@onerjs/core 8.52.8 → 8.52.9
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/Actions/actionManager.d.ts +1 -1
- package/Actions/actionManager.js +8 -5
- package/Actions/actionManager.js.map +1 -1
- package/Animations/animatable.core.d.ts +1 -1
- package/Animations/animatable.core.js +2 -2
- package/Animations/animatable.core.js.map +1 -1
- package/Animations/animationPropertiesOverride.js +1 -1
- package/Animations/animationPropertiesOverride.js.map +1 -1
- package/Animations/animatorAvatar.d.ts +2 -2
- package/Animations/animatorAvatar.js +3 -3
- package/Animations/animatorAvatar.js.map +1 -1
- package/Animations/pathCursor.d.ts +1 -1
- package/Animations/pathCursor.js +1 -1
- package/Animations/pathCursor.js.map +1 -1
- package/Animations/runtimeAnimation.d.ts +1 -1
- package/Animations/runtimeAnimation.js +2 -2
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Audio/analyser.js +1 -1
- package/Audio/analyser.js.map +1 -1
- package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js +1 -1
- package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js.map +1 -1
- package/AudioV2/abstractAudio/subNodes/audioAnalyzerSubNode.d.ts +2 -0
- package/AudioV2/abstractAudio/subNodes/audioAnalyzerSubNode.js.map +1 -1
- package/AudioV2/abstractAudio/subProperties/abstractAudioAnalyzer.d.ts +13 -3
- package/AudioV2/abstractAudio/subProperties/abstractAudioAnalyzer.js +16 -0
- package/AudioV2/abstractAudio/subProperties/abstractAudioAnalyzer.js.map +1 -1
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.d.ts +1 -1
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js +1 -1
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js.map +1 -1
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.d.ts +1 -1
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.js +1 -1
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.js.map +1 -1
- package/AudioV2/abstractAudio/subProperties/audioAnalyzer.d.ts +4 -0
- package/AudioV2/abstractAudio/subProperties/audioAnalyzer.js +22 -0
- package/AudioV2/abstractAudio/subProperties/audioAnalyzer.js.map +1 -1
- package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.d.ts +1 -1
- package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js +1 -1
- package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js.map +1 -1
- package/AudioV2/webAudio/subNodes/webAudioAnalyzerSubNode.d.ts +6 -0
- package/AudioV2/webAudio/subNodes/webAudioAnalyzerSubNode.js +22 -5
- package/AudioV2/webAudio/subNodes/webAudioAnalyzerSubNode.js.map +1 -1
- package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js +1 -1
- package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js.map +1 -1
- package/AudioV2/webAudio/webAudioStreamingSound.js +1 -1
- package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
- package/BakedVertexAnimation/vertexAnimationBaker.js +1 -1
- package/BakedVertexAnimation/vertexAnimationBaker.js.map +1 -1
- package/Behaviors/Cameras/bouncingBehavior.js +1 -1
- package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
- package/Behaviors/Cameras/framingBehavior.d.ts +1 -1
- package/Behaviors/Cameras/framingBehavior.js +2 -2
- package/Behaviors/Cameras/framingBehavior.js.map +1 -1
- package/Behaviors/Cameras/interpolatingBehavior.d.ts +13 -1
- package/Behaviors/Cameras/interpolatingBehavior.js +13 -1
- package/Behaviors/Cameras/interpolatingBehavior.js.map +1 -1
- package/Behaviors/Meshes/attachToBoxBehavior.js +1 -1
- package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
- package/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +3 -3
- package/Behaviors/Meshes/baseSixDofDragBehavior.js +4 -4
- package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
- package/Behaviors/Meshes/followBehavior.js +1 -1
- package/Behaviors/Meshes/followBehavior.js.map +1 -1
- package/Behaviors/Meshes/handConstraintBehavior.js +2 -2
- package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
- package/Behaviors/Meshes/multiPointerScaleBehavior.js +1 -1
- package/Behaviors/Meshes/multiPointerScaleBehavior.js.map +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.d.ts +3 -3
- package/Behaviors/Meshes/pointerDragBehavior.js +5 -5
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Behaviors/Meshes/sixDofDragBehavior.d.ts +1 -1
- package/Behaviors/Meshes/sixDofDragBehavior.js +2 -2
- package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
- package/Behaviors/Meshes/surfaceMagnetismBehavior.js +1 -1
- package/Behaviors/Meshes/surfaceMagnetismBehavior.js.map +1 -1
- package/Bones/boneIKController.d.ts +1 -1
- package/Bones/boneIKController.js +1 -1
- package/Bones/boneIKController.js.map +1 -1
- package/Bones/boneLookController.d.ts +1 -1
- package/Bones/boneLookController.js +1 -1
- package/Bones/boneLookController.js.map +1 -1
- package/Bones/skeleton.d.ts +2 -2
- package/Bones/skeleton.functions.d.ts +1 -1
- package/Bones/skeleton.functions.js +3 -3
- package/Bones/skeleton.functions.js.map +1 -1
- package/Bones/skeleton.js +3 -4
- package/Bones/skeleton.js.map +1 -1
- package/Buffers/buffer.align.pure.js +6 -0
- package/Buffers/buffer.align.pure.js.map +1 -1
- package/Buffers/buffer.nonFloatVertexBuffers.js +2 -1
- package/Buffers/buffer.nonFloatVertexBuffers.js.map +1 -1
- package/Buffers/buffer.pure.d.ts +8 -0
- package/Buffers/buffer.pure.js +31 -2
- package/Buffers/buffer.pure.js.map +1 -1
- package/Buffers/bufferUtils.js +17 -5
- package/Buffers/bufferUtils.js.map +1 -1
- package/Cameras/Inputs/BaseCameraMouseWheelInput.js +1 -1
- package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/BaseCameraPointersInput.js +1 -1
- package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js +1 -1
- package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +2 -2
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraKeyboardInput.js +2 -2
- package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraMouseInput.js +2 -2
- package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/followCameraKeyboardMoveInput.js +1 -1
- package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/followCameraMouseWheelInput.js +1 -1
- package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraGamepadInput.js +1 -1
- package/Cameras/Inputs/freeCameraGamepadInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +2 -2
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.js +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseWheelInput.js +1 -1
- package/Cameras/Inputs/freeCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraTouchInput.js +2 -2
- package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
- package/Cameras/Inputs/geospatialCameraKeyboardInput.js +1 -1
- package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -1
- package/Cameras/Limits/geospatialLimits.d.ts +1 -1
- package/Cameras/Limits/geospatialLimits.js +1 -1
- package/Cameras/Limits/geospatialLimits.js.map +1 -1
- package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +2 -2
- package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js.map +1 -1
- package/Cameras/RigModes/stereoscopicRigMode.d.ts +1 -1
- package/Cameras/RigModes/stereoscopicRigMode.js +3 -3
- package/Cameras/RigModes/stereoscopicRigMode.js.map +1 -1
- package/Cameras/RigModes/vrRigMode.js +2 -2
- package/Cameras/RigModes/vrRigMode.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +3 -3
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +5 -5
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
- package/Cameras/VR/vrCameraMetrics.d.ts +1 -1
- package/Cameras/VR/vrCameraMetrics.js +1 -1
- package/Cameras/VR/vrCameraMetrics.js.map +1 -1
- package/Cameras/cameraInputsManager.d.ts +1 -1
- package/Cameras/cameraInputsManager.js +1 -1
- package/Cameras/cameraInputsManager.js.map +1 -1
- package/Collisions/collider.d.ts +1 -1
- package/Collisions/collider.js +1 -1
- package/Collisions/collider.js.map +1 -1
- package/Collisions/gpuPicker.d.ts +1 -1
- package/Collisions/gpuPicker.js +5 -5
- package/Collisions/gpuPicker.js.map +1 -1
- package/Collisions/meshCollisionData.d.ts +1 -1
- package/Collisions/meshCollisionData.js +1 -1
- package/Collisions/meshCollisionData.js.map +1 -1
- package/Collisions/pickingInfo.d.ts +1 -1
- package/Collisions/pickingInfo.js +2 -2
- package/Collisions/pickingInfo.js.map +1 -1
- package/Compute/computeEffect.d.ts +6 -0
- package/Compute/computeEffect.js +3 -0
- package/Compute/computeEffect.js.map +1 -1
- package/Compute/computeShader.pure.d.ts +4 -0
- package/Compute/computeShader.pure.js +1 -0
- package/Compute/computeShader.pure.js.map +1 -1
- package/Culling/Octrees/octreeBlock.d.ts +1 -1
- package/Culling/Octrees/octreeBlock.js +1 -1
- package/Culling/Octrees/octreeBlock.js.map +1 -1
- package/Culling/boundingBox.d.ts +1 -1
- package/Culling/boundingBox.js +1 -1
- package/Culling/boundingBox.js.map +1 -1
- package/Culling/boundingInfo.d.ts +1 -1
- package/Culling/boundingInfo.js +1 -1
- package/Culling/boundingInfo.js.map +1 -1
- package/Culling/boundingSphere.d.ts +1 -1
- package/Culling/boundingSphere.js +1 -1
- package/Culling/boundingSphere.js.map +1 -1
- package/Culling/ray.core.d.ts +1 -1
- package/Culling/ray.core.js +1 -1
- package/Culling/ray.core.js.map +1 -1
- package/Debug/axesViewer.d.ts +1 -1
- package/Debug/axesViewer.js +3 -3
- package/Debug/axesViewer.js.map +1 -1
- package/Debug/boneAxesViewer.d.ts +1 -1
- package/Debug/boneAxesViewer.js +1 -1
- package/Debug/boneAxesViewer.js.map +1 -1
- package/Debug/directionalLightFrustumViewer.d.ts +1 -1
- package/Debug/directionalLightFrustumViewer.js +6 -6
- package/Debug/directionalLightFrustumViewer.js.map +1 -1
- package/Debug/rayHelper.d.ts +1 -1
- package/Debug/rayHelper.js +2 -2
- package/Debug/rayHelper.js.map +1 -1
- package/Debug/skeletonViewer.d.ts +2 -2
- package/Debug/skeletonViewer.js +10 -10
- package/Debug/skeletonViewer.js.map +1 -1
- package/DeviceInput/internalDeviceSourceManager.d.ts +1 -1
- package/DeviceInput/internalDeviceSourceManager.js +0 -1
- package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
- package/DeviceInput/webDeviceInputSystem.js +1 -1
- package/DeviceInput/webDeviceInputSystem.js.map +1 -1
- package/Engines/Extensions/engine.views.d.ts +1 -1
- package/Engines/Extensions/engine.views.js +1 -1
- package/Engines/Extensions/engine.views.js.map +1 -1
- package/Engines/Native/nativeHelpers.js +4 -1
- package/Engines/Native/nativeHelpers.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.computeShader.pure.js +154 -2
- package/Engines/WebGPU/Extensions/engine.computeShader.pure.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js +11 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
- package/Engines/WebGPU/webgpuComputeContext.d.ts +1 -1
- package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
- package/Engines/WebGPU/webgpuTintWASM.js +1 -1
- package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
- package/Engines/abstractEngine.pure.d.ts +7 -1
- package/Engines/abstractEngine.pure.js +34 -4
- package/Engines/abstractEngine.pure.js.map +1 -1
- package/Engines/constants.d.ts +4 -0
- package/Engines/constants.js +4 -0
- package/Engines/constants.js.map +1 -1
- package/Engines/engine.pure.d.ts +0 -7
- package/Engines/engine.pure.js +0 -34
- package/Engines/engine.pure.js.map +1 -1
- package/Engines/engineFactory.d.ts +2 -2
- package/Engines/engineFactory.js +3 -3
- package/Engines/engineFactory.js.map +1 -1
- package/Engines/thinNativeEngine.pure.js +2 -2
- package/Engines/thinNativeEngine.pure.js.map +1 -1
- package/Events/pointerEvents.d.ts +1 -1
- package/Events/pointerEvents.js +1 -1
- package/Events/pointerEvents.js.map +1 -1
- package/FlowGraph/Blocks/Data/Utils/flowGraphCodeExecutionBlock.js +1 -1
- package/FlowGraph/Blocks/Data/Utils/flowGraphCodeExecutionBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.d.ts +1 -1
- package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js +1 -1
- package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphKeyboardEventBlock.js +1 -1
- package/FlowGraph/Blocks/Event/flowGraphKeyboardEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.d.ts +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.js +3 -3
- package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCancelDelayBlock.pure.js +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCancelDelayBlock.pure.js.map +1 -1
- package/FlowGraph/CustomTypes/flowGraphMatrix.d.ts +1 -1
- package/FlowGraph/CustomTypes/flowGraphMatrix.js +1 -1
- package/FlowGraph/CustomTypes/flowGraphMatrix.js.map +1 -1
- package/FlowGraph/flowGraphBlock.d.ts +1 -1
- package/FlowGraph/flowGraphBlock.js +1 -1
- package/FlowGraph/flowGraphBlock.js.map +1 -1
- package/FlowGraph/flowGraphExecutionBlock.d.ts +1 -1
- package/FlowGraph/flowGraphExecutionBlock.js +1 -1
- package/FlowGraph/flowGraphExecutionBlock.js.map +1 -1
- package/FlowGraph/flowGraphMath.d.ts +1 -1
- package/FlowGraph/flowGraphMath.js +1 -1
- package/FlowGraph/flowGraphMath.js.map +1 -1
- package/FlowGraph/flowGraphParser.js +1 -1
- package/FlowGraph/flowGraphParser.js.map +1 -1
- package/FlowGraph/flowGraphPathConverterComponent.d.ts +1 -1
- package/FlowGraph/flowGraphPathConverterComponent.js +2 -2
- package/FlowGraph/flowGraphPathConverterComponent.js.map +1 -1
- package/FlowGraph/flowGraphValidator.js.map +1 -1
- package/FlowGraph/serialization.js +4 -4
- package/FlowGraph/serialization.js.map +1 -1
- package/FlowGraph/utils.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraph.d.ts +2 -2
- package/FrameGraph/Node/nodeRenderGraph.js +7 -7
- package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
- package/FrameGraph/Tasks/Layers/baseLayerTask.d.ts +30 -0
- package/FrameGraph/Tasks/Layers/baseLayerTask.js +28 -1
- package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
- package/FrameGraph/Tasks/Misc/computeShaderTask.d.ts +2 -2
- package/FrameGraph/Tasks/Misc/computeShaderTask.js +2 -2
- package/FrameGraph/Tasks/Misc/computeShaderTask.js.map +1 -1
- package/FrameGraph/Tasks/Misc/lightingVolumeTask.d.ts +1 -1
- package/FrameGraph/Tasks/Misc/lightingVolumeTask.js +2 -2
- package/FrameGraph/Tasks/Misc/lightingVolumeTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/blurTask.d.ts +7 -0
- package/FrameGraph/Tasks/PostProcesses/blurTask.js +8 -1
- package/FrameGraph/Tasks/PostProcesses/blurTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js +1 -1
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.d.ts +1 -1
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js +1 -1
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +2 -2
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +3 -3
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +1 -1
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +2 -2
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +6 -0
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +14 -5
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.d.ts +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.d.ts +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.d.ts +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js +2 -2
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.d.ts +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js +2 -2
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +7 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js +7 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +1 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.js +1 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
- package/FrameGraph/frameGraphRenderContext.js +1 -1
- package/FrameGraph/frameGraphRenderContext.js.map +1 -1
- package/FrameGraph/frameGraphTextureManager.d.ts +1 -1
- package/FrameGraph/frameGraphTextureManager.js +1 -1
- package/FrameGraph/frameGraphTextureManager.js.map +1 -1
- package/Gamepads/gamepadManager.js +1 -1
- package/Gamepads/gamepadManager.js.map +1 -1
- package/Gizmos/axisDragGizmo.d.ts +5 -5
- package/Gizmos/axisDragGizmo.js +6 -6
- package/Gizmos/axisDragGizmo.js.map +1 -1
- package/Gizmos/axisScaleGizmo.d.ts +4 -4
- package/Gizmos/axisScaleGizmo.js +6 -6
- package/Gizmos/axisScaleGizmo.js.map +1 -1
- package/Gizmos/boundingBoxGizmo.d.ts +5 -5
- package/Gizmos/boundingBoxGizmo.js +7 -7
- package/Gizmos/boundingBoxGizmo.js.map +1 -1
- package/Gizmos/cameraGizmo.d.ts +3 -3
- package/Gizmos/cameraGizmo.js +7 -7
- package/Gizmos/cameraGizmo.js.map +1 -1
- package/Gizmos/gizmo.d.ts +2 -2
- package/Gizmos/gizmo.js +3 -3
- package/Gizmos/gizmo.js.map +1 -1
- package/Gizmos/gizmoManager.d.ts +2 -2
- package/Gizmos/gizmoManager.js +2 -2
- package/Gizmos/gizmoManager.js.map +1 -1
- package/Gizmos/lightGizmo.d.ts +4 -4
- package/Gizmos/lightGizmo.js +11 -11
- package/Gizmos/lightGizmo.js.map +1 -1
- package/Gizmos/planeDragGizmo.d.ts +4 -4
- package/Gizmos/planeDragGizmo.js +5 -5
- package/Gizmos/planeDragGizmo.js.map +1 -1
- package/Gizmos/positionGizmo.d.ts +1 -1
- package/Gizmos/positionGizmo.js +2 -2
- package/Gizmos/positionGizmo.js.map +1 -1
- package/Gizmos/rotationGizmo.d.ts +3 -3
- package/Gizmos/rotationGizmo.js +3 -3
- package/Gizmos/rotationGizmo.js.map +1 -1
- package/Gizmos/scaleGizmo.d.ts +2 -2
- package/Gizmos/scaleGizmo.js +4 -4
- package/Gizmos/scaleGizmo.js.map +1 -1
- package/Gizmos/spatialAudioGizmo.d.ts +2 -2
- package/Gizmos/spatialAudioGizmo.js +6 -6
- package/Gizmos/spatialAudioGizmo.js.map +1 -1
- package/Helpers/environmentHelper.d.ts +6 -6
- package/Helpers/environmentHelper.js +12 -12
- package/Helpers/environmentHelper.js.map +1 -1
- package/Helpers/materialConversionHelper.d.ts +1 -1
- package/Helpers/materialConversionHelper.js +1 -1
- package/Helpers/materialConversionHelper.js.map +1 -1
- package/Helpers/photoDome.d.ts +1 -1
- package/Helpers/photoDome.js +1 -1
- package/Helpers/photoDome.js.map +1 -1
- package/Helpers/textureDome.d.ts +4 -4
- package/Helpers/textureDome.js +6 -6
- package/Helpers/textureDome.js.map +1 -1
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- package/PostProcesses/thinAnaglyphPostProcess.js +1 -1
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- package/PostProcesses/thinBlurPostProcess.d.ts +1 -1
- package/PostProcesses/thinBlurPostProcess.js +1 -1
- package/PostProcesses/thinBlurPostProcess.js.map +1 -1
- package/PostProcesses/thinChromaticAberrationPostProcess.d.ts +2 -2
- package/PostProcesses/thinChromaticAberrationPostProcess.js +2 -2
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- package/PostProcesses/thinCircleOfConfusionPostProcess.d.ts +1 -1
- package/PostProcesses/thinCircleOfConfusionPostProcess.js +1 -1
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- package/PostProcesses/thinColorCorrectionPostProcess.js +2 -2
- package/PostProcesses/thinColorCorrectionPostProcess.js.map +1 -1
- package/PostProcesses/thinConvolutionPostProcess.d.ts +1 -1
- package/PostProcesses/thinConvolutionPostProcess.js +1 -1
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- package/PostProcesses/thinCustomPostProcess.d.ts +1 -1
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- package/PostProcesses/thinDepthOfFieldEffect.js +4 -1
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- package/PostProcesses/thinDepthOfFieldMergePostProcess.d.ts +1 -1
- package/PostProcesses/thinDepthOfFieldMergePostProcess.js +1 -1
- package/PostProcesses/thinDepthOfFieldMergePostProcess.js.map +1 -1
- package/PostProcesses/thinExtractHighlightsPostProcess.d.ts +1 -1
- package/PostProcesses/thinExtractHighlightsPostProcess.js +1 -1
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- package/PostProcesses/thinFXAAPostProcess.d.ts +2 -2
- package/PostProcesses/thinFXAAPostProcess.js +2 -2
- package/PostProcesses/thinFXAAPostProcess.js.map +1 -1
- package/PostProcesses/thinFilterPostProcess.d.ts +2 -2
- package/PostProcesses/thinFilterPostProcess.js +2 -2
- package/PostProcesses/thinFilterPostProcess.js.map +1 -1
- package/PostProcesses/thinGrainPostProcess.d.ts +1 -1
- package/PostProcesses/thinGrainPostProcess.js +1 -1
- package/PostProcesses/thinGrainPostProcess.js.map +1 -1
- package/PostProcesses/thinImageProcessingPostProcess.d.ts +2 -2
- package/PostProcesses/thinImageProcessingPostProcess.js +2 -2
- package/PostProcesses/thinImageProcessingPostProcess.js.map +1 -1
- package/PostProcesses/thinMotionBlurPostProcess.d.ts +1 -1
- package/PostProcesses/thinMotionBlurPostProcess.js +2 -2
- package/PostProcesses/thinMotionBlurPostProcess.js.map +1 -1
- package/PostProcesses/thinPassPostProcess.d.ts +1 -1
- package/PostProcesses/thinPassPostProcess.js +1 -1
- package/PostProcesses/thinPassPostProcess.js.map +1 -1
- package/PostProcesses/thinSSAO2BlurPostProcess.d.ts +1 -1
- package/PostProcesses/thinSSAO2BlurPostProcess.js +1 -1
- package/PostProcesses/thinSSAO2BlurPostProcess.js.map +1 -1
- package/PostProcesses/thinSSAO2CombinePostProcess.d.ts +1 -1
- package/PostProcesses/thinSSAO2CombinePostProcess.js +2 -2
- package/PostProcesses/thinSSAO2CombinePostProcess.js.map +1 -1
- package/PostProcesses/thinSSAO2PostProcess.d.ts +7 -2
- package/PostProcesses/thinSSAO2PostProcess.js +36 -4
- package/PostProcesses/thinSSAO2PostProcess.js.map +1 -1
- package/PostProcesses/thinSSRBlurCombinerPostProcess.d.ts +1 -1
- package/PostProcesses/thinSSRBlurCombinerPostProcess.js +2 -2
- package/PostProcesses/thinSSRBlurCombinerPostProcess.js.map +1 -1
- package/PostProcesses/thinSSRBlurPostProcess.d.ts +2 -2
- package/PostProcesses/thinSSRBlurPostProcess.js +2 -2
- package/PostProcesses/thinSSRBlurPostProcess.js.map +1 -1
- package/PostProcesses/thinSSRPostProcess.d.ts +1 -1
- package/PostProcesses/thinSSRPostProcess.js +2 -2
- package/PostProcesses/thinSSRPostProcess.js.map +1 -1
- package/PostProcesses/thinScreenSpaceCurvaturePostProcess.d.ts +1 -1
- package/PostProcesses/thinScreenSpaceCurvaturePostProcess.js +1 -1
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- package/PostProcesses/thinSharpenPostProcess.d.ts +1 -1
- package/PostProcesses/thinSharpenPostProcess.js +1 -1
- package/PostProcesses/thinSharpenPostProcess.js.map +1 -1
- package/PostProcesses/thinTAAPostProcess.d.ts +3 -3
- package/PostProcesses/thinTAAPostProcess.js +4 -4
- package/PostProcesses/thinTAAPostProcess.js.map +1 -1
- package/PostProcesses/thinTonemapPostProcess.d.ts +1 -1
- package/PostProcesses/thinTonemapPostProcess.js +1 -1
- package/PostProcesses/thinTonemapPostProcess.js.map +1 -1
- package/PostProcesses/vrDistortionCorrectionPostProcess.d.ts +1 -1
- package/PostProcesses/vrDistortionCorrectionPostProcess.js +3 -3
- package/PostProcesses/vrDistortionCorrectionPostProcess.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsAccumulationPass.d.ts +2 -2
- package/Rendering/IBLShadows/iblShadowsAccumulationPass.js +4 -4
- package/Rendering/IBLShadows/iblShadowsAccumulationPass.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.d.ts +2 -2
- package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js +4 -4
- package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.d.ts +3 -3
- package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +4 -4
- package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
- package/Rendering/depthPeelingRenderer.d.ts +1 -1
- package/Rendering/depthPeelingRenderer.js +2 -2
- package/Rendering/depthPeelingRenderer.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingObject.d.ts +1 -1
- package/Rendering/fluidRenderer/fluidRenderingObject.js +1 -1
- package/Rendering/fluidRenderer/fluidRenderingObject.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.d.ts +1 -1
- package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js +2 -2
- package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.d.ts +3 -3
- package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js +3 -3
- package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingTextures.d.ts +2 -2
- package/Rendering/fluidRenderer/fluidRenderingTextures.js +3 -3
- package/Rendering/fluidRenderer/fluidRenderingTextures.js.map +1 -1
- package/Rendering/iblCdfGenerator.d.ts +3 -3
- package/Rendering/iblCdfGenerator.js +5 -5
- package/Rendering/iblCdfGenerator.js.map +1 -1
- package/Rendering/renderingGroup.js +1 -1
- package/Rendering/renderingGroup.js.map +1 -1
- package/Rendering/subSurfaceConfiguration.d.ts +2 -2
- package/Rendering/subSurfaceConfiguration.js +2 -2
- package/Rendering/subSurfaceConfiguration.js.map +1 -1
- package/Rendering/utilityLayerRenderer.d.ts +2 -2
- package/Rendering/utilityLayerRenderer.js +4 -4
- package/Rendering/utilityLayerRenderer.js.map +1 -1
- package/Shaders/ssao2.fragment.js +10 -2
- package/Shaders/ssao2.fragment.js.map +1 -1
- package/ShadersWGSL/gpuRenderParticles.fragment.d.ts +5 -0
- package/ShadersWGSL/gpuRenderParticles.fragment.js +50 -0
- package/ShadersWGSL/gpuRenderParticles.fragment.js.map +1 -0
- package/ShadersWGSL/gpuRenderParticles.vertex.d.ts +5 -0
- package/ShadersWGSL/gpuRenderParticles.vertex.js +120 -0
- package/ShadersWGSL/gpuRenderParticles.vertex.js.map +1 -0
- package/ShadersWGSL/noise.fragment.d.ts +5 -0
- package/ShadersWGSL/noise.fragment.js +18 -0
- package/ShadersWGSL/noise.fragment.js.map +1 -0
- package/ShadersWGSL/ssao2.fragment.js +10 -2
- package/ShadersWGSL/ssao2.fragment.js.map +1 -1
- package/SmartAssets/smartAssetSerializer.js +1 -1
- package/SmartAssets/smartAssetSerializer.js.map +1 -1
- package/Sprites/sprite.d.ts +2 -2
- package/Sprites/sprite.js +2 -2
- package/Sprites/sprite.js.map +1 -1
- package/Sprites/spriteManager.d.ts +2 -2
- package/Sprites/spriteManager.js +4 -5
- package/Sprites/spriteManager.js.map +1 -1
- package/Sprites/spritePackedManager.js +1 -1
- package/Sprites/spritePackedManager.js.map +1 -1
- package/Sprites/spriteRenderer.js +2 -2
- package/Sprites/spriteRenderer.js.map +1 -1
- package/XR/features/WebXRHitTestLegacy.d.ts +1 -1
- package/XR/features/WebXRHitTestLegacy.js +2 -2
- package/XR/features/WebXRHitTestLegacy.js.map +1 -1
- package/XR/motionController/webXRAbstractMotionController.js +2 -2
- package/XR/motionController/webXRAbstractMotionController.js.map +1 -1
- package/XR/motionController/webXRGenericMotionController.js +2 -2
- package/XR/motionController/webXRGenericMotionController.js.map +1 -1
- package/XR/motionController/webXRProfiledMotionController.js +4 -4
- package/XR/motionController/webXRProfiledMotionController.js.map +1 -1
- package/XR/webXRCamera.d.ts +3 -3
- package/XR/webXRCamera.js +4 -4
- package/XR/webXRCamera.js.map +1 -1
- package/XR/webXRDefaultExperience.d.ts +4 -4
- package/XR/webXRDefaultExperience.js +4 -4
- package/XR/webXRDefaultExperience.js.map +1 -1
- package/XR/webXREnterExitUI.js +1 -1
- package/XR/webXREnterExitUI.js.map +1 -1
- package/XR/webXRExperienceHelper.js +2 -2
- package/XR/webXRExperienceHelper.js.map +1 -1
- package/XR/webXRFeaturesManager.d.ts +47 -0
- package/XR/webXRFeaturesManager.js +1 -1
- package/XR/webXRFeaturesManager.js.map +1 -1
- package/XR/webXRInput.js +1 -1
- package/XR/webXRInput.js.map +1 -1
- package/XR/webXRInputSource.js +4 -4
- package/XR/webXRInputSource.js.map +1 -1
- package/XR/webXRManagedOutputCanvas.js +1 -1
- package/XR/webXRManagedOutputCanvas.js.map +1 -1
- package/XR/webXRRenderTargetTextureProvider.d.ts +1 -1
- package/XR/webXRRenderTargetTextureProvider.js +1 -1
- package/XR/webXRRenderTargetTextureProvider.js.map +1 -1
- package/assetContainer.d.ts +4 -4
- package/assetContainer.js +6 -6
- package/assetContainer.js.map +1 -1
- package/node.d.ts +1 -1
- package/node.js +6 -2
- package/node.js.map +1 -1
- package/package.json +684 -3
package/Physics/v2/ragdoll.d.ts
CHANGED
|
@@ -1,10 +1,10 @@
|
|
|
1
1
|
import { type Skeleton } from "../../Bones/skeleton.js";
|
|
2
|
-
import { Vector3 } from "../../Maths/math.vector.js";
|
|
2
|
+
import { Vector3 } from "../../Maths/math.vector.pure.js";
|
|
3
3
|
import { PhysicsAggregate } from "./physicsAggregate.js";
|
|
4
4
|
import { PhysicsConstraint } from "./physicsConstraint.js";
|
|
5
5
|
import { type Mesh } from "../../Meshes/mesh.js";
|
|
6
6
|
import { PhysicsConstraintType } from "./IPhysicsEnginePlugin.js";
|
|
7
|
-
import { TransformNode } from "../../Meshes/transformNode.js";
|
|
7
|
+
import { TransformNode } from "../../Meshes/transformNode.pure.js";
|
|
8
8
|
/**
|
|
9
9
|
* Ragdoll bone properties
|
|
10
10
|
* @experimental
|
package/Physics/v2/ragdoll.js
CHANGED
|
@@ -1,9 +1,9 @@
|
|
|
1
|
-
import { Vector3, Matrix, TmpVectors, Quaternion } from "../../Maths/math.vector.js";
|
|
1
|
+
import { Vector3, Matrix, TmpVectors, Quaternion } from "../../Maths/math.vector.pure.js";
|
|
2
2
|
import { PhysicsAggregate } from "./physicsAggregate.js";
|
|
3
3
|
import { PhysicsConstraint } from "./physicsConstraint.js";
|
|
4
4
|
import { Axis } from "../../Maths/math.axis.js";
|
|
5
5
|
import { Logger } from "../../Misc/logger.js";
|
|
6
|
-
import { TransformNode } from "../../Meshes/transformNode.js";
|
|
6
|
+
import { TransformNode } from "../../Meshes/transformNode.pure.js";
|
|
7
7
|
/**
|
|
8
8
|
* Ragdoll bone properties
|
|
9
9
|
* @experimental
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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{ type Skeleton } from \"../../Bones/skeleton\";\r\nimport { Vector3, Matrix, TmpVectors, Quaternion } from \"../../Maths/math.vector\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { PhysicsAggregate } from \"./physicsAggregate\";\r\nimport { PhysicsConstraint } from \"./physicsConstraint\";\r\nimport { type Mesh } from \"../../Meshes/mesh\";\r\nimport { Axis, Space } from \"../../Maths/math.axis\";\r\nimport { PhysicsShapeType, PhysicsConstraintType, PhysicsMotionType } from \"./IPhysicsEnginePlugin\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { type Bone } from \"../../Bones/bone\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\n\r\n/**\r\n * Ragdoll bone properties\r\n * @experimental\r\n */\r\nexport class RagdollBoneProperties {\r\n /**\r\n * Width of the box shape\r\n */\r\n width?: number;\r\n /**\r\n * depth of the box shape\r\n */\r\n depth?: number;\r\n /**\r\n * height of the box shape\r\n */\r\n height?: number;\r\n /**\r\n * size that will be used of width, depth and height of the shape box\r\n */\r\n size?: number;\r\n /**\r\n * Type of Physics Constraint used between bones\r\n */\r\n joint?: number | undefined | PhysicsConstraintType;\r\n /**\r\n * Main rotation axis used by the constraint, in local space\r\n */\r\n rotationAxis?: Vector3;\r\n /**\r\n * Minimum rotation angle value\r\n */\r\n min?: number;\r\n /**\r\n * Maximum rotation angle value\r\n */\r\n max?: number;\r\n /**\r\n * Offset along local axis\r\n */\r\n boxOffset?: number;\r\n /**\r\n * Axis that need an offset\r\n */\r\n boneOffsetAxis?: Vector3;\r\n}\r\n\r\n/**\r\n * Ragdoll for Physics V2\r\n * @experimental\r\n */\r\nexport class Ragdoll {\r\n private _skeleton: Skeleton;\r\n private _scene: Scene;\r\n private _rootTransformNode: Mesh | TransformNode;\r\n private _config: any;\r\n private _boxConfigs: Array<RagdollBoneProperties> = new Array<RagdollBoneProperties>();\r\n private _constraints: Array<PhysicsConstraint> = new Array<PhysicsConstraint>();\r\n private _bones: Array<Bone> = new Array<Bone>();\r\n private _initialRotation: Array<Quaternion> = new Array<Quaternion>();\r\n // without mesh transform, to figure out later\r\n private _initialRotation2: Array<Quaternion> = new Array<Quaternion>();\r\n private _boneNames: string[] = [];\r\n private _transforms: Array<TransformNode> = new Array<TransformNode>();\r\n private _aggregates: Array<PhysicsAggregate> = new Array<PhysicsAggregate>();\r\n private _ragdollMode: boolean = false;\r\n private _rootBoneName: string = \"\";\r\n private _rootBoneIndex: number = -1;\r\n private _mass: number = 10;\r\n private _restitution: number = 0;\r\n private _beforeRenderObserver: Nullable<Observer<Scene>> = null;\r\n\r\n /**\r\n * Pause synchronization between physics and bone position/orientation\r\n */\r\n public pauseSync: boolean = false;\r\n\r\n private _putBoxesInBoneCenter: boolean;\r\n private _defaultJoint: number = PhysicsConstraintType.HINGE;\r\n private _defaultJointMin: number = -90;\r\n private _defaultJointMax: number = 90;\r\n\r\n /**\r\n * Construct a new Ragdoll object. Once ready, it can be made dynamic by calling `Ragdoll` method\r\n * @param skeleton The skeleton containing bones to be physicalized\r\n * @param rootTransformNode The mesh or its transform used by the skeleton\r\n * @param config an array of `RagdollBoneProperties` corresponding to bones and their properties used to instanciate physics bodies\r\n */\r\n constructor(skeleton: Skeleton, rootTransformNode: Mesh | TransformNode, config: RagdollBoneProperties[]) {\r\n this._skeleton = skeleton;\r\n this._scene = skeleton.getScene();\r\n this._rootTransformNode = rootTransformNode;\r\n this._config = config; // initial, user defined box configs. May have several box configs jammed into 1 index.\r\n this._boxConfigs = []; // final box configs. Every element is a separate box config (this.config may have several configs jammed into 1 index).\r\n this._putBoxesInBoneCenter = false;\r\n this._defaultJoint = PhysicsConstraintType.HINGE;\r\n\r\n this._init();\r\n }\r\n\r\n /**\r\n * returns an array of created constraints\r\n * @returns array of created constraints\r\n */\r\n public getConstraints(): Array<PhysicsConstraint> {\r\n return this._constraints;\r\n }\r\n\r\n /**\r\n * Returns the aggregate corresponding to the ragdoll bone index\r\n * @param index ragdoll bone aggregate index\r\n * @returns the aggregate for the bone index for the root aggregate if index is invalid\r\n */\r\n public getAggregate(index: number): PhysicsAggregate {\r\n if (index < 0 || index >= this._aggregates.length) {\r\n return this._aggregates[this._rootBoneIndex];\r\n }\r\n return this._aggregates[index];\r\n }\r\n\r\n private _createColliders(): void {\r\n this._rootTransformNode.computeWorldMatrix();\r\n this._skeleton.computeAbsoluteMatrices(true);\r\n this._skeleton.prepare(true);\r\n\r\n const config = this._config;\r\n for (let i = 0; i < config.length; i++) {\r\n const boneNames = config[i].bone !== undefined ? [config[i].bone] : config[i].bones;\r\n\r\n for (let ii = 0; ii < boneNames.length; ii++) {\r\n const currentBone = this._skeleton.bones[this._skeleton.getBoneIndexByName(boneNames[ii])];\r\n if (currentBone == undefined) {\r\n return;\r\n }\r\n\r\n // First define the box dimensions, so we can then use them when calling CreateBox().\r\n const currentRagdollBoneProperties: RagdollBoneProperties = {\r\n width: this._config[i].width,\r\n depth: this._config[i].depth,\r\n height: this._config[i].height,\r\n size: this._config[i].size,\r\n };\r\n\r\n currentRagdollBoneProperties.width = currentRagdollBoneProperties.width ?? currentRagdollBoneProperties.size;\r\n currentRagdollBoneProperties.depth = currentRagdollBoneProperties.depth ?? currentRagdollBoneProperties.size;\r\n currentRagdollBoneProperties.height = currentRagdollBoneProperties.height ?? currentRagdollBoneProperties.size;\r\n const transform = new TransformNode(boneNames[ii] + \"_transform\", this._scene);\r\n\r\n // Define the rest of the box properties.\r\n currentRagdollBoneProperties.joint = config[i].joint !== undefined ? config[i].joint : this._defaultJoint;\r\n currentRagdollBoneProperties.rotationAxis = config[i].rotationAxis !== undefined ? config[i].rotationAxis : Axis.X;\r\n currentRagdollBoneProperties.min = config[i].min !== undefined ? config[i].min : this._defaultJointMin;\r\n currentRagdollBoneProperties.max = config[i].max !== undefined ? config[i].max : this._defaultJointMax;\r\n\r\n // Offset value.\r\n let boxOffset = 0;\r\n if ((config[i].putBoxInBoneCenter !== undefined && config[i].putBoxInBoneCenter) || this._putBoxesInBoneCenter) {\r\n if (currentBone.length === undefined) {\r\n Logger.Log(\"The length property is not defined for bone \" + currentBone.name);\r\n }\r\n boxOffset = currentBone.length / 2;\r\n } else if (config[i].boxOffset !== undefined) {\r\n boxOffset = config[i].boxOffset;\r\n }\r\n currentRagdollBoneProperties.boxOffset = boxOffset;\r\n\r\n // Offset axis.\r\n const boneOffsetAxis = config[i].boneOffsetAxis !== undefined ? config[i].boneOffsetAxis : Axis.Y;\r\n const boneDir = currentBone.getDirection(boneOffsetAxis, this._rootTransformNode);\r\n currentRagdollBoneProperties.boneOffsetAxis = boneOffsetAxis;\r\n\r\n transform.position = currentBone.getAbsolutePosition(this._rootTransformNode).add(boneDir.scale(boxOffset));\r\n\r\n const mass = config[i].mass !== undefined ? config[i].mass : this._mass;\r\n const restitution = config[i].restitution !== undefined ? config[i].restitution : this._restitution;\r\n const aggregate = new PhysicsAggregate(\r\n transform,\r\n PhysicsShapeType.BOX,\r\n {\r\n mass: mass,\r\n restitution: restitution,\r\n friction: 0.6,\r\n extents: new Vector3(currentRagdollBoneProperties.width, currentRagdollBoneProperties.height, currentRagdollBoneProperties.depth),\r\n },\r\n this._scene\r\n );\r\n aggregate.body.setCollisionCallbackEnabled(true);\r\n aggregate.body.disablePreStep = false;\r\n aggregate.body.setMotionType(PhysicsMotionType.ANIMATED);\r\n this._aggregates.push(aggregate);\r\n this._bones.push(currentBone);\r\n this._boneNames.push(currentBone.name);\r\n this._transforms.push(transform);\r\n this._boxConfigs.push(currentRagdollBoneProperties);\r\n this._initialRotation.push(currentBone.getRotationQuaternion(Space.WORLD, this._rootTransformNode));\r\n this._initialRotation2.push(currentBone.getRotationQuaternion(Space.WORLD));\r\n }\r\n }\r\n }\r\n\r\n private _initJoints(): void {\r\n this._rootTransformNode.computeWorldMatrix();\r\n for (let i = 0; i < this._bones.length; i++) {\r\n // The root bone has no joints.\r\n if (i == this._rootBoneIndex) {\r\n continue;\r\n }\r\n\r\n const nearestParent = this._findNearestParent(i);\r\n\r\n if (nearestParent == null) {\r\n Logger.Warn(\"Couldn't find a nearest parent bone in the configs for bone called \" + this._boneNames[i]);\r\n return;\r\n }\r\n\r\n const boneParentIndex = this._boneNames.indexOf(nearestParent.name);\r\n\r\n const wmat = this._transforms[boneParentIndex].computeWorldMatrix();\r\n const invertedWorldMat = Matrix.Invert(wmat);\r\n const boneAbsPos = this._bones[i].getAbsolutePosition(this._rootTransformNode);\r\n const distanceFromParentBoxToBone = Vector3.TransformCoordinates(boneAbsPos, invertedWorldMat);\r\n const boxAbsPos = this._transforms[i].position.clone();\r\n const myConnectedPivot = boneAbsPos.subtract(boxAbsPos);\r\n\r\n const constraintType = this._boxConfigs[i].joint ?? this._defaultJoint;\r\n const constraint = new PhysicsConstraint(\r\n constraintType,\r\n {\r\n pivotA: distanceFromParentBoxToBone,\r\n pivotB: myConnectedPivot,\r\n axisA: this._boxConfigs[i].rotationAxis!,\r\n axisB: this._boxConfigs[i].rotationAxis!,\r\n collision: false,\r\n },\r\n this._scene\r\n );\r\n\r\n this._aggregates[boneParentIndex].body.addConstraint(this._aggregates[i].body, constraint);\r\n constraint.isEnabled = false;\r\n this._constraints.push(constraint);\r\n }\r\n }\r\n\r\n // set physics body orientation/position from bones\r\n private _syncBonesToPhysics(): void {\r\n const rootMatrix = this._rootTransformNode.getWorldMatrix();\r\n for (let i = 0; i < this._bones.length; i++) {\r\n // position\r\n const transform = this._aggregates[i].transformNode;\r\n const rootPos = this._bones[i].getAbsolutePosition();\r\n Vector3.TransformCoordinatesToRef(rootPos, rootMatrix, transform.position);\r\n\r\n // added offset\r\n this._bones[i].getDirectionToRef(this._boxConfigs[i].boneOffsetAxis!, this._rootTransformNode, TmpVectors.Vector3[0]);\r\n TmpVectors.Vector3[0].scaleInPlace(this._boxConfigs[i].boxOffset ?? 0);\r\n transform.position.addInPlace(TmpVectors.Vector3[0]);\r\n\r\n this._setBoneOrientationToBody(i);\r\n }\r\n }\r\n\r\n private _setBoneOrientationToBody(boneIndex: number): void {\r\n const transform = this._aggregates[boneIndex].transformNode;\r\n const bone = this._bones[boneIndex];\r\n this._initialRotation[boneIndex].conjugateToRef(TmpVectors.Quaternion[0]);\r\n bone.getRotationQuaternionToRef(Space.WORLD, this._rootTransformNode, TmpVectors.Quaternion[1]);\r\n TmpVectors.Quaternion[1].multiplyToRef(TmpVectors.Quaternion[0], transform.rotationQuaternion!);\r\n transform.rotationQuaternion!.normalize();\r\n }\r\n\r\n private _syncBonesAndBoxes(): void {\r\n if (this.pauseSync) {\r\n return;\r\n }\r\n\r\n if (this._ragdollMode) {\r\n this._setBodyOrientationToBone(this._rootBoneIndex);\r\n\r\n const rootPos = this._aggregates[this._rootBoneIndex].body.transformNode.position;\r\n this._rootTransformNode.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);\r\n\r\n Vector3.TransformCoordinatesToRef(rootPos, TmpVectors.Matrix[0], TmpVectors.Vector3[0]);\r\n this._bones[this._rootBoneIndex].setAbsolutePosition(TmpVectors.Vector3[0]);\r\n\r\n for (let i = 0; i < this._bones.length; i++) {\r\n if (i == this._rootBoneIndex) {\r\n continue;\r\n }\r\n this._setBodyOrientationToBone(i);\r\n }\r\n } else {\r\n this._syncBonesToPhysics();\r\n }\r\n }\r\n\r\n private _setBodyOrientationToBone(boneIndex: number): void {\r\n const qmesh =\r\n this._rootTransformNode.rotationQuaternion ??\r\n Quaternion.FromEulerAngles(this._rootTransformNode.rotation.x, this._rootTransformNode.rotation.y, this._rootTransformNode.rotation.z);\r\n const qbind = this._initialRotation2[boneIndex];\r\n const qphys = this._aggregates[boneIndex].body?.transformNode?.rotationQuaternion;\r\n\r\n qmesh.multiplyToRef(qbind, TmpVectors.Quaternion[1]);\r\n qphys?.multiplyToRef(TmpVectors.Quaternion[1], TmpVectors.Quaternion[0]);\r\n\r\n this._bones[boneIndex].setRotationQuaternion(TmpVectors.Quaternion[0], Space.WORLD, this._rootTransformNode);\r\n }\r\n\r\n // Return true if root bone is valid/exists in this.bonesNames. false otherwise.\r\n private _defineRootBone(): boolean {\r\n const skeletonRoots = this._skeleton.getChildren();\r\n if (skeletonRoots.length != 1) {\r\n Logger.Log(\"Ragdoll creation failed: there can only be one root in the skeleton.\");\r\n return false;\r\n }\r\n\r\n this._rootBoneName = skeletonRoots[0].name;\r\n this._rootBoneIndex = this._boneNames.indexOf(this._rootBoneName);\r\n if (this._rootBoneIndex == -1) {\r\n // eslint-disable-next-line @typescript-eslint/restrict-plus-operands, @typescript-eslint/no-base-to-string\r\n Logger.Log(\"Ragdoll creation failed: the array boneNames doesn't have the root bone. The root bone is \" + this._skeleton.getChildren());\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _findNearestParent(boneIndex: number): any {\r\n let nearestParent: Nullable<Bone> | undefined = this._bones[boneIndex].getParent();\r\n do {\r\n if (nearestParent != null && this._boneNames.includes(nearestParent.name)) {\r\n break;\r\n }\r\n\r\n nearestParent = nearestParent?.getParent();\r\n } while (nearestParent != null);\r\n\r\n return nearestParent;\r\n }\r\n\r\n private _init() {\r\n this._createColliders();\r\n\r\n // If this.defineRootBone() returns ... there is not root bone.\r\n if (!this._defineRootBone()) {\r\n return;\r\n }\r\n\r\n this._initJoints();\r\n this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n this._syncBonesAndBoxes();\r\n });\r\n this._syncBonesToPhysics();\r\n }\r\n\r\n /**\r\n * Enable ragdoll mode. Create physics objects and make them dynamic.\r\n */\r\n public ragdoll(): void {\r\n this._ragdollMode = true;\r\n // detach bones with link transform to let physics have control\r\n for (const bone of this._skeleton.bones) {\r\n bone.linkTransformNode(null);\r\n }\r\n for (let i = 0; i < this._constraints.length; i++) {\r\n this._constraints[i].isEnabled = true;\r\n }\r\n for (let i = 0; i < this._aggregates.length; i++) {\r\n this._aggregates[i].body.setMotionType(PhysicsMotionType.DYNAMIC);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose resources and remove physics objects\r\n */\r\n dispose(): void {\r\n for (const aggregate of this._aggregates) {\r\n aggregate.dispose();\r\n }\r\n this._aggregates.length = 0;\r\n for (const transform of this._transforms) {\r\n transform.dispose();\r\n }\r\n this._transforms.length = 0;\r\n for (const constraint of this._constraints) {\r\n constraint.dispose();\r\n }\r\n this._constraints.length = 0;\r\n\r\n if (this._beforeRenderObserver) {\r\n this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);\r\n this._beforeRenderObserver = null;\r\n }\r\n }\r\n}\r\n"]}
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1
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+
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{ type Skeleton } from \"../../Bones/skeleton\";\r\nimport { Vector3, Matrix, TmpVectors, Quaternion } from \"../../Maths/math.vector.pure\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { PhysicsAggregate } from \"./physicsAggregate\";\r\nimport { PhysicsConstraint } from \"./physicsConstraint\";\r\nimport { type Mesh } from \"../../Meshes/mesh\";\r\nimport { Axis, Space } from \"../../Maths/math.axis\";\r\nimport { PhysicsShapeType, PhysicsConstraintType, PhysicsMotionType } from \"./IPhysicsEnginePlugin\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { type Bone } from \"../../Bones/bone\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { TransformNode } from \"../../Meshes/transformNode.pure\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\n\r\n/**\r\n * Ragdoll bone properties\r\n * @experimental\r\n */\r\nexport class RagdollBoneProperties {\r\n /**\r\n * Width of the box shape\r\n */\r\n width?: number;\r\n /**\r\n * depth of the box shape\r\n */\r\n depth?: number;\r\n /**\r\n * height of the box shape\r\n */\r\n height?: number;\r\n /**\r\n * size that will be used of width, depth and height of the shape box\r\n */\r\n size?: number;\r\n /**\r\n * Type of Physics Constraint used between bones\r\n */\r\n joint?: number | undefined | PhysicsConstraintType;\r\n /**\r\n * Main rotation axis used by the constraint, in local space\r\n */\r\n rotationAxis?: Vector3;\r\n /**\r\n * Minimum rotation angle value\r\n */\r\n min?: number;\r\n /**\r\n * Maximum rotation angle value\r\n */\r\n max?: number;\r\n /**\r\n * Offset along local axis\r\n */\r\n boxOffset?: number;\r\n /**\r\n * Axis that need an offset\r\n */\r\n boneOffsetAxis?: Vector3;\r\n}\r\n\r\n/**\r\n * Ragdoll for Physics V2\r\n * @experimental\r\n */\r\nexport class Ragdoll {\r\n private _skeleton: Skeleton;\r\n private _scene: Scene;\r\n private _rootTransformNode: Mesh | TransformNode;\r\n private _config: any;\r\n private _boxConfigs: Array<RagdollBoneProperties> = new Array<RagdollBoneProperties>();\r\n private _constraints: Array<PhysicsConstraint> = new Array<PhysicsConstraint>();\r\n private _bones: Array<Bone> = new Array<Bone>();\r\n private _initialRotation: Array<Quaternion> = new Array<Quaternion>();\r\n // without mesh transform, to figure out later\r\n private _initialRotation2: Array<Quaternion> = new Array<Quaternion>();\r\n private _boneNames: string[] = [];\r\n private _transforms: Array<TransformNode> = new Array<TransformNode>();\r\n private _aggregates: Array<PhysicsAggregate> = new Array<PhysicsAggregate>();\r\n private _ragdollMode: boolean = false;\r\n private _rootBoneName: string = \"\";\r\n private _rootBoneIndex: number = -1;\r\n private _mass: number = 10;\r\n private _restitution: number = 0;\r\n private _beforeRenderObserver: Nullable<Observer<Scene>> = null;\r\n\r\n /**\r\n * Pause synchronization between physics and bone position/orientation\r\n */\r\n public pauseSync: boolean = false;\r\n\r\n private _putBoxesInBoneCenter: boolean;\r\n private _defaultJoint: number = PhysicsConstraintType.HINGE;\r\n private _defaultJointMin: number = -90;\r\n private _defaultJointMax: number = 90;\r\n\r\n /**\r\n * Construct a new Ragdoll object. Once ready, it can be made dynamic by calling `Ragdoll` method\r\n * @param skeleton The skeleton containing bones to be physicalized\r\n * @param rootTransformNode The mesh or its transform used by the skeleton\r\n * @param config an array of `RagdollBoneProperties` corresponding to bones and their properties used to instanciate physics bodies\r\n */\r\n constructor(skeleton: Skeleton, rootTransformNode: Mesh | TransformNode, config: RagdollBoneProperties[]) {\r\n this._skeleton = skeleton;\r\n this._scene = skeleton.getScene();\r\n this._rootTransformNode = rootTransformNode;\r\n this._config = config; // initial, user defined box configs. May have several box configs jammed into 1 index.\r\n this._boxConfigs = []; // final box configs. Every element is a separate box config (this.config may have several configs jammed into 1 index).\r\n this._putBoxesInBoneCenter = false;\r\n this._defaultJoint = PhysicsConstraintType.HINGE;\r\n\r\n this._init();\r\n }\r\n\r\n /**\r\n * returns an array of created constraints\r\n * @returns array of created constraints\r\n */\r\n public getConstraints(): Array<PhysicsConstraint> {\r\n return this._constraints;\r\n }\r\n\r\n /**\r\n * Returns the aggregate corresponding to the ragdoll bone index\r\n * @param index ragdoll bone aggregate index\r\n * @returns the aggregate for the bone index for the root aggregate if index is invalid\r\n */\r\n public getAggregate(index: number): PhysicsAggregate {\r\n if (index < 0 || index >= this._aggregates.length) {\r\n return this._aggregates[this._rootBoneIndex];\r\n }\r\n return this._aggregates[index];\r\n }\r\n\r\n private _createColliders(): void {\r\n this._rootTransformNode.computeWorldMatrix();\r\n this._skeleton.computeAbsoluteMatrices(true);\r\n this._skeleton.prepare(true);\r\n\r\n const config = this._config;\r\n for (let i = 0; i < config.length; i++) {\r\n const boneNames = config[i].bone !== undefined ? [config[i].bone] : config[i].bones;\r\n\r\n for (let ii = 0; ii < boneNames.length; ii++) {\r\n const currentBone = this._skeleton.bones[this._skeleton.getBoneIndexByName(boneNames[ii])];\r\n if (currentBone == undefined) {\r\n return;\r\n }\r\n\r\n // First define the box dimensions, so we can then use them when calling CreateBox().\r\n const currentRagdollBoneProperties: RagdollBoneProperties = {\r\n width: this._config[i].width,\r\n depth: this._config[i].depth,\r\n height: this._config[i].height,\r\n size: this._config[i].size,\r\n };\r\n\r\n currentRagdollBoneProperties.width = currentRagdollBoneProperties.width ?? currentRagdollBoneProperties.size;\r\n currentRagdollBoneProperties.depth = currentRagdollBoneProperties.depth ?? currentRagdollBoneProperties.size;\r\n currentRagdollBoneProperties.height = currentRagdollBoneProperties.height ?? currentRagdollBoneProperties.size;\r\n const transform = new TransformNode(boneNames[ii] + \"_transform\", this._scene);\r\n\r\n // Define the rest of the box properties.\r\n currentRagdollBoneProperties.joint = config[i].joint !== undefined ? config[i].joint : this._defaultJoint;\r\n currentRagdollBoneProperties.rotationAxis = config[i].rotationAxis !== undefined ? config[i].rotationAxis : Axis.X;\r\n currentRagdollBoneProperties.min = config[i].min !== undefined ? config[i].min : this._defaultJointMin;\r\n currentRagdollBoneProperties.max = config[i].max !== undefined ? config[i].max : this._defaultJointMax;\r\n\r\n // Offset value.\r\n let boxOffset = 0;\r\n if ((config[i].putBoxInBoneCenter !== undefined && config[i].putBoxInBoneCenter) || this._putBoxesInBoneCenter) {\r\n if (currentBone.length === undefined) {\r\n Logger.Log(\"The length property is not defined for bone \" + currentBone.name);\r\n }\r\n boxOffset = currentBone.length / 2;\r\n } else if (config[i].boxOffset !== undefined) {\r\n boxOffset = config[i].boxOffset;\r\n }\r\n currentRagdollBoneProperties.boxOffset = boxOffset;\r\n\r\n // Offset axis.\r\n const boneOffsetAxis = config[i].boneOffsetAxis !== undefined ? config[i].boneOffsetAxis : Axis.Y;\r\n const boneDir = currentBone.getDirection(boneOffsetAxis, this._rootTransformNode);\r\n currentRagdollBoneProperties.boneOffsetAxis = boneOffsetAxis;\r\n\r\n transform.position = currentBone.getAbsolutePosition(this._rootTransformNode).add(boneDir.scale(boxOffset));\r\n\r\n const mass = config[i].mass !== undefined ? config[i].mass : this._mass;\r\n const restitution = config[i].restitution !== undefined ? config[i].restitution : this._restitution;\r\n const aggregate = new PhysicsAggregate(\r\n transform,\r\n PhysicsShapeType.BOX,\r\n {\r\n mass: mass,\r\n restitution: restitution,\r\n friction: 0.6,\r\n extents: new Vector3(currentRagdollBoneProperties.width, currentRagdollBoneProperties.height, currentRagdollBoneProperties.depth),\r\n },\r\n this._scene\r\n );\r\n aggregate.body.setCollisionCallbackEnabled(true);\r\n aggregate.body.disablePreStep = false;\r\n aggregate.body.setMotionType(PhysicsMotionType.ANIMATED);\r\n this._aggregates.push(aggregate);\r\n this._bones.push(currentBone);\r\n this._boneNames.push(currentBone.name);\r\n this._transforms.push(transform);\r\n this._boxConfigs.push(currentRagdollBoneProperties);\r\n this._initialRotation.push(currentBone.getRotationQuaternion(Space.WORLD, this._rootTransformNode));\r\n this._initialRotation2.push(currentBone.getRotationQuaternion(Space.WORLD));\r\n }\r\n }\r\n }\r\n\r\n private _initJoints(): void {\r\n this._rootTransformNode.computeWorldMatrix();\r\n for (let i = 0; i < this._bones.length; i++) {\r\n // The root bone has no joints.\r\n if (i == this._rootBoneIndex) {\r\n continue;\r\n }\r\n\r\n const nearestParent = this._findNearestParent(i);\r\n\r\n if (nearestParent == null) {\r\n Logger.Warn(\"Couldn't find a nearest parent bone in the configs for bone called \" + this._boneNames[i]);\r\n return;\r\n }\r\n\r\n const boneParentIndex = this._boneNames.indexOf(nearestParent.name);\r\n\r\n const wmat = this._transforms[boneParentIndex].computeWorldMatrix();\r\n const invertedWorldMat = Matrix.Invert(wmat);\r\n const boneAbsPos = this._bones[i].getAbsolutePosition(this._rootTransformNode);\r\n const distanceFromParentBoxToBone = Vector3.TransformCoordinates(boneAbsPos, invertedWorldMat);\r\n const boxAbsPos = this._transforms[i].position.clone();\r\n const myConnectedPivot = boneAbsPos.subtract(boxAbsPos);\r\n\r\n const constraintType = this._boxConfigs[i].joint ?? this._defaultJoint;\r\n const constraint = new PhysicsConstraint(\r\n constraintType,\r\n {\r\n pivotA: distanceFromParentBoxToBone,\r\n pivotB: myConnectedPivot,\r\n axisA: this._boxConfigs[i].rotationAxis!,\r\n axisB: this._boxConfigs[i].rotationAxis!,\r\n collision: false,\r\n },\r\n this._scene\r\n );\r\n\r\n this._aggregates[boneParentIndex].body.addConstraint(this._aggregates[i].body, constraint);\r\n constraint.isEnabled = false;\r\n this._constraints.push(constraint);\r\n }\r\n }\r\n\r\n // set physics body orientation/position from bones\r\n private _syncBonesToPhysics(): void {\r\n const rootMatrix = this._rootTransformNode.getWorldMatrix();\r\n for (let i = 0; i < this._bones.length; i++) {\r\n // position\r\n const transform = this._aggregates[i].transformNode;\r\n const rootPos = this._bones[i].getAbsolutePosition();\r\n Vector3.TransformCoordinatesToRef(rootPos, rootMatrix, transform.position);\r\n\r\n // added offset\r\n this._bones[i].getDirectionToRef(this._boxConfigs[i].boneOffsetAxis!, this._rootTransformNode, TmpVectors.Vector3[0]);\r\n TmpVectors.Vector3[0].scaleInPlace(this._boxConfigs[i].boxOffset ?? 0);\r\n transform.position.addInPlace(TmpVectors.Vector3[0]);\r\n\r\n this._setBoneOrientationToBody(i);\r\n }\r\n }\r\n\r\n private _setBoneOrientationToBody(boneIndex: number): void {\r\n const transform = this._aggregates[boneIndex].transformNode;\r\n const bone = this._bones[boneIndex];\r\n this._initialRotation[boneIndex].conjugateToRef(TmpVectors.Quaternion[0]);\r\n bone.getRotationQuaternionToRef(Space.WORLD, this._rootTransformNode, TmpVectors.Quaternion[1]);\r\n TmpVectors.Quaternion[1].multiplyToRef(TmpVectors.Quaternion[0], transform.rotationQuaternion!);\r\n transform.rotationQuaternion!.normalize();\r\n }\r\n\r\n private _syncBonesAndBoxes(): void {\r\n if (this.pauseSync) {\r\n return;\r\n }\r\n\r\n if (this._ragdollMode) {\r\n this._setBodyOrientationToBone(this._rootBoneIndex);\r\n\r\n const rootPos = this._aggregates[this._rootBoneIndex].body.transformNode.position;\r\n this._rootTransformNode.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);\r\n\r\n Vector3.TransformCoordinatesToRef(rootPos, TmpVectors.Matrix[0], TmpVectors.Vector3[0]);\r\n this._bones[this._rootBoneIndex].setAbsolutePosition(TmpVectors.Vector3[0]);\r\n\r\n for (let i = 0; i < this._bones.length; i++) {\r\n if (i == this._rootBoneIndex) {\r\n continue;\r\n }\r\n this._setBodyOrientationToBone(i);\r\n }\r\n } else {\r\n this._syncBonesToPhysics();\r\n }\r\n }\r\n\r\n private _setBodyOrientationToBone(boneIndex: number): void {\r\n const qmesh =\r\n this._rootTransformNode.rotationQuaternion ??\r\n Quaternion.FromEulerAngles(this._rootTransformNode.rotation.x, this._rootTransformNode.rotation.y, this._rootTransformNode.rotation.z);\r\n const qbind = this._initialRotation2[boneIndex];\r\n const qphys = this._aggregates[boneIndex].body?.transformNode?.rotationQuaternion;\r\n\r\n qmesh.multiplyToRef(qbind, TmpVectors.Quaternion[1]);\r\n qphys?.multiplyToRef(TmpVectors.Quaternion[1], TmpVectors.Quaternion[0]);\r\n\r\n this._bones[boneIndex].setRotationQuaternion(TmpVectors.Quaternion[0], Space.WORLD, this._rootTransformNode);\r\n }\r\n\r\n // Return true if root bone is valid/exists in this.bonesNames. false otherwise.\r\n private _defineRootBone(): boolean {\r\n const skeletonRoots = this._skeleton.getChildren();\r\n if (skeletonRoots.length != 1) {\r\n Logger.Log(\"Ragdoll creation failed: there can only be one root in the skeleton.\");\r\n return false;\r\n }\r\n\r\n this._rootBoneName = skeletonRoots[0].name;\r\n this._rootBoneIndex = this._boneNames.indexOf(this._rootBoneName);\r\n if (this._rootBoneIndex == -1) {\r\n // eslint-disable-next-line @typescript-eslint/restrict-plus-operands, @typescript-eslint/no-base-to-string\r\n Logger.Log(\"Ragdoll creation failed: the array boneNames doesn't have the root bone. The root bone is \" + this._skeleton.getChildren());\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _findNearestParent(boneIndex: number): any {\r\n let nearestParent: Nullable<Bone> | undefined = this._bones[boneIndex].getParent();\r\n do {\r\n if (nearestParent != null && this._boneNames.includes(nearestParent.name)) {\r\n break;\r\n }\r\n\r\n nearestParent = nearestParent?.getParent();\r\n } while (nearestParent != null);\r\n\r\n return nearestParent;\r\n }\r\n\r\n private _init() {\r\n this._createColliders();\r\n\r\n // If this.defineRootBone() returns ... there is not root bone.\r\n if (!this._defineRootBone()) {\r\n return;\r\n }\r\n\r\n this._initJoints();\r\n this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n this._syncBonesAndBoxes();\r\n });\r\n this._syncBonesToPhysics();\r\n }\r\n\r\n /**\r\n * Enable ragdoll mode. Create physics objects and make them dynamic.\r\n */\r\n public ragdoll(): void {\r\n this._ragdollMode = true;\r\n // detach bones with link transform to let physics have control\r\n for (const bone of this._skeleton.bones) {\r\n bone.linkTransformNode(null);\r\n }\r\n for (let i = 0; i < this._constraints.length; i++) {\r\n this._constraints[i].isEnabled = true;\r\n }\r\n for (let i = 0; i < this._aggregates.length; i++) {\r\n this._aggregates[i].body.setMotionType(PhysicsMotionType.DYNAMIC);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose resources and remove physics objects\r\n */\r\n dispose(): void {\r\n for (const aggregate of this._aggregates) {\r\n aggregate.dispose();\r\n }\r\n this._aggregates.length = 0;\r\n for (const transform of this._transforms) {\r\n transform.dispose();\r\n }\r\n this._transforms.length = 0;\r\n for (const constraint of this._constraints) {\r\n constraint.dispose();\r\n }\r\n this._constraints.length = 0;\r\n\r\n if (this._beforeRenderObserver) {\r\n this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);\r\n this._beforeRenderObserver = null;\r\n }\r\n }\r\n}\r\n"]}
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_syncNormalsInWorldSpace() {
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@@ -1 +1 @@
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This file must only contain pure code and pure imports */\n\nimport { Logger } from \"../../../Misc/logger\";\nimport { serialize } from \"../../../Misc/decorators\";\nimport { SerializationHelper } from \"../../../Misc/decorators.serialization\";\nimport { type Camera } from \"../../../Cameras/camera.pure\";\nimport { type Effect } from \"../../../Materials/effect.pure\";\nimport { Texture } from \"../../../Materials/Textures/texture.pure\";\nimport { PostProcess } from \"../../../PostProcesses/postProcess.pure\";\nimport { PostProcessRenderPipeline } from \"../../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\nimport { PostProcessRenderEffect } from \"../../../PostProcesses/RenderPipeline/postProcessRenderEffect\";\nimport { PassPostProcess } from \"../../../PostProcesses/passPostProcess.pure\";\nimport { type Scene } from \"../../../scene.pure\";\nimport { EngineStore } from \"../../../Engines/engineStore\";\nimport { SSAO2Configuration } from \"../../../Rendering/ssao2Configuration\";\nimport { PrePassRenderer } from \"../../../Rendering/prePassRenderer.pure\";\nimport { GeometryBufferRenderer } from \"../../../Rendering/geometryBufferRenderer.pure\";\nimport { Constants } from \"../../../Engines/constants\";\nimport { type Nullable } from \"../../../types\";\nimport { ThinSSAO2RenderingPipeline } from \"./thinSSAO2RenderingPipeline\";\nimport { ThinSSAO2PostProcess } from \"../../thinSSAO2PostProcess\";\nimport { type ISize } from \"../../../Maths/math.size\";\nimport { ThinSSAO2BlurPostProcess } from \"../../thinSSAO2BlurPostProcess\";\nimport { ThinSSAO2CombinePostProcess } from \"../../thinSSAO2CombinePostProcess\";\nimport { RegisterClass } from \"../../../Misc/typeStore\";\nimport { RegisterPrePassRendererSceneComponent } from \"../../../Rendering/prePassRendererSceneComponent.pure\";\nimport { RegisterGeometryBufferRendererSceneComponent } from \"../../../Rendering/geometryBufferRendererSceneComponent.pure\";\n\n/* eslint-disable @typescript-eslint/naming-convention */\n\n/**\n * Render pipeline to produce ssao effect\n */\nexport class SSAO2RenderingPipeline extends PostProcessRenderPipeline {\n // Members\n\n /**\n * @ignore\n * The PassPostProcess id in the pipeline that contains the original scene color\n */\n public SSAOOriginalSceneColorEffect: string = \"SSAOOriginalSceneColorEffect\";\n /**\n * @ignore\n * The SSAO PostProcess id in the pipeline\n */\n public SSAORenderEffect: string = \"SSAORenderEffect\";\n /**\n * @ignore\n * The horizontal blur PostProcess id in the pipeline\n */\n public SSAOBlurHRenderEffect: string = \"SSAOBlurHRenderEffect\";\n /**\n * @ignore\n * The vertical blur PostProcess id in the pipeline\n */\n public SSAOBlurVRenderEffect: string = \"SSAOBlurVRenderEffect\";\n /**\n * @ignore\n * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)\n */\n public SSAOCombineRenderEffect: string = \"SSAOCombineRenderEffect\";\n\n private _thinSSAORenderingPipeline: ThinSSAO2RenderingPipeline;\n\n /**\n * The output strength of the SSAO post-process. Default value is 1.0.\n */\n @serialize()\n public get totalStrength() {\n return this._thinSSAORenderingPipeline.totalStrength;\n }\n\n public set totalStrength(value: number) {\n this._thinSSAORenderingPipeline.totalStrength = value;\n }\n\n /**\n * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.\n */\n @serialize()\n public get maxZ() {\n return this._thinSSAORenderingPipeline.maxZ;\n }\n\n public set maxZ(value: number) {\n this._thinSSAORenderingPipeline.maxZ = value;\n }\n\n /**\n * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much.\n */\n @serialize()\n public get minZAspect() {\n return this._thinSSAORenderingPipeline.minZAspect;\n }\n\n public set minZAspect(value: number) {\n this._thinSSAORenderingPipeline.minZAspect = value;\n }\n\n /**\n * Used in SSAO calculations to compensate for accuracy issues with depth values. Default 0.02.\n *\n * Normally you do not need to change this value, but you can experiment with it if you get a lot of in false self-occlusion on flat surfaces when using fewer than 16 samples. Useful range is normally [0..0.1] but higher values is allowed.\n */\n @serialize(\"epsilon\")\n public set epsilon(n: number) {\n this._thinSSAORenderingPipeline.epsilon = n;\n }\n public get epsilon(): number {\n return this._thinSSAORenderingPipeline.epsilon;\n }\n\n /**\n * Number of samples used for the SSAO calculations. Default value is 8.\n */\n @serialize(\"samples\")\n public set samples(n: number) {\n this._thinSSAORenderingPipeline.samples = n;\n }\n public get samples(): number {\n return this._thinSSAORenderingPipeline.samples;\n }\n\n @serialize(\"textureSamples\")\n private _textureSamples: number = 1;\n /**\n * Number of samples to use for antialiasing.\n */\n public set textureSamples(n: number) {\n this._textureSamples = n;\n\n if (this._prePassRenderer) {\n this._prePassRenderer.samples = n;\n } else {\n this._originalColorPostProcess.samples = n;\n }\n }\n public get textureSamples(): number {\n return this._textureSamples;\n }\n\n private _forcedGeometryBuffer: Nullable<GeometryBufferRenderer> = null;\n /**\n * Force rendering the geometry through geometry buffer.\n */\n @serialize()\n private _forceGeometryBuffer: boolean = false;\n private get _geometryBufferRenderer(): Nullable<GeometryBufferRenderer> {\n if (!this._forceGeometryBuffer) {\n return null;\n }\n return this._forcedGeometryBuffer ?? this._scene.geometryBufferRenderer;\n }\n private get _prePassRenderer(): Nullable<PrePassRenderer> {\n if (this._forceGeometryBuffer) {\n return null;\n }\n return this._scene.prePassRenderer;\n }\n\n /**\n * Ratio object used for SSAO ratio and blur ratio\n */\n @serialize()\n private _ratio: any;\n\n /*\n * The texture type used by the different post processes created by SSAO\n */\n @serialize()\n private _textureType: number;\n\n /**\n * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0\n */\n @serialize()\n public get radius() {\n return this._thinSSAORenderingPipeline.radius;\n }\n\n public set radius(value: number) {\n this._thinSSAORenderingPipeline.radius = value;\n }\n\n /**\n * The base color of the SSAO post-process\n * The final result is \"base + ssao\" between [0, 1]\n */\n @serialize()\n public get base() {\n return this._thinSSAORenderingPipeline.base;\n }\n\n public set base(value: number) {\n this._thinSSAORenderingPipeline.base = value;\n }\n\n /**\n * Skips the denoising (blur) stage of the SSAO calculations.\n *\n * Useful to temporarily set while experimenting with the other SSAO2 settings.\n */\n @serialize(\"bypassBlur\")\n public set bypassBlur(b: boolean) {\n this._thinSSAORenderingPipeline.bypassBlur = b;\n }\n public get bypassBlur(): boolean {\n return this._thinSSAORenderingPipeline.bypassBlur;\n }\n\n /**\n * Enables the configurable bilateral denoising (blurring) filter. Default is true.\n * Set to false to instead use a legacy bilateral filter that can't be configured.\n *\n * The denoising filter runs after the SSAO calculations and is a very important step. Both options results in a so called bilateral being used, but the \"expensive\" one can be\n * configured in several ways to fit your scene.\n */\n @serialize(\"expensiveBlur\")\n public set expensiveBlur(b: boolean) {\n this._thinSSAORenderingPipeline.expensiveBlur = b;\n }\n public get expensiveBlur(): boolean {\n return this._thinSSAORenderingPipeline.expensiveBlur;\n }\n\n /**\n * The number of samples the bilateral filter uses in both dimensions when denoising the SSAO calculations. Default value is 16.\n *\n * A higher value should result in smoother shadows but will use more processing time in the shaders.\n *\n * A high value can cause the shadows to get to blurry or create visible artifacts (bands) near sharp details in the geometry. The artifacts can sometimes be mitigated by increasing the bilateralSoften setting.\n */\n @serialize()\n public get bilateralSamples(): number {\n return this._thinSSAORenderingPipeline.bilateralSamples;\n }\n\n public set bilateralSamples(n: number) {\n this._thinSSAORenderingPipeline.bilateralSamples = n;\n }\n\n /**\n * Controls the shape of the denoising kernel used by the bilateral filter. Default value is 0.\n *\n * By default the bilateral filter acts like a box-filter, treating all samples on the same depth with equal weights. This is effective to maximize the denoising effect given a limited set of samples. However, it also often results in visible ghosting around sharp shadow regions and can spread out lines over large areas so they are no longer visible.\n *\n * Increasing this setting will make the filter pay less attention to samples further away from the center sample, reducing many artifacts but at the same time increasing noise.\n *\n * Useful value range is [0..1].\n */\n @serialize()\n public get bilateralSoften(): number {\n return this._thinSSAORenderingPipeline.bilateralSoften;\n }\n\n public set bilateralSoften(n: number) {\n this._thinSSAORenderingPipeline.bilateralSoften = n;\n }\n\n /**\n * How forgiving the bilateral denoiser should be when rejecting samples. Default value is 0.\n *\n * A higher value results in the bilateral filter being more forgiving and thus doing a better job at denoising slanted and curved surfaces, but can lead to shadows spreading out around corners or between objects that are close to each other depth wise.\n *\n * Useful value range is normally [0..1], but higher values are allowed.\n */\n @serialize()\n public get bilateralTolerance(): number {\n return this._thinSSAORenderingPipeline.bilateralTolerance;\n }\n\n public set bilateralTolerance(n: number) {\n this._thinSSAORenderingPipeline.bilateralTolerance = n;\n }\n\n /**\n * Support test.\n */\n public static get IsSupported(): boolean {\n const engine = EngineStore.LastCreatedEngine;\n if (!engine) {\n return false;\n }\n return engine._features.supportSSAO2;\n }\n\n /**\n * Indicates that the combine stage should use the current camera viewport to render the SSAO result on only a portion of the output texture (default: true).\n */\n public get useViewportInCombineStage() {\n return this._thinSSAORenderingPipeline.useViewportInCombineStage;\n }\n\n public set useViewportInCombineStage(b: boolean) {\n this._thinSSAORenderingPipeline.useViewportInCombineStage = b;\n }\n\n /**\n * Checks if all the post processes in the pipeline are ready.\n * @returns True if all the post processes in the pipeline are ready\n */\n public isReady() {\n return this._thinSSAORenderingPipeline.isReady();\n }\n\n private _scene: Scene;\n private _originalColorPostProcess: PassPostProcess;\n private _ssaoPostProcess: PostProcess;\n private _blurHPostProcess: PostProcess;\n private _blurVPostProcess: PostProcess;\n private _ssaoCombinePostProcess: PostProcess;\n private _currentCameraMode = -1;\n\n /**\n * Gets active scene\n */\n public get scene(): Scene {\n return this._scene;\n }\n\n /**\n * Creates the SSAO2 rendering pipeline.\n * @param name The rendering pipeline name\n * @param scene The scene linked to this pipeline\n * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }\n * @param cameras The array of cameras that the rendering pipeline will be attached to\n * @param forceGeometryBuffer Set to true if you want to use the legacy geometry buffer renderer. You can also pass an existing instance of GeometryBufferRenderer if you want to use your own geometry buffer renderer.\n * @param textureType The texture type used by the different post processes created by SSAO (default: Constants.TEXTURETYPE_UNSIGNED_BYTE)\n */\n constructor(\n name: string,\n scene: Scene,\n ratio: any,\n cameras?: Camera[],\n forceGeometryBuffer: boolean | GeometryBufferRenderer = false,\n textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE\n ) {\n RegisterPrePassRendererSceneComponent(PrePassRenderer);\n RegisterGeometryBufferRendererSceneComponent(GeometryBufferRenderer);\n super(scene.getEngine(), name);\n\n this._thinSSAORenderingPipeline = new ThinSSAO2RenderingPipeline(name, scene);\n\n this._scene = scene;\n this._ratio = ratio;\n this._textureType = textureType;\n if (forceGeometryBuffer instanceof GeometryBufferRenderer) {\n this._forceGeometryBuffer = true;\n this._forcedGeometryBuffer = forceGeometryBuffer;\n } else {\n this._forceGeometryBuffer = forceGeometryBuffer;\n }\n\n if (!this.isSupported) {\n Logger.Error(\"The current engine does not support SSAO 2.\");\n return;\n }\n\n const ssaoRatio = this._ratio.ssaoRatio || ratio;\n const blurRatio = this._ratio.blurRatio || ratio;\n\n // Set up assets\n if (this._forceGeometryBuffer) {\n if (!this._forcedGeometryBuffer) {\n scene.enableGeometryBufferRenderer();\n }\n if (scene.geometryBufferRenderer?.generateNormalsInWorldSpace) {\n Logger.Error(\"SSAO2RenderingPipeline does not support generateNormalsInWorldSpace=true for the geometry buffer renderer!\");\n }\n } else {\n scene.enablePrePassRenderer();\n if (scene.prePassRenderer?.generateNormalsInWorldSpace) {\n Logger.Error(\"SSAO2RenderingPipeline does not support generateNormalsInWorldSpace=true for the prepass renderer!\");\n }\n }\n\n this._originalColorPostProcess = new PassPostProcess(\"SSAOOriginalSceneColor\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), undefined, this._textureType);\n this._originalColorPostProcess.onBeforeRenderObservable.add(() => {\n const camera = this._scene.activeCamera;\n this._thinSSAORenderingPipeline._ssaoPostProcess.camera = camera;\n if (camera && this._currentCameraMode !== camera.mode) {\n this._currentCameraMode = camera.mode;\n this._thinSSAORenderingPipeline._ssaoPostProcess.updateEffect();\n }\n });\n this._originalColorPostProcess.samples = this.textureSamples;\n this._createSSAOPostProcess(1.0, textureType);\n this._createBlurPostProcess(ssaoRatio, blurRatio, this._textureType);\n this._createSSAOCombinePostProcess(blurRatio, this._textureType);\n\n // Set up pipeline\n this.addEffect(\n new PostProcessRenderEffect(\n scene.getEngine(),\n this.SSAOOriginalSceneColorEffect,\n () => {\n return this._originalColorPostProcess;\n },\n true\n )\n );\n this.addEffect(\n new PostProcessRenderEffect(\n scene.getEngine(),\n this.SSAORenderEffect,\n () => {\n return this._ssaoPostProcess;\n },\n true\n )\n );\n this.addEffect(\n new PostProcessRenderEffect(\n scene.getEngine(),\n this.SSAOBlurHRenderEffect,\n () => {\n return this._blurHPostProcess;\n },\n true\n )\n );\n this.addEffect(\n new PostProcessRenderEffect(\n scene.getEngine(),\n this.SSAOBlurVRenderEffect,\n () => {\n return this._blurVPostProcess;\n },\n true\n )\n );\n this.addEffect(\n new PostProcessRenderEffect(\n scene.getEngine(),\n this.SSAOCombineRenderEffect,\n () => {\n return this._ssaoCombinePostProcess;\n },\n true\n )\n );\n\n // Finish\n scene.postProcessRenderPipelineManager.addPipeline(this);\n if (cameras) {\n scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);\n }\n }\n\n // Public Methods\n\n /**\n * Get the class name\n * @returns \"SSAO2RenderingPipeline\"\n */\n public override getClassName(): string {\n return \"SSAO2RenderingPipeline\";\n }\n\n /**\n * Removes the internal pipeline assets and detaches the pipeline from the scene cameras\n * @param disableGeometryBufferRenderer Set to true if you want to disable the Geometry Buffer renderer\n */\n public override dispose(disableGeometryBufferRenderer: boolean = false): void {\n for (let i = 0; i < this._scene.cameras.length; i++) {\n const camera = this._scene.cameras[i];\n\n this._originalColorPostProcess.dispose(camera);\n this._ssaoPostProcess.dispose(camera);\n this._blurHPostProcess.dispose(camera);\n this._blurVPostProcess.dispose(camera);\n this._ssaoCombinePostProcess.dispose(camera);\n }\n\n if (disableGeometryBufferRenderer && !this._forcedGeometryBuffer) {\n this._scene.disableGeometryBufferRenderer();\n }\n\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);\n\n this._scene.postProcessRenderPipelineManager.removePipeline(this._name);\n\n this._thinSSAORenderingPipeline.dispose();\n\n super.dispose();\n }\n\n // Private Methods\n\n /** @internal */\n public override _rebuild() {\n super._rebuild();\n }\n\n private _createBlurPostProcess(ssaoRatio: number, blurRatio: number, textureType: number): void {\n this._blurHPostProcess = this._createBlurFilter(\"BlurH\", ssaoRatio, textureType, true);\n this._blurVPostProcess = this._createBlurFilter(\"BlurV\", blurRatio, textureType, false);\n }\n\n private _createBlurFilter(name: string, ratio: number, textureType: number, horizontal: boolean): PostProcess {\n const blurFilter = new PostProcess(name, ThinSSAO2BlurPostProcess.FragmentUrl, {\n size: ratio,\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\n engine: this._scene.getEngine(),\n textureType: this._textureType,\n effectWrapper: horizontal ? this._thinSSAORenderingPipeline._ssaoBlurXPostProcess : this._thinSSAORenderingPipeline._ssaoBlurYPostProcess,\n });\n\n blurFilter.onApply = (effect: Effect) => {\n const ratio = this._ratio.blurRatio || this._ratio;\n const ssaoCombineSize = horizontal ? this._originalColorPostProcess.width * ratio : this._originalColorPostProcess.height * ratio;\n const originalColorSize = horizontal ? this._originalColorPostProcess.width : this._originalColorPostProcess.height;\n\n this._thinSSAORenderingPipeline._ssaoBlurXPostProcess.textureSize = ssaoCombineSize > 0 ? ssaoCombineSize : originalColorSize;\n this._thinSSAORenderingPipeline._ssaoBlurYPostProcess.textureSize = ssaoCombineSize > 0 ? ssaoCombineSize : originalColorSize;\n\n if (this._geometryBufferRenderer) {\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\n } else if (this._prePassRenderer) {\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\n }\n };\n\n blurFilter.samples = this.textureSamples;\n blurFilter.autoClear = false;\n return blurFilter;\n }\n\n private _getTextureSize() {\n const engine = this._scene.getEngine();\n const prePassRenderer = this._prePassRenderer;\n\n let textureSize: ISize = { width: engine.getRenderWidth(), height: engine.getRenderHeight() };\n\n if (prePassRenderer && this._scene.activeCamera?._getFirstPostProcess() === this._ssaoPostProcess) {\n const renderTarget = prePassRenderer.getRenderTarget();\n\n if (renderTarget && renderTarget.textures) {\n textureSize = renderTarget.textures[prePassRenderer.getIndex(Constants.PREPASS_COLOR_TEXTURE_TYPE)].getSize();\n }\n } else if (this._ssaoPostProcess.inputTexture) {\n textureSize.width = this._ssaoPostProcess.inputTexture.width;\n textureSize.height = this._ssaoPostProcess.inputTexture.height;\n }\n\n return textureSize;\n }\n\n private _createSSAOPostProcess(ratio: number, textureType: number): void {\n this._ssaoPostProcess = new PostProcess(\"ssao\", ThinSSAO2PostProcess.FragmentUrl, {\n size: ratio,\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\n engine: this._scene.getEngine(),\n textureType,\n effectWrapper: this._thinSSAORenderingPipeline._ssaoPostProcess,\n });\n this._ssaoPostProcess.autoClear = false;\n\n this._ssaoPostProcess.onApply = (effect: Effect) => {\n if (this._geometryBufferRenderer) {\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\n effect.setTexture(\"normalSampler\", this._geometryBufferRenderer.getGBuffer().textures[1]);\n } else if (this._prePassRenderer) {\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\n effect.setTexture(\"normalSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_NORMAL_TEXTURE_TYPE)]);\n }\n\n const textureSize = this._getTextureSize();\n\n this._thinSSAORenderingPipeline._ssaoPostProcess.textureWidth = textureSize.width;\n this._thinSSAORenderingPipeline._ssaoPostProcess.textureHeight = textureSize.height;\n };\n this._ssaoPostProcess.samples = this.textureSamples;\n\n if (!this._forceGeometryBuffer) {\n this._ssaoPostProcess._prePassEffectConfiguration = new SSAO2Configuration();\n }\n }\n\n private _createSSAOCombinePostProcess(ratio: number, textureType: number): void {\n this._ssaoCombinePostProcess = new PostProcess(\"ssaoCombine\", ThinSSAO2CombinePostProcess.FragmentUrl, {\n size: ratio,\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\n engine: this._scene.getEngine(),\n textureType,\n effectWrapper: this._thinSSAORenderingPipeline._ssaoCombinePostProcess,\n });\n\n this._ssaoCombinePostProcess.onApply = (effect: Effect) => {\n this._thinSSAORenderingPipeline._ssaoCombinePostProcess.camera = this._scene.activeCamera;\n\n effect.setTextureFromPostProcessOutput(\"originalColor\", this._originalColorPostProcess);\n };\n this._ssaoCombinePostProcess.autoClear = false;\n this._ssaoCombinePostProcess.samples = this.textureSamples;\n }\n\n /**\n * Serialize the rendering pipeline (Used when exporting)\n * @returns the serialized object\n */\n public serialize(): any {\n const serializationObject = SerializationHelper.Serialize(this);\n serializationObject.customType = \"SSAO2RenderingPipeline\";\n\n return serializationObject;\n }\n}\n\nlet _Registered = false;\n\n/**\n * Parse the serialized pipeline\n * @param source Source pipeline.\n * @param scene The scene to load the pipeline to.\n * @param rootUrl The URL of the serialized pipeline.\n * @returns An instantiated pipeline from the serialized object.\n */\nexport function SSAO2RenderingPipelineParse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline {\n return SerializationHelper.Parse(\n () => new SSAO2RenderingPipeline(source._name, scene, source._ratio, undefined, source._forceGeometryBuffer, source._textureType),\n source,\n scene,\n rootUrl\n );\n}\n\n/**\n * Register side effects for ssao2RenderingPipeline.\n * Safe to call multiple times; only the first call has an effect.\n */\nexport function RegisterSsao2RenderingPipeline(): void {\n if (_Registered) {\n return;\n }\n _Registered = true;\n\n SSAO2RenderingPipeline.Parse = SSAO2RenderingPipelineParse;\n\n RegisterClass(\"BABYLON.SSAO2RenderingPipeline\", SSAO2RenderingPipeline);\n}\n"]}
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+
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This file must only contain pure code and pure imports */\n\nimport { Logger } from \"../../../Misc/logger\";\nimport { serialize } from \"../../../Misc/decorators\";\nimport { SerializationHelper } from \"../../../Misc/decorators.serialization\";\nimport { type Camera } from \"../../../Cameras/camera.pure\";\nimport { type Effect } from \"../../../Materials/effect.pure\";\nimport { Texture } from \"../../../Materials/Textures/texture.pure\";\nimport { PostProcess } from \"../../../PostProcesses/postProcess.pure\";\nimport { PostProcessRenderPipeline } from \"../../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\nimport { PostProcessRenderEffect } from \"../../../PostProcesses/RenderPipeline/postProcessRenderEffect\";\nimport { PassPostProcess } from \"../../../PostProcesses/passPostProcess.pure\";\nimport { type Scene } from \"../../../scene.pure\";\nimport { EngineStore } from \"../../../Engines/engineStore\";\nimport { SSAO2Configuration } from \"../../../Rendering/ssao2Configuration\";\nimport { PrePassRenderer } from \"../../../Rendering/prePassRenderer.pure\";\nimport { GeometryBufferRenderer } from \"../../../Rendering/geometryBufferRenderer.pure\";\nimport { Constants } from \"../../../Engines/constants\";\nimport { type Nullable } from \"../../../types\";\nimport { ThinSSAO2RenderingPipeline } from \"./thinSSAO2RenderingPipeline\";\nimport { ThinSSAO2PostProcess } from \"../../thinSSAO2PostProcess\";\nimport { type ISize } from \"../../../Maths/math.size\";\nimport { ThinSSAO2BlurPostProcess } from \"../../thinSSAO2BlurPostProcess\";\nimport { ThinSSAO2CombinePostProcess } from \"../../thinSSAO2CombinePostProcess\";\nimport { RegisterClass } from \"../../../Misc/typeStore\";\nimport { RegisterPrePassRendererSceneComponent } from \"../../../Rendering/prePassRendererSceneComponent.pure\";\nimport { RegisterGeometryBufferRendererSceneComponent } from \"../../../Rendering/geometryBufferRendererSceneComponent.pure\";\n\n/* eslint-disable @typescript-eslint/naming-convention */\n\n/**\n * Render pipeline to produce ssao effect\n */\nexport class SSAO2RenderingPipeline extends PostProcessRenderPipeline {\n // Members\n\n /**\n * @ignore\n * The PassPostProcess id in the pipeline that contains the original scene color\n */\n public SSAOOriginalSceneColorEffect: string = \"SSAOOriginalSceneColorEffect\";\n /**\n * @ignore\n * The SSAO PostProcess id in the pipeline\n */\n public SSAORenderEffect: string = \"SSAORenderEffect\";\n /**\n * @ignore\n * The horizontal blur PostProcess id in the pipeline\n */\n public SSAOBlurHRenderEffect: string = \"SSAOBlurHRenderEffect\";\n /**\n * @ignore\n * The vertical blur PostProcess id in the pipeline\n */\n public SSAOBlurVRenderEffect: string = \"SSAOBlurVRenderEffect\";\n /**\n * @ignore\n * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)\n */\n public SSAOCombineRenderEffect: string = \"SSAOCombineRenderEffect\";\n\n private _thinSSAORenderingPipeline: ThinSSAO2RenderingPipeline;\n\n /**\n * The output strength of the SSAO post-process. Default value is 1.0.\n */\n @serialize()\n public get totalStrength() {\n return this._thinSSAORenderingPipeline.totalStrength;\n }\n\n public set totalStrength(value: number) {\n this._thinSSAORenderingPipeline.totalStrength = value;\n }\n\n /**\n * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.\n */\n @serialize()\n public get maxZ() {\n return this._thinSSAORenderingPipeline.maxZ;\n }\n\n public set maxZ(value: number) {\n this._thinSSAORenderingPipeline.maxZ = value;\n }\n\n /**\n * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much.\n */\n @serialize()\n public get minZAspect() {\n return this._thinSSAORenderingPipeline.minZAspect;\n }\n\n public set minZAspect(value: number) {\n this._thinSSAORenderingPipeline.minZAspect = value;\n }\n\n /**\n * Used in SSAO calculations to compensate for accuracy issues with depth values. Default 0.02.\n *\n * Normally you do not need to change this value, but you can experiment with it if you get a lot of in false self-occlusion on flat surfaces when using fewer than 16 samples. Useful range is normally [0..0.1] but higher values is allowed.\n */\n @serialize(\"epsilon\")\n public set epsilon(n: number) {\n this._thinSSAORenderingPipeline.epsilon = n;\n }\n public get epsilon(): number {\n return this._thinSSAORenderingPipeline.epsilon;\n }\n\n /**\n * Number of samples used for the SSAO calculations. Default value is 8.\n */\n @serialize(\"samples\")\n public set samples(n: number) {\n this._thinSSAORenderingPipeline.samples = n;\n }\n public get samples(): number {\n return this._thinSSAORenderingPipeline.samples;\n }\n\n @serialize(\"textureSamples\")\n private _textureSamples: number = 1;\n /**\n * Number of samples to use for antialiasing.\n */\n public set textureSamples(n: number) {\n this._textureSamples = n;\n\n if (this._prePassRenderer) {\n this._prePassRenderer.samples = n;\n } else {\n this._originalColorPostProcess.samples = n;\n }\n }\n public get textureSamples(): number {\n return this._textureSamples;\n }\n\n private _forcedGeometryBuffer: Nullable<GeometryBufferRenderer> = null;\n /**\n * Force rendering the geometry through geometry buffer.\n */\n @serialize()\n private _forceGeometryBuffer: boolean = false;\n private get _geometryBufferRenderer(): Nullable<GeometryBufferRenderer> {\n if (!this._forceGeometryBuffer) {\n return null;\n }\n return this._forcedGeometryBuffer ?? this._scene.geometryBufferRenderer;\n }\n private get _prePassRenderer(): Nullable<PrePassRenderer> {\n if (this._forceGeometryBuffer) {\n return null;\n }\n return this._scene.prePassRenderer;\n }\n\n /**\n * Ratio object used for SSAO ratio and blur ratio\n */\n @serialize()\n private _ratio: any;\n\n /*\n * The texture type used by the different post processes created by SSAO\n */\n @serialize()\n private _textureType: number;\n\n /**\n * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0\n */\n @serialize()\n public get radius() {\n return this._thinSSAORenderingPipeline.radius;\n }\n\n public set radius(value: number) {\n this._thinSSAORenderingPipeline.radius = value;\n }\n\n /**\n * The base color of the SSAO post-process\n * The final result is \"base + ssao\" between [0, 1]\n */\n @serialize()\n public get base() {\n return this._thinSSAORenderingPipeline.base;\n }\n\n public set base(value: number) {\n this._thinSSAORenderingPipeline.base = value;\n }\n\n /**\n * Skips the denoising (blur) stage of the SSAO calculations.\n *\n * Useful to temporarily set while experimenting with the other SSAO2 settings.\n */\n @serialize(\"bypassBlur\")\n public set bypassBlur(b: boolean) {\n this._thinSSAORenderingPipeline.bypassBlur = b;\n }\n public get bypassBlur(): boolean {\n return this._thinSSAORenderingPipeline.bypassBlur;\n }\n\n /**\n * Enables the configurable bilateral denoising (blurring) filter. Default is true.\n * Set to false to instead use a legacy bilateral filter that can't be configured.\n *\n * The denoising filter runs after the SSAO calculations and is a very important step. Both options results in a so called bilateral being used, but the \"expensive\" one can be\n * configured in several ways to fit your scene.\n */\n @serialize(\"expensiveBlur\")\n public set expensiveBlur(b: boolean) {\n this._thinSSAORenderingPipeline.expensiveBlur = b;\n }\n public get expensiveBlur(): boolean {\n return this._thinSSAORenderingPipeline.expensiveBlur;\n }\n\n /**\n * The number of samples the bilateral filter uses in both dimensions when denoising the SSAO calculations. Default value is 16.\n *\n * A higher value should result in smoother shadows but will use more processing time in the shaders.\n *\n * A high value can cause the shadows to get to blurry or create visible artifacts (bands) near sharp details in the geometry. The artifacts can sometimes be mitigated by increasing the bilateralSoften setting.\n */\n @serialize()\n public get bilateralSamples(): number {\n return this._thinSSAORenderingPipeline.bilateralSamples;\n }\n\n public set bilateralSamples(n: number) {\n this._thinSSAORenderingPipeline.bilateralSamples = n;\n }\n\n /**\n * Controls the shape of the denoising kernel used by the bilateral filter. Default value is 0.\n *\n * By default the bilateral filter acts like a box-filter, treating all samples on the same depth with equal weights. This is effective to maximize the denoising effect given a limited set of samples. However, it also often results in visible ghosting around sharp shadow regions and can spread out lines over large areas so they are no longer visible.\n *\n * Increasing this setting will make the filter pay less attention to samples further away from the center sample, reducing many artifacts but at the same time increasing noise.\n *\n * Useful value range is [0..1].\n */\n @serialize()\n public get bilateralSoften(): number {\n return this._thinSSAORenderingPipeline.bilateralSoften;\n }\n\n public set bilateralSoften(n: number) {\n this._thinSSAORenderingPipeline.bilateralSoften = n;\n }\n\n /**\n * How forgiving the bilateral denoiser should be when rejecting samples. Default value is 0.\n *\n * A higher value results in the bilateral filter being more forgiving and thus doing a better job at denoising slanted and curved surfaces, but can lead to shadows spreading out around corners or between objects that are close to each other depth wise.\n *\n * Useful value range is normally [0..1], but higher values are allowed.\n */\n @serialize()\n public get bilateralTolerance(): number {\n return this._thinSSAORenderingPipeline.bilateralTolerance;\n }\n\n public set bilateralTolerance(n: number) {\n this._thinSSAORenderingPipeline.bilateralTolerance = n;\n }\n\n /**\n * Support test.\n */\n public static get IsSupported(): boolean {\n const engine = EngineStore.LastCreatedEngine;\n if (!engine) {\n return false;\n }\n return engine._features.supportSSAO2;\n }\n\n /**\n * Indicates that the combine stage should use the current camera viewport to render the SSAO result on only a portion of the output texture (default: true).\n */\n public get useViewportInCombineStage() {\n return this._thinSSAORenderingPipeline.useViewportInCombineStage;\n }\n\n public set useViewportInCombineStage(b: boolean) {\n this._thinSSAORenderingPipeline.useViewportInCombineStage = b;\n }\n\n /**\n * Checks if all the post processes in the pipeline are ready.\n * @returns True if all the post processes in the pipeline are ready\n */\n public isReady() {\n this._syncNormalsInWorldSpace();\n return this._thinSSAORenderingPipeline.isReady();\n }\n\n private _scene: Scene;\n private _originalColorPostProcess: PassPostProcess;\n private _ssaoPostProcess: PostProcess;\n private _blurHPostProcess: PostProcess;\n private _blurVPostProcess: PostProcess;\n private _ssaoCombinePostProcess: PostProcess;\n private _currentCameraMode = -1;\n\n /**\n * Gets active scene\n */\n public get scene(): Scene {\n return this._scene;\n }\n\n /**\n * Creates the SSAO2 rendering pipeline.\n * @param name The rendering pipeline name\n * @param scene The scene linked to this pipeline\n * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }\n * @param cameras The array of cameras that the rendering pipeline will be attached to\n * @param forceGeometryBuffer Set to true if you want to use the legacy geometry buffer renderer. You can also pass an existing instance of GeometryBufferRenderer if you want to use your own geometry buffer renderer.\n * @param textureType The texture type used by the different post processes created by SSAO (default: Constants.TEXTURETYPE_UNSIGNED_BYTE)\n */\n constructor(\n name: string,\n scene: Scene,\n ratio: any,\n cameras?: Camera[],\n forceGeometryBuffer: boolean | GeometryBufferRenderer = false,\n textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE\n ) {\n RegisterPrePassRendererSceneComponent(PrePassRenderer);\n RegisterGeometryBufferRendererSceneComponent(GeometryBufferRenderer);\n super(scene.getEngine(), name);\n\n this._thinSSAORenderingPipeline = new ThinSSAO2RenderingPipeline(name, scene);\n\n this._scene = scene;\n this._ratio = ratio;\n this._textureType = textureType;\n if (forceGeometryBuffer instanceof GeometryBufferRenderer) {\n this._forceGeometryBuffer = true;\n this._forcedGeometryBuffer = forceGeometryBuffer;\n } else {\n this._forceGeometryBuffer = forceGeometryBuffer;\n }\n\n if (!this.isSupported) {\n Logger.Error(\"The current engine does not support SSAO 2.\");\n return;\n }\n\n const ssaoRatio = this._ratio.ssaoRatio || ratio;\n const blurRatio = this._ratio.blurRatio || ratio;\n\n // Set up assets\n if (this._forceGeometryBuffer) {\n if (!this._forcedGeometryBuffer) {\n scene.enableGeometryBufferRenderer();\n }\n } else {\n scene.enablePrePassRenderer();\n }\n this._syncNormalsInWorldSpace();\n\n this._originalColorPostProcess = new PassPostProcess(\"SSAOOriginalSceneColor\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), undefined, this._textureType);\n this._originalColorPostProcess.onBeforeRenderObservable.add(() => {\n this._syncNormalsInWorldSpace();\n const camera = this._scene.activeCamera;\n this._thinSSAORenderingPipeline._ssaoPostProcess.camera = camera;\n if (camera && this._currentCameraMode !== camera.mode) {\n this._currentCameraMode = camera.mode;\n this._thinSSAORenderingPipeline._ssaoPostProcess.updateEffect();\n }\n });\n this._originalColorPostProcess.samples = this.textureSamples;\n this._createSSAOPostProcess(1.0, textureType);\n this._createBlurPostProcess(ssaoRatio, blurRatio, this._textureType);\n this._createSSAOCombinePostProcess(blurRatio, this._textureType);\n\n // Set up pipeline\n this.addEffect(\n new PostProcessRenderEffect(\n scene.getEngine(),\n this.SSAOOriginalSceneColorEffect,\n () => {\n return this._originalColorPostProcess;\n },\n true\n )\n );\n this.addEffect(\n new PostProcessRenderEffect(\n scene.getEngine(),\n this.SSAORenderEffect,\n () => {\n return this._ssaoPostProcess;\n },\n true\n )\n );\n this.addEffect(\n new PostProcessRenderEffect(\n scene.getEngine(),\n this.SSAOBlurHRenderEffect,\n () => {\n return this._blurHPostProcess;\n },\n true\n )\n );\n this.addEffect(\n new PostProcessRenderEffect(\n scene.getEngine(),\n this.SSAOBlurVRenderEffect,\n () => {\n return this._blurVPostProcess;\n },\n true\n )\n );\n this.addEffect(\n new PostProcessRenderEffect(\n scene.getEngine(),\n this.SSAOCombineRenderEffect,\n () => {\n return this._ssaoCombinePostProcess;\n },\n true\n )\n );\n\n // Finish\n scene.postProcessRenderPipelineManager.addPipeline(this);\n if (cameras) {\n scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);\n }\n }\n\n // Public Methods\n\n /**\n * Get the class name\n * @returns \"SSAO2RenderingPipeline\"\n */\n public override getClassName(): string {\n return \"SSAO2RenderingPipeline\";\n }\n\n /**\n * Removes the internal pipeline assets and detaches the pipeline from the scene cameras\n * @param disableGeometryBufferRenderer Set to true if you want to disable the Geometry Buffer renderer\n */\n public override dispose(disableGeometryBufferRenderer: boolean = false): void {\n for (let i = 0; i < this._scene.cameras.length; i++) {\n const camera = this._scene.cameras[i];\n\n this._originalColorPostProcess.dispose(camera);\n this._ssaoPostProcess.dispose(camera);\n this._blurHPostProcess.dispose(camera);\n this._blurVPostProcess.dispose(camera);\n this._ssaoCombinePostProcess.dispose(camera);\n }\n\n if (disableGeometryBufferRenderer && !this._forcedGeometryBuffer) {\n this._scene.disableGeometryBufferRenderer();\n }\n\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);\n\n this._scene.postProcessRenderPipelineManager.removePipeline(this._name);\n\n this._thinSSAORenderingPipeline.dispose();\n\n super.dispose();\n }\n\n // Private Methods\n\n private _syncNormalsInWorldSpace(): void {\n const renderer = this._forceGeometryBuffer ? this._geometryBufferRenderer : this._prePassRenderer;\n const normalsInWorldSpace = !!renderer?.generateNormalsInWorldSpace;\n this._thinSSAORenderingPipeline._ssaoPostProcess.normalsInWorldSpace = normalsInWorldSpace;\n }\n\n /** @internal */\n public override _rebuild() {\n super._rebuild();\n }\n\n private _createBlurPostProcess(ssaoRatio: number, blurRatio: number, textureType: number): void {\n this._blurHPostProcess = this._createBlurFilter(\"BlurH\", ssaoRatio, textureType, true);\n this._blurVPostProcess = this._createBlurFilter(\"BlurV\", blurRatio, textureType, false);\n }\n\n private _createBlurFilter(name: string, ratio: number, textureType: number, horizontal: boolean): PostProcess {\n const blurFilter = new PostProcess(name, ThinSSAO2BlurPostProcess.FragmentUrl, {\n size: ratio,\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\n engine: this._scene.getEngine(),\n textureType: this._textureType,\n effectWrapper: horizontal ? this._thinSSAORenderingPipeline._ssaoBlurXPostProcess : this._thinSSAORenderingPipeline._ssaoBlurYPostProcess,\n });\n\n blurFilter.onApply = (effect: Effect) => {\n const ratio = this._ratio.blurRatio || this._ratio;\n const ssaoCombineSize = horizontal ? this._originalColorPostProcess.width * ratio : this._originalColorPostProcess.height * ratio;\n const originalColorSize = horizontal ? this._originalColorPostProcess.width : this._originalColorPostProcess.height;\n\n this._thinSSAORenderingPipeline._ssaoBlurXPostProcess.textureSize = ssaoCombineSize > 0 ? ssaoCombineSize : originalColorSize;\n this._thinSSAORenderingPipeline._ssaoBlurYPostProcess.textureSize = ssaoCombineSize > 0 ? ssaoCombineSize : originalColorSize;\n\n if (this._geometryBufferRenderer) {\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\n } else if (this._prePassRenderer) {\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\n }\n };\n\n blurFilter.samples = this.textureSamples;\n blurFilter.autoClear = false;\n return blurFilter;\n }\n\n private _getTextureSize() {\n const engine = this._scene.getEngine();\n const prePassRenderer = this._prePassRenderer;\n\n let textureSize: ISize = { width: engine.getRenderWidth(), height: engine.getRenderHeight() };\n\n if (prePassRenderer && this._scene.activeCamera?._getFirstPostProcess() === this._ssaoPostProcess) {\n const renderTarget = prePassRenderer.getRenderTarget();\n\n if (renderTarget && renderTarget.textures) {\n textureSize = renderTarget.textures[prePassRenderer.getIndex(Constants.PREPASS_COLOR_TEXTURE_TYPE)].getSize();\n }\n } else if (this._ssaoPostProcess.inputTexture) {\n textureSize.width = this._ssaoPostProcess.inputTexture.width;\n textureSize.height = this._ssaoPostProcess.inputTexture.height;\n }\n\n return textureSize;\n }\n\n private _createSSAOPostProcess(ratio: number, textureType: number): void {\n this._ssaoPostProcess = new PostProcess(\"ssao\", ThinSSAO2PostProcess.FragmentUrl, {\n size: ratio,\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\n engine: this._scene.getEngine(),\n textureType,\n effectWrapper: this._thinSSAORenderingPipeline._ssaoPostProcess,\n });\n this._ssaoPostProcess.autoClear = false;\n\n this._ssaoPostProcess.onApply = (effect: Effect) => {\n if (this._geometryBufferRenderer) {\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\n effect.setTexture(\"normalSampler\", this._geometryBufferRenderer.getGBuffer().textures[1]);\n } else if (this._prePassRenderer) {\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\n effect.setTexture(\"normalSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_NORMAL_TEXTURE_TYPE)]);\n }\n\n const textureSize = this._getTextureSize();\n\n this._thinSSAORenderingPipeline._ssaoPostProcess.textureWidth = textureSize.width;\n this._thinSSAORenderingPipeline._ssaoPostProcess.textureHeight = textureSize.height;\n };\n this._ssaoPostProcess.samples = this.textureSamples;\n\n if (!this._forceGeometryBuffer) {\n this._ssaoPostProcess._prePassEffectConfiguration = new SSAO2Configuration();\n }\n }\n\n private _createSSAOCombinePostProcess(ratio: number, textureType: number): void {\n this._ssaoCombinePostProcess = new PostProcess(\"ssaoCombine\", ThinSSAO2CombinePostProcess.FragmentUrl, {\n size: ratio,\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\n engine: this._scene.getEngine(),\n textureType,\n effectWrapper: this._thinSSAORenderingPipeline._ssaoCombinePostProcess,\n });\n\n this._ssaoCombinePostProcess.onApply = (effect: Effect) => {\n this._thinSSAORenderingPipeline._ssaoCombinePostProcess.camera = this._scene.activeCamera;\n\n effect.setTextureFromPostProcessOutput(\"originalColor\", this._originalColorPostProcess);\n };\n this._ssaoCombinePostProcess.autoClear = false;\n this._ssaoCombinePostProcess.samples = this.textureSamples;\n }\n\n /**\n * Serialize the rendering pipeline (Used when exporting)\n * @returns the serialized object\n */\n public serialize(): any {\n const serializationObject = SerializationHelper.Serialize(this);\n serializationObject.customType = \"SSAO2RenderingPipeline\";\n\n return serializationObject;\n }\n}\n\nlet _Registered = false;\n\n/**\n * Parse the serialized pipeline\n * @param source Source pipeline.\n * @param scene The scene to load the pipeline to.\n * @param rootUrl The URL of the serialized pipeline.\n * @returns An instantiated pipeline from the serialized object.\n */\nexport function SSAO2RenderingPipelineParse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline {\n return SerializationHelper.Parse(\n () => new SSAO2RenderingPipeline(source._name, scene, source._ratio, undefined, source._forceGeometryBuffer, source._textureType),\n source,\n scene,\n rootUrl\n );\n}\n\n/**\n * Register side effects for ssao2RenderingPipeline.\n * Safe to call multiple times; only the first call has an effect.\n */\nexport function RegisterSsao2RenderingPipeline(): void {\n if (_Registered) {\n return;\n }\n _Registered = true;\n\n SSAO2RenderingPipeline.Parse = SSAO2RenderingPipelineParse;\n\n RegisterClass(\"BABYLON.SSAO2RenderingPipeline\", SSAO2RenderingPipeline);\n}\n"]}
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import { Vector2 } from "../../../Maths/math.vector.js";
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import { Vector2 } from "../../../Maths/math.vector.pure.js";
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import { ThinSSRPostProcess } from "../../thinSSRPostProcess.js";
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import { ThinSSRBlurPostProcess } from "../../thinSSRBlurPostProcess.js";
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import { ThinSSRBlurCombinerPostProcess } from "../../thinSSRBlurCombinerPostProcess.js";
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{"version":3,"file":"thinSSRRenderingPipeline.js","sourceRoot":"","sources":["../../../../../../dev/core/src/PostProcesses/RenderPipeline/Pipelines/thinSSRRenderingPipeline.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,OAAO,EAAE,MAAM,wBAAwB,CAAC;AACjD,OAAO,EAAE,kBAAkB,EAAE,MAAM,uCAAuC,CAAC;AAC3E,OAAO,EAAE,sBAAsB,EAAE,MAAM,2CAA2C,CAAC;AACnF,OAAO,EAAE,8BAA8B,EAAE,MAAM,mDAAmD,CAAC;AAEnG;;GAEG;AACH,MAAM,OAAO,wBAAwB;IAejC;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,eAAe,CAAC,cAAc,CAAC;IAC/C,CAAC;IAED,IAAW,cAAc,CAAC,SAAkB;QACxC,IAAI,CAAC,eAAe,CAAC,cAAc,GAAG,SAAS,CAAC;IACpD,CAAC;IAED;;;OAGG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,eAAe,CAAC,WAAW,CAAC;IAC5C,CAAC;IAED,IAAW,WAAW,CAAC,QAAgB;QACnC,IAAI,CAAC,eAAe,CAAC,WAAW,GAAG,QAAQ,CAAC;IAChD,CAAC;IAED;;;OAGG;IACH,IAAW,IAAI;QACX,OAAO,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC;IACrC,CAAC;IAED,IAAW,IAAI,CAAC,IAAY;QACxB,IAAI,CAAC,eAAe,CAAC,IAAI,GAAG,IAAI,CAAC;IACrC,CAAC;IAED;;;;OAIG;IACH,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,eAAe,CAAC,SAAS,CAAC;IAC1C,CAAC;IAED,IAAW,SAAS,CAAC,SAAiB;QAClC,IAAI,CAAC,eAAe,CAAC,SAAS,GAAG,SAAS,CAAC;IAC/C,CAAC;IAED;;OAEG;IACH,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,eAAe,CAAC,QAAQ,CAAC;IACzC,CAAC;IAED,IAAW,QAAQ,CAAC,QAAgB;QAChC,IAAI,CAAC,eAAe,CAAC,QAAQ,GAAG,QAAQ,CAAC;QACzC,IAAI,CAAC,2BAA2B,CAAC,QAAQ,GAAG,QAAQ,CAAC;IACzD,CAAC;IAED;;OAEG;IACH,IAAW,iCAAiC;QACxC,OAAO,IAAI,CAAC,eAAe,CAAC,iCAAiC,CAAC;IAClE,CAAC;IAED,IAAW,iCAAiC,CAAC,QAAgB;QACzD,IAAI,CAAC,eAAe,CAAC,iCAAiC,GAAG,QAAQ,CAAC;QAClE,IAAI,CAAC,2BAA2B,CAAC,iCAAiC,GAAG,QAAQ,CAAC;IAClF,CAAC;IAED;;;OAGG;IACH,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,eAAe,CAAC,QAAQ,CAAC;IACzC,CAAC;IAED,IAAW,QAAQ,CAAC,KAAa;QAC7B,IAAI,CAAC,eAAe,CAAC,QAAQ,GAAG,KAAK,CAAC;IAC1C,CAAC;IAED;;;;OAIG;IACH,IAAW,eAAe;QACtB,OAAO,IAAI,CAAC,eAAe,CAAC,eAAe,CAAC;IAChD,CAAC;IAED,IAAW,eAAe,CAAC,MAAc;QACrC,IAAI,CAAC,eAAe,CAAC,eAAe,GAAG,MAAM,CAAC;IAClD,CAAC;IAED;;;OAGG;IACH,IAAW,oBAAoB;QAC3B,OAAO,IAAI,CAAC,eAAe,CAAC,oBAAoB,CAAC;IACrD,CAAC;IAED,IAAW,oBAAoB,CAAC,IAAY;QACxC,IAAI,CAAC,eAAe,CAAC,oBAAoB,GAAG,IAAI,CAAC;IACrD,CAAC;IAED;;;OAGG;IACH,IAAW,qBAAqB;QAC5B,OAAO,IAAI,CAAC,eAAe,CAAC,qBAAqB,CAAC;IACtD,CAAC;IAED,IAAW,qBAAqB,CAAC,SAAiB;QAC9C,MAAM,gBAAgB,GAAG,IAAI,CAAC,eAAe,CAAC,qBAAqB,CAAC;QAEpE,IAAI,SAAS,KAAK,gBAAgB,EAAE,CAAC;YACjC,OAAO;QACX,CAAC;QAED,IAAI,CAAC,eAAe,CAAC,qBAAqB,GAAG,SAAS,CAAC;QACvD,IAAI,CAAC,2BAA2B,CAAC,qBAAqB,GAAG,SAAS,CAAC;IACvE,CAAC;IASD;;;;OAIG;IACH,IAAW,sBAAsB;QAC7B,OAAO,IAAI,CAAC,oBAAoB,CAAC,YAAY,CAAC;IAClD,CAAC;IAED,IAAW,sBAAsB,CAAC,QAAgB;QAC9C,IAAI,QAAQ,KAAK,IAAI,CAAC,oBAAoB,CAAC,YAAY,EAAE,CAAC;YACtD,OAAO;QACX,CAAC;QAED,IAAI,CAAC,eAAe,CAAC,OAAO,GAAG,QAAQ,GAAG,CAAC,CAAC;QAE5C,IAAI,CAAC,oBAAoB,CAAC,YAAY,GAAG,QAAQ,CAAC;QAClD,IAAI,CAAC,oBAAoB,CAAC,YAAY,GAAG,QAAQ,CAAC;IACtD,CAAC;IAQD;;;;OAIG;IACH,IAAW,uBAAuB;QAC9B,OAAO,IAAI,CAAC,eAAe,CAAC,uBAAuB,CAAC;IACxD,CAAC;IAED,IAAW,uBAAuB,CAAC,OAAgB;QAC/C,IAAI,CAAC,eAAe,CAAC,uBAAuB,GAAG,OAAO,CAAC;IAC3D,CAAC;IAED;;OAEG;IACH,IAAW,kBAAkB;QACzB,OAAO,IAAI,CAAC,eAAe,CAAC,kBAAkB,CAAC;IACnD,CAAC;IAED,IAAW,kBAAkB,CAAC,OAA8B;QACxD,IAAI,CAAC,eAAe,CAAC,kBAAkB,GAAG,OAAO,CAAC;IACtD,CAAC;IAED;;;OAGG;IACH,IAAW,yBAAyB;QAChC,OAAO,IAAI,CAAC,eAAe,CAAC,yBAAyB,CAAC;IAC1D,CAAC;IAED,IAAW,yBAAyB,CAAC,OAAgB;QACjD,IAAI,CAAC,eAAe,CAAC,yBAAyB,GAAG,OAAO,CAAC;IAC7D,CAAC;IAED;;OAEG;IACH,IAAW,sBAAsB;QAC7B,OAAO,IAAI,CAAC,eAAe,CAAC,sBAAsB,CAAC;IACvD,CAAC;IAED,IAAW,sBAAsB,CAAC,SAAkB;QAChD,IAAI,CAAC,eAAe,CAAC,sBAAsB,GAAG,SAAS,CAAC;IAC5D,CAAC;IAED;;OAEG;IACH,IAAW,6BAA6B;QACpC,OAAO,IAAI,CAAC,eAAe,CAAC,6BAA6B,CAAC;IAC9D,CAAC;IAED,IAAW,6BAA6B,CAAC,SAAkB;QACvD,IAAI,CAAC,eAAe,CAAC,6BAA6B,GAAG,SAAS,CAAC;IACnE,CAAC;IAED;;OAEG;IACH,IAAW,+BAA+B;QACtC,OAAO,IAAI,CAAC,eAAe,CAAC,+BAA+B,CAAC;IAChE,CAAC;IAED,IAAW,+BAA+B,CAAC,SAAkB;QACzD,IAAI,CAAC,eAAe,CAAC,+BAA+B,GAAG,SAAS,CAAC;IACrE,CAAC;IAED;;OAEG;IACH,IAAW,qBAAqB;QAC5B,OAAO,IAAI,CAAC,eAAe,CAAC,qBAAqB,CAAC;IACtD,CAAC;IAED,IAAW,qBAAqB,CAAC,SAAkB;QAC/C,IAAI,CAAC,eAAe,CAAC,qBAAqB,GAAG,SAAS,CAAC;IAC3D,CAAC;IAED;;OAEG;IACH,IAAW,2BAA2B;QAClC,OAAO,IAAI,CAAC,eAAe,CAAC,2BAA2B,CAAC;IAC5D,CAAC;IAED,IAAW,2BAA2B,CAAC,SAAkB;QACrD,IAAI,CAAC,eAAe,CAAC,2BAA2B,GAAG,SAAS,CAAC;IACjE,CAAC;IAED;;;OAGG;IACH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,eAAe,CAAC,aAAa,CAAC;IAC9C,CAAC;IAED,IAAW,aAAa,CAAC,IAAa;QAClC,IAAI,CAAC,eAAe,CAAC,aAAa,GAAG,IAAI,CAAC;IAC9C,CAAC;IAED;;;OAGG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,eAAe,CAAC,UAAU,CAAC;IAC3C,CAAC;IAED,IAAW,UAAU,CAAC,OAAgB;QAClC,IAAI,CAAC,eAAe,CAAC,UAAU,GAAG,OAAO,CAAC;QAC1C,IAAI,CAAC,2BAA2B,CAAC,UAAU,GAAG,OAAO,CAAC;IAC1D,CAAC;IAED;;;;;;OAMG;IACH,IAAW,mCAAmC;QAC1C,OAAO,IAAI,CAAC,eAAe,CAAC,mCAAmC,CAAC;IACpE,CAAC;IAED,IAAW,mCAAmC,CAAC,SAAkB;QAC7D,IAAI,IAAI,CAAC,eAAe,CAAC,mCAAmC,KAAK,SAAS,EAAE,CAAC;YACzE,OAAO;QACX,CAAC;QAED,IAAI,CAAC,eAAe,CAAC,mCAAmC,GAAG,SAAS,CAAC;IACzE,CAAC;IAED;;;OAGG;IACH,IAAW,+BAA+B;QACtC,OAAO,IAAI,CAAC,eAAe,CAAC,+BAA+B,CAAC;IAChE,CAAC;IAED,IAAW,+BAA+B,CAAC,UAAmB;QAC1D,IAAI,IAAI,CAAC,eAAe,CAAC,+BAA+B,KAAK,UAAU,EAAE,CAAC;YACtE,OAAO;QACX,CAAC;QAED,IAAI,CAAC,eAAe,CAAC,+BAA+B,GAAG,UAAU,CAAC;QAClE,IAAI,CAAC,2BAA2B,CAAC,+BAA+B,GAAG,UAAU,CAAC;IAClF,CAAC;IAED;;;OAGG;IACH,IAAW,0BAA0B;QACjC,OAAO,IAAI,CAAC,eAAe,CAAC,0B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{ type Nullable, type CubeTexture, type Scene, type Camera } from \"core/index\";\r\nimport { Vector2 } from \"core/Maths/math.vector\";\r\nimport { ThinSSRPostProcess } from \"core/PostProcesses/thinSSRPostProcess\";\r\nimport { ThinSSRBlurPostProcess } from \"core/PostProcesses/thinSSRBlurPostProcess\";\r\nimport { ThinSSRBlurCombinerPostProcess } from \"core/PostProcesses/thinSSRBlurCombinerPostProcess\";\r\n\r\n/**\r\n * The SSR rendering pipeline is used to generate a reflection based on a flat mirror model.\r\n */\r\nexport class ThinSSRRenderingPipeline {\r\n /** @internal */\r\n public readonly _ssrPostProcess: ThinSSRPostProcess;\r\n /** @internal */\r\n public readonly _ssrBlurXPostProcess: ThinSSRBlurPostProcess;\r\n /** @internal */\r\n public readonly _ssrBlurYPostProcess: ThinSSRBlurPostProcess;\r\n /** @internal */\r\n public readonly _ssrBlurCombinerPostProcess: ThinSSRBlurCombinerPostProcess;\r\n\r\n /**\r\n * Gets or sets the name of the rendering pipeline\r\n */\r\n public name: string;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the SSR rendering pipeline is supported\r\n */\r\n public get isSSRSupported(): boolean {\r\n return this._ssrPostProcess.isSSRSupported;\r\n }\r\n\r\n public set isSSRSupported(supported: boolean) {\r\n this._ssrPostProcess.isSSRSupported = supported;\r\n }\r\n\r\n /**\r\n * Gets or sets the maxDistance used to define how far we look for reflection during the ray-marching on the reflected ray (default: 1000).\r\n * Note that this value is a view (camera) space distance (not pixels!).\r\n */\r\n public get maxDistance() {\r\n return this._ssrPostProcess.maxDistance;\r\n }\r\n\r\n public set maxDistance(distance: number) {\r\n this._ssrPostProcess.maxDistance = distance;\r\n }\r\n\r\n /**\r\n * Gets or sets the step size used to iterate until the effect finds the color of the reflection's pixel. Should be an integer \\>= 1 as it is the number of pixels we advance at each step (default: 1).\r\n * Use higher values to improve performances (but at the expense of quality).\r\n */\r\n public get step() {\r\n return this._ssrPostProcess.step;\r\n }\r\n\r\n public set step(step: number) {\r\n this._ssrPostProcess.step = step;\r\n }\r\n\r\n /**\r\n * Gets or sets the thickness value used as tolerance when computing the intersection between the reflected ray and the scene (default: 0.5).\r\n * If setting \"enableAutomaticThicknessComputation\" to true, you can use lower values for \"thickness\" (even 0), as the geometry thickness\r\n * is automatically computed thank to the regular depth buffer + the backface depth buffer\r\n */\r\n public get thickness() {\r\n return this._ssrPostProcess.thickness;\r\n }\r\n\r\n public set thickness(thickness: number) {\r\n this._ssrPostProcess.thickness = thickness;\r\n }\r\n\r\n /**\r\n * Gets or sets the current reflection strength. 1.0 is an ideal value but can be increased/decreased for particular results (default: 1).\r\n */\r\n public get strength() {\r\n return this._ssrPostProcess.strength;\r\n }\r\n\r\n public set strength(strength: number) {\r\n this._ssrPostProcess.strength = strength;\r\n this._ssrBlurCombinerPostProcess.strength = strength;\r\n }\r\n\r\n /**\r\n * Gets or sets the falloff exponent used to compute the reflection strength. Higher values lead to fainter reflections (default: 1).\r\n */\r\n public get reflectionSpecularFalloffExponent() {\r\n return this._ssrPostProcess.reflectionSpecularFalloffExponent;\r\n }\r\n\r\n public set reflectionSpecularFalloffExponent(exponent: number) {\r\n this._ssrPostProcess.reflectionSpecularFalloffExponent = exponent;\r\n this._ssrBlurCombinerPostProcess.reflectionSpecularFalloffExponent = exponent;\r\n }\r\n\r\n /**\r\n * Maximum number of steps during the ray marching process after which we consider an intersection could not be found (default: 1000).\r\n * Should be an integer value.\r\n */\r\n public get maxSteps() {\r\n return this._ssrPostProcess.maxSteps;\r\n }\r\n\r\n public set maxSteps(steps: number) {\r\n this._ssrPostProcess.maxSteps = steps;\r\n }\r\n\r\n /**\r\n * Gets or sets the factor applied when computing roughness. Default value is 0.2.\r\n * When blurring based on roughness is enabled (meaning blurDispersionStrength \\> 0), roughnessFactor is used as a global roughness factor applied on all objects.\r\n * If you want to disable this global roughness set it to 0.\r\n */\r\n public get roughnessFactor() {\r\n return this._ssrPostProcess.roughnessFactor;\r\n }\r\n\r\n public set roughnessFactor(factor: number) {\r\n this._ssrPostProcess.roughnessFactor = factor;\r\n }\r\n\r\n /**\r\n * Number of steps to skip at start when marching the ray to avoid self collisions (default: 1)\r\n * 1 should normally be a good value, depending on the scene you may need to use a higher value (2 or 3)\r\n */\r\n public get selfCollisionNumSkip() {\r\n return this._ssrPostProcess.selfCollisionNumSkip;\r\n }\r\n\r\n public set selfCollisionNumSkip(skip: number) {\r\n this._ssrPostProcess.selfCollisionNumSkip = skip;\r\n }\r\n\r\n /**\r\n * Gets or sets the minimum value for one of the reflectivity component of the material to consider it for SSR (default: 0.04).\r\n * If all r/g/b components of the reflectivity is below or equal this value, the pixel will not be considered reflective and SSR won't be applied.\r\n */\r\n public get reflectivityThreshold() {\r\n return this._ssrPostProcess.reflectivityThreshold;\r\n }\r\n\r\n public set reflectivityThreshold(threshold: number) {\r\n const currentThreshold = this._ssrPostProcess.reflectivityThreshold;\r\n\r\n if (threshold === currentThreshold) {\r\n return;\r\n }\r\n\r\n this._ssrPostProcess.reflectivityThreshold = threshold;\r\n this._ssrBlurCombinerPostProcess.reflectivityThreshold = threshold;\r\n }\r\n\r\n /**\r\n * Gets or sets the downsample factor used to reduce the size of the texture used to compute the SSR contribution (default: 0).\r\n * Use 0 to render the SSR contribution at full resolution, 1 to render at half resolution, 2 to render at 1/3 resolution, etc.\r\n * Note that it is used only when blurring is enabled (blurDispersionStrength \\> 0), because in that mode the SSR contribution is generated in a separate texture.\r\n */\r\n public ssrDownsample = 0;\r\n\r\n /**\r\n * Gets or sets the blur dispersion strength. Set this value to 0 to disable blurring (default: 0.03)\r\n * The reflections are blurred based on the roughness of the surface and the distance between the pixel shaded and the reflected pixel: the higher the distance the more blurry the reflection is.\r\n * blurDispersionStrength allows to increase or decrease this effect.\r\n */\r\n public get blurDispersionStrength() {\r\n return this._ssrBlurXPostProcess.blurStrength;\r\n }\r\n\r\n public set blurDispersionStrength(strength: number) {\r\n if (strength === this._ssrBlurXPostProcess.blurStrength) {\r\n return;\r\n }\r\n\r\n this._ssrPostProcess.useBlur = strength > 0;\r\n\r\n this._ssrBlurXPostProcess.blurStrength = strength;\r\n this._ssrBlurYPostProcess.blurStrength = strength;\r\n }\r\n\r\n /**\r\n * Gets or sets the downsample factor used to reduce the size of the textures used to blur the reflection effect (default: 0).\r\n * Use 0 to blur at full resolution, 1 to render at half resolution, 2 to render at 1/3 resolution, etc.\r\n */\r\n public blurDownsample = 0;\r\n\r\n /**\r\n * Gets or sets whether or not smoothing reflections is enabled (default: false)\r\n * Enabling smoothing will require more GPU power.\r\n * Note that this setting has no effect if step = 1: it's only used if step \\> 1.\r\n */\r\n public get enableSmoothReflections(): boolean {\r\n return this._ssrPostProcess.enableSmoothReflections;\r\n }\r\n\r\n public set enableSmoothReflections(enabled: boolean) {\r\n this._ssrPostProcess.enableSmoothReflections = enabled;\r\n }\r\n\r\n /**\r\n * Gets or sets the environment cube texture used to define the reflection when the reflected rays of SSR leave the view space or when the maxDistance/maxSteps is reached.\r\n */\r\n public get environmentTexture() {\r\n return this._ssrPostProcess.environmentTexture;\r\n }\r\n\r\n public set environmentTexture(texture: Nullable<CubeTexture>) {\r\n this._ssrPostProcess.environmentTexture = texture;\r\n }\r\n\r\n /**\r\n * Gets or sets the boolean defining if the environment texture is a standard cubemap (false) or a probe (true). Default value is false.\r\n * Note: a probe cube texture is treated differently than an ordinary cube texture because the Y axis is reversed.\r\n */\r\n public get environmentTextureIsProbe(): boolean {\r\n return this._ssrPostProcess.environmentTextureIsProbe;\r\n }\r\n\r\n public set environmentTextureIsProbe(isProbe: boolean) {\r\n this._ssrPostProcess.environmentTextureIsProbe = isProbe;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the reflections should be attenuated at the screen borders (default: true).\r\n */\r\n public get attenuateScreenBorders() {\r\n return this._ssrPostProcess.attenuateScreenBorders;\r\n }\r\n\r\n public set attenuateScreenBorders(attenuate: boolean) {\r\n this._ssrPostProcess.attenuateScreenBorders = attenuate;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the reflections should be attenuated according to the distance of the intersection (default: true).\r\n */\r\n public get attenuateIntersectionDistance() {\r\n return this._ssrPostProcess.attenuateIntersectionDistance;\r\n }\r\n\r\n public set attenuateIntersectionDistance(attenuate: boolean) {\r\n this._ssrPostProcess.attenuateIntersectionDistance = attenuate;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the reflections should be attenuated according to the number of iterations performed to find the intersection (default: true).\r\n */\r\n public get attenuateIntersectionIterations() {\r\n return this._ssrPostProcess.attenuateIntersectionIterations;\r\n }\r\n\r\n public set attenuateIntersectionIterations(attenuate: boolean) {\r\n this._ssrPostProcess.attenuateIntersectionIterations = attenuate;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the reflections should be attenuated when the reflection ray is facing the camera (the view direction) (default: false).\r\n */\r\n public get attenuateFacingCamera() {\r\n return this._ssrPostProcess.attenuateFacingCamera;\r\n }\r\n\r\n public set attenuateFacingCamera(attenuate: boolean) {\r\n this._ssrPostProcess.attenuateFacingCamera = attenuate;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the backface reflections should be attenuated (default: false).\r\n */\r\n public get attenuateBackfaceReflection() {\r\n return this._ssrPostProcess.attenuateBackfaceReflection;\r\n }\r\n\r\n public set attenuateBackfaceReflection(attenuate: boolean) {\r\n this._ssrPostProcess.attenuateBackfaceReflection = attenuate;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the ray should be clipped to the frustum (default: true).\r\n * You can try to set this parameter to false to save some performances: it may produce some artefacts in some cases, but generally they won't really be visible\r\n */\r\n public get clipToFrustum() {\r\n return this._ssrPostProcess.clipToFrustum;\r\n }\r\n\r\n public set clipToFrustum(clip: boolean) {\r\n this._ssrPostProcess.clipToFrustum = clip;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating whether the blending between the current color pixel and the reflection color should be done with a Fresnel coefficient (default: false).\r\n * It is more physically accurate to use the Fresnel coefficient (otherwise it uses the reflectivity of the material for blending), but it is also more expensive when you use blur (when blurDispersionStrength \\> 0).\r\n */\r\n public get useFresnel() {\r\n return this._ssrPostProcess.useFresnel;\r\n }\r\n\r\n public set useFresnel(fresnel: boolean) {\r\n this._ssrPostProcess.useFresnel = fresnel;\r\n this._ssrBlurCombinerPostProcess.useFresnel = fresnel;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean defining if geometry thickness should be computed automatically (default: false).\r\n * When enabled, a depth renderer is created which will render the back faces of the scene to a depth texture (meaning additional work for the GPU).\r\n * In that mode, the \"thickness\" property is still used as an offset to compute the ray intersection, but you can typically use a much lower\r\n * value than when enableAutomaticThicknessComputation is false (it's even possible to use a value of 0 when using low values for \"step\")\r\n * Note that for performance reasons, this option will only apply to the first camera to which the rendering pipeline is attached!\r\n */\r\n public get enableAutomaticThicknessComputation(): boolean {\r\n return this._ssrPostProcess.enableAutomaticThicknessComputation;\r\n }\r\n\r\n public set enableAutomaticThicknessComputation(automatic: boolean) {\r\n if (this._ssrPostProcess.enableAutomaticThicknessComputation === automatic) {\r\n return;\r\n }\r\n\r\n this._ssrPostProcess.enableAutomaticThicknessComputation = automatic;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean defining if the input color texture is in gamma space (default: true)\r\n * The SSR effect works in linear space, so if the input texture is in gamma space, we must convert the texture to linear space before applying the effect\r\n */\r\n public get inputTextureColorIsInGammaSpace(): boolean {\r\n return this._ssrPostProcess.inputTextureColorIsInGammaSpace;\r\n }\r\n\r\n public set inputTextureColorIsInGammaSpace(gammaSpace: boolean) {\r\n if (this._ssrPostProcess.inputTextureColorIsInGammaSpace === gammaSpace) {\r\n return;\r\n }\r\n\r\n this._ssrPostProcess.inputTextureColorIsInGammaSpace = gammaSpace;\r\n this._ssrBlurCombinerPostProcess.inputTextureColorIsInGammaSpace = gammaSpace;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean defining if the output color texture generated by the SSR pipeline should be in gamma space (default: true)\r\n * If you have a post-process that comes after the SSR and that post-process needs the input to be in a linear space, you must disable generateOutputInGammaSpace\r\n */\r\n public get generateOutputInGammaSpace(): boolean {\r\n return this._ssrPostProcess.generateOutputInGammaSpace;\r\n }\r\n\r\n public set generateOutputInGammaSpace(gammaSpace: boolean) {\r\n if (this._ssrPostProcess.generateOutputInGammaSpace === gammaSpace) {\r\n return;\r\n }\r\n\r\n this._ssrPostProcess.generateOutputInGammaSpace = gammaSpace;\r\n this._ssrBlurCombinerPostProcess.generateOutputInGammaSpace = gammaSpace;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the effect should be rendered in debug mode (default: false).\r\n * In this mode, colors have this meaning:\r\n * - blue: the ray hit the max distance (we reached maxDistance)\r\n * - red: the ray ran out of steps (we reached maxSteps)\r\n * - yellow: the ray went off screen\r\n * - green: the ray hit a surface. The brightness of the green color is proportional to the distance between the ray origin and the intersection point: A brighter green means more computation than a darker green.\r\n * In the first 3 cases, the final color is calculated by mixing the skybox color with the pixel color (if environmentTexture is defined), otherwise the pixel color is not modified\r\n * You should try to get as few blue/red/yellow pixels as possible, as this means that the ray has gone further than if it had hit a surface.\r\n */\r\n public get debug(): boolean {\r\n return this._ssrPostProcess.debug;\r\n }\r\n\r\n public set debug(value: boolean) {\r\n if (this._ssrPostProcess.debug === value) {\r\n return;\r\n }\r\n\r\n this._ssrPostProcess.debug = value;\r\n this._ssrBlurCombinerPostProcess.debug = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the camera to use to render the reflection\r\n */\r\n public get camera() {\r\n return this._ssrPostProcess.camera;\r\n }\r\n\r\n public set camera(camera: Nullable<Camera>) {\r\n this._ssrPostProcess.camera = camera;\r\n this._ssrBlurCombinerPostProcess.camera = camera;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the depth buffer stores screen space depth instead of camera view space depth.\r\n */\r\n public get useScreenspaceDepth() {\r\n return this._ssrPostProcess.useScreenspaceDepth;\r\n }\r\n\r\n public set useScreenspaceDepth(use: boolean) {\r\n this._ssrPostProcess.useScreenspaceDepth = use;\r\n this._ssrBlurCombinerPostProcess.useScreenspaceDepth = use;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the normals are in world space (false by default, meaning normals are in camera view space).\r\n */\r\n public get normalsAreInWorldSpace() {\r\n return this._ssrPostProcess.normalsAreInWorldSpace;\r\n }\r\n\r\n public set normalsAreInWorldSpace(normalsAreInWorldSpace: boolean) {\r\n this._ssrPostProcess.normalsAreInWorldSpace = normalsAreInWorldSpace;\r\n this._ssrBlurCombinerPostProcess.normalsAreInWorldSpace = normalsAreInWorldSpace;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the normals are encoded as unsigned, that is normalUnsigned = normal*0.5+0.5 (false by default).\r\n */\r\n public get normalsAreUnsigned() {\r\n return this._ssrPostProcess.normalsAreUnsigned;\r\n }\r\n\r\n public set normalsAreUnsigned(normalsAreUnsigned: boolean) {\r\n this._ssrPostProcess.normalsAreUnsigned = normalsAreUnsigned;\r\n this._ssrBlurCombinerPostProcess.normalsAreUnsigned = normalsAreUnsigned;\r\n }\r\n\r\n /**\r\n * Checks if all the post processes in the pipeline are ready.\r\n * @returns true if all the post processes in the pipeline are ready\r\n */\r\n public isReady(): boolean {\r\n return this._ssrPostProcess.isReady() && this._ssrBlurXPostProcess.isReady() && this._ssrBlurYPostProcess.isReady() && this._ssrBlurCombinerPostProcess.isReady();\r\n }\r\n\r\n private _scene: Scene;\r\n\r\n /**\r\n * Constructor of the SSR rendering pipeline\r\n * @param name The rendering pipeline name\r\n * @param scene The scene linked to this pipeline\r\n */\r\n constructor(name: string, scene: Scene) {\r\n this.name = name;\r\n this._scene = scene;\r\n\r\n this._ssrPostProcess = new ThinSSRPostProcess(this.name, this._scene);\r\n this._ssrBlurXPostProcess = new ThinSSRBlurPostProcess(this.name + \" BlurX\", this._scene.getEngine(), new Vector2(1, 0));\r\n this._ssrBlurYPostProcess = new ThinSSRBlurPostProcess(this.name + \" BlurY\", this._scene.getEngine(), new Vector2(0, 1));\r\n this._ssrBlurCombinerPostProcess = new ThinSSRBlurCombinerPostProcess(this.name + \" BlurCombiner\", this._scene.getEngine());\r\n\r\n this._ssrPostProcess.useBlur = this._ssrBlurXPostProcess.blurStrength > 0;\r\n }\r\n\r\n /**\r\n * Disposes of the pipeline\r\n */\r\n public dispose(): void {\r\n this._ssrPostProcess?.dispose();\r\n this._ssrBlurXPostProcess?.dispose();\r\n this._ssrBlurYPostProcess?.dispose();\r\n this._ssrBlurCombinerPostProcess?.dispose();\r\n }\r\n}\r\n"]}
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+
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{ type Nullable, type CubeTexture, type Scene, type Camera } from \"core/index\";\r\nimport { Vector2 } from \"core/Maths/math.vector.pure\";\r\nimport { ThinSSRPostProcess } from \"core/PostProcesses/thinSSRPostProcess\";\r\nimport { ThinSSRBlurPostProcess } from \"core/PostProcesses/thinSSRBlurPostProcess\";\r\nimport { ThinSSRBlurCombinerPostProcess } from \"core/PostProcesses/thinSSRBlurCombinerPostProcess\";\r\n\r\n/**\r\n * The SSR rendering pipeline is used to generate a reflection based on a flat mirror model.\r\n */\r\nexport class ThinSSRRenderingPipeline {\r\n /** @internal */\r\n public readonly _ssrPostProcess: ThinSSRPostProcess;\r\n /** @internal */\r\n public readonly _ssrBlurXPostProcess: ThinSSRBlurPostProcess;\r\n /** @internal */\r\n public readonly _ssrBlurYPostProcess: ThinSSRBlurPostProcess;\r\n /** @internal */\r\n public readonly _ssrBlurCombinerPostProcess: ThinSSRBlurCombinerPostProcess;\r\n\r\n /**\r\n * Gets or sets the name of the rendering pipeline\r\n */\r\n public name: string;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the SSR rendering pipeline is supported\r\n */\r\n public get isSSRSupported(): boolean {\r\n return this._ssrPostProcess.isSSRSupported;\r\n }\r\n\r\n public set isSSRSupported(supported: boolean) {\r\n this._ssrPostProcess.isSSRSupported = supported;\r\n }\r\n\r\n /**\r\n * Gets or sets the maxDistance used to define how far we look for reflection during the ray-marching on the reflected ray (default: 1000).\r\n * Note that this value is a view (camera) space distance (not pixels!).\r\n */\r\n public get maxDistance() {\r\n return this._ssrPostProcess.maxDistance;\r\n }\r\n\r\n public set maxDistance(distance: number) {\r\n this._ssrPostProcess.maxDistance = distance;\r\n }\r\n\r\n /**\r\n * Gets or sets the step size used to iterate until the effect finds the color of the reflection's pixel. Should be an integer \\>= 1 as it is the number of pixels we advance at each step (default: 1).\r\n * Use higher values to improve performances (but at the expense of quality).\r\n */\r\n public get step() {\r\n return this._ssrPostProcess.step;\r\n }\r\n\r\n public set step(step: number) {\r\n this._ssrPostProcess.step = step;\r\n }\r\n\r\n /**\r\n * Gets or sets the thickness value used as tolerance when computing the intersection between the reflected ray and the scene (default: 0.5).\r\n * If setting \"enableAutomaticThicknessComputation\" to true, you can use lower values for \"thickness\" (even 0), as the geometry thickness\r\n * is automatically computed thank to the regular depth buffer + the backface depth buffer\r\n */\r\n public get thickness() {\r\n return this._ssrPostProcess.thickness;\r\n }\r\n\r\n public set thickness(thickness: number) {\r\n this._ssrPostProcess.thickness = thickness;\r\n }\r\n\r\n /**\r\n * Gets or sets the current reflection strength. 1.0 is an ideal value but can be increased/decreased for particular results (default: 1).\r\n */\r\n public get strength() {\r\n return this._ssrPostProcess.strength;\r\n }\r\n\r\n public set strength(strength: number) {\r\n this._ssrPostProcess.strength = strength;\r\n this._ssrBlurCombinerPostProcess.strength = strength;\r\n }\r\n\r\n /**\r\n * Gets or sets the falloff exponent used to compute the reflection strength. Higher values lead to fainter reflections (default: 1).\r\n */\r\n public get reflectionSpecularFalloffExponent() {\r\n return this._ssrPostProcess.reflectionSpecularFalloffExponent;\r\n }\r\n\r\n public set reflectionSpecularFalloffExponent(exponent: number) {\r\n this._ssrPostProcess.reflectionSpecularFalloffExponent = exponent;\r\n this._ssrBlurCombinerPostProcess.reflectionSpecularFalloffExponent = exponent;\r\n }\r\n\r\n /**\r\n * Maximum number of steps during the ray marching process after which we consider an intersection could not be found (default: 1000).\r\n * Should be an integer value.\r\n */\r\n public get maxSteps() {\r\n return this._ssrPostProcess.maxSteps;\r\n }\r\n\r\n public set maxSteps(steps: number) {\r\n this._ssrPostProcess.maxSteps = steps;\r\n }\r\n\r\n /**\r\n * Gets or sets the factor applied when computing roughness. Default value is 0.2.\r\n * When blurring based on roughness is enabled (meaning blurDispersionStrength \\> 0), roughnessFactor is used as a global roughness factor applied on all objects.\r\n * If you want to disable this global roughness set it to 0.\r\n */\r\n public get roughnessFactor() {\r\n return this._ssrPostProcess.roughnessFactor;\r\n }\r\n\r\n public set roughnessFactor(factor: number) {\r\n this._ssrPostProcess.roughnessFactor = factor;\r\n }\r\n\r\n /**\r\n * Number of steps to skip at start when marching the ray to avoid self collisions (default: 1)\r\n * 1 should normally be a good value, depending on the scene you may need to use a higher value (2 or 3)\r\n */\r\n public get selfCollisionNumSkip() {\r\n return this._ssrPostProcess.selfCollisionNumSkip;\r\n }\r\n\r\n public set selfCollisionNumSkip(skip: number) {\r\n this._ssrPostProcess.selfCollisionNumSkip = skip;\r\n }\r\n\r\n /**\r\n * Gets or sets the minimum value for one of the reflectivity component of the material to consider it for SSR (default: 0.04).\r\n * If all r/g/b components of the reflectivity is below or equal this value, the pixel will not be considered reflective and SSR won't be applied.\r\n */\r\n public get reflectivityThreshold() {\r\n return this._ssrPostProcess.reflectivityThreshold;\r\n }\r\n\r\n public set reflectivityThreshold(threshold: number) {\r\n const currentThreshold = this._ssrPostProcess.reflectivityThreshold;\r\n\r\n if (threshold === currentThreshold) {\r\n return;\r\n }\r\n\r\n this._ssrPostProcess.reflectivityThreshold = threshold;\r\n this._ssrBlurCombinerPostProcess.reflectivityThreshold = threshold;\r\n }\r\n\r\n /**\r\n * Gets or sets the downsample factor used to reduce the size of the texture used to compute the SSR contribution (default: 0).\r\n * Use 0 to render the SSR contribution at full resolution, 1 to render at half resolution, 2 to render at 1/3 resolution, etc.\r\n * Note that it is used only when blurring is enabled (blurDispersionStrength \\> 0), because in that mode the SSR contribution is generated in a separate texture.\r\n */\r\n public ssrDownsample = 0;\r\n\r\n /**\r\n * Gets or sets the blur dispersion strength. Set this value to 0 to disable blurring (default: 0.03)\r\n * The reflections are blurred based on the roughness of the surface and the distance between the pixel shaded and the reflected pixel: the higher the distance the more blurry the reflection is.\r\n * blurDispersionStrength allows to increase or decrease this effect.\r\n */\r\n public get blurDispersionStrength() {\r\n return this._ssrBlurXPostProcess.blurStrength;\r\n }\r\n\r\n public set blurDispersionStrength(strength: number) {\r\n if (strength === this._ssrBlurXPostProcess.blurStrength) {\r\n return;\r\n }\r\n\r\n this._ssrPostProcess.useBlur = strength > 0;\r\n\r\n this._ssrBlurXPostProcess.blurStrength = strength;\r\n this._ssrBlurYPostProcess.blurStrength = strength;\r\n }\r\n\r\n /**\r\n * Gets or sets the downsample factor used to reduce the size of the textures used to blur the reflection effect (default: 0).\r\n * Use 0 to blur at full resolution, 1 to render at half resolution, 2 to render at 1/3 resolution, etc.\r\n */\r\n public blurDownsample = 0;\r\n\r\n /**\r\n * Gets or sets whether or not smoothing reflections is enabled (default: false)\r\n * Enabling smoothing will require more GPU power.\r\n * Note that this setting has no effect if step = 1: it's only used if step \\> 1.\r\n */\r\n public get enableSmoothReflections(): boolean {\r\n return this._ssrPostProcess.enableSmoothReflections;\r\n }\r\n\r\n public set enableSmoothReflections(enabled: boolean) {\r\n this._ssrPostProcess.enableSmoothReflections = enabled;\r\n }\r\n\r\n /**\r\n * Gets or sets the environment cube texture used to define the reflection when the reflected rays of SSR leave the view space or when the maxDistance/maxSteps is reached.\r\n */\r\n public get environmentTexture() {\r\n return this._ssrPostProcess.environmentTexture;\r\n }\r\n\r\n public set environmentTexture(texture: Nullable<CubeTexture>) {\r\n this._ssrPostProcess.environmentTexture = texture;\r\n }\r\n\r\n /**\r\n * Gets or sets the boolean defining if the environment texture is a standard cubemap (false) or a probe (true). Default value is false.\r\n * Note: a probe cube texture is treated differently than an ordinary cube texture because the Y axis is reversed.\r\n */\r\n public get environmentTextureIsProbe(): boolean {\r\n return this._ssrPostProcess.environmentTextureIsProbe;\r\n }\r\n\r\n public set environmentTextureIsProbe(isProbe: boolean) {\r\n this._ssrPostProcess.environmentTextureIsProbe = isProbe;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the reflections should be attenuated at the screen borders (default: true).\r\n */\r\n public get attenuateScreenBorders() {\r\n return this._ssrPostProcess.attenuateScreenBorders;\r\n }\r\n\r\n public set attenuateScreenBorders(attenuate: boolean) {\r\n this._ssrPostProcess.attenuateScreenBorders = attenuate;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the reflections should be attenuated according to the distance of the intersection (default: true).\r\n */\r\n public get attenuateIntersectionDistance() {\r\n return this._ssrPostProcess.attenuateIntersectionDistance;\r\n }\r\n\r\n public set attenuateIntersectionDistance(attenuate: boolean) {\r\n this._ssrPostProcess.attenuateIntersectionDistance = attenuate;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the reflections should be attenuated according to the number of iterations performed to find the intersection (default: true).\r\n */\r\n public get attenuateIntersectionIterations() {\r\n return this._ssrPostProcess.attenuateIntersectionIterations;\r\n }\r\n\r\n public set attenuateIntersectionIterations(attenuate: boolean) {\r\n this._ssrPostProcess.attenuateIntersectionIterations = attenuate;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the reflections should be attenuated when the reflection ray is facing the camera (the view direction) (default: false).\r\n */\r\n public get attenuateFacingCamera() {\r\n return this._ssrPostProcess.attenuateFacingCamera;\r\n }\r\n\r\n public set attenuateFacingCamera(attenuate: boolean) {\r\n this._ssrPostProcess.attenuateFacingCamera = attenuate;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the backface reflections should be attenuated (default: false).\r\n */\r\n public get attenuateBackfaceReflection() {\r\n return this._ssrPostProcess.attenuateBackfaceReflection;\r\n }\r\n\r\n public set attenuateBackfaceReflection(attenuate: boolean) {\r\n this._ssrPostProcess.attenuateBackfaceReflection = attenuate;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the ray should be clipped to the frustum (default: true).\r\n * You can try to set this parameter to false to save some performances: it may produce some artefacts in some cases, but generally they won't really be visible\r\n */\r\n public get clipToFrustum() {\r\n return this._ssrPostProcess.clipToFrustum;\r\n }\r\n\r\n public set clipToFrustum(clip: boolean) {\r\n this._ssrPostProcess.clipToFrustum = clip;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating whether the blending between the current color pixel and the reflection color should be done with a Fresnel coefficient (default: false).\r\n * It is more physically accurate to use the Fresnel coefficient (otherwise it uses the reflectivity of the material for blending), but it is also more expensive when you use blur (when blurDispersionStrength \\> 0).\r\n */\r\n public get useFresnel() {\r\n return this._ssrPostProcess.useFresnel;\r\n }\r\n\r\n public set useFresnel(fresnel: boolean) {\r\n this._ssrPostProcess.useFresnel = fresnel;\r\n this._ssrBlurCombinerPostProcess.useFresnel = fresnel;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean defining if geometry thickness should be computed automatically (default: false).\r\n * When enabled, a depth renderer is created which will render the back faces of the scene to a depth texture (meaning additional work for the GPU).\r\n * In that mode, the \"thickness\" property is still used as an offset to compute the ray intersection, but you can typically use a much lower\r\n * value than when enableAutomaticThicknessComputation is false (it's even possible to use a value of 0 when using low values for \"step\")\r\n * Note that for performance reasons, this option will only apply to the first camera to which the rendering pipeline is attached!\r\n */\r\n public get enableAutomaticThicknessComputation(): boolean {\r\n return this._ssrPostProcess.enableAutomaticThicknessComputation;\r\n }\r\n\r\n public set enableAutomaticThicknessComputation(automatic: boolean) {\r\n if (this._ssrPostProcess.enableAutomaticThicknessComputation === automatic) {\r\n return;\r\n }\r\n\r\n this._ssrPostProcess.enableAutomaticThicknessComputation = automatic;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean defining if the input color texture is in gamma space (default: true)\r\n * The SSR effect works in linear space, so if the input texture is in gamma space, we must convert the texture to linear space before applying the effect\r\n */\r\n public get inputTextureColorIsInGammaSpace(): boolean {\r\n return this._ssrPostProcess.inputTextureColorIsInGammaSpace;\r\n }\r\n\r\n public set inputTextureColorIsInGammaSpace(gammaSpace: boolean) {\r\n if (this._ssrPostProcess.inputTextureColorIsInGammaSpace === gammaSpace) {\r\n return;\r\n }\r\n\r\n this._ssrPostProcess.inputTextureColorIsInGammaSpace = gammaSpace;\r\n this._ssrBlurCombinerPostProcess.inputTextureColorIsInGammaSpace = gammaSpace;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean defining if the output color texture generated by the SSR pipeline should be in gamma space (default: true)\r\n * If you have a post-process that comes after the SSR and that post-process needs the input to be in a linear space, you must disable generateOutputInGammaSpace\r\n */\r\n public get generateOutputInGammaSpace(): boolean {\r\n return this._ssrPostProcess.generateOutputInGammaSpace;\r\n }\r\n\r\n public set generateOutputInGammaSpace(gammaSpace: boolean) {\r\n if (this._ssrPostProcess.generateOutputInGammaSpace === gammaSpace) {\r\n return;\r\n }\r\n\r\n this._ssrPostProcess.generateOutputInGammaSpace = gammaSpace;\r\n this._ssrBlurCombinerPostProcess.generateOutputInGammaSpace = gammaSpace;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the effect should be rendered in debug mode (default: false).\r\n * In this mode, colors have this meaning:\r\n * - blue: the ray hit the max distance (we reached maxDistance)\r\n * - red: the ray ran out of steps (we reached maxSteps)\r\n * - yellow: the ray went off screen\r\n * - green: the ray hit a surface. The brightness of the green color is proportional to the distance between the ray origin and the intersection point: A brighter green means more computation than a darker green.\r\n * In the first 3 cases, the final color is calculated by mixing the skybox color with the pixel color (if environmentTexture is defined), otherwise the pixel color is not modified\r\n * You should try to get as few blue/red/yellow pixels as possible, as this means that the ray has gone further than if it had hit a surface.\r\n */\r\n public get debug(): boolean {\r\n return this._ssrPostProcess.debug;\r\n }\r\n\r\n public set debug(value: boolean) {\r\n if (this._ssrPostProcess.debug === value) {\r\n return;\r\n }\r\n\r\n this._ssrPostProcess.debug = value;\r\n this._ssrBlurCombinerPostProcess.debug = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the camera to use to render the reflection\r\n */\r\n public get camera() {\r\n return this._ssrPostProcess.camera;\r\n }\r\n\r\n public set camera(camera: Nullable<Camera>) {\r\n this._ssrPostProcess.camera = camera;\r\n this._ssrBlurCombinerPostProcess.camera = camera;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the depth buffer stores screen space depth instead of camera view space depth.\r\n */\r\n public get useScreenspaceDepth() {\r\n return this._ssrPostProcess.useScreenspaceDepth;\r\n }\r\n\r\n public set useScreenspaceDepth(use: boolean) {\r\n this._ssrPostProcess.useScreenspaceDepth = use;\r\n this._ssrBlurCombinerPostProcess.useScreenspaceDepth = use;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the normals are in world space (false by default, meaning normals are in camera view space).\r\n */\r\n public get normalsAreInWorldSpace() {\r\n return this._ssrPostProcess.normalsAreInWorldSpace;\r\n }\r\n\r\n public set normalsAreInWorldSpace(normalsAreInWorldSpace: boolean) {\r\n this._ssrPostProcess.normalsAreInWorldSpace = normalsAreInWorldSpace;\r\n this._ssrBlurCombinerPostProcess.normalsAreInWorldSpace = normalsAreInWorldSpace;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the normals are encoded as unsigned, that is normalUnsigned = normal*0.5+0.5 (false by default).\r\n */\r\n public get normalsAreUnsigned() {\r\n return this._ssrPostProcess.normalsAreUnsigned;\r\n }\r\n\r\n public set normalsAreUnsigned(normalsAreUnsigned: boolean) {\r\n this._ssrPostProcess.normalsAreUnsigned = normalsAreUnsigned;\r\n this._ssrBlurCombinerPostProcess.normalsAreUnsigned = normalsAreUnsigned;\r\n }\r\n\r\n /**\r\n * Checks if all the post processes in the pipeline are ready.\r\n * @returns true if all the post processes in the pipeline are ready\r\n */\r\n public isReady(): boolean {\r\n return this._ssrPostProcess.isReady() && this._ssrBlurXPostProcess.isReady() && this._ssrBlurYPostProcess.isReady() && this._ssrBlurCombinerPostProcess.isReady();\r\n }\r\n\r\n private _scene: Scene;\r\n\r\n /**\r\n * Constructor of the SSR rendering pipeline\r\n * @param name The rendering pipeline name\r\n * @param scene The scene linked to this pipeline\r\n */\r\n constructor(name: string, scene: Scene) {\r\n this.name = name;\r\n this._scene = scene;\r\n\r\n this._ssrPostProcess = new ThinSSRPostProcess(this.name, this._scene);\r\n this._ssrBlurXPostProcess = new ThinSSRBlurPostProcess(this.name + \" BlurX\", this._scene.getEngine(), new Vector2(1, 0));\r\n this._ssrBlurYPostProcess = new ThinSSRBlurPostProcess(this.name + \" BlurY\", this._scene.getEngine(), new Vector2(0, 1));\r\n this._ssrBlurCombinerPostProcess = new ThinSSRBlurCombinerPostProcess(this.name + \" BlurCombiner\", this._scene.getEngine());\r\n\r\n this._ssrPostProcess.useBlur = this._ssrBlurXPostProcess.blurStrength > 0;\r\n }\r\n\r\n /**\r\n * Disposes of the pipeline\r\n */\r\n public dispose(): void {\r\n this._ssrPostProcess?.dispose();\r\n this._ssrBlurXPostProcess?.dispose();\r\n this._ssrBlurYPostProcess?.dispose();\r\n this._ssrBlurCombinerPostProcess?.dispose();\r\n }\r\n}\r\n"]}
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