@babylonjs/viewer 7.42.0 → 7.44.0

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Files changed (607) 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-D-oSSifC.esm.min.js +2 -0
  7. package/dist/chunks/EXT_lights_ies-D-oSSifC.esm.min.js.map +1 -0
  8. package/dist/chunks/EXT_lights_ies-DJJLktlG.esm.js +84 -0
  9. package/dist/chunks/EXT_lights_ies-DJJLktlG.esm.js.map +1 -0
  10. package/dist/chunks/EXT_lights_image_based-Bm1EdHWU.esm.js +171 -0
  11. package/dist/chunks/EXT_lights_image_based-Bm1EdHWU.esm.js.map +1 -0
  12. package/dist/chunks/EXT_lights_image_based-CPP95suP.esm.min.js +2 -0
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  14. package/dist/chunks/EXT_mesh_gpu_instancing-DuFNjp-b.esm.js +86 -0
  15. package/dist/chunks/EXT_mesh_gpu_instancing-DuFNjp-b.esm.js.map +1 -0
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  18. package/dist/chunks/EXT_meshopt_compression-B_tol2Sa.esm.min.js +2 -0
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  20. package/dist/chunks/EXT_meshopt_compression-Rai3-_W3.esm.js +134 -0
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  22. package/dist/chunks/EXT_texture_avif-D3PbSGsk.esm.js +44 -0
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  26. package/dist/chunks/EXT_texture_webp-BrAdNUVI.esm.min.js +2 -0
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  34. package/dist/chunks/KHR_animation_pointer-B29-7REN.esm.js +352 -0
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  38. package/dist/chunks/KHR_draco_mesh_compression-4y3oU3vs.esm.js +611 -0
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  42. package/dist/chunks/KHR_interactivity-DmxwZO-B.esm.min.js +2 -0
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  46. package/dist/chunks/KHR_lights_punctual-BuxTRJTD.esm.min.js +2 -0
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  50. package/dist/chunks/KHR_materials_anisotropy-CkyM8JSq.esm.min.js +2 -0
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  54. package/dist/chunks/KHR_materials_clearcoat-Dw7bP6zs.esm.js +96 -0
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  78. package/dist/chunks/KHR_materials_pbrSpecularGlossiness-BgkZXf0x.esm.js +81 -0
  79. package/dist/chunks/KHR_materials_pbrSpecularGlossiness-BgkZXf0x.esm.js.map +1 -0
  80. package/dist/chunks/KHR_materials_pbrSpecularGlossiness-Dq7WTMdT.esm.min.js +2 -0
  81. package/dist/chunks/KHR_materials_pbrSpecularGlossiness-Dq7WTMdT.esm.min.js.map +1 -0
  82. package/dist/chunks/KHR_materials_sheen-35UGLw0C.esm.js +85 -0
  83. package/dist/chunks/KHR_materials_sheen-35UGLw0C.esm.js.map +1 -0
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  86. package/dist/chunks/KHR_materials_specular-BPk7EQUD.esm.min.js +2 -0
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  90. package/dist/chunks/KHR_materials_transmission-3olkVCcW.esm.min.js +2 -0
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  94. package/dist/chunks/KHR_materials_unlit-BK4Bp8qS.esm.min.js +2 -0
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  98. package/dist/chunks/KHR_materials_variants-C8EH6z5q.esm.js +262 -0
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  102. package/dist/chunks/KHR_materials_volume-QCITeTgE.esm.min.js +2 -0
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  104. package/dist/chunks/KHR_materials_volume-eXcEVVpW.esm.js +87 -0
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  106. package/dist/chunks/KHR_mesh_quantization-BjqgHT7P.esm.js +26 -0
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  110. package/dist/chunks/KHR_node_hoverability-CLakAM7o.esm.min.js +2 -0
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  114. package/dist/chunks/KHR_node_visibility-D5-Uq040.esm.js +46 -0
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  118. package/dist/chunks/KHR_texture_basisu-CK096eX9.esm.min.js +2 -0
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  506. package/configuration/types/renderOnlyDefault.d.ts +0 -30
  507. package/configuration/types/renderOnlyDefault.js +0 -31
  508. package/configuration/types/renderOnlyDefault.js.map +0 -1
  509. package/configuration/types/shadowLight.d.ts +0 -9
  510. package/configuration/types/shadowLight.js +0 -64
  511. package/configuration/types/shadowLight.js.map +0 -1
  512. package/helper/index.d.ts +0 -29
  513. package/helper/index.js +0 -66
  514. package/helper/index.js.map +0 -1
  515. package/index.d.ts +0 -30
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  518. package/initializer.d.ts +0 -11
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  520. package/initializer.js.map +0 -1
  521. package/interfaces.d.ts +0 -5
  522. package/interfaces.js +0 -7
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  524. package/labs/environmentSerializer.d.ts +0 -126
  525. package/labs/environmentSerializer.js +0 -191
  526. package/labs/environmentSerializer.js.map +0 -1
  527. package/labs/texture.d.ts +0 -183
  528. package/labs/texture.js +0 -351
  529. package/labs/texture.js.map +0 -1
  530. package/labs/viewerLabs.d.ts +0 -51
  531. package/labs/viewerLabs.js +0 -134
  532. package/labs/viewerLabs.js.map +0 -1
  533. package/loader/modelLoader.d.ts +0 -56
  534. package/loader/modelLoader.js +0 -202
  535. package/loader/modelLoader.js.map +0 -1
  536. package/loader/plugins/applyMaterialConfig.d.ts +0 -12
  537. package/loader/plugins/applyMaterialConfig.js +0 -16
  538. package/loader/plugins/applyMaterialConfig.js.map +0 -1
  539. package/loader/plugins/extendedMaterialLoaderPlugin.d.ts +0 -9
  540. package/loader/plugins/extendedMaterialLoaderPlugin.js +0 -16
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  545. package/loader/plugins/loaderPlugin.d.ts +0 -24
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  547. package/loader/plugins/loaderPlugin.js.map +0 -1
  548. package/loader/plugins/msftLodLoaderPlugin.d.ts +0 -12
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  550. package/loader/plugins/msftLodLoaderPlugin.js.map +0 -1
  551. package/loader/plugins/telemetryLoaderPlugin.d.ts +0 -12
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  553. package/loader/plugins/telemetryLoaderPlugin.js.map +0 -1
  554. package/managers/observablesManager.d.ts +0 -66
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  556. package/managers/observablesManager.js.map +0 -1
  557. package/managers/sceneManager.d.ts +0 -245
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  559. package/managers/sceneManager.js.map +0 -1
  560. package/managers/telemetryManager.d.ts +0 -78
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  563. package/model/modelAnimation.d.ts +0 -215
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  566. package/model/viewerModel.d.ts +0 -233
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  572. package/optimizer/custom/index.d.ts +0 -9
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  575. package/renderOnlyIndex.d.ts +0 -11
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  578. package/templating/eventManager.d.ts +0 -35
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  580. package/templating/eventManager.js.map +0 -1
  581. package/templating/plugins/hdButtonPlugin.d.ts +0 -9
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  583. package/templating/plugins/hdButtonPlugin.js.map +0 -1
  584. package/templating/plugins/printButton.d.ts +0 -9
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  590. package/templating/viewerTemplatePlugin.d.ts +0 -21
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  593. package/viewer/defaultViewer.d.ts +0 -130
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  596. package/viewer/renderOnlyViewer.d.ts +0 -9
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  605. package/viewer/viewerWithTemplate.d.ts +0 -9
  606. package/viewer/viewerWithTemplate.js +0 -20
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@@ -0,0 +1,701 @@
1
+ import { as as __decorate, b2 as serializeAsVector3, aw as serialize, b1 as Light, a8 as Matrix, y as Vector3, b3 as Axis, C as Constants, aa as TmpVectors, b0 as Node, w as Texture, at as serializeAsTexture, K as RegisterClass } from './index-D46Rc8Qa.esm.js';
2
+
3
+ /**
4
+ * Base implementation IShadowLight
5
+ * It groups all the common behaviour in order to reduce duplication and better follow the DRY pattern.
6
+ */
7
+ class ShadowLight extends Light {
8
+ constructor() {
9
+ super(...arguments);
10
+ this._needProjectionMatrixCompute = true;
11
+ this._viewMatrix = Matrix.Identity();
12
+ this._projectionMatrix = Matrix.Identity();
13
+ }
14
+ _setPosition(value) {
15
+ this._position = value;
16
+ }
17
+ /**
18
+ * Sets the position the shadow will be casted from. Also use as the light position for both
19
+ * point and spot lights.
20
+ */
21
+ get position() {
22
+ return this._position;
23
+ }
24
+ /**
25
+ * Sets the position the shadow will be casted from. Also use as the light position for both
26
+ * point and spot lights.
27
+ */
28
+ set position(value) {
29
+ this._setPosition(value);
30
+ }
31
+ _setDirection(value) {
32
+ this._direction = value;
33
+ }
34
+ /**
35
+ * In 2d mode (needCube being false), gets the direction used to cast the shadow.
36
+ * Also use as the light direction on spot and directional lights.
37
+ */
38
+ get direction() {
39
+ return this._direction;
40
+ }
41
+ /**
42
+ * In 2d mode (needCube being false), sets the direction used to cast the shadow.
43
+ * Also use as the light direction on spot and directional lights.
44
+ */
45
+ set direction(value) {
46
+ this._setDirection(value);
47
+ }
48
+ /**
49
+ * Gets the shadow projection clipping minimum z value.
50
+ */
51
+ get shadowMinZ() {
52
+ return this._shadowMinZ;
53
+ }
54
+ /**
55
+ * Sets the shadow projection clipping minimum z value.
56
+ */
57
+ set shadowMinZ(value) {
58
+ this._shadowMinZ = value;
59
+ this.forceProjectionMatrixCompute();
60
+ }
61
+ /**
62
+ * Sets the shadow projection clipping maximum z value.
63
+ */
64
+ get shadowMaxZ() {
65
+ return this._shadowMaxZ;
66
+ }
67
+ /**
68
+ * Gets the shadow projection clipping maximum z value.
69
+ */
70
+ set shadowMaxZ(value) {
71
+ this._shadowMaxZ = value;
72
+ this.forceProjectionMatrixCompute();
73
+ }
74
+ /**
75
+ * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
76
+ * @returns true if the information has been computed, false if it does not need to (no parenting)
77
+ */
78
+ computeTransformedInformation() {
79
+ if (this.parent && this.parent.getWorldMatrix) {
80
+ if (!this.transformedPosition) {
81
+ this.transformedPosition = Vector3.Zero();
82
+ }
83
+ Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition);
84
+ // In case the direction is present.
85
+ if (this.direction) {
86
+ if (!this.transformedDirection) {
87
+ this.transformedDirection = Vector3.Zero();
88
+ }
89
+ Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this.transformedDirection);
90
+ }
91
+ return true;
92
+ }
93
+ return false;
94
+ }
95
+ /**
96
+ * Return the depth scale used for the shadow map.
97
+ * @returns the depth scale.
98
+ */
99
+ getDepthScale() {
100
+ return 50.0;
101
+ }
102
+ /**
103
+ * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
104
+ * @param faceIndex The index of the face we are computed the direction to generate shadow
105
+ * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
106
+ */
107
+ // eslint-disable-next-line @typescript-eslint/no-unused-vars
108
+ getShadowDirection(faceIndex) {
109
+ return this.transformedDirection ? this.transformedDirection : this.direction;
110
+ }
111
+ /**
112
+ * If computeTransformedInformation has been called, returns the ShadowLight absolute position in the world. Otherwise, returns the local position.
113
+ * @returns the position vector in world space
114
+ */
115
+ getAbsolutePosition() {
116
+ return this.transformedPosition ? this.transformedPosition : this.position;
117
+ }
118
+ /**
119
+ * Sets the ShadowLight direction toward the passed target.
120
+ * @param target The point to target in local space
121
+ * @returns the updated ShadowLight direction
122
+ */
123
+ setDirectionToTarget(target) {
124
+ this.direction = Vector3.Normalize(target.subtract(this.position));
125
+ return this.direction;
126
+ }
127
+ /**
128
+ * Returns the light rotation in euler definition.
129
+ * @returns the x y z rotation in local space.
130
+ */
131
+ getRotation() {
132
+ this.direction.normalize();
133
+ const xaxis = Vector3.Cross(this.direction, Axis.Y);
134
+ const yaxis = Vector3.Cross(xaxis, this.direction);
135
+ return Vector3.RotationFromAxis(xaxis, yaxis, this.direction);
136
+ }
137
+ /**
138
+ * Returns whether or not the shadow generation require a cube texture or a 2d texture.
139
+ * @returns true if a cube texture needs to be use
140
+ */
141
+ needCube() {
142
+ return false;
143
+ }
144
+ /**
145
+ * Detects if the projection matrix requires to be recomputed this frame.
146
+ * @returns true if it requires to be recomputed otherwise, false.
147
+ */
148
+ needProjectionMatrixCompute() {
149
+ return this._needProjectionMatrixCompute;
150
+ }
151
+ /**
152
+ * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
153
+ */
154
+ forceProjectionMatrixCompute() {
155
+ this._needProjectionMatrixCompute = true;
156
+ }
157
+ /** @internal */
158
+ _initCache() {
159
+ super._initCache();
160
+ this._cache.position = Vector3.Zero();
161
+ }
162
+ /** @internal */
163
+ _isSynchronized() {
164
+ if (!this._cache.position.equals(this.position)) {
165
+ return false;
166
+ }
167
+ return true;
168
+ }
169
+ /**
170
+ * Computes the world matrix of the node
171
+ * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
172
+ * @returns the world matrix
173
+ */
174
+ computeWorldMatrix(force) {
175
+ if (!force && this.isSynchronized()) {
176
+ this._currentRenderId = this.getScene().getRenderId();
177
+ return this._worldMatrix;
178
+ }
179
+ this._updateCache();
180
+ this._cache.position.copyFrom(this.position);
181
+ if (!this._worldMatrix) {
182
+ this._worldMatrix = Matrix.Identity();
183
+ }
184
+ Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
185
+ if (this.parent && this.parent.getWorldMatrix) {
186
+ this._worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
187
+ this._markSyncedWithParent();
188
+ }
189
+ // Cache the determinant
190
+ this._worldMatrixDeterminantIsDirty = true;
191
+ return this._worldMatrix;
192
+ }
193
+ /**
194
+ * Gets the minZ used for shadow according to both the scene and the light.
195
+ * @param activeCamera The camera we are returning the min for
196
+ * @returns the depth min z
197
+ */
198
+ getDepthMinZ(activeCamera) {
199
+ return this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera?.minZ || Constants.ShadowMinZ;
200
+ }
201
+ /**
202
+ * Gets the maxZ used for shadow according to both the scene and the light.
203
+ * @param activeCamera The camera we are returning the max for
204
+ * @returns the depth max z
205
+ */
206
+ getDepthMaxZ(activeCamera) {
207
+ return this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera?.maxZ || Constants.ShadowMaxZ;
208
+ }
209
+ /**
210
+ * Sets the shadow projection matrix in parameter to the generated projection matrix.
211
+ * @param matrix The matrix to updated with the projection information
212
+ * @param viewMatrix The transform matrix of the light
213
+ * @param renderList The list of mesh to render in the map
214
+ * @returns The current light
215
+ */
216
+ setShadowProjectionMatrix(matrix, viewMatrix, renderList) {
217
+ if (this.customProjectionMatrixBuilder) {
218
+ this.customProjectionMatrixBuilder(viewMatrix, renderList, matrix);
219
+ }
220
+ else {
221
+ this._setDefaultShadowProjectionMatrix(matrix, viewMatrix, renderList);
222
+ }
223
+ return this;
224
+ }
225
+ /** @internal */
226
+ _syncParentEnabledState() {
227
+ super._syncParentEnabledState();
228
+ if (!this.parent || !this.parent.getWorldMatrix) {
229
+ this.transformedPosition = null;
230
+ this.transformedDirection = null;
231
+ }
232
+ }
233
+ /**
234
+ * Returns the view matrix.
235
+ * @param faceIndex The index of the face for which we want to extract the view matrix. Only used for point light types.
236
+ * @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).
237
+ */
238
+ getViewMatrix(faceIndex) {
239
+ const lightDirection = TmpVectors.Vector3[0];
240
+ let lightPosition = this.position;
241
+ if (this.computeTransformedInformation()) {
242
+ lightPosition = this.transformedPosition;
243
+ }
244
+ Vector3.NormalizeToRef(this.getShadowDirection(faceIndex), lightDirection);
245
+ if (Math.abs(Vector3.Dot(lightDirection, Vector3.Up())) === 1.0) {
246
+ lightDirection.z = 0.0000000000001; // Required to avoid perfectly perpendicular light
247
+ }
248
+ const lightTarget = TmpVectors.Vector3[1];
249
+ lightPosition.addToRef(lightDirection, lightTarget);
250
+ Matrix.LookAtLHToRef(lightPosition, lightTarget, Vector3.Up(), this._viewMatrix);
251
+ return this._viewMatrix;
252
+ }
253
+ /**
254
+ * Returns the projection matrix.
255
+ * 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).
256
+ * @param viewMatrix The view transform matrix of the light (optional).
257
+ * @param renderList The list of meshes to take into account when calculating the projection matrix (optional).
258
+ * @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).
259
+ */
260
+ getProjectionMatrix(viewMatrix, renderList) {
261
+ this.setShadowProjectionMatrix(this._projectionMatrix, viewMatrix ?? this._viewMatrix, renderList ?? []);
262
+ return this._projectionMatrix;
263
+ }
264
+ }
265
+ __decorate([
266
+ serializeAsVector3()
267
+ ], ShadowLight.prototype, "position", null);
268
+ __decorate([
269
+ serializeAsVector3()
270
+ ], ShadowLight.prototype, "direction", null);
271
+ __decorate([
272
+ serialize()
273
+ ], ShadowLight.prototype, "shadowMinZ", null);
274
+ __decorate([
275
+ serialize()
276
+ ], ShadowLight.prototype, "shadowMaxZ", null);
277
+
278
+ Node.AddNodeConstructor("Light_Type_2", (name, scene) => {
279
+ return () => new SpotLight(name, Vector3.Zero(), Vector3.Zero(), 0, 0, scene);
280
+ });
281
+ /**
282
+ * A spot light is defined by a position, a direction, an angle, and an exponent.
283
+ * These values define a cone of light starting from the position, emitting toward the direction.
284
+ * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
285
+ * and the exponent defines the speed of the decay of the light with distance (reach).
286
+ * Documentation: https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction
287
+ */
288
+ class SpotLight extends ShadowLight {
289
+ /**
290
+ * Gets or sets the IES profile texture used to create the spotlight
291
+ * #UIAXAU#1
292
+ */
293
+ get iesProfileTexture() {
294
+ return this._iesProfileTexture;
295
+ }
296
+ set iesProfileTexture(value) {
297
+ if (this._iesProfileTexture === value) {
298
+ return;
299
+ }
300
+ this._iesProfileTexture = value;
301
+ if (this._iesProfileTexture && SpotLight._IsTexture(this._iesProfileTexture)) {
302
+ this._iesProfileTexture.onLoadObservable.addOnce(() => {
303
+ this._markMeshesAsLightDirty();
304
+ });
305
+ }
306
+ }
307
+ /**
308
+ * Gets the cone angle of the spot light in Radians.
309
+ */
310
+ get angle() {
311
+ return this._angle;
312
+ }
313
+ /**
314
+ * Sets the cone angle of the spot light in Radians.
315
+ */
316
+ set angle(value) {
317
+ this._angle = value;
318
+ this._cosHalfAngle = Math.cos(value * 0.5);
319
+ this._projectionTextureProjectionLightDirty = true;
320
+ this.forceProjectionMatrixCompute();
321
+ this._computeAngleValues();
322
+ }
323
+ /**
324
+ * Only used in gltf falloff mode, this defines the angle where
325
+ * the directional falloff will start before cutting at angle which could be seen
326
+ * as outer angle.
327
+ */
328
+ get innerAngle() {
329
+ return this._innerAngle;
330
+ }
331
+ /**
332
+ * Only used in gltf falloff mode, this defines the angle where
333
+ * the directional falloff will start before cutting at angle which could be seen
334
+ * as outer angle.
335
+ */
336
+ set innerAngle(value) {
337
+ this._innerAngle = value;
338
+ this._computeAngleValues();
339
+ }
340
+ /**
341
+ * Allows scaling the angle of the light for shadow generation only.
342
+ */
343
+ get shadowAngleScale() {
344
+ return this._shadowAngleScale;
345
+ }
346
+ /**
347
+ * Allows scaling the angle of the light for shadow generation only.
348
+ */
349
+ set shadowAngleScale(value) {
350
+ this._shadowAngleScale = value;
351
+ this.forceProjectionMatrixCompute();
352
+ }
353
+ /**
354
+ * Allows reading the projection texture
355
+ */
356
+ get projectionTextureMatrix() {
357
+ return this._projectionTextureMatrix;
358
+ }
359
+ /**
360
+ * Gets the near clip of the Spotlight for texture projection.
361
+ */
362
+ get projectionTextureLightNear() {
363
+ return this._projectionTextureLightNear;
364
+ }
365
+ /**
366
+ * Sets the near clip of the Spotlight for texture projection.
367
+ */
368
+ set projectionTextureLightNear(value) {
369
+ this._projectionTextureLightNear = value;
370
+ this._projectionTextureProjectionLightDirty = true;
371
+ }
372
+ /**
373
+ * Gets the far clip of the Spotlight for texture projection.
374
+ */
375
+ get projectionTextureLightFar() {
376
+ return this._projectionTextureLightFar;
377
+ }
378
+ /**
379
+ * Sets the far clip of the Spotlight for texture projection.
380
+ */
381
+ set projectionTextureLightFar(value) {
382
+ this._projectionTextureLightFar = value;
383
+ this._projectionTextureProjectionLightDirty = true;
384
+ }
385
+ /**
386
+ * Gets the Up vector of the Spotlight for texture projection.
387
+ */
388
+ get projectionTextureUpDirection() {
389
+ return this._projectionTextureUpDirection;
390
+ }
391
+ /**
392
+ * Sets the Up vector of the Spotlight for texture projection.
393
+ */
394
+ set projectionTextureUpDirection(value) {
395
+ this._projectionTextureUpDirection = value;
396
+ this._projectionTextureProjectionLightDirty = true;
397
+ }
398
+ /**
399
+ * Gets the projection texture of the light.
400
+ */
401
+ get projectionTexture() {
402
+ return this._projectionTexture;
403
+ }
404
+ /**
405
+ * Sets the projection texture of the light.
406
+ */
407
+ set projectionTexture(value) {
408
+ if (this._projectionTexture === value) {
409
+ return;
410
+ }
411
+ this._projectionTexture = value;
412
+ this._projectionTextureDirty = true;
413
+ if (this._projectionTexture && !this._projectionTexture.isReady()) {
414
+ if (SpotLight._IsProceduralTexture(this._projectionTexture)) {
415
+ this._projectionTexture.getEffect().executeWhenCompiled(() => {
416
+ this._markMeshesAsLightDirty();
417
+ });
418
+ }
419
+ else if (SpotLight._IsTexture(this._projectionTexture)) {
420
+ this._projectionTexture.onLoadObservable.addOnce(() => {
421
+ this._markMeshesAsLightDirty();
422
+ });
423
+ }
424
+ }
425
+ }
426
+ static _IsProceduralTexture(texture) {
427
+ return texture.onGeneratedObservable !== undefined;
428
+ }
429
+ static _IsTexture(texture) {
430
+ return texture.onLoadObservable !== undefined;
431
+ }
432
+ /**
433
+ * Gets or sets the light projection matrix as used by the projection texture
434
+ */
435
+ get projectionTextureProjectionLightMatrix() {
436
+ return this._projectionTextureProjectionLightMatrix;
437
+ }
438
+ set projectionTextureProjectionLightMatrix(projection) {
439
+ this._projectionTextureProjectionLightMatrix = projection;
440
+ this._projectionTextureProjectionLightDirty = false;
441
+ this._projectionTextureDirty = true;
442
+ }
443
+ /**
444
+ * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
445
+ * It can cast shadows.
446
+ * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction
447
+ * @param name The light friendly name
448
+ * @param position The position of the spot light in the scene
449
+ * @param direction The direction of the light in the scene
450
+ * @param angle The cone angle of the light in Radians
451
+ * @param exponent The light decay speed with the distance from the emission spot
452
+ * @param scene The scene the lights belongs to
453
+ */
454
+ constructor(name, position, direction, angle, exponent, scene) {
455
+ super(name, scene);
456
+ this._innerAngle = 0;
457
+ this._iesProfileTexture = null;
458
+ this._projectionTextureMatrix = Matrix.Zero();
459
+ this._projectionTextureLightNear = 1e-6;
460
+ this._projectionTextureLightFar = 1000.0;
461
+ this._projectionTextureUpDirection = Vector3.Up();
462
+ this._projectionTextureViewLightDirty = true;
463
+ this._projectionTextureProjectionLightDirty = true;
464
+ this._projectionTextureDirty = true;
465
+ this._projectionTextureViewTargetVector = Vector3.Zero();
466
+ this._projectionTextureViewLightMatrix = Matrix.Zero();
467
+ this._projectionTextureProjectionLightMatrix = Matrix.Zero();
468
+ this._projectionTextureScalingMatrix = Matrix.FromValues(0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0);
469
+ this.position = position;
470
+ this.direction = direction;
471
+ this.angle = angle;
472
+ this.exponent = exponent;
473
+ }
474
+ /**
475
+ * Returns the string "SpotLight".
476
+ * @returns the class name
477
+ */
478
+ getClassName() {
479
+ return "SpotLight";
480
+ }
481
+ /**
482
+ * Returns the integer 2.
483
+ * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
484
+ */
485
+ getTypeID() {
486
+ return Light.LIGHTTYPEID_SPOTLIGHT;
487
+ }
488
+ /**
489
+ * Overrides the direction setter to recompute the projection texture view light Matrix.
490
+ * @param value
491
+ */
492
+ _setDirection(value) {
493
+ super._setDirection(value);
494
+ this._projectionTextureViewLightDirty = true;
495
+ }
496
+ /**
497
+ * Overrides the position setter to recompute the projection texture view light Matrix.
498
+ * @param value
499
+ */
500
+ _setPosition(value) {
501
+ super._setPosition(value);
502
+ this._projectionTextureViewLightDirty = true;
503
+ }
504
+ /**
505
+ * Sets the passed matrix "matrix" as perspective projection matrix for the shadows and the passed view matrix with the fov equal to the SpotLight angle and and aspect ratio of 1.0.
506
+ * Returns the SpotLight.
507
+ * @param matrix
508
+ * @param viewMatrix
509
+ * @param renderList
510
+ */
511
+ // eslint-disable-next-line @typescript-eslint/no-unused-vars
512
+ _setDefaultShadowProjectionMatrix(matrix, viewMatrix, renderList) {
513
+ const activeCamera = this.getScene().activeCamera;
514
+ if (!activeCamera) {
515
+ return;
516
+ }
517
+ this._shadowAngleScale = this._shadowAngleScale || 1;
518
+ const angle = this._shadowAngleScale * this._angle;
519
+ const minZ = this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;
520
+ const maxZ = this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;
521
+ const useReverseDepthBuffer = this.getScene().getEngine().useReverseDepthBuffer;
522
+ Matrix.PerspectiveFovLHToRef(angle, 1.0, useReverseDepthBuffer ? maxZ : minZ, useReverseDepthBuffer ? minZ : maxZ, matrix, true, this._scene.getEngine().isNDCHalfZRange, undefined, useReverseDepthBuffer);
523
+ }
524
+ _computeProjectionTextureViewLightMatrix() {
525
+ this._projectionTextureViewLightDirty = false;
526
+ this._projectionTextureDirty = true;
527
+ this.getAbsolutePosition().addToRef(this.getShadowDirection(), this._projectionTextureViewTargetVector);
528
+ Matrix.LookAtLHToRef(this.getAbsolutePosition(), this._projectionTextureViewTargetVector, this._projectionTextureUpDirection, this._projectionTextureViewLightMatrix);
529
+ }
530
+ _computeProjectionTextureProjectionLightMatrix() {
531
+ this._projectionTextureProjectionLightDirty = false;
532
+ this._projectionTextureDirty = true;
533
+ const lightFar = this.projectionTextureLightFar;
534
+ const lightNear = this.projectionTextureLightNear;
535
+ const P = lightFar / (lightFar - lightNear);
536
+ const Q = -P * lightNear;
537
+ const S = 1.0 / Math.tan(this._angle / 2.0);
538
+ const A = 1.0;
539
+ Matrix.FromValuesToRef(S / A, 0.0, 0.0, 0.0, 0.0, S, 0.0, 0.0, 0.0, 0.0, P, 1.0, 0.0, 0.0, Q, 0.0, this._projectionTextureProjectionLightMatrix);
540
+ }
541
+ /**
542
+ * Main function for light texture projection matrix computing.
543
+ */
544
+ _computeProjectionTextureMatrix() {
545
+ this._projectionTextureDirty = false;
546
+ this._projectionTextureViewLightMatrix.multiplyToRef(this._projectionTextureProjectionLightMatrix, this._projectionTextureMatrix);
547
+ if (this._projectionTexture instanceof Texture) {
548
+ const u = this._projectionTexture.uScale / 2.0;
549
+ const v = this._projectionTexture.vScale / 2.0;
550
+ Matrix.FromValuesToRef(u, 0.0, 0.0, 0.0, 0.0, v, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0, this._projectionTextureScalingMatrix);
551
+ }
552
+ this._projectionTextureMatrix.multiplyToRef(this._projectionTextureScalingMatrix, this._projectionTextureMatrix);
553
+ }
554
+ _buildUniformLayout() {
555
+ this._uniformBuffer.addUniform("vLightData", 4);
556
+ this._uniformBuffer.addUniform("vLightDiffuse", 4);
557
+ this._uniformBuffer.addUniform("vLightSpecular", 4);
558
+ this._uniformBuffer.addUniform("vLightDirection", 3);
559
+ this._uniformBuffer.addUniform("vLightFalloff", 4);
560
+ this._uniformBuffer.addUniform("shadowsInfo", 3);
561
+ this._uniformBuffer.addUniform("depthValues", 2);
562
+ this._uniformBuffer.create();
563
+ }
564
+ _computeAngleValues() {
565
+ this._lightAngleScale = 1.0 / Math.max(0.001, Math.cos(this._innerAngle * 0.5) - this._cosHalfAngle);
566
+ this._lightAngleOffset = -this._cosHalfAngle * this._lightAngleScale;
567
+ }
568
+ /**
569
+ * Sets the passed Effect "effect" with the Light textures.
570
+ * @param effect The effect to update
571
+ * @param lightIndex The index of the light in the effect to update
572
+ * @returns The light
573
+ */
574
+ transferTexturesToEffect(effect, lightIndex) {
575
+ if (this.projectionTexture && this.projectionTexture.isReady()) {
576
+ if (this._projectionTextureViewLightDirty) {
577
+ this._computeProjectionTextureViewLightMatrix();
578
+ }
579
+ if (this._projectionTextureProjectionLightDirty) {
580
+ this._computeProjectionTextureProjectionLightMatrix();
581
+ }
582
+ if (this._projectionTextureDirty) {
583
+ this._computeProjectionTextureMatrix();
584
+ }
585
+ effect.setMatrix("textureProjectionMatrix" + lightIndex, this._projectionTextureMatrix);
586
+ effect.setTexture("projectionLightTexture" + lightIndex, this.projectionTexture);
587
+ }
588
+ if (this._iesProfileTexture && this._iesProfileTexture.isReady()) {
589
+ effect.setTexture("iesLightTexture" + lightIndex, this._iesProfileTexture);
590
+ }
591
+ return this;
592
+ }
593
+ /**
594
+ * Sets the passed Effect object with the SpotLight transformed position (or position if not parented) and normalized direction.
595
+ * @param effect The effect to update
596
+ * @param lightIndex The index of the light in the effect to update
597
+ * @returns The spot light
598
+ */
599
+ transferToEffect(effect, lightIndex) {
600
+ let normalizeDirection;
601
+ if (this.computeTransformedInformation()) {
602
+ this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, this.exponent, lightIndex);
603
+ normalizeDirection = Vector3.Normalize(this.transformedDirection);
604
+ }
605
+ else {
606
+ this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, this.exponent, lightIndex);
607
+ normalizeDirection = Vector3.Normalize(this.direction);
608
+ }
609
+ this._uniformBuffer.updateFloat4("vLightDirection", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, this._cosHalfAngle, lightIndex);
610
+ this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, this._lightAngleScale, this._lightAngleOffset, lightIndex);
611
+ return this;
612
+ }
613
+ transferToNodeMaterialEffect(effect, lightDataUniformName) {
614
+ let normalizeDirection;
615
+ if (this.computeTransformedInformation()) {
616
+ normalizeDirection = Vector3.Normalize(this.transformedDirection);
617
+ }
618
+ else {
619
+ normalizeDirection = Vector3.Normalize(this.direction);
620
+ }
621
+ if (this.getScene().useRightHandedSystem) {
622
+ effect.setFloat3(lightDataUniformName, -normalizeDirection.x, -normalizeDirection.y, -normalizeDirection.z);
623
+ }
624
+ else {
625
+ effect.setFloat3(lightDataUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z);
626
+ }
627
+ return this;
628
+ }
629
+ /**
630
+ * Disposes the light and the associated resources.
631
+ */
632
+ dispose() {
633
+ super.dispose();
634
+ if (this._projectionTexture) {
635
+ this._projectionTexture.dispose();
636
+ }
637
+ if (this._iesProfileTexture) {
638
+ this._iesProfileTexture.dispose();
639
+ this._iesProfileTexture = null;
640
+ }
641
+ }
642
+ /**
643
+ * Gets the minZ used for shadow according to both the scene and the light.
644
+ * @param activeCamera The camera we are returning the min for
645
+ * @returns the depth min z
646
+ */
647
+ getDepthMinZ(activeCamera) {
648
+ const engine = this._scene.getEngine();
649
+ const minZ = this.shadowMinZ !== undefined ? this.shadowMinZ : (activeCamera?.minZ ?? Constants.ShadowMinZ);
650
+ return engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? minZ : this._scene.getEngine().isNDCHalfZRange ? 0 : minZ;
651
+ }
652
+ /**
653
+ * Gets the maxZ used for shadow according to both the scene and the light.
654
+ * @param activeCamera The camera we are returning the max for
655
+ * @returns the depth max z
656
+ */
657
+ getDepthMaxZ(activeCamera) {
658
+ const engine = this._scene.getEngine();
659
+ const maxZ = this.shadowMaxZ !== undefined ? this.shadowMaxZ : (activeCamera?.maxZ ?? Constants.ShadowMaxZ);
660
+ return engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : maxZ;
661
+ }
662
+ /**
663
+ * Prepares the list of defines specific to the light type.
664
+ * @param defines the list of defines
665
+ * @param lightIndex defines the index of the light for the effect
666
+ */
667
+ prepareLightSpecificDefines(defines, lightIndex) {
668
+ defines["SPOTLIGHT" + lightIndex] = true;
669
+ defines["PROJECTEDLIGHTTEXTURE" + lightIndex] = this.projectionTexture && this.projectionTexture.isReady() ? true : false;
670
+ defines["IESLIGHTTEXTURE" + lightIndex] = this._iesProfileTexture && this._iesProfileTexture.isReady() ? true : false;
671
+ }
672
+ }
673
+ __decorate([
674
+ serialize()
675
+ ], SpotLight.prototype, "angle", null);
676
+ __decorate([
677
+ serialize()
678
+ ], SpotLight.prototype, "innerAngle", null);
679
+ __decorate([
680
+ serialize()
681
+ ], SpotLight.prototype, "shadowAngleScale", null);
682
+ __decorate([
683
+ serialize()
684
+ ], SpotLight.prototype, "exponent", void 0);
685
+ __decorate([
686
+ serialize()
687
+ ], SpotLight.prototype, "projectionTextureLightNear", null);
688
+ __decorate([
689
+ serialize()
690
+ ], SpotLight.prototype, "projectionTextureLightFar", null);
691
+ __decorate([
692
+ serialize()
693
+ ], SpotLight.prototype, "projectionTextureUpDirection", null);
694
+ __decorate([
695
+ serializeAsTexture("projectedLightTexture")
696
+ ], SpotLight.prototype, "_projectionTexture", void 0);
697
+ // Register Class Name
698
+ RegisterClass("BABYLON.SpotLight", SpotLight);
699
+
700
+ export { ShadowLight as S, SpotLight as a };
701
+ //# sourceMappingURL=spotLight-DxPJdRVZ.esm.js.map