@onerjs/core 8.53.4 → 8.53.6
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/Animations/animationGroup.d.ts +0 -1
- package/Animations/animationGroup.js +0 -1
- package/Animations/animationGroup.js.map +1 -1
- package/Animations/animationGroup.pure.js +2 -0
- package/Animations/animationGroup.pure.js.map +1 -1
- package/Animations/runtimeAnimation.js +11 -0
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Audio/audioSceneComponent.pure.js +1 -1
- package/AudioV2/abstractAudio/abstractSound.d.ts +2 -1
- package/AudioV2/abstractAudio/abstractSound.js +7 -2
- package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
- package/AudioV2/abstractAudio/abstractSoundInstance.d.ts +3 -1
- package/AudioV2/abstractAudio/abstractSoundInstance.js.map +1 -1
- package/AudioV2/abstractAudio/staticSound.d.ts +6 -0
- package/AudioV2/abstractAudio/staticSound.js +17 -1
- package/AudioV2/abstractAudio/staticSound.js.map +1 -1
- package/AudioV2/abstractAudio/staticSoundInstance.d.ts +4 -2
- package/AudioV2/abstractAudio/staticSoundInstance.js.map +1 -1
- package/AudioV2/abstractAudio/streamingSound.d.ts +6 -0
- package/AudioV2/abstractAudio/streamingSound.js +9 -1
- package/AudioV2/abstractAudio/streamingSound.js.map +1 -1
- package/AudioV2/webAudio/webAudioStaticSound.d.ts +7 -1
- package/AudioV2/webAudio/webAudioStaticSound.js +56 -8
- package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
- package/AudioV2/webAudio/webAudioStreamingSound.d.ts +3 -1
- package/AudioV2/webAudio/webAudioStreamingSound.js +16 -4
- package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +2 -2
- package/BakedVertexAnimation/bakedVertexAnimationManager.js +151 -121
- package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
- package/Behaviors/Cameras/interpolatingBehavior.d.ts +17 -2
- package/Behaviors/Cameras/interpolatingBehavior.js +53 -23
- package/Behaviors/Cameras/interpolatingBehavior.js.map +1 -1
- package/Bones/bone.pure.js +3 -3
- package/Buffers/buffer.pure.js +0 -12
- package/Buffers/buffer.pure.js.map +1 -1
- package/Cameras/Inputs/BaseCameraMouseWheelInput.js +141 -126
- package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/BaseCameraPointersInput.d.ts +2 -1
- package/Cameras/Inputs/BaseCameraPointersInput.js +290 -277
- package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraGamepadInput.js +115 -102
- package/Cameras/Inputs/arcRotateCameraGamepadInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.d.ts +3 -0
- package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js +334 -273
- package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +273 -258
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraPointersInput.js +237 -213
- package/Cameras/Inputs/arcRotateCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraKeyboardInput.js +199 -168
- package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraMouseInput.js +243 -229
- package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/followCameraKeyboardMoveInput.js +311 -266
- package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/followCameraMouseWheelInput.js +139 -119
- package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/followCameraPointersInput.js +239 -203
- package/Cameras/Inputs/followCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraGamepadInput.js +127 -114
- package/Cameras/Inputs/freeCameraGamepadInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +278 -244
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.js +216 -202
- package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseWheelInput.js +368 -353
- package/Cameras/Inputs/freeCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraTouchInput.js +185 -172
- package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
- package/Cameras/Inputs/geospatialCameraKeyboardInput.d.ts +2 -0
- package/Cameras/Inputs/geospatialCameraKeyboardInput.js +291 -246
- package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -1
- package/Cameras/Inputs/geospatialCameraPointersInput.d.ts +11 -1
- package/Cameras/Inputs/geospatialCameraPointersInput.js +18 -2
- package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/orbitCameraPointersInput.js +112 -96
- package/Cameras/Inputs/orbitCameraPointersInput.js.map +1 -1
- package/Cameras/VR/vrExperienceHelper.d.ts +0 -2
- package/Cameras/VR/vrExperienceHelper.js +0 -2
- package/Cameras/VR/vrExperienceHelper.js.map +1 -1
- package/Cameras/VR/vrExperienceHelper.pure.js +5 -0
- package/Cameras/VR/vrExperienceHelper.pure.js.map +1 -1
- package/Cameras/arcRotateCamera.pure.js +1559 -1479
- package/Cameras/arcRotateCamera.pure.js.map +1 -1
- package/Cameras/camera.pure.js +1225 -1178
- package/Cameras/camera.pure.js.map +1 -1
- package/Cameras/flyCamera.pure.js +369 -351
- package/Cameras/flyCamera.pure.js.map +1 -1
- package/Cameras/followCamera.pure.js +229 -192
- package/Cameras/followCamera.pure.js.map +1 -1
- package/Cameras/freeCamera.pure.js +373 -351
- package/Cameras/freeCamera.pure.js.map +1 -1
- package/Cameras/geospatialCamera.pure.d.ts +30 -7
- package/Cameras/geospatialCamera.pure.js +502 -457
- package/Cameras/geospatialCamera.pure.js.map +1 -1
- package/Cameras/geospatialCameraMovement.js +2 -2
- package/Cameras/geospatialCameraMovement.js.map +1 -1
- package/Cameras/targetCamera.pure.d.ts +7 -0
- package/Cameras/targetCamera.pure.js +550 -509
- package/Cameras/targetCamera.pure.js.map +1 -1
- package/Cameras/universalCamera.pure.js +98 -85
- package/Cameras/universalCamera.pure.js.map +1 -1
- package/Collisions/gpuPicker.d.ts +111 -4
- package/Collisions/gpuPicker.js +696 -119
- package/Collisions/gpuPicker.js.map +1 -1
- package/Compute/computeShader.pure.js +372 -355
- package/Compute/computeShader.pure.js.map +1 -1
- package/Culling/Helper/transformFeedbackBoundingHelper.pure.js +2 -2
- package/Decorators/nodeDecorator.d.ts +11 -1
- package/Decorators/nodeDecorator.js +43 -6
- package/Decorators/nodeDecorator.js.map +1 -1
- package/Engines/AbstractEngine/abstractEngine.loadFile.pure.js +8 -0
- package/Engines/AbstractEngine/abstractEngine.loadFile.pure.js.map +1 -1
- package/Engines/Native/nativeHelpers.js +15 -0
- package/Engines/Native/nativeHelpers.js.map +1 -1
- package/Engines/Native/nativeInterfaces.d.ts +7 -2
- package/Engines/Native/nativeInterfaces.js.map +1 -1
- package/Engines/Native/nativeRenderTargetWrapper.d.ts +5 -0
- package/Engines/Native/nativeRenderTargetWrapper.js +35 -1
- package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -1
- package/Engines/Processors/shaderProcessor.js +5 -3
- package/Engines/Processors/shaderProcessor.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.videoTexture.pure.js +16 -3
- package/Engines/WebGPU/Extensions/engine.videoTexture.pure.js.map +1 -1
- package/Engines/WebGPU/webgpuClearQuad.pure.js +7 -1
- package/Engines/WebGPU/webgpuClearQuad.pure.js.map +1 -1
- package/Engines/abstractEngine.functions.d.ts +8 -2
- package/Engines/abstractEngine.functions.js +12 -4
- package/Engines/abstractEngine.functions.js.map +1 -1
- package/Engines/abstractEngine.pure.d.ts +20 -1
- package/Engines/abstractEngine.pure.js +21 -134
- package/Engines/abstractEngine.pure.js.map +1 -1
- package/Engines/engine.d.ts +208 -0
- package/Engines/engine.pure.js +0 -15
- package/Engines/engine.pure.js.map +1 -1
- package/Engines/nullEngine.pure.d.ts +66 -0
- package/Engines/nullEngine.pure.js +97 -0
- package/Engines/nullEngine.pure.js.map +1 -1
- package/Engines/thinEngine.pure.d.ts +0 -13
- package/Engines/thinEngine.pure.js +4 -23
- package/Engines/thinEngine.pure.js.map +1 -1
- package/Engines/thinNativeEngine.d.ts +0 -1
- package/Engines/thinNativeEngine.js +0 -1
- package/Engines/thinNativeEngine.js.map +1 -1
- package/Engines/thinNativeEngine.pure.d.ts +27 -0
- package/Engines/thinNativeEngine.pure.js +383 -17
- package/Engines/thinNativeEngine.pure.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +1 -0
- package/Engines/webgpuEngine.js +1 -0
- package/Engines/webgpuEngine.js.map +1 -1
- package/Engines/webgpuEngine.pure.d.ts +9 -0
- package/Engines/webgpuEngine.pure.js +7 -0
- package/Engines/webgpuEngine.pure.js.map +1 -1
- package/FlowGraph/flowGraph.js +9 -0
- package/FlowGraph/flowGraph.js.map +1 -1
- package/FlowGraph/flowGraphContext.js +597 -584
- package/FlowGraph/flowGraphContext.js.map +1 -1
- package/FlowGraph/flowGraphDataConnection.pure.d.ts +14 -0
- package/FlowGraph/flowGraphDataConnection.pure.js +38 -1
- package/FlowGraph/flowGraphDataConnection.pure.js.map +1 -1
- package/FlowGraph/serialization.d.ts +11 -0
- package/FlowGraph/serialization.js +11 -1
- package/FlowGraph/serialization.js.map +1 -1
- package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.pure.js +182 -170
- package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.pure.js +196 -184
- package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/Layers/selectionOutlineLayerBlock.pure.js +222 -210
- package/FrameGraph/Node/Blocks/Layers/selectionOutlineLayerBlock.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +123 -111
- package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js +158 -146
- package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.pure.js +63 -51
- package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.pure.js +122 -110
- package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.pure.js +76 -64
- package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.pure.js +89 -77
- package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.pure.js +134 -122
- package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.pure.js +58 -46
- package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.pure.js +107 -95
- package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.pure.js +181 -169
- package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.pure.js +63 -51
- package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.pure.js +63 -51
- package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.pure.js +76 -64
- package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.pure.js +246 -234
- package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.pure.js +108 -96
- package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.pure.js +87 -75
- package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.pure.js +76 -64
- package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/ssao2PostProcessBlock.pure.js +313 -301
- package/FrameGraph/Node/Blocks/PostProcesses/ssao2PostProcessBlock.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.pure.js +502 -490
- package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.pure.js +147 -135
- package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.pure.js +90 -78
- package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/volumetricLightingBlock.pure.js +179 -167
- package/FrameGraph/Node/Blocks/PostProcesses/volumetricLightingBlock.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +462 -451
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.js +265 -253
- package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.pure.js +204 -192
- package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js +611 -550
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.pure.js +320 -308
- package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.pure.js +87 -75
- package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/Textures/clearBlock.pure.js +154 -142
- package/FrameGraph/Node/Blocks/Textures/clearBlock.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.pure.js +150 -138
- package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/inputBlock.pure.js +270 -256
- package/FrameGraph/Node/Blocks/inputBlock.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/lightingVolumeBlock.pure.js +95 -83
- package/FrameGraph/Node/Blocks/lightingVolumeBlock.pure.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraph.js +715 -693
- package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraphBlock.js +548 -533
- package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.d.ts +2 -2
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js +43 -51
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.d.ts +0 -1
- package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.js +0 -1
- package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.d.ts +0 -1
- package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.js +66 -35
- package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.js.map +1 -1
- package/Helpers/environmentHelper.js +2 -2
- package/Helpers/environmentHelper.js.map +1 -1
- package/Layers/effectLayer.js +529 -519
- package/Layers/effectLayer.js.map +1 -1
- package/Layers/glowLayer.pure.js +428 -413
- package/Layers/glowLayer.pure.js.map +1 -1
- package/Layers/highlightLayer.pure.js +473 -458
- package/Layers/highlightLayer.pure.js.map +1 -1
- package/Layers/selectionOutlineLayer.pure.js +360 -345
- package/Layers/selectionOutlineLayer.pure.js.map +1 -1
- package/Lights/Clustered/clusteredLightContainer.pure.d.ts +1 -1
- package/Lights/Clustered/clusteredLightContainer.pure.js +583 -558
- package/Lights/Clustered/clusteredLightContainer.pure.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.js +6 -1
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/areaLight.pure.js +61 -39
- package/Lights/areaLight.pure.js.map +1 -1
- package/Lights/directionalLight.pure.js +308 -284
- package/Lights/directionalLight.pure.js.map +1 -1
- package/Lights/hemisphericLight.pure.js +123 -104
- package/Lights/hemisphericLight.pure.js.map +1 -1
- package/Lights/light.d.ts +5 -3
- package/Lights/light.js +869 -827
- package/Lights/light.js.map +1 -1
- package/Lights/pointLight.pure.js +185 -174
- package/Lights/pointLight.pure.js.map +1 -1
- package/Lights/rectAreaLight.pure.d.ts +17 -0
- package/Lights/rectAreaLight.pure.js +238 -159
- package/Lights/rectAreaLight.pure.js.map +1 -1
- package/Lights/shadowLight.js +280 -268
- package/Lights/shadowLight.js.map +1 -1
- package/Lights/spotLight.pure.js +460 -427
- package/Lights/spotLight.pure.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.pure.js +17 -5
- package/Loading/Plugins/babylonFileLoader.pure.js.map +1 -1
- package/Loading/sceneLoader.d.ts +5 -1
- package/Loading/sceneLoader.js +299 -402
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/Background/backgroundMaterial.pure.d.ts +18 -18
- package/Materials/Background/backgroundMaterial.pure.js +949 -794
- package/Materials/Background/backgroundMaterial.pure.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.d.ts +15 -0
- package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js +34 -1
- package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.d.ts +9 -0
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js +26 -2
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.d.ts +2 -1
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.js +169 -149
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.js.map +1 -1
- package/Materials/Node/Blocks/Dual/imageSourceBlock.pure.js +1 -1
- package/Materials/Node/Blocks/Dual/lightBlock.pure.js +442 -429
- package/Materials/Node/Blocks/Dual/lightBlock.pure.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.pure.js +396 -383
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.pure.js.map +1 -1
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.pure.js +237 -220
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.pure.js.map +1 -1
- package/Materials/Node/Blocks/Dual/textureBlock.pure.js +1 -1
- package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.pure.js +150 -133
- package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.pure.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.js +265 -250
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/heightToNormalBlock.pure.js +159 -142
- package/Materials/Node/Blocks/Fragment/heightToNormalBlock.pure.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.pure.js +214 -201
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.pure.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.pure.js +419 -400
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.pure.js.map +1 -1
- package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.pure.js +3 -1
- package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.pure.js.map +1 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.pure.js +302 -289
- package/Materials/Node/Blocks/PBR/clearCoatBlock.pure.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.pure.js +1327 -1272
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.pure.js.map +1 -1
- package/Materials/Node/Blocks/PBR/reflectionBlock.pure.js +352 -337
- package/Materials/Node/Blocks/PBR/reflectionBlock.pure.js.map +1 -1
- package/Materials/Node/Blocks/PBR/refractionBlock.pure.js +297 -277
- package/Materials/Node/Blocks/PBR/refractionBlock.pure.js.map +1 -1
- package/Materials/Node/Blocks/PBR/sheenBlock.pure.js +146 -131
- package/Materials/Node/Blocks/PBR/sheenBlock.pure.js.map +1 -1
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.pure.js +158 -145
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.pure.js.map +1 -1
- package/Materials/Node/Blocks/clampBlock.pure.js +92 -77
- package/Materials/Node/Blocks/clampBlock.pure.js.map +1 -1
- package/Materials/Node/Blocks/cloudBlock.pure.js +145 -132
- package/Materials/Node/Blocks/cloudBlock.pure.js.map +1 -1
- package/Materials/Node/Blocks/conditionalBlock.pure.js +182 -169
- package/Materials/Node/Blocks/conditionalBlock.pure.js.map +1 -1
- package/Materials/Node/Blocks/curveBlock.pure.js +259 -246
- package/Materials/Node/Blocks/curveBlock.pure.js.map +1 -1
- package/Materials/Node/Blocks/debugBlock.pure.js +119 -106
- package/Materials/Node/Blocks/debugBlock.pure.js.map +1 -1
- package/Materials/Node/Blocks/loopBlock.pure.js +123 -110
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- package/PostProcesses/chromaticAberrationPostProcess.pure.js +130 -118
- package/PostProcesses/chromaticAberrationPostProcess.pure.js.map +1 -1
- package/PostProcesses/circleOfConfusionPostProcess.pure.js +115 -104
- package/PostProcesses/circleOfConfusionPostProcess.pure.js.map +1 -1
- package/PostProcesses/colorCorrectionPostProcess.pure.js +55 -43
- package/PostProcesses/colorCorrectionPostProcess.pure.js.map +1 -1
- package/PostProcesses/convolutionPostProcess.pure.js +96 -84
- package/PostProcesses/convolutionPostProcess.pure.js.map +1 -1
- package/PostProcesses/extractHighlightsPostProcess.pure.js +68 -57
- package/PostProcesses/extractHighlightsPostProcess.pure.js.map +1 -1
- package/PostProcesses/filterPostProcess.pure.js +66 -54
- package/PostProcesses/filterPostProcess.pure.js.map +1 -1
- package/PostProcesses/fxaaPostProcess.pure.js.map +1 -1
- package/PostProcesses/grainPostProcess.pure.js +82 -70
- package/PostProcesses/grainPostProcess.pure.js.map +1 -1
- package/PostProcesses/imageProcessingPostProcess.js +334 -322
- package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
- package/PostProcesses/motionBlurPostProcess.pure.js +246 -235
- package/PostProcesses/motionBlurPostProcess.pure.js.map +1 -1
- package/PostProcesses/passPostProcess.pure.js +75 -63
- package/PostProcesses/passPostProcess.pure.js.map +1 -1
- package/PostProcesses/postProcess.pure.js +899 -835
- package/PostProcesses/postProcess.pure.js.map +1 -1
- package/PostProcesses/refractionPostProcess.pure.js +114 -87
- package/PostProcesses/refractionPostProcess.pure.js.map +1 -1
- package/PostProcesses/screenSpaceCurvaturePostProcess.pure.js +108 -96
- package/PostProcesses/screenSpaceCurvaturePostProcess.pure.js.map +1 -1
- package/PostProcesses/screenSpaceReflectionPostProcess.pure.js +241 -220
- package/PostProcesses/screenSpaceReflectionPostProcess.pure.js.map +1 -1
- package/PostProcesses/sharpenPostProcess.pure.js +86 -74
- package/PostProcesses/sharpenPostProcess.pure.js.map +1 -1
- package/PostProcesses/tonemapPostProcess.pure.js +82 -70
- package/PostProcesses/tonemapPostProcess.pure.js.map +1 -1
- package/PostProcesses/volumetricLightScatteringPostProcess.pure.js +500 -465
- package/PostProcesses/volumetricLightScatteringPostProcess.pure.js.map +1 -1
- package/PostProcesses/vrMultiviewToSingleviewPostProcess.d.ts +0 -1
- package/PostProcesses/vrMultiviewToSingleviewPostProcess.js +0 -1
- package/PostProcesses/vrMultiviewToSingleviewPostProcess.js.map +1 -1
- package/PostProcesses/vrMultiviewToSingleviewPostProcess.pure.js +2 -0
- package/PostProcesses/vrMultiviewToSingleviewPostProcess.pure.js.map +1 -1
- package/Probes/reflectionProbe.pure.js +238 -224
- package/Probes/reflectionProbe.pure.js.map +1 -1
- package/Rendering/GlobalIllumination/giRSMManager.pure.d.ts +1 -1
- package/Rendering/GlobalIllumination/giRSMManager.pure.js +138 -105
- package/Rendering/GlobalIllumination/giRSMManager.pure.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsPluginMaterial.pure.d.ts +1 -1
- package/Rendering/IBLShadows/iblShadowsPluginMaterial.pure.js +155 -138
- package/Rendering/IBLShadows/iblShadowsPluginMaterial.pure.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +0 -2
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +0 -2
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.pure.js +5 -0
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.pure.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.d.ts +0 -1
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +0 -1
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.pure.d.ts +1 -0
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.pure.js +34 -0
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.pure.js.map +1 -1
- package/Rendering/edgesRenderer.pure.js.map +1 -1
- package/Rendering/prePassRenderer.d.ts +0 -2
- package/Rendering/prePassRenderer.js +0 -2
- package/Rendering/prePassRenderer.js.map +1 -1
- package/Rendering/prePassRenderer.pure.js +2 -0
- package/Rendering/prePassRenderer.pure.js.map +1 -1
- package/Rendering/reflectiveShadowMap.pure.d.ts +1 -1
- package/Rendering/reflectiveShadowMap.pure.js +151 -130
- package/Rendering/reflectiveShadowMap.pure.js.map +1 -1
- package/Rendering/thinDepthPeelingRenderer.d.ts +0 -1
- package/Rendering/thinDepthPeelingRenderer.js +0 -1
- package/Rendering/thinDepthPeelingRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/gaussianSplatting.js +1 -0
- package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +35 -5
- package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
- package/Shaders/gaussianSplatting.fragment.js +17 -1
- package/Shaders/gaussianSplatting.fragment.js.map +1 -1
- package/Shaders/gaussianSplatting.vertex.js +1 -1
- package/Shaders/gaussianSplatting.vertex.js.map +1 -1
- package/Shaders/gaussianSplattingDepth.vertex.js +1 -1
- package/Shaders/gaussianSplattingDepth.vertex.js.map +1 -1
- package/Shaders/picking.fragment.js +39 -3
- package/Shaders/picking.fragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +3 -1
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/helperFunctions.js +2 -2
- package/ShadersWGSL/ShadersInclude/helperFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +39 -7
- package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js +4 -3
- package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.fragment.js +14 -1
- package/ShadersWGSL/gaussianSplatting.fragment.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.vertex.js +2 -2
- package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
- package/ShadersWGSL/gaussianSplattingDepth.vertex.js +2 -2
- package/ShadersWGSL/gaussianSplattingDepth.vertex.js.map +1 -1
- package/ShadersWGSL/lightingVolume.compute.js +2 -2
- package/ShadersWGSL/lightingVolume.compute.js.map +1 -1
- package/ShadersWGSL/picking.fragment.js +22 -1
- package/ShadersWGSL/picking.fragment.js.map +1 -1
- package/XR/features/Layers/WebXRCompositionLayer.d.ts +3 -2
- package/XR/features/Layers/WebXRCompositionLayer.js +2 -2
- package/XR/features/Layers/WebXRCompositionLayer.js.map +1 -1
- package/XR/features/Layers/WebXRWebGPUCompositionLayer.d.ts +59 -0
- package/XR/features/Layers/WebXRWebGPUCompositionLayer.js +120 -0
- package/XR/features/Layers/WebXRWebGPUCompositionLayer.js.map +1 -0
- package/XR/features/Layers/WebXRWebGPUProjectionLayer.d.ts +25 -0
- package/XR/features/Layers/WebXRWebGPUProjectionLayer.js +69 -0
- package/XR/features/Layers/WebXRWebGPUProjectionLayer.js.map +1 -0
- package/XR/features/WebXRLayers.pure.d.ts +8 -0
- package/XR/features/WebXRLayers.pure.js +43 -6
- package/XR/features/WebXRLayers.pure.js.map +1 -1
- package/XR/native/nativeXRRenderTarget.d.ts +2 -2
- package/XR/native/nativeXRRenderTarget.js +2 -2
- package/XR/native/nativeXRRenderTarget.js.map +1 -1
- package/XR/webXRExperienceHelper.js +10 -1
- package/XR/webXRExperienceHelper.js.map +1 -1
- package/XR/webXRGraphicsBinding.d.ts +90 -0
- package/XR/webXRGraphicsBinding.js +85 -0
- package/XR/webXRGraphicsBinding.js.map +1 -0
- package/XR/webXRLayerRenderTargetTexture.d.ts +24 -0
- package/XR/webXRLayerRenderTargetTexture.js +30 -0
- package/XR/webXRLayerRenderTargetTexture.js.map +1 -0
- package/XR/webXRManagedOutputCanvas.d.ts +14 -0
- package/XR/webXRManagedOutputCanvas.js +24 -5
- package/XR/webXRManagedOutputCanvas.js.map +1 -1
- package/XR/webXRRenderTargetTextureProvider.d.ts +25 -4
- package/XR/webXRRenderTargetTextureProvider.js +33 -35
- package/XR/webXRRenderTargetTextureProvider.js.map +1 -1
- package/XR/webXRSessionManager.d.ts +11 -0
- package/XR/webXRSessionManager.js +37 -0
- package/XR/webXRSessionManager.js.map +1 -1
- package/XR/webXRTypes.d.ts +9 -6
- package/XR/webXRTypes.js.map +1 -1
- package/XR/webXRWebGLLayer.d.ts +2 -2
- package/XR/webXRWebGLLayer.js +2 -2
- package/XR/webXRWebGLLayer.js.map +1 -1
- package/XR/webXRWebGLRenderTargetTextureProvider.d.ts +12 -0
- package/XR/webXRWebGLRenderTargetTextureProvider.js +58 -0
- package/XR/webXRWebGLRenderTargetTextureProvider.js.map +1 -0
- package/XR/webXRWebGPURenderTargetTextureProvider.d.ts +69 -0
- package/XR/webXRWebGPURenderTargetTextureProvider.js +148 -0
- package/XR/webXRWebGPURenderTargetTextureProvider.js.map +1 -0
- package/index.d.ts +1 -0
- package/index.js +1 -0
- package/index.js.map +1 -1
- package/node.js +878 -845
- package/node.js.map +1 -1
- package/package.json +8 -14
- package/scene.pure.d.ts +12 -0
- package/scene.pure.js +36 -0
- package/scene.pure.js.map +1 -1
- package/tslib.es6.js +304 -150
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* A good example of a point light is a standard light bulb.
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+
*/
|
|
50
|
+
set direction(value) {
|
|
51
|
+
const previousNeedCube = this.needCube();
|
|
52
|
+
this._direction = value;
|
|
53
|
+
if (this.needCube() !== previousNeedCube && this._shadowGenerators) {
|
|
54
|
+
const iterator = this._shadowGenerators.values();
|
|
55
|
+
for (let key = iterator.next(); key.done !== true; key = iterator.next()) {
|
|
56
|
+
const shadowGenerator = key.value;
|
|
57
|
+
shadowGenerator.recreateShadowMap();
|
|
58
|
+
}
|
|
59
|
+
}
|
|
60
|
+
}
|
|
61
|
+
/**
|
|
62
|
+
* Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
|
|
63
|
+
* A PointLight emits the light in every direction.
|
|
64
|
+
* It can cast shadows.
|
|
65
|
+
* If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
|
|
66
|
+
* ```javascript
|
|
67
|
+
* var pointLight = new PointLight("pl", camera.position, scene);
|
|
68
|
+
* ```
|
|
69
|
+
* Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction
|
|
70
|
+
* @param name The light friendly name
|
|
71
|
+
* @param position The position of the point light in the scene
|
|
72
|
+
* @param scene The scene the lights belongs to
|
|
73
|
+
* @param dontAddToScene True to not add the light to the scene
|
|
74
|
+
*/
|
|
75
|
+
constructor(name, position, scene, dontAddToScene) {
|
|
76
|
+
super(name, scene, dontAddToScene);
|
|
77
|
+
this._shadowAngle = (__runInitializers(this, _instanceExtraInitializers), Math.PI / 2);
|
|
78
|
+
this.position = position;
|
|
79
|
+
}
|
|
80
|
+
/**
|
|
81
|
+
* Returns the string "PointLight"
|
|
82
|
+
* @returns the class name
|
|
83
|
+
*/
|
|
84
|
+
getClassName() {
|
|
85
|
+
return "PointLight";
|
|
86
|
+
}
|
|
87
|
+
/**
|
|
88
|
+
* Returns the integer 0.
|
|
89
|
+
* @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
|
|
90
|
+
*/
|
|
91
|
+
// eslint-disable-next-line @typescript-eslint/naming-convention
|
|
92
|
+
getTypeID() {
|
|
93
|
+
return Light.LIGHTTYPEID_POINTLIGHT;
|
|
94
|
+
}
|
|
95
|
+
/**
|
|
96
|
+
* Specifies whether or not the shadowmap should be a cube texture.
|
|
97
|
+
* @returns true if the shadowmap needs to be a cube texture.
|
|
98
|
+
*/
|
|
99
|
+
needCube() {
|
|
100
|
+
return !this.direction;
|
|
101
|
+
}
|
|
102
|
+
/**
|
|
103
|
+
* Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
|
|
104
|
+
* @param faceIndex The index of the face we are computed the direction to generate shadow
|
|
105
|
+
* @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
|
|
106
|
+
*/
|
|
107
|
+
getShadowDirection(faceIndex) {
|
|
108
|
+
if (this.direction) {
|
|
109
|
+
return super.getShadowDirection(faceIndex);
|
|
110
|
+
}
|
|
111
|
+
else {
|
|
112
|
+
switch (faceIndex) {
|
|
113
|
+
case 0:
|
|
114
|
+
return new Vector3(1.0, 0.0, 0.0);
|
|
115
|
+
case 1:
|
|
116
|
+
return new Vector3(-1.0, 0.0, 0.0);
|
|
117
|
+
case 2:
|
|
118
|
+
return new Vector3(0.0, -1.0, 0.0);
|
|
119
|
+
case 3:
|
|
120
|
+
return new Vector3(0.0, 1.0, 0.0);
|
|
121
|
+
case 4:
|
|
122
|
+
return new Vector3(0.0, 0.0, 1.0);
|
|
123
|
+
case 5:
|
|
124
|
+
return new Vector3(0.0, 0.0, -1.0);
|
|
125
|
+
}
|
|
126
|
+
}
|
|
127
|
+
return Vector3.Zero();
|
|
128
|
+
}
|
|
129
|
+
/**
|
|
130
|
+
* Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
|
|
131
|
+
* - fov = PI / 2
|
|
132
|
+
* - aspect ratio : 1.0
|
|
133
|
+
* - z-near and far equal to the active camera minZ and maxZ.
|
|
134
|
+
* Returns the PointLight.
|
|
135
|
+
* @param matrix
|
|
136
|
+
* @param viewMatrix
|
|
137
|
+
* @param renderList
|
|
138
|
+
*/
|
|
139
|
+
// eslint-disable-next-line @typescript-eslint/no-unused-vars
|
|
140
|
+
_setDefaultShadowProjectionMatrix(matrix, viewMatrix, renderList) {
|
|
141
|
+
const activeCamera = this.getScene().activeCamera;
|
|
142
|
+
const minZ = this.getDepthMinZ(activeCamera);
|
|
143
|
+
const maxZ = this.getDepthMaxZ(activeCamera);
|
|
144
|
+
const useReverseDepthBuffer = this.getScene().getEngine().useReverseDepthBuffer;
|
|
145
|
+
Matrix.PerspectiveFovLHToRef(this.shadowAngle, 1.0, useReverseDepthBuffer ? maxZ : minZ, useReverseDepthBuffer ? minZ : maxZ, matrix, true, this._scene.getEngine().isNDCHalfZRange, undefined, useReverseDepthBuffer);
|
|
146
|
+
}
|
|
147
|
+
_buildUniformLayout() {
|
|
148
|
+
this._uniformBuffer.addUniform("vLightData", 4);
|
|
149
|
+
this._uniformBuffer.addUniform("vLightDiffuse", 4);
|
|
150
|
+
this._uniformBuffer.addUniform("vLightSpecular", 4);
|
|
151
|
+
this._uniformBuffer.addUniform("vLightFalloff", 4);
|
|
152
|
+
this._uniformBuffer.addUniform("shadowsInfo", 3);
|
|
153
|
+
this._uniformBuffer.addUniform("depthValues", 2);
|
|
154
|
+
this._uniformBuffer.create();
|
|
155
|
+
}
|
|
156
|
+
/**
|
|
157
|
+
* Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
|
|
158
|
+
* @param effect The effect to update
|
|
159
|
+
* @param lightIndex The index of the light in the effect to update
|
|
160
|
+
* @returns The point light
|
|
161
|
+
*/
|
|
162
|
+
transferToEffect(effect, lightIndex) {
|
|
163
|
+
const offset = this._scene.floatingOriginOffset;
|
|
164
|
+
if (this.computeTransformedInformation()) {
|
|
165
|
+
this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x - offset.x, this.transformedPosition.y - offset.y, this.transformedPosition.z - offset.z, 0.0, lightIndex);
|
|
166
|
+
}
|
|
167
|
+
else {
|
|
168
|
+
this._uniformBuffer.updateFloat4("vLightData", this.position.x - offset.x, this.position.y - offset.y, this.position.z - offset.z, 0, lightIndex);
|
|
169
|
+
}
|
|
170
|
+
this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, 0, 0, lightIndex);
|
|
171
|
+
return this;
|
|
172
|
+
}
|
|
173
|
+
transferToNodeMaterialEffect(effect, lightDataUniformName) {
|
|
174
|
+
const offset = this._scene.floatingOriginOffset;
|
|
175
|
+
if (this.computeTransformedInformation()) {
|
|
176
|
+
effect.setFloat3(lightDataUniformName, this.transformedPosition.x - offset.x, this.transformedPosition.y - offset.y, this.transformedPosition.z - offset.z);
|
|
177
|
+
}
|
|
178
|
+
else {
|
|
179
|
+
effect.setFloat3(lightDataUniformName, this.position.x - offset.x, this.position.y - offset.y, this.position.z - offset.z);
|
|
180
|
+
}
|
|
181
|
+
return this;
|
|
182
|
+
}
|
|
183
|
+
/**
|
|
184
|
+
* Prepares the list of defines specific to the light type.
|
|
185
|
+
* @param defines the list of defines
|
|
186
|
+
* @param lightIndex defines the index of the light for the effect
|
|
187
|
+
*/
|
|
188
|
+
prepareLightSpecificDefines(defines, lightIndex) {
|
|
189
|
+
defines["POINTLIGHT" + lightIndex] = true;
|
|
190
|
+
}
|
|
191
|
+
},
|
|
192
|
+
(() => {
|
|
193
|
+
const _metadata = typeof Symbol === "function" && Symbol.metadata ? Object.create(_classSuper[Symbol.metadata] ?? null) : void 0;
|
|
194
|
+
_get_shadowAngle_decorators = [serialize()];
|
|
195
|
+
__esDecorate(_a, null, _get_shadowAngle_decorators, { kind: "getter", name: "shadowAngle", static: false, private: false, access: { has: obj => "shadowAngle" in obj, get: obj => obj.shadowAngle }, metadata: _metadata }, null, _instanceExtraInitializers);
|
|
196
|
+
if (_metadata) Object.defineProperty(_a, Symbol.metadata, { enumerable: true, configurable: true, writable: true, value: _metadata });
|
|
197
|
+
})(),
|
|
198
|
+
_a;
|
|
199
|
+
})();
|
|
200
|
+
export { PointLight };
|
|
190
201
|
let _Registered = false;
|
|
191
202
|
/**
|
|
192
203
|
* Register side effects for pointLight.
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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This file must only contain pure code and pure imports */\r\n\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport { type Scene } from \"../scene.pure\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector.pure\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh.pure\";\r\nimport { Light } from \"./light\";\r\nimport { ShadowLight } from \"./shadowLight\";\r\nimport { type Effect } from \"../Materials/effect.pure\";\r\nimport { Node } from \"../node\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\n/**\r\n * A point light is a light defined by an unique point in world space.\r\n * The light is emitted in every direction from this point.\r\n * A good example of a point light is a standard light bulb.\r\n * Documentation: https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n */\r\nexport class PointLight extends ShadowLight {\r\n private _shadowAngle = Math.PI / 2;\r\n /**\r\n * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback\r\n * This specifies what angle the shadow will use to be created.\r\n *\r\n * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.\r\n */\r\n @serialize()\r\n public get shadowAngle(): number {\r\n return this._shadowAngle;\r\n }\r\n /**\r\n * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback\r\n * This specifies what angle the shadow will use to be created.\r\n *\r\n * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.\r\n */\r\n public set shadowAngle(value: number) {\r\n this._shadowAngle = value;\r\n this.forceProjectionMatrixCompute();\r\n }\r\n\r\n /**\r\n * Gets the direction if it has been set.\r\n * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback\r\n */\r\n public override get direction(): Vector3 {\r\n return this._direction;\r\n }\r\n\r\n /**\r\n * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback\r\n */\r\n public override set direction(value: Vector3) {\r\n const previousNeedCube = this.needCube();\r\n this._direction = value;\r\n if (this.needCube() !== previousNeedCube && this._shadowGenerators) {\r\n const iterator = this._shadowGenerators.values();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const shadowGenerator = key.value;\r\n shadowGenerator.recreateShadowMap();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.\r\n * A PointLight emits the light in every direction.\r\n * It can cast shadows.\r\n * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :\r\n * ```javascript\r\n * var pointLight = new PointLight(\"pl\", camera.position, scene);\r\n * ```\r\n * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n * @param name The light friendly name\r\n * @param position The position of the point light in the scene\r\n * @param scene The scene the lights belongs to\r\n * @param dontAddToScene True to not add the light to the scene\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene, dontAddToScene?: boolean) {\r\n super(name, scene, dontAddToScene);\r\n this.position = position;\r\n }\r\n\r\n /**\r\n * Returns the string \"PointLight\"\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"PointLight\";\r\n }\r\n\r\n /**\r\n * Returns the integer 0.\r\n * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public override getTypeID(): number {\r\n return Light.LIGHTTYPEID_POINTLIGHT;\r\n }\r\n\r\n /**\r\n * Specifies whether or not the shadowmap should be a cube texture.\r\n * @returns true if the shadowmap needs to be a cube texture.\r\n */\r\n public override needCube(): boolean {\r\n return !this.direction;\r\n }\r\n\r\n /**\r\n * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).\r\n * @param faceIndex The index of the face we are computed the direction to generate shadow\r\n * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true\r\n */\r\n public override getShadowDirection(faceIndex?: number): Vector3 {\r\n if (this.direction) {\r\n return super.getShadowDirection(faceIndex);\r\n } else {\r\n switch (faceIndex) {\r\n case 0:\r\n return new Vector3(1.0, 0.0, 0.0);\r\n case 1:\r\n return new Vector3(-1.0, 0.0, 0.0);\r\n case 2:\r\n return new Vector3(0.0, -1.0, 0.0);\r\n case 3:\r\n return new Vector3(0.0, 1.0, 0.0);\r\n case 4:\r\n return new Vector3(0.0, 0.0, 1.0);\r\n case 5:\r\n return new Vector3(0.0, 0.0, -1.0);\r\n }\r\n }\r\n\r\n return Vector3.Zero();\r\n }\r\n\r\n /**\r\n * Sets the passed matrix \"matrix\" as a left-handed perspective projection matrix with the following settings :\r\n * - fov = PI / 2\r\n * - aspect ratio : 1.0\r\n * - z-near and far equal to the active camera minZ and maxZ.\r\n * Returns the PointLight.\r\n * @param matrix\r\n * @param viewMatrix\r\n * @param renderList\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void {\r\n const activeCamera = this.getScene().activeCamera;\r\n\r\n const minZ = this.getDepthMinZ(activeCamera);\r\n const maxZ = this.getDepthMaxZ(activeCamera);\r\n\r\n const useReverseDepthBuffer = this.getScene().getEngine().useReverseDepthBuffer;\r\n\r\n Matrix.PerspectiveFovLHToRef(\r\n this.shadowAngle,\r\n 1.0,\r\n useReverseDepthBuffer ? maxZ : minZ,\r\n useReverseDepthBuffer ? minZ : maxZ,\r\n matrix,\r\n true,\r\n this._scene.getEngine().isNDCHalfZRange,\r\n undefined,\r\n useReverseDepthBuffer\r\n );\r\n }\r\n\r\n protected _buildUniformLayout(): void {\r\n this._uniformBuffer.addUniform(\"vLightData\", 4);\r\n this._uniformBuffer.addUniform(\"vLightDiffuse\", 4);\r\n this._uniformBuffer.addUniform(\"vLightSpecular\", 4);\r\n this._uniformBuffer.addUniform(\"vLightFalloff\", 4);\r\n this._uniformBuffer.addUniform(\"shadowsInfo\", 3);\r\n this._uniformBuffer.addUniform(\"depthValues\", 2);\r\n this._uniformBuffer.create();\r\n }\r\n\r\n /**\r\n * Sets the passed Effect \"effect\" with the PointLight transformed position (or position, if none) and passed name (string).\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The point light\r\n */\r\n public transferToEffect(effect: Effect, lightIndex: string): PointLight {\r\n const offset = this._scene.floatingOriginOffset;\r\n if (this.computeTransformedInformation()) {\r\n this._uniformBuffer.updateFloat4(\r\n \"vLightData\",\r\n this.transformedPosition.x - offset.x,\r\n this.transformedPosition.y - offset.y,\r\n this.transformedPosition.z - offset.z,\r\n 0.0,\r\n lightIndex\r\n );\r\n } else {\r\n this._uniformBuffer.updateFloat4(\"vLightData\", this.position.x - offset.x, this.position.y - offset.y, this.position.z - offset.z, 0, lightIndex);\r\n }\r\n\r\n this._uniformBuffer.updateFloat4(\"vLightFalloff\", this.range, this._inverseSquaredRange, 0, 0, lightIndex);\r\n return this;\r\n }\r\n\r\n public transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string) {\r\n const offset = this._scene.floatingOriginOffset;\r\n if (this.computeTransformedInformation()) {\r\n effect.setFloat3(lightDataUniformName, this.transformedPosition.x - offset.x, this.transformedPosition.y - offset.y, this.transformedPosition.z - offset.z);\r\n } else {\r\n effect.setFloat3(lightDataUniformName, this.position.x - offset.x, this.position.y - offset.y, this.position.z - offset.z);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Prepares the list of defines specific to the light type.\r\n * @param defines the list of defines\r\n * @param lightIndex defines the index of the light for the effect\r\n */\r\n public prepareLightSpecificDefines(defines: any, lightIndex: number): void {\r\n defines[\"POINTLIGHT\" + lightIndex] = true;\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for pointLight.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterPointLight(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n Node.AddNodeConstructor(\"Light_Type_0\", (name, scene) => {\r\n return () => new PointLight(name, Vector3.Zero(), scene);\r\n });\r\n\r\n // Register Class Name\r\n RegisterClass(\"BABYLON.PointLight\", PointLight);\r\n}\r\n"]}
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This file must only contain pure code and pure imports */\r\n\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport { type Scene } from \"../scene.pure\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector.pure\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh.pure\";\r\nimport { Light } from \"./light\";\r\nimport { ShadowLight } from \"./shadowLight\";\r\nimport { type Effect } from \"../Materials/effect.pure\";\r\nimport { Node } from \"../node\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\n/**\r\n * A point light is a light defined by an unique point in world space.\r\n * The light is emitted in every direction from this point.\r\n * A good example of a point light is a standard light bulb.\r\n * Documentation: https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n */\r\nexport class PointLight extends ShadowLight {\r\n private _shadowAngle = Math.PI / 2;\r\n /**\r\n * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback\r\n * This specifies what angle the shadow will use to be created.\r\n *\r\n * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.\r\n */\r\n @serialize()\r\n public get shadowAngle(): number {\r\n return this._shadowAngle;\r\n }\r\n /**\r\n * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback\r\n * This specifies what angle the shadow will use to be created.\r\n *\r\n * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.\r\n */\r\n public set shadowAngle(value: number) {\r\n this._shadowAngle = value;\r\n this.forceProjectionMatrixCompute();\r\n }\r\n\r\n /**\r\n * Gets the direction if it has been set.\r\n * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback\r\n */\r\n public override get direction(): Vector3 {\r\n return this._direction;\r\n }\r\n\r\n /**\r\n * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback\r\n */\r\n public override set direction(value: Vector3) {\r\n const previousNeedCube = this.needCube();\r\n this._direction = value;\r\n if (this.needCube() !== previousNeedCube && this._shadowGenerators) {\r\n const iterator = this._shadowGenerators.values();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const shadowGenerator = key.value;\r\n shadowGenerator.recreateShadowMap();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.\r\n * A PointLight emits the light in every direction.\r\n * It can cast shadows.\r\n * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :\r\n * ```javascript\r\n * var pointLight = new PointLight(\"pl\", camera.position, scene);\r\n * ```\r\n * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n * @param name The light friendly name\r\n * @param position The position of the point light in the scene\r\n * @param scene The scene the lights belongs to\r\n * @param dontAddToScene True to not add the light to the scene\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene, dontAddToScene?: boolean) {\r\n super(name, scene, dontAddToScene);\r\n this.position = position;\r\n }\r\n\r\n /**\r\n * Returns the string \"PointLight\"\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"PointLight\";\r\n }\r\n\r\n /**\r\n * Returns the integer 0.\r\n * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public override getTypeID(): number {\r\n return Light.LIGHTTYPEID_POINTLIGHT;\r\n }\r\n\r\n /**\r\n * Specifies whether or not the shadowmap should be a cube texture.\r\n * @returns true if the shadowmap needs to be a cube texture.\r\n */\r\n public override needCube(): boolean {\r\n return !this.direction;\r\n }\r\n\r\n /**\r\n * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).\r\n * @param faceIndex The index of the face we are computed the direction to generate shadow\r\n * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true\r\n */\r\n public override getShadowDirection(faceIndex?: number): Vector3 {\r\n if (this.direction) {\r\n return super.getShadowDirection(faceIndex);\r\n } else {\r\n switch (faceIndex) {\r\n case 0:\r\n return new Vector3(1.0, 0.0, 0.0);\r\n case 1:\r\n return new Vector3(-1.0, 0.0, 0.0);\r\n case 2:\r\n return new Vector3(0.0, -1.0, 0.0);\r\n case 3:\r\n return new Vector3(0.0, 1.0, 0.0);\r\n case 4:\r\n return new Vector3(0.0, 0.0, 1.0);\r\n case 5:\r\n return new Vector3(0.0, 0.0, -1.0);\r\n }\r\n }\r\n\r\n return Vector3.Zero();\r\n }\r\n\r\n /**\r\n * Sets the passed matrix \"matrix\" as a left-handed perspective projection matrix with the following settings :\r\n * - fov = PI / 2\r\n * - aspect ratio : 1.0\r\n * - z-near and far equal to the active camera minZ and maxZ.\r\n * Returns the PointLight.\r\n * @param matrix\r\n * @param viewMatrix\r\n * @param renderList\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void {\r\n const activeCamera = this.getScene().activeCamera;\r\n\r\n const minZ = this.getDepthMinZ(activeCamera);\r\n const maxZ = this.getDepthMaxZ(activeCamera);\r\n\r\n const useReverseDepthBuffer = this.getScene().getEngine().useReverseDepthBuffer;\r\n\r\n Matrix.PerspectiveFovLHToRef(\r\n this.shadowAngle,\r\n 1.0,\r\n useReverseDepthBuffer ? maxZ : minZ,\r\n useReverseDepthBuffer ? minZ : maxZ,\r\n matrix,\r\n true,\r\n this._scene.getEngine().isNDCHalfZRange,\r\n undefined,\r\n useReverseDepthBuffer\r\n );\r\n }\r\n\r\n protected _buildUniformLayout(): void {\r\n this._uniformBuffer.addUniform(\"vLightData\", 4);\r\n this._uniformBuffer.addUniform(\"vLightDiffuse\", 4);\r\n this._uniformBuffer.addUniform(\"vLightSpecular\", 4);\r\n this._uniformBuffer.addUniform(\"vLightFalloff\", 4);\r\n this._uniformBuffer.addUniform(\"shadowsInfo\", 3);\r\n this._uniformBuffer.addUniform(\"depthValues\", 2);\r\n this._uniformBuffer.create();\r\n }\r\n\r\n /**\r\n * Sets the passed Effect \"effect\" with the PointLight transformed position (or position, if none) and passed name (string).\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The point light\r\n */\r\n public transferToEffect(effect: Effect, lightIndex: string): PointLight {\r\n const offset = this._scene.floatingOriginOffset;\r\n if (this.computeTransformedInformation()) {\r\n this._uniformBuffer.updateFloat4(\r\n \"vLightData\",\r\n this.transformedPosition.x - offset.x,\r\n this.transformedPosition.y - offset.y,\r\n this.transformedPosition.z - offset.z,\r\n 0.0,\r\n lightIndex\r\n );\r\n } else {\r\n this._uniformBuffer.updateFloat4(\"vLightData\", this.position.x - offset.x, this.position.y - offset.y, this.position.z - offset.z, 0, lightIndex);\r\n }\r\n\r\n this._uniformBuffer.updateFloat4(\"vLightFalloff\", this.range, this._inverseSquaredRange, 0, 0, lightIndex);\r\n return this;\r\n }\r\n\r\n public transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string) {\r\n const offset = this._scene.floatingOriginOffset;\r\n if (this.computeTransformedInformation()) {\r\n effect.setFloat3(lightDataUniformName, this.transformedPosition.x - offset.x, this.transformedPosition.y - offset.y, this.transformedPosition.z - offset.z);\r\n } else {\r\n effect.setFloat3(lightDataUniformName, this.position.x - offset.x, this.position.y - offset.y, this.position.z - offset.z);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Prepares the list of defines specific to the light type.\r\n * @param defines the list of defines\r\n * @param lightIndex defines the index of the light for the effect\r\n */\r\n public prepareLightSpecificDefines(defines: any, lightIndex: number): void {\r\n defines[\"POINTLIGHT\" + lightIndex] = true;\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for pointLight.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterPointLight(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n Node.AddNodeConstructor(\"Light_Type_0\", (name, scene) => {\r\n return () => new PointLight(name, Vector3.Zero(), scene);\r\n });\r\n\r\n // Register Class Name\r\n RegisterClass(\"BABYLON.PointLight\", PointLight);\r\n}\r\n"]}
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@@ -62,6 +62,23 @@ export declare class RectAreaLight extends AreaLight {
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* @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
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*/
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getTypeID(): number;
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/**
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* Serializes the rect area light into a serialization object.
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* The emission texture is normally produced at runtime by AreaLightTextureTools and has no
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* source URL, so its pixels are embedded as a base64 string to keep the scene self-contained.
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* @returns the serialized object
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*/
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serialize(): any;
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private _serializeEmissionTexture;
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private static _BuildEmbeddedEmissionTextureAsync;
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private static _BuildEmbeddedEmissionTexture;
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/**
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* Restores the emission texture from the serialized data after the base light has been parsed.
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* @param parsedLight The JSON representation of the light
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* @param scene The scene the light belongs to
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* @param rootUrl The root url to use to load the emission texture when serialized by reference
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*/
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protected _onParsed(parsedLight: any, scene: Scene, rootUrl?: string): void;
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protected _buildUniformLayout(): void;
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protected _computeTransformedInformation(): boolean;
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private static _IsTexture;
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