@combeenation/3d-viewer 0.0.1-types
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/LICENSE +13 -0
- package/README.md +111 -0
- package/dist/types/declaration.tsconfig.tsbuildinfo +1 -0
- package/dist/types/node_modules/@babylonjs/core/Actions/abstractActionManager.d.ts +32 -0
- package/dist/types/node_modules/@babylonjs/core/Actions/action.d.ts +100 -0
- package/dist/types/node_modules/@babylonjs/core/Actions/actionEvent.d.ts +54 -0
- package/dist/types/node_modules/@babylonjs/core/Actions/actionManager.d.ts +109 -0
- package/dist/types/node_modules/@babylonjs/core/Actions/condition.d.ts +141 -0
- package/dist/types/node_modules/@babylonjs/core/Actions/directActions.d.ts +212 -0
- package/dist/types/node_modules/@babylonjs/core/Actions/directAudioActions.d.ts +35 -0
- package/dist/types/node_modules/@babylonjs/core/Actions/index.d.ts +8 -0
- package/dist/types/node_modules/@babylonjs/core/Actions/interpolateValueAction.d.ts +40 -0
- package/dist/types/node_modules/@babylonjs/core/Animations/animatable.d.ts +147 -0
- package/dist/types/node_modules/@babylonjs/core/Animations/animatable.interface.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Animations/animation.d.ts +419 -0
- package/dist/types/node_modules/@babylonjs/core/Animations/animationEvent.d.ts +21 -0
- package/dist/types/node_modules/@babylonjs/core/Animations/animationGroup.d.ts +248 -0
- package/dist/types/node_modules/@babylonjs/core/Animations/animationKey.d.ts +4 -0
- package/dist/types/node_modules/@babylonjs/core/Animations/animationPropertiesOverride.d.ts +17 -0
- package/dist/types/node_modules/@babylonjs/core/Animations/animationRange.d.ts +20 -0
- package/dist/types/node_modules/@babylonjs/core/Animations/easing.d.ts +217 -0
- package/dist/types/node_modules/@babylonjs/core/Animations/index.d.ts +11 -0
- package/dist/types/node_modules/@babylonjs/core/Animations/pathCursor.d.ts +64 -0
- package/dist/types/node_modules/@babylonjs/core/Animations/runtimeAnimation.d.ts +161 -0
- package/dist/types/node_modules/@babylonjs/core/Audio/Interfaces/IAudioEngine.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Audio/Interfaces/IAudioEngineOptions.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Audio/Interfaces/ISoundOptions.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Audio/analyser.d.ts +93 -0
- package/dist/types/node_modules/@babylonjs/core/Audio/audioEngine.d.ts +105 -0
- package/dist/types/node_modules/@babylonjs/core/Audio/audioSceneComponent.d.ts +98 -0
- package/dist/types/node_modules/@babylonjs/core/Audio/index.d.ts +8 -0
- package/dist/types/node_modules/@babylonjs/core/Audio/sound.d.ts +304 -0
- package/dist/types/node_modules/@babylonjs/core/Audio/soundTrack.d.ts +65 -0
- package/dist/types/node_modules/@babylonjs/core/Audio/weightedsound.d.ts +64 -0
- package/dist/types/node_modules/@babylonjs/core/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +73 -0
- package/dist/types/node_modules/@babylonjs/core/BakedVertexAnimation/index.d.ts +2 -0
- package/dist/types/node_modules/@babylonjs/core/BakedVertexAnimation/vertexAnimationBaker.d.ts +65 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/Cameras/autoRotationBehavior.d.ts +93 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/Cameras/bouncingBehavior.d.ts +77 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/Cameras/framingBehavior.d.ts +192 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/Cameras/index.d.ts +3 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/attachToBoxBehavior.d.ts +59 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +116 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/fadeInOutBehavior.d.ts +41 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/followBehavior.d.ts +131 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/handConstraintBehavior.d.ts +95 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/index.d.ts +9 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/multiPointerScaleBehavior.d.ts +32 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/pointerDragBehavior.d.ts +164 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/sixDofDragBehavior.d.ts +58 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/surfaceMagnetismBehavior.d.ts +84 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/behavior.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/index.d.ts +3 -0
- package/dist/types/node_modules/@babylonjs/core/Bones/bone.d.ts +391 -0
- package/dist/types/node_modules/@babylonjs/core/Bones/boneIKController.d.ts +77 -0
- package/dist/types/node_modules/@babylonjs/core/Bones/boneLookController.d.ts +119 -0
- package/dist/types/node_modules/@babylonjs/core/Bones/index.d.ts +4 -0
- package/dist/types/node_modules/@babylonjs/core/Bones/skeleton.d.ts +242 -0
- package/dist/types/node_modules/@babylonjs/core/Buffers/buffer.d.ts +265 -0
- package/dist/types/node_modules/@babylonjs/core/Buffers/dataBuffer.d.ts +23 -0
- package/dist/types/node_modules/@babylonjs/core/Buffers/index.d.ts +3 -0
- package/dist/types/node_modules/@babylonjs/core/Buffers/storageBuffer.d.ts +43 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/BaseCameraMouseWheelInput.d.ts +83 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/BaseCameraPointersInput.d.ts +107 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraGamepadInput.d.ts +48 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.d.ts +77 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraMouseWheelInput.d.ts +59 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraPointersInput.d.ts +107 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.d.ts +46 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/flyCameraKeyboardInput.d.ts +63 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/flyCameraMouseInput.d.ts +72 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/followCameraKeyboardMoveInput.d.ts +125 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/followCameraMouseWheelInput.d.ts +49 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/followCameraPointersInput.d.ts +76 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraDeviceOrientationInput.d.ts +58 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraGamepadInput.d.ts +60 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +74 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraMouseInput.d.ts +68 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraMouseWheelInput.d.ts +142 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraTouchInput.d.ts +58 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraVirtualJoystickInput.d.ts +42 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/index.d.ts +19 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/RigModes/index.d.ts +4 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/RigModes/stereoscopicAnaglyphRigMode.d.ts +4 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/RigModes/stereoscopicRigMode.d.ts +4 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/RigModes/vrRigMode.d.ts +4 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/RigModes/webVRRigMode.d.ts +4 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/anaglyphArcRotateCamera.d.ts +20 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/anaglyphFreeCamera.d.ts +17 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/anaglyphGamepadCamera.d.ts +17 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/anaglyphUniversalCamera.d.ts +17 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/index.d.ts +9 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/stereoscopicArcRotateCamera.d.ts +22 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/stereoscopicFreeCamera.d.ts +19 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/stereoscopicGamepadCamera.d.ts +19 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +35 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/stereoscopicUniversalCamera.d.ts +19 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/VR/index.d.ts +6 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/VR/vrCameraMetrics.d.ts +44 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/VR/vrDeviceOrientationArcRotateCamera.d.ts +21 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/VR/vrDeviceOrientationFreeCamera.d.ts +18 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/VR/vrDeviceOrientationGamepadCamera.d.ts +17 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/VR/vrExperienceHelper.d.ts +428 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/VR/webVRCamera.d.ts +162 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/arcRotateCamera.d.ts +347 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/arcRotateCameraInputsManager.d.ts +28 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/camera.d.ts +487 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/cameraInputsManager.d.ts +83 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/deviceOrientationCamera.d.ts +36 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/flyCamera.d.ts +161 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/flyCameraInputsManager.d.ts +23 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/followCamera.d.ts +113 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/followCameraInputsManager.d.ts +33 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/freeCamera.d.ts +123 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/freeCameraInputsManager.d.ts +54 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/gamepadCamera.d.ts +18 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/index.d.ts +20 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/targetCamera.d.ts +142 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/touchCamera.d.ts +30 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/universalCamera.d.ts +29 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/virtualJoysticksCamera.d.ts +19 -0
- package/dist/types/node_modules/@babylonjs/core/Collisions/collider.d.ts +67 -0
- package/dist/types/node_modules/@babylonjs/core/Collisions/collisionCoordinator.d.ts +13 -0
- package/dist/types/node_modules/@babylonjs/core/Collisions/index.d.ts +5 -0
- package/dist/types/node_modules/@babylonjs/core/Collisions/intersectionInfo.d.ts +11 -0
- package/dist/types/node_modules/@babylonjs/core/Collisions/meshCollisionData.d.ts +14 -0
- package/dist/types/node_modules/@babylonjs/core/Collisions/pickingInfo.d.ts +69 -0
- package/dist/types/node_modules/@babylonjs/core/Compat/compatibilityOptions.d.ts +8 -0
- package/dist/types/node_modules/@babylonjs/core/Compat/index.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Compute/IComputeContext.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Compute/IComputePipelineContext.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Compute/computeEffect.d.ts +135 -0
- package/dist/types/node_modules/@babylonjs/core/Compute/computeShader.d.ts +122 -0
- package/dist/types/node_modules/@babylonjs/core/Compute/index.d.ts +2 -0
- package/dist/types/node_modules/@babylonjs/core/Culling/Octrees/index.d.ts +3 -0
- package/dist/types/node_modules/@babylonjs/core/Culling/Octrees/octree.d.ts +75 -0
- package/dist/types/node_modules/@babylonjs/core/Culling/Octrees/octreeBlock.d.ts +83 -0
- package/dist/types/node_modules/@babylonjs/core/Culling/Octrees/octreeSceneComponent.d.ts +60 -0
- package/dist/types/node_modules/@babylonjs/core/Culling/boundingBox.d.ts +152 -0
- package/dist/types/node_modules/@babylonjs/core/Culling/boundingInfo.d.ts +108 -0
- package/dist/types/node_modules/@babylonjs/core/Culling/boundingSphere.d.ts +90 -0
- package/dist/types/node_modules/@babylonjs/core/Culling/index.d.ts +5 -0
- package/dist/types/node_modules/@babylonjs/core/Culling/ray.d.ts +163 -0
- package/dist/types/node_modules/@babylonjs/core/Debug/ISkeletonViewer.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Debug/axesViewer.d.ts +52 -0
- package/dist/types/node_modules/@babylonjs/core/Debug/boneAxesViewer.d.ts +30 -0
- package/dist/types/node_modules/@babylonjs/core/Debug/debugLayer.d.ts +67 -0
- package/dist/types/node_modules/@babylonjs/core/Debug/directionalLightFrustumViewer.d.ts +77 -0
- package/dist/types/node_modules/@babylonjs/core/Debug/index.d.ts +8 -0
- package/dist/types/node_modules/@babylonjs/core/Debug/physicsViewer.d.ts +52 -0
- package/dist/types/node_modules/@babylonjs/core/Debug/rayHelper.d.ts +61 -0
- package/dist/types/node_modules/@babylonjs/core/Debug/skeletonViewer.d.ts +131 -0
- package/dist/types/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceEnums.d.ts +26 -0
- package/dist/types/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceSource.d.ts +26 -0
- package/dist/types/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceSourceManager.d.ts +53 -0
- package/dist/types/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceTypes.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/DeviceInput/eventFactory.d.ts +90 -0
- package/dist/types/node_modules/@babylonjs/core/DeviceInput/index.d.ts +4 -0
- package/dist/types/node_modules/@babylonjs/core/DeviceInput/inputInterfaces.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/DeviceInput/internalDeviceSourceManager.d.ts +13 -0
- package/dist/types/node_modules/@babylonjs/core/DeviceInput/nativeDeviceInputSystem.d.ts +32 -0
- package/dist/types/node_modules/@babylonjs/core/DeviceInput/webDeviceInputSystem.d.ts +124 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.alpha.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.computeShader.d.ts +2 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.cubeTexture.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.debugging.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.dynamicBuffer.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.dynamicTexture.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.externalTexture.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.multiRender.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.multiview.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.query.d.ts +17 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.rawTexture.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.readTexture.d.ts +9 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.renderTarget.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.renderTargetCube.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.storageBuffer.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.textureSampler.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.textureSelector.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.transformFeedback.d.ts +2 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.uniformBuffer.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.videoTexture.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.views.d.ts +6 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.webVR.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/index.d.ts +22 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/ICanvas.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/IDrawContext.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/IMaterialContext.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/IPipelineContext.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Native/index.d.ts +2 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Native/nativeDataStream.d.ts +22 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Native/nativeInterfaces.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Native/validatedNativeDataStream.d.ts +11 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/index.d.ts +4 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.d.ts +5 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.d.ts +9 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.d.ts +8 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.d.ts +5 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/Expressions/index.d.ts +2 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/Expressions/shaderDefineExpression.d.ts +15 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/iShaderProcessor.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/index.d.ts +9 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/shaderCodeConditionNode.d.ts +5 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/shaderCodeCursor.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/shaderCodeInliner.d.ts +30 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/shaderCodeNode.d.ts +6 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/shaderCodeTestNode.d.ts +5 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/shaderProcessingOptions.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/shaderProcessor.d.ts +38 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGL/webGL2ShaderProcessors.d.ts +8 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGL/webGLHardwareTexture.d.ts +12 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGL/webGLPipelineContext.d.ts +88 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGL/webGLRenderTargetWrapper.d.ts +34 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGL/webGLShaderProcessors.d.ts +6 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.alpha.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.computeShader.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.cubeTexture.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.debugging.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.dynamicBuffer.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.dynamicTexture.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.externalTexture.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.multiRender.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.query.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.rawTexture.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.readTexture.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.renderTarget.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.renderTargetCube.d.ts +1 -0
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- package/dist/types/src/api/manager/variantInstanceManager.d.ts +103 -0
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- package/dist/types/src/api/util/sceneLoaderHelper.d.ts +44 -0
- package/dist/types/src/api/util/stringHelper.d.ts +13 -0
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- package/src/api/classes/animationInterface.ts +10 -0
- package/src/api/classes/dottedPath.ts +181 -0
- package/src/api/classes/element.ts +731 -0
- package/src/api/classes/event.ts +452 -0
- package/src/api/classes/eventBroadcaster.ts +52 -0
- package/src/api/classes/fuzzyMap.ts +21 -0
- package/src/api/classes/parameter.ts +554 -0
- package/src/api/classes/parameterObservable.ts +73 -0
- package/src/api/classes/parameterizable.ts +87 -0
- package/src/api/classes/placementAnimation.ts +162 -0
- package/src/api/classes/variant.ts +933 -0
- package/src/api/classes/variantInstance.ts +123 -0
- package/src/api/classes/variantParameterizable.ts +85 -0
- package/src/api/classes/viewer.ts +742 -0
- package/src/api/classes/viewerLight.ts +339 -0
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- package/src/api/manager/gltfExportManager.ts +236 -0
- package/src/api/manager/sceneManager.ts +136 -0
- package/src/api/manager/tagManager.ts +451 -0
- package/src/api/manager/textureLoadManager.ts +95 -0
- package/src/api/manager/variantInstanceManager.ts +298 -0
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- package/src/api/util/globalTypes.ts +503 -0
- package/src/api/util/resourceHelper.ts +191 -0
- package/src/api/util/sceneLoaderHelper.ts +170 -0
- package/src/api/util/stringHelper.ts +30 -0
- package/src/api/util/structureHelper.ts +49 -0
- package/src/buildinfo.json +3 -0
- package/src/dev.ts +62 -0
- package/src/index.ts +79 -0
- package/src/types.d.ts +36 -0
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declare const shader: "uniform sampler2D textureSampler;\nvarying vec2 vUV;\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#if defined(PASS_POST_PROCESS)\nvoid main(void)\n{\nvec4 color=texture2D(textureSampler,vUV);\ngl_FragColor=color;\n}\n#endif\n#if defined(DOWN_SAMPLE_X4)\nuniform vec2 dsOffsets[16];\nvoid main(void)\n{\nvec4 average=vec4(0.0,0.0,0.0,0.0);\naverage=texture2D(textureSampler,vUV+dsOffsets[0]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[1]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[2]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[3]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[4]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[5]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[6]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[7]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[8]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[9]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[10]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[11]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[12]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[13]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[14]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[15]);\naverage/=16.0;\ngl_FragColor=average;\n}\n#endif\n#if defined(BRIGHT_PASS)\nuniform vec2 dsOffsets[4];\nuniform float brightThreshold;\nvoid main(void)\n{\nvec4 average=vec4(0.0,0.0,0.0,0.0);\naverage=texture2D(textureSampler,vUV+vec2(dsOffsets[0].x,dsOffsets[0].y));\naverage+=texture2D(textureSampler,vUV+vec2(dsOffsets[1].x,dsOffsets[1].y));\naverage+=texture2D(textureSampler,vUV+vec2(dsOffsets[2].x,dsOffsets[2].y));\naverage+=texture2D(textureSampler,vUV+vec2(dsOffsets[3].x,dsOffsets[3].y));\naverage*=0.25;\nfloat luminance=length(average.rgb);\nif (luminance<brightThreshold) {\naverage=vec4(0.0,0.0,0.0,1.0);\n}\ngl_FragColor=average;\n}\n#endif\n#if defined(TEXTURE_ADDER)\nuniform sampler2D otherSampler;\nuniform sampler2D lensSampler;\nuniform float exposure;\nvoid main(void)\n{\nvec3 colour=texture2D(textureSampler,vUV).rgb;\ncolour*=exposure;\nvec3 X=max(vec3(0.0,0.0,0.0),colour-0.004);\nvec3 retColor=(X*(6.2*X+0.5))/(X*(6.2*X+1.7)+0.06);\ncolour=retColor*retColor;\ncolour+=colour*texture2D(lensSampler,vUV).rgb;\nvec4 finalColor=vec4(colour.rgb,1.0)+texture2D(otherSampler,vUV);\ngl_FragColor=finalColor;\n}\n#endif\n#if defined(VLS)\n#define PI 3.1415926535897932384626433832795\nuniform mat4 shadowViewProjection;\nuniform mat4 lightWorld;\nuniform vec3 cameraPosition;\nuniform vec3 sunDirection;\nuniform vec3 sunColor;\nuniform vec2 depthValues;\nuniform float scatteringCoefficient;\nuniform float scatteringPower;\nuniform sampler2D shadowMapSampler;\nuniform sampler2D positionSampler;\nfloat computeScattering(float lightDotView)\n{\nfloat result=1.0-scatteringCoefficient*scatteringCoefficient;\nresult/=(4.0*PI*pow(1.0+scatteringCoefficient*scatteringCoefficient-(2.0*scatteringCoefficient)*lightDotView,1.5));\nreturn result;\n}\nvoid main(void)\n{\nvec3 worldPos=texture2D(positionSampler,vUV).rgb;\nvec3 startPosition=cameraPosition;\nvec3 rayVector=worldPos-startPosition;\nfloat rayLength=length(rayVector);\nvec3 rayDirection=rayVector/rayLength;\nfloat stepLength=rayLength/NB_STEPS;\nvec3 stepL=rayDirection*stepLength;\nvec3 currentPosition=startPosition;\nvec3 accumFog=vec3(0.0);\nfor (int i=0; i<int(NB_STEPS); i++)\n{\nvec4 worldInShadowCameraSpace=shadowViewProjection*vec4(currentPosition,1.0);\nfloat depthMetric= (worldInShadowCameraSpace.z+depthValues.x)/(depthValues.y);\nfloat shadowPixelDepth=clamp(depthMetric,0.0,1.0);\nworldInShadowCameraSpace.xyz/=worldInShadowCameraSpace.w;\nworldInShadowCameraSpace.xyz=0.5*worldInShadowCameraSpace.xyz+vec3(0.5);\nfloat shadowMapValue=texture2D(shadowMapSampler,worldInShadowCameraSpace.xy).r;\nif (shadowMapValue>shadowPixelDepth)\naccumFog+=sunColor*computeScattering(dot(rayDirection,sunDirection));\ncurrentPosition+=stepL;\n}\naccumFog/=NB_STEPS;\nvec3 color=accumFog*scatteringPower;\ngl_FragColor=vec4(color*exp(color) ,1.0);\n}\n#endif\n#if defined(VLSMERGE)\nuniform sampler2D originalSampler;\nvoid main(void)\n{\ngl_FragColor=texture2D(originalSampler,vUV)+texture2D(textureSampler,vUV);\n}\n#endif\n#if defined(LUMINANCE)\nuniform vec2 lumOffsets[4];\nvoid main()\n{\nfloat average=0.0;\nvec4 color=vec4(0.0);\nfloat maximum=-1e20;\nvec3 weight=vec3(0.299,0.587,0.114);\nfor (int i=0; i<4; i++)\n{\ncolor=texture2D(textureSampler,vUV+ lumOffsets[i]);\nfloat GreyValue=dot(color.rgb,vec3(0.33,0.33,0.33));\n#ifdef WEIGHTED_AVERAGE\nfloat GreyValue=dot(color.rgb,weight);\n#endif\n#ifdef BRIGHTNESS\nfloat GreyValue=max(color.r,max(color.g,color.b));\n#endif\n#ifdef HSL_COMPONENT\nfloat GreyValue=0.5*(max(color.r,max(color.g,color.b))+min(color.r,min(color.g,color.b)));\n#endif\n#ifdef MAGNITUDE\nfloat GreyValue=length(color.rgb);\n#endif\nmaximum=max(maximum,GreyValue);\naverage+=(0.25*log(1e-5+GreyValue));\n}\naverage=exp(average);\ngl_FragColor=vec4(average,maximum,0.0,1.0);\n}\n#endif\n#if defined(LUMINANCE_DOWN_SAMPLE)\nuniform vec2 dsOffsets[9];\nuniform float halfDestPixelSize;\n#ifdef FINAL_DOWN_SAMPLER\n#include<packingFunctions>\n#endif\nvoid main()\n{\nvec4 color=vec4(0.0);\nfloat average=0.0;\nfor (int i=0; i<9; i++)\n{\ncolor=texture2D(textureSampler,vUV+vec2(halfDestPixelSize,halfDestPixelSize)+dsOffsets[i]);\naverage+=color.r;\n}\naverage/=9.0;\n#ifdef FINAL_DOWN_SAMPLER\ngl_FragColor=pack(average);\n#else\ngl_FragColor=vec4(average,average,0.0,1.0);\n#endif\n}\n#endif\n#if defined(HDR)\nuniform sampler2D textureAdderSampler;\nuniform float averageLuminance;\nvoid main()\n{\nvec4 color=texture2D(textureAdderSampler,vUV);\n#ifndef AUTO_EXPOSURE\nvec4 adjustedColor=color/averageLuminance;\ncolor=adjustedColor;\ncolor.a=1.0;\n#endif\ngl_FragColor=color;\n}\n#endif\n#if defined(LENS_FLARE)\n#define GHOSTS 3\nuniform sampler2D lensColorSampler;\nuniform float strength;\nuniform float ghostDispersal;\nuniform float haloWidth;\nuniform vec2 resolution;\nuniform float distortionStrength;\nfloat hash(vec2 p)\n{\nfloat h=dot(p,vec2(127.1,311.7));\nreturn -1.0+2.0*fract(sin(h)*43758.5453123);\n}\nfloat noise(in vec2 p)\n{\nvec2 i=floor(p);\nvec2 f=fract(p);\nvec2 u=f*f*(3.0-2.0*f);\nreturn mix(mix(hash(i+vec2(0.0,0.0)),\nhash(i+vec2(1.0,0.0)),u.x),\nmix(hash(i+vec2(0.0,1.0)),\nhash(i+vec2(1.0,1.0)),u.x),u.y);\n}\nfloat fbm(vec2 p)\n{\nfloat f=0.0;\nf+=0.5000*noise(p); p*=2.02;\nf+=0.2500*noise(p); p*=2.03;\nf+=0.1250*noise(p); p*=2.01;\nf+=0.0625*noise(p); p*=2.04;\nf/=0.9375;\nreturn f;\n}\nvec3 pattern(vec2 uv)\n{\nvec2 p=-1.0+2.0*uv;\nfloat p2=dot(p,p);\nfloat f=fbm(vec2(15.0*p2))/2.0;\nfloat r=0.2+0.6*sin(12.5*length(uv-vec2(0.5)));\nfloat g=0.2+0.6*sin(20.5*length(uv-vec2(0.5)));\nfloat b=0.2+0.6*sin(17.2*length(uv-vec2(0.5)));\nreturn (1.0-f)*vec3(r,g,b);\n}\nfloat luminance(vec3 color)\n{\nreturn dot(color.rgb,vec3(0.2126,0.7152,0.0722));\n}\nvec4 textureDistorted(sampler2D tex,vec2 texcoord,vec2 direction,vec3 distortion)\n{\nreturn vec4(\ntexture2D(tex,texcoord+direction*distortion.r).r,\ntexture2D(tex,texcoord+direction*distortion.g).g,\ntexture2D(tex,texcoord+direction*distortion.b).b,\n1.0\n);\n}\nvoid main(void)\n{\nvec2 uv=-vUV+vec2(1.0);\nvec2 ghostDir=(vec2(0.5)-uv)*ghostDispersal;\nvec2 texelSize=1.0/resolution;\nvec3 distortion=vec3(-texelSize.x*distortionStrength,0.0,texelSize.x*distortionStrength);\nvec4 result=vec4(0.0);\nfloat ghostIndice=1.0;\nfor (int i=0; i<GHOSTS; ++i)\n{\nvec2 offset=fract(uv+ghostDir*ghostIndice);\nfloat weight=length(vec2(0.5)-offset)/length(vec2(0.5));\nweight=pow(1.0-weight,10.0);\nresult+=textureDistorted(textureSampler,offset,normalize(ghostDir),distortion)*weight*strength;\nghostIndice+=1.0;\n}\nvec2 haloVec=normalize(ghostDir)*haloWidth;\nfloat weight=length(vec2(0.5)-fract(uv+haloVec))/length(vec2(0.5));\nweight=pow(1.0-weight,10.0);\nresult+=textureDistorted(textureSampler,fract(uv+haloVec),normalize(ghostDir),distortion)*weight*strength;\nresult*=texture2D(lensColorSampler,vec2(length(vec2(0.5)-uv)/length(vec2(0.5))));\ngl_FragColor=result;\n}\n#endif\n#if defined(LENS_FLARE_COMPOSE)\nuniform sampler2D otherSampler;\nuniform sampler2D lensDirtSampler;\nuniform sampler2D lensStarSampler;\nuniform mat4 lensStarMatrix;\nvoid main(void)\n{\nvec2 lensFlareCoords=(lensStarMatrix*vec4(vUV,1.0,1.0)).xy;\nvec4 lensMod=texture2D(lensDirtSampler,vUV);\nlensMod+=texture2D(lensStarSampler,vUV/*lensFlareCoords*/);\nvec4 result=texture2D(textureSampler,vUV)*lensMod;\ngl_FragColor=texture2D(otherSampler,vUV)+result;\n}\n#endif\n#if defined(DEPTH_OF_FIELD)\nuniform sampler2D otherSampler;\nuniform sampler2D depthSampler;\nuniform float distance;\nvoid main(void)\n{\nvec4 sharp=texture2D(otherSampler,vUV);\nvec4 blur=texture2D(textureSampler,vUV);\nfloat dist=clamp(texture2D(depthSampler,vUV).r*distance,0.0,1.0);\nfloat factor=0.0;\nif (dist<0.05)\nfactor=1.0;\nelse if (dist<0.1)\nfactor=20.0*(0.1-dist);\nelse if (dist<0.5)\nfactor=0.0;\nelse\nfactor=2.0*(dist-0.5);\nfactor=clamp(factor,0.0,0.90);\ngl_FragColor=mix(sharp,blur,factor);\n}\n#endif\n#if defined(MOTION_BLUR)\nuniform mat4 inverseViewProjection;\nuniform mat4 prevViewProjection;\nuniform vec2 screenSize;\nuniform float motionScale;\nuniform float motionStrength;\nuniform sampler2D depthSampler;\nvoid main(void)\n{\nvec2 texelSize=1.0/screenSize;\nfloat depth=texture2D(depthSampler,vUV).r;\nvec4 cpos=vec4(vUV*2.0-1.0,depth,1.0);\ncpos=cpos*inverseViewProjection;\nvec4 ppos=cpos*prevViewProjection;\nppos.xyz/=ppos.w;\nppos.xy=ppos.xy*0.5+0.5;\nvec2 velocity=(ppos.xy-vUV)*motionScale*motionStrength;\nfloat speed=length(velocity/texelSize);\nint nSamples=int(clamp(speed,1.0,MAX_MOTION_SAMPLES));\nvec4 result=texture2D(textureSampler,vUV);\nfor (int i=1; i<int(MAX_MOTION_SAMPLES); ++i) {\nif (i>=nSamples)\nbreak;\nvec2 offset1=vUV+velocity*(float(i)/float(nSamples-1)-0.5);\nresult+=texture2D(textureSampler,offset1);\n}\ngl_FragColor=result/float(nSamples);\n}\n#endif\n";
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export {};
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@@ -0,0 +1,7 @@
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1
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export namespace stereoscopicInterlacePixelShader {
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2
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export { name };
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export { shader };
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4
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}
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5
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declare const name: "stereoscopicInterlacePixelShader";
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6
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declare const shader: "const vec3 TWO=vec3(2.0,2.0,2.0);\nvarying vec2 vUV;\nuniform sampler2D camASampler;\nuniform sampler2D textureSampler;\nuniform vec2 stepSize;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{\nbool useCamA;\nbool useCamB;\nvec2 texCoord1;\nvec2 texCoord2;\nvec3 frag1;\nvec3 frag2;\n#ifdef IS_STEREOSCOPIC_HORIZ\nuseCamB=vUV.x>0.5;\nuseCamA=!useCamB;\ntexCoord1=vec2(useCamB ? (vUV.x-0.5)*2.0 : vUV.x*2.0,vUV.y);\ntexCoord2=vec2(texCoord1.x+stepSize.x,vUV.y);\n#else\n#ifdef IS_STEREOSCOPIC_INTERLACED\nfloat rowNum=floor(vUV.y/stepSize.y);\nuseCamA=mod(rowNum,2.0)==1.0;\nuseCamB=mod(rowNum,2.0)==0.0;\ntexCoord1=vec2(vUV.x,vUV.y);\ntexCoord2=vec2(vUV.x,vUV.y);\n#else\nuseCamB=vUV.y>0.5;\nuseCamA=!useCamB;\ntexCoord1=vec2(vUV.x,useCamB ? (vUV.y-0.5)*2.0 : vUV.y*2.0);\ntexCoord2=vec2(vUV.x,texCoord1.y+stepSize.y);\n#endif\n#endif\nif (useCamB){\nfrag1=texture2D(textureSampler,texCoord1).rgb;\nfrag2=texture2D(textureSampler,texCoord2).rgb;\n}else if (useCamA){\nfrag1=texture2D(camASampler ,texCoord1).rgb;\nfrag2=texture2D(camASampler ,texCoord2).rgb;\n}else {\ndiscard;\n}\ngl_FragColor=vec4((frag1+frag2)/TWO,1.0);\n}\n";
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7
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export {};
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@@ -0,0 +1,7 @@
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1
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export namespace subSurfaceScatteringPixelShader {
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export { name };
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export { shader };
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4
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}
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5
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declare const name: "subSurfaceScatteringPixelShader";
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declare const shader: "#include<fibonacci>\n#include<helperFunctions>\n#include<subSurfaceScatteringFunctions>\n#include<diffusionProfile>\nvarying vec2 vUV;\nuniform vec2 texelSize;\nuniform sampler2D textureSampler;\nuniform sampler2D irradianceSampler;\nuniform sampler2D depthSampler;\nuniform sampler2D albedoSampler;\nuniform vec2 viewportSize;\nuniform float metersPerUnit;\nconst float LOG2_E=1.4426950408889634;\nconst float SSS_PIXELS_PER_SAMPLE=4.;\nconst int _SssSampleBudget=40;\n#define rcp(x) 1./x\n#define Sq(x) x*x\n#define SSS_BILATERAL_FILTER true\nvec3 EvalBurleyDiffusionProfile(float r,vec3 S)\n{\nvec3 exp_13=exp2(((LOG2_E*(-1.0/3.0))*r)*S); \nvec3 expSum=exp_13*(1.+exp_13*exp_13); \nreturn (S*rcp(8.*PI))*expSum; \n}\nvec2 SampleBurleyDiffusionProfile(float u,float rcpS)\n{\nu=1.-u; \nfloat g=1.+(4.*u)*(2.*u+sqrt(1.+(4.*u)*u));\nfloat n=exp2(log2(g)*(-1.0/3.0)); \nfloat p=(g*n)*n; \nfloat c=1.+p+n; \nfloat d=(3./LOG2_E*2.)+(3./LOG2_E)*log2(u); \nfloat x=(3./LOG2_E)*log2(c)-d; \nfloat rcpExp=((c*c)*c)*rcp((4.*u)*((c*c)+(4.*u)*(4.*u)));\nfloat r=x*rcpS;\nfloat rcpPdf=(8.*PI*rcpS)*rcpExp; \nreturn vec2(r,rcpPdf);\n}\nvec3 ComputeBilateralWeight(float xy2,float z,float mmPerUnit,vec3 S,float rcpPdf)\n{\n#ifndef SSS_BILATERAL_FILTER\nz=0.;\n#endif\nfloat r=sqrt(xy2+(z*mmPerUnit)*(z*mmPerUnit));\nfloat area=rcpPdf;\n#if SSS_CLAMP_ARTIFACT\nreturn clamp(EvalBurleyDiffusionProfile(r,S)*area,0.0,1.0);\n#else\nreturn EvalBurleyDiffusionProfile(r,S)*area;\n#endif\n}\nvoid EvaluateSample(int i,int n,vec3 S,float d,vec3 centerPosVS,float mmPerUnit,float pixelsPerMm,\nfloat phase,inout vec3 totalIrradiance,inout vec3 totalWeight)\n{\nfloat scale =rcp(float(n));\nfloat offset=rcp(float(n))*0.5;\nfloat sinPhase,cosPhase;\nsinPhase=sin(phase);\ncosPhase=cos(phase);\nvec2 bdp=SampleBurleyDiffusionProfile(float(i)*scale+offset,d);\nfloat r=bdp.x;\nfloat rcpPdf=bdp.y;\nfloat phi=SampleDiskGolden(i,n).y;\nfloat sinPhi,cosPhi;\nsinPhi=sin(phi);\ncosPhi=cos(phi);\nfloat sinPsi=cosPhase*sinPhi+sinPhase*cosPhi; \nfloat cosPsi=cosPhase*cosPhi-sinPhase*sinPhi; \nvec2 vec=r*vec2(cosPsi,sinPsi);\nvec2 position; \nfloat xy2;\nposition=vUV+round((pixelsPerMm*r)*vec2(cosPsi,sinPsi))*texelSize;\nxy2 =r*r;\nvec4 textureSample=texture2D(irradianceSampler,position);\nfloat viewZ=texture2D(depthSampler,position).r;\nvec3 irradiance =textureSample.rgb;\nif (testLightingForSSS(textureSample.a))\n{\nfloat relZ=viewZ-centerPosVS.z;\nvec3 weight=ComputeBilateralWeight(xy2,relZ,mmPerUnit,S,rcpPdf);\ntotalIrradiance+=weight*irradiance;\ntotalWeight +=weight;\n}\nelse\n{\n}\n}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \n{\nvec4 irradianceAndDiffusionProfile =texture2D(irradianceSampler,vUV);\nvec3 centerIrradiance=irradianceAndDiffusionProfile.rgb;\nint diffusionProfileIndex=int(round(irradianceAndDiffusionProfile.a*255.));\nfloat centerDepth =0.;\nvec4 inputColor=texture2D(textureSampler,vUV);\nbool passedStencilTest=testLightingForSSS(irradianceAndDiffusionProfile.a);\nif (passedStencilTest)\n{\ncenterDepth=texture2D(depthSampler,vUV).r;\n}\nif (!passedStencilTest) { \ngl_FragColor=inputColor;\nreturn;\n}\nfloat distScale =1.;\nvec3 S =diffusionS[diffusionProfileIndex];\nfloat d =diffusionD[diffusionProfileIndex];\nfloat filterRadius=filterRadii[diffusionProfileIndex];\nvec2 centerPosNDC=vUV;\nvec2 cornerPosNDC=vUV+0.5*texelSize;\nvec3 centerPosVS =vec3(centerPosNDC*viewportSize,1.0)*centerDepth; \nvec3 cornerPosVS =vec3(cornerPosNDC*viewportSize,1.0)*centerDepth; \nfloat mmPerUnit =1000.*(metersPerUnit*rcp(distScale));\nfloat unitsPerMm=rcp(mmPerUnit);\nfloat unitsPerPixel=2.*abs(cornerPosVS.x-centerPosVS.x);\nfloat pixelsPerMm =rcp(unitsPerPixel)*unitsPerMm;\nfloat filterArea =PI*Sq(filterRadius*pixelsPerMm);\nint sampleCount =int(filterArea*rcp(SSS_PIXELS_PER_SAMPLE));\nint sampleBudget=_SssSampleBudget;\nint texturingMode=0;\nvec3 albedo =texture2D(albedoSampler,vUV).rgb;\nif (distScale==0. || sampleCount<1)\n{\n#ifdef DEBUG_SSS_SAMPLES\nvec3 green=vec3(0.,1.,0.);\ngl_FragColor=vec4(green,1.0);\nreturn;\n#endif\ngl_FragColor=vec4(inputColor.rgb+albedo*centerIrradiance,1.0);\nreturn;\n}\n#ifdef DEBUG_SSS_SAMPLES\nvec3 red =vec3(1.,0.,0.);\nvec3 blue=vec3(0.,0.,1.);\ngl_FragColor=vec4(mix(blue,red,clamp(float(sampleCount)/float(sampleBudget),0.0,1.0)),1.0);\nreturn;\n#endif\nfloat phase=0.;\nint n=min(sampleCount,sampleBudget);\nvec3 centerWeight =vec3(0.); \nvec3 totalIrradiance=vec3(0.);\nvec3 totalWeight =vec3(0.);\nfor (int i=0; i<n; i++)\n{\nEvaluateSample(i,n,S,d,centerPosVS,mmPerUnit,pixelsPerMm,\nphase,totalIrradiance,totalWeight);\n}\ntotalWeight=max(totalWeight,HALF_MIN);\ngl_FragColor=vec4(inputColor.rgb+albedo*max(totalIrradiance/totalWeight,vec3(0.0)),1.);\n}";
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7
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export {};
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@@ -0,0 +1,7 @@
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1
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+
export namespace tonemapPixelShader {
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2
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+
export { name };
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3
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+
export { shader };
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4
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+
}
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5
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+
declare const name: "tonemapPixelShader";
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6
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+
declare const shader: "varying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform float _ExposureAdjustment;\n#if defined(HABLE_TONEMAPPING)\nconst float A=0.15;\nconst float B=0.50;\nconst float C=0.10;\nconst float D=0.20;\nconst float E=0.02;\nconst float F=0.30;\nconst float W=11.2;\n#endif\nfloat Luminance(vec3 c)\n{\nreturn dot(c,vec3(0.22,0.707,0.071));\n}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \n{\nvec3 colour=texture2D(textureSampler,vUV).rgb;\n#if defined(REINHARD_TONEMAPPING)\nfloat lum=Luminance(colour.rgb); \nfloat lumTm=lum*_ExposureAdjustment;\nfloat scale=lumTm/(1.0+lumTm); \ncolour*=scale/lum;\n#elif defined(HABLE_TONEMAPPING)\ncolour*=_ExposureAdjustment;\nconst float ExposureBias=2.0;\nvec3 x=ExposureBias*colour;\nvec3 curr=((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;\nx=vec3(W,W,W);\nvec3 whiteScale=1.0/(((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F);\ncolour=curr*whiteScale;\n#elif defined(OPTIMIZED_HEJIDAWSON_TONEMAPPING)\ncolour*=_ExposureAdjustment;\nvec3 X=max(vec3(0.0,0.0,0.0),colour-0.004);\nvec3 retColor=(X*(6.2*X+0.5))/(X*(6.2*X+1.7)+0.06);\ncolour=retColor*retColor;\n#elif defined(PHOTOGRAPHIC_TONEMAPPING)\ncolour= vec3(1.0,1.0,1.0)-exp2(-_ExposureAdjustment*colour);\n#endif\ngl_FragColor=vec4(colour.rgb,1.0);\n}";
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7
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+
export {};
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package/dist/types/node_modules/@babylonjs/core/Shaders/volumetricLightScattering.fragment.d.ts
ADDED
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@@ -0,0 +1,7 @@
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1
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+
export namespace volumetricLightScatteringPixelShader {
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2
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+
export { name };
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3
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+
export { shader };
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4
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+
}
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5
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+
declare const name: "volumetricLightScatteringPixelShader";
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6
|
+
declare const shader: "uniform sampler2D textureSampler;\nuniform sampler2D lightScatteringSampler;\nuniform float decay;\nuniform float exposure;\nuniform float weight;\nuniform float density;\nuniform vec2 meshPositionOnScreen;\nvarying vec2 vUV;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvec2 tc=vUV;\nvec2 deltaTexCoord=(tc-meshPositionOnScreen.xy);\ndeltaTexCoord*=1.0/float(NUM_SAMPLES)*density;\nfloat illuminationDecay=1.0;\nvec4 color=texture2D(lightScatteringSampler,tc)*0.4;\nfor(int i=0; i<NUM_SAMPLES; i++) {\ntc-=deltaTexCoord;\nvec4 dataSample=texture2D(lightScatteringSampler,tc)*0.4;\ndataSample*=illuminationDecay*weight;\ncolor+=dataSample;\nilluminationDecay*=decay;\n}\nvec4 realColor=texture2D(textureSampler,vUV);\ngl_FragColor=((vec4((vec3(color.r,color.g,color.b)*exposure),1))+(realColor*(1.5-0.4)));\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n";
|
|
7
|
+
export {};
|
package/dist/types/node_modules/@babylonjs/core/Shaders/volumetricLightScatteringPass.fragment.d.ts
ADDED
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
export namespace volumetricLightScatteringPassPixelShader {
|
|
2
|
+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "volumetricLightScatteringPassPixelShader";
|
|
6
|
+
declare const shader: "#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;\n#endif\n#if defined(ALPHATEST)\nuniform sampler2D diffuseSampler;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{\n#if defined(ALPHATEST)\nvec4 diffuseColor=texture2D(diffuseSampler,vUV);\nif (diffuseColor.a<0.4)\ndiscard;\n#endif\ngl_FragColor=vec4(0.0,0.0,0.0,1.0);\n}\n";
|
|
7
|
+
export {};
|
package/dist/types/node_modules/@babylonjs/core/Shaders/volumetricLightScatteringPass.vertex.d.ts
ADDED
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
export namespace volumetricLightScatteringPassVertexShader {
|
|
2
|
+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "volumetricLightScatteringPassVertexShader";
|
|
6
|
+
declare const shader: "attribute vec3 position;\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\nuniform vec2 depthValues;\n#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void)\n{\nvec3 positionUpdated=position;\n#if (defined(ALPHATEST) || defined(NEED_UV)) && defined(UV1)\nvec2 uvUpdated=uv;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\ngl_Position=viewProjection*finalWorld*vec4(positionUpdated,1.0);\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}\n";
|
|
7
|
+
export {};
|
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
export namespace vrDistortionCorrectionPixelShader {
|
|
2
|
+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "vrDistortionCorrectionPixelShader";
|
|
6
|
+
declare const shader: "varying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 LensCenter;\nuniform vec2 Scale;\nuniform vec2 ScaleIn;\nuniform vec4 HmdWarpParam;\nvec2 HmdWarp(vec2 in01) {\nvec2 theta=(in01-LensCenter)*ScaleIn; \nfloat rSq=theta.x*theta.x+theta.y*theta.y;\nvec2 rvector=theta*(HmdWarpParam.x+HmdWarpParam.y*rSq+HmdWarpParam.z*rSq*rSq+HmdWarpParam.w*rSq*rSq*rSq);\nreturn LensCenter+Scale*rvector;\n}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{\nvec2 tc=HmdWarp(vUV);\nif (tc.x <0.0 || tc.x>1.0 || tc.y<0.0 || tc.y>1.0)\ngl_FragColor=vec4(0.0,0.0,0.0,0.0);\nelse{\ngl_FragColor=texture2D(textureSampler,tc);\n}\n}";
|
|
7
|
+
export {};
|
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
export namespace vrMultiviewToSingleviewPixelShader {
|
|
2
|
+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "vrMultiviewToSingleviewPixelShader";
|
|
6
|
+
declare const shader: "precision mediump sampler2DArray;\nvarying vec2 vUV;\nuniform sampler2DArray multiviewSampler;\nuniform int imageIndex;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{\ngl_FragColor=texture2D(multiviewSampler,vec3(vUV,imageIndex));\n}";
|
|
7
|
+
export {};
|
package/dist/types/node_modules/@babylonjs/core/ShadersWGSL/ShadersInclude/bakedVertexAnimation.d.ts
ADDED
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
export namespace bakedVertexAnimation {
|
|
2
|
+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "bakedVertexAnimation";
|
|
6
|
+
declare const shader: "#ifdef BAKED_VERTEX_ANIMATION_TEXTURE\n{\n#ifdef INSTANCES\nlet VATStartFrame: f32=bakedVertexAnimationSettingsInstanced.x;\nlet VATEndFrame: f32=bakedVertexAnimationSettingsInstanced.y;\nlet VATOffsetFrame: f32=bakedVertexAnimationSettingsInstanced.z;\nlet VATSpeed: f32=bakedVertexAnimationSettingsInstanced.w;\n#else\nlet VATStartFrame: f32=uniforms.bakedVertexAnimationSettings.x;\nlet VATEndFrame: f32=uniforms.bakedVertexAnimationSettings.y;\nlet VATOffsetFrame: f32=uniforms.bakedVertexAnimationSettings.z;\nlet VATSpeed: f32=uniforms.bakedVertexAnimationSettings.w;\n#endif\nlet totalFrames: f32=VATEndFrame-VATStartFrame+1.0;\nlet time: f32=uniforms.bakedVertexAnimationTime*VATSpeed/totalFrames;\nlet frameCorrection: f32=select(1.0,0.0,time<1.0);\nlet numOfFrames: f32=totalFrames-frameCorrection;\nvar VATFrameNum: f32=fract(time)*numOfFrames;\nVATFrameNum=(VATFrameNum+VATOffsetFrame) % numOfFrames;\nVATFrameNum=floor(VATFrameNum);\nVATFrameNum=VATFrameNum+VATStartFrame+frameCorrection;\nvar VATInfluence : mat4x4<f32>;\nVATInfluence=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[0],VATFrameNum)*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[1],VATFrameNum)*matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[2],VATFrameNum)*matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[3],VATFrameNum)*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[0],VATFrameNum)*matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[1],VATFrameNum)*matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[2],VATFrameNum)*matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[3],VATFrameNum)*matricesWeightsExtra[3];\n#endif\nfinalWorld=finalWorld*VATInfluence;\n}\n#endif\n";
|
|
7
|
+
export {};
|
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
export namespace bakedVertexAnimationDeclaration {
|
|
2
|
+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "bakedVertexAnimationDeclaration";
|
|
6
|
+
declare const shader: "#ifdef BAKED_VERTEX_ANIMATION_TEXTURE\nuniform bakedVertexAnimationTime: f32;\nuniform bakedVertexAnimationTextureSizeInverted: vec2<f32>;\nuniform bakedVertexAnimationSettings: vec4<f32>;\nvar bakedVertexAnimationTexture : texture_2d<f32>;\n#ifdef INSTANCES\nattribute bakedVertexAnimationSettingsInstanced : vec4<f32>;\n#endif\nfn readMatrixFromRawSamplerVAT(smp : texture_2d<f32>,index : f32,frame : f32)->mat4x4<f32>\n{\nlet offset=i32(index)*4;\nlet frameUV=i32(frame);\nlet m0=textureLoad(smp,vec2<i32>(offset+0,frameUV),0);\nlet m1=textureLoad(smp,vec2<i32>(offset+1,frameUV),0);\nlet m2=textureLoad(smp,vec2<i32>(offset+2,frameUV),0);\nlet m3=textureLoad(smp,vec2<i32>(offset+3,frameUV),0);\nreturn mat4x4<f32>(m0,m1,m2,m3);\n}\n#endif\n";
|
|
7
|
+
export {};
|
package/dist/types/node_modules/@babylonjs/core/ShadersWGSL/ShadersInclude/bonesDeclaration.d.ts
ADDED
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
export namespace bonesDeclaration {
|
|
2
|
+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "bonesDeclaration";
|
|
6
|
+
declare const shader: "#if NUM_BONE_INFLUENCERS>0\nattribute matricesIndices : vec4<f32>;\nattribute matricesWeights : vec4<f32>;\n#if NUM_BONE_INFLUENCERS>4\nattribute matricesIndicesExtra : vec4<f32>;\nattribute matricesWeightsExtra : vec4<f32>;\n#endif\n#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#ifdef BONETEXTURE\nvar boneSampler : texture_2d<f32>;\nuniform boneTextureWidth : f32;\n#else\nuniform mBones : array<mat4x4,BonesPerMesh>;\n#ifdef BONES_VELOCITY_ENABLED\nuniform mPreviousBones : array<mat4x4,BonesPerMesh>;\n#endif\n#endif\n#ifdef BONETEXTURE\nfn readMatrixFromRawSampler(smp : texture_2d<f32>,index : f32)->mat4x4<f32>\n{\nlet offset=i32(index) *4; \nlet m0=textureLoad(smp,vec2<i32>(offset+0,0),0);\nlet m1=textureLoad(smp,vec2<i32>(offset+1,0),0);\nlet m2=textureLoad(smp,vec2<i32>(offset+2,0),0);\nlet m3=textureLoad(smp,vec2<i32>(offset+3,0),0);\nreturn mat4x4<f32>(m0,m1,m2,m3);\n}\n#endif\n#endif\n#endif\n";
|
|
7
|
+
export {};
|
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
export namespace bonesVertex {
|
|
2
|
+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "bonesVertex";
|
|
6
|
+
declare const shader: "#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#if NUM_BONE_INFLUENCERS>0\nvar influence : mat4x4<f32>;\n#ifdef BONETEXTURE\ninfluence=readMatrixFromRawSampler(boneSampler,matricesIndices[0])*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndices[1])*matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndices[2])*matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndices[3])*matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[0])*matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[1])*matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[2])*matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[3])*matricesWeightsExtra[3];\n#endif \n#else \ninfluence=uniforms.mBones[int(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence=influence+uniforms.mBones[int(matricesIndices[1])]*matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence=influence+uniforms.mBones[int(matricesIndices[2])]*matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence=influence+uniforms.mBones[int(matricesIndices[3])]*matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence=influence+uniforms.mBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence=influence+uniforms.mBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence=influence+uniforms.mBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence=influence+uniforms.mBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif \n#endif\nfinalWorld=finalWorld*influence;\n#endif\n#endif\n";
|
|
7
|
+
export {};
|
package/dist/types/node_modules/@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragment.d.ts
ADDED
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
export namespace clipPlaneFragment {
|
|
2
|
+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "clipPlaneFragment";
|
|
6
|
+
declare const shader: "#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6)\nif (false) {}\n#endif\n#ifdef CLIPPLANE\nelse if (fClipDistance>0.0)\n{\ndiscard;\n}\n#endif\n#ifdef CLIPPLANE2\nelse if (fClipDistance2>0.0)\n{\ndiscard;\n}\n#endif\n#ifdef CLIPPLANE3\nelse if (fClipDistance3>0.0)\n{\ndiscard;\n}\n#endif\n#ifdef CLIPPLANE4\nelse if (fClipDistance4>0.0)\n{\ndiscard;\n}\n#endif\n#ifdef CLIPPLANE5\nelse if (fClipDistance5>0.0)\n{\ndiscard;\n}\n#endif\n#ifdef CLIPPLANE6\nelse if (fClipDistance6>0.0)\n{\ndiscard;\n}\n#endif\n";
|
|
7
|
+
export {};
|
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
export namespace clipPlaneFragmentDeclaration {
|
|
2
|
+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "clipPlaneFragmentDeclaration";
|
|
6
|
+
declare const shader: "#ifdef CLIPPLANE\nvarying fClipDistance: f32;\n#endif\n#ifdef CLIPPLANE2\nvarying fClipDistance2: f32;\n#endif\n#ifdef CLIPPLANE3\nvarying fClipDistance3: f32;\n#endif\n#ifdef CLIPPLANE4\nvarying fClipDistance4: f32;\n#endif\n#ifdef CLIPPLANE5\nvarying fClipDistance5: f32;\n#endif\n#ifdef CLIPPLANE6\nvarying fClipDistance6: f32;\n#endif\n";
|
|
7
|
+
export {};
|
package/dist/types/node_modules/@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertex.d.ts
ADDED
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
export namespace clipPlaneVertex {
|
|
2
|
+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "clipPlaneVertex";
|
|
6
|
+
declare const shader: "#ifdef CLIPPLANE\nfClipDistance=dot(worldPos,uniforms.vClipPlane);\n#endif\n#ifdef CLIPPLANE2\nfClipDistance2=dot(worldPos,uniforms.vClipPlane2);\n#endif\n#ifdef CLIPPLANE3\nfClipDistance3=dot(worldPos,uniforms.vClipPlane3);\n#endif\n#ifdef CLIPPLANE4\nfClipDistance4=dot(worldPos,uniforms.vClipPlane4);\n#endif\n#ifdef CLIPPLANE5\nfClipDistance5=dot(worldPos,uniforms.vClipPlane5);\n#endif\n#ifdef CLIPPLANE6\nfClipDistance6=dot(worldPos,uniforms.vClipPlane6);\n#endif\n";
|
|
7
|
+
export {};
|
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
export namespace clipPlaneVertexDeclaration {
|
|
2
|
+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "clipPlaneVertexDeclaration";
|
|
6
|
+
declare const shader: "#ifdef CLIPPLANE\nuniform vClipPlane: vec4<f32>;\nvarying fClipDistance: f32;\n#endif\n#ifdef CLIPPLANE2\nuniform vClipPlane2: vec4<f32>;\nvarying fClipDistance2: f32;\n#endif\n#ifdef CLIPPLANE3\nuniform vClipPlane3: vec4<f32>;\nvarying fClipDistance3: f32;\n#endif\n#ifdef CLIPPLANE4\nuniform vClipPlane4: vec4<f32>;\nvarying fClipDistance4: f32;\n#endif\n#ifdef CLIPPLANE5\nuniform vClipPlane5: vec4<f32>;\nvarying fClipDistance5: f32;\n#endif\n#ifdef CLIPPLANE6\nuniform vClipPlane6: vec4<f32>;\nvarying fClipDistance6: f32;\n#endif\n";
|
|
7
|
+
export {};
|
package/dist/types/node_modules/@babylonjs/core/ShadersWGSL/ShadersInclude/instancesDeclaration.d.ts
ADDED
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
export namespace instancesDeclaration {
|
|
2
|
+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "instancesDeclaration";
|
|
6
|
+
declare const shader: "#ifdef INSTANCES\nattribute world0 : vec4<f32>;\nattribute world1 : vec4<f32>;\nattribute world2 : vec4<f32>;\nattribute world3 : vec4<f32>;\n#ifdef INSTANCESCOLOR\nattribute instanceColor : vec4<f32>;\n#endif\n#if defined(THIN_INSTANCES) && !defined(WORLD_UBO)\nuniform world : mat4x4<f32>;\n#endif\n#if defined(VELOCITY) || defined(PREPASS_VELOCITY)\nattribute previousWorld0 : vec4<f32>;\nattribute previousWorld1 : vec4<f32>;\nattribute previousWorld2 : vec4<f32>;\nattribute previousWorld3 : vec4<f32>;\n#ifdef THIN_INSTANCES\nuniform previousWorld : mat4x4<f32>;\n#endif\n#endif\n#else\n#if !defined(WORLD_UBO)\nuniform world : mat4x4<f32>;\n#endif\n#if defined(VELOCITY) || defined(PREPASS_VELOCITY)\nuniform previousWorld : mat4x4<f32>;\n#endif\n#endif\n";
|
|
7
|
+
export {};
|
package/dist/types/node_modules/@babylonjs/core/ShadersWGSL/ShadersInclude/instancesVertex.d.ts
ADDED
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
export namespace instancesVertex {
|
|
2
|
+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "instancesVertex";
|
|
6
|
+
declare const shader: "#ifdef INSTANCES\nvar finalWorld=mat4x4<f32>(world0,world1,world2,world3);\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY)\nvar finalPreviousWorld=mat4x4<f32>(previousWorld0,previousWorld1,previousWorld2,previousWorld3);\n#endif\n#ifdef THIN_INSTANCES\n#if !defined(WORLD_UBO)\nfinalWorld=uniforms.world*finalWorld;\n#else\nfinalWorld=mesh.world*finalWorld;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY)\nfinalPreviousWorld=previousWorld*finalPreviousWorld;\n#endif\n#endif\n#else\n#if !defined(WORLD_UBO)\nvar finalWorld=uniforms.world;\n#else\nvar finalWorld=mesh.world;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY)\nvar finalPreviousWorld=previousWorld;\n#endif\n#endif\n";
|
|
7
|
+
export {};
|
package/dist/types/node_modules/@babylonjs/core/ShadersWGSL/ShadersInclude/meshUboDeclaration.d.ts
ADDED
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
export namespace meshUboDeclaration {
|
|
2
|
+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "meshUboDeclaration";
|
|
6
|
+
declare const shader: "struct Mesh {\nworld : mat4x4<f32>,\nvisibility : f32,\n};\nvar<uniform> mesh : Mesh;\n#define WORLD_UBO\n";
|
|
7
|
+
export {};
|
package/dist/types/node_modules/@babylonjs/core/ShadersWGSL/ShadersInclude/morphTargetsVertex.d.ts
ADDED
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@@ -0,0 +1,7 @@
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1
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+
export namespace morphTargetsVertex {
|
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2
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+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "morphTargetsVertex";
|
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6
|
+
declare const shader: "#ifdef MORPHTARGETS\n#ifdef MORPHTARGETS_TEXTURE \nvertexID=f32(gl_VertexID)*uniforms.morphTargetTextureInfo.x;\npositionUpdated=positionUpdated+(readVector3FromRawSampler({X},vertexID)-position)*uniforms.morphTargetInfluences[{X}];\nvertexID=vertexID+1.0;\n#ifdef MORPHTARGETS_NORMAL\nnormalUpdated=normalUpdated+(readVector3FromRawSampler({X},vertexID) -normal)*uniforms.morphTargetInfluences[{X}];\nvertexID=vertexID+1.0;\n#endif\n#ifdef MORPHTARGETS_UV\nuvUpdated=uvUpdated+(readVector3FromRawSampler({X},vertexID).xy-uv)*uniforms.morphTargetInfluences[{X}];\nvertexID=vertexID+1.0;\n#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated.xyz=tangentUpdated.xyz+(readVector3FromRawSampler({X},vertexID) -tangent.xyz)*uniforms.morphTargetInfluences[{X}];\n#endif\n#else\npositionUpdated=positionUpdated+(position{X}-position)*uniforms.morphTargetInfluences[{X}];\n#ifdef MORPHTARGETS_NORMAL\nnormalUpdated+=(normal{X}-normal)*uniforms.morphTargetInfluences[{X}];\n#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated.xyz=tangentUpdated.xyz+(tangent{X}-tangent.xyz)*uniforms.morphTargetInfluences[{X}];\n#endif\n#ifdef MORPHTARGETS_UV\nuvUpdated=uvUpdated+(uv_{X}-uv)*uniforms.morphTargetInfluences[{X}];\n#endif\n#endif\n#endif\n";
|
|
7
|
+
export {};
|
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
export namespace morphTargetsVertexDeclaration {
|
|
2
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+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "morphTargetsVertexDeclaration";
|
|
6
|
+
declare const shader: "#ifdef MORPHTARGETS\n#ifndef MORPHTARGETS_TEXTURE\nattribute position{X} : vec3<f32>;\n#ifdef MORPHTARGETS_NORMAL\nattribute normal{X} : vec3<f32>;\n#endif\n#ifdef MORPHTARGETS_TANGENT\nattribute tangent{X} : vec3<f32>;\n#endif\n#ifdef MORPHTARGETS_UV\nattribute uv_{X} : vec2<f32>;\n#endif\n#endif\n#endif\n";
|
|
7
|
+
export {};
|
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
export namespace morphTargetsVertexGlobalDeclaration {
|
|
2
|
+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "morphTargetsVertexGlobalDeclaration";
|
|
6
|
+
declare const shader: "#ifdef MORPHTARGETS\nuniform morphTargetInfluences : array<f32,NUM_MORPH_INFLUENCERS>;\n#ifdef MORPHTARGETS_TEXTURE \nuniform morphTargetTextureIndices : array<f32,NUM_MORPH_INFLUENCERS>;\nuniform morphTargetTextureInfo : vec3<f32>;\nvar morphTargets : texture_2d_array<f32>;\nvar morphTargetsSampler : sampler;\nfn readVector3FromRawSampler(targetIndex : i32,vertexIndex : f32)->vec3<f32>\n{ \nlet y=floor(vertexIndex/uniforms.morphTargetTextureInfo.y);\nlet x=vertexIndex-y*uniforms.morphTargetTextureInfo.y;\nlet textureUV=vec2<f32>((x+0.5)/uniforms.morphTargetTextureInfo.y,(y+0.5)/uniforms.morphTargetTextureInfo.z);\nreturn textureSampleLevel(morphTargets,morphTargetsSampler,textureUV,i32(uniforms.morphTargetTextureIndices[targetIndex]),0.0).xyz;\n}\n#endif\n#endif\n";
|
|
7
|
+
export {};
|
package/dist/types/node_modules/@babylonjs/core/ShadersWGSL/ShadersInclude/sceneUboDeclaration.d.ts
ADDED
|
@@ -0,0 +1,7 @@
|
|
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1
|
+
export namespace sceneUboDeclaration {
|
|
2
|
+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "sceneUboDeclaration";
|
|
6
|
+
declare const shader: "struct Scene {\nviewProjection : mat4x4<f32>,\n#ifdef MULTIVIEW\nviewProjectionR : mat4x4<f32>,\n#endif \nview : mat4x4<f32>,\nprojection : mat4x4<f32>,\nvEyePosition : vec4<f32>,\n};\nvar<uniform> scene : Scene;\n";
|
|
7
|
+
export {};
|
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
export namespace gpuUpdateParticlesComputeShader {
|
|
2
|
+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "gpuUpdateParticlesComputeShader";
|
|
6
|
+
declare const shader: "struct Particle {\nposition : vec3<f32>,\nage : f32,\nsize : vec3<f32>,\nlife : f32,\nseed : vec4<f32>,\ndirection : vec3<f32>,\ndummy0: f32,\n#ifdef CUSTOMEMITTER\ninitialPosition : vec3<f32>,\ndummy1: f32,\n#endif\n#ifndef COLORGRADIENTS\ncolor : vec4<f32>,\n#endif\n#ifndef BILLBOARD\ninitialDirection : vec3<f32>,\ndummy2: f32,\n#endif\n#ifdef NOISE\nnoiseCoordinates1 : vec3<f32>,\ndummy3: f32,\nnoiseCoordinates2 : vec3<f32>,\ndummy4: f32,\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nangle : f32,\n#else\nangle : vec2<f32>,\n#endif\n#ifdef ANIMATESHEET\ncellIndex : f32,\n#ifdef ANIMATESHEETRANDOMSTART\ncellStartOffset : f32,\n#endif\n#endif\n};\nstruct Particles {\nparticles : array<Particle>,\n};\nstruct SimParams {\ncurrentCount : f32,\ntimeDelta : f32,\nstopFactor : f32,\nrandomTextureSize: i32,\nlifeTime : vec2<f32>,\nemitPower : vec2<f32>,\n#ifndef COLORGRADIENTS\ncolor1 : vec4<f32>,\ncolor2 : vec4<f32>,\n#endif\nsizeRange : vec2<f32>,\nscaleRange : vec4<f32>,\nangleRange : vec4<f32>,\ngravity : vec3<f32>,\n#ifdef LIMITVELOCITYGRADIENTS\nlimitVelocityDamping : f32,\n#endif\n#ifdef ANIMATESHEET\ncellInfos : vec4<f32>,\n#endif\n#ifdef NOISE\nnoiseStrength : vec3<f32>,\n#endif\n#ifndef LOCAL\nemitterWM : mat4x4<f32>,\n#endif\n#ifdef BOXEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\nminEmitBox : vec3<f32>,\nmaxEmitBox : vec3<f32>,\n#endif\n#ifdef CONEEMITTER\nradius : vec2<f32>,\nconeAngle : f32,\nheight : vec2<f32>,\ndirectionRandomizer : f32,\n#endif\n#ifdef CYLINDEREMITTER\nradius : f32,\nheight : f32,\nradiusRange : f32,\n#ifdef DIRECTEDCYLINDEREMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#else\ndirectionRandomizer : f32,\n#endif\n#endif\n#ifdef HEMISPHERICEMITTER\nradius : f32,\nradiusRange : f32,\ndirectionRandomizer : f32,\n#endif\n#ifdef POINTEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#endif\n#ifdef SPHEREEMITTER\nradius : f32,\nradiusRange : f32,\n#ifdef DIRECTEDSPHEREEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#else\ndirectionRandomizer : f32,\n#endif\n#endif\n};\n@binding(0) @group(0) var<uniform> params : SimParams;\n@binding(1) @group(0) var<storage,read> particlesIn : Particles;\n@binding(2) @group(0) var<storage,read_write> particlesOut : Particles;\n@binding(3) @group(0) var randomTexture : texture_2d<f32>;\n@binding(4) @group(0) var randomTexture2 : texture_2d<f32>;\n#ifdef SIZEGRADIENTS\n@binding(0) @group(1) var sizeGradientSampler : sampler;\n@binding(1) @group(1) var sizeGradientTexture : texture_2d<f32>;\n#endif \n#ifdef ANGULARSPEEDGRADIENTS\n@binding(2) @group(1) var angularSpeedGradientSampler : sampler;\n@binding(3) @group(1) var angularSpeedGradientTexture : texture_2d<f32>;\n#endif \n#ifdef VELOCITYGRADIENTS\n@binding(4) @group(1) var velocityGradientSampler : sampler;\n@binding(5) @group(1) var velocityGradientTexture : texture_2d<f32>;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\n@binding(6) @group(1) var limitVelocityGradientSampler : sampler;\n@binding(7) @group(1) var limitVelocityGradientTexture : texture_2d<f32>;\n#endif\n#ifdef DRAGGRADIENTS\n@binding(8) @group(1) var dragGradientSampler : sampler;\n@binding(9) @group(1) var dragGradientTexture : texture_2d<f32>;\n#endif\n#ifdef NOISE\n@binding(10) @group(1) var noiseSampler : sampler;\n@binding(11) @group(1) var noiseTexture : texture_2d<f32>;\n#endif\nfn getRandomVec3(offset : f32,vertexID : f32)->vec3<f32> {\nreturn textureLoad(randomTexture2,vec2<i32>(i32(vertexID*offset/params.currentCount*f32(params.randomTextureSize)) % params.randomTextureSize,0),0).rgb;\n}\nfn getRandomVec4(offset : f32,vertexID : f32)->vec4<f32> {\nreturn textureLoad(randomTexture,vec2<i32>(i32(vertexID*offset/params.currentCount*f32(params.randomTextureSize)) % params.randomTextureSize,0),0);\n}\n@stage(compute) @workgroup_size(64)\nfn main(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {\nlet index : u32=GlobalInvocationID.x;\nlet vertexID : f32=f32(index);\nif (index>=u32(params.currentCount)) {\nreturn;\n}\nlet PI : f32=3.14159;\nlet timeDelta : f32=params.timeDelta;\nlet newAge : f32=particlesIn.particles[index].age+timeDelta;\nlet life : f32=particlesIn.particles[index].life;\nlet seed : vec4<f32>=particlesIn.particles[index].seed;\nlet direction : vec3<f32>=particlesIn.particles[index].direction;\nif (newAge>=life && params.stopFactor != 0.) {\nvar newPosition : vec3<f32>;\nvar newDirection : vec3<f32>;\nlet randoms : vec4<f32>=getRandomVec4(seed.x,vertexID);\nlet outLife : f32=params.lifeTime.x+(params.lifeTime.y-params.lifeTime.x)*randoms.r;\nparticlesOut.particles[index].life=outLife;\nparticlesOut.particles[index].age=newAge-life;\nparticlesOut.particles[index].seed=seed;\nvar sizex : f32;\n#ifdef SIZEGRADIENTS \nsizex=textureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(0.,0.),0.).r;\n#else\nsizex=params.sizeRange.x+(params.sizeRange.y-params.sizeRange.x)*randoms.g;\n#endif\nparticlesOut.particles[index].size=vec3<f32>(\nsizex,\nparams.scaleRange.x+(params.scaleRange.y-params.scaleRange.x)*randoms.b,\nparams.scaleRange.z+(params.scaleRange.w-params.scaleRange.z)*randoms.a);\n#ifndef COLORGRADIENTS\nparticlesOut.particles[index].color=params.color1+(params.color2-params.color1)*randoms.b;\n#endif\n#ifndef ANGULARSPEEDGRADIENTS \nparticlesOut.particles[index].angle=vec2<f32>(\nparams.angleRange.z+(params.angleRange.w-params.angleRange.z)*randoms.r,\nparams.angleRange.x+(params.angleRange.y-params.angleRange.x)*randoms.a);\n#else\nparticlesOut.particles[index].angle=params.angleRange.z+(params.angleRange.w-params.angleRange.z)*randoms.r;\n#endif \n#if defined(POINTEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\nlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\nnewPosition=vec3<f32>(0.,0.,0.);\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#elif defined(BOXEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\nlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\nnewPosition=params.minEmitBox+(params.maxEmitBox-params.minEmitBox)*randoms2;\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3; \n#elif defined(HEMISPHERICEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\nlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\nlet phi : f32=2.0*PI*randoms2.x;\nlet theta : f32=acos(-1.0+2.0*randoms2.y);\nlet randX : f32=cos(phi)*sin(theta);\nlet randY : f32=cos(theta);\nlet randZ : f32=sin(phi)*sin(theta);\nnewPosition=(params.radius-(params.radius*params.radiusRange*randoms2.z))*vec3<f32>(randX,abs(randY),randZ);\nnewDirection=normalize(newPosition+params.directionRandomizer*randoms3);\n#elif defined(SPHEREEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\nlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\nlet phi : f32=2.0*PI*randoms2.x;\nlet theta : f32=acos(-1.0+2.0*randoms2.y);\nlet randX : f32=cos(phi)*sin(theta);\nlet randY : f32=cos(theta);\nlet randZ : f32=sin(phi)*sin(theta);\nnewPosition=(params.radius-(params.radius*params.radiusRange*randoms2.z))*vec3<f32>(randX,randY,randZ);\n#ifdef DIRECTEDSPHEREEMITTER\nnewDirection=normalize(params.direction1+(params.direction2-params.direction1)*randoms3);\n#else\nnewDirection=normalize(newPosition+params.directionRandomizer*randoms3);\n#endif\n#elif defined(CYLINDEREMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\nlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\nlet yPos : f32=(-0.5+randoms2.x)*params.height;\nvar angle : f32=randoms2.y*PI*2.;\nlet inverseRadiusRangeSquared : f32=(1.-params.radiusRange)*(1.-params.radiusRange);\nlet positionRadius : f32=params.radius*sqrt(inverseRadiusRangeSquared+randoms2.z*(1.-inverseRadiusRangeSquared));\nlet xPos : f32=positionRadius*cos(angle);\nlet zPos : f32=positionRadius*sin(angle);\nnewPosition=vec3<f32>(xPos,yPos,zPos);\n#ifdef DIRECTEDCYLINDEREMITTER\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#else\nangle=angle+(-0.5+randoms3.x)*PI*params.directionRandomizer;\nnewDirection=vec3<f32>(cos(angle),(-0.5+randoms3.y)*params.directionRandomizer,sin(angle));\nnewDirection=normalize(newDirection);\n#endif\n#elif defined(CONEEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\nlet s : f32=2.0*PI*randoms2.x;\n#ifdef CONEEMITTERSPAWNPOINT\nlet h : f32=0.0001;\n#else\nvar h : f32=randoms2.y*params.height.y;\nh=1.-h*h; \n#endif\nvar lRadius : f32=params.radius.x-params.radius.x*randoms2.z*params.radius.y;\nlRadius=lRadius*h;\nlet randX : f32=lRadius*sin(s);\nlet randZ : f32=lRadius*cos(s);\nlet randY : f32=h *params.height.x;\nnewPosition=vec3<f32>(randX,randY,randZ); \nif (abs(cos(params.coneAngle))==1.0) {\nnewDirection=vec3<f32>(0.,1.0,0.);\n} else {\nlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\nnewDirection=normalize(newPosition+params.directionRandomizer*randoms3); \n}\n#elif defined(CUSTOMEMITTER)\nnewPosition=particlesIn.particles[index].initialPosition;\nparticlesOut.particles[index].initialPosition=newPosition;\n#else \nnewPosition=vec3<f32>(0.,0.,0.);\nnewDirection=2.0*(getRandomVec3(seed.w,vertexID)-vec3<f32>(0.5,0.5,0.5));\n#endif\nlet power : f32=params.emitPower.x+(params.emitPower.y-params.emitPower.x)*randoms.a;\n#ifdef LOCAL\nparticlesOut.particles[index].position=newPosition;\n#else\nparticlesOut.particles[index].position=(params.emitterWM*vec4<f32>(newPosition,1.)).xyz;\n#endif\n#ifdef CUSTOMEMITTER\nparticlesOut.particles[index].direction=direction;\n#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=direction;\n#endif\n#else\n#ifdef LOCAL\nlet initial : vec3<f32>=newDirection;\n#else \nlet initial : vec3<f32>=(params.emitterWM*vec4<f32>(newDirection,0.)).xyz;\n#endif\nparticlesOut.particles[index].direction=initial*power;\n#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=initial;\n#endif\n#endif\n#ifdef ANIMATESHEET \nparticlesOut.particles[index].cellIndex=params.cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\nparticlesOut.particles[index].cellStartOffset=randoms.a*outLife;\n#endif \n#endif\n#ifdef NOISE\nparticlesOut.particles[index].noiseCoordinates1=particlesIn.particles[index].noiseCoordinates1;\nparticlesOut.particles[index].noiseCoordinates2=particlesIn.particles[index].noiseCoordinates2;\n#endif\n} else {\nvar directionScale : f32=timeDelta;\nparticlesOut.particles[index].age=newAge;\nlet ageGradient : f32=newAge/life;\n#ifdef VELOCITYGRADIENTS\ndirectionScale=directionScale*textureSampleLevel(velocityGradientTexture,velocityGradientSampler,vec2<f32>(ageGradient,0.),0.).r;\n#endif\n#ifdef DRAGGRADIENTS\ndirectionScale=directionScale*(1.0-textureSampleLevel(dragGradientTexture,dragGradientSampler,vec2<f32>(ageGradient,0.),0.).r);\n#endif\nlet position : vec3<f32>=particlesIn.particles[index].position;\n#if defined(CUSTOMEMITTER)\nparticlesOut.particles[index].position=position+(direction-position)*ageGradient; \nparticlesOut.particles[index].initialPosition=particlesIn.particles[index].initialPosition;\n#else\nparticlesOut.particles[index].position=position+direction*directionScale;\n#endif\nparticlesOut.particles[index].life=life;\nparticlesOut.particles[index].seed=seed;\n#ifndef COLORGRADIENTS \nparticlesOut.particles[index].color=particlesIn.particles[index].color;\n#endif\n#ifdef SIZEGRADIENTS\nparticlesOut.particles[index].size=vec3<f32>(\ntextureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(ageGradient,0.),0.).r,\nparticlesIn.particles[index].size.yz);\n#else\nparticlesOut.particles[index].size=particlesIn.particles[index].size;\n#endif \n#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=particlesIn.particles[index].initialDirection;\n#endif\n#ifdef CUSTOMEMITTER\nparticlesOut.particles[index].direction=direction;\n#else\nvar updatedDirection : vec3<f32>=direction+params.gravity*timeDelta;\n#ifdef LIMITVELOCITYGRADIENTS\nlet limitVelocity : f32=textureSampleLevel(limitVelocityGradientTexture,limitVelocityGradientSampler,vec2<f32>(ageGradient,0.),0.).r;\nlet currentVelocity : f32=length(updatedDirection);\nif (currentVelocity>limitVelocity) {\nupdatedDirection=updatedDirection*params.limitVelocityDamping;\n}\n#endif\nparticlesOut.particles[index].direction=updatedDirection;\n#ifdef NOISE\nlet noiseCoordinates1 : vec3<f32>=particlesIn.particles[index].noiseCoordinates1;\nlet noiseCoordinates2 : vec3<f32>=particlesIn.particles[index].noiseCoordinates2;\nlet fetchedR : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates1.x,noiseCoordinates1.y)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;\nlet fetchedG : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates1.z,noiseCoordinates2.x)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;\nlet fetchedB : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates2.y,noiseCoordinates2.z)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;\nlet force : vec3<f32>=vec3<f32>(-1.+2.*fetchedR,-1.+2.*fetchedG,-1.+2.*fetchedB)*params.noiseStrength;\nparticlesOut.particles[index].direction=particlesOut.particles[index].direction+force*timeDelta;\nparticlesOut.particles[index].noiseCoordinates1=noiseCoordinates1;\nparticlesOut.particles[index].noiseCoordinates2=noiseCoordinates2;\n#endif \n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nlet angularSpeed : f32=textureSampleLevel(angularSpeedGradientTexture,angularSpeedGradientSampler,vec2<f32>(ageGradient,0.),0.).r;\nparticlesOut.particles[index].angle=particlesIn.particles[index].angle+angularSpeed*timeDelta;\n#else\nlet angle : vec2<f32>=particlesIn.particles[index].angle;\nparticlesOut.particles[index].angle=vec2<f32>(angle.x+angle.y*timeDelta,angle.y);\n#endif\n#ifdef ANIMATESHEET \nvar offsetAge : f32=particlesOut.particles[index].age;\nlet dist : f32=params.cellInfos.y-params.cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\nlet cellStartOffset : f32=particlesIn.particles[index].cellStartOffset;\nparticlesOut.particles[index].cellStartOffset=cellStartOffset;\noffsetAge=offsetAge+cellStartOffset;\n#else\nlet cellStartOffset : f32=0.;\n#endif \nvar ratio : f32;\nif (params.cellInfos.w==1.0) {\nratio=clamp(((cellStartOffset+params.cellInfos.z*offsetAge) % life)/life,0.,1.0);\n}\nelse {\nratio=clamp((cellStartOffset+params.cellInfos.z*offsetAge)/life,0.,1.0);\n}\nparticlesOut.particles[index].cellIndex=f32(i32(params.cellInfos.x+ratio*dist));\n#endif\n}\n}\n";
|
|
7
|
+
export {};
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
export {};
|
|
@@ -0,0 +1,103 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Class used to represent a sprite
|
|
3
|
+
* @see https://doc.babylonjs.com/babylon101/sprites
|
|
4
|
+
*/
|
|
5
|
+
export class Sprite extends ThinSprite {
|
|
6
|
+
/**
|
|
7
|
+
* Parses a JSON object to create a new sprite
|
|
8
|
+
* @param parsedSprite The JSON object to parse
|
|
9
|
+
* @param manager defines the hosting manager
|
|
10
|
+
* @returns the new sprite
|
|
11
|
+
*/
|
|
12
|
+
static Parse(parsedSprite: any, manager: any): Sprite;
|
|
13
|
+
/**
|
|
14
|
+
* Creates a new Sprite
|
|
15
|
+
* @param name defines the name
|
|
16
|
+
* @param manager defines the manager
|
|
17
|
+
*/
|
|
18
|
+
constructor(name: any, manager: any);
|
|
19
|
+
name: any;
|
|
20
|
+
/** Gets the list of attached animations */
|
|
21
|
+
animations: any[];
|
|
22
|
+
/** Gets or sets a boolean indicating if the sprite can be picked */
|
|
23
|
+
isPickable: boolean;
|
|
24
|
+
/** Gets or sets a boolean indicating that sprite texture alpha will be used for precise picking (false by default) */
|
|
25
|
+
useAlphaForPicking: boolean;
|
|
26
|
+
/**
|
|
27
|
+
* An event triggered when the control has been disposed
|
|
28
|
+
*/
|
|
29
|
+
onDisposeObservable: Observable<any>;
|
|
30
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_onAnimationEnd: any;
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_endAnimation: () => void;
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color: Color4;
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position: Vector3;
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_manager: any;
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uniqueId: any;
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set size(arg: any);
|
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/**
|
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* Gets or sets the sprite size
|
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+
*/
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+
get size(): any;
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width: any;
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/**
|
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* Gets the manager of this sprite
|
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+
*/
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|
+
get manager(): any;
|
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/**
|
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* Returns the string "Sprite"
|
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|
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* @returns "Sprite"
|
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|
+
*/
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|
+
getClassName(): string;
|
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|
+
set fromIndex(arg: number);
|
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|
+
/** Gets or sets the initial key for the animation (setting it will restart the animation) */
|
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|
+
get fromIndex(): number;
|
|
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|
+
set toIndex(arg: number);
|
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|
+
/** Gets or sets the end key for the animation (setting it will restart the animation) */
|
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|
+
get toIndex(): number;
|
|
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|
+
set loopAnimation(arg: boolean);
|
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|
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/** Gets or sets a boolean indicating if the animation is looping (setting it will restart the animation) */
|
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|
+
get loopAnimation(): boolean;
|
|
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|
+
set delay(arg: number);
|
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|
+
/** Gets or sets the delay between cell changes (setting it will restart the animation) */
|
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get delay(): number;
|
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|
+
/**
|
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|
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* Starts an animation
|
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+
* @param from defines the initial key
|
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|
+
* @param to defines the end key
|
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|
+
* @param loop defines if the animation must loop
|
|
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|
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* @param delay defines the start delay (in ms)
|
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|
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* @param onAnimationEnd defines a callback to call when animation ends
|
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+
*/
|
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|
+
playAnimation(from: any, to: any, loop: any, delay: any, onAnimationEnd?: null): void;
|
|
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|
+
/** Release associated resources */
|
|
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|
+
dispose(): void;
|
|
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|
+
/**
|
|
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|
+
* Serializes the sprite to a JSON object
|
|
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|
+
* @returns the JSON object
|
|
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|
+
*/
|
|
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|
+
serialize(): {
|
|
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|
+
name: any;
|
|
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|
+
position: number[];
|
|
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|
+
color: number[];
|
|
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|
+
width: any;
|
|
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|
+
height: number;
|
|
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|
+
angle: number;
|
|
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|
+
cellIndex: number;
|
|
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|
+
cellRef: string;
|
|
87
|
+
invertU: boolean;
|
|
88
|
+
invertV: boolean;
|
|
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|
+
disposeWhenFinishedAnimating: any;
|
|
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|
+
isPickable: boolean;
|
|
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|
+
isVisible: boolean;
|
|
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|
+
useAlphaForPicking: boolean;
|
|
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|
+
animationStarted: boolean;
|
|
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|
+
fromIndex: number;
|
|
95
|
+
toIndex: number;
|
|
96
|
+
loopAnimation: boolean;
|
|
97
|
+
delay: number;
|
|
98
|
+
};
|
|
99
|
+
}
|
|
100
|
+
import { ThinSprite } from "./thinSprite.js";
|
|
101
|
+
import { Observable } from "../Misc/observable.js";
|
|
102
|
+
import { Color4 } from "../Maths/math.color.js";
|
|
103
|
+
import { Vector3 } from "../Maths/math.vector.js";
|
|
@@ -0,0 +1,173 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Class used to manage multiple sprites on the same spritesheet
|
|
3
|
+
* @see https://doc.babylonjs.com/babylon101/sprites
|
|
4
|
+
*/
|
|
5
|
+
export class SpriteManager {
|
|
6
|
+
/**
|
|
7
|
+
* Parses a JSON object to create a new sprite manager.
|
|
8
|
+
* @param parsedManager The JSON object to parse
|
|
9
|
+
* @param scene The scene to create the sprite manager
|
|
10
|
+
* @param rootUrl The root url to use to load external dependencies like texture
|
|
11
|
+
* @returns the new sprite manager
|
|
12
|
+
*/
|
|
13
|
+
static Parse(parsedManager: any, scene: any, rootUrl: any): SpriteManager;
|
|
14
|
+
/**
|
|
15
|
+
* Creates a sprite manager from a snippet saved in a remote file
|
|
16
|
+
* @param name defines the name of the sprite manager to create (can be null or empty to use the one from the json data)
|
|
17
|
+
* @param url defines the url to load from
|
|
18
|
+
* @param scene defines the hosting scene
|
|
19
|
+
* @param rootUrl defines the root URL to use to load textures and relative dependencies
|
|
20
|
+
* @returns a promise that will resolve to the new sprite manager
|
|
21
|
+
*/
|
|
22
|
+
static ParseFromFileAsync(name: any, url: any, scene: any, rootUrl?: string): Promise<any>;
|
|
23
|
+
/**
|
|
24
|
+
* Creates a sprite manager from a snippet saved by the sprite editor
|
|
25
|
+
* @param snippetId defines the snippet to load (can be set to _BLANK to create a default one)
|
|
26
|
+
* @param scene defines the hosting scene
|
|
27
|
+
* @param rootUrl defines the root URL to use to load textures and relative dependencies
|
|
28
|
+
* @returns a promise that will resolve to the new sprite manager
|
|
29
|
+
*/
|
|
30
|
+
static ParseFromSnippetAsync(snippetId: any, scene: any, rootUrl?: string): Promise<any>;
|
|
31
|
+
/**
|
|
32
|
+
* Creates a new sprite manager
|
|
33
|
+
* @param name defines the manager's name
|
|
34
|
+
* @param imgUrl defines the sprite sheet url
|
|
35
|
+
* @param capacity defines the maximum allowed number of sprites
|
|
36
|
+
* @param cellSize defines the size of a sprite cell
|
|
37
|
+
* @param scene defines the hosting scene
|
|
38
|
+
* @param epsilon defines the epsilon value to align texture (0.01 by default)
|
|
39
|
+
* @param samplingMode defines the sampling mode to use with spritesheet
|
|
40
|
+
* @param fromPacked set to false; do not alter
|
|
41
|
+
* @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
|
|
42
|
+
*/
|
|
43
|
+
constructor(name: any, imgUrl: any, capacity: any, cellSize: any, scene: any, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: null);
|
|
44
|
+
name: any;
|
|
45
|
+
/** Gets the list of sprites */
|
|
46
|
+
sprites: any[];
|
|
47
|
+
/** Gets or sets the rendering group id (0 by default) */
|
|
48
|
+
renderingGroupId: number;
|
|
49
|
+
/** Gets or sets camera layer mask */
|
|
50
|
+
layerMask: number;
|
|
51
|
+
/** Gets or sets a boolean indicating if the sprites are pickable */
|
|
52
|
+
isPickable: boolean;
|
|
53
|
+
/** @internal */
|
|
54
|
+
_wasDispatched: boolean;
|
|
55
|
+
/**
|
|
56
|
+
* An event triggered when the manager is disposed.
|
|
57
|
+
*/
|
|
58
|
+
onDisposeObservable: Observable<any>;
|
|
59
|
+
_disableDepthWrite: boolean;
|
|
60
|
+
/** True when packed cell data from JSON file is ready*/
|
|
61
|
+
_packedAndReady: boolean;
|
|
62
|
+
_customUpdate: (sprite: any, baseSize: any) => void;
|
|
63
|
+
_fromPacked: boolean;
|
|
64
|
+
_scene: any;
|
|
65
|
+
_spriteRenderer: SpriteRenderer | null;
|
|
66
|
+
set cellWidth(arg: number);
|
|
67
|
+
/** Defines the default width of a cell in the spritesheet */
|
|
68
|
+
get cellWidth(): number;
|
|
69
|
+
set cellHeight(arg: number);
|
|
70
|
+
/** Defines the default height of a cell in the spritesheet */
|
|
71
|
+
get cellHeight(): number;
|
|
72
|
+
uniqueId: any;
|
|
73
|
+
set texture(arg: import("@babylonjs/core").Nullable<import("@babylonjs/core").ThinTexture>);
|
|
74
|
+
/**
|
|
75
|
+
* Gets or sets the spritesheet texture
|
|
76
|
+
*/
|
|
77
|
+
get texture(): import("@babylonjs/core").Nullable<import("@babylonjs/core").ThinTexture>;
|
|
78
|
+
/**
|
|
79
|
+
* Callback called when the manager is disposed
|
|
80
|
+
*/
|
|
81
|
+
set onDispose(arg: any);
|
|
82
|
+
_onDisposeObserver: import("@babylonjs/core").Nullable<import("../Misc/observable.js").Observer<any>> | undefined;
|
|
83
|
+
/**
|
|
84
|
+
* Gets the array of sprites
|
|
85
|
+
*/
|
|
86
|
+
get children(): any[];
|
|
87
|
+
/**
|
|
88
|
+
* Gets the hosting scene
|
|
89
|
+
*/
|
|
90
|
+
get scene(): any;
|
|
91
|
+
/**
|
|
92
|
+
* Gets the capacity of the manager
|
|
93
|
+
*/
|
|
94
|
+
get capacity(): number;
|
|
95
|
+
_textureContent: Uint8Array | null | undefined;
|
|
96
|
+
set fogEnabled(arg: boolean);
|
|
97
|
+
/** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
|
|
98
|
+
get fogEnabled(): boolean;
|
|
99
|
+
set blendMode(arg: number);
|
|
100
|
+
/**
|
|
101
|
+
* Blend mode use to render the particle, it can be any of
|
|
102
|
+
* the static undefined properties provided in this class.
|
|
103
|
+
* Default value is 2
|
|
104
|
+
*/
|
|
105
|
+
get blendMode(): number;
|
|
106
|
+
set disableDepthWrite(arg: boolean);
|
|
107
|
+
/** Disables writing to the depth buffer when rendering the sprites.
|
|
108
|
+
* It can be handy to disable depth writing when using textures without alpha channel
|
|
109
|
+
* and setting some specific blend modes.
|
|
110
|
+
*/
|
|
111
|
+
get disableDepthWrite(): boolean;
|
|
112
|
+
/**
|
|
113
|
+
* Returns the string "SpriteManager"
|
|
114
|
+
* @returns "SpriteManager"
|
|
115
|
+
*/
|
|
116
|
+
getClassName(): string;
|
|
117
|
+
_makePacked(imgUrl: any, spriteJSON: any): void;
|
|
118
|
+
_spriteMap: (string | symbol)[] | undefined;
|
|
119
|
+
_cellData: any;
|
|
120
|
+
_checkTextureAlpha(sprite: any, ray: any, distance: any, min: any, max: any): boolean;
|
|
121
|
+
/**
|
|
122
|
+
* Intersects the sprites with a ray
|
|
123
|
+
* @param ray defines the ray to intersect with
|
|
124
|
+
* @param camera defines the current active camera
|
|
125
|
+
* @param predicate defines a predicate used to select candidate sprites
|
|
126
|
+
* @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
|
|
127
|
+
* @returns null if no hit or a PickingInfo
|
|
128
|
+
*/
|
|
129
|
+
intersects(ray: any, camera: any, predicate: any, fastCheck: any): PickingInfo | null;
|
|
130
|
+
/**
|
|
131
|
+
* Intersects the sprites with a ray
|
|
132
|
+
* @param ray defines the ray to intersect with
|
|
133
|
+
* @param camera defines the current active camera
|
|
134
|
+
* @param predicate defines a predicate used to select candidate sprites
|
|
135
|
+
* @returns null if no hit or a PickingInfo array
|
|
136
|
+
*/
|
|
137
|
+
multiIntersects(ray: any, camera: any, predicate: any): PickingInfo[];
|
|
138
|
+
/**
|
|
139
|
+
* Render all child sprites
|
|
140
|
+
*/
|
|
141
|
+
render(): void;
|
|
142
|
+
/**
|
|
143
|
+
* Rebuilds the manager (after a context lost, for eg)
|
|
144
|
+
*/
|
|
145
|
+
rebuild(): void;
|
|
146
|
+
/**
|
|
147
|
+
* Release associated resources
|
|
148
|
+
*/
|
|
149
|
+
dispose(): void;
|
|
150
|
+
/**
|
|
151
|
+
* Serializes the sprite manager to a JSON object
|
|
152
|
+
* @param serializeTexture defines if the texture must be serialized as well
|
|
153
|
+
* @returns the JSON object
|
|
154
|
+
*/
|
|
155
|
+
serialize(serializeTexture?: boolean): {
|
|
156
|
+
name: any;
|
|
157
|
+
capacity: number;
|
|
158
|
+
cellWidth: number;
|
|
159
|
+
cellHeight: number;
|
|
160
|
+
texture: any;
|
|
161
|
+
textureUrl: any;
|
|
162
|
+
invertY: any;
|
|
163
|
+
sprites: any[];
|
|
164
|
+
};
|
|
165
|
+
}
|
|
166
|
+
export namespace SpriteManager {
|
|
167
|
+
export const SnippetUrl: string;
|
|
168
|
+
import CreateFromSnippetAsync = SpriteManager.ParseFromSnippetAsync;
|
|
169
|
+
export { CreateFromSnippetAsync };
|
|
170
|
+
}
|
|
171
|
+
import { Observable } from "../Misc/observable.js";
|
|
172
|
+
import { SpriteRenderer } from "./spriteRenderer.js";
|
|
173
|
+
import { PickingInfo } from "../Collisions/pickingInfo.js";
|