from this point.
317
+ * A good example of a point light is a standard light bulb.
318
+ * Documentation: https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction
319
+ */
320
+ class PointLight extends ShadowLight {
321
+ /**
322
+ * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
323
+ * This specifies what angle the shadow will use to be created.
324
+ *
325
+ * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
326
+ */
327
+ get shadowAngle() {
328
+ return this._shadowAngle;
329
+ }
330
+ /**
331
+ * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
332
+ * This specifies what angle the shadow will use to be created.
333
+ *
334
+ * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
335
+ */
336
+ set shadowAngle(value) {
337
+ this._shadowAngle = value;
338
+ this.forceProjectionMatrixCompute();
339
+ }
340
+ /**
341
+ * Gets the direction if it has been set.
342
+ * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
343
+ */
344
+ get direction() {
345
+ return this._direction;
346
+ }
347
+ /**
348
+ * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
349
+ */
350
+ set direction(value) {
351
+ const previousNeedCube = this.needCube();
352
+ this._direction = value;
353
+ if (this.needCube() !== previousNeedCube && this._shadowGenerators) {
354
+ const iterator = this._shadowGenerators.values();
355
+ for (let key = iterator.next(); key.done !== true; key = iterator.next()) {
356
+ const shadowGenerator = key.value;
357
+ shadowGenerator.recreateShadowMap();
358
+ }
359
+ }
360
+ }
361
+ /**
362
+ * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
363
+ * A PointLight emits the light in every direction.
364
+ * It can cast shadows.
365
+ * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
366
+ * ```javascript
367
+ * var pointLight = new PointLight("pl", camera.position, scene);
368
+ * ```
369
+ * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction
370
+ * @param name The light friendly name
371
+ * @param position The position of the point light in the scene
372
+ * @param scene The scene the lights belongs to
373
+ */
374
+ constructor(name, position, scene) {
375
+ super(name, scene);
376
+ this._shadowAngle = Math.PI / 2;
377
+ this.position = position;
378
+ }
379
+ /**
380
+ * Returns the string "PointLight"
381
+ * @returns the class name
382
+ */
383
+ getClassName() {
384
+ return "PointLight";
385
+ }
386
+ /**
387
+ * Returns the integer 0.
388
+ * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
389
+ */
390
+ getTypeID() {
391
+ return Light.LIGHTTYPEID_POINTLIGHT;
392
+ }
393
+ /**
394
+ * Specifies whether or not the shadowmap should be a cube texture.
395
+ * @returns true if the shadowmap needs to be a cube texture.
396
+ */
397
+ needCube() {
398
+ return !this.direction;
399
+ }
400
+ /**
401
+ * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
402
+ * @param faceIndex The index of the face we are computed the direction to generate shadow
403
+ * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
404
+ */
405
+ getShadowDirection(faceIndex) {
406
+ if (this.direction) {
407
+ return super.getShadowDirection(faceIndex);
408
+ }
409
+ else {
410
+ switch (faceIndex) {
411
+ case 0:
412
+ return new Vector3(1.0, 0.0, 0.0);
413
+ case 1:
414
+ return new Vector3(-1.0, 0.0, 0.0);
415
+ case 2:
416
+ return new Vector3(0.0, -1.0, 0.0);
417
+ case 3:
418
+ return new Vector3(0.0, 1.0, 0.0);
419
+ case 4:
420
+ return new Vector3(0.0, 0.0, 1.0);
421
+ case 5:
422
+ return new Vector3(0.0, 0.0, -1.0);
423
+ }
424
+ }
425
+ return Vector3.Zero();
426
+ }
427
+ /**
428
+ * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
429
+ * - fov = PI / 2
430
+ * - aspect ratio : 1.0
431
+ * - z-near and far equal to the active camera minZ and maxZ.
432
+ * Returns the PointLight.
433
+ * @param matrix
434
+ * @param viewMatrix
435
+ * @param renderList
436
+ */
437
+ // eslint-disable-next-line @typescript-eslint/no-unused-vars
438
+ _setDefaultShadowProjectionMatrix(matrix, viewMatrix, renderList) {
439
+ const activeCamera = this.getScene().activeCamera;
440
+ if (!activeCamera) {
441
+ return;
442
+ }
443
+ const minZ = this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;
444
+ const maxZ = this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;
445
+ const useReverseDepthBuffer = this.getScene().getEngine().useReverseDepthBuffer;
446
+ Matrix.PerspectiveFovLHToRef(this.shadowAngle, 1.0, useReverseDepthBuffer ? maxZ : minZ, useReverseDepthBuffer ? minZ : maxZ, matrix, true, this._scene.getEngine().isNDCHalfZRange, undefined, useReverseDepthBuffer);
447
+ }
448
+ _buildUniformLayout() {
449
+ this._uniformBuffer.addUniform("vLightData", 4);
450
+ this._uniformBuffer.addUniform("vLightDiffuse", 4);
451
+ this._uniformBuffer.addUniform("vLightSpecular", 4);
452
+ this._uniformBuffer.addUniform("vLightFalloff", 4);
453
+ this._uniformBuffer.addUniform("shadowsInfo", 3);
454
+ this._uniformBuffer.addUniform("depthValues", 2);
455
+ this._uniformBuffer.create();
456
+ }
457
+ /**
458
+ * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
459
+ * @param effect The effect to update
460
+ * @param lightIndex The index of the light in the effect to update
461
+ * @returns The point light
462
+ */
463
+ transferToEffect(effect, lightIndex) {
464
+ if (this.computeTransformedInformation()) {
465
+ this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, 0.0, lightIndex);
466
+ }
467
+ else {
468
+ this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, 0, lightIndex);
469
+ }
470
+ this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, 0, 0, lightIndex);
471
+ return this;
472
+ }
473
+ transferToNodeMaterialEffect(effect, lightDataUniformName) {
474
+ if (this.computeTransformedInformation()) {
475
+ effect.setFloat3(lightDataUniformName, this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z);
476
+ }
477
+ else {
478
+ effect.setFloat3(lightDataUniformName, this.position.x, this.position.y, this.position.z);
479
+ }
480
+ return this;
481
+ }
482
+ /**
483
+ * Prepares the list of defines specific to the light type.
484
+ * @param defines the list of defines
485
+ * @param lightIndex defines the index of the light for the effect
486
+ */
487
+ prepareLightSpecificDefines(defines, lightIndex) {
488
+ defines["POINTLIGHT" + lightIndex] = true;
489
+ }
490
+ }
491
+ __decorate([
492
+ serialize()
493
+ ], PointLight.prototype, "shadowAngle", null);
494
+ // Register Class Name
495
+ RegisterClass("BABYLON.PointLight", PointLight);
496
+
497
+ const NAME = "KHR_lights_punctual";
498
+ /**
499
+ * [Specification](https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_lights_punctual/README.md)
500
+ */
501
+ // eslint-disable-next-line @typescript-eslint/naming-convention
502
+ class KHR_lights {
503
+ /**
504
+ * @internal
505
+ */
506
+ constructor(loader) {
507
+ /**
508
+ * The name of this extension.
509
+ */
510
+ this.name = NAME;
511
+ this._loader = loader;
512
+ this.enabled = this._loader.isExtensionUsed(NAME);
513
+ }
514
+ /** @internal */
515
+ dispose() {
516
+ this._loader = null;
517
+ delete this._lights;
518
+ }
519
+ /** @internal */
520
+ onLoading() {
521
+ const extensions = this._loader.gltf.extensions;
522
+ if (extensions && extensions[this.name]) {
523
+ const extension = extensions[this.name];
524
+ this._lights = extension.lights;
525
+ ArrayItem.Assign(this._lights);
526
+ }
527
+ }
528
+ /**
529
+ * @internal
530
+ */
531
+ loadNodeAsync(context, node, assign) {
532
+ return GLTFLoader.LoadExtensionAsync(context, node, this.name, (extensionContext, extension) => {
533
+ this._loader._allMaterialsDirtyRequired = true;
534
+ return this._loader.loadNodeAsync(context, node, (babylonMesh) => {
535
+ let babylonLight;
536
+ const light = ArrayItem.Get(extensionContext, this._lights, extension.light);
537
+ const name = light.name || babylonMesh.name;
538
+ this._loader.babylonScene._blockEntityCollection = !!this._loader._assetContainer;
539
+ switch (light.type) {
540
+ case "directional" /* KHRLightsPunctual_LightType.DIRECTIONAL */: {
541
+ const babylonDirectionalLight = new DirectionalLight(name, Vector3.Backward(), this._loader.babylonScene);
542
+ babylonDirectionalLight.position.setAll(0);
543
+ babylonLight = babylonDirectionalLight;
544
+ break;
545
+ }
546
+ case "point" /* KHRLightsPunctual_LightType.POINT */: {
547
+ babylonLight = new PointLight(name, Vector3.Zero(), this._loader.babylonScene);
548
+ break;
549
+ }
550
+ case "spot" /* KHRLightsPunctual_LightType.SPOT */: {
551
+ const babylonSpotLight = new SpotLight(name, Vector3.Zero(), Vector3.Backward(), 0, 1, this._loader.babylonScene);
552
+ babylonSpotLight.angle = ((light.spot && light.spot.outerConeAngle) || Math.PI / 4) * 2;
553
+ babylonSpotLight.innerAngle = ((light.spot && light.spot.innerConeAngle) || 0) * 2;
554
+ babylonLight = babylonSpotLight;
555
+ break;
556
+ }
557
+ default: {
558
+ this._loader.babylonScene._blockEntityCollection = false;
559
+ throw new Error(`${extensionContext}: Invalid light type (${light.type})`);
560
+ }
561
+ }
562
+ babylonLight._parentContainer = this._loader._assetContainer;
563
+ this._loader.babylonScene._blockEntityCollection = false;
564
+ light._babylonLight = babylonLight;
565
+ babylonLight.falloffType = Light.FALLOFF_GLTF;
566
+ babylonLight.diffuse = light.color ? Color3.FromArray(light.color) : Color3.White();
567
+ babylonLight.intensity = light.intensity == undefined ? 1 : light.intensity;
568
+ babylonLight.range = light.range == undefined ? Number.MAX_VALUE : light.range;
569
+ babylonLight.parent = babylonMesh;
570
+ this._loader._babylonLights.push(babylonLight);
571
+ GLTFLoader.AddPointerMetadata(babylonLight, extensionContext);
572
+ assign(babylonMesh);
573
+ });
574
+ });
575
+ }
576
+ }
577
+ unregisterGLTFExtension(NAME);
578
+ registerGLTFExtension(NAME, true, (loader) => new KHR_lights(loader));
579
+
580
+ export { KHR_lights };
581
+ //# sourceMappingURL=KHR_lights_punctual-DWGx9KlE.esm.js.map